actor Colourset16 : RandomSpawner replaces "CyberDemon"
{
    DropItem "CommonCybie", 255, 419
    DropItem "GreenCybie", 255, 250
	DropItem "CyanCybie", 255,  90
    DropItem "BlueCybie", 255,  100
    DropItem "PurpleCybie", 255, 45
	DropItem "FireBluCybie",255, 33
	DropItem "GrayCybie",255, 25
	DropItem "BrownCybie",255, 66
	DropItem "YellowCybie", 255, 20
	DropItem "AbyssCybie", 255, 25
	DropItem "RedCybie", 255, 15
	DropItem "BlackCybie", 255, 5
	DropItem "WhiteCybie", 255,  1	
}



Actor BrownCybie
{
MONSTER
+bossdeath
+invulnerable
-solid
-countkill
+nevertarget
+notarget
+notrigger
+noclip
+noteleport
-activatemcross
+thruactors
+thrughost
+cantseek
+NOTELEOTHER
+dontmorph
+dontsquash
+NOTELEFRAG
+DONTDRAIN
+notautoaimed
+NOTONAUTOMAP

+NOINTERACTION
states
{
Spawn:
TNT1 A 0 
Goto Scripted
Scripted:
TNT1 A 0  
TNT1 A 0  
TNT1 A 0 A_JumpIf(CallACS("CH_Brown") == 1, "First") 
TNT1 A 0 A_JumpIf(CallACS("CH_Brown") == 3, "Fifty") 
TNT1 A 0
Goto Third

fifty:
TNT1 A 0
TNT1 A 0 a_jump(128,"third")
TNT1 A 0

First:
TNT1 A 0 A_SpawnitemEx("Colourset16",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG|SXF_SETMASTER)
TNT1 A 30
Done:
TNT1 A 3
loop
Third:
TNT1 A 0 A_SpawnitemEx("BrownCybie2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG|SXF_SETMASTER)
TNT1 A 30
Done2:
TNT1 A 3
loop
death:
TNT1 A 0
TNT1 A 3 a_bossdeath
TNT1 A 0
stop
}
}


// 
actor Browncybie2
{
  Species "Cybie"
  obituary "%o was recycled into mulch by brown cybie"
  health 9559
  radius 40
  height 110
  mass 5000
  speed 17
  seesound "BROCYBHI"
  painsound "BROCYBHU"
  deathsound "BROCYBDD"
  activesound "cyber/active"
  Translation   "32:47=112:127", "168:191=112:127"
  yScale 1.33
  xscale 1.25
  DropItem "CH_SoulSphere"
  DropItem "BackPack", 128
    DropItem "BackPack", 128
  DropItem "BackPack", 128
  DropItem "BackPack"
  DropItem "CH_MegaSphere", 64
  Dropitem "CH_GreenArmor"
  RadiusDamageFactor 0.25
  DamageFactor "PLWater", 1.25
  DamageFactor poison, 0.1
    DamageFactor "poison", 0.1
  DamageFactor "Plasma", 0.70
    DamageFactor "Heroic", 3.0
	DamageFactor "DIMp", 0
	painchance poison, 0
	painchance "poison", 0
	Painchance 12
	PainThresHold 200
  MONSTER
  +BOSS
  +FLOORCLIP
  -NORADIUSDMG
  +DONTMORPH
  +fullvoldeath
  +FULLVOLACTIVE
  +MISSILEMORE
  +Dontharmclass
  +NOFEAR
  tag "ComposterDemon"
  states
  {
  Spawn:
    SUPR A 0
	KillIt:
	TNT1 A 0
	SUPR A 0 
	TNT1 A 0
	Goto Idle
  Idle:
   8CYB AB 10 A_Look
	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    loop
  See:
  TNT1 A 0
    8CYB A 3 A_playsound("brownCybie/step",0)
	 TNT1 AA 0 A_Spawnitemex("Splash11",random(-12,12),random(-8,8),random(24,82))
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
    8CYB ABBCC 3 A_Chase
		 TNT1 AA 0 A_Spawnitemex("Splash11",random(-12,12),random(-8,8),random(24,82))

		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
    8CYB D 3 A_playsound("brownCybie/step",0)
    8CYB D 3
		 TNT1 AA 0 A_Spawnitemex("Splash11",random(-12,12),random(-8,8),random(24,82))

    loop
  Missile:
TNT1 A 0
   	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
    8CYB A 1 A_jumpifcloser(1200,"FirstChoice")
ClassicShot:
TNT1 A 0
TNT1 A 0 a_jump(32,"PoolOfGoo")
TNT1 A 0
8CYB E 2  A_playsound("BROCYBA1",0)
8CYB FFF 0 A_Spawnitemex("Splash11",random(-8,8),random(2,8),random(48,64),random(2,9),0,random(-3,3),random(-25,25))
8CYB E 10 a_facetarget
8CYB FFF 0 A_Custommissile("GreenBalb2",random(61,63),random(-10,-7),random(-12,12),0,random(-3,3))
8CYB FFFF 0 A_Spawnitemex("GreenBalb2",random(-8,8),random(12,18),random(48,64),random(8,33),0,random(1,4),random(-15,15))
8CYB F 10 bright A_Custommissile("BrownCybBasic",66,-15,random(-1,1))
8CYB E 5 a_facetarget
8CYB FFF 0 A_Custommissile("GreenBalb2",random(61,63),random(-10,-7),random(-12,12),0,random(-3,3))
8CYB FFFF 0 A_Spawnitemex("GreenBalb2",random(-8,8),random(12,18),random(48,64),random(8,33),0,random(1,4),random(-15,15))
8CYB F 8 bright A_Custommissile("BrownCybBasic",66,-15,random(-4,4))
8CYB E 5 a_facetarget
8CYB FFF 0 A_Custommissile("GreenBalb2",random(61,63),random(-10,-7),random(-12,12),0,random(-3,3))
8CYB FFFF 0 A_Spawnitemex("GreenBalb2",random(-8,8),random(12,18),random(48,64),random(8,33),0,random(1,4),random(-15,15))
8CYB F 8 bright A_Custommissile("BrownCybBasic",66,-15,random(-12,12))
8CYB E 12 
8CYB A 12


	Goto See
FirstChoice:
TNT1 A 0
TNT1 A 0 
TNT1 A 0  A_jumpifcloser(600,"BigBoom")
TNT1 A 0 A_jump(255,"PoolOfGoo","PoolOfDrill","ClassicShot")


Goto See
   
   
   PoolOfGoo:
   TNT1 A 0
   8CYB A 2 a_facetarget
   8CYB E 2  A_playsound("BROCYBA2",0)
   8CYB FGI 10 bright
   8CYB FFFFFFFFFFFFF 0 A_Spawnitemex("Splash11",random(4,8),random(-8,8),random(48,128),random(2,9),0,random(1,7),random(-25,25))
      8CYB FFFFFFFFFFFFF 0 A_Spawnitemex("Splash11",random(4,8),random(-8,8),random(48,128),random(2,9),0,random(1,7),random(-5,5))
	     8CYB FFFFFFFFFFFFF 0 A_Spawnitemex("Splash11",random(4,8),random(-8,8),random(48,128),random(2,9),0,random(1,7),random(-25,25))
      8CYB FFFFFFFFFFFFF 0 A_Spawnitemex("Splash11",random(4,8),random(-8,8),random(48,128),random(2,9),0,random(1,7),random(-5,5))
	  

   TNT1 A 0 A_viletarget("BCybAcidPuddle")
   8CYB HE 8 bright
   Goto see
   
   
      PoolOfDrill:
   TNT1 A 0
   8CYB A 2 a_facetarget
   8CYB E 2  A_playsound("BROCYBA1",0)
   8CYB F 10 bright A_SpawnitemEx("BCybieGreenWave",0,0,8,0,0,0,0,SXF_NOCHECKPOSITION)
   8CYB GI 10 bright
   	8CYB K 0 bright A_custommissile("BCybSlimeSet",32,0,0)
	8CYB K 0 bright A_custommissile("BCybSlimeSet",32,0,random(12,20))
	8CYB K 0 bright A_custommissile("BCybSlimeSet",32,0,random(-20,-12))
	8CYB K 0 bright A_custommissile("BCybSlimeSet",32,0,random(20,45))
	8CYB K 0 bright A_custommissile("BCybSlimeSet",32,0,random(-45,-20))
	
   8CYB HE 8 bright
   Goto see
   
   Melee:
   BigBoom:
   TNT1 A 0 
   TNT1 A 0 A_RadiusGive("BRCybCheck",500,RGF_PLAYERS|RGF_NOSIGHT,1)
    8CYB A 1
	TNT1 A 0 A_jumpifInTargetInventory("BRCybCheck",1,"YesBoom")
   TNT1 A 0 A_jump(255,"PoolOfDrill","ClassicShot")
   Goto Missile
   YesBoom:
   TNT1 A 0
   TNT1 A 0
   8CYB A 5 a_facetarget
   TNT1 A 0 A_playsound("BROCYBA2",0)
  TNT1 A 0  A_SpawnitemEx("BCybieGreenExpand",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION) 
   8CYB GHIJK 5 bright
   TNT1 A 0  A_SpawnitemEx("BCybieGreenExpand",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION) 
    8CYB K 1 bright a_changeflag("NOPAIN",true)
   8CYB K 10 bright
	TNT1 A 0  A_SpawnitemEx("BCybieGreenExpand",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION) 
	 8CYB K 15 bright
	   8CYB K 3 bright A_SpawnitemEx("BCybieGreenWave",0,0,8,0,0,0,0,SXF_NOCHECKPOSITION)
	 8CYB K 9 bright a_facetarget
	 TNT1 A 0 A_playsound("brownCybie/DeepShot",0)
	 8CYB K 0 bright A_SpawnitemEx("BCybExplosionSet2",32,0,16,0,0,0,0,SXF_SETMASTER)
	8CYB K 0 bright A_SpawnitemEx("BCybExplosionSet",32,0,16,0,0,0,0,SXF_SETMASTER )
	8CYB K 0 bright A_SpawnitemEx("BCybExplosionSet3",0,0,16,18,0,0,0)
	8CYB K 0 bright A_SpawnitemEx("BCybExplosionSet3",0,0,16,18,0,0,90)
	8CYB K 0 bright A_SpawnitemEx("BCybExplosionSet3",0,0,16,18,0,0,180)
	8CYB K 0 bright A_SpawnitemEx("BCybExplosionSet3",0,0,16,18,0,0,270)
	TNT1 A 0  A_SpawnitemEx("BCybieGreenExpand",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION) 
    8CYB K 40 bright
	8CYB JI 8 bright 
	8CYB H 8 bright  
	8CYB G 8 bright  
	 8CYB A 15 bright a_changeflag("NOPAIN",False)
	 TNT1 A 0 A_jump(64,"PoolOfGoo","PoolOfDrill","ClassicShot")
    Goto see


  Pain:
  TNT1 A 0
  	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    8CYB A 15 A_Pain
    goto See
  Death:
TNT1 A 0
TNT1 A 0 A_changeflag("dontblast", true)
   8CYB G 1 A_NoBlocking
  8CYB HHHI 8 A_spawnitemex("BcybieGreenWave2",random(-16,16),random(-16,16),random(8,78),0,0,0,0)
  8CYB IIIIJJJJ 7 A_spawnitemex("BcybieGreenWave2",random(-16,16),random(-16,16),random(8,78),0,0,0,0)
  8CYB KKKKKKKKKKK 3 A_spawnitemex("BcybieGreenWave2",random(-16,16),random(-16,16),random(8,78),0,0,0,0)
			 TNT1 A 0 A_killmaster(extreme)
			  TNT1 A 0 A_scream
	CYBR LMNO 6  A_Spawnitemex("GreenBalb2",random(-8,8),random(-8,8),random(48,64),random(2,9),0,random(1,4),random(0,359))
	
    CYBR P -1 A_BossDeath
	Stop
  }
}


ACTOR BrCybCheck : PowerTargeter
{
	+Inventory.AUTOACTIVATE
	-Inventory.INVBAR
	Powerup.Duration -2
}


ACTOR BCybieGreenExpand
{
  Game Doom
  Radius 2
  Height 2
  Speed 1

  Projectile
  +dontblast
  +noclip
  +dontblast
  SeeSound ""
  DeathSound ""
  renderstyle "add"
  scale 1.3
  States
  {
  Spawn:
  TNT1 A 0
  TNT1 A 0
  SplashIt:
    TNT1 A 0
	8CYB K 3 bright
	8CYB K 3 bright a_setscale(1.4,1.4)
	8CYB K 3 bright a_setscale(1.5,1.5)
	8CYB K 3 bright a_setscale(1.6,1.6)
	8CYB K 3 bright a_setscale(1.7,1.7)
	
    Goto death
  Death:

TNT1 A 0
8CYB KKK 3 bright a_fadeout(0.33)
    Stop
  }
}


ACTOR BCybieGreenWave
{
  Game Doom
  Radius 64
  Height 12
  Speed 1
  Damage (random(6,35))
  DamageType "Plasma"
  Projectile
  +floorhugger
  +dontblast
  +noclip
  SeeSound ""
  DeathSound ""
  scale 1.5
  States
  {
  Spawn:
  TNT1 A 0
  TNT1 A 0
  SplashIt:
    TNT1 A 0
	GR3P ABCDEFGHIJKLM 3 bright
	
    Goto death
  Death:

GR3P M 1 bright
GR3P M 3 bright a_setscale(2.0,2.0)
GR3P M 3 bright a_setscale(2.5,2.5)
GR3P MMM 3 bright a_fadeout(0.33)
    Stop
  }
}

ACTOR BCybExplosionSet
{
   Radius 8
   Height 8
   Speed 18
   RenderStyle ADD
   DamageType "plasma"
   Alpha 0.67
   PROJECTILE
   +THRUGHOST
   +thruactors
	 +DONTBLAST
   Seesound ""
   DeathSound ""   
   var int user_angle;
   var int user_further;

   States
   {
   Spawn:
      TNT1 A 0
	    TNT1 A 0 A_SetUserVar("user_angle", user_angle + 12)
	  TNT1 A 0 A_SetUserVar("user_further", user_further + 12)
     TNT1 A 1 A_spawnitemex("BcybieGreenWave2",0,0,1,0,0,0,0,SXF_nocheckposition,128)
	  TNT1 A 1 Bright  A_Warp(AAPTR_MASTER,user_further,0,32,user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
   TNT1 A 0 A_jumpIf(user_further >= 512,"Death")
	 TNT1 A 0 
      loop
   Death:
      TNT1 A 0
	  TNT1 A 0
      stop
   }
}


ACTOR BCybExplosionSet2
{
   Radius 8
   Height 8
   Speed 18
   RenderStyle ADD
   DamageType "plasma"
   Alpha 0.67
   PROJECTILE
   +THRUGHOST
   +thruactors 
	 +DONTBLAST
   Seesound ""
   DeathSound ""   
   var int user_angle;
   var int user_further;

   States
   {
   Spawn:
      TNT1 A 0
	    TNT1 A 0 A_SetUserVar("user_angle", user_angle - 12)
	   TNT1 A 0 A_SetUserVar("user_further", user_further + 12)
   TNT1 A 1 A_spawnitemex("BcybieGreenWave2",0,0,1,0,0,0,0,SXF_nocheckposition,128)
	  TNT1 A 1 Bright  A_Warp(AAPTR_MASTER,user_further,0,32,user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
     TNT1 A 0 A_jumpIf(user_further >= 512,"Death")
	 TNT1 A 0 
      loop
   Death:
      TNT1 A 0
	  TNT1 A 0
      stop
   }
}

ACTOR BCybExplosionSet3
{
   Radius 8
   Height 8
   Speed 18
   RenderStyle ADD
   DamageType "plasma"
   Alpha 0.67
   PROJECTILE
   +THRUGHOST
   +thruactors
	 +DONTBLAST
   Seesound ""
   DeathSound ""   

   States
   {
   Spawn:
      TNT1 A 0
     TNT1 A 5 A_spawnitemex("BcybieGreenWave2",0,0,1,0,0,0,0,SXF_nocheckposition)
	 TNT1 A 1
	 TNT1 A 0 
      loop
   Death:
      TNT1 A 0
	  TNT1 A 0
      stop
   }
}



ACTOR BCybieGreenWave2
{
  Game Doom
  Radius 16
  Height 16
  Speed 1
  Damage (random(6,35))
  DamageType "Plasma"
  Projectile
  +dontblast
  +noclip
  SeeSound "weapons/rocklx"
  DeathSound "weapons/rocklx"
  States
  {
  Spawn:
  TNT1 A 0
  TNT1 A 0 a_playsound("weapons/rocklx",0)
  TNT1 A 0
  SplashIt:
    TNT1 A 0
	TNT1 A 0 A_jump(128,"A1","A2")
	GR3P ABCDEFGHIJKLM 3 bright a_explode(random(1,10),128,0)
	
    Goto death
	A1:
	 TNT1 A 0
	  TNT1 A 0 A_setscale(0.5,0.5)
		GR3P ABCDEFGHIJKLM 3 bright a_explode(random(1,10),64,0)
	
    Goto death
	A2:
	TNT1 A 0
	TNT1 A 0 A_setscale(0.75,0.75)
		GR3P ABCDEFGHIJKLM 3 bright a_explode(random(1,10),96,0)
	
    Goto death
	
  Death:
  TNT1 A 0
GR3P MMM 3 bright a_fadeout(0.33)
    Stop
  }
}



ACTOR BCybAcidPuddle
{
  Game Doom
  Radius 12
  Height 12
  Speed 1
  DamageType "Plasma"
  Projectile
  +floorhugger
  +dontblast
  +ripper
  RenderStyle Add
  Translation "0:255=%[0.00,0.28,0.00]:[1.01,2.00,0.00]"
  Alpha 0.6
  Scale 0.8
  SeeSound ""
  DeathSound ""
  States
  {
  Spawn:
  TNT1 A 0
  TNT1 A 0
  TNT1 A 10
  TNT1 A 0 A_playsound("brownCybie/DeepShot",0)
  TNT1 A 10
   SSBL A 5
	TNT1 A 0 A_SpawnItemEx("BCybAcidPuddle2", 42 ,14 , random(6,6),0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("BCybAcidPuddle2",4 ,42 , random(6,6),0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("BCybAcidPuddle2",-42 ,20 , random(6,6),0,0,0,0,SXF_NOCHECKPOSITION)

  
  
  
  
  SplashIt:
    SSBL AB 2 Bright
	TNT1 AA 0 A_SpawnItemEx("PuffCybieRed", random(-6,6), random(-6,6), random(6,32), 0, 0, random(1,9), 0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_playsound("monster/tenpn2",0)
	TNT1 A 0 A_explode(random(1,8),64,0)
	SSBL CD 2 Bright
	TNT1 A 0 A_SpawnItemEx("BCybAcidPuddle2", 80 ,-24 , random(6,6),0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("BCybAcidPuddle2",-78 ,12 , random(6,6),0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("BCybAcidPuddle2",46 ,42 , random(6,6),0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("BCybAcidPuddle2",20 ,-65 , random(6,6),0,0,0,0,SXF_NOCHECKPOSITION)

  
	SSBL EF 2 Bright
	TNT1 AA 0 A_SpawnItemEx("PuffCybieRed", random(-6,6), random(-6,6), random(6,32), 0, 0, random(1,9), 0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_playsound("monster/tenpn2",0)
	TNT1 A 0 A_explode(random(1,8),64,0)
	SSBL GH 2 Bright
		TNT1 A 0 A_SpawnItemEx("BCybAcidPuddle2", 172 ,164 , random(6,6),0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("BCybAcidPuddle2",162 ,-170 , random(6,6),0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("BCybAcidPuddle2",-156 ,-164 , random(6,6),0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("BCybAcidPuddle2", 182 ,-164 , random(6,6),0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("BCybAcidPuddle2",-172 ,156 , random(6,6),0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("BCybAcidPuddle2",-112 ,180 , random(6,6),0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("BCybAcidPuddle2",112 ,-180 , random(6,6),0,0,0,0,SXF_NOCHECKPOSITION)

  
	
    Goto death
  Death:
    SSBL K 4 Bright A_SetScale(0.6)
    SSBL I 4 Bright A_Setscale(0.4)
	SSBL K 4 Bright A_SetScale(0.2)
	SSBL J 4 Bright A_SetScale(0.075)
	TNT1 AAA 0 A_SpawnItemEx("GreenBalb", random(-6,6), random(-6,6), random(6,12), random(1,11), 0, random(1,11),random(0,120),SXF_NOCHECKPOSITION)
	TNT1 AAA 0 A_SpawnItemEx("GreenBalb", random(-6,6), random(-6,6), random(6,12), random(1,11), 0, random(1,11),random(120,240),SXF_NOCHECKPOSITION)
	TNT1 AAA 0 A_SpawnItemEx("GreenBalb", random(-6,6), random(-6,6), random(6,12), random(1,11), 0, random(1,11),random(240,359),SXF_NOCHECKPOSITION)

    Stop
  }
}


ACTOR BCybAcidPuddle2
{
  Game Doom
  Radius 12
  Height 12
  Speed 1
  DamageType "Plasma"
  Projectile
  +floorhugger
  +dontblast
  +ripper
  RenderStyle Add
  Translation "0:255=%[0.00,0.28,0.00]:[1.01,2.00,0.00]"
  Alpha 0.6
  Scale 0.8
  SeeSound "DEEPSHO1"
  DeathSound ""
  States
  {
  Spawn:
  TNT1 A 0
  TNT1 A 0
  
  SplashIt:
    SSBL AB 2 Bright
	TNT1 A 0 A_playsound("brownCybie/DeepShot",0)
	TNT1 AA 0 A_SpawnItemEx("PuffCybieRed", random(-6,6), random(-6,6), random(6,32), 0, 0, random(1,9), 0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_playsound("monster/tenpn2",0)
	TNT1 A 0 A_explode(random(1,8),64,0)
	SSBL CD 2 Bright
	
	SSBL EF 2 Bright
	TNT1 AA 0 A_SpawnItemEx("PuffCybieRed", random(-6,6), random(-6,6), random(6,32), 0, 0, random(1,9), 0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_playsound("monster/tenpn2",0)
	TNT1 A 0 A_explode(random(1,8),64,0)
	SSBL GH 2 Bright
	
    Goto death
  Death:
    SSBL K 4 Bright A_SetScale(0.6)
    SSBL I 4 Bright A_Setscale(0.4)
	SSBL K 4 Bright A_SetScale(0.2)
	SSBL J 4 Bright A_SetScale(0.075)
	TNT1 A 0 A_SpawnItemEx("GreenBalb", random(-6,6), random(-6,6), random(6,12), random(1,11), 0, random(1,11),random(0,120),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("GreenBalb", random(-6,6), random(-6,6), random(6,12), random(1,11), 0, random(1,11),random(120,240),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("GreenBalb", random(-6,6), random(-6,6), random(6,12), random(1,11), 0, random(1,11),random(240,359),SXF_NOCHECKPOSITION)

    Stop
  }
}


ACTOR GreenBalb
{
  Game Doom
  Radius 6
  Height 4
  Speed 11
  gravity 0.5
  Damage (random(10,30))
  DamageType "Plasma"
  Projectile
  +RANDOMIZE
  -nogravity
  RenderStyle Add
  Alpha 1
  Scale 1.2
  SeeSound "spit/spit"
  DeathSound "spit/spit2"
  Translation "168:191=112:127", "208:223=112:118", "250:254=112:118","168:191=112:127", "32:47=120:127", "144:151=125:127"
  States
  {
  Spawn:
    GBLL ABC 6 Bright A_SpawnitemEx("trail12",0,0,5)
    Loop
  Death:
    BAL2 CDE 6 Bright A_explode(random(5,25),64)
	RNGG A 0 A_Radiusgive("GrowRaisin",60,RGF_MONSTERS|RGF_CORPSES,1)
	RNGG A 0 A_Radiusgive("health",128,RGF_MONSTERS,100)
   Stop
  }
}


ACTOR GreenBalb2
{
  Game Doom
  Radius 6
  Height 4
  Speed 11
  gravity 0.2
  Damage (random(5,20))
  DamageType "Plasma"
  Projectile
  +RANDOMIZE
  -nogravity
  RenderStyle Add
  Alpha 0.9
  Scale 0.7
  SeeSound "spit/spit"
  DeathSound "spit/spit2"
  Translation "168:191=112:127", "208:223=112:118", "250:254=112:118","168:191=112:127", "32:47=120:127", "144:151=125:127"
  States
  {
  Spawn:
    GBLL ABC 6 Bright A_SpawnitemEx("trail12",0,0,5)
    Loop
  Death:
    BAL2 CDE 6 Bright A_explode(random(2,12),32)

   Stop
  }
}



ACTOR BrownCybBasic
{
  Game Doom
  Radius 9
  Height 9
  Speed 25
  Damage (random(60,120))
  DamageType "Plasma"
  Projectile
 
  +dontharmclass
  SeeSound "SHARPST1"
  DeathSound "shadowbeast/pr1death"
  Translation "0:255=%[0.13,0.22,0.14]:[0.79,1.34,0.28]"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    MANF A 2 Bright 
    TNT1 A 0 BRIGHT
	TNT1 AAA 0	A_Spawnitemex("GreeniesBR",random(-3,3),random(-3,3),random(1,3),random(2,8),0,1,random(-359,359))
	MANF B 2 Bright 
	TNT1 AAA 0	A_Spawnitemex("GreeniesBR",random(-3,3),random(-3,3),random(1,3),random(2,8),0,1,random(-359,359))
    Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_setscale(1.2,1.0)
	TNT1 AAAAAAA 0 
	MISL CC 0 Bright A_Spawnitemex("Gas14",random(-8,8),random(-8,8),random(-2,2),random(3,28),0,random(-6,6),random(0,120),SXF_NOCHECKPOSITION)
	MISL CC 0 Bright A_Spawnitemex("Gas14",random(-8,8),random(-8,8),random(-2,2),random(3,28),0,random(-6,6),random(120,240),SXF_NOCHECKPOSITION)
	MISL CC 0 Bright A_Spawnitemex("Gas14",random(-8,8),random(-8,8),random(-2,2),random(3,28),0,random(-6,6),random(240,359),SXF_NOCHECKPOSITION)


    MISL BCD 3  Bright A_Explode(random(10,80),128,0)
    Stop
  }
}





ACTOR BCybSlimeSet
{
   Radius 5
   Height 5
   Speed 18
   Damage (random(11,33))
   RenderStyle ADD
   DamageType "plasma"
   Alpha 0.67
   PROJECTILE
   +FLOORHUGGER
   +THRUGHOST
   -NOGRAVITY
   +DONTSPLASH
   Seesound ""
   DeathSound ""   
   States
   {
   Spawn:
      TNT1 A 0
	  TNT1 A 0
	  Fly:
	  TNT1 A 0 A_jump(128,"A1")
	  
	  A2:
	  	 TNT1 A 0 A_changeflag("floorhugger",true)
	TNT1 A 1 bright A_changeflag("nogravity",true)
	TNT1 A 0 A_changeflag("floorhugger",false)
	TNT1 A 0 bright A_changeflag("nogravity",false)
	TNT1 AAA 0 bright A_Wander
    TNT1 A 1 Bright A_SpawnItemEx("BcybSlimeSpi",0,-1,0,0,0,0,0,SXF_NOCHECKPOSITION,128)
      loop
	  
	  A1:
	  TNT1 A 0 
	  TNT1 A 0 A_changeflag("seekermissile",true)
	 TNT1 A 0 A_changeflag("floorhugger",true)
	TNT1 A 1 bright A_changeflag("nogravity",true)
	TNT1 A 0 A_changeflag("floorhugger",false)
	TNT1 A 0 bright A_changeflag("nogravity",false)
    TNT1 A 1 Bright A_SpawnItemEx("BcybSlimeSpi",0,-1,0,0,0,0,0,SXF_NOCHECKPOSITION,128)
	TNT1 A 1 a_seekermissile(3,3)
      loop
	  
	  Xdeath:
	        TNT1 A 0
			  TNT1 AAAAA 0 Bright A_SpawnItemEx("BcybSlimeSpi",random(-32,32),random(-32,32),0,0,0,0,0,SXF_NOCHECKPOSITION)
	  TNT1 A 0
	  Stop
   Death:
      TNT1 A 0
	  TNT1 A 0
      stop
   }
}

ACTOR BCybSlimeSpi
{
   Radius 1
   Height 1
   Speed 0
   DamageType "plasma"
   ALPHA 0.99
   PROJECTILE
   +FLOORHUGGER
   -NOGRAVITY
   +nopain
   +DONTSPLASH
   States
   {
   Spawn:
   TNT1 A 0
   TNT1 A 0 A_playsound("SWOOP001",0)
   5LPL A 3 a_setscale(0.7,0.1)
    5LPL A 3 a_setscale(0.8,0.5)
	 5LPL A 3 a_setscale(0.9,0.7)
	  5LPL A 3 a_setscale(1.0,1.0)
      5LPL ABCDEF 5  Bright a_explode(random(2,12),32,0)
	   5LPL F 3 a_setscale(0.7,1.0)
	   5LPL F 3 a_setscale(0.4,0.9)
	   5LPL F 3 a_setscale(0.3,0.8)
	   5LPL F 3 a_setscale(0.1,0.7)
      stop
   }
}


Actor CyanCybie
{
monster
+bossdeath
+invulnerable
-solid
-countkill
+nevertarget
+notarget
+notrigger
+noclip
+noteleport
-activatemcross
+thruactors
+thrughost
+cantseek
+NOTELEOTHER
+dontmorph
+dontsquash
+NOTELEFRAG
+DONTDRAIN
+notautoaimed
+NOTONAUTOMAP

+NOINTERACTION
states
{
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("CH_Cyan") == 1, "First") 
TNT1 A 0 A_JumpIf(CallACS("CH_Cyan") == 3, "fifty") 
TNT1 A 0
Goto Third

fifty:
TNT1 A 0
TNT1 A 0 a_jump(128,"third")
TNT1 A 0

First:
TNT1 A 0 A_SpawnitemEx("PurpleCybie",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG)
TNT1 A 0
Done:
TNT1 A 3 
loop

Third:
TNT1 A 0 A_SpawnitemEx("CyanCybie2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG)
Done2:
TNT1 A 3
loop
Death:
TNT1 A 0
TNT1 A 3 a_bossdeath
TNT1 A 0
Stop
}
}


actor CyanCybie2
{
    Health 8083
  radius 40
  height 110
  mass 3000
    Speed 31
	floatspeed 31
	Bloodcolor "cyan"
	species "Cybie"
	
	
	
	 DamageFactor "Heroic", 3.0
	 DamageFactor "DIMp", 0

  PainChance "DIMp", 0
  
  RadiusDamageFactor 0.5
    DamageFactor Melee, 2.0
  DamageFactor Fire, 2.0
  DamageFactor "Fire", 2.0
  DamageFactor Ice, 0.35
   DamageFactor "Ice", 0.35
    
  DamageFactor "DIMp", 0
    DamageFactor "PLWater", 0.5
  PainChance "PLWater", 2
   PainChance "ice", 2

  
  
  
    PainChance 32
    Mass 1000
    MONSTER
    +BOSS
    -NOGRAVITY
    -FLOAT
    -FLOATBOB
    -NORADIUSDMG
    +DONTMORPH
    +MISSILEMORE
	+bright
	+NOFEAR
	+dontharmclass
   SeeSound "cyber/sight"
   PainSound "AbyCyb/Pain" 
   ActiveSound "abydogac"
   DeathSound "cyber/death"
    Obituary "%o took a trip to northpole, thanks Cyan Cybie!"
	DropItem "ArmorBundle" 
    DropItem "HealthBundle" 
    DropItem "CH_MegaSphere", 32
	   DropItem "BackPack", 128
	      DropItem "BackPack", 128
		     DropItem "BackPack", 128
    DropItem "CH_CellPack"
	   DropItem "CH_CellPack"
	      DropItem "CH_CellPack"
		  DropItem "CH_SoulSphere", 64
		  	      DropItem "RareArmorPool", 64

	Dropitem "CH_BFG9000", 64
    DropItem "CH_RocketBox", 128
	DropItem "CH_RocketBox", 128
	tag "Akinator"
	Translation "96:111=%[0.00,0.00,1.01]:[1.01,2.00,2.00]", "112:127=%[0.00,0.62,0.62]:[1.50,2.00,2.00]"  //"48:79=%[0.00,0.00,1.01]:[1.01,2.00,2.00]", "128:151=%[0.00,0.00,1.01]:[1.01,2.00,2.00]", "0:15=%[0.00,0.00,0.58]:[0.00,0.00,0.72]", "4:4=4:4", "80:95=%[0.00,0.00,1.01]:[1.01,2.00,2.00]", "152:159=%[0.00,0.00,2.00]:[1.01,2.00,2.00]", "96:111=%[0.00,0.00,2.00]:[1.01,2.00,2.00]", "48:63=%[0.00,0.00,1.01]:[1.01,2.00,2.00]", "13:15=203:207", "236:239=202:207", "208:223=192:207", "16:31=192:207", "168:191=0:0", "32:47=195:207", "160:167=192:201", "224:231=192:199", "232:235=200:203", "255:255=201:201", "248:249=192:192", "112:127=192:207"

    States
    {
    Spawn:
	CARD A 1
	Goto Idle
	Idle:
	CARD AB 4 Bright A_Look
					  	   	  		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	Loop
    See:
	SUPS A 0 A_Changeflag("FLOAT", TRUE)
	SUPS A 0 A_Changeflag("FLOATBOB", TRUE)
	SUPS A 0 A_Changeflag("NOGRAVITY", TRUE)
	TNT1 A 0 A_SpawnItemEx ("CyanCybieHower", 0,0,46, 0,0,-2, 0, SXF_NOCHECKPOSITION)

	CARD AB 4 A_Chase
						  	   	  		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TNT1 A 0 A_jump(12,"Dodge")
		TNT1 A 0 A_SpawnItemEx ("CyanCybieHower", 0,0,42, 0,0,-1, 0, SXF_NOCHECKPOSITION)
		CARD AB 4 A_Chase
							  	   	  		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		TNT1 A 0 A_jump(12,"Dodge")
	Loop
	
	Dodge:
	TNT1 A 0 A_SpawnItemEx ("CyanCybieHower", 0,0,42, 0,0,-2, 0, SXF_NOCHECKPOSITION)
		CARD AB 3 A_FastChase
							  	   	  		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		TNT1 A 0 A_SpawnItemEx ("CyanCybieHower", 0,0,42, 0,0,-1, 0, SXF_NOCHECKPOSITION)
			CARD AB 3 A_FastChase
								  	   	  		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	Goto see+3
	PhaseBack:
	TNT1 A 0
	TNT1 AAAAAAAAAA 0 A_SpawnItemEx("BaronCyanBombTrail",0,0,32,random(4,33),0,random(-25,25),random(0,135),SXF_NOCHECKPOSITION)
	TNT1 AAAAAAAAAA 0 A_SpawnItemEx("BaronCyanBombTrail",0,0,32,random(4,33),0,random(-25,25),random(135,270),SXF_NOCHECKPOSITION)
	TNT1 AAAAAAAAAA 0 A_SpawnItemEx("BaronCyanBombTrail",0,0,32,random(4,33),0,random(-25,25),random(270,359),SXF_NOCHECKPOSITION)
	
	CARD D 8 thrustthing(angle-random(200,160),80,1,0)
	CARD D 8 thrustthing(angle-random(120,240),80,1,0)
	CARD D 8 thrustthing(angle-random(80,280),80,1,0)
	CARD D 8 thrustthing(angle-random(0,40),34,1,0)
						  	   	  		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	CARD D 6 A_changeflag(NOPAIN, TRUE)
	
Goto see+3
	
	  Pain:
    CARD A 2
						  	   	  		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    CARD A 2 a_pain
	CARD A 2 
    Goto PhaseBack
	
    Missile:
TNT1 A 0
					  	   	  		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	CARD B 0 A_JumpIfCloser(1500,"MissileBarrage")
	Sprayit:
CARD C 6 a_facetarget
CARD C 4 A_CustomMissile("CyanCybieGunFlare", 72, -30, 0)
CARD C 1 a_facetarget
CARD DDDDDDDDDDDD 1  A_CustomMissile("CyanCybieSprayIce", 72, -30, random(-4,4),CMF_OFFSETPITCH | CMF_SAVEPITCH,random(-4,4))
CARD DDDDDDDDDDDD 0  A_CustomMissile("CyanCybieSprayIce", 72, -30, random(-4,4),CMF_OFFSETPITCH | CMF_SAVEPITCH,random(-4,4))

CARD DDDDDDDDDDDD 1  A_CustomMissile("CyanCybieSprayIce", 72, -30, random(-4,4),CMF_OFFSETPITCH | CMF_SAVEPITCH,random(-4,4))
CARD DDDDDDDDDDDD 0  A_CustomMissile("CyanCybieSprayIce", 72, -30, random(-4,4),CMF_OFFSETPITCH | CMF_SAVEPITCH,random(-4,4))


CARD C 1 a_facetarget
CARD DDDDDDDDDD 1  A_CustomMissile("CyanCybieSprayIce", random(69,75), -30, random(-2,2),CMF_OFFSETPITCH | CMF_SAVEPITCH,random(-4,4))
CARD DDDDDDDDDD 0  A_CustomMissile("CyanCybieSprayIce", random(69,75), -30, random(-2,2),CMF_OFFSETPITCH | CMF_SAVEPITCH,random(-4,4))
CARD DDDDDDDDDD 1  A_CustomMissile("CyanCybieSprayIce", random(69,75), -30, random(-2,2),CMF_OFFSETPITCH | CMF_SAVEPITCH,random(-4,4))
CARD DDDDDDDDDD 0  A_CustomMissile("CyanCybieSprayIce", random(69,75), -30, random(-2,2),CMF_OFFSETPITCH | CMF_SAVEPITCH,random(-4,4))
			CARD D 0 A_changeflag(NOPAIN, FALSE)
	Goto See+3




MissileBarrage: 

CARD C 3 a_facetarget
CARD C 3 A_CustomMissile("CyanCybieGunFlare", 72, -30, 0)
CARD D 8  A_CustomMissile("CyanCybieBigIce2", 72, -30, 0)
CARD C 3 a_facetarget
CARD C 3 A_CustomMissile("CyanCybieGunFlare", 72, -30, 0)
CARD D 8  A_CustomMissile("CyanCybieBigIce", 72, -30, random(-5,5))	
CARD C 3 a_facetarget
CARD C 3 A_CustomMissile("CyanCybieGunFlare", 72, -30, 0)
CARD D 8  A_CustomMissile("CyanCybieBigIce", 72, -30, random(-15,15))	
TNT1 A 0 A_jump(32,"Sprayit")
CARD C 3 a_facetarget
CARD C 3 A_CustomMissile("CyanCybieGunFlare", 72, -30, 0)
CARD D 8  A_CustomMissile("CyanCybieBigIce3", 72, -30, random(-15,15))
CARD D 0 A_changeflag(NOPAIN, FALSE)	
Goto see		
	
	
	   Death: 
	   CARD E 0 
	   CARD E 0 A_ChangeFlag (FLOATBOB, 0)
      CARD E 8 Bright
      CARD F 8 Bright A_Scream
      CARD G 8 Bright A_NoBlocking
	  TNT1 A 0 A_killmaster(extreme)
      CARD H 8 Bright
      CARD I 8 Bright A_Explode
      CARD J 8 Bright
      CARD K 8 Bright
      CARD L 8 Bright a_bossdeath
	  	TNT1 A 0 A_SpawnItemEx ("CH_Cirno", 0,0,24, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM| SXF_NOCHECKPOSITION,242)

      Stop 
    }
}



ACTOR CyanCybieSprayIce
{
   Radius 2
   Height 2
   Speed 42
   Mass 500
   Damage (random(3,12))
   PROJECTILE
   DamageType Ice
 
 
   +THRUGHOST
   gravity 1.5
   scale 0.33

   DeathSound ""
   Translation "0:255=%[0.06,0.31,0.35]:[1.01,2.00,2.00]"
   States
   {
   Spawn:
      RIP1 ABC 8 Bright	
	  RIP1 ABC 8 Bright	
	  loop
	  Death:
	  TNT1 A 0
	  RIP1 A 0 a_changeflag(NOGRAVITY, FALSE)
	   RIP1 CBA 6 a_explode(random(3,9),6)
	    RIP1 CBA 6 a_explode(random(3,9),6)
	   
	   stop
	   }
}


ACTOR CyanCybieBigIce
{
  Game Doom
  Radius 8
  Height 4
  Speed 30
  projectile
  +bright
  DamageType Ice
  Damage (random(20,80))
  scale 0.15
  SeeSound "weapons/rocklf"
   DeathSound "Bomb/boom"
  States
  {
  Spawn:
  GBLL A 0
  Goto Fly
  Fly:
    C3BB DEFGHI 2 bright a_spawnitemex("AbyssCybieDecoFlame",cos(pitch)*1,0,0-(sin(pitch)*1),cos(pitch)*1,0,-sin(pitch)*1,SXF_NOCHECKPOSITION)
	
loop
  Death:
    	TNT1 A 0 a_scream
	  TNT1 A 0 a_setscale(1.33,1.0)	
		 SSBL ABCD 3 Bright
		 TNT1 A 0 A_explode(random(20,120),128,0)
		 SSBL EFGH 2 Bright
	TNT1 AAAAAAAAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(16,60),0,random(2,28),random(0,90))
	TNT1 AAAAAAAAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(16,60),0,random(2,28),random(89,180))
	TNT1 AAAAAAAAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(16,60),0,random(2,28),random(181,270))
	TNT1 AAAAAAAAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(16,60),0,random(2,28),random(271,359))

    Stop
  }
}


 ACTOR CyanCybieBigIce2 : CyanCybieBigIce {speed 20}
 ACTOR CyanCybieBigIce3 : CyanCybieBigIce {speed 40}
 
 

ACTOR CyanCybieHower
{
  Game Doom
  Radius 2
  Height 2
  Speed 1

  Projectile
  +nointeraction
  +thruactors
  RenderStyle Add
  Alpha 0.73
  xScale 0.33
  yscale 0.10
  translation "0:255=%[0.06,0.31,0.35]:[1.01,2.00,2.00]"

  States
  {
  Spawn:
   TNT1 A 0
    SSBL I 3 bright
  Death:
  
   SSBL I 3 bright 
     TNT1 A 0 a_setscale(0.43,0.10)
  SSBL I 3 bright a_playsound("FLICKER3")
  TNT1 A 0 a_setscale(0.66,0.10)
      SSBL J 3 Bright 
	   TNT1 A 0 a_setscale(0.89,0.10)
    SSBL KKK 3 Bright a_fadeout(0.20) 
    
    Stop
  }
}


ACTOR CyanCybieGunFlare
{
  Game Doom
  Radius 2
  Height 2
  Speed 2

  Projectile
  +nointeraction
  +thruactors
  RenderStyle Add
  Alpha 0.55
  Scale 0.66
  translation "0:255=%[0.06,0.31,0.35]:[1.01,2.00,2.00]"

  States
  {
  Spawn:
   TNT1 A 0
   
  Death:
  SSBL ABCDEFGH 2 Bright
   
    Stop
  }
}

//  






Actor AbyssCybie
{
MONSTER

+bossdeath
+invulnerable
-solid
-countkill
+nevertarget
+notarget
+notrigger
+noclip
+noteleport
-activatemcross
+thruactors
+thrughost
+cantseek
+NOTELEOTHER
+dontmorph
+dontsquash
+NOTELEFRAG
+DONTDRAIN
+notautoaimed
+NOTONAUTOMAP

+NOINTERACTION

states
{
Spawn:
TNT1 A 0  
Goto Scripted
Scripted:
TNT1 A 0  
TNT1 A 0 
TNT1 A 0 A_JumpIf(CallACS("CH_Abyssmal") == 1, "First") 
TNT1 A 0 A_JumpIf(CallACS("CH_Abyssmal") == 3, "fifty") 
TNT1 A 0
Goto Third
Fifty:

TNT1 A 0
TNT1 A 0 A_jump(128,"Third")
TNT1 A 0
Goto First
First:
TNT1 A 0 A_SpawnitemEx("YellowCybie",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG|SXF_SETMASTER)
TNT1 A 30
Done:
TNT1 A 3
loop
Third:
TNT1 A 0 A_SpawnitemEx("AbyssCybie2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG|SXF_SETMASTER)
TNT1 A 30
Done2:
TNT1 A 3
loop
Death:
TNT1 A 0
TNT1 A 3 a_bossdeath
TNT1 A 0
Stop
}
}


ACTOR AbyssCybie2
{ 
Health 12000
  Species "Cybie"
  Bloodcolor "Black"
  radius 40
  height 110
  mass 3000
  speed 15
  painchance 8
  RadiusDamageFactor 0.33

  DamageFactor "PLWater", 0.4
  DamageFactor Melee, 1.25
  DamageFactor "Melee", 1.25
    DamageFactor "Heroic", 3.0
	DamageFactor "DIMp", 0
  MONSTER
  +BOSS
  +FLOORCLIP
  -NORADIUSDMG
  +DONTMORPH
  +MISSILEMORE
  +Dontharmclass
  +NOPAIN
  +NOFEAR
  
yscale 1.45
xscale 1.15
Obituary "%o was turned into abyssal liquids by the abyss cybie."

SeeSound "ABYCYSEE" 
PainSound "AbyCyb/Pain" 
DeathSound "ABYCYDIE" 
ActiveSound "AbyCyb/Act"

translation   "32:47=%[0.00,0.00,0.07]:[0.49,0.72,0.74]", "16:31=%[0.16,0.24,0.31]:[0.36,0.71,0.72]", "185:191=%[0.00,0.00,0.00]:[0.06,0.06,0.06]", "80:95=%[0.05,0.15,0.17]:[0.50,0.31,0.76]", "96:111=%[0.00,0.00,0.00]:[0.31,0.47,0.65]", "168:191=0:0", "160:167=96:111", "224:231=96:111", "48:63=96:111", "249:249=3:3", "64:79=0:2", "208:223=0:0", "232:235=0:0", "248:248=0:0", "4:4=2:2","13:15=0:0", "236:239=0:0","3:3=0:0","128:143=0:0","1:2=0:0", "5:8=0:0"

tag "Unholy diver"

  DropItem "CH_SoulSphere"
  DropItem "BackPack", 128
    DropItem "BackPack", 128
  DropItem "BackPack", 128
  DropItem "BackPack"
    DropItem "BackPack", 128
    DropItem "BackPack", 128
  DropItem "BackPack", 128
  DropItem "CH_RocketAmmo"
  DropItem "CH_RocketAmmo"
  DropItem "CH_RocketAmmo"
  DropItem "CH_RocketAmmo"
  DropItem "CH_RocketAmmo"
  DropItem "CH_RocketAmmo"
  DropItem "CH_RocketAmmo"
  DropItem "CH_RocketAmmo"
  DropItem "CH_RocketAmmo"
  DropItem "CH_RocketAmmo"
  DropItem "CH_RocketAmmo"
  DropItem "CH_MegaSphere", 128
  Dropitem "CH_GreenArmor"
  Dropitem "CH_GreenArmor", 128
  Dropitem "CH_BlueArmor", 128

States 
   { 
   Spawn: 
        TNT1 A 0 
		Killit:
		TNT1 A 0 
		idle:
       TERM AB 10 A_Look
	   					  	   	  		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

       Loop 
   See:
       TERM A 1 A_Playsound("AbyCyb/step",0)
       TERM A 3 A_Chase
	   	   	   		TNT1 A 0 A_Spawnitemex("AbyssCybieDecoFlame",random(-16,16),random(-16,16),random(42,66),random(1,2),0,random(1,9),random(-359,359))
       TERM A 4 A_Chase
	   	   		TNT1 AAA 0 A_Spawnitemex("SplashAbyss",random(-8,8),random(-8,8),random(12,76),random(1,6),0,random(1,3),random(-359,359))
       TERM B 4 A_Chase
	   TNT1 A 0 A_Spawnitemex("AbyssCybieDecoFlame",random(-16,16),random(-16,16),random(42,66),random(1,2),0,random(1,9),random(-359,359))
       TERM B 4 A_Chase
	   	   					  	   	  		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	   	   		TNT1 AAA 0 A_Spawnitemex("SplashAbyss",random(-8,8),random(-8,8),random(12,76),random(1,6),0,random(1,3),random(-359,359))
       TERM C 1 A_Playsound("AbyCyb/step",0)
       TERM C 3 A_Chase 
	   TNT1 A 0 A_Spawnitemex("AbyssCybieDecoFlame",random(-16,16),random(-16,16),random(42,66),random(1,2),0,random(1,9),random(-359,359))
       TERM C 4 A_Chase
	   	   		TNT1 AAA 0 A_Spawnitemex("SplashAbyss",random(-8,8),random(-8,8),random(12,76),random(1,6),0,random(1,3),random(-359,359))
       TERM D 4 A_Chase
	   TNT1 A 0 A_Spawnitemex("AbyssCybieDecoFlame",random(-16,16),random(-16,16),random(42,66),random(1,2),0,random(1,9),random(-359,359))
       TERM D 4 A_Chase
	   	   		TNT1 AAA 0 A_Spawnitemex("SplashAbyss",random(-8,8),random(-8,8),random(12,76),random(1,6),0,random(1,3),random(-359,359))
     	   					  	   	  		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	 Loop 
	   
	   Splash:
	   TNT1 A 0
	   TNT1 A 0 a_checksight("See")
	   TNT1 AA 0 A_Spawnitemex("SplashAbyssBubbleDemon",random(-8,128),random(-8,128),random(5,32),11,0,2,random(-359,359),SXF_NOCHECKPOSITION)
	   TNT1 A 0 a_jump(64,"Missile")
	   Goto see
	   
   Pain:
   TNT1 A 0
       TERM L 3 A_jumpifhealthlower(6000,"Nomore")
	   	   					  	   	  		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

       TERM L 3 A_Pain
	   TERM L 3 
       Goto See
	   
	   Nomore:
	   TERM L 2
	   	   					  	   	  		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	   TERM L 2 a_changeflag("NOPAIN",TRUE)
	   TERM L 2 //A_setspeed(20)
	   TERM L 2 a_changeflag("Missileevenmore",TRUE)
	   
	   Goto see
	   
   Missile:
   TNT1 A 0
   	   					  	   	  		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

   	   TNT1 AAA 0 A_Spawnitemex("SplashAbyssBubbleDemon",random(64,1028),random(-128,128),random(5,32),11,0,2,random(-90,90),SXF_NOCHECKPOSITION)

   TERM E 0 A_Jump(255,"Bubble")
   TNT1 A 0 A_Jumpifcloser(300,"Wave")
   TNT1 A 0 A_jumpifCloser(1500,"Choices")
   TNT1 A 0
   RedDed:
     TERM J 0
	 TERM J 1 A_playsound("AbyCyb/Atk",0,2,false,ATTN_NONE)
     TERM J 18 bright A_Facetarget
     TERM K 8 Bright A_CustomRailgun(random(20,80),-20,"white","white",RGF_NOPIERCING,0,0,"WhiteFatRB3",0,0,0,0,0.4,1.0,"WhiteFatRB4",1)
	 TERM J 6
     TERM J 1 A_jump(64,"Rocket")
   Goto see
   
   
   Wave:
   TNT1 A 0
   TERM E 1 A_playsound("AbyCyb/Atk",0)
   TERM EF 3 a_facetarget
   TERM F 1 bright A_CustomMissile("Abycybwave",32,30,random(5,25))
   TERM F 1 bright A_CustomMissile("Abycybwave",44,0,random(-1,1))
   TERM F 1 bright A_CustomMissile("Abycybwave",30,-30,random(-25,-5))
   TERM F 1 bright A_CustomMissile("Abycybwave",24,0,random(-7,7))
     TNT1 AAA 0 A_Spawnitemex("SplashAbyss2",random(12,32),random(-12,12),random(12,42),11,0,4,random(-15,15),SXF_NOCHECKPOSITION)

   TERM EF 2
   TERM JK 3 A_facetarget
   TERM K 1 bright A_CustomMissile("Abycybwave",32,-30,random(10,30))
   TERM K 1 bright A_CustomMissile("Abycybwave",44,0,random(-5,5))
   TERM K 1 bright A_CustomMissile("Abycybwave",32,30,random(-30,-10))
   TERM K 1 bright A_CustomMissile("Abycybwave",24,0,random(-10,10))
        TNT1 AAA 0 A_Spawnitemex("SplashAbyss2",random(12,32),random(-12,12),random(12,42),11,0,4,random(-15,15),SXF_NOCHECKPOSITION)

   TERM KJ 2 
   TERM J 1 A_jump(64,"Choices")
   
   Goto see
   
   Choices:
   TERM E 0 A_Jump(255,"Bubble","Rocket","RedDed","Wave") 
   
   Goto see
   
   
   Rocket:
       
       TERM E 8 A_FaceTarget
       TERM F 8 Bright A_CustomMissile("AbyssCybRocket",38,15,0,0)
	      	   TNT1 AA 0 A_Spawnitemex("SplashAbyssBubbleDemon",random(32,528),random(-68,68),random(5,32),11,0,2,random(-15,15),SXF_NOCHECKPOSITION)

       TERM E 8 A_FaceTarget
       TERM F 8 Bright A_CustomMissile("AbyssCybRocket",38,15,random(-8,8),0)
	   	      	   TNT1 AA 0 A_Spawnitemex("SplashAbyssBubbleDemon",random(64,528),random(-68,68),random(5,32),11,0,2,random(-45,45),SXF_NOCHECKPOSITION)

	   TERM E 8 A_FaceTarget
       TERM F 8 Bright A_CustomMissile("AbyssCybRocket",38,15,random(-15,15),0)
	   	      	   TNT1 AA 0 A_Spawnitemex("SplashAbyssBubbleDemon",random(128,756),random(-68,68),random(5,32),11,0,2,random(-65,65),SXF_NOCHECKPOSITION)

       Goto See

	   
	   
	   
       Bubble:
       TERM G 0 
       TERM G 2 A_Facetarget
       TERM H 1 Bright A_CustomMissile("AbyCybBubProj",38,15,random(-9,0))
       TERM H 1 Bright A_playsound("AbyCyb/Atk",0)
       TERM G 2 A_Facetarget
       TERM I 1 Bright A_CustomMissile("AbyCybBubProj",38,15,random(0,9))
	   TNT1 AAAA 0 A_Spawnitemex("SplashAbyss2",random(12,1028),random(-12,12),random(5,32),11,0,3,random(-32,32),SXF_NOCHECKPOSITION)

       TERM I 1 Bright A_playsound("AbyCyb/Atk",0)
       TERM G 0 A_jump(32,"Choices")
       TERM G 1 A_Spidrefire
       Goto bubble+1
	   
	   
	   

     
 
   Death:
       TERM M 6 A_Scream
       TERM N 4 
       TERM OPQ 4 Bright
       TERM R 0 Bright A_FaceTarget
       TERM R 0 Bright A_SpawnItemEx("TerminatorHead", 15, 0, 90, 10, 0, 0, -170, 128)
       TERM R 0 Bright A_SpawnItemEx("TerminatorShoulder", 60, 0, 75, 8, 0, 0, -70, 128)
       TERM R 4 Bright A_SpawnItemEx("TerminatorArm", 60, 0, 0, 3, 0, 0, -90, 128)
       TERM STUV 4 Bright
       TERM W 4 
       TERM X 6 A_Fall
       TERM Y 6
       TERM Z 1
       TERM Z 5 
	   		 TNT1 A 0 A_killmaster(extreme)

       TERM [ -1   A_BossDeath
       Stop
   } 
}


ACTOR AbyssCybRocket
{
  Game Doom
  Radius 11
  Height 8
  Speed 21
  Damage 20
  DamageType "Fire" 
  Projectile
  +seekermissile
  SeeSound "weapons/rocklf"
  DeathSound "weapons/rocklx"
  Translation  "0:255=%[0.02,0.02,0.03]:[0.29,0.49,0.65]"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    MISL A 1 Bright A_Spawnitemex("SplashAbyss2",0,0,1,3,0,2,random(-359,359),SXF_NOCHECKPOSITION)
   MISL A 1 Bright A_seekermissile(2,2)
   	     	    TNT1 A 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,7), 0, random(-5,5), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

   MISL A 1 Bright A_Spawnitemex("AbyssCybieDecoFlame",-1,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
   MISL A 1 Bright
   Loop
  Death:
    MISL B 8 Bright A_Explode
    MISL C 6 Bright
    MISL CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 Bright A_Spawnitemex("SplashAbyss2",random(-252,252),random(-252,252),2,2,0,8,random(-359,359),SXF_NOCHECKPOSITION)
	TNT1 AA 0 A_Spawnitemex("SplashAbyssBubbleDemon",random(-128,128),random(-128,128),random(5,12),12,0,2,random(-359,359),SXF_NOCHECKPOSITION)
    MISL D 4 Bright
	TNT1 A 10 a_changeflag("SOLID",FALSE)
	TNT1 A 10
	TNT1 AAAAA 2 A_SpawnitemEx("SplashAbyssVile2",random(-528,528),random(-528,528),0,0,0,0,0)
	TNT1 A 0
    Stop
  }
}



ACTOR AbyCybBubProj
{
  Game Doom
  Radius 2
  Height 2
  Speed 28
  Damage (random(1,12))
  DamageType "Plasma"
  Projectile
  +thruactors
  RenderStyle Add
  Alpha 0.75
  Scale 0.3
  Translation "0:255=%[0.02,0.02,0.03]:[0.29,0.49,0.65]"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
  TNT1 AA 1 A_SpawnItemEx("AbyCybBub", -2, random(2,64), random(-8,8), 15, 0, random(-3,3), random(0,90))
  	     	    TNT1 A 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,7), 0, random(1,5), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

  TNT1 AA 1 A_SpawnItemEx("AbyCybBub", -2, random(-64,-2), random(-8,8), 15, 0, random(-3,3), random(-90,0))
  loop
  Death:
    TNT1 A 0
    Stop
  }
}


ACTOR AbyCybBub
{
  Game Doom
  Radius 3
  Height 3
  Speed 12
  Damage (random(1,8))
  DamageType "Plasma"
  Projectile
  RenderStyle Add
  Alpha 0.75
  Scale 0.3
  Translation "0:255=%[0.02,0.02,0.03]:[0.29,0.49,0.65]"
  States
  {
  Spawn:
    BAL1 AB 8 Bright 
    Goto Death
  Death:
    BAL1 CDE 6 Bright 
	TNT1 A 0 A_explode(random(5,10),32,0)
    Stop
  }
}


ACTOR AbyCybWave
{
  Game Doom
  Radius 6
  Height 6
  Speed 28
   ProjectileKickBack 7000
  Damage (random(10,40))
  DamageType "Melee"
  Projectile
  +dontharmclass
  species "Cybie"
  RenderStyle Add
  Alpha 0.25
  Scale 0.45
  SeeSound "holy3/holy3"
  DeathSound "holy2/holy2"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
  	     	    TNT1 A 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,7), 0, random(-5,5), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

    SSBL KKK 2 Bright A_SpawnItemEx("AbyCybWave2", -2, 0, 0, 16, 0, 0, 0)
    SSBL KKK 2 Bright A_SpawnItemEx("AbyCybWave2", -2, 0, 0, 16, 0, 0, 0)
	SSBL KKK 2 Bright A_SpawnItemEx("AbyCybWave2", -2, 0, 0, 16, 0, 0, 0)
		     	    TNT1 A 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,7), 0, random(-5,5), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

    SSBL KKK 2 Bright A_SpawnItemEx("AbyCybWave2", -2, 0, 0, 16, 0, 0, 0)
    SSBL KKK 2 Bright A_SpawnItemEx("AbyCybWave2", -2, 0, 0, 16, 0, 0, 0)
	SSBL KKK 2 Bright A_SpawnItemEx("AbyCybWave2", -2, 0, 0, 16, 0, 0, 0)
		     	    TNT1 A 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,7), 0, random(-5,5), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

  Death:
    SSBL I 6 Bright 
     SSBL I 6 Bright 
	SSBL J 6 Bright 
	 SSBL J 6 Bright 
    Stop
  }
}


ACTOR AbyCybWave2
{
  Game Doom
  Radius 6
  Height 6
  Speed 20
  Damage (random(4,16))
  DamageType "Melee"
  Projectile
    +dontharmclass
  species "Cybie"
  RenderStyle Add
  Alpha 0.25
  Scale 0.45
  SeeSound "holy3/holy3"
  DeathSound "holy2/holy2"
  States
  {
  Spawn:
    SSBL I 2 Bright 
    SSBL I 2 Bright 
	SSBL I 2 Bright 
  Death:
    SSBL J 3 Bright
    SSBL J 3 Bright
	SSBL J 3 Bright
	SSBL J 3 Bright
    Stop
  }
}


Actor AbyssCybieDecoFlame
{
  Radius 4
  Height 3
  Speed 18
  Projectile
  +noclip
  +nointeraction
  Renderstyle "Add"
  Alpha 0.55
  xScale 0.55
  yScale 0.81
   Translation  "0:255=%[0.02,0.02,0.03]:[0.29,0.49,0.65]"
  States
  {
  Spawn:
    FRFX A 3 Bright
    FRFX B 3 Bright  
	FRFX C 3 Bright 
    FRFX D 3 Bright  
    FRFX HIJ 2 Bright 
    FRFX KLM 2 Bright 
    FRFX NO 2 Bright
    Stop
  }
}



ACTOR TerminatorArm
{
	Radius 12
	Height 15
	Speed 3
	Mass 1000
	scale 1.2
	+DOOMBOUNCE
	translation   "32:47=%[0.00,0.00,0.07]:[0.49,0.72,0.74]", "16:31=%[0.16,0.24,0.31]:[0.36,0.71,0.72]", "185:191=%[0.00,0.00,0.00]:[0.06,0.06,0.06]", "80:95=%[0.05,0.15,0.17]:[0.50,0.31,0.76]", "96:111=%[0.00,0.00,0.00]:[0.31,0.47,0.65]", "168:191=0:0", "160:167=96:111", "224:231=96:111", "48:63=96:111", "249:249=3:3", "64:79=0:2", "208:223=0:0", "232:235=0:0","13:15=0:0", "236:239=0:0","3:3=0:0","128:143=0:0","1:2=0:0", "5:8=0:0"

      States
	{
	Spawn:
         TARM A 5
         TARM B 5 A_Fall 
         TARM CDE 5
         TARM F -1
         Stop
	}
}

actor TerminatorHead
{
    Radius 6
    Height 8
    Speed 10
    Mass 1000
    +DOOMBOUNCE
    +DROPOFF
    +Missile
    scale 1.2
    translation   "32:47=%[0.00,0.00,0.07]:[0.49,0.72,0.74]", "16:31=%[0.16,0.24,0.31]:[0.36,0.71,0.72]", "185:191=%[0.00,0.00,0.00]:[0.06,0.06,0.06]", "80:95=%[0.05,0.15,0.17]:[0.50,0.31,0.76]", "96:111=%[0.00,0.00,0.00]:[0.31,0.47,0.65]", "168:191=0:0", "160:167=96:111", "224:231=96:111", "48:63=96:111", "249:249=3:3", "64:79=0:2", "208:223=0:0", "232:235=0:0","13:15=0:0", "236:239=0:0","3:3=0:0","128:143=0:0","1:2=0:0", "5:8=0:0"

    States
    {
    Spawn:
    	THAD DEFGHABC 2
        loop
    Death:
    	THAD I -1
        loop
    }
}

actor TerminatorShoulder
{
    Radius 8
    Height 8
    Speed 8
    Mass 1000
    +DOOMBOUNCE
    +DROPOFF
    +Missile
    scale 1.2
    translation   "32:47=%[0.00,0.00,0.07]:[0.49,0.72,0.74]", "16:31=%[0.16,0.24,0.31]:[0.36,0.71,0.72]", "185:191=%[0.00,0.00,0.00]:[0.06,0.06,0.06]", "80:95=%[0.05,0.15,0.17]:[0.50,0.31,0.76]", "96:111=%[0.00,0.00,0.00]:[0.31,0.47,0.65]", "168:191=0:0", "160:167=96:111", "224:231=96:111", "48:63=96:111", "249:249=3:3", "64:79=0:2", "208:223=0:0", "232:235=0:0","13:15=0:0", "236:239=0:0"

    States
    {
    Spawn:
    	TSHO ABCDEFGH 2
        loop
    Death:
    	TSHO I -1
        loop
    }
}


Actor GrayCybie
{
MONSTER
+bossdeath
+invulnerable
-solid
-countkill
+nevertarget
+notarget
+notrigger
+noclip
+noteleport
-activatemcross
+thruactors
+thrughost
+cantseek
+NOTELEOTHER
+dontmorph
+dontsquash
+NOTELEFRAG
+DONTDRAIN
+notautoaimed
+NOTONAUTOMAP

+NOINTERACTION
states
{
Spawn:
TNT1 A 0 
Goto Scripted
Scripted:
TNT1 A 0  
TNT1 A 0  
TNT1 A 0 A_JumpIf(CallACS("CH_Grayscale") == 1, "First") 
TNT1 A 0
Goto Third
First:
TNT1 A 0 A_SpawnitemEx("YellowCybie",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG|SXF_SETMASTER)
TNT1 A 30
Done:
TNT1 A 3
loop
Third:
TNT1 A 0 A_SpawnitemEx("GrayCybie2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG|SXF_SETMASTER)
TNT1 A 30
Done2:
TNT1 A 3
loop
death:
TNT1 A 0
TNT1 A 3 a_bossdeath
TNT1 A 0
stop
}
}


// 
actor Graycybie2
{
  Species "Cybie"
  obituary "Gray Cybie used rockslide! it's super effective! %o fainted!"
  health 8888
  radius 40
  height 110
  mass 3000
  speed 13
  seesound "CybLow"
  painsound "cyber/pain"
  deathsound "superdemon/death"
  activesound "cyber/active"
  Translation "64:79=%[0.24,0.24,0.24]:[0.71,0.79,0.94]", "48:63=%[1.03,1.03,1.03]:[0.51,0.51,0.51]", "32:47=0:0", "168:191=0:0", "16:31=0:0", "1:2=0:0", "236:239=0:0", "160:167=111:111"
  yScale 1.33
  xscale 1.5
  DropItem "CH_SoulSphere"
  DropItem "BackPack", 128
    DropItem "BackPack", 128
  DropItem "BackPack", 128
  DropItem "BackPack"
  DropItem "CH_MegaSphere", 64
  Dropitem "CH_GreenArmor"
  RadiusDamageFactor 0.25
  DamageFactor "PLWater", 1.75
  DamageFactor Melee, 1.1
  DamageFactor "Melee", 1.1
  DamageFactor "Plasma", 0.90
    DamageFactor "Heroic", 3.0
	DamageFactor "DIMp", 0
  MONSTER
  +BOSS
  +FLOORCLIP
  -NORADIUSDMG
  +DONTMORPH
  +MISSILEMORE
  +Dontharmclass
  +NOPAIN
  +NOFEAR
  Var int User_Doner;
  tag "Stoner Cybie"
  states
  {
  Spawn:
    SUPR A 0
	KillIt:
	TNT1 A 0
	SUPR A 0 
	TNT1 A 0
	Goto Idle
  Idle:
    SUPR AB 10 A_Look
		   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    loop
  See:
    SUPR A 3 A_Hoof
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
    SUPR ABBCC 3 A_Chase
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
    SUPR D 3 A_Hoof
    SUPR D 3
    loop
  Missile:
TNT1 A 0
    SUPR E 1 A_JumpIfHealthLower(3500,"BuffUP")
        		   					  	   	  		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
TNT1 A 0
TNT1 A 0
	SUPR E 1 A_Jump(64,"Missiles1")
	SUPR E 1 A_Jump(64,"Missiles2")
    SUPR E 6 A_FaceTarget
	SUPR E 8 A_PlaySound("CybLow")
	SUPR EG 8 A_VileTarget("CHBSTarget")
	SUPR G 2 A_FaceTarget
	TNT1 A 0 A_checksight("See")
	SUPR G 12  A_VileTarget("RockSlideCH1")
	SUPR A 8
	Goto See
  Missiles1:
  TNT1 A 0
    SUPR E 6 A_FaceTarget
    SUPR F 9 
	SUPR F 0  A_CustomMissile ("BaronOfDirtCH3", 54, -45, 0)
	SUPR F 0  A_CustomMissile ("BaronOfDirtCH3", 54, -48, -4)
	SUPR F 0  A_CustomMissile ("BaronOfDirtCH3", 54, -42, 4)
    goto See
	
	Missiles2:
	TNT1 A 0
	SUPR F 6
	SUPR F 0 A_CustomMissile("VileGroundSpike",0,0,0 ) 
    SUPR F 0 A_CustomMissile("VileGroundSpike",0,0,45,CMF_ABSOLUTEANGLE ) 
	 SUPR F 0 A_CustomMissile("VileGroundSpike",0,0,90,CMF_ABSOLUTEANGLE )
	  SUPR F 0 A_CustomMissile("VileGroundSpike",0,0,135,CMF_ABSOLUTEANGLE )
	   SUPR F 0 A_CustomMissile("VileGroundSpike",0,0,215,CMF_ABSOLUTEANGLE )
	    SUPR F 0 A_CustomMissile("VileGroundSpike",0,0,260,CMF_ABSOLUTEANGLE ) 
		 SUPR F 0 A_CustomMissile("VileGroundSpike",0,0,305,CMF_ABSOLUTEANGLE )
		 SUPR E 8 A_PlaySound("CybieLow")
		 Goto see
	
  BuffUP:
    SUPR E 0
	TNT1 A 0
	SUPR E 0 A_JumpIf(User_Doner>=1, "Nah")
    SUPR E 8 A_PlaySound("CybLow")
    SUPR G 12 a_quake(8,90,256,528,0)
	SUPR G 12 A_ChangeFlag("MissileEvenmore", TRUE)
	SUPR B 24
	SUPR B 2 //A_SetSpeed(19)
	SUPR G 1 A_SetUserVar("User_Doner", User_Doner+1)
	Goto See
  Nah:
    TNT1 A 0
    SUPR E 0
	Goto Missile+4
  Pain:
  TNT1 A 0
  		   					  	   	  		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SUPR G 10 A_Pain
    goto See
  Death:
    SUPR H 6 A_PlaySound ("superdemon/snarl")
	SUPR H 0 A_CustomMissile ("HKRedDeath",90,-10, CMF_AIMOFFSET, 2, 10)
    SUPR H 6 A_CustomMissile("Blood",0,0,random(-80,-100),2,random(45,80))
	SUPR H 0 A_CustomMissile ("HKRedDeath",20,30, CMF_AIMOFFSET, 2, 10)
    SUPR I 6 A_Scream
    SUPR I 6 A_CustomMissile("Blood",0,0,random(-80,-100),2,random(45,80))
	SUPR I 0 A_CustomMissile ("HKRedDeath",70,10, CMF_AIMOFFSET, 2, 10)
	SUPR J 0 A_CustomMissile ("HKRedDeath",20,50, CMF_AIMOFFSET, 2, 10)
    SUPR KL 6 A_CustomMissile("Blood",0,0,random(-80,-100),2,random(45,80))
	SUPR L 0 A_CustomMissile ("HKRedDeath",10,-10, CMF_AIMOFFSET, 2, 10)
    SUPR M 6 A_PlaySound ("superdemon/crash")
    SUPR N 6 A_CustomMissile("Blood",0,0,random(-80,-100),2,random(45,80))
	SUPR OOOOOOOOOOOOOOOOOOOOOO 1 A_CustomMissile ("HKRedDeath",random(1,50),random(-10,30), random(0,180),CMF_AIMOFFSET, 2)
    SUPR O 1 A_NoBlocking
			 TNT1 A 0 A_killmaster(extreme)

    SUPR O -1 A_BossDeath
	Stop
  }
}

ACTOR RockSlideCH1
{
  Game Doom
  speed 1
  Projectile
  +noclip
  Alpha 0.01
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
	TNT1 A 2 A_warp(AAPTR_TRACER,0,0,6,0,WARPF_NOCHECKPOSITION)
    TNT1 AAA 1 A_Spawnitemex("RockSlideDropCH",0,0,random(128,528),0,0,0,0,SXF_NOCHECKPOSITION)
   	TNT1 A 2 A_warp(AAPTR_TRACER,0,0,6,0,WARPF_NOCHECKPOSITION)
    TNT1 AAA 1 A_Spawnitemex("RockSlideDropCH",0,0,random(128,528),0,0,0,0,SXF_NOCHECKPOSITION)
   	TNT1 A 2 A_warp(AAPTR_TRACER,0,0,6,0,WARPF_NOCHECKPOSITION)
    TNT1 AAA 1 A_Spawnitemex("RockSlideDropCH",0,0,random(128,528),0,0,0,0,SXF_NOCHECKPOSITION)
   	TNT1 A 2 A_warp(AAPTR_TRACER,0,0,6,0,WARPF_NOCHECKPOSITION)
    TNT1 AAA 1 A_Spawnitemex("RockSlideDropCH",0,0,random(128,528),0,0,0,0,SXF_NOCHECKPOSITION)
    TNT1 A 1 A_jump(40,"Death")
   loop
   Death:
   TNT1 A 0
    Stop
  }
}

actor RockSlideCHRand : RandomSpawner
{

DropItem "RockSlideCH2",255, 33
DropItem "RockSlideCH3",255, 33
DropItem "RockSlideCH4",255, 33
DropItem "RockSlideCH5",255, 33

}

ACTOR RockSlideDropCH
{
  Game Doom
  speed 1
  Projectile
  +noclip
  +ceilinghugger
  Alpha 0.01
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    BAL1 A 1 Bright A_Spawnitemex("RockSlideCHRand",random(-32,32),random(-32,32),-20,1,1,-1,random(-180,180),SXF_NOCHECKPOSITION)
    Stop
  }
}


ACTOR RockSlideCH5
{
  Game Doom
  Radius 9
  Height 9
  Speed 21
  Damage (Random(40,80))
  DamageType "Melee"
  Projectile
  -nogravity
  +bounceonfloors
  +touchy
  bouncetype "Hexen"
  Bouncecount 1
  BounceFactor 0.7
  gravity 1.25
  scale 0.5
  SeeSound "monster/hamflr"
  DeathSound "moloch/thud"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    JUBD ABCD 3 A_SpawnItemEx("Drt1", random(-2,2), random(-2,2), random(-3,3), 1, 0, 1, Random(0, 360), 128)

    Loop	
  Death:
    JUBD D 0 Bright A_SpawnItemEx("Drt1", random(-2,2), random(-2,2), random(-2,2), 1, 0, 1, Random(0, 360), 128)
    JUBD D 0 Bright A_SpawnItemEx("Drt2", random(-2,2), random(-2,2), random(-2,2), 1, 0, 1, Random(0, 360), 128)
	JUBD D 0 Bright A_SpawnItemEx("Drt3", random(-2,2), random(-2,2), random(-2,2), 1, 0, 1, Random(0, 360), 128)
    Stop
  }
}

ACTOR RockSlideCH4
{
  Game Doom
  Radius 9
  Height 9
  Speed 18
  Damage (Random(45,90))
  DamageType "Melee"
  Projectile
  -nogravity
  +bounceonfloors
  +touchy
  bouncetype "Hexen"
  Bouncecount 1
  BounceFactor 0.7
  gravity 1.25
  scale 0.67
  SeeSound "monster/hamflr"
  DeathSound "moloch/thud"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    JUBD ABCD 3 A_SpawnItemEx("Drt1", random(-2,2), random(-2,2), random(-3,3), 1, 0, 1, Random(0, 360), 128)

    Loop	
  Death:
    JUBD DD 0 Bright A_SpawnItemEx("Drt1", random(-2,2), random(-2,2), random(-2,2), 1, 0, 1, Random(0, 360), 128)
    JUBD DD 0 Bright A_SpawnItemEx("Drt2", random(-2,2), random(-2,2), random(-2,2), 1, 0, 1, Random(0, 360), 128)
	JUBD DD 0 Bright A_SpawnItemEx("Drt3", random(-2,2), random(-2,2), random(-2,2), 1, 0, 1, Random(0, 360), 128)
    Stop
  }
}

ACTOR RockSlideCH3
{
  Game Doom
  Radius 12
  Height 12
  Speed 12
  Damage (Random(55,105))
  DamageType "Melee"
  Projectile
  -nogravity
  +bounceonfloors
  +touchy
  bouncetype "Hexen"
  Bouncecount 1
  BounceFactor 0.7
  gravity 1.25
  scale 0.8
  SeeSound "monster/hamflr"
  DeathSound "moloch/thud"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    JUBD ABCD 3 A_SpawnItemEx("Drt1", random(-2,2), random(-2,2), random(-3,3), 1, 0, 1, Random(0, 360), 128)

    Loop	
  Death:
    JUBD DDDD 0 Bright A_SpawnItemEx("Drt1", random(-2,2), random(-2,2), random(-2,2), 1, 0, 1, Random(0, 360), 128)
    JUBD DDDD 0 Bright A_SpawnItemEx("Drt2", random(-2,2), random(-2,2), random(-2,2), 1, 0, 1, Random(0, 360), 128)
	JUBD DDDD 0 Bright A_SpawnItemEx("Drt3", random(-2,2), random(-2,2), random(-2,2), 1, 0, 1, Random(0, 360), 128)
    JUBD D 1 Bright a_explode(random(30,75),42,0)
	TNT1 AAA 0 A_Custommissile("WDRock4",32,0,random(-359,359))
    Stop
  }
}


ACTOR RockSlideCH2
{
  Game Doom
  Radius 16
  Height 16
  Speed 10
  Damage (Random(75,155))
  DamageType "Melee"
  Projectile
  -nogravity
  +bounceonfloors
  +touchy
  bouncetype "Hexen"
  Bouncecount 1
  BounceFactor 0.7
  gravity 1.25
  scale 1.1
  SeeSound "monster/hamflr"
  DeathSound "moloch/thud"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    JUBD ABCD 3 A_SpawnItemEx("Drt1", random(-2,2), random(-2,2), random(-3,3), 1, 0, 1, Random(0, 360), 128)

    Loop	
  Death:
    JUBD DDDD 0 Bright A_SpawnItemEx("Drt1", random(-2,2), random(-2,2), random(-2,2), 1, 0, 1, Random(0, 360), 128)
    JUBD DDDD 0 Bright A_SpawnItemEx("Drt2", random(-2,2), random(-2,2), random(-2,2), 1, 0, 1, Random(0, 360), 128)
	JUBD DDDD 0 Bright A_SpawnItemEx("Drt3", random(-2,2), random(-2,2), random(-2,2), 1, 0, 1, Random(0, 360), 128)
    JUBD D 1 Bright a_explode(random(60,90),52,0)
	TNT1 AA 0 A_Custommissile("WDRock4",32,0,random(-359,359))
    Stop
  }
}


Actor FireBluCybie
{
MONSTER
+bossdeath
+invulnerable
-solid
-countkill
+nevertarget
+notarget
+notrigger
+noclip
+noteleport
-activatemcross
+thruactors
+thrughost
+spectral 
+cantseek
+NOTELEOTHER
+dontmorph
+dontsquash
+NOTELEFRAG
+DONTDRAIN
+notautoaimed
+NOTONAUTOMAP

+NOINTERACTION
states
{
Spawn:
TNT1 A 0  
Goto Scripted
Scripted:
TNT1 A 0  
TNT1 A 0  
TNT1 A 0 A_JumpIf(CallACS("CH_FireBLUES") == 1, "First") 
TNT1 A 0
Goto Third
First:
TNT1 A 0 A_SpawnitemEx("PurpleCybie",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG|SXF_SETMASTER)
TNT1 A 3
Done:
TNT1 A 3
loop
Third:
TNT1 A 0 A_SpawnitemEx("FireBluCybie2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG|SXF_SETMASTER)
TNT1 A 3
done2:
TNT1 A 3
loop
Death:
TNT1 A 0
TNT1 A 3 a_bossdeath
TNT1 A 0
stop
}
}

ACTOR FireBluCybie2
{
  Game Doom
  Health 9999
  BloodColor "Blue"
  Scale 1.33
  Radius 40
  Height 110
  Mass 1300
  Speed 19
  PainChance 16
  Species "Cybie"
  MeleeThreshold 200
  RadiusDamageFactor 0.25
    DamageFactor "Heroic", 3.0
	DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  MeleeRange 75
  Monster
  +BOSS
  +MISSILEMORE
  +FLOORCLIP
  -NORADIUSDMG
  +DONTMORPH
  +BOSSDEATH
  +DONTHARMSPECIES
  +NOFEAR
  Damage (random(15,70))
  SeeSound "cyber/sight"
  PainSound "cyber/pain"
  DeathSound "cyber/death"
  ActiveSound "cyber/active"
  Obituary "%o got horrified by fireblu cybie"
  DropItem "CH_BlueArmor"
   DropItem "CH_BlueArmor",128
  DropItem "HealthBundle"
    DropItem "HealthBundle"
  DropItem "HealthBundle"
  DropItem "HealthBundle"
  DropItem "HealthBundle"
  DropItem "HealthBundle"
  DropItem "HealthBundle"
  DropItem "HealthBundle"
  DropItem "HealthBundle"
  DropItem "HealthBundle"
  DropItem "HealthBundle"
  DropItem "HealthBundle"
  Dropitem "CH_Berserk", 32
  Dropitem "CH_RocketAmmo"
  Dropitem "CH_RocketAmmo"
  Dropitem "CH_RocketAmmo",128
  Dropitem "CH_RocketAmmo",128
  Dropitem "CH_RocketAmmo",128
  DropItem "CH_BFG9000", 32
  DropItem "CH_BFG9000", 64
  DropItem "CH_RocketLauncher"
  DropItem "CH_RocketLauncher"
  DropItem "CH_RocketLauncher"
  Translation "76:79=204:207", "72:75=188:191", "68:71=199:202", "64:67=177:181", "58:63=177:185", "48:57=197:204", "16:31=194:207", "144:151=186:191", "106:111=202:207", "98:105=178:187", "96:97=198:201", "87:95=173:180", "80:86=196:200", "168:173=194:198", "160:167=199:207", "224:231=184:191", "232:235=203:207"
  States
  {
  Spawn:
    TNT1 A 0
	Killit:
	TNT1 A 0
	TNT1 A 0 
	TNT1 A 0
	Idle:
    CYBR AB 10 A_Look
	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    CYBR A 3 A_Hoof
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    CYBR ABBCC 3 A_Chase
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    CYBR D 3 A_Metal
    CYBR D 3 A_Chase
    Loop
  Melee:
    CYBR G 8
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	CYBR E 8 A_Custommeleeattack(random(35,90),"skeleton/melee","none")
	CYBR E 1 A_VileAttack("bomb/boom", 5,5,128,1.75)
	CYBR E 2 A_RadiusThrust(3040,400) 
	Goto Splash
  Missile:
  	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    CYBR E 0 A_JumpIfCloser(900,"Maybe")
	Goto Missile1
	Maybe:
    CYBR E 0 A_Jump(256, "Missile1", "Missile2")
	Missile2:
	CYBR G 2 Bright
	CYBR G 2 Bright A_SkullAttack(30)
	CYBR G 1 Bright A_Spawnitemex("FireBluCacoBall2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	CYBR G 1 Bright A_Spawnitemex("FireBluCacoBall2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	CYBR G 1 Bright A_Spawnitemex("FireBluCacoBall2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	CYBR G 1 Bright A_Spawnitemex("FireBluCacoBall2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	CYBR G 1 Bright A_Spawnitemex("FireBluCacoBall2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	CYBR G 1 Bright A_Spawnitemex("FireBluCacoBall2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	CYBR G 2 
	Goto See
	Missile1:
    CYBR E 6 A_FaceTarget
    CYBR F 12 Bright A_Custommissile("FireBluCybMiss",42,-9,random(-1,1))
    Goto See
	Splash:
	         CYBR E 5 Bright
			 CYBR G 0 A_CustomMissile("FireBluCacoBall", 0, 0, 0)
        	 CYBR G 0 A_CustomMissile("FireBluCacoBall", 0, 0, 120)
        	 CYBR G 0 A_CustomMissile("FireBluCacoBall", 0, 0, 240)
			 CYBR G 3 Bright
			 Goto See
  Pain:
    CYBR G 10 A_Pain
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	CYBR G 1 A_Jump(128, "Splash")
    Goto See
  Death:
    CYBR H 10
    CYBR I 10 A_Scream
    CYBR JKL 10
    CYBR M 10 A_NoBlocking
    CYBR NO 10
    CYBR P 30
			 TNT1 A 0 A_killmaster(extreme)

    CYBR P -1 A_BossDeath
    Stop
  }
}

Actor FireBluCybMiss
{
  Radius 20
  Height 20
  Mass 600
  Speed 20
  Damage (random(20,90))
  DamageType "Plasma"
  Projectile
  +Seekermissile
  Scale 1.5
  Renderstyle Add
  Alpha 0.95
  SeeSound "Spell/spellCast1"
  DeathSound "Crack/death"
  Translation "216:223=199:207", "208:214=193:201", "231:231=194:194", "168:175=198:201"
  States
  {
  Spawn:
   MANF A 3 bright A_Spawnitemex("FireBluCacoBall2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
   MANF B 3 bright A_Seekermissile(5,2)
   Loop
  Death:
   MISL B 4 A_SetTranslucent(0.35)
   MISL C 2 A_Explode(random(5,50),256)
   	   MISL D 0 A_CustomMissile("FireSGguy2",0,0,15,0)    
       MISL D 0 A_CustomMissile("FireSGguy2",0,0,45,0)   
       MISL D 0 A_CustomMissile("FireSGguy2",0,0,75,0) 
       MISL D 0 A_CustomMissile("FireSGguy2",0,0,105,0)    
       MISL D 0 A_CustomMissile("FireSGguy2",0,0,135,0)     
       MISL D 0 A_CustomMissile("FireSGguy2",0,0,165,0)     
       MISL D 0 A_CustomMissile("FireSGguy2",0,0,195,0)     
       MISL D 0 A_CustomMissile("FireSGguy2",0,0,225,0)      
       MISL D 0 A_CustomMissile("FireSGguy2",0,0,255,0)       
       MISL D 0 A_CustomMissile("FireSGguy2",0,0,285,0)     
       MISL D 0 A_CustomMissile("FireSGguy2",0,0,315,0)       
       MISL D 0 A_CustomMissile("FireSGguy2",0,0,345,0)
   MISL D 3  A_Explode(random(5,50),256)
   Stop
 }
}




ACTOR Rocket2 replaces rocket
{
  Radius 11
  Height 8
  Speed 20
  Damage 20
  Damagetype "Fire"
  Projectile
  +RANDOMIZE
  +DEHEXPLOSION
  +ROCKETTRAIL
  SeeSound "weapons/rocklf"
  DeathSound "weapons/rocklx"
  Obituary "$OB_MPROCKET" // "%o rode %k's rocket."
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
  TNT1 A 0
  TNT1 A 0  ACS_NamedExecuteAlways("RawketTypeCH")
  Fly2:
    MISL A 1 Bright
    Loop
  Death:
    MISL B 8 Bright A_Explode
    MISL C 6 Bright
    MISL D 4 Bright
    Stop
  }
}






ACTOR CommonCybie : Cyberdemon 
{
  Game Doom
  Species "Cybie"
  MeleeThreshold 200
  Scale 1.1
  MeleeRange 75
  DropItem "CH_RocketLauncher", 128
  RadiusDamageFactor 0.25
  DamageFactor "Heroic", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Monster
  +BOSS
  +MISSILEMORE
  +FLOORCLIP
  -NORADIUSDMG
  +DONTMORPH
  +BOSSDEATH
  +DONTHARMSPECIES
  +NOFEAR
  tag "CyberDemon"
  States
  {
  
  
    Spawn:
    CYBR AB 10 A_Look
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    CYBR A 3 A_Hoof
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    CYBR ABBCC 3 A_Chase
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    CYBR D 3 A_Metal
    CYBR D 3 A_Chase
    Loop

  Pain:
  		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    CYBR G 10 A_Pain
    Goto See
  
  
  Melee:
    CYBR G 8
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	CYBR E 8 A_Custommeleeattack(random(35,90),"skeleton/melee","none")
	CYBR E 1 A_VileAttack("bomb/boom", 5,5,128,1.75)
	CYBR E 2 A_RadiusThrust(3040,400, RTF_NOTMISSILE) 
	Goto Missile+7
  Missile:
    CYBR E 6 A_FaceTarget
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    CYBR F 12 Bright A_Custommissile("Rocket",42,-9,random(-1,1))
    CYBR E 12 A_FaceTarget
    CYBR F 12 Bright A_Custommissile("Rocket",42,-9,random(-2,2))
    CYBR E 12 A_FaceTarget
	CYBR E 0  A_JumpIf(CallACS("CH_Intercept") == true, "Miss2") 
    CYBR F 12 Bright ACS_NamedExecuteWithResult("CybMissile",1)
    Goto See
	Miss2:
	CYBR F 12 Bright A_Custommissile("Rocket",42,-9,random(-4,4))
	Goto See
  }
}

ACTOR GreenCybie : Cyberdemon
{
  Game Doom
  Health 5000
  BloodColor "Green"
  Scale 1.1
  Radius 40
  Height 110
  Mass 1300
  Speed 16
  PainChance 16
  Species "Cybie"
  MeleeThreshold 200
RadiusDamageFactor 0.25
    DamageFactor "Heroic", 3.0
	DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  MeleeRange 75
  Monster
  +BOSS
  +MISSILEMORE
  +FLOORCLIP
  -NORADIUSDMG
  +DONTMORPH
  +BOSSDEATH
  +DONTHARMSPECIES
  +NOFEAR
  SeeSound "cyber/sight"
  PainSound "cyber/pain"
  DeathSound "cyber/death"
  ActiveSound "cyber/active"
  Obituary "%o was splashtered by green cybie"
  DropItem "CH_GreenArmor",34
  DropItem "HealthBundle", 88
  Translation "168:191=112:127", "32:47=123:127", "48:79=[167,237,169]:[9,46,7]", "128:151=[104,225,83]:[29,52,18]", "232:235=124:127", "208:223=112:127", "164:167=124:127"
  tag "Green CyberDemon"
  States
  {
  Spawn:
    CYBR AB 10 A_Look
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    CYBR A 3 A_Hoof
				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    CYBR ABBCC 3 A_Chase
				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    CYBR D 3 A_Metal
    CYBR D 3 A_Chase
    Loop
  Melee:
    CYBR G 8
				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	CYBR E 8 A_Custommeleeattack(random(35,90),"skeleton/melee","none")
	CYBR E 1 A_VileAttack("bomb/boom", 5,5,128,1.75)
	CYBR E 2 A_RadiusThrust(3040,400, RTF_NOTMISSILE) 
	Goto Missile+6
  Missile:
    CYBR E 6 A_FaceTarget
				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    CYBR F 12 Bright A_Custommissile("SplashRocket",42,-9,random(-1,1))
    CYBR E 10 A_FaceTarget
    CYBR F 12 Bright A_Custommissile("SplashRocket",42,-9,random(-4,4))
    CYBR E 10 A_FaceTarget
	CYBR F 12 Bright
    CYBR F 0  A_Custommissile("SplashRocket",42,-9,random(1,13))
	CYBR F 0  A_Custommissile("SplashRocket",42,-9,random(-13,-1))
    Goto See
  Pain:
  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    CYBR G 10 A_Pain
    Goto See
  Death:
    CYBR H 10
    CYBR I 10 A_Scream
    CYBR JKL 10
    CYBR M 10 A_NoBlocking
    CYBR NO 10
    CYBR P 30
    CYBR P -1 A_BossDeath
    Stop
  }
}

ACTOR SplashRocket
{
  Game Doom
  Radius 11
  Height 8
  Speed 20
  Damage 17
  DamageType "Fire" 
  Projectile
  +RANDOMIZE
  +DEHEXPLOSION
  +ROCKETTRAIL
  SeeSound "weapons/rocklf"
  DeathSound "weapons/rocklx"
  Translation "128:143=113:127", "144:151=118:127","168:191=113:127", "208:223=112:121", "232:235=120:125", "121:127=0:0"
  States
  {
  Spawn:
    MISL A 3 Bright A_Spawnitemex("Gas14",0,0,2,0,0,0,SXF_NOCHECKPOSITION)
    Loop
  Death:
    MISL B 8 Bright A_Explode
    MISL C 6 Bright
	MISL CCCCCCC 0 Bright A_Spawnitemex("Gas14",random(-8,8),random(-8,8),random(-2,2),random(3,28),0,random(-6,20),random(-359,359),SXF_NOCHECKPOSITION)

    MISL D 4 Bright
    Stop
  }
}

ACTOR Gas14
{
  Game Doom
  Radius 6
  Height 16
  Speed 0
  FastSpeed 0
  Projectile
  +RANDOMIZE
  RenderStyle Add
  DamageType "Poison"
  Scale 0.8
  Alpha 0.6
  States
  {
  Spawn:
    PSBG CDEFGHGF 4 Bright A_Explode(random(4,8),42)
	PSBG G 0 Bright A_Jump(180,"Death")
    Loop
  Death:
    PSBG CDEFGHI 6 Bright A_Explode(random(4,8),42)
    Stop
  }
}

ACTOR PlasmaBallSP5 : PlasmaBallSP4
{
species "Cybie"
+dontharmspecies
}

ACTOR BlueCybie : Cyberdemon
{
  Game Doom
  Health 5800
  BloodColor "Blue"
  Scale 1.20
  Radius 40
  Height 110
  Mass 1300
  Speed 18
  PainChance 12
  Species "Cybie"
  MeleeThreshold 200
  MeleeRange 75
  RadiusDamageFactor 0.25
    DamageFactor "Heroic", 3.0
	DamageFactor "DIMp", 0
 
  PainChance "DIMp", 0
  Monster
  +BOSS
  +MISSILEMORE
  +FLOORCLIP
  -NORADIUSDMG
  +DONTMORPH
  +BOSSDEATH
  +DONTHARMSPECIES
  +NOFEAR
  DropItem "CH_SoulSphere", 112
  DropItem "CH_Cell"
  DropItem "CH_Cell"
  DropItem "CH_Cell"
  DropItem "HealthBundle"
  Dropitem "RLXaserPowerArmorPickup", 12
  SeeSound "cyber/sight"
  PainSound "cyber/pain"
  DeathSound "cyber/death"
  ActiveSound "cyber/active"
  Obituary "%o met a blue fate in blue cybies hand"
  Translation "64:79=[54,45,238]:[17,11,79]", "144:151=240:247", "48:63=[145,164,240]:[52,66,231]", "208:223=[251,251,251]:[126,136,248]", "232:235=203:207", "224:231=192:197", "168:191=192:207"
  tag "Blue CyberDemon"
  States
  {
  Spawn:
    CYBR AB 10 A_Look
				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    CYBR A 3 A_Hoof
					TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    CYBR ABBCC 3 A_Chase
					TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    CYBR D 3 A_Metal
    CYBR D 3 A_Chase
    Loop
  Melee:
    CYBR G 8
					TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	CYBR E 8 A_Custommeleeattack(random(35,90),"skeleton/melee","none")
	CYBR E 1 A_VileAttack("bomb/boom", 5,5,128,1.65)
	CYBR E 2 A_RadiusThrust(8040,400, RTF_NOTMISSILE) 
	Goto Missile
  Missile:
    CYBR E 12 A_FaceTarget
					TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	CYBR F 0 Bright A_Playsound("Spell/Lightn",0,2.7)
    CYBR F 5 Bright A_Custommissile("BluCybFX",42,-9,0)
	CYBR F 5 Bright A_Custommissile("BluCybFX",42,-9,0)
	CYBR F 0 Bright A_Playsound("Litn/litn2",1,2.5)
	CYBR F 5 Bright A_Custommissile("BluCybFX",42,-9,0)
	CYBR F 7 Bright A_Custommissile("BluCybFX",42,-9,0)
    CYBR E 5 A_FaceTarget
	CYBR F 1 Bright A_FaceTarget
	CYBR F 0 Bright A_Custommissile("BluCybFX",42,-9,0)
    CYBR F 2 Bright A_Custommissile("SwooshCB",30,-9,random(-4,4))
	CYBR F 5 Bright A_FaceTarget
	CYBR F 0 Bright A_Custommissile("BluCybFX",42,-9,0)
	CYBR F 2 Bright A_Custommissile("SwooshCB",30,-9,random(-7,7))
	CYBR F 5 Bright A_FaceTarget
	CYBR F 0 Bright A_Custommissile("BluCybFX",42,-9,0)
	CYBR F 2 Bright A_Custommissile("SwooshCB",30,-9,random(-1,1))
	CYBR F 0 Bright A_JumpIfInventory("SpamComboCB", 7, "Finish")
	CYBR F 0 Bright A_giveInventory("SpamComboCB",1)
    CYBR F 1 Bright A_Monsterrefire(80,"See")
	TNT1 A 0 A_jump(82,"Art")
    Goto Missile+8
	
	Art:
	CYBR F 0 Bright A_Custommissile("BluCybFX",42,-9,0)
	CYBR F 6 Bright A_Custommissile("BluCybFX",54,-9,0)
	CYBR F 5 bright A_Custommissile("BluCybFX",58,-9,0)
	CYBR F 4 bright A_Custommissile("BluCybFX",62,-9,0)
	CYBR G 3 bright A_Custommissile("BluCybFX",66,-9,0)
	CYBR G 3 bright A_Custommissile("BluCybFX",68,-9,0)
	CYBR G 2 bright A_Custommissile("BluCybFX",74,-9,0)
	CYBR G 2 bright A_Custommissile("BluCybFX",78,-9,0)
	CYBR G 0 bright A_Custommissile("BluCybArt",64,-9,random(-20,20))
	CYBR G 16 bright A_Custommissile("BluCybFX",82,-9,0)
	CYBR F 6 Bright A_FaceTarget
	
	Goto See
	
  Finish:
    CYBR G 0 A_ChangeFlag("Painless", TRUE)
    CYBR G 2 A_Playsound("cyber/sight")
    CYBR G 11 A_Custommissile("BluCybFX",54,-17,0)
    CYBR E 9 A_FaceTarget
	CYBR F 0 Bright A_Playsound("Spell/Lightn",0,3)
    CYBR F 6 Bright A_Custommissile("BluCybFX",42,-9,0)
	CYBR F 6 Bright A_Custommissile("BluCybFX",42,-9,0)
	CYBR F 10 Bright A_FaceTarget
    CYBR F 0 Bright A_Playsound("Spell/Lightn",0,2.7)
    CYBR F 6 Bright A_Custommissile("BluCybFX",42,-9,0)
	CYBR F 6 Bright A_Custommissile("BluCybFX",42,-9,0)
    CYBR F 2 Bright A_Custommissile("SwooshCB2",30,-9,0)
	CYBR F 0 Bright A_TakeInventory("SpamComboCB",7)
	CYBR G 0 A_ChangeFlag("Painless", FALSE)
	Goto See
  Pain:
  				TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    CYBR G 10 A_Pain
	CYBR G 1 A_Jump(64,"Shockwave")
    Goto See
  Shockwave:
    CYBR GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 0 A_CustomMissile("PlasmaBallSP5",53,random(-12,12),random(0,360),CMF_AIMDIRECTION, random(0,360))
	CYBR GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 0 A_CustomMissile("PlasmaBallSP5",53,random(-12,12),random(0,360),CMF_AIMDIRECTION, random(0,360))
	CYBR GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 0 A_CustomMissile("PlasmaBallSP5",53,random(-12,12),random(0,360),CMF_AIMDIRECTION, random(0,360))
	CYBR GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 0 A_CustomMissile("PlasmaBallSP5",53,random(-12,12),random(0,360),CMF_AIMDIRECTION, random(0,360))
	CYBR G 4
	Goto See
  Death:
    CYBR H 10
    CYBR I 10 A_Scream
    CYBR JKL 10
    CYBR M 10 A_NoBlocking
    CYBR NO 10
    CYBR P 30
    CYBR P -1 A_BossDeath
    Stop
  }
}

Actor SpamComboCB : Inventory
{
  Inventory.MaxAmount 9
}

ACTOR BluCybFX
{
  Game Doom
  Radius 15
  Height 9
  Speed 1
  Projectile
  RenderStyle Add
  Alpha 0.75
  Scale 1.3
  States
  {
  Spawn:
    PLSE BCD 3 Bright 
    Goto Death
  Death:
    PLSE CDE 3 Bright
    Stop
  }
}

ACTOR BluCybArt
{
  Game Doom
  Radius 8
  Height 8
  Speed 20
  Damage (random(10,60))
  Damagetype "Plasma"
  Projectile
  +SEEKERMISSILE
  +EXTREMEDEATH
  +bounceonwalls
  +usebouncestate
  Bouncetype "Hexen"
  Bouncecount 2
  BounceFactor 1.5
  Scale 0.65
  Seesound "Litn/litn3"
  DeathSound "weapons/bfgx"
  Translation "112:127=192:207"
  States
  {
  Spawn:
    BFS1 A 1 Bright A_SpawnitemEx("SwooshCBTR3",0,0,3)
	BFS1 B 1 Bright A_SpawnitemEx("BlUCybFX",0,0,3)
	BFS1 A 1 Bright A_Seekermissile(3,1)
	Loop
	Bounce:
	BFS1 A 1 Bright A_SpawnitemEx("SwooshCBTR3",0,0,3)
	BFS1 B 1 Bright A_SpawnitemEx("BlUCybFX",0,0,3)
	BFS1 A 1 Bright A_Seekermissile(6,3)
    Loop
  Death:
    BFE1 AB 8 Bright
    BFE1 C 8 Bright A_Explode(random(20,60),102)
    BFE1 DEF 8 Bright
    Stop
  }
}


ACTOR SwooshCB
{
  Game Doom
  Radius 13
  Height 8
  Speed 36
  Damage (random(10,60))
  Projectile
  +RANDOMIZE
  RenderStyle Add
  DamageType "Plasma"
  Alpha 0.75
  Scale 0.6
  Seesound "Litn/litn3"
  DeathSound "weapons/bfgx"
  Translation "112:127=192:207"
  States
  {
  Spawn:
    BFS1 A 1 Bright A_SpawnitemEx("SwooshCBTR",0,0,3)
	BFS1 B 1 Bright A_SpawnitemEx("SwooshCBTR",0,0,3)
    Loop
  Death:
    BFE1 AB 8 Bright
    BFE1 C 8 Bright A_Explode(random(10,60),124)
    BFE1 DEF 8 Bright
    Stop
  }
}

ACTOR SwooshCB2
{
  Game Doom
  Radius 15
  Height 9
  Speed 15
  Damage (random(20,70))
  Damagetype "Plasma"
  Projectile
  +RANDOMIZE
  +SEEKERMISSILE
  +EXTREMEDEATH
  RenderStyle Add
  Alpha 0.95
  Scale 0.8
  Seesound "Litn/litn3"
  DeathSound "weapons/bfgx"
  Translation "112:127=192:207"
  States
  {
  Spawn:
    BFS1 A 1 Bright A_SpawnitemEx("SwooshCBTR3",0,0,3)
	BFS1 B 2 Bright A_SpawnitemEx("BlUCybFX",0,0,3)
	BFS1 BBBBBBBBBBBBBBBBBB 0 A_CustomMissile("PlasmaBallSP5",random(-3,3),random(-12,12),random(0,360),CMF_AIMDIRECTION, random(0,360))
	BFS1 A 1 Bright A_Seekermissile(5,12)
    Loop
  Death:
    BFE1 AB 8 Bright
    BFE1 C 8 Bright A_Explode(random(20,70),124)
    BFE1 DEF 8 Bright
    Stop
  }
}


ACTOR SwooshCBTR
{
  Game Doom
  Radius 13
  Height 8
  Speed 33
  Projectile
  +FULLVOLDEATH
  RenderStyle Add
  Damagetype "Plasma"
  Alpha 0.50
  Scale 0.4
  DeathSound "Spell/Lightn"
  Translation "112:127=192:207"
  States
  {
  Spawn:
    BFS1 A 2 Bright A_SpawnitemEx("SwooshCBTR2",0,0,2)
	BFS1 B 2 Bright A_SpawnitemEx("SwooshCBTR2",0,0,2)
    Goto Death
  Death:
    BFS1 AB 4 Bright A_Explode(random(5,20),32)
    Stop
  }
}

ACTOR SwooshCBTR3 : SwooshCBTR
{
Speed 13
}

ACTOR SwooshCBTR2
{
  Game Doom
  Radius 13
  Height 8
  Speed 30
  Projectile
  +FULLVOLDEATH
  RenderStyle Add
  DamageType "Plasma"
  Alpha 0.25
  Scale 0.2
  DeathSound "Spell/Lightn"
  Translation "112:127=192:207"
  States
  {
  Spawn:
    BFS1 AB 2 Bright
    Goto Death
  Death:
    BFS1 AB 4 Bright A_Explode(random(5,15),32)
    Stop
  }
}


ACTOR SpecialHK : PurpleHK 
{
  Game Doom
  Species "Cybie"
  BloodColor "Blue"
  DamageFactor "Blessed", 3.0
  Health 500
  Speed 11
  -BOSSDEATH
  +Quicktoretaliate
  +Missilemore
  +Dontharmspecies
  +THRUSpecies
  -COUNTKILL
  -ACTIVATEMCROSS
  +NOFEAR
  +notrigger
  States
  {
     See:
     BOS2 AABBCCDD 3 A_Chase
	 				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

  	 BOS2 A 0 A_JumpIfMasterCloser(1000,"See")
     BOS2 A 1 A_Warp(AAptr_MASTER, 5,1,6,0,WARPF_NOCHECKPOSITION)
	 BOS2 A 1
	 Loop
  }
}

ACTOR PurpleCybie : Cyberdemon
{
  Game Doom
  Health 6400
  Radius 40
  Height 110
  BloodColor "Purple"
  Mass 2500
  Speed 13
  PainChance 16
  Species "Cybie"
  MeleeThreshold 200
  MeleeRange 86
  RadiusDamageFactor 0.25
    DamageFactor "Heroic", 3.0
	DamageFactor "DIMp", 0
  
  PainChance "DIMp", 0
  Monster
  +BOSS
  +MISSILEMORE
  +FLOORCLIP
  -NORADIUSDMG
  +DONTMORPH
  +BOSSDEATH
  +DONTHARMSPECIES
  +NOFEAR
  Scale 1.33
  DropItem "CH_SoulSphere", 188
  DropItem "CH_CellPack"
  Dropitem "BackPack"
  DropItem "CH_CellPack",128
  DropItem "CH_MegaSphere", 32
  SeeSound "cyber/sight"
  PainSound "cyber/pain"
  DeathSound "cyber/death"
  ActiveSound "cyber/active"
  Obituary "%o fell in the awe of mighty purple cyberdemon"
  Translation "168:191=250:254", "48:79=[255,66,255]:[65,10,14]", "254:254=[0,0,0]:[255,255,255]"
  tag "Purple CyberDemon"
  States
  {
  Spawn:
  TNT1 A 0
  KillIt:
  TNT1 A 0
  TNT1 A 0 A_killmaster
  TNT1 A 1

  
  	SKUL A 0 Bright A_Spawnitemex("SpecialHK",0,-5,6,0,0,0,0,SXF_Transferambushflag|SXF_SetMaster| SXF_NOCHECKPOSITION)
	SKUL A 0 Bright A_Spawnitemex("SpecialHK",0,5,6,0,0,0,0,SXF_Transferambushflag|SXF_SetMaster| SXF_NOCHECKPOSITION)
	SKUL A 0 Bright A_Spawnitemex("SpecialHK",5,-5,6,0,0,0,0,SXF_Transferambushflag|SXF_SetMaster | SXF_NOCHECKPOSITION)
	SKUL A 0 Bright A_Spawnitemex("SpecialHK",-5,5,6,0,0,0,0,SXF_Transferambushflag|SXF_SetMaster| SXF_NOCHECKPOSITION)
	Idle:
    CYBR AB 10 A_Look
					TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    CYBR A 3 A_Hoof
						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    CYBR ABBCC 3 A_Chase
						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    CYBR D 3 A_Metal
    CYBR D 3 A_Chase
    Loop
  Melee:
  TNT1 A 0
    CYBR G 8
						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	CYBR E 8 A_Custommeleeattack(random(45,90),"skeleton/melee","none")
	CYBR E 1 A_VileAttack("bomb/boom",10,10,128,1.75)
	CYBR E 2 A_RadiusThrust(3040,400, RTF_NOTMISSILE) 
	Goto RocketCombo
  Missile:
    CYBR E 6 A_FaceTarget
						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	CYBR E 0 A_JumpIfCloser(1200,"BarrageOr")
	CYBR E 0 A_Jump(255,"LongSpam")
	Goto See
  BarrageOr:
    TNT1 A 0
    CYBR E 0 A_Jump(255, "Barrage", "RocketCombo")
	TNT1 A 0
	Goto See
  Barrage:
    TNT1 A 0
    CYBR F 4 bright A_FaceTarget
    CYBR F 0 Bright A_Playsound("Spell/SpellCast1",4,3.1)
	CYBR FFFF 0  Bright A_Custommissile("CBWave",42,-9,random(-15,15),0,random(-15,15))
    CYBR F 6 Bright A_Custommissile("CBWave",42,-9,random(-1,1))
    CYBR FF 1 Bright A_Custommissile("CBWave",42,-9,random(-5,5))
    CYBR FF 1 Bright A_Custommissile("CBWave",42,-9,random(-9,9))
	CYBR FF 1 Bright A_Custommissile("CBWave",42,-9,random(-13,13))
    CYBR FF 1 Bright A_Custommissile("CBWave",42,-9,random(-15,15))
	CYBR FF 1 Bright A_Custommissile("CBWave",42,-9,random(-15,15))
    CYBR FF 1 Bright A_Custommissile("CBWave",42,-9,random(-25,25))
	CYBR G 8
    CYBR E 6 A_FaceTarget
	CYBR F 0 Bright A_Playsound("Spell/SpellCast1",4,3.1)
	CYBR FFFF 0  Bright A_Custommissile("CBWave",42,-9,random(-15,15),0,random(-15,15))
    CYBR F 6 Bright A_Custommissile("CBWave",42,-9,random(-1,1))
    CYBR FF 1 Bright A_Custommissile("CBWave",42,-9,random(-5,5))
    CYBR FF 1 Bright A_Custommissile("CBWave",42,-9,random(-9,9))
	CYBR FF 1 Bright A_Custommissile("CBWave",42,-9,random(-13,13))
    CYBR FF 1 Bright A_Custommissile("CBWave",42,-9,random(-15,15))
	CYBR FF 1 Bright A_Custommissile("CBWave",42,-9,random(-15,15))
    CYBR FF 1 Bright A_Custommissile("CBWave",42,-9,random(-25,25))
    Goto RocketCombo
  LongSpam:
    TNT1 A 0
    CYBR E 22 A_FaceTarget
	CYBR F 0 Bright A_Playsound("Spell/SpellCast1",4,3.1)
	CYBR F 3 Bright A_Custommissile("OrbCB",42,-9,-3)
	CYBR F 2 Bright A_Custommissile("OrbCB",42,-9,15)
		CYBR F 2 Bright A_Custommissile("OrbCB",42,-9,-15)
	CYBR F 1 Bright A_Custommissile("OrbCB",42,-9,11)
		CYBR F 1 Bright A_Custommissile("OrbCB",42,-9,-11)
	CYBR F 1 Bright A_Custommissile("OrbCB",42,-9,3)
	CYBR E 4 Bright a_checksight("See")
	CYBR G 10 bright
	CYBR E 8 bright a_facetarget
	CYBR E 4 Bright a_checksight("See")
	CYBR F 8 Bright A_VileTarget("PurpleWorryCB")
	CYBR E 8 A_Monsterrefire(64, "See")
	Goto LongSpam
  RocketCombo:
    TNT1 A 0
    CYBR E 6 A_FaceTarget
    CYBR F 8 A_Custommissile("Propane",42,-9,random(-4,4))
    Goto See
  Pain:
  TNT1 A 0
  					TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    CYBR G 10 A_Pain
    Goto See
  pain.fire:
  TNT1 A 0
   CYBR G 3 a_playsound("ResistCH",7) 
   					TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

   CYBR G 3 A_pain
   Goto see
  Death:
    CYBR H 10
    CYBR I 10 A_Scream
    CYBR JKL 10
    CYBR M 10 A_NoBlocking
    CYBR NO 10
    CYBR P 30
    CYBR P -1 A_BossDeath
    Stop
  }
}

ACTOR PurpleWorryCB
{
  Game Doom
  Radius 13
  Height 8
  Speed 0
  +RANDOMIZE
  +NOGRAVITY
  RenderStyle Add
  Alpha 0.85
  xScale 1.5
  Yscale 2.3
  SeeSound "gas/gas1"
  Deathsound "weapons/rocklx"
  Translation "192:207=250:254","168:191=251:254", "208:223=250:252", "225:229=208:208"
  States
  {
  Spawn:
    SBFX HIJKHIJK 7 Bright
    Goto Death
  Death:
    TNT1 A 0
	TNT1 A 0 A_scream
    MISL B 5 Bright A_SetScale(3,0.45)
	MISL C 5 Bright A_Explode(Random(40,90),128)
	MISL D 5 Bright 
    Stop
  }
}

ACTOR CBWave
{
  Game Doom
  Radius 10
  Height 10
  Speed 4
  FastSpeed 4
  Damage (random(10,30))
  Projectile
  +DontharmClass
  +Explodeonwater
  +floatbob
  RenderStyle Add
  Alpha 0.75
  Scale 0.85
  DamageType "Fire"
  SeeSound "Fire/fire4"
  DeathSound "Spell/Impact1"
  Translation "168:223=250:254", "224:231=250:250", "168:191=250:254"
  States
  {
  Spawn:
    SBS1 ABCD 8 Bright A_ScaleVelocity(1.5)
    Loop
  Death:
    BAL2 C 2 Bright A_SetScale(1.1)
    BAL2 D 3 Bright A_SetTranslucent(0.4)
    BAL2 E 6 Bright A_explode(random(5,20),88)
   Stop
  }
}


ACTOR OrbCB
{
  Game Doom
  Radius 3
  Height 4
  Speed 125
  Damage (random(5,15))
  Projectile
  +RANDOMIZE
  +mthruspecies
  +Seekermissile
  RenderStyle Add
  DeathSound "Fire/fire5"
  Alpha 0.85
  Scale 0.3
  Translation "16:47=250:254", "48:79=250:254", "80:111=250:254", "128:143=250:254", "144:151=253:254", "152:191=250:254"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
  	BAL1 B 0 Bright A_SpawnItemEx("OrbCB2",0,0,1)
    BAL1 A 1 Bright A_Seekermissile(8,8)
	BAL1 B 0 Bright A_SpawnItemEx("OrbCB2",0,0,1)
	BAL1 B 1 Bright A_weave(1,1,2,1)
	BAL1 B 0 Bright A_SpawnItemEx("OrbCB2",0,0,1)
    Loop
  Death:
    BAL1 CDE 6 Bright 
    Stop
  }
}

ACTOR OrbCB2
{
  Game Doom
  Radius 3
  Height 4
  Speed 128
  Projectile
  +RANDOMIZE
  +Seekermissile
  RenderStyle Add
  Alpha 0.55
  Scale 0.3
  Translation "16:47=250:254", "48:79=250:254", "80:111=250:254", "128:143=250:254", "144:151=253:254", "152:191=250:254"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    BAL1 A 4 Bright A_Seekermissile(8,8)
	BAL1 B 4 Bright A_weave(1,1,2,1)
    Goto Death
  Death:
    BAL1 CDE 6 Bright 
    Stop
  }
}

ACTOR Propane
{
  Game Doom
  SpawnID 127
  Radius 11
  Height 8
  Speed 20
  Damage 18
  Projectile
  +RANDOMIZE
  +DEHEXPLOSION
  +ROCKETTRAIL
  +SEEKERMISSILE
  DamageType "Fire"
  SeeSound "weapons/rocklf"
  DeathSound "weapons/rocklx"
  Translation "128:143=250:254", "144:151=253:254", "125:127=190:191", "1:1=47:47", "96:96=250:250"
  States
  {
  Spawn:
    MISL A 1 Bright A_seekermissile(4,4)
    Loop
  Death:
    MISL B 8 Bright A_Explode(random(64,128),128)
    MISL C 6 Bright
    MISL D 4 Bright
    Stop
  }
}

actor Yellowcybie
{
  Species "Cybie"
  obituary "Poor %o , not much was left after Legendary Cybie's treatment"
  health 7777
  radius 40
  height 110
  mass 3000
  speed 19
  seesound "cyber/sight"
  painsound "cyber/pain"
  deathsound "superdemon/death"
  activesound "cyber/active"
  Translation "48:63=210:219", "64:68=219:223", "69:74=181:189", "76:79=44:47"
  Scale 1.42
  RenderStyle SoulTrans
  Alpha 0.95
  DropItem "CH_SoulSphere"
  DropItem "BackPack"
  DropItem "BackPack",128
  DropItem "BackPack",128
  DropItem "CH_MegaSphere", 24
  RadiusDamageFactor 0.25
  
    DamageFactor "Heroic", 3.0
	DamageFactor "DIMp", 0
  MONSTER
  +BOSS
  +FLOORCLIP
  -NORADIUSDMG
  +DONTMORPH
  +MISSILEMORE
  +Dontharmclass
  +NOPAIN
  +NOFEAR
  Var int User_Doner;
  tag "Less cyber yellow Cybie"
  states
  {
  Spawn:
  TNT1 A 0
  KillIt:
  TNT1 A 0
  TNT1 A 0 A_killmaster
    SUPR A 1
	Goto Announce
  Announce:
    SUPR A 2 ACS_NamedExecuteAlways("AnnounceCybie1")
	Goto Idle
  Idle:
    SUPR AB 10 A_Look
						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    loop
  See:
    SUPR A 3 A_Hoof
							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SUPR ABBCC 3 A_Chase
							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SUPR D 3 A_Hoof
    SUPR D 3
    loop
  Missile:

    SUPR E 1 A_JumpIfHealthLower(3500,"BuffUP")
	  						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SUPR E 1 A_JumpIfCloser(800,"RainOffire")
	SUPR E 1 A_Jump(255,"Missiles1")
  RainOffire:
    SUPR E 6 A_FaceTarget
	SUPR E 8 A_PlaySound("cyber/sight")
	SUPR GGGGGGGGGG 1 A_CustomMissile("SparkPuff1",78,-56, CMF_AIMOFFSET,random(0,360), random(0,360))
	SUPR E 8
	SUPR G 12 A_CustomMissile("CybieRainMaker",100,0)
	SUPR G 0 A_CustomMissile("CybieRainMaker",100,0,random(-30,30))
	TNT1 AAA 0 A_Spawnitemex("CybieRain",random(64,128),random(-64,64),552,random(1,15),0,random(-12,1),random(-15,15))
	SUPR GG 1 A_Spawnitemex("CybieRain",random(64,256),random(-64,64),552,random(1,15),0,random(-12,1),random(-33,33))
	SUPR GG 1 A_Spawnitemex("CybieRain",random(64,176),random(-84,84),552,random(1,15),0,random(-12,1),random(-15,15))
		SUPR GGG 1 A_Spawnitemex("CybieRain",random(128,526),random(-88,88),552,random(1,15),0,random(-12,1),random(-21,21))
	SUPR GGG 1 A_Spawnitemex("CybieRain",random(252,728),random(-94,94),552,random(1,15),0,random(-12,1),random(-26,26))
	SUPR GG 1 A_Spawnitemex("CybieRain",random(252,528),random(-84,84),552,random(1,15),0,random(-12,1),random(-15,15))
   	SUPR GGGG 1 A_Spawnitemex("CybieRain",random(252,912),random(-64,64),552,random(1,15),0,random(-12,1),random(-15,15))
   	SUPR GGG 1 A_Spawnitemex("CybieRain",random(528,1028),random(-64,64),552,random(1,15),0,random(-12,1),random(-15,15))


	SUPR A 8
	Goto See
  Missiles1:
    SUPR E 6 A_FaceTarget
    SUPR F 9 
	SUPR F 0  A_CustomMissile ("Vollrey", 54, -45, 0)
	SUPR F 0  A_CustomMissile ("Vollrey2", 54, -48, -2)
	SUPR F 0  A_CustomMissile ("Vollrey2", 54, -42, 2)
    goto See
  BuffUP:
    SUPR E 0
	SUPR E 0 A_JumpIf(User_Doner>=1, "Nah")
    SUPR E 8 A_PlaySound("cyber/sight")
    SUPR G 12 A_CustomMissile("CybieRainMaker",100,0)
	SUPR G 12 A_ChangeFlag("MissileEvenmore", TRUE)
	SUPR B 2 A_ChangeFlag("THRUACTORS", TRUE)
	SUPR G 1 A_Spawnitemex("YellowHK",0,-65,66,0,0,0,0,SXF_SetMaster| SXF_NOCHECKPOSITION)
	SUPR G 1 A_Spawnitemex("YellowHK",0,65,-66,0,0,0,0,SXF_SetMaster| SXF_NOCHECKPOSITION)
	SUPR B 24
	SUPR B 2 A_ChangeFlag("THRUACTORS", FALSE)
	SUPR G 1 A_SetUserVar("User_Doner", User_Doner+1)
	Goto See
  Nah:
    SUPR E 0
	SUPR E 0 A_JumpIfCloser(700,"ormaybe")
	SUPR E 0 A_Jump(255,"Missiles1")
	Goto Missile+1
	Ormaybe:
	SUPR E 0
	SUPR E 0 A_Jump(255,"RainOfFire","Missiles1")
	SUPR E 0
	Goto Missile+1
  Pain:
  						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SUPR G 10 A_Pain
    goto See
  Death:
    SUPR H 6 A_PlaySound ("superdemon/snarl")
	SUPR H 0 A_CustomMissile ("HKRedDeath",90,-10, CMF_AIMOFFSET, 2, 10)
    SUPR H 6 A_CustomMissile("Blood",0,0,random(-80,-100),2,random(45,80))
	SUPR H 0 A_CustomMissile ("HKRedDeath",20,30, CMF_AIMOFFSET, 2, 10)
    SUPR I 6 A_Scream
    SUPR I 6 A_CustomMissile("Blood",0,0,random(-80,-100),2,random(45,80))
	SUPR I 0 A_CustomMissile ("HKRedDeath",70,10, CMF_AIMOFFSET, 2, 10)
    SUPR J 6 A_CustomMissile ("SuperDemonArm", 54, -50, -50)
	SUPR J 0 A_CustomMissile ("HKRedDeath",20,50, CMF_AIMOFFSET, 2, 10)
    SUPR KL 6 A_CustomMissile("Blood",0,0,random(-80,-100),2,random(45,80))
	SUPR L 0 A_CustomMissile ("HKRedDeath",10,-10, CMF_AIMOFFSET, 2, 10)
    SUPR M 6 A_PlaySound ("superdemon/crash")
    SUPR N 6 A_CustomMissile("Blood",0,0,random(-80,-100),2,random(45,80))
    SUPR O 6 A_NoBlocking
    SUPR O -1 A_BossDeath
	Stop
  }
}

ACTOR CybieRainMaker
{
  Game Doom
  Radius 6
  Height 8
  Speed 15
  FastSpeed 38
  Mass 50
  Damage (random(5,40))
  DamageType "Fire"
  Projectile
  +CEILINGHUGGER
  +FLOAT
  +NOGRAVITY
  +RANDOMIZE
  +Invisible
  RenderStyle Add
  Gravity 7
  Alpha 1
  Scale 1.3
  SeeSound "caco/attack"
  DeathSound "fire/fire5"
  States
  {
  Spawn:
    STRS AB 2 Bright A_SpawnItemEx("CybieRain",random(-400,400),random(-400,400),-32,random(-15,15),random(-15,15),1,SXF_NOCHECKPOSITION)
	STRS CD 2 Bright A_SpawnItemEx("CybieRain",random(-700,700),random(-700,700),-32,random(-15,15),random(-15,15),1,SXF_NOCHECKPOSITION)
    Loop
  Death:
    BBOM A 2 Bright A_SetScale(1)
	BBOM B 2 A_SetTranslucent(0.65)
    BBOM CD 3 Bright A_explode(random(10,40),108)
    BBOM EFG 6 Bright A_explode(random(10,45),108)
   Stop
  }
}

ACTOR CybieRain
{
  Game Doom
  Radius 6
  Height 8
  Speed 10
  FastSpeed 15
  Mass 50
  Damage (random(15,50))
  DamageType "Fire"
  Projectile
  -NOGRAVITY
  +RANDOMIZE
  +Seekermissile
  RenderStyle Add
  Gravity 5
  Alpha 1
  Scale 1.3
  SeeSound "caco/attack"
  DeathSound "fire/fire5"
  States
  {
  Spawn:
    STRS AB 2 Bright A_Seekermissile(3,3)
	STRS CD 2 Bright A_CustomMissile("SparkPuff1",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    Loop
  Death:
    BBOM A 2 Bright A_SetScale(1)
	BBOM B 2 A_SetTranslucent(0.65)
    BBOM CD 3 Bright A_explode(random(10,30),108)
    BBOM EFG 6 Bright A_explode(random(5,30),108)
   Stop
  }
}



ACTOR GlowBack
{
  Game Doom
  Radius 16
  Height 12
  Projectile
  +RANDOMIZE
  +Thruactors
  RenderStyle Add
  Speed 15
  FloatSpeed 30
  Scale 0.65
  Alpha 0.85
  States
  {
  Spawn:
    BBOM B 1 Bright 
    BBOM B 3 Bright A_SetScale(0.5)
	BBOM B 1 Bright 
	BBOM B 1 Bright 
    BBOM B 3 Bright A_SetScale(0.65)
	BBOM B 1 Bright 
    Stop
	}
}

ACTOR Vollrey2
{
  Game Doom
  Radius 6
  Height 8
  Speed 27
  FastSpeed 38
  Damage (random(10,60))
  DamageType "Fire"
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 0.75
  Scale 1.15
  SeeSound "Forgotten/Attack"
  DeathSound "spell/Impact1"
  Translation "168:191=220:223"
  States
  {
  Spawn:
    FRGO CC 2 Bright 
	FRGO DD 2 Bright A_CustomMissile("GlowBack",8,0)
    Loop
  Death:
    BBOM A 2 Bright A_SetScale(1.5)
	BBOM B 2 A_SetTranslucent(0.65)
    BBOM CD 3 Bright A_explode(random(5,25),148)
    BBOM EFG 6 Bright A_explode(random(5,20),148)
   Stop
  }
}

ACTOR Vollrey
{
  Game Doom
  Radius 6
  Height 8
  Speed 27
  FastSpeed 38
  Damage (random(10,50))
  DamageType "Fire"
  Projectile
  +RANDOMIZE
  +Seekermissile
  RenderStyle Add
  Alpha 0.75
  Scale 1.15
  SeeSound "Forgotten/Attack"
  DeathSound "spell/Impact1"
  Translation "168:191=220:223"
  States
  {
  Spawn:
    FRGO CC 2 Bright A_Seekermissile(12,18)
	FRGO DD 2 Bright A_CustomMissile("GlowBack",8,0)
    Loop
  Death:
    BBOM A 2 Bright A_SetScale(1.5)
	BBOM B 2 A_SetTranslucent(0.65)
    BBOM CD 3 Bright A_explode(random(5,25),148)
    BBOM EFG 6 Bright A_explode(random(5,20),148)
   Stop
  }
}


ACTOR SuperDemonArm
{
   Radius 10
   Height 8
   Speed 1
   Damage 1
   Scale 1
   PROJECTILE
   -NOGRAVITY
   +LOWGRAVITY
   Translation "48:63=210:219", "64:68=219:223", "69:74=181:189", "76:79=44:47"
   States
   {
   Spawn:
      SUPH A 5 A_CustomMissile("Blood",0,0,random(-80,-100),2,random(45,80))
      SUPH B 5 A_CustomMissile("Blood",0,0,random(-80,-100),2,random(45,80))
      SUPH C 5 A_CustomMissile("Blood",0,0,random(-80,-100),2,random(45,80))
      Goto Death
   Death:
      SUPH D 5 A_CustomMissile("Blood",0,0,random(-80,-100),2,random(45,80))
      SUPH E -1 A_CustomMissile("Blood",0,0,random(-80,-100),2,random(45,80))
      Stop
   }
}

////


ACTOR RedCybie
{
health 10000
radius 40
height 110
mass 8000
speed 20
scale 1.25
painchance 15
damage 20
RadiusDamageFactor 0.25

Damagefactor "Moloch", 0
Obituary "%o was re defined as corpse by Red Cybie"
HitObituary "%o got earthquake'd by Red Cybie"
seesound "moloch/sight"
painsound "moloch/pain"
deathsound "moloch/death"
activesound "moloch/active"

  DamageFactor "Heroic", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
    DamageFactor "ice", 1.35    
  DamageFactor ice, 1.35  
MeleeRange 68
MeleeThreshold 128
MONSTER
+BOSS
+QUICKTORETALIATE

+FLOORCLIP
-NORADIUSDMG
+MISSILEMORE
+DONTMORPH
+NOICEDEATH
+DONTHURTSPECIES
+NOTARGET
+DontHarmclass
+NOFEAR
  DropItem "CH_berserk"
  DropItem "BackPack"
  
  DropItem "BackPack"
  DropItem "BackPackBundle"

  DropItem "CH_RocketBox"
  DropItem "CH_RocketBox"
  DropItem "CH_RocketBox"
  DropItem "CH_RocketBox"
  DropItem "CH_RocketBox"
  DropItem "CH_Cell"
  DropItem "CH_Cell"
  DropItem "CH_Cell"
  DropItem "CH_Cell"
  DropItem "CH_Cell"
  DropItem "CH_Cell"
  DropItem "CH_Cell"
  DropItem "CH_Cell"
  DropItem "CH_Cell"
  DropItem "CH_BFG9000", 128
  DropItem "CH_MegaSphere", 128
  DropItem "RLLavaArmorPickup", 42
  DropItem "RLFireStormModItem", 72
    Dropitem "RareArmorPool", 64
  Dropitem "RLDemonicWeaponSpawner",4
  Dropitem "RLLegendaryWeaponSpawner", 2
  Dropitem "RLUniqueWeaponSpawner",12
  Var Int User_PhaseIt;
  tag "Red Overlord"
states
	{
	Spawn:
	    MOLO A 0
		Goto Scripted
	Scripted:
	    TNT1 A 0
		TNT1 A 0 A_killmaster
	    MOLO A 1
		MOLO A 1 ACS_NamedExecuteAlways("AnnounceCybie2")
		MOLO A 1
		Goto Idle
	Idle:
		MOLO AB 10 A_Look
								TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		Loop
	See:
       	MOLO AA 4 A_Chase
		MOLO AA 0 A_SpawnItemEx("RedThingsLS",random(-40,40),random(-40,40),random(15,80),0,0,0,0, SXF_NOCHECKPOSITION)
        MOLO B 0 A_PlaySound("moloch/step")
		MOLO BB 4 A_Chase
										TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		MOLO BB 0 A_SpawnItemEx("RedThingsLS",random(-40,40),random(-40,40),random(15,80),0,0,0,0, SXF_NOCHECKPOSITION)
        MOLO CC 4 A_Chase
		MOLO CC 0 A_SpawnItemEx("RedThingsLS",random(-40,40),random(-40,40),random(15,80),0,0,0,0, SXF_NOCHECKPOSITION)
        MOLO D 0 A_PlaySound("moloch/step")
        MOLO DD 4 A_Chase
										TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		MOLO DD 0 A_SpawnItemEx("RedThingsLS",random(-40,40),random(-40,40),random(15,80),0,0,0,0, SXF_NOCHECKPOSITION)
        Loop
			
	Melee:
	        MOLO H 10 A_Facetarget
											TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

			MOLO J 4 Radius_Quake(40,60,0,40,0)
			MOLO N 2 A_PlaySound ("moloch/thud")
		    MOLO N 0 A_CustomMissile("MolochQuake", 0, -48, 0)
        	MOLO N 0 A_CustomMissile("MolochQuake", 0, -48, 10)
        	MOLO N 0 A_CustomMissile("MolochQuake", 0, -48, 20)
        	MOLO N 0 A_CustomMissile("MolochQuake", 0, -48, 30)
        	MOLO N 0 A_CustomMissile("MolochQuake", 0, -48, 40)
        	MOLO N 0 A_CustomMissile("MolochQuake", 0, -48, 50)
        	MOLO N 0 A_CustomMissile("MolochQuake", 0, -48, 60)
        	MOLO N 0 A_CustomMissile("MolochQuake", 0, -48, 70)
        	MOLO N 0 A_CustomMissile("MolochQuake", 0, -48, 80)
        	MOLO N 0 A_CustomMissile("MolochQuake", 0, -48, 90)
        	MOLO N 0 A_CustomMissile("MolochQuake", 0, -48, 100)
        	MOLO N 0 A_CustomMissile("MolochQuake", 0, -48, 110)
        	MOLO N 0 A_CustomMissile("MolochQuake", 0, -48, 120)
        	MOLO N 0 A_CustomMissile("MolochQuake", 0, -48, 130)
        	MOLO N 0 A_CustomMissile("MolochQuake", 0, -48, 140)
        	MOLO N 0 A_CustomMissile("MolochQuake", 0, -48, 150)
        	MOLO N 0 A_CustomMissile("MolochQuake", 0, -48, 160)
        	MOLO N 0 A_CustomMissile("MolochQuake", 0, -48, 180)
        	MOLO N 0 A_CustomMissile("MolochQuake", 0, -48, 190)
        	MOLO N 0 A_CustomMissile("MolochQuake", 0, -48, 200)
        	MOLO N 0 A_CustomMissile("MolochQuake", 0, -48, 210)
        	MOLO N 0 A_CustomMissile("MolochQuake", 0, -48, 220)
        	MOLO N 0 A_CustomMissile("MolochQuake", 0, -48, 230)
        	MOLO N 0 A_CustomMissile("MolochQuake", 0, -48, 240)
        	MOLO N 0 A_CustomMissile("MolochQuake", 0, -48, 250)
        	MOLO N 0 A_CustomMissile("MolochQuake", 0, -48, 260)
        	MOLO N 0 A_CustomMissile("MolochQuake", 0, -48, 270)
        	MOLO N 0 A_CustomMissile("MolochQuake", 0, -48, 280)
        	MOLO N 0 A_CustomMissile("MolochQuake", 0, -48, 290)
        	MOLO N 0 A_CustomMissile("MolochQuake", 0, -48, 300)
        	MOLO N 0 A_CustomMissile("MolochQuake", 0, -48, 310)
        	MOLO N 0 A_CustomMissile("MolochQuake", 0, -48, 320)
        	MOLO N 0 A_CustomMissile("MolochQuake", 0, -48, 330)
        	MOLO N 0 A_CustomMissile("MolochQuake", 0, -48, 340)
        	MOLO N 0 A_CustomMissile("MolochQuake", 0, -48, 350)
			MOLO J 2
			MOLO A 4
			Goto See
	Missile:
		MOLO A 0 A_FaceTarget
										TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		MOLO A 0 A_JumpIf(User_PhaseIt>=1,"Phase2Jumps")

		MOLO A 0 A_JumpIfHealthLower(5000,"phase2") //"moloch/phase2"
		MOLO A 0 A_Jump (256,"Missile1","Missile3","Missile2")
		Goto See
	Phase2Jumps:	
	    MOLO A 0 A_Jump (256,"Missile5","Missile3","Missile2")//,"Missile4")
		Goto See
	Phase2:
	     MOLO H 1 A_ChangeFlag("NOPAIN",True)
		 MOLO H 10 A_PlaySound("moloch/phase2",0,4)
		 MOLO H 12 A_ChangeFlag("MissileEvenMore",True)
		 MOLO H 2 A_SetUserVar("User_PhaseIt", User_PhaseIt+1)
		 MOLO HHHHHHHHH 5 A_CustomMissile("VolcanoBall1",random(20,80),random(-40,40), CMF_AIMOFFSET,random(0,360), random(0,360))
		 MOLO I 12 Bright
		 MOLO I 8 //A_SetSpeed(28)
		 MOLO H 2
		 Goto Melee		 
	Missile1:
        	MOLO H 0 Bright A_PlaySound("moloch/attack")
        	MOLO HH 14 A_FaceTarget 
        	MOLO I 10 A_CustomMissile ("SoulBomb4",65,0,0,0)
        	MOLO I 0 A_Jump (70,"Missile1","Missile2","Missile3","See")
        	Goto See
	Missile2:
		TNT1 A 0 A_CheckSight ("See")
        	MOLO F 0 Bright A_PlaySound("moloch/attack")
      		MOLO F 12 A_FaceTarget
        	MOLO EEEEE 2 A_CustomMissile("VolcanoBall3",60, 0, random(-13,13))
			MOLO E 0 A_CustomMissile("VolcanoBall2",60, 0, random(-13,13))
        	MOLO H 12 A_FaceTarget
			MOLO H 4  A_PlaySound("moloch/sight")
			MOLO II 6 A_CustomMissile("RedCybieVolcano1", 10,0,random(-30,30),2,random(-15,20))
        	MOLO F 0 A_Jump (70,"Missile1","Missile2","Missile3","See")
        	Goto See
        Missile3:
        	MOLO F 0 A_PlaySound ("moloch/attack")
		MOLO F 25 A_FaceTarget
		MOLO E 1 A_FaceTarget
		MOLO G 1 A_CustomMissile ("MolochNail", 55,random(-10,10),random(-3,3),0)
		MOLO G 0 A_PlaySound("moloch/nail")
		MOLO E 1 A_FaceTarget
		MOLO G 1 A_CustomMissile ("MolochNail", 55,random(-10,10),random(-9,9),0)
		MOLO G 0 A_PlaySound("moloch/nail")
		MOLO G 0 A_Jump (10, "Missile1","Missile2","Missile3","See")
		MOLO G 1 A_SpidRefire
		Goto Missile3+5
        //Missile4:
        //	MOLO H 0 Bright A_PlaySound("moloch/attack")
        //	MOLO HH 14 A_FaceTarget
        //	TNT1 A 0 A_CheckSight ("See")
        //	MOLO I 5 A_FaceTarget
        //	MOLO II 0 A_SpawnItemEx("SummonPortalCybie",random(-128,128),random(-128,128),50)
        //	MOLO I 5 A_FaceTarget
        //        MOLO I 0 A_Jump (70,"Missile5","Missile2","Missile3","See")//,"Missile4"
        //	Goto See
		Missile5:
		    MOLO H 0 Bright A_PlaySound("moloch/attack")
        	MOLO HH 14 A_FaceTarget 
        	MOLO I 10 
			MOLO I 0 A_CustomMissile ("SoulBomb4",65,0,-9,0)
			MOLO I 0 A_CustomMissile ("SoulBomb4",65,0,0,0)
			MOLO I 0 A_CustomMissile ("SoulBomb4",65,0,9,0)
        	MOLO I 0 A_Jump (70,"Missile5","Missile2","Missile3","See")//,"Missile4"
        	Goto See
	Pain:
		MOLO H 0 A_Pain
										TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		MOLO H 0 Radius_Quake(15,15,0,40,0)
		MOLO HHHHH 0 A_SpawnItemEx("RedThingsLS",random(-40,40),random(-40,40),random(10,80),0,0,0,0, SXF_NOCHECKPOSITION)
		MOLO H 10 A_Jump(74,"Melee")
		goto See
	Death:
		MOLO J 14 A_ScreamAndUnblock
		MOLO K 14 A_KillChildren
		MOLO L 14
		MOLO MNONMNONMNO 7  A_SpawnItemEx("RedThingsLS",random(-60,60),random(-60,60),random(5,60),0,0,0,0, SXF_NOCHECKPOSITION)
		MOLO P 6
                MOLO Q 6
                MOLO Q 0 Radius_Quake(40,60,0,40,0)
                MOLO Q 0 A_PlaySound ("moloch/thud")
		MOLO R -1 A_BossDeath
		stop
	Death.Telefrag:
	    MOLO JKLMNOP 8  A_ScreamAndUnblock
		MOLO Q 8 ACS_NamedExecuteAlways("CybieSpecialKill")
		MOLO R -1 A_BossDeath
		Stop
	}
}

actor PortalSummons : RandomSpawner
{
 DropItem "CommonRevenant", 255, 300
 DropItem "PurpleRevenant", 255, 100
 DropItem "RedRevenant", 255, 120
 DropItem "RedLSoul", 255, 200
 DropItem "RedZombie", 255, 80
 DropItem "RedSG", 255, 50
 DropItem "RedCguy", 255, 70
 DropItem "RedImp", 255, 300
 DropItem "RedDemon", 255, 150
 DropItem "RedCaco", 255, 50
 DropItem "MolochWraith",255, 800
}

Actor SummonPortalCybie
{    
	Health 50
    Radius 20
    Height 64
	Monster
	+NoPain
	+NoTarget
	+Float
	+Floatbob
    +NOGRAVITY
	+LookAllaround
	+NOCLIP
	Speed 1
    Renderstyle ADD
	SeeSound "holy2/holy4"
    DeathSound "wraith/wraith5"
	DropItem "HealthBundle"
    Alpha 0.95
	Scale 2
	Tag "Hell portal"
    States
    {
    Spawn:
        SPIR DCBA 8 A_Look
        Loop
	See:
	     SPIR DCBA 8 A_Chase
		 SPIR A 0 A_Jump(12,"fhdfghdfghtrd")
		 Loop
	fhdfghdfghtrd:
		 SPIR B 3
	   BSMT J 0 A_changeFlag(solid,0)
	   BSMT J 0 A_changeFlag(noblockmap,1)
	     SPIR B 3 A_SpawnItemEX("PortalSummons",random(-64,64),random(-64,64),random(5,64),0,0,0,0,0)
	   BSMT J 0 A_changeFlag(solid,1)
	   BSMT J 0 A_changeFlag(noblockmap,1)
		 SPIR B 3
		 Goto See
	Death:
	   SPIR EE 1 A_Scream
	   Stop
		
    }
}

Actor SpiralSaw5
{
    Radius 1
    Height 1
	Projectile
    +NOCLIP
    +NOGRAVITY
	Speed 1
    Renderstyle ADD
	DamageType "Plasma"
    Alpha 0.55
    States
    {
    Spawn:
        SPIR EDCBA 3 Bright A_Explode(random(2,10),88)
        Stop
    }
}

Actor SoulBomb4
{
    Radius 6
    Height 8
	Speed 12
	Projectile
    +NOGRAVITY
	+Seekermissile
    Renderstyle ADD
	Damage (random(10,70))
	damagetype "Melee"
    Alpha 0.75
	SeeSound "Spell/SpellCast1"
	DeathSound "Fire/Fire4"
    States
    {
    Spawn:
        RED9 B 1 Bright A_Seekermissile(1,1)
		RED9 AA 1 Bright A_SpawnItemEx("SpiralSaw5", 0, 0, 0, 0, 0, 0, 0, 128)
		RED9 A 0 Bright A_CustomMissile("GroundRedCyb", 0, 0)
		RED9 A 0 Bright
        Loop
	Death:
	    SPIR A 1 Bright A_SetScale(2)
	    SPIR ABCDEDCBA 5 Bright  A_spawnitemex("RedCybieSouls",random(-128,128),random(-128,128),random(-5,20),0,0,0,0,SXF_NOCHECKPOSITION)
		SPIR E 1 
		Stop
    }
}

Actor GroundRedCyb
{
  Game Doom
  Radius 6
  Height 8
  Speed 1
  Mass 25
  Projectile
  +Floorhugger
  +Thruactors
  +RANDOMIZE
  +Bounceonwalls
  BounceCount 999
  Bouncetype doom
  DamageType "Fire"
  Bouncefactor 1
  wallbouncefactor 1.5
  RenderStyle Add
  SeeSound "Fire/fire3"
  Alpha 0.95
  YScale 0.3
  XScale 0.75
  States
  {
  Spawn:
    RED8 ABC 3 Bright  A_Explode(random(2,10),128)
	RED8 FGH 3 Bright A_Explode(random(2,10),128)
	RED8 D 1 Bright 
   Stop
  }
}


Actor RedCybieSouls
{   
  Radius 1
  Height 1
  Species "BaronOfHell"
  Speed 3
  Projectile
  +DONTHARMCLASS
  +DONTHARMSPECIES
  RenderStyle Add
  Alpha 0.80
  Damagetype "Plasma"
  Translation "112:127=176:191"
  SeeSound "skull/melee"
  DeathSound "Forgotten/Attack"
  States
  {
  Spawn:
    BFX1 ABCD 6 Bright A_Explode(random(5,15),32)
	BFX1 D 2 A_SpawnItemEx("MolochWraith",0,0,12)
	BFX1 D 1
    Stop 
  }
}

ACTOR MolochWraith
{ 
Health 20
Radius 12
Height 28 
Mass 10 
Speed 15
Damage 3
Damagefactor "Moloch", 0.01
RENDERSTYLE ADD
Obituary "%o fell to an unlucky victim of a sacrifice."
HitObituary "%o was slashed by a red wraith."
PAINCHANCE 200 
MONSTER
+NOGRAVITY 
+FLOAT
+DONTFALL
+DONTHURTSPECIES
+NOBLOOD
+NOEXPLODEFLOOR
+MISSILEMORE
AttackSound "moloch/wraithattack"
SeeSound "moloch/wraith"
PainSound "skull/melee" 
DeathSound "moloch/wraithdie"
DropItem "CH_Cell", 42
DropItem "CH_Shell", 128
DropItem "implyingclip", 200
DropItem "CH_RocketAmmo", 88
DropItem "CH_Berserk", 8

var int user_letmeget;

States 
   { 
   Spawn: 
       UNHE AB 10 A_Look 
       Loop 
   See: 
       UNHE AB 3 A_Chase 
	   TNT1 A 0 A_setuservar("User_letmeget",user_letmeget+1)
	   TNT1 A 0 A_jumpif(user_letmeget >= 20,"PhaseOut")
       Loop 
	   Phaseout:
	   TNT1 A 0 
	   TNT1 A 0 A_changeflag("NOCLIP",TRUE)
	   TNT1 A 0 A_setuservar("User_letmeget",user_letmeget-18)
	   Goto see
	   
   Missile: 
       TNT1 A 0
       TNT1 A 0 A_changeflag("NOCLIP",FALSE)
	   TNT1 A 0 A_setuservar("User_letmeget",user_letmeget == 1)
       UNHE A 10 A_FaceTarget 
       UNHE B 4 A_SkullAttack(45)
       UNHE AB 4 
       Goto Missile+2
   Melee:
       UNHE A 5 A_FaceTarget 
       UNHE B 5 A_CustomMeleeAttack(9,"moloch/wraithmelee","none","Moloch")
       Goto See
   Pain: 
       UNHE A 3  
       UNHE A 3 A_Pain 
       Goto See 
   Death: 
       UNHE H 4 A_ScreamAndUnblock
       UNHE IJKLM 5
       Stop 
   } 
}

Actor RedCybieVolcano2
{
  Game Doom
  Radius 6
  Height 8
  Speed 1
  Mass 25
  Projectile
  +Floorhugger
  +Thruactors
  +RANDOMIZE
  +Bounceonwalls
  BounceCount 999
  Bouncetype doom
  DamageType "Fire"
  Bouncefactor 1
  wallbouncefactor 1.5
  RenderStyle Add
  SeeSound "Fire/fire3"
  Alpha 0.95
  YScale 1.5
  XScale 0.75
  
  var int user_uptime;
  
  States
  {
  Spawn:
    RED8 ABC 8 Bright A_PlaySound("Spell/SpellCast1")
	RED8 FGH 8 Bright
	Goto Startle
  Startle:
    RED8 ABC 6 Bright A_CustomMissile("VolcanoBall1",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	RED8 FGH 6 Bright A_CustomMissile("VolcanoBall1",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	RED8 D 0 Bright A_Setuservar("user_uptime",user_uptime+2)
	RED8 D 0 Bright A_Jumpif(user_uptime>=33,"Death")
	RED8 A 1
    Loop
  Death:
    RED8 ABCD 4 Bright A_SetScale(1)
	MISL BC 4 A_Explode(random(20,80),128)
	MISL D 2
   Stop
  }
}

ACTOR VolcanoBall2
{
   Radius 5
   Height 5
   Speed 16
   Scale 1.45
   Damage (random(10,40))
   PROJECTILE
   RENDERSTYLE Add
   Alpha 0.90
   Decal DoomImpScorch
   Damagetype "Fire"
   DONTHURTSHOOTER
   +THRUGHOST
   -NOGRAVITY
   +Bounceonwalls
   +Seekermissile
   BounceType Doom
   BounceCount 7
   Gravity 0.5
   BounceFactor 1.1
   Bouncesound "Bomb/bounce"
   SeeSound "imp/attack"
   DeathSound "moloch/emberexp"
   States
   {
   Spawn:
      BAL3 AB 2 Bright A_SpawnItemEX("RedSmoke",0,0,0,0,0,0,0,2)
	  BAL2 A 0 Bright A_Seekermissile(4,8)
      loop
   Death:
      BAL3 CDE 4 Bright A_Explode(random(11,33),108)
      stop
   }
}

ACTOR VolcanoBall3
{
   Radius 5
   Height 5
   Speed 16
   Scale 1.45
   Damage (random(10,40))
   PROJECTILE
   RENDERSTYLE Add
   Alpha 0.90
   Decal DoomImpScorch
   Damagetype "Fire"
   DONTHURTSHOOTER
   +THRUGHOST
   -NOGRAVITY
   +Bounceonwalls
   BounceType Doom
   BounceCount 7
   Gravity 0.5
   BounceFactor 1.1
   Bouncesound "Bomb/bounce"
   SeeSound "imp/attack"
   DeathSound "moloch/emberexp"
   States
   {
   Spawn:
      BAL3 AB 2 Bright A_SpawnItemEX("RedSmoke",0,0,0,0,0,0,0,2)
      loop
   Death:
      BAL3 CDE 4 Bright A_Explode(random(12,45),108)
      stop
   }
}

ACTOR VolcanoBall1
{
   Radius 5
   Height 5
   Speed 18
   Damage (random(5,35))
   PROJECTILE
   RENDERSTYLE Add
   Alpha 0.90
   Decal DoomImpScorch
   Damagetype "Fire"
   DONTHURTSHOOTER
   +THRUGHOST
   -NOGRAVITY
   +Bounceonwalls
   BounceType Doom
   BounceCount 4
   BounceFactor 0.85
   SeeSound "imp/attack"
   DeathSound "moloch/emberexp"
   States
   {
   Spawn:
      BAL3 AB 2 Bright A_SpawnItemEX("RedSmoke",0,0,0,0,0,0,0,2)
      loop
   Death:
      BAL3 CDE 4 Bright A_Explode(random(5,10),88)
      stop
   }
}

ACTOR RedSmoke
{   
   Radius 0
   Height 1
   Speed 0
   PROJECTILE
   RENDERSTYLE Add
   ALPHA 0.85
   States
   {
   Spawn:
      NULL A 3 Bright
      FBL1 CDEFG 1 Bright
      Stop 
   }
}

Actor RedCybieVolcano1
{
  Game Doom
  Radius 6
  Height 8
  Speed 10
  Mass 25
  Projectile
  +Floorhugger
  +Bounceonactors
  +RANDOMIZE
  +Bounceonwalls
  +Invisible
  BounceCount 999
  Bouncetype doom
  DamageType "Fire"
  Bouncefactor 1
  wallbouncefactor 1.5
  RenderStyle Add
  SeeSound "Fire/fire3"
  Alpha 0.8
  YScale 0.5
  XScale 1.2
  States
  {
  Spawn:
    RED8 ABC 3 Bright A_Wander
	RED8 FGH 3 Bright A_Wander
	RED8 D 0 Bright A_Jump(24,"Death")
	RED8 A 1
    Loop
  Death:
    RED8 ABCD 4 Bright A_SetScale(0.5)
	RED8 CDE 4 A_SpawnItemEx("RedCybieVolcano2",random(-328,328),random(-328,328),3,0,0,0)
	RED8 CDE 1
   Stop
  }
}


actor MolochNail
{
radius 4
height 6
damage (random(10,30))
Damagetype Fire
speed 30
Scale 1.1
Decal BulletChip
attacksound "moloch/nailhitbleed"
Deathsound "weapons/firex4"
PROJECTILE
+SPAWNSOUNDSOURCE
+EXTREMEDEATH
+BLOODSPLATTER
+Rockettrail
states
{
Spawn:
BLAD A 1 bright
loop
Death:
6PUF A 0 A_PlaySound("moloch/nailhit")
6PUF ABCDEF 1 bright A_Explode(random(2,10),64)
FBL1 EFG 1 bright A_Explode(random(5,20),64)
FBL1 G 1 bright A_SpawnItemEx("PuffCybieRed",0,0,2)
Stop
}
}

Actor PuffCybieRed
{
    Radius 1
    Height 1
    +NOCLIP
    +NOGRAVITY
	+NOINTERACTION
    Renderstyle ADD
    Alpha 0.75
    States
    {
    Spawn:
        SMK2 ABCDE 2 
        Stop
    }
}

ACTOR MolochQuake
{
	Speed 8
	Damage (random(5,27))
	DamageType Melee
	Radius 12
	Height 16
	RenderStyle Translucent
	Alpha 0.1
	PROJECTILE
	+DROPOFF
	-NOGRAVITY
	+FORCERADIUSDMG
	+BLOODLESSIMPACT
	+FloorHugger
	+RIPPER
	SeeSound "moloch/thud"
	States
	{
	Spawn:
	    	IDGA CCAABBCCC 10 A_Explode(random(7,28),128)
	Death:
		IDGA C 1 A_Explode(random(7,28),128)
	    	Stop
	}
}

Actor BlackCybie
{
MONSTER
+bossdeath
+invulnerable
-solid
-countkill
+nevertarget
+notarget
+notrigger
+noclip
+noteleport
-activatemcross
+thruactors
+thrughost
+spectral 
+cantseek
+NOTELEOTHER
+dontmorph
+dontsquash
+NOTELEFRAG
+DONTDRAIN
+notautoaimed
+NOTONAUTOMAP

+NOINTERACTION
states
{
Spawn:
TNT1 A 0 
Goto Scripted
Scripted:
TNT1 A 0  
TNT1 A 0  
TNT1 A 0 A_JumpIf(CallACS("CH_BlackBossy") == 1, "First") 
TNT1 A 0
Goto Third
First:
TNT1 A 0 A_SpawnitemEx("BlackCybie2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG|SXF_SETMASTER)
TNT1 A 3
done2:
TNT1 A 3
loop
Third:
TNT1 A 0 A_SpawnitemEx("RedCybie",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG|SXF_SETMASTER)
TNT1 A 3
done:
TNT1 A 3
loop
death:
TNT1 A 0
TNT1 A 3 a_bossdeath
TNT1 A 0
stop
}
}

ACTOR BlackCybie2
{ 
Health 14500
RadiusDamageFactor 0.25

  DamageFactor "Heroic", 3.0
  DamageFactor "DIMp", 0
Radius 40 
Height 110 
Mass 5000 
Speed 17 
PainChance 16 
MONSTER
Obituary "Having fun yet, %o ?"
HitObituary "%o got hammered by black cybie" 
+FLOORCLIP
+BOSS 
-NOTARGET
+DontHarmClass
+MISSILEEVENMORE
+Quicktoretaliate
+Noicedeath
+dontmorph 
-NORADIUSDMG 
+NOFEAR
Damage 30
MeleeDamage 20
MeleeRange 86
SeeSound "Bcyb/Aggro" 
PainSound "monster/smithp" 
DeathSound "monster/smithd" 
ActiveSound "monster/smitha"
MeleeSound "monster/hamhit"
Scale 1.42
  DropItem "CH_berserk"
  DropItem "BackPack"
  DropItem "BackPack"
    DropItem "BackPackBundle"

  DropItem "CH_RocketBox"
    DropItem "CH_RocketBox"
	  DropItem "CH_RocketBox"
	    DropItem "CH_RocketBox"
		  DropItem "CH_RocketBox"
		    DropItem "CH_RocketBox"
  DropItem "CH_CellPack"
  DropItem "CH_CellPack"
  DropItem "CH_CellPack",128
  DropItem "CH_CellPack",128
  DropItem "CH_BFG9000", 175
  DropItem "CH_PlasmaRifle", 200
  DropItem "CH_RocketLauncher"
  DropItem "CH_MegaSphere", 164
  Dropitem "RLOModGothicArmorPickup", 128
  DropItem "RLFireStormModItem", 88
    Dropitem "RareArmorPool", 128
  Dropitem "RLDemonicWeaponSpawner",12
  Dropitem "RLLegendaryWeaponSpawner", 4
  Dropitem "RLUniqueWeaponSpawner",24
  Var Int User_OH1;
  Var Int User_DumDum; 
  tag "He Will Smith You"
States 
   {    
   Spawn: 
   BSMT A 0 
   BSMT A 0 
   BSMT A 0 
   Goto Scripted
   Scripted:
   BSMT A 0 
   TNT1 A 0
    BSMT A 0 ACS_NamedExecuteAlways("AnnounceBlackCybie")
	BSMT A 0 
	Goto Idle
	Idle:
       BSMT AB 10 A_Look 
	   								TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

       Loop 
   See: 
       BSMT A 0 A_ChangeFlag("THRUACTORS", FALSE)
       BSMT A 0 A_UnSetReflectiveInvulnerable 
	   BSMT A 0 A_ScaleVelocity(1)
	   BSMT A 0 //A_SetSpeed(18)
	   BSMT A 0 //A_checkblock("Reposition",CBF_NOLINES)
       BSMT A 3 A_Playsound ("monster/fihoof") 
       BSMT ABB 3 A_Chase 
	   	   								TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

       BSMT C 3 A_Playsound ("monster/fihoof") 
       BSMT CDD 3 A_Chase
	   	   								TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

       Loop    
   Missile:

       BSMT A 0 A_JumpIfCloser(650,"Charge")
	    TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	   BSMT A 0 A_SetUserVar("User_DumDum",User_DumDum-1)
	   BSMT A 0 A_JumpIfHealthLower(8000,"Phase2")
       BSMT A 0 A_Jump(256,"Missile1","Missile2","LightningCall")
       goto Charge
       BSMT A 0
       goto Missile1
       BSMT A 0
       goto Missile2
	   PH2:
	   BSMT A 0 A_Jump(256,"BigHell","HammerMega","LightningCall","Summons")
	   Goto See
    Phase2:
	   BSMT A 0 A_JumpIf(User_OH1>=1, "Ph2")
	   BSMT J 12 A_FaceTarget
	   BSMT J 0 A_changeFlag(noclip,1)
	   BSMT J 0 A_changeFlag(noblockmap,1)
	   BSMT J 0 A_changeFlag(nopain,1)
	   BSMT J 8 A_changeFlag("MissileEvenMore",TRUE)
	   BSMT JJJJJJ 8 A_spawnitemex("PortalSummons",random(-178,178),random(-178,178),random(5,64),0,0,0,0,SXF_NOCHECKPOSITION)
	   BSMT J 2 A_SetUserVar("User_OH1",User_Oh1+1)
	   BSMT J 0 A_changeFlag(noclip,0)
	   BSMT J 0 A_changeFlag(noblockmap,0)
	   BSMT J 0 A_changeFlag(nopain,0)
	   Goto See
	   Summons:
	   BSMT J 12 A_Playsound ("monster/fihoof") 
	   BSMT J 0 A_changeFlag(noclip,1)
	   BSMT J 0 A_changeFlag(noblockmap,1)
	   BSMT J 0 A_changeFlag(nopain,1)
	   BSMT JJJJ 9 A_spawnitemex("PortalSummons",random(-178,178),random(-178,178),random(5,64),0,0,0,0,SXF_NOCHECKPOSITION)
	   BSMT J 0 A_changeFlag(noclip,0)
	   BSMT J 0 A_changeFlag(noblockmap,0)
	   BSMT J 0 A_changeFlag(nopain,0)
	   Goto See
      HammerMega:
       BSMT J 6 A_FaceTarget
       BSMT K 1 A_Playsound ("monster/hamswg")
	   BSMT M 2
	   BSMT NN 3 A_CustomMissile ("HammerShot",52,0,random(-8,8))
       BSMT K 5 A_FaceTarget
       BSMT L 8 A_Playsound("monster/hamflr")
	   BSMT III 4 A_CustomMissile ("HammerShot",52,0,random(-14,14))
       Goto See 
	  BigHell:
	   BSMT J 12 A_FaceTarget
       BSMT M 6 A_PlaySound ("monster/hamswg")
       BSMT N 1 A_PLaySound ("weapons/hellfi") 
       BSMT N 11 A_CustomMissile ("BigHellshot",52,0,0)
	   BSMT N 0 A_Jump(128,"Missile1")
	   Goto See
	   NoFire:
	   BSMT O 0
	   BSMT O 0 A_SetUserVar("User_DumDum",User_DumDum-2)
	   BSMT O 0
	   Goto Missile+1
   Charge:
       BSMT O 0
       BSMT O 0 A_JumpIf(User_DumDum>=11,"NoFire")
	   BSMT O 0 A_SetUserVar("User_DumDum",User_DumDum+5)
       BSMT O 1 A_Playsound ("weapons/suldth")
       BSMT O 2 A_SetReflectiveInvulnerable 
	   BSMT O 0 A_ChangeFlag("THRUACTORS", TRUE)
       BSMT O 12 A_SkullAttack(35)
       BSMT O 1 A_SpawnItemEx("SmithGhost2",0,0,0,0,0,0,0,128,0)
       BSMT O 1 A_SpawnItemEx("SmithGhost2",0,0,0,0,0,0,0,128,0)
       BSMT O 1 A_SpawnItemEx("SmithGhost2",0,0,0,0,0,0,0,128,0)
       BSMT O 1 A_SpawnItemEx("SmithGhost2",0,0,0,0,0,0,0,128,0)
       BSMT O 1 A_SpawnItemEx("SmithGhost2",0,0,0,0,0,0,0,128,0)
       BSMT O 1 A_SpawnItemEx("SmithGhost2",0,0,0,0,0,0,0,128,0)
       BSMT O 1 A_SpawnItemEx("SmithGhost2",0,0,0,0,0,0,0,128,0)
       BSMT O 1 A_SpawnItemEx("SmithGhost2",0,0,0,0,0,0,0,128,0)
       BSMT O 1 //A_SetSpeed(0)
       BSMT O 1 A_ScaleVelocity(0.05)
	   BSMT O 0 A_ChangeFlag("THRUACTORS", FALSE)
	   BSMT O 0
       Goto Melee
   Missile1:
       BSMT E 6 A_FaceTarget
       BSMT H 6 A_PlaySound ("monster/hamswg")
       BSMT N 0 A_PLaySound ("weapons/hellfi") 
       BSMT I 0 A_CustomMissile ("Hellshot2",52,0,0)
       BSMT I 0 A_CustomMissile ("Hellshot2",52,0,8)
       BSMT I 12 A_CustomMissile ("Hellshot2",52,0,-8)
       BSMT B 6 A_CheckSight("See")
       BSMT J 6 A_FaceTarget
       BSMT M 6 A_PlaySound ("monster/hamswg")
       BSMT N 1 A_PLaySound ("weapons/hellfi") 
       BSMT N 0 A_CustomMissile ("Hellshot2",52,0,0)
       BSMT N 0 A_CustomMissile ("Hellshot2",52,0,14)
       BSMT N 11 A_CustomMissile ("Hellshot2",52,0,-14)
       BSMT N 0 
       Goto See
   Missile2:
       BSMT J 6 A_FaceTarget
       BSMT K 1 A_Playsound ("monster/hamswg")
	   BSMT M 2
	   BSMT N 3 A_CustomMissile ("HammerShot",52,0,random(-8,8))
       BSMT K 5 A_FaceTarget
       BSMT L 10 A_Playsound("monster/hamflr")
	   BSMT I 6 A_CustomMissile ("HammerShot",52,0,random(-14,14))
       Goto See   
	   LightningCall:
	   BSMT P 8 A_PlaySound("Crack/death")
	   BSMT J 6 A_FaceTarget
	   BSMT J 8 A_Custommissile("Zap88",100,-14)
	   BSMT J 0 A_PlaySound("Crack/death")
	   BSMT J 1 A_Custommissile("Zap88",120,random(-28,8))
	   BSMT J 1 A_Custommissile("Zap88",135,random(-28,8))
	   BSMT J 0 A_PlaySound("Crack/death")
	   BSMT J 1 A_Custommissile("Zap88",150,random(-28,8))
	   BSMT J 1 A_Custommissile("ZappersCB",78,random(-2,28),random(-180,180))
	   BSMT J 1 A_Custommissile("ZappersCB",78,random(-2,28),random(-180,180))
	   Goto See
   Pain: 
    BSMT P 0 //A_SetSpeed(18)
	BSMT P 0 A_ScaleVelocity(1)
		   								TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

       BSMT P 10 A_Pain
       BSMT P 0 A_Jump(64,"Reposition") 
	   BSMT P 0
       Goto See
   Reposition:
   TNT1 A 0
   BSMT O 0 A_ChangeFlag("NOPAIN", TRUE)
     BSMT P 12 Radius_Quake(6,100,2,64,8)
	 BSMT P 1 A_SetTranslucent(0.5)
	 BSMT P 1 A_SetTranslucent(0.3)
	 BSMT P 1 A_SetTranslucent(0.1)
	 BSMT P 1 A_SetTranslucent(0)
     BSMT O 0 A_ChangeFlag("Float", TRUE)
	 BSMT O 0 A_ChangeFlag("THRUACTORS", TRUE)
	 BSMT O 0 //A_SetFloatspeed(42)
	 BSMT O 0 //A_SetSpeed(42)
	 BSMT O 0 A_Wander
	 BSMT O 1 A_Wander
	 BSMT O 0 A_Wander
	 BSMT O 1 A_Wander
	 BSMT O 0 A_Wander
	 BSMT O 1 A_Wander
	 BSMT O 0 A_Wander
	 BSMT O 1 A_Wander
	 BSMT O 0 A_Wander
	 BSMT O 1 A_Wander
	 BSMT O 0 A_Wander
	 BSMT O 1 A_Wander
	 BSMT O 0 A_ChangeFlag("Float", FALSE)
	 BSMT O 0 A_ChangeFlag("THRUACTORS", FALSE)
	 BSMT O 0 //A_SetFloatspeed(18)
	 BSMT O 0 //A_Setspeed(18)
	 BSMT P 1 A_SetTranslucent(0.1)
	 BSMT P 1 Radius_Quake(6,100,2,64,8)
	 BSMT P 1 A_SetTranslucent(0.3)
	 BSMT P 1 A_SetTranslucent(0.5)
	 BSMT P 1 A_SetTranslucent(0.7)
	 BSMT P 1 A_SetTranslucent(1)
	 	   								TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	 BSMT P 8 A_SetUserVar("User_DumDum",User_DumDum-6)
	  BSMT O 0 A_ChangeFlag("NOPAIN", FALSE)
	 BSMT P 0
	 Goto See
   Melee:
       BSMT E 0 //A_SetSpeed(18)
       BSMT E 6 A_FaceTarget
       BSMT F 1 A_Playsound ("monster/hamswg")
       BSMT F 5 A_FaceTarget
       BSMT G 5 A_CustomMeleeAttack(random(50,125))
       BSMT E 0 A_SetReflectiveInvulnerable
	   BSMT E 0 Radius_Quake(40,60,0,40,0)
       BSMT F 0 A_CustomMissile("PentaLine1",0,0,-72,2)
       BSMT F 0 A_CustomMissile("PentaLine1",0,0,-144,2)
       BSMT F 0 A_CustomMissile("PentaLine1",0,0,-216,2)
       BSMT F 0 A_CustomMissile("PentaLine1",0,0,-288,2)
       BSMT F 0 A_CustomMissile("PentaLine1",0,0,0,2)
       BSMT G 1 A_Playsound ("monster/hamflr")
	   		BSMT N 0 A_CustomMissile("MolochQuake", 0, -48, 0)
        	BSMT N 0 A_CustomMissile("MolochQuake", 0, -48, 10)
        	BSMT N 0 A_CustomMissile("MolochQuake", 0, -48, 20)
        	BSMT N 0 A_CustomMissile("MolochQuake", 0, -48, 30)
        	BSMT N 0 A_CustomMissile("MolochQuake", 0, -48, 40)
        	BSMT N 0 A_CustomMissile("MolochQuake", 0, -48, 50)
        	BSMT N 0 A_CustomMissile("MolochQuake", 0, -48, 60)
        	BSMT N 0 A_CustomMissile("MolochQuake", 0, -48, 70)
        	BSMT N 0 A_CustomMissile("MolochQuake", 0, -48, 80)
        	BSMT N 0 A_CustomMissile("MolochQuake", 0, -48, 90)
        	BSMT N 0 A_CustomMissile("MolochQuake", 0, -48, 100)
        	BSMT N 0 A_CustomMissile("MolochQuake", 0, -48, 110)
        	BSMT N 0 A_CustomMissile("MolochQuake", 0, -48, 120)
        	BSMT N 0 A_CustomMissile("MolochQuake", 0, -48, 130)
        	BSMT N 0 A_CustomMissile("MolochQuake", 0, -48, 140)
        	BSMT N 0 A_CustomMissile("MolochQuake", 0, -48, 150)
        	BSMT N 0 A_CustomMissile("MolochQuake", 0, -48, 160)
        	BSMT N 0 A_CustomMissile("MolochQuake", 0, -48, 180)
        	BSMT N 0 A_CustomMissile("MolochQuake", 0, -48, 190)
        	BSMT N 0 A_CustomMissile("MolochQuake", 0, -48, 200)
        	BSMT N 0 A_CustomMissile("MolochQuake", 0, -48, 210)
        	BSMT N 0 A_CustomMissile("MolochQuake", 0, -48, 220)
        	BSMT N 0 A_CustomMissile("MolochQuake", 0, -48, 230)
        	BSMT N 0 A_CustomMissile("MolochQuake", 0, -48, 240)
        	BSMT N 0 A_CustomMissile("MolochQuake", 0, -48, 250)
        	BSMT N 0 A_CustomMissile("MolochQuake", 0, -48, 260)
        	BSMT N 0 A_CustomMissile("MolochQuake", 0, -48, 270)
        	BSMT N 0 A_CustomMissile("MolochQuake", 0, -48, 280)
        	BSMT N 0 A_CustomMissile("MolochQuake", 0, -48, 290)
        	BSMT N 0 A_CustomMissile("MolochQuake", 0, -48, 300)
        	BSMT N 0 A_CustomMissile("MolochQuake", 0, -48, 310)
        	BSMT N 0 A_CustomMissile("MolochQuake", 0, -48, 320)
        	BSMT N 0 A_CustomMissile("MolochQuake", 0, -48, 330)
        	BSMT N 0 A_CustomMissile("MolochQuake", 0, -48, 340)
        	BSMT N 0 A_CustomMissile("MolochQuake", 0, -48, 350)
       BSMT G 7 
       BSMT G 7 
       BSMT G 7 
       BSMT G 7 
       BSMT G 7 
       BSMT G 7 
       BSMT G 7 
       BSMT G 7 
       BSMT G 7 
       BSMT G 7 
       Goto See
   Death:
       BSMT F 0 A_CustomMissile("PentaLine3",0,0,-72,2)
       BSMT F 0 A_CustomMissile("PentaLine3",0,0,-144,2)
       BSMT F 0 A_CustomMissile("PentaLine3",0,0,-216,2)
       BSMT F 0 A_CustomMissile("PentaLine3",0,0,-288,2)
       BSMT F 0 A_CustomMissile("PentaLine3",0,0,0,2)
       BSMT F 0 Radius_Quake(6,250,2,64,8)
       BSMT P 250 A_CustomMissile("SmithDFSpawner",0,0,0,0)
       BSMT Q 6 A_CustomMissile("SmithHammer",128,-40,-30,0)
       BSMT Q 0 A_CustomMissile("SmithFire",0,0,0,2)
       BSMT R 6 A_Scream
       BSMT R 0 A_CustomMissile("SmithFire",0,0,0,2)
       BSMT STU 6
       BSMT V 0 A_CustomMissile("SmithFire",0,0,0,2)
       BSMT V 6 A_NoBlocking 
       BSMT V 6 
       BSMT X 6
	   		 TNT1 A 0 A_killmaster(extreme)
       TNT1 A 0 A_BossDeath 
       BSMT X 0 A_CustomMissile("SmithFire",0,0,0,2)
       BSMT Y -1 
	   stop
	Death.Telefrag:
	     BSMT PQRSTUV 8  A_ScreamAndUnblock
		 BSMT X 8 ACS_NamedExecuteAlways("CybieSpecialKill")
		 TNT1 A 0 A_killmaster(extreme)
		 TNT1 A 0 A_BossDeath 
		 BSMT Y -1 
		Stop
   } 
}

ACTOR CybieZappy
{
  Game Doom
  Radius 8
  Height 16
  Speed 8
  FastSpeed 8
  DamageType "Plasma"
  Projectile
  +RANDOMIZE
  -NOGRAVITY
  RenderStyle Add
  Gravity 0.4
  Alpha 0.65
  Scale 1.1
  SeeSound "baron/attack"
  DeathSound "Litn/litn3"
  Translation "112:127=250:254", "0:0=250:254", "112:113=224:224", "192:193=224:224","192:207=250:254"
  States
  {
  Spawn:
    BAL2 A 2 Bright A_SpawnitemEx("TrailCB",0,0,1)
	BAL2 B 2 Bright A_SpawnitemEx("TrailCB",0,0,1)
    Loop
  Death:
    PLSE CDE 2 Bright A_explode(random(5,20),32)
	PLSE EEEEE 0 A_SpawnItemEx("ZapZapCB",random(-128,128),random(-128,128),random(1,12))
    Stop
  }
}

ACTOR ZapZapCB
{
  Game Doom
  Speed 1
  Projectile
  +RANDOMIZE
  RenderStyle Add
  DamageType "Plasma"
  Alpha 0.65
  Scale 1
  States
  {
  Spawn:
    LITN ABCDEFGOP 1 Bright A_Explode(random(1,8),64)
	LITN ABCDEFGOP 1 Bright A_Explode(random(1,8),64)
    STOP
  }
}

ACTOR TrailCB
{
  Game Doom
  Radius 6
  Height 16
  Speed 8
  FastSpeed 52
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 0.55
  Scale 0.75
  SeeSound "baron/attack"
  DeathSound "weapons/plasmax"
  Translation "112:127=250:254", "0:0=250:254", "112:113=224:224", "192:193=224:224","192:207=250:254"
  States
  {
  Spawn: 
    BAL2 AB 4 Bright A_explode(random(5,20),64)
    Goto Death
  Death:
    PLSE CDE 2 Bright
    Stop
  }
}

ACTOR ZappersCB
{
  Game Doom
  Radius 6
  Height 8
  Speed 15
  FastSpeed 38
  Mass 50
  Damage (random(5,35))
  DamageType "Plasma"
  Projectile
  +CEILINGHUGGER
  +FLOAT
  +NOGRAVITY
  +RANDOMIZE
  +Invisible
  RenderStyle Add
  Gravity 7
  Alpha 1
  Scale 1.3
  SeeSound "caco/attack"
  DeathSound "fire/fire5"
  States
  {
  Spawn:
    STRS AAAAAA 0 A_Wander
    STRS AA 1 Bright A_SpawnItemEx("CybieZappy",random(-400,400),random(-400,400),-32,random(-15,15),random(-15,15),1,SXF_NOCHECKPOSITION)
	STRS AA 1 Bright A_SpawnItemEx("CybieZappy",random(-700,700),random(-700,700),-32,random(-15,15),random(-15,15),1,SXF_NOCHECKPOSITION)
    Loop
  Death:
    BBOM A 2 Bright A_SetScale(1)
	BBOM B 2 A_SetTranslucent(0.65)
    BBOM CD 3 Bright A_explode(random(3,21),108)
    BBOM EFG 6 Bright A_explode(random(3,21),108)
   Stop
  }
}


ACTOR SmithFire
{   
   Radius 2
   Height 2
   Damage 0
   +NOCLIP
   Speed 0
   PROJECTILE
   RENDERSTYLE ADD
   ALPHA 0.75
   SeeSound "Weapons/hellex"
   States
   {
   Spawn:
      MNSM A 3 Bright
      MNSM B 3 Bright
      MNSM CDEFGHIJKLMNOPQ 3 Bright
      stop
   }
}

ACTOR SmithGhost1
{
	Radius 40
	Height 70
	Speed 1
	Damage (random(12,34))
	DamageType Melee
	RenderStyle Translucent
	Alpha 0.5
	PROJECTILE
	states
	{
	Spawn:
                SMT1 O 35
                SMT1 O 2 A_FadeOut(0.10)
		goto Spawn+1
	}
}

ACTOR SmithGhost2
{
	Radius 40
	Height 70
	Speed 1
	Damage (random(12,34))
	DamageType Melee
	RenderStyle Translucent
	Alpha 0.5
	PROJECTILE
	states
	{
	Spawn:
                BSMT O 35
		BSMT O 2 A_FadeOut(0.10)
		goto Spawn+1
	}
}

ACTOR PentaLine1
{
	Radius 0
	Height 32
	Speed 200
        RenderStyle NONE
	Alpha 0.85
	PROJECTILE
        +FLOORHUGGER
        +NOCLIP
        SeeSound "weapons/diasht"
	states
	{
	Spawn:
           TNT1 A 1
           TNT1 A 0 A_CustomMissile("PentaLine2",0,0,-198,2)
           TNT1 A 0 A_CustomMissile("PentaLine2",0,0,198,2)
	   stop
	}
}

ACTOR PentaLine2
{
	Radius 0
	Height 32
	Speed 16
        RenderStyle NONE
	Alpha 0.85
	PROJECTILE
        +FLOORHUGGER
        +NOCLIP
	states
	{
	Spawn:
           TNT1 AAAAAAAAAAAAAAAA 1 A_SpawnItem("PentaFire",0,0)
	   stop
	}
}

ACTOR PentaFire
{
	Radius 0
	Height 32
	Speed 0
        DamageType fire
        RenderStyle Add
	Alpha 0.85
        ReactionTime 2
	PROJECTILE
        +FLOORHUGGER
        +DONTSPLASH
        -NOGRAVITY
	states
	{
	Spawn:
           CFCF A 1 Bright A_Explode(1,32,1)
           CFCF A 2 Bright A_PlaySound("weapons/onfire")
           CFCF BCDEFGHIJKLM 3 Bright A_Explode(1,32,1)
           CFCF A 0 Bright A_CountDown
	   loop
        Death:
           CFCF NOP 3 Bright A_Explode(2,32,1)
           stop
	}
}

ACTOR SmithDFSpawner
{
	Radius 0
	Height 1
	Speed 0
	Damage 0
	RenderStyle None
        ReactionTime 300
	Alpha 0.5
	PROJECTILE
        +NOEXPLODEFLOOR
        States
	{
	Spawn:
              TNT1 A 1 A_CustomMissile("SmithDeathFire",0,0,0,2,90)
	      TNT1 A 0 A_CountDown
              Loop
        Death:
              TNT1 A 1
              stop
	}
}

ACTOR SmithDeathFire
{
   Radius 2
   Height 2
   Speed 16
   Damage 1
   PROJECTILE
   RENDERSTYLE ADD
   DamageType Fire
   ALPHA 0.67
   Scale 2.0
   SeeSound "weapons/bigbrn"
   +NOCLIP
   +DONTSPLASH
   States
   {
   Spawn:
      FRFX JKLMNOP 2 Bright
      stop
   Death:
      TNT1 A 1
      stop
   }
}

ACTOR PentaLine3
{
	Radius 0
	Height 32
	Speed 200
        RenderStyle NONE
	Alpha 0.85
	PROJECTILE
        +FLOORHUGGER
        +NOCLIP
        SeeSound "weapons/diasht"
	states
	{
	Spawn:
           TNT1 A 1
           TNT1 A 0 A_CustomMissile("PentaLine4",0,0,-198,2)
           TNT1 A 0 A_CustomMissile("PentaLine4",0,0,198,2)
	   stop
	}
}

ACTOR PentaLine4
{
	Radius 0
	Height 32
	Speed 16
        RenderStyle NONE
	Alpha 0.85
	PROJECTILE
        +FLOORHUGGER
        +NOCLIP
	states
	{
	Spawn:
           TNT1 AAAAAAAAAAAAAAAA 1 A_SpawnItem("PentaFire2",0,0)
	   stop
	}
}

ACTOR PentaFire2
{
	Radius 0
	Height 32
	Speed 0
        RenderStyle Add
	Alpha 0.85
        ReactionTime 7
	PROJECTILE
        +FLOORHUGGER
        +DONTSPLASH
        -NOGRAVITY
	states
	{
	Spawn:
           CFCF A 1 Bright A_Explode(1,32,1)
           CFCF A 2 Bright A_PlaySound("weapons/onfire")
           CFCF BCDEFGHIJKLM 3 Bright A_Explode(1,32,1)
           CFCF A 0 Bright A_CountDown
	   loop
        Death:
           CFCF NOP 3 Bright A_Explode(1,32,1)
           stop
	}
}

ACTOR STracer
{
   Radius 5
   Height 5
   Speed 15
   Damage (random(11,33))
   RenderStyle ADD
   DamageType fire
   Alpha 0.67
   PROJECTILE
   +FLOORHUGGER
   +THRUGHOST
   -NOGRAVITY
   +DONTSPLASH
   Seesound "weapons/diasht"
   DeathSound "weapons/firex3"   
   States
   {
   Spawn:
      TNT1 A 1 Bright A_CStaffMissileSlither
      TNT1 A 0 Bright A_SpawnItem("STracerPuff",0,0)
      loop
   Death:
      FTRA K 4 Bright
      FTRA L 4 Bright A_Explode(random(5,15),64)
      FTRA MNO 3 Bright
      stop
   }
}

ACTOR STracerPuff
{
   Radius 1
   Height 1
   Speed 0
   RENDERSTYLE ADD
   DamageType fire
   ALPHA 0.67
   PROJECTILE
   ExplosionRadius 8
   ExplosionDamage 2
   +FLOORHUGGER
   -NOGRAVITY
   +DONTSPLASH
   States
   {
   Spawn:
      FTRA ABCDEFGHIJ 3 Bright
      stop
   }
}

ACTOR SmithHammer
{
   Radius 5
   Height 5
   Speed 2
   Damage 0
   RenderStyle NORMAL
   PROJECTILE
   -NOGRAVITY
   +LOWGRAVITY
   DeathSound "monsters/hamflr"   
   States
   {
   Spawn:
      MAUL A 3  
      MAUL B 4
      MAUL C 5
      goto Spawn+2
   Death:
      MAUL D -1 
      stop
   }
}

ACTOR BigHellshot
{
   Radius 12
   Height 20
   Speed 7
   Damage (random(40,180))
   PROJECTILE
   RENDERSTYLE ADD
   DamageType Fire
   ALPHA 0.95
   DeathSound "weapons/hellex"
   DONTHURTSHOOTER
   +THRUGHOST
   Decal "Scorch"
   Scale 1.75
   States
   {
   Spawn: 
      HEPA ABCDEF 8 Bright A_SpawnItemEx("RedPuff2",0,0,0,0,0,0,0,8)
	  HEPA F 0 A_CustomMissile("STracer",0,0,15,0)
      HEPA F 0  A_CustomMissile("STracer",0,0,30,0)
      HEPA F 0 A_CustomMissile("STracer",0,0,45,0)
      HEPA F 0  A_CustomMissile("STracer",0,0,60,0)
      HEPA F 0  A_CustomMissile("STracer",0,0,75,0)
      HEPA F 0  A_CustomMissile("STracer",0,0,90,0)
      HEPA F 0  A_CustomMissile("STracer",0,0,105,0)
      HEPA F 0  A_CustomMissile("STracer",0,0,120,0)
      HEPA F 0 A_CustomMissile("STracer",0,0,135,0)
      HEPA F 0 A_CustomMissile("STracer",0,0,150,0)
      HEPA F 0 A_CustomMissile("STracer",0,0,165,0)
      HEPA F 0 A_CustomMissile("STracer",0,0,180,0)
      HEPA F 0 A_CustomMissile("STracer",0,0,195,0)
      HEPA F 0 A_CustomMissile("STracer",0,0,210,0)
      HEPA F 0 A_CustomMissile("STracer",0,0,225,0)
      HEPA F 0 A_CustomMissile("STracer",0,0,240,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,255,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,270,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,285,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,300,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,315,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,330,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,345,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,0,0)
      loop
   Death:
      HELX A 3 Bright
      HELX B 0 Bright A_CustomMissile("HellBoom",0,0,0,6)
      HELX B 0 Bright A_CustomMissile("HellBoom",0,0,45,6)
      HELX B 0 Bright A_CustomMissile("HellBoom",0,0,90,6)
      HELX B 0 Bright A_CustomMissile("HellBoom",0,0,135,6)
      HELX B 0 Bright A_CustomMissile("HellBoom",0,0,180,6)
      HELX B 0 Bright A_CustomMissile("HellBoom",0,0,225,6)
      HELX B 0 Bright A_CustomMissile("HellBoom",0,0,270,6)
      HELX B 0 Bright A_CustomMissile("HellBoom",0,0,315,6)
      HELX B 3 Bright A_Explode(random(20,80),128)
      HELX CDEFGHIJ 3 Bright
	  HELX J 0 A_SpawnItemEx("HellWaver2",0,0,0)
      stop
   }
}

ACTOR HellWaver2
{
   Radius 8
   Height 12
   Speed 25
   Damage (random(40,120))
   PROJECTILE
   RENDERSTYLE ADD
   DamageType Fire
   ALPHA 0.95
   DeathSound "weapons/hellex"
   DONTHURTSHOOTER
   +THRUGHOST
   Decal "Scorch"
   States
   {
   Spawn: 
      HADE LKJI 6
      Goto WaveIt
	  WaveIt:
	  HEPA ABCDE 7 
	   HEPA F 0 A_CustomMissile("STracer",0,0,15,0)
       HEPA F 0  A_CustomMissile("STracer",0,0,30,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,45,0)
       HEPA F 0  A_CustomMissile("STracer",0,0,60,0)
       HEPA F 0  A_CustomMissile("STracer",0,0,75,0)
      HEPA F 0  A_CustomMissile("STracer",0,0,90,0)
       HEPA F 0  A_CustomMissile("STracer",0,0,105,0)
       HEPA F 0  A_CustomMissile("STracer",0,0,120,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,135,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,150,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,165,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,180,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,195,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,210,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,225,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,240,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,255,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,270,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,285,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,300,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,315,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,330,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,345,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,0,0)
	  HEPA F 5
	  	  HEPA ABCDE 7 
	   HEPA F 0 A_CustomMissile("STracer",0,0,15,0)
       HEPA F 0  A_CustomMissile("STracer",0,0,30,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,45,0)
       HEPA F 0  A_CustomMissile("STracer",0,0,60,0)
       HEPA F 0  A_CustomMissile("STracer",0,0,75,0)
      HEPA F 0  A_CustomMissile("STracer",0,0,90,0)
       HEPA F 0  A_CustomMissile("STracer",0,0,105,0)
       HEPA F 0  A_CustomMissile("STracer",0,0,120,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,135,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,150,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,165,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,180,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,195,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,210,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,225,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,240,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,255,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,270,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,285,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,300,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,315,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,330,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,345,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,0,0)
	  HEPA F 5
	  	  HEPA ABCDE 7
	   HEPA F 0 A_CustomMissile("STracer",0,0,15,0)
       HEPA F 0  A_CustomMissile("STracer",0,0,30,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,45,0)
       HEPA F 0  A_CustomMissile("STracer",0,0,60,0)
       HEPA F 0  A_CustomMissile("STracer",0,0,75,0)
      HEPA F 0  A_CustomMissile("STracer",0,0,90,0)
       HEPA F 0  A_CustomMissile("STracer",0,0,105,0)
       HEPA F 0  A_CustomMissile("STracer",0,0,120,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,135,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,150,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,165,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,180,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,195,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,210,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,225,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,240,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,255,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,270,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,285,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,300,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,315,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,330,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,345,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,0,0)
	  HEPA F 0 A_Jump(128,"WaveIt")
	  HEPA F 5
	  Goto Death
	  Death:
	  HADE IJKL 8
	  Stop
	  }
}

ACTOR HellWaver
{
   Radius 8
   Height 12
   Speed 25
   Damage (random(40,120))
   PROJECTILE
   RENDERSTYLE ADD
   DamageType Fire
   ALPHA 0.95
   DeathSound "weapons/hellex"
   DONTHURTSHOOTER
   +THRUGHOST
   Decal "Scorch"
   States
   {
   Spawn: 
      HADE LKJI 6
      Goto WaveIt
	  WaveIt:
	  HEPA ABCDE 2 
	   HEPA F 0 A_CustomMissile("STracer",0,0,15,0)
       HEPA F 0  A_CustomMissile("STracer",0,0,30,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,45,0)
       HEPA F 0  A_CustomMissile("STracer",0,0,60,0)
       HEPA F 0  A_CustomMissile("STracer",0,0,75,0)
      HEPA F 0  A_CustomMissile("STracer",0,0,90,0)
       HEPA F 0  A_CustomMissile("STracer",0,0,105,0)
       HEPA F 0  A_CustomMissile("STracer",0,0,120,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,135,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,150,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,165,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,180,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,195,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,210,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,225,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,240,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,255,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,270,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,285,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,300,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,315,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,330,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,345,0)
       HEPA F 0 A_CustomMissile("STracer",0,0,0,0)
	  HEPA F 0 A_Jump(128,"WaveIt")
	  HEPA F 5
	  Goto Death
	  Death:
	  HADE IJKL 8
	  Stop
	  }
}

ACTOR HammerShot
{
   Radius 9
   Height 14
   Speed 32
   Scale 1.45
   Damage (random(30,140))
   PROJECTILE
   DamageType Fire
   ALPHA 0.95
   DeathSound "weapons/hellex"
   DONTHURTSHOOTER
   +THRUGHOST
   Decal "Scorch"
   States
   {
  Spawn:
    FHFX A 0 A_PlaySound("Ice/Fly")
    FHFX ABCD 2
	FHFX D 0 A_Jump(64,"Swoop")
	FHFX D 0 A_PlaySound("Ice/Fly")
	FHFX EFGH 2 
	FHFX A 0 A_Jump(32,"Reverse")
	Loop
	Swoop:
	 FHFX BCD 0 A_stop
	 FHFX BCD 0 a_setangle(angle + random(-60,60))
	 FHFX BCD 0 ThrustThing(angle*256/360, 9,0,0)
	 FHFX B 0 A_Jump(34,"Reverse")
	 Goto Spawn 
	Reverse:
    FHFX A 0 A_ChangeVelocity (-25, 0, -velz, CVF_RELATIVE|CVF_REPLACE)
    FHFX A 0 A_PlaySound("Ice/Fly")
    FHFX ABCD 2
	FHFX D 0 A_PlaySound("Ice/Fly")
	FHFX EFGH 2 
	Goto Whee
	Whee:
	FHFX A 0 A_PlaySound("Ice/Fly")
    FHFX ABCD 2
	FHFX D 0 A_PlaySound("Ice/Fly")
	FHFX EFGH 2 
	Loop
  Death:
    FHFX IJKLMNOPQR 3 Bright A_Explode(random(2,14),128)
      stop
   }
}

ACTOR Hellshot2
{
   Radius 8
   Height 12
   Speed 25
   Damage (random(40,120))
   PROJECTILE
   RENDERSTYLE ADD
   DamageType Fire
   ALPHA 0.95
   DeathSound "weapons/hellex"
   DONTHURTSHOOTER
   +THRUGHOST
   Decal "Scorch"
   States
   {
   Spawn: 
      HEPA ABCDEF 3 Bright A_SpawnItemEx("RedPuff2",0,0,0,0,0,0,0,8)
      loop
   Death:
      HELX A 3 Bright
      HELX B 0 Bright A_CustomMissile("HellBoom",0,0,0,6)
      HELX B 0 Bright A_CustomMissile("HellBoom",0,0,45,6)
      HELX B 0 Bright A_CustomMissile("HellBoom",0,0,90,6)
      HELX B 0 Bright A_CustomMissile("HellBoom",0,0,135,6)
      HELX B 0 Bright A_CustomMissile("HellBoom",0,0,180,6)
      HELX B 0 Bright A_CustomMissile("HellBoom",0,0,225,6)
      HELX B 0 Bright A_CustomMissile("HellBoom",0,0,270,6)
      HELX B 0 Bright A_CustomMissile("HellBoom",0,0,315,6)
      HELX B 3 Bright A_Explode(random(20,80),128)
      HELX CDEFGHIJ 3 Bright
	  HELX J 0 A_SpawnItemEx("HellWaver",0,0,0)
      stop
   }
}

ACTOR HellBoom
{
   Radius 8
   Height 8
   Speed 6
   Damage 0
   PROJECTILE
   RENDERSTYLE ADD
   DONTHURTSHOOTER
   +RIPPER
   +THRUGHOST
   +BLOODLESSIMPACT
   SeeSound "weapons/firex3"
   ALPHA 0.80
   States
   {
   Spawn:
      TNT1 AAAAA 6 A_SpawnItem("HellFX",0,0)
      Stop
   }
}

ACTOR HellFX
{   
   Radius 5
   Height 5
   Speed 0
   Damage 0
   PROJECTILE
   RENDERSTYLE ADD
   Damagetype Fire
   ALPHA 0.80
   SeeSound "weapons/firex3"
   States
   {
   Spawn:
      HELX A 3 Bright
      HELX B 3 Bright A_Explode (random(5,40),96,0)
      HELX CDEFGHIJ 3 Bright
      stop
   }
}

ACTOR RedPuff2
{   
   Radius 0
   Height 1
   Speed 0
   PROJECTILE
   RENDERSTYLE ADD
   ALPHA 0.85
   States
   {
   Spawn:
      TNT1 A 3 Bright
      RPUF ABCDE 3 Bright
      Stop 
   }
}


// ROMERO GONNA MAKE YOU HIS BITCH

Actor WhiteCybie
{
MONSTER
+bossdeath
+invulnerable
-solid
-countkill
+nevertarget
+notarget
+notrigger
+noclip
+noteleport
-activatemcross
+thruactors
+thrughost
+spectral 
+cantseek
+NOTELEOTHER
+dontmorph
+dontsquash
+NOTELEFRAG
+DONTDRAIN
+notautoaimed
+NOTONAUTOMAP

+NOINTERACTION
states
{
Spawn:
TNT1 A 0 
Goto Scripted
Scripted:
TNT1 A 0
TNT1 A 0 
TNT1 A 0 A_JumpIf(CallACS("CH_WhiteBossy") == 1, "First") 
TNT1 A 0
Goto Third
First:
TNT1 A 0 A_SpawnitemEx("WhiteCybie2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG|SXF_SETMASTER)
TNT1 A 3
done2:
TNT1 A 3
loop
Third:
TNT1 A 0 A_SpawnitemEx("BlackCybie",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG|SXF_SETMASTER)
TNT1 A 3
Done:
TNT1 A 3
loop
death:
TNT1 A 0
TNT1 A 0 A_killmaster(extreme)
TNT1 A 3 a_bossdeath
TNT1 A 0
stop
}
}


actor RomeroBaronsCH : CommonBaron {
 Species "Daikatana"
 +notrigger
 +noclip
 +dontharmclass
 +dontharmspecies
 +noinfighting
 Speed 11
 }

actor WhiteCybie2
{

  obituary "%o was made into Romero's bitch"
  health 21000

  speed 18
  scale 1.25
  painchance 20
  seesound "Rome/see"
  painsound ""
  deathsound  "Rome/ded"
  activesound "Rome/act"
  MONSTER
 
  Species "Daikatana"
  RadiusDamageFactor 0.33

  DamageFactor "Heroic", 3.0
  DamageFactor "DIMp", 0
  DamageFactor "PlayerVoid", 0.75
  DamageFactor "Poison", 0.33
Radius 40 
Height 110 
Mass 5000 

  DamageFactor "Falling", 0.0
  DamageFactor Falling, 0.0


+FLOORCLIP
+BOSS 
-NOTARGET
+DontHarmClass
+MISSILEEVENMORE
+Quicktoretaliate
+thruspecies
+Noicedeath
+dontmorph 
-NORADIUSDMG 
+NOFEAR
  DropItem "CH_berserk"
  DropItem "BackPack"
  DropItem "BackPack"
    DropItem "BackPack"
  DropItem "BackPack"
    DropItem "BackPackBundle"

  DropItem "CH_RocketBox"
    DropItem "CH_RocketBox"
	  DropItem "CH_RocketBox"
	    DropItem "CH_RocketBox"
		  DropItem "CH_RocketBox"
		    DropItem "CH_RocketBox"
  DropItem "CH_CellPack"
  DropItem "CH_CellPack"
  DropItem "CH_CellPack",128
  DropItem "CH_CellPack",128
  DropItem "CH_BFG9000"
    DropItem "CH_BFG9000"
	  DropItem "CH_BFG9000"
  DropItem "CH_PlasmaRifle"
  DropItem "CH_RocketLauncher"
  DropItem "CH_MegaSphere"
   DropItem "CH_MegaSphere"
    DropItem "CH_MegaSphere"
  DropItem "RLFireStormModItem"
    Dropitem "RareArmorPool"
	Dropitem "BiggerThickerLonger"
  Dropitem "RLDemonicWeaponSpawner",20
  Dropitem "RLLegendaryWeaponSpawner", 24
  Dropitem "RLUniqueWeaponSpawner",46

  tag "It runs doom"
  
  Translation "64:79=%[0.20,0.20,0.20]:[1.65,1.65,1.65]", "128:143=%[0.18,0.18,0.18]:[2.00,2.00,2.00]", "144:151=%[0.00,0.00,0.00]:[2.00,2.00,2.00]", "13:15=%[0.00,0.00,0.00]:[2.00,2.00,2.00]", "5:7=%[0.00,0.00,0.00]:[2.00,2.00,2.00]", "236:239=%[0.00,0.00,0.00]:[2.00,2.00,2.00]", "1:2=%[0.00,0.00,0.00]:[2.00,2.00,2.00]", "96:111=%[0.02,0.02,0.02]:[1.39,1.39,1.39]", "32:47=%[0.00,0.17,0.00]:[0.00,2.00,0.00]", "168:191=%[0.00,0.35,0.17]:[0.00,1.65,0.83]"
  
  var int user_phase;
  
  
  states
  {
  Spawn:
     BSMT A 0 
   BSMT A 0 
   BSMT A 0 
   Goto Scripted
   Scripted:
   BSMT A 0 
   
    BSMT A 0 ACS_NamedExecuteAlways("AnnounceWhiteCybie")
	BSMT A 0 
	Goto Idle
	Idle:
    MMDR E 10 A_Look
		   								TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    loop
  See:
         BSMT A 0 A_ChangeFlag("THRUACTORS", FALSE)
       BSMT A 0 A_UnSetReflectiveInvulnerable 
	   BSMT A 0 A_ScaleVelocity(1)
	   TNT1 A 0  A_SetTranslucent(1)
	   BSMT A 0 //A_SetSpeed(18)
	   BSMT A 0 //A_checkblock("Reposition")
    MMDR AABB 3 a_chase
			   								TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	MMDR CCDD 3 A_Chase
			   								TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    loop
	
	See2:
	         BSMT A 0 A_ChangeFlag("THRUACTORS", FALSE)
       BSMT A 0 A_UnSetReflectiveInvulnerable 
	   BSMT A 0 A_ScaleVelocity(1)
	   TNT1 A 0  A_SetTranslucent(1)
	   BSMT A 0 //A_SetSpeed(25)
	   BSMT A 0 //A_checkblock("Reposition")
    MMDR AABB 3 A_Chase
			   								TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TNT1 A 0 A_jump(82,"Oi")
	MMDR CCDD 3 A_Chase
			   								TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    loop
	
	Oi:
	MMDR CCDD 3 A_FastChase
			   								TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	Goto see2
	
	Phase2:
	TNT1 A 0
	TNT1 A 0
	
	TNT1 A 0 A_jumpif(user_phase>=2,"MissileSet")
	MMDR E 0 A_playsound("Rome/PH2",CHAN_WEAPON,1,0,0)
	MMDR E 10 bright A_facetarget
	MMDR Z 8 bright A_facetarget
	MMDR Y 5 bright A_facetarget
	MMDR Y 0 bright  A_spawnitemex("TeleportFog",0,128,18,0,0,1,0,SXF_NOCHECKPOSITION) 
	MMDR Y 0 bright   A_spawnitemex("TeleportFog",0,-128,18,0,0,1,0,SXF_NOCHECKPOSITION) 
	MMDR Y 0 bright A_spawnitemex("RomeroBaronsCH",0,-128,3,0,0,0,0,SXF_NOCHECKPOSITION) 
	MMDR Y 0 bright A_spawnitemex("RomeroBaronsCH",0,128,3,0,0,0,0,SXF_NOCHECKPOSITION) 
	MMDR Y 20 bright a_facetarget
	MMDR E 8 bright a_setuservar("user_phase",user_phase+99)
	Goto Dukie
	
		Phase3:
	TNT1 A 0
	TNT1 A 0
	TNT1 A 0 A_jumpif(user_phase>=100,"MissileSet")
	MMDR E 0 A_playsound("Rome/PH3",CHAN_WEAPON,1,0,0)
	MMDR E 10 bright A_facetarget
	MMDR G 8 bright A_facetarget
	MMDR I 5 bright A_facetarget
    MMDR EIEGGIEGIGEIG 3 bright A_facetarget
	MMDR E 3 Radius_Quake(15,15,0,40,0)
	MMDR E 8 bright a_setuservar("user_phase",user_phase+99)
	Goto Reposition
	
	
	
	BaronsPlease:
		MMDR E 10 bright A_facetarget
	MMDR Z 8 bright A_facetarget
	MMDR Y 5 bright A_facetarget
	MMDR Y 0 bright  A_spawnitemex("TeleportFog",0,128,18,0,0,1,0,SXF_NOCHECKPOSITION) 
	MMDR Y 0 bright   A_spawnitemex("TeleportFog",0,-128,18,0,0,1,0,SXF_NOCHECKPOSITION) 
	MMDR Y 0 bright A_spawnitemex("RomeroBaronsCH",0,-128,3,0,0,0,0,SXF_NOCHECKPOSITION) 
	MMDR Y 0 bright A_spawnitemex("RomeroBaronsCH",0,128,3,0,0,0,0,SXF_NOCHECKPOSITION) 
	 TNT1 A 0 A_jumpif(user_phase>=3,"BaronMore")
	MMDR Y 10 bright a_facetarget
	Goto see
	
	BaronMore:
	MMDR YY 7 bright A_facetarget
		MMDR Y 0 bright  A_spawnitemex("TeleportFog",0,218,18,0,0,1,0,SXF_NOCHECKPOSITION) 
	MMDR Y 0 bright   A_spawnitemex("TeleportFog",0,-218,18,0,0,1,0,SXF_NOCHECKPOSITION) 
	MMDR Y 0 bright A_spawnitemex("RomeroBaronsCH",0,-218,3,0,0,0,0,SXF_NOCHECKPOSITION) 
	MMDR Y 0 bright A_spawnitemex("RomeroBaronsCH",0,218,3,0,0,0,0,SXF_NOCHECKPOSITION) 
	MMDR Y 20 bright a_facetarget
	Goto see2
  Missile:
    TNT1 A 0
			   								TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	    TNT1 A 0 a_jumpifhealthlower(8000,"Phase3")
    TNT1 A 0 a_jumpifhealthlower(15000,"Phase2")
	MissileSet:
	TNT1 A 0 A_jumpifcloser(200,"Dukie")
    TNT1 A 0 A_jumpifcloser(720,"Close")
    TNT1 A 0 A_jumpifcloser(1500,"Med")
  TNT1 A 0 A_jumpif(user_phase>=100,"MissileSet3")
  TNT1 A 0 A_jumpif(user_phase>=2,"MissileSet2")
  
   MMDR E 0 bright A_jump(256,"chainMissiles","Biglaser","SideWinder")
    
	
	goto see
	
	MissileSet2:
	TNT1 A 0
	   MMDR E 0 bright A_jump(256,"chainMissiles2","Biglaser","LaserRain","Reposition","SideWinder")
    goto see
	
		MissileSet3:
	TNT1 A 0
	   MMDR E 0 bright A_jump(256,"chainMissiles3","Biglaser2","LaserRain","FrontWinder","BaronsPlease")
    goto see
	
	   Reposition:
   TNT1 A 0
   BSMT O 0 A_ChangeFlag("NOPAIN", TRUE)
     MMDR E 12 Radius_Quake(6,100,2,64,8)
	 MMDR E 1 A_SetTranslucent(0.5)
	MMDR E 1 A_SetTranslucent(0.3)
	 MMDR E 1 A_SetTranslucent(0.1)
	 MMDR E 1 A_SetTranslucent(0)
     BSMT O 0 A_ChangeFlag("Float", TRUE)
	 BSMT O 0 A_ChangeFlag("nogravity", TRUE)
	 BSMT O 0 A_ChangeFlag("THRUACTORS", TRUE)
	 BSMT O 0 //A_SetFloatspeed(68)
	 BSMT O 0 //A_SetSpeed(68)
	 MMDR EEE 0 A_Wander
	 MMDR E 3 A_Wander
	 MMDR EEE 0 A_Wander
	 MMDR E 3 A_Wander
	 MMDR EEE 0 A_Wander
	 MMDR E 3 A_Wander
	 MMDR EEE 0 A_Wander
	 MMDR E 3 A_Wander
	 MMDR EEE 0 A_Wander
	 MMDR E 3 A_Wander
	 MMDR EEE 0 A_Wander
	 MMDR E 3 A_Wander
	 MMDR EEE 0 A_Wander
	 MMDR E 3 A_Wander
	 MMDR EEE 0 A_Wander
	 MMDR E 3 A_Wander
	 MMDR EEE 0 A_Wander
	 MMDR E 2 A_Wander
	 MMDR EEE 0 A_Wander
	 MMDR E 2 A_Wander
	 MMDR EEE 0 A_Wander
	 MMDR E 2 A_Wander
	 MMDR EEE 0 A_Wander
	 MMDR E 2 A_Wander
	 MMDR EEE 0 A_Wander
	 MMDR E 2 A_Wander
	 MMDR EEE 0 A_Wander
	 MMDR E 2 A_Wander
	 MMDR EEE 0 A_Wander
	 MMDR E 2 A_Wander
	 MMDR EEE 0 A_Wander
	 MMDR E 2 A_Wander
	 MMDR EEE 0 A_Wander
	 MMDR E 1 A_Wander
	 MMDR EEE 0 A_Wander
	 MMDR E 1 A_Wander
	 MMDR EEE 0 A_Wander
	 MMDR E 1 A_Wander
	 MMDR EEE 0 A_Wander
	 MMDR E 1 A_Wander
	 MMDR EEE 0 A_Wander
	 MMDR E 1 A_Wander
	 MMDR EEE 0 A_Wander
	 MMDR E 1 A_Wander
	 MMDR EEE 0 A_Wander
	 MMDR E 1 A_Wander
	 MMDR EEE 0 A_Wander
	 MMDR E 1 A_Wander
	 BSMT O 0 A_ChangeFlag("Float", FALSE)
	 BSMT O 0 A_ChangeFlag("nogravity", FALSE)
	 BSMT O 0 A_ChangeFlag("THRUACTORS", FALSE)
	 BSMT O 0 //A_SetFloatspeed(18)
	 BSMT O 0 //A_Setspeed(18)
	 MMDR E 1 A_SetTranslucent(0.1)
	MMDR E 1 Radius_Quake(6,100,2,64,8)
	 MMDR E 1 A_SetTranslucent(0.3)
	 MMDR E 1 A_SetTranslucent(0.5)
	MMDR E 1 A_SetTranslucent(0.7)
	 MMDR E 1 A_SetTranslucent(1)
	 		   								TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	MMDR E 8 
	  BSMT O 0 A_ChangeFlag("NOPAIN", FALSE)
	 BSMT P 0
	 TNT1 A 0 A_jumpif(user_phase>=100,"See2")
	 Goto See
	
	
	Med:
	TNT1 A 0
	TNT1 A 0 A_jumpif(user_phase>=100,"Med3")
	TNT1 A 0 A_jumpif(user_phase>=2,"Med2")
	
	TNT1 A 0 A_jumpifcloser(1100,"Rush")
	   MMDR E 0 bright A_jump(256,"ChainMissiles","DualShots","Nukes")
	goto see
	Med2:
	TNT1 A 0
	   MMDR E 0 bright A_jump(256,"ChainMissiles2","DualShots","Nukes","SideWinder","ShieldUP","LaserSweeper","LaserRain")
	goto see
	
		Med3:
	TNT1 A 0
	TNT1 A 0 A_jumpifcloser(1100,"Rush")
	   MMDR E 0 bright A_jump(256,"ChainMissiles3","DualShots","SideWinder","LaserSweeper", "BigLaser2","BaronsPlease","FrontWinder","LaserRain")
	goto see
	
		Close:
	TNT1 A 0 A_jumpifcloser(200,"Dukie")
		TNT1 A 0
		TNT1 A 0 A_jumpif(user_phase>= 100,"Close3")
	TNT1 A 0 A_jumpif(user_phase>=2,"Close2")
		
	   MMDR E 0 bright A_jump(256,"Nukes","ShotgunBreath","ChainMissiles")
	goto see
	
	Close2:
	TNT1 A 0
    MMDR E 0 bright A_jump(256,"Nukes","ShotgunBreath","ChainMissiles2","ShieldUP","LaserSweeper")
	goto see
	
	
		Close3:
	TNT1 A 0
    MMDR E 0 bright A_jump(256,"Reposition","LaserSweeper","FrontWinder","ID")
	goto see
	
	ID:
	MMDR E 0 A_playsound("Rome/ATK1",0)
		MMDR EEEE 5 A_facetarget   
	MMDR E 5 bright A_facetarget   
	MMDR HIJKJHIKJKHMN 1 bright A_facetarget
	
	TNT1 A 0  A_spawnitemex("RomeroGroundCH",128,-128,0,0,1,0,0,SXF_NOCHECKPOSITION) 
	TNT1 A 0  A_spawnitemex("RomeroGroundCH",192,-128,0,0,1,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0  A_spawnitemex("RomeroGroundCH",256,-128,0,0,1,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0  A_spawnitemex("RomeroGroundCH",320,-128,0,0,1,0,0,SXF_NOCHECKPOSITION)
	
		TNT1 A 0  A_spawnitemex("RomeroGroundCH",128,0,0,0,1,0,0,SXF_NOCHECKPOSITION) 
	TNT1 A 0  A_spawnitemex("RomeroGroundCH",192,-0,0,0,1,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0  A_spawnitemex("RomeroGroundCH",256,0,0,0,1,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0  A_spawnitemex("RomeroGroundCH",320,0,0,0,1,0,0,SXF_NOCHECKPOSITION)
	
		TNT1 A 0  A_spawnitemex("RomeroGroundCH",128,64,0,0,1,0,0,SXF_NOCHECKPOSITION) 
	TNT1 A 0  A_spawnitemex("RomeroGroundCH",192,128,0,0,1,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0  A_spawnitemex("RomeroGroundCH",256,128,0,0,1,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0  A_spawnitemex("RomeroGroundCH",320,64,0,0,1,0,0,SXF_NOCHECKPOSITION)
			
				TNT1 A 0  A_spawnitemex("RomeroGroundCH",350,-128,0,0,1,0,0,SXF_NOCHECKPOSITION) 
	TNT1 A 0  A_spawnitemex("RomeroGroundCH",414,-128,0,0,1,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0  A_spawnitemex("RomeroGroundCH",478,-128,0,0,1,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0  A_spawnitemex("RomeroGroundCH",542,-128,0,0,1,0,0,SXF_NOCHECKPOSITION)
	
		TNT1 A 0  A_spawnitemex("RomeroGroundCH",350,0,0,0,1,0,0,SXF_NOCHECKPOSITION) 
	TNT1 A 0  A_spawnitemex("RomeroGroundCH",414,-0,0,0,1,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0  A_spawnitemex("RomeroGroundCH",478,0,0,0,1,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0  A_spawnitemex("RomeroGroundCH",542,0,0,0,1,0,0,SXF_NOCHECKPOSITION)
	
		TNT1 A 0  A_spawnitemex("RomeroGroundCH",350,64,0,0,1,0,0,SXF_NOCHECKPOSITION) 
	TNT1 A 0  A_spawnitemex("RomeroGroundCH",414,128,0,0,1,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0  A_spawnitemex("RomeroGroundCH",478,128,0,0,1,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0  A_spawnitemex("RomeroGroundCH",542,64,0,0,1,0,0,SXF_NOCHECKPOSITION)
	
			
			
	MMDR O 3 bright 
	
	
	Goto FrontWinder
	
	
	ShieldUp:
	MMDR E 5 bright
	TNT1 A 0 a_jumpifinventory("RomeroCHProtect",1,"Missile")
	TNT1 A 0 a_giveinventory("RomeroCHProtect",1)
	MMDR EEEE 11 Bright A_SpawnItemEx("IDShieldWalk",0,4,64,0,0,0,0,SXF_SETMASTER)
	TNT1 A 0 A_jump(64,"BaronsPlease")
	Goto see
	
	
	FrontWinder:
	TNT1 A 0
	MMDR E 0 A_playsound("Rome/ATK1",0)
		MMDR E 10 bright A_facetarget
			MMDR E  8 Bright ThrustThingZ(0,100,0,0)
	MMDR E  0 Bright A_ChangeFlag(FLOAT,TRUE)
	MMDR E  0 Bright A_ChangeFlag(NOGRAVITY,TRUE)
		MMDR E 8 bright A_facetarget
		    MMDR F 0 bright A_custommissile("SpamShotsRomeroCH",52,30,1)
	MMDR F 0 bright A_custommissile("RomeroCHSeekBall",52,33,1)
	MMDR F 0 bright A_custommissile("RomeroCHSeekBall",52,33,-1)
	MMDR F 0 bright A_custommissile("RomeroCHSeekBall",52,27,1)
	MMDR F 0 bright A_custommissile("RomeroCHSeekBall",52,27,-1)
		MMDR F 0 bright A_custommissile("RomeroCHSeekBall",52,27,3)
	MMDR F 0 bright A_custommissile("RomeroCHSeekBall",52,27,-3)
		MMDR F 0 bright A_custommissile("RomeroCHSeekBall",52,27,5)
	MMDR F 0 bright A_custommissile("RomeroCHSeekBall",52,27,-5)
    MMDR F 10 bright A_custommissile("SpamShotsRomeroCH",52,-30,-1)    
	    MMDR E 5 A_facetarget  
	Goto Reposition
	
	SideWinder:
		TNT1 A 0
	MMDR E 0 A_playsound("Rome/ATK1",0)
		MMDR E 10 bright A_facetarget
	MMDR Z 8 bright A_facetarget
	MMDR Z 1 bright A_CustomMissile("RomeroCHSeekBall",61,50,random(20,50),CMF_OFFSETPITCH|CMF_SAVEPITCH,random(-3,3))
	MMDR Y 0 bright A_CustomMissile("RomeroCHSeekBall",61,-50,random(-50,-20),CMF_OFFSETPITCH|CMF_SAVEPITCH,random(-3,3))
	MMDR Z 1 bright A_CustomMissile("RomeroCHSeekBall",60,50,random(20,50),CMF_OFFSETPITCH|CMF_SAVEPITCH,random(-3,3))
	MMDR Y 0 bright A_CustomMissile("RomeroCHSeekBall",60,-50,random(-50,-20),CMF_OFFSETPITCH|CMF_SAVEPITCH,random(-3,3))
	MMDR Z 1 bright A_CustomMissile("RomeroCHSeekBall",60,50,random(20,50),CMF_OFFSETPITCH|CMF_SAVEPITCH,random(-3,3))
	MMDR Y 0 bright A_CustomMissile("RomeroCHSeekBall",60,-50,random(-50,-20),CMF_OFFSETPITCH|CMF_SAVEPITCH,random(-3,3))
	MMDR Z 1 bright A_facetarget
	MMDR Y 0 bright A_CustomMissile("RomeroCHSeekBall",60,50,random(20,50),CMF_OFFSETPITCH|CMF_SAVEPITCH,random(-3,3))
	MMDR Y 1 bright A_CustomMissile("RomeroCHSeekBall",60,-50,random(-50,-20),CMF_OFFSETPITCH|CMF_SAVEPITCH,random(-3,3))
		MMDR Y 0 bright A_CustomMissile("RomeroCHSeekBall",60,50,random(20,50),CMF_OFFSETPITCH|CMF_SAVEPITCH,random(-3,3))
	MMDR Y 1 bright A_CustomMissile("RomeroCHSeekBall",60,-50,random(-50,-20),CMF_OFFSETPITCH|CMF_SAVEPITCH,random(-3,3))
    MMDR Y 1 bright A_facetarget
	MMDR Y 0 bright A_CustomMissile("RomeroCHSeekBall",60,50,random(20,50),CMF_OFFSETPITCH|CMF_SAVEPITCH,random(-3,3))
	MMDR Y 1 bright A_CustomMissile("RomeroCHSeekBall",60,-50,random(-50,-20),CMF_OFFSETPITCH|CMF_SAVEPITCH,random(-3,3))
		MMDR Y 0 bright A_CustomMissile("RomeroCHSeekBall",60,50,random(20,50),CMF_OFFSETPITCH|CMF_SAVEPITCH,random(-3,3))
	MMDR Y 1 bright A_CustomMissile("RomeroCHSeekBall",60,-50,random(-50,-20),CMF_OFFSETPITCH|CMF_SAVEPITCH,random(-3,3))
		MMDR Y 0 bright A_CustomMissile("RomeroCHSeekBall",60,50,random(20,50),CMF_OFFSETPITCH|CMF_SAVEPITCH,random(-3,3))
	MMDR Y 1 bright A_CustomMissile("RomeroCHSeekBall",60,-50,random(-50,-20),CMF_OFFSETPITCH|CMF_SAVEPITCH,random(-3,3))
	MMDR Y 1 bright A_facetarget
	MMDR Y 0 bright A_CustomMissile("RomeroCHSeekBall",60,50,random(20,50),CMF_OFFSETPITCH|CMF_SAVEPITCH,random(-3,3))
	MMDR Y 1 bright A_CustomMissile("RomeroCHSeekBall",60,-50,random(-50,-20),CMF_OFFSETPITCH|CMF_SAVEPITCH,random(-3,3))
		MMDR Y 0 bright A_CustomMissile("RomeroCHSeekBall",60,50,random(20,50),CMF_OFFSETPITCH|CMF_SAVEPITCH,random(-3,3))
	MMDR Y 1 bright A_CustomMissile("RomeroCHSeekBall",60,-50,random(-50,-20),CMF_OFFSETPITCH|CMF_SAVEPITCH,random(-3,3))
		MMDR Y 0 bright A_CustomMissile("RomeroCHSeekBall",60,50,random(20,50),CMF_OFFSETPITCH|CMF_SAVEPITCH,random(-3,3))
	MMDR Y 1 bright A_CustomMissile("RomeroCHSeekBall",60,-50,random(-50,-20),CMF_OFFSETPITCH|CMF_SAVEPITCH,random(-3,3))
		MMDR Y 0 bright A_CustomMissile("RomeroCHSeekBall",60,50,random(20,50),CMF_OFFSETPITCH|CMF_SAVEPITCH,random(-3,3))
	MMDR Y 1 bright A_CustomMissile("RomeroCHSeekBall",60,-50,random(-50,-20),CMF_OFFSETPITCH|CMF_SAVEPITCH,random(-3,3))
    MMDR Y 1 bright A_facetarget
	
	MMDR YZE 10 bright a_facetarget
	TNT1 A 0 A_jump(128,"DualShots")
	 TNT1 A 0 A_jumpif(user_phase>=100,"See2")
	Goto see
	
	ShotgunBreath:
		TNT1 A 0
	MMDR E 0 A_playsound("Rome/ATK1",0)
	MMDR EEEE 5 A_facetarget   
	MMDR E 5 bright A_facetarget   
	MMDR HIJKJHIKJKHMN 3 bright A_facetarget
	MMDR OOOOOOOOOOOOOOOOOOOOOOO 0 A_CustomMissile("RomeroCHScatter",60,0,random(-12,12),CMF_OFFSETPITCH|CMF_SAVEPITCH,random(-13,13)) 
	MMDR O 3 bright A_CustomMissile("RomeroCHScatter",60,0,random(-12,12),CMF_OFFSETPITCH|CMF_SAVEPITCH,random(-13,13)) 
	
	DualShots:
	  	TNT1 A 0
	MMDR E 0 A_playsound("Rome/ATK1",0)
    MMDR EEEE 5 A_facetarget     
    MMDR F 0 bright A_custommissile("SpamShotsRomeroCH",52,30,1)
	MMDR F 0 bright A_custommissile("SpamShotsCguy",52,33,1)
	MMDR F 0 bright A_custommissile("SpamShotsCguy",52,33,-1)
	MMDR F 0 bright A_custommissile("SpamShotsCguy",52,27,1)
	MMDR F 0 bright A_custommissile("SpamShotsCguy",52,27,-1)
    MMDR F 10 bright A_custommissile("SpamShotsRomeroCH",52,-30,-1)    
	    MMDR E 5 A_facetarget     
    MMDR F 0 bright A_custommissile("SpamShotsRomeroCH",52,30,2)
		MMDR F 0 bright A_custommissile("SpamShotsCguy",52,33,2)
	MMDR F 0 bright A_custommissile("SpamShotsCguy",52,33,-2)
	MMDR F 0 bright A_custommissile("SpamShotsCguy",52,27,2)
	MMDR F 0 bright A_custommissile("SpamShotsCguy",52,27,-2)
    MMDR F 8 bright A_custommissile("SpamShotsRomeroCH",52,-30,-2)   
		    MMDR E 4 A_facetarget     
    MMDR F 0 bright A_custommissile("SpamShotsRomeroCH",52,30,1)
	MMDR F 0 bright A_custommissile("SpamShotsCguy",52,33,1)
	MMDR F 0 bright A_custommissile("SpamShotsCguy",52,33,-1)
	MMDR F 0 bright A_custommissile("SpamShotsCguy",52,27,1)
	MMDR F 0 bright A_custommissile("SpamShotsCguy",52,27,-1)
    MMDR F 6 bright A_custommissile("SpamShotsRomeroCH",52,-30,-1)    
			    MMDR E 3 A_facetarget     
    MMDR F 0 bright A_custommissile("SpamShotsRomeroCH",52,30)
	MMDR F 0 bright A_custommissile("SpamShotsCguy",52,33)
	MMDR F 0 bright A_custommissile("SpamShotsCguy",52,33)
	MMDR F 0 bright A_custommissile("SpamShotsCguy",52,27)
	MMDR F 0 bright A_custommissile("SpamShotsCguy",52,27)
    MMDR F 4 bright A_custommissile("SpamShotsRomeroCH",52,-30)    
			    MMDR E 2 A_facetarget     
   MMDR F 0 bright A_custommissile("SpamShotsRomeroCH",52,30)
	MMDR F 0 bright A_custommissile("SpamShotsCguy",52,33)
	MMDR F 0 bright A_custommissile("SpamShotsCguy",52,33)
	MMDR F 0 bright A_custommissile("SpamShotsCguy",52,27)
	MMDR F 0 bright A_custommissile("SpamShotsCguy",52,27)
    MMDR F 2 bright A_custommissile("SpamShotsRomeroCH",52,-30)  
	
    MMDR GG 3 bright A_facetarget
	TNT1 A 0 A_jump(32,"Missile")
	 TNT1 A 0 A_jumpif(user_phase>=100,"See2")
    goto See
	
	Rush:
	       BSMT O 0
		   
		   TNT1 A 0 A_jump(32,"BigLaser")
        TNT1 A 0 A_jump(92,"DualShots")
		TNT1 A 0
	MMDR E 0 A_playsound("Rome/ATK1",0)
        MMDR E 1 A_Playsound ("weapons/suldth")
        MMDR E 2 A_SetReflectiveInvulnerable 
	    MMDR E 0 A_ChangeFlag("THRUACTORS", TRUE)
       MMDR E 12 A_SkullAttack(35)
        MMDR E 1 A_SetTranslucent(1)
        MMDR E 1 A_SetTranslucent(0.8)
        MMDR E 1 A_SetTranslucent(0.6)
        MMDR E 1 A_SetTranslucent(0.4)
        MMDR E 1 A_SetTranslucent(0.2)
        MMDR E 1 A_SetTranslucent(0.3)
        MMDR E 1 A_SetTranslucent(0.5)
		MMDR E 1 A_SetTranslucent(0.8)
        MMDR E 1 A_SetTranslucent(1)
        MMDR E 1 //A_SetSpeed(0)
        MMDR E 1 A_ScaleVelocity(0.05)
	   MMDR E 0 A_ChangeFlag("THRUACTORS", FALSE)
	    MMDR E 0
		TNT1 A 0 A_jumpifcloser(200,"Dukie")
		 MMDR E 0 A_spawnitemex("RomeroGroundCH",-64,-64,0,0,1,0,0,SXF_NOCHECKPOSITION) 
		 MMDR E 0 A_spawnitemex("RomeroGroundCH",64,-64,0,0,1,0,0,SXF_NOCHECKPOSITION) 
		  MMDR E 0 A_spawnitemex("RomeroGroundCH",-64,64,0,0,1,0,0,SXF_NOCHECKPOSITION)  
	  MMDR E 3 A_spawnitemex("RomeroGroundCH",64,64,0,0,1,0,0,SXF_NOCHECKPOSITION)  
		 MMDR E 0 A_spawnitemex("RomeroGroundCH",-164,-164,0,0,1,0,0,SXF_NOCHECKPOSITION) 
		 MMDR E 0 A_spawnitemex("RomeroGroundCH",164,-164,0,0,1,0,0,SXF_NOCHECKPOSITION) 
		  MMDR E 0 A_spawnitemex("RomeroGroundCH",-164,164,0,0,1,0,0,SXF_NOCHECKPOSITION)  
	  MMDR E 3 A_spawnitemex("RomeroGroundCH",164,164,0,0,1,0,0,SXF_NOCHECKPOSITION)  
			 MMDR E 0 A_spawnitemex("RomeroGroundCH",-234,-234,0,0,1,0,0,SXF_NOCHECKPOSITION) 
		 MMDR E 0 A_spawnitemex("RomeroGroundCH",234,-234,0,0,1,0,0,SXF_NOCHECKPOSITION) 
		  MMDR E 0 A_spawnitemex("RomeroGroundCH",-234,234,0,0,1,0,0,SXF_NOCHECKPOSITION)  
	  MMDR E 3 A_spawnitemex("RomeroGroundCH",234,234,0,0,1,0,0,SXF_NOCHECKPOSITION)  
	   TNT1 A 0 A_jumpif(user_phase>=100,"DukieMore")
	Goto see
	
	Dukie:
			 MMDR E 0 A_spawnitemex("RomeroGroundCH",-64,-64,0,0,1,0,0,SXF_NOCHECKPOSITION) 
		 MMDR E 0 A_spawnitemex("RomeroGroundCH",64,-64,0,0,1,0,0,SXF_NOCHECKPOSITION) 
		  MMDR E 0 A_spawnitemex("RomeroGroundCH",-64,64,0,0,1,0,0,SXF_NOCHECKPOSITION)  
		  			 MMDR E 0 A_spawnitemex("RomeroGroundCH",0,-64,0,0,1,0,0,SXF_NOCHECKPOSITION) 
		 MMDR E 0 A_spawnitemex("RomeroGroundCH",0,64,0,0,1,0,0,SXF_NOCHECKPOSITION) 
		  MMDR E 0 A_spawnitemex("RomeroGroundCH",-64,0,0,0,1,0,0,SXF_NOCHECKPOSITION)  
		   MMDR E 0 A_spawnitemex("RomeroGroundCH",64,0,0,0,1,0,0,SXF_NOCHECKPOSITION) 
	  MMDR E 3 A_spawnitemex("RomeroGroundCH",64,64,0,0,1,0,0,SXF_NOCHECKPOSITION)  
	  
	  	  			 MMDR E 0 A_spawnitemex("RomeroGroundCH",0,-164,0,0,1,0,0,SXF_NOCHECKPOSITION) 
		 MMDR E 0 A_spawnitemex("RomeroGroundCH",0,164,0,0,1,0,0,SXF_NOCHECKPOSITION) 
		  MMDR E 0 A_spawnitemex("RomeroGroundCH",-164,0,0,0,1,0,0,SXF_NOCHECKPOSITION)  
		   MMDR E 0 A_spawnitemex("RomeroGroundCH",164,0,0,0,1,0,0,SXF_NOCHECKPOSITION)
		 MMDR E 0 A_spawnitemex("RomeroGroundCH",-164,-164,0,0,1,0,0,SXF_NOCHECKPOSITION) 
		 MMDR E 0 A_spawnitemex("RomeroGroundCH",164,-164,0,0,1,0,0,SXF_NOCHECKPOSITION) 
		  MMDR E 0 A_spawnitemex("RomeroGroundCH",-164,164,0,0,1,0,0,SXF_NOCHECKPOSITION)  
	  MMDR E 3 A_spawnitemex("RomeroGroundCH",164,164,0,0,1,0,0,SXF_NOCHECKPOSITION)  
	  
	  	  			 MMDR E 0 A_spawnitemex("RomeroGroundCH",0,-234,0,0,1,0,0,SXF_NOCHECKPOSITION) 
		 MMDR E 0 A_spawnitemex("RomeroGroundCH",0,234,0,0,1,0,0,SXF_NOCHECKPOSITION) 
		  MMDR E 0 A_spawnitemex("RomeroGroundCH",-234,0,0,0,1,0,0,SXF_NOCHECKPOSITION)  
		   MMDR E 0 A_spawnitemex("RomeroGroundCH",234,0,0,0,1,0,0,SXF_NOCHECKPOSITION)
			 MMDR E 0 A_spawnitemex("RomeroGroundCH",-234,-234,0,0,1,0,0,SXF_NOCHECKPOSITION) 
		 MMDR E 0 A_spawnitemex("RomeroGroundCH",234,-234,0,0,1,0,0,SXF_NOCHECKPOSITION) 
		  MMDR E 0 A_spawnitemex("RomeroGroundCH",-234,234,0,0,1,0,0,SXF_NOCHECKPOSITION)  
	  MMDR E 3 A_spawnitemex("RomeroGroundCH",234,234,0,0,1,0,0,SXF_NOCHECKPOSITION)  
	  
	  TNT1 A 0 A_jumpif(user_phase>=2,"DukieMore")
	  TNT1 A 0 A_jumpif(user_phase>=100,"DukieMore")
	Goto see
	
	
	DukieMore:
	
		  	  			 MMDR E 0 A_spawnitemex("RomeroGroundCH",0,-314,0,0,1,0,0,SXF_NOCHECKPOSITION) 
		 MMDR E 0 A_spawnitemex("RomeroGroundCH",0,314,0,0,1,0,0,SXF_NOCHECKPOSITION) 
		  MMDR E 0 A_spawnitemex("RomeroGroundCH",-314,0,0,0,1,0,0,SXF_NOCHECKPOSITION)  
		   MMDR E 0 A_spawnitemex("RomeroGroundCH",314,0,0,0,1,0,0,SXF_NOCHECKPOSITION)
			 MMDR E 0 A_spawnitemex("RomeroGroundCH",-314,-314,0,0,1,0,0,SXF_NOCHECKPOSITION) 
		 MMDR E 0 A_spawnitemex("RomeroGroundCH",314,-314,0,0,1,0,0,SXF_NOCHECKPOSITION) 
		  MMDR E 0 A_spawnitemex("RomeroGroundCH",-314,314,0,0,1,0,0,SXF_NOCHECKPOSITION)  
	  MMDR E 2 A_spawnitemex("RomeroGroundCH",314,314,0,0,1,0,0,SXF_NOCHECKPOSITION)  
	  		  	  			 MMDR E 0 A_spawnitemex("RomeroGroundCH",0,-394,0,0,1,0,0,SXF_NOCHECKPOSITION) 
		 MMDR E 0 A_spawnitemex("RomeroGroundCH",0,394,0,0,1,0,0,SXF_NOCHECKPOSITION) 
		  MMDR E 0 A_spawnitemex("RomeroGroundCH",-394,0,0,0,1,0,0,SXF_NOCHECKPOSITION)  
		   MMDR E 0 A_spawnitemex("RomeroGroundCH",394,0,0,0,1,0,0,SXF_NOCHECKPOSITION)
			 MMDR E 0 A_spawnitemex("RomeroGroundCH",-394,-394,0,0,1,0,0,SXF_NOCHECKPOSITION) 
		 MMDR E 0 A_spawnitemex("RomeroGroundCH",394,-394,0,0,1,0,0,SXF_NOCHECKPOSITION) 
		  MMDR E 0 A_spawnitemex("RomeroGroundCH",-394,394,0,0,1,0,0,SXF_NOCHECKPOSITION)  
	  MMDR E 2 A_spawnitemex("RomeroGroundCH",394,394,0,0,1,0,0,SXF_NOCHECKPOSITION)  
	  	  		  	  			 MMDR E 0 A_spawnitemex("RomeroGroundCH",0,-464,0,0,1,0,0,SXF_NOCHECKPOSITION) 
		 MMDR E 0 A_spawnitemex("RomeroGroundCH",0,464,0,0,1,0,0,SXF_NOCHECKPOSITION) 
		  MMDR E 0 A_spawnitemex("RomeroGroundCH",-464,0,0,0,1,0,0,SXF_NOCHECKPOSITION)  
		   MMDR E 0 A_spawnitemex("RomeroGroundCH",464,0,0,0,1,0,0,SXF_NOCHECKPOSITION)
			 MMDR E 0 A_spawnitemex("RomeroGroundCH",-464,-464,0,0,1,0,0,SXF_NOCHECKPOSITION) 
		 MMDR E 0 A_spawnitemex("RomeroGroundCH",464,-464,0,0,1,0,0,SXF_NOCHECKPOSITION) 
		  MMDR E 0 A_spawnitemex("RomeroGroundCH",-464,464,0,0,1,0,0,SXF_NOCHECKPOSITION)  
	  MMDR E 2 A_spawnitemex("RomeroGroundCH",464,464,0,0,1,0,0,SXF_NOCHECKPOSITION)  
	   TNT1 A 0 A_jumpif(user_phase>=100,"See2")
	  Goto see
	  
	  
	  
	
	
	Nukes:
		TNT1 A 0
	MMDR E 0 A_playsound("Rome/ATK2",0)
	MMDR E 10 bright A_facetarget 
    MMDR H 0 A_playsound("")
		MMDR EEEEEEEEE 2 BRIGHT A_spawnitemex("WhiteFatNukeShow",random(-24,24),random(-24,24),64,0,0,12,0,SXF_NOCHECKPOSITION) 
		MMDR EEEEEEEEE 2 bright A_spawnitemex("WhiteFatMark",random(-1524,1524),random(-1524,1524),6,0,0,0,0,SXF_NOCHECKPOSITION)
		 TNT1 A 0 A_jumpif(user_phase>=2,"NukieFrontal")
		
		
		 MMDR A 10 a_jump(128,"DualShots","Chainmissiles")
		Goto see
	NukieFrontal:
			MMDR EEEEEEE 1 BRIGHT A_spawnitemex("WhiteFatNukeShow",random(-24,24),random(-24,24),64,0,0,12,0,SXF_NOCHECKPOSITION) 
		MMDR EEEEEEE 1 bright A_spawnitemex("WhiteFatMark",random(256,1524),random(-524,524),6,0,0,0,0,SXF_NOCHECKPOSITION)
			 MMDR A 10 a_jump(128,"DualShots","Chainmissiles2","SideWinder")
		Goto see
	
	
  ChainMissiles:  
  	TNT1 A 0
	MMDR E 0 A_playsound("Rome/ATK1",0)
    MMDR E 10 A_facetarget 
    MMDR H 0 A_playsound("")
    MMDR HI 4 bright A_custommissile("RomeroRocketCH",120,-20)
    MMDR HI 4 bright A_custommissile("RomeroRocketCH2",120,-20,random(-3,3))
    MMDR HI 4 bright A_custommissile("RomeroRocketCH2",120,-20)
    MMDR HI 4 bright A_custommissile("RomeroRocketCH",120,-20,random(-3,3))
	MMDR HI 4 bright A_custommissile("RomeroRocketCH3",120,-20)
	TNT1 A 0 A_checksight("See")
	TNT1 A 0 A_jump(32,"Missile")
    goto see
	
	
	  ChainMissiles2:  
	  	TNT1 A 0
	MMDR E 0 A_playsound("Rome/ATK1",0)
    MMDR E 10 A_facetarget 
    MMDR H 0 A_playsound("")
    MMDR HI 4 bright A_custommissile("RomeroRocketCH",120,-20)
    MMDR HI 4 bright A_custommissile("RomeroRocketCH2",120,-20,random(-3,3))
    MMDR HI 3 bright A_custommissile("RomeroRocketCH2",120,-20)
    MMDR HI 3 bright A_custommissile("RomeroRocketCH",120,-20,random(-3,3))
	MMDR HI 2 bright A_custommissile("RomeroRocketCH3",120,-20)
	MMDR HI 2 bright A_custommissile("RomeroRocketCH3",120,-20)
    MMDR HI 1 bright A_custommissile("RomeroRocketCH2",120,-20,random(-6,6))
    MMDR HI 1 bright A_custommissile("RomeroRocketCH",120,-20,random(-6,6))
	
	
	TNT1 A 0 A_checksight("See")
	TNT1 A 0 A_jump(64,"Missile")
    goto see
	
	
		  ChainMissiles3:  
		  	TNT1 A 0
	MMDR E 0 A_playsound("Rome/ATK1",0)
    MMDR E 10 A_facetarget 
    MMDR H 0 A_playsound("")
    MMDR HI 2 bright A_custommissile("RomeroRocketCH",120,-20)
    MMDR HI 2 bright A_custommissile("RomeroRocketCH2",120,-20,random(-3,3))
    MMDR HI 2 bright A_custommissile("RomeroRocketCH2",120,-20)
    MMDR HI 2 bright A_custommissile("RomeroRocketCH",120,-20,random(-3,3))
	MMDR HI 1 bright A_custommissile("RomeroRocketCH3",120,-20)
	MMDR HI 1 bright A_custommissile("RomeroRocketCH3",120,-20)
    MMDR HI 1 bright A_custommissile("RomeroRocketCH2",120,-20,random(-6,6))
    MMDR HI 1 bright A_custommissile("RomeroRocketCH",120,-20,random(-6,6))
	
	
	TNT1 A 0 A_checksight("See2")
	TNT1 A 0 A_jump(64,"Missile")
    goto see2
	
	LaserRain:
		TNT1 A 0
	MMDR E 0 A_playsound("Rome/ATK1",0)
	MMDR EEEE 3 A_facetarget
    MMDR JKLKJ 2 bright A_facetarget
    MMDR JKLKJ 1 bright A_facetarget 
	MMDR MO 3 bright
	MMDR O 3 bright a_viletarget("RomeroSkyCH")
    Goto Missile
  BigLaser:
    MMDR EEEE 3 A_facetarget
    MMDR E 0 A_playsound("Rome/ATK2",CHAN_WEAPON,1,0,0)
    MMDR JKLKJ 3 bright A_facetarget
    MMDR JKLKJ 2 bright A_facetarget
    MMDR JKLKJ 1 bright A_facetarget 
    MMDR JKLKJ 1 bright A_facetarget 
	TNT1 A 0 A_jumpifcloser(1000,"SweepBeam")
    MMDR M 0 A_playsound("Rome/ATK2",Chan_AUTO,1,0,0)
    MMDR MNOOOOOOOOO 1 bright A_custommissile("RomeroBeamCH",60,0,0) 
	TNT1 A 0 a_giveinventory("RomeroCHWeak",1)
    goto see     
	
	
	  BigLaser2:
    MMDR EEEE 2 A_facetarget
    MMDR E 0 A_playsound("Rome/ATK2",CHAN_WEAPON,1,0,0)
    MMDR JKLKJ 2 bright A_facetarget
    MMDR JKLKJ 1 bright A_facetarget
    MMDR JKLKJ 1 bright A_facetarget 
    MMDR JKLKJ 1 bright A_facetarget 
	TNT1 A 0 A_jumpifcloser(1000,"SweepBeam")
    MMDR M 0 A_playsound("",Chan_AUTO,1,0,0)
    MMDR MNOOOOOOOOO 1 bright A_custommissile("RomeroBeamCH",60,0,0)
	MMDR O 1 bright a_facetarget
	MMDR OOO 1 bright A_custommissile("RomeroBeamCH",60,0,0)
		MMDR O 1 bright a_facetarget
	MMDR OOO 1 bright A_custommissile("RomeroBeamCH",60,0,0)
		MMDR O 1 bright a_facetarget
	MMDR OOO 1 bright A_custommissile("RomeroBeamCH",60,0,0)
	TNT1 A 0 a_giveinventory("RomeroCHWeak",1)
    goto see     
	
	
	LaserSweeper:
	    MMDR EEE 2 A_facetarget
    MMDR E 0 A_playsound("Rome/ATK2",CHAN_WEAPON,1,0,0)

    MMDR JKLKJ 3 bright A_facetarget
    MMDR JKLKJ 2 bright A_facetarget
    MMDR JKLKJ 1 bright A_facetarget 
	SweepBeam:
	MMDR M 1 bright a_facetarget
	MMDR M 1 bright A_custommissile("RomeroBeamCH",60,0,0,0,-4)
		MMDR N 1 bright a_facetarget
	MMDR N 1 bright A_custommissile("RomeroBeamCH",60,0,0,0,-4)
		MMDR O 1 bright a_facetarget
	MMDR O 1 bright A_custommissile("RomeroBeamCH",60,0,0,0,-4)
			MMDR O 1 bright a_facetarget
	MMDR O 1 bright A_custommissile("RomeroBeamCH",60,0,0,0,-4)
			MMDR O 1 bright a_facetarget
	MMDR O 1 bright A_custommissile("RomeroBeamCH",60,0,0,0,-4)
			MMDR O 1 bright a_facetarget
	MMDR O 1 bright A_custommissile("RomeroBeamCH",60,0,0,0,-4)
			MMDR O 1 bright a_facetarget
	MMDR O 1 bright A_custommissile("RomeroBeamCH",60,0,0,0,-4)
			MMDR O 1 bright a_facetarget
	MMDR O 1 bright A_custommissile("RomeroBeamCH",60,0,0,0,-4)
			MMDR O 1 bright a_facetarget
	MMDR O 1 bright A_custommissile("RomeroBeamCH",60,0,0,0,-4)
			MMDR O 1 bright a_facetarget
	MMDR O 1 bright A_custommissile("RomeroBeamCH",60,0,0,0,-4)
			MMDR O 1 bright a_facetarget
	MMDR O 1 bright A_custommissile("RomeroBeamCH",60,0,0,0,-3)
			MMDR O 1 bright a_facetarget
	MMDR O 1 bright A_custommissile("RomeroBeamCH",60,0,0,0,-3)
			MMDR O 1 bright a_facetarget
	MMDR O 1 bright A_custommissile("RomeroBeamCH",60,0,0,0,-3)
			MMDR O 1 bright a_facetarget
	MMDR O 1 bright A_custommissile("RomeroBeamCH",60,0,0,0,-3)
				MMDR O 1 bright a_facetarget
	MMDR O 1 bright A_custommissile("RomeroBeamCH",60,0,0,0,-3)
			MMDR O 1 bright a_facetarget
	MMDR O 1 bright A_custommissile("RomeroBeamCH",60,0,0,0,-3)
			MMDR O 1 bright a_facetarget
	MMDR O 1 bright A_custommissile("RomeroBeamCH",60,0,0,0,-3)
			MMDR O 1 bright a_facetarget
	MMDR O 1 bright A_custommissile("RomeroBeamCH",60,0,0,0,-3)
			MMDR O 1 bright a_facetarget
	MMDR O 1 bright A_custommissile("RomeroBeamCH",60,0,0,0,-2)
			MMDR O 1 bright a_facetarget
	MMDR O 1 bright A_custommissile("RomeroBeamCH",60,0,0,0,-2)
				MMDR O 1 bright a_facetarget
	MMDR O 1 bright A_custommissile("RomeroBeamCH",60,0,0,0,-2)
			MMDR O 1 bright a_facetarget
	MMDR O 1 bright A_custommissile("RomeroBeamCH",60,0,0,0,-2)
				MMDR O 1 bright a_facetarget
	MMDR O 1 bright A_custommissile("RomeroBeamCH",60,0,0,0,-2)
			MMDR O 1 bright a_facetarget
	MMDR O 1 bright A_custommissile("RomeroBeamCH",60,0,0,0,-2)
				MMDR O 1 bright a_facetarget
	MMDR O 1 bright A_custommissile("RomeroBeamCH",60,0,0,0,-2)
			MMDR O 1 bright a_facetarget
	MMDR O 1 bright A_custommissile("RomeroBeamCH",60,0,0,0,-2)
	TNT1 A 0 a_giveinventory("RomeroCHWeak",1)
	 TNT1 A 0 A_jumpif(user_phase>=100,"See2")
	Goto see
	
	
  Death:
  TNT1 A 0
  TNT1 A 0 A_SetTranslucent(1)
    MMDR P 10 BRIGHT A_Scream
	  MMDR PPPPP 10 BRIGHT A_CustomMissile("HKRedDeath",random(20,100),random(-30,30), CMF_AIMOFFSET, 2, -10)
    MMDR QRS 10 BRIGHT A_CustomMissile("HKRedDeath",random(20,100),random(-30,30), CMF_AIMOFFSET, 2, -10)
    MMDR T 10 BRIGHT A_NoBlocking
    MMDR U 10 BRIGHT
    MMDR V 10 BRIGHT
    TNT1 A 0 A_killmaster(extreme)
    TNT1 A 0 A_BossDeath
    MMDR W -1 
    stop
  }
}




Actor RomeroCHProtect :  PowerProtection
{
DamageFactor 0.5
powerup.duration -15
}


Actor RomeroCHWeak :  PowerProtection
{
DamageFactor 1.25
powerup.duration -3
}



ACTOR RomeroCHScatter
{
  Game Doom
  Radius 7
  Height 7
  Speed 38
  Damage (random(20,90))
  DamageType "Plasma"
  Projectile
  +RANDOMIZE
  +dontharmclass
  	 	   +thruspecies
	   species "Daikatana"
  RenderStyle Add
  Alpha 0.85
  Scale 0.95
  
  SeeSound "ELECTRO8"
  DeathSound "Crack/death"
  Translation "0:255=%[0.00,0.40,0.00]:[2.00,2.00,1.01]"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    SPER A 1 Bright  a_spawnitemex("TrailSPRomero",cos(pitch)*1,0,0-(sin(pitch)*1),cos(pitch)*1,0,-sin(pitch)*1,SXF_NOCHECKPOSITION)
	SPER B 1 Bright 
    Loop
  Death:
TNT1 A 0
TNT1 AAAAA 0 a_spawnitemex("TrailSPRomero",0,0,0,random(12,33),0,random(-15,15),random(1,135),SXF_NOCHECKPOSITION)
TNT1 AAAAA 0 a_spawnitemex("TrailSPRomero",0,0,0,random(12,33),0,random(-15,15),random(136,270),SXF_NOCHECKPOSITION)
TNT1 AAAAA 0 a_spawnitemex("TrailSPRomero",0,0,0,random(12,33),0,random(-15,15),random(271,359),SXF_NOCHECKPOSITION)

    Stop
  }
}


ACTOR RomeroCHSeekBall
{
  Game Doom
  Radius 5
  Height 5
  Speed 30
  Damage (random(20,90))
  DamageType "Plasma"
  Projectile
  +RANDOMIZE
  +Seekermissile
  +dontharmclass
  	 	   +thruspecies
	   species "Daikatana"
  RenderStyle Add
  Alpha 0.75
  Scale 0.85
  
  SeeSound "ELECTRO8"
  DeathSound "Crack/death"
  Translation "0:255=%[0.00,0.40,0.00]:[2.00,2.00,1.01]"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
   SPER AB 10 bright 
   Fly2:
    SPER A 1 Bright  a_spawnitemex("TrailSPRomero",cos(pitch)*1,0,0-(sin(pitch)*1),cos(pitch)*1,0,-sin(pitch)*1,SXF_NOCHECKPOSITION)
	SPER B 1 Bright  A_seekermissile(6,12)
    Loop
  Death:
TNT1 A 0
TNT1 AAAAA 0 a_spawnitemex("TrailSPRomero",0,0,0,random(6,20),0,random(-15,15),random(1,135),SXF_NOCHECKPOSITION)
TNT1 AAAAA 0 a_spawnitemex("TrailSPRomero",0,0,0,random(6,20),0,random(-15,15),random(136,270),SXF_NOCHECKPOSITION)
TNT1 AAAAA 0 a_spawnitemex("TrailSPRomero",0,0,0,random(6,20),0,random(-15,15),random(271,359),SXF_NOCHECKPOSITION)

    Stop
  }
}


actor TrailSPRomero
{
  Game Doom
  Radius 6
  Height 16
  Speed 22
  Damagetype "Plasma"
  Projectile
  +RANDOMIZE
    +dontharmclass
		 	   +thruspecies
	   species "Daikatana"
  RenderStyle Add
  Alpha 0.65
  Scale 0.55
  Decal ArachnotronScorch
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    SPPL AB 2 Bright A_SpawnitemEx("TrailSP2",0,0,2)
  goto death
  Death:
    APBX ABCDE 4 Bright A_explode(10,32)
    Stop
  }
}


ACTOR SpamShotsRomeroCH
{
  Game Doom
  Radius 14
  Height 10
  Speed 25
  Damage (random(50,150))
  DamageType "Plasma"
  Projectile
  +RANDOMIZE
  +Seekermissile
    +dontharmclass
		 	   +thruspecies
	   species "Daikatana"
  RenderStyle Add
  Alpha 0.85
  Scale 0.82
  SeeSound "weapons/bfgf"
  DeathSound "weapons/bfgx"
    DropItem "Clip", 64
  DropItem "Shell", 42
  DropItem "RocketAmmo", 32
  DropItem "Cell", 12
  
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    BFS1 A 2 Bright  a_spawnitemex("RomeroBeamCHTrail2",cos(pitch)*1,0,0-(sin(pitch)*1),cos(pitch)*1,0,-sin(pitch)*1,SXF_NOCHECKPOSITION)
	BFS1 B 2 Bright  a_seekermissile(7,6)
    Loop
  Death:
    BFE1 AB 8 Bright A_SetScale(1.45,1.45)
    BFE1 C 8 Bright A_Explode(random(25,80),152)
	TNT1 A 0 A_screamandunblock
    BFE1 DEF 8 Bright
    Stop
  }
}





actor RomeroGroundCH
{
  Radius 20
  Height 20
  Speed 10
  Damage (random(20,100))
  RenderStyle Add
  DamageType "Plasma"
  Alpha 1
  xScale 2.25
  yscale 0.15
  DeathSound "weapons/rocklx"
  Projectile
  +dontharmclass
  +floorhugger
  +dontharmspecies
  	 	   +thruspecies
	   species "Daikatana"
  Translation "0:255=%[0.00,0.40,0.00]:[2.00,2.00,1.01]"
    DropItem "ImplyingClip", 64
  DropItem "CH_Shell", 42
  DropItem "CH_RocketAmmo", 32
  DropItem "CH_Cell", 12
  states
  {
  Spawn:
  TNT1 A 0
  Goto death
  Death:
  TNT1 A 0
  TNT1 A 0 A_screamandunblock
    BRBA O 3 bright a_explode(random(10,80),64,0)
	
    BRBA N 3 bright a_explode(random(10,80),64,0)
		
    BRBA M 3 bright a_explode(random(10,80),64,0)
		
    BRBA L 3 bright a_explode(random(10,80),64,0)
		
    BRBA K 3 bright a_explode(random(10,80),64,0)

   BRBA ABCDEFGHIJ  2 bright
    stop
  }
}



actor RomeroSkyCH
{
  Radius 20
  Height 20
  Speed 10
  Damage (random(20,100))
  RenderStyle Add
  DamageType "Plasma"
  Alpha 1
  xScale 2.95
  yscale 0.12
  DeathSound "weapons/rocklx"
  Projectile
  +dontharmclass
  +CeilingHugger

  +noclip
  +thruactors
	   species "Daikatana"
  Translation "0:255=%[0.00,0.40,0.00]:[2.00,2.00,1.01]"
  states
  {
  Spawn:
  TNT1 A 8
  Goto death
  Death:
  TNT1 A 0
  BRBA OOOOO 2 bright a_spawnitemex("RomeroBeamCHTrail2",random(-64,64),random(-64,64),-24,random(1,8),0,random(-33,-1),random(-359,359),SXF_NOCHECKPOSITION)
	


    BRBA OOO 1 bright a_spawnitemex("RomeroBeamCH",random(-64,64),random(-64,64),-24,random(1,8),0,random(-33,-1),random(-359,359),SXF_NOCHECKPOSITION)
	
    BRBA NNN 1 bright a_spawnitemex("RomeroBeamCH",random(-64,64),random(-64,64),-24,random(1,8),0,random(-33,-1),random(-359,359),SXF_NOCHECKPOSITION)
	
		
    BRBA MMM 1 bright a_spawnitemex("RomeroBeamCH",random(-64,64),random(-64,64),-24,random(1,8),0,random(-33,-1),random(-359,359),SXF_NOCHECKPOSITION)
	
		
    BRBA LLL 1 bright  a_spawnitemex("RomeroBeamCH",random(-64,64),random(-64,64),-24,random(1,8),0,random(-33,-1),random(-359,359),SXF_NOCHECKPOSITION)
	
		
    BRBA KKK 1 bright  a_spawnitemex("RomeroBeamCH",random(-64,64),random(-64,64),-24,random(1,8),0,random(-33,-1),random(-359,359),SXF_NOCHECKPOSITION)
	

   BRBA ABCDEFGHIJ  2 bright
    stop
  }
}




actor RomeroBeamCH
{
  Radius 20
  Height 20
  Speed 50
  Damage (random(20,180))
  RenderStyle Add
  DamageType "Plasma"
  Alpha 1
  Scale 2.25
  SeeSound "ELECTRO7"
  DeathSound "weapons/bfgx"
  Projectile
  +dontharmclass
  +dontharmspecies
  +thruspecies
  species "Daikatana"
  Translation "0:255=%[0.00,0.40,0.00]:[2.00,2.00,1.01]"
  states
  {
  Spawn:
  TNT1 A 0
  Fly:
    BRBA O 1 bright a_explode(random(10,80),64,0)
	TNT1 A 0 a_spawnitemex("RomeroBeamCHTrail",cos(pitch)*1,0,0-(sin(pitch)*1),cos(pitch)*1,0,-sin(pitch)*1,SXF_NOCHECKPOSITION)
    BRBA N 1 bright a_explode(random(10,80),64,0)
		TNT1 A 0 a_spawnitemex("RomeroBeamCHTrail",cos(pitch)*1,0,0-(sin(pitch)*1),cos(pitch)*1,0,-sin(pitch)*1,SXF_NOCHECKPOSITION)
    BRBA M 1 bright a_explode(random(10,80),64,0)
		TNT1 A 0 a_spawnitemex("RomeroBeamCHTrail",cos(pitch)*1,0,0-(sin(pitch)*1),cos(pitch)*1,0,-sin(pitch)*1,SXF_NOCHECKPOSITION)
    BRBA L 1 bright a_explode(random(10,80),64,0)
		TNT1 A 0 a_spawnitemex("RomeroBeamCHTrail",cos(pitch)*1,0,0-(sin(pitch)*1),cos(pitch)*1,0,-sin(pitch)*1,SXF_NOCHECKPOSITION)
    BRBA K 1 bright a_explode(random(10,80),64,0)
	loop
  Death:
  TNT1 A 0
    BRBA O 3 bright A_setscale(3.0,2.5)
	TNT1 A 0 bright a_explode(random(60,180),128,0)
	BRBA N 3 bright A_setscale(3.8,2.15)
	BRBA M 3 bright A_setscale(3.0,1.85)
	BRAB L 3 bright A_setscale(2.5,1.75)
	
	
	BRBA K 3 bright A_setscale(2.25,2.25)
   BRBA ABCDEFGHIJ  3 bright
    stop
  }
}


ACTOR IDShieldWalk
{
  Game Doom
  Radius 88
  Height 72
  Speed 18
  species "Daikatana"
  health 999
  monster
  +NOTRIGGER
  +NOTARGET
  +nogravity
  +invulnerable
  +mthruspecies
  +REFLECTIVE
  +deflect
  +shieldreflect
  +thruspecies
  -countkill
  RenderStyle Add
  Alpha 1.75
  Scale 1.25
  
  var int user_angle;
   Translation "0:255=%[0.00,0.40,0.00]:[2.00,2.00,1.01]"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    TNT1 A 0 A_SetUserVar("user_angle", user_angle + 8)
    DKNT Z 1 bright A_Warp(AAPTR_MASTER, 92,0, 64,user_angle + 8, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
    TNT1 A 0 A_jumpIf(user_angle >= 1800,"Death")
	loop
  Death:
   TNT1 A 0
    DKNT Z 2 Bright A_NoBlocking
   DKNT Z  2 Bright A_SetScale(1)
	DKNT Z 2 Bright A_SetScale(0.7)
    DKNT Z 2 Bright A_SetScale(0.4)
		TNT1 A 0 A_die
	Stop
  }
}

actor RomeroBeamCHTrail
{
  Radius 20
  Height 20
  Speed 50
  RenderStyle Add
  DamageType "Plasma"
  Alpha 0.85
  Scale 2.3
  Projectile
  
  Translation "0:255=%[0.00,0.40,0.00]:[2.00,2.00,1.01]"
  states
  {
  Spawn:
  TNT1 A 0
  Fly:
    BRBA ONMLK 1 bright 
    goto death
  Death:
  TNT1 A 0
   BRBA ABCDEFGHIJ  1 bright
    stop
  }
}

actor RomeroBeamCHTrail2 : RomeroBeamCHTrail
{scale 1.45}



ACTOR RomeroRocketCH
{
   Radius 12
   Height 8 
   Speed 33
   Damage (random(20,200))
   DamageType "Fire"
   PROJECTILE
     +dontharmclass
	 	   +thruspecies
	   species "Daikatana"
   Scale 0.95
   SeeSound "weapons/hominglaunch"
   DeathSound "weapons/rocklx"
   States
   {
   Spawn:
      MSLH A 2 Bright A_SpawnItemEx("HomingRocketTrailFatso", 0, 0, 0, 0, 0, 0, 0, 128)
      Loop
   Death:
      MISL B 0 A_SetTranslucent(0.8,1)
	  TNT1 A 0 a_setscale(1.45,0.95)
      MISL B 4 Bright A_Explode(random(80,180),128)
      MISL C 4 Bright
      MISL D 4 Bright
      Stop
   }
}


ACTOR RomeroRocketCH2
{
   Radius 12
   Height 8 
   Speed 33
   Damage (random(20,200))
   DamageType "Fire"
   PROJECTILE
     +dontharmclass
	   +thruspecies
	   species "Daikatana"
   Scale 0.95
   SeeSound "weapons/hominglaunch"
   DeathSound "weapons/rocklx"
   States
   {
   Spawn:
   TNT1 A 0
   Fly:
      MSLH A 1 Bright A_SpawnItemEx("HomingRocketTrailFatso", 0, 0, 0, 0, 0, 0, 0, 128)
	   MSLH A 1 Bright a_weave(3,3,3,3)
      Loop
   Death:
      MISL B 0 A_SetTranslucent(0.8,1)
	  TNT1 A 0 a_setscale(1.45,0.95)
      MISL B 4 Bright A_Explode(random(80,180),128)
      MISL C 4 Bright
      MISL D 4 Bright
      Stop
   }
}




ACTOR RomeroRocketCH3
{
   Radius 12
   Height 8 
   Speed 33
   Damage (random(20,200))
   DamageType "Fire"
   PROJECTILE
   +seekermissile
   	   +thruspecies
	   species "Daikatana"
   Scale 0.95
   SeeSound "weapons/hominglaunch"
   DeathSound "weapons/rocklx"
   States
   {
   Spawn:
   TNT1 A 0
   Fly:
      MSLH A 1 Bright A_SpawnItemEx("HomingRocketTrailFatso", 0, 0, 0, 0, 0, 0, 0, 128)
	   MSLH A 2 Bright a_seekermissile(4,4)
      Loop
   Death:
      MISL B 0 A_SetTranslucent(0.8,1)
	  TNT1 A 0 a_setscale(1.45,0.95)
      MISL B 4 Bright A_Explode(random(80,180),128)
      MISL C 4 Bright
      MISL D 4 Bright
      Stop
   }
}




