actor Colourset17 : RandomSpawner replaces "SpiderMastermind"
{
    DropItem "CommonMind", 255, 409
    DropItem "GreenMind", 255, 260
	DropItem "cyanMind", 255,  80
    DropItem "BlueMind", 255,  120
    DropItem "PurpleMind", 255, 73
	DropItem "YellowMind", 255, 30
	DropItem "GrayMind", 255, 25
	DropItem "BrownMind", 255, 25
	DropItem "FireBluMind",255,18
	DropItem "RedMind", 255, 10
	Dropitem "AbyssMind",255, 6
	DropItem "BlackMind", 255, 4
	DropItem "WhiteMind", 255,  1	
}

Actor BrownMind
{

+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 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("Colourset17",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG)
done:
TNT1 A 3
loop
Third:
TNT1 A 0 A_SpawnitemEx("BrownMind2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG)
Done2:
TNT1 A 3
loop
Death:
TNT1 A 3 a_bossdeath
stop
}
}


ACTOR BrownMind2 
{
  Game Doom
  Health 8858
  Radius 100
  Species "MMind"
  BloodColor "red"
  Height 100
  Mass 1000
  Speed 16
  PainChance 64
  Monster
  Damagefactor Fire, 1.20
   DamageFactor "Heroic", 3.0
   DamageFactor "DIMp", 0
  Damagefactor "fire", 1.20
  DamageFactor ice, 0.15
  RadiusDamageFactor 0.5
  DamageFactor "ice", 0.50
  DamageFactor Melee, 1.20
  PainChance "DIMp", 0
  +BOSS
  +MISSILEMORE
  +FLOORCLIP
  -NORADIUSDMG
  +DONTMORPH
  +BOSSDEATH
  +DONTHARMSPECIES
  +NOFEAR
  +fullvoldeath
  SeeSound "BR0SPIDA"
  AttackSound ""
  PainSound "brownMind/ouch"
  DeathSound "BR0SPDED"
  ActiveSound "brownMind/Angry"
  DropItem "ArmorBundle"
  DropItem "HealthBundle"
  DropItem "ArmorBundle", 200
  DropItem "ArmorBundle", 128
  DropItem "CH_BlueArmor"
  DropItem "CH_ClipBox", 200
  DropItem "CH_ClipBox"
  	DropItem "ArmorBundle" 
    DropItem "HealthBundle" 
    DropItem "CH_MegaSphere", 64
    DropItem "BackPack"
    DropItem "BackPack", 128
	   DropItem "BackPack"
    DropItem "BackPack", 128
	   DropItem "BackPack", 64
    DropItem "BackPack", 64
	    DropItem "CH_CellPack", 64
		    DropItem "CH_CellPack", 128
	Dropitem "CH_RocketLauncher"
    DropItem "CH_RocketBox"
	    DropItem "CH_RocketBox"
		    DropItem "CH_RocketBox"
  Obituary "%o was bonebroken by Brown Mastermind"
   tag "Death N Decay Master"
  States
  {
  Spawn:
  TNT1 A 0
  Idle:
    B05P AB 10 A_Look
			TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    B05P A 3 A_Playsound("brownmind/step")
    B05P ABB 3 A_Chase
				TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    B05P C 3 
    B05P CDD 3 A_Chase
				TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    B05P E 3 A_Playsound("brownmind/step")
    B05P EFF 3 A_Chase
				TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
     TNT1 A 0 A_jump(64,"see2")
    Loop
	
	
	  See2:
    B05P A 1 A_Playsound("brownmind/step")
    B05P ABB 1 A_Chase
				TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    B05P C 1 
    B05P CDD 1 A_Chase
				TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    B05P E 1 
    B05P EFF 1 A_Chase
				TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
   TNT1 A 0 A_jump(176,"see2")
    Goto see
	
  Missile:
     TNT1 A 0
	 			TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

       B05P A 3 a_jump(128,"Checkers")
	   BackBack:
	   		 TNT1 A 0 A_JumpIfInTargetLOS("Spiral", 0, JLOSF_DEADNOJUMP, 850,100)

	   B05P A 3 Bright A_FaceTarget
	   Missile2:
	    B05P A 3 Bright
	    B05P A 3 Bright  a_jump(96,"GroundBreak")
	B05P G 2 Bright A_FaceTarget
    B05P G 10 Bright A_FaceTarget
    B05P HHH 5 bright  A_custommissile("BrownOrbMind",42,0,random(-2,2),0,random(-1,1))
     B05P A 0 Bright  a_jump(64,"Boners")
	B05P G 10 Bright A_FaceTarget
    B05P HHH 5 bright  A_custommissile("BrownOrbMind",42,0,random(-2,2),0,random(-1,1))
    B05P G 10 Bright A_FaceTarget
    B05P HHH 5 bright  A_custommissile("BrownOrbMind",42,0,random(-2,2),0,random(-1,1))
     B05P A 0 Bright  a_jump(128,"Boners")
	B05P A 10 Bright A_FaceTarget
   Goto See
   
   Boners:
       B05P G 10 Bright A_FaceTarget
    B05P H 10 bright  A_custommissile("BrownMindBone2",42,0,-2,0,0)
    B05P H 10 bright  A_custommissile("BrownMindBone2",42,0,0,0,0)
	B05P H 10 bright  A_custommissile("BrownMindBone2",42,0,2,0,0)
	B05P A 10 Bright A_FaceTarget
   Goto see
   
	GroundBreak:
		TNT1 A 0
	TNT1 A 0 A_Playsound("ECHOIMPB",0)
	B05P TUV  10 bright 
	B05P VVV 10 bright A_VileTarget("MindGroundSpikeBrown") 
	B05P VUT  15
	Goto see
	
	
    Spiral:
	 
	 B05P A 3 Bright A_Jump(176,"Missile2")
	 B05P A 3 Bright 
     B05P G 10 bright A_FaceTarget
	B05P HHHHHHH 0 A_Custommissile("ZombieRock",random(28,35),random(-5,5),random(-4,4),CMF_OFFSETPITCH,random(-3,5))
	 B05P H 1 bright  A_custommissile("WindBlastMasterMind",32,0,0)
	 B05P H 1 bright  A_custommissile("WindBlastMasterMind2",32,0,0)
	  B05P H 1 bright  A_custommissile("WindBlastMasterMind3",32,0,0)
	 B05P H 10 bright 
     B05P A 10 Bright
	  Goto see

	Checkers:
	 B05P A 1
	 TNT1 A 0 A_Jump(64,"Feelit2")

  
  TNT1 A 0 A_jump(128,"BackBack")
	 
	 TNT1 A 0 A_Jump(64,"Feelit")

 Goto See
	
	FeelIt2:
	TNT1 A 0
	TNT1 A 0
	TNT1 A 0 A_jump(128,"BackBack")
	TNT1 A 0
	Goto FeelIt
	
	YumYum:
	TNT1 A 0
	TNT1 A 0 a_checkflag("Boss","FeelIt",AAPTR_TARGET)
	TNT1 A 0 A_Radiusgive("EatableMind",526,RGF_MONSTERS,1)
	B05P A 1
	TNT1 A 0 A_JumpIfInTargetInventory("EatableMind",1,"Yum2")
	TNT1 A 0
	Goto Feelit
	
	Yum2:
	TNT1 A 0
	TNT1 A 0 A_JumpIfCloser(256,"Yum3")
	TNT1 A 0
	Goto Feelit
	
	Yum3:
	TNT1 A 0 
	TNT1 A 0 A_changeflag("NOTARGETSWITCH",true)
	TNT1 A 0 A_changeflag("NOPAIN",true)
	B05P H 10 bright a_facetarget
	TNT1 A 0    A_viletarget("Drt3")
	B05P H 2 bright A_RadiusThrust(-800,302,RTF_NOTMISSILE,300)
    B05P H 1 A_giveinventory("BrownWarriorsStrifeFor",1,AAPTR_TARGET)
	TNT1 A 0 a_playsound("CUCHUM01",0)
	B05P H 1 bright A_RadiusThrust(-500,302,RTF_NOTMISSILE,300)
	TNT1 AAAAAA 0 A_spawnitemex("RedMessMindB",16,random(-12,12),random(38,42),random(6,18),0,random(-1,8),random(-15,15))
	B05P G 10 bright  //A_killTarget("Extreme",KILS_FOILINVUL)
		TNT1 AAAAAA 0 A_spawnitemex("RedMessMindB",16,random(-12,12),random(38,42),random(6,18),0,random(-1,8),random(-15,15))
	B05P H 10 bright a_giveinventory("health",500)
		TNT1 AAAAAA 0 A_spawnitemex("RedMessMindB",16,random(-12,12),random(38,42),random(6,18),0,random(-1,8),random(-15,15))
	  TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_spawnitemex("MediCacoBrown",random(-164,164),random(-164,164),random(32,128),random(3,12),0,random(1,15),random(0,359),SXF_NOCHECKPOSITION)
     B05P G 10 bright a_playsound("CUCHUM01",0)
     B05P H 10 bright 
	 B05P G 10 bright a_playsound("CUCHUM01",0)
	TNT1 A 0 A_changeflag("NOTARGETSWITCH",FALSE)
	TNT1 A 0 A_changeflag("NOPAIN",FALSE)
	TNT1 A 0
	Goto see
	FeelIt:
	TNT1 A 0
	TNT1 A 0 A_Playsound("BONEBR3K",0)
	B05P TUV  10 bright
	TNT1 A 0 A_Playsound("BONEBR3K",0)
	TNT1 A 0 A_Radiusgive("ShieldUpMind",732,RGF_MONSTERS,1)
	
	B05P VUT  10
	Goto see
	
	B05P H 2 Bright A_FaceTarget
    B05P G 1 Bright A_Custommissile("SpidieShotGray",35,0,random(-3,3))
    B05P H 1 Bright A_Custommissile("SpidieShotGray",35,0,random(-5,5))


    

		

	
  Pain:
    B05P I 3
				TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    B05P I 3 A_Pain
    Goto See2
	Pain.ice:
	    B05P I 2 A_PlaySound("ResistCH",7)
    B05P I 2 A_Pain
    Goto See
  Death:
    TNT1 A 0
	TNT1 A 0 A_killchildren(extreme)
    B05P J 20 A_Scream
    B05P K 10 A_NoBlocking
    B05P LMNOPQR 10
    B05P S 30
    TNT1 AAAA 0  A_Custommissile("CH_BoneGib",0,12,random(-180,180),0,random(0,90))
	TNT1 AAAA 0  A_Custommissile("CH_BoneGib",0,12,random(-180,180),0,random(0,90))
	TNT1 AAAA 0  A_Custommissile("CH_BoneGib",0,12,random(-180,180),0,random(0,90))

	TNT1 A 0 A_killmaster(extreme)
    B05P S -1 A_BossDeath
    Stop
  }
}


Actor RedMessMindB
{
  Radius 6
  Height 8
  Mass 5
  Speed 11
  Projectile
  +SeekerMissile
  +noclip
  Scale 0.45


  Translation "208:223=176:191", "224:231=176:176"
  WeaveIndexXY 16
  WeaveIndexZ 16
  States
  {
  Spawn:
   TNT1 A 0
   Fly:
   BAL1 A 1  A_BishopMissileWeave
   BAL1 B 1 A_SpawnItemEx("RedMessMindB2",0,0,0,6)
   BAL1 A 1  A_BishopMissileWeave
   BAL1 B 1 A_SpawnItemEx("RedMessMindB2",0,0,0,6) 
   BAL1 A 1  A_BishopMissileWeave
   BAL1 B 1 A_SpawnItemEx("RedMessMindB2",0,0,0,6)  
   BAL1 A 1  A_BishopMissileWeave
   BAL1 B 1 A_SpawnItemEx("RedMessMindB2",0,0,0,6)  
   BAL1 A 1  A_BishopMissileWeave
   BAL1 B 1 A_SpawnItemEx("RedMessMindB2",0,0,0,6)  
   BAL1 A 1  A_BishopMissileWeave
   BAL1 B 1 A_SpawnItemEx("RedMessMindB2",0,0,0,6)  
   BAL1 A 1  A_BishopMissileWeave
   BAL1 B 1 A_SpawnItemEx("RedMessMindB2",0,0,0,6)
    Goto death
  Death:
   BAL1 ABAB 1 A_SetTranslucent(0.35)
   Stop
 }
}


Actor RedMessMindB2
{
  Radius 6
  Height 8
  Mass 5
  Speed 11
  Projectile
  +noclip
  Scale 0.45


  Translation "208:223=176:191", "224:231=176:176"
  States
  {
  Spawn:
   TNT1 A 0
   Fly:
   BAL1 ABAB 1
Goto Death
Death:
TNT1 A 0
Stop
}}




ACTOR BrownOrbMind
{
   Radius 3
   Height 3
   Speed  38
   ProjectileKickback 333
   Mass 100
   Damage (random(3,33))
   PROJECTILE
   DamageType Fire
    +mthruspecies
   +THRUGHOST

   Seesound "fire/fire3"
   DeathSound "weapons/boom1"

scale 0.33

   States
   {
   Spawn:
   TNT1 A 0
   Fly:
       BAL1 AB 4 Bright	  a_spawnitemex("BrownOrbMindTrail",0,0,0)

      loop

   Death:
      RIP1 D 0
      RIP1 D 0 a_setscale(1.0,1.0)
      RIP1 DE 3 Bright A_Explode(random(2,8),64)
	  TNT1 AAAA 0 a_spawnitemex("BrownOrbMind2",0,0,0,random(1,12),0,random(0,12),random(0,120))
	  TNT1 AAAA 0 a_spawnitemex("BrownOrbMind2",0,0,0,random(1,12),0,random(0,12),random(120,240))
	  TNT1 AAAA 0 a_spawnitemex("BrownOrbMind2",0,0,0,random(1,12),0,random(0,12),random(240,360))
	  TNT1 AAAA 0 a_spawnitemex("BrownOrbMind2",0,0,0,random(1,12),0,random(-12,0),random(0,120))
	  TNT1 AAAA 0 a_spawnitemex("BrownOrbMind2",0,0,0,random(1,12),0,random(-12,0),random(120,240))
	  TNT1 AAAA 0 a_spawnitemex("BrownOrbMind2",0,0,0,random(1,12),0,random(-12,0),random(240,360))
	 
	 
	 
	 RIP1 FGH 3 Bright A_Explode(random(2,8),64)
	
      stop
   }
}

ACTOR BrownOrbMindTrail
{
   Radius 2
   Height 2

   PROJECTILE

    +noclip

   
scale 0.15

   States
   {
   Spawn:
      TNT1 A 1  
Goto Death
   Death:
      RIP1 D 0
      RIP1 D 0 a_setscale(0.33,0.33)
      RIP1 DEFGH 1 Bright 
      stop
   }
}


ACTOR BrownOrbMind2
{
   Radius 2
   Height 2
   Speed  38
   Damage (random(1,2))
   PROJECTILE
   DamageType Fire
    +mthruspecies
   +THRUGHOST

   
   DeathSound "weapons/boom1"

scale 0.10

   States
   {
   Spawn:
       BAL1 AB 4 Bright	  
Goto Death
   Death:
      RIP1 D 0
      RIP1 D 0 a_setscale(0.5,0.5)
      RIP1 DEFGH 3 Bright A_Explode(random(1,2),16)
      stop
   }
}




ACTOR WindBlastMasterMind
{
  Game Doom
  Radius 2
  Height 2
  Speed 15
  
  Projectile
  +noclip
  RenderStyle Add
  Alpha 0.25
  SeeSound "PUSHBMIN"
  DeathSound ""
  scale 1.5
  Translation "0:255=%[0.54,0.59,0.36]:[2.00,2.00,2.00]"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    BAL1 A 4 Bright
	BAL1 B 4 Bright a_setscale(2.0,2.0)
	TNT1 A 0 a_SpawnItemEx("ReflectorBBaron",-16,0,0)
    BAL1 A 4 Bright a_setscale(2.5,2.5)
	BAL1 B 4 Bright a_setscale(3.0,3.0)
	BAL1 A 4 Bright a_setscale(3.5,3.5)
	TNT1 A 0 a_SpawnItemEx("ReflectorBBaron",-16,0,0)
	TNT1 A 0 A_stop
	BAL1 B 4 Bright a_setscale(4.0,4.0)
	TNT1 A 0 A_explode(random(10,32),64,0)
	BAL1 B 4 Bright a_setscale(5.0,5.0)
	TNT1 A 0 A_explode(random(10,32),82,0)
	BAL1 B 4 Bright a_setscale(6.0,6.0)
	TNT1 A 0 a_SpawnItemEx("ReflectorBBaron",-16,0,0)
	TNT1 A 0 A_explode(random(10,32),102,0)
	BAL1 B 4 Bright a_setscale(7.0,7.0)
	TNT1 A 0 A_explode(random(20,80),128,0)
   goto death
  Death:
    BAL1 AB 3 Bright a_fadeout(0.05) 
    Stop
  }
}

ACTOR WindBlastMasterMind2
{
  Game Doom
  Radius 2
  Height 2
  Speed 10
  
  Projectile
  +noclip
  RenderStyle Add
  Alpha 0.25
  SeeSound ""
  DeathSound ""
  scale 1.5
  Translation "0:255=%[0.54,0.59,0.36]:[2.00,2.00,2.00]"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    BBOM B 2 Bright
	BBOM B 2  Bright a_setscale(2.0,2.0)
     BBOM B 2 Bright a_setscale(2.5,2.5)
	 BBOM B 2 Bright a_setscale(3.0,3.0)
	 BBOM B 2 Bright a_setscale(3.5,3.5)
	 BBOM B 2 Bright a_setscale(4.0,4.0)
	 BBOM B 2 Bright a_setscale(3.0,3.0)
	 BBOM B 2 Bright a_setscale(2.0,2.0)
	 BBOM B 2 Bright a_setscale(1.0,1.0)
   goto death
  Death:
    BBOM BB 3 Bright a_fadeout(0.05) 
    Stop
  }
}

 
ACTOR WindBlastMasterMind3
{
  Game Doom
  Radius 2
  Height 2
  Speed 20
  
  Projectile
  +noclip
  RenderStyle Add
  Alpha 0.20
  SeeSound ""
  DeathSound ""
  scale 1.5
  Translation "0:255=%[0.54,0.59,0.36]:[2.00,2.00,2.00]"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    BBOM B 2 Bright
	BBOM B 1  Bright a_setscale(1.0,1.0)
     BBOM B 2 Bright a_setscale(1.5,1.5)
	 BBOM B 1 Bright a_setscale(2.0,2.0)
	 BBOM B 2 Bright a_setscale(1.5,1.5)
	 BBOM B 1 Bright a_setscale(1.0,1.0)
	 BBOM B 2 Bright a_setscale(1.5,1.5)
	 BBOM B 1 Bright a_setscale(1.0,1.0)
	 BBOM B 2 Bright a_setscale(0.5,0.5)
   goto death
  Death:
    BBOM BB 3 Bright a_fadeout(0.05) 
    Stop
  }
} 


Actor ShieldUpMind : CustomInventory
{

        Radius 20
        Height 16
		     +INVENTORY.AUTOACTIVATE
			 +INVENTORY.ALWAYSPICKUP

states
{
Pickup:
use:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BrownMindCommand")
TNT1 AAAA 15 A_SpawnItemEX("BrownMindBone1",0,0,0,0,0,0,0,SXF_SETMASTER)


Stop
}
}

Actor BrownWarriorsStrifeFor : CustomInventory
{

        Radius 20
        Height 16
		     +INVENTORY.AUTOACTIVATE
			 +INVENTORY.ALWAYSPICKUP

states
{
Pickup:
use:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BrownDinner")
Stop
}
}



Actor EatableMind : Inventory
{
inventory.maxamount 1
}


Actor BrownMindBone1
{
  
  Radius 2
  Height 2
  Speed 32
  Damagetype "Dimp"
   projectile
  +float
  +nogravity
  +noclip
  +nopain
  Scale 1.5
var int user_angle;
var int user_pitch;
var int user_timer;
  States
  {
  Spawn: 
  JUBD A 0
  Goto Fly  
  Fly:
  TNT1 A 0
    BBBN A 1 bright a_explode(random(1,8),8,0)
	 BBBN B 1 A_Warp(AAPTR_MASTER, 128, 0, 32, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
     BBBN C 1 A_SetUserVar("user_angle", user_angle - 32)
	 BBBN D 1 A_SetUserVar("user_Timer", user_Timer + 1)
	 TNT1 A 0 a_Jumpif(user_timer >= 150,"Death")
	loop
	Death:
	TNT1 A 0
	TNT1 A 0
	Stop
	
}
}


ACTOR BrownMindBone2
{
   Radius 5
   Height 5
   Speed  8
   ProjectileKickback 500
   Mass 100
   Damage (random(20,40))
   PROJECTILE
   DamageType Melee
    +mthruspecies
   +THRUGHOST

   Seesound ""
   DeathSound "MEATIMPB"

scale 2.25

   States
   {
   Spawn:
   TNT1 A 0 
   Fly:
   TNT1 A 0 
   TNT1 A 0 A_jump(128,"A1")
   A2:
       BBBN ABCD 1	bright

      loop
	  
	     A1:
       BBBN DCBA 1	bright

      loop

   Death:
      RIP1 D 0
      RIP1 D 0 
       TNT1 AAA 0  A_Custommissile("CH_BoneGib",0,12,random(-180,180),0,random(0,90))
	TNT1 AAA 0  A_Custommissile("CH_BoneGib",0,12,random(-180,180),0,random(0,90))
	TNT1 AAA 0  A_Custommissile("CH_BoneGib",0,12,random(-180,180),0,random(0,90))
    TNT1 A 0
      stop
   }
}





ACTOR MindGroundSpikeBrown
{
  Game Doom
  speed 1
  Radius 24
  height 8
  Damage (random(10,25))
  Damagetype melee
  Projectile
  +floorhugger
  +thruactors
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
  
   B0N8 A 3 Radius_Quake(15,15,0,40,0)
    B0N8 A 1  A_SpawnItemEx("Drt2", 0 ,32 , 1, random(1,5), 0, random(1,5), Random(0, 360))
B0N8 A 1  A_SpawnItemEx("Drt3", -32,0 , 1, random(1,5), 0, random(1,5), Random(0, 360))
	B0N8 A 1  A_SpawnItemEx("Drt1", 0 , -32 , 1, random(1,5), 0, random(1,5), Random(0, 360))
 B0N8 B 1  A_SpawnItemEx("Drt2", -32 ,32 , 1, random(1,5), 0, random(1,5), Random(0, 360))
 B0N8 B 1  A_SpawnItemEx("Drt3", -32,-32 , 1, random(1,5), 0, random(1,5), Random(0, 360))
	 B0N8 B 1  A_SpawnItemEx("Drt1", 32 , 0 , 1, random(1,5), 0, random(1,5), Random(0, 360))
 B0N8 B 1  A_SpawnItemEx("Drt2", 0 ,32 , 1, random(1,5), 0, random(1,5), Random(0, 360))
B0N8 B 1  A_SpawnItemEx("Drt3", 32,0 , 1, random(1,5), 0, random(1,5), Random(0, 360))
	 B0N8 C 1  A_SpawnItemEx("Drt1", 32 , -32 , 1, random(1,5), 0, random(1,5), Random(0, 360))
 B0N8 C  1  A_SpawnItemEx("Drt2", 32 ,32 , 1, random(1,5), 0, random(1,5), Random(0, 360))
 B0N8 C  1  A_SpawnItemEx("Drt3", 32, 0 , 1, random(1,5), 0, random(1,5), Random(0, 360))
B0N8 C 1
    B0N8 C 1  A_SpawnItemEx("Drt2", 0 ,32 , 1, random(1,5), 0, random(1,5), Random(0, 360))
 B0N8 C 1  A_SpawnItemEx("Drt3", -32,0 , 1, random(1,5), 0, random(1,5), Random(0, 360))
	B0N8 D 1  A_SpawnItemEx("Drt1", 0 , -32 , 1, random(1,5), 0, random(1,5), Random(0, 360))
 B0N8 D 1  A_SpawnItemEx("Drt2", -32 ,32 , 1, random(1,5), 0, random(1,5), Random(0, 360))
 B0N8 D 1  A_SpawnItemEx("Drt3", -32,-32 , 1, random(1,5), 0, random(1,5), Random(0, 360))
	 B0N8 D 1  A_SpawnItemEx("Drt1", 32 , 0 , 1, random(1,5), 0, random(1,5), Random(0, 360))
 B0N8 D 1  A_SpawnItemEx("Drt2", 0 ,32 , 1, random(1,5), 0, random(1,5), Random(0, 360))
B0N8 E  1  A_SpawnItemEx("Drt3", 32,0 , 1, random(1,5), 0, random(1,5), Random(0, 360))
	 B0N8 E 1  A_SpawnItemEx("Drt1", 32 , -32 , 1, random(1,5), 0, random(1,5), Random(0, 360))
 B0N8 E 1  A_SpawnItemEx("Drt2", 32 ,32 , 1, random(1,5), 0, random(1,5), Random(0, 360))
 B0N8 E  1  A_SpawnItemEx("Drt3", 32, 0 , 1, random(1,5), 0, random(1,5), Random(0, 360))
B0N8 E 1
   B0N8 F 10 a_changeflag("thruactors",FALSE)
   TNT1 A 0 A_playsound("ROCKHIT1",0)
   TNT1 A 0 A_explode(random(60,100),32,0)
   TNT1 A 0  A_spawnitemex("BrownMindStoneThrow",0,0,2,12,0,1,0)
    TNT1 A 0  A_spawnitemex("BrownMindStoneThrow",0,0,2,12,0,1,90)
	 TNT1 A 0  A_spawnitemex("BrownMindStoneThrow",0,0,2,12,0,1,180)
	  TNT1 A 0  A_spawnitemex("BrownMindStoneThrow",0,0,2,12,0,1,270)
	   TNT1 A 0  A_spawnitemex("BrownMindStoneThrow",0,0,2,12,0,1,45)
    TNT1 A 0  A_spawnitemex("BrownMindStoneThrow",0,0,2,12,0,1,135)
	 TNT1 A 0  A_spawnitemex("BrownMindStoneThrow",0,0,2,12,0,1,225)
	  TNT1 A 0  A_spawnitemex("BrownMindStoneThrow",0,0,2,12,0,1,315)
	
	
   TNT1 AAAAAA 0  A_Custommissile("CH_BoneGib",0,12,random(-180,180),0,random(0,90))
   B0N8 F 3 
   TNT1 A 0 A_explode(random(60,100),32,0)
   TNT1 AAA 0  A_Custommissile("CH_BoneGib",0,12,random(-180,180),0,random(0,90))
   B0N8 F 3 
   TNT1 A 0 A_explode(random(60,100),32,0)
Goto death

XDeath:
TNT1 A 0
TNT1 A 0 A_changeflag("ismonster",true)
  B0N8 F 1 A_viletarget("Drt3")
  B0N8 F 1 A_vileattack("HEAVIMPB",random(20,60),random(20,60),64,4,"Melee")
     TNT1 AAAAAA 0  A_Custommissile("CH_BoneGib",0,12,random(-180,180),0,random(0,90))

	 B0N8 FFF 8 A_fadeout(0.33)
	 TNT1 A 0 A_die
Stop

	death:
	B0N8 F 8 a_setsolid
	 B0N8 F 16 
	 B0N8 FFF 8 A_fadeout(0.33)
	 TNT1 A 0 A_die
Stop
  }
}


ACTOR BrownMindStoneThrow
{
   Radius 12
   Height 6
   Speed  12
   Damage (random(1,2))
   PROJECTILE
   DamageType Fire
   +hittarget
   
   DeathSound ""

scale 0.33

   States
   {
   Spawn:
       JUBD A 4 Bright	  
Goto Death
   Death:
      RIP1 D 0
      RIP1 D 0 
      stop
	  xdeath:
	  TNT1 A 0 A_changeflag("ismonster",true)
  TNT1 A 1 A_viletarget("Drt3")
  TNT1 A 1 A_vileattack("HEAVIMPB",random(20,60),random(20,60),64,4,"Melee")
     TNT1 AAA 0  A_Custommissile("CH_BoneGib",0,12,random(-180,180),0,random(0,90))
TNT1 A 0 A_die
Stop
   }
}



Actor CyanMind
{

+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 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("GrayMind",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG)
done:
TNT1 A 3
loop
Third:
TNT1 A 0 A_SpawnitemEx("CyanMind2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG)
Done2:
TNT1 A 3
loop
Death:
TNT1 A 3 a_bossdeath
stop
}
}


actor CyanMind2
{
    Health 7777
    Radius 40
    Height 95
    Speed 21
	floatspeed 21
	Bloodcolor "cyan"
	
	 DamageFactor "Heroic", 3.0
	 DamageFactor "DIMp", 0

  PainChance "DIMp", 0
  RadiusDamageFactor 0.5
    DamageFactor Melee, 1.75
  DamageFactor Fire, 1.75
  DamageFactor "Fire", 1.75
  DamageFactor Ice, 0.35
   DamageFactor "Ice", 0.35
    
  DamageFactor "DIMp", 0
    DamageFactor "PLWater", 0.35
  PainChance "PLWater", 2
   PainChance "ice", 2

  
  
  
    PainChance 10
    Mass 1000
    MONSTER
    +BOSS
    -NOGRAVITY
    -FLOAT
    -FLOATBOB
    -NORADIUSDMG
    +DONTMORPH
    +MISSILEMORE
	+NOFEAR
	+dontharmclass
    SeeSound "fiend/see"
    DeathSound "spider/death"
    Obituary "%o had their mind frozen by cyan mastermind"
	DropItem "ArmorBundle" 
    DropItem "HealthBundle" 
    DropItem "CH_MegaSphere", 32
	   DropItem "BackPack", 64
	      DropItem "BackPack", 128
		     DropItem "BackPack"
    DropItem "CH_CellPack"
	   DropItem "CH_CellPack"
	      DropItem "CH_CellPack"
		  DropItem "CH_SoulSphere", 32
		  	      DropItem "FinallyFullyCovered"

	Dropitem "CH_PlasmaRifle", 128
    DropItem "CH_RocketBox", 128
	DropItem "CH_RocketBox", 128
	tag "Cyanide Master(Mind)"
	Translation "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:
	SUPS A 2
	Goto Idle
	Idle:
	SUPS A 4 A_Look
			   								TNT1 AA 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)
	SUPS A 0 A_PlaySound("ice/cast")
	TNT1 A 0  A_SpawnitemEx("CyanSpidTrail",-4,0,1,random(-1,12),0,random(-1,1),angle+random(-90,90))
	SUPS A 3 A_Chase
		TNT1 A 0  A_SpawnitemEx("CyanSpidTrail",-4,0,1,random(-1,12),0,random(-1,1),angle+random(-90,90))
	SUPS A 3 A_Chase
					   								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("CyanSpidTrail",-4,0,1,random(-1,12),0,random(-1,1),angle+random(-90,90))
		TNT1 A 0 A_jump(64,"Dodge")
		
	SUPS A 3 A_Chase
		TNT1 A 0  A_SpawnitemEx("CyanSpidTrail",-4,0,1,random(-1,12),0,random(-1,1),angle+random(-90,90))
	SUPS A 3 A_Chase
				   								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_jump(54,"Jumps")
	Loop
	
	Dodge:
	SUPS A 0 A_PlaySound("ice/cast")
		SUPS A 3 A_FastChase
		TNT1 A 0  A_SpawnitemEx("CyanSpidTrail",-4,0,1,random(-1,12),0,random(-1,1),angle+random(-90,90))
			SUPS A 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("CyanSpidTrail",-4,0,1,random(-1,12),0,random(-1,1),angle+random(-90,90))
	Goto see+3
	Jumps:
		TNT1 A 0
	SUPS A 5  A_SpawnItemEx("BaronCyanBombTrail",0,0,2,0,0,3,0,SXF_NOCHECKPOSITION)

	    SUPS A 1 A_PlaySound("monster/heltel")
    SUPS A 1 A_SetTranslucent(0.90)
   SUPS A 1 A_SetTranslucent(0.80)
    SUPS A 1 A_SetTranslucent(0.70)
    SUPS A 1 A_SetTranslucent(0.60)
    SUPS A 1 A_SetTranslucent(0.50)
    SUPS A 1 A_SetTranslucent(0.40)
    SUPS A 1 A_SetTranslucent(0.30)
    SUPS A 1 A_SetTranslucent(0.20)
    SUPS A 1 A_SetTranslucent(0.10)
    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
    SUPS A 1 A_PlaySound("monster/heltel")
    SUPS A 1 A_SetTranslucent(0.10)
    SUPS A 1 A_SetTranslucent(0.20)
    SUPS A 1 A_SetTranslucent(0.30)
    SUPS A 1 A_SetTranslucent(0.40)
    SUPS A 1 A_SetTranslucent(0.50)
    SUPS A 1 A_SetTranslucent(0.60)
    SUPS A 1 A_SetTranslucent(0.70)
    SUPS A 1 A_SetTranslucent(0.80)
    SUPS A 1 A_SetTranslucent(0.90)
    SUPS A 1 A_SetTranslucent(1.0)
	 			   								TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	SUPS A 5  A_SpawnItemEx("BaronCyanBombTrail",0,0,2,0,0,3,0,SXF_NOCHECKPOSITION)
Goto see+3
	
	  Pain:
    SUPS A 2
				   								TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

 SUPS A  2 A_Teleport("See", "CyanSpidTrail","BaronCyanBombTrail")
	SUPS A 2
    Goto See
	
    Missile:
TNT1 A 0
			   								TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	SUPS B 0 A_JumpIfCloser(1500,"FrostMode")
	
	SUPS B 0 A_Jump(255, "RapidFire")
	Goto See+3
	
	
	RapidFire:
	TNT1 A 0
	SUPS B 4 bright A_FaceTarget
	SUPS F 2 bright A_CustomMissile ("SpiderCyanBomb", 30, 0, 0)
	SUPS E 2 bright A_FaceTarget
	SUPS B 1 bright A_checksight("See")
	SUPS F 2 bright A_CustomMissile ("SpiderCyanBomb", 30, 0, random(-3,3))
	SUPS E 2 bright A_FaceTarget
	SUPS B 1 bright A_checksight("See")
	SUPS F 2 bright A_CustomMissile ("SpiderCyanBomb", 30, 0, random(-1,1))
	SUPS E 2 bright A_monsterrefire(128,"See")
	
	goto rapidfire
	FrostMode:
	TNT1 A 0
	TNT1 A 0 A_jump(64,"RapidFire")
	SUPS B 10 bright A_FaceTarget
	TNT1 A 0 A_jump(72,"Frost2")
	SUPS B 0 A_PlayWeaponSound("fiend/bomb")
	SUPS O 5 bright A_FaceTarget
	SUPS P 5 bright A_FaceTarget
	SUPS Q 5 bright A_FaceTarget
	SUPS QQQQQQ 1 A_CustomMissile ("IceOrbCyanMind", 30, 0, random(-1,1))
	SUPS QQQQQQ 1 A_CustomMissile ("IceOrbCyanMind", 30, 0, random(-1,1))
	SUPS QQQQQQ 1 A_CustomMissile ("IceOrbCyanMind", 30, 0, random(-1,1))
	SUPS QQQQQQ 1 A_CustomMissile ("IceOrbCyanMind", 30, 0, random(-1,1))
	SUPS QPO 5 bright A_FaceTarget
	goto See+3
	Frost2:
		SUPS B 0 A_PlayWeaponSound("fiend/bomb")
	SUPS O 5 bright A_FaceTarget
	SUPS P 5 bright A_FaceTarget
	SUPS Q 5 bright A_FaceTarget
	SUPS Q 3 A_CustomMissile ("IceOrbCyanMind2", 30, 0, 0)
    SUPS Q 3 A_CustomMissile ("IceOrbCyanMind2", 30, 0, 15)
	SUPS Q 3 A_CustomMissile ("IceOrbCyanMind2", 30, 0, -15)
	SUPS Q 3 A_CustomMissile ("IceOrbCyanMind2", 30, 0, -30)
	SUPS Q 3 A_CustomMissile ("IceOrbCyanMind2", 30, 0, 30)
	SUPS Q 3 A_CustomMissile ("IceOrbCyanMind2", 30, 0, -45)
    SUPS Q 3 A_CustomMissile ("IceOrbCyanMind2", 30, 0, 45)
	SUPS Q 3 A_CustomMissile ("IceOrbCyanMind2", 30, 0, -60)
	SUPS Q 3 A_CustomMissile ("IceOrbCyanMind2", 30, 0, -60)
	SUPS Q 3 A_CustomMissile ("IceOrbCyanMind2", 30, 0, -75)
	SUPS Q 3 A_CustomMissile ("IceOrbCyanMind2", 30, 0, 75)
  	SUPS Q 3 A_CustomMissile ("IceOrbCyanMind2", 30, 0, -45)
    SUPS Q 3 A_CustomMissile ("IceOrbCyanMind2", 30, 0, 45)
    SUPS Q 3 A_CustomMissile ("IceOrbCyanMind2", 30, 0, 15)
	SUPS Q 3 A_CustomMissile ("IceOrbCyanMind2", 30, 0, -15)
		SUPS Q 5 bright A_FaceTarget
		TNT1 A 0  A_checksight("See")
	SUPS QQQQQQQQ 5 A_CustomMissile ("IceOrbCyanMind2", 30, 0, random(-5,5))
		SUPS Q 5 bright A_FaceTarget
		TNT1 A 0  A_checksight("See")
SUPS QQQQ 7 A_CustomMissile ("IceOrbCyanMind2", 30, 0, 0)

	SUPS QPO 5 bright A_FaceTarget
	goto See+3
	
    Death:
	SUPS G 0 A_ChangeFlag (FLOATBOB, 0)
	SUPS G 10 A_Scream
	SUPS H 10
	SUPS I 10 A_Fall
	SUPS JKLM 10
	TNT1 A 0 A_killmaster(extreme)
	SUPS N 10 A_BossDeath
	SUPS N 10 
	SUPS N 10 A_setscale(1.0,0.5)
	SUPS N 10 A_setscale(1.0,0.25)
    SUPS N 10 A_setscale(0.66,0.1)
    SUPS N 10 A_setscale(0.44,0.05)
	TNT1 A 0 A_SpawnItemEx ("CH_Cirno", 0,0,24, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM| SXF_NOCHECKPOSITION,242)
	 SUPS N 10 A_setscale(0.22,0.03)
	
	
	Stop
    }
}

ACTOR IceOrbCyanMind
{
  Game Doom
  Radius 8
  Height 8
  Speed 42
  Damage (random(5,55))
  DamageType Ice
  Projectile
  +thruspecies
  Alpha 0.85
  Scale 1.5
  SeeSound "ice/Cast"
  DeathSound "Ice/Hit2"
  var int user_Orbit;
  Translation "0:255=%[0.06,0.31,0.35]:[1.01,2.00,2.00]"

  States
  {
  Spawn:
  TNT1 A 0
  TNT1 A 0
  TNT1 A 0 
  Jumps:
  TNT1 A 0
  TNT1 A 0 A_jump(255,"A1","A2","A3","A4","A5","A6")
  
  A2:
    ICEY A 1 Bright 
	ICEY B 1 Bright A_Warp(AAPTR_TARGET, 64, 0, 24, user_Orbit, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	ICEY C 1 Bright A_SetUserVar("user_Orbit", user_Orbit + 7)
    TNT1 A 0 a_jump(12,"Fly")
	loop
	A1:
	TNT1 A 0
    ICEY A 1 Bright 
	ICEY B 1 Bright A_Warp(AAPTR_TARGET, 64, 0, 24, user_Orbit, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	ICEY C 1 Bright A_SetUserVar("user_Orbit", user_Orbit - 7)
	TNT1 A 0 a_jump(12,"Fly")
	Loop
	  A3:
    ICEY A 1 Bright 
	ICEY B 1 Bright A_Warp(AAPTR_TARGET, 128, 0, 24, user_Orbit, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	ICEY C 1 Bright A_SetUserVar("user_Orbit", user_Orbit + 19)
    TNT1 A 0 a_jump(12,"Fly") 
	loop
		  A4:
    ICEY A 1 Bright 
	ICEY B 1 Bright A_Warp(AAPTR_TARGET, 128, 0, 24, user_Orbit, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	ICEY C 1 Bright A_SetUserVar("user_Orbit", user_Orbit - 19)
    TNT1 A 0 a_jump(12,"Fly")
	loop
		  A5:
    ICEY A 1 Bright 
	ICEY B 1 Bright A_Warp(AAPTR_TARGET, 88, 0, 24, user_Orbit, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	ICEY C 1 Bright A_SetUserVar("user_Orbit", user_Orbit + 12)
    TNT1 A 0 a_jump(12,"Fly")
	loop
		  A6:
    ICEY A 1 Bright 
	ICEY B 1 Bright A_Warp(AAPTR_TARGET, 88, 0, 24, user_Orbit, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	ICEY C 1 Bright A_SetUserVar("user_Orbit", user_Orbit - 12)
    TNT1 A 0 a_jump(12,"Fly")
	loop
	
	Fly:
	ICEY ABC 2 bright  a_spawnitemex("IceFattTrail",cos(pitch)*1,0,0-(sin(pitch)*1),cos(pitch)*1,0,-sin(pitch)*1,SXF_NOCHECKPOSITION)
	loop
  Death:
    ICEY FGHI 5 Bright A_Explode(random(5,40),64)
    Stop
  }
}

ACTOR IceOrbCyanMind2 : IceOrbCyanMind
{
  States
  {
  Spawn:
  TNT1 A 0
  TNT1 A 0
  TNT1 A 0 
  Jumps:
  TNT1 A 0
  TNT1 A 0 A_jump(255,"fly")
}}


ACTOR CyanSpidTrail : SpecialSpot
{
	Radius 32
	Height 32
	Speed 8
	RenderStyle "Add"
	Translation "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"
	Alpha 0.33
	PROJECTILE
	states
	{
	Spawn:
	TNT1 A 0
	Death:
                SUPS A 18
                SUPS AAA 3 A_FadeOut(0.10)
				Stop
	}
}




Actor AbyssMind
{

+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 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("RedMind",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG)
done:
TNT1 A 3
loop
Third:
TNT1 A 0 A_SpawnitemEx("AbyssMind2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG)
Done2:
TNT1 A 3
loop
Death:
TNT1 A 3 a_bossdeath
stop
}
}

ACTOR AbyssMind2
{
    Health 12222
    Radius 40
    Height 95
    Speed 21
	FloatSpeed 23
    PainChance 48
    Mass 1000
	 RadiusDamageFactor 0.5

	Damagefactor "Plasma", 0.70
	 DamageFactor "Heroic", 3.0
	 DamageFactor "DIMp", 0

  Damagefactor ice, 0.45
    Damagefactor "ice", 0.45
	  Damagefactor melee, 0.75
	    Damagefactor "melee", 0.75
		 Damagefactor "PLWater", 0.40
		Damagefactor "PlayerVoid", 0.40
		
  PainChance "DIMp", 0
    MONSTER 
	+NOPAIN
	+BOSS
    -NoGravity
    -FloatBob
    -Float
    -NoRadiusDMG
	+NOFEAR
	+MissileMore
	

  +DONTMORPH
  +Dontharmclass
	
    SEESOUND "arachnophyte/sight"
    PAINSOUND "arachnophyte/pain"
    DEATHSOUND "arachnophyte/death"

    OBITUARY "%o couldn't handle the abyss mastermind"
Renderstyle "Translucent"
Alpha 0.85

	Scale 1.33
	DropItem "ArmorBundle" 
    DropItem "HealthBundle" 
    DropItem "CH_MegaSphere"
    DropItem "BackPack"
    DropItem "BackPack", 128
	    DropItem "BackPack"
    DropItem "BackPack", 128
	    DropItem "BackPack",64
    DropItem "BackPack", 128
    DropItem "CH_CellPack"
	DropItem "CH_CellPack"
	DropItem "CH_BFG9000"
    DropItem "CH_RocketBox", 148
	DropItem "CH_RocketBox", 255
	    DropItem "CH_RocketBox", 148
	DropItem "CH_RocketBox", 255
	    DropItem "CH_RocketBox", 148
	DropItem "CH_RocketBox", 64
	DropItem "CH_ClipBox"
	DropItem "CH_ClipBox"
	DropItem "CH_ClipBox"
	DropItem "CH_Berserk"
	Dropitem "RLDeathsGazePickup", 64
	  Dropitem "RareArmorPool", 128
  Dropitem "RLDemonicWeaponSpawner",12
  Dropitem "RLLegendaryWeaponSpawner", 4
  Dropitem "RLUniqueWeaponSpawner",24
	tag "Abys$ |<%#¤e£Mind"
  States
  {
  Spawn:
    AMIN ABCDEFGHI 10 A_Look
				   								TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    TNT1 A 0
	    ARNQ A 0 A_Changeflag("FLOAT", TRUE)
	ARNQ A 0 A_Changeflag("FLOATBOB", TRUE)
	ARNQ A 0 A_Changeflag("NOGRAVITY", TRUE)
	
	TNT1 A 0 A_jump(99,"See2","See3")
	
	
	TNT1 A 0 A_SpawnitemEx("AbyssMindwalk",12,0,0,0,0,0,0,SXF_NOCHECKPOSITION)

    AMIN A 3 a_chase
	TNT1 A 0 A_SpawnitemEx("AbyssMindwalk",12,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	AMIN B 3 a_chase
	
	TNT1 A 0 A_SpawnitemEx("AbyssMindwalk",12,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	AMIN C 3 a_chase
					   								TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TNT1 A 1 A_SpawnitemEx("AbyssMindwalk",12,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	AMIN KLMLK 1 a_chase
					   								TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TNT1 A 1 A_jump(12,"Warp")
    loop
	
	See2:
		
	TNT1 A 0 A_SpawnitemEx("AbyssMindwalk",12,0,0,0,0,0,0,SXF_NOCHECKPOSITION)

    AMIN D 3 a_chase
	TNT1 A 0 A_SpawnitemEx("AbyssMindwalk",12,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	AMIN E 3 a_chase
	TNT1 A 0 A_SpawnitemEx("AbyssMindwalk",12,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	AMIN F 3 a_chase
					   								TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TNT1 A 0 A_SpawnitemEx("AbyssMindwalk",12,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 1 A_jump(12,"Warp")
	AMIN KLMLK 1 a_chase
					   								TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TNT1 A 1 A_jump(99,"See","See3")
    loop
	
	See3:
		TNT1 A 0 A_SpawnitemEx("AbyssMindwalk",12,0,0,0,0,0,0,SXF_NOCHECKPOSITION)

    AMIN G 3 a_chase
	TNT1 A 0 A_SpawnitemEx("AbyssMindwalk",12,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	AMIN H 3 a_chase
	TNT1 A 0 A_SpawnitemEx("AbyssMindwalk",12,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	AMIN I 3 a_chase
					   								TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TNT1 A 0 A_SpawnitemEx("AbyssMindwalk",12,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 1 A_jump(12,"Warp")
	AMIN KLMLK 1 a_chase
					   								TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TNT1 A 1 A_jump(99,"See","See2")
    loop
	
  Missile:
  TNT1 A 0
  				   								TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

  TNT1 A 0 A_SpawnitemEx("AbyssMindwalk",12,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
  ANIM  K 3 a_facetarget
  TNT1 A 0 A_SpawnitemEx("AbyssMindwalk",12,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
  ANIM  K 3  bright a_facetarget
 TNT1 A 0 A_jumpifcloser(1000,"Choice1")
  TNT1 A 0 a_jump(255,"Choice2")
    Goto See
	
		Choice1:
	TNT1 A 0
	TNT1 A 0 A_jump(255,"MindSpike","MindWave","BigZap")
	
	Choice2:
	TNT1 A 0
	TNT1 A 0 A_jump(255,"MindSpike","MindWave")
	
	MindSpike:
	TNT1 A 0
	ANIM  K 1 A_Playsound("queen/sight", 7, 2, false, ATTN_NONE)
	 TNT1 A 0 A_SpawnitemEx("AbyssMindwalk",12,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	ANIM  VXW 12 bright a_viletarget("AbyssMindSpike")
	ANIM  U 9 bright  a_viletarget("AbyssMindSpike2")
	 TNT1 A 0 A_SpawnitemEx("AbyssMindwalk",12,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	ANIM KLMMLK 2 bright
	TNT1 A 0 A_jump(64,"Warp")
	Goto see
	
	BigZap:
	TNT1 A 0
	ANIM K 1 a_facetarget
	ANIM KJN 9 bright
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_wander
	
	ANIM NJK 6 bright
	ANIM K 12 a_facetarget
	ANIM K 12 A_Custommissile("AbyssMindBigZap",42,0,0)
	ANIM K 0 A_Changeflag("NOPAIN", TRUE)
	ANIM VWOQPRUTYK 5 bright  A_Custommissile("CrackedAbyssMindFloor",1,0,random(-359,359))
	TNT1 AAAAAA 0 A_SpawnItemEx("CrackedAbyssMindFall", random(-1028,1028), random(-1028,1028), random(32,128), 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	
	TNT1 AAA 0  A_Custommissile("CrackedAbyssMindFloor",1,0,random(-15,15))
	TNT1 A 0  A_Custommissile("CrackedAbyssMindFloor",1,0,random(-1,1))
	TNT1 AAAAAAAAAAA 0  A_Custommissile("CrackedAbyssMindFloor",1,0,random(-359,359))
	ANIM VYWOQRSTUY 5 bright  A_Custommissile("CrackedAbyssMindFloor",1,0,random(-359,359))
		TNT1 AAAAAA 0 A_SpawnItemEx("CrackedAbyssMindFall", random(-1528,1528), random(-1528,1528), random(32,128), 0, 0, 0, 0, SXF_NOCHECKPOSITION)

	TNT1 AAAAAAAAAAA 0  A_Custommissile("CrackedAbyssMindFloor",1,0,random(-359,359))
    TNT1 AAA 0  A_Custommissile("CrackedAbyssMindFloor",1,0,random(-15,15))
	TNT1 A 0  A_Custommissile("CrackedAbyssMindFloor",1,0,random(-1,1))
	ANIM KJN 4 bright
	TNT1 AAAAAAAAAA 0 A_wander
	ANIM NJK 3 bright
	ANIM K 0 A_Changeflag("NOPAIN", FALSE)
	Goto see
	
	Mindwave:
	TNT1 A 0
	ANIM  K 1 a_facetarget
	TNT1 A 0 A_SpawnitemEx("AbyssMindwalk",12,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	ANIM  OP  9 bright  A_Custommissile("AbyssMindWave",35,0,random(-6,6))
	 TNT1 AAA 0  A_Custommissile("AbyssMindWave",35,0,random(-20,20))
	 TNT1 A 0 a_facetarget
	ANIM  QR 9 bright  A_Custommissile("AbyssMindWave",35,0,random(-2,2))
	 TNT1 AAA 0  A_Custommissile("AbyssMindWave",35,0,random(-20,20))
	  TNT1 AAA 0  A_Custommissile("AbyssMindWave",35,0,random(-50,50))
	  TNT1 A 0 A_SpawnitemEx("AbyssMindwalk",12,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	ANIM R 10 bright
	TNT1 A 0 A_SpawnitemEx("AbyssMindwalk",12,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	ANIM  KLMMLK 2 bright
	TNT1 A 0 A_jump(64,"Warp")
	Goto see
	
  Pain:
  TNT1 A 0 A_SpawnitemEx("AbyssMindwalk",12,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    ANIM  KJ 2 
					   								TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TNT1 A 0 A_spawnitemex("WVileSpot",random(-128,128),random(-128,128),1,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION|SXF_Setmaster,212)
	
    ANIM  N 2 A_Pain
	
	ANIM  N 0 A_jump(128,"Warp")
    Goto See
	
	Warp:
	TNT1 A 0
			TNT1 A 0 A_SpawnItemEx("CrackedAbyssMindFall", random(-1028,1028), random(-1028,1028), random(32,128), 0, 0, 0, 0, SXF_NOCHECKPOSITION)

	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_wander
				TNT1 A 0 A_SpawnItemEx("CrackedAbyssMindFall", random(-1028,1028), random(-1028,1028), random(32,128), 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				   								TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	ANIM  K 1 
	Goto see
	
	
Death:
    ANIM  K 10
	ABSP G 0  A_BossDeath
	TNT1 A 0 A_Scream
   ANIM  KY 10
	TNT1 A 0 A_changeflag("Float",FALSE)
	TNT1 A 0 A_changeflag("Floatbob",FALSE)
	TNT1 A 0 A_changeflag("NOGRAVITY",FALSE)
	ANIM  ST 10
	
	TNT1 A 0 A_NoBlocking
	ANIM  T 10 A_setscale(1.0,0.7)
	ANIM  T  10 A_setscale(1.0,0.4)
	ANIM  T  10 A_setscale(1.0,0.1)
    ANIM  TTT 10 A_fadeout(0.33)
	TNT1 A 0 A_killmaster(extreme)
    Stop

  }
}


ACTOR AbyssMindBigZap
{
  Game Doom
  Radius 18
  Height 18
  Speed 1
  Projectile
  +dontharmclass
  +noclip
  +floatbob
  RenderStyle Add
  Alpha  1.95
  Scale 1.05
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
 ZPWV ABCBCABCACBABCA 10 bright 
  Death:
  TNT1 A 0
  

    Stop
  }
}


ACTOR AbyssMindWave
{
  Game Doom
  Radius 18
  Height 18
  Speed 34
   ProjectileKickBack 9000
  Damage (random(30,80))
  DamageType Melee
  Projectile
  +dontharmclass
  RenderStyle Add
  Alpha 0.25
  Scale 0.85
  seesound "queen/fire"
  DeathSound "holy2/holy2"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    ZPWV D 5 Bright 
	TNT1 A 0 A_Spawnitemex("AbyssMindWave2",0,0,3,0,0,0,0)
	     	    TNT1 A 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,7), 0, random(-5,5), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

	ZPWV D 5 Bright a_setscale(0.75,0.75)
	ZPWV D 5 Bright a_setscale(0.60,0.60)
	TNT1 A 0 A_Spawnitemex("AbyssMindWave2",0,0,3,0,0,0,0)
		     	    TNT1 A 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,7), 0, random(-5,5), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

	ZPWV D 5 Bright
	ZPWV D 5 Bright a_setscale(0.75,0.75)
	TNT1 A 0 A_Spawnitemex("AbyssMindWave2",0,0,3,0,0,0,0)
	ZPWV D 5 Bright a_setscale(0.85,0.85)
		     	    TNT1 A 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,7), 0, random(-5,5), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

	loop
  Death:
  TNT1 A 0
  
ZPWV ABC 9 bright A_Spawnitemex("CrackedAbyssMind",0,0,random(2,16),random(4,14),0,random(-4,4),random(-359,359))
ZPWV BA 9 bright A_Spawnitemex("CrackedAbyssMind",0,0,random(2,16),random(4,14),0,random(-4,4),random(-359,359))

    Stop
  }
}


Actor CrackedAbyssMindFloor
{
    Radius 4
	Species "Revenant"
    Height 4
    Speed 24
    Damage (random(10,30))
	DamageType "Plasma"
    PROJECTILE
	+floorhugger
	Scale 0.85
	RenderStyle ADD
	Alpha 1.95
	SeeSound "Crack/see"
	DeathSound "Crack/death"
    Translation  "Ice"
	States
	{
	Spawn:
	TNT1 A 0
	Fly:
	TNT1 A 0 A_jump(255,"A1","A3","A2")
	
		A1:
		 TNT1 A 3 Bright A_CStaffMissileSlither
	TNT1 A 0 A_Spawnitemex("CrackedAbyssMind",0,0,random(2,16),random(4,14),0,random(-4,4),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)

	   loop
	
	
			A2:
		 TNT1 A 3 Bright A_weave(random(1,8),0,random(1,12),0)
	TNT1 A 0 A_Spawnitemex("CrackedAbyssMind",0,0,random(2,16),random(4,14),0,random(-4,4),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)

	   loop
	
	
	A3:
	TNT1 A 3 A_Spawnitemex("CrackedAbyssMind",0,0,random(2,16),random(4,14),0,random(-4,4),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)

	   loop
	   Death:
	   TNT1 A 0
	   stop
	}
}



Actor CrackedAbyssMind
{
    Radius 4
	Species "Revenant"
    Height 4
    Speed 18
    Damage (random(1,6))
	DamageType "Plasma"
    PROJECTILE
	Scale 0.85
	RenderStyle ADD
	Alpha 1.95
	SeeSound "Crack/see"
	DeathSound "Crack/death"
    Translation  "Ice"
	States
	{
	Spawn:
	   BLL9 AA 1 BRIGHT  A_SpawnItemEx("ZAP88", random(-12,12), random(-12,12), random(-12,12), 0, 0, 0, 0,SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)
	   BLL9 AA 1 BRIGHT A_SpawnItemEx("ZAP88", random(-12,12), random(-12,12), random(-12,12), 0, 0, 0, 0,SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)
	 BLL9 BB 2 BRIGHT    A_SpawnItemEx("ZAP88", random(-12,12), random(-12,12), random(-12,12), 0, 0, 0, 0,SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)
	  BLL9 BB 2 BRIGHT   A_SpawnItemEx("ZAP88", random(-12,12), random(-12,12), random(-12,12), 0, 0, 0, 0,SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)
	  TNT1 AAAA 0 BRIGHT A_SpawnItemEx("ZAP88", random(-32,32), random(-32,32), random(-32,32), 0, 0, 0, 0,SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)
		TNT1 A 0 A_explode(random(2,9),64,0)
	   BLL9 CDE 6 BRIGHT
	   Stop
	}
}


Actor CrackedAbyssMindFall
{
    Radius 1
    Height 1
    Speed 18
    Damage (random(10,60))
	DamageType "Plasma"
    PROJECTILE
+nogravity
+ceilinghugger
	Scale 0.85
	RenderStyle ADD
	Alpha 1.95
	SeeSound "Crack/see"
	DeathSound "Crack/death"
    Translation  "Ice"
	States
	{
	Spawn:
	TNT1 A 0
	Fly:
	TNT1 A 0
	TNT1 A 0 A_changeflag("CeilingHugger",FALSE)
	TNT1 A 0 A_changeflag("Nogravity",FALSE)
	TNT1 A 2 A_Spawnitemex("CrackedAbyssMind",0,0,random(2,16),0,0,random(-1,4),0)
	loop
	Death:
	BLL9 C 6 bright
	TNT1 AAAAAAAAAAAAAAAA 0  A_Spawnitemex("CrackedAbyssMind",0,0,random(2,16),random(6,28),0,random(1,4),random(-359,-180))
	TNT1 AAAAAAAAAAAAAAAA 0  A_Spawnitemex("CrackedAbyssMind",0,0,random(2,16),random(6,28),0,random(1,4),random(-180,0))
	TNT1 AAAAAAAAAAAAAAAA 0  A_Spawnitemex("CrackedAbyssMind",0,0,random(2,16),random(6,28),0,random(1,4),random(0,180))
	TNT1 AAAAAAAAAAAAAAAA 0  A_Spawnitemex("CrackedAbyssMind",0,0,random(2,16),random(6,28),0,random(1,4),random(180,359))
 
	   
	   BLL9 DE 6 BRIGHT
	   Stop
	}
}


ACTOR AbyssMindWave2
{
  Game Doom
  Radius 12
  Height 12
  Speed 34
  Projectile
  +noclip
  RenderStyle Add
  Alpha 0.05
  Scale 1.25
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    ZPWV D 3 Bright
	ZPWV D 3 Bright a_setscale(1.4,1.4)
	ZPWV D 3 Bright a_setscale(1.6,1.6)
	ZPWV D 3 Bright a_setscale(1.8,1.8)
    Stop
  }
}


ACTOR AbyssMindSpike
{
  Game Doom
  speed 1
  Damage (random(1,10))
  DamageType "Getoutofmyheadcharles"
  Projectile
  +floorhugger
  +thruactors
  Renderstyle "Add"
  Alpha 1.95
   Translation  "0:255=%[0.02,0.02,0.03]:[0.29,0.49,0.65]"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
  	     	    TNT1 AA 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,7), 0, random(1,5), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

   SSPK D 10 
   SSPK A 3 A_setscale(1.0,0.3)
   TNT1 A 0 A_explode(random(60,100),32,0)
   SSPK A 3 A_setscale(1.0,0.6)
   TNT1 A 0 A_explode(random(60,100),32,0)
   SSPK A 3 A_setscale(1.0,1.0)
   TNT1 A 0 A_explode(random(60,100),32,0)
   SSPK A 8 a_changeflag("thruactors",FALSE)
Goto death

	death:
	 SSPK A 8 a_setsolid
	TNT1 A 0 A_SpawnItemEx("CrackedAbyssMindFall", random(-264,264), random(-264,264),200,random(1,9),0,0,random(-359,359), SXF_NOCHECKPOSITION,128)
	
	SSPK A 16
		TNT1 AA 0 A_SpawnItemEx("CrackedAbyssMindFall", random(-764,764), random(-764,764),200,random(1,9),0,0,random(-359,359), SXF_NOCHECKPOSITION,128)

	 SSPK AAA 8 A_fadeout(0.33)
Stop
  }
}


ACTOR AbyssMindSpike2
{
  Game Doom
  speed 1
  Damage (random(1,10))
  DamageType "Getoutofmyheadcharles"
  Projectile
  +floorhugger
  +thruactors
  Renderstyle "Add"
  Alpha 1.95
   Translation  "0:255=%[0.02,0.02,0.03]:[0.29,0.49,0.65]"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    	     	    TNT1 AA 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,7), 0, random(1,5), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

   SSPK D 20
     	     	    TNT1 AA 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,7), 0, random(1,5), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

   SSPK A 2 A_setscale(1.0,0.3)
   TNT1 A 0 A_explode(random(60,100),32,0)
   SSPK A 2 A_setscale(1.0,0.6)
   TNT1 A 0 A_explode(random(60,100),32,0)
   SSPK A 2 A_setscale(1.0,1.0)
   TNT1 A 0 A_explode(random(60,100),32,0)
   SSPK A 7 a_changeflag("thruactors",FALSE)
Goto death

	death:
	 SSPK A 8 a_setsolid
	 SSPK A 16
	 SSPK AAA 8 A_fadeout(0.33)
	 
Stop
  }
}


ACTOR AbyssMindWalk1
{

+nointeraction
+floatbob
renderstyle "Add"

Alpha 0.5
xscale 2.55
yscale 2.85
// Translation "0:255=%[0.34,0.00,0.00]:[1.18,0.33,0.93]"

 States
  {
Spawn:
TNT1 A 0
Fly:
TNT1 A 0 

TNT1 A 0 A_jump(32,"A3")
CDW2 ABC 3
	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),0,176)
	TNT1 A 0 A_Spawnitemex("Zap99",random(-32,32),random(-32,32),random(22,86),random(1,2),0,random(1,9),random(-359,359),0,88)

CDW2 FED 3
TNT1 AAAAAAA 0 A_Spawnitemex("SplashAbyss",random(-8,8),random(-8,8),random(12,76),random(1,6),0,random(1,3),random(-359,359))
Stop



   A3:
   	  TNT1 A 0		   	   	   		
	   	   		TNT1 AAAAAAAA 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_setscale(1.75,1.75)
    OVER ABB 3
		TNT1 A 0 A_Spawnitemex("Zap99",random(-32,32),random(-32,32),random(22,86),random(1,2),0,random(1,9),random(-359,359))

	OVER CCA 3 
	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))
  TNT1 A 0	

	Stop
   
}}  

ACTOR AbyssMindWalk2 :  AbyssMindWalk1
{
   Translation  "0:255=%[0.02,0.02,0.03]:[0.29,0.49,0.65]"

}



ACTOR  AbyssMindWalk3 :  AbyssMindWalk1
{
   Translation  "0:255=0:0"

}


ACTOR  AbyssMindWalk4 :  AbyssMindWalk1
{
 renderstyle "Fuzzy"
Translation "0:255=0:255"
}


 

actor AbyssMindWalk: RandomSpawner 
{
    DropItem "AbyssMindWalk1", 255, 25
DropItem "AbyssMindWalk2", 255, 25
DropItem "AbyssMindWalk3", 255, 25
DropItem "AbyssMindWalk4", 255, 25
}




Actor FireBluMind
{

+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 A_JumpIf(CallACS("CH_FireBLUES") == 1, "First") 
TNT1 A 0
Goto Third
First:
TNT1 A 0 A_SpawnitemEx("YellowMind",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG)
done:
TNT1 A 3
loop
Third:
TNT1 A 0 A_SpawnitemEx("FireBluMind2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG)
Done2:
TNT1 A 3
loop
Death:
TNT1 A 3 a_bossdeath
stop
}
}

Actor CommonMind :  SpiderMastermind
{
Game Doom
Species "MMind2"
 RadiusDamageFactor 0.25
 DamageFactor "Heroic", 3.0
 DamageFactor "DIMp", 0
  PainChance "DIMp", 0
+Dontharmspecies
-NORADIUSDMG
+NOFEAR
dropitem "RLMinigunpickup", 12
tag "Spider MasterMind"

States
  {
  Spawn:
    SPID AB 10 A_Look
			TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    SPID A 3 A_Metal
    SPID ABB 3 A_Chase
			TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SPID C 3 A_Metal
    SPID CDD 3 A_Chase
			TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SPID E 3 A_Metal
    SPID EFF 3 A_Chase
			TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  Missile:
    SPID A 20 Bright A_FaceTarget
			TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SPID G 4 Bright A_SPosAttackUseAtkSound
    SPID H 4 Bright A_SPosAttackUseAtkSound
    SPID H 1 Bright A_SpidRefire
    Goto Missile+1
  Pain:
    SPID I 3
			TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SPID I 3 A_Pain
    Goto See

}
}





Actor GrayMind
{

+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 A_JumpIf(CallACS("CH_Grayscale") == 1, "First") 
TNT1 A 0
Goto Third
First:
TNT1 A 0 A_SpawnitemEx("YellowMind",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("GrayMind2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG)
stop
}
}


ACTOR GrayMind2 : SpiderMastermind
{
  Game Doom
  Health 8008
  Radius 100
  Species "MMind"
  BloodColor "black"
  Height 100
  Mass 1000
  Speed 9
  PainChance 40
  Monster
   RadiusDamageFactor 0.4
  Damagefactor Fire, 0.6
   DamageFactor "Heroic", 3.0
   DamageFactor "DIMp", 0
  Damagefactor "fire", 0.6
  DamageFactor ice, 0.65
  DamageFactor "ice", 0.65
  DamageFactor Melee, 0.5
  PainChance "DIMp", 0
  +BOSS
  +MISSILEMORE
  +FLOORCLIP
  -NORADIUSDMG
  +DONTMORPH
  +BOSSDEATH
  +DONTHARMSPECIES
  +NOFEAR
  SeeSound "SpidHigh"
  AttackSound "spider/attack"
  PainSound "spider/pain"
  DeathSound "spider/death"
  ActiveSound "spider/active"
  DropItem "ArmorBundle"
  DropItem "HealthBundle"
  DropItem "ArmorBundle", 200
  DropItem "ArmorBundle", 128
  DropItem "CH_BlueArmor"
  DropItem "CH_ClipBox", 200
  DropItem "CH_ClipBox"
  	DropItem "ArmorBundle" 
    DropItem "HealthBundle" 
    DropItem "CH_MegaSphere", 64
    DropItem "BackPack"
    DropItem "BackPack", 128
	   DropItem "BackPack"
    DropItem "BackPack", 128
	   DropItem "BackPack", 64
    DropItem "BackPack", 64
	    DropItem "CH_CellPack", 64
		    DropItem "CH_CellPack", 128
	Dropitem "CH_RocketLauncher"
    DropItem "CH_RocketBox"
	    DropItem "CH_RocketBox"
		    DropItem "CH_RocketBox", 128
  Obituary "%o should've paid attention to Gray Mastermind"
  Translation  "0:255=%[0.14,0.25,0.32]:[0.79,0.79,0.79]", "168:191=0:2"   //"48:79=[53,255,53]:[0,66,0]", "128:151=[0,155,0]:[0,40,0]", "16:31=119:127", "208:223=121:127" //"48:63=112:121", "0:2=126:127", "152:159=125:127", "64:79=120:125", "128:143=122:127", "144:151=123:127", "16:31=116:127", "208:223=114:124", "80:95=112:127"
  tag "Rocky Road Spider"
  States
  {
  Spawn:
  TNT1 A 0
  SetSpike:
  TNT1 A 0
  TNT1 AAA 0 A_SpawnitemEx("BrainPainGray",0,0,32,0,0,0,0,SXF_SETMASTER)
  TNT1 A 0
  Idle:
    SPIB AB 10 A_Look
			TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    SPIB A 3 A_Playsound("bluemind/step")
    SPIB ABB 3 A_Chase
				TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SPIB C 3 A_Playsound("bluemind/step")
    SPIB CDD 3 A_Chase
				TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SPIB E 3 A_Playsound("bluemind/step")
    SPIB EFF 3 A_Chase
				TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  Missile:
     TNT1 A 0
	 			TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

     TNT1 A 0 A_jumpifCloser(1500,"Oppai")
	  TNT1 A 0 A_jumpifHealthLower(4004,"Oppai2")
	   SPIB A 25 Bright A_FaceTarget
	   Missile2:
	SPIB H 2 Bright A_FaceTarget
	SPIB GG 1 Bright  A_CustomBulletAttack(0,0,2,random(1,8),"GrayCGuff")
	SPIB HH 1 Bright A_CustomBulletAttack(3,3,5,random(1,8),"GrayCGuff")
	SPIB H 1 Bright A_Monsterrefire(188,"See")
	Goto Missile2
	
	Oppai:
	
	
	SPIB H 2 Bright A_FaceTarget
    SPIB G 1 Bright A_Custommissile("SpidieShotGray",35,0,random(-3,3))
    SPIB H 1 Bright A_Custommissile("SpidieShotGray",35,0,random(-5,5))
	SPIB GG 1 Bright A_Custommissile("SpidieShotGray",35,0,random(-13,13),CMF_OFFSETPITCH|CMF_SAVEPITCH,random(-10,10))
    SPIB HH 1 Bright A_Custommissile("SpidieShotGray",35,0,random(-15,15),CMF_OFFSETPITCH|CMF_SAVEPITCH,random(-10,10))
		SPIB G 0 Bright A_Custommissile("SpidieShotGray",35,0,random(-10,10),CMF_OFFSETPITCH|CMF_SAVEPITCH,random(-10,10))
		SPIB G 0 Bright A_Custommissile("SpidieShotGray",35,0,random(-10,10),CMF_OFFSETPITCH|CMF_SAVEPITCH,random(-10,10))
    SPIB H 3 Bright A_Custommissile("SpidieShotGray",35,0,random(-10,10))
	TNT1 A 0 A_jump(32,"SpikeYou")
	SPIB H 15 Bright A_FaceTarget
    	SPIB H 1 Bright A_Monsterrefire(188,"See")
	Goto Oppai
    
	SpikeYou:
		SPIB H 15 Bright A_FaceTarget

	SPIB GHGHGHGHGHGHGHGHGHGHGHGHGHGHGHGHGHGHGHGHGHGHGH 1 Bright  A_CustomMissile ("MolochNail", 35,random(-15,15),random(-8,8),CMF_OFFSETPITCH|CMF_SAVEPITCH,random(-5,5))
	SPIB H 15 Bright A_FaceTarget
    	Goto see
		
	Oppai2:
	TNT1 A 0 
	TNT1 A 0 A_jump(128,"Missile2","SpikeYou")
	TNT1 A 0 
	Goto Oppai
	
  Pain:
    SPIB I 3
				TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SPIB I 3 A_Pain
    Goto See
	Pain.ice:
	Pain.Melee:
	Pain.fire:
	    SPIB I 2 A_PlaySound("ResistCH",7)
    SPIB I 2 A_Pain
    Goto See
  Death:
    TNT1 A 0
	TNT1 A 0 A_killchildren(extreme)
    SPIB J 20 A_Scream
    SPIB K 10 A_NoBlocking
    SPIB LMNOPQR 10
    SPIB S 30
	TNT1 A 0 A_killmaster(extreme)
    SPIB S -1 A_BossDeath
    Stop
  }
}


ACTOR BrainPainGray
{
  Radius 2
  Height 2
  Speed 0
  monster
  +NOTRIGGER
  +NOTARGET
  +nogravity
  +noclip
  -countkill
  Scale 1.25
  Alpha 0.5
  Renderstyle "Translucent"
  Translation  "0:255=%[0.14,0.25,0.32]:[0.79,0.79,0.79]", "168:191=0:2"   //"48:79=[53,255,53]:[0,66,0]", "128:151=[0,155,0]:[0,40,0]", "16:31=119:127", "208:223=121:127" //"48:63=112:121", "0:2=126:127", "152:159=125:127", "64:79=120:125", "128:143=122:127", "144:151=123:127", "16:31=116:127", "208:223=114:124", "80:95=112:127"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    ICEY AAABBBCCC 1 bright A_Warp(AAPTR_MASTER, random(-8,8),random(-13,13), random(82,102),0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	
	Loop
  Death:
   TNT1 A 0
    ICEY A 2 Bright A_NoBlocking
  ICEY B 2 Bright A_SetScale(1)
	ICEY C 2 Bright A_SetScale(0.7)
    ICEY F 2 Bright A_SetScale(0.4)
	
    Stop
  }
}



ACTOR SpidieShotGray
{
  Game Doom
  Radius 3
  Height 3
  Speed 46
  Damage (random(1,11))
  Projectile
  +UseBounceState
  Bouncetype "Hexen"
  Bouncecount 3
  Bouncefactor 1
  wallbouncefactor 1
  Scale 0.25
  DamageType Melee
  SeeSound "moloch/nailhitbleed"
  DeathSound "spike/spiked"
  Translation "0:255=%[0.14,0.25,0.32]:[0.79,0.79,0.79]"
  States
  {
  Spawn:
    TNT1 A 0
	Fly:
    BAL1 AB 4 Bright
    Loop
	
	Bounce:
PUFI ABCD 2 bright
TNT1 A 0 A_explode(random(1,10),128)
TNT1 A 0
	Goto fly
  Death:
PUFI ABCD 2 bright
TNT1 A 0 A_explode(random(1,10),128)

	Stop

  }
}



ACTOR FireBluMind2 : SpiderMastermind
{
  Game Doom
  Health 8008
  Radius 100
  Species "MMind"
  BloodColor "red"
  Height 100
  Mass 1000
  Speed 21
  PainChance 40
  Monster
  MinMissileChance 160
   RadiusDamageFactor 0.33
  Damagefactor Fire, 0.25
   DamageFactor "Heroic", 3.0
   DamageFactor "DIMp", 0
  Damagefactor "fire", 0.25
  DamageFactor ice, 0.45
  DamageFactor "ice", 0.45
  PainChance "DIMp", 0
  +BOSS
  +MISSILEMORE
  +FLOORCLIP
  -NORADIUSDMG
  +DONTMORPH
  +BOSSDEATH
  +DONTHARMSPECIES
  +NOFEAR
  SeeSound "spider/sight"
  AttackSound "spider/attack"
  PainSound "spider/pain"
  DeathSound "spider/death"
  ActiveSound "spider/active"
  DropItem "ArmorBundle"
  DropItem "HealthBundle"
  DropItem "CH_BlueArmor", 200
  DropItem "CH_ClipBox", 200
  DropItem "CH_ClipBox"
  	DropItem "ArmorBundle" 
    DropItem "HealthBundle" 
    DropItem "CH_MegaSphere", 64
    DropItem "BackPack", 64
    DropItem "BackPack", 128
	   DropItem "BackPack"
    DropItem "BackPack", 128
	   DropItem "BackPack", 64
    DropItem "BackPack", 128
    DropItem "CH_CellPack"
	    DropItem "CH_CellPack", 128
		    DropItem "CH_CellPack", 128
	Dropitem "CH_PlasmaRifle"
    DropItem "CH_RocketBox", 128
	    DropItem "CH_RocketBox", 128
		    DropItem "CH_RocketBox", 128
  Obituary "%o got eye burned by fireblu mastermind"
  Translation  "48:63=176:191", "128:143=195:207", "144:147=201:204", "148:151=181:187", "64:71=197:202", "72:79=179:187", "1:2=45:47", "13:15=199:202", "5:12=240:247", "96:99=194:197", "100:104=179:183", "105:108=201:205", "109:111=186:191", "208:212=172:175", "224:228=205:205", "80:95=188:191", "17:28=199:206", "4:4=200:200", "152:159=184:190", "192:196=200:203"
  //"48:79=[53,255,53]:[0,66,0]", "128:151=[0,155,0]:[0,40,0]", "16:31=119:127", "208:223=121:127" //"48:63=112:121", "0:2=126:127", "152:159=125:127", "64:79=120:125", "128:143=122:127", "144:151=123:127", "16:31=116:127", "208:223=114:124", "80:95=112:127"
  tag "It's horrifying!"
  States
  {
  Spawn:
    SPID AB 10 A_Look
				TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    SPID A 3 A_Metal
    SPID ABB 3 A_Chase
					TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SPID C 3 A_Metal
    SPID CDD 3 A_Chase
					TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SPID E 3 A_Metal
    SPID EFF 3 A_Chase
					TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  Missile:
     TNT1 A 0
	 				TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

     TNT1 A 0 A_jumpifCloser(1500,"Choices")
	   SPID A 25 Bright A_FaceTarget
	   SPID H 10 bright A_playsound("spider/sight")
	   SPID G 5 bright a_checksight("See")
	   SPID H 5 bright a_viletarget("fireblumindflame1")
	   SPID G 5 bright a_checksight("See")
	   SPID H 5 bright a_viletarget("fireblumindflame1")
	    SPID G 5 bright a_checksight("See")
	   SPID H 5 bright a_viletarget("fireblumindflame1")
	   SPID A 10
       Goto see
  Choices:
    TNT1 A 0
	TNT1 A 0 A_Jump(255,"Spam","GroundFlame")
  
  GroundFlame:
      SPID A 14 Bright A_FaceTarget
	SPID H 2 Bright A_FaceTarget	
			SPID G 2 bright A_CustomMissile("fireblumindflame3",31,4,random(-3,3))
		TNT1 A 0 bright A_CustomMissile("fireblumindflame3",31,4,random(30,150))
		SPID H 2 bright A_CustomMissile("fireblumindflame3",31,4,random(-150,30))
    SPID H 1 Bright
  Goto see
  
  Spam:
    SPID A 15 Bright A_FaceTarget
	SPID H 2 Bright A_FaceTarget	
			SPID G 2 bright A_CustomMissile("FireBCGguy",31,4,random(-3,3))
		TNT1 A 0 bright A_CustomMissile("FireBCGguy",31,4,random(-15,15))
		SPID H 2 bright A_CustomMissile("FireBCGguy",31,4,random(-35,35))
    SPID H 1 Bright A_Monsterrefire(188,"See")
    Goto Missile+1
  Pain:
    SPID I 3
					TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SPID I 3 A_Pain
    Goto See
  Death:
    SPID J 20 A_Scream
    SPID K 10 A_NoBlocking
    SPID LMNOPQR 10
    SPID S 30
	TNT1 A 0 A_killmaster(extreme)
    SPID S -1 A_BossDeath
    Stop
  }
}


 ACTOR FireBluMindFlame1
{
  Game Doom
  Radius 12
  Height 16
  Speed 1
  Damage (random(5,23))
  DamageType "Fire"
  Projectile
  +RANDOMIZE
  +thruactors
  RenderStyle Add
  Alpha 0.85
  SeeSound "imp/attack"
  DeathSound "imp/shotx"
  Translation "161:161=200:200", "160:160=177:177", "162:162=184:184", "163:163=204:204", "164:164=186:186", "165:165=204:204", "166:166=189:189", "167:167=207:207"
  States
  {
  Spawn:
    FIRE AB 1 Bright 
    Goto Death
  Death:
    TNT1 AAAAAAA 0 A_Spawnitemex("FireBluMindFlame2",random(-128,128),random(-128,128),random(0,12),0,0,0,SXF_NOCHECKPOSITION)
    FIRE CDEEDCDE 5 A_Explode(random(3,10),64)
    FIRE FGH 4 Bright A_Explode(random(3,10),64)
	    TNT1 AAAAAAA 0 A_Spawnitemex("FireBluMindFlame2",random(-128,128),random(-128,128),random(0,12),0,0,0,SXF_NOCHECKPOSITION)
	FIRE CDEEDCDE 5 A_Explode(random(3,10),64)
    FIRE FGH 4 Bright A_Explode(random(3,10),64)
	    TNT1 AAAAAAA 0 A_Spawnitemex("FireBluMindFlame2",random(-128,128),random(-128,128),random(0,12),0,0,0,SXF_NOCHECKPOSITION)
    Stop
  }
}

 ACTOR FireBluMindFlame2
{
  Game Doom
  Radius 8
  Height 12
  Speed 1
  Damage (random(5,15))
  DamageType "Fire"
  Projectile
  +RANDOMIZE
  +thruactors
  RenderStyle Add
  Alpha 0.85
  scale 0.5
  SeeSound "imp/attack"
  DeathSound "imp/shotx"
  Translation "161:161=200:200", "160:160=177:177", "162:162=184:184", "163:163=204:204", "164:164=186:186", "165:165=204:204", "166:166=189:189", "167:167=207:207"
  States
  {
  Spawn:
    FIRE AB 1 Bright 
    Goto Death
  Death:
    FIRE CDEEDCDE 5 A_Explode(random(3,6),32)
    FIRE FGH 4 Bright A_Explode(random(3,6),32)
    Stop
  }
}

 ACTOR FireBluMindFlame3
{
  Game Doom
  Radius 14
  Height 14
  Speed 14
  Damage (random(5,15))
  DamageType "Fire"
  Projectile
  +RANDOMIZE
  +thruactors
  +seekermissile
  +floorhugger
  RenderStyle Add
  Alpha 0.85
  xscale 1.5
  yscale 0.7
  SeeSound "imp/attack"
  DeathSound "imp/shotx"
  Translation "161:161=200:200", "160:160=177:177", "162:162=184:184", "163:163=204:204", "164:164=186:186", "165:165=204:204", "166:166=189:189", "167:167=207:207"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    FIRE A 1 bright a_seekermissile(6,3)
	    TNT1 AAA 0 A_Spawnitemex("FireBluMindFlame2",random(-64,64),random(-64,64),random(0,12),0,0,0,SXF_NOCHECKPOSITION)
	FIRE B 1 Bright A_Explode(random(3,12),64)
    loop
  Death:
      TNT1 AAAAAAA 0 A_Spawnitemex("FireBluMindFlame2",random(-128,128),random(-128,128),random(0,12),0,0,0,SXF_NOCHECKPOSITION)
    FIRE CDEEDCDE 1 A_Explode(random(3,9),64)
	    TNT1 AAAAAAA 0 A_Spawnitemex("FireBluMindFlame2",random(-128,128),random(-128,128),random(0,12),0,0,0,SXF_NOCHECKPOSITION)
    FIRE FGH 1 Bright A_Explode(random(3,9),64)
	    TNT1 AAAAAAA 0 A_Spawnitemex("FireBluMindFlame2",random(-128,128),random(-128,128),random(0,12),0,0,0,SXF_NOCHECKPOSITION)
    Stop
  }
}

 
 
 
ACTOR GreenMind : SpiderMastermind
{
  Game Doom
  Health 4200
  Radius 100
  Species "MMind"
  BloodColor "Green"
  Height 100
  Mass 1000
  Speed 12
  PainChance 40
  Monster
  MinMissileChance 160
  RadiusDamageFactor 0.25
   DamageFactor "Heroic", 3.0
   DamageFactor "DIMp", 0

  PainChance "DIMp", 0
  +BOSS
  +MISSILEMORE
  +FLOORCLIP
  -NORADIUSDMG
  +DONTMORPH
  +BOSSDEATH
  +DONTHARMSPECIES
  +NOFEAR
  SeeSound "spider/sight"
  AttackSound "spider/attack"
  PainSound "spider/pain"
  DeathSound "spider/death"
  ActiveSound "spider/active"
  DropItem "ArmorBundle"
  DropItem "HealthBundle", 128
  DropItem "CH_GreenArmor", 42
  DropItem "CH_ClipBox", 200
  DropItem "CH_ClipBox"
  Obituary "%o fell ill and died from green masterminds ugly presence"
  Translation "48:79=[53,255,53]:[0,66,0]", "128:151=[0,155,0]:[0,40,0]", "16:31=119:127", "208:223=121:127" //"48:63=112:121", "0:2=126:127", "152:159=125:127", "64:79=120:125", "128:143=122:127", "144:151=123:127", "16:31=116:127", "208:223=114:124", "80:95=112:127"
  tag "Green Spider MasterMind"
  States
  {
  Spawn:
    SPID AB 10 A_Look
					TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    SPID A 3 A_Metal
    SPID ABB 3 A_Chase
						TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
    SPID C 3 A_Metal
    SPID CDD 3 A_Chase
						TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
    SPID E 3 A_Metal
    SPID EFF 3 A_Chase
						TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
    Loop
  Missile:
    SPID A 20 Bright A_FaceTarget
						TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	SPID H 2 Bright A_FaceTarget
    SPID G 2 Bright A_Custommissile("SpidieShot1",35,0,random(-3,3))
    SPID H 2 Bright A_Custommissile("SpidieShot1",35,0,random(-5,5))
    SPID H 1 Bright A_Monsterrefire(188,"See")
    Goto Missile+1
  Pain:
    SPID I 3
						TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SPID I 3 A_Pain
    Goto See
  Death:
    SPID J 20 A_Scream
    SPID K 10 A_NoBlocking
    SPID LMNOPQR 10
    SPID S 30
    SPID S -1 A_BossDeath
    Stop
  }
}

ACTOR SpidieShot1
{
  Game Doom
  Radius 2
  Height 2
  Speed 65
  FastSpeed 80
  Damage (random(3,8))
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 0.85
  Scale 0.15
  DamageType "Poison"
  SeeSound "spider/attack"
  DeathSound "imp/shotx"
  Translation "168:191=112:127"
  States
  {
  Spawn:
    BAL1 AB 4 Bright
    Loop
  Death:
    BAL1 CD 4 Bright  
	BAL1 D 0 A_jump(128,"Gas")
	BAL1 E 2 Bright
	Stop
	Gas:
	BAL1 E 2 Bright A_Spawnitemex("Gas14",random(-5,5),random(-8,8),random(-1,7),0,0,0,SXF_NOCHECKPOSITION)
    Stop
  }
}



ACTOR BlueMind : SpiderMastermind
{
  Game Doom
  Health 5600
  Radius 100
  Species "MMind"
  BloodColor "Blue"
  Height 100
  Mass 1000
  Speed 18
  PainChance 25
  Monster
 // MinMissileChance 160
 RadiusDamageFactor 0.25
   DamageFactor "Heroic", 3.0
   DamageFactor "DIMp", 0
   Damagefactor "ice", 0.6
    Damagefactor ice, 0.6
  PainChance "DIMp", 0
  +BOSS
  +MISSILEMORE
  +FLOORCLIP
  -NORADIUSDMG
  +DONTMORPH
  +BOSSDEATH
  +missileevenmore
  +DONTHARMSPECIES
  +NOFEAR
  SeeSound "spider/sight"
  AttackSound "spider/attack"
  PainSound "spider/pain"
  DeathSound "spider/death"
  ActiveSound "spider/active"
  DropItem "ArmorBundle", 128
  DropItem "HealthBundle"
  DropItem "CH_BlueArmor", 34
  DropItem "CH_Cell", 200
  DropItem "CH_Cell"
    DropItem "CH_Cell"
	  DropItem "CH_Cell"
	    DropItem "CH_Cell"
  Obituary "%o was frozen to the bone by Blue SpiderMasterMind"
  // Translation "48:63=193:199", "0:2=198:205", "152:159=240:247", "64:79=196:205", "128:143=197:205", "144:151=197:205", "16:31=240:245", "208:223=197:206", "0:0=0:0", "80:95=192:207", "96:111=196:207", "168:191=80:95"
  tag "Frosty Blue Spider MasterMind"
  States
  {
  Spawn:
    SPIB AB 10 A_Look
	TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    SPIB A 3 A_Playsound("bluemind/step")
    SPIB ABB 3 A_Chase
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SPIB C 3 A_Playsound("bluemind/step")
    SPIB CDD 3 A_Chase
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SPIB E 3 A_Playsound("bluemind/step")
    SPIB EFF 3 A_Chase
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  Missile:
    SPIB A 10 Bright A_FaceTarget
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	SPIB A 0 Bright A_JumpIfCloser(420, "FrostBreath")
	SPIB A 0 Bright A_JumpIfHealthLower(2650,"OrMaybe")
	SPIB A 0 Bright A_JumpIfCloser(1200, "FrostOrbs")
	SPIB A 0 Bright A_Jump(255,"LongFrost")
	Goto See
  OrMaybe:
    SPIB A 0 Bright
	SPIB A 0 Bright A_Jump(255,"LongFrost2","FrostOrbs")
	SPIB A 0 Bright
	Goto See
  FrostBreath:
    SPIB H 0 Bright A_Playsound("Ice/Inhale",0,1.5)
	SPIB H 2 Bright A_FaceTarget
	TNT1 A 0 //A_JumpIfhigherorlower("HighShot","",28,0,true)
    SPIB G 1 Bright A_Custommissile("FrostMind",30,0,random(-3,3))
    SPIB G 2 Bright A_Custommissile("FrostMind",30,0,random(-7,7))
	SPIB H 1 Bright A_Monsterrefire(80,"See")
    Goto Missile+1
	  HighShot:
  	SPIB G 6 Bright A_PlaySound("Spell/SpellCast1",1,3)
	SPIB G 0 Bright A_SpawnItemEx("IceOrb",0,0,64,random(6,12),0,random(6,14),0)
	SPIB G 0 Bright A_SpawnItemEx("IceOrb",0,0,64,random(6,12),0,random(6,14),-7)
	SPIB G 0 Bright A_SpawnItemEx("IceOrb",0,0,64,random(6,12),0,random(6,14),7)
    Goto Missile+1
	
	
  FrostOrbs:
    SPIB H 6 Bright A_FaceTarget
	TNT1 A 0 //A_JumpIfhigherorlower("HighShot","",28,0,true)
	SPIB G 6 Bright A_PlaySound("Spell/SpellCast1",1,3)
	SPIB G 0 Bright A_Custommissile("IceOrb",52,-32,random(-5,5))
	SPIB G 0 Bright A_Custommissile("IceOrb",52,32,random(-5,5))
	SPIB G 0 Bright A_Custommissile("IceOrb",36,0,random(-1,1))
	SPIB H 6 A_Jump(128,"Missile")
	Goto See
  LongFrost:
	SPIB H 2 Bright A_FaceTarget
    SPIB G 2 Bright A_Custommissile("FrostLong",34,0,random(-1,1))
    SPIB G 2 Bright A_Custommissile("FrostLong",34,0,random(-6,6))
	SPIB H 1 Bright A_Monsterrefire(80,"See")
    Goto Missile+1
  LongFrost2:
	SPIB H 2 Bright A_FaceTarget
    SPIB G 2 Bright A_Custommissile("FrostLong",34,0,random(-1,1))
    SPIB G 2 Bright A_Custommissile("FrostLong",34,0,random(-15,15))
	SPIB H 1 Bright A_Monsterrefire(70,"See")
    Goto LongFrost2
  Pain:
    SPIB I 3
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SPIB I 3 A_Pain
    Goto See
  Death:
    SPIB J 20 A_Scream
    SPIB K 10 A_NoBlocking
    SPIB LMNOPQR 10
    SPIB S 30
		 TNT1 A 0 A_SpawnItemEx ("CH_Cirno", 0,0,24, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM| SXF_NOCHECKPOSITION,232)
    SPIB S -1 A_BossDeath
    Stop
  }
}


ACTOR FrostLong
{
  Game Doom
  Radius 3
  Height 4
  Speed 76
  Damage (random(5,12))
  Projectile
  +RANDOMIZE
  +Seekermissile
  RenderStyle Add
  DamageType Ice
  DeathSound "Ice/Hit2"
  Alpha 0.85
  Scale 0.3
  States
  {
  Spawn:
    KIRC A 1 Bright A_Seekermissile(8,8)
	KIRC B 1 Bright A_Playsound("Ice/Fly")
	KIRC C 1 Bright A_weave(1,1,2,1)
	KIRC D 1 Bright 
    Loop
  Death:
    PUFI ABCD 1 Bright  A_SetTranslucent(0.4)
	PUFI EFGH 1 Bright 
    Stop
  }
}

ACTOR FrostLong2 : FrostLong
{
-seekermissile
  Damage (random(3,9))
states
{
Spawn:
KIRC ABCD 1 bright
loop
}}

ACTOR IceORb
{
  Game Doom
  Radius 16
  Height 15
  Speed 14
  Vspeed 1.1
  Damage (random(10,55))
  DamageType Ice
  Projectile
  +SeekerMissile
  +BOUNCEONFLOORS
  +usebouncestate
  RenderStyle Add
  BounceType Doom
  BounceCount 7
  BounceFactor 1.5
  WallBounceFactor 0.2
  Alpha 0.85
  Scale 2
  SeeSound "ice/Cast"
  DeathSound "Ice/Hit2"
  BounceSound "Ice/Splode"
  WeaveIndexXY 9
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    ICEY A 3 Bright A_SeekerMissile(6,6)
	ICEY B 3 Bright A_ScaleVelocity(1.5)
	ICEY C 3 Bright A_Weave(0,3,0,4)
    Loop
	
	bounce.wall:
	ICEY F 1 bright
	Goto death
	
  Death:
     TNT1 A 0 A_setscale(3.5,3.5)

    ICEY FGHI 5 Bright A_Explode(random(6,12),64)

    Stop
  }
}

ACTOR FrostMind
{
  Game Doom
  Radius 18
  Height 18
  Speed 19
  Damage (random(5,12))
  DamageType Ice
  Projectile
  +THRUACTORS
  RenderStyle Add
  Alpha 0.85
  Scale 1.1
  SeeSound "ice/Breath"
  DeathSound "Ice/Splode"
  Translation "192:207=250:254"
  States
  {
  Spawn:
    PUFI ABCD 3 Bright A_Explode(random(3,13),20)
    Goto death
  Death:
    PUFI EFGH 4 Bright A_Explode(random(3,13),20)
    Stop
  }
}


ACTOR SpecialSpider1 : BlueSP1
{
  Game Doom
  Species "MMind3"
  Health 350
  RenderStyle "Add"
  DamageFactor "Scrapper", 3.0
  DamageFactor "DIMp", 0
  Alpha 0.95
  Monster
  +FLOORCLIP
  +BOSSDEATH
  +DONTHARMSPECIES
  +Missilemore
  +Missileevenmore
  +THRUSPECIES
  +NOTARGETSWITCH
  -COUNTKILL
  -ACTIVATEMCROSS
  +notrigger
  Obituary "%o was killed by Purple SpiderMasterMind's 'little' spidie baby"
  DropItem "ArmorBundle", 65
  DropItem "HealthBundle"
  tag "a weird Spider baby"
  States
	{
	See:
    BSPI A 20
    BSPI A 3 A_BabyMetal
    BSPI ABBCC 3 A_Chase
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BSPI D 3 A_BabyMetal
    BSPI DEEFF 3 A_Chase
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

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

ACTOR PurpleMind : SpiderMastermind
{
  Game Doom
  Health 6666
  Radius 100
  Species "MMind3"
  Height 100
  Mass 1000
  Speed 12
  PainChance 20
  Monster
   RadiusDamageFactor 0.25
   DamageFactor "Heroic", 3.0
   DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  MinMissileChance 160
  +BOSS
  +MISSILEMORE
  +FLOORCLIP
  -NORADIUSDMG
  +DONTMORPH
  +BOSSDEATH
  +DONTHARMSPECIES
  +thruspecies
  +NOFEAR
  SeeSound "monster/demsit" 
  AttackSound "spider/attack"
  PainSound "spider/pain"
  DeathSound "spider/death"
  ActiveSound "spider/active"
  DropItem "ArmorBundle" 
  DropItem "HealthBundle" 
  DropItem "CH_MegaSphere", 64
  DropItem "BackPack", 200
  DropItem "BackPack", 128
  DropItem "CH_CellPack"
   DropItem "CH_CellPack"
  DropItem "CH_RocketBox", 128
  DropItem "CH_RocketBox", 128
  DropItem "CH_RocketBox", 128
  dropitem "RLNuclearArmorPickup", 24
  Obituary "%o met the evil Purple SpiderMastermind; was killed by it too"
  Var Int User_Ragemind;
  tag "Purple Spider MasterMind"
  States
  {
  Spawn: 
  	SKUL A 0 Bright A_Spawnitemex("SpecialSpider1",0,-5,6,0,0,0,0, SXF_TransferAmbushflag| SXF_SetMaster| SXF_NOCHECKPOSITION)
	SKUL A 1 Bright A_Spawnitemex("SpecialSpider1",0,-5,6,0,0,0,0, SXF_TransferAmbushflag| SXF_SetMaster| SXF_NOCHECKPOSITION)
	SKUL A 1 Bright A_Spawnitemex("SpecialSpider1",0,-5,6,0,0,0,0, SXF_TransferAmbushflag| SXF_SetMaster| SXF_NOCHECKPOSITION)
	SKUL A 1 Bright A_Spawnitemex("SpecialSpider1",0,-5,6,0,0,0,0, SXF_TransferAmbushflag| SXF_SetMaster| SXF_NOCHECKPOSITION)
  Idle:
    DEMO AB 10 A_Look 
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop 
  See: 
    DEMO A 3 A_Metal 
    DEMO ABB 3 A_Chase 
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    DEMO C 3 A_Metal 
    DEMO CDD 3 A_Chase 
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    DEMO E 3 A_Metal 
    DEMO EFF 3 A_Chase 
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop 
  Missile:
    DEMO A 10 A_FaceTarget
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	DEMO A 0 A_JumpIf(User_Ragemind>=10, "RageSummon")
	DEMO A 0 A_JumpIfCloser(1000, "PewPew")
	DEMO A 0 A_Jump(255, "HitScanHell","Borb")
	Goto See
  PewPew:
    DEMO A 0 A_Jump(64,"PewPew2","Borb")
	
    DEMO A 0 A_Jump(255,"PewPew2", "HitScanHell")
	Goto See
  PewPew2:    
    DEMO T 12 Bright A_FaceTarget
	DEMO T 8 Bright A_Playsound ("Spider/Sight")
    DEMO U 10 Bright A_CustomMissile ("DemoMissile",32,0,0)
	DEMO U 10
	DEMO A 8 A_Jump(88,"Missile")
    Goto See
  HitScanHell:
    DEMO G 5 A_FaceTarget
	DEMO G 0 Bright A_Playsound("spider/attack")
    DEMO G 0 Bright A_Custombulletattack(8,8,random(1,7),random(1,2))
	DEMO G 0 Bright A_Playsound("spider/attack")
    DEMO G 4 Bright A_Custombulletattack(5,5,random(1,7),random(1,2))
	DEMO G 0 Bright A_Playsound("spider/attack")
    DEMO H 0 Bright A_Custombulletattack(12,12,random(1,7),random(1,2))
	DEMO G 0 Bright A_Playsound("spider/attack")
    DEMO H 4 Bright A_Custombulletattack(2,2,random(1,7),random(1,2))
	DEMO G 0 Bright A_Playsound("spider/attack")
    DEMO H 1 Bright A_SpidRefire 
    Goto HitScanHell
	 Borb:
    DEMO G 5 A_FaceTarget

    DEMO G 2 Bright A_CustomMissile ("OrbPurpleMind",32,-12,random(-1,1))
    DEMO G 3 Bright A_CustomMissile ("OrbPurpleMind",32,12,random(-1,1))
    DEMO H 2 Bright A_CustomMissile ("OrbPurpleMind",32,-12,random(-1,1))
    DEMO H 3 Bright  A_CustomMissile ("OrbPurpleMind",32,12,random(-1,1))
    DEMO G 2 Bright A_CustomMissile ("OrbPurpleMind",32,-12,random(-1,1))
    DEMO G 3 Bright A_CustomMissile ("OrbPurpleMind",32,-12,random(-1,1))
	DEMO G 3 bright  A_FaceTarget
    DEMO H 2 Bright A_CustomMissile ("OrbPurpleMind",32,-12,random(-1,1))
    DEMO H 3 Bright  A_CustomMissile ("OrbPurpleMind",32,12,random(-1,1))
    DEMO G 2 Bright A_CustomMissile ("OrbPurpleMind",32,12,random(-1,1))
    DEMO G 3 Bright A_CustomMissile ("OrbPurpleMind",32,-12,random(-1,1))
    DEMO H 2 Bright A_CustomMissile ("OrbPurpleMind",32,12,random(-1,1))
    DEMO H 3 Bright  A_CustomMissile ("OrbPurpleMind",32,-12,random(-1,1))
    DEMO G 2 Bright A_CustomMissile ("OrbPurpleMind",32,-12,random(-1,1))
    DEMO G 3 Bright A_CustomMissile ("OrbPurpleMind",32,12,random(-1,1))
    DEMO H 2 Bright A_CustomMissile ("OrbPurpleMind",32,-12,random(-1,1))
    DEMO H 3 Bright  A_CustomMissile ("OrbPurpleMind",32,12,random(-1,1))
    DEMO G 2 Bright A_CustomMissile ("OrbPurpleMind",32,-12,random(-1,1))
    DEMO G 3 Bright A_CustomMissile ("OrbPurpleMind",32,-12,random(-1,1))
	DEMO G 3 bright  A_FaceTarget
    DEMO H 2 Bright A_CustomMissile ("OrbPurpleMind",32,-12,random(-1,1))
    DEMO H 3 Bright  A_CustomMissile ("OrbPurpleMind",32,12,random(-1,1))
    DEMO G 2 Bright A_CustomMissile ("OrbPurpleMind",32,12,random(-1,1))
    DEMO G 3 Bright A_CustomMissile ("OrbPurpleMind",32,-12,random(-1,1))
    DEMO H 2 Bright A_CustomMissile ("OrbPurpleMind",32,12,random(-1,1))
    DEMO H 3 Bright  A_CustomMissile ("OrbPurpleMind",32,-12,random(-1,1))



  
    Goto See
	
  RageSummon:
    DEMO A 12 Bright A_PlaySound("Spider/Sight")
	DEMO I 8 Bright A_ChangeFlag("NoPain", TRUE)
	DEMO I 12 Bright A_PlaySound("Spider/Sight")
    DEMO G 4 Bright A_Spawnitemex("SpecialSpider1",0,-5,6,0,0,0,0,  SXF_SetMaster| SXF_NOCHECKPOSITION)
	DEMO G 4 Bright A_Spawnitemex("SpecialSpider1",0,5,6,0,0,0,0,  SXF_SetMaster| SXF_NOCHECKPOSITION)
	DEMO G 4 Bright A_Spawnitemex("SpecialSpider1",5,-5,6,0,0,0,0,  SXF_SetMaster| SXF_NOCHECKPOSITION)
	DEMO G 4 Bright A_Spawnitemex("SpecialSpider1",-5,5,6,0,0,0,0,  SXF_SetMaster| SXF_NOCHECKPOSITION)
	DEMO A 4  A_SetUserVar("User_RageMind", User_Ragemind-8)
	DEMO I 8 Bright A_ChangeFlag("NoPain", FALSE)
	Goto See
  Pain: 
    DEMO I 3 A_SetUserVar("User_RageMind", User_Ragemind+1)
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    DEMO I 3 A_Pain 
    Goto See 
  Death: 
    DEMO J 20 Bright A_Scream 
    DEMO K 10 Bright A_NoBlocking 
    DEMO LMNOPQR 10 Bright
    DEMO S 30 
    DEMO S -1 A_BossDeath 
    Stop 
  }
}

ACTOR OrbPurpleMind
{
  Game Doom
  Radius 3
  Height 2
  Speed 30
  Damage (random(10,30))
  DamageType "Plasma"
  Projectile
  +RANDOMIZE
  +mthruspecies
  +floatbob
  RenderStyle Add
  Alpha 0.85
  Scale 0.25
  SeeSound "Weapons/Plasmaf"
  DeathSound "weapons/plasmax"
  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:
    BAL1 A 1 Bright  A_BishopMissileWeave
	TNT1 A 0 A_spawnitemex("OrbPurpMindTrail",0,0,0)
	BAL1 B 1 Bright A_BishopMissileWeave
	TNT1 A 0 A_spawnitemex("OrbPurpMindTrail",0,0,0)
    Loop
  Death:
    TNT1 A 0 A_setscale(0.4,0.4)
    BAL1 CDE 6 Bright 
    Stop
  }
}



ACTOR OrbPurpMindTrail
{
  Game Doom
  Radius 3
  Height 3
+noclip
  RenderStyle Add
  Alpha 0.45
  Scale 0.25
   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:
    BAL1 A 2 Bright 
	BAL1 B 2 Bright 
   
  Death:
    TNT1 A 0
    Stop
  }
}


ACTOR DemoMissile
{
  Game Doom
  Species "MMind3"
  Radius 11
  Height 8
  Speed 17
  Damage 20
  DamageType Fire
  Projectile
  +DEHEXPLOSION
  +ROCKETTRAIL
  +Thruspecies
  SeeSound "weapons/rocklf"
  DeathSound "weapons/rocklx"
  States
  {
  Spawn:
    MISL A 1 Bright A_CustomMissile("SparkPuff1",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    Loop
  Death:
    BBOM A 4 Bright A_SetScale(1.8)
	BBOM B 5 A_SetTranslucent(0.65)
	BBOM B 1 Bright A_CustomMissile("BaronStar4",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BBOM B 1 Bright A_CustomMissile("BaronStar4",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    BBOM C 5 Bright A_explode(random(5,30),165)
	BBOM D 4 Bright A_CustomMissile("BaronStar4",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BBOM D 1 Bright A_CustomMissile("BaronStar4",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BBOM D 1 Bright A_CustomMissile("BaronStar4",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    BBOM E 6 Bright A_explode(random(15,30),165)
	BBOM E 4 Bright A_CustomMissile("BaronStar4",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BBOM E 1 Bright A_CustomMissile("BaronStar4",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BBOM E 1 Bright A_CustomMissile("BaronStar4",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BBOM EFG 5 Bright A_explode(random(10,30),165)
    Stop
  }
}

ACTOR BaronStar4
{
  Game Doom
  Radius 6
  Height 8
  Speed 22
  FastSpeed 38
  Damage (random(5,30))
  DamageType Fire
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 1
  Scale 1.2
  SeeSound "caco/attack"
  DeathSound "spell/Impact1"
  States
  {
  Spawn:
    BBOM A 1 Bright
    Goto Death
  Death:
    BBOM A 2 Bright A_SetScale(1.7)
	BBOM B 2 A_SetTranslucent(0.65)
    BBOM CD 3 Bright A_explode(random(10,30),165)
    BBOM EFG 6 Bright A_explode(random(10,45),165)
   Stop
  }
}

actor YellowMind
{
    Health 7777
    Radius 40
    Height 95
    Speed 12
	Bloodcolor "Yellow"
	RadiusDamageFactor 0.25
	 DamageFactor "Heroic", 3.0
	 DamageFactor "DIMp", 0
  PainChance "DIMp", 0
    PainChance 10
    Mass 1000
    MONSTER
    +BOSS
    -NOGRAVITY
    -FLOAT
    -FLOATBOB
    -NORADIUSDMG
    +DONTMORPH
    +MISSILEMORE
	+NOFEAR
	+dontharmclass
    SeeSound "fiend/see"
    DeathSound "spider/death"
    Obituary "%o had their mind fly by Orange Mastermind"
	Translation "169:191=160:167"
	DropItem "ArmorBundle" 
    DropItem "HealthBundle" 
    DropItem "CH_MegaSphere", 64
    DropItem "BackPack"
    DropItem "BackPack", 128
	   DropItem "BackPack", 128
	      DropItem "BackPack", 128
		     DropItem "BackPack", 64
    DropItem "CH_CellPack"
	   DropItem "CH_CellPack"
	      DropItem "CH_CellPack"
	Dropitem "CH_PlasmaRifle"
    DropItem "CH_RocketBox", 128
	DropItem "CH_RocketBox", 128
	DropItem "CH_RocketBox", 128
	DropItem "CH_RocketBox", 128
	Var Int User_HalpMe;
	tag "Yellow MasterMind"
    States
    {
    Spawn:
	SUPS A 2
	SUPS A 2
	Goto Announce
	Announce:
	SUPS A 2
	SUPS A 2 ACS_NamedExecuteAlways("AnnounceSpidie1")
	SUPS A 2
	Goto Idle
	Idle:
	SUPS A 4 A_Look
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH5",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)
	SUPS A 0 A_PlaySound("fiend/hover")
	SUPS AAAA 2 A_Chase
			TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	Loop
    Missile:
			TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	SUPS B 0 A_JumpIFHealthLower(3500,"Halp")
	SUPS B 0 A_JumpIfCloser(500,"BFGd")
	SUPS B 0 A_JumpIfCloser(2000,"OrMaybe")
	SUPS B 0 A_Jump(255, "Homers")
	Goto See+3
	OrMaybe:
	SUPS B 0 A_Jump(255, "Homers","PlasmaSpam","RapidPlasma")
	Goto See+3
	Halp:
    SUPS E 0
	SUPS E 0 A_JumpIf(User_HalpMe>=1, "Nah")
    SUPS E 12 A_PlaySound("fiend/see")
	SUPS B 24 A_ChangeFlag("MissileEvenmore", TRUE)
	SUPS B 4 A_Spawnitemex("YellowSP1",0,-55,56,0,0,0,0,SXF_SetMaster| SXF_NOCHECKPOSITION)
	SUPS B 4 A_Spawnitemex("YellowSP1",0,55,-56,0,0,0,0,SXF_SetMaster| SXF_NOCHECKPOSITION)
	SUPS B 4 A_Spawnitemex("YellowSP1",0,-25,26,0,0,0,0,SXF_SetMaster| SXF_NOCHECKPOSITION)
	SUPS B 4 A_Spawnitemex("YellowSP1",0,25,-26,0,0,0,0,SXF_SetMaster| SXF_NOCHECKPOSITION)
	SUPS B 2 A_ChangeFlag("THRUACTORS", TRUE)
	SUPS B 24 
	SUPS B 8 A_SetUserVar("User_HalpMe", User_HalpMe+1)
	SUPS B 2 A_ChangeFlag("THRUACTORS", FALSE)
	Goto See+3
    Nah:
    SUPS E 0
	Goto Missile+5
	PlasmaSpam:
	SUPS B 0 A_PlaySound("fiend/hover") //Plasma
	SUPS B 6 bright A_FaceTarget
	SUPS B 0 A_PlaySound("fiend/hover")
	SUPS B 6 bright A_FaceTarget
	SUPS F 2 bright A_CustomMissile (FiendPlasmaBall, 30, 0, 0)
	SUPS E 2 bright
	SUPS B 1 bright A_SpidRefire
	SUPS F 2 bright A_CustomMissile (FiendPlasmaBall, 30, 0, random(-3,3))
	SUPS E 2 bright
	SUPS B 1 bright A_SpidRefire
	SUPS F 2 bright A_CustomMissile (FiendPlasmaBall, 30, 0, random(-8,8))
	SUPS E 2 bright 
	goto Missile
	BFGd:
	SUPS B 0 A_PlaySound("fiend/hover") //BFG
	SUPS B 8 bright A_FaceTarget
	SUPS B 0 A_PlaySound("fiend/hover")
	SUPS B 8 bright A_FaceTarget
	SUPS B 8 bright A_PlayWeaponSound ("fiend/bfg")
	SUPS E 10 bright A_FaceTarget
	SUPS F 10 bright 
	SUPS F 0 Bright A_CustomMissile (FiendPlasmaBall, 30, 0, 0)
	SUPS F 0 Bright A_CustomMissile (FiendPlasmaBall, 30, 0, -6)
	SUPS F 0 Bright A_CustomMissile (FiendPlasmaBall, 30, 0, 6)
	SUPS F 0 Bright A_CustomMissile (FiendPlasmaBall, 30, 0, -12)
	SUPS F 0 Bright A_CustomMissile (FiendPlasmaBall, 30, 0, 12)
	TNT1 A 0 A_jump(128,"PlasmaSpam","RapidPlasma")
	goto See+3
	
	RapidPlasma:
		SUPS B 10 bright A_FaceTarget
	SUPS B 0 A_PlayWeaponSound("fiend/bomb")
	SUPS O 7 bright A_FaceTarget
	SUPS P 7 bright A_FaceTarget
	SUPS Q 7 bright A_FaceTarget
	TNT1 A 0 A_jump(128,"HitIt2")
	HitIt:
	SUPS Q 1 bright A_FaceTarget
	SUPS Q 0 A_CustomMissile ("PlasmaBallSP3", 22, 20, random(-11,1))
	SUPS Q 0 A_CustomMissile ("PlasmaBallSP3", 22, -20, random(-1,11))
		SUPS Q 1  A_FaceTarget
		SUPS Q 1 bright A_FaceTarget
	SUPS Q 0 A_CustomMissile ("PlasmaBallSP3", 22, 20, random(1,5))
	SUPS Q 0 A_CustomMissile ("PlasmaBallSP3", 22, -20, random(-5,-1))
	SUPS Q 1  A_FaceTarget
		SUPS Q 1 bright A_FaceTarget
	SUPS Q 0 A_CustomMissile ("PlasmaBallSP3", 22, 20, 1)
	SUPS Q 0 A_CustomMissile ("PlasmaBallSP3", 22, -20, -1)
	SUPS Q 1  A_FaceTarget
	
	SUPS Q 1 A_checksight("StopIt")
	TNT1 A 0 A_jump(64,"HitIt2")
	TNT1 A 0 A_CheckFlag("SOLID","HitIt",AAPTR_TARGET)
	Goto see
		HitIt2:
	SUPS Q 1 bright A_FaceTarget
	SUPS Q 0 A_CustomMissile ("AracnorbBall", 22, 20, random(-11,1))
	SUPS Q 0 A_CustomMissile ("AracnorbBall", 22, -20, random(-1,11))
		SUPS Q 1  A_FaceTarget
		SUPS Q 1 bright A_FaceTarget
	SUPS Q 0 A_CustomMissile ("AracnorbBall", 22, 20, random(1,5))
	SUPS Q 0 A_CustomMissile ("AracnorbBall", 22, -20, random(-5,-1))
	SUPS Q 1  A_FaceTarget
		SUPS Q 1 bright A_FaceTarget
	SUPS Q 0 A_CustomMissile ("AracnorbBall", 22, 20, 1)
	SUPS Q 0 A_CustomMissile ("AracnorbBall", 22, -20, -1)
	SUPS Q 1  A_FaceTarget
	
	SUPS Q 1 A_checksight("StopIt")
	TNT1 A 0 A_jump(64,"HitIt")
		TNT1 A 0 A_CheckFlag("SOLID","HitIt2",AAPTR_TARGET)
	Goto see
	
	 
	
	Stopit:
	SUPS Q 10 bright A_FaceTarget
	SUPS P 10 bright A_FaceTarget
	SUPS O 10 bright A_FaceTarget
	Goto see
	Homers:
	SUPS B 10 bright A_FaceTarget
	SUPS B 0 A_PlayWeaponSound("fiend/bomb")
	SUPS O 7 bright A_FaceTarget
	SUPS P 7 bright A_FaceTarget
	SUPS Q 7 bright A_FaceTarget
	SUPS Q 0 A_CustomMissile ("RemoteBombV2", 22, 20, 45)
	SUPS Q 0 A_CustomMissile ("RemoteBombV2", 22, -20, -45)
		SUPS Q 16 bright A_FaceTarget
			SUPS B 0 A_PlayWeaponSound("fiend/bomb")
	SUPS Q 0 A_CustomMissile ("RemoteBombV2", 22, 20, 33)
	SUPS Q 0 A_CustomMissile ("RemoteBombV2", 22, -20, -33)
		SUPS Q 16 bright A_FaceTarget
			SUPS B 0 A_PlayWeaponSound("fiend/bomb")
	SUPS Q 0 A_CustomMissile ("RemoteBombV2", 22, 20, 15)
	SUPS Q 0 A_CustomMissile ("RemoteBombV2", 22, -20, -15)
	
	
	SUPS Q 10 bright A_FaceTarget
	SUPS P 10 bright A_FaceTarget
	SUPS O 10 bright A_FaceTarget
	goto See+3
    Death:
	SUPS G 0 A_ChangeFlag (FLOATBOB, 0)
	SUPS G 10 A_Scream
	SUPS H 10
	SUPS I 10 A_Fall
	SUPS JKLM 10
	SUPS N -1 A_BossDeath
	Stop
    }
}

ACTOR BuffTrailSP
{
  Game Doom
  Radius 18
  Height 18
  Speed 5
  DamageType Ice
  Projectile
  +THRUACTORS
  RenderStyle Add
  SeeSound "bomb/beep"
  Alpha 0.35
  Scale 0.75
  States
  {
  Spawn:
    PUFI ABCD 3 Bright
    Goto death
  Death:
    PUFI EFGH 4 Bright
    Stop
  }
}

actor RemoteBombV2 
{
  radius 20
  height 20
  mass 20
  speed 15
  Damage (random(5,45))
  seesound "prox/fire"
  attacksound "prox/beep"
  deathsound "weapons/rocklx"
  DamageType "Fire"
  PROJECTILE
  +FLOATBOB
  +SEEKERMISSILE
  states
  {
  Spawn:
    BOMB A 2 A_Seekermissile(9,18)
	BOMB B 2 A_SpawnitemEx("BuffTrailSP",5,0,2)
	BOMB A 2 A_Seekermissile(9,18)
	BOMB B 2 A_Seekermissile(9,18)
	BOMB A 2 A_Seekermissile(9,18)
	BOMB B 2 A_Seekermissile(9,18)
    loop
  Death:
    MISL B 0 Bright A_PlaySound("prox/beep")
    MISL B 0 bright A_Explode (random(10,50), 128)
    MISL B 5 bright A_PlaySound ("weapons/rocklx")
    MISL C 5 
    MISL D 5
    stop
  }
}


actor TrailSP2
{
  Game Doom
  Radius 6
  Height 16
  Speed 20
  Damagetype "Plasma"
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 0.35
  Scale 0.25
  Decal ArachnotronScorch
  States
  {
  Spawn:
    SPPL AB 2 Bright 
    Goto Death
  Death:
    APBX ABCDE 4 Bright A_explode(7,32)
    Stop
  }
}

actor TrailSP
{
  Game Doom
  Radius 6
  Height 16
  Speed 22
  Damagetype "Plasma"
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 0.65
  Scale 0.55
  Decal ArachnotronScorch
  States
  {
  Spawn:
    SPPL AB 2 Bright A_SpawnitemEx("TrailSP2",0,0,2)
    Goto Death
  Death:
    APBX ABCDE 4 Bright A_explode(10,32)
    Stop
  }
}

actor FiendPlasmaBall 
{
  Game Doom
  Radius 6
  Height 16
  Speed 24
  Damage (Random(10,35))
  Damagetype "Plasma"
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 0.95
  SeeSound "Weapons/Plasmaf"
  DeathSound "Weapons/Plasmax"
  Scale 1.1
  Decal ArachnotronScorch
  States
  {
  Spawn:
    SPPL AB 1 Bright A_CustomMissile("TrailSP",2,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    Loop
  Death:
    APBX ABCDE 4 Bright
    Stop
  }
}

actor RedMind
{
    Health 10000
    Radius 40
    Height 95
    Speed 18
	FloatSpeed 20
    PainChance 1
    Mass 1000
	RadiusDamageFactor 0.25
	 DamageFactor "Heroic", 3.0
	 DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  DamageFactor "ice", 1.35    
  DamageFactor ice, 1.35    
    MONSTER 
	+NOPAIN
	+BOSS
    -NoGravity
    -FloatBob
    -Float
    -NoRadiusDMG
	+NOFEAR
	+dontmorph 
	+MissileMore
	+dontharmclass
    SEESOUND "arachnophyte/sight"
    PAINSOUND "arachnophyte/pain"
    DEATHSOUND "arachnophyte/death"
    ATTACKSOUND "Ice/Hit2"
    OBITUARY "%o ran out of luck in the face of Red Mastermind"
    ExplosionDamage 128
    ExplosionRadius 255
	Scale 1.33
    Translation  "96:111=176:191", "3:3=183:183", "80:95=176:184", "5:12=[84,1,1]:[39,7,7]", "0:2=42:47", "128:143=186:191", "144:151=188:191"
	DropItem "ArmorBundle" 
    DropItem "HealthBundle" 
    DropItem "CH_MegaSphere"
    DropItem "BackPack"
    DropItem "BackPackBundle"

    DropItem "CH_CellPack"
	DropItem "CH_CellPack"
	DropItem "CH_BFG9000"
    DropItem "CH_RocketBox", 148
	DropItem "CH_RocketBox", 255
	    DropItem "CH_RocketBox", 148
	DropItem "CH_RocketBox", 255
	    DropItem "CH_RocketBox", 148
	DropItem "CH_RocketBox", 64
	DropItem "CH_ClipBox"
	DropItem "CH_ClipBox"
	DropItem "CH_ClipBox"
	DropItem "CH_Berserk"
	Dropitem "RLDeathsGazePickup", 32
	  Dropitem "RareArmorPool", 128
  Dropitem "RLDemonicWeaponSpawner",24
  Dropitem "RLLegendaryWeaponSpawner", 2
  Dropitem "RLUniqueWeaponSpawner",32
    Decal Bulletchip
	Var Int User_Phase2;
	tag "Red MasterMind"
    states
    {
    Spawn:
	    APYT A 2
	    APYT A 2
     	Goto Announce
	Announce:
	    APYT A 2
	    APYT A 2 ACS_NamedExecuteAlways("AnnounceSpidie2")
	    APYT A 2
	    Goto Idle
	Idle:
        APYT A 0 A_PlaySound("arachnophyte/engine")
        APYT ABABAB 4 A_Look
				TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		APYT AAABBB 0 A_SpawnItemEx("RedThingsLS",random(-40,40),random(-40,40),random(-15,40),0,0,0,0, SXF_NOCHECKPOSITION)
        Loop
    See:
	    APYT A 0 A_Changeflag("FLOAT", TRUE)
	    APYT A 0 A_Changeflag("FLOATBOB", TRUE)
	    APYT A 0 A_Changeflag("NOGRAVITY", TRUE)
        APYT A 0 A_PlaySound("arachnophyte/engine")
		APYT AAABBB 0 A_SpawnItemEx("RedThingsLS",random(-40,40),random(-40,40),random(-15,40),0,0,0,0, SXF_NOCHECKPOSITION)
        APYT AABBAA 2 a_chase
						TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		APYT BBAABB 2 A_Chase
						TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		APYT AAABBB 0 A_SpawnItemEx("RedThingsLS",random(-40,40),random(-40,40),random(-15,40),0,0,0,0, SXF_NOCHECKPOSITION)
		APYT A 0 A_Jump(128,"See2")
        Loop
	See2:
        APYT A 0 A_PlaySound("arachnophyte/engine")
		APYT AAABBB 0 A_SpawnItemEx("RedThingsLS",random(-40,40),random(-40,40),random(-15,40),0,0,0,0, SXF_NOCHECKPOSITION)
        APYT AABBAA 2 a_fastchase
						TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		APYT BBAABB 2 A_FastChase
						TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		APYT AAABBB 0 A_SpawnItemEx("RedThingsLS",random(-40,40),random(-40,40),random(-15,40),0,0,0,0, SXF_NOCHECKPOSITION)
		APYT A 0 A_Jump(128,"See")
		APYT A 0
        Loop
    Missile:
        APYT A 0 A_PlaySound("arachnophyte/engine")
						TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		APYT AAABBB 0 A_SpawnItemEx("RedThingsLS",random(-40,40),random(-40,40),random(-15,40),0,0,0,0, SXF_NOCHECKPOSITION)
		APYT A 0 A_JumpIf(User_Phase2 >= 1,"Phase2Jumps")
		APYT A 0 A_JumpIfHealthLower(5000,"Phase2")
		APYT A 0 A_Jump(255,"chaingunlasers","Blobs","FireWave")
		Goto See+3
	Phase2Jumps:
	    APYT A 0
	    APYT A 0 A_JumpIfCloser(1500,"Phase2Jumps2")
		APYT A 0 A_Jump(255,"ChainGunLasers")
		APYT A 0
		Goto See+3
	Phase2Jumps2:
	    APYT A 0
	    APYT A 0 A_Jump(255,"chaingunlasers2","Blobs","FireWave","GroundHogs")
		APYT A 0
		Goto See+3
	Chaingunlasers2:
        APYT BABAB 1 A_FaceTarget
		APYT AAABBB 0 A_SpawnItemEx("RedThingsLS",random(-40,40),random(-40,40),random(-15,40),0,0,0,0, SXF_NOCHECKPOSITION)
        APYT A 0 A_PlaySound("arachnophyte/engine")
        APYT CD 5 A_CustomRailgun(random(2,10),0,"none","red",RGF_FULLBRIGHT,1,12,"none",0,0,0,34,1,15,"none",0)
		APYT D 0 A_Jump(64,"Blobs")
        APYT D 2 A_MonsterRefire(128,"See")
        Goto Chaingunlasers2+1
	Phase2:
	    APYT A 6 A_PlaySound("arachnophyte/sight")
		APYT A 2 A_ChangeFlag("MissileEvenMore",True)
		APYT ABABABABABAB 4  A_SpawnItemEx("RedThingsLS",random(-40,40),random(-40,40),random(-15,40),0,0,0,0, SXF_NOCHECKPOSITION)
		APYT AB 4 A_FaceTarget
		APYT ABABABABABAB 4 A_CustomMissile("RedMessImp",32,0, CMF_AIMOFFSET,random(0,360), random(0,360))
		APYT AB 4 A_FaceTarget
		APYT A 4 A_SetUserVar("User_Phase2", User_Phase2+1)
		Goto GroundHogs
	GroundHogs:
	    APYT BA 5 A_FaceTarget
		APYT C 6 A_FaceTarget
		APYT DCDCD 6 A_CustomMissile("RedMindRingNew",0,random(-32,32),random(-64,64))
		Goto See+3
	FireWave:
	    APYT BA 5 A_FaceTarget
		APYT C 6 A_FaceTarget
		APYT DCDCDCD 6 A_CustomMissile("SpiralSawMind1",18,random(-32,32),random(-32,32))
		Goto See+3
	Blobs:
	    APYT BA 5 A_FaceTarget
		APYT C 8 A_FaceTarget
		APYT C 8
		APYT CCCCC 6 A_SpawnItemEx("RedMindBomb",random(-60,60),random(-60,60),random(-15,40),0,0,0,0, SXF_NOCHECKPOSITION)
		Goto See+3
	Chaingunlasers:
        APYT BABAB 1 A_FaceTarget
		APYT AAABBB 0 A_SpawnItemEx("RedThingsLS",random(-40,40),random(-40,40),random(-15,40),0,0,0,0, SXF_NOCHECKPOSITION)
        APYT A 0 A_PlaySound("arachnophyte/engine")
        APYT CD 5 A_CustomRailgun(random(2,10),0,"none","red",RGF_FULLBRIGHT,1,12,"none",0,0,0,34,1,15,"none",0)
		APYT D 0 A_Jump(24,"Blobs")
        APYT D 2 A_MonsterRefire(128,"See")
        Goto Chaingunlasers+1
    Pain:
        APYT A 1 A_Pain
						TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		APYT AAABBB 0 A_SpawnItemEx("RedThingsLS",random(-40,40),random(-40,40),random(-15,40),0,0,0,0, SXF_NOCHECKPOSITION)
        Goto See+3
    Death:
        APYT A 0 A_PlaySound("spider/death")
        APYT A 4 A_Scream
        APYT B 4 
        APYT E 8 
        APYT F 8
        APYT G 6 A_Explode(random(5,45),128)
        APYT H 6 A_Fall
        APYT I 6
        APYT J 6
        Stop
    }
}

Actor SpiralSawMind1
{
    Radius 6
    Height 8
	Speed 18
	Projectile
    +NOGRAVITY
	+Seekermissile
    Renderstyle ADD
	Damage (random(10,60))
	damagetype "Fire"
    Alpha 0.75
	SeeSound "Weapons/BFGF"
	DeathSound "Fire/Fire4"
    States
    {
    Spawn:
        RED9 B 3 Bright A_Seekermissile(1,1)
		RED9 AAAAA 0 Bright A_CustomMissile("SparkPuff1",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
		RED9 ABC 2 Bright A_Weave(5,1,7,1)
        Loop
	Death:
	    SPIR ABCDE 2 Bright  A_spawnitemex("SpiralSawMind2",random(-128,128),random(-128,128),3,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
    }
}

ACTOR RedMindGrounds
{
  Game Doom
  Radius 6
  Height 8
  Speed 14
  Mass 25
  Projectile
  +Floorhugger
  +Thruactors
  +RANDOMIZE
  +Bounceonwalls
  BounceCount 999
  Bouncetype doom
  DamageType "Fire"
  Bouncefactor 1
  wallbouncefactor 1.5
  RenderStyle Add
  SeeSound "Fire/fire3"
  Alpha 0.8
  YScale 0.5
  XScale 1.2
  States
  {
  Spawn:
    RED8 ABC 3 Bright A_Wander
	RED8 C 1 A_Explode(random(5,20),128)
	RED8 EEDD 1 Bright A_CustomMissile("SpiralSawMind3",4,random(-20,20), CMF_AIMOFFSET,random(0,360), random(0,360))
	RED8 FGH 3 Bright A_Wander
	RED8 H 1 A_Explode(random(5,20),128)
	RED8 D 0 Bright A_Jump(8,"Death")
    Loop
  Death:
    RED8 ABCD 4 Bright A_SetScale(0.5)
	RED8 CDE 4 A_Explode(random(10,20),64)
   Stop
  }
}



ACTOR RedMindRingNew
{
  Game Doom
  Radius 6
  Height 8
  Speed 1
  Mass 999999
  gravity 10
  Projectile
  +bounceonfloors
  +Thruactors
  +RANDOMIZE
    +dontblast
	+seekermissile
	+usebouncestate
  BounceCount 999
  Bouncetype hexen
  Bouncefactor 0.5
  RenderStyle Add
  SeeSound "Fire/fire3"
  Damage (random(30,90))
  DamageType Melee
  Alpha 0.95
  Scale 1
  States
  {
  Spawn:
  TNT1 A 0
  TNT1 A 1 A_changeflag("floorhugger",true)
  TNT1 A 0 A_changeflag("floorhugger",false)
    T1RR ABC 3 bright a_seekermissile(99,99)
	 MSLH A 0 Bright A_ScaleVelocity(random(8,12))
	Goto Fly
	Fly:
	
	T1RR A 2 bright a_explode(random(20,60),32,0)
    T1RR B 2 bright A_CustomMissile("GroundRedCyb", 0, 0)
	TNT1 A 0 A_changeflag("floorhugger",true)
	T1RR C 1 bright A_ScaleVelocity(random(1.5,2))
    TNT1 A 0 A_changeflag("floorhugger",false)
	 T1RR C 1 bright 
    Loop
	
	Bounce.floor:
	  TNT1 A 1 A_changeflag("floorhugger",true)
  TNT1 A 0 A_changeflag("floorhugger",false)
  Goto fly
  
  Bounce.wall:
  TNT1 A 0
  TNT1 A 0
  Goto death
	
  Death:
    TNT1 A 0 a_stop
    TNT1 A 0 
    RED8 EEDD 1 Bright A_CustomMissile("SpiralSawMind3",4,random(-20,20), CMF_AIMOFFSET,random(0,360), random(0,360))
	stop
   }
}


Actor SpiralSawMind3
{
    Radius 1
    Height 1
	Projectile
    +NOCLIP
    +NOGRAVITY
	Speed 12
    Renderstyle ADD
	DamageType "Plasma"
    Alpha 0.75
    States
    {
    Spawn:
        SPIR ABCDEDCBA 6 Bright A_Explode(random(5,20),88)
        Stop
    }
}

Actor SpiralSawMind2
{
    Radius 1
    Height 1
	Projectile
    +NOCLIP
    +NOGRAVITY
	Speed 2
    Renderstyle ADD
	DamageType "Plasma"
    Alpha 0.75
	SeeSound "Weapons/BFGF"
    States
    {
    Spawn:
        SPIR ABCDEDCBA 5 Bright A_Explode(random(10,20),88)
        Stop
    }
}

Actor RedMessMind
{
  Radius 5
  Height 5
  Mass 7
  Speed 4
  Projectile
  +THRUACTORS
  Scale 1.75
  Renderstyle Add
  Alpha 0.5
  Translation "208:223=176:191", "224:231=176:176"
  States
  {
  Spawn:
   BAL1 A 5
   BAL1 B 5  A_SetTranslucent(0.4)
   Goto Death
  Death:
   BAL1 A 2 A_SetTranslucent(0.22)
   Stop
 }
}

actor RedMindBomb
{
  obituary "run, %o , its red and dangerous!"
  health 20
  DamageFactor Fire, 0.2
  DamageFactor None, 1.5
  radius 20
  height 20
  mass 20
  speed 19
  DamageType "Fire"
  painchance 20
  seesound "prox/fire"
  attacksound "vile/active"
  deathsound "weapons/rocklx"
  Translation "208:223=176:191", "224:231=176:176"
  RenderStyle "Add"
  Alpha 0.85
  Scale 1.85
  MONSTER
  +FLOAT
  +FLOATBOB
  +NOTARGETSWITCH
  +NOGRAVITY
  +LOOKALLAROUND
  +NOBLOOD
  +ThruActors
  -countkill
  states
  {
  Spawn:
    BAL1 AABB 10 A_Look
    loop
  See:
    BAL1 AB 2 A_Chase 
	BAL1 A 0 A_SpawnItemEx("RedMessMind",0,0,8,0,0,0,0)
    loop
  Melee:
    BAL1 A 0 
    Goto BOOM	
  Boom:
    MISL B 0 bright A_SetScale(1.1)
    MISL B 0 bright A_Explode (random(20,70), 128)
    MISL B 5 bright A_PlaySound ("weapons/rocklx")
    MISL C 5 A_NoBlocking
    MISL D 5
		TNT1 A 0 A_die
	Stop
  Pain:
    BAL1 A 3
    BAL1 A 3 A_Pain
    goto See
  Pain.Fire:
    BAL1 A 3 //A_SetSpeed(30)
    BAL1 A 3 A_Pain
    goto See
  Death:
    MISL B 0 bright A_SetScale(1.1)
    MISL B 0 bright A_Explode (50, 128)
    MISL B 5 bright A_PlaySound ("weapons/rocklx")
    MISL C 5 A_NoBlocking
	MISL D 0 A_Jump(255,"Clip2","Shell2")
		TNT1 A 0 A_die
	Stop
	Clip2:
    MISL D 5 A_SpawnItemEx("Clip",0,0,0,0,0,0,0,0,128)
		TNT1 A 0 A_die
	Stop
	Shell2:
	MISL D 5 A_SpawnItemEx("Shell",0,0,0,0,0,0,0,0,128)
   	TNT1 A 0 A_die
	Stop
  }
}

Actor Blackmind
{

+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 A_JumpIf(CallACS("CH_BlackBossy") == 1, "First") 
TNT1 A 0
Goto Third
First:
TNT1 A 0 A_SpawnitemEx("Blackmind2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG)
done:
TNT1 A 3
loop
Third:
TNT1 A 0 A_SpawnitemEx("Redmind",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG)
Done2:
TNT1 A 3
loop
Death:
TNT1 A 3 a_bossdeath
stop
}
}

actor Blackmind2
{
  MONSTER
  +BOSS
  +Notarget
  +dontmorph 
  -noradiusdmg
  +Dontharmclass
  +missilemore
  +noicedeath
  Health 11111
  Radius 40
  Height 95
  Mass 2000
  Speed 26
  
  	RadiusDamageFactor 0.33

	 DamageFactor "Heroic", 3.0
	 DamageFactor "DIMp", 0
  
  PainChance "DIMp", 0


  
  Floatspeed 28
  PainChance 45
  painthreshold 24
  SeeSound "queen/sight"
  ActiveSound "queen/active"
  PainSound "queen/pain"
  DeathSound "queen/death"
  MeleeSound "queen/melee"
  Alpha 0.75
  MissileHeight 36
  Obituary "%o got worse than just afflicted by the Black MasterMind"
  HitObituary "%o had %p skull chewed by Black MasterMind, somehow?"
  Scale 1.5
  Dropitem "CH_MegaSphere"
  Dropitem "Backpack"
  Dropitem "BackPackBundle"

  DropItem "CH_CellPack", 128
   DropItem "CH_CellPack", 128
    DropItem "CH_CellPack", 128
	 DropItem "CH_CellPack", 128
	  DropItem "CH_CellPack", 128
  Dropitem "CH_BlueArmor"
  Dropitem "CH_BlueArmor"
  Dropitem "CH_BlueArmor"
  Dropitem "CH_BFG9000"
  Dropitem "VoidOrb"
  Dropitem "SchoolGirlTG"
  Dropitem "CH_Medikit"
    Dropitem "CH_Medikit"
	  Dropitem "CH_Medikit"
  Dropitem "CH_Blursphere"
    Dropitem "RareArmorPool"
  Dropitem "RLDemonicWeaponSpawner",18
  Dropitem "RLLegendaryWeaponSpawner", 12
  Dropitem "RLUniqueWeaponSpawner",46
  translation "48:63=[124,124,124]:[2,2,2]", "16:31=[121,121,121]:[2,2,2]", "64:79=[88,88,88]:[2,2,2]", "128:144=[91,91,91]:[48,48,48]", "236:239=0:2", "13:15=0:2", "144:151=104:111", "208:223=96:111", "32:47=96:111", "232:235=108:111", "112:127=46:47", "80:95=144:151", "224:227=103:107", "168:173=96:96", "192:196=236:239", "96:101=236:239", "208:210=102:104", "152:159=106:111" //"48:63=[160,160,160]:[2,2,2]", "16:31=[160,160,160]:[2,2,2]", "64:79=[88,88,88]:[2,2,2]", "128:144=[129,129,129]:[48,48,48]", "236:239=0:2", "13:15=0:2", "144:151=105:111", "208:223=96:111", "32:47=96:111", "232:235=108:111", "112:127=190:191", "80:95=128:143", "224:225=105:105", "168:171=96:96", "192:196=236:239", "96:111=72:79"
  var int user_sce;
  Tag "Pseudo Old God"
  States
  {
  Spawn: 
    ARNQ A 0
	ARNQ A 0
	ARNQ A 0
	Goto Announce
  Announce:
	 ARNQ A 2
	 ARNQ A 2 ACS_NamedExecuteAlways("AnnounceSpidie3")
	 ARNQ A 2
	 Goto Idle
  idle:
    ARNQ A 1 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:
    ARNQ A 0 A_Changeflag("FLOAT", TRUE)
	ARNQ A 0 A_Changeflag("FLOATBOB", TRUE)
	ARNQ A 0 A_Changeflag("NOGRAVITY", TRUE)
	ARNQ A 2 A_Chase
	ARNQ A 0 A_CustomMissile("BlackSpidShade",random(-5,55),random(-15,15), CMF_AIMOFFSET,random(0,360), random(0,360))
    ARNQ A 2 A_Chase
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	ARNQ A 0 A_CustomMissile("BlackSpidShade",random(-5,55),random(-15,15), CMF_AIMOFFSET,random(0,360), random(0,360))
	ARNQ A 0 A_Jump(12, "PainTele")
	ARNQ A 0
    Loop
  Missile:
  	TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    TNT1 A 0 A_JumpIfHealthLower(7777,"SCREEE")
    TNT1 A 0 A_JumpIfCloser(512, "CloseRange")
	TNT1 A 0 A_JumpIfCloser(2028, "Choose")
	TNT1 A 0 A_Jump(256, "Psyche2")
	Goto See
	Choose:
	TNT1 A 0 A_Jump(256, "BIGBAM", "LongRange")
	Goto See
  Miss2:
    TNT1 A 0 A_JumpIfCloser(512, "CloseRange2")
	TNT1 A 0 A_JumpIfCloser(2028, "Choose2")
	TNT1 A 0 A_Jump(256, "Psyche2")
	Goto Missile+7
  SCREEE:
    ARNQ E 0 Bright
	ARNQ E 0 Bright A_JumpIf(user_sce>=1,"Miss2")
	ARNQ E 0 Bright
	ARNQ E 0 Bright A_changeFlag("NOPAIN", true)
	ARNQ E 10 Bright A_changeFlag("MISSILEEVENMORE", true)
	ARNQ E 10 Bright A_Playsound("DeepOne/active",7,2,false,ATTN_NONE)	
	ARNQ E 10 Bright A_SetUserVar("user_sce",user_sce+1)
	ARNQ EEEEEE 2 Bright
	ARNQ E 10 Bright //A_Setspeed(24)
	ARNQ E 8 Bright A_changeFlag("NOPAIN", False)
	ARNQ E 0 Bright
	Goto See
  CloseRange2:
    TNT1 A 0 A_Jump(200,"RapidFire","Waves2", "Psyche2", "Summons")
	Goto Missile
	Choose2:
	TNT1 A 0 A_Jump(212,"Choose","BIGBAM","Waves2","Psyche2", "Summons")
	Goto Missile
  CloseRange:
    TNT1 A 0 A_Jump(176, "RapidFire","Waves")
	Goto SpreadFire
  LongRange:
    TNT1 A 0 A_Jump(176, "SpreadFire","Waves","Psyche2")
	Goto RapidFire
  BIGBAM:
    TNT1 A 0 A_PlaySound("queen/fire")
	ARNQ BCD 6 A_FaceTarget
    ARNQ E 10 Bright A_CustomMissile("QueenMindWave",64,0,0)
	Goto See
  Waves:
    TNT1 A 0 A_PlaySound("queen/fire")
	ARNQ BCD 4 A_FaceTarget
	ARNQ E 0 Bright A_CustomMissile("ZWAVE3",30,-10,0)
	ARNQ E 0 Bright A_CustomMissile("ZWAVE3",54,-2,random(-5,5))
	ARNQ E 0 Bright A_CustomMissile("ZWAVE3",72,10,random(-8,8))
	ARNQ E 0 Bright A_CustomMissile("ZWAVE3",64,-10,random(-12,12))
    ARNQ E 6 Bright A_CustomMissile("ZWAVE3",44,18,random(-15,15))
	ARNQ E 0 A_jump(72,"Missile")
	Goto See
	  Waves2:
    TNT1 A 0 A_PlaySound("queen/fire")
	ARNQ BCD 4 A_FaceTarget
	ARNQ E 0 Bright A_CustomMissile("ZWAVE3",64,-10,random(-12,12))
	ARNQ E 0 Bright A_CustomMissile("ZWAVE3",54, 10,random(-12,12))
	ARNQ E 0 Bright A_CustomMissile("ZWAVE3",44,-0,random(-1,1))
	ARNQ E 0 Bright A_CustomMissile("ZWAVE3",74,20,random(-12,12))
	ARNQ E 0 Bright A_CustomMissile("ZWAVE3",64,-30,random(-4,4))
	ARNQ E 0 Bright A_CustomMissile("ZWAVE3",54,30,random(-12,12))
    ARNQ E 6 Bright A_CustomMissile("ZWAVE3",64,-20,random(-12,12))
	ARNQ E 0 A_jump(84,"BIGBAM","ClusterEf")
	Goto Waves
	
	ClusterEf:
	 ARNQ BCD 4 A_FaceTarget

    ARNQ EEE 1 BRIGHT A_CustomMissile ("QueenPlasmaBlast", 62, 0, random(-11,11))
    ARNQ D 0 BRIGHT A_FaceTarget
    ARNQ EEE 1 BRIGHT A_CustomMissile ("ZWAVE3", 62, 0, random(-11,11))
    ARNQ D 0 BRIGHT A_FaceTarget
    ARNQ EEE 1 BRIGHT A_CustomMissile ("QueenPlasmaBlast", 62, 0, random(-11,11))
    ARNQ D 0 BRIGHT A_FaceTarget
    ARNQ EEE 1 BRIGHT A_CustomMissile ("ZWAVE3", 62, 0, random(-11,11))
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    ARNQ D 0 BRIGHT A_FaceTarget
    ARNQ EEE 1 BRIGHT A_CustomMissile ("QueenPlasmaBlast", 62, 0, random(-11,11))
    ARNQ D 0 BRIGHT A_FaceTarget
    ARNQ EEE 1 BRIGHT A_CustomMissile ("ZWAVE3", 62, 0, random(-11,11))
    ARNQ D 0 BRIGHT A_FaceTarget
	Goto see
	
	
  Summons: 
    ARNQ E 10 Bright A_FaceTarget
    ARNQ E 10 Bright A_Playsound("DeepOne/active",7,2,false,ATTN_NONE)
	ARNQ D 8 Bright 
	ARNQ C 8 Bright
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	   BSMT J 0 A_changeFlag(solid,0)
	TNT1 A 0 A_ChangeFlag(NOCLIP,1)

		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
	ARNQ BABAB 3 Bright A_spawnitemex("PortalSummons2",random(-178,178),random(-178,178),random(5,64),0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	   BSMT J 0 A_changeFlag(solid,1)
	TNT1 A 0 A_ChangeFlag(NOCLIP,0)
	ARNQ C 7 Bright
	Goto See
  RapidFire:
    ARNQ BCD 4 A_FaceTarget
    ARNQ EEE 2 BRIGHT A_CustomMissile ("QueenPlasmaBlast", 62, 0, random(-4,4))
    ARNQ D 0 BRIGHT A_FaceTarget
    ARNQ EEE 2 BRIGHT A_CustomMissile ("QueenPlasmaBlast", 62, 0, random(-7,7))
    ARNQ D 0 BRIGHT A_FaceTarget
    ARNQ EEE 2 BRIGHT A_CustomMissile ("QueenPlasmaBlast", 62, 0, random(-11,11))
    ARNQ D 0 BRIGHT A_FaceTarget
    ARNQ EEE 2 BRIGHT A_CustomMissile ("QueenPlasmaBlast", 62, 0, random(-11,11))
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    ARNQ P 0 BRIGHT A_FaceTarget
    ARNQ EEE 2 BRIGHT A_CustomMissile ("QueenPlasmaBlast", 62, 0, random(-7,7))
    ARNQ D 0 BRIGHT A_FaceTarget
    ARNQ EEE 2 BRIGHT A_CustomMissile ("QueenPlasmaBlast", 62, 0, random(-7,7))
    ARNQ D 0 BRIGHT A_FaceTarget
    ARNQ EEE 2 BRIGHT A_CustomMissile ("QueenPlasmaBlast", 62, 0, random(-4,4))
    ARNQ D 0 BRIGHT A_FaceTarget
    ARNQ EEEEE 1 BRIGHT A_CustomMissile ("QueenPlasmaBlast", 62, 0, random(-4,7))
    ARNQ D 0 BRIGHT A_FaceTarget
    ARNQ EEEEEEE 1 BRIGHT A_CustomMissile ("QueenPlasmaBlast", 62, 0, random(-11,11))
    ARNQ D 0 BRIGHT A_FaceTarget
    ARNQ EEEEEEE 1 BRIGHT A_CustomMissile ("QueenPlasmaBlast", 62, 0, random(-7,4))
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    ARNQ D 0 BRIGHT A_FaceTarget
    ARNQ EEEEEEEEEEEE 1 BRIGHT A_CustomMissile ("QueenPlasmaBlast", 62, 0, random(-3,3))
    ARNQ D 5 A_FaceTarget
    ARNQ D 1 A_CheckSight("PainTele")
	ARNQ D 1 A_Jump(72, "BIGBAM","ClusterEf")
	ARNQ D 1 A_Jump(94, "Missile")
	ARNQ D 0
	Goto See
  Psyche2:
    ARNQ E 5 Bright A_FaceTarget
    ARNQ E 9 Bright A_Playsound("queen/sight", 7, 2, false, ATTN_NONE)
	ARNQ E 9 Bright A_Facetarget
    ARNQ E 3 Bright A_FaceTarget
	ARNQ E 0 Bright A_checksight("See")
	ARNQ E 4 Bright A_VileTarget("PsychicAra2")
    //ARNQ E 4 Bright A_CustomBulletAttack(0,0,1,random(2,8),"PsychicAra2",99999)
	ARNQ E 2 A_Monsterrefire(128,"See")
	Goto Psyche2+3	
  SpreadFire:
    ARNQ BCD 6 A_FaceTarget
	TNT1 AA 0 A_CustomMissile("QueenPlasmaBlast", 64, 0, random(-7,1), CMF_AIMOFFSET|CMF_OFFSETPITCH, random(-3,3))
	TNT1 AA 0 A_CustomMissile("QueenPlasmaBlast", 64, 0, random(-1,7), CMF_AIMOFFSET|CMF_OFFSETPITCH, random(-3,3))
	TNT1 AA 0 A_CustomMissile("QueenPlasmaBlast", 64, 0, random(-15,-7), CMF_AIMOFFSET|CMF_OFFSETPITCH, random(-3,3))
	TNT1 AA 0 A_CustomMissile("QueenPlasmaBlast", 64, 0, random(7,15), CMF_AIMOFFSET|CMF_OFFSETPITCH, random(-3,3))
	TNT1 AA 0 A_CustomMissile("QueenPlasmaBlast", 64, 0, random(-7,7), CMF_AIMOFFSET|CMF_OFFSETPITCH, random(-3,3))
	
	
	ARNQ E 5 Bright A_CustomMissile("QueenPlasmaBlast", 64, 0, random(-4,4))
	ARNQ B 1 Bright A_CheckSight("See")
	ARNQ BCD 5 A_FaceTarget
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TNT1 AA 0 A_CustomMissile("QueenPlasmaBlast", 64, 0, random(-7,1), CMF_AIMOFFSET|CMF_OFFSETPITCH, random(-3,3))
	TNT1 AA 0 A_CustomMissile("QueenPlasmaBlast", 64, 0, random(-1,7), CMF_AIMOFFSET|CMF_OFFSETPITCH, random(-3,3))
	TNT1 AAAA 0 A_CustomMissile("QueenPlasmaBlast", 64, 0, random(-15,15), CMF_AIMOFFSET|CMF_OFFSETPITCH, random(-3,3))
	TNT1 AA 0 A_CustomMissile("QueenPlasmaBlast", 64, 0, random(-7,17), CMF_AIMOFFSET|CMF_OFFSETPITCH, random(-3,3))
	TNT1 AA 0 A_CustomMissile("QueenPlasmaBlast", 64, 0, random(-17,7), CMF_AIMOFFSET|CMF_OFFSETPITCH, random(-3,3))
	ARNQ E 5 Bright A_CustomMissile("QueenPlasmaBlast", 64, 0, random(-4,4))
	ARNQ D 5 A_FaceTarget
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	ARNQ D 1 A_Jump(64,"Missile","ClusterEf")
	ARNQ D 0
	Goto See
  Pain:
	TNT1 A 0 A_Jump(142, "PainTele")
    ARNQ F 4
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	ARNQ F 4 A_Pain
    Goto See
  PainTele:
    ARNQ F 0
    ARNQ E 2 A_Teleport("See", "BlackSpidShade","ZWAVE2")
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	ARNQ F 0
    Goto See
  Death:
    TNT1 A 0
    TNT1 A 0 A_NoBlocking
    ARNQ G 0 A_Playsound("deepone/death", 7, 2, false, ATTN_NONE)
    ARNQ G 0 A_ChangeFlag("FLOATBOB",0)
    ARNQ G 9 A_Scream
	TNT1 A 0 A_killmaster(extreme)
	ARNQ G 3 
	
    Goto crash
  Crash:
    ARNQ HIJKL 9
	ARNQ L 2 Radius_Quake(60,60,0,80,0)
    ARNQ M -1 a_bossdeath
    Stop
  /*Raise:
    ARNQ MLKJIHGA 8
    ARNQ A 0 A_ChangeFlag("FLOATBOB",1)
	Goto See*/
  }
}

actor PortalSummons2 : RandomSpawner
{
 DropItem "CommonRevenant", 255, 100
 DropItem "PurpleRevenant", 255, 100
 DropItem "RedRevenant", 255, 120
 DropItem "RedLSoul", 255, 100
 DropItem "DeepTentacle", 255, 350
 DropItem "RoseTentacle", 255,  800
 DropItem "YellowSP1", 255, 180
 DropItem "RedSpectre", 255, 120
 DropItem "RedDemon", 255, 150
 DropItem "RedCaco", 255, 120
}

ACTOR PsychicAra2
{
  Projectile
  +NOBLOCKMAP
  +NOGRAVITY
  +ALLOWPARTICLES
  RenderStyle stencil
  Alpha 0.95
  Damage (random(2,12))
  DamageType "Getoutofmyheadcharles"
  Scale 1.8
  DeathSound "deepone/active" //"queen/active"
  Mass 50
  States
  {
  Spawn:
  Death:
    TNT1 A 0
    ARNQ C 1
    ARNQ B 2 Bright Radius_Quake(9,9,0,30,0)
    ARNQ C 1 Bright //a_radiusgive("DarknessCallwithnewphone",72,RGF_PLAYERS,1)
	ARNQ B 1
    Stop
  }
}


ACTOR BlackSpidShade : SpecialSpot
{
	Radius 32
	Height 32
	Speed 8
	Damage (random(10,58))
	DamageType Melee
	+Floatbob
	RenderStyle "Translucent"
	translation "48:63=[124,124,124]:[2,2,2]", "16:31=[121,121,121]:[2,2,2]", "64:79=[88,88,88]:[2,2,2]", "128:144=[91,91,91]:[48,48,48]", "236:239=0:2", "13:15=0:2", "144:151=104:111", "208:223=96:111", "32:47=96:111", "232:235=108:111", "112:127=46:47", "80:95=144:151", "224:227=103:107", "168:173=96:96", "192:196=236:239", "96:101=236:239", "208:210=102:104", "152:159=106:111"
	Alpha 0.5
	Scale 1.5
	PROJECTILE
	states
	{
	Spawn:
                ARNQ A 24
				TNT1 A 0 //a_radiusgive("DarknessCallwithnewphone",22,RGF_PLAYERS,1)
				ARNQ A 0 A_Jump(88,"what","what2")
                ARNQ D 3 A_FadeOut(0.10)
		goto Spawn+1
		what:
		ARNQ A 3 A_SetScale(1.5,1.5)
		ARNQ D 2 A_FadeOut(0.10)
		ARNQ A 3 A_SetScale(1.75,1.75)
		ARNQ D 2 A_FadeOut(0.10)
		ARNQ A 3 A_SetScale(2,2)
		ARNQ D 2 A_FadeOut(0.10)
		goto Spawn+1
				what2:
		ARNQ A 3 A_SetScale(1.25,1.25)
		ARNQ D 2 A_FadeOut(0.10)
		ARNQ A 3 A_SetScale(1,1)
		ARNQ D 2 A_FadeOut(0.10)
		ARNQ A 3 A_SetScale(0.75,0.75)
		ARNQ D 2 A_FadeOut(0.10)
		goto Spawn+1
	}
}


actor QueenPlasmaBlast
{
  Radius 13
  Height 8
  Speed 32
  Damage (random(8,45))
  Projectile
  DamageType "Plasma"
  scale 0.75
  +RANDOMIZE
  +BLOODLESSIMPACT
  +NOEXTREMEDEATH
  +bounceonfloors
  +usebouncestate
  bouncetype "Doom"
  Bouncecount 3
  Bouncefactor 1.25
  RenderStyle Add
  Alpha 0.75
  SeeSound "electricplasma/shoot"
  DeathSound "electricplasma/hit"
  Decal "SwordLightning"
   WeaveIndexXY 61
   WeaveIndexZ 23
  Translation "0:255=%[0.00,0.00,0.00]:[0.00,0.50,0.00]"
  
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
  TNT1 A 0
  TNT1 A 0 A_jump(255,"A2","A3","A1")
  TNT1 A 0
  A1:
    EBLT GH 0 bright A_CustomMissile("QueenPlasmaBlastTrail", 0, 0, 0)
    EBLT GH 2 bright A_BishopMissileWeave
     TNT1 A 0  A_ScaleVelocity(1.05)
	 TNT1 A 0
    loop
	A2:
	    EBLT GH 0 bright A_CustomMissile("QueenPlasmaBlastTrail", 0, 0, 0)
    EBLT GH 2 bright A_CStaffMissileSlither
     TNT1 A 0  A_ScaleVelocity(1.10)

    loop
	
	A3:
		    EBLT GH 0 bright A_CustomMissile("QueenPlasmaBlastTrail", 0, 0, 0)
     
    EBLT G 2 bright ThrustThing(random(0,255), random(1,12), 0, 0)
    EBLT H 2 bright  ThrustThingZ (0, random(1,50), random(0,1), 0)
    loop
	
	
	Bounce.Wall:
	TNT1 A 0
	TNT1 A 0
	Goto death
	
  Death:
    
    EBLT IJK 3 bright
    stop
  }
}

actor QueenPlasmaBlastTrail
{
  Radius 13
  Height 8
  Speed 0//35
  Damage 0
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 0.75
  States
  {
  Spawn:
    EBLT ABC 3 bright A_BishopMissileWeave
    goto death
  Death:
    EBLT DEF 4 bright A_FadeOut(0.25)
    loop
  }
}

actor QueenPainPlasmaBlast : QueenPlasmaBlast
{
  Speed 15
}

ACTOR QueenMindWave
{
	Radius 8
	Height 8
	Speed 24
	Damage (random(30,80))
	PROJECTILE
	+SEEKERMISSILE
	Damagetype "plasma"
	Renderstyle Add
	SEESOUND "queen/fire"
    DEATHSOUND "queen/hit"
    Decal "SwordLightning"
	states
	{
	Spawn:
	TNT1 A 0
	Fly:
		TNT1 A 2 BRIGHT A_SeekerMissile(3,6)//(1,90)
		TNT1 A 0 BRIGHT A_SpawnItemEx("ZWAVE",0,0,0,0,0,0,0,128)
		TNT1 B 2 BRIGHT A_SeekerMissile(4,8)
		TNT1 A 0 BRIGHT A_SpawnItemEx("ZWAVE",0,0,0,0,0,0,0,128)
		TNT1 C 2 BRIGHT A_SeekerMissile(4,8)
		TNT1 A 0 BRIGHT A_SpawnItemEx("ZWAVE",0,0,0,0,0,0,0,128)
		TNT1 D 2 BRIGHT A_SeekerMissile(4,8)
		TNT1 A 0 BRIGHT A_SpawnItemEx("ZWAVE",0,0,0,0,0,0,0,128)
		TNT1 E 2 BRIGHT A_SeekerMissile(3,9)
		TNT1 A 0 BRIGHT A_SpawnItemEx("ZWAVE",0,0,0,0,0,0,0,128)
		TNT1 F 2 BRIGHT A_SeekerMissile(4,8)
		TNT1 A 0 BRIGHT A_SpawnItemEx("ZWAVE",0,0,0,0,0,0,0,128)
		TNT1 G 2 BRIGHT A_SeekerMissile(6,6)
		TNT1 A 0 BRIGHT A_SpawnItemEx("ZWAVE",0,0,0,0,0,0,0,128)
		TNT1 H 2 BRIGHT A_SeekerMissile(6,6)
		TNT1 A 0 BRIGHT A_SpawnItemEx("ZWAVE",0,0,0,0,0,0,0,128)
		TNT1 I 2 BRIGHT A_SeekerMissile(6,12)
		TNT1 A 0 BRIGHT A_SpawnItemEx("ZWAVE",0,0,0,0,0,0,0,128)
		TNT1 J 2 BRIGHT A_SeekerMissile(6,12)
		TNT1 A 0 BRIGHT A_SpawnItemEx("ZWAVE",0,0,0,0,0,0,0,128)
		Loop
	Death:
	    BLST A 0 Radius_Quake(15,15,0,40,0)
		BLST A 1 BRIGHT A_SetScale(1.2,1.2)
		BLST B 1 BRIGHT A_Explode(random(11,50),110)
		BLST CDEF 1 BRIGHT A_SetScale(1.4,1.4)
		BLST F 0  BRIGHT A_Explode(random(9,40),130)
		BLST FGHI 1 BRIGHT A_SetScale(1.7,1.7)
		BLST I 0  BRIGHT A_Explode(random(7,30),150)
		BLST JKLM 1 BRIGHT A_SetScale(2,2)
		BLST OP 1 Bright A_Explode(random(5,20),170)
		Stop
	}
}

//CBTS ABCDEFGHIJK

// "0:16=%[0.28,0.28,0.28]:[2.00,2.00,2.00]"


ACTOR ZWAVE3 
{   
   Radius 10
   Height 10
   Speed 15
   seesound "queen/fire"
   PROJECTILE
   damage(random(10,30))
   Damagetype Melee
   RENDERSTYLE Stencil
   Alpha 0.65
   Scale 0.3
   states
   {
   Spawn:
     TNT1 A 0
	 Goto speedup
   Fly:
     TNT1 A 0 A_Explode(random(2,7),64)
     BLST ABCD 1 BRIGHT 
	 TNT1 A 0 A_Explode(random(2,7),64)
	 BLST EFGHI 1 BRIGHT 
	 TNT1 A 0 A_Explode(random(2,7),64)
	 BLST JKLMN 1 BRIGHT 
	 TNT1 A 0 A_Explode(random(2,7),64)
	 BLST OP 1 BRIGHT 
	 TNT1 A 0 A_Explode(random(2,7),64)
	 TNT1 A 0 //a_radiusgive("DarknessCallwithnewphone",24,RGF_PLAYERS,1)
	 TNT1 A 0
     Goto SpeedUp
   SpeedUp:
   TNT1 A 0
     TNT1 A 0 A_Jump(128,"spd1","spd2","spd3","spd4","spd5")
	 Goto Fly
   Spd1:
      TNT1 A 0
     TNT1 A 0  A_ScaleVelocity(1.15)
	 TNT1 A 0
	 Goto Fly
   Spd2:
           TNT1 A 0
     TNT1 A 0  A_ScaleVelocity(1.33)
	 TNT1 A 0
	 Goto Fly
   Spd3:
          TNT1 A 0
     TNT1 A 0  A_ScaleVelocity(0.80)
	 TNT1 A 0
	 Goto Fly
   Spd4:
           TNT1 A 0
     TNT1 A 0  A_ScaleVelocity(1.5)
	 TNT1 A 0
	 Goto Fly
   Spd5:
           TNT1 A 0
     TNT1 A 0  A_ScaleVelocity(0.65)
	 TNT1 A 0
	 Goto Fly
	Death:
	    TNT1 A 0
	    TNT1 A 0 //a_radiusgive("DarknessCallwithnewphone",42,RGF_PLAYERS,1)
		BLST A 1 BRIGHT A_SetScale(0.4,0.4)
		BLST B 1 BRIGHT A_Explode(random(4,14),64)
		BLST CDEF 1 BRIGHT A_SetScale(0.6,0.6)
		BLST F 0  BRIGHT A_Explode(random(6,16),78)
		BLST FGHI 1 BRIGHT A_SetScale(0.8,0.8)
		BLST I 0  BRIGHT A_Explode(random(8,18),94)
		BLST JKLM 1 BRIGHT A_SetScale(1.0,1.0)
		BLST OP 1 Bright A_Explode(random(10,20),108)
		Stop
   }
}

ACTOR ZWAVE
{   
   Radius 10
   Height 10
   Speed 0
   seesound "queen/fire"
   +Noclip
   +ripper
   PROJECTILE
   damage(random(1,3))
   Damagetype "Plasma"
   RENDERSTYLE Add
   states
   {
   Spawn:
     TNT1 A 4 A_Explode(random(2,7),64)
     BLST ABCD 1 BRIGHT A_FadeOut(0.0625)
	 TNT1 A 0 A_Explode(random(2,7),64)
	 BLST EFGHI 1 BRIGHT A_FadeOut(0.0625)
	 TNT1 A 0 A_Explode(random(2,7),64)
	 BLST JKLMN 1 BRIGHT A_FadeOut(0.0625)
	 TNT1 A 0 A_Explode(random(2,7),64)
	 BLST OP 1 BRIGHT A_FadeOut(0.0625)
	 TNT1 A 0 A_Explode(random(2,7),64)
      Stop
   }
}

Actor ZWAVE2 : ZWAVE
{
+nointeraction
scale 1.5
alpha 0.75
   states
   {
   Spawn:
     TNT1 A 2 
     BLST ABCD 1 BRIGHT A_FadeOut(0.0625)
	 BLST EFGHIJKLMNOP 1 BRIGHT A_FadeOut(0.0625)
      Stop
   }
}



////////////////////////////////////// WHITE MASTERMIND


Actor Whitemind
{

+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 A_JumpIf(CallACS("CH_WhiteBossy") == 1, "First") 
TNT1 A 0
Goto Third
First:
TNT1 A 0 A_SpawnitemEx("Whitemind2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG)
done:
TNT1 A 3
loop
Third:
TNT1 A 0 A_SpawnitemEx("Blackmind",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG)
Done2:
TNT1 A 3
loop
Death:
TNT1 A 3 a_bossdeath
stop
}
}



Actor CH_OrbOfChaos
{

  Obituary ""
  Health 2000
  DamageFactor "Heroic", 3.0
  DamageFactor "DIMp", 0
  Radius 40
  Height 80
  Scale 1.0
  Mass 0x7FFFFFFF 
  Species "MMind"
  PainChance 96
  SeeSound ""
  PainSound ""
  DeathSound ""
  ActiveSound ""
  Monster
  +FLOORCLIP
  +DONTHURTSPECIES
  +LOOKALLAROUND
  +Thruspecies
  +NOTARGET
  +MISSILEEVENMORE
  -Noradiusdmg
  Tag "Devil's Machine"
  
  States
  {
  Spawn:
    TNT1 A 10
    Stay:
   CHA0 ABCDCBA 8 bright 
   Loop

  Death:
    CHA0  EFGH 6 bright 
    CHA0 	IJ 6 bright 
    CHA0 	KL 6 bright 
    TNT1 A 0  A_Scream
    TNT1 A 0 A_NoBlocking
   
    CHA0 M -1
    Stop
}

}


ACTOR WhiteMindFlare
{
  Game Doom
  Radius 12
  Height 12
  Speed 1
  Projectile
  +noclip
  +dontblast
  RenderStyle Add
  Alpha 0.9
  Scale 0.4
  SeeSound "holy3/holy3"
  DeathSound "holy2/holy2"
  States
  {
  Spawn:
    SSBL ABCDEFGH 1 Bright
    stop
	}
	}


ACTOR WhiteMindshot1
{
  Game Doom
  Radius 6
  Height 6
  Speed 45
  Damage (Random(10,50))
  DamageType "Plasma"
  Projectile
  +bounceonwalls
  bouncetype doom
  bouncecount 2
  xscale 1.1
  yscale 0.75
  RenderStyle Add
  SeeSound "weapons/plasmaf"
  DeathSound "weapons/plasmax"
  BounceSound ""
  Translation "0:255=%[0.49,0.51,1.52]:[1.10,2.00,1.97]"

  States
  {
  Spawn:
     RCHB AB 1 Bright a_spawnitemex("SpideMindTrail",cos(pitch)*1,0,0-(sin(pitch)*1),cos(pitch)*1,0,-sin(pitch)*1,SXF_NOCHECKPOSITION)
    Loop
  Death:
  TNT1 A 0
  TNT1 A 0 A_setscale(0.85,0.85)
     RCHB  CD 3 bright
 TNT1 A 0 A_setscale(1.35,1.05)
	 RCHB  E 3 Bright a_explode(random(10,40),64,0)
    Stop
  }
}



ACTOR WhiteMindRB3
{
  Game Doom
  Radius 20
  Height 20
  Speed 1
  Damage (random(30,95))
  DamageType "Plasma"
  Projectile
+ALWAYSPUFF
  RenderStyle Add
  Alpha 0.75
  scale 1.33
  DeathSound "NETHERDE"
  Translation "0:255=%[0.49,0.51,1.52]:[1.10,2.00,1.97]"
  States
  {
  Spawn:
	TNT1 A 0
  Death:
  TNT1 A 0
  TNT1 A 0 A_Scream
    BFE1 AB 5 Bright
    BFE1 C 8 Bright A_Explode(random(30,95),128)
	TNT1 A 0 Radius_Quake(9,9,0,30,0)
    BFE1 DEF 8 Bright
    Stop
  }
}

Actor WhiteMindRB4
{
  Radius 20
  Height 20
  Speed 11
  Damage (random(15,30))
  DamageType "Plasma"
  Projectile
  Scale 1.33
  Renderstyle Add
  Alpha 0.95
  SeeSound "Spell/spellCast1"
  DeathSound "Crack/death"
  Translation "0:255=%[0.49,0.51,1.52]:[1.10,2.00,1.97]"
  States
  {
  Spawn:
  TNT1 A 0
  fly:
   BAL2 A 3 a_setscale(1.33,1.33)
   BAL2 B 3 a_setscale(1.15,1.15)
   BAL2 A 3 a_setscale(0.85,0.85)
   BAL2 B 3 a_setscale(1.15,1.15)
  Death:
   BAL2 C 4 A_SetTranslucent(0.55)
   BAL2 D 1 A_Explode(random(10,20),88)
   BAL2 E 2  A_Explode(random(10,20),88)
   Stop
 }
}



ACTOR SpideMindTrail
{
  Game Doom
  Radius 15
  Height 9
  Speed 0
  Projectile
  +NOINTERACTION
  RenderStyle Add
  Alpha 0.55
  Scale 0.8
  Translation "0:255=%[0.49,0.51,1.52]:[1.10,2.00,1.97]"
  States
  {
  Spawn:
    RCHB AB 3 Bright
    Goto death
  Death:
    RCHB AB 3 Bright
    Stop
  }
}

ACTOR WhiteMindshoTrail1
{
  Radius 2
  Height 2
  Speed 55
  FastSpeed 80
  Damage (random(2,6))
  DamageType "Plasma"
  Projectile
  RenderStyle Add
  Alpha 0.85
  Scale 0.15
  Translation "0:255=%[1.01,2.00,2.00]:[2.00,2.00,2.00]"
  States
  {
  Spawn:
    BAL1 AB 4 Bright
  Death:
  TNT1 AA 0
    Stop
  }
}


ACTOR WhiteSpidShade
{
	Radius 32
	Height 32
	Speed 8
	+noclip
	+dontblast
	RenderStyle add
	translation "0:255=%[1.01,2.00,2.00]:[2.00,2.00,2.00]"
	Alpha 0.5

	PROJECTILE
	states
	{
	Spawn:
                W5PD A 12
                W5PD D 3 A_FadeOut(0.10)
		goto Spawn+1
		
	}
}

Actor WhiteMindCrackleOrb
{
    Radius 16
    Height 16
	Speed 9
	Projectile
    +NOGRAVITY
	+seekermissile
	Scale 2.35
	Damage (random(50,120))
	damagetype "Plasma"
	SeeSound "Spell/SpellCast1"
	DeathSound "Fire/Fire4"
	dropitem "CH_rocketammo"
	Translation "0:255=%[0.21,0.29,0.68]:[1.07,2.00,2.00]"
    States
    {
    Spawn:
	TNT1 A 0
	Fly:
        RED9 B 1 Bright  A_Explode(random(4,10),128)
	    RED9 B 1 BRIGHT  A_SpawnItemEx("CrackedWhiteMind", 0, 0, 0, random(10,20), random(10,20), random(-10,20), random(0,180),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)
		RED9 A 1 Bright  A_SpawnItemEx("CrackedWhiteMind", 0, 0, 0, random(10,20), random(10,20), random(-10,20), random(180,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)
	    RED9 A 1 Bright a_seekermissile(2,2)
        Loop
	Death:
	  TNT1 A 0 A_setscale(4.0,4.0)
	   SPIR ABCDEDCBA 5 Bright A_Explode(random(5,50),256)
		SPIR E 1 a_noblocking
		Stop
    }
}


Actor CrackedWhiteMind
{
    Radius 4
    Height 4
    Speed 18
    Damage (random(1,6))
	DamageType "Plasma"
    PROJECTILE
	Scale 0.5
	RenderStyle ADD
	Alpha 1.95
	SeeSound "Crack/see"
	DeathSound "Crack/death"
    Translation "0:255=%[0.21,0.29,0.68]:[1.07,2.00,2.00]"
	States
	{
	Spawn:
	   BLL9 AA 1 BRIGHT  A_SpawnItemEx("ZAP88", random(-12,12), random(-12,12), random(-12,12), 0, 0, 0, 0,SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)
	   BLL9 AA 1 BRIGHT A_SpawnItemEx("ZAP88", random(-12,12), random(-12,12), random(-12,12), 0, 0, 0, 0,SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)
	 BLL9 BB 2 BRIGHT    A_SpawnItemEx("ZAP88", random(-12,12), random(-12,12), random(-12,12), 0, 0, 0, 0,SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)
	  BLL9 BB 2 BRIGHT   A_SpawnItemEx("ZAP88", random(-12,12), random(-12,12), random(-12,12), 0, 0, 0, 0,SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)
	  TNT1 AAAA 0 BRIGHT A_SpawnItemEx("ZAP88", random(-32,32), random(-32,32), random(-32,32), 0, 0, 0, 0,SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)
		TNT1 A 0 A_explode(random(2,9),64,0)
	   BLL9 CDE 6 BRIGHT
	   Stop
	}
}


ACTOR WhiteSpidWave
{
	Speed 8
	Damage (random(5,27))
	DamageType "Plasma"
	Radius 8
	Height 16
	RenderStyle Translucent
	Alpha 0.9
	PROJECTILE
	+DROPOFF
	-NOGRAVITY
	+FORCERADIUSDMG
	+BLOODLESSIMPACT
	+FloorHugger
	SeeSound ""
	Translation "0:255=%[0.49,0.51,1.52]:[1.10,2.00,1.97]"
	States
	{
	Spawn:
	    	SPER AAAAABBBB 10 bright A_Explode(random(7,28),32)
	Death:
		SPER B 1 A_Explode(random(7,28),32)
	    	Stop
	}
}


ACTOR WhiteSpidWinder
{
  Game Doom
  Radius 5
  Height 5
  Speed 30
  Damage (random(10,70))
  DamageType "Plasma"
  Projectile
  +RANDOMIZE
  +Seekermissile
  +dontharmclass
  	 	   +thruspecies
		   	+FloorHugger
  RenderStyle Add
  Alpha 0.9
  Scale 0.85
  
  SeeSound "ELECTRO8"
  DeathSound "Crack/death"
  Translation "0:255=%[0.49,0.51,1.52]:[1.10,2.00,1.97]"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
   SPER AB 1 bright 
   Fly2:
    SPER A 1 Bright  a_spawnitemex("WhiteSpidWave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	SPER B 1 Bright  A_seekermissile(4,9)
	TNT1 A 0 A_jump(6,"death")
    Loop
  Death:
TNT1 A 0
    Stop
  }
}



ACTOR WhiteMind2 
{
  Game Doom
  Health 12000
  Species "MMind"
  Radius 64
  Height 64
  Mass 1000
  Speed 28
  PainChance 40
  Painthreshold 50
  Damage 8
  Monster
  Damagefactor Fire, 0.25
   DamageFactor "Heroic", 3.0
   DamageFactor "DIMp", 0
  Damagefactor "fire", 0.25
  DamageFactor ice, 0.25
  DamageFactor "ice", 0.25
  DamageFactor "Plasma", 0.75
  DamageFactor Melee, 0.95
  PainChance "DIMp", 0
        DamageFactor "Falling", 0.0
  DamageFactor Falling, 0.0
  +BOSS
  +MISSILEMORE
  +FLOORCLIP
  +noblood
  -NORADIUSDMG
  +noicedeath
  +DONTMORPH
  +BOSSDEATH
  +DONTHARMSPECIES
  +NOFEAR
+avoidmelee
  
  SeeSound "WMINDAGR"
  PainSound "spider/pain"
  DeathSound "WMINDDED"
  ActiveSound "WMIND/IDLE"
  
  
  Dropitem "CH_MegaSphere"
  Dropitem "Backpack"
  Dropitem "BackPackBundle"

  DropItem "CH_CellPack", 128
   DropItem "CH_CellPack", 128
    DropItem "CH_CellPack", 128
	 DropItem "CH_CellPack", 128
	  DropItem "CH_CellPack", 128
  Dropitem "CH_BlueArmor"
  Dropitem "CH_BlueArmor"
  Dropitem "CH_BlueArmor"
  Dropitem "CH_BFG9000"
  Dropitem "VoidOrb"
  Dropitem "CH_Medikit"
    Dropitem "CH_Medikit"
	  Dropitem "CH_Medikit"
  Dropitem "CH_Blursphere"
    Dropitem "RareArmorPool"
  Dropitem "RLDemonicWeaponSpawner",18
  Dropitem "RLLegendaryWeaponSpawner", 12
  Dropitem "RLUniqueWeaponSpawner",46

  Obituary "%o fell to the power of white spider mastermind"
  tag "Heavily Armed Spidey"
  States
  {
  Spawn:
    W5PD AB 1 
	 TNT1 A 0 ACS_NamedExecuteAlways("AnnounceSpidie4")
	TNT1 A 0 
	Idle:
	W5PD AB 10 A_Look
	loop
	
  See:
    W5PD ABCD 2 A_Chase
	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
    TNT1 A 0 A_jump(16,"See2")
    Loop
	
	See2:
	    W5PD ABCD 1 A_wander
		   W5PD ABCD 1 A_wander
	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
	goto see
	    Dodge1:
		TNT1 A 0 a_jump(128,"dodge2")
	     W5PD A 5 ThrustThing(angle*256/360+64, 36, 0, 0)
		 W5PD AABBCCDD 2  A_SpawnitemEx("WhiteSpidShade",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION) 
		 Goto See
	Dodge2:
	     W5PD A 5 ThrustThing(angle*256/360+192, 36, 0, 0)
		 W5PD AABBCCDD 2 A_SpawnitemEx("WhiteSpidShade",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION) 
		 Goto See
	
	
  Missile:
  TNT1 A 0
  	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
      W5PD  F 5 a_facetarget
   TNT1 A 0 a_jumpifcloser(200,"Dash")
   TNT1 A 0 a_jumpifcloser(1500,"LowRange")
   TNT1 A 0 A_jump(255,"EyeBeam","RapidFire","HitScan")
	
	
	HitScan:
		W5PD  F 5 bright a_facetarget
	W5PD  E 5 bright a_facetarget
	TNT1 A 0 
	TNT1 A 0  A_SpawnitemEx("WhiteMindFlare",4,16,32,0,0,0,0,SXF_NOCHECKPOSITION) 
	TNT1 A 0  A_SpawnitemEx("WhiteMindFlare",4,-16,32,0,0,0,0,SXF_NOCHECKPOSITION) 
	TNT1 A 0 A_playsound("moloch/nailhitbleed",0)
	W5PD F 2 bright A_Custombulletattack(random(2,15),0,random(1,2),random(1,2),"WhiteMindFlare")
	W5PD F 0 bright A_Custombulletattack(random(2,15),0,random(1,2),random(1,2),"WhiteMindFlare")
    W5PD E 1 A_MonsterRefire(64,"See")
	Goto Hitscan+3
	
	LowRange:
	TNT1 A 0
	TNT1 A 0 A_jumpifhealthlower(8000,"Second")
	TNT1 A 0 A_jump(255,"RapidFire","EyeBeam","OrbShot","FloorCrack")
	
	Second:
	TNT1 A 0 
	TNT1 A 0 A_jump(255,"RapidFire","EyeBeam","OrbShot","FloorCrack","SpawnSentinel")
	
	
	Dash:
	W5PD  E 5 a_Skullattack
	W5PD AABBCCDD 2 A_SpawnitemEx("WhiteSpidShade",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION) 
	W5PD F 5 A_stop
	TNT1 A 0 A_jump(64,"RapidFire","Dodge1","Dodge2")
	Goto see
	
	SpawnSentinel:
	
		   W5PD  F 5 bright
		W5PD E 8 Bright 
      W5PD E 15 a_dualpainattack("MiniSentinelSpider")
	   W5PD  F 5 bright
	   TNT1 A 0 A_jump(64,"RapidFire","OrbShot","FloorCrack")
	Goto see
	
	Floorcrack:
	   W5PD  F 5 bright
		W5PD E 8 Bright ThrustThingZ(0,50,0,0)
      W5PD E 15
	   W5PD  F 5 bright
	   TNT1 A 0 A_playsound("DSHADEXP",0)
	   TNT1 A 0 A_CustomMissile("WhiteSpidWinder",8,16,-92)
	   TNT1 A 0 A_CustomMissile("WhiteSpidWinder",8,-16,92)
	   	   TNT1 A 0 A_CustomMissile("WhiteSpidWinder",8,16,-32)
	   TNT1 A 0 A_CustomMissile("WhiteSpidWinder",8,-16,32)
	  	   TNT1 A 0 A_CustomMissile("WhiteSpidWinder",8,16,-62)
	   TNT1 A 0 A_CustomMissile("WhiteSpidWinder",8,-16,62)
	  W5PD  F 5
	  Goto see
	  
	OrbShot:
	TNT1 A 0
	TNT1 A 0 A_playsound("ELECFATT",0)
		W5PD  F 5 bright a_facetarget
	W5PD  E 5 bright a_facetarget
	W5PD F 2 bright A_CustomMissile("WhiteMindCrackleOrb",64,0,0)
	 W5PD F 20
	Goto see
	
	RapidFire:
	W5PD  F 5 bright a_facetarget
	W5PD  E 5 bright a_facetarget
	TNT1 A 0  A_SpawnitemEx("WhiteMindFlare",4,16,32,0,0,0,0,SXF_NOCHECKPOSITION) 
	TNT1 A 0  A_SpawnitemEx("WhiteMindFlare",4,-16,32,0,0,0,0,SXF_NOCHECKPOSITION) 
	TNT1 A 0 A_playsound("DEEPSHO1",0)
	W5PD F 2 bright A_CustomMissile("WhiteMindshot1",32,16,-1)
	W5PD F 0 bright A_CustomMissile("WhiteMindshot1",32,-16,1)
	TNT1 A 0 A_playsound("DEEPSHO1",0)
	W5PD E 2 bright A_CustomMissile("WhiteMindshot1",32,16)
	W5PD F 0 bright A_CustomMissile("WhiteMindshot1",32,-16)
	TNT1 A 0 A_playsound("DEEPSHO1",0)
	W5PD F 2 bright A_CustomMissile("WhiteMindshot1",32,16)
	W5PD F 0 bright A_CustomMissile("WhiteMindshot1",32,-16)
		W5PD  E 12 bright a_facetarget
	TNT1 A 0  A_SpawnitemEx("WhiteMindFlare",4,16,32,0,0,0,0,SXF_NOCHECKPOSITION) 
	TNT1 A 0  A_SpawnitemEx("WhiteMindFlare",4,-16,32,0,0,0,0,SXF_NOCHECKPOSITION) 
	TNT1 A 0 A_playsound("DEEPSHO1",0)
	W5PD F 2 bright A_CustomMissile("WhiteMindshot1",32,16,1)
	W5PD F 0 bright A_CustomMissile("WhiteMindshot1",32,-16,-1)
	TNT1 A 0 A_playsound("DEEPSHO1",0)
	W5PD E 2 bright A_CustomMissile("WhiteMindshot1",32,16)
	W5PD F 0 bright A_CustomMissile("WhiteMindshot1",32,-16)
	TNT1 A 0 A_playsound("DEEPSHO1",0)
	W5PD F 2 bright A_CustomMissile("WhiteMindshot1",32,16)
	W5PD F 0 bright A_CustomMissile("WhiteMindshot1",32,-16)
	Goto see
	
	EyeBeam:
	    W5PD  F 5 bright a_facetarget
		TNT1 A 0 A_Playsound("ECHOIMPB",0)
		W5PD F 6 bright A_customrailgun(0,0,"none","Blue",RGF_NOPIERCING)
		W5PD F 6 bright A_customrailgun(0,0,"none","Blue",RGF_NOPIERCING)
		W5PD E 4 bright A_CustomRailgun(random(10,40),0,"blue","blue",RGF_FULLBRIGHT,0,0,"WhiteMindRB3",0,0,0,66,0.7,0.9,"WhiteMindRB4",7)
        W5PD F 20
  Goto see
	
  Pain:
    W5PD  F  3
	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
    W5PD  F 3 A_Pain
    Goto Dodge1

  Death:
  TNT1 A 0
    W5PD  F  10 A_NoBlocking
	  W5PD  FABDF 10 BRIGHT A_CustomMissile("HKRedDeath",random(20,100),random(-30,30), CMF_AIMOFFSET, 2, -10)
    W5PD  AFDCF 8 BRIGHT A_CustomMissile("HKRedDeath",random(20,100),random(-30,30), CMF_AIMOFFSET, 2, -10)
	W5PD  BFDCD 3 BRIGHT A_CustomMissile("HKRedDeath",random(20,100),random(-30,30), CMF_AIMOFFSET, 2, -10)
	W5PD  FFFFFFFFFFF 1 BRIGHT A_CustomMissile("HKRedDeath",random(20,100),random(-30,30), CMF_AIMOFFSET, 2, -10)
	W5PD  F 20  A_Scream
	  W5PD  F  0 A_killmaster(extreme)
	  W5PD  F  1 A_BossDeath
	  W5PD  FFFFFFFFFFF  2 A_fadeout(0.15)
      W5PD  F  -1 
    Stop
  }
}

ACTOR MiniSentinelSpider
{
Health 70
Painchance 255
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  species "Mastermind"
Speed 28
Radius 12
Height 26
Mass 300
MONSTER
+NOGRAVITY
+DROPOFF
+NOBLOOD
+NOBLOCKMONST
+INCOMBAT
+MISSILEMORE
+LOOKALLAROUND
+NEVERRESPAWN
SeeSound ""
DeathSound "Crack/death"
ActiveSound ""
Painsound "prox/beep"
Obituary "%o was vaporized by a mini sentinel"
  DropItem "implyingclip", 128
  DropItem "CH_Shell", 64
  Dropitem "CH_RocketAmmo", 42
  DropItem "CH_Cell", 12

States
{
Spawn:
	MNDR A 10 
    Goto see
	see:
    MNDR A 1 A_SentinelBob
	MNDR A 2 A_Chase
	loop
	
Missile:
	MNDR A 4 A_FaceTarget
	MNDR B 1 BRIGHT A_CustomMissile("DflarePE2",15,0,0)
	MNDR B 1 BRIGHT A_CustomMissile("DflarePE2",15,0,random(-3,3))
	MNDR B 1 BRIGHT A_CustomMissile("DflarePE2",15,0,random(-9,9))
	MNDR A 4
	
	goto See
Pain:
	MNDR A 5 A_Pain
	goto See
	
Death:
	MNDR C 7 BRIGHT A_Fall
	MNDR D 5 BRIGHT A_Scream
	MNDR E 5 BRIGHT A_TossGib
	MNDR F 5 BRIGHT
	MNDR G 5 BRIGHT A_TossGib
	MNDR HI 5 BRIGHT
	TNT1 A 0 A_Jump(32,"SpawnThing")
	
	TNT1 AAA 0 A_SpawnItemEx("DeathBreathDI", random(-178,178), random(-178,178), random(-12,42), 0, 0, 0, 0, 128, 0)
	stop
	SpawnThing:
	TNT1 A 1 A_SpawnItemEx("ArchvileFire",0,0,3,0,0,0,SXF_NOCHECKPOSITION) 
    TNT1 A 1 A_SpawnItemEx("RandomizerArc",0,0,6,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 1
	stop
}
}













