// Decorate code for Liberator
Actor TerminatorMv : PlayerPawn
{
     
+NOSKIN
+NOICEDEATH
+QUICKTORETALIATE
+GHOST    
    Health 200
	Player.Maxhealth 200
    Radius 16
    Height 56
    Mass 1500
	scale 1.1
    PainChance 200
	PainChance "CreepStun", 256
	PainChance "RavagerBall", 256
	bloodtype "BulletPuff"
	Player.ViewHeight 60
	Player.Maxhealth 200
    Player.ColorRange 112, 127
    Player.StartItem "TerminatorMissilesX"
	Player.StartItem "MissileAmmo", 100
	Player.Weaponslot 1, TerminatorMissilesX
    Player.DisplayName "Terminator"
    Player.StartItem "IsHuman", 1
    Player.StartItem "Screamer", 0
    Player.ForwardMove 0.9
    Player.SideMove 0.9
	Damagefactor "Justicar", 1.2
	Damagefactor "ZombieIce", 1.0
	Damagefactor "ZombiePoison", 1.0
	Damagefactor "BlueFire", 1.0
	Damagefactor "normal", 1.0
	DamageFactor "GhostTrap", 0.0
	Damagefactor "UboaRawrScream", 0.2
    Damagefactor "creeper", 0.5
	DamageFactor "SjasScream", 0.9
	Damagefactor "FrostbiteWind", 0.9
	Damagefactor "EmtalicSaw", 0.9
	Damagefactor "LichFire", 0.9
	Damagefactor "Ravager", 0.2
	DamageFactor "CreepStun", 3.0
	DamageFactor "Wendigo", 0.8
	DamageFactor "Jitter", 0.6
	Damagefactor "HarvesterAlt", 0.6
	Damagefactor "MorphRipperGib", 0.6
	Damagefactor "DarkVortex", 0.6
	Damagefactor "ImpostorJitter", 0.6
	Damagefactor "PuppetStrings", 0.6
	Damagefactor "LichIce", 0.6
	Damagefactor "LichLightning", 0.6
	Damagefactor "AsylumCannonBall", 0.6
	DamageFactor "Harvester", 0.6
	Damagefactor "Juglava", 1.0
	DamageFactor "Choke", 0.5 
	Damagefactor "JusticarSpike", 0.5
	Damagefactor "Ravagerball", 1.5
    Damagefactor "YureiBall", 1.5
	DamageFactor "Clowny", 1.0
	DamageFactor "Yurei", 0.8
	DamageFactor "Emtalic", 0.7
	Damagefactor "Hellzone", 1.5
	DamageFactor "AmperLightning", 1.3
	DamageFactor "EmtalicWeak", 0.45
	DamageFactor "I1", 0.7
	DamageFactor "I4", 0.6
	DamageFactor "I5", 0.6
	Damagefactor "Fleshbent", 0.9
	Damagefactor "Fleshbent2", 0.9
    Damagefactor "AntiAirbolt", 0.0
	Damagefactor "Sentinel", 0.0
	Damagefactor "GraveStalkerLure", 1.0
	Damagefactor "MechPewPews", 0.0
	Damagefactor "MacheteSlicerino", 0.0
    Damagefactor "GasterSmokeHurt", 0.0
	Damagefactor "Judgement", 0.0
	Damagefactor "StrifeSuit", 0.0
    Player.SoundClass "Terminator"
	Player.ScoreIcon "TERMST"
    LimitedToTeam 0
    States
    {
 Spawn:
		TERM A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")	
		TERM A 18 Setplayerproperty(0,0,0)
		TERM A 0 A_JumpIfInventory("MissileAmmo", 100, "Spawn")
		TERM A 0 A_Playsound("supermissile/ready", CHAN_BODY)
		TERM A 0 A_GiveInventory("MissileAmmo", 5)	
		TERM A 5
		Loop
 See:
   TERM A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")	
   TERM A 0 A_JumpIfHealthlower(100,"INeedHealingSee")
   TERM A 8 A_SpawnItemEx ("TerminatorStomp", 0, 0, 0, 0, 0, -20, 0,0, 0)
   TERM B 8 
   TERM C 8 A_SpawnItemEx ("TerminatorStomp", 0, 0, 0, 0, 0, -20, 0,0, 0)
   TERM D 8
   Goto Spawn
 INeedHealingSee:
   TERM A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")	
   TERM A 0 A_SpawnItemEx("INeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
   TERM A 8 A_SpawnItemEx ("TerminatorStomp", 0, 0, 0, 0, 0, -20, 0,0, 0)
   TERM B 8 
   TERM C 8 A_SpawnItemEx ("TerminatorStomp", 0, 0, 0, 0, 0, -20, 0,0, 0)
   TERM D 8
   Goto Spawn
 Missile:
   TERM E 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")	
   TERM EF 8 Bright
   Goto Spawn
 Melee:
   TERM F 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")	
   TERM F 6 Bright
   Goto Spawn
   Pain.Justicar:
	TNT1 A 0 A_custommissile("Justicarattack",14,0,random(0,360))
	TNT1 A 0 A_GiveToTarget("Health",1)
	TNT1 A 0 A_GiveToTarget("JusticarSecondaryAmmo",1)
	Goto pain
	Pain.TeleOtherPlant:
	TNT1 A 0 A_GiveInventory("TeleOtherPlanted",1)
	Goto Pain
	Pain.TeleOtherActivateDamage:
	TNT1 A 0 A_JumpIfInventory("TeleOtherPlanted",1,"TeleOtherSend")
	Goto Pain	
	TeleOtherSend:
	TNT1 A 0 A_TakeInventory("TeleOtherPlanted",1)
	TNT1 A 0 A_PlaySound("TeleOther/activate",CHAN_7,1)
	TNT1 A 0 A_SpawnItem("TeleOtherFog")
	TNT1 A 0 ACS_ExecuteAlways(466,0,2)
	TERM L 1 A_PlaySound("TeleOther/activate",CHAN_6,1)
	TNT1 A 0 A_SpawnItem("TeleOtherFog")
	Goto Pain
	Death.TeleOtherActivateDamage:
	TNT1 A 0 A_JumpIfInventory("TeleOtherPlanted",1,"TeleOtherSplode")
	TNT1 A 0 A_TakeInventory("TeleOtherPlanted",1)
	TNT1 A 0 A_PlaySound("TeleOther/activate",CHAN_7,1)
	TNT1 A 0 A_SpawnItem("TeleOtherFog")
	TNT1 A 0 A_GiveToTarget("KilledMe",1)
	TERM L 1 A_PlaySound("weapons/grenadeexplode")
	NULL A 0 A_NoBlocking 
	NULL A 0 A_SpawnItemEx("ROBGIBBER", 0, 0, 0, 0, 0, 0, 0, 161, 0)
	NULL A 1 A_SpawnItemEx("GrenadeExplosion", 0, 0, 0, 0, 0, 0, 0, 160, 0)
	NULL A -1
	Stop
	TeleOtherSplode:
	TNT1 A 0 A_TakeInventory("TeleOtherPlanted",1)
	TNT1 A 0 A_PlaySound("TeleOther/activate",CHAN_7,1)
	TNT1 A 0 A_SpawnItem("TeleOtherFog")
	TNT1 A 0 ACS_ExecuteAlways(466,0,2)
	TNT1 A 0 A_GiveToTarget("KilledMe",1)
	TERM L 1 A_PlaySound("weapons/grenadeexplode")
	TNT1 A 0 A_PlaySound("TeleOther/activate",CHAN_6,1)
	TNT1 A 0 A_SpawnItem("TeleOtherFog")
	NULL A 0 A_NoBlocking 
	NULL A 0 A_SpawnItemEx("ROBGIBBER", 0, 0, 0, 0, 0, 0, 0, 161, 0)
	NULL A 1 A_SpawnItemEx("GrenadeExplosion", 0, 0, 0, 0, 0, 0, 0, 160, 0)
	NULL A -1
	Stop
  Pain.Choke:
	TNT1 A 0 A_GiveToTarget("Health",2)
	TNT1 A 0 A_GiveToTarget("ChokeCharging",1)
	Goto Pain
  Pain.JusticarSpike:
	TNT1 A 0 ACS_NamedExecuteAlways("ChangeActivator",0)
	TNT1 A 0 A_GiveToTarget("Health",2)
  Pain:
	TERM L 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")	
    TERM L 4
    TERM L 4 A_Pain
    Goto Spawn
	Pain.LoonaClawing:
	TNT1 A 0 A_GiveToTarget("Health",8)
	TERM L 20 Setplayerproperty(0,1,0)
	TERM L 2 Setplayerproperty(0,0,0)
	Goto Spawn
	Pain.LoonaClawingLightSFX:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitLight",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",7)
	TERM L 20 Setplayerproperty(0,1,0)
	TERM L 2 Setplayerproperty(0,0,0)
	Goto Spawn
	Pain.LoonaClawingHeavySFX:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",10)
	TERM L 20 Setplayerproperty(0,1,0)
	TERM L 2 Setplayerproperty(0,0,0)
	Goto Spawn
	Death.LoonaClawing:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",50)
	Goto Death.Jitter
	Death.LoonaClawingLightSFX:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitLight",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",50)
	Goto Death.Jitter
	Death.LoonaClawingHeavySFX:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",50)
	Goto Death.Jitter
	Pain.GloomWatcherLure:
	TNT1 A 0 ACS_ExecuteAlways(134)
	TNT1 A 0 A_Playsound("GloomWatcher/FeintAttack",CHAN_7)
	Goto pain
	Death.GloomWatcherlure:
	TNT1 A 0 ACS_ExecuteAlways(134)
	TNT1 A 0 A_Playsound("GloomWatcher/FeintAttack",CHAN_7)
	Goto Death.Jitter
	GloomDeath:
	TNT1 A 1 Damagething(99999,18)
	Goto Death
	Death.Fleshbent:
	TNT1 A 0 A_GiveToTarget("TentacleAmmo",2)
	TNT1 A 0 A_GiveToTarget("Soulscepter1",15)
	TNT1 A 0 A_GiveToTarget("Soulscepter2",50)
	Goto Death.Jitter
	Pain.BastetClawing:
		TNT1 A 0 A_GiveToTarget("Health",4)
		Goto Pain
	Pain.BastetClawingLightSFX:
		TNT1 A 0 A_PlaySound("Bastet/ClawHitLight",CHAN_5)
		TNT1 A 0 A_GiveToTarget("Health",3)
		Goto Pain
	Pain.BastetClawingHeavySFX:
		TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_5)
		TNT1 A 0 A_GiveToTarget("Health",6)
		Goto Pain
	Pain.Sickle:
		TNT1 A 0 ACS_NamedExecuteAlways("ChangeActivator",0)
	Pain.Wendigo:
		TNT1 A 0 A_PlaySound("RAVEN1",CHAN_5)
		Goto Pain
  Pain.Creepstun:
    TERM L 0 A_Pain
	TERM L 0 A_GiveToTarget("health",5)
	TERM L 40 Setplayerproperty(0,1,0)
	TERM L 2 Setplayerproperty(0,0,0)
	Goto Spawn
  Death.Creeper:
	TERM M 0 A_PlaySoundEx("creeperattack", "Body")
	TNT1 A 0 A_GiveToTarget("GhoulAmmo",1)
	TERM M 0 A_SpawnItemEx("CreeperPopUp",0,0,10)
	TERM M 0 A_GiveToTarget("Creeperheal",1)
    TERM M 0 ACS_ExecuteAlways(997,0,1)
	goto DeathAnimAlt
  Death.Creepstun:
	TERM M 0 A_GiveToTarget("Unlock13",1)
	TERM M 0 A_GiveToTarget("CreepGotya",1)
	goto DeathAnimAlt
  Death.SjasScream:
  Death.FrostbiteWind:
  Death.EmtalicSaw:
  Death.LichFire:
    TERM M 0 A_GiveToTarget("KilledJ",1)
    Goto DeathAnim
  Death:
  DeathAnim:
	TERM A 0 A_GiveToTarget("KillBeep",1)
	TERM A 0 A_GiveInventory("ItemDeath",1)
	TERM A 0 A_TakeInventory("KilledCount",999)
    TERM A 0 A_GiveToTarget("KilledMe",1)
    TERM A 0 A_GiveToTarget("KilledTerminator",1)
    TERM M 4 
    TERM N 4 A_PlayerScream
    TERM O 4 A_NoBlocking
    TERM P 4 
	TERM Q 4 
	TERM R 4
	TERM S 4
	TERM T 4
	TERM U 4
	TERM V 4
	TERM W 4
	TERM X 4
	TERM YZ 4
    TERM [ -1
    Stop
  DeathAnimAlt:
	TERM A 0 A_GiveToTarget("KillIndicator",1)
	TERM A 0 A_GiveInventory("ItemDeath",1)
	TERM A 0 A_TakeInventory("KilledCount",999)
    TERM A 0 A_GiveToTarget("KilledMe",1)
    TERM A 0 A_GiveToTarget("KilledTerminator",1)
    TERM M 4 
    TERM N 4 A_PlayerScream
    TERM O 4 A_NoBlocking
    TERM P 4 
	TERM Q 4 
	TERM R 4
	TERM S 4
	TERM T 4
	TERM U 4
	TERM V 4
	TERM W 4
	TERM X 4
	TERM YZ 4
    TERM [ -1
    Stop
	Death.GhoulChainSaw:
	TNT1 A 0 A_GiveToTarget("Health",50)
	TNT1 A 0 A_GiveToTarget("BearTarpsAmmo",1)
	TNT1 A 0 A_GiveToTarget("SawyerRageammo",10)
	TNT1 A 0 A_GiveToTarget("DUMMY_SawyerBloodyChainsaw", 1)
	Goto Death.Jitter
	Death.BastetClawing:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",30)
	Goto Death.Jitter
	Death.BastetClawingLightSFX:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitLight",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",30)
	Goto Death.Jitter
	Death.BastetClawingHeavySFX:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",30)
	Goto Death.Jitter
	Death.Choke:
		TNT1 A 0 A_GiveToTarget("Health",25)
		TNT1 A 0 A_GiveToTarget("ChokeCharging",40)
	Goto Death.Jitter
	Death.JusticarSpike:
		TNT1 A 0 A_GiveToTarget("Health",15)
	Goto Death.Jitter
	Death.Sinistar:
		TNT1 A 0 A_GiveToTarget("SiniPrimary",1)
	Goto Death.Jitter
  Death.MapGibber:
		TNT1 A 0 A_PlaySound("car/hit",chan_auto)
  Death.MapGibber2:
  Death.Jitter:
	TERM A 0 A_GiveToTarget("KillBeep",1)
	TERM A 0 A_GiveInventory("ItemDeath",1)
    TERM A 0 A_GiveToTarget("Crunched",1)
	TERM A 0 A_GiveToTarget("KilledMe",1)
	TERM A 0 A_GiveToTarget("KilledTerminator",1)
	TERM G 1 A_PlaySound("weapons/grenadeexplode")
    NULL A 0 A_NoBlocking 
	NULL A 0 A_SpawnItemEx("ROBGIBBER", 0, 0, 0, 0, 0, 0, 0, 161, 0)
	NULL A 1 A_SpawnItemEx("GrenadeExplosion", 0, 0, 0, 0, 0, 0, 0, 160, 0)
	NULL A -1
	Stop
  Death.JitterAlt:
	TERM A 0 A_GiveToTarget("KillIndicator",1)
	TERM A 0 A_GiveInventory("ItemDeath",1)
    TERM A 0 A_GiveToTarget("Crunched",1)
	TERM A 0 A_GiveToTarget("KilledMe",1)
	TERM A 0 A_GiveToTarget("KilledTerminator",1)
	TERM G 1 A_PlaySound("weapons/grenadeexplode")
    NULL A 0 A_NoBlocking 
	NULL A 0 A_SpawnItemEx("ROBGIBBER", 0, 0, 0, 0, 0, 0, 0, 161, 0)
	NULL A 1 A_SpawnItemEx("GrenadeExplosion", 0, 0, 0, 0, 0, 0, 0, 160, 0)
	NULL A -1
	Stop
	Death.Harvester:
		TNT1 A 0 A_GiveToTarget("SoulHarvesterFragment",1)
		TNT1 A 0 A_GiveToTarget("KilledJ",1)
		Goto Death.Jitter
	Death.HarvesterRock:
		TNT1 A 0 ACS_NamedExecute("SilverFieldsBell",55)
		Goto DeathAnim
	Death.HarvesterAlt:
		TNT1 A 0 A_GiveToTarget("Crunched2",1)
		TNT1 A 0 ACS_NamedExecute("SilverFieldsBell",55)
		Goto Death.Jitter
  Death.Ravager:
		TERM A 0 A_GiveToTarget("KilledR",1)
		TERM A 0 A_GiveToTarget("Health",100)
		TERM A 0 ACS_ExecuteAlways(997,0,2)
		TERM A 0 A_PlaySoundEx("RavagerAttack","Body")
		TERM A 0 A_SpawnItemEx("RavagerHit",0,0,32)
		Goto DeathAnimAlt
	Death.RavagerBall:
		TERM A 0 A_GiveToTarget("RavagerGotYa",1)
		TERM A 0 A_GiveToTarget("KilledJ",1)
		Goto DeathAnimAlt
	Death.Yurei:
		TERM A 0 A_GiveToTarget("KilledY",1)
		TERM A 0 A_PlaySoundEx("YureiKill1","Body",0,1)
		TERM A 0 ACS_ExecuteAlways(997,0,3)
		Goto DeathAnimAlt
	Death.YureiBall:
		TERM A 0 A_GiveToTarget("Health",10)
		TERM A 0 A_SpawnItemEx("BallFire")
		Goto Death.SjasScream
	Death.UboaRawrScream:
		Goto DeathAnimAlt
	Death.Misty:
	Death.Whiteface:
		TERM A 0 A_GiveToTarget("KillBeep",1)
		TERM A 0 A_GiveInventory("ItemDeath",1)
	    TERM A 0 A_Settranslucent(1.0)
		TERM A 0 A_GiveToTarget("KilledMe",1)
		TERM A 0 A_GiveToTarget("KilledM",1)
		TERM FG 2 A_FadeOut(0.1)
		TERM A 0 A_PlayerScream
		TERM HI 2 A_FadeOut(0.1)
		TERM A 0 A_NoBlocking
		NULL A -1
		Stop
	Death.Clowny:
		TERM A 0 ACS_ExecuteAlways(997,0,4)
		TERM A 0 A_GiveToTarget("KilledC",1)
		TERM A 0 A_GiveToTarget("ClownyAmmo",5)
		Goto DeathAnim
	Death.Mohoph:
		TNT1 A 0 A_GiveToTarget("MorphAmmo", 1)
		TERM A 0 A_GiveToTarget("TransTerminator",1)
		TERM A 0 A_PlaySoundEx("MohophKill","Body")
		TERM A 0 ACS_ExecuteAlways(997,0,5)
		Goto DeathAnim
	Death.EmtalicWeak:
		TERM A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto DeathAnim
	Death.Emtalic:
		TERM A 0  A_PlaySoundEx("RamSuccess","Body")
		Goto Death.Jitter
	Death.I1:
		TERM A 0 A_SpawnItemEx("Heart",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		TERM A 0 A_GiveToTarget("KilledI1",1)
		Goto DeathAnim
	Death.I2:
		TERM A 0 A_GiveToTarget("KillBeep",1)
		TERM A 0 A_GiveInventory("ItemDeath",1)
	    TERM A 0 A_Settranslucent(1.0)
		TERM A 0 A_GiveToTarget("KilledMe",1)
		TERM A 0 A_GiveToTarget("KilledI2",1)
		TERM A 0 A_GiveToTarget("Clip",1)
		TERM L 0 SetPlayerProperty(0,1,4)
		TERM L 0 A_Stop
		TERM LLLLLLLLLLLLLL 5 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		NULL A 0 A_PlayerScream
		NULL A 0 ACS_ExecuteAlways(997,0,6)
		NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, 33, 160, 0)
		NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, -33, 160, 0)
		NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)
		NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 1 A_SpawnItemEx("GIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
		NULL A 1 A_SpawnItemEx("SkullGib",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))
		NULL A 1 A_SpawnItemEx("ChestGib",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))
		NULL AA 1 A_SpawnItemEx("ArmGib",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))
		NULL AA 1 A_SpawnItemEx("HandGib",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))
		NULL A 1 A_SpawnItemEx("CoccyxGib",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))
		NULL AA 1 A_SpawnItemEx("LegGib",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))
		NULL AAAAAA 1 A_SpawnItemEx("BoneGib",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))
		NULL A -1 A_NoBlocking
		Stop
	Death.I3:
		TERM A 0 A_GiveToTarget("KillBeep",1)
		TERM A 0 A_GiveInventory("ItemDeath",1)
		TERM A 0 A_GiveToTarget("KilledMe",1)
		TERM A 0 A_GiveToTarget("KilledI3",1)
		TERM LLLLMMMMM 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		TERM OOOPPP 0 A_PlayerScream
		TERM QQQRRRSSS 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		TERM T 0 A_NoBlocking
		TERM TTTTTTUUUUUVVVVWWW 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		TERM XXXXYYYYZZ 3 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		TERM [ -1
		Stop
	Death.I4:
		TERM A 0 A_GiveToTarget("KilledI4",1)
		Goto DeathAnim
	Death.I5:
		TERM A 0 A_GiveToTarget("KilledI5",1)
		Goto DeathAnim
	Pain.RavagerBall:
		TERM A 0 ACS_ExecuteAlways(920,0)
		Goto Pain
	Pain.YureiBall:
		TERM A 0 A_GiveToTarget("Health",10)
		TERM A 0 A_SpawnItemEx("BallFire")
		Goto Pain
	Pain.Emtalic:
		TERM A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto Pain
	Pain.EmtalicWeak:
		TERM A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto Pain
	Death.Tenebra:
		TNT1 A 0 A_GiveToTarget("Health",20)
		Goto DeathAnim
	Death.TenebraRail:
	Death.Telefrag:
	Death.Grenade:
	Death.Termissiles:
	Death.ChaosExpl12:
	Death.KarenExplo:
	Death.IlluNukeKABUUM:
	Death.CalebDynamite:
	Death.Wendigo:
	Death.MorphRipperGib:
	Death.DarkVortex:
	Death.ImpostorJitter:
	Death.PuppetStrings:
	Death.LichIce:
	Death.LichLightning:
	Death.AsylumCannonBall:
		Goto Death.Jitter
	Death.TrueDivine:
		TNT1 A 0 A_PlaySoundEx("SoulSnatchStinger",CHAN_AUTO,0,1)
		TNT1 A 0 A_SpawnItemEx("SoulSnatch")
		Goto Death.JitterAlt
	Death.Judgement:
		TNT1 A 0 A_SpawnItemEx("StellarisThunderFX")
		Goto Death.JitterAlt
	Death.VoltMelee:
	Death.AmperRail:
		TNT1 A 0 A_GiveToTarget("VoltRingAmmo",2)
		TNT1 A 0 A_GiveToTarget("AmperSpeedTokenCheck",1)
		Goto Death.Jitter
	Pain.FrostbiteWind:
	Pain.Ravager:
	Pain.Juglava:
	Pain.HarvesterRock:
	Pain.EmtalicSaw:
	Pain.MorphRipper:
	Pain.MorphRipperGib:
	Pain.I1:
	Pain.I3:
	Pain.ZombiePoison:
	Pain.Asylum:
	Pain.AsylumCannonBall:
	Pain.FleshlingMissile:
	Pain.DarkVortex:
	Pain.ImpostorJitter:
	Pain.BlueFire:
	Pain.PuppetStrings:
	Pain.LichFire:
	Pain.LichIce:
	Pain.LichLightning:
	Pain.Whiteface:
		TNT1 A 0 ACS_NamedExecuteAlways("ChangeActivator",0)
		Goto Pain
	}
}


actor TerminatorStomp : CyborgStomp
{
deathsound "floor/Terminator"

}

Actor TerminatorMissilesX : Weapon
    {
      Weapon.SelectionOrder 100
      Weapon.AmmoUse 0
	  Weapon.AmmoUse2 40
      Weapon.AmmoGive 40
      Weapon.AmmoType "MissileAmmo"
	  Weapon.Ammotype2 "MissileAmmo"
	  Inventory.icon "TNT1A0"
	  Obituary "%k obliterated %o."
	  +WEAPON.DONTBOB
      States
	  {
  Spawn:
    STRH A -1
    Loop
  Ready:
    STRH A 25 Bright A_WeaponReady
	STRH L 5
    Loop
  Deselect:
    STRH A 1 A_Lower
    Loop
  Select:
    STRH A 1 A_Raise
    Loop
	Fire:
	STRH A 1 A_JumpIfInventory("MissileAmmo",1,"NormalMissileShots")
	STRH A 1 A_JumpIfInventory("MissileAmmo",0,"HalpBawmbs")
	HalpBawmbs:
	STRH B 0 A_FireCustommissile("TerminatorBawms",0,1,0,14)
	STRH B 0 A_FireCustommissile("TerminatorBawms",30,0,0,14)
	STRH B 0 A_FireCustommissile("TerminatorBawms",60,0,0,14)
	STRH B 0 A_FireCustommissile("TerminatorBawms",90,0,0,14)
	STRH B 0 A_FireCustommissile("TerminatorBawms",120,0,0,14)
	STRH B 0 A_FireCustommissile("TerminatorBawms",150,0,0,14)
	STRH B 0 A_FireCustommissile("TerminatorBawms",180,0,0,14)
	STRH B 0 A_FireCustommissile("TerminatorBawms",-30,0,0,14)
	STRH B 0 A_FireCustommissile("TerminatorBawms",-60,0,0,14)
	STRH B 0 A_FireCustommissile("TerminatorBawms",-90,0,0,14)
	STRH B 0 A_FireCustommissile("TerminatorBawms",-120,0,0,14)
	STRH B 0 A_FireCustommissile("TerminatorBawms",-150,0,0,14)
	STRH B 1 bright
	STRH B 0 Bright
	Goto FireFinish
	NormalMissileShots:
    STRH A 0 Bright A_Takeinventory("MissileAmmo",5)
	STRH A 0 Bright A_FireCustomMissile("PowerMissile",0,0,8,17)
	STRH A 0 bright
	STRH B 0 bright
	STRH B 1 Bright A_PlayWeaponSound("missile/fire")
	STRH B 0 Bright
     goto FireFinish
      FireFinish:
        TNT1 A 0 A_AlertMonsters
        TNT1 A 0 A_Light1
        STRH C 2 BRIGHT
        TNT1 A 0 A_Light0
        STRH D 2 BRIGHT
        TNT1 A 0 A_Light0 
		STRH E 2 BRIGHT
		STRH F 2 BRIGHT
		STRH G 2 Bright
		STRH H 2 BRIGHT
        STRH I 2 BRIGHt
		STRH J 2 BRIGHT
		STRH JIHGFEDC 2
        Goto Ready
	altfire:
    STRH A 0
    TNT1 A 0 A_FireCustomMissile("SuperMissile",0,1,8,17)
	STRH B 0 A_PlayWeaponSound("supermissile/fire")
    STRH A 1 BRIGHT
    TNT1 A 0 A_Light0
    STRH B 1 BRIGHT
    TNT1 A 0 A_Light0
    STRH C 1 BRIGHT
    STRH D 1 BRIGHT
	STRH E 1 BRIGHT
	STRH F 1 BRIGHT
	STRH G 1 Bright
	STRH H 1 Bright
	STRH I 1 Bright
    STRH K 1 BRIGHT
	STRH IHGFEDC 2 Bright
	Goto ready
  Flash:
    TNT1 A 1 A_Light1
    TNT1 A 1 A_Light2
    TNT1 A 1 A_Light1
    TNT1 A 1 A_Light0
    Stop
  }
}

ACTOR PowerMissile
{
    Radius 12
    Height 8
    Speed 200
    Damage (30)
    Projectile
    +FORCERADIUSDMG
	+SEEKERMISSILE
    DeathSound "missile/hit"
    Obituary "%k obliterated %o."
    DamageType "Termissiles"
    Decal Scorch
    States
    {
    Spawn:
        PMSL A 1 Bright A_SpawnItemEx("MissileTrail",0,0,1,0,0,0,0,160)
        Loop
	XDeath:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		TNT1 A 0 A_Jump(256,"DeathCont")
		Goto DeathCont
	Death:
		TNT1 A 0 A_ChangeFlag("NOINTERACTION",1)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SeekerMissile(0,0,SMF_LOOK|SMF_CURSPEED,256)
		TNT1 A 0 A_JumpIfTargetInLOS("SplashBeep",360,JLOSF_PROJECTILE,180)
		TNT1 A 0 A_Jump(256,"DeathCont")
		Goto DeathCont
	SplashBeep:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		TNT1 A 0 A_Jump(256,"DeathCont")
		Goto DeathCont
    DeathCont:
        TNT1 A 0
        TNT1 A 0 A_Scream
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("MissileTrail",random(-100,100)/100.00,random(-100,100)/100.00,random(-100,100)/100.00,random(-200,200)/100.00,random(-200,200)/100.00,random(-200,200)/100.00,random(-180,180),160,128)
        TNT1 AA 0 A_SpawnItemEx("MissileExplosionSmall",0,0,0,0,0,0,0,160)
        TNT1 A 0 A_SpawnItemEx("MissileExplosionLarge",0,0,0,0,0,0,0,160)
        TNT1 A 8 Bright A_Explode(10,128,0)
        TNT1 B 6
        TNT1 C 4
        TNT1 A 0
        Stop
    }
}

ACTOR MissileAmmo : Ammo replaces Shell 17520
{
    Inventory.PickupMessage "Picked up a Missile."
    Inventory.PickupSound "item/get"
    Inventory.Amount 100
    Inventory.MaxAmount 100
    Ammo.BackpackAmount 100
    Ammo.BackpackMaxAmount 100
    +NOGRAVITY
    States
    {
      Spawn:
        MPKU A 10 BRIGHT
        MPKU B 4 BRIGHT
        loop
    }
}

actor MissileTrail
{
    RenderStyle Add
    Alpha 0.9
    Scale 0.15
    +CLIENTSIDEONLY
    +NOINTERACTION
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 
        MISL BC 1 BRIGHT
        TNT1 A 0 A_Jump(256,"Spawn1","Spawn2","Spawn3","Spawn4")
        TNT1 A 1
        stop
    Spawn1:
        TMK1 ABCDEFGHIJKLMNOPQR 1
        stop
    Spawn2:
        TMK2 ABCDEFGHIJKLMNOPQR 1
        stop
    Spawn3:
        TMK3 ABCDEFGHIJKLMNOP 1
        stop
    Spawn4:
        TMK4 ABCDEFGHIJKLMNOP 1
        stop
    Nope:
        TNT1 A 1
        stop
    }
}

actor MissileTrailLarge : MissileTrail
{
    Scale 0.65
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 
        MISL BCD 1 BRIGHT
        TNT1 A 0 A_Jump(256,"Spawn1","Spawn2","Spawn3","Spawn4")
        TNT1 A 1
        stop
    }
}

actor MissileExplosionSmall
{
    RenderStyle Add
    Alpha 0.9
    Scale 0.55
    +CLIENTSIDEONLY
    +NOINTERACTION
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 
        TNT1 A 0 A_Jump(256,"Spawn1","Spawn2","Spawn3","Spawn4","Spawn5","Spawn6","Spawn7")
        TNT1 A 1
        stop
    Spawn1:
        MXP1 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT
        stop
    Spawn2:
        MXP2 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT
        stop
    Spawn3:
        MXP3 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT
        stop
    Spawn4:
        MXP4 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT
        stop
    Spawn5:
        MXP5 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT
        stop
    Spawn6:
        MXP6 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT
        stop
    Spawn7:
        MXP7 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT
        stop
    Nope:
        TNT1 A 1
        stop
    }
}

actor MissileExplosionLarge : MissileExplosionSmall
{
    Alpha 0.65
    Scale 0.75
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 Radius_Quake(1,15,0,8,0)
        TNT1 A 0 
        TNT1 A 0 A_Jump(256,"Spawn1","Spawn2","Spawn3","Spawn4","Spawn5","Spawn6","Spawn7")
        TNT1 A 1
        stop
    Nope:
        TNT1 A 0
        TNT1 A 0 A_SetTranslucent(0.9,1)
        TNT1 A 0 A_Jump(256,"Spawn1","Spawn2","Spawn3","Spawn4","Spawn5","Spawn6","Spawn7")
        TNT1 A 1
        stop
    }
}

actor SuperMissileExplosion : MissileExplosionSmall { Scale 0.75 }
actor SuperMissileExplosionLarge : MissileExplosionLarge { Scale 1.1 }

actor SuperMissileExplosionVeryLarge
{
    RenderStyle Add
    Alpha 0.9
    Scale 1.1
    +CLIENTSIDEONLY
    +NOINTERACTION
    States
    {
    Spawn:
        TNT1 A 0
        FBLS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT  A_SpawnItemEx("MissileTrailLarge",random(-100,100)/100.00,random(-100,100)/100.00,random(-100,100)/100.00,random(-200,200)/100.00,random(-200,200)/100.00,random(-200,200)/100.00,random(-180,180),160,64)
        FBL2 ABCDEFGHIJ 1 BRIGHT
        stop
    }
}

ACTOR SuperMissile
{
    Radius 16
    Height 12
    Speed 35
    Damage (50)
    Scale 1.25
    Projectile
    +FORCERADIUSDMG
	+SEEKERMISSILE
    DeathSound "supermissile/hit"
    Obituary "%o ate %k's super missile."
    DamageType "Termissiles"
    Decal Scorch
    States
    {
    Spawn:
        SMSL A 1 Bright A_SpawnItemEx("MissileTrail",0,0,1,0,0,0,0,160)
        TNT1 A 0 A_SpawnItemEx("MissileTrail",0,0,1,random(-50,50)/100.00,random(-50,50)/100.00,random(-50,50)/100.00,0,160)
        Loop
	XDeath:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		TNT1 A 0 A_Jump(256,"DeathCont")
		Goto DeathCont
	Death:
		TNT1 A 0 A_ChangeFlag("NOINTERACTION",1)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SeekerMissile(0,0,SMF_LOOK|SMF_CURSPEED,256)
		TNT1 A 0 A_JumpIfTargetInLOS("SplashBeep",360,JLOSF_PROJECTILE,231)
		TNT1 A 0 A_Jump(256,"DeathCont")
		Goto DeathCont
	SplashBeep:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		TNT1 A 0 A_Jump(256,"DeathCont")
		Goto DeathCont
    DeathCont:
        TNT1 A 0
        TNT1 A 0 A_Scream
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("MissileTrailLarge",random(-100,100)/100.00,random(-100,100)/100.00,random(-100,100)/100.00,random(-200,200)/100.00,random(-200,200)/100.00,random(-200,200)/100.00,random(-180,180),160,64)
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("MissileTrailLarge",random(-200,200)/100.00,random(-200,200)/100.00,random(-200,200)/100.00,random(-400,400)/100.00,random(-400,400)/100.00,random(-400,400)/100.00,random(-180,180),160,64)
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("SuperMissileSpatter",random(-200,200)/100.00,random(-200,200)/100.00,random(-200,200)/100.00,random(-500,500)/100.00,random(-500,500)/100.00,random(-500,500)/100.00,random(-180,180),160,64)
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("SuperMissileSpatter2",random(-100,100)/100.00,random(-100,100)/100.00,random(-100,100)/100.00,random(-200,200)/100.00,random(-200,200)/100.00,random(-200,200)/100.00,random(-180,180),160,64)
        TNT1 AAAA 0 A_SpawnItemEx("SuperMissileExplosion",0,0,0,0,0,0,0,160)
        TNT1 AA 0 A_SpawnItemEx("SuperMissileExplosionLarge",0,0,0,0,0,0,0,160)
        TNT1 A 0 A_SpawnItemEx("SuperMissileExplosionVeryLarge",0,0,0,0,0,0,0,160)
        TNT1 A 0 A_SpawnItemEx("SuperMissileThrust",0,0,0,0,0,0,0,32)
        TNT1 A 8 Bright A_Explode(40,164,0)
        TNT1 B 6
        TNT1 C 4
        TNT1 A 0
        Stop
    }
}

ACTOR SuperMissileThrust
{
    Radius 1
    Height 1
    Speed 0
    DamageType "Termissiles"
    +NOCLIP
    -SOLID
    +NOBLOOD
    +NOINTERACTION
    +PAINLESS
    Obituary "%k shouldn't have killed %o with this."
    States
    {
      Spawn:
        TNT1 A 0
        TNT1 A 0 Radius_Quake(3,20,0,16,0)
        TNT1 A 1 A_Explode(55,128)
        Stop
    }
}

ACTOR SuperMissileSpatter
{
    Radius 1
    Height 1
    RenderStyle Add
    Alpha 1
    Scale 0.75
    Speed 1
    Damage 0
    Projectile
    +NOTELEPORT
    +DONTSPLASH
    -SOLID
    +NOINTERACTION
	+CLIENTSIDEONLY
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 
        PUFF A 1 BRIGHT A_FadeOut(0.05)
        loop
    Nope:
        TNT1 A 1
        stop
    }
}

ACTOR SuperMissileSpatter2
{
    Radius 1
    Height 1
    RenderStyle Add
    Alpha 1
    Scale 0.95
    Speed 1
    Damage 0
    Projectile
    +NOTELEPORT
    +DONTSPLASH
    -SOLID
    +NOINTERACTION
	+CLIENTSIDEONLY
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 
        MISL BCD 5 BRIGHT A_FadeOut(0.2)
        loop
    Nope:
        TNT1 A 1
        stop
    }
}

Actor TerminatorBawms
{
	Radius 10
	Height 10
	Damage 0
	Speed 40
	Alpha 1.0
	Scale 1.0
	SeeSound "EmergBawmbs/fire"
	DamageType "Termissiles"
	Obituary "%o tripped on %k's bomb."
	PROJECTILE
	+SEEKERMISSILE
	States
	{
	Spawn:
		TRBM A 1 bright A_SpawnItemEx("BawmsTrailz")
		TRBM A 0 A_Gravity
		Loop
	Death:
	    TRBM AAAAABBBBBCCCCCDDDDD 1
		TNT1 A 1 A_PlaySound("EmergBawmbs/expl")
		TNT1 AA 0 A_SpawnItemEx("MissileExplosionSmall",0,0,0,0,0,0,0,160)
		TNT1 AA 0 A_SpawnItemEx("MissileExplosionLarge",0,0,0,0,0,0,0,160)
		TNT1 A 0 A_SpawnItemEx("TerminatorBawmsDamage",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)
		Stop
	}
}

Actor TerminatorBawmsDamage : TerminatorBawms
{
	Speed 0
	States
	{
	Spawn:
		TNT1 A 1
		Goto Death
	Death:
		TNT1 A 0 A_ChangeFlag("NOINTERACTION",1)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SeekerMissile(0,0,SMF_LOOK|SMF_CURSPEED,256)
		TNT1 A 0 A_JumpIfTargetInLOS("SplashBeep",360,JLOSF_PROJECTILE,141)
		TNT1 A 0 A_Jump(256,"DeathCont")
		Goto DeathCont
	SplashBeep:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		TNT1 A 0 A_Jump(256,"DeathCont")
		Goto DeathCont
	DeathCont:
		TNT1 A 0 A_Explode(20,90,0)
		Stop
	}
}
	

ACTOR BawmsTrailz
{
  RenderStyle Translucent
  Alpha 0.75
  Scale 1.0
  +NOBLOCKMAP
  +NOGRAVITY
  +NOCLIP
  +DONTSPLASH
  +NOTELEPORT
  +CLIENTSIDEONLY
  States
  {
  Spawn:
    TRBM A 0
	TRBM A 1 A_SetTranslucent(0.70, 1)
	TRBM A 1 A_SetTranslucent(0.65, 1)
	TRBM A 1 A_SetTranslucent(0.60, 1)
	TRBM A 1 A_SetTranslucent(0.55, 1)
	TRBM A 1 A_SetTranslucent(0.50, 1)
	TRBM A 1 A_SetTranslucent(0.45, 1)
	TRBM A 1 A_SetTranslucent(0.40, 1)
	TRBM A 1 A_SetTranslucent(0.35, 1)
	TRBM A 1 A_SetTranslucent(0.20, 1)
	TRBM A 1 A_SetTranslucent(0.15, 1)
	TRBM A 1 A_SetTranslucent(0.10, 1)
	TRBM A 1 A_SetTranslucent(0.05, 1)
    Stop
  }
}