Actor Volcabus : Mancubus 2543
{
	//$category "BD Monsters"
	Health 2500
	Scale 1.5
	Mass 1000
	SeeSound "Volcabus/sight"
	PainSound "Volcabus/pain"
	DeathSound "Volcabus/death"
	ActiveSound "fatso/active"
	Height 62
	Obituary "%o squashed by a Volcabus."
   States
   {

   Spawn:
		FAT2 A 0 A_SpawnItem("HeadshotTarget20", 24, 62, 0)
		FAT2 B 15 A_Look
		TNT1 A 0 A_SpawnItem("HeadshotTarget20", 24, 62, 0)
        FAT2 B 15 A_Look
		TNT1 A 0 A_SpawnItem("HeadshotTarget20", 24, 62, 0)
		Loop
	
    Spawn2:
		 TNT1 A 0
		 TNT1 A 0 A_SpawnItem("HeadshotTarget100", 24, 62, 0)
         FAT2 BBBBBBBBBB 11 A_Look
         Loop	
	  
	Pain.Killme:
		TNT1 A 0 HealThing(1)
		Goto Missile
   Pain.Taunt:
		TNT1 A 0
		SPOS B 0 A_Pain
		TNT1 A 0 HealThing(1)
		TNT1 A 0 A_ChangeFlag("FASTER", 1)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		TNT1 A 0 A_ChangeFlag("MISSILEMORE", 1)
		TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 1)
		TNT1 A 0 A_PlaySound("Volcabus/attack")
		F4T2 TUV 4 A_FaceTarget
		F4T2 WVUT 6
		TNT1 A 0 A_GiveInventory("Enraged", 1)
		Goto See	  
	 
	Idle:
	LookingForPlayer:
	    TNT1 A 0 A_GiveInventory("SKImp", 1)
	    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 42,0)
		FAT2 B 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 42,0)
		FAT2 B 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 42,0)
		FAT2 B 10 A_Look
		TNT1 A 0 A_SetAngle(angle - 40)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 42,0)
		FAT2 B 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 42,0)
		FAT2 B 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 42,0)
		FAT2 B 10 A_Look
		TNT1 A 0 A_SetAngle(angle + 40)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 42,0)
		FAT2 B 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 42,0)
		FAT2 B 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 42,0)
		FAT2 B 10 A_Look
		
		FAT2 A 0 A_Wander
		FAT2 AA 2 A_Look
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 26, 70,0)
		
		FAT2 B 0 A_Wander
		FAT2 BB 2 A_Look
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 26, 70,0)
		
		FAT2 C 0 A_Wander
		FAT2 CC 2 A_Look
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 26, 70,0)
		
		FAT2 D 0 A_Wander
		FAT2 DD 2 A_Look
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 26, 70,0)
		
		
		TNT1 A 0 A_jump(128, "LookingForPlayer")
		
		
		FAT2 A 0 A_Wander
		FAT2 AA 2 A_Look
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 26, 70,0)
		
		FAT2 B 0 A_Wander
		FAT2 BB 2 A_Look
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 26, 70,0)
		
		FAT2 C 0 A_Wander
		FAT2 CC 2 A_Look
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 26, 70,0)
		
		FAT2 D 0 A_Wander
		FAT2 DD 2 A_Look
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 26, 70,0)
		Goto LookingForPlayer
		
		
		
	ForgetTarget:
		TNT1 A 0 A_ClearTarget
		TNT1 A 0 A_TakeInventory("EnemyMemory", 25)
		TNT1 A 0 A_GiveInventory("LookingForPlayer", 1)
		Goto LookingForPlayer
		
   See:
	  FAT2 A 0 A_SpawnItem("HeadshotTarget8", 24, 68, 0)
      FAT2 AA 4 A_Chase
	  TNT1 A 0 A_PlaySound("knight/step",5)
	  TNT1 A 0 A_SpawnItem("HeadshotTarget8", 24, 68, 0)
	  FAT2 BB 4 A_Chase
	  TNT1 A 0 A_SpawnItem("HeadshotTarget8", 24, 68, 0)
	  FAT2 CC 4 A_Chase
	  TNT1 A 0 A_JumpIfCloser(200, "StompAttack")
	  TNT1 A 0 A_SpawnItem("HeadshotTarget8", 24, 68, 0)
	  FAT2 DD 4 A_Chase
	  TNT1 A 0 A_PlaySound("knight/step",8)
	  TNT1 A 0 A_SpawnItem("HeadshotTarget8", 24, 68, 0)
	  FAT2 EE 4 A_Chase
	  TNT1 A 0 A_SpawnItem("HeadshotTarget8", 24, 68, 0)
	  FAT2 FF 4 A_Chase
	  TNT1 A 0 A_JumpIfCloser(200, "StompAttack")
	  TNT1 A 0 A_SpawnItem("HeadshotTarget8", 24, 68, 0)
      Loop
     
	Missile:
		TNT1 A 0
		TNT1 A 0 A_JumpIfCloser(200, "StompAttack")
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 24, 62, 0)
		TNT1 A 0 A_JumpIfInventory("Enraged", 1, 2)
		FAT2 G 10 A_PlaySound("Volcabus/attack")
		
		TNT1 A 0 A_Jump(100, "Missile2")
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 24, 62, 0)
		FAT2 G 8 A_FaceTarget
		TNT1 A 0 A_Playsound("Volcabus/cannon")
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 24, 62, 0)
		TNT1 A 0 A_CustomMissile("VolcabusBall",30,-25,10,0)
		TNT1 A 0 A_CustomMissile("VolcabusBall",30,25,0,0)
		FAT2 H 8 BRIGHT
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 24, 62, 0)
		FAT2 IG 4 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 24, 62, 0)
		TNT1 A 0 A_Playsound("Volcabus/cannon")
		TNT1 A 0 A_CustomMissile("VolcabusBall",30,-25,0,0)
		TNT1 A 0 A_CustomMissile("VolcabusBall",30,25,-10,0)
		FAT2 H 8 BRIGHT
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 24, 62, 0)
		FAT2 IG 4 A_FaceTarget
		TNT1 A 0 A_Playsound("Volcabus/cannon")
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 24, 62, 0)
		TNT1 A 0 A_CustomMissile("VolcabusBall",30,-25,4,0)
		TNT1 A 0 A_CustomMissile("VolcabusBall",30,25,-4,0)
		FAT2 H 10 BRIGHT
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 24, 62, 0)
		FAT2 IG 4
		Goto See
		
	Missile2:
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 24, 62, 0)
		FAT2 G 5 A_FaceTarget
		TNT1 A 0 A_Playsound("Volcabus/cannon")
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 24, 62, 0)
		TNT1 A 0 A_CustomMissile("VolcabusBall",30,25,0,0)
		FAT2 H 4 BRIGHT
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 24, 62, 0)
		FAT2 IG 1 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 24, 62, 0)
		TNT1 A 0 A_Playsound("Volcabus/cannon")
		TNT1 A 0 A_CustomMissile("VolcabusBall",30,-25,0,0)
		FAT2 H 4 BRIGHT
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 24, 62, 0)
		FAT2 IG 1 A_FaceTarget
		TNT1 A 0 A_Playsound("Volcabus/cannon")
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 24, 62, 0)
		TNT1 A 0 A_CustomMissile("VolcabusBall",30,25,-4,0)
		FAT2 H 4 BRIGHT
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 24, 62, 0)
		FAT2 IG 1 A_FaceTarget
		TNT1 A 0 A_Playsound("Volcabus/cannon")
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 24, 62, 0)
		TNT1 A 0 A_CustomMissile("VolcabusBall",30,-25,-4,0)
		FAT2 H 4 BRIGHT
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 24, 62, 0)
		FAT2 IG 4
		Goto See
	Melee:	
	StompAttack:	
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 24, 62, 0)
		FAT2 G 4 A_PlaySound("Volcabus/attack")
		TNT1 A 0 A_FaceTarget
		FATO AB 4 A_SpawnItem("HeadshotTarget4", 24, 62, 0)
		FATO A 2 A_FaceTarget
		TNT1 A 0 ThrustThingZ(0,50,0,1)
		TNT1 A 0 A_Recoil(-8)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		FATO C 1
		Goto InAirStomp
	
	InAirStomp:
		FATO C 5 A_JumpIf(momz == 0, "DoStomp")
		Loop
	
	DoStomp:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 24, 62, 0)
		TNT1 A 0 A_CustomMissile("CyberStomp",10,0,0,0)
		TNT1 A 0 A_Stop
		FATO BA 4
		Goto See
	  
   Pain:
	  TNT1 A 0 A_SpawnItem("HeadshotTarget10", 24, 62, 0)
      FAT2 J 3
	  TNT1 A 0 A_SpawnItem("HeadshotTarget10", 24, 62, 0)
      FAT2 J 3 A_Pain
      Goto See
	  
   
   Pain.SuperKick:
   Pain.Explosive:
	Pain.ExtremePunches:
	Pain.SSG:
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil(2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 24, 62, 0)
		FAT2 J 9 A_Pain  
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 24, 62, 0)
		FAT2 J 8
		Goto See
	
	
	Death:
		TNT1 A 0 A_Jump(128, "Death2", "Death3")
	Death1:
		F5T2 A 7
		F5T2 B 7 A_Scream
		F5T2 C 7 A_NoBlocking
		TNT1 A 0 A_Jump(44, "Suffer")
		F5T2 DEF 6 A_CustomMissile ("MuchBlood", 15, 0, random (0, 360), 2, random (0, 160))
		F5T2 F 1 A_BossDeath    
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		F5T2 F -1
        Stop
		
	//Brutalize animation
	Suffer:
		TNT1 A 0 A_SpawnItem ("DyingVolcabus")
        Stop
		
	Death2:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_BossDeath
		F4T2 F 7
		F4T2 G 7 
		F4T2 H 7 
		F4T2 IJK 6 A_CustomMissile ("MuchBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		F4T2 LMNO 5
		F4T2 O -1 
		stop
		
	Death3:
		F4T2 A 7 
		F4T2 B 7 A_Scream
		F4T2 C 7 A_NoBlocking
		F4T2 DE 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		F4T2 E 1 A_BossDeath
		F4T2 E -1
		Stop
		
	
	
   Death.Minigun:
   Death.cutless:
	TNT1 A 0 A_Jump(128, "Death3")
	TNT1 A 0 A_Jump(80,"Death1", "Death2")
   Death.Cut:
   Death.Saw:
   Death.Tear:
      F6T2 K 6
      F6T2 L 5 A_Scream
	  TNT1 A 0 A_CustomMissile ("brutal_FlyingBlood", 75, 0, random (0, 360), 2, random (0, 160))
      F6T2 M 5 A_NoBlocking
	  TNT1 A 0 A_BossDeath
	  TNT1 AA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (0, 160))
      F6T2 NOP 4 A_CustomMissile ("brutal_FlyingBlood", 75, 0, random (0, 360), 2, random (0, 160))
	  TNT1 AA 0 A_CustomMissile ("XDeath3", 0, 0, random (0, 360), 2, random (0, 160))
	  TNT1 AAAA 0 A_CustomMissile ("RipGuts", 0, 0, random (0, 360), 2, random (0, 160))
	  TNT1 AA 0 A_CustomMissile ("XDeath2", 0, 0, random (0, 360), 2, random (0, 160))
	  TNT1 AAAAA 0 A_CustomMissile ("Guts", 32, 0, random (0, 360), 2, random (0, 160))	
	  F6T2 QRST 4 A_CustomMissile ("brutal_FlyingBlood", 75, 0, random (0, 360), 2, random (0, 160))
	  TNT1 AAAAAAAA 0 A_CustomMissile ("MuchBlood", 48, 0, random (0, 360), 2, random (0, 160))	 
	  TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
      F6T2 T -1
      Stop
    
	//Blasted Chest Open
	Death.SSG:
	Death.Blast:
		TNT1 AA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("xdeath2", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("RipGuts", 25, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		F8T2 AAAA 2 A_CustomMissile ("Brutal_LiquidBlood2", 40, 0, random (0, 360), 2, random (30, 60))
		F8T2 B 6 A_Scream
		TNT1 A 0 A_CustomMissile ("MuchBlood", 25, 0, random (0, 360), 2, random (0, 160))
		F8T2 C 6 A_NoBlocking
		F8T2 D 6 A_CustomMissile ("MuchBlood", 15, 0, random (0, 360), 2, random (0, 160))
		F8T2 E 6 A_BossDeath
		F8T2 EEEEEEEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 8, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		F8T2 E -1
		stop
	
	
	//Gibbed to pieces
	XDeath:
	Death.QuadBlast:
    Death.Explosives:
	Death.ExplosiveImpact:
	Death.Landmine:
	TNT1 AAAA 0 A_CustomMissile ("brutal_FlyingBlood", 75, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAA 0 A_CustomMissile ("XDeath2", 0, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAA 0 A_CustomMissile ("XDeath2b", 20, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAA 0 A_CustomMissile ("XDeath3b", 20, 0, random (0, 360), 2, random (0, 160))
    TNT1 AAA 0 A_CustomMissile ("MuchBlood2", 50, 0, random (0, 360), 2, random (0, 160))
    TNT1 A 0 A_PlaySound("misc/gibbed")
	FA72 A 6 A_Scream
	TNT1 AAAA 0 A_CustomMissile ("brutal_FlyingBlood", 75, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeathVolcabusArm", 20, 0, random (0, 360), 2, random (50, 130))	
	TNT1 AA 0 A_CustomMissile ("brutal_FlyingBlood", 65, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath2", 0, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath2", 0, 0, random (0, 360), 2, random (0, 160))
	FA72 B 6 A_NoBlocking
	TNT1 AAAA 0 A_CustomMissile ("brutal_FlyingBlood", 65, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAA 0 A_CustomMissile ("RipGuts", 0, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAA 0 A_CustomMissile ("XDeath2", 0, 0, random (0, 360), 2, random (0, 160))
	FA72 C 6 A_BossDeath
	TNT1 AA 0 A_CustomMissile ("brutal_FlyingBlood", 55, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath3", 0, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAA 0 A_CustomMissile ("Guts", 32, 0, random (0, 360), 2, random (0, 160))	
	TNT1 AAAAAAAA 0 A_CustomMissile ("MuchBlood", 48, 0, random (0, 360), 2, random (0, 160))	
	FA72 DE 8
	FA72 E -1
	Stop
	  
	//Head exploding death
	Death.minorhead:
    Death.head:
		TNT1 AAAAAA 0 A_CustomMissile ("Xdeath1", 68, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("Brains1", 68, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("Brains2", 68, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains3", 68, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile ("Brains6", 68, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains7", 68, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath3", 68, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Brains3", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 A_Jump(66, "ChickenHead")
		FA72 FFFFF 2 A_CustomMissile ("Brutal_LiquidBlood3", 71, 0, random (0, 360), 2, random (0, 160))
		FA72 GGG 2 A_CustomMissile ("Brutal_LiquidBlood2", 67, 0, random (0, 360), 2, random (0, 160))
		FA72 HHH 2 A_CustomMissile ("brutal_FlyingBlood", 58, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("MuchBlood", 58, 0, random (0, 360), 2, random (0, 160))
		FA72 III 2 A_CustomMissile ("brutal_FlyingBlood", 44, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("knight/step",8)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_BossDeath
		TNT1 AA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		FA72 JJJJJJJJJJJJJJJJJJ 2 A_CustomMissile ("Brutal_LiquidBlood2", 21, 0, random (0, 360), 2, random (0, 160))
		FA72 J -1
        Stop
		
		ChickenHead:
			TNT1 A 0 A_PlaySound("misc/xdeath2c")
			FA72 FFFFKKKK 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (10, 90))
			
			TNT1 A 0 A_PlaySound("misc/xdeath2c")
			FA72 FFFFKKKK 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (10, 90))
			
			TNT1 A 0 A_PlaySound("misc/xdeath2c")
			FA72 FFFFKKKK 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (10, 90))
			
			TNT1 A 0 A_PlaySound("misc/xdeath2c")
			FA72 FFFFKKKK 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (10, 90))
		
			TNT1 A 0 A_PlaySound("misc/xdeath2c")
			FA72 FFFFKKKK 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (10, 90))
			
			TNT1 A 0 A_PlaySound("misc/xdeath2c")
			FA72 FFFFKKKK 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (10, 90))
					
			FA72 GGG 2 A_CustomMissile ("Brutal_LiquidBlood2", 67, 0, random (0, 360), 2, random (0, 160))
			FA72 HHH 2 A_CustomMissile ("brutal_FlyingBlood", 58, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_CustomMissile ("MuchBlood", 58, 0, random (0, 360), 2, random (0, 160))
			FA72 III 2 A_CustomMissile ("brutal_FlyingBlood", 44, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_PlaySound("knight/step",8)
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_BossDeath
			TNT1 AA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
			FA72 JJJJJJJJJJJJJJJJJJ 2 A_CustomMissile ("Brutal_LiquidBlood2", 21, 0, random (0, 360), 2, random (0, 160))
			FA72 J -1
			Stop
		
		
	Death.Desintegrate:
    Death.Plasma: Death.Plasma2:
        TNT1 A 0 A_BossDeath
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Ashes1", 32, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Ashes2", 32, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
	    F7T2 A 6 BRIGHT
        TNT1 AAA 0 A_CustomMissile ("brutal_FlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AA 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AA 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
		F7T2 B 4 BRIGHT A_SpawnItem("BlueFlare",0,43)
		EXPL AAAAAA 0 A_CustomMissile ("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
		F7T2 CD 4 BRIGHT A_SpawnItem("BlueFlare",0,43)
		F7T2 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 10 A_CustomMissile ("SmallSmoke", 1, 0, random (0, 360), 2, random (0, 160))
        F7T2 E -1
        Stop
		
	Death.SuperPlasma:
        TNT1 A 0 A_BossDeath
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
        TNT1 AAAAAAAA 0 A_CustomMissile ("brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAAAAA 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAA 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAA 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAAA 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
		XBRN BB 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 A 0 A_CustomMissile ("brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		XBRN CC 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
		TNT1 AAAAA 0 A_CustomMissile ("PlasmaParticleX", 48, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("BigPlasmaParticleX", 42, 0, random (0, 360), 2, random (0, 360))
        Stop
		
	Death.GreenFire:
        TNT1 A 0
        TNT1 A 0 A_XScream
	    TNT1 A 0 A_BossDeath
        TNT1 A 0 A_NoBlocking
        TNT1 AAAA 0 A_CustomMissile ("brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAAAA 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAA 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAA 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAAA 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
		EXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("GreenFlameTrails", 50, 0, random (0, 360), 2, random (0, 360))
		XBRN AAAA 2 BRIGHT A_SpawnItem("GreenFlare",0,43)
        Stop
		 
   Death.Fatality:
		TNT1 A 0	   
		TNT1 A 0 A_FaceTarget
		TNT1 AAA 0 A_SpawnItemEx("HealthPlusFatalityBonus", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		TNT1 AAA 0 A_SpawnItemEx("ArmorShardFatalityBonus", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		TNT1 A 0 A_Jump(256, "Fatality2")
		
	//Needs improvement, currently unused
   Fatality1:
	    TNT1 A 0 A_GiveToTarget("GoFatality", 1)
        TNT1 A 0 A_GiveToTarget("VolcabusFatality", 1)
        TNT1 A 1 A_BossDeath
        TNT1 A 0 
		Stop
	
	//Good enough animation
   Fatality2:
	    TNT1 A 0 A_GiveToTarget("GoFatality", 1)
        TNT1 A 0 A_GiveToTarget("VolcabusFatality2", 1)
        TNT1 A 1 A_BossDeath
        TNT1 A 0 
		Stop
	  
   Raise:
      FAT2 RQPONMLK 5
      Goto See
   }
}

Actor FatalizedVolcabus
{
	Radius 39
	Height 33
	Scale 1.2
	-SHOOTABLE
	-SOLID
	+NOTELEPORT
	+MOVEWITHSECTOR
	+CORPSE
	-DONTGIB
	-TELESTOMP
States
{
Spawn:
	TNT1 AAAA 0 A_CustomMissile ("brutal_FlyingBlood", 75, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAA 0 A_CustomMissile ("XDeath2", 0, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (0, 160))
	FA72 A 8 A_Scream
	TNT1 AAAA 0 A_CustomMissile ("brutal_FlyingBlood", 75, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeathVolcabusArm", 20, 0, random (0, 360), 2, random (50, 130))	
	TNT1 AA 0 A_CustomMissile ("brutal_FlyingBlood", 65, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath2", 0, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath2", 0, 0, random (0, 360), 2, random (0, 160))
	FA72 B 8 A_NoBlocking
	TNT1 AAAA 0 A_CustomMissile ("brutal_FlyingBlood", 65, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAA 0 A_CustomMissile ("RipGuts", 0, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAA 0 A_CustomMissile ("XDeath2", 0, 0, random (0, 360), 2, random (0, 160))
	FA72 C 8 A_BossDeath
	TNT1 AA 0 A_CustomMissile ("brutal_FlyingBlood", 55, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath3", 0, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAA 0 A_CustomMissile ("Guts", 32, 0, random (0, 360), 2, random (0, 160))	
	TNT1 AAAAAAAA 0 A_CustomMissile ("MuchBlood", 48, 0, random (0, 360), 2, random (0, 160))	
	FA72 DE 8
	FA72 E -1
}}


Actor FatalizedVolcabus2
{
	Radius 39
	Height 33
	Scale 1.2
	-SHOOTABLE
	-SOLID
	+NOTELEPORT
	+MOVEWITHSECTOR
	+CORPSE
	-DONTGIB
	-TELESTOMP
States
{
Spawn:
	  TNT1 AA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (0, 160))
      F6T2 NOP 4 A_CustomMissile ("brutal_FlyingBlood", 75, 0, random (0, 360), 2, random (0, 160))
	  TNT1 AA 0 A_CustomMissile ("XDeath3", 0, 0, random (0, 360), 2, random (0, 160))
	  TNT1 AAAA 0 A_CustomMissile ("RipGuts", 0, 0, random (0, 360), 2, random (0, 160))
	  TNT1 AA 0 A_CustomMissile ("XDeath2", 0, 0, random (0, 360), 2, random (0, 160))
	  TNT1 AAAAA 0 A_CustomMissile ("Guts", 32, 0, random (0, 360), 2, random (0, 160))	
	  F6T2 QRST 4 A_CustomMissile ("brutal_FlyingBlood", 75, 0, random (0, 360), 2, random (0, 160))
	  TNT1 AAAAAAAA 0 A_CustomMissile ("MuchBlood", 48, 0, random (0, 360), 2, random (0, 160))	 
	  TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
      F6T2 T -1
      Stop
}}

ACTOR DyingVolcabus
{
	Scale 1.08
    Radius 32
    Height 35
    Speed 0
	Health 90
	Mass 1400
	PainSound "skeleton/pain"
	DeathSound "skeleton/death"
	+SHOOTABLE
    +LOOKALLAROUND
	+FRIGHTENED
	+SOLID
	+FLOORCLIP
	DamageFactor "Kick", 6.0
	DamageFactor "ExtremePunches", 6.0
	DamageFactor "SuperKick", 6.0
	DamageFactor "trample", 2.0
	DamageFactor "bloodsplasher", 0.0    DamageFactor "tinybloodsplasher", 0.0    DamageFactor "superbloodsplasher", 0.0    DamageFactor "smallbloodsplasher", 0.0
	PainChance "Kick", 255
	PainChance "SuperKick", 255
	DamageFactor "Leg", 0.0
	DamageFactor "BlueBloodSplasher", 0.0
    DamageFactor "BlueSuperBloodSplasher", 0.0
    States
    {

    Spawn:
	F5T2 D 8
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood3", 28, 1, random (0, 360), 2, random (0, 160))
	F5T2 G 8 A_PlaySound("Volcabus/pain")
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood3", 28, -1, random (0, 360), 2, random (0, 160))
	F5T2 D 8
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood3", 28, 1, random (0, 360), 2, random (0, 160))
	F5T2 G 8
	TNT1 A 0 
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood3", 28, -1, random (0, 360), 2, random (0, 160))
	F5T2 D 8
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood3", 28, 1, random (0, 360), 2, random (0, 160))
	F5T2 G 8
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood3", 28, -1, random (0, 360), 2, random (0, 160))
	F5T2 D 8
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood3", 28, 1, random (0, 360), 2, random (0, 160))
	F5T2 G 8 A_PlaySound("Volcabus/pain")
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood3", 28, -1, random (0, 360), 2, random (0, 160))
	F5T2 D 8
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood3", 28, 1, random (0, 360), 2, random (0, 160))
	F5T2 G 8
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood3", 28, -1, random (0, 360), 2, random (0, 160))
	F5T2 D 8
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood3", 28, 1, random (0, 360), 2, random (0, 160))
	F5T2 G 8 A_PlaySound("Volcabus/pain")
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood3", 28, -1, random (0, 360), 2, random (0, 160))
	F5T2 D 8
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood3", 28, 1, random (0, 360), 2, random (0, 160))
	F5T2 G 8
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood3", 28, -1, random (0, 360), 2, random (0, 160))
	F5T2 D 4
	Goto collapse
	
	Collapse:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("Shootable", 0)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_PlaySound("Volcabus/death")
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		F5T2 F -1
		Stop

	Death:
		TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		TNT1 AAAAAA 0 A_CustomMissile ("Brains1", 28, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("Brains2", 28, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains3", 28, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile ("Brains6", 28, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains7", 28, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 26, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAA 0 A_CustomMissile ("XDeath1", 27, 0, random (0, 360), 2, random (30, 150))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		F5T2 HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 2 A_CustomMissile ("Brutal_LiquidBlood3", 10, 12, random (0, 360), 2, random (0, 160))
		F5T2 H -1
		Stop
	}
}

ACTOR VolcabusBall
{
	Game Doom
	Radius 6
	Height 6
	Speed 27
    Fastspeed 32
	Damage (random(100,100))
	Projectile 
    Scale 0.85
	+FORCEXYBILLBOARD
	+THRUGHOST
	RenderStyle Translucent
    DamageType ExplosiveImpact
	ExplosionRadius 150
	ExplosionDamage 8
	Alpha 1
	Decal "Scorch"
	SeeSound "Volcabus/Cannon"
	DeathSound "Monster/hadsit"
	States
	{
	Spawn:
	    TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor", 0, 0, 0, 0)//Check Effects
	
	Spawn1:
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "SpawnCheap")
		S4BA A 1 BRIGHT A_SpawnItem("RedFlare22")
		//TNT1 A 0 A_SpawnItemEx ("ObeliskTrailSpark",random(5,-5), random(5,-5),0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		S4BA A 1 BRIGHT A_SpawnItem("RedFlare22")
		//TNT1 A 0 A_SpawnItemEx ("ObeliskTrailSpark",random(5,-5), random(5,-5),0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		
		S4BA B 1 BRIGHT A_SpawnItem("RedFlare22")
		//TNT1 A 0 A_SpawnItemEx ("ObeliskTrailSpark",random(5,-5), random(5,-5),0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		
		S4BA B 1 BRIGHT A_SpawnItem("RedFlare22")
		//TNT1 A 0 A_SpawnItemEx ("ObeliskTrailSpark",random(5,-5), random(5,-5),0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		Loop
		
	SpawnCheap:
		S4BA AB 2 BRIGHT A_SpawnItem("RedFlare22")
		Loop	
		
	Death:
	TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
	TNT1 A 0 A_Explode(14, 55, 0)
	Goto ExplosionEffect
	
	ExplosionEffect:
	TNT1 A 0
	TNT1 AAAA 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	TNT1 A 0 BRIGHT A_SpawnItem("RedFlare22")
	TNT1 A 0 A_SpawnItem("WhiteShockwaveSmall")
		EXPL A 0 A_CustomMissile ("ExplosionSmoke", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_SpawnItemEx ("UnderwaterExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 AAA 0 A_CustomMissile ("BDExplosionparticlesSmall", 10, 0, random (0, 180), 2, random (40, 90))
		EXPL A 0
        TNT1 AAAA 0 A_CustomMissile ("SmallExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
	Stop
		
	}
}











ACTOR XDeathVolcabusArm: XDeathArm1
{
    +SKYEXPLODE
	-CLIENTSIDEONLY
    Scale 1.2
    Speed 9
	Gravity 0.4
	BounceFactor 0.4
    States
    {
    Spawn:
        TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		VOLA ABCDEFGH 3
		Loop
   	Death:
        TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
        VOLA I -1
        Stop
    }
}
