ACTOR DarkCydestroyer : DarkCybruiser 27901
{
  Health 2500
  Speed 12
  Scale 1.2
  -FASTMELEE
  +BOSS
  //DamageFactor 0.45
  DropItem "NemesisHealthBonusMax" 200 25
  DropItem "NemesisArmorBonus16" 200
  DropItem "NemesisHealthBonusMax" 200 25
  DropItem "NemesisArmorBonus16" 200
  DropItem "BerserkSphere" 120
  DropItem "DemonAmmoBox" 220 200
  DropItem "Demon Tech Rifle" 256
  DropItem "Demon Tech Railgun" 200
  DropItem "SuperArmorSphere" 60 
  DropItem "CannongunSphere" 128
  SeeSound "cydes/sight" 
  PainSound "cydes/pain"
  DeathSound "cydes/death"
  Obituary "%o was dissolved into mere atoms by the Dark Cydestroyer."
  Tag "\cqDark Cydestroyer\c-"
  var int user_missile;
  States
  {
  Spawn:
	DB2S A 7 A_Look
	DB2S A 7 A_Look
	DB2I A 7 A_Look
	DB2I A 7 A_Look
	Loop 
  See:
	TNT1 A 0 A_SetTranslucent(1)
	DB2S AABB 2 A_Chase
	TNT1 A 0 A_ChangeFlag(NoPain,0)
	TNT1 A 0 A_SpawnItemEx("BruiserStep2",0,0,2,0,0,-20)
	DB2S CCDD 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("BruiserStep2",0,0,2,0,0,-20)
	TNT1 A 0 HealThing(20)
	TNT1 A 0 A_Jump(62,"Boost")
	Loop
  Boost:
	DB2S A 1 A_Chase
	TNT1 A 0 A_Chase
	TNT1 A 0 A_SpawnItemEx("DCydestroyerGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	DB2S A 1 A_Chase
	TNT1 A 0 A_Chase
	TNT1 A 0 A_SpawnItemEx("DCydestroyerGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	DB2S B 1 A_Chase
	TNT1 A 0 A_Chase
	TNT1 A 0 A_SpawnItemEx("DCydestroyerGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	DB2S B 1 A_Chase
	TNT1 A 0 A_Chase
	TNT1 A 0 A_SpawnItemEx("DCydestroyerGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	TNT1 A 0 A_SpawnItemEx("BruiserStep2",0,0,2,0,0,-20)
	DB2S C 1 A_Chase
	TNT1 A 0 A_Chase
	TNT1 A 0 A_SpawnItemEx("DCydestroyerGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	DB2S C 1 A_Chase
	TNT1 A 0 A_Chase
	TNT1 A 0 A_SpawnItemEx("DCydestroyerGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	DB2S D 1 A_Chase
	TNT1 A 0 A_Chase
	TNT1 A 0 A_SpawnItemEx("DCydestroyerGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	DB2S D 1 A_Chase
	TNT1 A 0 A_Chase
	TNT1 A 0 A_SpawnItemEx("DCydestroyerGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	TNT1 A 0 A_SpawnItemEx("BruiserStep2",0,0,2,0,0,-20)
	TNT1 A 0 A_Jump(50,"See")
	Loop
  Pause:
	TNT1 A 0
	DB2S E 10
	DB2S E 20 A_PlaySound("weapons/12gsgcock")
	Goto See
  Melee:
  Missile:
	TNT1 A 0
	TNT1 A 0 A_SetTranslucent(1)
	
    TNT1 A 0 A_JumpIfCloser(150,"Flamethrowers")
	TNT1 A 0 A_Jump(128,"Rockets","DTRailgun","HomingRockets","GreenLasers","ShoulderHomingRockets","ShoulderRockets")
	TNT1 A 0 A_Jump(64,"RocketSpammingCombo","BFG15K","BFG10K","RailgunV2")
	TNT1 A 0 A_Jump(32,"AntiLegendaryBlast")
  Normal:
	DB2S E 12 A_FaceTarget
	DB2S E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("DarkCyberNobleDemonTech",36,20,frandom(-2,2),0)
	TNT1 A 0 A_CustomMissile("DarkCyberNobleDemonTech",36,-20,frandom(-2,2),0)
	DB3S B 2 Bright A_PlaySoundEx("weapons/demontechfire","Weapon")
	TNT1 A 0 A_Jump(6,"Pause")
	TNT1 A 0 A_SpidRefire
	Goto Normal+1
  DTRailgun:
	TNT1 A 0 A_PlaySound("weapons/rgcharge")
	DB2S EE 10 A_FaceTarget
	DB2S E 2 A_FaceTarget
	DB2S E 1
	TNT1 A 0 A_PlaySound("weapons/dtrailf")
	TNT1 A 0 A_CustomMissile("DTRailCore",36,20,0)
	TNT1 A 0 A_CustomMissile("DTRailCore",36,-20,0)
	TNT1 A 0 A_CustomMissile("DarkCyberNobleDTRail",36,20,0,0)
	DB3S B 5 Bright A_CustomMissile("DarkCyberNobleDTRail",36,-20,0,0)
	DB2S EE 10 A_FaceTarget
	DB2S E 2 A_FaceTarget
	DB2S E 1
	TNT1 A 0 A_PlaySound("weapons/dtrailf")
	TNT1 A 0 A_CustomMissile("DTRailCore",32,20,0)
	TNT1 A 0 A_CustomMissile("DTRailCore",32,-20,0)
	TNT1 A 0 A_CustomMissile("DarkCyberNobleDTRail",32,20,0,0)
	DB3S B 5 Bright A_CustomMissile("DarkCyberNobleDTRail",32,-20,0,0)
	DB2S E 20
	TNT1 A 0 A_Jump(164,"Rockets","HomingRockets","BFG15K","BFG10K","ShoulderHomingRockets","ShoulderRockets")
	TNT1 A 0 A_Jump(50,"RocketSpammingCombo")
	Goto See
/*  Grenadier:
	DB2S E 8 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire")
	DB3S D 0 Bright A_CustomMissile("CydestroyerGrenade",35,-20,Random(4,-4))
	DB3S D 7 Bright A_CustomMissile("CydestroyerGrenade",35,20,Random(4,-4))
	DB2S E 12 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire")
	DB3S D 0 Bright A_CustomMissile("CydestroyerGrenade",35,-20,Random(4,-4))
	DB3S D 7 Bright A_CustomMissile("CydestroyerGrenade",35,20,Random(4,-4))
	DB2S E 12 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire")
	DB3S D 0 Bright A_CustomMissile("CydestroyerGrenade",35,-20,Random(4,-4))
	DB3S D 7 Bright A_CustomMissile("CydestroyerGrenade",35,20,Random(4,-4))
	DB2S E 12 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire")
	DB3S D 0 Bright A_CustomMissile("CydestroyerGrenade",35,-20,Random(4,-4))
	DB3S D 7 Bright A_CustomMissile("CydestroyerGrenade",35,20,Random(4,-4))
	DB2S E 12 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire")
	DB3S D 0 Bright A_CustomMissile("CydestroyerGrenade",35,-20,Random(4,-4))
	DB3S D 7 Bright A_CustomMissile("CydestroyerGrenade",35,20,Random(4,-4))
	DB2S E 12 A_FaceTarget	
    Goto See*/
  Rockets:
	DB2S E 10 A_FaceTarget 
	DB3S B 0 Bright A_CustomMissile("DarkCyberNobleRocket",35,-20,0,0)
	DB3S B 8 Bright A_CustomMissile("DarkCyberNobleRocket",35,20,0,0)
	DB2S E 10 A_FaceTarget
	DB3S B 0 Bright A_CustomMissile("DarkCyberNobleRocket",35,-20,0,0)
	DB3S B 8 Bright A_CustomMissile("DarkCyberNobleRocket",35,20,0,0)
	DB2S E 10 A_FaceTarget
	DB3S B 0 Bright A_CustomMissile("DarkCyberNobleRocket",35,-20,0,0)
	DB3S B 8 Bright A_CustomMissile("DarkCyberNobleRocket",35,20,0,0)
	DB2S E 10 A_FaceTarget
	DB3S B 0 Bright A_CustomMissile("DarkCyberNobleRocket",35,-20,0,0)
	DB3S B 8 Bright A_CustomMissile("DarkCyberNobleRocket",35,20,0,0)
	DB2S E 10 A_FaceTarget
	DB3S B 0 Bright A_CustomMissile("DarkCyberNobleRocket",35,-20,0,0)
	DB3S B 8 Bright A_CustomMissile("DarkCyberNobleRocket",35,20,0,0)
	DB2S E 10
	TNT1 A 0 A_Jump(128,"HomingRockets","BFG15K","BFG10K","ShoulderHomingRockets","ShoulderRockets")
	TNT1 A 0 A_Jump(32,"RocketSpammingCombo")
	Goto See
  HomingRockets:
	DB2S E 10 A_FaceTarget 
	DB3S B 0 Bright A_CustomMissile("DarkCyberHomer",35,-20,0,0)
	DB3S B 8 Bright A_CustomMissile("DarkCyberHomer",35,20,0,0)
	DB2S E 10 A_FaceTarget
	DB3S B 0 Bright A_CustomMissile("DarkCyberHomer",35,-20,0,0)
	DB3S B 8 Bright A_CustomMissile("DarkCyberHomer",35,20,0,0)
	DB2S E 10 A_FaceTarget
	DB3S B 0 Bright A_CustomMissile("DarkCyberHomer",35,-20,0,0)
	DB3S B 8 Bright A_CustomMissile("DarkCyberHomer",35,20,0,0)
	DB2S E 10 A_FaceTarget
	DB3S B 0 Bright A_CustomMissile("DarkCyberHomer",35,-20,0,0)
	DB3S B 8 Bright A_CustomMissile("DarkCyberHomer",35,20,0,0)
	DB2S E 10 A_FaceTarget
	DB3S B 0 Bright A_CustomMissile("DarkCyberHomer",35,-20,0,0)
	DB3S B 8 Bright A_CustomMissile("DarkCyberHomer",35,20,0,0)
	DB2S E 10
	TNT1 A 0 A_Jump(128,"BFG15K","BFG10K","ShoulderHomingRockets","ShoulderRockets","GreenLasers")
	TNT1 A 0 A_Jump(32,"RocketSpammingCombo")
	Goto See
  GreenLasers:
	DB2S E 10 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_JumpIf(user_missile >= 35,"See")   
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget  
	TNT1 A 0 A_CustomMissile("DarkCydestroyerMiniLaser",66,-20,0)
	DB3S A 3 Bright A_CustomMissile("DarkCydestroyerMiniLaser",66,20,0)
	Goto GreenLasers+2  
  ShoulderHomingRockets:
	DB2S E 10 A_FaceTarget
	DB3S A 0 A_PlaySound("smissile/fire")
	DB3S A 6 Bright A_CustomMissile("DarkShoulderRocket",60,20,0)
	DB3S A 1 Bright A_FaceTarget
	DB3S A 0 A_PlaySound("smissile/fire")
	DB3S A 6 Bright A_CustomMissile("DarkShoulderRocket",60,-20,0)
	DB3S A 1 Bright A_FaceTarget
	DB3S A 0 A_PlaySound("smissile/fire")
	DB3S A 6 Bright A_CustomMissile("DarkShoulderRocket",60,20,0)
	DB3S A 1 Bright A_FaceTarget
	DB3S A 0 A_PlaySound("smissile/fire")
	DB3S A 6 Bright A_CustomMissile("DarkShoulderRocket",60,-20,0)
	DB3S A 1 Bright A_FaceTarget
	DB3S A 0 A_PlaySound("smissile/fire")
	DB3S A 6 Bright A_CustomMissile("DarkShoulderRocket",60,20,0)
	DB3S A 1 Bright A_FaceTarget
	DB3S A 0 A_PlaySound("smissile/fire")
	DB3S A 6 Bright A_CustomMissile("DarkShoulderRocket",60,-20,0)
	DB3S A 1 Bright A_FaceTarget
	DB3S A 0 A_PlaySound("smissile/fire")
	DB3S A 6 Bright A_CustomMissile("DarkShoulderRocket",60,20,0)
	DB3S A 1 Bright A_FaceTarget
	DB3S A 0 A_PlaySound("smissile/fire")
	DB3S A 6 Bright A_CustomMissile("DarkShoulderRocket",60,-20,0)
	DB2S E 10
	TNT1 A 0 A_Jump(128,"BFG15K","BFG10K","AntiLegendaryBlast")
	TNT1 A 0 A_Jump(32,"RocketSpammingCombo")
	Goto See
  ShoulderRockets:
	DB2S E 10 A_FaceTarget
	DB3S A 6 Bright A_CustomMissile("DarkShoulderRocket2",60,20,0)
	DB3S A 1 Bright A_FaceTarget
	DB3S A 0 A_PlaySound("smissile/fire")
	DB3S A 6 Bright A_CustomMissile("DarkShoulderRocket2",60,-20,0)
	DB3S A 1 Bright A_FaceTarget
	DB3S A 0 A_PlaySound("smissile/fire")
	DB3S A 6 Bright A_CustomMissile("DarkShoulderRocket2",60,20,0)
	DB3S A 1 Bright A_FaceTarget
	DB3S A 0 A_PlaySound("smissile/fire")
	DB3S A 6 Bright A_CustomMissile("DarkShoulderRocket2",60,-20,0)
	DB3S A 1 Bright A_FaceTarget
	DB3S A 0 A_PlaySound("smissile/fire")
	DB3S A 6 Bright A_CustomMissile("DarkShoulderRocket2",60,20,0)
	DB3S A 1 Bright A_FaceTarget
	DB3S A 0 A_PlaySound("smissile/fire")
	DB3S A 6 Bright A_CustomMissile("DarkShoulderRocket2",60,-20,0)
	DB3S A 1 Bright A_FaceTarget
	DB3S A 0 A_PlaySound("smissile/fire")
	DB3S A 6 Bright A_CustomMissile("DarkShoulderRocket2",60,20,0)
	DB3S A 1 Bright A_FaceTarget
	DB3S A 0 A_PlaySound("smissile/fire")
	DB3S A 6 Bright A_CustomMissile("DarkShoulderRocket2",60,-20,0)
	DB2S E 10
	TNT1 A 0 A_Jump(128,"BFG15K","BFG10K","ShoulderHomingRockets","GreenLasers")
	TNT1 A 0 A_Jump(32,"RocketSpammingCombo")
	Goto See
  RocketSpammingCombo:
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	DB2S E 2 Bright A_PlayWeaponSound("cydes/mischrg")
	DB2S E 1 Bright A_FaceTarget
	DB2S EEEEEEEEEEEEEEEEEEE 2 Bright A_FaceTarget
	DB2S F 6 Bright A_CustomMissile("DarkShoulderRocket2",60,20,0)
	DB2S F 1 Bright A_FaceTarget
	DB2S F 0 A_PlaySound("smissile/fire")
	DB2S F 6 Bright A_CustomMissile("DarkShoulderRocket2",60,-20,0)
	DB2S F 0 Bright A_CustomMissile("DarkCyberNobleRocket",35,-20,0,0)
	DB2S F 1 Bright A_CustomMissile("DarkCyberNobleRocket",35,20,0,0)
	DB2S F 1 Bright A_FaceTarget
	DB2S F 0 A_PlaySound("smissile/fire")
	DB2S F 6 Bright A_CustomMissile("DarkShoulderRocket2",60,20,0)
	DB2S F 1 Bright A_FaceTarget
	DB2S F 0 A_PlaySound("smissile/fire")
	DB2S F 6 Bright A_CustomMissile("DarkShoulderRocket2",60,-20,0)
	DB2S F 0 Bright A_CustomMissile("DarkCyberNobleRocket",35,-20,0,0)
	DB2S F 1 Bright A_CustomMissile("DarkCyberNobleRocket",35,20,0,0)
	DB2S F 1 Bright A_FaceTarget
	DB2S F 0 A_PlaySound("smissile/fire")
	DB2S F 6 Bright A_CustomMissile("DarkShoulderRocket2",60,20,0)
	DB2S F 1 Bright A_FaceTarget
	DB2S F 0 A_PlaySound("smissile/fire")
	DB2S F 6 Bright A_CustomMissile("DarkShoulderRocket2",60,-20,0)
	DB2S F 0 Bright A_CustomMissile("DarkCyberNobleRocket",35,-20,0,0)
	DB2S F 1 Bright A_CustomMissile("DarkCyberNobleRocket",35,20,0,0)
	DB2S F 1 Bright A_FaceTarget
	DB2S F 0 A_PlaySound("smissile/fire")
	DB2S F 6 Bright A_CustomMissile("DarkShoulderRocket2",60,20,0)
	DB2S F 1 Bright A_FaceTarget
	DB2S F 0 A_PlaySound("smissile/fire")
	DB2S F 6 Bright A_CustomMissile("DarkShoulderRocket2",60,-20,0)
	DB2S F 0 A_PlaySound("smissile/fire")
	DB2S F 6 Bright A_CustomMissile("DarkShoulderRocket",60,20,0)
	DB2S F 1 Bright A_FaceTarget
	DB2S F 0 A_PlaySound("smissile/fire")
	DB2S F 6 Bright A_CustomMissile("DarkShoulderRocket",60,-20,0)
	DB2S F 0 Bright A_CustomMissile("DarkCyberHomer",35,-20,0,0)
	DB2S F 1 Bright A_CustomMissile("DarkCyberHomer",35,20,0,0)
	DB2S F 1 Bright A_FaceTarget
	DB2S F 0 A_PlaySound("smissile/fire")
	DB2S F 6 Bright A_CustomMissile("DarkShoulderRocket",60,20,0)
	DB2S F 1 Bright A_FaceTarget
	DB2S F 0 A_PlaySound("smissile/fire")
	DB2S F 6 Bright A_CustomMissile("DarkShoulderRocket",60,-20,0)
	DB2S F 0 Bright A_CustomMissile("DarkCyberHomer",35,-20,0,0)
	DB2S F 1 Bright A_CustomMissile("DarkCyberHomer",35,20,0,0)
	DB2S F 1 Bright A_FaceTarget
	DB2S F 0 A_PlaySound("smissile/fire")
	DB2S F 6 Bright A_CustomMissile("DarkShoulderRocket",60,20,0)
	DB2S F 1 Bright A_FaceTarget
	DB2S F 0 A_PlaySound("smissile/fire")
	DB2S F 6 Bright A_CustomMissile("DarkShoulderRocket",60,-20,0)
	DB2S F 0 Bright A_CustomMissile("DarkCyberHomer",35,-20,0,0)
	DB2S F 1 Bright A_CustomMissile("DarkCyberHomer",35,20,0,0)
	DB2S F 1 Bright A_FaceTarget
	DB2S F 0 A_PlaySound("smissile/fire")
	DB2S F 6 Bright A_CustomMissile("DarkShoulderRocket",60,20,0)
	DB2S F 1 Bright A_FaceTarget
	DB2S F 0 A_PlaySound("smissile/fire")
	DB2S F 6 Bright A_CustomMissile("DarkShoulderRocket",60,-20,0)
	TNT1 A 0 A_ChangeFlag("NoPain", 0)
	DB2S E 20
	TNT1 A 0 A_Jump(128,"AntiLegendaryBlast")
	Goto See
  BFG15K:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	DB2S E 18 A_FaceTarget
	DB2S E 6 A_FaceTarget
	TNT1 A 0 Bright A_CustomMissile("DarkBruiser15K",35,-20,Random(4,-4))
	DB3S B 4 Bright A_CustomMissile("DarkBruiser15K",35,20,Random(4,-4))
	DB2S E 4 A_FaceTarget
	TNT1 A 0 Bright A_CustomMissile("DarkBruiser15K",35,-20,Random(4,-4))
	DB3S B 4 Bright A_CustomMissile("DarkBruiser15K",35,20,Random(4,-4))
	DB2S E 4 A_FaceTarget
	TNT1 A 0 Bright A_CustomMissile("DarkBruiser15K",35,-20,Random(4,-4))
	DB3S B 4 Bright A_CustomMissile("DarkBruiser15K",35,20,Random(4,-4))
	DB2S E 4 A_FaceTarget
	TNT1 A 0 Bright A_CustomMissile("DarkBruiser15K",35,-20,Random(4,-4))
	DB3S B 4 Bright A_CustomMissile("DarkBruiser15K",35,20,Random(4,-4))
	DB2S E 4 A_FaceTarget
	TNT1 A 0 Bright A_CustomMissile("DarkBruiser15K",35,-20,Random(4,-4))
	DB3S B 4 Bright A_CustomMissile("DarkBruiser15K",35,20,Random(4,-4))
	DB2S E 4 A_FaceTarget
	TNT1 A 0 Bright A_CustomMissile("DarkBruiser15K",35,-20,Random(4,-4))
	DB3S B 4 Bright A_CustomMissile("DarkBruiser15K",35,20,Random(4,-4))
	DB2S E 4 A_FaceTarget
	TNT1 A 0 Bright A_CustomMissile("DarkBruiser15K",35,-20,Random(4,-4))
	DB3S B 4 Bright A_CustomMissile("DarkBruiser15K",35,20,Random(4,-4))
	DB2S E 20 A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	TNT1 A 0 A_Jump(128,"BFG10K","RailgunV2")
	Goto See
  BFG10K:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	DB2S E 18 A_FaceTarget
	DB2S E 6 A_FaceTarget
	TNT1 A 0 Bright A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 Bright A_CustomMissile("DarkBruiser10K",35,-20,Random(4,-4))
	DB3S B 4 Bright A_CustomMissile("DarkBruiser10K",35,20,Random(4,-4))
	DB2S E 8 A_FaceTarget
	TNT1 A 0 Bright A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 Bright A_CustomMissile("DarkBruiser10K",35,-20,Random(4,-4))
	DB3S B 4 Bright A_CustomMissile("DarkBruiser10K",35,20,Random(4,-4))
	DB2S E 8 A_FaceTarget
	TNT1 A 0 Bright A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 Bright A_CustomMissile("DarkBruiser10K",35,-20,Random(4,-4))
	DB3S B 4 Bright A_CustomMissile("DarkBruiser10K",35,20,Random(4,-4))
	DB2S E 8 A_FaceTarget
	TNT1 A 0 Bright A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 Bright A_CustomMissile("DarkBruiser10K",35,-20,Random(4,-4))
	DB3S B 4 Bright A_CustomMissile("DarkBruiser10K",35,20,Random(4,-4))
	DB2S E 8 A_FaceTarget
	TNT1 A 0 Bright A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 Bright A_CustomMissile("DarkBruiser10K",35,-20,Random(4,-4))
	DB3S B 4 Bright A_CustomMissile("DarkBruiser10K",35,20,Random(4,-4))
	DB2S E 20 A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	TNT1 A 0 A_Jump(128,"RailgunV2","AntiLegendaryBlast")
	Goto See
  RailgunV2:
	TNT1 A 0 A_PlaySound("weapons/rgcharge")
	DB2S EE 10 A_FaceTarget
	DB2S E 2 A_FaceTarget
	DB2S E 1
	TNT1 A 0 A_PlaySound("railgunner/chargedshot")
	TNT1 A 0 A_CustomMissile("DarkBruiserRail",35,-20)
	DB3S B 5 Bright A_CustomMissile("DarkBruiserRail",35,20)
	DB2S E 20
	Goto See
  AntiLegendaryBlast:	
    TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	DB2S E 1 Bright A_FaceTarget
	DB2S EEEEEEEEEE 2 Bright A_FaceTarget
	DB2S E 2 Bright A_PlayWeaponSound("lrball3/charge")
	DB2S EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 A_FaceTarget
	TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
	DB2S E 10 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("lrball3/shot")
	TNT1 A 0 A_CustomMissile("GreenSuperBall",60,-20,0)  
	DB3S B 10 Bright A_CustomMissile("GreenSuperBall",60,20,0)
	DB2S E 10 A_FaceTarget
	Goto See
  Flamethrowers:
	TNT1 A 0 A_Jump(82,"Normal")
	TNT1 A 0 A_PlaySound("hectebus/flameready")
	DB2S EE 10 A_FaceTarget
	TNT1 A 0 A_PlaySound("Daedabus/Chem")
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET) 
	DB2S EE 12
	Goto See
  Pain:
	TNT1 A 0
	TNT1 A 0 A_Jump(107,"MissilePain")
	DB2S G 8 A_Pain
	Goto See
  MissilePain:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	DB2S G 8 A_Pain
	Goto Missile  
  Death: 
	DB2S G 20 A_Scream
	TNT1 AA 0 A_SpawnItemEx("GreenGibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 AA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))  
	DB2S GGGG 2 Bright A_CustomMissile("Kaboom4", Random(10,50), 0, random(0,360), 2, random(0,360))
	DB2S HHHH 2 Bright A_CustomMissile("Kaboom4", Random(10,50), 0, random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("GreenGibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 AA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))  
	DB2S IIIJJJ 2 Bright A_CustomMissile("Kaboom4", Random(10,50), 0, random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("GreenGibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 AA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))  
	DB2S KKKLLL 2 Bright A_CustomMissile("Kaboom4", Random(10,50), 0, random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("GreenGibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 AAAA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))
	DB2S M 4 Bright A_NoBlocking
	DB2S N 3 Bright 
	DB2S O 3
	DB2S P 3
	DB2S Q -1 A_KillMaster
	Stop
  Raise:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	DB2S QPONMLK 4
	Goto See
  }
}

ACTOR DarkBruiserRail : DarkCyberRail
{
Species "Nobles"
Damagetype "NobleComet"
}

ACTOR DarkBruiser15K : DarkCyber15K
{
DamageType "NobleComet"
}

Actor DarkCydestroyerMiniLaser : FastProjectile
{
Height 5
Radius 5
Speed 70
Scale 1
Renderstyle Add
Alpha 0.8
Decal "Scorch"
Damage 7
+RANDOMIZE
Missiletype "DarkCydestroyerMiniLaserTrail"
MissileHeight 8
SeeSound "lrball2/shot"
DeathSound "lrball2/exp"
Damagetype "NobleComet"
States
  {
  Spawn: 
	TNT1 A 0 Bright A_ChangeVelocity(1,0.5*random(-3,3),0.5*random(-2,2),CVF_RELATIVE)
	TNT1 A 1 Bright //A_SpawnItemEx("LegRevBall2Trail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	TNT1 A 0 Bright A_ChangeVelocity(1,0.5*random(-3,3),0.5*random(-2,2),CVF_RELATIVE)
	TNT1 A 1 Bright //A_SpawnItemEx("LegRevBall2Trail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	TNT1 A 0 Bright A_ChangeVelocity(1,0.5*random(-3,3),0.5*random(-2,2),CVF_RELATIVE)
	TNT1 A 1 Bright //A_SpawnItemEx("LegRevBall2Trail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)  
	Loop
  Death:
	TNT1 A 0 Bright
	TNT1 A 0 A_SpawnItemEx("GreenParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 AAA 0 A_CustomMissile("Kaboom7", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAA 0 A_CustomMissile("SmokeFX4", 0, 0, random(0,360), 2, random(0,360))  
	TNT1 A 10
	Stop
  }
}

ACTOR DarkCydestroyerMiniLaserTrail
{
  RenderStyle Add
  Alpha 0.75
  Scale 0.04
  +NOGRAVITY
  +CLIENTSIDEONLY
  +NOINTERACTION
  States
  {
  Spawn:
	GDLS A 0 //A_SetScale(ScaleX -0.006, ScaleY -0.006)
	GDLS A 2 bright A_FadeOut(0.2)
	Loop
  }
}

ACTOR DarkShoulderRocket : ShoulderRocket
{
Speed 30
FastSpeed 40
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_Jump(128,"Homing")
Normal:
    TNT1 A 0 Bright A_CustomMissile("MissileTrail",0,Random(-2,2))
    HMIG A 1 Bright A_CustomMissile("ProjectileTrailParticleGreen2",0,Random(-2,2))
    Loop
Homing:
    TNT1 A 0 Bright A_BishopMissileWeave
	TNT1 A 0 Bright A_Tracer2
    TNT1 A 0 Bright A_CustomMissile("MissileTrail",0,Random(-2,2))
    HMIG A 1 Bright A_CustomMissile("ProjectileTrailParticleGreen2",0,Random(-2,2))
	TNT1 A 0 Bright A_BishopMissileWeave
    TNT1 A 0 Bright A_CustomMissile("MissileTrail",0,Random(-2,2))
    HMIG A 1 Bright A_CustomMissile("ProjectileTrailParticleGreen2",0,Random(-2,2))
	TNT1 A 0 Bright A_BishopMissileWeave
    TNT1 A 0 Bright A_CustomMissile("MissileTrail",0,Random(-2,2))
    HMIG A 1 Bright A_CustomMissile("ProjectileTrailParticleGreen2",0,Random(-2,2))
	TNT1 A 0 Bright A_BishopMissileWeave
    TNT1 A 0 Bright A_CustomMissile("MissileTrail",0,Random(-2,2))
    HMIG A 1 Bright A_CustomMissile("ProjectileTrailParticleGreen2",0,Random(-2,2))
	TNT1 A 0 Bright A_BishopMissileWeave
	TNT1 A 0 Bright A_Tracer2
    TNT1 A 0 Bright A_CustomMissile("MissileTrail",0,Random(-2,2))
    HMIG A 1 Bright A_CustomMissile("ProjectileTrailParticleGreen2",0,Random(-2,2))
	TNT1 A 0 Bright A_BishopMissileWeave
    TNT1 A 0 Bright A_CustomMissile("MissileTrail",0,Random(-2,2))
    HMIG A 1 Bright A_CustomMissile("ProjectileTrailParticleGreen2",0,Random(-2,2))
	TNT1 A 0 Bright A_BishopMissileWeave
    TNT1 A 0 Bright A_CustomMissile("MissileTrail",0,Random(-2,2))
    HMIG A 1 Bright A_CustomMissile("ProjectileTrailParticleGreen2",0,Random(-2,2))
	TNT1 A 0 Bright A_BishopMissileWeave
    TNT1 A 0 Bright A_CustomMissile("MissileTrail",0,Random(-2,2))
    HMIG A 1 Bright A_CustomMissile("ProjectileTrailParticleGreen2",0,Random(-2,2))		
	TNT1 A 0 Bright A_PlaySound("monster/homingrockbeep")
    Loop
Death:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("GreenParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
    TNT1 AAA 0 A_CustomMissile("Kaboom4", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAAA 0 A_SpawnItemEx("Debris",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)
    MIS3 B 6 Bright A_Explode
    MIS3 CDEF 4 Bright A_SetTranslucent(0.75,1)
    Stop
    }
}

ACTOR DarkShoulderRocket2 : ShoulderRocket2
{
Speed 35
FastSpeed 45
States
{
Spawn:
    TNT1 A 0
Normal:
    TNT1 A 0 Bright A_CustomMissile("MissileTrail",0,Random(-2,2))
    HMIG A 1 Bright A_CustomMissile("ProjectileTrailParticleGreen2",0,Random(-2,2))
    Loop
Death:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("GreenParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
    TNT1 AAA 0 A_CustomMissile("Kaboom4", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAAA 0 A_SpawnItemEx("Debris",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)
    MIS3 B 6 Bright A_Explode
    MIS3 CDEF 4 Bright A_SetTranslucent(0.75,1)
    Stop
    }
}

Actor GreenSuperBall : SuperBall
{
  DamageType "NobleComet"
  obituary "%o was dissolved into mere atoms by the Dark Cydestroyer."
  States
  {
  Spawn:
	GRBA A 0 A_CountDown
    GRBA AA 2 bright A_SpawnItemEx("GreenSuperBallTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE)
    Loop
  Death:
    TNT1 A 0 A_Explode(128,128,0)
    TNT1 A 0 A_SpawnItemEx("GreenParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 AAA 0 A_CustomMissile("Kaboom13", 0, 0, random(0,360), 2, random(0,360))	
	TNT1 AAA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))
	TNT1 A 0 A_PlaySound("lrball3/exp")
    TNT1 AAAAAAAA 0 A_SpawnItemEx("GreenSuperSmallBall",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(170,190),SXF_NOCHECKPOSITION)	
    TNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GreenSuperSmallBall",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(-14,14),SXF_NOCHECKPOSITION)
	MMSD A 8 bright A_Explode(38, 140, 0)
    Stop
  }
}

Actor GreenSuperBallTrail : SuperBallTrail
{
  States
 {
  Spawn:
   TNT1 A 0
   TNT1 A 0 A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
   TNT1 A 0 A_Jump(255, "Flash1", "Flash2", "Flash3", "Flash4")
  Flash1:
   GRB3 A 2 Bright A_FadeOut(0.08)
   Wait
  Flash2:
   GRB3 B 2 Bright A_FadeOut(0.08)
   Wait
  Flash3:
   GRB3 C 2 Bright A_FadeOut(0.08)
   Wait
  Flash4:
   GRB3 D 2 Bright A_FadeOut(0.08)
   Wait
  Toaster:
   TNT1 A 0
   Stop  
 }
}

Actor GreenSuperSmallBall : SuperSmallBall
{
  Radius 8
  Height 10
  Speed 65
  DamageType "NobleComet"
  Damage (4)
  Scale 0.17
  Projectile
  +RANDOMIZE
  +EXTREMEDEATH
  +SEEKERMISSILE
  SeeSound "MMBurst"
  DeathSound "MBExplodeD"
  obituary "%o's anus was made 3 sizes bigger by a Cydestroyer."
  RenderStyle Add
  States
  {
  Spawn:
    GRBA A 0
    GRBA A 0 bright A_SeekerMissile(15,8,SMF_LOOK)
	GRB3 AA 1 bright A_SpawnItemEx("GreenSuperBallTrail2",0,0,0,0,0,0,0,SXF_CLIENTSIDE)
	GRBA A 0 bright A_SeekerMissile(1,8,SMF_LOOK)
	GRB3 BB 1 bright A_SpawnItemEx("GreenSuperBallTrail2",0,0,0,0,0,0,0,SXF_CLIENTSIDE)
	GRBA A 0 bright A_SeekerMissile(15,8,SMF_LOOK)
	GRB3 CC 1 bright A_SpawnItemEx("GreenSuperBallTrail2",0,0,0,0,0,0,0,SXF_CLIENTSIDE)
	GRBA A 0 bright A_SeekerMissile(15,8,SMF_LOOK)
	GRB3 DD 1 bright A_SpawnItemEx("GreenSuperBallTrail2",0,0,0,0,0,0,0,SXF_CLIENTSIDE)
    loop
  Death:
    TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("GreenParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
	TNT1 AAA 0 A_CustomMissile("Kaboom7", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAA 0 A_CustomMissile("SmokeFX4", 0, 0, random(0,360), 2, random(0,360))
    TNT1 I 8 bright A_Explode(8,80,0)
    TNT1 J 6 bright
    TNT1 K 4 bright
    Stop
  }
}

Actor GreenSuperBallTrail2 : SuperBallTrail2
{
 States
 {
  Spawn:
   TNT1 A 0
   TNT1 A 0 A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
   TNT1 A 0 A_Jump(256,"Flash1","Flash2","Flash3","Flash4")
  Flash1:
   GRB3 A 1 Bright A_FadeOut(0.125)
   Wait
  Flash2:
   GRB3 B 1 Bright A_FadeOut(0.125)
   Wait
  Flash3:
   GRB3 C 1 Bright A_FadeOut(0.125)
   Wait
  Flash4:
   GRB3 D 1 Bright A_FadeOut(0.125)
   Wait
  Toaster:
    TNT1 A 0
	Stop   
 }
}

ACTOR DCydestroyerGhostA
{
Radius 2
Height 64
RENDERSTYLE Translucent
Alpha 0.7
Scale 1.2
+NOINTERACTION
+CLIENTSIDEONLY
+NONETID
States
  {
  Spawn:
	TNT1 A 1 Bright
	DB2S A 2 A_FadeOut(0.1,1)
	Goto Spawn+1
  }
}

Actor DCydestroyerGhostB : DCydestroyerGhostA
{
States
  {
  Spawn:
	TNT1 A 1 Bright
	DB2S B 2 A_FadeOut(0.1,1)
	Goto Spawn+1
  }
}

Actor DCydestroyerGhostC : DCydestroyerGhostA
{
States
  {
  Spawn:
	TNT1 A 1 Bright
	DB2S C 2 A_FadeOut(0.1,1)
	Goto Spawn+1
  }
}

Actor DCydestroyerGhostD : DCydestroyerGhostA
{
States
  {
  Spawn:
	TNT1 A 1 Bright
	DB2S D 2 A_FadeOut(0.1,1)
	Goto Spawn+1
  }
}