Actor DistortionDisciple 27904
{ 
  Health 1600 
  PainChance 30
  Speed 12
  Radius 20 
  Height 56 
  Mass 320 
  Monster
  +FLOORCLIP
  +FLOAT
  +NOGRAVITY
  +DONTHARMSPECIES
  Species "CacoDemon"
  DamageFactor "CacoComet", 0
  DropItem "BossLifeEssence" 200
  DropItem "BossArmorBonusMax" 200
  DropItem "PainLordSoul" 200
  DropItem "BigDustMana" 128 100
  DropItem "DustMana" 256 30
  Obituary "%o was smote by a Distortion Discple."
  SeeSound "Disciple/Sight" 
  ActiveSound "Disciple/Active"
  PainSound "Surrogate/Pain" 
  DeathSound "Disciple/Death" 
  Tag "\c[k8]Distortion Disciple\c-"
  States 
  { 
  Spawn: 
	DDIS A 10 A_Look 
	Loop 
  See: 
	DDIS AAABBB 2 A_Chase
	Loop
  Missile:
	TNT1 A 0 A_Jump(128,"HomingSuperBall","SuperBall")
	Goto SkullShots
  SkullShots:
	TNT1 A 0 A_PlaySound("Surrogate/Attack",2)
	DDIS EE 5 Bright A_FaceTarget
	TNT1 A 0 A_FaceTarget
	DDIS F 8 Bright A_CustomMissile("DiscipleSkullShot",36,0,0,0)
	TNT1 A 0 A_FaceTarget
	DDIS F 8 Bright A_CustomMissile("DiscipleSkullShot",36,0,0,0)
	TNT1 A 0 A_FaceTarget
	DDIS F 8 Bright A_CustomMissile("DiscipleSkullShot",36,0,0,0)
	TNT1 A 0 A_FaceTarget
	DDIS F 8 Bright A_CustomMissile("DiscipleSkullShot",36,0,0,0)
	TNT1 A 0 A_FaceTarget
	DDIS F 8 Bright A_CustomMissile("DiscipleSkullShot",36,0,0,0)
	TNT1 A 0 A_FaceTarget
	DDIS F 8 Bright A_CustomMissile("DiscipleSkullShot",36,0,0,0)
	TNT1 A 0 A_FaceTarget
	DDIS F 8 Bright A_CustomMissile("DiscipleSkullShot",36,0,0,0)
	TNT1 A 0 A_FaceTarget
	DDIS F 8 Bright A_CustomMissile("DiscipleSkullShot",36,0,0,0)
	Goto See
  HomingSuperBall:
	TNT1 A 0 A_PlaySound("MreimuBall/Cast")
	DDIS EEEE 5 Bright A_FaceTarget
	DDIS F 8 Bright A_CustomMissile("DiscipleHomingSuperBall",36,0,0,0)
	DDIS EE 5 Bright A_FaceTarget
	DDIS F 8 Bright A_CustomMissile("DiscipleHomingSuperBall",36,0,0,0)
	Goto See
  SuperBall:
	TNT1 A 0 A_PlaySound("Surrogate/Attack",2)
	DDIS EE 5 Bright A_FaceTarget
	DDIS F 8 Bright A_CustomMissile("DiscipleSuperBall",36,0,0,0)
	DDIS EE 5 Bright A_FaceTarget
	DDIS F 8 Bright A_CustomMissile("DiscipleSuperBall",36,0,0,0)
	DDIS EE 5 Bright A_FaceTarget
	DDIS F 8 Bright A_CustomMissile("DiscipleSuperBall",36,0,0,0)
	DDIS EE 5 Bright A_FaceTarget
	DDIS F 8 Bright A_CustomMissile("DiscipleSuperBall",36,0,0,0)
	Goto See
  Pain: 
	DDIS G 2 
	DDIS G 2 A_Pain 
	Goto See 
  Death: 
	DDIS H 8 Bright A_Scream 
	DDIS I 5 Bright
	DDIS J 5 Bright
	DDIS K 5 Bright A_NoBlocking 
	DDIS LMN 4 Bright  
	DDIS O -1 
	Stop 
  Raise: 
	DDIS ONMLKJIH 5 
	Goto See 
   } 
}

ACTOR DiscipleSkullShot : MReimuSkullShot
{
  Damagetype "CacoComet"
  States
  {
  Spawn:
	TNT1 A 0 A_SeekerMissile(5,5,SMF_LOOK)
	TNT1 A 0 A_Countdown
    IFX2 AA 1 Bright A_SpawnItemEx("HFCyberFlame",-10)
	Loop
  Death:
	TNT1 A 0 A_Setscale(1.0)
	TNT1 A 0 A_Explode(30,100)
    RVSK ABCDEFGHIJKL 2 Bright A_Explode(10,100)
    Stop
  }
}

ACTOR DiscipleHomingSuperBall : MReimuHomingSuperBall
{
  Damagetype "CacoComet"
}

ACTOR DiscipleSuperBall : MReimuSuperBall
{
  Damagetype "CacoComet"
}