ACTOR EmpoweredDarkCyberdemon : DarkCyberdemon
{
  Health 7500
  PainChance 20
  Speed 22
  DropItem "BossLifeEssence" 256 25
  DropItem "BossArmorBonusMax" 256 1
  DropItem "NewCellPack" 186 300
  DropItem "SphereOfPower" 200
  DropItem "BFG10K" 128
  DropItem "BFG9500" 128
  Obituary "%o felt underpowered against an Empowered Dark Cyberdemon."
  BloodColor "Green"
  Tag "\c[x9]Empowered Dark Cyberdemon\c-"
  States 
  {    
  Spawn: 
	EMDC A 10 A_Look
	Loop 
  See: 	
	TNT1 A 0 A_Jump(87,"Rush")
	EMDC A 3 A_Hoof
	EMDC ABBCC 3 A_Chase
	EMDC D 3 A_Metal
	EMDC D 3 A_Chase
	Loop	
  Rush:
	TNT1 A 0 A_Hoof
	EMDC A 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("EDarkCyberGhostA",0,0,0,0,0,0,0,128)
	EMDC A 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("EDarkCyberGhostA",0,0,0,0,0,0,0,128)
	EMDC A 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("EDarkCyberGhostB",0,0,0,0,0,0,0,128)
	EMDC B 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("EDarkCyberGhostB",0,0,0,0,0,0,0,128)
	EMDC C 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("EDarkCyberGhostC",0,0,0,0,0,0,0,128)
	EMDC C 2 A_Chase
	TNT1 A 0 A_Metal
	TNT1 A 0 A_SpawnItemEx("EDarkCyberGhostC",0,0,0,0,0,0,0,128)
	EMDC D 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("EDarkCyberGhostD",0,0,0,0,0,0,0,128)
	EMDC D 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("EDarkCyberGhostD",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Jump(87,"See")	
	Loop	
  Missile:
	TNT1 A 0 A_Jump(128,"HomingRockets","BFG9500","Railgun","BFG15K")
  Rockets:
	EMDC E 10 A_FaceTarget
	EMDC F 4 Bright A_CustomMissile("DarkCyberRocket",40,-24,Random(-6, 6))
	EMDC E 4 A_FaceTarget
	EMDC F 4 Bright A_CustomMissile("DarkCyberRocket",40,-24,Random(-6, 6))
	EMDC E 4 A_FaceTarget
	EMDC F 4 Bright A_CustomMissile("DarkCyberRocket",40,-24,Random(-6, 6))
	EMDC E 4 A_FaceTarget
	EMDC F 4 Bright A_CustomMissile("DarkCyberRocket",40,-24,Random(-6, 6))
	EMDC E 4 A_FaceTarget
	EMDC F 4 Bright A_CustomMissile("DarkCyberRocket",40,-24,Random(-6, 6))
	EMDC E 4 A_FaceTarget
	EMDC F 4 Bright A_CustomMissile("DarkCyberRocket",40,-24,Random(-6, 6))
	EMDC E 4 A_FaceTarget
	EMDC F 4 Bright A_CustomMissile("DarkCyberRocket",40,-24,Random(-6, 6))
	EMDC E 4 A_FaceTarget
	EMDC F 4 Bright A_CustomMissile("DarkCyberRocket",40,-24,Random(-6, 6))
	EMDC E 4 A_FaceTarget
	EMDC F 4 Bright A_CustomMissile("DarkCyberRocket",40,-24,Random(-6, 6))
	EMDC E 4 A_FaceTarget
	EMDC F 4 Bright A_CustomMissile("DarkCyberRocket",40,-24,Random(-6, 6))
	EMDC E 4 A_FaceTarget
	EMDC F 4 Bright A_CustomMissile("DarkCyberRocket",40,-24,Random(-6, 6))
	EMDC E 10
	TNT1 A 0 A_Jump(128,"HomingRockets","BFG9500","Railgun","BFG15K")
	Goto See
  HomingRockets:
	EMDC E 10 A_FaceTarget
	EMDC F 4 Bright A_CustomMissile("DarkCyberHomer",40,-24,Random(-8, 8))
	EMDC E 4 A_FaceTarget
	EMDC F 4 Bright A_CustomMissile("DarkCyberHomer",40,-24,Random(-8, 8))
	EMDC E 4 A_FaceTarget
	EMDC F 4 Bright A_CustomMissile("DarkCyberHomer",40,-24,Random(-8, 8))
	EMDC E 4 A_FaceTarget
	EMDC F 4 Bright A_CustomMissile("DarkCyberHomer",40,-24,Random(-8, 8))
	EMDC E 4 A_FaceTarget
	EMDC F 4 Bright A_CustomMissile("DarkCyberHomer",40,-24,Random(-8, 8))
	EMDC E 4 A_FaceTarget
	EMDC F 4 Bright A_CustomMissile("DarkCyberHomer",40,-24,Random(-8, 8))
	EMDC E 4 A_FaceTarget
	EMDC F 4 Bright A_CustomMissile("DarkCyberHomer",40,-24,Random(-8, 8))
	EMDC E 4 A_FaceTarget
	EMDC F 4 Bright A_CustomMissile("DarkCyberHomer",40,-24,Random(-8, 8))
	EMDC E 4 A_FaceTarget
	EMDC F 4 Bright A_CustomMissile("DarkCyberHomer",40,-24,Random(-8, 8))
	EMDC E 4 A_FaceTarget
	EMDC F 4 Bright A_CustomMissile("DarkCyberHomer",40,-24,Random(-8, 8))
	EMDC E 10
	TNT1 A 0 A_Jump(128,"BFG9500","Railgun","BFG15K")
	Goto See	
  BFG9500:
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	EMDC EEEEE 5 A_FaceTarget
	EMDC F 10 Bright A_CustomMissile("EmpoweredCyberBFG9500Ball",40,-24)
	EMDC E 10
	Goto See		
  Railgun:
	TNT1 A 0 A_PlaySound("weapons/rgcharge")
	EMDC EE 10 A_FaceTarget
	EMDC E 10 Bright A_FaceTarget
	EMDC F 10 Bright A_CustomMissile("EmpoweredDarkCyberRail",40,-24)
	EMDC E 10 Bright A_FaceTarget
	EMDC F 10 Bright A_CustomMissile("EmpoweredDarkCyberRail",40,-24)
	EMDC E 15
	TNT1 A 0 A_Jump(128,"BFG15K")
	Goto See
  BFG15K:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	EMDC E 18 Bright A_FaceTarget
	EMDC E 6 Bright A_FaceTarget
	EMDC F 4 Bright A_CustomMissile("EmpoweredCyberBFG15KBall",40,0,Random(-4, 4))	
	EMDC E 4 Bright A_FaceTarget
	EMDC F 4 Bright A_CustomMissile("EmpoweredCyberBFG15KBall",40,0,Random(-4, 4))	
	EMDC E 4 Bright A_FaceTarget
	EMDC F 4 Bright A_CustomMissile("EmpoweredCyberBFG15KBall",40,0,Random(-4, 4))
	EMDC E 4 Bright A_FaceTarget
	EMDC F 4 Bright A_CustomMissile("EmpoweredCyberBFG15KBall",40,0,Random(-4, 4))
	EMDC E 4 Bright A_FaceTarget
	EMDC F 4 Bright A_CustomMissile("EmpoweredCyberBFG15KBall",40,0,Random(-4, 4))
	EMDC E 4 Bright A_FaceTarget
	EMDC F 4 Bright A_CustomMissile("EmpoweredCyberBFG15KBall",40,0,Random(-4, 4))
	EMDC E 20 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)	
	Goto See	
  Pain:
	TNT1 A 0 A_Jump(87,"PainMissile")
	EMDC G 10 A_Pain
	Goto See
  PainMissile:
	EMDC G 10 A_Pain
	Goto Missile
  Death:
	EMDC G 10 A_Scream
	EMDC H 10 A_NoBlocking
	TNT1 AA 0 A_SpawnItemEx("GreenGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 AAA 0 A_CustomMissile("BigBlueBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	EMDC IIIII 2 Bright A_CustomMissile("EmpoweredKaboomSpawner", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("BlueGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 AAA 0 A_CustomMissile("BigGreenBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	EMDC JJJJJ 2 Bright A_CustomMissile("EmpoweredKaboomSpawner", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("GreenGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 AAA 0 A_CustomMissile("BigBlueBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
	EMDC KKKKK 2 Bright A_CustomMissile("EmpoweredKaboomSpawner", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("BlueGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigGreenBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	EMDC LLLLL 1 Bright A_CustomMissile("EmpoweredKaboomSpawner", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("GreenGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 AAA 0 A_CustomMissile("BigBlueBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	EMDC MMMMM 1 Bright A_CustomMissile("EmpoweredKaboomSpawner", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("BlueGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 AA 0 A_SpawnItemEx("GreenGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 AAA 0 A_CustomMissile("BigGreenBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	TNT1 AAA 0 A_CustomMissile("BigBlueBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	TNT1 AAAAAAAA 0 A_CustomMissile("SmokeFX3", Random(20,80), 0, random(0,360), 2, random(0,360))	
	EMDC NO 5
	EMDC P -1 A_KillMaster
	Stop 	
	}
}

ACTOR EmpoweredCyberBFG9500Ball : EmpoweredCacoBFG9500Ball
{
DamageType "Cyber10k"
States
{
Death:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("PoweredBFGShockwave",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 AAAAAA 0 A_CustomMissile("KaboomBlue",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
	PFE3 AB 4 Bright A_SpawnItemEx("LegendaryBlueParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE)
	PFE3 CC 2 Bright A_BFGSpray("EmpoweredCyberSpray")
	PFE3 DEF 4 Bright
	Stop	
    }
}

ACTOR EmpoweredCyberSpray : PoweredCustomSpray
{
Species "Cyber10k"
+MTHRUSPECIES
+DONTHARMSPECIES
}

ACTOR EmpoweredCyberBFG15KBall : EmpoweredCacoBFG15KBall
{
DamageType "Cyber10k"
}

ACTOR EmpoweredDarkCyberRail : DarkCyberRail
{
MissileType "EmpoweredDarkCyberRailTrail"
+SEEKERMISSILE
States
{
Spawn:
    DCRP A 1 Bright A_SeekerMissile(5,5)
    Loop
Death:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("PoweredBFGShockwave", 0, 0, 0, 0, 0, 0, 0, 128)
    TNT1 AAAA 0 A_CustomMissile("Kaboom13", 0, 0, random(0,360), 2, random(0,360))	
	TNT1 A 1 A_SpawnItem("RailgunImpactEffectGreen")
	Stop
	}
}

ACTOR EmpoweredDarkCyberRailTrail : DarkCyberRailTrail
{
States
{
Spawn:
	TNT1 A 0
	EMRA ABCDEFGHIJKLMNOP 2 A_FadeOut(0.04)
	Stop
	}
}

ACTOR EmpoweredKaboomSpawner : RandomSpawner
{
  DropItem "Kaboom5" 256 1
  DropItem "EmpoweredKaboom5" 256 1
}

ACTOR EmpoweredKaboom5 : Kaboom
{
Scale 0.9
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
FXPB A 1 Bright A_PlaySound("weapons/clrocketexplode")
FXPB ABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)
Stop
}
}

ACTOR EDarkCyberGhostA : DarkCyberGhostA
{
States
{
Spawn:
    EMDC A 2 A_FadeOut(0.18)
    Loop
    }
}

ACTOR EDarkCyberGhostB : DarkCyberGhostA
{   
States
{
Spawn:
    EMDC B 2 A_FadeOut(0.18)
    Loop
    }
}

ACTOR EDarkCyberGhostC : DarkCyberGhostA
{   
States
{
Spawn:
    EMDC C 2 A_FadeOut(0.18)
    Loop
    }
}

ACTOR EDarkCyberGhostD : DarkCyberGhostA
{   
States
{
Spawn:
    EMDC D 2 A_FadeOut(0.18)
    Loop
    }
}