Actor InsanitySentient : InsanityArachnophyte
{
  +MISSILEEVENMORE
  Health 6000
  DropItem "BossLifeEssence" 256 25
  DropItem "BossArmorBonusMax" 256 1
  DropItem "DemonAmmoBox" 128 200
  DropItem "SkullOfPower" 64
  DropItem "DemonicChalice" 64
  DropItem "BFG10K " 100
  DropItem "Railgun " 100
  DropItem "Demon Tech BFG10K" 64
  SeeSound "arachnophyte/sight"
  PainSound "arachnophyte/pain"
  DeathSound "arachnophyte/death"
  Obituary "%o couldn't outrun an Insanity Sentient."
  Tag "\c[i7]Insanity Sentient\c-"
  States
  {
  Spawn:
	TNT1 A 0 A_JumpIf(user_script == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("InsanitySentientFire",0)
	TNT1 A 0 A_SetUserVar("user_script",1)
	INSE AB 2 A_Look
	Loop
  See:
	TNT1 A 0 A_SpawnItemEx("InsaneSentientGhostA",0,0,0,0,0,0,0,128)
	INSE A 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("InsaneSentientGhostB",0,0,0,0,0,0,0,128)	
	INSE B 2 A_Chase
	TNT1 A 0 A_Jump(40,"Evade")
	Loop
  Evade:
	TNT1 A 0 A_Jump(128,3)
	TNT1 A 0 ThrustThing(Angle*256/360+64,30,0,0)
	TNT1 A 0 A_Jump(256,2)
	TNT1 A 0 ThrustThing(Angle*256/360+192,30,0,0)
	TNT1 A 0 A_SpawnItemEx("InsaneSentientGhostA",0,0,0,0,0,0,0,128)
	INSE A 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("InsaneSentientGhostB",0,0,0,0,0,0,0,128)	
	INSE B 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("InsaneSentientGhostA",0,0,0,0,0,0,0,128)
	INSE A 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("InsaneSentientGhostB",0,0,0,0,0,0,0,128)	
	INSE B 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("InsaneSentientGhostA",0,0,0,0,0,0,0,128)
	INSE A 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("InsaneSentientGhostB",0,0,0,0,0,0,0,128)	
	INSE B 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("InsaneSentientGhostA",0,0,0,0,0,0,0,128)
	INSE A 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("InsaneSentientGhostB",0,0,0,0,0,0,0,128)	
	INSE B 2 A_Chase
	TNT1 A 0 A_Stop
	Goto See
  Missile:
	TNT1 A 0 A_Jump(100,"BFG15k","MiniDTBFG","Railgun")
	TNT1 A 0 A_Jump(50,"BFG10k","DTBFG")
	TNT1 A 0 A_Jump(128,"ExplosiveMinigun")
  DemonTech:
	INSE A 20 A_FaceTarget
	TNT1 AA 0 A_GiveInventory("OverseerStrafe")
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("InsanitySpiderDemontech",20,-16,frandom(-10,10),CMF_OFFSETPITCH,frandom(-1,1))
	TNT1 A 0 A_CustomMissile("InsanitySpiderDemontech",20,16,frandom(-10,10),CMF_OFFSETPITCH,frandom(-1,1))
	INSE C 2 A_PlaySoundEx("weapons/demontechfire","Weapon")
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("InsanitySpiderDemontech",20,-16,frandom(-10,10),CMF_OFFSETPITCH,frandom(-1,1))
	TNT1 A 0 A_CustomMissile("InsanitySpiderDemontech",20,16,frandom(-10,10),CMF_OFFSETPITCH,frandom(-1,1))
	INSE D 2 A_PlaySoundEx("weapons/demontechfire","Weapon")
	TNT1 A 0 A_SpidRefire
	Goto DemonTech+1
  ExplosiveMinigun:
	INSE A 20 A_FaceTarget
	TNT1 AA 0 A_GiveInventory("OverseerStrafe")
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",10,-12,20,Random(2,6),0,Random(1,3),Random(-90,-80),128)
	TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",10,12,20,Random(2,6),0,Random(1,3),Random(80,90),128)
	TNT1 A 0 A_CustomMissile("SentientExplosiveTracer",20,-16,frandom(-8,8))
	TNT1 A 0 A_CustomMissile("SentientExplosiveTracer",20,16,frandom(-8,8))
	INSE C 2 Bright A_PlaySound("sentient/fire")
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",10,-12,20,Random(2,6),0,Random(1,3),Random(-90,-80),128)
	TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",10,12,20,Random(2,6),0,Random(1,3),Random(80,90),128)
	TNT1 A 0 A_CustomMissile("SentientExplosiveTracer",20,-16,frandom(-8,8))
	TNT1 A 0 A_CustomMissile("SentientExplosiveTracer",20,16,frandom(-8,8))
	INSE D 2 Bright A_PlaySound("sentient/fire")
	TNT1 A 0 A_SpidRefire
	Goto ExplosiveMinigun+1
  BFG15k:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	INSE CCCCC 5 A_FaceTarget
	TNT1 A 0 A_CustomMissile("InsanitySpider15k",16,-16,frandom(-7,7))
	TNT1 A 0 A_CustomMissile("InsanitySpider15k",16,16,frandom(-7,7))
	TNT1 AA 0 A_GiveInventory("OverseerStrafe")
	INSE D 4 A_FaceTarget
	TNT1 AA 0 A_GiveInventory("OverseerStrafe")
	INSE C 4 A_FaceTarget
	TNT1 A 0 A_SpidRefire
	Goto BFG15k+6
  BFG10k:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	INSE CCCCCCC 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Sentient10K",20,-16,frandom(-7,7))
	TNT1 A 0 A_CustomMissile("Sentient10K",20,16,frandom(-7,7))
	TNT1 AA 0 A_GiveInventory("OverseerStrafe")
	INSE D 4 A_FaceTarget
	TNT1 AA 0 A_GiveInventory("OverseerStrafe")
	INSE C 4 A_FaceTarget
	TNT1 A 0 A_SpidRefire
	Goto BFG10k+8
  MiniDTBFG:
	TNT1 A 0 A_PlaySound("LesserCardinal/BFGCharge")
	INSE KKKKKKK 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("LesserCardinal/BFGFire")
	INSE L 8 Bright A_CustomMissile("InsaneSpiderMiniDTBFG",30,0,random(-8,8))
	INSE K 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("LesserCardinal/BFGFire")
	INSE L 8 Bright A_CustomMissile("InsaneSpiderMiniDTBFG",30,0,random(-8,8))
	INSE K 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("LesserCardinal/BFGFire")
	INSE L 8 Bright A_CustomMissile("InsaneSpiderMiniDTBFG",30,0,random(-8,8))
	INSE K 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("LesserCardinal/BFGFire")
	INSE L 8 Bright A_CustomMissile("InsaneSpiderMiniDTBFG",30,0,random(-8,8))
	INSE K 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("LesserCardinal/BFGFire")
	INSE L 8 Bright A_CustomMissile("InsaneSpiderMiniDTBFG",30,0,random(-8,8))
	INSE K 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("LesserCardinal/BFGFire")
	INSE L 8 Bright A_CustomMissile("InsaneSpiderMiniDTBFG",30,0,random(-8,8))
	INSE K 5 Bright A_FaceTarget
	Goto See
  Railgun:
    TNT1 A 0 A_PlaySound("weapons/rgcharge")
	INSE KKKKKK 5 Bright A_FaceTarget
	INSE L 10 Bright A_CustomMissile("CardinalRail",35)
	INSE K 5 Bright A_FaceTarget
	INSE L 10 Bright A_CustomMissile("CardinalRail",35)
	INSE K 5 Bright A_FaceTarget
	INSE L 10 Bright A_CustomMissile("CardinalRail",35)
	INSE K 5 Bright A_FaceTarget
	Goto See
  DTBFG:
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	INSE KKKKK 5 Bright A_FaceTarget
	INSE L 20 Bright A_CustomMissile("SentientDTBFG10KBall",30,0,random(-8,8))
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	INSE KKKKK 5 Bright A_FaceTarget
	INSE L 20 Bright A_CustomMissile("SentientDTBFG10KBall",30,0,random(-8,8))
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	INSE KKKKK 5 Bright A_FaceTarget
	INSE L 20 Bright A_CustomMissile("SentientDTBFG10KBall",30,0,random(-8,8))
	Goto See
  Pain:
	INSE E 6 A_Pain
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  Death:	
	TNT1 A 0 A_Scream
	INSE E 20 A_Fall
    TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
	INSE FFFFF 2 A_CustomMissile("Kaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
    TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
    INSE GGGGG 2 A_CustomMissile("Kaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
    TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
    INSE HHHHH 2 A_CustomMissile("Kaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
    TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
    INSE IIIII 2 A_CustomMissile("Kaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
    TNT1 AAAA 0 A_SpawnItemEx("GibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 AAAAAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	TNT1 AAAAAAAA 0 A_CustomMissile("SmokeFX3", random(10,60), random(30,-30), random(0,360), 2, random(0,360))	
	INSE J 5 A_KillMaster
	Stop
	}
}

ACTOR InsaneSentientGhostA : InsaneSpiderGhostA
{
Scale 1.1
States
{
Spawn:
    INSE A 2 A_FadeOut(0.18)
    Loop
    }
}

ACTOR InsaneSentientGhostB : InsaneSentientGhostA
{   
States
{
Spawn:
    INSE B 2 A_FadeOut(0.18)
    Loop
    }
}