ACTOR Rictus2 : Rictus replaces Rictus
{
  States
  {
  Missile:
	TNT1 A 0 A_SpawnItem("RictFireSpawner",0,0,0,0)
	RICT A 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("RictFireSpawner",0,0,0,0)
	RICT A 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("RictFireSpawner",0,0,0,0)
	RICT B 2 Bright A_CustomMissile("RictusBall",0,0,0)
    RICT BA 2 Bright A_SpawnItem("RictFireSpawner",0,0,0,0)
    Goto See
  PainSuicide:
    TNT1 A 0 A_JumpIfCloser(450,1)
	Goto See
    TNT1 A 0 A_SpawnItem("RictFireSpawner",0,0,0,0)
	RICT B 3 Bright A_Pain
	TNT1 A 0 A_Jump(28,"See")
	TNT1 A 0 A_ChangeFlag(NOTARGET,1)
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_PlaySound("rictus/sight",1)
	RICT BBBBBBBBBBBBBBBBBBBB 2 Bright A_SpawnItemEx("RictusSuicideFire",frandom(-1,1),frandom(-1,1),frandom(6,7),frandom(-1,1),frandom(-1,1),frandom(0,2))
    TNT1 A 0 A_CustomMissile("RictusSuicide2",0,0,0,0)
	RICT B 1 Bright A_Die("Suicide")
    Stop
    }
}

ACTOR RictusSuicide2 : RictusSuicide replaces RictusSuicide
{
  ExplosionDamage 52
  ExplosionRadius 128
  States
  {
  Spawn:
	RICT B 1 Bright A_SpawnItemEx("RictusSuicideFire",frandom(-1,1),frandom(-1,1),frandom(6,7))
    Loop
  Death:
	TNT1 A 0 A_Die
  Explode:
	TNT1 A 0 A_ChangeFlag(NOBLOCKMAP,1)
	TNT1 A 0 A_Explode
	TNT1 AA 0 A_SpawnItemEx("SoulPart1",0,0,Random(10,20),Random(8,-8),Random(8,-8),Random(6,8))
	TNT1 A 0 A_SpawnItemEx("SoulPart2",0,0,Random(10,20),Random(8,-8),Random(8,-8),Random(6,8))
	TNT1 AA 0 A_SpawnItemEx("SoulPart3",0,0,Random(10,20),Random(8,-8),Random(8,-8),Random(6,8))
    TNT1 AA 0 A_SpawnItemEx("OrangeParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 AAA 0 A_CustomMissile("Kaboom3", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAAA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))
    MISL B 5 Bright A_SetTranslucent(0.75,1)
	MISL CD 4 Bright
    Stop
    }
}

Actor RictusSuicideFire : CardinalFire { Scale 0.2 }

Actor Annihilator : CyberLord replaces CyberLord
{
  DropItem "BossLifeEssence" 128 25
  DropItem "BossArmorBonusMax" 128 1
  DropItem "MissileBox" 128 20
  DropItem "HomingRocketLauncher" 100
  Tag "Annihilator"
}

ACTOR CFPlayerRailPuff : BulletPuff
{
Damagetype "RailG"
States
{
Spawn:
	TNT1 A 0
	TNT1 A 1 A_SpawnItem("RailgunImpactEffect")
	Stop
	}
}