Actor HasSpotedThePlayerAlready : Inventory
{
inventory.maxamount 1
}

ACTOR IconOfSin 2550
{
	Health 40000
	Radius 100
	Height 200
	Mass 99999
	Speed 0
	PainChance 20
	Monster
	//$Category BD Bosses
	//$Icon "monster"
	//$Colour rgb(200, 0, 0)
	//$Sprite KEPPA0
	+BOSS
	+FLOORCLIP
	+NORADIUSDMG
	+DONTMORPH
	+BOSSDEATH
	+MISSILEMORE
	+NOTARGET
	+MISSILEEVENMORE
	+FORCEXYBILLBOARD
	+FLOAT
	+FLOATBOB
	+DONTFALL
	DeathSound "cyber/death"
	Obituary "%o was wiped out by the Icon of Sin"
	BLoodType "DeadBlood"
	Damagefactor "Avoid", 0.0	Damagefactor "BHFTOnBarrel", 0.0	Damagefactor "Blood", 0.0
	Damagefactor "CancelTeleportFog", 0.0	Damagefactor "CauseWaterSplash", 0.0
	Damagefactor "GibRemoving", 0.0	Damagefactor "Glass", 0.0	Damagefactor "HangingHook", 0.0
	Damagefactor "Head", 0.0	Damagefactor "PussyGrab", 0.0	Damagefactor "Repair", 0.0
	Damagefactor "RevenantHitStomach", 0.0	Damagefactor "SpawnMarine", 0.0	Damagefactor "Stealth", 0.0
	Damagefactor "TeleportRemover", 0.0	Damagefactor "Use", 0.0	Damagefactor "ExtremePunches", 2.5
	Damagefactor "Fatality", 2.5	Damagefactor "HeadKick", 0.5	Damagefactor "HelperMarineFatallity", 2.5
	Damagefactor "Kick", 0.5	Damagefactor "Slide", 0.5
	Damagefactor "Melee", 0.5	Damagefactor "MonsterKnocked", 0.5	Damagefactor "Stomp", 0.5
	Damagefactor "Trample", 0.5	Damagefactor "Slide", 0.5
	Damagefactor "Burn", 0.5	Damagefactor "Fire", 0.5	Damagefactor "Flames", 0.5
	Damagefactor "GreenFire", 0.5	Damagefactor "HumanBBQ", 0.5	DamageFactor "TankWeakSpot", 0.0

	PainChance "Head", 16	PainChance "Taunt", 0	PainChance "Extremepunches", 4
	PainChance "Fatality", 4	PainChance "HelperMarineFatallity", 4	PainChance "Kick", 4
	PainChance "LowKick", 4	PainChance "Melee", 4	PainChance "MonsterKnocked", 4
	PainChance "Slide", 4	PainChance "Trample", 4
	PainChance "Burn", 4	PainChance "Fire", 4	PainChance "Flames", 4
	PainChance "GreenFire", 4	PainChance "HumanBBQ", 4
	Scale 2.6
	Tag "Gatekeeper"
	States
	{
	Spawn:
	    KEPR A 0
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckPort")//GZDoom inverts the pitch value
	Idle:
		KEPR A 0
		KEPR A 0 A_JumpIfInventory("HasSpotedThePlayerAlready", 1, "LAUGH")
		KEPR A 5 A_Look
		Loop
	Laugh:
		KEPR A 10
		TNT1 A 0 A_PlaySound("ICOLAUG", 4)
		KEPR ABCBABCBABCBABCBABCB 4
		KEPR A 10
		TNT1 A 0 A_PlaySound("ICOLAUG", 4)
		KEPR ABCBABCBABCBABCBABCB 4
		KEPR A 10 A_Look
		TNT1 A 0 A_PlaySound("ICOLAUG", 4)
		KEPR ABCBABCBABCBABCBABCB 4
		KEPR A 10 A_Look
		TNT1 A 0 A_PlaySound("ICOLAUG", 4)
		KEPR ABCBABCBABCBABCBABCBAABBCCBB 4
		KEPR A 10 A_Look
	KeepLooking:
		KEPR A 5 A_Look
		Loop
	See:
	    KEPR A 0
		TNT1 A 0 ACS_NamedExecuteAlways("BDBossHealth")
		TNT1 A 0 A_JumpIfInventory("HasSpotedThePlayerAlready", 1, "Ready")
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		KEPR ABCCBAABCCBAABCCBAABCCBAABCCBAABCCBA 5
		TNT1 A 0 A_GiveInventory("HasSpotedThePlayerAlready", 1)
		Goto Missile

	Ready:
	    TNT1 A 0
		TNT1 A 0 A_PLaySoundEx("ICOBREAT", 4, 0, 2)
		KEPR ABCCBA 5 A_Chase

	Missile:
	    KEPR A 5
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
	    TNT1 A 0 A_Jump(32, "HellLaser")
	    Goto Fireballs
	Fireballs:
	    KEPR ABCD 4 A_FaceTarget
		KEPR EF 1 BRIGHT
		TNT1 A 0 BRIGHT A_CustomMissile("GAtekeeperFireball", 80, 0, random(-3, 3), 0)
		KEPR GHI 3 BRIGHT
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		KEPR DCBA 4
		KEPR A 5
		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")

		KEPR ABCD 4 A_FaceTarget
		KEPR EF 1 BRIGHT
		TNT1 A 0 BRIGHT A_CustomMissile("GAtekeeperFireball", 80, 0, random(-3, 3), 0)
		KEPR GHI 3 BRIGHT
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		KEPR DCBA 4
		KEPR A 5
		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")

		KEPR ABCD 4 A_FaceTarget
		KEPR EF 1 BRIGHT
		TNT1 A 0 BRIGHT A_CustomMissile("GAtekeeperFireball", 80, 0, random(-3, 3), 0)
		KEPR GHI 3 BRIGHT
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		KEPR DCBA 4
		KEPR A 5
		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
		Goto See

	HellLaser:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("Zandronum",1,"ZHellLaser")//GZDoom inverts the pitch value
		TNT1 A 0 A_PlaySoundEX("UNMSTA", 4, 0, 2)
	    KEPT ABC 5 A_FaceTarget
		TNT1 A 0 A_PlaySoundEX("UNMLOP", 4, 0, 2)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		KEPT C 5 BRIGHT A_CustomRailGun(10,0,"none","red",RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_FULLBRIGHT | RGF_EXPLICITANGLE,1,0,"UnmakerLaserPuff",-6.0,4.0,0,1,16.0,0,"UnmakerLaserTrail",96)
		KEPT C 5 BRIGHT A_CustomRailGun(10,0,"none","red",RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_FULLBRIGHT | RGF_EXPLICITANGLE,1,0,"UnmakerLaserPuff",-4.0,4.0,0,1,16.0,0,"UnmakerLaserTrail",96)
		KEPT C 5 BRIGHT A_CustomRailGun(10,0,"none","red",RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_FULLBRIGHT | RGF_EXPLICITANGLE,1,0,"UnmakerLaserPuff",-2.0,4.0,0,1,16.0,0,"UnmakerLaserTrail",96)
		KEPT C 5 BRIGHT A_CustomRailGun(10,0,"none","red",RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_FULLBRIGHT | RGF_EXPLICITANGLE,1,0,"UnmakerLaserPuff",0.0,4.0,0,1,16.0,0,"UnmakerLaserTrail",96)
		KEPT C 5 BRIGHT A_CustomRailGun(10,0,"none","red",RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_FULLBRIGHT | RGF_EXPLICITANGLE,1,0,"UnmakerLaserPuff",2.0,4.0,0,1,16.0,0,"UnmakerLaserTrail",96)
		KEPT C 5 BRIGHT A_CustomRailGun(10,0,"none","red",RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_FULLBRIGHT | RGF_EXPLICITANGLE,1,0,"UnmakerLaserPuff",4.0,4.0,0,1,16.0,0,"UnmakerLaserTrail",96)
		KEPT C 5 BRIGHT A_CustomRailGun(10,0,"none","red",RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_FULLBRIGHT | RGF_EXPLICITANGLE,1,0,"UnmakerLaserPuff",6.0,4.0,0,1,16.0,0,"UnmakerLaserTrail",96)
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		TNT1 A 0 A_PlaySoundEX("UNMSTO", 4, 0, 2)
		KEPT CBA 5 A_FaceTarget
		TNT1 A 0 A_StopSound(4)
		Goto Ready

	ZHellLaser:
		TNT1 A 0
		TNT1 A 0 A_PlaySoundEX("UNMSTA", 4, 0, 2)
	    KEPT ABC 5 A_FaceTarget
		TNT1 A 0 A_PlaySoundEX("UNMLOP", 4, 0, 2)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		KEPT C 5 BRIGHT A_CustomRailGun(10,0,"none","red",RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_FULLBRIGHT | RGF_EXPLICITANGLE,1,0,"UnmakerLaserPuff",-6.0,-4.0,0,1,16.0,0,"UnmakerLaserTrail",96)
		KEPT C 5 BRIGHT A_CustomRailGun(10,0,"none","red",RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_FULLBRIGHT | RGF_EXPLICITANGLE,1,0,"UnmakerLaserPuff",-4.0,-4.0,0,1,16.0,0,"UnmakerLaserTrail",96)
		KEPT C 5 BRIGHT A_CustomRailGun(10,0,"none","red",RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_FULLBRIGHT | RGF_EXPLICITANGLE,1,0,"UnmakerLaserPuff",-2.0,-4.0,0,1,16.0,0,"UnmakerLaserTrail",96)
		KEPT C 5 BRIGHT A_CustomRailGun(10,0,"none","red",RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_FULLBRIGHT | RGF_EXPLICITANGLE,1,0,"UnmakerLaserPuff",0.0,-4.0,0,1,16.0,0,"UnmakerLaserTrail",96)
		KEPT C 5 BRIGHT A_CustomRailGun(10,0,"none","red",RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_FULLBRIGHT | RGF_EXPLICITANGLE,1,0,"UnmakerLaserPuff",2.0,-4.0,0,1,16.0,0,"UnmakerLaserTrail",96)
		KEPT C 5 BRIGHT A_CustomRailGun(10,0,"none","red",RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_FULLBRIGHT | RGF_EXPLICITANGLE,1,0,"UnmakerLaserPuff",4.0,-4.0,0,1,16.0,0,"UnmakerLaserTrail",96)
		KEPT C 5 BRIGHT A_CustomRailGun(10,0,"none","red",RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_FULLBRIGHT | RGF_EXPLICITANGLE,1,0,"UnmakerLaserPuff",6.0,-4.0,0,1,16.0,0,"UnmakerLaserTrail",96)
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		TNT1 A 0 A_PlaySoundEX("UNMSTO", 4, 0, 2)
		KEPT CBA 5 A_FaceTarget
		TNT1 A 0 A_StopSound(4)
		Goto Ready

	Pain:
		TNT1 A 0
		TNT1 A 0 A_Jump(256, "Pain1", "Pain2")

	Pain1:
		KEPP A 3 A_BrainPain
		KEPP BCDCBA 3
		Goto Ready

	Pain2:
		KEPP E 3 A_BrainPain
		KEPP FGHGF 3
		Goto Ready

	Death:
	    KEPD A 1
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_StopSound(3)
		TNT1 A 0 A_StopSound(1)
	    TNT1 A 0 A_PLaySoundEx("brain/death", 4, 0, 2)
		TNT1 A 0 Radius_Quake (8, 140, 0, 20, 0)

	    KEPP ABCDCBA 2
		TNT1 A 0 A_SpawnItemEx ("KaboomWithSound", random(0, 100), random(-200, 200), random(100, 300))
		KEPP EFGHGFE 2
		TNT1 A 0 A_SpawnItemEx ("KaboomWithSound", random(0, 100), random(-200, 200), random(100, 300))
		KEPP ABCDCBA 2
		TNT1 A 0 A_SpawnItemEx ("KaboomWithSound", random(0, 100), random(-200, 200), random(100, 300))
		KEPP EFGHGFE 2
		TNT1 A 0 A_SpawnItemEx ("KaboomWithSound", random(0, 100), random(-200, 200), random(100, 300))
		KEPP ABCDCBA 2
		TNT1 A 0 A_SpawnItemEx ("KaboomWithSound", random(0, 100), random(-200, 200), random(100, 300))
		KEPP EFGHGFE 2
		TNT1 A 0 A_SpawnItemEx ("KaboomWithSound", random(0, 100), random(-200, 200), random(100, 300))
		KEPP ABCDCBA 2
		TNT1 A 0 A_SpawnItemEx ("KaboomWithSound", random(0, 100), random(-200, 200), random(100, 300))
		KEPP EFGHGFE 2
		TNT1 A 0 A_SpawnItemEx ("KaboomWithSound", random(0, 100), random(-200, 200), random(100, 300))

	    TNT1 A 0 A_StopSound(4)
	    TNT1 A 0 A_PLaySoundEx("NUKEEXPL", 4, 0, 2)

		TNT1 AAAA 0 A_CustomMissile ("MuchMeatDeath", 300, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("RidiculousExplosionSpawner", 80, 0, 0, 2, 20)
		TNT1 A 0 A_CustomMissile ("RidiculousExplosionSpawner", 80, 0, 90, 2, 20)
		TNT1 A 0 A_CustomMissile ("RidiculousExplosionSpawner", 80, 0, 180, 2, 20)
		TNT1 A 0 A_CustomMissile ("RidiculousExplosionSpawner", 80, 0, 270, 2, 20)
		TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("PEPart2SuperFast", 80, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("UltraGoreSPawner", 150, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAA 0 A_CustomMissile ("UltraGoreSpawner", 150, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistXXBig", 150, 0, random (0, 360), 2, random (70, 90))
		 TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistXXBig", 100, 0, random (0, 360), 2, random (20, 90))

		TNT1 A 105
		TNT1 A 0 A_BrainDie
		TNT1 A -1
		Stop
	}
}

ACTOR GatekeeperFireBall
{
	Radius 6
	Height 8
	Speed 20
    Fastspeed 25
	Damage (random(45,45))
	Projectile
    Scale 1.3
	+FORCEXYBILLBOARD
	+THRUGHOST
	RenderStyle Add
    DamageType Extreme
	Alpha 1
	Decal "Scorch"
	SeeSound "ICOFIRE"
	DeathSound "fatso/shotx"
	States
	{
	Spawn:
		BLHD CDC 1 BRIGHT
		TNT1 A 0 A_SpawnItem ("FlamethrowerFireParticles")
		Loop

	Death:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
	TNT1 A 0 A_Explode(64,64,1)
	TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "DeathCheap")
	TNT1 AAAA 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	EXPL A 0 A_SpawnItem("ExplosionParticleSpawner")
	EXPL AAA 0 A_CustomMissile ("FlamethrowerFireParticles", 6, 0, random (0, 360), 2, random (0, 90))
	TNT1 A 0 A_SpawnItemEx("TinyBurningPiece", random (-15, 15), random (-15, 15))
	TNT1 A 0 A_SpawnItemEx("TinyBurningPiece2", random (-35, 35), random (-35, 35))
	TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-45, 45), random (-45, 35))
	TNT1 AA 20 A_CustomMissile ("BigBlackSmoke", 0, 0, random (0, 360), 2, random (40, 160))
	Stop

	DeathCheap:
	XDeath:
	TNT1 A 0
	TNT1 A 0 A_JumpIfCloser(200, "StopInAir")
	TNT1 AAAA 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	EXPL A 0 A_SpawnItem("ExplosionParticleSpawner")
	EXPL AAA 0 A_CustomMissile ("FlamethrowerFireParticles", 6, 0, random (0, 360), 2, random (0, 90))
	Stop

	XDeath:
	TNT1 A 0
	TNT1 A 0 A_JumpIfCloser(200, "StopInAir")
	TNT1 AAAA 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	EXPL AA 0 A_CustomMissile ("FlamethrowerFireParticles", 6, 0, random (0, 360), 2, random (0, 90))
	Stop

	StopInAIr:
	EXPL AAA 0 A_CustomMissile ("FlamethrowerFireParticles", 6, 0, random (0, 360), 2, random (0, 90))
	Stop
	}
}

ACTOR GateKeeperMeatBase
{
	+NOGRAVITY
	+FLOAT
	+FORCEXYBILLBOARD
	Health 999999
	Mass 9999999
	MONSTER
	+FRIENDLY
	SCALE 1.0
	+SHOOTABLE
	+NOBLOOD
	-COUNTKILL
	+ACTLIKEBRIDGE
	+GHOST
	+FLOAT
	+FLOATBOB
	Radius 96
	Height 96
	States
	{
	Spawn:
	    KEME A 1
		KEME A 200
		TNT1 A 0 A_Jump(32, "Beat")
		Loop
	Beat:
		KEME ABCB 4
		Goto Spawn
	}
}

Actor GateKeeperMeat1: GateKeeperMeatBase
{
Scale 1.0
}

Actor GateKeeperMeat2: GateKeeperMeat1
{
Scale 0.8
}

Actor GateKeeperMeat3: GateKeeperMeat1
{
XScale -1.2
YScale 1.2
}

ACTOR GateKeeper: IconOfSin
{
	Health 20000
	Radius 120
	Height 360
	Mass 99999
	Speed 0
	PainChance 20
	Monster
	+BOSS
	+FLOORCLIP
	+NOBLOOD
	+NORADIUSDMG
	+DONTMORPH
	+BOSSDEATH
	+MISSILEMORE
	+NOTARGET
	+MISSILEEVENMORE
	+FORCEXYBILLBOARD
	+FLOAT
	-FLOATBOB
	+DONTFALL
	DeathSound "cyber/death"
	Obituary "%o was wiped out by the Gate Keeper"
	BloodType "DeadBlood"
	DamageFactor "Desintegrate", 1.0
	States
	{
	Spawn:
	    TNT1 A 0

		TNT1 A 0 A_JumpIfInventory("HasSpotedThePlayerAlready", 1, "LAUGH")
		TNT1 A 5 A_Look
		Loop
	Laugh:
		TNT1 A 10
		TNT1 A 0 A_PlaySound("ICOLAUG", 4)
		TNT1 ABCBABCBABCBABCBABCB 4
		TNT1 A 10
		TNT1 A 0 A_PlaySound("ICOLAUG", 4)
		TNT1 ABCBABCBABCBABCBABCB 4
		TNT1 A 10 A_Look
		TNT1 A 0 A_PlaySound("ICOLAUG", 4)
		TNT1 ABCBABCBABCBABCBABCB 4
		TNT1 A 10 A_Look
		TNT1 A 0 A_PlaySound("ICOLAUG", 4)
		TNT1 ABCBABCBABCBABCBABCBAABBCCBB 4
		TNT1 A 10 A_Look
	KeepLooking:
		TNT1 A 5 A_Look
		Loop
	See:
	    TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("BDBossHealth", 0, 0, 0, 0)//Health Bar
		TNT1 A 0 A_JumpIfInventory("HasSpotedThePlayerAlready", 1, "Ready")
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)

		TNT1 A 0
		TNT1 ABCCBA 5

		TNT1 A 0 //A_PLaySoundEx("brain/sight", 4, 0, 2)
		//TNT1 A 0 ACS_Execute(56)
		TNT1 ABCBABCBABCBABCBAABCBABCBABCBABCBAABCBABCBABCBABCBA 3
		//TNT1 AB 4
		//TNT1 A 0 A_PLaySoundEx("ICOSCRE", 4, 0, 2)
		//TNT1 A 0 Radius_Quake(3, 7, 0, 999, 0)
		//TNT1 CDDDDDDDDDDDDDDDDDDDDDCBA 5
		TNT1 A 0 A_GiveInventory("HasSpotedThePlayerAlready", 1)
		Goto Missile

	Ready:
	    TNT1 A 0
		TNT1 A 0 A_PLaySoundEx("ICOBREAT", 4, 0, 2)
		TNT1 AABBAABBAABBAABBAABBAABB 3 A_Chase

	Missile:
	    TNT1 A 1
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
	    TNT1 A 0 A_Jump(256, "FireBalls")
	    Goto FIreballs
	Fireballs:
	    TNT1 ABCD 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("ICOFIRE", 1)
		TNT1 EF 1 BRIGHT
		TNT1 A 0 BRIGHT A_CustomMissile("GAtekeeperFireball", 80, 0, random(-16, 16), 0)
		TNT1 GHI 3 BRIGHT
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		TNT1 DCBA 4
		TNT1 A 5
		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
		Goto See

	Pain:
		TNT1 A 0
		TNT1 A 0 A_Jump(256, "Pain1", "Pain2")

	Pain1:
		TNT1 A 3 A_BrainPain
		TNT1 BCDCBA 3
		Goto Ready

	Pain2:
		TNT1 E 3 A_BrainPain
		TNT1 FGHGF 3
		Goto Ready

	Death:
	    TNT1 A 1
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_StopSound(3)
		TNT1 A 0 A_StopSound(1)
	    TNT1 A 0 A_PLaySoundEx("brain/death", 4, 0, 2)
		TNT1 A 0 Radius_Quake (8, 140, 0, 20, 0)
	    TNT1 AAAAAAAAAA 10 A_SpawnItemEx ("KaboomWithSound", random(0, 50), random(-200, 200), random(100, 300))


	    TNT1 A 0 A_StopSound(4)
	    TNT1 A 0 A_PLaySoundEx("NUKEEXPL", 4, 0, 2)

		TNT1 AAAA 0 A_CustomMissile ("MuchMeatDeath", 300, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("RidiculousExplosionSpawner", 80, 0, 0, 2, 20)
		TNT1 A 0 A_CustomMissile ("RidiculousExplosionSpawner", 80, 0, 90, 2, 20)
		TNT1 A 0 A_CustomMissile ("RidiculousExplosionSpawner", 80, 0, 180, 2, 20)
		TNT1 A 0 A_CustomMissile ("RidiculousExplosionSpawner", 80, 0, 270, 2, 20)
		TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("PEPart2SuperFast", 80, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("UltraGoreSPawner", 150, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAA 0 A_CustomMissile ("UltraGoreSpawner", 150, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistXXBig", 150, 0, random (0, 360), 2, random (70, 90))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistXXBig", 100, 0, random (0, 360), 2, random (20, 90))

		TNT1 A 105
		TNT1 A 0 A_BrainDie
		TNT1 A 1
		Stop
	}
}