
//Welcome to my Worst and the Laziest job, as if the rest is so good... hahahahahah

ACTOR CursedRifleShot : NemesisRifleShotEnemy
{
RenderStyle Normal
Damage 100
+FORCERADIUSDMG
+NOTIMEFREEZE
+THRUSPECIES
BounceType Hexen
BounceFactor 1.2
BounceCount 3
DamageType "Cursed"
States
	{
	Spawn:
		CTPR ABCDEF 1 Bright
		Loop  
	Death:
		TNT1 A 0 A_Explode(100,40,0)
		TNT1 A 1 A_SpawnItemEx("CursedDemonTechEx",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		Stop
	}
}

ACTOR CursedDemonTechEx : NemesisADemonTechEx
{
RenderStyle Normal
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		CRPG ABCDEFGH 2 Bright A_FadeOut(0.1,1)
		Stop
	Toaster:
		CRPG ABCDEFGH 2 Bright
		Stop
	}
}

ACTOR CursedRifleShotEnemy : CursedRifleShot
{
+THRUSPECIES
DamageType "Legendary"
}

ACTOR CursedHellionSmoke : AHellionSmoke
{
  Renderstyle Add
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	CRFL ABCDEFGHIJKL 2 Bright A_FadeOut(0.1,1)
	Stop
  }
}

ACTOR CursedHellionSmokeSpawner : LHellionSmokeSpawner
{
States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	TNT1 A 0 A_CheckSight("NULL")
	TNT1 AAA 0 A_SpawnItemEx("CursedHellionSmoke",random(12,-12),random(12,-12),random(12,64),0,0,random(1,3),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	TNT1 A 1
	Stop	
  }
}

/*
Actor NoFuckableCursedImpPinkBall : CursedImpPinkBall Replaces CursedImpPinkBall
{
  Damage 100 //1000
  Speed 25
  FastSpeed 25
	States
	{
	spawn:
       CIBB ABCD 2 Bright
       TNT1 A 0 A_SpawnItemEx("ReallyNerfedCursedBallAttack",0,-5,0,0,0,0,0,SXF_SETMASTER)
       TNT1 A 0 A_CustomMissile(CursedBallTrailA, 0, 0, 0, 0, 0)
       TNT1 A 0 A_SpawnItemEx("ReallyNerfedCursedBallAttack",0,-5,0,0,0,0,0,SXF_SETMASTER)
       TNT1 A 0 A_CustomMissile(CursedBallTrailB, 0, 0, 0, 0, 0)
       TNT1 A 0 A_SpawnItemEx("ReallyNerfedCursedBallAttack",0,-5,0,0,0,0,0,SXF_SETMASTER)
       TNT1 A 0 A_CustomMissile(CursedBallTrailC, 0, 0, 0, 0, 0)
       TNT1 A 0 A_Playsound ("legball/fly")
	   Loop
    Death:
	    TNT1 A 0 A_Explode(158,138)
		CIBE ABCDEFG 4
		TNT1 A 0 Radius_Quake(20,12,0,12,0)
		Stop
		}
}
*/

ACTOR ReallyNerfedCursedBallAttack : LegBallAttack
{
Obituary "%o never thought a baddon could be this bad after seeing the Cursed Imp."
States
{
Spawn:
    TNT1 A 0
	TNT1 AAAAA 1 A_Look
	Stop
See:
    TNT1 A 0
	TNT1 A 1 A_JumpIfCloser(1250,"Attack")
	Stop
Attack:
    TNT1 A 0
	TNT1 A 0 A_FaceTarget
	TNT1 A 1 A_CustomRailgun(5,0,NONE,"Pink",1,1,2)
	Goto Death	
Death:
	TNT1 A 1
	Stop
	}
}

ACTOR CursedHomingRocket : LegendaryHomingRocket
{
Speed 40
States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_Jump(128,"Homing")
	Goto Normal
  Normal:
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	6MIS A 2 Bright A_CustomMissile("ProjectileTrailParticleNemesis",Random(0,2),Random(-2,2))
	Loop  
  Homing:
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	6MIS A 2 Bright A_CustomMissile("ProjectileTrailParticleNemesis",Random(0,2),Random(-2,2))
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	6MIS A 2 Bright A_CustomMissile("ProjectileTrailParticleNemesis",Random(0,2),Random(-2,2))
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	6MIS A 2 Bright A_CustomMissile("ProjectileTrailParticleNemesis",Random(0,2),Random(-2,2))
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	6MIS A 2 Bright A_CustomMissile("ProjectileTrailParticleNemesis",Random(0,2),Random(-2,2))
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	6MIS A 2 Bright A_CustomMissile("ProjectileTrailParticleNemesis",Random(0,2),Random(-2,2))
	Goto StartSeek
  StartSeek:
	TNT1 A 0 A_BishopMissileWeave
	TNT1 A 0 A_Tracer2
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	6MIS A 1 Bright A_CustomMissile("ProjectileTrailParticleNemesis",Random(0,2),Random(-2,2))
	TNT1 A 0 A_BishopMissileWeave
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	6MIS A 1 Bright A_CustomMissile("ProjectileTrailParticleNemesis",Random(0,2),Random(-2,2))
	TNT1 A 0 A_BishopMissileWeave
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	6MIS A 1 Bright A_CustomMissile("ProjectileTrailParticleNemesis",Random(0,2),Random(-2,2))
	TNT1 A 0 A_BishopMissileWeave
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	6MIS A 1 Bright A_CustomMissile("ProjectileTrailParticleNemesis",Random(0,2),Random(-2,2))
	TNT1 A 0 A_BishopMissileWeave
	TNT1 A 0 A_Tracer2
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	6MIS A 1 Bright A_CustomMissile("ProjectileTrailParticleNemesis",Random(0,2),Random(-2,2))
	TNT1 A 0 A_BishopMissileWeave
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	6MIS A 1 Bright A_CustomMissile("ProjectileTrailParticleNemesis",Random(0,2),Random(-2,2))
	TNT1 A 0 A_BishopMissileWeave
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	6MIS A 1 Bright A_CustomMissile("ProjectileTrailParticleNemesis",Random(0,2),Random(-2,2))
	TNT1 A 0 A_BishopMissileWeave
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	6MIS A 1 Bright A_CustomMissile("ProjectileTrailParticleNemesis",Random(0,2),Random(-2,2))	
    TNT1 A 0 A_PlaySound("monster/homingrockbeep")
	Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("PurpleParticleSpawner",0,0,0,0,0,0,0,128) 
	TNT1 AAA 0 A_CustomMissile("CursedKaboom",0,0,random(0,360),2,random(0,360))
	TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX2",0,0,random(0,360),2,random(0,360))
	TNT1 AAAA 0 A_SpawnItemEx("LegendaryDebris",0,0,0,random(-4,4),random(-4,4),Random(4,8),0,128)
	TNT1 A 0 A_Explode
	TNT1 A 0 A_CustomMissile("CursedHellBoomWeak",0,0,0,6)
	TNT1 A 0 A_CustomMissile("CursedHellBoomWeak",0,0,45,6)
	TNT1 A 0 A_CustomMissile("CursedHellBoomWeak",0,0,90,6)
	TNT1 A 0 A_CustomMissile("CursedHellBoomWeak",0,0,135,6)
	TNT1 A 0 A_CustomMissile("CursedHellBoomWeak",0,0,180,6)
	TNT1 A 0 A_CustomMissile("CursedHellBoomWeak",0,0,225,6)
	TNT1 A 0 A_CustomMissile("CursedHellBoomWeak",0,0,270,6)
	TNT1 A 0 A_CustomMissile("CursedHellBoomWeak",0,0,315,6)
	TNT1 A 1 A_SpawnItem("CursedRocketEx")
	Stop
  }
}

ACTOR CursedRocketEx : LegendaryBlueRocketEx
{
States
  {
  Spawn:
	TNT1 A 0
	6ROC C 6 Bright
	6ROC DE 5 Bright
	Stop
  }
}

ACTOR CursedRevRocket : LegendaryRocket
{
Speed 45
Decal Scorch
States
	{
	Spawn:
        TNT1 A 0 A_CustomMissile("MissileTrail",Random(4,6),Random(-2,2))
		6ROC A 2 Bright A_CustomMissile("ProjectileTrailParticleNemesis",Random(4,6),Random(-2,2))
		TNT1 A 0 A_CustomMissile("MissileTrail",Random(4,6),Random(-2,2))	
		6ROC B 2 Bright A_CustomMissile("ProjectileTrailParticleNemesis",Random(4,6),Random(-2,2))
		Loop
	Death:
		TNT1 A 0
	    TNT1 A 0 A_SpawnItemEx("PurpleParticleSpawner",0,0,0,0,0,0,0,128) 
	    TNT1 AAA 0 A_CustomMissile("CursedKaboom",0,0,random(0,360),2,random(0,360))
		TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX2",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 AAAA 0 A_SpawnItemEx("LegendaryDebris",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,SXF_CLIENTSIDE,0)
		TNT1 A 0 A_CustomMissile("CursedHellBoom",0,0,0,6)
		TNT1 A 0 A_CustomMissile("CursedHellBoom",0,0,45,6)
		TNT1 A 0 A_CustomMissile("CursedHellBoom",0,0,90,6)
		TNT1 A 0 A_CustomMissile("CursedHellBoom",0,0,135,6)
		TNT1 A 0 A_CustomMissile("CursedHellBoom",0,0,180,6)
		TNT1 A 0 A_CustomMissile("CursedHellBoom",0,0,225,6)
		TNT1 A 0 A_CustomMissile("CursedHellBoom",0,0,270,6)
		TNT1 A 0 A_CustomMissile("CursedHellBoom",0,0,315,6)
	    6ROC C 6 Bright A_Explode
		6ROC DE 5 Bright A_SetTranslucent(0.75,1)
		Stop
	}
}

ACTOR CursedHellBoom : HellBoom
{
   Speed 15
   +NOTIMEFREEZE
   States
   {
   Spawn:
      TNT1 AAAAA 3 A_SpawnItem("CursedHellFX",0,0)
      Stop
   }
}

ACTOR CursedHellFX : HellFX
{   
   Damagetype "Legendary"
   +NOTIMEFREEZE
   States
   {
   Spawn:
      6ROX A 3 Bright
      6ROX B 3 Bright A_Explode(96,96)
      6ROX CDEFGHIJ 3 Bright
      stop
   }
}

ACTOR CursedHellBoomWeak : HellBoom
{
   Speed 17
   +NOTIMEFREEZE
   States
   {
   Spawn:
      TNT1 AAAAAA 3 A_SpawnItem("CursedHellFXWeak",0,0)
      Stop
   }
}

ACTOR CursedHellFXWeak : HellFX
{   
   Damagetype "Legendary"
   +NOTIMEFREEZE
   States
   {
   Spawn:
      6ROX A 3 Bright
      6ROX B 3 Bright A_Explode(16,96)
      6ROX CDEFGHIJ 3 Bright
      stop
   }
}

ACTOR CursedCyberNobleBFG9500Ball : LegCyberBFG9500Ball
{
+SEEKERMISSILE
Speed 60
Obituary "%o was shown no mercy from the Cursed CyberNoble!"
Decal Scorch
States
{
  Spawn:
    6BF9 AAA 1 Bright A_SpawnItemEx("ProjectileTrailParticlePurple2",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	TNT1 A 0 A_SeekerMissile(3,5)
	6BF9 BBB 1 Bright A_SpawnItemEx("ProjectileTrailParticlePurple2",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	TNT1 A 0 A_SeekerMissile(3,5)
    Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("CursedBFGShockwave", 0, 0, 0, 0, 0, 0, 0, 128)
    TNT1 AAAAAA 0 A_CustomMissile("CursedKaboom18", 0, 0, random(0,360), 2, random(0,360))
    6FE3 AB 4 Bright A_SpawnItemEx("PurpleParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
    6FE3 C 4 Bright A_BFGSpray("CursedBFGSpray")
    6FE3 DEF 4 Bright
    Stop    
    }
}

ACTOR CursedBFGSpray : GoldenSpray
{
States
{
  Spawn:
   TNT1 A 0
   6BF7 A 6 Bright A_SpawnItemEx("PurpleParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
   6BF7 BCD 6 Bright 
   Stop
   }
}

Actor CursedRevBall3 : LegRevBall3
{
  Speed 70
  Damage 100
  BounceCount 5
  +DOOMBOUNCE
  ReactionTime 14
  States
  {
  Spawn:
	6RB3 A 0 A_CountDown
    6RB3 EE 2 bright A_SpawnItemEx("CursedRevBall3Trail",0,0,0,0,0,0,0,SXF_CLIENTSIDE)
    Loop
  Death:
	TNT1 A 0 A_SetScale(0.85)
    TNT1 A 0 A_Explode(128,128,0)
    TNT1 A 0 A_SpawnItemEx("PurpleParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
    //TNT1 A 0 A_SpawnItemEx("CursedLNCometDeath",0,0,0,0,0,0,0,128,0)
	TNT1 A 0 A_PlaySound("lrball3/exp")
    TNT1 AAAA 0 A_SpawnItemEx("CursedRevSmallBall3",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(170,190),SXF_NOCHECKPOSITION)	
    TNT1 AAAAAAAA 0 A_SpawnItemEx("CursedRevSmallBall3",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(-14,14),SXF_NOCHECKPOSITION)
    6FE3 A 2 bright A_Explode(38,140,0)
    6FE3 BCDEF 2 Bright
    TNT1 A 0 A_Explode(128,128,0)
    TNT1 A 0 A_SpawnItemEx("PurpleParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
    //TNT1 A 0 A_SpawnItemEx("CursedLNCometDeath",0,0,0,0,0,0,0,128,0)
	TNT1 A 0 A_PlaySound("lrball3/exp")
    TNT1 AAAA 0 A_SpawnItemEx("CursedRevSmallBall3",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(170,190),SXF_NOCHECKPOSITION)	
    TNT1 AAAAAAAA 0 A_SpawnItemEx("CursedRevSmallBall3",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(-14,14),SXF_NOCHECKPOSITION)
    6FE3 A 2 bright A_Explode(38,140,0)
    6FE3 BCDEF 2 Bright
    TNT1 A 0 A_Explode(128,128,0)
    TNT1 A 0 A_SpawnItemEx("PurpleParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
    //TNT1 A 0 A_SpawnItemEx("CursedLNCometDeath",0,0,0,0,0,0,0,128,0)
	TNT1 A 0 A_PlaySound("lrball3/exp")
    TNT1 AAAA 0 A_SpawnItemEx("CursedRevSmallBall3",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(170,190),SXF_NOCHECKPOSITION)	
    TNT1 AAAAAAAA 0 A_SpawnItemEx("CursedRevSmallBall3",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(-14,14),SXF_NOCHECKPOSITION)
    6FE3 A 4 bright A_Explode(38,140,0)
    6FE3 BCDEF 4 Bright
    Stop
  }
}

Actor CursedRevBall3Trail
{
  +NOINTERACTION
  +CLIENTSIDEONLY
  +NOTIMEFREEZE
  RenderStyle Add
  Alpha 0.7
  Scale 0.25
  States
 {
  Spawn:
   TNT1 A 0
   TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
   TNT1 A 0 A_Jump(255, "Flash1", "Flash2", "Flash3", "Flash4")
  Flash1:
   6RB3 A 2 Bright A_FadeOut(0.08)
   Wait
  Flash2:
   6RB3 B 2 Bright A_FadeOut(0.08)
   Wait
  Flash3:
   6RB3 C 2 Bright A_FadeOut(0.08)
   Wait
  Flash4:
   6RB3 D 2 Bright A_FadeOut(0.08)
   Wait
 }
}

Actor CursedRevSmallBall3 : LegRevSmallBall3
{
  Speed 100
  Damage 2 //wut?
  BounceCount 10
  ReactionTime 80
  States
  {
  Spawn:
    6RBA A 0
	6RBA A 0 bright A_CountDown
    6RBA A 0 bright A_SeekerMissile(15,8,SMF_LOOK)
	6RB3 AA 1 bright A_SpawnItemEx("CursedRevBall3Trail2",0,0,0,0,0,0,0,SXF_CLIENTSIDE)
	6RBA A 0 bright A_SeekerMissile(1,8,SMF_LOOK)
	6RB3 BB 1 bright A_SpawnItemEx("CursedRevBall3Trail2",0,0,0,0,0,0,0,SXF_CLIENTSIDE)
	6RBA A 0 bright A_SeekerMissile(15,8,SMF_LOOK)
	6RB3 CC 1 bright A_SpawnItemEx("CursedRevBall3Trail2",0,0,0,0,0,0,0,SXF_CLIENTSIDE)
	6RBA A 0 bright A_SeekerMissile(15,8,SMF_LOOK)
	6RB3 DD 1 bright A_SpawnItemEx("CursedRevBall3Trail2",0,0,0,0,0,0,0,SXF_CLIENTSIDE)
    loop
  Death:
    TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("PurpleParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
	TNT1 AAA 0 A_CustomMissile("CursedKaboom6", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX4", 0, 0, random(0,360), 2, random(0,360))
	TNT1 A 0 A_SetScale(0.55)
    6FE3 A 5 bright A_Explode(8,80,0)
    6FE3 BCDEF 5 Bright
    Stop
  }
}


Actor CursedRevBall3Trail2
{
 +NOINTERACTION
 +CLIENTSIDEONLY
 +NOTIMEFREEZE
 RenderStyle Add
 Scale 0.15
 States
 {
  Spawn:
   TNT1 A 0
   TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
   TNT1 A 0 A_Jump(256,"Flash1","Flash2","Flash3","Flash4")
  Flash1:
   6RB3 A 1 Bright A_FadeOut(0.125)
   Wait
  Flash2:
   6RB3 B 1 Bright A_FadeOut(0.125)
   Wait
  Flash3:
   6RB3 C 1 Bright A_FadeOut(0.125)
   Wait
  Flash4:
   6RB3 D 1 Bright A_FadeOut(0.125)
   Wait  
 }
}

ACTOR CursedNobleBall : LegNobleBall
{
  Alpha 1.0
  Scale 0.35
  Speed 60
  BounceCount 5
  Damagetype "Legendary"
  States
  {
  Spawn:
	CLBA A 1 Bright A_CustomMissile("CursedProjParticleSuperLarge",Random(-1,1),Random(-1,1))
	Loop
  Death:
	TNT1 A 0
	//TNT1 AA 0 A_CustomMissile("CursedHellionSmokeSpawner",0,0,random(0,360),2,random(0,360))
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("CursedProjParticleSuperLarge",0,0,0,frandom(-2,2),frandom(-2,2),frandom(-2,2),random(0,359))
	CLBA A 1 Bright A_FadeOut(0.2)
	Goto Death+10
	}
}

ACTOR CursedNobleBall2 : LegNobleBall2
{
  Alpha 1.0
  Scale 0.35
  Speed 50
  BounceCount 2
  +DOOMBOUNCE
  States
  {
  Spawn:
    CLBA A 1 Bright A_SpawnItem("CursedProjParticleSuperLarge")
    Loop
  Death:
    TNT1 A 0
	//TNT1 AA 0 A_CustomMissile("CursedHellionSmokeSpawner",0,0,random(0,360),2,random(0,360))
    TNT1 AAAAAAAAA 0 A_SpawnItemEx("CursedProjParticleSuperLarge",0,0,0,frandom(-2,2),frandom(-2,2),frandom(-2,2),random(0,359))
    CLBA A 1 Bright A_FadeOut(0.2)
    Goto Death+10
	}
}

//Duplicated for some reason
/*
ACTOR CursedProjParticleSuperLarge : BaseProjectileParticleSuperLarge
{
  +NOTIMEFREEZE
  States
  {
  Spawn:
	TNT1 A 2
	6NCM Z 1 Bright
	Goto Spawn2
  }
}
*/

ACTOR CursedNobleBall3 : LegNobleBall3
{
Speed 44
Damage 10
ReactionTime 100
States
  {
  Spawn:
    6BA3 A 0 
    6BA3 A 0 A_LoopActiveSound
    6BA3 A 0 A_CountDown
    6BA3 ABC 1 BRIGHT A_SpawnItemEx("CursedNobleBall3Trail",0,0,0,0,0,0,0,128,0)
    6BA3 A 0 A_SeekerMissile(14,0)
    Goto Spawn+1
  Death:
    6BA3 A 0 A_Explode(32,64,0)
    6BA3 A 0 A_SpawnItem("CursedNobleBall3Explode")
    6BA3 ABC 4
    Stop
	}
}

ACTOR CursedNobleBall3Trail : BFG9500Trail
{
Scale 0.85
+NOTIMEFREEZE
States
{
  Spawn:
    TNT1 A 0
	TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
    6BA3 ABC 1 A_FadeOut(0.09)
    Goto Spawn+2
    }
}

ACTOR CursedNobleBall3Explode : LegNobleBall3Explode
{
States
{
Spawn:
6BAE A 0 A_Explode
6BAE ABCDE 3 BRIGHT
Stop
}
}

ACTOR CursedNobleBall3V2 : LegNobleBall3
{
Speed 44
BounceCount 5
+DOOMBOUNCE
States
{
Spawn:
  TNT1 A 0 A_CountDown
  TNT1 A 0 A_LoopActiveSound
  TNT1 A 0 A_SpawnItemEx("CursedNobleBall3V2Trail",random(-4,4),random(-4,4),random(0,4),random(-4,4),random(-4,4),random(3,10),random(0,359),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
  TNT1 A 1 
  TNT1 A 0 A_SpawnItemEx("CursedNobleBall3V2Trail",random(-4,4),random(-4,4),random(0,4),random(-4,4),random(-4,4),random(3,10),random(0,359),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
  TNT1 A 1 
  TNT1 A 0 A_SpawnItemEx("CursedNobleBall3V2Trail",random(-4,4),random(-4,4),random(0,4),random(-4,4),random(-4,4),random(3,10),random(0,359),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
  TNT1 A 1 A_SeekerMissile(15,15)
  Loop
Death:
  TNT1 A 0
  TNT1 A 0 A_Explode(32,64,0)
  TNT1 A 0 A_Explode(128,128,0)
  TNT1 A 0 A_SpawnItemEx("CursedNobleBall3V2Trail",0,0,0,random(-16,16),random(-16,16),random(0,16),random(0,359)) 
  TNT1 A 12
  Stop
}
}

ACTOR CursedNobleBall3V2noBounce : CursedNobleBall3V2
{
-DOOMBOUNCE
}

ACTOR CursedNobleBall3V2Trail : NemesisHellionSmoke
{
Scale 1.0
Renderstyle Add
States
  {
  Spawn:
	TNT1 A 0
	CRFL ABCDEFGHIJKL 2 Bright A_FadeOut(0.1,1)
	Stop
  }
}

ACTOR CursedFuckerBall : GenericSuperOrb
{
  +SEEKERMISSILE
  +NOTIMEFREEZE
  +FORCERADIUSDMG
  Species "Nobles"
  DamageType "NobleComet"
  ActiveSound "lefrail/active"
  Speed 150
  Damage 80
  Bouncetype Hexen
  Bouncecount 15
  States
  {
  Spawn:
	TNT1 A 0 Bright A_LoopActiveSound
	CLBB A 1 Bright A_SpawnItemEx("CursedProjParticleSuperLarge2",0,0,0,0,frandom(-1,1),frandom(-1,1),random(0,359))
	TNT1 A 0 A_SpawnItemEx("CursedProjParticleSuperLarge2",0,0,0,0,frandom(-1,1),frandom(-1,1),random(0,359))
	TNT1 A 0 A_SeekerMissile(1,1)
	Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_Explode(200,200)
	TNT1 A 0 A_SpawnItem("CursedBFGShockwave")
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("CursedProjParticleSuperLarge",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))
	CLBB A 1 Bright A_FadeOut(0.2)
	Goto Death+3
  }
}

ACTOR CursedProjParticleSuperLarge : WhiteProjParticleSuperLarge
{
+NOTIMEFREEZE
  States
  {
  Spawn:
	TNT1 A 2
	CLBA A 1 Bright
	Goto Spawn2
  }
}

ACTOR CursedProjParticleSuperLarge2 : CursedProjParticleSuperLarge { +NOTIMEFREEZE }

ACTOR CursedNobleComet : LegNobleComet
{
Speed 70
+FORCERADIUSDMG
States
{
Spawn:
  6NCM AAAABBBBCCCC 1 Bright A_SpawnItemEx("CursedLNCometTail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
  Loop
Death:
  TNT1 A 0 Bright A_Explode
  TNT1 A 0 A_SpawnItemEx("PurpleParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
  6NCM DE 3 Bright
  TNT1 A 1 A_SpawnItemEx("CursedLNCometDeath",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
  Stop
}
}

ACTOR CursedLNCometDeath : LNCometDeath
{
Renderstyle Normal
States
{
Spawn:
  TNT1 A 0
  TNT1 AAAA 0 A_SpawnItemEx("LegendaryDebris",0,0,Random(20,40),Random(4,-4),Random(4,-4),Random(4,8),0,SXF_CLIENTSIDE,0)
  TNT1 AAA 0 A_CustomMissile("CursedPinkKaboom",0,0,random(0,360),2,random(0,360))  
  TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX2",0,0,random(0,360),2,random(0,360))
  6NCM FFFGGGHHHIII 1 Bright A_FadeOut(0.065,1)
  Stop
}
}

ACTOR CursedLNCometTail : LNCometTail
{
States
{
Spawn:
  TNT1 A 0
  TNT1 A 2 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
  6NCT DEFGHI 2 Bright
  Stop
}
}

ACTOR CursedRevFloorDeadHands : LegRevFloorDeadHands
{
Speed 40
Damage 10
States
{
   Spawn:
    6RHD MNO 1 A_SpawnItemEx("CursedRUndeadHand",random(-16,16),random(-16,16))
    Loop
   Death: 
    TNT1 A 0
    TNT1 AAAAAAA 0 A_SpawnItemEx("CursedRUndeadHand",random(-48,48),random(-48,48))
    TNT1 A 1
    Stop
	}
}

Actor CursedRUndeadHand : LRUndeadHand
{
RenderStyle Translucent
Scale 1
Obituary "%o was torn appart by the Cursed."
DamageType "CadaverRocket"
states
{
Spawn:
6RHD A 0 
6RHD A 0 A_PlaySound("lrtrap/active")
6RHD ABCDEFGHIJKL 2 A_Explode(14,48,0)
6RHD M 35
Goto Fade
Fade:
6RHD M 2 A_Fadeout(0.02)
Loop
}
}

Actor Cursed10kProjectile : FastProjectile
{
Height 1
Radius 1
Speed 250
Projectile
+THRUSPECIES
+MTHRUSPECIES
+NOTIMEFREEZE
+NOEXTREMEDEATH
+DONTHARMSPECIES
+FORCERADIUSDMG
Decal "Scorch"
Renderstyle Add
Alpha 1
Scale 0.5
deathsound "weapons/bfg95explode"
DamageType "Cyber10K"
States
	{
	Spawn:
		CLBA A 1 Bright
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0 A_SetScale(0.85)
		TNT1 A 0 A_FadeOut(0.25)
		TNT1 A 0 A_SpawnItemEx("CursedBFGShockwave",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 AA 0 A_SpawnItemEx("PurpleParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 AAA 0 A_CustomMissile("CursedKaboom2",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		6FE3 A 4 Bright A_Explode(180,180,0)
		6FE3 BCDEF 4 Bright
		Stop
	}
}

ACTOR CursedBFGShockwave : BFGShockwave2 
{
Scale 1.1
+NOTIMEFREEZE
+NONETID
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
		6HOG ABCDEFGHIJKLMNOPQR 2 Bright A_FadeOut(0.04,1)
		Stop
	}
}

ACTOR CursedASGBall : NemesisASGBall
{
  Speed 250
  Damage 16
  States
  {
  Spawn:
	6SHB A 1 Bright
	Loop  
  Death:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("CursedKaboom7ASG")
	TNT1 A 0 A_CustomMissile("CursedASFire",0,0,random(0,360),2)
	TNT1 A 1 A_CustomMissile("CursedASGShotExplosion",0,0,0,2)
	Stop
	}
}

ACTOR CursedASGShotExplosion
{
Projectile
Speed 0
+FORCERADIUSDMG
+NOTIMEFREEZE
+NODAMAGETHRUST
Damagetype "Legendary"
States
{
Spawn:
Death:
	TNT1 A 0
	TNT1 A 1 A_Explode(20,50)
	Stop
}
}

ACTOR CursedKaboom7ASG : NemesisKaboom7
{
Renderstyle Add
States
	{
	Spawn:
		TNT1 A 0
		FXP6 AABBCDEFGHIJKLM 1 Bright //A_FadeOut(0.05,1)
		Stop
	}
}

ACTOR CursedASFire
{
   Radius 2
   Height 6
   Speed 5
   Scale 1
   Damage 0
   DamageType "Legendary"
   ExplosionDamage 4
   ExplosionRadius 14
   RENDERSTYLE ADD
   ALPHA 0.95
   PROJECTILE
   +THRUGHOST
   +DONTBLAST
   +NOTIMEFREEZE
   DeathSound "weapons/scorch"
   States
   {
   Spawn:
      6Z6T NOPQRSTNOPQRSTNOPQRST 2 Bright A_Explode(4,14,0)
      goto death
   Death:
      6Z6T UVW 3 Bright A_Explode(4,16,0)
      stop
   }
}

ACTOR CursedHKCometRain : MReimuDarkMatterRain
{
Renderstyle Add
States
{
Spawn:
	TNT1 AAAAAAAAAAAAAAAAAAAA 1 A_Wander
	MMRA ABCDEFGHIJABCDEFGHIJ 2 Bright A_Wander
    TNT1 A 0 A_CustomMissile("FallingCursedHKComet",-18,random(0,20),random(0,360),2)
	MMRA AAABBBCCC 1 Bright A_Wander
    TNT1 A 0 A_CustomMissile("FallingCursedHKComet",-18,random(0,20),random(0,360),2)
	MMRA EEEFFFGGG 1 Bright A_Wander
    TNT1 A 0 A_CustomMissile("FallingCursedHKComet",-18,random(0,20),random(0,360),2)
	MMRA HHHIIIJJJ 1 Bright A_Wander
	TNT1 A 0 A_CustomMissile("FallingCursedHKComet",-18,random(0,20),random(0,360),2)
	MMRA AAABBBCCC 1 Bright A_Wander
    TNT1 A 0 A_CustomMissile("FallingCursedHKComet",-18,random(0,20),random(0,360),2)
	MMRA EEEFFFGGG 1 Bright A_Wander
    TNT1 A 0 A_CustomMissile("FallingCursedHKComet",-18,random(0,20),random(0,360),2)
	MMRA HHHIIIJJJ 1 Bright A_Wander
	TNT1 A 0 A_CustomMissile("FallingCursedHKComet",-18,random(0,20),random(0,360),2)
FadeOut:
	MMRA ABCDEFGHIJ 2 Bright A_FadeOut(0.06)
    Goto FadeOut
	}
}

Actor CursedHKCometRain2 : NemesisHKCometRain
{
  Speed 15
  ReactionTime 100
  States
  {
  Spawn:
	TNT1 A 0 A_Countdown
    TNT1 A 0 A_CustomMissile("FallingCursedHKComet",-18,random(0,20),random(0,360),2)
	MMRA AAABBBCCC 1 Bright A_Wander
    TNT1 A 0 A_CustomMissile("FallingCursedHKComet",-18,random(0,20),random(0,360),2)
	MMRA EEEFFFGGG 1 Bright A_Wander
    TNT1 A 0 A_CustomMissile("FallingCursedHKComet",-18,random(0,20),random(0,360),2)
	MMRA HHHIIIJJJ 1 Bright A_Wander
	Loop
  Death:
	MMRA ABCDEFGHIJ 2 Bright A_FadeOut(0.06)
	Loop
  }
}

ACTOR FallingCursedHKComet : CursedNobleComet
{
  Radius 6
  Height 6
  Speed 5
  -FLOAT
  -NOGRAVITY
  +SPAWNCEILING
  +MTHRUSPECIES
  +DONTHARMSPECIES
  +FLOORCLIP
  States
  {
Death:
  TNT1 A 0 A_Explode
  TNT1 A 0 A_SpawnItemEx("NemesisWhiteParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
  6NCM DE 3 Bright
  TNT1 A 1 A_SpawnItemEx("CursedLNCometDeath",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
  Stop
  }
}

ACTOR CursedRevComet : NemesisRevComet
{
Speed 70
Damage 6
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump(128,"Homing")
Normal:
TNT1 A 0 A_BishopMissileWeave
6NCM A 1 Bright A_SpawnItemEx("CursedRevCometTail",0,0,0,0,0,0,0,128)
TNT1 A 0 A_BishopMissileWeave
6NCM B 1 Bright A_SpawnItemEx("CursedRevCometTail",0,0,0,0,0,0,0,128)
TNT1 A 0 A_BishopMissileWeave
6NCM C 1 Bright A_SpawnItemEx("CursedRevCometTail",0,0,0,0,0,0,0,128)
Loop
Homing:
TNT1 A 0 A_SeekerMissile(15,0)
TNT1 A 0 A_BishopMissileWeave
6NCM A 1 Bright A_SpawnItemEx("CursedRevCometTail",0,0,0,0,0,0,0,128)
TNT1 A 0 A_BishopMissileWeave
6NCM B 1 Bright A_SpawnItemEx("CursedRevCometTail",0,0,0,0,0,0,0,128)
TNT1 A 0 A_BishopMissileWeave
6NCM C 1 Bright A_SpawnItemEx("CursedRevCometTail",0,0,0,0,0,0,0,128)
Loop
Death:
TNT1 A 0 A_Explode(64,120,0)
6NCM DE 3 Bright
TNT1 A 0 A_SpawnItemEx("PurpleParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
TNT1 A 0 A_SpawnItemEx("CursedRevCometDeath",0,0,0,0,0,0,0,128,0)
Stop
}
}

ACTOR CursedRevCometDeath : LNCometDeath
{
Scale 0.3
States
{
Spawn:
  TNT1 A 0
  TNT1 AAAA 0 A_SpawnItemEx("LegendaryDebris",0,0,Random(20,40),Random(4,-4),Random(4,-4),Random(4,8),0,SXF_CLIENTSIDE,0)
  TNT1 AAA 0 A_CustomMissile("CursedKaboom2",0,0,random(0,360),2,random(0,360))  
  TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX2",0,0,random(0,360),2,random(0,360))
  6NCM FFFGGGHHHIII 1 Bright A_FadeOut(0.065,1)
  Stop
}
}

ACTOR CursedRevCometTail : CometTail
{
+NOCLIP
+NOTIMEFREEZE
ALPHA 0.3
Scale 0.6
States
{
Spawn:
TNT1 A 0
TNT1 A 2 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
6NCT ABCDEFGHI 1 Bright
Stop
}
}

ACTOR CursedRevRailgunProj : FastProjectile
{
Radius 6
Height 6
Speed 300
Damage (Random(20,28))
DeathSound "cyberrail/impact"
DamageType "CadaverRocket"
MissileType "CursedRevRailgunTrail"
+RIPPER
+THRUSPECIES
+EXTREMEDEATH
+NOTIMEFREEZE
+BLOODLESSIMPACT
+NOTIMEFREEZE
States
{
Spawn:
    TNT1 A 1
    Loop
Death:
	TNT1 A 0
	TNT1 AA 0 A_CustomMissile("LegendarySmokeFX4",0,0,random(0,360),2,random(0,360))
    TNT1 AAAAAA 0 A_SpawnItemEx("CursedKaboom2",random(-32,32),random(-40,40),random(8,16),random(-4,4),random(-4,4),random(0,4),0,SXF_TRANSFERPOINTERS)
	TNT1 A 1 A_SpawnItemEx("CursedBFGShockwave",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	//TNT1 A 1 A_SpawnItem("RailgunImpact")
	Stop
	}
}

ACTOR CursedRevRailgunTrail
{
RenderStyle Add
+CLIENTSIDEONLY
+NOBLOCKMAP
+DONTSPLASH
+NOCLIP
+NOINTERACTION
+THRUACTORS
+NOTIMEFREEZE
Scale 1
States
{
Spawn:
	9GPB ABCDEFGHIJKLMNOP 2 A_FadeOut(0.04)
	Stop
	}
}

ACTOR CursedCyberRailLaser : NemesisImpLaser
{
Damage (Random(75,95))
Missiletype "CursedCyberRailLaserTrail"
Damagetype "Cyber10K"
RenderStyle Add
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx("CursedProjParticleSuperLarge2",0,0,0,frandom(0,6),frandom(-6,6),frandom(-6,6))
	TNT1 A 1
	Loop
  Death:
	TNT1 A 1
	Stop
  }
}

ACTOR CursedCyberRailLaserTrail : NemesisImpLaserTrail
{
Damagetype "Cyber10K"
RenderStyle Add
  States
  {
  Spawn:
	TNT1 A 0
	CLBA AAAAAAAAAAAAAAAAAAAA 1 Bright A_Explode(2,60)
	TNT1 A 0 A_SetScale(0.55)
	TNT1 A 0 A_FadeOut(0.1)
	CLBA A 1
	TNT1 A 0 A_SetScale(0.5)
	TNT1 A 0 A_FadeOut(0.1)
	CLBA A 1
	TNT1 A 0 A_SetScale(0.45)
	TNT1 A 0 A_FadeOut(0.1)
	CLBA A 1
	TNT1 A 0 A_SetScale(0.4)
	TNT1 A 0 A_FadeOut(0.1)
	CLBA A 1
	TNT1 A 0 A_SetScale(0.35)
	TNT1 A 0 A_FadeOut(0.1)
	CLBA A 1
	TNT1 A 0 A_SetScale(0.3)
	TNT1 A 0 A_FadeOut(0.1)
	CLBA A 1
	TNT1 A 0 A_SetScale(0.25)
	TNT1 A 0 A_FadeOut(0.1)
	CLBA A 1
	TNT1 A 0 A_SetScale(0.2)
	TNT1 A 0 A_FadeOut(0.1)
	CLBA A 1
	TNT1 A 0 A_SetScale(0.15)
	TNT1 A 0 A_FadeOut(0.1)
	CLBA A 1
	Stop
  }
}

Actor CursedCybernoblePinkStar : LegCyberKnightBlueStar
{
    Obituary "%o was mechanized by a Cursed Hell Knight that was given a second chance."
    States
    {
    Spawn:
	    TNT1 A 0 A_SeekerMissile(15,15)
        6RB1 ABCD 2 Bright A_CustomMissile("CursedStarFX",0,0,0,0)
		TNT1 A 0 A_SeekerMissile(15,15)
        Loop
    Death:
	    TNT1 A 0 A_Explode(192,384,0)
	    TNT1 A 0 Radius_Quake(15,20,0,20,0)
	    TNT1 A 0 A_SpawnItemEx("CursedDeathBallSmall")
	    TNT1 A 0 A_SpawnItemEx("CursedBFGShockwave",0,0,15,0,0,0,0,128)
        TNT1 A 20 A_SpawnItem("CursedDTBFGEx",0,-10)
		6RB1 E 3 Bright
        6RB1 FGHIJKLMNO 3 Bright
        Stop
    }
}

ACTOR CursedDTBFGEx : PlayerDTBFGEx
{
RenderStyle Add
Alpha 0.85
+CLIENTSIDEONLY
+NOGRAVITY
+NOTIMEFREEZE
States
{
Spawn:
6GE5 AAAAAABBBBBBCCCCCCDDDDDD 1 Bright A_CustomMissile("CursedKaboom", 0, 0, random(0,360), 2, random(0,360))
6GE5 EF 6 Bright
Stop
}
}

ACTOR CursedStarFX
{   
   Radius 2
   Height 2
   Speed 0
   PROJECTILE
   RENDERSTYLE ADD
   +CLIENTSIDEONLY
   +NOINTERACTION
   +NOTIMEFREEZE
   Scale 2.0
   ALPHA 0.67
   States
   {
   Spawn:
    TNT1 A 0
	TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
    LRBF XY 3 Bright A_FadeOut(0.1)
    Goto Spawn+2		  
   }
}

ACTOR CursedPinkKaboom : BaseBlueKaboom
{
+NOCLIP
+NOBLOCKMAP
+NOINTERACTION
+CLIENTSIDEONLY
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
FXP6 A 1 Bright A_PlaySound("weapons/rocklx")
FXP6 ABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)
Stop
}
}

ACTOR CursedKaboom : Kaboom
{
Renderstyle Normal
Speed 2
Scale 1.6
+NOTIMEFREEZE
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
FXP6 AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)
Stop
}
}

ACTOR CursedKaboom2 : Kaboom
{
Renderstyle Normal
+NOTIMEFREEZE
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	FXP6 A 1 Bright A_PlaySound("weapons/rocklx")
	FXP6 ABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)
	Stop
	}
}

ACTOR CursedKaboom6 : Kaboom6
{
Renderstyle Normal
+NOTIMEFREEZE 
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	FXP6 A 1 Bright //A_PlaySound("weapons/rocklx")
	FXP6 ABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)
	Stop
	}
}

ACTOR CursedKaboom18 : Kaboom
{
Speed 2
Renderstyle Normal
+NOTIMEFREEZE
Scale 1
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	FXP6 AABBCDEFGHIJKLM 2 Bright A_FadeOut(0.05)
	Stop
	}
}

ACTOR CursedPainfulDeathKaboom : CursedPinkKaboom
{
Alpha 0.75
Scale 1.3
+FORCERADIUSDMG
States
{
  Spawn:
	TNT1 A 0
	FXP6 A 1 Bright A_PlaySound("weapons/rocklx")
	TNT1 A 0 A_Explode(16,128)
	FXP6 ABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)
	Stop
	}
}

Actor CursedDeathBall : CyberGuruBall
{
Obituary "%o payed the ultimate price for his greed."
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("Weapons/GuruBlast3",6)
		TNT1 A 0 Radius_Quake(15,20,0,20,0)
		TNT1 A 0 A_Explode(1400,500,0,1)
		TNT1 A 0 A_SpawnItemEx("CursedGuruballShockwave",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 A 0 A_SpawnItemEx("CursedGuruStruckGlowX",0,0,10,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 A 0 A_SpawnItemEx("CursedGuruStruckGlowY",0,0,10,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 AAAAAAAAAAA 0 A_SpawnItemEx("CursedGuruSphereSmoke",random(126,-126),random(126,-126),random(66,-66),0.00001*random(100000,-100000),0.00001*random(100000,-100000),0.00001*random(100000,-100000),random(0,359),SXF_SETMASTER,0)
		TNT1 AAAAAAAAAAA 0 A_SpawnItemEx("CursedGuruChunkSpark",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 AAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx("CursedGuruChunkSpark",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		Stop
		}
}

ACTOR CursedDeathBallSmall : CursedDeathBall
{
States
{
  Spawn:
	TNT1 AA 0 A_PlaySound("Weapons/GuruBlast3",5)
	TNT1 A 0 A_Explode(1400,246,0,1)
	TNT1 A 0 A_SpawnItemEx("CursedGuruStruckGlowX",0,0,10,0,0,0,0,128,0)
	TNT1 A 0 A_SpawnItemEx("CursedGuruStruckGlowY",0,0,10,0,0,0,0,128,0)
	TNT1 AAAAAAA 0 A_SpawnItemEx("CursedGuruSphereSmoke",random(64,-64),random(64,-64),random(46,-46),0.00001*random(100000,-100000),0.00001*random(100000,-100000),0.00001*random(100000,-100000),random(0,359))
	TNT1 AAAAAAA 0 A_SpawnItemEx("CursedGuruChunkSpark",random(64,-64),random(64,-64),random(46,-46))
	TNT1 AAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx("CursedGuruChunkSpark",random(64,-64),random(64,-64),random(46,-46))
	Stop
	}
}

Actor CursedGuruStruckGlowX : GuruStruckGlowX 
{ 
Scale 0.1 
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
		Goto Fade
	Fade:
		TNT1 A 0 A_SetScale(ScaleX +0.1, ScaleY +0.025)
		6BUM A 1 Bright A_FadeOut(0.01,1)
		Loop
	}
}

Actor CursedGuruStruckGlowY : GuruStruckGlowY 
{
Scale 0.1 
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
		Goto Fade
	Fade:
		TNT1 A 0 A_SetScale(ScaleX +0.025, ScaleY +0.1)
		6BUM A 1 Bright A_FadeOut(0.01,1)
		Loop
	}
}

Actor CursedGuruSpraySpark : GuruSpraySpark 
{ 
Scale 0.15 
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
		6RXL ABCDEF 2 Bright A_FadeOut(0.1,1)
		Stop
	}
}

Actor CursedGuruSphereSmoke : CyberGuruSphereSmoke 
{
Scale 1.4 
States
	{
	Spawn1:
		TNT1 A 0 A_SetScale(ScaleX -0.002, ScaleY -0.002)
		TNT1 A 0 A_JumpIf(Alpha<0.3,2)
		TNT1 A 0 A_Explode(10,164)
		6HD1 A 4 Bright A_FadeOut(0.0065,1)
		Loop
	Spawn2:
		TNT1 A 0 A_SetScale(ScaleX -0.002, ScaleY -0.002)
		TNT1 A 0 A_JumpIf(Alpha<0.3,2)
		TNT1 A 0 A_Explode(10,164)
		6HD1 B 4 Bright A_FadeOut(0.0065,1)
		Loop
	Spawn3:
		TNT1 A 0 A_SetScale(ScaleX -0.002, ScaleY -0.002)
		TNT1 A 0 A_JumpIf(Alpha<0.3,2)
		TNT1 A 0 A_Explode(10,164)
		6HD1 C 4 Bright A_FadeOut(0.0065,1)
		Loop
	Spawn4:
		TNT1 A 0 A_SetScale(ScaleX -0.002, ScaleY -0.002)
		TNT1 A 0 A_JumpIf(Alpha<0.3,2)
		TNT1 A 0 A_Explode(10,164)
		6HD1 A 4 Bright A_FadeOut(0.0065,1)
		Loop
	Spawn5:
		TNT1 A 0 A_SetScale(ScaleX -0.002, ScaleY -0.002)
		TNT1 A 0 A_JumpIf(Alpha<0.3,2)
		TNT1 A 0 A_Explode(10,164)
		6HD1 B 4 Bright A_FadeOut(0.0065,1)
		Loop
	Spawn6:
		TNT1 A 0 A_SetScale(ScaleX -0.002, ScaleY -0.002)
		TNT1 A 0 A_JumpIf(Alpha<0.3,2)
		TNT1 A 0 A_Explode(10,164)
		6HD1 C 4 Bright A_FadeOut(0.0065,1)
		Loop
	}
}

ACTOR CursedGuruChunkSpark : GuruChunkSpark
{ 
Scale 0.75 
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
		6RXL ABCDEF 2 Bright A_FadeOut(0.1,1)
		Stop
	}
}

ACTOR CursedGuruballShockwave
{
Speed 0
Scale 1
Radius 1
Height 1
Speed 2
Damage 0
Renderstyle Translucent
Alpha 0.75
PROJECTILE
+NOBLOCKMAP
+NOTELEPORT
+DONTSPLASH
+NOGRAVITY
+MISSILE
+FORCEXYBILLBOARD
+CLIENTSIDEONLY
+NOINTERACTION
+NOCLIP
Scale 2
States
{
Spawn:
6HOG ABCDEFGHIJKLMNOPQR 1 Bright A_FadeOut(0.015)
Stop
}
}