Actor PlayerHealth : Inventory { Inventory.MaxAmount 1 }
Actor PlayerArmor : Inventory { Inventory.MaxAmount 1 }
Actor PlayerMorphed : Inventory { Inventory.MaxAmount 1 }
Actor MorphIronFeet : Inventory { Inventory.MaxAmount 1 }

Actor ScrollOfHellfire : CustomInventory
{
Inventory.PickupMessage "Become the lord of the flames, the Hellfire Cyberdemon."
Inventory.PickupSound "legendarypowersphere/pickup"
Inventory.Icon "HFSCA0"
Inventory.MaxAmount 1
+INVBAR
+COUNTITEM
+INVENTORY.BIGPOWERUP
+NOTIMEFREEZE
+FLOAT
+FLOATBOB
States
{
  Use:
    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("INFGetClass") == 1,"Failed")
	TNT1 A 0 A_JumpIfInventory("DPRActionSkillActive",1,"Failed")
    TNT1 A 0 ACS_NamedExecuteWithResult("INFGetPlayerInfo",0)
    TNT1 A 0 ACS_NamedExecuteWithResult("INFHFCyber") 
    TNT1 A 0 A_GiveInventory("ScrollOfHellfireGiver")
    TNT1 A 0 A_PlaySound("HFCyber/see", CHAN_AUTO, 1.0, False, ATTN_NONE)
    Stop	
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("NexusNoFloat") == 0,2)
	TNT1 A 0 A_ChangeFlag(FLOATBOB,0)
	HFSC BCD 5 Bright A_CustomMissile("GhostFireSpawner",-10,0,random(0,-360),2,random(0,360)) 
	Goto Spawn+2	
  Pickup:
    TNT1 A 0
    TNT1 A 1 A_StopSound
	Stop
  Failed:
    TNT1 A 0 
	Fail
  }
}


ACTOR ScrollOfHellfireGiver : PowerupGiver
{
  Powerup.Duration -200
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.ALWAYSPICKUP
  +NOTIMEFREEZE
  Inventory.MaxAmount 1
  Powerup.Type "PowerHFCyberPlayer"
}

ACTOR PowerHFCyberPlayer : PowerMorph
{
  +NOTIMEFREEZE
  PowerMorph.PlayerClass "Demon_HellFireCyberdemon"
  PowerMorph.MorphFlash "Nothing"
  PowerMorph.UnMorphFlash "Nothing"
  PowerMorph.MorphStyle (MRF_FULLHEALTH|MRF_ADDSTAMINA|MRF_NEWTIDBEHAVIOUR|MRF_WHENINVULNERABLE|MRF_LOSEACTUALWEAPON|MRF_UNDOBYDEATH|MRF_UNDOBYDEATHSAVES)
}

ACTOR HFMissileType2 : Inventory{inventory.MaxAmount 1}
ACTOR HFMissileType3 : Inventory{inventory.MaxAmount 1}
ACTOR HFMissileType4 : Inventory{inventory.MaxAmount 1}
ACTOR HFMissileType5 : Inventory{inventory.MaxAmount 1}
ACTOR HFMissileType6 : Inventory{inventory.MaxAmount 1}
ACTOR HFMissileType7 : Inventory{inventory.MaxAmount 1}
ACTOR HFMissileType8 : Inventory{inventory.MaxAmount 1}
ACTOR HFMissileType9 : Inventory{inventory.MaxAmount 1}
ACTOR HFMissileType10 : Inventory{inventory.MaxAmount 1}

ACTOR Demon_HellFireCyberdemon : PlayerPawn
{
  Speed 1
  Mass 300
  Radius 20
  Height 56
  Player.ViewHeight 110
  Health 11000
  Scale 1.1
  Player.MaxHealth 11000
  Player.ForwardMove 1.3
  Player.SideMove 1.3
  Player.JumpZ 10
  BloodColor "Orange"
  Player.SoundClass "HFCyber"
  Player.DisplayName "HellFire Cyberdemon"
  Player.AttackZOffset 0
  Player.DamageScreenColor Orange, 0.5
  Player.MorphWeapon "HellFireCyberdemon-Weapons"
DamageFactor "PlayerBHole", 0.0
DamageFactor "PlayerPyro", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "Player", 0.0
DamageFactor "Players", 0.0
DamageFactor "PlayerDevBall", 0.0
DamageFactor "PlayerDevBall2", 0.0
DamageFactor "PlayerDevTracer", 0.0
DamageFactor "PlayerExplosive", 0.0
DamageFactor "PDTBFG", 0.0
DamageFactor "PDTBFGTracer", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
  DamageFactor "HFCyber", 0.0
  DamageFactor "Cyber10K", 0.0
  DamageFactor 0.3
  DamageFactor "Legendary1", 0.0
  DamageFactor "Legendary", 0.0
  DamageFactor "LegendaryGuru", 0.0
  SeeSound "HfCyber/See"
  PainSound "HFCyber/Pain"
  ActiveSound "HFCyber/Active"
  DeathSound "Newcyber/death"
  Species "Player"
  +THRUSPECIES
  +DONTHARMSPECIES
  +NORADIUSDMG
  +NOSKIN
  +DONTRIP
  +NOPAIN
  +BOSS
  -PICKUP
  +BOSSDEATH
  var int user_loop;
  States
  {
   Spawn:
	TNT1 A 0
    HFCY A 10 Bright
    Loop
   See:
    HFCY A 3 Bright A_PlaySoundEx ("cyber/hoof","body") 
    HFCY ABBCC 3 Bright 
    HFCY D 3 Bright A_PlaySoundEx ("cyber/metal","body") 
    HFCY D 3 Bright 
    Goto Spawn
  Missile:
    HFCY E 1 Bright
	
	HFCY E 0 A_JumpIfInventory("HFCybWeapType",10,2)
	HFCY E 0 A_Jump(256,2)
	HFCY E 0
	Goto Missile10
	HFCY E 0 A_JumpIfInventory("HFCybWeapType",9,2)
	HFCY E 0 A_Jump(256,2)
	HFCY E 0
	Goto Missile9
	HFCY E 0 A_JumpIfInventory("HFCybWeapType",8,2)
	HFCY E 0 A_Jump(256,2)
	HFCY E 0
	Goto Missile8
	HFCY E 0 A_JumpIfInventory("HFCybWeapType",7,2)
	HFCY E 0 A_Jump(256,2)
	HFCY E 0
	Goto Missile7
  	HFCY E 0 A_JumpIfInventory("HFCybWeapType",6,2)
	HFCY E 0 A_Jump(256,2)
	HFCY E 0
	Goto Missile6
	HFCY E 0 A_JumpIfInventory("HFCybWeapType",5,2)
	HFCY E 0 A_Jump(256,2)
	HFCY E 0
	Goto Missile5
	LREV A 0 A_JumpIfInventory("HFCybWeapType",4,2)
	LREV A 0 A_Jump(256,2)
	LREV A 0
	Goto Missile4
	HFCY E 0 A_JumpIfInventory("HFCybWeapType",3,2)
	HFCY E 0 A_Jump(256,2)
	HFCY E 0
	Goto Missile3
	HFCY E 0 A_JumpIfInventory("HFCybWeapType",2,2)
	HFCY E 0 A_Jump(256,2)
	HFCY E 0
	Goto Missile1
	HFCY E 0 A_JumpIfInventory("HFCybWeapType",1,2)
	HFCY E 0 A_Jump(256,2)
	HFCY E 0
	Goto Missile2
	HFCY E 1 Bright A_Jump(256,"Missile1")
    Goto Spawn
  Missile1:
    TNT1 A 0 A_SetUserVar("user_loop",user_loop + 1)
	HFCY E 4 
    HFCY F 3 Bright 
	TNT1 A 0 A_JumpIf(user_loop >= 10, 1)
	Loop
	TNT1 A 0 A_SetUserVar("user_loop",0)
    HFCY E 4 
    Goto Spawn	
  Missile2:
    HFCY E 4 
    HFCY G 3
	HFCS A 5 		
	TNT1 A 0 
	HFCS B 7
    Goto Spawn
  Missile3:	
    HFCY G 10 
	HFCY G 18 Bright
	HFCY G 7 
	HFCS A 5 
	HFCS B 6 
	HFCS B 20
    Goto See	
  Missile4:
	TNT1 A 0 A_SetUserVar("user_loop",user_loop + 1)
	HFCY E 4 
    HFCY F 3 Bright 
	TNT1 A 0 A_JumpIf(user_loop >= 10, 1)
	Loop
	TNT1 A 0 A_SetUserVar("user_loop",0)
    HFCY E 4 
    HFCY F 3 Bright 
    Goto Spawn
  Missile5:
	HFCY E 18 Bright 
	TNT1 A 0 A_SetUserVar("user_loop",user_loop + 1)
	HFCY E 4 Bright
    HFCY F 3 Bright 
	TNT1 A 0 A_JumpIf(user_loop >= 10, 1)
	Goto Missile5+1
	TNT1 A 0 A_SetUserVar("user_loop",0)
	HFCY E 4 	
    Goto Spawn	
  Missile6:
	HFCY E 18 Bright 
	HFCY E 6 Bright
	TNT1 A 0 A_SetUserVar("user_loop",user_loop + 1)
	HFCY F 3 Bright
    HFCY E 4 Bright 
	TNT1 A 0 A_JumpIf(user_loop >= 9, 1)
	Goto Missile6+2
	TNT1 A 0 A_SetUserVar("user_loop",0)
	HFCY F 3 Bright 
	Missile6Loop1:
	TNT1 A 0 A_SetUserVar("user_loop",user_loop + 1)
	HFCY E 3 Bright
    HFCY F 2 Bright 
	TNT1 A 0 A_JumpIf(user_loop >= 10, 1)
	Goto Missile6Loop1
	TNT1 A 0 A_SetUserVar("user_loop",0)
	HFCY E 2 Bright 
	Missile6Loop2:
	TNT1 A 0 A_SetUserVar("user_loop",user_loop + 1)
	HFCY F 1 Bright
    HFCY E 2 Bright 
	TNT1 A 0 A_JumpIf(user_loop >= 4, 1)
	Goto Missile6Loop2
	TNT1 A 0 A_SetUserVar("user_loop",0)
	HFCY F 1 Bright 
	HFCY E 20 Bright 
    Goto Spawn	
  Missile7:
	HFCY E 18 Bright 
	HFCY E 6 Bright 
	TNT1 A 0 A_SetUserVar("user_loop",user_loop + 1)
	HFCY F 3 Bright
    HFCY E 4 Bright 
	TNT1 A 0 A_JumpIf(user_loop >= 9, 1)
	Goto Missile7+2
	TNT1 A 0 A_SetUserVar("user_loop",0)
	HFCY F 3 Bright 
	Missile7Loop1:
	TNT1 A 0 A_SetUserVar("user_loop",user_loop + 1)
	HFCY E 3 Bright
    HFCY F 2 Bright 
	TNT1 A 0 A_JumpIf(user_loop >= 4, 1)
	Goto Missile7Loop1
	TNT1 A 0 A_SetUserVar("user_loop",0)
	HFCY E 2 Bright 
	HFCY F 1 Bright 
	HFCY E 2 Bright 
	HFCY F 2 Bright 
	HFCY E 1 Bright 
	HFCY F 2 Bright 
	HFCY E 1 Bright 
	HFCY F 2 Bright 
	HFCY E 1 Bright 
	HFCY F 2 Bright 
	HFCY E 1 Bright 
	HFCY F 2 Bright 
	HFCY E 2 Bright 
	HFCY F 1 Bright 
	HFCY E 2 Bright 
	HFCY F 2 Bright 
	HFCY E 1 Bright 
	HFCY F 2 Bright 
	HFCY E 1 Bright 
	HFCY F 2 Bright 
	HFCY E 1 Bright 
	HFCY F 2 Bright 
	HFCY E 1 Bright 
	HFCY F 2 Bright 
	HFCY E 2 Bright 
	HFCY F 1 Bright 
	HFCY E 2 Bright 
	HFCY F 2 Bright
	HFCY E 1 Bright 
	HFCY F 2 Bright 
	HFCY E 1 Bright 
	HFCY F 2 Bright 
	HFCY E 1 Bright 
	HFCY F 2 Bright 
	HFCY E 1 Bright 
	HFCY F 2 Bright 
	Missile7Loop2:
	TNT1 A 0 A_SetUserVar("user_loop",user_loop + 1)
	HFCY E 1 Bright
    HFCY F 1 Bright 
	TNT1 A 0 A_JumpIf(user_loop >= 15, 1)
	Goto Missile7Loop2
	TNT1 A 0 A_SetUserVar("user_loop",0)
	HFCY E 20 Bright 
    Goto See
  Missile8:
	HFCY E 28 Bright 
	HFCY F 8 Bright   
	HFCY E 60 Bright 
	Goto see
  Missile9:
    HFCB A 3 Bright
	HFCB A 3 Bright 
	HFCB A 10 Bright 
	HFCB B 5 Bright 
	HFCB A 3 Bright 
	HFCB B 3 Bright
	HFCB A 5 Bright 
	TNT1 A 0 A_SetUserVar("user_loop",user_loop + 1)
	HFCB B 5 Bright
    HFCB A 3 Bright 
	TNT1 A 0 A_JumpIf(user_loop >= 15, 1)
	Goto Missile9+7
	TNT1 A 0 A_SetUserVar("user_loop",0)
	HFCB B 5 Bright 
	HFCB A 20 Bright 
	Goto see
  Missile10:
	HFCB C 0 Bright 
    HFCB C 10 
	HFCB C 117 Bright 
	HFCB D 13 Bright 
	TNT1 A 0 A_SetUserVar("user_loop",user_loop + 1)
	HFCB C 3 Bright
    HFCB D 4 Bright 
	TNT1 A 0 A_JumpIf(user_loop >= 13, 1)
	Goto Missile10+4
	TNT1 A 0 A_SetUserVar("user_loop",0)
	HFCB D 20 Bright 
	Goto see
  Death: 
    HFCY G 10 A_Scream
    HFCY H 10 A_NoBlocking
    HFCY II 2 Bright 
    HFCY II 2 Bright
    HFCY JJ 2 Bright 	
	HFCY JJ 2 Bright 
    HFCY KK 2 Bright
    HFCY LL 1 Bright 
    HFCY MM 1 Bright 
    HFCY N 10
    HFCY O 8
    HFCY P -1
    Stop
  }
}

Actor HFCybWeapType : Inventory{Inventory.MaxAmount 10}
Actor Loop : Inventory{Inventory.MaxAmount 50}
Actor HellFireCyberdemon-Weapons : MorphedWeapon
{
+WEAPON.NOAUTOFIRE
States
{
  Ready:
    HCBW A 17 A_WeaponReady
    Loop	
  Fire:
  	HCBW A 1 Bright
	HCBW A 0 A_JumpIfInventory("HFCybWeapType",10,2)
	HCBW A 0 A_Jump(256,2)
	HCBW A 0
	Goto Fire10
  	HCBW A 1 Bright
	HCBW A 0 A_JumpIfInventory("HFCybWeapType",9,2)
	HCBW A 0 A_Jump(256,2)
	HCBW A 0
	Goto Fire9
    HCBW A 1 Bright
	HCBW A 0 A_JumpIfInventory("HFCybWeapType",8,2)
	HCBW A 0 A_Jump(256,2)
	HCBW A 0
	Goto Fire8
	HCBW A 1 Bright
	HCBW A 0 A_JumpIfInventory("HFCybWeapType",7,2)
	HCBW A 0 A_Jump(256,2)
	HCBW A 0
	Goto Fire7
  	HCBW A 0 A_JumpIfInventory("HFCybWeapType",6,2)
	HCBW A 0 A_Jump(256,2)
	HCBW A 0
	Goto Fire6
	HCBW A 0 A_JumpIfInventory("HFCybWeapType",5,2)
	HCBW A 0 A_Jump(256,2)
	HCBW A 0
	Goto Fire5
	HCBW A 0 A_JumpIfInventory("HFCybWeapType",4,2)
	HCBW A 0 A_Jump(256,2)
	HCBW A 0
	Goto Fire4
	HCBW A 0 A_JumpIfInventory("HFCybWeapType",3,2)
	HCBW A 0 A_Jump(256,2)
	HCBW A 0
	Goto Fire3
	HCBW A 0 A_JumpIfInventory("HFCybWeapType",2,2)
	HCBW A 0 A_Jump(256,2)
	HCBW A 0
	Goto Fire2
	HCBW A 0 A_JumpIfInventory("HFCybWeapType",1,2)
	HCBW A 0 A_Jump(256,2)
	HCBW A 0
	Goto Fire1
	HCBW A 1 Bright A_Jump(256,"Fire0")
	Goto Ready
  Fire0:
	LVRD B 0 A_GunFlash	
    TNT1 A 0 A_GiveInventory("Loop",1)
	HCBW ABC 2 
    HCBW D 3 Bright A_FireCustomMissile("PHFCyberRocket",random(-6,6),0,-26,56)
	TNT1 A 0 A_JumpIfInventory("Loop",10,1)
	Goto Fire0+1
	TNT1 A 0 A_TakeInventory("Loop",99)
    HCBW ABC 2 	
    Goto Ready		
  Fire1:
    HCBW E 4 
	LVRD D 0 A_GiveInventory("HFMissileType2")
	LVRD D 0 A_GunFlash	
    HCBW E 3 
	TNT1 A 0 A_Recoil(-50)
	HCBW E 5 	
	TNT1 A 0 Radius_Quake(10,8,0,24,0)	
	TNT1 A 0 A_PlaySound("monsters/darkcyberstomp")
	TNT1 A 0 A_FireCustomMissile("PHFCyberStomp",0,0,0,10)
	HCBW E 7 
    Goto Ready
  Fire2:
	LVRD B 0 A_GunFlash	
	TNT1 A 0 A_GiveInventory("Loop",1)
	HCBW ABC 2 
    HCBW D 3 Bright A_FireCustomMissile ("PCyberSeekingComet",random(-6,6),0,-26,56)
	TNT1 A 0 A_JumpIfInventory("Loop",10,1)
	Goto Fire2+1
	TNT1 A 0 A_TakeInventory("Loop",99)
    Goto Ready
  Fire3:
    LPNC A 0 A_GiveInventory("HFMissileType3")
	LPNC A 0 A_GunFlash
    HCBW E 10 
	HCBW E 3 Bright A_PlaySoundEx("HFCyb/Laugh","Voice")
	HCBW E 15 Bright 
	HCBW E 12
	TNT1 A 0 Radius_Quake(10,8,0,24,0)	
	HCBW E 6 A_PlaySound("monsters/darkcyberstomp")
	ARCR J 0 A_FireCustomMissile("PHellCyberFireSpawner2",16,0,0,16)
	ARCR J 0 A_FireCustomMissile("PHellCyberFireSpawner2",5,0,0,16)
	ARCR J 0 A_FireCustomMissile("PHellCyberFireSpawner2",-5,0,0,16)
	ARCR J 0 A_FireCustomMissile("PHellCyberFireSpawner2",10,0,0,16)
	ARCR J 0 A_FireCustomMissile("PHellCyberFireSpawner2",-10,0,0,16)
	ARCR J 0 A_FireCustomMissile("PHellCyberFireSpawner2",15,0,0,16)
	ARCR J 0 A_FireCustomMissile("PHellCyberFireSpawner2",-15,0,0,16)
	ARCR J 0 A_FireCustomMissile("PHellCyberFireSpawner2",20,0,0,16)
	ARCR J 0 A_FireCustomMissile("PHellCyberFireSpawner2",-20,0,0,16)
	ARCR J 0 A_FireCustomMissile("PHellCyberFireSpawner2",25,0,0,16)
	ARCR J 0 A_FireCustomMissile("PHellCyberFireSpawner2",-25,0,0,16)
	ARCR J 0 A_FireCustomMissile("PHellCyberFireSpawner2",30,0,0,16)
	ARCR J 0 A_FireCustomMissile("PHellCyberFireSpawner2",-30,0,0,16)
	ARCR J 0 A_FireCustomMissile("PHellCyberFireSpawner2",35,0,0,16)
	ARCR J 0 A_FireCustomMissile("PHellCyberFireSpawner2",-35,0,0,16)
	ARCR J 0 A_FireCustomMissile("PHellCyberFireSpawner2",40,0,0,16)
	ARCR J 0 A_FireCustomMissile("PHellCyberFireSpawner2",-40,0,0,16)
	ARCR J 0 A_FireCustomMissile("PHellCyberFireSpawner2",45,0,0,16)
	ARCR J 0 A_FireCustomMissile("PHellCyberFireSpawner2",-45,0,0,16)
	HCBW E 20
    Goto Ready
  Fire4:
    LVRD D 0 A_GiveInventory("HFMissileType4")
	LVRD D 0 A_GunFlash	
	HCBW ABC 9 Bright 
	TNT1 A 0 A_GiveInventory("Loop",1)
	HCBW ABC 2 
    HCBW D 3 Bright A_FireCustomMissile("PFuelRocket",random(-4,4),0,-26,58)	
	TNT1 A 0 A_JumpIfInventory("Loop",10,1)
	Goto Fire4+5
	TNT1 A 0 A_TakeInventory("Loop",99)
	HCBW CBA 2 	
    Goto Ready	
  Fire5:
    LVRD D 0 A_GiveInventory("HFMissileType5")
	LVRD D 0 A_GunFlash	
    TNT1 A 0 A_PlaySound("weapons/charge15k")
	HCBW ABC 4 Bright 
	TNT1 A 0 A_GiveInventory("Loop",1)
	HCBW ABC 3
    HCBW D 3 Bright A_FireCustomMissile("PHFCyberFireBalls",random(-4,4),0,-26,58)
	TNT1 A 0 A_JumpIfInventory("Loop",10,1)
	Goto Fire5+6
	TNT1 A 0 A_TakeInventory("Loop",99)
    Fire5Loop1:
	TNT1 A 0 A_GiveInventory("Loop",1)
	HCBW ABC 2
    HCBW D 2 Bright A_FireCustomMissile("PHFCyberFireBalls",random(-4,4),0,-26,58)
	TNT1 A 0 A_JumpIfInventory("Loop",10,1)
	Goto Fire5Loop1
	TNT1 A 0 A_TakeInventory("Loop",99)
	HCBW ABC 2 Bright 
	HCBW D 1 Bright A_FireCustomMissile("PHFCyberFireBalls",random(-4,4),0,-26,58)
	HCBW ABC 2 Bright 
	HCBW D 1 Bright A_FireCustomMissile("PHFCyberFireBalls",random(-4,4),0,-26,58)
	HCBW ABC 2 Bright 
	HCBW D 1 Bright A_FireCustomMissile("PHFCyberFireBalls",random(-4,4),0,-26,58)
	HCBW ABC 2 Bright 
	HCBW D 1 Bright A_FireCustomMissile("PHFCyberFireBalls",random(-4,4),0,-26,58)
	HCBW ABC 2 Bright 
	HCBW D 1 Bright A_FireCustomMissile("PHFCyberFireBalls",random(-4,4),0,-26,58)
	HCBW CBA 10 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
    Goto Ready	
  Fire6:
    LVRD D 0 A_GiveInventory("HFMissileType7")
	LVRD D 0 A_GunFlash	
    TNT1 A 0 A_Changeflag(reflective,1)
    TNT1 A 0 A_PlaySound("weapons/charge15k")
	HCBW ABC 9 Bright 
	TNT1 A 0 A_GiveInventory("Loop",1)
	HCBW ABC 3 Bright 
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	HCBW D 3 Bright A_FireCustomMissile("PCardinal10K",random(-4,4),0,-26,58)	
	TNT1 A 0 A_JumpIfInventory("Loop",10,1)
	Goto Fire6+7
	TNT1 A 0 A_TakeInventory("Loop",99)
	Fire6Loop1:
	TNT1 A 0 A_GiveInventory("Loop",1)
	HCBW ABC 2 Bright 
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	HCBW D 2 Bright A_FireCustomMissile("PCardinal10K",random(-4,4),0,-26,58)	
	TNT1 A 0 A_JumpIfInventory("Loop",6,1)
	Goto Fire6Loop1
	TNT1 A 0 A_TakeInventory("Loop",99)
	Fire6Loop2:
	TNT1 A 0 A_GiveInventory("Loop",1)
	HCBW ABC 1 Bright 
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	HCBW D 1 Bright A_FireCustomMissile("PCardinal10K",random(-4,4),0,-26,58)	
	TNT1 A 0 A_JumpIfInventory("Loop",31,1)
	Goto Fire6Loop2
	TNT1 A 0 A_TakeInventory("Loop",99)	
	HCBW CBA 10 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	TNT1 A 0 A_Changeflag(reflective,0)
    Goto Ready
  Fire7:
    LVRD D 0 A_GiveInventory("HFMissileType7")
	LVRD D 0 A_GunFlash	
	TNT1 A 0 A_PlaySound("weapons/rgcharge")
	TNT1 A 0 A_Changeflag(reflective,1)
    HCBW ABC 8 
	HCBW ABC 5 Bright 
    HCBW D 10 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-26,58)
	HCBW ABC 5 Bright 
    HCBW D 10 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-26,58)
	HCBW ABC 2 Bright 
    HCBW D 8 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-26,58)
	HCBW ABC 2 Bright 
    HCBW D 6 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-26,58)
	HCBW ABC 2 Bright 
    HCBW D 4 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-26,58)
	HCBW ABC 2 Bright 
    HCBW D 4 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-26,58)
	HCBW ABC 2 Bright 
    HCBW D 4 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-26,58)
	HCBW ABC 2 Bright 
    HCBW D 4 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-26,58)
	HCBW ABC 2 Bright 
    HCBW D 3 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-26,58)
	HCBW ABC 2 Bright 
    HCBW D 3 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-26,58)
	HCBW ABC 2 Bright 
    HCBW D 3 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-26,58)
	HCBW ABC 2 Bright 
    HCBW D 3 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-26,58)
	HCBW ABC 2 Bright 
    HCBW D 2 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-26,58)
	HCBW ABC 2 Bright 
    HCBW D 2 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-26,58)
	HCBW ABC 2 Bright 
    HCBW D 2 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-26,58)
	HCBW ABC 2 Bright 
    HCBW D 2 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-26,58)
	Fire7Loop:
	TNT1 A 0 A_GiveInventory("Loop",1)
	HCBW ABC 1 Bright 
    HCBW D 1 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-26,58)
	TNT1 A 0 A_JumpIfInventory("Loop",12,1)
	Goto Fire7Loop
	HCBW CBA 15 Bright
	TNT1 A 0 A_Changeflag(reflective,0)
    Goto Ready	
   Fire8:
   LVRD D 0 A_GiveInventory("HFMissileType8")
	HCBW A 28 Bright 
	HCBW BC 4 Bright   
	TNT1 A 0 A_PlaySound("weapons/PCNNF")
    HCBW D 4 Bright A_FireCustomMissile("PlayerPyroShot",0,0,-26,58)
	HCBW AAA 20 Bright 
   Goto Ready
   Fire9:
    LVRD D 0 A_GiveInventory("HFMissileType9")
   	HCBW E 3 Bright  
	HCBW E 3 Bright 
	TNT1 A 0 Bright A_PlaySound("HFCyb/laugh2")	
	HCBW E 10 Bright 
	HCBW E 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-26,78)
	HCBW E 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,0,78)
	HCBW E 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,26,78)
	HCBW E 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,26,38)
	HCBW E 5 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-26,38)
	HCBW E 3 Bright 
	HCBW E 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-26,78)
	HCBW E 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,0,78)
	HCBW E 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,26,78)
	HCBW E 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,26,38)
	HCBW E 3 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-26,38)
	HCBW E 5 Bright 
	HCBW E 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-26,78)
	HCBW E 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,0,78)
	HCBW E 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,26,78)
	HCBW E 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,26,38)
	HCBW E 5 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-26,38)
	HCBW E 3 Bright 
	HCBW E 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-26,78)
	HCBW E 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,0,78)
	HCBW E 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,26,78)
	HCBW E 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,26,38)
	HCBW E 5 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-26,38)
	HCBW E 3 Bright 
	HCBW E 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-26,78)
	HCBW E 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,0,78)
	HCBW E 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,26,78)
	HCBW E 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,26,38)
	HCBW E 5 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-26,38)
	HCBW E 3 Bright 
	HCBW E 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-26,78)
	HCBW E 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,0,78)
	HCBW E 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,26,78)
	HCBW E 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,26,38)
	HCBW E 5 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-26,38)
	HCBW E 3 Bright 
	HCBW E 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-26,78)
	HCBW E 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,0,78)
	HCBW E 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,26,78)
	HCBW E 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,26,38)
	HCBW E 5 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-26,38)
	HCBW E 3 Bright 
	HCBW E 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-26,78)
	HCBW E 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,0,78)
	HCBW E 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,26,78)
	HCBW E 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,26,38)
	HCBW E 5 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-26,38)
	HCBW E 3 Bright 
	HCBW E 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-26,78)
	HCBW E 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,0,78)
	HCBW E 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,26,78)
	HCBW E 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,26,38)
	HCBW E 5 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-26,38)
	HCBW E 3 Bright 
	HCBW E 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-26,78)
	HCBW E 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,0,78)
	HCBW E 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,26,78)
	HCBW E 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,26,38)
	HCBW E 5 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-26,38)
	HCBW E 3 Bright 
	HCBW E 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-26,78)
	HCBW E 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,0,78)
	HCBW E 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,26,78)
	HCBW E 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,26,38)
	HCBW E 5 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-26,38)
	HCBW E 3 Bright 
	HCBW E 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-26,78)
	HCBW E 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,0,78)
	HCBW E 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,26,78)
	HCBW E 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,26,38)
	HCBW E 5 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-26,38)
	HCBW E 3 Bright 
	HCBW E 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-26,78)
	HCBW E 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,0,78)
	HCBW E 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,26,78)
	HCBW E 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,26,38)
	HCBW E 5 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-26,38)
	HCBW E 3 Bright 
	HCBW E 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-26,78)
	HCBW E 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,0,78)
	HCBW E 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,26,78)
	HCBW E 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,26,38)
	HCBW E 5 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-26,38)
	HCBW E 3 Bright 
	HCBW E 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-26,78)
	HCBW E 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,0,78)
	HCBW E 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,26,78)
	HCBW E 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,26,38)
	HCBW E 5 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-26,38)
	HCBW E 3 Bright 
	HCBW E 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-26,78)
	HCBW E 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,0,78)
	HCBW E 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,26,78)
	HCBW E 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,26,38)
	HCBW E 5 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-26,38)
	HCBW E 3 Bright 
	HCBW E 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-26,78)
	HCBW E 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,0,78)
	HCBW E 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,26,78)
	HCBW E 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,26,38)
	HCBW E 5 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-26,38)
	HCBW E 3 Bright 
	HCBW E 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-26,78)
	HCBW E 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,0,78)
	HCBW E 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,26,78)
	HCBW E 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,26,38)
	HCBW E 5 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-26,38)
	HCBW E 20 Bright  
   Goto Ready
   Fire10:
    LVRD D 0 A_GiveInventory("HFMissileType10")
   	HCBW E 0 Bright A_PlaySoundEx("HFCyb/laugh2","Voice")
	HCBW A 126 Bright
	HCBW D 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-26,78)
	HCBW D 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,0,78)
	HCBW D 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,26,78)
	HCBW D 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,26,38)
	HCBW D 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-26,38) 
	HCBW D 0 Bright A_FireCustomMissile("PForgottenOneBomb",0,0,0,58)
	TNT1 A 0 A_PlaySound("weapons/PCNNF")
    HCBW D 4 Bright A_FireCustomMissile("PlayerPyroshot",0,0,-26,58)
	HCBW D 3 Bright 
	HCBW D 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-26,78)
	HCBW D 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,0,78)
	HCBW D 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,26,78)
	HCBW D 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,26,38)
	HCBW D 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-26,38)
	HCBW D 0 Bright A_FireCustomMissile("PForgottenOneBomb",0,0,0,58)
	HCBW D 4 Bright A_FireCustomMissile("PCardinalRail",0,0,-26,58)
	HCBW D 3 Bright 
	HCBW D 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-26,78)
	HCBW D 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,0,78)
	HCBW D 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,26,78)
	HCBW D 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,26,38)
	HCBW D 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-26,38)
	HCBW D 0 Bright A_FireCustomMissile("PForgottenOneBomb",0,0,0,58)
	HCBW D 4 Bright A_FireCustomMissile("PCardinal10K",0,0,-26,58)
	HCBW D 3 Bright 
	HCBW D 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-26,78)
	HCBW D 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,0,78)
	HCBW D 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,26,78)
	HCBW D 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,26,38)
	HCBW D 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-26,38)
	HCBW D 0 Bright A_FireCustomMissile("PForgottenOneBomb",0,0,0,58)
	HCBW D 4 Bright A_FireCustomMissile("PCardinal10K",0,0,-26,58)
	HCBW D 3 Bright 
	HCBW D 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-26,78)
	HCBW D 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,0,78)
	HCBW D 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,26,78)
	HCBW D 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,26,38)
	HCBW D 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-26,38)
	HCBW D 0 Bright A_FireCustomMissile("PForgottenOneBomb",0,0,0,58)
	HCBW D 4 Bright A_FireCustomMissile("PCardinal10K",0,0,-26,58)
	HCBW D 3 Bright 
	HCBW D 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-26,78)
	HCBW D 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,0,78)
	HCBW D 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,26,78)
	HCBW D 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,26,38)
	HCBW D 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-26,38)
	HCBW D 0 Bright A_FireCustomMissile("PForgottenOneBomb",0,0,0,58)
	HCBW D 4 Bright A_FireCustomMissile("PHFCyberFireBalls",0,0,-26,58)
	HCBW D 3 Bright 
	HCBW D 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-26,78)
	HCBW D 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,0,78)
	HCBW D 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,26,78)
	HCBW D 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,26,38)
	HCBW D 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-26,38)
	HCBW D 0 Bright A_FireCustomMissile("PForgottenOneBomb",0,0,0,58)
    HCBW D 4 Bright A_FireCustomMissile("PHFCyberFireBalls",0,0,-26,58)
	HCBW D 3 Bright 
	HCBW D 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-26,78)
	HCBW D 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,0,78)
	HCBW D 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,26,78)
	HCBW D 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,26,38)
	HCBW D 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-26,38)
	HCBW D 0 Bright A_FireCustomMissile("PForgottenOneBomb",0,0,0,58)
	HCBW D 4 Bright A_FireCustomMissile("PHFCyberFireBalls",0,0,-26,58)
	HCBW D 3 Bright 
	HCBW D 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-26,78)
	HCBW D 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,0,78)
	HCBW D 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,26,78)
	HCBW D 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,26,38)
	HCBW D 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-26,38)
	HCBW D 0 Bright A_FireCustomMissile("PForgottenOneBomb",0,0,0,58)
    HCBW D 4 Bright A_FireCustomMissile("PFuelRocket",0,0,-26,58)
	HCBW D 3 Bright 
	HCBW D 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-26,78)
	HCBW D 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,0,78)
	HCBW D 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,26,78)
	HCBW D 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,26,38)
	HCBW D 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-26,38)
	HCBW D 0 Bright A_FireCustomMissile("PForgottenOneBomb",0,0,0,58)
	HCBW D 4 Bright A_FireCustomMissile("PFuelRocket",0,0,-26,58)
	HCBW D 3 Bright 
	HCBW D 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-26,78)
	HCBW D 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,0,78)
	HCBW D 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,26,78)
	HCBW D 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,26,38)
	HCBW D 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-26,38)
	HCBW D 0 Bright A_FireCustomMissile("PForgottenOneBomb",0,0,0,58)
	HCBW D 4 Bright A_FireCustomMissile("PFuelRocket",0,0,-26,58)
	HCBW D 3 Bright 
	HCBW D 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-26,78)
	HCBW D 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,0,78)
	HCBW D 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,26,78)
	HCBW D 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,26,38)
	HCBW D 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-26,38)
	HCBW D 0 Bright A_FireCustomMissile("PForgottenOneBomb",0,0,0,58)
	TNT1 A 0 A_PlaySound("weapons/PCNNF")
	HCBW D 4 Bright A_FireCustomMissile("PlayerPyroshot",0,0,-26,58)
	HCBW D 3 Bright 
	HCBW D 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-26,78)
	HCBW D 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,0,78)
	HCBW D 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,26,78)
	HCBW D 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,26,38)
	HCBW D 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-26,38)
	HCBW D 0 Bright A_FireCustomMissile("PForgottenOneBomb",0,0,0,58)
	TNT1 A 0 A_PlaySound("weapons/PCNNF")
	HCBW D 4 Bright A_FireCustomMissile("PlayerPyroshot",0,0,-26,58)
	HCBW D 3 Bright 
	HCBW D 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-26,78)
	HCBW D 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,0,78)
	HCBW D 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,26,78)
	HCBW D 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,26,38)
	HCBW D 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-26,38)
	HCBW D 0 Bright A_FireCustomMissile("PForgottenOneBomb",0,0,0,58)
	TNT1 A 0 A_PlaySound("weapons/PCNNF")
	HCBW D 4 Bright A_FireCustomMissile("PlayerPyroshot",0,0,-26,58)
	HCBW A 20 Bright  
   Goto Ready
  AltFire:
    HCBW A 0
  	HCBW A 0 A_JumpIfInventory("HFCybWeapType",10,3)
	HCBW A 0 A_GiveInventory("HFCybWeapType",1)
	HCBW A 0 A_Jump(256,2)
	HCBW A 0 A_TakeInventory("HFCybWeapType",10)
	HCBW A 0
	HCBW A 0 A_JumpIfInventory("HFCybWeapType",10,"Select10")
	HCBW A 0 A_JumpIfInventory("HFCybWeapType",9,"Select9")
	HCBW A 0 A_JumpIfInventory("HFCybWeapType",8,"Select8")
	HCBW A 0 A_JumpIfInventory("HFCybWeapType",7,"Select7")
	HCBW A 0 A_JumpIfInventory("HFCybWeapType",6,"Select6")
	HCBW A 0 A_JumpIfInventory("HFCybWeapType",5,"Select5")
	HCBW A 0 A_JumpIfInventory("HFCybWeapType",4,"Select4")
	HCBW A 0 A_JumpIfInventory("HFCybWeapType",3,"Select3")
	HCBW A 0 A_JumpIfInventory("HFCybWeapType",2,"Select2")
	HCBW A 0 A_JumpIfInventory("HFCybWeapType",1,"Select1")
	HCBW A 1 Bright
	HCBW A 1 Bright A_Jump(256,"Select0")
	Goto Ready
  Select0:
    HCBW A 1 Bright A_Print("Rockets")
    Goto AltDone	
  Select1:
    HCBW A 1 Bright A_Print("Stomp")
    Goto AltDone
  Select2:
    HCBW A 1 Bright A_Print("SeekerComets")
    Goto AltDone
  Select3:
    HCBW A 1 Bright A_Print("FloorStomp")
    Goto AltDone
  Select4:
    HCBW A 1 Bright A_Print("FuelRockets")
    Goto AltDone
  Select5:
    HCBW A 1 Bright A_Print("Fire Balls")
    Goto AltDone
  Select6:
    HCBW A 1 Bright A_Print("BFG10K")
    Goto AltDone
  Select7:
    HCBW A 1 Bright A_Print("Railgun")
    Goto AltDone	
  Select8:
    HCBW A 1 Bright A_Print("Pyrocannon")
    Goto AltDone
  Select9:
    HCBW A 1 Bright A_Print("SoulsStorm")
    Goto AltDone
  Select10:
    HCBW A 1 Bright A_Print("UltimateCombo")
    Goto AltDone	
  AltDone:
	HCBW A 12 Bright
    Goto Ready
  }
}



Actor PHFCyberRocket : HFCyberRocket
{
Damagetype "Players"
ExplosionDamage 128
States
{
   Death:
	CBEX A 3 Bright
	CBEX B 0 Bright A_CustomMissile("PFuelExplosion01",0,0,0,6)
	CBEX B 0 Bright A_CustomMissile("PFuelExplosion01",0,0,45,6)
	CBEX B 0 Bright A_CustomMissile("PFuelExplosion01",0,0,90,6)
	CBEX B 0 Bright A_CustomMissile("PFuelExplosion01",0,0,135,6)
	CBEX B 0 Bright A_CustomMissile("PFuelExplosion01",0,0,180,6)
	CBEX B 0 Bright A_CustomMissile("PFuelExplosion01",0,0,225,6)
	CBEX B 0 Bright A_CustomMissile("PFuelExplosion01",0,0,270,6)
	CBEX B 0 Bright A_CustomMissile("PFuelExplosion01",0,0,315,6)
	CBEX B 3 Bright A_Explode
	CBEX CDEFGHIJ 2 Bright
	stop
	}
}

Actor PCyberSeekingComet : CyberSeekingComet { Damagetype "Players" }

Actor PCardinal10K : Cardinal10K
{
Damagetype "Players"
States
{
  Death:
  XDeath:  
   TNT1 A 0
   TNT1 A 1 A_SpawnItem("PCardinalRed10KEx")
   Stop
   }
}

ACTOR PCardinalRed10KEx : Red10KEx
{
Damagetype "Players"
States
{
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("BFGShockwaveRed", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_SpawnItemEx("RedParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 AAA 0 A_CustomMissile("Kaboom14", 0, 0, random(0,360), 2, random(0,360))
    CFE1 A 4 Bright A_Explode(140,140,0)
    CFE1 BCDEF 4 Bright
    Stop
  }
}

Actor PCardinalRail : CardinalRail { Damagetype "Players" }

Actor PFamineTracer2 : FamineTracer2 { Damagetype "Players" }

Actor PHFCyberFireBalls : HFCyberFireBalls { Damagetype "Players" }

Actor PBombBall2 : BombBall { Damagetype "Players" }

Actor PHFCyberStomp: HFCyberStomp { Damagetype "Players" }


Actor PFuelRocket : FuelRocket
{
Damagetype "Players"
States
{
   Death:
	CBEX A 3 Bright
	CBEX B 0 Bright A_CustomMissile("PFuelExplosion01",0,0,0,6)
	CBEX B 0 Bright A_CustomMissile("PFuelExplosion01",0,0,45,6)
	CBEX B 0 Bright A_CustomMissile("PFuelExplosion01",0,0,90,6)
	CBEX B 0 Bright A_CustomMissile("PFuelExplosion01",0,0,135,6)
	CBEX B 0 Bright A_CustomMissile("PFuelExplosion01",0,0,180,6)
	CBEX B 0 Bright A_CustomMissile("PFuelExplosion01",0,0,225,6)
	CBEX B 0 Bright A_CustomMissile("PFuelExplosion01",0,0,270,6)
	CBEX B 0 Bright A_CustomMissile("PFuelExplosion01",0,0,315,6)
	CBEX B 3 Bright A_Explode
	CBEX CDEFGHIJ 2 Bright
	stop
	}
}

Actor PForgottenOneBomb : ForgottenOneBomb { Damagetype "Players" }

Actor PRainComet : RainComet { Damagetype "Players" }

ACTOR PHellCyberFireSpawner2 : HellCyberFireSpawner2 { Damagetype "Players" MissileType PHFCybFire }

ACTOR PHFCybFire : HFCybFire { Damagetype "Players" }
