ACTOR ArmamentArmedArm //It was Destroyed three times and was rebuilt twice.
{
//Creator: High Councilor
//Origin: Nexus Infinity
//Sprite: A3M0, A3M2, A3M3
//Title: "Armament Armed Arm"
  MONSTER
  Health 10000
  Scale 1.25
  radius 96
  height 96
  mass 30000
  speed 15
  Painchance 0
  Species "Masterminds"
  Damagefactor 0.4
  DamageFactor "TrueLegendaryPlayer", 0.5
  DamageFactor "TrueLegendaryDamage", 0.5
  DamageFactor "PlayerNemesisPlasma", 0.5
  DamageFactor "Legendary", 0.25
  DamageFactor "LegendaryPlayer", 0.25
  DamageFactor "LegendaryGuru", 0.025
  DamageFactor "LegendaryGuruPlayer", 0.025
  DamageFactor "PlayerDevBall", 0.015
  DamageFactor "PlayerDevBall2", 0.015
  DamageFactor "PlayerDTBFGRailgunSlug", 0.015
  DamageFactor "PlayerDevTracer", 0.015
  DamageFactor "PlayerDTRG", 0.05
  DamageFactor "PDTBFG", 0.05
  DamageFactor "PDTBFGTracer", 0.05
  DamageFactor "BFGSpray", 0.25
  DamageFactor "BFGSplash", 0.25
  DamageFactor "PlayerPyro", 0.05
  DamageFactor "PlayerHellfire", 0.05
  DamageFactor "PDTPuff", 0.0
  DamageFactor "DemolisherEx", 0.0
  DamageFactor "CerChainguns", 0.0	
  DamageFactor "CerEnergyBall", 0.0
  DamageFactor "PDTBFG", 0.05
  DamageFactor "BabySpiders", 0.0
  DamageFactor "VileFires", 0.0
  DamageFactor "Cyber10K", 0.0
  DamageFactor "PlayerBHole", 0.0
  DamageFactor "Railg", 0.5
  DamageFactor "DemolisherEx", 0.0
  DamageFactor "Term", 0.0
  DamageFactor "DarkDemoEx", 0.0
  DamageFactor "LegMind", 0.0
  DamageFactor "SuperWeapon", 0.0
  DamageFactor "Ice", 0.0
  DamageFactor "FreezerBurn", 0.0
  DamageFactor "Crush", 0.1
  DamageFactor "Player", 0.015
  DamageFactor "CDTBFG", 0.0
  DamageFactor "DBFG10K", 0.015
  DamageFactor "NobleComet", 0.0
  DamageFactor "ZombieDev", 0.0
  DamageFactor "BeheComet", 0.0
  DamageFactor "PlayerDBFG10K", 0.0
  DamageFactor "DBFG", 0.0
  DamageFactor "PlayerBHole", 0.1
  DamageFactor "PlayerDBFG2", 0.0
  DamageFactor "DBFG210K", 0.0
  DamageFactor "PlayerDBFG210K", 0.0
  DamageFactor "PlayerDBFG", 0.0
  DamageFactor "DBFG2Splash", 0.0
  DamageFactor "Baby15K", 0.0
  DamageFactor "Extreme", 0.0
  DamageFactor "UltimateLegendary", 0.0
  DamageFactor "BeheComet", 0.0
  DamageFactor "Terminator", 0.0
  DamageFactor "Hell", 0.0
  DamageFactor "HFCyber", 0.0
  DamageFactor "DementedTerminator", 0.0
  DamageFactor "CacoComet", 0.0
  DamageFactor "CadaverRocket", 0.0
  DamageFactor "NobleComet", 0.0
  DamageFactor "Commander", 0.0
  DamageFactor "DBFG10K2", 0.0
  DamageFactor "PlayerDBFG10K2", 0.0
  DamageFactor "DBFG2", 0.0
  DamageFactor "PlayerDBFG2", 0.0
  DamageFactor "PyroShot", 0.05
  DamageFactor "MechStep", 0.0
  DamageFactor "ZombieDev", 0.0
  DamageFactor "SS", 0.0
  DamageFactor "MinotaurDamage", 0.0
  DamageFactor "Fire", 0.0
  +CANTSEEK
  +BOSS
  +BOSSDEATH
  +NORADIUSDMG
  +MISSILEMORE
  +MISSILEEVENMORE
  +DONTHURTSPECIES
  +DONTHARMSPECIES
  +FLOORCLIP
  +NOLIFTDROP
  +DONTGIB
  +DONTMORPH
  +NOTELEFRAG
  +NOBLOOD
  +QUICKTORETALIATE
  +NOFEAR
  +NOICEDEATH
  +NOTIMEFREEZE
  +NOPAIN
  +DONTRIP
  Seesound "aaa1/taunt"
  Deathsound "aaa1/death"
  Activesound ""
  Obituary "%o was bombarded by the Armament Armed Arm's huge variety of arsenal!"
  Tag "\c[a6]A\c[r5]rmament\c- \c[a6]A\c[o3]rmed\c- \c[a6]A\c[m8]rm\c-"
  var int user_missile;
  var int user_music;
   states
   {
  Spawn:
    A3M0 A 4 A_Look
    loop
  Idle:
    TNT1 A 0 A_PlaySound("aaa1/move",CHAN_ITEM)
    A3M0 BBBBB 2 A_Wander
	TNT1 A 0 A_SpawnItemEx("A3StepDamage",0,0,4,0,0,0,0,0,0)
    TNT1 A 0 A_Look
	TNT1 A 0 A_Quake(2,10,0,600)
    A3M0 C 5 A_PlaySoundEx("aaa1/land","body")
    A3M0 C 5 A_Look
	TNT1 A 0 A_PlaySound("aaa1/move",CHAN_ITEM)
    A3M0 DDDDD 2 A_Wander
	TNT1 A 0 A_SpawnItemEx("A3StepDamage",0,0,4,0,0,0,0,0,0)
    TNT1 A 0 A_Look
	TNT1 A 0 A_Quake(2,10,0,600)
    A3M0 A 5 A_PlaySoundEx("aaa1/land","body")
    A3M0 A 5 A_Look
    loop
  See:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	//TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,2126,946) //Hellsmith
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,2126)
	TNT1 A 0 A_SetUserVar("user_music",1)
    TNT1 A 0 A_JumpIfHealthLower(2500,"SeeRage")
	TNT1 A 0 A_PlaySound("aaa1/move",CHAN_ITEM)
    A3M0 BBBBB 2 A_Chase("","")
	TNT1 A 0 A_SpawnItemEx("A3StepDamage",0,0,4,0,0,0,0,0,0)
	TNT1 A 0 A_Quake(2,10,0,600)
    A3M0 C 5 A_PlaySoundEx("aaa1/land","body")
    A3M0 C 5
	TNT1 A 0 A_Jump(175,1)
    TNT1 A 0 A_JumpIfTargetInLOS("Missile")
	TNT1 A 0 A_PlaySound("aaa1/move",CHAN_ITEM)
    A3M0 DDDDD 2 A_Chase("","")
	TNT1 A 0 A_SpawnItemEx("A3StepDamage",0,0,4,0,0,0,0,0,0)
	TNT1 A 0 A_Quake(2,10,0,600)
    A3M0 A 5 A_PlaySoundEx("aaa1/land","body")
    A3M0 A 5
	TNT1 A 0 A_Jump(175,2)
    TNT1 A 0 A_JumpIfTargetInLOS("Missile")
	Goto See
	TNT1 A 0 A_JumpIfTargetInLOS("SeeAttack")
    Loop
  SeeRage:
    TNT1 A 0 A_PlaySound("aaa1/move",CHAN_ITEM)
    A3M0 BBBBBBBB 1 A_Chase("","")
	TNT1 A 0 A_SpawnItemEx("A3StepDamage",0,0,4,0,0,0,0,0,0)
	TNT1 A 0 A_Quake(2,10,0,600)
    A3M0 C 5 A_PlaySoundEx("aaa1/land","body")
    A3M0 C 5
	TNT1 A 0 A_Jump(100,1)
    TNT1 A 0 A_JumpIfTargetInLOS("Missile")
	TNT1 A 0 A_PlaySound("aaa1/move",CHAN_ITEM)
    A3M0 DDDDDDDD 1 A_Chase("","")
	TNT1 A 0 A_SpawnItemEx("A3StepDamage",0,0,4,0,0,0,0,0,0)
	TNT1 A 0 A_Quake(2,10,0,600)
    A3M0 A 5 A_PlaySoundEx("aaa1/land","body")
    A3M0 A 5
	TNT1 A 0 A_Jump(100,1)
    TNT1 A 0 A_JumpIfTargetInLOS("Missile")
    Loop
  SeeAttack:
    TNT1 A 0 A_PlaySound("aaa1/move",CHAN_ITEM)
    A3M0 BBBBB 2 A_Chase("","")
	TNT1 A 0 A_Quake(2,10,0,600)
    A3M0 C 4 A_PlaySoundEx("aaa1/land","body")
	TNT1 A 0 A_SpawnItemEx("A3StepDamage",0,0,4,0,0,0,0,0,0)
    TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("A3DemonTechProjectile",100,0,20)
	TNT1 A 0 A_CustomMissile("A3DemonTechProjectile",100,0,15)
	TNT1 A 0 A_CustomMissile("A3DemonTechProjectile",100,0,10)
	TNT1 A 0 A_CustomMissile("A3DemonTechProjectile",100,0,5)
	TNT1 A 0 A_CustomMissile("A3DemonTechProjectile",100,0,0)
    A3M0 C 3 Bright A_PlaySoundEx("weapons/demontechfire","Weapon")
	TNT1 A 0 A_CustomMissile("A3DemonTechProjectile",100,0,-20)
	TNT1 A 0 A_CustomMissile("A3DemonTechProjectile",100,0,-15)
	TNT1 A 0 A_CustomMissile("A3DemonTechProjectile",100,0,-10)
	TNT1 A 0 A_CustomMissile("A3DemonTechProjectile",100,0,-5)
	TNT1 A 0 A_CustomMissile("A3DemonTechProjectile",100,0,0)
    A3M0 C 3 Bright A_PlaySoundEx("weapons/demontechfire","Weapon")
	TNT1 A 0 A_PlaySound("aaa1/move",CHAN_ITEM)
    A3M0 DDDDD 2 A_Chase("","")
	TNT1 A 0 A_SpawnItemEx("A3StepDamage",0,0,4,0,0,0,0,0,0)
	TNT1 A 0 A_Quake(2,10,0,600)
    A3M0 A 4 A_PlaySoundEx("aaa1/land","body")
    TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("A3DemonTechProjectile",100,0,20)
	TNT1 A 0 A_CustomMissile("A3DemonTechProjectile",100,0,15)
	TNT1 A 0 A_CustomMissile("A3DemonTechProjectile",100,0,10)
	TNT1 A 0 A_CustomMissile("A3DemonTechProjectile",100,0,5)
	TNT1 A 0 A_CustomMissile("A3DemonTechProjectile",100,0,0)
    A3M0 A 3 Bright A_PlaySoundEx("weapons/demontechfire","Weapon")
	TNT1 A 0 A_CustomMissile("A3DemonTechProjectile",100,0,-20)
	TNT1 A 0 A_CustomMissile("A3DemonTechProjectile",100,0,-15)
	TNT1 A 0 A_CustomMissile("A3DemonTechProjectile",100,0,-10)
	TNT1 A 0 A_CustomMissile("A3DemonTechProjectile",100,0,-5)
	TNT1 A 0 A_CustomMissile("A3DemonTechProjectile",100,0,0)
    A3M0 A 3 Bright A_PlaySoundEx("weapons/demontechfire","Weapon")
	TNT1 A 0 A_Jump(150,2)
    TNT1 A 0 A_JumpIfTargetInLOS("Missile")
    Loop
  Missile:
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_Jump(125,2)
    TNT1 A 0 A_JumpIfCloser(500,"PhosphorousGrenades")
	TNT1 A 0 A_Jump(140,"MRLRockets","BFG10K","BouncingGrenades","RedStar","ClusterRocket","RapidRocketLauncher","Jericho")
	TNT1 A 0 A_Jump(100,"EFGNuke","DevastatorGrenade","CannonBalls","Railgun","Devastator","ProtoHellStormRockets")
  Normal:
	TNT1 A 0 A_SetUserVar("user_missile",0)
    A3M0 AAAA 2 A_FaceTarget
  NormalLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 5,"See")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
    A3M0 A 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("HFCyb/rocket")
    A3M0 E 2 Bright A_CustomMissile("HFCyberFireBalls",140,40,Random(6,-6))
    A3M0 A 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("HFCyb/rocket")
    A3M0 E 2 Bright A_CustomMissile("HFCyberFireBalls",140,40,Random(6,-6))
    A3M0 A 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("HFCyb/rocket")
    A3M0 E 2 Bright A_CustomMissile("HFCyberFireBalls",140,40,Random(6,-6))
    A3M0 A 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("HFCyb/rocket")
    A3M0 E 2 Bright A_CustomMissile("HFCyberFireBalls",140,40,Random(6,-6))
    A3M0 AA 3 A_FaceTarget
    Loop
  ProtoHellStormRockets:
    A3M0 A 10 A_FaceTarget
    A3M0 G 2 A_FaceTarget
	TNT1 AAAA 0 A_CustomMissile("A3ProtoHellStormMissile",120,30,frandom(-4,4),CMF_OFFSETPITCH,frandom(-4,4))
    TNT1 AAAA 0 A_CustomMissile("A3ProtoHellStormMissile",120,-30,frandom(-4,4),CMF_OFFSETPITCH,frandom(-4,4))
    A3M0 H 4 Bright A_FaceTarget
	A3M0 GCC 4 Bright A_FaceTarget
    A3M0 A 10 A_FaceTarget
    A3M0 G 2 A_FaceTarget
	TNT1 AAAA 0 A_CustomMissile("A3ProtoHellStormMissile",120,30,frandom(-8,8),CMF_OFFSETPITCH,frandom(-4,4))
    TNT1 AAAA 0 A_CustomMissile("A3ProtoHellStormMissile",120,-30,frandom(-8,8),CMF_OFFSETPITCH,frandom(-4,4))
    A3M0 H 4 Bright A_FaceTarget
	A3M0 GCC 4 Bright A_FaceTarget
    Goto See
  MRLRockets:
	TNT1 A 0 A_SetUserVar("user_missile",0)
    A3M0 A 10 A_FaceTarget
  MRLRocketsLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"See")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
    A3M0 G 2 A_FaceTarget
    TNT1 AA 0 A_CustomMissile("A3MRLFastRocket",120,30,Random(1,-1))
    TNT1 AA 0 A_CustomMissile("A3MRLFastRocket",120,-30,Random(1,-1))
    A3M0 H 3 Bright A_FaceTarget
    A3M0 G 2 A_FaceTarget
    TNT1 AA 0 A_CustomMissile("A3MRLFastRocket",120,30,Random(1,-1))
    TNT1 AA 0 A_CustomMissile("A3MRLFastRocket",120,-30,Random(1,-1))
    A3M0 H 3 Bright A_FaceTarget
    A3M0 GG 3 A_FaceTarget
    Loop
  BouncingGrenades:
	TNT1 A 0 A_SetUserVar("user_missile",0)
    A3M0 AAGG 2 A_FaceTarget
  BouncingGrenadesLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 15,"See")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
    A3M0 G 3 A_FaceTarget
    TNT1 A 0 A_CustomMissile("WarGrenade",120,30,Random(4,-4))
    TNT1 A 0 A_CustomMissile("WarGrenade",120,-30,Random(4,-4))
    A3M0 H 3 Bright A_FaceTarget
    Loop
  PhosphorousGrenades:
    TNT1 A 0 A_JumpIfCloser(750,1)
    Goto Railgun
    A3M0 AAGG 4 A_FaceTarget
    A3M0 GG 3 A_FaceTarget
    TNT1 A 0 A_CustomMissile("A3PhosphorousGrenade2",120,30,7,CMF_AIMOFFSET,5)
    TNT1 A 0 A_CustomMissile("A3PhosphorousGrenade2",120,-30,-7,CMF_AIMOFFSET,5)
    A3M0 HH 3 Bright A_FaceTarget
    A3M0 GG 3 A_FaceTarget
    TNT1 A 0 A_CustomMissile("A3PhosphorousGrenade2",120,30,14,CMF_AIMOFFSET,5)
    TNT1 A 0 A_CustomMissile("A3PhosphorousGrenade2",120,-30,-14,CMF_AIMOFFSET,5)
    A3M0 HH 3 Bright A_FaceTarget
    A3M0 GG 3 A_FaceTarget
    TNT1 A 0 A_CustomMissile("A3PhosphorousGrenade2",120,30,21,CMF_AIMOFFSET,5)
    TNT1 A 0 A_CustomMissile("A3PhosphorousGrenade2",120,-30,-21,CMF_AIMOFFSET,5)
    A3M0 HH 3 Bright A_FaceTarget
    Goto See
  ClusterRocket:
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_JumpIf(user_missile >= 5,"See")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("ExplosiveRailgun/Charge")
	TNT1 A 0 A_PlaySound("InfernalCyberbaron/Attack",7)
    A3M0 AAAAAAAAAAAA 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("HFCyb/rocket")
    A3M0 E 5 Bright A_CustomMissile("A3ClusterRocket",140,40,0)
    Goto ClusterRocket+1
  Jericho:
	A3M0 EEE 3 A_FaceTarget
	TNT1 A 0 A_PlaySound("aaa1/scan",CHAN_ITEM)
  JerichoLoop1:
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_JumpIf(user_missile >= 36,"JerichoLoop2")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("EnragedBabySentient/TrapBeep")
	TNT1 A 0 A_SetAngle(angle+10)
	A3M0 A 1 Bright A_CustomMissile("A3Scan",140,40,0,CMF_AIMDIRECTION,-14)
    Goto JerichoLoop1+1
  JerichoLoop2:
	A3M0 A 8 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_JumpIf(user_missile >= 36,"JerichoEnd")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("EnragedBabySentient/TrapBeep")
	TNT1 A 0 A_SetAngle(angle-10)
	A3M0 A 1 Bright A_CustomMissile("A3Scan",140,40,0,CMF_AIMDIRECTION,-7)
    Goto JerichoLoop2+1
  JerichoEnd:
	A3M0 A 7 A_SetUserVar("user_missile",0)
    Goto See
  RapidRocketLauncher:
	TNT1 A 0 A_SetUserVar("user_missile",0)
    A3M0 AAAAA 2 A_FaceTarget
  RapidRocketLauncherLoop:
	TNT1 A 0 A_JumpIf(user_missile >= Random(25,30),"See")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
    //TNT1 E 0 A_JumpIfCloser(350,"RapidRocketLauncherAlt")
    A3M0 A 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire")
    A3M0 E 2 Bright A_CustomMissile("A3FastRocket",140,40,frandom(-1,1),CMF_OFFSETPITCH,frandom(-1,1))
	TNT1 A 0 A_MonsterRefire(128,"See")
    Loop
  RapidRocketLauncherAlt:
 	A3M0 A 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire")
	A3M0 F 2 Bright A_CustomMissile("CydestroyerGrenade",140,40,frandom(-1,1),CMF_OFFSETPITCH,frandom(-1,1))
	TNT1 A 0 A_MonsterRefire(128,"See")
    Goto RapidRocketLauncherFire
   RedStar:
	TNT1 A 0 A_SetInvulnerable
	A3M0 AAAA 2 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/load1")
	A3M0 AAAAAAAA 2 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/load2")
	A3M0 AAAAAAAAAAAA 2 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/load3")
	A3M0 AAAAAAAA 2 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    A3M0 E 5 Bright A_CustomMissile("A3RedStar",140,40,Random(2,-2))
	A3M0 AA 3 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    A3M0 F 5 Bright A_CustomMissile("A3RedStar",140,40,Random(2,-2))
	A3M0 AA 3 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    A3M0 E 5 Bright A_CustomMissile("A3RedStar",140,40,Random(2,-2))
	A3M0 AA 3 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    A3M0 F 5 Bright A_CustomMissile("A3RedStar",140,40,Random(2,-2))
	A3M0 AA 3 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    A3M0 E 5 Bright A_CustomMissile("A3RedStar",140,40,Random(2,-2))
	A3M0 AA 3 A_FaceTarget
	TNT1 A 0 A_UnSetInvulnerable
	Goto See
  DevastatorGrenade:
	TNT1 A 0
	TNT1 A 0 A_JumpIfCloser(1000,1)
    Goto Missile
	TNT1 A 0 A_PlaySound("Cardinal/9k") 
	A3M0 AAAAAAAAAEE 3 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    A3M0 E 4 Bright A_CustomMissile("A3DevastatorGrenade",140,40,Random(2,-2))
	TNT1 A 0 A_PlaySound("Cardinal/9k") 
	A3M0 AAAAAAAAAFF 3 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    A3M0 F 4 Bright A_CustomMissile("A3DevastatorGrenade",140,40,Random(2,-2))
    Goto See
  Devastator:
    TNT1 A 0 A_PlaySound("aaa1/taunt",CHAN_VOICE,1.0,FALSE,ATTN_NONE)
	TNT1 A 0 A_PlaySound("devastator/charge") 
	A3M0 AAAAAAAAAAAAAAAAAA 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("devastator/fire")
	TNT1 A 0 A_FaceTarget
	A3M0 E 4 A_CustomMissile("FusionDevastatorBall",140,40,0)
	TNT1 A 0 A_FaceTarget
	A3M0 F 4 A_CustomMissile("FusionDevastatorBall",140,40,0)
	A3M0 AAAA 4
	Goto see
  CannonBalls:
    A3M0 A 0 Bright A_FaceTarget
	A3M0 A 15 Bright A_PlaySound("legendarycannon/charge")
	TNT1 A 0 A_SetUserVar("user_missile",0)
  CannonBallsLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 6,"See")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("legendarycannon/fire")
	A3M0 E 3 Bright A_CustomMissile("A3CannonBall",140,40,0,0)
    A3M0 A 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("legendarycannon/fire")
	A3M0 F 3 Bright A_CustomMissile("A3CannonBall",140,40,5,0)
    A3M0 A 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("legendarycannon/fire")
	A3M0 E 3 Bright A_CustomMissile("A3CannonBall",140,40,-5,0)
    A3M0 AA 3 Bright A_FaceTarget
    Loop
  Railgun:
	TNT1 A 0 A_PlaySound("weapons/rgcharge")
	A3M0 AA 10 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile", 0)
  RailgunLoop:
    TNT1 A 0 A_JumpIf(user_missile >= 15,"RailgunEnd")
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	A3M0 E 2 Bright A_CustomMissile("CardinalRail",140,40,random(-1,1))
	A3M0 A 2 A_FaceTarget
	A3M0 E 2 Bright A_CustomMissile("CardinalRail",140,40,random(-1,1))
	A3M0 A 2 A_FaceTarget
	A3M0 E 2 Bright A_CustomMissile("CardinalRail",140,40,random(-1,1))
	A3M0 A 4 A_FaceTarget
    Loop
  RailgunEnd:
	A3M0 A 15
    Goto See
  BFG10K:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
    A3M0 AAAAA 5 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  BFG10KLoop:
    TNT1 A 0 A_JumpIf(user_missile >= 8,"BFG10KLoop2")
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Sentient10K",140,40,10,0)
	TNT1 A 0 A_CustomMissile("Sentient10K",140,40,-10,0)
	A3M0 E 3 Bright A_CustomMissile("Sentient10K",140,40,0,0)
	A3M0 A 3 A_FaceTarget
    Loop
  BFG10KLoop2:
    TNT1 A 0 A_JumpIf(user_missile >= 20,"BFG10KEnd")
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Sentient10K",140,40,10,0)
	TNT1 A 0 A_CustomMissile("Sentient10K",140,40,-10,0)
	A3M0 E 3 Bright A_CustomMissile("Sentient10K",140,40,0,0)
	A3M0 A 2 A_FaceTarget
    Loop
  BFG10KEnd:
	A3M0 A 20 A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
    Goto see
  EFGNuke:
    TNT1 A 0 A_PlaySound("aaa1/taunt",CHAN_VOICE,1.0,FALSE,ATTN_NONE)
	TNT1 A 0 A_PlaySound("weapons/nuclearmissilecharge",1)
	TNT1 A 0 A_ChangeFlag(REFLECTIVE,1)
    A3M0 AAAAAAAAAAAAAAA 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("Cardihilator/NukeFire",1,1.0,0,ATTN_NONE)
    A3M0 E 5 Bright A_CustomMissile("TerminatorEFGFusionNuke",140,40,0)
	TNT1 A 0 A_ChangeFlag(REFLECTIVE,0)
	A3M0 AAAAA 5 A_FaceTarget
    Goto See
  Death:
    A3M0 A 0 A_NoBlocking
	A3M0 AAAAAAAAAAAAAAAAA 2 Bright A_SpawnItemEx("Kaboom",Random(-64,64),Random(-64,64),Random(12,96))
	TNT1 AAA 0 A_SpawnItemEx("SmokeFX3",Random(-64,64),Random(-64,64),Random(12,96))
	TNT1 A 0 A_SpawnItemEx("ShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_CustomMissile("Explosion",0,0,random(80,100),2,random(80,100))
	A3M0 AAAAAAAAAAAAAAAAA 2 Bright A_SpawnItemEx("Kaboom",Random(-64,64),Random(-64,64),Random(12,96))
	TNT1 AAA 0 A_SpawnItemEx("SmokeFX3",Random(-64,64),Random(-64,64),Random(12,96))
	TNT1 A 0 A_SpawnItemEx("ShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_CustomMissile("Explosion",0,0,random(80,100),2,random(80,100))
	A3M0 AAAAAAAAAAAAAAAAA 2 Bright A_SpawnItemEx("Kaboom",Random(-64,64),Random(-64,64),Random(12,96))
	A3M0 A 0 A_SpawnItemEx("ShockWave",0,0,0,0,0,0,0,128)
	A3M0 AAA 0 A_CustomMissile("SmokeFX3",0,0,random(0,360),2,random(0,360))
	A3M0 AAAAA 0 A_CustomMissile("Kaboom",0,0,random(0,360),2,random(0,360))
	A3M0 A 0 A_CustomMissile("Explosion",0,0,random(80,100),2,random(80,100))
    TNT1 AAAAAAAAAA 0 A_SpawnItemEx("Debris",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)
    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("HellFireExplode",random(20,80),random(20,-20),random(0,360),2,random(0,360))
	TNT1 A 0 A_SpawnItemEx("ArmamentArmedArmForm2",0,0,16,0,0,0,0,SXF_NOCHECKPOSITION)
    TNT1 A 200
    Stop
	}
}

ACTOR ArmamentArmedArmForm2 : ArmamentArmedArm
{
  Health 7000
  Height 60
  Radius 70
  mass 15000
  speed 20
  Seesound "aaa2/taunt"
  Deathsound "aaa2/death"
  -COUNTKILL
  Tag "\c[a6]A\c[r5]rmament\c- \c[a6]A\c[o3]rmed\c- \c[a6]A\c[m8]rm\c-"
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_PlaySound("aaa2/idle",5,1.0,TRUE)
	Goto SpawnLoop
  SpawnLoop:
    A3M2 A 1 A_Look
    loop
  Idle:
    TNT1 A 0 A_Look
    A3M2 AAAA 2 A_Wander
    TNT1 A 0 A_Look
    A3M2 AAAA 2 A_Wander
    loop
  See:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	//TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,2127,946) //Hellsmith
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,2127)
	TNT1 A 0 A_SetUserVar("user_music",1)
    A3M2 A 2 A_Chase("","")
    A3M2 A 2 A_Chase
    A3M2 A 2 A_Chase("","")
    A3M2 A 2 A_Chase
    A3M2 A 2 A_Chase("","")
    A3M2 A 2 A_Chase
    A3M2 A 2 A_Chase("","")
    A3M2 A 2 A_Chase
	TNT1 A 0 A_Jump(15,"Rush")
    Loop
  Rush:
    TNT1 AA 0 A_Chase
    A3M2 A 1 A_SpawnItemEx("A3Form2Ghost",0,0,0,0,0,0,0,128)
    TNT1 AA 0 A_Chase
    A3M2 A 1 A_SpawnItemEx("A3Form2Ghost",0,0,0,0,0,0,0,128)
    TNT1 AA 0 A_Chase
    A3M2 A 1 A_SpawnItemEx("A3Form2Ghost",0,0,0,0,0,0,0,128)
    TNT1 AA 0 A_Chase
    A3M2 A 1 A_SpawnItemEx("A3Form2Ghost",0,0,0,0,0,0,0,128)
    TNT1 AA 0 A_Chase
    A3M2 A 1 A_SpawnItemEx("A3Form2Ghost",0,0,0,0,0,0,0,128)
    TNT1 AA 0 A_Chase
    A3M2 A 1 A_SpawnItemEx("A3Form2Ghost",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Jump(60,"See")
    Loop
  Missile:
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_Jump(150,"MRLRockets","BFG10K","BouncingGrenades","ClusterRocket","Lasers","PhosphorousGrenades","Railgun")
	TNT1 A 0 A_Jump(75,"AntiLegendaryBlast","DevastatorGrenade","Devastator","CannonBalls","RedStar")
  Normal:
	TNT1 A 0 A_SetUserVar("user_missile",0)
    A3M2 AAAA 2 A_FaceTarget
  NormalLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 4,"See")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
    A3M2 A 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("HFCyb/rocket")
    A3M2 B 2 Bright A_CustomMissile("HFCyberFireBalls",70,40,Random(4,-4))
    A3M2 A 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("HFCyb/rocket")
    A3M2 B 2 Bright A_CustomMissile("HFCyberFireBalls",70,40,Random(6,-6))
    A3M2 A 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("HFCyb/rocket")
    A3M2 B 2 Bright A_CustomMissile("HFCyberFireBalls",70,40,Random(4,-4))
    A3M2 A 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("HFCyb/rocket")
    A3M2 B 2 Bright A_CustomMissile("HFCyberFireBalls",70,40,Random(6,-6))
    A3M2 A 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("HFCyb/rocket")
    A3M2 B 2 Bright A_CustomMissile("HFCyberFireBalls",70,40,Random(8,-8))
    A3M2 AA 4 A_FaceTarget
    Loop
  MRLRockets:
	TNT1 A 0 A_SetUserVar("user_missile",0)
    A3M2 A 10 A_FaceTarget
  MRLRocketsLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 8,"See")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
    A3M2 C 2 A_FaceTarget
    TNT1 A 0 A_CustomMissile("A3MRLFastRocket",60,30,Random(1,-1))
    TNT1 A 0 A_CustomMissile("A3MRLFastRocket",60,-30,Random(1,-1))
    A3M2 D 2 Bright A_FaceTarget
    A3M2 C 2 A_FaceTarget
    TNT1 A 0 A_CustomMissile("A3MRLFastRocket",60,30,Random(1,-1))
    TNT1 A 0 A_CustomMissile("A3MRLFastRocket",60,-30,Random(1,-1))
    A3M2 D 2 Bright A_FaceTarget
    A3M2 C 2 A_FaceTarget
    TNT1 A 0 A_CustomMissile("A3MRLFastRocket",60,30,Random(1,-1))
    TNT1 A 0 A_CustomMissile("A3MRLFastRocket",60,-30,Random(1,-1))
    A3M2 D 2 A_FaceTarget
	A3M2 CCC 2 Bright A_FaceTarget
    Loop
  BFG10K:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
    A3M2 AAAAA 5 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  BFG10KLoop:
    TNT1 A 0 A_JumpIf(user_missile >= 15,"BFG10KEnd")
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	A3M2 B 1 Bright A_CustomMissile("Sentient10K",70,40,Random(4,-4),0)
	A3M2 A 1 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	A3M2 B 1 Bright A_CustomMissile("Sentient10K",70,40,Random(4,-4),0)
	A3M2 A 1 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	A3M2 B 1 Bright A_CustomMissile("Sentient10K",70,40,Random(4,-4),0)
	A3M2 A 1 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	A3M2 B 1 Bright A_CustomMissile("Sentient10K",70,40,Random(4,-4),0)
	A3M2 AA 3 A_FaceTarget
    Loop
  BFG10KEnd:
	A3M2 A 20 A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
    Goto see
  Railgun:
	TNT1 A 0 A_PlaySound("weapons/rgcharge")
	A3M2 AA 10 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile", 0)
  RailgunLoop:
    TNT1 A 0 A_JumpIf(user_missile >= 15,"RailgunEnd")
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	A3M2 A 3 A_FaceTarget
	A3M2 B 3 Bright A_CustomMissile("CardinalRail",75,40,random(-1,1))
	A3M2 A 3 A_FaceTarget
	A3M2 B 3 Bright A_CustomMissile("CardinalRail",75,40,random(-1,1))
	A3M2 A 3 A_FaceTarget
	A3M2 B 3 Bright A_CustomMissile("CardinalRail",75,40,random(-1,1))
	TNT1 A 0 A_MonsterRefire(96,"RailgunEnd")
    Loop
  RailgunEnd:
	A3M2 A 15
    Goto See
  BouncingGrenades:
	TNT1 A 0 A_SetUserVar("user_missile",0)
    A3M2 AACC 2 A_FaceTarget
  BouncingGrenadesLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"See")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
    A3M2 C 3 A_FaceTarget
    TNT1 A 0 A_CustomMissile("WarGrenade",50,30,Random(7,-7))
    TNT1 A 0 A_CustomMissile("WarGrenade",50,-30,Random(7,-7))
    A3M2 D 3 Bright A_FaceTarget
    Loop
  PhosphorousGrenades:
    A3M2 AACC 4 A_FaceTarget
    A3M2 CC 3 A_FaceTarget
    TNT1 A 0 A_CustomMissile("A3PhosphorousGrenade",50,30,7,CMF_AIMOFFSET,5)
    TNT1 A 0 A_CustomMissile("A3PhosphorousGrenade",50,-30,-7,CMF_AIMOFFSET,5)
    A3M2 DD 3 Bright A_FaceTarget
    A3M2 CC 3 A_FaceTarget
    TNT1 A 0 A_CustomMissile("A3PhosphorousGrenade2",50,30,14,CMF_AIMOFFSET,5)
    TNT1 A 0 A_CustomMissile("A3PhosphorousGrenade2",50,-30,-14,CMF_AIMOFFSET,5)
    A3M2 DD 3 Bright A_FaceTarget
    A3M2 CC 3 A_FaceTarget
    TNT1 A 0 A_CustomMissile("A3PhosphorousGrenade2",50,30,21,CMF_AIMOFFSET,5)
    TNT1 A 0 A_CustomMissile("A3PhosphorousGrenade2",50,-30,-21,CMF_AIMOFFSET,5)
    A3M2 DD 3 Bright A_FaceTarget
    Goto See
  RedStar:
	TNT1 A 0 A_SetInvulnerable
	A3M2 AAAA 2 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/load1")
	A3M2 AAAAAAAA 2 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/load2")
	A3M2 AAAAAAAAAAAA 2 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/load3")
	A3M2 AAAAAAAA 2 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    A3M2 B 5 Bright A_CustomMissile("A3RedStar",70,40,Random(2,-2))
	A3M2 AA 3 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    A3M2 B 5 Bright A_CustomMissile("A3RedStar",70,40,Random(3,-3))
	A3M2 AA 3 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    A3M2 B 5 Bright A_CustomMissile("A3RedStar",70,40,Random(4,-4))
	A3M2 AA 3 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    A3M2 B 5 Bright A_CustomMissile("A3RedStar",70,40,Random(5,-5))
	A3M2 AA 3 A_FaceTarget
	TNT1 A 0 A_UnSetInvulnerable
	Goto See
  ClusterRocket:
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_JumpIf(user_missile >= 5,"See")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("ExplosiveRailgun/Charge")
	TNT1 A 0 A_PlaySound("InfernalCyberbaron/Attack",7)
    A3M2 AAAAAAAAAAAA 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("HFCyb/rocket")
    A3M2 B 5 Bright A_CustomMissile("A3ClusterRocket",70,40,0)
    Goto ClusterRocket+1
  AntiLegendaryBlast:
	TNT1 A 0 A_SetInvulnerable
	A3M2 A 1 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
	A3M2 A 2 A_FaceTarget
	A3M2 A 2 A_PlayWeaponSound("lrball3/charge")
  AntiLegendaryBlastCharge:
	TNT1 A 0 A_JumpIf(user_missile >= 32,"AntiLegendaryBlastFire")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	A3M2 A 2 A_FaceTarget
    Loop
  AntiLegendaryBlastFire:
	TNT1 A 0 A_UnSetInvulnerable
	A3M2 A 3 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("lrball3/shot")
	A3M2 B 4 Bright A_CustomMissile("SuperBall",70,40,Random(5,-5))
	TNT1 A 0 A_PlayWeaponSound("lrball3/shot")
	A3M2 B 4 Bright A_CustomMissile("SuperBall",70,40,0)
	TNT1 A 0 A_PlayWeaponSound("lrball3/shot")
	A3M2 B 4 Bright A_CustomMissile("SuperBall",70,40,Random(5,-5))
	TNT1 A 0 A_PlayWeaponSound("lrball3/shot")
	A3M2 B 4 Bright A_CustomMissile("SuperBall",70,40,0)
	TNT1 A 0 A_PlayWeaponSound("lrball3/shot")
	A3M2 B 4 Bright A_CustomMissile("SuperBall",70,40,Random(5,-5))
	TNT1 A 0 A_PlayWeaponSound("lrball3/shot")
	A3M2 B 4 Bright A_CustomMissile("SuperBall",70,40,0)
	A3M2 A 10 A_FaceTarget
	Goto See
  CannonBalls:
    A3M2 A 0 Bright A_FaceTarget
	A3M2 A 15 Bright A_PlaySound("legendarycannon/charge")
	TNT1 A 0 A_SetUserVar("user_missile",0)
  CannonBallsLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 6,"See")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("legendarycannon/fire")
	A3M2 B 3 Bright A_CustomMissile("A3CannonBall",70,40,5,0)
    A3M2 A 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("legendarycannon/fire")
	A3M2 B 3 Bright A_CustomMissile("A3CannonBall",70,40,-5,0)
    A3M2 AA 3 Bright A_FaceTarget
    Loop
  Devastator:
	TNT1 A 0 A_PlaySound("devastator/charge") 
	A3M2 AAAAAAAAAAAAAAAAAA 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("devastator/fire")
	TNT1 A 0 A_FaceTarget
	A3M2 B 4 A_CustomMissile("FusionDevastatorBall",70,40,0)
	A3M2 AAAA 4
	Goto see
  DevastatorGrenade:
	TNT1 A 0 A_PlaySound("Cardinal/9k") 
	A3M2 AAAAAAAAABB 4 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    A3M2 B 4 Bright A_CustomMissile("A3DevastatorGrenade",65,40,Random(2,-2))
	Goto See
  Lasers:
	A3M2 AAAA 2 Bright A_FaceTarget
  LasersLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 6,"See")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
    A3M2 E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/fusionfire")
    TNT1 A 0 A_CustomMissile("A3SpreadLaser",15,30,frandom(1,-1))
    TNT1 A 0 A_CustomMissile("A3SpreadLaser",15,-30,frandom(1,-1))
    A3M2 E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/fusionfire")
    TNT1 A 0 A_CustomMissile("A3SpreadLaser",20,30,frandom(1,-1))
    TNT1 A 0 A_CustomMissile("A3SpreadLaser",20,-30,frandom(1,-1))
    A3M2 E 2 Bright A_FaceTarget
    Loop
  Death:
    A3M2 A 0 A_NoBlocking
	A3M2 AAAAAAAAAAAAAAAAAAAAAAAAAA 2 Bright A_SpawnItemEx("Kaboom",Random(-64,64),Random(-64,64),Random(12,96))
	A3M2 A 0 A_SpawnItemEx("ShockWave",0,0,0,0,0,0,0,128)
	A3M2 AAA 0 A_CustomMissile("SmokeFX3",0,0,random(0,360),2,random(0,360))
	A3M2 AAAAA 0 A_CustomMissile("Kaboom",0,0,random(0,360),2,random(0,360))
	A3M2 A 0 A_CustomMissile("Explosion",0,0,random(80,100),2,random(80,100))
	TNT1 A 0 A_SpawnItemEx("Demon Tech Devastator",0,0,64,random(1,8),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("BFG10K ",0,0,64,random(0,8),0,2,random(1,360),0,0)
	TNT1 A 0 A_SpawnItemEx("RapidRocketLauncher",0,0,64,random(1,8),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("HomingRocketLauncher",0,0,64,random(1,8),0,2,random(0,360),0,0)
    TNT1 AAAAAAAAAA 0 A_SpawnItemEx("Debris",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)
    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("HellFireExplode",random(20,80),random(20,-20),random(0,360),2,random(0,360))
	TNT1 A 0 A_SpawnItemEx("ArmamentArmedArmForm3",0,0,16,0,0,0,0,SXF_NOCHECKPOSITION)
    TNT1 A 200
    Stop
	}
}

ACTOR ArmamentArmedArmForm3 : ArmamentArmedArm
{
  Health 7500
  Height 110
  Radius 70
  mass 10000
  Speed 25
  FloatSpeed 30
  +FLOAT
  +NOGRAVITY
  -FLOORCLIP
  -COUNTKILL
  DropItem "NemesisHealthBonusMax" 200 25
  DropItem "NemesisArmorBonus16" 200
  DropItem "NemesisHealthBonusMax" 200 25
  DropItem "NemesisArmorBonus16" 200
  DropItem "ModdedInvulnerabilitySphere" 64
  DropItem "DemonicChalice" 64 1
  DropItem "BossLifeEssence" 200 25
  DropItem "BossArmorBonusMax" 200 1
  DropItem "NewCellPack" 128 200
  DropItem "DemonAmmoBox" 128 200
  DropItem "LDemonAmmoBox" 256
  DropItem "LDemonAmmo" 256
  DropItem "SphereOfPower" 200
  DropItem "PyroCannon", 96
  DropItem "EFG9000", 96
  DropItem "BFG9500" 128 1
  DropItem "Legendary Plasmatic Cannon" 128
  DropItem "Demon Tech BFG10K" 128 1
  DropItem "BFG10K " 200 1
  DropItem "Grenade Launcher" 256
  DropItem "Demon Tech Rifle" 256
  DropItem "HomingRocketLauncher" 256
  DropItem "HellfireUltrasphere", 128
  Seesound "aaa3/horn"
  Deathsound "aaa3/death"
  Tag "\c[a6]A\c[r5]rmament\c- \c[a6]A\c[o3]rmed\c- \c[a6]A\c[m8]rm\c-"
  var int user_script;
  var int user_paintoken;
  States
  {
  Spawn:
	TNT1 A 0 A_JumpIf(user_script == 1,4)
	TNT1 A 0 ACS_NamedExecuteAlways("ArmamentArmedArmFire",0)
	TNT1 A 0 A_PlaySound("aaa3/idle",5,1.0,TRUE)
	TNT1 A 0 A_SetUserVar("user_script",1)
    A3M3 A 1 A_Look
    loop
  Idle:
    TNT1 A 0 A_Look
    A3M3 AA 2 A_Wander
    TNT1 A 0 A_Look
    A3M3 AA 2 A_Wander
	TNT1 A 0 A_Jump(20,"IdleEvade")
    loop
  IdleEvade:
	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)
	A3M3 AAAAAAAA 2 A_Wander
	TNT1 A 0 A_Stop
	Goto Idle
  SeePain:
    TNT1 A 0 A_PlaySound("aaa3/pain",CHAN_VOICE,1.0,FALSE,ATTN_NONE)
	TNT1 A 0 A_SetUserVar("user_paintoken",1)
	Goto See
  See:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	//TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,2128,946) //Hellsmith
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,2128)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_JumpIf(user_script == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("ArmamentArmedArmFire",0)
	TNT1 A 0 A_SetUserVar("user_script",1)
	TNT1 A 0 A_JumpIf(user_paintoken == 1,2)
	TNT1 A 0 A_JumpIfHealthLower(2500,"SeePain")
    A3M3 AA 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)
	A3M3 AAAAAAAA 2 A_Chase
	TNT1 A 0 A_Stop
	Goto See
 RecoilMissile:
    TNT1 A 0 A_Recoil(60)
	A3M3 AAAAAAAAAAAAAAAAA 1 Bright A_SpawnItemEx("A3Form3Ghost",0,0,0,0,0,0,0,128)
	A3M3 A 1 A_Stop
    Goto Missile+3
  Missile:
	TNT1 A 0 A_Stop
	TNT1 A 0 A_Jump(200,2)
    TNT1 A 0 A_JumpifCloser(400,"RecoilMissile")
	TNT1 A 0 A_Jump(160,"Grenades","TrueLegPlasmaBalls","RippleLaser","DBFG10K","ExplosiveLasers","PlasmaRifles")
	TNT1 A 0 A_Jump(90,"Lasers","UltimateBFG10KSpam","6LaserAttack")
  Normal:
    A3M3 A 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("A3DemonTechProjectile",100,0,-10)
	TNT1 A 0 A_CustomMissile("A3DemonTechProjectile",100,0,10)
	TNT1 A 0 A_CustomMissile("A3DemonTechProjectile",100,0,-5)
	TNT1 A 0 A_CustomMissile("A3DemonTechProjectile",100,0,5)
	TNT1 A 0 A_CustomMissile("A3DemonTechProjectile",100,5,0)
	TNT1 A 0 A_CustomMissile("A3DemonTechProjectile",100,-5,0)
    A3M3 A 2 Bright A_PlaySoundEx("weapons/demontechfire","Weapon")
    A3M3 A 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("A3DemonTechProjectile",100,0,-10)
	TNT1 A 0 A_CustomMissile("A3DemonTechProjectile",100,0,10)
	TNT1 A 0 A_CustomMissile("A3DemonTechProjectile",100,0,-5)
	TNT1 A 0 A_CustomMissile("A3DemonTechProjectile",100,0,5)
	TNT1 A 0 A_CustomMissile("A3DemonTechProjectile",100,5,0)
	TNT1 A 0 A_CustomMissile("A3DemonTechProjectile",100,-5,0)
    A3M3 A 2 Bright A_PlaySoundEx("weapons/demontechfire","Weapon")
    Goto See
  Grenades:
    TNT1 A 0 A_PlaySound("aaa3/open",7)
    A3M3 AABB 2 A_FaceTarget
    A3M3 C 3 A_FaceTarget
    TNT1 A 0 A_CustomMissile("A3PhosphorousGrenade",110,50,0)
    TNT1 A 0 A_CustomMissile("A3PhosphorousGrenade",110,-50,0)
    TNT1 A 0 A_CustomMissile("WarGrenade",110,50,20)
    TNT1 A 0 A_CustomMissile("WarGrenade",110,-50,-20)
    TNT1 A 0 A_CustomMissile("WarGrenade",110,50,40)
    TNT1 A 0 A_CustomMissile("WarGrenade",110,-50,-40)
    A3M3 C 4 Bright A_FaceTarget
    TNT1 A 0 A_CustomMissile("WarGrenade",110,50,0)
    TNT1 A 0 A_CustomMissile("WarGrenade",110,-50,0)
    TNT1 A 0 A_CustomMissile("A3PhosphorousGrenade",110,50,20)
    TNT1 A 0 A_CustomMissile("A3PhosphorousGrenade",110,-50,-20)
    TNT1 A 0 A_CustomMissile("WarGrenade",110,50,40)
    TNT1 A 0 A_CustomMissile("WarGrenade",110,-50,-40)
    A3M3 C 4 Bright A_FaceTarget
    A3M3 BBAA 3 A_FaceTarget
	TNT1 A 0 A_Jump(128,"Normal")
    Goto See
  TrueLegPlasmaBalls:
    TNT1 A 0 A_PlaySound("aaa3/open",7)
	A3M3 AAABBB 4 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  TrueLegPlasmaBallsLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 4,"RippleLaserEnd")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
    TNT1 A 0 A_CustomMissile("HomingTrueLegendaryPlasmaball",125,50,0)
    TNT1 A 0 A_CustomMissile("HomingTrueLegendaryPlasmaball",125,-50,0)
	A3M3 CC 2 Bright A_FaceTarget
    TNT1 A 0 A_CustomMissile("TrueLegendaryPlasmaBall",150,60,0,0,5)
    TNT1 A 0 A_CustomMissile("TrueLegendaryPlasmaBall",150,-60,0,0,5)
    TNT1 A 0 A_CustomMissile("TrueLegendaryPlasmaBall",100,60,0,0,-5)
    TNT1 A 0 A_CustomMissile("TrueLegendaryPlasmaBall",100,-60,0,0,-5)
	A3M3 CCC 2 Bright A_FaceTarget
	A3M3 CC 4
    Loop
  RippleLaser:
    TNT1 A 0 A_PlaySound("aaa3/open",7)
    A3M3 AAAABBBB 2 A_FaceTarget
    A3M3 CCC 3 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  RippleLaserLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 5,"RippleLaserEnd")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
    A3M3 C 3 A_FaceTarget
    A3M3 C 0 A_CustomMissile("A3RippleLaserProj",120,40,0)
    A3M3 C 0 A_CustomMissile("A3RippleLaserProj",120,-40,0)
    A3M3 CC 2 A_FaceTarget
    A3M3 C 0 A_CustomMissile("A3RippleLaserProj",120,40,0)
    A3M3 C 0 A_CustomMissile("A3RippleLaserProj",120,-40,0)
    A3M3 CC 2 A_FaceTarget
    A3M3 C 0 A_CustomMissile("A3RippleLaserProj",120,40,0)
    A3M3 C 0 A_CustomMissile("A3RippleLaserProj",120,-40,0)
    A3M3 C 3 A_FaceTarget
    Loop
  RippleLaserEnd:
    A3M3 BBAA 5 A_FaceTarget
    Goto See
  DBFG10K:
    TNT1 A 0 A_PlaySound("aaa3/open",7)
	TNT1 A 0 A_PlaySound("Weapons/dbfgcharge2")
	A3M3 AABBC 5 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  DBFG10KLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 5,"See")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	A3M3 C 10 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
    TNT1 A 0 A_CustomMissile("T3DBFG10kShot",100,50,2)
    TNT1 A 0 A_CustomMissile("T3DBFG10kShot",100,-50,-2)
    TNT1 A 0 A_CustomMissile("T3DBFG10kShot",120,40,4)
    TNT1 A 0 A_CustomMissile("T3DBFG10kShot",120,-40,-4)
    TNT1 A 0 A_CustomMissile("T3DBFG10kShot",140,50,6)
    TNT1 A 0 A_CustomMissile("T3DBFG10kShot",140,-50,-6)
	A3M3 C 10 Bright A_FaceTarget
	A3M3 C 10 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
    TNT1 A 0 A_CustomMissile("T3DBFG10kShot",100,50,8)
    TNT1 A 0 A_CustomMissile("T3DBFG10kShot",100,-50,-8)
    TNT1 A 0 A_CustomMissile("T3DBFG10kShot",120,40,10)
    TNT1 A 0 A_CustomMissile("T3DBFG10kShot",120,-40,-10)
    TNT1 A 0 A_CustomMissile("T3DBFG10kShot",140,50,12)
    TNT1 A 0 A_CustomMissile("T3DBFG10kShot",140,-50,-12)
	A3M3 C 10 Bright A_FaceTarget
    Loop
  PlasmaRifles:
    TNT1 A 0 A_PlaySound("aaa3/open",7)
    A3M3 AAAABBBB 2 A_FaceTarget
    A3M3 CCC 5 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  PlasmaRiflesLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 50,"See")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
    TNT1 A 0 A_FaceTarget
	TNT1 AA 0 A_GiveInventory("OverseerStrafe",1)
    TNT1 A 0 A_Jump(256,"PlasmaBall1","PlasmaBall2","PlasmaBall3","PlasmaBall4","PlasmaBall5","PlasmaBall6")
  PlasmaBall1:
    A3M3 C 3 Bright A_CustomMissile("A3PlasmaBall",125,50,0)
    Goto PlasmaRiflesLoop
  PlasmaBall2:
    A3M3 C 3 Bright A_CustomMissile("A3PlasmaBall",125,-50,0)
    Goto PlasmaRiflesLoop
  PlasmaBall3:
    A3M3 C 3 Bright A_CustomMissile("A3PlasmaBall",150,60,0)
    Goto PlasmaRiflesLoop
  PlasmaBall4:
    A3M3 C 3 Bright A_CustomMissile("A3PlasmaBall",150,-60,0)
    Goto PlasmaRiflesLoop
  PlasmaBall5:
    A3M3 C 3 Bright A_CustomMissile("A3PlasmaBall",100,60,0)
    Goto PlasmaRiflesLoop
  PlasmaBall6:
    A3M3 C 3 Bright A_CustomMissile("A3PlasmaBall",100,-60,0)
    Goto PlasmaRiflesLoop
  ExplosiveLasers:
    TNT1 A 0 A_PlaySound("aaa3/open",7)
    A3M3 AAAADDBB 3 A_FaceTarget
    A3M3 EE 3 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  ExplosiveLasersLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 3,"6LaserAttackEnd")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)

    TNT1 E 0 A_CustomMissile("A3SpreadLaser",100,60,0,0,-15)
    TNT1 E 0 A_CustomMissile("A3SpreadLaser",100,-60,0,0,-15)
    TNT1 E 0 A_CustomMissile("A3SpreadLaser",120,50,0,0,-15)
    TNT1 E 0 A_CustomMissile("A3SpreadLaser",120,-50,0,0,-15)
    TNT1 E 0 A_CustomMissile("A3SpreadLaser",140,60,0,0,-15)
    TNT1 E 0 A_CustomMissile("A3SpreadLaser",140,-60,0,0,-15)
	TNT1 A 0 A_PlaySound("monsters/fusionfire")
    A3M3 E 4 Bright A_FaceTarget

    TNT1 E 0 A_CustomMissile("A3SpreadLaser",100,60,0,0,-10)
    TNT1 E 0 A_CustomMissile("A3SpreadLaser",100,-60,0,0,-10)
    TNT1 E 0 A_CustomMissile("A3SpreadLaser",120,50,0,0,-10)
    TNT1 E 0 A_CustomMissile("A3SpreadLaser",120,-50,0,0,-10)
    TNT1 E 0 A_CustomMissile("A3SpreadLaser",140,60,0,0,-10)
    TNT1 E 0 A_CustomMissile("A3SpreadLaser",140,-60,0,0,-10)
	TNT1 A 0 A_PlaySound("monsters/fusionfire")
    A3M3 E 4 Bright A_FaceTarget

    TNT1 E 0 A_CustomMissile("A3SpreadLaser",100,60,0,0,-5)
    TNT1 E 0 A_CustomMissile("A3SpreadLaser",100,-60,0,0,-5)
    TNT1 E 0 A_CustomMissile("A3SpreadLaser",120,50,0,0,-5)
    TNT1 E 0 A_CustomMissile("A3SpreadLaser",120,-50,0,0,-5)
    TNT1 E 0 A_CustomMissile("A3SpreadLaser",140,60,0,0,-5)
    TNT1 E 0 A_CustomMissile("A3SpreadLaser",140,-60,0,0,-5)
	TNT1 A 0 A_PlaySound("monsters/fusionfire")
    A3M3 E 4 Bright A_FaceTarget
    Loop
  Lasers:
    TNT1 A 0 A_PlaySound("aaa3/open",7)
	TNT1 A 0 A_PlayWeaponSound("legcardi/load3")
    A3M3 AAAADDDDBBBB 3 A_FaceTarget
    A3M3 EEE 3 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  LasersLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 2,"6LaserAttackEnd")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("Plamexis/Ding",1)
	A3M3 E 3 A_FaceTarget
    A3M3 E 0 A_CustomMissile("A3PlamexisLaser",100,60,0)
    A3M3 E 0 A_CustomMissile("A3PlamexisLaser",100,-60,0)
	A3M3 EEEEE 3 A_FaceTarget
	TNT1 A 0 A_PlaySound("Plamexis/Ding",1)
	A3M3 E 3 A_FaceTarget
    A3M3 E 0 A_CustomMissile("A3PlamexisLaser",120,50,0)
    A3M3 E 0 A_CustomMissile("A3PlamexisLaser",120,-50,0)
	A3M3 EEEEE 3 A_FaceTarget
	TNT1 A 0 A_PlaySound("Plamexis/Ding",1)
	A3M3 E 3 A_FaceTarget
    A3M3 E 0 A_CustomMissile("A3PlamexisLaser",140,60,0)
    A3M3 E 0 A_CustomMissile("A3PlamexisLaser",140,-60,0)
	A3M3 EEEEE 3 A_FaceTarget
    Loop
  UltimateBFG10kSpam:
	TNT1 A 0 A_PlaySound("Weapons/dbfgcharge2")
    A3M3 AAAADDDDBBBB 2 A_FaceTarget
    A3M3 EEE 3 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  BFG10kSpamLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 30,"6LaserAttackEnd")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    A3M3 E 0 A_CustomMissile("A3Blue10K",100,60,20)
    A3M3 E 0 A_CustomMissile("A3Blue10K",100,-60,-20)
    A3M3 E 0 A_CustomMissile("A3Blue10K",120,50,10)
    A3M3 E 0 A_CustomMissile("A3Blue10K",120,-50,-10)
    A3M3 E 0 A_CustomMissile("A3Blue10K",140,60,0)
    A3M3 E 0 A_CustomMissile("A3Blue10K",140,-60,0)
    A3M3 EE 2 Bright A_FaceTarget
	Loop
  6LaserAttack:
	TNT1 A 0 A_SetReflectiveInvulnerable
	TNT1 A 0 A_PlaySound("legendarycannon/up",7,1.0,0,0.5)
	TNT1 AAAAAA 0 A_SpawnItemEx("BlueSentLineSpawner")
	A3M3 AA 4 Bright A_FaceTarget
	TNT1 AAAAAA 0 A_SpawnItemEx("BlueSentLineSpawner")
	A3M3 AA 4 Bright A_FaceTarget
	TNT1 AAAAAA 0 A_SpawnItemEx("BlueSentLineSpawner")
	TNT1 A 0 A_PlaySound("aaa3/open",7)
	A3M3 DD 4 Bright A_FaceTarget
	TNT1 AAAAAA 0 A_SpawnItemEx("BlueSentLineSpawner")
	A3M3 DD 4 Bright A_FaceTarget
	TNT1 AAAAAA 0 A_SpawnItemEx("BlueSentLineSpawner")
	A3M3 BB 4 Bright A_FaceTarget
	TNT1 AAAAAA 0 A_SpawnItemEx("BlueSentLineSpawner")
	A3M3 BB 4 Bright A_FaceTarget
	TNT1 AAAAAA 0 A_SpawnItemEx("BlueSentLineSpawner")
	A3M3 E 4
	TNT1 A 0 A_UnSetReflectiveInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
    TNT1 A 0 A_Jump(128,1)
	TNT1 A 0 ThrustThing(angle*256/360,15,0,0)
  6LaserAttackLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 40,"6LaserAttackEnd")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("Laser/Beam",CHAN_NOPAUSE)
    A3M3 E 0 A_CustomMissile("A3LaserBeam",100,60,0,0,-5)
    A3M3 E 0 A_CustomMissile("A3LaserBeam",100,-60,0,0,-5)
    A3M3 E 0 A_CustomMissile("A3LaserBeam",125,50,0,0,-5)
    A3M3 E 0 A_CustomMissile("A3LaserBeam",125,-50,0,0,-5)
    A3M3 E 0 A_CustomMissile("A3LaserBeam",150,60,0,0,-5)
    A3M3 E 0 A_CustomMissile("A3LaserBeam",150,-60,0,0,-5)
    A3M3 E 2 Bright A_FaceTarget
	Loop
  6LaserAttackEnd:
    A3M3 BBBAAA 5 A_FaceTarget
	TNT1 A 0 A_Jump(128,"Normal")
    Goto See
  Death:
    A3M3 A 0 A_NoBlocking
    TNT1 AAAAAA 0 A_CustomMissile("HellFireExplode",random(20,80),random(20,-20),random(0,360),2,random(0,360))
    TNT1 A 0 A_SpawnItemEx("RocketEx",Random(-64,64),Random(-64,64),Random(12,96))
	A3M3 AAA 2 Bright A_SpawnItemEx("Kaboom",Random(-64,64),Random(-64,64),Random(12,96))
    TNT1 A 0 A_SpawnItemEx("RocketEx",Random(-64,64),Random(-64,64),Random(12,96))
	A3M3 FFF 2 Bright A_SpawnItemEx("Kaboom",Random(-64,64),Random(-64,64),Random(12,96))
    TNT1 A 0 A_SpawnItemEx("RocketEx",Random(-64,64),Random(-64,64),Random(12,96))
	A3M3 AAA 2 Bright A_SpawnItemEx("Kaboom",Random(-64,64),Random(-64,64),Random(12,96))
    TNT1 A 0 A_SpawnItemEx("RocketEx",Random(-64,64),Random(-64,64),Random(12,96))
	A3M3 FFF 2 Bright A_SpawnItemEx("Kaboom",Random(-64,64),Random(-64,64),Random(12,96))
    TNT1 A 0 A_SpawnItemEx("RocketEx",Random(-64,64),Random(-64,64),Random(12,96))
	A3M3 AAA 2 Bright A_SpawnItemEx("Kaboom",Random(-64,64),Random(-64,64),Random(12,96))
    TNT1 A 0 A_SpawnItemEx("RocketEx",Random(-64,64),Random(-64,64),Random(12,96))
	A3M3 FFF 2 Bright A_SpawnItemEx("Kaboom",Random(-64,64),Random(-64,64),Random(12,96))
	TNT1 AAA 0 A_SpawnItemEx("SmokeFX3",Random(-64,64),Random(-64,64),Random(12,96))
	TNT1 A 0 A_SpawnItemEx("ShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_CustomMissile("Explosion",0,0,random(80,100),2,random(80,100))
    TNT1 AAAAAAAAAAAA 0 A_CustomMissile("HellFireExplode",random(20,80),random(20,-20),random(0,360),2,random(0,360))
    TNT1 A 0 A_SpawnItemEx("RocketEx",Random(-64,64),Random(-64,64),Random(12,96))
	A3M3 AAF 2 Bright A_SpawnItemEx("Kaboom",Random(-64,64),Random(-64,64),Random(12,96))
    TNT1 A 0 A_SpawnItemEx("RocketEx",Random(-64,64),Random(-64,64),Random(12,96))
	A3M3 FAA 2 Bright A_SpawnItemEx("Kaboom",Random(-64,64),Random(-64,64),Random(12,96))
    TNT1 A 0 A_SpawnItemEx("RocketEx",Random(-64,64),Random(-64,64),Random(12,96))
	A3M3 FFA 2 Bright A_SpawnItemEx("Kaboom",Random(-64,64),Random(-64,64),Random(12,96))
    TNT1 A 0 A_SpawnItemEx("RocketEx",Random(-64,64),Random(-64,64),Random(12,96))
	A3M3 AFF 2 Bright A_SpawnItemEx("Kaboom",Random(-64,64),Random(-64,64),Random(12,96))
    TNT1 A 0 A_SpawnItemEx("RocketEx",Random(-64,64),Random(-64,64),Random(12,96))
	A3M3 AAF 2 Bright A_SpawnItemEx("Kaboom",Random(-64,64),Random(-64,64),Random(12,96))
    TNT1 A 0 A_SpawnItemEx("RocketEx",Random(-64,64),Random(-64,64),Random(12,96))
	A3M3 FAA 2 Bright A_SpawnItemEx("Kaboom",Random(-64,64),Random(-64,64),Random(12,96))
	TNT1 AAA 0 A_SpawnItemEx("SmokeFX3",Random(-64,64),Random(-64,64),Random(12,96))
	TNT1 A 0 A_SpawnItemEx("ShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_CustomMissile("Explosion",0,0,random(80,100),2,random(80,100))
    TNT1 AAAAAAAAAAAA 0 A_CustomMissile("HellFireExplode",random(20,80),random(20,-20),random(0,360),2,random(0,360))
    TNT1 A 0 A_SpawnItemEx("RocketEx",Random(-64,64),Random(-64,64),Random(12,96))
	A3M3 AFA 2 Bright A_SpawnItemEx("Kaboom",Random(-64,64),Random(-64,64),Random(12,96))
    TNT1 A 0 A_SpawnItemEx("RocketEx",Random(-64,64),Random(-64,64),Random(12,96))
	A3M3 FAF 2 Bright A_SpawnItemEx("Kaboom",Random(-64,64),Random(-64,64),Random(12,96))
    TNT1 A 0 A_SpawnItemEx("RocketEx",Random(-64,64),Random(-64,64),Random(12,96))
	A3M3 AFA 2 Bright A_SpawnItemEx("Kaboom",Random(-64,64),Random(-64,64),Random(12,96))
    TNT1 A 0 A_SpawnItemEx("RocketEx",Random(-64,64),Random(-64,64),Random(12,96))
	A3M3 FAF 2 Bright A_SpawnItemEx("Kaboom",Random(-64,64),Random(-64,64),Random(12,96))
    TNT1 A 0 A_SpawnItemEx("RocketEx",Random(-64,64),Random(-64,64),Random(12,96))
	A3M3 AFA 2 Bright A_SpawnItemEx("Kaboom",Random(-64,64),Random(-64,64),Random(12,96))
    TNT1 A 0 A_SpawnItemEx("RocketEx",Random(-64,64),Random(-64,64),Random(12,96))
	A3M3 FAFA 2 Bright A_SpawnItemEx("Kaboom",Random(-64,64),Random(-64,64),Random(12,96))
    TNT1 A 0 A_SpawnItemEx("RocketEx",Random(-64,64),Random(-64,64),Random(12,96))
	A3M3 FAFA 2 Bright A_SpawnItemEx("Kaboom",Random(-64,64),Random(-64,64),Random(12,96))
    TNT1 A 0 A_SpawnItemEx("RocketEx",Random(-64,64),Random(-64,64),Random(12,96))
	A3M3 FAFA 2 Bright A_SpawnItemEx("Kaboom",Random(-64,64),Random(-64,64),Random(12,96))
    TNT1 A 0 A_SpawnItemEx("RocketEx",Random(-64,64),Random(-64,64),Random(12,96))
	A3M3 FAFA 2 Bright A_SpawnItemEx("Kaboom",Random(-64,64),Random(-64,64),Random(12,96))
    TNT1 A 0 A_SpawnItemEx("RocketEx",Random(-64,64),Random(-64,64),Random(12,96))
	A3M3 FAFA 2 Bright A_SpawnItemEx("Kaboom",Random(-64,64),Random(-64,64),Random(12,96))
	TNT1 A 0 A_PlaySoundEx("legendary/strike","Voice",0,2)
	TNT1 A 0 A_Explode(384,1024)
    TNT1 A 0 A_SpawnItemEx("LegendaryStrike")
    TNT1 A 0 A_SpawnItemEx("RocketEx",Random(-64,64),Random(-64,64),Random(12,96))
	A3M3 FAFAFA 2 Bright A_SpawnItemEx("Kaboom",Random(-64,64),Random(-64,64),Random(12,96))
    TNT1 A 0 A_SpawnItemEx("RocketEx",Random(-64,64),Random(-64,64),Random(12,96))
	A3M3 FAFAFA 1 Bright A_SpawnItemEx("Kaboom",Random(-64,64),Random(-64,64),Random(12,96))
    TNT1 A 0 A_SpawnItemEx("RocketEx",Random(-64,64),Random(-64,64),Random(12,96))
	A3M3 FAFAFA 1 Bright A_SpawnItemEx("Kaboom",Random(-64,64),Random(-64,64),Random(12,96))
    TNT1 A 0 A_SpawnItemEx("RocketEx",Random(-64,64),Random(-64,64),Random(12,96))
	A3M3 FAFAFA 1 Bright A_SpawnItemEx("Kaboom",Random(-64,64),Random(-64,64),Random(12,96))
    TNT1 A 0 A_SpawnItemEx("RocketEx",Random(-64,64),Random(-64,64),Random(12,96))
	A3M3 FAFAFA 1 Bright A_SpawnItemEx("Kaboom",Random(-64,64),Random(-64,64),Random(12,96))
    TNT1 A 0 A_SpawnItemEx("RocketEx",Random(-64,64),Random(-64,64),Random(12,96))
	A3M3 FAFAFA 1 Bright A_SpawnItemEx("Kaboom",Random(-64,64),Random(-64,64),Random(12,96))
	TNT1 A 0 A_SpawnItemEx("LegendaryRune2",0,0,64,random(1,8),0,2,random(0,360),0,64)
	TNT1 A 0 A_SpawnItemEx("VitalityRune",0,0,64,random(1,8),0,2,random(0,360),0,64)
	TNT1 A 0 A_SpawnItemEx("AgilityRune",0,0,64,random(1,8),0,2,random(0,360),0,64)
	TNT1 A 0 A_SpawnItemEx("HighExplosiveMissileLauncher",0,0,64,random(1,8),0,4,random(0,360),0,128) //INFINITY
	A3M0 A 0 A_SpawnItemEx("ShockWave",0,0,0,0,0,0,0,128)
	A3M0 AAA 0 A_CustomMissile("SmokeFX3",0,0,random(0,360),2,random(0,360))
	A3M0 AAAAA 0 A_CustomMissile("Kaboom",0,0,random(0,360),2,random(0,360))
	A3M0 A 0 A_CustomMissile("Explosion",0,0,random(80,100),2,random(80,100))
    TNT1 AAAAAAAAAA 0 A_SpawnItemEx("Debris",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)
	TNT1 A 0 A_SpawnItemEx("EFGFusionNukeFX",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	TNT1 A 0 A_CustomMissile("TerminatorEFGFusionNukeExplode",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,0)
    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("HellFireExplode",random(20,80),random(20,-20),random(0,360),2,random(0,360))
    TNT1 A 1
    Stop

	}
}

Actor A3StepDamage
{
RenderStyle None
+RANDOMIZE
+NOCLIP
+NODAMAGETHRUST
+EXTREMEDEATH
+FORCERADIUSDMG
PROJECTILE
Speed 1
Damage 0
DamageType "DarkDemoEx"
States 
{
	Spawn:
		TNT1 A 0
		TNT1 A 0 Radius_Quake(3,10,0,4,0)
		TNT1 A 0 A_Explode(32,192,0)
		TNT1 A 10 bright A_Explode(144,144,0)
		Stop
	}  
}

ACTOR A3DemonTechProjectile : ZDemonTechProjectile
{
Height 5
Radius 5
Speed 60
Damage 5
Scale 0.1
DamageType "DarkDemoEx"
States
  {
  Death:
    TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("GreenParticleSpawnerDT", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_SpawnItemEx("ZDemonTechEx",0,0,0,0,0,0,0,128,0)
	TNT1 AAAA 0 A_CustomMissile("SmokeFX4", 0, 0, random(0,360), 2, random(0,360))
	TNT1 A 1 A_Explode(15,64)
    Stop
	}
}

ACTOR A3PhosphorousGrenade
{
  Speed 45
  Radius 5
  Height 5
  Mass 200
  Damage 20
  Projectile
  Scale 1.5
  +MISSILE
  +DONTSPLASH
  +CANBOUNCEWATER
  +DOOMBOUNCE
  -NOGRAVITY
  -GRENADETRAIL
  -ROCKETTRAIL
  +STRIFEDAMAGE
  +EXPLODEONWATER
  MaxStepHeight 4
  BounceCount 4
  SeeSound "WarGrenade/Beep"
  BounceFactor 0.8
  Gravity 0.3
  Mass 100
  Decal "Scorch"
  States
  {
  Spawn:
    MGRN CD 4
    Loop
  Death:
	TNT1 A 0 A_Explode(100,50)
	TNT1 A 0 A_SpawnItemEx("OrangeParticleSpawner",0,0,0,0,0,0,0,128) 
	TNT1 AA 0 A_CustomMissile("Kaboom3",0,0,random(0,360),2,random(20,160))
	TNT1 AA 0 A_CustomMissile("SmokeFX2",0,0,random(0,360),2,random(20,160))
	TNT1 AA 0 A_SpawnItemEx("Debris",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,SXF_CLIENTSIDE)
	TNT1 A 0 A_Explode(50,150)
	TNT1 A 0 A_SpawnItemEx("PlantedProxExplodeEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	TNT1 A 1 A_SpawnItem("RocketEx")
    TNT1 AAAAAAAAA 2 A_CustomMissile("A3PhosphorousFire",0,0,random(0,359),CMF_TRACKOWNER,random(0,60))
    Stop
  }
}

ACTOR A3PhosphorousGrenade2 : A3PhosphorousGrenade
{
  Speed 20
  Scale 1.5
  BounceCount 2
  BounceFactor 0.4
  Gravity 0.6
}

ACTOR A3PhosphorousFire : IFire
{
  Obituary "%o was roasted by a Armament Armed Arm's Phosphorous Grenades."
  //DamageType "Fire"
  var int user_delay;
  Speed 1
  +NOCLIP //yeeeee
  +FORCERADIUSDMG
  States
  {
  Spawn:
	DFIR A 2 Bright
	TNT1 A 0 A_JumpIf(user_delay >= Random(5,10),"Death")
	TNT1 A 0 A_SetUserVar("user_delay",user_delay+1)
	TNT1 A 0 A_SpawnItem("DiabFireSpawner",0,0,0,0)
	DFIR B 2 Bright A_Explode(Random(6,12),96)
	TNT1 A 0 A_SpawnItem("DiabFireSpawner",0,0,0,0)
	DFIR C 2 Bright A_Explode(Random(6,12),96)
	TNT1 A 0 A_SpawnItem("DiabFireSpawner",0,0,0,0)
	DFIR D 2 Bright A_Explode(Random(6,12),96)
	TNT1 A 0 A_SpawnItem("DiabFireSpawner",0,0,0,0)
	DFIR C 0 A_FireCrackle
	DFIR C 2 Bright A_Explode(Random(6,12),96)	
	TNT1 A 0 A_SpawnItem("DiabFireSpawner",0,0,0,0)
	DFIR B 2 Bright A_Explode(Random(6,12),96)
	Goto Spawn+1
  Death:
	//TNT1 A 0 A_Jump(150,2)
    //TNT1 A 0 A_CustomMissile("A3PhosphorousFire",0,0,random(0,359),CMF_TRACKOWNER,random(0,60))
	TNT1 A 0 A_SpawnItem("DiabFireSpawner",0,0,0,0)
	DFIR E 2 Bright A_Explode(Random(12,16),128)	
	TNT1 A 0 A_SpawnItem("DiabFireSpawner",0,0,0,0)
	DFIR F 2 Bright A_Explode(Random(12,16),128)	
	TNT1 A 0 A_SpawnItem("DiabFireSpawner",0,0,0,0)
	DFIR G 2 Bright A_Explode(Random(12,16),128)	
	TNT1 A 0 A_SpawnItem("DiabFireSpawner",0,0,0,0)
	DFIR H 2 Bright A_Explode(Random(12,16),128)	
	Stop
  }
}

Actor A3MRLFastRocket
{
Radius 11
Height 8
Speed 86
Damage 5
Projectile
Damagetype "DarkDemoEx"
DeathSound "weapons/rocklx"
+RANDOMIZE
+DEHEXPLOSION
+SKYEXPLODE
-MTHRUSPECIES
States
{
Spawn:
    TNT1 A 0 A_CustomMissile("MissileTrail",Random(4,6),Random(-2,2)) 
    TNT1 A 0 A_CustomMissile("ProjectileTrailParticleOrange",Random(4,6),Random(-2,2)) 
	MIS7 A 0 A_ChangeVelocity(1,0.5*random(-3,3),0.5*random(-2,2),CVF_RELATIVE)
    MIS7 A 1 Bright A_PlaySoundEx("rpg/fly","SoundSlot7",1)
    Loop
Death:
    MIS7 A 0 A_StopSoundEx("SoundSlot7")
	TNT1 AA 0 A_SpawnItemEx("Debris",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)
    TNT1 AA 0 A_SpawnItemEx("OrangeParticleSpawner",0,0,0,0,0,0,0,128)
	TNT1 AAAA 0 A_CustomMissile("SmokeFX2",0,0,random(0,360),2,random(0,360))
    TNT1 AAAA 0 A_CustomMissile("Kaboom",0,0,random(0,360),2,random(0,360))
    MISL B 4 Bright A_Explode(64,158,0)
    MISL CD 4 Bright A_SetTranslucent(0.75,1)
    Stop
    }
}

ACTOR A3ProtoHellStormMissile
{
  Height 8
  Radius 11
  Speed 25
  Damage 28
  Scale 1.25
  Decal "RocketScorch"
  +LOOKALLAROUND
  +QUICKTORETALIATE
  +MISSILE
  +DROPOFF
  +NOGRAVITY
  +NOBLOCKMAP
  +NOTELEPORT
  +ACTIVATEIMPACT
  +ACTIVATEPCROSS
  +DONTREFLECT
  +FORCERADIUSDMG
  +SKYEXPLODE
  +DONTHARMSPECIES
  Species "Masterminds"
  Damagetype "DarkDemoEx"
  DeathSound "weapons/rocklx"
  var int user_counter;
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_PlaySound("rpg/fly",6,1.0,1)
	TNT1 A 0 A_CopyFriendliness(AAPTR_TARGET)
	Goto Fly
  Fly:
	TNT1 A 0 A_JumpIf(user_counter > 24,"FastMode")
	TNT1 A 0 A_SetUserVar("user_counter",user_counter+1)
	TNT1 A 0 A_RearrangePointers(AAPTR_DEFAULT, AAPTR_TARGET, AAPTR_DEFAULT)
    CBRK AAAAAAAA 1 Bright A_SpawnItemEx("CometTail")
	TNT1 A 0 A_PlaySound("monster/homingrockbeep")
	Goto SpawnLoop
  SpawnLoop:
	TNT1 A 0 A_JumpIf(user_counter > 24,"FastMode")
	TNT1 A 0 A_SetUserVar("user_counter",user_counter+1)
	TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,64,500,500,360,"FastMode")
    CBRK AA 1 Bright A_SpawnItemEx("CometTail")
	TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,64,500,500,360,"FastMode")
    CBRK AA 1 Bright A_SpawnItemEx("CometTail")
	TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,64,500,500,360,"FastMode")
    CBRK AA 1 Bright A_SpawnItemEx("CometTail")
	TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,64,500,500,360,"FastMode")
    CBRK AA 1 Bright A_SpawnItemEx("CometTail")
	Loop
  FastMode:
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_RearrangePointers(AAPTR_MASTER, AAPTR_DEFAULT, AAPTR_DEFAULT)
	TNT1 AAA 0 A_StopSound(6)
	TNT1 A 0 A_CustomMissile("A3ProtoHellStormMissile2",0,0,0,CMF_AIMDIRECTION|CMF_SAVEPITCH|CMF_OFFSETPITCH)
	//TNT1 A 0 A_CustomMissile("A3ProtoHellStormMissile2",0,0,0,CMF_TRACKOWNER)
	TNT1 A 1 Bright A_Stop
	Stop
  Death:
	TNT1 A 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 AAA 0 A_CustomMissile("SmokeFX2",0,0,random(0,360),2,random(0,360))
    TNT1 AAAA 0 A_SpawnItemEx("Debris",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)
	TNT1 A 0 A_Explode(100,200)
	TNT1 A 0 A_SpawnItem("OrangeProjExplodeLarge")
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("OrangeProjParticleSuperLarge",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))
    TNT1 A 1 A_SpawnItem("RocketEx")
    Stop
	}
}

ACTOR A3ProtoHellStormMissile2 : A3ProtoHellStormMissile
{
  Speed 40
  -FRIENDLY
  +SEEKERMISSILE
  States
  {
  Spawn:
	TNT1 A 0 A_SeekerMissile(8,10)
    CYD2 A 1 Bright A_SpawnItemEx("CometTail")
	TNT1 A 0 A_SeekerMissile(8,10)
    CYD2 A 1 Bright A_SpawnItemEx("CometTail")
	TNT1 A 0 A_SeekerMissile(8,10)
    CYD2 A 1 Bright A_SpawnItemEx("CometTail")
	TNT1 A 0 A_SeekerMissile(8,10)
    CYD2 A 1 Bright A_SpawnItemEx("CometTail")
  SpawnLoop:
    CYD2 A 1 Bright A_SpawnItemEx("CometTail")
	Loop
	}
}

ACTOR A3FastRocket : NewRocket
{
Speed 50
Damage 15
FastSpeed 60
-THRUSPECIES
}

Actor A3ClusterRocket
{
Projectile
Radius 11
Height 8
Speed 66
Damage 40
-MTHRUSPECIES
+RANDOMIZE
+DEHEXPLOSION
+SEEKERMISSILE
+FORCERADIUSDMG
SeeSound "rocket/fire"
DeathSound "weapons/rocklx"
Scale 1.5
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_Jump(32,"Seeker")
  Normal:
	TNT1 A 0 A_CustomMissile("RocketSmoke",Random(8,12),Random(-2,2))
	TNT1 AAA 0 A_CustomMissile("NewRockeParticleTrail",Random(8,12),Random(-2,2))
	TNT1 A 0 A_PlaySoundEx("rpg/fly","SoundSlot7",1)
    MIS9 Z 1 Bright
    Loop
  Seeker:
	TNT1 A 0 A_CustomMissile("RocketSmoke",Random(8,12),Random(-2,2))
	TNT1 AAA 0 A_CustomMissile("NewRockeParticleTrail",Random(8,12),Random(-2,2))
	TNT1 A 0 A_PlaySoundEx("rpg/fly","SoundSlot7",1)
    MIS9 Z 1 Bright A_Seekermissile(25,35,SMF_PRECISE,0)
    Loop
  Death:
	TNT1 A 0 A_Stop
	TNT1 A 0 A_PlaySound("Weapons/RockLX")
	TNT1 A 0 A_NoGravity
	TNT1 A 0 A_ChangeFlag(OLDRADIUSDMG,1)
	TNT1 A 0 A_Explode(100,50,1,0,10)
	TNT1 A 0 Radius_Quake(2,24,0,15,0)
	TNT1 A 0 A_PlaySound("weapons/mineexplode",CHAN_BODY)
	TNT1 A 0 A_SpawnItemEx("OrangeParticleSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	TNT1 AAAA 0 A_CustomMissile("Kaboom3",0,0,random(0,360),2,random(20,160))
	TNT1 AAAA 0 A_CustomMissile("SmokeFX2",0,0,random(0,360),2,random(20,160))
	TNT1 AAAA 0 A_SpawnItemEx("Debris",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,SXF_CLIENTSIDE)
	TNT1 A 0 A_ChangeFlag(OLDRADIUSDMG,0)
	TNT1 A 1 A_SpawnItem("RocketEx")
	TNT1 A 0 A_Explode(150,162,1,0,10)
	TNT1 A 0 A_PlaySound("Explosion",CHAN_WEAPON)
	TNT1 A 0 A_PlaySound("FAREXPL",CHAN_VOICE)
	TNT1 A 0 A_SpawnItemEx("PlantedProxExplodeEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	TNT1 AAAAAA 0 A_SpawnItemEx("A3ThrownGrenade",0,0,32,random(0,8),0,random(0,12),random(0,360))
	TNT1 AAAA 1 A_SpawnItemEx("RocketEx",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,SXF_CLIENTSIDE,0)
    MISL B 4 Bright
    MISL CD 4 Bright A_SetTranslucent(0.75,1)
	Stop
  }
}

Actor A3ThrownGrenade : ThrownGrenade2
{
Damagetype "DarkDemoEx"
Obituary "%o was blown away by the Armament Armed Arm's grenade."
States
	{
   Spawn:
	  TNT1 A 0
      HGN1 A 3 A_StopSound
      HGN1 BCDEFGHABCDEFGHABCDE 3 A_GiveInventory("GrenadeTime",1)
	  Goto Death
	Crash:
	Death:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag(MOVEWITHSECTOR,1)
		HGN1 H 1
		HGN1 H 1 A_GiveInventory("GrenadeTime",1)
		HGN1 H 1 A_JumpIfInventory("GrenadeTime",20,"XDeath")
		Goto Death+2
	XDeath:
		TNT1 A 0
		HGN1 H 1 Bright A_ChangeFlag(EXTREMEDEATH,1)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Explode(100,150,XF_HURTSOURCE,0)
		TNT1 A 0 Radius_Quake(2,24,0,15,0)
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_GiveInventory("GrenadeExploded",1)
		TNT1 A 0 A_PlaySound("weapons/hgrenadeex",CHAN_BODY)
		TNT1 A 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 AAA 0 A_CustomMissile("SmokeFX2",0,0,random(0,360),2,random(0,360))
		TNT1 AAAA 0 A_SpawnItemEx("Debris",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,SXF_CLIENTSIDE,0)
		CBEX B 0 Bright A_CustomMissile("FuelExplosion01",0,0,0,6)
        CBEX B 0 Bright A_CustomMissile("FuelExplosion01",0,0,45,6)
        CBEX B 0 Bright A_CustomMissile("FuelExplosion01",0,0,90,6)
        CBEX B 0 Bright A_CustomMissile("FuelExplosion01",0,0,135,6)
        CBEX B 0 Bright A_CustomMissile("FuelExplosion01",0,0,180,6)
        CBEX B 0 Bright A_CustomMissile("FuelExplosion01",0,0,225,6)
        CBEX B 0 Bright A_CustomMissile("FuelExplosion01",0,0,270,6)
        CBEX B 0 Bright A_CustomMissile("FuelExplosion01",0,0,315,6)
		TNT1 A 1 A_SpawnItem("RocketEx")
		TNT1 A 0 A_Explode(200,400,0,0)
		TNT1 A 0 A_PlaySound("Explosion",CHAN_WEAPON)
		TNT1 A 0 A_PlaySound("FAREXPL",CHAN_VOICE)
		TNT1 AAA 1 A_SpawnItemEx("RocketEx",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,SXF_CLIENTSIDE,0)
		TNT1 A 48
		Stop
	}
}

Actor A3RedStar
{
  Radius 14
  Height 14
  Speed 50
  Damage 150
  Scale 3.25
  Species "Nobles"
  DamageType "NobleComet"
  PROJECTILE
  RENDERSTYLE ADD
  +SEEKERMISSILE
  +EXTREMEDEATH
  +SPAWNSOUNDSOURCE
  +DONTREFLECT
  +PIERCEARMOR
  +FOILINVUL
  +FORCERADIUSDMG
  +BRIGHT
  ALPHA 0.8
  DeathSound "star/explode"
  States
    {
    Spawn:
        STAR ABCD 2 Bright A_CustomMissile("RedstarFX",0,0,0,0)
        Loop
    Death:
	    TNT1 A 0 A_Explode(164,384,0)
	    TNT1 A 0 Radius_Quake(15,20,0,20,0)
	    TNT1 A 0 A_SpawnItemEx("DTech10KShockwave2", 0, 0, 15, 0, 0, 0, 0, 128)
        TNT1 A 20 A_SpawnItem("RedDTBFGEx",0,-10)
		STAR E 3 Bright A_BFGSpray("CustomSprayRed")
        STAR FGHIJKLMNO 3 Bright
        Stop
    }
}

ACTOR A3DevastatorGrenade
{
Speed 60
Radius 20
Height 30
Damage 100
Scale 0.8
Gravity 0.4
BounceType Hexen
BounceCount 6
WallBounceFactor 0.5
BounceFactor 0.36
RenderStyle Add
PROJECTILE
-NOGRAVITY
+DONTSPLASH
+FORCERADIUSDMG
DamageType "DarkDemoEx"
BounceSound "Petrovec/Bounce"
States
{
  Spawn:
    TNT1 A 0 
	TNT1 A 0 A_StopSound
  Why:
	TNT1 A 0
	TNT1 A 0 A_Jump(128,"DTBFGSFX")
	CRS1 ABCD 1 A_SpawnItemEx("EBFGParticle",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	Loop
  DTBFGSFX:
	TNT1 A 0 A_PlaySoundEx("weapons/dtech10kball","Voice",1)
	TNT1 A 0 A_SpawnItemEx("DTBFGLightningRed",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)
    CRS1 A 1 Bright A_SpawnItemEx("ProjectileTrailParticleOrange2",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	TNT1 A 0 A_SpawnItemEx("DTBFGLightningRed2",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)
    CRS1 B 1 Bright A_SpawnItemEx("ProjectileTrailParticleOrange2",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	TNT1 A 0 A_SpawnItemEx("DTBFGLightningRed",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)
    CRS1 C 1 Bright A_SpawnItemEx("ProjectileTrailParticleOrange2",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	TNT1 A 0 A_SpawnItemEx("DTBFGLightningRed2",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)
    CRS1 D 1 Bright A_SpawnItemEx("ProjectileTrailParticleOrange2",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
    Goto Why
    Loop
  Death:
    TNT1 A 0
	TNT1 A 0 A_SetTranslucent(0.75,1)
	TNT1 A 0 Radius_Quake(5,60,0,10,0)
	TNT1 A 0 A_SpawnItemEx("DTBFGLightningRedSpawner", 0, 0, 15, 0, 0, 0, 0, 128)
	CRS1 ABCD 6 Bright A_SpawnItemEx("DTech10KShockwave", 0, 0, 15, 0, 0, 0, 0, 128)
	TNT1 A 0 A_Explode(128,1024,0)
	TNT1 A 0 A_Explode(460,640,0)
	TNT1 A 0 A_Explode(618,256)
	TNT1 A 0 A_StopSoundEx("Voice")
	TNT1 A 0 Radius_Quake(20,12,0,12,0)
	TNT1 A 0 A_PlaySound("weapons/dtech10kexplode")
	TNT1 A 0 A_SpawnItemEx("DevastatorShockWave2",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_SpawnItem("RedDTBFGEx",0,-10)
	CRE9 D 0 Bright A_CustomMissile("ZombieDevastatorBall2",0,0,18,2)
    CRE9 D 0 Bright A_CustomMissile("ZombieDevastatorBall2",0,0,36,2)
    CRE9 D 0 Bright A_CustomMissile("ZombieDevastatorBall2",0,0,54,2)
    CRE9 D 0 Bright A_CustomMissile("ZombieDevastatorBall2",0,0,72,2)
    CRE9 D 0 Bright A_CustomMissile("ZombieDevastatorBall2",0,0,90,2)
    CRE9 D 0 Bright A_CustomMissile("ZombieDevastatorBall2",0,0,108,2)
    CRE9 D 0 Bright A_CustomMissile("ZombieDevastatorBall2",0,0,126,2)
    CRE9 D 0 Bright A_CustomMissile("ZombieDevastatorBall2",0,0,144,2)
    CRE9 D 0 Bright A_CustomMissile("ZombieDevastatorBall2",0,0,144,2)
    CRE9 D 0 Bright A_CustomMissile("ZombieDevastatorBall2",0,0,162,2)
    CRE9 D 0 Bright A_CustomMissile("ZombieDevastatorBall2",0,0,180,2)
    CRE9 D 0 Bright A_CustomMissile("ZombieDevastatorBall2",0,0,196,2)
    CRE9 D 0 Bright A_CustomMissile("ZombieDevastatorBall2",0,0,216,2)
    CRE9 D 0 Bright A_CustomMissile("ZombieDevastatorBall2",0,0,234,2)
    CRE9 D 0 Bright A_CustomMissile("ZombieDevastatorBall2",0,0,252,2)
    CRE9 D 0 Bright A_CustomMissile("ZombieDevastatorBall2",0,0,270,2)
    CRE9 D 0 Bright A_CustomMissile("ZombieDevastatorBall2",0,0,288,2)
    CRE9 D 0 Bright A_CustomMissile("ZombieDevastatorBall2",0,0,306,2)
    CRE9 D 0 Bright A_CustomMissile("ZombieDevastatorBall2",0,0,324,2)
    CRE9 D 0 Bright A_CustomMissile("ZombieDevastatorBall2",0,0,342,2)
	CRE9 AAAAAABBBBBBCCCCCCDDDDDD 1 A_CustomMissile("KaboomDevastator22",0,0,random(0,360),2,random(0,360))
    CRE9 EF 6 Bright
    Stop
}
}

Actor A3CannonBall : LegendaryCannonBallCF
{
  Species "Masterminds"
  Speed 50
  Damage 50
  -NOTIMEFREEZE
  DECAL RedBFG9500Lightning
  States
  {
  Spawn:
	RRBA Z 1 Bright A_SpawnItemEx("SuperBallTrail")
    Loop
  Death:
	TNT1 A 0 A_SetScale(1.0)
	TNT1 AAAA 0 A_SpawnItemEx("Debris",0,0,Random(20,40),Random(4,-4),Random(4,-4),Random(4,8),0,128)
	TNT1 A 0 A_SpawnItemEx("BFGShockwaveRed2", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 AA 0 A_SpawnItemEx("RedParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
    TNT1 AAA 0 A_CustomMissile("Kaboom18", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))
    TNT1 A 0 A_Explode(100,300)
    BRE3 ABCDEF 5 Bright
    Stop
	}
}

Actor A3Scan : FastProjectile
{
 MissileType "MoloScanFX"
 MissileHeight 8
 Speed 290
 Damage (0)
 +FORCERADIUSDMG
 +HITTRACER
 +BLOODLESSIMPACT
 Renderstyle Add
 Scale 1.5
 Height 7
 Radius 7
  States
   {
  Spawn:
	SKFX AB 1 Bright
	Loop
  Death:
	SKFX BABABAB 1 Bright A_Fadeout(1.5,0)
	TNT1 A Random(25,30)
	TNT1 A 0 A_SetScale(0.6)
	TNT1 A 0 A_SetTranslucent(1.0,1)
	TNT1 A 0 A_PlaySound("EnragedCybruiser/JerichoFire",5)
	TNT1 A 0 A_Explode(150,200)
	TNT1 AAA 0 A_SpawnItemEx("EKaboomLN2",Random(-1,1),Random(-1,1),Random(-1,1))
	EV32 ABCDEFGHIJKLMNOP 1 Bright 
	Stop
  }
}

Actor A3RippleLaserProj
{
  Projectile
  Scale 1.0
  Radius 15
  Height 15
  Speed 40
  FastSpeed 50
  Damage 25
  RenderStyle Add
  Species "Masterminds"
  Damagetype "DarkDemoEx"
  SeeSound "monsters/fusionfire"
  +FORCERADIUSDMG
  +FORCEXYBILLBOARD
  +NOTIMEFREEZE
  var int user_size;
  States
  {
  Spawn:
	TNT1 A 0 A_JumpIf(user_size >= 5,"Spawn2")	 
	TNT1 A 0 A_SetUserVar("user_size",user_size+1)
	TNT1 A 0 A_ScaleVelocity(1.1)
    BDCR AA 1 Bright A_Explode(5,32,0)
	Loop
  Spawn2:
	TNT1 A 0 A_SetScale(1.25)
  Spawn2Loop:
	TNT1 A 0 A_JumpIf(user_size >= 10,"Spawn3")
	TNT1 A 0 A_SetUserVar("user_size",user_size+1)
	TNT1 A 0 A_ScaleVelocity(1.1)
    BDCR AA 1 Bright A_Explode(5,48,0)
	Loop
  Spawn3:
	TNT1 A 0 A_SetScale(1.50)
  Spawn3Loop:
	TNT1 A 0 A_JumpIf(user_size >= 15,"Spawn4")
	TNT1 A 0 A_SetUserVar("user_size",user_size+1)
	TNT1 A 0 A_ScaleVelocity(1.1)
    BDCR AA 1 Bright A_Explode(5,64,0)
    Loop
  Spawn4:
	TNT1 A 0 A_SetScale(1.75)
  Spawn4Loop:
	TNT1 A 0 A_JumpIf(user_size >= 20,"Spawn5")
	TNT1 A 0 A_SetUserVar("user_size",user_size+1)
	TNT1 A 0 A_ScaleVelocity(1.1)
    BDCR AA 1 Bright A_Explode(5,80,0)
    Loop
  Spawn5:
	TNT1 A 0 A_SetScale(2.0)
  Spawn5Loop:
	TNT1 A 0 A_JumpIf(user_size >= 25,"Spawn6")
	TNT1 A 0 A_SetUserVar("user_size",user_size+1)
	TNT1 A 0 A_ScaleVelocity(1.1)
    BDCR AA 1 Bright A_Explode(5,96,0)
    Loop
  Spawn6:
	TNT1 A 0 A_SetScale(2.25)
  Spawn6Loop:
	TNT1 A 0 A_JumpIf(user_size >= 30,"Spawn7")
	TNT1 A 0 A_SetUserVar("user_size",user_size+1)
	TNT1 A 0 A_ScaleVelocity(1.1)
    BDCR AA 1 Bright A_Explode(5,112,0)
    Loop
  Spawn7:
	TNT1 A 0 A_SetScale(2.50)
  Spawn7Loop:
	TNT1 A 0 A_JumpIf(user_size >= 35,"Spawn8")
	TNT1 A 0 A_SetUserVar("user_size",user_size+1)
	TNT1 A 0 A_ScaleVelocity(1.1)
    BDCR AA 1 Bright A_Explode(5,128,0)
    Loop
  Spawn8:
	TNT1 A 0 A_SetScale(2.75)
  Spawn8Loop:
	TNT1 A 0 A_JumpIf(user_size >= 40,"Spawn9")
	TNT1 A 0 A_SetUserVar("user_size",user_size+1)
	TNT1 A 0 A_ScaleVelocity(1.1)
    BDCR AA 1 Bright A_Explode(5,144,0)
    Loop
  Spawn9:
	TNT1 A 0 A_SetScale(3.0)
  Spawn9Loop:
    BDCR AA 1 Bright A_Explode(5,160,0)
    Loop
  Death:
	TNT1 A 0 A_SpawnItemEx("BFGShockwaveBlue",0,0,0,0,0,0,0,128)
	TNT1 AA 0 A_CustomMissile("LegendarySmokeFX4",0,0,random(0,360),2,random(0,360))
    TNT1 AAAA 0 A_SpawnItemEx("BlueKaboom",random(-32,32),random(-40,40),random(8,16),random(-4,4),random(-4,4),random(0,4),0,SXF_TRANSFERPOINTERS)
	TNT1 A 0 A_SpawnItem("RailgunImpactEffectBlue")
    TNT1 A 0 A_Explode(32,160,0)
    BDCR AAAAAAAAAA 1 Bright A_FadeOut(0.1)
    Stop
	}
}

ACTOR A3SpreadLaser : VesselSpreadLaser
{
  Speed 70
  Damage 20
  States
  {
  Spawn:
	TNT1 A 1
    Loop
  Death:
    TNT1 A 10
	TNT1 A 0 A_Explode(98,124)
	TNT1 A 0 A_SpawnItemEX("LegendaryBlueParticleSpawner")
	TNT1 A 0 A_SpawnItemEx("BlueKaboom3")
	TNT1 A 0 A_PlaySound("weapons/rocklx")
    BXPO ABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)
    Stop
  }
}

ACTOR A3PlasmaBall : NewPlasmaBall
{
Speed 50
FastSpeed 65
Damage 5
Scale 1.5
SeeSound "weapons/hrfire"
Species "Masterminds"
DeathSound "monsters/newfireexplode"
+FORCERADIUSDMG
+NODAMAGETHRUST
-THRUSPECIES
+NOTIMEFREEZE
+SEEKERMISSILE
States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_Jump(128,"Homing")
  Normal:
    TNT1 A 0 A_Jump(128,"PlasmaSFX")
    DPLS AB 2 Bright
    Loop
  PlasmaSFX:
	DPLS AA 1 Bright A_SpawnItemEx("PlasmaLightning",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,0,128)
	DPLS BB 1 Bright A_SpawnItemEx("PlasmaLightning2",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,0,128)
    Goto Normal
  Homing:
    TNT1 A 0
    TNT1 A 0 A_Jump(128,"HomingPlasmaSFX")
	DPLS AA 2 Bright A_SeekerMissile(30,0)
    Loop
  HomingPlasmaSFX:
	TNT1 A 0 A_SeekerMissile(30,0)
	DPLS AA 1 Bright A_SpawnItemEx("PlasmaLightning",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,0,128)
	TNT1 A 0 A_SeekerMissile(30,0)
	DPLS BB 1 Bright A_SpawnItemEx("PlasmaLightning2",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,0,128)
    Goto Homing
  Death:
	TNT1 A 0
    TNT1 A 0 A_SpawnItemEx("BlueParticleSpawner",0,0,0,0,0,0,0,128)
	TNT1 AAA 0 A_CustomMissile("Kaboom6", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAA 0 A_CustomMissile("SmokeFX4", 0, 0, random(0,360), 2, random(0,360))
    TNT1 A 0 A_Explode(15,32,0)
    TNT1 A 1 A_SpawnItem("PlasmaEx")   
    Stop
	}
}

ACTOR A3PlamexisLaser : PlamexisLaser
{
  Speed 120
  MissileType "A3PlamexisLaserTrail"
  MissileHeight 8
  Damagetype "DarkDemoEx"
  States
  {
  Spawn:
    TNT1 A 0 NoDelay A_SpawnItemEx("BlueGuruChunkSpark",0,0,0,3)
  SpawnLoop:
    TNT1 A 1 A_Explode(30,200)
    Loop
  Death:
    TNT1 A 0
	TNT1 A 0 A_Jump(128,"Death2")
	TNT1 A 0 A_Explode(200,200)
    TNT1 AAAAAAAAAAAAAAA 1 A_SpawnItemEx("BlueGuruChunkSpark",0,0,0,frandom(-6,6),frandom(-6,6),frandom(-6,6))
  Death2:
	TNT1 A 0 A_Explode(200,200)
    TNT1 AAAAAAAAAAAAAAA 1 A_SpawnItemEx("SacrosanctGuruChunkSpark",0,0,0,frandom(-6,6),frandom(-6,6),frandom(-6,6))
    Stop
  }
}

ACTOR A3PlamexisLaserTrail : BaseProjectileEffect
{
  Scale 1.0
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_Jump(128,"Spawn2")
    CLBA CCCCCCCCCCCCCCCCC 1 Bright
  SpawnLoop:
    TNT1 A 0 A_SetScale(ScaleX-0.05)
    CLBA C 1 A_FadeOut(0.1)
    Loop
  Spawn2:
    CLBA IIIIIIIIIIIIIIIII 1 Bright
  Spawn2Loop:
    TNT1 A 0 A_SetScale(ScaleX-0.05)
    CLBA I 1 A_FadeOut(0.1)
    Loop
  }
}

ACTOR A3Blue10K : TrueLegendary10KProjectile
{
Species "Masterminds"
   States
   {
   Spawn:
      BRAC A 1 Bright
      Loop
   Death:
   XDeath:  
      TNT1 A 0
      TNT1 A 1 A_SpawnItem("A3Blue10KEx")
      Stop
	  }
}

ACTOR A3Blue10KEx : LegCyber10KEx
{
  Damage 75
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("BFGShockwaveBlue", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_SpawnItemEx("LegendaryBlueParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
    TNT1 AA 0 A_CustomMissile("KaboomBlue2", 0, 0, random(0,360), 2, random(0,360))
    TBE1 A 4 Bright A_Detonate
    TBE1 BCDEF 4 Bright
    Stop
  }
}

Actor A3LaserBeam : FastProjectile
{
Radius 1
Height 1
Scale 1.5
Speed 200
Renderstyle Add
Decal DoomImpScorch
Damage 5 //15
+RIPPER
-CANNOTPUSH
-NODAMAGETHRUST
+THRUSPECIES
+NOEXTREMEDEATH
+BLOODLESSIMPACT
SeeSound ""
States
	{
	Spawn:
		TNT1 A 0
		//TNT1 A 0 A_PlaySound("Laser/Beam", CHAN_AUTO|CHAN_NOPAUSE)
		TRC5 A 1 Bright
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0 Radius_Quake(1,6,0,12,0)
		TNT1 A 0 A_Explode(32,64,0,False,32)
		TNT1 A 0 A_SpawnItemEx("T3BlueLaserFlare")
		T3FS ABCDEFGHIJKLMNOP 1 Bright A_FadeOut(0.06,1)
		Stop
	}
}

/*
Actor A3Strafing : AIStrafing
{
  States
  {
  Pickup:
    NULL A 1 
	NULL A 1
	NULL A 1 A_JumpIf(velx != 0 || vely != 0,2)
	NULL A 1 A_Jump(256,2)
	NULL A 1 A_Jump(235,5)
	NULL A 1 A_JumpIfInventory("StrafeSens",1,3)
	NULL A 1 A_GiveInventory("StrafeSens",1)
	NULL A 1 A_Jump(256,2)	
	NULL A 1 A_TakeInventory("StrafeSens",1)
	NULL A 1 A_JumpIfInventory("StrafeSens",1,3)
	NULL A 1 ThrustThing(angle*256/360+38.7,1,0,0)
	NULL A 1 A_Jump(256,2)	
	NULL A 1 ThrustThing(angle*256/360+38.7,-1,0,0)
    NULL A 1 A_FaceTarget
	NULL A 1 A_Jump(24,2)
	NULL A 1 A_JumpIfCloser(300,2)
	NULL A 1 A_Recoil(-1.5)
    Stop
	NULL A 1 A_Recoil(1.5)
    Stop	
  }
}
*/

ACTOR ArmamentArmedArmFireSpawner : RedParticleSpawner
{
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_PlaySound("monster/ambientfire2")
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	TNT1 A 0 A_SpawnItemEx("ArmamentArmedArmFireEx",random(-50,-70),random(-10,10),78,0,0,random(-4,-6),0,128,0)
	TNT1 AAAA 0 A_SpawnItemEx("ArmamentArmedArmFire",random(-50,-70),random(-10,10),78,0,0,random(-4,-6),0,128,0)
    TNT1 A 1
    Stop
  }
}

ACTOR ArmamentArmedArmFireEx : Kaboom6
{
Speed 0
Scale 0.75
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
    TNT1 A 0 A_Jump(256,"Green","Blue")
  Green:
    GXPO AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)
    Stop
  Blue:
    BXPO AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)
    Stop
     }
}

ACTOR ArmamentArmedArmFire : CardinalFire
{
Scale 0.65
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_Jump(256,"Green","Blue")
  Green:
    GMKE ABCDEFGHIJKL 2 Bright A_FadeOut
    Stop
  Blue:
    BMKE ABCDEFGHIJKL 2 Bright A_FadeOut
    Stop
}
}

Actor A3Form2Ghost
{
Scale 1.25
RENDERSTYLE Translucent
Alpha 0.75
+NOGRAVITY
+CLIENTSIDEONLY
+DONTSPLASH
+NOINTERACTION
+NOCLIP
+NOTIMEFREEZE
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
    A3M2 A 2 A_FadeOut(0.1)
    Wait		
    }
}

Actor A3Form3Ghost : A3Form2Ghost
{
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
    A3M3 A 2 A_FadeOut(0.1)
    Wait		
    }
}