Actor Makron : Cyberdemon
{
//Creator: Complex Doom CF 3.0 Team
//Origin: Complex Doom CF 3.0
//Sprite: JRG0 - JRG9
//Title: "Makron"
	Radius 40
	Height 110
	BloodColor "Black"
	SeeSound "Jorg/Sight"
	ActiveSound "Jorg/Active"
	PainSound "Jorg/Pain"
	AttackSound "Jorg/Attack4"
	DeathSound "Jorg/Death"
	Health 15000
	Speed 12
	Mass 0x7FFFFFFF
	DamageType "Makron"
	DamageFactor "Makron", 0.0
	DamageFactor "PlayerNemesisPlasma", 0.0
	DamageFactor "Explosion", 0.05
	DamageFactor "DTRailgun", 0.1
	DamageFactor "PDTPuff", 0.4
	DamageFactor "RailG", 0.3
	DamageFactor "T3rm", 0.1
	DamageFactor "UltimateLegendary", 0.0
	DamageFactor "NobleComet", 0.1
	DamageFactor "HellComet", 0.1
	DamageFactor "Hell", 0.1
	DamageFactor "Cyber10K", 0.0
	DamageFactor "Legendary", 0.01
	DamageFactor "LegendaryGuru", 0.01
	DamageFactor "LegendaryGuruPlayer", 0.01
	DamageFactor "BFGSplash", 0.1
	DamageFactor "BFGSpray", 0.1
	DamageFactor "PDTBFG", 0.0
	DamageFactor "PDTBFGTracer", 0.0
	DamageFactor "PlayerDevBall2", 0.2
	DamageFactor "PlayerDTBFGRailgunSlug", 0.1
	DamageFactor "PlayerDevTracer", 0.2
	DamageFactor "Ice", 0.2
	DamageFactor "PyroShot", 0.0
    DamageFactor "PlayerPyro", 0.2
	DamageFactor "PlayerBHole", 0.1
	DamageFactor "PlayerNuke", 0.01
	DamageFactor "RailG", 0.5
	DamageFactor "Explosion", 0.1
	DamageFactor 0.4
	PainChance 5
	PainChance "DTRailgun", 100
	Obituary "%o didn't stand a chance against the \c[q4]Makron."
    DropItem "NemesisHealthBonusMax", 256, 64
	DropItem "NemesisArmorBonus64", 256
	DropItem "NemesisHealthBonusMax", 256, 64
	DropItem "NemesisArmorBonus64", 256
	DropItem "NemesisSuperSphere" 215
	DropItem "LegAmmoSphere", 128, 5
	DropItem "LegDemonRune", 80, 1
	DropItem "LegendaryRune", 256, 1
	DropItem "LegendaryRune", 256, 1
	DropItem "DemonicChalice", 256, 2
	DropItem "SkullOfPower", 256, 2
	DropItem "NLDemonAmmo", 256
	DropItem "NLDemonAmmoBox", 256
	DropItem "NemesisShell", 256
	DropItem "NemesisShellBox", 130
	DropItem "Nemesis Rifle", 200  
	DropItem "Nemesis Plasmatic Cannon", 200
	DropItem "Nemesis Assault Shotgun", 200
	DropItem "Nemesis Sawed-Off Shotgun", 200
	DropItem "Nemesis BFG", 255
	Species "Cybers"
	Tag "\c[q4]Makron\c-"
	+NOTIMEFREEZE
	+NOFEAR
	+BOSS
	+NOTELEFRAG
	+MISSILEMORE
	+MISSILEEVENMORE
	var int user_music;
	States
	{
	Eject:
		JRG0 ABCDEF 5
		JRG0 G 5 A_PlaySound("Jorg/Land",CHAN_BODY)
		JRG0 HIKLM 5
		Goto Spawn
	Spawn:
		JRG4 A 0 A_JumpIfInventory(Cell,1,"Eject",AAPTR_MASTER)
		JRG4 A 0 
		JRG4 "ABCDEFGHIJKLMNOPQRSTUVWXYZ\[]" 6 A_Look
		JRG5 A 0 A_PlaySound("Jorg/Laugh",CHAN_VOICE)
		JRG5 "ABCDEFGHIJKLMNOPQRSTUVWXYZ\[]" 6 A_Look
		JRG2 YZ 6 A_Look
		JRG4 A 0 A_PlaySound("Jorg/Laugh",CHAN_VOICE)
		Goto Spawn
	See:
		TNT1 A 0 A_JumpIf(user_music == 1,3)
		TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,745)
		TNT1 A 0 A_SetUserVar("user_music",1)
		JRG6 J 0 A_ChangeFlag(NOPAIN,0)
		TNT1 A 0 A_PlaySound("Jorg/Step",CHAN_BODY)
		JRG6 JA 5 A_Chase
		JRG6 BCD 4 A_Chase
		JRG6 E 0 A_PlaySound("Jorg/Step",CHAN_BODY)
		JRG6 EF 5 A_Chase
		JRG6 GHI 4 A_Chase
		Loop
	Missile:
		"----" A 0 A_Jump(150,"MakronDTBFG","SuperBlaster","Rockets","Railgun","NemesisRiflu","SupaChaingun")
		"----" A 0 A_Jump(30,"MakronPyro")
		"----" A 3
		Goto Rockets
	MakronDTBFG:
		"----" A 3
		"----" A 0 A_ChangeFlag(NOPAIN,1)
		TNT1 A 0 A_PlaySound("Cardinal/9k")
		JRG0 NOP 12 A_FaceTarget
		JRG0 Q 5 A_CustomMissile("CardinalDTBFG10KBall",55,-23,random(-6,6))
		JRG0 Q 5 A_CustomMissile("CardinalDTBFG10KBall",55,-23,random(-6,6))
		JRG0 Q 5 A_CustomMissile("CardinalDTBFG10KBall",55,-23,random(-6,6))
		JRG0 RSTUV 6
		Goto See
	SuperBlaster:
		"----" A 3
		"----" A 0 A_ChangeFlag(NOPAIN,1)
		TNT1 A 0 A_PlaySound("weapons/Hcharge10k")
		JRG1 ABC 8 A_FaceTarget(0,0)
		JRG1 E 0 A_CustomMissile(HSBFG10kShotCrowned,50,-20,50) TNT1 A 0 A_FaceTarget JRG1 E 4 A_PlayWeaponSound("weapons/Hbfg10kfire")
		JRG1 F 0 A_CustomMissile(HSBFG10kShotCrowned,50,-16,40) TNT1 A 0 A_FaceTarget JRG1 F 3 A_PlayWeaponSound("weapons/Hbfg10kfire")
		JRG1 G 0 A_CustomMissile(HSBFG10kShotCrowned,50,-12,30) TNT1 A 0 A_FaceTarget JRG1 G 4 A_PlayWeaponSound("weapons/Hbfg10kfire")
		JRG1 H 0 A_CustomMissile(HSBFG10kShotCrowned,50,-5,20) TNT1 A 0 A_FaceTarget JRG1 H 4 A_PlayWeaponSound("weapons/Hbfg10kfire")
		JRG1 I 0 A_CustomMissile(HSBFG10kShotCrowned,50,5,10) TNT1 A 0 A_FaceTarget JRG1 I 3 A_PlayWeaponSound("weapons/Hbfg10kfire")
		JRG1 J 0 A_CustomMissile(HSBFG10kShotCrowned,52,18,0) TNT1 A 0 A_FaceTarget JRG1 J 4 A_PlayWeaponSound("weapons/Hbfg10kfire")
		JRG1 K 0 A_CustomMissile(HSBFG10kShotCrowned,52,33,-15) TNT1 A 0 A_FaceTarget JRG1 K 4 A_PlayWeaponSound("weapons/Hbfg10kfire")
		JRG1 L 0 A_CustomMissile(HSBFG10kShotCrowned,52,35,-30) TNT1 A 0 A_FaceTarget JRG1 L 3 A_PlayWeaponSound("weapons/Hbfg10kfire")
		JRG1 M 0 A_CustomMissile(HSBFG10kShotCrowned,52,35,-45) TNT1 A 0 A_FaceTarget JRG1 M 4 A_PlayWeaponSound("weapons/Hbfg10kfire")
		JRG1 N 0 A_CustomMissile(HSBFG10kShotCrowned,52,30,-30) TNT1 A 0 A_FaceTarget JRG1 N 4 A_PlayWeaponSound("weapons/Hbfg10kfire")
		JRG1 O 0 A_CustomMissile(HSBFG10kShotCrowned,50,23,-15) TNT1 A 0 A_FaceTarget JRG1 O 3 A_PlayWeaponSound("weapons/Hbfg10kfire")
		JRG1 P 0 A_CustomMissile(HSBFG10kShotCrowned,50,23,0) TNT1 A 0 A_FaceTarget JRG1 P 4 A_PlayWeaponSound("weapons/Hbfg10kfire")
		JRG1 Q 0 A_CustomMissile(HSBFG10kShotCrowned,50,16,8) TNT1 A 0 A_FaceTarget JRG1 Q 4 A_PlayWeaponSound("weapons/Hbfg10kfire")
		JRG1 R 0 A_CustomMissile(HSBFG10kShotCrowned,50,8,16) TNT1 A 0 A_FaceTarget JRG1 R 3 A_PlayWeaponSound("weapons/Hbfg10kfire")
		JRG1 S 0 A_CustomMissile(HSBFG10kShotCrowned,50,0,25) TNT1 A 0 A_FaceTarget JRG1 S 4 A_PlayWeaponSound("weapons/Hbfg10kfire")
		JRG1 T 0 A_CustomMissile(HSBFG10kShotCrowned,50,-8,33) TNT1 A 0 A_FaceTarget JRG1 T 4 A_PlayWeaponSound("weapons/Hbfg10kfire")
		JRG1 U 0 A_CustomMissile(HSBFG10kShotCrowned,50,-17,42) TNT1 A 0 A_FaceTarget JRG1 U 3 A_PlayWeaponSound("weapons/Hbfg10kfire")
		JRG1 V 0 A_CustomMissile(HSBFG10kShotCrowned,50,-25,50) TNT1 A 0 A_FaceTarget JRG1 V 4 A_PlayWeaponSound("weapons/Hbfg10kfire")
		JRG1 WXYZ 4
		Goto See
	Rockets:
		"----" A 3
		"----" A 0 A_ChangeFlag(NOPAIN,1)
		JRG0 NOP 6 A_FaceTarget
		JRG0 Q 0 A_PlayWeaponSound("Weapons/RocketLauncherFire")
		JRG0 Q 0 A_CustomMissile(MakronRocket,55,-23)
		JRG0 NOP 2 A_FaceTarget
		JRG0 Q 0 A_PlayWeaponSound("Weapons/RocketLauncherFire")
		JRG0 Q 0 A_CustomMissile(MakronRocket,55,-23)
		JRG0 NOP 2 A_FaceTarget
		JRG0 Q 0 A_PlayWeaponSound("Weapons/RocketLauncherFire")
		JRG0 Q 0 A_CustomMissile(MakronRocket,55,-23)
		JRG0 NOP 2 A_FaceTarget
		JRG0 Q 0 A_PlayWeaponSound("Weapons/RocketLauncherFire")
		JRG0 Q 0 A_CustomMissile(MakronRocket,55,-23)
		JRG0 NOP 2 A_FaceTarget
		JRG0 Q 0 A_PlayWeaponSound("Weapons/RocketLauncherFire")
		JRG0 Q 0 A_CustomMissile(MakronRocket,55,-23)
		JRG0 NOP 2 A_FaceTarget
		JRG0 Q 0 A_PlayWeaponSound("Weapons/RocketLauncherFire")
		JRG0 Q 0 A_CustomMissile(MakronRocket,55,-23)
		JRG0 NOP 2 A_FaceTarget
		JRG0 Q 0 A_PlayWeaponSound("Weapons/RocketLauncherFire")
		JRG0 Q 0 A_CustomMissile(MakronRocket,55,-23)
		JRG0 NOP 2 A_FaceTarget
		JRG0 Q 0 A_PlayWeaponSound("Weapons/RocketLauncherFire")
		JRG0 Q 0 A_CustomMissile(MakronRocket,55,-23)
		JRG0 NOP 2 A_FaceTarget
		JRG0 Q 0 A_PlayWeaponSound("Weapons/RocketLauncherFire")
		JRG0 Q 0 A_CustomMissile(MakronRocket,55,-23)
		JRG0 NOP 2 A_FaceTarget
		JRG0 Q 0 A_PlayWeaponSound("Weapons/RocketLauncherFire")
		JRG0 Q 0 A_CustomMissile(MakronRocket,55,-23)
		JRG0 RSTUV 4
		Goto See
	MakronPyro:
		"----" A 3
		"----" A 0 A_ChangeFlag(NOPAIN,1)
		JRG0 NOP 10 A_FaceTarget
		JRG0 Q 0 A_PlayWeaponSound("weapons/PCNNF")
		JRG0 Q 0 A_CustomMissile(MakronPyroShot,55,-23)
		JRG0 NOP 4 A_FaceTarget
		JRG0 Q 0 A_PlayWeaponSound("weapons/PCNNF")
		JRG0 Q 0 A_CustomMissile(MakronPyroShot,55,-23)
		JRG0 NOP 4 A_FaceTarget
		JRG0 Q 0 A_PlayWeaponSound("weapons/PCNNF")
		JRG0 Q 0 A_CustomMissile(MakronPyroShot,55,-23)
		JRG0 NOP 4 A_FaceTarget
		JRG0 Q 0 A_PlayWeaponSound("weapons/PCNNF")
		JRG0 Q 0 A_CustomMissile(MakronPyroShot,55,-23)
		JRG0 NOP 4 A_FaceTarget
		JRG0 Q 0 A_PlayWeaponSound("weapons/PCNNF")
		JRG0 Q 0 A_CustomMissile(MakronPyroShot,55,-23)
		JRG0 RSTUV 4
		Goto See
	NemesisRiflu:
		"----" A 2
		"----" A 0 A_ChangeFlag(NOPAIN,1)
		JRG1 ABC 5 A_FaceTarget(0,0)
		JRG1 E 0 A_CustomMissile(NemesisRifleShotEnemy,50,-20,50) TNT1 A 0 A_FaceTarget JRG1 E 4 A_PlayWeaponSound("NemesisRifle/Fire")
		JRG1 F 0 A_CustomMissile(NemesisRifleShotEnemy,50,-16,40) TNT1 A 0 A_FaceTarget JRG1 F 3 A_PlayWeaponSound("NemesisRifle/Fire")
		JRG1 G 0 A_CustomMissile(NemesisRifleShotEnemy,50,-12,30) TNT1 A 0 A_FaceTarget JRG1 G 4 A_PlayWeaponSound("NemesisRifle/Fire")
		JRG1 H 0 A_CustomMissile(NemesisRifleShotEnemy,50,-5,20) TNT1 A 0 A_FaceTarget JRG1 H 4 A_PlayWeaponSound("NemesisRifle/Fire")
		JRG1 I 0 A_CustomMissile(NemesisRifleShotEnemy,50,5,10) TNT1 A 0 A_FaceTarget JRG1 I 3 A_PlayWeaponSound("NemesisRifle/Fire")
		JRG1 J 0 A_CustomMissile(NemesisRifleShotEnemy,52,18,0) TNT1 A 0 A_FaceTarget JRG1 J 4 A_PlayWeaponSound("NemesisRifle/Fire")
		JRG1 K 0 A_CustomMissile(NemesisRifleShotEnemy,52,33,-15) TNT1 A 0 A_FaceTarget JRG1 K 4 A_PlayWeaponSound("NemesisRifle/Fire")
		JRG1 L 0 A_CustomMissile(NemesisRifleShotEnemy,52,35,-30) TNT1 A 0 A_FaceTarget JRG1 L 3 A_PlayWeaponSound("NemesisRifle/Fire")
		JRG1 M 0 A_CustomMissile(NemesisRifleShotEnemy,52,35,-45) TNT1 A 0 A_FaceTarget JRG1 M 4 A_PlayWeaponSound("NemesisRifle/Fire")
		JRG1 N 0 A_CustomMissile(NemesisRifleShotEnemy,52,30,-30) TNT1 A 0 A_FaceTarget JRG1 N 4 A_PlayWeaponSound("NemesisRifle/Fire")
		JRG1 O 0 A_CustomMissile(NemesisRifleShotEnemy,50,23,-15) TNT1 A 0 A_FaceTarget JRG1 O 3 A_PlayWeaponSound("NemesisRifle/Fire")
		JRG1 P 0 A_CustomMissile(NemesisRifleShotEnemy,50,23,0) TNT1 A 0 A_FaceTarget JRG1 P 4 A_PlayWeaponSound("NemesisRifle/Fire")
		JRG1 Q 0 A_CustomMissile(NemesisRifleShotEnemy,50,16,8) TNT1 A 0 A_FaceTarget JRG1 Q 4 A_PlayWeaponSound("NemesisRifle/Fire")
		JRG1 R 0 A_CustomMissile(NemesisRifleShotEnemy,50,8,16) TNT1 A 0 A_FaceTarget JRG1 R 3 A_PlayWeaponSound("NemesisRifle/Fire")
		JRG1 S 0 A_CustomMissile(NemesisRifleShotEnemy,50,0,25) TNT1 A 0 A_FaceTarget JRG1 S 4 A_PlayWeaponSound("NemesisRifle/Fire")
		JRG1 T 0 A_CustomMissile(NemesisRifleShotEnemy,50,-8,33) TNT1 A 0 A_FaceTarget JRG1 T 4 A_PlayWeaponSound("NemesisRifle/Fire")
		JRG1 U 0 A_CustomMissile(NemesisRifleShotEnemy,50,-17,42) TNT1 A 0 A_FaceTarget JRG1 U 3 A_PlayWeaponSound("NemesisRifle/Fire")
		JRG1 V 0 A_CustomMissile(NemesisRifleShotEnemy,50,-25,50) TNT1 A 0 A_FaceTarget JRG1 V 4 A_PlayWeaponSound("NemesisRifle/Fire")
		JRG1 WXYZ 3
		Goto See
	Railgun:
		"----" A 3
		"----" A 0 A_ChangeFlag(NOPAIN,1)
		JRG2 A 0 A_PlayWeaponSound("Weapons/RailGunCharge")
		JRG2 ABCDEFG 4 A_FaceTarget
		JRG2 H 3 A_CustomRailgun(Random(95,165),5,"2F 67 7F","White",RGF_FULLBRIGHT,1,0,"BulletPuff",0,0,8129,35,1,1,None,3)
		JRG2 IJKLMNOP 3 A_FaceTarget
		Goto See
	SupaChaingun:
		"----" A 3
		"----" A 0 A_ChangeFlag(NOPAIN,1)
		JRG0 N 1 A_PlaySound("Weapons/SuperChainStart",CHAN_5)
		JRG0 NOP 10 A_FaceTarget 
		JRG0 Q 0 A_PlayWeaponSound("Weapons/SuperChainFire")
		JRG0 Q 0 A_CustomBulletAttack(5.5, 5.5, 4, random(35,55), "MakronBulletPuff", 0, CBAF_NORANDOM)
		JRG0 NOP 2 A_FaceTarget
		JRG0 Q 0 A_PlayWeaponSound("Weapons/SuperChainFire")		
		JRG0 Q 0 A_CustomBulletAttack(5.5, 5.5, 4, random(35,55), "MakronBulletPuff", 0, CBAF_NORANDOM)
		JRG0 NOP 2 A_FaceTarget
		JRG0 Q 0 A_PlayWeaponSound("Weapons/SuperChainFire")	
		JRG0 Q 0 A_CustomBulletAttack(5.5, 5.5, 4, random(35,55), "MakronBulletPuff", 0, CBAF_NORANDOM)
		JRG0 NOP 2 A_FaceTarget
		JRG0 Q 0 A_PlayWeaponSound("Weapons/SuperChainFire")
		JRG0 Q 0 A_CustomBulletAttack(5.5, 5.5, 4, random(35,55), "MakronBulletPuff", 0, CBAF_NORANDOM)
		JRG0 NOP 2 A_FaceTarget
		JRG0 Q 0 A_PlayWeaponSound("Weapons/SuperChainFire")		
		JRG0 Q 0 A_CustomBulletAttack(5.5, 5.5, 4, random(35,55), "MakronBulletPuff", 0, CBAF_NORANDOM)
		JRG0 Q 0 A_PlaySound("Makron/SuperChainSpinStop",CHAN_5)
		JRG0 RSTUV 4
		Goto See
	Pain:
		"----" A 0 A_ChangeFlag(NOPAIN,1)
		"----" A 0 A_Jump(256,"Pain1","Pain2","Pain3")
	Pain1:
		"----" A 4 A_Pain
		JRG2 QRST 3
		Goto See
	Pain2:
		"----" A 4 A_Pain
		JRG2 UVWX 3
		Goto See
	Pain3:
		"----" A 0 A_ChangeFlag(NOPAIN,1)
		"----" A 4 A_Pain
		JRG3 ABCDEF 4
		JRG3 GHIJKLMNO 3
		JRG3 P 0 A_PlaySound("Jorg/Popup",CHAN_BODY)
		JRG3 "PQRSTUVWXYZ^" 4
		JRG6 J 0 A_PlaySound("Jorg/Voice",CHAN_VOICE)
		Goto MakronPyro
	Pain.DTRailgun:
		"----" A 0 A_ChangeFlag(NOPAIN,1)
		"----" A 4 A_Pain
		JRG3 ABCDEF 4
		JRG3 GHIJKLMNO 3
		JRG3 P 0 A_PlaySound("Jorg/Popup",CHAN_BODY)
		JRG3 "PQRSTUVWXYZ^" 4
		JRG6 J 0 A_PlaySound("Jorg/Voice",CHAN_VOICE)
		Goto Railgun
	Pain.BFGSplash:
		Goto Missile
	Death:
		TNT1 A 0 A_Scream
		TNT1 AAAA 0 A_SpawnItemEx("GibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
		TNT1 AAAAAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
		TNT1 A 0 A_SpawnItemEx("MakronTorso",0,0,50,Random(2,4),Random2(5),5)
		JRG7 AB 4
		JRG7 C 3 A_PlaySound("Jorg/Step",CHAN_BODY)
		JRG7 DEFGHIJKLMNO 4
		JRG7 P 3 A_PlaySound("Jorg/Step",CHAN_BODY)
		JRG7 "QRSTUVWXYZ\[]" 4
		JRG8 ABCD 4
		JRG8 E 4 A_PlaySound("Jorg/Step",CHAN_BODY)
		JRG8 FGHIJKLMNOPQRSTUVWXY 4
		JRG8 Z 4 A_PlaySound("Jorg/Step",CHAN_BODY)
		JRG8 "\" 4
		JRG8 "[" 3 A_PlaySound("Jorg/Step",CHAN_BODY)
		JRG8 "]" 4
		JRG9 ABCDE 4
		JRG9 F 3 A_PlaySound("Jorg/Step",CHAN_BODY)
		JRG9 G 4
		JRG9 H 3 A_PlaySound("Jorg/Step",CHAN_BODY)
		JRG9 IJ 4
		JRG9 K 3 A_PlaySound("Jorg/Step",CHAN_BODY)
		JRG9 L 4
		JRG9 M 3 A_PlaySound("Jorg/Step",CHAN_BODY)
		JRG9 "NOPQRSTUVWXYZ\[]" 4
		JRGA ABCD 4
		JRGA E 0 A_NoBlocking
		TNT1 A 0 A_PlaySound("Jorg/Brain",CHAN_BODY)
		TNT1 AAAA 0 A_SpawnItemEx("GibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
		TNT1 AAAAAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
		TNT1 A 0 A_SpawnItemEx("Explosive Machinegun",0,0,64,random(1,8),0,4,random(0,360),0,128) //INFINITY
		JRGA E 3 A_PlaySound("Jorg/Step",CHAN_AUTO)
		JRGA FG 4
		JRGA H -1 
		Stop
	Raise:
		Stop
	}
}

Actor MakronTorso
{
	+CORPSE 
	+ISMONSTER
	Gravity 0.66
	States
	{
	Spawn:
		TNT1 A 0 NoDelay A_SetPitch(-75)
		JRG0 A 1 A_GiveInventory(Clip,3)
		TNT1 A 0 A_JumpIfInventory(Clip,80,2)
		TNT1 A 0 A_SetPitch(Pitch+3)
		TNT1 A 0
		Goto Spawn+1
	Crash:
		TNT1 A 0 A_SetPitch(0)
		TNT1 A 0 A_PlaySound("Jorg/Spine",CHAN_BODY,1.0,1)
		JRG0 ABCDEFGHIJKLMNOPQRST 4
		JRG0 A 0 A_CountDown
		Goto Crash+3
	Death:
		"----" A -1 A_StopSound(CHAN_BODY)
		Stop
	}
}

Actor MainEffects
{
	RenderStyle Add
	+NOINTERACTION
	+CLIENTSIDEONLY
	+FORCEXYBILLBOARD
	+NOBLOCKMAP
	+DONTSPLASH
	+THRUACTORS
	+NOTRIGGER
	+NOBLOCKMONST
	Radius 0.5
	Height 1
	Gravity 0.66
	Species "VFX"
}

Actor MakronRocket 
{
	Projectile
	Speed 50
	Damage 25
	ExplosionDamage 85
	ExplosionRadius 128
	DontHurtShooter
	+NODAMAGETHRUST
	+DONTHARMCLASS
	Scale 1.75
	-ROCKETTRAIL 
	+BRIGHT
    -THRUSPECIES
	+SEEKERMISSILE
	DeathSound "Weapons/RocketExplosion"
	Decal Scorch
	States
	{
	Spawn:
		MIS1 AAAAA 0 A_SpawnItemEx(MakronGrenadeSmoke,Random2(5),0,Random2(5),0,0,FRandom(0.1,0.5),Random(1,360),0,128)
		MIS1 A 0 A_SpawnItemEx(MakronRocketTrail,0,0,0,FRandom(0,0.5),0,FRandom(-0.5,0),Random(1,360),128)
		MIS1 A 1 Light(ROCKET) A_PlaySound("Weapons/RocketFly",CHAN_VOICE,0.66,1) 
		Loop
	Death:
		TNT1 A 0 A_Explode
		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)
		Stop
	}
}

Actor MakronBulletPuffParticle : MainEffects
{
	+BRIGHT
	RenderStyle Normal
	Scale 1.5
	States
	{
	Spawn:
		P001 ABCDEFGH 0 A_Jump(64,"Fade")
		Loop
	Fade:
		"----" A 5
		"----" A 1 A_FadeOut
		Wait
	}
}

Actor MakronGrenadeSmoke : MakronBulletPuffParticle
{
	Scale 1
	States
	{
	Fade:
		"----" A 1 A_FadeOut(0.025)
		Wait
	}
}

Actor MakronRocketTrail : MakronGrenadeSmoke { Translation "80:111=160:167" }

ACTOR MakronPyroShot
{
   PROJECTILE
   +SeekerMissile
   +FORCERADIUSDMG
   +NoGravity
   +MTHRUSPECIES
   +DONTREFLECT
   +Friendly
   +DontHurtSpecies
   +DontHarmSpecies
   SeeSound "weapons/firbfi"
   DeathSound "weapons/hellex"
   DamageType "Makron"
   Obituary "%o didn't stand a chance against the \c[g2]Supreme \c[e7]Lord"
   Alpha 1.0
   Scale 1.4
   RenderStyle Add
   Speed 45
   FastSpeed 50
   PROJECTILE
   Damage 300
   Radius 11
   Height 6
   states
   {
   Spawn:
	TNT1 A 0 A_Explode(600,64,0,1)
    HFBA ABC 1 Bright A_SpawnItemEx("PHFExTrail",0,0,0,0,0,0,0)
    Goto Spawn+2
   Death:
	  TNT1 A 0 Radius_Quake(15,20,0,20,0)
	  HFBA D 0 A_CustomMissile("MakronFuelExplosion01",0,0,0,6)
      HFBA D 0 A_CustomMissile("MakronFuelExplosion01",0,0,45,6)
      HFBA D 0 A_CustomMissile("MakronFuelExplosion01",0,0,90,6)
      HFBA D 0 A_CustomMissile("MakronFuelExplosion01",0,0,135,6)
      HFBA D 0 A_CustomMissile("MakronFuelExplosion01",0,0,180,6)
      HFBA D 0 A_CustomMissile("MakronFuelExplosion01",0,0,225,6)
      HFBA D 0 A_CustomMissile("MakronFuelExplosion01",0,0,270,6)
      HFBA D 0 A_CustomMissile("MakronFuelExplosion01",0,0,315,6)
      HFBA D 0 A_Mushroom("MakronMushroomFireballs",8)
	  TNT1 A 0 A_Explode(1500,486)
      HFBA DEFGHIJKLMN 1 BRIGHT 
	  TNT1 A 0 A_SpawnItemEx("PyroShotEx",0,0,0,0,0,0,0)
      Stop
   }
}

ACTOR MakronFuelExplosion01
{
   Radius 8
   Height 8
   Speed 6
   Damage 10
   PROJECTILE
   RENDERSTYLE ADD
   DamageType "Makron"
   
   +RIPPER
   +BLOODLESSIMPACT
   +DontHurtSpecies
   +SPECTRAL
   +Friendly
   +DontHarmSpecies
   SeeSound "weapons/firex3"
   ALPHA 0.80
   States
   {
   Spawn:
      TNT1 AAAAA 4 A_SpawnItem("MakronFuelExplosion02",0,0)
      Stop
   }
}

ACTOR MakronFuelExplosion02
{   
   Radius 5
   Height 5
   Speed 0
   Damage 10
   PROJECTILE
   RENDERSTYLE ADD
   +SPECTRAL
   +Friendly
   +DontHurtSpecies
   +DontHarmSpecies
   DamageType "Makron"
   ALPHA 0.80
   SeeSound "weapons/firex3"
   States
   {
   Spawn:
      RPEX A 2 Bright
      RPEX B 2 Bright A_Explode (10,96,0)
      RPEX CDEFGHIJKLMNOPQRSTU 2 Bright
      stop
   }
}

ACTOR MakronMushroomFireballs
{
   Radius 10
   Height 8
   Damage 30
   PROJECTILE  
   RENDERSTYLE Translucent 
   Alpha 1
   Scale 1.0
   Speed 35
   SeeSound "imp/attack"
   DeathSound "comet/explosion"
   DamageType "Makron"
   BounceCount 3
   -NoGravity
   +DoomBounce
   +SKYEXPLODE
   +DontHurtSpecies
   +SPECTRAL
   +Friendly
   +DontHarmSpecies
   states
   {
	Spawn:
	TNT1 A 1
	TNT1 A 0 A_PlaySoundEx("HFCyb/rocket", 1, 0, 2)
	Goto Fly
	Fly:
		FRTB AB 1 BRIGHT A_SpawnItem("HFCybFireballTrail")
		Loop
     Death:
		TNT1 A 0 A_Explode(160, 192)
		TNT1 A 0 A_SpawnItemEx("LCABaseScorch", 0, 0, 0, 0, 0, 0, Random(0,359))
        TNT1 AAAAAA 0 A_CustomMissile ("OrangeParticleSpawner", 0, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_SpawnItemEx("MakronSuperMeteor_m_Explosion",0,0,0,0,0,0,0,128,0)
	    EXPL A 0 Radius_Quake(15,20,0,20,0)
		TNT1 AAAA 0 A_SpawnItemEx("SuperMeteor_m_FX_Smoke", 0, 0, 0, 0.01 * Random(-125, 125), 0.01 * Random(-125, 125), 0.01 * Random(25, 245), 0, 128, 0)
		BOOM ABCDEFGHIJKLMNOP 2 BRIGHT
		Stop
   }
}

Actor MakronSuperMeteor_m_Explosion : SuperMeteor_m_Explosion
{
DamageType "Makron"
}

Actor MakronBulletPuff : ModdedBulletPuff 
{
Damagetype "Makron"
+PierceArmor
}

//WoW s3ntey, you lazy fucker. Why don't you make something more original than piece of shit???. -s3ntey 2020