ACTOR HellfireCommando : CorruptedCommando //Gotta at least have TWO half life soundtracks
{
//Creator: ConsulCast
//Origin: Nexus Infinity
//Sprite: HFCG
//Title: "Hellfire Commando"
Health 2250
Speed 9
Scale 1.2
DropItem "HandGrenadeAmmo" 256 2
DropItem "MineAmmo" 256 2
DropItem "Backpack" 256 1
DropItem "Armorplate" 256 1
DropItem "Portablemedkit" 256 1
Dropitem "Welder", 256, 1 //should be welder note to change xddr
Dropitem "MarineSquadBeacon", 80 1
DropItem "BossLifeEssence", 256 50
DropItem "SkullofPower" 64 1
DropItem "DemonAmmoBox" 196 200
Dropitem "HellfireUltraSphere", 256, 10
DamageFactor 0.5
DamageFactor "PlayerDTRG", 0.4
DamageFactor "DTRailgun", 0.4
DamageFactor "Player",0.3
DamageFactor "LegendaryPlayer",0.5
DamageFactor "Legendary",0.5
DamageFactor "CChainTracer",0.0
DamageFactor "DBFG2",0.0
DamageFactor "SuperWeapon", 0.75
DamageFactor "LegendaryGuruPlayer", 0.75
DamageFactor "PlayerDevBall", 0.65
DamageFactor "PlayerDevTracer", 0.15
DamageFactor "PowerDoubleDamage", 0.5
DamageFactor "BFG10K", 0.65
DamageFactor "BFG9500Ball", 0.4
DamageFactor "CustomSpray", 0.1
DamageFactor "BFGSplash", 0.1
DamageFactor "BFGSpray", 0.1
DamageFactor "Explosion", 0.1
DamageFactor "PDTBFG", 0.1
DamageFactor "PDTBFGTracer", 0.1
DamageFactor "PlayerDTBFGRailgunSlug", 0.1
DamageFactor "PDTPuff", 0.1
DamageFactor "PlayerPyro", 0.1
DamageFactor "PyroShot", 0.0
DamageFactor "Fire", 0.0
DamageFactor "SatanGuard", 0.0
DamageFactor "Moloch", 0.0
DamageFactor "ZombieDev", 0.0
DamageFactor "Terminator", 0.0
DamageFactor "Legendary1", 0.0
DamageFactor "LegendaryGuru", 0.0
DamageFactor "UltimateLegendary", 0.0
DamageFactor "Cybers", 0.0
DamageFactor "Hell", 0.0
DamageFactor "Commander", 0.0
DamageFactor "Baby15K", 0.0
DamageFactor "Cyber10K", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "CerChainguns", 0.0
DamageFactor "CerEnergyBall", 0.0
DamageFactor "HellComet", 0.0
DamageFactor "HFCyber", 0.0
DamageFactor "HFCyb3r", 0.0
DamageFactor "DBFG10K2", 0.1
DamageFactor "DBFGSplash2", 0.1
Obituary "%o was destroyed by the Hellfire Commando."
Tag "\c[z4]Hellfire Commando\c-"
States
{
  Spawn:
	HFCG AA 1 A_Look
	loop
  See:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,3101)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_SpawnItemEx("HBoysFireSpawner")
	TNT1 A 0 A_GiveInventory("HCommandoStrafing",1)	
	TNT1 A 0 A_JumpIfTargetINLOS("Missile")
	HFCG AA 3 A_Chase
	TNT1 A 0 A_SpawnItemEx("HBoysFireSpawner")
	TNT1 A 0 A_GiveInventory("HCommandoStrafing",1)	
	TNT1 A 0 A_PlaySound("CCHAIN/step")
	HFCG BB 3 A_Chase
	TNT1 A 0 A_SpawnItemEx("HBoysFireSpawner")
	TNT1 A 0 A_GiveInventory("HCommandoStrafing",1)	
	HFCG CC 3 A_Chase
	TNT1 A 0 A_PlaySound("CCHAIN/step")
	TNT1 A 0 A_SpawnItemEx("HBoysFireSpawner")
	TNT1 A 0 A_GiveInventory("HCommandoStrafing",1)	
	HFCG DD 3 A_Chase
	TNT1 A 0 A_Jump(128, "Teleport")
	TNT1 A 0 A_SpawnItemEx("HBoysFireSpawner")
	TNT1 A 0 A_GiveInventory("HCommandoStrafing",1)	
	Loop
  OpeningDelay:
	HFCG E 3 A_GiveInventory("HCommandoStrafing",1)	
  Opening:
	TNT1 A 0 A_Playsound("CCHAIN/Telegraph",CHAN_WEAPON)
	HFCG E 1 A_Facetarget
	HFCG EEEEEEEEEE 2
	TNT1 A 0 A_SpawnItemEx("HBoysFireSpawner")
	HFCG EE 5 Bright A_GiveInventory("HCommandoStrafing",1)	
	TNT1 A 0 A_PlaySound("Weapons/HFGaussFire", CHAN_NOPAUSE, 500)
	HFCG FF 1 A_CustomMissile("HCSeekerComet", 32, 0, 0)
	TNT1 A 0 A_CustomMissile("HCSeekerComet", 32, 0, 32)
	TNT1 A 0 A_CustomMissile("HCSeekerComet", 32, 0, 64)
	TNT1 A 0 A_CustomMissile("HCSeekerComet", 32, 0, 96)
	TNT1 A 0 A_CustomMissile("HCSeekerComet", 32, 0, -32)
	TNT1 A 0 A_CustomMissile("HCSeekerComet", 32, 0, -64)
	TNT1 A 0 A_CustomMissile("HCSeekerComet", 32, 0, -96)
	TNT1 A 0 A_SpawnItemEx("HBoysFireSpawner")
	TNT1 A 0 A_Jump(128, "Teleport")
	Goto Missile
  Teleport:
	TNT1 A 0 A_PlayWeaponSound("boss/teleport")
	TNT1 A 0 A_SpawnItemEx("HFCommandoGhost",0,0,0,0,0,0,0,128)		
	HFCG AAAAAAAAAA 0 A_Wander
	TNT1 A 0 A_PlaySound("CCHAIN/step",CHAN_AUTO)
	TNT1 A 0 A_SpawnItemEx("HFCommandoGhost",0,0,0,0,0,0,0,128)		
	TNT1 A 0 A_Jump(64,"See")
	HFCG AAAAAAAAAA 0 A_Wander
	TNT1 A 0 A_PlaySound("CCHAIN/step",CHAN_AUTO)
	TNT1 A 0 A_SpawnItemEx("HFCommandoGhost",0,0,0,0,0,0,0,128)		
	TNT1 A 0 A_Jump(64,"See")
	HFCG AAAAAAAAAA 0 A_Wander
	TNT1 A 0 A_PlaySound("CCHAIN/step",CHAN_AUTO)
	TNT1 A 0 A_SpawnItemEx("HFCommandoGhost",0,0,0,0,0,0,0,128)		
	TNT1 A 0 A_Jump(64,"See")
	HFCG AAAAAAAAAA 0 A_Wander
	TNT1 A 0 A_PlaySound("CCHAIN/step",CHAN_AUTO)
	TNT1 A 0 A_SpawnItemEx("HFCommandoGhost",0,0,0,0,0,0,0,128)
	Goto See
  Missile:
	TNT1 A 0 A_SpawnItemEx("HBoysFireSpawner")
	TNT1 A 0 A_Jump(128,"Laser","DTBFG","OpeningDelay")
  Normal:
	TNT1 A 0 A_SpawnItemEx("HBoysFireSpawner")
	HFCG E 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("sentient/fire")
	HFCG F 1 Bright A_CustomMissile("HCBall", 32, 0, 0)
	TNT1 A 0 A_CustomMissile("HCBall", 32, 0, 3)
	TNT1 A 0 A_CustomMissile("HCBall", 32, 0, -3)
	TNT1 A 0 A_CustomMissile("HCBall", 32, 0, 6)
	TNT1 A 0 A_CustomMissile("HCBall", 32, 0, -6)
	TNT1 A 0 A_FaceTarget
	HFCG EE 2 Bright A_GiveInventory("HCommandoStrafing",1)	
	TNT1 A 0 A_PlaySound("sentient/fire")
	HFCG F 1 Bright A_CustomMissile("HCBall", 32, 0, 0)
	TNT1 A 0 A_CustomMissile("HCBall", 32, 0, 3)
	TNT1 A 0 A_CustomMissile("HCBall", 32, 0, -3)
	TNT1 A 0 A_CustomMissile("HCBall", 32, 0, 6)
	TNT1 A 0 A_CustomMissile("HCBall", 32, 0, -6)
	TNT1 A 0 A_FaceTarget
	HFCG EE 2 Bright A_GiveInventory("HCommandoStrafing",1)	
	TNT1 A 0 A_PlaySound("sentient/fire")
	HFCG F 3 Bright A_CustomMissile("HCBall", 32, 0, 0)
	TNT1 A 0 A_CustomMissile("HCBall", 32, 0, 3)
	TNT1 A 0 A_CustomMissile("HCBall", 32, 0, -3)
	TNT1 A 0 A_CustomMissile("HCBall", 32, 0, 6)
	TNT1 A 0 A_CustomMissile("HCBall", 32, 0, -6)
	TNT1 A 0 A_SpawnItemEx("HBoysFireSpawner")
	TNT1 A 0 A_FaceTarget
	HFCG EE 2 Bright A_GiveInventory("HCommandoStrafing",1)	
	TNT1 A 0 A_PlaySound("sentient/fire")
	HFCG F 1 Bright A_CustomMissile("HCBall", 32, 0, 0)
	TNT1 A 0 A_CustomMissile("HCBall", 32, 0, 3)
	TNT1 A 0 A_CustomMissile("HCBall", 32, 0, -3)
	TNT1 A 0 A_CustomMissile("HCBall", 32, 0, 6)
	TNT1 A 0 A_CustomMissile("HCBall", 32, 0, -6)
	TNT1 A 0 A_SpawnItemEx("HBoysFireSpawner")
	TNT1 A 0 A_FaceTarget
	HFCG EE 2 Bright A_GiveInventory("HCommandoStrafing",1)	
	TNT1 A 0 A_PlaySound("sentient/fire")
	HFCG F 1 Bright A_CustomMissile("HCBall", 32, 0, 0)
	TNT1 A 0 A_CustomMissile("HCBall", 32, 0, 3)
	TNT1 A 0 A_CustomMissile("HCBall", 32, 0, -3)
	TNT1 A 0 A_CustomMissile("HCBall", 32, 0, 6)
	TNT1 A 0 A_CustomMissile("HCBall", 32, 0, -6)
	TNT1 A 0 A_FaceTarget
	HFCG EE 2 Bright A_GiveInventory("HCommandoStrafing",1)	
	TNT1 A 0 A_PlaySound("sentient/fire")
	HFCG F 1 Bright A_CustomMissile("HCBall", 32, 0, 0)
	TNT1 A 0 A_CustomMissile("HCBall", 32, 0, 3)
	TNT1 A 0 A_CustomMissile("HCBall", 32, 0, -3)
	TNT1 A 0 A_CustomMissile("HCBall", 32, 0, 6)
	TNT1 A 0 A_CustomMissile("HCBall", 32, 0, -6)
	TNT1 A 0 A_FaceTarget
	HFCG EE 2 Bright A_GiveInventory("HCommandoStrafing",1)	
	TNT1 A 0 A_PlaySound("sentient/fire")
	HFCG F 1 Bright A_CustomMissile("HCBall", 32, 0, 0)
	TNT1 A 0 A_CustomMissile("HCBall", 32, 0, 3)
	TNT1 A 0 A_CustomMissile("HCBall", 32, 0, -3)
	TNT1 A 0 A_CustomMissile("HCBall", 32, 0, 6)
	TNT1 A 0 A_CustomMissile("HCBall", 32, 0, -6)
	TNT1 A 0 A_FaceTarget
	HFCG EE 2 Bright A_GiveInventory("HCommandoStrafing",1)	
	TNT1 A 0 A_SpawnItemEx("HBoysFireSpawner")
	TNT1 A 0 A_PlaySound("sentient/fire")
	HFCG F 1 Bright A_CustomMissile("HCBall", 32, 0, 0)
	TNT1 A 0 A_CustomMissile("HCBall", 32, 0, 3)
	TNT1 A 0 A_CustomMissile("HCBall", 32, 0, -3)
	TNT1 A 0 A_CustomMissile("HCBall", 32, 0, 6)
	TNT1 A 0 A_CustomMissile("HCBall", 32, 0, -6)
	TNT1 A 0 A_FaceTarget
	HFCG EE 2 Bright A_GiveInventory("HCommandoStrafing",1)	
	TNT1 A 0 A_PlaySound("sentient/fire")
	HFCG F 1 Bright A_CustomMissile("HCBall", 32, 0, 0)
	TNT1 A 0 A_CustomMissile("HCBall", 32, 0, 3)
	TNT1 A 0 A_CustomMissile("HCBall", 32, 0, -3)
	TNT1 A 0 A_CustomMissile("HCBall", 32, 0, 6)
	TNT1 A 0 A_CustomMissile("HCBall", 32, 0, -6)
	TNT1 A 0 A_Jump(80, "Teleport")
	TNT1 A 0 A_Jump(100,"See")
	Goto Missile+1
  Laser:
	TNT1 A 0 A_PlaySound("CCHAIN/Charge", CHAN_NOPAUSE, 500)
	TNT1 A 0 A_PlaySound("CCHAIN/Active",CHAN_VOICE,1,0,0.5)
	TNT1 A 0 A_GiveInventory("HCommandoStrafing",1)	
	TNT1 A 0 A_SpawnItemEx("HBoysFireSpawner")
	HFCG E 20 Bright A_FaceTarget
  Lasering:
	TNT1 A 0 A_JumpIf(user_missile >= 8, "See")
    TNT1 A 0 A_SetUserVar("user_missile", user_missile+1)
	HFCG E 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("HCommandoStrafing",1)	
	TNT1 A 0 A_PlaySound("Weapons/HFGaussFire", CHAN_NOPAUSE, 500)
	TNT1 A 0 A_SpawnItemEx("HBoysFireSpawner")
	TNT1 A 0 A_GiveInventory("HCommandoStrafing",1)	
	HFCG F 1 Bright A_CustomMissile("HFForgottenOneBomb",32,0,0,0)
	TNT1 A 0 A_CustomMissile("HFForgottenOneBomb",32,0,3,0)
	TNT1 A 0 A_CustomMissile("HFForgottenOneBomb",32,0,-3,0)
	TNT1 A 0 A_CustomMissile("HFForgottenOneBomb",32,0,6,0)
	TNT1 A 0 A_CustomMissile("HFForgottenOneBomb",32,0,-6,0)
	TNT1 A 0 A_GiveInventory("HCommandoStrafing",1)	
	Loop
  DTBFG:
	TNT1 A 0 A_SpawnItemEx("HBoysFireSpawner")
	TNT1 A 0 A_PlaySound("CCHAIN/Charge",1)
	TNT1 A 0 A_SpawnItemEx("HBoysFireSpawner")
	TNT1 A 0 A_PlaySound("CCHAIN/Active",CHAN_VOICE,1,0,0.5)
	HFCG E 1 Bright A_FaceTarget
	HFCG E 1 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("HBoysFireSpawner")
	HFCG E 1 A_SpawnItemEx("HBoysFireSpawner")
	HFCG EEEEEEEEEE 2 A_CustomRailgun(-1,10,NONE,"Blue",RGF_SILENT|RGF_NOPIERCING,1,0,"RailTargetPuff",0,0,0,0,2,0,"HChainLaserTarget")
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
	HFCG F 4 Bright A_CustomMissile("PyroShot",38,0,0)
	Goto See
  Death:
	TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)
	HFCG I 20 A_StopSound(6)
	HFCG J 0 A_PlaySound("Gore/Splat")
	TNT1 A 0 A_SpawnItemEx("HFBaronLavaMist",0,0,20,Random(8,-8),Random(8,-8),Random(6,-6))
	HFCG J 10 A_Scream
	TNT1 A 0 A_SpawnItemEx("HFBaronLavaMist",0,0,20,Random(8,-8),Random(8,-8),Random(6,-6))
	HFCG L 20 A_NoBlocking
	TNT1 A 0 A_SpawnItemEx("HFBaronLavaMist",0,0,20,Random(8,-8),Random(8,-8),Random(6,-6))
	HFCG M -1
	Stop
	}
}

Actor HCommandoStrafing : NemesisLegZombieStrafing
{
States
  {
  Pickup:
	NULL A 1 
	NULL A 1 A_SpawnItem("HBoysFireSpawner",0,0,0,0)
	NULL A 1 A_Jump(188,2)
	NULL A 1 A_GiveInventory("LegZombieJumping",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("LegZombieStrafeSens",1,3)
	NULL A 1 A_GiveInventory("LegZombieStrafeSens",1)
	NULL A 1 A_Jump(256,2)  
	NULL A 1 A_TakeInventory("LegZombieStrafeSens",1)
	NULL A 1 A_JumpIfInventory("LegZombieStrafeSens",1,3)
	NULL A 1 ThrustThing(angle*256/360+38.7,6,0,0)
	NULL A 1 A_Jump(256,2)  
	NULL A 1 ThrustThing(angle*256/360+38.7,-6,0,0)
	NULL A 1 A_FaceTarget
	NULL A 1 A_Jump(24,2)
	NULL A 1 A_JumpIfCloser(300,2)
	NULL A 1 A_Recoil(-2)
	Stop
	NULL A 1 A_Recoil(2)
	Stop  
  }
}

ACTOR HChainLaserTarget : BFG9500Trail
{
Scale 0.025
Alpha 0.65
+NOTIMEFREEZE
States
{
  Spawn:
	HCLS A 2 Bright
	Stop
	}
}

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

ACTOR HFCommandoGhost
{
Scale 1.2
RENDERSTYLE Translucent
Alpha 0.75
+NOGRAVITY
+CLIENTSIDEONLY
+DONTSPLASH
+NOINTERACTION
+NOCLIP
States
{
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
    HFCG A 2 A_FadeOut(0.09)
    Wait
    }
}

Actor HFForgottenOneBomb
{
Radius 12
Height 24
Speed 80
FastSpeed 120
RENDERSTYLE ADD
ALPHA 0.8
Scale 0.8
Damage 20
Projectile
DamageType "HFCyber"
Species "SpecOps"
ExplosionDamage 30
ExplosionRadius 128
SeeSound "forgotten/attack"
DeathSound "forgotten/death"
+DONTHARMSPECIES
+EXTREMEDEATH
+SEEKERMISSILE
+NOTIMEFREEZE
+NOGRAVITY
+FOILINVUL
States
{
  Spawn:
	TNT1 A 0
	FRGO CCCCDDDD 1 BRIGHT A_SpawnItemEx("ForgottenOneFireSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_SeekerMissile(0,6)
	Loop
  Death:
	FRGO H 4 BRIGHT A_Mushroom("RainComet", 4)
	FRGO I 4 BRIGHT A_Explode
	FRGO JK 4 BRIGHT
	stop
    }
}

ACTOR HCBall : HFBall
{
Speed 50
FastSpeed 60
Damage 5
DamageType "PyroShot"
}

ACTOR HCSeekerComet : SeekerComet { Damage 26 +DONTHARMSPECIES }