ACTOR PhaseCommando : CorruptedCommando //Gotta have at least EIGHT half life soundtracks
{
//Creator: ConsulCast
//Origin: Nexus Infinity
//Sprite: PHCG
//Title: "Phase Commando"
Health 1640
Speed 17
Scale 0.8
Alpha 0.65
DropItem "HandGrenadeAmmo" 256 2
DropItem "MineAmmo" 256 2
DropItem "Backpack" 256 1
DropItem "Armorplate" 256 1
DropItem "Portablemedkit" 256 1
Dropitem "MarineSquadBeacon", 80, 1
Dropitem "MarineDBFGBeacon", 55, 1
DropItem "DemonicChalice", 128, 1
DropItem "UltraSphere", 256, 1
DropItem "PhaseSphere", 256, 1
DropItem "BigGas" 256 100
DamageFactor 0.6
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 "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 "DBFG10K2", 0.1
DamageFactor "DBFGSplash2", 0.1
DamageType "DBFG2"
Obituary "%o was destroyed by the Phase Commando."
Tag "\ctPhase Commando\c-"
States
{
  Spawn:
	PHCG A 5 A_Look
	loop
  See:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,3107)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	PHCG AA 3 A_Chase
	TNT1 A 0 A_JumpIfTargetInLos("OpeningDelay")
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	TNT1 A 0 A_PlaySound("CCHAIN/step")
	PHCG BB 3 A_Chase
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	PHCG CC 3 A_Chase
	TNT1 A 0 A_PlaySound("CCHAIN/step")
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	PHCG DD 3 A_Chase
	TNT1 A 0 A_Jump(128, "Teleport")
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	Loop
  OpeningDelay:
	PHCG E 3 A_GiveInventory("PCommandoStrafing",1)	
  Opening:
	TNT1 A 0 A_Playsound("CCHAIN/Telegraph",CHAN_WEAPON)
	PHCG E 1 A_Facetarget
	PHCG EEEEEEEEEE 2 A_CustomRailgun(-1,10,NONE,"Purple",RGF_SILENT|RGF_NOPIERCING,1,0,"RailTargetPuff",0,0,0,0,2,0,"PChainLaserTarget",-8)
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	PHCG EE 1 Bright A_GiveInventory("PCommandoStrafing",1)	
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	TNT1 A 0 A_Playsound("CCHAIN/Rocket",CHAN_WEAPON)
	PHCG FF 1 A_CustomMissile("PCFamineBall", 25, 0, 0)
	TNT1 A 0 A_CustomMissile("PCFamineBall", 25, 0,-5)
	TNT1 A 0 A_CustomMissile("PCFamineBall", 25, 0,5)
	TNT1 A 0 A_GiveInventory("PCommandoStrafing",1)	
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	PHCG EE 1 Bright A_GiveInventory("PCommandoStrafing",1)	
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	TNT1 A 0 A_Playsound("CCHAIN/Rocket",CHAN_WEAPON)
	PHCG FF 1 A_CustomMissile("PCFamineBall", 25, 0, 0)
	TNT1 A 0 A_CustomMissile("PCFamineBall", 25, 0,-5)
	TNT1 A 0 A_CustomMissile("PCFamineBall", 25, 0,5)
	TNT1 A 0 A_GiveInventory("PCommandoStrafing",1)	
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	PHCG EE 1 Bright A_GiveInventory("PCommandoStrafing",1)
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	TNT1 A 0 A_Playsound("CCHAIN/Rocket",CHAN_WEAPON)
	PHCG FF 1 A_CustomMissile("PCFamineBall", 25, 0, 0)
	TNT1 A 0 A_CustomMissile("PCFamineBall", 25, 0,-5)
	TNT1 A 0 A_CustomMissile("PCFamineBall", 25, 0,5)
	TNT1 A 0 A_GiveInventory("PCommandoStrafing",1)	
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	PHCG EE 1 Bright A_GiveInventory("PCommandoStrafing",1)	
	TNT1 A 0 A_Playsound("CCHAIN/Rocket",CHAN_WEAPON)
	PHCG FF 1 A_CustomMissile("PCFamineBall", 25, 0, 0)
	TNT1 A 0 A_CustomMissile("PCFamineBall", 25, 0,-5)
	TNT1 A 0 A_CustomMissile("PCFamineBall", 25, 0,5)
	TNT1 A 0 A_GiveInventory("PCommandoStrafing",1)	
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
  Teleport:
	TNT1 A 0 A_UnSetShootable
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("PComShadowSpawner")
	PHCG HHHHH 1 A_Fadeout(0.1,0)
	TNT1 A 0 A_Stop
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 A 0 A_PlaySound("boss/teleport", 6)
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("PComShadowSpawner")
	PHCG HHHHH 1 A_FadeIn(0.1)
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("PComShadowSpawner")
	PHCG E 1 A_FaceTarget
	TNT1 A 0 A_Stop
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_JumpIfTargetInLOS(1)
	Goto See
	TNT1 A 0
  Missile:
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	TNT1 A 0 A_Jump(128,"Laser", "DTBFG")
  Normal:
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	PHCG E 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("sentient/fire")
	PHCG F 2 Bright A_CustomMissile("CommanderExplosiveTracer",25,0,random(-5,5))
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	TNT1 A 0 A_FaceTarget
	PHCG EE 1 Bright A_GiveInventory("PCommandoStrafing",1)	
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	TNT1 A 0 A_PlaySound("sentient/fire")
	PHCG F 1 Bright A_CustomMissile("CommanderExplosiveTracer",25,0,random(-5,5))
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	TNT1 A 0 A_FaceTarget
	PHCG EE 1 Bright A_GiveInventory("PCommandoStrafing",1)	
	TNT1 A 0 A_PlaySound("sentient/fire")
	PHCG F 2 Bright A_CustomMissile("CommanderExplosiveTracer",25,0,random(-5,5))
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	TNT1 A 0 A_FaceTarget
	PHCG EE 1 Bright A_GiveInventory("PCommandoStrafing",1)	
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	TNT1 A 0 A_PlaySound("sentient/fire")
	PHCG F 1 Bright A_CustomMissile("CommanderExplosiveTracer",25,0,random(-5,5))
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	TNT1 A 0 A_FaceTarget
	PHCG EE 1 Bright A_GiveInventory("PCommandoStrafing",1)	
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	TNT1 A 0 A_PlaySound("sentient/fire")
	PHCG F 1 Bright A_CustomMissile("CommanderExplosiveTracer",25,0,random(-5,5))
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	TNT1 A 0 A_FaceTarget
	PHCG EE 1 Bright A_GiveInventory("PCommandoStrafing",1)	
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	TNT1 A 0 A_PlaySound("sentient/fire")
	PHCG F 1 Bright A_CustomMissile("CommanderExplosiveTracer",25,0,random(-5,5))
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	TNT1 A 0 A_FaceTarget
	PHCG EE 1 Bright A_GiveInventory("PCommandoStrafing",1)	
	TNT1 A 0 A_PlaySound("sentient/fire")
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	PHCG F 1 Bright A_CustomMissile("CommanderExplosiveTracer",25,0,random(-5,5))
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	TNT1 A 0 A_FaceTarget
	PHCG EE 1 Bright A_GiveInventory("PCommandoStrafing",1)	
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	TNT1 A 0 A_PlaySound("sentient/fire")
	PHCG F 1 Bright A_CustomMissile("CommanderExplosiveTracer",25,0,random(-5,5))
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	TNT1 A 0 A_FaceTarget
	PHCG EE 1 Bright A_GiveInventory("PCommandoStrafing",1)	
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	TNT1 A 0 A_PlaySound("sentient/fire")
	PHCG F 1 Bright A_CustomMissile("CommanderExplosiveTracer",25,0,random(-5,5))
	TNT1 A 0 A_Jump(32, "Teleport")
	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("PCommandoStrafing",1)	
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	PHCG E 20 Bright A_FaceTarget
  Lasering:
	TNT1 A 0 A_JumpIf(user_missile >= 30, "LaserCool")
    TNT1 A 0 A_SetUserVar("user_missile", user_missile+1)
	TNT1 A 0 A_GiveInventory("PCommandoStrafing",1)	
	PHCG E 1 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("PCommandoStrafing",1)	
	TNT1 A 0 A_PlaySound("CCHAIN/Laser", CHAN_WEAPON, 500)
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	TNT1 A 0 A_GiveInventory("PCommandoStrafing",1)	
	PHCG F 1 Bright A_CustomMissile("PCPhazoLaser",25,0,0,0)
	//TNT1 A 0 A_Jump (110,"Lasering")
	Loop
  LaserCool:
	TNT1 A 0 A_PlaySound("weapons/steam")
	TNT1 A 0 A_SetUserVar("user_missile", 0)
	TNT1 A 0 A_GiveInventory("PCommandoStrafing",1)	
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	PHCG EEEEEEEEEEEEE 1 A_SpawnItemEx("Smoke",20,10,25,random(2,-2),random(2,-2),random(1,3),0,0,0,0)
	TNT1 A 0 A_GiveInventory("PCommandoStrafing",1)	
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	Goto Teleport
  DTBFG:
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	TNT1 A 0 A_PlaySound("CCHAIN/Charge",1)
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	TNT1 A 0 A_PlaySound("CCHAIN/Active",CHAN_VOICE,1,0,0.5)
	PHCG E 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	TNT1 A 0 A_GiveInventory("PCommandoStrafing",1)
	PHCG E 1 A_SpawnItemEx("PComShadowSpawner")
	PHCG EEEEEEEEEE 2 A_CustomRailgun(-1,10,NONE,"Purple",RGF_SILENT|RGF_NOPIERCING,1,0,"RailTargetPuff",0,0,0,0,2,0,"PChainLaserTarget",-8)
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
	PHCG F 4 Bright A_CustomMissile("PCPhase10KBall",38,0,0)
	PHCG E 1 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	TNT1 A 0 A_GiveInventory("PCommandoStrafing",1)
	PHCG E 1 A_SpawnItemEx("PComShadowSpawner")
	PHCG EEEEEEEEEE 2 A_CustomRailgun(-1,10,NONE,"Purple",RGF_SILENT|RGF_NOPIERCING,1,0,"RailTargetPuff",0,0,0,0,2,0,"PChainLaserTarget",-8)
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
	PHCG F 4 Bright A_CustomMissile("PCPhase10KBall",38,0,0)
	PHCG E 1 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("PComShadowSpawner")
	TNT1 A 0 A_GiveInventory("PCommandoStrafing",1)
	PHCG E 1 A_SpawnItemEx("PComShadowSpawner")
	PHCG EEEEEEEEEE 2 A_CustomRailgun(-1,10,NONE,"Purple",RGF_SILENT|RGF_NOPIERCING,1,0,"RailTargetPuff",0,0,0,0,2,0,"PChainLaserTarget",-8)
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
	PHCG F 4 Bright A_CustomMissile("PCPhase10KBall",38,0,0)
	TNT1 A 0 A_Jump(120,"Teleport")
	Goto See
  Death:
	TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)
	PHCG I 20 A_StopSound(6)
	PHCG J 0 A_PlaySound("Gore/Splat")
	PHCG J 10 Bright A_SpawnItemEx("Kaboom18Purple",random(12,-12),random(12,-12),random(12,64),0,0,random(1,3),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	PHCG J 10 A_Scream
	PHCG K 20 Bright A_SpawnItemEx("Kaboom18Purple",random(12,-12),random(12,-12),random(12,64),0,0,random(1,3),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	PHCG L 20 A_NoBlocking
	PHCG M 20 Bright A_SpawnItemEx("Kaboom18Purple",random(12,-12),random(12,-12),random(12,64),0,0,random(1,3),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	PHCG M -1
	Stop
	}
}

Actor PCommandoStrafing : NemesisLegZombieStrafing
{
States
  {
  Pickup:
	NULL A 1 
	NULL A 1 A_SpawnItem("PComShadowSpawner",0,0,0,0)
	NULL A 1 A_Jump(188,2)
	NULL A 1 A_GiveInventory("SCommandoJumping",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+38.7,10,0,0)
	NULL A 1 A_Jump(256,2)  
	NULL A 1 ThrustThing(angle*256/360+38.7,-10,0,0)
	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 PChainLaserTarget : BFG9500Trail
{
Scale 0.025
Alpha 0.65
+NOTIMEFREEZE
States
{
Spawn:
	PHLS A 2 Bright
	Stop
	}
}

actor PComShadow : phasenightmareAspawner
{
Scale 0.8
states
{
  spawn:
    TNT1 A 8
	PHCG E 1 A_Fadeout(0.1)
	Wait
    }
}

actor PComShadowSpawner
{
Scale 0.8
renderstyle translucent
alpha 0.5
+NOINTERACTION
+CLIENTSIDEONLY
states
{
  spawn:
    TNT1 A 0
	TNT1 A 0 a_spawnitemex("PComShadow", 0, 0, -20, random(3, -3)*0.5, random(3, -3)*0.5, random(6, 13)*0.5)
	stop
    }
}

ACTOR PCPhazoLaser : PhazoLaser { DamageType "Commander" }

ACTOR PCFamineBall
{
Speed 20
FastSpeed 25
Damage 10
Radius 8
Height 6
Renderstyle Translucent
Alpha 0.85
Scale 0.45
SeeSound "famine/attack"
DeathSound "monsters/newfireexplode"
PROJECTILE
BounceCount 2
BounceFactor 1
Decal RevenantScorch
+SEEKERMISSILE
+DOOMBOUNCE
+DONTSPLASH
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_Jump(256,"Homing")
  Normal:
    PSAB AB 2 Bright
	Loop
  Homing:
	TNT1 A 0 A_Jump(128,1,3,5,7,9)
    PSAB ABABABABAB 2 Bright
	Goto StartSeek
  StartSeek:
    TNT1 A 0 A_SpawnItemEx("PhaseArchonTrailSmoke",0,0,6,0,0,0,0,128) 
    PSAB A 2 Bright	A_Tracer2
	PSAB B 2 Bright A_SpawnItemEx("PhaseArchonTrailSmoke",0,0,6,0,0,0,0,128) 
	Loop
  Death:
    TNT1 A 0
	TNT1 A 0 A_radiusgive("phasemindfuck",80, RGF_PLAYERS)
    TNT1 A 0 A_SpawnItemEx("PurpleParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 AAA 0 A_CustomMissile("Kaboom8", 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 1 A_SpawnItem("PhaseArchonTracerEx")
    Stop
    }
}

ACTOR PCPhase10KBall : CommanderBFG9500Ball { DamageType "Commander" }