ACTOR UltimateBFG10kGeneral : BFG10KGeneral //99999 RPM
{
//Creator: Titanium
//Origin: Nexus Infinity
//Sprite: BF10
//Title: "Ultimate BFG10k General"
Health 2300
MinMissileChance 1000
Speed 40 //99
DropItem "BFG10K " 256 1
DropItem "The Fastest BFG10K Ever" 20 1
DropItem "PortableMedkit" 190
DropItem "ArmorPlate" 190
DropItem "BackPack" 55
DropItem "NewCellPack" 256
DropItem "HandGrenadeAmmo" 200 1
DropItem "MineAmmo" 123 1
Tag "\cdUltimate BFG10K General\c-"
Obituary "%o was ultimately deranked by a former Ultimate BFG10K General."
-MISSILEMORE
-MISSILEEVENMORE
var int user_missile;
States
{
  Spawn:
	BF10 AZ 10 A_Look
	TNT1 A 0 A_PlayWeaponSound("weapons/bfg15kidle")
    Loop
  See:
    TNT1 A 0 A_PlayWeaponSound("weapons/bfg15kidle")
	BF10 AAAABBBB 1 A_Chase
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    BF10 CCCCDDDD 1 A_Chase
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    Loop
  Missile:
    TNT1 A 0 A_PlaySound("weapons/charge15k")
	TNT1 A 0 A_SetUserVar(user_missile,0)
	BF10 E 18 Bright A_FaceTarget
	BF10 E 6 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	BF10 F 3 Bright A_CustomMissile("General10KProjectile", 30, 0, Random(-4, 4))	
	BF10 E 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	BF10 F 3 Bright A_CustomMissile("General10KProjectile", 30, 0, Random(-4, 4))	
	BF10 E 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	BF10 F 3 Bright A_CustomMissile("General10KProjectile", 30, 0, Random(-4, 4))
	BF10 E 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	BF10 F 3 Bright A_CustomMissile("General10KProjectile", 30, 0, Random(-4, 4))
	BF10 E 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	BF10 F 3 Bright A_CustomMissile("General10KProjectile", 30, 0, Random(-4, 4))
	BF10 E 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	BF10 F 3 Bright A_CustomMissile("General10KProjectile", 30, 0, Random(-4, 4))
	BF10 E 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	BF10 F 2 Bright A_CustomMissile("General10KProjectile", 30, 0, Random(-4, 4))
	BF10 E 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	BF10 F 2 Bright A_CustomMissile("General10KProjectile", 30, 0, Random(-4, 4))
	BF10 E 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	BF10 F 2 Bright A_CustomMissile("General10KProjectile", 30, 0, Random(-4, 4))
	BF10 E 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	BF10 F 2 Bright A_CustomMissile("General10KProjectile", 30, 0, Random(-4, 4))
	BF10 E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	BF10 F 2 Bright A_CustomMissile("General10KProjectile", 30, 0, Random(-4, 4))
	BF10 E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	BF10 F 2 Bright A_CustomMissile("General10KProjectile", 30, 0, Random(-4, 4))
	BF10 E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	BF10 F 2 Bright A_CustomMissile("General10KProjectile", 30, 0, Random(-4, 4))
	BF10 E 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	BF10 F 2 Bright A_CustomMissile("General10KProjectile", 30, 0, Random(-4, 4))
	BF10 E 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	BF10 F 2 Bright A_CustomMissile("General10KProjectile", 30, 0, Random(-4, 4))
	BF10 E 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	BF10 F 1 Bright A_CustomMissile("General10KProjectile", 30, 0, Random(-4, 4))
	BF10 E 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	BF10 F 1 Bright A_CustomMissile("General10KProjectile", 30, 0, Random(-4, 4))
	BF10 E 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	BF10 F 1 Bright A_CustomMissile("General10KProjectile", 30, 0, Random(-4, 4))
	BF10 E 1 Bright A_FaceTarget
  FireLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 182,"FireEnd")
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	BF10 F 0 A_CustomMissile("General10KProjectile", 30, 0, Random(-4, 4))
	BF10 F 1 Bright A_FaceTarget
	Loop
  FireEnd:
	BF10 E 35 A_PlaySound("weapons/bfg15kcooldown")     
	Goto See
  Pain:
    BF10 G 6 A_Pain
    Goto See
  Death:
    TNT1 A 0 A_StopSound(6)
    BF10 H 5 A_Scream
    BF10 I 5 A_Fall
    BF10 J 5 A_SpawnItem("BodyCrash",0,0,0,0)
    BF10 K 5
    BF10 L -1
    Stop
  XDeath:
    TNT1 A 0 A_StopSound(6)
    BF10 O 3
    BF10 O 3 A_XScream
    BF10 O 3 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
    BF10 P 3 A_Fall
    BF10 QRSTUV 3
    BF10 W -1 
    Stop
  Raise:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    BF10 TSRQPO 5
    Goto See
    }
}