ACTOR UltimateCorruptedBFG10kGeneral : CorruptedGeneral //99999 RPM 2.0
{
//Creator: Titanium
//Origin: Nexus Infinity
//Sprite: DBGE
//Title: "Ultimate Corrupted BFG10k General"
Health 2700
MinMissileChance 1000
Speed 32
DropItem "D-BFG" 64 1
DropItem "The Fastest BFG10K Ever" 20 1
DropItem "PortableMedkit" 190
DropItem "ArmorPlate" 190
DropItem "BackPack" 55
DropItem "DCell" 50
DropItem "DCell" 20
DropItem "DCell" 20
DropItem "HandGrenadeAmmo" 200 1
DropItem "MineAmmo" 123 1
Obituary "%o was ultimately disintegrated by an Ultimate Corrupted BFG10k General."
Tag "\c[l5]Ultimate Corrupted BFG10k General\c-"
-MISSILEMORE
-MISSILEEVENMORE
var int user_missile;
States
{
  Spawn:
	TNT1 A 0 A_PlayWeaponSound("Weapons/dbfgready")
	DBGE A 12 A_Look
	TNT1 A 0 A_PlayWeaponSound("Weapons/dbfgready")
	DBGE "Z" 12 A_Look
	Loop
  See:
	TNT1 A 0 A_PlayWeaponSound("Weapons/dbfgready")
	DBGE AAAABBBB 1 A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_PlayWeaponSound("Weapons/dbfgready")
	DBGE AAAABBBB 1 A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	Loop
  Missile:
    TNT1 A 0 A_PlaySound("Weapons/dbfgcharge2")
	TNT1 A 0 A_SetUserVar(user_missile,0)
	DBGE EE 25 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
	DBGE F 3 Bright A_CustomMissile("CorruptedGeneral10KProjectile", 30, 0, Random(-4, 4))	
	DBGE E 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
	DBGE F 3 Bright A_CustomMissile("CorruptedGeneral10KProjectile", 30, 0, Random(-4, 4))	
	DBGE E 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
	DBGE F 3 Bright A_CustomMissile("CorruptedGeneral10KProjectile", 30, 0, Random(-4, 4))
	DBGE E 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
	DBGE F 3 Bright A_CustomMissile("CorruptedGeneral10KProjectile", 30, 0, Random(-4, 4))
	DBGE E 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
	DBGE F 3 Bright A_CustomMissile("CorruptedGeneral10KProjectile", 30, 0, Random(-4, 4))
	DBGE E 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
	DBGE F 3 Bright A_CustomMissile("CorruptedGeneral10KProjectile", 30, 0, Random(-4, 4))
	DBGE E 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
	DBGE F 2 Bright A_CustomMissile("CorruptedGeneral10KProjectile", 30, 0, Random(-4, 4))
	DBGE E 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
	DBGE F 2 Bright A_CustomMissile("CorruptedGeneral10KProjectile", 30, 0, Random(-4, 4))
	DBGE E 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
	DBGE F 2 Bright A_CustomMissile("CorruptedGeneral10KProjectile", 30, 0, Random(-4, 4))
	DBGE E 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
	DBGE F 2 Bright A_CustomMissile("CorruptedGeneral10KProjectile", 30, 0, Random(-4, 4))
	DBGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
	DBGE F 2 Bright A_CustomMissile("CorruptedGeneral10KProjectile", 30, 0, Random(-4, 4))
	DBGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
	DBGE F 2 Bright A_CustomMissile("CorruptedGeneral10KProjectile", 30, 0, Random(-4, 4))
	DBGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
	DBGE F 2 Bright A_CustomMissile("CorruptedGeneral10KProjectile", 30, 0, Random(-4, 4))
	DBGE E 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
	DBGE F 2 Bright A_CustomMissile("CorruptedGeneral10KProjectile", 30, 0, Random(-4, 4))
	DBGE E 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
	DBGE F 2 Bright A_CustomMissile("CorruptedGeneral10KProjectile", 30, 0, Random(-4, 4))
	DBGE E 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
	DBGE F 1 Bright A_CustomMissile("CorruptedGeneral10KProjectile", 30, 0, Random(-4, 4))
	DBGE E 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
	DBGE F 1 Bright A_CustomMissile("CorruptedGeneral10KProjectile", 30, 0, Random(-4, 4))
	DBGE E 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
	DBGE F 1 Bright A_CustomMissile("CorruptedGeneral10KProjectile", 30, 0, Random(-4, 4))
	DBGE E 1 Bright A_FaceTarget
	TNT1 A 0 A_Jump(96,"FireLoop2") //Watch out for this bitch ass attack
  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/dbfgfire2")
	DBGE F 0 A_CustomMissile("CorruptedGeneral10KProjectile", 30, 0, Random(-4, 4))
	DBGE F 1 Bright A_FaceTarget
	Loop
  FireLoop2:
	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/dbfgfire2")
	DBGE F 0 A_CustomMissile("CorruptedGeneral10KProjectile", 30, 0, Random(-4, 4))
	DBGE FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 0 Bright A_Wander
	DBGE F 1 Bright A_FaceTarget
	Loop
  FireEnd:
	DBGE E 35 A_PlaySound("Weapons/dbfgcooldown2")     
	Goto See
  Pain:
	DBGE G 6 A_Pain
	Goto See
  Death:
	TNT1 A 0 A_StopSound(6)
	DBGE H 5 A_Scream
	DBGE I 5 A_Fall
	DBGE J 5 A_SpawnItem("BodyCrash",0,0,0,0)
	DBGE K 5
	DBGE L 63000 CanRaise
	Stop
  XDeath:
	TNT1 A 0 A_StopSound(6)
	DBGE O 3
	DBGE O 3 A_XScream
	TNT1 A 0 A_SpawnItemEx("BlueGibbedGenerator",0,0,0,0,0,0,0,128,0)
	DBGE O 3 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
	DBGE P 3 A_Fall
	DBGE QRSTUV 3
	DBGE W 63000 CanRaise
	Stop
  Raise:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	DBGE LKJIH 5
	Goto See
    }
}