ACTOR CerebralCardihilation : CerebralCardinal
{
//Creator: High Councilor
//Origin: Nexus Infinity
//Sprite: 4HCY
//Title: "Cerebral Cardihilation"
  Speed 20
  Height 90
  Radius 80
  Health 12500
  Painchance 10
  Scale 1.1
  PainChance "PDTBFG", 3
  PainChance "SoulToxic", 2
  PainChance "FatFlamer", 2
  PainChance "FiendFire", 2
  PainChance "Explosion", 20
  SeeSound "Cardihilator/Sight"
  DamageFactor 0.3
  DamageFactor "Cyber10K", 0.0
  DamageFactor "Hell", 0.0
  DamageFactor "MechStep", 0.0
  DamageFactor "DemolisherEx", 0.0
  DamageFactor "DarkDemoEx", 0.0
  DamageFactor "CerChainguns", 0.0	
  DamageFactor "CerEnergyBall", 0.0
  DamageFactor "Legendary", 0.05
  DamageFactor "LegendaryGuru", 0.05
  DamageFactor "LegendaryGuruPlayer", 0.05
  DamageFactor "BFGSplash", 0.1
  DamageFactor "BFGSpray", 0.1
  DamageFactor "PDTBFG", 0.05
  DamageFactor "PDTBFGTracer", 0.05
  DamageFactor "Baby15K", 0.0
  DamageFactor "PlayerDevBall", 0.05
  DamageFactor "PlayerDevBall2", 0.05
  DamageFactor "PlayerDTBFGRailgunSlug", 0.05
  DamageFactor "PlayerDevTracer", 0.05
  DamageFactor "PyroShot", 0.0
  DamageFactor "PlayerPyro", 0.0
  DamageFactor "NobleComet", 0.0
  DamageFactor "CacoComet", 0.0
  DamageFactor "SoulToxic", 0.0
  DamageFactor "Cacolich", 0.0
  DamageFactor "CadaverRocket", 0.0
  DamageFactor "HellComet", 0.0
  DamageFactor "HFCyber", 0.0
  DamageFactor "DBFG2", 0.0
  DamageFactor "DBFG10K2", 0.0
  DamageFactor "DBFGSplash2", 0.0
  Damagefactor "Terminator", 0.0
  Damagefactor "T3rm", 0.0
  Damagefactor "Term", 0.0
  Damagefactor "SS", 0.0
  DamageFactor "PlayerNemesisPlasma", 0.5
  DamageFactor "TrueLegendaryDamage", 0.8
  DamageFactor "TrueLegendaryPlayer", 0.8
  DropItem "BossLifeEssence" 225 
  DropItem "BossArmorBonusMax" 225 
  DropItem "DemonAmmoBox" 256
  DropItem "DemonAmmo" 256
  DropItem "DemonicChalice" 250 1
  DropItem "SkullOfPower" 250 1
  DropItem "BFG10K " 134
  DropItem "NewShellBox" 128
  DropItem "Explosive Shotgun" 200
  DropItem "ExplosiveRailgun" 200 1
  DropItem "BulletBox" 64
  DropItem "Demon Tech Devastator" 180 1
  DropItem "Demon Tech BFG10K" 200 1
  DropItem "Explosive Minigun" 128 1
  DropItem "BulletBox" 178
  DropItem "EFG9000", 16
  DropItem "M79GrenadeLauncher", 16
  DropItem "HellfireUltrasphere", 256
  +DONTHARMSPECIES
  +NOTIMEFREEZE
  +DROPOFF
  +DONTRIP
  +NOFEAR
  +BRIGHT
  Obituary "%o must of been pretty slow since he decided to confront the Cerebral Cardihilator with his puny weapons."
  Tag "\c[m6]Cerebral Cardihilation\c-"
  var int user_Missile;
  var int user_script;
  var int user_music;
  States
  {
  Spawn:
	TNT1 A 0 A_JumpIf(user_script == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("CerebralCardihilatorFire",0)
	TNT1 A 0 A_SetUserVar("user_script",1)
	4HCY AB 2 Bright A_Look
	Loop
  See:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	//TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,2124,913) //Hellfrost Cardihilator
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,2124)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_JumpIf(user_script == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("CerebralCardihilatorFire",0)
	TNT1 A 0 A_SetUserVar("user_script",1)
	4HCY AB 2 Bright A_Chase
	TNT1 A 0 A_Jump(50,"Evade","Teleport")
	Loop
  Teleport:
	4HCY A 1 Bright A_UnSetShootable
	4HCY AAAAAAAAAAAAA 0 A_SpawnItemEx("TerminatorLineSpawner")
	4HCY ABBAABBAABB 1 A_FadeOut(0.1,0)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	4HCY A 1 A_PlayWeaponSound("boss/teleport")
	4HCY AAAAAAAAAAAAA 0 A_SpawnItemEx("TerminatorLineSpawner")
	4HCY ABBAABBAABB 1 A_FadeIn(0.1)
	4HCY A 1 Bright A_SetShootable
	Goto See
  Evade:
 	TNT1 A 0 A_Jump(128,"Evade2")
	TNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)
	4HCY ABABABAB 2 Bright A_Chase
	TNT1 A 0 A_Stop
	Goto See
  Evade2:
	TNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)
	4HCY ABABABAB 2 Bright A_Chase
	TNT1 A 0 A_Stop
	Goto See
  Missile:
    TNT1 A 0 A_SetShootable
    TNT1 A 0 A_UnsetInvulnerable
    TNT1 A 0 A_SetTranslucent(1)
    4HCY A 0 A_Jump(128,"Seekers","Railguns","BFG9500Combo","BFG10kX5","ExplosiveMinigunX3")
    4HCY A 0 A_Jump(96,"FuelRockets","ExplosiveRailgun","DTBFG","RedDBFG10k","HellstormBFG")
    4HCY A 0 A_Jump(32,"QuadDevastator","DevastatorCombo")
    4HCY A 0 A_Jump(16,"EFGNukes")
    4HCY A 0 A_Jump(2,"FusionNukes")
  Normal:
	TNT1 A 0 A_SetUserVar("user_missile",0)
  NormalLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 6,"NormalEnd") 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	4HCY CCCS 2 A_FaceTarget
	4HCY S 0 A_CustomMissile("FastCardinalRocket",75,-26,Random(-3,3))
	4HCY S 0 A_CustomMissile("FastCardinalRocket",75,26,Random(-3,3))
	4HCY S 0 A_CustomMissile("FastCardinalRocket",55,-26,Random(-3,3))
	4HCY S 3 A_CustomMissile("FastCardinalRocket",55,26,Random(-3,3))
    Loop
  NormalEnd:
    TNT1 A 0 A_Jump(128,"Seekers")
    Goto See
  Seekers:
	TNT1 A 0 A_SetUserVar("user_missile",0)
  SeekersLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 6,"See") 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	4HCY CCCS 3 A_FaceTarget
	4HCY S 0 A_CustomMissile("CardinalHomingRocket",75,-26,Random(-10,-8))
	4HCY S 0 A_CustomMissile("CardinalHomingRocket",75,26,Random(10,8))
	4HCY S 0 A_CustomMissile("CardinalHomingRocket",55,-26,Random(-2,2))
	4HCY S 3 A_CustomMissile("CardinalHomingRocket",55,26,Random(-2,2))
    Loop
  BFG10kX5:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	AHCY EEEEEEEE 4 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  BFG10kX5Loop:
	TNT1 A 0 A_JumpIf(user_missile >= 16,"BFG10kX5End")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	4HCY R 0 A_CustomMissile("Cardinal10K",75,-26,Random(-10,-8))
	4HCY R 0 A_CustomMissile("Cardinal10K",75,26,Random(10,8))
	4HCY R 0 A_CustomMissile("Sentient10K",55,-26,Random(-2,2))
	4HCY R 0 A_CustomMissile("Sentient10K",55,26,Random(-2,2))
	4HCY T 4 Bright A_CustomMissile("Sentient10K",45,0,0)
	4HCY E 4 Bright A_FaceTarget
	Loop
  BFG10kX5End:
	TNT1 A 0 A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	4HCY EECCC 4
	Goto See
  RedDBFG10k:
	TNT1 A 0 A_PlaySound("Weapons/dbfgcharge2")
	4HCY CCCCC 5 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  RedDBFG10kLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 8,"RedDBFG10kEnd")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
	4HCY D 0 A_CustomMissile("RedT3DBFG10kShot",75,-26,Random(-4,-4))
	4HCY D 3 A_CustomMissile("RedT3DBFG10kShot",75,26,Random(-4,4))
	4HCY C 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
	4HCY R 0 A_CustomMissile("RedT3DBFG10kShot",55,-26,Random(-4,4))
	4HCY R 3 A_CustomMissile("RedT3DBFG10kShot",55,26,Random(-4,4))
	4HCY C 4 A_FaceTarget
    Loop
  RedDBFG10kEnd:
	TNT1 A 0 A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	4HCY CCCCC 4
	Goto See
  FuelRockets:
	4HCY CC 5 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  FuelRocketsLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 6,"NormalEnd") 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	4HCY CC 3 A_FaceTarget
	4HCY D 0 A_CustomMissile("ClockworkCardinalFuelRocket",75,-26,Random(-6,6))
	4HCY D 6 A_CustomMissile("ClockworkCardinalFuelRocket",75,26,Random(-6,6))
	4HCY CC 3 A_FaceTarget
	4HCY R 0 A_CustomMissile("ClockworkCardinalFuelRocket",55,-26,Random(-6,6))
	4HCY R 6 A_CustomMissile("ClockworkCardinalFuelRocket",55,26,Random(-6,6))
    Loop
  Railguns:
	TNT1 A 0 A_PlaySound("weapons/rgcharge")
	4HCY CCCCCCCCCS 4 A_FaceTarget   
	4HCY S 0 A_CustomMissile("CardinalRail",84,26,Random(-1,1))
	4HCY S 0 A_CustomMissile("CardinalRail",84,-26,Random(-1,1))
	4HCY S 0 A_CustomMissile("CardinalRail",64,-26,Random(-1,1))
	4HCY S 4 A_CustomMissile("CardinalRail",64,26,Random(-1,1))
	4HCY CCCS 4 A_FaceTarget
	4HCY N 0 A_CustomMissile("CardinalRail",84,26,Random(-1,1))
	4HCY N 0 A_CustomMissile("CardinalRail",84,-26,Random(-1,1))
	4HCY N 0 A_CustomMissile("CardinalRail",64,-26,Random(-1,1))
	4HCY S 4 A_CustomMissile("CardinalRail",64,26,Random(-1,1))
	4HCY CCCS 4 A_FaceTarget
	4HCY N 0 A_CustomMissile("CardinalRail",84,26,Random(-1,1))
	4HCY N 0 A_CustomMissile("CardinalRail",84,-26,Random(-1,1))
	4HCY N 0 A_CustomMissile("CardinalRail",64,-26,Random(-1,1))
	4HCY S 4 A_CustomMissile("CardinalRail",64,26,Random(-1,1))
	4HCY CCCS 4 A_FaceTarget
	4HCY N 0 A_CustomMissile("CardinalRail",84,26,Random(-1,1))
	4HCY N 0 A_CustomMissile("CardinalRail",84,-26,Random(-1,1))
	4HCY N 0 A_CustomMissile("CardinalRail",64,-26,Random(-1,1))
	4HCY S 4 A_CustomMissile("CardinalRail",64,26,Random(-1,1))
	4HCY CC 4 A_FaceTarget  
	Goto See
  ExplosiveRailgun:
	TNT1 A 0 A_PlaySound("ExplosiveRailgun/Charge")
	4HCY CCCCCCCCCS 4 A_FaceTarget   
	TNT1 A 0 A_PlaySound("ExplosiveRailgun/Fire")
	4HCY S 0 A_CustomMissile("CardinalRail",84,26,10)
	4HCY S 0 A_CustomMissile("CardinalRail",84,-26,-10)
	4HCY S 0 A_CustomMissile("CardinalRail",64,26,0)
	4HCY S 0 A_CustomMissile("CardinalRail",64,-26,0)
	4HCY S 0 A_CustomMissile("CyberExplosiveRailgunImpact",84,26,10)
	4HCY S 0 A_CustomMissile("CyberExplosiveRailgunImpact",84,-26,-10)
	4HCY S 4 A_CustomMissile("CyberExplosiveRailgunImpact",64,26,0)
	4HCY S 0 A_CustomMissile("CyberExplosiveRailgunImpact",64,-26,0)
	4HCY CCCC 4 A_FaceTarget
    TNT1 A 0 A_Jump(128,"ExplosiveRailgun")
	Goto See
  ExplosiveMinigunX3:
	4HCY AAAA 5 A_GiveInventory("SacroOverseerStrafe",1)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory("SacroOverseerStrafe",1)
	TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",10,12,40,Random(2,6),0,Random(1,3),Random(80,90),128)
	TNT1 A 0 A_CustomMissile("SentientExplosiveTracer",36,-16,frandom(-3,-6))
	TNT1 A 0 A_CustomMissile("SentientExplosiveTracer",36,16,frandom(3,6))
	TNT1 A 0 A_CustomMissile("SentientExplosiveTracer",36,0,frandom(-1,1))
	4HCY G 3 Bright A_PlaySound("sentient/fire")

	TNT1 A 0 A_GiveInventory("SacroOverseerStrafe",1)
	TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",10,12,40,Random(2,6),0,Random(1,3),Random(80,90),128)
	TNT1 A 0 A_CustomMissile("SentientExplosiveTracer",36,-16,frandom(-3,-6))
	TNT1 A 0 A_CustomMissile("SentientExplosiveTracer",36,16,frandom(3,6))
	TNT1 A 0 A_CustomMissile("SentientExplosiveTracer",36,0,frandom(-1,1))
	4HCY H 3 Bright A_PlaySound("sentient/fire")

	TNT1 A 0 A_Jump(12,"See","Missile")
	TNT1 A 0 A_SpidRefire
	Goto ExplosiveMinigunX3+4
  BFG9500Combo:
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	4HCY EEEEE 5 A_FaceTarget
	4HCY E 8 A_FaceTarget
	4HCY F 4 A_CustomMissile("SentientBFG9500Ball",40,0,0)
	4HCY D 0 A_CustomMissile("SentientBFG9500Ball",75,-26,Random(-2,2))
	4HCY D 4 A_CustomMissile("SentientBFG9500Ball",75,26,Random(-2,2))
	4HCY R 0 A_CustomMissile("SentientBFG9500Ball",55,-26,Random(-2,2))
	4HCY R 4 A_CustomMissile("SentientBFG9500Ball",55,26,Random(-2,2))
	AHCY C 6

	TNT1 A 0 A_PlaySound("weapons/bfgf")
	4HCY EEEEE 5 A_FaceTarget
	4HCY E 8 A_FaceTarget
	4HCY T 0 A_CustomMissile("SentientBFG9500Ball",40,0,Random(-2,2))
	4HCY T 0 A_CustomMissile("SentientBFG9500Ball",75,-26,Random(-2,2))
	4HCY T 0 A_CustomMissile("SentientBFG9500Ball",75,26,Random(-2,2))
	4HCY T 0 A_CustomMissile("SentientBFG9500Ball",55,-26,Random(-2,2))
	4HCY T 4 A_CustomMissile("SentientBFG9500Ball",55,26,Random(-2,2))
	4HCY E 6
	Goto See
  HellstormBFG:
	TNT1 A 0 A_PlaySound("weapons/Hcharge10k",1)
    4HCY CCCCC 4 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  HellstormBFGLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 6,"HellstormBFGEnd") 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("Weapons/Hbfg10kfire",1)
	4HCY S 0 A_CustomMissile("CardihilationHSBFG10kShot",75,-26,Random(-2,2))
	4HCY S 0 A_CustomMissile("CardihilationHSBFG10kShot",75,26,Random(-2,2))
	4HCY S 0 A_CustomMissile("CardihilationHSBFG10kShot",55,-26,Random(-2,2))
	4HCY S 5 A_CustomMissile("CardihilationHSBFG10kShot",55,26,Random(-2,2))
	4HCY CC 5 A_FaceTarget
    Loop
  HellstormBFGEnd:
	4HCY C 10 A_PlaySound("weapons/Hbfg10kcooldown",1)
	Goto See
  DTBFG:
	TNT1 A 0 A_jump(128,"DTBFGCombo")
	TNT1 A 0 A_PlaySound("Cardinal/9k") 
	4HCY CCCCCCCCSSS 4 A_FaceTarget
	4HCY S 0 A_CustomMissile("CardinalDTBFG10KBall",75,-26,Random(-2,2))
	4HCY S 0 A_CustomMissile("CardinalDTBFG10KBall",75,26,Random(-2,2))
	4HCY S 0 A_CustomMissile("CardinalDTBFG10KBall",55,-26,Random(-2,2))
	4HCY S 4 A_CustomMissile("CardinalDTBFG10KBall",55,26,Random(-2,2))
	4HCY SCC 4
	Goto see
  DTBFGCombo:
	TNT1 A 0 A_PlaySound("Cardinal/9k") 
	4HCY CCCCCCCC 4 A_FaceTarget
	4HCY S 4 A_CustomMissile("SentientDTBFG10KBall",40,0,Random(-1,1))
	4HCY S 4 A_CustomMissile("SentientDTBFG10KBall",40,0,Random(-2,2))
	4HCY S 4 A_CustomMissile("SentientDTBFG10KBall",40,0,Random(-3,3))
	4HCY S 4 A_CustomMissile("SentientDTBFG10KBall",40,0,Random(-4,4))
	4HCY CC 4
	Goto see
  DevastatorCombo:
	TNT1 A 0 A_PlaySound("devastator/charge") 
	4HCY CCCCCCCCCCCCCCCCCC 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("devastator/fire")
	4HCY F 4 A_CustomMissile("FusionDevastatorBall",40,0,Random(-1,1))
	TNT1 A 0 A_PlaySound("devastator/fire")
	4HCY F 4 A_CustomMissile("FusionDevastatorBall",40,0,Random(-1,1))
	TNT1 A 0 A_PlaySound("devastator/fire")
	4HCY F 4 A_CustomMissile("FusionDevastatorBall",40,0,Random(-1,1))
	TNT1 A 0 A_PlaySound("devastator/fire")
	4HCY F 4 A_CustomMissile("FusionDevastatorBall",40,0,Random(-1,1))
	4HCY EECC 4
	Goto see
  QuadDevastator:
	TNT1 A 0 A_PlaySound("devastator/charge")
	4HCY EEEEEEEEEEEEEEEEEE 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("devastator/fire")
	4HCY S 0 A_CustomMissile("FusionDevastatorBall",75,-26,Random(-2,2))
	4HCY S 0 A_CustomMissile("FusionDevastatorBall",75,26,Random(-2,2))
	4HCY S 0 A_CustomMissile("FusionDevastatorBall",55,-26,Random(-1,1))
	4HCY S 4 A_CustomMissile("FusionDevastatorBall",55,26,Random(-1,1))
	4HCY SSCC 4
	Goto see
  EFGNukes:
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_ChangeFlag(REFLECTIVE,1)
    TNT1 A 0 A_SpawnItem("CardinalFireSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("weapons/nuclearmissilecharge",0,10.0)
	4HCY I 3 A_PlaySound("Cardihilator/Sight",CHAN_AUTO,1.0,False,ATTN_NONE)
	TNT1 A 0 Radius_Quake(50,150,0,24,0)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  EFGNukesChargeLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 28,"EFGNukesGO")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	4HCY II 2 A_FaceTarget
	TNT1 A 0 A_SpawnItem("CardinalRageFlameSpawner",0,0,0,0)
	Loop
  EFGNukesGO:
	TNT1 A 0 A_PlaySoundEx("Cardihilator/NukeFire",1,0,2)
	4HCY S 0 A_CustomMissile("TerminatorEFGFusionNuke",40,0,0)
	4HCY S 0 A_CustomMissile("TerminatorEFGFusionNuke",75,-26,0)
	4HCY S 0 A_CustomMissile("TerminatorEFGFusionNuke",75,26,0)
	4HCY S 0 A_CustomMissile("TerminatorEFGFusionNuke",55,-26,0)
	4HCY S 10 A_CustomMissile("TerminatorEFGFusionNuke",55,26,0)
	4HCY E 30
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_ChangeFlag(REFLECTIVE,0)
	4HCY C 30
	Goto See
  FusionNukes:
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_ChangeFlag(REFLECTIVE,1)
	TNT1 A 0 A_SetInvulnerable
    TNT1 A 0 A_SpawnItem("CardinalFireSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("weapons/nuclearmissilecharge",0,10.0)
	TNT1 A 0 A_Playsound("Utsuho/alert",7,1,0,ATTN_NONE)
	4HCY I 3 A_PlaySound("Cardihilator/Sight",CHAN_AUTO,1.0,False,ATTN_NONE)
	TNT1 A 0 Radius_Quake(50,150,0,24,0)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  FusionNukesChargeLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 50,"FusionNukesChase")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	4HCY II 2 A_FaceTarget
	TNT1 A 0 A_SpawnItem("CardinalRageFlameSpawner",0,0,0,0)
	Loop
  FusionNukesChase:
	TNT1 A 0 A_JumpIf(user_missile >= 70,"FinalAnnihilation")
	4HCY AB 2 A_Chase("","")
	4HCY AB 2 A_Chase("","")
	4HCY AB 2 A_Chase("","")
	TNT1 AA 0 A_SpawnItem("CardinalRageFlameSpawner",0,0,0,0)
    4HCY A 0 A_JumpIfTargetInLOS("FinalAnnihilation")
	4HCY AB 2 A_Chase("","")
	TNT1 A 0 A_Jump(50,"FusionNukeEvade")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
    Loop
  FusionNukeEvade:
 	TNT1 A 0 A_Jump(128,"FusionNukeEvade2")
	TNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)
	4HCY ABABABAB 2 Bright A_Chase("","")
	TNT1 A 0 A_Stop
	Goto FusionNukesChase
  FusionNukeEvade2:
	TNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)
	4HCY ABABABAB 2 Bright A_Chase("","")
	TNT1 A 0 A_Stop
	Goto FusionNukesChase
  FinalAnnihilation:
	TNT1 A 0 A_PlaySound("Cardihilator/NukeFire",1,1.0,0,ATTN_NONE)
	4HCY S 10 A_CustomMissile("FusionNuke",40,0,0)
	TNT1 A 0 A_PlaySoundEx("Cardihilator/NukeFire",1,0,2)
	4HCY S 10 A_CustomMissile("TerminatorEFGFusionNuke",75,-26,0)
	TNT1 A 0 A_PlaySoundEx("Cardihilator/NukeFire",1,0,2)
	4HCY S 10 A_CustomMissile("TerminatorEFGFusionNuke",75,26,0)
	TNT1 A 0 A_PlaySoundEx("Cardihilator/NukeFire",1,0,2)
	4HCY S 10 A_CustomMissile("TerminatorEFGFusionNuke",55,-26,0)
	TNT1 A 0 A_PlaySoundEx("Cardihilator/NukeFire",1,0,2)
	4HCY S 10 A_CustomMissile("TerminatorEFGFusionNuke",55,26,0)
	4HCY EEEEECC 10
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_ChangeFlag(REFLECTIVE,0)
	TNT1 A 0 A_UnSetInvulnerable
	4HCY C 30
	Goto See
  Pain:
    4HCY I 4 A_Jump(64,"PainResurrect","Meteors")
    4HCY I 4 A_Pain
    TNT1 A 0 A_Jump(8,"FusionNukes")
    Goto See
  PainResurrect:
	4HCY I 4
	4HCY I 4 A_Pain
	TNT1 A 0 A_JumpIfInventory("SentientToken",3,"See")
	TNT1 A 0 A_GiveInventory("SentientToken",1)
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 Radius_Quake(10,80,0,24,0)
	TNT1 A 0 A_GiveInventory("Health",750)
	TNT1 A 0 A_SpawnItem("SentientBrainSFX",0,0,0,0)
    4HCY I 3 A_PlaySound("CardDemo/Laugh")
	TNT1 A 0 A_CustomMissile("SentientMassResurrectionEffect",10,0,0,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrectionEffect",10,0,30,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrectionEffect",10,0,60,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrectionEffect",10,0,90,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrectionEffect",10,0,120,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrectionEffect",10,0,150,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrectionEffect",10,0,180,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrectionEffect",10,0,210,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrectionEffect",10,0,240,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrectionEffect",10,0,270,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrectionEffect",10,0,300,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrectionEffect",10,0,330,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrectionEffect",10,0,360,0)
	4HCY II 3 A_SpawnItem("SentientBrainSFX",0,0,0,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrectionEffect",10,0,15,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrectionEffect",10,0,45,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrectionEffect",10,0,75,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrectionEffect",10,0,105,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrectionEffect",10,0,135,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrectionEffect",10,0,165,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrectionEffect",10,0,195,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrectionEffect",10,0,225,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrectionEffect",10,0,255,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrectionEffect",10,0,285,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrectionEffect",10,0,315,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrectionEffect",10,0,345,0)
	4HCY II 3 A_SpawnItem("SentientBrainSFX",0,0,0,0)
    TNT1 A 0 A_GiveInventory("CerebralCardihilationMassResurrectionItem")
	4HCY IIIIIIIIII 3 A_SpawnItem("SentientBrainSFX",0,0,0,0)
    TNT1 A 0 A_GiveInventory("CerebralCardihilationMassResurrectionItem")
	4HCY IIIIIIIIII 3 A_SpawnItem("SentientBrainSFX",0,0,0,0)
	TNT1 A 0 A_UnSetInvulnerable
	Goto See
  Meteors:
	TNT1 A 0 A_JumpIfCloser(1400,1)
	Goto Pain+1
	4HCY A 4
	4HCY A 4 A_Pain
 	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 Radius_Quake(10,80,0,24,0)
	TNT1 A 0 A_GiveInventory("Health",1000)
    4HCY K 3 A_PlaySound("CardDemo/Laugh")
  MeteorsLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 40,"MeteorsEnd")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_SpawnItem("CardinalRageFlameSpawner",0,0,0,0)
	4HCY I 2 Bright A_SpawnItemEx("RainCometSpawner",random(-1500,1500),random(-1500,1500),0,0,0,0,SXF_NOCHECKPOSITION,0)
	Loop
  MeteorsEnd:
 	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
 	TNT1 A 0 A_UnSetInvulnerable
	4HCY II 4
	Goto See
  Death:
	AHCY J 10 A_Scream
	AHCY K 20 Bright A_Fall
    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))	
	AHCY KKKKKKKKKK 2 Bright A_CustomMissile("Kaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
    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))	
    AHCY LLLLLLLLLL 2 Bright A_CustomMissile("Kaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
    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))
    AHCY MMMMMMMMMM 2 Bright A_CustomMissile("Kaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
    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))
    AHCY NNNNNNNNNN 2 Bright A_CustomMissile("Kaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
    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))
    AHCY OOOOOOOOOO 1 Bright A_CustomMissile("Kaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
    TNT1 AAAAAAAA 0 A_SpawnItemEx("GibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 AAAAAAAAAAAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile("SmokeFX3", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 AAAAAAAAAAAAA 0 A_CustomMissile("Explode",random(20,160),random(20,-20),random(0,360),2,random(0,360))
	TNT1 A 0 A_CustomMissile("BigExplosion",0,0,random(80,100),2,random(80,100))
	AHCY PPPPQQQQ 1
	TNT1 A -1 A_KillMaster
	Stop
	}
}

ACTOR FastCardinalRocket : CardinalRocket
{
Speed 50
}

Actor CardihilationHSBFG10kShot : HSBFG10kShot
{
Damage 20
Speed 40
Scale 0.75
Species "Cybers"
DamageType "Cyber10K"
+FORCERADIUSDMG
+FORCEXYBILLBOARD
+EXTREMEDEATH
+SKYEXPLODE
+MTHRUSPECIES
Obituary "Totally anihilated with the mighty Cerebral Cardihilation's Hellstorm BFG!"
  States
  {
  Spawn:
	HFP3 AABB 1 A_SpawnItemEx("HSBFG10KGhost")
	TNT1 A 0 A_SpawnItemEx("ProjectileTrailParticleRed",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	Loop
  Death:
    HPE3 A 0
	HPE3 A 3 Bright A_Explode(30,42,1)
	TNT1 AAAAAAAAAA 0 A_CustomMissile("DevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
	TNT1 AA 0 A_SpawnItem("HS10KExCardihilation")
    HPE3 BCDEF 3 Bright
    Stop
  }
}

ACTOR HS10KExCardihilation : HS10KExCrowned
{
DamageType "Cyber10k"
}

Actor RedT3DBFG10kShot : T3DBFG10kShot
{
Speed 200
DamageType "DBFG10K2" //"Cyber10K"
DeathSound "Weapons/dbfgexplode2"
States
	{
  Spawn:
	TRA3 A 1 Bright
	Loop
  Death:
  XDeath:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("RedT3DBFG10kDeathParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 A 0 A_SpawnItemEx("RedT3DBFGShotShockwave",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 A 0 A_Detonate
	CFE1 A 3 Bright A_SpawnItemEx("T3DBFGShotShockwaveDmg",16,16,0,0,0,0,0,SXF_SETMASTER,0)
	CFE1 B 3 Bright A_SpawnItemEx("T3DBFGShotShockwaveDmg",-16,16,0,0,0,0,0,SXF_SETMASTER,0)
	CFE1 C 3 Bright A_SpawnItemEx("T3DBFGShotShockwaveDmg",16,-16,0,0,0,0,0,SXF_SETMASTER,0)
	CFE1 D 3 Bright A_SpawnItemEx("T3DBFGShotShockwaveDmg",-16,-16,0,0,0,0,0,SXF_SETMASTER,0)
	CFE1 E 3 Bright A_SpawnItemEx("T3DBFGShotShockwaveDmg",0,0,16,0,0,0,0,SXF_SETMASTER,0)
	CFE1 F 3 Bright A_SpawnItemEx("T3DBFGShotShockwaveDmg",0,0,-16,0,0,0,0,SXF_SETMASTER,0)
	Stop
	}
}

Actor RedT3DBFG10kDeathParticleSpawner
{
+Missile
+NoClip
+NoBlockMap
+NoGravity
+NOTELEPORT
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
		TNT1 AAAAA 1 A_SpawnItemEx("RedT3DBFG10kDeathParticle", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), SXF_CLIENTSIDE)
		TNT1 AAAAA 0 A_SpawnItemEx("RedT3DBFG10kDeathParticle", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), SXF_CLIENTSIDE)
		TNT1 AAAAA 1 A_SpawnItemEx("RedT3DBFG10kDeathParticle", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), SXF_CLIENTSIDE)
		TNT1 AAAAA 0 A_SpawnItemEx("RedT3DBFG10kDeathParticle", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), SXF_CLIENTSIDE)
		TNT1 A 1
		Stop
	}
}

Actor RedT3DBFG10kDeathParticle
{
Height 0
Radius 0
Mass 0
Scale 0.05
RenderStyle Add
+Missile
-NoGravity
+NoBlockMap
+NOTELEPORT
+LowGravity
+DontSplash
+DoomBounce
+CLIENTSIDEONLY
BounceFactor 0.7
States
	{
	Spawn:
		TNT1 A 0
	Death:
		SPKR A 2 Bright A_FadeOut(0.05,1)
		Loop
	}
}

ACTOR RedT3DBFGShotShockwave : T3BaseEffect
{
Scale 0.75
Renderstyle Add
Alpha 0.9
+DONTSPLASH
+FORCEXYBILLBOARD
States
	{
	Spawn:
		TNT1 A 0
		EBAR ABCDEFGHIJKLMNOPQR 1 Bright A_FadeOut(0.04,1)
		Stop
	}
}

actor CerebralCardihilationMassResurrectionItem : CustomInventory
{  
  +INVENTORY.QUIET
  +INVENTORY.UNDROPPABLE
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE       
  +COUNTITEM
  inventory.amount 1
  inventory.maxamount 0
  states
  {
  pickup:
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,0,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,10,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,20,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,30,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,40,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,50,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,60,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,70,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,80,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,90,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,100,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,110,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,120,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,130,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,140,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,150,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,160,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,170,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,180,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,190,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,200,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,210,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,220,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,230,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,240,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,250,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,260,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,270,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,280,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,290,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,300,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,310,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,320,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,330,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,340,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,350,0)
	TNT1 A 0 A_CustomMissile("SentientMassResurrection",10,0,360,0)
	stop
  }
}