Actor SuperBFGCyberDrop : RandomSpawner
{
  DropItem "BFG9500" 256 1
  DropItem "BFG 2704" 256 1
  DropItem "BFG10K2" 256 1
  DropItem "HellStorm BFG" 256 1
  DropItem "Demon Tech BFG10K " 256 1
  DropItem "Demon Tech Devastator" 256 1
  DropItem "NewDBFG" 256 1
  DropItem "BFG3500" 256 1
  DropItem "BFG4700" 256 1
  DropItem "BFG12000" 256 1
  DropItem "EradicatorBFG" 256 1
  DropItem "The Fastest BFG10K Ever" 256 1
  DropItem "BFS" 256 1
}

ACTOR SuperBFGCyberdemon : EmpoweredDarkCyberdemon
{
//Creator: NaturalxCF
//Origin: Nexus Infinity
//Sprite: SBFC
//Title: "Super BFG Cyberdemon" 
  Health 7500
  PainChance 20
  Speed 22
  DamageFactor "Cyber10K", 0.0
  DamageFactor "Legendary", 0.2
  DamageFactor "BFGSplash", 0.25
  DamageFactor "PDTBFG", 0.05
  DamageFactor "PDTBFGTracer", 0.05
  DamageFactor "PlayerDevBall", 0.15
  DamageFactor "PlayerDevTracer", 0.15
  DamageFactor "Hell", 0.0
  DamageFactor 0.5
  RadiusDamageFactor 0.5
  +MISSILEEVENMORE
  DropItem "BossLifeEssence" 256 25
  DropItem "BossArmorBonusMax" 256 1
  DropItem "GreaterPlasmaEnergy" 186 300
  DropItem "SphereOfPower" 200
  DropItem "BFG10K" 128
  DropItem "BFG9500" 128
  DropItem "BossLifeEssence" 256 
  DropItem "BossArmorBonusMax" 256 
  DropItem "GreaterDemonicEnergy" 256
  DropItem "DemonicEnergy" 256
  DropItem "DemonicChalice" 256 1
  DropItem "SkullOfPower" 256 1
  DropItem "SuperBFGCyberDrop" 256
  DropItem "SuperBFGCyberDrop" 128
  Obituary "%o felt underpowered against a Super BFG Cyberdemon."
  BloodColor "Green"
  Tag "\c[n8]Super BFG Cyberdemon\c-"
  var int user_lcounter;
  States 
  {    
  Spawn: 
	SBFC A 10 A_Look
	Loop 
  See: 	
	TNT1 A 0 A_Hoof
	SBFC A 2 A_FastChase
	TNT1 A 0 A_SpawnItemEx("SBFGCyberGhostA",0,0,0,0,0,0,0,128)
	SBFC A 2 A_FastChase
	TNT1 A 0 A_SpawnItemEx("SBFGCyberGhostA",0,0,0,0,0,0,0,128)
	SBFC A 2 A_FastChase
	TNT1 A 0 A_SpawnItemEx("SBFGCyberGhostB",0,0,0,0,0,0,0,128)
	SBFC B 2 A_FastChase
	TNT1 A 0 A_SpawnItemEx("SBFGCyberGhostB",0,0,0,0,0,0,0,128)
	SBFC C 2 A_FastChase
	TNT1 A 0 A_SpawnItemEx("SBFGCyberGhostC",0,0,0,0,0,0,0,128)
	SBFC C 2 A_FastChase
	TNT1 A 0 A_Metal
	TNT1 A 0 A_SpawnItemEx("SBFGCyberGhostC",0,0,0,0,0,0,0,128)
	SBFC D 2 A_FastChase
	TNT1 A 0 A_SpawnItemEx("SBFGCyberGhostD",0,0,0,0,0,0,0,128)
	SBFC D 2 A_FastChase
	TNT1 A 0 A_SpawnItemEx("SBFGCyberGhostD",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Jump(87,"See")	
	Loop	
  Missile:
	TNT1 A 0 A_Jump(64,2)
	TNT1 A 0 A_JumpIfCloser(300,"BFS")
	TNT1 A 0 A_Jump(200,"BFG10k","EmpoweredBFG10K","BFG9500","EmpoweredBFG9500","DTBFG10k","Devastator","HellstormBFG","BFG2704","BFG2704Alt","DBFG1","DBFG2","BFG3500","BFG4700","BFG4700Alt","BFG12k","EradicatorBFG","EradicatorBFGAlt","CommanderDev","CommanderDevAlt","FastBFG10k","BFS")
  BFG15k:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	SBFC E 18 A_FaceTarget
	SBFC E 6 A_FaceTarget
	SBFC F 4 Bright A_CustomMissile("DarkCyber15K",44,-24,Random(-6, 6))
	SBFC E 4 A_FaceTarget
	SBFC F 4 Bright A_CustomMissile("DarkCyber15K",44,-24,Random(-6, 6))
	SBFC E 4 A_FaceTarget
	SBFC F 4 Bright A_CustomMissile("DarkCyber15K",44,-24,Random(-6, 6))
	SBFC E 4 A_FaceTarget
	SBFC F 4 Bright A_CustomMissile("DarkCyber15K",44,-24,Random(-6, 6))
	SBFC E 4 A_FaceTarget
	SBFC F 4 Bright A_CustomMissile("DarkCyber15K",44,-24,Random(-6, 6))
	SBFC E 3 A_FaceTarget
	SBFC F 4 Bright A_CustomMissile("DarkCyber15K",44,-24,Random(-6, 6))
	SBFC E 3 A_FaceTarget
	SBFC F 4 Bright A_CustomMissile("DarkCyber15K",44,-24,Random(-6, 6))
	SBFC E 3 A_FaceTarget
	SBFC F 3 Bright A_CustomMissile("DarkCyber15K",44,-24,Random(-6, 6))
	SBFC E 2 A_FaceTarget
	SBFC F 3 Bright A_CustomMissile("DarkCyber15K",44,-24,Random(-6, 6))
	SBFC E 2 A_FaceTarget
	SBFC F 3 Bright A_CustomMissile("DarkCyber15K",44,-24,Random(-6, 6))
	SBFC E 2 A_FaceTarget
	SBFC F 3 Bright A_CustomMissile("DarkCyber15K",44,-24,Random(-6, 6))
	SBFC E 20 A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  BFG10k:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	SBFC E 18 A_FaceTarget
	SBFC E 6 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire",1)
	SBFC Z 4 Bright A_CustomMissile("Cardinal10K",44,-24,Random(-6, 6))
	SBFC E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire",1)
	SBFC Z 4 Bright A_CustomMissile("Cardinal10K",44,-24,Random(-6, 6))
	SBFC E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire",1)
	SBFC Z 4 Bright A_CustomMissile("Cardinal10K",44,-24,Random(-6, 6))
	SBFC E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire",1)
	SBFC Z 4 Bright A_CustomMissile("Cardinal10K",44,-24,Random(-6, 6))
	SBFC E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire",1)
	SBFC Z 4 Bright A_CustomMissile("Cardinal10K",44,-24,Random(-6, 6))
	SBFC E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire",1)
	SBFC Z 4 Bright A_CustomMissile("Cardinal10K",44,-24,Random(-6, 6))
	SBFC E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire",1)
	SBFC Z 3 Bright A_CustomMissile("Cardinal10K",44,-24,Random(-6, 6))
	SBFC E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire",1)
	SBFC Z 3 Bright A_CustomMissile("Cardinal10K",44,-24,Random(-6, 6))
	SBFC E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire",1)
	SBFC Z 2 Bright A_CustomMissile("Cardinal10K",44,-24,Random(-6, 6))
	SBFC E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire",1)
	SBFC Z 2 Bright A_CustomMissile("Cardinal10K",44,-24,Random(-6, 6))
	SBFC E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire",1)
	SBFC Z 2 Bright A_CustomMissile("Cardinal10K",44,-24,Random(-6, 6))
	SBFC E 20 A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  EmpoweredBFG10K:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	SBFC E 18 A_FaceTarget
	SBFC E 6 A_FaceTarget
	SBFC F 4 Bright A_CustomMissile("EmpoweredCyberBFG15KBall",44,-24,Random(-6, 6))
	SBFC E 4 A_FaceTarget
	SBFC F 4 Bright A_CustomMissile("EmpoweredCyberBFG15KBall",44,-24,Random(-6, 6))
	SBFC E 4 A_FaceTarget
	SBFC F 4 Bright A_CustomMissile("EmpoweredCyberBFG15KBall",44,-24,Random(-6, 6))
	SBFC E 4 A_FaceTarget
	SBFC F 4 Bright A_CustomMissile("EmpoweredCyberBFG15KBall",44,-24,Random(-6, 6))
	SBFC E 4 A_FaceTarget
	SBFC F 4 Bright A_CustomMissile("EmpoweredCyberBFG15KBall",44,-24,Random(-6, 6))
	SBFC E 3 A_FaceTarget
	SBFC F 4 Bright A_CustomMissile("EmpoweredCyberBFG15KBall",44,-24,Random(-6, 6))
	SBFC E 3 A_FaceTarget
	SBFC F 4 Bright A_CustomMissile("EmpoweredCyberBFG15KBall",44,-24,Random(-6, 6))
	SBFC E 3 A_FaceTarget
	SBFC F 3 Bright A_CustomMissile("EmpoweredCyberBFG15KBall",44,-24,Random(-6, 6))
	SBFC E 2 A_FaceTarget
	SBFC F 3 Bright A_CustomMissile("EmpoweredCyberBFG15KBall",44,-24,Random(-6, 6))
	SBFC E 2 A_FaceTarget
	SBFC F 3 Bright A_CustomMissile("EmpoweredCyberBFG15KBall",44,-24,Random(-6, 6))
	SBFC E 2 A_FaceTarget
	SBFC F 3 Bright A_CustomMissile("EmpoweredCyberBFG15KBall",44,-24,Random(-6, 6))
	SBFC E 20 A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  BFG9500:
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	SBFC EEEEE 5 A_FaceTarget
	SBFC F 10 Bright A_CustomMissile("DAnniBFG9500Ball",44,-24)
	SBFC E 10
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	SBFC EEEEE 5 A_FaceTarget
	SBFC F 10 Bright A_CustomMissile("DAnniBFG9500Ball",44,-24)
	SBFC E 10
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See	
  EmpoweredBFG9500:
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	SBFC EEEEE 5 A_FaceTarget
	SBFC F 10 Bright A_CustomMissile("EmpoweredCyberBFG9500Ball",44,-24)
	SBFC E 10
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  DTBFG10k:
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	SBFC EEEEEE 5 A_FaceTarget
	SBFC F 10 Bright A_CustomMissile("DarkAnniDTBFGBall",44,-24)
	SBFC E 10
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	SBFC EEEEEE 5 A_FaceTarget
	SBFC F 10 Bright A_CustomMissile("DarkAnniDTBFGBall",44,-24)
	SBFC E 10
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  Devastator:
	TNT1 A 0 A_PlaySound("devastator/charge")
	SBFC EEEEEEEEEE 5 A_FaceTarget
	TNT1 C 0 A_PlaySound ("devastator/fire")
	SBFC Z 20 Bright A_CustomMissile("FusionDevastatorBall",44,-24)
	SBFC E 10
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  HellstormBFG:
	TNT1 A 0 A_PlaySound("weapons/Hcharge10k",1)
	SBFC E 18 A_FaceTarget
	SBFC E 6 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/Hbfg10kfire",1)
	SBFC F 4 Bright A_CustomMissile("HSBFG10kShotDeathlord",44,-24,Random(-6, 6))
	SBFC E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/Hbfg10kfire",1)
	SBFC F 4 Bright A_CustomMissile("HSBFG10kShotDeathlord",44,-24,Random(-6, 6))
	SBFC E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/Hbfg10kfire",1)
	SBFC F 4 Bright A_CustomMissile("HSBFG10kShotDeathlord",44,-24,Random(-6, 6))
	SBFC E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/Hbfg10kfire",1)
	SBFC F 4 Bright A_CustomMissile("HSBFG10kShotDeathlord",44,-24,Random(-6, 6))
	SBFC E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/Hbfg10kfire",1)
	SBFC F 4 Bright A_CustomMissile("HSBFG10kShotDeathlord",44,-24,Random(-6, 6))
	SBFC E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/Hbfg10kfire",1)
	SBFC F 4 Bright A_CustomMissile("HSBFG10kShotDeathlord",44,-24,Random(-6, 6))
	SBFC E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/Hbfg10kfire",1)
	SBFC F 4 Bright A_CustomMissile("HSBFG10kShotDeathlord",44,-24,Random(-6, 6))
	SBFC E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/Hbfg10kfire",1)
	SBFC F 4 Bright A_CustomMissile("HSBFG10kShotDeathlord",44,-24,Random(-6, 6))
	SBFC E 20 A_PlaySound("weapons/Hbfg10kcooldown",1)
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  BFG2704:
	TNT1 A 0 A_PlaySound("BFG2704/Charge")
	SBFC EEEEE 4 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_lcounter",20)
  BFG2704Loop:
	TNT1 A 0 A_CustomMissile("Molo2704Ball",40+frandom(-2,2),-24+frandom(-2,2),frandom(-8,8),CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-4.0,4.0))
	TNT1 A 0 A_CustomMissile("Molo2704Ball2",40+frandom(-2,2),-24+frandom(-2,2),frandom(-8,8),CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-4.0,4.0))
	SBFC F 1 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("Molo2704Ball",40+frandom(-2,2),-24+frandom(-2,2),frandom(-8,8),CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-4.0,4.0))
	TNT1 A 0 A_CustomMissile("Molo2704Ball2",40+frandom(-2,2),-24+frandom(-2,2),frandom(-8,8),CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-4.0,4.0))
	SBFC Z 1 Bright A_FaceTarget
	TNT1 A 0 A_JumpIf(user_lcounter < 1,"BFG2704End")
	TNT1 A 0 A_SetUserVar("user_lcounter",user_lcounter-1)
	TNT1 A 0 A_JumpIfTargetInLOS("BFG2704Loop",90,JLOSF_DEADNOJUMP)
  BFG2704End:
	SBFC E 15
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"BFG2704Alt")
	Goto See
  BFG2704Alt:
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	SBFC EEEEE 5 A_FaceTarget
	SBFC F 10 Bright A_CustomMissile("AltMolochBFG2704",44,-24)
	SBFC E 10
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  DBFG1:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	SBFC E 18 A_FaceTarget
	SBFC E 6 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2",1)
	SBFC Y 4 Bright A_CustomMissile("T3DBFG10kShot",44,-24,Random(-6, 6))
	SBFC E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2",1)
	SBFC Y 4 Bright A_CustomMissile("T3DBFG10kShot",44,-24,Random(-6, 6))
	SBFC E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2",1)
	SBFC Y 4 Bright A_CustomMissile("T3DBFG10kShot",44,-24,Random(-6, 6))
	SBFC E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2",1)
	SBFC Y 4 Bright A_CustomMissile("T3DBFG10kShot",44,-24,Random(-6, 6))
	SBFC E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2",1)
	SBFC Y 4 Bright A_CustomMissile("T3DBFG10kShot",44,-24,Random(-6, 6))
	SBFC E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2",1)
	SBFC Y 4 Bright A_CustomMissile("T3DBFG10kShot",44,-24,Random(-6, 6))
	SBFC E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2",1)
	SBFC Y 3 Bright A_CustomMissile("T3DBFG10kShot",44,-24,Random(-6, 6))
	SBFC E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2",1)
	SBFC Y 3 Bright A_CustomMissile("T3DBFG10kShot",44,-24,Random(-6, 6))
	SBFC E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2",1)
	SBFC Y 2 Bright A_CustomMissile("T3DBFG10kShot",44,-24,Random(-6, 6))
	SBFC E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2",1)
	SBFC Y 2 Bright A_CustomMissile("T3DBFG10kShot",44,-24,Random(-6, 6))
	SBFC E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2",1)
	SBFC Y 2 Bright A_CustomMissile("T3DBFG10kShot",44,-24,Random(-6, 6))
	SBFC E 20 A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"DBFG2")
	Goto See
  DBFG2:
	TNT1 A 0 A_PlaySound("Weapons/dbfgcharge")
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	SBFC EEEEEEEEEEEEEEEEEEEEEEE 5 A_FaceTarget
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire", CHAN_AUTO)
	SBFC Y 10 Bright A_CustomMissile("T3DBFGBall",44,-24)
	SBFC E 10 A_PlaySound("Weapons/dbfgcooldown")
	Goto See
  BFG3500:
	TNT1 A 0 A_PlaySound("bfg3500/fire")
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	SBFC EEEEEEE 5 A_FaceTarget
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	SBFC Y 10 Bright A_CustomMissile("BFG3500BallEnemy",44,-24)
	SBFC E 10 A_PlaySound("Weapons/dbfgcooldown2")
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"BFG4700","BFG4700Alt","CommanderDevAlt")
	Goto See
  BFG4700:
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_PlaySound("BFG47000/Beep2")
	SBFC EE 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("BFG47000/Beep2")
	SBFC EE 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("BFG47000/Beep3")
	SBFC EE 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("BFG4700/Fire",1)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 AAAAAAAAA 0 //A_CustomMissile("BFG4700Ball",44,-24,frandom(-8,8),CMF_OFFSETPITCH,frandom(-8,8))
	SBFC Z 20 Bright //A_CustomMissile("BFG4700Ball",44,-24) //BFG4700Ball does not exist
	SBFC E 10 A_FaceTarget
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_PlaySound("BFG47000/Beep2")
	SBFC EE 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("BFG47000/Beep2")
	SBFC EE 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("BFG47000/Beep3")
	SBFC EE 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("BFG4700/Fire",1)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 AAAAAAAAA 0 //A_CustomMissile("BFG4700Ball",44,-24,frandom(-8,8),CMF_OFFSETPITCH,frandom(-8,8))
	SBFC Z 20 Bright //A_CustomMissile("BFG4700Ball",44,-24)
	SBFC E 10
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  BFG4700Alt:
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_PlaySound("BFG47000/Beep1")
	SBFC EE 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("BFG47000/Beep1")
	SBFC EE 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("BFG47000/Beep3")
	SBFC EE 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("BFG4700/Fire",1)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	SBFC Z 8 Bright //A_CustomMissile("BFG4700FastShot",44,-24,Random(-6, 6))
	SBFC E 8 A_FaceTarget
	SBFC Z 8 Bright //A_CustomMissile("BFG4700FastShot",44,-24,Random(-6, 6))
	SBFC E 8 A_FaceTarget
	SBFC Z 8 Bright //A_CustomMissile("BFG4700FastShot",44,-24,Random(-6, 6))
	SBFC E 8 A_FaceTarget
	SBFC Z 8 Bright //A_CustomMissile("BFG4700FastShot",44,-24,Random(-6, 6))
	SBFC E 8 A_FaceTarget
	SBFC Z 8 Bright //A_CustomMissile("BFG4700FastShot",44,-24,Random(-6, 6))
	SBFC E 8 A_FaceTarget
	SBFC Z 8 Bright //A_CustomMissile("BFG4700FastShot",44,-24,Random(-6, 6))
	SBFC E 8 A_FaceTarget
	SBFC Z 8 Bright //A_CustomMissile("BFG4700FastShot",44,-24,Random(-6, 6))
	SBFC E 20
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  BFG12K:
	TNT1 A 0 A_PlaySound("BFG12000/Fire",1)
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	SBFC EEEEEEE 5 A_FaceTarget
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	SBFC F 10 Bright //A_CustomMissile("BFG12000Ball",44,-24) //Does not exist
	SBFC E 20 A_PlaySound("weapons/bfg15kcooldown") 
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  EradicatorBFG:
	TNT1 A 0 A_PlaySound("EradicationBFG/Charge",1)
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	SBFC EEEEEEEEEEEEEEEE 5 A_FaceTarget
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	SBFC Z 12 Bright A_CustomMissile("EradicationBFGProjectile",44,-24)
	SBFC E 17 A_FaceTarget
	TNT1 A 0 A_FaceTarget
	SBFC Z 12 Bright A_CustomMissile("EradicationBFGProjectile",44,-24)
	SBFC E 17 A_FaceTarget
	TNT1 A 0 A_FaceTarget
	SBFC Z 12 Bright A_CustomMissile("EradicationBFGProjectile",44,-24)
	SBFC E 20
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  EradicatorBFGAlt:
	TNT1 A 0 A_PlaySound("obelisk/fire",1)
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_SetUserVar("user_lcounter",0)
  EradicatorBFGAltLoop:
	TNT1 A 0 A_FaceTarget
	SBFC E 1 A_CustomRailgun(0,-20,0,0,RGF_SILENT|RGF_NOPIERCING,0,0,"EradicatorBFGTargetPuff",0,0,0,0,0.2,0,"EradicatorBFGLaserSight")
	TNT1 A 0 A_JumpIf(user_lcounter > 108,"EradicatorBFGAltFire")
	TNT1 A 0 A_SetUserVar("user_lcounter",user_lcounter+1)
	Loop
  EradicatorBFGAltFire:
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	SBFC Z 20 Bright A_CustomMissile("EradicationBFGFocusProj",44,-24)
	SBFC E 20
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  CommanderDev:
	TNT1 A 0 A_PlaySound("devastator/charge")
	SBFC EEEEEEEEEE 5 A_FaceTarget
	TNT1 C 0 A_PlaySound("devastator/fire")
	SBFC X 20 Bright A_CustomMissile("CommanderDevastatorBall",44,-24)
	SBFC E 10
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  CommanderDevAlt:
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	SBFC EEEEEE 5 A_FaceTarget
	SBFC X 10 Bright A_CustomMissile("CommanderPurpleDTBFG10KBall",44,-24)
	SBFC E 10
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	SBFC EEEEEE 5 A_FaceTarget
	SBFC X 10 Bright A_CustomMissile("CommanderPurpleDTBFG10KBall",44,-24)
	SBFC E 10
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  FastBFG10K:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	TNT1 A 0 A_SetUserVar("user_lcounter",0)
	SBFC E 7 A_FaceTarget
  FastBFG10KLoop:
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire",1)
	SBFC Z 1 Bright A_CustomMissile("Cardinal10K",44,-24,Random(-6, 6))
	SBFC E 1 A_FaceTarget
	TNT1 A 0 A_JumpIf(user_lcounter > 50,"FastBFG10KEnd")
	TNT1 A 0 A_SetUserVar("user_lcounter",user_lcounter+1)
	Loop
  FastBFG10KEnd:
	SBFC E 2 A_PlaySound("weapons/bfg15kcooldown") 
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  BFS:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	SBFC EE 5 A_FaceTarget
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_PlaySound("Weapons/BFSG/Fire",6)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24+2,15,CMF_OFFSETPITCH,0)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24-2,-15,CMF_OFFSETPITCH,0)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24+2,12,CMF_OFFSETPITCH,2)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24+2,12,CMF_OFFSETPITCH,-2)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24-2,-12,CMF_OFFSETPITCH,2)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24-2,-12,CMF_OFFSETPITCH,-2)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24+2,10,CMF_OFFSETPITCH,0)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24-2,-10,CMF_OFFSETPITCH,0)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24+1,8,CMF_OFFSETPITCH,4)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24+1,8,CMF_OFFSETPITCH,-4)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24-1,-8,CMF_OFFSETPITCH,4)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24-1,-8,CMF_OFFSETPITCH,-4)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24+1,6,CMF_OFFSETPITCH,0)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24-1,-6,CMF_OFFSETPITCH,0)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24+1,4,CMF_OFFSETPITCH,5)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24+1,4,CMF_OFFSETPITCH,-5)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24-1,-4,CMF_OFFSETPITCH,5)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24-1,-4,CMF_OFFSETPITCH,-5)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24+1,2,CMF_OFFSETPITCH,0)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24-1,-2,CMF_OFFSETPITCH,0)
	SBFC F 10 Bright A_FaceTarget
	SBFC E 20 A_PlaySound("weapons/bfg15kcooldown") 
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  Pain:
	SBFC G 10 A_Pain
	TNT1 A 0 A_MonsterRefire(0,"See")
	Goto Missile
  Death:
	SBFC G 10 A_Scream
	SBFC H 10 A_NoBlocking
	TNT1 AA 0 A_SpawnItemEx("GreenGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 AAA 0 A_CustomMissile("BigGreenBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	SBFC IIIII 2 Bright A_CustomMissile("Kaboom5", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("GreenGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 AAA 0 A_CustomMissile("BigGreenBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	SBFC JJJJJ 2 Bright A_CustomMissile("Kaboom5", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("GreenGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 AAA 0 A_CustomMissile("BigGreenBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
	SBFC KKKKK 2 Bright A_CustomMissile("Kaboom5", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("GreenGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigGreenBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	SBFC LLLLL 1 Bright A_CustomMissile("Kaboom5", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("GreenGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 AAA 0 A_CustomMissile("BigGreenBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	SBFC MMMMM 1 Bright A_CustomMissile("Kaboom5", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	TNT1 AAAA 0 A_SpawnItemEx("GreenGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 AAAAAA 0 A_CustomMissile("BigGreenBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	TNT1 AAAAAAAA 0 A_CustomMissile("SmokeFX3", Random(20,80), 0, random(0,360), 2, random(0,360))	
	SBFC NO 5
	TNT1 A 0 A_BossDeath
	SBFC P -1 A_KillMaster
	Stop 	
	}
}

ACTOR SBFGCyberGhostA : DarkCyberGhostA
{
States
{
Spawn:
    SBFC A 2 A_FadeOut(0.18)
    Loop
    }
}

ACTOR SBFGCyberGhostB : DarkCyberGhostA
{   
States
{
Spawn:
    SBFC B 2 A_FadeOut(0.18)
    Loop
    }
}

ACTOR SBFGCyberGhostC : DarkCyberGhostA
{   
States
{
Spawn:
    SBFC C 2 A_FadeOut(0.18)
    Loop
    }
}

ACTOR SBFGCyberGhostD : DarkCyberGhostA
{   
States
{
Spawn:
    SBFC D 2 A_FadeOut(0.18)
    Loop
    }
}

Actor BFG3500BallEnemy : BFG3500Ball
{
  DamageType "Hell"
  Species "Hell"
  States
  {
  Death:	
    TNT1 A 0
	TNT1 A 0 A_SetTranslucent(0.75,1)	
	TNT1 A 0 A_RadiusGive("BFG3500BallEffect",584,RGF_MONSTERS|RGF_PLAYERS,1) //TNT1 A 0 A_RadiusGive("BFG3500BallEffect",584,RGF_MONSTERS|RGF_PLAYERS,1)
	TNT1 A 0 A_Explode((500),584,0)
	TNT1 A 0 A_SpawnItemEx("BFG3500ShockWave",0,0,24,0,0,0,0,128)
	BFS9 ABCDABCDABCDABCDABCDABCDABCDABCDABCD 1 Bright A_SpawnItemEx("BFGTrailParticleBlue",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	//TNT1 A 0 A_Explode(8,512,0)
	TNT1 A 0 A_RadiusGive("BFG3500BallEffect",584,RGF_MONSTERS|RGF_PLAYERS,1)
	TNT1 A 0 A_Explode((500),584,0)
	TNT1 A 0 A_SpawnItemEx("BFG3500ShockWave",0,0,24,0,0,0,0,128)
	BFS9 ABCDABCDABCDABCDABCDABCDABCDABCDABCD 1 Bright A_SpawnItemEx("BFGTrailParticleBlue",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	TNT1 A 0 A_RadiusGive("BFG3500BallEffect",584,RGF_MONSTERS|RGF_PLAYERS,1)
	TNT1 A 0 A_Explode((500),584,0)
	TNT1 A 0 A_SpawnItemEx("BFG3500ShockWave",0,0,24,0,0,0,0,128)
	BFS9 ABCDABCDABCDABCDABCDABCDABCDABCDABCD 1 Bright A_SpawnItemEx("BFGTrailParticleBlue",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	TNT1 A 0 A_RadiusGive("BFG3500BallEffect",584,RGF_MONSTERS|RGF_PLAYERS,1)
	TNT1 A 0 A_Explode((500),584,0)
	TNT1 A 0 A_SpawnItemEx("BFG3500ShockWave",0,0,24,0,0,0,0,128)
	BFS9 ABCDABCDABCDABCDABCDABCDABCDABCDABCD 1 Bright A_SpawnItemEx("BFGTrailParticleBlue",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	TNT1 A 0 A_RadiusGive("BFG3500BallEffect",584,RGF_MONSTERS|RGF_PLAYERS,1)
	TNT1 A 0 A_Explode((500),584,0)
	TNT1 A 0 A_SpawnItemEx("BFG3500ShockWave",0,0,24,0,0,0,0,128)
	BFS9 ABCDABCDABCDABCDABCDABCDABCDABCDABCD 1 Bright A_SpawnItemEx("BFGTrailParticleBlue",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	TNT1 A 0 A_RadiusGive("BFG3500BallEffect",584,RGF_MONSTERS|RGF_PLAYERS,1)
	TNT1 A 0 A_Explode((500),584,0)
	TNT1 A 0 A_SpawnItemEx("BFG3500ShockWave",0,0,24,0,0,0,0,128)
	BFS9 ABCDABCDABCDABCDABCDABCDABCDABCDABCD 1 Bright A_SpawnItemEx("BFGTrailParticleBlue",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	TNT1 A 0 A_RadiusGive("BFG3500BallEffect",584,RGF_MONSTERS|RGF_PLAYERS,1)
	TNT1 A 0 A_Explode((500),584,0)
	TNT1 A 0 A_SpawnItemEx("BFG3500ShockWave",0,0,24,0,0,0,0,128)
	BFS9 ABCDABCDABCDABCDABCDABCDABCDABCDABCD 1 Bright A_SpawnItemEx("BFGTrailParticleBlue",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	TNT1 A 0 A_RadiusGive("BFG3500BallEffect",584,RGF_MONSTERS|RGF_PLAYERS,1)
	TNT1 A 0 A_Explode((500),584,0)
	TNT1 A 0 A_SpawnItemEx("BFG3500ShockWave",0,0,24,0,0,0,0,128)
	BFS9 ABCDABCDABCDABCDABCDABCDABCDABCDABCD 1 Bright A_SpawnItemEx("BFGTrailParticleBlue",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	TNT1 A 0 A_Explode((250),584,0)
	TNT1 A 0 Radius_Quake(3,35,0,10,0)
	TNT1 A 0 A_RadiusGive("BFG3500BallEffect",584,RGF_MONSTERS|RGF_PLAYERS,1)
	TNT1 A 0 A_SpawnItemEx("BFG3500ShockWave",0,0,24,0,0,0,0,128)
	TNT1 A 0 A_StopSoundEx("Voice")
	TNT1 A 0 Radius_Quake(20,12,0,12,0)
	TNT1 A 0 A_PlaySound("bfg3500/explode")
	BFE9 A 8 Bright A_SpawnItem("BFG3500BallEx",0,-10)
	BFE9 BCD 8 Bright
    Stop 
    }
}