Actor SuperweaponCyberDrop : RandomSpawner
{
  DropItem "BFG9500" 256 1
  DropItem "BFG 2704" 256 1
  DropItem "BFG10K2" 256 1
  DropItem "Armageddon Cannon" 256 1
  DropItem "Demon Tech BFG10K " 256 1
  DropItem "Demon Tech Devastator" 256 1
  DropItem "NewDBFG" 256 1
  DropItem "Unmaker" 256 1
  DropItem "BFG4700" 256 1
  DropItem "BFG12000" 256 1
  DropItem "EradicatorBFG" 256 1
  DropItem "The Fastest BFG10K Ever" 256 1
  DropItem "CynetikStrikerCannon" 256 1
  DropItem "Stingray" 256 1
  DropItem "BFS" 256 1
  DropItem "PyroCannon" 256 1
}

ACTOR SuperweaponCyberdemon : SuperBFGCyberdemon
{
//Creator: NaturalxCF
//Origin: Nexus Infinity
//Sprite: SWCY
//Title: "Superweapon Cyberdemon" 
  Health 9000
  DamageFactor 0.35
  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 "SuperweaponCyberDrop" 256
  DropItem "SuperweaponCyberDrop" 128
  Obituary "%o felt underpowered against a Superweapon Cyberdemon."
  BloodColor "Red"
  Tag "\c[f8]Superweapon Cyberdemon\c-"
  States 
  {    
  Spawn: 
	SWCY A 10 A_Look
	Loop 
  See: 	
	TNT1 A 0 A_Hoof
	SWCY A 2 A_FastChase
	TNT1 A 0 A_SpawnItemEx("SWepCyberGhostA",0,0,0,0,0,0,0,128)
	SWCY A 2 A_FastChase
	TNT1 A 0 A_SpawnItemEx("SWepCyberGhostA",0,0,0,0,0,0,0,128)
	SWCY A 2 A_FastChase
	TNT1 A 0 A_SpawnItemEx("SWepCyberGhostB",0,0,0,0,0,0,0,128)
	SWCY B 2 A_FastChase
	TNT1 A 0 A_SpawnItemEx("SWepCyberGhostB",0,0,0,0,0,0,0,128)
	SWCY C 2 A_FastChase
	TNT1 A 0 A_SpawnItemEx("SWepCyberGhostC",0,0,0,0,0,0,0,128)
	SWCY C 2 A_FastChase
	TNT1 A 0 A_Metal
	TNT1 A 0 A_SpawnItemEx("SWepCyberGhostC",0,0,0,0,0,0,0,128)
	SWCY D 2 A_FastChase
	TNT1 A 0 A_SpawnItemEx("SWepCyberGhostD",0,0,0,0,0,0,0,128)
	SWCY D 2 A_FastChase
	TNT1 A 0 A_SpawnItemEx("SWepCyberGhostD",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,"Nuke","Cynetik","Pyrocannon","Stingray","Unmaker","UnmakerAlt","EmpoweredBFG9500","DTBFG10k","Devastator","BFG2704Alt","DBFG1","DBFG2","BFG4700","BFG4700Alt","BFG12k","EradicatorBFG","EradicatorBFGAlt","CommanderDev","CommanderDevAlt","FastBFG10k","BFS")
  BFG4700Alt:
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_PlaySound("BFG47000/Beep1")
	SWCY EE 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("BFG47000/Beep1")
	SWCY EE 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("BFG47000/Beep3")
	SWCY EE 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("BFG4700/Fire",1)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	SWCY F 8 Bright //A_CustomMissile("BFG4700FastShot",44,-24,Random(-6, 6)) //Does not exist
	SWCY E 8 A_FaceTarget
	SWCY F 8 Bright //A_CustomMissile("BFG4700FastShot",44,-24,Random(-6, 6))
	SWCY E 8 A_FaceTarget
	SWCY F 8 Bright //A_CustomMissile("BFG4700FastShot",44,-24,Random(-6, 6))
	SWCY E 8 A_FaceTarget
	SWCY F 8 Bright //A_CustomMissile("BFG4700FastShot",44,-24,Random(-6, 6))
	SWCY E 8 A_FaceTarget
	SWCY F 8 Bright //A_CustomMissile("BFG4700FastShot",44,-24,Random(-6, 6))
	SWCY E 8 A_FaceTarget
	SWCY F 8 Bright //A_CustomMissile("BFG4700FastShot",44,-24,Random(-6, 6))
	SWCY E 8 A_FaceTarget
	SWCY F 8 Bright //A_CustomMissile("BFG4700FastShot",44,-24,Random(-6, 6))
	SWCY E 20
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  Nuke:
	TNT1 A 0 A_PlaySound("weapons/nuclearmissilecharge",0,10.0)
	SWCY EEEEEEEEEEE 5 A_FaceTarget
	TNT1 A 0 A_PlaySoundEx("Cardihilator/NukeFire", 1, 0, 2)
	SWCY F 10 Bright A_CustomMissile("FusionNuke",44,-24)
	SWCY E 10
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  Cynetik:
	SWCY EEE 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/cynstrike",1)
	SWCY Z 10 Bright A_CustomMissile("CynetikBallEnemy",44,-24)
	SWCY E 10
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  Pyrocannon:
	SWCY EEEEEE 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/PCNNF",1)
	SWCY F 10 Bright A_CustomMissile("PyroShot",44,-24)
	SWCY E 10
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  Stingray:
	SWCY EEEEE 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/StingrayFire",1)
	SWCY F 10 Bright A_CustomMissile("StingrayShotEnemy",44,-24)
	SWCY E 10 A_PlaySound("Weapons/StingrayCharge",CHAN_5)
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  Unmaker:
	SWCY EEE 5 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_lcounter",10)
  UnmakerLoop:
	TNT1 A 0 A_PlaySound("UnmakerShot",1)
	SWCY F 5 Bright A_CustomRailgun(100,-20,"none","red",RGF_SILENT|RGF_NOPIERCING|RGF_FULLBRIGHT,0,0,"UnmakerPuff",4,4,0,0,5.0,1,"UnmakerLaserSpark")
	SWCY E 4 A_FaceTarget
	TNT1 A 0 A_JumpIf(user_lcounter < 1,"UnmakerEnd")
	TNT1 A 0 A_SetUserVar("user_lcounter",user_lcounter-1)
	TNT1 A 0 A_JumpIfTargetInLOS("UnmakerLoop",90,JLOSF_DEADNOJUMP)
  UnmakerEnd:
	SWCY E 15
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  UnmakerAlt:
	SWCY EEEEEE 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("UnBallShot",1)
	SWCY F 10 Bright A_CustomMissile("UnmakerBlastEnemy",44,-24)
	SWCY E 20
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  EmpoweredBFG9500:
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	SWCY EEEEE 5 A_FaceTarget
	SWCY Y 10 Bright A_CustomMissile("EmpoweredCyberBFG9500Ball",44,-24)
	SWCY 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")
	SWCY EEEEEE 5 A_FaceTarget
	SWCY Y 10 Bright A_CustomMissile("DarkAnniDTBFGBall",44,-24)
	SWCY E 10
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	SWCY EEEEEE 5 A_FaceTarget
	SWCY Y 10 Bright A_CustomMissile("DarkAnniDTBFGBall",44,-24)
	SWCY 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")
	SWCY EEEEEEEEEE 5 A_FaceTarget
	TNT1 C 0 A_PlaySound ("devastator/fire")
	SWCY F 20 Bright A_CustomMissile("FusionDevastatorBall",44,-24)
	SWCY E 10
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  BFG2704Alt:
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	SWCY EEEEE 5 A_FaceTarget
	SWCY Y 10 Bright A_CustomMissile("AltMolochBFG2704",44,-24)
	SWCY 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")
	SWCY E 18 A_FaceTarget
	SWCY E 6 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2",1)
	SWCY X 4 Bright A_CustomMissile("T3DBFG10kShot",44,-24,Random(-6, 6))
	SWCY E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2",1)
	SWCY X 4 Bright A_CustomMissile("T3DBFG10kShot",44,-24,Random(-6, 6))
	SWCY E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2",1)
	SWCY X 4 Bright A_CustomMissile("T3DBFG10kShot",44,-24,Random(-6, 6))
	SWCY E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2",1)
	SWCY X 4 Bright A_CustomMissile("T3DBFG10kShot",44,-24,Random(-6, 6))
	SWCY E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2",1)
	SWCY X 4 Bright A_CustomMissile("T3DBFG10kShot",44,-24,Random(-6, 6))
	SWCY E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2",1)
	SWCY X 4 Bright A_CustomMissile("T3DBFG10kShot",44,-24,Random(-6, 6))
	SWCY E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2",1)
	SWCY X 3 Bright A_CustomMissile("T3DBFG10kShot",44,-24,Random(-6, 6))
	SWCY E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2",1)
	SWCY X 3 Bright A_CustomMissile("T3DBFG10kShot",44,-24,Random(-6, 6))
	SWCY E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2",1)
	SWCY X 2 Bright A_CustomMissile("T3DBFG10kShot",44,-24,Random(-6, 6))
	SWCY E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2",1)
	SWCY X 2 Bright A_CustomMissile("T3DBFG10kShot",44,-24,Random(-6, 6))
	SWCY E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2",1)
	SWCY X 2 Bright A_CustomMissile("T3DBFG10kShot",44,-24,Random(-6, 6))
	SWCY E 20 A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  DBFG2:
	TNT1 A 0 A_PlaySound("Weapons/dbfgcharge")
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	SWCY EEEEEEEEEEEEEEEEEEEEEEE 5 A_FaceTarget
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire", CHAN_AUTO)
	SWCY X 10 Bright A_CustomMissile("T3DBFGBall",44,-24)
	SWCY E 10 A_PlaySound("Weapons/dbfgcooldown")
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  BFG4700:
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_PlaySound("BFG47000/Beep2")
	SWCY EE 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("BFG47000/Beep2")
	SWCY EE 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("BFG47000/Beep3")
	SWCY 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)) //Does not exist
	SWCY F 20 Bright //A_CustomMissile("BFG4700Ball",44,-24)
	SWCY E 10 A_FaceTarget
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_PlaySound("BFG47000/Beep2")
	SWCY EE 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("BFG47000/Beep2")
	SWCY EE 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("BFG47000/Beep3")
	SWCY 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))
	SWCY F 20 Bright //A_CustomMissile("BFG4700Ball",44,-24)
	SWCY E 10
	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)
	SWCY EEEEEEE 5 A_FaceTarget
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	SWCY Y 10 Bright //A_CustomMissile("BFG12000Ball",44,-24) //Does not exist
	SWCY 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)
	SWCY EEEEEEEEEEEEEEEE 5 A_FaceTarget
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	SWCY F 12 Bright A_CustomMissile("EradicationBFGProjectile",44,-24)
	SWCY E 17 A_FaceTarget
	TNT1 A 0 A_FaceTarget
	SWCY F 12 Bright A_CustomMissile("EradicationBFGProjectile",44,-24)
	SWCY E 17 A_FaceTarget
	TNT1 A 0 A_FaceTarget
	SWCY F 12 Bright A_CustomMissile("EradicationBFGProjectile",44,-24)
	SWCY 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
	SWCY 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)
	SWCY F 20 Bright A_CustomMissile("EradicationBFGFocusProj",44,-24)
	SWCY 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")
	SWCY EEEEEEEEEE 5 A_FaceTarget
	TNT1 C 0 A_PlaySound("devastator/fire")
	SWCY Z 20 Bright A_CustomMissile("CommanderDevastatorBall",44,-24)
	SWCY 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")
	SWCY EEEEEE 5 A_FaceTarget
	SWCY Z 10 Bright A_CustomMissile("CommanderPurpleDTBFG10KBall",44,-24)
	SWCY E 10
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	SWCY EEEEEE 5 A_FaceTarget
	SWCY Z 10 Bright A_CustomMissile("CommanderPurpleDTBFG10KBall",44,-24)
	SWCY 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)
	SWCY E 7 A_FaceTarget
  FastBFG10KLoop:
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire",1)
	SWCY F 1 Bright A_CustomMissile("Cardinal10K",44,-24,Random(-6, 6))
	SWCY 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:
	SWCY 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)
	SWCY 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)
	SWCY Y 10 Bright A_FaceTarget
	SWCY E 20 A_PlaySound("weapons/bfg15kcooldown") 
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  Pain:
	SWCY G 10 A_Pain
	TNT1 A 0 A_MonsterRefire(0,"See")
	Goto Missile
  Death:
	SWCY G 10 A_Scream
	SWCY 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))
	SWCY 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))
	SWCY 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))	
	SWCY 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))
	SWCY 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))
	SWCY 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))	
	SWCY NO 5
	TNT1 A 0 A_BossDeath
	SWCY P -1 A_KillMaster
	Stop 	
	}
}

ACTOR UnmakerBlastEnemy : UnmakerBlast
{
DamageType "Hell"
States
{
  Death:
	TNT1 A 0
	TNT1 A 0 A_SetTranslucent(0.75,1)
	TNT1 A 0 Radius_Quake(6,90,0,23,0)
	TNT1 A 0 A_CustomMissile("UnmakerTracerEnemy",0,0,0,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("UnmakerTracerEnemy",0,0,10,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("UnmakerTracerEnemy",0,0,20,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("UnmakerTracerEnemy",0,0,30,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("UnmakerTracerEnemy",0,0,40,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("UnmakerTracerEnemy",0,0,50,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("UnmakerTracerEnemy",0,0,60,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("UnmakerTracerEnemy",0,0,70,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("UnmakerTracerEnemy",0,0,80,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("UnmakerTracerEnemy",0,0,90,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("UnmakerTracerEnemy",0,0,100,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("UnmakerTracerEnemy",0,0,110,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("UnmakerTracerEnemy",0,0,120,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("UnmakerTracerEnemy",0,0,130,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("UnmakerTracerEnemy",0,0,140,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("UnmakerTracerEnemy",0,0,150,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("UnmakerTracerEnemy",0,0,160,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("UnmakerTracerEnemy",0,0,170,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("UnmakerTracerEnemy",0,0,180,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("UnmakerTracerEnemy",0,0,190,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("UnmakerTracerEnemy",0,0,200,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("UnmakerTracerEnemy",0,0,210,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("UnmakerTracerEnemy",0,0,220,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("UnmakerTracerEnemy",0,0,230,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("UnmakerTracerEnemy",0,0,240,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("UnmakerTracerEnemy",0,0,250,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("UnmakerTracerEnemy",0,0,260,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("UnmakerTracerEnemy",0,0,270,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("UnmakerTracerEnemy",0,0,280,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("UnmakerTracerEnemy",0,0,290,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("UnmakerTracerEnemy",0,0,300,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("UnmakerTracerEnemy",0,0,310,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("UnmakerTracerEnemy",0,0,320,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("UnmakerTracerEnemy",0,0,330,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("UnmakerTracerEnemy",0,0,340,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("UnmakerTracerEnemy",0,0,350,CMF_TRACKOWNER)
    TNT1 AAAAAAAAAA 0 A_SpawnItemEx("DTBFGLightningRedSpawner",random(19,-19),random(19,-19),random(19,-19),0,0,0,0,128,0)
    TNT1 A 0 A_SpawnItemEx("ErasusExplode",0,0,0,0,0,0,0,128,0)
	TNT1 A 0 A_SpawnItemEx("DTBFGLightningRedSpawner",0,0,0,0,0,0,0,128,0)
	UNB1 CDEFG 5 Bright A_SpawnItemEx("UnmakerSmoke",0,0,0,0,0,0,0,128,0)
	TNT1 A 0 A_Explode(666,78,0)
    TNT1 A 0 A_Explode(333,196,0)
	TNT1 A 0 A_Explode(111,301,0)
	TNT1 A 0 A_StopSoundEx("Voice")
	TNT1 A 0 Radius_Quake(15,20,0,20,0)
	TNT1 A 0 A_PlaySound("weapons/dtech10kexplode",5)
	TNT1 A 0 A_SpawnItemEx("UnmakerSmoke2",0,0,0,0,0,0,0,128,0)
    TNT1 A 20 Bright A_SpawnItem("UnmakerEx")
	TNT1 BCD 4
    Stop
  }
}

ACTOR UnmakerTracerEnemy : UnmakerTracer
{
   Species "Cybers"
   DamageType "Hell"
}

ACTOR StingrayShotEnemy : StingrayShot
{
	DamageType "Hell"
	States
	{
	Death:
		TNT1 A 1 A_SpawnItem("StingrayBlastEnemy")
		Stop
	}
}

ACTOR StingrayBlastEnemy : StingrayBlast
{
	States
	{
	Spawn:
	Crash:
	XDeath:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("Weapons/GuruStruck",CHAN_WEAPON,1.0,False,ATTN_NONE)
		TNT1 A 0 A_Quake(8,8,0,1024)
		TNT1 A 0 A_Quake(6,16,0,2048)
		TNT1 A 0 A_Quake(4,24,0,4096)
		TNT1 A 0 A_Quake(2,32,0,8192)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("StingrayPuffEnemy",0,0,0,Random(-5,5),Random(-5,5),Random(-5,5)) //50
		TNT1 A 1
		Stop
	}
}

ACTOR StingrayPuffEnemy : StingrayPuff
{
	DamageType "Hell"
}

ACTOR CynetikBallEnemy
{
   Speed 16
   Height 8
   Radius 4
   Damage 100
   RenderStyle Add
   Alpha 1.0
   Scale 4.0
   Decal BigScorch
   Health 0x7FFFFFFF
   Mass 0x7FFFFFFF
   PROJECTILE
   +ForceXYBillboard
   +RIPPER
   +FORCERADIUSDMG
   +NODAMAGETHRUST
   +SKYEXPLODE
   States
   {
   Spawn:
	  CSZA ABCDABCD 2 BRIGHT A_PlaySoundEx("Cynetik/EnergyLoop",SoundSlot5,1)
	  CSZA A 0 A_SpawnItem("CynetikBarrageEnemy",0,0,0)
      Loop
   Death:
	  CSEX A 0 A_PlaySound("Cynetik/Blow")
      CSEX A 1 BRIGHT A_SpawnItem("CynetikExplosionEnemy",0,0,0)
	  Stop
   }
}

Actor CynetikExplosionEnemy
{
   Height 1
   Radius 1
   Scale 10.0
   RenderStyle Add
   DamageType "BHole"
   Alpha 1.0
   +NOGRAVITY
   +ForceXYBillboard
   +FORCERADIUSDMG
   +NODAMAGETHRUST
   States
   {
   Spawn:
      CSEX A 1
      CSEX A 1 A_Explode(500,512)
	  CSEX BCDEFGHIJ 2
      Stop
      }
}

Actor CynetikBarrageEnemy
{	
	Height 8
	Radius 4
	RenderStyle Add
	Alpha 1.0
	Scale 2.0
	Health 1
	Mass 0x7FFFFFFF
	-SOLID
	+SHOOTABLE
	+NOGRAVITY
	+FORCERADIUSDMG
    +NODAMAGETHRUST
	+NOBLOOD
	+ForceXYBillboard
	DamageFactor "Slime", 0.0
	DamageFactor "Melee", 0.0
	DamageFactor "Normal", 0.0
	DamageFactor "Falling", 0.0
	DamageFactor "Disintegrate", 0.0
	DamageFactor "Telefrag", 0.0
	DamageFactor "SpawnTelefrag", 0.0
	DamageFactor "PlayerBHole", 1.0
	DamageFactor "BHole", 1.0
	States
   {
   Spawn:
      CSBR A 1 BRIGHT
      Loop
   Death:
	  CSEX A 0 A_PlaySound("Cynetik/Blow")
      CSEX A 1 BRIGHT A_SpawnItem("CynetikExplosionEnemy",0,0,0)
	  Stop
   }
}

ACTOR SWepCyberGhostA : DarkCyberGhostA
{
States
{
Spawn:
    SWCY A 2 A_FadeOut(0.18)
    Loop
    }
}

ACTOR SWepCyberGhostB : DarkCyberGhostA
{   
States
{
Spawn:
    SWCY B 2 A_FadeOut(0.18)
    Loop
    }
}

ACTOR SWepCyberGhostC : DarkCyberGhostA
{   
States
{
Spawn:
    SWCY C 2 A_FadeOut(0.18)
    Loop
    }
}

ACTOR SWepCyberGhostD : DarkCyberGhostA
{   
States
{
Spawn:
    SWCY D 2 A_FadeOut(0.18)
    Loop
    }
}