Actor CloakedBulwarker : Bulwarker
{
//Creator: Titanium
//Origin: Nexus Infinity
//Sprite: BUKR/BUK2
//Title: "Cloaked Bulwarker" 
Health 700
DropItem "BossLifeEssence", 200, 15
DropItem "HEMBossArmorBonusMax25", 200
DropItem "HEMArmorBonusMax5", 100
DropItem "Missile" 125 5
DropItem "ProxyAmmo" 100 2
Obituary "%o was surprised by a Bulwarker's cloaking Device."
HitObituary "Null"
Tag "\c[g2]Cloaked \c[a4]Bulwarker\c-"
//var int user_mine;
States
{
  Spawn:
	BUK2 A 6 A_Look
	BUKR A 6 A_Look
	BUK2 B 6 A_Look
	BUKR A 6 A_Look
	Loop
  See:
	TNT1 A 0 A_PlaySound("Cloacked/misc")
	BUKR A 2 A_FaceTarget
	BUKR A 1 A_SetTranslucent(0.95)
	BUKR A 1 A_SetTranslucent(0.90)
	BUKR A 1 A_SetTranslucent(0.85)
	BUKR A 1 A_SetTranslucent(0.80)
	BUKR A 1 A_SetTranslucent(0.75)
	BUKR A 1 A_SetTranslucent(0.70)
	BUKR A 1 A_SetTranslucent(0.65)
	BUKR A 1 A_SetTranslucent(0.60)
	BUKR A 1 A_SetTranslucent(0.55)
	BUKR A 1 A_SetTranslucent(0.50)
	BUKR A 1 A_SetTranslucent(0.45)
	BUKR A 1 A_SetTranslucent(0.40)
	BUKR A 1 A_SetTranslucent(0.35)
	BUKR A 1 A_SetTranslucent(0.30)
	BUKR A 1 A_SetTranslucent(0.25)
	BUKR A 1 A_SetTranslucent(0.20)
  Chase:
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_PlaySound("blooddemon/walk")
	BUKR AABB 2 A_Chase
	TNT1 A 0 A_JumpIfCloser(32,"MineLand")
	TNT1 A 0 A_PlaySound("blooddemon/walk")
	BUKR CCDD 2 A_Chase
	TNT1 A 0 A_JumpIfCloser(32,"MineLand")
	Loop
  Missile:
	TNT1 A 0 A_JumpIfCloser(400,"Grenades")
	TNT1 A 0 A_Jump(142,"Rocket","RapidRocket","Homing")
	Goto MiniRocket
  Melee:
  MiniRocket:
	TNT1 A 0 A_SetTranslucent(0.30)
  	BUKR E 1 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(0.40)
  	BUKR E 1 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(0.50)
  	BUKR E 1 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(0.60)
  	BUKR E 1 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(0.70)
	BUKR E 2 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(0.80)
	BUKR E 2 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(0.90)
	BUKR E 2 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
  AlsoMiniRocket:
	BUKR E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound("MiniRocketFire",CHAN_AUTO,1.0,0)
	TNT1 A 0 A_CustomMissile("FiendMiniRocket")
	BUKR F 3 Bright
	BUKR E 1 A_FaceTarget
	TNT1 A 0 A_PlaySound("MiniRocketFire",CHAN_AUTO,1.0,0)
	TNT1 A 0 A_CustomMissile("FiendMiniRocket")
	BUKR F 3 Bright
	BUKR E 1 A_FaceTarget
	TNT1 A 0 A_PlaySound("MiniRocketFire",CHAN_AUTO,1.0,0)
	TNT1 A 0 A_CustomMissile("FiendMiniRocket")
	BUKR F 3 Bright
	TNT1 A 0 A_Jump(32,"Pause")
	TNT1 A 0 A_SpidRefire
	Goto AlsoMiniRocket
  Rocket:
	TNT1 A 0 A_SetTranslucent(0.30)
  	BUKR E 1 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(0.40)
  	BUKR E 1 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(0.50)
  	BUKR E 1 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(0.60)
  	BUKR E 1 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(0.70)
	BUKR E 2 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(0.80)
	BUKR E 2 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(0.90)
	BUKR E 2 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(1)
	BUKR F 6 Bright A_CustomMissile("FiendRocket")
	BUKR EE 4 A_FaceTarget
	BUKR F 6 Bright A_CustomMissile("FiendRocket")
	BUKR E 3 A_FaceTarget
	Goto See
  Homing:
	TNT1 A 0 A_SetTranslucent(0.30)
  	BUKR E 1 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(0.40)
  	BUKR E 1 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(0.50)
  	BUKR E 1 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(0.60)
  	BUKR E 1 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(0.70)
	BUKR E 2 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(0.80)
	BUKR E 2 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(0.90)
	BUKR E 2 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(1)
	BUKR F 6 Bright A_CustomMissile("FiendHoming")
	BUKR EE 4 A_FaceTarget
	BUKR F 6 Bright A_CustomMissile("FiendHoming")
	BUKR E 3 A_FaceTarget
	Goto See
  RapidRocket:
	TNT1 A 0 A_SetTranslucent(0.30)
  	BUKR E 1 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(0.40)
  	BUKR E 1 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(0.50)
  	BUKR E 1 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(0.60)
  	BUKR E 1 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(0.70)
	BUKR E 2 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(0.80)
	BUKR E 2 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(0.90)
	BUKR E 2 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(1)
	BUKR EE 4 A_FaceTarget
	BUKR F 6 Bright A_CustomMissile("FiendRapidRocket")
	BUKR E 3 A_FaceTarget
	Goto See
  Grenades:
	TNT1 A 0 A_SetTranslucent(0.30)
  	BUKR E 1 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(0.40)
  	BUKR E 1 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(0.50)
  	BUKR E 1 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(0.60)
  	BUKR E 1 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(0.70)
	BUKR E 2 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(0.80)
	BUKR E 2 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(0.90)
	BUKR E 2 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire")
	BUKR F 6 Bright A_CustomMissile("FiendGrenade")
	BUKR EE 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire")
	BUKR F 6 Bright A_CustomMissile("FiendGrenade")
	BUKR E 3 A_FaceTarget
	Goto See
  MineLand:
	TNT1 A 0 A_SetTranslucent(0.30)
  	BUKR E 1 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(0.40)
  	BUKR E 1 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(0.50)
  	BUKR E 1 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(0.60)
  	BUKR E 1 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(0.70)
	BUKR E 2 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(0.80)
	BUKR E 2 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(0.90)
	BUKR E 2 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_PlaySound("Weapons/ProxFire")
	BUKR F 6 Bright A_CustomMissile("FiendThrownMine")
	BUKR E 8 A_FaceTarget
	Goto See
  Pause:
	BUKR E 3
	Goto See
  Pain:
	TNT1 A 0 A_Jump(98,"PainMissile")
	BUKR G 4 A_Pain
	Goto Chase
  PainMissile:
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	BUKR G 4 A_Pain
	Goto Missile
  XDeath:
  Death:
	TNT1 A 0 A_SetTranslucent(1)
	BUKR H 2 Bright A_Scream
	TNT1 A 0 A_CustomMissile("BulwarkerDeath",0,0,random(0,360),2,random(0,360))
	BUKR IJ 2 Bright
	TNT1 AA 0 A_CustomMissile("BlueBloodCloud",FRandom(30,60),0,FRandom(0,360),2,FRandom(0,360))
	BUKR K 4 Bright A_SpawnItemEx("BlueGibbedGenerator",0,0,0,0,0,0,0,128,0)
	BUKR L 4 Bright A_NoBlocking
	BUKR M 4 Bright A_SpawnItem("BodyCrash",0,0,0,0)
	BUKR N -1
	Stop
  Raise:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	BUKR NMLKJIH 5
	Goto See
}
}