ACTOR CerebralWarMachine : CardihilatorDemolisher
{
//Creator: High Councilor
//Origin: Nexus Infinity
//Sprite: W4RM
//Title: "Cerebral War Machine"
  Health 9000
  Painchance 10
  Scale 1.1
  PainChance "PDTBFG", 3
  PainChance "SoulToxic", 2
  PainChance "FatFlamer", 2
  PainChance "FiendFire", 2
  PainChance "Explosion", 20
  SeeSound "warmachine/see"
  PainSound "warmachine/pain"
  DeathSound "warmachine/death"
  ActiveSound "spider/active"
  DamageFactor 0.5
  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", 0.75
  DropItem "BossLifeEssence" 256 
  DropItem "BossArmorBonusMax" 256 
  DropItem "DemonAmmoBox" 256
  DropItem "DemonAmmo" 256
  DropItem "DemonicChalice" 256 1
  DropItem "SkullOfPower" 256 1
  DropItem "Demon Tech Devastator" 256 1
  DropItem "Demon Tech BFG10K" 256 1
  DropItem "Explosive Minigun" 256 1
  DropItem "ExplosiveRailgun" 256 1
  DropItem "BFG10K " 256 1
  DropItem "BulletBox" 256
  DropItem "NewShellBox" 256
  DropItem "EFG9000", 16
  DropItem "Improved Minigun", 64
  DropItem "Nailgun " 128
  DropItem "HellfireUltrasphere", 64
  +BOSS
  +BOSSDEATH
  +NOFEAR
  Obituary "%o was pulverized by the Cerebral War Machine."
  Tag "\c[m6]Cerebral War Machine\c-"
  var int user_fusionnuke;
  var int user_missile;
  States
  {
  Spawn:
    W4RM A 10 A_Look
    Loop
  See:
    TNT1 A 0 A_StopSound(CHAN_WEAPON)
	TNT1 A 0 A_Jump(50,"Rush")
    W4RM AABB 2 A_Chase
	TNT1 A 0 A_PlaySound("warmachine/walk")
	TNT1 A 0 A_Chase
    W4RM CCDD 2 A_Chase
	TNT1 A 0 A_PlaySound("warmachine/walk")
	TNT1 A 0 A_Chase
    Loop
  Rush:
	TNT1 A 0 A_Metal
	TNT1 A 0 A_SpawnItemEx("CerebralWarMachineGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	W4RM A 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("CerebralWarMachineGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	W4RM A 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("CerebralWarMachineGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	W4RM B 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("CerebralWarMachineGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	W4RM B 1 A_Chase
	TNT1 A 0 A_Metal		
	TNT1 A 0 A_SpawnItemEx("CerebralWarMachineGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	W4RM C 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("CerebralWarMachineGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	W4RM C 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("CerebralWarMachineGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	W4RM D 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("CerebralWarMachineGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	W4RM D 1 A_Chase
	TNT1 A 0 A_Jump(84,"See")		
	Loop
  Missile:
    TNT1 A 0 A_StopSound(CHAN_WEAPON)
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_SetTranslucent(1) //but... he doesn't have Teleport? nah
    TNT1 A 0 A_Jump(150,2)
    TNT1 A 0 A_Jumpifcloser(400,"Grenades")
    TNT1 A 0 A_Jump(150,"MiniRockets","ShoulderRockets","HeavyMinigun","Lasers","BouncingBullets","Railguns","Nailgun")
    TNT1 A 0 A_Jump(100,"MiniDTBFG","DTDevastator","BFG10K","ClusterBFG95k","BFG15kBarrage")
	TNT1 A 0 A_Jump(32,"EFGFusionNuke")
	TNT1 A 0 A_Jump(8,"Nuke")
  Normal:
	TNT1 A 0 A_JumpIfCloser(1500,2)
	Goto MiniRockets
  NormalLoop:
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",10,-12,40,Random(2,6),0,Random(1,3),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("sentient/fire")
	TNT1 A 0 A_CustomMissile("SentientExplosiveTracer",20,0,Random(-800,800)/100.00,0)
	W4RM L 3 Bright A_CustomMissile("SentientExplosiveTracer",20,0,Random(-800,800)/100.00,0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",10,-12,40,Random(2,6),0,Random(1,3),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("sentient/fire")
	TNT1 A 0 A_CustomMissile("SentientExplosiveTracer",20,0,Random(-800,800)/100.00,0)
	W4RM K 3 Bright A_CustomMissile("SentientExplosiveTracer",20,0,Random(-800,800)/100.00,0)
	TNT1 A 0 A_SpidRefire
    TNT1 A 0 A_Jump(12,"MiniRockets","ShoulderRockets","BouncingBullets","HeavyMinigun")
	Loop
  Grenades:
	W4RM E 10 A_FaceTarget
	W4RM E 4 A_FaceTarget
	TNT1 A 0 A_CustomMissile("CyberLordGrenade",100,26,Random(-2,2),CMF_AIMOFFSET,3)
	TNT1 A 0 A_CustomMissile("CyberLordGrenade",100,-26,Random(-2,2),CMF_AIMOFFSET,3)
	W4RM F 5 Bright A_FaceTarget
	W4RM E 4 A_FaceTarget
	TNT1 A 0 A_CustomMissile("CyberLordGrenade",100,26,Random(-2,2),CMF_AIMOFFSET,3)
	TNT1 A 0 A_CustomMissile("CyberLordGrenade",100,-26,Random(-2,2),CMF_AIMOFFSET,3)
	W4RM F 5 Bright A_FaceTarget
	W4RM E 4 A_FaceTarget
	TNT1 A 0 A_CustomMissile("CyberLordGrenade",100,26,Random(-2,2),CMF_AIMOFFSET,3)
	TNT1 A 0 A_CustomMissile("CyberLordGrenade",100,-26,Random(-2,2),CMF_AIMOFFSET,3)
	W4RM F 5 Bright A_FaceTarget
	W4RM E 4 A_FaceTarget
	TNT1 A 0 A_CustomMissile("CyberLordGrenade",100,26,Random(-2,2),CMF_AIMOFFSET,3)
	TNT1 A 0 A_CustomMissile("CyberLordGrenade",100,-26,Random(-2,2),CMF_AIMOFFSET,3)
	W4RM F 5 Bright A_FaceTarget
	W4RM E 12 A_FaceTarget
	Goto See
  MiniRockets:
	W4RM E 10 A_FaceTarget
  	TNT1 A 0 A_SetUserVar("user_missile",0)
  MissileLoop:
	TNT1 A 0 A_JumpIf(user_missile > 3,"See")
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	W4RM E 3 A_FaceTarget
	TNT1 A 0 A_CustomMissile("WarMachineMiniRocket",100,26,0,CMF_OFFSETPITCH,1)
	TNT1 A 0 A_CustomMissile("WarMachineMiniRocket",100,-26,0,CMF_OFFSETPITCH,1)
	W4RM F 3 Bright A_FaceTarget
	W4RM E 3 A_FaceTarget
	TNT1 A 0 A_CustomMissile("WarMachineMiniRocket",100,26,2,CMF_OFFSETPITCH,1)
	TNT1 A 0 A_CustomMissile("WarMachineMiniRocket",100,-26,-2,CMF_OFFSETPITCH,1)
	W4RM F 3 Bright A_FaceTarget
	W4RM E 3 A_FaceTarget
	TNT1 A 0 A_CustomMissile("WarMachineMiniRocket",100,26,4,CMF_OFFSETPITCH,1)
	TNT1 A 0 A_CustomMissile("WarMachineMiniRocket",100,-26,-4,CMF_OFFSETPITCH,1)
	W4RM F 3 Bright A_FaceTarget
	W4RM E 3 A_FaceTarget
	TNT1 A 0 A_CustomMissile("WarMachineMiniRocket",100,26,6,CMF_OFFSETPITCH,1)
	TNT1 A 0 A_CustomMissile("WarMachineMiniRocket",100,-26,-6,CMF_OFFSETPITCH,1)
	W4RM F 3 Bright A_FaceTarget
	W4RM E 8 A_FaceTarget
	Loop
  ShoulderRockets:
	W4RM E 10 A_FaceTarget
	TNT1 A 0 A_PlaySound("smissile/fire")
	W4RM F 5 Bright A_CustomMissile("ShoulderRocket",100,26,0)
	W4RM E 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("smissile/fire")
	W4RM F 5 Bright A_CustomMissile("ShoulderRocket",100,-26,0)
	W4RM E 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("smissile/fire")
	W4RM F 5 Bright A_CustomMissile("ShoulderRocket2",100,26,0)
	W4RM E 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("smissile/fire")
	W4RM F 5 Bright A_CustomMissile("ShoulderRocket2",100,-26,0)
	W4RM E 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("smissile/fire")
	W4RM F 5 Bright A_CustomMissile("ShoulderRocket",100,26,0)
	W4RM E 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("smissile/fire")
	W4RM F 5 Bright A_CustomMissile("ShoulderRocket",100,-26,0)
	W4RM E 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("smissile/fire")
	W4RM F 5 Bright A_CustomMissile("ShoulderRocket2",100,26,0)
	W4RM E 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("smissile/fire")
	W4RM F 5 Bright A_CustomMissile("ShoulderRocket2",100,-26,0)
	W4RM E 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("smissile/fire")
	W4RM F 5 Bright A_CustomMissile("ShoulderRocket",100,26,0)
	W4RM E 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("smissile/fire")
	W4RM F 5 Bright A_CustomMissile("ShoulderRocket",100,-26,0)
	W4RM E 1 Bright A_FaceTarget
	W4RM E 10 A_FaceTarget
	TNT1 A 0 A_Jump(128,"BFG15kBarrage","BFG10K","HeavyMinigun")
	Goto See
  HeavyMinigun:
	W4RM E 8 A_FaceTarget
	W4RM G 1 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",10,0,40,Random(2,6),0,Random(1,3),Random(80,90),128)
	W4RM H 1 Bright A_CustomMissile("WarMachineHeavyBullet",40,0,frandom(-5,5))
	TNT1 A 0 A_SpidRefire
	W4RM G 1 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",10,0,40,Random(2,6),0,Random(1,3),Random(80,90),128)
	W4RM H 1 Bright A_CustomMissile("WarMachineHeavyBullet",40,0,frandom(-2,2))
	TNT1 A 0 A_SpidRefire
    TNT1 A 0 A_Jump(6,"MiniRockets","ShoulderRockets")
	Goto HeavyMinigun+1
  Lasers:
	W4RM I 10 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("CWClaser",50,26,random(1,-1))
	W4RM J 10 Bright A_CustomMissile("CWClaser",50,-26,random(1,-1))
	W4RM I 4 A_FaceTarget
	TNT1 A 0 A_CustomMissile("CWClaser",50,26,random(1,-1))
	W4RM J 8 Bright A_CustomMissile("CWClaser",50,-26,random(1,-1))
	W4RM I 4 A_FaceTarget
	TNT1 A 0 A_CustomMissile("CWClaser",50,26,random(1,-1))
	W4RM J 10 Bright A_CustomMissile("CWClaser",50,-26,random(1,-1))
	W4RM I 4 A_FaceTarget
	TNT1 A 0 A_CustomMissile("CWClaser",50,26,random(1,-1))
	W4RM J 8 Bright A_CustomMissile("CWClaser",50,-26,random(1,-1))
	W4RM I 4 A_FaceTarget
	TNT1 A 0 A_CustomMissile("CWClaser",50,26,random(1,-1))
	W4RM J 10 Bright A_CustomMissile("CWClaser",50,-26,random(1,-1))
	W4RM I 4 A_FaceTarget
	TNT1 A 0 A_CustomMissile("CWClaser",50,26,random(1,-1))
	W4RM J 8 Bright A_CustomMissile("CWClaser",50,-26,random(1,-1))
	W4RM I 4 A_FaceTarget
    TNT1 A 0 A_Jump(128,"HeavyMinigun","ClusterBFG95k","BouncingBullets")
	Goto See
  BouncingBullets:
	W4RM EEE 5 A_FaceTarget
    TNT1 A 0 A_PlaySound("CerebralIncarnate/Minigun",CHAN_WEAPON,1,True)
	W4RM K 1 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("CerebralIncarnateRicochetBullet",20,-20,random(-4,4))
	TNT1 A 0 A_CustomMissile("CerebralIncarnateRicochetBullet",20,20,random(-4,4))
	W4RM L 2 Bright A_CustomMissile("CerebralIncarnateRicochetBullet",20,0,random(-4,4))
	TNT1 A 0 A_SpidRefire
    TNT1 A 0 A_Jump(8,"See")
	Goto BouncingBullets+3
  Railguns:
    TNT1 A 0 A_PlaySound("weapons/rgcharge")
	W4RM EEEEEE 5 Bright A_FaceTarget
	W4RM F 5 Bright A_CustomMissile("CardinalRail",118,30,0)
	W4RM E 1 Bright A_FaceTarget
	W4RM F 5 Bright A_CustomMissile("CardinalRail",118,-30,0)
	W4RM E 1 Bright A_FaceTarget
	W4RM E 10 A_FaceTarget
	W4RM F 5 Bright A_CustomMissile("CardinalRail",118,30,0)
	W4RM E 1 Bright A_FaceTarget
	W4RM F 5 Bright A_CustomMissile("CardinalRail",118,-30,0)
	W4RM E 1 Bright A_FaceTarget
	W4RM E 8 A_FaceTarget
	W4RM F 5 Bright A_CustomMissile("CardinalRail",118,30,0)
	W4RM E 1 Bright A_FaceTarget
	W4RM F 5 Bright A_CustomMissile("CardinalRail",118,-30,0)
	W4RM E 1 Bright A_FaceTarget
	W4RM E 6 A_FaceTarget
	W4RM F 5 Bright A_CustomMissile("CardinalRail",118,30,0)
	W4RM E 1 Bright A_FaceTarget
	W4RM F 5 Bright A_CustomMissile("CardinalRail",118,-30,0)
	W4RM E 1 Bright A_FaceTarget
	W4RM E 4 A_FaceTarget
	W4RM F 5 Bright A_CustomMissile("CardinalRail",118,30,0)
	W4RM E 1 Bright A_FaceTarget
	W4RM F 5 Bright A_CustomMissile("CardinalRail",118,-30,0)
	W4RM E 1 Bright A_FaceTarget
	Goto See
  Nailgun:
	W4RM E 8 A_FaceTarget
	W4RM G 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/nailfire")
	W4RM H 2 Bright A_CustomMissile("WarMachineNail1",40,0,frandom(-6,6))
	TNT1 A 0 A_SpidRefire
    TNT1 A 0 A_Jump(4,"See")
	W4RM G 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/nailfire")
	W4RM H 2 Bright A_CustomMissile("WarMachineNail1",40,0,frandom(-6,6))
	TNT1 A 0 A_SpidRefire
    TNT1 A 0 A_Jump(4,"See")
    TNT1 A 0 A_Jump(24,"NailGrenade","Hotnails")
	Goto Nailgun+1
  Hotnails:
	W4RM G 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/nailfire")
	TNT1 A 0 A_CustomMissile("WarMachineNail2",44,0,4,0,1)
	TNT1 A 0 A_CustomMissile("WarMachineNail2",44,0,-4,0,1)
	TNT1 A 0 A_CustomMissile("WarMachineNail2",36,0,4,0,1)
	TNT1 A 0 A_CustomMissile("WarMachineNail2",36,0,-4,0,1)
	TNT1 A 0 A_CustomMissile("WarMachineNail1",40,0,0,0)
	W4RM H 5 Bright A_FaceTarget
	W4RM G 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/nailfire")
	TNT1 A 0 A_CustomMissile("WarMachineNail2",44,0,8,0,1)
	TNT1 A 0 A_CustomMissile("WarMachineNail2",44,0,-8,0,1)
	TNT1 A 0 A_CustomMissile("WarMachineNail2",36,0,8,0,1)
	TNT1 A 0 A_CustomMissile("WarMachineNail2",36,0,-8,0,1)
	TNT1 A 0 A_CustomMissile("WarMachineNail1",40,0,0,0)
	W4RM H 5 Bright A_FaceTarget
	Goto Nailgun
  NailGrenade:
	W4RM GG 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/NailBomb")
	W4RM H 4 Bright A_CustomMissile("WarMachineNailBomb",40,0,Random(6,-6),0)
	W4RM GG 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/NailBomb")
	W4RM H 4 Bright A_CustomMissile("WarMachineNailBomb",40,0,Random(6,-6),0)
	W4RM GG 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/NailBomb")
	W4RM H 4 Bright A_CustomMissile("WarMachineNailBomb",40,0,Random(6,-6),0)
	Goto Nailgun
  MiniDTBFG:
	TNT1 A 0 A_PlaySound("LesserCardinal/BFGCharge")
	W4RM IIIIIII 5 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("InsaneSpiderMiniDTBFG",40,26,random(-8,8))
	TNT1 A 0 A_CustomMissile("InsaneSpiderMiniDTBFG",40,-26,random(-8,8))
	W4RM J 8 Bright A_PlaySound("LesserCardinal/BFGFire")
	W4RM I 5 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("InsaneSpiderMiniDTBFG",40,26,random(-8,8))
	TNT1 A 0 A_CustomMissile("InsaneSpiderMiniDTBFG",40,-26,random(-8,8))
	W4RM J 8 Bright A_PlaySound("LesserCardinal/BFGFire")
	W4RM I 5 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("InsaneSpiderMiniDTBFG",40,26,random(-8,8))
	TNT1 A 0 A_CustomMissile("InsaneSpiderMiniDTBFG",40,-26,random(-8,8))
	W4RM J 8 Bright A_PlaySound("LesserCardinal/BFGFire")
	W4RM I 5 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("InsaneSpiderMiniDTBFG",40,26,random(-8,8))
	TNT1 A 0 A_CustomMissile("InsaneSpiderMiniDTBFG",40,-26,random(-8,8))
	W4RM J 8 Bright A_PlaySound("LesserCardinal/BFGFire")
	W4RM I 5 Bright A_FaceTarget
	Goto See
  DTDevastator:
	TNT1 A 0 A_PlaySound("devastator/charge",1)
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	W4RM IIIIIIIIIIIIIIIIIIIIIIIIIIII 4 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("FusionDevastatorBall",40,26,-10)
	TNT1 A 0 A_CustomMissile("FusionDevastatorBall",40,-26,10)
	W4RM J 4 Bright A_PlaySound("devastator/fire",5)
	W4RM I 6 Bright A_FaceTarget
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	Goto See
  BFG10K:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	W4RM IIIIIIII 4 Bright A_FaceTarget
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  BFG10KLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 15,"BFG10KEnd")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_CustomMissile("Sentient10K",50,26,6)
	TNT1 A 0 A_CustomMissile("Sentient10K",50,-26,-6)
	W4RM J 2 Bright A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Sentient10K",50,26,3)
	TNT1 A 0 A_CustomMissile("Sentient10K",50,-26,-3)
	W4RM J 2 Bright A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Sentient10K",50,26,0)
	TNT1 A 0 A_CustomMissile("Sentient10K",50,-26,0)
	W4RM J 2 Bright A_PlaySound("weapons/bfg15kfire")
	W4RM II 4 Bright A_FaceTarget
	Loop
  BFG10KEnd:
	TNT1 A 0 A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	W4RM IIII 4 Bright A_FaceTarget
	Goto See
  ClusterBFG95k:
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	W4RM IIIIIII 4 Bright A_FaceTarget
	W4RM J 2 Bright A_CustomMissile("WarMachineBFG9500Ball",40,26,0)
	W4RM J 2 Bright A_CustomMissile("WarMachineBFG9500Ball",40,-26,0)
	W4RM II 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	W4RM IIIIIII 4 Bright A_FaceTarget
	W4RM J 2 Bright A_CustomMissile("WarMachineBFG9500Ball",40,-26,0)
	W4RM J 2 Bright A_CustomMissile("WarMachineBFG9500Ball",40,26,0)
	W4RM II 3 Bright A_FaceTarget
	W4RM I 12 Bright A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_Jump(128,"BFG10K","Railguns")
	Goto See
  BFG15kBarrage:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	W4RM IIIIIIII 4 Bright A_FaceTarget
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  BFG15kBarrageLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 15,"BFG10KEnd")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_CustomMissile("WarMachine15k",40,26,0)
	TNT1 A 0 A_CustomMissile("WarMachine15k",40,26,20)
	TNT1 A 0 A_CustomMissile("WarMachine15k",40,26,40)
	TNT1 A 0 A_CustomMissile("WarMachine15k",40,26,-20)
	TNT1 A 0 A_CustomMissile("WarMachine15k",40,26,-40)
	TNT1 A 0 A_CustomMissile("WarMachine15k",40,-26,0)
	TNT1 A 0 A_CustomMissile("WarMachine15k",40,-26,20)
	TNT1 A 0 A_CustomMissile("WarMachine15k",40,-26,40)
	TNT1 A 0 A_CustomMissile("WarMachine15k",40,-26,-20)
	TNT1 A 0 A_CustomMissile("WarMachine15k",40,-26,-40)
	W4RM J 4 Bright A_FaceTarget
	W4RM II 5 Bright A_FaceTarget
	Loop
  EFGFusionNuke:
	TNT1 A 0 A_PlaySound("weapons/nuclearmissilecharge",1)
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	W4RM EEEEEEEEEEEEEE 4 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("TerminatorEFGFusionNuke",100,40,0)
	TNT1 A 0 A_CustomMissile("TerminatorEFGFusionNuke",100,-40,0)
	W4RM F 4 Bright A_PlaySound("Cardihilator/NukeFire",1,1.0,0,ATTN_NONE)
	W4RM E 6 Bright A_FaceTarget
	W4RM EEE 4 Bright
	Goto See
  Nuke:
	TNT1 A 0 A_JumpIf(user_fusionnuke == 1, "Missile")
	TNT1 A 0 A_SetUserVar("user_fusionnuke",1)
	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)
	W4RM M 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)
  NukeChargeLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 28,"NukeGO")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	W4RM MM 2 A_FaceTarget
	TNT1 A 0 A_SpawnItem("CardinalRageFlameSpawner",0,0,0,0)
	Loop
  NukeGO:
	TNT1 A 0 A_CustomMissile("FusionNuke",100,40,0)
	TNT1 A 0 A_CustomMissile("FusionNuke",100,-40,0)
	W4RM F 10 Bright A_PlaySoundEx("Cardihilator/NukeFire",1,0,2)
	W4RM E 30
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_ChangeFlag(REFLECTIVE,0)
	4HCY E 30
	Goto See
  Pain:
    TNT1 A 0 A_StopSound(CHAN_WEAPON)
    W4RM M 4 A_Jump(35,"PainResurrect","Meteors")
    W4RM M 4 A_Pain
    Goto See
  PainResurrect:
	W4RM M 4
	W4RM M 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 A_ChangeFlag(NOPAIN,1)
	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)
    W4RM M 3 Bright 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)
	W4RM MM 3 Bright 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)
	W4RM MM 3 Bright A_SpawnItem("SentientBrainSFX",0,0,0,0)
	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)
	W4RM MMMMMMMMMM 3 Bright A_SpawnItem("SentientBrainSFX",0,0,0,0)
	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)
	W4RM MMMMMMMMMM 3 Bright A_SpawnItem("SentientBrainSFX",0,0,0,0)
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	Goto See
  Meteors:
	TNT1 A 0 A_JumpIfCloser(1400,1)
	Goto Pain+1
	W4RM M 4
	W4RM M 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)
    W4RM M 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)
	W4RM M 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
	W4RM MM 4
	Goto See
  Death:
    TNT1 A 0 A_StopSound(CHAN_WEAPON)
	W4RM N 8
	TNT1 A 0 A_Scream
	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))
	W4RM OOOOOOOO 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))
	W4RM PPPPPPPP 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))
	W4RM QQQQQQQQ 2 Bright A_CustomMissile("Kaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 A 0 A_NoBlocking
	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))
	W4RM RRRRRRRR 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))
	W4RM SSSSSSSS 2 Bright A_CustomMissile("Kaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 A 0 A_SpawnItemEx("EFGFusionNukeFX",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	TNT1 A 0 A_CustomMissile("TerminatorEFGFusionNukeExplode",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,0)
	W4RM TUV 10 Bright
	W4RM W 30
	TNT1 A 0 A_KillMaster
	W4RM X -1
	Stop
	}
}

Actor WarMachineMiniRocket
{
  Projectile
  Height 5
  Radius 6
  Speed 40
  Damage (random(15,25))
  +STRIFEDAMAGE
  +THRUSPECIES
  +MTHRUSPECIES
  +DONTHARMSPECIES
  Damagetype "CerChainguns"
  SeeSound ""
  DeathSound "MiniRocketExpl"
  States
  {
  Spawn:
	MICR A 1 Bright A_SpawnItemEx("MissileTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	TNT1 A 0 A_PlaySound("MiniRocketFly",6,1.0,1)
	Loop
  Death:
	TNT1 AAA 0 A_StopSound(6)
	TNT1 A 0 A_SpawnItemEx("OrangeParticleSpawner",0,0,1,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 AAA 0 A_CustomMissile("Kaboom9",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
	TNT1 AAA 0 A_CustomMissile("SmokeFX4",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
	TNT1 A 0 A_Explode(10,30,1,1)
	TNT1 A 0 A_SetTranslucent(0.85,1)
	H2BL JKLMN 4 Bright
	Stop
	}
}

Actor WarMachineHeavyBullet
{
  Radius 8
  Height 8
  Speed 88
  Damage 5
  Projectile
  Alpha 0.8
  SeeSound "warmachine/chaingun"
  RenderStyle "Add"
  +STRIFEDAMAGE
  +BLOODSPLATTER
  +RANDOMIZE
  +BRIGHT
  States
  {
  Spawn:
	WMHB AB 2 Bright
	Loop
  Death:
	TNT1 A 0 A_CustomMissile("Kaboom9",0,0,random(0,360),2,random(0,360))
	WMHB C 6 Bright A_RadiusThrust(2000,16,RTF_NOIMPACTDAMAGE)
	WMHB D 4 Bright A_Explode(3,32)
	Stop
	}
}

ACTOR WarMachineRicochetBullet : CerebralIncarnateRicochetBullet
{
  Damage 2
  Scale 1
  Bouncecount 3
  Species "Masterminds"
  Damagetype "DarkDemoEx"
  states
  {
  Spawn:
    DCGE A 1 Bright A_SpawnItemEx("CerebralIncarnateRicochetBulletTrail")
    Loop
	}
}

Actor WarMachineNail1 : BorgNail1
{
  Speed 35
  Damage 6
  Scale 0.75
  +BLOODSPLATTER
  +PIERCEARMOR
  DamageType "CerChainguns"
  Species "Masterminds"
}

Actor WarMachineNail2 : WarMachineNail1
{
  Speed 30
  -PIERCEARMOR
  States
  {
  Spawn:
	DART A 1 A_SpawnItemEx("NailBlur1",0,0,0,0.2,0,0,180,128)
	DART A 0 A_PlaySound("weapons/nailflight")
	DART A 1 A_SpawnItemEx("NailBlur1",0,0,0,0.2,0,0,180,128)
	Loop
	}
}

Actor WarMachineNailBomb : BorgNailBombBig
{
  Speed 25
  Scale 1.5
  states
  {
  Death:
	TNT1 A 0 A_CustomMissile("WarMachineNail1",4,2,0)
	TNT1 A 0 A_CustomMissile("WarMachineNail1",4,2,20)
	TNT1 A 0 A_CustomMissile("WarMachineNail1",4,2,40)
	TNT1 A 0 A_CustomMissile("WarMachineNail1",4,2,60)
	TNT1 A 0 A_CustomMissile("WarMachineNail1",4,2,80)
	TNT1 A 0 A_CustomMissile("WarMachineNail1",4,2,100)
	TNT1 A 0 A_CustomMissile("WarMachineNail1",4,2,120)
	TNT1 A 0 A_CustomMissile("WarMachineNail1",4,2,140)
	TNT1 A 0 A_CustomMissile("WarMachineNail1",4,2,160)
	TNT1 A 0 A_CustomMissile("WarMachineNail1",4,2,180)
	TNT1 A 0 A_CustomMissile("WarMachineNail1",4,2,200)
	TNT1 A 0 A_CustomMissile("WarMachineNail1",4,2,220)
	TNT1 A 0 A_CustomMissile("WarMachineNail1",4,2,240)
	TNT1 A 0 A_CustomMissile("WarMachineNail1",4,2,260)
	TNT1 A 0 A_CustomMissile("WarMachineNail1",4,2,280)
	TNT1 A 0 A_CustomMissile("WarMachineNail1",4,2,300)
	TNT1 A 0 A_CustomMissile("WarMachineNail1",4,2,320)
	TNT1 A 0 A_CustomMissile("WarMachineNail1",4,2,340)
	TNT1 A 0 A_Explode(16,48,0)
	TNT1 AA 0 A_CustomMissile("Kaboom9",0,0,random(0,360),2,random(0,360))
	WSMK ABCDE 5
	Stop
	}
}

Actor WarMachineBFG9500Ball : SentientBFG9500Ball
{
  +DONTREFLECT
  +NOTIMEFREEZE
  Obituary "%o was burned by Cerebral War Machine's BFG."
  States
  {
  Spawn:
	BFR3 AB 3 Bright A_SpawnItemEx("ProjectileTrailParticleOrange2",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	Loop
  Death:
	TNT1 A 0 A_SpawnItemEx("WarMachineBFGEx",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 A 0 A_SpawnItemEx("RedDTBFGEx",0,0,-10,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
	TNT1 A 6 Bright
	TNT1 AAAAAA 0 A_CustomMissile("WarmachineMini15k",0,0,Random(0,359),CMF_AIMDIRECTION,Random(0,45))
	TNT1 A 6 Bright
	TNT1 AAAAAA 0 A_CustomMissile("WarmachineMini15k",0,0,Random(0,359),CMF_AIMDIRECTION,Random(45,90))
	TNT1 A 6 Bright
	TNT1 AAAAAA 0 A_CustomMissile("WarmachineMini15k",0,0,Random(0,359),CMF_AIMDIRECTION,Random(0,45))
	TNT1 A 6 Bright
	TNT1 AAAAAA 0 A_CustomMissile("WarmachineMini15k",0,0,Random(0,359),CMF_AIMDIRECTION,Random(45,90))
	TNT1 A 6 Bright
    Stop
	}
}

ACTOR WarMachineBFGEx
{
  RenderStyle Add
  Alpha 0.75
  +NOGRAVITY
  +NOINTERACTION
  +CLIENTSIDEONLY
  States
  {
  Spawn:
	TNT1 A 0 A_SpawnItemEx("BFGShockwaveRed2",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 AAAAAA 0 A_CustomMissile("Kaboom18",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
    BRE3 AB 8 Bright A_SpawnItemEx("RedParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    BRE3 CDEF 8 Bright
	Stop
	}
}


ACTOR WarMachineMini15k : BFG15KBall
{
  FastSpeed 45
  Speed 35
  Height 10
  Radius 10
  Scale 0.25
  Damage 20
  ExplosionDamage 54
  ExplosionRadius 108
  SeeSound "monsters/fusionfire" 
  DamageType "DarkDemoEx"
  Species "Masterminds"
  -THRUSPECIES
  States
  {
  Spawn:
    TNT1 A 0 A_SpawnItemEx("ProjectileTrailParticleOrange2",Random(-8,8),Random(-8,8),Random(-8,8),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)
    CFS1 A 4 Bright
    TNT1 A 0 A_SpawnItemEx("ProjectileTrailParticleOrange2",Random(-8,8),Random(-8,8),Random(-8,8),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)
	CFS1 B 4 Bright
    Loop
  Death:
	TNT1 A 0
    TNT1 A 0 A_SpawnItemEx("RedParticleSpawner",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_CustomMissile("Kaboom14",0,0,random(0,360),2,random(0,360))	
    CFE1 A 2 Bright A_Explode
    CFE1 BC 2 Bright 
    CFE1 BA 2 Bright
    CFG9 ABCDEF 2 Bright   
    Stop
    }
}

ACTOR WarMachine15k : InsanitySpider15k
{
  Speed 37
  States
  {
  Spawn:
    TNT1 A 0 A_SpawnItemEx("ProjectileTrailParticleOrange2",Random(-8,8),Random(-8,8),Random(-8,8),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)
    CFS1 A 4 Bright
    TNT1 A 0 A_SpawnItemEx("ProjectileTrailParticleOrange2",Random(-8,8),Random(-8,8),Random(-8,8),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)
	CFS1 B 4 Bright
    Loop
	}
}

ACTOR CerebralWarMachineGhostA
{
Scale 1.1
RENDERSTYLE Translucent
Alpha 0.75
+NOINTERACTION
+CLIENTSIDEONLY
+NONETID
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	W4RM A 2 A_FadeOut(0.18,1)
	Wait
	}
}

ACTOR CerebralWarMachineGhostB : CerebralWarMachineGhostA
{
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	W4RM B 2 A_FadeOut(0.18,1)
	Wait
	}
}

ACTOR CerebralWarMachineGhostC : CerebralWarMachineGhostA
{
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	W4RM C 2 A_FadeOut(0.18,1)
	Wait
	}
}

ACTOR CerebralWarMachineGhostD : CerebralWarMachineGhostA
{
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	W4RM D 2 A_FadeOut(0.18,1)
	Wait
	}
}