Actor EmpoweredDarkDemolisher : DarkDemolisher
{
//Creator: Titanium
//Origin: Nexus Infinity
//Sprite: D3M0
//Title: "Empowered Dark Demolisher"
  Health 8500
  PainChance 30
  Damagefactor 0.6
  DamageFactor "Hell", 0.0 
  DamageFactor "PDTBFG", 0.5
  DamageFactor "PDTBFGTracer", 0.5
  DamageFactor "Legendary", 0.5
  DamageFactor "BFGSplash", 0.5
  DamageFactor "PlayerDevBall", 0.25
  DamageFactor "PlayerDevTracer", 0.25
  DamageFactor "DemolisherEx", 0.0
  DamageFactor "DarkDemoEx", 0.0
  DamageFactor "CerChainguns", 0.0	
  DamageFactor "CerEnergyBall", 0.0
  DamageFactor "BabySpiders", 0.0
  DamageFactor "LegMind", 0.0
  Species "Masterminds"
  DropItem "NemesisHealthBonusMax" 200 25
  DropItem "NemesisArmorBonus16" 200
  DropItem "NemesisHealthBonusMax" 200 25
  DropItem "NemesisArmorBonus16" 200
  DropItem "SphereOfPower" 200
  DropItem "GreaterDemonicEnergy" 128 200
  DropItem "SkullOfPower" 64
  DropItem "DemonicChalice" 64
  DropItem "SuperArmorSphere" 60
  DropItem "BFG9500" 190 1
  DropItem "BFG10K " 190 1
  DropItem "HeavyChaingun" 200 1
  DropItem "Demon Tech BFG10K" 64 1
  DropItem "Demon Tech Railgun" 120 1
  PainSound "monsters/darkmasterpain"
  SeeSound "monsters/darkmastermindsee"
  DeathSound "monsters/darkmasterminddie"
  Obituary "%o was forced to decay by an Empowered Dark Demolisher."
  Tag "\c[x9]Empowered Dark Demolisher\c-"
  +QUICKTORETALIATE
  +MISSILEMORE
  +DONTHURTSPECIES
  var int user_attack;
  States
  {
  Spawn:
	D3M0 A 10 A_Look
	Loop
  See:
	TNT1 A 0 A_Jump(90,"Rush")
    D3M0 A 2 A_Metal 
    D3M0 ABB 2 A_Chase 
    D3M0 C 2 A_Metal 
    D3M0 CDD 2 A_Chase 
    D3M0 E 2 A_Metal 
    D3M0 EFF 2 A_Chase 
	TNT1 A 0 A_Jump(35,"Teleport")
    Loop 
  Rush:
	TNT1 A 0 A_Metal
	TNT1 A 0 A_SpawnItemEx("EmpowDarkDemoGhostA",0,0,0,0,0,0,0,128)
	D3M0 A 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("EmpowDarkDemoGhostA",0,0,0,0,0,0,0,128)	
	D3M0 A 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("EmpowDarkDemoGhostB",0,0,0,0,0,0,0,128)
	D3M0 B 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("EmpowDarkDemoGhostB",0,0,0,0,0,0,0,128)
	D3M0 B 2 A_Chase
	TNT1 A 0 A_Metal	
	TNT1 A 0 A_SpawnItemEx("EmpowDarkDemoGhostC",0,0,0,0,0,0,0,128)
	D3M0 C 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("EmpowDarkDemoGhostC",0,0,0,0,0,0,0,128)
	D3M0 C 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("EmpowDarkDemoGhostD",0,0,0,0,0,0,0,128)
	D3M0 D 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("EmpowDarkDemoGhostD",0,0,0,0,0,0,0,128)
	D3M0 D 2 A_Chase
	TNT1 A 0 A_Metal	
	TNT1 A 0 A_SpawnItemEx("EmpowDarkDemoGhostE",0,0,0,0,0,0,0,128)
	D3M0 E 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("EmpowDarkDemoGhostE",0,0,0,0,0,0,0,128)
	D3M0 E 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("EmpowDarkDemoGhostF",0,0,0,0,0,0,0,128)
	D3M0 F 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("EmpowDarkDemoGhostF",0,0,0,0,0,0,0,128)
	D3M0 F 2 A_Chase	
	TNT1 A 0 A_Jump(84,"See")	
	Loop
  Teleport:
    D3M0 A 1 A_UnSetShootable
    TNT1 AA 0 A_CustomRailgun(0,0,NONE,NONE,RGF_SILENT|RGF_FULLBRIGHT,0,30,"OverseerRailPuff",frandom(-70,70),frandom(-70,70),random(160,360),0,2.0,0,"OverseerRailParticle2",24)
	D3M0 A 1 A_FadeOut(0.2,0)
    TNT1 AA 0 A_CustomRailgun(0,0,NONE,NONE,RGF_SILENT|RGF_FULLBRIGHT,0,30,"OverseerRailPuff",frandom(-70,70),frandom(-70,70),random(160,360),0,2.0,0,"OverseerRailParticle2",24)
	D3M0 A 1 A_FadeOut(0.2,0)
    TNT1 AA 0 A_CustomRailgun(0,0,NONE,NONE,RGF_SILENT|RGF_FULLBRIGHT,0,30,"OverseerRailPuff",frandom(-70,70),frandom(-70,70),random(160,360),0,2.0,0,"OverseerRailParticle2",24)
	D3M0 A 1 A_FadeOut(0.2,0)
    TNT1 AA 0 A_CustomRailgun(0,0,NONE,NONE,RGF_SILENT|RGF_FULLBRIGHT,0,30,"OverseerRailPuff",frandom(-70,70),frandom(-70,70),random(160,360),0,2.0,0,"OverseerRailParticle2",24)
	D3M0 A 1 A_FadeOut(0.2,0)
    TNT1 AA 0 A_CustomRailgun(0,0,NONE,NONE,RGF_SILENT|RGF_FULLBRIGHT,0,30,"OverseerRailPuff",frandom(-70,70),frandom(-70,70),random(160,360),0,2.0,0,"OverseerRailParticle2",24)
	D3M0 A 1 A_FadeOut(0.2,0)
    TNT1 AA 0 A_CustomRailgun(0,0,NONE,NONE,RGF_SILENT|RGF_FULLBRIGHT,0,30,"OverseerRailPuff",frandom(-70,70),frandom(-70,70),random(160,360),0,2.0,0,"OverseerRailParticle2",24)
	D3M0 A 1 A_FadeOut(0.2,0)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
    TNT1 A 0 A_PlayWeaponSound("boss/teleport")
    TNT1 AA 0 A_CustomRailgun(0,0,NONE,NONE,RGF_SILENT|RGF_FULLBRIGHT,0,30,"OverseerRailPuff",frandom(-70,70),frandom(-70,70),random(160,360),0,2.0,0,"OverseerRailParticle2",24)
	D3M0 A 1 A_FadeIn(0.2)
    TNT1 AA 0 A_CustomRailgun(0,0,NONE,NONE,RGF_SILENT|RGF_FULLBRIGHT,0,30,"OverseerRailPuff",frandom(-70,70),frandom(-70,70),random(160,360),0,2.0,0,"OverseerRailParticle2",24)
	D3M0 A 1 A_FadeIn(0.2)
    TNT1 AA 0 A_CustomRailgun(0,0,NONE,NONE,RGF_SILENT|RGF_FULLBRIGHT,0,30,"OverseerRailPuff",frandom(-70,70),frandom(-70,70),random(160,360),0,2.0,0,"OverseerRailParticle2",24)
	D3M0 A 1 A_FadeIn(0.2)
    TNT1 AA 0 A_CustomRailgun(0,0,NONE,NONE,RGF_SILENT|RGF_FULLBRIGHT,0,30,"OverseerRailPuff",frandom(-70,70),frandom(-70,70),random(160,360),0,2.0,0,"OverseerRailParticle2",24)
	D3M0 A 1 A_FadeIn(0.2)
    TNT1 AA 0 A_CustomRailgun(0,0,NONE,NONE,RGF_SILENT|RGF_FULLBRIGHT,0,30,"OverseerRailPuff",frandom(-70,70),frandom(-70,70),random(160,360),0,2.0,0,"OverseerRailParticle2",24)
	D3M0 A 1 A_FadeIn(0.2)
    TNT1 AA 0 A_CustomRailgun(0,0,NONE,NONE,RGF_SILENT|RGF_FULLBRIGHT,0,30,"OverseerRailPuff",frandom(-70,70),frandom(-70,70),random(160,360),0,2.0,0,"OverseerRailParticle2",24)
	D3M0 A 1 A_FadeIn(0.2)
    D3M0 A 1 A_SetShootable
    Goto See
  Missile:
	TNT1 A 0 A_Jump(100,"BFG15K","BFG9K","Railgun")
	TNT1 A 0 A_Jump(50,"DTBFG")
  Normal:	
 	TNT1 A 0
	TNT1 A 0 A_SetUserVar("user_attack",1)
	TNT1 A 0 A_PlaySound("HeavyChaingun/Sart",CHAN_WEAPON,1.0,0)
	D3M0 VVVVVVVVVV 1 A_FaceTarget(45)
  Refire:
   	TNT1 A 0 A_PlaySound("HeavyChaingun/Loop",CHAN_WEAPON,1.0,1)
   	D3M0 V 10 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("OrangeShellCasing", 10, 12, 36, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)
	TNT1 A 0 A_SpawnItemEx("OrangeShellCasing", 10, -12, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySound("weapons/ExplosiveSG/fire",6)
	TNT1 AAAAA 0 A_CustomMissile("SentientExplosiveTracer",20,-16,frandom(-10,10),CMF_OFFSETPITCH,frandom(-1,1))
	TNT1 AAAAA 0 A_CustomMissile("SentientExplosiveTracer",20,16,frandom(-10,10),CMF_OFFSETPITCH,frandom(-1,1))
	TNT1 A 0 A_CustomBulletAttack(22.5,18.3,4,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
	D3M0 G 3 Bright A_CustomBulletAttack(0,0,1,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
	TNT1 A 0 A_SpawnItemEx("OrangeShellCasing", 10, 12, 36, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)
   	TNT1 A 0 A_SpawnItemEx("OrangeShellCasing", 10, -12, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySound("weapons/ExplosiveSG/fire",6)
	TNT1 AAAAA 0 A_CustomMissile("SentientExplosiveTracer",20,-16,frandom(-10,10),CMF_OFFSETPITCH,frandom(-1,1))
	TNT1 AAAAA 0 A_CustomMissile("SentientExplosiveTracer",20,16,frandom(-10,10),CMF_OFFSETPITCH,frandom(-1,1))
	TNT1 A 0 A_CustomBulletAttack(22.5,18.3,4,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
    D3M0 H 4 Bright A_CustomBulletAttack(0,0,1,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
	TNT1 A 0 A_Jump(3,"Pause")	
   	TNT1 A 0 A_SpidRefire
   	Goto Refire+2
  BFG9K:
    TNT1 A 0 A_PlaySound("weapons/bfgf")
    D3M0 T 15 Bright A_FaceTarget
    D3M0 T 10 Bright A_FaceTarget
    D3M0 U 8 Bright A_FaceTarget
   	D3M0 U 4 Bright A_CustomMissile("EmpoweredSpiderBFG9500Ball",40,0,0,0)
	D3M0 T 6 Bright A_FaceTarget
    TNT1 A 0 A_PlaySound("weapons/bfgf")
    D3M0 T 15 Bright A_FaceTarget
    D3M0 T 10 Bright A_FaceTarget
    D3M0 U 8 Bright A_FaceTarget
   	D3M0 U 4 Bright A_CustomMissile("EmpoweredSpiderBFG9500Ball",40,0,0,0)
	D3M0 T 6 Bright A_FaceTarget
    TNT1 A 0 A_PlaySound("weapons/bfgf")
    D3M0 T 15 Bright A_FaceTarget
    D3M0 T 10 Bright A_FaceTarget
    D3M0 U 8 Bright A_FaceTarget
    D3M0 U 4 Bright A_CustomMissile("EmpoweredSpiderBFG9500Ball",40,0,0,0)
	D3M0 T 15 Bright
	TNT1 A 0 A_Jump(128,"BFG15K")
    Goto See
  BFG15K:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	D3M0 VVVVV 5 A_FaceTarget
	TNT1 A 0 A_CustomMissile("EmpoweredSpiderBFG15KBall",40,0,0,0)
	D3M0 ZV 4 Bright A_FaceTarget
	TNT1 A 0 A_Jump(20,"Pause3")
	TNT1 A 0 A_SpidRefire
	Goto BFG15k+6
  Railgun:
	TNT1 A 0 A_PlaySound("weapons/rgcharge")
	D3M0 VVV 10 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/dtrailf")
	D3M0 "X" 0 A_CustomMissile("PoweredDTRailCore",40,0,0)
	D3M0 "X" 10 A_CustomMissile("EmpoweredDemoDTRail",40,0,0)
	D3M0 VVV 8 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/dtrailf")
	D3M0 "X" 0 A_CustomMissile("PoweredDTRailCore",40,0,0)
	D3M0 "X" 10 A_CustomMissile("EmpoweredDemoDTRail",40,0,0)
	D3M0 VVV 8 A_FaceTarget
	TNT1 A 0 A_Jump(72,"RailgunAgain")
	Goto See
  RailgunAgain:
	TNT1 A 0 A_PlaySound("weapons/dtrailf")
	D3M0 "X" 0 A_CustomMissile("PoweredDTRailCore",40,0,0)
	D3M0 "X" 10 A_CustomMissile("EmpoweredDemoDTRail",40,0,0)
	D3M0 VVV 8 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/dtrailf")
	D3M0 "X" 0 A_CustomMissile("PoweredDTRailCore",40,0,0)
	D3M0 "X" 10 A_CustomMissile("EmpoweredDemoDTRail",40,0,0)
	D3M0 VVV 8 A_FaceTarget
	Goto See
  DTBFG:
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	D3M0 VVVVV 5 Bright A_FaceTarget
	D3M0 "X" 20 Bright A_CustomMissile("SentientDTBFG10KBall",30,0,random(-8,8))
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	D3M0 VVVVV 5 Bright A_FaceTarget
	D3M0 "X" 20 Bright A_CustomMissile("SentientDTBFG10KBall",30,0,random(-8,8))
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	D3M0 VVVVV 5 Bright A_FaceTarget
	D3M0 "X" 20 Bright A_CustomMissile("SentientDTBFG10KBall",30,0,random(-8,8))
	Goto See
  Pause:
	TNT1 A 0
	TNT1 A 0 A_SetUserVar("user_attack",0)
	TNT1 A 0 A_PlaySound("HeavyChaingun/Down",CHAN_WEAPON,1.0,0)
	D3M0 VVVVV 3 A_FaceTarget
	Goto See
  Pause2:
	TNT1 A 0
	TNT1 A 0 A_SetUserVar("user_attack",0)
	TNT1 A 0 A_PlaySound("HeavyChaingun/Down",CHAN_WEAPON,1.0,0)
	D3M0 VVVVV 3 A_FaceTarget
	TNT1 A 0 A_Jump(127,"Railgun","DTBFG","BFG15K")
	Goto BFG9K
  Pause3:
	TNT1 A 0
	TNT1 A 0 A_PlaySound("weapons/bfg15kcooldown",CHAN_WEAPON)
	D3M0 VVVVV 3 A_FaceTarget
	TNT1 A 0 A_Jump(127,"Railgun","DTBFG","BFG9K")
	Goto See
  Pain:
	D3M0 I 6 A_Pain
	TNT1 A 0 A_Jump(32,"PainResurrect")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  PainResurrect:
	TNT1 A 0 A_JumpIfInventory("SentientToken",3,"See")
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	D3M0 V 12 A_SetInvulnerable
	TNT1 A 0 A_GiveInventory("SentientToken",1)
	TNT1 A 0 Radius_Quake(10,80,0,24,0)
	TNT1 A 0 A_GiveInventory("Health",1000)
	TNT1 A 0 A_SpawnItem("SentientBrainSFX",0,0,0,0)
    D3M0 "Y" 3 Bright A_PlaySound("sentient/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)
	D3M0 YY 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)
	D3M0 YY 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)
	D3M0 YYYYYYYYYY 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)
	D3M0 YYYYYYYYYY 3 Bright A_SpawnItem("SentientBrainSFX",0,0,0,0)
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_UnSetInvulnerable
	D3M0 A 3 A_FaceTarget
	Goto See
  Death:
	TNT1 A 0 A_Scream
	TNT1 A 0 A_StopSound(CHAN_WEAPON)
	D3M0 I 20 A_Fall
	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("BigBlueBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
	D3M0 JJJJJ 2 Bright A_CustomMissile("EmpoweredKaboomSpawner", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("BlueGibbedGenerator",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))	
	D3M0 KKKKK 2 Bright A_CustomMissile("EmpoweredKaboomSpawner", random(10,60), random(30,-30), 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("BigBlueBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	D3M0 LLLLL 2 Bright A_CustomMissile("EmpoweredKaboomSpawner", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("BlueGibbedGenerator",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))
	D3M0 MMMMM 2 Bright A_CustomMissile("EmpoweredKaboomSpawner", random(10,60), random(30,-30), 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("BigBlueBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	D3M0 NNNNN 2 Bright A_CustomMissile("EmpoweredKaboomSpawner", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("BlueGibbedGenerator",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))
	D3M0 OOOOO 2 Bright A_CustomMissile("EmpoweredKaboomSpawner", random(10,60), random(30,-30), 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("BigBlueBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	D3M0 PPPPP 2 Bright A_CustomMissile("EmpoweredKaboomSpawner", random(10,60), random(30,-30), random(0,360), 2, random(0,360))	
	TNT1 AAAA 0 A_SpawnItemEx("BlueGibbedGenerator",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(10,60), random(30,-30), random(0,360), 2, random(0,360))	
	D3M0 QR 5
	TNT1 A 0 A_BossDeath
	D3M0 S -1 A_KillMaster
	Stop
	}
}

ACTOR EmpoweredDemoDTRail : PoweredDTRail
{
DamageType "DarkDemoEx"
Species "Masterminds"  
}

ACTOR EmpowDarkDemoGhostA
{
Scale 1.05
RENDERSTYLE Translucent
Alpha 0.75
+NOGRAVITY
+CLIENTSIDEONLY
+DONTSPLASH
+NOINTERACTION
+NOCLIP
States
{
Spawn:
    D3M0 A 2 A_FadeOut(0.18)
    Loop
    }
}

ACTOR EmpowDarkDemoGhostB : EmpowDarkDemoGhostA
{   
States
{
Spawn:
    D3M0 B 2 A_FadeOut(0.18)
    Loop
    }
}

ACTOR EmpowDarkDemoGhostC : EmpowDarkDemoGhostA
{   
States
{
Spawn:
    D3M0 C 2 A_FadeOut(0.18)
    Loop
    }
}

ACTOR EmpowDarkDemoGhostD : EmpowDarkDemoGhostA
{   
States
{
Spawn:
    D3M0 D 2 A_FadeOut(0.18)
    Loop
    }
}

ACTOR EmpowDarkDemoGhostE : EmpowDarkDemoGhostA
{   
States
{
Spawn:
    D3M0 E 2 A_FadeOut(0.18)
    Loop
    }
}

ACTOR EmpowDarkDemoGhostF : EmpowDarkDemoGhostA
{   
States
{
Spawn:
    D3M0 F 2 A_FadeOut(0.18)
    Loop
    }
}