//a couple of enemies, which when converted into allies are stronger, nothing more

Actor ReverseDirection
{
//Creator: High Councilor
//Origin: Nexus Infinity
//Sprite: BS8T
//Title: "Reverse Direction"
  Monster
  Health 3000
  Mass 5000
  Scale 0.85
  Speed 10
  Radius 48
  Height 64
  PainChance 0
  Species "Masterminds"
  DamageFactor "LegendaryGuruPlayer", 0.05
  DamageFactor "PlayerHellfire", 0.1
  DamageFactor "DTRailgun", 0.1
  DamageFactor "PDTPuff", 0.1
  DamageFactor "RailG", 0.1
  DamageFactor "Player", 0.1
  DamageFactor "TrueLegendaryDamage", 0.5
  DamageFactor "TrueLegendaryPlayer", 0.5
  DamageFactor "PlayerNemesisPlasma", 0.5
  DamageFactor "Legendary", 0.5
  DamageFactor "LegendaryPlayer", 0.25
  DamageFactor "Normal", 0.5
  Damagefactor 0.5
  DamageFactor "DarkDemoEX", 0.0
  DamageFactor "Cyber10k", 0.0
  +DONTHURTSPECIES
  +DONTHARMSPECIES
  +BOSS
  +NOICEDEATH
  +NORADIUSDMG
  +NOTIMEFREEZE
  +DONTGIB
  +DONTRIP
  +DONTMORPH
  +NEVERRESPAWN
  +NOFEAR
  +NOPAIN
  +NOBLOOD
  +MISSILEMORE
  +MISSILEEVENMORE
  +CANTSEEK
  +FIRERESIST
  +NOTELEFRAG
  +FLOAT
  +NOGRAVITY
  -FLOORCLIP
  seesound ""
  painsound ""
  deathsound ""
  activesound ""
  HitObituary "%o was destroyed by an Chaos Sheepshead Wrasser."
  Tag "\c[y9]Reverse\c- \c[d4]Direction\c-"
  var int user_missile;
  var int user_captured;
  States
  {
  Spawn:
	TNT1 A 0 A_Checkflag(FRIENDLY,"SpawnCaptured")
	RVDR A 2 A_Look
	Loop
  SpawnCaptured:
	RVDR C 2 A_Look
	Loop
  See:
	TNT1 A 0 A_Checkflag(FRIENDLY,"SeeCaptured")
	RVDR A 2 A_Chase
	TNT1 A 0 A_Jump(8,"Evade")
	Loop
  SeeCaptured:
	RVDR C 2 A_Chase
	TNT1 A 0 A_Jump(8,"EvadeCaptured")
	Loop
  Evade:
	TNT1 A 0 A_Jump(128,3)
	TNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)
	TNT1 A 0 A_Jump(256,2)
	TNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)
	RVDR AAAAAAAA 2 Bright A_Chase("","")
	TNT1 A 0 A_Stop
	Goto See
  EvadeCaptured:
	TNT1 A 0 A_Jump(128,3)
	TNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)
	TNT1 A 0 A_Jump(256,2)
	TNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)
	RVDR CCCCCCCC 2 Bright A_Chase
	TNT1 A 0 A_Stop
	Goto SeeCaptured
  MissileCaptured:
	TNT1 A 0
	//TNT1 A 0 A_Jump(96,"SpreadBulletsCaptured")
	Goto NormalCaptured
  Missile:
	TNT1 A 0
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_Stop
	TNT1 A 0 A_Checkflag(FRIENDLY,"MissileCaptured")
	//TNT1 A 0 A_Jump(96,"SpreadBullets")
  Normal:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"Pause")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	RVDR AAAAAA 2 A_GiveInventory("OverseerStrafe",1)
	RVDR A 4 Bright A_CustomMissile("RDirectionRocket",30,0,random(-2,2))
	RVDR AAA 2 A_GiveInventory("OverseerStrafe",1)
	TNT1 A 0 A_Jump(24,"Pause")
	TNT1 A 0 A_SpidRefire
	Loop
  SpreadBullets:
	RVDR A 10 A_FaceTarget
	RVDR AAAAA 10 A_SetAngle(angle+45)
	RVDR B 10 A_FaceTarget
  SpreadBulletsLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"SpreadBulletsEnd")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	RVDR BBBBBB 2 A_GiveInventory("OverseerStrafe",1)
	TNT1 A 0 A_CustomMissile("RDirectionBullet",50,0,-15)
	TNT1 A 0 A_CustomMissile("RDirectionBullet",50,0,15)
	TNT1 A 0 A_CustomMissile("RDirectionBullet",50,0,-10)
	TNT1 A 0 A_CustomMissile("RDirectionBullet",50,0,10)
	TNT1 A 0 A_CustomMissile("RDirectionBullet",50,0,-5)
	TNT1 A 0 A_CustomMissile("RDirectionBullet",50,0,5)
	TNT1 A 0 A_CustomMissile("RDirectionBullet",50,0,0)
	RVDR B 3 Bright A_FaceTarget
	RVDR BBBBBB 2 A_GiveInventory("OverseerStrafe",1)
	Loop
  SpreadBulletsEnd:
	RVDR B 10 A_FaceTarget
	RVDR BBBBB 5 A_SetAngle(angle+45)
	RVDR A 10 A_FaceTarget
	Goto See
  SpreadBulletsCaptured:
	RVDR C 10 A_FaceTarget
	RVDR CCCCC 5 A_SetAngle(angle+45)
	RVDR D 10 A_FaceTarget
  SpreadBulletsCapturedLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"SpreadBulletsCapturedEnd")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	RVDR DDDDDD 2 A_GiveInventory("OverseerStrafe",1)
	TNT1 A 0 A_CustomMissile("RDirectionBulletPlayer",50,0,-12)
	TNT1 A 0 A_CustomMissile("RDirectionBulletPlayer",50,0,12)
	TNT1 A 0 A_CustomMissile("RDirectionBulletPlayer",50,0,-9)
	TNT1 A 0 A_CustomMissile("RDirectionBulletPlayer",50,0,9)
	TNT1 A 0 A_CustomMissile("RDirectionBulletPlayer",50,0,-6)
	TNT1 A 0 A_CustomMissile("RDirectionBulletPlayer",50,0,6)
	TNT1 A 0 A_CustomMissile("RDirectionBulletPlayer",50,0,-3)
	TNT1 A 0 A_CustomMissile("RDirectionBulletPlayer",50,0,3)
	TNT1 A 0 A_CustomMissile("RDirectionBulletPlayer",50,0,0)
	RVDR D 3 Bright A_FaceTarget
	RVDR DDDDDD 2 A_GiveInventory("OverseerStrafe",1)
	Loop
  SpreadBulletsCapturedEnd:
	RVDR D 10 A_FaceTarget
	RVDR DDDDD 5 A_SetAngle(angle+45)
	RVDR C 10 A_FaceTarget
	Goto SeeCaptured
  NormalCaptured:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"PauseCaptured")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	RVDR CCCCCC 2 A_GiveInventory("OverseerStrafe",1)
	RVDR C 4 Bright A_CustomMissile("RDirectionRocketPlayer",30,0,random(-1,1))
	RVDR CCC 2 A_GiveInventory("OverseerStrafe",1)
	TNT1 A 0 A_Jump(24,"PauseCaptured")
	TNT1 A 0 A_SpidRefire
	Loop
  Pause:
	TNT1 A 0 A_Checkflag(FRIENDLY,"PauseCaptured")
	TNT1 A 0 A_PlaySound("weapons/demontechsteam")
	RVDR AAAAA 3 Bright A_GiveInventory("OverseerStrafe",1)
	TNT1 A 0 A_Jump(96,"SpreadBullets")
	Goto See
  PauseCaptured:
 	TNT1 A 0 A_PlaySound("weapons/demontechsteam")
	RVDR CCCCC 3 Bright A_GiveInventory("OverseerStrafe",1)
	TNT1 A 0 A_Jump(96,"SpreadBulletsCaptured")
	Goto SeeCaptured
  Death:
	TNT1 A 0 A_ChangeFlag(FLOAT,1)
	TNT1 A 0 A_ChangeFlag(NOGRAVITY,1)
	TNT1 A 0 A_Checkflag(FRIENDLY,"DeathCaptured")
	TNT1 AAAAAAA 0 A_CustomMissile("PainfulKaboom",Random(20,40),Random(10,-10),Random(0,360),2,Random(0,360))
    RVDR A 35
	TNT1 AAAA 0 A_CustomMissile("PainfulKaboom",Random(20,40),Random(10,-10),Random(0,360),2,Random(0,360))
    RVDR A 10 Bright
	TNT1 AAAA 0 A_CustomMissile("PainfulKaboom",Random(20,40),Random(10,-10),Random(0,360),2,Random(0,360))
    RVDR A 8 Bright
	TNT1 AAAA 0 A_CustomMissile("PainfulKaboom",Random(20,40),Random(10,-10),Random(0,360),2,Random(0,360))
    RVDR A 8 Bright
	TNT1 AAAA 0 A_CustomMissile("PainfulKaboom",Random(20,40),Random(10,-10),Random(0,360),2,Random(0,360))
    RVDR A 7 Bright
	TNT1 AAAA 0 A_CustomMissile("PainfulKaboom",Random(20,40),Random(10,-10),Random(0,360),2,Random(0,360))
    RVDR A 7 Bright
	TNT1 AAAAA 0 A_CustomMissile("PainfulKaboom",Random(20,40),Random(10,-10),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))	
	TNT1 A 0 A_Scream
	TNT1 A 1 A_NoBlocking
	Stop
  DeathCaptured:
	TNT1 AAAAAAA 0 A_CustomMissile("PainfulKaboom",Random(20,40),Random(10,-10),Random(0,360),2,Random(0,360))
    RVDR C 35
	TNT1 AAAA 0 A_CustomMissile("PainfulKaboom",Random(20,40),Random(10,-10),Random(0,360),2,Random(0,360))
    RVDR C 10 Bright
	TNT1 AAAA 0 A_CustomMissile("PainfulKaboom",Random(20,40),Random(10,-10),Random(0,360),2,Random(0,360))
    RVDR C 8 Bright
	TNT1 AAAA 0 A_CustomMissile("PainfulKaboom",Random(20,40),Random(10,-10),Random(0,360),2,Random(0,360))
    RVDR C 8 Bright
	TNT1 AAAA 0 A_CustomMissile("PainfulKaboom",Random(20,40),Random(10,-10),Random(0,360),2,Random(0,360))
    RVDR C 7 Bright
	TNT1 AAAA 0 A_CustomMissile("PainfulKaboom",Random(20,40),Random(10,-10),Random(0,360),2,Random(0,360))
    RVDR C 7 Bright
	TNT1 AAAAA 0 A_CustomMissile("PainfulKaboom",Random(20,40),Random(10,-10),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))	
	TNT1 A 0 A_Scream
	TNT1 A 1 A_NoBlocking
	Stop
	}
}

ACTOR RDirectionRocket : CardinalRocket
{
  Speed 30
  Damage 25
  FastSpeed 40
  var int user_limit;
  States
  {
  Spawn:
	TNT1 A 0 A_JumpIf(user_limit >= 5,"Death")	 
	TNT1 A 0 A_SetUserVar("user_limit",user_limit+1)
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(4,6),Random(-2,2))
	CROC A 2 Bright A_CustomMissile("ProjectileTrailParticleOrange",Random(4,6),Random(-2,2))
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(4,6),Random(-2,2))	
	CROC B 2 Bright A_CustomMissile("ProjectileTrailParticleOrange",Random(4,6),Random(-2,2))
	Loop
  Death:
	TNT1 A 0
	TNT1 AAAAAAA 0 A_CustomMissile("InsanitySpiderDemontech",0,0,random(-4,4),CMF_AIMDIRECTION|CMF_TRACKOWNER,frandom(-4.0,4.0))
	Goto XDeath
  XDeath:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("MISSILE",0)
	TNT1 A 0 A_SpawnItemEx("OrangeParticleSpawner",0,0,0,0,0,0,0,128) 
	TNT1 AA 0 A_CustomMissile("Kaboom3",0,0,Random(0,360),2,Random(0,360))
	TNT1 AAA 0 A_CustomMissile("SmokeFX2",0,0,Random(0,360),2,Random(0,360))
	TNT1 AAAA 0 A_SpawnItemEx("Debris",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)
	TNT1 A 0 A_SpawnItem("RocketEx")
	TNT1 A 1 Bright A_Stop
	Stop
	}
}

ACTOR RDirectionBullet : GenericStrongOrb
{
  Scale 0.5
  Speed 30
  damage (random(1,3)*10)
  SeeSound ""
  States
  {
  Spawn:
    CLBA B 2 Bright
    CLBB B 2 Bright
    CLBA F 2 Bright
    CLBB F 2 Bright
    CLBA E 2 Bright
    CLBB E 2 Bright
    Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_Explode(50,200)
	TNT1 A 0 A_SpawnItem("RedProjExplode")
	TNT1 AA 0 A_SpawnItemEx("RedProjParticleSuperLarge",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))
	TNT1 AA 0 A_SpawnItemEx("OrangeProjParticleSuperLarge",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))
	TNT1 AA 0 A_SpawnItemEx("YellowProjParticleSuperLarge",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))
    CLBB B 1 Bright A_FadeOut(0.2)
    Goto Death+3
	}
}

ACTOR RDirectionRocketPlayer : RDirectionRocket
{
  Damage 30
  DamageType "Player"
  var int user_limit;
  States
  {
  Spawn:
	TNT1 A 0 A_JumpIf(user_limit >= 10,"Death")	 
	TNT1 A 0 A_SetUserVar("user_limit",user_limit+1)
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(4,6),Random(-2,2))
	MIS3 A 2 Bright A_CustomMissile("ProjectileTrailParticleGreen2",Random(4,6),Random(-2,2))
	Loop
  Death:
	TNT1 A 0
	TNT1 AAAAAAA 0 A_CustomMissile("DemonTechProjectile",0,0,random(-4,4),CMF_AIMDIRECTION|CMF_TRACKOWNER,frandom(-4.0,4.0))
	Goto XDeath
  XDeath:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("MISSILE",0)
	TNT1 A 0 A_SpawnItemEx("GreenParticleSpawner",0,0,0,0,0,0,0,128) 
	TNT1 AAA 0 A_CustomMissile("Kaboom4",0,0,Random(0,360),2,Random(0,360))
	TNT1 AAA 0 A_CustomMissile("SmokeFX2",0,0,Random(0,360),2,Random(0,360))
	TNT1 AAAA 0 A_SpawnItemEx("Debris",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)
	MIS3 B 6 Bright A_Explode
	MIS3 CDEF 4 Bright A_SetTranslucent(0.75,1)
	Stop	
	}
}


ACTOR RDirectionBulletPlayer : RDirectionBullet
{
  DamageType "Player"
  damage (random(1,5)*10)
  States
  {
  Spawn:
    CLBA H 2 Bright
    CLBB H 2 Bright
    CLBA K 2 Bright
    CLBB K 2 Bright
    Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_Explode(50,200)
	TNT1 A 0 A_SpawnItem("GreenProjExplode")
	TNT1 AAA 0 A_SpawnItemEx("ChaosGreenProjParticleSuperLarge",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))
	TNT1 AAA 0 A_SpawnItemEx("ChaosGreenProjParticleSuperLarge",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))
    CLBB H 1 Bright A_FadeOut(0.2)
    Goto Death+3
	}
}

Actor HardArmament : ReverseDirection
{
//Creator: High Councilor
//Origin: Nexus Infinity
//Sprite: HRDA
//Title: "Hard Armament"
  Health 3000
  Mass 8000
  Scale 0.75
  HitObituary "%o was destroyed by an Chaos Sheepshead Wrasser."
  Tag "\c[z2]Hard\c- \c[m8]Armament\c-"
  var int user_missile;
  var int user_captured;
  States
  {
  Spawn:
	TNT1 A 0 A_Checkflag(FRIENDLY,"SpawnCaptured")
	HRDA A 2 A_Look
	Loop
  SpawnCaptured:
	HRDA C 2 A_Look
	Loop
  See:
	TNT1 A 0 A_Checkflag(FRIENDLY,"SeeCaptured")
	HRDA A 2 A_Chase
	TNT1 A 0 A_Jump(8,"Evade")
	Loop
  SeeCaptured:
	HRDA C 2 A_Chase
	TNT1 A 0 A_Jump(8,"EvadeCaptured")
	Loop
  Evade:
	TNT1 A 0 A_Jump(128,3)
	TNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)
	TNT1 A 0 A_Jump(256,2)
	TNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)
	HRDA AAAAAAAA 2 Bright A_Chase("","")
	TNT1 A 0 A_Stop
	Goto See
  EvadeCaptured:
	TNT1 A 0 A_Jump(128,3)
	TNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)
	TNT1 A 0 A_Jump(256,2)
	TNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)
	HRDA CCCCCCCC 2 Bright A_Chase
	TNT1 A 0 A_Stop
	Goto SeeCaptured
  MissileCaptured:
	TNT1 A 0
	TNT1 A 0 A_Jump(44,"ClusterBombsCaptured")
	Goto NormalCaptured
  Missile:
	TNT1 A 0
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_Stop
	TNT1 A 0 A_Checkflag(FRIENDLY,"MissileCaptured")
	TNT1 A 0 A_Jump(32,"ClusterBombs")
  Normal:
	TNT1 A 0 A_JumpIf(user_missile >= 7,"Pause")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	HRDA AAAAAA 2 A_GiveInventory("OverseerStrafe",1)
	TNT1 A 0 A_CustomMissile("HArmamentMiniRocket",50,6,random(-1,1))
	TNT1 A 0 A_CustomMissile("HArmamentMiniRocket",50,-6,random(-1,1))
	TNT1 A 0 A_CustomMissile("HArmamentMiniRocket",30,6,random(-1,1))
	TNT1 A 0 A_CustomMissile("HArmamentMiniRocket",30,-6,random(-1,1))
	TNT1 A 0 A_CustomMissile("HArmamentMiniRocket",10,6,random(-1,1))
	TNT1 A 0 A_CustomMissile("HArmamentMiniRocket",10,-6,random(-1,1))
	HRDA A 5 Bright
	HRDA AAA 2 A_GiveInventory("OverseerStrafe",1)
	TNT1 A 0 A_Jump(24,"Pause")
	TNT1 A 0 A_SpidRefire
	Loop
  NormalCaptured:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"PauseCaptured")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	HRDA CCCCCC 2 A_GiveInventory("OverseerStrafe",1)
	TNT1 A 0 A_CustomMissile("HArmamentMiniRocketPlayer",50,6,random(-1,1))
	TNT1 A 0 A_CustomMissile("HArmamentMiniRocketPlayer",50,-6,random(-1,1))
	TNT1 A 0 A_CustomMissile("HArmamentMiniRocketPlayer",30,6,random(-1,1))
	TNT1 A 0 A_CustomMissile("HArmamentMiniRocketPlayer",30,-6,random(-1,1))
	TNT1 A 0 A_CustomMissile("HArmamentMiniRocketPlayer",10,6,random(-1,1))
	TNT1 A 0 A_CustomMissile("HArmamentMiniRocketPlayer",10,-6,random(-1,1))
	HRDA C 4 Bright
	HRDA CCC 2 A_GiveInventory("OverseerStrafe",1)
	TNT1 A 0 A_Jump(24,"PauseCaptured")
	TNT1 A 0 A_SpidRefire
	Loop
  ClusterBombs:
	TNT1 A 0 A_Checkflag(FRIENDLY,"ClusterBombsCaptured")
	HRDA AAAAAAAA 3
	TNT1 A 0 A_PlaySound("LesserCardinal/BFGFire")
	TNT1 AAA 0 A_CustomMissile("HArmamentClusterBomb",30,0,random(-10,10))
	HRDA A 4 Bright
	HRDA AAAAAAAA 2
	Goto See
  ClusterBombsCaptured:
	HRDA CCCCCCCC 3
	TNT1 A 0 A_PlaySound("LesserCardinal/BFGFire")
	TNT1 AAAA 0 A_CustomMissile("HArmamentClusterBombPlayer",30,0,random(-5,5))
	HRDA C 4 Bright
	HRDA CCCCCCCC 2
	Goto SeeCaptured
  Pause:
	TNT1 A 0 A_Checkflag(FRIENDLY,"PauseCaptured")
	TNT1 A 0 A_PlaySound("weapons/demontechsteam")
	HRDA AAAAA 3 Bright A_GiveInventory("OverseerStrafe",1)
	Goto See
  PauseCaptured:
 	TNT1 A 0 A_PlaySound("weapons/demontechsteam")
	HRDA CCCCC 3 Bright A_GiveInventory("OverseerStrafe",1)
	Goto SeeCaptured
  Death:
	TNT1 A 0 A_ChangeFlag(FLOAT,1)
	TNT1 A 0 A_ChangeFlag(NOGRAVITY,1)
	TNT1 A 0 A_Checkflag(FRIENDLY,"DeathCaptured")
	TNT1 AAAAAAA 0 A_CustomMissile("PainfulKaboom",Random(20,40),Random(10,-10),Random(0,360),2,Random(0,360))
    HRDA A 35
	TNT1 AAAA 0 A_CustomMissile("PainfulKaboom",Random(20,40),Random(10,-10),Random(0,360),2,Random(0,360))
    HRDA A 10 Bright
	TNT1 AAAA 0 A_CustomMissile("PainfulKaboom",Random(20,40),Random(10,-10),Random(0,360),2,Random(0,360))
    HRDA A 8 Bright
	TNT1 AAAA 0 A_CustomMissile("PainfulKaboom",Random(20,40),Random(10,-10),Random(0,360),2,Random(0,360))
    HRDA A 8 Bright
	TNT1 AAAA 0 A_CustomMissile("PainfulKaboom",Random(20,40),Random(10,-10),Random(0,360),2,Random(0,360))
    HRDA A 7 Bright
	TNT1 AAAA 0 A_CustomMissile("PainfulKaboom",Random(20,40),Random(10,-10),Random(0,360),2,Random(0,360))
    HRDA A 7 Bright
	TNT1 AAAAA 0 A_CustomMissile("PainfulKaboom",Random(20,40),Random(10,-10),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))	
	TNT1 A 0 A_Scream
	TNT1 A 1 A_NoBlocking
	Stop
  DeathCaptured:
	TNT1 AAAAAAA 0 A_CustomMissile("PainfulKaboom",Random(20,40),Random(10,-10),Random(0,360),2,Random(0,360))
    HRDA C 35
	TNT1 AAAA 0 A_CustomMissile("PainfulKaboom",Random(20,40),Random(10,-10),Random(0,360),2,Random(0,360))
    HRDA C 10 Bright
	TNT1 AAAA 0 A_CustomMissile("PainfulKaboom",Random(20,40),Random(10,-10),Random(0,360),2,Random(0,360))
    HRDA C 8 Bright
	TNT1 AAAA 0 A_CustomMissile("PainfulKaboom",Random(20,40),Random(10,-10),Random(0,360),2,Random(0,360))
    HRDA C 8 Bright
	TNT1 AAAA 0 A_CustomMissile("PainfulKaboom",Random(20,40),Random(10,-10),Random(0,360),2,Random(0,360))
    HRDA C 7 Bright
	TNT1 AAAA 0 A_CustomMissile("PainfulKaboom",Random(20,40),Random(10,-10),Random(0,360),2,Random(0,360))
    HRDA C 7 Bright
	TNT1 AAAAA 0 A_CustomMissile("PainfulKaboom",Random(20,40),Random(10,-10),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))	
	TNT1 A 0 A_Scream
	TNT1 A 1 A_NoBlocking
	Stop
	}
}

Actor HArmamentMiniRocket //:MiniRocket
{
  Projectile
  Height 5
  Radius 6
  Speed 30
  Damage 5
  +STRIFEDAMAGE
  +THRUSPECIES
  +MTHRUSPECIES
  +DONTHARMSPECIES
  SeeSound ""
  DeathSound "MiniRocketExpl"
  States
  {
  Spawn:
	MICR A 1 Bright A_SpawnItemEx("MissileTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	Loop
  Death:
	TNT1 AA 0 A_StopSound(6)
	TNT1 A 0 A_SpawnItemEx("OrangeParticleSpawner",0,0,1,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 A 0 A_CustomMissile("Kaboom9",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
	TNT1 A 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 3 Bright
	Stop
	}
}

Actor HArmamentMiniRocketPlayer :HArmamentMiniRocket
{
  Speed 35
  Damage 8
  DamageType "Player"
  States
  {
  Spawn:
	HMIG A 1 Bright A_SpawnItemEx("MissileTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	Loop
  Death:
	TNT1 A 0 A_StopSound(6)

	TNT1 A 0 A_SpawnItemEx("GreenParticleSpawner",0,0,1,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 A 0 A_CustomMissile("Kaboom4",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
	TNT1 A 0 A_CustomMissile("SmokeFX4",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
    MIS3 B 6 Bright A_Explode(15,30,1,1)
    MIS3 CDEF 4 Bright A_SetTranslucent(0.75,1)
	Stop
	}
}

ACTOR HArmamentClusterBomb
{
  Radius 10
  Height 10
  Speed 20
  FastSpeed 26
  Damage 20
  Projectile
  RenderStyle Add
  Species "Masterminds"
  SeeSound "remishot"
  DeathSound "weapons/bfg95explode"
  +FORCERADIUSDMG
  States
  {
  Spawn:
	LBBL AB 5 Bright A_SpawnItemEx("RedProjParticleLarge",0,0,0,0,frandom(-1,1),frandom(-1,1),random(0,359))
	Loop
  Death:
	TNT1 A 0 A_SpawnItem("OrangeProjExplodeLarge")
	TNT1 A 0 A_SpawnItemEx("BFGShockwaveRed2",0,0,0,0,0,0,0,128)
	CFS1 A 1 Bright A_SetScale(0.2)
	CFS1 A 1 Bright A_Explode(16,50,1)
	CFS1 B 1 Bright A_SetScale(0.4)
	CFS1 B 1 Bright A_Explode(16,60,1)
	TNT1 A 0 A_SpawnItemEx("BFGShockwaveRed2",0,0,0,0,0,0,0,128)
	CFS1 A 1 Bright A_SetScale(0.6)
	CFS1 A 1 Bright A_Explode(16,70,1)
	CFS1 B 1 Bright A_SetScale(0.8)
	CFS1 B 1 Bright A_Explode(16,80,1)
	TNT1 A 0 A_SpawnItemEx("BFGShockwaveRed2",0,0,0,0,0,0,0,128)
	CFS1 A 1 Bright A_SetScale(1.0)
	CFS1 A 1 Bright A_Explode(16,90,1)
	CFS1 B 1 Bright A_SetScale(1.2)
	CFS1 B 1 Bright A_Explode(16,100,1)
	TNT1 A 0 A_SpawnItemEx("BFGShockwaveRed2",0,0,0,0,0,0,0,128)
	CFS1 A 1 Bright A_SetScale(1.4)
	CFS1 A 1 Bright A_Explode(16,110,1)
	CFS1 B 1 Bright A_SetScale(1.6)
	CFS1 B 1 Bright A_Explode(16,120,1)
	TNT1 A 0 A_SpawnItemEx("BFGShockwaveRed2",0,0,0,0,0,0,0,128)
	CFS1 A 1 Bright A_SetScale(1.8)
	CFS1 A 1 Bright A_Explode(16,130,1)
	CFS1 B 1 Bright A_SetScale(2.0)
	CFS1 B 1 Bright A_Explode(16,140,1)
	TNT1 A 0 A_SpawnItemEx("BFGShockwaveRed2",0,0,0,0,0,0,0,128)
	CFS1 AABBAABB 1 Bright A_Explode(16,150,1)
	TNT1 A 0 A_SpawnItemEx("BFGShockwaveRed2",0,0,0,0,0,0,0,128)
	CFS1 AABBAABB 1 Bright A_Explode(16,150,1)
	TNT1 A 0 A_SpawnItemEx("BFGShockwaveRed2",0,0,0,0,0,0,0,128)
	CFS1 AABBAABB 1 Bright A_Explode(16,150,1)
	TNT1 A 0 A_SpawnItemEx("BFGShockwaveRed2",0,0,0,0,0,0,0,128)
	CFS1 AABBAABB 1 Bright A_Explode(16,150,1)
	TNT1 A 0 A_PlaySound("Weapons/dbfgexplode2")
	TNT1 A 0 A_SpawnItemEx("DTech10KShockwave2",0,0,15,0,0,0,0,128)
	TNT1 A 0 A_SpawnItemEx("RedParticleSpawner",0,0,0,0,0,0,0,128)
	TNT1 AAA 0 A_CustomMissile("Kaboom14",0,0,random(0,360),2,random(0,360))
	TNT1 A 0 A_SetScale(1.0)
	CFE1 A 3 Bright A_Explode(192,256,0)
	CFE1 BC 3 Bright 
	CFE1 BA 3 Bright
	CFG9 ABCDEF 3 Bright
	Stop
	}
}

ACTOR HArmamentClusterBombPlayer : HArmamentClusterBomb
{
  Speed 20
  FastSpeed 26
  Damage 30
  DamageType "Player"
  Species "Player"
  States
  {
  Spawn:
	BRTB AB 5 Bright A_SpawnItemEx("ChaosGreenProjParticleLarge",0,0,0,0,frandom(-1,1),frandom(-1,1),random(0,359))
	Loop
  Death:
	TNT1 A 0 A_SpawnItem("ChaosGreenProjParticleLarge")
	TNT1 A 0 A_SpawnItemEx("BFGShockwave2",0,0,0,0,0,0,0,128)
	BFS1 A 1 Bright A_SetScale(0.2)
	BFS1 A 1 Bright A_Explode(16,50,1)
	BFS1 B 1 Bright A_SetScale(0.4)
	BFS1 B 1 Bright A_Explode(16,60,1)
	TNT1 A 0 A_SpawnItemEx("BFGShockwave2",0,0,0,0,0,0,0,128)
	BFS1 A 1 Bright A_SetScale(0.6)
	BFS1 A 1 Bright A_Explode(16,70,1)
	BFS1 B 1 Bright A_SetScale(0.8)
	BFS1 B 1 Bright A_Explode(16,80,1)
	TNT1 A 0 A_SpawnItemEx("BFGShockwave2",0,0,0,0,0,0,0,128)
	BFS1 A 1 Bright A_SetScale(1.0)
	BFS1 A 1 Bright A_Explode(16,90,1)
	BFS1 B 1 Bright A_SetScale(1.2)
	BFS1 B 1 Bright A_Explode(16,100,1)
	TNT1 A 0 A_SpawnItemEx("BFGShockwave2",0,0,0,0,0,0,0,128)
	BFS1 A 1 Bright A_SetScale(1.4)
	BFS1 A 1 Bright A_Explode(16,110,1)
	BFS1 B 1 Bright A_SetScale(1.6)
	BFS1 B 1 Bright A_Explode(16,120,1)
	TNT1 A 0 A_SpawnItemEx("BFGShockwave2",0,0,0,0,0,0,0,128)
	BFS1 A 1 Bright A_SetScale(1.8)
	BFS1 A 1 Bright A_Explode(16,130,1)
	BFS1 B 1 Bright A_SetScale(2.0)
	BFS1 B 1 Bright A_Explode(16,140,1)
	TNT1 A 0 A_SpawnItemEx("BFGShockwave2",0,0,0,0,0,0,0,128)
	BFS1 AABBAABB 1 Bright A_Explode(16,150,1)
	TNT1 A 0 A_SpawnItemEx("BFGShockwave2",0,0,0,0,0,0,0,128)
	BFS1 AABBAABB 1 Bright A_Explode(16,150,1)
	TNT1 A 0 A_SpawnItemEx("BFGShockwave2",0,0,0,0,0,0,0,128)
	BFS1 AABBAABB 1 Bright A_Explode(16,150,1)
	TNT1 A 0 A_SpawnItemEx("BFGShockwave2",0,0,0,0,0,0,0,128)
	BFS1 AABBAABB 1 Bright A_Explode(16,150,1)
	TNT1 A 0 A_PlaySound("Weapons/dbfgexplode2")
	TNT1 A 0 A_SpawnItemEx("DTech10KShockwave4",0,0,15,0,0,0,0,128)
	TNT1 A 0 A_SpawnItemEx("GreenParticleSpawner",0,0,0,0,0,0,0,128)
	TNT1 AAA 0 A_CustomMissile("Kaboom13",0,0,random(0,360),2,random(0,360))
	TNT1 A 0 A_SetScale(1.0)
    BFE1 A 4 Bright A_Explode(192,256,0)
    BFE1 BCDEF 4 Bright
    Stop
	}
}
