//Cirno Baka
Actor CirnoBaka : GenericBoss
{
Radius 16
Height 56
Health 1999
Scale 0.12
Speed 9
Painchance 20
DamageFactor "Hell", 0.0
DamageFactor "Ice", 0.0
DamageFactor "Legendary", 0.5
DamageFactor 0.5
Translation "112:127=200:207" //192:207
SeeSound "cirnobaka/see"
ActiveSound "cirnobaka/active"
DeathSound "cirnobaka/death"
PainSound "cirnobaka/pain"
Obituary "%0 got frozen by the strongest and dumbest of all the faries... Cirno!"
Tag "\c[e4]Cirno Baka\c-"
+BRIGHT
-NOGRAVITY
-FLOAT
var int user_missile;
States
{
  Spawn:
	CIRX A 10 A_Look
	Loop
  See:
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	CIRX AAAABBBB 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("HumanishStep",0,0,5,0,0,-20)
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	CIRX CCCCDDDD 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("HumanishStep",0,0,5,0,0,-20)
	TNT1 A 0 A_Jump(10,"GiveUp")
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	Loop
  Idle:
	CIRX AAAA 1 A_Wander
	TNT1 A 0 A_Look
	CIRX BBBB 1 A_Wander
	TNT1 A 0 A_SpawnItemEx("HumanishStep",0,0,5,0,0,-20)
	CIRX CCCC 1 A_Wander
	TNT1 A 0 A_Look
	CIRX DDDD 1 A_Wander
	TNT1 A 0 A_Look
	TNT1 A 0 A_SpawnItemEx("HumanishStep",0,0,5,0,0,-20)
    TNT1 A 0 A_Jump(30,1)
	Loop
	TNT1 A 0 A_PlaySound("cirnobaka/active",CHAN_VOICE)
	Loop
  Taunt:
	TNT1 AAA 0 A_StopSound
	TNT1 A 0 A_PlaySound("cirnobaka/taunt",CHAN_BODY,1.0,False,ATTN_NONE)
	TNT1 A 0 A_TakeInventory("MarineKilled",1)
    Goto See
  Strafing:
	TNT1 A 0 A_SpawnItem("HumanishStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	CIRX AAAA 1 A_GiveInventory("CirnoStrafing",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	CIRX BBBB 1 A_GiveInventory("CirnoStrafing",1)
	TNT1 A 0 A_SpawnItem("HumanishStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	CIRX CCCC 1 A_GiveInventory("CirnoStrafing",1)  
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	CIRX DDDD 1 A_GiveInventory("CirnoStrafing",1)
	Goto See
  GiveUp:
    TNT1 A 0 A_PlaySound("cirnobaka/confused",CHAN_VOICE)
	TNT1 A 0 A_ChangeFlag(AMBUSH,1)
	CIRX A 10 A_ClearTarget
	Goto Idle
  Missile:
    TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_jump(32,"FreezeTarget","SpikeTarget")
    CIRX EEEEEEEEE 2 A_GiveInventory("CirnoStrafing",1)
	TNT1 A 0 A_Jump(255,"FrostBall","FrostSeeker","FrostBomb")
  FrostBall:
	TNT1 A 0 A_JumpIfTargetInLOS(1,0,JLOSF_NOSIGHT|JLOSF_DEADNOJUMP)
	Goto Taunt
	CIRX F 0 A_GiveInventory("CirnoStrafing",1)
	CIRX F 7 A_CustomMissile("FrostBall",25,0,random(-1,1))
	CIRX E 0 A_CposRefire
	CIRX E 3 A_GiveInventory("CirnoStrafing",1)		
	Goto Missile+2
  FrostSeeker:
	TNT1 A 0 A_JumpIfTargetInLOS(1,0,JLOSF_NOSIGHT|JLOSF_DEADNOJUMP)
	Goto Taunt
	CIRX F 0 A_GiveInventory("CirnoStrafing",1)
	CIRX F 7 A_CustomMissile("FrostSeekingComet",25,0,random(-1,1))
	CIRX E 0 A_CposRefire
	CIRX E 3 A_GiveInventory("CirnoStrafing",1)		
	Goto Missile+2
  FrostBomb:
	TNT1 A 0 A_JumpIfTargetInLOS(1,0,JLOSF_NOSIGHT|JLOSF_DEADNOJUMP)
	Goto Taunt
	CIRX F 0 A_GiveInventory("CirnoStrafing",1)
	CIRX F 7 A_CustomMissile("FRZRPoltBomb",25,0,random(-1,1))
	CIRX E 0 A_CposRefire
	CIRX E 3 A_GiveInventory("CirnoStrafing",1)		
	Goto Missile+2
  SpikeTarget:
	CIRX EEEEEEEEEE 2 A_GiveInventory("CirnoStrafing",1)
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_SpawnItem("BlueAnniFlameSpawner",0,0,0,0)
	CIRX E 3 A_SpawnItem("BlueAnniFlameSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	CIRX E 3 A_SpawnItem("BlueAnniFlameSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	CIRX E 3 A_SpawnItem("BlueAnniFlameSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	CIRX E 3 A_SpawnItem("BlueAnniFlameSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	CIRX E 3 A_SpawnItem("BlueAnniFlameSpawner",0,0,0,0)
    CIRX F 2 A_GiveToTarget("IceSpikeInventory",1)
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_JumpIfTargetInLOS(1,0,JLOSF_NOSIGHT|JLOSF_DEADNOJUMP)
	Goto Taunt
	CIRX F 20 A_FaceTarget
    Goto See
  FreezeTarget:
    TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_SetInvulnerable
	CIRX E 10 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_PlaySound("nemesisremilia/startdebuff",CHAN_BODY,1.0,0,ATTN_NONE)
	TNT1 A 0 A_SetUserVar(user_missile,0)
  DebuffPrepare:
    TNT1 A 0 A_SpawnItem("WhiteRageFlameSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	CIRX EEE 1 A_SpawnItemEx("VexedAuraStar",Random(-2,2),Random(-2,2),Random(20,30),Random(-4,4),Random(-4,4),Random(-4,4),Random(-360,360),0,32)
	TNT1 A 0 A_JumpIf(user_missile >= 12,2)
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	Loop
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_SetUserVar(user_missile,0)
  DebuffDetectLoop:
    CIRX EEE 1 A_SpawnItemEx("VexedAuraStar",Random(-2,2),Random(-2,2),Random(20,30),Random(-4,4),Random(-4,4),Random(-4,4),Random(-360,360),0,32)
	TNT1 A 0 A_SpawnItem("WhiteRageFlameSpawner",0,0,0,0)
	CIRX EEE 1 A_SpawnItemEx("VexedAuraStar",Random(-2,2),Random(-2,2),Random(20,30),Random(-4,4),Random(-4,4),Random(-4,4),Random(-360,360),0,32)
	TNT1 A 0 A_SpawnItem("WhiteRageFlameSpawner",0,0,0,0)
	CIRX EEE 1 A_SpawnItemEx("VexedAuraStar",Random(-2,2),Random(-2,2),Random(20,30),Random(-4,4),Random(-4,4),Random(-4,4),Random(-360,360),0,32)
	TNT1 A 0 A_SpawnItem("WhiteRageFlameSpawner",0,0,0,0)
	CIRX EEE 1 A_SpawnItemEx("VexedAuraStar",Random(-2,2),Random(-2,2),Random(20,30),Random(-4,4),Random(-4,4),Random(-4,4),Random(-360,360),0,32)
	TNT1 A 0 A_SpawnItem("WhiteRageFlameSpawner",0,0,0,0)
	TNT1 A 0 A_Chase("","",CHF_NOPLAYACTIVE|CHF_DONTMOVE)
	CIRX EEE 1 A_SpawnItemEx("VexedAuraStar",Random(-2,2),Random(-2,2),Random(20,30),Random(-4,4),Random(-4,4),Random(-4,4),Random(-360,360),0,32)
	TNT1 A 0 A_SpawnItem("WhiteRageFlameSpawner",0,0,0,0)
	TNT1 A 0 A_JumpIfTargetInLOS("GiveDebuff")
	TNT1 A 0 A_FaceTarget
	CIRX EEE 1 A_SpawnItemEx("VexedAuraStar",Random(-2,2),Random(-2,2),Random(20,30),Random(-4,4),Random(-4,4),Random(-4,4),Random(-360,360),0,32)
	TNT1 A 0 A_SpawnItem("WhiteRageFlameSpawner",0,0,0,0)
	CIRX EEE 1 A_SpawnItemEx("VexedAuraStar",Random(-2,2),Random(-2,2),Random(20,30),Random(-4,4),Random(-4,4),Random(-4,4),Random(-360,360),0,32)
	TNT1 A 0 A_SpawnItem("WhiteRageFlameSpawner",0,0,0,0)
	CIRX EEE 1 A_SpawnItemEx("VexedAuraStar",Random(-2,2),Random(-2,2),Random(20,30),Random(-4,4),Random(-4,4),Random(-4,4),Random(-360,360),0,32)
	TNT1 A 0 A_SpawnItem("WhiteRageFlameSpawner",0,0,0,0)
	CIRX EEE 1 A_SpawnItemEx("VexedAuraStar",Random(-2,2),Random(-2,2),Random(20,30),Random(-4,4),Random(-4,4),Random(-4,4),Random(-360,360),0,32)
	TNT1 A 0 A_SpawnItem("WhiteRageFlameSpawner",0,0,0,0)
	TNT1 A 0 A_Chase("","",CHF_NOPLAYACTIVE|CHF_DONTMOVE)
	CIRX EEE 1 A_SpawnItemEx("VexedAuraStar",Random(-2,2),Random(-2,2),Random(20,30),Random(-4,4),Random(-4,4),Random(-4,4),Random(-360,360),0,32)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_SpawnItem("WhiteRageFlameSpawner",0,0,0,0)
	TNT1 A 0 A_JumpIf(user_missile >= 5,"DebuffCancel")
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	TNT1 A 0 A_JumpIfTargetInLOS("GiveDebuff")
	TNT1 A 0 A_GiveToTarget("NDefilerMindfuckHeart")
	Loop
  DebuffCancel:
    TNT1 A 0 A_UnSetInvulnerable
	CIRX A 10 A_ChangeFlag(NOPAIN,0)
	Goto See
  GiveDebuff:
    TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_SpawnItem("WhiteRageFlameSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
    CIRX FFFFF 1 A_SpawnItemEx("VexedAuraStar",Random(-2,2),Random(-2,2),Random(20,30),Random(-4,4),Random(-4,4),Random(-4,4),Random(-360,360),0,32)
	TNT1 A 0 A_SpawnItem("WhiteRageFlameSpawner",0,0,0,0)
	TNT1 A 0 Radius_Quake(6,40,0,24,0)
    TNT1 A 0 A_PlaySound("nemesisremilia/detect",7,1.0,0,ATTN_NONE)
	TNT1 A 0 A_SpawnItemEx("NRDebuffEffect",0,0,35,2)
	TNT1 A 0 A_SetUserVar(user_missile,0)
  GiveDebuffLoop:
    TNT1 A 0 A_FaceTarget
    CIRX FFF 1 A_SpawnItemEx("VexedAuraStar",Random(-2,2),Random(-2,2),Random(20,30),Random(-4,4),Random(-4,4),Random(-4,4),Random(-360,360),0,32)
	TNT1 A 0 A_SpawnItem("WhiteRageFlameSpawner",0,0,0,0)
	TNT1 A 0 A_JumpIf(user_missile >= 10,2)
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	Loop
	TNT1 A 0 A_GiveToTarget("CirnoDebuff")
	CIRX EEE 1 A_SpawnItemEx("VexedAuraStar",Random(-2,2),Random(-2,2),Random(20,30),Random(-4,4),Random(-4,4),Random(-4,4),Random(-360,360),0,32)
	TNT1 A 0 A_SpawnItem("WhiteRageFlameSpawner",0,0,0,0)
	CIRX EEE 1 A_SpawnItemEx("VexedAuraStar",Random(-2,2),Random(-2,2),Random(20,30),Random(-4,4),Random(-4,4),Random(-4,4),Random(-360,360),0,32)
	TNT1 A 0 A_SpawnItem("WhiteRageFlameSpawner",0,0,0,0)
	CIRX EEEEE 1 A_SpawnItemEx("VexedAuraStar",Random(-2,2),Random(-2,2),Random(20,30),Random(-4,4),Random(-4,4),Random(-4,4),Random(-360,360),0,32)
	TNT1 A 0 A_SpawnItem("WhiteRageFlameSpawner",0,0,0,0)
	CIRX EEEEE 1 A_SpawnItemEx("VexedAuraStar",Random(-2,2),Random(-2,2),Random(20,30),Random(-4,4),Random(-4,4),Random(-4,4),Random(-360,360),0,32)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_PlaySound("monster/ambientfire",5,1.0,1)
	TNT1 A 0 A_SpawnItem("WhiteRageFlameSpawner",0,0,0,0)
	TNT1 A 0 A_SetUserVar(user_missile,0)
  GiveDebuffLoop2:
    CIRX EEEEE 1 A_SpawnItemEx("VexedAuraStar",Random(-2,2),Random(-2,2),Random(20,30),Random(-4,4),Random(-4,4),Random(-4,4),Random(-360,360),0,32)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_SpawnItem("WhiteRageFlameSpawner",0,0,0,0)
	TNT1 A 0 A_JumpIf(user_missile >= 3,2)
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	Loop
	TNT1 A 0 A_StopSound(5)
	TNT1 A 0 A_UnSetInvulnerable
	CIRX E 35 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_JumpIfTargetInLOS(1,0,JLOSF_NOSIGHT|JLOSF_DEADNOJUMP)
	Goto Taunt
	TNT1 A 0
	Goto See
  Pain:
    TNT1 A 0 A_GiveInventory("CirnoStrafing",1)
    TNT1 A 0 A_Jump(128,"PainMissile")
    CIRX G 4
    CIRX G 4 A_Pain
    Goto See
  PainMissile: 
    CIRX G 4
    CIRX G 4 A_Pain
    Goto Missile
  Death:
    CIRX G 5
	CIRX H 5 A_Scream
	TNT1 A 0 A_Fall
	TNT1 AAAAAAA 0 A_SpawnItemEx("RandomMegaPresentSpawner",0,0,1,random(1,8),0,random(8,15),random(0,360),0,64)
	CIRX IJKLM 5
	CIRX N 35
	CIRX W -1
	Stop
	}
}

Actor CirnoDebuff : CrusaderBuff
{
States
{
  Pickup:
    TNT1 A 1
    TNT1 A 0 ACS_NamedExecuteAlways("NMNemesisDebuff",0,1,Random(200,400))
    stop
    }
}

Actor CirnoStrafing : AIStrafing
{
  States
  {
  Pickup:
    NULL A 1
	NULL A 1 A_Jump(188,2)
	NULL A 1 A_GiveInventory("CirnoJumping",1)
	NULL A 1 A_JumpIf(velx != 0 || vely != 0,2)
	NULL A 1 A_Jump(256,2)
	NULL A 1 A_Jump(235,5)
	NULL A 1 A_JumpIfInventory("StrafeSens",1,3)
	NULL A 1 A_GiveInventory("StrafeSens",1)
	NULL A 1 A_Jump(256,2)
	NULL A 1 A_TakeInventory("StrafeSens",1)
	NULL A 1 A_JumpIfInventory("StrafeSens",1,3)
	NULL A 1 ThrustThing(angle*256/360+38.7,3,0,0)
	NULL A 1 A_Jump(256,2)
	NULL A 1 ThrustThing(angle*256/360+38.7,-3,0,0)
    NULL A 1 A_FaceTarget
	NULL A 1 A_Jump(24,2)
	NULL A 1 A_JumpIfCloser(300,2)
	NULL A 1 A_Recoil(-1.5)
    Stop
	NULL A 1 A_Recoil(1.5)
    Stop
  }
}

Actor CirnoJumping : AIStrafing
{
  States
  {
  Pickup:
    NULL A 1
    NULL A 1 A_CheckFloor(1)
    Stop
	NULL A 1 A_Jump(242,3)
	NULL A 0 A_PlaySound("cirnobaka/jump",CHAN_VOICE)
	NULL A 1 ThrustThingZ(0,25,0,1)
    Stop
	NULL A 1
    Stop
  }
}

//Legendary GYATT
Actor LegendaryGYATT
{
//Creator: Fluffy
//Origin: Nexus Infinity
//Sprite: GYAT
//Title: "Legendary GYATT"
Monster
Radius 20
Height 40
Health 1500
Speed 16
Mass 100
PainChance 10
Species "Hell"
Bloodcolor "blue"
DamageFactor 0.65
RadiusDamageFactor 0.2
DamageFactor "Legendary", 0.1
DamageFactor "Hell", 0.0
SeeSound "leggyatt/see"
ActiveSound "leggyatt/active"
DeathSound "leggyatt/death"
PainSound ""
AttackSound ""
Obituary "%0 got %s prick face smashed when %g saw the GYATT"
Tag "\c[z3]Legendary GYATT\c-"
MinMissileChance 50
+FLOORCLIP
+QUICKTORETALIATE
+DONTHARMSPECIES
+LOOKALLAROUND
+BOSS
+NOPAIN
+BRIGHT
var int user_missile;
States
{
  Spawn:
	GYAT A 10 A_Look
	Loop
  See:
    TNT1 A 0 A_JumpIfTargetInLOS("Strafe")
    GYAT A 1 A_Chase
	Loop
  Strafe:
    TNT1 A 0 A_GiveInventory("SpecOpsStrafing",1)
    GYAT A 1 A_Chase
	Loop
  Missile:
	TNT1 A 0 A_PlaySound("leggyatt/active",CHAN_VOICE,1.0,FALSE,ATTN_NONE)
  Repeat:
	TNT1 A 0 A_SetUserVar("user_missile",0)
    GYAT AAAAAAAAAAAAAAAA 1 A_GiveInventory("SpecOpsStrafing",1)
  Rocket:
    TNT1 A 0 A_JumpIf(user_missile >= 5,"Repeat")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
    TNT1 A 0 A_CustomMissile("LegendaryRocket",10)
    GYAT AAAA 1 A_GiveInventory("SpecOpsStrafing",1)
	TNT1 A 0 A_SpidRefire
	Loop
  Death:
    TNT1 A 0 A_Scream
	TNT1 A 0 A_Stop
    TNT1 A 0 A_ChangeFlag(NOGRAVITY,1)
	TNT1 A 0 ThrustThingZ(0,8,0,0)
	TNT1 AAAAAAA 0 A_SpawnItemEx("RandomMegaPresentSpawner",0,0,1,random(1,8),0,random(8,15),random(0,360),0,64)
  DeathLoop:
    TNT1 A 0 A_FadeOut(0.01)
	GYAT A 1 A_CustomMissile("GhoulFireX2", 0,0,random(0,360), 2,0)
    Loop
	}
}

Actor JohnRomeo
{
//Creator: Titanium
//Origin: Nexus Infinity
//Sprite: NJRM
//Title: "John Romeo"
Monster
Radius 20
Height 56
Health 2500
Speed 28
Mass 100
Species "Hell"
DamageFactor "Hell", 0.0
PainChance 10
MeleeRange 84
MaxStepHeight 24
//MaxTargetRange 2048	
//MinMissileChance 252
SeeSound "brain/sight"
PainSound "brain/pain"
DeathSound "brain/death"
ActiveSound ""
AttackSound ""
DamageFactor 0.5
RadiusDamageFactor 0.2
+FLOORCLIP
+QUICKTORETALIATE
+DONTHARMSPECIES
+LOOKALLAROUND
+MISSILEMORE
+MISSILEEVENMORE
+BOSS
Scale 0.60
Obituary "John Romeo managed to avenge %0 in the end."
Tag "\c[d9]John Romeo\c-"
States
{
  Spawn:
	NJRM AA 10 A_Look
	Loop
  See:
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    NJRM AAAABBBB 3 A_Chase
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)		
    NJRM CCCCDDDD 3 A_Chase  
	TNT1 A 0 A_Jump(52,"Resurrect")
    Loop
   Resurrect:
    NJRM E 5 A_FaceTarget
    NJRM E 5 A_CustomMissile("ImpureVileFire2")
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,0,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,20,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,40,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,60,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,80,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,100,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,120,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,140,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,160,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,180,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,200,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,220,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,240,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,260,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,280,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,300,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,320,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,340,0)
	NJRM E 5 A_FaceTarget
    Goto See
  Missile:
	TNT1 A 0 A_FaceTarget
    NJRM EEEEEEEEEE 1 A_GiveInventory("SpecOpsStrafing",1)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_PlaySound("sentient/fire")
	TNT1 A 0 A_CustomMissile("MinigunnerExplosiveTracer",37,-13,frandom(-6,6),CMF_OFFSETPITCH,frandom(-0.8,0.8))
	TNT1 A 0 A_CustomMissile("MinigunnerExplosiveTracer",37,13,frandom(-6,6),CMF_OFFSETPITCH,frandom(-0.8,0.8))
	TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),128)
	TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",12,6,36,Random(2,6),0,Random(1,3),Random(80,90),128)
	NJRM F 1 A_GiveInventory("SpecOpsStrafing",1)
    NJRM F 1 Bright
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_PlaySound("sentient/fire")
	TNT1 A 0 A_CustomMissile("MinigunnerExplosiveTracer",37,-13,frandom(-6,6),CMF_OFFSETPITCH,frandom(-0.8,0.8))
	TNT1 A 0 A_CustomMissile("MinigunnerExplosiveTracer",37,13,frandom(-6,6),CMF_OFFSETPITCH,frandom(-0.8,0.8))
	TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),128)
	TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",12,6,36,Random(2,6),0,Random(1,3),Random(80,90),128)
	NJRM G 1 A_GiveInventory("SpecOpsStrafing",1)
    NJRM G 1 Bright
    TNT1 A 0 A_CPosRefire
    Goto Missile+11
  Pain:
    TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
    TNT1 A 0 A_Jump(128,"PainMissile")
    NJRM H 4 A_CustomMissile("ImpureVileFire2")
    NJRM H 4 A_Pain
    Goto See
  PainMissile: 
    NJRM H 4 A_CustomMissile("ImpureVileFire2")
    NJRM H 4 A_Pain
    Goto Missile
  Death:
  XDeath:
	NJRM H 10
    NJRM I 10 A_Scream
	NJRM JK 10
	TNT1 AAAAAAA 0 A_SpawnItemEx("RandomMegaPresentSpawner",0,0,1,random(1,8),0,random(8,15),random(0,360),0,64)
	TNT1 A 0 A_SpawnItemEx("GibbedGenerator")
	TNT1 AA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))	
	NJRM LLLL 2 Bright A_CustomMissile("Kaboom17", Random(10,50), 0, random(0,360), 2, random(0,360))
	NJRM MMMM 2 Bright A_CustomMissile("Kaboom17", Random(10,50), 0, random(0,360), 2, random(0,360))
	TNT1 A 0 A_SpawnItemEx("GibbedGenerator")
	TNT1 AA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))	
	NJRM NNNN 2 Bright A_CustomMissile("Kaboom17", Random(10,50), 0, random(0,360), 2, random(0,360))
	TNT1 A 0 A_SpawnItemEx("GibbedGenerator")
	TNT1 AA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))	
	NJRM OOOO 2 Bright A_CustomMissile("Kaboom17", Random(10,50), 0, random(0,360), 2, random(0,360))
	TNT1 A 0 A_SpawnItemEx("GibbedGenerator")
	TNT1 AAAA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))
    NJRM P 4 Bright A_NoBlocking
    NJRM Q 3 A_CustomMissile("ImpureVileFire2")
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,0,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,20,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,40,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,60,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,80,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,100,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,120,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,140,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,160,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,180,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,200,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,220,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,240,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,260,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,280,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,300,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,320,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,340,0)
    NJRM R -1 A_KillMaster
    Stop
}
}

//The monsters below are all from Dr. Blood's Complex Doom Invasion

ACTOR SadFace
{
Health 2000
Radius 38
Height 64
Mass 99999
Speed 24
Monster 
SeeSound "sad/explain"
DeathSound "sad/explain"
ActiveSound "sad/explain"
Species "Hell"
DamageFactor "Hell", 0.0 
DamageFactor 0.5
RadiusDamageFactor 0.2
MeleeRange 94
Scale 3.0
+FLOORCLIP
+BRIGHT
+NOPAIN
+LOOKALLAROUND
+DONTHARMSPECIES
+NOBLOOD
+QUICKTORETALIATE
+NOGRAVITY
+FLOAT
+BOSS
Obituary "%o died in sadness when he saw the sad face."
Tag "\cgSad Face D=\c-"
States
{
   Spawn:
	SAAD A 1 A_Look
	Loop  
   See:
	SAAD A 2 A_Chase
	Loop
   Melee:
	SAAD A 8 A_CustomMeleeAttack(110,"sad/explain",none)
	Goto See 
   Death:
	SAAD A 0 A_Scream
	TNT1 AAAAA 0 A_SpawnItemEx("RandomMegaPresentSpawner",0,0,1,random(1,8),0,random(8,15),random(0,360),0,64)
	SAAD A 0 A_Fall
	SAAD AAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile("ArchvileFirex",2,0,random(0,360),2,0)
	Stop
	}
}

ACTOR TheOni
{
Health 2000
Radius 20
Height 64
Mass 100
Speed 20
Monster 
BloodColor "Blue"
SeeSound "TheOni/See"
Species "Hell"
DamageFactor "Hell", 0.0 
DamageFactor 0.5
RadiusDamageFactor 0.2
MeleeRange 84
MaxStepHeight 24
+FLOORCLIP
+BRIGHT
+NOPAIN
+LOOKALLAROUND
+DONTHARMSPECIES
+QUICKTORETALIATE
Obituary "%o was raped to death by The Oni"
Tag "\cnOni\c-"
States
{
   Spawn:
	AONI A 1 A_Look
	AONI A 0 A_StopSound(CHAN_VOICE)
	Loop  
   See:
	AONI ABC 2 A_Chase
	AONI A 0 A_SpawnItem("FootStep",0,0,0,0)
	AONI ABC 2 A_Chase
	AONI A 0 A_SpawnItem("FootStep",0,0,0,0)
	Loop
   Melee:
	AONI A 1 A_FaceTarget
	AONI C 10 A_CustomMeleeAttack(110,"Aooni/See",none)
	Goto See 
   Death:
	AONI A 0 A_Scream
	TNT1 AAAAA 0 A_SpawnItemEx("RandomMegaPresentSpawner",0,0,1,random(1,8),0,random(8,15),random(0,360),0,64)
	AONI A 0 A_Fall
	AONI A 0 A_SpawnItemEx("TheAoniGibbedGenerator",0,0,0,0,0,0,0,128,0)
	AONI A 1 A_StopSound(CHAN_VOICE)
	AONI D 2100
	Stop
	}
}

ACTOR TheAoniGibbedGenerator : GibbedGenerator
{
States
{
Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
    TNT1 AAAA 0 A_CustomMissile("BlueBloodCloud", random(25,50), 0, random(0,360), 2, random(0,360))
	TNT1 AAAAAAAAAA 0 A_SpawnItemEx("NewFlyingBlood5",0,0,random(8,64),random(6,-6),random(6,-6),random(4,6))
	TNT1 AAAAAA 2 A_SpawnItemEx("BlueBodyPart2",0,0,random(8,64),random(10,-10),random(10,-10),random(8,10))
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("NewFlyingBlood5",0,0,random(8,64),random(6,-6),random(6,-6),random(4,6))
	TNT1 AAAAAAA 1 A_SpawnItemEx("BlueBodyPart4",0,0,random(8,64),random(10,-10),random(10,-10),random(8,10))
	Stop
	}
}

Actor Bagel
{
Monster
Radius 20
Height 56
Health 2000
Speed 19
Mass 100
Species "Hell"
DamageFactor "Hell", 0.0
PainChance 10
MeleeRange 84
MaxStepHeight 24
MaxTargetRange 2048	
MinMissileChance 252
DamageFactor 0.5
RadiusDamageFactor 0.2
+FLOORCLIP
+QUICKTORETALIATE
+DONTHARMSPECIES
+LOOKALLAROUND
+STRIFEDAMAGE
+BOSS
SeeSound "bagel/see"
PainSound "bagel/pain"
DeathSound "bagel/death"
ActiveSound "bagel/active"
MeleeSound "bagel/melee1"
Obituary "%o was gang banged by a bagel."
var int user_script;
Tag "\coBagel\c-"
States
{
  Spawn:
    TNT1 A 0 A_JumpIf(user_script == 1,3)
    TNT1 A 0 ACS_NamedExecuteAlways("BagelColor",0,1,0,0)
    TNT1 A 0 A_SetUserVar("user_script",1)
	BAGL ABCDCB 1 A_Look
    Loop
  See:
    TNT1 A 0 A_JumpIf(user_script == 1,3)
    TNT1 A 0 ACS_NamedExecuteAlways("BagelColor",0,1,0,0)
    TNT1 A 0 A_SetUserVar("user_script",1)
	TNT1 A 0 A_Jump(15,"Jump")
    BAGL ABC 1 A_Chase
    Loop
  Jump:	
	BAGL A 0 A_JumpIf(momz != 0,"See")
	BAGL A 0 A_FaceTarget
	BAGL A 0 A_SetAngle(angle+random(-45,45))
	BAGL A 0 ThrustThingZ(0,35,0,0)
	BAGL A 3 A_Recoil(-8)
	BAGL A 0 A_Recoil(-0.1)
    BAGL B 1 A_CheckFloor("See")
	BAGL C 1 A_JumpIf(momz==0,"See")
	Goto Jump+5
   Melee:
    BAGL FF 3 A_Chase("","")
    TNT1 A 0 A_SpawnItemEX("Honk",0,0,random(50,70),0)
	TNT1 A 0 A_CustomMeleeAttack(random(50,80),"bagel/melee1","bagel/melee1","Bagel")
	BAGL AA 3 A_Chase("","")
    BAGL FF 3 A_Chase("","")
    TNT1 A 0 A_SpawnItemEX("Honk",0,0,random(50,70),0)
	TNT1 A 0 A_CustomMeleeAttack(random(50,80),none,none,"Bagel")
	BAGL AA 3 A_Chase("","")
    Goto Spawn
   Missile:
    BAGL FF 3 A_Chase("","")
    TNT1 A 0 A_PlayWeaponSound("potato/pop")
	TNT1 A 0 A_CustomMissile("ExplosivePotato",32)
	BAGL AA 3 A_Chase("","")
    Goto Spawn   
  Pain:
    BAGL A 1
    BAGL A 1 A_Pain
    Goto See	
  Death:
	BAGL M 8 
	TNT1 AAAAAAA 0 A_SpawnItemEx("RandomMegaPresentSpawner",0,0,1,random(1,8),0,random(8,15),random(0,360),0,64)
    BAGL N 8 A_Scream
    BAGL O 8 A_NoBlocking 
    BAGL PQ 8    
    Stop	
  }
}

Actor ExplosivePotato
{
  PROJECTILE
  Height 8
  Radius 11
  Speed 20
  Damage 27
  Scale 0.05
  Bouncefactor 0.7
  WallBounceFactor 0.7
  BounceCount 6
  SeeSound "potato/pop"
  DamageType "Potato"
  +RANDOMIZE
  +HEXENBOUNCE
  //-NOGRAVITY
  States
  {
  Spawn:
    POTT AAAAAAAAAA 1 A_SpawnItemEx("PotatoTrail",0,0,0,0,0,0,0,128)
	POTT BBBBBBBBBB 1 A_SpawnItemEx("PotatoTrail",0,0,0,0,0,0,0,128)
	POTT CCCCCCCCCC 1 A_SpawnItemEx("PotatoTrail",0,0,0,0,0,0,0,128)
	POTT DDDDDDDDDD 1 A_SpawnItemEx("PotatoTrail",0,0,0,0,0,0,0,128)
    Loop
  Death:
    TNT1 A 0 A_SpawnItemEX("POP",0,0,random(50,70),0)
	TNT1 A 0 A_PlaySound("potato/pop")
	MISL BCD 6 Bright
	Stop
  }
}

Actor PotatoTrail
{
 +NOGRAVITY
 +CLIENTSIDEONLY
 RenderStyle Translucent
 Alpha 0.1
 Scale 0.05
 States
 {
  Spawn:
  POTT ABCD 10
  Stop
 }
}

Actor Honk
{
  XScale 0.3
  YScale 0.3
  +NOBLOCKMAP
  +NOGRAVITY
  +ALLOWPARTICLES
  +randomIZE
  +CLIENTSIDEONLY
  +Bright
  RenderStyle Translucent
  Alpha 0.9
  VSpeed 1
  Mass 5
  States
  {
  Spawn:
    HONK A 25
	Stop
  }
}

Actor Pop : Honk
{
  States
  {
  Spawn:
    POPP A 25
	Stop
  }
}

Actor DarkTerrorist
{
Health 2000
Radius 20 
Height 56 
Speed 6
Mass 100
PainChance 15
MONSTER 
+FLOORCLIP 
+MISSILEMORE
+MISSILEEVENMORE
+QUICKTORETALIATE
+DONTHARMSPECIES
+BOSS
Species "Hell"
DamageFactor "Hell", 0.0 
DamageFactor 0.6
MaxStepHeight 24
SeeSound "Terrorist/See"
PainSound "Terrorist/Pain"
DeathSound "Terrorist/Die"
ActiveSound "Terrorist/taunt"
AttackSound "weapons/arifle"
Obituary "%o was killed by the dark terrorist, Allah is now proud of him."
Tag "\cmDark\cu Terrorist\c-"
States
{
	Spawn:
        ISIS A 10 A_Look
        Loop
	See:
	    ISIS A 0 A_JumpIfTargetInLOS("Strafing")
		ISIS AABB 2 A_Chase
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		ISIS CCDD 2 A_Chase
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		Loop
	Strafing:
		ISIS A 0 A_SpawnItem("FootStep",0,0,0,0)
		TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
		ISIS AABB 3 A_GiveInventory("SpecOpsStrafing",1)
		ISIS C 0 A_SpawnItem("FootStep",0,0,0,0)
		TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
        ISIS CCDD 3 A_GiveInventory("SpecOpsStrafing",1)
		Goto See
	Missile:
	    ISIS E 0 A_PlaySound("Terrorist/taunt")
		ISIS E 0 A_Jump(24,"Suicide")
		ISIS E 0 A_Jump(110,"FragGrenade","QuadShot")
        ISIS EE 5 A_GiveInventory("SpecOpsStrafing",1)
        ISIS A 0 A_SpawnItemEx("RifleCasing",12,6,30,Random(2,6),0,Random(1,3),Random(-80,-90),128)
        ISIS F 1 Bright A_CustomBulletAttack(7,7,1,5,"ModdedBulletPuff")
        ISIS E 1 A_GiveInventory("SpecOpsStrafing",1)	
        ISIS A 0 A_SpawnItemEx("RifleCasing",12,6,30,Random(2,6),0,Random(1,3),Random(-80,-90),128)
        ISIS F 1 Bright A_CustomBulletAttack(7,7,1,5,"ModdedBulletPuff")
        ISIS E 1 A_GiveInventory("SpecOpsStrafing",1)		
        ISIS A 0 A_SpawnItemEx("RifleCasing",12,6,30,Random(2,6),0,Random(1,3),Random(-80,-90),128)
        ISIS F 1 Bright A_CustomBulletAttack(7,7,1,5,"ModdedBulletPuff")
        ISIS E 1 A_GiveInventory("SpecOpsStrafing",1)	
        ISIS A 0 A_SpawnItemEx("RifleCasing",12,6,30,Random(2,6),0,Random(1,3),Random(-80,-90),128)
        ISIS F 1 Bright A_CustomBulletAttack(7,7,1,5,"ModdedBulletPuff")
        ISIS E 1 A_GiveInventory("SpecOpsStrafing",1)	
        ISIS A 0 A_SpawnItemEx("RifleCasing",12,6,30,Random(2,6),0,Random(1,3),Random(-80,-90),128)
        ISIS F 1 Bright A_CustomBulletAttack(7,7,1,5,"ModdedBulletPuff")
        ISIS E 1 A_GiveInventory("SpecOpsStrafing",1)	
        ISIS A 0 A_SpawnItemEx("RifleCasing",12,6,30,Random(2,6),0,Random(1,3),Random(-80,-90),128)
        ISIS F 1 Bright A_CustomBulletAttack(7,7,1,5,"ModdedBulletPuff")
        ISIS E 1 A_GiveInventory("SpecOpsStrafing",1)	
        ISIS A 0 A_SpawnItemEx("RifleCasing",12,6,30,Random(2,6),0,Random(1,3),Random(-80,-90),128)
        ISIS F 1 Bright A_CustomBulletAttack(7,7,1,5,"ModdedBulletPuff")
        ISIS E 1 A_GiveInventory("SpecOpsStrafing",1)	
        ISIS A 0 A_SpawnItemEx("RifleCasing",12,6,30,Random(2,6),0,Random(1,3),Random(-80,-90),128)
        ISIS F 1 Bright A_CustomBulletAttack(7,7,1,5,"ModdedBulletPuff")
        ISIS E 1 A_GiveInventory("SpecOpsStrafing",1)	
        ISIS A 0 A_SpawnItemEx("RifleCasing",12,6,30,Random(2,6),0,Random(1,3),Random(-80,-90),128)
        ISIS F 1 Bright A_CustomBulletAttack(7,7,1,5,"ModdedBulletPuff")
        ISIS E 1 A_GiveInventory("SpecOpsStrafing",1)	
        ISIS A 0 A_SpawnItemEx("RifleCasing",12,6,30,Random(2,6),0,Random(1,3),Random(-80,-90),128)
        ISIS F 1 Bright A_CustomBulletAttack(7,7,1,5,"ModdedBulletPuff")
        ISIS E 1 A_GiveInventory("SpecOpsStrafing",1)	
        ISIS A 0 A_SpawnItemEx("RifleCasing",12,6,30,Random(2,6),0,Random(1,3),Random(-80,-90),128)
        ISIS F 1 Bright A_CustomBulletAttack(7,7,1,5,"ModdedBulletPuff")
        ISIS E 1 A_GiveInventory("SpecOpsStrafing",1)	
        ISIS A 0 A_SpawnItemEx("RifleCasing",12,6,30,Random(2,6),0,Random(1,3),Random(-80,-90),128)
        ISIS F 1 Bright A_CustomBulletAttack(7,7,1,5,"ModdedBulletPuff")
        ISIS E 1 A_GiveInventory("SpecOpsStrafing",1)		
		Goto See
	QuadShot:
		ISIS EEE 5 A_GiveInventory("SpecOpsStrafing",1)
		TNT1 A 0 A_GiveInventory("SpecOpsStrafing",1)
		TNT1 A 0 A_PlaySound("weapons/qsgfire")
		TNT1 AAAAAAAAAAAA 0 Bright A_CustomMissile("MonsterTracer2",Random(28,34),0,Random(6,-6),0)
		ISIS F 5 Bright A_CustomBulletAttack(15.4,10.6,24,Random(1,4)*6,"ModdedBulletPuff")
		ISIS EEEEE 5 A_GiveInventory("AIStrafing",1)	
		TNT1 A 0 A_PlaySound("weapons/qsgopen")	
		ISIS EEE 5 A_GiveInventory("SpecOpsStrafing",1)
		TNT1 A 0 A_SpawnItemEx("ShellCasing", -8, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		ISIS E 1 A_SpawnItemEx("ShellCasing", -10, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		TNT1 A 0 A_SpawnItemEx("ShellCasing", -8, 6, 38, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		ISIS E 2 A_SpawnItemEx("ShellCasing", -10, 6, 38, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		ISIS E 0 A_PlaySound("weapons/qsgshellslide")	
		ISIS EE 3 A_GiveInventory("SpecOpsStrafing",1)
		ISIS EE 4 A_GiveInventory("SpecOpsStrafing",1)
		ISIS E 0 A_PlaySound("weapons/qsgshellslide")	
		ISIS EE 3 A_GiveInventory("SpecOpsStrafing",1)
		ISIS EE 3 A_GiveInventory("SpecOpsStrafing",1)
		ISIS EE 4 A_GiveInventory("SpecOpsStrafing",1)
		TNT1 A 0 A_GiveInventory("SpecOpsStrafing",1)
		ISIS E 5 A_PlaySound("weapons/qsgclose")	
		TNT1 A 0 A_GiveInventory("SpecOpsStrafing",1)
		TNT1 A 0 A_PlaySound("Terrorist/taunt")
		TNT1 A 0 A_Jump(40,"See")	
		ISIS E 5 A_CPosRefire
		Goto QuadShot
	FragGrenade:
        ISIS E 1 A_JumpIfCloser(1000,1)
		Goto Missile
		ISIS E 0 A_JumpIfCloser(280,"Missile")
        ISIS E 6 A_GiveInventory("SpecOpsStrafing",1)
        ISIS EEE 4 A_GiveInventory("SpecOpsStrafing",1)
		TNT1 A 0 A_GiveInventory("SpecOpsStrafing",1)
        ISIS E 6 A_CustomMissile("ZGrenade",32,0,0,2,10)
		ISIS E 1
		Goto See
	Suicide:
		ISIS E 0 A_SetInvulnerable
        ISIS EEE 35 A_PlaySound("Terrorist/taunt")	
		ISIS E 0 A_SpawnItemEx("DarkDesNuke")
		ISIS E 0 A_UnSetInvulnerable
		ISIS E 1 A_Die
		Goto See		
	Pain:
		ISIS G 3 A_GiveInventory("SpecOpsStrafing",1)
        ISIS G 3 A_Pain 
        Goto See
	Death:
        ISIS H 5  
		TNT1 AAAAAAA 0 A_SpawnItemEx("RandomMegaPresentSpawner",0,0,1,random(1,8),0,random(8,15),random(0,360),0,64)
        ISIS I 5 A_Scream
        ISIS J 5 A_Fall
        ISIS K 5
		ISIS L 2100
        Stop	
	/*XDeath:
		ISIS A 0 A_PlaySound("gibbage/xsplat")
		TNT1 A 0 A_GiveToTarget("CrateGiver",1)
		ISIS O 3 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
		ISIS P 3 A_XScream
		ISIS Q 3 A_Fall
		ISIS RSTUV 3
		ISIS W 2100
        Stop*/
		}
}


Actor TerroristGrenade : ZGrenade
{
Damage 6
Obituary "%o was killed by the dark terrorist, Allah is now proud of him."
MissileType TerroristGrenadeExplosion
States
{
   Spawn:
	  TNT1 A 0
      HGN1 A 3 A_StopSound
      HGN1 BCDEFGHABCDEFGHABCDEFGH 3
      Goto Death      
   Death: 
   	  TNT1 A 0
	  TNT1 A 0 A_ChangeFlag("MISSILE",0)
	  TNT1 A 0 A_AlertMonsters
	  TNT1 A 0 A_PlaySound("weapons/hgrenadeex")
	  TNT1 A 0 A_SpawnItemEx("OrangeParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
      TNT1 AAA 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)
      MISL B 4 Bright A_MissileAttack
      MISL CD 4 Bright A_SetTranslucent(0.75,1)
      Stop
   }
}

Actor ZGrenadeExplosion
{
 Radius 1
 Height 1
 Speed 0
 Scale 2.4
 Projectile
 Damagetype "Hell"
 RenderStyle ADD
 Alpha 0.95
 +FLOORHUGGER
 +NOCLIP
 +NODAMAGETHRUST
 +FORCERADIUSDMG
 Obituary "%o was grenaded down by a Marine Slayer."
 States
  {
   Spawn:
	TNT1 A 1
	TNT1 A 0 A_Explode(64,146)
	Stop
  }
}

Actor TerroristGrenadeExplosion : ZGrenadeExplosion
{
Obituary "%o was killed by the dark terrorist, Allah is now proud of him."
-BOUNCEONACTORS
States
{
   Spawn:
	TNT1 A 1 
	TNT1 A 0 A_Explode(158,225)
	Stop
  }
}

ACTOR MexicanRevenant
{
Health 1700
Radius 20 
Height 56 
Speed 40
Mass 500
PainChance 100
MONSTER
+FLOORCLIP 
+MISSILEMORE
+MISSILEEVENMORE
+QUICKTORETALIATE
+DONTHARMSPECIES
+BOSS
Scale 0.8
Species "Hell"
DamageFactor "Hell", 0.0 
DamageFactor 0.6
MaxStepHeight 24
SeeSound "mexcivanrevenant/active"
PainSound "grunt/pain"
DeathSound "mexcivanrevenant/death"
ActiveSound "mexcivanrevenant/active"
AttackSound ""
Obituary "%o was too slow to keep up with the Mexican Revenant."
Tag "\cgMexican\cc Revenant\c-"
States
{
  Spawn:
    FBON A 10 A_Look
    Loop
  See:
    TNT1 A 0 A_SpawnItem("BonyStep",0,0,0,0)
    FBON AAABBB 1 A_Chase
    TNT1 A 0 A_SpawnItem("BonyStep",0,0,0,0)
    FBON CCCDDD 1 A_Chase
    Loop
  Missile:
    FBON EEEE 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("skeletons/sight")
	TNT1 A 0 A_PlaySoundEx("mexcivanrevenant/active","SoundSlot6")
	FBON EEEE 3 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("weapons/hsgfire")
	TNT1 AAAAAAAAAAAA 0 Bright A_CustomMissile("MonsterTracer2",Random(38,44),0,Random(6,-6),0)
    FBON F 5 Bright A_CustomBulletAttack(15.4,10.6,78,Random(1,4)*3,"ModdedBulletPuff")	
	FBON EEEEEE 0 A_SpawnItemEx("SSGShellCasing",48,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    FBON E 6 A_PlaySound("weapons/qsgshellslide")	
    FBON E 6
    FBON E 6 A_PlaySound("weapons/qsgshellslide")	
    FBON E 6
	FBON E 6 A_PlaySound("weapons/qsgshellslide")	
    FBON E 6
    FBON E 6 A_PlaySound("weapons/qsgclose")	
    Goto See
  Pain:
	TNT1 A 0 A_Jump(87,"PainMissile")
	FBON G 4 A_Pain
	Goto See
  PainMissile:
	FBON G 4 A_Pain
	Goto Missile	
  Death:
    FBON HI 7
    FBON J 7 A_Scream
    FBON K 7 A_NoBlocking
	TNT1 AAAAAAA 0 A_SpawnItemEx("RandomMegaPresentSpawner",0,0,1,random(1,8),0,random(8,15),random(0,360),0,64)
    FBON L 7 A_SpawnItem("BodyCrash",0,0,0,0)
    FBON M -1
    Stop
    }
}

Actor Spoon
{
Health 2200
Radius 48
Height 65
Speed 44
Mass 60
MeleeRange 110
MONSTER
+FLOORCLIP 
+MISSILEMORE
+MISSILEEVENMORE
+QUICKTORETALIATE
+DONTHARMSPECIES
+LOOKALLAROUND
+NOPAIN
+NOBLOOD
+BOSS
Scale 1.1
Species "Hell"
DamageFactor "Hell", 0.0 
DamageFactor 0.6
MaxStepHeight 24
SeeSound "Spoon/sight"
PainSound "Spoon/sight"
ActiveSound "Spoon/active"
MeleeSound "Spoon/melee"
DeathSound "Spoon/death"
AttackSound ""
Obituary "%o got spooned by a spoon. %o's sexuality is questionable."
Tag "\cuSpoon\c-"
States
{
  Spawn:
	SPON AA 1 A_Look
	Loop
  See:
	SPON A 0 A_PlaySound("Spoon/sight")
	SPON AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Chase
	Loop
  Pain:
	SPON A 1
	SPON A 1 A_Pain
	Goto See
  Melee:
	SPON A 1 A_CustomMeleeAttack(200,"Spoon/melee",none)
	SPON AA  1
    Goto See
  Death:
	SPON A 1
	TNT1 AAAAAAA 0 A_SpawnItemEx("RandomMegaPresentSpawner",0,0,1,random(1,8),0,random(8,15),random(0,360),0,64)
	SPON A 1 A_Scream
	SPON A 1 A_Fall
	Stop
    }
}

ACTOR EyeSore
{ 
Health 3500
Radius 20
Height 56
Speed 40
Mass 900
MeleeRange 120
PainChance 230
MONSTER
+FLOORCLIP 
+MISSILEMORE
+MISSILEEVENMORE
+QUICKTORETALIATE
+DONTHARMSPECIES
+LOOKALLAROUND
+NORADIUSDMG
+BOSS
Scale 0.36
Species "Hell"
DamageFactor "Hell", 0.0 
DamageFactor 0.6
MaxStepHeight 24
SeeSound "EyesoreAct" 
PainSound "" 
DeathSound "EyesoreDie" 
ActiveSound "EyesoreAct" 
AttackSound ""
Obituary "%o was munched by an eyesore."
BloodColor "Yellow"
Tag "\cgEyesore\c-"
States 
{ 
   Spawn: 
      EYS2 A 10 A_Look 
      Loop 
   See: 
      EYS2 A 0 A_PlaySoundEx("EyesoreAct","Body")
      EYS2 ABABABABABABABABABABABAB 3 A_Chase
      Loop 
   Melee: 
      EYS2 A 0
      EYS2 ABAB 4 A_CustomMeleeAttack(random(30,60),"EyesoreBite",none)
      Goto See 
   Missile:
      EYS2 A 13 A_PlayWeaponSound("EyesoreSpit")
      EYS2 AA 1 A_SpawnItemEx("BabyEyeSore",0,0,0,random(3,8),0,random(2,8),random(0,359),32)
      EYS2 A 6
      Goto See           
   Pain: 
      EYS2 A 0
      EYS2 A 1 A_SpawnItemEx("BabyEyeSore",0,0,0,random(3,8),0,random(2,8),random(0,359),32)
      Goto See 
   Death: 
      EYS2 C 1 A_Scream
      EYS2 C 3 A_Fall
      EYS2 D 3 A_NoBlocking
	  TNT1 AAAAAAA 0 A_SpawnItemEx("RandomMegaPresentSpawner",0,0,1,random(1,8),0,random(8,15),random(0,360),0,64)
      EYS2 EF 3
      EYS2 H 3 Bright A_PlaySound("Vile/FireCrkl")
      EYS2 H 0 A_CustomMissile("ArchvileFirex",0,0,0,2)
      EYS2 H 0 A_CustomMissile("ArchvileFirex",0,0,30,2)
      EYS2 H 0 A_CustomMissile("ArchvileFirex",0,0,60,2)
      EYS2 H 0 A_CustomMissile("ArchvileFirex",0,0,90,2)
      EYS2 H 0 A_CustomMissile("ArchvileFirex",0,0,120,2)
      EYS2 H 0 A_CustomMissile("ArchvileFirex",0,0,150,2)
      EYS2 H 0 A_CustomMissile("ArchvileFirex",0,0,180,2)
      EYS2 H 0 A_CustomMissile("ArchvileFirex",0,0,-30,2)
      EYS2 H 0 A_CustomMissile("ArchvileFirex",0,0,-60,2)
      EYS2 H 0 A_CustomMissile("ArchvileFirex",0,0,-90,2)
      EYS2 H 0 A_CustomMissile("ArchvileFirex",0,0,-120,2)
      EYS2 H 0 A_CustomMissile("ArchvileFirex",0,0,-150,2)
      EYS2 Z -1
      Stop 
   } 
} 

ACTOR BabyEyeSore
{              
Health 1
Radius 11
Height 13
Speed 40
Mass 10
MeleeRange 120
MONSTER
+FLOORCLIP 
+MISSILEMORE
+MISSILEEVENMORE
+QUICKTORETALIATE
+DONTHARMSPECIES
+LOOKALLAROUND
+NORADIUSDMG
+NOPAIN
-COUNTKILL
-BOSS
Scale 0.1
Species "Hell"
DamageFactor "Hell", 0.0 
DamageFactor 0.6
MaxStepHeight 24
SeeSound "SEyesoreAct" 
PainSound "" 
MeleeSound "SEyesoreBite"
DeathSound "SEyesoreDie"
ActiveSound "SEyesoreAct"
AttackSound ""
BloodColor "Yellow"
Obituary "%o was munched by a baby eyesore." 
var int user_timer;
Tag "\cgBaby Eyesore\c-"
States 
{ 
   Spawn: 
      EYS2 A 10 A_Look 
      Loop 
   See: 
      EYS2 A 0 A_JumpIf(user_timer >= 60,"Done")	 
      EYS2 A 0 A_SetUserVar("user_timer",user_timer+1)
      EYS2 A 0 A_PlaySoundEx("SEyesoreAct","Body")
      EYS2 ABABABABABABABABABABABAB 3 A_Chase
      Loop 
   Melee: 
      EYS2 ABAB 4 A_CustomMeleeAttack(random(2,4),"SEyesoreBite",none)
      Goto See 
   Done:
	  EYS2 A 1 A_Die
      Goto See
   Missile:
      Goto See         
   Death: 
      EYS2 C 1 A_Scream
      EYS2 C 3 A_Fall
      EYS2 D 3 A_NoBlocking
      EYS2 EF 3
      EYS2 H 3 Bright A_PlaySound("Vile/FireCrkl")
      EYS2 H 0 A_CustomMissile("ArchvileFirexSmall",0,0,0,2)
      EYS2 H 0 A_CustomMissile("ArchvileFirexSmall",0,0,30,2)
      EYS2 H 0 A_CustomMissile("ArchvileFirexSmall",0,0,60,2)
      EYS2 H 0 A_CustomMissile("ArchvileFirexSmall",0,0,90,2)
      EYS2 H 0 A_CustomMissile("ArchvileFirexSmall",0,0,120,2)
      EYS2 H 0 A_CustomMissile("ArchvileFirexSmall",0,0,150,2)
      EYS2 H 0 A_CustomMissile("ArchvileFirexSmall",0,0,180,2)
      EYS2 H 0 A_CustomMissile("ArchvileFirexSmall",0,0,-30,2)
      EYS2 H 0 A_CustomMissile("ArchvileFirexSmall",0,0,-60,2)
      EYS2 H 0 A_CustomMissile("ArchvileFirexSmall",0,0,-90,2)
      EYS2 H 0 A_CustomMissile("ArchvileFirexSmall",0,0,-120,2)
      EYS2 H 0 A_CustomMissile("ArchvileFirexSmall",0,0,-150,2)
      EYS2 Z -1
      Stop 
   } 
}

Actor EyesoreNoDrops : EyeSore
{
Tag "\cgEyesore\c-"
States
{
   Death: 
      EYS2 C 1 A_Scream
      EYS2 C 3 A_Fall
      EYS2 D 3 A_NoBlocking
      EYS2 EF 3
      EYS2 H 3 Bright A_PlaySound("Vile/FireCrkl")
      EYS2 H 0 A_CustomMissile("ArchvileFirex",0,0,0,2)
      EYS2 H 0 A_CustomMissile("ArchvileFirex",0,0,30,2)
      EYS2 H 0 A_CustomMissile("ArchvileFirex",0,0,60,2)
      EYS2 H 0 A_CustomMissile("ArchvileFirex",0,0,90,2)
      EYS2 H 0 A_CustomMissile("ArchvileFirex",0,0,120,2)
      EYS2 H 0 A_CustomMissile("ArchvileFirex",0,0,150,2)
      EYS2 H 0 A_CustomMissile("ArchvileFirex",0,0,180,2)
      EYS2 H 0 A_CustomMissile("ArchvileFirex",0,0,-30,2)
      EYS2 H 0 A_CustomMissile("ArchvileFirex",0,0,-60,2)
      EYS2 H 0 A_CustomMissile("ArchvileFirex",0,0,-90,2)
      EYS2 H 0 A_CustomMissile("ArchvileFirex",0,0,-120,2)
      EYS2 H 0 A_CustomMissile("ArchvileFirex",0,0,-150,2)
      EYS2 Z -1
      Stop
	  }
}

Actor LivingDevastator
{
Health 1500
Radius 15
Height 25
Speed 18
Mass 60
MONSTER
+FLOORCLIP 
+MISSILEMORE
+MISSILEEVENMORE
+QUICKTORETALIATE
+DONTHARMSPECIES
+LOOKALLAROUND
+NOPAIN
+NOBLOOD
+BOSS
Scale 1.3
Species "Hell"
DamageFactor "Hell", 0.0
DropItem "Demon Tech Devastator" 120 1
DamageFactor 0.6
MaxStepHeight 24
SeeSound "devastator/up"
PainSound "devastator/up"
ActiveSound "devastator/up"
DeathSound "devastator/up"
AttackSound ""
Obituary "%o was atomized by a living devastator. Wait... what??!!"
Tag "\cgDevastator\c-"
States
{
  Spawn:
	WDEV A 10 A_Look
	WDEV A 1 A_PlaySound("devastator/idle",6,1.0,1)
	Loop
  See:
	WDEV AAAA 4 A_Chase
	TNT1 A 0 A_PlayWeaponSound("devastator/idle")
	Loop
  Pain:
	WDEV A 1
	WDEV A 1 A_Pain
	Goto See	
  Missile:
    TNT1 A 0 A_StopSound(6)
    WDEV A 0 A_PlaySound ("devastator/charge")
    WDEV AAAAAAAAAA 2 Bright A_GiveInventory("SpecOpsStrafing",1)
	WDEV AAAAAAAAAA 2 Bright A_GiveInventory("SpecOpsStrafing",1)
	WDEV AAAAAAAAAA 2 Bright A_GiveInventory("SpecOpsStrafing",1)
	WDEV AAAAAAAAAA 2 Bright A_GiveInventory("SpecOpsStrafing",1)
	WDEV AAAAAAAAAA 2 Bright A_GiveInventory("SpecOpsStrafing",1)
	WDEV AAAAA 2 Bright A_GiveInventory("SpecOpsStrafing",1)
    WDEV A 0 A_PlayWeaponSound("devastator/fire")
    WDEV A 35 Bright A_CustomMissile("ZombieDevastatorBall",16,0,random(-5,5))
    Goto See
  Death:
	WDEV A 1
	TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_Explode(24,628,0)
	TNT1 A 0 A_Explode(96,400,0)
	TNT1 A 0 A_Explode(256,256,1)
    TNT1 AAAAAAA 0 A_SpawnItemEx("RandomMegaPresentSpawner",0,0,1,random(1,8),0,random(8,15),random(0,360),0,64)
	TNT1 AAAAAAAAAAAAA 0 A_CustomMissile("Explode",random(20,80),random(20,-20),random(0,360),2,random(0,360))
	TNT1 A 0 A_CustomMissile("BigExplosion",0,0,random(80,100),2,random(80,100))
	WDEV A 1 A_Scream
	WDEV A 1 A_Fall
	Stop
    }
}

Actor Shrek
{
Monster
Radius 20
Height 56
Health 3000
Speed 28
Mass 100
Species "Hell"
DamageFactor "Hell", 0.0
PainChance 10
MeleeRange 84
MaxStepHeight 24
MaxTargetRange 2048	
MinMissileChance 252
DamageFactor 0.5
RadiusDamageFactor 0.2
+FLOORCLIP
+QUICKTORETALIATE
+DONTHARMSPECIES
+LOOKALLAROUND
+MISSILEMORE
+MISSILEEVENMORE
+BOSS
Scale 2.2
DropItem "M79GrenadeLauncher" 200 1 //He drops the grenade launcher
SeeSound "shrek/see"
PainSound "shrek/pain"
DeathSound "shrek/death"
ActiveSound "shrek/see"
Obituary "%o got shrekt by Shrek. Time will tell if we are going to see him again."
Tag "\cqShrek\c-"
States
{
  Spawn:
	SHRK A 10 A_Look
    Loop
  See:
	TNT1 A 0 A_Jump(15,"Jump")
    SHRK AAABBBCCCDDD 2 A_Chase
    Loop
  Jump:	
	SHRK A 0 A_JumpIf(momz != 0,"See")
	SHRK A 0 A_FaceTarget
	SHRK A 0 A_SetAngle(angle+random(-45,45))
	SHRK A 0 ThrustThingZ(0,35,0,0)
	SHRK A 3 A_Recoil(-8)
	SHRK A 0 A_Recoil(-0.1)
    SHRK B 1 A_CheckFloor("See")
	SHRK C 1 A_JumpIf(momz==0,"See")
	Goto Jump+5
   Melee:	
	SHRK E 3 A_FaceTarget
    SHRK F 3 A_CustomMeleeAttack(random(90,150),"shrek/see",none)
	SHRK E 3 A_FaceTarget
    Goto Spawn
   Missile:
    SHRK EEE 5 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("M79/Fire")
    SHRK F 14 Bright A_CustomMissile("ZM79Grenade",64,35,random(-1,1))
	SHRK EE 5 A_FaceTarget
    Goto Spawn
  Pain:
    SHRK H 2
    SHRK H 2 A_Pain
    Goto See	
  Death:
	SHRK H 8 A_ScreamAndUnblock
	TNT1 AAAAAAA 0 A_SpawnItemEx("RandomMegaPresentSpawner",0,0,1,random(1,8),0,random(8,15),random(0,360),0,64)
    SHRK IJKLM 6
    SHRK N 2100    
    Stop	
  }
}

Actor Sonic
{
Health 2200
Radius 48
Height 65
Speed 44
Mass 60
MeleeRange 64
MONSTER
+FLOORCLIP 
+MISSILEMORE
+MISSILEEVENMORE
+QUICKTORETALIATE
+DONTHARMSPECIES
+LOOKALLAROUND
+BOSS
PainChance 80
Scale 1.1
Species "Hell"
DamageFactor "Hell", 0.0 
DamageFactor 0.6
MaxStepHeight 24
SeeSound "sonic/see"
PainSound "sonic/pain"
ActiveSound "sonic/see"
DeathSound "sonic/death"
AttackSound ""
Obituary "%o's eyes we not fast enought to keep up with the speed of Sonic the Hedgehog."
Gravity 0.5
Tag "\chSonic\c-"
States
{
  Spawn:
	SONC A 1 A_Look
	Loop
  See:
	TNT1 A 0 A_SpawnItem("SonicGhost",0,0)
	SONC A 1 A_Chase
	TNT1 A 0 A_SpawnItem("SonicGhost",0,0)
	SONC B 1 A_Chase
	TNT1 A 0 A_SpawnItem("SonicGhost",0,0)
	SONC C 1 A_Chase
	TNT1 A 0 A_SpawnItem("SonicGhost",0,0)
	SONC D 1 A_Chase
	Loop
  Pain:
	SPON G 0
	SPON G 0 A_Pain
	SPON G 0 A_Stop
	SPON GGGGGGGGGGGGGGGGGGGGGG 0 A_SpawnItemEx("SonicRing",0,0,0,random(2,11),0,random(4,9),random(0,359),32,80)
	SONC G 0 ThrustThingZ(0,35,0,0)
	SONC A 0 A_Recoil(25)
	SONC G 50
	Goto See
  Melee:
    SONC A 0 A_PlaySound("sonic/melee") 
	SONC EFEFEFEF 3 A_CustomMeleeAttack(110,none,none)
    Goto See
  Missile:
    SONC A 0 A_PlaySound("sonic/jump") 
	SONC A 0 ThrustThingZ(0,35,0,0)
	SONC EFEFEFEF 2
	SONC A 0 A_FaceTarget
	SONC A 0 A_PlaySound("sonic/dash") 
	SONC A 0 A_Recoil(-50)
	SONC EFEFEFEF 2 A_CustomMissile("SonicAttack",0,0,0,2,0)
	SONC EFEFEFEF 2 A_CustomMissile("SonicAttack",0,0,0,2,0)
	SONC EFEFEFEF 2 A_CustomMissile("SonicAttack",0,0,0,2,0)
    Goto See
  Death:
  	SONC H 0 A_Stop
	SONC H 0 ThrustThingZ(0,35,0,0)
	SONC H 0 A_Recoil(25)
	SONC H 8 A_ScreamAndUnblock
	TNT1 AAAAAAA 0 A_SpawnItemEx("RandomMegaPresentSpawner",0,0,1,random(1,8),0,random(8,15),random(0,360),0,64)
    SONC IJKLM 6
    SONC N 2100    
    Stop
    }
}

Actor SonicRing
{
Projectile
-NOGRAVITY
+HEXENBOUNCE
+EXTREMEDEATH
Gravity 0.25
Obituary "%o thought he was able to take the special rings of Sonic the Hedgehog."
DeathSound "sonic/ring"
Scale 0.15
Damage 100
ReactionTime 525
BounceCount 999
States
{
  Spawn:
    SRIG A 1 A_CountDown    
    Loop
}
}

Actor SonicAttack
{
PROJECTILE
Speed 0
Scale 0.8
+NOTELEPORT
+EXTREMEDEATH
+FORCERADIUSDMG
Decal "BloodSplat"
Obituary "%o's eyes we not fast enought to keep up with the speed of Sonic the Hedgehog."
Damage 0
Height 5
Radius 6
Damagetype "Hell"
States
{
   Spawn:
    TNT1 A 0
    TNT1 A 1 A_Explode(64,220)
   	TNT1 A 1 A_Explode(196,100)
	Stop
   Death:
    TNT1 A 0
    TNT1 A 1 A_Explode(64,220)
	TNT1 A 1 A_Explode(196,100)
    TNT1 A 1 
	Stop
}
}

ACTOR SonicGhost : FamineDashGhostA
{
Scale 1.0
States
{
Spawn:
    SONC A 2 A_FadeOut(0.12)
    Loop
    }
}

Actor Barney
{
Health 2000
Radius 20 
Height 56 
Speed 8
Mass 100
PainChance 5
MONSTER 
+FLOORCLIP 
+MISSILEMORE
+MISSILEEVENMORE
+QUICKTORETALIATE
+DONTHARMSPECIES
+BOSS
Species "Hell"
DamageFactor "Hell", 0.0 
DamageFactor 0.6
MaxStepHeight 24
SeeSound "Barney/Sound"
PainSound "Barney/Pain"
DeathSound "Barney/Pain"
ActiveSound "Barney/Sound"
Obituary "%o underestimated the power of Barney."
Tag "\ctBarney\c-"
States
{
	Spawn:
        BARN A 10 A_Look
        Loop
	See:
	    BARN A 0 A_JumpIfTargetInLOS("Strafing")
		BARN AABB 2 A_Chase
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		BARN CCDD 2 A_Chase
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		Loop
	Strafing:
		BARN A 0 A_SpawnItem("FootStep",0,0,0,0)
		TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
		BARN AABB 3 A_GiveInventory("SpecOpsStrafing",1)
		BARN C 0 A_SpawnItem("FootStep",0,0,0,0)
		TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
        BARN CCDD 3 A_GiveInventory("SpecOpsStrafing",1)
		Goto See
	Missile:
	    BARN E 0 A_PlaySound("Barney/Sound")
        BARN EE 5 A_GiveInventory("SpecOpsStrafing",1)
        BARN F 0 A_GiveInventory("SpecOpsStrafing",1)
        BARN F 7 Bright A_CustomMissile("CyberLordRocket",40,0,random(-1,1))
		BARN E 0 A_CposRefire
        BARN E 3 A_GiveInventory("SpecOpsStrafing",1)		
		Goto Missile+3	
	Pain:
		BARN H 3 A_GiveInventory("SpecOpsStrafing",1)
        BARN H 3 A_Pain 
        Goto Missile
	Death:
        BARN I 5 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
		TNT1 AAAAAAA 0 A_SpawnItemEx("RandomMegaPresentSpawner",0,0,1,random(1,8),0,random(8,15),random(0,360),0,64)
        BARN J 5 A_Scream
        BARN K 5 A_Fall
		BARN L 2100 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
        Stop
		}
}