Actor RMExplosiveMinigunner2 : ExplosiveMinigunner Replaces RMExplosiveMinigunner
{
Tag "\cuExplosive \crMinigunner\c-"
States
{
  Spawn:
    EX22 A 10 A_Look
	EX23 A 10 A_Look
    Loop
  See:
    EX22 AABB 3 A_Chase
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    EX22 CCDD 3 A_Chase
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    Loop
  Missile:
    TNT1 A 0 A_PlaySound("weapons/expmgunspinstart")
    EX22 E 25 A_FaceTarget
	TNT1 A 0 A_PlaySoundEx("weapons/expmgunspin","Voice")
	TNT1 A 0 A_PlaySound("sentient/fire")
	TNT1 A 0 A_CustomMissile("MinigunnerExplosiveTracer",Random(30,34),0,Random(15,-15),0)
    TNT1 A 0 A_SpawnItemEx("OrangeShellCasing", 12, 6, 28, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    EX22 E 4 Bright A_CPosAttack
	TNT1 A 0 A_PlaySound("sentient/fire")
	TNT1 A 0 A_CustomMissile("MinigunnerExplosiveTracer",Random(30,34),0,Random(15,-15),0)
    TNT1 A 0 A_SpawnItemEx("OrangeShellCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    EX22 F 4 Bright A_CPosAttack
	TNT1 A 0 A_PlaySound("weapons/expmgunspinstop")
	TNT1 A 0 A_StopSoundEx("Voice")
    TNT1 A 0 A_CPosRefire
    Goto Missile+2
  Pain:
    EX22 G 6 A_Pain
    Goto See
  Death:
    TNT1 A 0 A_StopSoundEx("Voice")
    EX22 H 5
    EX22 I 5 A_Scream 
    EX22 J 5 A_Fall
    EX22 K 5 A_SpawnItem("BodyCrash",0,0,0,0)
    EX22 LM 5
    EX22 N -1
    Stop
  XDeath:
    EX22 O 3 
    EX22 P 3 A_XScream
    EX22 Q 3 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
    EX22 R 3 A_Fall 
    EX22 STUV 3
	EX22 W -1
    Stop
  Raise:
  	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    EX22 VUTSRQPO 5
    Goto See
	}
}

Actor INFSniperZombie : SniperZombie Replaces SniperZombie
{
DropItem "StimKit" 80
DropItem "ArmorBooster" 80
DropItem "AmmoPack" 65
DropItem "HandGrenadeAmmo" 150 1
DropItem "MineAmmo" 75 1
DropItem "BulletMag" 256 10
DropItem "Backpack" 256 10
DropItem "SniperRifle" 32
Tag "\cu Sniper Zombie\c-"
}

Actor INFHexa-ShotgunZombie : DJBHexa-ShotgunZombie Replaces Hexa-ShotgunZombie
{
SeeSound "HexaSGZombie/Sight"
ActiveSound "HexaSGZombie/Active"
PainSound "HexaSGZombie/Pain"
DeathSound "HexaSGZombie/Death"
Tag "\crHexa-Shotgun Zombie\c-"
}

//LCA-Effectcheck choker
Actor INFBlueSentientFireSpawner : BlueSentientFireSpawnerNEO replaces BlueSentientFireSpawner
{
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_PlaySound("CorruptSent/CorruptSFire")
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "NULL")
    TNT1 AA 0 A_SpawnItemEx("BlueSentientFire",random(50,70),random(50,70),78,0,0,random(-4,-6),0,128,0)
	TNT1 AA 0 A_SpawnItemEx("BlueSentientFire",random(-50,-70),random(-50,-70),78,0,0,random(-4,-6),0,128,0)
	TNT1 AA 0 A_SpawnItemEx("BlueSentientFire",random(50,70),random(-50,-70),78,0,0,random(-4,-6),0,128,0)
	TNT1 AA 0 A_SpawnItemEx("BlueSentientFire",random(-50,-70),random(50,70),78,0,0,random(-4,-6),0,128,0)
    TNT1 A 1
    Stop
  }
}

Actor INFBlueFireSpawner : BlueFireSpawnerNEO replaces BlueFireSpawner
{
States
{
  Spawn:
	TNT1 A 0 
	TNT1 A 0 A_PlaySound("CorruptCard/CorruptCFire")
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "NULL")
	TNT1 A 0 A_SpawnItemEx("BlueFireEx",random(8,-8),random(4,-4),random(70,80),0,0,random(-4,-6),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
	TNT1 AAAA 0 A_SpawnItemEx("ARKBlueFire",random(18,-18),random(14,-14),random(70,80),0,0,random(-6,-8),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
	TNT1 A 1 Bright
	Stop
	}
}

Actor INFFrozenCardinalFireSpawner : FrozenCardinalFireSpawnerNEO replaces FrozenCardinalFireSpawner
{
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_PlaySound("HellfrostCard/Flame")
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "NULL")
	TNT1 A 0 A_SpawnItemEx("FrozenCardinalFireEx",random(8,-8),random(4,-4),random(70,80),0,0,random(-4,-6),0,128,0)	
	TNT1 AAAA 0 A_SpawnItemEx("FrozenCardinalFire",random(18,-18),random(14,-14),random(70,80),0,0,random(-6,-8),0,128,0)
	TNT1 A 1
	Stop
  }
}

Actor INFEmpoweredSentientFireSpawner : EmpoweredSentientFireSpawnerNEO replaces EmpoweredSentientFireSpawner
{
States
{
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_PlaySound("EmpArach/JetLoop")
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "NULL")
    TNT1 A 0 A_SpawnItemEx("OverSeerFire",random(50,70),random(50,70),74,0,0,random(-4,-6),0,128,0)
	TNT1 A 0 A_SpawnItemEx("OverSeerFire",random(-50,-70),random(-50,-70),74,0,0,random(-4,-6),0,128,0)
	TNT1 A 0 A_SpawnItemEx("OverSeerFire",random(50,70),random(-50,-70),74,0,0,random(-4,-6),0,128,0)
	TNT1 A 0 A_SpawnItemEx("OverSeerFire",random(-50,-70),random(50,70),74,0,0,random(-4,-6),0,128,0)
    TNT1 A 0 A_SpawnItemEx("BlueSentientFire",random(50,70),random(50,70),74,0,0,random(-4,-6),0,128,0)
	TNT1 A 0 A_SpawnItemEx("BlueSentientFire",random(-50,-70),random(-50,-70),74,0,0,random(-4,-6),0,128,0)
	TNT1 A 0 A_SpawnItemEx("BlueSentientFire",random(50,70),random(-50,-70),74,0,0,random(-4,-6),0,128,0)
	TNT1 A 0 A_SpawnItemEx("BlueSentientFire",random(-50,-70),random(50,70),74,0,0,random(-4,-6),0,128,0)
    TNT1 A 1
    Stop
  }
}

//Reimagined-Sounds
Actor INFDTDevastatorZombie : DJBDTDevastatorZombie Replaces DTDevastatorZombie
{
SeeSound "DTDZom/Sight"
ActiveSound "DTDZom/Active"
PainSound "DTDZom/Pain"
DeathSound "DTDZom/Death"
Tag "\crDT Devastator Zombie\c-"
}

Actor CryoImp3 : CryoImpNEO Replaces CryoImp
{
DropItem "Freezer Rifle" 28 1
DropItem "LifeEssence" 125
DropItem "ArmorBonusMax" 125
DropItem "PlasmaEnergy" 70 60
Tag "\c[q5]Cyro Imp\c-"
}

Actor Poltergeist3 : PoltergeistNEO Replaces Poltergeist
{ 
DropItem "LifeEssence" 256
DropItem "ArmorBonusMax" 256
DropItem "BossLifeEssence" 128
DropItem "BossArmorBonusMax" 128
DropItem "PlasmaEnergy" 164 20
DropItem "GreaterPlasmaEnergy" 120 100
DropItem "Freezer Rifle" 54 1
Tag "\cvPoltergeist\c-"
}

Actor ColdNightmare3 : ColdNightmareNEO Replaces ColdNightmare
{
DropItem "LifeEssence" 120
DropItem "ArmorBonusMax" 120
DropItem "GreaterPlasmaEnergy" 250
DropItem "Freezer Rifle" 40 1
Tag "\cvCold Nightmare\c-"
}

Actor Samael3 : SamaelNEO Replaces Samael
{
DropItem "BossLifeEssence" 128 25
DropItem "BossArmorBonusMax" 128 1
DropItem "GreaterFireEnergy" 128 160
Tag "\c[z4]Samael"
}

ACTOR FreezerBehemoth4 : FreezerBehemothNEO replaces FreezerBehemoth
{ 
DropItem "BossLifeEssence" 250
DropItem "BossArmorBonusMax" 250
DropItem "GreaterPlasmaEnergy" 250
DropItem "Freezer Rifle" 150 1
DropItem "FreezerBFG" 25 1
Tag "\cvFreezer Behemoth\c-"
}

Actor InfinityHellFireBaron : NewHellFireBaron Replaces HellFireBaron
{
SeeSound "HellFBaron/Sight"
ActiveSound "HellFBaron/Active"
PainSound "HellFBaron/Pain"
DeathSound "HellFBaron/Death"
DropItem "BossLifeEssence" 128 25
DropItem "BossArmorBonusMax" 128 1
DropItem "GreaterDemonicEnergy" 128 200
DropItem "GreaterFireEnergy" 128 200
Tag "\cgHellfire Baron\c-"
}

Actor InfinityHellFireBaron2 : HellFireBaron2NEO Replaces HellFireBaron2
{
DropItem "BossLifeEssence" 128 25
DropItem "BossArmorBonusMax" 128 1
DropItem "GreaterDemonicEnergy" 128 200
DropItem "GreaterFireEnergy" 128 200
Tag "\cgHellfire Baron\c-"
}

Actor InfinityLordHellFireBaron : LordHellFireBaronNEO Replaces LordHellFireBaron
{
DropItem "BossLifeEssence" 128 25
DropItem "BossArmorBonusMax" 128 1
DropItem "GreaterDemonicEnergy" 128 200
DropItem "GreaterFireEnergy" 128 200
Tag "\cgHellfire Baron\c-"
}

Actor CorruptionServant3 : CorruptionServantNEO Replaces CorruptionServant
{
DropItem "HealthBonusMax", 200, 16
DropItem "ArmorBonus", 200
DropItem "GreaterDemonicEnergy", 180, 200
DropItem "SoulSphere", 60
Tag "\c[o3]Corruption Servant\c-"
}

Actor CorruptionServantStandalone2 : CorruptionServantStandalone replaces CorruptionServantStandalone //RCFSNXCOM
{
SeeSound "CorrServant/Sight" 
ActiveSound "CorrServant/Active"
PainSound "CorrServant/Pain"
DeathSound "CorrServant/Death"
Tag "\c[o3]Corruption Servant\c-"
}

//Phase Shotgun Commando - Edited to use RCFS Rapid Shotgun fire sounds
Actor TXSPhaseShotgunCommando : PhaseShotgunCommando replaces PhaseShotgunCommando //RCFSNXCOM
{
AttackSound "RSG/Fire"
States
	{
   Missile:
	TNT1 A 0
	TNT1 A 0 A_SetUserVar("user_attack",1)
	TNT1 A 0 A_PlaySound("HeavyChaingun/Sart",CHAN_WEAPON,1.0,0)
	PSGC EEEEEEEEEE 1 A_FaceTarget(45)
	TNT1 A 0 A_Jump(98,"Refire2")
  Refire:
	TNT1 A 0 A_SetUserVar("user_attack",1)
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_PlaySound("HeavyChaingun/Loop",CHAN_WEAPON,1.0,1)
	TNT1 AAAA 0 A_CustomMissile("MonsterTracer2",random(28,34),0,random(-6,6),CMF_OFFSETPITCH,frandom(-3.0,3.0))
	TNT1 A 0 A_SpawnItemEx("ShellCasing",12,-6,36,random(2,6),0,random(1,3),random(-80,-90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	TNT1 A 0 A_PlaySound("RSG/Fire",6)
	TNT1 A 0 Bright A_CustomBulletAttack(22.5,18.3,4,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
	PSGC E 4 Bright A_CustomBulletAttack(0,0,1,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
	TNT1 A 0 A_FaceTarget
	TNT1 AAAA 0 A_CustomMissile("MonsterTracer2",random(28,34),0,random(-6,6),CMF_OFFSETPITCH,frandom(-3.0,3.0))
	TNT1 A 0 A_SpawnItemEx("ShellCasing",12,-6,36,random(2,6),0,random(1,3),random(-80,-90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	TNT1 A 0 A_PlaySound("RSG/Fire",6)
	TNT1 A 0 Bright A_CustomBulletAttack(22.5,18.3,4,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
	PSGC F 4 Bright A_CustomBulletAttack(0,0,1,random(1,5)*3,"ZBulletPuff",8192,CBAF_NOrandom)
	TNT1 A 0 A_FaceTarget
	TNT1 AAAA 0 A_CustomMissile("MonsterTracer2",random(28,34),0,random(-6,6),CMF_OFFSETPITCH,frandom(-3.0,3.0))
	TNT1 A 0 A_SpawnItemEx("ShellCasing",12,-6,36,random(2,6),0,random(1,3),random(-80,-90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	TNT1 A 0 A_PlaySound("RSG/Fire",6)
	TNT1 A 0 Bright A_CustomBulletAttack(22.5,18.3,4,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
	PSGC F 4 Bright A_CustomBulletAttack(0,0,1,random(1,5)*3,"ZBulletPuff",8192,CBAF_NOrandom)
	TNT1 A 0 A_MonsterRefire(0,"MissileEnd")
	TNT1 A 0 A_Jump(20,"Pause")
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",360,JLOSF_DEADNOJUMP,1000)
	Loop
  Refire2:
	TNT1 A 0 A_SetUserVar("user_attack",1)
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_PlaySound("HeavyChaingun/Loop",CHAN_WEAPON,1.0,1)
	TNT1 AAAA 0 A_CustomMissile("MonsterTracer2",random(28,34),0,random(-6,6),CMF_OFFSETPITCH,frandom(-3.0,3.0))
	TNT1 A 0 A_SpawnItemEx("ShellCasing",12,-6,36,random(2,6),0,random(1,3),random(-80,-90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	TNT1 A 0 A_PlaySound("RSG/Fire",6)
	TNT1 A 0 Bright A_CustomBulletAttack(22.5,18.3,4,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	PSGC E 4 Bright A_CustomBulletAttack(0,0,1,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
	TNT1 AAAA 0 A_CustomMissile("MonsterTracer2",random(28,34),0,random(-6,6),CMF_OFFSETPITCH,frandom(-3.0,3.0))
	TNT1 A 0 A_SpawnItemEx("ShellCasing",12,-6,36,random(2,6),0,random(1,3),random(-80,-90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	TNT1 A 0 A_PlaySound("RSG/Fire",6)
	TNT1 A 0 Bright A_CustomBulletAttack(22.5,18.3,4,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	PSGC E 4 Bright A_CustomBulletAttack(0,0,1,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
	TNT1 AAAA 0 A_CustomMissile("MonsterTracer2",random(28,34),0,random(-6,6),CMF_OFFSETPITCH,frandom(-3.0,3.0))
	TNT1 A 0 A_SpawnItemEx("ShellCasing",12,-6,36,random(2,6),0,random(1,3),random(-80,-90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	TNT1 A 0 A_PlaySound("RSG/Fire",6)
	TNT1 A 0 Bright A_CustomBulletAttack(22.5,18.3,4,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	PSGC F 4 Bright A_CustomBulletAttack(0,0,1,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
	TNT1 AAAA 0 A_CustomMissile("MonsterTracer2",random(28,34),0,random(-6,6),CMF_OFFSETPITCH,frandom(-3.0,3.0))
	TNT1 A 0 A_SpawnItemEx("ShellCasing",12,-6,36,random(2,6),0,random(1,3),random(-80,-90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	TNT1 A 0 A_PlaySound("RSG/Fire",6)
	TNT1 A 0 Bright A_CustomBulletAttack(22.5,18.3,4,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	PSGC F 4 Bright A_CustomBulletAttack(0,0,1,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
	TNT1 A 0 A_MonsterRefire(0,"MissileEnd")
	TNT1 A 0 A_Jump(15,"Pause")
	Loop
	MissileEnd:
	TNT1 A 0
	TNT1 A 0 A_SetUserVar("user_attack",0)
	TNT1 A 0 A_PlaySound("HeavyChaingun/Down",CHAN_WEAPON,1.0,0)
	TNT1 A 0 A_Jump(46,"Phase")
	Goto See
  }
}


//Phase Moon - Edited to use RCFS Rapid Shotgun fire sounds
Actor TXSPhaseMoon : PhaseMoon replaces PhaseMoon //RCFSNXCOM
{
States
	{
  Missile:
	TNT1 A 0
	TNT1 A 0 A_SetUserVar("user_attack",1)
	TNT1 A 0 A_PlaySound("HeavyChaingun/Sart",CHAN_WEAPON,1.0,0)
	PHMO EEEEEEEEEE 1 A_FaceTarget(45)
	TNT1 A 0 A_Jump(98,"Refire2")
  Refire:
	TNT1 A 0 A_SetUserVar("user_attack",1)
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_PlaySound("HeavyChaingun/Loop",CHAN_WEAPON,1.0,1)
	TNT1 AAAAA 0 Bright A_CustomMissile("MinigunnerExplosiveTracer",random(28,34),0,Random(8,-8),0)
	TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",12,-6,36,random(2,6),0,random(1,3),random(-80,-90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	TNT1 A 0 A_PlaySound("RSG/Fire",6)
	PHMO E 4 Bright A_CustomBulletAttack(22.5,0,5,Random(1,5)*3)
	TNT1 A 0 A_FaceTarget
	TNT1 AAAAA 0 Bright A_CustomMissile("MinigunnerExplosiveTracer",random(28,34),0,Random(8,-8),0)
	TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",12,-6,36,random(2,6),0,random(1,3),random(-80,-90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	TNT1 A 0 A_PlaySound("RSG/Fire",6)
	PHMO F 4 Bright A_CustomBulletAttack(22.5,0,5,Random(1,5)*3)
	TNT1 A 0 A_FaceTarget
	TNT1 AAAAA 0 Bright A_CustomMissile("MinigunnerExplosiveTracer",random(28,34),0,Random(8,-8),0)
	TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",12,-6,36,random(2,6),0,random(1,3),random(-80,-90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	TNT1 A 0 A_PlaySound("RSG/Fire",6)
	PHMO F 4 Bright A_CustomBulletAttack(22.5,0,5,Random(1,5)*3)
	TNT1 A 0 A_Jump(30,"Pause","Pause","Refire2")
	TNT1 A 0 A_SpidRefire
	Loop
  Refire2:
	TNT1 A 0 A_SetUserVar("user_attack",1)
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_PlaySound("HeavyChaingun/Loop",CHAN_WEAPON,1.0,1)
	TNT1 AAAAA 0 Bright A_CustomMissile("MinigunnerExplosiveTracer",random(28,34),0,Random(8,-8),0)
	TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",12,-6,36,random(2,6),0,random(1,3),random(-80,-90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	TNT1 A 0 A_PlaySound("RSG/Fire",6)
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	PHMO E 4 Bright A_CustomBulletAttack(22.5,0,5,Random(1,5)*3)
	TNT1 AAAAA 0 Bright A_CustomMissile("MinigunnerExplosiveTracer",random(28,34),0,Random(8,-8),0)
	TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",12,-6,36,random(2,6),0,random(1,3),random(-80,-90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	TNT1 A 0 A_PlaySound("RSG/Fire",6)
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	PHMO E 4 Bright A_CustomBulletAttack(22.5,0,5,Random(1,5)*3)
	TNT1 AAAAA 0 Bright A_CustomMissile("MinigunnerExplosiveTracer",random(28,34),0,Random(8,-8),0)
	TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",12,-6,36,random(2,6),0,random(1,3),random(-80,-90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	TNT1 A 0 A_PlaySound("RSG/Fire",6)
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	PHMO F 4 Bright A_CustomBulletAttack(22.5,0,5,Random(1,5)*3)
	TNT1 AAAAA 0 Bright A_CustomMissile("MinigunnerExplosiveTracer",random(28,34),0,Random(8,-8),0)
	TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",12,-6,36,random(2,6),0,random(1,3),random(-80,-90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	TNT1 A 0 A_PlaySound("RSG/Fire",6)
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	PHMO F 4 Bright A_CustomBulletAttack(22.5,0,5,Random(1,5)*3)
	TNT1 A 0 A_Jump(30,"Pause","Pause","Refire")
	TNT1 A 0 A_SpidRefire
	Loop
  MoonBlast:
	TNT1 A 0 A_SetUserVar("user_attack",0)
	TNT1 A 0 A_PlaySound("HeavyChaingun/Down",CHAN_WEAPON,1.0,0)
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_SetTranslucent(1)
  MoonBlastLoop:
	PHMO E 4 A_GiveInventory("HEMCommandoStrafing",1)
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	TNT1 A 0 Radius_Quake(8,2,0,1,0)
	PHMO F 4 Bright A_CustomMissile("PhaseMoonBlast",random(28,34),0,random(-8,8),0)
	TNT1 A 0 A_PlaySound("TechRipper/altfire",6)
	TNT1 A 0 A_Jump(30,"Refire2")
	TNT1 A 0 A_SpidRefire
	Loop
  MissileEnd:
	TNT1 A 0
	TNT1 A 0 A_SetUserVar("user_attack",0)
	TNT1 A 0 A_PlaySound("HeavyChaingun/Down",CHAN_WEAPON,1.0,0)
	TNT1 A 0 A_Jump(46,"Phase")
	TNT1 A 0 A_Jump(81,"Teleport")
	Goto See
  }
}

Actor PhaseWarlord3 : PhaseWarlord2 Replaces PhaseWarlord
{
DropItem "BossLifeEssence" 128
DropItem "BossArmorBonusMax" 128
DropItem "GreaterDemonicEnergy" 128 200
DropItem "PhaseSphere"
DropItem "PhaseArmor"
DropItem "BossLifeEssence" 256 
DropItem "BossArmorBonusMax" 256 
DropItem "PainLordSoul" 256
DropItem "DoomsphereDust" 128 1
Tag "\ctPhase Warlord\c-"  
}

Actor PhaseOverlord3 : PhaseOverlord2 Replaces PhaseOverlord
{ 
SeeSound "PhaseOVL/Sight" 
ActiveSound "PhaseOverlord/Active"
PainSound "PhaseOverlord/Pain" 
DeathSound "PhaseOverlord/Death"
MeleeSound "PhaseOverlord/Melee"
Tag "\ctPhase Overlord\c-"
}

Actor PhaseNightmare4 : phasenightmareNEO Replaces phasenightmare
{
DropItem "BossLifeEssence" 104 25
DropItem "BossArmorBonusMax" 104 1
DropItem "DemonicEnergy" 256 60
DropItem "PhaseSphere"
Tag "\ctPhase \cmNightmare\c-"
}

Actor PhaseElemental3 : PhaseElementalNEO Replaces PhaseElemental
{
DropItem "LifeEssence" 90
DropItem "ArmorBonusMax" 90
DropItem "GreaterDemonicEnergy" 128 200
Tag "\ctPhase Elemental\c-"
}

Actor PhaseSoul3 : PhaseSoulNEO Replaces PhaseSoul
{
DropItem "LifeEssence" 100
DropItem "ArmorBonusMax" 100
DropItem "DemonicEnergy" 100 60
Tag "\ctPhase Soul\c-"
}

Actor InfinityFakePhaseCyber1 : FakePhaseCyber1NEO Replaces FakePhaseCyber1
{
Tag "\c[j8]Phase Cyberdemon\c-"
States
{
  Spawn:
	TNT1 A 0 A_Hoof
	PSCP A 2 A_Wander
	TNT1 A 0 A_SpawnItemEx("PhaseCyberGhostA",0,0,0,0,0,0,0,128)
	PSCP A 2 A_Wander
	TNT1 A 0 A_SpawnItemEx("PhaseCyberGhostA",0,0,0,0,0,0,0,128)
	PSCP A 2 A_Wander
	TNT1 A 0 A_SpawnItemEx("PhaseCyberGhostB",0,0,0,0,0,0,0,128)
	PSCP B 2 A_Wander
	TNT1 A 0 A_SpawnItemEx("PhaseCyberGhostB",0,0,0,0,0,0,0,128)
	PSCP C 2 A_Wander
	TNT1 A 0 A_SpawnItemEx("PhaseCyberGhostC",0,0,0,0,0,0,0,128)
	PSCP C 2 A_Wander
	TNT1 A 0 A_Metal
	TNT1 A 0 A_SpawnItemEx("PhaseCyberGhostC",0,0,0,0,0,0,0,128)
	PSCP D 2 A_Wander
	TNT1 A 0 A_SpawnItemEx("PhaseCyberGhostD",0,0,0,0,0,0,0,128)
	PSCP D 2 A_Wander
	TNT1 A 0 A_SpawnItemEx("PhaseCyberGhostD",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Hoof
	PSCP A 2 A_Wander
	TNT1 A 0 A_SpawnItemEx("PhaseCyberGhostA",0,0,0,0,0,0,0,128)
	PSCP A 2 A_Wander
	TNT1 A 0 A_SpawnItemEx("PhaseCyberGhostA",0,0,0,0,0,0,0,128)
	PSCP A 2 A_Wander
	TNT1 A 0 A_SpawnItemEx("PhaseCyberGhostB",0,0,0,0,0,0,0,128)
	PSCP B 2 A_Wander
	TNT1 A 0 A_SpawnItemEx("PhaseCyberGhostB",0,0,0,0,0,0,0,128)
	PSCP C 2 A_Wander
	TNT1 A 0 A_SpawnItemEx("PhaseCyberGhostC",0,0,0,0,0,0,0,128)
	PSCP C 2 A_Wander
	TNT1 A 0 A_Metal
	TNT1 A 0 A_SpawnItemEx("PhaseCyberGhostC",0,0,0,0,0,0,0,128)
	PSCP D 2 A_Wander
	TNT1 A 0 A_SpawnItemEx("PhaseCyberGhostD",0,0,0,0,0,0,0,128)
	PSCP D 2 A_Wander
	TNT1 A 0 A_SpawnItemEx("PhaseCyberGhostD",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Hoof
	PSCP A 2 A_ExtChase(0,0)
	TNT1 A 0 A_SpawnItemEx("PhaseCyberGhostA",0,0,0,0,0,0,0,128)
	PSCP A 2 A_ExtChase(0,0)
	TNT1 A 0 A_SpawnItemEx("PhaseCyberGhostA",0,0,0,0,0,0,0,128)
	PSCP A 2 A_ExtChase(0,0)
	TNT1 A 0 A_SpawnItemEx("PhaseCyberGhostB",0,0,0,0,0,0,0,128)
	PSCP B 2 A_ExtChase(0,0)
	TNT1 A 0 A_SpawnItemEx("PhaseCyberGhostB",0,0,0,0,0,0,0,128)
	PSCP C 2 A_ExtChase(0,0)
	TNT1 A 0 A_SpawnItemEx("PhaseCyberGhostC",0,0,0,0,0,0,0,128)
	PSCP C 2 A_ExtChase(0,0)
	TNT1 A 0 A_Metal
	TNT1 A 0 A_SpawnItemEx("PhaseCyberGhostC",0,0,0,0,0,0,0,128)
	PSCP D 2 A_ExtChase(0,0)
	TNT1 A 0 A_SpawnItemEx("PhaseCyberGhostD",0,0,0,0,0,0,0,128)
	PSCP D 2 A_ExtChase(0,0)
	TNT1 A 0 A_SpawnItemEx("PhaseCyberGhostD",0,0,0,0,0,0,0,128)
	Goto Missile
  Missile:
	PSCP E 10 A_FaceTarget
	PSCP F 6 Bright A_CustomMissile("NewFakePhaseCyberRocket", 40, -24, Random(-6, 6))
	PSCP E 8 A_FaceTarget
	TNT1 A 0 A_Jump(64,"Done")
	Goto Missile+1
	}
}

Actor InfinityFakePhaseCyber2 : FakePhaseCyber2NEO Replaces FakePhaseCyber2
{
States
  {
  Missile:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	PSCP E 18 Bright A_FaceTarget
	PSCP E 6 Bright A_FaceTarget
	PSCP F 4 Bright A_CustomMissile("NewFakePhaseCyber15KBall",40,-24,Random(-4, 4))	
	PSCP E 4 Bright A_FaceTarget
	TNT1 A 0 A_Jump(64,"Done")
	Goto Missile+3
  Done:
	PSCP E 20 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)	
	TNT1 A 0 A_Die
	Goto See
  }
}

Actor InfinityFakePhaseCyber3 : FakePhaseCyber3NEO Replaces FakePhaseCyber3
{
States
  {
  Missile:
	PSCP E 10 A_FaceTarget
	PSCP F 6 Bright A_CustomMissile("NewFakePhaseCyberHomer", 40, -24, Random(-8, 8))
	PSCP E 8 A_FaceTarget
	TNT1 A 0 A_Jump(64,"Done")
	Goto Missile+1
  Done:
	PSCP E 15
	TNT1 A 0 A_Die
	Goto See
  }
}

Actor InfinityFakePhaseCyber4 : FakePhaseCyber4NEO Replaces FakePhaseCyber4
{
States
  {
  Missile:
	TNT1 A 0 A_PlaySound("weapons/rgcharge")
	PSCP EE 10 A_FaceTarget
	PSCP E 10 Bright A_FaceTarget
	PSCP F 10 Bright A_CustomMissile("NewFakePhaseCyberRail",40,-24,random(-10,10))
	PSCP E 15
	TNT1 A 0 A_Die
	Goto See
  }
}

Actor InfinityEnragedLegendaryAutomaton : NewEnragedLegendaryAutomaton Replaces EnragedLegendaryAutomaton
{
SeeSound "EnragedAutomaton/Sight"
ActiveSound "EnragedAutomaton/Active"
PainSound "EnragedAutomaton/Pain"
DeathSound "EnragedAutomaton/Death"
Tag "\c[m6]Enraged\c- \c[z3]Legendary Automaton\c-"
States
{
  Missile:
	TNT1 A 0 A_Jump(128,"BurstBall","LargeBall","Rocket","HomingRocket","Railgun","2Comets")
	Goto Normal
  Normal:
	ECBS E 8 A_FaceTarget
	ECBS E 15 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("RedShellCasing", 0, 32, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 AAAA 0 Bright A_CustomMissile("LegendaryRedTracer",44,24,Random(6,-6),0)
	TNT1 A 0 Bright A_CustomBulletAttack(22.5,18.3,4,Random(2,8)*6,"EnragedBulletPuff")
	ECBS F 2 Bright A_PlaySoundEx("EASG/Fire","Weapon")
	TNT1 A 0 A_Jump(64,"Pause")
	TNT1 A 0 A_SpidRefire
	Goto Normal+1
	} 
}

Actor INFTerminatorPrototype : TerminatorPrototypeNEO Replaces TerminatorPrototype
{
BloodColor "Red"
Tag "\c[i7]Terminator Prototype\c-"
States 
{
  Missile:
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_Jump(192,"Railgun","BFG9K","BFG10K","QuadSG","DTBFG","RedStar","DTDevastator")
	Goto ExplosiveMinigun
  QuadSG: //UberHexaSG
    ITRM G 15 A_FaceTarget
    ITRM H 2 Bright
    ITRM GGGG 0 A_SpawnItemEx("SSGShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
	TNT1 A 0 A_PlaySound("weapons/qsgfire")
	TNT1 AAAAAAAAAAAA 0 Bright A_CustomMissile("MonsterTracer2",48,-17,Random(6,-6),0)
    ITRM I 2 Bright A_CustomBulletAttack(15.4,10.6,24,Random(1,4)*3,"TerminatorPuff")
	TNT1 A 0 A_StopSoundEx("Weapon")	
	TNT1 A 0 A_Jump(64,"See","Missile")
    TNT1 A 0 A_SpidRefire
	Loop
  RailgunEnd:
	ITRM E 15
	TNT1 A 0 A_Jump(128,"BFG9K","BFG10K","DTBFG","RedStar","QuadSG","DTDevastator")
	Goto See
  BFG10KEnd:
	ITRM J 22 A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	TNT1 A 0 A_Jump(128,"DTBFG","RedStar","QuadSG","DTDevastator")
	Goto See
  BFG9K:
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	ITRM EEEEEEEEEEEEFFFF 2 A_FaceTarget
	ITRM F 10 Bright A_CustomMissile("TerminatorBFG9500Ball",48,15)
	ITRM E 8
	TNT1 A 0 A_Jump(128,"BFG10K","DTBFG","RedStar","QuadSG","DTDevastator")
	Goto See
	}
}

//Nazis
Actor INFSSNazi : DJBSSNazi Replaces SSNazi { Tag "SS Nazi" }

Actor SSSuperSoldier2 : SSSuperSoldier Replaces SSSuperSoldier { Tag "Nazi Super Soldier" -LOOKALLAROUND }

Actor SSUberMutant2 : SSUberMutant replaces SSUberMutant { Tag "\c[x2]Nazi\c[j8] Uber Mutant\c-" -LOOKALLAROUND }

Actor SSUberSoldierExMinigun2 : SSUberSoldierExMinigun Replaces SSUberSoldierExMinigun { Tag "SS Uber Soldat with Explosive Minigun" -LOOKALLAROUND }

Actor SSUberSoldat2 : SSUberSoldat Replaces SSUberSoldat
{
Tag "SS Uber Rapid Shotgun Soldat"
-LOOKALLAROUND
States
{
	Spawn:
	HNSS A 10 A_Look
	Loop
	Idle:
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 HealThing(1)
	HNSS AAAA 3 A_Wander
	TNT1 A 0 A_Look
	HNSS BBBB 3 A_Wander
	TNT1 A 0 A_Look
	TNT1 A 0 A_SpawnItemEx("DeathKnightStep",0,0,5,0,0,-20)
	HNSS CCCC 3 A_Wander
	TNT1 A 0 A_Look
	HNSS DDDD 3 A_Wander
	TNT1 A 0 A_Look
	TNT1 A 0 A_SpawnItemEx("DeathKnightStep",0,0,5,0,0,-20)
	Loop
	See:
	TNT1 A 0
	HNSS H 10 A_PlaySound("UberSoldat/See",CHAN_VOICE,1.0,0,ATTN_IDLE)
	TNT1 A 0 A_Jump(128,2)
	HNSS H 10
	TNT1 A 0 A_SpawnItemEx("DeathKnightStep",0,0,5,0,0,-20)
	Goto SeeLoop
	SeeLoop:
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	HNSS AAAABBBB 3 A_Chase
	TNT1 A 0 A_JumpIfInTargetLOS("Avoid",360,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_SpawnItemEx("DeathKnightStep",0,0,5,0,0,-20)
	HNSS CCCCDDDD 3 A_Chase
	TNT1 A 0 A_JumpIfInTargetLOS("Avoid",360,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_SpawnItemEx("DeathKnightStep",0,0,5,0,0,-20)
	Loop
	See2:
	TNT1 A 0
	TNT1 A 0 A_TakeInventory("Tic",999999)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_JumpIf(user_attack < 1,"SeeLoop2")
	TNT1 A 0 A_SetUserVar("user_attack",0)
	TNT1 A 0 A_PlaySound("HeavyChaingun/Down",CHAN_WEAPON,1.0,0)
	Goto SeeLoop2
	SeeLoop2:
	HNSS AAAA 2 A_Chase("Melee","",CHF_NOPLAYACTIVE)
	TNT1 A 0 A_JumpIfTargetInLOS("Missile",90,JLOSF_CLOSENOJUMP|JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,1000,200)
	TNT1 A 0 A_JumpIfInTargetLOS("Avoid",360,JLOSF_DEADNOJUMP,1000)
	HNSS BBBB 2 A_Chase("Melee","",CHF_NOPLAYACTIVE)
	TNT1 A 0 A_JumpIfTargetInLOS("Missile",90,JLOSF_CLOSENOJUMP|JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,1000,200)
	TNT1 A 0 A_JumpIfInTargetLOS("Avoid",360,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_SpawnItemEx("DeathKnightStep",0,0,5,0,0,-20)
	HNSS CCCC 2 A_Chase("Melee","",CHF_NOPLAYACTIVE)
	TNT1 A 0 A_JumpIfTargetInLOS("Missile",90,JLOSF_CLOSENOJUMP|JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,1000,200)
	TNT1 A 0 A_JumpIfInTargetLOS("Avoid",360,JLOSF_DEADNOJUMP,1000)
	HNSS DDDD 2 A_Chase("Melee","",CHF_NOPLAYACTIVE)
	TNT1 A 0 A_JumpIfTargetInLOS("Missile",90,JLOSF_CLOSENOJUMP|JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,1000,200)
	TNT1 A 0 A_JumpIfInTargetLOS("Avoid",360,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_SpawnItemEx("DeathKnightStep",0,0,5,0,0,-20)
	TNT1 A 0 A_GiveInventory("Tic",1)
	TNT1 A 0 A_JumpIfInventory("Tic",10,"SeeLoop")
	Loop
	Melee:
	TNT1 AAA 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_SetUserVar("user_attack",1)
	TNT1 A 0 A_PlaySound("HeavyChaingun/Sart",6,1.0,0)
	HNSS EEEEE 1 A_FaceTarget(45)
	TNT1 AAA 0 A_FaceTarget
	TNT1 AAAAAAAA 0 A_CustomMissile("MonsterTracer2",Random(36,44),0,Random(-6,6),0)
	TNT1 A 0 A_PlaySound("weapons/12gaugefire",CHAN_BODY,1.0,0)
	TNT1 A 0 A_PlaySound("weapons/sshotf",5,1.0,0)
	TNT1 AAAA 0 Bright A_CustomBulletAttack(22.5,18.3,4,Random(1,5)*5,"SSBulletPuff",2048,CBAF_NORANDOM)
	TNT1 AAAA 0 Bright A_CustomBulletAttack(11.25,9,3,random(1,5)*6,"SSBulletPuff",2048,CBAF_NORANDOM)
	HNSS F 4 Bright A_FaceTarget
	TNT1 AAAA 0 A_SpawnItemEx("ShellCasing",10,24,40,Random(2,6),0,Random(1,3),Random(-80,-90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	TNT1 AAAA 0 A_SpawnItemEx("ShellCasing",10,-24,40,Random(2,6),0,Random(1,3),Random(-80,-90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	HNSS G 4 Bright A_FaceTarget
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_SetUserVar("user_attack",0)
	TNT1 A 0 A_PlaySound("HeavyChaingun/Down",CHAN_WEAPON,1.0,0)
	HNSS EE 3 A_FaceTarget
	Goto SeeLoop
	Missile:
	TNT1 AAA 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_TakeInventory("Tic",999999)
	TNT1 A 0 A_SetUserVar("user_attack",1)
	TNT1 A 0 A_PlaySound("csgun/windup",CHAN_WEAPON,1.0,0)
	HNSS EEEE 5 A_FaceTarget(45)
	TNT1 A 0 A_FaceTarget
	//TNT1 A 0 A_CheckFlag("FRIENDLY","Refire")
	//TNT1 A 0 A_CheckLOF("Refire",CLOFF_JUMPENEMY|CLOFF_MUSTBESHOOTABLE,8192)//Causes out-of-sync on-line. Bow and congratulations to the nitwit zandronum's developers!
	//TNT1 A 0 A_CheckLOF("Pause",CLOFF_JUMP_ON_MISS|CLOFF_SKIPNONHOSTILE,8192)//Causes out-of-sync on-line. Bow and congratulations to the nitwit zandronum's developers!
	//Goto See2
	Refire:
	TNT1 A 0 A_PlaySound("HeavyChaingun/Loop",CHAN_WEAPON,1.0,1)
	TNT1 A 0 A_FaceTarget
	TNT1 AAAA 0 A_CustomMissile("MonsterTracer2",Random(36,44),0,Random(-6,6),0)
	TNT1 A 0 A_SpawnItemEx("ShellCasing",10,24,40,Random(2,6),0,Random(1,3),Random(-80,-90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	TNT1 A 0 A_PlaySound("weapons/12gaugefire",CHAN_BODY,1.0,0)
	TNT1 A 0 Bright A_CustomBulletAttack(22.5,18.3,4,Random(1,5)*5,"SSBulletPuff",2048,CBAF_NORANDOM)
	HNSS F 4 Bright A_CustomBulletAttack(11.25,9,3,random(1,5)*6,"SSBulletPuff",2048,CBAF_NORANDOM)
	TNT1 A 0 A_FaceTarget
	TNT1 AAAA 0 A_CustomMissile("MonsterTracer2",Random(36,44),0,Random(-6,6),0)
	TNT1 A 0 A_SpawnItemEx("ShellCasing",10,-24,40,Random(2,6),0,Random(1,3),Random(-80,-90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	TNT1 A 0 A_PlaySound("weapons/12gaugefire",CHAN_BODY,1.0,0)
	TNT1 A 0 Bright A_CustomBulletAttack(22.5,18.3,4,Random(1,5)*5,"SSBulletPuff",2048,CBAF_NORANDOM)
	HNSS G 4 Bright A_CustomBulletAttack(11.25,9,3,random(1,5)*6,"SSBulletPuff",2048,CBAF_NORANDOM)
	TNT1 A 0 A_MonsterRefire(0,"MissileEnd")
	TNT1 A 0 A_Jump(1,"Pause")
	TNT1 A 0 A_GiveInventory("Tic",1)
	TNT1 A 0 A_JumpIfInventory("Tic",50,"Pause")
	Loop
	MissileEnd:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_SetUserVar("user_attack",0)
	TNT1 A 0 A_PlaySound("HeavyChaingun/Down",CHAN_WEAPON,1.0,0)
	TNT1 A 0 A_Jump(64,2)
	TNT1 A 0 A_PlaySound("UberSoldat/Taunt",6,1.0,0,ATTN_IDLE)
	HNSS EE 3 A_FaceTarget
	Goto SeeLoop
	Pause:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_SetUserVar("user_attack",0)
	TNT1 A 0 A_PlaySound("HeavyChaingun/Down",CHAN_WEAPON,1.0,0)
	TNT1 A 0 A_Jump(256,1,2,3,4,5)
	HNSS EEEEEEEEEE 3 A_FaceTarget(45)
	Goto See2
	Avoid:
	TNT1 A 0
	TNT1 A 0 A_Jump(256,"AvoidLeft","AvoidRight")
	GoTo AvoidLeft
	AvoidLeft:
	HNSS E 1 A_FaceTarget
	TNT1 A 0 A_PlaySound("DeathKnight/jump",CHAN_BODY,1.0,0)
	TNT1 A 0 ThrustThing(angle*256/360+192,15,0,0)
	    HNSS E 5 A_FaceTarget
	TNT1 A 0 A_CheckSight("SeeLoop2")
	TNT1 A 0 A_JumpIfTargetInLos("Missile",90,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS)
	TNT1 A 0 A_Jump(128,"SeeLoop")
	GoTo Missile
	AvoidRight:
	HNSS E 1 A_FaceTarget
	TNT1 A 0 A_PlaySound("DeathKnight/jump",CHAN_BODY,1.0,0)
	TNT1 A 0 ThrustThing(angle*256/360+64,15,0,0)
	HNSS E 5 A_FaceTarget
	TNT1 A 0 A_CheckSight("SeeLoop2")
	TNT1 A 0 A_JumpIfTargetInLos("Missile",90,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS)
	TNT1 A 0 A_Jump(128,"SeeLoop")
	GoTo Missile
	Pain:
	TNT1 AAA 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_JumpIf(user_attack > 0,"WeapodDown")
	HNSS H 6 A_Pain
	Goto Avoid
	WeapodDown:
	TNT1 A 0
	TNT1 A 0 A_SetUserVar("user_attack",0)
	TNT1 A 0 A_PlaySound("HeavyChaingun/Down",CHAN_WEAPON,1.0,0)
	HNSS H 6 A_Pain
	Goto SeeLoop
	Death:
	TNT1 A 0
	TNT1 AAA 0 A_StopSound(CHAN_WEAPON)
	HNSS I 5 A_ScreamAndUnblock
	HNSS J 5 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
	HNSS K 5 A_PlaySound("DeathKnight/step",5,1.0,0)
	HNSS L 5 A_BossDeath
	HNSS M 63000 CanRaise
	Stop
	Raise:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	HNSS MLKJI 5
	Goto See
	}
}

Actor INFSSSuperSoldierPyroCannon : SSSuperSoldierPyroCannonWithHellstormLauncher replaces SSSuperSoldierPyroCannonWithHellstormLauncher
{
Tag "SS SuperSoldier with Pyro Cannon"
-LOOKALLAROUND
States
{
	Spawn:
	HNS2 A 10 A_Look
	Loop
	See:
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	HNS2 AAAABBBB 3 A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	HNS2 CCCCDDDD 3 A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	Loop
	Missile:
	TNT1 A 0 A_Jump(200,"HellfireGauss")
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_CheckFlag(FRIENDLY,6)
	TNT1 A 0 A_TakeInventory("ProjHitCheck",1)
	TNT1 A 0 A_TakeInventory("ProjMissCheck",1)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("ss-hit-testing",40,20,0,CMF_TRACKOWNER|CMF_CHECKTARGETDEAD)
	TNT1 A 0 A_CustomMissile("ss-hit-testing",40,-20,0,CMF_TRACKOWNER|CMF_CHECKTARGETDEAD)
	HNS2 EEEE 5 A_FaceTarget
	TNT1 A 0 A_CheckFlag(FRIENDLY,"PyroCannon")
	TNT1 A 0 A_JumpIfInventory("ProjHitCheck",1,"PyroCannon")
	TNT1 A 0 A_JumpIfInventory("ProjMissCheck",1,"See")
	TNT1 A 0 A_Jump(256,"See")
	PyroCannon:
	TNT1 AAA 0 A_ChangeFlag(NOPAIN,1)
	HNS2 E 4 A_FaceTarget
	HNS2 E 4 A_FaceTarget
	HNS2 E 4 A_FaceTarget
	HNS2 E 4 A_FaceTarget
	HNS2 E 4 A_FaceTarget
	HNS2 E 4 A_FaceTarget
	HNS2 E 4 A_FaceTarget
	HNS2 F 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/PCNNF",CHAN_WEAPON)
	HNS2 G 4 Bright A_CustomMissile("SSPyroShot",40,20,0,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("SSPyroShot",40,-20,0,CMF_TRACKOWNER)
	TNT1 A 0 A_PlaySound("weapons/dtech10ksteam",6)
	TNT1 AAA 0 A_ChangeFlag(NOPAIN,0)
	HNS2 E 20 Bright A_SpawnItemEx("LegendaryCannonSmoke",40,20,0)
	TNT1 A 0 Bright A_SpawnItemEx("LegendaryCannonSmoke",40,-20,0)
	HNS2 E 20 Bright A_SpawnItemEx("LegendaryCannonSmoke",40,20,0)
	TNT1 A 0 Bright A_SpawnItemEx("LegendaryCannonSmoke",40,-20,0)
	HNS2 E 20 Bright A_SpawnItemEx("LegendaryCannonSmoke",40,20,0)
	TNT1 A 0 Bright A_SpawnItemEx("LegendaryCannonSmoke",40,-20,0)
	Goto See
	HellfireGauss:
	TNT1 AAA 0 A_ChangeFlag(NOPAIN,1)
	HNS2 E 4 A_FaceTarget
	HNS2 E 4 A_FaceTarget
	HNS2 E 4 A_FaceTarget
	HNS2 E 4 A_FaceTarget
	HNS2 E 4 A_FaceTarget
	HNS2 E 4 A_FaceTarget
	HNS2 E 4 A_FaceTarget
	HNS2 F 4 A_FaceTarget
	    TNT1 E 0 A_PlaySound("Weapons/HFGaussFire")
	TNT1 A 0 A_CustomMissile("HFGaussProjectile",40,-20,0,CMF_TRACKOWNER)
	HNS2 G 4 Bright A_CustomMissile("HFGaussProjectile",40,20,0,CMF_TRACKOWNER)
	TNT1 AAA 0 A_ChangeFlag(NOPAIN,0)
	Goto See
	Pain:
	TNT1 AAA 0 A_ChangeFlag(NOPAIN,1)
	HNS2 E 6 A_Pain
	TNT1 A 0 A_Jump(48,"PainAttack")
	Goto See
	PainAttack:
	TNT1 A 0 A_JumpIfTargetInLos("PyroCannon",90,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS)
	Goto See
	Death:
	TNT1 A 0
	HNS2 P 5 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
	HNS2 Q 5 A_ScreamAndUnblock
	HNS2 R 5 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
	HNS2 S 5 A_BossDeath
	HNS2 TU 5
	HNS2 V 63000 CanRaise
	Stop
	Raise:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	HNS2 VUTSRQP 5
	Goto See
	}
}

Actor InsaneZombie2 : InsaneZombie Replaces InsaneZombie
{
DropItem "HandGrenadeAmmo" 80 2
DropItem "MineAmmo" 45 1
DropItem "AmmoPack" 40
DropItem "AmmoPack" 40
DropItem "AmmoPack" 40
DropItem "PortableMedkit" 159
DropItem "ArmorBooster" 186
DropItem "PortableMedkit" 159
DropItem "ArmorBooster" 186
DropItem "Jetpack" 20
Tag "\c[i7]Insane Zombie\c-"
}

Actor JetpackZombie2 : JetpackZombie Replaces JetpackZombie
{
DropItem "ArmorPlate" 120
DropItem "StimKit", 180, 2
DropItem "ClipBox", 180
DropItem "ClipBox", 180
DropItem "ShellBox", 180
DropItem "Missile", 250, 3
DropItem "PortableMedCell", 158, 1
DropItem "HealthFlask", 250, 6
DropItem "ShieldSphere", 64, 1
DropItem "Jetpack" 15
Tag "\cqJetpack Zombie\c-"
}

Actor ImprovedWidowmaker2 : ImprovedWidowMaker Replaces ImprovedWidowMaker
{
DropItem "Improved Minigun" 55
DropItem "BossLifeEssence" 150
DropItem "BossArmorBonusMax" 150
dropitem "BackPack" 30
Tag "Improved Widowmaker"
}

ACTOR TechErasusZombie2 : TechErasusZombie Replaces TechErasusZombie
{
Tag "\crTech Erasus Zombie\c-"
DropItem "StimKit" 180
DropItem "ArmorBooster" 180
DropItem "AmmoPack" 165
DropItem "HandGrenadeAmmo" 250 1
DropItem "MineAmmo" 180 1
DropItem "DemonAmmo" 250 60
DropItem "DemonAmmoBox" 105
DropItem "Armorplate" 215 1
DropItem "Portablemedkit" 230 1
DropItem "Backpack" 80 1
//DropItem "Tech Erasus" 56
}

Actor SniperRifleGuy2 Replaces SniperRifleGuy
{
Monster
Health 200
WoundHealth	0
Radius 20
Height 56
Mass 100
Speed 8
MaxDropOffHeight 24
PainChance 170
+FLOORCLIP
+AVOIDMELEE
+NODROPOFF
+MISSILEMORE
+MISSILEEVENMORE
+DONTHARMSPECIES
Species "EliteZombies"
DropItem "ArmorPlate" 120
DropItem "ArmorCharge", 60, 2
DropItem "HealthFlask", 120, 2
DropItem "ShieldSphere", 64, 1
DropItem "SniperRifle", 55, 1
SeeSound "Shotguy/sight"
PainSound "shotguy/pain"
DeathSound "shotguy/death"
ActiveSound "shotguy/active"
Obituary "%o got 360 no scoped by a Sniper Rifle Zombie."
Tag "\c[m3]Sniper Zombie\c-"
States
	{
	Spawn:
	CNP5 AB 10 A_Look
	Loop
   	Idle:
	    TNT1 A 0 A_JumpIfInventory("MarineKilled",1,"Taunt")
	    CNP5 AB 10 A_Look
	    TNT1 A 0 Healthing(1)
	    Loop
	Taunt:
	    TNT1 AAA 0 A_StopSound
	    TNT1 A 0 A_PlaySound("sniperiflezombie/taunt",7,0.8,0,ATTN_NONE)
	    TNT1 A 0 A_TakeInventory("MarineKilled",1)
	    Goto See
	See:
	TNT1 A 0 A_SetTranslucent(1)
	//TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,5,0,0,-20)
	CNP5 A 3 A_Chase
	TNT1 A 0 A_JumpIfInventory("MarineKilled",1,"Taunt")
	TNT1 A 0 Healthing(1)
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",360,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_MonsterRefire(0,"Rush")
	CNP5 A 3 A_Chase
	TNT1 A 0 Healthing(1)
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",360,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_MonsterRefire(0,"Rush")
	CNP5 B 3 A_Chase
	TNT1 A 0 Healthing(1)
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",360,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_MonsterRefire(0,"Rush")
	CNP5 B 3 A_Chase
	TNT1 A 0 Healthing(1)
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",360,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_MonsterRefire(0,"Rush")
	//TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,5,0,0,-20)
	CNP5 C 3 A_Chase
	TNT1 A 0 Healthing(1)
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",360,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_MonsterRefire(0,"Rush")
	CNP5 C 3 A_Chase
	TNT1 A 0 Healthing(1)
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",360,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_MonsterRefire(0,"Rush")
	CNP5 D 3 A_Chase
	TNT1 A 0 Healthing(1)
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",360,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_MonsterRefire(0,"Rush")
	CNP5 D 3 A_Chase
	TNT1 A 0 Healthing(1)
	Loop
	Strafing:
	//TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,5,0,0,-20)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	CNP5 AAA 1 A_GiveInventory("SpecOpsZombieStrafing",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	CNP5 BBB 1 A_GiveInventory("SpecOpsZombieStrafing",1)
	//TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,5,0,0,-20)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
        CNP5 CCC 1 A_GiveInventory("SpecOpsZombieStrafing",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	CNP5 DDD 1 A_GiveInventory("SpecOpsZombieStrafing",1)
	Goto See
	Rush:
	TNT1 A 0 A_Jump(128,"Rush2")
	Rush1:
	CNP5 A 3 A_FastChase
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",45,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_Jump(128,"Rush3")
	Rush2:
	CNP5 AAA 1 A_Chase
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",45,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_Jump(128,"Rush4")
	Rush3:
	CNP5 A 3 A_FastChase
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",45,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_Jump(128,"Rush5")
	Rush4:
	CNP5 AAA 1 A_Chase
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",45,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_Jump(128,"Rush6")
	Rush5:
	CNP5 B 3 A_FastChase
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",45,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_Jump(128,"Rush7")
	Rush6:
	CNP5 BBB 1 A_Chase
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",45,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_Jump(128,"Rush8")
	Rush7:
	CNP5 B 3 A_FastChase
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",45,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_Jump(128,"Rush9")
	Rush8:
	CNP5 BBB 1 A_Chase
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",45,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_Jump(128,"Rush10")
	Rush9:
	CNP5 C 3 A_FastChase
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",45,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_Jump(128,"Rush11")
	Rush10:
	CNP5 CCC 1 A_Chase
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",45,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_Jump(128,"Rush12")
	Rush11:
	CNP5 C 3 A_FastChase
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",45,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_Jump(128,"Rush13")
	Rush12:
	CNP5 CCC 1 A_Chase
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",45,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_Jump(128,"Rush14")
	Rush13:
	CNP5 D 3 A_FastChase
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",45,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_Jump(128,"Rush15")
	Rush14:
	CNP5 DDD 1 A_Chase
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",45,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_Jump(128,"Rush16")
	Rush15:
	CNP5 D 3 A_FastChase
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",45,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_Jump(128,"Rush1")
	Rush16:
	CNP5 DDD 1 A_Chase
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",45,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_Jump(8,"See")
	Goto Rush
	Dodge:
	TNT1 A 0
	TNT1 A 0 A_GiveInventory("MonsterAvoid",1)
	TNT1 A 0 A_Jump(64,"See")
	Goto Missile
	DodgeSee:
	TNT1 A 0
	TNT1 A 0 A_GiveInventory("MonsterAvoid",1)
	TNT1 A 0 A_Jump(64,"Rush")
	Goto See
    Missile:
	    TNT1 A 0
	    TNT1 A 0 A_SetTranslucent(1)
	    TNT1 A 0 A_JumpIfTargetInLOS("SniperShot",90,JLOSF_CLOSENOJUMP|JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,0,1000)
	    CNP5 E 10 A_FaceTarget
	    TNT1 A 0 A_PlaySound("sniper/fire2",CHAN_WEAPON,1.0,0,0.5)
	    CNP5 F 10 A_CustomMissile("ZombieSniperProjectileStrong2",47,0,random(-2,2))
	TNT1 A 0 A_JumpIfInventory("MarineKilled",1,"Taunt")
	    CNP5 E 10 A_FaceTarget
	    Goto See
	SniperShot:
	    TNT1 A 0
	    TNT1 A 0 A_Stop
	    TNT1 A 0 A_GiveInventory("ZombieShieldSphere",1)
	    CNP5 E 10 A_FaceTarget
	    CNP5 E 1 A_MonsterRefire(0,"DodgeSee")
	    TNT1 A 0 A_PlaySound("sniper/fire2",CHAN_WEAPON,1.0,0,0.5)
	    CNP5 F 10 A_CustomMissile("ZombieSniperProjectileStrong2",47,0)
	TNT1 A 0 A_JumpIfInventory("MarineKilled",1,"Taunt")
	    CNP5 E 10 A_FaceTarget
	    Goto See
	Wound:
	"####" "#" 3
	"####" "#" 3 A_Pain
	TNT1 A 0 A_JumpIfInventory("Tic",5,"See")
	TNT1 A 0 A_GiveInventory("Tic",1)
	TNT1 A 0 A_ClassBossHealth
	TNT1 A 0 A_MonsterRefire(0,"Rush")
	Goto See
	IgnoreDamage:
	CNP5 A 1 A_UnSetShootable
	TNT1 AAAA 0 A_SpawnItemEx("AbyssalSatyrFlame",random(-20,20),random(-20,20),random(30,60),0,0,0)
	CNP5 AAAAAAAAAA 1 A_FadeOut(0.1,0)
	TNT1 A 2 
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 A 2 A_PlayWeaponSound("boss/teleport")
	TNT1 AAAA 0 A_SpawnItemEx("AbyssalSatyrFlame",random(-20,20),random(-20,20),random(30,60),0,0,0)
	CNP5 AAAAAAAAAA 1 A_FadeIn(0.1)
	CNP5 A 1 A_SetShootable
	Goto PainMissile
	PainMissile: 
	CNP5 E 3 A_GiveInventory("HemZombieStrafing",1)
	CNP5 E 3 A_GiveInventory("HemZombieStrafing",1)
	Goto Missile
	Pain:
	TNT1 A 0
	TNT1 A 0 A_Jump(48,"IgnoreDamage")
	TNT1 A 0 A_JumpIfHealthLower((ACS_NamedExecuteWithResult("Hem_SpawnHealth")*0.25),"PainShield")
	TNT1 A 0 A_Jump(96,"NoPainShield")
	PainShield:
	TNT1 A 0 A_GiveInventory("ZombieShieldSphere",1)
	NoPainShield:
	CNP5 G 3
	CNP5 G 3 A_Pain
	Goto Dodge
	Death:
	CNP5 H 9
	CNP5 I 9 A_Scream
	CNP5 J 9
	CNP5 K 9 A_NoBlocking
	TNT1 A 0 A_TakeInventory("Tic",999999)
	CNP5 L 63000 CanRaise
	Stop
	XDeath:
	CNP5 O 5
	TNT1 A 0 A_GiveInventory("XDeathCheck",1)
	CNP5 P 5 A_XScream
	CNP5 Q 5 A_NoBlocking
	TNT1 A 0 A_TakeInventory("Tic",999999)
	POSS PQRST 5
	POSS U 63000 CanRaise
	Stop
	Raise:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_JumpIfInventory("xdeathcheck",1,"XRaise")
	CNP5 KJIH 5
	Goto See
	XRaise:
	TNT1 A 0 A_TakeInventory("XDeathCheck",1)
	POSS TSRQP 5
	CNP5 QPO 5
	Goto See
	}
}

Actor ZombieSniperProjectileStrong2 : ZombieSniperProjectile
{
Damage (Random(85,100))
-PIERCEARMOR
}

ACTOR CerebralShadowBoss2 : CerebralShadowBoss replaces CerebralShadowBoss
{
	Health 4800
	Radius 20
	Height 56
	Mass 100
	RenderStyle "Translucent"
	Alpha 0.7
	Speed 32
	FloatSpeed 32
	PainChance 50
	//$Title "Cerebral Shadow"
	Monster
	+FloorClip
    +Missilemore
	+Missileevenmore
    +NoGravity
	+Float
    +DONTRIP
	+NOTIMEFREEZE
	+NORADIUSDMG
	+NoFear
    +DONTHURTSPECIES
    +Dontharmspecies
	+DontMorph
	+Thruspecies
	+ALWAYSFAST
    +BOSS
    +BOSSDEATH
	+NoIceDeath
	+DontGib
	PainSound "CShadow/hurt"
	SeeSound "CShadow/searching"
	DeathSound "CShadow/death"
	ActiveSound "CShadow/active"
	Obituary "%o was consumed by the Cerebral Shadow's darkness."
	MissileType ShadowBall
	Species "HemBoss"
	//Species "Shadows"
	DamageFactor "Void", 0
	DamageFactor BruiserFire, 0
	DamageFactor "Sharp", 0
	DamageFactor 0.94
	DamageFactor "Ice", 0
	Damagefactor "Melee", 0.05
    Damagefactor "Crush", 0.1
    Damagefactor "Acid", 0.05
    DamageFactor "Ice", 0.0
    Damagefactor "Fire", 0.0
    Damagefactor "Poison", 0.0
    Damagefactor "PoisonCloud", 0.0
    Damagefactor "Electric", 0.01
    Damagefactor "Disintegrate", 0.01
    DamageFactor "DrainLife", 0.0
//    DamageFactor "Extreme", 0.0
    DamageFactor "Player", 0.0
    DamageFactor "Players", 0.02
    DamageFactor "PyroShot", 0.20
    DamageFactor "PlayerPyro", 0.20
    DamageFactor "PDTPuff", 0.0
    DamageFactor "Explosion", 0.1
    DamageFactor "NuclearFire", 0.01
//    DamageFactor "BFG9500Ball", 0.5
//    DamageFactor "BFGSplash", 0.5
//    DamageFactor "UpBFG9500Ball", 0.5
//    DamageFactor "UpBFGSplash", 0.4
//    DamageFactor "PDTBFG", 0.3
//    DamageFactor "PDTBFGTracer", 0.3
    DamageFactor "PlayerDevBall", 0.25
    DamageFactor "PlayerDevBall2", 0.25
    DamageFactor "PlayerDevTracer", 0.35
//    DamageFactor "PlayerDBFG2", 0.3
//    DamageFactor "PlayerDBFG10K2", 0.3
//    DamageFactor "PlayerDBFGSplash2", 0.3
//    DamageFactor "PlayerBHole", 0.15
//    DamageFactor "PlayerNemesisPlasma", 0.1
//    DamageFactor "Legendary", 0.2
//    DamageFactor "LegendaryPlayer", 0.2
    DamageFactor "PlayerHellfire", 0.1
//    DamageFactor "SuperWeapon", 0.0
//    DamageFactor "LegendaryGuruPlayer", 0.05
	DropItem "NemesisHealthBonusMax", 256
	DropItem "HEMArmorBonusMax5", 256
    DropItem "HEMArmorBonusMax5", 256
	Dropitem "Backpack", 256
	Dropitem "Backpack", 100
	DropItem "Blursphere", 150
	DropItem "RageSphere", 100
	DropItem "NemesisArmor", 60
	//DropItem "Vilestaff", 150
	DropItem "ShadowCastOrb", 50
	DropItem "ElusiveSphere", 50
	DropItem "EnragedLegendarySphere", 150
	DropItem "NemesisPowerShard", 100
	DropItem "LegendaryRune", 256, 1
	DropItem "ElNexusRuneSpawnerTier1", 64, 1
	//DropItem "RegenSphere", 150
	//DropItem "OnyxArmor", 150
    BloodColor "Black"
	Tag "\c[red]Cerebral\c-\c[black] Shadow\c- Boss"
	var int user_music;
	States
	{
	Spawn:
	CSHD A 1 A_Look
	 Goto Idle
	Idle:
	    CSHD A 1 A_Look
	Loop
	See:
	TNT1 A 0 A_Jump(256,"RandomMusic1")
	Goto Chase
	RandomMusic1:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,62)
	TNT1 A 0 A_SetUserVar("user_music",1)
	Goto Chase
	Chase:
	   	CSHD AAA 1 A_Chase
	CSHD A 0 A_SpawnItemEx("CSShadowGhostA", 0, 0, 0, 0, 0, 0, 0, 128)
	CSHD BBB 1 A_Chase
	CSHD B 0 A_SpawnItemEx("CSShadowGhostB", 0, 0, 0, 0, 0, 0, 0, 128)
	CSHD CCC 1 A_Chase
	CSHD C 0 A_SpawnItemEx("CSShadowGhostC", 0, 0, 0, 0, 0, 0, 0, 128)
	CSHD DDD 1 A_Chase
	CSHD D 0 A_SpawnItemEx("CSShadowGhostD", 0, 0, 0, 0, 0, 0, 0, 128)
	CSHD AAA 1 A_Chase
	CSHD A 0 A_SpawnItemEx("CSShadowGhostA", 0, 0, 0, 0, 0, 0, 0, 128)
	CSHD BBB 1 A_Chase
	CSHD B 0 A_SpawnItemEx("CSShadowGhostB", 0, 0, 0, 0, 0, 0, 0, 128)
	CSHD CCC 1 A_Chase
	CSHD C 0 A_SpawnItemEx("CSShadowGhostC", 0, 0, 0, 0, 0, 0, 0, 128)
	CSHD DDD 1 A_Chase
	CSHD D 0 A_SpawnItemEx("CSShadowGhostD", 0, 0, 0, 0, 0, 0, 0, 128)
	CSHD EEE 1 A_Chase
	CSHD E 0 A_SpawnItemEx("CSShadowGhostE", 0, 0, 0, 0, 0, 0, 0, 128)
	loop
	Missile:
	CSHD AAAAAAAAAAAAAAA 1 A_FaceTarget
	CSHD F 1 A_FaceTarget
	CSHD G 1 BRIGHT A_MissileAttack
	CSHD F 1 A_FaceTarget
	CSHD AAAAAAAAAA 1 A_FaceTarget
	CSHD E 0 A_Jump(128,"OneShot")
	Goto see
      OneShot:
        CSHD EF 12 A_FaceTarget
        CSHD G 6 A_CustomMissile("AgauresBall1", 37, 0, 0, 0, 0)
    	CSHD G 0 A_CustomMissile("AgauresBall1", 37, 0, random(-15,15), 0, 0)
    	CSHD G 0 A_CustomMissile("AgauresBall1", 37, 0, random(-25,25), 0, 0)
        CSHD G 0 A_CustomMissile("AgauresBall1", 37, 0, random(-15,15), 0, 0)
    	CSHD G 0 A_Jump(128,"OneShot")
    	CSHD G 0 A_Jump(128,"SpamShots")
	CSHD G 0 A_Jump(128,"ShadowCall")
	CSHD G 0 A_Jump(128,"Explosions")
	CSHD G 0 A_Jump(128,"Mines")
	CSHD G 0 A_Jump(128,"DartCleave")
	//CSHD G 0 A_Jump(128,"Ravens")
        goto See
      SpamShots:
        CSHD AF 8 A_FaceTarget
    	CSHD G 0 A_CustomMissile("AgauresBall2", 37, 0, -5, 0, 0)
    	CSHD G 0 A_CustomMissile("AgauresBall2", 37, 0, 0, 0, 0)
        CSHD G 0 A_CustomMissile("AgauresBall2", 37, 0, 5, 0, 0)
    	CSHD G 0 A_Checksight("See")
    	CSHD AF 5 A_FaceTarget
        CSHD G 4 A_CustomMissile("AgauresBall2", 37, 0, 0, 0, 0)
	    CSHD G 0 A_Checksight("See")
        CSHD AF 4 A_FaceTarget
        CSHD G 3 A_CustomMissile("AgauresBall2", 37, 0, 0, 0, 0)
	    CSHD G 0 A_Checksight("See")
     	CSHD AF 2 A_FaceTarget
        CSHD G 1 A_CustomMissile("AgauresBall2", 37, 0, 0, 0, 0)
	    CSHD G 0 A_Checksight("See")
	    CSHD AF 6 A_FaceTarget
	    CSHD G 0 A_CustomMissile("AgauresBall2", 37, 0, -10, 0, 0)
	    CSHD G 0 A_CustomMissile("AgauresBall2", 37, 0, 0, 0, 0)
        CSHD G 0 A_CustomMissile("AgauresBall2",37,0,10,0,0)
	    CSHD G 0 A_Checksight("See")
	    CSHD AF 5 A_FaceTarget
	    CSHD G 0 A_CustomMissile("AgauresBall2", 37, 0, -15, 0, 0)
	    CSHD G 0 A_CustomMissile("AgauresBall2", 37, 0, 0, 0, 0)
        CSHD G 6 A_CustomMissile("AgauresBall2", 37, 0, 15, 0, 0)
	CSHD G 0 A_Jump(128,"OneShot")
	    goto see
	 ShadowCall:
	    TNT1 A 0 HealThing(25) //hopefully no one finds this out kek
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ShadowminionCount") > 11,"See")
	CSHD A 35
  	    TNT1 A 0 A_SpawnItemEx("CSShadowMinion",20,20,0,0,0,0,0,SXF_SETMASTER)
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ShadowminionCount") > 11,"See")
	TNT1 A 0 A_SpawnItemEx("CSShadowMinion",40,40,0,0,0,0,0,SXF_SETMASTER)
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ShadowminionCount") > 11,"See")
	    TNT1 A 0 A_SpawnItemEx("CSShadowMinion",-20,-20,0,0,0,0,0,SXF_SETMASTER)
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ShadowminionCount") > 11,"See")
	TNT1 A 0 A_SpawnItemEx("CSShadowMinion",-40,-40,0,0,0,0,0,SXF_SETMASTER)
	goto See
     Explosions:
	CSHD FG 6 Bright A_FaceTarget
	CSHD G 2 Bright A_Custommissile("BruiserFireSpawner",16,0,-15,0)
	CSHD G 2 Bright A_Custommissile("BruiserFireSpawner",16,0,0,0)
	CSHD G 2 Bright A_Custommissile("BruiserFireSpawner",16,0,15,0)
	CSHD G 0 A_Jump(128,"ShadowCall")
	Goto See
	 DartCleave:
        CSHD E 0 Bright A_UnSetReflectiveInvulnerable
        CSHD A 6 Bright A_FaceTarget
        CSHD F 6 Bright A_Playsound ("monster/kntswg")
        CSHD G 0 Bright A_CustomMissile ("CSDKDart",32,0,random(-6,-2),0)
        CSHD G 0 Bright A_CustomMissile ("CSDKDart",32,0,random(-12,-7),0)
	    CSHD G 0 Bright A_CustomMissile ("CSDKDart",32,0,0,0)    
        CSHD G 0 Bright A_CustomMissile ("CSDKDart",32,0,random(7,12),0)
        CSHD G 0 Bright A_CustomMissile ("CSDKDart",32,0,random(2,6),0) 
	    CSHD G 5 Bright A_Jump(128,"ShadowCall")
       Goto See
     Mines:
        CSHD A 6 Bright A_FaceTarget
        CSHD A 1 Bright A_FaceTarget
        CSHD F 0 Bright A_CustomMissile("MinesRev",44,-4,-12,0)      
        CSHD F 5 Bright A_CustomMissile("MinesRev",44,-4,12,0)
        CSHD F 0 Bright A_Jump(128,"ShadowCall")     
       Goto See
	 //Ravens:
	    //CSHD A 8 Bright A_FaceTarget
	//CSHD F 4 Bright A_CustomMissile("RavenMissile",0,-2)
        //CSHD F 0 A_CustomMissile("RavenMissile", 0, -1)
        //CSHD F 0 A_CustomMissile("RavenMissile", 0, 0)
        //CSHD F 0 A_CustomMissile("RavenMissile", 0, 1)
	//CSHD F 0 A_CustomMissile("RavenMissile", 0, 2)
	    //CSHD Z 0 A_Jump(128,"ShadowCall")
	   //Goto See
 Teleport:
    CSHD A 1 Bright A_UnSetShootable
	CSHD AAAAAAAAAA 1  A_FadeOut(0.1,0)
	CSHD A 2 
	CSHD AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	CSHD AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	CSHD A 0 HealThing (45)
    CSHD A 1 A_PlayWeaponSound("Shadow/teleport")
	CSHD AAAAAAAAAA 1 A_FadeIn(0.1)
    CSHD A 1 Bright A_SetShootable
	CSHD Z 0 A_Jump(128,"ShadowCall")
    Goto See	
	Pain:
	    TNT1 A 0 A_Jump(50,"Teleport")
	CSHD H 4
	CSHD H 4 A_Pain
	Goto See+1
	Death:
	CSHD I 6 A_Scream
	CSHD J 5 A_KillChildren
	CSHD K 5 
	CSHD L 5 A_Fall
	CSHD MNO 6 A_SpawnItem("CSItemRandomizer")
	//TNT1 A 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
	CSHD P -1 ACS_NamedExecuteAlways("DropAnkh",0,50) //50
	Stop
	//Raise:
	//CSHD M 8
	//CSHD KLJI 8
        //Goto See
	}
}

Actor Maephisto2 Replaces Maephisto
{
Monster
Speed 10
FloatSpeed 10
Mass 99999
Health 18822
Scale 1.1
Radius 40
Height 110
Decal Bulletchip
SeeSound "maephisto/see"
DeathSound "maephisto/death"
ActiveSound "maephisto/idle"
Species "Cybers"
DamageFactor "NobleComet", 0.0
DamageFactor "HellComet", 0.0
DamageFactor "Hell", 0.0
DamageFactor "Cyber10K", 0.0
DamageFactor "Legendary", 0.01
DamageFactor "LegendaryGuru", 0.01
DamageFactor "LegendaryGuruPlayer", 0.01
DamageFactor "BFGSplash", 0.1
DamageFactor "BFGSpray", 0.1
DamageFactor "PDTBFG", 0.0
DamageFactor "PDTBFGTracer", 0.0
DamageFactor "PlayerDevBall", 0.0
DamageFactor "PlayerDevBall2", 0.0
DamageFactor "PlayerDTBFGRailgunSlug", 0.0
DamageFactor "PlayerDevTracer", 0.0
DamageFactor "Ice", 0.5
DamageFactor "Explosion", 0.1
DamageFactor 0.29
dropitem "LegendaryBossLifeEssence", 256
dropitem "LegendaryLifeEssence", 256
dropitem "LegendaryBossArmorBonusMax", 256
dropitem "LegendaryArmorBonusMax", 256
DropItem "NemesisHealthBonusMax", 80, 32
DropItem "NemesisArmorBonus32", 80
DropItem "NemesisHealthBonusMax", 80, 32
DropItem "NemesisArmorBonus32", 80
DropItem "TrueLegendaryUltraSphere", 35
dropitem "LegendaryRune", 256
dropitem "LegendaryRune", 128
dropitem "TrueLegendaryArmor", 128
dropitem "ElNexusRuneSpawnerTier1", 256, 1
dropitem "EnragedLegendaryPowerShard", 128
dropitem "LegendaryRune", 64
dropitem "Legendary BFG", 60
dropitem "Stingray", 45
DropItem "NemesisRuneSpawnerTier2", 128, 1
DropItem "NemesisRuneSpawnerTier2", 100, 1
MaxStepHeight 32
MaxDropOffHeight 32
+DONTHARMSPECIES
+FLOORCLIP
+MISSILEMORE
+MISSILEEVENMORE
+QUICKTORETALIATE
+NOTIMEFREEZE
+NOPAIN
+DONTRIP
+NORADIUSDMG
+BOSS
+NOBLOCKMONST
Obituary "%o was vaporised by Maephisto."
var int user_delay;
var int user_missile;
var int user_music;
var int user_flying;
Tag "\c[z5]Maephisto 2.0\c-"
States
{
  Spawn:
    MMDR E 10 A_Look
    Loop	
  See:
    TNT1 A 0 A_JumpIf(user_flying == 1,"Flying")
    TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,2050)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_Jump(100,"Rush")
    MMDR A 2 A_Hoof
	TNT1 A 0 A_JumpIfHealthLower(12000,"Upgrade")
    MMDR ABBCC 2 A_Chase
    MMDR D 2 A_Hoof
    MMDR D 2 A_Chase
	TNT1 A 0 A_Jump(52,"Teleport")
    Loop
  Flying:
    TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,2050)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_UnSetInvulnerable
	MMDR AA 1 A_Chase("","")
	TNT1 A 0 A_FastChase
	TNT1 A 0 A_Jump(5,"Teleport","Evade")
	TNT1 A 0 A_GiveInventory("SpecOpsStrafing",1)
    Loop
  Evade:
	TNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)
	//TNT1 A 0 Bright  A_SpawnItemEx("LegCardinalFire",-17,0,30,random(-3,1),random(-2,2),random(-2,-6),0,128)
	MMDR A 2 Bright A_Chase
	//TNT1 A 0 Bright  A_SpawnItemEx("LegCardinalFire",-17,0,30,random(-3,1),random(-2,2),random(-2,-6),0,128)
	MMDR A 2 Bright A_Chase
	//TNT1 A 0 Bright  A_SpawnItemEx("LegCardinalFire",-17,0,30,random(-3,1),random(-2,2),random(-2,-6),0,128)
	MMDR A 2 Bright A_Chase
	//TNT1 A 0 Bright  A_SpawnItemEx("LegCardinalFire",-17,0,30,random(-3,1),random(-2,2),random(-2,-6),0,128)
	MMDR A 2 Bright A_Chase
	//TNT1 A 0 Bright  A_SpawnItemEx("LegCardinalFire",-17,0,30,random(-3,1),random(-2,2),random(-2,-6),0,128)
	MMDR A 2 Bright A_Chase
	//TNT1 A 0 Bright  A_SpawnItemEx("LegCardinalFire",-17,0,30,random(-3,1),random(-2,2),random(-2,-6),0,128)
	MMDR A 2 Bright A_Chase
	//TNT1 A 0 Bright  A_SpawnItemEx("LegCardinalFire",-17,0,30,random(-3,1),random(-2,2),random(-2,-6),0,128)
	MMDR A 2 Bright A_Chase
	//TNT1 A 0 Bright  A_SpawnItemEx("LegCardinalFire",-17,0,30,random(-3,1),random(-2,2),random(-2,-6),0,128)
	MMDR A 2 Bright A_Chase
	TNT1 A 0 A_Stop
	Goto See
  Rush:
	MMDR A 0 A_Hoof
	MMDR AA 0 A_Chase
	MMDR A 2 A_SpawnItemEx("MaephistoGhost",0,0,0,0,0,0,0,128)
	MMDR AA 0 A_Chase
	MMDR A 2 A_SpawnItemEx("MaephistoGhost",0,0,0,0,0,0,0,128)
	MMDR AA 0 A_Chase
	MMDR B 2 A_SpawnItemEx("MaephistoGhost",0,0,0,0,0,0,0,128)
	MMDR AA 0 A_Chase
	MMDR B 2 A_SpawnItemEx("MaephistoGhost",0,0,0,0,0,0,0,128)	   
	MMDR A 0 A_Hoof
	MMDR AA 0 A_Chase
	MMDR C 2 A_SpawnItemEx("MaephistoGhost",0,0,0,0,0,0,0,128)
	MMDR AA 0 A_Chase
	MMDR C 2 A_SpawnItemEx("MaephistoGhost",0,0,0,0,0,0,0,128)
	MMDR AA 0 A_Chase
	MMDR D 2 A_SpawnItemEx("MaephistoGhost",0,0,0,0,0,0,0,128)
	MMDR AA 0 A_Chase
	MMDR D 2 A_SpawnItemEx("MaephistoGhost",0,0,0,0,0,0,0,128)	   
	TNT1 A 0 A_Jump(48,"Teleport")
	TNT1 A 0 A_Jump(75,"See")	
	Loop
  Upgrade:
	TNT1 A 0 A_JumpIf(user_flying == 1,"Flying")
	TNT1 A 0 A_SetInvulnerable
	MMDR L 10 Bright A_PlaySound("maephisto/see2",2,1.0,0,ATTN_NONE)
	MMDR LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 2 Bright A_SpawnItemEx("HFCyberFlameSpawner")
	TNT1 A 0 ACS_NamedExecuteAlways("MicrowaveUpgrade",0,0)
	TNT1 A 0 ACS_NamedExecuteAlways("SpawnFireOnActor3", 0, 2)
	TNT1 A 0 A_Playsound("brain/spit",6,1.0,0,ATTN_NONE)
	TNT1 A 0 A_SetUserVar("user_flying",1)
	TNT1 A 0 A_ChangeFlag("FLOAT",1)
	TNT1 A 0 A_ChangeFlag("FLOATBOB",1)
	TNT1 A 0 A_ChangeFlag("NOGRAVITY",1)
	MMDR L 1 Bright ThrustThingZ(0,13,0,1)
	MMDR LLLLLLLLLLLLLLLLLLLLLLL 2 Bright A_SpawnItemEx("HFCyberFlameSpawner")
	TNT1 A 0 A_UnSetInvulnerable
	Goto See
  Teleport:
	MMDR E 1 A_UnSetShootable
	MMDR EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
	MMDR EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	MMDR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
	MMDR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
	MMDR E 1 A_PlayWeaponSound("boss/teleport")
	MMDR EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
	MMDR EEEEEEEEEEE 1 A_FadeIn(0.1)
	MMDR E 1 A_SetShootable
	Goto See
  Missile2:
    MMDR E 1 A_FaceTarget
	TNT1 A 0 ThrustThing(angle*256/360, 15, 0, 0)
	TNT1 A 0 A_Jump(192,"Railgun","Bolt","BFG10K","Devastator","BlueStarCannon","Laser","LegendaryBFG","NemesisBFG","EnragedPlasma")
	Goto ExpMinigun
  Missile:
    TNT1 A 0 A_JumpIf(user_flying == 1,"Missile2")
	TNT1 A 0 A_Jump(192,"Railgun","Bolt","BFG10K","Devastator","BlueStarCannon","Laser","LegendaryBFG","NemesisBFG","EnragedPlasma")
  ExpMinigun:
    MMDR EEE 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("sentient/fire")
   	TNT1 A 0 A_SpawnItemEx("OrangeShellCasing", 22, 22, 110, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)
    MMDR H 1 Bright A_CustomMissile("TerminatorExplosiveTracer",Random(102,110),-16,Random(3,-3))
	TNT1 A 0 A_PlaySound("sentient/fire")
   	TNT1 A 0 A_SpawnItemEx("OrangeShellCasing", 22, 22, 110, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)
    MMDR I 1 Bright A_CustomMissile("TerminatorExplosiveTracer",Random(102,110),-16,Random(3,-3))
	TNT1 A 0 A_JumpIf(user_flying >= 1,2)
	TNT1 A 0 A_JumpIfHealthLower(12000,"Upgrade")
    MMDR I 0 A_CPosRefire    
    Goto ExpMinigun+4 
  Railgun:
    TNT1 A 0 A_PlayWeaponSound("weapons/rgcharge")
    MMDR EEEEEEEEEE 5 Bright A_FaceTarget
	MMDR F 0 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("monsters/darkcyberrail")
    MMDR F 0 A_CustomMissile("TrueLegendaryCyberRail",62,40,0)	
    MMDR F 5 Bright A_CustomMissile("TrueLegendaryCyberRail",62,-40,0)
	MMDR GGGG 3 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("monsters/darkcyberrail")
    MMDR F 0 A_CustomMissile("TrueLegendaryCyberRail",62,40,0)	
    MMDR F 5 Bright A_CustomMissile("TrueLegendaryCyberRail",62,-40,0)
	MMDR GGGG 3 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("monsters/darkcyberrail")
    MMDR F 0 A_CustomMissile("TrueLegendaryCyberRail",62,40,0)	
    MMDR F 5 Bright A_CustomMissile("TrueLegendaryCyberRail",62,-40,0)
	TNT1 A 0 A_JumpIf(user_flying >= 1,2)
	TNT1 A 0 A_JumpIfHealthLower(12000,"Upgrade")
	MMDR GGGG 3 Bright A_FaceTarget
	TNT1 A 0 A_Jump(110,"Bolt")
    Goto See 	
  Bolt:
  	TNT1 A 0 A_PlaySound("maephisto/see1")
	TNT1 A 0 A_SetUserVar("user_missile",0)
    MMDR EEEEEE 5 A_FaceTarget 
  BoltCombo:
    MMDR F 0 A_JumpIf(user_missile >= 28,"See")	 
    MMDR F 0 A_SetUserVar("user_missile",user_missile+1)
	MMDR F 0 A_FaceTarget	
    MMDR F 0 A_CustomMissile("LegRevBall2",62,40,0)
    MMDR F 3 Bright A_CustomMissile("LegRevBall2",62,-40,0)
    Loop	
  BFG10K:
  	TNT1 A 0 A_PlaySound("maephisto/see1")
	TNT1 A 0 A_SetUserVar("user_missile",0)
    MMDR EEEEEE 5 A_FaceTarget 
  BFG10KLoop:
    MMDR F 0 A_JumpIf(user_missile >= 15,"See")	 
    MMDR F 0 A_SetUserVar("user_missile",user_missile+1)
	MMDR F 0 A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    MMDR F 0 A_CustomMissile("TrueLegendary10KProjectile",62,40,0)	
    MMDR F 4 Bright A_CustomMissile("TrueLegendary10KProjectile",62,-40,0)
	TNT1 A 0 A_JumpIf(user_flying >= 1,2)
	TNT1 A 0 A_JumpIfHealthLower(12000,"Upgrade")
    MMDR G 4 A_FaceTarget 
    Loop
  Devastator:
	TNT1 A 0 A_PlaySound("devastator/charge")
    MMDR JKLKJJKLKJJKLKJJKLKJJKL 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("devastator/fire")
	MMDR M 1 Bright A_CustomMissile("LegCybDevastatorBall",78,0,0)
	TNT1 A 0 A_JumpIf(user_flying >= 1,2)
	TNT1 A 0 A_JumpIfHealthLower(12000,"Upgrade")
    MMDR NOOOOOOOOO 1 Bright A_FaceTarget   
	TNT1 A 0 A_Jump(110,"BlueStarCannon")
    Goto See	
  BlueStarCannon:
  	TNT1 A 0 A_PlaySound("maephisto/see2")
    MMDR EEEEEE 5 A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	MMDR EEEEEEEEEEEE 5 Bright A_SpawnItem("LFiendFlameSpawner",0,0,0,0)
	TNT1 A 0 A_UnSetInvulnerable
	MMDR F 0 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    MMDR F 0 A_CustomMissile("LegCyberKnightBlueStar",62,40,0)	
    MMDR F 5 Bright A_CustomMissile("LegCyberKnightBlueStar",62,-40,0)
	MMDR GGGGGGG 3 Bright A_FaceTarget
	MMDR F 0 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    MMDR F 0 A_CustomMissile("LegCyberKnightBlueStar",62,40,0)	
    MMDR F 5 Bright A_CustomMissile("LegCyberKnightBlueStar",62,-40,0)
	MMDR GGGGGGG 3 Bright A_FaceTarget
	MMDR F 0 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    MMDR F 0 A_CustomMissile("LegCyberKnightBlueStar",62,40,0)	
    MMDR F 5 Bright A_CustomMissile("LegCyberKnightBlueStar",62,-40,0)
	TNT1 A 0 A_JumpIf(user_flying >= 1,2)
	TNT1 A 0 A_JumpIfHealthLower(12000,"Upgrade")
	MMDR GGGGGGG 3 Bright A_FaceTarget
	TNT1 A 0 A_Jump(110,"Laser")
    Goto See	
  Laser:
    MMDR EEEE 5 A_FaceTarget
    MMDR E 0 A_PlaySound("maephisto/charge",CHAN_WEAPON,1,0,0)
    MMDR JKLKJ 5 Bright A_FaceTarget
    MMDR JKLKJ 4 Bright A_FaceTarget
    MMDR JKLKJ 3 Bright A_FaceTarget
    MMDR JKLKJ 2 Bright A_FaceTarget
    MMDR JKLKJ 1 Bright A_FaceTarget 
    MMDR JKLKJ 1 Bright A_FaceTarget 
    MMDR M 0 A_PlaySound("maephisto/laser",Chan_AUTO,1,0,0)
    MMDR MMMMMMMMMMMMMNNNNNNNNNNNOOOOOOOOOOOOOOO 1 Bright A_CustomMissile("MaephistoLaserBeam",90,0,0)
	TNT1 A 0 A_JumpIf(user_flying >= 1,2)
	TNT1 A 0 A_JumpIfHealthLower(12000,"Upgrade")
    TNT1 A 0 A_Jump(110,"LegendaryBFG")
    Goto See
  LegendaryBFG:
	TNT1 A 0 A_PlaySoundEx("Legcyber/BFG","GURUCHRG")
	TNT1 A 0 A_SetInvulnerable
    MMDR JKLKJJKLKJJKLKJJKLKJJKLJKLKJ 5 Bright A_SpawnItem("LSoulFlameSpawner",0,0,0,0)
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_PlayWeaponSound("Weapons/GuruFire")
  	TNT1 A 0 A_PlayWeaponSound("Weapons/GuruAddFire")
	MMDR M 1 Bright A_CustomMissile("CyberGuruball",78,0,0)
    TNT1 A 0 A_JumpIf(user_flying >= 1,2)
	TNT1 A 0 A_JumpIfHealthLower(12000,"Upgrade")
    MMDR NOOOOOOOOO 1 Bright A_FaceTarget   
    Goto See
  NemesisBFG:
	TNT1 A 0 A_PlaySoundEx("truelegbfg/charge","GURUCHRG")
	TNT1 A 0 A_SetInvulnerable
    MMD0 JKLKJJKLKJJKLKJJKLKJJKLJKLKJ 5 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_PlaySound("truelegbfg/fire",7)
	TNT1 A 0 A_PlaySound("truelegbfg/fire2",6)
	MMD0 M 1 Bright A_CustomMissile("NemesisGuruBall",78,0,0)
	TNT1 A 0 A_JumpIf(user_flying >= 1,2)
	TNT1 A 0 A_JumpIfHealthLower(12000,"Upgrade")
    MMD0 NOOOOOOOOO 1 Bright A_FaceTarget   
    Goto See
  EnragedPlasma:
	TNT1 A 0 A_PlaySoundEx("truelegbfg/charge","GURUCHRG")
	TNT1 A 0 A_SetInvulnerable
    MMD0 JKLKJJKLKJJKLKJJKLKJJ 5 Bright A_SpawnItem("EnragedLegendaryCyberFlameSpawner",0,0,0,0)
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_SpawnItem("EnragedLegendaryCyberFlameSpawner",0,0,0,0)
	TNT1 A 0 A_SetUserVar("user_missile", 0)
	TNT1 A 0 Bright A_FaceTarget
	TNT1 A 0 A_PlaySoundEx("hfcardinal/begin", 1, 0, 2)
	MMD0 J 3 Bright A_SpawnItem("EnragedLegendaryCyberFlameSpawner",0,0,0,0)
	TNT1 A 0 Bright A_FaceTarget
	MMD0 K 3 Bright A_SpawnItem("EnragedLegendaryCyberFlameSpawner",0,0,0,0)
	TNT1 A 0 Bright A_FaceTarget
	MMD0 L 3 Bright A_SpawnItem("EnragedLegendaryCyberFlameSpawner",0,0,0,0)
	TNT1 A 0 Bright A_FaceTarget
	MMD0 K 3 Bright A_SpawnItem("EnragedLegendaryCyberFlameSpawner",0,0,0,0)
	TNT1 A 0 Bright A_FaceTarget
	MMD0 J 3 Bright A_SpawnItem("EnragedLegendaryCyberFlameSpawner",0,0,0,0)
	TNT1 A 0 Bright A_FaceTarget
	MMD0 K 3 Bright A_SpawnItem("EnragedLegendaryCyberFlameSpawner",0,0,0,0)
	TNT1 A 0 Bright A_FaceTarget
	MMD0 L 3 Bright A_SpawnItem("EnragedLegendaryCyberFlameSpawner",0,0,0,0)
	TNT1 A 0 Bright A_FaceTarget
	MMD0 L 3 Bright A_SpawnItem("EnragedLegendaryCyberFlameSpawner",0,0,0,0)
	TNT1 A 0 Bright A_FaceTarget
	MMD0 L 3 Bright A_SpawnItem("EnragedLegendaryCyberFlameSpawner",0,0,0,0)
	TNT1 A 0 Bright A_FaceTarget
	MMD0 L 3 Bright A_SpawnItem("EnragedLegendaryCyberFlameSpawner",0,0,0,0)
	TNT1 A 0 Bright A_FaceTarget
  EnragedPlasmaFire:
    TNT1 A 0 A_JumpIf(user_missile >= 25, "EnragedPlasmaEnd")
    TNT1 A 0 A_SetUserVar("user_missile", user_missile+1)
	TNT1 A 0 A_SpawnItem("EnragedLegendaryCyberFlameSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("HFCyberFlameSpawner",0,0,0,0)
	MMD0 M 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySoundEx("hfcardinal/fireloop", 1, 0, 2)
	MMD0 N 3 Bright A_CustomMissile("BoomBarrageMissile",58,-26,Random(-4, 4))
	TNT1 A 0 A_SpawnItem("EnragedLegendaryCyberFlameSpawner",0,0,0,0)
	Loop
  EnragedPlasmaEnd:
    TNT1 A 0 A_JumpIf(user_flying >= 1,2)
	TNT1 A 0 A_JumpIfHealthLower(12000,"Upgrade")
    MMD0 NOOOOOOOOO 1 Bright A_FaceTarget   
    Goto See
  Death:
    MMDR P 10 Bright A_Scream
    MMDR Q 10 Bright A_NoBlocking
	TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
    MMDR RRRRR 2 Bright A_CustomMissile("Kaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
    MMDR SSSSS 2 Bright A_CustomMissile("Kaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))	
	TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
    MMDR TTTTT 2 Bright A_CustomMissile("Kaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	TNT1 A 0 A_SpawnItemEx("Nemesis BFG",0,0,64,random(1,8),0,2,random(0,360),0,220)
	TNT1 A 0 A_SpawnItemEx("Legendary BFG",0,0,64,random(1,8),0,2,random(0,360),0,128)
	TNT1 A 0 A_SpawnItemEx("Explosive Minigun",0,0,64,random(1,8),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("Demon Tech Devastator",0,0,64,random(1,8),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("BFG10K ",0,0,64,random(0,8),0,2,random(1,360),0,0)
	TNT1 A 0 A_SpawnItemEx("LegendaryUltrasphere",0,0,64,random(1,8),0,2,random(0,360),0,64)
	TNT1 A 0 A_SpawnItemEx("LegendaryRune",0,0,64,random(1,8),0,2,random(0,360),0,128)
	TNT1 A 0 A_SpawnItemEx("LegendaryRune",0,0,64,random(1,8),0,2,random(0,360),0,128)
	TNT1 A 0 A_SpawnItemEx("Jetpack",0,0,64,random(0,8),0,2,random(0,360),0,80)
	TNT1 A 0 A_SpawnItemEx("ArmorRegenerator",0,0,64,random(0,8),0,2,random(0,360),0,200)
	TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
    MMDR UUUUU 2 Bright A_CustomMissile("Kaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
    MMDR VVVVV 2 Bright A_CustomMissile("Kaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
    MMDR W -1
    Stop
  }
}

ACTOR MaephistoFireSpawner : LegendaryRedParticleSpawner
{
+NOTIMEFREEZE
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_PlaySound("monster/ambientfire3")
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "NULL")
	TNT1 A 0 A_SpawnItemEx("CardinalFireEx",random(8,-8),random(4,-4),random(40,50),0,0,random(-4,-6),0,0,128)	
    TNT1 AAAA 0 A_SpawnItemEx("CardinalFire",random(18,-18),random(14,-14),random(40,50),0,0,random(-6,-8),0,0,128)
    TNT1 A 1
    Stop
  }
}

ACTOR MaephistoFireSpawnerSilent : MaephistoFireSpawner
{
  States
  {
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_ExecuteWithResult(304) == 1, "NULL")
	TNT1 A 0 A_SpawnItemEx("CardinalFireEx",random(8,-8),random(4,-4),random(0,2),0,0,random(-4,-6),0,0,128)	
    TNT1 AAAA 0 A_SpawnItemEx("CardinalFire",random(18,-18),random(14,-14),random(0,2),0,0,random(-6,-8),0,0,128)
	TNT1 AA 0 A_SpawnItemEx("SmokeFX5",random(18,-18),random(14,-14),random(0,2),0,0,0,0,0,164)
	TNT1 AA 0 A_SpawnItemEx("SmokeFX6",random(18,-18),random(14,-14),random(0,2),0,0,0,0,0,164)
    TNT1 A 1
    Stop
  }
}

ACTOR VSMPlasmaGunner : NexusPlasmaGunner Replaces NexusPlasmaGunner
{
Tag "Plasma Gunner"
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("NexusHardSpawns") == 1, "Remove")
  Idle:
    ZMAY A 10 A_Look
    ZMAI A 10 A_Look
    Loop
  Remove:
    TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("HardZombieSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
  Death:
    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("MonsterSelection") == 2,2)
	TNT1 A 0 A_Jump(255,2)
    TNT1 A 0 A_Jump(8,"LegPlasmDeath")
    ZMAY H 5  
    ZMAY I 5 A_Scream
	ZMAY J 5 A_Fall
	ZMAY K 5
	ZMAY L 0 A_SpawnItem("BodyCrash",0,0,0,0)
	ZMAY LM 5
	ZMAY N -1
    Stop
  XDeath:
    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("MonsterSelection") == 2,2)
	TNT1 A 0 A_Jump(255,2)
    TNT1 A 0 A_Jump(8,"LegPlasmDeath")
	ZMAY O 3
	ZMAY P 3 A_XScream
	ZMAY Q 3 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
	ZMAY R 3 A_Fall
	ZMAY STU 3
	ZMAY V -1
    Stop
  LegPlasmDeath:
    ZMAY HIJKLM 5 Bright  
    ZMAY N 20 Bright A_FaceTarget
	ZMAY N 8 Bright A_PlaySound("fem/sight")
	TNT1 AA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,64)
	ZMAY N 20 Bright A_FaceTarget
	ZMAY N 8 Bright A_PlaySound("fem/sight")
	TNT1 AA 0 A_SpawnItemEx("LegCardinalStormBoltSpawner",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,64)
	ZMAY N 20 Bright A_FaceTarget
	ZMAY N 8 Bright A_PlaySound("fem/sight")
	TNT1 AA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,64)
	ZMAY N 20 Bright A_FaceTarget
	ZMAY N 8 Bright A_PlaySound("fem/sight")
	TNT1 AA 0 A_SpawnItemEx("LegCardinalStormBoltSpawner",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,64)
	ZMAY N 20 Bright A_FaceTarget
	ZMAY N 8 Bright A_PlaySound("fem/sight")
	TNT1 AA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,64)
    ZMAY MLKJIH 25 Bright 
    TNT1 A 0 A_SpawnItemEx("AlphaLegendaryPlasmaGunner",0,0,16,0,0,0,0,32)
    Stop
	}
}

//TITANIUM STUFF

//Tech Vulkan Zombie
Actor VulcanZombie : NailgunCommando replaces TechVulcanZombie
{
Health 800
Scale 1.1
SeeSound "superzombie/sight"
PainSound "superzombie/pain"
DeathSound "superzombie/death"
ActiveSound "superzombie/active"
Obituary "%o was plasmafied by a Vulcan Zombie." 
Tag "\c[m6]Vulcan Zombie\c-"
AttackSound ""
DropItem "DemonAmmo", 140
DropItem "DemonAmmo", 100
DropItem "DemonAmmoBox", 30
DropItem "HealthFlask", 180
DropItem "PortableMedkit", 130
DropItem "BackPack", 100
DropItem "ArmorPlate", 120
DropItem "AmmoPack", 100
DropItem "HandGrenadeAmmo", 200, 1
DropItem "MineAmmo", 100, 1
DropItem "ShieldSphere", 80, 1
DropItem "Tech Vulcan", 60, 1
DropItem "MarineBeacon" 50 1
States 
{ 
  Spawn: 
	EVZB A 10 A_Look 
	Loop 
  See: 
    EVZB AABB 3 A_Chase
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    EVZB CCDD 3 A_Chase
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Jump(100,"Rush")
    Loop
  Rush:
	EVZB AABB 1 A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	EVZB CCDD 1 A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Jump(75,"See")
	Loop
  Strafing:
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	EVZB AABB 3 A_GiveInventory("HEMCommandoStrafing",1)
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	EVZB CCDD 3 A_GiveInventory("HEMCommandoStrafing",1)
	TNT1 A 0 A_Jump(100,"Rush")
	Goto See	
  StrafingRush:
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	EVZB AABB 1 A_GiveInventory("HEMCommandoStrafing",1)
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	EVZB CCDD 1 A_GiveInventory("HEMCommandoStrafing",1)
	TNT1 A 0 A_Jump(60,"See")
	Goto Rush	
  Missile:
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	EVZB E 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	EVZB E 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	EVZB E 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	EVZB E 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	EVZB E 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	EVZB E 1 A_FaceTarget
	TNT1 A 0 A_Jump(88,"Lazer") 
  Normal:
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	TNT1 A 0  A_PlayWeaponSound("vulcan/fire")
    TNT1 A 0 A_SpawnItemEx("RedCasing",12,6,28,random(2,6),0,random(1,3),random(-80,-90),128)
	EVZB I 2 Bright A_CustomMissile("ZombieVulcanTracer",48,26,0)
    EVZB E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	TNT1 A 0  A_PlayWeaponSound("vulcan/fire")
    TNT1 A 0 A_SpawnItemEx("RedCasing",12,6,28,random(2,6),0,random(1,3),random(-80,-90),128)
	EVZB J 2 Bright A_CustomMissile("ZombieVulcanTracer",48,18,0)
    EVZB E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	TNT1 A 0  A_PlayWeaponSound("vulcan/fire")
    TNT1 A 0 A_SpawnItemEx("RedCasing",12,6,28,random(2,6),0,random(1,3),random(-80,-90),128)
	EVZB K 2 Bright A_CustomMissile("ZombieVulcanTracer",48,10,0)
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
    EVZB E 2 A_FaceTarget
	TNT1 A 0 A_Jump(14,"Pause") 
	TNT1 A 0 A_MonsterRefire(220,"Pause") 
	Loop
  Lazer:
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	TNT1 A 0 A_CustomMissile("ZombieVulcanLazer2",48,10,0)
	TNT1 A 0 A_CustomMissile("ZombieVulcanLazer2",48,18,0)
	TNT1 A 0 A_CustomMissile("ZombieVulcanLazer2",48,26,0)
	EVZB F 4 Bright A_PlayWeaponSound("vulcan/altfire")
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
    EVZB E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	EVZB E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
    EVZB E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	EVZB E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
    EVZB E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	EVZB E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
    EVZB E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	EVZB E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	TNT1 A 0 A_CustomMissile("ZombieVulcanLazer2",48,10,0)
	TNT1 A 0 A_CustomMissile("ZombieVulcanLazer2",48,18,0)
	TNT1 A 0 A_CustomMissile("ZombieVulcanLazer2",48,26,0)
	EVZB F 4 Bright A_PlayWeaponSound("vulcan/altfire")
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
    EVZB E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	EVZB E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
    EVZB E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	EVZB E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
    EVZB E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	EVZB E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
    EVZB E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	EVZB E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	TNT1 A 0 A_CustomMissile("ZombieVulcanLazer2",48,10,0)
	TNT1 A 0 A_CustomMissile("ZombieVulcanLazer2",48,18,0)
	TNT1 A 0 A_CustomMissile("ZombieVulcanLazer2",48,26,0)
	EVZB F 4 Bright A_PlayWeaponSound("vulcan/altfire")
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
    EVZB E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	EVZB E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
    EVZB E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	EVZB E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
    EVZB E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	EVZB E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
    EVZB E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	EVZB E 2 A_FaceTarget
	Goto Pause
  Pause:
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	EVZB E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	EVZB E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	EVZB E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	EVZB E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	EVZB E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	EVZB E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	EVZB E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	EVZB E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	EVZB E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	EVZB E 2 A_FaceTarget
	Goto See
  Pain: 
	TNT1 A 0 A_JumpIfHealthLower((ACS_NamedExecuteWithResult("Hem_SpawnHealth")*0.25),"PainShield")
	TNT1 A 0 A_Jump(96,"NoPainShield")
	//EVZB H 3 
	//EVZB H 3 A_Pain 
  PainShield:
	TNT1 A 0 A_GiveInventory("ZombieShieldSphere",1)
  NoPainShield:
	EVZB H 6 A_Pain
	TNT1 A 0 A_Jump(80,"Missile")
	Goto Rush
  Death:
    EVZX A 5
    EVZX B 5 A_Scream
    EVZX C 5 A_NoBlocking
	EVZX DEF 5
	TNT1 A 0 A_SpawnItem("BodyCrash",0,0,0,0)
    EVZX G -1
	Stop
  XDeath:
    EVZX H 5
 	TNT1 A 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128)
    EVZX I 5 A_XScream
    EVZX J 5 A_Fall
	EVZX KL 5
    EVZX M -1
	Stop
  Raise:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    EVZX FEDCBA 5
    Goto See
} 
}

Actor ZombieVulcanTracer : FastProjectile
{
  Radius 1
  Height 1
  Speed 250
  Damage 4
  +NOGRAVITY
  +FORCERADIUSDMG
  +FORCEXYBILLBOARD
  Projectile
  Scale 0.5 
  Renderstyle Add
  Alpha 0.75
  Decal BulletChip
  DamageType "EMGEx"
  States
  {
  Spawn:
    TRA3 A 1 Bright
	Loop
  Death:
    TNT1 A 0
  	TNT1 A 0 A_SpawnItemEx("RedParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
	TNT1 AAA 0 A_CustomMissile("Kaboom10", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAA 0 A_CustomMissile("SmokeFX4", 0, 0, random(0,360), 2, random(0,360))
    RFOG A 3 Bright A_Explode(Random(9,21),48)
    RFOG BCDEF 3 Bright
    Stop
  }
}

Actor SSVulcanTracer : ZombieVulcanTracer
{
  DamageType "SS"
}


Actor DAImpVulcanTracerNerfed : FastProjectile replaces DAImpVulcanTracer
{
  Radius 1
  Height 1
  Speed 250
  Damage 10
  +NOGRAVITY
  +FORCERADIUSDMG
  +FORCEXYBILLBOARD
  Projectile
  Scale 0.5 
  Renderstyle Add
  Alpha 0.75
  Decal BulletChip
  DamageType "ImpComet"
  Translation "176:191=120:127","16:16=112:112","168:175=112:119"
  States
  {
  Spawn:
    TRA2 A 1 Bright
	Loop
  Death:
    TNT1 A 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("SmokeFX4", 0, 0, random(0,360), 2, random(0,360))
    RFOG A 3 Bright A_Explode(Random(15,25),48)
    RFOG BCDEF 3 Bright
    Stop
  }
}

Actor ZombieVulcanLazer2 : FastProjectile
{
  Radius 6
  Height 8
  Speed 50
  Damage 1
  Scale 0.45
  Species "EliteZombie"
  DamageType "EMGEx"
  RenderStyle Add
  DeathSound "monsters/newfireexplode"
  Decal DoomImpScorch
  MissileType "ZombieVulcanLazerEffect2"
  ReactionTime 35
  Projectile
  +RIPPER
  +BLOODLESSIMPACT
  +MTHRUSPECIES
  States
  {
  Spawn:
    TNT1 A 1 A_CountDown
    Loop
  Death:
	TNT1 A 0
  	TNT1 A 0 A_SpawnItemEx("RedParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_SpawnItemEX("ZombieVulcanLazerEffect2", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 AAA 0 A_CustomMissile("Kaboom10", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAA 0 A_CustomMissile("SmokeFX4", 0, 0, random(0,360), 2, random(0,360))	
    TNT1 A 1
    Stop
  }
}

Actor ZombieVulcanLazerEffect2
{
  +NOBLOCKMAP
  +NOGRAVITY
  +PAINLESS
  +FORCERADIUSDMG
  Scale 0.22
  RenderStyle Add
  DamageType "EMGEx"
  MissileType ""
  Radius 1
  Height 2
  States
  {
  Spawn:
    VUEL A 0 A_Explode(4,8)
    VUEL A 1 bright A_FadeOut(0.3)
    Loop
  }
}

//Former Admiral
ACTOR NexusFormerAdmiral replaces FormerAdmiral
{
  Obituary "%o was assassinated by a Former Admiral."
  Health 1000
  Radius 20
  Height 56
  Mass 500
  Speed 16
  Painchance 50
  Painchance "Mine", 256
  Seesound "FormerAdmiral/Sight"
  Painsound "FormerAdmiral/Pain"
  Deathsound "FormerAdmiral/Death"
  Activesound "FormerAdmiral/Active"
  DropItem "PortableMedkit" 200
  DropItem "ArmorPlate" 200
  DropItem "HandGrenadeAmmo" 200 1
  DropItem "HandGrenadeAmmo" 100 1
  DropItem "MineAmmo" 125 1
  DropItem "AmmoPack" 125
  DropItem "BackPack" 80 1
  DropItem "BulletMag" 256 10
  DropItem "BulletBox" 128
  DropItem "Missile" 128
  DropItem "Missile" 128
  DropItem "Missile" 128
  DropItem "PortableMedCell" 110 1
  DropItem "PortableMedCellPack" 50 1
  DropItem "Explosive Minigun" 200 1
  DropItem "Beacon" 128 1
  Scale 1.25
  Species "EliteZombies"
  Damagefactor "Explosion", 0.5
  Damagefactor "Extreme", 0.2
  Damagefactor "Rocket", 0.5
  //No Infighting
  Damagefactor "ZombieDemonTech", 0
  Damagefactor "RedZombieDemonTech", 0
  DamageFactor "RedZDemonTechProjectile", 0.0
  Damagefactor "ZombieRocket", 0
  DamageFactor "GeneralTracer", 0.0
  DamageFactor "SoapOpera", 0.0
  DamageFactor "ZombieDev", 0.0
  DamageFactor "EMGEx", 0.0
  DamageFactor "RST", 0.0
  DamageFactor "SoulToxic", 0.0
  DamageFactor "BeheComet", 0.0
  DamageFactor "FatFlamer", 0.0
  Damagefactor "HTZombie", 0.0
  DamageFactor "MiniRocket", 0.0
  DamageFactor "ZombieCannon", 0.0
  Damagefactor "ZExplosiveBullets", 0.0
  Damagefactor "ZGrenade", 0.0
  DamageFactor "SoulToxic", 0.0
  DamageFactor "Cacolich", 0.0
  DamageFactor 0.75
  MONSTER
  +DONTHURTSPECIES
  +NOFEAR
  +FLOORCLIP
  +MISSILEMORE
  +MISSILEEVENMORE
  +QUICKTORETALIATE
  Tag "\c[m3]Former \c[g8]Admiral\c-"
  var int user_beacon;
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_StopSound(7)
	BPO0 A 10 A_Look
	Loop
  See:
	TNT1 A 0 A_StopSound(7)
	BPO0 AABB 3 A_Chase
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	BPO0 CCDD 3 A_Chase
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Jump(10,"Heal")
	TNT1 A 0 A_Jump(100,"Rush")
	Loop
  Rush:
	BPO0 AABB 1 A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	BPO0 CCDD 1 A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Jump(45,"See")
	Loop
  Missile:
	TNT1 A 0
	TNT1 A 0 A_Jump(125,"Rocket")
	TNT1 A 0 A_Jump(100,"Beacon")
	TNT1 A 0 A_Jump(220,"Chaingun")
    TNT1 A 0 A_Playsound("FormerAdmiral/Attack")
  Chaingun:
	BPO0 HKHKH 4 A_GiveInventory("HEMCommandoStrafing",1)
	TNT1 A 0 A_JumpIfTargetinLOS("ContinueShooting")
	BPO0 H 3 A_GiveInventory("HEMCommandoStrafing",1)
	TNT1 A 0 A_JumpIfTargetinLOS("ContinueShooting")
	BPO0 K 3 A_GiveInventory("HEMCommandoStrafing",1)
	TNT1 A 0 A_JumpIfTargetinLOS("ContinueShooting")
	TNT1 A 0 A_MonsterRefire(200,"See")
	Goto Chaingun+5
  ContinueShooting:
	TNT1 A 0 A_PlaySound("sentient/fire")
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 F 3 Bright A_CustomMissile("MinigunnerExplosiveTracer",Random(30,34),0,Random(5,-5),0)
	TNT1 A 0 A_PlaySound("sentient/fire")
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 E 3 Bright A_CustomMissile("MinigunnerExplosiveTracer",Random(30,34),0,Random(5,-5),0)
	TNT1 A 0 A_MonsterRefire(100,"Rush")
	Loop
  Rocket:
	TNT1 A 0 A_Jump(40,"Rocket3") 
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 H 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 H 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 H 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 H 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 H 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 H 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 H 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 H 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 J 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 J 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 J 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 J 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 I 4 BRIGHT A_CustomMissile("AdmiralHeavyRocket",40,16,0,0)
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 H 1 A_CPosRefire
	Goto See
  Rocket3:
    TNT1 A 0 A_Playsound("FormerAdmiral/Attack")
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 H 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 H 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 H 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 H 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 H 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 H 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 H 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 H 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 J 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 J 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 J 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 J 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 J 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 J 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 J 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 J 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 I 4 BRIGHT A_CustomMissile("AdmiralHeavyRocket",40,16,0,0)
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 H 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 H 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 H 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 H 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 H 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 H 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 H 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 H 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 J 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 J 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 J 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 J 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 I 4 BRIGHT A_CustomMissile("AdmiralHeavyRocket",40,16,0,0)
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 H 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 H 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 H 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 H 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 H 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 H 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 H 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 H 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 J 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 J 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 J 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 J 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	BPO0 I 4 BRIGHT A_CustomMissile("AdmiralHeavyRocket",40,16,0,0)
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	Goto See    
  Beacon:
	TNT1 A 0 A_JumpIf(user_beacon == 2,"Rocket")	 
	TNT1 A 0 A_SetUserVar("user_beacon",user_beacon+1)
    BPO0 H 20 A_SpawnItem("ZombieBeacon2")
	Goto See
  Pain: 
	BPO0 G 3
	BPO0 G 3 A_Pain
	Goto See
  Pain:
	TNT1 A 0
	TNT1 A 0 A_JumpIfHealthLower((ACS_NamedExecuteWithResult("Hem_SpawnHealth")*0.25),"PainShield")
	TNT1 A 0 A_Jump(64,"NoPainShield")
  PainShield:
	TNT1 A 0 A_GiveInventory("ZombieShieldSphere",1)
  NoPainShield:
	BPO0 G 3
	BPO0 G 3 A_Pain
	TNT1 A 0 A_Jump(45,"Heal")
	Goto See
  Pain.Mine:
	BPO0 A 1 A_Recoil(-16)
	TNT1 A 0 ThrustThingZ(0,11,0,0)
	BPO0 A 4
	GoTo See
  Heal:
	BPO0 A 5
	TNT1 A 0 A_Jump(40,"Heal2")
	TNT1 A 0 A_Jump(15,"Heal3")
	TNT1 A 0 A_Jump(5,"Heal4")
	TNT1 A 0 HealThing(10)
	TNT1 A 0 A_PlaySound("pickups/flask",0,1.0,0)
	GoTo See
  Heal2:
	TNT1 A 0
	TNT1 A 0 HealThing(25)
	TNT1 A 0 A_PlaySound("pickups/pstimpack",0,1.0,0)
	GoTo See
  Heal3:
	TNT1 A 0
	TNT1 A 0 HealThing(50)
	TNT1 A 0 A_PlaySound("MedCell/Use",0,1.0,0)
	GoTo See
  Heal4:
	TNT1 A 0
	TNT1 A 0 HealThing(200)
	TNT1 A 0 A_PlaySound("MedCellPack/Use",0,1.0,0)
	GoTo See
  Death:
	BPO0 G 4   
	TNT1 A 0 A_Scream    
	BPOX ABCDE 7 
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 A 0 A_CustomMissile("AdmiralHeavyRocketDeath", Random(10,50), 0, random(0,360), 2, random(0,360))
	TNT1 A 0 A_SpawnItemEx("HeavyMissileLauncher",0,0,8,random(0,8),random(0,8),2,random(0,360),0,201)
	BPOX FGH 6 BRIGHT
	BPOX I -1
	Stop
 }
}

Actor AdmiralHeavyRocket : HeavyRocket
{
Damage 40
//DamageType "ZombieRocket"
Damagetype "MonsterDying"
-MTHRUSPECIES
States
{
  Spawn:
	TNT1 A 0 A_CustomMissile("RocketSmoke",Random(8,12),Random(-2,2))
	TNT1 AAA 0 A_CustomMissile("NewRockeParticleTrail",Random(8,12),Random(-2,2))
	TNT1 A 0 A_PlaySoundEx("rpg/fly","SoundSlot7",1)
    MIS9 A 1 Bright
    Loop
  Death:
    TNT1 A 0 A_StopSoundEx("SoundSlot7")
	TNT1 A 0 A_Explode(9,328)
	TNT1 A 0 A_Explode(48,225)
	TNT1 A 0 A_Explode(144,148)
	TNT1 A 0 Radius_Quake(6,28,0,32,0)
    TNT1 A 0 A_PlaySound("digger/explode")
	TNT1 AAA 0 A_SpawnItemEx("OrangeParticleSpawner",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_CustomMissile("SmokeFX3",0,0,random(80,100),2,random(80,100))
    TNT1 AAAAAAAA 0 A_CustomMissile("Kaboom3",random(-16,16),random(20,-20),random(0,360),2,random(0,360))
    MISL B 4 Bright
    MISL CD 4 Bright A_SetTranslucent(0.75,1)
	Stop
  }
}

Actor AdmiralHeavyRocketDeath : HeavyRocket
{
Damage 40
DamageType "ZombieRocket"
-MTHRUSPECIES
States
{
  Spawn:
  Death:
    TNT1 A 0 A_StopSoundEx("SoundSlot7")
	TNT1 A 0 A_Explode(9,328)
	TNT1 A 0 A_Explode(48,225)
	TNT1 A 0 A_Explode(144,148)
	TNT1 A 0 Radius_Quake(6,28,0,32,0)
    TNT1 A 0 A_PlaySound("digger/explode")
	TNT1 AAA 0 A_SpawnItemEx("OrangeParticleSpawner",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_CustomMissile("SmokeFX3",0,0,random(80,100),2,random(80,100))
    TNT1 AAAAAAAA 0 A_CustomMissile("Kaboom3",random(-16,16),random(20,-20),random(0,360),2,random(0,360))
    MISL B 4 Bright
    MISL CD 4 Bright A_SetTranslucent(0.75,1)
	Stop
  }
}

Actor ZombieBeacon
{
Monster
Health 500
Radius 6
Height 28
Mass 9999
+FLOORCLIP
+NORADIUSDMG
+NOTELEPORT
+NOBLOOD
+BRIGHT
+CANTSEEK
+NOTARGET
+NEVERTARGET
-COUNTKILL
-SOLID
Species "EliteZombies"
Damagefactor "ZombieDemonTech", 0
Damagefactor "RedZombieDemonTech", 0
DamageFactor "RedZDemonTechProjectile", 0.0
Damagefactor "ZombieRocket", 0
DamageFactor "GeneralTracer", 0.0
DamageFactor "EMGEx", 0.0
DamageFactor "RST", 0.0
DamageFactor "SoulToxic", 0.0
DamageFactor "BeheComet", 0.0
DamageFactor "FatFlamer", 0.0
Damagefactor "HTZombie", 0.0
DamageFactor "MiniRocket", 0.0
DamageFactor "ZombieCannon", 0.0
Damagefactor "ZExplosiveBullets", 0.0
Damagefactor "ZGrenade", 0.0
DamageFactor "SoulToxic", 0.0
DamageFactor "Cacolich", 0.0
DamageFactor "SS", 0.0
RadiusDamageFactor 0.05
Tag "\crZombie Beacon\c-"
var int user_tid;
States
{
  Spawn:
    HEBA A 10
	HEBA AAA 35 A_PlaySound("world/alarm1")
	HEBA A 1 A_SetUserVar(user_tid,ACS_NamedExecuteWithResult("Hem_GetTID"))
  Summon:
    HEBA A 0 A_CustomMissile("TeleportFog",0,0,0,0,0)
    HEBA A 0 A_SpawnItemEx("ZombieBeaconSummons",0,0,8,0,0,0,0,SXF_NOCHECKPOSITION,0,user_tid)
    HEBA A 105
    HEBA A 0 A_CustomMissile("TeleportFog",0,0,0,0,0)
    HEBA A 0 A_SpawnItemEx("ZombieBeaconSummons",0,0,8,0,0,0,0,SXF_NOCHECKPOSITION,0,user_tid)
    HEBA A 105
    HEBA A 0 A_CustomMissile("TeleportFog",0,0,0,0,0)
    HEBA A 0 A_SpawnItemEx("ZombieBeaconSummons",0,0,8,0,0,0,0,SXF_NOCHECKPOSITION,0,user_tid)
    HEBA A 305
	HEBA A 1 A_JumpIf(ACS_NamedExecuteWithResult("CheckZombieBeacon",10) == 2,"Summon")
	Wait
  Death:
	TNT1 A 0
	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)
    TNT1 A 0 A_PlaySound("weapons/rocklx")
    TNT1 A 1 A_SpawnItem("RocketEx")
	Stop
}
}

Actor ZombieBeaconSummons : MarineBeaconActivatedSpawners
{
-FRIENDLY
States
{
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_Jump(32,"TThree")
	TNT1 A 0 A_Jump(64,"TTwo")
	TNT1 A 0 A_Jump(128,"TOne")
	TNT1 A 0 A_Jump(255,1,2,3)
    TNT1 A 1 A_SpawnItemEx("SpecOpsRailgunner",0,0,0,0,0,0,0,32,0,tid)
	Goto End
    TNT1 A 1 A_SpawnItemEx("SpecOpsShotgunner",0,0,0,0,0,0,0,32,0,tid)
	Goto End
    TNT1 A 1 A_SpawnItemEx("SpecOpsMachinegunner",0,0,0,0,0,0,0,32,0,tid)
	Goto End
  TOne:
    TNT1 A 0 A_Jump(255,1,2,3,4,5,6,7,8,9)
    TNT1 A 1 A_SpawnItemEx("SpecOpsRailgunner",0,0,0,0,0,0,0,32,0,tid)
	Goto End
    TNT1 A 1 A_SpawnItemEx("SpecOpsShotgunner",0,0,0,0,0,0,0,32,0,tid)
	Goto End
    TNT1 A 1 A_SpawnItemEx("SpecOpsMachinegunner",0,0,0,0,0,0,0,32,0,tid)
	Goto End
    TNT1 A 1 A_SpawnItemEx("RMExplosiveMinigunner",0,0,0,0,0,0,0,32,0,tid)
	Goto End
    TNT1 A 1 A_SpawnItemEx("HomingRocketZombie",0,0,0,0,0,0,0,32,0,tid)
	Goto End
    TNT1 A 1 A_SpawnItemEx("ExplosiveShotgunZombie",0,0,0,0,0,0,0,32,0,tid)
	Goto End
    TNT1 A 1 A_SpawnItemEx("FreezerZombie",0,0,0,0,0,0,0,32,0,tid)
	Goto End
    TNT1 A 1 A_SpawnItemEx("RepeaterZombie",0,0,0,0,0,0,0,32,0,tid)
	Goto End
    TNT1 A 1 A_SpawnItemEx("SuicideBomber",0,0,0,0,0,0,0,32,0,tid)
	Goto End
  TTwo:
    TNT1 A 0 A_Jump(255,1,2,3,4,5)
    TNT1 A 1 A_SpawnItemEx("M79Zombie",0,0,0,0,0,0,0,32,0,tid)
	Goto End
    TNT1 A 1 A_SpawnItemEx("JetpackZombie",0,0,0,0,0,0,0,32,0,tid)
	Goto End
    TNT1 A 1 A_SpawnItemEx("HeavySpecOpsRailgunner",0,0,0,0,0,0,0,32,0,tid)
	Goto End
    TNT1 A 1 A_SpawnItemEx("HeavySpecOpsShotgunner",0,0,0,0,0,0,0,32,0,tid)
	Goto End
    TNT1 A 1 A_SpawnItemEx("HeavySpecOpsMachinegunner",0,0,0,0,0,0,0,32,0,tid)
	Goto End
  TThree:
    TNT1 A 0 A_Jump(255,1,2,3,4,5,6)
    TNT1 A 1 A_SpawnItemEx("CyborgShotgunner",0,0,0,0,0,0,0,32,0,tid)
	Goto End
    TNT1 A 1 A_SpawnItemEx("ProShotgunCommando",0,0,0,0,0,0,0,32,0,tid)
	Goto End
    TNT1 A 1 A_SpawnItemEx("NailgunCommando",0,0,0,0,0,0,0,32,0,tid)
	Goto End
    TNT1 A 1 A_SpawnItemEx("InsaneZombie",0,0,0,0,0,0,0,32,0,tid)
	Goto End
    TNT1 A 1 A_SpawnItemEx("InsaneSergeant",0,0,0,0,0,0,0,32,0,tid)
	Goto End
    TNT1 A 1 A_SpawnItemEx("InsaneChaingunner",0,0,0,0,0,0,0,32,0,tid)
	Goto End
	}
}

Actor ZombieBeacon2 : ZombieBeacon
{
Tag "\cuSpec \crOps \csBeacon\c-"
States
{
  Spawn:
    HEBA A 10
	HEBA AAA 35 A_PlaySound("world/alarm1")
	HEBA A 1 A_SetUserVar(user_tid,ACS_NamedExecuteWithResult("Hem_GetTID"))
  Summon:
    HEBA A 0 A_CustomMissile("TeleportFog",0,0,0,0,0)
    HEBA A 0 A_SpawnItemEx("ZombieBeaconSummons2",0,0,8,0,0,0,0,SXF_NOCHECKPOSITION,0,user_tid)
    HEBA A 105
    HEBA A 0 A_CustomMissile("TeleportFog",0,0,0,0,0)
    HEBA A 0 A_SpawnItemEx("ZombieBeaconSummons2",0,0,8,0,0,0,0,SXF_NOCHECKPOSITION,0,user_tid)
    HEBA A 105
    HEBA A 0 A_CustomMissile("TeleportFog",0,0,0,0,0)
    HEBA A 0 A_SpawnItemEx("ZombieBeaconSummons2",0,0,8,0,0,0,0,SXF_NOCHECKPOSITION,0,user_tid)
    HEBA A 305
	HEBA A 1 A_JumpIf(ACS_NamedExecuteWithResult("CheckZombieBeacon",10) == 2,"Summon")
	Wait
  Death:
	TNT1 A 0
	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)
    TNT1 A 0 A_PlaySound("weapons/rocklx")
    TNT1 A 1 A_SpawnItem("RocketEx")
	Stop
	}
}

Actor ZombieBeaconSummons2 : ZombieBeaconSummons
{
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_Jump(255,1,2,3)
    TNT1 A 1 A_SpawnItemEx("SpecOpsRailgunnerCountless",0,0,0,0,0,0,0,32,0,tid)
	Goto End
    TNT1 A 1 A_SpawnItemEx("SpecOpsShotgunnerCountless",0,0,0,0,0,0,0,32,0,tid)
	Goto End
    TNT1 A 1 A_SpawnItemEx("SpecOpsMachinegunnerCountless",0,0,0,0,0,0,0,32,0,tid)
	Goto End
	}
}

Actor SpecOpsRailgunnerCountless : SpecOpsRailgunner
{
-COUNTKILL
Tag "\cuSpec \crOps \csRailgunner\c-"
}

Actor SpecOpsShotgunnerCountless : SpecOpsShotgunner
{
-COUNTKILL
Tag "\cuSpec \crOps \csShotgunner\c-"
}

Actor SpecOpsMachinegunnerCountless : SpecOpsMachinegunner
{
-COUNTKILL
Tag "\cuSpec \crOps \csMachinegunner\c-"
}

Actor SSBeacon : ZombieBeacon Replaces ActiveSSBeacon
{
Species "SS"
Tag "\crSchutzstaffel Beacon\c-"
States
{
  Spawn:
    SSBA A 10
	SSBA AAA 35 A_PlaySound("world/alarm1")
	SSBA A 1 A_SetUserVar(user_tid,ACS_NamedExecuteWithResult("Hem_GetTID"))
  Summon:
    SSBA A 0 A_CustomMissile("TeleportFog",0,0,0,0,0)
    SSBA A 0 A_SpawnItemEx("SSBeaconSummons",0,0,8,0,0,0,0,SXF_NOCHECKPOSITION,0,user_tid)
    SSBA A 105
    SSBA A 0 A_CustomMissile("TeleportFog",0,0,0,0,0)
    SSBA A 0 A_SpawnItemEx("SSBeaconSummons",0,0,8,0,0,0,0,SXF_NOCHECKPOSITION,0,user_tid)
    SSBA A 105
    SSBA A 0 A_CustomMissile("TeleportFog",0,0,0,0,0)
    SSBA A 0 A_SpawnItemEx("SSBeaconSummons",0,0,8,0,0,0,0,SXF_NOCHECKPOSITION,0,user_tid)
    SSBA A 305
    SSBA A 1 A_JumpIf(ACS_NamedExecuteWithResult("CheckZombieBeacon",20) == 2,"Summon")
	Wait
  Death:
	TNT1 A 0
	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)
    TNT1 A 0 A_PlaySound("weapons/rocklx")
    TNT1 A 1 A_SpawnItem("RocketEx")
	Stop
	}
}

Actor SSBeaconSummons : ZombieBeaconSummons
{
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_Jump(128,"TOne","TZero")
	TNT1 A 0 A_Jump(64,"TTwo")
  TZero:
    TNT1 A 0 A_Jump(255,1,2,3)
    TNT1 A 1 A_SpawnItemEx("GuardCountless",0,0,0,0,0,0,0,32,0,tid)
	Goto End
    TNT1 A 1 A_SpawnItemEx("SSNaziCountless",0,0,0,0,0,0,0,32,0,tid)
	Goto End
    TNT1 A 1 A_SpawnItemEx("OfficerCountless",0,0,0,0,0,0,0,32,0,tid)
	Goto End
  TOne:
    TNT1 A 1 A_SpawnItemEx("NaziDogCountless",0,0,0,0,0,0,0,32,0,tid)
	Goto End
  TTwo:
    TNT1 A 1 A_SpawnItemEx("CyberHundCountless",0,0,0,0,0,0,0,32,0,tid)
	Goto End
	}
}

Actor SSBeaconStrong : SSBeacon Replaces ActiveStrongSSBeacon
{
Tag "\crSchutzstaffel Beacon\c-"
States
{
  Spawn:
    SSBA A 10
	SSBA AAA 35 A_PlaySound("world/alarm1")
	SSBA A 1 A_SetUserVar(user_tid,ACS_NamedExecuteWithResult("Hem_GetTID"))
  Summon:
    SSBA A 0 A_CustomMissile("TeleportFog",0,0,0,0,0)
    SSBA A 0 A_SpawnItemEx("SSSuperSoldierCountless",0,0,8,0,0,0,0,SXF_NOCHECKPOSITION,0,user_tid)
    SSBA A 155
    SSBA A 0 A_CustomMissile("TeleportFog",0,0,0,0,0)
    SSBA A 0 A_SpawnItemEx("SSSuperSoldierCountless",0,0,8,0,0,0,0,SXF_NOCHECKPOSITION,0,user_tid)
    SSBA A 155
    SSBA A 0 A_CustomMissile("TeleportFog",0,0,0,0,0)
    SSBA A 0 A_SpawnItemEx("SSSuperSoldierCountless",0,0,8,0,0,0,0,SXF_NOCHECKPOSITION,0,user_tid)
    SSBA A 305
    SSBA A 1 A_JumpIf(ACS_NamedExecuteWithResult("CheckZombieBeacon",10) == 2,"Summon")
	Wait
  Death:
	TNT1 A 0
	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)
    TNT1 A 0 A_PlaySound("weapons/rocklx")
    TNT1 A 1 A_SpawnItem("RocketEx")
	Stop
	}
}

Actor GuardCountless : Guard
{
-COUNTKILL
Species "SS"
DamageFactor "SS", 0.0
Tag "Guard"
}

Actor SSNaziCountless : SSNazi
{
-COUNTKILL
Species "SS"
DamageFactor "SS", 0.0
Tag "SS Nazi"
}

Actor OfficerCountless : Officer
{
-COUNTKILL
Species "SS"
DamageFactor "SS", 0.0
Tag "Officer"
}

Actor NaziDogCountless : NaziDog
{
-COUNTKILL
Species "SS"
DamageFactor "SS", 0.0
Tag "Nazi Dog"
}

Actor CyberHundCountless : CyberHund
{
-COUNTKILL
Tag "CyberHund"
}

Actor SSSuperSoldierCountless : SSSuperSoldier
{
-COUNTKILL
  DropItem "BulletBox" 128 50
  DropItem "PortableMedkit" 50
  DropItem "ArmorPlate" 50
  DropItem "HandGrenadeAmmo" 100 1
  DropItem "MineAmmo" 100 1
  DropItem "AmmoPack" 150
  DropItem "ExtraArmor" 0 1
Tag "SS Super Soldier"
}

Actor NewCyborgShotgunner : CyborgShotgunner replaces CyborgShotgunner
{
Tag "\c[h2]Cyborg Shotgunner\c-"
States
{
 Spawn:
	SBOG AA 10 A_Look
	Loop
 See:
	SBOG AA 4 A_Chase
	SBOG A 0 A_PlaySound("Monsters/NBWalk")
	SBOG BBCC 4 A_Chase
	SBOG CC 0 A_PlaySound("Monsters/NBWalk")
	SBOG DD 4 A_Chase
	Loop
 Missile:
	SBOG E 18 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/plasmashotgun/add",5)
	TNT1 AAAAAAA 0 Bright A_CustomMissile("CyShotgunnerShot",Random(26,29),0,Random(5,-5),0)
	SBOG F 4 Bright A_CustomBulletAttack(5,6,7,8)
    SBOG E 10 A_FaceTarget
	SBOG E 8 A_PlaySound("plasmashotgun/load",6)
	TNT1 A 0 A_PlaySound("weapons/pulseshotgun/pump",7)
	TNT1 A 0 A_SpawnItemEx("ShotgunCellCasing", -8, 0, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	SBOG E 8 A_FaceTarget
	Goto See
  Pain:
    TNT1 A 0
    TNT1 A 0 A_Jump(128,"PainMissile")
    SBOG G 4
    SBOG G 4 A_Pain
    Goto See
  PainMissile: 
    SBOG G 4
    SBOG G 4 A_Pain
    Goto Missile
  Death:
    SBOG H 5
    SBOG I 5 A_ScreamAndUnBlock
    SBOG JK 5
	SBOG L -1
  XDeath:
	SBOG M 3 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
    SBOG N 3 A_XScream
    SBOG O 3 A_Fall
    SBOG PQRST 3
    SBOG U -1 
    Stop	
  Raise:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    SBOG NMLKJIH 5
    Goto See	
}
}

Actor Paladin2 : Paladin replaces Paladin
{
Tag "\c[m8]Paladin\c-"
States
{
   Death:
	TNT1 A 0
	TNT1 A 0 A_JumpIfInTargetInventory("TrueLegendaryRuneItem",1,"Evolve")
	TNT1 A 0 A_JumpIfInTargetInventory("TrueLegendaryRuneItem2",1,"Evolve")
	TNT1 A 0 A_JumpIfInTargetInventory("NemesisRuneToken",1,"Evolve")
	TNT1 A 0 A_JumpIfInTargetInventory("NexusStrengthRuneToken",1,"Evolve")
	TNT1 A 0 A_JumpIfInTargetInventory("NexusHighJumpRuneToken",1,"EvolveChance")
	TNT1 A 0 A_JumpIfInTargetInventory("NexusResistanceRuneToken",1,"Evolve")
	TNT1 A 0 A_JumpIfInTargetInventory("NexusSpreadRuneToken",1,"Evolve")
	TNT1 A 0 A_JumpIfInTargetInventory("LegendaryRuneToken",1,"EvolveChanceRare")
	TNT1 A 0 A_JumpIfInTargetInventory("VitalityRuneToken",1,"EvolveChanceRare")
	TNT1 A 0 A_JumpIfInTargetInventory("AgilityRuneToken",1,"EvolveChanceRare")
	TNT1 A 0 A_JumpIfInTargetInventory("INFPyroCannon",1,"EvolveChance")
	TNT1 A 0 A_JumpIfInTargetInventory("NewDBFGButIsPurple",1,"EvolveChance")
	TNT1 A 0 A_Jump(20,"Evolve") //40
	Goto Death2
	EvolveChance:
	TNT1 A 0 A_Jump(60,"Evolve") //120
	Goto Death2
	EvolveChanceRare:
	TNT1 A 0 A_Jump(30,"Evolve") //30
	Death2:
	HPAL Q 20 A_Scream
	TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 AA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))
	HPAL R 0 A_SpawnItemEx("PaladinShield",0,0,25,6,0,0,60,SXF_SETMASTER|SXF_CLIENTSIDE)
	HPAL RRRR 2 Bright A_CustomMissile("Kaboom17", Random(10,50), 0, random(0,360), 2, random(0,360))
	HPAL SSSS 2 Bright A_CustomMissile("Kaboom17", Random(10,50), 0, random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 AA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))
	HPAL TTTUUU 2 Bright A_CustomMissile("Kaboom17", Random(10,50), 0, random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 AA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))
	HPAL VVVWWW 2 Bright A_CustomMissile("Kaboom17", Random(10,50), 0, random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 AAAA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))
	HPAL X 4 Bright A_NoBlocking
	HPAL Y 3
	HPAL Z -1 A_KillMaster
	Stop
  Evolve:
	HPAL G 3 Bright A_Pain
	HPAL G 0 A_PlaySoundEx("DarkMonsters/Evolution",7,0,2)
	HPAL PPPPPPPP 2 Bright A_SpawnItemEx("DPalLineSpawner",random(32,-32),random(32,-32),random(8,48),0,0,random(1,4),0,128,0)
	PLN1 AAAAAAAA 2 Bright A_SpawnItemEx("DPalLineSpawner",random(32,-32),random(32,-32),random(8,48),0,0,random(1,4),0,128,0)
	PLN1 BBBBBBBB 2 Bright A_SpawnItemEx("DPalLineSpawner",random(32,-32),random(32,-32),random(8,48),0,0,random(1,4),0,128,0)
	PLN1 CCCCCCCC 2 Bright A_SpawnItemEx("DPalLineSpawner",random(32,-32),random(32,-32),random(8,48),0,0,random(1,4),0,128,0)
	PLN1 DDDDDDDD 2 Bright A_SpawnItemEx("DPalLineSpawner",random(32,-32),random(32,-32),random(8,48),0,0,random(1,4),0,128,0)
	PLN1 EEEEEEEE 2 Bright A_SpawnItemEx("DPalLineSpawner",random(32,-32),random(32,-32),random(8,48),0,0,random(1,4),0,128,0)
	DPAL PPPPPPPP 2 Bright A_SpawnItemEx("DPalLineSpawner",random(32,-32),random(32,-32),random(8,48),0,0,random(1,4),0,128,0)
	TNT1 A 0 A_SpawnItemEx("DarkPaladin",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TELEFRAG)
	TNT1 A 0
	Stop
	} 
}

ACTOR DPalLineSpawner : BluePowerLineSpawner
{
+NOTIMEFREEZE
States
{
Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	TNT1 AAA 0 A_CustomMissile("GreenSparkleSpawner",0,0,random(0,-360),2,random(0,360))
	TNT1 AAAAAAA 0 A_SpawnItemEx("GreenPowerLine",random(32,-32),random(32,-32),random(8,48),0,0,random(1,4),0,128,0) 	
	TNT1 A 1 A_SpawnItemEx("GreenPowerLine",random(32,-32),random(32,-32),random(8,48),0,0,random(1,4),0,128,0) 
    Stop  
    }
}