Actor ZombieManReplaces : randomspawner 3004
{
spawnid 4
dropitem "DamageMechanic" 255 255
}
Actor revspawn : randomspawner 66
{
dropitem "Damagewang" 255 255
dropitem "primeplasma" 255 255
}
Actor ShotGunGuyReplaces : randomspawner 9
{
spawnid 1
dropitem "DamageShotgun" 255 255
}

Actor ChainGunGuyReplaces : randomspawner 65
{
spawnid 2
dropitem "DamageChaingun" 255 255
		

}
Actor DoomImpReplaces: randomspawner 3001
{
dropitem "PrimeNinjaRandomizer" 255 255
dropitem "DamagePyro" 255 255
		

}
Actor baronspawn : randomspawner 3003
{
dropitem "Damagetank3" 255 255
}

Actor vilespawn : randomspawner 64
{
dropitem "DamageRocketeer" 255 255
dropitem "primeflamer" 255 255
}
Actor demonspawn : randomspawner 3002
{
dropitem "DamageGrenader" 255 255
}
Actor specspawn : randomspawner 58
{
dropitem "DamageKamikaze" 255 255
}
Actor mancspawn : randomspawner 67
{
dropitem "Ash2AshWheel" 255 255
}
Actor spidermspawn : randomspawner 16
{
dropitem "Ash2AshRobot" 255 255
}
Actor cacospawn : randomspawner 3005
{
dropitem "Ash2Ashhovermachine" 255 255
}
Actor lostsoulspawn : randomspawner 3006
{
dropitem "JagPuppy2" 255 255
dropitem "JagPuppy1" 255 255
}
Actor painspawn : randomspawner 71
{
dropitem "Ash2AshHoverBike" 255 255
}

Actor cyberspawn : randomspawner 7
{
dropitem "ash2ashplant" 255 255
}
Actor wolfspawn : randomspawner 84
{
dropitem "TekFemaleUndercover" 255 255
dropitem "ConradLowell" 255 255
dropitem "TekGrenadierLeader" 255 255
dropitem "MilesConnor" 255 255
dropitem "TekSwat" 255 255
dropitem "TekFemaleThug" 255 255
dropitem "TekAssassin" 255 255
dropitem "TekGoon" 255 255
dropitem "TekCop" 255 255
dropitem "TekSecurityGuard" 255 255
dropitem "TekTazer" 255 255
dropitem "TekGrenadier" 255 255
dropitem "tekmask" 255 255
dropitem "TekFemaleGoon" 255 255
dropitem "SonnyHokuri" 255 255
dropitem "CarlyleRossi" 255 255
dropitem "TekLord" 255 255
dropitem "TekWarBride" 255 255
dropitem "Janus" 255 255
dropitem "MartyDollar" 255 255
dropitem "DallasDiMacro" 255 255
dropitem "TekTurret" 255 255

		

}

Actor tekmask : randomspawner
{
dropitem "tekmaskred" 255 255
dropitem "tekmaskblue" 255 255

}
actor MarineAndRunner : randomspawner 15
{
DROPITEM "DeadMarine"  255 255
dropitem "damagerunner" 255 255
}
Actor HellKnightReplaces : randomspawner 69
{
spawnid 113
dropitem "ash2ashshooter" 255 255

}
Actor ArachnotronReplaces : randomspawner 68
{
+bossdeath
spawnid 6
dropitem "damagetank" 255 255
}
Actor base2
{
}
Actor base
{
+bossdeath
  States
  {

XDeath:
	  "####" "#" 3 A_PlaySound("Gibs/Explode")
		tnt1 a 0 a_fall
				TNT1 A 0 A_SpawnItemEx("PrimeGibSpawner",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)
TNT1 A 0 A_SpawnItemEx("PrimeGib",0,0,0,0,0,0,0,SXF_USEBLOODCOLOR|SXF_NOCHECKPOSITION|SXF_SETMASTER)
stop

}}
ACTOR IncBlood
{
  Mass 5
scale 0.3
  +NOBLOCKMAP
  +NOTELEPORT
  +ALLOWPARTICLES
  States
  {
  Spawn:
    di8_ vwxy 3
    Stop
  Spray:
    di8_ vwxy 3 a_fadeout
    Stop
  }
}

	
ACTOR DamageIncFlame
{
	Radius 6
	Height 8
	Speed 6
	Scale 0.21
	DamageType "Fire"
	Damage (random(2,4)/Random(2,1))
	PROJECTILE
	+RANDOMIZE
	+RIPPER
	-BLOODSPLATTER
	+BLOODLESSIMPACT	
	States 
	{
		Spawn:
				di4_ n 1 a_playsound("Damageinc/Fire")
			di4_ nop 2 Bright
		See:	
				di4_ n 1 a_playsound("Damageinc/Fire")
			di4_ nnoo 2 Bright
			di4_ opp 2 Bright
		Death:
		Crash:
			di4_ qrst 2 Bright A_FadeOut
			Loop			
	}
}
ACTOR JagPuppy2: Base //trevor0402
{
  Health 100
  Speed 16
  Radius 14
  scale 0.55
Obituary "%o told the owner to keep their husky on a leash."
  Height 42
  tag "Siberian Husky"
  Meleedamage 2
  Meleerange 31
painchance 200
  Meleesound "JaguarPup/Bark"
  Monster
  +FLOORCLIP
  +FASTER
  +FASTMELEE
  Activesound "Husky/Act"
  SeeSound "Husky/Act"
  DeathSound "Husky/die"
  AttackSound "Husky/bite"
  States
  {
pain:
bwch p 7
goto see
  Spawn:
    bwch P 10 A_Look
    Loop
  See:
    bwch ppqqrrss 2 A_Chase
    Loop
  Melee:
    bwch tu 4 A_FaceTarget
    bwch v 4 A_CustomMeleeAttack(random(1,3))
    bwch ut 4 A_FaceTarget
    Goto See
  Death:
    bwch w 4 A_Scream
    bwch x 4 A_NoBlocking
    bwch y 4 A_PlaySound("Husky/Slam")
    bwha u -1
    Stop
raise:
bwch yyxxww 3 
goto see
  }
}
ACTOR JagPuppy1: Base
{
  Health 88
  Speed 15
  Radius 14
painchance 100
  scale 0.49
Obituary "%o told the owner to keep their husky on a leash."
  Height 42
  tag "Siberian Husky"
  Meleedamage 1
  Meleerange 31
  Meleesound "JaguarPup/Bark"
  Monster
  +FLOORCLIP
  +FASTER
  +FASTMELEE
  Activesound "Husky/Act"
  SeeSound "Husky/Act"
  DeathSound "Husky/die"
  AttackSound "Husky/bite"
  States
  {
pain:
bwch p 9
goto see
  Spawn:
    bwch P 10 A_Look
    Loop
  See:
    bwch ppqqrrss 2 A_Chase
    Loop
  Melee:
    bwch tu 4 A_FaceTarget
    bwch v 4 A_CustomMeleeAttack(random(1,3))
    bwch ut 4 A_FaceTarget
    Goto See
  Death:
    bwch w 4 A_Scream
    bwch x 4 A_NoBlocking
    bwch y 4 A_PlaySound("Husky/Slam")
    bwha u -1
    Stop
raise:
bwch yyxxww 3 
goto see
  }
}
Actor DamageRunner: Base // code by Cruduxy
{
	Health 40
	MONSTER
tag "Civilian"
	+SHOOTABLE
	+SOLID
	+CANPASS
	+CANPUSHWALLS
	+CANUSEWALLS
	+ACTIVATEMCROSS
bloodtype "IncBlood"
	//+Friendly
	  radius 14
  height 64
  PainChance 190
scale 0.4
Speed 11
  seesound ""
  attacksound ""
  PainSound "DamageInc/Pain"
  DeathSound "DamageInc/Die"
    +FLOORCLIP
  +DONTOVERLAP
  +RANDOMIZE
  +NOSPLASHALERT
  Mass 60
  States
  {
   Spawn:
  dif_ e 4 A_Look
  Loop
  See:
  dif_ e 11
  Ruuuun:
  dif_ aabbccdd 3 A_Wander
  Loop
  Stand:
  dif_  e 40
  Goto See
  Pain:
  dif_ f 4 A_Pain
  dif_ f 4
  Goto Ruuuun
  Death:
ZHRT E 0 A_Jump(80, "stand1")
ZHRT E 0 A_Jump(80, "stand2")
stand1:
  dif_ g 0 A_Scream
  dif_ gh 6
  dif_ i 6 A_Fall
  dif_ jj 4
  dif_ l -1
  Stop
stand2:
  dif_ g 0 A_Scream
  dif_ gh 6
  dif_ i 6 A_Fall
  dif_ jj 4
  dif_ k -1
  Stop
}}
ACTOR DamagePyro1 : Base
{
  Health 71
  Radius 20
bloodtype "IncBlood"
tag "Warefare Flamer"
  Height 56
  Mass 100
scale 0.4
  Speed 7
  PainChance 170
  Monster
  +FLOORCLIP
  SeeSound "aprims3"
  PainSound "DamageInc/Pain"
  DeathSound "DamageInc/Die"
  ActiveSound "Ash2Ash/ManActive"
  AttackSound "DamageInc/pistolx"
  obituary "%o was fried by a pyro thug"
  hitobituary "%o was fried by a pyro thug"
  States
  {
  Spawn:
    DI8_ e 10 A_Look
	loop
  See:
    DI8_ aabbccdd 3 A_Chase
    Loop
  Missile:
    DI8_ f 4 A_FaceTarget
    DI8_ g 4 Bright 
DI8_ I 0 Bright A_CustomMissile("DamageIncFlame") 
    DI8_ f 4
    DI8_ g 4 Bright 
DI8_ I 0 Bright A_CustomMissile("DamageIncFlame") 
    DI8_ f 4
    DI8_ g 4 Bright 
DI8_ I 0 Bright A_CustomMissile("DamageIncFlame") 
    DI8_ ff 10
goto see
  Pain:
    DI8_ h 3
    DI8_ h 3 A_Pain
    Goto See
  Death:
    DI8_ ijk 5
    DI8_ l 5 A_Scream
    DI8_ m 5 A_NoBlocking
    DI8_ n 5
    DI8_ n -1
    Stop
Burn:
Xdeath:
    DI8_ opq 5 bright
   DI8_ q 5 bright A_playsound("DamageInc/Burn")
 DI8_ opqpopqopqopq 5 bright
    DI8_ r 5 bright
    DI8_ s 5 bright A_NoBlocking
    DI8_ t 5 bright
    DI8_ u -1
    Stop

  Raise:
    DI8_ n 5
    DI8_ mllkj 5
    Goto See
  }
}
ACTOR DamagePyro2 : DamagePyro1
{
HEALTH 81
SPEED 8
translation "80:111=#[128,255,0]"
}
ACTOR DamagePyro3 : DamagePyro1
{
HEALTH 88
SPEED 7
translation "80:111=#[6,174,255]"
}
ACTOR DamagePyro4 : DamagePyro1
{
HEALTH 79
+missileevenmore
SPEED 11
seesound "fhats1"
painsound "DamageFemale/Pain"
deathsound "DamageFemale/die"
translation "80:111=#[255,128,0]"
}
Actor DamagePyro : randomspawner
{
dropitem "DamagePyro1" 255 255
dropitem "DamagePyro2" 255 77
dropitem "DamagePyro3" 255 77
dropitem "DamagePyro4" 255 77
}
ACTOR Damagetank1 : arachnotron
{
  HEALTH 511
  RADIUS 20
translation "112:127=#[0,255,255]", "152:159=#[21,202,234]", "9:12=#[26,242,242]"
  HEIGHT 56
  MASS 333
scale 0.4
Tag "Warefare Tank"
  SPEED 11
  PAINCHANCE 80
  MONSTER
  +NOBLOOD
  +FLOORCLIP
  SEESOUND "DAMAGEINC/TANK"
  PAINSOUND "CHAINGUY/PAINX"
  DEATHSOUND "ADLIB3"
+Bossdeath
  ACTIVESOUND "DAMAGEINC/TANK"
  ATTACKSOUND "BPISTOL2/FIREx"
  obituary "%o ran into a tank droid"
  obituary "%o ran into a tank droid"
  STATES
  {
  SPAWN:
    di9_ A 10 A_LOOK
    LOOP
  SEE:
 di9_ a 0 A_PLAYSOUND ("DAMAGEINC/tank1")
    di9_ Aabbcc 3 A_CHASE
    LOOP
	  PAIN:
    di9_ c 8 A_CHASE
	 di9_ bA 8 A_CHASE
	  di9_ a 8 A_CHASE
    GOTO SEE
  MISSILE:
    di9_ a 10 A_FACETARGET
    di9_ a 10 A_FACETARGET
    di9_ d 3 BRIGHT A_CustomMissile("DamageIncRocket1") 
    di9_ a 3 BRIGHT 
    GOTO see
  DEATH:
  XDEATH:
    di9_ a 11 A_PLAYSOUND ("DAMAGEINC/TANK")
 di9_ a 0 A_PLAYSOUND ("DAMAGEINC/EXPLOSION")
    di9_ ghij 5 bright  
    di9_ k 5 A_NOBLOCKING
    di9_ k 5 a_bossdeath
    di9_ k -1
    STOP
  RAISE:
    di9_ KJHG 5
    GOTO SEE
  }
}
ACTOR DamageWang : Base
{
  Health 501
  Radius 20
bloodtype "IncBlood"
tag "Warefare Rocketeer"
  Height 56
  Mass 844
scale 0.4
+nopain
  Speed 9
  PainChance 170
  Monster
  +FLOORCLIP
  SeeSound "aprims4"
  PainSound "DamageInc/Pain"
  DeathSound "DamageInc/Die"
  ActiveSound "DamageInc/Act"
  AttackSound "DamageInc/pistolx"
  obituary "%o couldn't dodge a rocketeer's rocket"
  hitobituary "%o couldn't dodge a rocketeer's rocket"
  States
  {
  Spawn:
    dia_ e 10 A_Look
	loop
  See:
    dia_ aabbccdd 3 A_Chase
    Loop
  Missile:
ZHRT E 0 A_Jump(80, "stand1")
ZHRT E 0 A_Jump(80, "stand2")
stand2:
    dia_ e 4 A_FaceTarget
    dia_ e 4 Bright 
dia_ I 0 Bright A_CustomMissile("DamageincRocket3") 
    dia_ e 6
goto see
stand1:
    dia_ n 5 A_FaceTarget
    dia_ n 5 Bright 
dia_ I 0 Bright A_CustomMissile("DamageincRocket3") 
    dia_ n 5
goto see
  Pain:
    dia_ a 3
    dia_ a 3 A_Pain
    Goto See
  Death:
 di9_ a 0 A_PLAYSOUND ("DAMAGEINC/EXPLOSION")
    dia_ fgh 5 bright
    dia_ i 5 bright A_Scream
    dia_ j 5 bright A_NoBlocking
    dia_ klm 5 bright
    dia_ m -1
    Stop

  Raise:
    dia_ m 5
    dia_ mllkj 5
    Goto See
  }
}
actor damageincsmoke
{
    Radius 1
    Height 1
    Speed 0
    +NOGRAVITY
    -SOLID
    +NOCLIP
    +RANDOMIZE
    +CLIENTSIDEONLY
    Scale 0.4
    States
    {
      Spawn:
        TNT1 A 2
        dia_ p 1 BRIGHT
        dia_ pqrs 1
        stop
    }
}

actor damageincsmoke2
{
    Radius 1
    Height 1
    Speed 0
    +NOGRAVITY
    -SOLID
    +NOCLIP
	 RENDERSTYLE ADD
  ALPHA 1
    +RANDOMIZE
    +CLIENTSIDEONLY
    Scale 0.1
    States
    {
      Spawn:
        TNT1 A 2
        di9_ m 1 BRIGHT
        di9_ mnopq 1
        stop
    }
}
actor DamageincRocket4
{
    Decal Scorch
    Radius 6
    Height 8
    Speed 21
    Damage 4 // Previously 0
    DamageType "Explosive"
    Scale 0.51
seesound "damageinc/tankfire"
    DeathSound "DAMAGEINC/EXPLOSION"
    Projectile
    +RANDOMIZE
    +FORCERADIUSDMG
    +BLOODLESSIMPACT
	+EXTREMEDEATH
    States
    {
      Spawn:
        dib_ g 1 Bright A_SpawnItem("damageincsmoke2")
        LOOP

      Death:
        dia_ t 5 Bright A_Explode((12+Random((Random(4,8)),(Random(2,0))))*Random(2,1),128,1)
        dia_ tuvw 5 Bright
        STOP
    }
}
actor DamageincRocket3
{
    Decal Scorch
    Radius 6
    Height 8
    Speed 11
    Damage 4 // Previously 0
    DamageType "Explosive"
    Scale 0.52
seesound "damageinc/tankfire"
    DeathSound "DAMAGEINC/EXPLOSION"
    Projectile
    +RANDOMIZE
    +FORCERADIUSDMG
    +BLOODLESSIMPACT
	+EXTREMEDEATH
    States
    {
      Spawn:
        dia_ o 1 Bright A_SpawnItem("damageincsmoke")
        LOOP

      Death:
        dia_ t 5 Bright A_Explode((12+Random((Random(4,8)),(Random(2,0))))*Random(2,1),128,1)
        dia_ tuvw 5 Bright
        STOP
    }
}
actor DamageincRocket1
{
    Decal Scorch
    Radius 6
    Height 8
    Speed 16
    Damage 4 // Previously 0
    DamageType "Explosive"
    Scale 0.55
seesound "damageinc/tankfire"
    DeathSound "DAMAGEINC/EXPLOSION"
    Projectile
    +RANDOMIZE
    +FORCERADIUSDMG
    +BLOODLESSIMPACT
	+EXTREMEDEATH
    States
    {
      Spawn:
        di9_ l 1 Bright A_SpawnItem("damageincsmoke")
        LOOP

      Death:
        di5_ r 5 Bright A_Explode((12+Random((Random(4,8)),(Random(2,0))))*Random(2,1),128,1)
        di5_ stuv 5 Bright
        STOP
    }
}


actor DamageincRocket2
{
    Decal Scorch
    Radius 6
 +SEEKERMISSILE
seesound "damageinc/tankfire"
    Height 8
translation "152:159=#[0,128,192]", "112:127=#[0,128,192]"
    Speed 11
    Damage 6 // Previously 0
    DamageType "Explosive"
    Scale 0.57
    DeathSound "DAMAGEINC/EXPLOSION"
    Projectile
    +RANDOMIZE
    +FORCERADIUSDMG
    +BLOODLESSIMPACT
	+EXTREMEDEATH
    States
    {
      Spawn:
di9_ l 3 A_Tracer
        di9_ l 1 Bright A_SpawnItem("damageincsmoke2")
        LOOP

      Death:
         dia_ t 5 Bright A_Explode((12+Random((Random(4,8)),(Random(2,0))))*Random(2,1),128,1)
        dia_ tuvw 5 Bright
        STOP
    }
}
ACTOR Damagetank2 : arachnotron
{
  HEALTH 522
  RADIUS 20
  HEIGHT 56
  MASS 888
  AttackSound "DamageInc/MachineGun"
scale 0.5
Tag "Omega Warefare Tank"
+missileevenmore
  SPEED 8
  PAINCHANCE 80
  MONSTER
+Bossdeath
  +NOBLOOD
  AttackSound "DamageInc/MachineGun"
  +FLOORCLIP
  SEESOUND "DAMAGEINC/TANK"
  PAINSOUND "CHAINGUY/PAINX"
  DEATHSOUND "ADLIB3"
  ACTIVESOUND "DAMAGEINC/TANK"
  obituary "%o tried to hide from an omega tank"
  STATES
  {
  SPAWN:
    di9_ A 10 A_LOOK
    LOOP
  SEE:
 di9_ a 0 A_PLAYSOUND ("DAMAGEINC/tank1")
    di9_ Aabbcc 3 A_CHASE
    LOOP
	  PAIN:
    di9_ c 8 A_CHASE
	 di9_ bA 8 A_CHASE
	  di9_ a 8 A_CHASE
    GOTO SEE
  MISSILE:
ZHRT E 0 A_Jump(80, "Vis1")
ZHRT E 0 A_Jump(80, "Vis2")
Vis1:
    di9_ a 10 A_FACETARGET
    di9_ a 10 A_FACETARGET
    di9_ d 3 BRIGHT A_CustomMissile("DamageIncRocket2") 
    di9_ a 3 BRIGHT 
    GOTO see
Vis2:
    di9_ a 10 A_FACETARGET
    di9_ a 10 A_FACETARGET
    di9_ e 3 BRIGHT A_CPOSATTACK
    di9_ e 3 BRIGHT  A_CPOSREFIRE
    GOTO vis2+1
  DEATH:
  XDEATH:
    di9_ a 21 A_PLAYSOUND ("DAMAGEINC/TANK")
 di9_ a 0 A_PLAYSOUND ("DAMAGEINC/EXPLOSION")
    di9_ ghij 5 bright  
    di9_ k 5 A_NOBLOCKING
    di9_ k 5 a_bossdeath
    di9_ k -1
    STOP
  RAISE:
    di9_ KJHG 5
    GOTO SEE
  }
}
ACTOR Damagetank3 : BaronofHell
{
  HEALTH 1000
  RADIUS 20
  HEIGHT 56
  MASS 877
+Bossdeath
scale 0.4
Tag "Warefare Turret"
  SPEED 13
  PAINCHANCE 80
  MONSTER
  +NOBLOOD
  +FLOORCLIP
  meleedamage 6
  SEESOUND "DAMAGEINC/TANK"
  PAINSOUND "CHAINGUY/PAINX"
  DEATHSOUND "ADLIB3"
  meleesound "DAMAGEINC/tank2"
  ACTIVESOUND "DAMAGEINC/TANK"
  ATTACKSOUND "BPISTOL2/FIREx"
  obituary "%o was spotted by a turret"
  hitobituary "%o was spotted by a turret"
  STATES
  {
  SPAWN:
    dib_ A 10 A_LOOK
    LOOP
  SEE:
 dib_ a 0 A_PLAYSOUND ("DAMAGEINC/tank2")
    dib_ aaaaaa 4 A_CHASE
    LOOP
	  PAIN:
    dib_ a 8 A_CHASE
	 dib_ a 8 A_CHASE
	  dib_ a 8 A_CHASE
    GOTO SEE
	melee: 
	    dib_ aa  7 A_FaceTarget
		dib_ a 4 Bright A_meleeattack
			  TNT1 A 0 A_Recoil(-1)
		  dib_ a 6  A_FaceTarget
		  goto see
  MISSILE:
    dib_ a 10 A_FACETARGET
    dib_ a 10 A_FACETARGET
    dib_ b 3 BRIGHT A_CustomMissile("DamageIncRocket4") 
    dib_ a 3 BRIGHT  A_CPOSREFIRE
    GOTO MISSILE+1
  DEATH:
  XDEATH:
    dib_ a 21 A_PLAYSOUND ("DAMAGEINC/TANK")
 di9_ a 0 A_PLAYSOUND ("DAMAGEINC/EXPLOSION")
    dib_ ccdd 5 bright  
    dib_ e 5 bright a_NOBLOCKING
    dib_ e 5 bright  a_bossdeath 
    dib_ f -1
    STOP
  RAISE:
    dib_ feea 5 bright  
    GOTO SEE
  }
}
Actor Damagetank : randomspawner
{
dropitem "Damagetank1" 255 255
dropitem "Damagetank2" 255 255
}
ACTOR DamageGrenadeGunner1 : Base
{
  Health 501
  Radius 20
bloodtype "IncBlood"
tag "Warefare Killingmachine"
  Height 56
  Mass 844
scale 0.4
+nopain
  Speed 10
  PainChance 33
  Monster
  +FLOORCLIP
  SeeSound "shatsq"
  PainSound "DamageInc/Pain"
  DeathSound "DamageInc/Die"
  ActiveSound "DamageInc/Act"
  AttackSound "DamageInc/pistolx"
  obituary "%o swallowed a grenade"
  hitobituary  "%o swallowed a grenade"
  States
  {
  Spawn:
    die_ w 10 A_Look
	loop
  See:
    die_ aabbccdd 3 A_Chase
    Loop
  Missile:
ZHRT E 0 A_Jump(80, "stand1")
ZHRT E 0 A_Jump(80, "stand2")
stand2:
    die_ w 4 A_FaceTarget
    die_ w 4 Bright 
 di9_ a 0 A_PLAYSOUND ("damageinc/tankfire")
die_ I 0 Bright A_CustomMissile("DamageincRocket0") 
    die_ w 9
goto see
stand1:
    die_ e 5 A_FaceTarget
    die_ f 5 Bright 
 di9_ a 0 A_PLAYSOUND ("damageinc/tankfire")
die_ I 0 Bright A_CustomMissile("DamageincRocket0") 
    die_ e 9
goto see
  Pain:
    die_ g 3
    die_ g 3 A_Pain
    Goto See
Burn:
    die_ opq 5 bright
   die_ r 5 bright A_playsound("DamageInc/Burn")
 die_ rstsrstsrst 5 bright
    die_ u 5 bright
    die_ v 5 bright A_NoBlocking
    die_ v 5 bright
    die_ v -1
    Stop
  Death:
    die_ h 5
    die_ i 5 A_Scream
    die_ j 5 A_NoBlocking
    die_ klm 5
    die_ m -1
    Stop

  Raise:
    die_ m 5
    die_ mllkj 5
    Goto See
  }
}
ACTOR DamageGrenadeGunner2: DamageGrenadeGunner1
{
+missilemore
SPEED 9
translation "80:111=#[214,145,41]", "3:3=#[108,92,60]"
}
ACTOR DamageGrenadeGunner3: DamageGrenadeGunner1
{
+nopain
SPEED 7
translation "80:111=#[125,181,74]", "3:3=#[52,119,49]"
}
ACTOR DamageGrenadeGunner4: DamageGrenadeGunner1
{
+missileevenmore
SPEED 8
translation "80:111=#[147,9,9]", "3:3=#[118,3,3]"
}
Actor DamageRocketeer: randomspawner
{
dropitem "DamageGrenadeGunner1" 255 255
dropitem "DamageGrenadeGunner2" 255 255
dropitem "DamageGrenadeGunner3" 255 255
dropitem "DamageGrenadeGunner4" 255 255
}
ACTOR DamageMechanic1 : Base
{
  Health 71
  Radius 20
bloodtype "IncBlood"
tag "Warefare Mechanic"
  Height 56
  dropitem "clip"
  Mass 100
scale 0.4
  Speed 7
  PainChance 170
  Monster
  +FLOORCLIP
  SeeSound "shats1"
  PainSound "DamageInc/Pain"
  DeathSound "DamageInc/Die"
  ActiveSound "DamageInc/Act"
  AttackSound "DamageInc/pistol"
  obituary "%o was fixed by a mechanic"
  hitobituary  "%o was fixed by a mechanic"
  States
  {
  Spawn:
ZHRT E 0 A_Jump(80, "stand1")
ZHRT E 0 A_Jump(80, "stand2")
stand1:
    DI5_ b 10 A_Look
    Loop
stand2:
    DI5_ A 10 A_Look
    Loop
  See:
    DI5_ eeffgghh 3 A_Chase
    Loop
  Missile:
    DI5_ c 4 A_FaceTarget
    DI5_ d 4 Bright A_CPosAttack
    DI5_ c 4
goto see
  Pain:
    DI5_ b 3
    DI5_ b 3 A_Pain
    Goto See
  Death:
    DI5_ ijk 5
    DI5_ l 5 A_Scream
    DI5_ m 5 A_NoBlocking
    DI5_ n 5
    DI5_ n -1
    Stop
Burn:
    DI5_ ij 3
    DI3_ o 5 bright
   DI3_ p 5 bright A_playsound("DamageInc/Burn")
 DI3_ q 5 bright
    DI3_ q 5 bright
    DI3_ r 5 bright A_NoBlocking
    DI3_ r 5 bright
    DI3_ s -1
    Stop

  Raise:
    DI5_ n 5
    DI5_ mllkj 5
    Goto See
  }
}
ACTOR DamageMechanic2: DamageMechanic1
{
HEALTH 65
SPEED 6
+MISSILEevenMORE
translation "152:159=#[255,32,143]"
}
ACTOR DamageMechanic4: DamageMechanic1
{
HEALTH 66
SPEED 8
+MISSILEevenMORE
translation "152:159=#[240,228,15]"
}
ACTOR DamageMechanic3: DamageMechanic1
{
HEALTH 78
SPEED 11
translation "152:159=#[255,128,0]"
}
Actor DamageMechanic : randomspawner
{
dropitem "DamageMechanic1" 255 255
dropitem "DamageMechanic2" 255 77
dropitem "PrimeBusinessman" 255 255
dropitem "PrimeSwatRandomizer" 255 255
dropitem "DamageMechanic3" 255 77
dropitem "DamageMechanic4" 255 77
}
Actor DamageIncRocket0
{
	PROJECTILE
	-NOGRAVITY
	+HEXENBOUNCE
	+CANBOUNCEWATER
	+MOVEWITHSECTOR
    -BOUNCEONACTORS
	BounceCount 2
	BounceFactor 0.5
	Gravity 0.2
seeSound "DTAZ2"
	Speed 28
	Radius 7
	Height 12
	Damage (Random(7,11)*Random(3,1))
	scale 0.6
	Reactiontime 255
	DamageType ""
	states
	{
    Spawn:
        TNT1 A 0 NoDelay A_Recoil(-1) 
        goto SpawnLoop
 	SpawnLoop:
		die_ A 0 A_CountDown
		die_ n 1 A_SpawnItemEx("damageincsmoke2",0,0,0,0,0,0,0,SXF_CLIENTSIDE)
		Loop
	Death:
 di9_ a 0 A_PLAYSOUND ("DAMAGEINC/EXPLOSION")
         dia_ t 5 Bright A_Explode((12+Random((Random(4,8)),(Random(2,0))))*Random(2,1),128,1)
        dia_ tuvw 5 Bright
        STOP
}}
actor DamageIncNade
{
PROJECTILE
+EXTREMEDEATH
BounceType "Doom"
+DONTSPLASH 
scale 0.3
+CANBOUNCEWATER
-NOGRAVITY
+FORCERADIUSDMG
Mass 1
Radius 8
Height 6
Speed 9
Damage 4
SEESOUND "DTAZ1"
BounceSound "DTAZ2"
DeathSound "dmtan5"
States
{
Spawn:
	TNT1 A 0
	TNT1 A 0 A_StopSound
	TNT1 A 0 ThrustThingZ(0,8,0,1)
	DI5_ ooppqq 3
	Goto Spawn+3
Death:
        di5_ r 5 Bright A_Explode((12+Random((Random(4,8)),(Random(2,0))))*Random(2,1),128,1)
        di5_ stuv 5 Bright
        STOP
}
}
ACTOR DamageGrenader : Base
{
  Health 100
  Radius 20
tag "Warefare Demolition Soldier"
  Height 56
  Mass 100
scale 0.4
  Speed 8
  +frightened
bloodtype "IncBlood"
  PainChance 170
  Monster
meleedamage 4
  +FLOORCLIP
  SeeSound "shatsk"
  PainSound "DamageInc/Pain"
  DeathSound "DamageInc/Die"
  ActiveSound "DamageInc/Act"
  AttackSound "DamageInc/pistolx"
  obituary "%o caught the hot potato"
  hitobituary   "%o caught the hot potato"
  States
  {
  Spawn:
    DId_ h 10 A_Look
	loop
melee:
	DId_ hh 4 A_FaceTarget
			TNT1 A 0 A_FaceTarget
			DId_ e 6 A_PlaySound("Cabal/Punch")
			DId_ e  5 A_meleeattack
DId_ e 4 A_FaceTarget
			Goto See
  See:
    DId_ aabbccdd 3 A_Chase
    Loop
  Missile:
    DId_ e 6 A_FaceTarget
    DId_ f 4 A_facetarget
   DId_ q 0 bright A_playsound("DTAZ1")
    DId_ g 4 A_CustomMissile("DamageIncNade",30,0,0,CMF_OFFSETPITCH)
 DId_ gg 5
goto see
  Pain:
    DId_ i 3
    DId_ i 3 A_Pain
    Goto See
  Death:
    DId_ jk 5
    DId_ l 5 A_Scream
    DId_ m 5 A_NoBlocking
    DId_ m 5
    DId_ n -1
    Stop
Burn:
    DId_ opq 5 bright
   DId_ q 5 bright A_playsound("DamageInc/Burn")
 DId_ popqpopqpopq 5 bright
    DId_ r 5 bright
    DId_ s 5 bright A_NoBlocking
    DId_ tu 5 bright
    DId_ v -1
    Stop

  Raise:
    DId_ n 5
    DId_ mllkj 5
    Goto See
  }
}
ACTOR DamageRedneck : Base
{
  Health 81
  Radius 20
tag "Warefare Enforcer"
  Height 56
  Mass 100
scale 0.4
dropitem "shotgun"
  Speed 8
bloodtype "IncBlood"
  PainChance 170
  Monster
  +FLOORCLIP
  SeeSound "shats6"
  PainSound "DamageInc/Pain"
  DeathSound "DamageInc/Die"
  ActiveSound "DamageInc/Act"
  AttackSound "DamageInc/pistol"
  obituary "%o was gunned down in cold blood by a rebel soldier"
  States
  {
  Spawn:
    DI6_ f 10 A_Look
	loop
  See:
    DI6_ aabbccdd 3 A_Chase
    Loop
  Missile:
    DI6_ g 6 A_FaceTarget
    DI6_ h 4 Bright A_CPosAttack
    DI6_ g 4 A_FaceTarget
 DI6_ i 4 Bright A_CPosAttack
    DI6_ g 6 A_FaceTarget
goto see
  Pain:
    DI6_ e 3
    DI6_ e 3 A_Pain
    Goto See
  Death:
ZHRT E 0 A_Jump(80, "stand1")
ZHRT E 0 A_Jump(80, "stand2")
stand1:
    DI6_ jk 5
    DI6_ l 5 A_Scream
    DI6_ m 5 A_NoBlocking
    DI6_ no 5
    DI6_ p -1
    Stop
stand2:
     DI6_ jk 5
    DI6_ l 5 A_Scream
    DI6_ m 5 A_NoBlocking
    DI6_ no 5
    DI6_ q -1
    Stop
Burn:
    DI6_ r 5 bright
   DI6_  r 5 bright A_playsound("DamageInc/Burn")
 DI6_ rstsrstsrst 5 bright
    DI6_ u 5 bright
    DI6_ v 5 bright A_NoBlocking
    DI6_ wx 5 bright
    DI6_ y -1
    Stop

  Raise:
    DI6_ n 5
    DI6_ mllkj 5
    Goto See
  }
}
ACTOR DamageCultist1 : Base
{
  Health 88
  Radius 20
bloodtype "IncBlood"
tag "Warefare Captain"
  Height 56
  Mass 100
scale 0.4
  Speed 9
  PainChance 170
  Monster
  +FLOORCLIP
  SeeSound "shatse"
  PainSound "DamageInc/Pain"
  DeathSound "DamageInc/Die"
  ActiveSound "DamageInc/Act"
  AttackSound "DamageInc/MachineGun"
  obituary "%o blasted by a cult member"
  hitobituary "%o blasted by a cult member"
Dropitem "chaingun"
  States
  {
  Spawn:
    DI2_ A 10 A_Look
    Loop
  See:
    DI2_ ffgghhii 3 A_Chase
    Loop
  Missile:
    DI2_ b 4 A_FaceTarget
    DI2_ b 4 A_FaceTarget
    DI2_ c 4 Bright A_CPosAttack
    DI2_ b 1 A_CPosRefire
TNT1 A 0 A_Jump(12, "see")
    Goto Missile+1
  Pain:
    DI2_ e 3
    DI2_ e 3 A_Pain
    Goto See
  Death:
ZHRT E 0 A_Jump(80, "Dead2")
ZHRT E 0 A_Jump(80, "Dead1")
Dead1:
    DI2_ jk 5
    DI2_ l 5 A_Scream
    DI2_ m 5 A_NoBlocking
    DI2_ n 5
    DI2_ o -1
    Stop
Dead2:
    DI2_ jk 5
    DI2_ l 5 A_Scream
    DI2_ m 5 A_NoBlocking
    DI2_ n 5
    DI2_ p -1
    Stop
Burn:
    DI2_ qr 5 bright
   DI2_ r 5 bright A_playsound("DamageInc/Burn")
 DI2_ rstsrstsrst 5 bright
    DI2_ u 5 bright
    DI2_ v 5 bright A_NoBlocking
    DI2_ w 5 bright
    DI2_ x -1
    Stop
 
  Raise:
    DI2_ n 5
    DI2_ mllkj 5
    Goto See
  }
}
ACTOR DamageCultist2 : DamageCultist1
{
HEALTH 91
SPEED 9
translation "152:159=#[128,64,0]", "128:143=#[128,64,0]", "80:87=#[104,75,47]"
}
ACTOR DamageCultist3 : DamageCultist1
{
HEALTH 100
seesound "fhats3"
painsound "DamageFemale/Pain"
deathsound "DamageFemale/die"
SPEED 6
translation "152:159=#[255,0,0]", "128:143=#[255,0,0]", "80:87=#[129,49,37]" 
}
ACTOR DamageCultist4 : DamageCultist1
{
HEALTH 66
SPEED 12
seesound "fhats4"
painsound "DamageFemale/Pain"
deathsound "DamageFemale/die"
+MISSILEMORE
translation "152:159=#[0,0,128]", "128:143=#[0,64,128]", "80:87=#[55,40,57]" 
}
ACTOR DamageCultist5 : DamageCultist1
{
HEALTH 71
SPEED 11
+MISSILEevenMORE
translation "152:159=#[128,255,0]", "128:143=#[0,255,0]", "80:87=#[52,169,55]"
}
ACTOR DamageCultist6 : DamageCultist1
{
HEALTH 89
SPEED 8
+nopain
+MISSILEevenMORE
translation "152:159=#[255,255,0]", "128:143=#[255,255,0]", "80:87=#[247,234,159]"
}
Actor damagecultist : randomspawner
{
dropitem "damagecultist1" 255 255
dropitem "damagecultist2" 255 255
DROPITEM "damagecultist3" 255 255
dropitem "damagecultist4" 255 255
dropitem "damagecultist5" 255 255
DROPITEM "damagecultist6" 255 255
}
ACTOR Damageswat1 : Base
{
  Health 100
  Radius 20
tag "Warefare Special Forces"
  Height 56
  Mass 100
  dropitem "chaingun"
scale 0.4
  Speed 8
bloodtype "IncBlood"
  PainChance 170
  Monster
  +FLOORCLIP
  SeeSound "shatsm"
  PainSound "DamageInc/Pain"
  DeathSound "DamageInc/Die"
  ActiveSound "DamageInc/Act"
  AttackSound "DamageInc/double"
   obituary "%o taken down by a special forces"
  hitobituary "%o taken down by a special forces"
  States
  {
  Spawn:
    DI7_ h 10 A_Look
	loop
  See:
    DI7_ aabbccdd 3 A_Chase
    Loop
  Missile:
    DI7_ h 4 A_FaceTarget
    DI7_ g 4 Bright A_CPosAttack
    DI7_ h 4 A_FaceTarget
 DI7_ f 4 Bright A_CPosAttack
    DI7_ h 6 A_FaceTarget
    DI7_ h 1 A_CPosRefire
TNT1 A 0 A_Jump(4, "see")
    Goto Missile+1
  Pain:
    DI7_ e 3
    DI7_ e 3 A_Pain
    Goto See
  Death:
    DI7_ jk 5
    DI7_ l 5 A_Scream
    DI7_ m 5 A_NoBlocking
    DI7_ m 5
    DI7_ n -1
    Stop
Burn:
    DI7_ op 5 bright
   DI7_ q 5 bright A_playsound("DamageInc/Burn")
 DI7_ rsrsrsrs 5 bright
    DI7_ t 5 bright
    DI7_ t 5 bright A_NoBlocking
    DI7_ u 5 bright
    DI7_ u -1
    Stop

  Raise:
    DI7_ n 5
    DI7_ mllkj 5
    Goto See
  }
}
ACTOR Damageswat2 : Damageswat1
{
HEALTH 105
SPEED 7
translation "0:0=0:0"
}
ACTOR Damageswat4 : Damageswat1
{
HEALTH 89
SPEED 11
+MISSILEMORE
translation "80:111=#[139,91,48]", "3:3=#[149,118,72]", "192:207=#[119,72,45]"
}
ACTOR Damageswat3 : Damageswat1
{
HEALTH 91
SPEED 8
+nopain
+MISSILEevenMORE
translation "80:111=#[40,164,81]", "3:3=#[21,106,60]", "192:207=#[32,132,89]"
}
Actor Damageswat : randomspawner
{
dropitem "Damageswat4" 255 255
dropitem "Damageswat3" 255 255
DROPITEM "Damageswat2" 255 255
dropitem "Damageswat1" 255 255
}
ACTOR DamageFanatic1 : Base
{
  Health 88
  Radius 20
tag "Warefare Trooper"
  Height 56
bloodtype "IncBlood"
  Mass 100
scale 0.4
  Speed 9
  PainChance 170
  Monster
  +FLOORCLIP
  SeeSound "shats2"
  PainSound "DamageInc/Pain"
  DeathSound "DamageInc/Die"
  ActiveSound "DamageInc/Act"
  AttackSound "DamageInc/shotgun"
    obituary "%o refused to join the cult leader's cult"
  hitobituary "%o refused to join the cult leader's cult"
   		Dropitem "shotgun"
		states
  {
  Spawn:
    DI4_ e 10 A_Look
    Loop
  See:
    DI4_ aabbccdd 3 A_Chase
    Loop
  Missile:
    DI4_ f 7 A_FaceTarget
    DI4_ g 10 Bright A_SPosAttackUseAtkSound
    DI4_ f 7
    Goto See
  Pain:
    DI4_ h 3
    DI4_ h 3 A_Pain
    Goto See
  Death:
ZHRT E 0 A_Jump(80, "Dead2")
ZHRT E 0 A_Jump(80, "Dead1")
Dead1:
    DI4_ ijk 5
    DI4_ l 5 A_Scream
    DI4_ m 5 A_NoBlocking
    DI4_ m 5
    DI2_ o -1
    Stop
Dead2:
    DI4_ ijk 5
    DI4_ l 5 A_Scream
    DI4_ m 5 A_NoBlocking
    DI4_ m 5
    DI2_ p -1
    Stop
Burn:
    DI2_ qr 5 bright
   DI2_ r 5 bright A_playsound("DamageInc/Burn")
 DI2_ rstsrstsrst 5 bright
    DI2_ u 5 bright
    DI2_ v 5 bright A_NoBlocking
    DI2_ w 5 bright
    DI2_ x -1
    Stop

  Raise:
    DI4_ m 5
    DI4_ mllkj 5
    Goto See
  }
}
ACTOR Damagefanatic2 : Damagefanatic1
{
HEALTH 91
SPEED 9
translation "152:159=#[128,64,0]", "128:143=#[128,64,0]", "80:87=#[104,75,47]"
}
ACTOR Damagefanatic3 : Damagefanatic1
{
HEALTH 100
SPEED 6
seesound "fhats2"
painsound "DamageFemale/Pain"
deathsound "DamageFemale/die"
translation "152:159=#[255,0,0]", "128:143=#[255,0,0]", "80:87=#[129,49,37]" 
}
ACTOR Damagefanatic4 : Damagefanatic1
{
HEALTH 66
SPEED 12
seesound "fhats3"
painsound "DamageFemale/Pain"
deathsound "DamageFemale/die"
+MISSILEMORE
translation "152:159=#[0,0,128]", "128:143=#[0,64,128]", "80:87=#[55,40,57]" 
}
ACTOR Damagefanatic5 : Damagefanatic1
{
HEALTH 71
SPEED 11
+MISSILEevenMORE
translation "152:159=#[128,255,0]", "128:143=#[0,255,0]", "80:87=#[52,169,55]"
}
ACTOR Damagefanatic6 : Damagefanatic1
{
HEALTH 89
SPEED 8
+nopain
+MISSILEevenMORE
translation "152:159=#[255,255,0]", "128:143=#[255,255,0]", "80:87=#[247,234,159]"
}
Actor damagefanatic : randomspawner
{
dropitem "damagefanatic1" 255 255
dropitem "damagefanatic2" 255 255
DROPITEM "damagefanatic3" 255 255
dropitem "damagefanatic4" 255 255
dropitem "damagefanatic5" 255 255
DROPITEM "damagefanatic6" 255 255
}
ACTOR Damageadmiral : Base
{
  Health 111
  Radius 20
tag "Warefare Admiral"
  Height 56
  Mass 100
scale 0.4
bloodtype "IncBlood"
  Speed 10
  PainChance 170
  Monster
  +FLOORCLIP
  SeeSound "shats3"
  PainSound "DamageInc/Pain"
  DeathSound "DamageInc/Die"
  ActiveSound "DamageInc/Act"
  AttackSound "DamageInc/rifle"
    obituary "%o was shot to ribbons by the admiral"
  hitobituary "%o was shot to ribbons by the admiral"
  Dropitem "chaingun"
  States
  {
  Spawn:
    DI3_ t 10 A_Look
    Loop
  See:
    DI3_ aabbccdd 3 A_Chase
    Loop
  Missile:
    DI3_ e 10 A_FaceTarget
    DI3_ e 3 A_FaceTarget
    DI3_ f 4 Bright A_CPosAttack
    DI3_ e 1 A_CPosRefire
TNT1 A 0 A_Jump(1, "see")
    Goto Missile+1
  Pain:
    DI3_ g 3
    DI3_ g 3 A_Pain
    Goto See
  Death:
    DI3_ hi 5
    DI3_ j 5 A_Scream
    DI3_ k 5 A_NoBlocking
    DI3_ l 5
    DI3_ m -1
    Stop
Burn:
    DI3_ no 5 bright
   DI3_ p 5 bright A_playsound("DamageInc/Burn")
 DI3_ q 5 bright
    DI3_ q 5 bright
    DI3_ r 5 bright A_NoBlocking
    DI3_ r 5 bright
    DI3_ s -1
    Stop

  Raise:
    DI3_ m 5
    DI3_ mllkj 5
    Goto See
  }
}
ACTOR Damagerifleman : Base
{
  Health 88
  Radius 20
tag "Warefare Rifleman"
  Height 56
  Mass 100
bloodtype "IncBlood"
scale 0.4
  Speed 11
  PainChance 170
  Monster
  +FLOORCLIP
  SeeSound "shats4"
  PainSound "DamageInc/Pain"
  DeathSound "DamageInc/Die"
  ActiveSound "DamageInc/Act"
  AttackSound "DamageInc/rifle"
    obituary "%o was shot in the head by the rifle soldier"
  hitobituary "%o was shot in the head by the rifle soldier"
  Dropitem "chaingun"
  States
  {
  Spawn:
    DI0_ a 10 A_Look
    Loop
  See:
    DI0_ ddeeffgg 3 A_Chase
    Loop
  Missile:
    DI0_ b 10 A_FaceTarget
    DI0_ b 10 A_FaceTarget
    DI0_ c 4 Bright A_CPosAttack
    DI0_ b 1 A_CPosRefire
TNT1 A 0 A_Jump(14, "see")
    Goto Missile+1
  Pain:
    DI0_ h 3
    DI0_ h 3 A_Pain
    Goto See
  Death:
ZHRT E 0 A_Jump(80, "Dead2")
ZHRT E 0 A_Jump(80, "Dead1")
Dead1:
    DI0_ i 5
    DI0_ j 5 A_Scream
    DI0_ k 5 A_NoBlocking
    DI0_ lmn 5
    DI0_ o -1
    Stop
dead2:
    DI0_ i 4
    DI0_ j 4 A_Scream
    DI0_ k 4 A_NoBlocking
    DI0_ lmn 4
    DI0_ p -1
    Stop
Burn:
    DI0_ qr 5 bright
   DI0_ s 5 bright A_playsound("DamageInc/Burn")
 DI0_ t 5 bright
    DI0_ uvw 5 bright
    DI0_ w 5 bright A_NoBlocking
    DI0_ x 5 bright
    DI0_ x -1
    Stop

  Raise:
    DI0_ m 5
    DI0_ mllkj 5
    Goto See
  }
}
ACTOR DamageHunter1 : Base
{
  Health 88
  Radius 20
tag "Warefare Hunter"
  Height 56
  Mass 100
bloodtype "IncBlood"
scale 0.4
  Speed 8
  PainChance 170
  Monster
  +FLOORCLIP
  SeeSound "shats5"
  PainSound "DamageInc/Pain"
  DeathSound "DamageInc/Die"
  ActiveSound "DamageInc/Act"
  AttackSound "DamageInc/shotgun"
    obituary "%o couldn't see the camo soldier"
  hitobituary "%o couldn't see the camo soldier"
  	Dropitem "shotgun"
  States
  {
  Spawn:
    DI1_ A 10 A_Look
    Loop
  See:
    DI1_ eeffgghh 3 A_Chase
    Loop
  Missile:
    DI1_ b 10 A_FaceTarget
    DI1_ c 10 Bright A_SPosAttackUseAtkSound
    DI1_ b 10
    Goto See
  Pain:
    DI1_ n 3
    DI1_ n 3 A_Pain
    Goto See
  Death:
    DI1_ i 5
    DI1_ j 5 A_Scream
    DI1_ k 5 A_NoBlocking
    DI1_ lm 5
    DI1_ m -1
    Stop
Burn:
    DI1_ op 5 bright
   DI1_ q 5 bright A_playsound("DamageInc/Burn")
 DI1_ rr 5 bright
    DI1_ s 5 bright
    DI1_ s 5 bright A_NoBlocking
    DI1_ t 5 bright
    DI1_ t -1
    Stop

  Raise:
    DI1_ m 5
    DI1_ mllkj 5
    Goto See
  }
}
ACTOR DamageHunter2 : DamageHunter1
{
HEALTH 66
SPEED 8
+nopain
+MISSILEevenMORE
translation "152:159=92:111", "192:207=80:111", "240:247=6:8"
}
ACTOR DamageHunter3 : DamageHunter1
{
HEALTH 88
SPEED 11
+MISSILEMORE
translation "152:159=192:202", "192:207=236:239", "240:247=7:7"
}
ACTOR DamageHunter4 : DamageHunter1
{
HEALTH 77
SPEED 7
translation "152:159=62:79", "192:207=9:12", "240:247=7:8"
}
Actor DamageHunter: randomspawner
{
dropitem "DamageHunter1" 255 255
dropitem "DamageHunter2" 255 255
DROPITEM "DamageHunter3" 255 255
dropitem "DamageHunter4" 255 255
}
Actor damagechaingun : randomspawner
{
dropitem "PrimeBoss" 255 111
dropitem "DamageAdmiral" 255 211
dropitem "DamageSwat" 255 211
dropitem "PrimeDominatrixSpawner" 255 211
dropitem "PrimeMobRandomizer" 255 211
dropitem "DamageRifleman" 255 211
dropitem "DamageCultist" 255 211
}
Actor damageshotgun : randomspawner
{
dropitem "DamageHunter" 255 221
dropitem "DamageRedneck" 255 221
dropitem "primeBaldThugrandomizer" 255 221
DROPITEM "DAMAGEFANATIC" 255 221
}
ACTOR DamageKamikaze1 : Base
{
  Health 76
  Radius 20
bloodtype "IncBlood"
tag "Warefare Bomber"
  Height 56
  Mass 100
scale 0.4
  Speed 10
  PainChance 170
  Monster
  +FLOORCLIP
  SeeSound "Azhly1"
  PainSound "DamageInc/Pain"
  DeathSound "DamageInc/Die"
  ActiveSound "DamageInc/Act"
  AttackSound "DamageInc/pistolx"
      obituary "%o was sacrificed to a rebelious cult"
  hitobituary  "%o was sacrificed to a rebelious cult"
  States
  {
  Spawn:
    DIc_ e 10 A_Look
	loop
  See:
    DIc_ aabbccdd 3 A_Chase
	 DIc_ aabbccdd 2 A_Chase
    Loop
  Melee:
    DIc_ e 5 A_FaceTarget
    DIc_ e 4 Bright 
 DIc_ e 1 A_PLAYSOUND ("DMRAN8")
TNT1 A 0 A_Die
goto see
  Pain:
    DIc_ f 3
    DIc_ f 3 A_Pain
    Goto See
  Death:
 di9_ a 0 A_PLAYSOUND ("DAMAGEINC/EXPLOSION")
TNT1 A 0 A_Explode(42, 144)
    DIc_ gh 5 bright
	 di9_ a 0 A_PLAYSOUND ("DAMAGEINC/gib")
   DIc_ i 5 bright A_scream
 DIc_ jk 5 bright
    DIc_ l 5 bright
    DIc_ m 5 bright A_NoBlocking
    DIc_ n 5 bright
    DIc_ n -1
    Stop

  Raise:
    DIc_ n 5 bright
    DIc_ mllkj 5 bright
    Goto See
  }
}
ACTOR DamageKamikaze2 : DamageKamikaze1
{
HEALTH 83
SPEED 13
translation "80:111=#[234,126,81]"
}
ACTOR DamageKamikaze3 : DamageKamikaze1
{
HEALTH 89
SPEED 12
  SeeSound "Azhly2"
translation "80:111=#[0,255,64]"
}
ACTOR DamageKamikaze4 : DamageKamikaze1
{
HEALTH 75
+missileevenmore
SPEED 11
  SeeSound "Azhly2"
translation "80:111=#[184,203,48]"
}
Actor DamageKamikaze : randomspawner
{
dropitem "DamageKamikaze1" 255 255
dropitem "DamageKamikaze2" 255 77
dropitem "DamageKamikaze3" 255 77
dropitem "DamageKamikaze4" 255 77
}

// Prime
ACTOR primeburn
{
    -SOLID
	-SHOOTABLE
	+ACTIVATEMCROSS
	+DONTGIB
	+NOICEDEATH
	+OLDRADIUSDMG
	+NODAMAGETHRUST
    +BLOODLESSIMPACT
	+DONTSPLASH
	-NOGRAVITY
	RADIUS 0
    HEIGHT 0
	STATES
	{
		SPAWN:
		 		TNT1 A 0 A_PLAYSOUND("BLOOD/BURNINGBODY")
    0PR0 NOPONOPNOPNOPNOP 5 BRIGHT
    0PR0 Q 5 BRIGHT
    0PR0 R 5 BRIGHT
    0PR0 S 5 BRIGHT
    0PR0 T -1
		stop

		}
}

ACTOR PrimeNinjaStar
{
  RADIUS 6
  HEIGHT 8
  SPEED 16
  FASTSPEED 20
  SCALE 0.2
  DAMAGE 3
  PROJECTILE
  +RANDOMIZE
  RENDERSTYLE ADD
  ALPHA 1
  SEESOUND "ATRIX9X"
  DEATHSOUND "ATRIX9"
  STATES
  {
  SPAWN:
    0PRI STUVWX 4 BRIGHT
    LOOP
  DEATH:
    di9_ mnopq 1 A_fadeout
    STOP
  }
}

ACTOR ICEPRIME
{
  RADIUS 6
  HEIGHT 8
  SPEED 10
  FASTSPEED 20
  DAMAGE 2
  PROJECTILE
SCALE 0.2
  +RANDOMIZE
  RENDERSTYLE ADD
  DAMAGETYPE "DUKEICE"
  ALPHA 1
  SEESOUND "ATRIX70"
  DEATHSOUND "ATRIX6"
  STATES
  {
  SPAWN:
    2PRI AABBCC 3
  DEATH:
    2PRI DE 2 A_FADEOUT
   STOP
  }
}
ACTOR ICEPRIMEX
{
  RADIUS 6
  HEIGHT 8
  SPEED 17
  FASTSPEED 20
  DAMAGE 4
  PROJECTILE
SCALE 0.1
  +RANDOMIZE
  RENDERSTYLE ADD
  DAMAGETYPE "FIRE"
  ALPHA 1
  SEESOUND "ATRIX7"
  DEATHSOUND "ATRIX6"
  STATES
  {
  SPAWN:
    0PR1 STUSTUSTUSTUSTUSTUSTUSTUSTU 3 BRIGHT
	LOOP
  DEATH:
  	    TNT1 AAA 0 BRIGHT A_SPAWNITEMEX("primespark", 0,0,0, (0.1)*RANDOM(-20, 20), 0, (0.1)*RANDOM(-20, 20), RANDOM(0, 360), 128)
	    TNT1 AAA 0 BRIGHT A_SPAWNITEMEX("primespark", 0,0,0, (0.1)*RANDOM(-20, 20), 0, (0.1)*RANDOM(-20, 20), RANDOM(0, 360), 128)
    0PR1 VW 2 BRIGHT A_FADEOUT
    0PR1 XY 2 BRIGHT A_FADEOUT
   STOP
  }
}

ACTOR PrimeSwat1 : Zombieman
{
	HEALTH 55
	RADIUS 20
	HEIGHT 56
bloodtype "IncBlood"
	+BOSSDEATH
Tag "fbi agent"
    SCALE 0.35
	SPEED 14
	dropitem "clip"
	SEESOUND "APRIMS"
	DEATHSOUND "APRIMD"
	PAINSOUND "APRIMP"
	ACTIVESOUND "APRIMA"
	ATTACKSOUND "APRIMT"
	PAINCHANCE 200
	MONSTER
	+FLOORCLIP
	OBITUARY "%o WAS CAUGHT BY THE FBI"
	STATES
	{
xDEATH:
TNT1 A 0 a_BossDeath
				TNT1 A 0 A_SpawnItemEx("PrimeGibSpawner",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)
		0pr6 q 5 A_PlaySound("Gibs/Explode")
		0pr6 rst 5
		0pr6 u 5 A_NOBLOCKING
		0pr6 u -1
		STOP
		 BURN:
    "####" "#" 5 BRIGHT A_SCREAM
TNT1 A 0 a_BossDeath
"####" "#" 0 A_NoBlocking
WMU2 R 0 A_SpawnItemEx("PrimeBurn", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER|SXF_TRANSFERSCALE)
    STOP
ice:
		0pr3 q 5 A_scream
		0pr3 rstu 5
TNT1 A 0 a_BossDeath
		0pr3 v 5 A_NOBLOCKING
		0pr3 w -1
		STOP
shock:
		electric:
			0PR3 q 4 A_Pain
			0PR3 rs 4
			Goto See
	SPAWN:
		3PRI A 10 A_LOOK
		LOOP
	SEE:
		3PRI BBCCDDEE 4 A_CHASE
		LOOP
	MISSILE:
    3PRI F 10 A_FACETARGET
	   MOE9 E 0 A_PLAYSOUND ("APRIMT")
	   TNT1 AA 0 A_SPAWNITEMEX("damageincsmoke2",20,2,42,0,0,0,0,0)
    3PRI G 8  BRIGHT A_CUSTOMBULLETATTACK (22.5, 0, 1, RANDOM(1,5) * 3, "BULLETPUFF", 0, CBAF_NORANDOM)
     3PRI F 10 A_FACETARGET
	   MOE9 E 0 A_PLAYSOUND ("APRIMT")
	   TNT1 AA 0 A_SPAWNITEMEX("damageincsmoke2",20,2,42,0,0,0,0,0)
    3PRI G 8  BRIGHT A_CUSTOMBULLETATTACK (22.5, 0, 1, RANDOM(1,5) * 3, "BULLETPUFF", 0, CBAF_NORANDOM)
	    3PRI F 10 A_FACETARGET
	   MOE9 E 0 A_PLAYSOUND ("APRIMT")
	   TNT1 AA 0 A_SPAWNITEMEX("damageincsmoke2",20,2,42,0,0,0,0,0)
    3PRI G 8  BRIGHT A_CUSTOMBULLETATTACK (22.5, 0, 1, RANDOM(1,5) * 3, "BULLETPUFF", 0, CBAF_NORANDOM)
	    3PRI F 10 A_FACETARGET
	   MOE9 E 0 A_PLAYSOUND ("APRIMT")
	   TNT1 AA 0 A_SPAWNITEMEX("damageincsmoke2",20,2,42,0,0,0,0,0)
    3PRI G 8  BRIGHT A_CUSTOMBULLETATTACK (22.5, 0, 1, RANDOM(1,5) * 3, "BULLETPUFF", 0, CBAF_NORANDOM)
		GOTO SEE
	PAIN:
		3PRI H 3
		3PRI H 3 A_PAIN
		GOTO SEE
	DEATH:
TNT1 A 0 a_BossDeath
		3PRI I 5
		3PRI J 5 A_SCREAM
		3PRI K 5 A_NOBLOCKING
		3PRI L -1
		STOP
		RAISE:
		3PRI LKJI 3
		GOTO SEE
	}
}
ACTOR primespark
{
   SPEED 1
   HEIGHT 1
   RADIUS 1
   DAMAGE 0
   RENDERSTYLE ADD
   ALPHA 1.0
   SCALE 0.1
   +NOINTERACTION
   +CLIENTSIDEONLY
   +FORCEXYBILLBOARD
   STATES
   {
   SPAWN:
	  0PR0 Z 0
      GOTO DEATH
   DEATH:
	  0PR0 ZZZZ 1 BRIGHT A_FADEOUT(0.03)
      STOP
   }
}

ACTOR PRIMEFLAMER1: Base
{
  HEALTH 600
  RADIUS 20
Tag "Pyro Thug"
bloodtype "IncBlood"
  HEIGHT 56
painchance 12
  MASS 700
  SPEED 14
SCALE 0.35
  MONSTER
  +FLOORCLIP
  +MISSILEMORE
	SEESOUND "APRIMS"
	DEATHSOUND "APRIMD"
	PAINSOUND "APRIMP"
	ACTIVESOUND "APRIMA"
  ATTACKSOUND "ATRI7"
  OBITUARY "%o was basically FRIED BY A FLAMER DUDE"
	 
  STATES
  {
ice:
		0pr3 q 5 A_scream
TNT1 A 0 a_BossDeath
		0pr3 rstu 5
		0pr3 v 5 A_NOBLOCKING
		0pr3 w -1
		STOP
shock:
		electric:
			0PR3 q 4 A_Pain
			0PR3 rs 4
			Goto See

  SPAWN:
    0PR0 A 10 A_LOOK
    LOOP
  SEE:
    0PR0 BBCCDDEE 3 A_CHASE
    LOOP
  MISSILE:
      0PR0 F 0 A_JUMP(12, "SEE")
    0PR0 F 3 A_FACETARGET
tNT1 AA 0 A_SPAWNITEMEX("damageincsmoke2",20,2,42,0,0,0,0,0)
    0PR0 G 4 BRIGHT A_CUSTOMMISSILE("ICEPRIMEX",33,RANDOM(-1,1),RANDOM(-3,3),32,RANDOM(-3,3))
    0PR0 F 2 A_CPOSREFIRE
    GOTO MISSILE+1
  PAIN:
    0PR0 H 3
    0PR0 H 3 A_PAIN
    GOTO SEE
  DEATH:
TNT1 A 0 a_BossDeath
  			ZHRT E 0 A_JUMP(23, "BOO1")
    ZHRT E 0 A_JUMP(12, "BOO2")
    ZHRT E 0 A_JUMP(13, "BURN")
	BOO1:
	    0PR0 I 5 A_SCREAM
    0PR0 J 5 A_NOBLOCKING
    0PR0 KL 5
    0PR0 M -1
	BOO2:
Xdeath:
TNT1 A 0 a_BossDeath
TNT1 A 0 A_SpawnItemEx("PrimeGibSpawner",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)
		0pr6 q 0 A_PlaySound("Gibs/Explode")
    0PR0 U 5
    0PR0 V 5 A_NOBLOCKING
    0PR0 WX 5
    0PR0 Y -1
    STOP
	 BURN:
tnt1 a 0 a_scream
TNT1 A 0 a_BossDeath
	 0PR0 H 1
"####" "#" 0 A_NoBlocking
WMU2 R 0 A_SpawnItemEx("PrimeBurn", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER|SXF_TRANSFERSCALE)
    STOP

  RAISE:
    1PRI L 5
    1PRI LKJIH 5
    GOTO SEE
  }
}
ACTOR PRIMEFLAMER2: PRIMEFLAMER1
{
HEALTH 600
	SPEED 12
TRANSLATION "152:159=%[0.00,0.00,0.00]:[1.46,1.30,0.37]", "48:79=%[0.00,0.00,0.00]:[0.76,0.61,0.38]", "80:111=%[0.00,0.00,0.00]:[0.59,0.59,0.59]"
}
ACTOR PRIMEFLAMER4: PRIMEFLAMER1
{
HEALTH 600
	SPEED 11
TRANSLATION "152:159=%[0.00,0.00,0.00]:[1.33,1.33,1.85]", "48:79=%[0.00,0.00,0.00]:[1.60,1.10,0.78]", "80:111=%[0.00,0.00,0.00]:[0.59,0.59,0.59]"
}
ACTOR PRIMEFLAMER3: PRIMEFLAMER1
{
HEALTH 600
	SPEED 13
+missilemore
TRANSLATION "152:159=%[0.00,0.00,0.00]:[1.26,1.26,1.26]", "80:111=%[0.00,0.00,0.00]:[1.99,1.43,1.32]"
}
ACTOR PrimeBusinessman1 : Zombieman
{
	HEALTH 45
dropitem "clip"
	RADIUS 20
Tag "Corrupt Business Man"
	HEIGHT 56
	+BOSSDEATH
    SCALE 0.35
	SPEED 13
bloodtype "IncBlood"
	SEESOUND "APRIMS"
	DEATHSOUND "APRIMD"
	PAINSOUND "APRIMP"
	ACTIVESOUND "APRIMA"
	ATTACKSOUND "APRIMT"
	PAINCHANCE 200
	MONSTER
	+FLOORCLIP
	OBITUARY "%o WAS SHOT BY A CRAZED OFFICE WORKER"
	STATES
	{
xDEATH:
		0pr6 v 5 A_PlaySound("Gibs/Explode")
						TNT1 A 0 A_SpawnItemEx("PrimeGibSpawner",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)
		0pr6 wxy 5
TNT1 A 0 a_BossDeath
		0pr6 y 5 A_NOBLOCKING
		0pr6 z -1
		STOP
ice:
		0pr3 q 5 A_scream
TNT1 A 0 a_BossDeath
		0pr3 rstu 5
		0pr3 v 5 A_NOBLOCKING
		0pr3 w -1
		STOP
shock:
		electric:
			0PR3 q 4 A_Pain
			0PR3 rs 4
			Goto See

		 BURN:
"####" "#" 0 A_NoBlocking
TNT1 A 0 a_BossDeath
    "####" "#" 5 BRIGHT A_SCREAM
WMU2 R 0 A_SpawnItemEx("PrimeBurn", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER|SXF_TRANSFERSCALE)
    STOP
	SPAWN:
		7PRI E 10 A_LOOK
		LOOP
	SEE:
		7PRI AABBCCDD 4 A_CHASE
		LOOP
	MISSILE:
	
	    ZHRT E 0 A_JUMP(44, "RICKY")
	  ZHRT E 0 A_JUMP(66, "PETER")
	PETER:
	  7PRI F 10 A_FACETARGET
	   MOE9 E 0 A_PLAYSOUND ("APRIMT")
	   TNT1 AA 0 A_SPAWNITEMEX("damageincsmoke2",20,2,42,0,0,0,0,0)
    7PRI G 8  BRIGHT A_CUSTOMBULLETATTACK (22.5, 0, 1, RANDOM(1,5) * 3, "BULLETPUFF", 0, CBAF_NORANDOM)
     7PRI F 10 A_FACETARGET
	   MOE9 E 0 A_PLAYSOUND ("APRIMT")
	   TNT1 AA 0 A_SPAWNITEMEX("damageincsmoke2",20,2,42,0,0,0,0,0)
    7PRI G 8  BRIGHT A_CUSTOMBULLETATTACK (22.5, 0, 1, RANDOM(1,5) * 3, "BULLETPUFF", 0, CBAF_NORANDOM)
	    7PRI F 3 A_FACETARGET
		GOTO SEE
			RICKY:
			  7PRI F 9 A_FACETARGET
	   MOE9 E 0 A_PLAYSOUND ("APRIMT")
	   TNT1 AA 0 A_SPAWNITEMEX("damageincsmoke2",20,2,42,0,0,0,0,0)
    7PRI G 8  BRIGHT A_CUSTOMBULLETATTACK (22.5, 0, 1, RANDOM(1,5) * 3, "BULLETPUFF", 0, CBAF_NORANDOM)
     7PRI E 4 A_FACETARGET
		GOTO SEE
	PAIN:
		7PRI H 2
		7PRI H 3 A_PAIN
		GOTO SEE
	DEATH:
		7PRI IJ 5
TNT1 A 0 a_BossDeath
		7PRI K 5 A_SCREAM
		7PRI L 5 A_NOBLOCKING
		7PRI M -1
		STOP
		RAISE:
		7PRI LKJI 3
		GOTO SEE

	}
}
ACTOR PrimeBusinessman3 : Zombieman
{
	HEALTH 46
	RADIUS 20
Tag "Corrupt Business Man"
	HEIGHT 56
	+BOSSDEATH
bloodtype "IncBlood"
    SCALE 0.35
translation "112:127=%[0.00,0.00,0.00]:[2.00,0.00,0.00]", "101:111=%[0.00,0.00,0.00]:[0.76,0.61,0.12]", "3:6=%[0.00,0.00,0.00]:[0.80,0.42,0.08]", "192:207=%[0.00,0.00,0.00]:[1.08,0.97,0.19]", "240:247=%[0.00,0.00,0.00]:[1.26,0.83,0.17]", "152:159=%[0.00,0.00,0.00]:[1.46,1.50,1.42]"
	SPEED 11
	SEESOUND "APRIMS"
	DEATHSOUND "APRIMD"
	PAINSOUND "APRIMP"
	ACTIVESOUND "APRIMA"
	ATTACKSOUND "APRIMT"
	PAINCHANCE 200
	MONSTER
	+FLOORCLIP
	OBITUARY "%o WAS SHOT BY A CRAZED OFFICE WORKER"
	STATES
	{
xDEATH:
		0pr6 v 5 A_PlaySound("Gibs/Explode")
						TNT1 A 0 A_SpawnItemEx("PrimeGibSpawner",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)
TNT1 A 0 a_BossDeath
		0pr6 wxy 5
		0pr6 y 5 A_NOBLOCKING
		0pr6 z -1
		STOP
ice:
		0pr3 q 5 A_scream
		0pr3 rstu 5
TNT1 A 0 a_BossDeath
		0pr3 v 5 A_NOBLOCKING
		0pr3 w -1
		STOP
shock:
		electric:
			0PR3 q 4 A_Pain
			0PR3 rs 4
			Goto See

		 BURN:
TNT1 A 0 a_BossDeath
    "####" "#" 5 BRIGHT A_SCREAM
"####" "#" 0 A_NoBlocking
WMU2 R 0 A_SpawnItemEx("PrimeBurn", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER|SXF_TRANSFERSCALE)
    STOP
	SPAWN:
		7pri E 10 A_LOOK
		LOOP
	SEE:
		7pri AABBCCDD 4 A_CHASE
		LOOP
	MISSILE:
	
	    ZHRT E 0 A_JUMP(44, "RICKY")
	  ZHRT E 0 A_JUMP(66, "PETER")
	PETER:
	  7pri F 10 A_FACETARGET
	   MOE9 E 0 A_PLAYSOUND ("APRIMT")
	   TNT1 AA 0 A_SPAWNITEMEX("damageincsmoke2",20,2,42,0,0,0,0,0)
    7pri G 8  BRIGHT A_CUSTOMBULLETATTACK (22.5, 0, 1, RANDOM(1,5) * 3, "BULLETPUFF", 0, CBAF_NORANDOM)
     7pri F 10 A_FACETARGET
	   MOE9 E 0 A_PLAYSOUND ("APRIMT")
	   TNT1 AA 0 A_SPAWNITEMEX("damageincsmoke2",20,2,42,0,0,0,0,0)
    7pri G 8  BRIGHT A_CUSTOMBULLETATTACK (22.5, 0, 1, RANDOM(1,5) * 3, "BULLETPUFF", 0, CBAF_NORANDOM)
	    7pri F 3 A_FACETARGET
		GOTO SEE
			RICKY:
			  7pri F 9 A_FACETARGET
	   MOE9 E 0 A_PLAYSOUND ("APRIMT")
	   TNT1 AA 0 A_SPAWNITEMEX("damageincsmoke2",20,2,42,0,0,0,0,0)
    7pri G 8  BRIGHT A_CUSTOMBULLETATTACK (22.5, 0, 1, RANDOM(1,5) * 3, "BULLETPUFF", 0, CBAF_NORANDOM)
     7pri E 4 A_FACETARGET
		GOTO SEE
	PAIN:
		7pri H 2
		7pri H 3 A_PAIN
		GOTO SEE
	DEATH:
		7pri IJ 5
TNT1 A 0 a_BossDeath
		7pri K 5 A_SCREAM
		7pri L 5 A_NOBLOCKING
		7pri M -1
		STOP
		RAISE:
		7pri LKJI 3
		GOTO SEE
	}
}
ACTOR PrimeBusinessman2 : Zombieman
{
	HEALTH 41
	RADIUS 20
	HEIGHT 56
	+BOSSDEATH
Tag "Corrupt Business Man"
    SCALE 0.35
bloodtype "IncBlood"
translation "112:127=%[0.00,0.00,0.00]:[0.37,0.21,1.80]", "101:111=%[0.00,0.00,0.00]:[2.00,0.00,0.00]", "3:6=%[0.00,0.00,0.00]:[1.91,0.39,0.35]", "192:207=%[0.00,0.00,0.00]:[1.79,0.34,0.34]", "240:247=%[0.00,0.00,0.00]:[1.81,0.61,0.61]", "232:235=%[0.00,0.00,0.00]:[0.49,0.83,1.77]", "208:223=%[0.00,0.00,0.00]:[0.35,0.78,1.49]", "160:168=%[0.00,0.00,0.00]:[0.57,0.61,1.63]"
	SPEED 14
	SEESOUND "APRIMS"
	+MISSILEEVENMORE
	DEATHSOUND "APRIMD"
	PAINSOUND "APRIMP"
	ACTIVESOUND "APRIMA"
	ATTACKSOUND "APRIMT"
	PAINCHANCE 200
	MONSTER
	+FLOORCLIP
	OBITUARY "%o WAS SHOT BY A CRAZED OFFICE WORKER"
	STATES
	{
xDEATH:
				TNT1 A 0 A_SpawnItemEx("PrimeGibSpawner",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)
		0pr6 v 5 A_PlaySound("Gibs/Explode")
TNT1 A 0 a_BossDeath
		0pr6 wxy 5
		0pr6 y 5 A_NOBLOCKING
		0pr6 z -1
		STOP

	
		 BURN:
TNT1 A 0 a_BossDeath
"####" "#" 0 A_NoBlocking
    "####" "#" 5 BRIGHT A_SCREAM
WMU2 R 0 A_SpawnItemEx("PrimeBurn", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER|SXF_TRANSFERSCALE)
    STOP
	SPAWN:
		7pri E 10 A_LOOK
		LOOP
	SEE:
		7pri AABBCCDD 4 A_CHASE
		LOOP
	MISSILE:
	
	    ZHRT E 0 A_JUMP(44, "RICKY")
	  ZHRT E 0 A_JUMP(66, "PETER")
	PETER:
	  7pri F 8 A_FACETARGET
	   MOE9 E 0 A_PLAYSOUND ("APRIMT")
	   TNT1 AA 0 A_SPAWNITEMEX("damageincsmoke2",20,2,42,0,0,0,0,0)
    7pri G 8  BRIGHT A_CUSTOMBULLETATTACK (22.5, 0, 1, RANDOM(1,5) * 3, "BULLETPUFF", 0, CBAF_NORANDOM)
     7pri F 8 A_FACETARGET
	   MOE9 E 0 A_PLAYSOUND ("APRIMT")
	   TNT1 AA 0 A_SPAWNITEMEX("damageincsmoke2",20,2,42,0,0,0,0,0)
    7pri G 8  BRIGHT A_CUSTOMBULLETATTACK (22.5, 0, 1, RANDOM(1,5) * 3, "BULLETPUFF", 0, CBAF_NORANDOM)
	    7pri F 3 A_FACETARGET
		GOTO SEE
			RICKY:
			  7pri F 9 A_FACETARGET
	   MOE9 E 0 A_PLAYSOUND ("APRIMT")
	   TNT1 AA 0 A_SPAWNITEMEX("damageincsmoke2",20,2,42,0,0,0,0,0)
    7pri G 8  BRIGHT A_CUSTOMBULLETATTACK (22.5, 0, 1, RANDOM(1,5) * 3, "BULLETPUFF", 0, CBAF_NORANDOM)
     7pri E 4 A_FACETARGET
		GOTO SEE
	PAIN:
		7pri H 2
		7pri H 3 A_PAIN
		GOTO SEE
	DEATH:
		7pri IJ 5
TNT1 A 0 a_BossDeath
		7pri K 5 A_SCREAM
		7pri L 5 A_NOBLOCKING
		7pri M -1
		STOP
		RAISE:
		7pri LKJI 3
		GOTO SEE
ice:
		0pr3 q 5 A_scream
		0pr3 rstu 5
TNT1 A 0 a_BossDeath
		0pr3 v 5 A_NOBLOCKING
		0pr3 w -1
		STOP
shock:
		electric:
			0PR3 q 4 A_Pain
			0PR3 rs 5
			Goto See
	}
}
ACTOR PrimeSizzler
{
  Radius 11
  Height 8
  Speed 15
scale 0.45
  Damage 8
  DamageType Plasma
  Projectile
  +ROCKETTRAIL
  SEESOUND "ATRIX70"
  DEATHSOUND "Atrix0"
  States
  {
  Spawn:
    0pr6 lmnop 3 Bright
    Loop
  Death:
    "####" "#" 1 A_SetScale(0.67,0.4)
        "####" "#" 1 A_SetScale(0.64,0.4)
        "####" "#" 1 A_SetScale(0.61,0.4)
        "####" "#" 1 A_SetScale(0.58,0.4)
        "####" "#" 1 A_SetScale(0.55,0.4)
        "####" "#" 1 A_SetScale(0.52,0.4)
        "####" "#" 1 A_SetScale(0.49,0.4)
        "####" "#" 1 A_SetScale(0.46,0.4)
        "####" "#" 1 A_SetScale(0.43,0.4)
        "####" "#" 1 A_SetScale(0.40,0.4)
        "####" "#" 1 A_SetScale(0.37,0.4)
        "####" "#" 1 A_SetScale(0.34,0.4)
        "####" "#" 1 A_SetScale(0.31,0.4)
        "####" "#" 1 A_SetScale(0.28,0.4)
        "####" "#" 1 A_SetScale(0.25,0.4)
        "####" "#" 1 A_SetScale(0.22,0.4)
        "####" "#" 1 A_SetScale(0.19,0.4)
        "####" "#" 1 A_SetScale(0.16,0.4)
        "####" "#" 1 A_SetScale(0.13,0.4)
        "####" "#" 1 A_SetScale(0.10,0.4)
        "####" "#" 1 A_SetScale(0.07,0.4)
        "####" "#" 1 A_SetScale(0.04,0.4)
    Stop
  }
}
ACTOR PrimeBoss: Zombieman
{
	HEALTH 66
bloodtype "IncBlood"
	RADIUS 20
	dropitem "chaingun"
	HEIGHT 56
+missilemore
	+BOSSDEATH
    SCALE 0.35
	SPEED 14
Tag "District Attorney"
	SEESOUND "APRIMS"
	DEATHSOUND "APRIMD"
	PAINSOUND "APRIMP"
	ACTIVESOUND "APRIMA"
	ATTACKSOUND "APRIMT"
	PAINCHANCE 200
	MONSTER
	+FLOORCLIP
	OBITUARY "%o is no longer a hero"
	STATES
	{
shock:
		electric:
			0PR3 q 4 A_Pain
			0PR3 rs 4
			Goto See

		
		
		 BURN:
TNT1 A 0 a_BossDeath
"####" "#" 0 A_NoBlocking
    "####" "#" 5 BRIGHT A_SCREAM
WMU2 R 0 A_SpawnItemEx("PrimeBurn", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER|SXF_TRANSFERSCALE)
    STOP
  MISSILE:
    0pr6 E 12 A_FACETARGET
    0pr6 FE 4 BRIGHT A_CPOSATTACK
TNT1 A 0 A_Jump(12, "see")
    0pr6 ee 21 A_CPOSREFIRE
    GOTO MISSILE
	SPAWN:
		0pr6 a 10 A_LOOK
		LOOP
	SEE:
		0pr6 bbccdd 4 A_CHASE
		LOOP

	PAIN:
		0pr6 a 2
		0pr6 a 3 A_PAIN
		GOTO SEE
	DEATH:
		0pr6 Hi 5
TNT1 A 0 a_BossDeath
		0pr6 J 5 A_SCREAM
		0pr6 K 5 A_NOBLOCKING
		0pr6 k -1
		STOP
		RAISE:
		0pr6 kjih 5
		GOTO SEE
ice:
		0pr3 q 5 A_scream
		0pr3 rstu 5
TNT1 A 0 a_BossDeath
		0pr3 v 5 A_NOBLOCKING
		0pr3 w -1
		STOP
		XDEATH:
TNT1 A 0 a_BossDeath
Bloodx:
		6mag mno 5
						TNT1 A 0 A_SpawnItemEx("PrimeGibSpawner",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)
		6mag p 5 A_PlaySound("Gibs/Explode")
		6mag p 5 A_NOBLOCKING
		ate2 z -1
		STOP
	}
}
ACTOR PrimePlasma: Zombieman
{
	HEALTH 600
bloodtype "IncBlood"
	RADIUS 20
	HEIGHT 56
+missileevenmore
	+BOSSDEATH
    SCALE 0.36
	SPEED 16
Tag "Lawyer"
	SEESOUND "APRIMS"
	DEATHSOUND "APRIMD"
	PAINSOUND "APRIMP"
	ACTIVESOUND "APRIMA"
	ATTACKSOUND "APRIMT"
	PAINCHANCE 20
mass 400
	MONSTER
	+FLOORCLIP
	OBITUARY "%o was late to work and got buzzed"
	STATES
	{
ice:
		0pr3 q 5 A_scream
		0pr3 rstu 5
TNT1 A 0 a_BossDeath
		0pr3 v 5 A_NOBLOCKING
		0pr3 w -1
		STOP
shock:
		electric:
			0PR3 q 4 A_Pain
			0PR3 rs 4
			Goto See

		
		
		 BURN:
"####" "#" 0 A_NoBlocking
    "####" "#" 5 BRIGHT A_SCREAM
TNT1 A 0 a_BossDeath
WMU2 R 0 A_SpawnItemEx("PrimeBurn", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER|SXF_TRANSFERSCALE)
    STOP
  MISSILE:
    0pr3 x 8 A_FACETARGET
    0pr3 y 4 BRIGHT A_CUSTOMMISSILE("PrimeSizzler",33,RANDOM(-1,1),RANDOM(-3,3),32,RANDOM(-3,3))
    0pr3 x 8
    GOTO see
	SPAWN:
		0pr3 x 10 A_LOOK
		LOOP
	SEE:
		ate2 vvwwxxyvvwwxxyyvvwwxxyy 4 A_CHASE
		ate2 y 11 A_fastCHASE
		LOOP

	PAIN:
		0pr3 z 2
		0pr3 z 3 A_PAIN
		GOTO SEE
ZHRT E 0 A_JUMP(80, "REDX")
    ZHRT E 0 A_JUMP(80, "BLOODX")
redx:
	DEATH:
		6mag ij 5
		6mag k 5 A_SCREAM
TNT1 A 0 a_BossDeath
		6mag k 5 A_NOBLOCKING
		6mag l -1
		STOP
XDEATH:
TNT1 A 0 a_BossDeath
Bloodx:
		6mag mno 5
						TNT1 A 0 A_SpawnItemEx("PrimeGibSpawner",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)
		6mag p 5 A_PlaySound("Gibs/Explode")
		6mag p 5 A_NOBLOCKING
		ate2 z -1
		STOP
		RAISE:
		6mag ommkkjji 5
		GOTO SEE
	}
}
ACTOR PrimeMobBoss : Zombieman
{
	HEALTH 80
bloodtype "IncBlood"
	RADIUS 20
	HEIGHT 56
	dropitem "chaingun"
	+BOSSDEATH
    SCALE 0.35
	SPEED 14
Tag "Mob Boss"
	SEESOUND "APRIMS"
	DEATHSOUND "APRIMD"
	PAINSOUND "APRIMP"
	ACTIVESOUND "Ash2Ash/ManActive"
	ATTACKSOUND "APRIMT"
	PAINCHANCE 200
	MONSTER
	+FLOORCLIP
	OBITUARY "%o walked into the White House and never came back out again"
	STATES
	{
ice:
		0pr3 q 5 A_scream
		0pr3 rstu 5
TNT1 A 0 a_BossDeath
		0pr3 v 5 A_NOBLOCKING
		0pr3 w -1
		STOP
shock:
		electric:
			0PR3 q 4 A_Pain
			0PR3 rs 4
			Goto See

		
		
		 BURN:
TNT1 A 0 a_BossDeath
    "####" "#" 5 BRIGHT A_SCREAM
"####" "#" 0 A_NoBlocking
WMU2 R 0 A_SpawnItemEx("PrimeBurn", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER|SXF_TRANSFERSCALE)
    STOP
  MISSILE:
    5PRI E 10 A_FACETARGET
    5PRI FE 4 BRIGHT A_CPOSATTACK
    5PRI F 1 A_CPOSREFIRE
    GOTO MISSILE+1
	SPAWN:
		5PRI  M 10 A_LOOK
		LOOP
	SEE:
		5PRI AABBCCDD 4 A_CHASE
		LOOP

	PAIN:
		5PRI G 2
		5PRI G 3 A_PAIN
		GOTO SEE
	DEATH:
TNT1 A 0 a_BossDeath
 ZHRT E 0 A_JUMP(80, "REDX")
    ZHRT E 0 A_JUMP(80, "BLOODX")
redx:
		5PRI HI 5
		5PRI J 5 A_SCREAM
		5PRI K 5 A_NOBLOCKING
		5PRI L -1
		STOP
bloodx:
		5PRI H 5 A_NOBLOCKING
		5PRI i 5 A_SCREAM
		5PRI jkjkjkjkjk 4
		5PRI L -1
		STOP
		RAISE:
		5PRI LKJI 3
		GOTO SEE
xDEATH:
TNT1 A 0 a_BossDeath
		0PR3 ab 5
						TNT1 A 0 A_SpawnItemEx("PrimeGibSpawner",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)
		0PR3 c 5 A_PlaySound("Gibs/Explode")
		0PR3 d 5 A_NOBLOCKING
		0PR3 e -1
		STOP

	}
}
ACTOR PrimeBaldThug1 : Zombieman
{
	HEALTH 61
dropitem "shotgun"
	RADIUS 20
	HEIGHT 56
Tag "Skinhead"
	+BOSSDEATH
    SCALE 0.35
	SPEED 9
	SEESOUND "aprimskinhead"
	DEATHSOUND "APRIMD"
	PAINSOUND "APRIMP"
bloodtype "IncBlood"
	ACTIVESOUND "aprimskinhead"
	ATTACKSOUND "APRIMT2"
	PAINCHANCE 200
	MONSTER
	+FLOORCLIP
	OBITUARY "%o WAS SHOT BY A SKINHEAD GANG MEMBER"
	STATES
	{
ice:
		0pr3 q 5 A_scream
		0pr3 rstu 5
TNT1 A 0 a_BossDeath
		0pr3 v 5 A_NOBLOCKING
		0pr3 w -1
		STOP
shock:
		electric:
			0PR3 q 4 A_Pain
			0PR3 rs 4
			Goto See

		 BURN:
TNT1 A 0 a_BossDeath
    "####" "#" 5 BRIGHT A_SCREAM
"####" "#" 0 A_NoBlocking
WMU2 R 0 A_SpawnItemEx("PrimeBurn", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER|SXF_TRANSFERSCALE)
    STOP
	SPAWN:
		0PR4 H 10 A_LOOK
		LOOP
	SEE:
		0PR4 AABBCCDD 3 A_CHASE
		LOOP
	MISSILE:
	
	    ZHRT E 0 A_JUMP(44, "RICKY")
	  ZHRT E 0 A_JUMP(66, "PETER")
	PETER:
	  0PR4 E 10 A_FACETARGET
	POZZ E 0 A_PLAYWEAPONSOUND("APRIMT2")  
	0PR4 F 5 BRIGHT A_CUSTOMBULLETATTACK(6.6, 3.3, 4, 3, "BULLETPUFF")
     0PR4 E 4 A_FACETARGET
		GOTO SEE
RICKY:
	  0PR4 E 10 A_FACETARGET
	POZZ E 0 A_PLAYWEAPONSOUND("APRIMT2")  
	0PR4 F 5 BRIGHT A_CUSTOMBULLETATTACK(6.6, 3.3, 4, 3, "BULLETPUFF")
   0PR4 E 10 A_FACETARGET
	POZZ E 0 A_PLAYWEAPONSOUND("APRIMT2")  
	0PR4 F 5 BRIGHT A_CUSTOMBULLETATTACK(6.6, 3.3, 4, 3, "BULLETPUFF")
     0PR4 E 4 A_FACETARGET
		GOTO SEE
	PAIN:
		0PR4 G 2
		0PR4 G 3 A_PAIN
		GOTO SEE
	DEATH:
		0PR4 IJK 5
		0PR4 L 5 A_SCREAM
TNT1 A 0 a_BossDeath
		0PR4 M 5 A_NOBLOCKING
		0PR4 N -1
		STOP
xDEATH:
				TNT1 A 0 A_SpawnItemEx("PrimeGibSpawner",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)
		_SPY i 5 A_PlaySound("Gibs/Explode")
		_SPY jxy 5
TNT1 A 0 a_BossDeath
		_SPY y 5 A_NOBLOCKING
		_SPY z -1
		STOP
		RAISE:
		0PR4 LKJI 3
		GOTO SEE
	}
}


ACTOR PrimeNinjaPoof
{
	RADIUS 16
	HEIGHT 24
	+NOCLIP
	SCALE 0.35
	STATES
	{
	SPAWN:
		0PRI oPQ 3
		0PRI R 3
		STOP
}
}


ACTOR PrimeNinja: DoomImp
{
	HEALTH 70
        SCALE 0.39
	SPEED 15
	RADIUS 20
Tag "Ninja Magician"
meleedamage 2
	HEIGHT 56
	+BOSSDEATH
	SEESOUND "APRIMSx"
bloodtype "IncBlood"
	DEATHSOUND "APRIMD"
	PAINSOUND "APRIMP"
	ACTIVESOUND "APRIMAx"
	ATTACKSOUND "ATRIX9"
	PAINCHANCE 200
	MONSTER
	+FLOORCLIP
	OBITUARY "%o WAS CAUGHT BY THE NINJAS"
	STATES
	{
ice:
		0pr3 q 5 A_scream
		0pr3 rstu 5
TNT1 A 0 a_BossDeath
		0pr3 v 5 A_NOBLOCKING
		0pr3 w -1
		STOP
shock:
		electric:
			0PR3 q 4 A_Pain
			0PR3 rs 4
			Goto See

			
		 BURN:
TNT1 A 0 a_BossDeath
    "####" "#" 5 BRIGHT A_SCREAM
"####" "#" 0 A_NoBlocking
WMU2 R 0 A_SpawnItemEx("PrimeBurn", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER|SXF_TRANSFERSCALE)
    STOP
	SPAWN:
		0PRI E 10 A_LOOK
		LOOP
			Melee:
			0PRI ee 4 A_FaceTarget
			TNT1 A 0 A_FaceTarget
			0PRI  f 6 A_PlaySound("Cabal/Punch")
			0PRI g  5 A_meleeattack
0PRI  ggg 4 A_FaceTarget
			Goto See
	SEE:
		0PRI AABBCCDD 4 A_CHASE
		LOOP
	MISSILE:

	    ZHRT E 0 A_JUMP(44, "JAPAN")
    ZHRT E 0 A_JUMP(33, "CHINA")
	  ZHRT E 0 A_JUMP(66, "KOREA")
	  
	    ZHRT E 0 A_JUMP(44, "JAPAN")
    ZHRT E 0 A_JUMP(33, "CHINA")
	  ZHRT E 0 A_JUMP(66, "KOREA")
	  
	    ZHRT E 0 A_JUMP(44, "JAPAN")
    ZHRT E 0 A_JUMP(33, "CHINA")
	  ZHRT E 0 A_JUMP(66, "KOREA")
	    ZHRT E 0 A_JUMP(1, "MONGOLIA")
  
	MONGOLIA:
	TNT1 A 0 A_JUMPIFINVENTORY("COUNTER",1,"CHINA")
	0PRI Z 1 A_GIVEINVENTORY("COUNTER",1)
	TNT1 A 0 A_UNSETSHOOTABLE
        0pri n 4
	0PRI Z 0 A_SPAWNITEMEX ("primeninjapoof")
   0pri nn 2
		  NULL A 0 A_PLAYSOUND("MAGEA2")
	0PRI Z 15 A_SETTRANSLUCENT(0.9, 0)
	0PRI Z 1 A_SETSHOOTABLE
			0PRI A 2 A_WANDER
	TNT1 A 0 A_SETTRANSLUCENT(0.9, 0)
	0PRI A 2 A_WANDER
	TNT1 A 0 A_SETTRANSLUCENT(0.8, 0)
	0PRI A 2 A_WANDER
	TNT1 A 0 A_SETTRANSLUCENT(0.7, 0)
	0PRI B 2 A_WANDER
	TNT1 A 0 A_SETTRANSLUCENT(0.6, 0)
	0PRI B 2 A_WANDER
	TNT1 A 0 A_SETTRANSLUCENT(0.5, 0)
	0PRI B 2 A_WANDER
	TNT1 A 0 A_SETTRANSLUCENT(0.4, 0)
	0PRI C 2 A_WANDER
	TNT1 A 0 A_SETTRANSLUCENT(0.3, 0)
	GOTO SEE
			
	CHINA:
		    0PRI F 7 A_FACETARGET
    0PRI G 4  A_CUSTOMMISSILE("PrimeNinjaStar",33,RANDOM(-1,1),RANDOM(-3,3),32,RANDOM(-3,3))
		    0PRI F 7 A_FACETARGET
    0PRI G 4  A_CUSTOMMISSILE("PrimeNinjaStar",33,RANDOM(-1,1),RANDOM(-3,3),32,RANDOM(-3,3))
		   0PRI E 4 A_FACETARGET
		   GOTO SEE
	JAPAN:
	   0PRI E 10 A_FACETARGET
	    0PRI F 7 A_FACETARGET
    0PRI G 4  A_CUSTOMMISSILE("PrimeNinjaStar",33,RANDOM(-1,1),RANDOM(-3,3),32,RANDOM(-3,3))
		    0PRI F 7 A_FACETARGET
    0PRI G 4  A_CUSTOMMISSILE("PrimeNinjaStar",33,RANDOM(-1,1),RANDOM(-3,3),32,RANDOM(-3,3))
		    0PRI F 7 A_FACETARGET
    0PRI G 4  A_CUSTOMMISSILE("PrimeNinjaStar",33,RANDOM(-1,1),RANDOM(-3,3),32,RANDOM(-3,3))
		    0PRI F 7 A_FACETARGET
    0PRI G 4  A_CUSTOMMISSILE("PrimeNinjaStar",33,RANDOM(-1,1),RANDOM(-3,3),32,RANDOM(-3,3))
	  0PRI E 10 A_FACETARGET
		GOTO SEE
	KOREA:
    0PRI E 10 A_FACETARGET
	    0PRI F 4 A_FACETARGET
    0PRI G 4  A_CUSTOMMISSILE("PrimeNinjaStar",33,RANDOM(-1,1),RANDOM(-3,3),32,RANDOM(-3,3))
	  0PRI E 10 A_FACETARGET
		GOTO SEE
	PAIN:
		0PRI M 3
		0PRI M 3 A_PAIN
		GOTO SEE
xDEATH:
		0PR3 lm 5
TNT1 A 0 a_BossDeath
		0PR3 n 5 A_PlaySound("Gibs/Explode")
						TNT1 A 0 A_SpawnItemEx("PrimeGibSpawner",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)
		0PR3 o 5 A_NOBLOCKING
		0PR3 p -1
		STOP
	DEATH:
TNT1 A 0 a_BossDeath
		0PRI HI 5
		0PRI J 5 A_SCREAM
		0PRI K 5 A_NOBLOCKING
		0PRI L -1
		STOP
		RAISE:
		0PRI LKJI 3
		GOTO SEE
	}
}
ACTOR primemobboss2: primemobboss
{
	
translation "112:127=%[0.00,0.00,0.00]:[0.00,0.00,2.00]", "0:4=%[0.00,0.00,0.00]:[0.24,0.24,0.24]", "32:47=%[0.00,0.00,0.00]:[2.00,0.00,0.00]", "250:254=%[0.00,0.00,0.00]:[2.00,0.00,0.00]", "48:79=%[0.00,0.00,0.00]:[1.91,1.25,0.76]"
	SPEED 11
}
ACTOR primemobboss3: primemobboss
{
	
translation "112:127=%[0.00,0.00,0.00]:[1.96,0.05,0.05]", "0:4=%[0.00,0.00,0.00]:[0.24,0.24,0.24]", "32:47=%[0.00,0.00,0.00]:[0.00,0.00,2.00]", "250:254=%[0.00,0.00,0.00]:[0.00,0.00,2.00]", "48:79=%[0.00,0.00,0.00]:[0.69,0.31,0.05]"
	SPEED 8
}
ACTOR primemobboss4: primemobboss
{
	
translation "112:127=%[0.00,0.00,0.00]:[0.00,0.00,0.00]", "0:4=%[0.00,0.00,0.00]:[0.24,0.24,0.24]", "32:47=%[0.00,0.00,0.00]:[0.83,1.65,0.00]", "250:254=%[0.00,0.00,0.00]:[0.92,1.84,0.00]", "48:79=%[0.00,0.00,0.00]:[1.94,1.31,0.83]"
	SPEED 12
}
ACTOR primemobboss5: primemobboss
{
	
translation "112:127=%[0.00,0.00,0.00]:[2.00,1.01,0.00]", "0:4=%[0.00,0.00,0.00]:[0.24,0.24,0.24]", "32:47=%[0.00,0.00,0.00]:[1.14,0.57,0.00]", "250:254=%[0.00,0.00,0.00]:[1.34,0.67,0.00]", "48:79=%[0.00,0.00,0.00]:[1.91,1.10,0.83]"
	SPEED 9
}
ACTOR primemobboss6: primemobboss
{
	
translation "112:127=%[0.00,0.00,0.00]:[2.00,2.00,0.00]", "0:4=%[0.00,0.00,0.00]:[0.24,0.24,0.24]", "32:47=%[0.00,0.00,0.00]:[0.57,0.57,0.57]", "250:254=%[0.00,0.00,0.00]:[0.47,0.47,0.47]", "48:79=%[0.00,0.00,0.00]:[1.89,1.35,0.85]"
	SPEED 11
}
ACTOR primeswat2: primeswat1
{
HEALTH 61
	SPEED 12
TRANSLATION "16:47=%[0.00,0.00,0.00]:[2.00,0.00,0.00]", "250:254=%[0.00,0.00,0.00]:[2.00,0.00,0.00]", "1:2=%[0.00,0.00,0.00]:[2.00,0.00,0.00]", "48:79=%[0.00,0.00,0.00]:[1.86,1.21,0.74]", "80:111=%[0.00,0.00,0.00]:[0.65,0.93,1.06]"
}
ACTOR primeswat3: primeswat1
{
HEALTH 59
	SPEED 13
TRANSLATION "16:47=%[0.00,0.00,0.00]:[0.00,1.01,1.51]", "250:254=%[0.00,0.00,0.00]:[0.00,1.01,1.51]", "1:2=%[0.00,0.00,0.00]:[0.00,1.01,1.51]", "48:79=%[0.00,0.00,0.00]:[0.47,0.23,0.05]", "128:143=%[0.00,0.00,0.00]:[0.38,0.28,0.11]", "13:15=%[0.00,0.00,0.00]:[0.49,0.28,0.18]", "208:239=%[0.00,0.00,0.00]:[0.47,0.44,0.24]"
}
ACTOR primeswat4: primeswat1
{
HEALTH 69
+MissileMore
	SPEED 15
TRANSLATION "16:47=%[0.00,0.00,0.00]:[1.01,2.00,0.00]", "250:254=%[0.00,0.00,0.00]:[1.01,2.00,0.00]", "1:2=%[0.00,0.00,0.00]:[0.06,0.12,0.00]", "80:111=%[0.00,0.00,0.00]:[0.28,0.64,0.29]", "3:6=%[0.00,0.00,0.00]:[0.50,0.91,0.42]", "48:79=%[0.00,0.00,0.00]:[1.88,1.31,0.78]"
}
ACTOR primeswat5: primeswat1
{
HEALTH 67
+MissileMore
	SPEED 14
TRANSLATION "16:47=%[0.00,0.00,0.00]:[0.31,0.31,0.31]", "250:254=%[0.00,0.00,0.00]:[0.28,0.28,0.28]", "1:2=%[0.00,0.00,0.00]:[0.00,0.00,0.00]", "80:111=%[0.00,0.00,0.00]:[0.00,0.00,0.00]", "3:6=%[0.00,0.00,0.00]:[0.00,0.00,0.00]", "48:79=%[0.00,0.00,0.00]:[1.77,1.19,0.91]", "192:207=%[0.00,0.00,0.00]:[0.12,0.12,0.12]", "240:247=%[0.00,0.00,0.00]:[0.25,0.25,0.25]", "128:159=%[0.00,0.00,0.00]:[1.42,1.33,0.26]"
}
ACTOR primeswat6: primeswat1
{
HEALTH 51
+MissileEvenMore
	SPEED 11
TRANSLATION "16:47=%[0.00,0.00,0.00]:[1.39,1.45,0.36]", "250:254=%[0.00,0.00,0.00]:[1.60,1.50,0.31]", "1:2=%[0.00,0.00,0.00]:[0.77,0.69,0.12]", "80:111=%[0.00,0.00,0.00]:[1.10,0.69,0.27]", "3:6=%[0.00,0.00,0.00]:[1.32,0.70,0.28]", "192:207=%[0.00,0.00,0.00]:[0.12,0.12,0.12]", "240:247=%[0.00,0.00,0.00]:[0.25,0.25,0.25]", "128:159=%[0.00,0.00,0.00]:[1.60,0.13,0.09]"
}
ACTOR PrimeNinja2: PrimeNinja
{
        SCALE 0.37
	SPEED 12
TRANSLATION "112:159=%[0.00,0.00,0.00]:[2.00,0.00,0.00]", "192:254=%[0.00,0.00,0.00]:[2.00,0.00,0.00]", "16:47=%[0.00,0.00,0.00]:[2.00,0.00,0.00]", "0:14=%[0.00,0.00,0.00]:[2.00,0.00,0.00]", "48:79=%[0.00,0.00,0.00]:[1.85,1.30,0.80]"
}
ACTOR PrimeBusinessman4: PrimeBusinessman1
{
TRANSLATION"112:127=%[0.00,0.00,0.00]:[1.76,1.57,0.25]", "101:111=%[0.00,0.00,0.00]:[0.99,1.35,0.48]", "3:6=%[0.00,0.00,0.00]:[0.78,1.17,0.36]", "192:207=%[0.00,0.00,0.00]:[0.65,0.93,0.35]", "240:247=%[0.00,0.00,0.00]:[0.72,1.03,0.41]", "152:159=%[0.00,0.00,0.00]:[1.84,1.44,0.61]", "48:79=%[0.00,0.00,0.00]:[1.87,1.31,0.92]", "232:235=%[0.00,0.00,0.00]:[1.71,1.44,0.62]", "160:167=%[0.00,0.00,0.00]:[1.62,1.50,0.67]", "208:223=%[0.00,0.00,0.00]:[1.68,1.29,0.39]"
}
ACTOR PrimeBusinessman5: PrimeBusinessman1
{
TRANSLATION"112:127=%[0.00,0.00,0.00]:[0.54,0.54,0.54]", "101:111=%[0.00,0.00,0.00]:[0.43,0.43,0.43]", "3:6=%[0.00,0.00,0.00]:[0.43,0.43,0.43]", "192:207=%[0.00,0.00,0.00]:[0.64,0.64,0.64]", "240:247=%[0.00,0.00,0.00]:[0.72,0.72,0.72]", "232:235=%[0.00,0.00,0.00]:[0.50,0.50,0.50]", "208:223=%[0.00,0.00,0.00]:[0.55,0.55,0.55]", "160:168=%[0.00,0.00,0.00]:[0.47,0.47,0.47]", "48:79=%[0.00,0.00,0.00]:[0.72,0.50,0.36]", "152:159=%[0.00,0.00,0.00]:[1.55,1.78,1.11]"
}
ACTOR PrimeNinja6: PrimeNinja
{
        SCALE 0.34
	SPEED 9
TRANSLATION "236:239=%[0.00,0.00,0.00]:[1.22,1.22,0.00]", "13:15=%[0.00,0.00,0.00]:[1.33,1.39,0.24]", "16:47=%[0.00,0.00,0.00]:[1.24,1.31,0.35]", "128:152=%[0.00,0.00,0.00]:[1.29,1.31,0.47]"
}
ACTOR PrimeNinja7: PrimeNinja
{
        SCALE 0.32
+missilemore
	SPEED 15
TRANSLATION "16:47=%[0.00,0.00,0.00]:[1.76,1.76,1.76]", "128:143=%[0.00,0.00,0.00]:[1.72,1.72,1.72]", "13:15=%[0.00,0.00,0.00]:[2.00,2.00,2.00]", "236:239=%[0.00,0.00,0.00]:[2.00,2.00,2.00]", "80:111=%[0.00,0.00,0.00]:[1.69,1.49,0.39]", "48:79=%[0.00,0.00,0.00]:[0.80,0.80,0.80]"
}
ACTOR PrimeNinja3: PrimeNinja
{
        SCALE 0.36
	SPEED 13
TRANSLATION "112:159=%[0.00,0.00,0.00]:[0.44,1.57,0.47]", "192:254=%[0.00,0.00,0.00]:[0.39,1.69,0.32]", "16:47=%[0.00,0.00,0.00]:[0.48,1.59,0.42]", "0:14=%[0.00,0.00,0.00]:[0.51,1.56,0.45]", "48:79=%[0.00,0.00,0.00]:[1.85,1.30,0.80]"
}
ACTOR PrimeNinja4: PrimeNinja
{
        SCALE 0.33
	SPEED 17
TRANSLATION "112:159=%[0.00,0.00,0.00]:[0.35,0.35,0.35]", "192:254=%[0.00,0.00,0.00]:[0.31,0.31,0.31]", "16:47=%[0.00,0.00,0.00]:[0.29,0.29,0.29]", "0:14=%[0.00,0.00,0.00]:[0.35,0.36,0.35]", "48:79=%[0.00,0.00,0.00]:[1.85,1.30,0.80]"
}
ACTOR PrimeNinja5: PrimeNinja
{
        SCALE 0.34
	SPEED 16
TRANSLATION "112:159=%[0.00,0.00,0.00]:[0.40,0.95,1.41]", "192:254=%[0.00,0.00,0.00]:[0.53,0.91,1.55]", "16:47=%[0.00,0.00,0.00]:[0.28,0.82,1.41]", "0:14=%[0.00,0.00,0.00]:[0.39,0.88,1.61]", "48:79=%[0.00,0.00,0.00]:[0.97,0.52,0.12]"
}

ACTOR PrimeBaldThug2: PrimeBaldThug1
{
	HEALTH 60
translation "16:47=%[0.00,0.00,0.00]:[2.00,0.00,0.00]", "250:254=%[0.00,0.00,0.00]:[2.00,0.00,0.00]", "0:2=%[0.00,0.00,0.00]:[2.00,0.00,0.00]"
    SCALE 0.34
	SPEED 11
}
ACTOR PrimeBaldThug4 : PrimeBaldThug1
{
HEALTH 78
SPEED 9
 SCALE 0.33
TRANSLATION "16:47=%[0.00,0.00,0.00]:[0.00,0.00,1.26]", "250:254=%[0.00,0.00,0.00]:[0.00,0.00,1.26]", "0:2=%[0.00,0.00,0.00]:[0.00,0.00,1.26]"
}
ACTOR PrimeBaldThug5 : PrimeBaldThug1
{
HEALTH 67
SPEED 9
 SCALE 0.36
TRANSLATION "16:47=%[0.00,0.00,0.00]:[0.35,0.34,0.39]", "250:254=%[0.00,0.00,0.00]:[0.35,0.35,0.35]", "0:2=%[0.00,0.00,0.00]:[0.03,0.03,0.03]"
}
ACTOR PrimeBaldThug6 : PrimeBaldThug1
{
HEALTH 76
SPEED 11
TRANSLATION "16:47=%[0.00,0.00,0.00]:[0.00,1.01,0.50]", "250:254=%[0.00,0.00,0.00]:[0.00,1.01,0.50]", "0:2=%[0.00,0.00,0.00]:[0.00,1.01,0.50]"
}
ACTOR PrimeBaldThug7 : PrimeBaldThug1
{
HEALTH 67
SPEED 12
TRANSLATION "16:47=%[0.00,0.00,0.00]:[0.69,0.57,0.34]", "250:254=%[0.00,0.00,0.00]:[0.74,0.47,0.28]", "0:2=%[0.00,0.00,0.00]:[0.85,0.58,0.40]"
}
ACTOR PrimeBaldThug8 : PrimeBaldThug1
{
HEALTH 66
SPEED 9
TRANSLATION "16:47=%[0.00,0.00,0.00]:[2.00,1.01,0.00]", "250:254=%[0.00,0.00,0.00]:[2.00,1.01,0.00]", "0:2=%[0.00,0.00,0.00]:[2.00,1.01,0.00]"
}
ACTOR PrimeBaldThug9 : PrimeBaldThug1
{
HEALTH 77
SPEED 5
TRANSLATION "16:47=%[0.00,0.00,0.00]:[0.50,0.00,1.01]", "250:254=%[0.00,0.00,0.00]:[0.50,0.00,1.01]", "0:2=%[0.00,0.00,0.00]:[0.50,0.00,1.01]", "48:63=%[0.00,0.00,0.00]:[0.77,0.56,0.37]", "64:79=%[0.00,0.00,0.00]:[0.63,0.39,0.23]", "236:239=%[0.00,0.00,0.00]:[0.90,0.80,0.57]"
}


ACTOR PrimeDom1: Base
{
  HEALTH 78
  RADIUS 20
dropitem "chaingun"
  HEIGHT 56
  MASS 100
Tag "Dominatrix"
  SPEED 14
bloodtype "IncBlood"
SCALE 0.35
  MONSTER
  +FLOORCLIP
  SEESOUND "ATRIX"
  PAINSOUND "CHAINGUY/PAIN"
  DEATHSOUND "tekfemaledeath"
  ACTIVESOUND "ATRIX22"
  ATTACKSOUND "ATRI7"
  OBITUARY "FROZE BY A DOMINATRIX"
	 
  +SHORTMISSILERANGE
  STATES
  {
ice:
		0pr3 q 5 A_scream
		0pr3 rstu 5
TNT1 A 0 a_BossDeath
		0pr3 v 5 A_NOBLOCKING
		0pr3 w -1
		STOP
  SPAWN:
    1PRI A 10 A_LOOK
    LOOP
Pain:
  SEE:
    1PRI DDEEFFGG 3 A_CHASE
    LOOP
  MISSILE:
    1PRI B 10 A_FACETARGET
tNT1 AA 0 A_SPAWNITEMEX("damageincsmoke2",10,2,42,0,0,0,0,0)
    1PRI C 4 BRIGHT A_CUSTOMMISSILE("ICEPRIME",33,RANDOM(-1,1),RANDOM(-3,3),32,RANDOM(-3,3))
    1PRI B 13 A_CPOSREFIRE
    GOTO MISSILE+1

  DEATH:
    1PRI H 5
TNT1 A 0 a_BossDeath
    1PRI I 5 A_SCREAM
    1PRI J 5 A_NOBLOCKING
    1PRI K 5
    1PRI L -1
    STOP

	 BURN:
"####" "#" 0 A_NoBlocking
TNT1 A 0 a_BossDeath
    "####" "#" 5 BRIGHT A_SCREAM
WMU2 R 0 A_SpawnItemEx("PrimeBurn", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER|SXF_TRANSFERSCALE)
    STOP

  RAISE:
    1PRI L 5
    1PRI LKJIH 5
    GOTO SEE
xDEATH:
		0PR3 ghi 5
		0PR3 i 5 A_PlaySound("Gibs/Explode")
						TNT1 A 0 A_SpawnItemEx("PrimeGibSpawner",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)
TNT1 A 0 a_BossDeath
		0PR3 j 5 A_NOBLOCKING
		0PR3 k -1
		STOP
shock:
		electric:
			0PR3 q 4 A_Pain
			0PR3 rs 4
			Goto See

  }
}
ACTOR PrimeDom3: PrimeDom1
{
HEALTH 81
  SEESOUND "aprims0"
        SCALE 0.36
	SPEED 13
TRANSLATION "202:207=%[0.00,0.00,0.00]:[0.42,0.42,0.42]", "16:47=%[0.00,0.00,0.00]:[0.27,0.28,0.28]", "250:254=%[0.00,0.00,0.00]:[0.26,0.29,0.28]", "80:111=%[0.00,0.00,0.00]:[0.31,0.31,0.31]", "1:2=%[0.00,0.00,0.00]:[0.35,0.35,0.35]", "48:79=%[0.00,0.00,0.00]:[1.92,1.66,1.31]", "240:247=%[0.00,0.00,0.00]:[0.00,0.00,0.00]"
}
ACTOR PrimeDom4: PrimeDom1
{
HEALTH 90
  SEESOUND "aprims0"
        SCALE 0.31
	SPEED 13
TRANSLATION "202:207=%[0.00,0.00,0.00]:[0.42,0.42,0.42]", "16:47=%[0.00,0.00,0.00]:[2.00,0.00,0.00]", "250:254=%[0.00,0.00,0.00]:[2.00,0.00,0.00]", "80:111=%[0.00,0.00,0.00]:[1.41,1.38,0.37]", "1:2=%[0.00,0.00,0.00]:[0.35,0.35,0.35]", "240:247=%[0.00,0.00,0.00]:[0.00,0.00,0.00]"

}
ACTOR PrimeDom2: PrimeDom1
{
HEALTH 83
+missilemore
  SEESOUND "aprims0"
       SCALE 0.33
	SPEED 15
TRANSLATION "202:207=%[0.00,0.00,0.00]:[0.42,0.42,0.42]", "16:47=%[0.00,0.00,0.00]:[2.00,2.00,0.00]", "250:254=%[0.00,0.00,0.00]:[2.00,2.00,0.00]", "240:247=%[0.00,0.00,0.00]:[0.00,0.00,0.00]",  "80:111=%[0.00,0.00,0.00]:[0.95,0.48,0.18]", "48:79=%[0.00,0.00,0.00]:[0.65,0.47,0.22]", "128:151=%[0.00,0.00,0.00]:[0.79,0.46,0.30]", "1:2=%[0.00,0.00,0.00]:[0.35,0.35,0.35]"
}

Actor PrimeMobRandomizer : randomspawner
{
dropitem "PrimeMobBoss6" 255 255
dropitem "PrimeMobBoss2" 255 255
dropitem "PrimeMobBoss3" 255 255
dropitem "PrimeMobBoss4" 255 255
dropitem "PrimeMobBoss5" 255 255
dropitem "PrimeMobBoss" 255 255
}
Actor PrimeBusinessman : randomspawner
{
dropitem "PrimeBusinessman5" 255 88
dropitem "PrimeBusinessman4" 255 88
dropitem "PrimeBusinessman1" 255 255
dropitem "PrimeBusinessman2" 255 255
dropitem "PrimeBusinessman3" 255 255
}
Actor PrimeSwatRandomizer : randomspawner
{
dropitem "primeswat1" 255 255
dropitem "primeswat2" 255 255
dropitem "primeswat3" 255 255
dropitem "primeswat4" 255 255
dropitem "primeswat5" 255 255
dropitem "primeswat6" 255 255
}
actor primeBaldThugrandomizer : randomspawner
{
DROPITEM "primeBaldThug1" 255 255
DROPITEM "primeBaldThug2" 255 255
DROPITEM "primeBaldThug4" 255 255
DROPITEM "primeBaldThug5" 255 255
dropitem "primeBaldThug7" 255 255
DROPITEM "primeBaldThug6" 255 255
DROPITEM "primeBaldThug9" 255 255
dropitem "primeBaldThug8" 255 255
}
actor PrimeNinjaRandomizer: randomspawner
{
DROPITEM "PrimeNinja" 255 255
DROPITEM "PrimeNinja2" 255 255
DROPITEM "PrimeNinja3" 255 255
DROPITEM "PrimeNinja4" 255 255
DROPITEM "PrimeNinja5" 255 255
dropitem "PRIMENINJA6" 255 88
dropitem "PRIMENINJA7" 255 44
}
actor primeflamer: randomspawner
{
dropitem "primeflamer3" 255 255
dropitem "primeflamer4" 255 255
dropitem "primeflamer1" 255 255
dropitem "primeflamer2" 255 255
}
actor PrimeDominatrixSpawner : randomspawner
{
dropitem "primedom1" 255 255
DROPITEM "primedom2" 255 44
dropitem "primedom3" 255 44
dropitem "primedom4" 255 44
}