   Actor Roflcopter
		{
	      Tag "QuakeConCyberdemon"
		  Health 4000
		  Radius 90
		  Height 110
		  Mass 1000
		  Speed 21
		  Species "Master"
		  PainChance 20
		  Monster
		  MinMissileChance 88
		  +MISSILEMORE
		  +FLOORCLIP
		  +DROPOFF
		  +NORADIUSDMG
		  +DONTMORPH
		  +BOSSDEATH
		  SeeSound "cyber/sight"
		  PainSound "cyber/pain"
		  DeathSound "cyber/death"
		  ActiveSound "cyber/active"
		  Obituary "%o didn't know that Cybie was in QuakeCon"
				States
					 {
					  Spawn:
						CHOP ABCD 1 A_Look
					   Loop
					  See:
						TNT1 A 0
						TNT1 A 0 A_SpawnItemEx ("ObstCheckerForward",69,0,30,5,0,0,0,SXF_NOCHECKPOSITION)
						TNT1 A 0 A_SpawnItemEx ("ObstCheckerBack",-69,0,30,5,0,0,0, SXF_NOCHECKPOSITION)
						TNT1 A 0 A_SpawnItemEx ("ObstCheckerLeft",0,69,30,0,5,0,0, SXF_NOCHECKPOSITION)
						TNT1 A 0 A_SpawnItemEx ("ObstCheckerRight",0,-69,30,0,5,0,0,SXF_NOCHECKPOSITION)
						TNT1 A 0 A_Jump (255, "Forward", "Backward", "StrafeLeft", "StrafeRight")
					   Goto Steady
					Steady:
						TNT1 A 0 A_TakeInventory ("NoForward", 1)
						TNT1 A 0 A_TakeInventory ("NoBack", 1)
						TNT1 A 0 A_TakeInventory ("NoLeft", 1) 
						TNT1 A 0 A_TakeInventory ("NoRight", 1)
						CHOP ABCD 1
						TNT1 A 0 A_Jump (155, "Forward", "Backward", "StrafeLeft", "StrafeRight")
					   Loop
					 ChangeDirF:
						TNT1 A 0 A_TakeInventory ("NoForward", 1)
						TNT1 A 0 A_TakeInventory ("NoBack", 1)
						TNT1 A 0 A_TakeInventory ("NoLeft", 1) 
						TNT1 A 0 A_TakeInventory ("NoRight", 1)
						CHOP ABCD 1
						TNT1 A 0 A_Jump (255, "Backward", "StrafeLeft", "StrafeRight")
					   Loop
						 ChangeDirB:
						TNT1 A 0 A_TakeInventory ("NoForward", 1)
						TNT1 A 0 A_TakeInventory ("NoBack", 1)
						TNT1 A 0 A_TakeInventory ("NoLeft", 1) 
						TNT1 A 0 A_TakeInventory ("NoRight", 1)
						CHOP ABCD 1
						TNT1 A 0 A_Jump (255, "Forward", "StrafeLeft", "StrafeRight")
					   Loop
						 ChangeDirL:
						TNT1 A 0 A_TakeInventory ("NoForward", 1)
						TNT1 A 0 A_TakeInventory ("NoBack", 1)
						TNT1 A 0 A_TakeInventory ("NoLeft", 1) 
						TNT1 A 0 A_TakeInventory ("NoRight", 1)
						CHOP ABCD 1
						TNT1 A 0 A_Jump (255, "Backward", "Forward", "StrafeRight")
					   Loop
					 ChangeDirR:
						TNT1 A 0 A_TakeInventory ("NoForward", 1)
						TNT1 A 0 A_TakeInventory ("NoBack", 1)
						TNT1 A 0 A_TakeInventory ("NoLeft", 1) 
						TNT1 A 0 A_TakeInventory ("NoRight", 1)
						CHOP ABCD 1
						TNT1 A 0 A_Jump (255, "Backward", "StrafeLeft", "Forward")
					   Loop	
					  Forward:
						TNT1 A 0 A_JumpIfInventory ("NoForward", 1, "ChangeDirF") 
						CHOP ABCD 1 A_Recoil (-15)
						//TNT1 A 0 A_Jump (125, "BackWard", "StrafeRight", "StrafeLeft")
					   Loop
					 BackWard:
						TNT1 A 0 A_JumpIfInventory ("NoBack", 1, "ChangeDirB") 
						CHOP ABCD 1 A_Recoil (15)
						//TNT1 A 0 A_Jump (125, "Forward", "StrafeRight", "StrafeLeft")
					   Loop
					StrafeLeft:
						TNT1 A 0 A_JumpIfInventory ("NoLeft", 1, "ChangeDirL") 
					    CHOP ABCD 1 ThrustThing(angle*256/360+192, 15, 0, 0)
						//TNT1 A 0 A_Jump (125, "Forward", "Backward", "StrafeRight")	
					  Loop
			        StrafeRight:
					   TNT1 A 0 A_JumpIfInventory ("NoRight", 1, "ChangeDirR")	
					   CHOP ABCD 1 ThrustThing(angle*256/360+64, 1, 0, 0)
					   //TNT1 A 0 A_Jump (125, "Forward", "Backward", "StrafeLeft")	
					  Loop	
					 } 	
		} 	



      Actor ObstCheckerForward
				{
				Projectile
				Radius 90
				Height 110
				+THRUSPECIES
				+MISSILE
				+NOGRAVITY
				Species "MOOO"
				Speed 0
				Damage 0
					States
						{
						 Spawn:
							 BBRN A 1 A_Warp (AAPTR_TARGET, 92, 0, 14, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE|WARPF_COPYINTERPOLATION)
							Loop
						 Death:
							 BBRN A 1 A_GiveInventory ("NoForward", 1, AAPTR_TARGET)
							Goto Spawn
						}
				}


			Actor NoForward : Inventory
				{
				Inventory.maxamount 1
				States
					 {
					 Pickup:
					   TNT1 A 1
					   Stop
					   }
				}


			      Actor ObstCheckerBack
				{
				Projectile
				Radius 90
				Height 110
				+THRUSPECIES
				+MISSILE
				+NOGRAVITY
				Species "MOOO"
				Speed 0
				Damage 0
					States
						{
						 Spawn:
							 BBRN A 1 A_Warp (AAPTR_TARGET, -92, 0, 14, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE|WARPF_COPYINTERPOLATION)
							Loop
						 Death:
							 BBRN A 1 A_GiveInventory ("NoBack", 1, AAPTR_TARGET)
							Goto Spawn
						}
				}


			 Actor NoBack : Inventory
				{
				Inventory.maxamount 1
				States
					 {
					 Pickup:
					   TNT1 A 1
					   Stop
					   }
				}


			Actor ObstCheckerLeft
				{
				Projectile
				Radius 90
				Height 110
				+THRUSPECIES
				+MISSILE
				+NOGRAVITY
				Species "MOOO"
				Speed 0
				Damage 0
					States
						{
						 Spawn:
							 BBRN A 1 A_Warp (AAPTR_TARGET, 0, 92, 14, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE|WARPF_COPYINTERPOLATION)
							Loop
						 Death:
							 BBRN A 1 A_GiveInventory ("NoLeft", 1, AAPTR_TARGET)
							Goto Spawn
						}
				}


				Actor NoLeft : Inventory
				{
				Inventory.maxamount 1
				States
					 {
					 Pickup:
					   TNT1 A 1
					   Stop
					   }
				}



							Actor ObstCheckerRight
				{
				Projectile
				Radius 90
				Height 110
				+THRUSPECIES
				+MISSILE
				+NOGRAVITY
				Species "MOOO"
				Speed 0
				Damage 0
					States
						{
						 Spawn:
							 BBRN A 1 A_Warp (AAPTR_TARGET, 0, -92, 14, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE|WARPF_COPYINTERPOLATION)
							Loop
						 Death:
							 BBRN A 1 A_GiveInventory ("NoRight", 1, AAPTR_TARGET)
							Goto Spawn
						}
				}


				Actor NoRight : Inventory
				{
				Inventory.maxamount 1
				States
					 {
					 Pickup:
					   TNT1 A 1
					   Stop
					   }
				}