Actor NaziJuggernaut 
{
Health 1000
Radius 24
DamageFactor "NazBaron", 0.0
Height 64
Mass 450
Speed 11
PainChance 50
+BOSSDEATH
MinMissileChance 88
Monster
Species "BloodyHeavy"
BloodType "DASBLUT"
seesound "BlitzJuggernaut/See"
painsound "BlitzJuggernaut/Pain"
deathsound "NZBADE01"
activesound "BlitzJuggernaut/Active"
Tag "BlitzGewehr PanzerMensch"
+FLOORCLIP
+DONTHARMSPECIES
scale 1.0
Obituary "%o was eradicated by the Nazi Juggernaut BlitzGewehr Panzermensch"
DropItem "Clip"
  States
       {
	   Spawn:
	      TNT1 A 0
		  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("STFUCheck") == 1, "STFU")
		Spawn2:   
	      NZJG A 4 A_Look
		  Loop
	STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUBlitzJuggernaut")
	 Goto Spawn+2	  
	   See:
	      NZJG AABBCCDD 4 A_Chase
		  Loop
	   Missile:
	      NZJG E 3 A_FaceTarget
		  TNT1 A 0 A_TakeInventory ("ElectroCoolDown", 1)
		  TNT1 A 0 A_JumpIfTargetInLos ("CloseCombat", 0, JLOSF_DEADNOJUMP, 500, 0)
		  TNT1 A 0 A_JumpIfTargetInLos ("LongRangeCombat", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 900)
	   MiddleMissile:
	      NZJG E 5 A_FaceTarget
		  TNT1 A 0 A_Jump (120, "ElectroBurst", "AkimboMiddle")
		  NZJG E 5 A_FaceTarget
	      TNT1 A 0 A_PlaySound ("DSHURRIC", CHAN_WEAPON)
		  TNT1 A 0 A_CustomMissile ("NazBaronRocket", 37, 17, random (0,8), CMF_OFFSETPITCH, random (-1, 0))
		  TNT1 A 0 A_CustomMissile ("NazBaronRocket", 37, 18, random (-8,0), CMF_OFFSETPITCH, random (-1, 0))
		  TNT1 A 0 A_CustomMissile ("NazBaronRocket", 39, 17, random (0,8), CMF_OFFSETPITCH, random (0, 2))
		  TNT1 A 0 A_CustomMissile ("NazBaronRocket", 39, 18, random (-8, 0), CMF_OFFSETPITCH, random (0, 2))
		  NZJG F 4 BRIGHT A_FaceTarget
		  NZJG E 2 A_FaceTarget
		  Goto See
	   ElectroBurst:
	      NZJG E 5 A_FaceTarget
		  TNT1 A 0 A_Playsound ("ELGUNFIR", CHAN_WEAPON)
		  NZJG G 2 BRIGHT A_CustomMissile ("ElectroDischargeOrb", 38, -17)
		  NZJG E 7 A_FaceTarget
		  TNT1 A 0 A_Playsound ("ELGUNFIR", CHAN_WEAPON)
		  NZJG G 2 BRIGHT A_CustomMissile ("ElectroDischargeOrb", 38, -17, random (2,5))
		  NZJG E 7 A_FaceTarget
		  TNT1 A 0 A_Playsound ("ELGUNFIR", CHAN_WEAPON)
		  NZJG G 2 BRIGHT A_CustomMissile ("ElectroDischargeOrb", 38, -17, random (-5,-2))
		  NZJG E 3 A_FaceTarget
		 Goto See
	   AkimboMiddle:
	      NZJG E 5 A_FaceTarget
		  TNT1 A 0 A_Playsound ("ELGUNFIR", CHAN_WEAPON)
		  NZJG G 4 BRIGHT A_CustomMissile ("ElectroDischargeOrb", 38, -17)
		  NZJG E 7 A_FaceTarget
		  TNT1 A 0 A_PlaySound ("DSHURRIC", CHAN_WEAPON)
		  TNT1 A 0 A_CustomMissile ("NazBaronRocket", 37, 17, random (0,12), CMF_OFFSETPITCH, random (-3, 0))
		  TNT1 A 0 A_CustomMissile ("NazBaronRocket", 37, 19, random (-12,0), CMF_OFFSETPITCH, random (-3, 0))
		  TNT1 A 0 A_CustomMissile ("NazBaronRocket", 39, 17, random (0,12), CMF_OFFSETPITCH, random (0, 3))
		  TNT1 A 0 A_CustomMissile ("NazBaronRocket", 39, 19, random (-12, 0), CMF_OFFSETPITCH, random (0, 3))
		  NZJG F 4 BRIGHT A_FaceTarget
		  NZJG E 3 A_FaceTarget
		  Goto See
	   CloseCombat:
	      NZJG E 5 A_FaceTarget
		  TNT1 A 0 A_JumpifInventory ("ElectroCoolDown", 1, 2)
		  TNT1 A 0 A_Jump (190, "GroundVoltage")
		  TNT1 A 0 A_PlaySound ("ElectroShotgun/Fire", CHAN_WEAPON)
		  TNT1 AAAAAA 0 A_CustomMissile ("ElectroShotgunOrb", 38, -17, random (-5,5))
		  NZJG G 2 BRIGHT A_FaceTarget
		  NZJG E 8 A_FaceTarget
		  TNT1 A 0 A_PlaySound ("ElectroShotgun/Fire", CHAN_WEAPON)
		  TNT1 AAAAAA 0 A_CustomMissile ("ElectroShotgunOrb", 38, -17, random (-5,5))
		  NZJG G 2 BRIGHT A_FaceTarget
		  NZJG E 8 A_FaceTarget
		  TNT1 A 0 A_PlaySound ("ElectroShotgun/Fire", CHAN_WEAPON)
		  TNT1 AAAAAA 0 A_CustomMissile ("ElectroShotgunOrb", 38, -17, random (-5,5))
		  NZJG G 2 BRIGHT A_FaceTarget
		  NZJG E 8 A_FaceTarget
		  TNT1 A 0 A_PlaySound ("ElectroShotgun/Fire", CHAN_WEAPON)
		  TNT1 AAAAAA 0 A_CustomMissile ("ElectroShotgunOrb", 38, -17, random (-5,5))
		  NZJG G 2 BRIGHT A_FaceTarget
		  NZJG E 3 A_FaceTarget
		  Goto See
	   GroundVoltage:
	      NZJG E 4 A_FaceTarget
		  TNT1 A 0 A_Jump (110, "SpreadGroundVoltage")
		  TNT1 A 0 A_Playsound ("TRAPFIR", CHAN_WEAPON)
		  TNT1 A 0 A_CustomMissile ("GroundVoltageOrb", 38, -17, 0, CMF_OFFSETPITCH, random (-5, 0))
		  NZJG G 2 BRIGHT A_FaceTarget
		  NZJG E 8 A_FaceTarget
		  TNT1 A 0 A_Playsound ("TRAPFIR", CHAN_WEAPON)
		  TNT1 A 0 A_CustomMissile ("GroundVoltageOrb", 38, -17, 6, CMF_OFFSETPITCH, random (-4, 0))
		  NZJG G 2 BRIGHT A_FaceTarget
		  NZJG E 8 A_FaceTarget
		  TNT1 A 0 A_Playsound ("TRAPFIR", CHAN_WEAPON)
		  TNT1 A 0 A_CustomMissile ("GroundVoltageOrb", 38, -17, -6, CMF_OFFSETPITCH, random (-3, 0))
		  TNT1 A 0 A_GiveInventory ("ElectroCoolDown", 3)
		  NZJG G 2 BRIGHT A_FaceTarget
		  Goto See
	   SpreadGroundVoltage:
	      NZJG E 3 A_FaceTarget
		  TNT1 A 0 A_Playsound ("TRAPFIR", CHAN_WEAPON)
		  TNT1 A 0 A_CustomMissile ("GroundVoltageOrb", 38, -17, 0, CMF_OFFSETPITCH, -3)
		  TNT1 A 0 A_CustomMissile ("GroundVoltageOrb", 38, -17, 6, CMF_OFFSETPITCH, -3)
		  TNT1 A 0 A_CustomMissile ("GroundVoltageOrb", 38, -17, -6, CMF_OFFSETPITCH, -3)
		  NZJG G 4 BRIGHT
		  TNT1 A 0 A_GiveInventory ("ElectroCoolDown", 3)
		  NZJG E 3 A_FaceTarget
		  Goto See
		LongRangeCombat:
		  NZJG E 7 A_FaceTarget
		  TNT1 A 0 A_TakeInventory ("ArtCoolDown", 1)
		  TNT1 A 0 A_JumpIfInventory ("ArtCoolDown", 1, 2)
		  TNT1 A 0 A_Jump (220, "MultiBlastLightning")
		  TNT1 A 0 A_Jump (150, "AkimboAcc", "AccElectroBurst")
		  NZJG E 10 A_FaceTarget
		  TNT1 A 0 A_PlaySound ("DSHURRIC", CHAN_WEAPON)
		  TNT1 A 0 A_CustomMissile ("NazBaronRocket", 37, 17, random (0,5))
		  TNT1 A 0 A_CustomMissile ("NazBaronRocket", 37, 18, random (-5,0))
		  TNT1 A 0 A_CustomMissile ("NazBaronRocket", 39, 17, random (0,5))
		  TNT1 A 0 A_CustomMissile ("NazBaronRocket", 39, 18, random (-5, 0))
		  NZJG F 3 BRIGHT A_FaceTarget
		  NZJG E 3 A_FaceTarget
		  Goto See
		 MultiBlastLightning:
		  NZJG E 10 A_FaceTarget
		  TNT1 A 0 A_Playsound ("ELGUNULT", CHAN_WEAPON)
		  NZJG G 2 BRIGHT A_CustomMissile ("ElectroMultiBlastOrb", 38, -17)
		  NZJG E 3 A_FaceTarget
		  TNT1 A 0 A_GiveInventory ("ArtCoolDown", 3)
		  Goto See
		 AccElectroBurst:
		  NZJG E 8 A_FaceTarget
		  TNT1 A 0 A_Playsound ("ELGUNFIR", CHAN_WEAPON)
		  NZJG G 2 BRIGHT A_CustomMissile ("ElectroDischargeOrb", 38, -17)
		  NZJG E 8 A_FaceTarget
		  TNT1 A 0 A_Playsound ("ELGUNFIR", CHAN_WEAPON)
		  NZJG G 2 BRIGHT A_CustomMissile ("ElectroDischargeOrb", 38, -17)
		  NZJG E 8 A_FaceTarget
		  TNT1 A 0 A_Playsound ("ELGUNFIR", CHAN_WEAPON)
		  NZJG G 2 BRIGHT A_CustomMissile ("ElectroDischargeOrb", 38, -17)
		  NZJG E 3 A_FaceTarget
		  Goto See
		 AkimboAcc:
		  NZJG E 8 A_FaceTarget
		  TNT1 A 0 A_PlaySound ("DSHURRIC", CHAN_WEAPON)
		  TNT1 A 0 A_CustomMissile ("NazBaronRocket", 37, 17, random (0,5))
		  TNT1 A 0 A_CustomMissile ("NazBaronRocket", 37, 18, random (-5,0))
		  TNT1 A 0 A_CustomMissile ("NazBaronRocket", 39, 17, random (0,5), CMF_OFFSETPITCH, 1)
		  TNT1 A 0 A_CustomMissile ("NazBaronRocket", 39, 18, random (-5, 0), CMF_OFFSETPITCH, 1)
		  NZJG F 4 BRIGHT A_FaceTarget
		  NZJG E 7 A_FaceTarget
		  NZJG E 7 A_FaceTarget
		  TNT1 A 0 A_Playsound ("ELGUNFIR", CHAN_WEAPON)
		  NZJG G 4 BRIGHT A_CustomMissile ("ElectroDischargeOrb", 38, -17)
		  NZJG E 10 A_FaceTarget
		  TNT1 A 0 A_Playsound ("ELGUNFIR", CHAN_WEAPON)
		  NZJG G 4 BRIGHT A_CustomMissile ("ElectroDischargeOrb", 38, -17)
		  NZJG E 3 A_FaceTarget
		  Goto See
	   Pain:
	      NZJG A 4
		  NZJG B 4 A_Pain
		  Goto See
	   Death:
	      NZJG AB 3 A_Scream
		  NZJG C 3 A_SpawnItemEx ("RedBlasterSparxes", 0, random (-15,-5), 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		  TNT1 A 0 A_SpawnItemEx ("AssSmoke2", 0, random (-15,-5), 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		  TNT1 A 0 A_SpawnItemEx ("RedBlasterSparxes", 0, random (-15,-5), 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		  TNT1 A 0 A_NoBlocking
		  TNT1 A 0 A_SpawnItemEx ("AssSmoke2", 0, random (-15,-5), 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		  NZJG D 3 A_SpawnItemEx ("RedBlasterSparxes", 0, random (-15,-5), 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		  NZJG D 3 A_SpawnItemEx ("TacticoolJetPackerExplosion", 0, random (-10,10), random (0,18), 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		  NZJG D 3 A_SpawnItemEx ("TacticoolJetPackerExplosion", 0, random (-10,10), random (0,18), 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		  TNT1 A 0 A_SpawnItemEx ("TacticoolJetPackerExplosion", 0, random (-10,10), random (0,18), 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		  NZJG D 3 A_SpawnItemEx ("TinCanExplosion", 0, random (-10,10), random (0,18), 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		  TNT1 A 0 A_SpawnItemEx ("TinCanExplosion", 0, random (-10,10), random (0,18), 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		  TNT1 A 0 A_SpawnItemEx ("TinCanExplosion", 0, random (-10,10), random (0,18), 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		  NZJG A 7 A_SpawnItemEx ("TinCanExplosion", 0, random (-10,10), random (0,18), 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		  TNT1 A 0 A_SpawnItemEx ("Vgavnonahcore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		  PGIB ABCDE 5
		  TNT1 A 1
		  Stop
		  }	   
}



    Actor NazBaronRocket  
		{
			projectile
			+MISSILE
			+BLOODSPLATTER
			Species "BloodyHeavy"
			+DONTHARMSPECIES
			radius 1
			height 2
			//missiletype "CSMiniMissileTrail"
			//missileheight 8
			scale 0.37
			speed 15
			damage (10)
			Obituary "%o is now a rocket-man!"
			states
			{
				Spawn:
				TNT1 A 0 A_SpawnItemEx("CSMiniMissileTrail",0,0,0,frandom(-0.5,0.5), frandom(-0.5,0.5),frandom(0.3,0.5),0,SXF_NOCHECKPOSITION) 
				HMIS A 1 Bright A_Playsound ("rockfly",7,1.0,true)
				loop
				Death:
				TNT1 A 0
				TNT1 A 0 A_PlaySound("misc/boom",0)
				TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
				TNT1 A 0 A_Explode((30),69, 0 ,0,40)
				TNT1 AAAAA 0 A_CustomMissile ("CSMiniMissileExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
				TNT1 AAA 0 A_CustomMissile ("CSMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
				TNT1 A 0 A_SpawnItemEx("CSMiniMissileShockwave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
				TNT1 A 1 Radius_Quake (2,4,0,7,0)
				TNT1 A 0 A_StopSound (7)
				TNT1 A 20
				stop
			}
		}
 



	Actor GroundVoltageOrb
		{
		  Radius 6
          Height 8
		  Speed 14
		  Scale 0.45
		  FastSpeed 20
		  Damage (15)
		  Projectile
		  +RANDOMIZE
		  RenderStyle Normal
		  SeeSound ""
		  DeathSound "GRLIGHT"
		  States
		  {
		  Spawn:
			ETRA A 1 Bright  A_SpawnItemEx ("ElectroTrapFlare", 0, 0, 0, 0, 0, 0)
			ETRA B 1 Bright  A_SpawnItemEx ("ElectroTrapFlare", 0, 0, 0, 0, 0, 0) 
			ETRA C 1 Bright  A_SpawnItemEx ("ElectroTrapFlare", 0, 0, 0, 0, 0, 0) 
			ETRA D 1 Bright  A_SpawnItemEx ("ElectroTrapFlare", 0, 0, 0, 0, 0, 0)
			ETRA E 1 Bright  A_SpawnItemEx ("ElectroTrapFlare", 0, 0, 0, 0, 0, 0)
 			Loop
		  Death:
			TNT1 AAAAA 0 A_SpawnItemEx ("DroneDischargeLightning", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			TNT1 AA 0 A_CustomMissile ("CSMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_Explode ((25), 88)
		    TNT1 A 0 A_SpawnItemEx ("GroundVoltage", 0, 0, 0,0, 0, 0, 0, SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx ("ElectroTrapExFlare", 0, 0, 0,0, 0, 0, 0, SXF_NOCHECKPOSITION)
			TNT1 A 1
			Stop
			  }
		}
		
	Actor GroundVoltage
			{
				//Projectile
				DamageType "NazBaron"
				Radius 1
				Height 1
				Scale 0.35
				RenderStyle Add
				+NOGRAVITY
				+NOBLOCKMAP
				+NOTELEPORT
				+NODAMAGETHRUST
				+DONTSPLASH
				+FLOORCLIP
				BounceCount 0
				BounceFactor 0
			    +THRUACTORS
				//+DOOMBOUNCE
				Speed 0
				States
				  {
				 Spawn:
					 TNT1 A 0
					 TNT1 A 0 A_PlaySound ("ELTRLOOP", CHAN_Body, 1.0, true)
					 NF41 B 3 BRIGHT A_Explode ((8), 128)
					 TNT1 A 5
					 NF41 C 3 BRIGHT A_Explode ((8), 128)
					 TNT1 A 5
					 NF41 D 3 BRIGHT A_Explode ((8), 128)
					 TNT1 A 5
					 NF41 E 3 BRIGHT A_Explode ((8), 128)
					 TNT1 A 5
					 NF41 F 3 BRIGHT A_Explode ((8), 128)
					 TNT1 A 5
					 NF41 G 3 BRIGHT A_Explode ((8), 128)
					 TNT1 A 5
					 NF41 H 3 BRIGHT A_Explode ((8), 128)
					 TNT1 A 5
					 NF41 I 3 BRIGHT A_Explode ((8), 128)
					 TNT1 A 5
					 NF41 J 3 BRIGHT A_Explode ((8), 128)
					 TNT1 A 5
					 NF41 K 3 BRIGHT A_Explode ((8), 128)
					 TNT1 A 5
					 NF41 L 3 BRIGHT A_Explode ((8), 128)
					 TNT1 A 5
					 NF41 M 3 BRIGHT A_Explode ((7), 128)
					 TNT1 A 5
					 NF41 N 3 BRIGHT A_Explode ((7), 128)
					 TNT1 A 5
					 NF41 O 3 BRIGHT A_Explode ((6), 128)
					 TNT1 A 5
					 NF41 P 3 BRIGHT A_Explode ((6), 128)
					 TNT1 A 5
					 NF41 Q 3 BRIGHT A_Explode ((6), 128)
					 TNT1 A 5
					 NF41 R 3 BRIGHT A_Explode ((6), 128)
					 TNT1 A 5
					 NF41 S 3 BRIGHT A_Explode ((5), 128)
					 TNT1 A 5
					 NF41 T 3 BRIGHT A_Explode ((5), 128)
					 TNT1 A 5
				Death:
					NF41 U 3 BRIGHT A_Explode ((3), 128) 
					TNT1 A 1 A_StopSound (CHAN_Body) 
					Stop
					 }
			}
		


		 Actor ElectroDischargeOrb
		{
		  Radius 6
          Height 8
		  Speed 15
		  Scale 0.5
		  FastSpeed 20
		  Damage (30)
		  Projectile
		  RenderStyle Add
		  SeeSound "BZZZ"
		  DeathSound "TRAPEX"
		  States
		  {
		  Spawn:
			SKOB A 1 Bright  //A_SpawnItemEx ("ElectroTrapFlare", 0, 0, 0, 0, 0, 0)
			SKOB B 1 Bright  //A_SpawnItemEx ("ElectroTrapFlare", 0, 0, 0, 0, 0, 0) 
			SKOB C 1 Bright
			TNT1 A 0 A_Explode ((2), 69) //A_SpawnItemEx ("ElectroTrapFlare", 0, 0, 0, 0, 0, 0) 
			SKOB D 1 Bright  //A_SpawnItemEx ("ElectroTrapFlare", 0, 0, 0, 0, 0, 0)
			SKOB E 1 Bright  //A_SpawnItemEx ("ElectroTrapFlare", 0, 0, 0, 0, 0, 0)
 			Loop
		  Death:
			TNT1 A 0
			TNT1 A 0 A_Explode ((10), 69)
			TNT1 AAA 0 A_CustomMissile ("CSMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_SpawnItemEx ("ElectroDischarge", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
			TNT1 A 0 A_SpawnItemEx ("ElectroTrapFlare", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			TNT1 A 1
			Stop
			  }
		}
		
		
		
		 Actor ElectroDischarge
			{
			 +NOINTERACTION
			 +CLIENTSIDEONLY
			 Scale 0.35
			 RenderStyle Add
			  States
			       {
				    Spawn:
					   ZEXP ABCDEFGHIJ 1 BRIGHT A_SpawnItemEx ("ElectroDischargeFlare", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					  Stop 
				   }
			}
			
			
			
			
		Actor ElectroShotgunOrb
		{
		  Radius 6
          Height 8
		  Speed 18
		  Scale 0.5
		  FastSpeed 20
		  Damage (7)
		  Projectile
		  RenderStyle Add
		  SeeSound ""
		  DeathSound "ElectroShotgun/Discharge"
		  States
		  {
		  Spawn:
		    TNT1 A 0
			TNT1 A 0 A_SpawnItemEx ("ElectroShotFlare", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			MRS2 A 1 Bright  //A_SpawnItemEx ("ElectroTrapFlare", 0, 0, 0, 0, 0, 0)
			MRS2 B 1 Bright  //A_SpawnItemEx ("ElectroTrapFlare", 0, 0, 0, 0, 0, 0) 
 			Loop
		  Death:
		    TNT1 A 0 A_SpawnItemEx ("ElectroShotFlare", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			TNT1 A 0 A_CustomMissile ("CSMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
            MRS2 CCDDEEFFGG 1 Bright 
			Stop
			  }
		}	
			
			
			
			
	    Actor ElectroMultiBlastOrb
		{
		  Radius 6
          Height 8
		  Speed 12
		  Scale 0.8
		  FastSpeed 20
		  Damage (50)
		  +THRUACTORS
		  Projectile
		  RenderStyle Add
		  SeeSound "BZZZ"
		  DeathSound "ELBALLEX"
		  States
		  {
		  Spawn:
			SKOB A 1 Bright  //A_SpawnItemEx ("ElectroTrapFlare", 0, 0, 0, 0, 0, 0)
			SKOB B 1 Bright  //A_SpawnItemEx ("ElectroTrapFlare", 0, 0, 0, 0, 0, 0) 
			SKOB C 1 Bright
			TNT1 A 0 A_PlaySound ("TRAPEX", CHAN_BODY)
			TNT1 A 0 A_SpawnItemEx ("ElectroDischarge", 10, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			TNT1 A 0 A_Explode ((15), 120) //A_SpawnItemEx ("ElectroTrapFlare", 0, 0, 0, 0, 0, 0) 
			SKOB D 1 Bright  //A_SpawnItemEx ("ElectroTrapFlare", 0, 0, 0, 0, 0, 0)
			SKOB E 1 Bright  //A_SpawnItemEx ("ElectroTrapFlare", 0, 0, 0, 0, 0, 0)
 			Loop
		  Death:
			TNT1 A 0
			TNT1 A 0 A_Explode ((25), 128)
			TNT1 AA 0 A_CustomMissile ("CSMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_SpawnItemEx ("ElectroBigBlast", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
			TNT1 A 0 A_SpawnItemEx ("ElectroBigBlastFlare", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			TNT1 A 1
			Stop
			  }
		}		
			
			
	  Actor ElectroBlast
			{
			 +NOINTERACTION
			 +CLIENTSIDEONLY
			 Scale 0.42
			 RenderStyle Add
			  States
			       {
				    Spawn:
					   ZEXP ABCDEFGHIJ 1 BRIGHT A_SpawnItemEx ("ElectroDischargeFlare", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					  Stop 
				   }
			}
			
			
	Actor ElectroBigBlast
			{
			 +NOINTERACTION
			 +CLIENTSIDEONLY
			 Scale 0.72
			 RenderStyle Add
			  States
			       {
				    Spawn:
					   ZEXP ABCDEFGHIJ 1 BRIGHT 
					  Stop 
				   }
			}
			
			
	Actor ElectroCoolDown : Inventory
	  {
	   Inventory.Maxamount 4
	  }