    Actor BlackOverLord
     {
	 
	  
  //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------
  
  DropItem "WeaponUpgradeBox" 80
  DropItem "LifeCore" 128 40
  DropItem "PerkGlobe", 128
  DropItem "BFG10k" 150
  DropItem "Demon Tech BFG10K" 160
DropItem "BossArmorBonusMax" 128 1
DropItem "MissileBox" 128 20
DropItem "PerkGlobe", 128
	 
  Health 4000
  Radius 40
  Height 110
  Mass 1000
  Speed 16
  Species "MOO"
  BloodType "MetalSurface"
  PainChance 30
  PainChance "Gluon", 0 
  Monster
  MaxDropOffHeight 69	
  MinMissileChance 160
  Obituary "%o was roasted by the 'Black Overlord' mech"  
  SeeSound "BlackLord/See"
  ActiveSound "BlackLord/Active"
  DeathSound "BlackLord/Death"
  Tag "Black Overlord"
  +BOSS
  +MISSILEMORE
  +NODROPOFF			
  +DONTHARMSPECIES
  +MissileEvenMore
  +FLOORCLIP
  +NOBLOODDECALS
  +NORADIUSDMG
  +DONTMORPH
  +BOSSDEATH
          States
		       {
		       Spawn:
			       ROB4 A 3 A_Look
				  Loop
			   See:
				   TNT1 A 0
				   TNT1 A 0 A_ChangeFlag ("NOGRAVITY", false)
				   TNT1 A 0 A_StopSound (CHAN_WEAPON)	
				   TNT1 A 0 A_Jump (45, "Charge")	
			       ROB4 BB 4 A_Chase
				   TNT1 A 0 A_PlaySound ("ReichMech/Step")
				   ROB4 CC 4 A_Chase
				   ROB4 DD 4 A_Chase
				   TNT1 A 0 A_PlaySound ("ReichMech/Step")
				   ROB4 EE 4 A_Chase
				  Loop
			   Charge:
				   TNT1 A 0
				   TNT1 A 0 A_TakeInventory ("FallTimer", 10)	
				   TNT1 A 0 A_JumpIfCloser (420, "See")	
				   TNT1 A 0 A_FaceTarget
				   TNT1 A 0 A_PlaySound ("BOLJET", 6, true)	
				   TNT1 A 0 A_Changeflag ("FLOAT", true)
				   TNT1 A 0 A_Changeflag ("NOGRAVITY", true)
				   TNT1 A 0 ThrustThingZ (0, random (5,19), 0, 0)
				   TNT1 A 0 A_Chase ("", "")
				   TNT1 A 0 A_ChangeFlag ("NOPAIN", true)
				   ROB4 HI 1 BRIGHT A_CustomMissile ("JetFlameCloud", 69, -10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_Chase ("", "")
				   ROB4 HI 1 BRIGHT A_CustomMissile ("JetFlameCloud", 69, -10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_Chase ("", "")	
				   ROB4 HI 1 BRIGHT A_CustomMissile ("JetFlameCloud", 69, -10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_Chase ("", "")
				   ROB4 HI 1 BRIGHT A_CustomMissile ("JetFlameCloud", 69, -10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_Chase ("", "")
				   ROB4 HI 1 BRIGHT A_CustomMissile ("JetFlameCloud", 69, -10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_Chase ("", "") 
				   ROB4 HI 1 BRIGHT A_CustomMissile ("JetFlameCloud", 69, -10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_Chase ("", "")
				   TNT1 AAAA 0 A_SpawnItemEx ("AssSmoke2", 0, 0, 69)
 	
				   ROB4 HI 1 BRIGHT A_CustomMissile ("JetFlameCloud", 69, -10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_Chase ("", "")
				   ROB4 HI 1 BRIGHT A_CustomMissile ("JetFlameCloud", 69, -10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_Chase ("", "")	
				   ROB4 HI 1 BRIGHT A_CustomMissile ("JetFlameCloud", 69, -10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_Chase ("", "")
				   ROB4 HI 1 BRIGHT A_CustomMissile ("JetFlameCloud", 69, -10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_Chase ("", "")
				   ROB4 HI 1 BRIGHT A_CustomMissile ("JetFlameCloud", 69, -10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_Chase ("", "") 
				   ROB4 HI 1 BRIGHT A_CustomMissile ("JetFlameCloud", 69, -10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_Chase ("", "")
				   TNT1 AAAA 0 A_SpawnItemEx ("AssSmoke2", 0, 0, 69)

				   ROB4 HI 1 BRIGHT A_CustomMissile ("JetFlameCloud", 69, -10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_Chase ("", "")
				   ROB4 HI 1 BRIGHT A_CustomMissile ("JetFlameCloud", 69, -10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_Chase ("", "")	
				   ROB4 HI 1 BRIGHT A_CustomMissile ("JetFlameCloud", 69, -10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_Chase ("", "")
				   ROB4 HI 1 BRIGHT A_CustomMissile ("JetFlameCloud", 69, -10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_Chase ("", "")
				   ROB4 HI 1 BRIGHT A_CustomMissile ("JetFlameCloud", 69, -10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_Chase ("", "") 
				   ROB4 HI 1 BRIGHT A_CustomMissile ("JetFlameCloud", 69, -10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_Chase ("", "")
				   TNT1 AAAA 0 A_SpawnItemEx ("AssSmoke2", 0, 0, 69)

				   ROB4 HI 1 BRIGHT A_CustomMissile ("JetFlameCloud", 69, -10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_Chase ("", "")
				   ROB4 HI 1 BRIGHT A_CustomMissile ("JetFlameCloud", 69, -10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_Chase ("", "")	
				   ROB4 HI 1 BRIGHT A_CustomMissile ("JetFlameCloud", 69, -10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_Chase ("", "")
				   ROB4 HI 1 BRIGHT A_CustomMissile ("JetFlameCloud", 69, -10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_Chase ("", "")
				   ROB4 HI 1 BRIGHT A_CustomMissile ("JetFlameCloud", 69, -10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_Chase ("", "")  
				   ROB4 HI 1 BRIGHT A_CustomMissile ("JetFlameCloud", 69, -10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
				   TNT1 A 0 A_Chase ("", "")
				   TNT1 AAAA 0 A_SpawnItemEx ("AssSmoke2", 0, 0, 69)

				   TNT1 A 0 A_StopSound (6)
				   TNT1 A 0 A_ChangeFlag ("NOPAIN", false)
				   TNT1 A 0 A_ChangeFlag ("NOGRAVITY", false)
				   TNT1 A 0 A_ChangeFlag ("FLOAT", false)
				 Falling:
				   TNT1 A 0
				   TNT1 A 0 A_GiveInventory ("FallTimer", 1, 0)	
				   TNT1 A 0 A_CheckFloor ("BANG")
				   TNT1 A 0 A_JumpIfInventory ("FallTimer", 10, "Charge")
				   ROB4 A 4 A_Chase
				  Loop
				 Bang:
				   ROB4 D 1 A_Playsound ("HeavyAss/Drop", 5)
				   ROB4 D 1 A_Quake (10, 10, 0, 700)
				   TNT1 A 0 A_Explode ((10), 25)	
				   TNT1 A 0 A_JumpIf((z-floorz)!=0, "See")	
				  Goto See
			   Missile:
				   TNT1 A 0 A_JumpIfInventory ("ArtCoolDown", 1, 2)
				   TNT1 A 0 A_Jump (100, "Ultimate")
			       TNT1 A 0 A_TakeInventory ("ArtCoolDown", 1) 	
			       ROB4 G 5 A_FaceTarget
				   TNT1 A 0 A_JumpIfCloser (450, "Flammen")
				   //TNT1 A 0 A_JumpIfTargetInLos (	
				   TNT1 A 0 A_Jump (78, "FireWall")
				   TNT1 A 0 A_Playsound ("PCILNF2")	
				   ROB4 F 1 Bright A_CustomMissile ("PyroFragBall", 75, -34, random (-1,1))
				   ROB4 G 7 A_FaceTarget
				   TNT1 A 0 A_Playsound ("PCILNF2")	
				   ROB4 F 1 Bright A_CustomMissile ("PyroFragBall", 75, -34, random (-6,-4))
				   ROB4 G 7 A_FaceTarget
				   TNT1 A 0 A_Playsound ("PCILNF2")	
				   ROB4 F 1 Bright A_CustomMissile ("PyroFragBall", 75, -34, random (4,6))	
				  Goto See
			   Flammen:
				   TNT1 A 0
				   ROB4 G 7 A_PlaySound ("FLAMSTRT", CHAN_WEAPON)  	
			   FlammenLoop:
				   TNT1 A 0
				   TNT1 A 0 A_PlaySound ("FLAMSPEW", CHAN_WEAPON)   
				   TNT1 A 0 A_CustomMissile ("BIGFakeFlameCloud", 75, -34, random(-3,3), CMF_OFFSETPITCH, random (-2,2))
				   ROB4 F 1 BRIGHT A_CustomMissile ("BigFlameCloud", 75, -34, random (-3,3), CMF_OFFSETPITCH, random (-2,2))
				   TNT1 A 0 A_CustomMissile ("BIGFakeFlameCloud", 75, -34, random(-3,3), CMF_OFFSETPITCH, random (-2,2))
				   ROB4 F 1 BRIGHT A_CustomMissile ("BigFlameCloud", 75, -34, random (-3,3), CMF_OFFSETPITCH, random (-2,2))
				   TNT1 A 0 A_CustomMissile ("BIGFakeFlameCloud", 75, -34, random(-3,3), CMF_OFFSETPITCH, random (-2,2))
				   ROB4 F 1 BRIGHT A_CustomMissile ("BigFlameCloud", 75, -34, random (-3,3), CMF_OFFSETPITCH, random (-2,2))
				   TNT1 A 0 A_CustomMissile ("BIGFakeFlameCloud", 75, -34, random(-3,3), CMF_OFFSETPITCH, random (-2,2))
				   ROB4 F 1 BRIGHT A_CustomMissile ("BigFlameCloud", 75, -34, random (-3,3), CMF_OFFSETPITCH, random (-2,2))
				   TNT1 A 0 A_CustomMissile ("BIGFakeFlameCloud", 75, -34, random(-3,3), CMF_OFFSETPITCH, random (-2,2))
				   ROB4 F 1 BRIGHT A_CustomMissile ("BigFlameCloud", 75, -34, random (-3,3), CMF_OFFSETPITCH, random (-2,2))
				   TNT1 A 0 A_CustomMissile ("BIGFakeFlameCloud", 75, -34, random(-3,3), CMF_OFFSETPITCH, random (-2,2))
				   ROB4 F 1 BRIGHT A_CustomMissile ("BigFlameCloud", 75, -34, random (-3,3), CMF_OFFSETPITCH, random (-2,2))
				   TNT1 A 0 A_CustomMissile ("BIGFakeFlameCloud", 75, -34, random(-3,3), CMF_OFFSETPITCH, random (-2,2))
				   ROB4 F 1 BRIGHT A_CustomMissile ("BigFlameCloud", 75, -34, random (-3,3), CMF_OFFSETPITCH, random (-2,2))	
				   TNT1 A 0 A_JumpIfTargetInLos ("See", 0, JLOSF_CLOSENOJUMP, 0, 400)
                   TNT1 A 0 A_SpidRefire 
				  Loop
			   FireWall:
				   ROB4 K 9 A_FaceTarget
				   TNT1 A 0 A_Playsound ("LASFIRE", CHAN_WEAPON)	
				   ROB4 J 7 BRIGHT A_CustomMissile ("FireWallBall", 87, -34, random (-5,-3))
				   TNT1 A 0 A_CustomMissile ("FireWallBall", 87, 34, random (3,5))
				  Goto See
			   Ultimate:
				   TNT1 A 0	
				   TNT1 A 0 A_JumpIfInventory ("ArtCoolDown", 1, "See")
			       TNT1 A 0 A_Changeflag ("NOPAIN", true)
				   TNT1 A 0 A_PlaySound ("BOLCHAR")	
				   ROB4 G 35 A_FaceTarget
				   TNT1 A 0 A_Playsound ("DRDFIRE")	
				   ROB4 F 3 BRIGHT A_FaceTarget 
				   TNT1 A 0 A_CustomMissile ("UltimatePyroBall", 75, -34, random (-1,1))	
				   TNT1 A 0 A_GiveInventory ("ArtCoolDown", 5, 0)
				   TNT1 A 0 A_ChangeFlag ("NOPAIN", false)	
				   ROB4 G 4
				  Goto See	
				Pain:
				   ROB4 I 6 A_Pain
				   TNT1 A 0 A_Jump (15, "Charge")	
				  Goto See
			    Death:
				   TNT1 A 0
				   TNT1 A 0 A_Jump (50, "Death2")	
				   TNT1 A 0 A_Scream
				   TNT1 AA 0 A_SpawnItemEx ("ReichMechExplosion", random (-10, 20), random (-10, 20), random (0, 90), random (0, 4), random (0, 4), random (0, 4),0, SXF_NOCHECKPOSITION)
				   ROB4 K 2 A_SpawnItemEx ("BlackOverLordExplosion", 0, 0, random (45, 60), 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				   QP09 J 5 A_SpawnItemEx ("ReichMechExplosion", random (-10, 20), random (-10, 20), random (0, 90), random (0, 4), random (0, 4), random (0, 4),0, SXF_NOCHECKPOSITION)
				   QP09 K 5 A_NoBlocking
				   QP09 L 5 A_SpawnItemEx ("ReichMechExplosion", random (-10, 20), random (-10, 20), random (0, 90), random (0, 4), random (0, 4), random (0, 4),0, SXF_NOCHECKPOSITION)
				   TNT1 A 0 A_SpawnItemEx ("BigTinCanExplosion", 0, 0, 0, 0, 0, 0)
				   QP09 M 5 A_SpawnItemEx ("ReichMechExplosion", random (-10, 20), random (-10, 20), random (0, 90), random (0, 4), random (0, 4), random (0, 4),0, SXF_NOCHECKPOSITION)
				   QP09 M 5 A_SpawnItemEx ("ReichMechExplosion", random (-10, 20), random (-10, 20), random (0, 90), random (0, 4), random (0, 4), random (0, 4),0, SXF_NOCHECKPOSITION)
				   TNT1 A 0 A_SpawnItemEx ("BigTinCanExplosion", 0, 0, 0, 0, 0, 0)
	               TNT1 AAAAAAAAA 0 A_CustomMissile ("CrapMetal", random (-4,4), random (-4,4), random (-360,360), CMF_OffSetPitch | CMF_AIMDIRECTION, random (30,90))
				   TNT1 AAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx ("ReichMechExplosion", random (-10, 20), random (-10, 90), random (0, 70), random (0, 4), random (0, 4), random (0, 4),0, SXF_NOCHECKPOSITION)
                   QP09 N 169
				   QP09 N -1 A_BossDeath
				  Stop
				 Death2:
				   TNT1 A 0
				   TNT1 A 0 A_PlaySound ("INQUDEAL", 0, 1.0, false, 0.2)
				   ROB4 K 56	
				   TNT1 A 0 A_Scream
				   TNT1 AA 0 A_SpawnItemEx ("ReichMechExplosion", random (-10, 20), random (-10, 20), random (0, 90), random (0, 4), random (0, 4), random (0, 4),0, SXF_NOCHECKPOSITION)
				   ROB4 K 2 A_SpawnItemEx ("BlackOverLordExplosion", 0, 0, random (45, 60), 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
				   QP09 J 5 A_SpawnItemEx ("ReichMechExplosion", random (-10, 20), random (-10, 20), random (0, 90), random (0, 4), random (0, 4), random (0, 4),0, SXF_NOCHECKPOSITION)
				   QP09 K 5 A_NoBlocking
				   QP09 L 5 A_SpawnItemEx ("ReichMechExplosion", random (-10, 20), random (-10, 20), random (0, 90), random (0, 4), random (0, 4), random (0, 4),0, SXF_NOCHECKPOSITION)
				   TNT1 A 0 A_SpawnItemEx ("BigTinCanExplosion", 0, 0, 0, 0, 0, 0)
				   QP09 M 5 A_SpawnItemEx ("ReichMechExplosion", random (-10, 20), random (-10, 20), random (0, 90), random (0, 4), random (0, 4), random (0, 4),0, SXF_NOCHECKPOSITION)
				   QP09 M 5 A_SpawnItemEx ("ReichMechExplosion", random (-10, 20), random (-10, 20), random (0, 90), random (0, 4), random (0, 4), random (0, 4),0, SXF_NOCHECKPOSITION)
				   TNT1 A 0 A_SpawnItemEx ("BigTinCanExplosion", 0, 0, 0, 0, 0, 0)
	               TNT1 AAAAAAAAA 0 A_CustomMissile ("CrapMetal", random (-4,4), random (-4,4), random (-360,360), CMF_OffSetPitch | CMF_AIMDIRECTION, random (30,90))
				   TNT1 AAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx ("ReichMechExplosion", random (-10, 20), random (-10, 90), random (0, 70), random (0, 4), random (0, 4), random (0, 4),0, SXF_NOCHECKPOSITION)
                   QP09 N 169
				   QP09 N -1 A_BossDeath
				  Stop
                  
	 
	      }
	 
	 
	 }


				Actor JetFlameCloud
		      {
			   +NOINTERACTION
			   +CLIENTSIDEONLY
			   +THRUACTORS	
			   Scale 0.5
			   Speed 4	
			   RenderStyle Add
			      States
				       {
				        Spawn:
							TNT1 A 3
							FIR3 A 1 BRIGHT 
							FIR3 B 1 BRIGHT 	
							FIR3 C 1 BRIGHT 
							FIR3 D 1 BRIGHT 
							FIR3 E 1 BRIGHT 
							FIR3 F 1 BRIGHT 
							FIR3 G 1 BRIGHT 
							FIR3 H 1 BRIGHT 
							FIR3 H 1 BRIGHT 
							FIR3 H 1 BRIGHT 
							FIR3 H 1 BRIGHT 
							FIR3 I 1 BRIGHT 
							FIR3 J 1 BRIGHT 
							FIR3 K 1 BRIGHT 
							FIR3 L 1 BRIGHT 
							FIR3 M 1 BRIGHT 
							FIR3 N 1 BRIGHT 
							FIR3 O 1 BRIGHT 
							FIR3 P 1 BRIGHT  
						    //FIR3 ABCDEFGHIJKLMNOP 1 BRIGHT
						  Stop	
					   }
				}



			Actor BIGFlameCloud
		      {
		  Radius 6
          Height 6
		  Speed 14
		  DamageType Fire	
		  Scale 0.31
		  FastSpeed 14
		  +THRUACTORS
		  +BLOODLESSIMPACT		
		  Projectile	
		  RenderStyle Add
		  //SeeSound "FLMCLOU"
		  DeathSound ""
			      States
				       {
				        Spawn:
							TNT1 A 0
							TNT1 A 0 A_PlaySound ("FLMCLOU", 3, 1.0, true)
							TNT1 A 0 A_Explode ((3),84, 0)
							FIR3 A 1 BRIGHT A_SetScale (0.32, 0.32)
							//TNT1 A 0 A_CustomMissile ("FakeFlameCloud", 0, 0, random(-1,1), CMF_AIMDIRECTION)
							FIR3 B 1 BRIGHT A_SetScale (0.35, 0.35)	
							FIR3 C 1 BRIGHT A_SetScale (0.38, 0.38)
							TNT1 A 0 A_Explode ((3),84, 0)
							FIR3 D 1 BRIGHT A_SetScale (0.40, 0.40)
							FIR3 E 1 BRIGHT A_SetScale (0.46, 0.46)
							FIR3 FFFF 1 BRIGHT A_SetScale (0.47, 0.47)
							TNT1 A 0 A_Explode ((3),84, 0)
							FIR3 GGGG 1 BRIGHT A_SetScale (0.48, 0.48)
							TNT1 A 0 A_Explode ((3),84, 0)
							FIR3 HHHH 1 BRIGHT A_SetScale (0.52, 0.52)
							TNT1 A 0 A_Explode ((3),84, 0)
							FIR3 HHHH 1 BRIGHT A_SetScale (0.52, 0.52)
							TNT1 A 0 A_Explode ((3),84, 0)
							FIR3 HHHH 1 BRIGHT A_SetScale (0.52, 0.52)
							TNT1 A 0 A_Explode ((3),84, 0)
							FIR3 HHHH 1 BRIGHT A_SetScale (0.52, 0.52)	
							FIR3 I 1 BRIGHT A_SetScale (0.60, 0.60)
							TNT1 A 0 A_Explode ((3),84, 0)
							FIR3 J 1 BRIGHT A_SetScale (0.79, 0.79)
							TNT1 A 0 A_Explode ((3),84, 0)
							FIR3 K 1 BRIGHT A_SetScale (0.85, 0.85)
							FIR3 L 1 BRIGHT A_SetScale (0.90, 0.90)
							TNT1 A 0 A_Explode ((3),84, 0)
							FIR3 M 1 BRIGHT A_SetScale (0.91, 0.91)
							TNT1 A 0 A_Explode ((3),84, 0)
							FIR3 N 1 BRIGHT A_SetScale (0.92, 0.92)
							FIR3 O 1 BRIGHT A_SetScale (0.98, 0.98)
							TNT1 A 0 A_Explode ((3),84, 0)
							FIR3 P 1 BRIGHT A_SetScale (0.99, 0.99)
							TNT1 A 0 A_StopSound (3)	
							//FIR3 A 1 BRIGHT //A_CustomMissile ("AssSmoke2", 0, 0, random (-360,360))
							//FIR3 B 1 BRIGHT //A_CustomMissile ("FakeFlameCloud", 0, 0, 0, CMF_AIMDIRECTION) 
							//FIR3 C 1 BRIGHT  
							//FIR3 D 1 BRIGHT //A_CustomMissile ("AssSmoke2", 0, 0, random (-360,360))
							//FIR3 E 1 BRIGHT //A_CustomMissile ("FakeFlameCloud", 0, 0, 0, CMF_AIMDIRECTION) 
							//FIR3 F 1 BRIGHT  
							//FIR3 G 1 BRIGHT //A_CustomMissile ("AssSmoke2", 0, 0, random (-360,360))
							//FIR3 H 1 BRIGHT //A_CustomMissile ("FakeFlameCloud", 0, 0, 0, CMF_AIMDIRECTION) 
							//FIR3 I 1 BRIGHT  
							//FIR3 J 1 BRIGHT //A_CustomMissile ("AssSmoke2", 0, 0, random (-360,360))
							//FIR3 K 1 BRIGHT //A_CustomMissile ("FakeFlameCloud", 0, 0, 0, CMF_AIMDIRECTION)  
							//FIR3 L 1 BRIGHT  
							//FIR3 M 1 BRIGHT //A_CustomMissile ("AssSmoke2", 0, 0, random (-360,360))
							//FIR3 NOP 1 BRIGHT 
							//TNT1 AAAA 0 A_CustomMissile ("AssSmoke2", 0, 0, random (-360,360))
							//FIR3 ABCDEFGHIJKLMNOP 1 BRIGHT 
						    //FIR3 IJKLMNOP 1 BRIGHT
						  Stop	
					   }
				}	     				
	 
	 
	 
	 
			Actor BigFakeFlameCloud
		      {
			   +NOINTERACTION
			   +CLIENTSIDEONLY
			   +THRUACTORS	
			   Scale 0.31
			   Speed 13	
			   RenderStyle Add
			      States
				       {
				        Spawn:
							FIR3 A 1 BRIGHT A_SetScale (0.31, 0.31)
							FIR3 B 1 BRIGHT A_SetScale (0.35, 0.35)	
							FIR3 C 1 BRIGHT A_SetScale (0.38, 0.38)
							FIR3 D 1 BRIGHT A_SetScale (0.40, 0.40)
							FIR3 E 1 BRIGHT A_SetScale (0.46, 0.46)
							FIR3 FFFF 1 BRIGHT A_SetScale (0.47, 0.47)
							FIR3 GGGG 1 BRIGHT A_SetScale (0.48, 0.48)
							FIR3 HHHH 1 BRIGHT A_SetScale (0.52, 0.52)
							FIR3 HHHH 1 BRIGHT A_SetScale (0.52, 0.52)
							FIR3 HHHH 1 BRIGHT A_SetScale (0.52, 0.52)
							FIR3 HHHH 1 BRIGHT A_SetScale (0.52, 0.52)
							FIR3 I 1 BRIGHT A_SetScale (0.60, 0.60)
							FIR3 J 1 BRIGHT A_SetScale (0.79, 0.79)
							FIR3 K 1 BRIGHT A_SetScale (0.85, 0.85)
							FIR3 L 1 BRIGHT A_SetScale (0.90, 0.90)
							FIR3 M 1 BRIGHT A_SetScale (0.91, 0.91)
							FIR3 N 1 BRIGHT A_SetScale (0.92, 0.92)
							FIR3 O 1 BRIGHT A_SetScale (0.98, 0.98)
							FIR3 P 1 BRIGHT A_SetScale (0.99, 0.99) 
						    //FIR3 ABCDEFGHIJKLMNOP 1 BRIGHT
						  Stop	
					   }
				}


				Actor FirewallFall 
				{
			   +RIPPER
				Damage (1)
				-NOGRAVITY
				Gravity 1.0
				DamageType Fire
			   +THRUACTORS
				Speed 0
				DeathSound "FWOOSH"	
				RenderStyle Add	
				Scale 0.35
				 States
					{
					Spawn:
						TNT1 A 0 A_CheckFloor ("Death")
					    CFIR AAABBBCCCDDDEEEFFFGGGHHHHIIIIJJJJKKKKL 1 BRIGHT 
					   Loop
					Death:
						TNT1 A 0
						TNT1 A 0 A_SpawnItemEx ("FireFallFlameCloud", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
						TNT1 A 0 A_SpawnItemEx ("FirewallFlame", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					   Stop	
					}
                }

			Actor FireWallFlame
			{
				DamageType Fire
				//Damage (1)
				RenderStyle Add
				Gravity 1.0
				//+Ripper
				-NOGRAVITY
				+DONTSPLASH
				+THRUACTORS
				Reactiontime 169
				Speed 4
				States
				  {
				 Spawn:
					 TNT1 A 0	
					 TNT1 A 0 A_Playsound ("FIRESML", 5, 1.0, true)
					 TNT1 A 0 A_CustomMissile ("FlameSmoke", random(5, 10), 0, random (0, 360), CMF_OFFSETPITCH, random (75, 175))  	
					 FLME A 1 BRIGHT A_SetScale(0.3)
					 FLME A 1 BRIGHT A_SetScale(0.4)
					 FLME B 1 BRIGHT A_SetScale(0.5)
					 FLME B 1 BRIGHT A_SetScale(0.6)
					 FLME C 1 BRIGHT A_SetScale(0.7)
					 FLME C 1 BRIGHT A_SetScale(0.8)
					 FLME D 1 BRIGHT A_SetScale(0.9)
					 FLME D 1 BRIGHT A_SetScale(1.0)
					 TNT1 A 0 A_Explode((3), 76, 0)
					 TNT1 A 0 A_Jump (100, 1)  	
					 TNT1 A 0 A_SetScale (-1.0, 1.0)
					 TNT1 A 0 A_Jump (185, "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")  
				 Spawn2:
					 TNT1 A 0
					 TNT1 A 0 A_CustomMissile ("FlameSmoke", random(5, 10), 0, random (0, 360), CMF_OFFSETPITCH, random (75, 175))
					 TNT1 A 0 A_Explode((3), 76, 0) 
					 FLME ABCDEFGHIJKLMN 1 Bright 
					 TNT1 A 0 A_GiveInventory ("FireCounter", 1)
					 TNT1 A 0 A_JumpIfInventory ("FireCounter", 12, "Death")
					 Loop
				Spawn3:
					 TNT1 A 0
					 TNT1 A 0 A_CustomMissile ("FlameSmoke", random(5, 10), 0, random (0, 360), CMF_OFFSETPITCH, random (75, 175))
					 TNT1 A 0 A_Explode((3), 76, 0) 
					 FLME BCDEFGHIJKLMNA 1 Bright 
					 TNT1 A 0 A_GiveInventory ("FireCounter", 1)
					 TNT1 A 0 A_JumpIfInventory ("FireCounter", 12, "Death")
					 Loop
				Spawn4:
					 TNT1 A 0
					 TNT1 A 0 A_CustomMissile ("FlameSmoke", random(5, 10), 0, random (0, 360), CMF_OFFSETPITCH, random (75, 175))
					 TNT1 A 0 A_Explode((3), 76, 0) 
					 FLME CDEFGHIJKLMNAB 1 Bright 
					 TNT1 A 0 A_GiveInventory ("FireCounter", 1)
					 TNT1 A 0 A_JumpIfInventory ("FireCounter", 12, "Death")
					 Loop
			    Spawn5:
					 TNT1 A 0
					 TNT1 A 0 A_CustomMissile ("FlameSmoke", random(5, 10), 0, random (0, 360), CMF_OFFSETPITCH, random (75, 175))
					 TNT1 A 0 A_Explode((3), 76, 0) 
					 FLME DEFGHIJKLMNABC 1 Bright 
					 TNT1 A 0 A_GiveInventory ("FireCounter", 1)
					 TNT1 A 0 A_JumpIfInventory ("FireCounter", 12, "Death")
					 Loop
				Spawn6:
					 TNT1 A 0
					 TNT1 A 0 A_CustomMissile ("FlameSmoke", random(5, 10), 0, random (0, 360), CMF_OFFSETPITCH, random (75, 175))
					 TNT1 A 0 A_Explode((3), 76, 0) 
					 FLME EFGHIJKLMNABCD 1 Bright 
					 TNT1 A 0 A_GiveInventory ("FireCounter", 1)
					 TNT1 A 0 A_JumpIfInventory ("FireCounter", 12, "Death")
					 Loop
				Spawn7:
					 TNT1 A 0
					 TNT1 A 0 A_CustomMissile ("FlameSmoke", random(5, 10), 0, random (0, 360), CMF_OFFSETPITCH, random (75, 175))
					 TNT1 A 0 A_Explode((3), 76, 0) 
					 FLME FGHIJKLMNABCDE 1 Bright 
					 TNT1 A 0 A_GiveInventory ("FireCounter", 1)
					 TNT1 A 0 A_JumpIfInventory ("FireCounter", 12, "Death")
					 Loop
				Spawn8:
					 TNT1 A 0
					 TNT1 A 0 A_CustomMissile ("FlameSmoke", random(5, 10), 0, random (0, 360), CMF_OFFSETPITCH, random (75, 175))
					 TNT1 A 0 A_Explode((3), 76, 0) 
					 FLME GHIJKLMNABCDEF 1 Bright 
					 TNT1 A 0 A_GiveInventory ("FireCounter", 1)
					 TNT1 A 0 A_JumpIfInventory ("FireCounter", 12, "Death")
					 Loop 	
				Death:
					TNT1 A 0
					TNT1 A 0 A_CustomMissile ("FlameSmoke", random(5, 10), 0, random (0, 360), CMF_OFFSETPITCH, random (75, 175)) 	 
					FLME ABCDEFGHIJ 2 BRIGHT A_Explode((2), 16, 0)
					FLME K 1 BRIGHT A_SetScale(0.8)
					FLME K 1 BRIGHT A_FadeOut(0.2)
					FLME L 1 BRIGHT A_SetScale(0.4)
					FLME L 1 BRIGHT  A_FadeOut(0.3)
					FLME M 1 BRIGHT  A_SetScale(0.2)
					FLME M 1 BRIGHT  A_FadeOut(0.4)
					FLME N 1 BRIGHT  A_SetScale(0.1)
					FLME N 1 BRIGHT  A_FadeOut(0.5)
					TNT1 A 0 A_StopSound (5)
					Stop
					 }
			}

	 

		Actor UltimatePyroBall
      {
	      Radius 6
          Height 8
		  Speed 15
		  Scale 0.45
		  FastSpeed 18
		  Damage (69)
		  Projectile
		  RenderStyle Normal
		  SeeSound ""
		  DeathSound "BPYROEX"
		  States
		  {
		  Spawn:
			BLHD E 1 Bright  //A_SpawnItemEx ("RedFlare", 0, 0, 0, 0, 0, 0)
			BLHD F 1 Bright A_SpawnItemEx ("FireWallFall", 0, 0, 0, 0, 0, 0)
			BLHD G 1 Bright  
			BLHD H 1 Bright A_SpawnItemEx ("FireWallFall", 0, 0, 0, 0, 0, 0) 
			BLHD I 1 Bright  
			BLHD J 1 Bright A_SpawnItemEx ("FireWallFall", 0, 0, 0, 0, 0, 0)
			BLHD K 1 Bright  
			BLHD L 1 Bright A_SpawnItemEx ("FireWallFall", 0, 0, 0, 0, 0, 0)
 			Loop
		  Death:
			TNT1 A 0
			TNT1 AAA 0 A_SpawnItemEx ("AssSmoke2", 0, 0, 0)
			TNT1 AAA 0 A_SpawnItemEx ("UltimatePyroExplosion", 0, 0, 0)
			TNT1 A 0 A_Explode((125),256, 0 ,0,128)
			TNT1 AAAAAAA 0 A_CustomMissile ("ExplosionFlameCloud", random (0, 5), 0, random (-360,360), CMF_OFFSETPITCH | CMF_AIMDIRECTION, random (0,45))
			TNT1 AAAAAAA 0 A_CustomMissile ("ExplosionFlameCloud", random (0, 5), 0, random (-360,360), CMF_OFFSETPITCH | CMF_AIMDIRECTION, random (-90,90))
			TNT1 AAAAAAAA 0 A_CustomMissile ("PyroCluster", random( 5,8), 0, random (-360,360), CMF_OFFSETPITCH | CMF_AIMDIRECTION, random (25,45))
			TNT1 AAAAAAAA 0 A_CustomMissile ("PyroCluster", random( 5,8), 0, random (-360,360), CMF_OFFSETPITCH | CMF_AIMDIRECTION, random (25,45))	
		    TNT1 A 0 A_SpawnItemEx ("BigPyroFlare", 0,0,0,0,0,0)
			BPRH ABCDEFGHIJ 1 Bright
			Stop
			  }
           }

		Actor FireWallBall
      {
	      Radius 6
          Height 8
		  Speed 15
		  Scale 1.04
		  FastSpeed 18
		  Damage (30)
		  Projectile
		  +RANDOMIZE
		  RenderStyle Add
		  SeeSound ""
		  DeathSound "LFLMBOOM"
		  States
		  {
		  Spawn:
			BRB2 A 1 Bright  
			BRB2 B 1 Bright A_SpawnItemEx ("FireWallFall", 0, 0, 0, 0, 0, 0)
			BRB2 B 1 Bright A_SpawnItemEx ("FireWallFlare", 0, 0, 0, 0, 0, 0)
		   Loop
		  Death:
			TNT1 A 0
			TNT1 AAAA 0 A_SpawnItemEx ("AssSmoke2", 0, 0, 0)
		    TNT1 A 0 A_SpawnItemEx ("FireWallFlare", 0,0,0,0,0,0)
			TNT1 A 0 A_SpawnItemEx ("RedPBKabeem", 0,0,0,0,0,0)
			//BPRH ABCDEFGHIJ 1 Bright
			Stop
			  }
           }
	 

Actor UltimatePyroExplosion  
			      {
			   +NOINTERACTION
			   +CLIENTSIDEONLY
			   +THRUACTORS	
			   Scale 1.25
			   Speed 4
			   RenderStyle Add
			      States
				       {
				        Spawn: 
						    BPRH ABCDEFGHIJ 1 Bright
						  Stop	
					   }
				}		

		Actor ExplosionFlameCloud  
			      {
			   +NOINTERACTION
			   +CLIENTSIDEONLY
			   +THRUACTORS	
			   Scale 2.49
			   Speed 2
			   RenderStyle Add
			      States
				       {
				        Spawn: 
						    FIR3 ABCDEFGHIJKLMNOP 1 BRIGHT
						  Stop	
					   }
				}

		Actor FireFallFlameCloud  
			      {
			   +NOINTERACTION
			   +CLIENTSIDEONLY
			   +THRUACTORS	
			   Scale 0.69
			   Speed 0
			   RenderStyle Add
			      States
				       {
				        Spawn: 
						    FIR3 ABCDEFGHIJKLMNOP 3 BRIGHT
						  Stop	
					   }
				}

	    Actor PyroFragBall
			{
			projectile
			+MISSILE
			RenderStyle Add
			+BLOODSPLATTER
			+DONTHARMSPECIES
			Species "MOO" 
			radius 3
			height 3
			speed 18
			scale 0.6
			damage (50)
			Obituary "%o was fried to the bones"
			states
				{
				Spawn:
				   TNT1 A 0 A_SpawnItemEx ("FireWallFlare", 0,0,0,0,0,0)	
				TNT1 A 0 A_SpawnItemEx("AssSmoke2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION) 
				BPRP AAA 1 BRIGHT
				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((25),125, 0 ,0,60)
				TNT1 A 0 A_SpawnItemEx ("RedPBKabeem", 0,0,0,0,0,0)
				TNT1 AAAA 0 A_CustomMissile ("CSMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
				TNT1 AAAAAAAA 0 A_CustomMissile ("PyroRedCluster", 0, 0, random (-360,360), CMF_OFFSETPITCH | CMF_AIMDIRECTION, random (25, 69))  
				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 20
				stop
				}
			}


			Actor PyroCluster
			 {
				projectile
				+MISSILE
				-NOGRAVITY
				+BLOODSPLATTER
				+CANBOUNCEWATER
				+DONTHARMSPECIES
				RenderStyle Add
				Species "MOO" 
				gravity 0.45
				radius 2
				height 2
				speed 7
				scale 0.5
				damage (6)
				bouncesound ""
				Obituary "%o couldn't see the bloody bombs"
				states
					{
					Spawn:
					TNT1 A 0
					TNT1 A 0 A_SpawnItemEx("AssSmoke2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)	
					HSPO A 4 Bright
					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((15),100, 0 ,0,60)
					TNT1 A 0 A_SpawnItemEx ("RedPBKabeem", 0,0,0,0,0,0)
					TNT1 A 0 A_SpawnItemEx ("FireWallFlame", 0, 0, 0, 0, 0, 0)
					TNT1 A 0 A_SpawnItemEx ("FireWallFlame", 0, 0, 0, 0, 0, 0)
					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 20
					stop
					}
				}

				
				  Actor PyroRedCluster : PyroCluster
					{
					  gravity 0.7	
					  States
							{
							Spawn:
								TNT1 A 0
								TNT1 A 0 A_SpawnItemEx("AssSmoke2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)	
								FLAR B 2 Bright
								loop
							}
					}


			    Actor BlackOverLordExplosion  
			      {
			   +NOINTERACTION
			   +CLIENTSIDEONLY
			   +THRUACTORS	
			   Scale 1.25
			   Speed 4
			   RenderStyle Add
			      States
				       {
				        Spawn: 
						    REXP ABCDEFGHIJKLMNOPQRS 1 Bright
						  Stop	
					   }
				}		



				Actor FallTimer : Inventory
					{
					 Inventory.Maxamount 10
					}

			
