    Actor CyberWazard
     {
  Health 4000
  Radius 40
  Height 110
  Mass 100
  Speed 16
  Species "MOO"
  BloodType "MetalSurface"
  PainChance 30
  PainChance "Gluon", 0 
  Monster
  MinMissileChance 160
  Obituary "%o was, but no more"  
  SeeSound "Chaos/See"
  ActiveSound "Chaos/Active"
  DeathSound "Chaos/See"
  PainSound "Chaos/Pain"
  Tag "CyberWazard"
  +BOSS
  +MISSILEMORE
  +DONTHARMSPECIES
  +MissileEvenMore
  +FLOORCLIP
  +NOBLOODDECALS
  +NORADIUSDMG
  +DONTMORPH
  +BOSSDEATH
          States
		       {
		       Spawn:
			       RND0 A 3 A_Look
				  Loop
			   See:
			       RND0 AA 4 A_Chase
				   TNT1 A 0 A_PlaySound ("ReichMech/Step")
				   RND0 BB 4 A_Chase
				   RND0 CC 4 A_Chase
				   TNT1 A 0 A_PlaySound ("ReichMech/Step")
				   RND0 DD 4 A_Chase
				  Loop
			   Missile:
				   TNT1 A 0
				   TNT1 A 0 A_TakeInventory ("ShotCounter", 30)
				   TNT1 A 0 A_Jump (125, "LOOK")
			       RND0 E 14 A_FaceTarget
				   TNT1 A 0 A_PlaySound ("LEMAROCK", CHAN_WEAPON)
				   RND0 F 8 Bright A_CustomMissile ("WazardRocket", 49, -15)
				   RND0 E 6 A_FaceTarget
				   TNT1 A 0 A_PlaySound ("LEMAROCK", CHAN_WEAPON)
				   RND0 F 10 Bright A_CustomMissile ("WazardRocket", 49, -15, 5)
				   RND0 E 6 A_FaceTarget
				   TNT1 A 0 A_PlaySound ("LEMAROCK", CHAN_WEAPON)
				   RND0 F 10 Bright A_CustomMissile ("WazardRocket", 49, -15, -5)
				   Goto See
			   LOOK:
				    RND0 G 7 A_FaceTarget
				LOOKLOOP:
					TNT1 A 0 A_PlaySound ("WAZSHOT", CHAN_WEAPON)
					RND0 H 1 A_CustomMissile ("EyeLazah", 105, 0)
					TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
					RND0 G 2 A_CposRefire
					TNT1 A 0 A_JumpIfInventory ("ShotCounter", 30, "See") 
				   Loop	
				Pain:
				   RND0 I 6 A_Pain
				  Goto See
			    Death:
				   TNT1 A 0	
				   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)
				   RND0 J 2 A_SpawnItemEx ("BigTinCanExplosion", 0, 0, 0, 0, 0, 0) 
				   RND0 K 2 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) 
				   RND0 K 2 A_NoBlocking
				   TNT1 A 0 A_SpawnItemEx ("BigTinCanExplosion", 0, 0, 0, 0, 0, 0)
				   RND0 K 2 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)
				   RND0 K 2 A_SpawnItemEx ("ReichMechExplosion", random (-10, 20), random (-10, 20), random (0, 90), random (0, 4), random (0, 4), random (0, 4),0, SXF_NOCHECKPOSITION)
				   RND0 K 4 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)
                   TNT1 A 69
				   TNT1 A -1 A_BossDeath
				  Stop
                  
	 
	      }
	 
	 
	 }
	 
	 
	 
	 
	          actor WazardRocket  
		{
		projectile
		+MISSILE
		+BLOODSPLATTER
		+DONTHARMSPECIES
		Species "MOO"
		radius 3
		height 3
		missiletype "CSMiniMissileTrail"
		missileheight 8
		scale 0.8
		speed 15
		damage (20)
		Obituary "%o is now a rocket-man!"
		states
			{
			Spawn:
				TNT1 A 0 A_Weave (3,3,2.5,1)
				TNT1 A 0 A_SpawnItemEx("ReichRocketTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION) 
				GLML 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((120),125, 0 ,0,40)
				TNT1 AAAAA 0 A_CustomMissile ("ReichRocketExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
				TNT1 AA 0 A_CustomMissile ("CsMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
				TNT1 A 0 A_SpawnItemEx("ReichRocketShockwave",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 EyeLazah
		{
		radius 2
		Projectile
		height 2
		speed 20
		Damage (10)
		renderstyle Add
		scale 0.2
		+BLOODSPLATTER
		   States
				{
				Spawn:
				 TNT1 A 0
				 TNT1 A 0 A_SpawnItemEx ("EyeLazahTrail", 0, 0, 0, 0, 0, 0)
				 CLB4 B 1 Bright A_SpawnItemEx ("EyeLazahTrail", 0, 0, 0, 0, 0, 0)
				Loop
				XDeath:
					TNT1 A 1
				   Stop
				Death:
					TNT1 A 1 	
				   Stop
				}
		}
		
		
		
		Actor EyeLazahTrail
			{
			 +NOINTERACTION
			 Scale 0.2
			 RenderStyle Add
			 +CLIENTSIDEONLY
			  States
				  {
				   Spawn:
				      CLB4 B 8 BRIGHT
					Stop  
				  }
			}
	 
	 