ACTOR DOOMAttackCounter : Inventory { Inventory.MaxAmount 3 }
ACTOR CancelTrigger : Inventory { Inventory.MaxAmount 1 }
ACTOR DOOMAttackCounter2 : Inventory { Inventory.MaxAmount 200 }
ACTOR EvaccanniaDOOM 9921
{
//Enemy Name: Evaccannia DOOM
//Monster Tier: Spider Mastermind
//Enemy Tier: Enraged Legendary-Nemesis (Boss)
//Difficulty: Impossible (9/10)
	Tag "$NEEvacc"
	Health 16000
	Radius 64
	Height 128
	Speed 4
	Mass 1000000
	Scale 1.25
	MONSTER
	Obituary "%o met his \c[w2]DOOM!\c-."
	SeeSound ""
	PainSound ""
	DeathSound ""
	ActiveSound ""
	MinMissileChance 160
	+BRIGHT
	+FLOORCLIP
	+NOBLOOD
	//A couple boss flags
	+BOSSDEATH
	+NORADIUSDMG
	+BOSS
	+NOICEDEATH
	+DONTRIP
	+DONTMORPH
	//Extremely aggressive
	+MISSILEMORE
	+MISSILEEVENMORE
	+LOOKALLAROUND
	//Very Persistent
	+NOTIMEFREEZE
	+NOBLOCKMONST
	var int user_angle;
	var int user_count;
	var int user_delay;
	var int user_music;
	var int user_lowlag;
	DamageFactor 0.5
	DamageFactor "DOOMDamage", 0
    Dropitem "Armageddon Cannon" 80 1
    Dropitem "NuclearRocket" 256 1
    Dropitem "NuclearRocket" 192 1
    Dropitem "NuclearRocket" 70 1
    Dropitem "EnragedLegendaryPowerShard" 256 1
	States
	{
	Spawn:
		EVDM A 0
	TNT1 A 0 ACS_NamedExecuteAlways("WimpyMode",0,2)
	TNT1 A 0 ACS_NamedExecuteAlways("ModifyMonster",0,2,6)
		EVDM A 1 A_CustomMissile("EvaccaneerDOOMWingSpawner", 0, 0, 0, CMF_AIMDIRECTION)
	Idle:
		EVDM A 1 A_Look
		Loop
	Prepare:
		TNT1 A 0 A_UnSetInvulnerable
		TNT1 A 0 A_ChangeFlag("NODAMAGE",0)
		TNT1 A 0 A_ChangeFlag("NOPAIN",0)
		Goto See
  See:
	TNT1 A 0 A_JumpIf(user_lowlag == 1,"MoreSee")
	TNT1 A 0 A_JumpIfTargetInLOS("MoreSee",0,0,0,0)
	EVDM A 2 A_Chase
	Loop
  MoreSee:
	TNT1 A 0 A_SetUserVar("user_lowlag",1)
		TNT1 A 0 A_JumpIf(user_music == 1,3)
		TNT1 A 0 ACS_NamedExecuteAlways("CFMusic",0,818)
		TNT1 A 0 A_SetUserVar("user_music",1)
		TNT1 A 0 A_JumpIfHealthLower(6000,"Pattern3")
		TNT1 A 0 A_JumpIfHealthLower(10000,"Pattern2")
		EVDM A 1 A_Chase
		Loop
	Pain.Doot:
		EVDM A 1 A_SpawnItemEX("DOOKNOOKM",0,0,0,0,0,0,0)
		goto see
	Missile:
		TNT1 A 0 A_JumpIfHealthLower(10000,"Pattern2")
		EVDM A 0 A_JumpIfInventory("DOOMAttackCounter", 3, "Missile4")
		EVDM A 0 A_JumpIfInventory("DOOMAttackCounter", 2, "Missile3")
		EVDM A 0 A_JumpIfInventory("DOOMAttackCounter", 1, "Missile2")
		Goto Missile1
	Missile1:
		EVDM A 0 A_SetUserVar("user_count", 0)
		EVDM A 0 A_GiveInventory("DOOMAttackCounter", 1)
	Missile1Loop:
		EVDM A 0 A_FaceTarget
		EVDM A 0 A_Wander
		EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 1 A_SetUserVar("user_angle",random(-60,60))
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletA1",32,0,user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletA2",32,0,user_angle)
		EVDM A 0 A_FaceTarget
		EVDM A 1 A_SetUserVar("user_angle",random(-60,60))
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletA1",32,0,user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletA2",32,0,user_angle)
		EVDM A 0 A_FaceTarget
		EVDM A 0 A_Wander
		//EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 1 A_SetUserVar("user_angle",random(-60,60))
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletA1",32,0,user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletA2",32,0,user_angle)
		EVDM A 0 A_FaceTarget
		EVDM A 1 A_SetUserVar("user_angle",random(-60,60))
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletA1",32,0,user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletA2",32,0,user_angle)
		EVDM A 0 A_FaceTarget
		EVDM A 0 A_Wander
		EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 1 A_SetUserVar("user_angle",random(-60,60))
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletA1",32,0,user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletA2",32,0,user_angle)
		EVDM A 0 A_FaceTarget
		EVDM A 1 A_SetUserVar("user_angle",random(-60,60))
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletA1",32,0,user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletA2",32,0,user_angle)
		EVDM A 0 A_FaceTarget
		EVDM A 0 A_Wander
		//EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 1 A_SetUserVar("user_angle",random(-60,60))
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletA1",32,0,user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletA2",32,0,user_angle)
		EVDM A 0 A_FaceTarget
		EVDM A 1 A_SetUserVar("user_angle",random(-60,60))
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletA1",32,0,user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletA2",32,0,user_angle)
		EVDM A 0 A_FaceTarget
		EVDM A 0 A_Wander
		EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 1 A_SetUserVar("user_angle",random(-60,60))
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletA1",32,0,user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletA2",32,0,user_angle)
		EVDM A 0 A_FaceTarget
		EVDM A 1 A_SetUserVar("user_angle",random(-60,60))
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletA1",32,0,user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletA2",32,0,user_angle)
		EVDM A 0 A_FaceTarget
		EVDM A 0 A_SetUserVar("user_angle",random(-180,180))
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletB1",32,0,user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletB2",32,0,user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletB3",32,0,user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletB4",32,0,user_angle)
		EVDM A 0 A_SetUserVar("user_count",user_count+1)
		EVDM A 0 A_JumpIf(user_count >= 21, "See")
		Loop
	Missile2:
		EVDM A 0 A_SetUserVar("user_count", 0)
		EVDM A 0 A_GiveInventory("DOOMAttackCounter", 1)
	Missile2Loop:
	    EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC1",32,0,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC1",32,0,10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC1",32,0,20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC1",32,0,-10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC1",32,0,-20)
		EVDM A 1 A_FaceTarget
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC2",32,0,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC2",32,0,10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC2",32,0,20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC2",32,0,-10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC2",32,0,-20)
		EVDM A 1 A_FaceTarget
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC3",32,0,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC3",32,0,10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC3",32,0,20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC3",32,0,-10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC3",32,0,-20)
		EVDM A 1 A_FaceTarget
		EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC4",32,0,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC4",32,0,10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC4",32,0,20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC4",32,0,-10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC4",32,0,-20)
		EVDM A 1 A_FaceTarget
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC5",32,0,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC5",32,0,10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC5",32,0,20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC5",32,0,-10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC5",32,0,-20)
		EVDM A 0 A_Wander
		EVDM A 1 A_FaceTarget
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC6",32,0,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC6",32,0,10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC6",32,0,20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC6",32,0,-10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC6",32,0,-20)
		EVDM A 1 A_FaceTarget
		EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC7",32,0,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC7",32,0,10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC7",32,0,20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC7",32,0,-10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC7",32,0,-20)
		EVDM A 1 A_FaceTarget
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC8",32,0,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC8",32,0,10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC8",32,0,20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC8",32,0,-10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC8",32,0,-20)
		EVDM A 1 A_FaceTarget
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC9",32,0,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC9",32,0,10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC9",32,0,20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC9",32,0,-10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC9",32,0,-20)
		EVDM A 1 A_FaceTarget
		EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC10",32,0,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC10",32,0,10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC10",32,0,20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC10",32,0,-10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC10",32,0,-20)
		EVDM A 0 A_Wander
		EVDM A 1 A_FaceTarget
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC11",32,0,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC11",32,0,10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC11",32,0,20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC11",32,0,-10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC11",32,0,-20)
		EVDM A 1 A_FaceTarget
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC12",32,0,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC12",32,0,10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC12",32,0,20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC12",32,0,-10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC12",32,0,-20)
		EVDM A 1 A_FaceTarget
		EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC13",32,0,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC13",32,0,10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC13",32,0,20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC13",32,0,-10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC13",32,0,-20)
		EVDM A 1 A_FaceTarget
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC14",32,0,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC14",32,0,10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC14",32,0,20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC14",32,0,-10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC14",32,0,-20)
		EVDM A 1 A_FaceTarget
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC15",32,0,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC15",32,0,10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC15",32,0,20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC15",32,0,-10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC15",32,0,-20)
		EVDM A 0 A_Wander
		EVDM A 1 A_FaceTarget
		EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC16",32,0,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC16",32,0,10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC16",32,0,20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC16",32,0,-10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC16",32,0,-20)
		EVDM A 1 A_FaceTarget
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC17",32,0,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC17",32,0,10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC17",32,0,20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC17",32,0,-10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC17",32,0,-20)
		EVDM A 1 A_FaceTarget
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC18",32,0,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC18",32,0,10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC18",32,0,20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC18",32,0,-10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC18",32,0,-20)
		EVDM A 1 A_FaceTarget
		EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC19",32,0,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC19",32,0,10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC19",32,0,20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC19",32,0,-10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC19",32,0,-20)
		EVDM A 1 A_FaceTarget
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC20",32,0,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC20",32,0,10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC20",32,0,20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC20",32,0,-10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC20",32,0,-20)
		EVDM A 0 A_Wander
		EVDM A 1 A_FaceTarget
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC21",32,0,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC21",32,0,10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC21",32,0,20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC21",32,0,-10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC21",32,0,-20)
		EVDM A 1 A_FaceTarget
		EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC22",32,0,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC22",32,0,10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC22",32,0,20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC22",32,0,-10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC22",32,0,-20)
		EVDM A 1 A_FaceTarget
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC23",32,0,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC23",32,0,10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC23",32,0,20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC23",32,0,-10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC23",32,0,-20)
		EVDM A 1 A_FaceTarget
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC24",32,0,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC24",32,0,10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC24",32,0,20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC24",32,0,-10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC24",32,0,-20)
		EVDM A 1 A_FaceTarget
		EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC25",32,0,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC25",32,0,10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC25",32,0,20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC25",32,0,-10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC25",32,0,-20)
		EVDM A 0 A_Wander
		EVDM A 1 A_FaceTarget
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC26",32,0,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC26",32,0,10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC26",32,0,20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC26",32,0,-10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC26",32,0,-20)
		EVDM A 1 A_FaceTarget
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC27",32,0,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC27",32,0,10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC27",32,0,20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC27",32,0,-10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC27",32,0,-20)
		EVDM A 1 A_FaceTarget
		EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC28",32,0,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC28",32,0,10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC28",32,0,20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC28",32,0,-10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC28",32,0,-20)
		EVDM A 1 A_FaceTarget
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC29",32,0,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC29",32,0,10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC29",32,0,20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC29",32,0,-10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC29",32,0,-20)
		EVDM A 1 A_FaceTarget
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC30",32,0,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC30",32,0,10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC30",32,0,20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC30",32,0,-10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC30",32,0,-20)
		EVDM A 0 A_Wander
		EVDM A 1 A_FaceTarget
		EVDM A 0 A_PlaySound("remishot",0,1,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC31",32,0,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC31",32,0,10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC31",32,0,20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC31",32,0,-10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC31",32,0,-20)
		EVDM A 1 A_FaceTarget
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC32",32,0,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC32",32,0,10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC32",32,0,20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC32",32,0,-10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC32",32,0,-20)
		EVDM A 1 A_FaceTarget
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC33",32,0,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC33",32,0,10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC33",32,0,20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC33",32,0,-10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC33",32,0,-20)
		EVDM A 1 A_FaceTarget
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC34",32,0,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC34",32,0,10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC34",32,0,20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC34",32,0,-10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC34",32,0,-20)
		EVDM A 1 A_FaceTarget
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC35",32,0,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC35",32,0,10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC35",32,0,20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC35",32,0,-10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletC35",32,0,-20)
		EVDM A 0 A_Wander
		EVDM A 1 A_FaceTarget
		EVDM A 0 A_SetUserVar("user_count",user_count+1)
		EVDM A 0 A_JumpIf(user_count >= 5, "See")
		Loop
	Missile3:
		EVDM A 0 A_SetUserVar("user_count", 0)
		EVDM A 0 A_GiveInventory("DOOMAttackCounter", 1)
	Missile3Loop:
		EVDM A 6 A_FaceTarget
		EVDM A 0 A_Wander
		EVDM A 0 A_SetUserVar("user_angle",random(0,20))
		EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletD1",32,0,user_angle+0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletD2",32,0,user_angle+0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletD1",32,0,user_angle+20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletD2",32,0,user_angle+20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletD1",32,0,user_angle+40)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletD2",32,0,user_angle+40)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletD1",32,0,user_angle+60)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletD2",32,0,user_angle+60)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletD1",32,0,user_angle+80)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletD2",32,0,user_angle+80)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletD1",32,0,user_angle+100)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletD2",32,0,user_angle+100)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletD1",32,0,user_angle+120)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletD2",32,0,user_angle+120)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletD1",32,0,user_angle+140)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletD2",32,0,user_angle+140)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletD1",32,0,user_angle+160)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletD2",32,0,user_angle+160)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletD1",32,0,user_angle+180)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletD2",32,0,user_angle+180)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletD1",32,0,user_angle+200)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletD2",32,0,user_angle+200)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletD1",32,0,user_angle+220)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletD2",32,0,user_angle+220)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletD1",32,0,user_angle+240)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletD2",32,0,user_angle+240)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletD1",32,0,user_angle+260)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletD2",32,0,user_angle+260)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletD1",32,0,user_angle+280)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletD2",32,0,user_angle+280)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletD1",32,0,user_angle+300)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletD2",32,0,user_angle+300)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletD1",32,0,user_angle+320)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletD2",32,0,user_angle+320)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletD1",32,0,user_angle+340)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletD2",32,0,user_angle+340)
		EVDM A 0 A_SetUserVar("user_count",user_count+1)
		EVDM A 0 A_JumpIf(user_count >= 6, "Missile3B")
		Loop
	Missile3B:
		EVDM A 0 A_SetUserVar("user_count", 0)
	Missile3BLoop:
		EVDM A 5 A_FaceTarget 
		EVDM A 0 A_Wander
		EVDM A 0 A_SetUserVar("user_angle",random(0,10))
		EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletE",32,0,user_angle+0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletE",32,0,user_angle+10)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletE",32,0,user_angle+20)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletE",32,0,user_angle+30)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletE",32,0,user_angle+40)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletE",32,0,user_angle+50)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletE",32,0,user_angle+60)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletE",32,0,user_angle+70)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletE",32,0,user_angle+80)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletE",32,0,user_angle+90)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletE",32,0,user_angle+100)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletE",32,0,user_angle+110)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletE",32,0,user_angle+120)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletE",32,0,user_angle+130)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletE",32,0,user_angle+140)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletE",32,0,user_angle+150)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletE",32,0,user_angle+160)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletE",32,0,user_angle+170)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletE",32,0,user_angle+180)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletE",32,0,user_angle+190)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletE",32,0,user_angle+200)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletE",32,0,user_angle+210)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletE",32,0,user_angle+220)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletE",32,0,user_angle+230)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletE",32,0,user_angle+240)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletE",32,0,user_angle+250)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletE",32,0,user_angle+260)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletE",32,0,user_angle+270)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletE",32,0,user_angle+280)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletE",32,0,user_angle+290)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletE",32,0,user_angle+300)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletE",32,0,user_angle+310)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletE",32,0,user_angle+320)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletE",32,0,user_angle+330)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletE",32,0,user_angle+340)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletE",32,0,user_angle+350)
		EVDM A 0 A_SetUserVar("user_count",user_count+1)
		EVDM A 0 A_JumpIf(user_count >= 21, "See")
		Loop
	Missile4:
		EVDM A 0 A_SetUserVar("user_count", 0)
		EVDM A 0 A_TakeInventory("DOOMAttackCounter",3)
	Missile4Loop:
		EVDM A 0 A_FaceTarget
		EVDM A 0 A_SetUserVar("user_angle",0)
		EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,0+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,90+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,180+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,270+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG1",32,0,45+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG1",32,0,135+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG1",32,0,225+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG1",32,0,315+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,45+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,135+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,225+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,315+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,45+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,135+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,225+user_angle)
		EVDM A 2 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,315+user_angle)
		EVDM A 0 A_FaceTarget
		EVDM A 0 A_SetUserVar("user_angle",4)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,0+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,90+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,180+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,270+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG1",32,0,45+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG1",32,0,135+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG1",32,0,225+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG1",32,0,315+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,45+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,135+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,225+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,315+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,45+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,135+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,225+user_angle)
		EVDM A 2 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,315+user_angle)
		EVDM A 0 A_FaceTarget
		EVDM A 0 A_SetUserVar("user_angle",8)
		EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,0+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,90+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,180+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,270+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG1",32,0,45+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG1",32,0,135+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG1",32,0,225+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG1",32,0,315+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,45+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,135+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,225+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,315+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,45+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,135+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,225+user_angle)
		EVDM A 2 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,315+user_angle)
		EVDM A 0 A_FaceTarget
		EVDM A 0 A_SetUserVar("user_angle",12)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,0+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,90+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,180+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,270+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG1",32,0,45+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG1",32,0,135+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG1",32,0,225+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG1",32,0,315+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,45+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,135+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,225+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,315+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,45+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,135+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,225+user_angle)
		EVDM A 2 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,315+user_angle)
		EVDM A 0 A_FaceTarget
		EVDM A 0 A_SetUserVar("user_angle",16)
		EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,0+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,90+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,180+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,270+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG1",32,0,45+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG1",32,0,135+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG1",32,0,225+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG1",32,0,315+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,45+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,135+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,225+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,315+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,45+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,135+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,225+user_angle)
		EVDM A 2 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,315+user_angle)
		EVDM A 0 A_SetUserVar("user_count",user_count+1)
		EVDM A 2 A_JumpIf(user_count >= 14, "Missile3B")
		EVDM A 0 A_FaceTarget
		EVDM A 0 A_SetUserVar("user_angle",0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,0+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,90+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,180+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,270+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG2",32,0,45+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG2",32,0,135+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG2",32,0,225+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG2",32,0,315+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,45+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,135+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,225+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,315+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,45+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,135+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,225+user_angle)
		EVDM A 2 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,315+user_angle)
		EVDM A 0 A_FaceTarget
		EVDM A 0 A_SetUserVar("user_angle",-4)
		EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,0+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,90+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,180+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,270+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG2",32,0,45+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG2",32,0,135+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG2",32,0,225+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG2",32,0,315+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,45+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,135+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,225+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,315+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,45+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,135+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,225+user_angle)
		EVDM A 2 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,315+user_angle)
		EVDM A 0 A_FaceTarget
		EVDM A 0 A_SetUserVar("user_angle",-8)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,0+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,90+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,180+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,270+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG2",32,0,45+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG2",32,0,135+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG2",32,0,225+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG2",32,0,315+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,45+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,135+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,225+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,315+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,45+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,135+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,225+user_angle)
		EVDM A 2 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,315+user_angle)
		EVDM A 0 A_FaceTarget
		EVDM A 0 A_SetUserVar("user_angle",-12)
		EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,0+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,90+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,180+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,270+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG2",32,0,45+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG2",32,0,135+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG2",32,0,225+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG2",32,0,315+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,45+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,135+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,225+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,315+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,45+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,135+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,225+user_angle)
		EVDM A 2 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,315+user_angle)
		EVDM A 0 A_FaceTarget
		EVDM A 0 A_SetUserVar("user_angle",-16)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,0+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,90+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,180+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletF",32,0,270+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG2",32,0,45+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG2",32,0,135+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG2",32,0,225+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletG2",32,0,315+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,45+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,135+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,225+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH1",32,0,315+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,45+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,135+user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,225+user_angle)
		EVDM A 2 A_CustomMissile("EvaccaneerDOOMBulletH2",32,0,315+user_angle)
		EVDM A 0 A_SetUserVar("user_count",user_count+1)
		EVDM A 2 A_JumpIf(user_count >= 14, "See")
		Loop
	Pattern2:
		TNT1 A 0 A_JumpIfHealthLower(6000,"Pattern3")
		EVDM A 1 A_Chase(0,0)
		TNT1 A 0 A_SetUserVar("user_delay",user_delay+1)
		EVDM A 1 A_JumpIf(user_delay >= 200,"AimedAttack")
		EVDM A 1 A_Wander
		TNT1 A 0 A_SetUserVar("user_delay",user_delay+1)
		EVDM A 1 A_JumpIf(user_delay >= 200,"AimedAttack")
		EVDM A 1 A_Wander
		TNT1 A 0 A_SetUserVar("user_delay",user_delay+1)
		EVDM A 1 A_JumpIf(user_delay >= 200,"AimedAttack")
		EVDM A 1 A_Wander
		TNT1 A 0 A_SetUserVar("user_delay",user_delay+1)
		EVDM A 1 A_JumpIf(user_delay >= 200,"AimedAttack")
		EVDM A 1 A_Wander
		TNT1 A 0 A_SetUserVar("user_delay",user_delay+1)
		EVDM A 1 A_JumpIf(user_delay >= 200,"AimedAttack")
		EVDM A 1 A_Wander
		TNT1 A 0 A_SetUserVar("user_delay",user_delay+1)
		EVDM A 1 A_JumpIf(user_delay >= 200,"AimedAttack")
		EVDM A 1 A_Wander
		TNT1 A 0 A_SetUserVar("user_delay",user_delay+1)
		EVDM A 1 A_JumpIf(user_delay >= 200,"AimedAttack")
		EVDM A 1 A_Wander
		TNT1 A 0 A_SetUserVar("user_delay",user_delay+1)
		EVDM A 1 A_JumpIf(user_delay >= 200,"AimedAttack")
		EVDM A 1 A_Wander
		TNT1 A 0 A_SetUserVar("user_delay",user_delay+1)
		EVDM A 1 A_JumpIf(user_delay >= 200,"AimedAttack")
		EVDM A 1 A_Wander
		TNT1 A 0 A_SetUserVar("user_delay",user_delay+1)
		EVDM A 1 A_JumpIf(user_delay >= 200,"AimedAttack")
		EVDM A 1 A_Wander
		TNT1 A 0 A_SetUserVar("user_delay",user_delay+1)
		EVDM A 1 A_JumpIf(user_delay >= 200,"AimedAttack")
		EVDM A 1 A_Wander
		TNT1 A 0 A_SetUserVar("user_delay",user_delay+1)
		EVDM A 1 A_JumpIf(user_delay >= 200,"AimedAttack")
		EVDM A 1 A_Wander
		TNT1 A 0 A_SetUserVar("user_delay",user_delay+1)
		EVDM A 1 A_JumpIf(user_delay >= 200,"AimedAttack")
		EVDM A 1 A_Wander
		TNT1 A 0 A_SetUserVar("user_delay",user_delay+1)
		EVDM A 1 A_JumpIf(user_delay >= 200,"AimedAttack")
		EVDM A 1 A_Wander
		TNT1 A 0 A_SetUserVar("user_delay",user_delay+1)
		EVDM A 1 A_JumpIf(user_delay >= 200,"AimedAttack")
		TNT1 A 0 A_CustomMissile("EvaccaneerDOOMBulletSpawner",32,0,0)
		TNT1 A 0 A_CustomMissile("EvaccaneerDOOMBulletSpawner",32,0,90)
		TNT1 A 0 A_CustomMissile("EvaccaneerDOOMBulletSpawner",32,0,180)
		TNT1 A 0 A_CustomMissile("EvaccaneerDOOMBulletSpawner",32,0,270)
		Loop
	AimedAttack:
		EVDM A 0 A_SetUserVar("user_delay",0)
		EVDM A 3 Fast A_FaceTarget
		EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",20,64,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",20,-64,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",40,32,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",40,-32,0)
		EVDM A 3 Fast A_FaceTarget
		EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",20,64,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",20,-64,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",40,32,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",40,-32,0)
		EVDM A 3 Fast A_FaceTarget
		EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",20,64,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",20,-64,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",40,32,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",40,-32,0)
		EVDM A 3 Fast A_FaceTarget
		EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",20,64,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",20,-64,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",40,32,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",40,-32,0)
		EVDM A 3 Fast A_FaceTarget
		EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",20,64,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",20,-64,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",40,32,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",40,-32,0)
		EVDM A 3 Fast A_FaceTarget
		EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",20,64,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",20,-64,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",40,32,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",40,-32,0)
		EVDM A 3 Fast A_FaceTarget
		EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",20,64,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",20,-64,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",40,32,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",40,-32,0)
		EVDM A 3 Fast A_FaceTarget
		EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",20,64,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",20,-64,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",40,32,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",40,-32,0)
		EVDM A 3 Fast A_FaceTarget
		EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",20,64,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",20,-64,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",40,32,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",40,-32,0)
		EVDM A 3 Fast A_FaceTarget
		EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",20,64,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",20,-64,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",40,32,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletK",40,-32,0)
		Goto See
	Pattern3:
		EVDM A 0 A_SetUserVar("user_angle",0)
		EVDM A 0 A_SetUserVar("user_count",0)
	Pattern3ALoop:
	    EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+0.000000000000000,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+25.71428571428571,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+51.42857142857142,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+77.14285714285713,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+102.8571428571428,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+128.5714285714286,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+154.2857142857143,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+180.0000000000000,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+205.7142857142857,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+231.4285714285714,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+257.1428571428571,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+282.8571428571428,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+308.5714285714285,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+334.2857142857142,CMF_AIMDIRECTION)
		EVDM A 2 Fast A_FaceTarget
		EVDM A 0 A_SetUserVar("user_angle",user_angle+10)
		EVDM A 0 A_SetUserVar("user_count",user_count+1)
		EVDM A 0 A_JumpIf(user_count >= 18, "Pattern3B")
		Loop
	Pattern3B:
		EVDM A 12 Fast A_FaceTarget
		EVDM A 0 A_SetUserVar("user_angle",0)
		EVDM A 0 A_SetUserVar("user_count",0)
	Pattern3BLoop:
	    EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL2",32,0,user_angle+0.000000000000000,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL2",32,0,user_angle+25.71428571428571,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL2",32,0,user_angle+51.42857142857142,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL2",32,0,user_angle+77.14285714285713,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL2",32,0,user_angle+102.8571428571428,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL2",32,0,user_angle+128.5714285714286,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL2",32,0,user_angle+154.2857142857143,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL2",32,0,user_angle+180.0000000000000,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL2",32,0,user_angle+205.7142857142857,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL2",32,0,user_angle+231.4285714285714,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL2",32,0,user_angle+257.1428571428571,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL2",32,0,user_angle+282.8571428571428,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL2",32,0,user_angle+308.5714285714285,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL2",32,0,user_angle+334.2857142857142,CMF_AIMDIRECTION)
		EVDM A 2 Fast A_FaceTarget
		EVDM A 0 A_SetUserVar("user_angle",user_angle+10)
		EVDM A 0 A_SetUserVar("user_count",user_count+1)
		EVDM A 0 A_JumpIf(user_count >= 12, "Pattern3C")
		Loop
	Pattern3C:
		EVDM A 12 Fast A_FaceTarget
		EVDM A 0 A_SetUserVar("user_angle",0)
		EVDM A 0 A_SetUserVar("user_count",0)
	Pattern3CLoop:
	    EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+0.000000000000000,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+25.71428571428571,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+51.42857142857142,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+77.14285714285713,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+102.8571428571428,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+128.5714285714286,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+154.2857142857143,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+180.0000000000000,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+205.7142857142857,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+231.4285714285714,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+257.1428571428571,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+282.8571428571428,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+308.5714285714285,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+334.2857142857142,CMF_AIMDIRECTION)
		EVDM A 2 Fast A_FaceTarget
		EVDM A 0 A_SetUserVar("user_angle",user_angle+10)
		EVDM A 0 A_SetUserVar("user_count",user_count+1)
		EVDM A 0 A_JumpIf(user_count >= 6, "Pattern3D")
		Loop
	Pattern3D:
		EVDM A 12 Fast A_FaceTarget
		EVDM A 0 A_SetUserVar("user_angle",0)
		EVDM A 0 A_SetUserVar("user_count",0)
	Pattern3DLoop:
	    EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL2",32,0,user_angle+0.000000000000000,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL2",32,0,user_angle+25.71428571428571,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL2",32,0,user_angle+51.42857142857142,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL2",32,0,user_angle+77.14285714285713,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL2",32,0,user_angle+102.8571428571428,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL2",32,0,user_angle+128.5714285714286,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL2",32,0,user_angle+154.2857142857143,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL2",32,0,user_angle+180.0000000000000,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL2",32,0,user_angle+205.7142857142857,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL2",32,0,user_angle+231.4285714285714,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL2",32,0,user_angle+257.1428571428571,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL2",32,0,user_angle+282.8571428571428,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL2",32,0,user_angle+308.5714285714285,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL2",32,0,user_angle+334.2857142857142,CMF_AIMDIRECTION)
		EVDM A 2 Fast A_FaceTarget
		EVDM A 0 A_SetUserVar("user_angle",user_angle+10)
		EVDM A 0 A_SetUserVar("user_count",user_count+1)
		EVDM A 0 A_JumpIf(user_count >= 6, "Pattern3E")
		Loop
	Pattern3E:
		EVDM A 12 Fast A_FaceTarget
		EVDM A 0 A_SetUserVar("user_angle",0)
		EVDM A 0 A_SetUserVar("user_count",0)
	Pattern3ELoop:
	    EVDM A 0 A_PlaySound("remishot",CHAN_AUTO,1,0)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+0.000000000000000,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+25.71428571428571,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+51.42857142857142,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+77.14285714285713,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+102.8571428571428,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+128.5714285714286,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+154.2857142857143,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+180.0000000000000,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+205.7142857142857,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+231.4285714285714,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+257.1428571428571,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+282.8571428571428,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+308.5714285714285,CMF_AIMDIRECTION)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletL1",32,0,user_angle+334.2857142857142,CMF_AIMDIRECTION)
		EVDM A 2 Fast A_FaceTarget
		EVDM A 0 A_SetUserVar("user_angle",user_angle+10)
		EVDM A 0 A_SetUserVar("user_count",user_count+1)
		EVDM A 0 A_JumpIf(user_count >= 6, "Pattern3Final")
		Loop
	Pattern3Final:
		EVDM A 35 A_FaceTarget
		EVDM A 0 A_SetUserVar("user_angle",90)
		EVDM A 0 A_SetUserVar("user_count",-90)
	Pattern3FinalLoop:
		EVDM A 5 Fast A_FaceTarget
		EVDM A 0 A_Wander
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletM",32,0,user_angle)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletM",32,0,user_angle-180)
		EVDM A 0 A_SetUserVar("user_angle",user_angle+11)
		EVDM A 5 A_FaceTarget
		EVDM A 0 A_Wander
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletN",32,0,user_count)
		EVDM A 0 A_CustomMissile("EvaccaneerDOOMBulletN",32,0,user_count+180)
		EVDM A 0 A_SetUserVar("user_count",user_count-11)
		Loop
	Death:
		EVDM A 0 A_NoBlocking
		EVDM A 0 A_GiveInventory("CancelTrigger", 1)
		EVDM A 30 A_SpawnItemEx("EvaccaneerDOOMExploder",0,0,0,0,0,0,0,0,0)
		EVDM A 32
		EVDM A 24
		EVDM A 16
		EVDM A 8
		TNT1 A 1 A_SpawnItemEx("DOOKNOOKM",0,0,0,0,0,0,0)
		Stop
	}
}
ACTOR EvaccaneerDOOMWingEffect1
{
  +NOGRAVITY
  +NOINTERACTION
  +CLIENTSIDEONLY
  RenderStyle Add
  Scale 1.5
  States
  {
  Spawn:
    CBL4 AAAAAAAAAAAA 3 Bright A_FadeOut
    Stop
  }
}
ACTOR EvaccaneerDOOMWingEffect2
{
  +NOGRAVITY
  +NOINTERACTION
  +CLIENTSIDEONLY
  RenderStyle Add
  Scale 1.5
  States
  {
  Spawn:
    OBL4 AAAAAAAAAAAA 3 Bright A_FadeOut
    Stop
  }
}
ACTOR EvaccaneerDOOMWingSpawner
{
  +MISSILE
  +NOINTERACTION
  States
  {
  Spawn:
    TNT1 A 0 A_JumpIfInTargetInventory("CancelTrigger", 1, "Goodbye")
    TNT1 AA 0 A_SpawnItemEx("EvaccaneerDOOMWingEffect1",0,random(12, 20), random(42, 48),0,random(3, 9), frandom(1, 3),0,128,0)
	TNT1 AA 0 A_SpawnItemEx("EvaccaneerDOOMWingEffect1",0,random(-20,-10),random(42, 48),0,random(-3,-9),frandom(1, 3),0,128,0)
	TNT1 AAA 0 A_SpawnItemEx("EvaccaneerDOOMWingEffect1",0,random(12, 20),random(32, 40),0,random(3, 12), frandom(0,-5),0,128,0)
	TNT1 AAA 0 A_SpawnItemEx("EvaccaneerDOOMWingEffect1",0,random(-20,-12),random(32,40),0,random(-3,-12),frandom(0,-5),0,128,0)
    TNT1 A 2 A_Warp(AAPTR_TARGET,0,0,0,0,0)
    TNT1 AA 0 A_SpawnItemEx("EvaccaneerDOOMWingEffect2",0,random(12, 20), random(42, 48),0,random(3, 9), frandom(1, 3),0,128,0)
	TNT1 AA 0 A_SpawnItemEx("EvaccaneerDOOMWingEffect2",0,random(-20,-12),random(42, 48),0,random(-3,-9),frandom(1, 3),0,128,0)
	TNT1 AAA 0 A_SpawnItemEx("EvaccaneerDOOMWingEffect2",0,random(12, 20),random(32, 40),0,random(3, 12), frandom(0,-5),0,128,0)
	TNT1 AAA 0 A_SpawnItemEx("EvaccaneerDOOMWingEffect2",0,random(-20,-12),random(32,40),0,random(-3,-12),frandom(0,-5),0,128,0)
    TNT1 A 2 A_Warp(AAPTR_TARGET,0,0,0,0,0)
    Loop
  Goodbye:
	TNT1 A 0
	Stop
  }
}
ACTOR EvaccaneerDOOMBulletA1
{
  Speed 20
  fastspeed 30
  Radius 4
  Height 8
  damage (16)
  Projectile
  RenderStyle Add
  //SeeSound "remishot"
  DeathSound "touhou/hit"
  DamageType "DOOMDamage"
  States
  {
  Spawn:
    RBL1 A 1 Bright 
    Loop
  Death:
    RBL1 AAAAAAAAAA 1 Bright A_FadeOut
    Stop
  }
}
ACTOR EvaccaneerDOOMBulletA2 : EvaccaneerDOOMBulletA1
{
  Speed 30
  FastSpeed 40
}
ACTOR EvaccaneerDOOMBulletB0
{
  Speed 20
  fastspeed 30
  Radius 4
  Height 8
  damage (16)
  Projectile
  +SEEKERMISSILE
  RenderStyle Add
  SeeSound "remishot"
  DeathSound "touhou/hit"
  DamageType "DOOMDamage"
  States
  {
  Spawn:
	BBL3 A 0
	BBL3 A 8 Bright
  LoopState:
    BBL3 A 1 Bright 
	BBL3 A 1 Bright A_Jump(32, "TurnDirection")
    Loop
  TurnDirection:
	BBL3 AAAA 0 A_SeekerMissile(90,90,SMF_PRECISE)
	BBL3 A 0 A_CustomMissile("EvaccaneerDOOMBulletB1",0,0,0,CMF_AIMDIRECTION)
	BBL3 A 0 A_CustomMissile("EvaccaneerDOOMBulletB2",0,0,0,CMF_AIMDIRECTION)
	BBL3 A 0 A_CustomMissile("EvaccaneerDOOMBulletB3",0,0,0,CMF_AIMDIRECTION)
	BBL3 A 0 A_CustomMissile("EvaccaneerDOOMBulletB4",0,0,0,CMF_AIMDIRECTION)
    BBL3 A 0 A_Die
	Goto Death
  Death:
    BBL3 AAAAAAAAAA 1 Bright A_FadeOut
    Stop
  }
}

ACTOR EvaccaneerDOOMBulletB1
{
  Speed 15
  fastspeed 25
  Radius 2
  Height 4
  damage (12)
  Projectile
  +SEEKERMISSILE
  RenderStyle Add
  //SeeSound "remishot"
  DeathSound "touhou/hit"
  var int user_scalevelocity;
  DamageType "DOOMDamage"
  States
  {
  Spawn:
    BRIC A 1 Bright 
    Loop
  Death:
    BRIC AAAAAAAAAA 1 Bright A_FadeOut
    Stop
  }
}

ACTOR EvaccaneerDOOMBulletB2 : EvaccaneerDOOMBulletB1
{
  Speed 20
  fastspeed 30
}
ACTOR EvaccaneerDOOMBulletB3 : EvaccaneerDOOMBulletB1
{
  Speed 25
  fastspeed 35
}
ACTOR EvaccaneerDOOMBulletB4 : EvaccaneerDOOMBulletB1
{
  Speed 30
  fastspeed 40
}
ACTOR EvaccaneerDOOMBulletC1
{
  Speed 6
  Radius 2
  Height 4
  damage (12)
  Projectile
  RenderStyle Add
  //SeeSound "remishot"
  DeathSound "touhou/hit"
  DamageType "DOOMDamage"
  States
  {
  Spawn:
    GRIC A 1 Bright 
    Loop
  Death:
    GRIC AAAAAAAAAA 1 Bright A_FadeOut
    Stop
  }
}
ACTOR EvaccaneerDOOMBulletC2 : EvaccaneerDOOMBulletC1 { Speed 7 }
ACTOR EvaccaneerDOOMBulletC3 : EvaccaneerDOOMBulletC1 { Speed 8 }
ACTOR EvaccaneerDOOMBulletC4 : EvaccaneerDOOMBulletC1 { Speed 9 }
ACTOR EvaccaneerDOOMBulletC5 : EvaccaneerDOOMBulletC1 { Speed 10 }
ACTOR EvaccaneerDOOMBulletC6 : EvaccaneerDOOMBulletC1 { Speed 11 }
ACTOR EvaccaneerDOOMBulletC7 : EvaccaneerDOOMBulletC1 { Speed 12 }
ACTOR EvaccaneerDOOMBulletC8 : EvaccaneerDOOMBulletC1 { Speed 13 }
ACTOR EvaccaneerDOOMBulletC9 : EvaccaneerDOOMBulletC1 { Speed 14 }
ACTOR EvaccaneerDOOMBulletC10 : EvaccaneerDOOMBulletC1 { Speed 15 }
ACTOR EvaccaneerDOOMBulletC11 : EvaccaneerDOOMBulletC1 { Speed 16 }
ACTOR EvaccaneerDOOMBulletC12 : EvaccaneerDOOMBulletC1 { Speed 17 }
ACTOR EvaccaneerDOOMBulletC13 : EvaccaneerDOOMBulletC1 { Speed 18 }
ACTOR EvaccaneerDOOMBulletC14 : EvaccaneerDOOMBulletC1 { Speed 19 }
ACTOR EvaccaneerDOOMBulletC15 : EvaccaneerDOOMBulletC1 { Speed 20 }
ACTOR EvaccaneerDOOMBulletC16 : EvaccaneerDOOMBulletC1 { Speed 21 }
ACTOR EvaccaneerDOOMBulletC17 : EvaccaneerDOOMBulletC1 { Speed 22 }
ACTOR EvaccaneerDOOMBulletC18 : EvaccaneerDOOMBulletC1 { Speed 23 }
ACTOR EvaccaneerDOOMBulletC19 : EvaccaneerDOOMBulletC1 { Speed 24 }
ACTOR EvaccaneerDOOMBulletC20 : EvaccaneerDOOMBulletC1 { Speed 25 }
ACTOR EvaccaneerDOOMBulletC21 : EvaccaneerDOOMBulletC1 { Speed 26 }
ACTOR EvaccaneerDOOMBulletC22 : EvaccaneerDOOMBulletC1 { Speed 27 }
ACTOR EvaccaneerDOOMBulletC23 : EvaccaneerDOOMBulletC1 { Speed 28 }
ACTOR EvaccaneerDOOMBulletC24 : EvaccaneerDOOMBulletC1 { Speed 29 }
ACTOR EvaccaneerDOOMBulletC25 : EvaccaneerDOOMBulletC1 { Speed 30 }
ACTOR EvaccaneerDOOMBulletC26 : EvaccaneerDOOMBulletC1 { Speed 31 }
ACTOR EvaccaneerDOOMBulletC27 : EvaccaneerDOOMBulletC1 { Speed 32 }
ACTOR EvaccaneerDOOMBulletC28 : EvaccaneerDOOMBulletC1 { Speed 33 }
ACTOR EvaccaneerDOOMBulletC29 : EvaccaneerDOOMBulletC1 { Speed 34 }
ACTOR EvaccaneerDOOMBulletC30 : EvaccaneerDOOMBulletC1 { Speed 35 }
ACTOR EvaccaneerDOOMBulletC31 : EvaccaneerDOOMBulletC1 { Speed 36 }
ACTOR EvaccaneerDOOMBulletC32 : EvaccaneerDOOMBulletC1 { Speed 37 }
ACTOR EvaccaneerDOOMBulletC33 : EvaccaneerDOOMBulletC1 { Speed 38 }
ACTOR EvaccaneerDOOMBulletC34 : EvaccaneerDOOMBulletC1 { Speed 39 }
ACTOR EvaccaneerDOOMBulletC35 : EvaccaneerDOOMBulletC1 { Speed 40 }
ACTOR EvaccaneerDOOMBulletD1
{
  Speed 32
  FastSpeed 40
  Radius 4
  Height 8
  damage (16)
  Projectile
  RenderStyle Add
  //SeeSound "remishot"
  DeathSound "touhou/hit"
  DamageType "DOOMDamage"
  States
  {
  Spawn:
    CBL1 A 1 Bright 
    Loop
  Death:
    CBL1 AAAAAAAAAA 1 Bright A_FadeOut
    Stop
  }
}
ACTOR EvaccaneerDOOMBulletD2 : EvaccaneerDOOMBulletD1
{
  Speed 48
  FastSpeed 56
}
ACTOR EvaccaneerDOOMBulletE
{
  Speed 40
  FastSpeed 48
  Radius 3
  Height 6
  damage (12)
  Projectile
  RenderStyle Add
  //SeeSound "remishot"
  DeathSound "touhou/hit"
  DamageType "DOOMDamage"
  States
  {
  Spawn:
    CRIC A 1 Bright 
    Loop
  Death:
    CRIC AAAAAAAAAA 1 Bright A_FadeOut
    Stop
  }
}
ACTOR EvaccaneerDOOMBulletF
{
  Speed 32
  FastSpeed 42
  Radius 2
  Height 4
  damage (8)
  Projectile
  RenderStyle Add
  //SeeSound "remishot"
  DeathSound "touhou/hit"
  DamageType "DOOMDamage"
  States
  {
  Spawn:
    RRIC A 1 Bright 
    Loop
  Death:
    RRIC AAAAAAAAAA 1 Bright A_FadeOut
    Stop
  }
}
ACTOR EvaccaneerDOOMBulletG1
{
  Speed 32
  FastSpeed 42
  Radius 5
  Height 10
  damage (8)
  Projectile
  RenderStyle Add
  //SeeSound "remishot"
  DeathSound "touhou/hit"
  DamageType "DOOMDamage"
  States
  {
  Spawn:
    RBL3 A 1 Bright 
	TNT1 A 0 Bright	A_SetAngle(angle-3)
	TNT1 A 0 Bright	ThrustThing(angle*256/360, 1, 0, 0)
	TNT1 A 0 Bright	A_ScaleVelocity(0.99) 
	Loop
  Death:
    RBL3 AAAAAAAAAA 1 Bright A_FadeOut
    Stop
  }
}
ACTOR EvaccaneerDOOMBulletG2 : EvaccaneerDOOMBulletG1
{
  States
  {
  Spawn:
    RBL3 A 1 Bright 
	TNT1 A 0 A_SetAngle(angle+3)
	TNT1 A 0 ThrustThing(angle*256/360, 1, 0, 0)
	TNT1 A 0 A_ScaleVelocity(0.99) 
	Loop
  }
}
ACTOR EvaccaneerDOOMBulletH1
{
  Speed 24
  FastSpeed 34
  Radius 5
  Height 10
  damage (12)
  Projectile
  RenderStyle Add
  //SeeSound "remishot"
  DeathSound "touhou/hit"
  DamageType "DOOMDamage"
  States
  {
  Spawn:
    RBL3 A 1 Bright 
    Loop
  Death:
    RBL3 AAAAAAAAAA 1 Bright A_FadeOut
    Stop
  }
}
ACTOR EvaccaneerDOOMBulletH2 : EvaccaneerDOOMBulletH1
{
  Speed 40
  FastSpeed 50
}

ACTOR EvaccaneerDOOMBulletSpawner
{
  Speed 8
  FastSpeed 16
  Radius 8
  Height 16
  damage (8)
  Projectile
  +RIPPER
  RenderStyle Add
  SeeSound "remishot"
  DeathSound "touhou/hit"
  DamageType "DOOMDamage"
  States
  {
  Spawn:
	TNT1 A 0 A_SetAngle(0.5)
    WBUB A 0 A_JumpIfInventory("CancelTrigger",1,"Death")
	WBUB A 0 A_CustomMissile("EvaccaneerDOOMBulletI",0,0,90,CMF_AIMDIRECTION)
	WBUB A 0 A_CustomMissile("EvaccaneerDOOMBulletI",0,0,103,CMF_AIMDIRECTION)
	WBUB A 20 Bright A_CustomMissile("EvaccaneerDOOMBulletI",0,0,113,CMF_AIMDIRECTION)
	WBUB A 0 A_CustomMissile("EvaccaneerDOOMBulletI",0,0,90,CMF_AIMDIRECTION)
	WBUB A 0 A_CustomMissile("EvaccaneerDOOMBulletI",0,0,103,CMF_AIMDIRECTION)
	WBUB A 0 A_CustomMissile("EvaccaneerDOOMBulletI",0,0,113,CMF_AIMDIRECTION)	
	WBUB AAAAAAAAAA 2 Bright A_CustomMissile("EvaccaneerDOOMBulletJ",0,0,-90,CMF_AIMDIRECTION)
    Loop
  Death:
    WBUB A 2 Bright A_GiveInventory("CancelTrigger",1)
    WBUB AAAAAAAAAA 2 Bright A_FadeOut
    Stop
  }
}
ACTOR EvaccaneerDOOMBulletI
{
  Speed 20
  FastSpeed 30
  Radius 2
  Height 4
  damage (8)
  Projectile
  RenderStyle Add
  //SeeSound "remishot"
  DeathSound "touhou/hit"
  DamageType "DOOMDamage"
  States
  {
  Spawn:
    CRIC A 1 Bright 
    Loop
  Death:
    CRIC AAAAAAAAAA 1 Bright A_FadeOut
    Stop
  }
}
ACTOR EvaccaneerDOOMBulletJ
{
  Speed 20
  FastSpeed 30
  Radius 3
  Height 6
  damage (8)
  Projectile
  RenderStyle Add
  //SeeSound "remishot"
  DeathSound "touhou/hit"
  DamageType "DOOMDamage"
  States
  {
  Spawn:
    RBL1 A 1 Bright 
    Loop
  Death:
    RBL1 AAAAAAAAAA 1 Bright A_FadeOut
    Stop
  }
}
ACTOR EvaccaneerDOOMBulletK
{
  Speed 40
  FastSpeed 50
  Radius 4
  Height 8
  damage (8)
  Projectile
  RenderStyle Add
  //SeeSound "remishot"
  DeathSound "touhou/hit"
  DamageType "DOOMDamage"
  States
  {
  Spawn:
    RBL3 A 1 Bright 
    Loop
  Death:
    RBL3 AAAAAAAAAA 1 Bright A_FadeOut
    Stop
  }
}

ACTOR EvaccaneerDOOMExploder
{
  +NOINTERACTION
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 AAAAAA 5 A_SpawnItemEx("EvaccaneerDOOMExplode",random(-96,96),random(-96,96),random(0,128),0,0,0,0,0,0)
	TNT1 AAAAAAAA 4 A_SpawnItemEx("EvaccaneerDOOMExplode",random(-96,96),random(-96,96),random(0,128),0,0,0,0,0,0)
	TNT1 AAAAAAAA 3 A_SpawnItemEx("EvaccaneerDOOMExplode",random(-96,96),random(-96,96),random(0,128),0,0,0,0,0,0)
	TNT1 AAAAAAAA 2 A_SpawnItemEx("EvaccaneerDOOMExplode",random(-96,96),random(-96,96),random(0,128),0,0,0,0,0,0)
	TNT1 AAAAAAAA 1 A_SpawnItemEx("EvaccaneerDOOMExplode",random(-96,96),random(-96,96),random(0,128),0,0,0,0,0,0)
    Stop
  }
}
ACTOR EvaccaneerDOOMExplode
{
  +NOINTERACTION
  Renderstyle Add
  States
  {
  Spawn:
    MISL A 0 A_Explode(256,256)
	MISL A 0 A_PlaySound("weapons/rocklx",0,1.0,0)
	MISL B 8 Bright
	MISL C 6 Bright
	MISL D 4 Bright
    Stop
  }
}
ACTOR EvaccaneerDOOMBulletL1
{
  Speed 40
  FastSpeed 40
  Radius 6
  Height 12
  damage (16)
  Projectile
  RenderStyle Add
  //SeeSound "remishot"
  DeathSound "touhou/hit"
  DamageType "DOOMDamage"
  States
  {
  Spawn:
	BBL3 A 0
    BBL3 A 0 Bright 
    BBL3 AAAAAAAAAAAAAAAA 1 Bright A_ScaleVelocity(0.95)
	BBL3 A 0 Bright 
    BBL3 AAAAAAAAAAAAAAAA 1 Bright A_ScaleVelocity(0.95)
	BBL3 A 0 Bright 
    BBL3 AAAAAAAAAAAAAAAA 1 Bright A_ScaleVelocity(0.95)
    BBL3 A 0 Bright A_Stop
	BBL3 A 0 Bright 
    BBL3 AAAAAAAAAAAA 1 Bright ThrustThing(angle*256/360, 3, 0, 0)
	BBL3 A 0 Bright 
    BBL3 AAAAAAAAAAAA 1 Bright ThrustThing(angle*256/360, 3, 0, 0)
  LoopState:
    BBL3 A 1 Bright 
    Loop
  Death:
    BBL3 AAAAAAAAAA 2 Bright A_FadeOut
    Stop
  }
}
ACTOR EvaccaneerDOOMBulletL2 : EvaccaneerDOOMBulletL1
{
  States
  {
  Spawn:
	RBL3 A 0
    RBL3 A 0 Bright 
    RBL3 AAAAAAAAAAAAAAAA 1 Bright A_ScaleVelocity(0.95)
	RBL3 A 0 Bright 
    RBL3 AAAAAAAAAAAAAAAA 1 Bright A_ScaleVelocity(0.95)
	RBL3 A 0 Bright 
    RBL3 AAAAAAAAAAAAAAAA 1 Bright A_ScaleVelocity(0.95)
    RBL3 A 0 Bright A_Stop
	RBL3 A 0 Bright 
    RBL3 AAAAAAAAAAAA 1 Bright ThrustThing(angle*256/360, 3, 0, 0)
	RBL3 A 0 Bright 
    RBL3 AAAAAAAAAAAA 1 Bright ThrustThing(angle*256/360, 3, 0, 0)
  LoopState:
    RBL3 A 1 Bright 
    Loop
  Death:
    RBL3 AAAAAAAAAA 2 Bright A_FadeOut
    Stop
  }
}
ACTOR EvaccaneerDOOMBulletM
{
  Speed 48
  FastSpeed 48
  Radius 4
  Height 8
  damage (0)
  +RIPPER
  Projectile
  RenderStyle Add
  SeeSound "remishot"
  DeathSound "touhou/hit"
  DamageType "DOOMDamage"
  States
  {
  Spawn:
    RBL3 A 0 Bright A_CustomMissile("EvaccaneerDOOMBulletO",0,0,-90,CMF_AIMDIRECTION|CMF_TRACKOWNER)
    RBL3 A 3 Bright 
	Loop
  Death:
    RBL3 AAAAAAAAAA 1 Bright A_FadeOut
    Stop
  }
}
ACTOR EvaccaneerDOOMBulletN : EvaccaneerDOOMBulletM
{
  States
  {
  Spawn:
    BBL3 A 0 Bright 
	BBL3 A 3 Bright A_CustomMissile("EvaccaneerDOOMBulletP",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)
    Loop
  Death:
    BBL3 AAAAAAAAAA 1 Bright A_FadeOut
    Stop
  }
}
ACTOR EvaccaneerDOOMBulletO
{
  Speed 4
  FastSpeed 4
  Radius 2
  Height 4
  damage (8)
  Projectile
  RenderStyle Add
  SeeSound "remishot"
  DeathSound "touhou/hit"
  DamageType "DOOMDamage"
  States
  {
  Spawn:
	RRIC A 0
    RRIC A 1 Bright 
	RRIC A 1 Bright A_ScaleVelocity(1.2)
    RRIC A 1 Bright 
	RRIC A 1 Bright A_ScaleVelocity(1.2)
    RRIC A 1 Bright 
	RRIC A 1 Bright A_ScaleVelocity(1.2)
    RRIC A 1 Bright 
	RRIC A 1 Bright A_ScaleVelocity(1.2)
    RRIC A 1 Bright 
	RRIC A 1 Bright A_ScaleVelocity(1.2)
    RRIC A 1 Bright 
	RRIC A 1 Bright A_ScaleVelocity(1.2)
    RRIC A 1 Bright 
	RRIC A 1 Bright A_ScaleVelocity(1.2)
    RRIC A 1 Bright 
	RRIC A 1 Bright A_ScaleVelocity(1.2)
    RRIC A 1 Bright 
	RRIC A 1 Bright A_ScaleVelocity(1.2)
    RRIC A 1 Bright 
	RRIC A 1 Bright A_ScaleVelocity(1.2)
    RRIC A 1 Bright 
	RRIC A 1 Bright A_ScaleVelocity(1.2)
    RRIC A 1 Bright 
	RRIC A 1 Bright A_ScaleVelocity(1.2)
  LoopState:
    RRIC A 1 Bright 
    Loop
  Death:
    RRIC AAAAAAAAAA 1 Bright A_FadeOut
    Stop
  }
}
ACTOR EvaccaneerDOOMBulletP : EvaccaneerDOOMBulletO
{
  States
  {
  Spawn:
	CRIC A 0
    CRIC A 1 Bright 
	CRIC A 1 Bright A_ScaleVelocity(1.2)
    CRIC A 1 Bright 
	CRIC A 1 Bright A_ScaleVelocity(1.2)
    CRIC A 1 Bright 
	CRIC A 1 Bright A_ScaleVelocity(1.2)
    CRIC A 1 Bright 
	CRIC A 1 Bright A_ScaleVelocity(1.2)
    CRIC A 1 Bright 
	CRIC A 1 Bright A_ScaleVelocity(1.2)
    CRIC A 1 Bright 
	CRIC A 1 Bright A_ScaleVelocity(1.2)
    CRIC A 1 Bright 
	CRIC A 1 Bright A_ScaleVelocity(1.2)
    CRIC A 1 Bright 
	CRIC A 1 Bright A_ScaleVelocity(1.2)
    CRIC A 1 Bright 
	CRIC A 1 Bright A_ScaleVelocity(1.2)
    CRIC A 1 Bright 
	CRIC A 1 Bright A_ScaleVelocity(1.2)
    CRIC A 1 Bright 
	CRIC A 1 Bright A_ScaleVelocity(1.2)
    CRIC A 1 Bright 
	CRIC A 1 Bright A_ScaleVelocity(1.2)
  LoopState:
    CRIC A 1 Bright 
    Loop
  Death:
    CRIC AAAAAAAAAA 1 Bright A_FadeOut
    Stop
  }
}