ACTOR TechDrone 
{
Health 1000
PainChance 50
Speed 8
Radius 30
Height 56
Damagefactor 0.8
DamageFactor "CacoComet", 0.0
DamageFactor "WeakenerBall", 0.0
Damagefactor "Souls", 0.0
DamageFactor "SoulToxic", 0.0
DamageFactor "Ice", 0.0
DamageFactor "PlayerIce", 0.0
DamageFactor "BombBreath", 0.0
Damagefactor "EleSouls", 0.0
Monster
  +NOGRAVITY
  +FLOAT
  +NOFEAR
  +DONTFALL
  +SEEINVISIBLE
  +NOBLOOD
  +DONTGIB
  +DONTHURTSPECIES
  +LOOKALLAROUND
Species "CacoDemon"
SeeSound "monster/cubsit"
PainSound "weapons/bounc1"
ActiveSound "monster/cubfly"
DeathSound "monster/cubdth"
Obituary "%o was hunted down by a Tech Drone."
Tag "$NETechDrone"
States
{
	Spawn:
	TNT1 A 0 NoDelay ACS_NamedExecuteAlways("ModifyMonster",0,1)
	Goto Idle
  Idle:
         DEDR ABCDEF 4 A_Look
		 Loop
	See:
         DEDR ABCDEF 4 A_Chase
         Loop
	Missile:
         TNT1 A 0 A_Jump(100,"Summon")
	Normal:
         DEDR GH 4 Bright A_FaceTarget
         DEDR I 2 Bright A_CustomMissile("TechDroneSeeker",28,0,0,0,0)
         DEDR HG 2 Bright
         Goto See
	Summon:
         DEDR GH 4 Bright A_FaceTarget
         DEDR I 2 Bright A_CustomMissile("SummonCube",28,0,0,0,0)
         DEDR HG 2 Bright
         Goto See
	Pain:
		 DEDR J 2 A_Pain
		 DEDR J 1
         Goto See
	Death:
         DEDR K 4 Bright A_Scream
         DEDR L 1 Bright A_NoBlocking
		 DEDR LLLMMM 2 Bright A_CustomMissile("Kaboom17", Random(10,50), 0, random(0,360), 2, random(0,360))
		 TNT1 AA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))
		 DEDR MMMNNN 2 Bright A_CustomMissile("Kaboom17", Random(10,50), 0, random(0,360), 2, random(0,360))
		 TNT1 AA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))
		 DEDR NNNOOO 2 Bright A_CustomMissile("Kaboom17", Random(10,50), 0, random(0,360), 2, random(0,360))
		 TNT1 AA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))
		 TNT1 AAAA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))
		 DEDR P 2 Bright
		 DEDR Q 1 Bright
		 Stop        
         }
}

ACTOR TechDroneSeeker : GuardianTracer
{
Speed 14
Damage 12
Scale 1.1
Species "CacoDemon"
Damagetype "CacoComet"
}

ACTOR SummonCube
{
   Radius 8
   Height 8
   Speed 15
   Damage 0
   Scale 0.6
   PROJECTILE
   RENDERSTYLE ADD
   ALPHA 0.95
   +THRUGHOST
   SeeSound "weapons/justfi"
   DeathSound "weapons/firex3"
   DONTHURTSHOOTER
   States
   {
   Spawn: 
      DBLL A 2 A_SpawnItem("SummonCubeTrail",0,0)
	  DBLL B 2 A_SpawnItem("SummonCubeTrail",0,0)
	  DBLL C 2 A_SpawnItem("SummonCubeTrail",0,0)
	  DBLL D 2 A_SpawnItem("SummonCubeTrail",0,0)
	  DBLL E 2 A_SpawnItem("SummonCubeTrail",0,0)
	  DBLL F 2 A_SpawnItem("SummonCubeTrail",0,0)
	  DBLL G 2 A_SpawnItem("SummonCubeTrail",0,0)
	  DBLL H 2 A_SpawnItem("SummonCubeTrail",0,0)
	  DBLL I 2 A_SpawnItem("SummonCubeTrail",0,0)
	  DBLL J 2 A_SpawnItem("SummonCubeTrail",0,0)
      Goto Death
	Death:
	  TNT1 A 0 A_SpawnItem("RandomCube")
	  Stop
   }
}

ACTOR SummonCubeTrail
{
  Radius 8
  Height 8
  Scale 0.6
  RenderStyle Add
  Projectile
  -ACTIVATEPCROSS
  -ACTIVATEIMPACT
  +SPAWNSOUNDSOURCE
   States
   {
   Spawn:
      DBLL ABCDEFGHIJ 1 Bright
      Goto Death
   Death:
      DBLL A 1 Bright A_SetTranslucent(0.5)
	  DBLL B 1 Bright A_SetTranslucent(0.4)
	  DBLL C 1 Bright A_SetTranslucent(0.3)
	  DBLL D 1 Bright A_SetTranslucent(0.2)
	  DBLL E 1 Bright A_SetTranslucent(0.1)
      Stop
   }
}

Actor "RandomCube" : RandomSpawner
{
  DropItem "GuardianCube" 256, 20
  DropItem "DTGuardianCube" 256, 10
  DropItem "PhaseGuardianCube" 256, 5
}