ACTOR Hibachi
{
//Enemy Name: Hibachi
//Monster Tier: Cyberdemon
//Enemy Tier: Boss (Touhou)
//Difficulty: No Hopes (10/10)
//Music: ]-[|/34<#! (DoDonPachi DaiFukkatsu)
 floatspeed 15
 Speed 15
 fastspeed 30
 MONSTER
 Health 25000
 Radius 20
 Height 62
 Scale 0.7
 MinMissileChance 3000
 Mass 0x7FFFFFFF
 MeleeThreshold 35
 MeleeRange 65
 Species "Touhou"
 damagefactor "Touhou", 0.0
 +LOOKALLAROUND
 +FLOORCLIP
 +BOSS
 +NOBLOOD
 +Dontfall
 +nogravity
 +float
 +Neverfast
 +Missilemore
 +Missileevenmore
 +COUNTKILL
 +Dontmorph
 +NORADIUSDMG
 +NOBLOOD
 +DONTHURTSPECIES
 +NOICEDEATH
 +NOTIMEFREEZE
 +NOTELEFRAG
 Painchance 15
 Seesound ""
 painsound "touhou/pain"
 deathsound "touhou/rekt"
  DamageFactor "PlayerDevBall", 0.025
 DamageFactor "PlayerDevBall2", 0.025
 DamageFactor "PlayerDTBFGRailgunSlug", 0.025
 DamageFactor "PlayerDevTracer", 0.025
 DamageFactor "PlayerDTRG", 0.2
 DamageFactor "SuperWeapon", 0.0
 DamageFactor "Extreme", 0.0
 DamageFactor "SatanGuard", 0.0
 DamageFactor "AbyssalSatyr", 0.0
 DamageFactor "Moloch", 0.0
 DamageFactor "Exos", 0.0
 DamageFactor "ZombieDev", 0.0
 DamageFactor "Terminator", 0.0
 DamageFactor "AdvancedImp", 0.0
 DamageFactor "Legendary1", 0.0
 DamageFactor "LegendaryGuru", 0.0
 DamageFactor "Legendary", 0.0
 DamageFactor "UltimateLegendary", 0.0
 DamageFactor "Nobles", 0.0
 DamageFactor "VileFires", 0.0
 DamageFactor "Shadow", 0.0
 DamageFactor "DarkBruiserBFG10K", 0.0
 DamageFactor "Cybers", 0.0
 DamageFactor "Hell", 0.0
 DamageFactor "Commander", 0.0
 DamageFactor "Baby15K", 0.0
 DamageFactor "Cyber10K", 0.0
 DamageFactor "DemolisherEx", 0.0
 DamageFactor "DarkDemoEx", 0.0
 DamageFactor "CerChainguns", 0.0
 DamageFactor "CerEnergyBall", 0.0
 DamageFactor "LegMind", 0.0
 DamageFactor "BeheComet", 0.0
 DamageFactor "UBDTR", 0.0
 DamageFactor "NobleComet", 0.0
 DamageFactor "CacoComet", 0.0
 DamageFactor "SoulToxic", 0.0
 DamageFactor "Cacolich", 0.0
 DamageFactor "CadaverRocket", 0.0
 DamageFactor "HellComet", 0.0
 DamageFactor "HFCyber", 0.0
 DamageFactor "DBFG2", 0.0
 DamageFactor "DBFG10K2", 0.0
 DamageFactor "DBFGSplash2", 0.0
 damagefactor "Terminator", 0.0
 damagefactor "T3rm", 0.0
 damagefactor "Term", 0.0
 DamageFactor "TrueLegendaryDamage", 0.0
 DamageFactor "TrueLegendaryPlayer", 0.0
 damagefactor 0.25
 DropItem "DemonicChalice" 256
 DropItem "SkullOfPower" 256
 DropItem "TrueLegendaryRune" 64 1
 Dropitem "LegendaryBFG" 255
 Dropitem "LDemonAmmoBox" 255
 Dropitem "Truelegendarybfgupgrade" 128
 Dropitem "TrueLegendaryUltraSphere" 128
 Dropitem "TrueLegAmmoSphere" 128 //TXS
 Dropitem "TrueLegTimeFreezeSphere" 128 //TXS
 DropItem "TrueLegendaryArmor" 128
 DropItem "BossArmorBonusMax", 256, 32
 DropItem "BossLifeEssence", 256
 DropItem "BossArmorBonusMax", 256, 32
 DropItem "BossLifeEssence", 256
 DropItem "LegendaryPowerSphere" 96
 Dropitem "LegendaryPowerShard" 96
 DropItem "RingOfRegeneration" 128
 Obituary "%o: Holy shit I found this batshit insane True LEG girl that killed me!"
 tag "$NEHibachi"
 var int user_music;
 var int user_patterns;
 var int user_angle;
 var int user_delay;
 var int user_pat2delay;
 var int user_script;
 var int user_script_type;
 var int user_lowlag;
 var int user_fading;
 States
 {
  Spawn:
	KF0I A 0
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("GetCVar",11) == 1, "BegoneThot")
	TNT1 A 0 ACS_NamedExecuteAlways("WimpyMode",0,2)
	TNT1 A 0 ACS_NamedExecuteAlways("SpawnFireOnActor",0,102)
	TNT1 A 0 A_SetUserVar("user_script",1)
	TNT1 A 0 A_SetUserVar("user_script_type",101)
	TNT1 A 0 ACS_NamedExecuteAlways("ModifyMonster",0,2)
  SpawnLoop:
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_ChangeFlag("NODAMAGE",1)
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	KF0I ABCDEFGHIJ 3 A_LookEX(LOF_FULLVOLSEESOUND,0,0,0,360,"See")
	Loop
  BegoneThot:
	TNT1 A 0 A_SpawnItemEx("Cyberdemon",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
  See:
	TNT1 A 0 A_PlaySound("hibachi/sight",7,1.0,0,ATTN_NONE)
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_ChangeFlag("NODAMAGE",0)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	KF0R ABCD 4
  See2:
	TNT1 A 0 A_JumpIf(user_lowlag == 1,"MoreSee")
	TNT1 A 0 A_JumpIfTargetInLOS("MoreSee",0,0,0,0)
	KF0S ABCDEFGHIJ 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",0,819)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_FaceTarget
	KF0S AAAAAAAAAABCDEFGHIJJJJJJJJJJIHGFEDCB 1 A_Jump(256,"Teleport") //A_Chase
	Loop
  Teleport:
	KF0S A 1 Bright ACS_NamedExecuteWithResult("ttk_fader",10,3)
	TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	KF0S A 0 A_Settics(user_fading)
	TNT1 A 2 Bright
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander
	TNT1 A 1 Bright A_PlaySound("boss/teleport",6)
	TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	KF0S A 0 A_Settics(user_fading)
	KF0S A 1 Bright 
	Goto Missile
  Pain:
	TNT1 A 0 A_StopSound(7)
	TNT1 A 0 A_Pain
	KF0P ABC 5
	TNT1 A 0 A_Jump(256,"Teleport")
	Goto MoreSee
  Melee:
  Missile:
	TNT1 A 0 A_JumpIf(user_patterns >= 2,"Attack3")
	TNT1 A 0 A_JumpIf(user_patterns == 1,"Attack2")
	TNT1 A 0 A_JumpIf(user_patterns <= 0,"Attack1")
	goto Attack1
  Attack1:
	TNT1 A 0 A_SetUserVar("user_delay",0)
	KF04 ABCDEFG 3 A_SetUserVar("user_angle",0)
  Attack1Loop:
	TNT1 A 0 A_JumpIf(user_delay >= 40,"EndAttack1")
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,-25+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,-20+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,-15+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,-10+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,-5+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,0+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,5+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,10+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,15+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,20+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,25+user_angle)
	TNT1 A 0 A_SetUserVar("user_delay",user_delay+1)
	KF04 J 3 A_SetUserVar("user_angle",random(-25,25))
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,-25+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,-20+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,-15+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,-10+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,-5+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,0+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,5+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,10+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,15+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,20+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,25+user_angle)
	TNT1 A 0 A_SetUserVar("user_delay",user_delay+1)
	KF04 K 3 A_SetUserVar("user_angle",random(-25,25))
	loop
  EndAttack1:
	TNT1 A 0 A_SetUserVar("user_patterns",user_patterns+1)
	KF04 L 5 A_FaceTarget
	Goto MoreSee
  Attack2:
	TNT1 A 0 A_PlaySound("MReimuSword/Cast",5,1.0,0,ATTN_NONE)
	RTUP A 0 A_SetUserVar("user_delay",0)
	KF03 A 3 A_SetUserVar("user_angle",0)
	KF03 BCDEFGHIJ 3
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_PlaySound("MReimuSword/Attack",5,1.0,0,ATTN_NONE)
  Attack2Loop:
	TNT1 A 0 A_JumpIf(user_delay >= 90,"EndAttack2")
	TNT1 A 0 A_JumpIf(user_pat2delay >= 6,"Attack2Delay")
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-120+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-60+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,0+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,60+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,120+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,180+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-120-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-60-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,0-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,60-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,120-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,180-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_SetUserVar("user_delay",user_delay+1)
	RTUP A 0 A_SetUserVar("user_angle",user_angle+1)
	KF03 K 1 A_SetUserVar("user_pat2delay",user_pat2delay+1)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-120+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-60+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,0+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,60+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,120+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,180+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-120-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-60-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,0-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,60-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,120-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,180-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_SetUserVar("user_delay",user_delay+1)
	RTUP A 0 A_SetUserVar("user_angle",user_angle+1)
	KF03 K 1 A_SetUserVar("user_pat2delay",user_pat2delay+1)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-120+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-60+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,0+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,60+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,120+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,180+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-120-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-60-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,0-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,60-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,120-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,180-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_SetUserVar("user_delay",user_delay+1)
	RTUP A 0 A_SetUserVar("user_angle",user_angle+1)
	KF03 K 1 A_SetUserVar("user_pat2delay",user_pat2delay+1)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-120+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-60+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,0+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,60+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,120+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,180+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-120-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-60-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,0-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,60-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,120-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,180-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_SetUserVar("user_delay",user_delay+1)
	RTUP A 0 A_SetUserVar("user_angle",user_angle+1)
	KF03 L 1 A_SetUserVar("user_pat2delay",user_pat2delay+1)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-120+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-60+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,0+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,60+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,120+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,180+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-120-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-60-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,0-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,60-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,120-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,180-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_SetUserVar("user_delay",user_delay+1)
	RTUP A 0 A_SetUserVar("user_angle",user_angle+1)
	KF03 L 1 A_SetUserVar("user_pat2delay",user_pat2delay+1)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-120+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-60+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,0+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,60+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,120+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,180+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-120-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-60-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,0-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,60-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,120-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,180-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_SetUserVar("user_delay",user_delay+1)
	RTUP A 0 A_SetUserVar("user_angle",user_angle+1)
	KF03 L 1 A_SetUserVar("user_pat2delay",user_pat2delay+1)
	loop
  Attack2Delay:
	RTUP A 0 A_SetUserVar("user_pat2delay",0)
	KF03 K 3 A_SetUserVar("user_angle",user_angle+1)
	KF03 L 3
	TNT1 A 0 A_PlaySound("MReimuSword/Attack",5,1.0,0,ATTN_NONE)
	goto Attack2Loop
  EndAttack2:
	KF03 M 3 A_SetUserVar("user_patterns",user_patterns+1)
	KF03 N 3
	Goto MoreSee
  Attack3:
	TNT1 A 0 A_SetUserVar("user_delay",0)
	KF04 ABCDEFG 3 A_SetUserVar("user_angle",0)
	TNT1 A 0 A_PlaySound("MReimu/Cast1",5,1.0,0,ATTN_NONE)
	TNT1 A 0 A_SpawnItemEx("MReimuCastEffect1")
	TNT1 A 0 A_PlaySound("superlaser",7,1.0,0)
	TNT1 A 0 A_FaceTarget
  Attack3Loop:
	TNT1 A 0 A_JumpIf(user_delay >= 48,"EndAttack3")
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,0+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,60+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,120+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,180+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,240+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,300+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("Kazumi_LegendaryProjectileFast",32,0,0+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("Kazumi_LegendaryProjectileFast",32,0,60+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("Kazumi_LegendaryProjectileFast",32,0,120+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("Kazumi_LegendaryProjectileFast",32,0,180+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("Kazumi_LegendaryProjectileFast",32,0,240+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("Kazumi_LegendaryProjectileFast",32,0,300+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("MReimuLaser",16,0,0,CMF_AIMDIRECTION)
	TNT1 A 0 A_SetUserVar("user_delay",user_delay+1)
	KF04 J 3 A_SetUserVar("user_angle",user_angle+5)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,0+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,60+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,120+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,180+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,240+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,300+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("Kazumi_LegendaryProjectileFast",32,0,0+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("Kazumi_LegendaryProjectileFast",32,0,60+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("Kazumi_LegendaryProjectileFast",32,0,120+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("Kazumi_LegendaryProjectileFast",32,0,180+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("Kazumi_LegendaryProjectileFast",32,0,240+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("Kazumi_LegendaryProjectileFast",32,0,300+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("MReimuLaser",32,0,0,CMF_AIMDIRECTION)
	TNT1 A 0 A_SetUserVar("user_delay",user_delay+1)
	KF04 K 3 A_SetUserVar("user_angle",user_angle+5)
	loop
  EndAttack3:
	TNT1 A 0 A_SetUserVar("user_patterns",0)
	KF04 L 5 A_FaceTarget
	Goto MoreSee
  Death:
	KF0P C 70 A_PlaySound("uroboros/death",5,1.0,0,ATTN_NONE)
	TNT1 A 0 A_Scream
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_BossDeath
	TNT1 A 0 A_SpawnItem("TrueDeathBall")
	TNT1 AAA 0 A_SpawnItemEx("Red2huBossDeathFlame",0,0,20,random(-4,4),random(-4,4),random(0,3))
	TNT1 AAA 0 A_SpawnItemEx("Red2huBossDeathFlame3",0,0,20,random(-20,20),random(-20,20),random(0,20))
	TNT1 A 0 A_Explode(256,256,0)
	TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("2huBossDeathFlame", Random(-8,8), Random(-8,8), Random(12,80), Random(8,38), 0, Random(3,43), Random(-180,180))
	TNT1 A 0 A_SpawnItem("TrueDeathBall")
	TNT1 AAA 0 A_SpawnItemEx("Red2huBossDeathFlame",0,0,20,random(-4,4),random(-4,4),random(0,3))
	TNT1 AAA 0 A_SpawnItemEx("Red2huBossDeathFlame3",0,0,20,random(-20,20),random(-20,20),random(0,20))
	TNT1 A 0 A_Explode(256,256,0)
	TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("2huBossDeathFlame", Random(-8,8), Random(-8,8), Random(12,80), Random(8,38), 0, Random(3,43), Random(-180,180))
	TNT1 A 0 A_SpawnItem("TrueDeathBall")
	TNT1 AAA 0 A_SpawnItemEx("Red2huBossDeathFlame",0,0,20,random(-4,4),random(-4,4),random(0,3))
	TNT1 AAA 0 A_SpawnItemEx("Red2huBossDeathFlame3",0,0,20,random(-20,20),random(-20,20),random(0,20))
	TNT1 A 0 A_Explode(256,256,0)
	TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("2huBossDeathFlame", Random(-8,8), Random(-8,8), Random(12,80), Random(8,38), 0, Random(3,43), Random(-180,180))
	TNT1 A 0 A_SpawnItem("TrueDeathBall")
	TNT1 AAA 0 A_SpawnItemEx("Red2huBossDeathFlame",0,0,20,random(-4,4),random(-4,4),random(0,3))
	TNT1 AAA 0 A_SpawnItemEx("Red2huBossDeathFlame3",0,0,20,random(-20,20),random(-20,20),random(0,20))
	TNT1 A 0 A_Explode(256,256,0)
	TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("2huBossDeathFlame", Random(-8,8), Random(-8,8), Random(12,80), Random(8,38), 0, Random(3,43), Random(-180,180))
	TNT1 A 0 A_SpawnItem("TrueDeathBall")
	TNT1 A 15 A_SpawnItemEX("DOOKNOOKM",0,0,0,0,0,0,0)
	stop
 }
}

actor Kazumi_LegendaryProjectileFast : LegendaryProjectile {speed 70}

ACTOR HibachiFireSpawner : RedParticleSpawner
{
 +NOTIMEFREEZE
 States
 {
 Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("CheckVanilla") == 1, "Vanilla")
	TNT1 A 0 Bright A_SpawnItemEx("BHellionSmokeSpawner",frandom(-24,24),frandom(-24,24),0)
	TNT1 A 1
	Stop	
 }
}