ACTOR CorruptedTerminator
{
//Creator: Nemesiscaptain(uwu)and Makarov
//Origin: Infinity Gods
//Sprite: CTER
//Title: "CorruptedTerminator"
Health 10000
Radius 28 
Height 86 
Mass 0x7FFFFFFF
Speed 40
PainChance 1
Scale 1.4
Species "Cybers"
Monster
+NOTIMEFREEZE
+DONTHARMSPECIES
+MISSILEMORE
+FLOORCLIP
+NOTARGET
+FireResist
+NORADIUSDMG
+NOICEDEATH
+BOSS
+MISSILEEVENMORE
+CANTSEEK
+NOFEAR
+DONTSPLASH
+LOOKALLAROUND
+NOEXTREMEDEATH
+BOSSDEATH
+NOTELEFRAG
+DONTGIB
+DONTMORPH
+QUICKTORETALIATE
+NoDropOff
//-COUNTKILL
+DONTRIP
//Corrupted Sent Damage Factors
DamageFactor 0.5
DamageFactor "PyroShot",0.25
DamageFactor "PlayerPyro",0.25
DamageFactor "PlayerBHole",0.25
DamageFactor "Player",0.05
DamageFactor "DBFG10K2",0.0
DamageFactor "PlayerDBFG10K2",0.05
DamageFactor "DBFG2",0.0
DamageFactor "PlayerDBFG2",0.10
DamageFactor "Ice",0.0
DamageFactor "Legendary",0.75
DamageFactor "LegendaryPlayer",0.75
DamageFactor "LegendaryGuruPlayer",0.75
DamageFactor "PlayerDevBall",0.65
DamageFactor "PlayerDevTracer",0.15
DamageFactor "BFG10K",0.65
DamageFactor "BFG9500Ball",0.1
DamageFactor "UpBFG9500Ball",0.1
DamageFactor "BFGSplash",0.1
DamageFactor "UpBFGSplash",0.1
DamageFactor "Explosion",0.1
DamageFactor "PDTBFG",0.1
DamageFactor "PDTBFGTracer",0.1
DamageFactor "PDTPuff",0.1
DamageFactor "Cyber10K",0.0
DamageFactor "CerChainguns",0.0	
DamageFactor "CerEnergyBall",0.0
DamageFactor "DemolisherEx",0.0
DamageFactor "DarkDemoEx",0.0
DamageFactor "Legendary1",0.0
DamageFactor "VileFires",0.0
DamageFactor "NobleComet",0.0
DamageFactor "ZombieDev",0.0
DamageFactor "BeheComet",0.0
DamageFactor "UltimateLegendary", 0.0
DamageFactor "PlayerNemesisPlasma", 0.2
//Terminator Damage Factors
DamageFactor "PlayerFireSword", 0.8
DamageFactor "CustomSpray", 0.0
DamageFactor "Extreme", 0.0
DamageFactor "HellComet", 0.0
DamageFactor "T3rm", 0.0
DamageFactor "PDTBFG", 0.03
DamageFactor "PDTBFGTracer", 0.03
DamageFactor "PlayerRailPuff", 0.0
DamageFactor "FreezerBurn", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "CerChainguns", 0.0	
DamageFactor "CerEnergyBall", 0.0
DamageFactor "C0mm4nder", 0.0
DamageFactor "HFCyb3r", 0.3
DamageFactor "BFG10K", 0.65
DamageFactor "BFGSplash", 0.0
DamageFactor "BFGSpray", 0.0
DamageFactor "PlayerDevBall", 0.020
DamageFactor "PlayerDTBFGRailgunSlug", 0.020
DamageFactor "PlayerDevTracer", 0.020
DamageFactor "SuperWeapon", 0.0

// Drops
DropItem "BossLifeEssence", 192
DropItem "BossArmorBonusMax", 192
DropItem "DemonicChalice", 128, 1
Dropitem "D-BFG", 256
Dropitem "BFG3500", 128
DropItem "LegendaryRandomSphere", 110
DropItem "LegendaryRune" 256
DropItem "CorruptedSphere"
Dropitem "GreaterCorruptedEnergy", 256, 32
Dropitem "GreaterCorruptedEnergy", 256, 32
Dropitem "GreaterCorruptedEnergy", 128, 24
Dropitem "CorruptedEnergy", 256, 10
Dropitem "CorruptedEnergy", 256, 10
Dropitem "CorruptedEnergy", 256, 10
Dropitem "CorruptedEnergy", 256, 10
Dropitem "MarineDBFGBeacon", 100, 1
Bloodcolor "Blue"
Obituary "%o was dismantled, body and soul, by Corrupted Terminator."
Tag "\c[o7]Corrupted Terminator\c-"
var int user_amount;
var int user_music;
var int user_tier;
var int user_missile;
States
	{
  Spawn:
  	TNT1 A 0 A_SpawnItem("BlueFireSpawner",0,0,0,0)
	CTER A 4 A_Look
	Loop
  Idle:
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_ChangeFlag("NODAMAGE",0)
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_SpawnItem("BlueFireSpawner",0,0,0,0)
	CTER AA 3 A_Wander
	TNT1 A 0 A_Look
	TNT1 A 0 A_SpawnItem("BlueFireSpawner",0,0,0,0)
	CTER BB 3 A_Wander
	TNT1 A 0 A_Look
	TNT1 A 0 A_SpawnItem("BlueFireSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	CTER CC 3 A_Wander
	TNT1 A 0 A_Look
	TNT1 A 0 A_SpawnItem("BlueFireSpawner",0,0,0,0)
	CTER DD 3 A_Wander
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	TNT1 A 0 A_Look
	TNT1 A 0 A_Jump(52,"Teleport")
	Loop
  See:
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_ChangeFlag("NODAMAGE",0)
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,1774,950)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_Jump(100,"Rush")
	TNT1 A 0 A_SpawnItem("BlueFireSpawner",0,0,0,0)
	CTER AA 3 A_Chase
	TNT1 A 0 A_SpawnItem("BlueFireSpawner",0,0,0,0)
	CTER BB 3 A_Chase
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	TNT1 A 0 A_SpawnItem("BlueFireSpawner",0,0,0,0)
	CTER CC 3 A_Chase
	TNT1 A 0 A_SpawnItem("BlueFireSpawner",0,0,0,0)
	CTER DD 3 A_Chase
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	TNT1 A 0 A_Jump(52,"Teleport")
	Loop
  Rush:
	CTER A 0 A_PlaySound("Terminator/terstepA")
	CTER AA 0 A_Chase
	TNT1 A 0 A_SpawnItem("BlueFireSpawner",0,0,0,0)
	CTER A 2 A_SpawnItemEx("CorruptedTerminatorGhost",0,0,0,0,0,0,0,128)
	CTER AA 0 A_Chase
	TNT1 A 0 A_SpawnItem("BlueFireSpawner",0,0,0,0)
	CTER A 2 A_SpawnItemEx("CorruptedTerminatorGhost",0,0,0,0,0,0,0,128)
	CTER AA 0 A_Chase
	TNT1 A 0 A_SpawnItem("BlueFireSpawner",0,0,0,0)
	CTER B 2 A_SpawnItemEx("CorruptedTerminatorGhost",0,0,0,0,0,0,0,128)
	CTER AA 0 A_Chase
	TNT1 A 0 A_SpawnItem("BlueFireSpawner",0,0,0,0)
	CTER B 2 A_SpawnItemEx("CorruptedTerminatorGhost",0,0,0,0,0,0,0,128)     
	CTER A 0 A_PlaySound("Terminator/terstepA")
	CTER AA 0 A_Chase
	TNT1 A 0 A_SpawnItem("BlueFireSpawner",0,0,0,0)
	CTER C 2 A_SpawnItemEx("CorruptedTerminatorGhost",0,0,0,0,0,0,0,128)
	CTER AA 0 A_Chase
	TNT1 A 0 A_SpawnItem("BlueFireSpawner",0,0,0,0)
	CTER C 2 A_SpawnItemEx("CorruptedTerminatorGhost",0,0,0,0,0,0,0,128)
	CTER AA 0 A_Chase
	TNT1 A 0 A_SpawnItem("BlueFireSpawner",0,0,0,0)
	CTER D 2 A_SpawnItemEx("CorruptedTerminatorGhost",0,0,0,0,0,0,0,128)
	CTER AA 0 A_Chase
	TNT1 A 0 A_SpawnItem("BlueFireSpawner",0,0,0,0)
	CTER D 2 A_SpawnItemEx("CorruptedTerminatorGhost",0,0,0,0,0,0,0,128)     
	TNT1 A 0 A_Jump(38,"Teleport")
	TNT1 A 0 A_Jump(75,"See")   
    Loop
  Teleport:
	CTER E 1 A_UnSetShootable
	TNT1 AAAAAA 0 A_SpawnItemEx("BlueFireSpawner")
	TNT1 AAAAAAA 0 A_SpawnItemEx("BlueCardLineSpawner")
	CTER EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	CTER EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
	CTER EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
	CTER E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 AAAAAA 0 A_SpawnItemEx("BlueFireSpawner")
	TNT1 AAAAAAA 0 A_SpawnItemEx("BlueCardLineSpawner")
	CTER EEEEEEEEEEE 1 A_FadeIn(0.1)
	CTER E 1 A_SetShootable
	Goto See
  Missile:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("FRIENDLY",0)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_Jump(156,2)
	TNT1 A 0 A_JumpIfTargetInLOS("UberHexaExplosiveShotgun",90,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,600,0)
	TNT1 A 0 A_Jump(156,"Railgun","BFG9K","BFG10K","BLUEStar","UberHexaExplosiveShotgun")
	TNT1 A 0 A_Jump(108,"LegFuelRockets","Cannonballs","DTDevastator")
  Normal:
	TNT1 A 0 A_JumpIfCloser(1500,1)
	Goto Railgun
	CTER E 1 A_FaceTarget
	TNT1 A 0 A_PlaySound("sentient/fire")
	CTER G 0 A_CustomMissile("CTerminatorExplosiveTracer",50,20,Random(-4,4))
	CTER E 1 A_FaceTarget
	TNT1 A 0 A_PlaySound("sentient/fire")
	CTER G 0 A_CustomMissile("CTerminatorExplosiveTracer",50,20,Random(-4,4))
	CTER E 1 A_FaceTarget
	TNT1 A 0 A_PlaySound("sentient/fire")
	CTER G 0 A_CustomMissile("CTerminatorExplosiveTracer",50,20,Random(-4,4))
	CTER E 1 A_FaceTarget
	TNT1 A 0 A_PlaySound("sentient/fire")
	CTER G 0 A_CustomMissile("CTerminatorExplosiveTracer",50,20,Random(-4,4))
	CTER E 1 A_FaceTarget
	TNT1 A 0 A_PlaySound("sentient/fire")
	CTER G 0 A_CustomMissile("CTerminatorExplosiveTracer",50,20,Random(-4,4))
	CTER E 1 A_FaceTarget
	TNT1 A 0 A_PlaySound("sentient/fire")
	CTER G 0 A_CustomMissile("CTerminatorExplosiveTracer",50,20,Random(-4,4))
	CTER E 1 A_FaceTarget
	TNT1 A 0 A_PlaySound("sentient/fire")
	CTER G 0 A_CustomMissile("CTerminatorExplosiveTracer",50,20,Random(-4,4))
	CTER E 1 A_FaceTarget
	TNT1 A 0 A_PlaySound("sentient/fire")
	CTER G 0 A_CustomMissile("CTerminatorExplosiveTracer",50,20,Random(-4,4))
	TNT1 A 0 A_Jump(12,"See","Missile")
	TNT1 A 0 A_SpidRefire
	Loop
  UberHexaExplosiveShotgun:
	CTER G 5 A_FaceTarget
	CTER EEEEEE 0 A_SpawnItemEx("BlueShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
	TNT1 A 0 A_PlaySound("Weapons/pulasshotgun/fire",7)
	TNT1 AAAAAAAAAAAA 0 Bright A_CustomMissile("PulsePlasmaBallEnemy",50,-20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	CTER I 5 Bright A_CustomBulletAttack(22.5,18.3,30,Random(1,5)*6,"TerminatorPuff")
	TNT1 A 0 A_StopSoundEx("Weapon")
	CTER G 5 A_FaceTarget
	CTER EEEEEE 0 A_SpawnItemEx("BlueShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
	TNT1 A 0 A_PlaySound("Weapons/pulasshotgun/fire",7)
	TNT1 AAAAAAAAAAAA 0 Bright A_CustomMissile("PulsePlasmaBallEnemy",50,-20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	CTER I 5 Bright A_CustomBulletAttack(22.5,18.3,30,Random(1,5)*6,"TerminatorPuff")
	TNT1 A 0 A_StopSoundEx("Weapon")
	CTER G 5 A_FaceTarget
	CTER EEEEEE 0 A_SpawnItemEx("BlueShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
	TNT1 A 0 A_PlaySound("Weapons/pulasshotgun/fire",7)
	TNT1 AAAAAAAAAAAA 0 Bright A_CustomMissile("PulsePlasmaBallEnemy",50,-20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	CTER I 5 Bright A_CustomBulletAttack(22.5,18.3,30,Random(1,5)*6,"TerminatorPuff")
	TNT1 A 0 A_StopSoundEx("Weapon")
	CTER G 5 A_FaceTarget
	CTER EEEEEE 0 A_SpawnItemEx("BlueShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
	TNT1 A 0 A_PlaySound("Weapons/pulasshotgun/fire",7)
	TNT1 AAAAAAAAAAAA 0 Bright A_CustomMissile("PulsePlasmaBallEnemy",50,-20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	CTER I 5 Bright A_CustomBulletAttack(22.5,18.3,30,Random(1,5)*6,"TerminatorPuff")
	TNT1 A 0 A_StopSoundEx("Weapon")
	Goto See 
  Railgun:
	TNT1 A 0 A_PlaySound("weapons/rgcharge")
	TNT1 A 0 A_Changeflag(reflective,1)
	TNT1 A 0 A_SetUserVar("user_missile", 0)
	C3TE A 10 A_FaceTarget
  RailgunLoop:
	TNT1 A 0 A_JumpIf(user_missile > 40,"RailgunEnd")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	C3TE A 1 Bright A_FaceTarget
	C3TE A 2 Bright A_CustomMissile("BlueCyberRail",58,26,random(-2,3))
	C3TE A 1 Bright A_FaceTarget
	C3TE A 2 Bright A_CustomMissile("BlueCyberRail",58,26,random(-2,3))
	Loop
  RailgunEnd:
	C3TE A 15 Bright
	TNT1 A 0 A_Changeflag(reflective,0)
	TNT1 A 0 A_Jump(128,"BFG9K","BFG10K","DTBFG","RedStar","DTDevastator")
	Goto See	
  BFG10K:
	TNT1 A 0 A_Changeflag(REFLECTIVE,1)
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	TNT1 A 0 A_SetUserVar("user_missile", 0)
	C3TE AAAAAA 6 A_FaceTarget
  BFG10KLoop:
	TNT1 A 0 A_JumpIf(user_missile > 15,"BFG10KLoop2")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	C3TE E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
	C3TE D 1 Bright A_CustomMissile("T3DBFG10kShot",55,26,random(-5,5))
	C3TE E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
	C3TE D 1 Bright A_CustomMissile("T3DBFG10kShot",55,-26,random(-5,5))
	Loop
   BFG10KLoop2:
	TNT1 A 0 A_JumpIf(user_missile > 25,"BFG10KEnd")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	C3TE D 1 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
	C3TE E 0 A_CustomMissile("T3DBFG10kShot",55,26,random(-30,30))
	C3TE E 1 Bright A_CustomMissile("T3DBFG10kShot",55,26,random(-10,10))
	C3TE D 1 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
	C3TE E 0 A_CustomMissile("T3DBFG10kShot",55,-26,random(-30,30))
	C3TE E 1 Bright A_CustomMissile("T3DBFG10kShot",55,-26,random(-10,10))
	Loop
  BFG10KEnd:
	C3TE A 3 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	C3TE AAAAA 3 A_FaceTarget		
	C3TE A 4 A_FaceTarget
	TNT1 A 0 A_Changeflag(REFLECTIVE,0)
	TNT1 A 0 A_Jump(96,"BlueStar","DTDevastator","Cannonballs")
	Goto See
  BFG9K:
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	CTER EEEEEEEEEEEEFFFF 2 A_FaceTarget
	CTER G 1 Bright A_CustomMissile("T3DBFG10KBall",48,15,random(-4,4))
	CTER G 1 Bright A_CustomMissile("T3DBFG10KBall",48,15,random(-4,4))
	CTER G 1 Bright A_CustomMissile("T3DBFG10KBall",48,15,random(-4,4))
	CTER G 1 Bright A_CustomMissile("T3DBFG10KBall",48,15,random(-8,8))
	CTER G 1 Bright A_CustomMissile("T3DBFG10KBall",48,15,random(-8,8))
	CTER G 1 Bright A_CustomMissile("T3DBFG10KBall",48,15,random(-8,8))
	CTER E 4 A_FaceTarget   
	TNT1 A 0 A_Jump(128,"BFG10K","Cannonballs","BlueStar","DTDevastator")
	Goto See
  LegFuelRockets:
    CTER E 3 A_FaceTarget
    CTER F 0 A_CustomMissile("BlueCardinalRocket",50,-26,Random(-10,10))
    CTER F 4 Bright A_CustomMissile("BlueCardinalRocket",50,26,Random(-10,10))
    CTER E 3 A_FaceTarget
    CTER F 0 A_CustomMissile("BlueCardinalRocket",50,-26,Random(-7,7))
    CTER F 4 Bright A_CustomMissile("BlueCardinalRocket",50,26,Random(-7,7))
    CTER E 3 A_FaceTarget
    CTER F 0 A_CustomMissile("BlueCardinalRocket",50,-26,Random(-10,10))
    CTER F 4 Bright A_CustomMissile("BlueCardinalRocket",50,26,Random(-10,10))
    CTER E 3 A_FaceTarget
    CTER F 0 A_CustomMissile("BlueCardinalRocket",50,-26,Random(-7,7))
    CTER F 4 Bright A_CustomMissile("BlueCardinalRocket",50,26,Random(-7,7))
    CTER E 3 A_FaceTarget
    CTER F 0 A_CustomMissile("BlueCardinalRocket",50,-26,Random(-10,10))
    CTER F 4 Bright A_CustomMissile("BlueCardinalRocket",50,26,Random(-10,10))
    CTER E 3 A_FaceTarget
    CTER F 0 A_CustomMissile("BlueCardinalRocket",50,-26,Random(-7,7))
    CTER F 4 Bright A_CustomMissile("BlueCardinalRocket",50,26,Random(-7,7))
    CTER E 3 A_FaceTarget
    CTER F 0 A_CustomMissile("BlueCardinalRocket",50,-26,Random(-10,10))
    CTER F 4 Bright A_CustomMissile("BlueCardinalRocket",50,26,Random(-10,10))
    CTER E 3 A_FaceTarget
    CTER F 0 A_CustomMissile("BlueCardinalRocket",50,-26,Random(-7,7))
    CTER F 4 Bright A_CustomMissile("BlueCardinalRocket",50,26,Random(-7,7))
    CTER E 3 A_FaceTarget
    CTER F 0 A_CustomMissile("BlueCardinalRocket",50,-26,Random(-10,10))
    CTER F 4 Bright A_CustomMissile("BlueCardinalRocket",50,26,Random(-10,10))
    CTER E 3 A_FaceTarget
    CTER F 0 A_CustomMissile("BlueCardinalRocket",50,-26,Random(-7,7))
    CTER F 4 Bright A_CustomMissile("BlueCardinalRocket",50,26,Random(-7,7))
	CTER EEEEE 5 A_FaceTarget
    Goto See
  BLUEStar:
	TNT1 A 0 A_PlaySoundEx("monster/dtermsit","TSIGHT")
	TNT1 A 0 A_SetInvulnerable
	CTER E 0 A_FaceTarget
	CTER EEEE 2 Bright A_SpawnItemEx("BlueFireSpawner")
	CTER E 0 A_FaceTarget
	CTER EEEE 2 Bright A_SpawnItemEx("BlueFireSpawner")
	TNT1 A 0 A_PlayWeaponSound("star/load1")
	CTER E 0 A_FaceTarget
	CTER EEEE 2 Bright A_SpawnItemEx("BlueFireSpawner")
	CTER E 0 A_FaceTarget
	CTER EEEE 2 Bright A_SpawnItemEx("BlueFireSpawner")
	TNT1 A 0 A_PlayWeaponSound("star/load2")
	CTER E 0 A_FaceTarget
	CTER EEEE 2 Bright A_SpawnItemEx("BlueFireSpawner")
	CTER E 0 A_FaceTarget
	CTER EEEE 2 Bright A_SpawnItemEx("BlueFireSpawner") 
	CTER E 0 A_FaceTarget
	CTER EEEE 2 Bright A_SpawnItemEx("BlueFireSpawner")
	CTER E 0 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/load3")
	CTER EEEE 2 Bright A_SpawnItemEx("BlueFireSpawner")
	CTER E 0 A_FaceTarget
	CTER EEEE 2 Bright A_SpawnItemEx("BlueFireSpawner")  		
	TNT1 A 0 A_UnSetInvulnerable
	CTER E 0 A_FaceTarget
	CTER F 0 A_PlayWeaponSound("star/fire")
	CTER G 4 Bright A_CustomMissile("CorruptedTerminatorStar",55,20,random(-10,10))
	CTER E 6 A_FaceTarget
	CTER F 0 A_PlayWeaponSound("star/fire")
	CTER H 4 Bright A_CustomMissile("CorruptedTerminatorStar",55,-20,random(-10,10))
	CTER E 6 A_FaceTarget
	CTER F 0 A_PlayWeaponSound("star/fire")
	CTER G 4 Bright A_CustomMissile("CorruptedTerminatorStar",55,20,random(-10,10))
	CTER E 6 A_FaceTarget
	CTER F 0 A_PlayWeaponSound("star/fire")
	CTER H 4 Bright A_CustomMissile("CorruptedTerminatorStar",55,-20,random(-10,10))
	CTER E 6 A_FaceTarget
	CTER F 0 A_PlayWeaponSound("star/fire")
	CTER G 4 Bright A_CustomMissile("CorruptedTerminatorStar",55,20,random(-10,10))
	CTER E 6 A_FaceTarget
	CTER F 0 A_PlayWeaponSound("star/fire")
	CTER H 4 Bright A_CustomMissile("CorruptedTerminatorStar",55,-20,random(-10,10))
	CTER E 6 A_FaceTarget
	CTER F 0 A_PlayWeaponSound("star/fire")
	CTER G 4 Bright A_CustomMissile("CorruptedTerminatorStar",55,20,random(-10,10))
	CTER E 6 A_FaceTarget
	CTER F 0 A_PlayWeaponSound("star/fire")
	CTER H 4 Bright A_CustomMissile("CorruptedTerminatorStar",55,-20,random(-10,10))
	CTER E 6 A_FaceTarget
	CTER E 6 A_Jump(128,"DTDevastator")
	Goto See
  DTDevastator:
	TNT1 A 0 A_PlaySoundEx("monster/dtermsit","TSIGHT")
	TNT1 A 0 A_SetInvulnerable
	CTER E 0 A_Facetarget
	TNT1 A 0 A_SetUserVar("user_missile", 0)
	TNT1 A 0 Bright A_SpawnItemEx("BlueFireSpawner")
	CTER E 0 Bright A_PlaySound ("weapons/dbfgcharge")
  DevCharge:
	TNT1 A 0 A_JumpIf(user_missile > 60,"DevFire")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	CTER E 2 A_Facetarget
	TNT1 A 0 Bright A_SpawnItemEx("BlueFireSpawner")
	Loop
  DevFire:
	CTER F 0 A_PlaySound ("Weapons/dbfgfire")
	CTER G 1 Bright A_CustomMissile("T3DBFGBall",50,20,random(7,-7))
	CTER E 0 A_Facetarget
	CTER G 1 Bright A_CustomMissile("T3DBFGBall",50,20,random(7,-7))
	CTER E 10
	TNT1 A 0 A_UnSetInvulnerable
	goto See
  Cannonballs:
    CTER EEEEE 5 Bright A_FaceTarget
	CTER E 15 Bright A_PlaySound("legendarycannon/charge")
	TNT1 A 0 A_PlaySound("bfg3500/fire")
	CTER G 3 Bright A_CustomMissile("BFG3500Ball",52,26,0,0)
    CTER EE 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("bfg3500/fire")
	CTER H 3 Bright A_CustomMissile("BFG3500Ball",52,-26,0,0)
    CTER EE 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("bfg3500/fire")
	CTER G 3 Bright A_CustomMissile("BFG3500Ball",52,26,0,0)
    CTER EE 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("bfg3500/fire")
	CTER H 3 Bright A_CustomMissile("BFG3500Ball",52,-26,0,0)
    CTER EE 2 Bright A_FaceTarget
	TNT1 A 0 A_Jump(96,"BFG9K","BlueStar")
	Goto See
  Pain:
	TNT1 A 0 A_Jump(60,"Healing")	
	TNT1 A 0 A_Jump(128,"PowerShard")
	CTER L 3 	
	CTER L 3 A_Pain
	Goto See
  PainMissile: 
	CTER L 3 	
	CTER L 3 A_Pain
	Goto Missile
  Healing:
	TNT1 A 0 A_PlaySound("monster/termsit")
	TNT1 A 0 A_SetInvulnerable
	CTER L 2 HealThing(1000) //OH YEAH!
	CTER LLLLLLLLLLLLLLLLLLLL 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	CTER LLLLLLLLLLLLLLLLLLLL 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	CTER L 10 A_CustomMissile("LegTerminatorPulse")
	CTER L 5 A_CustomMissile("LegTerminatorPulse")
	CTER L 2 A_CustomMissile("LegTerminatorBigPulse")
	TNT1 A 0 A_UnSetInvulnerable
	CTER L 2
	Goto See
  Pain.Legendary:
  Pain.LegendaryPlayer:
  Pain.LegendaryGuruPlayer:
	CTER L 3
	CTER L 3 A_Pain
	TNT1 A 0 A_Jump(200,"Teleport")	
	Goto PainMissile
  Death:
	CTER M 10 A_Scream
	TNT1 A 0 A_SpawnItemEx("T3DBFGBoltExp",0,0,40)
	TNT1 AAA 0 A_CustomMissile("T3DBFGBallExp", random(10,80), 0, random(0,360), 2, random(0,360))	
	CTER NNNOOO 5 Bright A_CustomMissile("BlueCardRocketExplosion", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 AAA 0 A_CustomMissile("T3DBFGBallExp", random(10,80), 0, random(0,360), 2, random(0,360))
	CTER PPPQQQ 2 Bright A_CustomMissile("BlueCardRocketExplosion", random(10,60), random(30,-30), random(0,360), 2, random(0,360))  
	TNT1 AAA 0 A_CustomMissile("T3DBFGBallExp", random(10,80), 0, random(0,360), 2, random(0,360))
	TNT1 A 0 A_SpawnItemEx("T3DBFGBoltExp",0,0,40)
	CTER SSSTTT 2 Bright A_CustomMissile("BlueCardRocketExplosion", random(10,60), random(30,-30), random(0,360), 2, random(0,360))  
	TNT1 AAA 0 A_CustomMissile("T3DBFGBallExp", random(10,80), 0, random(0,360), 2, random(0,360))	
	CTER UUUVVV 2 Bright A_CustomMissile("BlueCardRocketExplosion", random(10,60), random(30,-30), random(0,360), 2, random(0,360))   
	CTER W 4 A_ChangeFlag("BRIGHT",0)
	CTER "X" 6 A_Fall
	CTER "Y" 6
	CTER "Z" 1 A_Playsound("Terminator/terstepA",CHAN_BODY)
	CTER "Z" 5 A_Bossdeath
	TNT1 A 0 A_KillMaster
	CTER "[" -1
	Stop
	}
}

Actor INFCorruptedTerminator : CorruptedTerminator
{
Tag "\c[o7]Corrupted Terminator\c-"
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("SimpleProgSys") == 0,2)
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("RuneTier3SpawnCheck") == 2,1)
	Goto Remove
  Idle:
	TNT1 A 0 A_SpawnItem("BlueFireSpawner",0,0,0,0)
	CTER A 4 A_Look
	Loop
  Remove:
	TNT1 A 1
	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
	}
}

ACTOR CorruptedTerminatorGhost
{
Scale 1.4
RENDERSTYLE Translucent
Alpha 0.75
+NOTIMEFREEZE
+NONSHOOTABLE
+NOINTERACTION
States
{
  Spawn:
    TNT1 A 0
	TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	CTER A 2 A_FadeOut(0.18,1)
	Wait
	}
}

Actor CorruptedTerminatorStar
{
    Radius 12
    Height 12
    Speed 28
    Damage 300
    Scale 3.2
	DamageType "DBFG2"
    PROJECTILE
    RENDERSTYLE ADD
	+SEEKERMISSILE
    +EXTREMEDEATH
    +SPAWNSOUNDSOURCE
    +DONTREFLECT
    +PIERCEARMOR
    +FOILINVUL
    +FORCERADIUSDMG
    Species "Cybers"
    +BRIGHT
    ALPHA 0.8
    DeathSound "star/explode"
    Obituary "%o was liquidated by the Terminator !"
    States
    {
    Spawn:
        CSTA ABCD 2 Bright A_CustomMissile("CorruptedStarFX",0,0,0,0)
        Loop
    Death:
	    TNT1 A 0 A_Explode(192,384,0)
	    TNT1 A 0 Radius_Quake(15,20,0,20,0)
	    TNT1 A 0 A_SpawnItemEx("BlueBFGShockwave", 0, 0, 15, 0, 0, 0, 0, 128)
        TNT1 A 20 A_SpawnItem("BlueParticleSpawner",0,-10)
		CSTA E 3 Bright A_BFGSpray("BlueKaboom3")
        CSTA FGHIJKLMNO 3 Bright
        Stop
    }
}

ACTOR CorruptedStarFX
{   
   Radius 2
   Height 2
   Speed 0
   PROJECTILE
   RENDERSTYLE ADD
   +CLIENTSIDEONLY
   Scale 2.0
   ALPHA 0.67
   States
   {
   Spawn:
	  TNT1 A 1
      CT4R PQ 3 Bright A_FadeOut(0.1)
      Loop
   }
}

Actor CTerminatorExplosiveTracer : BlueSentientExplosiveTracer
{
Species "Cyber"
DamageType "DBFG2"
States
{
  Spawn:
	TRC5 A 1 Bright
	Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_SetTranslucent(0.75,1)
	TNT1 A 0 A_SpawnItem("BlueSentientExplosiveEffect")
	BCRC C 4 Bright A_Explode(Random(5,10)*3,72)
	BCRC DE 3 Bright
	Stop
	}
}