Actor FriendSpecOpsMachinegunner : SpecOpsMachinegunner
{
  Health 250
  Height 56
  Radius 20
  Speed 8
  PainChance 96
  +friendly
  +FloorClip
  +NoTarget
  +DontHurtSpecies
  +DONTHARMSPECIES
  Species "Player"
  SeeSound "SpecOpsZombie/Sight"
  ActiveSound "SpecOpsZombie/Active"
  PainSound "SpecOpsZombie/Pain"
  DeathSound "SpecOpsZombie/Death"
  Obituary "%o was gunned down by a Spec Ops Zombie."
  Decal BulletChip
  DropItem "Assault Rifle" 256 1
  DropItem "StimKit" 80
  DropItem "ArmorBooster" 80
  DropItem "AmmoPack" 60
  DropItem "HandGrenadeAmmo" 100 1
  DropItem "MineAmmo" 50 1
  DropItem "BulletMag" 100 20
  DropItem "BulletMag" 100 20
  Tag "SpecOps Machinegunner (Friendly)"
}

Actor FriendAbyssalHound : AbyssalHound
{
Health 320
Height 50
Radius 30  
Mass 500
Speed 12
BloodColor "Purple"
MeleeDamage 7
MeleeRange 50
PainChance 78
Painchance "Mine", 128
Painchance "SatanGuard", 0
Painchance "AbyssalSatyr", 0
Painchance "Heterodox", 0
+friendly
+FLOORCLIP
+MISSILEMORE
+DONTHARMSPECIES
+DontHurtSpecies
Species "Player"
Damagefactor "Acid", 0.5
Damagefactor "Fire", 0.5
DamageFactor "SatanGuard", 0.25
DamageFactor "AbyssalSatyr", 0.25
DamageFactor "Heterodox", 0.25
DropItem "LifeEssence", 180, 5
DropItem "HEMArmorBonusMax5", 180
SeeSound "monster/Abdogsit"
AttackSound "monster/AbDogatk"
MeleeSound "monster/AbDogbit" 
PainSound "monster/AbDogpai" 
DeathSound "monster/ADogdth" 
ActiveSound "monster/AbDogact"
Obituary "%o was murdered by an Abyssal Hound."
HitObituary "An Abyssal Hound had %o for dinner."
Tag "\caAbyssal Hound (Friendly)\c-"
States
  {
  Spawn:
	HDOG A 10 A_Look
	Loop
  See:
	HDOG AAAABBBBCCCCDDDDEEEEFFFF 1 A_Chase("Melee","")
	TNT1 A 0 A_Jump(142,"Missile")
	Loop
  Melee:
	HDOG GGGGG 1 A_FaceTarget(45)
	HDOG HHHHII 1 A_FaceTarget
	HDOG I 1 A_CustomMeleeAttack(7*random(1,4),"monster/AbDogbit","None","SatanGuard")
	Goto See
  Missile:
	TNT1 A 0
	TNT1 A 0 A_JumpIfTargetInLos("Missile2",90,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS)
	GoTo See
  Missile2:
	TNT1 A 0
	TNT1 A 0 A_Jump(256,"Lunge","Lunge","DarkFireBalls","Normal")
	Goto Normal
  Normal:
	TNT1 A 0
	HDOG GGGGGG 1 A_FaceTarget
	HDOG HH 1 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("VulcanPlasmaTracer",28,0,0)
	HDOG I 8
	GoTo See 
  Lunge:
	TNT1 A 0
	TNT1 A 0 A_JumpIfCloser(200,1)
	Goto See
	TNT1 A 0 A_PlaySound("monster/Abdogatk")
	HDOG AAAAAAAABBBB 1 A_FaceTarget
	TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)
	TNT1 A 0 ThrustThingZ(0,18,0,1)
	HDOG CC 1 A_Recoil(-24)
	TNT1 A 0 A_JumpIfInTargetInventory("truelegendaryruneitem2",1,2)
	TNT1 A 0 A_Jump(256,3)
	TNT1 AA 0 A_CustomMissile("VulcanPlasmaTracer",18,0,0,CMF_AIMDIRECTION)
	HDOG C 3 A_CustomMissile("VulcanPlasmaTracer",18,0,0,CMF_AIMDIRECTION)
	HDOG DDDDDD 1
	HDOG EEEE 1 A_ScaleVelocity(0.2)
	TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)
	HDOG FFFF 1 A_ScaleVelocity(0)
	Goto See
  DarkFireBalls:
	TNT1 A 0
	HDOG GGGGGGGGG 1 A_FaceTarget(45)
	TNT1 A 0 A_FaceTarget
	HDOG HH 1 Bright A_CustomMissile("VulcanPlasmaTracer",28,0,random(-11,11))
	HDOG I 12
	GoTo See
  Pain:
	TNT1 A 0
	HDOG J 2
	HDOG J 2 A_Pain
	Goto See
  Death:
	TNT1 A 0
	HDOG K 3
	HDOG L 3 A_Scream
	HDOG M 4
	HDOG N 4 A_Fall
	HDOG OP 3
	HDOG Q 63000 CanRaise
	Stop
  Raise:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	HDOG QPONMLK 5
	Goto See
  }
}

Actor FriendCyborgShotgunner : UACBaseMarine
{
+friendly
+LookAllAround
Species "Player"
DamageFactor 0.65
  DamageFactor "Player", 0.0
  DamageFactor "Players", 0.0
  DamageFactor "PlayerNemesisPlasma", 0.0
  DamageFactor "PlayerDevTracer", 0.0
  DamageFactor "PlayerExplosive", 0.0
  DamageFactor "PlayerDTRG", 0.0
  DamageFactor "DTRailgun", 0.0
  DamageFactor "PDTBFGTracer", 0.0
  DamageFactor "LegendaryPlayer", 0.0
  DamageFactor "LegendaryGuruPlayer", 0.0
  DamageFactor "PDTPuff", 0.0
  DamageFactor "PlayerTear", 0.0
  DamageFactor "PlayerDBFG2", 0.0
  DamageFactor "PlayerDBFG10K2", 0.0
  DamageFactor "PlayerDevBall", 0.0
  DamageFactor "PlayerDevBall2", 0.0
  DamageFactor "PDTBFG", 0.0
  DamageFactor "DiscoBFG", 0.0
  DamageFactor "Hell", 0.0
Damagefactor "RedZombieDemonTech", 0.65
Damagefactor "ZombieRocket", 0.65
Damagefactor "ZombieDemonTech", 0.65
DamageFactor "RedZDemonTechProjectile", 0.65
Damagefactor "GeneralTracer", 0.65
DamageFactor "EMGEx", 0.65
DamageFactor "RST", 0.65
DamageFactor "SoulToxic", 0.65
DamageFactor "BeheComet", 0.65
DamageFactor "FatFlamer", 0.65
Damagefactor "HTZombie", 0.65
DamageFactor "MiniRocket", 0.65
DamageFactor "ZombieCannon", 0.65
Damagefactor "ZExplosiveBullets", 0.65
Damagefactor "ZGrenade", 0.65
Tag "Cyborg Shotgunner (Friendly)"
States
{
 Spawn:
	CYSM AA 10 A_Look
	CYSM BBCC 4 A_GiveInventory("AIPatroling",1)
 Patroling:
    TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
	CYSM AA 5 A_Look
	CYSM BBCC 4 A_GiveInventory("AIPatroling",1)
	Loop
 See:
    TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
	CYSM AA 4 A_Chase
	CYSM A 0 A_PlaySound("Monsters/NBWalk")
	CYSM BBCC 4 A_Chase
	CYSM CC 0 A_PlaySound("Monsters/NBWalk")
	CYSM DD 4 A_Chase
	Loop
 Missile:
	CYSM E 18 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/plasmashotgun/add")
	TNT1 AAAAAAA 0 Bright A_CustomMissile("PlayerExplosiveTracer",Random(26,29),0,Random(5,-5),0)
	CYSM F 4 Bright A_CustomBulletAttack(5,6,7,8)
    CYSM E 10 A_FaceTarget
	CYSM E 8 A_PlaySound("plasmashotgun/load")
	TNT1 A 0 A_PlaySound("weapons/pulseshotgun/pump")
	TNT1 A 0 A_SpawnItemEx("ShotgunCellCasing", -8, 0, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	CYSM E 8 A_FaceTarget
	Goto See
  Pain:
    TNT1 A 0
    TNT1 A 0 A_Jump(128,"PainMissile")
    CYSM G 4
    CYSM G 4 A_Pain
    Goto See
  PainMissile: 
    CYSM G 4
    CYSM G 4 A_Pain
    Goto Missile
  Death:
    CYSM H 5
    CYSM I 5 A_ScreamAndUnBlock
    CYSM JKLM 5
	CYSM N -1
  XDeath:
    CYSM O 3 A_ScreamAndUnBlock
	TNT1 A 0 A_SpawnItem("RocketEx",0,32)
    TNT1 A 0 A_SpawnItemEx("OrangeParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
	TNT1 AAA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAAA 0 A_SpawnItemEx("Debris",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)
    CYSM P 3 A_XScream
    CYSM Q 3 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
    CYSM R 3 A_Fall
    CYSM STUV 3
    CYSM W -1 
    Stop	
  Raise:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    CYSM NMLKJIH 5
    Goto See	
}
}

ACTOR FriendPGNZombie : UACBaseMarine
{
MONSTER
Health 550
Height 56
Radius 20
Mass 300
Speed 3
MaxStepHeight 64
PainChance 30
Reactiontime 25
Painchance "Mine", 256
+Friendly
+NOFEAR
+FLOORCLIP
+MISSILEMORE
+MISSILEEVENMORE
+QUICKTORETALIATE
+LookAllAround
+DONTHARMSPECIES
Species "Player"
DamageFactor 0.65
  DamageFactor "Player", 0.0
  DamageFactor "Players", 0.0
  DamageFactor "PlayerNemesisPlasma", 0.0
  DamageFactor "PlayerDevTracer", 0.0
  DamageFactor "PlayerExplosive", 0.0
  DamageFactor "PlayerDTRG", 0.0
  DamageFactor "DTRailgun", 0.0
  DamageFactor "PDTBFGTracer", 0.0
  DamageFactor "LegendaryPlayer", 0.0
  DamageFactor "LegendaryGuruPlayer", 0.0
  DamageFactor "PDTPuff", 0.0
  DamageFactor "PlayerTear", 0.0
  DamageFactor "PlayerDBFG2", 0.0
  DamageFactor "PlayerDBFG10K2", 0.0
  DamageFactor "PlayerDevBall", 0.0
  DamageFactor "PlayerDevBall2", 0.0
  DamageFactor "PDTBFG", 0.0
  DamageFactor "DiscoBFG", 0.0
DropItem "PortableMedCell", 150, 1
DropItem "StimKit", 180, 2
DropItem "ClipBox", 180
DropItem "HealthFlask", 200, 6
DropItem "ArmorPlate", 160
DropItem "HandGrenadeAmmo", 120, 1
DropItem "MineAmmo", 90, 1
DropItem "AmmoPack", 160, 1
DropItem "ShieldSphere", 64, 1
SeeSound "PNZombie/See"
ActiveSound "PNZombie/Act"
PainSound "PNZombie/Pain"
DeathSound "PNZombie/Die"
Obituary "%o thought mercenary demons cared about friendly fire."
Tag "\cqElite Zombie Leader (Friendly)\c-"
States
	{
	Spawn:
		PNGZ A 10 A_Look
		PNGZ AABB 3 A_GiveInventory("AIPatroling",1)
	Patroling:
	    TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
		PNGZ A 10 A_Look
		PNGZ AABB 3 A_GiveInventory("AIPatroling",1)
		Loop
	See:
		TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
        PNGZ AABB 3 A_Chase
        TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
        TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
        PNGZ CCDD 3 A_Chase
        TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		Loop
	Strafing:
		PNGZ A 0 A_SpawnItem("FootStep",0,0,0,0)
		TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
		PNGZ A 3 A_GiveInventory("AIStrafing",1)
        TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
		PNGZ A 3 A_GiveInventory("AIStrafing",1)
        TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
		PNGZ B 3 A_GiveInventory("AIStrafing",1)
        TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
		PNGZ B 3 A_GiveInventory("AIStrafing",1)
        TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
		PNGZ C 0 A_SpawnItem("FootStep",0,0,0,0)
		TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
        PNGZ C 3 A_GiveInventory("AIStrafing",1)
        TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
        PNGZ C 3 A_GiveInventory("AIStrafing",1)
        TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
        PNGZ D 3 A_GiveInventory("AIStrafing",1)
        TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
        PNGZ D 3 A_GiveInventory("AIStrafing",1)
		Goto See
	Idle:
		PNGZ A 0 A_Jump(48,"Find")
        TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
		PNGZ A 0 A_SpawnItem("FootStep",0,0,0,0)
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)
		PNGZ AABB 3 A_GiveInventory("AIPatroling",1)
		PNGZ C 0 A_SpawnItem("FootStep",0,0,0,0)
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)
        PNGZ CCDD 3 A_GiveInventory("AIPatroling",1)
		Loop
	Find:
		TNT1 A 0 ACS_NamedExecuteAlways("Find Master Player",0,0,0,0)
        Goto Idle
	SnipeSee:
		PNGZ AAAA 1 A_Chase("","SnipeFire")
		TNT1 A 0 A_FastChase
		TNT1 A 0 A_JumpIfCloser(192,"StopSnipe")
		PNGZ AAAA 1 A_Chase("","SnipeFire")
		TNT1 A 0 A_JumpIfCloser(192,"StopSnipe")
		PNGZ BBBB 1 A_Chase("","SnipeFire")
		TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
		TNT1 A 0 A_Jump(20,"Heal")
		TNT1 A 0 A_JumpIfCloser(192,"StopSnipe")
		PNGZ BBBB 1 A_Chase("","SnipeFire")
		TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,5,0,0,-20)
		TNT1 A 0 A_JumpIfCloser(192,"StopSnipe")
		PNGZ CCCC 1 A_Chase("","SnipeFire")
		TNT1 A 0 A_Jump(20,"Heal")
		TNT1 A 0 A_JumpIfCloser(192,"StopSnipe")
		PNGZ CCCC 1 A_Chase("","SnipeFire")
		TNT1 A 0 A_FastChase
		TNT1 A 0 A_JumpIfCloser(192,"StopSnipe")
		PNGZ DDDD 1 A_Chase("","SnipeFire")
		TNT1 A 0 A_JumpIfCloser(192,"StopSnipe")
		TNT1 A 0 A_FastChase
		PNGZ DDDD 1 A_Chase("","SnipeFire")
		TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,5,0,0,-20)
		Loop
	Missile:
		TNT1 A 0
		TNT1 A 0 HealThing(1)
		TNT1 A 0 A_Jump(25,"Rage")
		TNT1 A 0 A_Jump(60,"Heal")
		TNT1 A 0 A_JumpIfCloser(128,"SpreadFire")
		PNGZ EEEEEEEEEE 1 A_FaceTarget(45)
		TNT1 A 0 A_PlaySound("PulseNail/fire")
		TNT1 A 0 Bright A_CustomMissile("PlayerExplosiveTracer",34,9,frandom(-2.0,2.0),CMF_OFFSETPITCH,frandom(-2.0,2.0))
		PNGZ F 5 Bright A_CustomMissile("PlayerExplosiveTracer",34,9,frandom(-2.0,2.0),CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-2.0,2.0))
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_JumpIfInventory("LowHealthCheck",1,"MissileEnd")
		TNT1 A 0 A_Jump(16,"MabySee")
		PNGZ E 5 A_SpidRefire
		Goto Missile
	MissileEnd:
		PNGZ E 5 A_FaceTarget
		TNT1 AAA 0 A_FastChase
		Goto See
	Rage:
		PNGZ EEEEEEEEEE 1 A_FaceTarget(45)
		TNT1 A 0 A_PlaySound("PulseNail/fire")
		TNT1 A 0 Bright A_CustomMissile("PlayerExplosiveTracer",34,9,random(-4,4),CMF_OFFSETPITCH,frandom(-2.0,2.0))
		PNGZ F 3 Bright A_CustomMissile("PlayerExplosiveTracer",34,9,random(4,-4),CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-2.0,2.0))
		PNGZ E 3 A_FaceTarget
		TNT1 A 0 A_Jump(40,"Heal")
		TNT1 A 0 A_PlaySound("PulseNail/fire")
		TNT1 A 0 Bright A_CustomMissile("PlayerExplosiveTracer",34,9,random(-4,4),CMF_OFFSETPITCH,frandom(-2.0,2.0))
		PNGZ F 3 Bright A_CustomMissile("PlayerExplosiveTracer",34,9,random(4,-4),CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-2.0,2.0))
		PNGZ E 3 A_FaceTarget
		TNT1 A 0 A_PlaySound("PulseNail/fire")
		TNT1 A 0 Bright A_CustomMissile("PlayerExplosiveTracer",34,9,random(-4,4),CMF_OFFSETPITCH,frandom(-2.0,2.0))
		PNGZ F 3 Bright A_CustomMissile("PlayerExplosiveTracer",34,9,random(4,-4),CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-2.0,2.0))
		PNGZ E 3 A_FaceTarget
		TNT1 A 0 A_PlaySound("PulseNail/fire")
		TNT1 A 0 A_CustomMissile("PlayerExplosiveTracer",34,9,random(-4,4),CMF_OFFSETPITCH,frandom(-2.0,2.0))
		PNGZ F 3 Bright A_CustomMissile("PlayerExplosiveTracer",34,9,random(4,-4),CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-2.0,2.0))
		PNGZ E 3 A_FaceTarget
		TNT1 A 0 A_PlaySound("PulseNail/fire")
		TNT1 A 0 Bright A_CustomMissile("PlayerExplosiveTracer",34,9,random(-4,4),CMF_OFFSETPITCH,frandom(-2.0,2.0))
		PNGZ F 3 Bright A_CustomMissile("PlayerExplosiveTracer",34,9,random(4,-4),CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-2.0,2.0))
		PNGZ E 3 A_FaceTarget
		TNT1 A 0 A_PlaySound("PulseNail/fire")
		TNT1 A 0 Bright A_CustomMissile("PlayerExplosiveTracer",34,9,random(-4,4),CMF_OFFSETPITCH,frandom(-2.0,2.0))
		PNGZ F 3 Bright A_CustomMissile("PlayerExplosiveTracer",34,9,random(4,-4),CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-2.0,2.0))
		PNGZ E 3 A_FaceTarget
		TNT1 A 0 A_Jump(40,"Heal")
		TNT1 A 0 A_PlaySound("PulseNail/fire")
		TNT1 A 0 Bright A_CustomMissile("PlayerExplosiveTracer",34,9,random(-4,4),CMF_OFFSETPITCH,frandom(-2.0,2.0))
		PNGZ F 3 Bright A_CustomMissile("PlayerExplosiveTracer",34,9,random(4,-4),CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-2.0,2.0))
		PNGZ E 3 A_FaceTarget
		TNT1 A 0 A_PlaySound("PulseNail/fire")
		TNT1 A 0 Bright A_CustomMissile("PlayerExplosiveTracer",34,9,random(-4,4),CMF_OFFSETPITCH,frandom(-2.0,2.0))
		PNGZ F 3 Bright A_CustomMissile("PlayerExplosiveTracer",34,9,random(4,-4),CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-2.0,2.0))
		PNGZ E 3 A_FaceTarget
		TNT1 A 0 A_PlaySound("PulseNail/fire")
		TNT1 A 0 Bright A_CustomMissile("PlayerExplosiveTracer",34,9,random(-4,4),CMF_OFFSETPITCH,frandom(-2.0,2.0))
		PNGZ F 3 Bright A_CustomMissile("PlayerExplosiveTracer",34,9,random(4,-4),CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-2.0,2.0))
		PNGZ E 3 A_FaceTarget
		TNT1 A 0 A_Jump(40,"Heal")
		TNT1 A 0 A_PlaySound("PulseNail/fire")
		TNT1 A 0 Bright A_CustomMissile("PlayerExplosiveTracer",34,9,random(-4,4),CMF_OFFSETPITCH,frandom(-2.0,2.0))
		PNGZ F 3 Bright A_CustomMissile("PlayerExplosiveTracer",34,9,random(4,-4),CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-2.0,2.0))
		PNGZ E 3 A_FaceTarget
		TNT1 A 0 A_FastChase
		GoTo See
	SpreadFire:
		TNT1 A 0
		TNT1 A 0 A_FastChase
		PNGZ EEEEEEEEEE 1 A_FaceTarget
		TNT1 A 0 A_PlaySound("PulseNail/fire")
		TNT1 A 0 A_CustomMissile("PlayerExplosiveTracer",34,9,random(-8,8),CMF_OFFSETPITCH,frandom(-4.0,4.0))
		TNT1 A 0 A_CustomMissile("PlayerExplosiveTracer",34,9,random(-8,8),CMF_OFFSETPITCH,frandom(-4.0,4.0))
		TNT1 A 0 A_CustomMissile("PlayerExplosiveTracer",34,9,random(-8,8),CMF_OFFSETPITCH,frandom(-4.0,4.0))
		TNT1 A 0 A_CustomMissile("PlayerExplosiveTracer",34,9,random(-8,8),CMF_OFFSETPITCH,frandom(-4.0,4.0))
		TNT1 A 0 A_CustomMissile("PlayerExplosiveTracer",random(32,36),random(8,10),random(-8,8),CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-4.0,4.0))
		TNT1 A 0 A_CustomMissile("PlayerExplosiveTracer",random(32,36),random(8,10),random(-8,8),CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-4.0,4.0))
		TNT1 A 0 A_CustomMissile("PlayerExplosiveTracer",random(32,36),random(8,10),random(-8,8),CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-4.0,4.0))
		PNGZ F 5 Bright A_CustomMissile("PlayerExplosiveTracer",random(32,36),random(8,10),random(-8,8),CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-4.0,4.0))
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_JumpIfInventory("LowHealthCheck",1,"SpreadFireEnd")
		TNT1 A 0 A_Jump(16,"MabySee")
		PNGZ E 5 A_SpidRefire
		TNT1 A 0 A_Jump(30,"Heal")
		Goto Missile
	SpreadFireEnd:
		PNGZ E 5 A_FaceTarget
		Goto See
	MabySee:
		TNT1 A 0 A_JumpIfInventory("LowHealthCheck",1,"See")
		TNT1 A 0 A_JumpIfCloser(384,"See")
		Goto StartSnipe
	SnipeFire:
		TNT1 A 0 A_ChangeFlag(NOPAIN,1)
		TNT1 A 0 A_Jump(64,2)
		PNGZ E 2 A_FaceTarget
		TNT1 A 0 A_Jump(64,2)
		PNGZ E 2 A_FaceTarget
		TNT1 A 0 A_Jump(64,2)
		PNGZ E 2 A_FaceTarget
		TNT1 A 0 A_Jump(64,2)
		PNGZ E 2 A_FaceTarget
		TNT1 A 0 A_Jump(64,2)
		PNGZ E 2 A_FaceTarget
		TNT1 A 0 A_Jump(64,2)
		PNGZ E 2 A_FaceTarget
		TNT1 A 0 A_Jump(64,2)
		PNGZ E 2 A_FaceTarget
		TNT1 A 0 A_Jump(64,2)
		PNGZ E 2 A_FaceTarget
		PNGZ E 2 A_FaceTarget
		TNT1 A 0 A_PlaySound("PulseNail/fire")
		PNGZ F 5 Bright
		TNT1 A 0 A_CustomMissile("MonsterExplosiveTracer3",34,9,0)
		TNT1 AA 0 A_CustomMissile("ZPulseNail",34,9,0,CMF_TRACKOWNER)
		TNT1 A 0 A_FaceTarget
		PNGZ E 15 A_SpidRefire
		TNT1 A 0 A_ChangeFlag(NOPAIN,0)
		TNT1 A 0 A_Jump(40,"Heal")
		Goto SnipeFire
	Pain:
		TNT1 A 0
		TNT1 A 0 A_JumpIfHealthLower((ACS_NamedExecuteWithResult("Hem_SpawnHealth")*0.25),"PainShield")
		TNT1 A 0 A_Jump(64,"NoPainShield")
	PainShield:
		TNT1 A 0 A_GiveInventory("ZombieShieldSphere",1)
	NoPainShield:
		PNGZ G 3
		PNGZ G 3 A_Pain
		TNT1 A 0 A_JumpIfInventory("LowHealthCheck",1,3)
		TNT1 A 0 A_JumpIfHealthLower((ACS_NamedExecuteWithResult("Hem_SpawnHealth")*0.25),"LowHealth")
		TNT1 A 0 A_JumpIfInventory("SnipeOn",1,"SnipePain")
		TNT1 A 0 A_Jump(20,"Heal")
		Goto See
	Pain.Mine:
		PNGZ A 1 A_Recoil(-16)
		TNT1 A 0 ThrustThingZ(0,11,0,0)
		PNGZ A 4
		GoTo See
	Heal:
		PNGZ A 5
		TNT1 A 0 A_Jump(40,"Heal2")
		TNT1 A 0 A_Jump(15,"Heal3")
		TNT1 A 0 HealThing(10)
		TNT1 A 0 A_PlaySound("pickups/flask",0,1.0,0)
		TNT1 A 0 A_JumpIf(Health >= 110,"UnFright")
		GoTo See
	Heal2:
		TNT1 A 0
		TNT1 A 0 HealThing(25)
		TNT1 A 0 A_PlaySound("pickups/pstimpack",0,1.0,0)
		TNT1 A 0 A_JumpIf(Health >= 110,"UnFright")
		GoTo See
	Heal3:
		TNT1 A 0
		TNT1 A 0 HealThing(45)
		TNT1 A 0 A_PlaySound("pmed/use",0,1.0,0)
		TNT1 A 0 A_JumpIf(Health >= 110,"UnFright")
		GoTo See
	SnipePain:
		TNT1 A 0
		TNT1 A 0 A_Jump(128,"StopSnipe")
	StartSnipe:
		TNT1 A 0 A_GiveInventory("SnipeOn",1)
		TNT1 A 0 A_ChangeFlag(MISSILEMORE,1)
		TNT1 A 0 A_ChangeFlag(MissileEvenMore,1)
		TNT1 A 0 A_ChangeFlag(NOFEAR,0)
		TNT1 A 0 A_ChangeFlag(FRIGHTENED,1)
		Goto SnipeSee
	StopSnipe:
		TNT1 A 0 A_TakeInventory("SnipeOn",1)
		TNT1 A 0 A_ChangeFlag(MISSILEMORE,0)
		TNT1 A 0 A_ChangeFlag(MissileEvenMore,0)
		TNT1 A 0 A_ChangeFlag(NOFEAR,1)
		TNT1 A 0 A_ChangeFlag(FRIGHTENED,0)
	LowHealth:
		TNT1 A 0 A_GiveInventory("LowHealthCheck",1)
		TNT1 A 0 A_ChangeFlag(NOFEAR,0)
		TNT1 A 0 A_ChangeFlag(FRIGHTENED,1)
		Goto See
	UnFright:
		TNT1 A 0 A_TakeInventory("LowHealthCheck",1)
		TNT1 A 0 A_ChangeFlag(NOFEAR,1)
		TNT1 A 0 A_ChangeFlag(FRIGHTENED,0)
		Goto See
	Death:
		PNGZ H 5
		PNGZ I 5 A_Scream
		PNGZ J 5 A_Fall
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(298) == 1, "AlwaysDrop")
		TNT1 A 0 A_SpawnItemEx("ExplosiveRifle",0,0,8,random(0,8),random(0,8),2,random(0,360),0,224)
		Goto EndDrop
	AlwaysDrop:
		TNT1 A 0 A_SpawnItemEx("ExplosiveRifle",0,0,8,random(0,8),random(0,8),2,random(0,360),0,0)
		Goto EndDrop
	EndDrop:
		PNGZ KLM 5
		TNT1 A 0 A_SpawnItem("BodyCrash",0,0,0,0)
		PNGZ N 63000 CanRaise
		Stop
	XDeath:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		PNGZ O 5 A_GiveInventory("XDeathCheck",1)
		PNGZ P 5 A_XScream
		PNGZ Q 5 A_Fall
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(298) == 1, "XAlwaysDrop")
		TNT1 A 0 A_SpawnItemEx("ExplosiveRifle",0,0,8,random(0,8),random(0,8),2,random(0,360),0,224)
		Goto XEndDrop
	XAlwaysDrop:
		TNT1 A 0 A_SpawnItemEx("ExplosiveRifle",0,0,8,random(0,8),random(0,8),2,random(0,360),0,0)
		Goto XEndDrop
	XEndDrop:
		PNGZ RSTU 5
		PNGZ V 63000 CanRaise
		Stop
	Raise:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_JumpIfInventory("XDeathCheck",1,"XRaise")
		PNGZ MLKJIH 5
		Goto See
	XRaise:
		PNGZ VUTSRQP 5
		PNGZ O 5 A_TakeInventory("XDeathCheck",1)
		Goto See
	}
}

ACTOR FriendEmpoweredProShotgunCommando : UACBaseMarine
{
+Friendly
+LookAllAround
Health 650
Species "Player"
DamageFactor 0.5
DamageFactor "Player", 0.0
DamageFactor "Players", 0.0
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "PlayerDevTracer", 0.0
DamageFactor "PlayerExplosive", 0.0
DamageFactor "PlayerDTRG", 0.0
DamageFactor "DTRailgun", 0.0
DamageFactor "PDTBFGTracer", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "PlayerTear", 0.0
DamageFactor "PlayerDBFG2", 0.0
DamageFactor "PlayerDBFG10K2", 0.0
DamageFactor "PlayerDevBall", 0.0
DamageFactor "PlayerDevBall2", 0.0
DamageFactor "PDTBFG", 0.0
DamageFactor "DiscoBFG", 0.0
DropItem "NewShell", 255, 4
DropItem "NewShellBox", 128
DropItem "HealthFlask", 55
DropItem "ArmorCharge", 55
DropItem "AmmoPack", 40
DropItem "HandGrenadeAmmo", 100, 1
DropItem "MineAmmo", 50, 1
DropItem "PortableMedkit", 190
DropItem "ArmorPlate", 190
DropItem "BackPack", 56
DropItem "ShieldSphere", 64, 1
DropItem "HeavyChaingun", 20, 1
DropItem "SphereOfPower" 200
DropItem "MarineBeacon" 25 1
//AttackSound "weapons/ExplosiveSG/fire"
SeeSound "superzombie/sight"
PainSound "superzombie/pain"
DeathSound "superzombie/death"
ActiveSound "superzombie/active"
Obituary "%o thought mercenary demons cared about friendly fire."
Tag "\c[v7]Empowered Pro Shotgun Commando (Friendly)\c-"
var int user_attack;
States
	{
	Spawn:
		EGCH A 10 A_Look
		EGCH Z 10 A_Look
		EGCH AABB 3 A_GiveInventory("AIPatroling",1)
	Patroling:
	    TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
		EGCH A 5 A_Look
		EGCH Z 5 A_Look
		EGCH AABB 3 A_GiveInventory("AIPatroling",1)
		Loop
	See:
	    TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
		EGCH AABB 3 A_Chase
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		EGCH CCDD 3 A_Chase
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		Loop
	Chase:
		EGCH AA 1 A_FastChase
		TNT1 A 0 A_JumpIfCloser(130,"Dodge")
		EGCH AA 1 A_Chase
		TNT1 A 0 A_JumpIfCloser(130,"Dodge")
		EGCH BB 1 A_Chase
		TNT1 A 0 A_JumpIfCloser(130,"Dodge")
		EGCH BB 1 A_Chase
		TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
		TNT1 A 0 A_JumpIfCloser(150,"Dodge")
		EGCH CC 1 A_Chase
		TNT1 A 0 A_JumpIfCloser(150,"Dodge")
		EGCH CC 1 A_FastChase
		TNT1 A 0 A_JumpIfCloser(130,"Dodge")
		EGCH DD 1 A_FastChase
		TNT1 A 0 A_JumpIfCloser(130,"Dodge")
		EGCH DD 1 A_Chase
		TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
		TNT1 A 0 A_Jump(64,"Dodge")
		Loop
	Strafing:
	    TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
		EGCH AABB 3 A_GiveInventory("HEMCommandoStrafing",1)
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
		EGCH CCDD 3 A_GiveInventory("HEMCommandoStrafing",1)
		Goto See	
	SeeNoDodge:
		EGCH AABB 2 A_Chase
		TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
		EGCH CCDD 2 A_Chase
		TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
		EGCH AABB 2 A_Chase
		TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
		EGCH CCDD 2 A_Chase
		TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
		EGCH AABB 2 A_Chase
		TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
		EGCH CCDD 2 A_Chase
		TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
		Goto Chase
	Dodge:
		EGCH A 1 A_FaceTarget
		TNT1 A 0 ThrustThingZ(0,20,0,0)
		TNT1 A 0 A_Jump(256,"DodgeRight","DodgeLeft")
	DodgeLeft:
		TNT1 A 0 ThrustThing(angle*256/360+192,15,0,0)
		Goto SeeNoDodge
	DodgeRight:
		TNT1 A 0 ThrustThing(angle*256/360+64,15,0,0)
		Goto SeeNoDodge
	Missile:
		TNT1 A 0
		TNT1 A 0 A_SetUserVar("user_attack",1)
		TNT1 A 0 A_PlaySound("HeavyChaingun/Sart",CHAN_WEAPON,1.0,0)
		TNT1 A 0 A_JumpIfCloser(250,"CloserAttack")
		EGCH EEEEEEEEEE 1 A_FaceTarget(45)
	Refire:
		TNT1 A 0 A_PlaySound("HeavyChaingun/Loop",CHAN_WEAPON,1.0,1)
		TNT1 A 0 A_SpawnItemEx("ShellCasing",12,-6,36,random(2,6),0,random(1,3),random(-80,-90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		TNT1 A 0 A_PlaySound("weapons/ExplosiveSG/fire",6)
		TNT1 AAAAAA 0 A_CustomMissile("PlayerExplosiveTracer",Random(30,34),0,Random(-23,23),CMF_OFFSETPITCH,frandom(-4,4))
		TNT1 A 0 Bright A_CustomBulletAttack(22.5,18.3,4,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
		EGCH E 4 Bright A_CustomBulletAttack(0,0,1,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("ShellCasing",12,-6,36,random(2,6),0,random(1,3),random(-80,-90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		TNT1 A 0 A_PlaySound("weapons/ExplosiveSG/fire",6)
		TNT1 AAAAAA 0 A_CustomMissile("PlayerExplosiveTracer",Random(30,34),0,Random(-23,23),CMF_OFFSETPITCH,frandom(-4,4))
		TNT1 A 0 Bright A_CustomBulletAttack(22.5,18.3,4,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
		EGCH F 4 Bright A_CustomBulletAttack(0,0,1,random(1,5)*3,"ZBulletPuff",8192,CBAF_NOrandom)
		TNT1 A 0 A_MonsterRefire(0,"MissileEnd")
		TNT1 A 0 A_Jump(20,"Pause")
		TNT1 A 0 A_JumpIfInTargetLOS("Dodge",360,JLOSF_DEADNOJUMP,1000)
		Loop
	CloserAttack:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("ZombieShieldSphere",1)
		EGCH A 1 A_GiveInventory("HEMCommandoStrafing",1)
		TNT1 A 0 A_FaceTarget
		EGCH A 1
		TNT1 A 0 A_FaceTarget
		EGCH B 1 A_GiveInventory("HEMCommandoStrafing",1)
		TNT1 A 0 A_FaceTarget
		EGCH B 1
		TNT1 A 0 A_FaceTarget
		EGCH C 1
		TNT1 A 0 A_FaceTarget
		EGCH C 1 A_GiveInventory("HEMCommandoStrafing",1)
		TNT1 A 0 A_FaceTarget
		EGCH C 1
		TNT1 A 0 A_FaceTarget
		EGCH D 1 A_GiveInventory("HEMCommandoStrafing",1)
		TNT1 A 0 A_FaceTarget
		EGCH D 1
		TNT1 A 0 A_FaceTarget
		EGCH D 1
		TNT1 A 0 A_FaceTarget
	Refire2:
		TNT1 A 0 A_PlaySound("HeavyChaingun/Loop",CHAN_WEAPON,1.0,1)
		TNT1 A 0 A_SpawnItemEx("ShellCasing",12,-6,36,random(2,6),0,random(1,3),random(-80,-90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		TNT1 A 0 A_PlaySound("weapons/ExplosiveSG/fire",6)
		TNT1 AAAAAA 0 A_CustomMissile("PlayerExplosiveTracer",Random(30,34),0,Random(-23,23),CMF_OFFSETPITCH,frandom(-4,4))
		TNT1 A 0 Bright A_CustomBulletAttack(22.5,18.3,4,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
		TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
		EGCH Q 4 Bright A_CustomBulletAttack(0,0,1,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
		TNT1 A 0 A_SpawnItemEx("ShellCasing",12,-6,36,random(2,6),0,random(1,3),random(-80,-90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		TNT1 A 0 A_PlaySound("weapons/ExplosiveSG/fire",6)
		TNT1 AAAAAA 0 A_CustomMissile("PlayerExplosiveTracer",Random(30,34),0,Random(-23,23),CMF_OFFSETPITCH,frandom(-4,4))
		TNT1 A 0 Bright A_CustomBulletAttack(22.5,18.3,4,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
		TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
		EGCH R 4 Bright A_CustomBulletAttack(0,0,1,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
		TNT1 A 0 A_SpawnItemEx("ShellCasing",12,-6,36,random(2,6),0,random(1,3),random(-80,-90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		TNT1 A 0 A_PlaySound("weapons/ExplosiveSG/fire",6)
		TNT1 AAAAAA 0 A_CustomMissile("PlayerExplosiveTracer",Random(30,34),0,Random(-23,23),CMF_OFFSETPITCH,frandom(-4,4))
		TNT1 A 0 Bright A_CustomBulletAttack(22.5,18.3,4,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
		TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
		EGCH S 4 Bright A_CustomBulletAttack(0,0,1,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
		TNT1 A 0 A_SpawnItemEx("ShellCasing",12,-6,36,random(2,6),0,random(1,3),random(-80,-90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		TNT1 A 0 A_PlaySound("weapons/ExplosiveSG/fire",6)
		TNT1 AAAAAA 0 A_CustomMissile("PlayerExplosiveTracer",Random(30,34),0,Random(-23,23),CMF_OFFSETPITCH,frandom(-4,4))
		TNT1 A 0 Bright A_CustomBulletAttack(22.5,18.3,4,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
		TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
		EGCH T 4 Bright A_CustomBulletAttack(0,0,1,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
		TNT1 A 0 A_MonsterRefire(0,"MissileEnd")
		TNT1 A 0 A_Jump(15,"Pause")
		Loop
	MissileEnd:
		TNT1 A 0
		TNT1 A 0 A_SetUserVar("user_attack",0)
		TNT1 A 0 A_PlaySound("HeavyChaingun/Down",CHAN_WEAPON,1.0,0)
		Goto See
	Pause:
		TNT1 A 0
		TNT1 A 0 A_SetUserVar("user_attack",0)
		TNT1 A 0 A_PlaySound("HeavyChaingun/Down",CHAN_WEAPON,1.0,0)
		EGCH A 3 A_FaceTarget
		TNT1 A 0 A_JumpIfInTargetLOS("Dodge",360,JLOSF_DEADNOJUMP,1000)
		EGCH A 3 A_FaceTarget
		TNT1 A 0 A_JumpIfInTargetLOS("Dodge",360,JLOSF_DEADNOJUMP,1000)
		EGCH A 3 A_FaceTarget
		TNT1 A 0 A_JumpIfInTargetLOS("Dodge",360,JLOSF_DEADNOJUMP,1000)
		EGCH A 3 A_FaceTarget
		TNT1 A 0 A_JumpIfInTargetLOS("Dodge",360,JLOSF_DEADNOJUMP,1000)
		EGCH A 3 A_FaceTarget
		TNT1 A 0 A_JumpIfInTargetLOS("Dodge",360,JLOSF_DEADNOJUMP,1000)
		Goto See
	Pain:
		TNT1 A 0
		TNT1 A 0 A_JumpIfHealthLower((ACS_NamedExecuteWithResult("Hem_SpawnHealth")*0.25),"PainShield")
		TNT1 A 0 A_Jump(96,"NoPainShield")
	PainShield:
		TNT1 A 0 A_GiveInventory("ZombieShieldSphere",1)
	NoPainShield:
		TNT1 A 0 A_JumpIf(user_attack > 0,"WeapodDown")
		EGCH G 6 A_Pain
		Goto See
	WeapodDown:
		TNT1 A 0
		TNT1 A 0 A_SetUserVar("user_attack",0)
		TNT1 A 0 A_PlaySound("HeavyChaingun/Down",CHAN_WEAPON,1.0,0)
		EGCH G 6 A_Pain
		Goto See
	Death:
		TNT1 A 0
		TNT1 AAA 0 A_StopSound(CHAN_WEAPON)
		EGCH H 5
		EGCH I 5 A_Scream 
		EGCH J 5 A_Fall 
		EGCH K 5 A_SpawnItem("BodyCrash",0,0,0,0)
		EGCH LMNOP 5
		EGCH P -1
		Stop
	Raise:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		EGCH PONMLKJIH 5
		Goto See
	}
}

ACTOR FriendPhaseShotgunCommando : PhaseShotgunCommando //unused
{
+Friendly
	Health 560
	Radius 20
	Height 56
	Speed 6
	Mass 100
	PainChance 43
	BloodColor "cf 00 b0"
	Species "Player"
	DamageFactor 0.5
DamageFactor "Player", 0.0
DamageFactor "Players", 0.0
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "PlayerDevTracer", 0.0
DamageFactor "PlayerExplosive", 0.0
DamageFactor "PlayerDTRG", 0.0
DamageFactor "DTRailgun", 0.0
DamageFactor "PDTBFGTracer", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "PlayerTear", 0.0
DamageFactor "PlayerDBFG2", 0.0
DamageFactor "PlayerDBFG10K2", 0.0
DamageFactor "PlayerDevBall", 0.0
DamageFactor "PlayerDevBall2", 0.0
DamageFactor "PDTBFG", 0.0
DamageFactor "DiscoBFG", 0.0
	DropItem "NewShell" 255 4
	DropItem "NewShellBox", 128
	DropItem "HealthFlask" 55
	DropItem "ArmorCharge" 55
	DropItem "AmmoPack" 40
	DropItem "HandGrenadeAmmo" 100 1
	DropItem "MineAmmo" 50 1
	DropItem "PortableMedkit" 190
    DropItem "ArmorPlate" 190
    DropItem "BackPack" 56
	DropItem "HeavyChaingun" 26 1
	DropItem "PhaseSphere" 20 1
	MONSTER 
	+FLOORCLIP
	+MISSILEMORE
	+QUICKTORETALIATE
	AttackSound "weapons/12gaugefire"
	SeeSound "superzombie/sight"
	PainSound "superzombie/pain"
	DeathSound "superzombie/death"
	ActiveSound "superzombie/active"
	Obituary "%o thought mercenary demons cared about friendly fire."
	Tag "\ctPhase Shotgun Commando (Friendly)\c-"
	var int user_attack;
	states
	{
  Spawn:
    PSGC A 10 A_Look
	PSGC Z 10 A_Look
    Loop
  See:
    PSGC AABB 3 A_Chase
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    PSGC CCDD 3 A_Chase
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Jump(46,"Phase")
    Loop
  Chase:
	PSGC AA 1 A_FastChase
	PSGC A 0 A_JumpIfCloser(130,"Dodge")
	PSGC AA 1 A_Chase
	PSGC A 0 A_JumpIfCloser(130,"Dodge")
	PSGC BB 1 A_Chase
	PSGC A 0 A_JumpIfCloser(130,"Dodge")
	PSGC BB 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	PSGC A 0 A_JumpIfCloser(150,"Dodge")
	PSGC CC 1 A_Chase
	PSGC A 0 A_JumpIfCloser(150,"Dodge")
	PSGC CC 1 A_FastChase
	PSGC A 0 A_JumpIfCloser(130,"Dodge")
	PSGC DD 1 A_FastChase
	PSGC A 0 A_JumpIfCloser(130,"Dodge")
	PSGC DD 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	PSGC A 0 A_Jump(64,"Dodge")
	TNT1 A 0 A_Jump(46,"Phase")
	Loop
  Strafing:
	PSGC A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	PSGC AABB 3 A_GiveInventory("CommandoStrafing",1)
	PSGC C 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
    PSGC CCDD 3 A_GiveInventory("CommandoStrafing",1)
	TNT1 A 0 A_Jump(46,"Phase")
	Goto See	
  SeeNoDodge:
	PSGC AABB 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	PSGC CCDD 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	PSGC AABB 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	PSGC CCDD 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	PSGC AABB 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	PSGC CCDD 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	TNT1 A 0 A_Jump(46,"Phase")
	Goto Chase
  Dodge:
	PSGC A 1 A_FaceTarget
	PSGC E 0 ThrustThingZ(0, 20, 0, 0)
	PSGC A 0 A_Jump(256, "DodgeRight", "DodgeLeft")
	TNT1 A 0 A_Jump(46,"Phase")
  DodgeLeft:
	PSGC E 0 ThrustThing(angle*256/360+192, 15, 0, 0)
	TNT1 A 0 A_Jump(46,"Phase")
	Goto SeeNoDodge
  DodgeRight:
	PSGC E 0 ThrustThing(angle*256/360+64, 15, 0, 0)
	TNT1 A 0 A_Jump(46,"Phase")
	Goto SeeNoDodge
  Missile:
	TNT1 A 0
	TNT1 A 0 A_SetUserVar("user_attack",1)
	TNT1 A 0 A_PlaySound("HeavyChaingun/Sart",CHAN_WEAPON,1.0,0)
	PSGC EEEEEEEEEE 1 A_FaceTarget(45)
	TNT1 A 0 A_Jump(98,"Refire2")
  Refire:
	TNT1 A 0 A_SetUserVar("user_attack",1)
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_PlaySound("HeavyChaingun/Loop",CHAN_WEAPON,1.0,1)
	TNT1 AAAA 0 A_CustomMissile("MonsterTracer2",random(28,34),0,random(-6,6),CMF_OFFSETPITCH,frandom(-3.0,3.0))
	TNT1 A 0 A_SpawnItemEx("ShellCasing",12,-6,36,random(2,6),0,random(1,3),random(-80,-90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	TNT1 A 0 A_PlaySound("weapons/12gaugefire",6)
	TNT1 A 0 Bright A_CustomBulletAttack(22.5,18.3,4,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
	PSGC E 4 Bright A_CustomBulletAttack(0,0,1,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
	TNT1 A 0 A_FaceTarget
	TNT1 AAAA 0 A_CustomMissile("MonsterTracer2",random(28,34),0,random(-6,6),CMF_OFFSETPITCH,frandom(-3.0,3.0))
	TNT1 A 0 A_SpawnItemEx("ShellCasing",12,-6,36,random(2,6),0,random(1,3),random(-80,-90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	TNT1 A 0 A_PlaySound("weapons/12gaugefire",6)
	TNT1 A 0 Bright A_CustomBulletAttack(22.5,18.3,4,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
	PSGC F 4 Bright A_CustomBulletAttack(0,0,1,random(1,5)*3,"ZBulletPuff",8192,CBAF_NOrandom)
	TNT1 A 0 A_FaceTarget
	TNT1 AAAA 0 A_CustomMissile("MonsterTracer2",random(28,34),0,random(-6,6),CMF_OFFSETPITCH,frandom(-3.0,3.0))
	TNT1 A 0 A_SpawnItemEx("ShellCasing",12,-6,36,random(2,6),0,random(1,3),random(-80,-90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	TNT1 A 0 A_PlaySound("weapons/12gaugefire",6)
	TNT1 A 0 Bright A_CustomBulletAttack(22.5,18.3,4,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
	PSGC F 4 Bright A_CustomBulletAttack(0,0,1,random(1,5)*3,"ZBulletPuff",8192,CBAF_NOrandom)
	TNT1 A 0 A_MonsterRefire(0,"MissileEnd")
	TNT1 A 0 A_Jump(20,"Pause")
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",360,JLOSF_DEADNOJUMP,1000)
	Loop
  Refire2:
	TNT1 A 0 A_SetUserVar("user_attack",1)
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_PlaySound("HeavyChaingun/Loop",CHAN_WEAPON,1.0,1)
	TNT1 AAAA 0 A_CustomMissile("MonsterTracer2",random(28,34),0,random(-6,6),CMF_OFFSETPITCH,frandom(-3.0,3.0))
	TNT1 A 0 A_SpawnItemEx("ShellCasing",12,-6,36,random(2,6),0,random(1,3),random(-80,-90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	TNT1 A 0 A_PlaySound("weapons/12gaugefire",6)
	TNT1 A 0 Bright A_CustomBulletAttack(22.5,18.3,4,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	PSGC E 4 Bright A_CustomBulletAttack(0,0,1,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
	TNT1 AAAA 0 A_CustomMissile("MonsterTracer2",random(28,34),0,random(-6,6),CMF_OFFSETPITCH,frandom(-3.0,3.0))
	TNT1 A 0 A_SpawnItemEx("ShellCasing",12,-6,36,random(2,6),0,random(1,3),random(-80,-90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	TNT1 A 0 A_PlaySound("weapons/12gaugefire",6)
	TNT1 A 0 Bright A_CustomBulletAttack(22.5,18.3,4,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	PSGC E 4 Bright A_CustomBulletAttack(0,0,1,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
	TNT1 AAAA 0 A_CustomMissile("MonsterTracer2",random(28,34),0,random(-6,6),CMF_OFFSETPITCH,frandom(-3.0,3.0))
	TNT1 A 0 A_SpawnItemEx("ShellCasing",12,-6,36,random(2,6),0,random(1,3),random(-80,-90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	TNT1 A 0 A_PlaySound("weapons/12gaugefire",6)
	TNT1 A 0 Bright A_CustomBulletAttack(22.5,18.3,4,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	PSGC F 4 Bright A_CustomBulletAttack(0,0,1,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
	TNT1 AAAA 0 A_CustomMissile("MonsterTracer2",random(28,34),0,random(-6,6),CMF_OFFSETPITCH,frandom(-3.0,3.0))
	TNT1 A 0 A_SpawnItemEx("ShellCasing",12,-6,36,random(2,6),0,random(1,3),random(-80,-90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	TNT1 A 0 A_PlaySound("weapons/12gaugefire",6)
	TNT1 A 0 Bright A_CustomBulletAttack(22.5,18.3,4,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	PSGC F 4 Bright A_CustomBulletAttack(0,0,1,random(1,5)*3,"ZBulletPuff",2048,CBAF_NOrandom)
	TNT1 A 0 A_MonsterRefire(0,"MissileEnd")
	TNT1 A 0 A_Jump(15,"Pause")
	Loop
	MissileEnd:
	TNT1 A 0
	TNT1 A 0 A_SetUserVar("user_attack",0)
	TNT1 A 0 A_PlaySound("HeavyChaingun/Down",CHAN_WEAPON,1.0,0)
	TNT1 A 0 A_Jump(46,"Phase")
	Goto See
	Pause:
	TNT1 A 0
	TNT1 A 0 A_SetUserVar("user_attack",0)
	TNT1 A 0 A_PlaySound("HeavyChaingun/Down",CHAN_WEAPON,1.0,0)
	PSGC A 3 A_FaceTarget
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",360,JLOSF_DEADNOJUMP,1000)
	SGCH A 3 A_FaceTarget
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",360,JLOSF_DEADNOJUMP,1000)
	PSGC A 3 A_FaceTarget
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",360,JLOSF_DEADNOJUMP,1000)
	PSGC A 3 A_FaceTarget
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",360,JLOSF_DEADNOJUMP,1000)
	PSGC A 3 A_FaceTarget
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",360,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_Jump(46,"Phase")
	Goto See
  Phase:
    TNT1 A 0 A_PlaySound("phaseimp/teleport")
    PSGC D 2 A_FaceTarget
    PSGC D 1 A_SetTranslucent(0.75)
    PSGC D 1 A_SetTranslucent(0.55)
    PSGC D 1 A_SetTranslucent(0.35)
	PSGC D 1 A_SetTranslucent(0.15)
    Goto Phased
  Phased:
    PSGC AABBCCDDAABBCCDDAABBCCDDAABBCCDD 1 A_ExtChase(0,0)
    PSGC AABBCCDDAABBCCDD 1 A_Chase
	TNT1 A 0 A_Jump(24,"UnPhase")
    Goto Phased+32
  UnPhase:
    TNT1 A 0 A_PlaySound("phaseimp/teleport")
    PSGC D 1 A_SetTranslucent(0.15)
    PSGC D 1 A_SetTranslucent(0.35)
    PSGC D 1 A_SetTranslucent(0.55)
    PSGC D 1 A_SetTranslucent(0.75)
	TNT1 A 0 A_SetTranslucent(1)
    PSGC D 2 A_FaceTarget		
    Goto See
  Pain:
	TNT1 A 0 A_SetTranslucent(1)
    PSGC G 6 A_Pain
    Goto See
  Death:
    TNT1 A 0 A_SetUserVar("user_attack",0)
	TNT1 A 0 A_PlaySound("HeavyChaingun/Down",CHAN_WEAPON,1.0,0)
	TNT1 A 0 A_Jump(42,"PhaseMoon")
	TNT1 A 0 A_SetTranslucent(1)
    PSGC H 5
    PSGC I 5 A_Scream 
    PSGC J 5 A_Fall 
    PSGC K 5 A_SpawnItem("BodyCrash",0,0,0,0)
    PSGC L 5 
	PSGC M 5 
	PSGC N 5 
	PSGC O 5 
	PSGC P 5 
	PSGC P -1
    Stop
  PhaseMoon:
    TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_SpawnItem("PHellionSmokeSpawner",0,0,0,0)
	PSGC H 5
	TNT1 A 0 A_SpawnItem("PHellionSmokeSpawner",0,0,0,0)
    PSGC I 5 A_Scream
	TNT1 A 0 A_SpawnItem("PHellionSmokeSpawner",0,0,0,0)
    PSGC J 5 A_Fall
	TNT1 A 0 A_SpawnItem("PHellionSmokeSpawner",0,0,0,0)
    PSGC K 5 A_SpawnItem("BodyCrash",0,0,0,0)
	TNT1 A 0 A_SpawnItem("PHellionSmokeSpawner",0,0,0,0)
	PSGC L 5
	PSGC M 5
	PSGC N 5
	PSGC O 5
    PSGC P 140
	PSGC P 0 A_PlaySoundEx("brain/spit","Voice",0,2)
	PSGC PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 2 A_SpawnItem("PHellionSmokeSpawner",0,0,0,0)
	PSGC P 0 A_PlaySoundEx("TLegZomb/Resurrect",7,0,0.4)
	PHMO PONMLKJGH 11 Bright
	TNT1 A 0 A_SpawnItemEx("PhaseMoon",0,0,16,0,0,0,0,32)
	TNT1 A 0
	Stop
  Raise:
  	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    PSGC PONMLKJIH 5 A_SpawnItem("PHellionSmokeSpawner",0,0,0,0)
    Goto See
  }
}

ACTOR FriendInsaneSergeant : UACBaseMarine
{
+Friendly
+LookAllAround
  Health 350
  Radius 20
  Height 56
  Speed 8
  PainChance 90
  Species "Player"
  +FLOORCLIP
  +AVOIDMELEE
  +MISSILEEVENMORE
  +MISSILEMORE
  +QUICKTORETALIATE
DamageFactor 0.45
DamageFactor "Player", 0.0
DamageFactor "Players", 0.0
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "PlayerDevTracer", 0.0
DamageFactor "PlayerExplosive", 0.0
DamageFactor "PlayerDTRG", 0.0
DamageFactor "DTRailgun", 0.0
DamageFactor "PDTBFGTracer", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "PlayerTear", 0.0
DamageFactor "PlayerDBFG2", 0.0
DamageFactor "PlayerDBFG10K2", 0.0
DamageFactor "PlayerDevBall", 0.0
DamageFactor "PlayerDevBall2", 0.0
DamageFactor "PDTBFG", 0.0
DamageFactor "DiscoBFG", 0.0
  DropItem "HandGrenadeAmmo" 80 2
  DropItem "MineAmmo" 45 1
  DropItem "AmmoPack" 40
  DropItem "AmmoPack" 40
  DropItem "AmmoPack" 40
  DropItem "PortableMedkit" 159
  DropItem "ArmorBooster" 186
  DropItem "PortableMedkit" 159
  DropItem "ArmorBooster" 186
  DropItem "ExplosiveSSG" 40
  SeeSound "superzombie/sight"
  PainSound "superzombie/pain"
  DeathSound "superzombie/death"
  ActiveSound "superzombie/active"
  Obituary "%o thought mercenary demons cared about friendly fire."
  Tag "\c[i7]Insane Sergeant (Friendly)\c-"
  States
  {
  Spawn:
    IFAT A 10 A_Look
	IFAT A 10 A_Look
	IFAT AABB 3 A_GiveInventory("AIPatroling",1)
  Patroling:
    TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
    IFAT A 10 A_Look
	IFAT AABB 3 A_GiveInventory("AIPatroling",1)
    Loop
  See:
    TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
    IFAT AABB 3 A_Chase
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    IFAT CCDD 3 A_Chase
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    Loop
  Missile:
	TNT1 A 0 A_JumpIfInventory("SSGZombieToken",2,"Reload")
	TNT1 A 0 A_JumpIfCloser(275,"Double")
  Normal:
    IFAT E 15 A_FaceTarget
	TNT1 A 0 A_PlaySound("ExpSSG/Fire2")
	TNT1 A 0 A_GiveInventory("SSGZombieToken",1)
	TNT1 AAAAA 0 Bright A_CustomMissile("PlayerExplosiveTracer",Random(26,29),0,Random(5,-5),0)
    IFAT F 4 Bright A_CustomBulletAttack(13.8,5.7,5,Random(1,5)*3)
    IFAT E 8 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory("SSGZombieToken",2,"Reload")	
	Goto See
  Double:
    TNT1 A 0 A_JumpIfInventory("SSGZombieToken",1,"Normal")
    IFAT E 15 A_FaceTarget
	IFAT E 9 A_Facetarget
	TNT1 A 0 A_PlaySound("ExpSSG/Fire")
	TNT1 A 0 A_GiveInventory("SSGZombieToken",2)
	TNT1 AAAAAAAAAA 0 Bright A_CustomMissile("PlayerExplosiveTracer",Random(26,29),0,Random(8,-8),0)
    IFAT F 5 Bright A_CustomBulletAttack(17.8,9.6,10,Random(1,4)*3)
    IFAT E 15 A_FaceTarget
  Reload:
	TNT1 A 0 A_TakeInventory("SSGZombieToken",2)
	IFAT E 6 A_FaceTarget
	IFAT E 12 A_PlaySound("weapons/sawedopen")
    TNT1 A 0 A_SpawnItemEx("OrangeShellCasing", -8, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    IFAT E 1 A_SpawnItemEx("OrangeShellCasing", -10, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	IFAT E 12 A_PlaySound("weapons/shellslide")
	IFAT E 12 A_PlaySound("weapons/sawedclose")
    IFAT E 6
    Goto See
 Pain:
	IFAT G 6 A_Pain
	TNT1 A 0 A_jump(80,"Missile")
    Goto See
  Death:
	IFAT H 5 A_Scream
    IFAT I 5 A_Fall
    IFAT J 5 A_SpawnItem("BodyCrash",0,0,0,0)
    IFAT KLM 5
    IFAT N -1
    Stop
  XDeath:
    IFAT O 3 A_SpawnItemEx("GibbedGenerator")
    IFAT P 3 A_XScream
    IFAT Q 3
    IFAT R 3 A_Fall
    IFAT ST 3
    IFAT T -1 
    Stop
  Raise:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    IFAT MLKJIH 5
    Goto See
    }
}

ACTOR FriendDTShotgunZombie : UACBaseMarine 
{ 
+Friendly
Monster 
Health 500
Height 56
Radius 20
Mass 100
Speed 8
PainChance 50
+FLOORCLIP
+MISSILEMORE
+MissileEvenMore
+QUICKTORETALIATE
+DONTHARMSPECIES
+LookAllAround
Species "Player"
DamageFactor 0.65
DamageFactor "Player", 0.0
DamageFactor "Players", 0.0
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "PlayerDevTracer", 0.0
DamageFactor "PlayerExplosive", 0.0
DamageFactor "PlayerDTRG", 0.0
DamageFactor "DTRailgun", 0.0
DamageFactor "PDTBFGTracer", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "PlayerTear", 0.0
DamageFactor "PlayerDBFG2", 0.0
DamageFactor "PlayerDBFG10K2", 0.0
DamageFactor "PlayerDevBall", 0.0
DamageFactor "PlayerDevBall2", 0.0
DamageFactor "PDTBFG", 0.0
DamageFactor "DiscoBFG", 0.0
DropItem "PortableMedkit", 166
DropItem "ArmorPlate", 166
DropItem "AmmoPack", 108
DropItem "HandGrenadeAmmo", 200, 1
DropItem "MineAmmo", 200, 1
DropItem "NewShell", 256
DropItem "Demon Tech Shotgun", 32, 1
DropItem "BackPack", 155, 1
DropItem "NewShellBox", 138
SeeSound "superzombie/sight"
PainSound "superzombie/pain"
DeathSound "superzombie/death"
ActiveSound "superzombie/active"
AttackSound ""
Obituary "%o thought mercenary demons cared about friendly fire."
Tag "Demon Tech Shotgunner (Friendly)"
States
	{
	Spawn:
		ZPS1 A 10 A_Look
		ZPS1 AABB 3 A_GiveInventory("AIPatroling",1)
	Patroling:
	    TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
		ZPS1 A 10 A_Look
		ZPS1 AABB 3 A_GiveInventory("AIPatroling",1)
		Loop
	See:
	    TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
		ZPS1 AABB 3 A_Chase
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		ZPS1 CCDD 3 A_Chase
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		Loop
	Missile:
		TNT1 A 0
		TNT1 A 0 A_JumpIfCloser(350,"BurstShot")
	Spread:
		ZPS1 EEE 5 A_FaceTarget(45)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_PlaySound("Weapons/ErasusFire",CHAN_WEAPON)
		TNT1 AAAAAAAAA 0 Bright A_CustomMissile("PlayerExplosiveTracer",Random(28,34),0,Random(5,-5),CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("PlayerExplosiveTracer",28,0,0,CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("PlayerExplosiveTracer",28,0,2,CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("PlayerExplosiveTracer",28,0,-2,CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("PlayerExplosiveTracer",28,0,3,CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("PlayerExplosiveTracer",28,0,-3,CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("PlayerExplosiveTracer",28,0,4,CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("PlayerExplosiveTracer",28,0,-4,CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("PlayerExplosiveTracer",28,0,5,CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("PlayerExplosiveTracer",28,0,-5,CMF_TRACKOWNER)
		ZPS1 F 5 Bright
		ZPS1 EE 5 A_FaceTarget(45)
		ZPS1 E 8 A_PlaySound("Weapons/ErasusPump")
		TNT1 A 0 A_SpawnItemEx("ShellCasing",-8,0,30,Random(2,6),0,Random(1,3),Random(-80,-90),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		ZPS1 E 8
		Goto See
	BurstShot:
		ZPS1 EEE 5 A_FaceTarget(45)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_PlaySound("Weapons/ErasusFire",CHAN_WEAPON)
		TNT1 AAAAAAAA 0 Bright A_CustomMissile("PlayerExplosiveTracer",Random(28,34),0,Random(6,-6),CMF_TRACKOWNER)
		ZPS1 F 5 Bright A_CustomBulletAttack(15.4,10.6,24,Random(1,4)*3,"ZDemonShotgunPuff")
		ZPS1 EE 5 A_FaceTarget(45)
		ZPS1 E 8 A_PlaySound("Weapons/ErasusPump")
		TNT1 A 0 A_SpawnItemEx("ShellCasing",-8,0,30,Random(2,6),0,Random(1,3),Random(-80,-90),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		ZPS1 E 8
		Goto See
	Pain:
		TNT1 A 0
		ZPS1 G 6 A_Pain
		Goto See
	Death:
		ZPS1 H 5 A_Scream
		ZPS1 I 5 A_Fall
		ZPS1 J 5 A_SpawnItem("BodyCrash",0,0,0,0)
		ZPS1 KLM 5
		ZPS1 N 63000 CanRaise
		Stop
	XDeath:
		TNT1 A 0
		ZPS1 P 3 A_XScream
		ZPS1 Q 3 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
		ZPS1 R 3 A_Fall
		ZPS1 S 3
		ZPS1 T 63000 CanRaise
		Stop
	Raise:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		ZPS1 NMLKJIH 5
		Goto See
	}
}

ACTOR FriendDarkBishop : DarkBishop //unused
{ 
+Friendly
  Health 900 
  PainChance 70
  Speed 12
  Scale 1
  Radius 20 
  Height 56 
  Mass 150 
  Bloodcolor Black
  +MISSILEMORE
  +FLOORCLIP
  +DONTHURTSPECIES
  +NOGRAVITY
  +FLOAT
  Tag "Dark Bishop (Friendly)"
  Obituary "%o's mind was consumed by a Dark Bishop."
  Species "Player"
  DamageFactor 0.65
DamageFactor "Player", 0.0
DamageFactor "Players", 0.0
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "PlayerDevTracer", 0.0
DamageFactor "PlayerExplosive", 0.0
DamageFactor "PlayerDTRG", 0.0
DamageFactor "DTRailgun", 0.0
DamageFactor "PDTBFGTracer", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "PlayerTear", 0.0
DamageFactor "PlayerDBFG2", 0.0
DamageFactor "PlayerDBFG10K2", 0.0
DamageFactor "PlayerDevBall", 0.0
DamageFactor "PlayerDevBall2", 0.0
DamageFactor "PDTBFG", 0.0
DamageFactor "DiscoBFG", 0.0
  DropItem "BossLifeEssence" 160
  DropItem "BossArmorBonusMax" 160
  DropItem "HellStaff" 50
  DropItem "DustMana" 200 30
  DropItem "DustMana" 200 30
}

Actor FriendDarkCacoLich : UACBaseMarine
{
+Friendly
Health 850
Height 56
Radius 30
Mass 1200
Speed 5
FloatSpeed 5
BloodColor "Green"
Meleedamage 8
Painchance "Mine", 128
Painchance "SatanGuard", 0
PainChance 25
+FLOAT
+NOGRAVITY
+MISSILEMORE
+MissileEvenMore
+DontHurtSpecies
+DontHarmSpecies
+DontHarmClass
Species "Player"
DamageType "Player"
Damagefactor 0.65
DamageFactor "Player", 0.0
DamageFactor "Players", 0.0
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "PlayerDevTracer", 0.0
DamageFactor "PlayerExplosive", 0.0
DamageFactor "PlayerDTRG", 0.0
DamageFactor "DTRailgun", 0.0
DamageFactor "PDTBFGTracer", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "PlayerTear", 0.0
DamageFactor "PlayerDBFG2", 0.0
DamageFactor "PlayerDBFG10K2", 0.0
DamageFactor "PlayerDevBall", 0.0
DamageFactor "PlayerDevBall2", 0.0
DamageFactor "PDTBFG", 0.0
DamageFactor "DiscoBFG", 0.0
DropItem "BossLifeEssence", 180, 10
DropItem "HEMArmorBonusMax5", 180
DropItem "HEMArmorBonusMax5", 180
SeeSound "Lich/sight"
ActiveSound "Lich/active"
MeleeSound "caco/melee"
PainSound "Lich/pain"
DeathSound "Lich/death"
Obituary "%o thought mercenary demons cared about friendly fire."
HitObituary "%o was eaten alive by a Dark Cacolich." 
Tag "Dark CacoLich (Friendly)"
States
	{
	Spawn:
		CLIC A 10 A_Look
		CLIC AAAA 3 A_GiveInventory("AIPatroling",1)
    Patroling:
	    TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
		CLIC A 10 A_Look
		CLIC AAAA 3 A_GiveInventory("AIPatroling",1)
		Loop
	See:
	    TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
		TNT1 A 0 A_SetSolid
		CLIC AAAAAAAAA 1 A_Chase
		TNT1 A 0 A_JumpIfInTargetLOS("Dodge",30,JLOSF_DEADNOJUMP,500)
		CLIC A 0 A_Jump(68,"Dodge")
		Loop
	Dodge:
		CLIC A 0 A_Jump(256,"Right","Left","Back","BackLeftRange","BackRightRange")
		GoTo See
	Right:
		CLIC A 0
		CLIC A 0 ThrustThing(angle*256/360+64,30,0,0)
		CLIC A 5
		GoTo See
	Left:
		CLIC A 0
		CLIC A 0 ThrustThing(angle*256/360+192,30,0,0)
		CLIC A 5
		GoTo See
	Back:
		CLIC A 0
		CLIC A 0 ThrustThing(angle*256/360+128,30,0,0)
		CLIC A 5
		GoTo See
	BackLeftRange:
		CLIC A 0
		CLIC A 0 ThrustThing(angle*256/360+random(133,187),30,0,0)
		CLIC A 5
		GoTo See
	BackRightRange:
		CLIC A 0
		CLIC A 0 ThrustThing(angle*256/360+random(69,123),30,0,0)
		CLIC A 5
		GoTo See
	Melee:
		CLIC EF 4 Bright A_FaceTarget 
		TNT1 A 0 Bright A_PlaySound("monster/psoattack")
		CLIC G 3 Bright A_CustomMissile("FireFlameShot", 10, 0, Random(18,-18))
		TNT1 A 0 Bright A_FaceTarget
		CLIC F 3 Bright A_CustomMissile("FireFlameShot", 10, 0, Random(18,-18))
		TNT1 A 0 Bright A_FaceTarget
		CLIC G 3 Bright A_CustomMissile("FireFlameShot", 10, 0, Random(18,-18))
		TNT1 A 0 Bright A_FaceTarget
		CLIC F 3 Bright A_CustomMissile("FireFlameShot", 10, 0, Random(18,-18))
		TNT1 A 0 Bright A_FaceTarget
		CLIC G 3 Bright A_CustomMissile("FireFlameShot", 10, 0, Random(18,-18))
		TNT1 A 0 Bright A_FaceTarget
		CLIC F 3 Bright A_CustomMissile("FireFlameShot", 10, 0, Random(18,-18))
		TNT1 A 0 Bright A_FaceTarget
		CLIC G 3 Bright A_CustomMissile("FireFlameShot", 10, 0, Random(18,-18))
		TNT1 A 0 Bright A_FaceTarget
		CLIC F 3 Bright A_CustomMissile("FireFlameShot", 10, 0, Random(18,-18))
		TNT1 A 0 Bright A_FaceTarget
		CLIC G 3 Bright A_CustomMissile("FireFlameShot", 10, 0, Random(18,-18))
		TNT1 A 0 Bright A_FaceTarget
		CLIC F 3 Bright A_CustomMissile("FireFlameShot", 10, 0, Random(18,-18))
		CLIC FG 3
		Goto See
	Missile:
		TNT1 A 0
		TNT1 A 0 A_SetSolid
		TNT1 A 0 A_Stop
		TNT1 A 0 A_Jump(128,2)
		TNT1 A 0 A_JumpIfCloser(300,"Melee")
		TNT1 A 0 A_Jump(128,"Comet","Tracers","Seekers")
		TNT1 A 0 A_Jump(128,"Rush")
	Normal:
		CLIC EF 4 A_FaceTarget
		CLIC G 2 A_FaceTarget
		CLIC G 0 A_CustomMissile("PlayerRepeaterPlasma", 24, 0, 0)
		CLIC G 0 A_CustomMissile("PlayerRepeaterPlasma", 24, 0, 4)
		CLIC G 0 A_CustomMissile("PlayerRepeaterPlasma", 24, 0, -4)
		CLIC G 0 A_CustomMissile("PlayerRepeaterPlasma", 24, 0, 8)
		CLIC G 6 Bright A_CustomMissile("PlayerRepeaterPlasma", 24, 0, -8)
		CLIC FE 4 A_FaceTarget
		GoTo See
	Comet:
		CLIC EEEEFFFF 1 A_FaceTarget
		CLIC GGGG 1 A_FaceTarget
		CLIC G 1 Bright A_CustomMissile("PlayerRepeaterPlasma",24,0,0)
		CLIC FE 4
		GoTo See
	Tracers:
		CLIC EF 4 A_FaceTarget
		CLIC G 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile("PlayerRepeaterPlasma",24,0,0)
		CLIC G 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile("PlayerRepeaterPlasma",24,0,0)
		CLIC G 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile("PlayerRepeaterPlasma",24,0,0)
		CLIC FE 4 A_FaceTarget
		GoTo See
	Seekers:
		CLIC B 6 A_Facetarget
		TNT1 A 0 A_CustomMissile("PlayerRepeaterPlasma",35,0,0,0,0)
		TNT1 A 0 A_CustomMissile("PlayerRepeaterPlasma",35,0,16,0,0)
		CLIC C 4 Bright A_CustomMissile("PlayerRepeaterPlasma",35,0,-16,0,0)
		CLIC CD 4	
		TNT1 A 0 A_Jump(87,"Comet")
		Goto See
	Rush:
		CLIC A 1 A_Chase("","")
		TNT1 AA 0 A_Chase("","")
		TNT1 A 0 A_SpawnItemEx("CacoLichTrail")
		TNT1 A 0 A_SpawnItemEx("GreenRushPulse")
		TNT1 A 0 A_JumpIfInTargetLOS("Dodge",30,JLOSF_DEADNOJUMP,500)
		CLIC A 1 A_Chase("","")
		TNT1 AA 0 A_Chase("","")
		TNT1 A 0 A_SpawnItemEx("CacoLichTrail")
		TNT1 A 0 A_SpawnItemEx("GreenRushPulse")
		TNT1 A 0 A_JumpIfInTargetLOS("Dodge",30,JLOSF_DEADNOJUMP,500)
		CLIC A 1 A_Chase("","")
		TNT1 AA 0 A_Chase("","")
		TNT1 A 0 A_SpawnItemEx("CacoLichTrail")
		TNT1 A 0 A_SpawnItemEx("GreenRushPulse")
		TNT1 A 0 A_JumpIfInTargetLOS("Dodge",30,JLOSF_DEADNOJUMP,500)
		TNT1 A 0 A_Jump(5,"See")
		Loop
	Pain.Cacobribe:
		TNT1 A 0 HealThing(1)
		TNT1 A 0
		GoTo Missile
	Pain.CacoBribe2:
		TNT1 A 0 A_ClearTarget
		TNT1 A 0 HealThing(8)
		GoTo Dodge
	Pain:
		TNT1 A 0 A_Jump(24,"Missile")
		CLIC H 5 A_Pain
		TNT1 A 0 A_Jump(128,"Dodge")
		GoTo See
	Melee:
		TNT1 A 0 A_SetSolid
		CLIC EFG 4 A_FaceTarget
		TNT1 A 0 A_MeleeAttack
		CLIC FE 4 A_FaceTarget
		GoTo See
	XDeath:
	Death:
		TNT1 A 0
		CLIC J 8 A_Scream
		TNT1 AAAAAAAA 0 A_SpawnItemEx("CacoLichPoison",0,0,10,Random(5,-5),Random(5,-5),Random(6,-3))
		TNT1 A 0 A_SpawnItemEx("GreenGibbedGenerator",0,0,0,0,0,0,0,128,0)
		CLIC K 8 A_Fall
		Goto EndDrop
	AlwaysDrop:
		TNT1 A 0
		Goto EndDrop
	EndDrop:
		CLIC LM 4
		TNT1 A 0 A_ChangeFlag(SOLID,0)
		TNT1 A 0 A_ChangeFlag(THRUACTORS,1)
		TNT1 A 0 A_TakeInventory("Tic",999999)
	Fall:
		CLIC N 1 A_CheckFloor("Land")
		TNT1 A 0 A_JumpIfInventory("Tic",525,"Land")
		TNT1 A 0 A_GiveInventory("Tic",1)
		Loop
	Land:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("Tic",999999)
		TNT1 A 0 A_ChangeFlag(CORPSE,1)
		CLIC OPQR 3
		TNT1 A 0 A_ChangeFlag(SOLID,0)
		TNT1 A 0 A_ChangeFlag(THRUACTORS,0)
		TNT1 A 0 A_ChangeFlag(MOVEWITHSECTOR,1)
		CLIC S 63000 CanRaise
		Stop
	Raise:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag(MOVEWITHSECTOR,0)
		TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		CLIC SRQPONMLKJI 4
		Goto See         
	}
}

Actor FriendRabidFiend : UACBaseMarine
{
+Friendly
  Health 450
  GibHealth 60
  Speed 17
  PainChance 70
  Damagefactor  0.45
  Species "Player"
DamageFactor "Player", 0.0
DamageFactor "Players", 0.0
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "PlayerDevTracer", 0.0
DamageFactor "PlayerExplosive", 0.0
DamageFactor "PlayerDTRG", 0.0
DamageFactor "DTRailgun", 0.0
DamageFactor "PDTBFGTracer", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "PlayerTear", 0.0
DamageFactor "PlayerDBFG2", 0.0
DamageFactor "PlayerDBFG10K2", 0.0
DamageFactor "PlayerDevBall", 0.0
DamageFactor "PlayerDevBall2", 0.0
DamageFactor "PDTBFG", 0.0
DamageFactor "DiscoBFG", 0.0
  +FLOORCLIP
  +DONTHURTSPECIES
  +FASTMELEE
  +MISSILEMORE
  DropItem "LifeEssence" 125
  DropItem "ArmorBonusMax" 125
  DropItem "DemonAmmo" 128 120
  SeeSound "blooddemon/sight"
  PainSound "blooddemon/pain"
  DeathSound "blooddemon/death"
  ActiveSound "blooddemon/active"
  AttackSound "cyberfiend/melee"
  Obituary "%o was gored by a Rabid Fiend."
  HitObituary "%o thought mercenary demons cared about friendly fire." 
  Tag "\c[i7]Rabid Fiend (Friendly)\c-"
  RenderStyle Translucent
  Alpha 0.5
States
{
  Spawn:
	IAR2 A 10 A_Look
	IAR2 ABC 2 A_GiveInventory("AIPatroling",1)
  Patroling:
    TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
	IAR2 A 10 A_Look
	IAR2 ABC 2 A_GiveInventory("AIPatroling",1)
	Loop
  See:
    TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
	TNT1 a 0 a_spawnitemex("ISpectreTrailA",random(-1,1), random(-1,1), 0)
	IAR2 A 2 fast a_chase
	TNT1 a 0 a_spawnitemex("ISpectreTrailA",random(-1,1), random(-1,1), 0)
	IAR2 A 2 fast a_chase
	TNT1 a 0 a_spawnitemex("ISpectreTrailB",random(-1,1), random(-1,1), 0)
	IAR2 B 2 Fast A_Chase
	TNT1 a 0 a_spawnitemex("ISpectreTrailB",random(-1,1), random(-1,1), 0)
	IAR2 B 2 Fast A_Chase
	TNT1 A 0 A_SpawnItem("HeavyFleshStep",0,0,0,0)
	TNT1 a 0 a_spawnitemex("ISpectreTrailC",random(-1,1), random(-1,1), 0)
	IAR2 C 2 fast a_chase
	TNT1 a 0 a_spawnitemex("ISpectreTrailC",random(-1,1), random(-1,1), 0)
	IAR2 C 2 fast a_chase
	TNT1 a 0 a_spawnitemex("ISpectreTrailD",random(-1,1), random(-1,1), 0)
	IAR2 D 2 Fast A_Chase
	TNT1 a 0 a_spawnitemex("ISpectreTrailD",random(-1,1), random(-1,1), 0)
	IAR2 D 2 Fast A_Chase
	TNT1 A 0 A_SpawnItem("HeavyFleshStep",0,0,0,0)
	Loop
  Melee: 
	IAR2 EF 5 A_FaceTarget
	TNT1 A 0 A_MeleeAttack
	IAR2 G 4 A_MeleeAttack
	IAR2 E 5 A_FaceTarget
	Goto See
  Missile:
	TNT1 A 0 A_jumpifcloser(250,"Lunge")
	IAR2 OO 7 A_FaceTarget
	IAR2 P 7 A_facetarget
	IAR2 P 7 bright A_CustomMissile("PlayerRepeaterPlasma", 24, 0, 0)
	Goto see
  Lunge:
	TNT1 A 0 A_JumpIfCloser(250,1)
	Goto missile
	TNT1 A 0 A_PlaySound("demon/melee")
	IAR2 EF 7 A_FaceTarget
	TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	IAR2 F 2 A_Recoil(-24)
	IAR2 F 3 A_CustomMissile("PlayerRepeaterPlasma",18,0,0,CMF_AIMDIRECTION)
	IAR2 G 6
	IAR2 G 2 A_ScaleVelocity(0.2)
	TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)
	IAR2 G 1 A_ScaleVelocity(0)
	Goto See
  Pain: 
	TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)
	IAR2 H 4 A_Pain
	Goto See
  Death:
  Xdeath:
	TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)
	TNT1 A 0 A_SpawnItemEx("GibbedGenerator")
	IAR2 I 5 
	IAR2 J 5 A_Scream
	IAR2 K 4
	IAR2 L 4 A_NoBlocking	
	IAR2 M 4 A_SpawnItem("BodyCrash",0,0,0,0)
	IAR2 N -1 
	Stop
  }
}

Actor FriendHellMonarch : UACBaseMarine
{
+Friendly
Health 750
Height 64
Radius 24
Mass 1300
Speed 6
Scale 1.15
BloodColor "Green"
MeleeRange 70
PainChance 50
Painchance "Mine", 128
MissileType "PlayerRepeaterPlasma"
-BOSSDEATH
+FLOORCLIP
+DONTHARMSPECIES
Species "Player"
Damagefactor 0.65
DamageFactor "Player", 0.0
DamageFactor "Players", 0.0
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "PlayerDevTracer", 0.0
DamageFactor "PlayerExplosive", 0.0
DamageFactor "PlayerDTRG", 0.0
DamageFactor "DTRailgun", 0.0
DamageFactor "PDTBFGTracer", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "PlayerTear", 0.0
DamageFactor "PlayerDBFG2", 0.0
DamageFactor "PlayerDBFG10K2", 0.0
DamageFactor "PlayerDevBall", 0.0
DamageFactor "PlayerDevBall2", 0.0
DamageFactor "PDTBFG", 0.0
DamageFactor "DiscoBFG", 0.0
DropItem "BossLifeEssence", 200, 16
DropItem "HEMArmorBonusMax5", 200
DropItem "HEMArmorBonusMax5", 200
DropItem "HEMArmorBonusMax5", 200
DropItem "HEMArmorBonusMax1", 200
SeeSound "knight/sight"
ActiveSound "knight/active"
PainSound "knight/pain"
DeathSound "knight/death"
Obituary "%o was melted by a Hell Monarch."
HitObituary "%o thought mercenary demons cared about friendly fire."
Tag "Hell Monarch (Friendly)"
States
{
  Spawn:
	BOS2 A 10 A_Look
	BOS2 CCCCDDDD 1 A_GiveInventory("AIPatroling",1)
  Patroling:
    TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
	BOS2 A 10 A_Look
	BOS2 CCCCDDDD 1 A_GiveInventory("AIPatroling",1)
	Loop
  See:
    TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
	BOS2 AAAABBBB 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("HoofStep2",0,0,0,0,0,-20,0,128)
	BOS2 CCCCDDDD 1 A_Chase
	TNT1 AAA 0 A_FastChase
	TNT1 A 0 A_SpawnItemEx("HoofStep2",0,0,0,0,0,-20,0,128)
	Loop
  Missile:
  Melee:
	BOS2 EEE 2 Bright A_FaceTarget(45)
	BOS2 FFG 2 Bright A_FaceTarget
	BOS2 G 1 Bright A_ComboAttack
	BOS2 GFEE 2 Bright
	Goto See
  Pain:
	TNT1 A 0
	BOS2 H 2
	BOS2 H 2 A_Pain
	Goto See
  Death:
	TNT1 A 0
	BOS2 I 8 A_SpawnItemEx("GreenGibbedGenerator",0,0,0,0,0,0,0,128,0)
	BOS2 J 6 A_Scream
	BOS2 K 5 A_Fall
	BOS2 L 5
	BOS2 MN 4
	BOS2 O 63000 CanRaise
	Stop
  Raise:
	Stop
	}
}

ACTOR FriendInsanityKnight : InsanityKnight //unused
{
+Friendly 
Species "Player"
  Health 1500
  PainChance 60
Damagefactor 0.45
DamageFactor "Player", 0.0
DamageFactor "Players", 0.0
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "PlayerDevTracer", 0.0
DamageFactor "PlayerExplosive", 0.0
DamageFactor "PlayerDTRG", 0.0
DamageFactor "DTRailgun", 0.0
DamageFactor "PDTBFGTracer", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "PlayerTear", 0.0
DamageFactor "PlayerDBFG2", 0.0
DamageFactor "PlayerDBFG10K2", 0.0
DamageFactor "PlayerDevBall", 0.0
DamageFactor "PlayerDevBall2", 0.0
DamageFactor "PDTBFG", 0.0
DamageFactor "DiscoBFG", 0.0
  +MISSILEMORE
  +FASTMELEE
  Scale 1.25
  DropItem "BossLifeEssence" 128 25
  DropItem "BossArmorBonusMax" 128 1
  DropItem "DemonAmmoBox" 128 200
  Obituary "%o thought mercenary demons cared about friendly fire." 
  HitObituary "%o thought mercenary demons cared about friendly fire."
  SeeSound "PhaseOverlord/Sight"    
  DeathSound "TLord/Death"  
  PainSound "TLord/Pain"
  MeleeSound "baron/melee"
  Tag "\c[i7]Insanity Knight (Friendly)\c-"
  Bloodcolor Red
}

Actor FriendWarlordImp : UACBaseMarine
{
+Friendly
Health 600
Height 56
Radius 20
Mass 1000
Speed 7
Painchance "Mine", 128
Painchance "Acid", 0
Painchance "Fire", 0
Painchance "SatanGuard", 0
Painchance "AdvancedImp", 0
Painchance "Shadow", 0
PainChance 25
Damage (13)
MeleeRange 72
BloodColor BLue
+DropOFF
+FLOORCLIP
+NoTarget
+SlidesOnWalls
+MissileMore
+QuickToRetaliate
+DONTHARMSPECIES
Species "Player"
Damagetype "Player"
DamageFactor 0.65
Damagefactor "Acid", 0.5
Damagefactor "Fire", 0.1
DamageFactor "Player", 0.0
DamageFactor "Players", 0.0
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "PlayerDevTracer", 0.0
DamageFactor "PlayerExplosive", 0.0
DamageFactor "PlayerDTRG", 0.0
DamageFactor "DTRailgun", 0.0
DamageFactor "PDTBFGTracer", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "PlayerTear", 0.0
DamageFactor "PlayerDBFG2", 0.0
DamageFactor "PlayerDBFG10K2", 0.0
DamageFactor "PlayerDevBall", 0.0
DamageFactor "PlayerDevBall2", 0.0
DamageFactor "PDTBFG", 0.0
DamageFactor "DiscoBFG", 0.0
DropItem "BossLifeEssence", 200, 8
DropItem "NemesisArmorBonusMax", 200
DropItem "NemesisArmorBonusMax", 200
SeeSound "Wlord/sight"
PainSound "Wlord/pain"
DeathSound "Wlord/death"
ActiveSound "Wlord/active"
Obituary "%o thought mercenary demons cared about friendly fire."
HitObituary "%o's skull was crushed by a Corrupt Pawn."
Tag "\c[l7]Warlord \c[l5]Imp\c- (Friendly)"
States
	{
	Spawn:
		WARI A 10 A_Look
		WARI AAAABBBB 1 A_GiveInventory("AIPatroling",1)
	Patroling:
	    TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
		WARI A 10 A_Look
		WARI AAAABBBB 1 A_GiveInventory("AIPatroling",1)
		Loop
	See:
	    TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
		WARI AAAABBBB 1 A_Chase
		TNT1 A 0 A_SpawnItemEx("HumanishStep2",0,0,2,0,0,-20)
		WARI CCCCDDDD 1 A_Chase
		TNT1 A 0 A_SpawnItemEx("HumanishStep2",0,0,2,0,0,-20)
		Loop
	Melee:
		WARI A 1
		TNT1 A 0 A_JumpIfInventory("ImpSuperMelee",3,"SuperMelee")
		TNT1 A 0 A_Jump(17,"SMeleeStart")
	Melee2:
		WARI EEEE 1 A_FaceTarget
		TNT1 A 0 A_PlaySound("implord/maceswing")
		WARI FFFFGG 1 A_FaceTarget
		WARI G 1 A_CustomMeleeAttack(random(15,35),"implord/macehit","None","SatanGuard")
		WARI GFE 2
		GoTo See
	SMeleeStart:
		WARI O 1 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI O 1 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI O 1 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI O 1 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI O 1 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI O 1 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI O 1 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI O 1 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI O 1 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		GoTo SuperMelee2
	SuperMelee:
		TNT1 A 0 A_TakeInventory("ImpSuperMelee",3)
		TNT1 A 0
		TNT1 A 0 A_PlaySound("implord/maceswing")
	SuperMelee2:
		WARI PPPPQQQ 1 Bright A_FaceTarget
		TNT1 A 0 A_CustomMissile("WarlordMeleeAttack",33,0,0)
		WARI Q 1 Bright A_CustomMeleeAttack(random(35,56),"implord/macehit","None")
		WARI PPFFE 2
		GoTo See
	Missile:
		TNT1 A 0
		TNT1 A 0 A_JumpIfTargetInLOS("FireBalls",90,JLOSF_CLOSENOJUMP|JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,1000,216)
		TNT1 A 0 A_Jump(75,"FireBalls")
		TNT1 A 0 A_GiveInventory("ImpSuperMelee",1)
		TNT1 A 0 A_PlaySound("Wlord/sIGHT",0,1.0,0)
		WARI O 1 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI O 1 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI O 1 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI O 1 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI O 1 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI O 1 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI O 1 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI O 1 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI O 1 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI P 1 Bright A_Recoil(-56)
		TNT1 A 0 ThrustThingZ(0,11,0,0)
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI P 1 Bright A_JumpIfCloser(72,"SuperMelee")
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI P 1 Bright A_JumpIfCloser(72,"SuperMelee")
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI P 1 Bright A_JumpIfCloser(72,"SuperMelee")
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI P 1 Bright A_JumpIfCloser(72,"SuperMelee")
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI P 1 Bright A_JumpIfCloser(72,"SuperMelee")
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI P 1 Bright A_JumpIfCloser(72,"SuperMelee")
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		TNT1 A 0 A_Recoil(-16)
		WARI P 1 Bright A_JumpIfCloser(72,"SuperMelee")
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI P 1 Bright A_JumpIfCloser(72,"SuperMelee")
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI P 1 Bright A_JumpIfCloser(72,"SuperMelee")
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI P 1 Bright A_JumpIfCloser(72,"SuperMelee")
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI P 1 Bright A_JumpIfCloser(72,"SuperMelee")
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI P 1 Bright A_JumpIfCloser(72,"SuperMelee")
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI P 1 Bright A_JumpIfCloser(72,"SuperMelee")
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI P 1 Bright A_JumpIfCloser(72,"SuperMelee")
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI P 1 Bright A_JumpIfCloser(72,"SuperMelee")
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI P 1 Bright A_JumpIfCloser(72,"SuperMelee")
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI P 1 Bright A_JumpIfCloser(72,"SuperMelee")
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI P 1 Bright A_JumpIfCloser(72,"SuperMelee")
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI P 1 Bright A_JumpIfCloser(72,"SuperMelee")
		TNT1 A 0 A_Recoil(-16)
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI P 1 Bright A_JumpIfCloser(72,"SuperMelee")
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI P 1 Bright A_JumpIfCloser(72,"SuperMelee")
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI P 1 Bright A_JumpIfCloser(72,"SuperMelee")
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI P 1 Bright A_JumpIfCloser(72,"SuperMelee")
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI P 1 Bright A_JumpIfCloser(72,"SuperMelee")
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI P 1 Bright A_JumpIfCloser(72,"SuperMelee")
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI P 1 Bright A_JumpIfCloser(72,"SuperMelee")
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI P 1 Bright A_JumpIfCloser(72,"SuperMelee")
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI P 1 Bright A_JumpIfCloser(72,"SuperMelee")
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI P 1 Bright A_JumpIfCloser(72,"SuperMelee")
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI P 1 Bright A_JumpIfCloser(72,"SuperMelee")
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI P 1 Bright A_JumpIfCloser(72,"SuperMelee")
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI P 1 Bright A_JumpIfCloser(72,"SuperMelee")
		TNT1 A 0 A_SpawnItemEx("BlueFire",-7,19,53,0,0,6)
		WARI P 1 Bright A_JumpIfCloser(72,"SuperMelee")
		TNT1 A 0 A_Stop
		WARI F 1 A_SkullAttack(18)
		WARI FFFFFFFFF 1
		TNT1 A 0 A_Stop
		GoTo Melee2
	FireBalls:
		TNT1 A 0 A_TakeInventory("ImpSuperMelee",3)
		WARI IIIIIIJJJJJ 1 Bright A_FaceTarget
		TNT1 A 0 HealThing(5)
		TNT1 AA 0 A_SpawnItemEx("BlueShieldFX",random(22,-22),random(22,-22),random(6,58),0,0,0,random(0,360))
		WARI K 1 Bright A_FaceTarget
		TNT1 A 0 HealThing(5)
		TNT1 AA 0 A_SpawnItemEx("BlueShieldFX",random(22,-22),random(22,-22),random(6,58),0,0,0,random(0,360))
		TNT1 A 0 A_CustomMissile("PlasmaFireBall",32,0,random(-20,20))
		WARI K 1 Bright A_FaceTarget
		TNT1 A 0 HealThing(5)
		TNT1 AA 0 A_SpawnItemEx("BlueShieldFX",random(22,-22),random(22,-22),random(6,58),0,0,0,random(0,360))
		TNT1 A 0 A_CustomMissile("PlasmaFireBall",32,0,random(-20,20))
		WARI K 1 Bright A_FaceTarget
		TNT1 A 0 HealThing(4)
		TNT1 AA 0 A_SpawnItemEx("BlueShieldFX",random(22,-22),random(22,-22),random(6,58),0,0,0,random(0,360))
		TNT1 A 0 A_CustomMissile("PlasmaFireBall",32,0,random(-20,20))
		WARI K 1 Bright A_FaceTarget
		TNT1 A 0 HealThing(2)
		TNT1 AA 0 A_SpawnItemEx("BlueShieldFX",random(22,-22),random(22,-22),random(6,58),0,0,0,random(0,360))
		TNT1 A 0 A_CustomMissile("PlasmaFireBall",32,0,random(-20,20))
		WARI JIIIII 2
		GoTo See
	Pain.Mine:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("MonsterAvoid",1)
	Pain:
		TNT1 A 0 A_TakeInventory("ImpSuperMelee",1)
		WARI H 3 A_Pain
		WARI H 4
		GoTo See
	Death:
		TNT1 A 0
		WARI R 3 A_Scream
		WARI S 3 A_NoBlocking
		WARI TU 4
		TNT1 A 0 A_SpawnItem("BodyCrash")
		WARI V 63000 CanRaise
		Stop
	Raise:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		WARI VUTSR 3
		GoTo See
	}
}

ACTOR FriendCyberBaron : CyberBaron //unused
{ 
+Friendly
Health 1500
PainChance 50
MeleeDamage 8
Scale 1.1
Obituary "%o was blown apart by a Cyber-Baron of Hell."
HitObituary "%o got smacked by a Cyber-Baron of Hell."
SeeSound "cbaron/sight" 
PainSound "cbaron/pain"
DeathSound "cbaron/death"
MeleeSound "baron/melee"
ActiveSound "cbaron/active"
Species "Player"
Damagetype "Player"
DamageFactor 0.65
DamageFactor "Player", 0.0
DamageFactor "Players", 0.0
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "PlayerDevTracer", 0.0
DamageFactor "PlayerExplosive", 0.0
DamageFactor "PlayerDTRG", 0.0
DamageFactor "DTRailgun", 0.0
DamageFactor "PDTBFGTracer", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "PlayerTear", 0.0
DamageFactor "PlayerDBFG2", 0.0
DamageFactor "PlayerDBFG10K2", 0.0
DamageFactor "PlayerDevBall", 0.0
DamageFactor "PlayerDevBall2", 0.0
DamageFactor "PDTBFG", 0.0
DamageFactor "DiscoBFG", 0.0
DropItem "LifeEssence" 150
DropItem "ArmorBonusMax" 150
DropItem "Assault Shotgun" 128
BloodColor "Green"
Tag "Cyber Baron (Friendly)"
+MISSILEMORE
+DONTHURTSPECIES
+FASTMELEE
}

ACTOR FriendDarkCybruiser : UACBaseMarine
{
+friendly
Health 2000
Height 64
Radius 24
Mass 1000
Speed 10
Scale 1.1
Bloodcolor Green
Painchance "Mine", 128
PainChance 5
MeleeDamage 8
+BOSSDEATH
+NOTARGET
+DONTMORPH
+FLOORCLIP
+FASTMELEE
+MISSILEMORE
+MISSILEEVENMORE
+QUICKTORETALIATE
+DONTHARMSPECIES
+LookAllAround
Species "Player"
Damagetype "Player"
DamageFactor 0.65
DamageFactor "Player", 0.0
DamageFactor "Players", 0.0
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "PlayerDevTracer", 0.0
DamageFactor "PlayerExplosive", 0.0
DamageFactor "PlayerDTRG", 0.0
DamageFactor "DTRailgun", 0.0
DamageFactor "PDTBFGTracer", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "PlayerTear", 0.0
DamageFactor "PlayerDBFG2", 0.0
DamageFactor "PlayerDBFG10K2", 0.0
DamageFactor "PlayerDevBall", 0.0
DamageFactor "PlayerDevBall2", 0.0
DamageFactor "PDTBFG", 0.0
DamageFactor "DiscoBFG", 0.0
DropItem "NemesisHealthBonusMax", 200, 25
DropItem "NemesisArmorBonusMax", 200
DropItem "NemesisArmorBonusMax", 200
DropItem "NemesisArmorBonusMax", 200
DropItem "NemesisArmorBonusMax", 200
DropItem "BerserkSphere" 80
DropItem "DemonAmmoBox", 180, 200
DropItem "Demon Tech Rifle", 180, 1
DropItem "SuperArmorSphere", 48, 1
SeeSound "cbaron/sight" 
ActiveSound "cbaron/active"
MeleeSound "baron/melee"
PainSound "blooddemon/pain"
DeathSound "monster/UBRdth"
Obituary "%o thought mercenary demons cared about friendly fire."
HitObituary "%o thought mercenary demons cared about friendly fire."
Tag "\cqDark Cybruiser (Friend)\c-"
var int user_missile;
States
	{
	Spawn:
		UBRS A 7 A_Look
		UBRS A 7 A_Look
		UBRI A 7 A_Look
		UBRI A 7 A_Look
		UBRS AABB 2 A_GiveInventory("AIPatroling",1)
	Patroling:
	    TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
		UBRS A 7 A_Look
		UBRS A 7 A_Look
		UBRI A 7 A_Look
		UBRI A 7 A_Look
		UBRS AABB 2 A_GiveInventory("AIPatroling",1)
		Loop 
	See:
	    TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
		TNT1 A 0 A_SetTranslucent(1)
		UBRS AABB 2 A_Chase
		TNT1 A 0 A_ChangeFlag(NoPain,0)
		TNT1 A 0 A_SpawnItemEx("BruiserStep2",0,0,2,0,0,-20)
		UBRS CCDD 2 A_Chase
		TNT1 A 0 A_SpawnItemEx("BruiserStep2",0,0,2,0,0,-20)
		TNT1 A 0 A_Jump(62,"Boost")
		Loop
	Boost:
		UBRS A 1 A_Chase
		TNT1 A 0 A_Chase
		TNT1 A 0 A_SpawnItemEx("DCybruiserGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		UBRS A 1 A_Chase
		TNT1 A 0 A_Chase
		TNT1 A 0 A_SpawnItemEx("DCybruiserGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		UBRS B 1 A_Chase
		TNT1 A 0 A_Chase
		TNT1 A 0 A_SpawnItemEx("DCybruiserGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		UBRS B 1 A_Chase
		TNT1 A 0 A_Chase
		TNT1 A 0 A_SpawnItemEx("DCybruiserGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx("BruiserStep2",0,0,2,0,0,-20)
		UBRS C 1 A_Chase
		TNT1 A 0 A_Chase
		TNT1 A 0 A_SpawnItemEx("DCybruiserGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		UBRS C 1 A_Chase
		TNT1 A 0 A_Chase
		TNT1 A 0 A_SpawnItemEx("DCybruiserGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		UBRS D 1 A_Chase
		TNT1 A 0 A_Chase
		TNT1 A 0 A_SpawnItemEx("DCybruiserGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		UBRS D 1 A_Chase
		TNT1 A 0 A_Chase
		TNT1 A 0 A_SpawnItemEx("DCybruiserGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx("BruiserStep2",0,0,2,0,0,-20)
		TNT1 A 0 A_Jump(50,"See")
		Loop
	Pause:
		TNT1 A 0
		UBRS E 10
		UBRS E 20 A_PlaySound("weapons/12gsgcock")
		Goto See
	Missile:
		TNT1 A 0
		TNT1 A 0 A_SetTranslucent(1)
		TNT1 A 0 A_Jump(128,"Railgun","Rockets","HomingRockets","BFG15K")
	Normal:
		UBRS E 8 A_FaceTarget
		UBRS E 3 A_FaceTarget
		TNT1 AA 0 A_CustomMissile("VulcanPlasmaTracer",40,9,Random(-5,5),CMF_TRACKOWNER)
		UBRR A 3 Bright A_PlaySound("weapons/demontechfire",CHAN_WEAPON)
		TNT1 A 0 A_Jump(6,"Pause")
		TNT1 A 0 A_SpidRefire
		TNT1 A 0 A_ChangeFlag(NOPAIN,0)
		Goto Normal+1
	Railgun:
		UBRS E 2 A_FaceTarget
		UBRS E 5 A_PlaySound("weapons/rgcharge",CHAN_WEAPON)
		UBRS EEE 5 A_FaceTarget
		UBRS E 5 A_FaceTarget
		TNT1 A 0 A_PlaySound("railgunner/chargedshot",CHAN_WEAPON)
		TNT1 A 0 Bright A_CustomMissile("PlasmaRazorAlt",40,0,0,CMF_TRACKOWNER)
		UBRR A 5 Bright A_CustomRailgun(10*Random(6,8),10,"Green",None,RGF_SILENT|RGF_FULLBRIGHT,1,1,"PlasmaRazorAlt")
		UBRS E 25
		TNT1 A 0 A_ChangeFlag(NoPain,0)
		TNT1 A 0 A_Jump(87,"Rockets","HomingRockets","BFG15K")
		Goto See
	Rockets:
		UBRS EE 6 A_FaceTarget 
		UBRR A 8 Bright A_CustomMissile("PlayerHomRocket",32,0,0,CMF_TRACKOWNER)
		UBRS EE 5 A_FaceTarget
		UBRR A 8 Bright A_CustomMissile("PlayerHomRocket",32,0,0,CMF_TRACKOWNER)
		UBRS EE 5 A_FaceTarget
		UBRR A 8 Bright A_CustomMissile("PlayerHomRocket",32,0,0,CMF_TRACKOWNER)
		UBRS EE 5 A_FaceTarget
		UBRR A 8 Bright A_CustomMissile("PlayerHomRocket",32,0,0,CMF_TRACKOWNER)
		UBRS E 12	
		TNT1 A 0 A_ChangeFlag(NoPain,0)
		TNT1 A 0 A_Jump(87,"HomingRockets","BFG15K")
		Goto See
	HomingRockets:
		UBRS EE 6 A_FaceTarget
		UBRR A 8 Bright A_CustomMissile("PlayerHomRocket",32,0,0,CMF_TRACKOWNER)
		UBRS EE 5 A_FaceTarget
		UBRR A 8 Bright A_CustomMissile("PlayerHomRocket",32,0,0,CMF_TRACKOWNER)
		UBRS EE 5 A_FaceTarget
		UBRR A 8 Bright A_CustomMissile("PlayerHomRocket",32,0,0,CMF_TRACKOWNER)
		UBRS E 12
		TNT1 A 0 A_ChangeFlag(NoPain,0)
		TNT1 A 0 A_Jump(87,"BFG15K")
		Goto See	
	BFG15K:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("weapons/charge15k",CHAN_WEAPON)
		UBRS EEEE 5 A_FaceTarget
		UBRS EE 5 A_FaceTarget
		UBRR A 4 Bright A_CustomMissile("PlasmaRazorAlt",32,0,Random(2,-2),CMF_TRACKOWNER)
		UBRS E 4 A_FaceTarget
		UBRR A 4 Bright A_CustomMissile("PlasmaRazorAlt",32,0,Random(4,-4),CMF_TRACKOWNER)
		UBRS E 4 A_FaceTarget
		UBRS F 4 Bright A_CustomMissile("PlasmaRazorAlt",32,0,Random(6,-6),CMF_TRACKOWNER)
		UBRS E 4 A_FaceTarget
		UBRS F 4 Bright A_CustomMissile("PlasmaRazorAlt",32,0,Random(6,-6),CMF_TRACKOWNER)
		UBRS E 4 A_FaceTarget
		UBRS F 4 Bright A_CustomMissile("PlasmaRazorAlt",32,0,Random(6,-6),CMF_TRACKOWNER)
		UBRS E 4 A_FaceTarget
		UBRS F 4 Bright A_CustomMissile("PlasmaRazorAlt",32,0,Random(8,-8),CMF_TRACKOWNER)
		UBRS E 4 A_FaceTarget
		UBRS F 4 Bright A_CustomMissile("PlasmaRazorAlt",32,0,Random(10,-10),CMF_TRACKOWNER)
		UBRS E 25 A_PlaySound("weapons/bfg15kcooldown",CHAN_WEAPON)
		TNT1 A 0 A_ChangeFlag(NoPain,0)
		Goto See
	Melee:
		TNT1 A 0
		UBRS GH 4 A_FaceTarget
		UBRS I 4 A_MeleeAttack
		UBRS HG 4 A_FaceTarget
		Goto See
	Pain:
		TNT1 A 0
		TNT1 A 0 A_Jump(107,"MissilePain")
		UBRS J 8 A_Pain
		Goto See
	MissilePain:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag(NOPAIN,1)
		UBRS J 8 A_Pain
		Goto Missile	
	Death:
		TNT1 A 0
		UBRD K 30 A_Scream
		TNT1 A 0 Bright A_PlaySound("Weapons/RockLX")
		UBRD KK 1 Bright A_CustomMissile("Kaboom4",Random(10,50),0,random(0,360),2,random(0,360))
		UBRD KK 1 Bright A_CustomMissile("Kaboom4",Random(10,50),0,random(0,360),2,random(0,360))
		TNT1 A 0 Bright A_PlaySound("Weapons/RockLX")
		UBRD KK 1 Bright A_CustomMissile("Kaboom4",Random(10,50),0,random(0,360),2,random(0,360))
		UBRD KK 1 Bright A_CustomMissile("Kaboom4",Random(10,50),0,random(0,360),2,random(0,360))
		TNT1 A 0 Bright A_PlaySound("Weapons/RockLX")
		UBRD KK 1 Bright A_CustomMissile("Kaboom4",Random(10,50),0,random(0,360),2,random(0,360))
		UBRD KK 1 Bright A_CustomMissile("Kaboom4",Random(10,50),0,random(0,360),2,random(0,360))
		TNT1 A 0 Bright A_PlaySound("Weapons/RockLX")
		UBRD KK 1 Bright A_CustomMissile("Kaboom4",Random(10,50),0,random(0,360),2,random(0,360))
		UBRD KK 1 Bright A_CustomMissile("Kaboom4",Random(10,50),0,random(0,360),2,random(0,360))	
		UBRD KK 1 Bright A_CustomMissile("Kaboom4",Random(10,50),0,random(0,360),2,random(0,360))
		UBRD KK 1 Bright A_CustomMissile("Kaboom4",Random(10,50),0,random(0,360),2,random(0,360))
		TNT1 AA 0 Bright A_SpawnItemEx("GreenGibbedGenerator",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 AAAA 0 A_CustomMissile("SmokeFX2",0,0,random(0,360),2,random(0,360))
		UBRD LMN 5 Bright
		UBRD O 4 Bright A_Fall
		UBRD PQR 4 Bright
		TNT1 A 0 A_BossDeath
		UBRS S 3 A_KillMaster
		UBRS T 63000 CanRaise
		Stop
	}
}

ACTOR FriendDarkCydestroyer : UACBaseMarine 
{
  Health 2500
  Speed 12
  Scale 1.2
  +friendly
  -FASTMELEE
  +BOSS
  +LookAllAround
Species "Player"
Damagetype "Player"
DamageFactor 0.65
DamageFactor "Player", 0.0
DamageFactor "Players", 0.0
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "PlayerDevTracer", 0.0
DamageFactor "PlayerExplosive", 0.0
DamageFactor "PlayerDTRG", 0.0
DamageFactor "DTRailgun", 0.0
DamageFactor "PDTBFGTracer", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "PlayerTear", 0.0
DamageFactor "PlayerDBFG2", 0.0
DamageFactor "PlayerDBFG10K2", 0.0
DamageFactor "PlayerDevBall", 0.0
DamageFactor "PlayerDevBall2", 0.0
DamageFactor "PDTBFG", 0.0
DamageFactor "DiscoBFG", 0.0
  DropItem "NemesisHealthBonusMax" 200 25
  DropItem "NemesisArmorBonus16" 200
  DropItem "NemesisHealthBonusMax" 200 25
  DropItem "NemesisArmorBonus16" 200
  DropItem "BerserkSphere" 120
  DropItem "DemonAmmoBox" 220 200
  DropItem "Demon Tech Rifle" 256
  DropItem "Demon Tech Railgun" 200
  DropItem "SuperArmorSphere" 60 
  DropItem "CannongunSphere" 128
  SeeSound "cydes/sight" 
  PainSound "cydes/pain"
  DeathSound "cydes/death"
  Obituary "%o thought mercenary demons cared about friendly fire."
  Tag "\cqDark Cydestroyer (Friend)\c-"
  var int user_missile;
States
  {
  Spawn:
	DB2S A 7 A_Look
	DB2S A 7 A_Look
	DB2I A 7 A_Look
	DB2I A 7 A_Look
	DB2S AABB 2 A_GiveInventory("AIPatroling",1)
  Patroling:
    TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
	DB2S A 7 A_Look
	DB2S A 7 A_Look
	DB2I A 7 A_Look
	DB2I A 7 A_Look
	DB2S AABB 2 A_GiveInventory("AIPatroling",1)
	Loop
  See:
    TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
	TNT1 A 0 A_SetTranslucent(1)
	DB2S AABB 2 A_Chase
	TNT1 A 0 A_ChangeFlag(NoPain,0)
	TNT1 A 0 A_SpawnItemEx("BruiserStep2",0,0,2,0,0,-20)
	DB2S CCDD 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("BruiserStep2",0,0,2,0,0,-20)
	TNT1 A 0 A_Jump(62,"Boost")
	Loop
  Boost:
	DB2S A 1 A_Chase
	TNT1 A 0 A_Chase
	TNT1 A 0 A_SpawnItemEx("DCydestroyerGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	DB2S A 1 A_Chase
	TNT1 A 0 A_Chase
	TNT1 A 0 A_SpawnItemEx("DCydestroyerGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	DB2S B 1 A_Chase
	TNT1 A 0 A_Chase
	TNT1 A 0 A_SpawnItemEx("DCydestroyerGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	DB2S B 1 A_Chase
	TNT1 A 0 A_Chase
	TNT1 A 0 A_SpawnItemEx("DCydestroyerGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	TNT1 A 0 A_SpawnItemEx("BruiserStep2",0,0,2,0,0,-20)
	DB2S C 1 A_Chase
	TNT1 A 0 A_Chase
	TNT1 A 0 A_SpawnItemEx("DCydestroyerGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	DB2S C 1 A_Chase
	TNT1 A 0 A_Chase
	TNT1 A 0 A_SpawnItemEx("DCydestroyerGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	DB2S D 1 A_Chase
	TNT1 A 0 A_Chase
	TNT1 A 0 A_SpawnItemEx("DCydestroyerGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	DB2S D 1 A_Chase
	TNT1 A 0 A_Chase
	TNT1 A 0 A_SpawnItemEx("DCydestroyerGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	TNT1 A 0 A_SpawnItemEx("BruiserStep2",0,0,2,0,0,-20)
	TNT1 A 0 A_Jump(50,"See")
	Loop
  Pause:
	TNT1 A 0
	DB2S E 10
	DB2S E 20 A_PlaySound("weapons/12gsgcock")
	Goto See
  Melee:
  Missile:
	TNT1 A 0
	TNT1 A 0 A_SetTranslucent(1)
	
    TNT1 A 0 A_JumpIfCloser(150,"Flamethrowers")
	TNT1 A 0 A_Jump(128,"Rockets","DTRailgun","HomingRockets","GreenLasers","ShoulderHomingRockets","ShoulderRockets")
	TNT1 A 0 A_Jump(64,"RocketSpammingCombo","BFG15K","BFG10K","RailgunV2")
	TNT1 A 0 A_Jump(32,"AntiLegendaryBlast")
  Normal:
	DB2S E 12 A_FaceTarget
	DB2S E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("VulcanPlasmaTracer",36,20,frandom(-2,2),0)
	TNT1 A 0 A_CustomMissile("VulcanPlasmaTracer",36,-20,frandom(-2,2),0)
	DB3S B 2 Bright A_PlaySoundEx("weapons/demontechfire","Weapon")
	TNT1 A 0 A_Jump(6,"Pause")
	TNT1 A 0 A_SpidRefire
	Goto Normal+1
  DTRailgun:
	TNT1 A 0 A_PlaySound("weapons/rgcharge")
	DB2S EE 10 A_FaceTarget
	DB2S E 2 A_FaceTarget
	DB2S E 1
	TNT1 A 0 A_PlaySound("weapons/dtrailf")
	TNT1 A 0 A_CustomMissile("DTRailCore",36,20,0)
	TNT1 A 0 A_CustomMissile("DTRailCore",36,-20,0)
	TNT1 A 0 A_CustomMissile("PlasmaRazorAlt",36,20,0,0)
	DB3S B 5 Bright A_CustomMissile("PlasmaRazorAlt",36,-20,0,0)
	DB2S EE 10 A_FaceTarget
	DB2S E 2 A_FaceTarget
	DB2S E 1
	TNT1 A 0 A_PlaySound("weapons/dtrailf")
	TNT1 A 0 A_CustomMissile("DTRailCore",32,20,0)
	TNT1 A 0 A_CustomMissile("DTRailCore",32,-20,0)
	TNT1 A 0 A_CustomMissile("PlasmaRazorAlt",32,20,0,0)
	DB3S B 5 Bright A_CustomMissile("PlasmaRazorAlt",32,-20,0,0)
	DB2S E 20
	TNT1 A 0 A_Jump(164,"Rockets","HomingRockets","BFG15K","BFG10K","ShoulderHomingRockets","ShoulderRockets")
	TNT1 A 0 A_Jump(50,"RocketSpammingCombo")
	Goto See
  Rockets:
	DB2S E 10 A_FaceTarget 
	DB3S B 0 Bright A_CustomMissile("PlayerHomRocket",35,-20,0,0)
	DB3S B 8 Bright A_CustomMissile("PlayerHomRocket",35,20,0,0)
	DB2S E 10 A_FaceTarget
	DB3S B 0 Bright A_CustomMissile("PlayerHomRocket",35,-20,0,0)
	DB3S B 8 Bright A_CustomMissile("PlayerHomRocket",35,20,0,0)
	DB2S E 10 A_FaceTarget
	DB3S B 0 Bright A_CustomMissile("PlayerHomRocket",35,-20,0,0)
	DB3S B 8 Bright A_CustomMissile("PlayerHomRocket",35,20,0,0)
	DB2S E 10 A_FaceTarget
	DB3S B 0 Bright A_CustomMissile("PlayerHomRocket",35,-20,0,0)
	DB3S B 8 Bright A_CustomMissile("PlayerHomRocket",35,20,0,0)
	DB2S E 10 A_FaceTarget
	DB3S B 0 Bright A_CustomMissile("PlayerHomRocket",35,-20,0,0)
	DB3S B 8 Bright A_CustomMissile("PlayerHomRocket",35,20,0,0)
	DB2S E 10
	TNT1 A 0 A_Jump(128,"HomingRockets","BFG15K","BFG10K","ShoulderHomingRockets","ShoulderRockets")
	TNT1 A 0 A_Jump(32,"RocketSpammingCombo")
	Goto See
  HomingRockets:
	DB2S E 10 A_FaceTarget 
	DB3S B 0 Bright A_CustomMissile("PlayerHomRocket",35,-20,0,0)
	DB3S B 8 Bright A_CustomMissile("PlayerHomRocket",35,20,0,0)
	DB2S E 10 A_FaceTarget
	DB3S B 0 Bright A_CustomMissile("PlayerHomRocket",35,-20,0,0)
	DB3S B 8 Bright A_CustomMissile("PlayerHomRocket",35,20,0,0)
	DB2S E 10 A_FaceTarget
	DB3S B 0 Bright A_CustomMissile("PlayerHomRocket",35,-20,0,0)
	DB3S B 8 Bright A_CustomMissile("PlayerHomRocket",35,20,0,0)
	DB2S E 10 A_FaceTarget
	DB3S B 0 Bright A_CustomMissile("PlayerHomRocket",35,-20,0,0)
	DB3S B 8 Bright A_CustomMissile("PlayerHomRocket",35,20,0,0)
	DB2S E 10 A_FaceTarget
	DB3S B 0 Bright A_CustomMissile("PlayerHomRocket",35,-20,0,0)
	DB3S B 8 Bright A_CustomMissile("PlayerHomRocket",35,20,0,0)
	DB2S E 10
	TNT1 A 0 A_Jump(128,"BFG15K","BFG10K","ShoulderHomingRockets","ShoulderRockets","GreenLasers")
	TNT1 A 0 A_Jump(32,"RocketSpammingCombo")
	Goto See
  GreenLasers:
	DB2S E 10 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_JumpIf(user_missile >= 35,"See")   
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget  
	TNT1 A 0 A_CustomMissile("VulcanLazer",66,-20,0)
	DB3S A 3 Bright A_CustomMissile("VulcanLazer",66,20,0)
	Goto GreenLasers+2  
  ShoulderHomingRockets:
	DB2S E 10 A_FaceTarget
	DB3S A 0 A_PlaySound("smissile/fire")
	DB3S A 6 Bright A_CustomMissile("PlayerHomRocket",60,20,0)
	DB3S A 1 Bright A_FaceTarget
	DB3S A 0 A_PlaySound("smissile/fire")
	DB3S A 6 Bright A_CustomMissile("PlayerHomRocket",60,-20,0)
	DB3S A 1 Bright A_FaceTarget
	DB3S A 0 A_PlaySound("smissile/fire")
	DB3S A 6 Bright A_CustomMissile("PlayerHomRocket",60,20,0)
	DB3S A 1 Bright A_FaceTarget
	DB3S A 0 A_PlaySound("smissile/fire")
	DB3S A 6 Bright A_CustomMissile("PlayerHomRocket",60,-20,0)
	DB3S A 1 Bright A_FaceTarget
	DB3S A 0 A_PlaySound("smissile/fire")
	DB3S A 6 Bright A_CustomMissile("PlayerHomRocket",60,20,0)
	DB3S A 1 Bright A_FaceTarget
	DB3S A 0 A_PlaySound("smissile/fire")
	DB3S A 6 Bright A_CustomMissile("PlayerHomRocket",60,-20,0)
	DB3S A 1 Bright A_FaceTarget
	DB3S A 0 A_PlaySound("smissile/fire")
	DB3S A 6 Bright A_CustomMissile("PlayerHomRocket",60,20,0)
	DB3S A 1 Bright A_FaceTarget
	DB3S A 0 A_PlaySound("smissile/fire")
	DB3S A 6 Bright A_CustomMissile("PlayerHomRocket",60,-20,0)
	DB2S E 10
	TNT1 A 0 A_Jump(128,"BFG15K","BFG10K","AntiLegendaryBlast")
	TNT1 A 0 A_Jump(32,"RocketSpammingCombo")
	Goto See
  ShoulderRockets:
	DB2S E 10 A_FaceTarget
	DB3S A 6 Bright A_CustomMissile("PlayerHomRocket",60,20,0)
	DB3S A 1 Bright A_FaceTarget
	DB3S A 0 A_PlaySound("smissile/fire")
	DB3S A 6 Bright A_CustomMissile("PlayerHomRocket",60,-20,0)
	DB3S A 1 Bright A_FaceTarget
	DB3S A 0 A_PlaySound("smissile/fire")
	DB3S A 6 Bright A_CustomMissile("PlayerHomRocket",60,20,0)
	DB3S A 1 Bright A_FaceTarget
	DB3S A 0 A_PlaySound("smissile/fire")
	DB3S A 6 Bright A_CustomMissile("PlayerHomRocket",60,-20,0)
	DB3S A 1 Bright A_FaceTarget
	DB3S A 0 A_PlaySound("smissile/fire")
	DB3S A 6 Bright A_CustomMissile("PlayerHomRocket",60,20,0)
	DB3S A 1 Bright A_FaceTarget
	DB3S A 0 A_PlaySound("smissile/fire")
	DB3S A 6 Bright A_CustomMissile("PlayerHomRocket",60,-20,0)
	DB3S A 1 Bright A_FaceTarget
	DB3S A 0 A_PlaySound("smissile/fire")
	DB3S A 6 Bright A_CustomMissile("PlayerHomRocket",60,20,0)
	DB3S A 1 Bright A_FaceTarget
	DB3S A 0 A_PlaySound("smissile/fire")
	DB3S A 6 Bright A_CustomMissile("PlayerHomRocket",60,-20,0)
	DB2S E 10
	TNT1 A 0 A_Jump(128,"BFG15K","BFG10K","ShoulderHomingRockets","GreenLasers")
	TNT1 A 0 A_Jump(32,"RocketSpammingCombo")
	Goto See
  RocketSpammingCombo:
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	DB2S E 2 Bright A_PlayWeaponSound("cydes/mischrg")
	DB2S E 1 Bright A_FaceTarget
	DB2S EEEEEEEEEEEEEEEEEEE 2 Bright A_FaceTarget
	DB2S F 6 Bright A_CustomMissile("PlayerHomRocket",60,20,0)
	DB2S F 1 Bright A_FaceTarget
	DB2S F 0 A_PlaySound("smissile/fire")
	DB2S F 6 Bright A_CustomMissile("PlayerHomRocket",60,-20,0)
	DB2S F 0 Bright A_CustomMissile("PlayerHomRocket",35,-20,0,0)
	DB2S F 1 Bright A_CustomMissile("PlayerHomRocket",35,20,0,0)
	DB2S F 1 Bright A_FaceTarget
	DB2S F 0 A_PlaySound("smissile/fire")
	DB2S F 6 Bright A_CustomMissile("PlayerHomRocket",60,20,0)
	DB2S F 1 Bright A_FaceTarget
	DB2S F 0 A_PlaySound("smissile/fire")
	DB2S F 6 Bright A_CustomMissile("PlayerHomRocket",60,-20,0)
	DB2S F 0 Bright A_CustomMissile("PlayerHomRocket",35,-20,0,0)
	DB2S F 1 Bright A_CustomMissile("PlayerHomRocket",35,20,0,0)
	DB2S F 1 Bright A_FaceTarget
	DB2S F 0 A_PlaySound("smissile/fire")
	DB2S F 6 Bright A_CustomMissile("PlayerHomRocket",60,20,0)
	DB2S F 1 Bright A_FaceTarget
	DB2S F 0 A_PlaySound("smissile/fire")
	DB2S F 6 Bright A_CustomMissile("PlayerHomRocket",60,-20,0)
	DB2S F 0 Bright A_CustomMissile("PlayerHomRocket",35,-20,0,0)
	DB2S F 1 Bright A_CustomMissile("PlayerHomRocket",35,20,0,0)
	DB2S F 1 Bright A_FaceTarget
	DB2S F 0 A_PlaySound("smissile/fire")
	DB2S F 6 Bright A_CustomMissile("PlayerHomRocket",60,20,0)
	DB2S F 1 Bright A_FaceTarget
	DB2S F 0 A_PlaySound("smissile/fire")
	DB2S F 6 Bright A_CustomMissile("PlayerHomRocket",60,-20,0)
	DB2S F 0 A_PlaySound("smissile/fire")
	DB2S F 6 Bright A_CustomMissile("PlayerHomRocket",60,20,0)
	DB2S F 1 Bright A_FaceTarget
	DB2S F 0 A_PlaySound("smissile/fire")
	DB2S F 6 Bright A_CustomMissile("PlayerHomRocket",60,-20,0)
	DB2S F 0 Bright A_CustomMissile("PlayerHomRocket",35,-20,0,0)
	DB2S F 1 Bright A_CustomMissile("PlayerHomRocket",35,20,0,0)
	DB2S F 1 Bright A_FaceTarget
	DB2S F 0 A_PlaySound("smissile/fire")
	DB2S F 6 Bright A_CustomMissile("PlayerHomRocket",60,20,0)
	DB2S F 1 Bright A_FaceTarget
	DB2S F 0 A_PlaySound("smissile/fire")
	DB2S F 6 Bright A_CustomMissile("PlayerHomRocket",60,-20,0)
	DB2S F 0 Bright A_CustomMissile("PlayerHomRocket",35,-20,0,0)
	DB2S F 1 Bright A_CustomMissile("PlayerHomRocket",35,20,0,0)
	DB2S F 1 Bright A_FaceTarget
	DB2S F 0 A_PlaySound("smissile/fire")
	DB2S F 6 Bright A_CustomMissile("PlayerHomRocket",60,20,0)
	DB2S F 1 Bright A_FaceTarget
	DB2S F 0 A_PlaySound("smissile/fire")
	DB2S F 6 Bright A_CustomMissile("PlayerHomRocket",60,-20,0)
	DB2S F 0 Bright A_CustomMissile("PlayerHomRocket",35,-20,0,0)
	DB2S F 1 Bright A_CustomMissile("PlayerHomRocket",35,20,0,0)
	DB2S F 1 Bright A_FaceTarget
	DB2S F 0 A_PlaySound("smissile/fire")
	DB2S F 6 Bright A_CustomMissile("PlayerHomRocket",60,20,0)
	DB2S F 1 Bright A_FaceTarget
	DB2S F 0 A_PlaySound("smissile/fire")
	DB2S F 6 Bright A_CustomMissile("PlayerHomRocket",60,-20,0)
	TNT1 A 0 A_ChangeFlag("NoPain", 0)
	DB2S E 20
	TNT1 A 0 A_Jump(128,"AntiLegendaryBlast")
	Goto See
  BFG15K:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	DB2S E 18 A_FaceTarget
	DB2S E 6 A_FaceTarget
	TNT1 A 0 Bright A_CustomMissile("PlasmaRazorAlt",35,-20,Random(4,-4))
	DB3S B 4 Bright A_CustomMissile("PlasmaRazorAlt",35,20,Random(4,-4))
	DB2S E 4 A_FaceTarget
	TNT1 A 0 Bright A_CustomMissile("PlasmaRazorAlt",35,-20,Random(4,-4))
	DB3S B 4 Bright A_CustomMissile("PlasmaRazorAlt",35,20,Random(4,-4))
	DB2S E 4 A_FaceTarget
	TNT1 A 0 Bright A_CustomMissile("PlasmaRazorAlt",35,-20,Random(4,-4))
	DB3S B 4 Bright A_CustomMissile("PlasmaRazorAlt",35,20,Random(4,-4))
	DB2S E 4 A_FaceTarget
	TNT1 A 0 Bright A_CustomMissile("PlasmaRazorAlt",35,-20,Random(4,-4))
	DB3S B 4 Bright A_CustomMissile("PlasmaRazorAlt",35,20,Random(4,-4))
	DB2S E 4 A_FaceTarget
	TNT1 A 0 Bright A_CustomMissile("PlasmaRazorAlt",35,-20,Random(4,-4))
	DB3S B 4 Bright A_CustomMissile("PlasmaRazorAlt",35,20,Random(4,-4))
	DB2S E 4 A_FaceTarget
	TNT1 A 0 Bright A_CustomMissile("PlasmaRazorAlt",35,-20,Random(4,-4))
	DB3S B 4 Bright A_CustomMissile("PlasmaRazorAlt",35,20,Random(4,-4))
	DB2S E 4 A_FaceTarget
	TNT1 A 0 Bright A_CustomMissile("PlasmaRazorAlt",35,-20,Random(4,-4))
	DB3S B 4 Bright A_CustomMissile("PlasmaRazorAlt",35,20,Random(4,-4))
	DB2S E 20 A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	TNT1 A 0 A_Jump(128,"BFG10K","RailgunV2")
	Goto See
  BFG10K:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	DB2S E 18 A_FaceTarget
	DB2S E 6 A_FaceTarget
	TNT1 A 0 Bright A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 Bright A_CustomMissile("PlasmaRazorAlt",35,-20,Random(4,-4))
	DB3S B 4 Bright A_CustomMissile("PlasmaRazorAlt",35,20,Random(4,-4))
	DB2S E 8 A_FaceTarget
	TNT1 A 0 Bright A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 Bright A_CustomMissile("PlasmaRazorAlt",35,-20,Random(4,-4))
	DB3S B 4 Bright A_CustomMissile("PlasmaRazorAlt",35,20,Random(4,-4))
	DB2S E 8 A_FaceTarget
	TNT1 A 0 Bright A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 Bright A_CustomMissile("PlasmaRazorAlt",35,-20,Random(4,-4))
	DB3S B 4 Bright A_CustomMissile("PlasmaRazorAlt",35,20,Random(4,-4))
	DB2S E 8 A_FaceTarget
	TNT1 A 0 Bright A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 Bright A_CustomMissile("PlasmaRazorAlt",35,-20,Random(4,-4))
	DB3S B 4 Bright A_CustomMissile("PlasmaRazorAlt",35,20,Random(4,-4))
	DB2S E 8 A_FaceTarget
	TNT1 A 0 Bright A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 Bright A_CustomMissile("PlasmaRazorAlt",35,-20,Random(4,-4))
	DB3S B 4 Bright A_CustomMissile("PlasmaRazorAlt",35,20,Random(4,-4))
	DB2S E 20 A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	TNT1 A 0 A_Jump(128,"RailgunV2","AntiLegendaryBlast")
	Goto See
  RailgunV2:
	TNT1 A 0 A_PlaySound("weapons/rgcharge")
	DB2S EE 10 A_FaceTarget
	DB2S E 2 A_FaceTarget
	DB2S E 1
	TNT1 A 0 A_PlaySound("railgunner/chargedshot")
	TNT1 A 0 A_CustomMissile("VulcanLazer",35,-20)
	DB3S B 5 Bright A_CustomMissile("PlasmaRazorAlt",35,20)
	DB2S E 20
	Goto See
  AntiLegendaryBlast:	
    TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	DB2S E 1 Bright A_FaceTarget
	DB2S EEEEEEEEEE 2 Bright A_FaceTarget
	DB2S E 2 Bright A_PlayWeaponSound("lrball3/charge")
	DB2S EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 A_FaceTarget
	TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
	DB2S E 10 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("lrball3/shot")
	TNT1 A 0 A_CustomMissile("HSBFG10kShot",60,-20,0)  
	DB3S B 10 Bright A_CustomMissile("HSBFG10kShot",60,20,0)
	DB2S E 10 A_FaceTarget
	Goto See
  Flamethrowers:
	TNT1 A 0 A_Jump(82,"Normal")
	TNT1 A 0 A_PlaySound("hectebus/flameready")
	DB2S EE 10 A_FaceTarget
	TNT1 A 0 A_PlaySound("Daedabus/Chem")
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("FireFlameShot", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("FireFlameShot", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("FireFlameShot", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("FireFlameShot", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("FireFlameShot", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("FireFlameShot", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("FireFlameShot", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("FireFlameShot", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("FireFlameShot", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("FireFlameShot", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("FireFlameShot", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("FireFlameShot", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("FireFlameShot", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("FireFlameShot", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("FireFlameShot", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("FireFlameShot", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("FireFlameShot", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("FireFlameShot", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("FireFlameShot", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("FireFlameShot", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("FireFlameShot", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("FireFlameShot", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("FireFlameShot", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("FireFlameShot", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("FireFlameShot", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("FireFlameShot", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("FireFlameShot", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("FireFlameShot", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("FireFlameShot", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("FireFlameShot", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("FireFlameShot", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("FireFlameShot", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("FireFlameShot", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("FireFlameShot", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("FireFlameShot", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("FireFlameShot", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("FireFlameShot", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("FireFlameShot", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("FireFlameShot", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("FireFlameShot", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("FireFlameShot", 35, 20, Random(6, -6), CMF_AIMOFFSET)
	DB3S B 1 Bright A_CustomMissile("FireFlameShot", 35, -20, Random(6, -6), CMF_AIMOFFSET) 
	DB2S EE 12
	Goto See
  Pain:
	TNT1 A 0
	TNT1 A 0 A_Jump(107,"MissilePain")
	DB2S G 8 A_Pain
	Goto See
  MissilePain:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	DB2S G 8 A_Pain
	Goto Missile  
  Death: 
	DB2S G 20 A_Scream
	TNT1 AA 0 A_SpawnItemEx("GreenGibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 AA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))  
	DB2S GGGG 2 Bright A_CustomMissile("Kaboom4", Random(10,50), 0, random(0,360), 2, random(0,360))
	DB2S HHHH 2 Bright A_CustomMissile("Kaboom4", Random(10,50), 0, random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("GreenGibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 AA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))  
	DB2S IIIJJJ 2 Bright A_CustomMissile("Kaboom4", Random(10,50), 0, random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("GreenGibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 AA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))  
	DB2S KKKLLL 2 Bright A_CustomMissile("Kaboom4", Random(10,50), 0, random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("GreenGibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 AAAA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))
	DB2S M 4 Bright A_NoBlocking
	DB2S N 3 Bright 
	DB2S O 3
	DB2S P 3
	DB2S Q -1 A_KillMaster
	Stop
  Raise:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	DB2S QPONMLK 4
	Goto See
  }
}
  
  ACTOR FriendInsanityCyberNoble : InsanityCyberNoble //unused
{ 
  Health 2500
  PainChance 50
  Scale 1.2
Species "Player"
Damagetype "Player"
DamageFactor 0.65
DamageFactor "Player", 0.0
DamageFactor "Players", 0.0
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "PlayerDevTracer", 0.0
DamageFactor "PlayerExplosive", 0.0
DamageFactor "PlayerDTRG", 0.0
DamageFactor "DTRailgun", 0.0
DamageFactor "PDTBFGTracer", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "PlayerTear", 0.0
DamageFactor "PlayerDBFG2", 0.0
DamageFactor "PlayerDBFG10K2", 0.0
DamageFactor "PlayerDevBall", 0.0
DamageFactor "PlayerDevBall2", 0.0
DamageFactor "PDTBFG", 0.0
DamageFactor "DiscoBFG", 0.0
  Obituary "%o thought mercenary demons cared about friendly fire."
  HitObituary "%o thought mercenary demons cared about friendly fire."
  DropItem "BossLifeEssence" 200 25
  DropItem "BossArmorBonusMax" 200 1
  DropItem "DemonAmmoBox" 128 200
  DropItem "BFG10K " 50 
  DropItem "NewCellPack" 128
  DropItem "NewShell" 256
  DropItem "NewShellBox" 128
  DropItem "Explosive Shotgun" 200
  DropItem "ExplosiveRailgun" 64
  Tag "\c[i7]Insanity Cyber-Noble (Friend)\c-"
}

ACTOR FriendEmpoweredDarkCybernoble : EmpoweredDarkCybernoble //unused
{ 
Health 2200
PainChance 30
Speed 16
Bloodcolor Red
Species "Player"
Damagetype "Player"
DamageFactor 0.65
DamageFactor "Player", 0.0
DamageFactor "Players", 0.0
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "PlayerDevTracer", 0.0
DamageFactor "PlayerExplosive", 0.0
DamageFactor "PlayerDTRG", 0.0
DamageFactor "DTRailgun", 0.0
DamageFactor "PDTBFGTracer", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "PlayerTear", 0.0
DamageFactor "PlayerDBFG2", 0.0
DamageFactor "PlayerDBFG10K2", 0.0
DamageFactor "PlayerDevBall", 0.0
DamageFactor "PlayerDevBall2", 0.0
DamageFactor "PDTBFG", 0.0
DamageFactor "DiscoBFG", 0.0
Obituary "%o thought mercenary demons cared about friendly fire."
HitObituary "%o thought mercenary demons cared about friendly fire."
DropItem "BossLifeEssence" 128 25
DropItem "BossArmorBonusMax" 128 1
DropItem "Demon Tech Rifle" 256
DropItem "Demon Tech Railgun" 32
DropItem "SphereOfPower" 100
Tag "\c[v7]Empowered Dark Cyber-noble (Friend)\c-"
}

ACTOR MercenarySanae : UACBaseMarine
{
+Friendly
  Tag "Mercenary \c[m4]Sanae"
  Speed 8
  Health 4000
  Radius 24
  Height 64
  Scale 0.7
  Mass 1000
  MeleeThreshold 64
  MeleeRange 64
  Species "Player"
  MinMissileChance 160
  +MISSILEMORE
  +QUICKTORETALIATE
  +DONTHURTSPECIES
  +LOOKALLAROUND
  +FLOORCLIP
  +DONTRIP
  +NORADIUSDMG
  +BOSS
  +DONTMORPH
  +NOICEDEATH
  +LookAllAround
+NOBLOCKMONST
+DONTHARMSPECIES
+DONTHARMCLASS
Damagetype "Player"
DamageFactor 0.6
DamageFactor "Player", 0.0
DamageFactor "Players", 0.0
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "PlayerDevTracer", 0.0
DamageFactor "PlayerExplosive", 0.0
DamageFactor "PlayerDTRG", 0.0
DamageFactor "DTRailgun", 0.0
DamageFactor "PDTBFGTracer", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "PlayerTear", 0.0
DamageFactor "PlayerDBFG2", 0.0
DamageFactor "PlayerDBFG10K2", 0.0
DamageFactor "PlayerDevBall", 0.0
DamageFactor "PlayerDevBall2", 0.0
DamageFactor "PDTBFG", 0.0
DamageFactor "DiscoBFG", 0.0
DamageFactor "Touhou", 0.5
  DropItem "ChaosEssence" 256 1
  DropItem "BossArmorBonusMax" 255 1
  Painchance 8
var int user_counter;
   States
  {
   Spawn:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("FriendlyRedHeart",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION,0,56)
  SpawnLoop:
    TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_ChangeFlag("NODAMAGE",1)
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
    SANA ABCDEFGH 3 A_LookEX(LOF_FULLVOLSEESOUND,0,0,0,360,"Prepare")
	SANA ABCDEFGH 3 A_GiveInventory("AIPatroling",1)
    Loop
  BegoneThot:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("Revenant",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
   Prepare:
    TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
	TNT1 A 0 A_PlaySound("touhou/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)
   See:
    TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
	//TNT1 A 0 NoiseAlert(0,0)
    SANA AAABBBCCCDDDEEEFFFGGGHHH 1 A_Chase
	TNT1 A 0 ACS_NamedExecuteAlways("CheckFriendlyPlayerHelpMonster",0,0,0,0)
    Loop
	Find:
	TNT1 A 0 ACS_NamedExecuteAlways("Find Master Player",0,0,0,0)
	Goto Idle
   Pain:
	SANA A 0 A_SetTranslucent(1.0)
    SANA I 4 A_Pain
	SANA JKJI 4
    Goto See
  Melee:
	SNAT A 0 A_Jump(128,"Missile")
	SNAT A 0 A_Jump(255,"Melee1","Melee2","Melee3","Melee4","Melee5")
  Melee1:
    SNAT JKLM 2 A_FaceTarget
	SNAT NN 1 A_CustomMeleeAttack(400,"touhou/remi/hit","none","Touhou")
	SNAT OPQR 2 A_FaceTarget
	Goto See
  Melee2:
    SNAT STUV 4 A_FaceTarget
	SNAT WWWW 1 A_CustomMeleeAttack(400,"touhou/remi/hit","none","Touhou")
	SNAT XYZ 4 A_FaceTarget
	Goto See
  Melee3:
    SNA2 AB 4 A_FaceTarget
    SNA2 CD 3 A_FaceTarget
	SNA2 EEEE 1 A_CustomMeleeAttack(350,"touhou/remi/hit","none","Touhou")
	SNA2 FGHI 3 A_FaceTarget
	Goto See
  Melee4:
    SNA2 JKLMN 2 A_FaceTarget
	SNA2 OO 1 A_CustomMeleeAttack(500,"touhou/remi/hit","none","Touhou")
	SNA2 PQRS 2 A_FaceTarget
	Goto See
  Melee5:
    SNA3 ABC 4 A_FaceTarget
	SNA3 DDDD 1 A_CustomMeleeAttack(300,"touhou/remi/hit","none","Touhou")
	SNA3 EFGHI 4 A_FaceTarget
	Goto See
  Missile:
	SANA A 0 A_Jump(224,"SmallStars","Amulets1","Amulets2","Snakes","MightyWind")
	Goto Spellcard
SmallStars:
    SNAT JKLM 2 A_FaceTarget
	SNAT W 0 A_PlaySound("remishot",CHAN_BODY,1,0)
	SNAT N 0 A_CustomMissile("PlayerRepeaterPlasma",32,0,-45)
	SNAT N 0 A_CustomMissile("PlayerRepeaterPlasma",32,0,45)
	SNAT N 0 A_CustomMissile("PlayerRepeaterPlasma",32,0,-30)
	SNAT N 0 A_CustomMissile("PlayerRepeaterPlasma",32,0,30)
	SNAT N 0 A_CustomMissile("PlayerRepeaterPlasma",32,0,-15)
	SNAT N 0 A_CustomMissile("PlayerRepeaterPlasma",32,0,15)
	SNAT N 2 A_CustomMissile("PlayerRepeaterPlasma",32,0,0)
	SNAT OPQR 2 A_FaceTarget
	SNAT A 0 A_Jump(64,"Missile")
	Goto See
  Amulets1:
    SNAT STUV 4 A_FaceTarget
	SNAT W 0 A_PlaySound("remishot",CHAN_BODY,1,0)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(0)*6+32,cos(0)*96,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(30)*6+32,cos(30)*96,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(60)*6+32,cos(60)*96,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(90)*6+32,cos(90)*96,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(120)*6+32,cos(120)*96,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(150)*6+32,cos(150)*96,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(180)*6+32,cos(180)*96,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(210)*6+32,cos(210)*96,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(240)*6+32,cos(240)*96,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(270)*6+32,cos(270)*96,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(300)*6+32,cos(300)*96,0,CMF_AIMOFFSET)
	SNAT W 2 A_CustomMissile("PlayerRepeaterPlasma",sin(330)*6+32,cos(330)*96,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(0)*12+32,cos(0)*128,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(30)*12+32,cos(30)*128,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(60)*12+32,cos(60)*128,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(90)*12+32,cos(90)*128,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(120)*12+32,cos(120)*128,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(150)*12+32,cos(150)*128,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(180)*12+32,cos(180)*128,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(210)*12+32,cos(210)*128,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(240)*12+32,cos(240)*128,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(270)*12+32,cos(270)*128,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(300)*12+32,cos(300)*128,0,CMF_AIMOFFSET)
	SNAT W 2 A_CustomMissile("PlayerRepeaterPlasma",sin(330)*12+32,cos(330)*128,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(0)*18+32,cos(0)*160,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(30)*18+32,cos(30)*160,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(60)*18+32,cos(60)*160,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(90)*18+32,cos(90)*160,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(120)*18+32,cos(120)*160,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(150)*18+32,cos(150)*160,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(180)*18+32,cos(180)*160,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(210)*18+32,cos(210)*160,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerExplosiveTracer",sin(240)*18+32,cos(240)*160,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerExplosiveTracer",sin(270)*18+32,cos(270)*160,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerExplosiveTracer",sin(300)*18+32,cos(300)*160,0,CMF_AIMOFFSET)
	SNAT X 2 A_CustomMissile("PlayerExplosiveTracer",sin(330)*18+32,cos(330)*160,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerExplosiveTracer",sin(0)*24+32,cos(0)*192,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerExplosiveTracer",sin(30)*24+32,cos(30)*192,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerExplosiveTracer",sin(60)*24+32,cos(60)*192,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerExplosiveTracer",sin(90)*24+32,cos(90)*192,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerExplosiveTracer",sin(120)*24+32,cos(120)*192,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerExplosiveTracer",sin(150)*24+32,cos(150)*192,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerExplosiveTracer",sin(180)*24+32,cos(180)*192,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerExplosiveTracer",sin(210)*24+32,cos(210)*192,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerExplosiveTracer",sin(240)*24+32,cos(240)*192,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerExplosiveTracer",sin(270)*24+32,cos(270)*192,0,CMF_AIMOFFSET)
	SNAT W 0 A_CustomMissile("PlayerExplosiveTracer",sin(300)*24+32,cos(300)*192,0,CMF_AIMOFFSET)
	SNAT X 2 A_CustomMissile("PlayerExplosiveTracer",sin(330)*24+32,cos(330)*192,0,CMF_AIMOFFSET)
	SNAT YZ 4 A_FaceTarget
	SNAT A 0 A_Jump(64,"Missile")
	Goto See
  Amulets2:
    SNA2 ABCD 4 A_FaceTarget
	SNAT W 0 A_PlaySound("remishot",CHAN_BODY,1,0)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(0)*6+32,cos(0)*96,0)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(30)*6+32,cos(30)*96,0)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(60)*6+32,cos(60)*96,0)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(90)*6+32,cos(90)*96,0)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(120)*6+32,cos(120)*96,0)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(150)*6+32,cos(150)*96,0)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(180)*6+32,cos(180)*96,0)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(210)*6+32,cos(210)*96,0)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(240)*6+32,cos(240)*96,0)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(270)*6+32,cos(270)*96,0)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(300)*6+32,cos(300)*96,0)
	SNA2 E 2 A_CustomMissile("PlayerRepeaterPlasma",sin(330)*6+32,cos(330)*96,0)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(0)*12+32,cos(0)*128,0)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(30)*12+32,cos(30)*128,0)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(60)*12+32,cos(60)*128,0)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(90)*12+32,cos(90)*128,0)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(120)*12+32,cos(120)*128,0)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(150)*12+32,cos(150)*128,0)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(180)*12+32,cos(180)*128,0)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(210)*12+32,cos(210)*128,0)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(240)*12+32,cos(240)*128,0)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(270)*12+32,cos(270)*128,0)
	SNAT W 0 A_CustomMissile("PlayerRepeaterPlasma",sin(300)*12+32,cos(300)*128,0)
	SNA2 E 2 A_CustomMissile("PlayerRepeaterPlasma",sin(330)*12+32,cos(330)*128,0)
	SNAT W 0 A_CustomMissile("PlayerExplosiveTracer",sin(0)*18+32,cos(0)*160,0)
	SNAT W 0 A_CustomMissile("PlayerExplosiveTracer",sin(30)*18+32,cos(30)*160,0)
	SNAT W 0 A_CustomMissile("PlayerExplosiveTracer",sin(60)*18+32,cos(60)*160,0)
	SNAT W 0 A_CustomMissile("PlayerExplosiveTracer",sin(90)*18+32,cos(90)*160,0)
	SNAT W 0 A_CustomMissile("PlayerExplosiveTracer",sin(120)*18+32,cos(120)*160,0)
	SNAT W 0 A_CustomMissile("PlayerExplosiveTracer",sin(150)*18+32,cos(150)*160,0)
	SNAT W 0 A_CustomMissile("PlayerExplosiveTracer",sin(180)*18+32,cos(180)*160,0)
	SNAT W 0 A_CustomMissile("PlayerExplosiveTracer",sin(210)*18+32,cos(210)*160,0)
	SNAT W 0 A_CustomMissile("PlayerExplosiveTracer",sin(240)*18+32,cos(240)*160,0)
	SNAT W 0 A_CustomMissile("PlayerExplosiveTracer",sin(270)*18+32,cos(270)*160,0)
	SNAT W 0 A_CustomMissile("PlayerExplosiveTracer",sin(300)*18+32,cos(300)*160,0)
	SNA2 F 2 A_CustomMissile("PlayerExplosiveTracer",sin(330)*18+32,cos(330)*160,0)
	SNAT W 0 A_CustomMissile("PlayerExplosiveTracer",sin(0)*24+32,cos(0)*192,0)
	SNAT W 0 A_CustomMissile("PlayerExplosiveTracer",sin(30)*24+32,cos(30)*192,0)
	SNAT W 0 A_CustomMissile("PlayerExplosiveTracer",sin(60)*24+32,cos(60)*192,0)
	SNAT W 0 A_CustomMissile("PlayerExplosiveTracer",sin(90)*24+32,cos(90)*192,0)
	SNAT W 0 A_CustomMissile("PlayerExplosiveTracer",sin(120)*24+32,cos(120)*192,0)
	SNAT W 0 A_CustomMissile("PlayerExplosiveTracer",sin(150)*24+32,cos(150)*192,0)
	SNAT W 0 A_CustomMissile("PlayerExplosiveTracer",sin(180)*24+32,cos(180)*192,0)
	SNAT W 0 A_CustomMissile("PlayerExplosiveTracer",sin(210)*24+32,cos(210)*192,0)
	SNAT W 0 A_CustomMissile("PlayerExplosiveTracer",sin(240)*24+32,cos(240)*192,0)
	SNAT W 0 A_CustomMissile("PlayerExplosiveTracer",sin(270)*24+32,cos(270)*192,0)
	SNAT W 0 A_CustomMissile("PlayerExplosiveTracer",sin(300)*24+32,cos(300)*192,0)
	SNA2 F 2 A_CustomMissile("PlayerExplosiveTracer",sin(330)*24+32,cos(330)*192,0)
	SNA2 GHI 4 A_FaceTarget
	SNAT A 0 A_Jump(64,"Missile")
	Goto See
  Snakes:
    SNA2 JKLMN 2 A_FaceTarget
	SNAT W 0 A_PlaySound("remishot",CHAN_BODY,1,0)
	SNA2 O 0 A_CustomMissile("PlayerRepeaterPlasma",32,64,-90)
	SNA2 O 0 A_CustomMissile("PlayerRepeaterPlasma",32,64,90)
	SNA2 O 0 A_CustomMissile("PlayerRepeaterPlasma",32,64,-45)
	SNA2 O 0 A_CustomMissile("PlayerRepeaterPlasma",32,64,45)
	SNA2 O 0 A_CustomMissile("PlayerRepeaterPlasma",32,64,0)
	SNA2 O 0 A_CustomMissile("PlayerRepeaterPlasma",32,-64,-90)
	SNA2 O 0 A_CustomMissile("PlayerRepeaterPlasma",32,-64,90)
	SNA2 O 0 A_CustomMissile("PlayerRepeaterPlasma",32,-64,-45)
	SNA2 O 0 A_CustomMissile("PlayerRepeaterPlasma",32,-64,45)
	SNA2 O 4 A_CustomMissile("PlayerRepeaterPlasma",32,-64,0)
	SNA2 O 0 A_CustomMissile("PlayerRepeaterPlasma",32,192,-90)
	SNA2 O 0 A_CustomMissile("PlayerRepeaterPlasma",32,192,90)
	SNA2 O 0 A_CustomMissile("PlayerRepeaterPlasma",32,192,-45)
	SNA2 O 0 A_CustomMissile("PlayerRepeaterPlasma",32,192,45)
	SNA2 O 0 A_CustomMissile("PlayerRepeaterPlasma",32,192,0)
	SNA2 O 0 A_CustomMissile("PlayerRepeaterPlasma",32,-192,-90)
	SNA2 O 0 A_CustomMissile("PlayerRepeaterPlasma",32,-192,90)
	SNA2 O 0 A_CustomMissile("PlayerRepeaterPlasma",32,-192,-45)
	SNA2 O 0 A_CustomMissile("PlayerRepeaterPlasma",32,-192,45)
	SNA2 P 2 A_CustomMissile("PlayerRepeaterPlasma",32,-192,0)
	SNA2 QRS 2 A_FaceTarget
    SNA2 JKLMN 2 A_FaceTarget
	SNAT W 0 A_PlaySound("remishot",CHAN_BODY,1,0)
	SNA2 O 0 A_CustomMissile("PlayerExplosiveTracer",32,64,-90)
	SNA2 O 0 A_CustomMissile("PlayerExplosiveTracer",32,64,90)
	SNA2 O 0 A_CustomMissile("PlayerExplosiveTracer",32,64,-45)
	SNA2 O 0 A_CustomMissile("PlayerExplosiveTracer",32,64,45)
	SNA2 O 0 A_CustomMissile("PlayerExplosiveTracer",32,64,0)
	SNA2 O 0 A_CustomMissile("PlayerExplosiveTracer",32,-64,-90)
	SNA2 O 0 A_CustomMissile("PlayerExplosiveTracer",32,-64,90)
	SNA2 O 0 A_CustomMissile("PlayerExplosiveTracer",32,-64,-45)
	SNA2 O 0 A_CustomMissile("PlayerExplosiveTracer",32,-64,45)
	SNA2 O 4 A_CustomMissile("PlayerExplosiveTracer",32,-64,0)
	SNA2 O 0 A_CustomMissile("PlayerExplosiveTracer",32,192,-90)
	SNA2 O 0 A_CustomMissile("PlayerExplosiveTracer",32,192,90)
	SNA2 O 0 A_CustomMissile("PlayerExplosiveTracer",32,192,-45)
	SNA2 O 0 A_CustomMissile("PlayerExplosiveTracer",32,192,45)
	SNA2 O 0 A_CustomMissile("PlayerExplosiveTracer",32,192,0)
	SNA2 O 0 A_CustomMissile("PlayerExplosiveTracer",32,-192,-90)
	SNA2 O 0 A_CustomMissile("PlayerExplosiveTracer",32,-192,90)
	SNA2 O 0 A_CustomMissile("PlayerExplosiveTracer",32,-192,-45)
	SNA2 O 0 A_CustomMissile("PlayerExplosiveTracer",32,-192,45)
	SNA2 P 2 A_CustomMissile("PlayerExplosiveTracer",32,-192,0)
	SNA2 QRS 2 A_FaceTarget
    SNA2 JKLMN 2 A_FaceTarget
	SNAT W 0 A_PlaySound("remishot",CHAN_BODY,1,0)
	SNA2 O 0 A_CustomMissile("PlayerExplosiveTracer",32,64,-90)
	SNA2 O 0 A_CustomMissile("PlayerExplosiveTracer",32,64,90)
	SNA2 O 0 A_CustomMissile("PlayerExplosiveTracer",32,64,-45)
	SNA2 O 0 A_CustomMissile("PlayerExplosiveTracer",32,64,45)
	SNA2 O 0 A_CustomMissile("PlayerExplosiveTracer",32,64,0)
	SNA2 O 0 A_CustomMissile("PlayerExplosiveTracer",32,-64,-90)
	SNA2 O 0 A_CustomMissile("PlayerExplosiveTracer",32,-64,90)
	SNA2 O 0 A_CustomMissile("PlayerExplosiveTracer",32,-64,-45)
	SNA2 O 0 A_CustomMissile("PlayerExplosiveTracer",32,-64,45)
	SNA2 O 4 A_CustomMissile("PlayerExplosiveTracer",32,-64,0)
	SNA2 O 0 A_CustomMissile("PlayerExplosiveTracer",32,192,-90)
	SNA2 O 0 A_CustomMissile("PlayerExplosiveTracer",32,192,90)
	SNA2 O 0 A_CustomMissile("PlayerExplosiveTracer",32,192,-45)
	SNA2 O 0 A_CustomMissile("PlayerExplosiveTracer",32,192,45)
	SNA2 O 0 A_CustomMissile("PlayerExplosiveTracer",32,192,0)
	SNA2 O 0 A_CustomMissile("PlayerExplosiveTracer",32,-192,-90)
	SNA2 O 0 A_CustomMissile("PlayerExplosiveTracer",32,-192,90)
	SNA2 O 0 A_CustomMissile("PlayerExplosiveTracer",32,-192,-45)
	SNA2 O 0 A_CustomMissile("PlayerExplosiveTracer",32,-192,45)
	SNA2 P 2 A_CustomMissile("PlayerExplosiveTracer",32,-192,0)
	SNA2 QRS 2 A_FaceTarget
	SNAT A 0 A_Jump(64,"Missile")
	Goto See
  MightyWind:
    SNA3 AB 4 A_FaceTarget
	SNAT W 0 A_PlaySound("remishot",CHAN_BODY,1,0)
	SNA3 A 0 A_CustomMissile("VulcanPlasmaTracer",random(8,56),0,random(-45,90))
	SNA3 A 0 A_CustomMissile("VulcanPlasmaTracer",random(8,56),0,random(-90,45))
	SNA3 C 2 A_FaceTarget
	SNA3 A 0 A_CustomMissile("VulcanPlasmaTracer",random(8,56),0,random(-45,90))
	SNA3 A 0 A_CustomMissile("VulcanPlasmaTracer",random(8,56),0,random(-90,45))
	SNA3 C 2 A_FaceTarget
	SNA3 A 0 A_CustomMissile("VulcanPlasmaTracer",random(8,56),0,random(-45,90))
	SNA3 A 0 A_CustomMissile("VulcanPlasmaTracer",random(8,56),0,random(-90,45))
	SNA3 D 1 A_FaceTarget
	SNA3 A 0 A_CustomMissile("VulcanPlasmaTracer",random(8,56),0,random(-45,90))
	SNA3 A 0 A_CustomMissile("VulcanPlasmaTracer",random(8,56),0,random(-90,45))
	SNA3 D 1 A_FaceTarget
	SNA3 A 0 A_CustomMissile("VulcanPlasmaTracer",random(8,56),0,random(-45,90))
	SNA3 A 0 A_CustomMissile("VulcanPlasmaTracer",random(8,56),0,random(-90,45))
	SNA3 D 1 A_FaceTarget
	SNA3 A 0 A_CustomMissile("VulcanPlasmaTracer",random(8,56),0,random(-45,90))
	SNA3 A 0 A_CustomMissile("VulcanPlasmaTracer",random(8,56),0,random(-90,45))
	SNA3 D 1 A_FaceTarget
	SNA3 A 0 A_CustomMissile("VulcanPlasmaTracer",random(8,56),0,random(-45,90))
	SNA3 A 0 A_CustomMissile("VulcanPlasmaTracer",random(8,56),0,random(-90,45))
	SNA3 E 1 A_FaceTarget
	SNA3 A 0 A_CustomMissile("VulcanPlasmaTracer",random(8,56),0,random(-45,90))
	SNA3 A 0 A_CustomMissile("VulcanPlasmaTracer",random(8,56),0,random(-90,45))
	SNA3 E 1 A_FaceTarget
	SNA3 A 0 A_CustomMissile("VulcanPlasmaTracer",random(8,56),0,random(-45,90))
	SNA3 A 0 A_CustomMissile("VulcanPlasmaTracer",random(8,56),0,random(-90,45))
	SNA3 E 1 A_FaceTarget
	SNA3 A 0 A_CustomMissile("VulcanPlasmaTracer",random(8,56),0,random(-45,90))
	SNA3 A 0 A_CustomMissile("VulcanPlasmaTracer",random(8,56),0,random(-90,45))
	SNA3 E 1 A_FaceTarget
	SNA3 A 0 A_CustomMissile("VulcanPlasmaTracer",random(8,56),0,random(-45,90))
	SNA3 A 0 A_CustomMissile("VulcanPlasmaTracer",random(8,56),0,random(-90,45))
	SNA3 F 2 A_FaceTarget
	SNA3 A 0 A_CustomMissile("VulcanPlasmaTracer",random(8,56),0,random(-45,90))
	SNA3 A 0 A_CustomMissile("VulcanPlasmaTracer",random(8,56),0,random(-90,45))
	SNA3 F 2 A_FaceTarget
	SNA3 GHI 4 A_FaceTarget
	SNAT A 0 A_Jump(64,"Missile")
	Goto See
  Spellcard:
	//TNT1 A 0 A_JumpIfInventory("SpellcardInactive",1,"See") //Don't use Spellcards if actor is in inventory
	TNT1 A 0 A_ChangeFlag("NOPAIN", TRUE)
    SNAT ABCD 5 A_FaceTarget
	SNAT A 0 A_PlaySound("touhou/spellcard",0,1.0,0,ATTN_NONE)
	SNAT EFGHGFGHGFGH 3 A_FaceTarget
    SNAT I 5 A_FaceTarget
	TNT1 A 0 A_ChangeFlag("NOPAIN", FALSE)
	SNAT A 0 A_Jump(255,"GreyThaumaturgy","StarRitual","DivineWind")
	Goto GreyThaumaturgy
  GreyThaumaturgy:
	SASX A 0 A_SpawnItemEx("SanaeNSBigStarEffect",0,0,0,0,0,0,0,0,0)
	SASX ABCDEFGHIJK 3 A_FaceTarget
	SNAT W 0 A_PlaySound("remishot",CHAN_BODY,1,0)
	SASX A 0 A_CustomMissile("PlasmaRazorAlt",32,0,0)
	SASX A 0 A_CustomMissile("PlasmaRazorAlt",32,0,0)
	SASX A 0 A_CustomMissile("PlasmaRazorAlt",32,0,0)
	SASX A 0 A_CustomMissile("PlasmaRazorAlt3",32,0,0)
	SASX A 0 A_CustomMissile("PlasmaRazorAlt4",32,0,0)
	SASX A 0 A_CustomMissile("PlasmaRazorAlt5",32,0,0)
	SASX LMNOPQRSTUV 3 A_FaceTarget
	SASX ABCDEFGHIJKLMNOPQRSTUV 3 A_FaceTarget
	Goto See
  StarRitual:
	SASX A 0 A_SpawnItemEx("SanaeNSBigStarEffect",0,0,0,0,0,0,0,0,0)
	SASX ABCDEFGHIJK 3 A_FaceTarget
	SNAT W 0 A_PlaySound("remishot",CHAN_BODY,1,0)
	SASX A 0 A_CustomMissile("PlasmaRazorAlt",32,0,0)
	SASX A 0 A_CustomMissile("PlasmaRazorAlt",32,0,72)
	SASX A 0 A_CustomMissile("PlasmaRazorAlt",32,0,144)
	SASX A 0 A_CustomMissile("PlasmaRazorAlt",32,0,216)
	SASX A 0 A_CustomMissile("PlasmaRazorAlt",32,0,288)
	SASX A 0 A_CustomMissile("PlasmaRazorAlt",32,0,0)
	SASX A 0 A_CustomMissile("PlasmaRazorAlt",32,0,72)
	SASX A 0 A_CustomMissile("PlasmaRazorAlt",32,0,144)
	SASX A 0 A_CustomMissile("PlasmaRazorAlt",32,0,216)
	SASX A 0 A_CustomMissile("PlasmaRazorAlt",32,0,288)
	SASX A 0 A_CustomMissile("PlasmaRazorAlt",32,0,0)
	SASX A 0 A_CustomMissile("PlasmaRazorAlt",32,0,72)
	SASX A 0 A_CustomMissile("PlasmaRazorAlt",32,0,144)
	SASX A 0 A_CustomMissile("PlasmaRazorAlt",32,0,216)
	SASX A 0 A_CustomMissile("PlasmaRazorAlt",32,0,288)
	SASX LMNOPQRSTUV 3 A_FaceTarget
	Goto See
  DivineWind:
	TNT1 A 0 A_SetUserVar("user_counter",0)
	SNAT ABCDE 5 A_FaceTarget
  DivineWindLoop:
    TNT1 A 0 A_JumpIf(user_counter >= 8,"DivineWindEnd")
    TNT1 A 0 A_SetUserVar("user_counter",user_counter+1)
	SNAT W 0 A_PlaySound("remishot",CHAN_BODY,1,0)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,0)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,12)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,24)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,36)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,48)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,60)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,72)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,84)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,96)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,108)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,120)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,132)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,144)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,156)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,168)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,180)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,192)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,204)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,216)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,228)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,240)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,252)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,264)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,276)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,288)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,300)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,312)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,324)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,336)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,348)
	SNAT FGHG 3 A_FaceTarget
	SNAT W 0 A_PlaySound("remishot",CHAN_BODY,1,0)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,0)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,12)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,24)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,36)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,48)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,60)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,72)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,84)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,96)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,108)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,120)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,132)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,144)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,156)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,168)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,180)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,192)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,204)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,216)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,228)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,240)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,252)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,264)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,276)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,288)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,300)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,312)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,324)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,336)
	SNAT A 0 A_CustomMissile("VulcanPlasmaTracer",32,0,348)
	SNAT FGHG 3 A_FaceTarget
	SNAT A 0 A_Jump(64,"Missile")
	Loop
	DivineWindEnd:
	SNAT HI 3 A_FaceTarget
	Goto See
  Death:
	SANA K 70 A_PlaySound("uroboros/death",5,1.0,0,ATTN_NONE)
    MYST K 0 A_Scream
	TNT1 A 0 A_NoBlocking
	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 0 A_SpawnItemEx("2huBossDeathFlame", Random(-8,8), Random(-8,8), Random(12,80), Random(8,38), 0, Random(3,43), Random(-180,180))
	TNT1 A 1
	Stop
	}
}

ACTOR MercenaryFlandre : UACBaseMarine
{
+friendly
  floatspeed 30
  Speed 35
  Health 3600
  Radius 20
  Height 62
  Scale 0.7
  MinMissileChance 3000
  Mass 1000
  MeleeThreshold 200
  MeleeRange 80
  +DONTHURTSPECIES
  +LOOKALLAROUND
  +FLOORCLIP
  +NORADIUSDMG
  +DONTFALL
  +NOGRAVITY
  +FLOAT
  +BOSS
  +NEVERFAST
  +MISSILEMORE
  +DONTMORPH
  +LookAllAround
+NOBLOCKMONST
+DONTHARMSPECIES
+DONTHARMCLASS
  Painchance 10
  Species "Player"
Damagetype "Player"
DamageFactor 0.6
DamageFactor "Player", 0.0
DamageFactor "Players", 0.0
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "PlayerDevTracer", 0.0
DamageFactor "PlayerExplosive", 0.0
DamageFactor "PlayerDTRG", 0.0
DamageFactor "DTRailgun", 0.0
DamageFactor "PDTBFGTracer", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "PlayerTear", 0.0
DamageFactor "PlayerDBFG2", 0.0
DamageFactor "PlayerDBFG10K2", 0.0
DamageFactor "PlayerDevBall", 0.0
DamageFactor "PlayerDevBall2", 0.0
DamageFactor "PDTBFG", 0.0
DamageFactor "DiscoBFG", 0.0
DamageFactor "Touhou", 0.5
  Seesound "bflanlaugh4"
  Activesound "BFlan/Laugh"
  Deathsound "BFlan/Death"
  PainSound "BFlan/Pain"
  DropItem "BossLifeEssence" 255 25
  DropItem "BossArmorBonusMax" 255 1
  DropItem "BigDustMana" 128 100
  DropItem "BigDustMana" 128 100
  DropItem "OccultSpellbook" 200
  DropItem "DesiccationRod" 64
  Tag "Mercenary \c[q3]Flandre\c-"
  var int user_missile;
var int user_rage;
  States
 {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("FriendlyRedHeart",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION,0,56)
    BFL9 ABCDEFGH 3 A_Look
	BFL9 ABCDEFGH 3 A_GiveInventory("AIPatroling",1)
  Idle:
    TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
	TNT1 A 0
	TNT1 A 0 A_Playsound("Bflan/Laugh")
	TNT1 A 0 A_Look
    BFL9 A 3 A_Wander
	TNT1 A 0 A_Look
    BFL9 B 3 A_Wander
	TNT1 A 0 A_Look
    BFL9 C 3 A_Wander
	TNT1 A 0 A_Look
    BFL9 D 3 A_Wander
	TNT1 A 0 A_Look
    BFL9 E 3 A_GiveInventory("AIPatroling",1)
	TNT1 A 0 A_Look
    BFL9 F 3 A_Wander
	TNT1 A 0 A_Look
    BFL9 G 3 A_GiveInventory("AIPatroling",1)
	TNT1 A 0 A_Look
    BFL9 H 3 A_Wander
	Goto Idle+2
  See:
    TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
	TNT1 A 0 A_JumpIf(user_rage == 1,"SeeRage")
	TNT1 A 0 A_JumpIfHealthLower(800,"StartRage")
	TNT1 A 0 A_Jump(30,"ShadowRush")
    BFL9 ABCDEFGH 3 A_Chase
    Loop
  SeeRage:
	TNT1 A 0 A_Jump(40,"ShadowRush")
	TNT1 A 0 A_CustomMissile("BFlanRageTrailA",0,0,0,CMF_AIMDIRECTION)
    BFL9 A 3 A_Chase
	TNT1 A 0 A_CustomMissile("BFlanRageTrailB",0,0,0,CMF_AIMDIRECTION)
    BFL9 B 3 A_Chase
	TNT1 A 0 A_CustomMissile("BFlanRageTrailC",0,0,0,CMF_AIMDIRECTION)
    BFL9 C 3 A_Chase
	TNT1 A 0 A_CustomMissile("BFlanRageTrailD",0,0,0,CMF_AIMDIRECTION)
    BFL9 D 3 A_Chase
	TNT1 A 0 A_CustomMissile("BFlanRageTrailE",0,0,0,CMF_AIMDIRECTION)
    BFL9 E 3 A_Chase
	TNT1 A 0 A_CustomMissile("BFlanRageTrailF",0,0,0,CMF_AIMDIRECTION)
    BFL9 F 3 A_Chase
	TNT1 A 0 A_CustomMissile("BFlanRageTrailG",0,0,0,CMF_AIMDIRECTION)
    BFL9 G 3 A_Chase
	TNT1 A 0 A_CustomMissile("BFlanRageTrailH",0,0,0,CMF_AIMDIRECTION)
    BFL9 H 3 A_Chase
    Loop
  StartRage:
	TNT1 A 0 A_JumpIf(user_rage == 1,"SeeRage")
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
    BFL0 QR 8
	TNT1 A 0 A_Playsound("bflanlaugh5")
	TNT1 A 0 Radius_Quake(8,30,0,100,0)
	TNT1 A 0 ACS_NamedExecuteAlways("BFlanRage",0)
	TNT1 A 0 A_SetUserVar("user_rage",1)
	TNT1 A 0 A_CustomMissile("BFlanRageTrail2",0,0,0,CMF_AIMDIRECTION)
	BFL0 STUVWWW 8
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	Goto SeeRage
  ShadowRush:
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("BFlanSmoke",0,0,32,random(-3,3),random(-3,3),random(-3,3),random(0, 360))
	TNT1 A 0 A_Playsound("BFlan/Rush",4,1,0)
	BFL9 A 1 A_Chase("","")
	TNT1 AA 0 A_SpawnItemEx("BFlanSmoke",0,0,32,random(-3,3),random(-3,3),random(-3,3),random(0, 360))
	TNT1 A 0 A_SpawnItemEx("BFlanShadowA")
	BFL9 A 1 A_Chase("","")
	TNT1 AA 0 A_SpawnItemEx("BFlanSmoke",0,0,32,random(-3,3),random(-3,3),random(-3,3),random(0, 360))
	TNT1 A 0 A_SpawnItemEx("BFlanShadowA")
	BFL9 A 1 A_Chase("","")
	TNT1 AA 0 A_SpawnItemEx("BFlanSmoke",0,0,32,random(-3,3),random(-3,3),random(-3,3),random(0, 360))
	TNT1 A 0 A_SpawnItemEx("BFlanShadowA")
	BFL9 B 1 A_Chase("","")
	TNT1 AA 0 A_SpawnItemEx("BFlanSmoke",0,0,32,random(-3,3),random(-3,3),random(-3,3),random(0, 360))
	TNT1 A 0 A_SpawnItemEx("BFlanShadowB")
	BFL9 B 1 A_Chase("","")
	TNT1 AA 0 A_SpawnItemEx("BFlanSmoke",0,0,32,random(-3,3),random(-3,3),random(-3,3),random(0, 360))
	TNT1 A 0 A_SpawnItemEx("BFlanShadowB")
	BFL9 B 1 A_Chase("","")
	TNT1 AA 0 A_SpawnItemEx("BFlanSmoke",0,0,32,random(-3,3),random(-3,3),random(-3,3),random(0, 360))
	TNT1 A 0 A_SpawnItemEx("BFlanShadowB")
	BFL9 C 1 A_Chase("","")
	TNT1 AA 0 A_SpawnItemEx("BFlanSmoke",0,0,32,random(-3,3),random(-3,3),random(-3,3),random(0, 360))
	TNT1 A 0 A_SpawnItemEx("BFlanShadowC")
	BFL9 C 1 A_Chase("","")
	TNT1 AA 0 A_SpawnItemEx("BFlanSmoke",0,0,32,random(-3,3),random(-3,3),random(-3,3),random(0, 360))
	TNT1 A 0 A_SpawnItemEx("BFlanShadowC")
	BFL9 C 1 A_Chase("","")
	TNT1 AA 0 A_SpawnItemEx("BFlanSmoke",0,0,32,random(-3,3),random(-3,3),random(-3,3),random(0, 360))
	TNT1 A 0 A_SpawnItemEx("BFlanShadowC")
	BFL9 D 1 A_Chase("","")
	TNT1 AA 0 A_SpawnItemEx("BFlanSmoke",0,0,32,random(-3,3),random(-3,3),random(-3,3),random(0, 360))
	TNT1 A 0 A_SpawnItemEx("BFlanShadowD")
	BFL9 D 1 A_Chase("","")
	TNT1 AA 0 A_SpawnItemEx("BFlanSmoke",0,0,32,random(-3,3),random(-3,3),random(-3,3),random(0, 360))
	TNT1 A 0 A_SpawnItemEx("BFlanShadowD")
	BFL9 D 1 A_Chase("","")
	TNT1 AA 0 A_SpawnItemEx("BFlanSmoke",0,0,32,random(-3,3),random(-3,3),random(-3,3),random(0, 360))
	TNT1 A 0 A_SpawnItemEx("BFlanShadowD")
	BFL9 E 1 A_Chase("","")
	TNT1 AA 0 A_SpawnItemEx("BFlanSmoke",0,0,32,random(-3,3),random(-3,3),random(-3,3),random(0, 360))
	TNT1 A 0 A_SpawnItemEx("BFlanShadowE")
	BFL9 E 1 A_Chase("","")
	TNT1 AA 0 A_SpawnItemEx("BFlanSmoke",0,0,32,random(-3,3),random(-3,3),random(-3,3),random(0, 360))
	TNT1 A 0 A_SpawnItemEx("BFlanShadowE")
	BFL9 E 1 A_Chase("","")
	TNT1 AA 0 A_SpawnItemEx("BFlanSmoke",0,0,32,random(-3,3),random(-3,3),random(-3,3),random(0, 360))
	TNT1 A 0 A_SpawnItemEx("BFlanShadowE")
	BFL9 F 1 A_Chase("","")
	TNT1 AA 0 A_SpawnItemEx("BFlanSmoke",0,0,32,random(-3,3),random(-3,3),random(-3,3),random(0, 360))
	TNT1 A 0 A_SpawnItemEx("BFlanShadowF")
	BFL9 F 1 A_Chase("","")
	TNT1 AA 0 A_SpawnItemEx("BFlanSmoke",0,0,32,random(-3,3),random(-3,3),random(-3,3),random(0, 360))
	TNT1 A 0 A_SpawnItemEx("BFlanShadowF")
	BFL9 F 1 A_Chase("","")
	TNT1 AA 0 A_SpawnItemEx("BFlanSmoke",0,0,32,random(-3,3),random(-3,3),random(-3,3),random(0, 360))
	TNT1 A 0 A_SpawnItemEx("BFlanShadowF")
	BFL9 G 1 A_Chase("","")
	TNT1 AA 0 A_SpawnItemEx("BFlanSmoke",0,0,32,random(-3,3),random(-3,3),random(-3,3),random(0, 360))
	TNT1 A 0 A_SpawnItemEx("BFlanShadowG")
	BFL9 G 1 A_Chase("","")
	TNT1 AA 0 A_SpawnItemEx("BFlanSmoke",0,0,32,random(-3,3),random(-3,3),random(-3,3),random(0, 360))
	TNT1 A 0 A_SpawnItemEx("BFlanShadowG")
	BFL9 G 1 A_Chase("","")
	TNT1 AA 0 A_SpawnItemEx("BFlanSmoke",0,0,32,random(-3,3),random(-3,3),random(-3,3),random(0, 360))
	TNT1 A 0 A_SpawnItemEx("BFlanShadowG")
	BFL9 H 1 A_Chase("","")
	TNT1 AA 0 A_SpawnItemEx("BFlanSmoke",0,0,32,random(-3,3),random(-3,3),random(-3,3),random(0, 360))
	TNT1 A 0 A_SpawnItemEx("BFlanShadowH")
	BFL9 H 1 A_Chase("","")
	TNT1 AA 0 A_SpawnItemEx("BFlanSmoke",0,0,32,random(-3,3),random(-3,3),random(-3,3),random(0, 360))
	TNT1 A 0 A_SpawnItemEx("BFlanShadowH")
	BFL9 H 1 A_Chase("","")
	TNT1 A 0 A_SpawnItemEx("BFlanShadowH")
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("BFlanSmoke",0,0,32,random(-3,3),random(-3,3),random(-3,3),random(0, 360))
	TNT1 A 0 A_ChangeFlag("FRIGHTENED", FALSE)
	Goto See
  Pain:
    BFLD A 8 A_Pain
	BFLD A 0 A_JumpIfHealthLower(500, 2)
	BFLD A 0 A_Jump(230,"See")
    BFLD A 0 A_ChangeFlag("FRIGHTENED",TRUE)
    Goto ShadowRush
  Melee:
    BFL9 L 2 A_Playsound("BFlan/Draw", 0, 1, 0, 1)
	TNT1 A 0 A_CustomBulletAttack(0,0,1,0,"BloodyFlandreLeech",80)
	BFL9 M 2 A_CustomMeleeAttack(90,"BFlan/Slash","BFlan/Swing","Extreme")
	BFL9 NOP 6
	Goto See
  Missile:
    BFLA A 0 A_JumpIfHealthLower(800,"Missile2")
    BFLA A 0 A_Jump(180,"Acid","Soul")
    BFLA A 0 A_Jump(100,"AcidPowered","Floorshits")
    BFLA A 0 A_Jump(100,"SoulPowered")
    BFLA A 0 A_Jump(256,"Lightning","VileAttack")
  Missile2:
    BFLA A 0 A_Jump(160,"ShadowRush","AcidRage","SoulRage","Floorshits")
    BFLA A 0 A_Jump(256,"Lightning","VileAttack")
  SoulPowered:
	BFL8 A 0 A_Facetarget
	BFL8 A 2 A_Stop
	BFL8 B 3 A_PlaySound("AttackCharge", 0, 1, 0, ATTN_NONE)
	BFL8 B 0 A_CustomMissile("SoulCharging", 30, 35)
	BFL8 B 0 A_CustomMissile("SoulCharging", 30, -35)
	BFL8 C 50
	BFL8 DEF 6
	BFL8 G 2
	BFL8 G 0 A_CustomMissile("VulcanPlasmaTracer", 30, 0, 0, CMF_AIMDIRECTION)
	BFL8 G 0 A_CustomMissile("VulcanPlasmaTracer", 30, 0, 90, CMF_AIMDIRECTION)
	BFL8 G 2 A_CustomMissile("VulcanPlasmaTracer", 30, 0, -90, CMF_AIMDIRECTION)
	BFL8 H 3
	Goto See
  AcidPowered:
	BFL8 A 0 A_Facetarget
	BFL8 A 2 A_Stop
	BFL8 B 3 A_PlaySound("AttackCharge", 0, 1, 0, ATTN_NONE)
	BFL8 B 0 A_CustomMissile("AcidCharging", 30, 35)
	BFL8 B 0 A_CustomMissile("AcidCharging", 30, -35)
	BFL8 C 50
	BFL8 DEF 6
	BFL8 G 2
	BFL8 G 0 A_CustomMissile("PlasmaRazorAlt", 30, 0, 0)
	BFL8 G 0 A_CustomMissile("PlasmaRazorAlt", 30, 0, 15)
	BFL8 G 0 A_CustomMissile("PlasmaRazorAlt", 30, 0, -15)
	BFL8 G 0 A_CustomMissile("PlasmaRazorAlt", 30, 0, 60)
	BFL8 G 0 A_CustomMissile("PlasmaRazorAlt", 30, 0, 120)
	BFL8 G 0 A_CustomMissile("PlasmaRazorAlt", 30, 0, 180)
	BFL8 G 0 A_CustomMissile("PlasmaRazorAlt", 30, 0, 240)
	BFL8 G 2 A_CustomMissile("PlasmaRazorAlt", 30, 0, 300)
	BFL8 H 3
	Goto See
  Floorshits:
	BFL8 Q 4 A_Playsound("BFlan/Draw", 0, 1, 0, 1)
	BFL8 R 5
	TNT1 A 0 A_ChangeFlag("NOGRAVITY",0)
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_ChangeFlag("FLOAT",0)
	BFL8 ST 8
	TNT1 A 0 A_CustomMissile("VulcanPlasmaTracer",0,0,0)
	TNT1 A 0 A_CustomMissile("VulcanPlasmaTracer",0,0,20)
	TNT1 A 0 A_CustomMissile("VulcanPlasmaTracer",0,0,-20)
	TNT1 A 0 A_CustomMissile("VulcanPlasmaTracer",0,0,45)
	TNT1 A 0 A_CustomMissile("VulcanPlasmaTracer",0,0,90)
	TNT1 A 0 A_CustomMissile("VulcanPlasmaTracer",0,0,135)
	TNT1 A 0 A_CustomMissile("VulcanPlasmaTracer",0,0,180)
	TNT1 A 0 A_CustomMissile("VulcanPlasmaTracer",0,0,225)
	TNT1 A 0 A_CustomMissile("VulcanPlasmaTracer",0,0,270)
	TNT1 A 0 A_CustomMissile("VulcanPlasmaTracer",0,0,315)
	BFL8 U 10
	TNT1 A 0 A_ChangeFlag("NOGRAVITY",1)
	TNT1 A 0 A_ChangeFlag("FLOAT",1)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 ThrustThingZ(0,30,0,1)
	BFL8 VW 5
	TNT1 A 0 A_Stop
	Goto See
	VileAttack:
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
    BFL8 AB 5
    BFL8 C 10 A_PlaySound("exile/voidstart")
    BFL8 C 8 A_VileTarget("BFlanVileFire")
    BFL8 CCCCCCCCCCCDEF 8 A_FaceTarget
	TNT1 A 0 A_PlaySound("exile/voidend")
    BFL8 G 8 A_VileAttack(" ",10,90,150,1)
    BFL8 H 20
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
    Goto See	
  Lightning:
	TNT1 A 0 A_Playsound("bflanlaugh5")
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
    BFL0 ABCDEF 4
	TNT1 A 0 A_SpawnItem("RedLightning")
	BFL0 DEFDEF 4
	TNT1 A 0 ThrustThingZ(0,50,0,1)
	BFL0 GHI 4
	TNT1 A 0 Thing_Stop(0)
	BFL0 J 15
	BFL0 KL 5
	TNT1 A 0 A_CustomMissile("BFlanLightningProj",30)
	BFL0 MNOP 5
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	Goto See
  Soul:
	BFL8 A 5
	BFL8 BC 6
	TNT1 A 0 A_SetUserVar("user_missile",0)
  SoulLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 25,"SoulEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	BFL8 CCC 0 A_CustomMissile("BFlanSoulWeakNoSeek",30,0,frandom(-20,20),CMF_OFFSETPITCH,frandom(-2,4))
	BFL8 C 4 A_CustomMissile("BFlanSoulWeakNoSeek",30,0,frandom(-20,20),CMF_OFFSETPITCH,frandom(-2,4))
	Loop
  SoulEnd:
	TNT1 A 0 A_Jump(200, "See")
	BFL8 DEF 6
	BFL8 G 2
	TNT1 A 0 A_SetUserVar("user_missile",0)
  Soul2Loop:
	TNT1 A 0 A_JumpIf(user_missile >= 15,"Soul2End")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	BFL8 CC 0 A_CustomMissile("BFlanSoulWeak",30,20,frandom(180,0),CMF_OFFSETPITCH,frandom(-2,5))
	BFL8 C 0 A_CustomMissile("BFlanSoulWeak",30,-20,frandom(180,0),CMF_OFFSETPITCH,frandom(-2,5))
	BFL8 G 8 A_CustomMissile("BFlanSoulWeak",30,-20,frandom(180,0),CMF_OFFSETPITCH,frandom(-2,5))
	Loop
  Soul2End:
	BFL8 H 15
    Goto See
  Acid:
    BFL8 A 0 A_facetarget
	BFL8 A 2
	BFL8 BC 3
	TNT1 A 0 A_SetUserVar("user_missile",0)
  AcidLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 25,"AcidEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	BFL8 CCC 0 A_CustomMissile("BFlanAcidSmall",30,20,frandom(-16,16),CMF_OFFSETPITCH,frandom(-5,5))
	BFL8 CC 0 A_CustomMissile("BFlanAcidSmall",30,-20,frandom(-16,16),CMF_OFFSETPITCH,frandom(-5,5))
	BFL8 C 4 A_CustomMissile("BFlanAcidSmall",30,-20,frandom(-16,16),CMF_OFFSETPITCH,frandom(-5,5))
	Loop
  AcidEnd:
	TNT1 A 0 A_Jump(128, "See")
	BFL8 DEF 6
	BFL8 G 2
	TNT1 A 0 A_SetUserVar("user_missile",0)
  Acid2Loop:
	TNT1 A 0 A_JumpIf(user_missile >= 60,"Acid2End")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	BFL8 CC 0 A_CustomMissile("BFlanAcidSmall",30,0,frandom(-3,3),CMF_OFFSETPITCH,frandom(-1,1))
	BFL8 G 2 A_CustomMissile("BFlanAcidSmall",30,0,frandom(-3,3),CMF_OFFSETPITCH,frandom(-1,1))
	Loop
  Acid2End:
	BFL8 H 15
    Goto See
  SoulRage:
	BFL8 A 5
	BFL8 BC 6
	TNT1 A 0 A_SetUserVar("user_missile",0)
  SoulRageLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 40,"SoulRageEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	BFL8 CCC 0 A_CustomMissile("BFlanSoulWeakNoSeek",30,0,frandom(-20,20),CMF_OFFSETPITCH,frandom(-2,4))
	BFL8 C 3 A_CustomMissile("BFlanSoulWeakNoSeek",30,0,frandom(-20,20),CMF_OFFSETPITCH,frandom(-2,4))
	Loop
  SoulRageEnd:
	TNT1 A 0 A_Jump(200, "See")
	BFL8 DEF 6
	BFL8 G 2
	TNT1 A 0 A_SetUserVar("user_missile",0)
  Soul2RageLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 20,"Soul2End")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	BFL8 CC 0 A_CustomMissile("BFlanSoulWeak",30,20,frandom(180,0),CMF_OFFSETPITCH,frandom(-2,5))
	BFL8 C 0 A_CustomMissile("BFlanSoulWeak",30,-20,frandom(180,0),CMF_OFFSETPITCH,frandom(-2,5))
	BFL8 G 6 A_CustomMissile("BFlanSoulWeak",30,-20,frandom(180,0),CMF_OFFSETPITCH,frandom(-2,5))
	Loop
  AcidRage:
    BFL8 A 0 A_facetarget
	BFL8 A 2
	BFL8 BC 3
	TNT1 A 0 A_SetUserVar("user_missile",0)
  AcidRageLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 40,"AcidRageEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	BFL8 CCC 0 A_CustomMissile("BFlanAcidSmall",30,20,frandom(-20,20),CMF_OFFSETPITCH,frandom(-5,5))
	BFL8 CC 0 A_CustomMissile("BFlanAcidSmall",30,-20,frandom(-20,20),CMF_OFFSETPITCH,frandom(-5,5))
	BFL8 C 3 A_CustomMissile("BFlanAcidSmall",30,-20,frandom(-20,20),CMF_OFFSETPITCH,frandom(-5,5))
	Loop
  AcidRageEnd:
	TNT1 A 0 A_Jump(128,"See")
	BFL8 DEF 6
	BFL8 G 2
	TNT1 A 0 A_SetUserVar("user_missile",0)
  Acid2RageLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 120,"Acid2End")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	BFL8 CC 0 A_CustomMissile("BFlanAcidSmall",30,0,frandom(-3,3),CMF_OFFSETPITCH,frandom(-1,1))
	BFL8 G 1 A_CustomMissile("BFlanAcidSmall",30,0,frandom(-3,3),CMF_OFFSETPITCH,frandom(-1,1))
	Loop
  Death:
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_ChangeFlag("LOWGRAVITY",1)
	TNT1 A 0 A_ChangeFlag("NOGRAVITY",0)
	TNT1 A 0 A_ChangeFlag("FLOAT",0)
    BFLD A 3 A_scream
	BFLD BCDEFGHI 5 A_SpawnItemEx ("Edgy2huBossDeathFlame", 0, 0, 0, random(-3,3), random(-3,3), random(-3,3), random (0, 360))
	BFLD HIHIHI 5 A_SpawnItemEx ("Edgy2huBossDeathFlame", 0, 0, 0, random(-3,3), random(-3,3), random(-3,3), random (0, 360))
	TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
    TNT1 AAAAAAAAAAA 0 A_SpawnItemEx ("Edgy2huBossDeathFlame", 0, 0, 0, random(-3,3), random(-3,3), random(-3,3), random (0, 360))
	TNT1 AAAAAAAAAAA 0 A_CustomMissile("Edgy2huBossDeathFlame3", random(5, 55), 0, random(0,360), CMF_AIMDIRECTION, frandom(-40, 70))
	TNT1 A 1
    Stop
	}
}

ACTOR MercenaryUroboros : UACBaseMarine
{
+Friendly
  floatspeed 10
  Speed 10
  Health 4000
  +NORADIUSDMG
+NOBLOCKMONST
+DONTHARMSPECIES
+DONTHARMCLASS
+LookAllAround
  Mass 0x7FFFFFFF
  Painchance 10
   Species "Player"
Damagetype "Player"
DamageFactor 0.6
DamageFactor "Player", 0.0
DamageFactor "Players", 0.0
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "PlayerDevTracer", 0.0
DamageFactor "PlayerExplosive", 0.0
DamageFactor "PlayerDTRG", 0.0
DamageFactor "DTRailgun", 0.0
DamageFactor "PDTBFGTracer", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "PlayerTear", 0.0
DamageFactor "PlayerDBFG2", 0.0
DamageFactor "PlayerDBFG10K2", 0.0
DamageFactor "PlayerDevBall", 0.0
DamageFactor "PlayerDevBall2", 0.0
DamageFactor "PDTBFG", 0.0
DamageFactor "DiscoBFG", 0.0
DamageFactor "Touhou", 0.5
  DropItem "BossLifeEssence" 255 25
  DropItem "BossArmorBonusMax" 255 1
  DropItem "DemonAmmoBox" 128 200
  DropItem "OccultSpellbook" 200
  DropItem "PainLordSoul" 128
  DropItem "PainLordSoul" 128
  DropItem "AbyssOrb" 128
  DropItem "AbyssalCastOrb" 128
  DropItem "RingOfRegeneration" 30
  Tag "Mercenary \c[u2]Uroboros\c-"
  States
  {
   Spawn:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("FriendlyRedHeart",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION,0,56)
  Idle:
    TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
    UROB AAABBBCCCDDDEEEFFFGGGHHHIIIJJJKKKLLL 1 A_Look
	UROB AAABBBCCCDDDEEEFFFGGGHHHIIIJJJKKKLLL 1 A_GiveInventory("AIPatroling",1)
    Loop
  See:
    TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
    UROB ABCDEF 3 A_Chase
	TNT1 A 0 A_Jump(32,"Teleport"/*,"Rush"*/)
	UROB GHIJKL 3 A_Chase
	TNT1 A 0 A_Jump(32,"Teleport"/*,"Rush"*/)
	Loop
  Teleport:
    URA2 A 1 Bright A_UnSetShootable
	URA2 AAABBBBBBB 1  A_FadeOut(0.1,0)
	URA2 B 2 
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
    URA2 B 1 A_PlayWeaponSound("boss/teleport")
	URA2 BBBBBBBBAAA 1 A_FadeIn(0.1)
    URA2 A 1 Bright A_SetShootable
    Goto See
  Pain:
    UROB M 0 A_Playsound("uroboros/pain", 4, 1.0, 0, ATTN_NONE)
    UROB M 15
    Goto See
  Missile:
    URA1 A 0 A_facetarget
    URA1 A 0 A_Jump(180, "MagicMissile", "Lasers")
    URA1 A 0 A_Jump(180, "SpreadLasers")
    URA1 A 0 A_Jump(256, "SuperLaser")
    //URA1 A 0 A_Jump(256, "UltimateCombo")
  MagicMissile:
    URA1 I 2
	URA1 JK 4
	URA1 L 0 A_CustomMissile("PlayerExplosiveTracer",30,0,0)
	URA1 LM 5
	URA1 M 0 A_CustomMissile("PlayerExplosiveTracer",30,0,20)
	URA1 M 0 A_CustomMissile("PlayerExplosiveTracer",30,0,-20)
	URA1 NO 5
	URA1 M 0 A_CustomMissile("PlayerExplosiveTracer",30,0,0)
	URA1 M 0 A_CustomMissile("PlayerExplosiveTracer",30,0,45)
	URA1 M 0 A_CustomMissile("PlayerExplosiveTracer",30,0,-45)
	URA1 PQ 5
	URA1 M 0 A_CustomMissile("PlayerExplosiveTracer",30,0,20)
	URA1 M 0 A_CustomMissile("PlayerExplosiveTracer",30,0,-20)
	URA1 RST 6
	Goto See
  Lasers:
    URA2 CDEFG 6
	URA2 H 0 A_CustomMissile("PlayerDarkMatterBall",30,0,0)
	URA2 H 8
	URA2 H 0 A_CustomMissile("PlayerDarkMatterBall",30,0,0)
	URA2 H 8
	URA2 H 0 A_CustomMissile("PlayerDarkMatterBall",30,0,0)
	URA2 I 8
	URA2 H 0 A_CustomMissile("PlayerDarkMatterBall",30,0,0)
	URA2 I 8
	URA2 JKLMN 5
	Goto See
  SuperLaser:
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	URA2 NMOPQRST 4
    TNT1 A 0 A_Playsound("remsee",7,1,0,ATTN_NONE)
	URA2 UVUVUVWX 4
	URA2 CD 6
	TNT1 A 0 Thing_Stop(0)
	URA2 EFGH 8
	TNT1 A 0 A_CustomMissile("ChaosSuperLightningProjPlayer",30)
	URA2 I 30
	TNT1 A 0 A_CustomMissile("PlayerDarkMatterBall",30)
	URA2 I 15
	URA2 JKLM 8
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	Goto See
  SpreadLasers:
	URA2 AB 10
	URA2 B 8
	URA2 M 0 A_FaceTarget
	URA2 M 0 A_CustomMissile("PlasmaRazorAlt",30,0,-30,CMF_AIMDIRECTION)
	URA2 B 8
	URA2 M 0 A_CustomMissile("PlasmaRazorAlt",30,0,-20,CMF_AIMDIRECTION)
	URA2 B 8
	URA2 M 0 A_CustomMissile("PlasmaRazorAlt",30,0,-10,CMF_AIMDIRECTION)
	URA2 B 8
	URA2 M 0 A_CustomMissile("PlasmaRazorAlt",30,0,0,CMF_AIMDIRECTION)
	URA2 B 8
	URA2 M 0 A_CustomMissile("PlasmaRazorAlt",30,0,10,CMF_AIMDIRECTION)
	URA2 B 8
	URA2 M 0 A_CustomMissile("PlasmaRazorAlt",30,0,20,CMF_AIMDIRECTION)
	URA2 B 8
	URA2 M 0 A_CustomMissile("PlasmaRazorAlt",30,0,30,CMF_AIMDIRECTION)
	URA2 B 20
	URA2 M 0 A_FaceTarget
	URA2 M 0 A_CustomMissile("PlasmaRazorAlt",30,0,30,CMF_AIMDIRECTION)
	URA2 B 8
	URA2 M 0 A_CustomMissile("PlasmaRazorAlt",30,0,20,CMF_AIMDIRECTION)
	URA2 B 8
	URA2 M 0 A_CustomMissile("PlasmaRazorAlt",30,0,10,CMF_AIMDIRECTION)
	URA2 B 8
	URA2 M 0 A_CustomMissile("PlasmaRazorAlt",30,0,0,CMF_AIMDIRECTION)
	URA2 B 8
	URA2 M 0 A_CustomMissile("PlasmaRazorAlt",30,0,-10,CMF_AIMDIRECTION)
	URA2 B 8
	URA2 M 0 A_CustomMissile("PlasmaRazorAlt",30,0,-20,CMF_AIMDIRECTION)
	URA2 B 8
	URA2 M 0 A_CustomMissile("PlasmaRazorAlt",30,0,-30,CMF_AIMDIRECTION)
	URA2 BA 8
	Goto See
   Death:
	TNT1 A 0 A_ChangeFlag("LOWGRAVITY",1)
	TNT1 A 0 A_ChangeFlag("NOGRAVITY",0)
	TNT1 A 0 A_ChangeFlag("FLOAT",0)
    UROB M 1
	UROB M 40 A_Scream
    UROB M 0 A_Playsound("uroboros/death2",6,2.0,0,ATTN_NONE)
	UROB MMMMMMMNNNNNNN 6 A_SpawnItemEx("Red2huBossDeathFlame",0,0,20,random(-3,3),random(-3,3),random(-3,3))
    UROB M 0 A_Playsound("uroboros/explode",7,1.0,0,ATTN_NONE)
	TNT1 A 0 A_NoBlocking
	TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	TNT1 A 0 A_SpawnItemEx("RedBossDeathExplode",0,0,32)
	TNT1 AAAAAAAAAAA 0 A_SpawnItemEx("Red2huBossDeathFlame",0,0,20,random(-3,3),random(-3,3),random(-3,3))
	TNT1 AAAAAAAAAAA 1 A_SpawnItemEx("Red2huBossDeathFlame3",0,0,random(5,55),random(-15,15),random(-15,15),random(-15,30))
	TNT1 A 1
    Stop
	}
}

ACTOR MercenaryLamia : UACBaseMarine
{
  +Friendly
  floatspeed 8
  Speed 8
  Health 3500
  +NORADIUSDMG
  +NOTIMEFREEZE
+NOBLOCKMONST
+DONTHARMSPECIES
+DONTHARMCLASS
+LookAllAround
  Painsound "Lamia/pain"
  Seesound "Lamia/Laugh"
  Painchance 15
  DamageFactor "Legendary", 0.5
  Species "Player"
Damagetype "Player"
DamageFactor 0.6
DamageFactor "Player", 0.0
DamageFactor "Players", 0.0
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "PlayerDevTracer", 0.0
DamageFactor "PlayerExplosive", 0.0
DamageFactor "PlayerDTRG", 0.0
DamageFactor "DTRailgun", 0.0
DamageFactor "PDTBFGTracer", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "PlayerTear", 0.0
DamageFactor "PlayerDBFG2", 0.0
DamageFactor "PlayerDBFG10K2", 0.0
DamageFactor "PlayerDevBall", 0.0
DamageFactor "PlayerDevBall2", 0.0
DamageFactor "PDTBFG", 0.0
DamageFactor "DiscoBFG", 0.0
DamageFactor "Touhou", 0.5
  DropItem "BossLifeEssence" 255 25
  DropItem "BossArmorBonusMax" 255 1
  DropItem "DemonAmmoBox" 128 200
  DropItem "DemonicChalice" 128
  DropItem "SkullOfPower" 128
  DropItem "OccultSpellbook" 200
  DropItem "LegTimeFreezeSphere" 128 3
  Obituary "%o experienced a world of torment from Lamia."
  Tag "Mercenary \c[q3]Lamia\c-"
  var int user_music;
  States
  {
   Spawn:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("FriendlyRedHeart",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION,0,56)
  Idle:
    TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
    LAMI AAAABBBBCCCCDDDDEEEEFFFF 1 A_Look
	LAMI AAAABBBBCCCCDDDDEEEEFFFF 1 A_GiveInventory("AIPatroling",1)
    Loop
  See:
    TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
    LAMI GHIJKLMNOP 5
    Goto See2
  See2:
    TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
	TNT1 A 0 A_JumpIfHealthLower(500,"FinalSpell")
    LAMI AAAABBBBCCCCDDDDEEEEFFFF 1 A_Chase
    Loop
  Pain:
    LAMI I 0 A_pain
    LAMI Q 10
    Goto Missile
  Melee:
	Goto Missile
  Missile:
    LAMI A 0 A_facetarget
	//LAMI A 0 A_JumpIfCloser(250, "Pusher")
	LAMI A 0 A_Jump(80,"StatusEffect")
    LAMI A 0 A_Jump(256,"TrailKnife","MoreKnives","KnifeLoop","KnifeIntensifies")
    Goto See2
  StatusEffect:
    LAMI A 0 A_Jump(256,"YellowCard","RedCard")
    Goto See2
/*  Pusher:
	TNT1 A 0 A_Playsound("Lamia/Pusher")
    LAA1 QRS 6
	TNT1 A 0 A_Playsound("PusherOrb/Thrown", 0)
	TNT1 A 0 A_RadiusThrust(8000, 500)
	LAA1 TUVWX 5
	Goto Missile */
  YellowCard:
	TNT1 A 0 A_Playsound("Lamia/YellowCard")
    LAA5 ABCDEFGHIJ 4
	TNT1 A 0 A_CustomMissile("TFreezeEffect",30,0,0)
    TNT1 A 0 A_PlaySound("Lamia/TimeFreeze",7,1,0,ATTN_NONE)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	LAA2 A 2 A_CustomMissile("VulcanPlasmaTracer",30,0,random(-10,10))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	LAA2 A 2 A_CustomMissile("VulcanPlasmaTracer",30,0,random(-10,10))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	LAA2 A 2 A_CustomMissile("VulcanPlasmaTracer",30,0,random(-10,10))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	LAA2 A 2 A_CustomMissile("VulcanPlasmaTracer",30,0,random(-10,10))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	LAA2 A 2 A_CustomMissile("VulcanPlasmaTracer",30,0,random(-10,10))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	LAA2 A 2 A_CustomMissile("VulcanPlasmaTracer",30,0,random(-10,10))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	LAA2 A 2 A_CustomMissile("VulcanPlasmaTracer",30,0,random(-10,10))
	Goto Missile
	RedCard:
	TNT1 A 0 A_Playsound("Lamia/RedCard")
    LAA1 AFG 5
	LAA1 H 4 A_CustomMissile("Slicer")
	LAA1 I 6
	LAA1 HGFA 4
	Goto TrailKnife
	TrailKnife:
	TNT1 A 0 A_Playsound("Lamia/TrailKnife")
	LAA2 IJKLM 6
	LAA2 N 0 A_CustomMissile("VulcanPlasmaTracer",30,0,20)
	LAA2 N 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-20)
	LAA2 N 0 A_CustomMissile("VulcanPlasmaTracer",30,0,0)
	LAA2 N 0 A_CustomMissile("VulcanPlasmaTracer",30,0,10,CMF_OFFSETPITCH,2)
	LAA2 N 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-10,CMF_OFFSETPITCH,2)
	LAA2 N 5 A_CustomMissile("VulcanPlasmaTracer",30,0,0,CMF_OFFSETPITCH,2)
	LAA2 OPQR 5
	Goto See2
	MoreKnives:
	TNT1 A 0 A_Playsound("Lamia/MKoKI")
    LAA3 KLMN 7
	LAA3 O 5
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,3)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,6)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,9)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,12)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,15)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,18)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,21)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,24)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,27)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,30)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-3)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-6)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-9)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-12)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-15)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-18)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-21)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-24)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-27)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-30)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,3,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,6,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,9,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,12,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,15,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-3,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-6,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-9,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-12,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-15,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,3,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,6,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,9,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,12,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,15,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,-3,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,-6,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,-9,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,-12,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,-15,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,3,CMF_OFFSETPITCH,-3)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,6,CMF_OFFSETPITCH,-3)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,3,CMF_OFFSETPITCH,3)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,6,CMF_OFFSETPITCH,3)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,-3,CMF_OFFSETPITCH,-3)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,-6,CMF_OFFSETPITCH,-3)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,-3,CMF_OFFSETPITCH,3)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,-6,CMF_OFFSETPITCH,3)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,0,CMF_OFFSETPITCH,3)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,0,CMF_OFFSETPITCH,-3)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,0,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,0,CMF_OFFSETPITCH,-2)
	LAA3 P 3 A_CustomMissile("VulcanPlasmaTracer",30,0,0)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,3)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,6)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,9)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,12)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,15)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,18)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,21)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,24)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,27)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,30)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-3)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-6)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-9)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-12)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-15)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-18)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-21)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-24)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-27)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-30)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,3,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,6,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,9,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,12,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,15,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,-3,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,-6,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,-9,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,-12,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,-15,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,3,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,6,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,9,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,12,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,15,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,-3,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,-6,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,-9,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,-12,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,-15,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,3,CMF_OFFSETPITCH,-3)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,6,CMF_OFFSETPITCH,-3)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,9,CMF_OFFSETPITCH,-3)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,3,CMF_OFFSETPITCH,3)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,6,CMF_OFFSETPITCH,3)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,9,CMF_OFFSETPITCH,3)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,-3,CMF_OFFSETPITCH,-3)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,-6,CMF_OFFSETPITCH,-3)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,-9,CMF_OFFSETPITCH,-3)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,-3,CMF_OFFSETPITCH,3)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,-6,CMF_OFFSETPITCH,3)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,-9,CMF_OFFSETPITCH,3)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,0,CMF_OFFSETPITCH,3)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,0,CMF_OFFSETPITCH,-3)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,0,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,0,CMF_OFFSETPITCH,-2)
	LAA3 P 3 A_CustomMissile("PlayerExplosiveTracer",30,0,0)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,3)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,6)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,9)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,12)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,15)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,18)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,21)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,24)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,27)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,30)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,-3)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,-6)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,-9)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,-12)
	LAA3 P 0 A_CustomMissile("PlayerExplosiveTracer",30,0,-15)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-18)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-21)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-24)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-27)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-30)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,3,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,6,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,9,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,12,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,15,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-3,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-6,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-9,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-12,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-15,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,3,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,6,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,9,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,12,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,15,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-3,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-6,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-9,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-12,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-15,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,3,CMF_OFFSETPITCH,-3)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,6,CMF_OFFSETPITCH,-3)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,9,CMF_OFFSETPITCH,-3)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,3,CMF_OFFSETPITCH,3)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,6,CMF_OFFSETPITCH,3)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,9,CMF_OFFSETPITCH,3)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-3,CMF_OFFSETPITCH,-3)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-6,CMF_OFFSETPITCH,-3)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-9,CMF_OFFSETPITCH,-3)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-3,CMF_OFFSETPITCH,3)
	LAA3 P 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-6,CMF_OFFSETPITCH,3)
	LAA3 P 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-9,CMF_OFFSETPITCH,3)
	LAA3 P 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,0,CMF_OFFSETPITCH,3)
	LAA3 P 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,0,CMF_OFFSETPITCH,-3)
	LAA3 P 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,0,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,0,CMF_OFFSETPITCH,-2)
	LAA3 Q 3 A_CustomMissile("PlayerRepeaterPlasma",30,0,0)
	LAA3 P 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,3)
	LAA3 P 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,6)
	LAA3 P 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,9)
	LAA3 P 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,12)
	LAA3 P 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,15)
	LAA3 P 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,18)
	LAA3 P 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,21)
	LAA3 P 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,24)
	LAA3 P 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,27)
	LAA3 P 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,30)
	LAA3 P 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-3)
	LAA3 P 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-6)
	LAA3 P 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-9)
	LAA3 P 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-12)
	LAA3 P 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-15)
	LAA3 P 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-18)
	LAA3 P 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-21)
	LAA3 P 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-24)
	LAA3 P 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-27)
	LAA3 P 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-30)
	LAA3 P 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,3,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,6,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,9,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,12,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,15,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-3,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-6,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-9,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-12,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-15,CMF_OFFSETPITCH,-2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,3,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,6,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,9,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,12,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,15,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-3,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-6,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-9,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-12,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-15,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,3,CMF_OFFSETPITCH,-3)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,6,CMF_OFFSETPITCH,-3)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,9,CMF_OFFSETPITCH,-3)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,3,CMF_OFFSETPITCH,3)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,6,CMF_OFFSETPITCH,3)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,9,CMF_OFFSETPITCH,3)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-3,CMF_OFFSETPITCH,-3)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-6,CMF_OFFSETPITCH,-3)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-9,CMF_OFFSETPITCH,-3)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-3,CMF_OFFSETPITCH,3)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-6,CMF_OFFSETPITCH,3)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,-9,CMF_OFFSETPITCH,3)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,0,CMF_OFFSETPITCH,3)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,0,CMF_OFFSETPITCH,-3)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,0,CMF_OFFSETPITCH,2)
	LAA3 P 0 A_CustomMissile("VulcanPlasmaTracer",30,0,0,CMF_OFFSETPITCH,-2)
	LAA3 Q 3 A_CustomMissile("VulcanPlasmaTracer",30,0,0)
	Goto See2
  KnifeLoop:
	TNT1 A 0 Thing_Stop(0)
	TNT1 A 0 A_Playsound("Lamia/DKoKL")
	LAA3 ABCDE 5 A_Facetarget
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,0)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,5)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-5)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,10)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-10)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,15)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-15)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,0,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,5,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-5,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,10,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-10,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,15,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-15,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,0,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,5,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-5,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,10,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-10,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,15,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-15,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,20)
	LAA3 F 3 A_CustomMissile("PlayerRepeaterPlasma",30,0,-20)
	TNT1 A 0 ThrustThing(angle*256/360+64, 31, 1, 0)
	LAA3 GH 3
	TNT1 A 0 Thing_Stop(0)
	LAA3 ABE 4
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,0)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,5)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-5)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,10)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-10)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,15)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-15)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,0,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,5,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-5,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,10,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-10,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,15,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-15,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,0,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,5,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-5,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,10,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-10,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,15,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-15,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,20)
	LAA3 F 3 A_CustomMissile("PlayerRepeaterPlasma",30,0,-20)
	TNT1 A 0 ThrustThing(angle*256/360+192, 60, 1, 0)
	LAA3 GH 3
	TNT1 A 0 Thing_Stop(0)
	LAA3 ABE 4
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,0)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,5)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-5)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,10)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-10)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,15)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-15)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,0,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,5,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-5,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,10,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-10,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,15,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-15,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,0,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,5,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-5,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,10,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-10,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,15,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-15,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,20)
	LAA3 F 3 A_CustomMissile("PlayerRepeaterPlasma",30,0,-20)
	LAA3 GHI 6
	Goto See2
  KnifeIntensifies:
	TNT1 A 0 A_Playsound("Lamia/MKoKI")
	LAA3 ABCDE 5 A_Facetarget
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,0)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,5)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-5)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,10)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-10)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,15)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-15)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,0,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,5,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-5,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,10,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-10,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,15,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-15,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,0,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,5,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-5,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,10,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-10,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,15,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-15,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,20)
	LAA3 F 3 A_CustomMissile("PlayerRepeaterPlasma",30,0,-20)
	TNT1 A 0 ThrustThing(angle*256/360+64, 31, 1, 0)
	LAA3 GH 3
	TNT1 A 0 Thing_Stop(0)
	LAA3 ABE 4
	LAA3 F 0 A_CustomMissile("PlasmaRazorAlt",30,0,0)
	LAA3 F 0 A_CustomMissile("PlasmaRazorAlt",30,0,5)
	LAA3 F 0 A_CustomMissile("PlasmaRazorAlt",30,0,-5)
	LAA3 F 0 A_CustomMissile("PlasmaRazorAlt",30,0,10)
	LAA3 F 0 A_CustomMissile("PlasmaRazorAlt",30,0,-10)
	LAA3 F 0 A_CustomMissile("PlasmaRazorAlt",30,0,15)
	LAA3 F 0 A_CustomMissile("PlasmaRazorAlt",30,0,-15)
	LAA3 F 0 A_CustomMissile("PlasmaRazorAlt",30,0,20)
	LAA3 F 3 A_CustomMissile("PlasmaRazorAlt",30,0,-20)
	LAA3 GH 3
	LAA3 ABE 4
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,0)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,5)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-5)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,10)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-10)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,15)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-15)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,0,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,5,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-5,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,10,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-10,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,15,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-15,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,0,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,5,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-5,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,10,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-10,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,15,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-15,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,20)
	LAA3 F 3 A_CustomMissile("PlayerRepeaterPlasma",30,0,-20)
	TNT1 A 0 ThrustThing(angle*256/360+192, 60, 1, 0)
	LAA3 GH 3
	TNT1 A 0 Thing_Stop(0)
	LAA3 ABE 4
	LAA3 F 0 A_CustomMissile("PlasmaRazorAlt",30,0,0)
	LAA3 F 0 A_CustomMissile("PlasmaRazorAlt",30,0,5)
	LAA3 F 0 A_CustomMissile("PlasmaRazorAlt",30,0,-5)
	LAA3 F 0 A_CustomMissile("PlasmaRazorAlt",30,0,10)
	LAA3 F 0 A_CustomMissile("PlasmaRazorAlt",30,0,-10)
	LAA3 F 0 A_CustomMissile("PlasmaRazorAlt",30,0,15)
	LAA3 F 0 A_CustomMissile("PlasmaRazorAlt",30,0,-15)
	LAA3 F 0 A_CustomMissile("PlasmaRazorAlt",30,0,20)
	LAA3 F 3 A_CustomMissile("PlasmaRazorAlt",30,0,-20)
	LAA3 GH 3
	LAA3 ABE 4
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,0)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,5)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-5)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,10)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-10)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,15)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-15)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,0,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,5,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-5,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,10,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-10,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,15,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-15,CMF_OFFSETPITCH,2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,0,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,5,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-5,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,10,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-10,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,15,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,-15,CMF_OFFSETPITCH,-2)
	LAA3 F 0 A_CustomMissile("PlayerRepeaterPlasma",30,0,20)
	LAA3 F 3 A_CustomMissile("PlayerRepeaterPlasma",30,0,-20)
	TNT1 A 0 ThrustThing(angle*256/360+64, 31, 1, 0)
	LAA3 GH 3
	TNT1 A 0 Thing_Stop(0)
	LAA3 ABE 4
	LAA3 F 0 A_CustomMissile("PlasmaRazorAlt",30,0,0)
	LAA3 F 0 A_CustomMissile("PlasmaRazorAlt",30,0,5)
	LAA3 F 0 A_CustomMissile("PlasmaRazorAlt",30,0,-5)
	LAA3 F 0 A_CustomMissile("PlasmaRazorAlt",30,0,10)
	LAA3 F 0 A_CustomMissile("PlasmaRazorAlt",30,0,-10)
	LAA3 F 0 A_CustomMissile("PlasmaRazorAlt",30,0,15)
	LAA3 F 0 A_CustomMissile("PlasmaRazorAlt",30,0,-15)
	LAA3 F 0 A_CustomMissile("PlasmaRazorAlt",30,0,20)
	LAA3 F 3 A_CustomMissile("PlasmaRazorAlt",30,0,-20)
	LAA3 GHI 6
	Goto See2
  FinalSpell:
	TNT1 A 0 A_ChangeFlag("NOPAIN",true)
	TNT1 A 0 A_SetMass(100000000)
	TNT1 A 0 A_Playsound("Lamia/YellowCard")
    LAA5 ABCDEFGHIJ 4
	TNT1 A 0 A_CustomMissile("TFreezeEffect",30,0,0)
    TNT1 A 0 A_PlaySound("Lamia/TimeFreeze",7,1,0,ATTN_NONE)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	LAA2 A 2 A_CustomMissile("VulcanPlasmaTracer",30,0,random(-10,10))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	LAA2 A 2 A_CustomMissile("VulcanPlasmaTracer",30,0,random(-10,10))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	LAA2 A 2 A_CustomMissile("VulcanPlasmaTracer",30,0,random(-10,10))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	LAA2 A 2 A_CustomMissile("VulcanPlasmaTracer",30,0,random(-10,10))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	LAA2 A 2 A_CustomMissile("VulcanPlasmaTracer",30,0,random(-10,10))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	LAA2 A 2 A_CustomMissile("VulcanPlasmaTracer",30,0,random(-10,10))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	LAA2 A 2 A_CustomMissile("VulcanPlasmaTracer",30,0,random(-10,10))
	LAA1 DCBA 4
	LAA4 ABCDABCDABCDABCD 6
	LAA4 EFGHIJ 6
	LAA4 KLMNO 4
	LAA4 P 0 A_Playsound("Lamia/Laugh", 0, 1, 0, ATTN_NONE)
  FinalSpellLoop:
	LAA4 PPPP 0 A_CustomMissile("PlayerRepeaterPlasma",random(20,40),0,random(-45, 45),CMF_OFFSETPITCH,frandom(-2,10))
	LAA4 PPPP 0 A_CustomMissile("PlayerExplosiveTracer",random(20,40),0,random(-45, 45),CMF_OFFSETPITCH,frandom(-2,10))
	LAA4 P 4 A_CustomMissile("VulcanPlasmaTracer",random(20,40),0,random(-45, 45),CMF_OFFSETPITCH,frandom(-2,10))
	LAA4 PPPP 0 A_CustomMissile("PlayerRepeaterPlasma",random(20,40),0,random(-45, 45),CMF_OFFSETPITCH,frandom(-2,10))
	LAA4 PPPP 0 A_CustomMissile("PlayerExplosiveTracer",random(20,40),0,random(-45, 45),CMF_OFFSETPITCH,frandom(-2,10))
	LAA4 Q 4 A_CustomMissile("PlayerExplosiveTracer",random(20,40),0,random(-45, 45),CMF_OFFSETPITCH,frandom(-2,10))
	LAA4 PPPP 0 A_CustomMissile("PlayerRepeaterPlasma",random(20,40),0,random(-45, 45),CMF_OFFSETPITCH,frandom(-2,10))
	LAA4 PPPP 0 A_CustomMissile("PlayerExplosiveTracer",random(20,40),0,random(-45, 45),CMF_OFFSETPITCH,frandom(-2,10))
	LAA4 R 4 A_CustomMissile("PlayerExplosiveTracer",random(20,40),0,random(-45, 45),CMF_OFFSETPITCH,frandom(-2,10))
	LAA4 PPPP 0 A_CustomMissile("PlayerRepeaterPlasma",random(20,40),0,random(-45, 45),CMF_OFFSETPITCH,frandom(-2,10))
	LAA4 PPPP 0 A_CustomMissile("PlayerExplosiveTracer",random(20,40),0,random(-45, 45),CMF_OFFSETPITCH,frandom(-2,10))
	LAA4 S 4 A_CustomMissile("VulcanPlasmaTracer",random(20,40),0,random(-45, 45),CMF_OFFSETPITCH,frandom(-2,10))
	LAA4 PPPP 0 A_CustomMissile("PlayerRepeaterPlasma",random(20,40),0,random(-45, 45),CMF_OFFSETPITCH,frandom(-2,10))
	LAA4 PPPP 0 A_CustomMissile("PlayerExplosiveTracer",random(20,40),0,random(-45, 45),CMF_OFFSETPITCH,frandom(-2,10))
	LAA4 T 4 A_CustomMissile("PlayerExplosiveTracer",random(20,40),0,random(-45, 45),CMF_OFFSETPITCH,frandom(-2,10))
	LAA4 PPPP 0 A_CustomMissile("PlayerRepeaterPlasma",random(20,40),0,random(-45, 45),CMF_OFFSETPITCH,frandom(-2,10))
	LAA4 PPPP 0 A_CustomMissile("PlayerExplosiveTracer",random(20,40),0,random(-45, 45),CMF_OFFSETPITCH,frandom(-2,10))
	LAA4 U 4 A_CustomMissile("PlayerExplosiveTracer",random(20,40),0,random(-45, 45),CMF_OFFSETPITCH,frandom(-2,10))
	Loop
   Death:
	TNT1 A 0 A_ChangeFlag("LOWGRAVITY",1)
	TNT1 A 0 A_ChangeFlag("NOGRAVITY",0)
	TNT1 A 0 A_ChangeFlag("FLOAT",0)
    LAMI QRS 15
	TNT1 A 0 A_NoBlocking
    TNT1 A 0 A_Scream
	TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	TNT1 A 0 A_SpawnItemEx("RedBossDeathExplode",0,0,32)
	TNT1 AAAAAAAAAAA 0 A_SpawnItemEx("Red2huBossDeathFlame",0,0,20,random(-3,3),random(-3,3),random(-3,3))
	TNT1 AAAAAAAAAAA 1 A_SpawnItemEx("Red2huBossDeathFlame3",0,0,random(5,55),random(-15,15),random(-15,15),random(-15,30))
	TNT1 A 1
    Stop
	}
}

Actor FriendSSPurgeTrooper : SSPurgeTrooper // unused
{
+friendly
  Mass 5000
  Speed 16
  PainChance 20
  Monster
  Height 64
  Radius 30
  Health 2200
  Species "Player"
  Damagetype "Player"
  Damagefactor 0.75
  Damagefactor "SS", 0.5
  DamageFactor "Hell", 0.5
  DamageFactor "MechStep", 0.2
  DamageFactor "Ice", 0.5
  DamageFactor "Player", 0.0
DamageFactor "Players", 0.0
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "PlayerDevTracer", 0.0
DamageFactor "PlayerExplosive", 0.0
DamageFactor "PlayerDTRG", 0.0
DamageFactor "DTRailgun", 0.0
DamageFactor "PDTBFGTracer", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "PlayerTear", 0.0
DamageFactor "PlayerDBFG2", 0.0
DamageFactor "PlayerDBFG10K2", 0.0
DamageFactor "PlayerDevBall", 0.0
DamageFactor "PlayerDevBall2", 0.0
DamageFactor "PDTBFG", 0.0
DamageFactor "DiscoBFG", 0.0
  Obituary "%o was turned into nothing by a former nazi purge trooper."
  Tag "Friendly former \c[x2]Nazi\c[c3] Purge Trooper\c-"
}

ACTOR FriendInsanityClockworkCydestroyer : InsanityClockworkCydestroyer // unused
{ 
 +Friendly
  Health 2750
  Radius 20
  Height 55
  Mass 2375
  Speed 35
  PainChance 3
  Scale 0.9
  Damagefactor 0.4
     Species "Player"
Damagetype "Player"
DamageFactor "Player", 0.0
DamageFactor "Players", 0.0
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "PlayerDevTracer", 0.0
DamageFactor "PlayerExplosive", 0.0
DamageFactor "PlayerDTRG", 0.0
DamageFactor "DTRailgun", 0.0
DamageFactor "PDTBFGTracer", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "PlayerTear", 0.0
DamageFactor "PlayerDBFG2", 0.0
DamageFactor "PlayerDBFG10K2", 0.0
DamageFactor "PlayerDevBall", 0.0
DamageFactor "PlayerDevBall2", 0.0
DamageFactor "PDTBFG", 0.0
DamageFactor "DiscoBFG", 0.0
  Obituary "%o Thought it was a good idea to end up in front of the fire of the Converted Prototype \c[i7]Insanity Clockwork Cydestroyer\c-!"
  Tag "Converted \c[i7]Insanity Clockwork Cydestroyer\c- Prototype"
 }
 
 
 ACTOR FriendHellClone : HellClone4 // unused
{ 
+Friendly
Health 2000
Damagefactor 0.4
Speed 30
     Species "Player"
Damagetype "Player"
DamageFactor "Player", 0.0
DamageFactor "Players", 0.0
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "PlayerDevTracer", 0.0
DamageFactor "PlayerExplosive", 0.0
DamageFactor "PlayerDTRG", 0.0
DamageFactor "DTRailgun", 0.0
DamageFactor "PDTBFGTracer", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "PlayerTear", 0.0
DamageFactor "PlayerDBFG2", 0.0
DamageFactor "PlayerDBFG10K2", 0.0
DamageFactor "PlayerDevBall", 0.0
DamageFactor "PlayerDevBall2", 0.0
DamageFactor "PDTBFG", 0.0
DamageFactor "DiscoBFG", 0.0
Damagefactor "ZombieDemonTech", 0.4
Damagefactor "RedZombieDemonTech", 0.4
DamageFactor "RedZDemonTechProjectile", 0.4
Damagefactor "ZombieRocket", 0.4
Damagefactor "GeneralTracer", 0.4
DamageFactor "EMGEx", 0.4
DamageFactor "RST", 0.4
DamageFactor "SoulToxic", 0.4
DamageFactor "BeheComet", 0.4
DamageFactor "FatFlamer", 0.4
Damagefactor "HTZombie", 0.4
DamageFactor "MiniRocket", 0.4
DamageFactor "ZombieCannon", 0.4
Damagefactor "ZExplosiveBullets", 0.4
Damagefactor "ZGrenade", 0.4
DropItem "PortableMedkit" 120
DropItem "ArmorPlate" 120
DropItem "AmmoPack" 100
DropItem "HandGrenadeAmmo" 200 1
DropItem "MineAmmo" 100 1
DropItem "NewCell" 200 50
DropItem "NewCell" 200 50
DropItem "NewCell" 200 50
DropItem "BackPack" 122 1
DropItem "CellPack" 128 100
DropItem "CellPack", 200 100
DropItem "BFG10K " 100 1
DropItem "BFG9500" 100 1
Tag "\c[z1]Friendly Expert \c[i7]Doom\c[a2] Clone\c-"
States
	{
	Death:
		TNT1 A 0
		PB10 H 5 A_Scream
		PB10 I 5 A_Fall
		PB10 J 5 A_SpawnItem("BodyCrash",0,0,0,0)
		PB10 K 5
		PB10 L 5
		PB10 M 5
		PB10 N -1
		Stop
		Death2:
		PB10 P 65 A_XScream
		TNT1 A 0 A_SpawnItemEx("BlueLightning")
		TNT1 A 0 A_SpawnItemEx("HellCloneTruelegrune",0,0,64,random(1,8),0,2,random(0,360),0,0)
		Stop
		
		Death3:
		PB10 P 65 A_XScream
		TNT1 A 0 A_SpawnItemEx("BlueLightning")
		TNT1 A 0 A_SpawnItemEx("HellCloneTruelegrune2",0,0,64,random(1,8),0,2,random(0,360),0,0)
		Stop
	XDeath:
	    TNT1 A 0
		PB10 O 3
		PB10 P 3 A_XScream
		PB10 Q 3 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
		PB10 R 3 A_Fall
		PB10 STUV 3
		PB10 W -1 
		Stop
	Raise:
		Stop
	}
}

Actor FriendLordAsmodeus : LordAsmodeus // unused
{
Species "Player"
DamageFactor "NobleComet", 0.5
DamageFactor "Fire", 0
DamageFactor Fire, 0
Damagetype "Player"
DamageFactor "Player", 0.0
DamageFactor "Players", 0.0
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "PlayerDevTracer", 0.0
DamageFactor "PlayerExplosive", 0.0
DamageFactor "PlayerDTRG", 0.0
DamageFactor "DTRailgun", 0.0
DamageFactor "PDTBFGTracer", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "PlayerTear", 0.0
DamageFactor "PlayerDBFG2", 0.0
DamageFactor "PlayerDBFG10K2", 0.0
DamageFactor "PlayerDevBall", 0.0
DamageFactor "PlayerDevBall2", 0.0
DamageFactor "PDTBFG", 0.0
DamageFactor "DiscoBFG", 0.0
Tag "Friendly \c[g5]Lord Asmodeus\c-"
}

Actor FriendlyLegendarySpecOpsMachinegunner : BaseMarine
{
Health 750
Speed 14
PainChance 25
DamageFactor "LegendaryZombie", 0.0
DamageFactor "PDTBFG", 0.25
DamageFactor "PDTBFGTracer", 0.25
DamageFactor "PlayerDevBall", 0.125
DamageFactor "PlayerDevBall2", 0.125
DamageFactor "PlayerDTBFGRailgunSlug", 0.125
DamageFactor "PlayerDevTracer", 0.125
DamageFactor "Legendary", 0.0
DamageFactor "LegendaryPlayer", 0.3
DamageFactor "LegendaryGuru", 0.0
DamageFactor "LegendaryGuruPlayer", 0.3
DamageFactor "DBFG10K2", 0.65
DamageFactor "PlayerDBFG10K2", 0.65
DamageFactor "DBFG2", 0.65
DamageFactor "PlayerDBFG2", 0.65
DamageFactor "PlayerDTRG", 0.5
DamageFactor "CerChainguns", 0.0
DamageFactor 0.65
Species "SpecOps"
SeeSound "SpecOpsZombie/Sight"
ActiveSound "SpecOpsZombie/Active"
PainSound "SpecOpsZombie/Pain"
DeathSound "SpecOpsZombie/Death"
Obituary "%o was gunned down by a Legendary Spec Ops Zombie."
DropItem "LegendaryBossLifeEssence" 256
DropItem "LegendaryBossArmorBonusMax" 256
DropItem "LegendaryBossLifeEssence" 128
DropItem "LegendaryBossArmorBonusMax" 128
Tag "\c[z3]Legendary Spec Ops Machinegunner (Friendly)\c-"
+QUICKTORETALIATE
+LOOKALLAROUND
+PUSHABLE
+NOTELESTOMP
+SLIDESONWALLS
+FLOORCLIP
-FASTER
+MTHRUSPECIES
+THRUSPECIES
+DONTHURTSPECIES
+NOBLOCKMONST 
+USESPECIAL
-CANNOTPUSH
-COUNTKILL
-THRUACTORS
Activation THINGSPEC_Switch
States
{
  Spawn:
    LPE2 A 10 Bright A_Look
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
    Loop
  See:
	TNT1 A 0 A_JumpIfTargetInLOS("See2")
	LPE2 ABCD 4 A_Chase
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	Loop
  See2:
    LPE2 A 0 A_TakeInventory("ZSpecOpAggressive", 1)
    LPE2 A 0 A_TakeInventory("ZSpecOpSnipe", 1)
    LPE2 A 0 A_TakeInventory("ZSpecOpWander", 1)
    LPE2 A 0 A_TakeInventory("ZSpecOpCreep", 1)
    LPE2 A 0 A_TakeInventory("ZSpecOpFlee", 1)
    LPE2 A 0 A_ChangeFlag("MissileMore", 0)
    LPE2 A 0 A_ChangeFlag("MissileEvenMore", 0)
    LPE2 A 0 A_ChangeFlag("AvoidMelee", 0)
    LPE2 A 0 A_ChangeFlag("Frightened", 0)
	LPE2 A 0 A_ChangeFlag("NODROPOFF", 0)
	LPE2 A 0 A_ChangeFLag("FRIENDLY", 1)
    LPE2 A 0 A_GiveInventory("ZSpecOpsMSitRep", 1)
    LPE2 A 0 A_JumpIfInventory("ZSpecOpAggressive", 1, "AggressiveSwitch")
    LPE2 A 0 A_JumpIfInventory("ZSpecOpSnipe", 1, "SnipeSwitch")
    LPE2 A 0 A_JumpIfInventory("ZSpecOpWander", 1, "WanderSwitch")
    LPE2 A 0 A_JumpIfInventory("ZSpecOpCreep", 1, "CreepSwitch")
    LPE2 A 0 A_JumpIfInventory("ZSpecOpFlee", 1, "FleeSwitch")
  AggressiveSwitch:
    LPE2 A 0 A_ChangeFlag("MissileMore", 1)
    LPE2 A 0 A_ChangeFlag("MissileEvenMore", 1)
    Goto AggressiveSee
  AggressiveSee:
    LPE2 A 3 A_Chase("", "AggressiveMissile")
    LPE2 A 0 A_JumpIfHealthLower(50, "See")
    LPE2 A 0 A_Jump(32, 2)
    LPE2 A 0 A_JumpIfCloser(768, 1)
    Goto See
    LPE2 A 3 A_Chase("", "AggressiveMissile")
    LPE2 A 0 A_JumpIfHealthLower(50, "See")
    LPE2 A 0 A_Jump(32, 2)
    LPE2 A 0 A_JumpIfCloser(768, 1)
    Goto See
    LPE2 B 3 A_Chase("", "AggressiveMissile")
    LPE2 B 0 A_JumpIfHealthLower(50, "See")
    LPE2 B 0 A_Jump(32, 2)
    LPE2 B 0 A_JumpIfCloser(768, 1)
    Goto See
    LPE2 B 3 A_Chase("", "AggressiveMissile")
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    LPE2 B 0 A_JumpIfHealthLower(50, "See")
    LPE2 B 0 A_Jump(32, 2)
    LPE2 B 0 A_JumpIfCloser(768, 1)
    Goto See
    LPE2 C 3 A_Chase("", "AggressiveMissile")
    LPE2 C 0 A_JumpIfHealthLower(50, "See")
    LPE2 C 0 A_Jump(32, 2)
    LPE2 C 0 A_JumpIfCloser(768, 1)
    Goto See
    LPE2 C 3 A_Chase("", "AggressiveMissile")
    LPE2 C 0 A_JumpIfHealthLower(50, "See")
    LPE2 C 0 A_Jump(32, 2)
    LPE2 C 0 A_JumpIfCloser(768, 1)
    Goto See
    LPE2 D 3 A_Chase("", "AggressiveMissile")
    LPE2 D 0 A_JumpIfHealthLower(50, "See")
    LPE2 D 0 A_Jump(32, 2)
    LPE2 D 0 A_JumpIfCloser(768, 1)
    Goto See
    LPE2 D 3 A_Chase("", "AggressiveMissile")
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    LPE2 D 0 A_JumpIfHealthLower(50, "See")
    LPE2 D 0 A_Jump(32, 2)
    LPE2 D 0 A_JumpIfCloser(768, 1)
    Goto See
    LPE2 A 0
    Loop
  Missile:
  AggressiveMissile:
    LPE2 EEE 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
    LPE2 F 0 A_Jump(32, "AggressiveSee")
    LPE2 F 0 A_Jump(192, 2)
    LPE2 F 0 A_MonsterRefire(40, "AggressiveSee")
    LPE2 F 0
    Goto AggressiveMissile+3
  SnipeSwitch:
    LPE2 A 0 A_ChangeFlag("MissileMore", 1)
    LPE2 A 0 A_ChangeFlag("MissileEvenMore", 1)
    Goto SnipeSee
  SnipeSee:
    LPE2 E 0 A_Chase("", "SnipeMissile", 17)
    LPE2 EEEE 2 A_FaceTarget
    LPE2 E 0 A_JumpIfCloser(384, "See")
    LPE2 E 0 A_CheckSight("SnipeIdle")
    Loop
  SnipeIdle:
    LPE2 E 0 A_ClearTarget
    LPE2 E 1 A_LookEx(10, 0, 0, 0, 360, "SnipeSee")
    Goto SnipeIdle+1
  SnipeMissile:
    LPE2 E 0 A_Jump(128, 2)
    LPE2 E 1 A_FaceTarget
    LPE2 E 0 A_Jump(128, 2)
    LPE2 E 1 A_FaceTarget
    LPE2 E 0 A_Jump(128, 2)
    LPE2 E 1 A_FaceTarget
    LPE2 E 0 A_Jump(128, 2)
    LPE2 E 1 A_FaceTarget
    LPE2 E 0 A_Jump(128, 2)
    LPE2 E 1 A_FaceTarget
    LPE2 E 0 A_Jump(128, 2)
    LPE2 E 1 A_FaceTarget
    LPE2 E 0 A_Jump(128, 2)
    LPE2 E 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(6,4,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 1 A_FaceTarget
    LPE2 E 0 A_Jump(192, "SnipeSee")
    LPE2 E 0 A_MonsterRefire(40, "SnipeSee")
    Loop
  WanderSwitch:
    LPE2 A 0 A_ClearTarget
    Goto WanderSee
  WanderSee:
    LPE2 A 2 A_Wander
    LPE2 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    LPE2 A 2 A_Wander
    LPE2 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    LPE2 B 2 A_Wander
    LPE2 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    LPE2 B 2 A_Wander
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    LPE2 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    LPE2 C 2 A_Wander
    LPE2 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    LPE2 C 2 A_Wander
    LPE2 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    LPE2 D 2 A_Wander
    LPE2 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    LPE2 D 2 A_Wander
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    LPE2 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    Loop
  CreepSwitch:
    LPE2 A 0 A_ChangeFlag("MissileMore", 1)
    LPE2 A 0 A_ChangeFlag("AvoidMelee", 1)
    Goto CreepSee
  CreepSee:
    LPE2 A 0 A_CheckSight("CreepCheck")
    LPE2 A 0 A_JumpIfHealthLower(50, "See")
    LPE2 AABB 3 A_Chase("", "CreepMissile", 2)
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	LPE2 CCDD 3 A_Chase("", "CreepMissile", 2)
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    Loop
  CreepCheck:
    LPE2 A 0 A_Jump(32, "See")
    Goto CreepSee+1
  CreepMissile:
    LPE2 EEE 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
    LPE2 F 0 A_Jump(32, "CreepSee")
    LPE2 F 0 A_MonsterRefire(40, "CreepSee")
    Goto CreepMissile+4
  FleeSwitch:
    LPE2 A 0 A_ChangeFlag("Frightened", 1)
    Goto FleeSee
  FleeSee:
    LPE2 AABB 2 A_Chase("", "FleeMissile")
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	LPE2 CCDD 2 A_Chase("", "FleeMissile")
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    LPE2 A 0 A_JumpIfCloser(768, 1)
    Goto See
    SPE2 A 0
    Loop
  FleeMissile:
    LPE2 EE 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3)
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
	TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
    LPE2 E 2 A_FaceTarget
    Goto FleeSee
  Pain:
    LPE2 G 4
    LPE2 G 4 A_Pain
    LPE2 G 0 A_Jump(96, "See")
    Goto WhatPainState
  WhatPainState:
    LPE2 G 0 A_JumpIfInventory("ZSpecOpAggressive", 1, "AggressiveSee")
    LPE2 G 0 A_JumpIfInventory("ZSpecOpSnipe", 1, "SnipeSee")
    LPE2 G 0 A_JumpIfInventory("ZSpecOpWander", 1, "WanderSee")
    LPE2 G 0 A_JumpIfInventory("ZSpecOpCreep", 1, "CreepSee")
    LPE2 G 0 A_JumpIfInventory("ZSpecOpFlee", 1, "FleeSee")
    Goto AggressiveSee
  Death:
    LPE2 H 5
    LPE2 I 5 A_Scream
    LPE2 J 5
    LPE2 K 5 A_NoBlocking
    LPE2 L -1
	Stop
  XDeath:
	LPE2 O 3 A_SpawnItemEx("BlueGibbedGenerator",0,0,0,0,0,0,0,128,0)
    LPE2 P 3 A_XScream
    LPE2 R 3 A_Fall
    LPE2 STUV 3 
    LPE2 W -1 
    Stop
	}
}
