ACTOR DarkCybruiser 30128
{
Monster
Health 2000
Height 64
Radius 24
Mass 1000
Speed 10
Scale 1.1
Bloodcolor Green
Painchance "Mine", 128
PainChance 5
MeleeDamage 8
Species "Nobles"
Damagefactor "Acid", 1.5
DamageFactor "PDTBFG", 0.25
DamageFactor "PDTBFGTracer", 0.25
DamageFactor "PlayerDevBall", 0.25
DamageFactor "PlayerDevBall2", 0.15
DamageFactor "PlayerDevTracer", 0.25
DamageFactor "Legendary", 0.3
DamageFactor "LegendaryPlayer", 0.3
DamageFactor "PlayerNemesisPlasma", 0.3
DamageFactor "TrueLegendaryDamage", 0.3
DamageFactor "TrueLegendaryPlayer", 0.3
//No Infighting
Damagefactor "UBDTR", 0.0
Damagefactor "DarkbruiserBFG10K", 0.0
Damagefactor "DarkBruiserRailgunSlug", 0.0
DamageFactor "SatanGuard", 0.0
Damagefactor "Heterodox", 0.0
Damagefactor "Damned", 0.0
DamageFactor "NobleComet", 0.0
Damagefactor "CurseComet", 0.0
DamageFactor "AfritComet", 0.0
DamageFactor 0.45
DropItem "NemesisHealthBonusMax", 200, 25
DropItem "NemesisArmorBonusMax", 200
DropItem "NemesisArmorBonusMax", 200
DropItem "NemesisArmorBonusMax", 200
DropItem "NemesisArmorBonusMax", 200
DropItem "BerserkSphere" 80
DropItem "GreaterDemonicEnergy", 180, 200
DropItem "Demon Tech Rifle", 180, 1
DropItem "SuperArmorSphere", 48, 1
DropItem "DarkArmor" 115
SeeSound "cbaron/sight" 
ActiveSound "cbaron/active"
MeleeSound "baron/melee"
PainSound "blooddemon/pain"
DeathSound "monster/UBRdth"
Obituary "%o was turned into a pile of guts 'n' bones by a Dark Cybruiser."
HitObituary "%o became a Dark Cybruiser's personal masochist bitch."
Tag "\cqDark Cybruiser\c-"
+BOSSDEATH
+NOTARGET
+DONTMORPH
+FLOORCLIP
+FASTMELEE
+MISSILEMORE
+MISSILEEVENMORE
+QUICKTORETALIATE
+DONTHARMSPECIES
States
{
  Spawn:
	UBRS AA 7 A_Look
	UBRI AA 7 A_Look
	Loop 
  See:
	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 HealThing(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("DarkCyberNobleDemonTech",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 A_CustomMissile("RailgunImpactGreen",40,0,0,CMF_TRACKOWNER)
	UBRR A 5 Bright A_CustomRailgun(10*Random(6,8),10,"Green",None,RGF_SILENT|RGF_FULLBRIGHT,1,1,"DarkBruiserRailgunPuff")
	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("DarkCyberRocket",32,0,0,CMF_TRACKOWNER)
	UBRS EE 5 A_FaceTarget
	UBRR A 8 Bright A_CustomMissile("DarkCyberRocket",32,0,0,CMF_TRACKOWNER)
	UBRS EE 5 A_FaceTarget
	UBRR A 8 Bright A_CustomMissile("DarkCyberRocket",32,0,0,CMF_TRACKOWNER)
	UBRS EE 5 A_FaceTarget
	UBRR A 8 Bright A_CustomMissile("DarkCyberRocket",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("DarkCyberHomer",32,0,0,CMF_TRACKOWNER)
	UBRS EE 5 A_FaceTarget
	UBRR A 8 Bright A_CustomMissile("DarkCyberHomer",32,0,0,CMF_TRACKOWNER)
	UBRS EE 5 A_FaceTarget
	UBRR A 8 Bright A_CustomMissile("DarkCyberHomer",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("DarkBruiser10K",32,0,Random(2,-2),CMF_TRACKOWNER)
	UBRS E 4 A_FaceTarget
	UBRR A 4 Bright A_CustomMissile("DarkBruiser10K",32,0,Random(4,-4),CMF_TRACKOWNER)
	UBRS E 4 A_FaceTarget
	UBRS F 4 Bright A_CustomMissile("CyBruiser15K",32,0,Random(6,-6),CMF_TRACKOWNER)
	UBRS E 4 A_FaceTarget
	UBRS F 4 Bright A_CustomMissile("CyBruiser15K",32,0,Random(6,-6),CMF_TRACKOWNER)
	UBRS E 4 A_FaceTarget
	UBRS F 4 Bright A_CustomMissile("CyBruiser15K",32,0,Random(6,-6),CMF_TRACKOWNER)
	UBRS E 4 A_FaceTarget
	UBRS F 4 Bright A_CustomMissile("CyBruiser15K",32,0,Random(8,-8),CMF_TRACKOWNER)
	UBRS E 4 A_FaceTarget
	UBRS F 4 Bright A_CustomMissile("CyBruiser15K",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 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 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 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 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 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 DarkBruiser10K : FastProjectile
{
PROJECTILE
Height 1
Radius 1
Speed 200
Scale 0.15
RenderStyle Add
Alpha 0.85
+NOEXTREMEDEATH
DamageType "DarkBruiserBFG10K"
DeathSound "weapons/bfg95explode"
Obituary "%o was destroyed by the Dark Cybruiser."
States
{
  Spawn:
	TRA2 A 1 Bright
	Loop
  Death:
  XDeath:
	TNT1 A 0
	TNT1 A 1 A_SpawnItemEx("DarkBruiser10KEx",0,0,0,0,0,0,0,SXF_SETMASTER,0)
	Stop
	}
}

ACTOR DarkBruiser10KEx
{
Height 8
Radius 11
Scale 0.85
Renderstyle Add
Alpha 0.75
Damage (10*Random(6,8))
DamageType "DarkBruiserBFG10K"
+NOGRAVITY
+NOBLOCKMAP
+NOTELEPORT 
+FORCERADIUSDMG
+DONTHARMSPECIES
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("BFGShockwave",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 AA 0 A_SpawnItemEx("GreenParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 AAAA 0 A_CustomMissile("Kaboom13",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
	BFE1 A 4 Bright A_Detonate
	BFE1 BCDEF 4 Bright
	Stop
	}
}

ACTOR DarkBruiserRailgunPuff : BulletPuff
{
+THRUSPECIES
+MTHRUSPECIES
+PUFFGETSOWNER
DamageType "DarkBruiserRailgunSlug"
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	TNT1 AAA 0 A_SpawnItemEx("GreenParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 AAAAAA 1 A_SpawnItem("RailImpactFlareGreen",0)
	Stop
	}
}

Actor ZDTRProjectile2 : ZDemonTechProjectile //How do you fuck this up (How indeed)
{
+DONTHARMSPECIES
//Species ""
Species "Nobles"
//Damagetype ""
Damagetype "UBDTR"
States
{
  XDeath:
  Death:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("RedParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 A 0 A_SpawnItemEx("DemonTechEx",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 AAAA 0 A_CustomMissile("SmokeFX4",0,0,random(0,360),2,random(0,360))
	TNT1 A 1 Bright A_Explode(20,64,0,0)
	Stop
	}
}

ACTOR DCybruiserGhostA
{
Radius 2
Height 64
RENDERSTYLE Translucent
Alpha 0.7
+NOINTERACTION
+CLIENTSIDEONLY
+NONETID
States
{
  Spawn:
    TNT1 A 0
	TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	UBRS A 2 A_FadeOut(0.1,1)
	Wait
	}
}

Actor DCybruiserGhostB : DCybruiserGhostA
{
States
{
  Spawn:
    TNT1 A 0
	TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	UBRS B 2 A_FadeOut(0.1,1)
	Wait
	}
}

Actor DCybruiserGhostC : DCybruiserGhostA
{
States
{
  Spawn:
    TNT1 A 0
	TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	UBRS C 2 A_FadeOut(0.1,1)
	Wait
	}
}

Actor DCybruiserGhostD : DCybruiserGhostA
{
States
{
  Spawn:
    TNT1 A 0
	TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	UBRS D 2 A_FadeOut(0.1,1)
	Wait
	}
}