ACTOR BloodGodTerminator : Cyberdemon
{
//Creator: Makarov
//Origin: Infinity Gods
//Sprite: DGTM
//Title: "BloodGodTerminator"
Health 83888
Radius 28 
Height 86 
Mass 0x7FFFFFFF
Speed 65 
PainChance 4
Scale 1.4
Monster
+BOSS
+NOTIMEFREEZE
+MISSILEMORE
+MISSILEEVENMORE
+NOICEDEATH
+DONTGIB
+NOTELEFRAG
+QUICKTORETALIATE
+DONTHARMSPECIES
+NORADIUSDMG
+NOFEAR
Obituary "%o tried to get personal with the \c[i7]Blood God Terminator\c- It didn't end well."
Species "Divine"
//Blood God Drops
DropItem "RandomSuperPowerUp" 256
DropItem "DivineContract" 256
DropItem "BrimstoneItem" 256
DropItem "Terminator" 256 1
DropItem "PyroCannon" 256 1
DropItem "NewCellPack" 128
DropItem "DemonAmmoBox" 128 200
DropItem "NewShell" 256
DropItem "NewShellBox" 224
DropItem "Grenade Launcher" 184
DropItem "BFG10K " 200 1
DropItem "Railgun " 200 1
DropItem "Demon Tech Devastator" 256 1
DropItem "Demon Tech BFG10K" 256 1
DropItem "Explosive Minigun" 256 1
DropItem "ExplosiveRailgun" 200 1
DropItem "Explosive Shotgun" 200
DropItem "Rocket Launcher" 256
DropItem "HomingRocketLauncher" 200
DropItem "TrueLegendaryRune", 256
DropItem "EFG9000", 200
DropItem "HeavyGrenadeLauncher", 200
DropItem "UpgradedHellArmor", 256
DropItem "DivinePowerSphere" 256 1
DropItem "WingsOfAscension" 256 1
DropItem "NexusResistanceRune" 256 1
//Blood God Damage Factors
DamageFactor 0.3
DamageFactor "Ice", 0.035
  Damagefactor "Divine", 0.0
  DamageFactor "Explosion", 0.1
  DamageFactor "PlayerDTRG", 0.01
  DamageFactor "DTRailgun", 0.0001
  DamageFactor "PDTPuff", 0.0001
  DamageFactor "RailG", 0.0001
  DamageFactor "PyroShot", 0.0001
  DamageFactor "PlayerPyro", 0.0001
  DamageFactor "PlayerBHole", 0.025
  DamageFactor "PlayerDBFG", 0.015
  DamageFactor "PlayerDBFG2", 0.015
  DamageFactor "Legendary", 0.2
  DamageFactor "LegendaryPlayer", 0.2
  DamageFactor "LegendaryGuru", 0.1
  DamageFactor "LegendaryGuruPlayer", 0.1
  DamageFactor "PlayerNemesisPlasma", 0.325
  DamageFactor "Cursed", 0.24
  DamageFactor "Hackroid", 0.4
  DamageFactor "TrueLegendaryDamage", 0.375
  DamageFactor "TrueLegendaryPlayer", 0.375
  DamageFactor "Hell", 0.1
//Terminator Damage Factors
DamageFactor "PlayerFireSword", 0.8
DamageFactor "CustomSpray", 0.0
DamageFactor "BFG9500Ball", 0.0
DamageFactor "Extreme", 0.0
DamageFactor "UltimateLegendary", 0.0
DamageFactor "HellComet", 0.0
DamageFactor "T3rm", 0.1
DamageFactor "PDTBFG", 0.03
DamageFactor "PDTBFGTracer", 0.03
DamageFactor "PlayerRailPuff", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "FreezerBurn", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "CerChainguns", 0.0	
DamageFactor "CerEnergyBall", 0.0
DamageFactor "Cyber10K", 0.0
DamageFactor "C0mm4nder", 0.1
DamageFactor "HFCyb3r", 0.1
DamageFactor "BFG10K", 0.65
DamageFactor "BFGSplash", 0.0
DamageFactor "BFGSpray", 0.0
DamageFactor "PlayerDevBall", 0.020
DamageFactor "PlayerDTBFGRailgunSlug", 0.020
DamageFactor "PlayerDevTracer", 0.020
DamageFactor "SuperWeapon", 0.0
DamageFactor "DBFG10K2", 0.65
DamageFactor "PlayerDBFG10K2", 0.65
DamageFactor "DBFG2", 0.65

Tag "\c[i7]Blood God Terminator\c-"
Translation "0:255=%[0.00,0.00,0.00]:[1.50,0.20,0.00]"
var int user_amount;
var int user_music;
var int user_tier;
var int user_missile;
var int user_protection;
var int user_protected;
var int user_devcharge;
var int user_lcounter;
States
	{
  Spawn:                  //VexedNemesisFlameSpawner or NemesisCyberFlameSpawner3
  	TNT1 A 0 A_SpawnItem("InsanityFlameSpawner",0,0,0,0)
	DGTM A 10 A_Look
	Loop
  See:
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_ChangeFlag("NODAMAGE",0)
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,1804,1006)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_Jump(100,"Rush")
	TNT1 A 0 A_SpawnItem("InsanityFlameSpawner",0,0,0,0)
	DGTM AA 3 A_Chase
	TNT1 A 0 A_SpawnItem("InsanityFlameSpawner",0,0,0,0)
	DGTM BB 3 A_Chase
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	TNT1 A 0 A_SpawnItem("InsanityFlameSpawner",0,0,0,0)
	DGTM CC 3 A_Chase
	TNT1 A 0 A_SpawnItem("InsanityFlameSpawner",0,0,0,0)
	DGTM DD 3 A_Chase
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	TNT1 A 0 A_Jump(30,"Jump")
	TNT1 A 0 A_Jump(52,"Teleport")
	TNT1 A 0 A_Jump(75,"See")
	Loop
  Rush:
	DGTM A 0 A_PlaySound("Terminator/terstepA")
	DGTM AA 0 A_Chase
	TNT1 A 0 A_SpawnItem("InsanityFlameSpawner",0,0,0,0)
	DGTM AA 0 A_Chase
	TNT1 A 0 A_SpawnItem("InsanityFlameSpawner",0,0,0,0)
	DGTM BB 0 A_Chase
	TNT1 A 0 A_SpawnItem("InsanityFlameSpawner",0,0,0,0)
	DGTM BB 0 A_Chase
	TNT1 A 0 A_SpawnItem("InsanityFlameSpawner",0,0,0,0)     
	DGTM A 0 A_PlaySound("Terminator/terstepA")
	DGTM CC 0 A_Chase
	TNT1 A 0 A_SpawnItem("InsanityFlameSpawner",0,0,0,0)
	DGTM CC 0 A_Chase
	TNT1 A 0 A_SpawnItem("InsanityFlameSpawner",0,0,0,0)
	DGTM DD 0 A_Chase
	TNT1 A 0 A_SpawnItem("InsanityFlameSpawner",0,0,0,0)
	DGTM DD 0 A_Chase
	TNT1 A 0 A_SpawnItem("InsanityFlameSpawner",0,0,0,0)    
	TNT1 A 0 A_Jump(38,"Teleport")
	TNT1 A 0 A_Jump(75,"See")
	Loop
  Teleport:
	DGTM E 1 A_UnSetShootable
	TNT1 AAAAAA 0 A_SpawnItemEx("InsanityFlameSpawner")
	TNT1 AAAAAAA 0 A_SpawnItemEx("TerminatorLineSpawner")
	DGTM EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	DGTM EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
	DGTM EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
	DGTM E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 AAAAAA 0 A_SpawnItemEx("InsanityFlameSpawner")
	TNT1 AAAAAAA 0 A_SpawnItemEx("TerminatorLineSpawner")
	DGTM EEEEEEEEEEE 1 A_FadeIn(0.1)
	DGTM E 1 A_SetShootable
	Goto See
  Jump:
	    TNT1 A 0 A_Jump(120,"HighJump")
		TNT1 A 0 ThrustThingZ(0,70,0,1)
	    DGTM A 10 A_FaceTarget
		DGTM A 5 A_FaceTarget
		DGTM A 10 A_FaceTarget
		TNT1 A 0 A_Recoil(-50)
		GoTo See
  HighJump:
	    DGTM A 10 A_FaceTarget
		TNT1 A 0 ThrustThingZ(0,100,0,1)
		DGTM A 5 A_FaceTarget
		DGTM A 10 A_FaceTarget
		TNT1 A 0 A_Recoil(-50)
		GoTo See
  Missile:
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_JumpIfTargetInLOS("UberHexaExplosiveShotgun",90,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,500,0)
	TNT1 A 0 A_Jump(156,"Railgun","LegendaryBFG","BFG9K","BFG10K","BFG9500","RedStar","AltBFG2704","UberHexaExplosiveShotgun")
	TNT1 A 0 A_Jump(108,"Rockets","RedDarkMatter","Cannon","Storm")
	TNT1 A 0 A_Jump(42,"EnragedStorm")
  Normal:
	TNT1 A 0 A_JumpIfCloser(1500,1)
	Goto Railgun
	DGTM E 1 Bright A_FaceTarget
	DGTM G 0 A_CustomMissile("DiscipleHomingSuperBall",50,20,Random(-4,4))
	DGTM H 2 Bright A_CustomMissile("DiscipleHomingSuperBall",50,20,Random(-4,4))
	DGTM E 2 Bright A_SpawnItem("InsanityFlameSpawner",0,0,0,0)
	DGTM E 1 Bright A_FaceTarget
	DGTM G 0 A_CustomMissile("DiscipleHomingSuperBall",50,20,Random(-4,4))
	DGTM H 2 Bright A_CustomMissile("DiscipleHomingSuperBall",50,20,Random(-4,4))
	DGTM E 2 Bright A_SpawnItem("InsanityFlameSpawner",0,0,0,0)
	DGTM E 1 Bright A_FaceTarget
	DGTM G 0 A_CustomMissile("DiscipleHomingSuperBall",50,20,Random(-4,4))
	DGTM H 2 Bright A_CustomMissile("DiscipleHomingSuperBall",50,20,Random(-4,4))
	DGTM E 2 Bright A_SpawnItem("InsanityFlameSpawner",0,0,0,0)
	DGTM E 1 Bright A_FaceTarget
	DGTM G 0 A_CustomMissile("DiscipleHomingSuperBall",50,20,Random(-4,4))
	DGTM H 2 Bright A_CustomMissile("DiscipleHomingSuperBall",50,20,Random(-4,4))
	DGTM E 2 Bright A_SpawnItem("InsanityFlameSpawner",0,0,0,0)
	DGTM E 1 Bright A_FaceTarget
	DGTM G 0 A_CustomMissile("DiscipleHomingSuperBall",50,20,Random(-4,4))
	DGTM H 2 Bright A_CustomMissile("DiscipleHomingSuperBall",50,20,Random(-4,4))
	DGTM E 2 Bright A_SpawnItem("InsanityFlameSpawner",0,0,0,0)
	DGTM E 1 Bright A_FaceTarget
	DGTM G 0 A_CustomMissile("DiscipleHomingSuperBall",50,20,Random(-4,4))
	DGTM H 2 Bright A_CustomMissile("DiscipleHomingSuperBall",50,20,Random(-4,4))
	DGTM E 2 Bright A_SpawnItem("InsanityFlameSpawner",0,0,0,0)
	DGTM E 1 Bright A_FaceTarget
	DGTM G 0 A_CustomMissile("DiscipleHomingSuperBall",50,20,Random(-4,4))
	DGTM H 2 Bright A_CustomMissile("DiscipleHomingSuperBall",50,20,Random(-4,4))
	DGTM E 2 Bright A_SpawnItem("InsanityFlameSpawner",0,0,0,0)
	DGTM E 1 Bright A_FaceTarget
	DGTM G 0 A_CustomMissile("DiscipleHomingSuperBall",50,20,Random(-4,4))
	DGTM H 2 Bright A_CustomMissile("DiscipleHomingSuperBall",50,20,Random(-4,4))
	DGTM E 2 Bright A_SpawnItem("InsanityFlameSpawner",0,0,0,0)
	DGTM E 1 Bright A_FaceTarget
	DGTM G 0 A_CustomMissile("DiscipleHomingSuperBall",50,20,Random(-4,4))
	DGTM H 2 Bright A_CustomMissile("DiscipleHomingSuperBall",50,20,Random(-4,4))
	DGTM E 2 Bright A_SpawnItem("InsanityFlameSpawner",0,0,0,0)
	DGTM E 1 Bright A_FaceTarget
	DGTM G 0 A_CustomMissile("DiscipleHomingSuperBall",50,20,Random(-4,4))
	DGTM H 2 Bright A_CustomMissile("DiscipleHomingSuperBall",50,20,Random(-4,4))
	DGTM E 2 Bright A_SpawnItem("InsanityFlameSpawner",0,0,0,0)
	TNT1 A 0 A_Jump(12,"See","Missile")
	TNT1 A 0 A_SpidRefire
	Goto See 
  UberHexaExplosiveShotgun:
    DGTM E 5 A_FaceTarget
    DGTM EEE 0 A_SpawnItemEx("ShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	DGTM F 0 Bright A_CustomMissile("Cardinal10K",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("Cardinal10K",48,-17,Random(-800,800)/100.00)
	DGTM E 5 A_FaceTarget
    DGTM EEE 0 A_SpawnItemEx("ShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	DGTM F 0 Bright A_CustomMissile("Cardinal10K",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("Cardinal10K",48,-17,Random(-800,800)/100.00)
	DGTM E 5 A_FaceTarget
    DGTM EEE 0 A_SpawnItemEx("ShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	DGTM F 0 Bright A_CustomMissile("Cardinal10K",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("Cardinal10K",48,-17,Random(-800,800)/100.00)
	DGTM E 5 A_FaceTarget
    DGTM EEE 0 A_SpawnItemEx("ShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	DGTM F 0 Bright A_CustomMissile("Cardinal10K",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("Cardinal10K",48,-17,Random(-800,800)/100.00)
	DGTM E 5 A_FaceTarget
    DGTM EEE 0 A_SpawnItemEx("ShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	DGTM F 0 Bright A_CustomMissile("Cardinal10K",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("Cardinal10K",48,-17,Random(-800,800)/100.00)
	DGTM E 5 A_FaceTarget
    DGTM EEE 0 A_SpawnItemEx("ShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	DGTM F 0 Bright A_CustomMissile("Cardinal10K",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("Cardinal10K",48,-17,Random(-800,800)/100.00)
	DGTM E 5 A_FaceTarget
    DGTM EEE 0 A_SpawnItemEx("ShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	DGTM F 0 Bright A_CustomMissile("Cardinal10K",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("Cardinal10K",48,-17,Random(-800,800)/100.00)
	DGTM E 5 A_FaceTarget
    DGTM EEE 0 A_SpawnItemEx("ShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	DGTM F 0 Bright A_CustomMissile("Cardinal10K",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("Cardinal10K",48,-17,Random(-800,800)/100.00)
	DGTM E 5 A_FaceTarget
    DGTM EEE 0 A_SpawnItemEx("ShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	DGTM F 0 Bright A_CustomMissile("Cardinal10K",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("Cardinal10K",48,-17,Random(-800,800)/100.00)
	DGTM E 5 A_FaceTarget
    DGTM EEE 0 A_SpawnItemEx("ShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	DGTM F 0 Bright A_CustomMissile("Cardinal10K",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("Cardinal10K",48,-17,Random(-800,800)/100.00)
	DGTM E 5 A_FaceTarget
    DGTM EEE 0 A_SpawnItemEx("ShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	DGTM F 0 Bright A_CustomMissile("Cardinal10K",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("Cardinal10K",48,-17,Random(-800,800)/100.00)
	DGTM E 5 A_FaceTarget
    DGTM EEE 0 A_SpawnItemEx("ShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	DGTM F 0 Bright A_CustomMissile("Cardinal10K",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("Cardinal10K",48,-17,Random(-800,800)/100.00)
	DGTM E 5 A_FaceTarget
    DGTM EEE 0 A_SpawnItemEx("ShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	DGTM F 0 Bright A_CustomMissile("Cardinal10K",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("Cardinal10K",48,-17,Random(-800,800)/100.00)
	TNT1 A 0 A_StopSoundEx("Weapon")
	DGTM E 5 A_FaceTarget
    TNT1 A 0 A_Jump(15,"See","Missile")
	TNT1 A 0 A_SpidRefire
	Goto See 
  Railgun:
    TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_PlaySound("weapons/rgcharge")
	DG3T A 30 A_FaceTarget
    DG3T AAAAAAAAAAAAA 0 Bright A_SpawnItemEx("InsanityFlameSpawner")
    DG3T AAAAAAAAAAA 1 A_FadeOut(0.1,0)
	DG3T AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
    DG3T C 1 A_PlayWeaponSound("boss/teleport")
	DG3T A 5
	DG3T CCCCCCCCCCCCC 0 A_SpawnItemEx("InsanityFlameSpawner")
    DG3T CCCCCCCCCCC 1 A_FadeIn(0.1)	
    TNT1 A 0 A_SetShootable
    DG3T A 0 Bright A_FaceTarget
    DG3T D 0 Bright A_CustomMissile("ELegCYBRailgunProj", 48, 17, 0)
    DG3T E 1 Bright A_CustomMissile("ELegCYBRailgunProj", 48, -17, 0)
	TNT1 A 0 A_FaceTarget
	DG3T D 0 Bright A_CustomMissile("ELegCYBRailgunProj", 48, 17, 0)
    DG3T E 1 Bright A_CustomMissile("ELegCYBRailgunProj", 48, -17, 0)
	DG3T AAAAAAAAAAAAA 0 Bright A_SpawnItemEx("InsanityFlameSpawner")
    DG3T AAAAAAAAAAA 1 A_FadeOut(0.1,0)
	DG3T AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
    DG3T C 1 A_PlayWeaponSound("boss/teleport")
	DG3T A 5
	DG3T CCCCCCCCCCCCC 0 A_SpawnItemEx("InsanityFlameSpawner")
    DG3T CCCCCCCCCCC 1 A_FadeIn(0.1)	
    TNT1 A 0 A_SetShootable
    DG3T A 0 Bright A_FaceTarget
    DG3T D 0 Bright A_CustomMissile("ELegCYBRailgunProj", 48, 17, 0)
    DG3T E 1 Bright A_CustomMissile("ELegCYBRailgunProj", 48, -17, 0)
	DG3T AAAAAAAAAAAAA 0 Bright A_SpawnItemEx("InsanityFlameSpawner")
    DG3T AAAAAAAAAAA 1 A_FadeOut(0.1,0)
	DG3T AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
    DG3T C 1 A_PlayWeaponSound("boss/teleport")
	DG3T A 5
	DG3T CCCCCCCCCCCCC 0 A_SpawnItemEx("InsanityFlameSpawner")
    DG3T CCCCCCCCCCC 1 A_FadeIn(0.1)	
    TNT1 A 0 A_SetShootable
    DG3T A 0 Bright A_FaceTarget
    DG3T D 0 Bright A_CustomMissile("ELegCYBRailgunProj", 48, 17, 0)
    DG3T E 1 Bright A_CustomMissile("ELegCYBRailgunProj", 48, -17, 0)
	Goto See
  BFG9500:
	DG3T C 2 Bright A_FaceTarget
	DG3T C 2 Bright A_FaceTarget
	DG3T C 2 Bright A_FaceTarget
	DG3T C 2 Bright A_FaceTarget
	DG3T C 2 Bright A_FaceTarget
	DG3T D 0 A_CustomMissile("HellStormStrike",48,17, random(-4,4))
	DG3T E 2 Bright A_CustomMissile("HellStormStrike",48,17, random(-4,4))
	DG3T D 2 Bright A_CustomMissile("HellStormStrike",48,17, random(-4,4))
	DG3T E 2 Bright A_CustomMissile("HellStormStrike",48,17, random(-4,4))
	DG3T D 0 A_CustomMissile("HellliteProj",48,17, random(-4,4))
	DG3T E 0 A_CustomMissile("HellliteProj",48,17, random(-4,4))
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T D 0 A_CustomMissile("HellStormStrike",48,17, random(-4,4))
	DG3T E 2 Bright A_CustomMissile("HellStormStrike",48,17, random(-4,4))
	DG3T D 2 Bright A_CustomMissile("HellStormStrike",48,17, random(-4,4))
	DG3T E 2 Bright A_CustomMissile("HellStormStrike",48,17, random(-4,4))
	DG3T D 0 A_CustomMissile("HellliteProj",48,17, random(-4,4))
	DG3T E 0 A_CustomMissile("HellliteProj",48,17, random(-4,4))
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T D 0 A_CustomMissile("HellStormStrike",48,17, random(-4,4))
	DG3T E 2 Bright A_CustomMissile("HellStormStrike",48,17, random(-4,4))
	DG3T D 2 Bright A_CustomMissile("HellStormStrike",48,17, random(-4,4))
	DG3T E 2 Bright A_CustomMissile("HellStormStrike",48,17, random(-4,4))
	DG3T D 0 A_CustomMissile("HellliteProj",48,17, random(-4,4))
	DG3T E 0 A_CustomMissile("HellliteProj",48,17, random(-4,4))
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T D 0 A_CustomMissile("HellStormStrike",48,17, random(-4,4))
	DG3T E 2 Bright A_CustomMissile("HellStormStrike",48,17, random(-4,4))
	DG3T D 2 Bright A_CustomMissile("HellStormStrike",48,17, random(-4,4))
	DG3T E 2 Bright A_CustomMissile("HellStormStrike",48,17, random(-4,4))
	DG3T D 0 A_CustomMissile("HellliteProj",48,17, random(-4,4))
	DG3T E 0 A_CustomMissile("HellliteProj",48,17, random(-4,4))
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T D 0 A_CustomMissile("HellStormStrike",48,17, random(-4,4))
	DG3T E 2 Bright A_CustomMissile("HellStormStrike",48,17, random(-4,4))
	DG3T D 2 Bright A_CustomMissile("HellStormStrike",48,17, random(-4,4))
	DG3T E 2 Bright A_CustomMissile("HellStormStrike",48,17, random(-4,4))
	DG3T D 0 A_CustomMissile("HellliteProj",48,17, random(-4,4))
	DG3T E 0 A_CustomMissile("HellliteProj",48,17, random(-4,4))
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T D 0 A_CustomMissile("HellStormStrike",48,17, random(-4,4))
	DG3T E 2 Bright A_CustomMissile("HellStormStrike",48,17, random(-4,4))
	DG3T D 2 Bright A_CustomMissile("HellStormStrike",48,17, random(-4,4))
	DG3T E 2 Bright A_CustomMissile("HellStormStrike",48,17, random(-4,4))
	DG3T D 0 A_CustomMissile("HellliteProj",48,17, random(-4,4))
	DG3T E 0 A_CustomMissile("HellliteProj",48,17, random(-4,4))
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	Goto See
  BFG10K:
	TNT1 A 0 A_Changeflag(reflective,1)
	  TNT1 A 0 A_PlaySound("weapons/charge15k")
	  DG3T A 27 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("ArcradimusComet2", 48, 17, Random(4, -4))
      DG3T E 3 Bright A_CustomMissile("ArcradimusSeekerComet", 48, 17, Random(4, -4))
      DG3T A 3 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("ArcradimusComet2", 48, 17, Random(4, -4))
      DG3T E 3 Bright A_CustomMissile("ArcradimusSeekerComet", 48, 17, Random(4, -4))
      DG3T A 2 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("ArcradimusComet2", 48, 17, Random(4, -4))
      DG3T E 2 Bright A_CustomMissile("ArcradimusSeekerComet", 48, 17, Random(4, -4))  
      DG3T A 2 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("ArcradimusComet2", 48, 17, Random(4, -4))
      DG3T E 2 Bright A_CustomMissile("ArcradimusSeekerComet", 48, 17, Random(4, -4))
	  DG3T A 2 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("ArcradimusComet2", 48, 17, Random(4, -4))
      DG3T E 2 Bright A_CustomMissile("ArcradimusSeekerComet", 48, 17, Random(4, -4)) 
      DG3T A 2 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("ArcradimusComet2", 48, 17, Random(4, -4))
      DG3T E 2 Bright A_CustomMissile("ArcradimusSeekerComet", 48, 17, Random(4, -4))  
	  DG3T A 2 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("ArcradimusComet2", 48, 17, Random(4, -4))
      DG3T E 1 Bright A_CustomMissile("ArcradimusSeekerComet", 48, 17, Random(4, -4))
      DG3T A 1 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("ArcradimusComet2", 48, 17, Random(4, -4))
      DG3T E 1 Bright A_CustomMissile("ArcradimusSeekerComet", 48, 17, Random(4, -4))
	  DG3T A 1 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("ArcradimusComet2", 48, 17, Random(4, -4))
      DG3T E 1 Bright A_CustomMissile("ArcradimusSeekerComet", 48, 17, Random(4, -4))
      DG3T A 1 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("ArcradimusComet2", 48, 17, Random(4, -4))
      DG3T E 1 Bright A_CustomMissile("ArcradimusSeekerComet", 48, 17, Random(4, -4))
	  DG3T A 1 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("ArcradimusComet2", 48, 17, Random(4, -4))
      DG3T E 1 Bright A_CustomMissile("ArcradimusSeekerComet", 48, 17, Random(4, -4))
      DG3T A 1 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("ArcradimusComet2", 48, 17, Random(4, -4))
      DG3T E 1 Bright A_CustomMissile("ArcradimusSeekerComet", 48, 17, Random(4, -4))
	  DG3T A 1 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("ArcradimusComet2", 48, 17, Random(4, -4))
      DG3T E 1 Bright A_CustomMissile("ArcradimusSeekerComet", 48, 17, Random(4, -4))
	  DG3T A 1 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("ArcradimusComet2", 48, 17, Random(4, -4))
      DG3T E 1 Bright A_CustomMissile("ArcradimusSeekerComet", 48, 17, Random(4, -4))
	  DG3T A 1 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("ArcradimusComet2", 48, 17, Random(4, -4))
      DG3T E 1 Bright A_CustomMissile("ArcradimusSeekerComet", 48, 17, Random(4, -4))
	  DG3T A 1 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("ArcradimusComet2", 48, 17, Random(4, -4))
      DG3T E 1 Bright A_CustomMissile("ArcradimusSeekerComet", 48, 17, Random(4, -4))
	  DG3T A 1 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("ArcradimusComet2", 48, 17, Random(4, -4))
      DG3T E 1 Bright A_CustomMissile("ArcradimusSeekerComet", 48, 17, Random(4, -4))
	  DG3T A 1 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("ArcradimusComet2", 56, 26, Random(4, -4))
	  DG3T E 0  A_CustomMissile("ArcradimusComet2", 56, 26, Random(4, -4))
      DG3T D 1 Bright A_CustomMissile("ArcradimusSeekerComet", 56, -26, Random(4, -4))
	  DG3T A 1 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("ArcradimusComet2", 56, 26, Random(4, -4))
	  DG3T E 0  A_CustomMissile("ArcradimusComet2", 56, 26, Random(4, -4))
      DG3T D 1 Bright A_CustomMissile("ArcradimusSeekerComet", 56, -26, Random(4, -4))
      DG3T A 1 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("ArcradimusComet2", 48, 17, Random(4, -4))
      DG3T E 1 Bright A_CustomMissile("ArcradimusSeekerComet", 48, 17, Random(4, -4))
	  DG3T A 1 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("ArcradimusComet2", 48, 17, Random(4, -4))
      DG3T E 1 Bright A_CustomMissile("ArcradimusSeekerComet", 48, 17, Random(4, -4))
      DG3T A 1 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("ArcradimusComet2", 56, 26, Random(4, -4))
	  DG3T E 0 Bright A_CustomMissile("ArcradimusSeekerComet", 58, -26, Random(4, -4))
      DG3T D 1 Bright A_CustomMissile("ArcradimusSeekerComet", 56, -26, Random(4, -4))
	  TNT1 A 0 A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	Goto See
  RedStar:
    TNT1 A 0 A_PlaySoundEx("monster/termsit2","TSIGHT")
	TNT1 A 0 A_SetInvulnerable
    DGTM E 0 A_FaceTarget
    DGTM EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
    DGTM E 0 A_FaceTarget
    DGTM EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	TNT1 A 0 A_PlayWeaponSound("star/load1")
	DGTM E 0 A_FaceTarget
    DGTM EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	DGTM E 0 A_FaceTarget
    DGTM EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	TNT1 A 0 A_PlayWeaponSound("star/load2")
	DGTM E 0 A_FaceTarget
    DGTM EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	DGTM E 0 A_FaceTarget
    DGTM EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner") 
	DGTM E 0 A_FaceTarget
    DGTM EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	DGTM E 0 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/load3")
    DGTM EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	DGTM E 0 A_FaceTarget
    DGTM EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")  	   
	TNT1 A 0 A_UnSetInvulnerable
	DGTM E 0 A_FaceTarget
	DGTM F 0 A_PlayWeaponSound("star/fire")
	DGTM F 7 Bright A_CustomMissile("TerminatorRedStar",48,17,0) 
	DGTM E 8 A_FaceTarget
	DGTM F 0 A_PlayWeaponSound("star/fire")
	DGTM F 7 Bright A_CustomMissile("TerminatorRedStar",48,17,0) 
	DGTM E 8 A_FaceTarget
	DGTM F 0 A_PlayWeaponSound("star/fire")
	DGTM F 7 Bright A_CustomMissile("TerminatorRedStar",48,17,0) 
	DGTM E 8 A_FaceTarget
	DGTM F 0 A_PlayWeaponSound("star/fire")
	DGTM F 7 Bright A_CustomMissile("TerminatorRedStar",48,17,0) 
	DGTM E 8 A_FaceTarget
	DGTM F 0 A_PlayWeaponSound("star/fire")
	DGTM F 7 Bright A_CustomMissile("TerminatorRedStar",48,17,0) 
	DGTM E 8 A_FaceTarget
	DGTM F 0 A_PlayWeaponSound("star/fire")
	DGTM F 7 Bright A_CustomMissile("TerminatorRedStar",48,17,0) 
	DGTM E 8 A_FaceTarget
	DGTM F 0 A_PlayWeaponSound("star/fire")
	DGTM F 7 Bright A_CustomMissile("TerminatorRedStar",48,17,0) 
	DGTM E 8 A_FaceTarget
	DGTM F 0 A_PlayWeaponSound("star/fire")
	DGTM F 7 Bright A_CustomMissile("TerminatorRedStar",48,17,0) 
	DGTM E 8 A_FaceTarget	   
    Goto See
  Cannon:
	TNT1 A 0 A_SetUserVar("user_missile",0)
	DG3T A 5 Bright A_FaceTarget
  CannonLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 6,"CannonEnd")
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	DG3T A 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",1)
	DG3T C 2 A_CustomMissile("HFIFDArchonLordMegaBall",48,-17,Random(5,-5))
	DG3T A 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",1)
	DG3T C 3 A_CustomMissile("BoomBarrageMissile",48,-17,Random(5,-5))
	DG3T A 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",1)
	DG3T C 3 A_CustomMissile("BoomBarrageMissile",48,-17,Random(5,-5))
    Loop
  CannonEnd:
	DG3T A 12 
	Goto See
  Rockets:
	DG3T A 6 Bright A_FaceTarget
	  DG3T E 0 A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
	  DG3T E 0 A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
	  DG3T E 0 A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
      DG3T E 3 Bright A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
	  DG3T E 2 Bright A_SpawnItem("InsanityFlameSpawner",0,0,0,0)
      DG3T A 4 Bright A_FaceTarget
	  DG3T E 0 A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
	  DG3T E 0 A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
	  DG3T E 0 A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
      DG3T E 3 Bright A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
	  DG3T E 2 Bright A_SpawnItem("InsanityFlameSpawner",0,0,0,0)
      DG3T A 4 Bright A_FaceTarget
	  DG3T E 0 A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
	  DG3T E 0 A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
	  DG3T E 0 A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
      DG3T E 3 Bright A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
	  DG3T E 2 Bright A_SpawnItem("InsanityFlameSpawner",0,0,0,0)
	  DG3T E 0  A_CustomMissile("PyroShot", 56, 26, Random(4, -4))
      DG3T A 4 Bright A_FaceTarget
	  DG3T E 0 A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
	  DG3T E 0 A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
	  DG3T E 0 A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
      DG3T E 3 Bright A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
	  DG3T E 2 Bright A_SpawnItem("InsanityFlameSpawner",0,0,0,0)
      DG3T A 4 Bright A_FaceTarget
	  DG3T E 0 A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
	  DG3T E 0 A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
	  DG3T E 0 A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
      DG3T E 3 Bright A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
	  DG3T E 2 Bright A_SpawnItem("InsanityFlameSpawner",0,0,0,0)
      DG3T A 4 Bright A_FaceTarget
	  DG3T E 0 A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
	  DG3T E 0 A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
	  DG3T E 0 A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
      DG3T E 3 Bright A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
      DG3T A 4 Bright A_FaceTarget
	  DG3T E 0 A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
	  DG3T E 0 A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
	  DG3T E 0 A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
      DG3T E 2 Bright A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
	  DG3T E 2 Bright A_SpawnItem("InsanityFlameSpawner",0,0,0,0)
	  DG3T E 0  A_CustomMissile("PyroShot", 56, 26, Random(4, -4))
      DG3T A 4 Bright A_FaceTarget
	  DG3T E 0 A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
	  DG3T E 0 A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
	  DG3T E 0 A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
      DG3T E 2 Bright A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
      DG3T A 4 Bright A_FaceTarget
	  DG3T E 0 A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
	  DG3T E 0 A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
	  DG3T E 0 A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
	  DG3T E 0  A_CustomMissile("TerminatorRedStar", 56, 26, Random(4, -4))
      DG3T E 2 Bright A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
	  DG3T E 2 Bright A_SpawnItem("InsanityFlameSpawner",0,0,0,0)
      DG3T E 4 Bright A_FaceTarget
	  DG3T E 0 A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
      DG3T E 2 Bright A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
      DG3T E 4 Bright A_FaceTarget
	  DG3T E 0 A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
	  DG3T E 0 A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
	  DG3T E 0 A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
	  DG3T E 0  A_CustomMissile("TerminatorRedStar", 48,-17,Random(5,-5))
      DG3T E 2 Bright A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
	  DG3T E 2 Bright A_SpawnItem("InsanityFlameSpawner",0,0,0,0)
	  DG3T E 0  A_CustomMissile("PyroShot", 56, 26, Random(4, -4))
      DG3T A 4 Bright A_FaceTarget
	  DG3T E 0 A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
	  DG3T E 0 A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
	  DG3T E 0 A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
	  DG3T E 0  A_CustomMissile("TerminatorRedStar", 48,-17,Random(5,-5))
      DG3T E 2 Bright A_CustomMissile("DiscipleHomingSuperBall", 48,-17,Random(5,-5))
	  DG3T A 2 Bright A_SpawnItem("InsanityFlameSpawner",0,0,0,0)
      DG3T AAA 2 Bright A_SpawnItem("InsanityFlameSpawner",0,0,0,0)
	Goto See
  AltBFG2704:
	TNT1 A 0 
	TNT1 A 0 A_PlayWeaponSound("weapons/bfgf")
	DG3T AAAAA 4 A_FaceTarget(45)
	TNT1 A 0 A_SpawnItemEx("TerminatorLineSpawner")
	TNT1 A 0 A_SetUserVar("user_lcounter",3)
	DG3T A 1 A_FaceTarget
  AltBFG2704Loop:
	TNT1 A 0 A_SpawnItemEx("TerminatorLineSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	TNT1 A 0 A_CustomMissile("AltMolochBFG2704",45,15,0,CMF_TRACKOWNER)
	DG3T A 5 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("TerminatorLineSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	DG3T A 5 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("TerminatorLineSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	DG3T A 5 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("TerminatorLineSpawner")
	TNT1 A 0 A_JumpIf(user_lcounter < 1,"AltBFG2704End")
	TNT1 A 0 A_SetUserVar("user_lcounter",user_lcounter-1)
	TNT1 A 0 A_JumpIfTargetInLOS("AltBFG2704Loop",90,JLOSF_DEADNOJUMP)
  AltBFG2704End:
	DG3T A 15 A_SpawnItemEx("TerminatorLineSpawner")
	GoTo See
  RedDarkMatter:
	DG3T A 0 A_SetInvulnerable
	DG3T A 0 A_PlaySoundEx("monster/termsit2","TSIGHT")
	DG3T A 1 Bright A_FaceTarget
	DG3T AAAA 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	DG3T AAAAA 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	DG3T A 0 A_UnSetInvulnerable
    DG3T D 7 Bright A_CustomMissile("MainyuRedDarkMatter", 40, 26, 0)
	DG3T D 7 Bright A_CustomMissile("MainyuRedDarkMatter", 40, -26, 0)
	DG3T EEE 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	DG3T D 7 Bright A_CustomMissile("MainyuRedDarkMatter", 40, 26, 0)
	DG3T D 7 Bright A_CustomMissile("MainyuRedDarkMatter", 40, -26, 0)
	DG3T EEE 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	DG3T D 7 Bright A_CustomMissile("MainyuRedDarkMatter", 40, 26, 0)
	DG3T D 7 Bright A_CustomMissile("MainyuRedDarkMatter", 40, -26, 0)
	DG3T EEE 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	DG3T D 7 Bright A_CustomMissile("MainyuRedDarkMatter", 40, 26, 0)
	DG3T D 7 Bright A_CustomMissile("MainyuRedDarkMatter", 40, -26, 0)
	DG3T EEE 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	DG3T A 8 Bright A_FaceTarget
	Goto See
  BFG9K:
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	DG3T AAAAAAAAAAAAAAAA 2 A_FaceTarget
	DG3T E 1 Bright A_CustomMissile("ELegCyberBFG9500Ball",48,15,random(-4,4))
	DG3T E 1 Bright A_CustomMissile("ELegCyberBFG9500Ball",48,15,random(-4,4))
	DG3T E 1 Bright A_CustomMissile("ELegCyberBFG9500Ball",48,15,random(-4,4))
	DG3T E 1 Bright A_CustomMissile("ELegCyberBFG9500Ball",48,15,random(-4,4))
	DG3T E 1 Bright A_CustomMissile("ELegCyberBFG9500Ball",48,15,random(-4,4))
	DG3T E 1 Bright A_CustomMissile("ELegCyberBFG9500Ball",48,15,random(-4,4))
	DG3T E 1 Bright A_CustomMissile("ELegCyberBFG9500Ball",48,15,random(-4,4))
	DG3T E 1 Bright A_CustomMissile("ELegCyberBFG9500Ball",48,15,random(-4,4))
	DG3T E 1 Bright A_CustomMissile("ELegCyberBFG9500Ball",48,15,random(-4,4))
	DG3T E 1 Bright A_CustomMissile("ELegCyberBFG9500Ball",48,15,random(-4,4))
	DG3T E 1 Bright A_CustomMissile("ELegCyberBFG9500Ball",48,15,random(-4,4))
	DG3T E 1 Bright A_CustomMissile("ELegCyberBFG9500Ball",48,15,random(-4,4))
	NTER EE 4 A_FaceTarget   
	Goto See
  LegendaryBFG:
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	  DG3T A 3 Bright A_FaceTarget
	  DG3T A 3 Bright A_FaceTarget
	  DG3T A 3 Bright A_FaceTarget
	  DG3T A 3 Bright A_FaceTarget
	  DG3T A 3 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T D 0 A_CustomMissile("HellliteProj", 56, 26, 0)
      DG3T D 2 Bright A_CustomMissile("HellliteProj", 56, -26, 0)
	  DG3T AAAAAAAAAAAAA 0 Bright A_SpawnItemEx("InsanityFlameSpawner")
      DG3T AAAAAAAAAAA 1 A_FadeOut(0.1,0)
	  DG3T AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
      DG3T A 3
      DG3T A 1 A_PlayWeaponSound("boss/teleport")
	  TNT1 A 0 A_FaceTarget
	  DG3T AAAAAAAAAAAAA 0 A_SpawnItemEx("InsanityFlameSpawner")
	  DG3T AAAAAAAAAAA 1 A_FadeIn(0.1)	
	  TNT1 A 0 A_SetShootable
	  TNT1 A 0 A_PlaySound("Cardinal/9k")
	  DG3T C 3 Bright A_FaceTarget
	  DG3T C 3 Bright A_FaceTarget
	  DG3T C 3 Bright A_FaceTarget
	  DG3T C 3 Bright A_FaceTarget
	  DG3T C 3 Bright A_FaceTarget
	  DG3T C 2 Bright A_FaceTarget
	  DG3T C 2 Bright A_FaceTarget
	  DG3T D 0 A_CustomMissile("CardinalDTBFG10KBall", 56, 26, 0)
      DG3T E 2 Bright A_CustomMissile("CardinalDTBFG10KBall", 56, -26, 0)
	  DG3T A 2 Bright A_SpawnItem("InsanityFlameSpawner",0,0,0,0) 
	  DG3T AAAAAAAAAAAAA 0 Bright A_SpawnItemEx("InsanityFlameSpawner")
      DG3T AAAAAAAAAAA 1 A_FadeOut(0.1,0)
	  DG3T AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
      DG3T A 3
      DG3T A 1 A_PlayWeaponSound("boss/teleport")
	  TNT1 A 0 A_FaceTarget
	  DG3T AAAAAAAAAAAAA 0 A_SpawnItemEx("InsanityFlameSpawner")
	  DG3T AAAAAAAAAAA 1 A_FadeIn(0.1)	
	  TNT1 A 0 A_SetShootable
	  TNT1 A 0 A_PlaySound("Cardinal/9k")
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 1 Bright A_FaceTarget
	  DG3T A 1 Bright A_FaceTarget
	  DG3T A 1 Bright A_FaceTarget
	  DG3T D 0 A_CustomMissile("CardinalDTBFG10KBall", 56, 26, 0)
      DG3T E 1 Bright A_CustomMissile("CardinalDTBFG10KBall", 56, -26, 0)
	  DG3T A 1 Bright A_SpawnItem("InsanityFlameSpawner",0,0,0,0)
	  TNT1 A 0 A_Jump(87,"DTDevastator")
	  Goto See
  EnragedStorm:
      TNT1 A 0 A_SetTranslucent(1)
	  DG3T E 0 Bright A_PlaySoundEx("monster/termsit2","TSIGHT")
	  DG3T E 2 Bright A_FaceTarget
	  DG3T E 0 A_SetReflectiveInvulnerable
	  TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T E 0  A_CustomMissile("HellStormBolt", 48,-17,Random(5,-5))
        DG3T E 2 Bright A_CustomMissile("HellStormBolt", 48,-17,Random(5,-5))
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T E 0  A_CustomMissile("HellStormBolt", 48,-17,Random(5,-5))
        DG3T E 2 Bright A_CustomMissile("HellStormBolt", 48,-17,Random(5,-5))
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T E 0  A_CustomMissile("HellStormBolt", 48,-17,Random(5,-5))
        DG3T E 2 Bright A_CustomMissile("HellStormBolt", 48,-17,Random(5,-5))
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T E 0  A_CustomMissile("HellStormBolt", 48,-17,Random(5,-5))
        DG3T E 2 Bright A_CustomMissile("HellStormBolt", 48,-17,Random(5,-5))
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 0  A_CustomMissile("HellStormBolt", 48,-17,Random(5,-5))
        DG3T A 2 Bright A_CustomMissile("HellStormBolt", 48,-17,Random(5,-5))
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T E 0  A_CustomMissile("HellStormBolt", 48,-17,Random(5,-5))
        DG3T E 2 Bright A_CustomMissile("HellStormBolt", 48,-17,Random(5,-5))
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T E 0  A_CustomMissile("HellStormBolt", 48,-17,Random(5,-5))
        DG3T E 2 Bright A_CustomMissile("HellStormBolt", 48,-17,Random(5,-5))
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T E 0  A_CustomMissile("HellStormBolt", 48,-17,Random(5,-5))
	  DG3T E 0  A_CustomMissile("HellStormBolt", 48,-17,Random(5,-5))
        DG3T E 2 Bright A_CustomMissile("HellStormBolt", 48,-17,Random(5,-5))
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T E 0  A_CustomMissile("HellStormBolt", 48,-17,Random(5,-5))
	  DG3T E 0  A_CustomMissile("HellStormBolt", 48,-17,Random(5,-5))
        DG3T E 2 Bright A_CustomMissile("HellStormBolt", 48,-17,Random(5,-5))
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T E 0  A_CustomMissile("HellStormBolt", 48,-17,Random(5,-5))
        DG3T E 2 Bright A_CustomMissile("HellStormBolt", 48,-17,Random(5,-5))
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T E 0  A_CustomMissile("HellStormBolt", 48,-17,Random(5,-5))
        DG3T E 2 Bright A_CustomMissile("HellStormBolt", 48,-17,Random(5,-5))
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T E 0  A_CustomMissile("HellStormBolt", 48,-17,Random(5,-5))
        DG3T E 2 Bright A_CustomMissile("HellStormBolt", 48,-17,Random(5,-5))
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T E 0  A_CustomMissile("HellStormBolt", 48,-17,Random(5,-5))
	  DG3T E 0  A_CustomMissile("HellStormBolt", 48,-17,Random(5,-5))
        DG3T E 2 Bright A_CustomMissile("HellStormBolt", 48,-17,Random(5,-5))
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T E 0  A_CustomMissile("HellStormBolt", 48,-17,Random(5,-5))
	  DG3T E 0  A_CustomMissile("HellStormBolt", 48,-17,Random(5,-5))
        DG3T E 2 Bright A_CustomMissile("HellStormBolt", 48,-17,Random(5,-5))
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 0 A_UnSetReflectiveInvulnerable
	  TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	  DG3T A 2 Bright A_FaceTarget
	  DG3T E 0  A_CustomMissile("ArchonLordMegaBall", 56, 26, Random(4, -4))
        DG3T E 2 Bright A_CustomMissile("ArchonLordMegaBall", 56, -26, Random(4, -4))
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T E 0  A_CustomMissile("ArchonLordMegaBall", 56, 26, Random(4, -4))
        DG3T E 2 Bright A_CustomMissile("ArchonLordMegaBall", 56, -26, Random(4, -4))
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  BLRD E 0  A_CustomMissile("PyroShot", 56, 26, Random(4, -4))
        BLRD E 2 Bright A_CustomMissile("PyroShot", 56, -26, Random(4, -4))
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  BLRD E 0  A_CustomMissile("PyroShot", 56, 26, Random(4, -4))
        BLRD E 2 Bright A_CustomMissile("PyroShot", 56, -26, Random(4, -4))
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T E 0  A_CustomMissile("ObilEFGFusionNuke", 56, 26, Random(4, -4))
        DG3T E 2 Bright A_CustomMissile("ObilEFGFusionNuke", 56, -26, Random(4, -4))
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  Goto See
  Storm:
    TNT1 A 0 A_PlaySoundEx("monster/termsit2","TSIGHT")
    DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T D 0  A_CustomMissile("HellStormBolt", 48, 17, Random(4, -4))
    DG3T E 2 Bright A_CustomMissile("HellStormBolt", 48, -17, Random(4, -4))
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T D 0  A_CustomMissile("HellStormBolt", 48, 17, Random(4, -4))
    DG3T E 2 Bright A_CustomMissile("HellStormBolt", 48, -17, Random(4, -4))
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T D 0  A_CustomMissile("HellStormBolt", 48, 17, Random(4, -4))
    DG3T E 2 Bright A_CustomMissile("HellStormBolt", 48, -17, Random(4, -4))
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T D 0  A_CustomMissile("HellStormBolt", 48, 17, Random(4, -4))
    DG3T E 2 Bright A_CustomMissile("HellStormBolt", 48, 17, Random(4, -4))
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T D 0  A_CustomMissile("HellStormBolt", 48, 17, Random(4, -4))
    DG3T E 2 Bright A_CustomMissile("HellStormBolt", 48, 17, Random(4, -4))
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T D 0  A_CustomMissile("HellStormBolt", 48, 17, Random(4, -4))
    DG3T D 2 Bright A_CustomMissile("HellStormBolt", 48, 17, Random(4, -4))
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T D 0  A_CustomMissile("HellStormBolt", 56, 26, Random(4, -4))
    DG3T E 2 Bright A_CustomMissile("HellStormBolt", 56, -26, Random(4, -4))
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T D 0  A_CustomMissile("HellStormBolt", 56, 26, Random(4, -4))
    DG3T E 2 Bright A_CustomMissile("HellStormBolt", 56, -26, Random(4, -4))
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	Goto See
  Pain:	
	DGTM L 3 A_Pain
	DGTM L 0 A_Jump (65,"Heal")
	Goto See 
  TruePain:
    BLRD E 1 A_GiveInventory("Health",275)
    TNT1 A 0 A_Jump(120,"EnragedStorm") 
	TNT1 A 0 A_Jump(120,"CardinalUltimateSupercombo")
    BLRD E 5 Bright A_Pain
    Goto See
  Healing1:
      TNT1 A 0 A_SetUserVar("user_Healing1",1)
      TNT1 A 0 A_JumpIfInTargetInventory("NexusStrength",1,"EmpoweredHeal")
      DGTM E 5 Bright 
      DGTM E 1 A_GiveInventory("Health",1500)
	  Goto See 
   Healing2: 
      TNT1 A 0 A_SetUserVar("user_Healing2",1)
      TNT1 A 0 A_JumpIfInTargetInventory("NexusStrength",1,"EmpoweredHeal")
      DGTM E 5 Bright 
      DGTM E 1 A_GiveInventory("Health",1500)
	  Goto See 
   Healing3: 
      TNT1 A 0 A_SetUserVar("user_Healing3",1)
      TNT1 A 0 A_JumpIfInTargetInventory("NexusStrength",1,"EmpoweredHeal")
      DGTM E 5 Bright 
      DGTM E 1 A_GiveInventory("Health",1500)
	  Goto See 
  Healing4: 
      TNT1 A 0 A_SetUserVar("user_Healing4",1)
      TNT1 A 0 A_JumpIfInTargetInventory("NexusStrength",1,"EmpoweredHeal")
      DGTM E 5 Bright 
      DGTM E 1 A_GiveInventory("Health",1500)
	  Goto See
  EmpoweredHeal:
      TNT1 A 0 A_JumpIfInTargetInventory("TerminatorDamage2",1,"TrueEmpoweredHeal")
      DGTM E 5 Bright 
	  TNT1 A 0 A_GiveInventory("GodsFullImunityGiver2",1)
	  TNT1 A 0 A_GiveInventory("GodsFinalBattleShield2",1)
      DGTM E 1 A_GiveInventory("Health",8500)
	  Goto See
  TrueEmpoweredHeal:
      TNT1 A 0 A_GiveInventory("GodFinalBattleResistanceGiver",1)
	  TNT1 A 0 A_GiveInventory("GodsFullImunityGiver2",1)
	  TNT1 A 0 A_GiveInventory("GodsFinalBattleShield2",1)
      DGTM E 5 Bright 
      DGTM E 1 A_GiveInventory("Health",12500)
	  Goto See
  Pain.Legendary:
  Pain.LegendaryPlayer:
  Pain.LegendaryGuruPlayer:
  Pain.Explosion:
  PainMissile:
    DGTM E 10 Bright A_Pain
	Goto Missile
  Death:
	DGTM M 10
	DGTM M 10 A_NoBlocking
	BLRD MMMMM 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
    BLRD MMMMM 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
    BLRD MMMMM 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))		
    BLRD MMMMM 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))	
    BLRD MMMMM 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
    BLRD MMMMM 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
    TNT1 AA 0 A_SpawnItemEx("EnragedLegendaryCyberFlameSpawner",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		  
	TNT1 AAA 0 A_CustomMissile("EnragedLegendaryCyberFlameSpawner", random(10,80), 0, random(0,360), 2, random(0,360))
    BLRD MNMNM 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
    TNT1 AA 0 A_SpawnItemEx("EnragedLegendaryCyberFlameSpawner",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	TNT1 AAA 0 A_CustomMissile("EnragedLegendaryCyberFlameSpawner", random(10,80), 0, random(0,360), 2, random(0,360))
    TNT1 A 0 A_SpawnItem("EnragedDeathBallMedium")
	BLRD MNMNM 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
    TNT1 AA 0 A_SpawnItemEx("EnragedLegendaryCyberFlameSpawner",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	TNT1 AAA 0 A_CustomMissile("EnragedLegendaryCyberFlameSpawner", random(10,80), 0, random(0,360), 2, random(0,360))
	BLRD MNMNM 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
    TNT1 AA 0 A_SpawnItemEx("EnragedLegendaryCyberFlameSpawner",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	TNT1 AAA 0 A_CustomMissile("EnragedLegendaryCyberFlameSpawner", random(10,80), 0, random(0,360), 2, random(0,360))
	BLRD MNMNM 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
    TNT1 AA 0 A_SpawnItemEx("EnragedLegendaryCyberFlameSpawner",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	TNT1 AAA 0 A_CustomMissile("EnragedLegendaryCyberFlameSpawner", random(10,80), 0, random(0,360), 2, random(0,360))
	BLRD MNMNM 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
    TNT1 AA 0 A_SpawnItemEx("EnragedLegendaryCyberFlameSpawner",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	TNT1 AAA 0 A_CustomMissile("EnragedLegendaryCyberFlameSpawner", random(10,80), 0, random(0,360), 2, random(0,360))
	BLRD MNMNM 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
    TNT1 AA 0 A_SpawnItemEx("EnragedLegendaryCyberFlameSpawner",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	TNT1 AAA 0 A_CustomMissile("EnragedLegendaryCyberFlameSpawner", random(10,80), 0, random(0,360), 2, random(0,360))
	BLRD MNMNM 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
    TNT1 AA 0 A_SpawnItemEx("EnragedLegendaryCyberFlameSpawner",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	TNT1 AAA 0 A_CustomMissile("EnragedLegendaryCyberFlameSpawner", random(10,80), 0, random(0,360), 2, random(0,360))
	DGTM NNNOOO 2 Bright A_CustomMissile("PainfulDeathKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 A 0 A_SpawnItem("EnragedDeathBallMedium")
	DGTM PPPQQQ 2 Bright A_CustomMissile("PainfulDeathKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))  
	TNT1 A 0 A_SpawnItem("EnragedDeathBallMedium")	
	DGTM SSSTTT 2 Bright A_CustomMissile("PainfulDeathKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))  
	TNT1 A 0 A_SpawnItem("EnragedDeathBallMedium")
	DGTM UUUVVV 2 Bright A_CustomMissile("PainfulDeathKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 AAAAAAAA 0 A_CustomMissile("SmokeFX3", Random(20,80), 0, random(0,360), 2, random(0,360))
	DGTM V 5 A_Scream
	TNT1 A 0 A_SpawnItemEx("ScrollOfHellfire",0,0,8,random(0,8),random(0,8),2,random(0,360),0,138)
	TNT1 A 0 A_SpawnItemEx("DisasterExplosion")
    TNT1 A 0 ACS_NamedExecuteAlways("SetDefaultSky")
	DGTM "X" 6 A_Fall
	DGTM "Y" 6
	DGTM "Z" 1 A_Playsound("Terminator/terstepA")
	DGTM "Z" 5 
	TNT1 A 0 A_Print("GOD SLAIN!")
	TNT1 A 0 A_SpawnItem("BodyCrash")
	DGTM [ -1 Bright A_KillMaster
	stop
	}
}

Actor INFBloodGodTerminator : BloodGodTerminator
{
Tag "\c[i7]Blood God Terminator\c-"
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_Jump(140,"Remove")
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("TrueLegendaryRuneSpawnCheck") == 2,1)
	Goto Remove
  Idle:
	TNT1 A 0 A_SpawnItem("InsanityFlameSpawner",0,0,0,0)
	DGTM A 10 A_Look
	Loop
  Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("Cyberdemon",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
	}
}
