Actor TargetIsACyberdemon : Inventory
{
inventory.maxamount 1
}

actor Cyberdemon_2 : Cyberdemon//RGAMonster
{
  Obituary "%o was splattered by the cyberdemon."
  Health 6000
  Radius 40
  Height 110
  Mass 2000
  Speed 16
  MinMissileChance 160
  PainChance 20
  PainChance "Sniper", 40
  PainChance "Cyber", 40
  PainChance "Shotgungib", 15
  PainChance "Shotgun", 15
  PainChance "Dragon", 6
  PainChance "DragonF", 6
  PainChance "Dragonsplosion", 6
  PainChance "RGAFire", 6
  PainChance "Explosion", 25
  PainChance "ExplosionF", 25
  PainChance "ExplosionC", 25
  PainChance "NormalExplode", 25
  PainChance "Knife", 255
  PainChance "SewUpYou", 40
  PainChance "BuildFriendDamage", 40
  PainChance "ISABELLESROMANTICLOVE", 40
  SeeSound "cyber/sight"
  PainSound "cyber/pain"
  DeathSound "cyber/death"
  ActiveSound "cyber/active"
  MONSTER
  +BOSS
  +FLOORCLIP
  -NORADIUSDMG
  +DONTMORPH
  +MISSILEMORE
  //+QUICKTORETALIATE
  +BOSSDEATH
  +DONTHARMSPECIES
  +NOICEDEATH
  Species "Cyberdemon"
  DamageFactor "RGABullet", 1.3
  DamageFactor "Shotgungib", 1.0
  DamageFactor "Shotgun", 1.0
  DamageFactor "Rifle", 1.45
  DamageFactor "Knife", 2.15
  DamageFactor "LMG", 1.8
  DamageFactor "BigPistol", 1.9
  DamageFactor "Stun", 1.2
  DamageFactor "Stun2", 1.2
  DamageFactor "Stun3", 1.2
  DamageFactor "BarrelBoom", 2.0
  DamageFactor "ScriptedMarine", 0.6
  DamageFactor "Revive", 0.0
  DamageFactor "Explosion", 2.2
  DamageFactor "ExplosionF", 3.3
  DamageFactor "ExplosionC", 2.2
  DamageFactor "NormalExplode", 1.6
  DamageFactor "Cyber", 3.52
  DamageFactor "Sniper", 1.15
  DamageFactor "Dragon", 0.8
  DamageFactor "DragonF", 1.2
  DamageFactor "Dragonsplosion", 0.67
  DamageFactor "RGAFire", 0.9//0.8
  DamageFactor "Step", 0.0
  DamageFactor "BuildFriendDamage", 1.4
  DamageFactor "SewUpYou", 1.4
  DropItem "Soulsphere3"
  Tag "Cyberdemon"
  States
  {
  Spawn:
    CYBR A 0
    CYBR A 0 A_CheckFlag("Friendly",2)
    CYBR A 0 Thing_SetSpecial(0,226,613,0,random(100,125))
	CYBR A 0 A_GiveInventory("TargetIsACyberdemon",1)
    CYBR A 35
  Idle:
    CYBR AAAABBB 10 A_Look
    Loop
  See2:
    CYBR A 0 A_PlaySound("cyber/hoof")
    CYBR AABBCC 3 A_Chase("","")
    CYBR D 0 A_PlaySound("spider/walk")
    CYBR DD 3 A_Chase("Melee","")
  See:
    CYBR A 0 A_PlaySound("cyber/hoof")
    CYBR AABBCC 3 A_Chase("","Missile")
    CYBR D 0 A_PlaySound("spider/walk")
    CYBR DD 3 A_Chase
    CYBR A 0 A_PlaySound("cyber/hoof")
    CYBR AABBCC 3 A_Chase("","Missile")
    CYBR D 0 A_PlaySound("spider/walk")
    CYBR DD 3 A_Chase
    CYBR D 0 A_SpawnItemEx("CyberStepDamage",0,0,50,0,0,0,0,0,0)
    loop
  Melee:
  Missile:
    CYBR E 0 A_JumpIfCloser(384,2)
    CYBR E 0 A_Jump(40,"Missile3")
    CYBR E 0 A_Jump(104,3)
    CYBR E 0 A_JumpIfCloser(384,"MissileCloser")
    CYBR E 0 A_JumpIfCloser(1152,"MissileClose")
    CYBR E 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",4,0,0)) == 1, 3)
    CYBR E 0 A_JumpIfInventory("BreathWait",10,2)
    CYBR E 0 A_Jump(3,"Missile2")//10
    CYBR E 5 A_FaceTarget
    CYBR F 0 BRIGHT A_FaceTarget
	CYBR F 0 BRIGHT A_PlayWeaponSound("weapons/rocklf")
    CYBR F 0 BRIGHT A_CustomMissile("CyberRocket",44,-16)
    CYBR F 12 BRIGHT A_FaceTarget
    CYBR EE 5 A_FaceTarget
    CYBR F 0 BRIGHT A_FaceTarget
	CYBR F 0 BRIGHT A_PlayWeaponSound("weapons/rocklf")
    CYBR F 0 BRIGHT A_CustomMissile("CyberRocket",44,-16)
    CYBR F 12 BRIGHT A_FaceTarget
    CYBR EE 5 A_FaceTarget
    CYBR F 0 BRIGHT A_FaceTarget
	CYBR F 0 BRIGHT A_PlayWeaponSound("weapons/rocklf")
    CYBR F 0 BRIGHT A_CustomMissile("CyberRocket",44,-16)
    CYBR F 12 BRIGHT A_FaceTarget
    CYBR E 5
    goto See
  MissileClose:
    CYBR E 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",4,0,0)) == 1, 3)
    CYBR E 0 A_JumpIfInventory("BreathWait",10,2)
    CYBR E 0 A_Jump(6,"Missile2")//10
    CYBR E 5 A_FaceTarget
    CYBR F 0 BRIGHT A_FaceTarget
	CYBR F 0 BRIGHT A_PlayWeaponSound("weapons/rocklf")
    CYBR F 0 BRIGHT A_CustomMissile("CyberRocket",44,-16,-5)
    CYBR F 12 BRIGHT A_FaceTarget
    CYBR EE 5 A_FaceTarget
    CYBR F 0 BRIGHT A_FaceTarget
	CYBR F 0 BRIGHT A_PlayWeaponSound("weapons/rocklf")
    CYBR F 0 BRIGHT A_CustomMissile("CyberRocket",44,-16)
    CYBR F 12 BRIGHT A_FaceTarget
    CYBR EE 5 A_FaceTarget
    CYBR F 0 BRIGHT A_FaceTarget
	CYBR F 0 BRIGHT A_PlayWeaponSound("weapons/rocklf")
    CYBR F 0 BRIGHT A_CustomMissile("CyberRocket",44,-16,5)
    CYBR F 12 BRIGHT A_FaceTarget
    CYBR E 5
    goto See
  MissileCloser:
    CYBR E 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",4,0,0)) == 1, 3)
    CYBR E 0 A_JumpIfInventory("BreathWait",10,2)
    CYBR E 0 A_Jump(12,"Missile2")//10
    CYBR E 5 A_FaceTarget
    CYBR F 0 BRIGHT A_FaceTarget
	CYBR F 0 BRIGHT A_PlayWeaponSound("weapons/rocklf")
    CYBR F 0 BRIGHT A_CustomMissile("CyberRocket",44,-16,12)
    CYBR F 12 BRIGHT A_FaceTarget
    CYBR EE 5 A_FaceTarget
    CYBR F 0 BRIGHT A_FaceTarget
	CYBR F 0 BRIGHT A_PlayWeaponSound("weapons/rocklf")
    CYBR F 0 BRIGHT A_CustomMissile("CyberRocket",44,-16)
    CYBR F 12 BRIGHT A_FaceTarget
    CYBR EE 5 A_FaceTarget
    CYBR F 0 BRIGHT A_FaceTarget
	CYBR F 0 BRIGHT A_PlayWeaponSound("weapons/rocklf")
    CYBR F 0 BRIGHT A_CustomMissile("CyberRocket",44,-16,-12)
    CYBR F 12 BRIGHT A_FaceTarget
    CYBR E 5
    goto See
  Missile2:
    CYBR E 5
	CYBR F 0 BRIGHT A_GiveInventory("BreathWait",1)
    CYBR F 0 BRIGHT A_PlayWeaponSound("brain/spit")
    CYBR F 12 BRIGHT A_SpawnItemEx("BruiserCube",8,-16,44,8,0,0,-18,SXF_SETMASTER)
    CYBR EE 5
	CYBR F 0 BRIGHT A_GiveInventory("BreathWait",1)
    CYBR F 0 BRIGHT A_PlayWeaponSound("brain/spit")
    CYBR F 12 BRIGHT A_SpawnItemEx("StoneKnightCube",8,-16,44,8,0,0,0,SXF_SETMASTER)
    CYBR EE 5
	CYBR F 0 BRIGHT A_GiveInventory("BreathWait",1)
    CYBR F 0 BRIGHT A_PlayWeaponSound("brain/spit")
    CYBR F 12 BRIGHT A_SpawnItemEx("BruiserCube",8,-16,44,8,0,0,18,SXF_SETMASTER)
    CYBR E 5
    goto See2
  Missile3:
    CYBR E 0 A_JumpIfInTargetInventory("Perk2_ColdBlooded_PRO",1,"Missile3Dumb")
    CYBR E 0 A_JumpIfInTargetInventory("PowerInvisibility",1,"Missile3Dumb")
    CYBR E 5 A_FaceTarget
    CYBR E 10 A_PlaySound("cyber/sight")
    CYBR F 0 BRIGHT A_FaceTarget
	CYBR F 0 BRIGHT A_PlayWeaponSound("weapons/rocklf2")
    CYBR F 0 BRIGHT A_CustomMissile("CyberRocket2Lock",44,-16)
    CYBR F 8 BRIGHT A_FaceTarget
    CYBR E 4 A_FaceTarget
    CYBR F 0 BRIGHT A_FaceTarget
	CYBR F 0 BRIGHT A_PlayWeaponSound("weapons/rocklf2")
    CYBR F 0 BRIGHT A_CustomMissile("CyberRocket2Lock",44,-16)
    CYBR F 8 BRIGHT A_FaceTarget
    CYBR EEE 5
    goto See
  Missile3Dumb:
    CYBR E 5 A_FaceTarget
    CYBR E 10 A_PlaySound("cyber/sight")
    CYBR F 0 BRIGHT A_FaceTarget
	CYBR F 0 BRIGHT A_PlayWeaponSound("weapons/rocklf2")
    CYBR F 0 BRIGHT A_CustomMissile("CyberRocket2",44,-16)
    CYBR F 8 BRIGHT A_FaceTarget
    CYBR E 4 A_FaceTarget
    CYBR F 0 BRIGHT A_FaceTarget
	CYBR F 0 BRIGHT A_PlayWeaponSound("weapons/rocklf2")
    CYBR F 0 BRIGHT A_CustomMissile("CyberRocket2",44,-16)
    CYBR F 8 BRIGHT A_FaceTarget
    CYBR EEE 5
    goto See
  Pain.Sniper:
  Pain.ExplosionF:
  Pain.ExplosionC:
  Pain.Explosion:
    CYBR G 0
    CYBR G 0 A_GiveToTarget("CyberXP2",1)
    CYBR G 30 A_Pain
    goto See
  Pain:
    CYBR G 0
    CYBR G 0 A_Jump(127,2)
    CYBR G 0 A_GiveToTarget("CyberXP2",1)
    CYBR G 10 A_Pain
    goto See
  Pain.Melee:
  Pain.Knife:
    CYBR G 0
    CYBR G 0 A_GiveToTarget("CyberXP",1)
    CYBR G 10 A_Pain
    goto See
  Pain.DeathExplosionCard:
  Pain.NormalExplode:
  Pain.Stun3:
  Pain.Stun2:
  Pain.Stun:
    CYBR G 30 A_Pain
    goto See
  Pain.SewUpYou:
  Pain.BuildFriendDamage:
  Pain.CCardsPoison:
  Pain.CCSpider:
  Pain.Normal:
  Pain.Cyber:
  Pain.RGAFire:
  Pain.RevenantBall:
  Pain.Ice:
  Pain.Step:
  Pain.Telefrag:
  Pain.Fire:
  Pain.Crush:
    CYBR G 10 A_Pain
    goto See
  Pain.Shotgungib:
  Pain.Shotgun:
    CYBR G 0
    CYBR G 0 A_Jump(119,2)
    CYBR G 0 A_GiveToTarget("CyberXP",1)
    CYBR G 10 A_Pain
    goto See
  Pain.Dragonsplosion:
  Pain.DragonF:
  Pain.Dragon:
    CYBR G 0
    CYBR G 0 A_Jump(167,2)
    CYBR G 0 A_GiveToTarget("CyberXP",1)
    CYBR G 10 A_Pain
    goto See
  Death.Ice:
  Death:
  XDeath:
    SPID I 0 A_GiveToTarget("RandomKillstreak",1)
    CYBR H 20
    CYBR H 0 A_Scream
    CYBR H 0 Radius_Quake(2,60,0,8,0)
    CYBR HHHHHHHHHH 5 BRIGHT A_SpawnItemEx("ExplosionMain",random(-35,35),random(-35,35),random(0,70),0,0,0,0,128,96)
    CYBR H 0 BRIGHT A_NoBlocking
    CYBR PPPPP 0 BRIGHT A_SpawnItemEx("ExplosionMain",random(-35,35),random(-35,35),random(10,80),0,0,0,0,128,56)
    CYBR P 10 BRIGHT
    CYBR P 50
    CYBR P -1 A_KillMaster
	Stop
  }
}

actor Cyberlord : Cyberdemon_2
{
  Obituary "%o was destroyed by the cyberlord."
  Health 6375
  Radius 40
  Height 110
  Mass 2000
  Speed 9
  MinMissileChance 192
  ReactionTime 12
  PainChance 20
  PainChance "Sniper", 40
  PainChance "Cyber", 40
  PainChance "Shotgungib", 15
  PainChance "Shotgun", 15
  PainChance "Dragon", 6
  PainChance "DragonF", 6
  PainChance "Dragonsplosion", 6
  PainChance "RGAFire", 6
  PainChance "Explosion", 25
  PainChance "ExplosionF", 25
  PainChance "ExplosionC", 25
  PainChance "NormalExplode", 25
  PainChance "Knife", 255
  PainChance "SewUpYou", 40
  PainChance "BuildFriendDamage", 40
  PainChance "ISABELLESROMANTICLOVE", 40
  SeeSound "lord/sight"
  PainSound "cyber/pain"
  DeathSound "lord/death"
  ActiveSound "cyber/active"
  MONSTER
  +BOSS
  +FLOORCLIP
  -NORADIUSDMG
  +DONTMORPH
  +MISSILEMORE
  //+QUICKTORETALIATE
  +BOSSDEATH
  +NOICEDEATH
  Species "Cyberdemon"
  DamageFactor "Explosion", 2.2
  DamageFactor "ExplosionF", 3.3
  DamageFactor "ExplosionC", 2.2
  DamageFactor "NormalExplode", 1.6
  DamageFactor "Cyber", 4.02//3.52
  DamageFactor "Sniper", 1.15
  DamageFactor "Dragon", 0.8
  DamageFactor "DragonF", 1.2
  DamageFactor "Dragonsplosion", 0.67
  DamageFactor "RGAFire", 0.9//0.8
  DamageFactor "Step", 0.0
  DamageFactor "BuildFriendDamage", 1.4
  DamageFactor "SewUpYou", 1.4
  DropItem "Soulsphere3"
  Tag "Cyberlord"
  States
  {
  Spawn:
    ANNI A 0
    ANNI A 0 A_CheckFlag("Friendly",2)
    ANNI A 0 Thing_SetSpecial(0,226,613,0,random(110,135))
	CYBR A 0 A_GiveInventory("TargetIsACyberdemon",1)
    ANNI A 35
  Idle:
    ANNI AAAABBB 10 A_Look
    Loop
  See2:
    ANNI A 2 A_Chase("","")
    ANNI A 0 A_PlaySound("lord/hoof")
    ANNI AAA 2 A_Chase("","")
    ANNI BBBB 2 A_Chase("","",CHF_NOPLAYACTIVE)
    ANNI C 2 A_Chase("","")
    ANNI C 0 A_PlaySound("lord/hoof")
    ANNI CCC 2 A_Chase("","")
    ANNI DDDDD 2 A_Chase("Melee","")
  See:
    ANNI A 2 A_Chase("","Missile")
    ANNI A 0 A_PlaySound("lord/hoof")
    ANNI AAA 2 A_Chase("","Missile")
    ANNI BBBB 2 A_Chase("","Missile",CHF_NOPLAYACTIVE)
    ANNI C 2 A_Chase("","Missile")
    ANNI C 0 A_PlaySound("lord/hoof")
    ANNI CCC 2 A_Chase("","Missile")
    ANNI DDDD 2 A_Chase("Melee","Missile")
    ANNI A 2 A_Chase("","Missile")
    ANNI A 0 A_PlaySound("lord/hoof")
    ANNI AAA 2 A_Chase("","Missile")
    ANNI BBBB 2 A_Chase("","Missile",CHF_NOPLAYACTIVE)
    ANNI C 0 A_SpawnItemEx("CyberStepDamage",0,0,50,0,0,0,0,0,0)
    ANNI C 2 A_Chase("","Missile")
    ANNI C 0 A_PlaySound("lord/hoof")
    ANNI CCC 2 A_Chase("","Missile")
    ANNI DDDD 2 A_Chase("Melee","Missile")
    loop
  Melee:
  Missile:
    ANNI E 0 A_JumpIfCloser(384,2)
    ANNI E 0 A_Jump(40,"Missile3")
    ANNI E 0 A_Jump(104,3)
    ANNI E 0 A_JumpIfCloser(384,"MissileCloser")
    ANNI E 0 A_JumpIfCloser(1152,"MissileClose")
    ANNI E 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",4,0,0)) == 1, 3)
    ANNI E 0 A_JumpIfInventory("BreathWait",11,2)
    ANNI E 0 A_Jump(3,"Missile2")//10
    ANNI E 0 A_Jump(249,2)
    ANNI E 0 A_PlaySound("lord/sight")
    ANNI E 7 A_FaceTarget
    ANNI F 0 BRIGHT A_FaceTarget
	ANNI F 0 BRIGHT A_PlayWeaponSound("weapons/rocklf")
	ANNI F 0 BRIGHT A_PlaySoundEx("weapons/rocklf","SoundSlot5")
    ANNI F 0 BRIGHT A_CustomMissile("CyberRocket",44,20,0)
    ANNI F 0 BRIGHT A_CustomMissile("CyberRocket",44,-20,1)
    ANNI F 14 BRIGHT A_FaceTarget
    ANNI EE 7 A_FaceTarget
    ANNI F 0 BRIGHT A_FaceTarget
	ANNI F 0 BRIGHT A_PlayWeaponSound("weapons/rocklf")
	ANNI F 0 BRIGHT A_PlaySoundEx("weapons/rocklf","SoundSlot5")
    ANNI F 0 BRIGHT A_CustomMissile("CyberRocket",44,20,-1)
    ANNI F 0 BRIGHT A_CustomMissile("CyberRocket",44,-20,0)
    ANNI F 14 BRIGHT A_FaceTarget
    ANNI E 7
    goto See
  MissileClose:
    ANNI E 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",4,0,0)) == 1, 3)
    ANNI E 0 A_JumpIfInventory("BreathWait",11,2)
    ANNI E 0 A_Jump(6,"Missile2")//10
    ANNI E 0 A_Jump(245,2)
    ANNI E 0 A_PlaySound("lord/sight")
    ANNI E 7 A_FaceTarget
    ANNI F 0 BRIGHT A_FaceTarget
	ANNI F 0 BRIGHT A_PlayWeaponSound("weapons/rocklf")
	ANNI F 0 BRIGHT A_PlaySoundEx("weapons/rocklf","SoundSlot5")
    ANNI F 0 BRIGHT A_CustomMissile("CyberRocket",44,20,2)
    ANNI F 0 BRIGHT A_CustomMissile("CyberRocket",44,-20,-3)
    ANNI F 14 BRIGHT A_FaceTarget
    ANNI EE 7 A_FaceTarget
    ANNI F 0 BRIGHT A_FaceTarget
	ANNI F 0 BRIGHT A_PlayWeaponSound("weapons/rocklf")
	ANNI F 0 BRIGHT A_PlaySoundEx("weapons/rocklf","SoundSlot5")
    ANNI F 0 BRIGHT A_CustomMissile("CyberRocket",44,20,3)
    ANNI F 0 BRIGHT A_CustomMissile("CyberRocket",44,-20,-2)
    ANNI F 14 BRIGHT A_FaceTarget
    ANNI E 7
    goto See
  MissileCloser:
    ANNI E 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",4,0,0)) == 1, 3)
    ANNI E 0 A_JumpIfInventory("BreathWait",11,2)
    ANNI E 0 A_Jump(12,"Missile2")//10
    ANNI E 0 A_Jump(241,2)
    ANNI E 0 A_PlaySound("lord/sight")
    ANNI E 7 A_FaceTarget
    ANNI F 0 BRIGHT A_FaceTarget
	ANNI F 0 BRIGHT A_PlayWeaponSound("weapons/rocklf")
	ANNI F 0 BRIGHT A_PlaySoundEx("weapons/rocklf","SoundSlot5")
    ANNI F 0 BRIGHT A_CustomMissile("CyberRocket",44,20,-3)
    ANNI F 0 BRIGHT A_CustomMissile("CyberRocket",44,-20,9)
    ANNI F 14 BRIGHT A_FaceTarget
    ANNI EE 7 A_FaceTarget
    ANNI F 0 BRIGHT A_FaceTarget
	ANNI F 0 BRIGHT A_PlayWeaponSound("weapons/rocklf")
	ANNI F 0 BRIGHT A_PlaySoundEx("weapons/rocklf","SoundSlot5")
    ANNI F 0 BRIGHT A_CustomMissile("CyberRocket",44,20,-9)
    ANNI F 0 BRIGHT A_CustomMissile("CyberRocket",44,-20,3)
    ANNI F 14 BRIGHT A_FaceTarget
    ANNI E 7
    goto See
  Missile2:
    ANNI E 7
    ANNI F 0 BRIGHT A_GiveInventory("BreathWait",2)
    ANNI F 0 BRIGHT A_PlayWeaponSound("brain/spit")
    ANNI F 0 BRIGHT A_SpawnItemEx("StoneKnightCube",8,20,44,8,0,0,-33,SXF_SETMASTER)
    ANNI F 14 BRIGHT A_SpawnItemEx("BruiserCube",8,-20,44,8,0,0,-11,SXF_SETMASTER)
    ANNI EE 7
    ANNI F 0 BRIGHT A_GiveInventory("BreathWait",2)
    ANNI F 0 BRIGHT A_PlayWeaponSound("brain/spit")
    ANNI F 0 BRIGHT A_SpawnItemEx("StoneKnightCube",8,20,44,8,0,0,11,SXF_SETMASTER)
    ANNI F 14 BRIGHT A_SpawnItemEx("BruiserCube",8,-20,44,8,0,0,33,SXF_SETMASTER)
    ANNI E 7
    goto See2
  Missile3:
    ANNI E 0 A_JumpIfInTargetInventory("Perk2_ColdBlooded_PRO",1,"Missile3Dumb")
    ANNI E 0 A_JumpIfInTargetInventory("PowerInvisibility",1,"Missile3Dumb")
    ANNI E 5 A_FaceTarget
    ANNI E 10 A_PlaySound("lord/sight")
    ANNI F 0 BRIGHT A_FaceTarget
	ANNI F 0 BRIGHT A_PlayWeaponSound("weapons/rocklf2")
	ANNI F 0 BRIGHT A_PlaySoundEx("weapons/rocklf2","SoundSlot5")
    ANNI F 0 BRIGHT A_CustomMissile("CyberRocket2Lock",44,20,0)
    ANNI F 0 BRIGHT A_CustomMissile("CyberRocket2Lock",44,-20,1)
    ANNI F 14 BRIGHT A_FaceTarget
    ANNI EEE 7
    goto See
  Missile3Dumb:
    ANNI E 5 A_FaceTarget
    ANNI E 10 A_PlaySound("lord/sight")
    ANNI F 0 BRIGHT A_FaceTarget
	ANNI F 0 BRIGHT A_PlayWeaponSound("weapons/rocklf2")
	ANNI F 0 BRIGHT A_PlaySoundEx("weapons/rocklf2","SoundSlot5")
    ANNI F 0 BRIGHT A_CustomMissile("CyberRocket2",44,20,0)
    ANNI F 0 BRIGHT A_CustomMissile("CyberRocket2",44,-20,1)
    ANNI F 14 BRIGHT A_FaceTarget
    ANNI EEE 7
    goto See
  Pain.Sniper:
  Pain.ExplosionF:
  Pain.ExplosionC:
  Pain.Explosion:
    ANNI G 0
    ANNI G 0 A_GiveToTarget("CyberXP2",1)
    ANNI G 30 A_Pain
    goto See
  Pain:
    ANNI G 0
    ANNI G 0 A_Jump(127,2)
    ANNI G 0 A_GiveToTarget("CyberXP2",1)
    ANNI G 10 A_Pain
    goto See
  Pain.Melee:
  Pain.Knife:
    ANNI G 0
    ANNI G 0 A_GiveToTarget("CyberXP",1)
    ANNI G 10 A_Pain
    goto See
  Pain.DeathExplosionCard:
  Pain.NormalExplode:
  Pain.Stun3:
  Pain.Stun2:
  Pain.Stun:
    ANNI G 30 A_Pain
    goto See
  Pain.SewUpYou:
  Pain.BuildFriendDamage:
  Pain.CCardsPoison:
  Pain.CCSpider:
  Pain.Normal:
  Pain.Cyber:
  Pain.RGAFire:
  Pain.RevenantBall:
  Pain.Ice:
  Pain.Step:
  Pain.Telefrag:
  Pain.Fire:
  Pain.Crush:
    ANNI G 10 A_Pain
    goto See
  Pain.Shotgungib:
  Pain.Shotgun:
    ANNI G 0
    ANNI G 0 A_Jump(119,2)
    ANNI G 0 A_GiveToTarget("CyberXP",1)
    ANNI G 10 A_Pain
    goto See
  Pain.Dragonsplosion:
  Pain.DragonF:
  Pain.Dragon:
    ANNI G 0
    ANNI G 0 A_Jump(167,2)
    ANNI G 0 A_GiveToTarget("CyberXP",1)
    ANNI G 10 A_Pain
    goto See
  Death.Ice:
  Death:
  XDeath:
    SPID I 0 A_GiveToTarget("RandomKillstreak",1)
    ANNI H 20
    ANNI H 0 A_Scream
    ANNI H 0 Radius_Quake(2,60,0,8,0)
    ANNI HHHHHHHHHH 5 BRIGHT A_SpawnItemEx("ExplosionMain",random(-35,35),random(-35,35),random(0,70),0,0,0,0,128,96)
    ANNI H 0 BRIGHT A_NoBlocking
    ANNI PPPPP 0 BRIGHT A_SpawnItemEx("ExplosionMain",random(-35,35),random(-35,35),random(10,80),0,0,0,0,128,56)
    ANNI P 10 BRIGHT
    ANNI P 50
    ANNI P -1 A_KillMaster
	Stop
  }
}

actor CyberRocket replaces Rocket
{
  Radius 8
  Height 8
  Speed 20
  Damage (50)
  PROJECTILE
  +FORCEXYBILLBOARD
  -ROCKETTRAIL
  Decal Scorch
  damagetype "Cyber"
  Scale 0.8
  States
  {
  Spawn:
    MISL A 0 BRIGHT
    MISL A 0 BRIGHT A_PlaySoundEx("rpg/fly","Body",1)
    MISL A 1 BRIGHT A_SpawnItemEx("FlightSmokePuff",-24,0,4,0,0,0,0,128,0)
    Goto Spawn+2
  Death:
    TNT1 A 0 Radius_Quake(3,13,0,8,0)
    TNT1 A 0 A_Explode(70,144)
    TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("ImpactSpark2", random(-32,32), random(-32,32), random(-16,24), random(-5,5), random(-5,5), random(-1,5), 0, 128, 0)
    TNT1 A 10 A_SpawnItemEx("ExplosionMain")
    TNT1 A 15
    Stop
  }
}

actor CyberRocket2 : CyberRocket
{
  -NOGRAVITY
  Gravity 0.352
  Speed 25
  Scale 0.75
  translation "128:143=80:111", "144:151=96:111", "48:75=84:111", "76:79=5:6", "112:123=84:107", "124:127=5:6", "152:159=96:111", "1:2=5:6"
  States
  {
  Spawn:
    MISL A 0
	MISL A 0 A_ScaleVelocity(0.4)
    MISL A 21 ThrustThingZ(0,15,0,1)
	MISL A 0 BRIGHT A_ChangeFlag("NOGRAVITY",1)
	MISL A 0 BRIGHT ThrustThingZ(0,15,0,1)
	MISL A 0 BRIGHT A_ScaleVelocity(2.5)
    MISL A 0 BRIGHT A_PlaySoundEx("weapons/rocklf2a","Weapon")
    MISL A 1 BRIGHT A_SpawnItemEx("MuzzleFlash4",-24,0,4,0,0,0,0,128,0)
    MISL A 0 BRIGHT A_PlaySoundEx("rpg/fly","Body",1)
	Goto Active
  Active:
    MISL A 0 BRIGHT A_SpawnItemEx("MissileExhaust",-24,0,4,0,0,0,0,128,0)
    MISL A 1 BRIGHT A_SpawnItemEx("FlightSmokePuff",-28,0,4,0,0,0,0,128,0)
    Loop
  Death:
    TNT1 A 0 Radius_Quake(3,11,0,7,0)
    TNT1 A 0 A_Explode(55,128)
    TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("ImpactSpark2", random(-28,28), random(-28,28), random(-12,20), random(-4,4), random(-4,4), random(-1,4), 0, 128, 0)
    TNT1 A 10 A_SpawnItemEx("ExplosionMain2")
    TNT1 A 15
    Stop
  }
}
actor CyberRocket2Lock : CyberRocket2
{
  +SEEKERMISSILE
  States
  {
  Spawn:
    MISL A 0
	MISL A 0 A_ScaleVelocity(0.4)
    MISL A 21 ThrustThingZ(0,15,0,1)
	MISL A 0 BRIGHT A_ChangeFlag("NOGRAVITY",1)
	MISL A 0 BRIGHT ThrustThingZ(0,15,0,1)
	MISL A 0 BRIGHT A_ScaleVelocity(2.5)
    MISL A 0 BRIGHT A_PlaySoundEx("weapons/rocklf2a","Weapon")
    MISL A 1 BRIGHT A_SpawnItemEx("MuzzleFlash4",-24,0,4,0,0,0,0,128,0)
    MISL A 0 BRIGHT A_PlaySoundEx("rpg/fly","Body",1)
	Goto Active
  Active:
    MISL A 0 BRIGHT A_SpawnItemEx("MissileExhaust",-24,0,4,0,0,0,0,128,0)
    MISL A 0 BRIGHT A_SpawnItemEx("FlightSmokePuff",-28,0,4,0,0,0,0,128,0)
    MISL A 1 BRIGHT A_SeekerMissile(2,3,SMF_PRECISE)
    Loop
  }
}