Actor TargetIsAMancubus : Inventory
{
inventory.maxamount 1
}

actor Fatso_2 : Fatso//RGAMonster
{
  Obituary "%o was squashed by a mancubus."
  Health 600//650//750
  Radius 44
  Height 64
  Mass 1000
  Speed 4
  Scale 0.97
  ReactionTime 16
  MinMissileChance 227
  PainChance 40
  PainChance "Sniper", 80
  PainChance "Fire", 16
  PainChance "Dragon", 8
  PainChance "DragonF", 8
  PainChance "Dragonsplosion", 8
  PainChance "RGAFire", 8
  PainChance "Knife", 255
  PainChance "Explosion", 255
  PainChance "ExplosionF", 255
  PainChance "ExplosionC", 255
  PainChance "NormalExplode", 255
  PainChance "Stun", 255
  PainChance "Stun2", 255
  PainChance "Stun3", 255
  PainChance "SewUpYou", 80
  PainChance "BuildFriendDamage", 80
  PainChance "ISABELLESROMANTICLOVE", 80
  SeeSound "fatso/sight"
  PainSound "fatso/pain"
  DeathSound "fatso/death"
  ActiveSound "fatso/active"
  MONSTER
  +FLOORCLIP
  +DONTHARMSPECIES
  +BOSSDEATH
  Species "Mancubi"
  DamageFactor "RGABullet", 1.3
  DamageFactor "Rifle", 1.45
  DamageFactor "Knife", 2.15
  DamageFactor "BigPistol", 1.9
  DamageFactor "Cyber", 1.9
  DamageFactor "Stun", 1.2
  DamageFactor "Stun2", 1.2
  DamageFactor "Stun3", 1.2
  DamageFactor "BarrelBoom", 2.0
  DamageFactor "ScriptedMarine", 0.6
  DamageFactor "Step", 10.0
  DamageFactor "Revive", 0.0
  DamageFactor "Fire", 0.77
  DamageFactor "Dragon", 0.54
  DamageFactor "DragonF", 0.63
  DamageFactor "Dragonsplosion", 0.45
  DamageFactor "RGAFire", 0.77
  DamageFactor "Explosion", 2.1
  DamageFactor "ExplosionF", 2.1
  DamageFactor "ExplosionC", 2.1
  DamageFactor "NormalExplode", 1.5
  DamageFactor "Sniper", 1.76
  DamageFactor "LMG", 1.98
  DamageFactor "Shotgungib", 1.1
  DamageFactor "Shotgun", 1.1
  DamageFactor "BuildFriendDamage", 1.4
  DamageFactor "SewUpYou", 1.4
  Tag "Mancubus"
  States
  {
  Spawn:
    FATT A 0
    FATT A 0 A_CheckFlag("Friendly",2)
    FATT A 0 Thing_SetSpecial(0,226,613,0,random(25,40))
	CYBR A 0 A_GiveInventory("TargetIsAMancubus",1)
    FATT A 25
  Idle:
    FATT AABB 15 A_Look
    Loop
  See2:
    FATT E 0 A_JumpIfInventory("BlindCheck",4,"SeeBlind")
    FATT EEEEFFFF 2 A_Chase("","")
  See:
    FATT A 0 A_JumpIfInventory("BlindCheck",3,"SeeBlind")
    FATT AAAABBBBCCCCDDDDEEEE 2 A_Chase("","Missile")
    FATT FFFF 2 A_Chase("","Missile",CHF_NOPLAYACTIVE)
    FATT AAAABBBBCCCCDDDDEEEE 2 A_Chase("","Missile")
    FATT FFFF 2 A_Chase("Melee","Missile",CHF_NOPLAYACTIVE)
    FATT AAAABBBBCCCCDDDDEEEE 2 A_Chase("","Missile")
    FATT FFFF 2 A_Chase("","Missile",CHF_NOPLAYACTIVE)
    FATT AAAABBBBCCCCDDDDEEEE 2 A_Chase("","Missile")
    FATT FFFF 2 A_Chase("Melee","Missile",CHF_NOPLAYACTIVE)
    FATT F 0 A_SpawnItemEx("FatStepDamage",0,0,32,0,0,0,0,0,0)
    loop
  SeeBlind:
    FATT A 0 A_Jump(128,"MissileBlind","SeeBlind2","SeeBlind2")
    FATT AAAABBBB 2 A_Wander
    FATT C 0 A_Jump(224,2)
    FATT C 0 A_Pain
    FATT CCCC 2 A_Wander
    FATT C 0 A_JumpIfInventory("BlindCheck",3,1)
    goto See+1
    FATT DDDDEEEEFFFF 2 A_Wander
    FATT F 0 A_SpawnItemEx("FatStepDamage",0,0,32,0,0,0,0,0,0)
    goto See
  SeeBlind2:
    FATT A 0 A_Jump(256,1,2,3)
    FATT AAAA 4
    FATT A 0 A_Jump(224,2)
    FATT A 0 A_Pain
    FATT AA 4
    FATT A 0 A_JumpIfInventory("BlindCheck",3,1)
    goto See+1
    FATT A 0 A_Jump(256,1,2,3,4)
    FATT AAAAAA 4
    goto See
  MissileBlind:
    FATT G 0 A_Jump(64,"MissileBlind2")
    FATT G 20 A_PlayWeaponSound("fatso/raiseguns")
    FATT H 0 BRIGHT A_PlaySound("fatso/guns")
    FATT H 0 BRIGHT A_CustomMissile("FatShot2",30,-24,random(125,2125)/100.00,2,random(-500,500)/100.00)
    FATT H 10 BRIGHT A_CustomMissile("FatShot2",30,24,random(-1000,1000)/100.00,2,random(-500,500)/100.00)
    FATT IG 5
    FATT H 0 BRIGHT A_PlaySound("fatso/guns")
    FATT H 0 BRIGHT A_CustomMissile("FatShot2",30,-24,random(-1000,1000)/100.00,2,random(-500,500)/100.00)
    FATT H 10 BRIGHT A_CustomMissile("FatShot2",30,24,random(-2125,-125)/100.00,2,random(-500,500)/100.00)
    FATT IG 5
    FATT H 0 BRIGHT A_PlaySound("fatso/guns")
    FATT H 0 BRIGHT A_CustomMissile("FatShot2",30,-24,random(-438,1522)/100.00,2,random(-500,500)/100.00)
    FATT H 10 BRIGHT A_CustomMissile("FatShot2",30,24,random(-1522,438)/100.00,2,random(-500,500)/100.00)
    FATT IG 5
    goto See2
  MissileBlind2:
    FATT G 15 A_PlayWeaponSound("fatso/raiseguns")
    FATT H 0 BRIGHT A_PlaySound("dragon/fire")
    FATT H 0 BRIGHT A_CustomMissile("FatsoFire",30,-26,random(-650,350)/100.00,2)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFire",30,26,random(-350,650)/100.00,2)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFireLight",30,-26,random(-550,250)/100.00,2)
    FATT H 2 BRIGHT A_CustomMissile("FatsoFireLight",30,26,random(-250,550)/100.00,2)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFire",30,-26,random(-500,500)/100.00,2)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFire",30,26,random(-500,500)/100.00,2)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFireLight",30,-26,random(-400,400)/100.00,2)
    FATT H 2 BRIGHT A_CustomMissile("FatsoFireLight",30,26,random(-400,400)/100.00,2)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFire",30,-26,random(-350,650)/100.00,2)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFire",30,26,random(-650,350)/100.00,2)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFireLight",30,-26,random(-250,550)/100.00,2)
    FATT H 2 BRIGHT A_CustomMissile("FatsoFireLight",30,26,random(-550,250)/100.00,2)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFire",30,-26,random(-200,800)/100.00,2)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFire",30,26,random(-800,200)/100.00,2)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFireLight",30,-26,random(-100,700)/100.00,2)
    FATT H 2 BRIGHT A_CustomMissile("FatsoFireLight",30,26,random(-700,100)/100.00,2)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFire",30,-26,random(-50,950)/100.00,2)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFire",30,26,random(-950,50)/100.00,2)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFireLight",30,-26,random(50,850)/100.00,2)
    FATT H 2 BRIGHT A_CustomMissile("FatsoFireLight",30,26,random(-850,-50)/100.00,2)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFire",30,-26,random(100,1000)/100.00,2)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFire",30,26,random(-1000,-100)/100.00,2)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFireLight",30,-26,random(200,900)/100.00,2)
    FATT H 2 BRIGHT A_CustomMissile("FatsoFireLight",30,26,random(-900,200)/100.00,2)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFire",30,-26,random(250,1150)/100.00,2)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFire",30,26,random(-1150,-250)/100.00,2)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFireLight",30,-26,random(350,1050)/100.00,2)
    FATT H 5 BRIGHT A_CustomMissile("FatsoFireLight",30,26,random(-1050,-350)/100.00,2)
    FATT IG 15
    FATT H 0 BRIGHT A_PlaySound("fatso/guns")
    FATT H 0 BRIGHT A_CustomMissile("FatShot2",30,-24,random(-438,1522)/100.00,2,random(-500,500)/100.00)
    FATT H 10 BRIGHT A_CustomMissile("FatShot2",30,24,random(-1522,438)/100.00,2,random(-500,500)/100.00)
    FATT IG 5
    goto See2
  Melee:
    FATT G 0 A_Jump(31,"MissileCont")
  MeleeCont:
    FATT G 15 A_FatRaise
    FATT H 0 BRIGHT A_PlaySound("dragon/fire")
    FATT H 0 BRIGHT A_CustomMissile("FatsoFire",30,-26,random(-650,350)/100.00)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFire",30,26,random(-350,650)/100.00)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFireLight",30,-26,random(-550,250)/100.00)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFireLight",30,26,random(-250,550)/100.00)
    FATT H 2 BRIGHT A_FaceTarget
    FATT H 0 BRIGHT A_CustomMissile("FatsoFire",30,-26,random(-500,500)/100.00)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFire",30,26,random(-500,500)/100.00)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFireLight",30,-26,random(-400,400)/100.00)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFireLight",30,26,random(-400,400)/100.00)
    FATT H 2 BRIGHT A_FaceTarget
    FATT H 0 BRIGHT A_CustomMissile("FatsoFire",30,-26,random(-350,650)/100.00)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFire",30,26,random(-650,350)/100.00)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFireLight",30,-26,random(-250,550)/100.00)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFireLight",30,26,random(-550,250)/100.00)
    FATT H 2 BRIGHT A_FaceTarget
    FATT H 0 BRIGHT A_CustomMissile("FatsoFire",30,-26,random(-200,800)/100.00)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFire",30,26,random(-800,200)/100.00)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFireLight",30,-26,random(-100,700)/100.00)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFireLight",30,26,random(-700,100)/100.00)
    FATT H 2 BRIGHT A_FaceTarget
    FATT H 0 BRIGHT A_CustomMissile("FatsoFire",30,-26,random(-50,950)/100.00)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFire",30,26,random(-950,50)/100.00)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFireLight",30,-26,random(50,850)/100.00)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFireLight",30,26,random(-850,-50)/100.00)
    FATT H 2 BRIGHT A_FaceTarget
    FATT H 0 BRIGHT A_CustomMissile("FatsoFire",30,-26,random(100,1000)/100.00)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFire",30,26,random(-1000,-100)/100.00)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFireLight",30,-26,random(200,900)/100.00)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFireLight",30,26,random(-900,200)/100.00)
    FATT H 2 BRIGHT A_FaceTarget
    FATT H 0 BRIGHT A_CustomMissile("FatsoFire",30,-26,random(250,1150)/100.00)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFire",30,26,random(-1150,-250)/100.00)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFireLight",30,-26,random(350,1050)/100.00)
    FATT H 0 BRIGHT A_CustomMissile("FatsoFireLight",30,26,random(-1050,-350)/100.00)
    FATT H 5 BRIGHT A_FaceTarget
    FATT IG 15 A_FaceTarget
    FATT H 0 BRIGHT A_PlaySound("fatso/guns")
    FATT H 0 BRIGHT A_CustomMissile("FatShot2",30,-24,5.625)
    FATT H 0 BRIGHT A_CustomMissile("FatShot2",30,24,-5.625)
    FATT H 10 BRIGHT A_FaceTarget
    FATT IG 5
    goto See2
  Missile:
    FATT G 0 A_Jump(63,2)
    FATT G 0 A_JumpIfCloser(332,"MeleeCont")
  MissileCont:
    FATT G 0 A_Jump(47,2)
    FATT G 0 A_JumpIfCloser(960,"Missile2")
    FATT G 0 A_JumpIfInTargetInventory("PowerInvisibility",1,"MissileDumb")
    FATT G 20 A_FatRaise
    FATT H 0 BRIGHT A_PlaySound("fatso/guns")
    FATT H 0 BRIGHT A_CustomMissile("FatShot2",30,-24,4.5)//1.125)
    FATT H 0 BRIGHT A_CustomMissile("FatShot2",30,24)
    FATT H 10 BRIGHT A_FaceTarget
    FATT IG 5 A_FaceTarget
    FATT H 0 BRIGHT A_PlaySound("fatso/guns")
    FATT H 0 BRIGHT A_CustomMissile("FatShot2",30,-24)
    FATT H 0 BRIGHT A_CustomMissile("FatShot2",30,24,-4.5)//-1.125)
    FATT H 10 BRIGHT A_FaceTarget
    FATT IG 5 A_FaceTarget
    FATT H 0 BRIGHT A_PlaySound("fatso/guns")
    FATT H 0 BRIGHT A_CustomMissile("FatShot2",30,-24,2.25)//5.50)
    FATT H 0 BRIGHT A_CustomMissile("FatShot2",30,24,-2.25)//-5.50)
    FATT H 10 BRIGHT A_FaceTarget
    FATT IG 5
    goto See2
  MissileDumb:
    FATT GG 20 A_FatRaise
    FATT H 0 BRIGHT A_PlaySound("fatso/guns")
    FATT H 0 BRIGHT A_CustomMissile("FatShot2",30,-24,4.5)//1.125)
    FATT H 0 BRIGHT A_CustomMissile("FatShot2",30,24)
    FATT H 10 BRIGHT A_FaceTarget
    FATT IIGG 5 A_FaceTarget
    FATT H 0 BRIGHT A_PlaySound("fatso/guns")
    FATT H 0 BRIGHT A_CustomMissile("FatShot2",30,-24)
    FATT H 0 BRIGHT A_CustomMissile("FatShot2",30,24,-4.5)//-1.125)
    FATT H 10 BRIGHT A_FaceTarget
    FATT IIGG 5 A_FaceTarget
    FATT H 0 BRIGHT A_PlaySound("fatso/guns")
    FATT H 0 BRIGHT A_CustomMissile("FatShot2",30,-24,2.25)//5.50)
    FATT H 0 BRIGHT A_CustomMissile("FatShot2",30,24,-2.25)//-5.50)
    FATT H 10 BRIGHT A_FaceTarget
    FATT IIGG 5
    goto See2
  Missile2:
    FATT G 0 A_JumpIfInTargetInventory("PowerInvisibility",1,"MissileDumb2")
    FATT G 20 A_FatRaise
    FATT H 0 BRIGHT A_PlaySound("fatso/guns")
    FATT H 0 BRIGHT A_CustomMissile("FatShot2",30,-24,11.25)
    FATT H 0 BRIGHT A_CustomMissile("FatShot2",30,24)
    FATT H 10 BRIGHT A_FaceTarget
    FATT IG 5 A_FaceTarget
    FATT H 0 BRIGHT A_PlaySound("fatso/guns")
    FATT H 0 BRIGHT A_CustomMissile("FatShot2",30,-24)
    FATT H 0 BRIGHT A_CustomMissile("FatShot2",30,24,-11.25)
    FATT H 10 BRIGHT A_FaceTarget
    FATT IG 5 A_FaceTarget
    FATT H 0 BRIGHT A_PlaySound("fatso/guns")
    FATT H 0 BRIGHT A_CustomMissile("FatShot2",30,-24,5.625)
    FATT H 0 BRIGHT A_CustomMissile("FatShot2",30,24,-5.625)
    FATT H 10 BRIGHT A_FaceTarget
    FATT IG 5
    goto See2
  MissileDumb2:
    FATT GG 20 A_FatRaise
    FATT H 0 BRIGHT A_PlaySound("fatso/guns")
    FATT H 0 BRIGHT A_CustomMissile("FatShot2",30,-24,11.25)
    FATT H 0 BRIGHT A_CustomMissile("FatShot2",30,24)
    FATT H 10 BRIGHT A_FaceTarget
    FATT IIGG 5 A_FaceTarget
    FATT H 0 BRIGHT A_PlaySound("fatso/guns")
    FATT H 0 BRIGHT A_CustomMissile("FatShot2",30,-24)
    FATT H 0 BRIGHT A_CustomMissile("FatShot2",30,24,-11.25)
    FATT H 10 BRIGHT A_FaceTarget
    FATT IIGG 5 A_FaceTarget
    FATT H 0 BRIGHT A_PlaySound("fatso/guns")
    FATT H 0 BRIGHT A_CustomMissile("FatShot2",30,-24,5.625)
    FATT H 0 BRIGHT A_CustomMissile("FatShot2",30,24,-5.625)
    FATT H 10 BRIGHT A_FaceTarget
    FATT IIGG 5
    goto See2
  Pain.Stun3:
    FATT J 0 ACS_NamedExecuteAlways("RefStun",0,2,0,0)
    goto Pain
  Pain.Stun2:
    FATT J 0 ACS_NamedExecuteAlways("RefStun",0,1,0,0)
    goto Pain
  Pain.Stun:
    FATT J 0 ACS_NamedExecuteAlways("RefStun",0,0,0,0)
    goto Pain
  Pain.NormalExplode:
  Pain.Sniper:
  Pain.ExplosionF:
  Pain.ExplosionC:
  Pain.Explosion:
    FATT J 3
    FATT J 9 A_Pain
    goto See
  Pain:
    FATT J 3
    FATT J 3 A_Pain
    goto See
  Death:
    FATT K 6
    FATT L 6 A_Scream
    FATT M 6 A_NoBlocking
    FATT NOPQ 6
    FATT RRSS 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-3,3),random(-3,3),random(2,5),0,0,0)
    FATT T 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, 2)
    FATT T -1 A_BossDeath
    Stop
    FATT T 5250 CanRaise A_BossDeath
    FATT TTTTT 5250 CanRaise
    FATT TTTTTTTTT 2 A_FadeOut(0.1)
    Stop
  Death.Knife:
    FATT K 6
    FATT L 6 A_Scream
    FATT M 6 A_NoBlocking
    FATT NOPQ 6
    FATT RRSS 3 A_SpawnItemEx("ArmorBonus_3",0,0,0,random(-3,3),random(-3,3),random(2,5),0,0,0)
    FATT T 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, 2)
    FATT T -1 A_BossDeath
    Stop
    FATT T 5250 CanRaise A_BossDeath
    FATT TTTTT 5250 CanRaise
    FATT TTTTTTTTT 2 A_FadeOut(0.1)
    Stop
  Death.Ice:
    "####" # 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" # 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" # 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" # 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" # 5 A_GenericFreezeDeath
    "----" A 1 A_FreezeDeathChunks
    wait
  Raise:
    FATT R 0
    FATT R 5 Thing_SetSpecial(0,226,613,0,random(13,19))
    FATT QPONMLK 5
    goto See
  }
}

actor FatsoFire : FlameThrowerFire
{
  Speed 14
  Scale 0.65
  Damagetype "RGAFire"//"Fire"
  Damage (0)
  States
  {
  Spawn:
    FLMD A 0
    FLMD A 0 A_ScaleVelocity(frandom(0.95,1.05))
    FLMD A 1
    FLMD A 2 A_Explode(6,80,0)
    FLMD A 0 BRIGHT A_Explode(6,72,0)
    FLMD A 1 BRIGHT A_FadeIn(0.13)
    FLMD AA 1 BRIGHT A_FadeIn(0.15)
    FLMD B 0 BRIGHT A_Explode(6,64,0)
    FLMD BBB 1 BRIGHT A_FadeIn(0.12)
    FLMD CDEFG 3 BRIGHT A_Explode(6,64,0)
    FLMD H 0 BRIGHT A_Explode(5,56,0)
    FLMD HH 2 BRIGHT A_FadeOut(0.1)
    FLMD I 0 BRIGHT A_Explode(4,48,0)
    FLMD II 2 BRIGHT A_FadeOut(0.15)
    FLMD J 0 BRIGHT A_Explode(3,40,0)
    FLMD J 3 BRIGHT A_FadeOut(0.15)
    TNT1 A 15 BRIGHT A_ScaleVelocity(0)
    Stop
  }
}

actor FatsoFireLight : FatsoFire
{
  -FORCERADIUSDMG
  States
  {
  Spawn:
    FLMD A 0
    FLMD A 0 A_ScaleVelocity(frandom(0.95,1.05))
    FLMD A 1
    FLMD A 2
    FLMD A 1 BRIGHT A_FadeIn(0.13)
    FLMD AA 1 BRIGHT A_FadeIn(0.15)
    FLMD BBB 1 BRIGHT A_FadeIn(0.12)
    FLMD CDEFG 3 BRIGHT
    FLMD HH 2 BRIGHT A_FadeOut(0.1)
    FLMD II 2 BRIGHT A_FadeOut(0.15)
    FLMD J 3 BRIGHT A_FadeOut(0.15)
    TNT1 A 15 BRIGHT A_ScaleVelocity(0)
    Stop
  Death:
    "####" # 0 BRIGHT A_SpawnItemEx("FireballPuff",0,0,0,0,0,0,0,128,0)
    "####" # 2 BRIGHT A_FadeOut(0.1,0)
    "####" # 3 BRIGHT A_FadeOut(0.1,0)
    "####" # 2 BRIGHT A_FadeOut(0.1,0)
    "####" # 3 BRIGHT A_FadeOut(0.1,0)
    "####" # 2 BRIGHT A_FadeOut(0.1,0)
    "####" # 3 BRIGHT A_FadeOut(0.1,0)
    "####" # 2 BRIGHT A_FadeOut(0.1,0)
    "####" # 3 BRIGHT A_FadeOut(0.1,0)
    "####" # 2 BRIGHT A_FadeOut(0.1,0)
    "####" # 3 BRIGHT A_FadeOut(0.1,0)
    Stop
  }
}

ACTOR Hectebus_2 : Fatso_2
{
  Health 800//850//1050
  Scale 0.99
  ReactionTime 16
  MinMissileChance 227
  PainChance 30
  PainChance "Sniper", 60
  PainChance "Fire", 12
  PainChance "Dragon", 6
  PainChance "DragonF", 6
  PainChance "Dragonsplosion", 6
  PainChance "RGAFire", 6
  PainChance "Knife", 255
  PainChance "Explosion", 255
  PainChance "ExplosionF", 255
  PainChance "ExplosionC", 255
  PainChance "NormalExplode", 255
  PainChance "Stun", 255
  PainChance "Stun2", 255
  PainChance "Stun3", 255
  PainChance "SewUpYou", 60
  PainChance "BuildFriendDamage", 60
  PainChance "ISABELLESROMANTICLOVE", 60
  Obituary "%o was cremated by a hectebus."
  bloodcolor "DarkRed"
  Tag "Hectebus"
  States
  {
  Spawn:
    HECT A 0
    HECT A 0 A_CheckFlag("Friendly",2)
    HECT A 0 Thing_SetSpecial(0,226,613,0,random(35,60))
	CYBR A 0 A_GiveInventory("TargetIsAMancubus",1)
    HECT A 25
  Idle:
    HECT AABB 15 A_Look
    Loop
  See3:
    HECT C 0 A_JumpIfInventory("BlindCheck",4,"SeeBlind")
    HECT DDDDEE 2 A_Chase("","")
  See2:
    HECT E 0 A_JumpIfInventory("BlindCheck",4,"SeeBlind")
    HECT EEFFFF 2 A_Chase("","")
  See:
    HECT A 0 A_JumpIfInventory("BlindCheck",4,"SeeBlind")
    HECT AAAABBBBCCCCDDDDEEEE 2 A_Chase("","Missile")
    HECT FFFF 2 A_Chase("","Missile",CHF_NOPLAYACTIVE)
    HECT AAAABBBBCCCCDDDDEEEE 2 A_Chase("","Missile")
    HECT FFFF 2 A_Chase("Melee","Missile",CHF_NOPLAYACTIVE)
    HECT AAAABBBBCCCCDDDDEEEE 2 A_Chase("","Missile")
    HECT FFFF 2 A_Chase("","Missile",CHF_NOPLAYACTIVE)
    HECT AAAABBBBCCCCDDDDEEEE 2 A_Chase("","Missile")
    HECT FFFF 2 A_Chase("Melee","Missile",CHF_NOPLAYACTIVE)
    HECT F 0 A_SpawnItemEx("FatStepDamage",0,0,32,0,0,0,0,0,0)
    Loop
  SeeBlind:
    HECT A 0 A_Jump(128,"MissileBlind","SeeBlind2","SeeBlind2")
    HECT AAAABBBB 2 A_Wander
    HECT C 0 A_Jump(224,2)
    HECT C 0 A_Pain
    HECT CCCC 2 A_Wander
    HECT C 0 A_JumpIfInventory("BlindCheck",4,1)
    goto See+1
    HECT DDDDEEEEFFFF 2 A_Wander
    HECT F 0 A_SpawnItemEx("FatStepDamage",0,0,32,0,0,0,0,0,0)
    goto See
  SeeBlind2:
    HECT A 0 A_Jump(256,1,2,3)
    HECT AAA 4
    HECT A 0 A_Jump(224,2)
    HECT A 0 A_Pain
    HECT A 4
    HECT A 0 A_JumpIfInventory("BlindCheck",4,1)
    goto See+1
    HECT A 0 A_Jump(256,1,2,3,4)
    HECT AAAA 4
    goto See
  MissileBlind:
    HECT G 0 A_Jump(64,"MissileBlind2")
    HECT G 18 A_PlaySound("fatso/raiseguns")
    HECT H 0 BRIGHT A_PlaySound("fatso/guns")
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,random(-550,1450)/100.00,2,random(-500,500)/100.00)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,random(-1000,1000)/100.00,2,random(-500,500)/100.00)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,random(-775,1225)/100.00,2,random(-500,500)/100.00)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,random(-325,1675)/100.00,2,random(-500,500)/100.00)
    HECT H 9 BRIGHT  
    HECT IG 4 
    HECT H 0 BRIGHT A_PlaySound("fatso/guns")
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,random(-1675,325)/100.00,2,random(-500,500)/100.00)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,random(-1225,775)/100.00,2,random(-500,500)/100.00)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,random(-1000,1000)/100.00,2,random(-500,500)/100.00)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,random(-1450,550)/100.00,2,random(-500,500)/100.00)
    HECT H 9 BRIGHT
    HECT IG 4
    HECT H 0 BRIGHT A_PlaySound("fatso/guns")
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,random(-1675,325)/100.00,2,random(-500,500)/100.00)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,random(-1225,775)/100.00,2,random(-500,500)/100.00)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,random(-775,1225)/100.00,2,random(-500,500)/100.00)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,random(-325,1675)/100.00,2,random(-500,500)/100.00)
    HECT H 9 BRIGHT
    HECT IG 4
    Goto See2
  MissileBlind2:
    HECT G 15 A_PlayWeaponSound("fatso/raiseguns")
    HECT H 0 BRIGHT A_PlaySound("dragon/fire")
    HECT H 0 BRIGHT A_CustomMissile("HectFire",30,-26,random(-650,350)/100.00,2)
    HECT H 0 BRIGHT A_CustomMissile("HectFire",30,26,random(-350,650)/100.00,2)
    HECT H 0 BRIGHT A_CustomMissile("HectFireLight",30,-26,random(-550,250)/100.00,2)
    HECT H 2 BRIGHT A_CustomMissile("HectFireLight",30,26,random(-250,550)/100.00,2)
    HECT H 0 BRIGHT A_CustomMissile("HectFire",30,-26,random(-500,500)/100.00,2)
    HECT H 0 BRIGHT A_CustomMissile("HectFire",30,26,random(-500,500)/100.00,2)
    HECT H 0 BRIGHT A_CustomMissile("HectFireLight",30,-26,random(-400,400)/100.00,2)
    HECT H 2 BRIGHT A_CustomMissile("HectFireLight",30,26,random(-400,400)/100.00,2)
    HECT H 0 BRIGHT A_CustomMissile("HectFire",30,-26,random(-350,650)/100.00,2)
    HECT H 0 BRIGHT A_CustomMissile("HectFire",30,26,random(-650,350)/100.00,2)
    HECT H 0 BRIGHT A_CustomMissile("HectFireLight",30,-26,random(-250,550)/100.00,2)
    HECT H 2 BRIGHT A_CustomMissile("HectFireLight",30,26,random(-550,250)/100.00,2)
    HECT H 0 BRIGHT A_CustomMissile("HectFire",30,-26,random(-200,800)/100.00,2)
    HECT H 0 BRIGHT A_CustomMissile("HectFire",30,26,random(-800,200)/100.00,2)
    HECT H 0 BRIGHT A_CustomMissile("HectFireLight",30,-26,random(-100,700)/100.00,2)
    HECT H 2 BRIGHT A_CustomMissile("HectFireLight",30,26,random(-700,100)/100.00,2)
    HECT H 0 BRIGHT A_CustomMissile("HectFire",30,-26,random(-50,950)/100.00,2)
    HECT H 0 BRIGHT A_CustomMissile("HectFire",30,26,random(-950,50)/100.00,2)
    HECT H 0 BRIGHT A_CustomMissile("HectFireLight",30,-26,random(50,850)/100.00,2)
    HECT H 2 BRIGHT A_CustomMissile("HectFireLight",30,26,random(-850,-50)/100.00,2)
    HECT H 0 BRIGHT A_CustomMissile("HectFire",30,-26,random(100,1000)/100.00,2)
    HECT H 0 BRIGHT A_CustomMissile("HectFire",30,26,random(-1000,-100)/100.00,2)
    HECT H 0 BRIGHT A_CustomMissile("HectFireLight",30,-26,random(200,900)/100.00,2)
    HECT H 2 BRIGHT A_CustomMissile("HectFireLight",30,26,random(-900,200)/100.00,2)
    HECT H 0 BRIGHT A_CustomMissile("HectFire",30,-26,random(250,1150)/100.00,2)
    HECT H 0 BRIGHT A_CustomMissile("HectFire",30,26,random(-1150,-250)/100.00,2)
    HECT H 0 BRIGHT A_CustomMissile("HectFireLight",30,-26,random(350,1050)/100.00,2)
    HECT H 5 BRIGHT A_CustomMissile("HectFireLight",30,26,random(-1050,-350)/100.00,2)
    HECT IG 15
    HECT H 0 BRIGHT A_PlaySound("fatso/guns")
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,random(-1675,325)/100.00,2,random(-500,500)/100.00)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,random(-1225,775)/100.00,2,random(-500,500)/100.00)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,random(-775,1225)/100.00,2,random(-500,500)/100.00)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,random(-325,1675)/100.00,2,random(-500,500)/100.00)
    HECT H 9 BRIGHT
    HECT IG 4
    goto See2
  Melee:
    HECT G 0 A_Jump(31,"MissileCont")
  MeleeCont:
    HECT G 15 A_FatRaise
    HECT H 0 BRIGHT A_PlaySound("dragon/fire")
    HECT H 0 BRIGHT A_CustomMissile("HectFire",30,-26,random(-650,350)/100.00)
    HECT H 0 BRIGHT A_CustomMissile("HectFire",30,26,random(-350,650)/100.00)
    HECT H 0 BRIGHT A_CustomMissile("HectFireLight",30,-26,random(-550,250)/100.00)
    HECT H 0 BRIGHT A_CustomMissile("HectFireLight",30,26,random(-250,550)/100.00)
    HECT H 2 BRIGHT A_FaceTarget
    HECT H 0 BRIGHT A_CustomMissile("HectFire",30,-26,random(-500,500)/100.00)
    HECT H 0 BRIGHT A_CustomMissile("HectFire",30,26,random(-500,500)/100.00)
    HECT H 0 BRIGHT A_CustomMissile("HectFireLight",30,-26,random(-400,400)/100.00)
    HECT H 0 BRIGHT A_CustomMissile("HectFireLight",30,26,random(-400,400)/100.00)
    HECT H 2 BRIGHT A_FaceTarget
    HECT H 0 BRIGHT A_CustomMissile("HectFire",30,-26,random(-350,650)/100.00)
    HECT H 0 BRIGHT A_CustomMissile("HectFire",30,26,random(-650,350)/100.00)
    HECT H 0 BRIGHT A_CustomMissile("HectFireLight",30,-26,random(-250,550)/100.00)
    HECT H 0 BRIGHT A_CustomMissile("HectFireLight",30,26,random(-550,250)/100.00)
    HECT H 2 BRIGHT A_FaceTarget
    HECT H 0 BRIGHT A_CustomMissile("HectFire",30,-26,random(-200,800)/100.00)
    HECT H 0 BRIGHT A_CustomMissile("HectFire",30,26,random(-800,200)/100.00)
    HECT H 0 BRIGHT A_CustomMissile("HectFireLight",30,-26,random(-100,700)/100.00)
    HECT H 0 BRIGHT A_CustomMissile("HectFireLight",30,26,random(-700,100)/100.00)
    HECT H 2 BRIGHT A_FaceTarget
    HECT H 0 BRIGHT A_CustomMissile("HectFire",30,-26,random(-50,950)/100.00)
    HECT H 0 BRIGHT A_CustomMissile("HectFire",30,26,random(-950,50)/100.00)
    HECT H 0 BRIGHT A_CustomMissile("HectFireLight",30,-26,random(50,850)/100.00)
    HECT H 0 BRIGHT A_CustomMissile("HectFireLight",30,26,random(-850,-50)/100.00)
    HECT H 2 BRIGHT A_FaceTarget
    HECT H 0 BRIGHT A_CustomMissile("HectFire",30,-26,random(100,1000)/100.00)
    HECT H 0 BRIGHT A_CustomMissile("HectFire",30,26,random(-1000,-100)/100.00)
    HECT H 0 BRIGHT A_CustomMissile("HectFireLight",30,-26,random(200,900)/100.00)
    HECT H 0 BRIGHT A_CustomMissile("HectFireLight",30,26,random(-900,-200)/100.00)
    HECT H 2 BRIGHT A_FaceTarget
    HECT H 0 BRIGHT A_CustomMissile("HectFire",30,-26,random(250,1150)/100.00)
    HECT H 0 BRIGHT A_CustomMissile("HectFire",30,26,random(-1150,-250)/100.00)
    HECT H 0 BRIGHT A_CustomMissile("HectFireLight",30,-26,random(350,1050)/100.00)
    HECT H 0 BRIGHT A_CustomMissile("HectFireLight",30,26,random(-1050,-350)/100.00)
    HECT H 5 BRIGHT A_FaceTarget
    HECT IG 15 A_FaceTarget
    HECT H 0 BRIGHT A_PlaySound("fatso/guns")
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,-13.5)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,-4.5)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,4.5)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,13.5)
    HECT H 9 BRIGHT A_FaceTarget
    HECT IG 4
    goto See2
  Missile:
    HECT G 0 A_Jump(63,2)
    HECT G 0 A_JumpIfCloser(332,"MeleeCont")
  MissileCont:
    HECT G 0 A_Jump(47,2)
    HECT G 0 A_JumpIfCloser(930,"Missile2")
    HECT G 0 A_JumpIfInTargetInventory("PowerInvisibility",1,"MissileDumb")
    HECT G 18 A_FatRaise
    HECT H 0 BRIGHT A_PlaySound("fatso/guns")
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,4.5)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,0)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,2.25)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,6.75)
    HECT H 9 BRIGHT A_FaceTarget
    HECT IG 4 A_FaceTarget
    HECT H 0 BRIGHT A_PlaySound("fatso/guns")
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,-6.75)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,-2.25)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,0)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,-4.5)
    HECT H 9 BRIGHT A_FaceTarget
    HECT IG 4 A_FaceTarget
    HECT H 0 BRIGHT A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",4,0,0)) == 1, 3)
    HECT H 0 BRIGHT A_JumpIfInventory("BreathWait",4,2)
    HECT H 0 BRIGHT A_Jump(7,"Missile3")
    HECT H 0 BRIGHT A_PlaySound("fatso/guns")
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,-6.75)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,-2.25)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,2.25)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,6.75)
    HECT H 9 BRIGHT A_FaceTarget
    HECT IG 4
    Goto See2
  MissileDumb:
    HECT GG 18 A_FatRaise
    HECT H 0 BRIGHT A_PlaySound("fatso/guns")
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,4.5)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,0)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,2.25)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,6.75)
    HECT H 9 BRIGHT A_FaceTarget
    HECT IIGG 4 A_FaceTarget
    HECT H 0 BRIGHT A_PlaySound("fatso/guns")
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,-6.75)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,-2.25)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,0)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,-4.5)
    HECT H 9 BRIGHT A_FaceTarget
    HECT IIGG 4 A_FaceTarget
    HECT H 0 BRIGHT A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",4,0,0)) == 1, 3)
    HECT H 0 BRIGHT A_JumpIfInventory("BreathWait",4,2)
    HECT H 0 BRIGHT A_Jump(7,"Missile3")
    HECT H 0 BRIGHT A_PlaySound("fatso/guns")
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,-6.75)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,-2.25)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,2.25)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,6.75)
    HECT H 9 BRIGHT A_FaceTarget
    HECT IIGG 4
    Goto See2
  Missile2:
    HECT G 0 A_JumpIfInTargetInventory("PowerInvisibility",1,"MissileDumb2")
    HECT G 18 A_FatRaise
    HECT H 0 BRIGHT A_PlaySound("fatso/guns")
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,9)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,0)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,4.5)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,13.5)
    HECT H 9 BRIGHT A_FaceTarget
    HECT IG 4 A_FaceTarget
    HECT H 0 BRIGHT A_PlaySound("fatso/guns")
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,-13.5)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,-4.5)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,0)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,-9)
    HECT H 9 BRIGHT A_FaceTarget
    HECT IG 4 A_FaceTarget
    HECT H 0 BRIGHT A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",4,0,0)) == 1, 3)
    HECT H 0 BRIGHT A_JumpIfInventory("BreathWait",4,2)
    HECT H 0 BRIGHT A_Jump(14,"Missile3")
    HECT H 0 BRIGHT A_PlaySound("fatso/guns")
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,-13.5)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,-4.5)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,4.5)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,13.5)
    HECT H 9 BRIGHT A_FaceTarget
    HECT IG 4
    Goto See2
  MissileDumb2:
    HECT GG 18 A_FatRaise
    HECT H 0 BRIGHT A_PlaySound("fatso/guns")
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,9)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,0)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,4.5)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,13.5)
    HECT H 9 BRIGHT A_FaceTarget
    HECT IIGG 4 A_FaceTarget
    HECT H 0 BRIGHT A_PlaySound("fatso/guns")
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,-13.5)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,-4.5)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,0)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,-9)
    HECT H 9 BRIGHT A_FaceTarget
    HECT IIGG 4 A_FaceTarget
    HECT H 0 BRIGHT A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",4,0,0)) == 1, 3)
    HECT H 0 BRIGHT A_JumpIfInventory("BreathWait",4,2)
    HECT H 0 BRIGHT A_Jump(14,"Missile3")
    HECT H 0 BRIGHT A_PlaySound("fatso/guns")
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,-13.5)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,-4.5)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,4.5)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,13.5)
    HECT H 9 BRIGHT A_FaceTarget
    HECT IIGG 4
    Goto See2
  Missile3:
    HECT H 0 BRIGHT A_PlayWeaponSound("brain/spit")
    HECT H 0 BRIGHT A_GiveInventory("BreathWait",3) 
    HECT H 0 BRIGHT A_SpawnItemEx("StoneKnightCube",8,24,30,8,0,0,-11.25,SXF_SETMASTER)
    HECT H 0 BRIGHT A_SpawnItemEx("BruiserCube",8,0,30,8,0,0,0,SXF_SETMASTER)
    HECT H 0 BRIGHT A_SpawnItemEx("StoneKnightCube",8,-24,30,8,0,0,11.25,SXF_SETMASTER)
    HECT H 9 BRIGHT A_FaceTarget
    HECT IG 4
    Goto See3
  Pain.Stun3:
    HECT J 0 ACS_NamedExecuteAlways("RefStun",0,2,0,0)
    goto Pain
  Pain.Stun2:
    HECT J 0 ACS_NamedExecuteAlways("RefStun",0,1,0,0)
    goto Pain
  Pain.Stun:
    HECT J 0 ACS_NamedExecuteAlways("RefStun",0,0,0,0)
    goto Pain
  Pain.NormalExplode:
  Pain.Sniper:
  Pain.ExplosionF:
  Pain.ExplosionC:
  Pain.Explosion:
    HECT J 3
    HECT J 9 A_Pain
    goto See
  Pain:
    HECT J 3
    HECT J 3 A_Pain
    Goto See
  Death:
    HECT K 6
    HECT L 6 A_Scream
    HECT M 6 A_NoBlocking
    HECT NOP 6
    HECT QQRR 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-3,3),random(-3,3),random(2,5),0,0,0)
    HECT S 6 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-3,3),random(-3,3),random(2,5),0,0,0)
    HECT T 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, 2)
    HECT T -1 A_BossDeath
    Stop
    HECT T 5250 CanRaise A_BossDeath
    HECT TTTTT 5250 CanRaise
    HECT TTTTTTTTT 2 A_FadeOut(0.1)
    Stop
  Death.Knife:
    HECT K 6
    HECT L 6 A_Scream
    HECT M 6 A_NoBlocking
    HECT NOP 6
    HECT QQRR 3 A_SpawnItemEx("ArmorBonus_3",0,0,0,random(-3,3),random(-3,3),random(2,5),0,0,0)
    HECT S 6 A_SpawnItemEx("ArmorBonus_3",0,0,0,random(-3,3),random(-3,3),random(2,5),0,0,0)
    HECT T 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, 2)
    HECT T -1 A_BossDeath
    Stop
    HECT T 5250 CanRaise A_BossDeath
    HECT TTTTT 5250 CanRaise
    HECT TTTTTTTTT 2 A_FadeOut(0.1)
    Stop
  Death.Ice:
    "####" # 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" # 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" # 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" # 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" # 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" # 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" # 5 A_GenericFreezeDeath
    "----" A 1 A_FreezeDeathChunks
    wait
  Raise:
    HECT R 0
    HECT R 5 Thing_SetSpecial(0,226,613,0,random(18,29))
    HECT QPONMLK 5
    Goto See
  }
}

actor HectShot2 : FatShot2
{
  Speed 22
  Damage (22)//(30)
  +FORCEXYBILLBOARD
  Scale 0.8//
  States
  {
  Spawn:
    HECF AAAABBBB 1 BRIGHT A_SpawnItemEx("ImpactSparkGreen", -2, random(-6,6), random(-6,6), random(-3,0), random(-2,2), random(-2,2), 0, 128, 64)
    Loop
  Death:
    HECF CCCCCCCCC 0 BRIGHT A_SpawnItemEx("ImpactSpark2Green", 0, random(-3,3), random(-3,3), random(-3,1), random(-2,2), random(-2,2), 0, 128, 64)
    HECF C 8 BRIGHT
    HECF D 6 BRIGHT
    HECF E 4 BRIGHT
    Stop
  }
}

actor HectFire : FatsoFire
{
  Damage (0)
  Translation "0:255=%[0,0,0]:[0.15,1,0.15]"
  States
  {
  Spawn:
    FLMD A 0
    FLMD A 0 A_ScaleVelocity(frandom(0.95,1.05))
    FLMD A 1
    FLMD A 2 A_Explode(8,80,0)
    FLMD A 0 BRIGHT A_Explode(8,72,0)
    FLMD A 1 BRIGHT A_FadeIn(0.13)
    FLMD AA 1 BRIGHT A_FadeIn(0.15)
    FLMD B 0 BRIGHT A_Explode(8,64,0)
    FLMD BBB 1 BRIGHT A_FadeIn(0.12)
    FLMD CDEFG 3 BRIGHT A_Explode(8,64,0)
    FLMD H 0 BRIGHT A_Explode(7,56,0)
    FLMD HH 2 BRIGHT A_FadeOut(0.1)
    FLMD I 0 BRIGHT A_Explode(6,48,0)
    FLMD II 2 BRIGHT A_FadeOut(0.15)
    FLMD J 0 BRIGHT A_Explode(5,40,0)
    FLMD J 3 BRIGHT A_FadeOut(0.15)
	TNT1 A 15 BRIGHT A_ScaleVelocity(0)
    Stop
  Death:
    "####" # 0 BRIGHT A_SpawnItemEx("HectballPuff",0,0,0,0,0,0,0,128,0)
    "####" # 0 BRIGHT A_Explode(5,59,0)
    "####" # 2 BRIGHT A_FadeOut(0.1,0)
    "####" # 3 BRIGHT A_FadeOut(0.1,0)
    "####" # 0 BRIGHT A_Explode(4,56,0)
    "####" # 2 BRIGHT A_FadeOut(0.1,0)
    "####" # 3 BRIGHT A_FadeOut(0.1,0)
    "####" # 0 BRIGHT A_Explode(4,53,0)
    "####" # 2 BRIGHT A_FadeOut(0.1,0)
    "####" # 3 BRIGHT A_FadeOut(0.1,0)
    "####" # 0 BRIGHT A_Explode(4,50,0)
    "####" # 2 BRIGHT A_FadeOut(0.1,0)
    "####" # 3 BRIGHT A_FadeOut(0.1,0)
    "####" # 0 BRIGHT A_Explode(3,47,0)
    "####" # 2 BRIGHT A_FadeOut(0.1,0)
    "####" # 3 BRIGHT A_FadeOut(0.1,0)
    Stop
  }
}
actor HectFireLight : FatsoFireLight
{
  Translation "0:255=%[0,0,0]:[0.15,1,0.15]"
  States
  {
  Death:
    "####" # 0 BRIGHT A_SpawnItemEx("HectballPuff",0,0,0,0,0,0,0,128,0)
    "####" # 2 BRIGHT A_FadeOut(0.1,0)
    "####" # 3 BRIGHT A_FadeOut(0.1,0)
    "####" # 2 BRIGHT A_FadeOut(0.1,0)
    "####" # 3 BRIGHT A_FadeOut(0.1,0)
    "####" # 2 BRIGHT A_FadeOut(0.1,0)
    "####" # 3 BRIGHT A_FadeOut(0.1,0)
    "####" # 2 BRIGHT A_FadeOut(0.1,0)
    "####" # 3 BRIGHT A_FadeOut(0.1,0)
    "####" # 2 BRIGHT A_FadeOut(0.1,0)
    "####" # 3 BRIGHT A_FadeOut(0.1,0)
    Stop
  }
}
actor HectBallPuff : FireBallPuff
{
  Translation "0:255=%[0,0,0]:[0.15,1,0.15]"
}

//Credit to Mr. John Pinkertin for "Albino Mancubus" sprites.
actor Acubus : Fatso_2
{
  Obituary "%o was creamed by an acubus."
  Health 1000//1100//1200//1500
  Mass 1200
  Speed 5
  Scale 1
  ReactionTime 16
  MinMissileChance 227
  PainChance 20
  PainChance "Sniper", 40
  PainChance "Fire", 8
  PainChance "Dragon", 4
  PainChance "DragonF", 4
  PainChance "Dragonsplosion", 4
  PainChance "RGAFire", 4
  PainChance "Knife", 255
  PainChance "Explosion", 255
  PainChance "ExplosionF", 255
  PainChance "ExplosionC", 255
  PainChance "NormalExplode", 255
  PainChance "Stun", 255
  PainChance "Stun2", 255
  PainChance "Stun3", 255
  PainChance "SewUpYou", 40
  PainChance "BuildFriendDamage", 40
  PainChance "ISABELLESROMANTICLOVE", 40
  SeeSound "fatso2/sight"
  PainSound "fatso/pain"
  DeathSound "fatso2/death"
  ActiveSound "fatso/active"
  bloodcolor "FF BB 11"
  Tag "Acubus"
  States
  {
  Spawn:
    ALBM A 0
    ALBM A 0 A_CheckFlag("Friendly",2)
    ALBM A 0 Thing_SetSpecial(0,226,613,0,random(65,80))
	CYBR A 0 A_GiveInventory("TargetIsAMancubus",1)
    ALBM A 25
  Idle:
    ALBM AABB 15 A_Look
    Loop
  See3:
    ALBM E 0 A_JumpIfInventory("BlindCheck",4,"SeeBlind")
    ALBM EEEE 2 A_Chase("","")
  See2:
    ALBM f 0 A_JumpIfInventory("BlindCheck",4,"SeeBlind")
    ALBM FFFF 2 A_Chase("","")
  See:
    ALBM A 0 A_JumpIfInventory("BlindCheck",5,"SeeBlind")
    ALBM AAAABBBBCCCCDDDDEEEE 2 A_Chase("","Missile")
    ALBM FFFF 2 A_Chase("","Missile",CHF_NOPLAYACTIVE)
    ALBM AAAABBBBCCCCDDDDEEEE 2 A_Chase("","Missile")
    ALBM FFFF 2 A_Chase("Melee","Missile",CHF_NOPLAYACTIVE)
    ALBM AAAABBBBCCCCDDDDEEEE 2 A_Chase("","Missile")
    ALBM FFFF 2 A_Chase("","Missile",CHF_NOPLAYACTIVE)
    ALBM AAAABBBBCCCCDDDDEEEE 2 A_Chase("","Missile")
    ALBM FFFF 2 A_Chase("Melee","Missile",CHF_NOPLAYACTIVE)
    ALBM F 0 A_SpawnItemEx("FatStepDamage",0,0,32,0,0,0,0,0,0)
    loop
  SeeBlind:
    ALBM A 0 A_Jump(128,"MissileBlind","SeeBlind2","SeeBlind2")
    ALBM AAAABBBB 2 A_Wander
    ALBM C 0 A_Jump(224,2)
    ALBM C 0 A_Pain
    ALBM CCCC 2 A_Wander
    ALBM C 0 A_JumpIfInventory("BlindCheck",5,1)
    goto See+1
    ALBM DDDDEEEEFFFF 2 A_Wander
    ALBM F 0 A_SpawnItemEx("FatStepDamage",0,0,32,0,0,0,0,0,0)
    goto See
  SeeBlind2:
    ALBM A 0 A_Jump(256,1,2,3)
    ALBM AAAA 4
    ALBM A 0 A_Jump(224,2)
    ALBM A 0 A_Pain
    ALBM AA 4
    ALBM A 0 A_JumpIfInventory("BlindCheck",5,1)
    goto See+1
    ALBM A 0 A_Jump(256,1,2,3,4)
    ALBM AAAAAA 4
    goto See
  MissileBlind:
    ALBM G 20 A_PlaySound("fatso2/raiseguns")
    ALBM H 0 BRIGHT A_CustomMissile("AcubusBlasterBall",30,24,random(-1300,700)/100.00,2,random(-500,500)/100.00)
    ALBM H 2 BRIGHT A_CustomMissile("AcubusBlasterBall",30,-24,random(-700,1300)/100.00,2,random(-500,500)/100.00)
    ALBM H 0 BRIGHT A_CustomMissile("AcubusBlasterBall",30,24,random(-1000,1000)/100.00,2,random(-500,500)/100.00)
    ALBM H 2 BRIGHT A_CustomMissile("AcubusBlasterBall",30,-24,random(-400,1600)/100.00,2,random(-500,500)/100.00)
    ALBM H 0 BRIGHT A_CustomMissile("AcubusBlasterBall",30,24,random(-700,1300)/100.00,2,random(-500,500)/100.00)
    ALBM H 2 BRIGHT A_CustomMissile("AcubusBlasterBall",30,-24,random(-100,1900)/100.00,2,random(-500,500)/100.00)
    ALBM IG 6
    ALBM H 0 BRIGHT A_CustomMissile("AcubusBlasterBall",30,-24,random(-700,1300)/100.00,2,random(-500,500)/100.00)
    ALBM H 2 BRIGHT A_CustomMissile("AcubusBlasterBall",30,24,random(-1300,700)/100.00,2,random(-500,500)/100.00)
    ALBM H 0 BRIGHT A_CustomMissile("AcubusBlasterBall",30,-24,random(-1000,1000)/100.00,2,random(-500,500)/100.00)
    ALBM H 2 BRIGHT A_CustomMissile("AcubusBlasterBall",30,24,random(-1600,400)/100.00,2,random(-500,500)/100.00)
    ALBM H 0 BRIGHT A_CustomMissile("AcubusBlasterBall",30,-24,random(-1300,700)/100.00,2,random(-500,500)/100.00)
    ALBM H 2 BRIGHT A_CustomMissile("AcubusBlasterBall",30,24,random(-1900,100)/100.00,2,random(-500,500)/100.00)
    ALBM IG 6
    ALBM H 0 BRIGHT A_CustomMissile("AcubusBlasterBall",30,24,random(-1750,250)/100.00,2,random(-500,500)/100.00)
    ALBM H 2 BRIGHT A_CustomMissile("AcubusBlasterBall",30,-24,random(-250,1750)/100.00,2,random(-500,500)/100.00)
    ALBM H 0 BRIGHT A_CustomMissile("AcubusBlasterBall",30,24,random(-1450,550)/100.00,2,random(-500,500)/100.00)
    ALBM H 2 BRIGHT A_CustomMissile("AcubusBlasterBall",30,-24,random(-550,1450)/100.00,2,random(-500,500)/100.00)
    ALBM H 0 BRIGHT A_CustomMissile("AcubusBlasterBall",30,24,random(-1150,850)/100.00,2,random(-500,500)/100.00)
    ALBM H 2 BRIGHT A_CustomMissile("AcubusBlasterBall",30,-24,random(-850,1150)/100.00,2,random(-500,500)/100.00)
    ALBM IG 6
    goto See2
  MeleeCont:
  MissileCont:
    Stop
  Melee:
  Missile:
    ALBM G 0 A_FaceTarget
    ALBM G 0 A_Jump(64,"Missile3")
    ALBM G 0 A_Jump(47,"Missile2")
    ALBM G 0 A_Jump(47,2)
    ALBM G 0 A_JumpIfCloser(930,"Missile2")
    ALBM G 20 A_PlaySound("fatso2/raiseguns")
    ALBM H 0 BRIGHT A_FaceTarget
    ALBM H 0 BRIGHT A_CustomMissile("AcubusBlasterBall",30,24,-2)
    ALBM H 2 BRIGHT A_CustomMissile("AcubusBlasterBall",30,-24,2)
    ALBM H 0 BRIGHT A_CustomMissile("AcubusBlasterBall",30,24,0)
    ALBM H 2 BRIGHT A_CustomMissile("AcubusBlasterBall",30,-24,4)
    ALBM H 0 BRIGHT A_CustomMissile("AcubusBlasterBall",30,24,2)
    ALBM H 2 BRIGHT A_CustomMissile("AcubusBlasterBall",30,-24,6)
    ALBM IG 6 A_FaceTarget
    ALBM H 0 BRIGHT A_FaceTarget
    ALBM H 0 BRIGHT A_CustomMissile("AcubusBlasterBall",30,24,-2)
    ALBM H 2 BRIGHT A_CustomMissile("AcubusBlasterBall",30,-24,2)
    ALBM H 0 BRIGHT A_CustomMissile("AcubusBlasterBall",30,24,-4)
    ALBM H 2 BRIGHT A_CustomMissile("AcubusBlasterBall",30,-24,0)
    ALBM H 0 BRIGHT A_CustomMissile("AcubusBlasterBall",30,24,-6)
    ALBM H 2 BRIGHT A_CustomMissile("AcubusBlasterBall",30,-24,-2)
    ALBM IG 6 A_FaceTarget
    ALBM H 0 BRIGHT A_FaceTarget
    ALBM H 0 BRIGHT A_CustomMissile("AcubusBlasterBall",30,24,-5)
    ALBM H 2 BRIGHT A_CustomMissile("AcubusBlasterBall",30,-24,5)
    ALBM H 0 BRIGHT A_CustomMissile("AcubusBlasterBall",30,24,-3)
    ALBM H 2 BRIGHT A_CustomMissile("AcubusBlasterBall",30,-24,3)
    ALBM H 0 BRIGHT A_CustomMissile("AcubusBlasterBall",30,24,-1)
    ALBM H 2 BRIGHT A_CustomMissile("AcubusBlasterBall",30,-24,1)
    ALBM IG 6
    goto See2
  Missile2:
    ALBM G 20 A_PlaySound("fatso2/raiseguns")
    ALBM H 0 BRIGHT A_FaceTarget
    ALBM H 0 BRIGHT A_CustomMissile("AcubusBlasterBall",30,24,-3)
    ALBM H 2 BRIGHT A_CustomMissile("AcubusBlasterBall",30,-24,3)
    ALBM H 0 BRIGHT A_CustomMissile("AcubusBlasterBall",30,24,0)
    ALBM H 2 BRIGHT A_CustomMissile("AcubusBlasterBall",30,-24,6)
    ALBM H 0 BRIGHT A_CustomMissile("AcubusBlasterBall",30,24,3)
    ALBM H 2 BRIGHT A_CustomMissile("AcubusBlasterBall",30,-24,9)
    ALBM IG 6 A_FaceTarget
    ALBM H 0 BRIGHT A_FaceTarget
    ALBM H 0 BRIGHT A_CustomMissile("AcubusBlasterBall",30,24,-3)
    ALBM H 2 BRIGHT A_CustomMissile("AcubusBlasterBall",30,-24,3)
    ALBM H 0 BRIGHT A_CustomMissile("AcubusBlasterBall",30,24,-6)
    ALBM H 2 BRIGHT A_CustomMissile("AcubusBlasterBall",30,-24,0)
    ALBM H 0 BRIGHT A_CustomMissile("AcubusBlasterBall",30,24,-9)
    ALBM H 2 BRIGHT A_CustomMissile("AcubusBlasterBall",30,-24,-3)
    ALBM IG 6 A_FaceTarget
    ALBM H 0 BRIGHT A_FaceTarget
    ALBM H 0 BRIGHT A_CustomMissile("AcubusBlasterBall",30,24,-7.5)
    ALBM H 2 BRIGHT A_CustomMissile("AcubusBlasterBall",30,-24,7.5)
    ALBM H 0 BRIGHT A_CustomMissile("AcubusBlasterBall",30,24,-4.5)
    ALBM H 2 BRIGHT A_CustomMissile("AcubusBlasterBall",30,-24,4.5)
    ALBM H 0 BRIGHT A_CustomMissile("AcubusBlasterBall",30,24,-1.5)
    ALBM H 2 BRIGHT A_CustomMissile("AcubusBlasterBall",30,-24,1.5)
    ALBM IG 6
    goto See2
  Missile3:
    ALBM G 20 A_PlaySound("weapons/bfgf2")
    ALBM GGGG 5 A_FaceTarget
    ALBM H 0 BRIGHT A_FaceTarget
    ALBM H 0 BRIGHT A_CustomMissile("AcubusBFGBall",30,-24,-0.75)
    ALBM H 6 BRIGHT A_CustomMissile("AcubusBFGBall",30,24,0.75)
    ALBM IG 6
    goto See3
  Pain.Stun3:
    ALBM J 0 ACS_NamedExecuteAlways("RefStun",0,2,0,0)
    goto Pain
  Pain.Stun2:
    ALBM J 0 ACS_NamedExecuteAlways("RefStun",0,1,0,0)
    goto Pain
  Pain.Stun:
    ALBM J 0 ACS_NamedExecuteAlways("RefStun",0,0,0,0)
    goto Pain
  Pain.NormalExplode:
  Pain.Sniper:
  Pain.ExplosionF:
  Pain.ExplosionC:
  Pain.Explosion:
    ALBM J 3
    ALBM J 9 A_Pain
    goto See
  Pain:
    ALBM J 3
    ALBM J 3 A_Pain
    goto See
  Death:
    SPID I 0 A_GiveToTarget("RandomKillstreakRare",1)
    ALBM K 6
    ALBM L 6 A_Scream
    ALBM M 6 A_NoBlocking
    ALBM NO 6
    ALBM PPQQRR 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-3,3),random(-3,3),random(2,5),0,0,0)
    ALBM S 6
    ALBM T 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, 2)
    ALBM T -1 A_BossDeath
    Stop
    ALBM T 5250 CanRaise A_BossDeath
    ALBM TTTTT 5250 CanRaise
    ALBM TTTTTTTTT 2 A_FadeOut(0.1)
    Stop
  Death.Knife:
    SPID I 0 A_GiveToTarget("RandomKillstreakRare",1)
    ALBM K 6
    ALBM L 6 A_Scream
    ALBM M 6 A_NoBlocking
    ALBM NO 6
    ALBM PPQQRR 3 A_SpawnItemEx("ArmorBonus_3",0,0,0,random(-3,3),random(-3,3),random(2,5),0,0,0)
    ALBM S 6
    ALBM T 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, 2)
    ALBM T -1 A_BossDeath
    Stop
    ALBM T 5250 CanRaise A_BossDeath
    ALBM TTTTT 5250 CanRaise
    ALBM TTTTTTTTT 2 A_FadeOut(0.1)
    Stop
  Death.Ice:
    "####" # 0 A_GiveToTarget("RandomKillstreakRare",1)
    "####" # 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" # 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" # 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" # 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" # 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" # 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" # 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" # 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" # 5 A_GenericFreezeDeath
    "----" A 1 A_FreezeDeathChunks
    wait
  Raise:
    ALBM R 0
    ALBM R 5 Thing_SetSpecial(0,226,613,0,random(33,39))
    ALBM QPONMLK 5
    goto See
  }
}

actor AcubusBlasterBall
{
  renderstyle Add
  alpha 0.9
  Scale 0.2
  Radius 8
  Height 8
  Speed 25
  Damage (16)//(14)//(18)
  PROJECTILE
  +FORCEXYBILLBOARD
  SeeSound "bfg/alt"
  DeathSound "bfg/explode2"
  Decal DoomImpScorch
  States
  {
  Spawn:
    8BLX B -1 BRIGHT
    loop
  Death:
    TNT1 AAAAAA 0 A_SpawnItemEx("ImpactSpark2",0,0,0,random(-2,2),random(-2,2),random(-2,2),0,128,64)
    TNT1 A 15 A_SpawnItemEx("ExplosionSmall3",0,0,0,0,0,0,0,128,0)
    Stop
  }
}

actor AcubusBFGBall
{
  RenderStyle Add
  alpha 0.9
  Radius 10
  Height 8
  Speed 15
  Damage (30)
  SeeSound "bfg/fire1"
  DeathSound "bfg/explode1"
  PROJECTILE
  +EXTREMEDEATH
  +FORCERADIUSDMG
  +SKYEXPLODE
  +FORCEXYBILLBOARD
  Decal BFGLightning
  Scale 0.175
  DamageType "NormalExplode"
  States
  {
  Spawn:
    BFG2 AAAAA 2 BRIGHT A_SpawnItemEx("ImpactSpark2BGreen", -2, random(-4,4), random(-4,4), random(-3,-1), random(-2,2), random(-2,2), 0, 128, 64)
    BFG2 A 0 BRIGHT A_Explode(2,286,0)
    loop
  Death:
    TNT1 A 0 A_RadiusThrust(160,128,RTF_NOIMPACTDAMAGE)
    TNT1 A 0 Radius_Quake(2,12,0,32,0)
    TNT1 A 0 A_SpawnItemEx("AcubusBFGBoom",0,0,0,0,0,0,0,128,0)
    TNT1 A 0 A_PlaySoundEx("distant/explosion","SoundSlot5")
    TNT1 AAAAA 0 A_SpawnItemEx("ImpactSpark2BGreen", random(-24,24), random(-24,24), random(-12,18), random(-4,4), random(-4,4), random(-2,3), 0, 128, 0)
    TNT1 AAAAA 0 A_SpawnItemEx("ImpactSpark2BGreen", random(-24,24), random(-24,24), random(-12,18), random(-4,4), random(-4,4), random(-2,3), 0, 128, 0)
    TNT1 A 10 A_Explode(60,318,0)
    TNT1 A 15
    Stop
  }
}

actor AcubusBFGBoom
{
  RenderStyle Add
  alpha 0.8
  +NOCLIP
  +NOGRAVITY
  +FORCEXYBILLBOARD
  Scale 0.4
  States
  {
  Spawn:
    BFG3 BABCDE 5 BRIGHT
    TNT1 A 10
    Stop
  }
}

actor Fatso_2Stealth : Fatso_2
{
  +STEALTH
  RenderStyle Translucent
  Alpha 0
}

ACTOR Hectebus_2Stealth : Hectebus_2
{
  +STEALTH
  RenderStyle Translucent
  Alpha 0
  States
  {
  Melee:
  Missile:
    HECT G 0 A_Jump(47,2)
    HECT G 0 A_JumpIfCloser(684,"Missile2")
    HECT G 18 A_FatRaise
    HECT H 0 BRIGHT A_PlaySound("fatso/guns")
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,4.5)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,0)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,2.25)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,6.75)
    HECT H 9 BRIGHT A_FaceTarget
    HECT IG 4 A_FaceTarget
    HECT H 0 BRIGHT A_PlaySound("fatso/guns")
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,-6.75)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,-2.25)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,0)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,-4.5)
    HECT H 9 BRIGHT A_FaceTarget
    HECT IG 4 A_FaceTarget
    HECT H 0 BRIGHT A_PlaySound("fatso/guns")
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,-6.75)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,-2.25)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,2.25)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,6.75)
    HECT H 9 BRIGHT A_FaceTarget
    HECT IG 4
    Goto See2
  Missile2:
    HECT G 18 A_FatRaise
    HECT H 0 BRIGHT A_PlaySound("fatso/guns")
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,9)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,0)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,4.5)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,13.5)
    HECT H 9 BRIGHT A_FaceTarget
    HECT IG 4 A_FaceTarget
    HECT H 0 BRIGHT A_PlaySound("fatso/guns")
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,-13.5)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,-4.5)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,0)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,-9)
    HECT H 9 BRIGHT A_FaceTarget
    HECT IG 4 A_FaceTarget
    HECT H 0 BRIGHT A_PlaySound("fatso/guns")
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,-13.5)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,24,-4.5)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,4.5)
    HECT H 0 BRIGHT A_CustomMissile("HectShot2",30,-24,13.5)
    HECT H 9 BRIGHT A_FaceTarget
    HECT IG 4
    Goto See2
  }
}

actor AcubusStealth : Acubus
{
  +STEALTH
  RenderStyle Translucent
  Alpha 0
}