Actor PyroLord 30105
{
  Health 30000
  Radius 50
  Height 150
  scale 2
  Mass 1000000
  Speed 27
  PainChance 10
  Monster
  MeleeDamage 100
  MeleeRange 384
  DamageFactor "PlayerDamage", 1.0
  Damagefactor "PEXPLOSIVE", 0.3
  Damagefactor "EXPLOSIVE", 0.3
  Damagefactor "Fire", 0.2
  Damagefactor "PFire", 0.2
   Damagefactor "PBullet", 0.3
  Damagefactor "Bullet", 0.3
  MinMissileChance 30
  Obituary "%o was burnt to a crisp by a pyro demon"
  HitObituary "%o was melted my a pyro demon"
  Bloodcolor "75 25 00"
   +NOTARGET
  +FLOORCLIP 
  +DONTRIP
  +MISSILEMORE
  +NORADIUSDMG
  +BOSS
  +DONTMORPH
  +DONTHURTSPECIES
  +NOTARGET
  +AMBUSH
  +NOICEDEATH
  +QUICKTORETALIATE
  +TELESTOMP
  +DONTRIP
  +missilemore
  +missileevenmore
  +BOSS
+MISSILEEVENMORE
+NORADIUSDMG
+DONTHARMSPECIES
+DROPOFF
+DONTRIP
+NOPAIN
+NOFEAR
+BRIGHT
  SeeSound "pyro/see"
  PainSound "pyro/pain"
  DeathSound "pyro/death"
  ActiveSound "pyro/idle"
  MaxStepHeight 32
MaxDropOffHeight 32
var int user_script;
var int user_delay;
var int user_part1;
var int user_part2;
var int user_part3;
Tag "\c[z4]Pyro Lord\c-"
  States
  {
  Spawn:
    PYLO AB 10 A_Look
	TNT1 A 0 A_JumpIf(user_script == 1,3)
       TNT1 A 0 ACS_NamedExecuteAlways("Boss Fight",0,4,0,0)
       TNT1 A 0 A_SetUserVar("user_script",1)
       PYLO AB 10 A_Look 
    Loop
  See:
    PYLO AA 3 A_Chase
    PYLO A 0 A_SpawnItemEx("WalkFire",0,0,0,1,0,0,0,128)
    PYLO BB 3 A_Chase
    PYLO B 0 A_SpawnItemEx("WalkFire",0,0,0,1,0,0,0,128)
    PYLO CC 3 A_Chase
    PYLO C 0 A_SpawnItemEx("WalkFire",0,0,0,1,0,0,0,128)
    PYLO DD 3 A_Chase
    PYLO D 0 A_SpawnItemEx("WalkFire",0,0,0,1,0,0,0,128)
	TNT1 A 0 A_JumpIf(user_script == 1,3)
       TNT1 A 0 ACS_NamedExecuteAlways("Boss Fight",0,4,0,0)
       TNT1 A 0 A_SetUserVar("user_script",1)
	   TNT1 A 0 A_UnSetInvulnerable
	   TNT1 A 0 A_Jump(100,"Rush")
	   PYLO AABB 3 A_Chase
       TNT1 A 0 A_SpawnItem("HoofStep",0,0,0,0)
       PYLO CCDD 3 A_Chase
       TNT1 A 0 A_SpawnItem("HoofStep",0,0,0,0)
	   TNT1 A 0 A_Jump(80,"Fly")
	   TNT1 A 0 A_Jump(32,"Teleport","Avoid")
    Loop
	Rush:
       PYLO A 0 A_SpawnItem("HoofStep",0,0,0,0)
	   PYLO AAA 0 A_Chase
       PYLO A 2 A_SpawnItemEx("LordPyroGhost",0,0,0,0,0,0,0,128)
	   PYLO AAA 0 A_Chase
       PYLO A 2 A_SpawnItemEx("LordPyroGhost",0,0,0,0,0,0,0,128)
	   PYLO AAA 0 A_Chase
       PYLO B 2 A_SpawnItemEx("LordPyroGhost",0,0,0,0,0,0,0,128)
	   PYLO AAA 0 A_Chase
       PYLO B 2 A_SpawnItemEx("LordPyroGhost",0,0,0,0,0,0,0,128)	   
	   PYLO A 0 A_SpawnItem("HoofStep",0,0,0,0)
	   PYLO AAA 0 A_Chase
       PYLO C 2 A_SpawnItemEx("LordPyroGhost",0,0,0,0,0,0,0,128)
	   PYLO AAA 0 A_Chase
       PYLO C 2 A_SpawnItemEx("LordPyroGhost",0,0,0,0,0,0,0,128)
	   PYLO AAA 0 A_Chase
       PYLO D 2 A_SpawnItemEx("LordPyroGhost",0,0,0,0,0,0,0,128)
	   PYLO AAA 0 A_Chase
       PYLO D 2 A_SpawnItemEx("LordPyroGhost",0,0,0,0,0,0,0,128)
	   TNT1 A 0 A_Jump(110,"Avoid","Fly")
	   TNT1 A 0 A_Jump(24,"Teleport")
	   TNT1 A 0 A_Jump(75,"See")	
       Loop	
    Teleport:
       PYLO M 1 A_UnSetShootable
	   PYLO MMMMMMMMMMMMM 0 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO MMMMMMMMMMM 1 A_FadeOut(0.1,0)
	   PYLO MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 0 A_Wander
	   PYLO MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 0 A_Wander
       PYLO M 1 A_PlayWeaponSound("boss/teleport")
	   PYLO MMMMMMMMMMMMM 0 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO MMMMMMMMMMM 1 A_FadeIn(0.1)
       PYLO M 1 A_SetShootable
       Goto See
    Fly:
	   PYLO M 5 A_FaceTarget
	   PYLO M 0 A_SetUserVar("user_delay",0)
       PYLO M 0 ThrustThingZ(0,random(80,145),0,1)
       PYLO MMMM 5 A_Recoil(-5)
	FlyCheck:
	   PYLO M 0 A_JumpIf(user_delay >= 105,"Land")
       PYLO M 0 A_SetUserVar("user_delay",user_delay+1)
	   PYLO M 0 A_Explode(8,256)
	   PYLO M 1 A_CheckFloor("Land")
       Loop
    Land:	
	   PYLO M 0 A_SpawnItemEx("ShockWave",0,0,0,0,0,0,0,128) 
       PYLO MMM 0 A_SpawnItemEx("OrangeParticleSpawner",0,0,0,0,0,0,0,128)  
	   PYLO MMM 0 A_CustomMissile("SmokeFX3",0,0,random(0,360),2,random(0,360))
       PYLO MMMMM 0 A_CustomMissile("Kaboom",0,0,random(0,360),2,random(0,360))
	   PYLO M 0 A_CustomMissile("Explosion",0,0,random(80,100),2,random(80,100))
	   PYLO M 0 A_Explode(128,684)
	   PYLO M 0 Radius_Quake(175,8,512,1024,0)
	   PYLO M 0 A_SpawnItemEx("LandKaBoom")
	   PYLO M 1
	   Goto See
   Avoid:
       PYLO M 1 A_FaceTarget
	   PYLO M 0 A_SetAngle(angle+random(0,359))
	   PYLO M 0 A_Recoil(-50)
	   PYLO M 0 A_FaceTarget
	   PYLO MMMMMMMMMMMMM 1 A_SpawnItemEx("LordPyroGhost2",0,0,0,0,0,0,0,128)	 
	   PYLO M 0 A_SetAngle(angle+random(0,359))
	   PYLO M 0 A_Recoil(-50)
	   PYLO M 0 A_FaceTarget
	   PYLO MMMMMMMMMMMMM 1 A_SpawnItemEx("LordPyroGhost2",0,0,0,0,0,0,0,128)	
	   PYLO M 0 A_SetAngle(angle+random(0,359))
	   PYLO M 0 A_Recoil(-50)
	   PYLO M 0 A_FaceTarget
	   PYLO MMMMMMMMMMMMM 1 A_SpawnItemEx("LordPyroGhost2",0,0,0,0,0,0,0,128)		   
       Goto See  
	Melee:
	   PYLO M 5 A_FaceTarget
       PYLO M 0 ThrustThingZ(0,random(40,75),0,1)
       PYLO MMMM 5 A_Recoil(-2)
	   Goto FlyCheck
  Missile:
    TNT1 A 0 A_JumpIfInventory("FinalBossAttackTrigger",1,"BestAttack")   
	   TNT1 A 0 A_Jump(32,"Combo","BestAttack","Burning","Spam")	
	   TNT1 A 0 A_Jump(192,"Pyroblast","Comet","CometRain","Strongcomet","Help")	
	Normal:
    PYLO B 0 A_Jump(32,29)
    PYLO B 0 A_Jump(32,20)
    PYLO EF 8 Bright A_FaceTarget
    PYLO G 0 Bright A_CustomMissile ("FireShot",60,0,0,0)
    PYLO G 0 Bright A_CustomMissile ("FireShot",60,0,-4,0)
    PYLO G 3 Bright A_CustomMissile ("FireShot",60,0,4,0)
    PYLO H 3 Bright
    PYLO H 0 A_Jump(32,8)
    PYLO IJ 8 Bright A_FaceTarget 
    PYLO K 0 Bright A_CustomMissile ("FireShot",60,0,0,0)
    PYLO K 0 Bright A_CustomMissile ("FireShot",60,0,-4,0)
    PYLO K 3 Bright A_CustomMissile ("FireShot",60,0,4,0)
    PYLO L 3 Bright
    PYLO L 0 A_Jump(32,1)
    Goto See
	Pyroblast:
    PYLO MN 8 Bright A_FaceTarget
    PYLO O 4 Bright A_CustomMissile ("PyroBlast",60,0,0,0)
	PYLO O 4 Bright A_CustomMissile ("PyroBlast",60,0,0,0)
	PYLO O 4 Bright A_CustomMissile ("PyroBlast",60,0,0,0)
	PYLO O 4 Bright A_CustomMissile ("PyroBlast",60,0,0,0)
	PYLO O 4 Bright A_CustomMissile ("PyroBlast",60,0,0,0)
	PYLO O 4 Bright A_CustomMissile ("PyroBlast",60,0,0,0)
    PYLO P 4 Bright
	Goto See
	Comet:
    PYLO MN 8 Bright A_FaceTarget
    PYLO O 4 Bright A_CustomMissile ("CometPyro",60,0,0,0)
	PYLO O 4 Bright A_CustomMissile ("CometPyro",60,0,0,0)
	PYLO O 4 Bright A_CustomMissile ("CometPyro",60,0,0,0)
	PYLO O 4 Bright A_CustomMissile ("CometPyro",60,0,0,0)
	PYLO O 4 Bright A_CustomMissile ("CometPyro",60,0,0,0)
	PYLO O 4 Bright A_CustomMissile ("CometPyro",60,0,0,0)
    PYLO P 4 Bright
    Goto See
	CometRain:
    PYLO MN 8 Bright A_FaceTarget
    PYLO O 4 Bright A_CustomMissile ("RainCometNull",60,0,0,0)
    PYLO O 4 Bright A_CustomMissile ("RainCometNull",60,0,90,0)
    PYLO O 4 Bright A_CustomMissile ("RainCometNull",60,0,180,0)
    PYLO O 4 Bright A_CustomMissile ("RainCometNull",60,0,270,0)
    PYLO P 4 Bright
    Goto See
	Strongcomet:
    PYLO M 8 Bright A_FaceTarget
	PYLO M 1 Bright A_CustomMissile ("CometPyro",120,70,0,0)
	PYLO M 1 Bright A_CustomMissile ("CometPyro",120,-70,0,0)
	PYLO M 1 Bright A_CustomMissile ("CometPyro",120,70,0,0)
	PYLO M 1 Bright A_CustomMissile ("CometPyro",120,-70,0,0)
	PYLO M 1 Bright A_CustomMissile ("CometPyro",120,70,0,0)
	PYLO M 1 Bright A_CustomMissile ("CometPyro",120,-70,0,0)
	PYLO M 1 Bright A_CustomMissile ("CometPyro",120,70,0,0)
	PYLO M 1 Bright A_CustomMissile ("CometPyro",120,-70,0,0)
	PYLO M 1 Bright A_CustomMissile ("CometPyro",120,70,0,0)
	PYLO M 1 Bright A_CustomMissile ("CometPyro",120,-70,0,0)
	PYLO M 1 Bright A_CustomMissile ("CometPyro",120,70,0,0)
	PYLO M 1 Bright A_CustomMissile ("CometPyro",120,-70,0,0)
	PYLO M 1 Bright A_CustomMissile ("CometPyro",120,70,0,0)
	PYLO M 1 Bright A_CustomMissile ("CometPyro",120,-70,0,0)
	PYLO M 1 Bright A_CustomMissile ("CometPyro",120,70,0,0)
	PYLO M 1 Bright A_CustomMissile ("CometPyro",120,-70,0,0)
	PYLO M 1 Bright A_CustomMissile ("CometPyro",120,70,0,0)
	PYLO M 1 Bright A_CustomMissile ("CometPyro",120,-70,0,0)
	PYLO M 1 Bright A_CustomMissile ("CometPyro",120,70,0,0)
	PYLO M 1 Bright A_CustomMissile ("CometPyro",120,-70,0,0)
	PYLO M 1 Bright A_CustomMissile ("CometPyro",120,70,0,0)
	PYLO M 1 Bright A_CustomMissile ("CometPyro",120,-70,0,0)
	PYLO M 1 Bright A_CustomMissile ("CometPyro",120,70,0,0)
	PYLO M 1 Bright A_CustomMissile ("CometPyro",120,-70,0,0)
    Goto See
	   Help:
   	   TNT1 A 0 A_SetInvulnerable
	   TNT1 A 0 A_FaceTarget
	   PYLO EEFFGGHHHHHHHHHH 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   TNT1 A 0 A_UnSetInvulnerable
       TNT1 A 0 Radius_Quake(10,8,0,24,0)	
	   TNT1 A 0 A_PlaySoundEx("brain/spit","Voice",0,2)
	   PYLO MMMMM 0 A_SpawnItemEx("LordArchonSummon",0,0,60,random(2,8),0,0,0,32)
	   PYLO H 2 A_SpawnItemEx("LordPyroFlameSpawner")
 	   PYLO IIJJKKLLLLLLLLLL 2 A_SpawnItemEx("LordPyroFlameSpawner")
       TNT1 A 0 Radius_Quake(10,8,0,24,0)	
	   TNT1 A 0 A_PlaySoundEx("brain/spit","Voice",0,2)
	   PYLO LLLLL 0 A_SpawnItemEx("LordArchonSummon",0,0,60,random(2,8),0,0,0,32)
	   PYLO L 2 A_SpawnItemEx("LordPyroFlameSpawner")  
	   TNT1 A 0 A_Jump(110,"Help")
	   Goto See
	Burning:
	   PYLO PPOONNMM 2 A_FaceTarget
	   PYLO MMMMMMMMMMMMMMM 2 A_SpawnItemEx("LAFire",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)
	   TNT1 A 0 A_Jump(140,"Fly")
	   TNT1 A 0 A_Jump(110,"Floor")
	   Goto See
	Floor:
	   PYLO MNO 4 A_FaceTarget
	   PYLO P 0 A_CustomMissile("PyroLordTracer",0,40,0)
	   PYLO P 0 A_CustomMissile("PyroLordTracer",0,-40,0)
	   PYLO P 0 A_CustomMissile("PyroLordTracer",0,24,0)	   
	   PYLO P 0 A_CustomMissile("PyroLordTracer",0,-24,0)
	   PYLO P 0 A_CustomMissile("PyroLordTracer",0,8,0)
	   PYLO P 6 A_CustomMissile("PyroLordTracer",0,-8,0)
	   TNT1 A 0 A_Jump(110,"BestAttack","Avoid")
	   Goto See	
	Combo:
       PYLO EF 18 A_FaceTarget
	   PYLO G 0 //ACS_ExecuteAlways(3557,0,0,0,0)
	   PYLO GGGGGGGGGGGGGG 0 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO G 10 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO H 10 A_FaceTarget
       PYLO IJ 18 A_FaceTarget
	   PYLO KKKKKKKKKKKKKK 0 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO K 10 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO L 10 A_FaceTarget  
       PYLO EF 16 A_FaceTarget
	   PYLO GGGGGGGGGGGGGG 0 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO G 8 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO H 8 A_FaceTarget
       PYLO IJ 16 A_FaceTarget
	   PYLO KKKKKKKKKKKKKK 0 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO K 8 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO L 8 A_FaceTarget  
	   PYLO EF 14 A_FaceTarget
	   PYLO GGGGGGGGGGGGGG 0 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO G 7 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO H 7 A_FaceTarget
       PYLO IJ 14 A_FaceTarget
	   PYLO KKKKKKKKKKKKKK 0 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO K 7 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO L 7 A_FaceTarget  
	   PYLO EF 12 A_FaceTarget
	   PYLO GGGGGGGGGGGGGG 0 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO G 6 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO H 6 A_FaceTarget
       PYLO IJ 12 A_FaceTarget
	   PYLO KKKKKKKKKKKKKK 0 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO K 6 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO L 6 A_FaceTarget  
	   PYLO EF 10 A_FaceTarget
	   PYLO GGGGGGGGGGGGGG 0 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO G 5 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO H 5 A_FaceTarget
       PYLO IJ 10 A_FaceTarget
	   PYLO KKKKKKKKKKKKKK 0 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO K 5 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO L 5 A_FaceTarget  
	   PYLO EF 8 A_FaceTarget
	   PYLO GGGGGGGGGGGGGG 0 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO G 4 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO H 4 A_FaceTarget
       PYLO IJ 8 A_FaceTarget
	   PYLO KKKKKKKKKKKKKK 0 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO K 4 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO L 4 A_FaceTarget  
	   PYLO EF 6 A_FaceTarget
	   PYLO GGGGGGGGGGGGGG 0 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO G 3 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO H 3 A_FaceTarget
       PYLO IJ 6 A_FaceTarget
	   PYLO KKKKKKKKKKKKKK 0 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO K 3 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO L 3 A_FaceTarget 
	   PYLO EF 5 A_FaceTarget
	   PYLO GGGGGGGGGGGGGG 0 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO G 2 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO H 2 A_FaceTarget
       PYLO IJ 5 A_FaceTarget
	   PYLO KKKKKKKKKKKKKK 0 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO K 2 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO L 2 A_FaceTarget 
	   PYLO EF 5 A_FaceTarget
	   PYLO GGGGGGGGGGGGGG 0 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO G 2 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO H 2 A_FaceTarget
       PYLO IJ 5 A_FaceTarget
	   PYLO KKKKKKKKKKKKKK 0 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO K 2 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO L 2 A_FaceTarget 	   
	   PYLO EF 5 A_FaceTarget
	   PYLO GGGGGGGGGGGGGG 0 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO G 2 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO H 2 A_FaceTarget
       PYLO IJ 5 A_FaceTarget
	   PYLO KKKKKKKKKKKKKK 0 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO K 2 A_CustomMissile("FireShot",60,0,random(-18,18))
	   PYLO L 2 A_FaceTarget  
	   TNT1 A 0 A_Jump(110,"Teleport","BestAttack")	
	   Goto See
    BestAttack:
	   TNT1 A 0 A_SetInvulnerable
	   TNT1 A 0 A_FaceTarget
	   TNT1 A 0 A_TakeInventory("FinalBossAttackTrigger",1)
	   TNT1 A 0 A_PlaySoundEx("duke/see","Body",0,2)
	   PYLO M 0 A_FaceTarget
	   PYLO M 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO M 0 A_FaceTarget
	   PYLO M 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO M 0 A_FaceTarget
	   PYLO M 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO M 0 A_FaceTarget
	   PYLO M 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO M 0 A_FaceTarget
	   PYLO M 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO M 0 A_FaceTarget
	   PYLO M 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO M 0 A_FaceTarget
	   PYLO M 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO M 0 A_FaceTarget
	   PYLO M 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO M 0 A_FaceTarget
	   PYLO M 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO M 0 A_FaceTarget
	   PYLO M 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO M 0 A_FaceTarget
	   PYLO M 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO M 0 A_FaceTarget
	   PYLO M 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO M 0 A_FaceTarget
	   PYLO M 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO M 0 A_FaceTarget
	   PYLO M 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO M 0 A_FaceTarget
	   PYLO M 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO M 0 A_FaceTarget
	   PYLO M 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO M 0 A_FaceTarget
	   PYLO M 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO M 0 A_FaceTarget
	   PYLO M 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO M 0 A_FaceTarget
	   PYLO M 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO M 0 A_FaceTarget
	   PYLO M 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO M 0 A_FaceTarget
	   PYLO M 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO M 0 A_FaceTarget
	   PYLO M 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO M 0 A_FaceTarget
	   PYLO M 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO M 0 A_FaceTarget
	   PYLO M 2 A_SpawnItemEx("LordPyroFlameSpawner")	   
	   PYLO N 0 A_FaceTarget
	   PYLO N 2 A_SpawnItemEx("LordPyroFlameSpawner")
 	   PYLO N 0 A_FaceTarget
	   PYLO N 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO N 0 A_FaceTarget
	   PYLO N 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO N 0 A_FaceTarget
	   PYLO N 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO N 0 A_FaceTarget
	   PYLO N 2 A_SpawnItemEx("LordPyroFlameSpawner")
 	   PYLO N 0 A_FaceTarget
	   PYLO N 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO N 0 A_FaceTarget
	   PYLO N 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO N 0 A_FaceTarget
	   PYLO N 2 A_SpawnItemEx("LordPyroFlameSpawner")	   
	   PYLO N 0 A_FaceTarget
	   PYLO N 2 A_SpawnItemEx("LordPyroFlameSpawner")
 	   PYLO N 0 A_FaceTarget
	   PYLO N 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO N 0 A_FaceTarget
	   PYLO N 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO N 0 A_FaceTarget
	   PYLO N 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO N 0 A_FaceTarget
	   PYLO N 2 A_SpawnItemEx("LordPyroFlameSpawner")
 	   PYLO N 0 A_FaceTarget
	   PYLO N 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO N 0 A_FaceTarget
	   PYLO N 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO N 0 A_FaceTarget
	   PYLO N 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO N 0 A_FaceTarget
	   PYLO N 2 A_SpawnItemEx("LordPyroFlameSpawner")
 	   PYLO N 0 A_FaceTarget
	   PYLO N 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO N 0 A_FaceTarget
	   PYLO N 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO N 0 A_FaceTarget
	   PYLO N 2 A_SpawnItemEx("LordPyroFlameSpawner")	   
	   PYLO N 0 A_FaceTarget
	   PYLO N 2 A_SpawnItemEx("LordPyroFlameSpawner")
 	   PYLO N 0 A_FaceTarget
	   PYLO N 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO N 0 A_FaceTarget
	   PYLO N 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO N 0 A_FaceTarget
	   PYLO N 2 A_SpawnItemEx("LordPyroFlameSpawner")	   
	   PYLO O 0 A_CustomMissile("ArchonLordMegaBall",60,0,14)
	   PYLO O 0 A_CustomMissile("ArchonLordMegaBall",60,0,-14)
	   PYLO O 0 A_CustomMissile("ArchonLordMegaBall",60,0,7)
	   PYLO O 0 A_CustomMissile("ArchonLordMegaBall",60,0,-7)
 	   PYLO O 6 A_CustomMissile("ArchonLordMegaBall",60,0,0)
	   TNT1 A 0 A_UnSetInvulnerable
	   PYLO PPPP 6 A_FaceTarget
	   TNT1 A 0 A_Jump(148,"Teleport","Spam")
	   Goto See
  Spam:
	   TNT1 A 0 A_SetInvulnerable
	   TNT1 A 0 A_FaceTarget
	   TNT1 A 0 A_PlaySoundEx("duke/see","Body",0,2)
	   PYLO M 0 A_FaceTarget
	   PYLO M 0 A_CustomMissile("FireShot",128,0,0)
	   PYLO MMMMMMMMMMMMMMMMM 2 A_SpawnItemEx("LordPyroFlameSpawner")	  
	   PYLO MMMMMMMMMMMMMMMMM 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO MMMMMMMMMMMMMMMMM 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO MMMMMMMMMMMMMMMMM 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO MMMMMMMMMMMMMMMMM 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO MMMMMMMMMMMMMMMMM 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO MMMMMMMMMMMMMMMMM 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO MMMMMMMMMMMMMMMMM 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO MMMMMMMMMMMMMMMMM 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO MMMMMMMMMMMMMMMMM 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   PYLO MMMMMMMMMMMMMMMMM 2 A_SpawnItemEx("LordPyroFlameSpawner")
	   TNT1 A 0 A_UnSetInvulnerable
	   PYLO MMMMMMMMMMMMMMMMM 2
	   PYLO MMMMMMMMMMMMMMMMM 2
	   Goto See
  Pain:
    PYLO Q 2
    PYLO Q 2 A_Pain
    Goto See
  Death:
    PYLO R 20 Bright A_Scream
    PYLO S 20 Bright
    PYLO T 20 Bright 
    PYLO U 20 Bright A_NoBlocking
    PYLO VW 6 Bright
    PYLO X 6 Bright
    PYLO Y 3 Bright
    PYLO Z -1 Bright
    Stop
  }
}

Actor FireShot
{
  Radius 3
  Height 3
  Speed 15
  Damage 80
  Projectile
  RenderStyle Add
  Alpha 0.67
  DamageType Fire
  SeeSound "pyro/flame"
  DeathSound "pyro/flamepoof"
  Decal RevenantScorch
  States
  {
  Spawn:
    FSHT A 1 Bright A_SpawnItemEx("FireTail",0,0,0,0,0,0,0,128)
    FSHT A 1 Bright A_SpawnItemEx("FireTail",0,0,0,0,0,0,0,128)
    FSHT A 1 Bright A_SpawnItemEx("FireTail",0,0,0,0,0,0,0,128)
    FSHT A 1 Bright A_SpawnItemEx("FireTail",0,0,0,0,0,0,0,128)
    FSHT A 1 Bright A_SpawnItemEx("FireTail",0,0,0,0,0,0,0,128)
    FSHT A 1 Bright A_SpawnItemEx("FireTail",0,0,0,0,0,0,0,128)
    Loop
  Death:
    FSHT A 0 Bright A_Explode
    FSHT B 0 Bright
    FSHT B 3 Bright
    FSHT C 3 Bright
    FSHT D 3 Bright
    FSHT E 3 Bright
    Stop
  }
}

Actor FireTail
{
  Projectile
  RenderStyle Add
  +NoClip
  Alpha 0.4
  States
  {
  Spawn:
    FRTB ABCDEFGHI 1 Bright
    Stop
  }
}

Actor EscapeExplosion 
{
  damage 100
  SeeSound "pyro/explosion"
  Radius 8
  Scale 2
  Height 210
  Speed 0
  States
  {
  Spawn:
    NKXP B 3 Bright
    NKXP C 3 Bright
    NKXP D 3 Bright A_Explode(50, 192)
    NKXP EFGHIJKLMNOPQRSTUV 3 Bright
    Stop
  }
}

Actor PyroBall
{
  Radius 10
  Height 8
  Speed 15
  damage 1
  SeeSound "pyro/bomb"
  DeathSound "pyro/bombhit"
  Projectile  
  RenderStyle Add
  Alpha 0.7
  -NoGravity
  +DoomBounce
  +LowGravity
  +FireDamage
  +SeekerMissile
  Decal RevenantScorch
  States
  {
  Spawn:
    RBAL A 0 Bright
    RBAL A 0 Bright A_AlertMonsters
    RBAL AAAABBBB 1 Bright 
    Goto Spawn +2
  Death:
    RBAL DEFGHI 4 Bright 
    Stop
  }
}

Actor FirebombExplosion1
{
  Radius 11
  Height 8
  Speed 18
  Damage 50
  +NoBlockMap
  +DropOff
  +Missile
  +ActivateImpact
  +ActivatePCross
  Obituary "%o was killed by a firebomb explosion."
  States
  {
  Spawn:
     FRME A 1 Bright
     Loop
  Death:
     FRME A 0
     FRME A 0 A_PlaySound("pyro/blastexplosion")
     FRME A 3 Bright A_Explode(128, 144)
     FRME B 1 Bright A_Mushroom("Pyroball",8)
     FRME B 2 Bright A_CustomMissile("FirebombExplosion2",25,0,180)
     FRME CDEFGHIJKLMNOPQRS 3 Bright
     Stop
  }
}

Actor FirebombExplosion2 : FirebombExplosion1
{
  States
  {
  Death:
    FRME A 0
    FRME A 0 A_PlaySound("pyro/blastexplosion")
    FRME A 3 Bright A_Explode(128, 136)
    FRME B 1 Bright
    FRME B 2 Bright A_CustomMissile("FirebombExplosion3",20,0,180)
    FRME CDEFGHIJKLMNOPQRS 3 Bright
    Stop
  }
}

Actor FirebombExplosion3 : FirebombExplosion1
{
  Speed 14
  Damage 30
  States
  {
  Death:
    FRME A 0
    FRME A 0 A_PlaySound("pyro/blastexplosion")
    FRME A 3 Bright A_Explode(128, 128)
    FRME BCDEFGHIJKLMNOPQRS 3 Bright
    Stop
  }
}

Actor PyroBlast
{
  damage 100
  Projectile
  +SeekerMissile
  +NoGravity
  RenderStyle Add
  Alpha 0.4
  SeeSound "pyro/blast"
  DeathSound "pyro/flamepoof"
  Speed 17
  Height 10
  Radius 10
  Decal Scorch
  states
  {
  Spawn:
    SBLL ABCDEFGHIJ 1 Bright A_SpawnItemEx("FireTail",0,0,0,0,0,0,0,128)
    SBLL A 0 Bright A_SeekerMissile(0,2)
    Goto Spawn+1
  Death:
    SBLL K 0 A_CustomMissile("FirebombExplosion1",1,0,45)
    SBLL K 0 A_CustomMissile("FirebombExplosion1",1,0,135)
    SBLL K 0 A_CustomMissile("FirebombExplosion1",1,0,225)
    SBLL K 0 A_CustomMissile("FirebombExplosion1",1,0,315)
    SBLL LMNOPQRSTUVW 1 Bright
    Stop
  }
}

Actor WalkFire
{
  +NoClip
  +Missile
  +DropOff
  +Randomize
  Scale 2.5
  Speed 1
  RenderStyle Add
  Alpha 0.67
  States
  {
  Spawn:
    TNT1 A 8
    FRTF A 3 Bright
    FRTF A 0 
    FRTF B 3 Bright
    FRTF B 0 
    FRTF C 3 Bright
    FRTF C 0 
    FRTF C 0 
    FRTF C 0 A_Jump(191,4)
    FRTF C 0 A_CustomMissile("WalkFire", 0, 24, 0)
    FRTF C 0 A_CustomMissile("WalkFire", 0, 0, 0)
    FRTF C 0 A_CustomMissile("WalkFire", 0, -24, 0)
    FRTF DEFGHIJKLMNO 3 Bright
    Stop
  }
}

Actor RainCometNull
{
  Radius 0
  Height 0
  Speed 8
  Projectile
  +FloorClip
  +Ripper
  +DoomBounce
  +CeilingHugger
  +DontHurtSpecies
  States
  {
  Spawn:
    ZAP5 A 0 A_Jump(5,8)
    ZAP5 AAAAAA 1 A_Wander
    ZAP5 A 8 A_CustomMissile("FallingComet",-24,random(0,128),random(0,360),2,random(1,89))
    Loop
  Death:
    ZAP5 A 0
    Stop
  }
}

Actor FallingComet
{
  Radius 6
  Height 8
  Speed 5
  Damage 70
  ExplosionDamage 40
  ExplosionRadius 80
  Scale 0.55
  Projectile
  SeeSound "pyro/comet"
  DeathSound "pyro/cometdeath"
  -NoGravity
  -Float
  +FloorClip
  +DontHurtSpecies 
  +SpawnCeiling
  Decal RevenantScorch
  States
  {
  Spawn:
    COMT AAAABBBBCCCC 1 Bright A_SpawnItemEx("FireTail", 0, 0, 0, 0, 0, 0, 0, 128)
    Loop
  Death:
    COMT D 3 Bright A_SpawnItemEx("CometDeathGlow", 0, 0, 0, 0, 0, 0, 0, 128)
    COMT E 3 Bright A_Explode(20,128,0)
    COMT E 0 A_SpawnItemEx("CometDeath", 0, 0, 0, 0, 0, 0, 0, 128)
    Stop
  }
}

Actor CometDeathGlow : FireTail
{
  Scale 2.0
  Alpha 0.6
  States
  {
  Spawn:
    FRTB ABCDEFGHI 3 Bright
    Stop
  }
}

Actor CometDeath
{
  Projectile
  RenderStyle Add
  +NoClip
  Alpha 0.7
  States
  {
  Spawn:
    COMT FGHI 3 Bright
    Stop
  }
}
Actor CometPyro
{
  Radius 6
  Height 8
  Speed 30
  Damage 50
  SpawnID 250
  Scale 0.55
  Projectile
  SeeSound "Afrit/CometFire"
  DeathSound "Afrit/CometHit"
  Decal Scorch
  States
  {
  Spawn:
    COMT AAAABBBBCCCC 1 Bright A_SpawnItemEx("CometTailP", 0, 0, 0, 0, 0, 0, 0, 128)
    Loop
  Death:
    COMT D 3 Bright A_SpawnItemEx("CometDeathGlowP", 0, 0, 0, 0, 0, 0, 0, 128)
    COMT E 3 Bright A_Explode(80, 80, 0)
    TNT1 A 0 A_SpawnItemEx("CometDeathP", 0, 0, 0, 0, 0, 0, 0, 128)
    Stop
  }
}

Actor CometTailP
{
  Projectile
  +NoClip
  RenderStyle Add
  Alpha 0.4
  States
  {
  Spawn:
    FRTB ABCDEFGHI 1 Bright
    Stop
  }
}

Actor CometDeathGlowP : CometTailP
{
  Scale 2.0
  Alpha 0.6
  States
  {
  Spawn:
    FRTB ABCDEFGHI 3 Bright
    Stop
  }
}

Actor CometDeathP
{
  Projectile
  RenderStyle Add
  +NoClip
  Alpha 0.7
  States
  {
  Spawn:
    COMT FGHI 3 Bright
    Stop
  }
}
ACTOR LordPyroGhost 
{
Scale 2
Alpha 0.75
States
{
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
  Fly:
    PYRO A 2 A_FadeOut(0.18)
    Loop
}
}

ACTOR LordPyroGhost2 
{
Scale 2
Alpha 0.75
States
{
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
  Fly:
    PYRO M 2 A_FadeOut(0.18)
    Loop
}
}
Actor Explosion
{
Radius 50
Height 50
Scale 2
damage 50
Speed 0
Mass 1000
+NOBLOCKMAP
+NOTELEPORT
+NOGRAVITY
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 Radius_Quake(3,15,0,10,0)
	TNT1 AAA 0 A_SpawnItemEx("OrangeParticleSpawner",0,0,0,0,0,0,0,128) 
	BXP2 DEFGHIJ 2 BRIGHT A_CustomMissile("Kaboom",random(20,80),random(20,-20),random(0,360),2,random(0,360))
	BXP2 K 2 BRIGHT A_CustomMissile("SmokeFX3",32,0,random(80,100),2,random(80,100))
	BXP2 LL 1 BRIGHT A_CustomMissile("Kaboom",random(20,80),random(20,-20),random(0,360),2,random(0,360))
	BXP2 M 2 BRIGHT A_CustomMissile("SmokeFX3",32,0,random(80,100),2,random(80,100))
	BXP2 NN 1 BRIGHT A_CustomMissile("Kaboom",random(20,80),random(20,-20),random(0,360),2,random(0,360))
	BXP2 OPQ 2 BRIGHT A_CustomMissile("SmokeFX3",32,0,random(80,100),2,random(80,100))
	Goto Death
  Death:
	TNT1 A 0
	Stop
  }
}

Actor ShockWave
{
Speed 0
Scale 2
Radius 50
Height 50
Damage 10
Renderstyle Add
PROJECTILE
+NOBLOCKMAP
+NOTELEPORT
+DONTSPLASH
+NOGRAVITY
+MISSILE
+FORCEXYBILLBOARD
+CLIENTSIDEONLY
+NOINTERACTION
+NOCLIP
Alpha 0.9
Scale 1
Speed 0
States
{
  Spawn:
	BSW0 A 0
	BSW0 A 0 A_SpawnItemEx("ShockWaveFlash")
	BSW0 AAAAAAAAAAA 1 Bright A_FadeOut(0.1)
	Stop
	}
}

Actor ShockWaveFlash 
{
Scale 2
height 50
damage 5
Alpha 1.0
radius 50
Renderstyle Add
+NOTELEPORT
+NOCLIP
+FLOORCLIP
+NOGRAVITY
+FORCEXYBILLBOARD
+NOINTERACTION
+CLIENTSIDEONLY
States
{
  Spawn:
	BFSH A 3 bright
  EndLoop:
	BFSH A 1 A_FadeOut (0.2)
	Loop
	}
}

ACTOR LandKaBoom
{
Scale 2
damage 30
Height 50
radius 50
Renderstyle Add
PROJECTILE
+CLIENTSIDEONLY
+NOINTERACTION
+NOGRAVITY
States
{	
  Spawn:
	TNT1 A 0
	BIGB ABCDEFGHIJ 2 Bright
	BIGB KLMNOP 2 Bright
	BIGB QRSTU 2 Bright
	Stop
	}
}

ACTOR EnergyProjectileSparkOrange
{
+NOGRAVITY
States
{
Spawn:
SPKO A 3 Bright A_FadeOut(0.1)
Loop
}
}
ACTOR EPSO1
{
Scale 0.065
}

ACTOR EPSO2 
{
Scale 0.055
}

ACTOR EPSO3 
{
Scale 0.045
}

ACTOR EPSO4 
{
Scale 0.035
}

ACTOR EPSO5 
{
Scale 0.025
}

ACTOR EPSO6 
{
Scale 0.015
}
ACTOR OrangeParticleSpawner
{
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
    TNT1 A 0 A_SpawnItemEx("EPSO1",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)
	TNT1 A 0 A_SpawnItemEx("EPSO2",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)
    TNT1 A 0 A_SpawnItemEx("EPSO3",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)
	TNT1 A 0 A_SpawnItemEx("EPSO4",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)
    TNT1 A 0 A_SpawnItemEx("EPSO5",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)
	TNT1 A 0 A_SpawnItemEx("EPSO6",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)
    TNT1 A 1
    Stop
  }
}
ACTOR SmokeFX3
{
Scale 1.65
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
SMK3 ABCDEFGHIJKLM 7 A_FadeOut(0.025)
Stop
}
}

ACTOR Kaboom 
{
Speed 3
height 50
radius 50
Damage 50
Renderstyle Add
Alpha 0.75
PROJECTILE
+FORCEXYBILLBOARD
+NOCLIP
Scale 1.3
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	FXPO A 1 Bright A_PlaySound("weapons/rocklx")
	FXPO ABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)
	Stop
}
}
ACTOR HoofStep
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_PlaySound("hoof/step")
Stop
}
}
ACTOR LordPyroFlameSpawner
{
  States
  {
  Spawn:
    TNT1 AAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("CardinalFire",random(64,-64),random(64,-64),random(0,128),0,0,random(4,12),0,128,0)
    TNT1 A 1
    Stop
  }
}
ACTOR CardinalFire
{
+MISSILE
+DONTSPLASH
+CLIENTSIDEONLY
+NOBLOCKMAP
+NOGRAVITY
+NOTELEPORT
+FORCEXYBILLBOARD
+THRUACTORS
RenderStyle Add
Scale 0.4
States
{
Spawn:
FIR1 ABCDEFGHIJKL 2 Bright A_FadeOut
Stop
}
}
ACTOR ArchonLordMegaBall
{
Radius 10
Height 10
Speed 38
Damage 300
Scale 3
DamageType "NobleComet"
PROJECTILE
+FORCERADIUSDMG
+SKYEXPLODE
SeeSound "comet/launch"
DeathSound "comet/explosion"
Decal NukeRocketScorch
States
{
  Spawn:
	CMRA ABCDEFGHIJ 1 Bright A_SpawnItemEx("ArchonLordMegaBallTail",0,random(-16,16),random(-16,16))
	Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_Explode(1024,684,0)
	TNT1 A 0 A_SetTranslucent(0.75,1)
	TNT1 A 0 A_SpawnItemEx("MegaExplosion")
	TNT1 A 0 A_SpawnItemEx("ArchonLordMegaBallExplosion")
	COMT DE 3 Bright
	Stop
}
}

Actor ArchonLordMegaBallExplosion 
{
	Scale 5
	+FLOORHUGGER
	+DROPOFF
	States
	{
	Spawn:

		XPL2 A 0
		XPL2 A 0 A_PlaySoundEx("archonmega/explosion","Body",0,2)
		XPL2 ABCDEFG 5 Bright
		Stop
	}
}

ACTOR ArchonLordMegaBallTail 
{
Alpha 0.3
Scale 2.55
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
CMRA ABCDEFGHIJ 2 Bright
Stop
}
}
ACTOR PyroLordTracer
{
   Radius 5
   Height 5
   Speed 38
   Damage 18
   RenderStyle ADD
   Alpha 0.67
   PROJECTILE
   +FLOORHUGGER
   -NOGRAVITY
   +DONTSPLASH
   Seesound "weapons/diasht"
   DeathSound "weapons/firex3"   
   States
   {
   Spawn:
      TNT1 A 0 A_SpawnItemEx("PyroLordTracerPuff")
      TNT1 A 2 A_CStaffMissileSlither
      Loop
   Death:
   	  TNT1 A 0
      TNT1 A 0 A_SpawnItemEx("OrangeParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
	  TNT1 AAA 0 A_CustomMissile("Kaboom9", 0, 0, random(0,360), 2, random(0,360))
	  TNT1 AAA 0 A_CustomMissile("SmokeFX4", 0, 0, random(0,360), 2, random(0,360))	 
      FTRA K 4 Bright A_Explode(24,48,0)
      FTRA LMNO 3 Bright
      Stop
   }
}

ACTOR PyroLordTracerPuff 
{
   Radius 1
   Height 1
   Speed 0
   RENDERSTYLE ADD
   ALPHA 0.67
   PROJECTILE
   +FLOORHUGGER
   -NOGRAVITY
   -NOINTERACTION
   Decal Scorch
   States
   {
   Spawn:
      TNT1 A 0
      TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
      FTRA ABCDEFGHIJ 3 Bright
      Stop
   }
}
ACTOR SmokeFX4 
{
Scale 0.35
Speed 1
Renderstyle Add
Alpha 0.75
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
SMK3 ABCDEFGHIJKLM 3 A_FadeOut(0.025)
Stop
}
}
ACTOR Kaboom9 
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
FXPO AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)
Stop
}
}
ACTOR Kaboom3 
{
Speed 2
Scale 0.9
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
FXPO AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)
Stop
}
}
ACTOR LAFire 
{
  Obituary "%o got roasted alive by the lord Pyro."
  DamageType "Hell"
  var int user_delay;
  Speed 8
  +NOCLIP
  YScale 2
  XScale 4
  States
  {
  Spawn:
    DFIR A 2 Bright
	TNT1 A 0 A_JumpIf(user_delay >= 60,"Death")
	TNT1 A 0 A_SetUserVar("user_delay",user_delay+1)
	TNT1 A 0 A_SpawnItem("LAFireSpawner",0,0,0,0)
	TNT1 A 0 A_Wander
    DFIR B 2 Bright A_Explode(Random(4,12),192)
	TNT1 A 0 A_SpawnItem("LAFireSpawner",0,0,0,0)
	TNT1 A 0 A_Wander
    DFIR C 2 Bright A_Explode(Random(4,12),192)
	TNT1 A 0 A_SpawnItem("LAFireSpawner",0,0,0,0)
	TNT1 A 0 A_Wander
    DFIR D 2 Bright A_Explode(Random(4,12),192)
	TNT1 A 0 A_SpawnItem("LAFireSpawner",0,0,0,0)
	DFIR C 0 A_FireCrackle
	TNT1 A 0 A_Wander
    DFIR C 2 Bright A_Explode(Random(4,12),192)	
	TNT1 A 0 A_SpawnItem("LAFireSpawner",0,0,0,0)
	TNT1 A 0 A_Wander
    DFIR B 2 Bright A_Explode(Random(4,12),192)	
    Goto Spawn+1
  Death:
    TNT1 A 0 A_SpawnItem("LAFireSpawner",0,0,0,0)
    DFIR E 2 Bright A_Explode(Random(4,12),128)	
    TNT1 A 0 A_SpawnItem("LAFireSpawner",0,0,0,0)
    DFIR F 2 Bright A_Explode(Random(4,12),128)	
    TNT1 A 0 A_SpawnItem("LAFireSpawner",0,0,0,0)
    DFIR G 2 Bright A_Explode(Random(4,12),128)	
    TNT1 A 0 A_SpawnItem("LAFireSpawner",0,0,0,0)
    DFIR H 2 Bright A_Explode(Random(4,12),128)		
    Stop
  }
}

ACTOR LAFireSpawner 
{
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("Kaboom3",random(48,-48),random(48,-48),random(6,48),0,0,random(2,4),0,128,0)
    TNT1 A 0 A_SpawnItemEx("CardinalFire",random(48,-48),random(48,-48),random(6,48),0,0,random(4,6),0,128,0)
    TNT1 A 1
    Stop
  }
}
Actor MegaExplosion : LandKaBoom
{
Scale 5
+FLOORHUGGER
+DROPOFF
+CLIENTSIDEONLY
States
{
  Spawn:
	TNT1 A 0
	XPL2 A 0
	XPL2 A 0 A_PlaySound("legsoul/explode2",1,0.6,0,0.6)
	XPL2 ABCDEFG 5 bright
	Stop
	}
}