Actor ThamuzLord 7228
{
  Health 40000
  Radius 50
  Speed 27
  PainChance 35
  Mass 1000000
  Height 170
  Scale 1.6
  Bloodcolor "00 AA 00"
  Monster
  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
  Damagefactor "ice", 0.3
  MinMissileChance 30
  +NOTARGET
  +FLOORCLIP 
  +DONTRIP
  +MISSILEMORE
  +NORADIUSDMG
  +BOSS
  +DONTMORPH
  +DONTHURTSPECIES
  +NOTARGET
  +AMBUSH
  +NOICEDEATH
  +QUICKTORETALIATE
  +TELESTOMP
  +DONTRIP
  +missilemore
  +missileevenmore
  SeeSound "Thamuz/Idlesight"
  PainSound "Thamuz/Pain"
  DeathSound "Thamuz/death"
  ActiveSound "Thamuz/Idlesight"
  Obituary "%o fell before Thamuz."
  DropItem CellPack
  DropItem RocketBox
  DropItem CellPack 128
  DropItem RocketBox 128
  States
  {
  Spawn:
    DCYB A 10 A_Look
    Loop
  See:
    DCYB A 3 A_Chase
    TNT1 A 0 A_SpawnItemEx("DarkCyberGhostA",0,0,0,0,0,0,0,128)
    DCYB A 3 A_Chase
    TNT1 A 0 A_SpawnItemEx("DarkCyberGhostA",0,0,0,0,0,0,0,128)
    DCYB A 3 A_Chase
    TNT1 A 0 A_SpawnItemEx("DarkCyberGhostB",0,0,0,0,0,0,0,128)
    DCYB B 3 A_Chase
    TNT1 A 0 A_SpawnItemEx("DarkCyberGhostB",0,0,0,0,0,0,0,128)
    DCYB C 3 A_Chase
    TNT1 A 0 A_SpawnItemEx("DarkCyberGhostC",0,0,0,0,0,0,0,128)
    DCYB C 3 A_Chase
    TNT1 A 0 A_SpawnItemEx("DarkCyberGhostC",0,0,0,0,0,0,0,128)
    DCYB D 3 A_Chase
    TNT1 A 0 A_SpawnItemEx("DarkCyberGhostD",0,0,0,0,0,0,0,128)
    DCYB D 3 A_Chase
    TNT1 A 0 A_SpawnItemEx("DarkCyberGhostD",0,0,0,0,0,0,0,128)
    Loop
  Missile:
    TNT1 A 0 A_Jump(160,6)
    DCYB AE 5 A_FaceTarget
    DCYB E 5 A_FaceTarget
    DCYB F 10 A_CustomMissile("DCBMiss1",86,-25,0)
    DCYB E 15 A_FaceTarget
    Goto See
    TNT1 A 0 A_Jump(160,31)
    TNT1 A 0 A_SetInvulnerable
    DCYB G 20 A_PlaySound("Apocalypse/cast")
    TNT1 A 0 A_CustomMissile("DCBMiss3",50,0,20)
    TNT1 A 0 A_CustomMissile("DCBMiss3",50,0,40)
    TNT1 A 0 A_CustomMissile("DCBMiss3",50,0,60)
    TNT1 A 0 A_CustomMissile("DCBMiss3",50,0,80)
    TNT1 A 0 A_CustomMissile("DCBMiss3",50,0,100)
    TNT1 A 0 A_CustomMissile("DCBMiss3",50,0,120)
    TNT1 A 0 A_CustomMissile("DCBMiss3",50,0,140)
    TNT1 A 0 A_CustomMissile("DCBMiss3",50,0,160)
    TNT1 A 0 A_CustomMissile("DCBMiss3",50,0,-20)
    TNT1 A 0 A_CustomMissile("DCBMiss3",50,0,-40)
    TNT1 A 0 A_CustomMissile("DCBMiss3",50,0,-60)
    TNT1 A 0 A_CustomMissile("DCBMiss3",50,0,-80)
    TNT1 A 0 A_CustomMissile("DCBMiss3",50,0,-100)
    TNT1 A 0 A_CustomMissile("DCBMiss3",50,0,-120)
    TNT1 A 0 A_CustomMissile("DCBMiss3",50,0,-140)
    TNT1 A 0 A_CustomMissile("DCBMiss3",50,0,-160)
    TNT1 A 0 A_CustomMissile("DCBMiss3",50,0,180)
    DCYB G 10 A_CustomMissile("DCBMiss3",50,0,0)
    DCYB GGGGGGGG 10
    TNT1 A 0 A_UnsetInvulnerable
    DCYB G 10
    Goto See
    DCYB AE 3 A_FaceTarget
    DCYB E 4 A_FaceTarget
    DCYB F 4 A_CustomMissile("DCBMiss2",86,-25,0)
    DCYB E 4 A_FaceTarget
    DCYB F 4 A_CustomMissile("DCBMiss2",86,-25,0)
    DCYB E 4 A_FaceTarget
    DCYB F 4 A_CustomMissile("DCBMiss2",86,-25,0)
    DCYB E 4 A_FaceTarget
    DCYB F 4 A_CustomMissile("DCBMiss2",86,-25,0)
    DCYB E 4 A_FaceTarget
    DCYB F 4 A_CustomMissile("DCBMiss2",86,-25,0)
    DCYB E 4 A_FaceTarget
    DCYB F 4 A_CustomMissile("DCBMiss2",86,-25,0)
    DCYB E 4 A_FaceTarget
    DCYB F 4 A_CustomMissile("DCBMiss2",86,-25,0)
    DCYB E 4 A_FaceTarget
    DCYB F 4 A_CustomMissile("DCBMiss2",86,-25,0)
    DCYB E 4 A_FaceTarget
    DCYB F 4 A_CustomMissile("DCBMiss2",86,-25,0)
    DCYB E 4 A_FaceTarget
    DCYB F 4 A_CustomMissile("DCBMiss2",86,-25,0)
    Goto See
  Pain:
    DCYB G 2
    DCYB G 2 A_Pain
    Goto See
  Death:
    DCYB H 5
    DCYB I 5 A_Scream
    TNT1 A 0 A_SpawnItemEx("BDS",0,0,0,0,0,0,0,128)
    DCYB JKLMNO 5
    DCYB P -1 A_NoBlocking
    Stop
  }
}

Actor BDS
{   
  Radius 1
  Height 1
  Speed 1
  SeeSound "Thamuz/death2"
  Projectile
  States
  {
  Spawn:
    TNT1 A 1
  Stop
  }
}

Actor DarkCyberGhostA
{   
  Radius 2
  Height 2
  Speed 0
  Scale 1.6
  Projectile
  RenderStyle Translucent
  Alpha 0.6
  States
  {
  Spawn:
    TNT1 A 3
    DCYB A 3 A_FadeOut(0.10)
    Goto Spawn+1
  }
}

Actor DarkCyberGhostB : DarkCyberGhostA
{   
  States
  {
  Spawn:
    TNT1 A 3
    DCYB B 3 A_FadeOut(0.10)
    Goto Spawn+1
  }
}

Actor DarkCyberGhostC : DarkCyberGhostA
{   
  States
  {
  Spawn:
    TNT1 A 3
    DCYB C 3 A_FadeOut(0.10)
    Goto Spawn+1
  }
}

Actor DarkCyberGhostD : DarkCyberGhostA
{   
  States
  {
  Spawn:
    TNT1 A 3
    DCYB D 3 A_FadeOut(0.10)
    Goto Spawn+1
  }
}


Actor DCBMiss1
{
  Radius 12
  Height 12
  Speed 16
  Damage 100
  Projectile
  +SeekerMissile
  +ExtremeDeath
  Renderstyle Add
  SeeSound "q2weapon/bfgball"
  DeathSound "q2weapon/bfgballexplo"
  Decal BFGLightning
  States
  {
  Spawn:
    CBTS A 2 Bright A_SeekerMissile(1,90)
    TNT1 A 0 Bright A_SpawnItemEx("DCBM1Trail",0,0,0,0,0,0,0,128)
    CBTS B 2 Bright A_SeekerMissile(1,90)
    TNT1 A 0 Bright A_SpawnItemEx("DCBM1Trail",0,0,0,0,0,0,0,128)
    CBTS C 2 Bright A_SeekerMissile(1,90)
    TNT1 A 0 Bright A_SpawnItemEx("DCBM1Trail",0,0,0,0,0,0,0,128)
    CBTS D 2 Bright A_SeekerMissile(1,90)
    TNT1 A 0 Bright A_SpawnItemEx("DCBM1Trail",0,0,0,0,0,0,0,128)
    CBTS E 2 Bright A_SeekerMissile(1,90)
    TNT1 A 0 Bright A_SpawnItemEx("DCBM1Trail",0,0,0,0,0,0,0,128)
    CBTS F 2 Bright A_SeekerMissile(1,90)
    TNT1 A 0 Bright A_SpawnItemEx("DCBM1Trail",0,0,0,0,0,0,0,128)
    CBTS G 2 Bright A_SeekerMissile(1,90)
    TNT1 A 0 Bright A_SpawnItemEx("DCBM1Trail",0,0,0,0,0,0,0,128)
    CBTS H 2 Bright A_SeekerMissile(1,90)
    TNT1 A 0 Bright A_SpawnItemEx("DCBM1Trail",0,0,0,0,0,0,0,128)
    CBTS I 2 Bright A_SeekerMissile(1,90)
    TNT1 A 0 Bright A_SpawnItemEx("DCBM1Trail",0,0,0,0,0,0,0,128)
    CBTS J 2 Bright A_SeekerMissile(1,90)
    TNT1 A 0 Bright A_SpawnItemEx("DCBM1Trail",0,0,0,0,0,0,0,128)
    Loop
  Death:
    CBTS K 2 Bright A_Explode(140,140)
    CBTS LMNOPQRSTUVW 2 Bright
    Stop
  }
}

Actor DCBM1Trail
{   
  Radius 1
  Height 1
  Speed 0
  Scale 0.8
  +Noclip
  Projectile
  RenderStyle Add
  Alpha 0.6
  States
  {
  Spawn:
    TNT1 A 4
    CBTS LMNOPQRSTUVW 2 A_FadeOut
    Stop
  }
}

Actor DCBMiss2
{
  Radius 12
  Height 8
  Health 5
  Speed 28
  Damage 50
  RenderStyle Add
  Projectile
  Translation "160:167=120:127", "208:223=120:127"
  SeeSound "q2weapon/rocketlauncherfire"
  DeathSound "q2weapon/rocketexplo"
  Decal RevenantScorch
  States
  {
  Spawn:
    THZ4 A 2 Bright 
    Loop
  Death:
    FSFX DEFGHIJKLM 2 Bright
    Stop
  }
}

Actor DCBMiss3
{
  Radius 1
  Height 1
  Health 5
  Speed 8
  Damage 100
  Scale 2
  RenderStyle Add
  +BloodLessImpact
  +Ripper
  +DontSplash
  Projectile
  SeeSound "h2necromancer/magiccast"
  States
  {
  Spawn:
    TNT1 A 2 A_Gravity
    Loop
  Death:
    FSFX NOPQRSTNOPQRST 3
    FSFX Z 0 A_CustomMissile("DCBMiss3M",0,0,180)
    Stop
  }
}


Actor DCBMiss3M
{
  Radius 10
  Height 10
  Speed 28
  Damage 100
  Scale 1.3
  +FloorHugger
  RenderStyle Add
  Projectile
  DeathSound "comet/explosion"
  Decal RevenantScorch
  States
  {
  Spawn:
    FSFX NOPQRSTNOPQRST 3 A_SpawnItemEx("DCBMiss3MG",0,0,0,0,0,0,0,128)
    Loop
  Death:
    TNT1 A 0 A_Explode(64,64)
    FSFX UVW 3
    Stop
  }
}


Actor DCBMiss3MG
{   
  Radius 1
  Height 1
  Speed 0
  Scale 0.8
  +Noclip
  Projectile
  RenderStyle Add
  Alpha 0.6
  States
  {
  Spawn:
    TNT1 A 4
    FSFX NOPQRST 3
    Stop
  }
}
