ACTOR MancubusR: Fatso 
{
/*
	States
	{	
	Missile:
		FATT G 20 A_FatRaise
//A_FatAttack1 will shoot one shot straight ahead, and the second 11.25 degrees to its left.
		FATT H 10 Bright {
			A_SpawnProjectile("FatShot",18,-34,11.25);
			A_SpawnProjectile("FatShot",18,34,0);
		}
		FATT IG 5 A_FaceTarget
//A_FatAttack2 will shoot one shot straight ahead, and the second 11.25 degrees to its right.
		FATT H 10 Bright {
			A_SpawnProjectile("FatShot",18,-34,0);
			A_SpawnProjectile("FatShot",18,34,-11.25);
		}
		FATT IG 5 A_FaceTarget
//A_FatAttack3 will shoot two shots, one 5.625 degrees to the left, and the other 5.625 degrees to the right. 
		FATT H 10 Bright {
			A_SpawnProjectile("FatShot",18,-34,5.625);
			A_SpawnProjectile("FatShot",18,34,-5.625);
		}
		FATT IG 5 A_FaceTarget
		Goto See
	}
	*/
}
/*
ACTOR DMR_FatShot : FatShot replaces FatShot
{
	States
	{
	Spawn:
		MANF AB 3 Bright {
			If(GetCvar("dmr_fancydoom")) 
			{ 
				A_SpawnItemEx("DMR_LargeFireballTrail",-7,0,3,frandom(-1,0),frandom(-1,1),frandom(0,1)); 
				A_SpawnItemEx("DMR_MediumFireballTrail",-7,0,3,frandom(-1,0),frandom(-1,1),frandom(0,1));
			}
		}
		Loop
	Death:
		TNT1 AAAAA 0 {
			If(GetCvar("dmr_fancydoom")) { 
				A_SpawnItemEx("DMR_LargeFireDebris",random(-1,1),random(-1,1),random(-1,1),frandom(-2,2),frandom(-2,2),frandom(-1,2)); 
				A_SpawnItemEx("DMR_LargeFireBouncingDebris",random(-1,1),random(-1,1),random(-1,1),frandom(-2,2),frandom(-2,2),frandom(-1,2));
			}
		}
		MISL B 8 Bright
		MISL C 6 Bright
		MISL D 4 Bright
		Stop
	}
}
*/