ACTOR HomRocket1 
{
   Radius 8
   Height 11
   Speed 30
   Damage 10
   PROJECTILE
   damagetype "boss"
   DeathSound "weapons/hrlexp"
   ExplosionDamage 64
   ExplosionRadius 96
   +SeekerMissile
   +Rockettrail
   +THRUGHOST
   +LOOKALLAROUND
   SeeSound "weapons/hrlfir"
   Decal Scorch
   States
   {
   Spawn:
        TNT1 A 0
        TNT1 A 0 A_RearrangePointers(AAPTR_NULL,AAPTR_TARGET,AAPTR_TRACER)
        TNT1 A 0 A_LookEx(0,0,0,0,0,"Acquired")
        TNT1 A 0 A_RearrangePointers(AAPTR_MASTER,AAPTR_MASTER,AAPTR_TRACER)
        Goto Idle
    Acquired:
        TNT1 A 0 A_RearrangePointers(AAPTR_MASTER,AAPTR_MASTER,AAPTR_TARGET)
        Goto Idle
	Idle:
		HMIS A 4 Bright A_SeekerMissile (20,35)
        HMIS A 4 Bright
        HMIS A 2 Bright A_SeekerMissile (5,25)
        HMIS A 2 Bright
        goto Idle+2
   Death:
      BAL3 C 0 Bright A_SetTranslucent (0.67,1)
      BAL3 C 8 Bright A_Explode
      BAL3 DE 5 Bright
      stop
   }
}

ACTOR AnnihilatorPlayer : PlayerPawn
{
  Health 750
	Radius 40 
	Height 110 
  Player.viewheight 100
  Speed 0.8
  mass 2000
  Player.ColorRange 0, 0
  Player.MaxHealth 16000
  Player.ViewHeight 100
  Player.DisplayName "Annihilator"
  Player.SoundClass "Annihilator"
  Player.MorphWeapon "AnnihilatorWeapon0"
  Player.StartItem "Mana", 100
  DamageFactor "Boss", 0
  limitedtoteam 1
	SeeSound "monster/annsit" 
	PainSound "cyber/pain" 
	DeathSound "monster/anndth" 
	ActiveSound "cyber/active" 
  +NOSKIN
  -PICKUP
  +NOTARGET
  states
{
  See:
	Spawn:
		ANNI AB 10 SetPlayerProperty(0, 1, 1)
		Loop
	See:
	   TNT1 A 0 SetPlayerProperty(0, 1, 1)
       ANNI A 3 A_Playsound ("monster/anhoof")
	   ANNI A 0 A_SpawnItemEx("UniversalStomp")
       ANNI ABBCC 3  
       ANNI D 3 A_Playsound ("monster/anhoof") 
       ANNI D 3  
	   ANNI D 0 A_SpawnItemEx("UniversalStomp")
		Loop
	Missile:
       ANNI E 6  
       ANNI F 12 Bright
       ANNI E 12
    Goto See
	Death:
       TNT1 A 0 A_SpawnItem("bigCyberDeath")
	   TNT1 A 0 A_Scream
	   TNT1 A 0 a_givetotarget("BOSSKILLEDSTAT", 1)
	   TNT1 A 1 a_givetotarget("reward", 1)
       BLAN A -1  
    stop
}
}