
ACTOR Cyber : Cyberdemon Replaces Cyberdemon
{
	Game Doom
	SpawnID 114
	Health 4000
	Radius 40
	Height 110
	Mass 1000
	Speed 16
	PainChance 20
	
	DamageFactor "BoomHeadShot", 0.3
	PainChance "BoomHeadShot", 255
	
	Monster
	MinMissileChance 160
	+BOSS 
	+MISSILEMORE
	+FLOORCLIP
	+NORADIUSDMG
	+DONTMORPH
	+BOSSDEATH
	SeeSound "cyber/sight"
	PainSound "cyber/pain"
	DeathSound "cyber/death"
	ActiveSound "cyber/active"
	Obituary "$OB_CYBORG"
	States
	{
	Spawn:
	TNT1 A 0 A_SpawnItem("BigBox10", 8, 96, 0)
		CYBR A 10 A_Look
	TNT1 A 0 A_SpawnItem("BigBox10", 8, 96, 0)
		CYBR B 10 A_Look
		Loop
	See:
	TNT1 A 0 A_SpawnItem("BigBox10", 12, 96, 0)
		CYBR A 3 A_Hoof
		CYBR AB 3
	TNT1 A 0 A_SpawnItem("BigBox10", 12, 96, 0)
		CYBR BCC 3 A_Chase
	TNT1 A 0 A_SpawnItem("BigBox10", 12, 96, 0)
		CYBR D 3 A_Metal
		CYBR D 3 A_Chase
		Loop
	Missile:
	TNT1 A 0 A_SpawnItem("BigBox10", 8, 96, 0)
		CYBR E 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem("BigBox10", 8, 96, 0)
		CYBR E 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem("BigBox10", 8, 96, 0)
		CYBR E 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem("BigBox10", 8, 96, 0)
		CYBR E 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem("BigBox10", 8, 96, 0)
		CYBR F 10 A_CyberAttack
	TNT1 A 0 A_SpawnItem("BigBox10", 8, 96, 0)
		CYBR E 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem("BigBox10", 8, 96, 0)
		CYBR F 10 A_CyberAttack
	TNT1 A 0 A_SpawnItem("BigBox10", 8, 96, 0)
		CYBR E 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem("BigBox10", 8, 96, 0)
		CYBR F 10 A_CyberAttack
		Goto See
	Pain:
	TNT1 A 0 A_SpawnItem("BigBox10", 8, 96, 0)
		CYBR G 10 A_Pain
		Goto See
	Death:
		CYBR H 10
		CYBR I 10 A_Scream
		CYBR JKL 10
		CYBR M 10 A_NoBlocking
		CYBR NO 10
		CYBR P 30
		CYBR P -1 A_BossDeath
		Stop
	}
}