Actor SkullMLGZombie : MLGZombie
{
//Creator: Makarov
//Origin: Infinity Gods
//Sprite: SMZO
//Title: "SkullMLGZombie" 
Monster
Health 19000
Speed 40
PainChance 20
BloodColor "Orange"
MinMissileChance 80
Species "Zombies"
Damagefactor 0.15
DamageFactor "PyroShot", 0.0
DamageFactor "PlayerPyro", 0.0
DamageFactor "Cursed", 0.0
DamageFactor "TrueLegendaryDamage", 0.0
DamageFactor "TrueLegendaryPlayer", 0.2
DropItem "Demon Tech Devastator" 256 1
DropItem "Demon Tech BFG10K" 256 1
DropItem "EFG9000", 256 1
DropItem "Explosive Minigun" 256 1
DropItem "ExplosiveRailgun" 200 1
DropItem "Explosive Shotgun" 200
DropItem "EnragedLegendaryAmmoSphere" 128 1
DropItem "CannongunSphere" 128
DropItem "ChaosEssence" 256 1
DropItem "DemonicChalice" 256 1
DropItem "SkullOfPower" 256 1
DropItem "SuperChargedWeaponEnhancerModuleGiver" 100
SeeSound "SkullMLGZombie/Sight"
ActiveSound "SkullMLGZombie/Active"
PainSound "SkullMLGZombie/Pain"
DeathSound "SkullMLGZombie/Death"
  Obituary "%o was wrecked by pure skull swag."
  Tag "\c[c5]Skull \c[u3]MLG Zombie\c-"
  var int user_music;
States
{
  Spawn:
	SMZO AB 10 A_Look
	TNT1 A 0 A_SpawnItem("HBoysFireSpawner",0,0,0,0)
	Loop
  Idle:
	SMZO AB 10 A_Look
	TNT1 A 0 A_SpawnItemEx("HBoysFireSpawner")
	Loop
  See:
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,600,915)
	TNT1 A 0 A_SetUserVar("user_music",1)
	SMZO A 3 A_Chase
	TNT1 A 0 Healthing(1)
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",360,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_MonsterRefire(0,"Rush")
	SMZO A 3 A_Chase
	TNT1 A 0 Healthing(1)
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",360,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_MonsterRefire(0,"Rush")
	SMZO B 3 A_Chase
	TNT1 A 0 Healthing(1)
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",360,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_MonsterRefire(0,"Rush")
	SMZO B 3 A_Chase
	TNT1 A 0 Healthing(1)
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",360,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_MonsterRefire(0,"Rush")
	SMZO C 3 A_Chase
	TNT1 A 0 Healthing(1)
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",360,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_MonsterRefire(0,"Rush")
	SMZO C 3 A_Chase
	TNT1 A 0 Healthing(1)
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",360,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_MonsterRefire(0,"Rush")
	SMZO D 3 A_Chase
	TNT1 A 0 Healthing(1)
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",360,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_MonsterRefire(0,"Rush")
	SMZO D 3 A_Chase
	TNT1 A 0 Healthing(1)
	Loop
  Strafing:
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	SMZO AAA 1 A_GiveInventory("HCommandoStrafing",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	SMZO BBB 1 A_GiveInventory("HCommandoStrafing",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	SMZO CCC 1 A_GiveInventory("HCommandoStrafing",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	SMZO DDD 1 A_GiveInventory("HCommandoStrafing",1)
	Goto See
  Rush:
	TNT1 A 0 A_Jump(128,"Rush2")
  Rush1:
	SMZO A 3 A_FastChase
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",45,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_Jump(128,"Rush3")
  Rush2:
	SMZO AAA 1 A_Chase
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",45,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_Jump(128,"Rush4")
  Rush3:
	SMZO A 3 A_FastChase
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",45,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_Jump(128,"Rush5")
  Rush4:
	SMZO AAA 1 A_Chase
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",45,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_Jump(128,"Rush6")
  Rush5:
	SMZO B 3 A_FastChase
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",45,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_Jump(128,"Rush7")
  Rush6:
	SMZO BBB 1 A_Chase
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",45,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_Jump(128,"Rush8")
  Rush7:
	SMZO B 3 A_FastChase
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",45,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_Jump(128,"Rush9")
  Rush8:
	SMZO BBB 1 A_Chase
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",45,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_Jump(128,"Rush10")
  Rush9:
	SMZO C 3 A_FastChase
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",45,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_Jump(128,"Rush11")
  Rush10:
	SMZO CCC 1 A_Chase
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",45,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_Jump(128,"Rush12")
  Rush11:
	SMZO C 3 A_FastChase
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",45,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_Jump(128,"Rush13")
  Rush12:
	SMZO CCC 1 A_Chase
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",45,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_Jump(128,"Rush14")
  Rush13:
	SMZO D 3 A_FastChase
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",45,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_Jump(128,"Rush15")
  Rush14:
	SMZO DDD 1 A_Chase
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",45,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_Jump(128,"Rush16")
  Rush15:
	SMZO D 3 A_FastChase
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",45,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_Jump(128,"Rush1")
  Rush16:
	SMZO DDD 1 A_Chase
	TNT1 A 0 A_JumpIfInTargetLOS("Dodge",45,JLOSF_DEADNOJUMP,1000)
	TNT1 A 0 A_Jump(38,"Teleport","ComboTel")
	TNT1 A 0 A_Jump(80,"Phase")
	TNT1 A 0 A_Jump(8,"See")
	Goto Rush
  Dodge:
	TNT1 A 0
	TNT1 A 0 A_GiveInventory("MonsterAvoid",1)
	TNT1 A 0 A_Jump(64,"See")
	Goto Missile
  DodgeSee:
	TNT1 A 0
	TNT1 A 0 A_GiveInventory("MonsterAvoid",1)
	TNT1 A 0 A_Jump(64,"Rush")
	Goto See
  Teleport:
    SMZO A 1 Bright A_UnSetShootable
	SMZO AAAAAA 0 A_SpawnItem("HBoysFireSpawner",0,0,0,0)
	SMZO AAAAAAAAAA 1 A_FadeOut(0.1,0)
	SMZO A 2
	SMZO AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	SMZO AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
    SMZO A 1 A_PlayWeaponSound("boss/teleport")
	SMZO AAAAAA 0 A_SpawnItem("HBoysFireSpawner",0,0,0,0)
	SMZO AAAAAAAAAA 1 A_FadeIn(0.1)
    SMZO A 1 Bright A_SetShootable
    Goto See
  Phase:
	TNT1 A 0 A_PlaySound("phaseimp/teleport")
	SMZO E 2 A_FaceTarget
	SMZO E 1 A_SetTranslucent(0.75)
	SMZO E 1 A_SetTranslucent(0.55)
	SMZO E 1 A_SetTranslucent(0.35)
	SMZO E 1 A_SetTranslucent(0.20)
	Goto Phased
  UnPhase:
	TNT1 A 0 A_PlaySound("phaseimp/teleport")
	SMZO E 1 A_SetTranslucent(0.15)
	SMZO E 1 A_SetTranslucent(0.35)
	SMZO E 1 A_SetTranslucent(0.55)
	SMZO E 1 A_SetTranslucent(0.75)
	TNT1 A 0 A_SetTranslucent(1)
	SMZO E 2 A_FaceTarget
    Goto See
  Phased:
	SMZO AABBCCDDAABBCCDDAABBCCDDAABBCCDD 1 A_ExtChase(0,0)
	SMZO AABBCCDDAABBCCDD 1 A_Chase
	TNT1 A 0 A_Jump(24,"UnPhase")
	Goto Phased+32
  ComboTel:
    SMZO E 1 A_UnSetShootable
	SMZO EEEEEEEEEEEE 0 A_SpawnItem("HBoysFireSpawner",0,0,0,0)
       SMZO EEEEEEEEEEE 1 A_FadeOut(0.1,0)
       SMZO EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
       SMZO E 1 A_PlayWeaponSound("boss/teleport")
       SMZO EEEEEEEEEEEE 0 A_SpawnItem("HBoysFireSpawner",0,0,0,0)
       SMZO EEEEEEEEEEE 1 A_FadeIn(0.1)
       SMZO E 1 A_PlayWeaponSound("boss/teleport")
       SMZO EEEEEEEEEEEE 0 A_SpawnItem("HBoysFireSpawner",0,0,0,0)
       SMZO EEEEEEEEEEE 1 A_FadeIn(0.1)
       SMZO EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
       SMZO E 1 A_PlayWeaponSound("boss/teleport")
       SMZO EEEEEEEEEEEE 0 A_SpawnItem("HBoysFireSpawner",0,0,0,0)
       SMZO EEEEEEEEEEE 1 A_FadeIn(0.1)
       SMZO E 1 A_PlayWeaponSound("boss/teleport")
       SMZO EEEEEEEEEEEE 0 A_SpawnItem("HBoysFireSpawner",0,0,0,0)
       SMZO EEEEEEEEEEE 1 A_FadeIn(0.1)
       SMZO EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
       SMZO E 1 A_PlayWeaponSound("boss/teleport")
       SMZO EEEEEEEEEEEE 0 A_SpawnItem("HBoysFireSpawner",0,0,0,0)
       SMZO EEEEEEEEEEE 1 A_FadeIn(0.1)
       SMZO E 1 A_PlayWeaponSound("boss/teleport")
       SMZO EEEEEEEEEEEE 0 A_SpawnItem("HBoysFireSpawner",0,0,0,0)
       SMZO EEEEEEEEEEE 1 A_FadeIn(0.1)
       SMZO EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
       SMZO E 1 A_PlayWeaponSound("boss/teleport")
       SMZO EEEEEEEEEEEE 0 A_SpawnItem("HBoysFireSpawner",0,0,0,0)
       SMZO EEEEEEEEEEE 1 A_FadeIn(0.1)
       SMZO E 1 A_PlayWeaponSound("boss/teleport")
       SMZO EEEEEEEEEEEE 0 A_SpawnItem("HBoysFireSpawner",0,0,0,0)
       SMZO EEEEEEEEEEE 1 A_FadeIn(0.1)
       SMZO EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
       SMZO E 1 A_PlayWeaponSound("boss/teleport")
       SMZO EEEEEEEEEEEE 0 A_SpawnItem("HBoysFireSpawner",0,0,0,0)
       SMZO EEEEEEEEEEE 1 A_FadeIn(0.1)   
       SMZO E 1 A_SetShootable
       Goto See
  Missile: 
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_Jump(130,"SniperRifle","GaussRifle","BFS","RailgunLaser","HFGauss","GaussRifleRage","ErradicatorRifle","RedStar","NukeShot","SuperCombo")
  SniperRifle:
	SMZO E 10 A_FaceTarget
	SMZO F 10 A_CustomMissile("SkullZombieProjectile",47,0,random(-2,2))
	SMZO E 10 A_PlaySound("SkullMLGZombie/Reload",CHAN_ITEM,1.0,0)
	TNT1 A 0 A_Jump(10,"Pause")
	TNT1 A 0 A_Jump(25,"Nade")
	TNT1 A 0 A_MonsterRefire(0,"See")
	Goto See
  GaussRifle:
    TNT1 A 0 A_PlaySound("weapons/rgcharge")
	SMZO EEE 5 Bright A_FaceTarget
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("executor/fire")
	SMZO F 2 A_CustomMissile("ExpGaussImpact",30,0,0,0)
	TNT1 A 0 Bright A_CustomRailgun(150,0,None,None,RGF_SILENT,1,0,"PlayerRailPuffRed",0,0,0,0,0.5,0.5,"ExpGaussRailCoreTrail")
	TNT1 A 0 A_Jump(10,"Pause")
	TNT1 A 0 A_Jump(25,"Mines","Nade")
	TNT1 A 0 A_MonsterRefire(0,"See")
	Goto See
  GaussRifleRage:
    TNT1 A 0 A_PlaySound("weapons/rgcharge")
	SMZO EEEEE 5 Bright A_FaceTarget
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("executor/fire")
	SMZO F 2 A_CustomMissile("ExpGaussImpact",30,0,0,0)
	TNT1 A 0 Bright A_CustomRailgun(150,0,None,None,RGF_SILENT,1,0,"PlayerRailPuffRed",0,0,0,0,0.5,0.5,"ExpGaussRailCoreTrail")
	SMZO E 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("MLGZombieStrafing",1)
	TNT1 A 0 A_PlayWeaponSound("executor/fire")
	SMZO F 2 A_CustomMissile("ExpGaussImpact",30,0,0,0)
	TNT1 A 0 Bright A_CustomRailgun(150,0,None,None,RGF_SILENT,1,0,"PlayerRailPuffRed",0,0,0,0,0.5,0.5,"ExpGaussRailCoreTrail")
	SMZO E 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("MLGZombieStrafing",1)
	TNT1 A 0 A_PlayWeaponSound("executor/fire")
	SMZO F 2 A_CustomMissile("ExpGaussImpact",30,0,0,0)
	TNT1 A 0 Bright A_CustomRailgun(150,0,None,None,RGF_SILENT,1,0,"PlayerRailPuffRed",0,0,0,0,0.5,0.5,"ExpGaussRailCoreTrail")
	SMZO E 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("MLGZombieStrafing",1)
	TNT1 A 0 A_PlayWeaponSound("executor/fire")
	SMZO F 2 A_CustomMissile("ExpGaussImpact",30,0,0,0)
	TNT1 A 0 Bright A_CustomRailgun(150,0,None,None,RGF_SILENT,1,0,"PlayerRailPuffRed",0,0,0,0,0.5,0.5,"ExpGaussRailCoreTrail")
	TNT1 A 0 A_Jump(10,"Pause")
	TNT1 A 0 A_Jump(25,"Mines","Nade")
	TNT1 A 0 A_MonsterRefire(0,"See")
	Goto See
  ErradicatorRifle:
    TNT1 A 0 A_PlaySound("weapons/rgcharge")
	SMZO EEEEE 5 Bright A_FaceTarget
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("executor/fire")
	SMZO F 2 A_CustomMissile("EradicationBFGProjectile",30,0,0,0)
	SMZO E 15 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("executor/fire")
	SMZO F 2 A_CustomMissile("EradicationBFGProjectile",30,0,0,0)
	SMZO E 10 A_FaceTarget
	TNT1 A 0 A_Jump(10,"Pause")
	TNT1 A 0 A_Jump(25,"Mines","Nade")
	TNT1 A 0 A_MonsterRefire(0,"See")
	Goto See
  RailgunLaser:
	TNT1 A 0 A_SetTranslucent(1)
	SMZO E 10 A_FaceTarget
	SMZO F 5 Bright A_CustomRailgun(100,-20,"none","red",RGF_SILENT|RGF_NOPIERCING|RGF_FULLBRIGHT,0,0,"UnmakerPuff",4,4,0,0,5.0,1,"UnmakerLaserSpark")
	SMZO E 4 A_FaceTarget
	TNT1 AA 0 A_GiveInventory("MLGZombieStrafing",1)
	SMZO F 5 Bright A_CustomRailgun(100,-20,"none","red",RGF_SILENT|RGF_NOPIERCING|RGF_FULLBRIGHT,0,0,"UnmakerPuff",4,4,0,0,5.0,1,"UnmakerLaserSpark")
	SMZO E 4 A_FaceTarget
	SMZO F 5 Bright A_CustomRailgun(100,-20,"none","red",RGF_SILENT|RGF_NOPIERCING|RGF_FULLBRIGHT,0,0,"UnmakerPuff",4,4,0,0,5.0,1,"UnmakerLaserSpark")
	SMZO E 4 A_FaceTarget
	TNT1 A 0 A_GiveInventory("MLGZombieStrafing",1)
	SMZO F 5 Bright A_CustomRailgun(100,-20,"none","red",RGF_SILENT|RGF_NOPIERCING|RGF_FULLBRIGHT,0,0,"UnmakerPuff",4,4,0,0,5.0,1,"UnmakerLaserSpark")
	SMZO E 4 A_FaceTarget
	SMZO F 3 Bright A_CustomRailgun(100,-20,"none","red",RGF_SILENT|RGF_NOPIERCING|RGF_FULLBRIGHT,0,0,"UnmakerPuff",4,4,0,0,5.0,1,"UnmakerLaserSpark")
	SMZO E 3 A_FaceTarget
	TNT1 AA 0 A_GiveInventory("MLGZombieStrafing",1)
	SMZO F 3 Bright A_CustomRailgun(100,-20,"none","red",RGF_SILENT|RGF_NOPIERCING|RGF_FULLBRIGHT,0,0,"UnmakerPuff",4,4,0,0,5.0,1,"UnmakerLaserSpark")
	SMZO E 3 A_FaceTarget
	SMZO F 3 Bright A_CustomRailgun(100,-20,"none","red",RGF_SILENT|RGF_NOPIERCING|RGF_FULLBRIGHT,0,0,"UnmakerPuff",4,4,0,0,5.0,1,"UnmakerLaserSpark")
	SMZO E 2 A_FaceTarget
	TNT1 AA 0 A_GiveInventory("MLGZombieStrafing",1)
	SMZO F 2 Bright A_CustomMissile("SkullZombieProjectile",47,0,random(-2,2))
	SMZO E 2 A_FaceTarget
	TNT1 AA 0 A_GiveInventory("MLGZombieStrafing",1)
	SMZO F 2 Bright A_CustomRailgun(100,-20,"none","red",RGF_SILENT|RGF_NOPIERCING|RGF_FULLBRIGHT,0,0,"UnmakerPuff",4,4,0,0,5.0,1,"UnmakerLaserSpark")
	SMZO E 2 A_FaceTarget
	SMZO F 2 Bright A_CustomMissile("SkullZombieProjectile",47,0,random(-2,2))
	SMZO E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("MLGZombieStrafing",1)
	SMZO F 2 Bright A_CustomMissile("SkullZombieProjectile",47,0,random(-2,2))
	SMZO E 2 A_FaceTarget
	SMZO F 3 Bright A_CustomRailgun(100,-20,"none","red",RGF_SILENT|RGF_NOPIERCING|RGF_FULLBRIGHT,0,0,"UnmakerPuff",4,4,0,0,5.0,1,"UnmakerLaserSpark")
	SMZO E 4 A_FaceTarget
	TNT1 AA 0 A_GiveInventory("MLGZombieStrafing",1)
	SMZO F 3 Bright A_CustomMissile("SkullZombieProjectile",47,0,random(-2,2))
	SMZO E 3 A_FaceTarget
	SMZO F 3 Bright A_CustomRailgun(100,-20,"none","red",RGF_SILENT|RGF_NOPIERCING|RGF_FULLBRIGHT,0,0,"UnmakerPuff",4,4,0,0,5.0,1,"UnmakerLaserSpark")
	SMZO E 4 A_FaceTarget
	TNT1 AA 0 A_GiveInventory("MLGZombieStrafing",1)
	SMZO F 5 Bright A_CustomRailgun(100,-20,"none","red",RGF_SILENT|RGF_NOPIERCING|RGF_FULLBRIGHT,0,0,"UnmakerPuff",4,4,0,0,5.0,1,"UnmakerLaserSpark")
	SMZO E 4 A_FaceTarget
	SMZO E 25 A_FaceTarget
	TNT1 A 0 A_Jump(10,"Pause")
	TNT1 A 0 A_Jump(25,"Mines","Nade")
	TNT1 A 0 A_MonsterRefire(0,"See")
	Goto See
  BFS:
 	TNT1 A 0 A_StopSound(6)
 	SMZO E 0 A_PlaySound ("Cardinal/9k")
 	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
 	SMZO EEEEEEEEEEEEEEEE 2 A_FaceTarget
 	SMZO E 0 A_PlaySound ("Weapons/BFSG/Fire")
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,0,0,0,0)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,0,0,0,0)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,2,15,0,0)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,-2,-15,0,0)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,2,12,0,2)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,2,12,0,-2)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,-2,-12,0,2)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,-2,-12,0,-2)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,2,10,0,0)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,-2,-10,0,0)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,1,8,0,4)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,1,8,0,-4)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,-1,-8,0,4)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,-1,-8,0,-4)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,1,6,0,0)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,-1,-6,0,0)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,1,4,0,5)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,1,4,0,-5)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,-1,-4,0,5)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,-1,-4,0,-5)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,1,2,0,0)
 	SMZO F 10 Bright A_CustomMissile("Cardinal10K",30,-1,-2,0,0)
 	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
 	TNT1 A 0 A_PlaySound("weapons/devexp", 5)
	TNT1 A 0 A_Jump(64,"Mines")
	TNT1 A 0 A_Jump(30,"Nade")
	TNT1 A 0 A_MonsterRefire(0,"See")
 	Goto See
  RedStar:
	TNT1 A 0 A_PlaySound("lrball3/charge",CHAN_WEAPON)
    SMZO E 2 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	SMZO EEEEEEEEEEEEEEE 2 Bright A_SpawnItem("HBoysFireSpawner",0,0,0,0)
	SMZO E 2 Bright A_FaceTarget
	SMZO EEEEEEEEEEEEEEE 2 Bright A_SpawnItem("HBoysFireSpawner",0,0,0,0)
	SMZO E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    SMZO F 8 Bright A_CustomMissile("HellfireTerminatorStar",30,0,0)
	SMZO E 2 Bright A_FaceTarget
	SMZO FFFFFFFFFF 2 Bright A_SpawnItem("HBoysFireSpawner",0,0,0,0)
	SMZO E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    SMZO F 8 Bright A_CustomMissile("HellfireTerminatorStar",30,0,0)
	SMZO FFFFFFFFFF 2 Bright A_SpawnItem("HBoysFireSpawner",0,0,0,0)
	SMZO E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    SMZO F 8 Bright A_CustomMissile("HellfireTerminatorStar",30,0,0)
	SMZO FFFFFFFFFF 2 Bright A_SpawnItem("HBoysFireSpawner",0,0,0,0)
	SMZO E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
	TNT1 A 0 A_UnSetInvulnerable
    SMZO E 8 Bright A_CustomMissile("HellfireTerminatorStar",40,6,0)
	TNT1 A 0 A_Jump(10,"Pause")
	TNT1 A 0 A_Jump(25,"Mines","Nade")
	TNT1 A 0 A_MonsterRefire(0,"See")
    Goto See
  HFGauss:
	SMZO E 10 Bright A_FaceTarget
	SMZO E 4 Bright A_FaceTarget
	SMZO E 0 A_PlaySound("Weapons/HFGaussFire")
	SMZO F 3 Bright A_CustomMissile("HFGaussProjectile",58,-26,Random(-4, 4))
	SMZO E 2 Bright A_FaceTarget
	SMZO E 0 A_PlaySound("Weapons/HFGaussFire")
	SMZO F 3 Bright A_CustomMissile("HFGaussProjectile",58,-26,Random(-4, 4))	
	SMZO E 2 Bright A_FaceTarget
	SMZO E 0 A_PlaySound("Weapons/HFGaussFire")
	SMZO F 3 Bright A_CustomMissile("HFGaussProjectile",58,-26,Random(-4, 4))
	SMZO E 2 Bright A_FaceTarget
	SMZO E 0 A_PlaySound("Weapons/HFGaussFire")
	SMZO F 3 Bright A_CustomMissile("HFGaussProjectile",58,-26,Random(-4, 4))
	SMZO E 2 Bright A_FaceTarget
	SMZO E 0 A_PlaySound("Weapons/HFGaussFire")
	SMZO F 3 Bright A_CustomMissile("HFGaussProjectile",58,-26,Random(-4, 4))
	SMZO E 2 Bright A_FaceTarget
	SMZO E 0 A_PlaySound("Weapons/HFGaussFire")
	SMZO F 3 Bright A_CustomMissile("HFGaussProjectile",58,-26,Random(-4, 4))
	SMZO E 2 Bright A_FaceTarget
	SMZO E 0 A_PlaySound("Weapons/HFGaussFire")
	TNT1 A 0 A_CustomMissile("HFGaussProjectile",58,-26,3)
	TNT1 A 0 A_CustomMissile("HFGaussProjectile",58,-26, -3)
	SMZO F 3 Bright A_CustomMissile("HFGaussProjectile",58,-26,Random(-4, 4))
	SMZO E 2 Bright A_FaceTarget
	SMZO E 0 A_PlaySound("Weapons/HFGaussFire")
	TNT1 A 0 A_CustomMissile("HFGaussProjectile",58,-26,3)
	TNT1 A 0 A_CustomMissile("HFGaussProjectile",58,-26, -3)
	SMZO F 3 Bright A_CustomMissile("HFGaussProjectile",58,-26,Random(-4, 4))
	SMZO E 2 Bright A_FaceTarget
	SMZO E 0 A_PlaySound("Weapons/HFGaussFire")
	TNT1 A 0 A_CustomMissile("HFGaussProjectile",58,-26,3)
	TNT1 A 0 A_CustomMissile("HFGaussProjectile",58,-26, -3)
	SMZO F 3 Bright A_CustomMissile("HFGaussProjectile",58,-26,Random(-4, 4))
	SMZO E 2 Bright A_FaceTarget
	SMZO E 0 A_PlaySound("Weapons/HFGaussFire")
	TNT1 A 0 A_CustomMissile("HFGaussProjectile",58,-26,3)
	TNT1 A 0 A_CustomMissile("HFGaussProjectile",58,-26, -3)
	SMZO F 3 Bright A_CustomMissile("HFGaussProjectile",58,-26,Random(-4, 4))
	SMZO E 2 A_FaceTarget	
	TNT1 A 0 A_Jump(10,"Pause")
	TNT1 A 0 A_Jump(25,"Mines","Nade")
	TNT1 A 0 A_MonsterRefire(0,"See")
	goto see
  SuperCombo:
    TNT1 A 0 A_PlaySound("weapons/rgcharge")
	SMZO EEEEE 5 Bright A_FaceTarget
	SMZO E 0 A_PlaySound ("Cardinal/9k")
 	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
 	SMZO EEEEEEEEEEEEEEEE 2 A_FaceTarget
 	SMZO E 0 A_PlaySound ("Weapons/BFSG/Fire")
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,0,0,0,0)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,0,0,0,0)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,2,15,0,0)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,-2,-15,0,0)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,2,12,0,2)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,2,12,0,-2)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,-2,-12,0,2)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,-2,-12,0,-2)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,2,10,0,0)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,-2,-10,0,0)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,1,8,0,4)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,1,8,0,-4)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,-1,-8,0,4)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,-1,-8,0,-4)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,1,6,0,0)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,-1,-6,0,0)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,1,4,0,5)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,1,4,0,-5)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,-1,-4,0,5)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,-1,-4,0,-5)
 	SMZO F 0 A_CustomMissile("Cardinal10K",30,1,2,0,0)
 	SMZO F 6 Bright A_CustomMissile("Cardinal10K",30,-1,-2,0,0)
 	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_GiveInventory("MLGZombieStrafing",1)
	SMZO F 5 Bright A_CustomRailgun(100,-20,"none","red",RGF_SILENT|RGF_NOPIERCING|RGF_FULLBRIGHT,0,0,"UnmakerPuff",4,4,0,0,5.0,1,"UnmakerLaserSpark")
	SMZO E 4 A_FaceTarget
	SMZO F 3 Bright A_CustomRailgun(100,-20,"none","red",RGF_SILENT|RGF_NOPIERCING|RGF_FULLBRIGHT,0,0,"UnmakerPuff",4,4,0,0,5.0,1,"UnmakerLaserSpark")
	SMZO E 3 A_FaceTarget
	TNT1 AA 0 A_GiveInventory("MLGZombieStrafing",1)
	SMZO F 3 Bright A_CustomRailgun(100,-20,"none","red",RGF_SILENT|RGF_NOPIERCING|RGF_FULLBRIGHT,0,0,"UnmakerPuff",4,4,0,0,5.0,1,"UnmakerLaserSpark")
	SMZO E 3 A_FaceTarget
	SMZO F 3 Bright A_CustomRailgun(100,-20,"none","red",RGF_SILENT|RGF_NOPIERCING|RGF_FULLBRIGHT,0,0,"UnmakerPuff",4,4,0,0,5.0,1,"UnmakerLaserSpark")
	SMZO E 2 A_FaceTarget
	TNT1 AA 0 A_GiveInventory("MLGZombieStrafing",1)
	SMZO F 2 Bright A_CustomMissile("SkullZombieProjectile",47,0,random(-2,2))
	SMZO E 2 A_FaceTarget
	TNT1 AA 0 A_GiveInventory("MLGZombieStrafing",1)
	SMZO F 2 Bright A_CustomRailgun(100,-20,"none","red",RGF_SILENT|RGF_NOPIERCING|RGF_FULLBRIGHT,0,0,"UnmakerPuff",4,4,0,0,5.0,1,"UnmakerLaserSpark")
	SMZO E 2 A_FaceTarget
	SMZO F 2 Bright A_CustomMissile("SkullZombieProjectile",47,0,random(-2,2))
	SMZO E 6 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("executor/fire")
	SMZO F 2 A_CustomMissile("ExpGaussImpact",30,0,0,0)
	TNT1 A 0 Bright A_CustomRailgun(150,0,None,None,RGF_SILENT,1,0,"PlayerRailPuffRed",0,0,0,0,0.5,0.5,"ExpGaussRailCoreTrail")
	TNT1 A 0 A_PlayWeaponSound("executor/fire")
	SMZO E 6 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("executor/fire")
	SMZO F 2 A_CustomMissile("ExpGaussImpact",30,0,0,0)
	TNT1 A 0 Bright A_CustomRailgun(150,0,None,None,RGF_SILENT,1,0,"PlayerRailPuffRed",0,0,0,0,0.5,0.5,"ExpGaussRailCoreTrail")
	SMZO E 6 A_FaceTarget
	TNT1 AA 0 A_GiveInventory("MLGZombieStrafing",1)
	TNT1 A 0 A_PlayWeaponSound("executor/fire")
	SMZO F 2 A_CustomMissile("EradicationBFGProjectile",30,0,0,0)
	SMZO E 10 A_FaceTarget
	TNT1 A 0 A_Jump(10,"Pause")
	TNT1 A 0 A_Jump(25,"Mines","Nade")
	TNT1 A 0 A_MonsterRefire(0,"See")
	Goto See
  NukeShot:
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_PlaySound("Weapons/GuruUp",7,1.0,0,0.5)
	SMZO E 15 A_FaceTarget
	TNT1 A 0 A_PlaySound("truelegbfg/trigger",6,1.0,0,0.5)
	SMZO E 10 A_FaceTarget
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_PlaySound("weapons/nuclearmissilecharge",0,10.0)
	SMZO EEEEEEEEEEEE 5 A_GiveInventory("DTZombieStrafing",1)
	TNT1 A 0 A_PlaySoundEx("Cardihilator/NukeFire", 1, 0, 2)
	SMZO F 20 A_CustomMissile("FusionNuke",32)
	Goto Pause
  Pause:
	SMZO EEEEE 3 Bright A_GiveInventory("MLGZombieStrafing",1)
	Goto See
  Nade:
	SMZO E 1 A_JumpIfCloser(1000,1)
	Goto Missile
	TNT1 A 0 A_JumpIfCloser(280,"Missile")
	SMZO E 6 A_GiveInventory("HCommandoStrafing",1)
	SMZO EEE 4 A_GiveInventory("HCommandoStrafing",1)
	TNT1 A 0 A_GiveInventory("HCommandoStrafing",1)
	SMZO E 6 A_CustomMissile("SkullGrenade",32,0,0,2,10)
	SMZO E 1
	Goto See
  Mines:
	SMZO C 4 Fast
	SMZO E 15 Fast A_CustomMissile("InsaneCydestroyerThrownHellfireMine",32,0,0,2,15)
	TNT1 AAAA 0 A_CustomMissile("InsaneCydestroyerThrownHellfireMine",32,0,random(0,360),2,15)
	SMZO C 4 Fast
	Goto See
  PainMissile: 
	SMZO E 3
	SMZO E 3 A_Jump(192,"Missile")
	Goto Missile
  Pain:
	TNT1 A 0
	TNT1 A 0 A_JumpIfHealthLower((ACS_NamedExecuteWithResult("Hem_SpawnHealth")*0.25),"PainShield")
	TNT1 A 0 A_Jump(96,"NoPainShield")
  PainShield:
	TNT1 A 0 A_GiveInventory("ZombieShieldSphere",1)
  NoPainShield:
	SMZO G 3
	SMZO G 3 A_Pain
	Goto Dodge
  Death:
	SMZO H 9
	SMZO I 9 A_Scream
	TNT1 A 0 A_SpawnItemEx("HellfireUltrasphere",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("LegendaryRune",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("LegendaryRune",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("Jetpack",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("BigGas",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("PyroCannon",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("ExplosiveRifle",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("BFG10k ",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("Explosive Minigun",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("Demon Tech Shotgun",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("RapidShotgun",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("HellfireArmor",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	SMZO J 9
	SMZO K 9 A_NoBlocking
	TNT1 A 0 A_TakeInventory("Tic",999999)
	SMZO L -1
	Stop
	}
}

Actor SkullZombieProjectile : MLGZombieProjectile
{
SeeSound "SkullMLGZombie/Fire"
DamageType "Cyber10k"
States
{
  Spawn:
	SBUL A 1 A_CustomMissile("ProjectileTrailParticleRed",Random(2,4),Random(-2,2))
	Loop
  Death:
    TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("RedParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
    FXPO AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)
	Stop
	}
}

ACTOR SkullGrenade : ThrownGrenade
{  
    Damagetype "Cyber10K"
	States
   {
   Spawn:
	  TNT1 A 0
      HGN1 A 3 A_StopSound
      HGN1 BCDEFGHABCDEFGHABCDEFGH 3
      Goto Death      
   Death: 
   	  TNT1 A 0 Bright 
	  TNT1 A 0 Bright A_SpawnItemEx("EFGFusionNukeFX",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	  TNT1 A 0 Bright A_CustomMissile("EFGFusionNukeExplode",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,0)
  	  TNT1 AAAAAAAA 3 Bright A_SpawnItemEx("WelderFlare",0,0,0,random(2,4),random(2,4),2,random(0,360),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS|SXF_SETMASTER,64)
      Stop
   }
}

Actor INFSkullMLGZombie : SkullMLGZombie
{
Tag "\c[c5]Skull \c[u3]MLG Zombie\c-"
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_Jump(130,"Remove")
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("TrueLegendaryRuneSpawnCheck") == 2,1)
	Goto Remove
	Idle:
	SMZO A 10 A_Look
	TNT1 A 0 A_SpawnItemEx("HBoysFireSpawner")
	Loop
  Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("ShotgunSpawnerLiter",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
	}
}