ACTOR NewDarkInquisitor : Inquisitor
{
//Creator: High Councilor
//Origin: Nexus Infinity
//Sprite: R0B5
//Title: "Dark Inquisitor"
  Health 8500
  Obituary "ENTITY.EXECUTED[%o]:" //"World.execute(%o):"
  PainChance 1
  Speed 20
  FloatSpeed 15
  DamageFactor "Cyber10K", 0.0
  DamageFactor "PDTBFG", 0.1
  DamageFactor "PDTBFGTracer", 0.1
  DamageFactor "PlayerDevBall", 0.2
  DamageFactor "PlayerDevBall2", 0.2
  DamageFactor "PlayerDevTracer", 0.2
  DamageFactor "Ice", 0.1
  DamageFactor "Fire", 0.1
  DamageFactor "FreezerBurn", 0.1
  DamageFactor "PlayerDTRG", 0.3
  DamageFactor "Legendary", 0.5
  DamageFactor "Legendary1", 0.5
  DamageFactor "LegendaryPlayer", 0.5
  Damagefactor "EMP", 0.0
  Damagefactor "Disintegrate", 0.0
  Damagefactor "DarkDemoEx", 0.0 //Infinity
  Damagefactor "NobleComet", 0.0 //Infinity
  DamageFactor 0.75
  Dropitem "Backpack"
  DropItem "BFG10K " 178 1
  DropItem "Demon Tech BFG10K" 128 1
  DropItem "Demon Tech Ballista" 128 1
  DropItem "BFG9500" 128
  DropItem "Armorplate" 186
  DropItem "Armorplate" 186
  DropItem "Armorplate" 186
  DropItem "BossLifeEssence" 256 25
  DropItem "BossArmorBonusMax" 256 1
  DropItem "DemonAmmoBox" 128 200
  DropItem "DemonicChalice" 128
  DropItem "DarkArmor" 160
  DropItem "PortableEnhancedMedCellPack" 256
  DropItem "ExoticWeaponEnhancerModuleGiver" 256
  SeeSound "darkinquisitor/sight"
  ActiveSound "darkinquisitor/active"
  DeathSound "darkinquisitor/death"
  PainSound "darkinquisitor/pain"
  +BOSS
  +BOSSDEATH
  +FLOORCLIP
  +NORADIUSDMG
  +DONTMORPH
  +NOICEDEATH
  +MISSILEMORE
  +MISSILEEVENMORE
  +DROPOFF
  +NOFEAR
  +NOEXTREMEDEATH
  Tag "\c[l2]Dark Inquisitor\c-"
  var int user_firespawn;
  var int user_missile;
  var int user_missile2;
  var int user_specialmissile;
  var int user_music;
  States
  {
  Spawn:
	R0B5 A 0 A_ChangeFlag(FLOAT,0)
    R0B5 A 0 A_ChangeFlag(NOGRAVITY,0)
    R0B5 A 0 A_TakeInventory("FlightToken",0)
	R0B5 A 10 A_Look
	Loop
  See:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	//TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,2122,920) //CerebralCardihilator
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,2122)
	TNT1 A 0 A_SetUserVar("user_music",1)
	R0B5 B 6 A_Chase
	R0B5 C 0 A_playsoundEX("darkinquisitor/step","SoundSlot6")
	R0B5 C 6 A_Chase
	TNT1 A 0 A_JumpIf(z - floorz > 45, "Fly")
	R0B5 A 0 A_Jump(5,"TakeOff")
	R0B5 D 6 A_Chase
	TNT1 A 0 A_JumpIf(z - floorz > 45, "Fly")
	R0B5 A 0 A_Jump(5,"TakeOff")
	R0B5 E 6 A_Chase
	TNT1 A 0 A_JumpIf(z - floorz > 45, "Fly")
	R0B5 A 0 A_Jump(5,"TakeOff")
	R0B5 D 0 A_playsoundEX("darkinquisitor/step","SoundSlot6")
	R0B5 D 6 A_chase
	TNT1 A 0 A_JumpIf(z - floorz > 45, "Fly")
	R0B5 A 0 A_Jump(5,"TakeOff")
	R0B5 C 6 A_Chase
	TNT1 A 0 A_JumpIf(z - floorz > 45, "Fly")
	Goto See
  TakeOff:
    R0B5 A 8
    R0B5 A 0 A_ChangeFlag(NOPAIN,1)
    R0B5 I 8 ThrustThingZ(0,42,0,1)
    R0B5 A 0 A_ChangeFlag(FLOAT,1)
    R0B5 A 0 A_ChangeFlag(NoGravity,1)
    R0B5 H 8 
    R0B5 A 0 A_Stop
    R0B5 A 0 A_PlaySound("darkinquisitor/flight")
    R0B5 A 0 A_GiveInventory("FlightToken",1)
    R0B5 A 0 A_ChangeFlag(NOPAIN,0)
    Goto Fly
  Land:
    R0B5 A 0 A_ChangeFlag(NOPAIN,1)
    R0B5 A 0 A_ChangeFlag(FLOAT,0)
    R0B5 A 0 A_ChangeFlag(NOGRAVITY,0)
    R0B5 A 0 A_TakeInventory("FlightToken", 0)
    R0B5 A 3 A_CheckFloor(1)
    Goto Land+4
	R0B5 A 0 A_ChangeFlag(NOPAIN,0)
    TNT1 A 0 A_StopSoundEx("SoundSlot6")
	R0B5 A 0 A_Jump(20,"Missile")
    Goto See
  Fly:
	TNT1 A 0 A_PlaySoundEx("darkinquisitor/flight","SoundSlot6",1,0)
    TNT1 A 0 A_Stop //Infinity
	TNT1 A 0 A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	R0B5 H 2 Bright A_Chase("","")
	TNT1 A 0 A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	R0B5 H 2 Bright A_Chase ("","MissileFly", 1)
	TNT1 A 0 A_JumpIf(z - floorz < 45,"Land")	//If low enough, it lands safely on the ground.
	R0B5 A 0 A_Jump(1,"Land")
	TNT1 A 0 A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	R0B5 I 2 Bright A_Chase("","")
	TNT1 A 0 A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	R0B5 I 2 Bright A_Chase ("","MissileFly")
	TNT1 A 0 A_JumpIf(z - floorz < 45,"Land")
	R0B5 A 0 A_Jump(1,"Land")
	TNT1 A 0 A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	R0B5 H 2 Bright A_Chase("","")
	TNT1 A 0 A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	R0B5 H 2 Bright A_Chase ("","MissileFly", 1)
	TNT1 A 0 A_JumpIf(z - floorz < 45,"Land")
	R0B5 A 0 A_Jump(1,"Land")
	TNT1 A 0 A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	R0B5 I 2 Bright A_Chase("","")
	TNT1 A 0 A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	R0B5 I 2 Bright A_Chase("","MissileFly")
	TNT1 A 0 A_JumpIf(z - floorz < 45,"Land")
	R0B5 A 0 A_Jump(1,"Land")
	Loop
  MissileFly:
	TNT1 A 0 A_SetUserVar(user_missile,0)
	TNT1 A 0 A_SetUserVar(user_missile2,0)
	TNT1 A 0 A_Jump(128,"Dodge") //Infinity
	TNT1 A 0 A_Jump(160,2)
	TNT1 A 0 A_JumpIfCloser(850,"GrenadeSpamFly")
	TNT1 A 0 A_Jump(64,"BigLightAttack") //Infinity
	TNT1 A 0 A_Jump(140,"RocketsFly","HomingRocketsFly","DTBallistaFly","RailgunFly","MiniDTBFGFly")
	TNT1 A 0 A_Jump(100,"DTBFGFly","BFG9500Fly","TeslaBombFly")
    Goto Fly
  Dodge: //Infinity
    TNT1 A 0 A_PlaySound("Jetpack/Fail",7)
	TNT1 A 0 A_Jump(128,3)
	TNT1 A 0 ThrustThing(angle*256/360+192, 14, 0, 0)
	TNT1 A 0 A_Jump(255,2)
	TNT1 A 0 ThrustThing(angle*256/360+64, 14, 0, 0)
	TNT1 A 0 A_Jump(160,2)
	TNT1 A 0 A_JumpIfCloser(850,"GrenadeSpamFly")
	TNT1 A 0 A_Jump(64,"BigLightAttack") //Infinity
	TNT1 A 0 A_Jump(140,"RocketsFly","HomingRocketsFly","DTBallistaFly","RailgunFly","MiniDTBFGFly")
	TNT1 A 0 A_Jump(100,"DTBFGFly","BFG9500Fly","TeslaBombFly")
    Goto Fly
  BigLightAttack: //Infinity
    TNT1 A 0 A_Jump(128,2)
	TNT1 A 0 A_SetUserVar(user_specialmissile,1)
	TNT1 A 0 A_PlaySound("darkinquisitor/active",CHAN_VOICE,1.0,FALSE,ATTN_NONE)
	TNT1 A 0 A_Playsound("medeus/charge",CHAN_BODY,1.0,FALSE,ATTN_NONE)
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	Goto BigLightAttackPrepare
  BigLightAttackPrepareAgain:
    TNT1 A 0 A_SetUserVar(user_missile,7)
  BigLightAttackPrepare:
    R0B5 H 1 A_Facetarget
    TNT1 A 0 A_CustomRailgun(0,24,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,1,0,"OverseerRailPuff",0,0,0,0,2.0,0,"OverseerRailParticle",20)
	TNT1 A 0 A_CustomRailgun(0,-24,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,1,0,"OverseerRailPuff",0,0,0,0,2.0,0,"OverseerRailParticle",20)
    R0B5 H 1 A_SpawnItemEx("HQLightningBigGreen",Random(-20,20),Random(-20,20),Random(15,65),0,0,0,0,0,128)
    TNT1 A 0 A_CustomRailgun(0,24,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,1,0,"OverseerRailPuff",0,0,0,0,2.0,0,"OverseerRailParticle",20)
	TNT1 A 0 A_CustomRailgun(0,-24,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,1,0,"OverseerRailPuff",0,0,0,0,2.0,0,"OverseerRailParticle",20)
	TNT1 A 0 A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
    R0B5 H 1 A_Facetarget
    TNT1 A 0 A_CustomRailgun(0,24,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,1,0,"OverseerRailPuff",0,0,0,0,2.0,0,"OverseerRailParticle",20)
	TNT1 A 0 A_CustomRailgun(0,-24,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,1,0,"OverseerRailPuff",0,0,0,0,2.0,0,"OverseerRailParticle",20)
    R0B5 H 1 A_SpawnItemEx("HQLightningBigGreen",Random(-20,20),Random(-20,20),Random(15,65),0,0,0,0,0,128)
    TNT1 A 0 A_CustomRailgun(0,24,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,1,0,"OverseerRailPuff",0,0,0,0,2.0,0,"OverseerRailParticle",20)
	TNT1 A 0 A_CustomRailgun(0,-24,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,1,0,"OverseerRailPuff",0,0,0,0,2.0,0,"OverseerRailParticle",20)
	TNT1 A 0 A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
    R0B5 I 1 A_Facetarget
    TNT1 A 0 A_CustomRailgun(0,24,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,1,0,"OverseerRailPuff",0,0,0,0,2.0,0,"OverseerRailParticle",20)
	TNT1 A 0 A_CustomRailgun(0,-24,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,1,0,"OverseerRailPuff",0,0,0,0,2.0,0,"OverseerRailParticle",20)
    R0B5 I 1 A_SpawnItemEx("HQLightningBigGreen",Random(-20,20),Random(-20,20),Random(15,65),0,0,0,0,0,128)
    TNT1 A 0 A_CustomRailgun(0,24,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,1,0,"OverseerRailPuff",0,0,0,0,2.0,0,"OverseerRailParticle",20)
	TNT1 A 0 A_CustomRailgun(0,-24,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,1,0,"OverseerRailPuff",0,0,0,0,2.0,0,"OverseerRailParticle",20)
	TNT1 A 0 A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
    R0B5 I 1 A_Facetarget
    TNT1 A 0 A_CustomRailgun(0,24,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,1,0,"OverseerRailPuff",0,0,0,0,2.0,0,"OverseerRailParticle",20)
	TNT1 A 0 A_CustomRailgun(0,-24,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,1,0,"OverseerRailPuff",0,0,0,0,2.0,0,"OverseerRailParticle",20)
    R0B5 I 1 A_SpawnItemEx("HQLightningBigGreen",Random(-20,20),Random(-20,20),Random(15,65),0,0,0,0,0,128)
    TNT1 A 0 A_CustomRailgun(0,24,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,1,0,"OverseerRailPuff",0,0,0,0,2.0,0,"OverseerRailParticle",20)
	TNT1 A 0 A_CustomRailgun(0,-24,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,1,0,"OverseerRailPuff",0,0,0,0,2.0,0,"OverseerRailParticle",20)
	TNT1 A 0 A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
    TNT1 A 0 A_JumpIf(user_missile >= 9,2)
    TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	Loop
  BigLightningAttackFire:
    TNT1 A 0 A_JumpIf(user_specialmissile == 1,"UltimateLightningAttack")
    TNT1 A 0 A_PlaySound("ThunderCannon/Fire",1)
	TNT1 A 0 A_CustomMissile("SOverseerGaussAnnihilator",100,-24,0) //It's so over
    TNT1 A 0 A_CustomMissile("SOverseerGaussAnnihilator",100,24,0)
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	R0B5 JJJ 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	R0B5 AAA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	R0B5 AAA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	R0B5 AAA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_JumpIf(user_missile2 >= 2,"Fly")
    TNT1 A 0 A_SetUserVar(user_missile2,user_missile2+1)
	Goto BigLightAttackPrepareAgain
  UltimateLightningAttack:
    TNT1 A 0 A_PlaySound("ThunderCannon/Fire",1)
	TNT1 A 0 A_CustomMissile("MedeusMagicalHowitzer",100,-24,0) //It's pretty much over
    TNT1 A 0 A_CustomMissile("MedeusMagicalHowitzer",100,24,0)
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_SetUserVar(user_specialmissile,0)
	R0B5 JJJ 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	R0B5 AAA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	R0B5 AAA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	R0B5 AAA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	Goto Fly
  Missile:
	TNT1 A 0
	TNT1 A 0 A_JumpIfInventory("FlightToken",1,"MissileFly")
	TNT1 A 0 A_Jump(160,2)
	TNT1 A 0 A_JumpIfCloser(850,"GrenadeSpam")
	TNT1 A 0 A_Jump(140,"Rockets","HomingRockets","DTBallista","Railgun","MiniDTBFG")
	TNT1 A 0 A_Jump(100,"DTBFG","BFG9500","TeslaBomb")
    Goto See
  GrenadeSpam:
	R0B5 A 12 A_FaceTarget
    TNT1 A 0 A_CustomMissile("DarkAnnihilatorGrenade",100,24,0,CMF_AIMOFFSET,4)
    R0B5 J 5 Bright A_CustomMissile("DarkAnnihilatorGrenade",100,-24,0,CMF_AIMOFFSET,4)
	R0B5 A 5 A_FaceTarget
    TNT1 A 0 A_CustomMissile("DarkAnnihilatorGrenade",100,24,2,CMF_AIMOFFSET,4)
    R0B5 J 5 Bright A_CustomMissile("DarkAnnihilatorGrenade",100,-24,-2,CMF_AIMOFFSET,4)	
	R0B5 A 5 A_FaceTarget
    TNT1 A 0 A_CustomMissile("DarkAnnihilatorGrenade",100,24,4,CMF_AIMOFFSET,4)
    R0B5 J 5 Bright A_CustomMissile("DarkAnnihilatorGrenade",100,-24,-4,CMF_AIMOFFSET,4)
	R0B5 A 5 A_FaceTarget
    TNT1 A 0 A_CustomMissile("DarkAnnihilatorGrenade",100,24,6,CMF_AIMOFFSET,4)
    R0B5 J 5 Bright A_CustomMissile("DarkAnnihilatorGrenade",100,-24,-6,CMF_AIMOFFSET,4)
	R0B5 K 10
	Goto See
  Rockets:
	R0B5 A 12 A_FaceTarget
    TNT1 A 0 A_CustomMissile("DarkCyberRocket",100,24,0)
    R0B5 J 5 Bright A_CustomMissile("DarkCyberRocket",100,-24,0)
	R0B5 A 5 A_FaceTarget
    TNT1 A 0 A_CustomMissile("DarkCyberRocket",100,24,1)
    R0B5 J 5 Bright A_CustomMissile("DarkCyberRocket",100,-24,-1)		
	R0B5 A 5 A_FaceTarget
    TNT1 A 0 A_CustomMissile("DarkCyberRocket",100,24,2)
    R0B5 J 5 Bright A_CustomMissile("DarkCyberRocket",100,-24,-2)
	R0B5 A 5 A_FaceTarget
    TNT1 A 0 A_CustomMissile("DarkCyberRocket",100,24,3)
    R0B5 J 5 Bright A_CustomMissile("DarkCyberRocket",100,-24,-3)
	R0B5 A 5 A_FaceTarget
    TNT1 A 0 A_CustomMissile("DarkCyberRocket",100,24,3)
    R0B5 J 5 Bright A_CustomMissile("DarkCyberRocket",100,-24,-3)
	R0B5 K 10
	Goto See
  HomingRockets:
	R0B5 A 12 A_FaceTarget
    TNT1 A 0 A_CustomMissile("DarkCyberHomer",100,24,0)
    R0B5 J 5 Bright A_CustomMissile("DarkCyberHomer",100,-24,0)
    R0B5 A 5 A_FaceTarget
    TNT1 A 0 A_CustomMissile("DarkCyberHomer",100,24,0)
    R0B5 J 5 Bright A_CustomMissile("DarkCyberHomer",100,-24,0)
    R0B5 A 5 A_FaceTarget
    TNT1 A 0 A_CustomMissile("DarkCyberHomer",100,24,0)
    R0B5 J 5 Bright A_CustomMissile("DarkCyberHomer",100,-24,0)
    R0B5 A 5 A_FaceTarget
    TNT1 A 0 A_CustomMissile("DarkCyberHomer",100,24,0)
    R0B5 J 5 Bright A_CustomMissile("DarkCyberHomer",100,-24,0)
    R0B5 A 5 A_FaceTarget
    TNT1 A 0 A_CustomMissile("DarkCyberHomer",100,24,0)
    R0B5 J 5 Bright A_CustomMissile("DarkCyberHomer",100,-24,0)
	R0B5 K 10
    Goto See
  DTBallista:
	R0B5 CC 5 A_FaceTarget
	R0B5 F 2 Bright A_FaceTarget
	TNT1 AAAAA 0 A_CustomMissile("DarkCyberNobleDemonTech",64,-32,Random(-20,20)*0.1,0,Random(-5,5)*0.1)
	R0B5 F 2 Bright A_PlaySoundEx("weapons/demontechfire","Weapon")
	R0B5 GG 5 Bright
	R0B5 F 2 Bright A_FaceTarget
	TNT1 AAAAA 0 A_CustomMissile("DarkCyberNobleDemonTech",64,-32,Random(-20,20)*0.1,0,Random(-5,5)*0.1)
	R0B5 F 2 Bright A_PlaySoundEx("weapons/demontechfire","Weapon")
	R0B5 GG 5 Bright
	R0B5 F 2 Bright A_FaceTarget
	TNT1 AAAAA 0 A_CustomMissile("DarkCyberNobleDemonTech",64,-32,Random(-20,20)*0.1,0,Random(-5,5)*0.1)
	R0B5 F 2 Bright A_PlaySoundEx("weapons/demontechfire","Weapon")
	R0B5 GG 5 Bright
	Goto See
  Railgun:
	TNT1 A 0 A_PlaySound("weapons/rgcharge")
	R0B5 AA 10 A_FaceTarget
	R0B5 AA 5 Bright A_FaceTarget
	R0B5 J 0 A_CustomMissile("DarkCyberRail",100,-24)
	R0B5 J 10 Bright A_CustomMissile("DarkCyberRail",100,24)
	R0B5 AA 5 Bright A_FaceTarget
	R0B5 J 0 A_CustomMissile("DarkCyberRail",100,-24)
	R0B5 J 10 Bright A_CustomMissile("DarkCyberRail",100,24)
	R0B5 AA 5 Bright A_FaceTarget
	R0B5 J 0 A_CustomMissile("DarkCyberRail",100,-24)
	R0B5 J 10 Bright A_CustomMissile("DarkCyberRail",100,24)
	R0B5 K 15
	Goto See
  BFG9500:
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	R0B5 CCCCCC 4 A_FaceTarget
	R0B5 F 3 Bright A_FaceTarget
	R0B5 F 3 Bright A_CustomMissile("SpiderBFG9500Ball",64,-32,Random(1,-1)) 
	R0B5 GGGG 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	R0B5 CCCCCC 4 A_FaceTarget
	R0B5 F 3 Bright A_FaceTarget
	R0B5 F 3 Bright A_CustomMissile("SpiderBFG9500Ball",64,-32,Random(1,-1)) 
	R0B5 GGGG 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	R0B5 CCCCCC 4 A_FaceTarget
	R0B5 F 3 Bright A_FaceTarget
	R0B5 F 3 Bright A_CustomMissile("SpiderBFG9500Ball",64,-32,Random(1,-1))
	R0B5 GGG 10
	Goto See
  DTBFG:
	TNT1 A 0 A_JumpIfInventory("FlightToken",1,"DTBFGFly")
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	R0B5 CCCCCCCC 4 A_FaceTarget
	R0B5 FFF 4 Bright A_FaceTarget
	R0B5 F 3 Bright A_CustomMissile("ThamuzDTBFG10KBall",50,-25)
	R0B5 GGG 4
	R0B5 CCCCCCCC 4 A_FaceTarget
	R0B5 FFF 4 Bright A_FaceTarget
	R0B5 F 3 Bright A_CustomMissile("ThamuzDTBFG10KBall",50,-25)
	R0B5 GGG 4
	Goto see
  MiniDTBFG:
	TNT1 A 0 A_PlaySound("LesserCardinal/BFGCharge")
	R0B5 AAAAAAAA 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("LesserCardinal/BFGFire")
    TNT1 A 0 A_CustomMissile("DarkInquisitorMiniDTBFG",100,24,random(-2,2))
    R0B5 J 8 Bright A_CustomMissile("DarkInquisitorMiniDTBFG",100,-24,random(-2,2))
	R0B5 K 6 A_FaceTarget
	TNT1 A 0 A_PlaySound("LesserCardinal/BFGFire")
    TNT1 A 0 A_CustomMissile("DarkInquisitorMiniDTBFG",100,24,random(-2,2))
    R0B5 J 8 Bright A_CustomMissile("DarkInquisitorMiniDTBFG",100,-24,random(-2,2))
	R0B5 K 6 A_FaceTarget
	TNT1 A 0 A_PlaySound("LesserCardinal/BFGFire")
    TNT1 A 0 A_CustomMissile("DarkInquisitorMiniDTBFG",100,24,random(-2,2))
    R0B5 J 8 Bright A_CustomMissile("DarkInquisitorMiniDTBFG",100,-24,random(-2,2))
	R0B5 K 6 A_FaceTarget
	R0B5 K 15
	Goto see
  TeslaBomb:
	R0B5 AA 5 A_FaceTarget
	R0B5 J 0 A_PlaySound("darkinquisitor/empfire")
	R0B5 J 0 A_CustomMissile("DarkInquisitorEMP",100,24,0,1)
	R0B5 J 3 Bright A_CustomMissile("DarkInquisitorEMP",100,-24,0,1)
	R0B5 G 6
	R0B5 AA 5 A_FaceTarget
	R0B5 J 0 A_PlaySound("darkinquisitor/empfire")
	R0B5 J 0 A_CustomMissile("DarkInquisitorEMP",100,24,0,1)
	R0B5 J 3 Bright A_CustomMissile("DarkInquisitorEMP",100,-24,0,1)
	R0B5 G 6
	Goto See
  GrenadeSpamFly:
	TNT1 A 0 A_FaceTarget
	R0B5 AAAAAA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_CustomMissile("DarkAnnihilatorGrenade",100,24,0,CMF_AIMOFFSET,4)
    TNT1 A 0 A_CustomMissile("DarkAnnihilatorGrenade",100,-24,0,CMF_AIMOFFSET,4)
    R0B5 JJJAAA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_CustomMissile("DarkAnnihilatorGrenade",100,24,0,CMF_AIMOFFSET,4)
    TNT1 A 0 A_CustomMissile("DarkAnnihilatorGrenade",100,-24,0,CMF_AIMOFFSET,4)
    R0B5 JJJAAA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_CustomMissile("DarkAnnihilatorGrenade",100,24,0,CMF_AIMOFFSET,4)
    TNT1 A 0 A_CustomMissile("DarkAnnihilatorGrenade",100,-24,0,CMF_AIMOFFSET,4)
    R0B5 JJJAAA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_CustomMissile("DarkAnnihilatorGrenade",100,24,0,CMF_AIMOFFSET,4)
    TNT1 A 0 A_CustomMissile("DarkAnnihilatorGrenade",100,-24,0,CMF_AIMOFFSET,4)
    R0B5 JJJKKKKK 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	Goto Fly
  RocketsFly:
	TNT1 A 0 A_FaceTarget
	R0B5 AAAAAA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_CustomMissile("DarkCyberRocket",100,24,0)
    R0B5 A 0 A_CustomMissile("DarkCyberRocket",100,-24,0)
    R0B5 JJJAAA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_CustomMissile("DarkCyberRocket",100,24,0)
    R0B5 A 0 A_CustomMissile("DarkCyberRocket",100,-24,0)
    R0B5 JJJAAA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_CustomMissile("DarkCyberRocket",100,24,0)
    R0B5 A 0 A_CustomMissile("DarkCyberRocket",100,-24,0)
    R0B5 JJJAAA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_CustomMissile("DarkCyberRocket",100,24,0)
    R0B5 A 0 A_CustomMissile("DarkCyberRocket",100,-24,0)
    R0B5 JJJAAA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_CustomMissile("DarkCyberRocket",100,24,0)
    R0B5 A 0 A_CustomMissile("DarkCyberRocket",100,-24,0)
    R0B5 JJJKKKKK 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
    Goto Fly
  HomingRocketsFly:
	TNT1 A 0 A_FaceTarget
	R0B5 AAAAAA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_CustomMissile("DarkCyberHomer",100,24,0)
    R0B5 A 0 A_CustomMissile("DarkCyberHomer",100,-24,0)
    R0B5 JJJAAA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_CustomMissile("DarkCyberHomer",100,24,0)
    R0B5 A 0 A_CustomMissile("DarkCyberHomer",100,-24,0)
    R0B5 JJJAAA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_CustomMissile("DarkCyberHomer",100,24,0)
    R0B5 A 0 A_CustomMissile("DarkCyberHomer",100,-24,0)
    R0B5 JJJAAA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_CustomMissile("DarkCyberHomer",100,24,0)
    R0B5 A 0 A_CustomMissile("DarkCyberHomer",100,-24,0)
    R0B5 JJJAAA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_CustomMissile("DarkCyberHomer",100,24,0)
    R0B5 A 0 A_CustomMissile("DarkCyberHomer",100,-24,0)
    R0B5 JJJKKKKK 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
    Goto Fly
  DTBallistaFly:
 	TNT1 A 0 A_FaceTarget
	R0B5 CCCCC 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNT1 AAAAA 0 A_CustomMissile("DarkCyberNobleDemonTech",64,-32,Random(-20,20)*0.1,0,Random(-5,5)*0.1)
	R0B5 A 0 A_PlaySoundEx("weapons/demontechfire","Weapon")
	R0B5 FFGGGGG 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNT1 AAAAA 0 A_CustomMissile("DarkCyberNobleDemonTech",64,-32,Random(-20,20)*0.1,0,Random(-5,5)*0.1)
	R0B5 A 0 A_PlaySoundEx("weapons/demontechfire","Weapon")
	R0B5 FFGGGGG 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNT1 AAAAA 0 A_CustomMissile("DarkCyberNobleDemonTech",64,-32,Random(-20,20)*0.1,0,Random(-5,5)*0.1)
	R0B5 A 0 A_PlaySoundEx("weapons/demontechfire","Weapon")
	R0B5 FFGGGGG 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	Goto Fly
  RailgunFly:
	TNT1 A 0 A_PlaySound("weapons/rgcharge")
	TNT1 A 0 A_FaceTarget
	R0B5 AAAAAAAAAA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	R0B5 AAAAA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("DarkCyberRail",100,-24)
	TNT1 A 0 A_CustomMissile("DarkCyberRail",100,24)
	R0B5 JJJJJ 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	R0B5 AAAAAAAAAA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	R0B5 AAAAA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("DarkCyberRail",100,-24)
	TNT1 A 0 A_CustomMissile("DarkCyberRail",100,24)
	R0B5 JJJJJ 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	R0B5 AAAAAAAAAA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	R0B5 AAAAA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("DarkCyberRail",100,-24)
	TNT1 A 0 A_CustomMissile("DarkCyberRail",100,24)
	R0B5 JJJJJ 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	R0B5 KKKKKKK 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	Goto Fly
  BFG9500Fly:
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	TNT1 A 0 A_FaceTarget
	R0B5 CCCCCC 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	R0B5 CCCCCC 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("SpiderBFG9500Ball",64,-32,Random(1,-1)) 
	R0B5 FFF 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	R0B5 GGGGGGGG 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	TNT1 A 0 A_FaceTarget
	R0B5 CCCCCC 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	R0B5 CCCCCC 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("SpiderBFG9500Ball",64,-32,Random(1,-1)) 
	R0B5 FFF 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	R0B5 GGGGGGGG 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	TNT1 A 0 A_FaceTarget
	R0B5 CCCCCC 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	R0B5 CCCCCC 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("SpiderBFG9500Ball",64,-32,Random(1,-1)) 
	R0B5 FFF 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	R0B5 GGGGGGGG 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	R0B5 GGGGGGGGGGGGGGG 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	Goto Fly
  DTBFGFly:
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	TNT1 A 0 A_FaceTarget
	R0B5 CCCCCCCC 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	R0B5 CCCCCCCC 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	R0B5 FFFFFF 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_CustomMissile("ThamuzDTBFG10KBall",50,-25)
	R0B5 FGGGGGG 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)

	TNT1 A 0 A_PlaySound("Cardinal/9k")
	TNT1 A 0 A_FaceTarget
	R0B5 CCCCCCCC 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	R0B5 CCCCCCCC 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	R0B5 FFFFFF 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_CustomMissile("ThamuzDTBFG10KBall",50,-25)
	R0B5 FGGGGGG 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	Goto Fly
  MiniDTBFGFly:
	TNT1 A 0 A_PlaySound("LesserCardinal/BFGCharge")
	TNT1 A 0 A_FaceTarget
	R0B5 AAAAAAAA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	R0B5 AAAAAAAA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_PlaySound("LesserCardinal/BFGFire")
    TNT1 A 0 A_CustomMissile("DarkInquisitorMiniDTBFG",100,24,random(-2,2))
    TNT1 A 0 A_CustomMissile("DarkInquisitorMiniDTBFG",100,-24,random(-2,2))
	R0B5 JJJJ 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	R0B5 KKK 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	R0B5 AAAAA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	R0B5 AAAAA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_PlaySound("LesserCardinal/BFGFire")
    TNT1 A 0 A_CustomMissile("DarkInquisitorMiniDTBFG",100,24,random(-2,2))
    TNT1 A 0 A_CustomMissile("DarkInquisitorMiniDTBFG",100,-24,random(-2,2))
	R0B5 JJJJ 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	R0B5 KKK 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	R0B5 AAAAA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	R0B5 AAAAA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_PlaySound("LesserCardinal/BFGFire")
    TNT1 A 0 A_CustomMissile("DarkInquisitorMiniDTBFG",100,24,random(-2,2))
    TNT1 A 0 A_CustomMissile("DarkInquisitorMiniDTBFG",100,-24,random(-2,2))
	R0B5 JJJJ 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	R0B5 KKKKKKKKKK 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	Goto Fly
  TeslaBombFly:
	R0B5 AA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	R0B5 AAA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_PlaySound("darkinquisitor/empfire")
	TNT1 A 0 A_CustomMissile("DarkInquisitorEMP",100,24,0,1)
	TNT1 A 0 A_CustomMissile("DarkInquisitorEMP",100,-24,0,1)
	R0B5 AA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	R0B5 GGG 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	R0B5 AA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	R0B5 AAA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_PlaySound("darkinquisitor/empfire")
	TNT1 A 0 A_CustomMissile("DarkInquisitorEMP",100,24,0,1)
	TNT1 A 0 A_CustomMissile("DarkInquisitorEMP",100,-24,0,1)
	R0B5 AA 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	R0B5 GGG 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
	Goto Fly
  Pain:
	TNT1 A 0 A_JumpIfInventory("FlightToken",1,"PainFly")
    R0B5 G 6
    R0B5 G 6 A_Pain
    Goto See
  PainFly:
    R0B5 GGG 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
    TNT1 A 0 A_Pain
    R0B5 GGG 2 Bright A_SpawnItem("DarkInquisitorFireSpawner",0,0,0,0)
    Goto Fly
  Death:
	R0B5 A 0 A_TakeInventory("FlightToken",1)
	R0B5 A 0 A_ChangeFlag (FLOAT,0)
	R0B5 A 0 A_ChangeFlag (NOGRAVITY,0)
	R0B5 A 0 A_StopSoundEx("SoundSlot6")
	R0B5 L 1 A_NoBlocking
	R0B5 LLLLLLLLLLLLLLLLLLLLLLLLL 2 Bright A_CustomMissile("Kaboom5",random(20,80),random(20,-20),random(0,360),2,random(0,360))
	R0B5 LLLLLLLLLLLA 1 Bright A_CustomMissile("Kaboom5",random(20,80),random(20,-20),random(0,360),2,random(0,360))
	TNT1 A 0 A_PlaySound("weapons/dtech10kexplode")
	TNT1 A 0 A_SpawnItem("PlayerDTBFGEx",0,20)
	TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx("Debris",random(-32,32),random(-32,32),random(0,48),random(4,-4),random(4,-4),random(4,8),0,128)
    TNT1 AAAAAAAA 0 A_CustomMissile("SmokeFX3", Random(20,80), 0, random(0,360), 2, random(0,360)) 
	R0B5 Z 1 A_Scream
	TNT1 A 0 Radius_Quake(8,40,0,35,0)
	R0B5 Z -1
    Stop
    }
}

ACTOR DarkInquisitorEMP
{
Speed 30
Damage 10
Radius 5
Height 5
Scale 0.5 //0.35
RenderStyle Add
PROJECTILE
+NODAMAGETHRUST
-NOGRAVITY
+QUARTERGRAVITY
+STRIFEDAMAGE
Damagetype "EMP"
DeathSound "darkinquisitor/empdie"
States
{
Spawn:
	T2FX ABCDEFGHIJKLMNOPQRST 1 Bright A_SpawnItemEx("DarkInquisitorEMPTrail",0,0,0,1,0,random(-1,3),random(1,360))
	Loop
Death:
	TNT1 A 0 A_PlaySound("darkinquisitor/empdie")
	TNT1 A 0 A_SpawnItemEx("TeslaShotAltExplodeFull",0,0,0,0,0,0,0,32,0)
	Stop
}
}

Actor DarkInquisitorEMPTrail
{
  Height 0
  Radius 0
  Mass 0
  +Missile
  +NoBlockMap
  +NoGravity
  +DontSplash
  +CLIENTSIDEONLY
  +NOINTERACTION
  RenderStyle Add
  Scale 0.50
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
    EBLT ABCDEF 2 Bright A_FadeOut(0.07)
    Goto Spawn+2
  }
}

ACTOR TeslaShotAltExplodeFull
{
+NOGRAVITY
+NOINTERACTION
+NODAMAGETHRUST
+FORCERADIUSDMG
+STRIFEDAMAGE
RenderStyle Add
Scale 0.40
Damagetype "EMP"
States
{
Spawn:
	TXP2 A 0
	TXP2 A 1 Bright
	TXP2 A 1 Bright A_Explode(15,48,1)
	TNT1 A 0 A_SetScale(0.48)
	TXP2 B 1 Bright
	TXP2 B 1 Bright A_Explode(15,56,1)
	TNT1 A 0 A_SetScale(0.56)
	TXP2 C 1 Bright
	TXP2 C 1 Bright A_Explode(15,64,1)
	TNT1 A 0 A_SetScale(0.64)
	TXP2 D 1 Bright
	TXP2 D 1 Bright A_Explode(15,72,1)
	TNT1 A 0 A_SetScale(0.72)
	TXP2 E 1 Bright
	TXP2 E 1 Bright A_Explode(15,80,1)
	TNT1 A 0 A_SetScale(0.80)
	TXP2 F 1 Bright
	TXP2 F 1 Bright A_Explode(15,88,1)
	TNT1 A 0 A_SetScale(0.88)
	TXP2 G 1 Bright
	TXP2 G 1 Bright A_Explode(15,96,1)
	TNT1 A 0 A_SetScale(0.96)
	TXP2 H 1 Bright
	TXP2 H 1 Bright A_Explode(15,104,1)
	TNT1 A 0 A_SetScale(1.04)
	TXP2 I 1 Bright A_SetTranslucent(0.96,1)
	TXP2 I 1 Bright A_Explode(15,112,1)
	TNT1 A 0 A_SetScale(1.12)
	TXP2 J 1 Bright A_SetTranslucent(0.84,1)
	TXP2 J 1 Bright A_Explode(15,120,1)
	TNT1 A 0 A_SetScale(1.20)
	TXP2 K 1 Bright A_SetTranslucent(0.72,1)
	TXP2 K 1 Bright A_Explode(15,128,1)
	TNT1 A 0 A_SetScale(1.28)
	TXP2 L 1 Bright A_SetTranslucent(0.60,1)
	TXP2 L 1 Bright A_Explode(15,136,1)
	TNT1 A 0 A_SetScale(1.36)
	TXP2 M 1 Bright A_SetTranslucent(0.48,1)
	TXP2 M 1 Bright A_Explode(15,144,1)
	TNT1 A 0 A_SetScale(1.44)
	TXP2 N 1 Bright A_SetTranslucent(0.36,1)
	TXP2 N 1 Bright A_Explode(15,152,1)
	TNT1 A 0 A_SetScale(1.52)
	TXP2 O 1 Bright A_SetTranslucent(0.24,1)
	TXP2 O 1 Bright A_Explode(15,160,1)
	TNT1 A 0 A_SetScale(1.60)
	TXP2 P 1 Bright A_SetTranslucent(0.12,1)
	TXP2 P 1 Bright A_Explode(15,168,1)
	TNT1 A 0
	Stop
}
}

ACTOR DarkInquisitorMiniDTBFG : LesserCardinalMiniDTBFG
{
Radius 15
Height 20
DamageType "Cyber10k"
Obituary "World.execute(%o):"
Scale 0.4
Damage 25
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_PlaySoundEx("LesserCardinal/BFGIdle","Voice",1)
    CGS1 ABC 1 Bright
    CGS1 D 1 Bright A_SpawnItemEx("BFGTrailParticleGreen",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
    CGS1 ABC 1 Bright
    CGS1 D 1 Bright A_SpawnItemEx("BFGTrailParticleGreen",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
    TNT1 A 0 A_CustomMissile("DarkInquisitorBFGProjectileAttack",Random(-10,10),0,0,CMF_TRACKOWNER)
    Loop
  Death:
    TNT1 A 0
	TNT1 A 0 A_SetTranslucent(0.75,1)
	TNT1 A 0 Radius_Quake(5,60,0,10,0)
	TNT1 A 0 A_Explode(40,200)
	CGS1 A 6 Bright A_SpawnItemEx("BFGShockwave", 0, 0, 15, 0, 0, 0, 0, 128)
	TNT1 A 0 A_Explode(40,200)
	CGS1 B 6 Bright A_SpawnItemEx("BFGShockwave", 0, 0, 15, 0, 0, 0, 0, 128)
	TNT1 A 0 A_Explode(40,200)
	CGS1 C 6 Bright A_SpawnItemEx("BFGShockwave", 0, 0, 15, 0, 0, 0, 0, 128)
	TNT1 A 0 A_Explode(40,200)
	CGS1 D 6 Bright A_SpawnItemEx("BFGShockwave", 0, 0, 15, 0, 0, 0, 0, 128)
	TNT1 A 0 A_Explode(240,240)
	TNT1 A 0 A_StopSoundEx("Voice")
	TNT1 A 0 Radius_Quake(20,12,0,12,0)
	TNT1 A 0 A_PlaySound("weapons/bfg95explode")
	TNT1 A 0 A_SpawnItemEx("BFGShockwave", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_SpawnItemEx("GreenParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 AAA 0 A_CustomMissile("Kaboom13", 0, 0, random(0,360), 2, random(0,360))
	TNT1 A 0 A_SetScale(1.0)
    BFE3 ABCDEF 4 Bright
    Stop
    }
}

ACTOR DarkInquisitorBFGProjectileAttack : LesserCardinalBFGProjectileAttack
{
Obituary "World.execute(%o):"
MissileType "DarkInquisitorLightningProjectile"
}

ACTOR DarkInquisitorLightningProjectile : LesserCardinalLightningProjectile
{
DamageType "Cyber10k"
Projectile
States
{
  Spawn:
	TATL ABCABC 2 Bright A_SpawnItemEx("DarkInquisitorLiteTrail")
  Death:
	TATL DEFGHIJKLMNO 1 Bright
	Stop
	}
}

ACTOR DarkInquisitorLiteTrail
{
  +CLIENTSIDEONLY
  +NOINTERACTION
  Renderstyle Add
  Alpha 0.67
   States
   {
   Spawn:
      TNT1 A 0
      TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
      TATL ABC 3 Bright
      Stop
   }
}

ACTOR DarkInquisitorFireSpawner : RedParticleSpawner
{
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_PlaySound("monster/ambientfire2")
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	TNT1 AA 0 A_SpawnItemEx("OverSeerFire",random(-70,-90),random(-30,-40),22,0,0,random(-4,-6),0,128,0)
	TNT1 AA 0 A_SpawnItemEx("OverSeerFire",random(-70,-90),random(30,40),22,0,0,random(-4,-6),0,128,0)
	TNT1 AA 0 A_SpawnItemEx("OverSeerFire",random(-40,-60),random(-10,10),78,0,0,random(-4,-6),0,128,0)
    TNT1 A 1
    Stop
  }
}
