ACTOR Uroboros : GenericBoss
{
floatspeed 10
Speed 10
Health 4000
Mass 0x7FFFFFFF
Painchance 10
DamageFactor 0.75
DamageFactor "Legendary", 0.5
Damagefactor "Uroboros", 0
DropItem "BossLifeEssence" 255 25
DropItem "BossArmorBonusMax" 255 1
DropItem "GreaterDemonicEnergy" 128 200
DropItem "TearofEternity" 64
DropItem "DivinePowerSphere" 64
DropItem "OccultSpellbook" 200
DropItem "PainLordSoul" 128
DropItem "PainLordSoul" 128
DropItem "AbyssOrb" 128
DropItem "AbyssalCastOrb" 128
DropItem "RingOfRegeneration" 30
SeeSound "uroboros/see"
ActiveSound "uroboros/active"
Painsound "uroboros/pain"
deathsound "uroboros/death"
Obituary "%o's heroic soul was consumed by Uroboros."
Tag "\c[u2]Uroboros\c-"
+NORADIUSDMG
var int user_music;
States 
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Disable2hu") == 1, "Remove")
  Idle:
    UROB AAABBBCCCDDDEEEFFFGGGHHHIIIJJJKKKLLL 1 A_Look
    Loop
  Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("Cacodemon~",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
  See:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
    TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,709)
	TNT1 A 0 A_SetUserVar("user_music",1)
    UROB ABCDEF 3 A_Chase
	TNT1 A 0 A_Jump(32,"Teleport"/*,"Rush"*/)
	UROB GHIJKL 3 A_Chase
	TNT1 A 0 A_Jump(32,"Teleport"/*,"Rush"*/)
	Loop
  Teleport:
    URA2 A 1 Bright A_UnSetShootable
	URA2 AAABBBBBBB 1  A_FadeOut(0.1,0)
	URA2 B 2 
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
    URA2 B 1 A_PlayWeaponSound("boss/teleport")
	URA2 BBBBBBBBAAA 1 A_FadeIn(0.1)
    URA2 A 1 Bright A_SetShootable
    Goto See
  Pain:
    UROB M 0 A_Playsound("uroboros/pain", 4, 1.0, 0, ATTN_NONE)
    UROB M 15
    Goto See
  Missile:
    URA1 A 0 A_facetarget
    URA1 A 0 A_Jump(180, "MagicMissile", "Lasers")
    URA1 A 0 A_Jump(180, "SpreadLasers")
    URA1 A 0 A_Jump(256, "SuperLaser")
    //URA1 A 0 A_Jump(256, "UltimateCombo")
  MagicMissile:
    URA1 I 2
	URA1 JK 4
	URA1 L 0 A_CustomMissile("UroMagicMissile",30,0,0)
	URA1 LM 5
	URA1 M 0 A_CustomMissile("UroMagicMissile",30,0,20)
	URA1 M 0 A_CustomMissile("UroMagicMissile",30,0,-20)
	URA1 NO 5
	URA1 M 0 A_CustomMissile("UroMagicMissile",30,0,0)
	URA1 M 0 A_CustomMissile("UroMagicMissile",30,0,45)
	URA1 M 0 A_CustomMissile("UroMagicMissile",30,0,-45)
	URA1 PQ 5
	URA1 M 0 A_CustomMissile("UroMagicMissile",30,0,20)
	URA1 M 0 A_CustomMissile("UroMagicMissile",30,0,-20)
	URA1 RST 6
	Goto See
  Lasers:
    URA2 CDEFG 6
	URA2 H 0 A_CustomMissile("UroLaser",30,0,0)
	URA2 H 8
	URA2 H 0 A_CustomMissile("UroLaser",30,0,0)
	URA2 H 8
	URA2 H 0 A_CustomMissile("UroLaser",30,0,0)
	URA2 I 8
	URA2 H 0 A_CustomMissile("UroLaser",30,0,0)
	URA2 I 8
	URA2 JKLMN 5
	Goto See
  SuperLaser:
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	URA2 NMOPQRST 4
    TNT1 A 0 A_Playsound("remsee",7,1,0,ATTN_NONE)
	URA2 UVUVUVWX 4
	URA2 CD 6
	TNT1 A 0 Thing_Stop(0)
	URA2 EFGH 8
    TNT1 A 0 A_Playsound("superlaser",7,1,0,ATTN_NONE)
	TNT1 A 0 A_CustomMissile("UroSuperLaser",30)
	URA2 I 175
	URA2 JKLM 8
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	Goto See
  SpreadLasers:
	URA2 AB 10
	URA2 B 8
	URA2 M 0 A_FaceTarget
	URA2 M 0 A_CustomMissile("UroLaser",30,0,-30,CMF_AIMDIRECTION)
	URA2 B 8
	URA2 M 0 A_CustomMissile("UroLaser",30,0,-20,CMF_AIMDIRECTION)
	URA2 B 8
	URA2 M 0 A_CustomMissile("UroLaser",30,0,-10,CMF_AIMDIRECTION)
	URA2 B 8
	URA2 M 0 A_CustomMissile("UroLaser",30,0,0,CMF_AIMDIRECTION)
	URA2 B 8
	URA2 M 0 A_CustomMissile("UroLaser",30,0,10,CMF_AIMDIRECTION)
	URA2 B 8
	URA2 M 0 A_CustomMissile("UroLaser",30,0,20,CMF_AIMDIRECTION)
	URA2 B 8
	URA2 M 0 A_CustomMissile("UroLaser",30,0,30,CMF_AIMDIRECTION)
	URA2 B 20
	URA2 M 0 A_FaceTarget
	URA2 M 0 A_CustomMissile("UroLaser",30,0,30,CMF_AIMDIRECTION)
	URA2 B 8
	URA2 M 0 A_CustomMissile("UroLaser",30,0,20,CMF_AIMDIRECTION)
	URA2 B 8
	URA2 M 0 A_CustomMissile("UroLaser",30,0,10,CMF_AIMDIRECTION)
	URA2 B 8
	URA2 M 0 A_CustomMissile("UroLaser",30,0,0,CMF_AIMDIRECTION)
	URA2 B 8
	URA2 M 0 A_CustomMissile("UroLaser",30,0,-10,CMF_AIMDIRECTION)
	URA2 B 8
	URA2 M 0 A_CustomMissile("UroLaser",30,0,-20,CMF_AIMDIRECTION)
	URA2 B 8
	URA2 M 0 A_CustomMissile("UroLaser",30,0,-30,CMF_AIMDIRECTION)
	URA2 BA 8
	Goto See
  Death:
	TNT1 A 0 A_ChangeFlag("LOWGRAVITY",1)
	TNT1 A 0 A_ChangeFlag("NOGRAVITY",0)
	TNT1 A 0 A_ChangeFlag("FLOAT",0)
    UROB M 1
	UROB M 40 A_Scream
    UROB M 0 A_Playsound("uroboros/death2",6,2.0,0,ATTN_NONE)
	UROB MMMMMMMNNNNNNN 6 A_SpawnItemEx("Red2huBossDeathFlame",0,0,20,random(-3,3),random(-3,3),random(-3,3))
    UROB M 0 A_Playsound("uroboros/explode",7,1.0,0,ATTN_NONE)
	TNT1 A 0 A_NoBlocking
	TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	TNT1 A 0 A_SpawnItemEx("RedBossDeathExplode",0,0,32)
	TNT1 AAAAAAAAAAA 0 A_SpawnItemEx("Red2huBossDeathFlame",0,0,20,random(-3,3),random(-3,3),random(-3,3))
	TNT1 AAAAAAAAAAA 1 A_SpawnItemEx("Red2huBossDeathFlame3",0,0,random(5,55),random(-15,15),random(-15,15),random(-15,30))
	TNT1 A 1
    Stop
  }
}

ACTOR UroLaser : FastProjectile
{
  Radius 6
  Speed 100
  Height 6
  damage 5
  Scale 0.6
  RenderStyle Subtract
  Projectile
  +RIPPER
  +STRIFEDAMAGE
  +FORCEXYBILLBOARD
  Seesound "uroboros/laser"
  Missiletype "UroLaserTrail"
  MissileHeight 8
  Damagetype "Touhou"
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx("DarkPurpleProjParticleSuperLarge2",0,0,0,frandom(0,6),frandom(-6,6),frandom(-6,6))
    TNT1 A 1
    Loop
  Death:
    TNT1 A 1
    Stop
  }
}


ACTOR UroLaserTrail : BaseProjectileEffect
{
  Renderstyle Subtract
  Scale 0.6
  -CLIENTSIDEONLY
  -NOINTERACTION
  +NOGRAVITY
  Damagetype "Touhou"
  States
  {
  Spawn:
	TNT1 A 0
    CLBA KKKKKKKKKKKKKKKKKKKK 1 Bright A_Explode(2,60)
    TNT1 A 0 A_SetScale(0.55)
    TNT1 A 0 A_FadeOut(0.1)
    CLBA K 1
    TNT1 A 0 A_SetScale(0.5)
    TNT1 A 0 A_FadeOut(0.1)
    CLBA K 1
    TNT1 A 0 A_SetScale(0.45)
    TNT1 A 0 A_FadeOut(0.1)
    CLBA K 1
    TNT1 A 0 A_SetScale(0.4)
    TNT1 A 0 A_FadeOut(0.1)
    CLBA K 1
    TNT1 A 0 A_SetScale(0.35)
    TNT1 A 0 A_FadeOut(0.1)
    CLBA K 1
    TNT1 A 0 A_SetScale(0.3)
    TNT1 A 0 A_FadeOut(0.1)
    CLBA K 1
    TNT1 A 0 A_SetScale(0.25)
    TNT1 A 0 A_FadeOut(0.1)
    CLBA K 1
    TNT1 A 0 A_SetScale(0.2)
    TNT1 A 0 A_FadeOut(0.1)
    CLBA K 1
    TNT1 A 0 A_SetScale(0.15)
    TNT1 A 0 A_FadeOut(0.1)
    CLBA K 1
    Stop
  }
}

Actor UroBall : GenericWeakOrb
{
  Renderstyle Subtract
  Damage 4
  Speed 15
  States
  {
  Spawn:
    CLBA K 1 Bright
    Loop
  Death:
	TNT1 A 0
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("DarkPurpleProjParticleSuperLarge",0,0,0,frandom(-2,2),frandom(-2,2),frandom(-2,2),random(0,359))
    CLBA K 1 Bright A_FadeOut(0.2)
    Goto Death+10
  }
}

ACTOR UroHellStaffProj
{
  Radius 12
  Height 8
  Speed 25
  Damage 4
  Scale 0.75
  Alpha 1
  Projectile
  +SEEKERMISSILE
  RenderStyle Subtract
  SeeSound "weapons/skulprojshot"
  DeathSound "weapons/skulprojdeath" 
  Damagetype "Touhou"
  States
  {
  Spawn:
    HPRO G 2 Bright
    HPRO H 2 Bright
    HPRO I 2 Bright A_SeekerMissile(5, 25, SMF_LOOK)
    Loop
  Death:
	TNT1 A 0
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("DarkPurpleProjParticleLarge",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))
    CLBA K 1 Bright A_FadeOut(0.2)
    Loop
  }
}

ACTOR UroHellStaffProjNoSeek : UroHellStaffProj
{
  Damage 5
  States
  {
  Spawn:
    HPRO GHI 2 Bright
    Loop
  }
}

ACTOR UroHellStaffProjSuper : UroHellStaffProj
{
  States
  {
  Spawn:
    HPRO GG 1 Bright A_SpawnItem("UroHellStaffProjTrail")
	TNT1 A 0 A_SeekerMissile(2, 8, SMF_LOOK)
    HPRO HH 1 Bright A_SpawnItem("UroHellStaffProjTrail")
	TNT1 A 0 A_SeekerMissile(2, 8, SMF_LOOK)
    HPRO II 1 Bright A_SpawnItem("UroHellStaffProjTrail")
	TNT1 A 0 A_SeekerMissile(2, 8, SMF_LOOK)
    Loop
  }
}

ACTOR UroHellStaffProjTrail : BaseProjectileEffect
{
  Scale 0.7
  Renderstyle Subtract
  States
  {
  Spawn:
	TNT1 A 2
	TNT1 A 0 A_Jump(256,"one","two","three")
  One:
	HPRO G 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.68)
	HPRO G 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.66)
	HPRO H 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.64)
	HPRO H 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.62)
	HPRO I 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.6)
	HPRO I 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.58)
	HPRO G 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.56)
	HPRO G 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.54)
	HPRO H 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.52)
    Stop
  Two:
	HPRO H 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.68)
	HPRO H 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.66)
	HPRO I 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.64)
	HPRO I 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.62)
	HPRO G 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.6)
	HPRO G 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.58)
	HPRO H 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.56)
	HPRO H 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.54)
	HPRO I 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.52)
    Stop
  Three:
	HPRO I 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.68)
	HPRO I 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.66)
	HPRO G 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.64)
	HPRO G 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.62)
	HPRO H 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.6)
	HPRO H 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.58)
	HPRO I 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.56)
	HPRO I 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.54)
	HPRO G 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.52)
    Stop
  }
}

Actor UroHomingOrb : GenericWeakOrb
{
  Renderstyle Subtract
  Damage 4
  Speed 20
  +SEEKERMISSILE
  SeeSound "WandOfDarkness/Fire"
  Deathsound "WandOfDarkness/Hit"
  States
  {
  Spawn:
    CLBA KK 1 Bright A_SpawnItemEx("DarkPurpleProjParticleSuperLarge",0,0,0,0,frandom(-1,1),frandom(-1,1),random(0,359))
	TNT1 A 0 A_SeekerMissile(2,4)
    Loop
  Death:
	TNT1 A 0
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("DarkPurpleProjParticleSuperLarge",0,0,0,frandom(-2,2),frandom(-2,2),frandom(-2,2),random(0,359))
    CLBA K 1 Bright A_FadeOut(0.2)
    Goto Death+10
  }
}

Actor UroHomingOrb2 : UroHomingOrb
{
  Damage 6
  Speed 30
  States
  {
  Spawn:
    CLBA II 1 Bright A_SpawnItemEx("DarkRedProjParticleSuperLarge",0,0,0,0,frandom(-1,1),frandom(-1,1),random(0,359))
	TNT1 A 0 A_SeekerMissile(3,6,SMF_LOOK)
    Loop
  Death:
	TNT1 A 0
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("DarkRedProjParticleSuperLarge",0,0,0,frandom(-2,2),frandom(-2,2),frandom(-2,2),random(0,359))
    CLBA I 1 Bright A_FadeOut(0.2)
    Goto Death+10
  }
}

ACTOR UroMagicMissile : GenericStrongOrb
{
  Speed 30
  +SEEKERMISSILE
  Renderstyle Subtract
  SeeSound "magicmissile"
  DeathSound "magicexplode"
  States
  {
  Spawn:
    CLBB K 1 Bright A_SpawnItemEx("DarkPurpleProjParticleSuperLarge2",0,0,0,0,frandom(-1,1),frandom(-1,1),random(0,359))
	TNT1 A 0 A_SpawnItemEx("DarkPurpleProjParticleSuperLarge2",0,0,0,0,frandom(-1,1),frandom(-1,1),random(0,359))
	TNT1 A 0 A_SeekerMissile(2,2)
    CLBB K 1 Bright A_SpawnItemEx("DarkPurpleProjParticleSuperLarge2",0,0,0,0,frandom(-1,1),frandom(-1,1),random(0,359))
	TNT1 A 0 A_SpawnItemEx("DarkPurpleProjParticleSuperLarge2",0,0,0,0,frandom(-1,1),frandom(-1,1),random(0,359))
	TNT1 A 0 A_SeekerMissile(2,2)
    Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_Explode(80,120)
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("DarkPurpleProjParticleSuperLarge",0,0,0,frandom(-7,7),frandom(-7,7),frandom(-7,7),random(0,359))
    CLBB K 1 Bright A_FadeOut(0.2)
    Goto Death+2
  }
}


ACTOR UroSuperMagicMissile : UroMagicMissile
{
  Speed 40
  States
  {
  Spawn:
    CLBB I 1 Bright A_SpawnItemEx("DarkRedProjParticleSuperLarge2",0,0,0,0,frandom(-1,1),frandom(-1,1),random(0,359))
	TNT1 A 0 A_SpawnItemEx("DarkRedProjParticleSuperLarge2",0,0,0,0,frandom(-1,1),frandom(-1,1),random(0,359))
	TNT1 A 0 A_SeekerMissile(4,2)
    CLBB I 1 Bright A_SpawnItemEx("DarkRedProjParticleSuperLarge2",0,0,0,0,frandom(-1,1),frandom(-1,1),random(0,359))
	TNT1 A 0 A_SpawnItemEx("DarkRedProjParticleSuperLarge2",0,0,0,0,frandom(-1,1),frandom(-1,1),random(0,359))
	TNT1 A 0 A_SeekerMissile(4,2)
    Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_Explode(140,120)
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("DarkRedProjParticleSuperLarge",0,0,0,frandom(-7,7),frandom(-7,7),frandom(-7,7),random(0,359))
    CLBB I 1 Bright A_FadeOut(0.2)
    Goto Death+2
  }
}

ACTOR UroSuperFallingRain : UroSuperMagicMissile
{
  -NoGravity
  +SpawnCeiling
  SeeSound " "
  Speed 20
  DeathSound "magicexplode"
  States
  {
  Spawn:
    CLBB I 1 Bright A_SpawnItemEx("DarkRedProjParticleSuperLarge2",0,0,0,0,frandom(-1,1),frandom(-1,1),random(0,359))
	TNT1 A 0 A_SpawnItemEx("DarkRedProjParticleSuperLarge2",0,0,0,0,frandom(-1,1),frandom(-1,1),random(0,359))
    Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_Explode(100,150)
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("DarkRedProjParticleSuperLarge",0,0,0,frandom(-7,7),frandom(-7,7),frandom(-7,7),random(0,359))
    CLBB I 1 Bright A_FadeOut(0.2)
    Goto Death+2
  }
}

ACTOR UroSuperLaser : UroLaser
{
  Radius 20
  Height 20
  damage 20
  Scale 2
  Seesound " "
  Missiletype "UroSuperLaserTrail"
  States
  {
  Spawn:
	TNT1 A 0
    TNT1 A 1
    Loop
  Death:
    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile("UroSuperFallingRain",30,0,random(0,360),CMF_AIMDIRECTION,random(0,40))
    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile("UroSuperFallingRain",30,0,random(0,360),CMF_AIMDIRECTION,random(0,40))
    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile("UroSuperFallingRain",30,0,random(0,360),CMF_AIMDIRECTION,random(0,40))
    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile("UroSuperFallingRain",30,0,random(0,360),CMF_AIMDIRECTION,random(0,40))
    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile("UroSuperFallingRain",30,0,random(0,360),CMF_AIMDIRECTION,random(0,40))
    Stop
  }
}

ACTOR UroSuperLaserTrail : BaseProjectileEffect
{
  Renderstyle Subtract
  Scale 2
  -CLIENTSIDEONLY
  -NOINTERACTION
  +NOGRAVITY
  ReactionTime 175
  Damagetype "Touhou"
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_Jump(2,"Projectile")
	TNT1 A 0 A_Jump(64,"Particle")
    CLBA I 1 Bright A_Explode(3,180)
	TNT1 A 0 A_CountDown
	Loop
  Death:
    TNT1 A 0 A_SetScale(1.8)
    TNT1 A 0 A_FadeOut(0.1)
    CLBA I 1
    TNT1 A 0 A_SetScale(1.6)
    TNT1 A 0 A_FadeOut(0.1)
    CLBA I 1
    TNT1 A 0 A_SetScale(1.4)
    TNT1 A 0 A_FadeOut(0.1)
    CLBA I 1
    TNT1 A 0 A_SetScale(1.2)
    TNT1 A 0 A_FadeOut(0.1)
    CLBA I 1
    TNT1 A 0 A_SetScale(1.0)
    TNT1 A 0 A_FadeOut(0.1)
    CLBA I 1
    TNT1 A 0 A_SetScale(0.8)
    TNT1 A 0 A_FadeOut(0.1)
    CLBA I 1
    TNT1 A 0 A_SetScale(0.6)
    TNT1 A 0 A_FadeOut(0.1)
    CLBA I 1
    TNT1 A 0 A_SetScale(0.4)
    TNT1 A 0 A_FadeOut(0.1)
    CLBA I 1
    TNT1 A 0 A_SetScale(0.2)
    TNT1 A 0 A_FadeOut(0.1)
    CLBA I 1
    Stop
  Particle:
	TNT1 A 0 A_SpawnItemEx("DarkRedProjParticleSuperLarge2",0,0,0,frandom(-12,12),frandom(-12,12),frandom(-12,12),random(0,359))
	Goto Spawn+3
  Projectile:
	TNT1 A 0 A_CustomMissile("UroHomingOrb2",0,0,random(0,360),CMF_AIMDIRECTION)
	Goto Spawn+2
  }
}