ACTOR SSTCyberdemon : Cyberdemon replaces Cyberdemon
{
damagefactor "RedPaint", 0.3
damagefactor "OrangePaint", 0.3
damagefactor "YellowPaint", 0.3
damagefactor "GreenPaint", 0.3
damagefactor "BluePaint", 0.3
damagefactor "PurplePaint", 0.3
damagefactor "WhitePaint", 0.3
damagefactor "BlackPaint", 0.3
  PainChance "ShotgunWeak", 5

dropitem "SSTSoulsphere" 32// 100
dropitem "BloodFXSpawner" 255 1
dropitem "SSTAutoStim" 128
  spawnid 114
  obituary "%o was splattered by a cyberdemon."
  health 4000
  radius 40
  height 110
  mass 1000
  speed 16
  painchance 20
  seesound "cyber/sight"
  painsound "cyber/pain"
  deathsound "cyber/death"
  activesound "cyber/active"
  MONSTER
  +BOSS
  +FLOORCLIP
  +NORADIUSDMG
  +DONTMORPH
  +MISSILEMORE
  states
  {
  Spawn:
    CYBR AB 10 A_Look
    loop
  See:
    CYBR A 3 A_Hoof
    CYBR ABBCC 3 A_Chase
    CYBR D 3 A_Metal
    CYBR D 3
    loop
  Missile:
    CYBR E 6 A_FaceTarget
    CYBR F 12 BRIGHT A_CustomMissile ("SSTRocket", 55, -28) //A_CyberAttack
    CYBR E 0 A_Jump(16,"See")
    CYBR E 12 A_FaceTarget
    CYBR F 12 BRIGHT A_CustomMissile ("SSTRocket", 55, -28) //A_CyberAttack
    CYBR E 0 A_Jump(16,"See")
    CYBR E 12 A_FaceTarget
    CYBR F 12 BRIGHT A_CustomMissile ("SSTRocket", 55, -28) //A_CyberAttack
    goto See
  Pain:
    CYBR G 10 A_Pain
    goto See
  Death:
    CYBR H 8
    CYBR I 8 A_Scream
	NULL A 0 A_SpawnItemEx ("BloodcloudSpawner", 0, 0, random(48,64), 0, 0, random(1,2), 0, 160)
    CYBR JKL 8 A_SpawnItemEx ("BloodFXSpawner", 0, 0, 0, 0, 0, 0, 0, 160) 
    CYBR M 8 A_NoBlocking
    CYBR NO 8
    CYBR P 20
    CYBR P -1 A_BossDeath
	Stop

    Crush:
	TNT1 A 0 A_SpawnItemEx ("Gibs", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR|SXF_CLIENTSIDE)
	TNT1 AAAAAAAA 0 A_SpawnItemEx ("SuperDuperClientsideBloodSpotSpawner", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR|SXF_CLIENTSIDE)
    TNT1 AAAAAAAA 1 A_SpawnItemEx ("Bloodsquirt3", 0,0,0, 0,0,0, random(-180,180), SXF_USEBLOODCOLOR|SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
    TNT1 A -1
    Stop
  Pain.GreenPaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 0,0,0)
	Goto See
  Pain.BluePaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 1,0,0)
	Goto See
  Pain.RedPaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 2,0,0)
	Goto See
  Pain.OrangePaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 3,0,0)
	Goto See
  Pain.PurplePaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 4,0,0)
	Goto See
  Pain.WhitePaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 5,0,0)
	Goto See
  Pain.YellowPaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 6,0,0)
	Goto See
  Pain.BlackPaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 7,0,0)
	Goto See
  }
}