#include "actors/skulltagarmor.txt"
#include "actors/skulltagdeadthings.txt"
#include "actors/skulltagdecorations.txt"
#include "actors/skulltagmisc.txt"
#include "actors/skulltagrunes.txt"
#include "actors/skulltagmonsters.txt"
#include "actors/skulltagstatues.txt"
#include "actors/skulltagweapons.txt"

ACTOR TeleportFog2 : TeleportFog
{
scale 3.0
}

ACTOR TeleportFog3 : TeleportFog
{
scale 6.0
}

ACTOR TeleportFog4 : TeleportFog
{
scale 12.0
}


actor zDoomImpDying 10802
{
  radius 1
  height 1
  scale 1.0
  +SOLID
  states
  {
  Spawn:
    TROO J -1
    loop
  }
}


actor zPlayerShooting: ScriptedMarine 10803
{
  radius 1
  height 1
  scale 1.0
  +DORMANT
  states
  {
  Spawn:
    PLAY F -1
    loop
  }
}


actor holyshitgun: Weapon 19196
{
+WEAPON.PRIMARY_USES_BOTH
+WEAPON.CHEATNOTWEAPON
Weapon.AmmoUse 1
  Weapon.AmmoGive 3
  Weapon.AmmoType "RocketAmmo"
  Weapon.AmmoUse2 7
  Weapon.AmmoGive2 3
  Weapon.AmmoType2 "Cell"
  radius 20
  height 16
  Inventory.PickupMessage "You got the HOLYSHIT gun! (SLOT 1)"
  States
  {
  Ready:
    RXPG A 1 A_WeaponReady
    Loop
  Deselect:
    RXPG A 0 A_StopSound(5)
	RXPG A 0 A_Lower
    RXPG A 1 A_Lower
    Loop
  Select:
    RXPG A 0 A_Raise
    RXPG A 1 A_Raise
    Loop
  Fire:
    RXPG E 0 A_PlaySound("OVERLOOP",5,1.0,1)
  FireLoop:
    RXPG E 0 bright A_FireCustomMissile("niceone2",random(-15,15),0,random(-3,3))
	RXPG E 0 bright A_FireCustomMissile("niceone2",random(-15,15),0,random(-3,3))
	RXPG E 0 bright A_FireCustomMissile("niceone2",random(-15,15),0,random(-3,3))
	RXPG E 1 bright A_FireBullets (20.0, 20.0, 9, 40, "BulletPuff")
	RXPG E 0 bright A_GiveInventory("Health",1)
	//
	RXPG F 1 bright A_FireCustomMissile("niceone1", random(-3,3), 0, 0, 0)	
	RXPG F 1
	//
	RXPG G 1 bright A_FireCustomMissile("Bfgball", random(-5,5), 0, 0, 0)
	RXPG G 1 bright A_FireBullets (20.0, 20.0, 9, 40, "BulletPuff")
	//
	RXPG H 1 bright A_FireCustomMissile("niceone3", random(-8,8), 0, 0, 0)
	RXPG H 1 bright A_GiveInventory("ArmorBonus",1)
	//
    RXPG H 0 bright A_ReFire
	RXPG H 0 bright A_StopSound(5)
    Goto Ready
  Spawn:
    RXPG I -1
  }
}

ACTOR niceone2
{
   radius 10
   height 6
   scale 0.5
   renderstyle normal
  alpha 1
   Speed 150
   Damage 5
   PROJECTILE
   deathsound "DOSTUFF"
   Translation "112:127=208:223"
   States
   {
   Spawn:
	BFS1 AB 4 Bright
	loop
   Death:
    BFE1 AB 4 bright
    BFE1 C 4 bright
    BFE1 DEF 4 bright
    stop
  }
}


actor niceone1
{
  obituary "%o was raped by %k's holyshit gun."
  radius 13
  height 8
  speed 100
  damage 15
  scale 0.8
  renderstyle normal
  alpha 1
  deathsound "DOSTUFF"
  PROJECTILE
  +RANDOMIZE
  Translation "112:127=176:191"
  states
  {
  Spawn:
    BFS1 AB 2 bright
    loop
  Death:
    BFE1 AB 4 bright
    BFE1 C 4 bright
    BFE1 DEF 4 bright
    stop
  }
}


actor niceone3
{
  obituary "%o was raped by %k's holyshit gun."
  radius 13
  height 8
  speed 70
  damage 90
  scale 0.9
  renderstyle normal
  alpha 1
  deathsound "DOSTUFF"
  PROJECTILE
  +RANDOMIZE
  Translation "112:127=197:207"
  states
  {
  Spawn:
    BFS1 AB 2 bright
    loop
  Death:
    BFE1 AB 4 bright
    BFE1 C 4 bright
    BFE1 DEF 4 bright
    stop
  }
}


ACTOR RocketSuper : Rocket
{
  SeeSound "DOSTUFF"
  Obituary "%o was raped by %k's holyshit gun."
}

ACTOR PlasmaBallSuper : PlasmaBall
{
  Translation "112:127=176:191"
  SeeSound "DOSTUFF"
  Obituary "%o was raped by %k's holyshit gun."
}


actor marothrocket
{
  Game Doom
  Radius 11
  Height 8
  Speed 32
  Damage 40
  Projectile
  DamageType Wowow
  SeeSound "weapons/rocklx"
  DeathSound "weapons/rocklx"
  Obituary "%o got fucked over"
  States
  {
  Spawn:
    TNT1 A 1 bright A_CustomMissile("pyroblasted",0,0)
    loop
  Death:
    TNT1 A 1 bright
    stop
  }
}

actor explodewave
{
  Game Doom
  Radius 11
  Height 8
  Speed 24
  Damage 80
  Projectile
   DamageType Wowow
  SeeSound "DAEXPLOD"
  DeathSound "DAEXPLOD"
  Obituary "%o got fucked over"
  States
  {
  Spawn:
    TNT1 A 1 Radius_Quake(10,18,0,32,0)
    TNT1 A 5 bright A_CustomMissile("touhouexplosion",-32,0)
    loop
  Death:
    TOHO A 1 Radius_Quake(10,24,0,32,0)
    TOHO A 2 bright A_Explode(255,180,0)
    TOHO BCDEFG 3
    stop
  }
}


actor marothrocketbounce: Grenade
{
  -GRENADETRAIL
  -DEHEXPLOSION
  +CANBOUNCEWATER
  +HEXENBOUNCE
    bouncefactor 1.0
	speed 64
  Obituary "%o got fucked over"
  States
  {
  Spawn:
    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 bright A_CustomMissile("pyroblasted",0,0)
  Death:
    TNT1 A 1
    stop
  }
}

actor touhouexplosion
{
  Game Doom
  Radius 1
  Height 1
  Speed 0
 DamageType Wowow
  Damage 0
  Projectile
  SeeSound "DAEXPLOD"
  DeathSound "DAEXPLOD"
  Obituary "%o got fucked over"
  States
  {
  Spawn:
    TOHO A 1 bright Radius_Quake(10,24,0,32,0)
    TOHO A 2 bright A_Explode(255,180,0)
    TOHO BCDEFG 3 bright
    stop
  Death:
    TOHO A 1 bright Radius_Quake(10,24,0,32,0)
    TOHO A 2 bright A_Explode(255,180,0)
    TOHO BCDEFG 3 bright
    stop
  }
}

actor touhouexplosion2
{
  Game Doom
  Radius 1
  Height 1
  Speed 0
   DamageType Wowow
  Damage 0
  Projectile
  SeeSound "DAEXPLOD"
  DeathSound "DAEXPLOD"
  Obituary "%o got fucked over"
  scale 2.6
  States
  {
  Spawn:
    TOHO A 1 Radius_Quake(10,24,0,32,0)
    TOHO A 2 bright A_Explode(125,380,0)
    TOHO BCDEFG 3 bright
    stop
  Death:
    TOHO A 1 bright Radius_Quake(10,24,0,32,0)
    TOHO A 2 bright A_Explode(125,380,0)
    TOHO BCDEFG 3 bright
    stop
  }
}

actor invisibleboome
{
  Game Doom
  Radius 1
  Height 1
  Speed 9
   DamageType Wowow
  Damage 0
  Projectile
  Obituary "%o got fucked over"
  scale 2.6
  +RIPPER
  States
  {
  Spawn:
    TNT1 A 1 bright A_Explode(88,400,0)
	TNT1 A 21 Radius_Quake(10,24,0,32,0)
    goto death
  Death:
    TNT1 A 2 bright A_Explode(88,400,0)
	TNT1 A 21 Radius_Quake(10,24,0,32,0)
    stop
  }
}

actor pyroblasted
{
  Game Doom
  Radius 1
  Height 1
  Speed 0
  Damage 0
  Projectile
  +RANDOMIZE
  DamageType Wowow
  SeeSound "weapons/rocklx"
  DeathSound "weapons/rocklx"
  Obituary "%o got fucked over"
  States
  {
  Spawn:
    MISL B 8 bright A_Explode(150,180,0)
    MISL C 6 bright A_Explode(150,180,0)
    MISL D 4 bright A_Explode(150,180,0)
    stop
  Death:
    MISL B 8 bright A_Explode(150,180,0)
    MISL C 6 bright A_Explode(150,180,0)
    MISL D 4 bright A_Explode(150,180,0)
    stop
  }
}

ACTOR crazyhead : Demon 6619
{
  Health 250
  PainChance 5
  Speed 64
  Monster
  scale 0.8
  SeeSound "GODWHAT"
  AttackSound "demon/melee"
  PainSound "WTF1"
  DeathSound "WTF3"
  ActiveSound "GODWHAT"
  Obituary "%o killed by crazy head"
  States
  {
  Spawn:
    NUYT A 1 A_Look
	NUQT A 1 A_Look
	NUZT A 1 A_Look
	NUXT A 1 A_Look
    Loop
  See:
    NUYT A 3 A_Chase
	NUQT A 1 A_custommissile("CrazyFloat1", 8, random(-15, 15), random(-180, 180), 2, random(80, 100))
   	NUZT A 3 A_Chase
   	NUXT A 1 A_custommissile("CrazyFloat2", 8, random(-15, 15), random(-180, 180), 2, random(80, 100))
   	NUYT A 3 A_Chase
	NUQT A 1 A_custommissile("CrazyFloat3", 8, random(-15, 15), random(-180, 180), 2, random(80, 100))
   	NUZT A 3 A_Chase
   	NUXT A 1 A_custommissile("CrazyFloat4", 8, random(-15, 15), random(-180, 180), 2, random(80, 100))
    Loop
  Melee:
    NUYT A 0 A_FaceTarget	
	NUYT A 1 A_SargAttack
	NUQT A 0 A_FaceTarget
	NUQT A 1 A_SargAttack
	NUZT A 0 A_FaceTarget
   	NUZT A 1 A_SargAttack
	NUXT A 0 A_FaceTarget
   	NUXT A 1 A_SargAttack	
    Goto See
  Pain:
    NUXT A 2 A_Pain
    Goto See
  Death:
    NUYT A 1 A_NoBlocking
	NUQT A 1 A_custommissile("CrazyFloat1", 8, random(-15, 15), random(-180, 180), 2, random(80, 100))
   	NUZT A 1
   	NUXT A 1 A_custommissile("CrazyFloat2", 8, random(-15, 15), random(-180, 180), 2, random(80, 100))
   	NUYT A 1
	NUQT A 1 A_custommissile("CrazyFloat3", 8, random(-15, 15), random(-180, 180), 2, random(80, 100))
   	NUZT A 1
   	NUXT A 1 A_custommissile("CrazyFloat4", 8, random(-15, 15), random(-180, 180), 2, random(80, 100))
	TNT1 A 5 A_CustomMissile("touhouexplosion",-32,0)
    TNT1 A -1
    Stop
  }
}

actor VCKMGUBHYINAD : cyberdemon 7442
{
Translation "168:191=240:255","41:151=192:219"
speed 64
health 900
scale 0.8
painchance 255
seesound "LOLOLOL"
  activesound "VFYIBKUG"
painsound "DSEYEACT"
deathsound "ImpyDeath"
hitobituary "%o was killed by something."
  obituary "%o was killed by something."
+FLOATBOB
  states
  { 
  Missile:
  CYBR E 1 A_FaceTarget
  CYBR F 5 A_CyberAttack
  goto missile
  }
}


actor badImp : DooMimp 7446
{
  health 100
  speed 14
  scale 0.6
  +FLOAT
  +FLOATBOB
  seesound "WTF1"
  activesound "WTF1"
painsound "WTF2"
deathsound "WTF3"
  Translation "75:233=9:74"
  hitobituary "%o was killed by something."
  obituary "%o was killed by something."
  states
  {
    Melee:
    Missile:
    TROO EF 8 A_FaceTarget
    TROO GGG 1 A_CustomMissile("PlasmaBall", 32, 0, 0)
	goto See
	Death:
    TROO I 1 A_Scream
    TROO A 1 A_NoBlocking
    TROO JAKBLCMDJAKBLCMDJ 1
    TROO M -1
    stop

  }
}

actor CrazySpawnermoving 14764
{   
   Health 300 
   Speed 20
   Radius 2
   Height 2
   Mass 400
   REACTIONTIME 8 
   MONSTER
   +NOCLIP +NOGRAVITY +FLOAT +FloatBob +lookallaround 
   RENDERSTYLE Translucent
   ALPHA 0.67
	states
	{
	spawn:
		NULL AAAA 1 a_look
		loop 
	see:
		LITE A 1 A_Chase
		LITE A 6 A_Jump (96,5)
		LITE A 6 A_Jump (128,5)
		LITE A 6 A_Jump (160,5)
		LITE A 6 A_Jump (255,5)
		LITE A 0 
		goto see
		LITE A 15 A_custommissile("CrazyFloat1", 8, random(-15, 15), random(-180, 180), 2, random(80, 100))
   		goto see
   		LITE A 15 A_custommissile("CrazyFloat2", 8, random(-15, 15), random(-180, 180), 2, random(80, 100))
   		goto see
   		LITE A 15 A_custommissile("CrazyFloat3", 8, random(-15, 15), random(-180, 180), 2, random(80, 100))
   		goto see
   		LITE A 15 A_custommissile("CrazyFloat4", 8, random(-15, 15), random(-180, 180), 2, random(80, 100))
   		goto see
		
	}
}

actor CrazySpawner 14765
{   
   Health 300 
   Speed 0 
   Radius 2
   Height 2
   Mass 400
   REACTIONTIME 8 
   +NOCLIP +NOGRAVITY +FLOAT +FloatBob +lookallaround 
   RENDERSTYLE Translucent
   ALPHA 0.67
	states
	{
	spawn:
		NULL AAAA 1 a_look
		loop 
	see:
		LITE A 1 A_Chase
		LITE A 6 A_Jump (96,5)
		LITE A 6 A_Jump (128,5)
		LITE A 6 A_Jump (160,5)
		LITE A 6 A_Jump (255,5)
		LITE A 0 
		goto see
		LITE A 15 A_custommissile("CrazyFloat1", 8, random(-15, 15), random(-180, 180), 2, random(80, 100))
   		goto see
   		LITE A 15 A_custommissile("CrazyFloat2", 8, random(-15, 15), random(-180, 180), 2, random(80, 100))
   		goto see
   		LITE A 15 A_custommissile("CrazyFloat3", 8, random(-15, 15), random(-180, 180), 2, random(80, 100))
   		goto see
   		LITE A 15 A_custommissile("CrazyFloat4", 8, random(-15, 15), random(-180, 180), 2, random(80, 100))
   		goto see
		
	}
}
actor CrazyFloat1
{
    Radius 8
    Height 6
    Speed 4
    scale 0.5
    +FloatBob 
    renderstyle translucent
    PROJECTILE
    ALPHA 0.7
    States
    {
    Spawn:
        NUYT A 2 A_BishopMissileWeave
        Goto Spawn
     Death:
        TNT1 A 1
        Stop
    }
}
actor CrazyFloat2 : CrazyFloat1
{
    States
    {
    Spawn:
        NUQT A 2 
        Goto Spawn
     Death:
        TNT1 A 1
        Stop
    }
}
actor CrazyFloat3 : CrazyFloat1
{
    States
    {
    Spawn:
        NUZT A 2 
        Goto Spawn
    Death:
        TNT1 A 1
        Stop
    }
}
actor CrazyFloat4 : CrazyFloat1
{
    States
    {
    Spawn:
        NUXT A 2 
        Goto Spawn
     Death:
        TNT1 A 1
        Stop
    }
}

actor romerosupreme 3437
{
  health 4500
  Mass 10000
  height 120
  radius 96
  painchance 21
   seesound "MANSIGHT"
  painsound "MANPAIN"
  deathsound "MANDEATH"
  activesound "MANACT"
  scale 2.5
  obituary "%o was fucked deep in the ass by a romero supreme!"
  speed 11
  MONSTER
  +SOLID
  +SHOOTABLE
  +NOICEDEATH
  +BOSS
  +NORADIUSDMG
  +DONTMORPH
  +DONTHURTSPECIES
  states
  {
  Spawn:
    BBRN A 5 a_look
    loop
  See:
    BBRN A 1 A_Chase
    loop
  Missile:
    BBRN A 1 A_Jump(256,"Missile1","Missile2","Missile3","Missile4")
	goto see
	Missile1:
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,4)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,8)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,12)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,16)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,20)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,24)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,28)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,32)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,36)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,40)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-4)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-8)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-12)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-16)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-20)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-24)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-28)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-32)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-36)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-40)
	BBRN A 2
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,4)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,8)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,12)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,16)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,20)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,24)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,28)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,32)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,36)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,40)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-4)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-8)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-12)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-16)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-20)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-24)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-28)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-32)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-36)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-40)
	BBRN A 2
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,4)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,8)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,12)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,16)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,20)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,24)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,28)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,32)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,36)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,40)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-4)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-8)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-12)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-16)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-20)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-24)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-28)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-32)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-36)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-40)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,4)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,8)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,12)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,16)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,20)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,24)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,28)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,32)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,36)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,40)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-4)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-8)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-12)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-16)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-20)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-24)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-28)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-32)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-36)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-40)
	BBRN A 2
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,4)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,8)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,12)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,16)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,20)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,24)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,28)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,32)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,36)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,40)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-4)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-8)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-12)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-16)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-20)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-24)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-28)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-32)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-36)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-40)
	BBRN A 2
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,4)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,8)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,12)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,16)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,20)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,24)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,28)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,32)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,36)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,40)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-4)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-8)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-12)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-16)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-20)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-24)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-28)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-32)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-36)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-40)
	BBRN A 20 A_Jump(199,"Missile1")
    goto See
	Missile2:
    BBRN A 0 A_CustomMissile ("Rocket",48,0)
	BBRN A 0 A_CustomMissile ("STFGrenade",random(44,86),random(-32,32))
	BBRN A 0 A_CustomMissile ("STFGrenade",random(44,86),random(-32,32))
	BBRN A 3
	BBRN A 0 A_CustomMissile ("Rocket",48,0)
	BBRN A 0 A_CustomMissile ("STFGrenade",random(44,86),random(-32,32))
	BBRN A 0 A_CustomMissile ("STFGrenade",random(44,86),random(-32,32))
	BBRN A 3
	BBRN A 0 A_CustomMissile ("Rocket",48,0)
	BBRN A 0 A_CustomMissile ("STFGrenade",random(44,86),random(-32,32))
	BBRN A 0 A_CustomMissile ("STFGrenade",random(44,86),random(-32,32))
	BBRN A 3
	BBRN A 0 A_CustomMissile ("Rocket",48,0)
	BBRN A 0 A_CustomMissile ("STFGrenade",random(44,86),random(-32,32))
	BBRN A 0 A_CustomMissile ("STFGrenade",random(44,86),random(-32,32))
	BBRN A 3
	BBRN A 0 A_CustomMissile ("Rocket",48,0)
	BBRN A 0 A_CustomMissile ("STFGrenade",random(44,86),random(-32,32))
	BBRN A 0 A_CustomMissile ("STFGrenade",random(44,86),random(-32,32))
	BBRN A 3
	BBRN A 0 A_CustomMissile ("Rocket",48,0)
	BBRN A 0 A_CustomMissile ("STFGrenade",random(44,86),random(-32,32))
	BBRN A 0 A_CustomMissile ("STFGrenade",random(44,86),random(-32,32))
	BBRN A 20 A_Jump(180,"Missile2")
    goto See
	Missile3:
	BBRN A 20
    BBRN A 0 A_CustomMissile ("explodewave",48,0)
	goto see
	Missile4:
	BBRN A 44
    BBRN A 0 A_CustomMissile ("marothrocket",48,0,0)
	BBRN A 0 A_CustomMissile ("marothrocket",48,0,48)
	BBRN A 0 A_CustomMissile ("marothrocket",48,0,-48)
	BBRN A 44
	BBRN A 0 A_CustomMissile ("marothrocket",48,0,16)
	BBRN A 0 A_CustomMissile ("marothrocket",48,0,32)
	BBRN A 0 A_CustomMissile ("marothrocket",48,0,-16)
	BBRN A 0 A_CustomMissile ("marothrocket",48,0,-32)
	BBRN A 20
	goto see
  Pain:
    BBRN B 2 A_Pain
	NULL AAAAAA 0 ThrustThingZ(0,43,0,1)
	BBRN A 0 A_CustomMissile ("FatShot",8,random(1,360))
	BBRN A 0 A_CustomMissile ("FatShot",8,random(1,360))
	BBRN A 0 A_CustomMissile ("FatShot",8,random(1,360))
	BBRN A 0 A_CustomMissile ("FatShot",8,random(1,360))
	BBRN A 0 A_CustomMissile ("FatShot",8,random(1,360))
	BBRN A 0 A_CustomMissile ("FatShot",8,random(1,360))
	BBRN A 0 A_CustomMissile ("FatShot",8,random(1,360))
	BBRN A 0 A_CustomMissile ("FatShot",8,random(1,360))
	BBRN A 0 A_CustomMissile ("FatShot",8,random(1,360))
	BBRN A 0 A_CustomMissile ("FatShot",8,random(1,360))
	BBRN A 0 A_CustomMissile ("FatShot",8,random(1,360))
	BBRN A 0 A_CustomMissile ("FatShot",8,random(1,360))
	BBRN A 0 A_CustomMissile ("FatShot",8,random(1,360))
	BBRN A 0 A_CustomMissile ("FatShot",8,random(1,360))
	BBRN A 0 A_CustomMissile ("FatShot",8,random(1,360))
	BBRN A 0 A_CustomMissile ("FatShot",8,random(1,360))
	BBRN A 0 A_CustomMissile ("FatShot",8,random(1,360))
	BBRN A 0 A_CustomMissile ("FatShot",8,random(1,360))
	BBRN A 0 A_CustomMissile ("FatShot",8,random(1,360))
	BBRN A 0 A_CustomMissile ("FatShot",8,random(1,360))
	BBRN A 0 A_CustomMissile ("FatShot",8,random(1,360))
	BBRN A 0 A_CustomMissile ("FatShot",8,random(1,360))
	BBRN A 1 A_CustomMissile ("FatShot",8,random(1,360))
    goto See
  Death:
    BBRN B 5 A_Scream
    BBRN B 15 A_Burst("fat")
  }
}

actor assdigger : DooMimp 6434
{
  health 250
  speed 14
  scale 1.1
  DamageFactor Wowow, 0.0
  seesound "ImpyActive"
  activesound "ImpyActive"
  painsound "ImpyPain"
  deathsound "ImpyDeath"
  Translation "55:199=2:44"
  hitobituary "%o had his organs dug out by an ass digger!"
  obituary "%o had his organs dug out by an ass digger!"
  states
  {
    Melee:
    Missile:
    TROO EF 2 A_FaceTarget
	TROO G 0 A_CustomMissile("DoomImpBall", 32, 0, 0)
    TROO J 1 A_CustomMissile("PlasmaBall", 32, 0, 10)
	TROO AK 2 A_FaceTarget
	TROO G 0 A_CustomMissile("DoomImpBall", 32, 0, 32)
    TROO J 1 A_CustomMissile("DoomImpBall", 32, 0, 21)
	TROO EF 2 A_FaceTarget
	TROO G 0 A_CustomMissile("PlasmaBall", 32, 0, 8)
    TROO J 1 A_CustomMissile("PlasmaBall", 32, 0, 120)
	TROO EF 2 A_FaceTarget
	TROO G 0 A_CustomMissile("FatShot", 32, 0, 55)
    TROO G 1 A_CustomMissile("FatShot", 32, 0, -22)
	TROO EF 2 A_FaceTarget
	TROO G 0 A_CustomMissile("DoomImpBall", 32, 0, -1)
    TROO G 1 A_CustomMissile("FatShot", 32, 0, 1)
	TROO EF 2 A_FaceTarget
	TROO G 0 A_CustomMissile("DoomImpBall", 32, 0, 33)
    TROO K 1 A_CustomMissile("PlasmaBall", 32, 0, -33)
	TROO EF 2 A_FaceTarget
	TROO G 0 A_CustomMissile("PlasmaBall", 32, 0, -99)
    TROO G 1 A_CustomMissile("FatShot", 32, 0, 99)
	TROO EK 2 A_FaceTarget
	TROO G 0 A_CustomMissile("FatShot", 32, 0, 0)
    TROO K 1 A_CustomMissile("DoomImpBall", 32, 0, 66)
	TROO EF 2 A_FaceTarget
	TROO G 0 A_CustomMissile("DoomImpBall", 32, 0, 64)
    TROO J 1 A_CustomMissile("PlasmaBall", 32, 0, 10)
    goto See
  }
}

ACTOR TLamp1 12850
{
  Radius 32
  Height 160
  +SOLID
  scale 2
  States
  {
  Spawn:
    LAMT A -1 Bright
    Stop
  }
}

actor thegost 12811
{
  health 2000
  mass 999999999999
  scale 1.2
  height 128
  radius 64
  meleedamage 80
  painchance 3
  obituary "watch out, gost got %o"
  speed 10
  DamageFactor Wowow, 0.0
  seesound "GOSTSI1"
  activesound "GostActive"
  painsound "GostDeath"
  deathsound "GostDeath"
  meleesound "GOSTSI1"
  attacksound "chainguy/attack"
  MONSTER
  +SOLID
  +NOTARGET
  +SHOOTABLE
  +NOICEDEATH
  +NOCLIP
  +BOSS
  +FULLVOLACTIVE
  +FLOAT
  +NOGRAVITY
  renderstyle add
alpha 0.5
  states
  {
  Spawn:
    GOST A 1 a_look
    loop
  See:
    GOST AAAAAAA 1 A_VileChase
    loop
  See2:
    GOST AAAAAA 3 A_Chase
	goto see
  Missile:
    GOST A 1 A_Jump(144,"See2")
    GOST A 2 A_FaceTarget
    GOST C 2 bright A_CPosAttack
	GOST A 2 A_FaceTarget
    GOST C 2 bright A_CPosAttack
	GOST A 2 A_FaceTarget
    GOST C 2 bright A_CPosAttack
	GOST A 2 A_FaceTarget
    GOST C 2 bright A_CPosAttack
	GOST A 2 A_FaceTarget
    GOST C 2 bright A_CPosAttack
	GOST A 2 A_FaceTarget
    GOST C 2 bright A_CPosAttack
	GOST A 2 A_FaceTarget
    GOST C 2 bright A_CPosAttack
	GOST A 2 A_FaceTarget
    GOST C 2 bright A_CPosAttack
	GOST A 2 A_FaceTarget
    GOST C 2 bright A_CPosAttack
	GOST A 2 A_FaceTarget
    GOST C 2 bright A_CPosAttack
	GOST A 2 A_FaceTarget
    GOST C 2 bright A_CPosAttack
	GOST A 2 A_FaceTarget
    GOST C 2 bright A_CPosAttack
	GOST A 2 A_FaceTarget
    GOST C 2 bright A_CPosAttack
	GOST A 2 A_FaceTarget
    GOST C 2 bright A_CPosAttack
	GOST A 2 A_FaceTarget
    GOST C 2 bright A_CPosAttack
	GOST A 2 A_FaceTarget
    GOST C 2 bright A_CPosAttack
	GOST A 2 A_FaceTarget
    GOST C 2 bright A_CPosAttack
	GOST A 2 A_FaceTarget
    GOST C 2 bright A_CPosAttack
    goto see
  Melee:
    GOST A 10 A_MeleeAttack
    goto See
  Heal:
    GOST A 1 A_Playsound ("GOSTSI1")
    GOST A 5 
    Goto See
  Pain:
    GOST B 1 A_Pain
	GOST A 1 
	GOST B 1
	GOST A 1 
	GOST B 1
	GOST A 1 
	GOST B 1
	GOST A 1 
	GOST B 1
	GOST A 1 
    goto See
  Death:
    MYYO A 2 A_Scream
	GOST B 2 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	GOST A 2
	GOST B 2 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	GOST A 2
	GOST B 2 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	GOST A 2
	GOST B 2 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	GOST A 2
	GOST B 2 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	GOST A 2
	GOST B 2 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	GOST A 2
	GOST B 2 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	GOST A 2
	GOST B 2 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	GOST A 2
	GOST B 2 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	GOST A 2
	GOST B 2 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	GOST A 2
	GOST B 2 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	GOST A 2
	GOST B 2 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	GOST A 2
	GOST B 2 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	GOST A 2
	GOST B 2 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	GOST A 2
	GOST A 0 A_Burst("ArchvileFirex3")
    stop
  }
}

ACTOR ArchvileFirex3 : ArchvileFire
{
	translation "160:167=96:111"
	Speed 6
        +NOBLOCKMAP
        +NOCLIP
		- NOGRAVITY
}

actor Ballspower : Ammo
{
  Inventory.Amount 3
  Inventory.MaxAmount 10
  Ammo.BackpackAmount 3
  Ammo.BackpackMaxAmount 10
  Inventory.Icon "FUICA0"
}


ACTOR BallSphere : Weapon
{
  radius 20
  height 16
  inventory.pickupmessage "You got the ballsphere!"
  weapon.selectionorder 2500
  weapon.kickback 800
  weapon.ammotype "Ballspower"
  weapon.ammouse 1
  weapon.ammogive 3
  +WEAPON.CHEATNOTWEAPON  
  +WEAPON.NOAUTOFIRE
  +WEAPON.EXPLOSIVE
  states
  {
  Ready:
    FUIC A 1 A_WeaponReady
    loop
  Deselect:
    FUIC A 1 A_Lower
    loop
  Select:
    FUIC A 1 A_Raise
    loop
  Fire:
    FUIC A 1 A_GunFlash
    FUIC A 40 A_RailAttack (7500,0,1,green,black,0)
    FUIC A 0 A_ReFire
    goto Ready
  Flash:
    FUIC A 1 bright A_Light1
    FUIC A 1 bright
    FUIC A 1 bright A_Light2
    FUIC A 0 bright A_Light0
    stop
  Spawn:
    FUIC B -1
    stop
  }
}

actor assholemine 12802
{
  health 400
  mass 999999999999
  scale 1.5
  height 60
  radius 32
  meleedamage 1
  painchance 0
  obituary "%o's ass was torn apart by a rape ghost!"
  speed 1
  activesound "ASSYUNG"
  MONSTER
  +SOLID
  +NOTARGET
  +SHOOTABLE
  +NOICEDEATH
  +NOCLIP
  renderstyle add
alpha 0.5
  states
  {
  Spawn:
    MYYO A 1 a_look
    loop
  See:
    MYYO A 1 A_Chase
	MYYO A 1 A_ChangeFlag ("INVISIBLE",random(0,1))
    loop
  Melee:
    MYYO A 1 A_MeleeAttack
	MYYO A 1 A_MeleeAttack
	MYYO A 1 A_MeleeAttack
	MYYO A 1 A_MeleeAttack
	MYYO A 1 A_MeleeAttack
	MYYO A 1 A_MeleeAttack
    goto See
  Pain:
    MYYO A 1 A_Pain
    goto See
  Death:
    MYYO A 1 
    stop
  }
}


actor somefacething 6299
{
  health 5000
  mass 1
  scale .7
  height 80
  radius 96
  meleedamage 32
  meleerange 96
  painchance 80
  painsound "ASSH"
  deathsound "ASSH"
  seesound "ASSH"
  activesound "ASSH"
  Meleesound "ASSH"
  obituary "fuckface inserted his small penis into %o's asshole!"
  speed 15
  MONSTER
  +SOLID
  +BOSS
  +SHOOTABLE
  +NOICEDEATH
  +NOTARGET
  +FLOORCLIP
  +NORADIUSDMG
  +DONTMORPH
  +MISSILEMORE
  states
  {
  Spawn:
    ANDY A 1 a_look
    loop
  See:
    ANDY A 1 A_FastChase
    loop
  Missile:
    ANDY A 1 A_Facetarget
    ANDY A 0 A_Playsound ("ASSH")
    ANDY A 1 A_CustomRailgun (10,0,red,red,0,1)
    ANDY A 1 A_Facetarget
    ANDY A 2 A_CustomRailgun (8,0,red,blue,0,1)
    ANDY A 1 A_Facetarget
    ANDY A 1 A_CustomRailgun (8,0,red,blue,0,1)
    ANDY A 1 A_Facetarget
    ANDY A 1 A_CustomRailgun (17,0,blue,black,0,1)
    ANDY A 1 A_Jump (123,2)
    ANDY A 1 A_CustomRailgun (29,0,black,black,0,1)
    ANDY A 1 A_CustomRailgun (14,0,black,red,0,1)
    goto See
  Melee:
  	ANDY A 1 A_Facetarget
  	ANDY A 1 A_MeleeAttack
  goto see
  Pain:
    ANDY A 1 a_pain
    goto See
  Death:
    ANDY A 10 ACS_execute(990,0)
    stop
  }
}

actor JawDicko 12800
{
  health 7500
  mass 500
  scale .7
  height 80
  radius 96
  meleedamage 32
  painchance 90
  painsound "ASSH"
  deathsound "ASSH"
  seesound "ASSH"
  activesound "ASSH"
  Meleesound "ASSH"
  obituary "Jaw-Dicko Man rammed his jaw-dick into %o's asshole!"
  speed 19
  MONSTER
  +SOLID
  +BOSS
  +SHOOTABLE
  +NOICEDEATH
  +NOTARGET
  +FLOORCLIP
  +NORADIUSDMG
  +DONTMORPH
  +MISSILEMORE
  states
  {
  Spawn:
    FUMP A 1 a_look
    loop
  See:
    FUMP A 1 A_FastChase
    loop
  Missile:
    FUMP A 1 A_Facetarget
    FUMP A 0 A_Playsound ("ASSH")
    FUMP A 1 A_CustomRailgun (15,0,red,red,0,1)
    goto See
  Melee:
  FUMP A 1 A_Facetarget
  FUMP A 1 A_MeleeAttack
  goto see
  Pain:
    FUMP A 1 a_pain
    goto See
  Death:
    FUMP A 10 ACS_execute(991,0)
    stop
  }
}

ACTOR FakeBFG : Demon 6610
{
  Health 400
  PainChance 0
  Speed 25
  Monster
  SeeSound "ASSCALU"
  AttackSound "demon/melee"
  PainSound "demon/pain"
  DeathSound "ASSCALU"
  ActiveSound "demon/active"
  Obituary "%o was fucked by a fake bfg9000!"
  States
  {
  Spawn:
    BFUG A 10 A_Look
    Loop
  See:
    BFUG AA 2 A_Chase
    Loop
  Melee:
  Missile:
    BFUG A 25 A_Playsound ("weapons/bfgf")
    BFUG A 1 A_CustomMissile ("bfgball",32,0)
    Goto See
  Pain:
    BFUG A 2
    BFUG A 2 A_Pain
    Goto See
  Death:
    BFUG A 19 A_Scream
	BFUG A 1 A_NoBlocking
	TNT1 AAAAAAAAAAAAAAA 6 A_CustomMissile("touhouexplosion",-32,0)
    TNT1 A -1
    Stop
  }
}


ACTOR MediDemon : Demon 6665
{
  Health 250
  PainChance 0
  Speed 30
  Monster
  scale 1.1
  SeeSound "YOUNGASS"
  AttackSound "demon/melee"
  PainSound "demon/pain"
  DeathSound "YOUNGASS"
  ActiveSound "demon/active"
  Obituary "%o was fucked by a fake medikit!"
  States
  {
  Spawn:
    MEDI A 10 A_Look
    Loop
  See:
    MEDI AA 2 A_Chase
    Loop
  Melee:
    MEDI A 2 A_FaceTarget
    MEDI A 8 A_SargAttack
    Goto See
  Pain:
    MEDI A 2
    MEDI A 2 A_Pain
    Goto See
  Death:
    MEDI A 19 A_Scream
	MEDI A 1 A_NoBlocking
	TNT1 A 15 A_CustomMissile("touhouexplosion",-32,0)
    TNT1 A -1
    Stop
  }
}

ACTOR Livingshish 6433
{
  Health 700
  Radius 20
  Height 56
  Mass 500
  Speed 25
  PainChance 30
  Monster
  DamageFactor Wowow, 0.0
  MaxTargetRange 896
  +FLOORCLIP 
  +NOTARGET
  +DONTHURTSPECIES
  SeeSound "grunt/pain"
  PainSound "vile/pain"
  DeathSound "grunt/sight"
  ActiveSound "grunt/sight"
  MeleeSound "grunt/sight"
  Obituary "%o had a dildo shoved up his ass by a living shish kebab!"
  States
  {
  Spawn:
    PIEE A 10 A_Look
    Loop
  See:
    PIEE AB 2 A_VileChase
	PIEE C 2 A_Playsound ("grunt/death")
	PIEE DE 2 A_VileChase
	PIEE F 2 A_Playsound ("grunt/death")
	PIEE GH 2 A_VileChase
	PIEE A 2 A_Playsound ("grunt/death")
    Loop
  Missile:
    PIEE A 1 A_Jump(256,"Missile1","Missile2","Missile3")
	Missile1:
	PIEE A 3 A_FaceTarget
	PIEE A 0 A_CustomMissile ("BaronBall",random(10,50),0,random(1,360))
	PIEE ABCDEFGH 1 A_CustomMissile ("BaronBall",random(10,50),0,random(1,360))
	PIEE A 0 A_CustomMissile ("BaronBall",random(10,50),0,random(1,360))
	PIEE A 1 A_Jump(80,"Missile1","Missile2","Missile3")
	goto see
	Missile2:
	PIEE A 3 A_FaceTarget
	PIEE ABCDEFGH 1 A_CustomMissile ("Fat",random(10,50),0,random(1,360))
	PIEE ABCDEFGH 1 A_CustomMissile ("Fat2",random(10,50),0,random(1,360))
	PIEE A 1 A_Jump(80,"Missile1","Missile2","Missile3")
	goto see
	Missile3:
	PIEE A 3 A_FaceTarget
	PIEE ABCDEFGH 1 A_CustomMissile ("Bloodshot",random(10,50),0,random(1,360))
	PIEE ABCDEFGH 1 A_CustomMissile ("Bloodshot",random(10,50),0,random(1,360))
	PIEE A 1 A_Jump(80,"Missile1","Missile2","Missile3")
    Goto See
  Heal:
    PIEE ABCDEFGH 1
    Goto See
  Pain:
    PIEE ABCDEFGH 1 A_Pain
    Goto See
  Raise:
    PIEE ABCDEFGH 1 A_Playsound ("grunt/death")
	PIEE A 0 A_CustomMissile ("Fat2",random(10,50),0,random(1,360))
	PIEE A 0 A_CustomMissile ("Fat2",random(10,50),0,random(1,360))
	PIEE A 0 A_CustomMissile ("Fat2",random(10,50),0,random(1,360))
	PIEE A 0 A_CustomMissile ("Fat2",random(10,50),0,random(1,360))
	PIEE A 0 A_CustomMissile ("Fat2",random(10,50),0,random(1,360))
	PIEE A 0 A_CustomMissile ("Fat2",random(10,50),0,random(1,360))
	PIEE A 0 A_CustomMissile ("Fat2",random(10,50),0,random(1,360))
	PIEE A 0 A_CustomMissile ("Fat2",random(10,50),0,random(1,360))
	PIEE A 0 A_CustomMissile ("Fat2",random(10,50),0,random(1,360))
    Goto See
  Death:
    PIEE AB 1 A_CustomMissile ("Fat",random(10,50),0,random(1,360))
	PIEE C 0 A_Scream
	PIEE CD 1 A_CustomMissile ("Fat2",random(10,50),0,random(1,360))
	PIEE E 0 A_Scream
	PIEE EF 1 A_CustomMissile ("Fat",random(10,50),0,random(1,360))
	PIEE F 0 A_Scream
	PIEE GH 1 A_CustomMissile ("Fat2",random(10,50),0,random(1,360))
	PIEE H 0 A_Scream
	PIEE AB 1 A_CustomMissile ("Fat",random(10,50),0,random(1,360))
	PIEE C 0 A_Scream
	PIEE CD 1 A_CustomMissile ("Fat2",random(10,50),0,random(1,360))
	PIEE E 0 A_Scream
	PIEE EF 1 A_CustomMissile ("Fat",random(10,50),0,random(1,360))
	PIEE F 0 A_Scream
	PIEE GH 1 A_CustomMissile ("Fat2",random(10,50),0,random(1,360))
	PIEE H 0 A_Scream
	PIEE AB 1 A_CustomMissile ("Fat",random(10,50),0,random(1,360))
	PIEE C 0 A_Scream
	PIEE CD 1 A_CustomMissile ("Fat2",random(10,50),0,random(1,360))
	PIEE E 0 A_Scream
	PIEE EF 1 A_CustomMissile ("Fat",random(10,50),0,random(1,360))
	PIEE F 0 A_Scream
	PIEE GH 1 A_CustomMissile ("Fat2",random(10,50),0,random(1,360))
	PIEE H 0 A_Scream
	PIEE H 0 A_NoBlocking
	TNT1 A 3 A_CustomMissile("touhouexplosion",-32,0)
    TNT1 A 0 A_CustomMissile ("Fat",random(10,50),0,random(1,360))
	TNT1 A 0 A_CustomMissile ("Fat2",random(10,50),0,random(1,360))
	TNT1 A 0 A_CustomMissile ("Fat",random(10,50),0,random(1,360))
	TNT1 A 0 A_CustomMissile ("Fat2",random(10,50),0,random(1,360))
	TNT1 A 0 A_CustomMissile ("Fat",random(10,50),0,random(1,360))
	TNT1 A 0 A_CustomMissile ("Fat2",random(10,50),0,random(1,360))
	TNT1 A 0 A_CustomMissile ("Fat",random(10,50),0,random(1,360))
	TNT1 A 0 A_CustomMissile ("Fat2",random(10,50),0,random(1,360))
	TNT1 A 0 A_CustomMissile ("Fat",random(10,50),0,random(1,360))
	TNT1 A 0 A_CustomMissile ("Fat2",random(10,50),0,random(1,360))
	TNT1 A 0 A_CustomMissile ("Fat",random(10,50),0,random(1,360))
	TNT1 A 0 A_CustomMissile ("Fat2",random(10,50),0,random(1,360))
	TNT1 A 0 A_CustomMissile ("Fat",random(10,50),0,random(1,360))
	PLAY W 10 A_CustomMissile ("Fat2",random(10,50),0,random(1,360))
	PLAY W -1
    Stop
  }
}

ACTOR D3GreenCard : DoomKey 4524
{
  Inventory.Pickupmessage "Picked up a green keycard."
  Inventory.Icon "HUDKYGRN"
  States
  {
  Spawn:
    D3KG A 10
    D3KG A 10 Bright
    Loop
  }
}

ACTOR D3OrangeCard : DoomKey 4526
{
  Inventory.Pickupmessage "Picked up an orange keycard."
  Inventory.Icon "HUDKYORN"
  States
  {
  Spawn:
    D3KO A 10
    D3KO A 10 Bright
    Loop
  }
}

ACTOR D3WhiteCard : DoomKey 4527
{
  Inventory.Pickupmessage "Picked up a white keycard."
  Inventory.Icon "HUDKYWIT"
  States
  {
  Spawn:
    D3KW A 10
    D3KW A 10 Bright
    Loop
  }
}


actor dickinass 9164
{
  health 800
  mass 200
  radius 90
  height 60
  painchance 90
  seesound "MRMAN"
  activesound "UGHMAN"
  painsound "SHIT"
  deathsound "MRMAN"
  obituary "%o was fucked so hard that semen shot out of his eyes!"
  speed 50
  scale 0.9
  MONSTER
  +SOLID
  +BOSS
  +SHOOTABLE
  +NOICEDEATH
  +NOCLIP
  +FULLVOLACTIVE
  +LOOKALLAROUND
  +DONTHURTSPECIES
  states
  {
  Spawn:
    THAR A 5 a_look
    loop
  See:
    THAR A 1 A_Chase
    loop
  Missile:
    THAR A 0 A_CustomMissile ("bossbitchshotorange",48,0)
    THAR A 1 A_CustomMissile ("bossbitchshotworse",48,0,-32)
    THAR A 0 A_CustomMissile ("bossbitchshotblue",48,0,32)
	THAR A 1 A_Jump(113,"Missile")
    goto See
  Pain:
    THAR B 15 A_Pain
    goto See
  Death:
    THAR A 7 A_Scream
    TNT1 A 7 A_Scream
	THAR A 7 A_Scream
    TNT1 A 7 A_Scream
	THAR A 7 A_Scream
    TNT1 A 7 A_Scream
	THAR A 7 A_Scream
    TNT1 A 7 A_Scream
	THAR A 7 A_Scream
    TNT1 A 7 A_Scream
	THAR A 7 A_Scream
    TNT1 A 7 A_Scream
	THAR A 7 A_Scream
    TNT1 A 20 A_Scream
    TNT1 A -1 
    stop
  }
}

ACTOR MoneyGolem 6199
{
    Health 500
    Radius 22
    Height 64  
	MONSTER
    +NOBLOOD
    +NOICEDEATH
    +FLOORCLIP
    Speed 16
    Scale 0.40
    Mass 10000
	painchance 0
    MeleeDamage 10
	dropitem "STFPile"
	Translation "80:111=160:167"
    Obituary "%o was raped by money golem!"
    States
    {
    Spawn:
	SGOL A 2 A_Look
	Loop
	See:
	SGOL AABBCCDEEFFG 1 A_Chase
	Goto See
	Pain:
	SGOL A 10 A_Pain
	Goto See
    Melee:
	SGOL H 0 A_PlaySound("PUNCHMIS")
	SGOL HIJK 3 A_FaceTarget
	SGOL LM 3 A_MeleeAttack
	SGOL NO 3 A_FaceTarget
	Goto See
    Death:
	SGOL U 5 A_SCREAM
	SGOL VW 4
	SGOL W 0 A_NoBlocking
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 3 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_NoBlocking
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 3 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_NoBlocking
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 3 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_NoBlocking
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 3 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_NoBlocking
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 3 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_NoBlocking
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 3 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_NoBlocking
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 3 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_NoBlocking
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 3 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_NoBlocking
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 3 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_NoBlocking
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 3 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_NoBlocking
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 3 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_NoBlocking
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 3 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_NoBlocking
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 0 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	SGOL W 1 A_CustomMissile("GoldMissileA",random(5,80),random(10,-10),random(1,360),2,random(10,50))
	Stop
    }
}

ACTOR GoldMissileA
{
    Mass 10
    Radius 5
    Height 8
    Speed 8
    PROJECTILE
    -NOGRAVITY
    +DONTSPLASH
    +RANDOMIZE
    Scale 0.19
    States
    {
    Spawn:
	GOL2 ABCD 5 Bright
	Loop
    Death:
	GOL2 ABCD 5 Bright
	Stop
    }
}

ACTOR Buttflakes 6154
{
    Health 600
    Radius 48
    Height 64  
	MONSTER
    +FLOORCLIP
	+DONTHURTSPECIES
    Speed 10
    Scale 0.60
    Mass 10000
	painchance 55
	seesound "DATARSE"
	deathsound "OHIMDEAD"
	activesound "PINGAS"
	painsound "OWIEHURT"
	DamageFactor Wowow, 0.0
    Obituary "%o's ass was fucked off by a buttflake captain!"
    States
    {
    Spawn:
	TURD AB 1 A_Look
	Loop
	See:
	TURD AAABBBCCCBBB 1 A_Chase
	Goto See
	Pain:
	TURD C 20 A_Pain
	TURD C 1 A_FaceTarget
	TURD CCCC 2 A_CustomMissile ("bossbitchshotblue",48,0)
	TURD C 1 A_FaceTarget
	Goto See
	Missile:
    Melee:
	TURD A 1 A_Jump(256,"Missile1","Missile2","Missile3","Missile4")
	Missile1:
	TURD A 3 A_FaceTarget
	TURD A 0 A_CustomMissile ("BaronBall",48,0,-8)
	TURD A 0 A_CustomMissile ("BaronBall",48,0)
	TURD A 2 A_CustomMissile ("BaronBall",48,0,8)
	TURD A 0 A_CustomMissile ("BaronBall",48,0,-8)
	TURD A 0 A_CustomMissile ("BaronBall",48,0)
	TURD A 2 A_CustomMissile ("BaronBall",48,0,8)
	TURD A 0 A_CustomMissile ("BaronBall",48,0,-8)
	TURD A 0 A_CustomMissile ("BaronBall",48,0)
	TURD A 2 A_CustomMissile ("BaronBall",48,0,8)
	TURD A 0 A_CustomMissile ("BaronBall",48,0,-8)
	TURD A 0 A_CustomMissile ("BaronBall",48,0)
	TURD A 2 A_CustomMissile ("BaronBall",48,0,8)
	TURD BC 1 A_FaceTarget
	Goto See
	Missile2:
	TURD A 3 A_FaceTarget
	TURD AAAAAAA 2 A_CustomMissile ("PlasmaBall",48,0)
	TURD BC 1 A_FaceTarget
	Goto See
	Missile3:
	TURD A 3 A_FaceTarget
	TURD AAAAAAAAA 1 A_CustomMissile ("Fatshot",48,0,random(-2,2))
	TURD BC 1 A_FaceTarget
	Goto See
	Missile4:
	TURD A 3 A_FaceTarget
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,55)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,-55)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,16)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,-16)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,32)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,-32)
	TURD A 1 A_CustomMissile ("DoomImpBall",48,0)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,55)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,-55)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,16)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,-16)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,32)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,-32)
	TURD A 1 A_CustomMissile ("DoomImpBall",48,0)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,55)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,-55)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,16)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,-16)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,32)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,-32)
	TURD A 1 A_CustomMissile ("DoomImpBall",48,0)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,55)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,-55)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,16)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,-16)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,32)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,-32)
	TURD A 1 A_CustomMissile ("DoomImpBall",48,0)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,55)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,-55)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,16)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,-16)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,32)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,-32)
	TURD A 1 A_CustomMissile ("DoomImpBall",48,0)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,55)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,-55)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,16)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,-16)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,32)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,-32)
	TURD A 1 A_CustomMissile ("DoomImpBall",48,0)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,55)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,-55)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,16)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,-16)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,32)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,-32)
	TURD A 1 A_CustomMissile ("DoomImpBall",48,0)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,55)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,-55)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,16)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,-16)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,32)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,-32)
	TURD A 1 A_CustomMissile ("DoomImpBall",48,0)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,55)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,-55)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,16)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,-16)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,32)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,-32)
	TURD A 1 A_CustomMissile ("DoomImpBall",48,0)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,55)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,-55)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,16)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,-16)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,32)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,-32)
	TURD A 1 A_CustomMissile ("DoomImpBall",48,0)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,55)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,-55)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,16)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,-16)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,32)
	TURD A 0 A_CustomMissile ("DoomImpBall",48,0,-32)
	TURD A 1 A_CustomMissile ("DoomImpBall",48,0)
	TURD BC 1 A_FaceTarget
	Goto See
	Raise:
	TURD JIHGFED 3
	goto see
    Death:
	TURD D 0 A_SCREAM
	TURD DEFGHIJ 8 bright
	TURD J 0 A_NoBlocking
	TURD J -1
	Stop
    }
}

ACTOR RocketGolem : MoneyGolem 6188
{
Health 600
    +DONTHURTSPECIES
	Translation "80:108=5:8"
	DamageFactor Wowow, 0.0
    Obituary "%o was raped by rocket golem!"
    States
    {
    Spawn:
	SGOL A 2 A_Look
	Loop
	See:
	SGOL AABBCCDEEFFG 1 A_Chase
	Goto See
	Pain:
	SGOL A 10 A_Pain
	Goto See
	Missile:
    Melee:
	SGOL H 0 A_PlaySound("PUNCHMIS")
	SGOL HIJK 3 A_FaceTarget
	SGOL L 3 A_CustomMissile ("Rocket",48,0)
	SGOL MNO 3 A_FaceTarget
	Goto See
    Death:
	SGOL U 15 A_SCREAM
	SGOL VW 15
	SGOL Z 0 A_CustomMissile ("Rocket",48,0)
	SGOL Z 0 A_CustomMissile ("rocket",random(15,70),0,random(0,359))
	SGOL Z 0 A_CustomMissile ("rocket",random(15,70),0,random(0,359))
	SGOL Z 0 A_CustomMissile ("rocket",random(15,70),0,random(0,359))
	SGOL Z 0 A_CustomMissile ("rocket",random(15,70),0,random(0,359))
	SGOL Z 0 A_CustomMissile ("rocket",random(15,70),0,random(0,359))
	SGOL Z 0 A_CustomMissile ("rocket",random(15,70),0,random(0,359))
	SGOL Z 0 A_CustomMissile ("rocket",random(15,70),0,random(0,359))
	SGOL Z 0 A_CustomMissile ("rocket",random(15,70),0,random(0,359))
	SGOL Z 0 A_CustomMissile ("rocket",random(15,70),0,random(0,359))
	SGOL Z 0 A_CustomMissile ("rocket",random(15,70),0,random(0,359))
	SGOL Z 0 A_CustomMissile ("rocket",random(15,70),0,random(0,359))
	SGOL Z 0 A_CustomMissile ("rocket",random(15,70),0,random(0,359))
	SGOL Z 0 A_CustomMissile ("rocket",random(15,70),0,random(0,359))
	SGOL Z 0 A_CustomMissile ("rocket",random(15,70),0,random(0,359))
	SGOL Z 0 A_CustomMissile ("rocket",random(15,70),0,random(0,359))
	SGOL Z 0 A_CustomMissile ("rocket",random(15,70),0,random(0,359))
	SGOL Z 0 A_CustomMissile ("rocket",random(15,70),0,random(0,359))
	SGOL Z 0 A_CustomMissile ("rocket",random(15,70),0,random(0,359))
	SGOL Z 0 A_CustomMissile ("rocket",random(15,70),0,random(0,359))
	SGOL Z 0 A_CustomMissile ("rocket",random(15,70),0,random(0,359))
	SGOL Z 0 A_CustomMissile ("rocket",random(15,70),0,random(0,359))
	Stop
    }
}

ACTOR StrengthRuneNEW : CustomInventory 6100
{
//$Category Stuff
Inventory.PickupMessage "Strength rune!"
+Inventory.PickupFlash
Inventory.PickupSound "DSYAYAY"
inventory.maxamount 25
Inventory.Icon "DARVA0"
+COUNTITEM
+INVENTORY.INVBAR
+NOGRAVITY
States
   {
   Spawn:
    STRR ABCD 6
    Loop
   Use:
	TNT1 A 1 A_GiveInventory("StrengthRune", 1)
	Stop
  }
}

ACTOR RageRuneNEW : CustomInventory 6101
{
//$Category Stuff
Inventory.PickupMessage "Rage rune!"
+Inventory.PickupFlash
Inventory.PickupSound "DSYAYAY"
inventory.maxamount 25
Inventory.Icon "DARWA0"
+COUNTITEM
+INVENTORY.INVBAR
+NOGRAVITY
States
   {
   Spawn:
    RAGR ABCDEFGH 6
    Loop
   Use:
	TNT1 A 1 A_GiveInventory("Ragerune", 1)
	Stop
  }
}

ACTOR DrainRuneNEW : CustomInventory 6102
{
//$Category Stuff
Inventory.PickupMessage "Drain rune!"
+Inventory.PickupFlash
Inventory.PickupSound "DSYAYAY"
inventory.maxamount 25
Inventory.Icon "DARZA0"
+COUNTITEM
+INVENTORY.INVBAR
+NOGRAVITY
States
   {
   Spawn:
    DRAR ABCD 6
    Loop
   Use:
	TNT1 A 1 A_GiveInventory("Drainrune", 1)
	Stop
  }
}

ACTOR SpreadRuneNEW : CustomInventory 6103
{
//$Category Stuff
Inventory.PickupMessage "Spread rune!"
+Inventory.PickupFlash
Inventory.PickupSound "DSYAYAY"
inventory.maxamount 25
Inventory.Icon "DARUA0"
+COUNTITEM
+FLOATBOB
+INVENTORY.INVBAR
+NOGRAVITY
States
   {
   Spawn:
    SPRR ABCD 6
    Loop
   Use:
	TNT1 A 1 A_GiveInventory("Spreadrune", 1)
	Stop
  }
}

ACTOR RegenerationRuneNEW : CustomInventory 6105
{
//$Category Stuff
Inventory.PickupMessage "Regeneration rune!"
+Inventory.PickupFlash
Inventory.PickupSound "DSYAYAY"
inventory.maxamount 25
Inventory.Icon "DARXA0"
+COUNTITEM
+FLOATBOB
+INVENTORY.INVBAR
+NOGRAVITY
States
   {
   Spawn:
    REGR AB 6
    Loop
   Use:
	TNT1 A 1 A_GiveInventory("RegenerationRune", 1)
	Stop
  }
}

ACTOR AmmoRune : CustomInventory 6661
{
//$Category Stuff
Inventory.PickupMessage "Ammunition Rune!"
+Inventory.PickupFlash
Inventory.PickupSound "DSYAYAY"
inventory.maxamount 25
Inventory.Icon "DARSA0"
 +INVENTORY.INVBAR
+NOGRAVITY
States
   {
   Spawn:
		DARS B 1 bright
		Loop
   Use:
	TNT1 A 0 A_GiveInventory("Shell", 50)
	TNT1 A 0 A_GiveInventory("Clip", 200)
    TNT1 A 0 A_GiveInventory("RocketAmmo", 50)
    TNT1 A 0 A_GiveInventory("Cell", 300)
	TNT1 A 1 A_GiveInventory("FlamethrowerAmmo", 400)
	Stop
  }
}

ACTOR MegaRune : CustomInventory 6662
{
Inventory.PickupMessage "Life Rune!"
+Inventory.PickupFlash
Inventory.PickupSound "DSYAYAY"
inventory.maxamount 25
Inventory.Icon "DARKA0"
+NOGRAVITY
+FLOATBOB
 +INVENTORY.INVBAR
States
   {
   Spawn:
    ANTI ABCD 6 bright
	Loop
   Use:
    TNT1 A 0 A_GiveInventory("BlueArmorForMegasphere", 1)
    TNT1 A 1 A_GiveInventory("MegasphereHealth", 1)
    Stop
}
}

actor ActionLocator 19999
{
  +VISIBILITYPULSE
  +NOGRAVITY
  +NOBLOCKMAP
  +FLOATBOB
  RenderStyle Add
  States
  {
  Spawn:
    ARRW A -1 Bright
	Loop
  }
}

 
 
Actor baconnaise : PowerupGiver 7540
{
  Inventory.PickupMessage "BACONNAISE!"
  Inventory.PickupSound "misc/baconnaise"
  powerup.color GoldMap
  Inventory.DefMaxAmount
  Powerup.Type "Invulnerable"
  Powerup.Duration -60
  Inventory.Icon "RRGNA0"
  +Inventory.InvBar
  +CountItem
  +Inventory.PickupFlash
  Scale 0.07
  States
  {
  Spawn:
    RRGN B 1 Bright
    Loop
  }
}

Actor StunnerBall
{
  Radius 32
  Height 32
  Speed 45
  Scale 0.45
  Damagetype Stunner
  Damage 10
  RenderStyle Add
  SeeSound "Weapons/StunnerFire"
  DeathSound "Weapons/StunnerHit"
  Translation "192:207=250:254"
  Projectile
  states
  {
  Spawn:
    STPR A 1 Bright A_SpawnItemEx("StunnerBallFX", 0, 0, 0, 0, 0, 0, 0, 128)
    Loop
  Death:
    PLSE ABCDE 4 Bright
    Stop
  }
}

Actor StunnerBallFX
{
  +NoBlockMap
  +NoGravity
  Scale 0.45
  RenderStyle Add
  Radius 1
  Height 2
  States
  {
  Spawn:
    STPR A 1 bright A_FadeOut(0.1)
    Loop
  }
}

Actor KsawBolt
{
  Projectile
  +Ripper
  +BloodSplatter
  +StrifeDamage
  +HexenBounce
  +CanBounceWater
  +SkyExplode
  BounceFactor 1.2
  Radius 6
  Height 4
  Speed 80
  Damage 12
  Alpha 1.0
  XScale 1.5
  YScale 0.4
  RenderStyle Add
  SeeSound "Weapons/StunnerFire"
  DeathSound "Weapons/KarasawaHit"
  States
  {
  Spawn:
    KWBB A 1 Bright A_PlaySound("Weapons/StunnerFire")
    KWBB ABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCD 1 Bright A_SpawnItemEx("BoltBlur", 0, 0, 0, 1, 0, 0, 180, 128)
  Death:
    KWBD ABCDEF 2 Bright
    Stop
  }
}

Actor BoltBlur
{
  Height 2
  Radius 6
  Damage 0
  Speed 0.2
  RenderStyle Add
  Alpha 0.9
  XScale 1.3
  YScale 0.3
  +NoGravity
  +DropOff
  +NoTeleport
  states
  {
  Spawn:
    KWBR AB 2 Bright A_FadeOut(0.3)
    Loop
  }
}

ACTOR STFPlayer : Doomplayer replaces Doomplayer
{
    Player.StartItem "STFPistol"
	Player.StartItem "STFFist"
	Player.StartItem "Clip",50
	Player.MaxHealth 150
	DamageFactor ToyFuck, 1
	PainChance "Stunner", 255
    DamageFactor Stunner, 0.5
	DamageFactor Nope, 0.0
	States
	{
    Pain.ToyFuck:
	TNT1 A 1 A_JumpIfHealthLower(15,"Uhoh")
    PLAY G 4
    Goto Pain+1 
	Pain.Stunner:
    PLAY G 1 acs_executealways (897,0)
	PLAY G 3 A_Pain
    Goto Pain+1
	Uhoh:
    TNT1 A 1 acs_executealways (893,0)
    goto spawn
	}
}


Actor PowerSlow : PowerSpeed
{
  Speed 0.0
  Inventory.Icon "TNT1A0"
}

actor StunnerPower : PowerupGiver 
{ 
  Inventory.PickupMessage "Stunned!" 
  Powerup.color Cyan 0.11
  Inventory.MaxAmount 0 
  Powerup.Type Slow
  Powerup.Duration -3
  +AutoActivate
  +Inventory.AlwaysPickup
  +QUIET
  states 
  { 
  Spawn: 
    TNT1 A 1
    Fail
  } 
}


ACTOR STFFist : Fist replaces Fist
{
	Weapon.UpSound "weapons/fistup"
	States
	{
	Select:
		PUNG A 0 A_Raise
		PUNG A 1 A_Raise
		Loop
	Deselect:
		PUNG A 0 A_Lower
		PUNG A 1 A_Lower
		Loop
	Fire:
		PKFS LBC 1
		PKFS D 1 A_Punch
		PKFS EFGHI 2
		PKFS JKL 1
		PUNG A 5 A_ReFire
		Goto Ready
	}
}

ACTOR STFPistol : Pistol replaces Pistol
{
	Weapon.UpSound "weapons/pistolup"
	States
	{
	Ready:
		PKPI A 1 A_WeaponReady
		Loop
	Select:
		PKPI A 0 A_Raise
		PKPI A 1 A_Raise
		Loop
	Deselect:
		PKPI A 0 A_Lower
		PKPI A 1 A_Lower
		Loop
	Fire:
		PKPI A 2
		PKPI B 2 A_FirePistol
		PKPI CEDB 1
		PKPI A 5 A_ReFire
		Goto Ready
	Flash:
		PKPF A 3 Bright A_Light1
		TNT1 A 2 A_Light1
		Goto LightDone
	}
}

ACTOR STFShotgun : Shotgun replaces Shotgun
{
	Weapon.UpSound "weapons/shotgunup"
	States
	{
	Select:
		PKSG A 0 A_Raise
		PKSG A 1 A_Raise
		Loop
	Deselect:
		PKSG A 0 A_Lower
		PKSG A 1 A_Lower
		Loop
	Fire:
		PKSG A 3
		PKSG A 5 A_FireShotgun
		PKSG B 2
		PKSG C 1
		PKSG D 2
		PKSG E 3
		PKSG F 4
		PKSG G 1
		PKSG H 3
		PKSG GFEDCB 2
		PKSG A 1
		PKSG A 7 A_ReFire
		Goto Ready
	Flash:
		SHTF B 3 Bright A_Light2
		SHTF A 2 Bright A_Light1
		Goto LightDone
	}
}

ACTOR STFSuperShotgun : SuperShotgun replaces SuperShotgun
{
	Weapon.UpSound "weapons/ssgup"
	States
	{
	Ready:
		PKS2 A 1 A_WeaponReady
		Loop
	Select:
		PKS2 A 0 A_Raise
		PKS2 A 1 A_Raise
		Loop
	Deselect:
		PKS2 A 0 A_Lower
		PKS2 A 1 A_Lower
		Loop
	Fire:
		PKS2 A 3
		PKS2 A 6 A_FireShotgun2
		PKS2 A 3 A_Checkreload
		PKS2 B 2
		PKS2 C 3
		PKS2 D 4
		PKS2 E 4
		PKS2 F 2 A_OpenShotgun2
		PKS2 GHIJ 2
		PKS2 K 3
		PKS2 L 2 A_LoadShotgun2
		PKS2 M 3 
		PKS2 NOPQ 2 
		PKS2 R 3 A_CloseShotgun2
		PKS2 S 3
		PKS2 T 1 A_ReFire
		Goto Ready
	Flash:
		SHT2 J 3 Bright A_Light2
		SHT2 I 2 Bright A_Light1
		Goto LightDone
	}
}

ACTOR STFChaingun : Chaingun replaces Chaingun
{
	Weapon.UpSound "weapons/chainup"
	States
	{
	Ready:
		PKCG A 1 A_WeaponReady
		Loop
	Select:
	    PKCG A 0 A_Raise
		PKCG A 1 A_Raise
		Loop
	Deselect:
		PKCG A 0 A_Lower
		PKCG A 1 A_Lower
		Loop
	Fire:
		PKCG A 0 A_FireBullets(5.6, 0, 1, 5, "BulletPuff")
		CHGG A 0 A_GunFlash
		PKCG A 2 A_PlaySound("weapons/chngun", CHAN_WEAPON)
		PKCG B 2
		PKCG C 0 A_PlaySound("weapons/chngun", CHAN_WEAPON)
		PKCG C 2 A_FireBullets(5.6, 0, 1, 5, "BulletPuff")
		PKCG D 2
		PKCG A 1 A_ReFire
		PKCG B 2 A_WeaponReady
		PKCG CD 3 A_WeaponReady
		Goto Ready
	Flash:
		PKCF A 2 Bright A_Light1
		TNT1 A 3 A_Light1
		CHGF B 2 Bright A_Light1
		TNT1 A 3 A_Light1
		Goto LightDone
	}
}

ACTOR STFRocketLauncher : RocketLauncher replaces RocketLauncher
{
	Weapon.UpSound "weapons/rocketup"
	States
	{
	Select:
	    PKRL A 0 A_Raise
		PKRL A 1 A_Raise
		Loop
	Deselect:
		PKRL A 0 A_Lower
		PKRL A 1 A_Lower
		Loop
	Fire:
		PKRL A 2 
		PKRL A 4 A_GunFlash
		PKRL B 2
		PKRL D 3 A_FireMissile
		PKRL C 3
		PKRL BE 2
		PKRL FG 1
		PKRL A 0 A_ReFire
		Goto Ready
	Flash:
		PKRF A 3 Bright A_Light1
		PKRF B 2 Bright
		PKRF C 2 Bright A_Light2
		PKRF DE 3 Bright
		Goto LightDone
	}
}

ACTOR STFPlasmaRifle : PlasmaRifle replaces PlasmaRifle
{
	Weapon.UpSound "weapons/plasmaup"
	States
	{
	Select:
		PKPL A 0 A_Raise
		PKPL A 1 A_Raise
		Loop
	Deselect:
		PKPL A 0 A_Lower
		PKPL A 1 A_Lower
		Loop
	Fire:
		PKPL A 3 A_FirePlasma
		PKPL B 1 A_ReFire
		PKPL DEF 1
		PKPL GF 3
		PKPL EDCBA 2
		Goto Ready
	Flash:
		PLSF B 2 Bright A_Light1
		PLSF A 1 Bright A_Light1
		TNT1 A 1 Bright A_Light1
		Goto LightDone
		PLSF C 2 Bright A_Light1
		PLSF D 1 Bright A_Light1
		TNT1 A 1 Bright A_Light1
		Goto LightDone
	}
}

actor STFRailgun : Railgun replaces Railgun
{
	Weapon.UpSound "weapons/railup"
	Weapon.AmmoUse2 15
	//Weapon.AmmoGive2 40
	Weapon.AmmoType2 "Cell"
	+DONTBOB
	States
	{
	Ready:
		SNPS A 0 A_JumpIfInventory("SniperZoomed",1,"ReadyZoomed")
		RLGG A 1 A_WeaponReady
		Loop
	ReadyZoomed:
		SNPS A 1 A_WeaponReady
		Goto Ready
	Altfire:
	    SNPS A 0 A_PlayWeaponSound("M40Rifle/Bolt1")
		SNPS A 0 A_JumpIfInventory("SniperZoomed",1,"UnZoom")
		SNPS A 0 A_GiveInventory("SniperZoomed",1)
		RLGG A 10 A_ZoomFactor(5)
		Goto Ready
	UnZoom:
	    SNPS A 0 A_PlayWeaponSound("M40Rifle/Bolt1")
		SNPS A 0 A_TakeInventory("SniperZoomed",1)
		RLGG A 10 A_ZoomFactor(1)
		Goto Ready
	Fire:
		RLGG A 0 A_JumpIfInventory("SniperZoomed",1,"FireZoomed")
		RLGG E 12 A_FireRailgun
    	RLGG F 6 A_CheckForReload(4, "Reloaded")
    	RLGG GHIJK 6
   	    RLGG L 6 A_ResetReloadCounter
		Goto Ready
	FireZoomed:
		SNPS A 12 A_RailAttack (335,0,1,"White","Blue") 
    	SNPS A 6 A_CheckForReload(4, "Reloaded2")
		SNPS A 1 A_ZoomFactor(1)
    	RLGG GHIJK 6
   	    RLGG L 6 A_ResetReloadCounter
		RLGG L 10
		RLGG L 1 A_ZoomFactor(5)
		Goto ReadyZoomed
  	Reloaded:
    	RLGG A 6
    	RLGG M 0 A_ReFire
    	Goto Ready
	Reloaded2:
    	SNPS A 6
    	SNPS A 0 A_ReFire
    	Goto Ready
	Select:
		RLGG A 0 A_Raise
		RLGG A 1 A_Raise
		Loop
	Deselect:
	    SNPS A 0 A_PlayWeaponSound("M40Rifle/Bolt1")
		SNPS A 0 A_TakeInventory("SniperZoomed",1)
		SNPS A 0 A_ZoomFactor(1)
		RLGG A 0 A_Lower
		RLGG A 1 A_Lower
		Loop
	}
}

ACTOR SniperZoomed : Inventory
{
Inventory.MaxAmount 1
}



actor STFBFG10K : BFG10K replaces BFG10K
{
	Weapon.UpSound "weapons/bfg10kup"
	States
	{
	Select:
		BG2G O 0 A_Raise
		BG2G O 1 A_Raise
		Loop
	Deselect:
		BG2G O 0 A_Lower
		BG2G O 1 A_Lower
		Loop
	}
}

actor STFBFG9000 : BFG9000 replaces BFG9000
{
  Weapon.UpSound "weapons/bfgup"
  States
  {
  Ready:
    BFGz ABCDE 2 A_WeaponReady
    Loop
  Select:
	BFGz A 0 A_Raise
	BFGz A 1 A_Raise
	Loop
  Deselect:
    BFGz A 0 A_Lower
	BFGz A 1 A_Lower
	Loop
   Fire:
  Hold:
    BFGz F 1 A_PlayWeaponSound("bfg/fier")
	BFGz ghijklmnO 2 Bright
    BFGz P 2 Bright A_FireCustomMissile("BFGBall9000")
    BFGz qrs 2
	BFGz tuvw 1
    BFGz A 1 Bright A_ReFire
    Goto Ready
  Spawn:
    BFUG A -1
    Stop
  }
}


ACTOR BFGBall9000 : BFGBall
{
speed 36
deathsound"XSRXPLOD"
states
{
  Death:
    BFE1 AB 4 Bright
    BFE1 C 4 Bright A_BFGSpray
    BFE1 DEF 4 Bright
    Stop
  }
}

actor BFGSmoke
{
  +NOCLIP
  +MISSILE
  +NOGRAVITY
  RENDERSTYLE ADD
  ALPHA 0.7
  Scale 0.5
  Speed 2
  States
  {
  Spawn:
    SMK2 FABCDE 4
    Stop
  }
}

actor STFMinigun : Minigun replaces Minigun
{
	Weapon.UpSound "weapons/miniup"
	States
	{
	Ready:
		MNGG J 1 A_WeaponReady
		Loop
	Select:
	    MNGG J 0 A_Raise
		MNGG J 1 A_Raise
		Loop
	Deselect:
		MNGG J 0 A_Lower
		MNGG J 1 A_Lower
		Loop
	Fire:
		MNGG F 1 Bright A_FireBullets(8, 0, 1, 6, "BulletPuff")
		Goto Fire+3
		MNGG G 1 Bright A_FireBullets(8, 0, 1, 6, "BulletPuff")
		Goto Fire+3
		MNGG H 1 Bright A_FireBullets(8, 0, 1, 6, "BulletPuff")
		MNGG I 2 Bright
		MNGG B 1 Bright A_FireBullets(8, 0, 1, 6, "BulletPuff")
		Goto Fire+6
		MNGG C 1 Bright A_FireBullets(8, 0, 1, 6, "BulletPuff")
		Goto Fire+6
		MNGG D 1 Bright A_FireBullets(8, 0, 1, 6, "BulletPuff")
		MNGG E 2 Bright
		Goto AfterFire
	AfterFire:
		MNGG E 0 A_ReFire
		MNGG J 2
		MNGG IA 3
		MNGG EJIAE 4
		MNGG JIAE 4
		MNGG A 0
		Goto Ready
	}
}

actor FlamethrowerAmmo : Ammo
{
  Inventory.Amount 10
  Inventory.MaxAmount 200
  Ammo.BackpackAmount 30
  Ammo.BackpackMaxAmount 400
  Inventory.Icon "FBOXA0"
}

actor FlamethrowerAmmoPickup : CustomInventory 8888
{
  Inventory.PickupMessage "Got some flame thrower ammo"
  	inventory.pickupsound "misc/a_pkup"
  States
  {
  Spawn:
    FBOX A -1
    Loop
  Pickup:
    TNT1 A 0 A_GiveInventory("FlamethrowerAmmo",50)
	Stop
  }
}

ACTOR SantahKey : HealthBonus 10543
{
Inventory.PickupMessage "jal;skfjlasfjlkhashfjsadfhjashfjashfasj;d;klfjlaskdfjas;fj;ksadjf;kasjdfkjDHSLAJKSHDJKHjklhJKLHLJAHDLASDJAHLsd"
	inventory.pickupsound "misc/h_pkup"
	 States
  {
	Spawn:
    SANK A -1
    Loop
}}

actor STFFlamethrower : Weapon 10000
{
	//$Category New Weapons
	Inventory.PickupMessage "You got the flamethrower!"
	Inventory.PickupSound "misc/w_pkup"
	Weapon.AmmoGive 40
	Weapon.AmmoUse 1
	Weapon.AmmoType "FlamethrowerAmmo"
	Weapon.UpSound "weapons/flamecock"
	Weapon.SelectionOrder 2500
	States
	{
	Spawn:
		FLMP A -1
		Stop
	Ready:
		FLMW A 1 A_WeaponReady
		Loop
	Select:
		FLMW A 0 A_Raise
		FLMW A 1 A_Raise
		Goto Select
	Deselect:
		FLMW A 0 A_Lower
		FLMW A 1 A_Lower
		Loop
	Fire:
	Hold:
		FLMW A 0 A_PlaySound("weapons/flamefire")
		FLMW B 3 A_FireCustomMissile("Napalm3",0,1,0,-4)
		FLMW A 0 A_PlaySound("weapons/flamefire")
		FLMW C 3 A_FireCustomMissile("Napalm3",0,1,0,-4)
		FLMW A 0 A_PlaySound("weapons/flamefire")
		FLMW D 3 A_FireCustomMissile("Napalm3",0,1,0,-4)
		FLMW A 0 A_PlaySound("weapons/flamefire")
		FLMW E 3 A_FireCustomMissile("Napalm3",0,1,0,-4)
		FLMW A 0 A_ReFire
		FLMU A 0 A_PlaySound("weapons/flamereload")
		FLMU FEDCBA 1
		FLMU A 8
		FLMU A 0 A_PlayWeaponSound("weapons/flamecock")
		FLMU A 0 A_PlaySound("weapons/flamesteam")
		FLMU A 0 A_FireCustomMissile("BFGSmoke",-20+random(-4,4),0,0,0)
		FLMU AB 1
		FLMU A 0 A_FireCustomMissile("BFGSmoke",-20+random(-4,4),0,0,0)
		FLMU CD 1
		FLMU A 0 A_FireCustomMissile("BFGSmoke",-20+random(-4,4),0,0,0)
		FLMU EF 1
		Goto Ready
	}
}

Actor SuperChainsaw : Chainsaw 12899
{
Weapon.UpSound ""
Inventory.PickupMessage "You got the secret super chainsaw! It has punching sounds for some stupid reason, and works with berserk sphere!"
	Scale 0.82
	States
	{
	Ready:
	    JSWG C 10 A_PlaySound("DSJAWUP")
	    JSWG A 0 A_PlaySoundEx ("DSJAWIDL","WEAPON")
		JSWG CD 4 A_WeaponReady
		Goto Ready+1
	Deselect:
	    JSWG C 0 A_StopSoundEx ("WEAPON")
		JSWG A 0 A_Lower
		JSWG A 1 A_Lower
		Loop
	Select:
		JSWG A 0 A_Raise
		JSWG A 1 A_Raise
		Loop
	Fire:
	    JSWG A 0 A_StopSoundEx ("WEAPON")
	    JSWG A 0 A_PlaySound("DSJAWFIR")
		JSWG AB 2 A_Punch
		JSWG B 0 A_ReFire
		Goto Ready+1
	Spawn:
		JSAW A -1
		Stop
	}
}

ACTOR Napalm2 : ArchvileFire
{ 
   	SKIP_SUPER
   	RenderStyle ADD
   	Height 8
   	Radius 8
   	Speed 16
   	PROJECTILE
	scale 0.6
   	+FIREDAMAGE
   	Damage 14
   	States 
   	{ 
   	Spawn: 
      		FIR7 A 3 bright
      		FIR7 B 3 bright
      		FIR7 C 3 bright
      		FIR7 D 3 bright
      		FIR7 E 3 bright
      		FIR7 F 3 bright
      	Stop
   }
   Death PARENT Spawn
}

actor Napalm3 : Napalm2
{
scale 0.3
  SeeSound "vile/start"
}

Actor ArmorBonus2 : ArmorBonus replaces ArmorBonus
{
	inventory.pickupsound "misc/r_pkup"
}

Actor MaxArmorBonus2 : MaxArmorBonus replaces MaxArmorBonus
{
	inventory.pickupsound "misc/r_pkup"
}

Actor GreenArmor2 : GreenArmor replaces GreenArmor
{
	inventory.pickupsound "misc/r_pkup"
}

Actor BlueArmor2 : BlueArmor replaces BlueArmor
{
	inventory.pickupsound "misc/r_pkup"
}

ACTOR HealthBonus2 : HealthBonus replaces HealthBonus
{
	inventory.pickupsound "misc/h_pkup"
}

ACTOR MaxHealthBonus2 : MaxHealthBonus replaces MaxHealthBonus
{
inventory.pickupsound "misc/h_pkup"
}

ACTOR Stimpack2 : Stimpack replaces Stimpack
{
	inventory.pickupsound "items/health"
}

ACTOR Medikit2 : Medikit replaces Medikit
{
	inventory.pickupsound "items/health"
}

ACTOR Clip2 : Clip replaces Clip
{
	inventory.pickupsound "misc/a_pkup"
}

ACTOR ClipBox2 : ClipBox replaces ClipBox
{
	inventory.pickupsound "misc/a_pkup"
}

ACTOR RocketAmmo2 : RocketAmmo replaces RocketAmmo
{
	inventory.pickupsound "misc/a_pkup"
}

ACTOR RocketBox2 : RocketBox replaces RocketBox
{
	inventory.pickupsound "misc/a_pkup"
}

ACTOR Cell2 : Cell replaces Cell
{
	inventory.pickupsound "misc/a_pkup"
}

ACTOR CellPack2 : CellPack replaces CellPack
{
	inventory.pickupsound "misc/a_pkup"
}

ACTOR Shell2 : Shell replaces Shell
{
	inventory.pickupsound "misc/a_pkup"
}

ACTOR ShellBox2 : ShellBox replaces ShellBox
{
	inventory.pickupsound "misc/a_pkup"
}

ACTOR Backpack2 : Backpack replaces Backpack
{
	inventory.pickupsound "misc/a_pkup"
}


ACTOR STFRepeater : Weapon 10001
{
   Inventory.PickupSound "misc/w_pkup"
   Inventory.PickupMessage "You got the plasma repeater!"
   Obituary "%o was repeated by %k's plasma."
   Weapon.AmmoType1 "Cell"
   Weapon.AmmoType2 "Heat"
   Weapon.AmmoGive 60
   Weapon.AmmoUse 1
   AttackSound "weapons/repfir"
   ActiveSound "Weapons/repidl"
   Weapon.UpSound "weapons/repeatup"
   States
   {
   Spawn:
      WREP A -1
      Loop
   Ready:
      REPG A 2 A_Playsound ("weapons/repidl")
      REPG A 0 A_TakeInventory ("Heat", 6)
      REPG A 1 A_WeaponReady
      REPG A 0 A_TakeInventory ("Heat", 6)
      REPG C 3 A_WeaponReady
      REPG A 0 A_TakeInventory ("Heat", 6)
      REPG D 3 A_WeaponReady
      REPG A 0 A_TakeInventory ("Heat", 6)
      REPG E 3 A_WeaponReady
      REPG A 0 A_TakeInventory ("Heat", 6)
      REPG F 3 A_WeaponReady
      Loop
   Select:
	  REPG A 0 A_Raise	
	  REPG A 1 A_Raise
	  Goto Select
   Deselect:
	  REPG A 0 A_Lower
	  REPG A 1 A_Lower
	  Loop
   Fire:
	  REPG G 0 Bright A_GunFlash
      REPG G 3 Bright A_FireBullets(4, 4, 2, 8, RepPuff, 1, 10240)
      REPG G 0 A_GiveInventory ("Heat", 2)
      REPG G 0 A_JumpIfInventory ("Heat",100,27)
      REPG H 0 Bright A_GunFlash
      REPG H 3 Bright A_FireBullets(4, 4, 2, 8, RepPuff, 1, 10240)
      REPG H 0 A_GiveInventory ("Heat", 2)
      REPG H 0 A_JumpIfInventory ("Heat",100,21)
      REPG H 0 A_ReFire
      REPG A 2 A_Playsound ("weapons/repstp")
      REPG A 1 A_TakeInventory ("Heat",8)
      REPG BABABABAB 3 A_TakeInventory ("Heat",8)
      REPG BA 4 A_TakeInventory ("Heat",8)
      REPG BA 8 A_TakeInventory ("Heat",8)
      REPG B 12 A_TakeInventory ("Heat",100)
      Goto ready
      REPG A 0 A_TakeInventory ("Heat",7)
      REPG A 3 A_Playsound ("weapons/repstp")
      REPG A 0 A_FireCustomMissile("RepSteam",random(2,-2),0,0,0)
      REPG B 3 A_TakeInventory ("Heat",7)
      REPG A 0 A_FireCustomMissile("RepSteam",random(2,-2),0,0,0)
      REPG A 3 A_TakeInventory ("Heat",7)
      REPG A 0 A_FireCustomMissile("RepSteam",random(2,-2),0,0,0)
      REPG B 3 A_TakeInventory ("Heat",7)
      REPG A 0 A_FireCustomMissile("RepSteam",random(2,-2),0,0,0)
      REPG A 3 A_TakeInventory ("Heat",7)
      REPG A 0 A_FireCustomMissile("RepSteam",random(2,-2),0,0,0)
      REPG B 3 A_TakeInventory ("Heat",7)
      REPG A 0 A_FireCustomMissile("RepSteam",random(2,-2),0,0,0)
      REPG A 3 A_TakeInventory ("Heat",7)
      REPG A 0 A_FireCustomMissile("RepSteam",random(2,-2),0,0,0)
      REPG B 3 A_TakeInventory ("Heat",7)
      REPG A 0 A_FireCustomMissile("RepSteam",random(2,-2),0,0,0)
      REPG A 3 A_TakeInventory ("Heat",7)
      REPG A 0 A_FireCustomMissile("RepSteam",random(2,-2),0,0,0)
      REPG B 3 A_TakeInventory ("Heat",7)
      REPG A 0 A_FireCustomMissile("RepSteam",random(2,-2),0,0,0)
      REPG A 3 A_TakeInventory ("Heat",7)
      REPG A 0 A_FireCustomMissile("RepSteam",random(2,-2),0,0,0)
      REPG B 3 A_TakeInventory ("Heat",7)
      REPG A 0 A_FireCustomMissile("RepSteam",random(2,-2),0,0,0)
      REPG A 3 A_TakeInventory ("Heat", 7)
      REPG A 0 A_FireCustomMissile("RepSteam",0,0,0,0)
      REPG B 3 A_TakeInventory ("Heat", 7)
      REPG A 0 A_FireCustomMissile("RepSteam",0,0,0,0)
      REPG A 3 A_TakeInventory ("Heat", 70)
      REPG A 0 A_FireCustomMissile("RepSteam",0,0,0,0)
      REPG B 4
      REPG A 6
      REPG B 9
      REPG A 10
      REPG B 12
      Goto Ready
   Flash:
      NULL A 2 A_Light2
      NULL A 2 A_Light1
      NULL A 0 A_Light0
      stop
   }
}

Actor RepPuff
{
   Radius 3
   Height 3
   Scale 1.0
   RENDERSTYLE ADD
   ALPHA 0.75
   //Damage 28
   //DamageType BFG10k
   ExplosionDamage 32
   ExplosionRadius 88
   +ALWAYSPUFF
   +PUFFONACTORS
   +NOGRAVITY
   +PUFFGETSOWNER
   DeathSound "weapons/buzz"
   States
   {
   Spawn:
      BLAS A 1 Bright
      BLAS A 2 Bright A_Explode //A_Detonate 
      BLAS BCDEFG 3 Bright
      stop
   }
}

ACTOR Heat : Ammo
{
     Inventory.MaxAmount 100
     Ammo.BackpackAmount 0
     Ammo.BackpackMaxAmount 100
     Inventory.Icon STTPRCNT
}

Actor RepSteam
{
   Radius 0
   Height 0
   Speed 25
   Scale 1.0
   PROJECTILE
   RENDERSTYLE TRANSLUCENT
   ALPHA 0.35
   SeeSound "weapons/repstm"
   States
   {
   Spawn:
      NULL A 3
      WSMK ABCDE 2
      Stop 
   }
}

actor FlamethrowerBall
{
  PROJECTILE
  +RIPPER
  +STRIFEDAMAGE
  DamageType Fire
  Radius 8
  Height 8
  Damage 1
  Speed 14
  RenderStyle Add
  Alpha 1.0
  Scale 0.15
  SeeSound "weapons/flamer"
  States
  {
  Spawn:
    XPLO ABCDEFGHIJKLMNOPQRSTU 1 Bright
	Stop
  }
}	


actor STFGrenadeLauncher : GrenadeLauncher replaces GrenadeLauncher
{
  Weapon.AmmoType "RocketAmmo"
  Weapon.UpSound "weapons/grenadeup"
  States
  {
  Select:
    GRLG A 0 A_Raise
	GRLG A 1 A_Raise
	Goto Select
  Deselect:
	GRLG A 0 A_Lower
	GRLG A 1 A_Lower
	Loop
  Fire:
  Hold:
	GRLG II 2
    GRLG B 1 Bright A_PlayWeaponSound("weapons/grenlf")
    GRLG C 1 Bright A_FireCustomMissile("STFGrenade")
  AfterFire:
    GRLG D 1 Bright
    GRLG EFGH 3
	GRLG E 0 A_Jump(256,5)
	GRLG EFGH 1
    GRLG I 0 A_Refire
    Goto Ready
  }
}

actor STFGrenade : Grenade replaces Grenade
{
  -GRENADETRAIL
  -DEHEXPLOSION
  +CANBOUNCEWATER
  Speed 27
  SeeSound "weapons/grbnce"
  States
  {
  Spawn:
    GREN A 0 A_PlaySound("")
    GREN A 0 A_CustomMissile("GrenadeSmoke",0,0,180)
    GREN A 2
    Goto Spawn+1
  Death:
    GREN A 0 A_Explode
    GREN A 0 A_SetTranslucent(1.0,1)
    MISL BCD 4 Bright
    Stop
  }
}

actor GrenadeSmoke
{
  RenderStyle Add
  Alpha 0.2 
  Scale 0.2
  Speed 6
  PROJECTILE
  +NOCLIP
  States
  {
  Spawn:
    RSMK ABC 3
    RSMK C 3 A_SetTranslucent(0.1,1)
    RSMK D 3 A_SetTranslucent(0.05,1)
  Death:   
    RSMK E 2
    stop
  }
}
	
actor Cash : Inventory
{
  Inventory.MaxAmount 0x7fffffff
  Inventory.PickupSound "misc/i_pkup"
}

actor STFPile : CustomInventory 10021
{
  Scale 0.67
    Inventory.PickupMessage "Picked up a pile of gold. +10 Cash!"
		Inventory.PickupSound "misc/g_pkup"
  States
  {
  Spawn:
    GOL2 ABCD 5 Bright
	Loop
  Pickup:
    TNT1 A 0 A_GiveInventory("Cash",10)
    stop
  }
}

actor STFPurse : CustomInventory 10022
{
  Inventory.PickupMessage "Picked up a bag of gold. +25 Cash!"
  Scale 0.8
  	Inventory.PickupSound "misc/g_pkup"
  States
  {
  Spawn:
    GOL3 A -1 Bright
	Loop
  Pickup:
    TNT1 A 0 A_GiveInventory("Cash",25)
    stop
  }
}

actor STFBag : CustomInventory 10023
{
  Inventory.PickupMessage "Picked up a pot of gold. +50 Cash!"
  Scale 0.8
  	Inventory.PickupSound "misc/g_pkup"
  States
  {
  Spawn:
    GOL4 ABCD 5 Bright
	Loop
  Pickup:
    TNT1 A 0 A_GiveInventory("Cash",50)
    stop
  }
}

actor STFSacks : CustomInventory 10024
{
  Inventory.PickupMessage "Picked up a lot of gold. +100 Cash!"
  Scale 0.8
  	Inventory.PickupSound "misc/g_pkup"
  States
  {
  Spawn:
    GOL5 ABCD 5 Bright
	Loop
  Pickup:
    TNT1 A 0 A_GiveInventory("Cash",100)
    stop
  }
}

actor STFStockpile : CustomInventory 10025
{
  Inventory.PickupMessage "Picked up a shitload of valuable things! +200 Cash!"
  Scale 0.8
  	Inventory.PickupSound "misc/g_pkup"
  States
  {
  Spawn:
    GOL6 ABCD 5 Bright
	Loop
  Pickup:
    TNT1 A 0 A_GiveInventory("Cash",200)
    stop
  }
}

actor STFStockpile2 : CustomInventory 10026
{
  Inventory.PickupMessage "Picked up a fuckton of valuable things! +300 Cash!"
  Scale 0.8
  	Inventory.PickupSound "misc/g_pkup"
  States
  {
  Spawn:
    GOL7 ABCD 5 Bright
	Loop
  Pickup:
    TNT1 A 0 A_GiveInventory("Cash",300)
    stop
  }
}

actor STFJewel : CustomInventory 10027
{
  Inventory.PickupMessage "Picked up a rare orb, holy shit these things are worth 500 cash!"
  RenderStyle Translucent
  Alpha 0.75
  	Inventory.PickupSound "misc/g_pkup"
  States
  {
  Spawn:
    GOL8 ABCDEFGH 4 Bright
	Loop
  Pickup:
    TNT1 A 0 A_GiveInventory("Cash",500)
    stop
  }
}

actor UltraSpherePickup : CustomInventory 10014
{
  Inventory.PickupMessage "ULTRA SPHERE! 500 HEALTH AND 200 ARMOR!"
  Inventory.PickupSound "misc/p_pkup"
  States
  {
  Spawn:
    ULTR ABCB 6 Bright
	Loop
  Pickup:
    TNT1 A 0 A_GiveInventory("UltraSphereHealth",1)
	TNT1 A 0 A_GiveInventory("RedArmor",1)
	Stop
  }
}

actor UltraSphereHealth : Medikit
{
  Inventory.Amount 500
  Inventory.MaxAmount 500
}

actor BerserkSpherePickup : Berserk replaces Berserk
{
Inventory.PickupSound "apeshitzo"
 
 Inventory.PickupMessage "Apeshit mode activated! AAAAAAAAHHHHHHHHHHHHHHHHSDVASDFASKVDJGDCAFSDDASDASDAGOPYDVASKUDSFAD"
states
{
  Spawn:
    PSTR ABCD 5 Bright
	Loop
  }
}
















actor eviltoy 5347
{
  obituary "%o felt the wrath of a toy's ass tickle."
  health 40
  radius 24
  height 32
  mass 10
  scale 0.1
  speed 25
  painchance 240
  meleedamage 1
  seesound "CALHBY"
  painsound "CALABY"
  deathsound "CALABY"
  activesound "CALEBY"
  meleesound "CALYBY"
  DamageType ToyFuck
  DamageFactor Wowow, 0.0
  monster
  +FLOORCLIP
  +QUICKTORETALIATE
  +NOTARGET
  states
  {
  spawn:
    RTUP A 1 a_look
    loop
  see:
    RTUP A 1 A_Chase
    loop
  melee:
    RTUP A 0 A_PlaySound("CALYBY")
    RTUP A 7 A_CustomMeleeAttack(1,"none","none","ToyFuck")
    goto see
  pain:
    RTUP A 30 a_pain
    goto see
  death:
    RTUP A 1 A_Scream
	RTUP A 1 A_NoBlocking
	BRS1 A -1
    stop
  Raise:
    RTUP A 1
    goto see
  }
}

actor poppy : eviltoy 5348
{
  obituary "%o's asshole felt the tickle of the evil ass-hungry poppy!"
  health 5000
  scale 0.7
  radius 128
  height 200
  mass 1234567890
  painchance 60
  +BOSS
  seesound "POPACT"
  painsound "POPOWIES"
  deathsound "POPOWIES"
  activesound "POPACT"
  states
  {
  spawn:
    RTUP A 1 a_look
    loop
  see:
    RTUP A 1 A_Chase
    loop
  Missile:
	RTUP AAAAAA 1 A_FaceTarget
    RTUP A 10 A_CustomMissile ("cabbagedick",48,0,0)
    goto see
  pain:
	RTUP A 0 A_StopSoundEx("SoundSlot5")
    RTUP A 3 a_pain
    goto see
  death:
    RTUP A 5 A_Scream
	RTUP A 1 A_NoBlocking
	BRS1 A -1
    stop
  Raise:
    stop
  }
}

actor eviltoyhighdamage : eviltoy 5351
{
health 1000
states
  {
  melee:
  RTUP A 0 A_PlaySound("CALYBY")
    RTUP A 7 A_CustomMeleeAttack(30,"none","none","ToyFuck")
    goto see
	}
}


actor poppy2 : poppy 5349
{
  +MISSILEMORE
  +MISSILEEVENMORE
health 20000
painchance 10
  states
  {
  missile:
	RTUP A 1 A_Jump(220,"Missile1","Missile4")
	RTUP A 1 A_Jump(256,"Missile2","Missile3")
	goto see
  Missile1:
	RTUP A 1 A_FaceTarget
    RTUP A 0 A_CustomMissile ("legoed",190,-100,0)
    RTUP A 10 A_CustomMissile ("legoed",190,100,0)
	RTUP A 1 A_FaceTarget
	RTUP A 0 A_CustomMissile ("legoed",190,-100,0)
    RTUP A 10 A_CustomMissile ("legoed",190,100,0)
	RTUP A 1 A_FaceTarget
	RTUP A 0 A_CustomMissile ("legoed",190,-100,0)
    RTUP A 10 A_CustomMissile ("legoed",190,100,0)
	RTUP A 1 A_FaceTarget
	RTUP A 0 A_CustomMissile ("legoed",190,-100,0)
    RTUP A 10 A_CustomMissile ("legoed",190,100,0)
    goto see
  Missile4:
	RTUP A 1 A_FaceTarget
    RTUP AAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile ("legosex",190,-100,0)
    RTUP A 1 A_FaceTarget
	RTUP AAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile ("legosex",190,100,0)
    goto see
  Missile2:
    RTUP A 30 ACS_Execute(402,0)
    goto see
  Missile3:
    RTUP A 1 A_ChangeFlag("NoPain", 1)
    RTUP A 45 A_PlaysoundEx("POPMYDIK","SoundSlot5")
	RTUP A 1 A_FaceTarget
    RTUP A 13 A_CustomMissile ("cabbagedick",75,0,random(-8,8))
    RTUP A 14 A_CustomMissile ("cabbagedick",75,0,random(-8,8))
    RTUP A 14 A_CustomMissile ("cabbagedick",75,0,random(-8,8))
    RTUP A 13 A_CustomMissile ("cabbagedick",75,0,random(-8,8))
    RTUP A 11 A_CustomMissile ("cabbagedick",75,0,random(-8,8))
    RTUP A 16 A_CustomMissile ("cabbagedick",75,0,random(-8,8))
    RTUP A 12 A_CustomMissile ("cabbagedick",75,0,random(-8,8))
    RTUP A 14 A_CustomMissile ("cabbagedick",75,0,random(-8,8))
    RTUP A 14 A_CustomMissile ("cabbagedick",75,0,random(-8,8))
    RTUP A 16 A_CustomMissile ("cabbagedick",75,0,random(-8,8))
    RTUP A 14 A_CustomMissile ("cabbagedick",75,0,random(-8,8))
    RTUP A 106 A_CustomMissile ("cabbagedick",75,0,random(-8,8))
	RTUP A 1 A_ChangeFlag("NoPain", 0)
    goto see
  }
}

actor poppy3 : poppy 5346
{
  +MISSILEMORE
  +MISSILEEVENMORE
health 20000
painchance 9
  states
  {
  missile:
	RTUP A 1 A_Jump(220,"Missile1")
	RTUP A 1 A_Jump(256,"Missile2","Missile3")
	goto see
  Missile1:
	RTUP A 1 A_FaceTarget
    RTUP A 0 A_CustomMissile ("legosex",190,-100,0)
    RTUP A 1 A_CustomMissile ("legosex",190,100,0)
	RTUP A 1 A_FaceTarget
	RTUP A 0 A_CustomMissile ("legosex",190,-100,0)
    RTUP A 1 A_CustomMissile ("legosex",190,100,0)
	RTUP A 1 A_FaceTarget
	RTUP A 0 A_CustomMissile ("legosex",190,-100,0)
    RTUP A 1 A_CustomMissile ("legosex",190,100,0)
	RTUP A 1 A_FaceTarget
	RTUP A 0 A_CustomMissile ("legosex",190,-100,0)
    RTUP A 1 A_CustomMissile ("legosex",190,100,0)
	RTUP A 1 A_FaceTarget
	RTUP A 0 A_CustomMissile ("legosex",190,-100,0)
    RTUP A 1 A_CustomMissile ("legosex",190,100,0)
	RTUP A 1 A_FaceTarget
	RTUP A 0 A_CustomMissile ("legosex",190,-100,0)
    RTUP A 1 A_CustomMissile ("legosex",190,100,0)
	RTUP A 1 A_FaceTarget
	RTUP A 0 A_CustomMissile ("legosex",190,-100,0)
    RTUP A 1 A_CustomMissile ("legosex",190,100,0)
	RTUP A 1 A_FaceTarget
	RTUP A 0 A_CustomMissile ("legosex",190,-100,0)
    RTUP A 1 A_CustomMissile ("legosex",190,100,0)
	RTUP A 1 A_FaceTarget
	RTUP A 0 A_CustomMissile ("legosex",190,-100,0)
    RTUP A 1 A_CustomMissile ("legosex",190,100,0)
	RTUP A 1 A_FaceTarget
	RTUP A 0 A_CustomMissile ("legosex",190,-100,0)
    RTUP A 1 A_CustomMissile ("legosex",190,100,0)
	RTUP A 1 A_FaceTarget
	RTUP A 0 A_CustomMissile ("legosex",190,-100,0)
    RTUP A 1 A_CustomMissile ("legosex",190,100,0)
	RTUP A 1 A_FaceTarget
	RTUP A 0 A_CustomMissile ("legosex",190,-100,0)
    RTUP A 1 A_CustomMissile ("legosex",190,100,0)
	RTUP A 1 A_FaceTarget
	RTUP A 0 A_CustomMissile ("legosex",190,-100,0)
    RTUP A 1 A_CustomMissile ("legosex",190,100,0)
	RTUP A 1 A_FaceTarget
	RTUP A 0 A_CustomMissile ("legosex",190,-100,0)
    RTUP A 1 A_CustomMissile ("legosex",190,100,0)
    goto see
  Missile2:
    RTUP A 30
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
    goto see
  Missile3:
    RTUP A 1 ACS_Execute(405,0)
	RTUP A 1 A_FaceTarget
    RTUP AAA 13 A_CustomMissile ("cabbagedickhoming",random(156,190),random(-64,64),random(-8,8))
    goto see
  }
}

actor poppymini : poppy 6667
{
  +MISSILEMORE
  +MISSILEEVENMORE
obituary "%o's asshole felt the tickle of an evil ass-hungry poppy clone!"
health 6000
painchance 0
scale 0.3
radius 76
  height 110
  states
  {
  missile:
	RTUP A 1 A_Jump(220,"Missile1","Missile4")
	RTUP A 1 A_Jump(256,"Missile2","Missile3")
	goto see
  Missile1:
	RTUP A 1 A_FaceTarget
    RTUP A 0 A_CustomMissile ("legoed",70,-50,0)
    RTUP A 10 A_CustomMissile ("legoed",70,50,0)
	RTUP A 1 A_FaceTarget
	 RTUP A 0 A_CustomMissile ("legoed",70,-50,0)
    RTUP A 10 A_CustomMissile ("legoed",70,50,0)
	RTUP A 1 A_FaceTarget
	 RTUP A 0 A_CustomMissile ("legoed",70,-50,0)
    RTUP A 10 A_CustomMissile ("legoed",70,50,0)
	RTUP A 1 A_FaceTarget
	 RTUP A 0 A_CustomMissile ("legoed",70,-50,0)
    RTUP A 10 A_CustomMissile ("legoed",70,50,0)
    goto see
	Missile2:
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,0,random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
	RTUP A 1 A_CustomMissile ("romcok",80,random(-7,7),random(-8,8))
    goto see
  Missile4:
	RTUP A 1 A_FaceTarget
    RTUP AAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile ("legosex",70,-50,0)
    RTUP A 1 A_FaceTarget
	RTUP AAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile ("legosex",70,50,0)
    goto see
  Missile3:
    RTUP A 45 A_PlaysoundEx("POPMYDIK","SoundSlot5")
	RTUP A 1 A_FaceTarget
    RTUP A 13 A_CustomMissile ("cabbagedick",75,0,random(-8,8))
    RTUP A 14 A_CustomMissile ("cabbagedick",75,0,random(-8,8))
    RTUP A 14 A_CustomMissile ("cabbagedick",75,0,random(-8,8))
    RTUP A 13 A_CustomMissile ("cabbagedick",75,0,random(-8,8))
    RTUP A 11 A_CustomMissile ("cabbagedick",75,0,random(-8,8))
    RTUP A 16 A_CustomMissile ("cabbagedick",75,0,random(-8,8))
    RTUP A 12 A_CustomMissile ("cabbagedick",75,0,random(-8,8))
    RTUP A 14 A_CustomMissile ("cabbagedick",75,0,random(-8,8))
    RTUP A 14 A_CustomMissile ("cabbagedick",75,0,random(-8,8))
    RTUP A 16 A_CustomMissile ("cabbagedick",75,0,random(-8,8))
    RTUP A 14 A_CustomMissile ("cabbagedick",75,0,random(-8,8))
    RTUP A 106 A_CustomMissile ("cabbagedick",75,0,random(-8,8))
    goto see
  }
}
actor cabbagedick
{
  Radius 11
  Height 8
  Speed 20
  Damage 40
  Projectile
  DeathSound "CALEBY"
   DamageType Wowow
  States
  {
  Spawn:
    TNT1 A 1 bright A_CustomMissile("cabbageblasted",0,0)
    loop
  Death:
    TNT1 A 1
    stop
  }
}

actor cabbagedickhoming
{
  Radius 11
  Height 8
  Speed 20
  Damage 20
  Projectile
  DeathSound "CALEBY"
    +SEEKERMISSILE 
	 DamageType Wowow
  States
  {
  Spawn:
    TNT1 A 1 bright A_Tracer
	TNT1 A 0 bright A_CustomMissile("cabbageblasted",0,0)
    loop
  Death:
    TNT1 A 1
    stop
  }
}


actor cabbageblasted
{
  Game Doom
  Radius 1
  Height 1
  Speed 0
  Damage 0
  Projectile
  scale 0.2
  +RANDOMIZE
   DamageType Wowow
  States
  {
  Spawn:
    RTUP AAAAAAAAAAAAAAAAAAAAAAAAAA 1 bright A_Explode(2,48,0)
	RTUP AAAAAAAAAAAAAAAAAAAAAAAAAA 1 bright A_Explode(2,48,0)
	RTUP AAAAAAAAAAAAAAAAAAAAAAAAAA 1 bright A_Explode(3,48,0)
	RTUP AAAAAAAAAAAAAAAAAAAAAAAAAA 1 bright A_Explode(3,48,0)
	RTUP AAAAAAAAAAAAAAAAAAAAAAAAAA 1 bright A_Explode(2,48,0)
	RTUP AAAAAAAAAAAAAAAAAAAAAAAAAA 1 bright A_Explode(2,48,0)
	RTUP AAAAAAAAAAAAAAAAAAAAAAAAAA 1 bright A_Explode(3,48,0)
	RTUP AAAAAAAAAAAAAAAAAAAAAAAAAA 1 bright A_Explode(3,48,0)
    stop
  Death:
    RTUP A 1 bright A_Explode(1,48,0)
    stop
  }
}

actor romcok
{
  Radius 6
  Height 8
  Speed 39
  FastSpeed 30
  Damage 8
  Projectile
  scale 0.5
  States
  {
	spawn:
		BBRN A 1 A_CStaffMissileSlither
		loop
	death:
		BBRN A 1
		stop
  }
}


actor legosex
{
  Radius 6
  Height 8
  Speed 30
  FastSpeed 30
  Damage 11
  Projectile
  scale 1.0
  States
  {
	spawn:
		lego abcdefghijklmnop 1
		loop
	death:
		lego a 1
		stop
  }
}


actor legoed
{
  Radius 6
  Height 8
  Speed 35
  FastSpeed 35
  Damage 5
  Projectile
  scale 1.0
   DamageType Wowow
  States
  {
	spawn:
		lego a 1
		loop
	death:
		lego a 1 a_playsound("weapons/sawhit")
		lego b 1 a_explode(2,8)
		lego c 1
		lego d 1
		lego e 1 a_playsound("weapons/sawhit")
		lego f 1 a_explode(2,8)
		lego g 1
		lego h 1
		lego i 1 a_playsound("weapons/sawhit")
		lego j 1 a_explode(2,8)
		lego k 1
		lego l 1
		lego m 1 a_playsound("weapons/sawhit")
		lego n 1 a_explode(2,8)
		lego o 1
		lego p 1
		lego a 1 a_playsound("weapons/sawhit")
		lego b 1 a_explode(2,8)
		lego c 1
		lego d 1
		lego e 1 a_playsound("weapons/sawhit")
		lego f 1 a_explode(2,8)
		lego g 1
		lego h 1
		lego i 1 a_playsound("weapons/sawhit")
		lego j 1 a_explode(2,8)
		lego k 1
		lego l 1
		lego m 1 a_playsound("weapons/sawhit")
		lego n 1 a_explode(2,8)
		lego o 1
		lego p 1
		lego a 1 a_playsound("weapons/sawhit")
		lego b 1 a_explode(2,8)
		lego c 1
		lego d 1
		lego e 1 a_playsound("weapons/sawhit")
		lego f 1 a_explode(2,8)
		lego g 1
		lego h 1
		lego i 1 a_playsound("weapons/sawhit")
		lego j 1 a_explode(2,8)
		lego k 1
		lego l 1 
		lego m 1 a_playsound("weapons/sawhit")
		lego n 1 a_explode(2,8)
		lego o 1
		lego p 1
		lego a 1 a_playsound("weapons/sawhit")
		lego b 1 a_explode(2,8)
		lego c 1
		lego d 1
		lego e 1 a_playsound("weapons/sawhit")
		lego f 1 a_explode(2,8)
		lego g 1
		lego h 1
		lego i 1 a_playsound("weapons/sawhit")
		lego j 1 a_explode(2,8)
		lego k 1
		lego l 1
		lego m 1 a_playsound("weapons/sawhit")
		lego n 1 a_explode(2,8)
		lego o 1
		lego p 1
		stop
  }
}

actor deezass
{
  obituary "%o was chuck fucked."
  radius 13
  height 8
  speed 50
  damage 9999999999
  renderstyle Add
  alpha 0.75
  deathsound "weapons/bfgx"
  PROJECTILE
  +RANDOMIZE
  +BOSS
  states
  {
  Spawn:
    BFS1 AB 4 bright
    loop
  Death:
    BFE1 AB 8 bright A_EXPLODE (999999999999999,6666,1)
    BFE1 C 8 bright A_PlaySound ("SHIT")
    BFE1 DEF 8 bright A_EXPLODE (999999999999999,6666,1)
    stop
  }
}

actor suxmewin 6666
{
  health 5000
  mass 1
  height 300
  radius 160
  painchance 1
  mass 4000
  painsound "brain/pain"
  deathsound "brain/death"
  obituary "%o's ass was fried at the hands of the romero leader!"
  speed 12
  scale 4.0
  MONSTER
  +SOLID
  +SHOOTABLE
  +NOICEDEATH
  states
  {
  Spawn:
    BBRN A 1 A_Look
    loop
  See:
    BBRN A 1 A_Chase
    loop
  Missile:
  	BBRN A 31
    BBRN A 1 A_Jump(256,"Missile3","Missile2","Missile1")
    goto See
  Missile1:
	BBRN A 1
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,4)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,8)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,12)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,16)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,20)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,24)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,28)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,32)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,36)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,40)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-4)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-8)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-12)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-16)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-20)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-24)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-28)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-32)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-36)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-40)
	BBRN A 15
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,4)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,8)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,12)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,16)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,20)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,24)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,28)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,32)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,36)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,40)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-4)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-8)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-12)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-16)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-20)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-24)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-28)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-32)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-36)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-40)
	BBRN A 15
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,4)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,8)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,12)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,16)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,20)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,24)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,28)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,32)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,36)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,40)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-4)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-8)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-12)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-16)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-20)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-24)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-28)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-32)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-36)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-40)
	BBRN A 15
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,4)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,8)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,12)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,16)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,20)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,24)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,28)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,32)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,36)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,40)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-4)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-8)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-12)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-16)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-20)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-24)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-28)
	BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-32)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-36)
    BBRN A 0 A_CustomMissile ("bossbitchshot",48,0,-40)
	BBRN A 32
	goto see
	 Missile2:
	BBRN A 1
	BBRN A 0 A_CustomMissile ("fatshot",32,0,0)
	BBRN A 0 A_CustomMissile ("fatshot",32,0,90)
	BBRN A 0 A_CustomMissile ("fatshot",32,0,180)
	BBRN A 3 A_CustomMissile ("fatshot",32,0,270)
	//
	BBRN A 0 A_CustomMissile ("fatshot",32,0,5)
	BBRN A 0 A_CustomMissile ("fatshot",32,0,95)
	BBRN A 0 A_CustomMissile ("fatshot",32,0,185)
	BBRN A 3 A_CustomMissile ("fatshot",32,0,275)
	//
    BBRN A 0 A_CustomMissile ("fatshot",32,0,10)
	BBRN A 0 A_CustomMissile ("fatshot",32,0,100)
	BBRN A 0 A_CustomMissile ("fatshot",32,0,190)
	BBRN A 3 A_CustomMissile ("fatshot",32,0,280)
	//
	BBRN A 0 A_CustomMissile ("fatshot",32,0,15)
	BBRN A 0 A_CustomMissile ("fatshot",32,0,105)
	BBRN A 0 A_CustomMissile ("fatshot",32,0,195)
	BBRN A 3 A_CustomMissile ("fatshot",32,0,285)
	//
	BBRN A 0 A_CustomMissile ("fatshot",32,0,20)
	BBRN A 0 A_CustomMissile ("fatshot",32,0,110)
	BBRN A 0 A_CustomMissile ("fatshot",32,0,200)
	BBRN A 3 A_CustomMissile ("fatshot",32,0,290)
	//
	BBRN A 0 A_CustomMissile ("fatshot",32,0,25)
	BBRN A 0 A_CustomMissile ("fatshot",32,0,115)
	BBRN A 0 A_CustomMissile ("fatshot",32,0,205)
	BBRN A 3 A_CustomMissile ("fatshot",32,0,295)
	//
	BBRN A 0 A_CustomMissile ("fatshot",32,0,30)
	BBRN A 0 A_CustomMissile ("fatshot",32,0,120)
	BBRN A 0 A_CustomMissile ("fatshot",32,0,210)
	BBRN A 3 A_CustomMissile ("fatshot",32,0,300)
	//
	BBRN A 0 A_CustomMissile ("fatshot",32,0,35)
	BBRN A 0 A_CustomMissile ("fatshot",32,0,125)
	BBRN A 0 A_CustomMissile ("fatshot",32,0,215)
	BBRN A 3 A_CustomMissile ("fatshot",32,0,305)
	//
	BBRN A 0 A_CustomMissile ("fatshot",32,0,40)
	BBRN A 0 A_CustomMissile ("fatshot",32,0,130)
	BBRN A 0 A_CustomMissile ("fatshot",32,0,220)
	BBRN A 3 A_CustomMissile ("fatshot",32,0,310)
	//
	BBRN A 0 A_CustomMissile ("fatshot",32,0,45)
	BBRN A 0 A_CustomMissile ("fatshot",32,0,135)
	BBRN A 0 A_CustomMissile ("fatshot",32,0,225)
	BBRN A 3 A_CustomMissile ("fatshot",32,0,315)
	//
	BBRN A 0 A_CustomMissile ("fatshot",32,0,50)
	BBRN A 0 A_CustomMissile ("fatshot",32,0,140)
	BBRN A 0 A_CustomMissile ("fatshot",32,0,230)
	BBRN A 3 A_CustomMissile ("fatshot",32,0,320)
	//
	BBRN A 0 A_CustomMissile ("fatshot",32,0,55)
	BBRN A 0 A_CustomMissile ("fatshot",32,0,145)
	BBRN A 0 A_CustomMissile ("fatshot",32,0,235)
	BBRN A 3 A_CustomMissile ("fatshot",32,0,325)
	//
	BBRN A 0 A_CustomMissile ("fatshot",32,0,60)
	BBRN A 0 A_CustomMissile ("fatshot",32,0,150)
	BBRN A 0 A_CustomMissile ("fatshot",32,0,240)
	BBRN A 3 A_CustomMissile ("fatshot",32,0,330)
	//
	BBRN A 0 A_CustomMissile ("fatshot",32,0,65)
	BBRN A 0 A_CustomMissile ("fatshot",32,0,155)
	BBRN A 0 A_CustomMissile ("fatshot",32,0,245)
	BBRN A 3 A_CustomMissile ("fatshot",32,0,335)
	//
	BBRN A 0 A_CustomMissile ("fatshot",32,0,70)
	BBRN A 0 A_CustomMissile ("fatshot",32,0,160)
	BBRN A 0 A_CustomMissile ("fatshot",32,0,250)
	BBRN A 3 A_CustomMissile ("fatshot",32,0,340)
	//
	BBRN A 0 A_CustomMissile ("fatshot",32,0,75)
	BBRN A 0 A_CustomMissile ("fatshot",32,0,165)
	BBRN A 0 A_CustomMissile ("fatshot",32,0,255)
	BBRN A 3 A_CustomMissile ("fatshot",32,0,345)
	//
	BBRN A 0 A_CustomMissile ("fatshot",32,0,80)
	BBRN A 0 A_CustomMissile ("fatshot",32,0,170)
	BBRN A 0 A_CustomMissile ("fatshot",32,0,260)
	BBRN A 3 A_CustomMissile ("fatshot",32,0,350)
	//
	BBRN A 0 A_CustomMissile ("fatshot",32,0,85)
	BBRN A 0 A_CustomMissile ("fatshot",32,0,170)
	BBRN A 0 A_CustomMissile ("fatshot",32,0,265)
	BBRN A 1 A_CustomMissile ("fatshot",32,0,355)
	BBRN A 1 A_Jump(190,"Missile2")
    goto See
	Missile3:
	BBRN A 1
	BBRN A 0 A_CustomMissile ("bossbitchshotworse",48,0)
    BBRN A 0 A_CustomMissile ("bossbitchshotworse",48,0,8)
    BBRN A 0 A_CustomMissile ("bossbitchshotworse",48,0,16)
    BBRN A 0 A_CustomMissile ("bossbitchshotworse",48,0,24)
	BBRN A 0 A_CustomMissile ("bossbitchshotworse",48,0,32)
    BBRN A 0 A_CustomMissile ("bossbitchshotworse",48,0,40)
    BBRN A 0 A_CustomMissile ("bossbitchshotworse",48,0,-8)
    BBRN A 0 A_CustomMissile ("bossbitchshotworse",48,0,-16)
    BBRN A 0 A_CustomMissile ("bossbitchshotworse",48,0,-24)
	BBRN A 0 A_CustomMissile ("bossbitchshotworse",48,0,-32)
    BBRN A 0 A_CustomMissile ("bossbitchshotworse",48,0,-40)
	BBRN A 32
	goto see
  Pain:
    BBRN B 36 A_BrainPain
    goto See
  Death:
    BBRN B 100 A_BrainScream
    BBRN BB 10
    BBRN B -1
    stop
  }
}

actor bossbitchfuckyou
{
  obituary "%o was raped!"
  radius 13
  height 8
  speed 25
  damage 255
  renderstyle normal
  alpha 1
  DamageType Wowow
  deathsound "weapons/bfgx"
  PROJECTILE
  +RANDOMIZE
  states
  {
  Spawn:
    BFS1 AB 4 bright
    loop
  Death:
    BFE1 AB 8 bright
    BFE1 C 8 bright
    BFE1 DEF 8 bright
    stop
  }
}

actor bossbitchshot
{
  obituary "%o was raped!"
  radius 13
  height 8
  speed 25
  damage 20
  renderstyle normal
  alpha 1
  DamageType Wowow
  deathsound "weapons/bfgx"
  PROJECTILE
  +RANDOMIZE
  
  Translation "112:127=176:191"
  states
  {
  Spawn:
    BFS1 AB 4 bright
    loop
  Death:
    BFE1 AB 8 bright
    BFE1 C 8 bright
    BFE1 DEF 8 bright
    stop
  }
}

actor bossbitchshotorange
{
  obituary "%o was raped!"
  radius 13
  height 8
  speed 25
  damage 2
  DamageType Wowow
  renderstyle normal
  alpha 1
  deathsound "weapons/bfgx"
  PROJECTILE
  +RANDOMIZE
  Translation "112:127=208:223"
  states
  {
  Spawn:
    BFS1 AB 4 bright
    loop
  Death:
    BFE1 AB 8 bright
    BFE1 C 8 bright
    BFE1 DEF 8 bright
    stop
  }
}


actor bossbitchshotworse
{
  obituary "%o was raped!"
  radius 13
  height 8
  speed 25
  damage 100
  DamageType Wowow
  renderstyle normal
  alpha 1
  deathsound "weapons/bfgx"
  PROJECTILE
  +RANDOMIZE
  states
  {
  Spawn:
    BFS1 AB 4 bright
    loop
  Death:
    BFE1 AB 8 bright
    BFE1 C 8 bright A_BFGSpray (BFGExtra, 40, 1)  // See BFGExtra
    BFE1 DEF 8 bright
    stop
  }
}

actor bossbitchshotblue
{
  obituary "%o was raped!"
  radius 13
  height 8
  speed 25
  damage 5
  renderstyle normal
  alpha 1
  DamageType Wowow
  deathsound "weapons/bfgx"
  PROJECTILE
  +RANDOMIZE
  Translation "112:127=197:207"
  states
  {
  Spawn:
    BFS1 AB 4 bright
    loop
  Death:
    BFE1 AB 8 bright
    BFE1 C 8 bright
    BFE1 DEF 8 bright
    stop
  }
}

actor bossbitchshothuge
{
  obituary "%o was raped!"
  radius 26
  height 16
  speed 60
  damage 100
  renderstyle Add
  alpha 0.75
  DamageType Wowow
  scale 2.0
  deathsound "weapons/bfgx"
  PROJECTILE
  +RANDOMIZE
  states
  {
  Spawn:
    DRNB AB 4 bright
    loop
  Death:
    DRNE AB 8 bright
    DRNE C 8 bright
    DRNE DEF 8 bright
    stop
  }
}

actor romeroman 3439
{
  health 400
  Mass 10000
  height 64
  painchance 255
  DamageFactor Wowow, 0.0
  painsound "brain/pain"
  obituary "%o was raped at the hands of romero-man!"
  speed 11
  MONSTER
  +SOLID
  +SHOOTABLE
  +NOICEDEATH
  states
  {
  Spawn:
    BBRN A 5 a_look
    loop
  See:
    BBRN A 1 A_Chase
    loop
  Missile:
    BBRN A 8 A_CustomMissile ("bossbitchshoteasier",48,-10)
    BBRN A 8 A_CustomMissile ("bossbitchshoteasier",48,-5)
    BBRN A 8 A_CustomMissile ("bossbitchshoteasier",48,5)
    BBRN A 8 A_CustomMissile ("bossbitchshoteasier",48,10)
    goto See
  Pain:
    BBRN B 36 A_Pain
    goto See
  Death:
    BBRN A 0 A_NoBlocking
    BBRN ABAB 6 A_Pain
	BBRN A 0 bright A_CustomMissile ("fat3",0,0,random(0,-359))
	BBRN A 0 bright A_CustomMissile ("fat3",0,0,random(0,-359))
	BBRN A 0 bright A_CustomMissile ("fat3",0,0,random(0,-359))
	BBRN A 0 bright A_CustomMissile ("fat3",0,0,random(0,-359))
	BBRN A 0 bright A_CustomMissile ("fat3",0,0,random(0,-359))
	BBRN A 0 bright A_CustomMissile ("fat3",0,0,random(0,-359))
	BBRN A 0 bright A_CustomMissile ("fat3",0,0,random(0,-359))
	BBRN A 0 bright A_CustomMissile ("fat3",0,0,random(0,-359))
	BBRN A 0 bright A_CustomMissile ("fat3",0,0,random(0,-359))
	BBRN A 0 bright A_CustomMissile ("fat3",0,0,random(0,-359))
	BBRN A 0 bright A_CustomMissile ("fat3",0,0,random(0,-359))
	BBRN A 0 bright A_CustomMissile ("fat3",0,0,random(0,-359))
	BBRN A 0 bright A_CustomMissile ("fat3",0,0,random(0,-359))
	BBRN A 0 bright A_CustomMissile ("fat3",0,0,random(0,-359))
	BBRN A 0 bright A_CustomMissile ("fat3",0,0,random(0,-359))
	BBRN A 0 bright A_CustomMissile ("fat3",0,0,random(0,-359))
	BBRN A 0 bright A_CustomMissile ("fat3",0,0,random(0,-359))
	BBRN A 0 bright A_CustomMissile ("fat3",0,0,random(0,-359))
	BBRN A 0 bright A_CustomMissile ("fat3",0,0,random(0,-359))
	BBRN A 0 bright A_CustomMissile ("fat3",0,0,random(0,-359))
	BBRN A 0 bright A_CustomMissile ("fat3",0,0,random(0,-359))
	BBRN A 0 bright A_CustomMissile ("fat3",0,0,random(0,-359))
	PLAY W 1 bright A_CustomMissile ("fat3",0,0,random(0,-359))
    PLAY W -1 
    stop
  Raise:
    BBRN ABAB 3
    goto see
  }
}


actor bossbitchshoteasier
{
  obituary "%o was raped!"
  radius 13
  height 8
  speed 21
  damage 9
  renderstyle normal
  alpha 1
  DamageType Wowow
  deathsound "weapons/bfgx"
  PROJECTILE
  +RANDOMIZE
  
  Translation "112:127=176:191"
  states
  {
  Spawn:
    BFS1 AB 4 bright
    loop
  Death:
    BFE1 AB 8 bright
    BFE1 C 8 bright
    BFE1 DEF 8 bright
    stop
  }
}
actor Fat3
{
  Radius 1
  Height 1
  Speed 15
  Damage 0
  scale 0.4
  Projectile 
  +RANDOMIZE
  -NOGRAVITY
  DamageType Wowow
  gravity 0.250
  States
  {
  Spawn:
    POSS M 3
    POSS N 3 
    POSS PQRST 3
    POSS U -1
    stop
  Death:
    POSS M 3
    POSS N 3
    POSS PQRST 3
    POSS U 30
    stop
  }
}

actor Fat
{
  Radius 1
  Height 1
  Speed 12
  Damage 15
  scale 0.4
  Projectile 
  DamageType Wowow
  +RANDOMIZE
  -NOGRAVITY
  gravity 0.250
  States
  {
  Spawn:
    POSS M 3
    POSS N 3 
    POSS PQRST 3
    POSS U -1
    stop
  Death:
    POSS M 3
    POSS N 3
    POSS PQRST 3
    POSS U 30
    stop
  }
}


actor Fat2
{
  Radius 1
  Height 1
  Speed 17
  Damage 12
  scale 0.4
  Projectile 
  DamageType Wowow
  +RANDOMIZE
  -NOGRAVITY
  gravity 0.125
  States
  {
  Spawn:
    POSS M 3
    POSS N 3 
    POSS PQRST 3
    POSS U -1
    stop
  Death:
    POSS M 3
    POSS N 3
    POSS PQRST 3
    POSS U 30
    stop
  }
}


actor bloodbuf
{
  obituary "%o was raped!"
  radius 13
  height 8
  speed 12
  damage 70
  PROJECTILE
  DamageType Wowow
  states
  {
  Spawn:
    FGO2 A 3 bright A_CustomMissile ("fat",0,0,random(0,-359))
    loop
  Death:
    FGO2 A 0 bright A_CustomMissile ("fat",0,0,random(0,-359))
	FGO2 A 0 bright A_CustomMissile ("fat",0,0,random(0,-359))
	FGO2 A 0 bright A_CustomMissile ("fat",0,0,random(0,-359))
	FGO2 A 0 bright A_CustomMissile ("fat",0,0,random(0,-359))
	FGO2 A 0 bright A_CustomMissile ("fat",0,0,random(0,-359))
	FGO2 A 0 bright A_CustomMissile ("fat",0,0,random(0,-359))
	FGO2 A 0 bright A_CustomMissile ("fat",0,0,random(0,-359))
	FGO2 A 0 bright A_CustomMissile ("fat",0,0,random(0,-359))
	FGO2 A 0 bright A_CustomMissile ("fat",0,0,random(0,-359))
	FGO2 A 0 bright A_CustomMissile ("fat",0,0,random(0,-359))
	FGO2 A 0 bright A_CustomMissile ("fat",0,0,random(0,-359))
	FGO2 A 0 bright A_CustomMissile ("fat",0,0,random(0,-359))
	FGO2 A 1 bright A_CustomMissile ("fat",0,0,random(0,-359))	
    stop
  }
}


actor SentryMan 13165
{
  health 13000
  Mass 1234567890
  height 64
  radius 48
  painchance 0
  obituary "%o died."
  speed 0
  MONSTER
  +SOLID
  +SHOOTABLE
  +FRIENDLY
  +NOICEDEATH
  +DONTHURTSPECIES
  +ALWAYSFAST
  +NOCLIP
   +NOBLOOD
  +LOOKALLAROUND
  +MISSILEMORE
  +MISSILEEVENMORE
  states
  {
  Spawn:
    ZECR ABCD 1 a_look
    loop
  See:
    ZECR ABCD 2 A_Chase
    loop
  Missile:
    ZECR ABCDABCDABCDABCDABCD 1 A_CustomMissile ("plasmanope",48,0)
	ZECR ABCD 8
    goto See
  Pain:
    ZECR ABCD 1 A_Pain
    goto See
  Death:
	ZECR A 1 A_NoBlocking
	TNT1 A 15 A_CustomMissile("touhouexplosion",-32,0)
    TNT1 A -1
    Stop
  }
}

actor plasmanope : ArachnotronPlasma
{  
Speed 60 
scale 0.7
 Damage 13
DamageType Nope
}

actor DaTurret 13164
{
  health 1000
  Mass 1234567890
  height 64
  radius 48
  painchance 0
  obituary "%o died."
  speed 0
  MONSTER
  +SOLID
  +SHOOTABLE
  +NOICEDEATH
  +DONTHURTSPECIES
  +ALWAYSFAST
  +LOOKALLAROUND
  +MISSILEMORE
  +NOBLOOD
  +MISSILEEVENMORE
  states
  {
  Spawn:
    ZECR ABCD 1 a_look
    loop
  See:
    ZECR ABCD 2 A_Chase
    loop
  Missile:
    ZECR B 1 A_Jump(156,"Missile1")
	ZECR B 1 A_Jump(256,"Missile2")
	goto See
  Missile1:
    ZECR ABCD 4 A_CustomMissile ("ArachnotronPlasma",48,0)
	ZECR A 0 A_SpidRefire
    goto See
	Missile2:
    ZECR A 0 A_CustomMissile ("plasmaball",64,0,1)
	ZECR A 0 A_CustomMissile ("plasmaball",64,0,2)
	ZECR A 0 A_CustomMissile ("plasmaball",64,0,3)
	ZECR A 0 A_CustomMissile ("plasmaball",64,0,4)
	ZECR A 0 A_CustomMissile ("plasmaball",64,0,5)
	ZECR A 0 A_CustomMissile ("plasmaball",64,0,6)
	ZECR A 0 A_CustomMissile ("plasmaball",64,0,7)
	ZECR A 0 A_CustomMissile ("plasmaball",64,0,8)
	ZECR A 0 A_CustomMissile ("plasmaball",64,0,9)
	ZECR A 0 A_CustomMissile ("plasmaball",64,0)
	ZECR A 0 A_CustomMissile ("plasmaball",64,0,-1)
	ZECR A 0 A_CustomMissile ("plasmaball",64,0,-2)
	ZECR A 0 A_CustomMissile ("plasmaball",64,0,-3)
	ZECR A 0 A_CustomMissile ("plasmaball",64,0,-4)
	ZECR A 0 A_CustomMissile ("plasmaball",64,0,-5)
	ZECR A 0 A_CustomMissile ("plasmaball",64,0,-6)
	ZECR A 0 A_CustomMissile ("plasmaball",64,0,-7)
	ZECR A 0 A_CustomMissile ("plasmaball",64,0,-8)
	ZECR A 7 A_CustomMissile ("plasmaball",64,0,-9)
    goto See
  Pain:
    ZECR ABCD 1 A_Pain
    goto See
  Death:
	ZECR A 1 A_NoBlocking
	TNT1 A 15 A_CustomMissile("touhouexplosion",-32,0)
    TNT1 A -1
    Stop
  }
}

actor megathing 13163
{
  health 3150
  Mass 1234567890
  height 100
  radius 80
  painchance 10
  obituary "%o just had his asshole turned inside out by a grotesque thing!"
  speed 0
  MONSTER
  +SOLID
  +BOSS
  +SHOOTABLE
  +NOICEDEATH
  +DONTHURTSPECIES
  MeleeRange 180
  seesound "AHHZIG"
  painsound "AHHLOL"
  deathsound "AHHPIE"
  activesound "AHHWAT"
  states
  {
  Spawn:
    WTFA A 1 a_look
    loop
  See:
    WTFA A 1 A_Chase
    loop
  Melee:
    WTFA B 1 A_PlaySound ("AHHTEE")
    WTFA B 0 A_CustomMissile ("fat",35,0,random(16,-16))
	WTFA B 0 A_CustomMissile ("fat",35,0,random(16,-16))
	WTFA B 0 A_CustomMissile ("fat",35,0,random(16,-16))
	WTFA B 2 A_CustomMissile ("fat",35,0,random(16,-16))
	WTFA B 0 A_CustomMissile ("fat",35,0,random(16,-16))
	WTFA B 0 A_CustomMissile ("fat",35,0,random(16,-16))
	WTFA B 0 A_CustomMissile ("fat",35,0,random(16,-16))
	WTFA B 2 A_CustomMissile ("fat",35,0,random(16,-16))
	WTFA B 0 A_CustomMissile ("fat",35,0,random(16,-16))
	WTFA B 0 A_CustomMissile ("fat",35,0,random(16,-16))
	WTFA B 0 A_CustomMissile ("fat",35,0,random(16,-16))
	WTFA B 2 A_CustomMissile ("fat",35,0,random(16,-16))
	WTFA B 0 A_CustomMissile ("fat",35,0,random(16,-16))
	WTFA B 0 A_CustomMissile ("fat",35,0,random(16,-16))
	WTFA B 0 A_CustomMissile ("fat",35,0,random(16,-16))
	WTFA B 2 A_CustomMissile ("fat",35,0,random(16,-16))
	WTFA B 0 A_CustomMissile ("fat",35,0,random(16,-16))
	WTFA B 0 A_CustomMissile ("fat",35,0,random(16,-16))
	WTFA B 0 A_CustomMissile ("fat",35,0,random(16,-16))
	WTFA B 2 A_CustomMissile ("fat",35,0,random(16,-16))
	WTFA B 20
    goto See
  Missile:
    WTFA B 1 A_Jump(256,"Missile1","Missile2","Missile3")
	goto See
  Missile1:
    WTFA B 1 A_PlaySound ("AHHHAA")
    WTFA B 1 A_CustomMissile ("Bloodshot",22,0,2,0,0)
	WTFA B 0 A_CustomMissile ("Bloodshot",22,0,2,0,0)
	WTFA B 0 A_CustomMissile ("Bloodshot",22,0,2,0,0)
	WTFA B 0 A_CustomMissile ("Bloodshot",22,0,2,0,0)
	WTFA B 0 A_CustomMissile ("Bloodshot",22,0,2,0,0)
	WTFA B 0 A_CustomMissile ("Bloodshot",22,0,2,0,0)
	WTFA B 0 A_CustomMissile ("fat",35,0,random(16,-16))
	WTFA B 0 A_CustomMissile ("fat",35,0,random(16,-16))
	WTFA B 0 A_CustomMissile ("fat",35,0,random(16,-16))
    WTFA B 10 A_CustomMissile ("Bloodshot",22,0,3,0,0)
    goto See
  Missile2:
    WTFA B 1 A_PlaySound ("AHHTEE")
    WTFA B 1 A_CustomMissile ("Bloodshot",22,0,-1,0,0)
	WTFA B 0 A_CustomMissile ("fat",35,0,random(16,-16))
	WTFA B 0 A_CustomMissile ("fat",35,0,random(16,-16))
	WTFA B 0 A_CustomMissile ("fat",35,0,random(16,-16))
    WTFA B 1 A_CustomMissile ("Bloodshot2",22,0,1,0,0)
	WTFA B 1 A_CustomMissile ("Bloodshot",22,0,-2,0,0)
	WTFA B 0 A_CustomMissile ("fat",35,0,random(16,-16))
	WTFA B 0 A_CustomMissile ("fat",35,0,random(16,-16))
	WTFA B 0 A_CustomMissile ("fat",35,0,random(16,-16))
    WTFA B 1 A_CustomMissile ("Bloodshot",22,0,2,0,0)
	WTFA B 1 A_CustomMissile ("Bloodshot2",22,0,-3,0,0)
	WTFA B 1 A_CustomMissile ("Bloodshot2",22,0,-3,0,0)
    WTFA B 1 A_CustomMissile ("Bloodshot2",22,0,-3,0,0)
	WTFA B 0 A_CustomMissile ("fat",35,0,random(16,-16))
	WTFA B 0 A_CustomMissile ("fat",35,0,random(16,-16))
	WTFA B 0 A_CustomMissile ("fat",35,0,random(16,-16))
	WTFA B 0 A_CustomMissile ("fat",35,0,random(16,-16))
	WTFA B 0 A_CustomMissile ("fat",35,0,random(16,-16))
    WTFA B 10 A_CustomMissile ("Bloodshot",22,0,3,0,0)
	goto See
   Missile3:
    WTFA B 1 A_PlaySound ("AHHHAA")
	WTFA B 0 A_CustomMissile ("fat",35,0,random(16,-16))
	WTFA B 0 A_CustomMissile ("fat",35,0,random(16,-16))
	WTFA B 0 A_CustomMissile ("fat",35,0,random(16,-16))
    WTFA B 0 A_CustomMissile ("Bloodshot",22,0,2,0,0)
	WTFA B 0 A_CustomMissile ("Bloodshot",22,0,2,0,0)
	WTFA B 0 A_CustomMissile ("Bloodshot",22,0,2,0,0)
    WTFA B 20 A_CustomMissile ("bloodbuf",22,0,2,0,0)
    goto See
  Pain:
    WTFA B 10 A_Pain
    goto See
  Death:
    WTFA B 5 A_Scream
    WTFA B 15 A_Burst("fat")
    stop
  }
}

ACTOR Bloodshot2
{
   Radius 3
   Height 3
   Speed 20
   Damage 15
   scale 2.0
   PROJECTILE
   RENDERSTYLE TRANSLUCENT
   ALPHA 0.80
   +THRUGHOST
   DamageType Wowow
   DeathSound "weapons/bloodx"
   States
   {
   Spawn:
      FBLD A 2 Bright A_CStaffMissileSlither
      FBLD A 0 A_SpawnItem("Bloodtrail2",0,0)
      FBLD B 2 Bright A_CStaffMissileSlither
      FBLD B 0 A_SpawnItem("Bloodtrail2",0,0)
      loop
   Death:
      FBLD C 3 Bright
	  FBLD D 0 A_CustomMissile ("fat",30,0,random(0,-359))
	  FBLD D 0 A_CustomMissile ("fat",30,0,random(0,-359))
	  FBLD D 0 A_CustomMissile ("fat",30,0,random(0,-359))
	  FBLD D 0 A_CustomMissile ("fat",30,0,random(0,-359))
	  FBLD D 3 A_CustomMissile ("fat",30,0,random(0,-359))
      stop
   }
}

ACTOR Bloodtrail2
{   
   Radius 1
   Height 1
   scale 2.0
   PROJECTILE
   DamageType Wowow
   RENDERSTYLE TRANSLUCENT
   ALPHA 0.67
   States
   {
   Spawn:
      NULL A 3
      FBLD FGH 3 BRIGHT
      Stop 
   }
}
ACTOR Bloodshot
{
   Radius 3
   Height 3
   Speed 20
   Damage 2
   PROJECTILE
   RENDERSTYLE TRANSLUCENT
   ALPHA 0.80
   DamageType Wowow
   +THRUGHOST
   DeathSound "weapons/bloodx"
   States
   {
   Spawn:
      FBLD A 2 Bright A_CStaffMissileSlither
      FBLD A 0 A_SpawnItem("Bloodtrail",0,0)
      FBLD B 2 Bright A_CStaffMissileSlither
      FBLD B 0 A_SpawnItem("Bloodtrail",0,0)
      loop
   Death:
      FBLD CDE 3 Bright
      stop
   }
}

ACTOR Bloodtrail
{   
   Radius 1
   Height 1
   PROJECTILE
   RENDERSTYLE TRANSLUCENT
   ALPHA 0.67
   States
   {
   Spawn:
      NULL A 3
      FBLD FGH 3 BRIGHT
      Stop 
   }
}

actor psycho 13142
{
  health 650
  Mass 10000
  height 46
  radius 35
  painchance 100
  DamageFactor Wowow, 0.0
  seesound "HeadAct"
  activesound "HeadAct"
  painsound "HeadPain"
  deathsound "HeadDeath"
  obituary "%o had his intestines ripped apart by a psycho head"
  speed 8
  damage 10
  scale 0.9
  MONSTER
  +SOLID
  +SHOOTABLE
  +NOICEDEATH
  +DONTHURTSPECIES
  +NOTARGET
  states
  {
  Spawn:
    CRPY A 1 a_look
    loop
  See:
    CRPY A 2 A_Chase
	CRPY A 2 A_UnSetInvulnerable
	CRPY A 0 A_Jump(99,"Missile2")
    loop
  Missile:
    CRPY A 2 A_PlaySound ("HeadAttack")
	CRPY BCD 2
	CRPY O 4 A_SkullAttack (40)
	CRPY O 4
    Goto Missile+4
  Missile1:
	CRPY E 0 A_SetInvulnerable
    CRPY EFGH 2
    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Wander
	CRPY HGF 2
	CRPY E 1
	CRPY E 1 A_UnSetInvulnerable
	CRPY A 0 A_Jump(144,"Missile")
	Goto see
	Missile2:
	CRPY AAAAAAAA 1 A_FastChase
	Goto see
	Missile3:
	TNT1 AAAAAA 0 ThrustThingZ(0,12,0,1)
	goto see
  Pain:
    CRPY C 5 A_Pain
	CRPY B 2
	CRPY A 0 A_Jump(99,"Missile1")
	CRPY A 0 A_Jump(44,"Missile3")
    goto See
  Raise:
	CRPY NMLKJIA 5
    goto see
  Death:
    CRPY A 1 A_NoBlocking
    CRPY A 4 A_Scream
    CRPY IJKLMN 5
	CRPY N 50
	CRPY PQRST 3
	CRPY T -1
    stop
  }
}

actor insanoking : psycho 13143
{
  health 5500
  Mass 10000
  height 160
  radius 100
  DamageFactor Wowow, 0.0
  painchance 21
  seesound "MASSSIT"
  activesound "massactive"
  painsound "MASSPAI"
  deathsound "MASSDIE"
  obituary "%o had his ass pulverized by an insano king!"
  speed 14
  damage 80
  scale 2.5
  MONSTER
  +BOSS
  +SOLID
  +SHOOTABLE
  +NOICEDEATH
  +DONTHURTSPECIES
  +MISSILEMORE
  +NOTARGET
  states
  {
  Spawn:
    CRPY D 1 a_look
    loop
  See:
    CRPY D 1 A_Chase
	CRPY D 1 A_UnSetInvulnerable
	CRPY D 1 Radius_Quake(6,5,0,24,0)
    loop
  Missile:
    CRPY D 15
	CRPY D 2 A_Jump(120,"Missile1","Missile2")
	CRPY D 2 A_Jump(55,"Missile3")
	CRPY O 1 A_PlaySound ("MASSSIT")
	CRPY O 4 A_SkullAttack (35)
	CRPY O 4
    Goto Missile+4
    Missile1:
	CRPY O 1 A_PlaySound ("AHHTEE")
	CRPY O 5 A_PainAttack("psycho") 
	CRPY O 15
	CRPY O 5 A_PainAttack("psycho") 
	CRPY O 15
	CRPY O 5 A_PainAttack("psycho") 
	CRPY O 15
	Goto see
	Missile2:
	CRPY O 1 A_PlaySound ("AHHTEE")
	CRPY O 0 A_CustomMissile ("explodewave",35,0,random(16,-16))
	CRPY O 0 A_CustomMissile ("explodewave",35,0,random(16,-16))
	CRPY O 1 A_CustomMissile ("explodewave",35,0,random(16,-16))	
	goto see
	Missile3:
	TNT1 A 0 ACS_ExecuteAlways(894)
	CRPY O 0 A_PlaySound ("MASSYELL")
	CRPY O 0 A_SetInvulnerable
	CRPY OOOOOOOOOOOOOOOOOOO 7 A_CustomMissile("invisibleboome",35,0,random(10,-10))
	CRPY O 0 A_UnsetInvulnerable
	goto see
    Pain:
    CRPY D 13 A_Pain
    goto See
  Death:
    CRPY O 1 A_NoBlocking
    CRPY O 1 A_Scream
	CRPY O 1 Radius_Quake(10,32,0,32,0)
	CRPY OOOOOOOOOOOOOOO 5 A_CustomMissile("touhouexplosion2",-32,0)
    stop
  }
}

actor psychogod : psycho 13146
{
  health 250000
  Mass 1234567890
  height 800
  radius 400
  painchance 0
  seesound "CrazyGodActive"
  activesound "CrazyGodActive"
  painsound "DOSTUFF"
  deathsound "DOSTUFF"
  obituary "%o had his soul royally fucked up by the psycho god!"
  speed 60
  damage 80
  scale 10
  MONSTER
  +BOSS
  +SOLID
  +SHOOTABLE
  +NOICEDEATH
  +DONTHURTSPECIES
  +MISSILEMORE
  +MISSILEEVENMORE
  +ALWAYSFAST
  +NOTARGET
  +NOCLIP
  +FULLVOLACTIVE
  states
  {
  Spawn:
    CRGD A 1 a_look
    loop
  See:
    CRGD A 1 A_Chase
	CRGD A 1 A_UnSetInvulnerable
	CRGD A 1 Radius_Quake(6,5,0,64,0)
    loop
  Missile:
    CRGD A 15
	CRGD B 2 A_Jump(190,"Missile1","Missile2","Missile3","Missile4","Missile5","Missile6","Missile7")
    CRGD B 2 A_Jump(255,"Missile8")
	Goto See
   Missile8:
	CRGD B 5 A_PainAttack("insanoking") 
	CRGD B 35
	Goto see
	Missile7:
	CRGD BB 10 A_CustomMissile ("lightningthund",random(80,160),0,random(16,-16))
	goto see
	Missile6:
	CRGD BBBBB 10 A_CustomMissile ("bossbitchshotsplit",random(80,160),0,random(16,-16))
	goto see
	Missile5:
	CRGD BBB 20 A_CustomMissile ("NuclearMissileShot",random(80,160),0,random(16,-16))
	goto see
	Missile4:
	CRGD B 5 A_PainAttack("watisdis") 
	goto see
	Missile3:
	CRGD B 5 A_PainAttack("lurker") 
	CRGD B 5
	CRGD B 5 A_PainAttack("eyeballs") 
	CRGD B 5 A_PainAttack("eyeballs") 
	CRGD B 5 A_PainAttack("eyeballs") 
	CRGD B 5 A_PainAttack("eyeballs") 
	CRGD B 5 A_PainAttack("eyeballs") 
	CRGD B 5 A_PainAttack("eyeballs") 
	Goto see
	Missile2:
	CRGD B 0 A_CustomMissile ("explodewave2",35,0,random(16,-16))
	CRGD B 0 A_CustomMissile ("explodewave2",35,0,random(16,-16))
	CRGD B 1 A_CustomMissile ("explodewave2",35,0,random(16,-16))	
	goto see
	Missile1:
	CRGD B 5 A_PainAttack("psycho") 
	CRGD B 5
	Goto see
    Pain:
    CRGD A 1 A_Pain
    goto See
  Death:
    CRGD A 100 A_NoBlocking
	TNT1 A 10 A_playsound("DSFART",CHAN_WEAPON,1,0,0)
    stop
  }
}


actor EvilMan145 13141
{
  hitobituary "An evil man fucked %o's asshole at the speed of light!"
  health 700
  painchance 80
  speed 20
  radius 32
  height 80
  mass 400
  translation "ice"
  scale 1.2
  seesound "CALOBY"
  attacksound "CALIBY"
  painsound "CALUBY"
  deathsound "CALUBY"
  activesound "CALOBY"
  MONSTER
  +FLOORCLIP
  +NOCLIP
  +FLOAT
  +NOGRAVITY
  states
  {
  Spawn:
    BBRN A 1 A_Look
    loop
  See:
    BBRN A 1 A_Chase
    loop
  Melee:
    BBRN A 1 A_FaceTarget
    BBRN A 1 A_CustomMeleeAttack (9,"CALIBY","CALIBY",0,1)
    goto See
  Pain:
    BBRN B 10 A_Pain
    goto See
  Death:
    BBRN A 1
    BBRN A 1 A_Scream
    BBRN A 1
    BBRN A 1 A_NoBlocking
    BBRN A 1
    BBRN N -1
    stop
  }
}


actor evilman 13166
{
  health 500
  Mass 10000
  height 82
  radius 50
  DamageFactor Wowow, 0.0
  painchance 0
  painsound "brain/pain"
  deathsound "brain/death"
  obituary "%o was ass fucked by a weird looking box guy!"
  speed 12
  MONSTER
  +SOLID
  +SHOOTABLE
  +NOICEDEATH
  +DONTHURTSPECIES
  states
  {
  Spawn:
    GUY1 A 1 a_look
    loop
  See:
    GUY1 A 1 A_Chase
    loop
  Missile:
    GUY1 A 1 A_CustomMissile ("bossbitchshotblue",48,0)
    GUY1 A 1 A_CustomMissile ("bossbitchshotblue",48,0)
    GUY1 A 1 A_CustomMissile ("bossbitchshotblue",48,0)
    GUY1 A 1 A_CustomMissile ("bossbitchshotblue",48,0)
    GUY1 A 1 A_CustomMissile ("bossbitchshotblue",48,0)
    GUY1 A 1 A_CustomMissile ("bossbitchshotblue",48,0)
    goto See
  Pain:
    GUY1 A 1 
    goto See
  Death:
    GUY1 A 1 A_Scream
    GUY1 A 6 A_NoBlocking
    stop
  }
}

actor doomman : evilman 13167
{
  health 600
  scale 1.3
  +DONTHURTSPECIES
  DamageFactor Wowow, 0.0
  states
  {
  Spawn:
    GUY2 A 1 a_look
    loop
  See:
    GUY2 A 1 A_Chase
    loop
  Missile:
    GUY2 A 0 A_CustomMissile ("bossbitchshotorange",48,0,-12)
	GUY2 A 0 A_CustomMissile ("bossbitchshotorange",48,0,-6)
	GUY2 A 0 A_CustomMissile ("bossbitchshotorange",48,0)
	GUY2 A 0 A_CustomMissile ("bossbitchshotorange",48,0,6)
	GUY2 A 1 A_CustomMissile ("bossbitchshotorange",48,0,12)
	GUY2 A 0 A_CustomMissile ("bossbitchshotorange",48,0,-12)
	GUY2 A 0 A_CustomMissile ("bossbitchshotorange",48,0,-6)
	GUY2 A 0 A_CustomMissile ("bossbitchshotorange",48,0)
	GUY2 A 0 A_CustomMissile ("bossbitchshotorange",48,0,6)
	GUY2 A 1 A_CustomMissile ("bossbitchshotorange",48,0,12)
	GUY2 A 0 A_CustomMissile ("bossbitchshotorange",48,0,-12)
	GUY2 A 0 A_CustomMissile ("bossbitchshotorange",48,0,-6)
	GUY2 A 0 A_CustomMissile ("bossbitchshotorange",48,0)
	GUY2 A 0 A_CustomMissile ("bossbitchshotorange",48,0,6)
	GUY2 A 1 A_CustomMissile ("bossbitchshotorange",48,0,12)
	GUY2 A 0 A_CustomMissile ("bossbitchshotorange",48,0,-12)
	GUY2 A 0 A_CustomMissile ("bossbitchshotorange",48,0,-6)
	GUY2 A 0 A_CustomMissile ("bossbitchshotorange",48,0)
	GUY2 A 0 A_CustomMissile ("bossbitchshotorange",48,0,6)
	GUY2 A 1 A_CustomMissile ("bossbitchshotorange",48,0,12)
	GUY2 A 0 A_CustomMissile ("bossbitchshotorange",48,0,-12)
	GUY2 A 0 A_CustomMissile ("bossbitchshotorange",48,0,-6)
	GUY2 A 0 A_CustomMissile ("bossbitchshotorange",48,0)
	GUY2 A 0 A_CustomMissile ("bossbitchshotorange",48,0,6)
	GUY2 A 1 A_CustomMissile ("bossbitchshotorange",48,0,12)
	GUY2 A 0 A_CustomMissile ("bossbitchshotorange",48,0,-12)
	GUY2 A 0 A_CustomMissile ("bossbitchshotorange",48,0,-6)
	GUY2 A 0 A_CustomMissile ("bossbitchshotorange",48,0)
	GUY2 A 0 A_CustomMissile ("bossbitchshotorange",48,0,6)
	GUY2 A 1 A_CustomMissile ("bossbitchshotorange",48,0,12)
	GUY2 A 0 A_CustomMissile ("bossbitchshotorange",48,0,-12)
	GUY2 A 0 A_CustomMissile ("bossbitchshotorange",48,0,-6)
	GUY2 A 0 A_CustomMissile ("bossbitchshotorange",48,0)
	GUY2 A 0 A_CustomMissile ("bossbitchshotorange",48,0,6)
	GUY2 A 1 A_CustomMissile ("bossbitchshotorange",48,0,12)
    goto See
  Pain:
    GUY2 A 1 
    goto See
  Death:
    GUY2 A 1 A_Scream
    GUY2 A 6 A_NoBlocking
    stop
  }
}


actor dieman : evilman 13168
{
  health 700
  scale 1.2
  speed 20
  DamageFactor Wowow, 0.0
  painchance 70
  +DONTHURTSPECIES
  states
  {
  Spawn:
    GUY3 A 1 a_look
    loop
  See:
    GUY3 A 1 A_FastChase
    loop
  Missile:
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,0)
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,90)
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,180)
    GUY3 A 2 A_CustomMissile ("fatshot",32,0,270)
	//
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,5)
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,95)
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,185)
    GUY3 A 2 A_CustomMissile ("fatshot",32,0,275)
	//
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,10)
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,100)
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,190)
    GUY3 A 2 A_CustomMissile ("fatshot",32,0,280)
	//
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,15)
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,105)
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,195)
    GUY3 A 2 A_CustomMissile ("fatshot",32,0,285)
	//
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,20)
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,110)
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,200)
    GUY3 A 2 A_CustomMissile ("fatshot",32,0,290)
	//
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,25)
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,115)
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,205)
    GUY3 A 2 A_CustomMissile ("fatshot",32,0,295)
	//
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,30)
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,120)
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,210)
    GUY3 A 2 A_CustomMissile ("fatshot",32,0,300)
	//
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,35)
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,125)
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,215)
    GUY3 A 2 A_CustomMissile ("fatshot",32,0,305)
	//
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,40)
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,130)
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,220)
    GUY3 A 2 A_CustomMissile ("fatshot",32,0,310)
	//
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,45)
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,135)
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,225)
    GUY3 A 2 A_CustomMissile ("fatshot",32,0,315)
	//
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,50)
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,140)
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,230)
    GUY3 A 2 A_CustomMissile ("fatshot",32,0,320)
	//
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,55)
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,145)
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,235)
    GUY3 A 2 A_CustomMissile ("fatshot",32,0,325)
	//
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,60)
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,150)
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,240)
    GUY3 A 2 A_CustomMissile ("fatshot",32,0,330)
	//
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,65)
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,155)
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,245)
    GUY3 A 2 A_CustomMissile ("fatshot",32,0,335)
	//
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,70)
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,160)
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,250)
    GUY3 A 2 A_CustomMissile ("fatshot",32,0,340)
	//
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,75)
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,165)
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,255)
    GUY3 A 2 A_CustomMissile ("fatshot",32,0,345)
	//
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,80)
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,170)
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,260)
    GUY3 A 2 A_CustomMissile ("fatshot",32,0,350)
	//
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,85)
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,170)
    GUY3 A 0 A_CustomMissile ("fatshot",32,0,265)
    GUY3 A 2 A_CustomMissile ("fatshot",32,0,355)
    GUY3 A 1 A_Jump(190,"Missile")
    goto See
  Pain:
    GUY3 A 0 A_CustomMissile ("bossbitchshotorange",48,0,-12)
	GUY3 A 0 A_CustomMissile ("bossbitchshotorange",48,0,-6)
	GUY3 A 0 A_CustomMissile ("bossbitchshotorange",48,0)
	GUY3 A 0 A_CustomMissile ("bossbitchshotorange",48,0,6)
	GUY3 A 4 A_CustomMissile ("bossbitchshotorange",48,0,12)
    goto See
  Death:
    GUY3 A 1 A_Scream
    GUY3 A 6 A_NoBlocking
    stop
  }
}


actor corruptedplayer1 12345
{
health 8000
  mass 10000
  Radius 20
  Height 56
  painchance 30
  DeathSound "*death"
  PainSound "*pain50"
  MeleeRange 180
  obituary "%o is now another sex slave."
  speed 17
  MONSTER
  +SOLID
  +SHOOTABLE
  +NOICEDEATH
  +BOSS
  States
  {
  Spawn:
    PLAY A 4 A_Look
    Loop
  See:
    PLAY AABBCCDD 1 A_FastChase
    Loop
  Missile:
    PLAY E 4 A_FaceTarget
    PLAY E 1 A_Jump(256,"Missile4","Missile3","Missile1","Missile2")
    Goto See
  Missile1:
	PLAY F 4 A_CyberAttack
	PLAY E 4 A_FaceTarget
	PLAY F 4 A_CyberAttack
	PLAY E 4 A_FaceTarget
	PLAY F 4 A_CyberAttack
	PLAY F 4 A_FaceTarget
	PLAY F 4 A_CyberAttack
	PLAY E 4 A_FaceTarget
	PLAY F 4 A_CyberAttack
	PLAY F 4 A_FaceTarget
	PLAY F 1 A_Jump(125,"Missile1")
	Goto See
   Missile2:
    PLAY F 2 A_FaceTarget
	PLAY F 0 A_CustomMissile("PlasmaBall")
	PLAY F 2 A_FaceTarget
	PLAY F 0 A_CustomMissile("PlasmaBall")
	PLAY F 2 A_FaceTarget
	PLAY F 0 A_CustomMissile("PlasmaBall")
	PLAY F 2 A_FaceTarget
	PLAY F 0 A_CustomMissile("PlasmaBall")
	PLAY F 2 A_FaceTarget
	PLAY F 0 A_CustomMissile("PlasmaBall")
	PLAY F 2 A_FaceTarget
	PLAY F 0 A_CustomMissile("PlasmaBall")
	PLAY F 2 A_FaceTarget
	PLAY F 0 A_CustomMissile("PlasmaBall")
	PLAY F 2 A_FaceTarget
	PLAY F 0 A_CustomMissile("PlasmaBall")
	PLAY F 2 A_FaceTarget
	PLAY F 0 A_CustomMissile("PlasmaBall")
	PLAY F 2 A_FaceTarget
	PLAY F 0 A_CustomMissile("PlasmaBall")
	PLAY F 2 A_FaceTarget
	PLAY F 0 A_Jump(200,"Missile2")
	Goto See
  Missile3:
    PLAY F 4 A_FaceTarget
	PLAY F 0 A_PlaySound ("ssgguy/attack")
	PLAY F 4 A_CustomBulletAttack(11.2, 7.1, 20, 3, "Bulletpuff")
	PLAY F 16 A_FaceTarget
	PLAY F 8 A_Jump(60,"Missile3")
	Goto See
  Missile4:
    PLAY F 2 A_FaceTarget
	PLAY F 0 A_CustomRailgun(random(60,130),0,blue,white,0,1)
	PLAY F 6 A_FaceTarget
	Goto See
   Melee:
    PLAY F 2 A_FaceTarget
	PLAY F 0 A_CustomMissile("Napalm3")
	PLAY F 2 A_FaceTarget
	PLAY F 0 A_CustomMissile("Napalm3")
	PLAY F 2 A_FaceTarget
	PLAY F 0 A_CustomMissile("Napalm3")
	Goto See
  Pain:
	PLAY G 4
    PLAY G 4 A_Pain
    Goto See
  Death:
    TFOG ABABCDEFGHIJ 5 Bright A_NoBlocking
    TNT1 A -1
    Stop
  }
}

actor corruptedplayer2 : corruptedplayer1 12346
{
health 11000
PainChance 13
+MISSILEMORE
  States
  {
  See:
    PLAY A 0 A_StopSoundEx("SoundSlot7")
    PLAY AABBCCDD 1 A_FastChase
	PLAY D 1 A_Jump(137,"Jumpin")
    Loop
  Jumpin:
    PLAY E 1
    PLAY E 1 ThrustThingZ(0,48,0,1)
	PLAY AABBCCDD 1 A_FastChase
	goto see
  Missile:
    PLAY E 4 A_FaceTarget
    PLAY E 1 A_Jump(140,"Missile3","Missile1","Missile2")
	PLAY E 1 A_Jump(215,"Missile4","Missile5","Missile6")
	PLAY E 1 A_Jump(256,"Missile7")
    Goto See
  Missile1:
	PLAY F 3 A_CyberAttack
	PLAY E 3 A_FaceTarget
	PLAY F 3 A_CyberAttack
	PLAY E 3 A_FaceTarget
	PLAY F 3 A_CyberAttack
	PLAY F 3 A_FaceTarget
	PLAY F 3 A_CyberAttack
	PLAY E 3 A_FaceTarget
	PLAY F 3 A_CyberAttack
	PLAY F 3 A_FaceTarget
	PLAY F 1 A_Jump(90,"Missile1")
	Goto See
   Missile2:
    PLAY F 2 A_FaceTarget
	PLAY F 0 A_CustomMissile("PlasmaBall")
	PLAY F 2 A_FaceTarget
	PLAY F 0 A_CustomMissile("PlasmaBall")
	PLAY F 2 A_FaceTarget
	PLAY F 0 A_CustomMissile("PlasmaBall")
	PLAY F 2 A_FaceTarget
	PLAY F 0 A_CustomMissile("PlasmaBall")
	PLAY F 2 A_FaceTarget
	PLAY F 0 A_CustomMissile("PlasmaBall")
	PLAY F 2 A_FaceTarget
	PLAY F 0 A_CustomMissile("PlasmaBall")
	PLAY F 2 A_FaceTarget
	PLAY F 0 A_CustomMissile("PlasmaBall")
	PLAY F 2 A_FaceTarget
	PLAY F 0 A_CustomMissile("PlasmaBall")
	PLAY F 2 A_FaceTarget
	PLAY F 0 A_CustomMissile("PlasmaBall")
	PLAY F 2 A_FaceTarget
	PLAY F 0 A_CustomMissile("PlasmaBall")
	PLAY F 2 A_FaceTarget
	PLAY F 0 A_Jump(200,"Missile2")
	Goto See
  Missile3:
	PLAY F 10 A_FaceTarget
	PLAY F 0 A_PlaySound("weapons/minigun")
    PLAY F 2 bright A_CustomBulletAttack(11.2,11.2,1,5,"BulletPuff")
	PLAY F 0 A_PlaySound("weapons/minigun")
    PLAY F 2 A_CustomBulletAttack(11.2,11.2,1,5,"BulletPuff")
    MGZM F 0 bright A_CPosRefire
    goto Missile3+1
  Missile4:
    PLAY F 2 A_FaceTarget
	PLAY F 0 A_CustomRailgun(random(60,130),0,blue,white,0,1)
	PLAY F 14 A_FaceTarget
	PLAY F 0 A_CustomRailgun(random(60,130),0,blue,white,0,1)
	PLAY F 14 A_FaceTarget
	PLAY F 0 A_CustomRailgun(random(60,130),0,blue,white,0,1)
	PLAY F 14 A_FaceTarget
	Goto See
  Missile5:
    PLAY E 5 A_PlaySound ("weapons/bfgf")
    PLAY EEEEE 5 A_FaceTarget
	PLAY F 6 A_CustomMissile("BFGball")
	Goto See
  Missile6:
    PLAY E 0 A_PlaySoundEx("weapons/repidl", "SoundSlot7", 1)
    PLAY FFFFFFFF 4 A_FaceTarget
    PLAY F 0 A_PlaySound("weapons/repfir")
    PLAY F 2 Bright A_CustomBulletAttack(12, 4, 2, 8, "RepPuff")
    PLAY F 2
    PLAY F 0 A_PlaySound("weapons/repfir")
    PLAY F 2 Bright A_CustomBulletAttack(12, 4, 2, 8, "RepPuff")
    PLAY F 2
    PLAY F 0 A_Jump(220, 2)
    PLAY F 0 A_SpidRefire
    PLAY F 0
    Goto Missile6+9
	Missile7:
	PLAY A 40 A_SetInvulnerable
    TFOG ABCBABCB 5 
	TFOG AAAAA 1 A_CustomMissile("rocket",random(10,50),0,random(0,359),2)
	TFOG BBBBB 1 A_CustomMissile("rocket",random(10,50),0,random(0,359))
	TFOG CCCCC 1 A_CustomMissile("rocket",random(10,50),0,random(0,359),2)
	TFOG BBBBB 1 A_CustomMissile("rocket",random(10,50),0,random(0,359))
	TFOG AAAAA 1 A_CustomMissile("rocket",random(10,50),0,random(0,359),2)
	TFOG BBBBB 1 A_CustomMissile("rocket",random(10,50),0,random(0,359))
	TFOG CCCCC 1 A_CustomMissile("rocket",random(10,50),0,random(0,359),2)
	TFOG BBBBB 1 A_CustomMissile("rocket",random(10,50),0,random(0,359))
	TFOG AAAAA 1 A_CustomMissile("rocket",random(10,50),0,random(0,359),2)
	TFOG BBBBB 1 A_CustomMissile("rocket",random(10,50),0,random(0,359))
	TFOG CCCCC 1 A_CustomMissile("rocket",random(10,50),0,random(0,359),2)
	TFOG BBBBB 1 A_CustomMissile("rocket",random(10,50),0,random(0,359))
	TFOG AAAAA 1 A_CustomMissile("rocket",random(10,50),0,random(0,359),2)
	TFOG BBBBB 1 A_CustomMissile("rocket",random(10,50),0,random(0,359))
	TFOG CCCCC 1 A_CustomMissile("rocket",random(10,50),0,random(0,359),2)
	TFOG BBBBB 1 A_CustomMissile("rocket",random(10,50),0,random(0,359))
	TFOG AAAAA 1 A_CustomMissile("rocket",random(10,50),0,random(0,359),2)
	TFOG BBBBB 1 A_CustomMissile("rocket",random(10,50),0,random(0,359))
	TFOG CCCCC 1 A_CustomMissile("rocket",random(10,50),0,random(0,359),2)
	TFOG BBBBB 1 A_CustomMissile("rocket",random(10,50),0,random(0,359))
	TFOG AAAAA 1 A_CustomMissile("rocket",random(10,50),0,random(0,359),2)
	TFOG ABCBABCB 5 
	PLAY A 5 A_UnSetInvulnerable
    Goto See
	Melee:
	PLAY F 0 A_PlaySound("weapons/grenlf")
    PLAY F 3 A_CustomMissile("STFGrenade")
	PLAY E 3 A_FaceTarget
	PLAY F 0 A_PlaySound("weapons/grenlf")
	PLAY F 3 A_CustomMissile("STFGrenade")
	PLAY E 3 A_FaceTarget
	PLAY F 0 A_PlaySound("weapons/grenlf")
	PLAY F 3 A_CustomMissile("STFGrenade")
	PLAY F 3 A_FaceTarget
	PLAY F 0 A_PlaySound("weapons/grenlf")
	PLAY F 3 A_CustomMissile("STFGrenade")
	PLAY E 3 A_FaceTarget
	PLAY F 0 A_PlaySound("weapons/grenlf")
	PLAY F 3 A_CustomMissile("STFGrenade")
	PLAY F 3 A_FaceTarget
	Goto See
  Pain:
	PLAY G 4 A_StopSoundEx("SoundSlot7")
    PLAY G 4 A_Pain
    Goto See
  Death:
    TFOG A 0 A_StopSoundEx("SoundSlot7")
    TFOG ABABCDEFGHIJ 5 Bright A_NoBlocking
    TNT1 A -1
    Stop
  }
}

actor bossbitchshotblue2
{
  obituary "%o was raped!"
  radius 13
  height 8
  speed 25
  damage 5
  renderstyle normal
  alpha 1
  deathsound "weapons/bfgx"
  PROJECTILE
  +RANDOMIZE
  Translation "112:127=197:207"
  states
  {
  Spawn:
    BFS1 A 2 bright A_CustomMissile("PlasmaBall",random(20,40),0,random(0,359))
	BFS1 B 2 bright A_CustomMissile("PlasmaBall",random(20,40),0,random(0,359),2)
    loop
  Death:
    BFE1 AB 8 bright
    BFE1 C 8 bright
    BFE1 DEF 8 bright
    stop
  }
}

actor corruptedplayerclone : corruptedplayer1
{
scale 0.8
health 1234567890
  mass 1234567890
  Radius 1
  Height 1
  -SHOOTABLE
  Alpha 0.6
    RenderStyle Translucent
  -BOSS
PainChance 0
  States
  {
  See:
    PLAY AABBCCDDAABBCCDDAABBCCDDAABBCCDDAABBCCDD 1 A_FastChase
	Loop
	Missile:
    PLAY E 4 A_FaceTarget
	PLAY F 3 A_CyberAttack
	PLAY E 3 A_FaceTarget
	PLAY F 3 A_CyberAttack
	PLAY E 3 A_FaceTarget
	PLAY F 3 A_CyberAttack
	PLAY F 3 A_FaceTarget
	PLAY F 3 A_CyberAttack
	PLAY E 3 A_FaceTarget
	PLAY F 3 A_CyberAttack
	PLAY F 3 A_Die
	PLAY F 99
	Goto Death
  Pain:
    PLAY G 4 A_Pain
    Goto See
  Death:
    TNT1 A -1
    Stop
  }
}


actor corruptedplayerclone2 : corruptedplayer2
{
scale 0.8
health 1500
  Alpha 0.6
    RenderStyle Translucent
  -BOSS
  +NORADIUSDMG
+DONTHURTSPECIES
PainChance 0
  States
  {
  Death:
    TNT1 A -1
    Stop
  }
}


actor PlasmaWave
{
    Radius 8
    Height 6
    Speed 7
    Damage 2
    PROJECTILE
    renderstyle normal
	alpha 1
    SeeSound "baby/attack"
    DeathSound "imp/shotx"
    States
    {
    Spawn:
        PLSS A 4 Bright
        Loop
    Death:
        PLSE ABCDE 4 Bright
        Stop
    }
}

actor corruptedplayer3 : corruptedplayer1 12347
{
health 20000
PainChance 13
+MISSILEMORE
+MISSILEEVENMORE
  States
  {
  See:
    PLAY A 0 A_StopSoundEx("SoundSlot7")
    PLAY AABBCCDD 1 A_FastChase
	PLAY D 1 A_Jump(157,"Jumpin")
    Loop
  Jumpin:
    PLAY E 1
    PLAY E 1 ThrustThingZ(0,48,0,1)
	PLAY AABBCCDD 1 A_FastChase
	goto see
  Missile:
    PLAY E 4 A_FaceTarget
    PLAY E 1 A_Jump(130,"Missile3","Missile1","Missile2","Missile8")
	PLAY E 1 A_Jump(256,"Missile7","Missile4","Missile5","Missile6")
    Goto See
  Missile7:
	PLAY F 3 A_FaceTarget
	PLAY E 15 A_PainAttack("corruptedplayerclone")
	Goto See
  Missile1:
	PLAY F 3 A_FaceTarget
	PLAY E 0 A_Custommissile ("Rocket",23,0,-10)
	PLAY E 0 A_Custommissile ("Rocket",23,0,-5)
	PLAY E 0 A_Custommissile ("Rocket",23,0,10)
	PLAY E 0 A_Custommissile ("Rocket",23,0,5)
	PLAY E 4 A_Custommissile ("Rocket",23,0,0)
	PLAY F 1 A_FaceTarget
	PLAY E 0 A_Custommissile ("Rocket",23,0,-10)
	PLAY E 0 A_Custommissile ("Rocket",23,0,-5)
	PLAY E 0 A_Custommissile ("Rocket",23,0,10)
	PLAY E 0 A_Custommissile ("Rocket",23,0,5)
	PLAY E 3 A_Custommissile ("Rocket",23,0,0)
	PLAY F 1 A_Jump(90,"Missile1")
	Goto See
	Missile8:
	PLAY F 1 A_FaceTarget
	PLAY E 10 A_Custommissile ("bossbitchshotblue2",random(15,35),0,random(-30,30))
	PLAY F 1 A_FaceTarget
	PLAY E 10 A_Custommissile ("bossbitchshotblue2",random(15,35),0,random(-30,30))
	PLAY F 1 A_FaceTarget
	PLAY E 10 A_Custommissile ("bossbitchshotblue2",random(15,35),0,random(-30,30))
	PLAY F 1 A_Jump(90,"Missile1")
	Goto See
   Missile2:
    PLAY F 2 A_FaceTarget
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,0)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,1)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,2)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,3)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,4)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,5)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,6)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,7)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,8)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,9)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,10)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,11)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,12)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,13)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,14)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,15)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,16)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,17)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,18)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,19)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,20)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,21)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,22)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,23)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,24)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,25)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,26)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,27)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,28)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,29)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,30)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,31)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,32)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,33)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,34)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,35)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,36)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,37)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,38)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,39)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,40)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,41)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,42)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,43)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,44)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,45)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,46)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,47)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,48)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,49)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,50)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,51)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,52)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,53)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,54)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,55)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,56)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,57)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,58)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,59)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,60)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,61)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,62)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,63)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,64)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,65)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,66)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,67)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,68)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,69)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,70)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,71)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,72)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,73)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,74)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,75)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,76)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,77)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,78)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,79)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,80)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,81)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,82)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,83)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,84)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,85)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,86)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,87)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,88)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,89)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,90)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,91)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,92)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,93)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,94)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,95)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,96)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,97)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,98)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,99)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,100)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,101)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,102)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,103)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,104)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,105)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,106)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,107)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,108)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,109)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,110)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,111)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,112)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,113)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,114)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,115)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,116)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,117)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,118)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,119)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,120)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,121)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,122)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,123)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,124)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,125)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,126)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,127)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,128)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,129)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,130)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,131)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,132)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,133)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,134)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,135)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,136)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,137)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,138)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,139)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,140)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,141)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,142)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,143)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,144)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,145)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,146)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,147)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,148)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,149)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,150)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,151)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,152)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,153)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,154)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,155)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,156)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,157)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,158)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,159)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,160)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,161)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,162)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,163)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,164)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,165)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,166)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,167)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,168)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,169)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,170)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,171)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,172)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,173)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,174)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,175)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,176)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,177)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,178)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,179)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,180)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-1)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-2)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-3)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-4)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-5)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-6)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-7)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-8)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-9)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-10)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-11)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-12)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-13)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-14)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-15)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-16)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-17)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-18)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-19)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-20)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-21)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-22)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-23)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-24)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-25)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-26)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-27)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-28)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-29)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-30)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-31)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-32)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-33)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-34)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-35)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-36)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-37)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-38)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-39)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-40)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-41)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-42)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-43)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-44)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-45)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-46)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-47)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-48)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-49)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-50)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-51)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-52)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-53)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-54)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-55)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-56)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-57)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-58)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-59)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-60)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-61)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-62)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-63)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-64)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-65)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-66)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-67)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-68)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-69)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-70)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-71)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-72)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-73)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-74)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-75)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-76)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-77)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-78)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-79)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-80)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-81)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-82)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-83)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-84)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-85)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-86)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-87)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-88)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-89)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-90)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-91)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-92)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-93)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-94)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-95)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-96)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-97)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-98)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-99)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-100)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-101)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-102)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-103)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-104)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-105)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-106)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-107)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-108)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-109)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-110)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-111)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-112)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-113)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-114)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-115)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-116)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-117)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-118)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-119)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-120)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-121)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-122)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-123)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-124)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-125)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-126)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-127)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-128)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-129)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-130)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-131)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-132)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-133)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-134)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-135)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-136)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-137)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-138)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-139)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-140)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-141)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-142)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-143)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-144)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-145)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-146)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-147)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-148)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-149)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-150)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-151)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-152)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-153)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-154)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-155)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-156)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-157)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-158)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-159)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-160)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-161)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-162)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-163)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-164)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-165)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-166)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-167)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-168)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-169)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-170)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-171)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-172)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-173)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-174)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-175)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-176)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-177)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-178)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-179)
		PLAY F 0 A_Custommissile ("PlasmaWave",23,0,-180)
		PLAY E 5
	Goto See
  Missile3:
	PLAY F 10 A_FaceTarget
	PLAY F 0 A_PlaySound("weapons/minigun")
    PLAY F 1 bright A_CustomBulletAttack(11.2,11.2,1,5,"BulletPuff")
	PLAY F 0 A_PlaySound("weapons/minigun")
    PLAY F 1 A_CustomBulletAttack(11.2,11.2,1,5,"BulletPuff")
    MGZM F 0 bright A_CPosRefire
    goto Missile3+1
  Missile4:
    PLAY F 2 A_FaceTarget
	PLAY F 0 A_CustomRailgun(random(60,130),0,blue,white,0,1)
	PLAY F 14 A_FaceTarget
	PLAY F 0 A_CustomRailgun(random(60,130),0,blue,white,0,1)
	PLAY F 14 A_FaceTarget
	PLAY F 0 A_CustomRailgun(random(60,130),0,blue,white,0,1)
	PLAY F 14 A_FaceTarget
	Goto See
  Missile5:
    PLAY E 5 A_PlaySound ("weapons/bfgf")
    PLAY EEEEEEEEEEEEE 5 A_FaceTarget
	PLAY FFFFFFFFFFFFF 1 A_CustomMissile("BFGball")
	Goto See
  Missile6:
    PLAY E 15
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("RevenantTracer",48,0,random(-30,30))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("Rocket",48,0,random(-20,20))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("FatShot",48,0,random(-50,50))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("RevenantTracer",48,0,random(-30,30))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("Rocket",48,0,random(-20,20))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("FatShot",48,0,random(-50,50))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("RevenantTracer",48,0,random(-30,30))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("Rocket",48,0,random(-20,20))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("FatShot",48,0,random(-50,50))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("RevenantTracer",48,0,random(-30,30))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("Rocket",48,0,random(-20,20))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("FatShot",48,0,random(-50,50))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("RevenantTracer",48,0,random(-30,30))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("Rocket",48,0,random(-20,20))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("FatShot",48,0,random(-50,50))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("RevenantTracer",48,0,random(-30,30))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("Rocket",48,0,random(-20,20))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("FatShot",48,0,random(-50,50))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("RevenantTracer",48,0,random(-30,30))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("Rocket",48,0,random(-20,20))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("FatShot",48,0,random(-50,50))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("RevenantTracer",48,0,random(-30,30))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("Rocket",48,0,random(-20,20))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("FatShot",48,0,random(-50,50))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("RevenantTracer",48,0,random(-30,30))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("Rocket",48,0,random(-20,20))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("FatShot",48,0,random(-50,50))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("RevenantTracer",48,0,random(-30,30))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("Rocket",48,0,random(-20,20))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("FatShot",48,0,random(-50,50))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("RevenantTracer",48,0,random(-30,30))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("Rocket",48,0,random(-20,20))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("FatShot",48,0,random(-50,50))
    Goto See
	Melee:
	PLAY F 0 A_PlaySound("weapons/grenlf")
    PLAY F 3 A_CustomMissile("STFGrenade")
	PLAY E 3 A_FaceTarget
	PLAY F 0 A_PlaySound("weapons/grenlf")
	PLAY F 3 A_CustomMissile("STFGrenade")
	PLAY E 3 A_FaceTarget
	PLAY F 0 A_PlaySound("weapons/grenlf")
	PLAY F 3 A_CustomMissile("STFGrenade")
	PLAY F 3 A_FaceTarget
	PLAY F 0 A_PlaySound("weapons/grenlf")
	PLAY F 3 A_CustomMissile("STFGrenade")
	PLAY E 3 A_FaceTarget
	PLAY F 0 A_PlaySound("weapons/grenlf")
	PLAY F 3 A_CustomMissile("STFGrenade")
	PLAY F 3 A_FaceTarget
	Goto See
  Pain:
	PLAY G 4 A_StopSoundEx("SoundSlot7")
    PLAY G 4 A_Pain
    Goto See
  Death:
    TFOG A 0 A_StopSoundEx("SoundSlot7")
    TFOG ABABCDEFGHIJ 5 Bright A_NoBlocking
    TNT1 A -1
    Stop
  }
}

actor corruptedplayer4 : corruptedplayer1 12348
{
health 25000
PainChance 13
+NORADIUSDMG
+DONTHURTSPECIES
+ALWAYSFAST
+MISSILEMORE
+MISSILEEVENMORE
speed 20
  States
  {
  See:
    PLAY AABBCCDD 1 A_Chase
    Loop
  Missile:
    PLAY E 4 A_FaceTarget
    PLAY E 1 A_Jump(140,"Missile3","Missile1","Missile2","Missile4")
	PLAY E 1 A_Jump(246,"Missile5","Missile6","Missile7","Missile9","Missile10")
	PLAY E 1 A_Jump(256,"Missile8")
    Goto See
  Missile3:
	PLAY F 7 A_CustomMissile("lightningthund")
	PLAY E 7 A_FaceTarget
	Goto See
   Missile2:
    PLAY F 2 A_FaceTarget
	PLAY F 10 A_CustomMissile("owyass")
	PLAY F 2 A_FaceTarget
	PLAY F 10 A_CustomMissile("owyass")
	PLAY F 2 A_FaceTarget
	PLAY F 10 A_CustomMissile("owyass")
	Goto See
	Missile1:
	PLAY A 40 A_SetInvulnerable
    TFOG ABCB 5 
	TFOG AAAAA 1 A_CustomMissile("rocket",random(10,50),0,random(0,359),2)
	TFOG BBBBB 1 A_CustomMissile("rocket",random(10,50),0,0)
	TFOG CCCCC 1 A_CustomMissile("rocket",random(10,50),0,random(0,359))
	TFOG BBBBB 1 A_CustomMissile("rocket",random(10,50),0,random(0,359),2)
	TFOG AAAAA 1 A_CustomMissile("rocket",random(10,50),0,random(0,359))
	TFOG BBBBB 1 A_CustomMissile("rocket",random(10,50),0,0)
	TFOG CCCCC 1 A_CustomMissile("rocket",random(10,50),0,random(0,359))
	TFOG BBBBB 1 A_CustomMissile("rocket",random(10,50),0,random(0,359),2)
	TFOG AAAAA 1 A_CustomMissile("rocket",random(10,50),0,random(0,359))
	TFOG BBBBB 1 A_CustomMissile("rocket",random(10,50),0,0)
	TFOG CCCCC 1 A_CustomMissile("rocket",random(10,50),0,random(0,359))
	TFOG BBBBB 1 A_CustomMissile("rocket",random(10,50),0,random(0,359),2)
	TFOG AAAAA 1 A_CustomMissile("rocket",random(10,50),0,random(0,359))
	TFOG BBBBB 1 A_CustomMissile("rocket",random(10,50),0,0)
	TFOG CCCCC 1 A_CustomMissile("rocket",random(10,50),0,random(0,359))
	TFOG BBBBB 1 A_CustomMissile("rocket",random(10,50),0,random(0,359),2)
	TFOG AAAAA 1 A_CustomMissile("rocket",random(10,50),0,random(0,359))
	TFOG BBBBB 1 A_CustomMissile("rocket",random(10,50),0,0)
	TFOG CCCCC 1 A_CustomMissile("rocket",random(10,50),0,random(0,359))
	TFOG BBBBB 1 A_CustomMissile("rocket",random(10,50),0,random(0,359),2)
	TFOG AAAAA 1 A_CustomMissile("rocket",random(10,50),0,random(0,359))
	TFOG ABCBABCB 5 
	PLAY A 5 A_UnSetInvulnerable
    Goto See
	Missile4:
	PLAY F 1 A_FaceTarget
	PLAY F 1 A_CustomMissile ("lolbawl",42,0,random(-47,47)) 
	PLAY F 1 A_CustomMissile ("lolbawl2",42,0,random(-47,47)) 
	PLAY F 1 A_CustomMissile ("lolbawl3",42,0,random(-47,47)) 
	PLAY F 1 A_CustomMissile ("lolbawl4",42,0,random(-47,47)) 
	PLAY F 1 A_CustomMissile ("lolbawl5",145,0,random(-47,47)) 
	PLAY F 1 A_CustomMissile ("lolbawl6",145,0,random(-47,47))
	PLAY F 1 A_CustomMissile ("lolbawl7",145,0,random(-47,47)) 
	PLAY F 1 A_CustomMissile ("lolbawl8",145,0,random(-47,47)) 
	PLAY F 1 A_CustomMissile ("lolbawl9",145,0,random(-47,47)) 
	Goto See
	Missile7:
	PLAY F 3 A_FaceTarget
	PLAY E 15 A_PainAttack("corruptedplayerclone")
	PLAY F 3 A_FaceTarget
	PLAY E 15 A_PainAttack("corruptedplayerclone")
	PLAY F 3 A_FaceTarget
	PLAY E 15 A_PainAttack("corruptedplayerclone")
	PLAY F 3 A_FaceTarget
	PLAY E 15 A_PainAttack("corruptedplayerclone")
	PLAY F 3 A_FaceTarget
	PLAY E 15 A_PainAttack("corruptedplayerclone")
	Goto See
	Missile8:
	PLAY F 3 A_FaceTarget
	PLAY E 15 A_PainAttack("corruptedplayerclone2")
	Goto See
	Missile9:
    PLAY E 3 A_FaceTarget
	PLAY F 10 bright A_CustomMissile("marothrocket2",32,0,0)
	goto See
	Missile10:
    PLAY E 3 A_FaceTarget
	PLAY FFFFFF 7 bright A_CustomMissile("marothrocket",32,0,random(-10,10))
	goto See
	Missile5:
	PLAY F 1 A_playsound("weapons/nuclearmissilecharge",CHAN_WEAPON,1,0,0)
	PLAY FFFFFFFFFFFFF 2 A_FaceTarget
    PLAY F 0 A_CustomMissile ("NuclearMissileShot") 
	PLAY F 11
	goto see
	Missile6:
	PLAY F 0 A_CustomMissile ("bossbitchshot",48,0)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,4)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,8)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,12)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,16)
	PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,20)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,24)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,28)
	PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,32)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,36)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,40)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-4)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-8)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-12)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-16)
	PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-20)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-24)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-28)
	PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-32)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-36)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-40)
	PLAY F 2
	PLAY F 0 A_CustomMissile ("bossbitchshot",48,0)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,4)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,8)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,12)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,16)
	PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,20)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,24)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,28)
	PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,32)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,36)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,40)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-4)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-8)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-12)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-16)
	PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-20)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-24)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-28)
	PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-32)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-36)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-40)
	PLAY F 2
	PLAY F 0 A_CustomMissile ("bossbitchshot",48,0)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,4)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,8)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,12)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,16)
	PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,20)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,24)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,28)
	PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,32)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,36)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,40)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-4)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-8)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-12)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-16)
	PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-20)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-24)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-28)
	PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-32)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-36)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-40)
	PLAY F 2
	PLAY F 0 A_CustomMissile ("bossbitchshot",48,0)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,4)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,8)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,12)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,16)
	PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,20)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,24)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,28)
	PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,32)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,36)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,40)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-4)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-8)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-12)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-16)
	PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-20)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-24)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-28)
	PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-32)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-36)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-40)
	PLAY F 2
	PLAY F 20 A_Jump(199,"Missile6")
	Goto See
	Melee:
	PLAY F 3 A_FaceTarget
	PLAY E 0 A_Custommissile ("Rocket",23,0,-10)
	PLAY E 0 A_Custommissile ("Rocket",23,0,-5)
	PLAY E 0 A_Custommissile ("Rocket",23,0,10)
	PLAY E 0 A_Custommissile ("Rocket",23,0,5)
	PLAY E 4 A_Custommissile ("Rocket",23,0,0)
	PLAY F 1 A_FaceTarget
	PLAY E 0 A_Custommissile ("Rocket",23,0,-10)
	PLAY E 0 A_Custommissile ("Rocket",23,0,-5)
	PLAY E 0 A_Custommissile ("Rocket",23,0,10)
	PLAY E 0 A_Custommissile ("Rocket",23,0,5)
	PLAY E 3 A_Custommissile ("Rocket",23,0,0)
	Goto See
  Pain:
	PLAY G 4 A_StopSoundEx("SoundSlot7")
    PLAY G 4 A_Pain
    Goto See
  Death:
    TFOG A 0 A_StopSoundEx("SoundSlot7")
    TFOG ABABCDEFGHIJ 5 Bright A_NoBlocking
    TNT1 A -1
    Stop
  }
}


actor corruptedplayer5 : corruptedplayer1 12349
{
health 4000
PainChance 0
+NORADIUSDMG
+DONTHURTSPECIES
speed 15
  States
  {
  See:
    PLAY AABBCCDD 1 A_FastChase
    Loop
  Missile:
    PLAY E 4 A_FaceTarget
    PLAY E 1 A_Jump(256,"Missile1","Missile2","Missile3","Missile4","Missile5","Missile6")
    Goto See
	Missile1:
	PLAY F 1 A_CyberAttack
	PLAY E 1 A_FaceTarget
	PLAY F 1 A_CyberAttack
	PLAY E 1 A_FaceTarget
	PLAY F 1 A_CyberAttack
	PLAY F 1 A_FaceTarget
	PLAY F 1 A_CyberAttack
	PLAY E 1 A_FaceTarget
	PLAY F 1 A_CyberAttack
	PLAY F 1 A_FaceTarget
	PLAY F 1 A_CyberAttack
	PLAY E 1 A_FaceTarget
	PLAY F 1 A_CyberAttack
	PLAY E 1 A_FaceTarget
	PLAY F 1 A_CyberAttack
	PLAY F 1 A_FaceTarget
	PLAY F 1 A_CyberAttack
	PLAY E 1 A_FaceTarget
	PLAY F 1 A_CyberAttack
	PLAY F 1 A_FaceTarget
	PLAY F 1 A_Jump(160,"Missile1")
	Goto See
	Missile3:
	PLAY A 40 A_SetInvulnerable
    TFOG ABCB 5 
	TFOG AAAAA 1 A_CustomMissile("rocket",random(10,50),0,random(0,359),2)
	TFOG BBBBB 1 A_CustomMissile("rocket",random(10,50),0,0)
	TFOG CCCCC 1 A_CustomMissile("rocket",random(10,50),0,random(0,359))
	TFOG BBBBB 1 A_CustomMissile("rocket",random(10,50),0,random(0,359),2)
	TFOG AAAAA 1 A_CustomMissile("rocket",random(10,50),0,random(0,359))
	TFOG BBBBB 1 A_CustomMissile("rocket",random(10,50),0,0)
	TFOG CCCCC 1 A_CustomMissile("rocket",random(10,50),0,random(0,359))
	TFOG BBBBB 1 A_CustomMissile("rocket",random(10,50),0,random(0,359),2)
	TFOG AAAAA 1 A_CustomMissile("rocket",random(10,50),0,random(0,359))
	TFOG BBBBB 1 A_CustomMissile("rocket",random(10,50),0,0)
	TFOG CCCCC 1 A_CustomMissile("rocket",random(10,50),0,random(0,359))
	TFOG BBBBB 1 A_CustomMissile("rocket",random(10,50),0,random(0,359),2)
	TFOG AAAAA 1 A_CustomMissile("rocket",random(10,50),0,random(0,359))
	TFOG BBBBB 1 A_CustomMissile("rocket",random(10,50),0,0)
	TFOG CCCCC 1 A_CustomMissile("rocket",random(10,50),0,random(0,359))
	TFOG BBBBB 1 A_CustomMissile("rocket",random(10,50),0,random(0,359),2)
	TFOG AAAAA 1 A_CustomMissile("rocket",random(10,50),0,random(0,359))
	TFOG BBBBB 1 A_CustomMissile("rocket",random(10,50),0,0)
	TFOG CCCCC 1 A_CustomMissile("rocket",random(10,50),0,random(0,359))
	TFOG BBBBB 1 A_CustomMissile("rocket",random(10,50),0,random(0,359),2)
	TFOG AAAAA 1 A_CustomMissile("rocket",random(10,50),0,random(0,359))
	TFOG ABCBABCB 5 
	PLAY A 5 A_UnSetInvulnerable
    Goto See
	Missile2:
	PLAY F 0 A_CustomMissile ("bossbitchshot",48,0)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,4)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,8)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,12)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,16)
	PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,20)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,24)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,28)
	PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,32)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,36)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,40)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-4)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-8)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-12)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-16)
	PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-20)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-24)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-28)
	PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-32)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-36)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-40)
	PLAY F 2
	PLAY F 0 A_CustomMissile ("bossbitchshot",48,0)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,4)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,8)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,12)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,16)
	PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,20)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,24)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,28)
	PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,32)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,36)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,40)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-4)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-8)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-12)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-16)
	PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-20)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-24)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-28)
	PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-32)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-36)
    PLAY F 0 A_CustomMissile ("bossbitchshot",48,0,-40)
	PLAY F 2
	PLAY F 20 A_Jump(169,"Missile2")
	Goto See
	Missile4:
    PLAY E 3 A_FaceTarget
	PLAY F 10 bright A_CustomMissile("explodewave",32,0,0)
	goto See
	Missile5:
    PLAY E 3 A_FaceTarget
	PLAY F 10 bright A_CustomMissile("marothrocket",32,0,0)
	PLAY E 3 A_FaceTarget
	PLAY F 10 bright A_CustomMissile("marothrocket",32,0,0)
	PLAY E 3 A_FaceTarget
	PLAY F 10 bright A_CustomMissile("marothrocket",32,0,0)
	PLAY E 3 A_FaceTarget
	PLAY F 10 bright A_CustomMissile("marothrocket",32,0,0)
	goto See
	Missile6:
    PLAY E 15
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("RevenantTracer",48,0,random(-30,30))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("Rocket",48,0,random(-20,20))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("FatShot",48,0,random(-50,50))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("RevenantTracer",48,0,random(-30,30))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("Rocket",48,0,random(-20,20))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("FatShot",48,0,random(-50,50))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("RevenantTracer",48,0,random(-30,30))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("Rocket",48,0,random(-20,20))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("FatShot",48,0,random(-50,50))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("RevenantTracer",48,0,random(-30,30))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("Rocket",48,0,random(-20,20))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("FatShot",48,0,random(-50,50))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("RevenantTracer",48,0,random(-30,30))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("Rocket",48,0,random(-20,20))
	PLAY F 2 A_FaceTarget
    PLAY FFF 0 A_CustomMissile ("FatShot",48,0,random(-50,50))
    Goto See
	Melee:
	PLAY F 3 A_FaceTarget
	PLAY E 0 A_Custommissile ("Rocket",23,0,-10)
	PLAY E 0 A_Custommissile ("Rocket",23,0,-5)
	PLAY E 0 A_Custommissile ("Rocket",23,0,10)
	PLAY E 0 A_Custommissile ("Rocket",23,0,5)
	PLAY E 4 A_Custommissile ("Rocket",23,0,0)
	PLAY F 1 A_FaceTarget
	PLAY E 0 A_Custommissile ("Rocket",23,0,-10)
	PLAY E 0 A_Custommissile ("Rocket",23,0,-5)
	PLAY E 0 A_Custommissile ("Rocket",23,0,10)
	PLAY E 0 A_Custommissile ("Rocket",23,0,5)
	PLAY E 3 A_Custommissile ("Rocket",23,0,0)
	Goto See
  Pain:
	PLAY G 4 A_StopSoundEx("SoundSlot7")
    PLAY G 4 A_Pain
    Goto See
  Death:
    TFOG A 0 A_StopSoundEx("SoundSlot7")
    TFOG ABABCDEFGHIJ 5 Bright A_NoBlocking
    TNT1 A -1
    Stop
  }
}

actor superfucker : evilman 13169
{
  health 6000
  obituary "%o's ass was annihilated by gawdlim!"
  scale 1.5
  radius 128
  height 200
  painchance 44
  +NORADIUSDMG
  +BOSS
  +NOICEDEATH
  +NOTARGET
  +MISSILEMORE
  +MISSILEEVENMORE
  states
  {
  Spawn:
    GUY4 A 1 a_look
    loop
  See:
    GUY4 A 1 A_Chase
    loop
  Missile:
    GUY4 A 1 A_JumpIfHealthLower(1200,"MissileChoice1")
	GUY4 A 0 A_FaceTarget
	GUY4 A 1 A_Jump(110,"Missile4")
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,0,2)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,3,2)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,6,2)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,9,2)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,12,2)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,15,2)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,18,2)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,21,2)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,24,2)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,27,2)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,30,2)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,33,2)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,36,2)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,39,2)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,42,2)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,45,2)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,48,2)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,51,2)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,54,2)
	GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,57,2)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,60,2)	
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,-3,2)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,-6,2)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,-9,2)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,-12,2)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,-15,2)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,-18,2)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,-21,2)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,-24,2)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,-27,2)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,-30,2)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,-33,2)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,-36,2)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,-39,2)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,-42,2)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,-45,2)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,-48,2)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,-51,2)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,-54,2)
	GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,-57,2)
    GUY4 A 6 A_CustomMissile ("bossbitchshotblue",32,0,-60,2)
	GUY4 A 12 A_Jump(32,"Missile2","Missile3")
	goto See
	MissileChoice1:
	GUY4 A 24
	GUY4 A 7 A_Jump(170,"Missile2","Missile3")
	Goto See
  Missile2:
	GUY4 A 5 
	GUY4 A 0 ACS_ExecuteAlways(890)
	goto See
  Missile3:
	GUY4 A 5 
	GUY4 A 0 ACS_ExecuteAlways(895)
	goto See
  Missile4:
  	GUY4 A 3 A_CustomMissile ("bossbitchshothuge",65,0,0,0)
	GUY4 A 3 A_CustomMissile ("bossbitchshothuge",65,0,0,0)
	GUY4 A 3 A_CustomMissile ("bossbitchshothuge",65,0,0,0)
	GUY4 A 3 A_CustomMissile ("bossbitchshothuge",65,0,0,0)
	GUY4 A 3 A_CustomMissile ("bossbitchshothuge",65,0,0,0)
	GUY4 A 3 A_CustomMissile ("bossbitchshothuge",65,0,0,0)
	GUY4 A 3 A_CustomMissile ("bossbitchshothuge",65,0,0,0)
	GUY4 A 3 A_CustomMissile ("bossbitchshothuge",65,0,0,0)
	GUY4 A 3 A_CustomMissile ("bossbitchshothuge",65,0,0,0)
	GUY4 A 3 A_CustomMissile ("bossbitchshothuge",65,0,0,0)
	GUY4 A 3 A_CustomMissile ("bossbitchshothuge",65,0,0,0)
	GUY4 A 3 A_CustomMissile ("bossbitchshothuge",65,0,0,0)
	GUY4 A 3 A_CustomMissile ("bossbitchshothuge",65,0,0,0)
	GUY4 A 3 A_CustomMissile ("bossbitchshothuge",65,0,0,0)
	goto See
  Pain:
    GUY4 A 1 A_JumpIfHealthLower(1400,"Pained")
    GUY4 A 0 
    goto See
  Pained:
  	GUY4 A 0 A_CustomMissile ("bossbitchshothuge",65,0,0,0)
	GUY4 A 0 A_CustomMissile ("bossbitchshothuge",65,0,0,7)
	GUY4 A 0 A_CustomMissile ("bossbitchshothuge",65,0,0,14)
	GUY4 A 0 A_CustomMissile ("bossbitchshothuge",65,0,0,-14)
	GUY4 A 3 A_CustomMissile ("bossbitchshothuge",65,0,0,-7)
	goto See
  Death:
    GUY4 A 10 A_BrainScream
    GUY4 A 15 A_NoBlocking
	GUY4 A -1
    stop
  }
}

actor superfuckermini : evilman 6670 
{
  health 5000
  obituary "%o's ass was annihilated by a gawdlim clone!"
  scale 0.9
  painchance 44
  +NORADIUSDMG
  +BOSS
  +NOICEDEATH
  +NOTARGET
  +MISSILEMORE
  states
  {
  Spawn:
    GUY4 A 1 a_look
    loop
  See:
    GUY4 A 1 A_Chase
    loop
  Missile:
	GUY4 A 1 A_Jump(110,"Missile4")
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,0,0)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,3,0)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,9,0)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,15,0)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,21,0)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,27,0)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,33,0)	
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,-3,0)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,-9,0)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,-15,0)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,-21,0)
    GUY4 A 0 A_CustomMissile ("bossbitchshotblue",32,0,-27,0)
    GUY4 A 9 A_CustomMissile ("bossbitchshotblue",32,0,-33,0)
	goto See
  Missile4:
  	GUY4 A 9 A_CustomMissile ("bossbitchshothuge",65,0,0,0)
	GUY4 A 9 A_CustomMissile ("bossbitchshothuge",65,0,0,0)
	GUY4 A 9 A_CustomMissile ("bossbitchshothuge",65,0,0,0)
	GUY4 A 9 A_CustomMissile ("bossbitchshothuge",65,0,0,0)
	goto See
  Pain:
	GUY4 A 8 A_Pain
	goto See
  Death:
    GUY4 A 10 A_BrainScream
    GUY4 A 15 A_NoBlocking
	TNT1 A -1
    stop
  }
}

actor OMFGROM
{
    Radius 1
    Height 1
    Speed 0
    Mass 9999999
    +SPAWNCEILING
    +NOGRAVITY
    States
    {
    Spawn:
        THAT A 10
        Goto See
    See:
        THAT A 1 A_Chase
        Loop
    Missile:
        THAT A 3 A_CustomMissile("gawdlim", 0, 0, 0)
        THAT A 10 A_Jump(100, 2)
        THAT A 10
        THAT A 10
        Loop
    }
}

actor gawdlim
{
    Radius 1
    Height 1
    Speed 0
    Damage 0
    Alpha 0.6
    RenderStyle Translucent
    +NOBLOCKMAP
    +DROPOFF
    +MISSILE
    +NOTELEPORT
    +ACTIVATEIMPACT
    +ACTIVATEPCROSS
    +DONTSPLASH
  states
  {
  Spawn:
    GUY1 A 3
    loop
  Death:
    TOHO A 0 A_PlaySound ("DAEXPLOD")
    TOHO A 1 Radius_Quake(10,24,0,32,0)
    TOHO A 1 A_NoBlocking
	TOHO A 0 A_CustomMissile ("marothrocket",32,0,random(1,359),2)
	TOHO A 0 A_CustomMissile ("marothrocket",32,0,random(1,359),2)
	TOHO A 0 A_CustomMissile ("marothrocket",32,0,random(1,359),2)
	TOHO A 0 A_CustomMissile ("marothrocket",32,0,random(1,359),2)
	TOHO A 0 A_CustomMissile ("marothrocket",32,0,random(1,359),2)
	TOHO A 1
	TOHO BCDEFG 3
	TNT1 A 200
    stop
  }
}

ACTOR oogin
{
	renderstyle TRANSLUCENT
	alpha .3
	Radius 1
    Height 1
	Health 5
	Mass 9
	Scale	0.5
	projectile
	- nogravity
	+DONTSPLASH
	+CORPSE
        +EXPLODEONWATER
	States
	{
		GUY1 A 7
		GUY1 B 7
		GUY1 C 7
		GUY1 D 7
		GUY1 A 7
		Stop
	}
}

actor carnhim 24304
{
  health 900
  Mass 10000
  scale .8
  height 120
  painchance 100
  seesound "MRMAN"
  activesound "UGHMAN"
  deathsound "SHIT"
  DamageFactor Wowow, 0.0
  obituary "%o felt his ass being invaded by an image of carnevil!"
  speed 8
  MONSTER
  +SOLID
  +BOSS
  +SHOOTABLE
  +NOICEDEATH
  +NOTARGET
  +FLOORCLIP
  +NORADIUSDMG
  +DONTMORPH
  +MISSILEMORE
  states
  {
  Spawn:
    THAT A 1 a_look
    loop
  See:
    THAT A 1 A_Chase
    loop
  Missile:
    THAT A 3 A_CustomMissile ("Rocket",48,0)
    THAT A 9 A_CustomMissile ("RevenantTracer",48,0)
    THAT A 3 A_CustomMissile ("Rocket",48,0)
    THAT A 9 A_CustomMissile ("owyass",48,0)
    goto See
  Pain:
    THAT A 1 
    goto See
  Death:
    THAT A 10 A_Scream
	THAT A 1 A_NoBlocking
    stop
  }
}

actor whatever : carnhim 24306
{
health 5605040
scale 0.5
  height 55
}

actor dickfly
{
  health 800
  Mass 60000
  scale 4.0
  height 200
  radius 70
  painchance 255
  seesound "SPAM"
  activesound "SHIT"
  obituary "%o, can I rape your ass? Yes!"
  speed 8
  MONSTER
  +BOSS
  +FLOAT
  +NOGRAVITY
  +SOLID
  +NOTARGET
  +SHOOTABLE
  +NOICEDEATH
  states
  {
  Spawn:
    MYYO A 1 a_look
    loop
  See:
    MYYO A 1 A_Chase
    loop
  Missile:
    MYYO A 0 A_CustomMissile ("FatShot",48,0,0)
	MYYO A 0 A_CustomMissile ("FatShot",48,0,14)
	MYYO A 0 A_CustomMissile ("FatShot",48,0,28)
	MYYO A 0 A_CustomMissile ("FatShot",48,0,42)
	MYYO A 0 A_CustomMissile ("FatShot",48,0,56)
	MYYO A 0 A_CustomMissile ("FatShot",48,0,70)
	MYYO A 0 A_CustomMissile ("FatShot",48,0,-14)
	MYYO A 0 A_CustomMissile ("FatShot",48,0,-28)
	MYYO A 0 A_CustomMissile ("FatShot",48,0,-42)
	MYYO A 0 A_CustomMissile ("FatShot",48,0,-56)
	MYYO A 11 A_CustomMissile ("FatShot",48,0,-70)	
    goto See
  Pain:
    MYYO A 2 A_Pain
    goto See
  Death:
    MYYO A 1 A_NoBlocking
	TNT1 A -1
    stop
  Raise:
    MYYO A 1
    goto see
  }
}

actor dickfail 6644
{
  health 400
  Mass 300
  scale 2.8
  height 100
  painchance 255
  DamageFactor Wowow, 0.0
  seesound "SPAM"
  activesound "SHIT"
  obituary "%o, can I rape your ass? Yes!"
  speed 8
  MONSTER
  +SOLID
  +NOTARGET
  +SHOOTABLE
  +NOICEDEATH
  states
  {
  Spawn:
    MYYO A 1 a_look
    loop
  See:
    MYYO A 1 A_Chase
    loop
  Missile:
    MYYO A 11 A_CustomMissile ("FatShot",48,0)
    goto See
  Pain:
    MYYO A 5 A_Pain
    goto See
  Death:
    MYYO A 1 A_NoBlocking
	TNT1 A -1
    stop
  Raise:
    MYYO A 1
    goto see
  }
}

actor dickboom 6646
{
  health 550
  mass 300
  scale 2.9
  height 100
  painchance 255
  DamageFactor Wowow, 0.0
  seesound "EVILSPAM"
  activesound "EVILSHIT"
  obituary "%o, can I rape your ass so hard that you would break into several pieces? FUCK YEAH!"
  speed 12
  MONSTER
  +SOLID
  +NOTARGET
  +SHOOTABLE
  +NOICEDEATH
  states
  {
  Spawn:
    MSSO A 1 a_look
    loop
  See:
    MSSO AA 1 A_FastChase
    loop
  Missile:	
    MSSO A 0 A_Jump(144,"Missile2")
    MSSO A 6 A_CustomMissile ("HectShot",48,0)
	goto See
  Missile2:
    MSSO A 0 A_CustomMissile ("HectShot",48,0,32)
	MSSO A 0 A_CustomMissile ("HectShot",48,0,-32)
	MSSO A 6 A_CustomMissile ("HectShot",48,0)
    goto See
  Pain:
    MSSO A 4 A_Pain
    goto See
  Death:
    MSSO A 1 A_NoBlocking
	TNT1 A -1
    stop
  Raise:
    MSSO A 1
    goto see	
  }
}

actor hehehe
{
  radius 144
  scale 1
  speed 10
  height 112
  damage 40
  renderstyle normal
  alpha 1
  MONSTER
   -COUNTKILL
   -ISMONSTER
   +INVULNERABLE
   +SEEKERMISSILE
   +NONSHOOTABLE
   +FLOORCLIP
   +NOBLOCKMAP
   +NOTELEPORT
   +NOBLOCKMONST
   +NOTARGET
   +NOBLOOD
   +NORADIUSDMG
   +RANDOMIZE
   +NODAMAGETHRUST
  states
  {
  Spawn:
  FIRE A 6 bright A_TRACER2
  FIRE A 6 bright A_EXPLODE (10,144,0)
  FIRE B 6 bright A_EXPLODE (8,144,0)
  FIRE C 6 bright A_EXPLODE (6,144,0)
  FIRE D 6 bright A_EXPLODE (4,144,0)
  FIRE E 6 bright A_EXPLODE (2,144,0)
  FIRE F 6 bright A_EXPLODE (1,144,0)
  FIRE G 6 bright A_EXPLODE (1,144,0)
  FIRE H 6 bright A_EXPLODE (1,144,0)
 Stop
  }
}

actor owyass
{
  obituary "%o rode %k's rocket."
  radius 82
  height 82
  speed 17
  scale 3.5
  damage 9
  seesound "weapons/rocklf"
  deathsound "weapons/rocklx"
  PROJECTILE
  +RANDOMIZE
  +SEEKERMISSILE
  states
  {
  Spawn:
    BOSF ABCD 3 bright A_Tracer2
    loop
  Death:
    BOSF B 1 bright A_Burst ("hehehe")
    BOSF C 1 bright
    BOSF D 1 bright
    stop
  }
}

actor kingralphis 6699
{
  health 37500
  mass 9999
  scale 2.5
  height 480
  radius 256
  painchance 0
  painsound "ASSH"
  deathsound "FDEADS"
  seesound "REDIKK"
  activesound "ASSH"
  Meleesound "REDIKK"
  obituary "%o rode Ralphis' dick all the way to the moon!"
  speed 36
  MONSTER
  +SOLID
  +BOSS
  +FLOAT
  +NOGRAVITY
  +SHOOTABLE
  +NOICEDEATH
  +NOTARGET
  +FLOORCLIP
  +NORADIUSDMG
  +DONTMORPH
  +TELESTOMP
  states
  {
  Spawn:
    RALY A 1 a_look
    loop
  See:
    RALY AAAAA 1 A_FastChase
    loop
  Missile:
    RALY A 30
	RALY A 1 A_JumpIfHealthLower(15000,"MissileChoice1")
    RALY A 1 A_Jump(170,"fblaster","fcrusher","ffrenzy","ffucker","fbomber")
	RALY A 0 A_FaceTarget
    RALY A 1 A_CustomRailgun (70,0,red,black,0,1)
	Goto See
  MissileChoice1:
    RALY A 1 A_Jump(190,"combo1","fwarp","frecover")
	RALY A 0 A_FaceTarget
    RALY AAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile ("KsawBolt",32,0,random(-17,17)) 
	Goto See
  Fblaster:
	RALY A 30
    RALY A 0 acs_execute (501,0)
	RALY A 10 A_FaceTarget
	Goto See
  fcrusher:
    RALY A 60
    RALY A 0 acs_execute (502,0)
	RALY A 10 A_FaceTarget
	Goto See
  ffrenzy:
    RALY A 30
    RALY A 0 acs_execute (503,0)
	RALY A 10 A_FaceTarget
	Goto See
  ffucker:
    RALY A 30
    RALY A 1 acs_execute (504,0)
	RALY A 10 A_FaceTarget
	Goto See
  fbomber:
    RALY A 30
    RALY A 0 acs_execute (506,0)
    RALY A 10 A_FaceTarget
	Goto See
  frecover:
    RALY A 30
    RALY A 0 acs_execute (507,0)
	RALY A 10 A_FaceTarget
	RALY A 40 HealThing(1000)
    RALY A 10 A_FaceTarget
	goto See
  fwarp:
    RALY A 30
    RALY A 1 acs_execute (508,0)
	RALY A 40 A_FaceTarget
	goto See
  combo1:
    RALY A 30
    RALY A 0 acs_execute (509,0)
    RALY A 10 A_FaceTarget
	Goto See
  Pain:
    RALY A 1 a_pain
    RALY A 1 
    goto See
  Death:
    RALY A 100 A_Scream
    stop
  }
}

actor ohagain
{
  health 1234567890
  mass 1234567890
  painchance 0
  scale 3.0
  height 1
  radius 1
  obituary "%o rode Ralphis' dick all the way to the moon!"
  speed 1
  MONSTER
  -SHOOTABLE
  +NOICEDEATH
  +NOGRAVITY
  +LOOKALLAROUND
  +MISSILEMORE
  +MISSILEEVENMORE
  +ALWAYSFAST
  +NOCLIP
  states
  {
  Spawn:
    RALY A 1 A_look
    loop
  See:
    RALY A 1 A_Chase
    loop
  Missile:
    RALY AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile ("bossbitchshothuge",32) 
	RALY AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile ("bossbitchshothuge",32) 
	RALY AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile ("bossbitchshothuge",32) 
    RALY AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile ("bossbitchshothuge",32) 
	RALY AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile ("bossbitchshothuge",32) 
	RALY AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile ("bossbitchshothuge",32) 
	RALY A 40 A_FaceTarget
	goto see
    Pain:
    RALY A 1 
    goto See
  Death:
    RALY A 1 
    stop
  
 }
 }
 
actor screwthat
{
  health 1234567890
  mass 1234567890
  painchance 0
  scale 3.0
  height 1
  radius 1
  obituary "%o rode Ralphis' dick all the way to the moon!"
  speed 1
  MONSTER
  -SHOOTABLE
  +NOICEDEATH
  +NOGRAVITY
  +LOOKALLAROUND
  +MISSILEMORE
  +MISSILEEVENMORE
  +ALWAYSFAST
  RENDERSTYLE TRANSLUCENT
  +NOCLIP
  ALPHA 0.4
  states
  {
  Spawn:
    TNT1 A 1 A_look
    loop
  See:
    TNT1 A 1 A_Chase
    loop
  Missile:
  TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 3 bright A_CustomMissile("fagboom",42,0,random(10,-10))
    goto see
    Pain:
    TNT1 A 0
    goto See
  Death:
    TNT1 A 4
    stop
  
 }
 }
Actor fagboom
{
  Game Doom
  Radius 1
  Height 1
  Speed 9
  Damage 0
  Projectile
  Obituary "%o got fucked over"
  scale 2.6
  +RIPPER
  States
  {
  Spawn:
    TNT1 A 1 bright A_Explode(3,20000,0)
	TNT1 A 21
    Goto Death
  Death:
    TNT1 A 1 A_Explode(3,20000,0)
	TNT1 A 21
    Stop
  }
}


actor santah 6694
{
  health 45000
  Mass 10000
  scale .8
  height 120
  radius 100
  painchance 0
  painsound "SHIT"
  deathsound "SHIT"
  seesound "SHIT"
  activesound "SHIT"
  obituary "Santa thought %o could use a huge painful dick up their ass!"
  speed 8
  MONSTER
  +SOLID
  +BOSS
  +SHOOTABLE
  +NOICEDEATH
  +NOTARGET
  +FLOORCLIP
  +NORADIUSDMG
  DamageFactor Wowow, 0.0
  +DONTMORPH
  +MISSILEMORE
  +DontHurtSpecies
  states
  {
  Spawn:
    SANT A 1 a_look
    loop
  See:
    SANT A 1 A_Chase
    loop
  Missile:
  SANT A 1 A_JumpIfHealthLower(13500,"MissileChoice3")
  	SANT A 1 A_JumpIfHealthLower(30000,"MissileChoice2")
	MissileChoice1:
    SANT A 1 A_Jump(230,"Missile1","Missile2")
	SANT A 1 A_Jump(256,"Missile3","Missile4")
    goto See
	MissileChoice2:
	SANT A 1 A_Jump(256,"Missile1","Missile2","Missile4","Missile5")
	MissileChoice3:
	SANT A 1 A_Jump(256,"Missile4","Missile6","Missile5")
    goto See
  Missile1:
    SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_Jump(100,"Missile1")
	goto See
	Missile3:
    SANT A 13 A_CustomMissile ("owyass",48,0)
    goto See
	Missile6:
    SANT A 13 A_CustomMissile ("owyass",48,0)
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 13 A_CustomMissile ("owyass",48,0)
	SANT A 0 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 0 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 0 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 1 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 0 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 0 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 0 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 1 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 13 A_CustomMissile ("owyass",48,0)
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 13 A_CustomMissile ("owyass",48,0)
	 SANT A 0 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 0 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 0 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 1 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 0 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 0 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 0 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 1 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 13 A_CustomMissile ("owyass",48,0)
    goto See
  Missile2:
    SANT A 1 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 1 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 1 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 1 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 1 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 1 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 1 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 1 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 1 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 1 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 1 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 1 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 1 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 1 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 1 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 1 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 1 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 1 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 1 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 1 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 1 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 1 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT A 1 A_Jump(100,"Missile2")
	goto See
  Missile4:
	SANT A 1 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT AAAAA 1 A_CustomMissile ("Grenade",random(32,60),random(-32,32),random(-32,32))
	SANT AAAAA 1 A_CustomMissile ("Rocket",random(16,100),0)
	SANT A 1 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT AAAAA 1 A_CustomMissile ("Grenade",random(32,60),random(-32,32),random(-32,32))
	SANT AAAAA 1 A_CustomMissile ("Rocket",random(16,100),0)
	SANT A 1 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT AAAAA 1 A_CustomMissile ("Grenade",random(32,60),random(-32,32),random(-32,32))
	SANT AAAAA 1 A_CustomMissile ("Rocket",random(16,100),0)
	SANT A 1 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT AAAAA 1 A_CustomMissile ("Grenade",random(32,60),random(-32,32),random(-32,32))
	SANT AAAAA 1 A_CustomMissile ("Rocket",random(16,100),0)
	SANT A 1 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	SANT AAAAA 1 A_CustomMissile ("Grenade",random(32,60),random(-32,32),random(-32,32))
	SANT AAAAA 1 A_CustomMissile ("Rocket",random(16,100),0)
	SANT A 1 A_Jump(100,"Missile4")
    goto See
  Missile5:
  SANT A 0 A_CustomMissile ("fatshot",32,0,0)
    SANT A 0 A_CustomMissile ("fatshot",32,0,90)
    SANT A 0 A_CustomMissile ("fatshot",32,0,180)
    SANT A 2 A_CustomMissile ("fatshot",32,0,270)
	 SANT A 0 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	//
    SANT A 0 A_CustomMissile ("fatshot",32,0,5)
    SANT A 0 A_CustomMissile ("fatshot",32,0,95)
    SANT A 0 A_CustomMissile ("fatshot",32,0,185)
    SANT A 2 A_CustomMissile ("fatshot",32,0,275)
	 SANT A 0 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	//
    SANT A 0 A_CustomMissile ("fatshot",32,0,10)
    SANT A 0 A_CustomMissile ("fatshot",32,0,100)
    SANT A 0 A_CustomMissile ("fatshot",32,0,190)
    SANT A 2 A_CustomMissile ("fatshot",32,0,280)
	 SANT A 0 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	//
    SANT A 0 A_CustomMissile ("fatshot",32,0,15)
    SANT A 0 A_CustomMissile ("fatshot",32,0,105)
    SANT A 0 A_CustomMissile ("fatshot",32,0,195)
    SANT A 2 A_CustomMissile ("fatshot",32,0,285)
	 SANT A 0 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	//
    SANT A 0 A_CustomMissile ("fatshot",32,0,20)
    SANT A 0 A_CustomMissile ("fatshot",32,0,110)
    SANT A 0 A_CustomMissile ("fatshot",32,0,200)
    SANT A 2 A_CustomMissile ("fatshot",32,0,290)
	 SANT A 0 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	//
    SANT A 0 A_CustomMissile ("fatshot",32,0,25)
    SANT A 0 A_CustomMissile ("fatshot",32,0,115)
    SANT A 0 A_CustomMissile ("fatshot",32,0,205)
    SANT A 2 A_CustomMissile ("fatshot",32,0,295)
	 SANT A 0 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	//
    SANT A 0 A_CustomMissile ("fatshot",32,0,30)
    SANT A 0 A_CustomMissile ("fatshot",32,0,120)
    SANT A 0 A_CustomMissile ("fatshot",32,0,210)
    SANT A 2 A_CustomMissile ("fatshot",32,0,300)
	 SANT A 0 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	//
    SANT A 0 A_CustomMissile ("fatshot",32,0,35)
    SANT A 0 A_CustomMissile ("fatshot",32,0,125)
    SANT A 0 A_CustomMissile ("fatshot",32,0,215)
    SANT A 2 A_CustomMissile ("fatshot",32,0,305)
	SANT A 0 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	//
    SANT A 0 A_CustomMissile ("fatshot",32,0,40)
    SANT A 0 A_CustomMissile ("fatshot",32,0,130)
    SANT A 0 A_CustomMissile ("fatshot",32,0,220)
    SANT A 2 A_CustomMissile ("fatshot",32,0,310)
	SANT A 0 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	//
    SANT A 0 A_CustomMissile ("fatshot",32,0,45)
    SANT A 0 A_CustomMissile ("fatshot",32,0,135)
    SANT A 0 A_CustomMissile ("fatshot",32,0,225)
    SANT A 2 A_CustomMissile ("fatshot",32,0,315)
	SANT A 0 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	//
    SANT A 0 A_CustomMissile ("fatshot",32,0,50)
    SANT A 0 A_CustomMissile ("fatshot",32,0,140)
    SANT A 0 A_CustomMissile ("fatshot",32,0,230)
    SANT A 2 A_CustomMissile ("fatshot",32,0,320)
	SANT A 0 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	//
    SANT A 0 A_CustomMissile ("fatshot",32,0,55)
    SANT A 0 A_CustomMissile ("fatshot",32,0,145)
    SANT A 0 A_CustomMissile ("fatshot",32,0,235)
    SANT A 2 A_CustomMissile ("fatshot",32,0,325)
	SANT A 0 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	//
    SANT A 0 A_CustomMissile ("fatshot",32,0,60)
    SANT A 0 A_CustomMissile ("fatshot",32,0,150)
    SANT A 0 A_CustomMissile ("fatshot",32,0,240)
    SANT A 2 A_CustomMissile ("fatshot",32,0,330)
	SANT A 0 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	//
    SANT A 0 A_CustomMissile ("fatshot",32,0,65)
    SANT A 0 A_CustomMissile ("fatshot",32,0,155)
    SANT A 0 A_CustomMissile ("fatshot",32,0,245)
    SANT A 2 A_CustomMissile ("fatshot",32,0,335)
	SANT A 0 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	//
    SANT A 0 A_CustomMissile ("fatshot",32,0,70)
    SANT A 0 A_CustomMissile ("fatshot",32,0,160)
    SANT A 0 A_CustomMissile ("fatshot",32,0,250)
    SANT A 2 A_CustomMissile ("fatshot",32,0,340)
	SANT A 0 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	//
    SANT A 0 A_CustomMissile ("fatshot",32,0,75)
    SANT A 0 A_CustomMissile ("fatshot",32,0,165)
    SANT A 0 A_CustomMissile ("fatshot",32,0,255)
    SANT A 2 A_CustomMissile ("fatshot",32,0,345)
	SANT A 0 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	//
    SANT A 0 A_CustomMissile ("fatshot",32,0,80)
    SANT A 0 A_CustomMissile ("fatshot",32,0,170)
    SANT A 0 A_CustomMissile ("fatshot",32,0,260)
    SANT A 2 A_CustomMissile ("fatshot",32,0,350)
	SANT A 0 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	//
    SANT A 0 A_CustomMissile ("fatshot",32,0,85)
    SANT A 0 A_CustomMissile ("fatshot",32,0,170)
    SANT A 0 A_CustomMissile ("fatshot",32,0,265)
    SANT A 2 A_CustomMissile ("fatshot",32,0,355)
	SANT A 0 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
    SANT A 20 A_Jump(190,"Missile5")
	MissileNext:
	SANT A 0 A_CustomMissile ("HectShot",32,0,10)
    SANT A 0 A_CustomMissile ("HectShot",32,0,20)
    SANT A 0 A_CustomMissile ("HectShot",32,0,30)
    SANT A 0 A_CustomMissile ("HectShot",32,0,40)
	SANT A 0 A_CustomMissile ("HectShot",32,0,50)
    SANT A 0 A_CustomMissile ("HectShot",32,0,60)
    SANT A 0 A_CustomMissile ("HectShot",32,0,70)
    SANT A 0 A_CustomMissile ("HectShot",32,0,80)
	SANT A 0 A_CustomMissile ("HectShot",32,0,90)
    SANT A 0 A_CustomMissile ("HectShot",32,0,100)
	SANT A 0 A_CustomMissile ("HectShot",32,0,110)
	SANT A 0 A_CustomMissile ("HectShot",32,0,120)
	SANT A 0 A_CustomMissile ("HectShot",32,0,130)
	SANT A 0 A_CustomMissile ("HectShot",32,0,140)
	SANT A 0 A_CustomMissile ("HectShot",32,0,150)
	SANT A 0 A_CustomMissile ("HectShot",32,0,160)
	SANT A 0 A_CustomMissile ("HectShot",32,0,170)
	SANT A 0 A_CustomMissile ("HectShot",32,0,180)
	SANT A 0 A_CustomMissile ("HectShot",32,0,190)
	SANT A 0 A_CustomMissile ("HectShot",32,0,200)
	SANT A 0 A_CustomMissile ("HectShot",32,0,210)
	SANT A 0 A_CustomMissile ("HectShot",32,0,220)
	SANT A 0 A_CustomMissile ("HectShot",32,0,230)
	SANT A 0 A_CustomMissile ("HectShot",32,0,240)
	SANT A 0 A_CustomMissile ("HectShot",32,0,250)
	SANT A 0 A_CustomMissile ("HectShot",32,0,260)
	SANT A 0 A_CustomMissile ("HectShot",32,0,270)
	SANT A 0 A_CustomMissile ("HectShot",32,0,280)
	SANT A 0 A_CustomMissile ("HectShot",32,0,290)
	SANT A 0 A_CustomMissile ("HectShot",32,0,300)
	SANT A 0 A_CustomMissile ("HectShot",32,0,310)
	SANT A 0 A_CustomMissile ("HectShot",32,0,320)
	SANT A 0 A_CustomMissile ("HectShot",32,0,330)
	SANT A 0 A_CustomMissile ("HectShot",32,0,340)
	SANT A 0 A_CustomMissile ("HectShot",32,0,350)
	SANT A 4 A_CustomMissile ("HectShot",32,0,360)
	SANT A 4 A_Jump(230,"MissileNext")
    goto See
  Pain:
    SANT A 1 a_pain
    goto See
  Death:
    SANT AAAAAAAAAAAAAA 60
	SANT AAAAAAAAAAAAAA 60
    stop
  }
}


actor santah2 : santah 6693
{
  health 50000
  speed 9
  states
  {
  Spawn:
    SANT A 1 a_look
    goto Spawn
  See:
    SANT A 1 A_Chase
    loop
  Missile:
    SANT A 1 A_Jump(220,"Missile1","Missile2","Missile3","Missile4","Missile5")
	SANT A 1 A_Jump(256,"Missile6","Missile7")
    goto See
	Missile1:
	SANT A 8 A_CustomMissile ("giantsnob",64,0,0) 
	SANT A 8 A_CustomMissile ("giantsnob",64,0,0) 
	SANT A 0 A_CustomMissile ("giantsnob",64,0,0) 
	SANT A 8 A_CustomMissile ("giantsnob",64,0,16) 
	SANT A 0 A_CustomMissile ("giantsnob",64,0,random(-16,16)) 
	SANT A 1 A_CustomMissile ("giantsnob",64,0,random(-16,16)) 
	SANT A 1 A_CustomMissile ("giantsnob",64,0,random(-16,16)) 
	SANT A 1 A_CustomMissile ("giantsnob",64,0,random(-16,16)) 
	SANT A 0 A_CustomMissile ("giantsnob",64,0,random(-16,16)) 
	SANT A 1 A_CustomMissile ("giantsnob",64,0,random(-16,16)) 
	SANT A 0 A_CustomMissile ("giantsnob",64,0,random(-16,16))
	SANT A 0 A_CustomMissile ("giantsnob",64,0,random(-16,16)) 
	SANT A 0 A_CustomMissile ("giantsnob",64,0,random(-16,16)) 
	SANT A 0 A_CustomMissile ("giantsnob",64,0,random(-16,16)) 
	SANT A 8 A_CustomMissile ("giantsnob",64,0,-16)
	goto See
	Missile2:
    SANT A 5
	SANT A 0 A_CustomMissile ("TreeWave",40,0,24)
	SANT A 0 A_CustomMissile ("TreeWave",40,0,16)
	SANT A 0 A_CustomMissile ("TreeWave",40,0,0)
	SANT A 0 A_CustomMissile ("TreeWave",40,0,-16)
	SANT A 6 A_CustomMissile ("TreeWave",40,0,-24)
	goto See
	Missile3:
    SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_CustomMissile ("Rocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 1 A_Jump(100,"Missile3")
	goto See
	Missile4:
    SANT A 2 A_CustomMissile ("SantaRocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 2 A_CustomMissile ("SantaRocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 2 A_CustomMissile ("SantaRocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 2 A_CustomMissile ("SantaRocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 2 A_CustomMissile ("SantaRocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 2 A_CustomMissile ("SantaRocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 2 A_CustomMissile ("SantaRocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 2 A_Jump(120,"Missile4")
	goto See
	Missile5:
	SANT A 1 A_FaceTarget
    SANT AAAAA 7 A_PainAttack("tinylittlefuckginger")
    goto see
	Missile6:
	TNT1 AAAAAA 0 ThrustThingZ(0,13,0,1)
    SANT A 15
	SANT A 1 A_CustomMissile ("santasballz",88,0,32) 
	SANT A 1 A_CustomMissile ("santasballz",88,0,16) 
	SANT A 1 A_CustomMissile ("santasballz",88,0,-16)
	SANT A 6 A_CustomMissile ("santasballz",88,0,-32) 
	goto See
	Missile7:
    SANT A 5
	SANT A 6 acs_execute(920,0)
	goto See
  Pain:
    SANT A 1 a_pain
    goto See
  Death:
    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 ThrustThingZ(0,32,0,1)
    SANT A 20 
	TNT1 A -1
	Stop
  }
}


ACTOR SantaRocket : Rocket
{
  Speed 16
  DamageType Wowow
  +SEEKERMISSILE 
  scale 1.5
   States
  {
  Spawn:
    MISY A 1 Bright A_Tracer
    Loop
  Death:
    MISL B 8 Bright A_Explode
    MISL C 6 Bright
    MISL D 4 Bright
    Stop
  }
}

actor santah3 : santah 6692
{
  health 65000
  speed 12
  painchance 0
  states
  {
  Spawn:
    SANT A 0
    SANT A 0 A_CustomMissile("OrbitSnow", 64, 0, 0, 2, 0)
    SANT A 0 A_CustomMissile("OrbitSnow2", 64, 0, 180, 2, 0)
    SANT AAAA 1 a_look
    goto Spawn+3
  Idle:
    SANT AAAA 1 Bright A_Look
    Loop
  See:
    SANT A 1 A_Chase
    loop
  Missile:
    SANT A 1 A_Jump(160,"Missile1","Missile2","Missile3","Missile4","Missile5","Missile6","Missile14")
	SANT A 1 A_Jump(256,"Missile7","Missile8","Missile9","Missile10")
    goto See
	Missile1:
    SANT A 5
	SANT A 0 A_CustomMissile ("marothrocket",64,0,random(10,0)) 
	SANT A 0 A_CustomMissile ("marothrocket",64,0,random(10,0)) 
	SANT A 0 A_CustomMissile ("marothrocket",64,0,random(0,-10)) 
	SANT A 17 A_CustomMissile ("marothrocket",64,0,random(0,-10)) 
	SANT A 0 A_CustomMissile ("marothrocket",64,0,random(10,0)) 
	SANT A 0 A_CustomMissile ("marothrocket",64,0,random(10,0)) 
	SANT A 0 A_CustomMissile ("marothrocket",64,0,random(0,-10)) 
	SANT A 21 A_CustomMissile ("marothrocket",64,0,random(0,-10)) 
	SANT A 0 A_CustomMissile ("marothrocket2",64,0,16) 
	SANT A 0 A_CustomMissile ("marothrocket2",64,0,-16) 
	SANT A 9 A_CustomMissile ("marothrocket2",64,0) 
	goto See
	Missile5:
	SANT A 0 bright A_CustomMissile("explodewave2",32,0,11)
	SANT A 0 bright A_CustomMissile("explodewave2",32,0,0)
	SANT A 5 bright A_CustomMissile("explodewave2",32,0,-11)
	goto see
	Missile3:
    SANT AAAAAAAAAAAAA 40 A_CustomMissile ("owyassX",48,0,random(0,359))
	SANT A 0 A_Jump(160,"Missile1","Missile2","Missile3","Missile4","Missile5","Missile6","Missile14","Missile7","Missile8","Missile9","Missile10")
    goto See
	Missile4:
	SANT A 0 bright A_CustomMissile("bossbitchshothuge",38,0,-20,2)  
	SANT A 0 bright A_CustomMissile("bossbitchshothuge",38,0,-40,2)   
	SANT A 0 bright A_CustomMissile("bossbitchshothuge",38,0,-60,2)    
	SANT A 0 bright A_CustomMissile("bossbitchshothuge",38,0,-80,2)    
	SANT A 0 bright A_CustomMissile("bossbitchshothuge",38,0,-100,2)    
	SANT A 0 bright A_CustomMissile("bossbitchshothuge",38,0,-120,2)    
	SANT A 0 bright A_CustomMissile("bossbitchshothuge",38,0,-140,2)    
	SANT A 0 bright A_CustomMissile("bossbitchshothuge",38,0,-160,2) 
	SANT A 0 bright A_CustomMissile("bossbitchshothuge",38,0,0,2)   
	SANT A 0 bright A_CustomMissile("bossbitchshothuge",38,0,20,2)    
	SANT A 0 bright A_CustomMissile("bossbitchshothuge",38,0,40,2)    
	SANT A 0 bright A_CustomMissile("bossbitchshothuge",38,0,60,2)    
	SANT A 0 bright A_CustomMissile("bossbitchshothuge",38,0,80,2)    
	SANT A 0 bright A_CustomMissile("bossbitchshothuge",38,0,100,2)  
	SANT A 0 bright A_CustomMissile("bossbitchshothuge",38,120,2)  
	SANT A 0 bright A_CustomMissile("bossbitchshothuge",38,0,140,2)    
	SANT A 0 bright A_CustomMissile("bossbitchshothuge",38,0,160,2)    
	SANT A 15 bright A_CustomMissile("bossbitchshothuge",38,0,180,2) 
	Missile7:
	TNT1 AAAAAA 0 ThrustThingZ(0,12,0,1)
    SANT A 15
	SANT A 1 A_CustomMissile ("santasballz",88,0,32) 
	SANT A 1 A_CustomMissile ("santasballz",88,0,16) 
	SANT A 1 A_CustomMissile ("santasballz",88,0,-16)
	SANT A 12 A_CustomMissile ("santasballz",88,0,-32) 
	goto See
	Missile8:
	SANT A 15 A_PainAttack ("mineguy") 
	goto See
	Missile14:
    SANT A 2 A_CustomMissile ("SantaRocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 2 A_CustomMissile ("SantaRocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 2 A_CustomMissile ("SantaRocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 2 A_CustomMissile ("SantaRocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 2 A_CustomMissile ("SantaRocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 2 A_CustomMissile ("SantaRocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 2 A_CustomMissile ("SantaRocket",random(32,60),random(-32,32),random(-16,16))
	SANT A 2 A_Jump(120,"Missile4")
	goto See
	Missile9:
    SANT A 5
	SANT A 6 acs_execute(921,0)
	goto See
	Missile10:
    SANT A 5
	SANT A 6 acs_execute(922,0)
	goto See
  Pain:
    SANT A 1 a_pain
    goto See
  Death:
    SANT A 100
	TFOG ABABCDEFGHIJ 6 Bright
	TFOG J 0 A_NoBlocking
	TNT1 A -1
	Stop
  }
}


actor gingerbreadgiant : eviltoy
{
  obituary "%o's asshole was eaten by the gingerbread men!"
  health 2000
  scale 0.8
  radius 128
  height 200
  seesound "LAFFING"
  activesound "LAFFING"
  painsound "LAFFING"
  mass 1234567890
  painchance 60
  +MISSILEMORE
  +MISSILEEVENMORE
  +NORADIUSDMG
  states
  {
  spawn:
    GING A 1 a_look
    loop
  see:
    GING A 1 A_Chase
    loop
  missile:
    GING A 1 A_Jump(256,"Missile1","Missile2","Missile3")
    goto See
  Missile1:
	GING A 1 A_FaceTarget
    GING AAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile ("candycanes",170,-100,0)
    GING A 1 A_FaceTarget
	GING AAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile ("candycanes",170,100,0)
    goto see
  Missile2:
	GING A 1 A_FaceTarget
    GING AA 7 A_PainAttack("tinylittlefuckginger")
    goto see
  Missile3:
	GING A 1 A_FaceTarget
    GING A 0 A_CustomMissile ("legoed",170,-100,0)
    GING A 10 A_CustomMissile ("legoed",170,100,0)
	GING A 1 A_FaceTarget
	GING A 0 A_CustomMissile ("legoed",170,-100,0)
    GING A 10 A_CustomMissile ("legoed",170,100,0)
	GING A 1 A_FaceTarget
	GING A 0 A_CustomMissile ("legoed",170,-100,0)
    GING A 10 A_CustomMissile ("legoed",170,100,0)
	GING A 1 A_FaceTarget
	GING A 0 A_CustomMissile ("legoed",170,-100,0)
    GING A 10 A_CustomMissile ("legoed",170,100,0)
    goto see
	pain:
    GING A 3 a_pain
    goto see
  death:
    GING A 5 A_Scream
	GING A 1 A_NoBlocking
	TNT1 A -1
    stop
  Raise:
    stop
  }
}


actor tinylittlefuckginger 6696
{
  health 200
  mass 9999999999
  height 32
  radius 16
  scale 0.1
  painchance 255
  deathsound "Splatzo"
  meleedamage 2
  DamageFactor Wowow, 0.0
  seesound "LAFFING"
  activesound "LAFFING"
  obituary "%o's asshole was eaten by the gingerbread men!"
  speed 11
  Translation "112:127=176:191"
  MONSTER
  +SOLID
  +SHOOTABLE
  +NOICEDEATH
  states
  {
  Spawn:
    GING A 5 a_look
    loop
  See:
    GING A 1 A_Chase
    loop
  Melee:
    GING A 5 A_MeleeAttack
    goto See
  Pain:
    GING A 8 A_Pain
    goto See
  Death:
    GING A 13 A_NoBlocking
	GING A 1 A_Scream
    GING A 1 A_CustomMissile("TinyFuckSplat", 21,0,0, 2,0)
    TNT1 A 0
    stop
  }
}


actor candycanes
{
  Radius 6
  Height 8
  Speed 30
  FastSpeed 30
  Damage 11
  Projectile
  scale 1.0
  States
  {
	spawn:
		BYN1 a 1
		loop
	death:
		BYN1 a 1
		stop
  }
}

actor owyassX
{
  obituary "%o rode %k's rocket."
  radius 135
  height 155
  speed 12
  scale 3.5
  damage 9
  seesound "weapons/rocklf"
  deathsound "weapons/rocklx"
  PROJECTILE
  +RANDOMIZE
  +RIPPER
  states
  {
  Spawn:
    BOSX ABCDABCDABCDABCD 3 bright
	MISL B 0 bright A_CustomMissile("hectshot",6,0,-20,2)  
	MISL B 0 bright A_CustomMissile("hectshot",6,0,-40,2)   
	MISL B 0 bright A_CustomMissile("hectshot",6,0,-60,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,-80,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,-100,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,-120,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,-140,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,-160,2) 
	MISL B 0 bright A_CustomMissile("hectshot",6,0,0,2)   
	MISL B 0 bright A_CustomMissile("hectshot",6,0,20,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,40,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,60,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,80,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,100,2)  
	MISL B 0 bright A_CustomMissile("hectshot",6,120,2)  
	MISL B 0 bright A_CustomMissile("hectshot",6,0,140,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,160,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,180,2) 
	BOSX ABCDABCDABCDABCD 3 bright
	MISL B 0 bright A_CustomMissile("hectshot",6,0,-20,2)  
	MISL B 0 bright A_CustomMissile("hectshot",6,0,-40,2)   
	MISL B 0 bright A_CustomMissile("hectshot",6,0,-60,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,-80,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,-100,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,-120,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,-140,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,-160,2) 
	MISL B 0 bright A_CustomMissile("hectshot",6,0,0,2)   
	MISL B 0 bright A_CustomMissile("hectshot",6,0,20,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,40,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,60,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,80,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,100,2)  
	MISL B 0 bright A_CustomMissile("hectshot",6,120,2)  
	MISL B 0 bright A_CustomMissile("hectshot",6,0,140,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,160,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,180,2)   
	BOSX ABCDABCDABCDABCD 3 bright
	MISL B 0 bright A_CustomMissile("hectshot",6,0,-20,2)  
	MISL B 0 bright A_CustomMissile("hectshot",6,0,-40,2)   
	MISL B 0 bright A_CustomMissile("hectshot",6,0,-60,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,-80,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,-100,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,-120,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,-140,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,-160,2) 
	MISL B 0 bright A_CustomMissile("hectshot",6,0,0,2)   
	MISL B 0 bright A_CustomMissile("hectshot",6,0,20,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,40,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,60,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,80,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,100,2)  
	MISL B 0 bright A_CustomMissile("hectshot",6,120,2)  
	MISL B 0 bright A_CustomMissile("hectshot",6,0,140,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,160,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,180,2) 
	BOSX ABCDABCDABCDABCDABCDABCDABCDABCD 3 bright
  Death:
    MISL B 0 bright A_CustomMissile("hectshot",6,0,-20,2)  
	MISL B 0 bright A_CustomMissile("hectshot",6,0,-40,2)   
	MISL B 0 bright A_CustomMissile("hectshot",6,0,-60,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,-80,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,-100,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,-120,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,-140,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,-160,2) 
	MISL B 0 bright A_CustomMissile("hectshot",6,0,0,2)   
	MISL B 0 bright A_CustomMissile("hectshot",6,0,20,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,40,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,60,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,80,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,100,2)  
	MISL B 0 bright A_CustomMissile("hectshot",6,120,2)  
	MISL B 0 bright A_CustomMissile("hectshot",6,0,140,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,160,2)    
	MISL B 0 bright A_CustomMissile("hectshot",6,0,180,2) 
    BOSX B 1 bright A_Burst ("hehehe")
    BOSX C 1 bright
    BOSX D 1 bright
    stop
  }
}

actor MineGuy
{
  obituary "%o exploded!!111"
  health 1500
  radius 48
  painchance 0
  height 56
  mass 100
  speed 45
  scale 2.0
  DamageFactor Wowow, 0.0
  Meleerange 288
  MONSTER
  seesound "MINESEE"
  +BOSS
  +QUICKTORETALIATE
  +LOOKALLAROUND
  +NOBLOOD
  +FLOORHUGGER
  states
  {
  Spawn:
    SEAM ABCDE 5 A_Look
    loop
  See:
    SEAM A 0 A_PlaySoundEx ("MINELOOP", "soundslot5", 1)
    SEAM ABCDE 2 A_Chase
	goto see
  Melee:
    BKAM A 0 A_Die
    stop
  Death:
    SEAM A 0 A_StopSoundEx ("soundslot5")
    SEAM A 1 A_CustomMissile("touhouexplosion2",-32,0)
	SEAM A 0 A_CustomMissile ("marothrocket",32,0,random(1,359),2)
	SEAM A 0 A_CustomMissile ("marothrocket",32,0,random(1,359),2)
	SEAM A 0 A_CustomMissile ("marothrocket",32,0,random(1,359),2)
	SEAM A 0 A_CustomMissile ("marothrocket",32,0,random(1,359),2)
	SEAM A 0 A_CustomMissile ("marothrocket",32,0,random(1,359),2)
	SEAM A 0 A_CustomMissile ("marothrocket",32,0,random(1,359),2)
	SEAM A 0 A_CustomMissile ("marothrocket",32,0,random(1,359),2)
	SEAM A 0 A_CustomMissile ("marothrocket",32,0,random(1,359),2)
	SEAM A 0 A_CustomMissile ("marothrocket",32,0,random(1,359),2)
	SEAM A 0 A_CustomMissile ("marothrocket",32,0,random(1,359),2)
	
	
	SEAM A 0 A_NoBlocking
    TNT1 A -1
    stop
  }
}


ACTOR santasballz : BaronBall
{
  radius 6
  height 16
  speed 40
  damage 0
  mass 25
  scale 2
  renderstyle normal
  alpha 1
  PROJECTILE
  states
  {
  Spawn:
    GIFT A 0 A_Gravity
    GIFT AA 8 bright
    loop
  Death:
    TNT1 A 1 bright
    TNT1 A 1 A_SpawnItem ("Santaminion", 0, 0, 0, 0)
    stop
  }
}

ACTOR GiftRocket2
{
  Radius 11
  Height 8
  Speed 13
  Damage 3
  Projectile
   DamageType Wowow
   scale 4.0
  +RANDOMIZE
  +DEHEXPLOSION
  +ROCKETTRAIL
  +SEEKERMISSILE 
  DeathSound "weapons/rocklx"
  States
  {
  Spawn:
    GIFT A 1 Bright A_Tracer
    Loop
  Death:
    MISL B 1 Bright A_Explode 
	MISL B 0 A_CustomMissile ("GiftRocket",random(49,90),0,random(0,359),2)  
	MISL B 0 A_CustomMissile ("GiftRocket",random(49,90),0,random(0,359),2) 
	MISL B 0 A_CustomMissile ("GiftRocket",random(49,90),0,random(0,359),2) 
	MISL B 0 A_CustomMissile ("GiftRocket",random(49,90),0,random(0,359),2)  
	MISL B 0 A_CustomMissile ("GiftRocket",random(49,90),0,random(0,359),2) 
	MISL B 0 A_CustomMissile ("GiftRocket",random(49,90),0,random(0,359),2) 
	MISL B 0 A_CustomMissile ("GiftRocket",random(49,90),0,random(0,359),2)  
	MISL B 0 A_CustomMissile ("GiftRocket",random(49,90),0,random(0,359),2) 
	MISL B 0 A_CustomMissile ("GiftRocket",random(49,90),0,random(0,359),2) 
	MISL B 0 A_CustomMissile ("GiftRocket",random(49,90),0,random(0,359),2)  
	MISL B 0 A_CustomMissile ("GiftRocket",random(49,90),0,random(0,359),2) 
	MISL B 0 A_CustomMissile ("GiftRocket",random(49,90),0,random(0,359),2) 
	MISL B 0 A_CustomMissile ("GiftRocket",random(49,90),0,random(0,359),2)  
	MISL B 0 A_CustomMissile ("GiftRocket",random(49,90),0,random(0,359),2) 
	MISL B 0 A_CustomMissile ("GiftRocket",random(49,90),0,random(0,359),2) 
	MISL B 0 A_CustomMissile ("GiftRocket",random(49,90),0,random(0,359),2)  
	MISL B 0 A_CustomMissile ("GiftRocket",random(49,90),0,random(0,359),2) 
	MISL B 0 A_CustomMissile ("GiftRocket",random(49,90),0,random(0,359),2) 
	MISL B 0 A_CustomMissile ("GiftRocket",random(49,90),0,random(0,359),2)  
	MISL B 0 A_CustomMissile ("GiftRocket",random(49,90),0,random(0,359),2) 
	MISL B 0 A_CustomMissile ("GiftRocket",random(49,90),0,random(0,359),2) 
	MISL B 0 A_CustomMissile ("GiftRocket",random(49,90),0,random(0,359),2)  
	MISL B 0 A_CustomMissile ("GiftRocket",random(49,90),0,random(0,359),2)
	MISL B 0 A_CustomMissile ("GiftRocket",random(49,90),0,random(0,359),2) 
	MISL B 0 A_CustomMissile ("GiftRocket",random(49,90),0,random(0,359),2)
	MISL B 0 A_CustomMissile ("GiftRocket",random(49,90),0,random(0,359),2)
	MISL B 0 A_CustomMissile ("GiftRocket",random(49,90),0,random(0,359),2)
	MISL B 7 Bright
    MISL C 6 Bright
    MISL D 4 Bright
    Stop
  }
}

actor omfgomfgomfg 14572
{
    Radius 128
    Height 1
    Speed 0
    Mass 9999999
    +NOGRAVITY
    States
    {
    Spawn:
        TNT1 A 4
        Goto See
    See:
        TNT1 A 1 A_Chase
        Loop
    Missile:
        TNT1 A 20 A_CustomMissile("giantsnob",random(-80,80),random(-80,80),random(1,359))
        TNT1 A 5 A_Jump(100,"Missile")
		TNT1 A 20
        TNT1 A 5 A_Jump(120,"Missile")
		TNT1 A 15
        TNT1 A 5 A_Jump(170,"Missile")
		TNT1 A 15
        TNT1 A 5 A_Jump(230,"Missile")
		TNT1 A 15
		TNT1 A 5 A_CustomMissile("omggiantsnob",random(-80,80),random(-80,80),random(1,359))
		TNT1 A 15
		TNT1 A 5 A_Jump(255,"Missile")
        goto see
    }
}

actor giantsnob
{
    Radius 56
    Height 8
    Speed 36
    Damage 15
    Projectile
	scale 3.0
	obituary "Santa thought %o could use a huge painful dick up their ass!"
     DeathSound "imp/shotx"
  States
  {
  Spawn:
    SNOB A 2 bright
    loop
  Death:
    SNOB A 1 A_Burst("snowballz2")
    stop
  }
}
actor snowballz2
{
  Radius 6
  Height 8
  Speed 20
  FastSpeed 20
  Damage 5
  Projectile
  DeathSound "imp/shotx"
  -NOGRAVITY
  gravity 0.250
  States
  {
  Spawn:
    SNOB A 2 bright
    loop
  Death:
    SNOB A 3 bright
    stop
  }
}

actor omggiantsnob : giantsnob
{
    Radius 128
    Height 16
    Speed 16
    Damage 70
	scale 7.0
	obituary "Santa thought %o could use a huge painful dick up their ass!"
     DeathSound "DAEXPLOD"
  States
  {
  Spawn:
    SNOB A 200 bright
    goto death
  Crash:
    SNOB A 1 bright
	goto Death
  Death:
    SNOB A 0 A_CustomMissile ("snowballz1",40,0,0,2)
	SNOB A 0 A_CustomMissile ("snowballz1",40,0,15,2)
	SNOB A 0 A_CustomMissile ("snowballz1",40,0,30,2)
	SNOB A 0 A_CustomMissile ("snowballz1",40,0,45,2)
	SNOB A 0 A_CustomMissile ("snowballz1",40,0,60,2)
	SNOB A 0 A_CustomMissile ("snowballz1",40,0,75,2)
	SNOB A 0 A_CustomMissile ("snowballz1",40,0,90,2)
	SNOB A 0 A_CustomMissile ("snowballz1",40,0,105,2)
	SNOB A 0 A_CustomMissile ("snowballz1",40,0,120,2)
	SNOB A 0 A_CustomMissile ("snowballz1",40,0,135,2)
	SNOB A 0 A_CustomMissile ("snowballz1",40,0,150,2)
	SNOB A 0 A_CustomMissile ("snowballz1",40,0,165,2)
	SNOB A 0 A_CustomMissile ("snowballz1",40,0,180,2)
	SNOB A 0 A_CustomMissile ("snowballz1",40,0,195,2)
	SNOB A 0 A_CustomMissile ("snowballz1",40,0,210,2)
	SNOB A 0 A_CustomMissile ("snowballz1",40,0,225,2)
	SNOB A 0 A_CustomMissile ("snowballz1",40,0,240,2)
	SNOB A 0 A_CustomMissile ("snowballz1",40,0,255,2)
	SNOB A 0 A_CustomMissile ("snowballz1",40,0,270,2)
	SNOB A 0 A_CustomMissile ("snowballz1",40,0,285,2)
	SNOB A 0 A_CustomMissile ("snowballz1",40,0,300,2)
	SNOB A 0 A_CustomMissile ("snowballz1",40,0,315,2)
	SNOB A 0 A_CustomMissile ("snowballz1",40,0,330,2)
	SNOB A 0 A_CustomMissile ("snowballz1",40,0,345,2)
	SNOB A 1 A_Burst("giantsnob")
	TNT1 A 1
    stop
  }
}

actor snowballz1
{
  Radius 6
  Height 8
  Speed 30
  FastSpeed 30
  Damage 15
  Projectile
  DeathSound "imp/shotx"
  scale 2.5
  States
  {
  Spawn:
    SNOB A 2 bright
    loop
  Death:
    SNOB A 1 bright
    stop
  }
}

actor motherman 12894
{
  radius 16
  height 128
  mass 999999999
  health 375
  speed 0
  MONSTER
  +SOLID
  +SHOOTABLE
  +NOBLOOD
  -ISMONSTER
  states
  {
  Spawn:
    ELEC A -1
    loop
  Death:
  ELEC A 25 acs_execute(945,0)
  stop
  }
}

actor motherman2 : motherman 12896
{
  states
  {
  Spawn:
    ELEC A -1
    loop
  Death:
  ELEC A 25 acs_execute(946,0)
  stop
  }
}

actor motherman3 : motherman 12897
{
  states
  {
  Spawn:
    ELEC A -1
    loop
  Death:
  ELEC A 25 acs_execute(947,0)
  stop
  }
}

actor motherman4 : motherman 12898
{
  states
  {
  Spawn:
    ELEC A -1
    loop
  Death:
  ELEC A 25 acs_execute(948,0)
  stop
  }
}


actor expos1
{
  obituary "%o fucked himself."
  radius 11
  height 72
  speed 20
  scale 4
  damage 0
  seesound "weapons/rocklf"
  activesound "weapons/rocklx"
  +FULLVOLACTIVE
  +FLOAT
  +NOGRAVITY
  states
  {
  Spawn:
    MISL BCD 8 bright 
    MISL BCD 8 bright A_ActiveSound
    MISL BCD 8 bright 
    MISL BCD 8 bright A_ActiveSound
    MISL BCD 8 bright 
    MISL BCD 8 bright A_ActiveSound
    MISL BCD 8 bright 
    MISL BCD 8 bright A_ActiveSound
    MISL BCD 8 bright 
    MISL BCD 8 bright A_ActiveSound
    MISL BCD 8 bright 
    MISL BCD 8 bright A_ActiveSound
    stop
  }
}

actor fucknballarma
{
  health 1234567890
  mass 1234567890
  painchance 0
  scale 3.0
  height 1
  radius 1
  obituary "%o could not escape from Fuck.N.Ball's cloud-shaped dick!"
  speed 0
  MONSTER
  -SHOOTABLE
  +NOICEDEATH
  +NOGRAVITY
  +LOOKALLAROUND
  +MISSILEMORE
  +MISSILEEVENMORE
  +ALWAYSFAST
  RENDERSTYLE TRANSLUCENT
  +NOCLIP
  ALPHA 0.4
  states
  {
  Spawn:
    FUPU D 1 A_look
    loop
  See:
    FUPU D 1 A_Chase
    loop
  Missile:
    FUPU D 1 A_Jump(256,"Missile1","Missile4")
	FUPU D 1 A_Jump(256,"Missile4")
    goto See
  Missile1:
    FUPU D 10
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,0)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,10)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,20)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,30)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,40)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,50)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,60)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,70)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,80)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,90)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,100)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,110)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,120)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,130)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,140)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,150)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,160)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,170)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,180)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-10)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-20)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-30)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-40)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-50)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-60)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-70)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-80)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-90)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-100)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-110)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-120)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-130)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-140)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-150)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-160)
	FUPU D 2 A_CustomMissile ("bossbitchshot",16,0,-170)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,0)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,10)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,20)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,30)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,40)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,50)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,60)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,70)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,80)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,90)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,100)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,110)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,120)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,130)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,140)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,150)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,160)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,170)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,180)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-10)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-20)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-30)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-40)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-50)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-60)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-70)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-80)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-90)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-100)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-110)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-120)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-130)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-140)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-150)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-160)
	FUPU D 2 A_CustomMissile ("bossbitchshot",16,0,-170)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,0)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,10)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,20)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,30)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,40)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,50)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,60)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,70)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,80)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,90)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,100)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,110)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,120)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,130)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,140)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,150)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,160)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,170)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,180)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-10)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-20)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-30)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-40)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-50)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-60)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-70)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-80)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-90)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-100)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-110)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-120)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-130)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-140)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-150)
	TNT1 A 0 A_CustomMissile ("bossbitchshot",16,0,-160)
	FUPU D 2 A_CustomMissile ("bossbitchshot",16,0,-170)
	FUPU D 1 A_Jump(256,"Missile2","Missile3")
	FUPU D 1 A_Jump(110,"Missile6")
    goto See
	Missile2:
    FUPU D 10
	FUPU DDDDD 1 A_CustomMissile ("bossbitchshothuge",16,0,0,0)
	FUPU DDD 1 A_CustomMissile ("bossbitchshothuge",16,0,20,0)
	FUPU DDDDD 1 A_CustomMissile ("bossbitchshothuge",16,0,-20,0)	
	FUPU D 1 A_Jump(200,"Missile1","Missile4")
	FUPU D 1 A_Jump(150,"Missile5")
    goto See
	Missile3:
    FUPU D 10
	FUPU DDDDD 1 A_CustomMissile ("bossbitchshothuge",16,0,-8,0)
	FUPU DDD 1 A_CustomMissile ("bossbitchshothuge",16,0,8,0)
	FUPU DDDDD 1 A_CustomMissile ("bossbitchshothuge",16,0,16,0)
	FUPU DDD 1 A_CustomMissile ("bossbitchshothuge",16,0,-16,0)
	FUPU D 1 A_Jump(200,"Missile1","Missile4")
	FUPU D 1 A_Jump(110,"Missile6")
    goto See
	Missile4:
    FUPU D 10
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,0)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,5)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,10)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,15)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,20)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,25)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,30)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,35)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,40)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,45)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,50)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,55)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,60)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,65)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,70)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,75)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,80)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,85)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,90)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,95)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,100)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,-5)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,-10)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,-15)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,-20)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,-25)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,-30)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,-35)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,-40)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,-45)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,-50)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,-55)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,-60)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,-65)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,-70)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,-75)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,-80)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,-85)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,-90)
	TNT1 A 0 A_CustomMissile ("bossbitchshotblue",24,0,-95)	
	FUPU D 3 A_CustomMissile ("bossbitchshotblue",24,0,-100)
	FUPU D 1 A_Jump(256,"Missile2","Missile3")
	FUPU D 1 A_Jump(150,"Missile5")
	FUPU D 1 A_Jump(140,"Missile6")
	goto See
	Missile5:
    FUPU D 10
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,0)
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,0)
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,0)
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,0)
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,0)
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,0)
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,0)
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,0)
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,0)
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,0)
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,0)
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,0)
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,0)
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,0)
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,0)
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,0)
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,0)
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,0)
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,0)
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,0)
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,0)
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,0)
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,0)
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,0)
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,0)
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,0)
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,0)
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,0)
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,0)
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,0)
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,0)
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,0)
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,0)
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,0)
	FUPU D 1 A_CustomMissile ("bossbitchshothuge",24,0,0)
	FUPU D 10 A_Jump(256,"Missile1","Missile4")
	goto See
	Missile6:
    FUPU D 1
	FUPU D 0 A_CustomMissile ("bossbitchshotorange",24,0,random(-5,5))
	FUPU D 0 A_CustomMissile ("bossbitchshotorange",24,0,random(-15,-10))
	FUPU D 0 A_CustomMissile ("bossbitchshotorange",24,0,random(-25,-20))
	FUPU D 0 A_CustomMissile ("bossbitchshotorange",24,0,random(-35,-30))
	FUPU D 0 A_CustomMissile ("bossbitchshotorange",24,0,random(-45,-40))
	FUPU D 0 A_CustomMissile ("bossbitchshotorange",24,0,random(-55,-50))
	FUPU D 0 A_CustomMissile ("bossbitchshotorange",24,0,random(10,15))
	FUPU D 0 A_CustomMissile ("bossbitchshotorange",24,0,random(20,25))
	FUPU D 0 A_CustomMissile ("bossbitchshotorange",24,0,random(30,35))
	FUPU D 0 A_CustomMissile ("bossbitchshotorange",24,0,random(40,45))
	FUPU D 2 A_CustomMissile ("bossbitchshotorange",24,0,random(50,55))
	FUPU D 0 A_CustomMissile ("bossbitchshotorange",24,0,random(-5,5))
	FUPU D 0 A_CustomMissile ("bossbitchshotorange",24,0,random(-15,-10))
	FUPU D 0 A_CustomMissile ("bossbitchshotorange",24,0,random(-25,-20))
	FUPU D 0 A_CustomMissile ("bossbitchshotorange",24,0,random(-35,-30))
	FUPU D 0 A_CustomMissile ("bossbitchshotorange",24,0,random(-45,-40))
	FUPU D 0 A_CustomMissile ("bossbitchshotorange",24,0,random(-55,-50))
	FUPU D 0 A_CustomMissile ("bossbitchshotorange",24,0,random(10,15))
	FUPU D 0 A_CustomMissile ("bossbitchshotorange",24,0,random(20,25))
	FUPU D 0 A_CustomMissile ("bossbitchshotorange",24,0,random(30,35))
	FUPU D 0 A_CustomMissile ("bossbitchshotorange",24,0,random(40,45))
	FUPU D 2 A_CustomMissile ("bossbitchshotorange",24,0,random(50,55))
	FUPU D 0 A_CustomMissile ("bossbitchshotorange",24,0,random(-5,5))
	FUPU D 0 A_CustomMissile ("bossbitchshotorange",24,0,random(-15,-10))
	FUPU D 0 A_CustomMissile ("bossbitchshotorange",24,0,random(-25,-20))
	FUPU D 0 A_CustomMissile ("bossbitchshotorange",24,0,random(-35,-30))
	FUPU D 0 A_CustomMissile ("bossbitchshotorange",24,0,random(-45,-40))
	FUPU D 0 A_CustomMissile ("bossbitchshotorange",24,0,random(-55,-50))
	FUPU D 0 A_CustomMissile ("bossbitchshotorange",24,0,random(10,15))
	FUPU D 0 A_CustomMissile ("bossbitchshotorange",24,0,random(20,25))
	FUPU D 0 A_CustomMissile ("bossbitchshotorange",24,0,random(30,35))
	FUPU D 0 A_CustomMissile ("bossbitchshotorange",24,0,random(40,45))
	FUPU D 2 A_CustomMissile ("bossbitchshotorange",24,0,random(50,55))
	FUPU D 1 A_Jump(234,"Missile6")
	FUPU D 1 A_Jump(256,"Missile1","Missile4","Missile5")
	goto See
  Pain:
    FUPU D 0
    goto See
  Death:
    FUPU D 4
    stop
  }
}

actor marothrocket2
{
  Game Doom
  Radius 11
  Height 8
  Speed 42
  Damage 40
  Projectile
  SeeSound "weapons/rocklx"
  DeathSound "weapons/rocklx"
  Obituary "%o got fucked over"
  States
  {
  Spawn:
    MISL A 1 bright A_CustomMissile("pyroblasted2",0,0)
    loop
  Death:
    MISL B 8 bright
    MISL C 6 bright
    MISL D 4 bright
    stop
  }
}

actor explodewave2
{
  Game Doom
  Radius 11
  Height 8
  Speed 34
  Damage 80
  Projectile
  ReactionTime 50
  SeeSound "DAEXPLOD"
  DeathSound "DAEXPLOD"
  Obituary "%o got fucked over"
  States
  {
  Spawn:
    TNT1 A 1 Radius_Quake(10,18,0,32,0)
    TNT1 A 5 bright A_CustomMissile("touhouexplosion4",-32,0)
	TNT1 A 0 A_SpawnItemEX("marothrocketbounce", 0, 0, 0, random (8, 16), 0, random (8, 16), random(0, 360))
	TNT1 A 5 bright A_CustomMissile("touhouexplosion4",-32,0)
	TNT1 A 1 A_Countdown
    loop
  Death:
    TOHO A 1 Radius_Quake(10,24,0,32,0)
    TOHO A 2 bright A_Explode(255,180,0)
    TOHO BCDEFG 3
    stop
  }
}


actor touhouexplosion4
{
  Game Doom
  Radius 1
  Height 1
  Speed 0
  Damage 0
  scale 3.0
  Projectile
   DamageType Wowow
  SeeSound "DAEXPLOD"
  DeathSound "DAEXPLOD"
  Obituary "%o got fucked over"
  States
  {
  Spawn:
    TOHO A 1 bright Radius_Quake(10,24,0,32,0)
    TOHO A 2 bright A_Explode(255,450,0)
    TOHO BCDEFG 3 bright
    stop
  Death:
    TOHO A 1 bright Radius_Quake(10,24,0,32,0)
    TOHO A 2 bright A_Explode(255,450,0)
    TOHO BCDEFG 3 bright
    stop
  }
}

actor pyroblasted2 : pyroblasted
{
scale 3.0
  States
  {
  Spawn:
    MISL B 8 bright A_Explode(150,390,0)
    MISL C 6 bright A_Explode(150,390,0)
    MISL D 4 bright A_Explode(150,390,0)
    stop
  Death:
    MISL B 8 bright A_Explode(150,390,0)
    MISL C 6 bright A_Explode(150,390,0)
    MISL D 4 bright A_Explode(150,390,0)
    stop
  }
}

actor plasmaball7 : plasmaball { DamageType Wowow }

actor lightningthund
{
  obituary "%o was struck in the ass by lightning!"
  radius 13
  height 8
  speed 35
  damage 150
  renderstyle normal
  alpha 1
  deathsound "weapons/bfgx"
  PROJECTILE
  +RANDOMIZE
  Translation "112:127=197:207"
  states
  {
  Spawn:
    FULI ABCD 4 bright
    loop
  Death:
    FULI ABCD 3
	FULI E 3 A_playsound("ThunderDood",CHAN_WEAPON,1,0,0)
    PLAY F 0 A_Custommissile ("plasmaball7",23,0,0)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,1,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,2,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,3,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,4,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,5,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,6,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,7,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,8,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,9,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,10,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,11,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,12,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,13,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,14,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,15,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,16,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,17,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,18,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,19,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,20,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,21,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,22,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,23,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,24,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,25,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,26,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,27,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,28,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,29,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,30,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,31,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,32,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,33,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,34,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,35,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,36,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,37,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,38,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,39,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,40,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,41,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,42,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,43,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,44,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,45,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,46,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,47,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,48,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,49,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,50,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,51,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,52,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,53,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,54,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,55,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,56,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,57,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,58,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,59,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,60,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,61,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,62,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,63,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,64,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,65,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,66,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,67,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,68,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,69,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,70,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,71,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,72,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,73,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,74,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,75,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,76,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,77,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,78,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,79,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,80,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,81,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,82,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,83,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,84,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,85,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,86,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,87,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,88,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,89,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,90,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,91,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,92,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,93,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,94,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,95,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,96,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,97,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,98,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,99,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,100,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,101,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,102,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,103,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,104,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,105,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,106,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,107,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,108,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,109,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,110,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,111,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,112,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,113,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,114,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,115,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,116,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,117,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,118,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,119,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,120,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,121,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,122,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,123,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,124,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,125,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,126,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,127,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,128,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,129,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,130,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,131,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,132,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,133,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,134,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,135,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,136,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,137,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,138,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,139,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,140,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,141,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,142,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,143,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,144,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,145,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,146,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,147,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,148,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,149,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,150,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,151,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,152,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,153,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,154,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,155,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,156,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,157,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,158,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,159,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,160,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,161,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,162,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,163,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,164,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,165,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,166,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,167,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,168,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,169,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,170,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,171,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,172,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,173,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,174,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,175,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,176,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,177,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,178,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,179,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,180,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-1,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-2,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-3,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-4,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-5,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-6,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-7,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-8,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-9,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-10,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-11,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-12,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-13,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-14,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-15,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-16,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-17,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-18,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-19,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-20,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-21,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-22,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-23,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-24,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-25,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-26,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-27,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-28,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-29,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-30,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-31,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-32,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-33,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-34,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-35,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-36,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-37,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-38,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-39,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-40,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-41,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-42,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-43,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-44,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-45,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-46,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-47,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-48,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-49,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-50,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-51,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-52,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-53,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-54,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-55,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-56,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-57,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-58,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-59,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-60,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-61,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-62,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-63,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-64,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-65,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-66,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-67,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-68,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-69,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-70,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-71,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-72,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-73,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-74,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-75,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-76,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-77,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-78,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-79,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-80,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-81,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-82,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-83,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-84,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-85,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-86,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-87,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-88,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-89,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-90,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-91,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-92,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-93,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-94,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-95,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-96,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-97,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-98,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-99,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-100,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-101,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-102,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-103,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-104,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-105,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-106,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-107,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-108,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-109,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-110,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-111,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-112,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-113,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-114,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-115,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-116,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-117,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-118,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-119,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-120,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-121,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-122,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-123,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-124,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-125,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-126,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-127,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-128,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-129,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-130,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-131,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-132,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-133,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-134,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-135,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-136,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-137,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-138,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-139,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-140,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-141,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-142,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-143,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-144,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-145,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-146,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-147,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-148,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-149,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-150,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-151,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-152,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-153,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-154,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-155,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-156,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-157,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-158,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-159,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-160,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-161,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-162,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-163,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-164,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-165,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-166,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-167,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-168,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-169,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-170,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-171,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-172,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-173,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-174,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-175,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-176,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-177,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-178,2)
		PLAY F 0 A_Custommissile ("plasmaball7",23,0,-179,2)
		TNT1 A 3 A_Custommissile ("plasmaball7",23,0,-180,2)
    stop
  }
}

actor fucknball 16632
{
  health 400000
  mass 10000
  painchance 0
  scale 3.0
  height 512
  radius 384
  painsound "UGHMAN"
  deathsound "UGHMAN"
  seesound "ASSH"
  activesound "UGHMAN"
  DamageFactor Wowow, 0.0
  obituary "%o could not escape from Fuck.N.Ball's cloud-shaped dick!"
  speed 18
  MONSTER
  +BOSS
  +SHOOTABLE
  +NOICEDEATH
  +FULLVOLACTIVE
  +NOGRAVITY
  +float
  states
  {
  Spawn:
    FUPU A 1 a_look
    loop
  See:
    FUPU A 1 A_Chase
    loop
  Missile:
    FUPU A 1 A_JumpIfHealthLower(70000,"MissileChoice1")
    FUPU A 1 A_Jump(150,"RailGun1","Railgun2","Railgun3","Railgun4")
    FUPU A 1 A_Jump(170,"MiniMissile1","MiniMissile2","MiniMissile3")
    FUPU A 1 A_Jump(225,"Missile1","Missile2","Missile4")
	FUPU A 1 A_Jump(256,"Missile4")
    goto See
  MissileChoice1:
    FUPU A 1 A_Jump(150,"RailGun1","Railgun2","Railgun3","Railgun4")
    FUPU A 1 A_Jump(256,"FinalMissile1","FinalMissile2","FinalMissile3","MiniMissile1")
    goto See
	FinalMissile1: 
	FUPU AAA 1 ThrustThingZ(0,160,1,1)
	FUPU DD 15 bright A_CustomMissile("lightningthund",32,0,random(-16,16))
	FUPU D 15 bright
	FUPU A 20 A_Jump(245,"FinalMissile1","FinalMissile2","FinalMissile3")
	goto See
	FinalMissile2:
	FUPU AAA 1 ThrustThingZ(0,160,1,1)
	FUPU D 0 bright A_CustomMissile("marothrocket",32,0,8)
	FUPU D 0 bright A_CustomMissile("marothrocket",32,0,16)
	FUPU D 0 bright A_CustomMissile("marothrocket",32,0,24)
	FUPU D 0 bright A_CustomMissile("marothrocket",32,0,32)
	FUPU D 0 bright A_CustomMissile("marothrocket",32,0,40)
	FUPU D 0 bright A_CustomMissile("marothrocket",32,0,48)
	FUPU D 0 bright A_CustomMissile("marothrocket",32,0,56)
	FUPU D 0 bright A_CustomMissile("marothrocket",32,0,64)
	FUPU D 0 bright A_CustomMissile("marothrocket",32,0,72)
	FUPU D 0 bright A_CustomMissile("marothrocket",32,0,80)
	FUPU D 0 bright A_CustomMissile("marothrocket2",32,0,0)
	FUPU D 0 bright A_CustomMissile("marothrocket",32,0,-8)
	FUPU D 0 bright A_CustomMissile("marothrocket",32,0,-16)
	FUPU D 0 bright A_CustomMissile("marothrocket",32,0,-24)
	FUPU D 0 bright A_CustomMissile("marothrocket",32,0,-32)
	FUPU D 0 bright A_CustomMissile("marothrocket",32,0,-40)
	FUPU D 0 bright A_CustomMissile("marothrocket",32,0,-48)
	FUPU D 0 bright A_CustomMissile("marothrocket",32,0,-56)
	FUPU D 0 bright A_CustomMissile("marothrocket",32,0,-64)
	FUPU D 0 bright A_CustomMissile("marothrocket",32,0,-72)
	FUPU D 15 bright A_CustomMissile("marothrocket",32,0,-80)
	FUPU A 10 A_Jump(245,"FinalMissile1","FinalMissile2","FinalMissile3")
	goto See
	FinalMissile3:
	FUPU AAA 1 ThrustThingZ(0,160,1,1)
    FUPU C 0 A_CustomMissile ("StunnerBall",32,0,5)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,10)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,15)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,20)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,25)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,30)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,-5)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,-10)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,-15)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,-20)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,-25)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,-30) 
	FUPU C 5 A_CustomMissile ("StunnerBall",32,0,0)
	FUPU CCCCCCCCCCCCCCC 1 A_CustomMissile ("KsawBolt",32,0,random(-17,17)) 
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,5)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,10)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,15)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,20)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,25)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,30)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,-5)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,-10)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,-15)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,-20)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,-25)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,-30) 
	FUPU C 5 A_CustomMissile ("StunnerBall",32,0,0)
	FUPU CCCCCCCCCCCCCCC 1 A_CustomMissile ("KsawBolt",32,0,random(-17,17)) 
	FUPU C 15 bright
	FUPU A 20 A_Jump(245,"FinalMissile1","FinalMissile2","FinalMissile3")
	goto See
  RailGun1:
    FUPU A 0
	FUPU B 4 A_CustomRailGun (45,0,red,yellow,0,1)
	FUPU B 4 A_CustomRailGun (50,0,blue,purple,0,1)
	FUPU B 4 A_CustomRailGun (44,0,orange,yellow,0,1)
	FUPU B 4 A_CustomRailGun (70,0,yellow,blue,0,1)
    goto See
  RailGun2:
    FUPU A 0
    FUPU C 4 A_CustomRailGun (40,0,red,orange,0,1)
	FUPU C 4 A_CustomRailGun (55,0,blue,red,0,1)
	FUPU C 4 A_CustomRailGun (32,0,red,yellow,0,1)
	FUPU C 4 A_CustomRailGun (72,0,blue,purple,0,1)
    goto See
  RailGun3:
    FUPU A 0
	FUPU D 4 A_CustomRailGun (72,0,orange,yellow,0,1)
	FUPU D 4 A_CustomRailGun (55,0,yellow,blue,0,1)
	FUPU D 4 A_CustomRailGun (33,0,red,orange,0,1)
	FUPU D 4 A_CustomRailGun (66,0,blue,red,0,1)
    goto See
  RailGun4:
    FUPU A 0
    FUPU C 20 A_CustomRailGun (100,0,black,red,0,1)
    goto See
  MiniMissile1:
    FUPU D 10 ThrustThingZ(0,160,1,1)
    FUPU D 0 bright A_CustomMissile("ugly1",25,0,8)
    FUPU D 0 bright A_CustomMissile("ugly1",25,0,0)
	FUPU D 12 bright A_CustomMissile("ugly1",25,0,-8)
	goto See
  MiniMissile2:
    FUPU D 10 ThrustThingZ(0,64,1,1)
	FUPU D 62 bright A_CustomMissile("explodewave2",16,0,0)
	goto See
  MiniMissile3:
    FUPU D 10 ThrustThingZ(0,32,1,1)
	FUPU DDDDD 10 bright A_CustomMissile("marothrocket2",32,0,random(-16,16))
	goto See
  Missile1:
    FUPU A 0
    FUPU B 22 ACS_Execute(403,0)
    goto See
  Missile2:
   FUPU A 0
    FUPU D 22 ACS_Execute(402,0)
    goto See
	Missile3:
   FUPU A 0
    FUPU D 22 ACS_Execute(405,0)
    goto See
	Missile4:
    FUPU D 10 ThrustThingZ(0,128,1,1)
	FUPU D 2 ACS_Execute(404,0)
	FUPU D 3 A_CustomMissile("DFire", 32, 0, 0)
	FUPU DDDDDD 4 A_CustomMissile("supafattshot",64,random(-16,16),random(-16,16))
	FUPU D 3 A_CustomMissile("DFire", 32, 0, 0)
	FUPU D 15 A_CustomMissile("fucksball",64,random(-16,16),random(-170,-175))
	FUPU DDD 4 A_CustomMissile("supafattshot",64,random(-16,16),random(-16,16))
	FUPU D 15 A_CustomMissile("fucksball",64,random(-16,16),random(-170,-175))
	FUPU D 3 A_CustomMissile("DFire", 32, 0, 0)
	FUPU DDD 4 A_CustomMissile("supafattshot",64,random(-16,16),random(-16,16))
	FUPU D 15 A_CustomMissile("fucksball",64,random(-16,16),random(-170,-175))
	FUPU DDDDDDDDDDDDDDDDDDDDDD 20 A_CustomMissile("supafattshot",64,random(-16,16),random(-35,35))
	FUPU D 3 A_CustomMissile("DFire", 32, 0, 0)
	goto See
  Pain:
    FUPU A 36
    goto See
  Death:
    FUPU A 200 A_BrainScream
    stop
  }
}

Actor DFire
{
  Obituary "%o could not escape from Fuck.N.Ball's cloud-shaped dick!"
  Radius 0
  Height 1
  Speed 0
  renderstyle normal
  DamageType Fire
  ALPHA 1.00
  +NoGravity
  +SeekerMissile
  +NoTarget
  +NoDamageThrust
  States
  {
  Spawn:
    HLFR A 2 Bright A_StartFire
    TNT1 A 0 Bright A_Explode(4, 32)
    HLFR B 2 Bright A_Fire
    TNT1 A 0 Bright A_Explode(4, 32)
    HLFR A 2 Bright A_Fire
    TNT1 A 0 Bright A_Explode(4, 32)
    HLFR B 2 Bright A_Fire
    TNT1 A 0 Bright A_Explode(4, 32)
    HLFR C 2 Bright A_FireCrackle
    TNT1 A 0 Bright A_Explode(4, 32)
    HLFR B 2 Bright A_Fire
    TNT1 A 0 Bright A_Explode(5, 32)
    HLFR C 2 Bright A_Fire
    TNT1 A 0 Bright A_Explode(5, 32)
    HLFR B 2 Bright A_Fire
    TNT1 A 0 Bright A_Explode(5, 32)
    HLFR C 2 Bright A_Fire 
    TNT1 A 0 Bright A_Explode(5, 32)
    HLFR D 2 Bright A_Fire 
    TNT1 A 0 Bright A_Explode(5, 32)
    HLFR C 2 Bright A_Fire
    TNT1 A 0 Bright A_Explode(5, 32)
    HLFR D 2 Bright A_Fire
    TNT1 A 0 Bright A_Explode(5, 32)
    HLFR C 2 Bright A_Fire
    TNT1 A 0 Bright A_Explode(5, 32)
    HLFR D 2 Bright A_Fire
    TNT1 A 0 Bright A_Explode(5, 32)
    HLFR E 2 Bright A_Fire
    TNT1 A 0 Bright A_Explode(5, 32)
    HLFR D 2 Bright A_Fire
    TNT1 A 0 Bright A_Explode(5, 32)
    HLFR E 2 Bright A_Fire
    TNT1 A 0 Bright A_Explode(5, 32)
    HLFR D 2 Bright A_Fire
    TNT1 A 0 Bright A_Explode(4, 32)
    HLFR E 2 Bright A_FireCrackle
    TNT1 A 0 Bright A_Explode(4, 32)
    HLFR F 2 Bright A_Fire
    TNT1 A 0 Bright A_Explode(3, 32)
    HLFR E 2 Bright A_Fire
    TNT1 A 0 Bright A_Explode(3, 32)
    HLFR F 2 Bright A_Fire
    TNT1 A 0 Bright A_Explode(3, 32)
    HLFR E 2 Bright A_Fire
    TNT1 A 0 Bright A_Explode(2, 32)
    HLFR F 2 Bright A_Fire
    TNT1 A 0 Bright A_Explode(2, 32)
    HLFR G 2 Bright A_Fire
    TNT1 A 0 Bright A_Explode(2, 32)
    HLFR H 2 Bright A_Fire
    TNT1 A 0 Bright A_Explode(1, 32)
    HLFR G 2 Bright A_Fire
    TNT1 A 0 Bright A_Explode(1, 32)
    HLFR H 2 Bright A_Fire
    TNT1 A 0 Bright A_Explode(1, 32)
    HLFR G 2 Bright A_Fire
    TNT1 A 0 Bright A_Explode(1, 32)
    HLFR H 2 Bright A_Fire
    Stop
  }
}

ACTOR fucksball : doomimpball
{
  Radius 32
  Height 32
  Speed 30
  FastSpeed 30
  Damage 255
  scale 3.0
  States
  {
  Spawn:
    BAL1 AB 1 Bright A_CustomMissile("fatshot",0,0,random(-1,1))
    Loop
  Death:
    BAL1 CDE 6 Bright
    Stop
  }
}

actor fucknballsummon : fucknball
{
  health 1500
  scale 0.6
  height 128
  radius 100
  obituary "%o could not escape from Fuck.N.Ball's cloud-shaped dick!"
  speed 15
  MONSTER
  DamageFactor Wowow, 0.0
  -BOSS
  -FULLVOLACTIVE
  +LOOKALLAROUND
  states
  {
  Missile:
    FUPU A 1 A_Jump(256,"Missile1","Missile3","Missile4","Missile5","Missile6")
    goto See
  Missile6:
    FUPU A 0
	FUPU A 7 A_CustomRailGun (8,0,red,yellow,0,1)
	FUPU A 7 A_CustomRailGun (20,0,blue,purple,0,1)
	FUPU A 7 A_CustomRailGun (14,0,orange,yellow,0,1)
    goto See
  Missile1:
    FUPU A 2
    FUPU DDDDD 3 A_CustomMissile("supafattshot",64,0,random(-16,16))
    goto See
  Missile2:
    FUPU A 2
    FUPU B 10 A_CustomMissile ("lightningthund",32,0,0)
    goto See
  Missile3:
    FUPU A 2
	FUPU CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_CustomMissile ("hectshot",32,0,random(-6,6))
	goto See
	Missile4:
    FUPU A 2
	FUPU D 0 A_CustomMissile ("explodewave",32,0,random(5,9))
	FUPU D 0 A_CustomMissile ("explodewave",32,0,random(-1,1))
	FUPU D 6 A_CustomMissile ("explodewave",32,0,random(-5,-9))
    goto See
	Missile5:
    FUPU A 2
    FUPU C 0 A_CustomMissile ("StunnerBall",32,0,5)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,10)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,15)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,20)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,25)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,30)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,-5)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,-10)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,-15)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,-20)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,-25)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,-30) 
	FUPU C 25 A_CustomMissile ("StunnerBall",32,0,0)
    goto See
  Pain:
    FUPU A 36
    goto See
  Death:
    FUPU A 1 A_Scream
    stop
  }
}


actor omfgomfgomfgs 14573
{
    Radius 128
    Height 1
    Speed 0
    Mass 9999999
    +NOGRAVITY
    States
    {
    Spawn:
        TNT1 A 4
        Goto See
    See:
        TNT1 A 1 A_Chase
        Loop
    Missile:
    	TNT1 A 10
        TNT1 A 1 A_CustomMissile("VFatshot",random(-100,100),random(-100,100),random(-100,100),2,-90)
        TNT1 A 5 A_Jump(100,"Missile")
		TNT1 A 20
        TNT1 A 5 A_Jump(120,"Missile")
		TNT1 A 15
        TNT1 A 5 A_Jump(170,"Missile")
		TNT1 A 15
        TNT1 A 5 A_Jump(230,"Missile")
		TNT1 A 15
		TNT1 A 1 A_CustomMissile("VFatshot",random(-100,100),random(-100,100),random(-100,100),2,-90)
		TNT1 A 15
		TNT1 A 5 A_Jump(105,"Missile")
        stop
    }
}



ACTOR VFatshot
{
	
	Radius 10
	Height 8
	Speed 14
	Damage 15
	DamageType Fire
	Projectile
        SeeSound "fatso/attack"
	DeathSound "fatso/shotx"
	States
	{
	Spawn:
		MANV AB 2 BRIGHT  
		Loop
	Death: 
	MISL B 5 BRIGHT
	MISL C 5 BRIGHT A_CustomMissile("fatshot",40,0,random(0,360),2)
                MISL D 5 BRIGHT   
		Stop
	}
}

ACTOR ugly1
{
   Radius 25
   Height 35
   Speed 35
   damage 15
   ReactionTime 300
   scale 3.8
   PROJECTILE
   DamageType Wowow
   +FLOORHUGGER
   +RIPPER
   -NOGRAVITY
   +SEEKERMISSILE
   Obituary "%o could not escape from Fuck.N.Ball's cloud-shaped dick!"
   Seesound "weapons/diasht"
   DeathSound "weapons/firex3"   
   States
   {
   Spawn:
      NULL A 1 Bright A_SeekerMissile(1,2)
      NULL A 0 Bright A_Countdown
      NULL A 0 Bright A_CustomMissile("ugly2",0,0,0,0)
      loop
   Death:
      NULL A 1
      stop
   }
}
ACTOR ugly2
{
   Radius 1
   Height 1
   Speed 0
   Translation "16:191=5:8","208:235=176:191"
   scale 3.4
   PROJECTILE
   +FLOORHUGGER
   DamageType Wowow
   -NOGRAVITY
   States
   {
   Spawn:
      FTRA ABCDEFGHIJ 3 Bright
      stop
   }
}



actor fucknballmini : fucknballsummon 6669
{
  obituary "%o could not escape a Fuck.N.Ball clone's cloud-shaped dick!"
  scale 0.4
  health 3000
  DamageFactor Wowow, 0.0
  states
  {
  Missile:
    FUPU A 15
    FUPU A 1 A_Jump(256,"Missile1","Missile2","Missile3","Missile5","Missile6")
    goto See
  Missile6:
    FUPU A 0
	FUPU A 7 A_CustomRailGun (8,0,red,yellow,0,1)
	FUPU A 7 A_CustomRailGun (20,0,blue,purple,0,1)
	FUPU A 7 A_CustomRailGun (14,0,orange,yellow,0,1)
    goto See
  Missile1:
    FUPU A 2
    FUPU DDDDD 3 A_CustomMissile("supafattshot",64,0,random(-16,16))
    goto See
  Missile3:
    FUPU A 2
	FUPU CCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_CustomMissile ("hectshot",32,0,random(-6,6))
    goto See
	Missile5:
    FUPU A 2
    FUPU C 0 A_CustomMissile ("StunnerBall",32,0,5)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,10)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,15)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,20)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,25)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,30)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,-5)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,-10)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,-15)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,-20)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,-25)
	FUPU C 0 A_CustomMissile ("StunnerBall",32,0,-30) 
	FUPU C 25 A_CustomMissile ("StunnerBall",32,0,0)
    goto See
  Pain:
    FUPU A 36
    goto See
  Death:
    FUPU A 1 A_Scream
    stop
  }
}

actor SupaFattShot : FatShot
{
Scale 2.0
damage 40
  States
  {
  Death:  
	MISL B 0 bright A_CustomMissile("fatshot",25,0,-20,2)  
	MISL B 0 bright A_CustomMissile("fatshot",25,0,-40,2)   
	MISL B 0 bright A_CustomMissile("fatshot",25,0,-60,2)    
	MISL B 0 bright A_CustomMissile("fatshot",25,0,-80,2)    
	MISL B 0 bright A_CustomMissile("fatshot",25,0,-100,2)    
	MISL B 0 bright A_CustomMissile("fatshot",25,0,-120,2)    
	MISL B 0 bright A_CustomMissile("fatshot",25,0,-140,2)    
	MISL B 0 bright A_CustomMissile("fatshot",25,0,-160,2) 
	MISL B 0 bright A_CustomMissile("fatshot",25,0,0,2)   
	MISL B 0 bright A_CustomMissile("fatshot",25,0,20,2)    
	MISL B 0 bright A_CustomMissile("fatshot",25,0,40,2)    
	MISL B 0 bright A_CustomMissile("fatshot",25,0,60,2)    
	MISL B 0 bright A_CustomMissile("fatshot",25,0,80,2)    
	MISL B 0 bright A_CustomMissile("fatshot",25,0,100,2)  
	MISL B 0 bright A_CustomMissile("fatshot",25,120,2)  
	MISL B 0 bright A_CustomMissile("fatshot",25,0,140,2)    
	MISL B 0 bright A_CustomMissile("fatshot",25,0,160,2)    
	MISL B 0 bright A_CustomMissile("fatshot",25,0,180,2)  	
    MISL B 8 bright
    MISL C 6 bright
    MISL D 4 bright
    stop
  }
}

actor fuckballing 
{
  Radius 1
    Height 1
    Speed 0
    Damage 0
    Alpha 0.6
    RenderStyle Translucent
    +NOBLOCKMAP
    +DROPOFF
    +MISSILE
    +NOTELEPORT
    +ACTIVATEIMPACT
    +ACTIVATEPCROSS
    +DONTSPLASH
 states
 {
Spawn:
    DEFG A 3
    loop
  Death:
  DEFG A 0 A_Noblocking
  DEFG A 0 bright A_ActiveSound
  DEFG A 1 bright 
  DEFG A 0 A_CustomMissile ("marothrocket",32,0,random(1,359),2)
  DEFG A 0 A_CustomMissile ("marothrocket2",32,0,random(1,359),2)
  DEFG A 0 A_CustomMissile ("marothrocket",32,0,random(1,359),2)
  DEFG A 0 A_CustomMissile ("marothrocket2",32,0,random(1,359),2)
  DEFG A 0 A_CustomMissile ("marothrocket",32,0,random(1,359),2)
  DEFG A 0 A_CustomMissile ("marothrocket2",32,0,random(1,359),2)
  DEFG A 0 A_CustomMissile ("explodewave2",32,0,random(1,359),2)
  DEFG A 0 A_CustomMissile ("explodewave",32,0,random(1,359),2)
  DEFG A 0 A_CustomMissile ("explodewave2",32,0,random(1,359),2)
  DEFG A 0 A_CustomMissile ("explodewave",32,0,random(1,359),2)
  DEFG A 0 A_CustomMissile ("explodewave2",32,0,random(1,359),2)
  DEFG A 0 A_CustomMissile ("explodewave",32,0,random(1,359),2)
  TNT1 A 10 bright A_Explode (255, 128)
  TNT1 A 200
  stop
 }
}

ACTOR fuckrain
{
    Radius 4
    Height 4
    Speed 0
    Damage 5
    Alpha 0.6
    mass 999
    RenderStyle Add
    +noblockmap
    +missile
    +noteleport
    +activateimpact
    +activatepcross
    +solid
    States
    {
    Spawn:
        FUMR A 1
        Loop
    Death:
        FUMR A 2 A_Explode (4, 4)
        FUMR B 2 A_FireCrackle
        FUMR C 2 A_Explode (4, 4)
        FUMR D 2 A_FireCrackle
        FUMR E 2 A_Explode (4, 4)
        FUMR F 2 A_FireCrackle
        FUMR G 2 A_Explode (4, 4)
        FUMR H 2 A_FireCrackle
        Stop
    }
}



actor ForestTree 10800
{
  radius 72
  height 192
  scale 1.5
  +SOLID
  states
  {
  Spawn:
    CZTR A -1
    loop
  }
}

actor ForestFog 10801
{
  radius 32
  height 108
  Speed 5
  +FLOAT
  +NOGRAVITY
  -SOLID
  states
  {
  Spawn:
    WFOG A 3 A_Wander
    WFOG B 3 A_Wander
    WFOG C 3 A_Wander 
    WFOG D 3 A_Wander 
    WFOG E 3 A_Wander 
    loop
  }
}

actor assshred 12804
{
  health 200
  mass 9999999999
  height 32
  radius 32
  scale 0.4
  painchance 80
  deathsound "OHHEE"
  meleedamage 3
  seesound "OHWOW"
  activesound "OHWOW"
  painsound "OHHAH"
  DamageFactor Wowow, 0.0
  obituary "%o's asshole was assaulted by a anal shredder!"
  speed 12
  MONSTER
  +SOLID
  +SHOOTABLE
  +NOICEDEATH
  states
  {
  Spawn:
    ASTO AB 3 a_look
    loop
  See:
	ASTO AB 3 A_Chase
    loop
  Melee:
    ASTO AB 2 A_MeleeAttack
    goto See
  Missile:
    ASTO A 2 A_CustomMissile ("doomimpball",32,0,-6)
	ASTO A 4 A_CustomMissile ("doomimpball",32,0,3)
	ASTO A 3 A_CustomMissile ("doomimpball",32,0,-4)
	ASTO A 1 A_CustomMissile ("doomimpball",32,0,2)
	goto See
  Pain:
    ASTO A 5 A_Pain
    goto See
  Death:
	ASTO A 14 A_Scream
	ASTO A 1 A_NoBlocking
    TNT1 A -1
    stop
  Raise:
	ASTO A 1
    goto see
  }
}

actor tinylittlefuck 12803
{
  health 100
  mass 9999999999
  height 32
  radius 16
  scale 0.1
  painchance 255
  deathsound "Splatzo"
  meleedamage 1
  DamageFactor Wowow, 0.0
  seesound "gorgiass"
  obituary "a red ass-hungry toy flew up %o's asshole at the speed of light!"
  speed 5
   Translation "112:127=176:191"
  MONSTER
  +SOLID
  +SHOOTABLE
  +NOICEDEATH
  states
  {
  Spawn:
    BBRN A 5 a_look
    loop
  See:
    BBRN A 1 A_Chase
    loop
  Melee:
    BBRN A 5 A_MeleeAttack
    goto See
  Pain:
    BBRN B 8 A_Pain
    goto See
  Death:
    BBRN B 13 A_NoBlocking
	BBRN B 1 A_Scream
    BBRN B 1 A_CustomMissile("TinyFuckSplat", 21,0,0, 2,0)
    TNT1 A 0
    stop
  }
}

actor eyeballs 12805
{
  health 130
  mass 9999999999
  height 32
  radius 16
  scale 0.5
  painchance 80
  deathsound "Splatzo"
  meleedamage 5
  activesound "DSEYEACT"
  painsound "DSEYEPAI"
  AttackSound "DSEYEATK"
  obituary "%o was skull-fucked by a killer eyeball!"
  speed 9
  damage 2
   Translation "112:127=176:191"
  MONSTER
  +FLOAT
  +NOGRAVITY
  +DONTFALL
  +SOLID
  +SHOOTABLE
  +NOICEDEATH
  states
  {
  Spawn:
    EYEE AC 5 a_look
    loop
  See:
    EYEE AAABBBCCCBBB 2 A_Chase
    loop
  Melee:
    EYEE D 5 A_MeleeAttack
    goto See
  Missile:
    EYEE B 3 A_FaceTarget
	EYEE D 3 A_SkullAttack (34)
	EYEE D 2 BRIGHT
    Goto Missile+2
  Pain:
    EYEE B 8 A_Pain
    goto See
  Death:
    EYEE D 13 A_NoBlocking
	EYEE D 1 A_Scream
    EYEE D 1 A_CustomMissile("TinyFuckSplat2", 21,0,0, 2,0)
    TNT1 A 0
    stop
  }
}


actor TinyFuckSplat
{
  Game Doom
  +NOBLOCKMAP
  +NOGRAVITY
  +NOCLIP
  +DONTFALL
   Speed 0
   FastSpeed 0
   scale 0.9
    deathsound "Splatzo"
   Translation "112:127=176:191"
  states
  {
  Spawn:
    BAL7 CDE 4
    stop
  }
}

actor TinyFuckSplat2
{
  Game Doom
  +NOBLOCKMAP
  +NOGRAVITY
  +NOCLIP
  +DONTFALL
   Speed 0
   FastSpeed 0
   scale 1.7
    deathsound "Splatzo"
   Translation "112:127=176:191"
  states
  {
  Spawn:
    BAL7 CDE 4
    stop
  }
}

actor santaminion 13161
{
  health 1200
  Mass 10000
  height 82
  radius 64
  painchance 15
  DamageFactor Wowow, 0.0
  scale 0.5
  seesound "SantaSight"
  activesound "SantaActive"
  painsound "SantaPain"
  deathsound "SantaDeath"
  obituary "One of santa's minions shoved a dick up %o's ass so far it came out his left ear!"
  speed 10
  MONSTER
  +SOLID
  +SHOOTABLE
  +NOICEDEATH
  +DONTHURTSPECIES
  states
  {
  Spawn:
    SANZ A 1 a_look
    loop
  See:
    SANZ A 1 A_Chase
    loop
  Missile:
    SANZ A 1 A_Jump(165,"Missile1","Missile3")
	SANZ A 1 A_Jump(256,"Missile2")
	goto See
  Missile1:
    SANZ A 25 A_PlaySound ("SANATK3")
    SANZ A 0 A_CustomMissile ("snowballz",random(10,20),0,random(10,-10))
	SANZ A 0 A_CustomMissile ("snowballz",random(10,20),0,random(10,-10))
	SANZ A 0 A_CustomMissile ("snowballz",random(10,20),0,random(10,-10))
	SANZ A 0 A_CustomMissile ("snowballz",random(10,20),0,random(10,-10))
	SANZ A 0 A_CustomMissile ("snowballz",random(10,20),0,random(10,-10))
	SANZ A 0 A_CustomMissile ("snowballz",random(10,20),0,random(20,-20))
	SANZ A 0 A_CustomMissile ("snowballz",random(10,20),0,random(20,-20))
	SANZ A 0 A_CustomMissile ("snowballz",random(10,20),0,random(20,-20))
	SANZ A 0 A_CustomMissile ("snowballz",random(10,20),0,random(20,-20))
	SANZ A 0 A_CustomMissile ("snowballz",random(10,20),0,random(20,-20))
	SANZ A 0 A_CustomMissile ("snowballz",random(10,20),0,random(30,-30))
	SANZ A 0 A_CustomMissile ("snowballz",random(10,20),0,random(30,-30))
	SANZ A 0 A_CustomMissile ("snowballz",random(10,20),0,random(30,-30))
	SANZ A 0 A_CustomMissile ("snowballz",random(10,20),0,random(30,-30))
	SANZ A 5 A_CustomMissile ("snowballz",random(10,20),0,random(30,-30))
    goto See
	Missile2:
	SANZ A 70 A_PlaySound ("SANATK1")
	SANZ A 0 A_CustomMissile ("GiftRocket",40,0,45)
	SANZ A 0 A_CustomMissile ("GiftRocket",40,0,-45)
	SANZ A 0 A_CustomMissile ("GiftRocket",40,0)
	goto see
	Missile3:
	SANZ A 45 A_PlaySound ("SANATK2")
	SANZ A 0 A_CustomMissile ("TreeWave",40,0)
	goto see
  Pain:
    SANZ A 1 A_Pain
    goto See
  Death:
    SANZ A 10 A_Scream
    SANZ A 15 A_NoBlocking
    stop
  }
}

actor snowballz
{
  Radius 6
  Height 8
  Speed 20
  FastSpeed 20
  Damage 5
  Projectile
  DeathSound "imp/shotx"
  States
  {
  Spawn:
    SNOB A 2 bright
    loop
  Death:
    SNOB A 3 bright
    stop
  }
}
ACTOR GiftRocket
{
  Radius 11
  Height 8
  Speed 13
  Damage 3
  Projectile
   DamageType Wowow
  +RANDOMIZE
  +DEHEXPLOSION
  +ROCKETTRAIL
  +SEEKERMISSILE 
  DeathSound "weapons/rocklx"
  Obituary "One of santa's minions shoved a dick up %o's ass so far it came out his left ear!"
  States
  {
  Spawn:
    GIFT A 1 Bright A_Tracer
    Loop
  Death:
    MISL B 8 Bright A_Explode
    MISL C 6 Bright
    MISL D 4 Bright
    Stop
  }
}

ACTOR GiftRocket4
{
  Radius 11
  Height 8
  Speed 13
  Damage 3
  Projectile
   DamageType Wowow
  +RANDOMIZE
  +DEHEXPLOSION
  +ROCKETTRAIL
  +SEEKERMISSILE 
  DeathSound "weapons/rocklx"
  Obituary "One of santa's minions shoved a dick up %o's ass so far it came out his left ear!"
  States
  {
  Spawn:
    GIFT A 1 Bright
    Loop
  Death:
    MISL B 8 Bright A_Explode
    MISL C 6 Bright
    MISL D 4 Bright
    Stop
  }
}
actor treewave
{
  Game Doom
  Radius 2
  Height 8
  Speed 14
  Damage 20
  Projectile
  Obituary "One of santa's minions shoved a dick up %o's ass so far it came out his left ear!"
  States
  {
  Spawn:
    TNT1 A 5 bright A_CustomMissile("treehump",-32,0)
    loop
  Death:
	TNT1 A 6
    stop
  }
}

actor treehump
{
  Game Doom
  Radius 1
  Height 1
  Speed 0
  Damage 0
  Projectile
  Obituary "One of santa's minions shoved a dick up %o's ass so far it came out his left ear!"
  +NOCLIP
  +RIPPER
  States
  {
  Spawn:
    CHTR D 3 A_Explode(2,100,0)
    CHTR C 3 A_Explode(4,100,0)
	CHTR B 3 A_Explode(6,100,0)
    CHTR A 3 A_Explode(8,100,0)
	CHTR B 3 A_Explode(6,100,0)
	CHTR C 3 A_Explode(4,100,0)
	CHTR D 3 A_Explode(2,100,0)
	TNT1 A 3
    stop
  Death:
	TNT1 A 6
    stop
  }
}


Actor OrbitSnow : snowballz
{
  SeeSound ""
  +NoClip
  Speed 10
  scale 2.0
  DamageType Wowow 
  States
  {
  Spawn:
    BOSF ABCDABCD 1 Bright A_Explode(100, 128)
	TNT1 A 0 A_CustomMissile("OrbitSnow", 0, 0, 75)
    Stop
  }
}

Actor OrbitSnow2 : OrbitSnow
{
  States
  {
  Spawn:
    BOSF ABCDABCD 1 Bright A_Explode(100, 128)
    TNT1 A 0 A_CustomMissile("OrbitSnow2", 0, 0, -75)
    Stop
  }
}

ACTOR BigTreeZX 5498
{
  Game Doom
  Radius 32
  Height 108
  scale 1.3
  ProjectilePassHeight -16
  +SOLID
  States
  {
  Spawn:
    PXL6 A -1
    Stop
  }
}


actor supertreegifter 5499
{
  health 3000
  Mass 1234567890
  height 256
  radius 64
  painchance 0
  scale 2.5
  damage 1
  meleedamage 2
  meleerange 400
  DamageFactor Wowow, 0.0
  obituary "%o was killed by a christmas tree that threw nuclear bomb gifts!"
  speed 0
  MONSTER
  +ALWAYSFAST
  +MISSILEMORE
  +MISSILEEVENMORE
  +LOOKALLAROUND
  +NORADIUSDMG
  states
  {
  Spawn:
    PXL6 A 10 a_look
    loop
  See:
    PXL6 A 1 A_Chase
    goto See
  Melee:
  PXL6 A 0 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	PXL6 A 0 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	PXL6 A 0 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	PXL6 A 1 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	PXL6 A 0 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	PXL6 A 0 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	PXL6 A 0 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
	PXL6 A 1 A_CustomMissile ("RevenantTracer",random(32,60),random(-32,32),random(-32,32))
  PXL6 A 0 Bright A_CustomMissile("NukeWall",0,0,8)
      PXL6 A 0 Bright A_CustomMissile("NukeWall",0,0,23)
      PXL6 A 0 Bright A_CustomMissile("NukeWall",0,0,38)
      PXL6 A 0 Bright A_CustomMissile("NukeWall",0,0,53)
      PXL6 A 0 Bright A_CustomMissile("NukeWall",0,0,68)
      PXL6 A 0 Bright A_CustomMissile("NukeWall",0,0,83)
      PXL6 A 0 Bright A_CustomMissile("NukeWall",0,0,98)
      PXL6 A 0 Bright A_CustomMissile("NukeWall",0,0,113)
      PXL6 A 0 Bright A_CustomMissile("NukeWall",0,0,128)
      PXL6 A 0 Bright A_CustomMissile("NukeWall",0,0,143)
      PXL6 A 0 Bright A_CustomMissile("NukeWall",0,0,158)
      PXL6 A 0 Bright A_CustomMissile("NukeWall",0,0,173)
      PXL6 A 0 Bright A_CustomMissile("NukeWall",0,0,187)
      PXL6 A 0 Bright A_CustomMissile("NukeWall",0,0,202)
      PXL6 A 0 Bright A_CustomMissile("NukeWall",0,0,217)
      PXL6 A 0 Bright A_CustomMissile("NukeWall",0,0,232)
      PXL6 A 0 Bright A_CustomMissile("NukeWall",0,0,247)
      PXL6 A 0 Bright A_CustomMissile("NukeWall",0,0,262)
      PXL6 A 0 Bright A_CustomMissile("NukeWall",0,0,277)
      PXL6 A 0 Bright A_CustomMissile("NukeWall",0,0,292)
      PXL6 A 0 Bright A_CustomMissile("NukeWall",0,0,307)
      PXL6 A 0 Bright A_CustomMissile("NukeWall",0,0,322)
      PXL6 A 0 Bright A_CustomMissile("NukeWall",0,0,337)
      PXL6 A 20 Bright A_CustomMissile("NukeWall",0,0,352)
	goto See
	Missile:
	PXL6 A 200 A_CustomMissile ("NuclearMissileShot",125,0,0)
	goto See
    Death:
	TNT1 A 6 A_NoBlocking
	TNT1 A 5 A_CustomMissile("touhouexplosion2",0,0)
	TNT1 A 6
    stop
  }
}


actor treegifter 5566
{
  health 2000
  Mass 1234567890
  height 256
  radius 80
  painchance 0
  scale 2.0
  damage 1
  meleedamage 2
  meleerange 400
  DamageFactor Wowow, 0.0
  obituary "%o was killed by a christmas tree that threw explosive gifts!"
  speed 0
  MONSTER
  +ALWAYSFAST
  +MISSILEMORE
  +MISSILEEVENMORE
  +LOOKALLAROUND
  states
  {
  Spawn:
    CHTR A 10 a_look
    loop
  See:
    CHTR A 1 A_Chase
    goto See
  Melee:
    CHTR A 0 A_CustomMissile ("boxofire",42,0,40)
	CHTR A 0 A_CustomMissile ("boxofire",42,0,80)
	CHTR A 0 A_CustomMissile ("boxofire",42,0,120)
	CHTR A 0 A_CustomMissile ("boxofire",42,0,160)
	CHTR A 0 A_CustomMissile ("boxofire",42,0,200)
	CHTR A 0 A_CustomMissile ("boxofire",42,0,240)
	CHTR A 0 A_CustomMissile ("boxofire",42,0,280)
	CHTR A 0 A_CustomMissile ("boxofire",42,0,320)
	CHTR A 15 A_CustomMissile ("boxofire",42,0,0)
	goto See
	Missile:
	CHTR A 90 A_CustomMissile ("GiftRocket2",125,0,0)
	goto See
    Death:
	CHTR B 3 A_Explode(6,100,0)
	CHTR C 3 A_Explode(4,100,0)
	CHTR D 3 A_Explode(2,100,0)
	TNT1 A 3 A_NoBlocking
	TNT1 A 6
    stop
  }
}

actor boxofire
{
  obituary "%o rode %k's rocket."
  radius 82
  height 82
  speed 17
  scale 1.1
  damage 70
  seesound "weapons/rocklf"
  deathsound "weapons/rocklx"
  PROJECTILE
  +RANDOMIZE
  +SEEKERMISSILE
  states
  {
  Spawn:
    BOSF ABCD 2 bright
    loop
  Death:
    FIRE A 6 bright A_TRACER2
  FIRE A 6 bright A_EXPLODE (10,96,0)
  FIRE B 6 bright A_EXPLODE (8,96,0)
  FIRE C 6 bright A_EXPLODE (6,96,0)
  FIRE D 6 bright A_EXPLODE (4,96,0)
  FIRE E 6 bright A_EXPLODE (2,96,0)
  FIRE F 6 bright A_EXPLODE (1,96,0)
  FIRE G 6 bright A_EXPLODE (1,96,0)
  FIRE H 6 bright A_EXPLODE (1,96,0)
    stop
  }
}


actor demoncrate 12855
{
  health 600
  mass 400
  scale 1
  height 64
  radius 48
  painchance 188
  DamageFactor Wowow, 0.0
  obituary "%o's was assfucked by a rapist crate!"
  speed 15
  painsound "CratePain"
  AttackSound "grunt/attack"
  MONSTER
  +DONTHURTSPECIES
  +NOTARGET
  +NOBLOOD
  +FLOAT
  +NOGRAVITY
  states
  {
  Spawn:
    BOXX A 9 a_look
    loop
  See:
    BOXX AABBCCDDCCBB 3 A_FastChase
    loop
  Missile:
    BOXX A 1 A_Jump(256,"Missile1","Missile2")
    goto See
	Missile1:
    BOXX E 5 A_FaceTarget
    BOXX FE 2 bright A_CPosAttack
    BOXX F 1 A_CPosRefire
    goto Missile1+1
	Missile2:
    BOXX D 5 A_FaceTarget
    BOXX D 10 bright A_CustomMissile ("Rocket",32,0)
    BOXX D 1
    goto see
  Pain:
    BOXX A 1 A_Pain
    goto See
  Death:
    BOXX A 16
	BOXX A 1 A_PlaySound ("weapons/rocklx")
	BOXX A 1 A_Burst("pyroblastss")
    stop
  }
}

actor pyroblastss
{
  Radius 1
  Height 1
  Speed 8
  Damage 0
  Projectile
  +RANDOMIZE
  Obituary "%o was fucked"
  States
  {
  Spawn:
    MISL B 8 bright
    MISL C 6 bright
    MISL D 4 bright
    stop
  Death:
    TNT1 A 1
    stop
  }
}

ACTOR HairyJerry: Buttflakes 6122
{
    Health 50000
    Radius 128
    Height 256 
    Speed 20
    Scale 2.0
	+BOSS
	painchance 6
	seesound "DATARSE"
	deathsound "OHIMDEAD"
	activesound "HAIRV006"
	painsound "OWIEHURT"
	Translation "176:191=160:167"
    Obituary "HairyJerry shoved one of his stupid creations up %o's asshole!"
    States
    {
	Raise:
	stop
	Pain:
	TURD C 12 A_Pain
	Goto See
	Missile:
    Melee:
	TURD A 1 A_Jump(128,"Missile1","Missile2","Missile3","Missile4")
	TURD A 1 A_Jump(249,"Missile5","Missile6","Missile7","Missile8","Missile9")
	TURD A 1 A_Jump(256,"Missile10")
	Missile1:
	TURD A 3 A_FaceTarget
	TURD A 2 A_CustomMissile ("lolbawl",145,0,random(-47,47))
	TURD A 2 A_CustomMissile ("lolbawl",145,0,random(-47,47))
	TURD BC 1 A_FaceTarget
	Goto See
	Missile2:
	TURD A 3 A_FaceTarget
	TURD A 2 A_CustomMissile ("lolbawl2",145,0,random(-47,47))
	TURD A 2 A_CustomMissile ("lolbawl2",145,0,random(-47,47))
	TURD BC 1 A_FaceTarget
	Goto See
	Missile3:
	TURD A 3 A_FaceTarget
	TURD A 2 A_CustomMissile ("lolbawl3",145,0,random(-47,47))
	TURD A 2 A_CustomMissile ("lolbawl3",145,0,random(-47,47))
	TURD BC 1 A_FaceTarget
	Goto See
	Missile4:
	TURD A 3 A_FaceTarget
    TURD A 2 A_CustomMissile ("lolbawl4",145,0,random(-47,47)) 
	TURD A 2 A_CustomMissile ("lolbawl4",145,0,random(-47,47)) 
	TURD BC 1 A_FaceTarget
	Goto See
	Missile5:
	TURD A 3 A_FaceTarget
    TURD A 2 A_CustomMissile ("lolbawl5",145,0,random(-47,47)) 
	TURD BC 1 A_FaceTarget
	Goto See
	Missile6:
	TURD A 3 A_FaceTarget
    TURD A 2 A_CustomMissile ("lolbawl6",145,0,random(-47,47)) 
	TURD BC 1 A_FaceTarget
	Goto See
	Missile7:
	TURD A 3 A_FaceTarget
    TURD A 2 A_CustomMissile ("lolbawl7",145,0,random(-47,47)) 
	TURD BC 1 A_FaceTarget
	Goto See
	Missile8:
	TURD A 3 A_FaceTarget
    TURD A 2 A_CustomMissile ("lolbawl8",145,0,random(-47,47)) 
	TURD BC 1 A_FaceTarget
	Goto See
	Missile9:
	TURD A 3 A_FaceTarget
    TURD A 2 A_CustomMissile ("lolbawl9",145,0,random(-47,47)) 
	TURD BC 1 A_FaceTarget
	Goto See
	Missile10:
	TURD A 3 A_FaceTarget
    TURD A 2 A_CustomMissile ("lolbawl",145,0,random(-47,47)) 
	TURD A 2 A_CustomMissile ("lolbawl2",145,0,random(-47,47)) 
	TURD A 2 A_CustomMissile ("lolbawl3",145,0,random(-47,47)) 
	TURD A 2 A_CustomMissile ("lolbawl4",145,0,random(-47,47)) 
	TURD A 2 A_CustomMissile ("lolbawl5",145,0,random(-47,47)) 
	TURD A 2 A_CustomMissile ("lolbawl6",145,0,random(-47,47))
	TURD A 2 A_CustomMissile ("lolbawl7",145,0,random(-47,47)) 
	TURD A 2 A_CustomMissile ("lolbawl8",145,0,random(-47,47)) 
	TURD A 2 A_CustomMissile ("lolbawl9",145,0,random(-47,47)) 
	TURD BC 1 A_FaceTarget
	Goto See
    Death:
	TNT1 A 5 A_NoBlocking
	TNT1 A -1
	Stop
    }
}


ACTOR HomRocket1
{
   Radius 8
   Height 11
   Speed 30
   Damage 10
   PROJECTILE
   DeathSound "weapons/hrlexp"
   ExplosionDamage 64
   ExplosionRadius 96
   +SeekerMissile
   +Rockettrail
   +THRUGHOST
   SeeSound "weapons/hrlfir"
   Decal Scorch
   States
   {
   Spawn:
      HMIS A 4 Bright A_SeekerMissile (25,35)
      HMIS A 4 Bright
      HMIS A 2 Bright A_SeekerMissile (10,25)
      HMIS A 2 Bright
      goto Spawn+2
   Death:
      BAL3 C 0 Bright A_SetTranslucent (0.67,1)
      BAL3 C 8 Bright A_Explode
      BAL3 DE 5 Bright
      stop
   }
}

Actor MineBase
{
Radius 8
Height 5
Mass 1000000
Health 20
Damage 1
SeeSound "MINE001"
DONTHURTSHOOTER
Speed 35
+NOBLOOD
-SHOOTABLE
+MISSILE
+THRUGHOST
+DEHEXPLOSION
+FORCERADIUSDMG
States
{
Spawn:
	LMIN A 0 A_Gravity
	LMIN AAABBB 4
	Loop
Death:
	TNT1 A 0 A_AlertMonsters
	TNT1 A 0 A_PlaySound("weapons/rocklx")
	MISL B 8 A_Explode
	MISL C 6
	MISL D 4
	Stop
}
}



Actor PyroBlast
{
  Projectile
  +SeekerMissile
  +NoGravity
  RenderStyle Add
  Alpha 0.4
  SeeSound "pyro/blast"
  DeathSound "pyro/flamepoof"
  Speed 17
  Height 10
  Radius 10
  Decal Scorch
  states
  {
  Spawn:
    SBLL ABCDEFGHIJ 1 Bright A_SpawnItemEx("FireTail",0,0,0,0,0,0,0,128)
    SBLL A 0 Bright A_SeekerMissile(0,2)
    Goto Spawn+1
  Death:
    SBLL K 0 A_CustomMissile("FirebombExplosion1",1,0,45)
    SBLL K 0 A_CustomMissile("FirebombExplosion1",1,0,135)
    SBLL K 0 A_CustomMissile("FirebombExplosion1",1,0,225)
    SBLL K 0 A_CustomMissile("FirebombExplosion1",1,0,315)
    SBLL LMNOPQRSTUVW 1 Bright
    Stop
  }
}


Actor PyroBall
{
  Radius 10
  Height 8
  Speed 15
  SeeSound "pyro/bomb"
  DeathSound "pyro/bombhit"
  Projectile  
  RenderStyle Add
  Alpha 0.7
  -NoGravity
  +DoomBounce
  +LowGravity
  +FireDamage
  +SeekerMissile
  Decal RevenantScorch
  States
  {
  Spawn:
    RBAL A 0 Bright
    RBAL A 0 Bright A_AlertMonsters
    RBAL AAAABBBB 1 Bright 
    Goto Spawn +2
  Death:
    RBAL DEFGHI 4 Bright 
    Stop
  }
}

Actor FirebombExplosion1
{
  Radius 11
  Height 8
  Speed 18
  Damage 6
  +NoBlockMap
  +DropOff
  +Missile
  +ActivateImpact
  +ActivatePCross
  Obituary "%o was killed by a firebomb explosion."
  States
  {
  Spawn:
     FRME A 1 Bright
     Loop
  Death:
     FRME A 0
     FRME A 0 A_PlaySound("pyro/blastexplosion")
     FRME A 3 Bright A_Explode(128, 144)
     FRME B 1 Bright A_Mushroom("Pyroball",8)
     FRME B 2 Bright A_CustomMissile("FirebombExplosion2",25,0,180)
     FRME CDEFGHIJKLMNOPQRS 3 Bright
     Stop
  }
}

Actor FirebombExplosion2 : FirebombExplosion1
{
  States
  {
  Death:
    FRME A 0
    FRME A 0 A_PlaySound("pyro/blastexplosion")
    FRME A 3 Bright A_Explode(128, 136)
    FRME B 1 Bright
    FRME B 2 Bright A_CustomMissile("FirebombExplosion3",20,0,180)
    FRME CDEFGHIJKLMNOPQRS 3 Bright
    Stop
  }
}

Actor FirebombExplosion3 : FirebombExplosion1
{
  Speed 14
  Damage 5
  States
  {
  Death:
    FRME A 0
    FRME A 0 A_PlaySound("pyro/blastexplosion")
    FRME A 3 Bright A_Explode(128, 128)
    FRME BCDEFGHIJKLMNOPQRS 3 Bright
    Stop
  }
}

Actor WalkFire
{
  +NoClip
  +Missile
  +DropOff
  +Randomize
  Scale 1.5
  Speed 1
  RenderStyle Add
  Alpha 0.67
  States
  {
  Spawn:
    TNT1 A 8
    FRTF A 3 Bright
    FRTF A 0 
    FRTF B 3 Bright
    FRTF B 0 
    FRTF C 3 Bright
    FRTF C 0 
    FRTF C 0 
    FRTF C 0 A_Jump(191,4)
    FRTF C 0 A_CustomMissile("WalkFire", 0, 24, 0)
    FRTF C 0 A_CustomMissile("WalkFire", 0, 0, 0)
    FRTF C 0 A_CustomMissile("WalkFire", 0, -24, 0)
    FRTF DEFGHIJKLMNO 3 Bright
    Stop
  }
}

Actor RainCometNull
{
  Radius 0
  Height 0
  Speed 8
  Projectile
  +FloorClip
  +Ripper
  +DoomBounce
  +CeilingHugger
  +DontHurtSpecies
  States
  {
  Spawn:
    ZAP5 A 0 A_Jump(5,8)
    ZAP5 AAAAAA 1 A_Wander
    ZAP5 A 8 A_CustomMissile("FallingComet",-24,random(0,128),random(0,360),2,random(1,89))
    Loop
  Death:
    ZAP5 A 0
    Stop
  }
}

Actor FallingComet
{
  Radius 6
  Height 8
  Speed 5
  Damage 5
  ExplosionDamage 40
  ExplosionRadius 80
  Scale 0.55
  Projectile
  SeeSound "pyro/comet"
  DeathSound "pyro/cometdeath"
  -NoGravity
  -Float
  +FloorClip
  +DontHurtSpecies 
  +SpawnCeiling
  Decal RevenantScorch
  States
  {
  Spawn:
    COMT AAAABBBBCCCC 1 Bright A_SpawnItemEx("FireTail", 0, 0, 0, 0, 0, 0, 0, 128)
    Loop
  Death:
    COMT D 3 Bright A_SpawnItemEx("CometDeathGlow", 0, 0, 0, 0, 0, 0, 0, 128)
    COMT E 3 Bright A_Explode(20,128,0)
    COMT E 0 A_SpawnItemEx("CometDeath", 0, 0, 0, 0, 0, 0, 0, 128)
    Stop
  }
}

Actor FireTail
{
  Projectile
  RenderStyle Add
  +NoClip
  Alpha 0.4
  States
  {
  Spawn:
    FRTB ABCDEFGHI 1 Bright
    Stop
  }
}

Actor CometDeathGlow : FireTail
{
  Scale 2.0
  Alpha 0.6
  States
  {
  Spawn:
    FRTB ABCDEFGHI 3 Bright
    Stop
  }
}

Actor CometDeath
{
  Projectile
  RenderStyle Add
  +NoClip
  Alpha 0.7
  States
  {
  Spawn:
    COMT FGHI 3 Bright
    Stop
  }
}


ACTOR HairyJerry2: HairyJerry 6128
{
seesound ""
    Health 75000
	MeleeRange 256
    States
    {
	//100% original attacks, not ripped from anywhere like realm667!
	 Melee:
	 TURD A 1 A_PlaySound("MINE002")
	 TURD A 0 A_CustomMissile ("MineBase",145,0,random(-17,17)) 
	 TURD A 1 A_PlaySound("MINE002")
	 TURD A 0 A_CustomMissile ("MineBase",145,0,random(-17,17)) 
	 TURD A 1 A_PlaySound("MINE002")
	 TURD A 0 A_CustomMissile ("MineBase",145,0,random(-17,17)) 
	 TURD A 1 A_PlaySound("MINE002")
	 TURD A 0 A_CustomMissile ("MineBase",145,0,random(-17,17)) 
	 TURD A 1 A_PlaySound("MINE002")
	 TURD A 0 A_CustomMissile ("MineBase",145,0,random(-17,17)) 
	 TURD A 1 A_PlaySound("MINE002")
	 TURD A 0 A_CustomMissile ("MineBase",145,0,random(-17,17)) 
	 TURD A 2
	Goto see
	Missile:
	TURD A 1 A_Jump(236,"Missile1","Missile2","Missile4","Missile6")
	TURD A 1 A_Jump(256,"Missile3","Missile9","Missile10","Missile5")
	Missile1:
	TURD A 1 A_FaceTarget
    TURD A 3 A_CustomMissile ("StunnerBall",145,0,random(-17,17)) 
	TURD A 1 A_FaceTarget
    TURD A 3 A_CustomMissile ("StunnerBall",145,0,random(-17,17)) 
	TURD A 1 A_FaceTarget
    TURD A 3 A_CustomMissile ("StunnerBall",145,0,random(-17,17)) 
	TURD A 1 A_FaceTarget
    TURD A 3 A_CustomMissile ("StunnerBall",145,0,random(-17,17)) 
	TURD A 1 A_FaceTarget
    TURD A 3 A_CustomMissile ("StunnerBall",145,0,random(-17,17)) 
	TURD A 1 A_FaceTarget
    TURD A 3 A_CustomMissile ("StunnerBall",145,0,random(-17,17)) 
	TURD A 1 A_FaceTarget
	goto see
	Missile2:
	TURD A 1 A_FaceTarget
    TURD AAAAAAAAAAAAA 1 A_CustomMissile ("KsawBolt",145,0,random(-17,17)) 
	TURD A 15
	goto see
	Missile5:
	TURD A 1 A_FaceTarget
	PYRO O 0 Bright A_CustomMissile ("PyroBlast",28,0,32,0)
	PYRO O 0 Bright A_CustomMissile ("PyroBlast",28,0,0,0)
	PYRO O 4 Bright A_CustomMissile ("PyroBlast",28,0,-32,0)
	TURD A 1 Bright A_CustomMissile ("RainCometNull",28,0,0,0)
    TURD A 1 Bright A_CustomMissile ("RainCometNull",28,0,90,0)
    TURD A 1 Bright A_CustomMissile ("RainCometNull",28,0,180,0)
    TURD A 5 Bright A_CustomMissile ("RainCometNull",28,0,270,0)
	goto see
	Missile3:
	TURD A 1 A_FaceTarget
    TURD A 1 A_CustomMissile ("HomRocket1",random(100,160),random(-17,17),random(-6,6))
	TURD A 1 A_FaceTarget
    TURD A 1 A_CustomMissile ("HomRocket1",random(100,160),random(-17,17),random(-6,6))
	TURD A 1 A_FaceTarget
    TURD A 1 A_CustomMissile ("HomRocket1",random(100,160),random(-17,17),random(-6,6))
	TURD A 1 A_FaceTarget
    TURD A 1 A_CustomMissile ("HomRocket1",random(100,160),random(-17,17),random(-6,6))
	TURD A 1 A_FaceTarget
    TURD A 1 A_CustomMissile ("HomRocket1",random(100,160),random(-17,17),random(-6,6))
	TURD A 1 A_FaceTarget
    TURD A 1 A_CustomMissile ("HomRocket1",random(100,160),random(-17,17),random(-6,6))
	TURD A 1 A_FaceTarget
    TURD A 1 A_CustomMissile ("HomRocket1",random(100,160),random(-17,17),random(-6,6))
	TURD A 1 A_FaceTarget
    TURD A 1 A_CustomMissile ("HomRocket1",random(100,160),random(-17,17),random(-6,6))
	TURD A 1 A_FaceTarget
    TURD A 1 A_CustomMissile ("HomRocket1",random(100,160),random(-17,17),random(-6,6))
	TURD A 1 A_FaceTarget
    TURD A 1 A_CustomMissile ("HomRocket1",random(100,160),random(-17,17),random(-6,6))
	TURD A 1 A_FaceTarget
    TURD A 1 A_CustomMissile ("HomRocket1",random(100,160),random(-17,17),random(-6,6))
	TURD A 1 A_FaceTarget
	TURD A 5
	goto see
	Missile4:
	TURD A 1 A_FaceTarget
    TURD AAA 0 A_CustomMissile ("energybolt2",145,0,random(-66,66))
	TURD A 1 A_FaceTarget
    TURD AAA 0 A_CustomMissile ("energybolt2",145,0,random(-66,66))
	TURD A 1 A_FaceTarget
    TURD AAA 0 A_CustomMissile ("energybolt2",145,0,random(-66,66))
	TURD A 1 A_FaceTarget
    TURD AAA 0 A_CustomMissile ("energybolt2",145,0,random(-66,66))
	TURD A 1 A_FaceTarget
    TURD A 0 A_CustomMissile ("energybolt",145,0,random(-66,66))
	TURD A 1 A_FaceTarget
    TURD AAA 0 A_CustomMissile ("energybolt2",145,0,random(-66,66))
	TURD A 1 A_FaceTarget
    TURD AAA 0 A_CustomMissile ("energybolt2",145,0,random(-66,66))
	TURD A 1 A_FaceTarget
    TURD AAA 0 A_CustomMissile ("energybolt2",145,0,random(-66,66))
	TURD A 1 A_FaceTarget
    TURD AAA 0 A_CustomMissile ("energybolt2",145,0,random(-66,66))
	TURD A 1 A_FaceTarget
    TURD A 0 A_CustomMissile ("energybolt",145,0,random(-66,66))
	TURD A 1 A_FaceTarget
    TURD AAA 0 A_CustomMissile ("energybolt2",145,0,random(-66,66))
	TURD A 1 A_FaceTarget
    TURD AAA 0 A_CustomMissile ("energybolt2",145,0,random(-66,66))
	TURD A 1 A_FaceTarget
    TURD AAA 0 A_CustomMissile ("energybolt2",145,0,random(-66,66))
	TURD A 1 A_FaceTarget
    TURD AAA 0 A_CustomMissile ("energybolt2",145,0,random(-66,66))
	TURD A 1 A_FaceTarget
    TURD A 0 A_CustomMissile ("energybolt",145,0,random(-66,66))
	TURD A 1 A_FaceTarget
	TURD A 2
	goto see
	Missile9:
	TURD A 1 A_playsound("weapons/nuclearmissilecharge",CHAN_WEAPON,1,0,0)
	TURD AAAAAAAAAAAAAA 2 A_FaceTarget
    TURD A 0 A_CustomMissile ("NuclearMissileShot",150,random(-17,17),random(-17,17)) 
	TURD A 15
	goto see
	Missile6:
	TURD A 3 A_FaceTarget
    TURD A 1 A_CustomMissile ("lolbawl",145,0,random(-77,77)) 
	TURD A 3 A_CustomMissile ("lolbawl2",145,0,random(-77,77)) 
	TURD A 1 A_CustomMissile ("lolbawl3",145,0,random(-77,77)) 
	TURD A 3 A_CustomMissile ("lolbawl4",145,0,random(-77,77)) 
	TURD A 1 A_CustomMissile ("lolbawl5",145,0,random(-77,77)) 
	TURD A 3 A_CustomMissile ("lolbawl6",145,0,random(-77,77))
	TURD A 1 A_CustomMissile ("lolbawl7",145,0,random(-77,77)) 
	TURD A 3 A_CustomMissile ("lolbawl8",145,0,random(-77,77)) 
	TURD A 1 A_CustomMissile ("lolbawl9",145,0,random(-77,77)) 
	TURD A 6 A_FaceTarget
	Goto See
	Missile10:
	TURD A 3 A_FaceTarget
    TURD A 1 A_CustomMissile ("lolbawl",145,0,random(-77,77)) 
	TURD A 1 A_CustomMissile ("lolbawl2",145,0,random(-77,77)) 
	TURD A 1 A_CustomMissile ("lolbawl3",145,0,random(-77,77)) 
	TURD A 1 A_CustomMissile ("lolbawl4",145,0,random(-77,77)) 
	TURD A 1 A_CustomMissile ("lolbawl5",145,0,random(-77,77)) 
	TURD A 1 A_CustomMissile ("lolbawl6",145,0,random(-77,77))
	TURD A 1 A_CustomMissile ("lolbawl7",145,0,random(-77,77)) 
	TURD A 1 A_CustomMissile ("lolbawl8",145,0,random(-77,77)) 
	TURD A 1 A_CustomMissile ("lolbawl9",145,0,random(-77,77)) 
	TURD A 1 A_CustomMissile ("lolbawl",145,0,random(-77,77)) 
	TURD A 1 A_FaceTarget
	TURD A 1 A_CustomMissile ("lolbawl2",145,0,random(-77,77)) 
	TURD A 1 A_CustomMissile ("lolbawl3",145,0,random(-77,77)) 
	TURD A 1 A_CustomMissile ("lolbawl4",145,0,random(-77,77)) 
	TURD A 1 A_CustomMissile ("lolbawl5",145,0,random(-77,77)) 
	TURD A 1 A_CustomMissile ("lolbawl6",145,0,random(-77,77))
	TURD A 1 A_CustomMissile ("lolbawl7",145,0,random(-77,77)) 
	TURD A 1 A_CustomMissile ("lolbawl8",145,0,random(-77,77)) 
	TURD A 1 A_CustomMissile ("lolbawl9",145,0,random(-77,77)) 
	TURD A 1 A_FaceTarget
	TURD A 1 A_CustomMissile ("lolbawl",145,0,random(-77,77)) 
	TURD A 1 A_CustomMissile ("lolbawl2",145,0,random(-77,77)) 
	TURD A 1 A_CustomMissile ("lolbawl3",145,0,random(-77,77)) 
	TURD A 1 A_CustomMissile ("lolbawl4",145,0,random(-77,77)) 
	TURD A 1 A_CustomMissile ("lolbawl5",145,0,random(-77,77)) 
	TURD A 1 A_CustomMissile ("lolbawl6",145,0,random(-77,77))
	TURD A 1 A_CustomMissile ("lolbawl7",145,0,random(-77,77)) 
	TURD A 1 A_CustomMissile ("lolbawl8",145,0,random(-77,77)) 
	TURD A 1 A_CustomMissile ("lolbawl9",145,0,random(-77,77)) 
	TURD A 1 A_FaceTarget
	Goto See
    Death:
	TURD A 200 ACS_execute(12,0)
	TURD D 0 A_SCREAM
	TURD DEFGHIJ 16
	TURD J 0 A_NoBlocking
	TURD J -1
	Stop
    }
}

actor energybolt
{
  Radius 6
  Height 16
  Speed 30
  Damage 10
  RenderStyle Normal
  DamageType Wowow
  Alpha 1
  scale 1.5
  SeeSound "bolt"
  DeathSound "weapons/rocklx"
  Decal "Scorch"
  Projectile
  +SEEKERMISSILE
  states
  {
  Spawn:
    MMDB A 1 bright A_Tracer
    loop
  Death:
    MMDB HIJKL 3 bright
    stop
  }
}

actor energybolt2 : energybolt
{
  Speed 25
  Damage 3
  scale 0.8
  DeathSound "caco/shotx"
  DamageType Wowow
  -SEEKERMISSILE
  states
  {
  Spawn:
    MMDB A 1 bright
    loop
  Death:
    MMDB HIJKL 3 bright
    stop
  }
}

ACTOR NuclearMissileShot
{
   Radius 13
   Height 8
   Speed 35
   Damage 220
   PROJECTILE
   +STRIFEDAMAGE
   +NOTARGET
   +FULLVOLDEATH
   +THRUGHOST
   +FORCERADIUSDMG
   ExplosionDamage 512
   ExplosionRadius 384
   DamageType Wowow
   DeathSound "weapons/nuclearmissileexplode"
   Obituary "%o was annihilated by a Nuclear Missile."
   States
   {
   Spawn:
      NKS1 A 2 Bright A_CustomMissile("NuclearMissileTrail",0,0,0)
      Loop
   Death:
      NKE1 A 0 A_SetTranslucent(1,1)
      NKE1 A 1 Bright A_Explode
      NKE1 A 1 Bright A_Explode
      NKE1 A 1 Bright A_Explode
      NKE1 A 1 Bright A_Explode
      NKE1 A 1 Bright A_Explode
      NKE1 A 0 Bright A_CustomMissile("NukeExplosionGenerator",12,-1,315,2)
      NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,8)
      NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,23)
      NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,38)
      NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,53)
      NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,68)
      NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,83)
      NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,98)
      NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,113)
      NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,128)
      NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,143)
      NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,158)
      NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,173)
      NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,187)
      NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,202)
      NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,217)
      NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,232)
      NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,247)
      NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,262)
      NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,277)
      NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,292)
      NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,307)
      NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,322)
      NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,337)
      NKE1 A 11 Bright A_CustomMissile("NukeWall",0,0,352)
      NKE1 B 0 A_CustomMissile("NukeExplosionGenerator",32,1,45,2)
      NKE1 B 0 A_CustomMissile("NukeExplosionGenerator",32,1,135,2)
      NKE1 B 0 A_CustomMissile("NukeExplosionGenerator",32,-1,225,2)
      NKE1 B 16 Bright A_CustomMissile("NukeExplosionGenerator",32,-1,315,2)
      NKE1 C 0 A_CustomMissile("NukeExplosionGenerator",25,1,0,2)
      NKE1 C 0 A_CustomMissile("NukeExplosionGenerator",25,1,90,2)
      NKE1 C 0 A_CustomMissile("NukeExplosionGenerator",25,-1,180,2)
      NKE1 C 16 Bright A_CustomMissile("NukeExplosionGenerator",25,-1,270,2)
      NKE1 D 0 A_CustomMissile("NukeExplosionGenerator",12,1,45,2)
      NKE1 D 0 A_CustomMissile("NukeExplosionGenerator",12,1,135,2)
      NKE1 D 0 A_CustomMissile("NukeExplosionGenerator",12,-1,225,2)
      NKE1 D 16 Bright A_CustomMissile("NukeExplosionGenerator",12,-1,315,2)
      NKE1 E 0 A_CustomMissile("NukeExplosionGenerator",4,1,0,2)
      NKE1 E 0 A_CustomMissile("NukeExplosionGenerator",4,1,90,2)
      NKE1 E 0 A_CustomMissile("NukeExplosionGenerator",4,-1,180,2)
      NKE1 E 16 Bright A_CustomMissile("NukeExplosionGenerator",4,-1,270,2)
      NKE1 F 16 Bright
      NKE1 G 0 A_CustomMissile("NukeExplosionGenerator",1,1,45,2)
      NKE1 G 0 A_CustomMissile("NukeExplosionGenerator",1,1,135,2)
      NKE1 G 0 A_CustomMissile("NukeExplosionGenerator",1,-1,225,2)
      NKE1 G 16 Bright A_CustomMissile("NukeExplosionGenerator",1,-1,315,2)
      NKE1 HIJKLMNOPQ 16 Bright
      NKE1 RSTU 20 Bright
      Stop
   }
}

ACTOR NukeExplosionGenerator
{
   Radius 6
   Height 4
   Speed 32
   Damage 6
   +NOBLOCKMAP 
   DamageType Wowow
   +NOGRAVITY
   +DROPOFF
   +MISSILE
   +RIPPER
   +BLOODLESSIMPACT
   +NOTELEPORT
   +THRUGHOST
   Scale 0.9
   ExplosionDamage 112
   ExplosionRadius 112
   RenderStyle None
   DeathSound "weapons/rocketexplode"
   Obituary "%o was annihilated by a Nuclear Missile."
   States
   {
   Spawn:
      ROKE AAA 1
      ROKE A 1 A_CustomMissile("DispersionRocketExplosion1",0,0,0,2)
      ROKE AAA 1
      ROKE A 1 A_CustomMissile("DispersionRocketExplosion2",12,0,0,2)
      ROKE AAA 1
      ROKE A 1 A_CustomMissile("DispersionRocketExplosion3",32,0,0,2)
      Stop
   Death:
      ROKE A 0 A_SetTranslucent(0.7,1)
      ROKE A 4 Bright A_Explode
      ROKE B 5 Bright
      ROKE CDE 6 Bright
      ROKE F 5 Bright
      ROKE G 4 Bright
      Stop
   }
}



ACTOR NukeWall
{
   Radius 8
   Height 12
   Speed 20
   Damage 5
   +NOBLOCKMAP 
   +DROPOFF 
   +MISSILE 
   +ACTIVATEIMPACT 
   +ACTIVATEPCROSS 
   +RIPPER
   +BLOODLESSIMPACT
   +NOTARGET
   +FLOORHUGGER
   +FIREDAMAGE
   +THRUGHOST
   Renderstyle Translucent
   DamageType Wowow
   Alpha 0.8
   ExplosionDamage 96
   ExplosionRadius 64
   Obituary "%o was dissolved by a Nuclear Flamewall."
   DeathSound "weapons/nuclearmissileflamehit"
   States
   {
   Spawn:
      FLWS ABC 2 Bright 
      FLWS D 2 Bright A_CustomMissile("NukeFire",0,0,0)
      FLWS EFGHI 2 Bright 
      FLWS J 2 Bright A_CustomMissile("NukeFire",0,0,0)
      FLWS KLMNOABCDEFGHIJ 2 Bright
      Goto Spawn+10
   Death:
      FLWE A 3 Bright A_Explode
      FLWE BCDEFGHIJKLMNOPQRST 3 Bright
      Stop
   }
}

ACTOR NukeFire
{
   Radius 8
   Height 20
   Health 3000
   Speed 2
   Mass 500
   Damage 123
   +SHOOTABLE
   +DROPOFF
   DamageType Wowow
   +FLOORCLIP
   +NOBLOOD
   +NOTARGET
   +FIREDAMAGE
   +THRUGHOST
   Renderstyle Add
   Alpha 0.6
   ExplosionDamage 64
   ExplosionRadius 160
   Obituary "%o was burned by the Nuclear fire."
   DeathSound "weapons/nuclearmissileburn"
   States
   {
   Spawn:
      NKFR A 0 A_Jump(64,6)
      NKFR A 0 A_Jump(64,4)
      NKFR A 0 A_Jump(64,2)
      NKFR A 1 Bright
      NKFR A 1 Bright
      NKFR A 1 Bright
      NKFR A 0 A_PlaySound("weapons/nuclearmissileburn")
      NKFR A 4 Bright A_Explode
      NKFR BC 4 Bright
      NKFR D 4 Bright A_Explode
      NKFR EF 4 Bright
      NKFR G 0 A_PlaySound("weapons/nuclearmissileburn")
      NKFR G 4 Bright A_Explode
      NKFR HI 4 Bright
      NKFR J 4 Bright A_Explode
      NKFR KL 4 Bright
      NKFR M 0 A_PlaySound("weapons/nuclearmissileburn")
      NKFR M 4 Bright A_Explode
      NKFR NA 4 Bright
      NKFR B 4 Bright A_Explode
      NKFR CD 4 Bright
      NKFR E 0 A_PlaySound("weapons/nuclearmissileburn")
      NKFR E 4 Bright A_Explode
      NKFR FG 4 Bright
      NKFR H 4 Bright A_Explode
      NKFR IJ 4 Bright
      NKFR K 0 A_PlaySound("weapons/nuclearmissileburn")
      NKFR K 4 Bright A_Explode
      NKFR LM 4 Bright
      NKFR N 4 Bright A_Explode
      NKFR AB 4 Bright
      NKFR C 0 A_PlaySound("weapons/nuclearmissileburn")
      NKFR C 4 Bright A_Explode
      NKFR DE 4 Bright
      NKFR F 4 Bright A_Explode
      NKFR GH 4 Bright
      NKFR I 0 A_PlaySound("weapons/nuclearmissileburn")
      NKFR I 4 Bright A_Explode
      NKFR JK 4 Bright
      NKFR L 4 Bright A_Explode
      NKFR MN 4 Bright
      Goto Spawn+6
   Death:
      NKFR O 5 Bright
      NKFR P 7 Bright
      NKFR Q 10 Bright
      Stop
   }
}

ACTOR NuclearMissileTrail
{
   Radius 3
   Height 4
   Speed 2
   +NOBLOCKMAP
   +NOGRAVITY
   +NOCLIP
   +NOTELEPORT
   +THRUGHOST
   RenderStyle Translucent
   Alpha 0.3
   States
   {
   Spawn:
      MTRL A 2
      MTRL BCD 3
      MTRL E 4 A_SetTranslucent(0.2)
      MTRL F 5 A_SetTranslucent(0.1)
      Stop 
   }
}

ACTOR DispersionRocketExplosion1
{
   Radius 6
   Height 4
   +NOBLOCKMAP
   +NOGRAVITY
   +THRUGHOST
   RenderStyle Add
   Alpha 0.8
   DamageType Wowow
   Scale 1
   ExplosionDamage 128
   ExplosionRadius 128
   States
   {
   Spawn:
      ROKE A 0
      ROKE A 0 A_PlaySound("weapons/dispersionexplode")
      ROKE A 4 Bright A_Explode
      ROKE B 5 Bright
      ROKE CDE 6 Bright
      ROKE F 5 Bright
      ROKE G 4 Bright
      Stop
   }
}

ACTOR DispersionRocketExplosion2 : DispersionRocketExplosion1
{
   Alpha 0.75
   Scale 0.9
   ExplosionDamage 112
   ExplosionRadius 112
   DamageType Wowow
}

ACTOR DispersionRocketExplosion3 : DispersionRocketExplosion1
{
   Alpha 0.7
   Scale 0.8
   ExplosionDamage 104
   ExplosionRadius 104
   DamageType Wowow
}

ACTOR HairyJerrymini: Buttflakes 6668
{
    Health 7000
    Speed 20
    Scale 1.2
	+BOSS
	painchance 6
	Translation "176:191=160:167"
    Obituary "A HairyJerry clone shoved one of their stupid creations up %o's asshole!"
    States
    {
	Raise:
	stop
	Pain:
	TURD C 12 A_Pain
	Goto See
	Missile:
    Melee:
	TURD A 1 A_Jump(128,"Missile1","Missile2","Missile3","Missile4")
	TURD A 1 A_Jump(249,"Missile5","Missile6","Missile7","Missile8","Missile9")
	TURD A 1 A_Jump(256,"Missile10")
	Missile1:
	TURD A 3 A_FaceTarget
	TURD A 2 A_CustomMissile ("lolbawl",95,0,random(-47,47))
	TURD A 2 A_CustomMissile ("lolbawl",95,0,random(-47,47))
	TURD BC 1 A_FaceTarget
	Goto See
	Missile2:
	TURD A 3 A_FaceTarget
	TURD A 2 A_CustomMissile ("lolbawl2",95,0,random(-47,47))
	TURD A 2 A_CustomMissile ("lolbawl2",95,0,random(-47,47))
	TURD BC 1 A_FaceTarget
	Goto See
	Missile3:
	TURD A 3 A_FaceTarget
	TURD A 2 A_CustomMissile ("lolbawl3",95,0,random(-47,47))
	TURD A 2 A_CustomMissile ("lolbawl3",95,0,random(-47,47))
	TURD BC 1 A_FaceTarget
	Goto See
	Missile4:
	TURD A 3 A_FaceTarget
    TURD A 2 A_CustomMissile ("lolbawl4",95,0,random(-47,47)) 
	TURD A 2 A_CustomMissile ("lolbawl4",95,0,random(-47,47)) 
	TURD BC 1 A_FaceTarget
	Goto See
	Missile5:
	TURD A 3 A_FaceTarget
    TURD A 2 A_CustomMissile ("lolbawl5",95,0,random(-47,47)) 
	TURD BC 1 A_FaceTarget
	Goto See
	Missile6:
	TURD A 3 A_FaceTarget
    TURD A 2 A_CustomMissile ("lolbawl6",95,0,random(-47,47)) 
	TURD BC 1 A_FaceTarget
	Goto See
	Missile7:
	TURD A 3 A_FaceTarget
    TURD A 2 A_CustomMissile ("lolbawl7",95,0,random(-47,47)) 
	TURD BC 1 A_FaceTarget
	Goto See
	Missile8:
	TURD A 3 A_FaceTarget
    TURD A 2 A_CustomMissile ("lolbawl8",95,0,random(-47,47)) 
	TURD BC 1 A_FaceTarget
	Goto See
	Missile9:
	TURD A 3 A_FaceTarget
    TURD A 2 A_CustomMissile ("lolbawl9",95,0,random(-47,47)) 
	TURD BC 1 A_FaceTarget
	Goto See
	Missile10:
	TURD A 3 A_FaceTarget
    TURD A 2 A_CustomMissile ("lolbawl",95,0,random(-47,47)) 
	TURD A 2 A_CustomMissile ("lolbawl2",95,0,random(-47,47)) 
	TURD A 2 A_CustomMissile ("lolbawl3",95,0,random(-47,47)) 
	TURD A 2 A_CustomMissile ("lolbawl4",95,0,random(-47,47)) 
	TURD A 2 A_CustomMissile ("lolbawl5",95,0,random(-47,47)) 
	TURD A 2 A_CustomMissile ("lolbawl6",95,0,random(-47,47))
	TURD A 2 A_CustomMissile ("lolbawl7",95,0,random(-47,47)) 
	TURD A 2 A_CustomMissile ("lolbawl8",95,0,random(-47,47)) 
	TURD A 2 A_CustomMissile ("lolbawl9",95,0,random(-47,47)) 
	TURD BC 1 A_FaceTarget
	Goto See
    Death:
	TURD D 0 A_SCREAM
	TURD DEFGHIJ 16
	TURD J 0 A_NoBlocking
	TURD J -1
	Stop
    }
}


ACTOR lolbawl : BaronBall
{
  radius 6
  height 16
  speed 40
  damage 0
  mass 25
  scale 2
  renderstyle normal
  alpha 1
  PROJECTILE
  states
  {
  Spawn:
    BAL7 A 0 A_Gravity
    BAL7 AB 8 bright
    loop
  Death:
    BAL7 CD 1 bright
    BAL7 E 1 A_SpawnItem ("BouboolBeast", 0, 0, 0, 0)
    stop
  }
}

ACTOR lolbawl2 : lolbawl
{
  states
  {
  Death:
    BAL7 CD 1 bright
    BAL7 E 1 A_SpawnItem ("PapapaBeast", 0, 0, 0, 0)
    stop
  }
}

ACTOR lolbawl3 : lolbawl
{
  states
  {
  Death:
    BAL7 CD 1 bright
    BAL7 E 1 A_SpawnItem ("CabaBeast", 0, 0, 0, 0)
    stop
  }
}

ACTOR lolbawl4 : lolbawl
{
  states
  {
  Death:
    BAL7 CD 1 bright
    BAL7 E 1 A_SpawnItem ("LeekoBeast", 0, 0, 0, 0)
    stop
  }
}

ACTOR lolbawl5 : lolbawl
{
  states
  {
  Death:
    BAL7 CD 1 bright
    BAL7 E 1 A_SpawnItem ("Buttflakes", 0, 0, 0, 0)
    stop
  }
}

ACTOR lolbawl6 : lolbawl
{
  states
  {
  Death:
    BAL7 CD 1 bright
    BAL7 E 1 A_SpawnItem ("ShatzirBeast", 0, 0, 0, 0)
    stop
  }
}

ACTOR lolbawl7 : lolbawl
{
  states
  {
  Death:
    BAL7 CD 1 bright
    BAL7 E 1 A_SpawnItem ("EovalBeast", 0, 0, 0, 0)
    stop
  }
}

ACTOR lolbawl8 : lolbawl
{
  states
  {
  Death:
    BAL7 CD 1 bright
    BAL7 E 1 A_SpawnItem ("rawrdenbeast", 0, 0, 0, 0)
    stop
  }
}

ACTOR lolbawl9 : lolbawl
{
  states
  {
  Death:
    BAL7 CD 1 bright
    BAL7 E 1 A_SpawnItem ("DegafuqBeast", 0, 0, 0, 0)
    stop
  }
}

actor EovalBeast : Cacodemon 24374
{
 obituary "%o found out the true rape of a Eoval Beast"
 hitobituary "%o found out the true rape of a Eoval Beast"
  health 400
  Translation "11:77=78:199"
  +DONTHURTSPECIES
  +FLOATBOB
  DamageFactor Wowow, 0.0
  scale 1.9
  speed 12
          seesound "dingaling/deaths"
        painsound "TOSH16"
        deathsound "ZODE"
        activesound "dingaling/active"
  states
  {
   Missile:
    HEAD BC 5 A_FaceTarget
	HEAD D 5 bright A_CustomMissile("fatshot",32,0,0)
    goto See
  }
}

actor rawrdenbeast : cyberdemon 24375
{
obituary "%o found out the true rape of a rawrden Beast"
 hitobituary "%o found out the true rape of a rawrden Beast"
Translation "168:191=240:255","41:151=192:219"
speed 11
health 400
+DONTHURTSPECIES
+FLOATBOB
DamageFactor Wowow, 0.0
-BOSS
  seesound "IMP1"
  deathsound "IMP3"
  activesound "IMP2"
  states
  {  
  Missile:
    CYBR E 6 A_FaceTarget
	CYBR E 9 A_FaceTarget
	CYBR E 1 A_Jump(128, "Missile1B", "Missile1C", "Missile1D")
  Missile1A:
    CYBR F 6 bright A_CyberAttack
	CYBR F 0 A_CPosRefire
    goto Missile+2
  Missile1B:
    CYBR F 6 bright A_FatAttack1("PlasmaBall")
	CYBR F 0 A_CPosRefire
    goto Missile+2
  Missile1C:
    CYBR F 6 bright A_FatAttack2("ArachnotronPlasma")
	CYBR F 0 A_CPosRefire
    goto Missile+2
  Missile1D:
    CYBR F 6 bright A_FatAttack3("PlasmaBall")
	CYBR F 0 A_CPosRefire
    goto Missile+2


  }
}

ACTOR CabaBeast: Archvile 24376
{
  obituary "%o found out the true rape of a Caba Beast"
Translation "1:79=80:244"
health 350
DamageFactor Wowow, 0.0
+DONTHURTSPECIES
+FLOATBOB
 seesound "dingaling/sight"
        painsound "dingaling/ex"
        deathsound "dingaling/death"
        activesound "dingaling/active"
states
{
  Missile:
    VILE G 0 BRIGHT
    VILE G 10 BRIGHT A_FaceTarget
    VILE H 8 BRIGHT
    VILE IJKLMN 5 BRIGHT A_FaceTarget
	VILE OOO 2  A_CustomMissile("ArachnotronPlasma", 32, 0, random(-25,25))
	VILE O 5 BRIGHT
	VILE O 5 BRIGHT A_PainAttack("Badimp")
    VILE P 20 BRIGHT
    Goto See
}
}

actor ShatzirBeast : Baronofhell 24377
{
 seesound "WTF1"
  painsound "WTF1"
  deathsound "WTF3"
  DamageFactor Wowow, 0.0
  activesound "WTF2"
health 150
+DONTHURTSPECIES
+FLOATBOB
speed 45
bloodcolor "pink"
   obituary "%o found out the true rape of a Shatzir Beast"
  hitobituary "%o found out the true rape of a Shatzir Beast"
  Translation "32:47=152:159","16:32=152:159"
  states
  {
   Melee:
  Missile:
	BOSS G 0 A_CustomMissile("BaronBall", 32, 0, -128)
	BOSS G 0 A_CustomMissile("BaronBall", 32, 0, 0)
	BOSS G 1 A_CustomMissile("BaronBall", 32, 0, 128)
    goto See
  }
}

actor DegafuqBeast : Demon 24378
{
  obituary "%o found out the true rape of a Degafuq Beast"
  seesound "OMG1"
  painsound "OMG1"
  deathsound "OMG3"
  activesound "OMG2"
  health 400
  DamageFactor Wowow, 0.0
  +DONTHURTSPECIES
  +FLOATBOB
  scale 2.0
  meleedamage 50
  meleerange 80
  speed 40
  Translation "16:47=182:191"
  hitobituary "%o found out the true rape of a Degafuq Beast"
}

actor PapapaBeast: arachnotron 24379
{
seesound "AC"
activesound "AC"
painsound "DEATH1"
deathsound "DEATH2"
DamageFactor Wowow, 0.0
health 440
+DONTHURTSPECIES
+FLOATBOB
scale 1.1
speed 1
  obituary "%o found out the true rape of a Papapa Beast"
  Translation "1:207=208:244"
  states
  {
  Missile:
    BSPI A 5 bright A_FaceTarget
    BSPI G 1 bright A_BspiAttack
    BSPI H 1 bright A_FaceTarget
    BSPI H 1 bright A_SpidRefire
    BSPI G 1 bright A_BspiAttack
    BSPI H 1 bright A_FaceTarget
    BSPI H 1 bright A_SpidRefire
	BSPI G 1 bright A_BspiAttack
    BSPI H 1 bright A_FaceTarget
    BSPI H 1 bright A_SpidRefire
	BSPI G 1 bright A_BspiAttack
    BSPI H 1 bright A_FaceTarget
    BSPI H 1 bright A_SpidRefire
	BSPI G 1 bright A_BspiAttack
    BSPI H 1 bright A_FaceTarget
    BSPI H 1 bright A_SpidRefire
    BSPI A 20 bright A_FaceTarget
    BSPI G 4 bright A_MonsterRail
    BSPI H 4 bright
    BSPI H 1 bright A_SpidRefire
    goto See
  }
}


actor LeekoBeast : fatso 24380
{
  seesound "OMG1"
  painsound "OMG1"
  deathsound "OMG3"
  DamageFactor Wowow, 0.0
  activesound "OMG2"
health 600
speed 14
+DONTHURTSPECIES
+FLOATBOB
yscale 2
  obituary "%o found out the true rape of a Leeko Beast"
  Translation "2:99=100:147"
    states
  {
  Missile:
      FATT IG 5 A_FaceTarget
      FATT H 0 A_CustomMissile("FatShot",28,0,5)
      FATT H 0 A_CustomMissile("PlasmaBall",28,0,10)
      FATT H 0 A_CustomMissile("FatShot",28,0,44)
      FATT H 0 A_CustomMissile("Rocket",28,0,-66)
      FATT H 0 A_CustomMissile("FatShot",28,0,-2)
	  FATT H 0 A_CustomMissile("FatShot",28,0,55)
      FATT H 0 A_CustomMissile("Rocket",28,0,-55)
      FATT H 0 A_CustomMissile("PlasmaBall",28,0,0)
      FATT H 0 A_CustomMissile("Rocket",28,0,66)
      FATT H 0 A_CustomMissile("PlasmaBall",28,0,12)
      FATT H 10 BRIGHT
      Goto See
	    }
}

actor BouboolBeast : Demon 10010
{
        obituary "%o smelled penis smegma."
        hitobituary "%o found out the true rape of a Boubool Beast"
	Health 250
	+DONTHURTSPECIES
	+FLOATBOB
	radius 30
	speed 10
	MissileType GauntletDemonBall
	Translation "16:47=32:47"
	DamageFactor Wowow, 0.0
        seesound "dingaling/sight"
        painsound "dingaling/ex"
        deathsound "dingaling/death"
        activesound "dingaling/active"
	states
  {
  Missile:
	SARG E 4 A_FaceTarget
	SARG F 3 A_MissileAttack
	SARG F 3 A_MissileAttack
	SARG F 3 A_MissileAttack
	SARG G 5	
	SARG F 3 A_MissileAttack
	SARG F 3 A_MissileAttack
	SARG F 3 A_MissileAttack
	SARG G 5	
	SARG E 4 A_FaceTarget 
	SARG F 10 A_SkullAttack 
    SARG G 5 A_Gravity
    Goto See
  }
}

actor GauntletDemonBall : DoomImpBall
{
Radius 6
Height 8
Speed 15
Damage 5
Health 20
PROJECTILE
renderstyle normal
  alpha 1
DeathSound "dingaling/shotx"
MissileType DemonBallTrail
MissileHeight 0
Decal DoomImpScorch
DamageType Wowow
States
	{
Spawn:
BAL1 A 3 Bright A_MissileAttack
BAL1 B 3 Bright A_MissileAttack
Loop

Death:
BAL1 C 3 Bright  A_MissileAttack
BAL1 D 3 Bright  
BAL1 E 3 Bright
Stop
	}
}

actor DemonBallTrail
{
PROJECTILE
RENDERSTYLE TRANSLUCENT
+NOCLIP
ALPHA 0.3
Scale 0.5
States
{
Spawn:
SMK1 J 3
SMK1 ABCDEFGHI 2 Bright
Stop
}
}

actor terryhimself 6403
{
health 300000
  mass 10000
  height 300
  radius 120
  painchance 5
  painsound "brain/pain"
  deathsound "brain/death"
  obituary "%o could not beat UACMN2."
  speed 35
  scale 5.0
  MONSTER
   DamageFactor Wowow, 0.0
  +SOLID
  +SHOOTABLE
  +NOICEDEATH
  +FLOORHUGGER
  +MISSILEMORE
  +MISSILEEVENMORE
  +BOSS
  +NORADIUSDMG
  States
  {
  Spawn:
    PLAY A 4 A_Look
    Loop
  See:
    PLAY ABCD 5 A_Chase
	PLAY D 1 A_Jump(125,"FastSee")
    Loop
	FastSee:
    PLAY ABCDABCDABCDABCD 1 A_FastChase
	PLAY D 1 A_Jump(125,"See")
    Loop
  Missile:
    PLAY E 0 A_JumpIfHealthLower(50000,"MissileChoice4")
    PLAY E 0 A_JumpIfHealthLower(150000,"MissileChoice3")
    PLAY E 0 A_JumpIfHealthLower(200000,"MissileChoice2")
    PLAY E 0 A_JumpIfHealthLower(250000,"MissileChoice1")
    PLAY E 0 A_FaceTarget
    PLAY E 1 A_Jump(256,"Missile1","Missile2","Missile3","Missile4","Missile5","Missile6","Missile7")
    Goto See
   MissileChoice1:
    PLAY E 0 A_FaceTarget
    PLAY E 1 A_Jump(245,"NextM1","NextM2","Missile2","Missile3","Missile4","Missile7","Eek1","Eek4")
	PLAY E 1 A_Jump(256,"NextM3")
	Goto See
   MissileChoice2:
    PLAY E 0 A_FaceTarget
    PLAY E 1 A_Jump(250,"NextM1","NextM2","HolyCrap1","HolyCrap2","HolyCrap3","Missile4","Eek1","Eek2","Eek4")
	PLAY E 1 A_Jump(256,"NextM3")
	Goto See
   MissileChoice3:
    PLAY E 0 A_FaceTarget
    PLAY E 1 A_Jump(168,"MyGod1","MyGod2","MyGod3","MyGod4","NextM1","NextM2","HolyCrap1","HolyCrap2","HolyCrap3","Missile3","Missile6")
	PLAY E 1 A_Jump(168,"Eek1","Eek2","Eek3","Eek4")
	PLAY E 1 A_Jump(256,"FBlaster","FFrenzy","SummonPuff")
	Goto See
	MissileChoice4:
    PLAY E 0 A_FaceTarget
    PLAY E 1 A_Jump(168,"Missile1","Missile2","Missile3","Missile4","Missile5","Missile6","Missile7")
	PLAY E 1 A_Jump(168,"NextM1","NextM2","MyGod1","MyGod2","MyGod3","MyGod4","Eek1","Eek2","Eek3","Eek4")
	PLAY E 1 A_Jump(256,"fbomber","frecover","NextM3","FBlaster","FFrenzy","SummonPuff","SummonRomero")
	Goto See
	Fblaster:
    PLAY E 0 acs_execute (501,0)
	PLAY E 10 A_FaceTarget
	Goto See
	ffrenzy:
    PLAY E 0 acs_execute (502,0)
	PLAY E 10 A_FaceTarget
	Goto See
	fbomber:
    PLAY E 0 acs_execute (503,0)
    PLAY E 10 A_FaceTarget
	Goto See
	frecover:
    PLAY E 0 acs_execute (504,0)
	PLAY E 10 A_FaceTarget
	PLAY E 40 HealThing(8000)
    PLAY E 10 A_FaceTarget
	goto See
	SummonPuff:
    PLAY FFFFFFFFFFFFFFFF 1 A_FaceTarget
	PLAY F 10 ACS_execute(406,0)
	goto See
	SummonRomero:
    PLAY FFFFFFFFFFFFFFFF 1 A_FaceTarget
	PLAY F 10 ACS_execute(401,0)
	goto See
	Eek1:
	PLAY A 0 A_CustomMissile ("bossbitchshot",120,0)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,4)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,8)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,12)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,16)
	PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,20)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,24)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,28)
	PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,32)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,36)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,40)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-4)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-8)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-12)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-16)
	PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-20)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-24)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-28)
	PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-32)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-36)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-40)
	PLAY A 2 A_FaceTarget
	PLAY A 0 A_CustomMissile ("bossbitchshot",120,0)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,4)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,8)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,12)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,16)
	PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,20)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,24)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,28)
	PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,32)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,36)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,40)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-4)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-8)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-12)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-16)
	PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-20)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-24)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-28)
	PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-32)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-36)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-40)
	PLAY A 2 A_FaceTarget
	PLAY A 0 A_CustomMissile ("bossbitchshot",120,0)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,4)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,8)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,12)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,16)
	PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,20)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,24)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,28)
	PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,32)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,36)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,40)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-4)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-8)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-12)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-16)
	PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-20)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-24)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-28)
	PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-32)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-36)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-40)
	PLAY A 2 A_FaceTarget
	PLAY A 0 A_CustomMissile ("bossbitchshot",120,0)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,4)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,8)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,12)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,16)
	PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,20)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,24)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,28)
	PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,32)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,36)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,40)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-4)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-8)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-12)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-16)
	PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-20)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-24)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-28)
	PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-32)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-36)
    PLAY A 0 A_CustomMissile ("bossbitchshot",120,0,-40)
	PLAY A 2 A_FaceTarget
	PLAY F 1 A_Jump(245,"Missile1")
	Goto See
	Eek2:
    PLAY FFFF 1 A_FaceTarget
	PLAY F 4 A_DualPainAttack("corruptedplayerclone2")
	Goto See
	Eek3:
    PLAY F 2 A_FaceTarget
	PLAY F 6 A_CustomMissile("owyass",120,0,32)
	PLAY F 2 A_FaceTarget
	PLAY F 6 A_CustomMissile("owyass",120,0,0)
	PLAY F 2 A_FaceTarget
	PLAY F 6 A_CustomMissile("owyass",120,0,-32)
	Goto See
	Eek4:
	PLAY A 1 A_CustomMissile ("TreeWave",40,0,0)
	PLAY A 0 A_CustomMissile ("TreeWave",40,0,-5)
	PLAY A 1 A_CustomMissile ("TreeWave",40,0,5)
	PLAY A 0 A_CustomMissile ("TreeWave",40,0,-10)
	PLAY A 1 A_CustomMissile ("TreeWave",40,0,10)
	PLAY A 0 A_CustomMissile ("TreeWave",40,0,-15)
	PLAY A 1 A_CustomMissile ("TreeWave",40,0,15)
	PLAY A 0 A_CustomMissile ("TreeWave",40,0,-20)
	PLAY A 1 A_CustomMissile ("TreeWave",40,0,20)
	PLAY A 0 A_CustomMissile ("TreeWave",40,0,-25)
	PLAY A 1 A_CustomMissile ("TreeWave",40,0,25)
	PLAY A 0 A_CustomMissile ("TreeWave",40,0,-30)
	PLAY A 1 A_CustomMissile ("TreeWave",40,0,30)
	PLAY A 0 A_CustomMissile ("TreeWave",40,0,-35)
	PLAY A 1 A_CustomMissile ("TreeWave",40,0,35)
	PLAY A 0 A_CustomMissile ("TreeWave",40,0,-40)
	PLAY A 1 A_CustomMissile ("TreeWave",40,0,40)
	PLAY A 0 A_CustomMissile ("TreeWave",40,0,-45)
	PLAY A 1 A_CustomMissile ("TreeWave",40,0,45)
	PLAY A 0 A_CustomMissile ("TreeWave",40,0,-50)
	PLAY A 1 A_CustomMissile ("TreeWave",40,0,50)
	PLAY A 0 A_CustomMissile ("TreeWave",40,0,-55)
	PLAY A 1 A_CustomMissile ("TreeWave",40,0,55)
	PLAY A 0 A_CustomMissile ("TreeWave",40,0,-60)
	PLAY A 1 A_CustomMissile ("TreeWave",40,0,60)
	Goto See
	MyGod1:
    PLAY FFFFFF 1 A_FaceTarget
	PLAY F 11 A_CustomMissile("lightningthund",120,0,random(-16,16))
	PLAY FFFFFF 1 A_FaceTarget
	PLAY F 11 A_CustomMissile("lightningthund",120,0,random(-16,16))
	Goto See
	MyGod2:
    PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("marothrocket",120,0,random(7,9))
	PLAY F 0 A_CustomMissile("marothrocket",120,0,random(15,17))
	PLAY F 0 A_CustomMissile("marothrocket",120,0,random(1,-1))
	PLAY F 0 A_CustomMissile("marothrocket",120,0,random(-7,-9))
	PLAY F 15 A_CustomMissile("marothrocket",120,0,random(-15,-17))
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("marothrocket",120,0,random(7,9))
	PLAY F 0 A_CustomMissile("marothrocket",120,0,random(15,17))
	PLAY F 0 A_CustomMissile("marothrocket",120,0,random(1,-1))
	PLAY F 0 A_CustomMissile("marothrocket",120,0,random(-7,-9))
	PLAY F 15 A_CustomMissile("marothrocket",120,0,random(-15,-17))
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("marothrocket",120,0,random(7,9))
	PLAY F 0 A_CustomMissile("marothrocket",120,0,random(15,17))
	PLAY F 0 A_CustomMissile("marothrocket",120,0,random(1,-1))
	PLAY F 0 A_CustomMissile("marothrocket",120,0,random(-7,-9))
	PLAY F 15 A_CustomMissile("marothrocket",120,0,random(-15,-17))
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("marothrocket",120,0,random(7,9))
	PLAY F 0 A_CustomMissile("marothrocket",120,0,random(15,17))
	PLAY F 0 A_CustomMissile("marothrocket",120,0,random(1,-1))
	PLAY F 0 A_CustomMissile("marothrocket",120,0,random(-7,-9))
	PLAY F 15 A_CustomMissile("marothrocket",120,0,random(-15,-17))
	Goto See
	MyGod3:
    PLAY F 0 A_FaceTarget
	PLAY F 5 A_CustomMissile("explodewave2",16,0,random(5,-5))
	PLAY F 0 A_FaceTarget
	PLAY F 5 A_CustomMissile("explodewave2",16,0,random(5,-5))
	PLAY F 0 A_FaceTarget
	PLAY F 5 A_CustomMissile("explodewave2",16,0,random(5,-5))
	Goto See
	MyGod4:
    PLAY F 0 A_FaceTarget
	PLAY F 2 A_CustomMissile("supafattshot",120,0,random(-16,16))
	PLAY F 0 A_FaceTarget
	PLAY F 2 A_CustomMissile("supafattshot",120,0,random(-16,16))
	PLAY F 0 A_FaceTarget
	PLAY F 2 A_CustomMissile("supafattshot",120,0,random(-16,16))
	PLAY F 0 A_FaceTarget
	PLAY F 2 A_CustomMissile("supafattshot",120,0,random(-16,16))
	PLAY F 0 A_FaceTarget
	PLAY F 2 A_CustomMissile("supafattshot",120,0,random(-16,16))
	PLAY F 0 A_FaceTarget
	PLAY F 2 A_CustomMissile("supafattshot",120,0,random(-16,16))
	PLAY F 0 A_FaceTarget
	PLAY F 2 A_CustomMissile("supafattshot",120,0,random(-16,16))
	PLAY F 0 A_FaceTarget
	PLAY F 2 A_CustomMissile("supafattshot",120,0,random(-16,16))
	PLAY F 0 A_FaceTarget
	PLAY F 2 A_CustomMissile("supafattshot",120,0,random(-16,16))
	PLAY F 0 A_FaceTarget
	PLAY F 11 A_CustomMissile("supafattshot",120,0,random(-16,16))
	Goto See
	HolyCrap1:
    PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("StunnerBall",120,0,-8)
	PLAY F 1 A_CustomMissile ("StunnerBall",120,0,-6)
	PLAY F 1 A_CustomMissile ("StunnerBall",120,0,-4)
	PLAY F 1 A_CustomMissile ("StunnerBall",120,0,-2)
	PLAY F 1 A_CustomMissile ("StunnerBall",120,0,0)
	PLAY F 1 A_CustomMissile ("StunnerBall",120,0,2)
	PLAY F 1 A_CustomMissile ("StunnerBall",120,0,4)
	PLAY F 1 A_CustomMissile ("StunnerBall",120,0,6)
	PLAY F 1 A_CustomMissile ("StunnerBall",120,0,8)
	PLAY F 1 A_CustomMissile ("StunnerBall",120,0,10)
	PLAY F 1 A_CustomMissile ("StunnerBall",120,0,12)
	PLAY F 1 A_CustomMissile ("StunnerBall",120,0,14)
	PLAY F 1 A_CustomMissile ("StunnerBall",120,0,16)
	PLAY F 1 A_CustomMissile ("StunnerBall",120,0,18)
	PLAY F 1 A_CustomMissile ("StunnerBall",120,0,20)
	PLAY F 1 A_CustomMissile ("StunnerBall",120,0,22)
	PLAY F 1 A_CustomMissile ("StunnerBall",120,0,24)
	PLAY F 1 A_CustomMissile ("StunnerBall",120,0,26)
	PLAY F 1 A_CustomMissile ("StunnerBall",120,0,28)
	PLAY F 1 A_CustomMissile ("StunnerBall",120,0,30)
	PLAY F 1 A_CustomMissile ("StunnerBall",120,0,32)
	PLAY F 1 A_CustomMissile ("StunnerBall",120,0,34)
	PLAY F 1 A_CustomMissile ("StunnerBall",120,0,36)
	PLAY F 5 A_CustomMissile ("StunnerBall",120,0,38)
	Goto See
	HolyCrap2:
	PLAY F 1 A_CustomMissile ("lolbawl",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl2",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl3",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl4",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl5",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl6",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl7",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl8",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl2",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl3",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl4",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl5",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl6",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl7",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl8",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl2",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl3",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl4",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl5",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl6",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl7",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl8",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl2",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl3",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl4",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl5",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl6",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl7",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl8",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl2",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl3",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl4",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl5",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl6",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl7",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl8",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl2",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl3",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl4",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl5",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl6",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl7",random(50,200),0,random(0,359)) 
	PLAY F 1 A_CustomMissile ("lolbawl8",random(50,200),0,random(0,359)) 
	Goto See
	HolyCrap3:
    PLAY F 1 A_playsound("weapons/nuclearmissilecharge",CHAN_WEAPON,1,0,0)
	PLAY FFFFFFFFFFFFF 2 A_FaceTarget
    PLAY F 0 A_CustomMissile ("NuclearMissileShot") 
	PLAY F 4
	PLAY F 1 A_playsound("weapons/nuclearmissilecharge",CHAN_WEAPON,1,0,0)
	PLAY FFFFFFFFFFFFF 2 A_FaceTarget
    PLAY F 0 A_CustomMissile ("NuclearMissileShot") 
	PLAY F 4
	PLAY F 1 A_playsound("weapons/nuclearmissilecharge",CHAN_WEAPON,1,0,0)
	PLAY FFFFFFFFFFFFF 2 A_FaceTarget
    PLAY F 0 A_CustomMissile ("NuclearMissileShot") 
	PLAY F 4
	Goto See
  NextM1:
    PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("cabbagedickhoming",120,random(-16,16),random(-32,32),0,random(-16,16))
	PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("cabbagedickhoming",120,random(-16,16),random(-32,32),0,random(-16,16))
	PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("cabbagedickhoming",120,random(-16,16),random(-32,32),0,random(-16,16))
	PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("cabbagedickhoming",120,random(-16,16),random(-32,32),0,random(-16,16))
	PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("cabbagedickhoming",120,random(-16,16),random(-32,32),0,random(-16,16))
	PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("cabbagedickhoming",120,random(-16,16),random(-32,32),0,random(-16,16))
	PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("cabbagedickhoming",120,random(-16,16),random(-32,32),0,random(-16,16))
	PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("cabbagedickhoming",120,random(-16,16),random(-32,32),0,random(-16,16))
	Goto See
  NextM2:
    PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile ("legoed",120,0,20,0,0)
	PLAY F 0 A_CustomMissile ("legoed",120,0,0,0,0)
	PLAY F 0 A_CustomMissile ("legoed",120,0,-20,0,0)
	PLAY F 1 A_CustomMissile ("legosex",120,0,random(-32,32),0,random(-24,24))
	PLAY F 0 A_CustomMissile ("legoed",120,0,20,0,0)
	PLAY F 0 A_CustomMissile ("legoed",120,0,0,0,0)
	PLAY F 0 A_CustomMissile ("legoed",120,0,-20,0,0)
	PLAY F 1 A_CustomMissile ("legosex",120,0,random(-32,32),0,random(-24,24))
	PLAY F 0 A_CustomMissile ("legoed",120,0,20,0,0)
	PLAY F 0 A_CustomMissile ("legoed",120,0,0,0,0)
	PLAY F 0 A_CustomMissile ("legoed",120,0,-20,0,0)
	PLAY F 1 A_CustomMissile ("legosex",120,0,random(-32,32),0,random(-24,24))
	PLAY F 0 A_CustomMissile ("legoed",120,0,20,0,0)
	PLAY F 0 A_CustomMissile ("legoed",120,0,0,0,0)
	PLAY F 0 A_CustomMissile ("legoed",120,0,-20,0,0)
	PLAY F 1 A_CustomMissile ("legosex",120,0,random(-32,32),0,random(-24,24))
	PLAY F 0 A_CustomMissile ("legoed",120,0,20,0,0)
	PLAY F 0 A_CustomMissile ("legoed",120,0,0,0,0)
	PLAY F 0 A_CustomMissile ("legoed",120,0,-20,0,0)
	PLAY F 1 A_CustomMissile ("legosex",120,0,random(-32,32),0,random(-24,24))
	PLAY F 0 A_CustomMissile ("legoed",120,0,20,0,0)
	PLAY F 0 A_CustomMissile ("legoed",120,0,0,0,0)
	PLAY F 0 A_CustomMissile ("legoed",120,0,-20,0,0)
	PLAY F 1 A_CustomMissile ("legosex",120,0,random(-32,32),0,random(-24,24))
	PLAY F 0 A_CustomMissile ("legoed",120,0,20,0,0)
	PLAY F 0 A_CustomMissile ("legoed",120,0,0,0,0)
	PLAY F 0 A_CustomMissile ("legoed",120,0,-20,0,0)
	PLAY F 1 A_CustomMissile ("legosex",120,0,random(-32,32),0,random(-24,24))
	PLAY F 0 A_CustomMissile ("legoed",120,0,20,0,0)
	PLAY F 0 A_CustomMissile ("legoed",120,0,0,0,0)
	PLAY F 0 A_CustomMissile ("legoed",120,0,-20,0,0)
	PLAY F 1 A_CustomMissile ("legosex",120,0,random(-32,32),0,random(-24,24))
	PLAY F 0 A_CustomMissile ("legoed",120,0,20,0,0)
	PLAY F 0 A_CustomMissile ("legoed",120,0,0,0,0)
	PLAY F 0 A_CustomMissile ("legoed",120,0,-20,0,0)
	PLAY F 1 A_CustomMissile ("legosex",120,0,random(-32,32),0,random(-24,24))
	PLAY F 0 A_CustomMissile ("legoed",120,0,20,0,0)
	PLAY F 0 A_CustomMissile ("legoed",120,0,0,0,0)
	PLAY F 0 A_CustomMissile ("legoed",120,0,-20,0,0)
	PLAY F 1 A_CustomMissile ("legosex",120,0,random(-32,32),0,random(-24,24))
	PLAY F 0 A_CustomMissile ("legoed",120,0,20,0,0)
	PLAY F 0 A_CustomMissile ("legoed",120,0,0,0,0)
	PLAY F 0 A_CustomMissile ("legoed",120,0,-20,0,0)
	PLAY F 1 A_CustomMissile ("legosex",120,0,random(-32,32),0,random(-24,24))
	PLAY F 0 A_CustomMissile ("legoed",120,0,20,0,0)
	PLAY F 0 A_CustomMissile ("legoed",120,0,0,0,0)
	PLAY F 0 A_CustomMissile ("legoed",120,0,-20,0,0)
	PLAY F 1 A_CustomMissile ("legosex",120,0,random(-32,32),0,random(-24,24))
	PLAY F 0 A_CustomMissile ("legoed",120,0,20,0,0)
	PLAY F 0 A_CustomMissile ("legoed",120,0,0,0,0)
	PLAY F 0 A_CustomMissile ("legoed",120,0,-20,0,0)
	PLAY F 1 A_CustomMissile ("legosex",120,0,random(-32,32),0,random(-24,24))
	PLAY F 0 A_CustomMissile ("legoed",120,0,20,0,0)
	PLAY F 0 A_CustomMissile ("legoed",120,0,0,0,0)
	PLAY F 0 A_CustomMissile ("legoed",120,0,-20,0,0)
	PLAY F 1 A_CustomMissile ("legosex",120,0,random(-32,32),0,random(-24,24))
	PLAY F 0 A_CustomMissile ("legoed",120,0,20,0,0)
	PLAY F 0 A_CustomMissile ("legoed",120,0,0,0,0)
	PLAY F 0 A_CustomMissile ("legoed",120,0,-20,0,0)
	PLAY F 1 A_CustomMissile ("legosex",120,0,random(-32,32),0,random(-24,24))
	PLAY F 1 A_Jump(235,"NextM2")
	Goto See
  NextM3:
    PLAY FFFFFFFFFFFFFFFF 1 A_FaceTarget
	PLAY F 10 ACS_execute(402,0)
	Goto See
  Missile1:
    PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile ("plasmaterry",120,0,random(-15,-16))
	PLAY F 0 A_CustomMissile ("plasmaterry2",120,0,random(-15,-16))
	PLAY F 0 A_CustomMissile ("rocketterry",120,0)
	PLAY F 0 A_CustomMissile ("plasmaterry2",120,0,random(15,16))
	PLAY F 1 A_CustomMissile ("plasmaterry",120,0,random(15,16))
	PLAY F 1 A_Jump(245,"Missile1")
	Goto See
	Missile7:
    PLAY FFFFFFFFFF 1 A_FaceTarget
	PLAY F 10 A_CustomMissile ("MYYOdickhoming",120,0,0,0,0)
  Goto See
	 Missile3:
    PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("terrywarpzo",120,0,random(-32,32),0,random(-16,16))
	PLAY F 1 A_CustomMissile ("terrywarpzo",120,0,random(-32,32),0,random(-16,16))
	PLAY F 1 A_CustomMissile ("terrywarpzo",120,0,random(-32,32),0,random(-16,16))
	PLAY F 1 A_CustomMissile ("terrywarpzo",120,0,random(-32,32),0,random(-16,16))
	PLAY F 1 A_CustomMissile ("terrywarpzo",120,0,random(-32,32),0,random(-16,16))
	PLAY F 1 A_CustomMissile ("terrywarpzo",120,0,random(-32,32),0,random(-16,16))
	PLAY F 10 A_CustomMissile ("terrywarpzo",120,0,random(-32,32),0,random(-16,16))
	Goto See
	Missile6:
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 1 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_FaceTarget
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 0 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	PLAY F 10 A_CustomMissile("ZombieFire4",120,0,random(-19,19),0)
	Goto See
	Missile4:
    PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("bossbitchshotterry",120,0)
	PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("bossbitchshotterry",120,0)
	PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("bossbitchshotterry",120,0)
	PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("bossbitchshotterry",120,0)
	PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("bossbitchshotterry",120,0)
	PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("bossbitchshotterry",120,0)
	PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("bossbitchshotterry",120,0)
	PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("bossbitchshotterry",120,0)
	PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("bossbitchshotterry",120,0)
	PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("bossbitchshotterry",120,0)
	PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("bossbitchshotterry",120,0)
	PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("bossbitchshotterry",120,0)
	PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("bossbitchshotterry",120,0)
	PLAY F 1 A_Jump(244,"Missile4")
	Goto See
	Missile5:
    PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("bossbitchshothuge",120,0,-8)
	PLAY F 1 A_CustomMissile ("bossbitchshothuge",120,0,-6)
	PLAY F 1 A_CustomMissile ("bossbitchshothuge",120,0,-4)
	PLAY F 1 A_CustomMissile ("bossbitchshothuge",120,0,-2)
	PLAY F 1 A_CustomMissile ("bossbitchshothuge",120,0,0)
	PLAY F 1 A_CustomMissile ("bossbitchshothuge",120,0,2)
	PLAY F 1 A_CustomMissile ("bossbitchshothuge",120,0,4)
	PLAY F 1 A_CustomMissile ("bossbitchshothuge",120,0,6)
	PLAY F 1 A_CustomMissile ("bossbitchshothuge",120,0,8)
	PLAY F 1 A_CustomMissile ("bossbitchshothuge",120,0,10)
	PLAY F 1 A_CustomMissile ("bossbitchshothuge",120,0,12)
	PLAY F 1 A_CustomMissile ("bossbitchshothuge",120,0,14)
	PLAY F 1 A_CustomMissile ("bossbitchshothuge",120,0,16)
	PLAY F 1 A_CustomMissile ("bossbitchshothuge",120,0,18)
	PLAY F 1 A_CustomMissile ("bossbitchshothuge",120,0,20)
	PLAY F 1 A_CustomMissile ("bossbitchshothuge",120,0,22)
	PLAY F 1 A_CustomMissile ("bossbitchshothuge",120,0,24)
	PLAY F 1 A_CustomMissile ("bossbitchshothuge",120,0,26)
	PLAY F 1 A_CustomMissile ("bossbitchshothuge",120,0,28)
	PLAY F 1 A_CustomMissile ("bossbitchshothuge",120,0,30)
	PLAY F 1 A_CustomMissile ("bossbitchshothuge",120,0,32)
	PLAY F 1 A_CustomMissile ("bossbitchshothuge",120,0,34)
	PLAY F 1 A_CustomMissile ("bossbitchshothuge",120,0,36)
	PLAY F 10 A_CustomMissile ("bossbitchshothuge",120,0,38)
	Goto See
  Missile2:
    PLAY FFFFFFFF 1 A_FaceTarget
	PLAY F 10 A_CustomMissile ("romeroboolet",70,0,0)
	PLAY FFFFFFFFFFFF 1 A_FaceTarget
	PLAY F 11 A_CustomMissile ("romeroboolet",70,0,0)
	Goto See
  Pain:
    PLAY G 0 A_JumpIfHealthLower(100000,"HardPain")
	PLAY G 0 A_CustomMissile ("terryrocket",135,0,30)
	PLAY G 0 A_CustomMissile ("terryrocket",135,0,60)
	PLAY G 0 A_CustomMissile ("terryrocket",135,0,90)
	PLAY G 0 A_CustomMissile ("terryrocket",135,0,120)
	PLAY G 0 A_CustomMissile ("terryrocket",135,0,150)
	PLAY G 0 A_CustomMissile ("terryrocket",135,0,180)
	PLAY G 0 A_CustomMissile ("terryrocket",135,0,-30)
	PLAY G 0 A_CustomMissile ("terryrocket",135,0,-60)
	PLAY G 0 A_CustomMissile ("terryrocket",135,0,-90)
	PLAY G 0 A_CustomMissile ("terryrocket",135,0,-120)
	PLAY G 0 A_CustomMissile ("terryrocket",135,0,-150)
	PLAY G 0 A_CustomMissile ("terryrocket",135,0,0)
	PLAY G 4
    PLAY G 4 A_BrainPain
    Goto See
  HardPain:
	PLAY G 0 A_CustomMissile ("SupaFattShot7",135,0,30)
	PLAY G 0 A_CustomMissile ("SupaFattShot7",135,0,60)
	PLAY G 0 A_CustomMissile ("SupaFattShot7",135,0,90)
	PLAY G 0 A_CustomMissile ("SupaFattShot7",135,0,120)
	PLAY G 0 A_CustomMissile ("SupaFattShot7",135,0,150)
	PLAY G 0 A_CustomMissile ("SupaFattShot7",135,0,180)
	PLAY G 0 A_CustomMissile ("SupaFattShot7",135,0,-30)
	PLAY G 0 A_CustomMissile ("SupaFattShot7",135,0,-60)
	PLAY G 0 A_CustomMissile ("SupaFattShot7",135,0,-90)
	PLAY G 0 A_CustomMissile ("SupaFattShot7",135,0,-120)
	PLAY G 0 A_CustomMissile ("SupaFattShot7",135,0,-150)
	PLAY G 0 A_CustomMissile ("SupaFattShot7",135,0,0)
	PLAY G 4
    PLAY G 4 A_BrainPain
    Goto See
  Death:
	TFOG ABABCDEFGHIJ 6 Bright
	TFOG J 0 A_NoBlocking
	TNT1 A -1
	Stop
  }
}

actor terryhimselfohshit : terryhimself 6404
{
health 50000
  speed 45
  painchance 3
   DamageFactor Wowow, 0.0
   +ALWAYSFAST
  States
  {
  Spawn:
    PLAY A 4 A_Look
    Loop
  See:
    PLAY ABCDABCDABCDABCD 1 A_FastChase
    Loop
  Missile:
  PLAY ABCDABCDABCDABCD 1 A_Wander
  PLAY FFFF 6 A_FaceTarget
  PLAY E 1 A_Jump(256,"Missile1","Missile2","Missile3","Missile4")
  Goto See
  Missile1:
    PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("bossbitchshotterry",120,0)
	PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("bossbitchshotterry",120,0)
	PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("bossbitchshotterry",120,0)
	PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("bossbitchshotterry",120,0)
	PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("bossbitchshotterry",120,0)
	PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("bossbitchshotterry",120,0)
	PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("bossbitchshotterry",120,0)
	PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("bossbitchshotterry",120,0)
	PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("bossbitchshotterry",120,0)
	PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("bossbitchshotterry",120,0)
	PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("bossbitchshotterry",120,0)
	PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("bossbitchshotterry",120,0)
	PLAY F 0 A_FaceTarget
	PLAY F 1 A_CustomMissile ("bossbitchshotterry",120,0)
	PLAY F 1 A_SpidRefire
	Goto See
	Missile2:
	PLAY F 4 A_FaceTarget
	PLAY F 19 A_CustomMissile("lightningthund",120,0,random(-16,16))
	PLAY F 1 A_SpidRefire
	Goto See
	Missile4:
	PLAY F 4 A_FaceTarget
	PLAY F 4 A_CustomMissile("bossbitchshothuge",120)
	PLAY F 4 A_FaceTarget
	PLAY F 4 A_CustomMissile("bossbitchshothuge",120)
	PLAY F 4 A_FaceTarget
	PLAY F 4 A_CustomMissile("bossbitchshothuge",120)
	PLAY F 4 A_FaceTarget
	PLAY F 4 A_CustomMissile("bossbitchshothuge",120)
	PLAY F 4 A_FaceTarget
	PLAY F 4 A_CustomMissile("bossbitchshothuge",120)
	PLAY F 4 A_FaceTarget
	PLAY F 4 A_CustomMissile("bossbitchshothuge",120)
	PLAY F 4 A_FaceTarget
	PLAY F 4 A_CustomMissile("bossbitchshothuge",120)
	PLAY F 4 A_FaceTarget
	PLAY F 4 A_CustomMissile("bossbitchshothuge",120)
	PLAY F 4 A_FaceTarget
	PLAY F 4 A_CustomMissile("bossbitchshothuge",120)
	Goto See
	Missile3:
    PLAY FFFFFF 1 A_FaceTarget
	PLAY F 10 A_CustomMissile ("MYYOdickhoming",120,0,0,0,0)
	PLAY FFFFFF 1 A_FaceTarget
	PLAY F 10 A_CustomMissile ("terryrocket2",120,0,random(-16,16),0,0)
	PLAY F 1 A_SpidRefire
    Goto See
  Pain:
	PLAY G 0 A_CustomMissile ("terryrocket2",135,0,30)
	PLAY G 0 A_CustomMissile ("terryrocket2",135,0,60)
	PLAY G 0 A_CustomMissile ("terryrocket2",135,0,90)
	PLAY G 0 A_CustomMissile ("terryrocket2",135,0,120)
	PLAY G 0 A_CustomMissile ("terryrocket2",135,0,150)
	PLAY G 0 A_CustomMissile ("terryrocket2",135,0,180)
	PLAY G 0 A_CustomMissile ("terryrocket2",135,0,-30)
	PLAY G 0 A_CustomMissile ("terryrocket2",135,0,-60)
	PLAY G 0 A_CustomMissile ("terryrocket2",135,0,-90)
	PLAY G 0 A_CustomMissile ("terryrocket2",135,0,-120)
	PLAY G 0 A_CustomMissile ("terryrocket2",135,0,-150)
	PLAY G 0 A_CustomMissile ("terryrocket2",135,0,0)
	PLAY G 15
    PLAY G 15 A_BrainPain
    Goto See
  Death:
    PLAY H 10
    PLAY I 10 A_Scream
    PLAY J 10 A_NoBlocking
    PLAY KLM 10
    PLAY N -1
    Stop
  }
}

actor terryhimselffroze : terryhimself 6405
{
scale 2.5
radius 8
}

actor terryhimselffroze2 : terryhimself 6406
{
scale 3.9
}

ACTOR holymother : Rocket
{
  radius 6
  height 16
  speed 40
  damage 255
  mass 25
  scale 2
  PROJECTILE
  states
  {
  Spawn:
    BXS1 A 0 A_Gravity
    BXS1 AB 2 bright
    loop
  Death:
    BXE1 A 1 a_explode(10,110,0)
	BXE1 A 0 A_CustomMissile("ugly1",25,0,30)

	BXE1 A 0 A_CustomMissile("ugly1",25,0,90)

	BXE1 A 0 A_CustomMissile("ugly1",25,0,150)

	BXE1 A 0 A_CustomMissile("ugly1",25,0,210)

	BXE1 A 0 A_CustomMissile("ugly1",25,0,270)

	BXE1 A 0 A_CustomMissile("ugly1",25,0,330)
	BXE1 BCDEF 10
    stop
  }
}

actor SupaFattShot7 : FatShot
{
Scale 2.0
damage 40
speed 40
    +SEEKERMISSILE 
		 DamageType Wowow
  States
  {
  Spawn:
    XANF AB 4 Bright A_Tracer
    Loop
  Death:   
	MISL B 0 bright A_CustomMissile("fatshot",25,0,-40,2)     
	MISL B 0 bright A_CustomMissile("fatshot",25,0,-80,2)     
	MISL B 0 bright A_CustomMissile("fatshot",25,0,-120,2)      
	MISL B 0 bright A_CustomMissile("fatshot",25,0,-160,2) 
	MISL B 0 bright A_CustomMissile("fatshot",25,0,0,2)      
	MISL B 0 bright A_CustomMissile("fatshot",25,0,40,2)      
	MISL B 0 bright A_CustomMissile("fatshot",25,0,80,2)    
	MISL B 0 bright A_CustomMissile("fatshot",25,120,2)    
	MISL B 0 bright A_CustomMissile("fatshot",25,0,160,2)    
	MISL B 0 bright A_CustomMissile("fatshot",25,0,180,2)  	
    MISL B 8 bright
    MISL C 6 bright
    MISL D 4 bright
    stop
  }
}

actor MYYOdickhoming
{
  Radius 11
  Height 8
  Speed 35
  Damage 6
  Projectile
  activesound "WEWHEW"
    +SEEKERMISSILE 
	+RIPPER
	 DamageType Wowow
  States
  {
  Spawn:
    TNT1 A 1 bright A_Tracer
	TNT1 A 0 bright A_ActiveSound
	TNT1 A 0 bright A_CustomMissile("MYYOblasted",0,0)
	TNT1 A 1 bright A_Tracer
	TNT1 A 0 bright A_CustomMissile("MYYOblasted",0,0)
    loop
  Death:
    TNT1 A 1
    stop
  }
}


actor MYYOblasted
{
  Game Doom
  Radius 1
  Height 1
  Speed 0
  Damage 0
  Projectile
  scale 1.1
  +RANDOMIZE
   DamageType Wowow
  States
  {
  Spawn:
    MYYO AAAAAAAAAAAAAAAAAAAAAAAAAA 1 bright A_Explode(2,48,0)
	MYYO AAAAAAAAAAAAAAAAAAAAAAAAAA 1 bright A_Explode(2,48,0)
	MYYO AAAAAAAAAAAAAAAAAAAAAAAAAA 1 bright A_Explode(2,48,0)
	MYYO AAAAAAAAAAAAAAAAAAAAAAAAAA 1 bright A_Explode(2,48,0)
	MYYO AAAAAAAAAAAAAAAAAAAAAAAAAA 1 bright A_Explode(2,48,0)
    stop
  Death:
    RTUP A 1 bright A_Explode(1,48,0)
    stop
  }
}

ACTOR ZombieFire4
{
   Radius 2
   Height 4
   Speed 50
   Damage 1
   PROJECTILE
   renderstyle normal
  alpha 1
   DamageType Wowow
   Scale 1.10
   SeeSound "weapons/flamer"
   DeathSound "weapons/scorch"
   +THRUGHOST
   States
   {
   Spawn:
      NULL A 3 Bright
      FRFX ABCD 3 Bright A_Explode(5,8,0)
      FRFX D 0 Bright A_Lowgravity
      FRFX EFG 3 Bright A_Explode(5,16,0)
      FRFX HIJ 3 Bright A_Explode(5,32,0)
      FRFX KLM 3 Bright A_Explode(5,64,0)
      FRFX NO 3 Bright
      stop
   Death:
      FRFX HIJ 2 Bright A_Explode(5,32,0)
      FRFX J 0 A_CustomMissile ("ZombieDropFire",0,0,0,4)
      FRFX KLM 2 Bright A_Explode(5,64,0)
      FRFX NO 2 Bright
      stop
   }
}

ACTOR ZombieDropFire
{
   Radius 8
   Height 40
   PROJECTILE
   renderstyle normal
  alpha 1
   scale 2.0
   DamageType Wowow
   -NOGRAVITY
   +LOWGRAVITY
   +NOEXPLODEFLOOR
   +NODAMAGETHRUST
   +THRUGHOST
   States
   {
   Spawn:
      FLME A 1 Bright A_Playsound("weapons/onfire")
      FLME A 1 Bright A_Explode(5,16,0)
      FLME BCDEFGHIJKLMN 2 Bright A_Explode(5,7,0)
      FLME A 1 Bright A_Playsound("weapons/onfire")
      FLME A 1 Bright A_Explode(5,32,0)
      FLME BCDEFGHIJKLMN 2 Bright A_Explode(5,7,0)
      FLME A 1 Bright A_Playsound("weapons/onfire")
      FLME A 1 Bright A_Explode(5,32,0)
      FLME BCDEFGHIJKLMN 2 Bright A_Explode(5,7,0)
      FLME A 1 Bright A_Playsound("weapons/onfire")
      FLME A 1 Bright A_Explode(5,32,0)
      FLME BCDEFGHIJKLMN 2 Bright A_Explode(5,7,0)
      FLME A 1 Bright A_Playsound("weapons/onfire")
      FLME A 1 Bright A_Explode(5,32,0)
      FLME BCDEFGHIJKLMN 2 Bright A_Explode(5,7,0)
      FLME A 0 A_Jump(192,1)
      loop
      NULL A 0
      goto death
   Death:
      NULL A 1 Bright
      stop
   }
}

actor romeroboolet
{
  Radius 43
  Height 43
  DamageType Wowow
  Speed 35
  FastSpeed 35
  Damage 200
  Projectile
  scale 1.0
  deathsound "TIM4TIKL"
  States
  {
	spawn:
		RMAO ABCDEFG 1
		loop
	death:
		RMAO A 0 A_Explode(128,128,0)
		RMAO A 0 A_CustomMissile ("fat",0,0,random(0,-359))
		RMAO A 0 A_CustomMissile ("fat",0,0,random(0,-359))
		RMAO A 0 A_CustomMissile ("fat",0,0,random(0,-359))
		RMAO A 0 A_CustomMissile ("fat",0,0,random(0,-359))
		RMAO A 0 A_CustomMissile ("fat",0,0,random(0,-359))
		RMAO A 0 A_CustomMissile ("fat",0,0,random(0,-359))
		RMAO A 0 A_CustomMissile ("fat",0,0,random(0,-359))
		RMAO A 0 A_CustomMissile ("fat",0,0,random(0,-359))
		RMAO A 0 A_CustomMissile ("fat",0,0,random(0,-359))
		RMAO A 0 A_CustomMissile ("fat",0,0,random(0,-359))							
		RMAO A 0 A_CustomMissile ("fat",0,0,random(0,-359))
		RMAO AAAAAAAAAAAAA 0 A_SpawnItemEX("BursterBlood5", 0, 0, random (15, 100), random (4, 12), 0, random (4, 12), random(0, 360))
		RMAO AAAAAAAAAAAAA 0 A_SpawnItemEX("bloodbuf", 0, 0, random (15, 100), random (4, 12), 0, random (4, 12), random(0, 360))
		RMAO A 0 A_Mushroom ("fat2", 35)
		RMAO A 0 A_Mushroom ("bloodbuf3", 30)
		RMAO A 1 bright A_Mushroom ("fat", 15)
	stop
  }
}


actor BursterBlood5
{
  Radius 2
  Height 2
  Speed 12
  Damage 0
  Scale 2.5
  Decal "BloodSplat"
  Projectile
  -NOGRAVITY
  States
  {
  Spawn:
    TNT1 A 1 bright A_SpawnItemEX("BursterBloodTrail", random(-2, 2), 0, random(-2, 2), 0, 0, 0, random(0, 360))
    loop
  Death:
    TNT1 A 4 bright
    stop
  }
}

actor BursterBloodTrail
{
  Radius 2
  Height 2
  Scale 2.0
  +NOINTERACTION
  +CLIENTSIDEONLY 
  States
  {
  Spawn:
    BLUD CBA 3
    stop
  }
}

actor bloodbuf3
{
  obituary "%o died."
  radius 13
  height 8
  speed 20
  damage 20
  PROJECTILE
  +RANDOMIZE
  -NOGRAVITY
  DamageType Wowow
  gravity 0.550
  states
  {
  Spawn:
    FGO2 A 0 A_CustomMissile ("Bloodshot",0,0,random(0,-359))
	FGO2 A 3 bright A_CustomMissile ("fat2",0,0,random(0,-359))
    loop
  Death:
    FGO2 A 0 A_CustomMissile ("fat",0,0,random(0,-359))
    FGO2 A 0 A_CustomMissile ("fat",0,0,random(0,-359))
	FGO2 A 0 A_CustomMissile ("fat",0,0,random(0,-359))
	FGO2 A 0 A_CustomMissile ("fat",0,0,random(0,-359))
	FGO2 A 0 A_CustomMissile ("fat",0,0,random(0,-359))
	FGO2 A 0 A_CustomMissile ("fat",0,0,random(0,-359))
	FGO2 A 0 A_CustomMissile ("fat",0,0,random(0,-359))
	FGO2 A 0 A_CustomMissile ("fat",0,0,random(0,-359))
	FGO2 A 0 A_CustomMissile ("fat",0,0,random(0,-359))
	FGO2 A 0 A_CustomMissile ("fat",0,0,random(0,-359))							
	FGO2 A 0 A_CustomMissile ("fat",0,0,random(0,-359))	
	FGO2 A 8 bright A_Mushroom ("BloodPuke2", 10)
    stop
  }
}


actor BloodPuke2
{
radius 4
height 4
damage 4
speed 20
Scale 0.80
deathsound "profane/blood"
PROJECTILE
 DamageType Wowow
+EXTREMEDEATH
-NOGRAVITY
states
{
Spawn:
FGOR ABCDEF 3 bright A_SpawnItemEx ("Blood",0,0,0,0,0,0,0,0,10)
loop
Death:
FGOR GHIJ 5 bright
stop
}
}


actor rocketterry : rocket {  Speed 50 }
actor plasmaterry : plasmaball {  Speed 40 scale 2.0 }
actor plasmaterry2 : ArachnotronPlasma {  Speed 45 scale 1.5 }

actor bossbitchshotterry
{
  obituary "%o was raped!"
  radius 13
  height 8
  speed 200
  damage 10
  renderstyle normal
  alpha 1
  DamageType Wowow
  Translation "112:127=80:85"
  seesound "weapons/bfgx"
  deathsound "weapons/bfgx"
  PROJECTILE
  +RANDOMIZE
  states
  {
  Spawn:
    BFS1 A 1 bright
    loop
  Death:
    BFE1 ABCDEF 1 bright
    stop
  }
}

ACTOR TerryRocket : Rocket
{
  Speed 16
  DamageType Wowow
  +SEEKERMISSILE 
  scale 1.5
   States
  {
  Spawn:
    ZISL A 1 Bright A_Tracer
    Loop
  Death:
    MISL B 8 Bright A_Explode
    MISL C 6 Bright
    MISL D 4 Bright
    Stop
  }
}

ACTOR TerryRocket2 : Rocket
{
  Speed 45
  DamageType Wowow
  +SEEKERMISSILE 
  scale 1.8
   States
  {
  Spawn:
    ZISL A 1 Bright A_Tracer
    Loop
  Death:
    MISL B 8 Bright A_Explode
    MISL C 6 Bright
    MISL D 4 Bright
    Stop
  }
}


actor terrywarpzo
{
  Game Doom
  Radius 11
  Height 8
  Speed 45
  Damage 32
  Projectile
  SeeSound "WARPZRR"
  DamageType Wowow
  DeathSound "WARPZRR"
  Obituary "%o got fucked over"
  States
  {
  Spawn:
    TNT1 A 1 bright A_CustomMissile("terrywarper",0,0)
    loop
  Death:
    WRPZ ABCDABCDABCDABCDABCDABCD 1 bright a_explode(10,190,0)
	WRPZ ABCDABCDABCDABCDABCDABCD 1 bright a_explode(10,190,0)
	WRPZ ABCDABCDABCDABCDABCDABCD 1 bright a_explode(10,190,0)
	WRPZ ABCDABCDABCDABCDABCDABCD 1 bright a_explode(10,190,0)
    stop
  }
}



actor terrywarper
{
  Game Doom
  Radius 1
  Height 1
  Speed 0
  Damage 0
  Projectile
  +RANDOMIZE
  scale 1.5
  SeeSound "WARPZRR"
  DamageType Wowow
  DeathSound "WARPZRR"
  Obituary "%o got fucked over"
  States
  {
  Spawn:
    WRPZ ABCDEFGHI 1 bright A_Explode(10,180,0)
    stop
  Death:
    TNT1 A 1 bright
    stop
  }
}


actor Zromeroboss: RomeroSupreme 3438
{
  health 20000
   painchance 9
  obituary "%o was fucked deep in the ass by romero supreme!"
  +BOSS
  states
  {
  Death:
    BBRN B 60 A_Scream
    BBRN B 15 A_Burst("fat")
  }
}

actor finalterry
{
  health 500000
  Mass 10000
  scale 1
  DamageFactor Wowow, 0.0
  height 120
  radius 80
  painchance 0
  obituary "%o was raped into another dimension by terry!"
  speed 12
  MONSTER 
  DeathSound "DSTERRDT"
  +SOLID
  +BOSS
  +SHOOTABLE
  +NOICEDEATH
  +NOTARGET
  +FLOORCLIP
  +NORADIUSDMG
  +DONTMORPH
  +MISSILEMORE
  +DONTHURTSPECIES
  states
  {
  Spawn:
    OMFG A 1 a_look
    loop
  See:
    OMFG A 1 A_Chase
    loop
  Missile:
    OMFG A 1 A_Jump(235,"Missile1","Missile2")
	 OMFG A 1 A_Jump(256,"Missile3")
    goto see
  Missile1:
	OMFG A 1 A_CustomMissile ("bossbitchshot",64,0,0)
    goto See
  Missile2:
	OMFG A 2 A_PainAttack("TerryClone")
    goto See	
	 Missile3:
	OMFG AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile ("bossbitchshothuge",24,0,random(0,359))
  goto See
 Pain:
    OMFG A 1 
    goto See
  Death:
    OMFG A 100 A_BrainScream
	OMFG A 1 A_NoBlocking
    stop
  }
}



actor terryclone: finalterry
{
DamageFactor Wowow, 0.0
  health 1000
  deathsound "brain/death"
  -BOSS
  states
  {
  Missile:
	OMFG A 1 A_CustomMissile ("bossbitchshotsplit",64,0,10)
    goto See
  Death:
    OMFG A 1 A_Scream
	OMFG A 1 A_NoBlocking
    stop
  }
}

actor bossbitchshotsplit
{
  obituary "%o was raped into another dimension by terry!"
  radius 13
  height 8
  speed 35
  damage 80
  scale 1.8
  renderstyle normal
  alpha 1
  DamageType Wowow
  deathsound "weapons/bfgx"
  PROJECTILE
  +RANDOMIZE
  Translation "112:127=176:191"
  states
  {
  Spawn:
    BFS1 ABABABABABABABABABAB 4 bright
  Death:
    BFE1 A 8 bright
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot7",32,0,0,2)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot7",32,0,30,2)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot7",32,0,60,2)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot7",32,0,90,2)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot7",32,0,120,2)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot7",32,0,150,2)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot7",32,0,180,2)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot7",32,0,210,2)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot7",32,0,240,2)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot7",32,0,270,2)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot7",32,0,300,2)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot7",32,0,330,2)
	BFE1 B 8 bright
    BFE1 C 8 bright
    BFE1 DEF 8 bright
    stop
  }
}

actor bossbitchshot7
{
  obituary "%o was raped into another dimension by terry!"
  radius 13
  height 8
  speed 28
  damage 20
  scale 1.4
  renderstyle normal
  alpha 1
  DamageType Wowow
  deathsound "weapons/bfgx"
  PROJECTILE
  +RANDOMIZE
  Translation "112:127=176:191"
  states
  {
  Spawn:
    BFS1 ABABABABABABABABABABABAB 4 bright
  Death:
    BFE1 A 8 bright
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot4",32,0,0)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot4",32,0,10)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot4",32,0,20)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot4",32,0,30)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot4",32,0,40)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot4",32,0,50)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot4",32,0,60)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot4",32,0,70)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot4",32,0,80)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot4",32,0,90)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot4",32,0,100)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot4",32,0,110)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot4",32,0,120)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot4",32,0,130)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot4",32,0,140)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot4",32,0,150)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot4",32,0,160)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot4",32,0,170)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot4",32,0,180)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot4",32,0,190)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot4",32,0,200)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot4",32,0,210)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot4",32,0,220)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot4",32,0,230)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot4",32,0,240)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot4",32,0,250)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot4",32,0,260)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot4",32,0,270)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot4",32,0,280)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot4",32,0,290)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot4",32,0,300)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot4",32,0,310)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot4",32,0,320)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot4",32,0,330)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot4",32,0,340)
	BFE1 B 0 bright A_CustomMissile ("bossbitchshot4",32,0,350)
	BFE1 B 8 bright
    BFE1 C 8 bright
    BFE1 DEF 8 bright
    stop
  }
}

actor bossbitchshot4
{
  obituary "%o was raped into another dimension by terry!"
  radius 13
  height 8
  speed 15
  damage 4
  scale 0.5
  renderstyle normal
  alpha 1
  DamageType Wowow
  deathsound "weapons/bfgx"
  PROJECTILE
  +RANDOMIZE
  Translation "112:127=176:191"
  states
  {
  Spawn:
    BFS1 AB 4 bright
	loop
  Death:
    BFE1 A 8 bright
	BFE1 B 8 bright
    BFE1 C 8 bright
    BFE1 DEF 8 bright
    stop
  }
}
actor watisdis 10002
{
health 2000
  mass 10000
  Radius 20
  DamageFactor Wowow, 0.0
  Height 56
  painchance 50
  DeathSound "*death"
  PainSound "*pain50"
  obituary "%o was hammered in the ass by abgyfdubagghshgus."
  speed 8
  MONSTER
  +SOLID
  +SHOOTABLE
  +NOICEDEATH
  States
  {
  Spawn:
    PLAY A 4 A_Look
    Loop
  See:
    PLAY AABBCCDD 1 A_FastChase
    Loop
  Missile:
    PLAY E 4 A_FaceTarget
	PLAY F 0 A_CustomMissile ("bossbitchshotorange",32,0)
	PLAY F 0 A_CustomMissile ("bossbitchshotorange",32,0,8)
	PLAY F 0 A_CustomMissile ("bossbitchshotorange",32,0,16)
	PLAY F 0 A_CustomMissile ("bossbitchshotorange",32,0,-8)
	PLAY F 9 A_CustomMissile ("bossbitchshotorange",32,0,-16)
	PLAY E 4 A_FaceTarget
	PLAY F 0 A_CustomMissile ("bossbitchshotblue",32,0)
	PLAY F 0 A_CustomMissile ("bossbitchshotblue",32,0,8)
	PLAY F 0 A_CustomMissile ("bossbitchshotblue",32,0,16)
	PLAY F 0 A_CustomMissile ("bossbitchshotblue",32,0,-8)
	PLAY F 9 A_CustomMissile ("bossbitchshotblue",32,0,-16)
	PLAY E 4 A_FaceTarget
	PLAY F 0 A_CustomMissile ("bossbitchshot",32,0)
	PLAY F 0 A_CustomMissile ("bossbitchshot",32,0,8)
	PLAY F 0 A_CustomMissile ("bossbitchshot",32,0,16)
	PLAY F 0 A_CustomMissile ("bossbitchshot",32,0,-8)
	PLAY F 9 A_CustomMissile ("bossbitchshot",32,0,-16)
	PLAY F 4 A_FaceTarget
	PLAY F 1
	Goto See
  Pain:
	PLAY G 4
    PLAY G 4 A_Pain
    Goto See
  Death:
    PLAY H 10
    PLAY I 10 A_Scream
    PLAY J 10 A_NoBlocking
    PLAY KLM 10
    PLAY N -1
    Stop
  }
}


ACTOR TorchTreeX 4393
{
  Game Doom
  Radius 16
  Height 56
  ProjectilePassHeight -16
  +SOLID
  States
  {
  Spawn:
    TRX1 A -1
    Stop
  }
}

ACTOR BigTreeX 5493
{
  Game Doom
  Radius 32
  Height 108
  ProjectilePassHeight -16
  +SOLID
  States
  {
  Spawn:
    TRX2 A -1
    Stop
  }
}

ACTOR SnowmanX 4398
{
  Game Doom
  Radius 16
  Height 56
  ProjectilePassHeight -16
  +SOLID
  States
  {
  Spawn:
    XPO3 A -1
    Stop
  }
}

ACTOR CTreeX 4395
{
  Game Doom
  Radius 16
  Height 56
  ProjectilePassHeight -16
  +SOLID
  States
  {
  Spawn:
    XPO2 A -1
    Stop
  }
}

ACTOR TechLampX 5494
{
  Game Doom
  Radius 16
  Height 80
  ProjectilePassHeight -16
  +SOLID
  States
  {
  Spawn:
    XPOZ A -1
    Stop
  }
}

ACTOR StalagtiteX 5496
{
  Game Doom
  Radius 16
  Height 40
  ProjectilePassHeight -16
  +SOLID
  States
  {
  Spawn:
    XPO4 A -1
    Stop
  }
}


actor lurker 17140
{
  health 900
  Mass 1000
  height 46
  radius 35
  painchance 200
  seesound "LURKACT"
  activesound "LURKACT"
  painsound "LURKPAIN"
  deathsound "LURKDETH"
  obituary "%o was devoured by a lurker."
  speed 12
  meleedamage 255
  meleerange 90
  scale 0.7
  MONSTER
  +SOLID
  +SHOOTABLE
  +NOICEDEATH
  +DONTHURTSPECIES
  +NOTARGET
  +LOOKALLAROUND
  states
  {
  Spawn:
    TNT1 A 1 a_look
    loop
  See:
   //Credits to cutmanmike or whoever made this decorate. :P
    TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 Radius_Quake(6,24,0,24,0)
	TNT1 A 0 A_SpawnItemEx("DirtyDirt", random(-10,10), random(-10,10), 0, 0, 0, 0, 0, 128, 0)
    TNT1 A 2 A_Wander
	TNT1 A 0 A_SpawnItemEx("DirtyDirt", random(-10,10), random(-10,10), 0, 0, 0, 0, 0, 128, 0)
    TNT1 A 2 A_Wander
	TNT1 A 0 A_SpawnItemEx("DirtyDirt", random(-10,10), random(-10,10), 0, 0, 0, 0, 0, 128, 0)
    TNT1 A 2 A_Wander
	TNT1 A 0 A_SpawnItemEx("DirtyDirt", random(-10,10), random(-10,10), 0, 0, 0, 0, 0, 128, 0)
    TNT1 A 2 A_Wander
	TNT1 A 0 A_SpawnItemEx("DirtyDirt", random(-10,10), random(-10,10), 0, 0, 0, 0, 0, 128, 0)
    TNT1 A 2 A_Wander
	TNT1 A 0 A_SpawnItemEx("DirtyDirt", random(-10,10), random(-10,10), 0, 0, 0, 0, 0, 128, 0)
    TNT1 A 2 A_Wander
	TNT1 A 0 A_SpawnItemEx("DirtyDirt", random(-10,10), random(-10,10), 0, 0, 0, 0, 0, 128, 0)
    TNT1 A 2 A_Wander
	//
	TNT1 A 1 A_Chase
	TNT1 A 0 Radius_Quake(6,24,0,24,0)
	TNT1 A 0 A_SpawnItemEx("DirtyDirt", random(-10,10), random(-10,10), 0, 0, 0, 0, 0, 128, 0)
	TNT1 A 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("DirtyDirt", random(-10,10), random(-10,10), 0, 0, 0, 0, 0, 128, 0)
	TNT1 A 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("DirtyDirt", random(-10,10), random(-10,10), 0, 0, 0, 0, 0, 128, 0)
	TNT1 A 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("DirtyDirt", random(-10,10), random(-10,10), 0, 0, 0, 0, 0, 128, 0)
	TNT1 A 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("DirtyDirt", random(-10,10), random(-10,10), 0, 0, 0, 0, 0, 128, 0)
	TNT1 A 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("DirtyDirt", random(-10,10), random(-10,10), 0, 0, 0, 0, 0, 128, 0)
	TNT1 A 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("DirtyDirt", random(-10,10), random(-10,10), 0, 0, 0, 0, 0, 128, 0)
	TNT1 A 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("DirtyDirt", random(-10,10), random(-10,10), 0, 0, 0, 0, 0, 128, 0)
    TNT1 A 0 A_Jump(80,"Peek") 
	loop
  Peek:
    LURK G 5 A_UnSetInvulnerable
	LURK F 40
	LURK G 5 A_SetInvulnerable
	goto see
  Melee:
    TNT1 AAA 0 A_SpawnItemEx("DirtyDirt", random(-10,10), random(-10,10), 0, 0, 0, 0, 0, 128, 0)
    LURK GFA 4 
	LURK B 3 A_UnSetInvulnerable
	LURK B 1 A_PlaySoundEx("LURKNOM","SoundSlot5")
	LURK C 2
	LURK D 2 A_MeleeAttack
	LURK D 0 A_SetInvulnerable
	LURK EFG 2 
	TNT1 A 30
	TNT1 AAA 0 A_SpawnItemEx("DirtyDirt", random(-10,10), random(-10,10), 0, 0, 0, 0, 0, 128, 0)
    Goto See
  Pain:
    LURK H 1 A_PlaySoundEx("LURKPAIN","SoundSlot5")
	LURK H 40 A_SetInvulnerable
    LURK D 1
	LURK EFG 1
	TNT1 AAA 0 A_SpawnItemEx("DirtyDirt", random(-10,10), random(-10,10), 0, 0, 0, 0, 0, 128, 0)
    goto See
  Death:
    LURK E 2 A_NoBlocking
	LURK F 2 A_PlaySoundEx("LURKDETH","SoundSlot5")
	LURK G 2
	TNT1 A -1
    stop
  }
}


actor Smokeeffect
{
+ALLOWCLIENTSPAWN
renderstyle translucent
speed 8
+DONTSPLASH
alpha 0.8
radius 4
height 4
+DOOMBOUNCE
damage 0
+RIPPER
+NOBLOOD
States
{
Spawn:
SMOK ABCDEFGHIJKLMNOPQ 2
Stop
}
}

actor DirtyDirt
{
- SOLID
+NOBLOCKMAP
+ALLOWCLIENTSPAWN
States
{
Spawn:
TNT1 A 0 A_CustomMissile("DaSmokeeffect",0,0,random(0,360),2,random(50,90))
TNT1 A 0 A_CustomMissile("DaSmokeeffect2",0,0,random(0,360),2,random(50,90))
Stop
}
}

actor DaSmokeeffect2 : Smokeeffect
{
speed 12
- NOGRAVITY
Scale 0.8
+ALLOWCLIENTSPAWN
Alpha 0.3
translation "80:111=208:223", "0:15=208:223"
States
{
Spawn:
SMOK ABCDEFGHIJKLMNOPQ 2
Stop
}
}

actor DaSmokeeffect : Smokeeffect
{
speed 8
- NOGRAVITY
Scale 0.8
+ALLOWCLIENTSPAWN
Alpha 0.3
translation "80:111=208:223", "0:15=208:223"
States
{
Spawn:
SMOK ABCDEFGHIJKLMNOPQ 2
Stop
}
}



Actor ultrashotgun : DoomWeapon 6363
{
  Weapon.SelectionOrder 400
  Inventory.PickupMessage "You got the Ultra Shotgun!"
  Obituary "%o was blown away by %k's Ultra Shotgun!"
  Weapon.AmmoUse 2
  Weapon.AmmoGive 8
  Weapon.AmmoType "Shell"
  Weapon.AmmoUse2 12
  Weapon.AmmoGive2 8
  Weapon.AmmoType2 "Shell"
  Weapon.UpSound "weapons/ssgup"
  States
  {
  Ready:
    64SS A 1 A_WeaponReady
    Loop
  Deselect:
    64SS A 1 A_Lower
    Loop
  Select:
    64SS A 1 A_Raise
    Loop
  Fire:
    64SS A 7 
    64SS B 0 A_GunFlash
    64SS B 0 
	64SS B 0 A_PlaySound ("weapons/sshotf", CHAN_WEAPON)
    64SS B 8 A_FireBullets (11.2, 7.1, 20, 6, "BulletPuff")
    64SS A 10
    goto ready
  AltFire:
    64SS A 7  
    64SS B 0 A_GunFlash
    64SS B 0 A_Recoil (60)
	64SS B 0 A_Quake(9,16,0,32,0)
	64SS C 0 A_PlaySound ("WHOAMAMA", CHAN_WEAPON)
    64SS C 7 A_FireBullets (13.2, 11.1, 50, 19, "BulletPuff")
	64SS B 40
    64SS A 14 
    Goto Ready
  Flash:
    64SS D 4 Bright A_Light1
    64SS D 3 Bright A_Light2
    Goto LightDone
  Spawn:
    64SS E -1
    Stop
  }
}




actor analrapedoll 12818
{
  health 150
  mass 9
  height 32
  radius 16
  scale 0.3
  painchance 90
  seesound "SMALLACTA"
  painsound "SMALPAI"
  activesound "SMALLACTA"
  deathsound "SMALDTH"
  meleedamage 4
  obituary "%o's asshole was devoured by a analrape doll!"
  speed 7
  MONSTER
  +SOLID
  +SHOOTABLE
  +NOICEDEATH
  states
  {
  Spawn:
    BBRN A 5 a_look
    loop
  See:
    BBRN A 1 A_FastChase
    loop
  Melee:
    BBRN A 10 A_MeleeAttack
    goto See
  Pain:
    BBRN B 1 A_Pain
    goto See
  Death:
    BBRN B 0 A_Stop
    BBRN BBBBBBBBBBBBBB 1 A_CustomMissile("fuckfartball",24)
    BBRN B 1 A_NoBlocking
	BBRN B 1 A_Scream
    TNT1 A 0
    stop
  }
}

ACTOR fuckfartball : doomimpball
{
  Radius 3
  Height 3
  Speed 3
  Damage 6
  scale 0.2
  seesound ""
  States
  {
  Spawn:
    BAL1 ABABABABABABABABABABABABABABABABABABABAB 4 Bright 
	BAL1 ABABABABABABABABAB 4 Bright
    stop
  Death:
    BAL1 CDE 6 Bright
    Stop
  }
}









ACTOR cybercarn 30111 
{
Obituary "The Carn Annihilator fucked %o away with his cock rockets."
Health 4000 
Radius 40 
Height 110 
Mass 1000 
Speed 20
PainChance 20
scale 0.8
MONSTER
+NOTARGET 
+FLOORCLIP 
+NORADIUSDMG 
+BOSS 
+MISSILEEVENMORE 
SeeSound "carngod" 
PainSound "CUTHOASS" 
DeathSound "SHIT" 
ActiveSound "OOHMAN" 
States 
   {    
   Spawn: 
       FECK AB 10 A_Look 
       Loop 
   See: 
       FECK A 3 A_Playsound ("monster/anhoof")
       FECK ABBCC 3 A_Chase 
       FECK D 3 A_Playsound ("monster/anhoof") 
       FECK D 3 A_Chase 
       Loop 
   Missile:
       FECK E 6 A_FaceTarget 
	   FECK E 0 A_Jump(120,"Missile1","Missile2")
       FECK F 0 Bright A_CustomMissile ("cockrocket",40,27,0)
       FECK F 12 Bright A_CustomMissile ("cockrocket",40,-27,0)
       FECK E 12 A_FaceTarget 
       FECK F 0 Bright A_CustomMissile ("cockrocket",40,27,0)
       FECK F 12 Bright A_CustomMissile ("cockrocket",40,-27,0) 
       FECK E 12 A_FaceTarget 
       FECK F 0 Bright A_CustomMissile ("cockrocket",40,27,0)
       FECK F 12 Bright A_CustomMissile ("cockrocket",40,-27,0)
       Goto See
   Missile1:
	   FECK F 0 Bright A_CustomMissile ("marothrocket",40,27,0)
       FECK F 12 Bright A_CustomMissile ("marothrocket",40,-27,0)
       FECK E 40 A_FaceTarget 
	   FECK F 0 Bright A_CustomMissile ("marothrocket",40,27,0)
       FECK F 12 Bright A_CustomMissile ("marothrocket",40,-27,0)
       FECK E 40 A_FaceTarget 
	   Goto See
   Missile2:
	   FECK F 0 Bright A_CustomMissile ("owyasstiny",40,27,0)
       FECK F 12 Bright A_CustomMissile ("owyasstiny",40,-27,0)
       FECK E 40 A_FaceTarget 
	   FECK F 0 Bright A_CustomMissile ("owyasstiny",40,27,0)
       FECK F 12 Bright A_CustomMissile ("owyasstiny",40,-27,0)
       FECK E 40 A_FaceTarget 
	   Goto See
   Pain: 
       FOCK A 10 A_Pain 
	   FOCK A 0 A_ChangeFlag("NOPAIN",TRUE)
	   FECK F 0 Bright A_CustomMissile ("rocket",40,27,0,0,random(2,-2))
       FECK F 0 Bright A_CustomMissile ("rocket",40,-27,0,0,random(2,-2))
	   FECK F 0 Bright A_CustomMissile ("rocket",40,27,0,0,random(2,-2))
       FECK F 3 Bright A_CustomMissile ("rocket",40,-27,0,0,random(2,-2))
       FECK E 3 A_FaceTarget 
	   FECK F 0 Bright A_CustomMissile ("rocket",40,27,0,0,random(2,-2))
       FECK F 0 Bright A_CustomMissile ("rocket",40,-27,0,0,random(2,-2))
	   FECK F 0 Bright A_CustomMissile ("rocket",40,27,0,0,random(2,-2))
       FECK F 3 Bright A_CustomMissile ("rocket",40,-27,0,0,random(2,-2))
       FECK E 3 A_FaceTarget 
	   FECK F 0 Bright A_CustomMissile ("rocket",40,27,0,0,random(2,-2))
       FECK F 0 Bright A_CustomMissile ("rocket",40,-27,0,0,random(2,-2))
	   FECK F 0 Bright A_CustomMissile ("rocket",40,27,0,0,random(2,-2))
       FECK F 3 Bright A_CustomMissile ("rocket",40,-27,0,0,random(2,-2))
       FECK E 3 A_FaceTarget 
	   FECK F 0 Bright A_CustomMissile ("rocket",40,27,0,0,random(2,-2))
       FECK F 0 Bright A_CustomMissile ("rocket",40,-27,0,0,random(2,-2))
	   FECK F 0 Bright A_CustomMissile ("rocket",40,27,0,0,random(2,-2))
       FECK F 3 Bright A_CustomMissile ("rocket",40,-27,0,0,random(2,-2))
       FECK E 3 A_FaceTarget 
	   FECK F 0 Bright A_CustomMissile ("rocket",40,27,0,0,random(2,-2))
       FECK F 0 Bright A_CustomMissile ("rocket",40,-27,0,0,random(2,-2))
	   FECK F 0 Bright A_CustomMissile ("rocket",40,27,0,0,random(2,-2))
       FECK F 3 Bright A_CustomMissile ("rocket",40,-27,0,0,random(2,-2))
       FECK E 3 A_FaceTarget 
	   FECK F 0 Bright A_CustomMissile ("rocket",40,27,0,0,random(2,-2))
       FECK F 0 Bright A_CustomMissile ("rocket",40,-27,0,0,random(2,-2))
	   FECK F 0 Bright A_CustomMissile ("rocket",40,27,0,0,random(2,-2))
       FECK F 3 Bright A_CustomMissile ("rocket",40,-27,0,0,random(2,-2))
       FECK E 3 A_FaceTarget 
	   FECK F 0 Bright A_CustomMissile ("rocket",40,27,0,0,random(2,-2))
       FECK F 0 Bright A_CustomMissile ("rocket",40,-27,0,0,random(2,-2))
	   FECK F 0 Bright A_CustomMissile ("rocket",40,27,0,0,random(2,-2))
       FECK F 3 Bright A_CustomMissile ("rocket",40,-27,0,0,random(2,-2))
       FECK E 3 A_FaceTarget 
	   FECK A 0 A_ChangeFlag("NOPAIN",FALSE)
       Goto See    
   Death: 
       FOCK A 3 Bright
       FOCK B 3 Bright A_Scream 
       FOCK CDE 6 Bright
       FOCK F 8 Bright A_NoBlocking 
       FOCK GH 8 Bright
       FOCK I -1 
   } 
}


ACTOR cockrocket : rocket
{
  Speed 40
  SeeSound "weapons/hrlfir"
  activesound "weapons/rocklx"
  DeathSound "weapons/rocklx"
  Obituary "The Carn Annihilator fucked %o away with his cock rockets."
  States
  {
  Spawn:
    HMIS A 1 Bright
    Loop
  Death:
	MISL B 0 Bright A_ActiveSound
    MISL B 6 Bright A_Explode(64,64)
    MISL C 6 Bright
    MISL D 6 Bright
	MISL B 0 Bright A_ActiveSound
	MISL B 6 Bright A_Explode(64,64)
    MISL C 6 Bright
    MISL D 6 Bright
	MISL B 0 Bright A_ActiveSound
	MISL B 6 Bright A_Explode(64,64)
    MISL C 6 Bright
    MISL D 6 Bright
	MISL B 0 Bright A_ActiveSound
	MISL B 6 Bright A_Explode(64,64)
    MISL C 6 Bright
    MISL D 6 Bright
	MISL B 0 Bright A_ActiveSound
	MISL B 6 Bright A_Explode(64,64)
    MISL C 6 Bright
    MISL D 6 Bright
    Stop
  }
}


actor owyasstiny : owyass
{
  radius 32
  height 32
  speed 23
  scale 1.4
  states
  {
  Spawn:
    BOSF ABCD 2 bright A_Tracer2
    loop
  Death:
    BOSF B 1 bright A_Burst ("hehehe")
    BOSF C 1 bright
    BOSF D 1 bright
    stop
  }
}

