ACTOR Guncaster2 : Guncaster
{
	Player.ColorRange 112,127
	// Handled already in the base class.
	//DamageFactor "Fire", 0.6 //Archviles.
	//DamageFactor "FuckRevenants", 0.5 //What says on the tin!
	//DamageFactor "Bueller", 0.85 //Dem hitscanners should DIE.
	
	Player.ColorSet 0, "Cygnis", 176, 191, 182
	Player.ColorSet 1, "Neymathir", 160, 167, 163
	Player.ColorSet 2, "Vermathin", 90, 100, 88
	Player.ColorSet 3, "Surtra", 32, 47, 40
	Player.ColorSet 4, "Azaron", 118, 127, 120
	Player.ColorSet 5, "Leurith", 101, 111, 0
	Player.ColorSet 6, "Withar", 128, 143, 135
	Player.ColorSet 7, "Jackson", 64, 79, 71
	States
	{
	Spawn:
		CYG2 A -1
		Stop
 	 See:
		CYG2 A 0 A_JumpIfInventory("PowerBerserkDamage",1,"SeeBerserk")
		CYG2 A 0 A_PlaySound("Guncaster/Move",0,0.3)
		CYG2 AB 5
		CYG2 C 0 A_SpawnItemEx("GuncasterStep", 0, 0, 0, 0, 0, -10, 0,0, 0)
		CYG2 A 0 A_PlaySound("Guncaster/Move",0,0.3)
		CYG2 CD 5
		CYG2 C 0 A_SpawnItemEx("GuncasterStep", 0, 0, 0, 0, 0, -10, 0,0, 0)
		Goto Spawn
	SeeBerserk:
		CYG2 A 0 A_PlaySound("Guncaster/Move",0,0.3)
		CYG2 AB 5
		CYG2 C 0 A_SpawnItemEx("BerserkStep", 0, 0, 0, 0, 0, -10, 0,0, 0)
		CYG2 A 0 A_PlaySound("Guncaster/Move",0,0.3)
		CYG2 CD 5
		CYG2 C 0 A_SpawnItemEx("BerserkStep", 0, 0, 0, 0, 0, -10, 0,0, 0)
		Goto Spawn
	Melee:
		CYG2 F 6 Bright
		Goto Missile
	Missile:
		CYG2 E 12
		Goto Spawn
	Pain:
		CYG2 G 3
		CYG2 G 3 A_Pain
		Goto Spawn
	Death:
	AltSkinDeath:
		CYG2 H 5
		CYG2 I 5 A_PlayerScream
		CYG2 J 5 A_NoBlocking
		CYG2 K 5
		CYG2 L -1
		Stop
	XDeath:
	AltSkinXDeath:
		CYG2 H 5
		CYG2 I 5 A_PlayerScream
		CYG2 J 5 A_NoBlocking
		CYG2 K 5
		CYG2 L -1
		Stop
	Death.Acid:
		CYG2 G 1
		"####" "#" 1 A_Playsound("Gumpop/Expand",5)
		"####" "###################################" 1 A_SetScale(ScaleX+frandom(0.01,0.025))
		"####" "#" 1 A_Playsound("Gumpop/Pop",5)
		TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
		TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("FLOORCLIP", 1)
		XMED ABCDE 5
		Wait
	}
}