//BOOOOM!  Headshot!

actor GC_HeadshotTargetBase : HeadshotTargetBase replaces HeadshotTargetBase
{
	+NOTARGET
damagefactor "Taunt", 0.0
damagefactor "Blood", 0.0
damagefactor "BlueBlood", 0.0
damagefactor "Head", 0.0
damagefactor "MinorHead", 0.0
damagefactor "KillMe", 0.0
damagefactor "Control", 0.0
damagefactor "Trample", 0.0
damagefactor "GibRemoving", 0.0
//damagefactor "Melee", 0.3
damagefactor "Alert", 0.0
damagefactor "SSG", 1.0
damagefactor "ExplosiveImpact", 0.0
damagefactor "Bullet", 1.5
damagefactor "GibRemoving", 0.0
damagefactor "TeleportRemover", 0.0

//Guncaster Damagetypes :D
damagefactor "Ice", 0.0
damagefactor "Fire", 0.0
damagefactor "Annihilation", 0.0
damagefactor "Lightning", 0.0
damagefactor "LightningBlue", 0.0
damagefactor "Tiberium", 0.0
damagefactor "BlueTiberium",0.0
damagefactor "Acid", 0.0
damagefactor "Crow", 0.0
damagefactor "Crow2", 0.0
damagefactor "Matriarch", 0.0
damagefactor "Flesh", 0.0
damagefactor "Breath", 0.0
damagefactor "AcidReflux", 0.0
damagefactor "Manuel", 0.0
/*
damagefactor "CloseCombat", 0.0
damagefactor "Shoelaces", 0.0
damagefactor "SuperCloseCombat", 0.0
damagefactor "SuperShoelaces", 0.0
damagefactor "MidasCloseCombat", 0.0
damagefactor "MidasShoelaces", 0.0
damagefactor "SuperMidasCloseCombat", 0.0
damagefactor "SuperMidasShoelaces", 0.0
*/

//Guncaster Paintypes :D
PainChance "Ice", 0
PainChance "Fire", 0
PainChance "Annihilation", 0
PainChance "Lightning", 0
PainChance "LightningBlue", 0
PainChance "Tiberium", 0
PainChance "BlueTiberium", 0
PainChance "Acid", 0
PainChance "Crow", 0
PainChance "Crow2", 0
PainChance "Matriarch", 0
PainChance "Flesh", 0
PainChance "Breath", 0
PainChance "AcidReflux", 0
PainChance "Manuel", 0
/*
PainChance "CloseCombat", 0
PainChance "Shoelaces", 0
PainChance "SuperCloseCombat", 0
PainChance "SuperShoelaces", 0
PainChance "MidasCloseCombat", 0
PainChance "MidasShoelaces", 0
PainChance "SuperMidasCloseCombat", 0
PainChance "SuperMidasShoelaces", 0
*/

//MONSTER
Health 300
GibHealth 10000
Radius 15
Height 18
DamageType head
BloodType "Brutal_Blood"
PainChance 255
+NOINTERACTION
+NOGRAVITY
+SHOOTABLE
+NOTELEPORT
+FORCERADIUSDMG
-SOLID
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+GHOST
+SERVERSIDEONLY
-COUNTKILL
+CANTSEEK
damagefactor "Trample", 0
States
{
Spawn:
XXXX A 3
XXXX A 1 A_NoBlocking
Stop

Pain.Explosive:
Pain.ExplosiveImpact:
TNT1 A 3
Goto Pain

Pain.CloseCombat:
Pain.Shoelaces:
Pain.SuperCloseCombat:
Pain.SuperShoelaces:
Pain.MidasCloseCombat:
Pain.MidasShoelaces:
Pain.SuperMidasCloseCombat:
Pain.SuperMidasShoelaces:
TNT1 A 5
Goto Pain

Pain:
TNT1 A 0
//TNT1 A 0 ThrustThingZ(0,-40,0,1)
TNT1 A 1 A_NoBlocking
TNT1 A 0 A_JumpIfHealthLower(-100, "SuperDeath")
TNT1 A 0 A_JumpIfHealthLower(25, "Pain550")
TNT1 A 0 A_JumpIfHealthLower(50, "Pain500")
TNT1 A 0 A_JumpIfHealthLower(75, "Pain450")
TNT1 A 0 A_JumpIfHealthLower(100, "Pain400")
TNT1 A 0 A_JumpIfHealthLower(125, "Pain350")
TNT1 A 0 A_JumpIfHealthLower(150, "Pain300")
TNT1 A 0 A_JumpIfHealthLower(175, "Pain250")
TNT1 A 0 A_JumpIfHealthLower(200, "Pain200")
TNT1 A 0 A_JumpIfHealthLower(225, "Pain150")
TNT1 A 0 A_JumpIfHealthLower(250, "Pain100")
TNT1 A 0 A_JumpIfHealthLower(275, "Pain50")
TNT1 A 0 A_JumpIfHealthLower(288, "Pain35")
TNT1 A 0 A_JumpIfHealthLower(292, "Pain25")
XDT3 A 0 A_Explode(40,20,0)//hs
PLAY A 0
Stop


Pain25:
TNT1 A 0
XDT3 A 0 A_Explode(50,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop


Pain35:
TNT1 A 0
XDT3 A 0 A_Explode(55,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain50:
TNT1 A 0
XDT3 A 0 A_Explode(70,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain100:
TNT1 A 0
XDT3 A 0 A_Explode(100,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain150:
TNT1 A 0
XDT3 A 0 A_Explode(150,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain200:
TNT1 A 0
XDT3 A 0 A_Explode(200,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain250:
TNT1 A 0
XDT3 A 0 A_Explode(250,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain300:
TNT1 A 0
XDT3 A 0 A_Explode(300,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain350:
Pain.SSG:
TNT1 A 0
XDT3 A 0 A_Explode(350,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain400:
TNT1 A 0
XDT3 A 0 A_Explode(400,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain450:
TNT1 A 0
XDT3 A 0 A_Explode(450,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain500:
TNT1 A 0
XDT3 A 0 A_Explode(500,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain550:
TNT1 A 0
XDT3 A 0 A_Explode(550,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain600:
TNT1 A 0
XDT3 A 0 A_Explode(600,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Death:
TNT1 A 0
XDT3 A 0 A_Explode(600,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop


SuperDeath:
TNT1 A 0
XDT3 A 0 A_Explode(1200,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop
 }
}



actor GC_HeadshotTarget4: GC_HeadshotTargetBase replaces HeadshotTarget4
{
States
 {
Spawn:
XXXX A 5
XXXX A 1 A_NoBlocking
Stop
 }
}

actor GC_HeadshotTarget6: GC_HeadshotTargetBase replaces HeadshotTarget6
{
States
 {
Spawn:
XXXX A 6
XXXX A 1 A_NoBlocking
Stop
 }
}

actor GC_HeadshotTarget2: GC_HeadshotTargetBase replaces HeadshotTarget2
{
States
 {
Spawn:
XXXX A 5
XXXX A 1 A_NoBlocking
Stop
 }
}

actor GC_HeadshotTarget8: GC_HeadshotTargetBase replaces HeadshotTarget8
{
States
 {
Spawn:
XXXX A 11
XXXX A 1 A_NoBlocking
Stop
 }
}

actor GC_HeadshotTarget4b: GC_HeadshotTargetBase replaces HeadshotTarget4b
{
Radius 12
Height 22
}

actor GC_HeadshotTarget8b: GC_HeadshotTargetBase replaces HeadshotTarget8b
{
Radius 12
Height 22
}

actor GC_HeadshotTarget10: GC_HeadshotTargetBase replaces HeadshotTarget10
{
States
 {
Spawn:
XXXX A 12
XXXX A 1 A_NoBlocking
Stop
 }
}

actor GC_HeadshotTarget20: GC_HeadshotTargetBase replaces HeadshotTarget20
{
Height 15
States
 {
Spawn:
XXXX A 22
XXXX A 1 A_NoBlocking
Stop
 }
}

actor GC_HeadshotTarget23: GC_HeadshotTargetBase replaces HeadshotTarget23
{
Height 15
States
 {
Spawn:
XXXX A 25
XXXX A 1 A_NoBlocking
Stop
 }
}

actor GC_HeadshotTarget30: GC_HeadshotTargetBase replaces HeadshotTarget30
{
Height 15
States
 {
Spawn:
XXXX A 33
XXXX A 1 A_NoBlocking
Stop
 }
}

actor GC_HeadshotTarget60: GC_HeadshotTargetBase replaces HeadshotTarget60
{
Height 15
States
 {
Spawn:
XXXX A 63
XXXX A 1 A_NoBlocking
Stop
 }
}




actor GC_HeadshotTarget50: GC_HeadshotTargetBase replaces HeadshotTarget50
{
Height 15
States
 {
Spawn:
XXXX A 53
XXXX A 1 A_NoBlocking
Stop
 }
}


actor GC_HeadshotTarget100: GC_HeadshotTargetBase replaces HeadshotTarget100
{
Height 15
States
 {
Spawn:
XXXX A 100
XXXX A 1 A_NoBlocking
Stop
 }
}



actor GC_HeadshotTarget200: GC_HeadshotTargetBase replaces HeadshotTarget200
{
Height 15
States
 {
Spawn:
XXXX A 200
XXXX A 1 A_NoBlocking
Stop
 }
}

//BOOOOM!  Uh... legshot?
actor GC_LegTargetBase : LegTargetBase replaces LegTargetBase
{
	+NOTARGET
damagefactor "Taunt", 0.0
damagefactor "Blood", 0.0
damagefactor "BlueBlood", 0.0
damagefactor "Head", 0.0
damagefactor "Leg", 0.0
damagefactor "MinorHead", 0.0
damagefactor "KillMe", 0.0
damagefactor "Control", 0.0
damagefactor "Trample", 0.0
damagefactor "GibRemoving", 0.0
//damagefactor "Melee", 0.3
damagefactor "Alert", 0.0
damagefactor "SSG", 0.0
damagefactor "ExplosiveImpact", 0.0
damagefactor "Bullet", 1.5
damagefactor "GibRemoving", 0.0
damagefactor "TeleportRemover", 0.0
damagefactor "Cut", 5.0
damagefactor "Saw", 5.0
damagefactor "Desintegrate", 0.0

//Guncaster Damagetypes :D
damagefactor "Ice", 0.0
damagefactor "Fire", 0.0
damagefactor "Annihilation", 0.0
damagefactor "Lightning", 0.0
damagefactor "LightningBlue", 0.0
damagefactor "Tiberium", 0.0
damagefactor "BlueTiberium",0.0
damagefactor "Acid", 0.0
damagefactor "Crow", 0.0
damagefactor "Crow2", 0.0
damagefactor "Matriarch", 0.0
damagefactor "Flesh", 0.0
damagefactor "Breath", 0.0
damagefactor "AcidReflux", 0.0
damagefactor "Manuel", 0.0
/*
damagefactor "CloseCombat", 0.0
damagefactor "Shoelaces", 0.0
damagefactor "SuperCloseCombat", 0.0
damagefactor "SuperShoelaces", 0.0
damagefactor "MidasCloseCombat", 0.0
damagefactor "MidasShoelaces", 0.0
damagefactor "SuperMidasCloseCombat", 0.0
damagefactor "SuperMidasShoelaces", 0.0
*/

//Guncaster Paintypes :D
PainChance "Ice", 0
PainChance "Fire", 0
PainChance "Annihilation", 0
PainChance "Lightning", 0
PainChance "LightningBlue", 0
PainChance "Tiberium", 0
PainChance "BlueTiberium", 0
PainChance "Acid", 0
PainChance "Crow", 0
PainChance "Crow2", 0
PainChance "Matriarch", 0
PainChance "Flesh", 0
PainChance "Breath", 0
PainChance "AcidReflux", 0
PainChance "Manuel", 0
/*
PainChance "CloseCombat", 0
PainChance "Shoelaces", 0
PainChance "SuperCloseCombat", 0
PainChance "SuperShoelaces", 0
PainChance "MidasCloseCombat", 0
PainChance "MidasShoelaces", 0
PainChance "SuperMidasCloseCombat", 0
PainChance "SuperMidasShoelaces", 0
*/


//MONSTER
-COUNTKILL
Health 300
GibHealth 10000
Radius 24
Height 12
DamageType leg
BloodType "Brutal_Blood"
PainChance 255
+NOINTERACTION
+NOGRAVITY
+SHOOTABLE
+NOTELEPORT
+FORCERADIUSDMG
-SOLID
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+GHOST
+SERVERSIDEONLY
-COUNTKILL
+CANTSEEK
damagefactor "Trample", 0
States
{
Spawn:
XXXX A 3
XXXX A 1
Stop

Pain.Explosive:
Pain.ExplosiveImpact:
TNT1 A 3
Goto Pain

Pain.CloseCombat:
Pain.Shoelaces:
Pain.SuperCloseCombat:
Pain.SuperShoelaces:
Pain.MidasCloseCombat:
Pain.MidasShoelaces:
Pain.SuperMidasCloseCombat:
Pain.SuperMidasShoelaces:
TNT1 A 5
Goto Pain

Pain.Fire:
TNT1 A 3 A_NoBlocking
Goto Spawn

Pain:
TNT1 A 0
//TNT1 A 0 ThrustThingZ(0,-40,0,1)
TNT1 A 1 A_NoBlocking
TNT1 A 0 A_JumpIfHealthLower(25, "Pain550")
TNT1 A 0 A_JumpIfHealthLower(50, "Pain500")
TNT1 A 0 A_JumpIfHealthLower(75, "Pain450")
TNT1 A 0 A_JumpIfHealthLower(100, "Pain400")
TNT1 A 0 A_JumpIfHealthLower(125, "Pain350")
TNT1 A 0 A_JumpIfHealthLower(150, "Pain300")
TNT1 A 0 A_JumpIfHealthLower(175, "Pain250")
TNT1 A 0 A_JumpIfHealthLower(200, "Pain200")
TNT1 A 0 A_JumpIfHealthLower(225, "Pain150")
TNT1 A 0 A_JumpIfHealthLower(250, "Pain100")
TNT1 A 0 A_JumpIfHealthLower(275, "Pain50")
TNT1 A 0 A_JumpIfHealthLower(288, "Pain35")
TNT1 A 0 A_JumpIfHealthLower(292, "Pain25")
XDT3 A 0 A_Explode(20,20,0)//hs
PLAY A 0
Stop


Pain25:
TNT1 A 0
XDT3 A 0 A_Explode(2,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop


Pain35:
TNT1 A 0
XDT3 A 0 A_Explode(5,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain50:
TNT1 A 0
XDT3 A 0 A_Explode(10,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain100:
TNT1 A 0
XDT3 A 0 A_Explode(40,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain150:
TNT1 A 0
XDT3 A 0 A_Explode(80,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain200:
TNT1 A 0
XDT3 A 0 A_Explode(120,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain250:
TNT1 A 0
XDT3 A 0 A_Explode(160,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain300:
TNT1 A 0
XDT3 A 0 A_Explode(200,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain350:
Pain.SSG:
TNT1 A 0
XDT3 A 0 A_Explode(250,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain400:
TNT1 A 0
XDT3 A 0 A_Explode(400,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain450:
TNT1 A 0
XDT3 A 0 A_Explode(120,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain500:
TNT1 A 0
XDT3 A 0 A_Explode(140,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain550:
TNT1 A 0
XDT3 A 0 A_Explode(160,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain600:
TNT1 A 0
XDT3 A 0 A_Explode(180,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Death:
TNT1 A 0
XDT3 A 0 A_Explode(200,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop


XDeath:
TNT1 A 0
XDT3 A 0 A_Explode(400,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop
 }
}



actor GC_LegTarget4: GC_LegTargetBase replaces LegTarget4
{
States
 {
Spawn:
XXXX A 6
XXXX A 1 A_NoBlocking
Stop
 }
}


actor GC_LegTarget8: GC_LegTargetBase replaces LegTarget8
{
States
 {
Spawn:
XXXX A 8
XXXX A 1 A_NoBlocking
Stop
 }
}

actor GC_LegTarget10: GC_LegTargetBase replaces LegTarget10
{
States
 {
Spawn:
XXXX A 10
XXXX A 1 A_NoBlocking
Stop
 }
}

actor GC_LegTarget20: GC_LegTargetBase replaces LegTarget20
{
States
 {
Spawn:
XXXX A 20
XXXX A 1 A_NoBlocking
Stop
 }
}

actor GC_LegTarget30: GC_LegTargetBase replaces LegTarget30
{
States
 {
Spawn:
XXXX A 30
XXXX A 1 A_NoBlocking
Stop
 }
}

actor GC_LegTarget100: GC_LegTargetBase replaces LegTarget100
{
States
 {
Spawn:
XXXX A 100
XXXX A 1 A_NoBlocking
Stop
 }
}

actor GC_LegTarget12: GC_LegTargetBase replaces LegTarget12
{
States
 {
Spawn:
XXXX A 12
XXXX A 1 A_NoBlocking
Stop
 }
}

//BOOOOM!  Boss down!  (eheheh...)

actor GC_MasterMindHitBox: MasterMindHitBox replaces MasterMindHitBox
{
	+NOTARGET
damagefactor "Taunt", 0.0
damagefactor "Blood", 0.0
damagefactor "BlueBlood", 0.0
damagefactor "Head", 0.0
damagefactor "MinorHead", 0.0
damagefactor "KillMe", 0.0
damagefactor "Control", 0.0
damagefactor "Trample", 0.0
damagefactor "Melee", 0.3
damagefactor "SSG", 0.2
damagefactor "Crush", 10.0
damagefactor "ExplosiveImpact", 0.0
damagefactor "GibRemoving", 0.0
damagefactor "TeleportRemover", 0.0

//Guncaster Damagetypes :D
damagefactor "Ice", 0.0
damagefactor "Fire", 0.0
damagefactor "Annihilation", 0.0
damagefactor "Lightning", 0.0
damagefactor "LightningBlue", 0.0
damagefactor "Tiberium", 0.0
damagefactor "BlueTiberium",0.0
damagefactor "Acid", 0.0
damagefactor "Crow", 0.0
damagefactor "Crow2", 0.0
damagefactor "Matriarch", 0.0
damagefactor "Flesh", 0.0
damagefactor "Breath", 0.0
damagefactor "AcidReflux", 0.0
damagefactor "Manuel", 0.0
/*
damagefactor "CloseCombat", 0.0
damagefactor "Shoelaces", 0.0
damagefactor "SuperCloseCombat", 0.0
damagefactor "SuperShoelaces", 0.0
damagefactor "MidasCloseCombat", 0.0
damagefactor "MidasShoelaces", 0.0
damagefactor "SuperMidasCloseCombat", 0.0
damagefactor "SuperMidasShoelaces", 0.0
*/

//Guncaster Paintypes :D
PainChance "Ice", 0
PainChance "Fire", 0
PainChance "Annihilation", 0
PainChance "Lightning", 0
PainChance "LightningBlue", 0
PainChance "Tiberium", 0
PainChance "BlueTiberium", 0
PainChance "Acid", 0
PainChance "Crow", 0
PainChance "Crow2", 0
PainChance "Matriarch", 0
PainChance "Flesh", 0
PainChance "Breath", 0
PainChance "AcidReflux", 0
PainChance "Manuel", 0
/*
PainChance "CloseCombat", 0
PainChance "Shoelaces", 0
PainChance "SuperCloseCombat", 0
PainChance "SuperShoelaces", 0
PainChance "MidasCloseCombat", 0
PainChance "MidasShoelaces", 0
PainChance "SuperMidasCloseCombat", 0
PainChance "SuperMidasShoelaces", 0
*/


//MONSTER
-COUNTKILL
Health 300
GibHealth 10000
Radius 60
Height 60
DamageType head
BloodType "Brutal_Blood"
PainChance 255
+NOINTERACTION
+NOGRAVITY
+SHOOTABLE
+NOTELEPORT
+SOLID
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+GHOST
+SERVERSIDEONLY
+FORCERADIUSDMG
-COUNTKILL
+CANTSEEK
damagefactor "Trample", 0
States
{
Spawn:
XXXX A 7
XXXX A 1
Stop

Pain:
TNT1 A 1
TNT1 A 0 A_JumpIfHealthLower(25, "Pain550")
TNT1 A 0 A_JumpIfHealthLower(50, "Pain500")
TNT1 A 0 A_JumpIfHealthLower(75, "Pain450")
TNT1 A 0 A_JumpIfHealthLower(100, "Pain400")
TNT1 A 0 A_JumpIfHealthLower(125, "Pain350")
TNT1 A 0 A_JumpIfHealthLower(150, "Pain300")
TNT1 A 0 A_JumpIfHealthLower(175, "Pain250")
TNT1 A 0 A_JumpIfHealthLower(200, "Pain200")
TNT1 A 0 A_JumpIfHealthLower(225, "Pain150")
TNT1 A 0 A_JumpIfHealthLower(250, "Pain100")
TNT1 A 0 A_JumpIfHealthLower(275, "Pain50")
TNT1 A 0 A_JumpIfHealthLower(288, "Pain35")
XDT3 A 0 A_Explode(15,20)
PLAY A 0
Stop


Pain35:
TNT1 A 0
XDT3 A 0 A_Explode(35,60)
TNT1 A 1
Stop

Pain50:
TNT1 A 0
XDT3 A 0 A_Explode(50,60)
TNT1 A 1
Stop

Pain100:
TNT1 A 0
XDT3 A 0 A_Explode(100,60)
TNT1 A 1
Stop

Pain150:
TNT1 A 0
XDT3 A 0 A_Explode(150,60)
TNT1 A 1
Stop

Pain200:
TNT1 A 0
XDT3 A 0 A_Explode(200,60)
TNT1 A 1
Stop

Pain250:
TNT1 A 0
XDT3 A 0 A_Explode(250,60)
TNT1 A 1
Stop

Pain300:
TNT1 A 0
XDT3 A 0 A_Explode(300,60)
TNT1 A 1
Stop

Pain350:

TNT1 A 0
TNT1 AAAAA 0 A_CustomMissile ("SmallSuperGore", 50, 0, random (0, 360), 2, random (10, 170))
XDT3 A 0 A_Explode(350,60)
TNT1 A 1
Stop

Pain400:
TNT1 A 0
TNT1 AAAAA 0 A_CustomMissile ("SmallSuperGore", 50, 0, random (0, 360), 2, random (10, 170))
TNT1 AAAAA 0 A_CustomMissile ("MediumSuperGore", 50, 0, random (0, 360), 2, random (10, 170))
XDT3 AA 0 A_Explode(100,60)
XDT3 A 0 A_Explode(50,60)
TNT1 A 1
Stop

Pain450:
TNT1 A 0
TNT1 AAAAA 0 A_CustomMissile ("SmallSuperGore", 50, 0, random (0, 360), 2, random (10, 170))
TNT1 AAAAA 0 A_CustomMissile ("MediumSuperGore", 50, 0, random (0, 360), 2, random (10, 170))
XDT3 AAA 0 A_Explode(100,60)
XDT3 A 0 A_Explode(50,60)
TNT1 A 1
Stop

Pain500:
TNT1 A 0
TNT1 AAAAA 0 A_CustomMissile ("SmallSuperGore", 50, 0, random (0, 360), 2, random (10, 170))
TNT1 AAAAA 0 A_CustomMissile ("MediumSuperGore", 50, 0, random (0, 360), 2, random (10, 170))
XDT3 AAA 0 A_Explode(100,60)
XDT3 AA 0 A_Explode(50,60)
TNT1 A 1
Stop

Pain550:
TNT1 A 0
TNT1 AAAAA 0 A_CustomMissile ("SmallSuperGore", 50, 0, random (0, 360), 2, random (10, 170))
TNT1 AAAAA 0 A_CustomMissile ("MediumSuperGore", 50, 0, random (0, 360), 2, random (10, 170))
XDT3 AAA 0 A_Explode(100,60)
XDT3 AAA 0 A_Explode(50,60)
TNT1 A 1
Stop

Pain600:
TNT1 A 0
XDT3 AAAAAA 0 A_Explode(100,60)
TNT1 A 1
Stop

Death:
TNT1 A 0
TNT1 AAAAA 0 A_CustomMissile ("GiantSuperGore", 50, 0, random (0, 360), 2, random (10, 170))
XDT3 AAAAAAAAA 0 A_Explode(50,60)
TNT1 A 1
Stop


XDeath:
TNT1 A 0
TNT1 AAAAA 0 A_CustomMissile ("GiantSuperGore", 50, 0, random (0, 360), 2, random (10, 170))
XDT3 AAAAAAAAA 0 A_Explode(50,60)
XDT3 AAAAAAAAA 0 A_Explode(50,60)
TNT1 A 1
Stop



Death.Plasma:
Death.Plasma2:
Death.BigPlasma:
TNT1 A 1 A_SpawnItem ("HeadshotHitPlasma", 0, 0)
TNT1 A 1
Stop

Death.Flames:
Death.Fire:
Death.Burn:
TNT1 A 1 A_SpawnItem ("HeadshotHitFire", 0, 0)
TNT1 A 1
Stop

Death.Cut:
Death.Saw:
TNT1 A 1 A_SpawnItem ("HeadshotHitSaw", 0, 0)
TNT1 A 1
Stop
 }
}

actor GC_SuperMastermindHitbox: GC_MastermindHitbox replaces SuperMastermindHitbox
{
Radius 120
Height 120
}

actor GC_CybersHitBox: CybersHitBox replaces CybersHitBox
{
	+NOTARGET
damagefactor "Taunt", 0.0
damagefactor "Blood", 0.0
damagefactor "BlueBlood", 0.0
damagefactor "Head", 0.0
damagefactor "MinorHead", 0.0
damagefactor "KillMe", 0.0
damagefactor "Control", 0.0
damagefactor "Trample", 0.0
damagefactor "Melee", 0.3
damagefactor "ExplosiveImpact", 0.0
damagefactor "GibRemoving", 0.0
damagefactor "TeleportRemover", 0.0

//Guncaster Damagetypes :D
damagefactor "Ice", 0.0
damagefactor "Fire", 0.0
damagefactor "Annihilation", 0.0
damagefactor "Lightning", 0.0
damagefactor "LightningBlue", 0.0
damagefactor "Tiberium", 0.0
damagefactor "BlueTiberium",0.0
damagefactor "Acid", 0.0
damagefactor "Crow", 0.0
damagefactor "Crow2", 0.0
damagefactor "Matriarch", 0.0
damagefactor "Flesh", 0.0
damagefactor "Breath", 0.0
damagefactor "AcidReflux", 0.0
damagefactor "Manuel", 0.0
/*
damagefactor "CloseCombat", 0.0
damagefactor "Shoelaces", 0.0
damagefactor "SuperCloseCombat", 0.0
damagefactor "SuperShoelaces", 0.0
damagefactor "MidasCloseCombat", 0.0
damagefactor "MidasShoelaces", 0.0
damagefactor "SuperMidasCloseCombat", 0.0
damagefactor "SuperMidasShoelaces", 0.0
*/

//Guncaster Paintypes :D
PainChance "Ice", 0
PainChance "Fire", 0
PainChance "Annihilation", 0
PainChance "Lightning", 0
PainChance "LightningBlue", 0
PainChance "Tiberium", 0
PainChance "BlueTiberium", 0
PainChance "Acid", 0
PainChance "Crow", 0
PainChance "Crow2", 0
PainChance "Matriarch", 0
PainChance "Flesh", 0
PainChance "Breath", 0
PainChance "AcidReflux", 0
PainChance "Manuel", 0
/*
PainChance "CloseCombat", 0
PainChance "Shoelaces", 0
PainChance "SuperCloseCombat", 0
PainChance "SuperShoelaces", 0
PainChance "MidasCloseCombat", 0
PainChance "MidasShoelaces", 0
PainChance "SuperMidasCloseCombat", 0
PainChance "SuperMidasShoelaces", 0
*/

//MONSTER
-COUNTKILL
Health 300
GibHealth 10000
Radius 24
Height 32
DamageType head
BloodType "Brutal_Blood"
PainChance 255
+NOINTERACTION
+NOGRAVITY
+SHOOTABLE
+NOTELEPORT
-SOLID
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+GHOST
+SERVERSIDEONLY
+FORCERADIUSDMG
-COUNTKILL
+CANTSEEK
damagefactor "Trample", 0
States
{
Spawn:
XXXX A 7
XXXX A 1
Stop

Pain:
TNT1 A 1
TNT1 A 0 A_JumpIfHealthLower(25, "Pain550")
TNT1 A 0 A_JumpIfHealthLower(50, "Pain500")
TNT1 A 0 A_JumpIfHealthLower(75, "Pain450")
TNT1 A 0 A_JumpIfHealthLower(100, "Pain400")
TNT1 A 0 A_JumpIfHealthLower(125, "Pain350")
TNT1 A 0 A_JumpIfHealthLower(150, "Pain300")
TNT1 A 0 A_JumpIfHealthLower(175, "Pain250")
TNT1 A 0 A_JumpIfHealthLower(200, "Pain200")
TNT1 A 0 A_JumpIfHealthLower(225, "Pain150")
TNT1 A 0 A_JumpIfHealthLower(250, "Pain100")
TNT1 A 0 A_JumpIfHealthLower(275, "Pain50")
TNT1 A 0 A_JumpIfHealthLower(288, "Pain35")
XDT3 A 0 A_Explode(15,20)
PLAY A 0
Stop


Pain35:
TNT1 A 0
XDT3 A 0 A_Explode(35,60)
TNT1 A 1
Stop

Pain50:
TNT1 A 0
XDT3 A 0 A_Explode(50,60)
TNT1 A 1
Stop

Pain100:
TNT1 A 0
XDT3 A 0 A_Explode(100,60)
TNT1 A 1
Stop

Pain150:
TNT1 A 0
XDT3 A 0 A_Explode(150,60)
TNT1 A 1
Stop

Pain200:
TNT1 A 0
XDT3 A 0 A_Explode(200,60)
TNT1 A 1
Stop

Pain250:
TNT1 A 0
XDT3 A 0 A_Explode(250,60)
TNT1 A 1
Stop

Pain300:
TNT1 A 0
XDT3 A 0 A_Explode(300,60)
TNT1 A 1
Stop

Pain350:

TNT1 A 0
TNT1 AAAAA 0 A_CustomMissile ("SmallSuperGore", 50, 0, random (0, 360), 2, random (10, 170))
XDT3 A 0 A_Explode(350,60)
TNT1 A 1
Stop

Pain400:
TNT1 A 0
TNT1 AAAAA 0 A_CustomMissile ("SmallSuperGore", 50, 0, random (0, 360), 2, random (10, 170))
TNT1 AAAAA 0 A_CustomMissile ("MediumSuperGore", 50, 0, random (0, 360), 2, random (10, 170))
XDT3 AA 0 A_Explode(100,60)
XDT3 A 0 A_Explode(50,60)
TNT1 A 1
Stop

Pain450:
TNT1 A 0
TNT1 AAAAA 0 A_CustomMissile ("SmallSuperGore", 50, 0, random (0, 360), 2, random (10, 170))
TNT1 AAAAA 0 A_CustomMissile ("MediumSuperGore", 50, 0, random (0, 360), 2, random (10, 170))
XDT3 AAA 0 A_Explode(100,60)
XDT3 A 0 A_Explode(50,60)
TNT1 A 1
Stop

Pain500:
TNT1 A 0
TNT1 AAAAA 0 A_CustomMissile ("SmallSuperGore", 50, 0, random (0, 360), 2, random (10, 170))
TNT1 AAAAA 0 A_CustomMissile ("MediumSuperGore", 50, 0, random (0, 360), 2, random (10, 170))
XDT3 AAA 0 A_Explode(100,60)
XDT3 AA 0 A_Explode(50,60)
TNT1 A 1
Stop

Pain550:
TNT1 A 0
TNT1 AAAAA 0 A_CustomMissile ("SmallSuperGore", 50, 0, random (0, 360), 2, random (10, 170))
TNT1 AAAAA 0 A_CustomMissile ("MediumSuperGore", 50, 0, random (0, 360), 2, random (10, 170))
XDT3 AAA 0 A_Explode(100,60)
XDT3 AAA 0 A_Explode(50,60)
TNT1 A 1
Stop

Pain600:
TNT1 A 0
XDT3 AAAAAA 0 A_Explode(100,60)
TNT1 A 1
Stop

Death:
TNT1 A 0
TNT1 AAAAA 0 A_CustomMissile ("GiantSuperGore", 50, 0, random (0, 360), 2, random (10, 170))
XDT3 AAAAAAAAA 0 A_Explode(50,60)
TNT1 A 1
Stop


XDeath:
TNT1 A 0
TNT1 AAAAA 0 A_CustomMissile ("GiantSuperGore", 50, 0, random (0, 360), 2, random (10, 170))
XDT3 AAAAAAAAA 0 A_Explode(50,60)
XDT3 AAAAAAAAA 0 A_Explode(50,60)
TNT1 A 1
Stop



Death.Plasma:
Death.Plasma2:
Death.BigPlasma:
TNT1 A 1 A_SpawnItem ("HeadshotHitPlasma", 0, 0)
TNT1 A 1
Stop

Death.Flames:
Death.Fire:
Death.Burn:
TNT1 A 1 A_SpawnItem ("HeadshotHitFire", 0, 0)
TNT1 A 1
Stop

Death.Cut:
Death.Saw:
TNT1 A 1 A_SpawnItem ("HeadshotHitSaw", 0, 0)
TNT1 A 1
Stop
 }
}