ACTOR Cydestroyer 16561
{ 
//$Category Monsters/LCA
//$Sprite BR2SA1
//$Title "Cydestroyer"
Monster
Health 1800
Height 64
Radius 24
Mass 1000
Speed 12
Scale 1.1
PainChance 65
+NOTARGET
+MISSILEMORE
+MISSILEEVENMORE
+DONTHURTSPECIES
+QUICKTORETALIATE
+DONTHARMSPECIES
Species "Nobles"
DamageFactor "NobleComet", 0.0
DropItem "BossLifeEssence", 200
DropItem "BossArmorBonusMax", 200
DropItem "NewCellPack", 128
DropItem "DemonAmmoBox", 128, 200
DropItem "Railgun ", 150
DropItem "Grenade Launcher", 100
DropItem "BFG10K ", 50
SeeSound "cydes/sight" 
PainSound "cydes/pain"
DeathSound "cydes/death"
ActiveSound "cbaron/active"
Obituary "%o's anus was made 3 sizes bigger by a Cydestroyer."
Tag "Cydestroyer"
States 
	{ 
	Spawn: 
		BR2S A 7 A_Look
		BR2S A 7 A_Look
		BR2I A 7 A_Look
		BR2I A 7 A_Look	
		Loop 
	See:
		BR2S AABB 3 A_Chase
		TNT1 A 0 A_Playsound("monster/bruwlk")
		BR2S CCDD 3 A_Chase
		TNT1 A 0 A_Playsound("monster/bruwlk")
		Loop
	Missile:
		TNT1 A 0 A_SetShootable
		TNT1 A 0 A_UnsetInvulnerable
		TNT1 A 0 A_SetTranslucent(1)
		TNT1 A 0 A_JumpIfCloser(150,"Flamethrowers")
		TNT1 A 0 A_JumpIfCloser(300,"Grenadier")
		TNT1 A 0 A_Jump(128,"Rockets","HomingRockets","ShoulderHomingRockets","ShoulderRockets")
		TNT1 A 0 A_Jump(64,"RocketSpammingCombo","BFG15K","BFG10K","RailgunV2")
		TNT1 A 0 A_Jump(32,"AntiLegendaryBlast")
	Normal:
		TNT1 A 0 A_PlaySound("weapons/rgcharge")
		BR2S EE 10 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 1
		TNT1 A 0 A_PlaySound("railgunner/chargedshot")
		TNT1 A 0 A_CustomMissile("RailgunImpactRed",35,-20)
		TNT1 A 0 A_CustomMissile("RailgunImpactRed",35,20)
		TNT1 A 0 Bright A_CustomRailgun(Random(40, 60),-20, "Red", None, 1, 1, 0, "BruiserRailPuff")
		BR3S B 5 Bright A_CustomRailgun(Random(40, 60),20, "Red", None, 1, 1, 0, "BruiserRailPuff")
		BR2S EE 10 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 1
		TNT1 A 0 A_PlaySound("railgunner/chargedshot")
		TNT1 A 0 A_CustomMissile("RailgunImpactRed",35,-20)
		TNT1 A 0 A_CustomMissile("RailgunImpactRed",35,20)
		TNT1 A 0 Bright A_CustomRailgun(Random(41, 61),-20, "Red", None, 1, 1, 0, "BruiserRailPuff")
		BR3S B 5 Bright A_CustomRailgun(Random(41, 61),20, "Red", None, 1, 1, 0, "BruiserRailPuff")
		BR2S E 20
		TNT1 A 0 A_Jump(164,"Rockets","HomingRockets","BFG15K","BFG10K","ShoulderHomingRockets","ShoulderRockets")
		TNT1 A 0 A_Jump(50,"RocketSpammingCombo")
		Goto See
	Grenadier:
		BR2S E 8 A_FaceTarget
		TNT1 A 0 A_PlaySound("Weapons/GrenadeFire")
		TNT1 A 0 Bright A_CustomMissile("CydestroyerGrenade",35,-20,Random(4,-4))
		BR3S B 7 Bright A_CustomMissile("CydestroyerGrenade",35,20,Random(4,-4))
		BR2S E 12 A_FaceTarget
		TNT1 A 0 A_PlaySound("Weapons/GrenadeFire")
		TNT1 A 0 Bright A_CustomMissile("CydestroyerGrenade",35,-20,Random(4,-4))
		BR3S B 7 Bright A_CustomMissile("CydestroyerGrenade",35,20,Random(4,-4))
		BR2S E 12 A_FaceTarget
		TNT1 A 0 A_PlaySound("Weapons/GrenadeFire")
		TNT1 A 0 Bright A_CustomMissile("CydestroyerGrenade",35,-20,Random(4,-4))
		BR3S B 7 Bright A_CustomMissile("CydestroyerGrenade",35,20,Random(4,-4))
		BR2S E 12 A_FaceTarget		
		Goto See		
	Rockets:
		BR2S E 10 A_FaceTarget 
		TNT1 A 0 Bright A_CustomMissile("CyNobleRocket",35,-20,0,0)
		BR3S B 8 Bright A_CustomMissile("CyNobleRocket",35,20,0,0)
		BR2S E 10 A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("CyNobleRocket",35,-20,0,0)
		BR3S B 8 Bright A_CustomMissile("CyNobleRocket",35,20,0,0)
		BR2S E 10 A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("CyNobleRocket",35,-20,0,0)
		BR3S B 8 Bright A_CustomMissile("CyNobleRocket",35,20,0,0)
		BR2S E 10
		TNT1 A 0 A_Jump(128,"HomingRockets","BFG15K","BFG10K","ShoulderHomingRockets","ShoulderRockets")
		TNT1 A 0 A_Jump(32,"RocketSpammingCombo")
		Goto See
	HomingRockets:
		BR2S E 10 A_FaceTarget 
		TNT1 A 0 Bright A_CustomMissile("BruiserMissile",35,-20,0,0)
		BR3S B 8 Bright A_CustomMissile("BruiserMissile",35,20,0,0)
		BR2S E 10 A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("BruiserMissile",35,-20,0,0)
		BR3S B 8 Bright A_CustomMissile("BruiserMissile",35,20,0,0)
		BR2S E 10 A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("BruiserMissile",35,-20,0,0)
		BR3S B 8 Bright A_CustomMissile("BruiserMissile",35,20,0,0)
		BR2S E 10
		TNT1 A 0 A_Jump(128,"BFG15K","BFG10K","ShoulderHomingRockets","ShoulderRockets")
		TNT1 A 0 A_Jump(32,"RocketSpammingCombo")
		Goto See
	ShoulderHomingRockets:
		BR2S E 10 A_FaceTarget
		TNT1 A 0 A_PlaySound("smissile/fire")
		BR3S A 6 Bright A_CustomMissile("ShoulderRocket",60,20,0)
		BR3S A 1 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("smissile/fire")
		BR3S A 6 Bright A_CustomMissile("ShoulderRocket",60,-20,0)
		BR3S A 1 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("smissile/fire")
		BR3S A 6 Bright A_CustomMissile("ShoulderRocket",60,20,0)
		BR3S A 1 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("smissile/fire")
		BR3S A 6 Bright A_CustomMissile("ShoulderRocket",60,-20,0)
		BR3S A 1 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("smissile/fire")
		BR3S A 6 Bright A_CustomMissile("ShoulderRocket",60,20,0)
		BR3S A 1 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("smissile/fire")
		BR3S A 6 Bright A_CustomMissile("ShoulderRocket",60,-20,0)
		BR3S A 1 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("smissile/fire")
		BR3S A 6 Bright A_CustomMissile("ShoulderRocket",60,20,0)
		BR3S A 1 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("smissile/fire")
		BR3S A 6 Bright A_CustomMissile("ShoulderRocket",60,-20,0)
		BR2S E 10
		TNT1 A 0 A_Jump(128,"BFG15K","BFG10K","AntiLegendaryBlast")
		TNT1 A 0 A_Jump(32,"RocketSpammingCombo")
		Goto See
	ShoulderRockets:
		BR2S E 10 A_FaceTarget
		BR3S A 6 Bright A_CustomMissile("ShoulderRocket2",60,20,0)
		BR3S A 1 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("smissile/fire")
		BR3S A 6 Bright A_CustomMissile("ShoulderRocket2",60,-20,0)
		BR3S A 1 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("smissile/fire")
		BR3S A 6 Bright A_CustomMissile("ShoulderRocket2",60,20,0)
		BR3S A 1 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("smissile/fire")
		BR3S A 6 Bright A_CustomMissile("ShoulderRocket2",60,-20,0)
		BR3S A 1 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("smissile/fire")
		BR3S A 6 Bright A_CustomMissile("ShoulderRocket2",60,20,0)
		BR3S A 1 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("smissile/fire")
		BR3S A 6 Bright A_CustomMissile("ShoulderRocket2",60,-20,0)
		BR3S A 1 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("smissile/fire")
		BR3S A 6 Bright A_CustomMissile("ShoulderRocket2",60,20,0)
		BR3S A 1 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("smissile/fire")
		BR3S A 6 Bright A_CustomMissile("ShoulderRocket2",60,-20,0)
		BR2S E 10
		TNT1 A 0 A_Jump(128,"BFG15K","BFG10K","ShoulderHomingRockets")
		TNT1 A 0 A_Jump(32,"RocketSpammingCombo")
		Goto See
	RocketSpammingCombo:
		TNT1 A 0 A_ChangeFlag("NoPain", 1)
		BR2S E 2 Bright A_PlayWeaponSound("cydes/mischrg")
		BR2S E 1 Bright A_FaceTarget
		BR2S EEEEEEEEEE 2 Bright A_FaceTarget
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("OHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("OHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("OHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("OHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("OHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("OHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("OHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("OHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("OHellionSmokeSpawner",0,0,0,0)	
		BR2S F 6 Bright A_CustomMissile("ShoulderRocket2",60,20,0)
		BR2S F 1 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("smissile/fire")
		BR2S F 6 Bright A_CustomMissile("ShoulderRocket2",60,-20,0)
		TNT1 A 0 Bright A_CustomMissile("CyNobleRocket",35,-20,0,0)
		BR2S F 1 Bright A_CustomMissile("CyNobleRocket",35,20,0,0)
		BR2S F 1 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("smissile/fire")
		BR2S F 6 Bright A_CustomMissile("ShoulderRocket2",60,20,0)
		BR2S F 1 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("smissile/fire")
		BR2S F 6 Bright A_CustomMissile("ShoulderRocket2",60,-20,0)
		TNT1 A 0 Bright A_CustomMissile("CyNobleRocket",35,-20,0,0)
		BR2S F 1 Bright A_CustomMissile("CyNobleRocket",35,20,0,0)
		BR2S F 1 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("smissile/fire")
		BR2S F 6 Bright A_CustomMissile("ShoulderRocket2",60,20,0)
		BR2S F 1 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("smissile/fire")
		BR2S F 6 Bright A_CustomMissile("ShoulderRocket2",60,-20,0)
		TNT1 A 0 Bright A_CustomMissile("CyNobleRocket",35,-20,0,0)
		BR2S F 1 Bright A_CustomMissile("CyNobleRocket",35,20,0,0)
		BR2S F 1 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("smissile/fire")
		BR2S F 6 Bright A_CustomMissile("ShoulderRocket2",60,20,0)
		BR2S F 1 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("smissile/fire")
		BR2S F 6 Bright A_CustomMissile("ShoulderRocket2",60,-20,0)
		TNT1 A 0 A_PlaySound("smissile/fire")
		BR2S F 6 Bright A_CustomMissile("ShoulderRocket",60,20,0)
		BR2S F 1 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("smissile/fire")
		BR2S F 6 Bright A_CustomMissile("ShoulderRocket",60,-20,0)
		TNT1 A 0 Bright A_CustomMissile("BruiserMissile",35,-20,0,0)
		BR2S F 1 Bright A_CustomMissile("BruiserMissile",35,20,0,0)
		BR2S F 1 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("smissile/fire")
		BR2S F 6 Bright A_CustomMissile("ShoulderRocket",60,20,0)
		BR2S F 1 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("smissile/fire")
		BR2S F 6 Bright A_CustomMissile("ShoulderRocket",60,-20,0)
		TNT1 A 0 Bright A_CustomMissile("BruiserMissile",35,-20,0,0)
		BR2S F 1 Bright A_CustomMissile("BruiserMissile",35,20,0,0)
		BR2S F 1 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("smissile/fire")
		BR2S F 6 Bright A_CustomMissile("ShoulderRocket",60,20,0)
		BR2S F 1 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("smissile/fire")
		BR2S F 6 Bright A_CustomMissile("ShoulderRocket",60,-20,0)
		TNT1 A 0 Bright A_CustomMissile("BruiserMissile",35,-20,0,0)
		BR2S F 1 Bright A_CustomMissile("BruiserMissile",35,20,0,0)
		BR2S F 1 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("smissile/fire")
		BR2S F 6 Bright A_CustomMissile("ShoulderRocket",60,20,0)
		BR2S F 1 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("smissile/fire")
		BR2S F 6 Bright A_CustomMissile("ShoulderRocket",60,-20,0)
		TNT1 A 0 A_ChangeFlag("NoPain", 0)
		BR2S E 20
		TNT1 A 0 A_Jump(128,"AntiLegendaryBlast")
		Goto See
	BFG15K:
		TNT1 A 0 A_PlaySound("weapons/charge15k")
		BR2S E 18 A_FaceTarget
		BR2S E 6 A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("Cybruiser15K",35,-20,Random(4,-4))
		BR3S B 4 Bright A_CustomMissile("Cybruiser15K",35,20,Random(4,-4))
		BR2S E 4 A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("Cybruiser15K",35,-20,Random(4,-4))
		BR3S B 4 Bright A_CustomMissile("Cybruiser15K",35,20,Random(4,-4))
		BR2S E 4 A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("Cybruiser15K",35,-20,Random(4,-4))
		BR3S B 4 Bright A_CustomMissile("Cybruiser15K",35,20,Random(4,-4))
		BR2S E 4 A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("Cybruiser15K",35,-20,Random(4,-4))
		BR3S B 4 Bright A_CustomMissile("Cybruiser15K",35,20,Random(4,-4))
		BR2S E 4 A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("Cybruiser15K",35,-20,Random(4,-4))
		BR3S B 4 Bright A_CustomMissile("Cybruiser15K",35,20, Random(4,-4))
		BR2S E 20 A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
		TNT1 A 0 A_Jump(128,"BFG10K","RailgunV2")
		Goto See	 
	BFG10K:
		TNT1 A 0 A_PlaySound("weapons/charge15k")
		BR2S E 18 A_FaceTarget
		BR2S E 6 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/bfg15kfire")
		TNT1 A 0 Bright A_CustomMissile("Cy10K",35,-20,Random(4,-4))
		BR3S B 4 Bright A_CustomMissile("Cy10K",35,20,Random(4,-4))
		BR2S E 8 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/bfg15kfire")
		TNT1 A 0 Bright A_CustomMissile("Cy10K",35,-20,Random(4,-4))
		BR3S B 4 Bright A_CustomMissile("Cy10K",35,20,Random(4,-4))
		BR2S E 8 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/bfg15kfire")
		TNT1 A 0 Bright A_CustomMissile("Cy10K",35,-20,Random(4,-4))
		BR3S B 4 Bright A_CustomMissile("Cy10K",35,20,Random(4,-4))
		BR2S E 20 A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
		TNT1 A 0 A_Jump(128,"RailgunV2","AntiLegendaryBlast")
		Goto See
	/*DTR:
		BR2S E 18 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
		BR2Z A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
		BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		BR2S E 2 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
		BR2Z A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
		BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		BR2S E 2 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
		BR2Z A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
		BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		BR2S E 2 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
		BR2Z A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
		BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		BR2S E 2 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
		BR2Z A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
		BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		BR2S E 2 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
		BR2Z A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
		BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		BR2S E 2 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
		BR2Z A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
		BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		BR2S E 2 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
		BR2Z A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
		BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		BR2S E 2 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
		BR2Z A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
		BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		BR2S E 2 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
		BR2Z A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
		BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		BR2S E 2 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
		BR2Z A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
		BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		BR2S E 2 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
		BR2Z A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
		BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		BR2S E 2 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
		BR2Z A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
		BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		BR2S E 2 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
		BR2Z A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
		BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		BR2S E 2 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
		BR2Z A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
		BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		BR2S E 20 A_PlaySound("weapons/demontechsteam")
		TNT1 A 0 A_Jump(128,"RailgunV2","PhazoLaser")
		Goto See*/
	/*PhazoLaser:
		TNT1 A 0 A_PlaySound("weapons/ionchrg")
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 2 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/ionfir")
		BR2Z B 0 A_CustomMissile("CyLaser",35,-20,0)
		BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
		BR2Z BB 2 Bright A_FaceTarget
		BR2Z B 0 A_CustomMissile("CyLaser",35,-20,0)
		BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
		BR2Z BB 2 Bright A_FaceTarget
		BR2Z B 0 A_CustomMissile("CyLaser",35,-20,0)
		BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
		BR2Z BB 2 Bright A_FaceTarget
		BR2Z B 0 A_CustomMissile("CyLaser",35,-20,0)
		BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
		BR2Z BB 2 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/ionfir")
		BR2Z B 0 A_CustomMissile("CyLaser",35,-20,0)
		BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
		BR2Z BB 2 Bright A_FaceTarget
		BR2Z B 0 A_CustomMissile("CyLaser",35,-20,0)
		BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
		BR2Z BB 2 Bright A_FaceTarget
		BR2Z B 0 A_CustomMissile("CyLaser",35,-20,0)
		BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
		BR2Z BB 2 Bright A_FaceTarget
		BR2Z B 0 A_CustomMissile("CyLaser",35,-20,0)
		BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
		BR2Z BB 2 Bright A_FaceTarget
		BR2Z B 0 A_CustomMissile("CyLaser",35,-20,0)
		BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
		BR2Z BB 2 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/ionfir")
		BR2Z B 0 A_CustomMissile("CyLaser",35,-20,0)
		BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
		BR2Z BB 2 Bright A_FaceTarget
		BR2Z B 0 A_CustomMissile("CyLaser",35,-20,0)
		BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
		BR2Z BB 2 Bright A_FaceTarget
		BR2Z B 0 A_CustomMissile("CyLaser",35,-20,0)
		BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
		BR2Z BB 2 Bright A_FaceTarget
		BR2Z B 0 A_CustomMissile("CyLaser",35,-20,0)
		BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
		TNT1 A 0 A_Jump(128,"RailgunV2")
		Goto See*/
	RailgunV2:
		TNT1 A 0 A_PlaySound("weapons/rgcharge")
		BR2S EE 10 A_FaceTarget
		BR2S E 2 A_FaceTarget
		BR2S E 1
		TNT1 A 0 A_PlaySound("railgunner/chargedshot")
		TNT1 A 0 A_CustomMissile("CydestroyerRail",35,-20)
		BR3S B 5 Bright A_CustomMissile("CydestroyerRail",35,20)
		BR2S E 20
		TNT1 A 0 A_Jump(64,"AntiLegendaryBlast")
		Goto See
	AntiLegendaryBlast:		
		TNT1 A 0 A_ChangeFlag("NoPain", 1)
		BR2S E 1 Bright A_FaceTarget
		BR2S EEEEEEEEEE 2 Bright A_FaceTarget
		BR2S E 2 Bright A_PlayWeaponSound("lrball3/charge")
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)	
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
		BR2S E 2 A_FaceTarget
		//BR2S E 2 Bright A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_ChangeFlag("NoPain", 0)
		BR2S E 10 Bright A_FaceTarget
		TNT1 A 0 A_PlayWeaponSound("lrball3/shot")
		BR3S A 0 A_CustomMissile("SuperBall",60,-20,0)	
		BR3S A 10 A_CustomMissile("SuperBall",60,20,0)
		BR3S A 10 A_FaceTarget
		Goto See
	Flamethrowers:
		TNT1 A 0 A_Jump(82,"Normal")
		TNT1 A 0 A_PlaySound("hectebus/flameready")
		BR2S EE 10 A_FaceTarget
		TNT1 A 0 A_PlaySound("monsters/fatsofire")
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("CydestroyerFlamethrower",35,20,Random(6,-6),CMF_AIMOFFSET)
		BR3S B 1 Bright A_CustomMissile("CydestroyerFlamethrower",35,-20,Random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("CydestroyerFlamethrower",35,20,Random(6,-6),CMF_AIMOFFSET)
		BR3S B 1 Bright A_CustomMissile("CydestroyerFlamethrower",35,-20,Random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("CydestroyerFlamethrower",35,20,Random(6,-6),CMF_AIMOFFSET)
		BR3S B 1 Bright A_CustomMissile("CydestroyerFlamethrower",35,-20,Random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("CydestroyerFlamethrower",35,20,Random(6,-6),CMF_AIMOFFSET)
		BR3S B 1 Bright A_CustomMissile("CydestroyerFlamethrower",35,-20,Random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("CydestroyerFlamethrower",35,20,Random(6,-6),CMF_AIMOFFSET)
		BR3S B 1 Bright A_CustomMissile("CydestroyerFlamethrower",35,-20,Random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("CydestroyerFlamethrower",35,20,Random(6,-6),CMF_AIMOFFSET)
		BR3S B 1 Bright A_CustomMissile("CydestroyerFlamethrower",35,-20,Random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("CydestroyerFlamethrower",35,20,Random(6,-6),CMF_AIMOFFSET)
		BR3S B 1 Bright A_CustomMissile("CydestroyerFlamethrower",35,-20,Random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("CydestroyerFlamethrower",35,20,Random(6,-6),CMF_AIMOFFSET)
		BR3S B 1 Bright A_CustomMissile("CydestroyerFlamethrower",35,-20,Random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("CydestroyerFlamethrower",35,20,Random(6,-6),CMF_AIMOFFSET)
		BR3S B 1 Bright A_CustomMissile("CydestroyerFlamethrower",35,-20,Random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("CydestroyerFlamethrower",35,20,Random(6,-6),CMF_AIMOFFSET)
		BR3S B 1 Bright A_CustomMissile("CydestroyerFlamethrower",35,-20,Random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("CydestroyerFlamethrower",35,20,Random(6,-6),CMF_AIMOFFSET)
		BR3S B 1 Bright A_CustomMissile("CydestroyerFlamethrower",35,-20,Random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("CydestroyerFlamethrower",35,20,Random(6,-6),CMF_AIMOFFSET)
		BR3S B 1 Bright A_CustomMissile("CydestroyerFlamethrower",35,-20,Random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("CydestroyerFlamethrower",35,20,Random(6,-6),CMF_AIMOFFSET)
		BR3S B 1 Bright A_CustomMissile("CydestroyerFlamethrower",35,-20,Random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("CydestroyerFlamethrower",35,20,Random(6,-6),CMF_AIMOFFSET)
		BR3S B 1 Bright A_CustomMissile("CydestroyerFlamethrower",35,-20,Random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("CydestroyerFlamethrower",35,20,Random(6,-6),CMF_AIMOFFSET)
		BR3S B 1 Bright A_CustomMissile("CydestroyerFlamethrower",35,-20,Random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("CydestroyerFlamethrower",35,20,Random(6,-6),CMF_AIMOFFSET)
		BR3S B 1 Bright A_CustomMissile("CydestroyerFlamethrower",35,-20,Random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("CydestroyerFlamethrower",35,20,Random(6,-6),CMF_AIMOFFSET)
		BR3S B 1 Bright A_CustomMissile("CydestroyerFlamethrower",35,-20,Random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("CydestroyerFlamethrower",35,20,Random(6,-6),CMF_AIMOFFSET)
		BR3S B 1 Bright A_CustomMissile("CydestroyerFlamethrower",35,-20,Random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("CydestroyerFlamethrower",35,20,Random(6,-6),CMF_AIMOFFSET)
		BR3S B 1 Bright A_CustomMissile("CydestroyerFlamethrower",35,-20,Random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("CydestroyerFlamethrower",35,20,Random(6,-6),CMF_AIMOFFSET)
		BR3S B 1 Bright A_CustomMissile("CydestroyerFlamethrower",35,-20,Random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("CydestroyerFlamethrower",35,20,Random(6,-6),CMF_AIMOFFSET)
		BR3S B 1 Bright A_CustomMissile("CydestroyerFlamethrower",35,-20,Random(6,-6),CMF_AIMOFFSET)
		BR2S EE 12
		Goto See
	Pain:
		TNT1 A 0 A_Jump(87,"MissilePain")
		BR2S G 4 A_Pain
		Goto See
	MissilePain:
		BR2S G 4 A_Pain
		Goto Missile
	Death: 
		BR2S G 20 A_Scream
		TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 AA 0 A_CustomMissile("SmokeFX2",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		BR2S GGGG 2 Bright A_CustomMissile("Kaboom17",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		BR2D HHHH 2 Bright A_CustomMissile("Kaboom17",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 AA 0 A_CustomMissile("SmokeFX2",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		BR2D IIIJJJ 2 Bright A_CustomMissile("Kaboom17",random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 AA 0 A_CustomMissile("SmokeFX2",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		BR2D KKKLLL 2 Bright A_CustomMissile("Kaboom17", Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 AAAA 0 A_CustomMissile("SmokeFX2",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		BR2D M 4 Bright A_NoBlocking
		BR2D N 3 Bright
		BR2D O 3
		BR2S P 3
		BR2S Q 63000 CanRaise A_KillMaster
		Stop
	Raise:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		BR2S QP 4
		BR2D ONMLKJIH 4
		Goto See
	} 
}

ACTOR CydestroyerRail : CardinalRail
{
DamageType "NobleComet"
MissileType "CardinalRailTrail"
States
	{
	Spawn:
		DCRP A 1 Bright
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("BFGShockwaveRed",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 AAA 0 A_CustomMissile("Kaboom14",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 A 1 A_SpawnItem("RailgunImpactEffectRed")
		Stop
	}
}

ACTOR CyDemonTechProjectile : ZDemonTechProjectile
{
Decal "DTRScorch"
DamageType "NobleComet"
States
	{
	Death:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_SpawnItemEx("GreenParticleSpawnerDT",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_SpawnItemEx("ZDemonTechEx",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 AAAA 0 A_CustomMissile("SmokeFX4",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 A 1 Bright A_Explode(6,48,0)
		Stop
	}
}

ACTOR Cy10K : Red10KProjectile
{
Obituary "%o's anus was made 3 sizes bigger by a Cydestroyer."
States
	{
	Death:
	XDeath:  
		TNT1 A 0
		TNT1 A 1 A_SpawnItemEx("Cy10KEx",0,0,0,0,0,0,0,SXF_SETMASTER,0)
		Stop
   }
}

ACTOR Cy10KEx : Red10KEx
{
DamageType "NobleComet"
}

ACTOR CydestroyerFlamethrower : MagmaBreath
{ 
Species "Nobles"
DamageType "NobleComet"
States 
    {
    Spawn: 
		TNT1 A 0 Bright
        FIR1 LKJIHGFEDCB 3 Bright A_Explode(Random(1,2),76)
		FIR1 AA 2 Bright A_FadeOut(0.15,1)
		Stop
	} 
}

ACTOR CydestroyerGrenade : RifleGrenade
{
FastSpeed 24
Damage 20
-THRUSPECIES
DamageType "NobleComet"
}

ACTOR ShoulderRocket : CadaverRocket
{
Speed 25
FastSpeed 30
Reactiontime 33
Damage 3
DamageType "NobleComet"
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(128,"Homing")
		Goto Normal
	Normal:
		TNT1 A 0 Bright A_CustomMissile("MissileTrail",0,Random(-2,2))
		CYDM A 1 Bright A_CustomMissile("ProjectileTrailParticleOrange",0,Random(-2,2))
		Loop
	Homing:
		TNT1 A 0 Bright A_BishopMissileWeave
		TNT1 A 0 Bright A_Tracer2
		TNT1 A 0 Bright A_CustomMissile("MissileTrail",0,Random(-2,2))
		CYDM A 1 Bright A_CustomMissile("ProjectileTrailParticleOrange",0,Random(-2,2))
		TNT1 A 0 Bright A_BishopMissileWeave
		TNT1 A 0 Bright A_CustomMissile("MissileTrail",0,Random(-2,2))
		CYDM A 1 Bright A_CustomMissile("ProjectileTrailParticleOrange",0,Random(-2,2))
		TNT1 A 0 Bright A_BishopMissileWeave
		TNT1 A 0 Bright A_CustomMissile("MissileTrail",0,Random(-2,2))
		CYDM A 1 Bright A_CustomMissile("ProjectileTrailParticleOrange",0,Random(-2,2))
		TNT1 A 0 Bright A_BishopMissileWeave
		TNT1 A 0 Bright A_CustomMissile("MissileTrail",0,Random(-2,2))
		CYDM A 1 Bright A_CustomMissile("ProjectileTrailParticleOrange",0,Random(-2,2))
		TNT1 A 0 Bright A_BishopMissileWeave
		TNT1 A 0 Bright A_Tracer2
		TNT1 A 0 Bright A_CustomMissile("MissileTrail",0,Random(-2,2))
		CYDM A 1 Bright A_CustomMissile("ProjectileTrailParticleOrange",0,Random(-2,2))
		TNT1 A 0 Bright A_BishopMissileWeave
		TNT1 A 0 Bright A_CustomMissile("MissileTrail",0,Random(-2,2))
		CYDM A 1 Bright A_CustomMissile("ProjectileTrailParticleOrange",0,Random(-2,2))
		TNT1 A 0 Bright A_BishopMissileWeave
		TNT1 A 0 Bright A_CustomMissile("MissileTrail",0,Random(-2,2))
		CYDM A 1 Bright A_CustomMissile("ProjectileTrailParticleOrange",0,Random(-2,2))
		TNT1 A 0 Bright A_BishopMissileWeave
		TNT1 A 0 Bright A_CustomMissile("MissileTrail",0,Random(-2,2))
		CYDM A 1 Bright A_CustomMissile("ProjectileTrailParticleOrange",0,Random(-2,2))		
		TNT1 A 0 Bright A_PlaySound("monster/homingrockbeep")
		TNT1 A 0 Bright A_CountDown
		Loop
	Death:
		TNT1 A 0 Bright
		TNT1 A 0 A_SpawnItemEx("OrangeParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) 
		TNT1 AAA 0 A_CustomMissile("Kaboom3",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 AAA 0 A_CustomMissile("SmokeFX2",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 AAAA 0 A_SpawnItemEx("Debris",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,SXF_CLIENTSIDE,0)
		TNT1 A 0 A_Explode
		TNT1 A 1 A_SpawnItem("RocketEx")
		Stop
	}
}

ACTOR ShoulderRocket2 : ShoulderRocket
{
Speed 29
FastSpeed 34
Damage 2
DamageType "NobleComet"
States
	{
	Spawn:
		TNT1 A 0
		Goto Normal
	Normal:
		TNT1 A 0 Bright A_CustomMissile("MissileTrail",0,Random(-2,2))
		CYD2 A 1 Bright A_CustomMissile("ProjectileTrailParticleOrange",0,Random(-2,2))
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("OrangeParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 AAA 0 A_CustomMissile("Kaboom3",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 AAA 0 A_CustomMissile("SmokeFX2",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 AAAA 0 A_SpawnItemEx("Debris",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,SXF_CLIENTSIDE,0)
		TNT1 A 0 A_Explode
		TNT1 A 1 A_SpawnItem("RocketEx")
		Stop
	}
}

Actor SuperBall
{
Projectile
Height 22
Radius 6
Speed 30
Scale 0.052
RenderStyle Add
ReactionTime 14
Damage (20)
+RANDOMIZE
+EXTREMEDEATH
DamageType "NobleComet"
SeeSound ""
DeathSound "lrball3/exp"
Obituary "%o's anus was made 3 sizes bigger by a Cydestroyer."
States
	{
	Spawn:
		TNT1 A 0 Bright A_CountDown
		RRBA AA 2 Bright A_SpawnItemEx("SuperBallTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		Loop
	Death:
		TNT1 A 0 A_Explode(128,128,0)
		TNT1 A 0 A_SpawnItemEx("RedParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 A 0 A_SpawnItemEx("ArcradimusCometDeath",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 A 0 A_PlaySound("lrball3/exp")
		TNT1 AAAAAAAA 0 A_SpawnItemEx("SuperSmallBall",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(170,190),SXF_NOCHECKPOSITION)	
		TNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx("SuperSmallBall",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(-14,14),SXF_NOCHECKPOSITION)
		MMSD A 8 Bright A_Explode(38,140,0)
		Stop
	}
}

Actor SuperBallTrail
{
Scale 0.25
RenderStyle Add
Alpha 0.7
+NOINTERACTION
+CLIENTSIDEONLY
+NONETID
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 AA 0 A_Jump(256,"Flash1","Flash2","Flash3","Flash4")
	Flash1:
		RRB3 A 2 Bright A_FadeOut(0.08,1)
		Wait
	Flash2:
		RRB3 B 2 Bright A_FadeOut(0.08,1)
		Wait
	Flash3:
		RRB3 C 2 Bright A_FadeOut(0.08,1)
		Wait
	Flash4:
		RRB3 D 2 Bright A_FadeOut(0.08,1)
		Wait
	Toaster:
		TNT1 A 1 Bright
		Stop  
	}
}

Actor SuperSmallBall
{
Projectile
Height 10
Radius 8
Speed 65
Scale 0.17
RenderStyle Add
Reactiontime 33
Damage (4)
+RANDOMIZE
+EXTREMEDEATH
DamageType "NobleComet"
SeeSound "MMBurst"
DeathSound "MBExplodeD"
Obituary "%o's anus was made 3 sizes bigger by a Cydestroyer."
States
	{
	Spawn:
		TNT1 A 0 Bright A_SeekerMissile(15,8,SMF_LOOK)
		RRB3 AA 1 Bright A_SpawnItemEx("SuperBallTrail2",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 Bright A_SeekerMissile(1,8,SMF_LOOK)
		RRB3 BB 1 Bright A_SpawnItemEx("SuperBallTrail2",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 Bright A_SeekerMissile(15,8,SMF_LOOK)
		RRB3 CC 1 Bright A_SpawnItemEx("SuperBallTrail2",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 Bright A_SeekerMissile(15,8,SMF_LOOK)
		RRB3 DD 1 Bright A_SpawnItemEx("SuperBallTrail2",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 Bright A_CountDown
		Loop
	Death:
		TNT1 A 0 Bright
		TNT1 A 0 A_SpawnItemEx("RedParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 AAA 0 A_CustomMissile("KaboomRed",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 AAA 0 A_CustomMissile("SmokeFX4",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 I 8 Bright A_Explode(8,80,0)
		TNT1 J 6 Bright
		TNT1 K 4 Bright
		Stop
	}
}

Actor SuperBallTrail2
{
Scale 0.15
RenderStyle Add
+NOINTERACTION
+CLIENTSIDEONLY
+NONETID
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 AA 0 Bright A_Jump(256,"Flash1","Flash2","Flash3","Flash4")
	Flash1:
		RRB3 A 1 Bright A_FadeOut(0.125,1)
		Wait
	Flash2:
		RRB3 B 1 Bright A_FadeOut(0.125,1)
		Wait
	Flash3:
		RRB3 C 1 Bright A_FadeOut(0.125,1)
		Wait
	Flash4:
		RRB3 D 1 Bright A_FadeOut(0.125,1)
		Wait
	Toaster:
		TNT1 A 1 Bright
		Stop   
	}
}