ACTOR NewBabySentient : Arachnotron Replaces BabySentient
{
Monster
Health 1250
Radius 52
Mass 2500
Speed 12
FloatSpeed 8
Scale 1.25
PainChance 60
+FLOAT
-FLOORCLIP
+NOGRAVITY
+MISSILEMORE
+QUICKTORETALIATE
Species "BabySpiders"
DamageFactor "Baby15K", 0.0
DropItem "BossLifeEssence", 128
DropItem "BossArmorBonusMax", 128
DropItem "DemonAmmoBox", 128, 200
DropItem "Explosive Minigun", 64
SeeSound "barachnophyte/sight"
PainSound "barachnophyte/pain"
DeathSound "barachnophyte/death"
AttackSound ""
Obituary "%o was not intelligent enough to take on a Baby Sentient."
Tag "Baby Sentient"
States
	{
	Spawn:
		MARP A 2 Bright A_Look
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP B 2 Bright A_Look
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		Loop
	See:
		MARP A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP B 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_Jump(12,"Evade")
		Loop
	Evade:
		TNT1 A 0 A_Jump(128,"Evade2")
		TNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner2",0,0,0,0)
		MARP A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner2",0,0,0,0)
		MARP B 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner2",0,0,0,0)
		MARP A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner2",0,0,0,0)
		MARP B 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner2",0,0,0,0)
		MARP A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner2",0,0,0,0)
		MARP B 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner2",0,0,0,0)
		MARP A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner2",0,0,0,0)
		MARP B 2 Bright A_Chase
		TNT1 A 0 A_Stop
		Goto See
	Evade2:
		TNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner2",0,0,0,0)
		MARP A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner2",0,0,0,0)
		MARP B 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner2",0,0,0,0)
		MARP A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner2",0,0,0,0)
		MARP B 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner2",0,0,0,0)
		MARP A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner2",0,0,0,0)
		MARP B 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner2",0,0,0,0)
		MARP A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner2",0,0,0,0)
		MARP B 2 Bright A_Chase
		TNT1 A 0 A_Stop
		Goto See
	Pause:
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP A 2 Bright
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP B 2 Bright
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP A 2 Bright
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP B 2 Bright
		Goto See
	Missile:
		TNT1 A 0 A_Jump(84,"BFG10K")
	Normal:
		TNT1 A 0 A_PlaySound("monsters/darkmasterwind")
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP A 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP B 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP A 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP B 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP A 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP B 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP A 2 Bright A_FaceTarget
	NormalLoop:
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("monsters/darkmasterwind2")
		TNT1 A 0 A_PlaySound("sentient/fire")
		TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",8,8,18,Random(2,6),0,Random(1,3),Random(80,90),128)
		TNT1 A 0 A_FaceTarget
		MARP K 2 Bright A_CustomMissile("BabySentientExplosiveTracer",20,0,Random(-800,800)/100.00,0)
		MARP K 2 Bright A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("sentient/fire")
		TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",8,-8,18,Random(2,6),0,Random(1,3),Random(-80,-90),128)	
		MARP L 2 Bright A_CustomMissile("BabySentientExplosiveTracer",20,0,Random(-800,800)/100.00,0)
		MARP L 2 Bright A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_Jump(3,"Pause","BFG10K")
		TNT1 A 0 A_SpidRefire
		Loop
	BFG10K:
		TNT1 A 0 A_PlaySound("weapons/charge15k")
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		MARP D 2 Bright A_CustomMissile("BabySent10K",20,0,Random(4,-4)) 
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP D 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		MARP D 2 Bright A_CustomMissile("BabySent10K",20,0,Random(4,-4)) 
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP D 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		MARP D 2 Bright A_CustomMissile("BabySent10K",20,0,Random(4,-4)) 
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP D 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP C 2 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
		MARP CCCCCCCCC 2 Bright A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		Goto See
	Pain:
		TNT1 A 0 A_Jump(104,"PainMissile")
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP A 3 Bright A_Pain
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP A 3 Bright
		Goto See
	PainMissile:
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP A 3 Bright A_Pain
		TNT1 A 0 A_SpawnItem("BabySentientFireSpawner",0,0,0,0)
		MARP A 3 Bright
		Goto Missile
	Death:
		MARP A 20 Bright A_Scream
		MARP E 6 Bright A_Fall
		MARP F 6 Bright
		TNT1 AAA 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
		MARP GGGGG 2 Bright A_CustomMissile("Kaboom2", random(20,40), random(10,-10), random(0,360), 2, random(0,360))
		TNT1 AAAA 0 A_CustomMissile("SmokeFX2", random(20,40), 0, random(0,360), 2, random(0,360))
		MARP H 6 Bright
		MARP I 4
		MARP J 2
		TNT1 A 63000 CanRaise A_KillMaster
		Stop
	Raise:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		MARP JIHGFE 5
		Goto See
	}
}

ACTOR NewBehemoth : Fatso Replaces Behemoth
{
Monster
Health 1100
Scale 1.1
PainChance 80
+MISSILEMORE
+DONTHURTSPECIES
Species "Fatsos"
DamageFactor "BeheComet", 0.0
DamageFactor "FatFlamer", 0.0
DropItem "LifeEssence", 140
DropItem "ArmorBonusMax", 140
DropItem "BehemothCannon", 64
SeeSound "monsters/volsee"
PainSound "monsters/volpain"
DeathSound "monsters/voldeath"
ActiveSound "manc/idle"
Obituary "%o was squashed by a Behemoth."
Tag "Behemoth"
States
	{
	Spawn:
		FAT2 C 8 A_Look
		FAT2 C 8 A_Look
		FATI C 8 A_Look
		FATI C 8 A_Look
		Loop
	See:
		FAT2 AABBCCDD 3 A_Chase
		TNT1 A 0 A_SpawnItem("BeefyStep",0,0,0,0)
		FAT2 EEFF 3 A_Chase
		TNT1 A 0 A_SpawnItem("BeefyStep",0,0,0,0)     
		Loop
	Missile:
		TNT1 A 0 A_Jump(82,"Seekers")
	Normal:
		TNT1 A 0 A_PlaySound("monsters/volattack")
		FAT2 G 15 A_FaceTarget    
		TNT1 A 0 A_FaceTarget 
		TNT1 A 0 A_CustomMissile("BehemothComet", 30, 30, Random(6, -12))
		FAT2 H 6 Bright A_CustomMissile("BehemothComet", 30, -30, Random(12, -6))
		FAT2 IG 8 A_FaceTarget      
		TNT1 A 0 A_CustomMissile("BehemothComet", 30, 30, Random(6, -12))
		FAT2 H 6 Bright A_CustomMissile("BehemothComet", 30, -30, Random(12, -6))
		FAT2 IG 12 A_FaceTarget
		TNT1 A 0 A_CustomMissile("BehemothComet", 30, -30, Random(0, 6))
		FAT2 H 2 Bright A_CustomMissile("BehemothComet", 30, 30, Random(0, -6))	   
		TNT1 A 0 A_CustomMissile("BehemothComet", 30, 30, Random(-7, -12))
		FAT2 H 6 Bright A_CustomMissile("BehemothComet", 30, -30, Random(7, 12))
		FAT2 IG 12
		Goto See
	Seekers:
		TNT1 A 0 A_PlaySound("monsters/volattack")
		FAT2 G 15 A_FaceTarget    
		TNT1 A 0 A_FaceTarget 
		TNT1 A 0 A_CustomMissile("BehemothSeekingComet", 30, 30, -16)
		FAT2 H 6 Bright A_CustomMissile("BehemothSeekingComet", 30, -30, 16)
		FAT2 IG 12    
		Goto See
	Pain:	
		TNT1 A 0 A_Jump(87,"PainMissile")
		FAT2 J 6 A_Pain
		Goto See
	PainMissile:
		FAT2 J 6 A_Pain
		Goto Missile
	Death:
		FAT2 K 6
		FAT2 L 6 A_Scream
		TNT1 A 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
		FAT2 M 6 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
		FAT2 NOPQR 6
		FAT2 S 6
		FAT2 T 63000 CanRaise A_KillMaster
		Stop
	Raise:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		FAT2 SRQPONMLK 6
		Goto See
	}
}

ACTOR NewCerebralSentient : SpiderMastermind Replaces CerebralSentient
{
Monster
Health 5000
Radius 65
Mass 2500
Speed 12
FloatSpeed 12
Scale 1.1
PainChance 30
PainChance "PDTBFG", 15
PainChance "SoulToxic", 5
PainChance "FatFlamer", 5
PainChance "FiendFire", 5
PainChance "Explosion", 60
+FLOAT
+NOGRAVITY	
-FLOORCLIP
+MISSILEEVENMORE
+QUICKTORETALIATE
Species "Masterminds"
DamageFactor "DemolisherEx", 1.0
DamageFactor "DarkDemoEx", 1.0
DamageFactor "CerChainguns", 0.0	
DamageFactor "CerEnergyBall", 0.0
DamageFactor "PDTBFG", 0.2
DamageFactor "PDTBFGTracer", 0.6
SeeSound "arachnophyte/sight"
AttackSound ""
DropItem "BossLifeEssence", 204
DropItem "BossArmorBonusMax", 204
DropItem "DemonAmmoBox", 128, 200
DropItem "SkullOfPower", 128
DropItem "Explosive Minigun", 84
PainSound "arachnophyte/pain"
DeathSound "arachnophyte/death"
Obituary "Unfortunatley %o was too stupid to out-smart the Cerebral Sentient."
Tag "\cgCerebral Sentient\c-"
States
	{
	Spawn:
		SUPR A 2 Bright A_Look
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR B 2 Bright A_Look
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		Loop
	See:
		SUPR A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR B 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_Jump(26,"Evade")	
		Loop
	Evade:
		TNT1 A 0 A_Jump(128,"Evade2")
		TNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)
		TNT1 A 0 A_SpawnItem("SentientFireSpawner2",0,0,0,0)
		SUPR A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("SentientFireSpawner2",0,0,0,0)
		SUPR B 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("SentientFireSpawner2",0,0,0,0)
		SUPR A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("SentientFireSpawner2",0,0,0,0)
		SUPR B 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("SentientFireSpawner2",0,0,0,0)
		SUPR A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("SentientFireSpawner2",0,0,0,0)
		SUPR B 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("SentientFireSpawner2",0,0,0,0)
		SUPR A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("SentientFireSpawner2",0,0,0,0)
		SUPR B 2 Bright A_Chase
		TNT1 A 0 A_Stop
		Goto See
	Evade2:
		TNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)
		TNT1 A 0 A_SpawnItem("SentientFireSpawner2",0,0,0,0)
		SUPR A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("SentientFireSpawner2",0,0,0,0)
		SUPR B 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("SentientFireSpawner2",0,0,0,0)
		SUPR A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("SentientFireSpawner2",0,0,0,0)
		SUPR B 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("SentientFireSpawner2",0,0,0,0)
		SUPR A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("SentientFireSpawner2",0,0,0,0)
		SUPR B 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("SentientFireSpawner2",0,0,0,0)
		SUPR A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("SentientFireSpawner2",0,0,0,0)
		SUPR B 2 Bright A_Chase
		TNT1 A 0 A_Stop
		Goto See
	Missile:
		TNT1 A 0 A_Jump(128,"BFG9K","BFG10K","DTBFG10K")
	Normal:
		TNT1 A 0 A_JumpIfCloser(1500,1)
		Goto BFG9K
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR A 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR A 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR A 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("OrangeShellCasing", 10, 12, 40, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)
		TNT1 A 0 A_PlaySound("sentient/fire")
		SUPR F 3 Bright A_CustomMissile("SentientExplosiveTracer",36,0,Random(-800,800)/100.00,0)
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)	
		TNT1 A 0 A_SpawnItemEx("OrangeShellCasing", 10, -12, 40, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		TNT1 A 0 A_PlaySound("sentient/fire")
		SUPR E 4 Bright A_CustomMissile("SentientExplosiveTracer",36,0,Random(-800,800)/100.00,0)
		TNT1 A 0 A_StopSoundEx("Weapon")	
		TNT1 A 0 A_Jump(3,"See","BFG9K","BFG10K","DTBFG10K")
		TNT1 A 0 A_SpidRefire
		Goto Normal+7
	BFG9K:
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfgf")
		SUPR NN 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR NN 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR NN 2 Bright A_FaceTarget	
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR NN 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR NN 2 Bright A_FaceTarget	
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR NN 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR OO 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR OO 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR O 2 Bright A_CustomMissile("SentientBFG9500Ball", 34, 0, 0)
		SUPR NNN 2 Bright A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfgf")
		SUPR NN 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR NN 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR NN 2 Bright A_FaceTarget	
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR NN 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR NN 2 Bright A_FaceTarget	
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR NN 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR OO 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR OO 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR O 2 Bright A_CustomMissile("SentientBFG9500Ball", 34, 0, 0)
		SUPR NNNNNNN 2 Bright A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_Jump(128,"BFG10K","DTBFG10K")
		Goto See	
	BFG10K:
		TNT1 A 0 A_PlaySound("weapons/charge15k")
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR N 3 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR N 3 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR N 3 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR N 3 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR N 3 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR N 3 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR N 3 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR N 3 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		SUPR O 3 Bright A_CustomMissile("Sentient10K", 42, 0, Random(4, -4))
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR N 4 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		SUPR O 3 Bright A_CustomMissile("Sentient10K", 42, 0, Random(4, -4))
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR N 4 Bright A_FaceTarget	
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		SUPR O 3 Bright A_CustomMissile("Sentient10K", 42, 0, Random(4, -4))
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR N 4 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		SUPR O 3 Bright A_CustomMissile("Sentient10K", 42, 0, Random(4, -4))
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR N 4 Bright A_FaceTarget	
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		SUPR O 3 Bright A_CustomMissile("Sentient10K", 42, 0, Random(4, -4))
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR N 4 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		SUPR O 3 Bright A_CustomMissile("Sentient10K", 42, 0, Random(4, -4))
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)	
		SUPR N 3 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
		SUPR NNNNN 3 Bright A_SpawnItem("SentientFireSpawner",0,0,0,0)	
		TNT1 A 0 A_Jump(128,"DTBFG10K")
		Goto See
	DTBFG10K:
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("Cardinal/9k")
		SUPR NN 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR NN 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR NN 2 Bright A_FaceTarget	
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR NN 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR NN 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR OO 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR OO 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR O 2 Bright A_CustomMissile("SentientDTBFG10KBall", 34, 0, 0)
		SUPR NNNNNNNNNNNN 2 Bright A_SpawnItem("SentientFireSpawner",0,0,0,0)
		Goto See	
	Pain:
		TNT1 A 0 A_Jump(16,"PainResurrect")
		TNT1 A 0 A_Jump(128,"PainMissile")
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR A 3 Bright
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR A 3 Bright A_Pain	
		Goto See
	PainMissile:
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR A 3 Bright
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR A 3 Bright A_Pain
		Goto Missile
	PainResurrect:
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR A 3 Bright
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR A 3 Bright A_Pain
		TNT1 A 0 A_JumpIfInventory("SentientToken",3,"See")	
		SUPR AAAA 3 Bright A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_GiveInventory("SentientToken",1)
		TNT1 A 0 A_SetInvulnerable
		TNT1 A 0 Radius_Quake(10,80,0,24,0)
		TNT1 A 0 A_GiveInventory("Health",750)
		TNT1 A 0 A_SpawnItem("SentientBrainSFX",0,0,0,0)
		TNT1 A 0 A_SpawnItem("SentientFireSpawner",0,0,0,0)
		SUPR P 3 Bright A_PlaySound("sentient/laugh")
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,0,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,30,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,60,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,90,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,120,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,150,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,180,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,210,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,240,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,270,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,300,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,330,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,360,CMF_AIMDIRECTION)
		TNT1 A 0 A_SpawnItem("SentientBrainSFX",0,0,0,0)
		SUPR P 3 Bright A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("SentientBrainSFX",0,0,0,0)
		SUPR P 3 Bright A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,15,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,45,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,75,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,105,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,135,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,165,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,195,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,225,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,255,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,285,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,315,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,345,CMF_AIMDIRECTION)
		TNT1 A 0 A_SpawnItem("SentientBrainSFX",0,0,0,0)
		SUPR P 3 Bright A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("SentientBrainSFX",0,0,0,0)
		SUPR P 3 Bright A_SpawnItem("SentientFireSpawner",0,0,0,0)	
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,0,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,10,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,20,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,30,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,40,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,50,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,60,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,70,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,80,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,90,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,100,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,110,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,120,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,130,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,140,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,150,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,160,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,170,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,180,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,190,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,200,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,210,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,220,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,230,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,240,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,250,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,260,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,270,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,280,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,290,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,300,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,310,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,320,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,330,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,340,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,350,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,360,CMF_AIMDIRECTION)
		TNT1 A 0 A_SpawnItem("SentientBrainSFX",0,0,0,0)
		SUPR P 3 Bright A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("SentientBrainSFX",0,0,0,0)
		SUPR P 3 Bright A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("SentientBrainSFX",0,0,0,0)
		SUPR P 3 Bright A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("SentientBrainSFX",0,0,0,0)
		SUPR P 3 Bright A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("SentientBrainSFX",0,0,0,0)
		SUPR P 3 Bright A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("SentientBrainSFX",0,0,0,0)
		SUPR P 3 Bright A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("SentientBrainSFX",0,0,0,0)
		SUPR P 3 Bright A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("SentientBrainSFX",0,0,0,0)
		SUPR P 3 Bright A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("SentientBrainSFX",0,0,0,0)
		SUPR P 3 Bright A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("SentientBrainSFX",0,0,0,0)
		SUPR P 3 Bright A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,0,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,10,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,20,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,30,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,40,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,50,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,60,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,70,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,80,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,90,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,100,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,110,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,120,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,130,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,140,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,150,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,160,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,170,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,180,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,190,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,200,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,210,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,220,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,230,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,240,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,250,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,260,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,270,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,280,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,290,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,300,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,310,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,320,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,330,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,340,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,350,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,360,CMF_AIMDIRECTION)
		TNT1 A 0 A_SpawnItem("SentientBrainSFX",0,0,0,0)
		SUPR P 3 Bright A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("SentientBrainSFX",0,0,0,0)
		SUPR P 3 Bright A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("SentientBrainSFX",0,0,0,0)
		SUPR P 3 Bright A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("SentientBrainSFX",0,0,0,0)
		SUPR P 3 Bright A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("SentientBrainSFX",0,0,0,0)
		SUPR P 3 Bright A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("SentientBrainSFX",0,0,0,0)
		SUPR P 3 Bright A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("SentientBrainSFX",0,0,0,0)
		SUPR P 3 Bright A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("SentientBrainSFX",0,0,0,0)
		SUPR P 3 Bright A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("SentientBrainSFX",0,0,0,0)
		SUPR P 3 Bright A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("SentientBrainSFX",0,0,0,0)
		SUPR P 3 Bright A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("SentientBrainSFX",0,0,0,0)
		SUPR P 3 Bright A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("SentientBrainSFX",0,0,0,0)
		SUPR P 3 Bright A_SpawnItem("SentientFireSpawner",0,0,0,0)
		TNT1 A 0 A_UnSetInvulnerable
		SUPR A 3 Bright A_SpawnItem("SentientFireSpawner",0,0,0,0)
		Goto See	
	Death:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(298) == 1,2)
		TNT1 A 0 A_Jump(52,2)
		TNT1 A 0 A_SpawnItem("Demon Tech BFG10K",0,12)
		TNT1 A 0 Bright A_Scream
		SUPR H 20 Bright A_Fall
		TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",random(10,-10),random(10,-10),random(20,60),0,0,0,0,128,0)	
		TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud",random(10,80),0,random(0,360),2,random(0,360))	
		SUPR IIIII 2 Bright A_CustomMissile("Kaboom",random(10,60),random(30,-30),random(0,360),2,random(0,360))
		TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",random(10,-10),random(10,-10),random(20,60),0,0,0,0,128,0)	
		TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud",random(10,80),0,random(0,360),2,random(0,360))	
		SUPR JJJJJ 2 Bright A_CustomMissile("Kaboom",random(10,60),random(30,-30),random(0,360),2,random(0,360))
		TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",random(10,-10),random(10,-10),random(20,60),0,0,0,0,128,0)	
		TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud",random(10,80),0,random(0,360),2,random(0,360))
		SUPR KKKKK 2 Bright A_CustomMissile("Kaboom",random(10,60),random(30,-30),random(0,360),2,random(0,360))
		TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",random(10,-10),random(10,-10),random(20,60),0,0,0,0,128,0)	
		TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud",random(10,80),0,random(0,360),2,random(0,360))
		SUPR LLLLL 2 Bright A_CustomMissile("Kaboom",random(10,60),random(30,-30),random(0,360),2,random(0,360))
		TNT1 AAAA 0 A_SpawnItemEx("GibbedGenerator",random(10,-10),random(10,-10),random(20,60),0,0,0,0,128,0)
		TNT1 AAAAAA 0 A_CustomMissile("BigRedBloodCloud",random(10,80),0,random(0,360),2,random(0,360))
		TNT1 AAAAAAAA 0 A_CustomMissile("SmokeFX3",random(10,60),random(30,-30),random(0,360),2,random(0,360))	
		SUPR LM 5
		TNT1 A 0 A_BossDeath
		TNT1 A 0 A_KillMaster
		TNT1 A 63000 CanRaise
		Stop
    }
}