ACTOR RMCerebralCommanderSpawner 21306
{
-SERVERSIDEONLY
+NOBLOCKMAP
+NOSECTOR
+NOGRAVITY
+THRUACTORS
+BOSSDEATH
+SHOOTABLE
+ISMONSTER
+NORADIUSDMG
+NOINTERACTION
+RANDOMIZE
HEALTH 0x7FFFFFFF
Radius 40
Height 110
Speed 0
Mass 0x7FFFFFFF
States
	{
	Spawn:
		COMM A 10 Bright
		TNT1 A 1 A_SpawnItemEx("CerebralCommander",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG)
		Goto Nothing
	Nothing:
		TNT1 A 10500
		TNT1 A 0 A_Die
		Goto Death
	Death:
		TNT1 A 10
		TNT1 A 1 A_BossDeath
		Stop
	}
}

ACTOR CerebralCommander
{
Monster
Health 7500
Height 100
Radius 65
Mass 7000
Speed 18
FloatSpeed 18
Scale 1.1
MinMissileChance 160
PainChance 20
BloodColor "Purple"
PainChance "PlayerDevBall", 100
PainChance "BFG10K", 100
PainChance "PDTBFG", 100
PainChance "DTBFG10KBall", 100
+BOSS
+NOFEAR
+BOSSDEATH
+NOICEDEATH
+NOEXTREMEDEATH
+MISSILEMORE
+MISSILEEVENMORE
+QUICKTORETALIATE
+LOOKALLAROUND
+FLOAT
+NOGRAVITY	
-FLOORCLIP
+NORADIUSDMG
+NOTARGET
+CANTSEEK
+DONTSPLASH
+NOTIMEFREEZE
+NOTELEFRAG
+DONTGIB
+DONTMORPH
+DONTRIP
+THRUSPECIES
+DONTHURTSPECIES
+DONTHARMSPECIES
+DONTHARMCLASS
Species "Masterminds"
DamageFactor "PlayerFireSword", 0.5
DamageFactor "PlayerDTRG", 0.3
DamageFactor "PlayerBHole", 0.1
DamageFactor "Cyber10K", 0.015
DamageFactor "Extreme", 0.0
DamageFactor "CustomSpray", 0.0
DamageFactor "BFG9500Ball", 0.0
DamageFactor "PyroShot", 0.001
DamageFactor "PlayerPyro", 0.001
DamageFactor "PDTBFG", 0.03
DamageFactor "PDTBFGTracer", 0.03
DamageFactor "BFGSplash", 0.15
DamageFactor "BFGSpray", 0.15
DamageFactor "Ice", 0.0
DamageFactor "FreezerBurn", 0.0
DamageFactor "Crush", 0.1
DamageFactor "Player", 0.015
DamageFactor "PlayerHellfire", 0.3
DamageFactor "PlayerDevBall", 0.02
DamageFactor "PlayerDevBall2", 0.02
DamageFactor "PlayerDevTracer", 0.02
DamageFactor "PlayerRailGun", 0.5
DamageFactor "PlayerRailPuffGreen", 0.5
DamageFactor "PlayerDTBFGRailgunSlug", 0.02
DamageFactor "Legendary", 0.002
DamageFactor "SuperWeapon", 0.002
DamageFactor "LegendaryPlayer", 0.002
DamageFactor "LegendaryGuruPlayer", 0.002
DamageFactor 0.3
//No Infighting
DamageFactor "Baby15K", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "CerChainguns", 0.0	
DamageFactor "CerEnergyBall", 0.0
DamageFactor "Legendary1", 0.0
DamageFactor "LegendaryGuru", 0.0
DamageFactor "UltimateLegendary", 0.0
DamageFactor "LegMind", 0.0
DamageFactor "VileFires", 0.0
DamageFactor "NobleComet", 0.0
DamageFactor "ZombieDev", 0.0
DamageFactor "BeheComet", 0.0
DamageFactor "Commander", 0.0
DamageFactor "Terminator", 0.0
DamageFactor "Hell", 0.0
DamageFactor "HFCyber", 0.0
DamageFactor "DementedTerminator", 0.0
DropItem "BossLifeEssence", 204
DropItem "BossArmorBonusMax", 204
DropItem "DemonAmmoBox", 128, 200
DropItem "SkullOfPower", 90
DropItem "UltraSphere", 128, 1
DropItem "BigGas", 256, 100
DropItem "Demon Tech Shotgun", 104, 1
DropItem "Welder", 250, 1
DropItem "PyroCannon", 104, 1
DropItem "CommanderDevastator", 80, 1
SeeSound "Commander/sight"
ActiveSound "spider/active"
AttackSound ""
PainSound "Commander/pain"
DeathSound "Commander/death"
Obituary "%o was turned to mush by heavy weapons from the Cerebral Commander."
Tag "\c[s9]Cerebral Commander\c-"
var int user_manipulator;
var int user_music;
States
	{
	Spawn:
		COMM A 2 Bright A_Look
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COMM B 2 Bright A_Look
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_JumpIfHealthLower(7500,"Idle")
		Loop
	Idle:
		TNT1 A 0 
		TNT1 A 0 A_ChangeFlag(NOPAIN,0)
		TNT1 A 0 A_SetShootable
		TNT1 A 0 A_UnsetInvulnerable
		TNT1 A 0 A_SetTranslucent(1)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COMM A 2 Bright A_Wander
		TNT1 A 0 A_Look
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COMM B 2 Bright A_Wander
		TNT1 A 0 A_Look
		Loop
	See:
		TNT1 A 0 
		TNT1 A 0 A_ChangeFlag(NOPAIN,0)
		TNT1 A 0 A_SetShootable
		TNT1 A 0 A_UnsetInvulnerable
		TNT1 A 0 A_SetTranslucent(1)
		TNT1 A 0 A_JumpIf(user_music == 1,3)
		TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,99)
		TNT1 A 0 A_SetUserVar("user_music",1)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COMM A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COMM B 2 Bright A_Chase
		TNT1 A 0 A_Jump(35,"Evade")	
		TNT1 A 0 A_Jump(20,"Telederp","TelederpAfraid")
		Loop
	Evade:
		TNT1 A 0 A_Jump(128,"Evade2")
		TNT1 A 0 ThrustThing(Angle*256/360+64,30,0,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
		COMM A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
		COMM B 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
		COMM A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
		COMM B 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
		COMM A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
		COMM B 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
		COMM A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
		COMM B 2 Bright A_Chase
		TNT1 A 0 A_Stop
		Goto See
	Evade2:
		TNT1 A 0 ThrustThing(Angle*256/360+192,30,0,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
		COMM A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
		COMM B 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
		COMM A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
		COMM B 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
		COMM A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
		COMM B 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
		COMM A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
		COMM B 2 Bright A_Chase
		TNT1 A 0 A_Stop
		Goto See
	Missile:
		TNT1 A 0 
		TNT1 A 0 A_ChangeFlag(NOPAIN,0)
		TNT1 A 0 A_SetShootable
		TNT1 A 0 A_UnsetInvulnerable
		TNT1 A 0 A_SetTranslucent(1)
		TNT1 A 0 A_Jump(130,"BFG9K","BFG10K","DTBFG10K","DTDevastator","PyroCannon","TakeAmmo")
		TNT1 A 0 A_Jump(60,"BrainWave","Freeze","TakeAmmoMedium")
		TNT1 A 0 A_Jump(40,"Summon","SummonManipulator","TakeAmmoALL")
	Normal:
		TNT1 A 0 A_JumpIfCloser(1500,"Normal2")
		Goto BFG10K
	Normal2:
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COMM A 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COMM A 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COMM A 2 Bright A_FaceTarget
	NormalRefire:
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("PurpleShellCasing",10,12,40,Random(2,6),0,Random(1,3),Random(80,90),128)
		TNT1 A 0 A_PlaySound("sentient/fire")
		TNT1 A 0 Bright A_CustomMissile("CommanderExplosiveTracer",36,0,Random(-800,800)/100.00,0)
		COMM D 3 Bright A_CustomMissile("CommanderExplosiveTracer",36,0,Random(-800,800)/100.00,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("PurpleShellCasing",10,-12,40,Random(2,6),0,Random(1,3),Random(-80,-90),128)
		TNT1 A 0 A_PlaySound("sentient/fire")
		TNT1 A 0 Bright A_CustomMissile("CommanderExplosiveTracer",36,0,Random(-800,800)/100.00,0)
		COMM C 3 Bright A_CustomMissile("CommanderExplosiveTracer",36,0,Random(-800,800)/100.00,0)
		TNT1 A 0 A_StopSoundEx("Weapon")
		TNT1 A 0 A_Jump(9,"See","BFG9K","BFG10K","DTBFG10K")
		TNT1 A 0 A_SpidRefire
		Goto NormalRefire
	SummonManipulator:
		TNT1 A 0 A_Changeflag(REFLECTIVE,1)
		TNT1 A 0 Bright A_PlaySound("Commander/Laugh")
		TNT1 A 0 A_JumpIf(user_manipulator >= 4,"Missile")	 
		TNT1 A 0 A_SetUserVar("user_manipulator",user_manipulator+1)
		TNT1 A 0 A_SetInvulnerable
		SLAY BCBCBCBCBCBBC 4 bright A_FaceTarget
		TNT1 A 0 A_CustomMissile("CommanderPulse")
		SLAY B 4 A_CustomMissile("ManipulatorSummoner",36,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 A_UnSetInvulnerable
		TNT1 A 0 A_Changeflag(REFLECTIVE,0)
		Goto See
	BFG9K:
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfgf")
		COM2 CC 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 CC 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 CC 2 Bright A_FaceTarget	
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 CC 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 CC 2 Bright A_FaceTarget	
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 CC 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 D 2 Bright A_CustomMissile("CommanderBFG9500Ball",34,0,0,CMF_TRACKOWNER)
		COM2 CCC 2 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfgf")
		COM2 CC 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 CC 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 CC 2 Bright A_FaceTarget	
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 CC 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 CC 2 Bright A_FaceTarget	
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 CC 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 D 2 Bright A_CustomMissile("CommanderBFG9500Ball",34,0,0)
		COM2 CCC 2 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfgf")
		COM2 CC 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 CC 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 CC 2 Bright A_FaceTarget	
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 CC 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 CC 2 Bright A_FaceTarget	
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 CC 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 D 2 Bright A_CustomMissile("CommanderBFG9500Ball",34,0,0)
		COM2 C 2 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfgf")
		COM2 CC 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 CC 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 CC 2 Bright A_FaceTarget	
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 CC 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 CC 2 Bright A_FaceTarget	
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 CC 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 A 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 A 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 D 2 Bright A_CustomMissile("CommanderBFG9500Ball",34,0,0)
		COM2 CCCCCCC 2 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_Jump(128,"BFG10K","DTBFG10K","PyroCannon")
		Goto See
	BFG10K:
		TNT1 A 0 ThrustThing(Angle*256/360+128,15,0,0)
		TNT1 A 0 A_PlaySound("weapons/charge15k")
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 3 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 3 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 3 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 3 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 3 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 3 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 3 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 3 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		COM2 D 3 Bright A_CustomMissile("Commander10K",42,0,Random(4,-4))
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 4 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		COM2 D 3 Bright A_CustomMissile("Commander10K",42,0,Random(4,-4))
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 4 Bright A_FaceTarget	
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		COM2 D 3 Bright A_CustomMissile("Commander10K",42,0,Random(4,-4))
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 4 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		COM2 D 3 Bright A_CustomMissile("Commander10K",42,0,Random(4,-4))
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 4 Bright A_FaceTarget	
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		COM2 D 3 Bright A_CustomMissile("Commander10K",42,0,Random(4,-4))
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 4 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		COM2 D 3 Bright A_CustomMissile("Commander10K",42,0,Random(4,-4))
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)	
		COM2 C 3 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		COM2 D 2 Bright A_CustomMissile("Commander10K",42,0,Random(4,-4))
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 3 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		COM2 D 2 Bright A_CustomMissile("Commander10K",42,0,Random(4,-4))
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 3 Bright A_FaceTarget	
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		COM2 D 2 Bright A_CustomMissile("Commander10K",42,0,Random(4,-4))
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 3 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		COM2 D 2 Bright A_CustomMissile("Commander10K",42,0,Random(4,-4))
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 3 Bright A_FaceTarget	
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		COM2 D 2 Bright A_CustomMissile("Commander10K",42,0,Random(4,-4))
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 3 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		COM2 D 2 Bright A_CustomMissile("Commander10K",42,0,Random(4,-4))
		COM2 C 3 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		COM2 D 2 Bright A_CustomMissile("Commander10K",42,0,Random(4,-4))
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 3 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		COM2 D 2 Bright A_CustomMissile("Commander10K",42,0,Random(4,-4))
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 3 Bright A_FaceTarget	
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		COM2 D 2 Bright A_CustomMissile("Commander10K",42,0,Random(4,-4))
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 3 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		COM2 D 2 Bright A_CustomMissile("Commander10K",42,0,Random(4,-4))
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 3 Bright A_FaceTarget	
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		COM2 D 2 Bright A_CustomMissile("Commander10K",42,0,Random(4,-4))
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 3 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		COM2 D 2 Bright A_CustomMissile("Commander10K",42,0,Random(4,-4))
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)	
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		COM2 D 1 Bright A_CustomMissile("Commander10K",42,0,Random(4,-4))
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		COM2 D 1 Bright A_CustomMissile("Commander10K",42,0,Random(4,-4))
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget	
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		COM2 D 1 Bright A_CustomMissile("Commander10K",42,0,Random(4,-4))
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		COM2 D 1 Bright A_CustomMissile("Commander10K",42,0,Random(4,-4))
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget	
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		COM2 D 1 Bright A_CustomMissile("Commander10K",42,0,Random(4,-4))
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		COM2 D 1 Bright A_CustomMissile("Commander10K",42,0,Random(4,-4))
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		COM2 D 1 Bright A_CustomMissile("Commander10K",42,0,Random(4,-4))
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		COM2 D 1 Bright A_CustomMissile("Commander10K",42,0,Random(4,-4))
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget	
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		COM2 D 1 Bright A_CustomMissile("Commander10K",42,0,Random(4,-4))
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		COM2 D 1 Bright A_CustomMissile("Commander10K",42,0,Random(4,-4))
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget	
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		COM2 D 1 Bright A_CustomMissile("Commander10K",42,0,Random(4,-4))
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		COM2 D 1 Bright A_CustomMissile("Commander10K",42,0,Random(4,-4))
		COM2 C 3 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
		COM2 CCCCC 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)	
		TNT1 A 0 A_Jump(128,"DTBFG10K")
		Goto See
	DTBFG10K:
		TNT1 A 0 ThrustThing(Angle*256/360+128,15,0,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("Cardinal/9k")
		COM2 CC 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 CC 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 CC 2 Bright A_FaceTarget	
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 CC 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 CC 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 DD 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 DD 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 D 2 Bright A_CustomMissile("CommanderPurpleDTBFG10KBall",34,0,0,CMF_TRACKOWNER)
		COM2 DDDDDDDDDDDD 2 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("Cardinal/9k")
		COM2 AA 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 AA 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 AA 2 Bright A_FaceTarget	
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 AA 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 AA 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 BB 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 BB 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 B 2 Bright A_CustomMissile("CommanderPurpleDTBFG10KBall",34,0,0,CMF_TRACKOWNER)
		COM2 BBBBBBBBBBBB 2 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_Jump(80,"PyroCannon")
		Goto See
	PyroCannon:
		TNT1 A 0 ThrustThing(Angle*256/360+128,15,0,0)
		TNT1 A 0 A_SetInvulnerable
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("Cardinal/9k")
		COM2 CC 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 CC 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 CC 2 Bright A_FaceTarget	
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 CC 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 CC 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 DD 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 DD 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 D 2 Bright A_CustomMissile("CommanderPyroShot",34,0,0,CMF_TRACKOWNER)
		COM2 DDDDDDDDDDDD 2 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_UnSetInvulnerable
		TNT1 A 0 A_Jump(50,"DTDevastator","BrainWave")
		Goto See
	DTDevastator:
		TNT1 A 0 ThrustThing(Angle*256/360+128,15,0,0)
		TNT1 A 0 A_PlaySound("devastator/charge")
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 D 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 D 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 D 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 D 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 D 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 D 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 D 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 D 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("devastator/fire")
		TNT1 A 0 ThrustThing(Angle*256/360+128,15,0,0)
		COM2 D 2 Bright A_CustomMissile("CommanderDevastatorBall",34,0,0,CMF_TRACKOWNER)
		COM2 CC 2 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COM2 CCCC 2 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_Jump(110,"BrainWave")
		Goto See
	Brainwave:
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SetInvulnerable
		SLAY BB 2 Bright A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("Commander/Laugh")
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY BB 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY BB 2 Bright A_FaceTarget	
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY BB 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY BB 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY BB 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY BB 2 Bright A_FaceTarget	
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY BB 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY BB 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY BB 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY BB 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY BB 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY BB 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY BB 2 Bright A_FaceTarget	
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY BB 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY BB 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY BB 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY CC 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY C 2 Bright A_CustomMissile("CommanderBrainWave",54,0,0)
		SLAY BB 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY CC 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY C 2 Bright A_CustomMissile("CommanderBrainWave",54,0,random(-2,2))
		SLAY BB 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY CC 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY C 2 Bright A_CustomMissile("CommanderBrainWave",54,0,random(-2,2))
		SLAY BB 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY CC 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY C 2 Bright A_CustomMissile("CommanderBrainWave",54,0,random(-2,2))
		SLAY BB 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY CC 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY C 2 Bright A_CustomMissile("CommanderBrainWave",54,0,random(-2,2))
		SLAY BB 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_UnSetInvulnerable
		SLAY AAAAAAAAAAAA 2 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		Goto See
	Freeze:
		TNT1 A 0 A_SetInvulnerable
		SLAY A 3 Bright A_PlaySound("sentient/laugh")
		TNT1 A 0 A_SpawnItem("EWAVE",35,0,0,0)
		SLAY AA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		TNT1 A 0 A_SpawnItem("EWAVE",35,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY AA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		TNT1 A 0 A_SpawnItem("EWAVE",35,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY AA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY A 2 A_GiveToTarget("CommanderSlowMode")
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY AAA 6 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_UnSetInvulnerable
		Goto Normal
	TakeAmmo:
		TNT1 A 0 Bright A_PlaySound("Commander/Laugh")
		SLAY BCBCBCBCBCBBC 4 bright A_FaceTarget
		TNT1 A 0 A_TakeFromTarget("BulletMag",100)
		TNT1 A 0 A_TakeFromTarget("NewShell",25)
		TNT1 A 0 A_TakeFromTarget("SSGShell",2)
		TNT1 A 0 A_TakeFromTarget("QuadShell",4)
		TNT1 A 0 A_TakeFromTarget("HexaShell",6)
		TNT1 A 0 A_TakeFromTarget("ShotgunDrum",12)
		TNT1 A 0 A_TakeFromTarget("ShotgunDrum2",12)
		TNT1 A 0 A_TakeFromTarget("PistolMagazine",16)
		TNT1 A 0 A_TakeFromTarget("ShotgunMagazine",8)
		TNT1 A 0 A_TakeFromTarget("ARMagazine",40)
		TNT1 A 0 A_TakeFromTarget("Missile",40)
		TNT1 A 0 A_TakeFromTarget("RocketDrum",7)
		TNT1 A 0 A_TakeFromTarget("NewCell",150)
		TNT1 A 0 A_TakeFromTarget("PlasmaCell",50)
		TNT1 A 0 A_TakeFromTarget("GrenadeDrum",7)
		TNT1 A 0 A_TakeFromTarget("CellCharge",50)
		TNT1 A 0 A_TakeFromTarget("DemonMagazine",60)
		TNT1 A 0 A_TakeFromTarget("DemonAmmo",150)
		TNT1 A 0 A_TakeFromTarget("LAK47Magazine",31)
		TNT1 A 0 A_TakeFromTarget("LegendaryShotgunDrum",16)
		TNT1 A 0 A_TakeFromTarget("LDemonMagazine",60)
		TNT1 A 0 A_TakeFromTarget("LegendaryBulletMag",75)
		TNT1 A 0 A_TakeFromTarget("LDemonAmmo",150)
		TNT1 A 0 A_TakeFromTarget("LegendaryShell",25)
		TNT1 A 0 A_TakeFromTarget("Gas",150)
		TNT1 A 0 A_TakeFromTarget("MP40Mag",33)
		TNT1 A 0 A_GivetoTarget("CommanderStoleMyAmmo",1)
		Goto See
	TakeAmmomedium:
		TNT1 A 0 Bright A_PlaySound("Commander/Laugh")
		SLAY BCBCBCBCBCBBC 4 bright A_FaceTarget
		TNT1 A 0 A_TakeFromTarget("BulletMag",200)
		TNT1 A 0 A_TakeFromTarget("NewShell",50)
		TNT1 A 0 A_TakeFromTarget("SSGShell",2)
		TNT1 A 0 A_TakeFromTarget("QuadShell",4)
		TNT1 A 0 A_TakeFromTarget("HexaShell",6)
		TNT1 A 0 A_TakeFromTarget("ShotgunDrum",12)
		TNT1 A 0 A_TakeFromTarget("ShotgunDrum2",12)
		TNT1 A 0 A_TakeFromTarget("PistolMagazine",16)
		TNT1 A 0 A_TakeFromTarget("ShotgunMagazine",8)
		TNT1 A 0 A_TakeFromTarget("ARMagazine",40)
		TNT1 A 0 A_TakeFromTarget("Missile",80)
		TNT1 A 0 A_TakeFromTarget("RocketDrum",7)
		TNT1 A 0 A_TakeFromTarget("NewCell",300)
		TNT1 A 0 A_TakeFromTarget("PlasmaCell",50)
		TNT1 A 0 A_TakeFromTarget("GrenadeDrum",7)
		TNT1 A 0 A_TakeFromTarget("CellCharge",50)
		TNT1 A 0 A_TakeFromTarget("DemonMagazine",60)
		TNT1 A 0 A_TakeFromTarget("DemonAmmo",300)
		TNT1 A 0 A_TakeFromTarget("LAK47Magazine",31)
		TNT1 A 0 A_TakeFromTarget("LegendaryShotgunDrum",40)
		TNT1 A 0 A_TakeFromTarget("LDemonMagazine",60)
		TNT1 A 0 A_TakeFromTarget("LegendaryBulletMag",75)
		TNT1 A 0 A_TakeFromTarget("LDemonAmmo",300)
		TNT1 A 0 A_TakeFromTarget("LegendaryShell",50)
		TNT1 A 0 A_TakeFromTarget("Gas",300)
		TNT1 A 0 A_TakeFromTarget("MP40Mag",33)
		TNT1 A 0 A_GivetoTarget("CommanderStoleMyAmmo",1)
		Goto See
	TakeAmmoAll:
		TNT1 A 0 Bright A_PlaySound("Commander/Laugh")
		SLAY BCBCBCBCBCBBC 4 bright A_FaceTarget
		TNT1 A 0 A_TakeFromTarget("BulletMag",400)
		TNT1 A 0 A_TakeFromTarget("NewShell",100)
		TNT1 A 0 A_TakeFromTarget("SSGShell",2)
		TNT1 A 0 A_TakeFromTarget("QuadShell",4)
		TNT1 A 0 A_TakeFromTarget("HexaShell",6)
		TNT1 A 0 A_TakeFromTarget("ShotgunDrum",12)
		TNT1 A 0 A_TakeFromTarget("ShotgunDrum2",12)
		TNT1 A 0 A_TakeFromTarget("PistolMagazine",16)
		TNT1 A 0 A_TakeFromTarget("ShotgunMagazine",8)
		TNT1 A 0 A_TakeFromTarget("ARMagazine",40)
		TNT1 A 0 A_TakeFromTarget("Missile",100)
		TNT1 A 0 A_TakeFromTarget("RocketDrum",7)
		TNT1 A 0 A_TakeFromTarget("NewCell",600)
		TNT1 A 0 A_TakeFromTarget("PlasmaCell",50)
		TNT1 A 0 A_TakeFromTarget("GrenadeDrum",7)
		TNT1 A 0 A_TakeFromTarget("CellCharge",50)
		TNT1 A 0 A_TakeFromTarget("DemonMagazine",60)
		TNT1 A 0 A_TakeFromTarget("DemonAmmo",600)
		TNT1 A 0 A_TakeFromTarget("LAK47Magazine",31)
		TNT1 A 0 A_TakeFromTarget("LegendaryShotgunDrum",40)
		TNT1 A 0 A_TakeFromTarget("LDemonMagazine",60)
		TNT1 A 0 A_TakeFromTarget("LegendaryBulletMag",75)
		TNT1 A 0 A_TakeFromTarget("LDemonAmmo",600)
		TNT1 A 0 A_TakeFromTarget("LegendaryShell",90)
		TNT1 A 0 A_TakeFromTarget("Gas",600)
		TNT1 A 0 A_TakeFromTarget("MP40Mag",33)
		TNT1 A 0 A_GivetoTarget("CommanderStoleMyAmmo",1)
		Goto See
	Pain:
		TNT1 A 0 
		TNT1 A 0 A_Jump(20,"PainBoom")
		TNT1 A 0 A_Jump(26,"PainResurrect")
		TNT1 A 0 A_Jump(30,"Summon")
		TNT1 A 0 A_Jump(50,"Freeze")
		TNT1 A 0 A_Jump(100,"TelederpAfraid")
		TNT1 A 0 A_Jump(128,"PainMissile")
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COMM A 3 Bright
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COMM A 3 Bright A_Pain	
		Goto See
	PainMissile:
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COMM A 3 Bright
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COMM A 3 Bright A_Pain
		Goto Missile
	PainBoom:
		SLAY A 3 Bright A_Pain
		TNT1 A 0 A_SetInvulnerable
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY AAAA 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY A 20 Bright A_PlaySound("Commander/charge")
		SLAY A 10 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 Radius_Quake(10,80,0,24,0)
		TNT1 A 0 A_GiveInventory("Health",450)
		TNT1 A 0 A_CustomMissile("CommanderPulse")
		TNT1 A 0 A_Jump(48,"DeathPainBoom")
		TNT1 A 0 Bright A_Mushroom("CommanderMushroomBrainwave",8,MSF_Standard|MSF_DontHurt)
		SLAY A 0 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY A 0 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY A 20 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_UnSetInvulnerable
		Goto See
	DeathPainBoom:
		TNT1 A 0 Bright A_Mushroom("CommanderDeathMushroomBrainwave",8,MSF_Standard|MSF_DontHurt)
		SLAY A 0 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY A 0 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY A 20 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_UnSetInvulnerable
		Goto See
	Summon:
		TNT1 A 0 A_SetInvulnerable
		SLAY AA 3 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY AA 3 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY AA 3 Bright A_FaceTarget	
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY AA 3 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 Radius_Quake(10,80,0,24,0)
		TNT1 A 0 Healthing(random(0,5))
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		SLAY A 3 Bright A_PlaySound("sentient/laugh")
		TNT1 A 0 A_GiveInventory("SmallCommanderMassResurrectionItem")
		SLAY AA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_GiveInventory("SmallCommanderMassResurrectionItem")
		SLAY AA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY A 1 Bright A_CustomMissile("CommanderSummoners",45,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		SLAY A 1 Bright A_CustomMissile("CommanderSummoners",45,0,30,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		SLAY A 1 Bright A_CustomMissile("CommanderSummoners",45,0,60,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		SLAY A 1 Bright A_CustomMissile("CommanderSummoners",45,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		SLAY A 1 Bright A_CustomMissile("CommanderSummoners",45,0,120,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		SLAY A 1 Bright A_CustomMissile("CommanderSummoners",45,0,150,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		SLAY A 1 Bright A_CustomMissile("CommanderSummoners",45,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		SLAY A 1 Bright A_CustomMissile("CommanderSummoners",45,0,210,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		SLAY A 1 Bright A_CustomMissile("CommanderSummoners",45,0,240,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		SLAY A 1 Bright A_CustomMissile("CommanderSummoners",45,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		SLAY A 1 Bright A_CustomMissile("CommanderSummoners",45,0,300,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		SLAY A 1 Bright A_CustomMissile("CommanderSummoners",45,0,330,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		SLAY AAAAAAAAAA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY A 1 Bright A_CustomMissile("CommanderSummoners",45,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		SLAY A 1 Bright A_CustomMissile("CommanderSummoners",45,0,30,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		SLAY A 1 Bright A_CustomMissile("CommanderSummoners",45,0,60,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		SLAY A 1 Bright A_CustomMissile("CommanderSummoners",45,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		SLAY A 1 Bright A_CustomMissile("CommanderSummoners",45,0,120,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		SLAY A 1 Bright A_CustomMissile("CommanderSummoners",45,0,150,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		SLAY A 1 Bright A_CustomMissile("CommanderSummoners",45,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		SLAY A 1 Bright A_CustomMissile("CommanderSummoners",45,0,210,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		SLAY A 1 Bright A_CustomMissile("CommanderSummoners",45,0,240,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		SLAY A 1 Bright A_CustomMissile("CommanderSummoners",45,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		SLAY A 1 Bright A_CustomMissile("CommanderSummoners",45,0,300,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		SLAY A 1 Bright A_CustomMissile("CommanderSummoners",45,0,330,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY AAAAAAAAAAAAAA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_UnSetInvulnerable
		COMM A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		Goto See
	PainResurrect:
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COMM A 3 Bright
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		COMM A 3 Bright A_Pain	
		COMM AAAA 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SetInvulnerable
		TNT1 A 0 Radius_Quake(10,80,0,24,0)
		TNT1 A 0 A_GiveInventory("Health",1000)
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		SLAY A 3 Bright A_PlaySound("Commander/Laugh")
		TNT1 A 0 A_GiveInventory("SmallCommanderMassResurrectionItem")
		TNT1 A 0 A_GiveInventory("SmallSentientMassResurrectionItem")
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_GiveInventory("SmallCommanderMassResurrectionItem")
		TNT1 A 0 A_GiveInventory("SmallSentientMassResurrectionItem")
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)	
		TNT1 A 0 A_GiveInventory("CommanderMassResurrectionItem")
		TNT1 A 0 A_GiveInventory("SentientMassResurrectionItem")
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_GiveInventory("CommanderMassResurrectionItem")
		TNT1 A 0 A_GiveInventory("SentientMassResurrectionItem")
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_UnSetInvulnerable
		COMM A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		Goto See
	Pain.Crush:
	Pain.Legendary:
	Pain.LegendaryPlayer:
	Pain.LegendaryGuruPlayer:
	Pain.PlayerDevBall:
	Pain.PlayerDevBall2:
	Pain.PDTBFG:
	Pain.BFG10K:
	Pain.BFG9500Ball:
	Pain.PlayerDBFG10K2:
	Pain.PlayerDBFG2:
	Pain.PlayerBHole:
		TNT1 A 0
		TNT1 A 0 A_Jump(200, "TeleMissile")
		Goto PainResurrect
	TelederpAfraid:
		TNT1 A 0 
		TNT1 A 0 A_ChangeFlag(NOFEAR,0)
		TNT1 A 0 A_ChangeFlag(Frightened,1)
	Telederp:
		COM2 A 14
		COM2 A 1 A_SetInvulnerable
		COM2 A 4 Bright
		TNT1 A 0 A_HideThing
		TNT1 A 0 A_PlaySound("BH/Fire",0,1.0,0)
		TNT1 A 0 A_SpawnItemEx("CommTeleportFXSpawner",0,0,62)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Chase("","")
		COM2 A 4 Bright
		TNT1 A 0 A_PlaySound("DMBall/Impact",0,1.0,0)
		TNT1 A 0 A_UnHideThing
		TNT1 A 0 A_ChangeFlag(Frightened,0)
		TNT1 A 0 A_ChangeFlag(NOFEAR,1)
		TNT1 A 0 A_SpawnItemEx("CommTeleportFXSpawner",0,0,62)
		COM2 A 9
		COM2 A 1 A_UnSetInvulnerable
		GoTo See
	TeleMissile:
		COM2 A 1 A_UnSetShootable
		COM2 A 3 Bright
		TNT1 A 0 A_HideThing
		TNT1 A 0 A_PlaySound("BH/Fire",0,1.0,0,ATTN_NONE)
		TNT1 A 0 A_SpawnItemEx("CommTeleportFXSpawner",0,0,62)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Chase("","")
		COM2 A 4 Bright
		TNT1 A 0 A_PlaySound("DMBall/Impact",0,1.0,0,ATTN_NONE)
		TNT1 A 0 A_UnHideThing
		TNT1 A 0 A_ChangeFlag(Frightened,0)
		TNT1 A 0 A_ChangeFlag(NOFEAR,1)
		TNT1 A 0 A_SpawnItemEx("CommTeleportFXSpawner",0,0,62)
		COM2 A 9
		COM2 A 1 A_SetShootable
		GoTo Missile
	Death:
		TNT1 A 0 Bright A_Scream
		COMM E 20 Bright A_Fall
		TNT1 AA 0 A_SpawnItemEx("MutantGibbedGenerator",random(10,-10),random(10,-10),random(20,60),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 AAA 0 A_CustomMissile("BigPurpleBloodCloud",random(10,80),0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		COMM FFFFF 2 Bright A_CustomMissile("CommKaboom",random(10,60),random(30,-30),random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 AA 0 A_SpawnItemEx("MutantGibbedGenerator",random(10,-10),random(10,-10),random(20,60),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 AAA 0 A_CustomMissile("BigPurpleBloodCloud",random(10,80),0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 AA 0 A_SpawnItemEx("MutantGibbedGenerator",random(10,-10),random(10,-10),random(20,60),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 AAA 0 A_CustomMissile("BigPurpleBloodCloud",random(10,80),0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		COMM FFFFF 2 Bright A_CustomMissile("CommKaboom",random(10,60),random(30,-30),random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 AA 0 A_SpawnItemEx("MutantGibbedGenerator",random(10,-10),random(10,-10),random(20,60),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 AAA 0 A_CustomMissile("BigPurpleBloodCloud",random(10,80),0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		COMM GGGGG 2 Bright A_CustomMissile("CommKaboom",random(10,60),random(30,-30),random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 AA 0 A_SpawnItemEx("MutantGibbedGenerator",random(10,-10),random(10,-10),random(20,60),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 AAA 0 A_CustomMissile("BigPurpleBloodCloud",random(10,80),0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		COMM GGGGG 2 Bright A_CustomMissile("CommKaboom",random(10,60),random(30,-30),random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 AA 0 A_SpawnItemEx("MutantGibbedGenerator",random(10,-10),random(10,-10),random(20,60),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 AAA 0 A_CustomMissile("BigPurpleBloodCloud",random(10,80),0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		COMM HHHHH 2 Bright A_CustomMissile("CommKaboom",random(10,60),random(30,-30),random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 AA 0 A_SpawnItemEx("MutantGibbedGenerator",random(10,-10),random(10,-10),random(20,60),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 AAA 0 A_CustomMissile("BigPurpleBloodCloud",random(10,80),0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		COMM IIIII 2 Bright A_CustomMissile("CommKaboom",random(10,60),random(30,-30),random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 AAAA 0 A_SpawnItemEx("MutantGibbedGenerator",random(10,-10),random(10,-10),random(20,60),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 AAAAAA 0 A_CustomMissile("BigPurpleBloodCloud",random(10,80),0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 AAAAAAAA 0 A_CustomMissile("PurpleSmokeFX1",random(10,60),random(30,-30),random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 A 0 Bright A_Mushroom("CommanderDeathMushroomBrainwave",12,MSF_Standard|MSF_DontHurt)
		TNT1 A 0 A_CustomMissile("CommanderPulse",0,0,0,CMF_AIMDIRECTION)
		COMM J 4 A_RemoveChildren
		TNT1 A 0 A_KillChildren
		COMM K 4 A_KillMaster
		Stop	
	}
}

Actor CommanderSummoners
{
Height 64
Radius 52
Speed 60
+MISSILE
+RIPPER
+THRUACTORS
+NOTIMEFREEZE
+BLOODLESSIMPACT
+SERVERSIDEONLY
States
	{
	Spawn:
		TNT1 A 5
	Death:
		TNT1 A 0
		TNT1 A 2 A_SpawnItemEx("TeleportFog",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 A_Jump(256,"WeakSpawn1","WeakSpawn2",1)
		TNT1 A 0 A_Jump(256,"MediumSpawn",1)
		TNT1 A 0 A_Jump(256,"StrongSpawn",1)
		TNT1 A 0 A_Jump(256,"OPSpawn","OPSpawn2",1)
	WeakSpawn1:
		TNT1 A 1 A_SpawnItemEx("CFusionite",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_SETMASTER,0)
		GoTo EndSpawn
	WeakSpawn2:
		TNT1 A 1 A_SpawnItemEx("CDTechSpider",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_SETMASTER,0)
		GoTo EndSpawn
    MediumSpawn:
		TNT1 A 1 A_SpawnItemEx("CBabyDemolisher",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_SETMASTER,0)
		GoTo EndSpawn
    StrongSpawn:
		TNT1 A 1 A_SpawnItemEx("CBabyDDemolisher",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_SETMASTER,0)
		GoTo EndSpawn
    OPSpawn:
		TNT1 A 1 A_SpawnItemEx("CBabySentient",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_SETMASTER,0)
		GoTo EndSpawn
	OPSpawn2:
		TNT1 A 0 A_SpawnItemEx("CBabyBFGMastermind",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_SETMASTER,0)
	EndSpawn:
		TNT1 A 1
		Stop
	}
}

ACTOR CommanderSmokeSpawner : RedParticleSpawner
{
+NOTIMEFREEZE
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_PlaySound("monster/ambientfire2")
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 AA 0 Bright A_SpawnItemEx("PHellionSmoke",random(50,70),random(50,70),78,0,0,random(-4,-6),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 AA 0 Bright A_SpawnItemEx("PHellionSmoke",random(-50,-70),random(-50,-70),78,0,0,random(-4,-6),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 AA 0 Bright A_SpawnItemEx("PHellionSmoke",random(50,70),random(-50,-70),78,0,0,random(-4,-6),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 AA 0 Bright A_SpawnItemEx("PHellionSmoke",random(-50,-70),random(50,70),78,0,0,random(-4,-6),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 1 Bright
		Stop
	}
}

ACTOR CommanderSmokeSpawner2 : RedParticleSpawner
{
+NOTIMEFREEZE
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_PlaySound("monster/ambientfire2")
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 AA 0 Bright A_SpawnItemEx("PHellionSmoke",random(50,70),random(50,70),78,0,0,random(-6,-8),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 AA 0 Bright A_SpawnItemEx("PHellionSmoke",random(-50,-70),random(-50,-70),78,0,0,random(-6,-8),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 AA 0 Bright A_SpawnItemEx("PHellionSmoke",random(50,70),random(-50,-70),78,0,0,random(-6,-8),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 AA 0 Bright A_SpawnItemEx("PHellionSmoke",random(-50,-70),random(50,70),78,0,0,random(-6,-8),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 1 Bright
		Stop
	}
}
/*
ACTOR CommanderSmokeSpawner2 : RedParticleSpawner
{
+NOTIMEFREEZE
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("monster/ambientfire2")
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 AA 0 A_SpawnItemEx("PHellionSmoke",random(50,70),random(50,70),78,0,0,random(-6,-8),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 AA 0 A_SpawnItemEx("PHellionSmoke",random(-50,-70),random(-50,-70),78,0,0,random(-6,-8),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 AA 0 A_SpawnItemEx("PHellionSmoke",random(50,70),random(-50,-70),78,0,0,random(-6,-8),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 AA 0 A_SpawnItemEx("PHellionSmoke",random(-50,-70),random(50,70),78,0,0,random(-6,-8),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 1
		Stop
	}
}
*/
ACTOR CMRETrail : CometTail
{
Alpha 0.6
Scale 0.6
+NOTIMEFREEZE
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		CEMR ABCABC 1 Bright A_FadeOut(0.02,1)
		Goto Spawn+2
	}
}

ACTOR CommanderMassResurrectionEffect
{
PROJECTILE
Height 6
Radius 6
Speed 25
Scale 0.5
RenderStyle Add
Alpha 0.5
Damage (0)
+NOCLIP
+FLOORHUGGER
+NOTIMEFREEZE
+NOEXPLODEFLOOR
States
	{
	Spawn:
		TNT1 A 10 Bright
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR A 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR B 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR C 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR A 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR B 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR C 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR A 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR B 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR C 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR A 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR B 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR C 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR A 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR B 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR C 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR A 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR B 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR C 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR A 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR B 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR C 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR A 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR B 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR C 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR A 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR B 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR C 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR A 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR B 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR C 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR A 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR B 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR C 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR A 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR B 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR C 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR A 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR B 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR C 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR A 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR B 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR C 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR A 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR B 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR C 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR A 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR B 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR C 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR A 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR B 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR C 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR A 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR B 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_CStaffMissileSlither
		CEMR C 1 Bright A_SpawnItemEx("CMRETrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		Stop
	}
}

ACTOR CommanderBrainFlame : DukeHealFlame
{
Scale 0.8
States
	{
	Spawn:
		TNT1 A 0 Bright
		PMKE ABCDEFGHIJKL 2 Bright A_FadeOut(0.1,1)
		Stop
	}
}

ACTOR CommanderBrainLightning : DTBFGLightningRed
{
Scale 0.52
+NOTIMEFREEZE
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_CheckSight("Toaster")
		TNT1 A 0 Bright A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72)
		PEL1 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,"Death")
		PEL2 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,"Death")
		PEL3 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,"Death")
		PEL4 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,"Death")
		Goto Death
	Death:
		"####" "#" 1 Bright
		Stop
	Toaster:
		TNT1 A 1 Bright
		Stop
	}
}

ACTOR CommanderBrainLightning2 : CommanderBrainLightning { Scale 0.46 }

ACTOR CommanderBrainSFX : RedParticleSpawner
{
+NOTIMEFREEZE
+NOINTERACTION
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 AA 0 Bright A_SpawnItemEx("CommanderBrainLightning",random(40,-40),random(40,-40),random(60,100),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 AA 0 Bright A_SpawnItemEx("CommanderBrainLightning2",random(40,-40),random(40,-40),random(60,100),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 AAAA 0 Bright A_SpawnItemEx("CommanderBrainFlame",random(40,-40),random(40,-40),random(60,100),0,0,random(4,6),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 1 Bright
		Stop
	}
}

ACTOR CommanderBFG9500Ball : BFG9500Ball
{
Projectile
+THRUSPECIES
+NOTIMEFREEZE
Species ""
Species "Masterminds"
DamageType ""
DamageType "Commander"
Obituary "%o was turned to mush by heavy weapons from the Cerebral Commander."
States
	{
	Spawn:
		BFP3 AAABBB 1 Bright A_SpawnItemEx("ProjectileTrailParticlePurple2",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		Loop
	Death:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_SpawnItemEx("BFGShockwavePurple2",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 AAAAAA 0 Bright A_CustomMissile("Kaboom18Purple",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		BPE3 AB 8 Bright A_SpawnItemEx("PurpleParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		BPE3 C 8 Bright A_BFGSpray("PurpleSpray")
		BPE3 DEF 8 Bright
		Stop
	}
}

ACTOR BFGShockwavePurple : BFGShockwave 
{
+NOTIMEFREEZE
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		ESHK ABCDEFGHIJKLMNOPQR 1 Bright A_FadeOut(0.04,1)
		Stop
	}
}

ACTOR BFGShockwavePurple2 : BFGShockwavePurple
{
Scale 1.1
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		ESHK ABCDEFGHIJKLMNOPQR 2 Bright A_FadeOut(0.04,1)
		Stop
	}
}

ACTOR Kaboom18Purple : Kaboom
{
Speed 2
+NOTIMEFREEZE
Scale 1
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		FXPP AABBCDEFGHIJKLM 2 Bright A_FadeOut(0.05,1)
		Stop
	}
}

ACTOR CommanderExplosiveTracer : SentientExplosiveTracer 
{
Species ""
Species "Masterminds"
DamageType ""
DamageType "Commander"
+NOTIMEFREEZE
+THRUSPECIES
States
	{
	Spawn:
		TPA3 A 1 Bright
		Loop
	Death:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_SetTranslucent(0.75,1)
		TNT1 A 0 Bright A_SpawnItem("CommanderExplosiveEffect")
		CISL B 4 Bright A_Explode(Random(3,6)*5,72)
		CISL CD 3 Bright
		Stop
	}
}

ACTOR CommanderExplosiveEffect
{
+CLIENTSIDEONLY
+NOGRAVITY
+NOTIMEFREEZE
+NOBLOCKMAP
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 A 0 Bright A_SpawnItemEx("PurpleParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) 
		TNT1 AAA 0 Bright A_CustomMissile("PurpleKaboom1",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 AAA 0 Bright A_CustomMissile("PurpleSmokeFX1",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 A 1 Bright
		Stop
	Toaster:
		TNT1 A 0 Bright
		Stop
	}
}

ACTOR PurpleShellCasing : ShellCasing
{
+NOTIMEFREEZE
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		PURC DCBAHGFE 2
		Goto Spawn+2
	Death:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_Jump(128,3)
		PURC C 100
		PURC C 5 A_FadeOut(0.1,1)
		Goto Death+3
		PURC G 100
		PURC G 5 A_FadeOut(0.1,1)
		Goto Death+5
	}
}

ACTOR PurpleKaboom1 : Kaboom
{
Speed 2
Scale 0.45
+NOTIMEFREEZE
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		FXPP AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05,1)
		Stop
	}
}

ACTOR PurpleSmokeFX1 : SmokeFX
{
Scale 0.4
+NOTIMEFREEZE
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		PBSP ABCDEFGHIJKLM 5 A_FadeOut(0.025,1)
		Stop
	}
}

Actor CFusionite : Fusionite
{
Monster
-NOSECTOR
-NOBLOCKMAP
+NOEXTREMEDEATH
+NOTARGET
+NOINFIGHTING
+DONTHURTSPECIES
+DONTHARMSPECIES
+DONTHARMCLASS
Species ""
Species "Masterminds"
DamageFactor "Commander", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "CerChainguns", 0.0	
DamageFactor "CerEnergyBall", 0.0
DamageFactor "Baby15K", 0.0
DropItem ""
Tag "\ctFusionite\c-"
States
	{
	Death:
		TNT1 A 0
		FSPI I 20 A_Scream
		FSPI J 6
		TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		FSP2 KKKKK 2 Bright A_CustomMissile("Kaboom2",random(20,40),random(10,-10),random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 AAAA 0 A_CustomMissile("SmokeFX2",random(20,40),0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		FSPI L 6 A_NoBlocking
		FSPI MN 6
		FSPI O 6
		FSPI P 525
		Goto DeathFade
	DeathFade:
		FSPI P 5 A_FadeOut(0.1,1)
		Loop
	}
}

Actor CDTechSpider : DTechSpider
{
Monster
-NOSECTOR
-NOBLOCKMAP
+NOEXTREMEDEATH
+NOTARGET
+NOINFIGHTING
+DONTHURTSPECIES
+DONTHARMSPECIES
+DONTHARMCLASS
Species ""
Species "Masterminds"
DamageFactor "Commander", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "CerChainguns", 0.0	
DamageFactor "CerEnergyBall", 0.0
DamageFactor "Baby15K", 0.0
DropItem ""
Tag "Demon Tech Spider"
States
	{
	Death:
		TNT1 A 0
		DTSD J 20 A_Scream
		DTSD K 7 A_NoBlocking
		TNT1 AAA 0 A_SpawnItemEx("GreenGibbedGenerator",0,0,0,0,0,0,0,128,0)
		TNT1 AAAA 0 A_CustomMissile("SmokeFX2",random(20,40),0,random(0,360),2,random(0,360))
		DTSD LMNO 7 Bright A_CustomMissile("Kaboom5",random(20,40),random(10,-10),random(0,360),2,random(0,360))
		DTSD P 525
		Goto DeathFade
	DeathFade:
		DTSD P 5 A_FadeOut(0.1,1)
		Loop
	}
}

Actor CBabyDemolisher : BabyDemolisher
{
Monster
-NOSECTOR
-NOBLOCKMAP
+NOEXTREMEDEATH
+NOTARGET
+NOINFIGHTING
+DONTHURTSPECIES
+DONTHARMSPECIES
+DONTHARMCLASS
Species ""
Species "Masterminds"
DamageFactor "Commander", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "CerChainguns", 0.0	
DamageFactor "CerEnergyBall", 0.0
DamageFactor "Baby15K", 0.0
DropItem ""
Tag "Baby Demolisher"
States
	{
	Death:
		TNT1 A 0
		MSPI I 20 A_Scream
		MSPI J 6
		TNT1 AAA 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		MSP2 KKKKK 2 Bright A_CustomMissile("Kaboom2",random(20,40),random(10,-10),random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 AAAA 0 A_CustomMissile("SmokeFX2",random(20,40),0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		MSPI L 6 A_NoBlocking
		MSPI MN 6
		MSPI O 6
		MSPI P 525
		Goto DeathFade
	DeathFade:
		MSPI P 5 A_FadeOut(0.1,1)
		Loop
	}
}

Actor CBabyDDemolisher : BabyDDemolisher
{
Monster
-NOSECTOR
+NORADIUSDMG
-NOBLOCKMAP
+DONTHARMSPECIES
+NOEXTREMEDEATH
+DONTHURTSPECIES
+DONTHARMCLASS
+NOTARGET
+NOINFIGHTING
Species ""
Species "Masterminds"
DamageFactor "Commander", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "CerChainguns", 0.0	
DamageFactor "CerEnergyBall", 0.0
DamageFactor "Baby15K", 0.0
DropItem ""
Tag "\cqBaby Dark Demolisher\c-"
States
	{
	Death:
		TNT1 A 0
		DMSP I 20 A_Scream
		DMSP J 6
		TNT1 AAA 0 A_SpawnItemEx("GreenGibbedGenerator",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		DMS2 KKKKK 2 Bright A_CustomMissile("Kaboom5",random(20,40),random(10,-10),random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 AAAA 0 A_CustomMissile("SmokeFX2",random(20,40),0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		DMSP L 6 A_NoBlocking
		DMSP MN 6
		DMSP O 6
		DMSP P 525
		Goto DeathFade
	DeathFade:
		DMSP P 5 A_FadeOut(0.1,1)
		Loop
	}
}

Actor CBabySentient : BabySentient
{
Monster
-NOSECTOR
-NOBLOCKMAP
+NOEXTREMEDEATH
+NOTARGET
+NOINFIGHTING
+DONTHURTSPECIES
+DONTHARMSPECIES
+DONTHARMCLASS
Species ""
Species "Masterminds"
DamageFactor "Commander", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "CerChainguns", 0.0	
DamageFactor "CerEnergyBall", 0.0
DamageFactor "Baby15K", 0.0
DropItem ""
Tag "Baby Sentient"
States
	{
	Death:
		TNT1 A 0 Bright
		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,SXF_CLIENTSIDE,0)
		MARP GGGGG 2 Bright A_CustomMissile("Kaboom2",random(20,40),random(10,-10),random(0,360),CMF_AIMDIRECTION,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
		Stop
	}
}

ACTOR Commander10K : Red10KProjectile
{
Projectile
+SEEKERMISSILE
+SCREENSEEKER
+NOTIMEFREEZE
Obituary "%o was turned to mush by heavy weapons from the Cerebral Commander."
States
	{
	Spawn:
		TPA3 A 35 Bright
		Goto Fly
	Fly:
		TPA3 A 3 Bright A_SeekerMissile(4,5)
		Loop
	Death:
	XDeath:  
		TNT1 A 0 Bright
		TNT1 A 1 Bright A_SpawnItem("CommanderPurple10KEx")
		Stop  
	}
}


ACTOR CommanderPurple10KEx 
{
Height 8
Radius 11
Renderstyle Add
Alpha 0.75
Scale 0.85
Damage 140
+NOBLOCKMAP
+NOGRAVITY
+NOTELEPORT 
+FORCERADIUSDMG
+NOTIMEFREEZE
+BLOODLESSIMPACT
DamageType "Commander"
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_SpawnItemEx("BFGShockwavePurple",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_SpawnItemEx("PurpleParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 AAA 0 Bright A_CustomMissile("PurpleKaboom2",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		BPE3 A 4 Bright A_Detonate
		BPE3 BCDEF 4 Bright
		Stop
	}
}

ACTOR PurpleKaboom2 : Kaboom
{
Speed 1
Scale 0.9
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		FXPP AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05,1)
		Stop
	}
}

ACTOR CFuelExplosion01
{
PROJECTILE
Height 8
Radius 8
Speed 6
RENDERSTYLE ADD
ALPHA 0.80
Damage 0
DONTHURTSHOOTER
+RIPPER
+BLOODLESSIMPACT
+NOTIMEFREEZE
+EXTREMEDEATH
+SPECTRAL
Damagetype "Commander"
SeeSound "weapons/firex3"
States
	{
	Spawn:
		TNT1 AAAAA 6 Bright A_SpawnItemEx("CFuelExplosion02",0,0,0,0,0,0,0,SXF_SETMASTER)
		Stop
	}
}

ACTOR CFuelExplosion02
{   
PROJECTILE
Radius 5
Height 5
Speed 0
RENDERSTYLE ADD
ALPHA 0.80
Damage 0
+SPECTRAL
+NOTIMEFREEZE
+NOGRAVITY
+EXTREMEDEATH
Damagetype "Commander"
SeeSound "weapons/firex3"
States
	{
	Spawn:
		TNT1 A 0 Bright
		PPEX A 3 Bright
		PPEX B 3 Bright A_Explode(10,164,0,0)
		PPEX CDEFGHIJKLMNOPQRSTU 3 Bright
		Stop
	}
}

ACTOR CommanderBrainWave
{
PROJECTILE
Height 12
Radius 6
Speed 60
Scale 1.4
Renderstyle Add
DECAL "BFG9500LightningPurple"
Damage 50
+ExtremeDeath
+DontReflect
+SeekerMissile
+PierceArmor
+NOTIMEFREEZE
+FoilInvul
+DONTHURTSPECIES
+DONTHARMSPECIES
Species "Masterminds"
DamageType "Commander"
SEESOUND "Commander/fire"
DeathSound "weapons/bfg95explode"
Obituary "%o was turned to mush by heavy weapons from the Cerebral Commander."
States
	{
	Spawn:
		TNT1 A 0 Bright A_SeekerMissile(15,0)
		CBTS A 2 Bright A_SpawnItem("EWAVE")
		TNT1 A 0 Bright A_SeekerMissile(15,0)
		CBTS B 2 Bright A_SpawnItem("EWAVE")
		TNT1 A 0 Bright A_SeekerMissile(15,0)
		CBTS C 2 Bright A_SpawnItem("EWAVE")
		TNT1 A 0 Bright A_SeekerMissile(15,0)
		CBTS D 2 Bright A_SpawnItem("EWAVE")
		TNT1 A 0 Bright A_SeekerMissile(15,0)
		CBTS E 2 Bright A_SpawnItem("EWAVE")	
		TNT1 A 0 Bright A_SeekerMissile(15,0)
		CBTS F 2 Bright A_SpawnItem("EWAVE")
		TNT1 A 0 Bright A_SeekerMissile(15,0)
		CBTS G 2 Bright A_SpawnItem("EWAVE")
		TNT1 A 0 Bright A_SeekerMissile(15,0)
		CBTS H 2 Bright A_SpawnItem("EWAVE")
		TNT1 A 0 Bright A_SeekerMissile(15,0)
		CBTS I 2 Bright A_SpawnItem("EWAVE")
		TNT1 A 0 Bright A_SeekerMissile(15,0)
		CBTS J 2 Bright A_SpawnItem("EWAVE")	
		Loop
	Death:
		TNT1 A 0 Bright
		TNT1 A 0 Bright Radius_Quake(15,15,0,40,0)
		CBTS K 2 Bright A_Explode(156,440,0,0)
		TNT1 A 0 Bright A_SpawnItemEx("PurpleDTech10KShockwave2",0,0,15,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 A 20 Bright A_SpawnItem("PurpleDTBFGEx",0,-10)
		TNT1 A 0 Bright A_Jump(75,"DeathBall")
		CBTS LMNOPQRSTUVW 2 Bright
		Stop
	DeathBall:
		TNT1 A 0 Bright A_SpawnItem("CommanderDeathBall")
		CBTS LMNOPQRSTUVW 2 Bright
		Stop
	}
}

ACTOR EWAVE
{   
PROJECTILE
Height 30
Radius 30
Speed 5
RenderStyle ADD
Alpha 0.5
+PIERCEARMOR
+EXTREMEDEATH
+NOTIMEFREEZE
+DONTHURTSPECIES
+DONTHARMSPECIES
Species "Masterminds"
DamageType "Commander"
Obituary "%o was turned to mush by heavy weapons from the Cerebral Commander."
States
	{
	Spawn:
		TNT1 A 0 Bright
		ESHK ABCDEFGHIJKLMNOPQR 2 Bright A_Explode(24,80,0,0)
		Stop
	}
}

Actor CommanderMushroomFireballs
{
PROJECTILE
Height 8
Radius 10
Speed 35
Scale 1.0
RENDERSTYLE Translucent 
Alpha 1
BounceCount 3
Damage 30
-NoGravity
+DoomBounce
+SKYEXPLODE
+NOTIMEFREEZE
+SPECTRAL
+SeekerMissile
DamageType "Commander"
SeeSound "imp/attack"
DeathSound "comet/explosion"
States
	{
	Spawn:
		TNT1 A 1 Bright
		TNT1 A 0 Bright A_PlaySoundEx("HFCyb/rocket",1,0,2)
		Goto Fly
	Fly:
		FPTB AB 1 Bright A_SpawnItemEx("CComFireballTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 Bright A_CustomMissile("SuperMeteor_m_TrailFX_PurpleSmoke",0,0,random(0,360),CMF_AIMDIRECTION,random(10,40))
		Loop
	Death:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_Explode(160,192,0,0)
		TNT1 A 0 Bright A_SpawnItemEx("LCABaseScorch",0,0,0,0,0,0,Random(0,359),SXF_CLIENTSIDE,0)
		TNT1 AAAAAA 0 Bright A_CustomMissile ("PurpleParticleSpawner",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 AAAAAAA 0 Bright A_SpawnItemEx("PurpleCometDeathGlow",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 Bright A_SpawnItemEx("CommanderSuperMeteor_m_Explosion",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright Radius_Quake(15,20,0,20,0)
		TNT1 A 0 Bright A_Scream
		TNT1 A 0 Bright A_ALertMonsters
		TNT1 AAAAAAAAAAAA 0 Bright A_SpawnItemEx("SuperMeteor_m_FX_PurpleSmoke",0,0,0,0.01 * Random(-125,125), 0.01 * Random(-125, 125), 0.01 * Random(25,245),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		DVPP ABCDEFGHIJKLMNOP 2 Bright
		Stop
	}
}

Actor SuperMeteor_m_TrailFX_PurpleSmoke
{
Scale 0.8
RenderStyle Translucent
Alpha 0.9
+NOTIMEFREEZE
+NOINTERACTION
+CLIENTSIDEONLY
States
	{
	Spawn:
		TNT1 A 0
		TNT1 AA 0 A_Jump(256,"Cloud1","Cloud2","Cloud3","Cloud4")
	Cloud1:
		SMPS A 1 A_FadeOut(0.02,1)
		Wait
	Cloud2:
		SMPS B 1 A_FadeOut(0.02,1)
		Wait
	Cloud3:
		SMPS C 1 A_FadeOut(0.02,1)
		Wait
	Cloud4:
		SMPS D 1 A_FadeOut(0.02,1)
		Wait
	}
}

Actor SuperMeteor_m_FX_PurpleSmoke
{
Scale 2.0
RenderStyle Translucent
Alpha 0.9
+NOTIMEFREEZE
+NOINTERACTION
+CLIENTSIDEONLY
States
	{
	Spawn:
		TNT1 A 0
		TNT1 AA 0 A_Jump(256,"Cloud1","Cloud2","Cloud3","Cloud4")
	Cloud1:
		SMPS A 1 A_FadeOut(0.0125,1)
		Wait
	Cloud2:
		SMPS B 1 A_FadeOut(0.0125,1)
		Wait
	Cloud3:
		SMPS C 1 A_FadeOut(0.0125,1)
		Wait
	Cloud4:
		SMPS D 1 A_FadeOut(0.0125,1)
		Wait
	}
}

ACTOR PurpleCometDeathGlow : CometTail
{
Scale 2.0
RenderStyle Translucent
Alpha 0.6
+NOTIMEFREEZE
+NOINTERACTION
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		FPTB ABCDEFGHI 3 Bright
		Stop
	}
}

ACTOR CComFireballTrail
{
Height 1
Radius 1
Speed 1
Scale 1.0
RenderStyle Add
Alpha 0.6
+NOTIMEFREEZE
+NOINTERACTION
+CLIENTSIDEONLY
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 A 1 Bright
		FPTB ABCDEFGHI 1 Bright
		Stop
	Toaster:
		TNT1 A 1 Bright
		Stop
	}
}

Actor CommanderPyroShot : PyroShot
{
Projectile
+NOTIMEFREEZE
Species ""
Species "Masterminds"
DamageType ""
DamageType "Commander"
States
	{
	Spawn:
		TNT1 A 0 Bright A_Explode(600,128,0,1)
		CCBA ABC 1 Bright A_SpawnItemEx("CCExTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 Bright A_SeekerMissile(10,10)
		Loop
	Death:
		TNT1 A 0 Bright
		TNT1 A 0 Bright Radius_Quake(15,20,0,20,0)
		TNT1 A 0 Bright A_CustomMissile("PurpleExplosion01",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("PurpleExplosion01",0,0,65,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("PurpleExplosion01",0,0,120,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("PurpleExplosion01",0,0,165,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("PurpleExplosion01",0,0,220,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("PurpleExplosion01",0,0,265,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("PurpleExplosion01",0,0,330,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("PurpleExplosion01",0,0,375,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 Bright A_Mushroom("CommanderMushroomFireballs",8,MSF_Standard|MSF_DontHurt)
		TNT1 A 0 Bright A_Explode(4000,600,0,1)
		CCBA DEFGHIJKLMN 1 Bright 
		TNT1 A 0 Bright A_SpawnItemEx("PurplePyroShotEx",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 A 1 Bright A_SpawnItemEx("PurplePyroShotEx",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		Stop
	}
}

Actor CommanderSuperMeteor_m_Explosion : SuperMeteor_m_Explosion
{
+NOTIMEFREEZE
DamageType "Commander"
States
	{
	Spawn:
		TNT1 AA 0 Bright
		Goto Death
	Death:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_Scream
		TNT1 A 1 A_SpawnItemEx("SFX_NoLight_SuperExpFirePurple",0,0,0,0.1*Random(-20,20),0.1*Random(-20,20),0.1*Random(-20,20),0,SXF_CLIENTSIDE,0)
		TNT1 AAAA 1 A_SpawnItemEx("SFX_NoLight_SuperExpFirePurple_long",0,0,0,0.003*Random(-200,200),0.003*Random(-200,200),0.003*Random(-200,200),0,SXF_CLIENTSIDE,0)
		TNT1 A 1 A_SpawnItemEx("SFX_NoLight_SuperExpFirePurple_long",0,0,0,0.01*Random(-200,200),0.01*Random(-200,200),0.01*Random(-200,200),0,SXF_CLIENTSIDE,0)
		TNT1 AAAA 1 A_SpawnItemEx("SFX_NoLight_SuperExpFirePurple",0,0,0,0.01*Random(-200,200),0.01*Random(-200, 200),0.01*Random(-200,200),0,SXF_CLIENTSIDE,0)
		TNT1 A 5
		Stop
	}
}
/*
Actor CommanderSuperMeteor_m_Explosion : SuperMeteor_m_Explosion
{
DamageType "Commander"
}
*/
Actor SFX_NoLight_SuperExpFirePurple_long : SFX_ExpFire_long
{
+NOTIMEFREEZE
Scale 1.6
States
	{
	Spawn:
		TNT1 A 0 Bright
		DVPP ABCDEFGHIJKLMNOPPPPPPPPPP 2 Bright A_FadeOut(0.04,1)
		Stop
	}
}

Actor SFX_NoLight_SuperExpFirePurple : SFX_ExpFire
{
+NOTIMEFREEZE
Scale 1.6
States
	{
	Spawn:
		TNT1 A 0 Bright
		DVPP ABCDEFGHIJKLMNOPPPPPPPPPP 1 Bright A_FadeOut(0.04,1)
		Stop
	}
}

Actor PurplePyroBoom : CommanderPyroShot
{
+NOTIMEFREEZE
Obituary "%o payed the ultimate price for his greed."
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 1 Bright
		Goto Death
	Death:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_Explode(2000,886,0,1)
		TNT1 A 0 Bright Radius_Quake(15,20,0,20,0)
		TNT1 A 0 Bright A_CustomMissile("PurpleExplosion01",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("PurpleExplosion01",0,0,45,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("PurpleExplosion01",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("PurpleExplosion01",0,0,135,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("PurpleExplosion01",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("PurpleExplosion01",0,0,225,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("PurpleExplosion01",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("PurpleExplosion01",0,0,315,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		CCBA DEFGHIJKLMN 1 Bright
		TNT1 A 0 Bright A_SpawnItemEx("PurplePyroShotEx",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 A 1 Bright A_SpawnItemEx("PurplePyroShotEx",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		Stop
	}
}

Actor PurplePyroBoom2 : CommanderPyroShot
{
+NOTIMEFREEZE
Obituary "%o payed the ultimate price for his greed."
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 1 Bright
		Goto Death
	Death:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_Explode(3000,800,0,1)
		TNT1 A 0 Bright Radius_Quake(15,20,0,20,0)
		TNT1 A 0 Bright A_CustomMissile("PurpleExplosion01",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("PurpleExplosion01",0,0,45,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("PurpleExplosion01",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("PurpleExplosion01",0,0,135,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("PurpleExplosion01",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("PurpleExplosion01",0,0,225,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("PurpleExplosion01",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("PurpleExplosion01",0,0,315,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		CCBA DEFGHIJKLMN 1 Bright
		TNT1 A 0 Bright A_SpawnItemEx("PurplePyroShotEx",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 A 1 Bright A_SpawnItemEx("PurplePyroShotEx",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		Stop
	}
}

Actor CCExTrail
{
Height 1
Radius 1
+NOTIMEFREEZE
+NOINTERACTION
+CLIENTSIDEONLY 
States 
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 1 Bright A_SpawnItemEx("CCKaboom",-8,0,0,-6, 0,random(-1,1),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		Stop
	}
}

ACTOR PurpleExplosion01
{
PROJECTILE
Height 8
Radius 4
Speed 6
ALPHA 0.8
RENDERSTYLE ADD
DONTHURTSHOOTER
Damage (0)
+RIPPER
+BLOODLESSIMPACT
+EXTREMEDEATH
+SPECTRAL
+NOTIMEFREEZE
Damagetype "Cyber10k"
SeeSound "weapons/firex3"
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 AAAAA 3 Bright A_SpawnItemEx("PurpleExplosion02",0,0,0,0,0,0,0,SXF_SETMASTER,0)
		Stop
	}
}

ACTOR PurpleExplosion02
{   
PROJECTILE
Height 5
Radius 3
Speed 0
ALPHA 0.80
RENDERSTYLE ADD
Damage (0)
+SPECTRAL
+NOGRAVITY
+EXTREMEDEATH
+NOTIMEFREEZE
Damagetype "Cyber10k"
SeeSound "weapons/firex3"
States
	{
	Spawn:
		PPEX A 2 Bright
		PPEX B 2 Bright A_Explode(10,164,0,0)
		PPEX CDEFGHIJKLMNOPQRSTU 2 Bright
		Stop
	}
}

Actor PurplePyroShotEx
{
ReactionTime 60
+NOTIMEFREEZE
+NOINTERACTION
+CLIENTSIDEONLY
States 
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 AAAAAAAAAA 0 Bright A_SpawnItemEx("CCKaboom",0,0,0,random(-9,9),random(-10,10),random(-10,10),0,SXF_CLIENTSIDE,0)
		TNT1 AAAAAAAAAA 0 Bright A_SpawnItemEx("CCKaboom",0,0,0,random(-9,9),random(-10,10),random(-10,10),0,SXF_CLIENTSIDE,0)
		TNT1 AAAAAAAAAA 0 Bright A_SpawnItemEx("CCKaboom",0,0,0,random(-9,9),random(-10,10),random(-10,10),0,SXF_CLIENTSIDE,0)
		TNT1 AAAAAAAAAA 0 Bright A_SpawnItemEx("CCKaboom",0,0,0,random(-9,9),random(-10,10),random(-10,10),0,SXF_CLIENTSIDE,0)
		TNT1 AAAAAAAAAA 0 Bright A_SpawnItemEx("CCKaboom",0,0,0,random(-9,9),random(-10,10),random(-10,10),0,SXF_CLIENTSIDE,0)
		TNT1 AAAAAAAAAA 0 Bright A_SpawnItemEx("CCKaboom",0,0,0,random(-9,9),random(-10,10),random(-10,10),0,SXF_CLIENTSIDE,0)
		Goto Death
	Death:
		TNT1 A 1 Bright
		Stop
	}
}

ACTOR CCKaboom : Kaboom
{
Speed 2
Scale 1.6
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		FXPP AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05,1)
		Stop
	Toaster:
		TNT1 A 1 Bright
		Stop
	}
}

ACTOR CommanderDTBFG10KTracer : FastProjectile
{
Height 4
Radius 16
Speed 60
Decal None
Damage 50
+NOTIMEFREEZE
DamageType "Commander"
States
	{
	Spawn:
		TNT1 A 15 Bright
		Stop
	Death:
		TNT1 A 1 Bright
		Stop
	XDeath:
		TNT1 A 0 Bright
		TNT1 A 1 Bright A_SpawnItem("CustomSpray")
		Stop
	}
}

Actor CommanderPurpleDTBFG10KBall : SentientDTBFG10KBall
{
+NOTIMEFREEZE
+SEEKERMISSILE
Species "Masterminds"
DamageType "Commander"
Obituary "%o was turned to mush by heavy weapons from the Cerebral Commander."
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_Jump(128,"DTBFGSFX")
		TNT1 A 0 Bright A_PlaySoundEx("weapons/dtech10kball","Voice",1)
		TNT1 A 0 Bright A_SpawnItemEx("ProjectileTrailParticlePurple2",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_SeekerMissile(3,5,SMF_LOOK)
		CPS1 A 1 Bright A_CustomMissile("CerComDTBFGProjectileAttack",random(-8,8),random(-8,8),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		CPS1 B 1 Bright A_SpawnItemEx("ProjectileTrailParticlePurple2",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_SpawnItemEx("ProjectileTrailParticlePurple2",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_SeekerMissile(3,5,SMF_LOOK)
		CPS1 C 1 Bright A_CustomMissile("CerComDTBFGProjectileAttack",random(-8,8),random(-8,8),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		CPS1 D 1 Bright A_SpawnItemEx("ProjectileTrailParticlePurple2",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		Loop
	DTBFGSFX:
		TNT1 A 0 Bright A_PlaySoundEx("weapons/dtech10kball","Voice",1)
		TNT1 A 0 Bright A_SpawnItemEx("DTBFGLightningPurple",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		TNT1 A 0 Bright A_SpawnItemEx("ProjectileTrailParticlePurple2",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_SeekerMissile(3,5,SMF_LOOK)
		CPS1 A 1 Bright A_CustomMissile("CerComDTBFGProjectileAttack",random(-8,8),random(-8,8),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 Bright A_SpawnItemEx("DTBFGLightningPurple2",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		CPS1 B 1 Bright A_SpawnItemEx("ProjectileTrailParticlePurple2",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_SpawnItemEx("DTBFGLightningPurple",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		TNT1 A 0 Bright A_SpawnItemEx("ProjectileTrailParticlePurple2",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_SeekerMissile(3,5,SMF_LOOK)
		CPS1 C 1 Bright A_CustomMissile("CerComDTBFGProjectileAttack",random(-8,8),random(-8,8),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 Bright A_SpawnItemEx("DTBFGLightningPurple2",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		CPS1 D 1 Bright A_SpawnItemEx("ProjectileTrailParticlePurple2",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		Goto Spawn  
	Death:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_SetTranslucent(0.75,1)
		TNT1 A 0 Bright Radius_Quake(5,60,0,10,0)
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,10,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,20,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,30,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,40,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,50,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,60,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,70,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,80,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,100,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,110,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,120,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,130,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,140,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,150,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,160,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,170,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,190,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,200,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,210,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,220,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,230,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,240,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,250,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,260,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,280,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,290,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,300,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,310,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,320,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,330,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,340,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,350,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))
		TNT1 A 0 Bright A_SpawnItemEx("DTBFGLightningPurpleSpawner",0,0,15,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		CPS1 ABCD 6 Bright A_SpawnItemEx("PurpleDTech10KShockwave",0,0,15,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		TNT1 A 0 Bright A_Explode(480,240,0,0)
		TNT1 AAA 0 Bright A_StopSoundEx("Voice")
		TNT1 A 0 Bright Radius_Quake(15,20,0,20,0)
		TNT1 A 0 Bright A_PlaySound("weapons/dtech10kexplode")
		TNT1 A 0 Bright A_SpawnItemEx("PurpleDTech10KShockwave2",0,0,15,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		TNT1 A 20 Bright A_SpawnItem("PurpleDTBFGEx",0,-10)
		Stop   
	}
}

ACTOR CerComDTBFGProjectileAttack : SentientDTBFGProjectileAttack
{
+NOTIMEFREEZE
MissileType "CebComDTBFGRailgunSlug"
Species "Masterminds"
DamageType "Commander"
Obituary "%o was turned to mush by heavy weapons from the Cerebral Commander."
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 AAAAA 1 Bright A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,1250,0,360,"Attack")
		Goto Death
	Attack:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_FaceTarget
		TNT1 A 0 Bright A_MissileAttack
		TNT1 A 1 Bright A_CustomRailgun(-1,0,NONE,"80 00 FF",1,1,2)
		Goto Death
	Death:
		TNT1 A 1 Bright
		Stop
	}
}

ACTOR CebComDTBFGRailgunSlug : PlayerDTBFGRailgunSlug
{
Damage 2
-RIPPER
+NOTIMEFREEZE
Species "Masterminds"
DamageType "Commander" 
}

ACTOR PurpleDTBFGEx
{
RenderStyle Add
Alpha 0.85
+NOGRAVITY
+NOBLOCKMAP
+NOTELEPORT
+NOTIMEFREEZE
+CLIENTSIDEONLY
States
	{
	Spawn:
		TNT1 A 0 Bright
		CPE1 AAAAAABBBBBBCCCCCCDDDDDD 1 Bright A_CustomMissile("Kaboom8",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		CPE1 EF 6 Bright
		Stop
	}
}

ACTOR DTBFG10KTracerPurple : DTBFG10KTracer
{
-THRUSPECIES
+NOTIMEFREEZE
Species "Masterminds"
DamageType "CerEnergyBall"
States
	{
	XDeath:
		TNT1 A 0 Bright
		TNT1 A 1 Bright A_SpawnItem("PurpleSpray")
		Stop
	}
}

ACTOR PurpleSpray : CustomSpray
{
+NOTIMEFREEZE
States
	{
	Spawn:
		TNT1 A 0 Bright
		CFGP A 4 Bright A_SpawnItemEx("PurpleParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		CFGP BCDEF 4 Bright
		Stop
	}
}

ACTOR PurpleDTech10KShockwave : SmokeFX 
{
Speed 0
Scale 1
Alpha 0.85
+NOTIMEFREEZE
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		ESHK ABCDEFGHIJKLMNOPQR 1 Bright A_FadeOut(0.04,1)
		Stop
	}
}

ACTOR PurpleDTech10KShockwave2 : SmokeFX 
{
Speed 0
Scale 2.5
Alpha 0.85
+NOTIMEFREEZE
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		ESHK ABCDEFGHIJKLMNOPQR 2 Bright A_FadeOut(0.04,1)
		Stop
	}
}

ACTOR DTBFGLightningPurple : TeleportFogLightning
{
Scale 0.24
+NOTIMEFREEZE
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_CheckSight("Death")
		TNT1 A 0 Bright A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72)
		PEL1 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,"Death")
		PEL2 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,"Death")
		PEL3 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,"Death")
		PEL4 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,"Death")
		Goto Death
	Death:
		"####" "#" 1 Bright
		Stop
	}
}

ACTOR DTBFGLightningPurple2 : DTBFGLightningPurple
{
Scale 0.36
+NOTIMEFREEZE
}

ACTOR DTBFGLightningPurpleSpawner : BluePowerLineSpawner
{
+NOTIMEFREEZE
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_SpawnItemEx("DTBFGLightningPurple2",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)
		Stop
	}
}

ACTOR ProjectileTrailParticlePurple : EnergyProjectileSparkOrange
{
+NOGRAVITY
+NOTIMEFREEZE
Scale 0.02
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		SPKP A 1 Bright A_FadeOut(0.08,1)
		Goto Spawn+2
	Toaster:
		TNT1 A 1 Bright
		Stop
	}
}

ACTOR ProjectileTrailParticlePurple2 : ProjectileTrailParticlePurple
{
Scale 0.045
+NOGRAVITY
+NOTIMEFREEZE
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		SPKP A 2 Bright A_FadeOut(0.015,1)
		Goto Spawn+2
	}
}

ACTOR CommanderDevastatorBall : FusionDevastatorBall
{
+NOTIMEFREEZE
+SEEKERMISSILE
Species "Masterminds"
DamageType "Commander"
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_PlaySoundEx("devastator/fly","Voice",1)
		TNT1 A 0 Bright A_CustomMissile("CommDevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
		TNT1 A 0 Bright A_CustomMissile("CommanderLiteShot",0,0,Random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		CPS1 A 1 Bright A_SpawnItemEx("ProjectileTrailParticlePurple",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		TNT1 A 0 Bright A_SpawnItemEx("DevastatorLightningPurple",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		CPS1 A 1 Bright A_CustomMissile("CerComDevastatorProjectileAttack",random(-8,8),random(-8,8),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("PurpleDevastatorTrail",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,0)
		TNT1 A 0 Bright A_Explode(32,450,0,0)
		TNT1 A 0 Bright A_SeekerMissile(3,5,SMF_LOOK)
		TNT1 A 0 Bright A_CustomMissile("CommDevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
		TNT1 A 0 Bright A_CustomMissile("CommanderLiteShot",0,0,Random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		CPS1 B 1 Bright A_SpawnItemEx("ProjectileTrailParticlePurple",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		TNT1 A 0 Bright A_SpawnItemEx("DevastatorLightningPurple2",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		CPS1 A 1 Bright A_CustomMissile("CerComDevastatorProjectileAttack",random(-8,8),random(-8,8),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 Bright A_Explode(32,450,0,0)
		TNT1 A 0 Bright A_SeekerMissile(3,5,SMF_LOOK)
		TNT1 A 0 Bright A_CustomMissile("CommDevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
		TNT1 A 0 Bright A_CustomMissile("CommanderLiteShot",0,0,Random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		CPS1 C 1 Bright A_SpawnItemEx("ProjectileTrailParticlePurple",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		TNT1 A 0 Bright A_SpawnItemEx("DevastatorLightningPurple",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		CPS1 A 1 Bright A_CustomMissile("CerComDevastatorProjectileAttack",random(-8,8),random(-8,8),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("PurpleDevastatorTrail",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,0)
		TNT1 A 0 Bright A_Explode(32,450,0,0)
		TNT1 A 0 Bright A_SeekerMissile(3,5,SMF_LOOK)
		TNT1 A 0 Bright A_CustomMissile("CommDevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
		TNT1 A 0 Bright A_CustomMissile("CommanderLiteShot",0,0,Random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		CPS1 D 1 Bright A_SpawnItemEx("ProjectileTrailParticlePurple",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		TNT1 A 0 Bright A_SpawnItemEx("DevastatorLightningPurple2",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		CPS1 A 1 Bright A_CustomMissile("CerComDevastatorProjectileAttack",random(-8,8),random(-8,8),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 Bright A_Explode(32,450,0,0)
		TNT1 A 0 Bright A_SeekerMissile(3,5,SMF_LOOK)
		Loop
	Death:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_SetTranslucent(0.75,1)
		TNT1 A 0 Bright Radius_Quake(3,35,0,10,0)
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,10,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,20,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,30,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,40,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,50,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,60,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,70,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,80,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,100,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,110,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,120,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,130,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,140,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,150,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,160,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,170,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,190,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,200,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,210,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,220,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,230,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,240,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,250,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,260,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,280,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,290,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,300,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,310,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,320,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,330,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,340,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("DTBFG10KTracerPurple",0,0,350,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))	
		TNT1 A 0 Bright A_SpawnItemEx("DevastatorLightningPurpleSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)	
		TNT1 A 0 Bright A_Explode(80,256,0,0)
		CPS1 A 6 Bright A_SpawnItemEx("PurpleDevastatorShockWave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		TNT1 A 0 Bright A_Explode(80,256,0,0)
		CPS1 B 6 Bright A_SpawnItemEx("PurpleDevastatorShockWave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		TNT1 A 0 Bright A_Explode(80,256,0,0)
		CPS1 C 6 Bright A_SpawnItemEx("PurpleDevastatorShockWave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		TNT1 A 0 Bright A_Explode(80,256,0,0)
		CPS1 D 6 Bright A_SpawnItemEx("PurpleDevastatorShockWave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		TNT1 A 0 Bright A_Explode(80,256,0,0)
		CPS1 A 6 Bright A_SpawnItemEx("PurpleDevastatorShockWave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		TNT1 A 0 Bright A_Explode(80,256,0,0)
		CPS1 B 6 Bright A_SpawnItemEx("PurpleDevastatorShockWave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		TNT1 A 0 Bright A_Explode(80,256,0,0)
		CPS1 C 6 Bright A_SpawnItemEx("PurpleDevastatorShockWave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		TNT1 A 0 Bright A_Explode(80,256,0,0)
		CPS1 D 6 Bright A_SpawnItemEx("PurpleDevastatorShockWave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		TNT1 A 0 Bright A_Explode(80,256,0,0)
		CPS1 A 6 Bright A_SpawnItemEx("PurpleDevastatorShockWave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		TNT1 A 0 Bright A_Explode(80,256,0,0)
		CPS1 B 6 Bright A_SpawnItemEx("PurpleDevastatorShockWave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		TNT1 A 0 Bright A_Explode(80,256,0,0)
		CPS1 C 6 Bright A_SpawnItemEx("PurpleDevastatorShockWave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		TNT1 A 0 Bright A_Explode(80,256,0,0)
		CPS1 D 6 Bright A_SpawnItemEx("PurpleDevastatorShockWave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		TNT1 A 0 Bright A_Explode(128,1024,0,0)
		TNT1 A 0 Bright A_Explode(460,640,0,0)
		TNT1 A 0 Bright A_Explode(618,256,0,0)
		TNT1 AAA 0 Bright A_StopSoundEx("Voice")
		TNT1 A 0 Bright Radius_Quake(20,12,0,12,0)
		TNT1 A 0 Bright A_PlaySound("weapons/dtech10kexplode")
		TNT1 A 0 Bright A_SpawnItemEx("PurpleDevastatorShockWave2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		TNT1 A 0 Bright A_SpawnItem("PurpleDTBFGEx",0,-10)
		TNT1 A 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,18,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,36,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,54,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,72,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,108,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,126,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,144,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,144,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,162,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,196,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,216,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,234,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,252,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,288,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,306,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,324,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		TNT1 A 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,342,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))
		CPE1 AAAAAABBBBBBCCCCCCDDDDDD 1 Bright A_CustomMissile("PurpleKaboomDevastator2",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		CPE1 EF 6 Bright
		Stop    
	}
}

ACTOR CerComDevastatorProjectileAttack
{
PROJECTILE
MissileType "CommanderDevastatorRailgunSlug"
+ISMONSTER
-COUNTKILL
+NOTARGET
+THRUACTORS
+NOTIMEFREEZE
+LOOKALLAROUND
+QUICKTORETALIATE
Species "Masterminds"
DamageType "Commander"
Obituary "%o was turned to mush by heavy weapons from the Cerebral Commander."
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 AAAAA 1 Bright A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,1250,0,360,"Attack")
		Goto Death
	Attack:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_FaceTarget
		TNT1 A 0 Bright A_MissileAttack
		TNT1 A 1 Bright A_CustomRailgun(-1,0,NONE,"80 00 FF",1,1,2)
		Goto Death
	Death:
		TNT1 A 1 Bright
		Stop
	}
}

ACTOR CommanderDevastatorRailgunSlug : PlayerDTBFGRailgunSlug
{
Damage 4
-RIPPER
+NOTIMEFREEZE
Species "Masterminds"
DamageType "Commander" 
}

Actor PurpleDevastatorTrail
{
Projectile
Height 1
Radius 1
Speed 0
Scale 1.45
RenderStyle Add
Damage (0)
+NOTIMEFREEZE
+NOINTERACTION
+CLIENTSIDEONLY
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		PDCP A 4 Bright A_FadeOut(0.1,1)
		Goto Spawn+2
	Toaster:
		TNT1 A 1 Bright
		Stop
	}
}

ACTOR PurpleDevastatorShockWave
{
PROJECTILE
Height 1
Radius 1
Speed 2
Scale 1.15
Renderstyle Translucent
Alpha 0.75
Damage (0)
+NOTIMEFREEZE
+NOINTERACTION
+FORCEXYBILLBOARD
+CLIENTSIDEONLY
States
	{
	Spawn:
		TNT1 A 0 Bright
		ESHK ABCDEFGHIJKLMNOPQR 1 Bright A_FadeOut(0.025,1)
		Stop
	}
}

ACTOR PurpleDevastatorShockWave2 : PurpleDevastatorShockWave
{
Speed 0
Scale 2.5
States
	{
	Spawn:
		TNT1 A 0 Bright
		ESHK ABCDEFGHIJKLMNOPQR 2 Bright A_FadeOut(0.015,1)
		Stop
	}
}

ACTOR PurpleDevastatorShockWave3 : PurpleDevastatorShockWave { Scale 0.3 }

ACTOR CommanderLiteShot : LiteShot
{
Projectile
+NOTIMEFREEZE
Species "Masterminds"
Damagetype "Commander"
States
	{
	Spawn:
		PLIT AAABBBCCC 1 Bright A_SpawnItemEx("PurpleLiteTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		Loop
	Death:
		TNT1 A 0 Bright
		PLIT DEFGHIJKLMNO 1 Bright
		Stop
	}
}

ACTOR PurpleLiteTrail
{
Height 1
Radius 1
RENDERSTYLE ADD
ALPHA 0.67
+NOTIMEFREEZE
+NOINTERACTION
+CLIENTSIDEONLY
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		PLIT ABC 3 Bright
		Stop
	Toaster:
		TNT1 A 1 Bright
		Stop
	}
}

ACTOR CommanderDevastatorBall2
{
PROJECTILE
Height 8
Radius 4
Speed 16
RENDERSTYLE ADD
ALPHA 0.9
Decal "DoomImpScorch"
Damage 11
+NOTIMEFREEZE
+THRUGHOST
Species "Masterminds"
Damagetype "Commander"
SeeSound "weapons/devbal"
DeathSound "weapons/devex2" 
States
	{
	Spawn:
		PBA2 AB 4 Bright
		Loop
	Death:
		PBA2 C 1 Bright
		PBA2 C 3 Bright A_Explode(128,64,0)
		PBA2 DE 4 Bright
		Stop
	}
}

ACTOR CommDevastatorBolt
{
Projectile
Speed 35
Height 6
Radius 3
Alpha 0.8
RenderStyle Add
ReactionTime 175
Damage 22
+SEEKERMISSILE
+MTHRUSPECIES
+NOTIMEFREEZE
+DONTREFLECT
+BRIGHT
Species "Masterminds"
Damagetype "Commander"
DeathSound "bolt/explode"
States
	{
	Spawn:
		TNT1 A 0 Bright A_Seekermissile(5,5,SMF_LOOK)
		PVS1 A 1 Bright A_SpawnItemEx("PurpleBoltTrail",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 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "ToasterDeath")
		TNT1 A 0 Bright A_SpawnItemEx("PurpleParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 AAAA 0 Bright A_CustomMissile("PurpleKaboomDevastator1",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
	ToasterDeath:
		PVS1 LMN 2 Bright
		Stop
	}
}

ACTOR PurpleBoltTrail
{
Height 1
Radius 1
Renderstyle Add
+NOTIMEFREEZE
+NOINTERACTION
+CLIENTSIDEONLY
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		PVS1 GHIJK 1 Bright A_FadeOut(0.05,1)
		Stop
	Toaster:
		TNT1 A 1 Bright
		Stop
	}
}

ACTOR DevastatorLightningPurpleSpawner
{
+NOTIMEFREEZE
+NOINTERACTION
+CLIENTSIDEONLY
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_SpawnItemEx("DevastatorLightningPurple2",Random(-6,6),Random(-6,6),Random(-6,6),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		Stop
	}
}

ACTOR DevastatorLightningPurple
{
RenderStyle Add
Scale 0.24
Alpha 0.5
+MISSILE
+DROPOFF
+NOGRAVITY
+NOBLOCKMAP
+NOTELEPORT
+DONTSPLASH
+NOTIMEFREEZE
+NOINTERACTION
+CLIENTSIDEONLY
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1,"Death")
		TNT1 A 0 Bright A_CheckSight("Death")
		TNT1 A 0 Bright A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72)
		PEL1 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,"Death")
		PEL2 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,"Death")
		PEL3 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,"Death")
		PEL4 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,"Death")
		Goto Death
	Death:
		"####" "#" 1 Bright
		Stop
	}
}

ACTOR DevastatorLightningPurple2 : DevastatorLightningPurple { Scale 0.42 }

ACTOR PurpleKaboomDevastator1 : KaboomDevastator
{
Speed 1
Scale 0.3
States
	{
	Spawn:
		TNT1 A 0 Bright
		DVPP ABCDEFGHIJKLMNOP 1 Bright A_FadeOut(0.025,1)
		Stop
	}
}

ACTOR PurpleKaboomDevastator2 : KaboomDevastator
{
Speed 1
Scale 1.5
States
	{
	Spawn:
		TNT1 A 0 Bright
		DVPP ABCDEFGHIJKLMNOP 1 Bright A_FadeOut(0.025,1)
		Stop
	}
}

ACTOR BigPurpleBloodCloud : PurpleBloodCloud
{
Speed 2
Scale 1.5
}

ACTOR CommKaboom : Kaboom
{
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		FXPP A 1 Bright A_PlaySound("weapons/rocklx")
		FXPP ABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05,1)
		Stop
	}
}

ACTOR CommanderDeathMushroomFireballs : CommanderMushroomFireballs
{
States
	{
	Death:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_Explode(160,192,0,0)
		TNT1 A 0 Bright A_SpawnItemEx("LCABaseScorch",0,0,0,0,0,0,Random(0,359),SXF_CLIENTSIDE,0)
		TNT1 AAAAAA 0 Bright A_CustomMissile ("PurpleParticleSpawner",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 AAAAAAA 0 Bright A_SpawnItemEx("PurpleCometDeathGlow",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_SpawnItemEx("CommanderSuperMeteor_m_Explosion",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright Radius_Quake(15,20,0,20,0)
		TNT1 A 0 Bright A_Scream
		TNT1 A 0 Bright A_ALertMonsters
		TNT1 AAAAAAAAAAAA 0 Bright A_SpawnItemEx("SuperMeteor_m_FX_PurpleSmoke",0,0,0,0.01 * Random(-125,125),0.01 * Random(-125,125),0.01 * Random(25,245),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 Bright A_SpawnItem("CommanderDeathBall")
		DVPP ABCDEFGHIJKLMNOP 2 Bright
		Stop
	}
}

Actor CommanderDeathBall : CyberGuruBall
{
Obituary "%o payed the ultimate price for his greed."
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_PlaySound("Weapons/GuruBlast3",5) 
		Goto Death
	Death:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_PlaySound("Weapons/GuruBlast3",5)
		TNT1 A 0 Bright A_Explode(2048,192,0,1)
		TNT1 A 0 Bright A_BFGSpray("PurpleGuruSpray",15,20)
		TNT1 A 0 Bright A_SpawnItemEx("PurpleGuruStruckGlowX",0,0,10,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 Bright A_SpawnItemEx("PurpleGuruStruckGlowY",0,0,10,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 AAAAAAAAAAA 0 Bright A_SpawnItemEx("PurpleGuruSphereSmoke",random(126,-126),random(126,-126),random(66,-66),0.00001*random(100000,-100000),0.00001*random(100000,-100000),0.00001*random(100000,-100000),random(0,359),SXF_SETMASTER,0)
		TNT1 AAAAAAAAAAA 0 Bright A_SpawnItemEx("PurpleGuruChunkSpark",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 AAAAAAAAAAAAAAAAAAA 2 Bright A_SpawnItemEx("PurpleGuruChunkSpark",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		Stop
	}
}

ACTOR PurpleGuruStruckGlowX : GuruStruckGlowX
{
Scale 0.4
Alpha 0.5
+CLIENTSIDEONLY
States
	{
	Fade:
		TNT1 A 0 Bright //A_SetScale(ScaleX +0.025, ScaleY +0.1)
		PBUM A 1 Bright A_FadeOut(0.01,1)
		Loop
	}
}

ACTOR PurpleGuruStruckGlowY : GuruStruckGlowY
{
Scale 0.3
Alpha 0.5
+CLIENTSIDEONLY
States
	{
	Fade:
		TNT1 A 0 Bright //A_SetScale(ScaleX +0.025, ScaleY +0.1)
		PBUM A 1 Bright A_FadeOut(0.01,1)
		Loop
	}
}

ACTOR PurpleGuruSpray : GuruSpray
{
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_SpawnItemEx("PurpleGuruSprayGlowX",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 Bright A_SpawnItemEx("PurpleGuruSprayGlowY",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 AAAAAA 3 Bright A_SpawnItemEx("PurpleGuruSpraySpark",random(24,-24),random(24,-24),random(24,-24),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		Stop
	}
}

ACTOR PurpleGuruSpraySpark : GuruSpraySpark
{
Scale 0.25
+CLIENTSIDEONLY
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		PPLE ABCDEF 2 Bright A_FadeOut(0.1,1)
		Stop
	}
}

ACTOR PurpleGuruSprayGlowX : GuruSprayGlowX
{
States
	{
	Fade:
		TNT1 A 0 Bright //A_SetScale(ScaleX +0.01, ScaleY +0.05)
		PBUM A 1 Bright A_FadeOut(0.01,1)
		Loop
	}
}

ACTOR PurpleGuruSprayGlowY : GuruSprayGlowY
{
States
	{
	Fade:
		TNT1 A 0 Bright //A_SetScale(ScaleX +0.01, ScaleY +0.05)
		PBUM A 1 Bright A_FadeOut(0.01,1)
		Loop
	}
}

ACTOR PurpleGuruSphereSmoke
{
PROJECTILE
Scale 1.8
Renderstyle Add
Alpha 0.45
+NOTIMEFREEZE
+NOINTERACTION
+FORCERADIUSDMG
Species "Masterminds"
DamageType "Cyber10K"
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 AA 1 Bright A_Jump(256,"Spawn1","Spawn2","Spawn3","Spawn4","Spawn5","Spawn6")
		Goto Spawn1
	Spawn1:
		TNT1 A 0 Bright //A_SetScale(ScaleX -0.002, ScaleY -0.002)
		TNT1 A 0 Bright A_JumpIf(Alpha<0.3,2)
		TNT1 A 0 Bright A_Explode(10,164)
		THP1 A 4 Bright A_FadeOut(0.0065,1)
		Loop
	Spawn2:
		TNT1 A 0 Bright //A_SetScale(ScaleX -0.002, ScaleY -0.002)
		TNT1 A 0 Bright A_JumpIf(Alpha<0.3,2)
		TNT1 A 0 Bright A_Explode(10,164)
		THP2 A 4 Bright A_FadeOut(0.0065,1)
		Loop
	Spawn3:
		TNT1 A 0 Bright //A_SetScale(ScaleX -0.002, ScaleY -0.002)
		TNT1 A 0 Bright A_JumpIf(Alpha<0.3,2)
		TNT1 A 0 Bright A_Explode(10,164)
		THP3 A 4 Bright A_FadeOut(0.0065,1)
		Loop
	Spawn4:
		TNT1 A 0 Bright //A_SetScale(ScaleX -0.002, ScaleY -0.002)
		TNT1 A 0 Bright A_JumpIf(Alpha<0.3,2)
		TNT1 A 0 Bright A_Explode(10,164)
		THP1 A 4 Bright A_FadeOut(0.0065,1)
		Loop
	Spawn5:
		TNT1 A 0 Bright //A_SetScale(ScaleX -0.002, ScaleY -0.002)
		TNT1 A 0 Bright A_JumpIf(Alpha<0.3,2)
		TNT1 A 0 Bright A_Explode(10,164)
		THP2 A 4 Bright A_FadeOut(0.0065,1)
		Loop
	Spawn6:
		TNT1 A 0 Bright //A_SetScale(ScaleX -0.002, ScaleY -0.002)
		TNT1 A 0 Bright A_JumpIf(Alpha<0.3,2)
		TNT1 A 0 Bright A_Explode(10,164)
		THP3 A 4 Bright A_FadeOut(0.0065,1)
		Loop
	}
}

ACTOR PurpleGuruChunkSpark : GuruChunkSpark
{
Scale 1.15
+CLIENTSIDEONLY
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		PPLE ABCDEF 2 Bright A_FadeOut(0.1,1)
		Stop
	}
}

ACTOR CommanderMushroomBrainwave
{
PROJECTILE
Height 9
Radius 5
Speed 35
Scale 1.1
Renderstyle Add
DECAL "BFG9500LightningRed"
BounceCount 6
Damage 25
+ExtremeDeath
+DontReflect
+PierceArmor
+FoilInvul
+NOTIMEFREEZE
-NOGRAVITY
+DOOMBOUNCE
Species "Masterminds"
DamageType "Commander"
SEESOUND "Commander/fire"
DeathSound "weapons/bfg95explode"
Obituary "%o was turned to mush by heavy weapons from the Cerebral Commander."
States
	{
	Spawn:
		CBTS A 2 Bright 
		CBTS B 2 Bright 
		CBTS C 2 Bright 
		CBTS D 2 Bright 
		CBTS E 2 Bright 	
		CBTS F 2 Bright 
		CBTS G 2 Bright
		CBTS H 2 Bright 
		CBTS I 2 Bright
		CBTS J 2 Bright	
		Loop
	Death:
		TNT1 A 0 Bright
		TNT1 A 0 Bright Radius_Quake(15,15,0,40,0)
		CBTS K 2 Bright A_Explode(80,240,0,0)
		TNT1 A 0 Bright A_Mushroom("MiniCommanderMushroomBrainwave",8,MSF_Standard|MSF_DontHurt)
		TNT1 A 0 Bright A_SpawnItemEx("PurpleDTech10KShockwave2",0,0,15,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 20 Bright A_SpawnItem("PurpleDTBFGEx",0,-10)
		CBTS LMNOPQRSTUVW 2 Bright 
		Stop
	}
}

ACTOR CommanderDeathMushroomBrainwave : CommanderMushroomBrainwave
{
States
	{
	Death:
		TNT1 A 0 Bright
		TNT1 A 0 Bright Radius_Quake(15,15,0,40,0)
		CBTS K 2 Bright A_Explode(80,240,0,0)
		TNT1 A 0 Bright A_SpawnItem("CommanderDeathBall")
		TNT1 A 0 Bright A_Mushroom("MiniCommanderMushroomBrainwave",8,MSF_Standard|MSF_DontHurt)
		TNT1 A 0 Bright A_SpawnItemEx("PurpleDTech10KShockwave2",0,0,15,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 20 Bright A_SpawnItem("PurpleDTBFGEx",0,-10)
		CBTS LMNOPQRSTUVW 2 Bright 
		Stop
	}
}

ACTOR MiniCommanderMushroomBrainwave
{
PROJECTILE
Height 8
Radius 4
Speed 35
Scale 0.8
Renderstyle Add
DECAL "BFG9500LightningRed"
BounceCount 3
Damage 15
+ExtremeDeath
+DontReflect
+PierceArmor
+FoilInvul
+NOTIMEFREEZE
-NOGRAVITY
+DOOMBOUNCE
Species "Masterminds"
DamageType "Commander"
SEESOUND "Commander/fire"
DeathSound "weapons/bfg95explode"
Obituary "%o was turned to mush by heavy weapons from the Cerebral Commander."
States
	{
	Spawn:
		CBTS A 2 Bright 
		CBTS B 2 Bright 
		CBTS C 2 Bright 
		CBTS D 2 Bright 
		CBTS E 2 Bright 	
		CBTS F 2 Bright 
		CBTS G 2 Bright
		CBTS H 2 Bright 
		CBTS I 2 Bright
		CBTS J 2 Bright	
		Loop
	Death:
		TNT1 A 0 Bright
		TNT1 A 0 Bright Radius_Quake(15,15,0,40,0)
		CBTS K 2 Bright A_Explode(40,180,0,0)
		TNT1 A 0 Bright A_SpawnItemEx("PurpleDTech10KShockwave2",0,0,15,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 20 Bright A_SpawnItem("PurpleDTBFGEx",0,-10)
		CBTS LMNOPQRSTUVW 2 Bright
		Stop
	}
}

Actor HFCyberPyroBoom2 : PyroShot
{
Damage 128
-PIERCEARMOR
-FoilInvul
-NOTIMEFREEZE
Obituary "%o payed the ultimate price for his greed."
States
	{
	Spawn:
		TNT1 A 0 Bright
		Goto Death
	Death:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_Explode(768,512,0,1,384)
		TNT1 A 0 Bright Radius_Quake(15,20,0,20,0)
		TNT1 A 0 Bright A_CustomMissile("FuelExplosion01",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("FuelExplosion01",0,0,45,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("FuelExplosion01",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("FuelExplosion01",0,0,135,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("FuelExplosion01",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("FuelExplosion01",0,0,225,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("FuelExplosion01",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("FuelExplosion01",0,0,315,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		HFBA DEFGHIJKLMN 1 Bright 
		TNT1 A 0 Bright A_SpawnItemEx("PyroShotEx",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 A 1 Bright A_SpawnItemEx("PyroShotEx",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		Stop
	}
}

ACTOR ManipulatorDevastatorBall2
{
PROJECTILE
Height 8
Radius 4
Speed 55
RENDERSTYLE ADD
ALPHA 0.9
Decal "DoomImpScorch"
Damage 11
+THRUGHOST
+NOTIMEFREEZE
Species "Masterminds"
Damagetype "Commander"
SeeSound "weapons/devbal"
DeathSound "weapons/devex2" 
States
	{
	Spawn:
		DBA2 AB 4 Bright
		Loop
	Death:
		DBA2 C 1 Bright
		DBA2 C 3 Bright A_Explode(128,64,0)
		DBA2 DE 4 Bright
		Stop
	}
}

ACTOR PowerSlowCommander : PowerSpeed
{
Speed 0.25
Powerup.Color 0,255,0,0.125
}

Actor CommanderSlowMode : PowerupGiver
{
inventory.maxamount 0
powerup.type PowerSlowCommander
powerup.duration -8
+AUTOACTIVATE
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 ABCD 6 bright
		Stop
	}
}

ACTOR Manipulator 
{
Monster
Health 3000
Height 57
Radius 52
Mass 2000
Scale 1.5
Speed 16
RenderStyle translucent
FloatSpeed 16
PainChance 20
-COUNTKILL
+BOSS
+NOFEAR
+BOSSDEATH
+NOICEDEATH
+NOBLOOD
+MISSILEMORE
+MISSILEEVENMORE
+QUICKTORETALIATE
+FLOAT
+NOGRAVITY	
-FLOORCLIP
+NORADIUSDMG
+NOTARGET
+CANTSEEK
+DONTSPLASH
+NOTIMEFREEZE
+NOTELEFRAG
+DONTGIB
+DONTRIP
+THRUSPECIES
+DONTHARMSPECIES
Species "Masterminds"
DamageFactor "Extreme", 0.0
DamageFactor "CustomSpray", 0.0
DamageFactor "BFG9500Ball", 0.0
DamageFactor "PDTBFG", 0.03
DamageFactor "PDTBFGTracer", 0.03
DamageFactor "BFGSplash", 0.15
DamageFactor "BFGSpray", 0.15
DamageFactor "PlayerDevBall", 0.02
DamageFactor "PlayerDevBall2", 0.02
DamageFactor "PlayerDTBFGRailgunSlug", 0.02
DamageFactor "PlayerDevTracer", 0.02
DamageFactor "Fire", 0.2
DamageFactor "Ice", 0.0
DamageFactor "FreezerBurn", 0.0
DamageFactor "PlayerRailGun", 0.6
DamageFactor "PlayerPyro", 0.001
DamageFactor "Legendary", 0.001
DamageFactor "LegendaryPlayer", 0.3
DamageFactor "LegendaryGuruPlayer", 0.3
DamageFactor 0.65
//No Infighting
DamageFactor "Commander", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "CerChainguns", 0.0	
DamageFactor "CerEnergyBall", 0.0
DamageFactor "Cyber10K", 0.0
DamageFactor "Baby15K", 0.0
DamageFactor "Legendary1", 0.0
DamageFactor "LegendaryGuru", 0.0
DamageFactor "LegMind", 0.0
DamageFactor "VileFires", 0.0
DamageFactor "NobleComet", 0.0
DamageFactor "ZombieDev", 0.0
DamageFactor "BeheComet", 0.0
SeeSound "Manipulator/sight"
PainSound "Manipulator/pain"
DeathSound "Manipulator/death"
Obituary "%o was owned by the perfect illusion of Cerebral Commander, The Manipulator."
States
	{
	Spawn:
		MANP A 2 Bright A_Look
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP B 2 Bright A_Look
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		Loop
	See:
		TNT1 A 0 A_SetTranslucent(0.65)
		TNT1 A 0 A_UnSetInvulnerable
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP B 2 Bright A_Chase
		TNT1 A 0 A_Jump(35,"Evade")
		TNT1 A 0 A_Jump(20,"Telederp","TelederpAfraid")
		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("ManipulatorFireSpawner2",0,0,0,0)
		MANP A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
		MANP B 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
		MANP A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
		MANP B 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
		MANP A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
		MANP B 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
		MANP A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
		MANP 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("ManipulatorFireSpawner2",0,0,0,0)
		MANP A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
		MANP B 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
		MANP A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
		MANP B 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
		MANP A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
		MANP B 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
		MANP A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
		MANP B 2 Bright A_Chase
		TNT1 A 0 A_Stop
		Goto See
	Pause:
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP A 2 Bright
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP B 2 Bright
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP A 2 Bright
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP B 2 Bright
		Goto See
	Missile:
		TNT1 A 0 A_SetTranslucent(0.65)
		TNT1 A 0 A_SetShootable
		TNT1 A 0 A_Jump(130,"BFG10K","Illusion","ShockWaves","DevastatorCannon")
		TNT1 A 0 A_Jump(80,"Minions","TimeFreeze")
	Normal:
		TNT1 A 0 A_PlaySound("monsters/darkmasterwind")
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP A 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP B 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP A 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP B 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP A 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP B 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP A 2 Bright A_FaceTarget
	NormalRefire:
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("monsters/darkmasterwind2")
		TNT1 A 0 A_PlaySound("sentient/fire")
		TNT1 A 0 A_SpawnItemEx("PurpleShellCasing",8,8,18,random(2,6),0,random(1,3),random(80,90),128)
		MANP K 2 Bright A_CustomMissile("ManipulatorExplosiveTracer",20,0,Random(-800,800)/100.00,0)
		MANP K 2 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("sentient/fire")
		TNT1 A 0 A_SpawnItemEx("PurpleShellCasing",8,-8,18,random(2,6),0,random(1,3),random(-80,-90),128)
		MANP L 2 Bright A_CustomMissile("ManipulatorExplosiveTracer",20,0,Random(-800,800)/100.00,0)
		MANP L 2 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_Jump(3,"Pause","BFG10K","ShockWaves")
		TNT1 A 0 A_SpidRefire
		Goto NormalRefire
	BFG10K:
		TNT1 A 0 A_SetTranslucent(0.65)
		TNT1 A 0 A_PlaySound("weapons/charge15k")
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		MANP D 2 Bright A_CustomMissile("Manipulator10K",20,0,Random(4,-4)) 
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP D 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		MANP D 2 Bright A_CustomMissile("Manipulator10K",20,0,Random(4,-4)) 
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP D 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		MANP D 2 Bright A_CustomMissile("Manipulator10K",20,0,Random(4,-4)) 
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP D 2 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		MANP D 2 Bright A_CustomMissile("Manipulator10K",20,0,Random(4,-4)) 
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP D 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		MANP D 2 Bright A_CustomMissile("Manipulator10K",20,0,Random(4,-4)) 
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP D 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		MANP D 2 Bright A_CustomMissile("Manipulator10K",20,0,Random(4,-4)) 
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP C 2 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
		MANP CCCCCCCCC 2 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_Jump(80,"Shockwaves")
		Goto See
	Illusion:
		TNT1 A 0 A_SetTranslucent(0.65)
		TNT1 A 0 A_PlaySound("Manipulator/laugh")
		MANP VVVVVVVVVVV 4 bright A_FaceTarget
		MANP VVV 4 A_SpawnItem("ManipulatorIllusion",25,0,0)
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		Goto See
	Shockwaves:
		TNT1 A 0 A_SetTranslucent(0.65)
		MANP VVVVVVVVV 2 bright A_FaceTarget
		MANP VVVVVVVV 1 bright A_CustomMissile("MBrainwave",35,0,random(-5,5),0)
		MANP VVVV 2 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		Goto See
	DevastatorCannon:
		TNT1 A 0 A_SetTranslucent(0.65)
		TNT1 A 0 A_PlaySound("weapons/charge15k")
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP C 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP C 2 bright A_CustomMissile("ManipulatorDevastatorBall2",20,0,random(-5,5),1)
		MANP D 2 bright A_CustomMissile("ManipulatorDevastatorBall2",20,0,random(-5,5),1)
		MANP C 2 bright A_CustomMissile("ManipulatorDevastatorBall2",20,0,random(-5,5),1)
		MANP D 2 bright A_CustomMissile("ManipulatorDevastatorBall2",20,0,random(-5,5),1)
		MANP C 2 bright A_CustomMissile("ManipulatorDevastatorBall2",20,0,random(-5,5),1)
		MANP D 2 bright A_CustomMissile("ManipulatorDevastatorBall2",20,0,random(-5,5),1)
		MANP C 2 bright A_CustomMissile("ManipulatorDevastatorBall2",20,0,random(-5,5),1)
		MANP D 2 bright A_CustomMissile("ManipulatorDevastatorBall2",20,0,random(-5,5),1)
		MANP C 2 bright A_CustomMissile("ManipulatorDevastatorBall2",20,0,random(-5,5),1)
		MANP D 2 bright A_CustomMissile("ManipulatorDevastatorBall2",20,0,random(-5,5),1)
		MANP C 2 bright A_CustomMissile("ManipulatorDevastatorBall2",20,0,random(-5,5),1)
		MANP D 2 bright A_CustomMissile("ManipulatorDevastatorBall2",20,0,random(-5,5),1)
		Goto See
	Minions:
		TNT1 A 0 A_SetTranslucent(0.65)
		MANP V 1 Bright A_ChangeFlag(Invulnerable,1)
		TNT1 A 0 A_PlaySound("Manipulator/laugh")
		MANP VVVVVVVVVVVVVVVVV 2 Bright A_CustomMissile("MWave",35,0,0,CMF_TRACKOWNER)
		TNT1 A 0 A_ChangeFlag(Reflective,1)
		TNT1 A 0 A_CustomMissile("BabySentientSummoner",29,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("BabysentientSummoner",29,0,305,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		MANP V 25 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_ChangeFlag(Invulnerable,0)
		TNT1 A 0 A_ChangeFlag(Reflective,0)
		Goto See
	TimeFreeze:
		TNT1 A 0 A_SetTranslucent(0.65)
		TNT1 A 0 A_SetInvulnerable
		MANP V 3 Bright A_PlaySound("Manipulator/laugh")
		TNT1 A 0 A_SpawnItem("EWAVE",35,0,0,0)
		MANP VV 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
		TNT1 A 0 A_SpawnItem("EWAVE",35,0,0,0)
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP VV 3 Bright A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
		TNT1 A 0 A_SpawnItem("EWAVE",35,0,0,0)
		TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
		MANP VV 3 Bright A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP V 2 A_GiveToTarget("ManipulatorHax")
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP VVV 6 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_UnSetInvulnerable
		Goto Normal
	Pain:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag(FRIENDLY,0)
		TNT1 A 0 A_SetTranslucent(0.65)
		TNT1 A 0 A_Jump(30,"PainResurrect")
		TNT1 A 0 A_Jump(120,"PainMissile")
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP A 3 Bright A_Pain
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP A 3 Bright
		Goto See
	TelederpAfraid:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag(NOFEAR,0)
		TNT1 A 0 A_ChangeFlag(Frightened,1)
	Telederp:
		MANP V 14
		MANP V 1 A_SetInvulnerable
		MANP V 4 Bright
		TNT1 A 0 A_HideThing
		TNT1 A 0 A_PlaySound("BH/Fire",0,1.0,0,ATTN_NONE)
		TNT1 A 0 A_SpawnItemEx("ManpTeleportFXSpawner",0,0,62)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Chase("","")
		MANP V 4 Bright
		TNT1 A 0 A_PlaySound("DMBall/Impact",0,1.0,0,ATTN_NONE)
		TNT1 A 0 A_UnHideThing
		TNT1 A 0 A_ChangeFlag(NOFEAR,1)
		TNT1 A 0 A_ChangeFlag(Frightened,0)
		TNT1 A 0 A_SpawnItemEx("ManpTeleportFXSpawner",0,0,62)
		MANP V 9
		MANP V 1 A_UnSetInvulnerable
		GoTo See
	TeleMissile:
		TNT1 A 0 A_UnSetShootable
		MANP V 4 Bright
		TNT1 A 0 A_HideThing
		TNT1 A 0 A_PlaySound("BH/Fire",0,1.0,0,ATTN_NONE)
		TNT1 A 0 A_SpawnItemEx("ManpTeleportFXSpawner",0,0,62)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Chase("","")
		MANP V 4 Bright
		TNT1 A 0 A_PlaySound("DMBall/Impact",0,1.0,0,ATTN_NONE)
		TNT1 A 0 A_UnHideThing
		TNT1 A 0 A_ChangeFlag(Frightened,0)
		TNT1 A 0 A_SpawnItemEx("ManpTeleportFXSpawner",0,0,62)
		MANP V 9
		MANP V 1 A_SetShootable
		GoTo Missile
	Pain.Commander:
		TNT1 A 0 A_ChangeFlag(INVULNERABLE,1)
		TNT1 A 0 A_ChangeFlag(NOPAIN,1)
		TNT1 A 0 HealThing(500)
		TNT1 A 0 A_ChangeFlag(INVULNERABLE,0)
		TNT1 A 0 A_ChangeFlag(NOPAIN,0)
		Goto See
	PainMissile:
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP A 3 Bright A_Pain
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP A 3 Bright
		Goto Missile
	PainResurrect:
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP A 3 Bright
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP A 3 Bright A_Pain	
		MANP AAAA 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_SetInvulnerable
		TNT1 A 0 Radius_Quake(10,80,0,24,0)
		TNT1 A 0 A_GiveInventory("Health",500)
		TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP V 3 Bright A_PlaySound("Manipulator/Laugh")
		TNT1 A 0 A_GiveInventory("SmallCommanderMassResurrectionItem")
		TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
		MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
		MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_GiveInventory("SmallCommanderMassResurrectionItem")
		TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
		MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
		MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)	
		TNT1 A 0 A_GiveInventory("CommanderMassResurrectionItem")
		TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
		MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
		MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
		MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
		MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
		MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
		MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
		MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
		MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
		MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
		MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_GiveInventory("CommanderMassResurrectionItem")
		TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
		MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
		MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
		MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
		MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
		MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
		MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
		MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
		MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
		MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
		MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
		MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
		MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_UnSetInvulnerable
		MANP A 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		Goto See
	Death:
		MANP A 20 Bright A_Scream
		MANP E 6 Bright A_Fall
		MANP F 6 Bright
		TNT1 AAA 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		MANP GGGGG 2 Bright A_CustomMissile("Kaboom2", random(20,40),random(10,-10),random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 AAAA 0 A_CustomMissile("SmokeFX2",random(20,40),0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		MANP H 6 Bright
		MANP I 4 A_RemoveChildren
		MANP J 2 A_KillChildren
		Stop
	}
}

ACTOR ManipulatorIllusion 
{
Monster
Health 350
Height 52
Radius 52
Mass 500
Speed 16
FloatSpeed 16
Scale 1.30
Alpha 0.65
RenderStyle Translucent
-COUNTKILL
+BOSS
+BOSSDEATH
+NOICEDEATH
+NOBLOOD
+MISSILEMORE
+MISSILEEVENMORE
+QUICKTORETALIATE
+FLOAT
+NOGRAVITY	
-FLOORCLIP
+NORADIUSDMG
+NOTARGET
+CANTSEEK
+DONTSPLASH
+NOTIMEFREEZE
+NOTELEFRAG
+DONTGIB
+DONTRIP
+NOPAIN
+THRUSPECIES
+DONTHARMSPECIES
Species "Masterminds"
DamageFactor "Commander", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "CerChainguns", 0.0
DamageFactor "CerEnergyBall", 0.0
DamageFactor "Baby15K", 0.0
SeeSound "barachnophyte/sight"
PainSound "barachnophyte/pain"
DeathSound "barachnophyte/death"
Obituary "%o was not intelligent enough to defeat a Manipulator's illusion."
States
	{
	Spawn:
		MANP A 2 Bright A_Look
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP B 2 Bright A_Look
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		Loop
	See:
		TNT1 A 0 A_UnSetInvulnerable
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP B 2 Bright A_Chase
		TNT1 A 0 A_Jump(30,"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("ManipulatorFireSpawner2",0,0,0,0)
		MANP A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
		MANP B 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
		MANP A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
		MANP B 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
		MANP A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
		MANP B 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
		MANP A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
		MANP 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("ManipulatorFireSpawner2",0,0,0,0)
		MANP A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
		MANP B 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
		MANP A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
		MANP B 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
		MANP A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
		MANP B 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
		MANP A 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
		MANP B 2 Bright A_Chase
		TNT1 A 0 A_Stop
		Goto See
	Pause:
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP A 2 Bright
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP B 2 Bright
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP A 2 Bright
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP B 2 Bright
		Goto See
	Missile:
		TNT1 A 0
		TNT1 A 0 A_Jump(100,"ShockWave")
	Normal:
		TNT1 A 0 A_PlaySound("monsters/darkmasterwind")
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP A 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP B 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP A 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP B 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP A 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP B 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		MANP A 2 Bright A_FaceTarget
	NormalRefire:
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("monsters/darkmasterwind2")
		TNT1 A 0 A_PlaySound("sentient/fire")
		TNT1 A 0 A_SpawnItemEx("PurpleShellCasing",8,8,18,Random(2,6),0,Random(1,3),Random(80,90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		MANP K 2 Bright A_CustomMissile("ManipulatorExplosiveTracer",20,0,Random(-800,800)/100.00,0)
		MANP K 2 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_PlaySound("sentient/fire")
		TNT1 A 0 A_SpawnItemEx("PurpleShellCasing",8,-8,18,Random(2,6),0,Random(1,3),Random(-80,-90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		MANP L 2 Bright A_CustomMissile("ManipulatorExplosiveTracer",20,0,Random(-800,800)/100.00,0)
		MANP L 2 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
		TNT1 A 0 A_Jump(3,"Pause","Shockwave")
		TNT1 A 0 A_SpidRefire
		Goto NormalRefire
	Shockwave:
		MANP VVVVVVVV 2 bright A_FaceTarget
		MANP VV 1 bright A_CustomMissile("MBrainwave",35,0,random(-5,5),0)
		MANP VVVV 2
		Goto See
	Death:
		MANP A 20 Bright A_Scream
		MANP E 6 Bright A_Fall
		MANP F 6 Bright
		MANP G 2 Bright
		MANP H 6 Bright
		MANP I 4 A_RemoveChildren
		MANP J 2 A_KillChildren
		Stop
	}
}

ACTOR ManipulatorFireSpawner : RedParticleSpawner
{
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_PlaySound("monster/ambientfire2")
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 AA 0 A_SpawnItemEx("PHellionSmoke",random(32,42),random(32,42),48,0,0,random(-4,-6),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 AA 0 A_SpawnItemEx("PHellionSmoke",random(-32,-42),random(-32,-42),48,0,0,random(-4,-6),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 AA 0 A_SpawnItemEx("PHellionSmoke",random(32,42),random(-32,-42),48,0,0,random(-4,-6),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 AA 0 A_SpawnItemEx("PHellionSmoke",random(-32,-42),random(32,42),48,0,0,random(-4,-6),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 1 Bright
		Stop
	}
}

ACTOR ManipulatorFireSpawner2 : RedParticleSpawner
{
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_PlaySound("monster/ambientfire2")
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 AA 0 A_SpawnItemEx("PHellionSmoke",random(32,42),random(32,42),48,0,0,random(-6,-8),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 AA 0 A_SpawnItemEx("PHellionSmoke",random(-32,-42),random(-32,-42),48,0,0,random(-6,-8),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 AA 0 A_SpawnItemEx("PHellionSmoke",random(32,42),random(-32,-42),48,0,0,random(-6,-8),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 AA 0 A_SpawnItemEx("PHellionSmoke",random(-32,-42),random(32,42),48,0,0,random(-6,-8),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 1 Bright
		Stop
	}
}

Actor BabysentientSummoner
{
Height 8
Radius 25
Speed 30
Damage (0)
+MISSILE
+RIPPER
+THRUACTORS
+NOTIMEFREEZE
+BLOODLESSIMPACT
+SERVERSIDEONLY
States
	{
	Spawn:
		TNT1 A 5 Bright
	Death:
		TNT1 A 0 Bright
		TNT1 A 2 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 1 A_SpawnItemEx("CBabySentient",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_SETMASTER,0)
		Stop
	}
}

Actor ManipulatorSummoner
{
Height 8
Radius 25
Speed 30
Damage (0)
+MISSILE
+RIPPER
+THRUACTORS
+NOTIMEFREEZE
+BLOODLESSIMPACT
+SERVERSIDEONLY
States
	{
	Spawn:
		TNT1 A 5 Bright
	Death:
		TNT1 A 0 Bright
		TNT1 A 2 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
		TNT1 A 1 A_SpawnItemEx("Manipulator",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_SETMASTER,0)
		Stop
	}
}


ACTOR MBrainWave
{
PROJECTILE
Height 12
Radius 6
Speed 55
Scale 0.8
Renderstyle Add
DECAL "BFG9500LightningRed"
Damage 10
+NOTIMEFREEZE
+EXTREMEDEATH
+DONTREFLECT
+DONTHURTSPECIES
+DONTHARMSPECIES
Species "Masterminds"
DamageType "Commander"
SeeSound "Commander/fire"
DeathSound "weapons/bfg95explode"
Obituary "%o was owned by the perfect illusion of Cerebral Commander, The Manipulator."
States
	{
	Spawn:
		TNT1 A 0 Bright
		CBTS A 2 Bright A_SpawnItemEx("MWAVE",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION,0)
		CBTS B 2 Bright A_SpawnItemEx("MWAVE",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION,0)
		CBTS C 2 Bright A_SpawnItemEx("MWAVE",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION,0)
		CBTS D 2 Bright A_SpawnItemEx("MWAVE",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION,0)
		CBTS E 2 Bright A_SpawnItemEx("MWAVE",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION,0)
		CBTS F 2 Bright A_SpawnItemEx("MWAVE",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION,0)
		CBTS G 2 Bright A_SpawnItemEx("MWAVE",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION,0)
		CBTS H 2 Bright A_SpawnItemEx("MWAVE",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION,0)
		CBTS I 2 Bright A_SpawnItemEx("MWAVE",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION,0)
		CBTS J 2 Bright A_SpawnItemEx("MWAVE",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION,0)
		Loop
	Death:
		TNT1 A 0 Bright
		CBTS LMNOPQRSTUVW 2 Bright
		Stop
	}
}

ACTOR MWAVE
{   
PROJECTILE
Height 30
Radius 15
Speed 5
RenderStyle ADD
Alpha 0.5
Scale 0.5
+NOTIMEFREEZE
+DONTHURTSPECIES
+DONTHARMSPECIES
Species "Masterminds"
DamageType "Commander"
Obituary "%o was turned to mush by heavy weapons from the Cerebral Commander."
States
	{
	Spawn:
		TNT1 A 0 Bright
		ESHK ABCDEFGHIJKLMNOPQR 2 Bright A_Explode(24,80,0,0)
		Stop
	}
}
/*
Actor ManipulatorHax : PowerupGiver
{
+AUTOACTIVATE
+INVENTORY.FANCYPICKUPSOUND
inventory.maxamount 0
powerup.type "TimeFreezer"
powerup.duration -3
inventory.pickupmessage " "
States
	{
	Spawn:
		TNT1 A 1
		Stop
	}
}
*/
Actor PowerSlowManipulator : PowerSpeed
{
Speed 0.5
Powerup.Color 0,255,0,0.125
}

Actor ManipulatorHax : PowerupGiver
{
-COUNTITEM
+INVENTORY.AUTOACTIVATE
+INVENTORY.FANCYPICKUPSOUND
inventory.maxamount 0
powerup.type PowerSlowManipulator
powerup.duration -3
inventory.pickupmessage " "
States
	{
	Spawn:
		TNT1 A 1
		Stop
	}
}

Actor ManipulatorExplosiveTracer : CommanderExplosiveTracer
{
Scale 0.6
+Thruspecies
DamageType "Commander"
States
	{
	Spawn:
		TPA3 A 1 Bright
		Loop
	Death:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_SetTranslucent(0.75,1)
		TNT1 A 0 Bright A_SpawnItem("CommanderExplosiveEffect")
		CISL B 4 Bright A_Explode(Random(3,6)*5,72)
		CISL CD 3 Bright
		Stop
	}
}

Actor Manipulator10K : Commander10K
{
+Thruspecies
DamageType "Commander"
}
/*
Actor CurseBall
{
Projectile
Height 9
Radius 5
Speed 35
FastSpeed 45
RenderStyle Add
Damage 1
+RANDOMIZE
+THRUSPECIES
+DONTREFLECT
+SEEKERMISSILE
+SCREENSEEKER
Species "Masterminds"
DamageType "Commander"
DeathSound "Commander/Curse"
States
	{
	Spawn:
		TNT1 A 0 Bright A_BishopMissileWeave
		TNT1 A 0 Bright A_SeekerMissile(15,15,SMF_LOOK)
		BONE A 2 Bright A_SpawnItemEx("EMFX",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		Loop
	Death:
		TNT1 A 0 Bright 
		TNT1 A 0 Bright	A_CustomMissile("Curse",1,0,0,CMF_AIMDIRECTION)
		TNT1 A 0 Bright	A_CustomMissile("Curse",1,0,10,CMF_AIMDIRECTION)
		TNT1 A 0 Bright	A_CustomMissile("Curse",1,0,20,CMF_AIMDIRECTION)
		TNT1 A 0 Bright	A_CustomMissile("Curse",1,0,30,CMF_AIMDIRECTION)
		TNT1 A 0 Bright	A_CustomMissile("Curse",1,0,40,CMF_AIMDIRECTION)
		TNT1 A 0 Bright	A_CustomMissile("Curse",1,0,50,CMF_AIMDIRECTION)
		TNT1 A 0 Bright	A_CustomMissile("Curse",1,0,60,CMF_AIMDIRECTION)
		TNT1 A 0 Bright	A_CustomMissile("Curse",1,0,70,CMF_AIMDIRECTION)
		TNT1 A 0 Bright	A_CustomMissile("Curse",1,0,80,CMF_AIMDIRECTION)
		TNT1 A 0 Bright	A_CustomMissile("Curse",1,0,90,CMF_AIMDIRECTION)
		TNT1 A 0 Bright	A_CustomMissile("Curse",1,0,100,CMF_AIMDIRECTION)
		TNT1 A 0 Bright	A_CustomMissile("Curse",1,0,110,CMF_AIMDIRECTION)
		TNT1 A 0 Bright	A_CustomMissile("Curse",1,0,120,CMF_AIMDIRECTION)
		TNT1 A 0 Bright	A_CustomMissile("Curse",1,0,130,CMF_AIMDIRECTION)
		TNT1 A 0 Bright	A_CustomMissile("Curse",1,0,140,CMF_AIMDIRECTION)
		TNT1 A 0 Bright	A_CustomMissile("Curse",1,0,150,CMF_AIMDIRECTION)
		TNT1 A 0 Bright	A_CustomMissile("Curse",1,0,160,CMF_AIMDIRECTION)
		TNT1 A 0 Bright	A_CustomMissile("Curse",1,0,170,CMF_AIMDIRECTION)
		TNT1 A 0 Bright	A_CustomMissile("Curse",1,0,180,CMF_AIMDIRECTION)
		TNT1 A 0 Bright	A_CustomMissile("Curse",1,0,190,CMF_AIMDIRECTION)
		TNT1 A 0 Bright	A_CustomMissile("Curse",1,0,200,CMF_AIMDIRECTION)
		TNT1 A 0 Bright	A_CustomMissile("Curse",1,0,210,CMF_AIMDIRECTION)
		TNT1 A 0 Bright	A_CustomMissile("Curse",1,0,220,CMF_AIMDIRECTION)
		TNT1 A 0 Bright	A_CustomMissile("Curse",1,0,230,CMF_AIMDIRECTION)
		TNT1 A 0 Bright	A_CustomMissile("Curse",1,0,240,CMF_AIMDIRECTION)
		TNT1 A 0 Bright	A_CustomMissile("Curse",1,0,250,CMF_AIMDIRECTION)
		TNT1 A 0 Bright	A_CustomMissile("Curse",1,0,260,CMF_AIMDIRECTION)
		TNT1 A 0 Bright	A_CustomMissile("Curse",1,0,270,CMF_AIMDIRECTION)
		TNT1 A 0 Bright	A_CustomMissile("Curse",1,0,280,CMF_AIMDIRECTION)
		TNT1 A 0 Bright	A_CustomMissile("Curse",1,0,290,CMF_AIMDIRECTION)
		TNT1 A 0 Bright	A_CustomMissile("Curse",1,0,300,CMF_AIMDIRECTION)
		TNT1 A 0 Bright	A_CustomMissile("Curse",1,0,310,CMF_AIMDIRECTION)
		TNT1 A 0 Bright	A_CustomMissile("Curse",1,0,320,CMF_AIMDIRECTION)
		TNT1 A 0 Bright	A_CustomMissile("Curse",1,0,330,CMF_AIMDIRECTION)
		TNT1 A 0 Bright	A_CustomMissile("Curse",1,0,340,CMF_AIMDIRECTION)
		TNT1 A 0 Bright	A_CustomMissile("Curse",1,0,350,CMF_AIMDIRECTION)
		BONE BC 5 Bright
		Stop
	}
}

Actor EMFX
{
Radius 1
Height 1
Speed 0
RenderStyle Add
+NOGRAVITY
+NOBLOCKMAP
+NONSHOOTABLE
+DONTSPLASH
+FORCEXYBILLBOARD
States
	{
	Spawn:
		TNT1 A 2 Bright
		BONE B 2 Bright
		BONE CCCCC 2 Bright
		Stop
	}
}

Actor Curse
{
Radius 1
Height 1
Speed 15
RenderStyle Add
+NoGravity
+NoBlockMap
+NOTELEPORT
+DontSplash
+FLOORHUGGER
+ForceXYBillboard
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_SpawnItemEx("CurseSphere",0,0,0,0,0,0,0,0)
		BONE B 1 Bright
		TNT1 A 0 Bright A_SpawnItemEx("CurseSphere",0,0,0,0,0,0,0,0)
		BONE B 1 Bright
		TNT1 A 0 Bright A_SpawnItemEx("CurseSphere",0,0,0,0,0,0,0,0)
		BONE B 1 Bright
		TNT1 A 0 Bright A_SpawnItemEx("CurseSphere",0,0,0,0,0,0,0,0)
		BONE B 1 Bright
		TNT1 A 0 Bright A_SpawnItemEx("CurseSphere",0,0,0,0,0,0,0,0)
		BONE B 1 Bright
		TNT1 A 0 Bright A_SpawnItemEx("CurseSphere",0,0,0,0,0,0,0,0)
		BONE B 1 Bright
		TNT1 A 0 Bright A_SpawnItemEx("CurseSphere",0,0,0,0,0,0,0,0)
		BONE B 1 Bright
		TNT1 A 0 Bright A_SpawnItemEx("CurseSphere",0,0,0,0,0,0,0,0)
		BONE B 1 Bright
		TNT1 A 0 Bright A_SpawnItemEx("CurseSphere",0,0,0,0,0,0,0,0)
		BONE B 1 Bright
		TNT1 A 0 Bright A_SpawnItemEx("CurseSphere",0,0,0,0,0,0,0,0)
		BONE B 1 Bright
		TNT1 A 0 Bright A_SpawnItemEx("CurseSphere",0,0,0,0,0,0,0,0)
		BONE B 1 Bright
		TNT1 A 0 Bright A_SpawnItemEx("CurseSphere",0,0,0,0,0,0,0,0)
		BONE B 1 Bright
		TNT1 A 0 Bright A_SpawnItemEx("CurseSphere",0,0,0,0,0,0,0,0)
		BONE B 1 Bright
		TNT1 A 0 Bright A_SpawnItemEx("CurseSphere",0,0,0,0,0,0,0,0)
		BONE B 1 Bright
		TNT1 A 0 Bright A_SpawnItemEx("CurseSphere",0,0,0,0,0,0,0,0)
		BONE B 1 Bright
		TNT1 A 0 Bright A_SpawnItemEx("CurseSphere",0,0,0,0,0,0,0,0)
		BONE B 1 Bright
	Death:
		TNT1 A 1 Bright
		Stop
	}
}

ACTOR PowerSlowCurse : PowerSpeed { Speed 0.1 }

ACTOR PowerWeakenCurse : PowerProtection { DamageFactor "Normal", 2.0 }

Actor CurseSphere : PowerupGiver
{
Height 64
Radius 64
-COUNTITEM
+INVENTORY.AUTOACTIVATE
powerup.color "RedMap"
inventory.maxamount 0
powerup.type PowerSlowCurse
powerup.type PowerWeakenCurse
powerup.duration -20
inventory.pickupmessage "Cursed!!"
States
	{
	Spawn:
		TNT1 ABCD 16 bright
		Stop
	}
}
*/
Actor CommanderStoleMyAmmo : CustomInventory
{
+INVENTORY.ALWAYSPICKUP
Inventory.Amount 1
Inventory.MaxAmount 0
Inventory.Pickupmessage "Commander stole my ammo, fuck you Commander! :c"
}

Actor SmallSentientMassResurrectionItem : CustomInventory
{  
-COUNTITEM
+INVENTORY.QUIET
+INVENTORY.UNDROPPABLE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.AUTOACTIVATE       
inventory.amount 1
inventory.maxamount 0
States
	{
	Pickup:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,15,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,45,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,75,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,105,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,135,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,165,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,195,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,225,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,255,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,285,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,315,CMF_AIMDIRECTION)
		TNT1 A 1 Bright A_CustomMissile("SentientMassResurrection",10,0,345,CMF_AIMDIRECTION)
		Stop
	}
}

Actor SentientMassResurrectionItem : CustomInventory
{  
-COUNTITEM
+INVENTORY.QUIET
+INVENTORY.UNDROPPABLE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.AUTOACTIVATE       
inventory.amount 1
inventory.maxamount 0
States
	{
	Pickup:
		TNT1 A 0 Bright
		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 1 Bright A_CustomMissile("SentientMassResurrection",10,0,360,CMF_AIMDIRECTION)
		Stop
	}
}

Actor SmallCommanderMassResurrectionItem : CustomInventory
{  
-COUNTITEM
+INVENTORY.QUIET
+INVENTORY.UNDROPPABLE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.AUTOACTIVATE       
inventory.amount 1
inventory.maxamount 0
States
	{
	Pickup:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,15,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,45,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,75,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,105,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,135,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,165,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,195,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,225,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,255,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,285,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,315,CMF_AIMDIRECTION)
		TNT1 A 1 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,345,CMF_AIMDIRECTION)
		Stop
	}
}

Actor CommanderMassResurrectionItem : CustomInventory
{  
-COUNTITEM
+INVENTORY.QUIET
+INVENTORY.UNDROPPABLE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.AUTOACTIVATE       
inventory.amount 1
inventory.maxamount 0
States
	{
	Pickup:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,0,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,10,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,20,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,30,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,40,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,50,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,60,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,70,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,80,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,90,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,100,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,110,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,120,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,130,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,140,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,150,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,160,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,170,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,180,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,190,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,200,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,210,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,220,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,230,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,240,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,250,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,260,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,270,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,280,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,290,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,300,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,310,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,320,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,330,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,340,CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,350,CMF_AIMDIRECTION)
		TNT1 A 1 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,360,CMF_AIMDIRECTION)
		Stop
	}
}

Actor CommanderPulse
{
PROJECTILE
Height 12
Radius 6
Speed 0
Scale 5.2
RENDERSTYLE ADD
ALPHA 0.8
+SEEKERMISSILE
+EXTREMEDEATH
+SPAWNSOUNDSOURCE
+DONTREFLECT
+PIERCEARMOR
+FOILINVUL
+BRIGHT
DamageType "Commander"
SeeSound "star/explode"
Obituary "%o was turned to mush by heavy weapons from the Cerebral Commander."
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_Explode(656,656,0,0)
		TNT1 A 0 Bright Radius_Quake(15,20,0,20,0)
		TNT1 A 0 Bright A_SpawnItemEx("PurpleDTech10KShockwave2",0,0,15,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		TNT1 A 20 Bright A_SpawnItem("PurpleDTBFGEx",0,-10)
		QSTR E 3 Bright A_BFGSpray("PurpleSpray")
		QSTR FGHIJKLMNO 3 Bright
		Stop
	}
}

ACTOR ManipulatorBrainFlame : CommanderBrainFlame { Scale 0.6 }

ACTOR ManipulatorBrainSFX : RedParticleSpawner
{
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 AA 0 A_SpawnItemEx("CommanderBrainLightning",random(25,-25),random(25,-25),random(40,100),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 AA 0 A_SpawnItemEx("CommanderBrainLightning2",random(25,-25),random(25,-25),random(40,100),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 AAAA 0 A_SpawnItemEx("ManipulatorBrainFlame",random(25,-25),random(25,-25),random(40,100),0,0,random(4,6),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 1 Bright
		Stop
	}
}

ACTOR ManipulatorSummonEffect
{
RenderStyle Add
Alpha 0.75
Scale 1.3
+NOTIMEFREEZE
+CLIENTSIDEONLY
+NOGRAVITY
+NOCLIP
States
	{
	Spawn:
		TNT1 A 0 Bright
		FIRE ABCDEFGHIJKL 3 Bright
		Stop
	}
}

Actor CommTeleportFXSpawner : RedParticleSpawner
{
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 A_SpawnItemEx("CommPurplePortalFX",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 A 1 A_SpawnItemEx("CommPurpleFlare",0,0,0)
		Stop
	}
}

Actor CommPurplePortalFX : RedParticleSpawner
{
Scale 3.65//5.65
Renderstyle Add
Alpha 1.0
States
	{
	Spawn:
		VOIP A 8 Bright
		VOIP BCDEFGHIJKL 1
		VORX ABCDEFGHIJKLMNOP 1 Bright A_FadeOut(0.1,1)
		Stop
	}
}

Actor CommPurpleFlare : BaseFlare
{
Scale 2.5//3.5
Alpha 1.0
States
	{
	Spawn:
		TNT1 A 0 Bright
		L2NP A 6 Bright
		L2NP AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.04,1)
		Stop
	}
}

Actor ManpTeleportFXSpawner : RedParticleSpawner
{
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 A_SpawnItemEx("ManpPurplePortalFX",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 A 0 A_SpawnItemEx("ManpPurpleFlare",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 A 1 Bright
		Stop
	}
}

Actor ManpPurplePortalFX : RedParticleSpawner
{
Renderstyle Add
Scale 1.65
Alpha 1.0
States
	{
	Spawn:
		VOIP A 8 Bright
		VOIP BCDEFGHIJKL 1
		VORX ABCDEFGHIJKLMNOP 1 Bright A_FadeOut(0.1,1)
		Stop
	}
}

Actor ManpPurpleFlare : BaseFlare
{
Scale 0.5
Alpha 1.0
States
	{
	Spawn:
		TNT1 A 0 Bright
		L2NP A 6 Bright
		L2NP AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.04,1)
		Stop
	}
}