ACTOR ProtoDestroyer 21159
{ 
Monster
Health 1725
Height 64
Radius 24
Mass 1000
Speed 10
Scale 1.1
PainChance 65
+MISSILEMORE
+MISSILEEVENMORE
+DONTHURTSPECIES
+QUICKTORETALIATE
+NOTARGET
+DONTHURTSPECIES
Species "Nobles"
DamageFactor "NobleComet", 0.0
DropItem "BossLifeEssence", 200
DropItem "BossArmorBonusMax", 200
DropItem "NewCellPack", 128
DropItem "DemonAmmoBox", 128, 200
DropItem "Railgun ", 150
DropItem "Grenade Launcher", 100
SeeSound "cydes/sight" 
PainSound "cydes/pain"
DeathSound "cydes/death"
ActiveSound "cbaron/active"
Obituary "%o exploded into pieces by a Proto-Destroyer."
Tag "\cgProto-Destroyer\c-"
States 
	{ 
	Spawn: 
		PBR2 A 7 A_Look
		PBR2 A 7 A_Look
		PB2I A 7 A_Look
		PB2I A 7 A_Look	
		Loop 
	See:
		PBR2 AABB 3 A_Chase
		TNT1 A 0 A_Playsound("monster/bruwlk")
		PBR2 CCDD 3 A_Chase
		TNT1 A 0 A_Playsound("monster/bruwlk")
		Loop
	Missile:
		TNT1 A 0 A_JumpIfCloser(150,"ChemSpray")
		TNT1 A 0 A_JumpIfCloser(300,"Grenadier")
		TNT1 A 0 A_Jump(128,"Rockets","HomingRockets","DTR","BFG15K")
		TNT1 A 0 A_Jump(64,"BFG10K","RailgunV2","PhazoLaser")
	Normal:
		TNT1 A 0 A_PlaySound("weapons/rgcharge")
		PBR2 EE 10 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 1
		TNT1 A 0 A_PlaySound("railgunner/chargedshot")
		TNT1 A 0 A_CustomMissile("RailgunImpact",35,-20)
		TNT1 A 0 A_CustomMissile("RailgunImpact",35,20)
		BR2R A 0 Bright A_CustomRailgun(Random(40,60),-20,"00 85 FF",None,1,1,0,"BruiserRailPuff")
		BR2R A 5 Bright A_CustomRailgun(Random(40,60),20,"00 85 FF",None,1,1,0,"BruiserRailPuff")
		PBR2 EE 10 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 1
		TNT1 A 0 A_PlaySound("railgunner/chargedshot")
		TNT1 A 0 A_CustomMissile("RailgunImpact",35,-20)
		TNT1 A 0 A_CustomMissile("RailgunImpact",35,20)
		BR2R A 0 Bright A_CustomRailgun(Random(41,61),-20,"00 85 FF",None,1,1,0,"BruiserRailPuff")
		BR2R A 5 Bright A_CustomRailgun(Random(41,61),20,"00 85 FF",None,1,1,0,"BruiserRailPuff")
		PBR2 E 20
		TNT1 A 0 A_Jump(164,"Rockets","HomingRockets","DTR","BFG15K","BFG10K")
		Goto See
	Grenadier:
		PBR2 E 8 A_FaceTarget
		TNT1 A 0 A_PlaySound("Weapons/GrenadeFire")
		TNT1 A 0 Bright A_CustomMissile("CydestroyerGrenade",35,-20,Random(4,-4))
		PBR2 F 7 Bright A_CustomMissile("CydestroyerGrenade",35,20,Random(4,-4))
		PBR2 E 12 A_FaceTarget
		TNT1 A 0 A_PlaySound("Weapons/GrenadeFire")
		TNT1 A 0 Bright A_CustomMissile("CydestroyerGrenade",35,-20,Random(4,-4))
		PBR2 F 7 Bright A_CustomMissile("CydestroyerGrenade",35,20,Random(4,-4))
		PBR2 E 12 A_FaceTarget
		TNT1 A 0 A_PlaySound("Weapons/GrenadeFire")
		TNT1 A 0 Bright A_CustomMissile("CydestroyerGrenade",35,-20,Random(4,-4))
		PBR2 F 7 Bright A_CustomMissile("CydestroyerGrenade",35,20,Random(4,-4))
		PBR2 E 12 A_FaceTarget		
		Goto See		
	Rockets:
		PBR2 E 10 A_FaceTarget 
		TNT1 A 0 Bright A_CustomMissile("CyNobleRocket",35,-20,0,0)
		PBR2 F 8 Bright A_CustomMissile("CyNobleRocket",35,20,0,0)
		PBR2 E 10 A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("CyNobleRocket",35,-20,0,0)
		PBR2 F 8 Bright A_CustomMissile("CyNobleRocket",35,20,0,0)
		PBR2 E 10 A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("CyNobleRocket",35,-20,0,0)
		PBR2 F 8 Bright A_CustomMissile("CyNobleRocket",35,20,0,0)
		PBR2 E 10
		TNT1 A 0 A_Jump(128,"HomingRockets","BFG15K","BFG10K")
		Goto See
	HomingRockets:
		PBR2 E 10 A_FaceTarget 
		TNT1 A 0 Bright A_CustomMissile("BruiserMissile",35,-20,0,0)
		PBR2 F 8 Bright A_CustomMissile("BruiserMissile",35,20,0,0)
		PBR2 E 10 A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("BruiserMissile",35,-20,0,0)
		PBR2 F 8 Bright A_CustomMissile("BruiserMissile",35,20,0,0)
		PBR2 E 10 A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("BruiserMissile",35,-20,0,0)
		PBR2 F 8 Bright A_CustomMissile("BruiserMissile",35,20,0,0)
		PBR2 E 10
		TNT1 A 0 A_Jump(128,"BFG15K","BFG10K")
		Goto See
	BFG15K:
		TNT1 A 0 A_PlaySound("weapons/charge15k")
		PBR2 E 18 A_FaceTarget
		PBR2 E 6 A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("Cybruiser15K",35,-20,random(4,-4))
		PBR2 F 4 Bright A_CustomMissile("Cybruiser15K",35,20,random(4,-4))
		PBR2 E 4 A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("Cybruiser15K",35,-20,random(4,-4))
		PBR2 F 4 Bright A_CustomMissile("Cybruiser15K",35,20,random(4,-4))
		PBR2 E 4 A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("Cybruiser15K",35,-20,random(4,-4))
		PBR2 F 4 Bright A_CustomMissile("Cybruiser15K",35,20,random(4,-4))
		PBR2 E 4 A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("Cybruiser15K",35,-20,random(4,-4))
		PBR2 F 4 Bright A_CustomMissile("Cybruiser15K",35,20,random(4,-4))
		PBR2 E 4 A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("Cybruiser15K",35,-20,random(4,-4))
		PBR2 F 4 Bright A_CustomMissile("Cybruiser15K",35,20,random(4,-4))
		PBR2 E 20 A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
		TNT1 A 0 A_Jump(128,"BFG10K","RailgunV2","PhazoLaser")
		Goto See	 
	BFG10K:
		TNT1 A 0 A_PlaySound("weapons/charge15k")
		PBR2 E 18 A_FaceTarget
		PBR2 E 6 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/bfg15kfire")
		TNT1 A 0 Bright A_CustomMissile("Cy10K",35,-20,random(4,-4))
		PBR2 F 4 Bright A_CustomMissile("Cy10K",35,20,random(4,-4))
		PBR2 E 8 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/bfg15kfire")
		TNT1 A 0 Bright A_CustomMissile("Cy10K",35,-20,random(4,-4))
		PBR2 F 4 Bright A_CustomMissile("Cy10K",35,20,random(4,-4))
		PBR2 E 8 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/bfg15kfire")
		TNT1 A 0 Bright A_CustomMissile("Cy10K",35,-20,random(4,-4))
		PBR2 F 4 Bright A_CustomMissile("Cy10K",35,20,random(4,-4))
		PBR2 E 20 A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
		TNT1 A 0 A_Jump(128,"RailgunV2","PhazoLaser")
		Goto See
	DTR:
		PBR2 E 18 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
		TNT1 A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
		BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		PBR2 E 2 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
		TNT1 A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
		BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		PBR2 E 2 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
		TNT1 A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
		BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		PBR2 E 2 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
		TNT1 A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
		BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		PBR2 E 2 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
		TNT1 A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
		BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		PBR2 E 2 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
		TNT1 A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
		BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		PBR2 E 2 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
		TNT1 A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
		BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		PBR2 E 2 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
		TNT1 A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
		BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		PBR2 E 2 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
		TNT1 A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
		BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		PBR2 E 2 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
		TNT1 A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
		BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		PBR2 E 2 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
		TNT1 A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
		BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		PBR2 E 2 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
		TNT1 A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
		BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		PBR2 E 2 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
		TNT1 A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
		BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		PBR2 E 2 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
		TNT1 A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
		BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		PBR2 E 2 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
		TNT1 A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
		BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		PBR2 E 20 A_PlaySound("weapons/demontechsteam")
		TNT1 A 0 A_Jump(128,"RailgunV2","PhazoLaser")
		Goto See
	PhazoLaser:
		TNT1 A 0 A_PlaySound("weapons/ionchrg")
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/ionfir")
		TNT1 A 0 A_CustomMissile("CyLaser",35,-20,0)
		BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
		BR2Z BB 2 Bright A_FaceTarget
		TNT1 A 0 A_CustomMissile("CyLaser",35,-20,0)
		BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
		BR2Z BB 2 Bright A_FaceTarget
		TNT1 A 0 A_CustomMissile("CyLaser",35,-20,0)
		BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
		BR2Z BB 2 Bright A_FaceTarget
		TNT1 A 0 A_CustomMissile("CyLaser",35,-20,0)
		BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
		BR2Z BB 2 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/ionfir")
		TNT1 A 0 A_CustomMissile("CyLaser",35,-20,0)
		BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
		BR2Z BB 2 Bright A_FaceTarget
		TNT1 A 0 A_CustomMissile("CyLaser",35,-20,0)
		BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
		BR2Z BB 2 Bright A_FaceTarget
		TNT1 A 0 A_CustomMissile("CyLaser",35,-20,0)
		BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
		BR2Z BB 2 Bright A_FaceTarget
		TNT1 A 0 A_CustomMissile("CyLaser",35,-20,0)
		BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
		BR2Z BB 2 Bright A_FaceTarget
		TNT1 A 0 A_CustomMissile("CyLaser",35,-20,0)
		BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
		BR2Z BB 2 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/ionfir")
		TNT1 A 0 A_CustomMissile("CyLaser",35,-20,0)
		BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
		BR2Z BB 2 Bright A_FaceTarget
		TNT1 A 0 A_CustomMissile("CyLaser",35,-20,0)
		BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
		BR2Z BB 2 Bright A_FaceTarget
		TNT1 A 0 A_CustomMissile("CyLaser",35,-20,0)
		BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
		BR2Z BB 2 Bright A_FaceTarget
		TNT1 A 0 A_CustomMissile("CyLaser",35,-20,0)
		BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
		TNT1 A 0 A_Jump(128,"RailgunV2")
		Goto See
	RailgunV2:
		TNT1 A 0 A_PlaySound("weapons/rgcharge")
		PBR2 EE 10 A_FaceTarget
		PBR2 E 2 A_FaceTarget
		PBR2 E 1
		TNT1 A 0 A_PlaySound("railgunner/chargedshot")
		TNT1 A 0 A_CustomMissile("CydestroyerRail",35,-20)
		PBR2 F 5 Bright A_CustomMissile("CydestroyerRail",35,20)
		PBR2 E 20
		Goto See
	ChemSpray:
		TNT1 A 0 A_Jump(82,"Normal")
		TNT1 A 0 A_PlaySound("hectebus/flameready")
		PBR2 EE 10 A_FaceTarget
		TNT1 A 0 A_PlaySound("Daedabus/Chem")
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray",35,20,random(6,-6),CMF_AIMOFFSET)
		BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray",35,-20,random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray",35,20,random(6,-6),CMF_AIMOFFSET)
		BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray",35,-20,random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray",35,20,random(6,-6),CMF_AIMOFFSET)
		BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray",35,-20,random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray",35,20,random(6,-6),CMF_AIMOFFSET)
		BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray",35,-20,random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray",35,20,random(6,-6),CMF_AIMOFFSET)
		BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray",35,-20,random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray",35,20,random(6,-6),CMF_AIMOFFSET)
		BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray",35,-20,random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray",35,20,random(6,-6),CMF_AIMOFFSET)
		BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray",35,-20,random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray",35,20,random(6,-6),CMF_AIMOFFSET)
		BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray",35,-20,random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray",35,20,random(6,-6),CMF_AIMOFFSET)
		BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray",35,-20,random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray",35,20,random(6,-6),CMF_AIMOFFSET)
		BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray",35,-20,random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray",35,20,random(6,-6),CMF_AIMOFFSET)
		BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray",35,-20,random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray",35,20,random(6,-6),CMF_AIMOFFSET)
		BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray",35,-20,random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray",35,20,random(6,-6),CMF_AIMOFFSET)
		BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray",35,-20,random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray",35,20,random(6,-6),CMF_AIMOFFSET)
		BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray",35,-20,random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray",35,20,random(6,-6),CMF_AIMOFFSET)
		BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray",35,-20,random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray",35,20,random(6,-6),CMF_AIMOFFSET)
		BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray",35,-20,random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray",35,20,random(6,-6),CMF_AIMOFFSET)
		BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray",35,-20,random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray",35,20,random(6,-6),CMF_AIMOFFSET)
		BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray",35,-20,random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray",35,20,random(6,-6),CMF_AIMOFFSET)
		BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray",35,-20,random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray",35,20,random(6,-6),CMF_AIMOFFSET)
		BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray",35,-20,random(6,-6),CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray",35,20,random(6,-6),CMF_AIMOFFSET)
		BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray",35,-20,random(6,-6),CMF_AIMOFFSET)
		PBR2 EE 12
		Goto See
	Pain: 
		TNT1 A 0 A_Jump(87,"MissilePain")
		PBR2 G 4 A_Pain
		Goto See
	MissilePain:
		PBR2 G 4 A_Pain
		Goto Missile	
	Death: 
		PBR2 G 20 A_Scream
		TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
		TNT1 AA 0 A_CustomMissile("SmokeFX2",0,0,random(0,360),2,random(0,360))
		PBR2 GGGG 2 Bright A_CustomMissile("Kaboom17",Random(10,50),0,random(0,360),2,random(0,360))
		PBRD HHHH 2 Bright A_CustomMissile("Kaboom17",Random(10,50),0,random(0,360),2,random(0,360))
		TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
		TNT1 AA 0 A_CustomMissile("SmokeFX2",0,0,random(0,360),2,random(0,360))
		PBRD IIIJJJ 2 Bright A_CustomMissile("Kaboom17",Random(10,50),0,random(0,360),2,random(0,360))
		TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
		TNT1 AA 0 A_CustomMissile("SmokeFX2",0,0,random(0,360),2,random(0,360))
		PBRD KKKLLL 2 Bright A_CustomMissile("Kaboom17",Random(10,50),0,random(0,360),2,random(0,360))
		TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
		TNT1 AAAA 0 A_CustomMissile("SmokeFX2",0,0,random(0,360),2,random(0,360))
		PBRD M 4 Bright A_NoBlocking
		PBRD N 3 Bright 
		PBRD O 3
		PBR2 P 3
		PBR2 Q 63000 CanRaise A_KillMaster
		Stop
	Raise:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		PBR2 S 4
		PBRD RQPONMLK 4
		Goto See
	} 
}

Actor PCydestroyerChemSpray : DaedabusChemSpray
{
Speed 16
Species "Nobles"
DamageType "NobleComet"
}