ACTOR "Cycloid Incinerator" 31130
{
    //$Category DN3D Aliens //Bosses
	Obituary "%o was reduced to ashes by the Cycloid Incinerator"
    Health 12500
    Radius 40
    Height 110
    Mass 125000
    Speed 16
    PainChance 14
    SeeSound "Emperor/Sight"
    PainSound "Emperor/Pain"
    DeathSound "Emperor/Death"
    ActiveSound "Emperor/Active"
	BloodColor "D1 0C 00" 
	Species "Alien"
	DamageFactor "Damage_Foot", 0.23
	DamageFactor "Damage_Pistol", 1.07
    DamageFactor "Damage_DualPistol", 1.07
	DamageFactor "Damage_BlackTail", 1.11
    DamageFactor "Damage_DualBlackTail", 1.11
	DamageFactor "Damage_DesertEagle", 1.18
    DamageFactor "Damage_Shotgun", 1.05
	DamageFactor "Damage_SuperShotgun", 1.07
	DamageFactor "Damage_ExplosiveShotgun", 1.02
    DamageFactor "Damage_ChaingunCannon", 1.07
	DamageFactor "Damage_Minigun", 1.09
	DamageFactor "Damage_LMGBullet", 1.11
    DamageFactor "Damage_Explosion", 0.86
	DamageFactor "Damage_Shock", 0.89
	DamageFactor "Damage_BigShock", 0.92
	DamageFactor "Damage_Thunder", 0.89
	DamageFactor "Damage_BigThunder", 0.92
	DamageFactor "LaserExplosion", 0.0
    DamageFactor "Damage_Shrinker", 0.0
	DamageFactor "Damage_Expander", 0.1
	DamageFactor "Damage_Laser", 1.42
	DamageFactor "Damage_Railgun", 1.31
    DamageFactor "Ice", 1.15
    DamageFactor "Fire", 0.0
	DamageFactor "Damage_Pulse", 1.45
	DamageFactor "AlienPoison", 0.0
	DamageFactor "Trip_Punch", 0.0
	DamageFactor "Damage_Step", 0.0
	DamageFactor "BattleLordBullet", 0.0
	Painchance "Radial", 256
	Painchance "Damage_ExplosiveShotgun", 5
	Painchance "Damage_ChaingunCannon", 5
	Painchance "Damage_Minigun", 5
	Painchance "Damage_LMGBullet", 5
    Painchance "Damage_Explosion", 5
	Painchance "Damage_Laser", 5
	Painchance "LaserShot", 256
    Monster	
	+BOSS
	+FULLVOLACTIVE
	+NOTARGET
	+FLOORCLIP
	+DONTMORPH
	+BOSSDEATH
    +NOICEDEATH
	+NORADIUSDMG
	+MISSILEMORE
	+MISSILEEVENMORE
	States
    {
	Spawn:
        CYNC A 0
        CYNC A 0 Thing_ChangeTID(0,2000)
        CYNC A 10 A_Look
        Loop
	See:
        CYNC AABB 3 A_Chase
	    CYNC B 0 A_SpawnItem("AlienStep13",0,0,0,0)
		CYNC CCDD 3 A_Chase 
	    CYNC D 0 A_SpawnItem("AlienStep13",0,0,0,0)
        Loop
	Missile:
		CYNC F 0 A_JumpIfCloser(719,"FireLoop")
		CYNC F 0 A_JumpIfCloser(1820,"Missile2")
        CYNC F 0 A_PlaySound("Emperor/Attack1",5)
		CYNC FFF 10 A_FaceTarget
		CYNC F 0 A_FaceTarget
		CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,0)
        CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,Random(-16,16))
        CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,Random(-16,16))
        CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,Random(-16,16))
		CYNC F 6 
		CYNC F 0 A_FaceTarget
		CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,0)
		CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,Random(-16,16))
        CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,Random(-16,16))
        CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,Random(-16,16))
		CYNC F 6 
		CYNC F 0 A_FaceTarget
		CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,0)
		CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,Random(-16,16))
        CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,Random(-16,16))
        CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,Random(-16,16))
		CYNC F 6 
		CYNC F 0 A_FaceTarget
		CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,0)
		CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,Random(-16,16))
        CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,Random(-16,16))
        CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,Random(-16,16))
		CYNC F 6 
		CYNC F 0 A_FaceTarget
		CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,0)
		CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,Random(-16,16))
        CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,Random(-16,16))
        CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,Random(-16,16))
		CYNC F 0 A_FaceTarget
		CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,0)
		CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,Random(-16,16))
        CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,Random(-16,16))
        CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,Random(-16,16))
		CYNC F 6 
        CYNC F 0 A_CPosRefire
        Goto Missile+6
	Missile2:
	    CYNC A 0 A_Jump(128,"Missile3")
		CYNC G 0 A_PlaySound("Emperor/Attack2",5)
        CYNC GGG 10 A_FaceTarget
        CYNC G 5 A_FaceTarget
        CYNC H 0 A_PlayWeaponSound("FireFlyFlamer/Shoot")
        CYNC H 0 A_FaceTarget
		CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,0)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,-12)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,8)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,19)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,24)
		CYNC H 0 A_FaceTarget
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,-18)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,8)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,3)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,-3)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,-8)
		CYNC H 0 A_FaceTarget
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,19)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,-26)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,12)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,0)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,8)
		CYNC H 0 A_FaceTarget
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,-4)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,0)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,-12)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,8)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,19)
		CYNC H 0 A_FaceTarget
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,24)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,-18)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,8)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,3)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,-3)
		CYNC H 0 A_PlayWeaponSound("FireFlyFlamer/Shoot")
        CYNC H 0 A_FaceTarget
		CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,0)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,-12)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,8)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,19)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,24)
		CYNC H 0 A_FaceTarget
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,-18)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,8)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,3)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,-3)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,-8)
		CYNC H 0 A_FaceTarget
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,19)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,-26)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,12)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,0)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,8)
		CYNC H 0 A_FaceTarget
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,-4)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,0)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,-12)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,8)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,19)
		CYNC H 0 A_FaceTarget
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,24)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,-18)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,8)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,3)
        CYNC H 1 Bright A_CustomMissile("CycloidIncineratorAttack",54,0,-3)
        CYNC H 20 
        Goto See
	FireLoop:
	    CYNC F 0 A_Jump(64,"Missile2","Missile3")
	    CYNC F 0 A_PlaySound("Emperor/Attack1",5)
		CYNC F 13 A_FaceTarget
		CYNC F 0 A_FaceTarget
		CYNC F 0 A_PlaySoundEx("FireCycloidFlamer/Shoot",Auto)
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC F 0 A_PlaySoundEx("FireCycloidFlamer/Shoot",Auto)
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC F 0 A_PlaySoundEx("FireCycloidFlamer/Shoot",Auto)
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC F 0 A_PlaySoundEx("FireCycloidFlamer/Shoot",Auto)
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC F 0 A_PlaySoundEx("FireCycloidFlamer/Shoot",Auto)
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC F 0 A_PlaySoundEx("FireCycloidFlamer/Shoot",Auto)
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC F 0 A_PlaySoundEx("FireCycloidFlamer/Shoot",Auto)
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC F 0 A_PlaySoundEx("FireCycloidFlamer/Shoot",Auto)
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC F 0 A_PlaySoundEx("FireCycloidFlamer/Shoot",Auto)
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC F 0 A_PlaySoundEx("FireCycloidFlamer/Shoot",Auto)
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC F 0 A_PlaySoundEx("FireCycloidFlamer/Shoot",Auto)
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC F 0 A_PlaySoundEx("FireCycloidFlamer/Shoot",Auto)
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC F 0 A_PlaySoundEx("FireCycloidFlamer/Shoot",Auto)
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC F 0 A_PlaySoundEx("FireCycloidFlamer/Shoot",Auto)
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC F 0 A_PlaySoundEx("FireCycloidFlamer/Shoot",Auto)
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC F 0 A_PlaySoundEx("FireCycloidFlamer/Shoot",Auto)
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC F 0 A_PlaySoundEx("FireCycloidFlamer/Shoot",Auto)
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC F 0 A_PlaySoundEx("FireCycloidFlamer/Shoot",Auto)
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC F 0 A_PlaySoundEx("FireCycloidFlamer/Shoot",Auto)
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC F 0 A_PlaySoundEx("FireCycloidFlamer/Shoot",Auto)
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC F 0 A_PlaySoundEx("FireCycloidFlamer/Shoot",Auto)
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC F 0 A_PlaySoundEx("FireCycloidFlamer/Shoot",Auto)
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC F 0 A_PlaySoundEx("FireCycloidFlamer/Shoot",Auto)
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC F 0 A_PlaySoundEx("FireCycloidFlamer/Shoot",Auto)
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 0 A_FaceTarget
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC E 1 Bright A_CustomMissile("FlameThrowerCycloidFire",48,16,Random(-8,8))
		CYNC F 25
        Goto See
	Missile3:
        CYNC F 0 A_PlaySound("Emperor/Attack1",5)
		CYNC FFF 10 A_FaceTarget
		CYNC F 0 A_FaceTarget
		CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,0)
        CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,Random(-16,16))
        CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,Random(-16,16))
        CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,Random(-16,16))
		CYNC F 6 
		CYNC F 0 A_FaceTarget
		CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,0)
		CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,Random(-16,16))
        CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,Random(-16,16))
        CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,Random(-16,16))
		CYNC F 6 
		CYNC F 0 A_FaceTarget
		CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,0)
		CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,Random(-16,16))
        CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,Random(-16,16))
        CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,Random(-16,16))
		CYNC F 6 
		CYNC F 0 A_FaceTarget
		CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,0)
		CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,Random(-16,16))
        CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,Random(-16,16))
        CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,Random(-16,16))
		CYNC F 6 
		CYNC F 0 A_FaceTarget
		CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,0)
		CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,Random(-16,16))
        CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,Random(-16,16))
        CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,Random(-16,16))
		CYNC F 6 
		CYNC F 0 A_FaceTarget
		CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,0)
		CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,Random(-16,16))
        CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,Random(-16,16))
        CYNC E 1 Bright A_CustomMissile("CombustionIncinerator",48,16,Random(-16,16))
		CYNC F 6 
        CYNC F 0 A_CPosRefire
        Goto Missile3+4
    Pain:
        CYNC R 0
        CYNC R 10 A_Pain
        Goto See
    Pain.Radial:
        CYNC R 0
        CYNC R 0 HealThing(2)
        Goto See
    Pain.LaserShot:
        CYNC R 0
		CYNC R 0 A_SpawnItemEx("PainTripLaser",0,0,5)
		CYNC R 0 HealThing(2)
		Goto See
	Death:
	    CYNC I 0
        CYNC I 0 A_Jump(128,1,11)
		CYNC I 15 A_Scream
	    CYNC JKLM 10 
		CYNC N 10 
        CYNC O 10 
		CYNC P 10 A_NoBlocking
        CYNC Q -1 A_KillMaster
        Stop 
		CYN2 I 15 A_Scream
	    CYN2 JKLM 10 
		CYN2 N 10 
        CYN2 O 10 
		CYN2 P 10 A_NoBlocking
        CYN2 Q -1 A_KillMaster
        Stop
	}
}

ACTOR FlameThrowerCycloidFire 
{
	Projectile
	RenderStyle Add
	Scale 0.55
	Radius 5
	Height 5
	Speed 21
	Damage (Random(5,8))
	DamageType "Fire"
	Decal "BigScorch"
	+BLOODLESSIMPACT
	+THRUGHOST
	States 
	{
	Spawn:
	    TNT1 A 0
	    TNT1 A 0 A_JumpIF(WaterLevel>1,"Death2")
		FLMX CDEFGHIJK 5 Bright A_Explode(26,226,0)
		FLMX LMNO 5 Bright A_FadeOut(0.16)
		Stop
	Death:
		TNT1 A 1 A_Explode(42,226)
		Stop
	Death2:
		INFP A 1 Bright A_Stop
		INFP AAAAAA 0 A_CustomMissile("IncineratorAttackFX",0,0,FRandom(0,360),2,FRandom(0,360))
		INFP BCDEFGHIJKLMNOP 1 Bright
		Stop
	}
}

ACTOR CombustionExplosionSprite
{
	Renderstyle Add
    +NOINTERACTION
	+CLIENTSIDEONLY
	+FORCEXYBILLBOARD
	States
	{
	Spawn:
        TNT1 A 1
		TNT1 A 0 A_JumpIf(WaterLevel>1,"Water")
		TNT1 A 0 A_Jump(255,"Spawn1","Spawn2","Spawn3","Spawn4","Spawn5")
		Goto Spawn1
	Spawn1:
		F1_B ABCDEFGH 3 Bright
		Stop
	Spawn2:
		F2_B ABCDEFGH 3 Bright
		Stop
	Spawn3:
		F3_B ABCDEFGH 3 Bright
		Stop
	Spawn4:
		F4_B ABCDEFGH 3 Bright
		Stop
	Spawn5:
		F5_B ABCDEFGH 3 Bright
        Stop
	Water:
        TNT1 A 1
	    Stop
    }
}

ACTOR CombustionExplosionSmall 
{
    +CLIENTSIDEONLY
	+NOINTERACTION
	States 
	{
	Spawn:
        TNT1 A 0
		TNT1 AAAA 1 A_SpawnItemEx("CombustionExploSmall1",0.75*0.5*random(-32,32),0.75*0.5*random(-32,32),0.75*0.5*random(-32,32),0,0,0,0,32)
		TNT1 AAAA 1 A_SpawnItemEx("CombustionExploSmall2",0,0,0,0.75*0.05*random(-30,30),0.75*0.05*random(-30,30),0.75*0.05*random(-30,30),random(0,359),32)
		TNT1 AAAA 1 A_SpawnItemEx("CombustionExploSmall3",0,0,0,0.75*0.05*random(-15,15),0.75*0.05*random(-15,15),0.75*0.05*random(-15,15),random(0,359),32)
		TNT1 AAAA 1 A_SpawnItemEx("CombustionExploSmall4",0,0,0,0.75*0.05*random(-7,7),0.75*0.05*random(-7,7),0.75*0.05*random(-7,7),random(0,359),32)
		TNT1 A 10
		Stop
	}
}

ACTOR CombustionExploSmall1 : CombustionExplosionSprite 
{
    Scale 0.8
}
	
ACTOR CombustionExploSmall2 : CombustionExplosionSprite 
{
    Scale 0.6
}

ACTOR CombustionExploSmall3 : CombustionExplosionSprite 
{
    Scale 0.4
}

ACTOR CombustionExploSmall4 : CombustionExplosionSprite 
{
    Scale 0.2
}

ACTOR CombustionIncinerator
{
	Radius 5
	Height 5
	Damage (Random(42,43))
	Speed 70
	Projectile
	Scale 0.5
	RenderStyle	Add
	SeeSound "Combustion/Fire"
	DeathSound "Combustion/Explode"
	DamageType "Fire"
	Decal "DoomImpScorch"
	+THRUGHOST
	States
	{
	Spawn:
	    TNT1 A 0
	    TNT1 A 0 A_JumpIF(WaterLevel>1,"Death2")
        CIFI A 1 Bright
		Loop 
	Death:
        TNT1 A 0 
		TNT1 A 0 A_SetScale(0.95,0.95)
		TNT1 A 1 A_Jump(256,"Puff1","Puff2","Puff3","Puff4","Puff5")
	Puff1:
	    TNT1 A 0 
		TNT1 A 0 A_SpawnItemEx("CombustionExplosionSmall",0,0,0,Random(-6,6),0,Random(-2,6),Random(0,360),0,16)
		TNT1 A 0 A_Explode(Random(56,54),86)
		F1_B ABCDEFGH 3 Bright
        Stop
	Puff2:
	    TNT1 A 0 
		TNT1 A 0 A_SpawnItemEx("CombustionExplosionSmall",0,0,0,Random(-6,6),0,Random(-2,6),Random(0,360),0,16)
		TNT1 A 0 A_Explode(Random(56,54),86)
		F2_B ABCDEFGH 3 Bright
        Stop
	Puff3:
	    TNT1 A 0 
		TNT1 A 0 A_SpawnItemEx("CombustionExplosionSmall",0,0,0,Random(-6,6),0,Random(-2,6),Random(0,360),0,16)
		TNT1 A 0 A_Explode(Random(56,54),86)
		F3_B ABCDEFGH 3 Bright
        Stop
	Puff4:
	    TNT1 A 0 
		TNT1 A 0 A_SpawnItemEx("CombustionExplosionSmall",0,0,0,Random(-6,6),0,Random(-2,6),Random(0,360),0,16)
		TNT1 A 0 A_Explode(Random(56,54),86)
		F4_B ABCDEFGH 3 Bright
        Stop
	Puff5:
	    TNT1 A 0 
		TNT1 A 0 A_SpawnItemEx("CombustionExplosionSmall",0,0,0,Random(-6,6),0,Random(-2,6),Random(0,360),0,16)
		TNT1 A 0 A_Explode(Random(56,54),86)
		F5_B ABCDEFGH 3 Bright
        Stop
	Death2:
		TNT1 A 0 
		TNT1 A 0 A_SetScale(0.95,0.95)
		TNT1 A 1 A_Jump(256,"DPuff1","DPuff2","DPuff3","DPuff4","DPuff5")
	DPuff1:
		F1_B ABCDEFGH 3 Bright A_Stop
        Stop
	DPuff2:
		F2_B ABCDEFGH 3 Bright A_Stop
        Stop
	DPuff3:
		F3_B ABCDEFGH 3 Bright A_Stop
        Stop
	DPuff4:
		F4_B ABCDEFGH 3 Bright A_Stop
        Stop
	DPuff5:
		F5_B ABCDEFGH 3 Bright A_Stop
        Stop
    }
}

ACTOR CycloidIncineratorAttack
{
	Radius 5
	Height 5
	Speed 25
	Damage (Random(72,85))
	DamageType "Fire"
	DeathSound "Incinerator/Explode"
	RenderStyle Add
	Scale 0.40
	Decal "Scorch"
	Projectile
	+BLOODLESSIMPACT
	+THRUGHOST
	States
	{
	Spawn:
	    TNT1 A 0
	    TNT1 A 0 A_JumpIF(WaterLevel>1,"Death2")
		BLHD AB 1 Bright A_SpawnItemEx("IncineratorAttackTrail",0,0,1)
		Loop
	Death:
        INFP A 1 Bright A_Explode(64,58)
		INFP AAAAAA 0 A_CustomMissile("IncineratorAttackFX",0,0,FRandom(0,360),2,FRandom(0,360))
		INFP BCDEFGHIJKLMNOP 1 Bright 
		Stop
	Death2:
		INFP A 1 Bright A_Stop
		INFP AAAAAA 0 A_CustomMissile("IncineratorAttackFX",0,0,FRandom(0,360),2,FRandom(0,360))
		INFP BCDEFGHIJKLMNOP 1 Bright
		Stop
	    }
}