ACTOR "Battlelord Sentry" 31118
{
    //$Category DN3D Aliens //Sentry Bosses
	Obituary "%o was destroyed by a Battlelord Sentry."
    Health 2300
    Radius 20
	Height 56
    Mass 23000
    Speed 13
    PainChance 12
	DropItem "Minigun" 64 50
	DropItem "Chaingun Ammo" 96 50
    SeeSound "Lord/Sight"
    PainSound "MiniLord/Pain"
    DeathSound "Lord/Death"
    ActiveSound "MiniLord/Active"
	BloodColor "D1 0C 00" 
	Species "Alien"
	DamageFactor "Damage_Foot", 0.29
	DamageFactor "Damage_Pistol", 1.14
    DamageFactor "Damage_DualPistol", 1.14
	DamageFactor "Damage_BlackTail", 1.20
    DamageFactor "Damage_DualBlackTail", 1.20
	DamageFactor "Damage_DesertEagle", 1.25
    DamageFactor "Damage_Shotgun", 1.15
	DamageFactor "Damage_SuperShotgun", 1.18
	DamageFactor "Damage_ExplosiveShotgun", 1.08
    DamageFactor "Damage_ChaingunCannon", 1.12
	DamageFactor "Damage_Minigun", 1.13
	DamageFactor "Damage_LMGBullet", 1.26
    DamageFactor "Damage_Explosion", 1.1
	DamageFactor "Damage_Shock", 1.1
	DamageFactor "Damage_BigShock", 1.15
	DamageFactor "Damage_Thunder", 1.1
	DamageFactor "Damage_BigThunder", 1.15
	DamageFactor "LaserExplosion", 0.0
    DamageFactor "Damage_Shrinker", 0.77
	DamageFactor "Damage_Expander", 0.78
	DamageFactor "Damage_Laser", 1.42
	DamageFactor "Damage_Railgun", 1.33
    DamageFactor "Ice", 0.45
    DamageFactor "Fire", 0.48
	DamageFactor "Damage_Pulse", 1.38
	DamageFactor "AlienPoison", 0.0
	DamageFactor "Trip_Punch", 0.0
	DamageFactor "Damage_Step", 0.0
	DamageFactor "BattleLordBullet", 0.0
	Painchance "Radial", 256
	Painchance "Damage_DesertEagle", 32
	Painchance "Damage_ExplosiveShotgun", 32
	Painchance "Damage_Minigun", 32
	Painchance "Damage_LMGBullet", 32
    Painchance "Damage_Explosion", 32
	Painchance "Damage_Laser", 32
	Painchance "LaserShot", 256
	Scale 0.7
    Monster	
	+NOTARGET
	+FLOORCLIP
	+DONTMORPH
	+BOSSDEATH
    +NOICEDEATH
	+NORADIUSDMG
	States
    {
	Spawn:
        MIB1 A 0
        MIB1 A 0 Thing_ChangeTID(0,1000)
        MIB1 A 2 A_Look
        Loop
	See:
        MIB1 AABB 3 A_Chase
	    MIB1 B 0 A_SpawnItem("AlienStep8",0,0,0,0)
		MIB1 CCDD 3 A_Chase 
	    MIB1 D 0 A_SpawnItem("AlienStep8",0,0,0,0)
        Loop
    Missile:  
        MIB1 G 0 A_JumpIfCloser(800,"Minigun")
		MIB1 G 0 A_JumpIfCloser(1000,"Missile1")
		MIB1 G 0 A_JumpIfCloser(1200,"Missile2")
		MIB1 G 0 A_JumpIfCloser(1400,"Missile3")
		MIB1 G 0 A_JumpIfCloser(1600,"Missile4")
		MIB1 G 0 A_JumpIfCloser(1800,"Missile5")
		MIB1 G 0 A_JumpIfCloser(2000,"Missile6")
		MIB1 G 0 A_JumpIfCloser(2200,"Missile7")
		MIB1 G 0 A_JumpIfCloser(2400,"Missile8")
		MIB1 G 0 A_JumpIfCloser(2600,"Missile9")
		MIB1 G 0 A_JumpIfCloser(2800,"Missile10")
		MIB1 G 0 A_JumpIfCloser(3000,"Missile11")
        MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack12",22,10,0,2,32)
        MIB1 H 15 Bright 
        MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack12",22,10,0,2,32)
        MIB1 H 15 Bright
        MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack12",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		MIB1 G 0 A_Jump(64,1)
        Goto See
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack12",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		MIB1 G 0 A_Jump(64,1)
        Goto See
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack12",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		MIB1 G 0 A_Jump(64,1)
        Goto See
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack12",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
        Goto See
	Minigun:
	    MIB1 E 0 A_Jump(64,16)
		MIB1 E 0 A_PlayWeaponSound("Weapons/Pistol")
		MIB1 F 1 Bright A_CustomBulletAttack(Random(5,4),Random(5,4),1,Random(8,7),"BattleLordPuff",5000,CBAF_NORANDOM)
        MIB1 E 2 
		MIB1 E 0 A_PlayWeaponSound("Weapons/Pistol")
		MIB1 F 1 Bright A_CustomBulletAttack(Random(5,4),Random(5,4),1,Random(8,7),"BattleLordPuff",5000,CBAF_NORANDOM)
        MIB1 E 2 
		MIB1 E 0 A_PlayWeaponSound("Weapons/Pistol")
		MIB1 F 1 Bright A_CustomBulletAttack(Random(5,4),Random(5,4),1,Random(8,7),"BattleLordPuff",5000,CBAF_NORANDOM)
        MIB1 E 2 
		MIB1 E 0 A_PlayWeaponSound("Weapons/Pistol")
		MIB1 F 1 Bright A_CustomBulletAttack(Random(5,4),Random(5,4),1,Random(8,7),"BattleLordPuff",5000,CBAF_NORANDOM)
        MIB1 E 2 
		MIB1 E 0 A_PlayWeaponSound("Weapons/Pistol")
		MIB1 F 1 Bright A_CustomBulletAttack(Random(5,4),Random(5,4),1,Random(8,7),"BattleLordPuff",5000,CBAF_NORANDOM)
        MIB1 E 2 A_CPosRefire
        Goto Minigun+1
		MIB1 E 1 A_JumpIfCloser(512,"LowGrenade")
		MIB1 E 1 A_JumpIfCloser(725,"Grenade")
		Goto Minigun+1
	Grenade:
	    MIB1 G 14 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("PigCopNade",22,10,0,2,32)
        MIB1 H 15 Bright 
        MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("PigCopNade",22,10,0,2,32)
        MIB1 H 15 Bright
        MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("PigCopNade",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		Goto See
	LowGrenade:
	    MIB1 G 14 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack",22,10,0,2,32)
        MIB1 H 15 Bright 
        MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack",22,10,0,2,32)
        MIB1 H 15 Bright
        MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		Goto See
	Missile1:
	    MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack1",22,10,0,2,32)
        MIB1 H 15 Bright 
        MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack1",22,10,0,2,32)
        MIB1 H 15 Bright
        MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack1",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		MIB1 G 0 A_Jump(64,1)
        Goto See
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack1",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		MIB1 G 0 A_Jump(64,1)
        Goto See
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack1",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		MIB1 G 0 A_Jump(64,1)
        Goto See
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack1",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
        Goto See
    Missile2:
	    MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack2",22,10,0,2,32)
        MIB1 H 15 Bright 
        MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack2",22,10,0,2,32)
        MIB1 H 15 Bright
        MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack2",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		MIB1 G 0 A_Jump(64,1)
        Goto See
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack2",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		MIB1 G 0 A_Jump(64,1)
        Goto See
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack2",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		MIB1 G 0 A_Jump(64,1)
        Goto See
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack2",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
        Goto See
	Missile3:
	    MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack3",22,10,0,2,32)
        MIB1 H 15 Bright 
        MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack3",22,10,0,2,32)
        MIB1 H 15 Bright
        MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack3",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		MIB1 G 0 A_Jump(64,1)
        Goto See
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack3",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		MIB1 G 0 A_Jump(64,1)
        Goto See
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack3",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		MIB1 G 0 A_Jump(64,1)
        Goto See
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack3",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
        Goto See
	Missile4:
	    MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack4",22,10,0,2,32)
        MIB1 H 15 Bright 
        MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack4",22,10,0,2,32)
        MIB1 H 15 Bright
        MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack4",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		MIB1 G 0 A_Jump(64,1)
        Goto See
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack4",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		MIB1 G 0 A_Jump(64,1)
        Goto See
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack4",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		MIB1 G 0 A_Jump(64,1)
        Goto See
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack4",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
        Goto See
	Missile5:
	    MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack5",22,10,0,2,32)
        MIB1 H 15 Bright 
        MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack5",22,10,0,2,32)
        MIB1 H 15 Bright
        MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack5",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		MIB1 G 0 A_Jump(64,1)
        Goto See
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack5",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		MIB1 G 0 A_Jump(64,1)
        Goto See
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack5",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		MIB1 G 0 A_Jump(64,1)
        Goto See
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack5",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
        Goto See
	Missile6:
	    MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack6",22,10,0,2,32)
        MIB1 H 15 Bright 
        MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack6",22,10,0,2,32)
        MIB1 H 15 Bright
        MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack6",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		MIB1 G 0 A_Jump(64,1)
        Goto See
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack6",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		MIB1 G 0 A_Jump(64,1)
        Goto See
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack6",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		MIB1 G 0 A_Jump(64,1)
        Goto See
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack6",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
        Goto See
	Missile7:
	    MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack7",22,10,0,2,32)
        MIB1 H 15 Bright 
        MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack7",22,10,0,2,32)
        MIB1 H 15 Bright
        MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack7",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		MIB1 G 0 A_Jump(64,1)
        Goto See
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack7",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		MIB1 G 0 A_Jump(64,1)
        Goto See
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack7",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		MIB1 G 0 A_Jump(64,1)
        Goto See
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack7",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
        Goto See
	Missile8:
	    MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack8",22,10,0,2,32)
        MIB1 H 15 Bright 
        MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack8",22,10,0,2,32)
        MIB1 H 15 Bright
        MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack8",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		MIB1 G 0 A_Jump(64,1)
        Goto See
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack8",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		MIB1 G 0 A_Jump(64,1)
        Goto See
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack8",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		MIB1 G 0 A_Jump(64,1)
        Goto See
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack8",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
        Goto See
	Missile9:
	    MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack9",22,10,0,2,32)
        MIB1 H 15 Bright 
        MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack9",22,10,0,2,32)
        MIB1 H 15 Bright
        MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack9",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		MIB1 G 0 A_Jump(64,1)
        Goto See
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack9",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		MIB1 G 0 A_Jump(64,1)
        Goto See
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack9",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		MIB1 G 0 A_Jump(64,1)
        Goto See
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack9",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
        Goto See
	Missile10:
	    MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack10",22,10,0,2,32)
        MIB1 H 15 Bright 
        MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack10",22,10,0,2,32)
        MIB1 H 15 Bright
        MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack10",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		MIB1 G 0 A_Jump(64,1)
        Goto See
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack10",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		MIB1 G 0 A_Jump(64,1)
        Goto See
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack10",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		MIB1 G 0 A_Jump(64,1)
        Goto See
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack10",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
        Goto See
	Missile11:
	    MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack11",22,10,0,2,32)
        MIB1 H 15 Bright 
        MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack11",22,10,0,2,32)
        MIB1 H 15 Bright
        MIB1 G 15 A_FaceTarget
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack11",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		MIB1 G 0 A_Jump(64,1)
        Goto See
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack11",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		MIB1 G 0 A_Jump(64,1)
        Goto See
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack11",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
		MIB1 G 0 A_Jump(64,1)
        Goto See
        MIB1 G 0 A_FaceTarget
        MIB1 A 0 A_PlayWeaponSound("Rpg/Shoot")
        MIB1 H 0 A_CustomMissile("BattlelordAttack11",22,10,0,2,32)
        MIB1 H 15 Bright
		MIB1 G 15 
        Goto See
    Pain:
        MIB1 O 0
        MIB1 O 10 A_Pain
        Goto See
    Pain.Radial:
        MIB1 O 0
        MIB1 O 0 HealThing(2)
        Goto See
    Pain.LaserShot:
        MIB1 O 0
		MIB1 O 0 A_SpawnItemEx("PainTripLaser",0,0,5)
		MIB1 O 0 HealThing(2)
		Goto See
	Death:
	    MIB1 I 0
        MIB1 I 0 A_Jump(128,1,7)
		MIB1 I 20 A_Scream
        MIB1 J 10
        MIB1 K 10 A_NoBlocking
        MIB1 L 10 A_KillMaster
		MIB1 M 10
		MIB1 N -1 
        Stop
		MI21 I 20 A_Scream
        MI21 J 10
        MI21 K 10 A_NoBlocking
        MI21 L 10 A_KillMaster
		MI21 M 10
		MI21 N -1 
        Stop
    Death.Damage_Shrinker:
        MIB1 A 0
        MIB1 A 10 A_PlaySound("Shrinker/Shrink")
		MIB1 A 1 A_SetScale(0.70,0.70)
        MIB1 A 1 A_SetScale(0.68,0.68)
        MIB1 A 1 A_SetScale(0.66,0.66)
        MIB1 A 1 A_SetScale(0.64,0.64)
        MIB1 A 1 A_SetScale(0.62,0.62)
        MIB1 A 1 A_SetScale(0.60,0.60)
        MIB1 A 1 A_SetScale(0.58,0.58)
        MIB1 A 1 A_SetScale(0.56,0.56)
        MIB1 A 1 A_SetScale(0.54,0.54)
        MIB1 A 1 A_SetScale(0.52,0.52)
        MIB1 A 1 A_SetScale(0.50,0.50)
        MIB1 A 1 A_SetScale(0.48,0.48)
        MIB1 A 1 A_SetScale(0.46,0.46)
        MIB1 A 1 A_SetScale(0.44,0.44)
        MIB1 A 1 A_SetScale(0.42,0.42)
        MIB1 A 1 A_SetScale(0.40,0.40)
        MIB1 A 1 A_SetScale(0.38,0.38)
        MIB1 A 1 A_SetScale(0.36,0.36)
        MIB1 A 1 A_SetScale(0.34,0.34)
        MIB1 A 1 A_SetScale(0.32,0.32)
        MIB1 A 1 A_SetScale(0.30,0.30)
        MIB1 A 1 A_SetScale(0.28,0.28)
        MIB1 A 1 A_SetScale(0.26,0.26)
        MIB1 A 1 A_SetScale(0.24,0.24)
        MIB1 A 1 A_SetScale(0.22,0.22)
        MIB1 A 1 A_SetScale(0.20,0.20)
		MIB1 A 0 A_KillMaster
		MIB1 A 0 A_SpawnItemEx("Battlelord Sentry Shrunken",0,0,0,0,0,0,0,32,0)
        Stop
	DeathExplosion:
	    MIB1 A 0
        MIB1 A 0 A_PlaySound("Gib/Explode",5)
        MIB1 A 0 A_NoBlocking
		MIB1 A 0 A_KillMaster
        MIB1 AAAAA 0 A_SpawnDebris("DukeGibs1")
        MIB1 AAAAA 0 A_SpawnDebris("DukeGibs2")
		MIB1 AAAAA 0 A_SpawnDebris("DukeGibs3")
        MIB1 AAAAA 0 A_SpawnDebris("DukeGibs4")
        MIB1 AAAAA 0 A_SpawnDebris("DukeGibs5")		
        MIB1 AAAAAAAAAAAAA 0 A_SpawnDebris("DukeGibs6")
	    TNT1 A 1
	    Stop
    Death.Damage_Expander:
        MIB1 A 0
		MIB1 A 1 A_PlaySound("Expander/Expand",5)
		MIB1 A 1 A_SetScale(0.71,0.71)
        MIB1 A 1 A_SetScale(0.72,0.72)
		MIB1 A 1 A_SetScale(0.73,0.73)
		MIB1 A 1 A_SetScale(0.74,0.74)
		MIB1 A 1 A_SetScale(0.75,0.75)
		MIB1 A 1 A_SetScale(0.76,0.76)
		MIB1 A 1 A_SetScale(0.77,0.77)
		MIB1 A 1 A_SetScale(0.78,0.78)
		MIB1 A 1 A_SetScale(0.79,0.79)
		MIB1 A 1 A_SetScale(0.80,0.80)
		MIB1 A 1 A_SetScale(0.81,0.81)
		MIB1 A 1 A_SetScale(0.82,0.82)
		MIB1 A 1 A_SetScale(0.83,0.83)
		MIB1 A 1 A_SetScale(0.84,0.84)
		MIB1 A 1 A_SetScale(0.85,0.85)
		MIB1 A 1 A_SetScale(0.86,0.86)
		MIB1 A 1 A_SetScale(0.87,0.87)
		MIB1 A 1 A_SetScale(0.88,0.88)
		MIB1 A 1 A_SetScale(0.89,0.89)
		MIB1 A 1 A_SetScale(0.90,0.90)
		MIB1 A 1 A_SetScale(0.91,0.91)
		MIB1 A 1 A_SetScale(0.92,0.92)
		MIB1 A 1 A_SetScale(0.93,0.93)
		MIB1 A 1 A_SetScale(0.94,0.94)
		MIB1 A 1 A_SetScale(0.95,0.95)
		MIB1 A 1 A_SetScale(0.96,0.96)
		MIB1 A 1 A_SetScale(0.97,0.97)
		MIB1 A 1 A_SetScale(0.98,0.98)
		MIB1 A 1 A_SetScale(0.99,0.99)
		MIB1 A 1 A_SetScale(1.00,1.00)
		MIB1 A 1 A_SetScale(1.01,1.01)
		MIB1 A 1 A_SetScale(1.02,1.02)
		MIB1 A 1 A_SetScale(1.03,1.03)
		MIB1 A 1 A_SetScale(1.04,1.04)
		MIB1 A 1 A_SetScale(1.05,1.05)
		MIB1 A 1 A_SetScale(1.06,1.06)
		MIB1 A 1 A_SetScale(1.07,1.07)
		MIB1 A 1 A_SetScale(1.08,1.08)
		MIB1 A 1 A_SetScale(1.09,1.09)
		MIB1 A 1 A_SetScale(1.10,1.10)
		MIB1 A 1 A_SetScale(1.11,1.11)
		MIB1 A 1 A_SetScale(1.12,1.12)
		MIB1 A 1 A_SetScale(1.13,1.13)
		MIB1 A 1 A_SetScale(1.14,1.14)
        MIB1 A 25 A_SetScale(1.15,1.15)
        MIB1 A 0 A_SpawnItemEx("ExpanderExplosion",0,0,32,0,0,0,0,SXF_ABSOLUTEVELOCITY,0)
        Goto DeathExplosion
	}
}

ACTOR "Battlelord Sentry Shrunken" 
{
    Health 30
    Radius 20
    Height 16
    Mass 0x7FFFFFFF
    Speed 3
    PainChance 128
    SeeSound "Lord/Sight"
    PainSound "MiniLord/Pain"
    DeathSound "Lord/Death"
    ActiveSound "MiniLord/Active"
	BloodColor "D1 0C 00" 
	Species "Alien"
    Scale 0.20
	DamageFactor "Damage_Foot", 5.0
	DamageFactor "LaserExplosion", 0.0
    DamageFactor "Damage_Shrinker", 0.0
	DamageFactor "Trip_Punch", 0.0
	Painchance "LaserShot", 256
	+ISMONSTER
	+SHOOTABLE
    +SOLID
	+NOTARGET
	+FRIGHTENED
    States
    {
    Spawn:
        MIB1 A 0 
		MIB1 A 0 A_JumpIfInventory("ShrunkenCheck",40,"Restore")
		MIB1 A 0 A_GiveInventory("ShrunkenCheck",1)
        MIB1 AAAAAAAA 3 A_Look
        Loop
    See:
	    MIB1 A 0 
		MIB1 A 0 A_JumpIfInventory("ShrunkenCheck",40,"Restore")
		MIB1 A 0 A_GiveInventory("ShrunkenCheck",1)
		MIB1 AABB 3 A_Chase
		MIB1 B 0 A_SpawnItem("AlienStep8",0,0,0,0)
		MIB1 CCDD 3 A_Chase
		MIB1 D 0 A_SpawnItem("AlienStep8",0,0,0,0)
        Loop
    Pain:
		MIB1 O 8 A_Pain
        Goto See 
	Pain.LaserShot:
	    MIB1 O 0 
		MIB1 O 0 A_SpawnItemEx("PainTripLaser",0,0,8)
		MIB1 O 0 HealThing(2)
		Goto See
	Pain.Radial:
        MIB1 O 0
        MIB1 O 0 HealThing(2)
        Goto See
	Restore:
	    MIB1 A 0
        MIB1 A 10 A_PlaySound("Shrinker/Shrink")
		MIB1 A 1 A_SetScale(0.20,0.20)
        MIB1 A 1 A_SetScale(0.22,0.22)
        MIB1 A 1 A_SetScale(0.26,0.24)
        MIB1 A 1 A_SetScale(0.24,0.24)
        MIB1 A 1 A_SetScale(0.28,0.28)
        MIB1 A 1 A_SetScale(0.30,0.30)
        MIB1 A 1 A_SetScale(0.32,0.32)
        MIB1 A 1 A_SetScale(0.34,0.34)
        MIB1 A 1 A_SetScale(0.36,0.36)
        MIB1 A 1 A_SetScale(0.38,0.38)
        MIB1 A 1 A_SetScale(0.40,0.40)
        MIB1 A 1 A_SetScale(0.42,0.42)
        MIB1 A 1 A_SetScale(0.44,0.44)
        MIB1 A 1 A_SetScale(0.46,0.46)
        MIB1 A 1 A_SetScale(0.48,0.48)
        MIB1 A 1 A_SetScale(0.50,0.50)
        MIB1 A 1 A_SetScale(0.52,0.52)
        MIB1 A 1 A_SetScale(0.54,0.54)
        MIB1 A 1 A_SetScale(0.56,0.56)
        MIB1 A 1 A_SetScale(0.58,0.58)
        MIB1 A 1 A_SetScale(0.60,0.60)
        MIB1 A 1 A_SetScale(0.62,0.62)
        MIB1 A 1 A_SetScale(0.64,0.64)
        MIB1 A 1 A_SetScale(0.66,0.66)
        MIB1 A 1 A_SetScale(0.68,0.68)
        MIB1 A 1 A_SetScale(0.70,0.70)
		MIB1 A 0 A_SpawnItemEx("Battlelord Sentry",0,0,0,0,0,0,0,32,0)
        Stop
	Death:
	    MIB1 A 0
		MIB1 A 0 A_Stop
        MIB1 A 0 A_PlaySound("DukeNukem/DeathLittle",5)
        MIB1 A 0 A_NoBlocking
        MIB1 A 0 A_SpawnDebris("DukeGibs1")
        MIB1 A 0 A_SpawnDebris("DukeGibs2")
		MIB1 A 0 A_SpawnDebris("DukeGibs3")
        MIB1 A 0 A_SpawnDebris("DukeGibs4")
        MIB1 A 0 A_SpawnDebris("DukeGibs5")		
        MIB1 AAAAAAA 0 A_SpawnDebris("DukeGibs6")
	    TNT1 A 1
	    Stop
    }
}

ACTOR BattlelordAttack : PigCopNade1
{
	States
    {
    Spawn:
        BS2X A 1 Bright A_SpawnItemEx("BattleLordAttackTrail1",0,0,0,0,0,0,0,128,0)
        BS2X B 1 Bright A_SpawnItemEx("BattleLordAttackTrail2",0,0,0,0,0,0,0,128,0)
	    BS2X C 1 Bright A_SpawnItemEx("BattleLordAttackTrail3",0,0,0,0,0,0,0,128,0)
        BS2X D 1 Bright A_SpawnItemEx("BattleLordAttackTrail4",0,0,0,0,0,0,0,128,0)
        Loop
    Death:
        TNT1 A 0 A_StopSound(CHAN_BODY)
		TNT1 A 0 A_PlaySound("Explosion/Sounds2",11)
		TNT1 A 0 A_Explode(128,192,0)
        TNT1 A 0 A_Explode(128,192)
		TNT1 AAAAAAAAAA 0 A_CustomMissile("ExplosionFlame",10,0,Random(0,360),2,Random(0,360))
        TNT1 A 1 A_SpawnItemEx("DukeNukemExplosion",0,0,0,0,0,0,0,0)
	    Stop
        }
}

ACTOR BattlelordAttack1 : PigCopNade
{
    Speed 20
	ReactionTime 30
	States
    {
    Spawn:
        BS2X A 1 Bright A_SpawnItemEx("BattleLordAttackTrail1",0,0,0,0,0,0,0,128,0)
        BS2X B 1 Bright A_SpawnItemEx("BattleLordAttackTrail2",0,0,0,0,0,0,0,128,0)
	    BS2X C 1 Bright A_SpawnItemEx("BattleLordAttackTrail3",0,0,0,0,0,0,0,128,0)
        BS2X D 1 Bright A_SpawnItemEx("BattleLordAttackTrail4",0,0,0,0,0,0,0,128,0)
		BS2X A 0 A_Countdown
        Loop
    Death:
        TNT1 A 0 A_StopSound(CHAN_BODY)
		TNT1 A 0 A_PlaySound("Explosion/Sounds2",11)
		TNT1 A 0 A_Explode(128,192,0)
        TNT1 A 0 A_Explode(128,192)
		TNT1 AAAAAAAAAA 0 A_CustomMissile("ExplosionFlame",10,0,Random(0,360),2,Random(0,360))
        TNT1 A 1 A_SpawnItemEx("DukeNukemExplosion",0,0,0,0,0,0,0,0)
	    Stop
        }
}

ACTOR BattlelordAttack2 : PigCopNade
{
    Speed 22
	ReactionTime 40
	States
    {
    Spawn:
        BS2X A 1 Bright A_SpawnItemEx("BattleLordAttackTrail1",0,0,0,0,0,0,0,128,0)
        BS2X B 1 Bright A_SpawnItemEx("BattleLordAttackTrail2",0,0,0,0,0,0,0,128,0)
	    BS2X C 1 Bright A_SpawnItemEx("BattleLordAttackTrail3",0,0,0,0,0,0,0,128,0)
        BS2X D 1 Bright A_SpawnItemEx("BattleLordAttackTrail4",0,0,0,0,0,0,0,128,0)
		BS2X A 0 A_Countdown
        Loop
    Death:
        TNT1 A 0 A_StopSound(CHAN_BODY)
		TNT1 A 0 A_PlaySound("Explosion/Sounds2",11)
		TNT1 A 0 A_Explode(128,192,0)
        TNT1 A 0 A_Explode(128,192)
		TNT1 AAAAAAAAAA 0 A_CustomMissile("ExplosionFlame",10,0,Random(0,360),2,Random(0,360))
        TNT1 A 1 A_SpawnItemEx("DukeNukemExplosion",0,0,0,0,0,0,0,0)
	    Stop
        }
}

ACTOR BattlelordAttack3 : PigCopNade
{
    Speed 24
	ReactionTime 30
	States
    {
    Spawn:
        BS2X A 1 Bright A_SpawnItemEx("BattleLordAttackTrail1",0,0,0,0,0,0,0,128,0)
        BS2X B 1 Bright A_SpawnItemEx("BattleLordAttackTrail2",0,0,0,0,0,0,0,128,0)
	    BS2X C 1 Bright A_SpawnItemEx("BattleLordAttackTrail3",0,0,0,0,0,0,0,128,0)
        BS2X D 1 Bright A_SpawnItemEx("BattleLordAttackTrail4",0,0,0,0,0,0,0,128,0)
		BS2X A 0 A_Countdown
        Loop
    Death:
        TNT1 A 0 A_StopSound(CHAN_BODY)
		TNT1 A 0 A_PlaySound("Explosion/Sounds2",11)
		TNT1 A 0 A_Explode(128,192,0)
        TNT1 A 0 A_Explode(128,192)
		TNT1 AAAAAAAAAA 0 A_CustomMissile("ExplosionFlame",10,0,Random(0,360),2,Random(0,360))
        TNT1 A 1 A_SpawnItemEx("DukeNukemExplosion",0,0,0,0,0,0,0,0)
	    Stop
        }
}

ACTOR BattlelordAttack4 : PigCopNade
{
    Speed 26
	ReactionTime 40
	States
    {
    Spawn:
        BS2X A 1 Bright A_SpawnItemEx("BattleLordAttackTrail1",0,0,0,0,0,0,0,128,0)
        BS2X B 1 Bright A_SpawnItemEx("BattleLordAttackTrail2",0,0,0,0,0,0,0,128,0)
	    BS2X C 1 Bright A_SpawnItemEx("BattleLordAttackTrail3",0,0,0,0,0,0,0,128,0)
        BS2X D 1 Bright A_SpawnItemEx("BattleLordAttackTrail4",0,0,0,0,0,0,0,128,0)
		BS2X A 0 A_Countdown
        Loop
    Death:
        TNT1 A 0 A_StopSound(CHAN_BODY)
		TNT1 A 0 A_PlaySound("Explosion/Sounds2",11)
		TNT1 A 0 A_Explode(128,192,0)
        TNT1 A 0 A_Explode(128,192)
		TNT1 AAAAAAAAAA 0 A_CustomMissile("ExplosionFlame",10,0,Random(0,360),2,Random(0,360))
        TNT1 A 1 A_SpawnItemEx("DukeNukemExplosion",0,0,0,0,0,0,0,0)
	    Stop
        }
}

ACTOR BattlelordAttack5 : PigCopNade
{
    Speed 28
	ReactionTime 50

	States
    {
    Spawn:
        BS2X A 1 Bright A_SpawnItemEx("BattleLordAttackTrail1",0,0,0,0,0,0,0,128,0)
        BS2X B 1 Bright A_SpawnItemEx("BattleLordAttackTrail2",0,0,0,0,0,0,0,128,0)
	    BS2X C 1 Bright A_SpawnItemEx("BattleLordAttackTrail3",0,0,0,0,0,0,0,128,0)
        BS2X D 1 Bright A_SpawnItemEx("BattleLordAttackTrail4",0,0,0,0,0,0,0,128,0)
		BS2X A 0 A_Countdown
        Loop
    Death:
        TNT1 A 0 A_StopSound(CHAN_BODY)
		TNT1 A 0 A_PlaySound("Explosion/Sounds2",11)
		TNT1 A 0 A_Explode(128,192,0)
        TNT1 A 0 A_Explode(128,192)
		TNT1 AAAAAAAAAA 0 A_CustomMissile("ExplosionFlame",10,0,Random(0,360),2,Random(0,360))
        TNT1 A 1 A_SpawnItemEx("DukeNukemExplosion",0,0,0,0,0,0,0,0)
	    Stop
        }
}

ACTOR BattlelordAttack6 : PigCopNade
{
    Speed 30
	ReactionTime 60
	States
    {
    Spawn:
        BS2X A 1 Bright A_SpawnItemEx("BattleLordAttackTrail1",0,0,0,0,0,0,0,128,0)
        BS2X B 1 Bright A_SpawnItemEx("BattleLordAttackTrail2",0,0,0,0,0,0,0,128,0)
	    BS2X C 1 Bright A_SpawnItemEx("BattleLordAttackTrail3",0,0,0,0,0,0,0,128,0)
        BS2X D 1 Bright A_SpawnItemEx("BattleLordAttackTrail4",0,0,0,0,0,0,0,128,0)
		BS2X A 0 A_Countdown
        Loop
    Death:
        TNT1 A 0 A_StopSound(CHAN_BODY)
		TNT1 A 0 A_PlaySound("Explosion/Sounds2",11)
		TNT1 A 0 A_Explode(128,192,0)
        TNT1 A 0 A_Explode(128,192)
		TNT1 AAAAAAAAAA 0 A_CustomMissile("ExplosionFlame",10,0,Random(0,360),2,Random(0,360))
        TNT1 A 1 A_SpawnItemEx("DukeNukemExplosion",0,0,0,0,0,0,0,0)
	    Stop
        }
}

ACTOR BattlelordAttack7 : PigCopNade
{
    Speed 32
	ReactionTime 70
	States
    {
    Spawn:
        BS2X A 1 Bright A_SpawnItemEx("BattleLordAttackTrail1",0,0,0,0,0,0,0,128,0)
        BS2X B 1 Bright A_SpawnItemEx("BattleLordAttackTrail2",0,0,0,0,0,0,0,128,0)
	    BS2X C 1 Bright A_SpawnItemEx("BattleLordAttackTrail3",0,0,0,0,0,0,0,128,0)
        BS2X D 1 Bright A_SpawnItemEx("BattleLordAttackTrail4",0,0,0,0,0,0,0,128,0)
		BS2X A 0 A_Countdown
        Loop
    Death:
        TNT1 A 0 A_StopSound(CHAN_BODY)
		TNT1 A 0 A_PlaySound("Explosion/Sounds2",11)
		TNT1 A 0 A_Explode(128,192,0)
        TNT1 A 0 A_Explode(128,192)
		TNT1 AAAAAAAAAA 0 A_CustomMissile("ExplosionFlame",10,0,Random(0,360),2,Random(0,360))
        TNT1 A 1 A_SpawnItemEx("DukeNukemExplosion",0,0,0,0,0,0,0,0)
	    Stop
        }
}

ACTOR BattlelordAttack8 : PigCopNade
{
    Speed 34
	ReactionTime 80
	States
    {
    Spawn:
        BS2X A 1 Bright A_SpawnItemEx("BattleLordAttackTrail1",0,0,0,0,0,0,0,128,0)
        BS2X B 1 Bright A_SpawnItemEx("BattleLordAttackTrail2",0,0,0,0,0,0,0,128,0)
	    BS2X C 1 Bright A_SpawnItemEx("BattleLordAttackTrail3",0,0,0,0,0,0,0,128,0)
        BS2X D 1 Bright A_SpawnItemEx("BattleLordAttackTrail4",0,0,0,0,0,0,0,128,0)
		BS2X A 0 A_Countdown
        Loop
    Death:
        TNT1 A 0 A_StopSound(CHAN_BODY)
		TNT1 A 0 A_PlaySound("Explosion/Sounds2",11)
		TNT1 A 0 A_Explode(128,192,0)
        TNT1 A 0 A_Explode(128,192)
		TNT1 AAAAAAAAAA 0 A_CustomMissile("ExplosionFlame",10,0,Random(0,360),2,Random(0,360))
        TNT1 A 1 A_SpawnItemEx("DukeNukemExplosion",0,0,0,0,0,0,0,0)
	    Stop
        }
}

ACTOR BattlelordAttack9 : PigCopNade
{
    Speed 36
	ReactionTime 90
	States
    {
    Spawn:
        BS2X A 1 Bright A_SpawnItemEx("BattleLordAttackTrail1",0,0,0,0,0,0,0,128,0)
        BS2X B 1 Bright A_SpawnItemEx("BattleLordAttackTrail2",0,0,0,0,0,0,0,128,0)
	    BS2X C 1 Bright A_SpawnItemEx("BattleLordAttackTrail3",0,0,0,0,0,0,0,128,0)
        BS2X D 1 Bright A_SpawnItemEx("BattleLordAttackTrail4",0,0,0,0,0,0,0,128,0)
		BS2X A 0 A_Countdown
        Loop
    Death:
        TNT1 A 0 A_StopSound(CHAN_BODY)
		TNT1 A 0 A_PlaySound("Explosion/Sounds2",11)
		TNT1 A 0 A_Explode(128,192,0)
        TNT1 A 0 A_Explode(128,192)
		TNT1 AAAAAAAAAA 0 A_CustomMissile("ExplosionFlame",10,0,Random(0,360),2,Random(0,360))
        TNT1 A 1 A_SpawnItemEx("DukeNukemExplosion",0,0,0,0,0,0,0,0)
	    Stop
        }
}

ACTOR BattlelordAttack10 : PigCopNade
{
    Speed 38
	ReactionTime 100
	States
    {
    Spawn:
        BS2X A 1 Bright A_SpawnItemEx("BattleLordAttackTrail1",0,0,0,0,0,0,0,128,0)
        BS2X B 1 Bright A_SpawnItemEx("BattleLordAttackTrail2",0,0,0,0,0,0,0,128,0)
	    BS2X C 1 Bright A_SpawnItemEx("BattleLordAttackTrail3",0,0,0,0,0,0,0,128,0)
        BS2X D 1 Bright A_SpawnItemEx("BattleLordAttackTrail4",0,0,0,0,0,0,0,128,0)
		BS2X A 0 A_Countdown
        Loop
    Death:
        TNT1 A 0 A_StopSound(CHAN_BODY)
		TNT1 A 0 A_PlaySound("Explosion/Sounds2",11)
		TNT1 A 0 A_Explode(128,192,0)
        TNT1 A 0 A_Explode(128,192)
		TNT1 AAAAAAAAAA 0 A_CustomMissile("ExplosionFlame",10,0,Random(0,360),2,Random(0,360))
        TNT1 A 1 A_SpawnItemEx("DukeNukemExplosion",0,0,0,0,0,0,0,0)
	    Stop
        }
}

ACTOR BattlelordAttack11 : PigCopNade
{
    Speed 40
	ReactionTime 110
	States
    {
    Spawn:
        BS2X A 1 Bright A_SpawnItemEx("BattleLordAttackTrail1",0,0,0,0,0,0,0,128,0)
        BS2X B 1 Bright A_SpawnItemEx("BattleLordAttackTrail2",0,0,0,0,0,0,0,128,0)
	    BS2X C 1 Bright A_SpawnItemEx("BattleLordAttackTrail3",0,0,0,0,0,0,0,128,0)
        BS2X D 1 Bright A_SpawnItemEx("BattleLordAttackTrail4",0,0,0,0,0,0,0,128,0)
		BS2X A 0 A_Countdown
        Loop
    Death:
        TNT1 A 0 A_StopSound(CHAN_BODY)
		TNT1 A 0 A_PlaySound("Explosion/Sounds2",11)
		TNT1 A 0 A_Explode(128,192,0)
        TNT1 A 0 A_Explode(128,192)
		TNT1 AAAAAAAAAA 0 A_CustomMissile("ExplosionFlame",10,0,Random(0,360),2,Random(0,360))
        TNT1 A 1 A_SpawnItemEx("DukeNukemExplosion",0,0,0,0,0,0,0,0)
	    Stop
        }
}

ACTOR BattlelordAttack12 : PigCopNade
{
    Speed 24
	ReactionTime 120
	States
    {
    Spawn:
        BS2X A 1 Bright A_SpawnItemEx("BattleLordAttackTrail1",0,0,0,0,0,0,0,128,0)
        BS2X B 1 Bright A_SpawnItemEx("BattleLordAttackTrail2",0,0,0,0,0,0,0,128,0)
	    BS2X C 1 Bright A_SpawnItemEx("BattleLordAttackTrail3",0,0,0,0,0,0,0,128,0)
        BS2X D 1 Bright A_SpawnItemEx("BattleLordAttackTrail4",0,0,0,0,0,0,0,128,0)
		BS2X A 0 A_Countdown
        Loop
    Death:
        TNT1 A 0 A_StopSound(CHAN_BODY)
		TNT1 A 0 A_PlaySound("Explosion/Sounds2",11)
		TNT1 A 0 A_Explode(128,192,0)
        TNT1 A 0 A_Explode(128,192)
		TNT1 AAAAAAAAAA 0 A_CustomMissile("ExplosionFlame",10,0,Random(0,360),2,Random(0,360))
        TNT1 A 1 A_SpawnItemEx("DukeNukemExplosion",0,0,0,0,0,0,0,0)
	    Stop
        }
}

ACTOR BattleLordPuff : DukeBulletPuff
{
    DamageType "BattleLordBullet"
}

ACTOR AlienStep8
{
    +NOINTERACTION
    +CLIENTSIDEONLY
    States
    {
    Spawn:
	    TNT1 A 0
	    TNT1 A 0 A_PlaySound("Foot/AlienStep8")
	    Stop
	    }
}