Actor ScrollOfHellfire : CustomInventory
{
+FLOAT
+FLOATBOB
+INVBAR
+COUNTITEM
+NOTIMEFREEZE
+INVENTORY.BIGPOWERUP
Inventory.Icon "HFSCA0"
Inventory.MaxAmount 1
Inventory.PickupSound "legendarypowersphere/pickup"
Inventory.PickupMessage "Become the lord of the flames, the Hellfire Cyberdemon."
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("legdemonrune/idle",CHAN_ITEM,1.0,True)
	SpawnLoop:
		HFSC BCD 5 Bright A_CustomMissile("GhostFireSpawner",-20,0,random(0,-360),CMF_AIMDIRECTION,random(0,360)) 
		Loop	
	Use:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("ScrollOfHellfireGiver")
		TNT1 A 1 A_PlaySound("HFCyber/see",CHAN_ITEM,1.0,False,ATTN_NONE)
		Stop  	
	}
}

ACTOR ScrollOfHellfireGiver : PowerupGiver
{
+NOTIMEFREEZE
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
Inventory.MaxAmount 1
Powerup.Type "PowerHFCyberPlayer"
Powerup.Duration -120
}

ACTOR PowerHFCyberPlayer : PowerMorph
{
+NOTIMEFREEZE
PowerMorph.PlayerClass "Demon_HellFireCyberdemon"
PowerMorph.MorphFlash "Nothing"
PowerMorph.UnMorphFlash "Nothing"
PowerMorph.MorphStyle (MRF_FULLHEALTH|MRF_ADDSTAMINA|MRF_NEWTIDBEHAVIOUR|MRF_WHENINVULNERABLE|MRF_LOSEACTUALWEAPON)
}

ACTOR HFMissileType2 : Inventory{inventory.MaxAmount 1}
ACTOR HFMissileType3 : Inventory{inventory.MaxAmount 1}
ACTOR HFMissileType4 : Inventory{inventory.MaxAmount 1}
ACTOR HFMissileType5 : Inventory{inventory.MaxAmount 1}
ACTOR HFMissileType6 : Inventory{inventory.MaxAmount 1}
ACTOR HFMissileType7 : Inventory{inventory.MaxAmount 1}
ACTOR HFMissileType8 : Inventory{inventory.MaxAmount 1}
ACTOR HFMissileType9 : Inventory{inventory.MaxAmount 1}
ACTOR HFMissileType10 : Inventory{inventory.MaxAmount 1}
ACTOR HFMissileType11 : Inventory{inventory.MaxAmount 1}
ACTOR HFMissileType12 : Inventory{inventory.MaxAmount 1}

ACTOR Demon_HellFireCyberdemon : PlayerPawn
{
Health 5500
Height 56
Radius 20
Mass 300
Speed 1
Scale 0.6
BloodColor "Orange"
Player.ViewHeight 45
Player.MaxHealth 5500
Player.ForwardMove 0.5
Player.SideMove 0.45
Player.JumpZ 8
Player.SoundClass "HFCyber"
Player.DisplayName "Mini HellFire Cyberdemon"
Player.AttackZOffset 0
Player.DamageScreenColor Orange, 0.5
Player.MorphWeapon "HellFireCyberdemon-Weapons"
+BOSS
+BOSSDEATH
+THRUSPECIES
+DONTHARMSPECIES
+NORADIUSDMG
+NOSKIN
+DONTRIP
+NOPAIN
-PICKUP
Species "Player"
DamageFactor "PlayerBHole", 0.0
DamageFactor "PlayerPyro", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "Player", 0.0
DamageFactor "Players", 0.0
DamageFactor "PlayerDevBall", 0.0
DamageFactor "PlayerDevBall2", 0.0
DamageFactor "PlayerDevTracer", 0.0
DamageFactor "PlayerExplosive", 0.0
DamageFactor "PDTBFG", 0.0
DamageFactor "PDTBFGTracer", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "PlayerHellfire", 0.0
DamageFactor "HFCyber", 0.05
DamageFactor "Cyber10K", 0.05
DamageFactor "Legendary1", 0.05
DamageFactor "Legendary", 0.05
DamageFactor "LegendaryGuru", 0.05
DamageFactor 0.3
SeeSound "HfCyber/See"
PainSound "HFCyber/Pain"
ActiveSound "HFCyber/Active"
DeathSound "Newcyber/death"
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("RM_Sky",0,1)
		TNT1 A 0 ACS_NamedExecuteAlways("RM_Froze",0,1)
		TNT1 A 0 A_TakeInventory("HFAltFirePressed",1)
		TNT1 A 0 A_SpawnItem("PHFCyberFlameSpawner",0,0,0,0)
		HFCY A 10 Bright
		TNT1 A 0 A_SpawnItem("PHFCyberFlameSpawner",0,0,0,0)
		HFCY A 10 Bright
		TNT1 A 0 A_SpawnItem("PHFCyberFlameSpawner",0,0,0,0)
		HFCY Z 10 Bright
		TNT1 A 0 A_SpawnItem("PHFCyberFlameSpawner",0,0,0,0)
		HFCY Z 10 Bright
		Loop
	See:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("RM_Sky",0,1)
		TNT1 A 0 ACS_NamedExecuteAlways("RM_Froze",0,1)
		TNT1 A 0 A_TakeInventory("HFAltFirePressed",1)
		TNT1 A 0 A_SpawnItem("PHFCyberFlameSpawner",0,0,0,0)
		HFCY A 3 Bright A_PlaySoundEx ("cyber/hoof","body") 
		TNT1 A 0 A_SpawnItem("PHFCyberFlameSpawner",0,0,0,0)
		HFCY ABBCC 3 Bright
		TNT1 A 0 A_SpawnItem("PHFCyberFlameSpawner",0,0,0,0)
		HFCY D 3 Bright A_PlaySoundEx ("cyber/metal","body")
		TNT1 A 0 A_SpawnItem("PHFCyberFlameSpawner",0,0,0,0)
		HFCY D 3 Bright
		TNT1 A 0 A_SpawnItem("PHFCyberFlameSpawner",0,0,0,0)
		Goto Spawn
	Missile:
		TNT1 A 0
		HFCY E 1 Bright
		TNT1 A 0 A_JumpIfInventory("HFAltFirePressed",1,"See")
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",12,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0 A_JumpIfInventory("HFServantsUsed",1,"See")
		Goto Missile12
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",11,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0 A_JumpIfInventory("HFDoomsdayUsed",1,"See")
		Goto Missile11
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",10,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0
		Goto Missile10
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",9,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0
		Goto Missile9
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",8,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0
		Goto Missile8
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",7,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0
		Goto Missile7
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",6,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0
		Goto Missile6
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",5,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0
		Goto Missile5
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",4,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0
		Goto Missile4
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",3,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0
		Goto Missile3
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",2,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0
		Goto Missile1
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",1,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0
		Goto Missile2
		HFCY E 1 Bright A_Jump(256,"Missile1")
		Goto Spawn
	Missile1:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("RM_Froze",0,0)
		HFCY E 6
		HFCY F 3 Bright 
		HFCY E 6
		HFCY F 3 Bright 
		HFCY E 6
		HFCY F 3 Bright 
		HFCY E 6
		HFCY F 3 Bright 
		HFCY E 6
		HFCY F 3 Bright 
		HFCY E 6
		HFCY F 3 Bright 
		HFCY E 6
		HFCY F 3 Bright 
		HFCY E 6
		HFCY F 3 Bright 
		HFCY E 6
		HFCY F 3 Bright
		HFCY E 6
		HFCY F 3 Bright 
		HFCY E 6
		TNT1 A 0 ACS_NamedExecuteAlways("RM_Froze",0,1)
		Goto Spawn	
	Missile2:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("RM_Froze",0,0)
		HFCY E 4 
		HFCY G 3
		HFCS A 5 		
		TNT1 A 0 
		HFCS B 7
		TNT1 A 0 ACS_NamedExecuteAlways("RM_Froze",0,1)
		Goto Spawn
	Missile3:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("RM_Froze",0,0)
		HFCY G 10 
		HFCY G 3 Bright
		HFCY G 3 Bright
		HFCY G 3 Bright 
		HFCY G 3 Bright
		HFCY G 3 Bright 
		HFCY G 3 Bright
		HFCY G 7 
		HFCS A 5 
		HFCS B 6 
		HFCS B 20
		TNT1 A 0 ACS_NamedExecuteAlways("RM_Froze",0,1)
		Goto See	
	Missile4:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("RM_Froze",0,0)
		HFCY E 33 
		HFCY F 3 Bright 
		HFCY E 6 
		HFCY F 3 Bright 
		HFCY E 6 
		HFCY F 3 Bright 
		HFCY E 6 
		HFCY F 3 Bright 
		HFCY E 6 
		HFCY F 3 Bright 
		HFCY E 6 
		HFCY F 3 Bright 
		HFCY E 6 
		HFCY F 3 Bright 
		HFCY E 6 
		HFCY F 3 Bright 
		HFCY E 6 
		HFCY F 3 Bright
		HFCY E 6 
		HFCY F 3 Bright 
		HFCY E 6
		TNT1 A 0 ACS_NamedExecuteAlways("RM_Froze",0,1)
		Goto Spawn
	Missile5:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("RM_Froze",0,0)
		HFCY E 36
		HFCY F 3 Bright 
		HFCY E 9
		HFCY F 3 Bright 
		HFCY E 9
		HFCY F 3 Bright 
		HFCY E 9
		HFCY F 3 Bright 
		HFCY E 9
		HFCY F 3 Bright 
		HFCY E 9
		HFCY F 3 Bright 
		HFCY E 9
		HFCY F 3 Bright 
		HFCY E 9
		HFCY F 3 Bright
		HFCY E 9
		HFCY F 3 Bright 
		HFCY E 9
		HFCY F 3 Bright 
		HFCY E 6
		HFCY F 2 Bright 
		HFCY E 6
		HFCY F 2 Bright 
		HFCY E 6
		HFCY F 2 Bright 
		HFCY E 6
		HFCY F 2 Bright 
		HFCY E 6
		HFCY F 2 Bright 
		HFCY E 6
		HFCY F 2 Bright 
		HFCY E 6
		HFCY F 2 Bright 
		HFCY E 6
		HFCY F 2 Bright 
		HFCY E 6
		HFCY F 2 Bright 
		HFCY E 6
		HFCY F 2 Bright 
		HFCY E 6
		HFCY F 1 Bright 
		HFCY E 6
		HFCY F 1 Bright 
		HFCY E 6
		HFCY F 1 Bright 
		HFCY E 6
		HFCY F 1 Bright 
		HFCY E 6
		HFCY F 1 Bright 
		HFCY E 30
		TNT1 A 0 ACS_NamedExecuteAlways("RM_Froze",0,1)
		Goto Spawn	
	Missile6:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("RM_Froze",0,0)
		HFCY E 36
		HFCY F 3 Bright 
		HFCY E 6
		HFCY F 3 Bright 
		HFCY E 6
		HFCY F 3 Bright 
		HFCY E 6
		HFCY F 3 Bright 
		HFCY E 6
		HFCY F 3 Bright 
		HFCY E 6
		HFCY F 3 Bright 
		HFCY E 6
		HFCY F 3 Bright 
		HFCY E 6
		HFCY F 3 Bright 
		HFCY E 6
		HFCY F 3 Bright 
		HFCY E 6
		HFCY F 3 Bright 
		HFCY E 6
		HFCY F 2 Bright 
		HFCY E 6
		HFCY F 2 Bright
		HFCY E 6
		HFCY F 2 Bright 
		HFCY E 6
		HFCY F 2 Bright
		HFCY E 6
		HFCY F 1 Bright
		HFCY E 6
		HFCY F 2 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 30
		TNT1 A 0 ACS_NamedExecuteAlways("RM_Froze",0,1)
		Goto Spawn
	Missile7:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("RM_Froze",0,0)
		HFCY E 39
		HFCY F 10 Bright
		HFCY E 15
		HFCY F 10 Bright
		HFCY E 6
		HFCY F 8 Bright
		HFCY E 6
		HFCY F 6 Bright
		HFCY E 6
		HFCY F 4 Bright
		HFCY E 6
		HFCY F 4 Bright
		HFCY E 6
		HFCY F 4 Bright
		HFCY E 6
		HFCY F 4 Bright
		HFCY E 6
		HFCY F 3 Bright
		HFCY E 6
		HFCY F 3 Bright
		HFCY E 6
		HFCY F 3 Bright
		HFCY E 6
		HFCY F 3 Bright
		HFCY E 6
		HFCY F 2 Bright
		HFCY E 6
		HFCY F 2 Bright
		HFCY E 6
		HFCY F 2 Bright
		HFCY E 6
		HFCY F 2 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 3
		HFCY F 1 Bright
		HFCY E 45
		TNT1 A 0 ACS_NamedExecuteAlways("RM_Froze",0,1)
		Goto See
	Missile8:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("RM_Froze",0,0)
		HFCY E 4 Bright
		HFCY E 4 Bright
		HFCY E 4 Bright
		HFCY E 4 Bright
		HFCY E 4 Bright
		HFCY E 4 Bright
		HFCY E 4 Bright
		HFCY F 4 Bright
		HFCY F 4 Bright
		HFCY EEE 20 Bright
		TNT1 A 0 ACS_NamedExecuteAlways("RM_Froze",0,1)
		Goto see
	Missile9:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("RM_Froze",0,0)
		HFCB A 3 Bright
		HFCB A 3 Bright
		HFCB A 10 Bright
		HFCB B 5 Bright
		HFCB A 3 Bright
		HFCB B 3 Bright
		HFCB A 5 Bright
		HFCB B 5 Bright
		HFCB A 3 Bright
		HFCB B 5 Bright
		HFCB A 3 Bright
		HFCB B 5 Bright
		HFCB A 3 Bright
		HFCB B 5 Bright
		HFCB A 3 Bright
		HFCB B 5 Bright
		HFCB A 3 Bright
		HFCB B 5 Bright
		HFCB A 3 Bright
		HFCB B 5 Bright
		HFCB A 3 Bright
		HFCB B 5 Bright
		HFCB A 3 Bright
		HFCB B 5 Bright
		HFCB A 3 Bright
		HFCB B 5 Bright
		HFCB A 3 Bright
		HFCB B 5 Bright
		HFCB A 3 Bright
		HFCB B 5 Bright
		HFCB A 3 Bright
		HFCB B 5 Bright
		HFCB A 3 Bright
		HFCB B 5 Bright
		HFCB A 3 Bright 
		HFCB B 5 Bright
		HFCB A 3 Bright 
		HFCB B 5 Bright 
		HFCB A 20 Bright
		TNT1 A 0 ACS_NamedExecuteAlways("RM_Froze",0,1)
		Goto see
	Missile10:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("RM_Froze",0,0)
		HFCB C 10 Bright
		HFCB C 3 Bright 
		HFCB C 3 Bright 
		HFCB C 3 Bright 
		HFCB C 3 Bright 
		HFCB C 3 Bright 		
		HFCB C 3 Bright 
		HFCB C 3 Bright 
		HFCB C 3 Bright 
		HFCB C 3 Bright 
		HFCB C 3 Bright 
		HFCB C 3 Bright 
		HFCB C 3 Bright 
		HFCB C 3 Bright 
		HFCB C 3 Bright 
		HFCB C 3 Bright 
		HFCB C 3 Bright 
		HFCB C 3 Bright 
		HFCB C 3 Bright 
		HFCB C 3 Bright 
		HFCB C 3 Bright 
		HFCB C 3 Bright 
		HFCB C 3 Bright 
		HFCB C 3 Bright 
		HFCB C 3 Bright 
		HFCB C 3 Bright 		
		HFCB C 3 Bright 	
		HFCB C 3 Bright 
		HFCB C 3 Bright 
		HFCB C 3 Bright 
		HFCB C 3 Bright 		
		HFCB C 3 Bright 	
		HFCB C 3 Bright 
		HFCB C 3 Bright 
		HFCB C 3 Bright 
		HFCB C 3 Bright 		
		HFCB C 3 Bright 	
		HFCB C 3 Bright 
		HFCB C 3 Bright 
		HFCB C 3 Bright 
		HFCB D 3 Bright 	
		HFCB D 3 Bright 
		HFCB D 3 Bright 
		HFCB D 4 Bright 
		HFCB C 3 Bright 
		HFCB D 4 Bright 
		HFCB C 3 Bright 
		HFCB D 4 Bright 
		HFCB C 3 Bright 
		HFCB D 4 Bright
		HFCB C 3 Bright
		HFCB D 4 Bright 
		HFCB C 3 Bright 
		HFCB D 4 Bright 
		HFCB C 3 Bright 
		HFCB D 0 Bright 
		HFCB D 4 Bright
		HFCB C 3 Bright 
		HFCB D 4 Bright 
		HFCB C 3 Bright 
		HFCB D 4 Bright
		HFCB C 3 Bright 
		HFCB D 4 Bright
		HFCB C 3 Bright
		HFCB D 4 Bright
		HFCB C 3 Bright
		HFCB D 4 Bright
		HFCB C 3 Bright
		HFCB D 4 Bright
		HFCB C 3 Bright
		HFCB D 4 Bright
		HFCB D 20 Bright
		TNT1 A 0 ACS_NamedExecuteAlways("RM_Froze",0,1)
		Goto see
  Missile11:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("RM_Froze",0,0)
		HFCY G 80 Bright
		HFCS B 7
		HFCS B 2 Bright
		HFCY G 504 Bright
		TNT1 A 0 ACS_NamedExecuteAlways("RM_Froze",0,1)
		GoTo See
	Missile12:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("RM_Froze",0,0)
		HFCY G 3
		HFCS A 5
		HFCS B 25
		HFCS B 10
		TNT1 A 0 ACS_NamedExecuteAlways("RM_Froze",0,1)
		GoTo See
	XDeath:
	Death:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("RM_Sky",0,2)
		HFCY G 10 A_Scream
		HFCY H 10 A_NoBlocking
		HFCY II 2 Bright
		HFCY II 2 Bright
		HFCY JJ 2 Bright
		HFCY JJ 2 Bright
		HFCY KK 2 Bright
		HFCY LL 1 Bright
		HFCY MM 1 Bright
		HFCY N 10
		HFCY O 8
		HFCY P -1
		Stop
	}
}

Actor HFCybWeapType : Inventory { Inventory.MaxAmount 12 }
Actor HFAltFirePressed : Inventory { Inventory.MaxAmount 1 }
Actor HFDoomsdayUsed : Inventory { Inventory.MaxAmount 1 }
Actor HFServantsUsed : Inventory { Inventory.MaxAmount 1 }

Actor HellFireCyberdemon-Weapons : MorphedWeapon
{
States
	{
	Ready:
		HCBW A 17 A_WeaponReady
		Loop
	Fire:
		TNT1 A 0
		HCBW A 1 Bright
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",12,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0
		Goto Fire12
		HCBW A 1 Bright
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",11,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0
		Goto Fire11
		HCBW A 1 Bright
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",10,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0
		Goto Fire10
		HCBW A 1 Bright
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",9,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0
		Goto Fire9
		HCBW A 1 Bright
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",8,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0
		Goto Fire8
		HCBW A 1 Bright
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",7,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0
		Goto Fire7
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",6,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0
		Goto Fire6
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",5,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0
		Goto Fire5
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",4,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0
		Goto Fire4
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",3,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0
		Goto Fire3
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",2,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0
		Goto Fire2
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",1,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0
		Goto Fire1
		HCBW A 1 Bright A_Jump(256,"Fire0")
		Goto Ready
	Fire0:
		TNT1 A 0
		TNT1 A 0 A_GunFlash
		HCBW ABC 2
		HCBW D 3 Bright A_FireCustomMissile("PHFCyberRocket",random(-6,6),0,-20,0)
		HCBW ABC 2
		HCBW D 3 Bright A_FireCustomMissile("PHFCyberRocket",random(-6,6),0,-20,0)
		HCBW ABC 2
		HCBW D 3 Bright A_FireCustomMissile("PHFCyberRocket",random(-6,6),0,-20,0)
		HCBW ABC 2
		HCBW D 3 Bright A_FireCustomMissile("PHFCyberRocket",random(-6,6),0,-20,0)
		HCBW ABC 2
		HCBW D 3 Bright A_FireCustomMissile("PHFCyberRocket",random(-6,6),0,-20,0)
		HCBW ABC 2
		HCBW D 3 Bright A_FireCustomMissile("PHFCyberRocket",random(-6,6),0,-20,0)
		HCBW ABC 2
		HCBW D 3 Bright A_FireCustomMissile("PHFCyberRocket",random(-6,6),0,-20,0)
		HCBW ABC 2
		HCBW D 3 Bright A_FireCustomMissile("PHFCyberRocket",random(-6,6),0,-20,0)
		HCBW ABC 2
		HCBW D 3 Bright A_FireCustomMissile("PHFCyberRocket",random(-6,6),0,-20,0)
		HCBW ABC 2
		HCBW D 3 Bright A_FireCustomMissile("PHFCyberRocket",random(-6,6),0,-20,0)
		HCBW ABC 2
		Goto Ready
	Fire1:
		TNT1 A 0
		HCBW E 4
		LVRD D 0 A_GiveInventory("HFMissileType2")
		LVRD D 0 A_GunFlash
		HCBW E 3
		TNT1 A 0 A_Recoil(-50)
		HCBW E 5
		TNT1 A 0 Radius_Quake(10,8,0,24,0)
		TNT1 A 0 A_PlaySound("monsters/darkcyberstomp")
		TNT1 A 0 A_FireCustomMissile("PHFCyberStomp",0,0,0,10)
		HCBW E 7
		Goto Ready
	Fire2:
		TNT1 A 0
		TNT1 A 0 A_GunFlash
		HCBW ABC 2
		HCBW D 3 Bright A_FireCustomMissile ("PCyberSeekingComet",random(-6,6),0,-20,0)
		HCBW ABC 2
		HCBW D 3 Bright A_FireCustomMissile ("PCyberSeekingComet",random(-6,6),0,-20,0)
		HCBW ABC 2
		HCBW D 3 Bright A_FireCustomMissile ("PCyberSeekingComet",random(-6,6),0,-20,0)
		HCBW ABC 2
		HCBW D 3 Bright A_FireCustomMissile ("PCyberSeekingComet",random(-6,6),0,-20,0)
		HCBW ABC 2
		HCBW D 3 Bright A_FireCustomMissile ("PCyberSeekingComet",random(-6,6),0,-20,0)
		HCBW ABC 2
		HCBW D 3 Bright A_FireCustomMissile ("PCyberSeekingComet",random(-6,6),0,-20,0)
		HCBW ABC 2
		HCBW D 3 Bright A_FireCustomMissile ("PCyberSeekingComet",random(-6,6),0,-20,0)
		HCBW ABC 2
		HCBW D 3 Bright A_FireCustomMissile ("PCyberSeekingComet",random(-6,6),0,-20,0)
		HCBW ABC 2
		HCBW D 3 Bright A_FireCustomMissile ("PCyberSeekingComet",random(-6,6),0,-20,0)
		HCBW ABC 2
		HCBW D 3 Bright A_FireCustomMissile ("PCyberSeekingComet",random(-6,6),0,-20,0)
		Goto Ready
	Fire3:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("HFMissileType3")
		TNT1 A 0 A_GunFlash
		HCBW E 10
		HCBW E 3 Bright A_PlaySoundEx("HFCyb/Laugh","Voice")
		HCBW E 3 Bright
		HCBW E 3 Bright
		HCBW E 3 Bright
		HCBW E 3 Bright
		HCBW E 3 Bright
		HCBW E 7
		HCBW E 5
		TNT1 A 0 Radius_Quake(10,8,0,24,0)
		HCBW E 6 A_PlaySound("monsters/darkcyberstomp")
		TNT1 A 0 A_FireCustomMissile("PHellCyberFireSpawner2",16,0,0,16)
		TNT1 A 0 A_FireCustomMissile("PHellCyberFireSpawner2",5,0,0,16)
		TNT1 A 0 A_FireCustomMissile("PHellCyberFireSpawner2",-5,0,0,16)
		TNT1 A 0 A_FireCustomMissile("PHellCyberFireSpawner2",10,0,0,16)
		TNT1 A 0 A_FireCustomMissile("PHellCyberFireSpawner2",-10,0,0,16)
		TNT1 A 0 A_FireCustomMissile("PHellCyberFireSpawner2",15,0,0,16)
		TNT1 A 0 A_FireCustomMissile("PHellCyberFireSpawner2",-15,0,0,16)
		TNT1 A 0 A_FireCustomMissile("PHellCyberFireSpawner2",20,0,0,16)
		TNT1 A 0 A_FireCustomMissile("PHellCyberFireSpawner2",-20,0,0,16)
		TNT1 A 0 A_FireCustomMissile("PHellCyberFireSpawner2",25,0,0,16)
		TNT1 A 0 A_FireCustomMissile("PHellCyberFireSpawner2",-25,0,0,16)
		TNT1 A 0 A_FireCustomMissile("PHellCyberFireSpawner2",30,0,0,16)
		TNT1 A 0 A_FireCustomMissile("PHellCyberFireSpawner2",-30,0,0,16)
		TNT1 A 0 A_FireCustomMissile("PHellCyberFireSpawner2",35,0,0,16)
		TNT1 A 0 A_FireCustomMissile("PHellCyberFireSpawner2",-35,0,0,16)
		TNT1 A 0 A_FireCustomMissile("PHellCyberFireSpawner2",40,0,0,16)
		TNT1 A 0 A_FireCustomMissile("PHellCyberFireSpawner2",-40,0,0,16)
		TNT1 A 0 A_FireCustomMissile("PHellCyberFireSpawner2",45,0,0,16)
		TNT1 A 0 A_FireCustomMissile("PHellCyberFireSpawner2",-45,0,0,16)
		HCBW E 20
		Goto Ready
	Fire4:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("HFMissileType4")
		TNT1 A 0 A_GunFlash
		HCBW ABC 9 Bright
		HCBW ABC 2 Bright
		HCBW D 3 Bright A_FireCustomMissile("PFuelRocket",random(-4,4),0,-20,0)
		HCBW ABC 2 Bright
		HCBW D 3 Bright A_FireCustomMissile("PFuelRocket",random(-4,4),0,-20,0)
		HCBW ABC 2 Bright
		HCBW D 3 Bright A_FireCustomMissile("PFuelRocket",random(-4,4),0,-20,0)
		HCBW ABC 2 Bright
		HCBW D 3 Bright A_FireCustomMissile("PFuelRocket",random(-4,4),0,-20,0)
		HCBW ABC 2 Bright
		HCBW D 3 Bright A_FireCustomMissile("PFuelRocket",random(-4,4),0,-20,0)
		HCBW ABC 2 Bright
		HCBW D 3 Bright A_FireCustomMissile("PFuelRocket",random(-4,4),0,-20,0)
		HCBW ABC 2 Bright
		HCBW D 3 Bright A_FireCustomMissile("PFuelRocket",random(-4,4),0,-20,0)
		HCBW ABC 2 Bright
		HCBW D 3 Bright A_FireCustomMissile("PFuelRocket",random(-4,4),0,-20,0)
		HCBW ABC 2 Bright
		HCBW D 3 Bright A_FireCustomMissile("PFuelRocket",random(-4,4),0,-20,0)
		HCBW ABC 2 Bright
		HCBW D 3 Bright A_FireCustomMissile("PFuelRocket",random(-4,4),0,-20,0)
		HCBW CBA 2
		Goto Ready
	Fire5:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("HFMissileType5")
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_PlaySound("weapons/charge15k")
		HCBW ABC 9 Bright
		HCBW ABC 3 Bright
		HCBW D 3 Bright A_FireCustomMissile("PHFCyberFireBalls",random(-4,4),0,-20,0)
		HCBW ABC 3 Bright
		HCBW D 3 Bright A_FireCustomMissile("PHFCyberFireBalls",random(-4,4),0,-20,0)
		HCBW ABC 3 Bright
		HCBW D 3 Bright A_FireCustomMissile("PHFCyberFireBalls",random(-4,4),0,-20,0)
		HCBW ABC 3 Bright
		HCBW D 3 Bright A_FireCustomMissile("PHFCyberFireBalls",random(-4,4),0,-20,0)
		HCBW ABC 3 Bright
		HCBW D 3 Bright A_FireCustomMissile("PHFCyberFireBalls",random(-4,4),0,-20,0)
		HCBW ABC 3 Bright
		HCBW D 3 Bright A_FireCustomMissile("PHFCyberFireBalls",random(-4,4),0,-20,0)
		HCBW ABC 3 Bright
		HCBW D 3 Bright A_FireCustomMissile("PHFCyberFireBalls",random(-4,4),0,-20,0)
		HCBW ABC 3 Bright
		HCBW D 3 Bright A_FireCustomMissile("PHFCyberFireBalls",random(-4,4),0,-20,0)
		HCBW ABC 3 Bright
		HCBW D 3 Bright A_FireCustomMissile("PHFCyberFireBalls",random(-4,4),0,-20,0)
		HCBW ABC 3 Bright
		HCBW D 3 Bright A_FireCustomMissile("PHFCyberFireBalls",random(-4,4),0,-20,0)
		HCBW ABC 2 Bright
		HCBW D 2 Bright A_FireCustomMissile("PHFCyberFireBalls",random(-4,4),0,-20,0)
		HCBW ABC 2 Bright
		HCBW D 2 Bright A_FireCustomMissile("PHFCyberFireBalls",random(-4,4),0,-20,0)
		HCBW ABC 2 Bright
		HCBW D 2 Bright A_FireCustomMissile("PHFCyberFireBalls",random(-4,4),0,-20,0)
		HCBW ABC 2 Bright
		HCBW D 2 Bright A_FireCustomMissile("PHFCyberFireBalls",random(-4,4),0,-20,0)
		HCBW ABC 2 Bright
		HCBW D 2 Bright A_FireCustomMissile("PHFCyberFireBalls",random(-4,4),0,-20,0)
		HCBW ABC 2 Bright
		HCBW D 2 Bright A_FireCustomMissile("PHFCyberFireBalls",random(-4,4),0,-20,0)
		HCBW ABC 2 Bright
		HCBW D 2 Bright A_FireCustomMissile("PHFCyberFireBalls",random(-4,4),0,-20,0)
		HCBW ABC 2 Bright
		HCBW D 2 Bright A_FireCustomMissile("PHFCyberFireBalls",random(-4,4),0,-20,0)
		HCBW ABC 2 Bright
		HCBW D 2 Bright A_FireCustomMissile("PHFCyberFireBalls",random(-4,4),0,-20,0)
		HCBW ABC 2 Bright
		HCBW D 2 Bright A_FireCustomMissile("PHFCyberFireBalls",random(-4,4),0,-20,0)
		HCBW ABC 2 Bright
		HCBW D 1 Bright A_FireCustomMissile("PHFCyberFireBalls",random(-4,4),0,-20,0)
		HCBW ABC 2 Bright
		HCBW D 1 Bright A_FireCustomMissile("PHFCyberFireBalls",random(-4,4),0,-20,0)
		HCBW ABC 2 Bright
		HCBW D 1 Bright A_FireCustomMissile("PHFCyberFireBalls",random(-4,4),0,-20,0)
		HCBW ABC 2 Bright
		HCBW D 1 Bright A_FireCustomMissile("PHFCyberFireBalls",random(-4,4),0,-20,0)
		HCBW ABC 2 Bright
		HCBW D 1 Bright A_FireCustomMissile("PHFCyberFireBalls",random(-4,4),0,-20,0)
		HCBW CBA 10 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
		Goto Ready	
	Fire6:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("HFMissileType7")
		TNT1 A 0 A_GunFlash	
		TNT1 A 0 A_Changeflag(reflective,1)
		TNT1 A 0 A_PlaySound("weapons/charge15k")
		HCBW ABC 9 Bright 
		HCBW ABC 3 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 3 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)	
		HCBW ABC 2 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 3 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)	
		HCBW ABC 2 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 3 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 2 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 3 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 2 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 3 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 2 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 3 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 2 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 3 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 2 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 3 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 2 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 3 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 2 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 3 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 2 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 2 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)	
		HCBW ABC 2 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 2 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)	
		HCBW ABC 2 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 2 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 2 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 2 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 2 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 1 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 2 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 2 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 1 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 1 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 1 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 1 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 1 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 1 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 1 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 1 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 1 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 1 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 1 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 1 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 1 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 1 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 1 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 1 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 1 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 1 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 1 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 1 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 1 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 1 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 1 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 1 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 1 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 1 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 1 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 1 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 1 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 1 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 1 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 1 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 1 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 1 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 1 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 1 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 1 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 1 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 1 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 1 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 1 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 1 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 1 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 1 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 1 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 1 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 1 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 1 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 1 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 1 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 1 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 1 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 1 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 1 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 1 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 1 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 1 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 1 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 1 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 1 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW ABC 1 Bright 
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		HCBW D 1 Bright A_FireCustomMissile("PHFCyber10K",random(-4,4),0,-20,0)
		HCBW CBA 10 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
		TNT1 A 0 A_Changeflag(reflective,0)
		Goto Ready
	Fire7:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("HFMissileType7")
		TNT1 A 0 A_GunFlash	
		TNT1 A 0 A_PlaySound("weapons/rgcharge")
		TNT1 A 0 A_Changeflag(reflective,1)
		HCBW ABC 8 
		HCBW ABC 5 Bright 
		HCBW D 10 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-20,0)
		HCBW ABC 5 Bright 
		HCBW D 10 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-20,0)
		HCBW ABC 2 Bright 
		HCBW D 8 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-20,0)
		HCBW ABC 2 Bright 
		HCBW D 6 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-20,0)
		HCBW ABC 2 Bright 
		HCBW D 4 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-20,0)
		HCBW ABC 2 Bright 
		HCBW D 4 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-20,0)
		HCBW ABC 2 Bright 
		HCBW D 4 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-20,0)
		HCBW ABC 2 Bright 
		HCBW D 4 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-20,0)
		HCBW ABC 2 Bright 
		HCBW D 3 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-20,0)
		HCBW ABC 2 Bright 
		HCBW D 3 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-20,0)
		HCBW ABC 2 Bright 
		HCBW D 3 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-20,0)
		HCBW ABC 2 Bright 
		HCBW D 3 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-20,0)
		HCBW ABC 2 Bright 
		HCBW D 2 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-20,0)
		HCBW ABC 2 Bright 
		HCBW D 2 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-20,0)
		HCBW ABC 2 Bright 
		HCBW D 2 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-20,0)
		HCBW ABC 2 Bright 
		HCBW D 2 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-20,0)
		HCBW ABC 1 Bright 
		HCBW D 1 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-20,0)
		HCBW ABC 1 Bright 
		HCBW D 1 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-20,0)
		HCBW ABC 1 Bright 
		HCBW D 1 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-20,0)
		HCBW ABC 1 Bright 
		HCBW D 1 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-20,0)
		HCBW ABC 1 Bright 
		HCBW D 1 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-20,0)
		HCBW ABC 1 Bright 
		HCBW D 1 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-20,0)
		HCBW ABC 1 Bright 
		HCBW D 1 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-20,0)
		HCBW ABC 1 Bright 
		HCBW D 1 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-20,0)
		HCBW ABC 1 Bright 
		HCBW D 1 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-20,0)
		HCBW ABC 1 Bright 
		HCBW D 1 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-20,0)
		HCBW ABC 1 Bright 
		HCBW D 1 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-20,0)
		HCBW ABC 1 Bright 
		HCBW D 1 Bright A_FireCustomMissile("PCardinalRail",random(-2,3),0,-20,0)
		HCBW CBA 15 Bright
		TNT1 A 0 A_Changeflag(reflective,0)
		Goto Ready	
	Fire8:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("HFMissileType8")
		HCBW A 4 Bright 
		HCBW A 4 Bright 
		HCBW A 4 Bright 
		HCBW A 4 Bright 
		HCBW A 4 Bright 
		HCBW A 4 Bright 
		HCBW A 4 Bright 
		HCBW BC 4 Bright   
		TNT1 A 0 A_PlaySound("weapons/PCNNF")
		HCBW D 4 Bright A_FireCustomMissile("PHFCyberPyroshot",0,0,-20,0)
		HCBW AAA 20 Bright 
		Goto Ready
	Fire9:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("HFMissileType9")
		HCBW E 3 Bright  
		HCBW E 3 Bright 
		TNT1 A 0 Bright A_PlaySound("HFCyb/laugh2")	
		HCBW E 10 Bright 
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,0,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,20,-20)
		HCBW E 5 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-20,-20)
		HCBW E 3 Bright 
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,0,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,20,-20)
		HCBW E 3 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-20,-20)
		HCBW E 5 Bright 
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,0,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,20,-20)
		HCBW E 5 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-20,-20)
		HCBW E 3 Bright 
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,0,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,20,-20)
		HCBW E 5 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-20,-20)
		HCBW E 3 Bright 
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,0,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,20,-20)
		HCBW E 5 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-20,-20)
		HCBW E 3 Bright 
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,0,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,20,-20)
		HCBW E 5 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-20,-20)
		HCBW E 3 Bright 
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,0,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,20,-20)
		HCBW E 5 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-20,-20)
		HCBW E 3 Bright 
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,0,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,20,-20)
		HCBW E 5 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-20,-20)
		HCBW E 3 Bright
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,0,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,20,-20)
		HCBW E 5 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-20,-20)
		HCBW E 3 Bright
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,0,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,20,-20)
		HCBW E 5 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-20,-20)
		HCBW E 3 Bright
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,0,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,20,-20)
		HCBW E 5 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-20,-20)
		HCBW E 3 Bright
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,0,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,20,-20)
		HCBW E 5 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-20,-20)
		HCBW E 3 Bright 
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,0,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,20,-20)
		HCBW E 5 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-20,-20)
		HCBW E 3 Bright 
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,0,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,20,-20)
		HCBW E 5 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-20,-20)
		HCBW E 3 Bright 
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,0,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,20,-20)
		HCBW E 5 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-20,-20)
		HCBW E 3 Bright 
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,0,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,20,-20)
		HCBW E 5 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-20,-20)
		HCBW E 3 Bright 
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,0,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,20,-20)
		HCBW E 5 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-20,-20)
		HCBW E 3 Bright 
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,0,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,20,-20)
		HCBW E 5 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-20,-20)
		HCBW E 20 Bright  
		Goto Ready
	Fire10:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("HFMissileType10")
		TNT1 A 0 Bright A_PlaySoundEx("HFCyb/laugh2","Voice")
		HCBW A 3 Bright 
		HCBW A 3 Bright 
		HCBW A 3 Bright 
		HCBW A 3 Bright 
		HCBW A 3 Bright 		
		HCBW A 3 Bright 
		HCBW A 3 Bright 
		HCBW A 3 Bright 
		HCBW A 3 Bright 
		HCBW A 3 Bright 
		HCBW A 3 Bright 
		HCBW A 3 Bright 
		HCBW A 3 Bright 
		HCBW A 3 Bright 
		HCBW A 3 Bright 
		HCBW A 3 Bright 
		HCBW A 3 Bright 
		HCBW A 3 Bright 
		HCBW A 3 Bright 
		HCBW A 3 Bright 
		HCBW A 3 Bright 
		HCBW A 3 Bright 
		HCBW A 3 Bright 
		HCBW A 3 Bright 
		HCBW A 3 Bright 		
		HCBW A 3 Bright 	
		HCBW A 3 Bright 
		HCBW A 3 Bright 
		HCBW A 3 Bright 
		HCBW A 3 Bright 		
		HCBW A 3 Bright 	
		HCBW A 3 Bright 
		HCBW A 3 Bright 
		HCBW A 3 Bright 
		HCBW A 3 Bright 		
		HCBW A 3 Bright 	
		HCBW A 3 Bright 
		HCBW A 3 Bright 
		HCBW A 3 Bright 
		HCBW A 3 Bright 	
		HCBW A 3 Bright 
		HCBW A 3 Bright 
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,0,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,20,-20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-20,-20) 
		TNT1 A 0 Bright A_FireCustomMissile("PForgottenOneBomb",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/PCNNF")
		HCBW D 4 Bright A_FireCustomMissile("PHFCyberPyroshot",0,0,-20,0)
		HCBW D 3 Bright 
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,0,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,20,-20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-20,-20)
		TNT1 A 0 Bright A_FireCustomMissile("PForgottenOneBomb",0,0,0,0)
		HCBW D 4 Bright A_FireCustomMissile("PCardinalRail",0,0,-20,0)
		HCBW D 3 Bright 
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,0,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,20,-20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-20,-20)
		TNT1 A 0 Bright A_FireCustomMissile("PForgottenOneBomb",0,0,0,0)
		HCBW D 4 Bright A_FireCustomMissile("PHFCyber10K",0,0,-20,0)
		HCBW D 3 Bright 
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,0,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,20,-20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-20,-20)
		TNT1 A 0 Bright A_FireCustomMissile("PForgottenOneBomb",0,0,0,0)
		HCBW D 4 Bright A_FireCustomMissile("PHFCyber10K",0,0,-20,0)
		HCBW D 3 Bright 
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,0,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,20,-20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-20,-20)
		TNT1 A 0 Bright A_FireCustomMissile("PForgottenOneBomb",0,0,0,0)
		HCBW D 4 Bright A_FireCustomMissile("PHFCyber10K",0,0,-20,0)
		HCBW D 3 Bright 
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,0,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,20,-20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-20,-20)
		TNT1 A 0 Bright A_FireCustomMissile("PForgottenOneBomb",0,0,0,0)
		HCBW D 4 Bright A_FireCustomMissile("PHFCyberFireBalls",0,0,-20,0)
		HCBW D 3 Bright 
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,0,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,20,-20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-20,-20)
		TNT1 A 0 Bright A_FireCustomMissile("PForgottenOneBomb",0,0,0,0)
		HCBW D 4 Bright A_FireCustomMissile("PHFCyberFireBalls",0,0,-20,0)
		HCBW D 3 Bright 
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,0,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,20,-20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-20,-20)
		TNT1 A 0 Bright A_FireCustomMissile("PForgottenOneBomb",0,0,0,0)
		HCBW D 4 Bright A_FireCustomMissile("PHFCyberFireBalls",0,0,-20,0)
		HCBW D 3 Bright 
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,0,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,20,-20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-20,-20)
		TNT1 A 0 Bright A_FireCustomMissile("PForgottenOneBomb",0,0,0,0)
		HCBW D 4 Bright A_FireCustomMissile("PFuelRocket",0,0,-20,0)
		HCBW D 3 Bright 
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,0,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,20,-20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-20,-20)
		TNT1 A 0 Bright A_FireCustomMissile("PForgottenOneBomb",0,0,0,20)
		HCBW D 4 Bright A_FireCustomMissile("PFuelRocket",0,0,-20,0)
		HCBW D 3 Bright 
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,0,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,20,-20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-20,-20)
		TNT1 A 0 Bright A_FireCustomMissile("PForgottenOneBomb",0,0,0,0)
		HCBW D 4 Bright A_FireCustomMissile("PFuelRocket",0,0,-20,0)
		HCBW D 3 Bright 
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,0,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,20,-20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-20,-20)
		TNT1 A 0 Bright A_FireCustomMissile("PForgottenOneBomb",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/PCNNF")
		HCBW D 4 Bright A_FireCustomMissile("PHFCyberPyroshot",0,0,-20,0)
		HCBW D 3 Bright 
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,0,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,20,-20)
		TNT1 A 0 Bright A_FireCustomMissile("PBombBall2",random(-2,3),0,-20,-20)
		TNT1 A 0 Bright A_FireCustomMissile("PForgottenOneBomb",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/PCNNF")
		HCBW D 4 Bright A_FireCustomMissile("PHFCyberPyroshot",0,0,-20,0)
		HCBW D 3 Bright 
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,0,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,20,20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,20,-20)
		TNT1 A 0 Bright A_FireCustomMissile("PFamineTracer2",random(-2,3),0,-20,-20)
		TNT1 A 0 Bright A_FireCustomMissile("PForgottenOneBomb",0,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/PCNNF")
		HCBW D 4 Bright A_FireCustomMissile("PHFCyberPyroshot",0,0,-20,0)
		HCBW A 20 Bright  
		Goto Ready
	Fire11:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("HFMissileType11")
		TNT1 A 0 A_PlaySoundEx("HFCyb/laugh2","Voice")
		HCBW E 80 Bright
		TNT1 A 0 Radius_Quake(60,180,0,360,0)
		TNT1 A 0 A_PlaySound("monsters/darkcyberstomp")
		TNT1 A 0 A_FireCustomMissile("PentaLine1",-72)
		TNT1 A 0 A_FireCustomMissile("PentaLine1",-144)
		TNT1 A 0 A_FireCustomMissile("PentaLine1",-216)
		TNT1 A 0 A_FireCustomMissile("PentaLine1",-288)
		TNT1 A 0 A_FireCustomMissile("PentaLine1",0)
		TNT1 A 0 A_FireCustomMissile("PHFCyberStomp",10,0,0,0)
		HCBW E 7 A_SpawnItem("PHFCyberFlameSpawner",0,0,0,0)
		TNT1 A 0 A_FireCustomMissile("PHFCyberRainCometNull",56,0,0)
		TNT1 A 0 A_FireCustomMissile("PHFCyberRainCometNull",56,0,30)
		TNT1 A 0 A_FireCustomMissile("PHFCyberRainCometNull",56,0,-30)
		TNT1 A 0 A_FireCustomMissile("PHFCyberRainCometNull",56,0,200)
		TNT1 A 0 A_FireCustomMissile("PHFCyberRainCometNull",56,0,90)
		TNT1 A 0 A_FireCustomMissile("PHFCyberRainCometNull",56,0,-90)
		HCBW E 2 Bright
		TNT1 A 0 Radius_Quake(60,120,0,360,0)
		HCBW EEEEEEEEEEEEEEEEEEEEE 2 Bright A_SpawnItemEx("PHFire",Random(650,-650),Random(650,-650),0,0,0,0,SXF_NOCHECKPOSITION,0)
		HCBW EEEEEEEEEEEEEEEEEEEEE 2 Bright A_SpawnItemEx("PHFUndeadHandProjectile",Random(650,-650),Random(650,-650),0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 Radius_Quake(80,120,0,460,0)
		HCBW EEEEEEEEEEEEEEEEEEEEE 2 Bright A_SpawnItemEx("PHFire",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)
		HCBW EEEEEEEEEEEEEEEEEEEEE 2 Bright A_SpawnItemEx("PHFUndeadHandProjectile",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 Radius_Quake(100,120,0,560,0)
		HCBW EEEEEEEEEEEEEEEEEEEEE 2 Bright A_SpawnItemEx("PHFire",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,0)
		HCBW EEEEEEEEEEEEEEEEEEEEE 2 Bright A_SpawnItemEx("PHFUndeadHandProjectile",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 Radius_Quake(120,120,0,660,0)
		HCBW EEEEEEEEEEEEEEEEEEEEE 2 Bright A_SpawnItemEx("PHFire",Random(2250,-1250),Random(2250,-2250),0,0,0,0,SXF_NOCHECKPOSITION,0)
		HCBW EEEEEEEEEEEEEEEEEEEEE 2 Bright A_SpawnItemEx("PHFUndeadHandProjectile",Random(2250,-1250),Random(2250,-2250),0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 Radius_Quake(140,120,0,760,0)
		HCBW EEEEEEEEEEEEEEEEEEEEE 2 Bright A_SpawnItemEx("PHFire",Random(2650,-2650),Random(2650,-2650),0,0,0,0,SXF_NOCHECKPOSITION,0)
		HCBW EEEEEEEEEEEEEEEEEEEEE 2 Bright A_SpawnItemEx("PHFUndeadHandProjectile",Random(2650,-2650),Random(2650,-2650),0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 Radius_Quake(150,120,0,860,0)
		HCBW EEEEEEEEEEEEEEEEEEEEE 2 Bright A_SpawnItemEx("PHFire",Random(3250,-3250),Random(3250,-3250),0,0,0,0,SXF_NOCHECKPOSITION,0)
		HCBW EEEEEEEEEEEEEEEEEEEEE 2 Bright A_SpawnItemEx("PHFUndeadHandProjectile",Random(3250,-3250),Random(3250,-3250),0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_GiveInventory("HFDoomsdayUsed",1)
		TNT1 A 0 A_TakeInventory("HFCybWeapType",1)
		Goto Ready
	Fire12:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("HFMissileType12")
		HCBW E 8
		TNT1 A 0 Radius_Quake(10,8,0,24,0)	
		TNT1 A 0 A_PlaySound("monsters/darkcyberstomp")
		TNT1 A 0 A_FireCustomMissile("PentaLine1",-72)
		TNT1 A 0 A_FireCustomMissile("PentaLine1",-144)
		TNT1 A 0 A_FireCustomMissile("PentaLine1",-216)
		TNT1 A 0 A_FireCustomMissile("PentaLine1",-288)
		HCBW E 25 A_FireCustomMissile("PentaLine1",0)
		TNT1 AAAAAA 0 A_SpawnItemEx("HFireSpawner",0,0,20,30,0,0,90,0)
		TNT1 A 0 A_FireCustomMissile("PInfernoDemon1Summoner",45,0,0,20)
		TNT1 AAAAAA 0 A_SpawnItemEx("HFireSpawner",0,0,20,30,0,0,270,0)
		TNT1 A 0 A_FireCustomMissile("PInfernoDemon2Summoner",315,0,0,20)
		HCBW E 10 A_FaceTarget
		TNT1 A 0 A_GiveInventory("HFServantsUsed",1)
		TNT1 A 0 A_TakeInventory("HFCybWeapType",2)
		Goto Ready
	AltFire:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("HFAltFirePressed",1)
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",12,3)
		TNT1 A 0 A_GiveInventory("HFCybWeapType",1)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0 A_TakeInventory("HFCybWeapType",12)
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("HFServantsUsed",1,"NoServants")
		TNT1 A 0 A_JumpIfInventory("HFDoomsdayUsed",1,"NoDoomsday")
		GoTo ContinueSelect
	NoServants:
		TNT1 A 0 A_JumpIfInventory("HFDoomsdayUsed",1,"NoDoomsdayAndServants")
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",12,2)
		TNT1 A 0 A_Jump(256,"ContinueSelect")
		TNT1 A 0 A_TakeInventory("HFCybWeapType",12)
		GoTo ContinueSelect
	NoDoomsday:
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",11,2)
		TNT1 A 0 A_Jump(256,"ContinueSelect")
		TNT1 A 0 A_GiveInventory("HFCybWeapType",1)
		GoTo ContinueSelect
	NoDoomsdayAndServants:
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",11,2)
		TNT1 A 0 A_Jump(256,"ContinueSelect")
		TNT1 A 0 A_TakeInventory("HFCybWeapType",12)
	ContinueSelect:
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",12,"Select12")
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",11,"Select11")
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",10,"Select10")
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",9,"Select9")
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",8,"Select8")
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",7,"Select7")
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",6,"Select6")
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",5,"Select5")
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",4,"Select4")
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",3,"Select3")
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",2,"Select2")
		TNT1 A 0 A_JumpIfInventory("HFCybWeapType",1,"Select1")
		HCBW A 1 Bright
		HCBW A 1 Bright A_Jump(256,"Select0")
		Goto Ready
	Select0:
		HCBW A 1 Bright A_Print("Rockets")
		Goto AltDone	
	Select1:
		HCBW A 1 Bright A_Print("Stomp")
		Goto AltDone
	Select2:
		HCBW A 1 Bright A_Print("SeekerComets")
		Goto AltDone
	Select3:
		HCBW A 1 Bright A_Print("FloorStomp")
		Goto AltDone
	Select4:
		HCBW A 1 Bright A_Print("FuelRockets")
		Goto AltDone
	Select5:
		HCBW A 1 Bright A_Print("Fire Balls")
		Goto AltDone
	Select6:
		HCBW A 1 Bright A_Print("BFG10K")
		Goto AltDone
	Select7:
		HCBW A 1 Bright A_Print("Railgun")
		Goto AltDone	
	Select8:
		HCBW A 1 Bright A_Print("Pyrocannon")
		Goto AltDone
	Select9:
		HCBW A 1 Bright A_Print("SoulsStorm")
		Goto AltDone
	Select10:
		HCBW A 1 Bright A_Print("UltimateCombo")
		Goto AltDone
	Select11:
		HCBW A 1 Bright A_Print("Doomsday")
		Goto AltDone
	Select12:
		HCBW A 1 Bright A_Print("Servants")
		Goto AltDone
	AltDone:
		HCBW A 12 Bright
		Goto Ready
	}
}

ACTOR PHFCyberFlame : HFCyberFlame { Scale 0.25 }

ACTOR PHFCyberFlameSpawner : RedParticleSpawner
{
+CLIENTSIDEONLY
+NOINTERACTION
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 AAAAAA 0 A_SpawnItemEx("PHFCyberFlame",random(28,-28),random(28,-28),random(0,48),0,0,random(2,6),0,128)
		TNT1 A 1
		Stop
	}
}

Actor PHFCyberRocket : HFCyberRocket
{
+THRUSPECIES
Species ""
Species "Player"
Damagetype ""
Damagetype "PlayerHellfire"
}

Actor PCyberSeekingComet : CyberSeekingComet
{
+THRUSPECIES
Species ""
Species "Player"
Damagetype ""
Damagetype "PlayerHellfire"
}

Actor PHFCyber10K : HFCyber10K
{
+THRUSPECIES
Species "Player"
Damagetype "PlayerHellfire"
States
	{
	Death:
	XDeath:
		TNT1 A 0 Bright
		TNT1 A 1 A_SpawnItemEx("PHFCyber10KEx",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER,0)
		Stop
	}
}

ACTOR PHFCyber10KEx : HFCyber10KEx
{
Species ""
Species "Player"
DamageType ""
DamageType "PlayerHellfire"
}

Actor PCardinalRail : CardinalRail
{
Species ""
Species "Player"
Damagetype ""
Damagetype "PlayerHellfire"
}

Actor PFamineTracer2 : FamineTracer2
{
Species ""
Species "Player"
Damagetype ""
Damagetype "PlayerHellfire"
}

Actor PHFCyberFireBalls : HFCyberFireBalls
{
Species ""
Species "Player"
Damagetype ""
Damagetype "PlayerHellfire"
+THRUSPECIES
States
	{
	Death:
		TNT1 A 0
		TNT1 A 0 A_Explode(260,192,0)
		TNT1 A 0 A_SpawnItemEx("LCABaseScorch",0,0,0,0,0,0,Random(0,359))
		TNT1 AAAAAA 0 A_CustomMissile("OrangeParticleSpawner",0,0,random(0,360),2,random(0,180))
		EXPL A 0 Radius_Quake(15,20,0,20,0)
		BEXP B 0 BRIGHT A_Scream
		TNT1 A 0 A_ALertMonsters
		Goto EndAnimation
	EndAnimation:
		TNT1 A 0 A_SpawnItemEx("PHFCyberSuperMeteor_m_Explosion",0,0,0,0,0,0,-1,SXF_NOCHECKPOSITION)
		TNT1 AAAA 0 A_SpawnItemEx("SuperMeteor_m_FX_Smoke",0,0,0,0.01 * Random(-125,125),0.01 * Random(-125,125),0.01 * Random(25,245),0,128,0)
		Stop
	}
}

ACTOR PHFCyberSuperMeteor_m_Explosion : SuperMeteor_m_Explosion
{
Species ""
Species "Player"
Damagetype ""
Damagetype "PlayerHellfire"
}

Actor PBombBall2 : BombBall
{
Species ""
Species "Player"
Damagetype ""
Damagetype "PlayerHellfire"
+THRUSPECIES
}

Actor PHFCyberStomp: HFCyberStomp
{
Species ""
Species "Player"
Damagetype ""
Damagetype "PlayerHellfire"
+FORCERADIUSDMG
States
	{
	Spawn:
        TNT1 A 10
		Stop
	Death:
		TNT1 A 0
		TNT1 A 0 A_Explode(1000,180,0,0,1)
		TNT1 A 0 A_SpawnItemEx("OrangeParticleSpawner",0,0,0,0,0,0,0,128) 
		TNT1 AAA 0 A_CustomMissile("Kaboom3",0,0,random(0,360),2,random(0,360))
		TNT1 AAA 0 A_CustomMissile("SmokeFX2",0,0,random(0,360),2,random(0,360))
		Stop
	}
}

ACTOR PHFFuelExplosion01 : PFuelExplosion01
{
Species ""
Species "Player"
DamageType ""
DamageType "PlayerHellfire"
States
	{
	Spawn:
		TNT1 AAAAA 4 A_SpawnItem("PHFFuelExplosion02",0,0)
		Stop
	}
}

ACTOR PHFFuelExplosion02 : PFuelExplosion02
{
Species ""
Species "Player"
DamageType ""
DamageType "PlayerHellfire"
}

Actor PFuelRocket : FuelRocket
{
+THRUSPECIES
Species "Player"
Damagetype "PlayerHellfire"
States
	{
	Death:
		CBEX A 3 Bright
		TNT1 A 0 Bright A_CustomMissile("PHFFuelExplosion01",0,0,0,6)
		TNT1 A 0 Bright A_CustomMissile("PHFFuelExplosion01",0,0,45,6)
		TNT1 A 0 Bright A_CustomMissile("PHFFuelExplosion01",0,0,90,6)
		TNT1 A 0 Bright A_CustomMissile("PHFFuelExplosion01",0,0,135,6)
		TNT1 A 0 Bright A_CustomMissile("PHFFuelExplosion01",0,0,180,6)
		TNT1 A 0 Bright A_CustomMissile("PHFFuelExplosion01",0,0,225,6)
		TNT1 A 0 Bright A_CustomMissile("PHFFuelExplosion01",0,0,270,6)
		TNT1 A 0 Bright A_CustomMissile("PHFFuelExplosion01",0,0,315,6)
		CBEX B 3 Bright A_Explode
		CBEX CDEFGHIJ 2 Bright
		Stop
	}
}

Actor PForgottenOneBomb : ForgottenOneBomb
{
Species "Player"
DamageType "PlayerHellfire"
+THRUSPECIES
States
	{
	Death:
		TNT1 A 0 BRIGHT
		FRGO H 4 BRIGHT A_Mushroom("PRainComet",8,MSF_DontHurt)
		FRGO I 4 BRIGHT A_Explode
		FRGO JK 4 BRIGHT
		Stop
    }
}

Actor PRainComet : RainComet
{
Species ""
Species "Player"
DamageType ""
DamageType "PlayerHellfire"
+THRUSPECIES
}

ACTOR PHellCyberFireSpawner2 : HellCyberFireSpawner2
{
Species ""
Species "Player"
DamageType "PlayerHellfire"
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 3 Bright A_CustomMissile("PHFCybFire")
		TNT1 A 3
		TNT1 A 3
		Loop
	Death:	
		TNT1 A 6
		Stop
	}
}

ACTOR PHFCybFire : HFCybFire
{
Species ""
Species "Player"
DamageType ""
DamageType "PlayerHellfire"
}

ACTOR PHFUndeadHandProjectile : HFUndeadHandProjectile
{
Species ""
Species "Player"
DamageType ""
DamageType "PlayerHellfire"
}

ACTOR PHFire : HFire
{
Species ""
Species "Player"
DamageType ""
DamageType "PlayerHellfire"
}

ACTOR PHFCyberRainCometNull : HFCyberRainCometNull
{
Species ""
Species "Player"
DamageType ""
DamageType "PlayerHellfire"
}

ACTOR PHFCyberPyroshot : PyroShot
{
Species "Player"
DamageType "PlayerHellfire"
+THRUSPECIES
States
	{
	Death:
		TNT1 A 0 Bright
		TNT1 A 0 Bright Radius_Quake(15,20,0,20,0)
		TNT1 A 0 Bright A_CustomMissile("PHFFuelExplosion01",0,0,0,30)
		TNT1 A 0 Bright A_CustomMissile("PHFFuelExplosion01",0,0,65,30)
		TNT1 A 0 Bright A_CustomMissile("PHFFuelExplosion01",0,0,120,30)
		TNT1 A 0 Bright A_CustomMissile("PHFFuelExplosion01",0,0,165,30)
		TNT1 A 0 Bright A_CustomMissile("PHFFuelExplosion01",0,0,220,30)
		TNT1 A 0 Bright A_CustomMissile("PHFFuelExplosion01",0,0,265,30)
		TNT1 A 0 Bright A_CustomMissile("PHFFuelExplosion01",0,0,330,30)
		TNT1 A 0 Bright A_CustomMissile("PHFFuelExplosion01",0,0,375,30)
		TNT1 A 0 Bright A_Mushroom("PHFCyberMushroomFireballs",8,MSF_DontHurt)
		TNT1 A 0 Bright A_Explode(4000,600,0,1)
		HFBA DEFGHIJKLMN 1 Bright 
		TNT1 A 0 A_SpawnItemEx("PyroShotEx",0,0,0,0,0,0,0)
		TNT1 A 1 A_SpawnItemEx("PyroShotEx",0,0,0,0,0,0,0)
		Stop
	}
}

ACTOR PHFCyberMushroomFireballs : HFCyberMushroomFireballs
{
Species ""
Species "Player"
DamageType "PlayerHellfire"
States
	{
	Death:
		TNT1 A 0
		TNT1 A 0 A_Explode(260,192,0)
		TNT1 A 0 A_SpawnItemEx("LCABaseScorch",0,0,0,0,0,0,Random(0,359))
		TNT1 AAAAAA 0 A_CustomMissile("OrangeParticleSpawner",0,0,random(0,360),2,random(0,180))
		EXPL A 0 Radius_Quake(15,20,0,20,0)
		BEXP B 0 Bright A_Scream
		TNT1 A 0 A_ALertMonsters
		Goto EndAnimation
	EndAnimation:
		TNT1 A 0 A_SpawnItemEx("PHFCyberSuperMeteor_m_Explosion",0,0,0,0,0,0,-1,SXF_NOCHECKPOSITION | SXF_TRANSFERPOINTERS)
		TNT1 AAAA 0 A_SpawnItemEx("SuperMeteor_m_FX_Smoke",0,0,0,0.01 * Random(-125, 125), 0.01 * Random(-125, 125), 0.01 * Random(25, 245), 0, 128, 0)
		Stop
	}
}

Actor PInfernodemon1Summoner
{
Projectile
+Ripper
+BloodlessImpact
+NOTIMEFREEZE
Damage (0)
Height 100
Radius 50
Speed 30
States
	{
	Spawn:
		TNT1 A 5
	Death:
		TNT1 A 1
		TNT1 AAAAAA 0 A_SpawnItemEx("HFireSpawner",0,0,20,30,0,0,270,0)
		TNT1 A 2
		TNT1 A 1 A_SpawnItemEx("PInfernodemon1",0,0,0,0,0,0,0,SXF_ABSOLUTEPOSITION)
		Stop
   }
}

Actor PInfernodemon2Summoner : PInfernodemon1Summoner
{
States
	{
	Spawn:
		TNT1 A 5
	Death:
		TNT1 A 1
		TNT1 AAAAAA 0 A_SpawnItemEx("HFireSpawner",0,0,20,30,0,0,270,0)
		TNT1 A 2
		TNT1 A 1 A_SpawnItemEx("PInfernodemon2",0,0,0,0,0,0,0,SXF_ABSOLUTEPOSITION)
		Stop
	   }
}

ACTOR PInfernodemon1 : Infernodemon1
{
Health 5500
Species ""
Species "Player"
-COUNTKILL
+DONTHURTSPECIES
+DONTHARMSPECIES
+DONTHARMCLASS
+NoFear
DamageFactor "PlayerHellfire", 0.0
DamageFactor "PlayerDevBall2", 0.0
DamageFactor "Player", 0.0
}

ACTOR PInfernodemon2 : Infernodemon2
{
Health 5000
Species ""
Species "Player"
-COUNTKILL
+DONTHURTSPECIES
+DONTHARMSPECIES
+DONTHARMCLASS
+NoFear
DamageFactor "PlayerHellfire", 0.0
DamageFactor "PlayerDevBall2", 0.0
DamageFactor "Player", 0.0
}