Actor CerebralCommander2 : CerebralCommander replaces CerebralCommander
{
DropItem "BossLifeEssence", 256
DropItem "BossArmorBonusMax", 256
DropItem "HellfireUltrasphere", 256, 1
DropItem "SkullOfPower", 256
DropItem "DemonicChalice", 256
DropItem "BigGas", 256, 100
DropItem "Explosive Minigun", 256, 1
DropItem "Demon Tech Shotgun", 256, 1
DropItem "Welder", 256, 1
DropItem "PyroCannon", 256, 1
DropItem "CommanderDevastator", 256, 1
var int user_music;
Tag "\c[j8]Cerebral Commander\c-"
DamageFactor "PlayerNemesisPlasma", 0.2
DamageFactor "Explosion", 0.1
States
{
See:
	TNT1 A 0 A_JumpIf(user_music == 1,5)
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,605)
    TNT1 A 0 ACS_NamedExecuteAlways("CommanderChangeColor",0)
    TNT1 A 0 ACS_NamedExecuteAlways("CommanderSky")
	TNT1 A 0 A_SetUserVar("user_music",1)
    TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COMM A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COMM B 2 Bright A_Chase
	TNT1 A 0 A_Jump(35,"Evade")	
	TNT1 A 0 A_Jump(20,"Telederp","TelederpAfraid")
	Loop
Death:
	TNT1 A 0 A_SpawnItem("PyroCannon",0,12)
	TNT1 A 0 Bright A_Scream
	COMM E 20 Bright A_Fall 
    TNT1 AA 0 A_SpawnItemEx("MutantGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigPurpleBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
	COMM FFFFF 2 Bright A_CustomMissile("CommKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
    TNT1 AA 0 A_SpawnItemEx("MutantGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigPurpleBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
    TNT1 AA 0 A_SpawnItemEx("MutantGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigPurpleBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
	COMM FFFFF 2 Bright A_CustomMissile("CommKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
    TNT1 AA 0 A_SpawnItemEx("MutantGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigPurpleBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
    COMM GGGGG 2 Bright A_CustomMissile("CommKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
    TNT1 AA 0 A_SpawnItemEx("MutantGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigPurpleBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
    COMM GGGGG 2 Bright A_CustomMissile("CommKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
    TNT1 AA 0 A_SpawnItemEx("MutantGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigPurpleBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
    COMM HHHHH 2 Bright A_CustomMissile("CommKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
    TNT1 AA 0 A_SpawnItemEx("MutantGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigPurpleBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
    COMM IIIII 2 Bright A_CustomMissile("CommKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
    TNT1 AAAA 0 A_SpawnItemEx("MutantGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 AAAAAA 0 A_CustomMissile("BigPurpleBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	TNT1 AAAAAAAA 0 A_CustomMissile("PurpleSmokeFX1", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 A 0 Bright A_Mushroom("CommanderMushroomBrainwave",12)
	TNT1 A 0 A_CustomMissile("CommanderPulse")
	COMM JK 4
    TNT1 A 0 ACS_NamedExecuteAlways("ResetSectorColor",0)
	TNT1 A 0 ACS_ExecuteAlways(668)
	TNT1 A -1 A_KillMaster
	Stop
}
}

actor CurseBall2 : CurseBall replaces CurseBall
{
  states
  {
	Spawn:
		TNT1 A 0 A_SeekerMissile(15,15,SMF_LOOK)
		TNT1 A 1
		Loop
  }
}

Actor CommanderBrainWave2 : CommanderBrainWave replaces CommanderBrainWave { +FORCERADIUSDMG }
Actor EWAVE2 : EWAVE replaces EWAVE { +FORCERADIUSDMG }
Actor OpCommanderBrainWave2 : OpCommanderBrainWave replaces OpCommanderBrainWave { +FORCERADIUSDMG }
Actor CommanderMushroomBrainwave2 : CommanderMushroomBrainwave replaces CommanderMushroomBrainwave { +FORCERADIUSDMG }
Actor MiniCommanderMushroomBrainwave2 : MiniCommanderMushroomBrainwave replaces MiniCommanderMushroomBrainwave { +FORCERADIUSDMG }