Actor CerebralC0mmander2 : CerebralC0mmander replaces CerebralC0mmander
{
DropItem "BossLifeEssence", 256
DropItem "BossArmorBonusMax", 256
DropItem "HellfireUltrasphere", 256, 1
DropItem "SkullOfPower", 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 (Weak)\c-"
DamageFactor "PlayerNemesisPlasma", 0.5
DamageFactor "Explosion", 0.2
States
{
See:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,601)
	TNT1 A 0 A_SetUserVar("user_music",1)
	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(30,"Evade")	
	Loop
}
}