Actor CerebralIncarnate 
{
  Health 1500
  Radius 20
  Height 56
  Mass 500
  Speed 10
  PainChance 50
  PainChance "SoulToxic", 25
  PainChance "FatFlamer", 25
  PainChance "FiendFire", 25
  Species "Skeletons"
  DamageFactor "CadaverRocket", 0.0
  Monster
  +FLOORCLIP
  +DONTHURTSPECIES
  DropItem "Minigun " 256
  DropItem "BossLifeEssence" 150
  DropItem "BossArmorBonusMax" 150
  SeeSound "CerebralIncarnate/sight"
  PainSound "CerebralIncarnate/pain"
  DeathSound "CerebralIncarnate/death"
  ActiveSound "CerebralIncarnate/active"
  Obituary "%o was decomposed by a Cerebral Incarnate."
	States
	{
  Spawn:
	CBIN A 10 A_Look
	Loop
  See:
    TNT1 A 0 A_StopSound(CHAN_WEAPON)
	CBIN AABB 2 A_Chase
    TNT1 A 0 A_SpawnItem("BonyStep",0,0,0,0)
	CBIN CCDD 2 A_Chase
    TNT1 A 0 A_SpawnItem("BonyStep",0,0,0,0)
    Loop
  Missile:
    TNT1 A 0 A_Jump(210,"Chaingun","Missiles","Rockets")
    TNT1 A 0 A_Jump(256,"10kBall")
  Chaingun:
	CBIN EEE 5 A_FaceTarget
    TNT1 A 0 A_PlaySound("CerebralIncarnate/Minigun",CHAN_WEAPON,1,True)
	TNT1 A 0 A_FaceTarget
	CBIN F 2 Bright A_CustomBulletAttack(11.2,11.2,2,6,"BulletPuff")
	TNT1 A 0 A_FaceTarget
	CBIN G 2 Bright A_CustomBulletAttack(11.2,11.2,2,6,"BulletPuff")
	TNT1 A 0 A_CPosRefire
	Goto Chaingun+3
  Missiles:
	CBIN III 7 A_FaceTarget
	CBIN J 4 Bright A_CustomMissile("HellFireRocket", 58, 0, 0)
	CBIN II 5 A_FaceTarget
	CBIN J 4 Bright A_CustomMissile("HellFireRocket", 58, 0, 0)
	CBIN I 5 A_FaceTarget
	Goto See
  Rockets:
	CBIN III 3 A_FaceTarget
	CBIN J 4 Bright A_CustomMissile("CerebralIncarnateRocket", 58, 0, 0)
	CBIN II 3 A_FaceTarget
	CBIN J 4 Bright A_CustomMissile("CerebralIncarnateRocket", 58, 0, 0)
	CBIN II 3 A_FaceTarget
	CBIN J 4 Bright A_CustomMissile("CerebralIncarnateRocket", 58, 0, 0)
	CBIN II 3 A_FaceTarget
	CBIN J 4 Bright A_CustomMissile("CerebralIncarnateRocket", 58, 0, 0)
	CBIN I 5 A_FaceTarget
	Goto See
  10kBall:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	CBIN IIIIIIIIII 3 A_FaceTarget
	CBIN J 4 Bright A_CustomMissile("CerebralIncarnate10kBall", 58, 0, 0)
	CBIN II 3 A_FaceTarget
	CBIN J 4 Bright A_CustomMissile("CerebralIncarnate10kBall", 58, 0, 0)
	CBIN II 3 A_FaceTarget
	CBIN J 4 Bright A_CustomMissile("CerebralIncarnate10kBall", 58, 0, 0)
	CBIN II 3 A_FaceTarget
	CBIN J 4 Bright A_CustomMissile("CerebralIncarnate10kBall", 58, 0, 0)
	CBIN I 5 A_FaceTarget
	Goto See
  Pain:
    TNT1 A 0 A_StopSound(CHAN_WEAPON)
	CBIN H 2
	CBIN H 2 A_Pain
	Goto See
  Death:
    TNT1 A 0 A_StopSound(CHAN_WEAPON)
	CBIN K 5
	CBIN L 6 A_Scream
	CBIN MNOP 5
	TNT1 A 0 A_Noblocking
	CBIN QRSTU 5 
	CBIN V -1
	Stop
  Raise:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	CBIN VUTSRQ 3
	CBIN PONM 4
	CBIN LK 5
	Goto See
	}
}

Actor CerebralIncarnateRocket : CyNobleRocket
{
DamageType "CadaverRocket"
}
Actor CerebralIncarnate10kBall : CBCacoBFG15K
{
DamageType "CadaverRocket"
}