Actor Hierophant
{
  Health 2000
  Radius 20
  Height 56
  Mass 1000
  Speed 20
  PainChance 10
  PainChance "Mine", 128
  PainChance "SoulToxic", 1
  PainChance "FatFlamer", 1
  PainChance "FiendFire", 1
  Monster
  DamageFactor "VileFires", 0.0
  Obituary "%o was hexed by a Hierophant."
  HitObituary "%o was shredded to pieces by a Hierophant."
  +NoTarget
  +FloorClip
  +MissileMore
  +NoRadiusDmg
  +Float
  +NoGravity
  +DontHurtSpecies
  Species "Viles"
  SeeSound "Hierophant/Sight"
  PainSound "Hierophant/Pain"
  DeathSound "Hierophant/Death"
  MeleeSound "baron/melee"
  ActiveSound "Hierophant/Active"
  DropItem "BossLifeEssence" 200 25
  DropItem "BossArmorBonusMax" 200 1
  DropItem "BigDustMana" 128 100
  DropItem "DustMana" 256 30
  DropItem "DustMana" 256 30
  DropItem "DemonicChalice" 30
  DropItem "FantasyStaff" 50
  DropItem "HellStaff" 128
  var int user_missile;
  States
  {
  Spawn: 
    HPHA A 10 A_Look 
    Loop 
  See:
    HPHA AABBAA 4 A_VileChase
    HPHA A 0 A_Jump(64,"Rush") 
	HPHA CCDDCC 4 A_VileChase
    HPHA A 0 A_Jump(64,"Rush") 
    Loop
  Rush:
    HPHA A 0 A_SpawnItemEx("HierophantGhostA",0,0,0,0,0,0,0,128,0)
    HPHA A 1 A_Chase
    HPHA A 0 A_SpawnItemEx("HierophantGhostA",0,0,0,0,0,0,0,128,0)
    HPHA A 1 A_Chase
    HPHA A 0 A_SpawnItemEx("HierophantGhostB",0,0,0,0,0,0,0,128,0)
    HPHA B 1 A_Chase
    HPHA A 0 A_SpawnItemEx("HierophantGhostB",0,0,0,0,0,0,0,128,0)
    HPHA B 1 A_Chase
    HPHA A 0 A_SpawnItemEx("HierophantGhostA",0,0,0,0,0,0,0,128,0)
    HPHA A 1 A_Chase
    HPHA A 0 A_SpawnItemEx("HierophantGhostA",0,0,0,0,0,0,0,128,0)
    HPHA A 1 A_Chase
    HPHA A 0 A_SpawnItemEx("HierophantGhostC",0,0,0,0,0,0,0,128,0)
    HPHA C 1 A_Chase
    HPHA A 0 A_SpawnItemEx("HierophantGhostC",0,0,0,0,0,0,0,128,0)
    HPHA C 1 A_Chase
    HPHA A 0 A_SpawnItemEx("HierophantGhostD",0,0,0,0,0,0,0,128,0)
    HPHA D 1 A_Chase
    HPHA A 0 A_SpawnItemEx("HierophantGhostD",0,0,0,0,0,0,0,128,0)
    HPHA D 1 A_Chase
    HPHA A 0 A_SpawnItemEx("HierophantGhostC",0,0,0,0,0,0,0,128,0)
    HPHA C 1 A_Chase
    HPHA A 0 A_SpawnItemEx("HierophantGhostC",0,0,0,0,0,0,0,128,0)
    HPHA C 1 A_Chase
	TNT1 A 0 A_Jump(64,"See")
    Loop 
  Missile:
    HPHA A 0 A_FaceTarget
    HPHA A 0 A_Jump(256,"PLBalls","NonHomingHellStaff","Beam","FantasySeal")
  PLBalls:
    HPHA EF 7 Bright A_FaceTarget
    HPHA G 0 Bright A_CustomMissile("HierophantPLBall",26,0,random(-6,-1),0) 
    HPHA G 7 Bright A_CustomMissile("HierophantPLBall",26,0,random(1,6),0)
    HPHA A 3 Bright
    HPHA HI 7 Bright A_FaceTarget
    HPHA J 0 Bright A_CustomMissile("HierophantPLBall",26,0,random(-6,-1),0) 
    HPHA J 7 Bright A_CustomMissile("HierophantPLBall",26,0,random(1,6),0)
    HPHA A 3 A_SpidRefire
    HPHA A 0 A_Jump(64,"PLBalls")
    Goto See
  NonHomingHellStaff:
    TNT1 A 0 A_SpawnItem("HierophantRedSmokeSpawner",0,0,0,0)
    HPHA K 8 Bright A_FaceTarget 
    TNT1 A 0 A_SpawnItem("HierophantRedSmokeSpawner",0,0,0,0)
    HPHA L 8 Bright A_FaceTarget 
    TNT1 A 0 A_SpawnItem("HierophantRedSmokeSpawner",0,0,0,0)
    HPHA M 8 Bright A_FaceTarget 
	TNT1 A 0 A_SetUserVar("user_missile",0)	
  NonHomingHellStaffLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 25,"NonHomingHellStaffEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget
    HPHA N 3 Bright A_CustomMissile("HierophantHellStaffBall1",32,0,random(-3,3))
	HPHA O 2 Bright
	Loop
  NonHomingHellStaffEnd:
    HPHA O 10 Bright //add GLDefs to that sprite
    HPHA L 10 //you better not fucking FORGET
    Goto See
  Beam:
    TNT1 A 0 A_SpawnItem("HierophantBlueSmokeSpawner",0,0,0,0)
    HPHA K 8 Bright A_FaceTarget 
    TNT1 A 0 A_SpawnItem("HierophantBlueSmokeSpawner",0,0,0,0)
    HPHA L 8 Bright A_FaceTarget 
    TNT1 A 0 A_SpawnItem("HierophantBlueSmokeSpawner",0,0,0,0)
    HPHA M 8 Bright A_FaceTarget 
    TNT1 A 0 A_PlaySound("FantasyStaff/Fire",7) 
	TNT1 A 0 A_SetUserVar("user_missile",0)	
  BeamLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"BeamEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget
    HPHA YYY 1 Bright A_CustomMissile("FantasyStaffBeam",32,0,0,0,0)
    TNT1 A 0 A_PlaySound("FantasyStaff/FireLoop",6)
	Loop
  BeamEnd:
    HPHA Z 10 Bright //add GLDefs to that sprite too
    HPHA L 10
    Goto See
  FantasySeal:
    TNT1 A 0 A_PlaySound("FantasyStaff/Charge",7)
    TNT1 A 0 A_SpawnItem("HierophantBlueSmokeSpawner",0,0,0,0)
    HPHA K 8 Bright A_FaceTarget 
    TNT1 A 0 A_SpawnItem("HierophantBlueSmokeSpawner",0,0,0,0)
    HPHA K 8 Bright A_FaceTarget 
    TNT1 A 0 A_SpawnItem("HierophantBlueSmokeSpawner",0,0,0,0)
    HPHA L 8 Bright A_FaceTarget 
    TNT1 A 0 A_SpawnItem("HierophantBlueSmokeSpawner",0,0,0,0)
    HPHA L 8 Bright A_FaceTarget 
    TNT1 A 0 A_SpawnItem("HierophantBlueSmokeSpawner",0,0,0,0)
    HPHA M 8 Bright A_FaceTarget 
    TNT1 A 0 A_SpawnItem("HierophantBlueSmokeSpawner",0,0,0,0)
    HPHA M 8 Bright A_FaceTarget 
    TNT1 A 0 A_SpawnItem("HierophantBlueSmokeSpawner",0,0,0,0)
    HPHA M 8 Bright A_FaceTarget 
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 Bright A_PlaySound("FantasyStaff/Fire2",6)
    TNT1 A 0 Bright A_PlaySound("FantasyStaff/Meltdown",7)
    HPHA Y 15 Bright A_CustomMissile("FantasySeal",32,0,0,0,0)
    HPHA Z 15 Bright
    HPHA L 10 
    Goto See
/*  Melee:
    HPHA EF 4 A_FaceTarget 
    HPHA G 3 A_MeleeAttack
    HPHA A 3 
    HPHA A 0 A_Jump(128,1)
    Goto See
    HPHA HI 4 A_FaceTarget 
    HPHA J 3 A_MeleeAttack
    HPHA A 3 
    Goto See */
  Pain: 
    HPHA P 2 
    HPHA P 2 A_Pain 
    Goto See 
  Heal:
	TNT1 A 0 A_PlaySound("brain/spit")
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,0,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,20,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,40,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,60,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,80,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,100,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,120,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,140,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,160,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,180,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,200,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,220,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,240,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,260,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,280,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,300,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,320,0)
	TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,340,0)
    HPHA ONNOMMLLLKKK 4 Bright	
    Goto See
  Death: 
    HPHA Q 6  
    HPHA R 6 A_Scream 
    HPHA S 6 A_NoBlocking 
    HPHA TUVW 6
    HPHA X -1 A_SetFloorClip 
    Stop
    } 
}



Actor HierophantPLBall : PainlordBall
{
  Species "Viles"
  DamageType "VileFires"
  States
  {
  Death:
	ICE9 A 0 BRIGHT A_CustomMissile("HierophantBallSplitFire",0,0,random(0,359),CMF_TRACKOWNER,random(0,60))
    ICE9 A 0 BRIGHT A_CustomMissile("HierophantBallSplitFire",0,0,random(0,359),CMF_TRACKOWNER,random(0,60))
    ICE9 A 0 BRIGHT A_CustomMissile("HierophantBallSplitFire",0,0,random(0,359),CMF_TRACKOWNER,random(0,60))
    ICE9 A 0 BRIGHT A_CustomMissile("HierophantBallSplitFire",0,0,random(0,359),CMF_TRACKOWNER,random(0,60))
    ICE9 A 0 BRIGHT A_CustomMissile("HierophantBallSplitFire",0,0,random(0,359),CMF_TRACKOWNER,random(0,60))
    ICE9 A 0 BRIGHT A_CustomMissile("HierophantBallSplitFire",0,0,random(0,359),CMF_TRACKOWNER,random(0,60))
	ICE9 A 2 BRIGHT A_CustomMissile("HierophantBallSplitFire",0,0,random(0,359),CMF_TRACKOWNER,random(0,60))
    ICE9 B 2 BRIGHT
    ICE9 C 2 BRIGHT
    ICE9 DEF 4 BRIGHT
    Stop
  }
}

ACTOR HierophantBallSplitFire : PainlordBallSplitFire
{
  Species "Viles"
  DamageType "VileFires"
}

ACTOR HierophantRedSmokeSpawner : RedParticleSpawner
{
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
    TNT1 AAAAAAAA 1 A_SpawnItemEx("CerebralImpFireBallFX",random(-30,30),random(-30,30),random(5,45),0,0,1)
    TNT1 A 1
    Stop
  }
}

ACTOR HierophantBlueSmokeSpawner : RedParticleSpawner
{
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
    TNT1 AAAAAAAA 1 A_SpawnItemEx("PainlordBallTrail",random(-30,30),random(-30,30),random(5,45),0,0,1)
    TNT1 A 1
    Stop
  }
}

ACTOR HierophantHellStaffBall1 : CacoHellStaffBall1
{
  Species "Viles"
  DamageType "VileFires"
}

ACTOR FantasySeal : FastProjectile
{
  Speed 80
  Radius 12
  Height 8
  Damage 50
  +CANNOTPUSH
  +NODAMAGETHRUST
  +SPAWNSOUNDSOURCE
  +FORCERADIUSDMG
  +FORCEXYBILLBOARD
  Scale 0.7
  Renderstyle Add
  Alpha 0.6
  Damagetype "VileFires"
  Species "Viles"
  MissileType "FantasySealTrail"
  MissileHeight 8
  DeathSound "FantasyStaff/Explode"
  States
  {
  Spawn:
    TNT1 A 1 Bright
    Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_CustomMissile("FantasySealExplosion",0,0,0,CMF_AIMDIRECTION,0)
	TNT1 A 0 A_CustomMissile("FantasySealExplosion",0,0,60,CMF_AIMDIRECTION,0)
	TNT1 A 0 A_CustomMissile("FantasySealExplosion",0,0,120,CMF_AIMDIRECTION,0)
	TNT1 A 0 A_CustomMissile("FantasySealExplosion",0,0,180,CMF_AIMDIRECTION,0)
	TNT1 A 0 A_CustomMissile("FantasySealExplosion",0,0,240,CMF_AIMDIRECTION,0)
	TNT1 A 0 A_CustomMissile("FantasySealExplosion",0,0,300,CMF_AIMDIRECTION,0)
	TNT1 A 0 A_CustomMissile("FantasySealExplosion2",0,0,0,CMF_AIMDIRECTION,0)
	TNT1 A 0 A_SpawnItem("BlueProjExplodeLarge")
	TNT1 A 0 A_Explode(30,200)
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("BlueProjParticleSuperLarge",0,0,0,frandom(-7,7),frandom(-7,7),frandom(-7,7),random(0,359))
    CLBB C 1 Bright A_FadeOut(0.2)
    Goto Death+8
  }
}

ACTOR FantasySealTrail : HellStaffParticle
{
  Scale 0.6
  States
  {
  Spawn:
	TNT1 A 0 A_Jump(220,"Spark")
    CLBA CCCCCCCCCCCCCCCCCCCC 1 Bright
    TNT1 A 0 Bright A_SetScale(0.55)
    TNT1 A 0 Bright A_FadeOut(0.1)
    CLBA C 1
    TNT1 A 0 Bright A_SetScale(0.5)
    TNT1 A 0 Bright A_FadeOut(0.1)
    CLBA C 1
    TNT1 A 0 Bright A_SetScale(0.45)
    TNT1 A 0 Bright A_FadeOut(0.1)
    CLBA C 1
    TNT1 A 0 Bright A_SetScale(0.4)
    TNT1 A 0 Bright A_FadeOut(0.1)
    CLBA C 1
    TNT1 A 0 Bright A_SetScale(0.35)
    TNT1 A 0 Bright A_FadeOut(0.1)
    CLBA C 1
    TNT1 A 0 Bright A_SetScale(0.3)
    TNT1 A 0 Bright A_FadeOut(0.1)
    CLBA C 1
    TNT1 A 0 Bright A_SetScale(0.25)
    TNT1 A 0 Bright A_FadeOut(0.1)
    CLBA C 1
    TNT1 A 0 Bright A_SetScale(0.2)
    TNT1 A 0 Bright A_FadeOut(0.1)
    CLBA C 1
    TNT1 A 0 Bright A_SetScale(0.15)
    TNT1 A 0 Bright A_FadeOut(0.1)
    CLBA C 1
    Stop
  Spark:
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("BlueProjParticleLarge",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))
    Goto Spawn+1
  }
}

ACTOR FantasySealExplosion
{
  Renderstyle None
  Projectile
  Speed 30
  +NOCLIP
  Bouncetype Hexen
  Bouncecount 10
  Radius 1
  Height 1
  States
  {
  Spawn:
	TNT1 AAAAAAAA 1 A_SpawnItemEx("FantasySealMiniExplode",random(-30,30),random(-30,30),random(-30,30),random(-4,4),random(-4,4),random(-4,4),random(0,359))
  Death:
	TNT1 A 0
	TNT1 A 0 A_Stop
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx("FantasySealMiniExplode",random(-100,100),random(-100,100),random(-100,100),random(-4,4),random(-4,4),random(-4,4),random(0,359))
	Stop
  }
}

ACTOR FantasySealExplosion2 : FantasySealExplosion
{
  States
  {
  Spawn:
  Death:
	TNT1 A 0
	TNT1 A 0 A_Stop
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx("FantasySealMiniExplode",random(-100,100),random(-100,100),random(-100,100),random(-4,4),random(-4,4),random(-4,4),random(0,359))
	Stop
  }
}

ACTOR FantasySealMiniExplode
{
  Renderstyle Add
  Alpha 0.75
  Projectile
  +DONTSPLASH
  +FORCEXYBILLBOARD
  +NOCLIP
  Scale 0.6
  Damagetype "VileFires"
  Species "Viles"
  States
  {
  Spawn:
	TNT1 A 0
	BXPO AB 2 Bright A_FadeOut(0.05)
	TNT1 A 0 A_Explode(16,60,0)
	BXPO CD 1 Bright A_FadeOut(0.05)
	TNT1 A 0 A_Explode(16,60,0)
	BXPO EF 1 Bright A_FadeOut(0.05)
	TNT1 A 0 A_Explode(16,60,0)
	BXPO GHIJKLM 1 Bright A_FadeOut(0.05)
	Stop
  }
}

ACTOR FantasyStaffBeam : FastProjectile
{
  Speed 70
  Radius 12
  Height 8
  Damage 2
  +STRIFEDAMAGE
  +CANNOTPUSH
  +NODAMAGETHRUST
  +SPAWNSOUNDSOURCE
  +FORCEXYBILLBOARD
  Scale 0.3
  Renderstyle Add
  Alpha 0.6
  Damagetype "VileFires"
  Species "Viles"
  MissileType "FantasyStaffBeamTrail"
  MissileHeight 8
  SeeSound " "
  States
  {
  Spawn:
    FNBE J 4 Bright
    Loop
  Death:
	TNT1 A 0
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("BlueProjParticle",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))
    FNBE J 1 Bright A_FadeOut(0.05)
    Goto Death+8
  }
}

ACTOR FantasyProjectileWeak : FantasyStaffBeam
{
  Damage 5
  MissileType "FantasyStaffBeamTrail2"
}

ACTOR FantasyStaffBeamTrail
{
  +NOINTERACTION
  +CLIENTSIDEONLY
  RenderStyle Add
  Alpha 0.6
  Scale 0.3
  States
  {
  Spawn:
    FNBE A 2 Bright A_FadeOut(0.1)
    Loop
  }
}

ACTOR FantasyStaffBeamTrail2 : FantasyStaffBeamTrail
{
  States
  {
  Spawn:
    FNBE A 1 Bright A_FadeOut(0.25)
    Loop
  }
}


ACTOR BlueProjParticle : HellStaffParticle
{
  Scale 0.02
  States
  {
  Spawn:
	TNT1 A 2
	CLBA C 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.018)
	CLBA C 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.016)
	CLBA C 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.014)
	CLBA C 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.012)
	CLBA C 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.01)
	CLBA C 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.008)
	CLBA C 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.006)
	CLBA C 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.004)
	CLBA C 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.002)
    Stop
  }
}

ACTOR BlueProjParticleLarge : HellStaffParticle
{
  Scale 0.05
  States
  {
  Spawn:
	TNT1 A 2
	CLBA C 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.048)
	CLBA C 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.046)
	CLBA C 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.044)
	CLBA C 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.042)
	CLBA C 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.040)
	CLBA C 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.038)
	CLBA C 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.036)
	CLBA C 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.034)
	CLBA C 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.032)
    Stop
  }
}

ACTOR BlueProjParticleSuperLarge : HellStaffParticle
{
  Scale 0.3
  States
  {
  Spawn:
	TNT1 A 2
	CLBA C 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.28)
	CLBA C 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.26)
	CLBA C 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.24)
	CLBA C 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.22)
	CLBA C 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.2)
	CLBA C 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.18)
	CLBA C 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.16)
	CLBA C 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.14)
	CLBA C 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.12)
    Stop
  }
}

ACTOR BlueProjExplodeLarge : HellStaffParticle
{   
  Scale 0.1
  States
  {
  Spawn:
	CLBC C 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.2)
	CLBC C 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.3)
	CLBC C 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.4)
	CLBC C 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.5)
	CLBC C 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.6)
	CLBC C 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.7)
	CLBC C 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.8)
	CLBC C 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(0.9)
	CLBC C 1 Bright A_FadeOut(0.1)
	TNT1 A 0 A_SetScale(1.0)
	CLBC C 1 Bright A_FadeOut(0.1)
  Stop
  }
}























ACTOR HierophantGhostA
{
RENDERSTYLE Translucent
Alpha 0.75
+NOGRAVITY
+CLIENTSIDEONLY
+DONTSPLASH
+NOINTERACTION
+NOCLIP
States
{
Spawn:
    HPHA A 2 A_FadeOut(0.18)
    Loop
    }
}

ACTOR HierophantGhostB : HierophantGhostA
{
States
{
Spawn:
    HPHA B 2 A_FadeOut(0.18)
    Loop
    }
}

ACTOR HierophantGhostC : HierophantGhostA
{
States
{
Spawn:
    HPHA C 2 A_FadeOut(0.18)
    Loop
    }
}

ACTOR HierophantGhostD : HierophantGhostA
{
States
{
Spawn:
    HPHA D 2 A_FadeOut(0.18)
    Loop
    }
}