Actor SpiderMasterspark : DarkDemolisher //currently incomplete but he works
{ 
  Bloodcolor "Blue"
  Obituary "%o was shown a new form of Love Magic by the Spider Masterspark." 
  States 
  { 
  Spawn: 
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("DisableSpiderSpark") == 1, "Remove")
  Idle:
    SMPR A 10 A_Look 
    Loop 
  Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("Demolisher",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
  See: 
    SMPR A 3 A_Metal 
    SMPR ABB 3 A_Chase 
    SMPR C 3 A_Metal 
    SMPR CDD 3 A_Chase 
    SMPR E 3 A_Metal 
    SMPR EFF 3 A_Chase 
    Loop 
  Missile:
	TNT1 A 0 A_Jump(256,"MasterSpark")
  MasterSpark:
    SMPR T 20 A_FaceTarget
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
    SMPR G 1 Bright A_Playsound ("MasterSparkCharge")
    SMPR GGGGGGGGGGGGGGG 8 Bright A_FaceTarget	
	SMPR G 0 A_Playsound("MasterSpark",0,1,0,ATTN_NONE)
	SMPR H 1 A_CustomMissile("MimaSpark",45,0,0,CMF_AIMDIRECTION)
	SMPR H 1 A_CustomMissile("MimaSpark",45,0,0,CMF_AIMDIRECTION)
	SMPR H 1 A_CustomMissile("MimaSpark",45,0,0,CMF_AIMDIRECTION)
	SMPR U 1 A_CustomMissile("MimaSpark2",45,0,0,CMF_AIMDIRECTION)
	SMPR U 1 A_CustomMissile("MimaSpark2",45,0,0,CMF_AIMDIRECTION)
	SMPR U 1 A_CustomMissile("MimaSpark2",45,0,0,CMF_AIMDIRECTION)
	SMPR V 1 A_CustomMissile("MimaSpark3",45,0,0,CMF_AIMDIRECTION)
	SMPR V 1 A_CustomMissile("MimaSpark3",45,0,0,CMF_AIMDIRECTION)
	SMPR V 1 A_CustomMissile("MimaSpark3",45,0,0,CMF_AIMDIRECTION)
	SMPR W 1 A_CustomMissile("MimaSpark4",45,0,0,CMF_AIMDIRECTION)
	SMPR W 1 A_CustomMissile("MimaSpark4",45,0,0,CMF_AIMDIRECTION)
	SMPR W 1 A_CustomMissile("MimaSpark4",45,0,0,CMF_AIMDIRECTION)
	SMPR X 1 A_CustomMissile("MimaSpark5",45,0,0,CMF_AIMDIRECTION)
	SMPR X 1 A_CustomMissile("MimaSpark5",45,0,0,CMF_AIMDIRECTION)
	SMPR X 1 A_CustomMissile("MimaSpark5",45,0,0,CMF_AIMDIRECTION)
	SMPR Y 1 A_CustomMissile("MimaSpark6",45,0,0,CMF_AIMDIRECTION)
	SMPR Y 1 A_CustomMissile("MimaSpark6",45,0,0,CMF_AIMDIRECTION)
	SMPR Y 1 A_CustomMissile("MimaSpark6",45,0,0,CMF_AIMDIRECTION)
	SMPR Z 1 A_CustomMissile("MimaSpark7",45,0,0,CMF_AIMDIRECTION)
	SMPR Z 1 A_CustomMissile("MimaSpark7",45,0,0,CMF_AIMDIRECTION)
	SMPR Z 1 A_CustomMissile("MimaSpark7",45,0,0,CMF_AIMDIRECTION)
	SMPR H 1 A_CustomMissile("MimaSpark",45,0,0,CMF_AIMDIRECTION)
	SMPR H 1 A_CustomMissile("MimaSpark",45,0,0,CMF_AIMDIRECTION)
	SMPR H 1 A_CustomMissile("MimaSpark",45,0,0,CMF_AIMDIRECTION)
	SMPR U 1 A_CustomMissile("MimaSpark2",45,0,0,CMF_AIMDIRECTION)
	SMPR U 1 A_CustomMissile("MimaSpark2",45,0,0,CMF_AIMDIRECTION)
	SMPR U 1 A_CustomMissile("MimaSpark2",45,0,0,CMF_AIMDIRECTION)
	SMPR V 1 A_CustomMissile("MimaSpark3",45,0,0,CMF_AIMDIRECTION)
	SMPR V 1 A_CustomMissile("MimaSpark3",45,0,0,CMF_AIMDIRECTION)
	SMPR V 1 A_CustomMissile("MimaSpark3",45,0,0,CMF_AIMDIRECTION)
	SMPR W 1 A_CustomMissile("MimaSpark4",45,0,0,CMF_AIMDIRECTION)
	SMPR W 1 A_CustomMissile("MimaSpark4",45,0,0,CMF_AIMDIRECTION)
	SMPR W 1 A_CustomMissile("MimaSpark4",45,0,0,CMF_AIMDIRECTION)
	SMPR X 1 A_CustomMissile("MimaSpark5",45,0,0,CMF_AIMDIRECTION)
	SMPR X 1 A_CustomMissile("MimaSpark5",45,0,0,CMF_AIMDIRECTION)
	SMPR X 1 A_CustomMissile("MimaSpark5",45,0,0,CMF_AIMDIRECTION)
	SMPR Y 1 A_CustomMissile("MimaSpark6",45,0,0,CMF_AIMDIRECTION)
	SMPR Y 1 A_CustomMissile("MimaSpark6",45,0,0,CMF_AIMDIRECTION)
	SMPR Y 1 A_CustomMissile("MimaSpark6",45,0,0,CMF_AIMDIRECTION)
	SMPR Z 1 A_CustomMissile("MimaSpark7",45,0,0,CMF_AIMDIRECTION)
	SMPR Z 1 A_CustomMissile("MimaSpark7",45,0,0,CMF_AIMDIRECTION)
	SMPR Z 1 A_CustomMissile("MimaSpark7",45,0,0,CMF_AIMDIRECTION)
	SMPR U 1 A_CustomMissile("MimaSpark",45,0,0,CMF_AIMDIRECTION)
	SMPR U 1 A_CustomMissile("MimaSpark",45,0,0,CMF_AIMDIRECTION)
	SMPR U 1 A_CustomMissile("MimaSpark",45,0,0,CMF_AIMDIRECTION)
	SMPR V 1 A_CustomMissile("MimaSpark2",45,0,0,CMF_AIMDIRECTION)
	SMPR V 1 A_CustomMissile("MimaSpark2",45,0,0,CMF_AIMDIRECTION)
	SMPR V 1 A_CustomMissile("MimaSpark2",45,0,0,CMF_AIMDIRECTION)
	SMPR V 1 A_CustomMissile("MimaSpark3",45,0,0,CMF_AIMDIRECTION)
	SMPR V 1 A_CustomMissile("MimaSpark3",45,0,0,CMF_AIMDIRECTION)
	SMPR V 1 A_CustomMissile("MimaSpark3",45,0,0,CMF_AIMDIRECTION)
	SMPR W 1 A_CustomMissile("MimaSpark4",45,0,0,CMF_AIMDIRECTION)
	SMPR W 1 A_CustomMissile("MimaSpark4",45,0,0,CMF_AIMDIRECTION)
	SMPR W 1 A_CustomMissile("MimaSpark4",45,0,0,CMF_AIMDIRECTION)
	SMPR X 1 A_CustomMissile("MimaSpark5",45,0,0,CMF_AIMDIRECTION)
	SMPR X 1 A_CustomMissile("MimaSpark5",45,0,0,CMF_AIMDIRECTION)
	SMPR X 1 A_CustomMissile("MimaSpark5",45,0,0,CMF_AIMDIRECTION)
	SMPR Y 1 A_CustomMissile("MimaSpark6",45,0,0,CMF_AIMDIRECTION)
	SMPR Y 1 A_CustomMissile("MimaSpark6",45,0,0,CMF_AIMDIRECTION)
	SMPR Y 1 A_CustomMissile("MimaSpark6",45,0,0,CMF_AIMDIRECTION)
	SMPR Z 1 A_CustomMissile("MimaSpark7",45,0,0,CMF_AIMDIRECTION)
	SMPR Z 1 A_CustomMissile("MimaSpark7",45,0,0,CMF_AIMDIRECTION)
	SMPR Z 1 A_CustomMissile("MimaSpark7",45,0,0,CMF_AIMDIRECTION)
	SMPR U 1 A_CustomMissile("MimaSpark",45,0,0,CMF_AIMDIRECTION)
	SMPR U 1 A_CustomMissile("MimaSpark",45,0,0,CMF_AIMDIRECTION)
	SMPR U 1 A_CustomMissile("MimaSpark",45,0,0,CMF_AIMDIRECTION)
	SMPR V 1 A_CustomMissile("MimaSpark2",45,0,0,CMF_AIMDIRECTION)
	SMPR V 1 A_CustomMissile("MimaSpark2",45,0,0,CMF_AIMDIRECTION)
	SMPR V 1 A_CustomMissile("MimaSpark2",45,0,0,CMF_AIMDIRECTION)
	SMPR V 1 A_CustomMissile("MimaSpark3",45,0,0,CMF_AIMDIRECTION)
	SMPR V 1 A_CustomMissile("MimaSpark3",45,0,0,CMF_AIMDIRECTION)
	SMPR V 1 A_CustomMissile("MimaSpark3",45,0,0,CMF_AIMDIRECTION)
	SMPR W 1 A_CustomMissile("MimaSpark4",45,0,0,CMF_AIMDIRECTION)
	SMPR W 1 A_CustomMissile("MimaSpark4",45,0,0,CMF_AIMDIRECTION)
	SMPR W 1 A_CustomMissile("MimaSpark4",45,0,0,CMF_AIMDIRECTION)
	SMPR X 1 A_CustomMissile("MimaSpark5",45,0,0,CMF_AIMDIRECTION)
	SMPR X 1 A_CustomMissile("MimaSpark5",45,0,0,CMF_AIMDIRECTION)
	SMPR X 1 A_CustomMissile("MimaSpark5",45,0,0,CMF_AIMDIRECTION)
	SMPR Y 1 A_CustomMissile("MimaSpark6",45,0,0,CMF_AIMDIRECTION)
	SMPR Y 1 A_CustomMissile("MimaSpark6",45,0,0,CMF_AIMDIRECTION)
	SMPR Y 1 A_CustomMissile("MimaSpark6",45,0,0,CMF_AIMDIRECTION)
	SMPR Z 1 A_CustomMissile("MimaSpark7",45,0,0,CMF_AIMDIRECTION)
	SMPR Z 1 A_CustomMissile("MimaSpark7",45,0,0,CMF_AIMDIRECTION)
	SMPR Z 1 A_CustomMissile("MimaSpark7",45,0,0,CMF_AIMDIRECTION)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
    Goto See
  Pain: 
    SMPR I 3 
    SMPR I 3 A_Pain 
    Goto See 
Death:
	TNT1 A 0 A_Scream
	SMPR I 20 A_Fall
	TNT1 AA 0 A_SpawnItemEx("BlueGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigBlueBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
	SMPR JJJJJ 2 Bright A_CustomMissile("RainbowKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("BlueGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigBlueBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
	SMPR KKKKK 2 Bright A_CustomMissile("RainbowKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("BlueGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigBlueBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	SMPR LLLLL 2 Bright A_CustomMissile("RainbowKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("BlueGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigBlueBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	SMPR MMMMM 2 Bright A_CustomMissile("RainbowKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("BlueGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigBlueBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	SMPR NNNNN 2 Bright A_CustomMissile("RainbowKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("BlueGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigBlueBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	SMPR OOOOO 2 Bright A_CustomMissile("RainbowKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("BlueGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigBlueBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	SMPR PPPPP 2 Bright A_CustomMissile("RainbowKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))		
	TNT1 AAAA 0 A_SpawnItemEx("BlueGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 AAAAAA 0 A_CustomMissile("BigBlueBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	TNT1 AAAAAAAA 0 A_CustomMissile("SmokeFX3", random(10,60), random(30,-30), random(0,360), 2, random(0,360))	
	SMPR QR 5
	SMPR S -1 A_KillMaster
	Stop
  } 
}


ACTOR MimaSpark : FastProjectile
{
  Radius 40
  Speed 200
  Height 40
  damage 5
  RenderStyle Add
  Alpha 0.6
  Projectile
  -ACTIVATEIMPACT
  +RIPPER
  -ACTIVATEPCROSS
  +strifedamage
  Missiletype "MimaSparkTrail"
  MissileHeight 8
  States
  {
  Spawn:
    TNT1 A 1 Bright A_Explode(2,150)
    Loop
  Death:
    TNT1 A 1 Bright
    Stop
  }
}

ACTOR MimaSpark2 : MimaSpark
{
  Missiletype "MimaSparkTrail2"
}

ACTOR MimaSpark3 : MimaSpark
{
  Missiletype "MimaSparkTrail3"
}

ACTOR MimaSpark4 : MimaSpark
{
  Missiletype "MimaSparkTrail4"
}

ACTOR MimaSpark5 : MimaSpark
{
  Missiletype "MimaSparkTrail5"
}

ACTOR MimaSpark6 : MimaSpark
{
  Missiletype "MimaSparkTrail6"
}

ACTOR MimaSpark7 : MimaSpark
{
  Missiletype "MimaSparkTrail7"
}



ACTOR MimaSparkTrail
{
  +FORCEXYBILLBOARD
  +CLIENTSIDEONLY
  Projectile
  RenderStyle Add
  Alpha 0.6
  Scale 1
  States
  {
  Spawn:
	TNT1 A 0
    TNT1 A 0 Bright A_Explode(2,180)
    MTSP A 1 Bright A_FadeOut(0.3)
    Loop
  }
}

ACTOR MimaSparkTrail2 : MimaSparkTrail
{
  States
  {
  Spawn:
	TNT1 A 0
    TNT1 A 0 Bright A_Explode(2,180)
    MTSP B 1 Bright A_FadeOut(0.3)
    Loop
  }
}

ACTOR MimaSparkTrail3 : MimaSparkTrail
{
  States
  {
  Spawn:
	TNT1 A 0
    TNT1 A 0 Bright A_Explode(2,180)
    MTSP C 1 Bright A_FadeOut(0.3)
    Loop
  }
}

ACTOR MimaSparkTrail4 : MimaSparkTrail
{
  States
  {
  Spawn:
	TNT1 A 0
    TNT1 A 0 Bright A_Explode(2,180)
    MTSP D 1 Bright A_FadeOut(0.3)
    Loop
  }
}

ACTOR MimaSparkTrail5 : MimaSparkTrail
{
  States
  {
  Spawn:
	TNT1 A 0
    TNT1 A 0 Bright A_Explode(2,180)
    MTSP E 1 Bright A_FadeOut(0.3)
    Loop
  }
}

ACTOR MimaSparkTrail6 : MimaSparkTrail
{
  States
  {
  Spawn:
	TNT1 A 0
    TNT1 A 0 Bright A_Explode(2,180)
    MTSP F 1 Bright A_FadeOut(0.3)
    Loop
  }
}

ACTOR MimaSparkTrail7 : MimaSparkTrail
{
  States
  {
  Spawn:
	TNT1 A 0
    TNT1 A 0 Bright A_Explode(2,180)
    MTSP G 1 Bright A_FadeOut(0.3)
    Loop
  }
}