ACTOR InfernalCyberNoble : CyberNoble 17572 //can't have enough Cyber Nobles tbh
{ 
//$Category Monsters/DUST
//$Sprite CCYNA1
//$Title "Infernal CyberNoble"
  Health 1750
  PainChance 50
  Scale 1.2
  Bloodcolor "Red"
  Obituary "%o was eradicated by an Infernal Cyber-noble."
  HitObituary "%o was pummeled by an Infernal Cyber-noble."
  SeeSound "InfernalCyberBaron/Sight" 
  PainSound "InfernalCyberBaron/pain"
  DeathSound "InfernalCyberBaron/death"
  MeleeSound "baron/melee"
  ActiveSound "InfernalCyberBaron/active"
  DropItem "BossLifeEssence" 200 25
  DropItem "BossArmorBonusMax" 200 1
  DropItem "DemonAmmoBox" 128 200
  DropItem "BFG10K " 50 
  DropItem "NewCellPack" 128
  DropItem "NewShell" 256
  DropItem "NewShellBox" 128
  DropItem "Explosive Shotgun" 200
  DropItem "ExplosiveRailgun" 64
  Species "Nobles"
  Tag "\c[g5]Infernal Cyber Noble\c-"
  States 
  { 
  Spawn: 
    CCYN A 7 A_Look
    Loop 
  See:
    CCYN AABB 3 A_Chase
    TNT1 A 0 A_SpawnItem("HoofStep",0,0,0,0)
    CCYN CCDD 3 A_Chase
    TNT1 A 0 A_Playsound("monster/bruwlk")
    Loop
  Pause:
	CCYN E 10
	Goto See
  Missile:
    TNT1 A 0 A_Jump(100,"Rocket","ESG")
    TNT1 A 0 A_Jump(64,"BFG10K","Railgun")
  BurstBall:
	CCYN PQ 7 A_FaceTarget 
	CCYN R 3 Bright A_CustomMissile("Comet", 32, 0, 0)		
	TNT1 A 0 A_CustomMissile("Comet", 32, 0, 6)
	CCYN R 3 Bright A_CustomMissile("Comet", 32, 0, -6)
	TNT1 A 0 A_Jump(128,"Rocket")
	Goto See
  ESG:
	CCYN E 14 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/ExplosiveSG/fire",7)
	TNT1 A 0 A_SpawnItemEx("OrangeShellCasing", 0, 12, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 AAAAAA 0 Bright A_CustomMissile("CybernobleExplosiveTracer",32,20,Random(15,-15),0)
	CCYN F 4 Bright A_CustomBulletAttack(18,6,6,Random(5,7),"CyNoblePuff")
	CCYN E 12
    TNT1 A 0 A_Jump(128,"See")
    TNT1 A 0 A_SpidRefire
	Goto ESG+1
  Rocket:
    CCYN E 14 A_FaceTarget
    CCYN F 8 Bright A_CustomMissile("InfernalCyberNobleRocket",32,20,0,0)
    CCYN E 10 A_FaceTarget
    CCYN F 8 Bright A_CustomMissile("InfernalCyberNobleRocket",32,20,0,0)
    CCYN E 10 A_FaceTarget
    CCYN F 8 Bright A_CustomMissile("InfernalCyberNobleRocket",32,20,0,0)
    CCYN E 10
    Goto See
  BFG10K:
	TNT1 A 0 A_PlayWeaponSound("weapons/charge15k")
    CCYN E 25 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    CCYN F 4 Bright A_CustomMissile("Cy10K",32,20,0,0)
    CCYN E 8 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    CCYN F 4 Bright A_CustomMissile("Cy10K",32,20,0,0)
    CCYN E 8 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    CCYN F 4 Bright A_CustomMissile("Cy10K",32,20,0,0)
    CCYN E 8 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    CCYN F 4 Bright A_CustomMissile("Cy10K",32,20,0,0)
    CCYN E 8 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    CCYN F 4 Bright A_CustomMissile("Cy10K",32,20,0,0)
    CCYN E 10 A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	TNT1 A 0 A_Jump(128,"Rocket")
    Goto See
  Railgun:
	TNT1 A 0 A_PlaySound("ExplosiveRailgun/Charge")
	TNT1 A 0 A_PlaySound("InfernalCyberbaron/Attack",7)
    CCYN EE 20 A_FaceTarget
	TNT1 A 0 A_PlaySound("ExplosiveRailgun/Fire")
    TNT1 A 0 A_CustomMissile("NobleExplosiveRailgunImpact",32,20,0,0)
    CCYN F 5 Bright A_CustomRailgun(50,20,None,None,RGF_SILENT,1,0,"BruiserRailPuff",0,0,0,0,40,0,"ExplosiveRailgunTrail")
    CCYN EE 15 A_FaceTarget
	TNT1 A 0 A_Jump(128,"See","BFG10K")
	TNT1 A 0 A_PlaySound("ExplosiveRailgun/Fire")
    TNT1 A 0 A_CustomMissile("NobleExplosiveRailgunImpact",32,20,0,0)
    CCYN F 5 Bright A_CustomRailgun(50,20,None,None,RGF_SILENT,1,0,"BruiserRailPuff",0,0,0,0,40,0,"ExplosiveRailgunTrail")
    CCYN EE 15
	TNT1 A 0 A_Jump(64,"BFG10K")
	Goto See
  Melee:
    CCYN PQ 7 A_FaceTarget
    CCYN R 7 A_MeleeAttack
    Goto See
  Pain: 
    TNT1 A 0 A_Jump(87,"PainMissile")
    CCYN H 4 A_Pain
    Goto See
  PainMissile:
    CCYN H 4 A_Pain
    Goto Missile	
  Death:
    CCYN H 20 A_Scream
	TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 AA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))	
	CCYN IIII 2 Bright A_CustomMissile("Kaboom17", Random(10,50), 0, random(0,360), 2, random(0,360))
	CCYN JJJJ 2 Bright A_CustomMissile("Kaboom17", Random(10,50), 0, random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 AA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))	
	CCYN KKKK 2 Bright A_CustomMissile("Kaboom17", Random(10,50), 0, random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 AA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))	
	CCYN LLLL 2 Bright A_CustomMissile("Kaboom17", Random(10,50), 0, random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 AAAA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))
    CCYN M 4 Bright A_NoBlocking
    CCYN N 3 Bright
	TNT1 A 0 A_BossDeath
    CCYN O -1
    Stop
  Raise:
  	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    CCYN N 5
	CCYN MLKJI 5
	Goto See
    } 
}

ACTOR InfernalCyberNobleRocket : CardinalRocket
{
Damagetype "NobleComet"
States
  {
  Death:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("OrangeParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
	TNT1 AAA 0 A_CustomMissile("Kaboom3", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAAA 0 A_SpawnItemEx("Debris",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)
    TNT1 A 0 Bright A_CustomMissile("HellBoom",0,0,0,6)
    TNT1 A 0 Bright A_CustomMissile("HellBoom",0,0,45,6)
    TNT1 A 0 Bright A_CustomMissile("HellBoom",0,0,90,6)
    TNT1 A 0 Bright A_CustomMissile("HellBoom",0,0,135,6)
    TNT1 A 0 Bright A_CustomMissile("HellBoom",0,0,180,6)
    TNT1 A 0 Bright A_CustomMissile("HellBoom",0,0,225,6)
    TNT1 A 0 Bright A_CustomMissile("HellBoom",0,0,270,6)
    TNT1 A 0 Bright A_CustomMissile("HellBoom",0,0,315,6)
	CROC B 6 Bright A_Explode
	CROC CD 5 Bright A_SetTranslucent(0.75,1)
	Stop
  }
}

ACTOR HellBoom
{
   Radius 8
   Height 8
   Speed 12
   Damage 0
   Projectile
   Renderstyle Add
   +RIPPER
   +BLOODLESSIMPACT
   SeeSound "weapons/firex3"
   Damagetype "NobleComet"
   Alpha 0.8
   States
   {
   Spawn:
      TNT1 AAAAA 3 A_SpawnItem("HellFX",0,0)
      Stop
   }
}

ACTOR HellFX : HellBoom
{   
   Radius 5
   Height 5
   Speed 0
   Damagetype "NobleComet"
   +FORCERADIUSDMG
   States
   {
   Spawn:
      ICYX A 3 Bright
      ICYX B 3 Bright A_Explode(96,96)
      ICYX CDEFGHIJ 3 Bright
      stop
   }
}

ACTOR CybernobleExplosiveTracer : BabySentientExplosiveTracer
{
DamageType "NobleComet"
States
{
Spawn:
    TRAC A 1 Bright
	Loop
Death:
	TNT1 A 0
	TNT1 A 0 A_SetTranslucent(0.75,1)
	TNT1 A 0 A_SpawnItem("SentientExplosiveEffect")
    MISL B 4 Bright A_Explode(Random(3,6)*5,72)
    MISL CD 3 Bright
    Stop
    }
}

ACTOR NobleExplosiveRailgunImpact : ExplosiveRailgunImpact
{
MissileType "NobleExplosiveRailgunTrailExplodeSpawner"
}

ACTOR NobleExplosiveRailgunTrailExplodeSpawner
{
  States
  {
  Spawn:
	TNT1 A 1 Nodelay A_SpawnItemEx("NobleExplosiveRailgunTrailExplode",random(0,4),0,0,random(0,4),0,random(-4,4),random(0,360))
	Stop
  }
}
/*
ACTOR NobleExplosiveRailgunTrail : ExplosiveRailgunTrail
{
  -CLIENTSIDEONLY
  Scale 0.8
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("NobleExplosiveRailgunTrailExplode",random(0,4),0,0,random(0,4),0,random(-4,4),random(0,360),0,128)
	RGPR ABCDEFGHIJKLMNOP 2 A_FadeOut(0.04)
	Stop
  }
}*/

ACTOR NobleExplosiveRailgunTrailExplode : ExplosiveRailgunTrailExplode
{
  Damagetype "NobleComet"
  Species "Nobles"
  Tag "\c[g5]Infernal Cyber Noble\c-"
  Obituary "%o was eradicated by an Infernal Cyber-noble."
  States
  {
  Spawn:
	TNT1 A 0
	FXPO AB 2 Bright A_FadeOut(0.05)
	TNT1 A 0 A_Explode(30,128,0,0,40)
	FXPO CD 1 Bright A_FadeOut(0.05)
	TNT1 A 0 A_Explode(30,128,0,0,40)
	FXPO EF 1 Bright A_FadeOut(0.05)
	TNT1 A 0 A_Explode(30,128,0,0,40)
	FXPO GHIJKLM 1 Bright A_FadeOut(0.05)
	Stop
  }
}