actor MCyberdemon : Cyberdemon
{
  tag "Cyber Demon"
  health 4000
  radius 40
  height 110
  mass 1000
  speed 16
  
  Obituary "%o was gibbed by a Cyber Demon."
  
  PainThreshold 200
  +QUICKTORETALIATE
  
  PainChance "Control", 255
  DamageFactor "Control", 1
  
  dropitem "MSoulSphere" 96 //added
  dropitem "MDoubleFiringSpeedPowerup" 16
  dropitem "MQuadDamagePowerup" 16
  dropitem "MFrighteningPowerup" 16
  
  // Takes damage from 
  DamageFactor "MarineDamage", 1
  DamageFactor "MarineRail", 0.9
  DamageFactor "CybRLDamage", 0
  DamageFactor "CybYamato", 0.03
  DamageFactor "ImpBallDamage", 1
  DamageFactor "ZombiesDamage", 1
  DamageFactor "CacoDamage", 1
  DamageFactor "SkelDamage", 1
  DamageFactor "FatsoDamage", 1
  DamageFactor "KnightDamage", 1
  DamageFactor "ArachDamage", 1
  DamageFactor "viledamage", 1
  
  SPECIES "MonsterCyberSpecies"
  +NOINFIGHTING //do not infight other monsters
  +NOTARGET //not infighed by other monsters
  +NORADIUSDMG
  +FLOORCLIP
  
  states
  {
  Spawn:
    CYBR A 10 A_Look
	CYBR B 10 
	CYBR A 0 Thing_SetSpecial (0,226,409,0,health)
    loop
  Missile:
	CYBR E 1 A_FaceTarget
    CYBR E 0 A_JumpIfCloser(120, "Stomp")
    CYBR E 5 A_FaceTarget
	CYBR E 0 A_JumpIfCloser(120, "Stomp")
    CYBR F 12 A_CyberAttack
	CYBR E 0 A_JumpIfCloser(120, "Stomp")
    CYBR E 12 A_FaceTarget
	CYBR E 0 A_JumpIfCloser(120, "Stomp")
    CYBR F 12 A_CyberAttack
	CYBR E 0 A_JumpIfCloser(120, "Stomp")
    CYBR E 12 A_FaceTarget
	CYBR E 0 A_JumpIfCloser(120, "Stomp")
    CYBR F 12 A_CyberAttack
    Goto See
  See:
	CYBR A 0 A_JumpIfCloser(120, "Stomp")
    CYBR A 3 A_Hoof
    CYBR ABBCC 3 A_Chase
    CYBR D 3 A_Metal
    CYBR D 3
    CYBR A 0 A_JumpIf (special != 226,1) 
	loop	
	CYBR A 0 Thing_SetSpecial (0,226,409,0,health)
	goto see
  Stomp:
	CYMA A 7 A_FaceTarget
	CYMA A 0 A_CustomMissile("MCyberStomp",10,0,0,0)
	CYMA B 7
	Goto See
  Death.Control:
    TNT1 A 0 ACS_Execute(410,0,13)
    TNT1 A 10
	stop
  Death:
    CYBR H 10 Bright A_GiveToTarget ("MarineExp",30)
    CYBR I 10 Bright A_Scream
    CYBR JKL 10 Bright
    CYBR M 10 Bright A_NoBlocking
    CYBR NO 10 Bright
    CYBR P 30
    CYBR P -1 A_BossDeath
	stop
  }
}

ACTOR MAnnihilator
{
  tag "Cyber Annihilator"
  Obituary "%o was gibbed by a Cyber Annihilator."
  Health 5000 //3250
  Radius 40 
  Height 110 
  Mass 1000 
  Speed 12 
  PainChance 20 //30
  MONSTER
  +BOSS
  +FLOORCLIP
  +NORADIUSDMG
  +DONTMORPH
  +MISSILEMORE
  SeeSound "monster/annsit" 
  PainSound "cyber/pain" 
  DeathSound "monster/anndth" 
  ActiveSound "cyber/active" 

  PainThreshold 200 //added
  +ALWAYSFAST //added

  dropitem "MMegaSphere" 96 //added
  dropitem "MQuadDamagePowerup" 64
  dropitem "MFrighteningPowerup" 32

  PainChance "Control", 255
  DamageFactor "Control", 1
  
  // Takes damage from 
  DamageFactor "MarineDamage", 1
  DamageFactor "MarineRail", 0.9
  DamageFactor "CybRLDamage", 0
  DamageFactor "CybYamato", 0.05 //0.1
  DamageFactor "MarineSuperweapon", 0.12
  DamageFactor "ImpBallDamage", 1
  DamageFactor "ZombiesDamage", 1
  DamageFactor "CacoDamage", 1
  DamageFactor "SkelDamage", 1
  DamageFactor "FatsoDamage", 1
  DamageFactor "KnightDamage", 1
  DamageFactor "ArachDamage", 1
  DamageFactor "viledamage", 1

  SPECIES "MonsterCyberSpecies"
  +NOINFIGHTING //do not infight other monsters
  +NOTARGET //not infighed by other monsters

States 
   {    
   Spawn: 
       ANNI A 10 A_Look 
       ANNI B 10 
       ANNI A 0 Thing_SetSpecial (0,226,409,0,health)
       Loop 
   See: 
       ANNI A 2 A_Playsound ("monster/anhoof")
       ANNI A 2 A_Chase
       ANNI ABB 4 A_Chase 
       ANNI C 2 A_Playsound ("monster/anhoof")
       ANNI C 2 A_Chase
       ANNI CDD 4 A_Chase
       ANNI A 0 A_JumpIf (special != 226,1) 
       loop	
       ANNI A 0 Thing_SetSpecial (0,226,409,0,health)
       goto see 
   Missile:
       ANNI E 1 A_Jump (160,11) //7
       ANNI E 6 A_FaceTarget
       ANNI F 0 Bright A_CustomMissile ("PCybRocket",40,22,3)
       ANNI F 12 Bright A_CustomMissile ("PCybRocket",40,-22,-3)
			ANNI F 12 Bright A_CustomMissile ("PCybRocket",40,22,3)
			ANNI F 0 Bright A_CustomMissile ("PCybRocket",40,-22,-3)
       ANNI E 12 A_FaceTarget 
       ANNI F 0 Bright A_CustomMissile ("PCybRocket",40,22,-2)
       ANNI F 12 Bright A_CustomMissile ("PCybRocket",40,-22,2)
			ANNI F 12 Bright A_CustomMissile ("PCybRocket",40,22,3)
			ANNI F 0 Bright A_CustomMissile ("PCybRocket",40,-22,-3)			
       Goto See
       ANNI E 6 A_FaceTarget 
       ANNI F 0 Bright A_CustomMissile ("PCybRocket2",40,22,1)
       ANNI F 12 Bright A_CustomMissile ("PCybRocket2",40,-22,-1)
       ANNI E 12 A_FaceTarget 
       ANNI F 0 Bright A_CustomMissile ("PCybRocket2",40,22,0)
       ANNI F 12 Bright A_CustomMissile ("PCybRocket2",40,-22,0)
	   ANNI E 12 A_FaceTarget 
	       ANNI F 0 Bright A_CustomMissile ("PCybRocket",40,22,-2)
		   ANNI F 12 Bright A_CustomMissile ("PCybRocket",40,-22,2)
				ANNI F 12 Bright A_CustomMissile ("PCybRocket",40,22,3)
				ANNI F 0 Bright A_CustomMissile ("PCybRocket",40,-22,-3)   
       Goto See 
   Pain: 
       ANNI G 10 A_Pain 
       Goto See 
   Death.Control:
       TNT1 A 0 ACS_Execute(410,0,45)
       TNT1 A 10
       stop
   Death: 
       ANNI H 10 Bright A_GiveToTarget ("MarineExp",30)
       ANNI I 10 Bright A_Scream 
       ANNI JKL 10 Bright
       ANNI M 10 Bright A_NoBlocking 
       ANNI NO 10 Bright
       ANNI P 30 
       ANNI P -1 A_BossDeath
	   stop
   } 
}


actor PCybRocket : Rocket replaces Rocket
{
 DamageType "CybRLDamage"
 Speed 20
}


ACTOR PCybRocket2
{
   Radius 8
   Height 11
   Speed 12 //18
   Damage 15
   PROJECTILE
   DeathSound "weapons/hrlexp"
   ExplosionDamage 96
   ExplosionRadius 96
   +SeekerMissile
   +Rockettrail
   +RANDOMIZE
   +DEHEXPLOSION
   Damagetype "CybRLDamage"
   SeeSound "weapons/hrlfir"
   Decal Scorch
   
   BounceCount 1 //added 3.0.1
   +CANBOUNCEWATER //added 3.0.1
   +DOOMBOUNCE //added 3.0.1
   +NOBOUNCESOUND //added 3.0.1
   +NOWALLBOUNCESND //added 3.0.1
   
   States
   {
   Spawn:
      HMIS A 4 Bright A_SeekerMissile (5,10) //12,20
      HMIS A 4 Bright
      HMIS A 2 Bright A_SeekerMissile (5,10) //8,15
      HMIS A 2 Bright
      goto Spawn+2
   Death:
      MISL B 8 bright A_Explode(96,96)
      MISL C 6 bright
      MISL D 4 bright
      stop
   }
}




ACTOR PCybRocket3
{
   Radius 8
   Height 11
   Speed 12 //18
   Damage 15
   PROJECTILE
   DeathSound "weapons/hrlexp"
   ExplosionDamage 96
   ExplosionRadius 96
   +SeekerMissile
   +Rockettrail
   +RANDOMIZE
   +DEHEXPLOSION
   Damagetype "CybRLDamage"
   SeeSound "weapons/hrlfir"
   Decal Scorch
   
   BounceCount 1 //added 3.0.1
   +CANBOUNCEWATER //added 3.0.1
   +DOOMBOUNCE //added 3.0.1
   +NOBOUNCESOUND //added 3.0.1
   +NOWALLBOUNCESND //added 3.0.1
   
   States
   {
   Spawn:
      HMIS A 2 Bright A_SeekerMissile (5,10) //30,60
      HMIS A 2 Bright
      goto Spawn
   Death:
      MISL B 8 bright A_Explode(96,96)
      MISL C 6 bright
      MISL D 4 bright
      stop
   }
}


ACTOR MCyberStomp
{
	Radius 12
	Height 8
	+MISSILE
	Speed 15
    Damage 50
	renderstyle translucent
	alpha 0.75
	DamageType "CybRLDamage"
    MeleeDamage 0
    Gravity 2.0
    Decal "Cracks"
    -NOGRAVITY
    +EXTREMEDEATH
    Health 5
	States
	{
	Spawn:
        TNT1 A 10
		Stop
	Death:
        TNT1 A 0 A_PlaySound("CLAP", CHAN_AUTO, 1, 0, ATTN_NONE)
		EXPL AAA 0 A_CustomMissile ("MBigSmokes", 0, 0, random (0, 360), 2, random (0, 360))
		EXPL AAA 0 A_CustomMissile ("MExplosionSmoke", 0, 0, random (0, 360), 2, random (0, 360))
		EXPL A 0 A_Explode(100, 300, 0) //(300, 300, 0)
		Stop
	}
}


ACTOR MExplosionSmoke
{
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
	+MISSILE
	+FORCEXYBILLBOARD
    +CLIENTSIDEONLY
    +NOINTERACTION
	+NOGRAVITY
	+DOOMBOUNCE
	+THRUACTORS
	Health 99999
	BounceFactor 0.5
	Radius 0
	Height 0
	Alpha 0.1
	RenderStyle Translucent
	Scale 1.1
	Speed 1
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
	SMK3 BBB 2 A_FadeIn(0.1)
	SMK3 B 20
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
	SMK3 CDEFGHIJKLM 3
	Goto Death
	Death:
	    TNT1 A 0
    Stop
Stap:		
	TNT1 A 0
Stop
    }
}


ACTOR MBigSmokes
{
    Scale 0.6
    Speed 0
    Alpha 0.11
    -NOGRAVITY
    -NOINTERACTION
    Gravity 0.005
    States
    {
    Spawn:
        PUF2 EEFGHIJK 4 A_FadeOut(0.005)
        PUF2 LMNOPQRSTUVWXYZ 4 A_FadeOut(0.005)
        Goto Death
	Death:
	    TNT1 A 0
	
	Stop
	}
}

