ACTOR Terminator2: Cyberdemon
{ 
Health 12000
Radius 28 
Height 86 
Mass 0x7FFFFFFF
Speed 15 
PainChance 1
Scale 1.4
Monster
Obituary "%o was liquidated by the Terminator !"
Species "Cybers"

+DONTHARMSPECIES
+MISSILEMORE
+FLOORCLIP
+NOTARGET
+FireResist
+NORADIUSDMG
+NOICEDEATH
+BOSS
+MISSILEEVENMORE
+CANTSEEK
+NOFEAR
+DONTSPLASH
+LOOKALLAROUND
+NOEXTREMEDEATH
+BOSSDEATH
+NOTELEFRAG
+DONTGIB
+DONTMORPH
+QUICKTORETALIATE
+NoDropOff
+DONTRIP
DamageFactor "PlayerFireSword", 0.8
DamageFactor "PlayerDTRG", 0.30
DamageFactor "PlayerBHole", 0.0
DamageFactor "CustomSpray", 0.0
DamageFactor "BFG9500Ball", 0.0
DamageFactor "PlayerPyro", 0.3
DamageFactor "Extreme", 0.0
DamageFactor "UltimateLegendary", 0.0
DamageFactor "HellComet", 0.0
DamageFactor "T3rm", 0.0
DamageFactor "PDTBFG", 0.03
DamageFactor "PDTBFGTracer", 0.03
DamageFactor "PlayerRailPuff", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "Ice", 0.0
DamageFactor "FreezerBurn", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "CerChainguns", 0.0	
DamageFactor "CerEnergyBall", 0.0
DamageFactor "Cyber10K", 0.0
DamageFactor "C0mm4nder", 0.0
DamageFactor "HFCyb3r", 0.3

DamageFactor "Legendary", 0.0
DamageFactor "Legendary1", 0.0
DamageFactor "LegendaryGuru", 0.0
DamageFactor "LegendaryGuruPlayer", 0.4
DamageFactor "LegendaryPlayer", 0.35
DamageFactor "BFG10K", 0.65
DamageFactor "BFGSplash", 0.0
DamageFactor "BFGSpray", 0.0
DamageFactor "Railg", 0.5

DamageFactor "PlayerDevBall", 0.020
DamageFactor "PlayerDTBFGRailgunSlug", 0.020
DamageFactor "PlayerDevTracer", 0.020

DamageFactor "SuperWeapon", 0.0

DamageFactor "DBFG10K2", 0.65
DamageFactor "PlayerDBFG10K2", 0.65
DamageFactor "DBFG2", 0.65
DamageFactor "PlayerDBFG2", 0.65

DropItem "DemonAmmoBox" 256 200
DropItem "Explosive Minigun" 250 1
DropItem "Demon Tech Devastator" 250 1
DropItem "DemonAmmoBox" 256 100
DropItem "BossLifeEssence" 250 100
DropItem "BossArmorBonusMax" 250 100
DropItem "BFG10K " 256 1
DropItem "BlackHole Generator" 256 1
DropItem "LegendaryUltraSphere" 256 1

DamageFactor 0.3
SeeSound "monster/termsit" 
PainSound "monster/termpin" 
DeathSound "monster/termdth"
AttackSound "plasmaminigun/fire"
ActiveSound "Terminator/termact"

PainChance "BFG9500Ball", 40
PainChance "PlayerDevBall", 100
PainChance "BFG10K", 100
PainChance "PDTBFG", 100
PainChance "PlayerDBFG10K2", 100
PainChance "Legendary", 100 // 100
PainChance "LegendaryPlayer", 100 // 100
PainChance "LegendaryGuru", 256
PainChance "LegendaryGuruPlayer", 256
PainChance "PlayerDBFG2", 256

MinMissileChance 1
Tag "Terminator"
var int user_amount;
var int user_bfg10k;
var int user_railgun;
var int user_bhcharge;
var int user_devcharge;
States 
   { 
   Spawn: 
       TERM A 10 A_Look 
	   TRMI A 10 A_Look 
       Loop 
   See:
       TNT1 A 0 A_UnSetInvulnerable
       TNT1 A 0 A_Jump(100,"Rush")
       TERM A 0 A_PlaySound("Terminator/terstepA")
       TERM AABB 3 A_Chase
       TERM C 0 A_PlaySound("Terminator/terstepA")
       TERM CCDD 3 A_Chase
       TNT1 A 0 A_Jump(40,"Teleport","ComboTel")
       Loop
   Rush:
       TERM A 0 A_PlaySound("Terminator/terstepA")
       TERM AA 0 A_Chase
       TERM A 2 A_SpawnItemEx("TerminatorGhost",0,0,0,0,0,0,0,128)
       TERM AA 0 A_Chase
       TERM A 2 A_SpawnItemEx("TerminatorGhost",0,0,0,0,0,0,0,128)
       TERM AA 0 A_Chase
       TERM B 2 A_SpawnItemEx("TerminatorGhost",0,0,0,0,0,0,0,128)
       TERM AA 0 A_Chase
       TERM B 2 A_SpawnItemEx("TerminatorGhost",0,0,0,0,0,0,0,128)     
       TERM A 0 A_PlaySound("Terminator/terstepA")
       TERM AA 0 A_Chase
       TERM C 2 A_SpawnItemEx("TerminatorGhost",0,0,0,0,0,0,0,128)
       TERM AA 0 A_Chase
       TERM C 2 A_SpawnItemEx("TerminatorGhost",0,0,0,0,0,0,0,128)
       TERM AA 0 A_Chase
       TERM D 2 A_SpawnItemEx("TerminatorGhost",0,0,0,0,0,0,0,128)
       TERM AA 0 A_Chase
       TERM D 2 A_SpawnItemEx("TerminatorGhost",0,0,0,0,0,0,0,128)     
       TNT1 A 0 A_Jump(38,"Teleport","ComboTel")
       TNT1 A 0 A_Jump(75,"See")   
       Loop
  Teleport:
       TERM E 1 A_UnSetShootable
       TERM EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
       TERM EEEEEEEEEEE 1 A_FadeOut(0.1,0)
       TERM EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
       TERM EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
       TERM E 1 A_PlayWeaponSound("boss/teleport")
       TERM EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
       TERM EEEEEEEEEEE 1 A_FadeIn(0.1)
       TERM E 1 A_SetShootable
       Goto Normal
  ComboTel:
       TERM E 1 A_UnSetShootable
       TERM EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
       TERM EEEEEEEEEEE 1 A_FadeOut(0.1,0)
       TERM EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
       TERM E 1 A_PlayWeaponSound("boss/teleport")
       TERM EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
       TERM EEEEEEEEEEE 1 A_FadeIn(0.1)
       TERM E 1 A_PlayWeaponSound("boss/teleport")
       TERM EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
       TERM EEEEEEEEEEE 1 A_FadeOut(0.1,0)
       TERM EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
       TERM E 1 A_PlayWeaponSound("boss/teleport")
       TERM EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
       TERM EEEEEEEEEEE 1 A_FadeIn(0.1)
       TERM E 1 A_PlayWeaponSound("boss/teleport")
       TERM EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
       TERM EEEEEEEEEEE 1 A_FadeOut(0.1,0)
       TERM EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
       TERM E 1 A_PlayWeaponSound("boss/teleport")
       TERM EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
       TERM EEEEEEEEEEE 1 A_FadeIn(0.1)
       TERM E 1 A_PlayWeaponSound("boss/teleport")
       TERM EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
       TERM EEEEEEEEEEE 1 A_FadeOut(0.1,0)
       TERM EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
       TERM E 1 A_PlayWeaponSound("boss/teleport")
       TERM EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
       TERM EEEEEEEEEEE 1 A_FadeIn(0.1)
       TERM E 1 A_PlayWeaponSound("boss/teleport")
       TERM EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
       TERM EEEEEEEEEEE 1 A_FadeOut(0.1,0)
       TERM EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
       TERM E 1 A_PlayWeaponSound("boss/teleport")
       TERM EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
       TERM EEEEEEEEEEE 1 A_FadeIn(0.1)    
       TERM E 1 A_SetShootable
       Goto Normal
	Missile:
	   TNT1 A 0 A_UnSetInvulnerable
	   TNT1 A 0 A_SetTranslucent(1)
	   TNT1 A 0 A_JumpIfTargetInLOS("UberHexaSG",90,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,600,0)
	   TNT1 A 0 A_Jump(30,"Nuke")
	   TNT1 A 0 A_Jump(78,"BlackHole")
	   TNT1 A 0 A_Jump(192,"Railgun","BFG9K","BFG10K","DTBFG","RedStar","DTDevastator","OneTwoPunch")
	  // TNT1 A 0 A_JumpifCloser(600,"UberHexaSG")
	Normal:   
       TNT1 A 0 A_JumpIfCloser(1500,1)
	   Goto Railgun
	   TERM G 2 A_FaceTarget
       TNT1 A 0 A_SpawnItemEx("OrangeShellCasing", 10, -12, 40, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	   TNT1 A 0 A_PlaySound("sentient/fire")
	   TERM H 0 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	   TERM H 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	   TNT1 A 0 A_StopSoundEx("Weapon")	
	   TNT1 A 0 A_Jump(15,"See","Missile")
       TNT1 A 0 A_SpidRefire
	   Loop 
	UberHexaSG:
	   TERM G 5 A_FaceTarget
       TERM GGGGGG 0 A_SpawnItemEx("SSGShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
	   TNT1 A 0 A_PlaySound("weapons/hsgfire")
	   TNT1 AAAAAAAAAAAA 0 Bright A_CustomMissile("MonsterTracer2",48,-17,Random(6,-6),0)
       TERM H 2 Bright A_CustomBulletAttack(15.4,10.6,78,Random(1,4)*3,"TerminatorPuff")
	   TNT1 A 0 A_StopSoundEx("Weapon")	
	   TNT1 A 0 A_Jump(15,"See","Missile")
       TNT1 A 0 A_SpidRefire
	   Loop 
	Railgun:
	   TNT1 A 0 A_PlaySound("weapons/rgcharge")
	   TNT1 A 0 A_Changeflag(reflective,1)
	   TNT1 A 0 A_SetUserVar("user_railgun", 0)
       TERM EE 10 A_FaceTarget
	 RailgunLoop:
	   TNT1 A 0 A_JumpIf(user_railgun > 40,"RailgunEnd")
	   TNT1 A 0 A_SetUserVar("user_railgun",user_railgun+1)
	   TERM E 2 Bright A_FaceTarget
       TERM F 1 Bright A_CustomMissile("CardinalRail",58,26,random(-2,3))
	   Loop
	 RailgunEnd:
	   TERM E 15 Bright
	   TNT1 A 0 A_Changeflag(reflective,0)
	   TNT1 A 0 A_Jump(128,"BFG9K","BFG10K","DTBFG","RedStar","DTDevastator")
       Goto See	 
	BFG9K:
	   TNT1 A 0 A_PlaySound("weapons/bfgf")
	   TERM EEEEEEEEEEEEFFFF 2 A_FaceTarget
       TERM FFFFF 2 Bright A_CustomMissile("TerminatorBFG9500Ball",48,15,random(-4,4))
       TERM EE 4 A_FaceTarget   
	   TNT1 A 0 A_Jump(128,"BFG10K","DTBFG","RedStar","DTDevastator")
       Goto See
	BFG10K:
	   TNT1 A 0 A_Changeflag(reflective,1)
	   TNT1 A 0 A_PlaySound("weapons/charge15k")
	   TNT1 A 0 A_SetUserVar("user_bfg10k", 0)
       TERM JJJJJJJ 4 A_FaceTarget
	 BFG10KLoop:
	   TNT1 A 0 A_JumpIf(user_bfg10k > 40,"BFG10KEnd")
	   TNT1 A 0 A_SetUserVar("user_bfg10k",user_bfg10k+1)
	   TERM J 2 A_FaceTarget
	   TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
       TERM K 1 Bright A_CustomMissile("Cardinal10K",48,-15,random(-4,4))
	   Loop
	   BFG10KEnd:
	   TERM J 3 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	   TERM JJJJJ 3 A_FaceTarget	   
       TERM J 4 A_FaceTarget
	   TNT1 A 0 A_Changeflag(reflective,0)
	   TNT1 A 0 A_Jump(128,"DTBFG","RedStar","DTDevastator")
       Goto See		   
	DTBFG:
	   TNT1 A 0 A_Jump(80,"FTwoDT")
	   TNT1 A 0 A_PlaySound("Cardinal/9k")
       TERM EEEEEEEEEEEEFF 3 A_Facetarget
       TERM FFF 4 Bright A_CustomMissile("CardinalDTBFG10KBall",48,15,random(-10,10))
       TERM EEE 4 A_FaceTarget
	   TNT1 A 0 A_Jump(128,"RedStar","DTDevastator")
       Goto See	
    RedStar:
	   TNT1 A 0 A_PlaySoundEx("monster/termsit2","TSIGHT")
	   TNT1 A 0 A_Jump(80,"FTwoRS")
	   TNT1 A 0 A_SetInvulnerable
	   TERM E 0 A_FaceTarget
       TERM EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	   TERM E 0 A_FaceTarget
       TERM EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	   TNT1 A 0 A_PlayWeaponSound("star/load1")
	   TERM E 0 A_FaceTarget
       TERM EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	   TERM E 0 A_FaceTarget
       TERM EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	   TNT1 A 0 A_PlayWeaponSound("star/load2")
	   TERM E 0 A_FaceTarget
       TERM EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	   TERM E 0 A_FaceTarget
       TERM EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner") 
	   TERM E 0 A_FaceTarget
       TERM EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	   TERM E 0 A_FaceTarget
	   TNT1 A 0 A_PlayWeaponSound("star/load3")
       TERM EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	   TERM E 0 A_FaceTarget
       TERM EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")  	   
	   TNT1 A 0 A_UnSetInvulnerable
	   TERM E 0 A_FaceTarget
	   TERM F 0 A_PlayWeaponSound("star/fire")
	   TERM F 7 Bright A_CustomMissile("TerminatorRedStar",48,17,0) 
	   TERM E 8 A_FaceTarget
	   TERM F 0 A_PlayWeaponSound("star/fire")
	   TERM F 7 Bright A_CustomMissile("TerminatorRedStar",48,17,0) 
	   TERM E 8 A_FaceTarget
	   TERM F 0 A_PlayWeaponSound("star/fire")
	   TERM F 7 Bright A_CustomMissile("TerminatorRedStar",48,17,0) 
	   TERM E 8 A_FaceTarget
	   TERM F 0 A_PlayWeaponSound("star/fire")
	   TERM F 7 Bright A_CustomMissile("TerminatorRedStar",48,17,0) 
	   TERM E 8 A_FaceTarget
	   TERM F 0 A_PlayWeaponSound("star/fire")
	   TERM F 7 Bright A_CustomMissile("TerminatorRedStar",48,17,0) 
	   TERM E 8 A_FaceTarget	   
	   TERM E 2 A_Jump(128,"DTDevastator","BlackHole")
       Goto See
DTDevastator:
    TNT1 A 0 A_PlaySoundEx("monster/termsit2","TSIGHT")
	TNT1 A 0 A_Jump(80,"FTwoDV")
	TNT1 A 0 A_SetInvulnerable
    TERM E 0 A_Facetarget
	TNT1 A 0 A_SetUserVar("user_devcharge", 0)
	TNT1 A 0 Bright A_SpawnItemEx("TerminatorLineSpawner")
    TERM E 0 Bright A_PlaySound ("devastator/charge")
	DevCharge:
	TNT1 A 0 A_JumpIf(user_devcharge > 55,"DevFire")
	TNT1 A 0 A_SetUserVar("user_devcharge",user_devcharge+1)
    TERM E 2 A_Facetarget
	TNT1 A 0 Bright A_SpawnItemEx("TerminatorLineSpawner")
	Loop
	DevFire:
    TERM F 0 A_PlaySound ("devastator/fire")
	TERM F 0 Bright A_CustomMissile("TerminatorDevastator",48,17,random(5,-5))
	TERM F 0 Bright A_CustomMissile("TerminatorDevastator",48,17,random(5,-5))
    TERM F 10 Bright A_CustomMissile("TerminatorDevastator",48,17,0)
    TERM E 50
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_Jump(10,"Nuke")
    goto See
// AHHAHAHAHAHAH
Nuke:
    TNT1 A 0 A_Jump(80,"FTwoNK")
    TNT1 A 0 A_JumpIf(user_amount > 15,"Missile")
	TNT1 A 0 A_SetUserVar("user_amount",user_amount+1)
    TNT1 A 0 A_SetInvulnerable
    TNT1 A 0 A_PlaySoundEx("monster/termsit2","TSIGHT")
	TNT1 A 0 A_PlaySound("weapons/nuclearmissilecharge2")
	TNT1 A 0 Bright A_SpawnItemEx("TerminatorLineSpawner")
	TERM EE 2 A_Facetarget
	TNT1 A 0 Bright A_SpawnItemEx("TerminatorLineSpawner")
	TERM EE 2 A_Facetarget
	TNT1 A 0 Bright A_SpawnItemEx("TerminatorLineSpawner")
	TERM EE 2 A_Facetarget
	TNT1 A 0 Bright A_SpawnItemEx("TerminatorLineSpawner")
	TERM EE 2 A_Facetarget
	TNT1 A 0 Bright A_SpawnItemEx("TerminatorLineSpawner")
	TERM EE 2 A_Facetarget
	TNT1 A 0 Bright A_SpawnItemEx("TerminatorLineSpawner")
	TERM EE 2 A_Facetarget
	TNT1 A 0 Bright A_SpawnItemEx("TerminatorLineSpawner")
	TERM EE 2 A_Facetarget
	TNT1 A 0 Bright A_SpawnItemEx("TerminatorLineSpawner")
	TERM EE 2 A_Facetarget
	TNT1 A 0 Bright A_SpawnItemEx("TerminatorLineSpawner")
	TERM EE 2 A_Facetarget
	TNT1 A 0 Bright A_SpawnItemEx("TerminatorLineSpawner")
	TERM EE 2 A_Facetarget
	TNT1 A 0 Bright A_SpawnItemEx("TerminatorLineSpawner")
	TERM EE 2 A_Facetarget	
	TNT1 A 0 Bright A_SpawnItemEx("TerminatorLineSpawner")
	TERM EE 2 A_Facetarget
	TNT1 A 0 Bright A_SpawnItemEx("TerminatorLineSpawner")
	TERM EE 2 A_Facetarget	
	TNT1 A 0 Bright A_SpawnItemEx("TerminatorLineSpawner")
	TERM F 6 Bright A_CustomMissile("TerminatorNuke", 48, 17, 0)
	TERM EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 Bright 
	TNT1 A 0 A_UnSetInvulnerable
	Goto See
	  BlackHole:
	   TNT1 A 0 A_PlaySoundEx("monster/termsit2","TSIGHT")
	   TNT1 A 0 A_SetInvulnerable
	   TNT1 A 0 A_SetUserVar("user_bhcharge", 0)
	   TNT1 A 0 A_PlaySound("BH/Charge")
	  BlackHoleCharge:
	   TNT1 A 0 A_JumpIf(user_bhcharge > 30,"BlackHoleFire")
	   TNT1 A 0 A_SetUserVar("user_bhcharge",user_bhcharge+1)
       TERM E 2 Bright A_SpawnItemEx("TerminatorDarkLineSpawner") 
	   TERM E 1 Bright A_FaceTarget
	   Loop
	  BlackHoleFire:
	   TNT1 A 0 A_PlaySound("BH/Fire")
	   TERM F 4 Bright A_CustomMissile("BlackHoleProjectile",48,17,random(6,-6)) 
	   TERM E 14 A_FaceTarget
	   TNT1 A 0 A_UnSetInvulnerable
       Goto See
	OneTwoPunch:
	    DTRM M 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("OrangeShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		TNT1 A 0 A_PlaySound("sentient/fire")
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
		TNT1 A 0 A_StopSoundEx("Weapon")
		TNT1 A 0 A_Jump(20,"FTwoRS","FTwoDT","FTwoDV","FTwoNK")
		TNT1 A 0 A_SpidRefire
		Loop
  FTwoRS:
        TNT1 A 0 A_SetInvulnerable
 	    T3RM C 0 A_FaceTarget
	    T3RM C 0 A_PlayWeaponSound("star/fire")
	    T3RM D 2 Bright A_CustomMissile("TerminatorRedStar",48,20,0)
	    T3RM A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("OrangeShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		TNT1 A 0 A_PlaySound("sentient/fire")
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("OrangeShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		TNT1 A 0 A_PlaySound("sentient/fire")
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM D 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("OrangeShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		TNT1 A 0 A_PlaySound("sentient/fire")
	    T3RM D 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("OrangeShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		TNT1 A 0 A_PlaySound("sentient/fire")
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM D 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("OrangeShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		TNT1 A 0 A_PlaySound("sentient/fire")
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM C 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("OrangeShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		TNT1 A 0 A_PlaySound("sentient/fire")
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
		TNT1 A 0 A_StopSoundEx("Weapon")
		TNT1 A 0 A_Jump(20,"FTwoRS","FTwoDT","FTwoDV","FTwoNK")
		TNT1 A 0 A_SpidRefire
		TNT1 A 0 A_UnSetInvulnerable
		Loop
      FTwoDT:
	    TNT1 A 0 A_SetInvulnerable
 	    T3RM A 0 A_FaceTarget
		T3RM B 0 A_FaceTarget
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM C 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM C 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
 	    T3RM C 0 A_FaceTarget
		TNT1 A 0 A_PlaySound("Cardinal/9k")
	    T3RM C 0 Bright A_CustomMissile("CardinalDTBFG10KBall",48,20,0)
	    T3RM C 0 Bright A_CustomMissile("CardinalDTBFG10KBall",48,20,30)
	    T3RM C 0 Bright A_CustomMissile("CardinalDTBFG10KBall",48,20,-30)
 	    T3RM B 0 A_FaceTarget
    	T3RM C 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
 	    T3RM B 0 A_FaceTarget
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_UnSetInvulnerable
		Goto See
	 FTwoDV:
	    TNT1 A 0 A_SetInvulnerable
 	    T3RM A 0 A_FaceTarget
		T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
		T3RM B 0 A_FaceTarget
		T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
		T3RM B 0 A_FaceTarget
		T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
		T3RM B 0 A_FaceTarget
		T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
		T3RM B 0 A_FaceTarget
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM C 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM C 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
 	    T3RM C 0 A_FaceTarget
		T3RM A 0 A_PlaySound ("devastator/fire")
	    T3RM C 0 Bright A_CustomMissile("TerminatorDevastator",48,20,0)
	    T3RM C 0 Bright A_CustomMissile("TerminatorDevastator",48,20,30)
	    T3RM C 0 Bright A_CustomMissile("TerminatorDevastator",48,20,-30)
 	    T3RM B 0 A_FaceTarget
    	T3RM C 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
 	    T3RM B 0 A_FaceTarget
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_UnSetInvulnerable
		Goto See
	FTwoNK:
	    TNT1 A 0 A_SetInvulnerable
	    TNT1 A 0 A_JumpIf(user_amount > 15,"Missile")
	    TNT1 A 0 A_SetUserVar("user_amount",user_amount+1)
 	    T3RM A 0 A_FaceTarget
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
 	    T3RM A 0 A_FaceTarget
 	    T3RM B 0 A_FaceTarget
    	T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
 	    T3RM B 0 A_FaceTarget
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
		T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
 	    T3RM A 0 A_FaceTarget
 	    T3RM B 0 A_FaceTarget
    	T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
 	    T3RM B 0 A_FaceTarget
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
		T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
 	    T3RM A 0 A_FaceTarget
 	    T3RM B 0 A_FaceTarget
    	T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
 	    T3RM B 0 A_FaceTarget
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
		T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
 	    T3RM A 0 A_FaceTarget
 	    T3RM B 0 A_FaceTarget
    	T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
 	    T3RM B 0 A_FaceTarget
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
		TNT1 A 0 A_PlaySound("weapons/nuclearmissilecharge2")
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
		T3RM C 6 Bright A_CustomMissile("TerminatorNuke", 48, 20, 0)
		T3RM D 6 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM A 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    T3RM B 2 Bright A_CustomMissile("TerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_UnSetInvulnerable
		Goto See
   Pain:
	   TNT1 A 0 A_Jump(60,"Healing")	
	   TNT1 A 0 A_Jump(128,"PainMissile")
       TERM L 3 	
       TERM L 3 A_Pain
       Goto See 
   PainMissile: 
       TERM L 3 	
       TERM L 3 A_Pain
       Goto Missile	   
    Healing:
	   TNT1 A 0 A_PlaySound("monster/termsit")
	   TNT1 A 0 A_SetInvulnerable
	   TERM L 2 HealThing(550)
       TERM LLLLLLLLLLLLLLLLLLLL 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	   TERM LLLLLLLLLLLLLLLLLLLL 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	   TERM L 10 A_CustomMissile("TerminatorPulse")
	   TERM L 5 A_CustomMissile("TerminatorPulse")
	   TERM L 2 A_CustomMissile("TerminatorBigPulse")
	   TNT1 A 0 A_UnSetInvulnerable
	   TERM L 2
       Goto See
 Pain.Legendary:
  Pain.LegendaryPlayer:
  Pain.LegendaryGuruPlayer:
  Pain.PlayerDevBall:
  Pain.PDTBFG:
  Pain.BFG10K:
  Pain.BFG9500Ball:
  Pain.PlayerDBFG10K2:
  Pain.PlayerDBFG2:
    TNT1 A 0 A_Jump(200, "ComboTel")
    Goto PainMissile
   Death:
	   TNT1 A 0 A_Jump(60,"Surprise")
       TERM M 10 A_Scream
	   TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	   TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
	   TERM NNNOOO 5 Bright A_CustomMissile("Kaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	   TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	   TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	   TNT1 A 0 A_SpawnItemEx("TerminatorNukeDeath",0,0,0,0,0,0,0)
	   TERM PPPQQQ 2 Bright A_CustomMissile("Kaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))  
	   TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	   TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
	   TERM SSSTTT 2 Bright A_CustomMissile("Kaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))  
	   TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	   TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
	   TERM UUUVVV 2 Bright A_CustomMissile("Kaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))   
       TERM W 4 
       TERM X 6 A_Fall
       TERM Y 6
       TERM Z 1 A_Playsound("Terminator/terstepA")
       TERM Z 5 
       TERM [ -1 Bright
       Stop
	 Surprise:
       TERM M 10 A_Scream
	   TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	   TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
	   TERM NNNOOO 5 Bright A_CustomMissile("Kaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	   TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	   TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	   TNT1 A 0 A_SpawnItemEx("BlackHoleSpawn",0,0,0,0,0,0,0)
	   TERM PPPQQQ 2 Bright A_CustomMissile("Kaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))  
	   TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	   TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
	   TERM SSSTTT 2 Bright A_CustomMissile("Kaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))  
	   TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	   TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
	   TERM UUUVVV 2 Bright A_CustomMissile("Kaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))   
       TERM W 4 
       TERM X 6 A_Fall
       TERM Y 6
       TERM Z 1 A_Playsound("Terminator/terstepA")
       TERM Z 5 
       TERM [ -1 Bright
       Stop
   }
}

Actor TerminatorPuff : BulletPuff
{
DamageType "T3rm"
}

Actor TerminatorNukeDeath : DarkDesNuke2
{
Damagetype "Term"
Obituary "%o was liquidated by the Terminator !"
}

Actor TerminatorNuke : FusionNuke
{
Obituary "%o was liquidated by the Terminator !"
+DontReflect
DamageType "Term"
   States
   {
   Death:
      TNT1 A 0
	  TNT1 A 0 A_StopSound(5)
	  TNT1 A 0 A_SpawnItem("DarkDesNuke2")
	  TNT1 A 0 A_Explode(10000,5000,0,1)
      Stop
   }
}

ACTOR TerminatorGhost
{
Scale 1.4
RENDERSTYLE Translucent
Alpha 0.75
+NOGRAVITY
+CLIENTSIDEONLY
+DONTSPLASH
+NOINTERACTION
+NOCLIP
States
{
Spawn:
    TERM A 2 A_FadeOut(0.18)
    Loop
    }
}

Actor TerminatorExplosiveTracer : SentientExplosiveTracer
{
-THRUSPECIES
+DontReflect
+ForceradiusDMG
Species "Cybers"
DamageType "Term"
}

Actor TerminatorBFG9500Ball : SentientBFG9500Ball
{
-THRUSPECIES
+DontReflect
Species "Cybers"
DamageType "Term"
States
{
Spawn:
    BFR3 AAABBB 1 Bright A_SpawnItemEx("ProjectileTrailParticleOrange2",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
    Loop
Death:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("BFGShockwaveRed2", 0, 0, 0, 0, 0, 0, 0, 128)
    TNT1 AAAAAA 0 A_CustomMissile("Kaboom18", 0, 0, random(0,360), 2, random(0,360))
    BRE3 AB 8 Bright A_SpawnItemEx("RedParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
    BRE3 C 8 Bright A_BFGSpray("CustomSprayRed")
    BRE3 DEF 8 Bright
    Stop    
    }

}


Actor TerminatorRedStar
{
    Radius 12
    Height 12
    Speed 28
    Damage 250
    Scale 3.2
	DamageType "Term"
    PROJECTILE
    RENDERSTYLE ADD
	+SEEKERMISSILE
    +EXTREMEDEATH
    +SPAWNSOUNDSOURCE
    +DONTREFLECT
    +PIERCEARMOR
    +FOILINVUL
    +FORCERADIUSDMG
    Species "Cybers"
    +BRIGHT
    ALPHA 0.8
    DeathSound "star/explode"
    Obituary "%o was liquidated by the Terminator !"
    States
    {
    Spawn:
        STAR ABCD 2 Bright A_CustomMissile("RedstarFX",0,0,0,0)
        Loop
    Death:
	    TNT1 A 0 A_Explode(192,384,0)
	    TNT1 A 0 Radius_Quake(15,20,0,20,0)
	    TNT1 A 0 A_SpawnItemEx("DTech10KShockwave2", 0, 0, 15, 0, 0, 0, 0, 128)
        TNT1 A 20 A_SpawnItem("RedDTBFGEx",0,-10)
		STAR E 3 Bright A_BFGSpray("CustomSprayRed")
        STAR FGHIJKLMNO 3 Bright
        Stop
    }
}

ACTOR RedstarFX
{   
   Radius 2
   Height 2
   Speed 0
   PROJECTILE
   RENDERSTYLE ADD
   +CLIENTSIDEONLY
   Scale 2.0
   ALPHA 0.67
   States
   {
   Spawn:
	  TNT1 A 1
      ST4R PQ 3 Bright A_FadeOut(0.1)
      Loop
   }
}

Actor TerminatorPulse{
    Radius 12
    Height 12
    Speed 0
    Scale 3.2
    PROJECTILE
    RENDERSTYLE ADD
	+SEEKERMISSILE
    +EXTREMEDEATH
    +SPAWNSOUNDSOURCE
    +DONTREFLECT
    +PIERCEARMOR
    +FOILINVUL
    +BRIGHT
	DamageType "Term"
    ALPHA 0.8
    SeeSound "star/explode"
    Obituary "%o was liquidated by the Terminator !"
    States
    {
    Spawn:
	    TNT1 A 0 A_Explode(256,256,0)
	    TNT1 A 0 Radius_Quake(15,20,0,20,0)
	    TNT1 A 0 A_SpawnItemEx("DTech10KShockwave2", 0, 0, 15, 0, 0, 0, 0, 128)
        TNT1 A 20 A_SpawnItem("RedDTBFGEx",0,-10)
		STAR E 3 Bright A_BFGSpray("CustomSprayRed")
        STAR FGHIJKLMNO 3 Bright
        Stop
    }}
	
Actor TerminatorBigPulse{
    Radius 12
    Height 12
    Speed 0
    Scale 5.2
    PROJECTILE
    RENDERSTYLE ADD
	+SEEKERMISSILE
    +EXTREMEDEATH
    +SPAWNSOUNDSOURCE
    +DONTREFLECT
    +PIERCEARMOR
    +FOILINVUL
    +BRIGHT
	DamageType "Term"
    ALPHA 0.8
    SeeSound "star/explode"
    Obituary "%o was liquidated by the Terminator !"
    States
    {
    Spawn:
	    TNT1 A 0 A_Explode(656,656,0)
	    TNT1 A 0 Radius_Quake(15,20,0,20,0)
	    TNT1 A 0 A_SpawnItemEx("DTech10KShockwave2", 0, 0, 15, 0, 0, 0, 0, 128)
        TNT1 A 20 A_SpawnItem("RedDTBFGEx",0,-10)
		STAR E 3 Bright A_BFGSpray("CustomSprayRed")
        STAR FGHIJKLMNO 3 Bright
        Stop
    }}

Actor TerminatorPlasmaPuff{
  Radius 6
  Height 6
  +NOBLOCKMAP
  +NOGRAVITY
  +ACTIVATEIMPACT
  +ACTIVATEPCROSS
  +DontReflect
  +NOTELEPORT 
  +PUFFONACTORS
  +ALWAYSPUFF  
  +EXTREMEDEATH
  scale 0.5 
  Renderstyle Add
  Alpha 0.75
  Decal Bulletchip
  DamageType "Term"
  Obituary "%o was liquidated by the Terminator !"
  States
  {
  Spawn:
    TNT1 A 0
  	TNT1 A 0 A_SpawnItemEx("RedParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
	TNT1 AAA 0 A_CustomMissile("Kaboom10", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAA 0 A_CustomMissile("SmokeFX4", 0, 0, random(0,360), 2, random(0,360))
    RFOG A 3 Bright A_Explode(12,64)
    RFOG BCDEF 3 Bright
    Stop
  }}

ACTOR TerminatorLineSpawner : BluePowerLineSpawner{
States
{
Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	TNT1 AAAAA 0 A_SpawnItemEx("TerminatorPowerLine",random(48,-48),random(48,-48),random(0,48),0,0,random(2,8),0,128,0) 	
	TNT1 A 1 A_SpawnItemEx("TerminatorPowerLine",random(48,-48),random(48,-48),random(0,48),0,0,random(2,8),0,128,0) 
    Stop  
    }
}
ACTOR TerminatorDarkLineSpawner : BluePowerLineSpawner{
States
{
Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	TNT1 AAAAA 0 A_SpawnItemEx("TerminatorDarkPowerLine",random(48,-48),random(48,-48),random(0,48),0,0,random(2,8),0,128,0) 	
	TNT1 A 1 A_SpawnItemEx("TerminatorDarkPowerLine",random(48,-48),random(48,-48),random(0,48),0,0,random(2,8),0,128,0) 
    Stop  
    }
}
ACTOR TerminatorPowerLine : RedPowerLine{
Scale 0.84
States
{
Spawn:
   SPFX A 5 Bright
   TNT1 A 0 A_Jump(128,"FadeOut2")
Normal:
   SPFX AAAAAAAA 1 Bright A_FadeOut(0.025)
   Stop
FadeOut2:
   SPFX AAAAAAAA 1 Bright A_FadeOut(0.03)
   Stop
   }}

ACTOR TerminatorDarkPowerLine : BluePowerLine{
Scale 0.84
Translation "80:111=250:254"
States
{
Spawn:
   SPFX A 5 Bright
   TNT1 A 0 A_Jump(128,"FadeOut2")
Normal:
   SPFX AAAAAAAA 1 Bright A_FadeOut(0.025)
   Stop
FadeOut2:
   SPFX AAAAAAAA 1 Bright A_FadeOut(0.03)
   Stop
   }
}


Actor TerminatorDevastator : FusionDevastatorBall{
Damagetype "Term"
+DontReflect
}


Actor CyberSuperMeteor_m_Explosion : SuperMeteor_m_Explosion{DamageType "Cyber10k"}

/*Actor Minisentinel 
{
	MONSTER
	-COUNTKILL
	+NOCLIP
	+NOGRAVITY
	+NOTARGET
	+DONTHARMSPECIES
	+DONTREFLECT
	Speed 0
	Radius 2
	Height 2
	var int user_count;
	Obituary "%o was gunned down by a Mini-Sentinel."
	States {
		Spawn:
		MNDR A 4 A_Look
		Loop
		See:
		TNT1 A 0 A_JumpIf(20 == user_count, "Death")
		MNDR B 0 BRIGHT A_PlaySound("minisent/shot")
		MNDR B 1 BRIGHT A_CustomMissile("MiniSentinalShot",15,0,random(-3,3))
		MNDR A 2 BRIGHT A_SetUserVar("user_count", user_count + 1)
		Loop
		Death:
	    MNDR C 7 BRIGHT 
		MNDR D 5 BRIGHT 
		MNDR E 5 BRIGHT 
		MNDR F 5 BRIGHT
		MNDR G 5 BRIGHT
		MNDR HI 5 BRIGHT
		Loop
	}}
*/