ACTOR CerebralCommander : SpiderMastermind 21306
{
    Health 10500
    Speed 18
	FloatSpeed 18
    PainChance 20
	Scale 1.1
	Radius 65
	Height 100
	BloodColor "Purple"
	DropItem "BossLifeEssence" 256 25
	DropItem "BossArmorBonusMax" 256 1
	DropItem "DemonAmmoBox" 128 200
	DropItem "SkullOfPower" 256
	DropItem "DemonicChalice" 256
	DropItem "HellfireUltrasphere" 128 1
	DropItem "PhaseSphere"
	DropItem "BigGas" 256 100
	DropItem "Demon Tech Shotgun" 256 1
	Mass 7000
	+MISSILEEVENMORE
	+QUICKTORETALIATE
	+LOOKALLAROUND
	+MISSILEMORE
	+FLOAT
	+BOSS
	+NOEXTREMEDEATH
	+BOSSDEATH
	+NOGRAVITY	
	-FLOORCLIP
    +DONTHARMSPECIES
    +NORADIUSDMG
    +NOICEDEATH
    +NOTARGET
    +CANTSEEK
    +NOFEAR
    +DONTSPLASH
    +NOTIMEFREEZE
    +NOTELEFRAG
    +DONTGIB
    +DONTMORPH
    +DONTRIP
	+THRUSPECIES
	AttackSound ""
	DamageFactor 0.3
	DamageFactor "PlayerFireSword", 0.5
	DamageFactor "PlayerDTRG", 0.30
	DamageFactor "PlayerBHole", 0.25
	DamageFactor "LegendaryGuru", 0.0
    DamageFactor "LegendaryGuruPlayer", 0.2
    DamageFactor "LegendaryPlayer", 0.3
	DamageFactor "Cyber10K", 0.0
	DamageFactor "Extreme", 0.0
	DamageFactor "CustomSpray", 0.0
    DamageFactor "BFG9500Ball", 0.0
	DamageFactor "PlayerPyro", 0.15
	DamageFactor "C0mm4nder", 0.0
    DamageFactor "UltimateLegendary", 0.0
    DamageFactor "DemolisherEx", 0.0
    DamageFactor "DarkDemoEx", 0.0
    DamageFactor "CerChainguns", 0.0	
    DamageFactor "CerEnergyBall", 0.0
    DamageFactor "PDTBFG", 0.03
    DamageFactor "PDTBFGTracer", 0.03
    DamageFactor "Legendary", 0.0020
    DamageFactor "LegendaryPlayer", 0.0
    DamageFactor "BFG10K", 0.65
    DamageFactor "BFGSplash", 0.0
    DamageFactor "BFGSpray", 0.0
    DamageFactor "Railgun", 0.5
    DamageFactor "PlayerDevBall", 0.020
    DamageFactor "PlayerDevBall2", 0.020
    DamageFactor "PlayerDTBFGRailgunSlug", 0.020
    DamageFactor "PlayerDevTracer", 0.020
	DamageFactor "Ice", 0.0
    DamageFactor "FreezerBurn", 0.0
	DamageFactor "Railg", 0.5
    // no infight 4 u
	DamageFactor "Baby15K", 0.0
    DamageFactor "Legendary1", 0.0
	DamageFactor "LegMind", 0.0
    DamageFactor "VileFires", 0.0
    DamageFactor "NobleComet", 0.0
    DamageFactor "ZombieDev", 0.0
    DamageFactor "BeheComet", 0.0
	DamageFactor "HFCyb3r", 0.0
	DamageFactor "T3rm", 0.0
    SeeSound "Commander/sight"
    PainSound "Commander/pain"
    DeathSound "Commander/death"
	
	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

    DamageFactor "DBFG10K2", 0.65
    DamageFactor "PlayerDBFG10K2", 0.65
    DamageFactor "DBFG2", 0.65
    DamageFactor "PlayerDBFG2", 0.65
	MinMissileChance 1
	Species "Masterminds"
    Obituary "%o was turned to mush by heavy weapons from the Cerebral Commander."
	Tag "Cerebral Commander"
	var int user_fake;
	var int user_manipulator;
	var int user_Illusion;
	var int user_Illusion2;
	var int user_summon;
	var int user_bfg10k;
	var int user_devcharge;
    States
    {
Spawn:
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COMM A 2 Bright A_Look
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COMM B 2 Bright A_Look
	Loop
See:
    TNT1 A 0 ACS_NamedExecuteAlways("CommanderSky")
    TNT1 A 0 A_SetShootable
    TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COMM A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COMM B 2 Bright A_Chase
	TNT1 A 0 A_Jump(35,"Evade")	
	TNT1 A 0 A_Jump(20,"Telederp","TelederpAfraid")
	Loop
Evade:
	TNT1 A 0 A_Jump(128,19)
	TNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
	COMM A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
	COMM B 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
	COMM A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
	COMM B 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
	COMM A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
	COMM B 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
	COMM A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
	COMM B 2 Bright A_Chase
	TNT1 A 0 A_Stop
	Goto See
	TNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
	COMM A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
	COMM B 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
	COMM A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
	COMM B 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
	COMM A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
	COMM B 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
	COMM A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
	COMM B 2 Bright A_Chase
	TNT1 A 0 A_Stop
	Goto See
  Teleport:
    TNT1 A 0
    TNT1 A 0 A_UnSetShootable
    TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx("HFCyberLineSpawner")
    SLAY AAAAAAAAAAAA 1 Bright A_FadeOut(0.1,0)
    TNT1 A 0 A_ChangeVelocity(0, 0, 0, CVF_REPLACE)
    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Chase(0, 0, CHF_NIGHTMAREFAST)
    TNT1 A 1 A_PlayWeaponSound("boss/teleport")
    TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx("HFCyberLineSpawner")
    TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_SetShootable
	Goto Normal
Missile:
    TNT1 A 0 A_SetShootable
    TNT1 A 0 A_UnSetInvulnerable
    TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_Jump(130,"BFG9K","BFG10K","DTBFG10K","DTDevastator","PyroCannon","MiniIllusion","Illusion","TakeAmmo")
	TNT1 A 0 A_Jump(60,"BrainWave","Illusion2","Freeze","TakeAmmoMedium","TakeWeaponsMedium")
	TNT1 A 0 A_Jump(50,"Summon","SummonManipulator","TakeAmmoALL","TakeWeaponsAll")
Normal:
    TNT1 A 0 A_JumpIfCloser(1500,1)
	Goto BFG10K
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COMM ABA 2 Bright A_GiveInventory("CebComStrafe",1)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("PurpleShellCasing", 10, 12, 40, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)
	TNT1 A 0 A_PlaySound("sentient/fire")
	COMM D 0 Bright A_CustomMissile("CommanderExplosiveTracer",36,0,Random(-800,800)/100.00,0)
	COMM D 3 Bright A_CustomMissile("CommanderExplosiveTracer",36,0,Random(-800,800)/100.00,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)	
    TNT1 A 0 A_SpawnItemEx("PurpleShellCasing", 10, -12, 40, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySound("sentient/fire")
	COMM C 0 Bright A_CustomMissile("CommanderExplosiveTracer",36,0,Random(-800,800)/100.00,0)
	COMM C 3 Bright A_CustomMissile("CommanderExplosiveTracer",36,0,Random(-800,800)/100.00,0)
	TNT1 A 0 A_StopSoundEx("Weapon")	
	TNT1 A 0 A_Jump(9,"See","BFG9K","BFG10K","DTBFG10K")
    TNT1 A 0 A_SpidRefire
	Goto Normal+7
  MiniIllusion:
    TNT1 A 0 A_Changeflag(reflective,1)
    TNT1 A 0 Bright A_PlaySound("Commander/Laugh")
    TNT1 A 0 A_SetInvulnerable
	SLAY AAAAAAAAAAAAA 4 bright A_FaceTarget
	SLAY AA 4 A_SpawnItemEx("CerebralCommanderIllusion",0,0,0)
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_Changeflag(reflective,0)
	goto see
  Illusion:
    TNT1 A 0 A_Changeflag(reflective,1)
    TNT1 A 0 Bright A_PlaySound("Commander/Laugh")
	TNT1 A 0 A_JumpIf(user_illusion >= 5,"Freeze")	 
    TNT1 A 0 A_SetUserVar("user_illusion",user_illusion+1)
    TNT1 A 0 A_SetInvulnerable
	SLAY AAAAAAAAAAAAA 4 bright A_FaceTarget
	SLAY AAAA 4 A_SpawnItemEx("CerebralCommanderIllusion",0,0,0)
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_Changeflag(reflective,0)
	goto see
  Illusion2:
    TNT1 A 0 A_Changeflag(reflective,1)
    TNT1 A 0 Bright A_PlaySound("Commander/Laugh")
	TNT1 A 0 A_JumpIf(user_illusion2 >= 3,"Illusion")	 
    TNT1 A 0 A_SetUserVar("user_illusion2",user_illusion2+1)
    TNT1 A 0 A_SetInvulnerable
	SLAY AAAAAAAAAAAAA 4 bright A_FaceTarget
	SLAY AAAAAA 4 A_SpawnItemEx("CerebralCommanderIllusion",0,0,0)
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_Changeflag(reflective,0)
	goto see
  SummonManipulator:
    TNT1 A 0 A_Changeflag(reflective,1)
    TNT1 A 0 Bright A_PlaySound("Commander/Laugh")
    TNT1 A 0 A_JumpIf(user_manipulator >= 4,"Illusion2")	 
    TNT1 A 0 A_SetUserVar("user_manipulator",user_manipulator+1)
    TNT1 A 0 A_SetInvulnerable
	SLAY BCBCBCBCBCBBC 4 bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("CommanderPulse")
	SLAY B 4 A_SpawnItemEx("ManipulatorSummoner",0,0,0)
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_Changeflag(reflective,0)
	goto see
   Curse:
    TNT1 A 0 A_Changeflag(reflective,1)
    TNT1 A 0 Bright A_PlaySound("Commander/Laugh")
    TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY AA 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY AA 2 Bright A_FaceTarget	
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY BB 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY BB 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
    SLAY BB 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY BB 2 Bright A_FaceTarget	
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY BB 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY CC 6 Bright A_CustomMissile("CurseBall", 60, 0, random(6,-6))
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY BB 2 Bright A_FaceTarget	
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY BB 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_Changeflag(reflective,0)
	goto see
BFG9K:
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	COM2 CC 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 CC 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 CC 2 Bright A_FaceTarget	
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 CC 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 CC 2 Bright A_FaceTarget	
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 CC 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 C 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 C 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 D 2 Bright A_CustomMissile("CommanderBFG9500Ball", 34, 0, 0)
	COM2 CCC 2 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	COM2 CC 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 CC 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 CC 2 Bright A_FaceTarget	
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 CC 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 CC 2 Bright A_FaceTarget	
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 CC 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 C 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 C 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 D 2 Bright A_CustomMissile("CommanderBFG9500Ball", 34, 0, 0)
	COM2 CCC 2 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	COM2 CC 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 CC 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 CC 2 Bright A_FaceTarget	
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 CC 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 CC 2 Bright A_FaceTarget	
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 CC 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 C 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 C 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 D 2 Bright A_CustomMissile("CommanderBFG9500Ball", 34, 0, 0)
	COM2 C 2 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	COM2 CC 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 CC 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 CC 2 Bright A_FaceTarget	
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 CC 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 CC 2 Bright A_FaceTarget	
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 CC 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 A 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 A 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 D 2 Bright A_CustomMissile("CommanderBFG9500Ball", 34, 0, 0)
	COM2 CCCCCCC 2 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_Jump(128,"BFG10K","DTBFG10K","PyroCannon")
	Goto See
BFG10K:
    TNT1 A 0 A_changeflag(reflective,1)
    TNT1 A 0 ThrustThing(Angle*256/360+128,15,0,0)
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	TNT1 A 0 A_SetUserVar("user_bfg10k", 0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 C 3 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 C 3 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 C 3 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 C 3 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 C 3 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 C 3 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 C 3 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
BFG10KLoop:
    TNT1 A 0 A_JumpIf(user_bfg10k >= 30,"BFG10KEnd")	 
    TNT1 A 0 A_SetUserVar("user_bfg10k",user_bfg10k+1)
	COM2 C 3 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	COM2 D 1 Bright A_CustomMissile("Commander10K", 42, 0, Random(4, -4))
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
    Loop
BFG10KEnd:
    TNT1 A 0 A_ChangeFlag(reflective,0)
	COM2 C 3 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	COM2 CCCCC 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)	
	TNT1 A 0 A_Jump(128,"DTBFG10K")
	Goto See
DTBFG10K:
    TNT1 A 0 ThrustThing(Angle*256/360+128,15,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	COM2 CC 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 CC 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 CC 2 Bright A_FaceTarget	
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 CC 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 CC 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 DD 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 DD 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 D 2 Bright A_CustomMissile("CommanderPurpleDTBFG10KBall", 34, 0, 0)
	COM2 DDDDDDDDDDDD 2 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	COM2 AA 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 AA 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 AA 2 Bright A_FaceTarget	
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 AA 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 AA 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 BB 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 BB 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 B 2 Bright A_CustomMissile("CommanderPurpleDTBFG10KBall", 34, 0, 0)
	COM2 BBBBBBBBBBBB 2 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_Jump(80,"PyroCannon")
	Goto See
PyroCannon:
    TNT1 A 0 ThrustThing(Angle*256/360+128,15,0,0)
    TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	COM2 CC 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 CC 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 CC 2 Bright A_FaceTarget	
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 CC 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 CC 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 DD 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 DD 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 D 2 Bright A_CustomMissile("CommanderPyroShot", 34, 0, 0)
	COM2 DDDDDDDDDDDD 2 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_Jump(50,"DTDevastator","BrainWave")
	Goto See
  DTDevastator:
    TNT1 A 0 ThrustThing(Angle*256/360+128,15,0,0)
	TNT1 A 0 A_PlaySound("devastator/charge")
	TNT1 A 0 A_SetUserVar("user_devcharge", 0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	DevCharge:
    TNT1 A 0 A_JumpIf(user_devcharge > 55,"DevFire")
	TNT1 A 0 A_SetUserVar("user_devcharge",user_devcharge+1)
	COM2 C 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	Loop
	DevFire:
	TNT1 A 0 A_PlaySound("devastator/fire")
	TNT1 A 0 ThrustThing(Angle*256/360+128,15,0,0)
	COM2 D 2 Bright A_CustomMissile("CommanderDevastatorBall",34,0,0)
	COM2 CC 2 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 CCCC 2 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_Jump(110,"BrainWave")
	Goto See
Brainwave:
    TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SetInvulnerable
	SLAY BB 2 Bright A_FaceTarget
	TNT1 A 0 Bright A_PlaySound("Commander/Laugh")
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY BB 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY BB 2 Bright A_FaceTarget	
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY BB 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY BB 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
    SLAY BB 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY BB 2 Bright A_FaceTarget	
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY BB 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY BB 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY BB 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY BB 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY BB 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY BB 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY BB 2 Bright A_FaceTarget	
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY BB 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY BB 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY BB 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY CC 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY C 2 Bright A_CustomMissile("CommanderBrainWave", 54, 0, 0)
	SLAY BB 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY CC 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY C 2 Bright A_CustomMissile("CommanderBrainWave", 54, 0, random(-2,2))
	SLAY BB 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY CC 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY C 2 Bright A_CustomMissile("OpCommanderBrainWave", 54, 0, random(-2,2))
	SLAY BB 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY CC 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY C 2 Bright A_CustomMissile("CommanderBrainWave", 54, 0, random(-2,2))
	SLAY BB 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY CC 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY C 2 Bright A_CustomMissile("CommanderBrainWave", 54, 0, random(-2,2))
	SLAY BB 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_UnSetInvulnerable
	SLAY AAAAAAAAAAAA 2 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	goto see
  Freeze:
    TNT1 A 0 A_SetInvulnerable
	SLAY A 3 Bright A_PlaySound("sentient/laugh")
    TNT1 A 0 A_SpawnItem("EWAVE",35,0,0,0)
    SLAY AA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("EWAVE",35,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY AA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("EWAVE",35,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY AA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY A 2 A_GiveInventory("CommanderHax")
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY AAA 6  A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_UnSetInvulnerable
	Goto Normal
	TakeAmmo:
	  TNT1 A 0 Bright A_PlaySound("Commander/Laugh")
	  SLAY A 3 Bright A_FaceTarget
      TNT1 A 0 A_SpawnItem("EWAVE",35,0,0,0)
      SLAY AA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	  TNT1 A 0 A_SpawnItem("EWAVE",35,0,0,0)
	  TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	  SLAY AA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	  TNT1 A 0 A_SpawnItem("EWAVE",35,0,0,0)
	  TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	  SLAY AA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	  TNT1 A 0 A_TakeFromTarget("BulletMag",100)
	  TNT1 A 0 A_TakeFromTarget("NewShell",25)
	  TNT1 A 0 A_TakeFromTarget("QuadShell",4)
	  TNT1 A 0 A_TakeFromTarget("PistolMagazine",16)
	  TNT1 A 0 A_TakeFromTarget("ShotgunMagazine",8)
	  TNT1 A 0 A_TakeFromTarget("SSGShell",2)
	  TNT1 A 0 A_TakeFromTarget("ARMagazine",40)
	  TNT1 A 0 A_TakeFromTarget("Missile",40)
	  TNT1 A 0 A_TakeFromTarget("RocketDrum",7)
	  TNT1 A 0 A_TakeFromTarget("NewCell",150)
	  TNT1 A 0 A_TakeFromTarget("PlasmaCell",50)
	  TNT1 A 0 A_TakeFromTarget("HexaShell",6)
	  TNT1 A 0 A_TakeFromTarget("ShotgunDrum2",12)
	  TNT1 A 0 A_TakeFromTarget("GrenadeDrum",7)
	  TNT1 A 0 A_TakeFromTarget("CellCharge",50)
	  TNT1 A 0 A_TakeFromTarget("DemonMagazine",60)
	  TNT1 A 0 A_TakeFromTarget("DemonAmmo",150)
	  TNT1 A 0 A_TakeFromTarget("LAK47Magazine",31)
	  TNT1 A 0 A_TakeFromTarget("LegendaryShotgunDrum",16)
	  TNT1 A 0 A_TakeFromTarget("LDemonMagazine",60)
	  TNT1 A 0 A_TakeFromTarget("LegendaryBulletMag",75)
	  TNT1 A 0 A_TakeFromTarget("LDemonAmmo",150)
	  TNT1 A 0 A_TakeFromTarget("LegendaryShell",25)
	  TNT1 A 0 A_TakeFromTarget("Gas",150)
	  TNT1 A 0 A_TakeFromTarget("DCell",50)
	  TNT1 A 0 A_TakeFromTarget("MP40Mag",33)
	  TNT1 A 0 A_GivetoTarget("CommanderStoleMyAmmo",1)
	  Goto see
	 TakeAmmomedium:
	  TNT1 A 0 Bright A_PlaySound("Commander/Laugh")
	  SLAY A 3 Bright A_FaceTarget
      TNT1 A 0 A_SpawnItem("EWAVE",35,0,0,0)
      SLAY AA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	  TNT1 A 0 A_SpawnItem("EWAVE",35,0,0,0)
	  TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	  SLAY AA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	  TNT1 A 0 A_SpawnItem("EWAVE",35,0,0,0)
	  TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	  SLAY AA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	  TNT1 A 0 A_TakeFromTarget("BulletMag",200)
	  TNT1 A 0 A_TakeFromTarget("NewShell",50)
	  TNT1 A 0 A_TakeFromTarget("QuadShell",4)
	  TNT1 A 0 A_TakeFromTarget("PistolMagazine",16)
	  TNT1 A 0 A_TakeFromTarget("ShotgunMagazine",8)
	  TNT1 A 0 A_TakeFromTarget("SSGShell",2)
	  TNT1 A 0 A_TakeFromTarget("ARMagazine",40)
	  TNT1 A 0 A_TakeFromTarget("Missile",80)
	  TNT1 A 0 A_TakeFromTarget("RocketDrum",7)
	  TNT1 A 0 A_TakeFromTarget("NewCell",300)
	  TNT1 A 0 A_TakeFromTarget("PlasmaCell",50)
	  TNT1 A 0 A_TakeFromTarget("HexaShell",6)
	  TNT1 A 0 A_TakeFromTarget("ShotgunDrum2",12)
	  TNT1 A 0 A_TakeFromTarget("GrenadeDrum",7)
	  TNT1 A 0 A_TakeFromTarget("CellCharge",50)
	  TNT1 A 0 A_TakeFromTarget("DemonMagazine",60)
	  TNT1 A 0 A_TakeFromTarget("DemonAmmo",300)
	  TNT1 A 0 A_TakeFromTarget("LAK47Magazine",31)
	  TNT1 A 0 A_TakeFromTarget("LegendaryShotgunDrum",40)
	  TNT1 A 0 A_TakeFromTarget("LDemonMagazine",60)
	  TNT1 A 0 A_TakeFromTarget("LegendaryBulletMag",75)
	  TNT1 A 0 A_TakeFromTarget("LDemonAmmo",300)
	  TNT1 A 0 A_TakeFromTarget("LegendaryShell",50)
	  TNT1 A 0 A_TakeFromTarget("Gas",300)
	  TNT1 A 0 A_TakeFromTarget("MP40Mag",33)
	  TNT1 A 0 A_GivetoTarget("CommanderStoleMyAmmo",1)
	  Goto see
	 TakeAmmoAll:
	  TNT1 A 0 Bright A_PlaySound("Commander/Laugh")
	  SLAY A 3 Bright A_FaceTarget
      TNT1 A 0 A_SpawnItem("EWAVE",35,0,0,0)
      SLAY AA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	  TNT1 A 0 A_SpawnItem("EWAVE",35,0,0,0)
	  TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	  SLAY AA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	  TNT1 A 0 A_SpawnItem("EWAVE",35,0,0,0)
	  TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	  SLAY AA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	  TNT1 A 0 A_TakeFromTarget("BulletMag",400)
	  TNT1 A 0 A_TakeFromTarget("NewShell",50)
	  TNT1 A 0 A_TakeFromTarget("QuadShell",4)
	  TNT1 A 0 A_TakeFromTarget("PistolMagazine",16)
	  TNT1 A 0 A_TakeFromTarget("ShotgunMagazine",8)
	  TNT1 A 0 A_TakeFromTarget("SSGShell",2)
	  TNT1 A 0 A_TakeFromTarget("ARMagazine",40)
	  TNT1 A 0 A_TakeFromTarget("Missile",100)
	  TNT1 A 0 A_TakeFromTarget("RocketDrum",7)
	  TNT1 A 0 A_TakeFromTarget("NewCell",600)
	  TNT1 A 0 A_TakeFromTarget("PlasmaCell",50)
	  TNT1 A 0 A_TakeFromTarget("HexaShell",6)
	  TNT1 A 0 A_TakeFromTarget("ShotgunDrum2",12)
	  TNT1 A 0 A_TakeFromTarget("GrenadeDrum",7)
	  TNT1 A 0 A_TakeFromTarget("CellCharge",50)
	  TNT1 A 0 A_TakeFromTarget("DemonMagazine",60)
	  TNT1 A 0 A_TakeFromTarget("DemonAmmo",600)
	  TNT1 A 0 A_TakeFromTarget("LAK47Magazine",31)
	  TNT1 A 0 A_TakeFromTarget("LegendaryShotgunDrum",40)
	  TNT1 A 0 A_TakeFromTarget("LDemonMagazine",60)
	  TNT1 A 0 A_TakeFromTarget("LegendaryBulletMag",75)
	  TNT1 A 0 A_TakeFromTarget("LDemonAmmo",600)
	  TNT1 A 0 A_TakeFromTarget("LegendaryShell",90)
	  TNT1 A 0 A_TakeFromTarget("Gas",600)
	  TNT1 A 0 A_TakeFromTarget("DCell",100)
	  TNT1 A 0 A_TakeFromTarget("MP40Mag",33)
	  TNT1 A 0 A_GivetoTarget("CommanderStoleMyAmmo",1)
	  Goto see
	TakeWeaponsMedium:
    TNT1 A 0 Bright A_PlaySound("Commander/Laugh")
	SLAY A 3 Bright A_FaceTarget
    TNT1 A 0 A_SpawnItem("EWAVE",35,0,0,0)
    SLAY AA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
    TNT1 A 0 A_SpawnItem("EWAVE",35,0,0,0)
    TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY AA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("EWAVE",35,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY AA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_TakeFromTarget("Assault Shotgun ")
    TNT1 A 0 A_TakeFromTarget("Double Barrel Shotgun")
	TNT1 A 0 A_TakeFromTarget("Quad Barrel Shotgun")
	TNT1 A 0 A_TakeFromTarget("Hexa-Shotgun")
	TNT1 A 0 A_TakeFromTarget("Assault Rifle")
	TNT1 A 0 A_TakeFromTarget("Minigun ")
	TNT1 A 0 A_TakeFromTarget("Rocket Launcher")
	TNT1 A 0 A_TakeFromTarget("Grenade Launcher")
	TNT1 A 0 A_TakeFromTarget("Plasma Rifle")
	TNT1 A 0 A_TakeFromTarget("Railgun ")
	TNT1 A 0 A_TakeFromTarget("BFG9500")
	TNT1 A 0 A_TakeFromTarget("Demon Tech BFG10K")
	TNT1 A 0 A_TakeFromTarget("Freezer Rifle")
	TNT1 A 0 A_TakeFromTarget("BehemothCannon")
	TNT1 A 0 A_TakeFromTarget("BarbatosCannon")
    Goto See
	TakeWeaponsAll:
    TNT1 A 0 Bright A_PlaySound("Commander/Laugh")
	SLAY A 3 Bright A_FaceTarget
    TNT1 A 0 A_SpawnItem("EWAVE",35,0,0,0)
    SLAY AA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
    TNT1 A 0 A_SpawnItem("EWAVE",35,0,0,0)
    TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY AA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("EWAVE",35,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY AA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_TakeFromTarget("Assault Shotgun ")
	TNT1 A 0 A_TakeFromTarget("Double Barrel Shotgun")
	TNT1 A 0 A_TakeFromTarget("Quad Barrel Shotgun")
	TNT1 A 0 A_TakeFromTarget("Hexa-Shotgun")
	TNT1 A 0 A_TakeFromTarget("Assault Rifle")
	TNT1 A 0 A_TakeFromTarget("Minigun ")
	TNT1 A 0 A_TakeFromTarget("Rocket Launcher")
	TNT1 A 0 A_TakeFromTarget("Grenade Launcher")
	TNT1 A 0 A_TakeFromTarget("Plasma Rifle")
	TNT1 A 0 A_TakeFromTarget("Railgun ")
	TNT1 A 0 A_TakeFromTarget("BFG9500")
	TNT1 A 0 A_TakeFromTarget("BFG10K ")
	TNT1 A 0 A_TakeFromTarget("Demon Tech Rifle")
	TNT1 A 0 A_TakeFromTarget("Demon Tech BFG10K")
	TNT1 A 0 A_TakeFromTarget("Freezer Rifle")
	TNT1 A 0 A_TakeFromTarget("BehemothCannon")
	TNT1 A 0 A_TakeFromTarget("Explosive Minigun")
	TNT1 A 0 A_TakeFromTarget("Legendary AK-47")
	TNT1 A 0 A_TakeFromTarget("Legendary Assault Shotgun")
	TNT1 A 0 A_TakeFromTarget("Legendary Plasmatic Rifle")
	TNT1 A 0 A_TakeFromTarget("Legendary Plasmatic Cannon")
	TNT1 A 0 A_TakeFromTarget("Legendary BFG")
	TNT1 A 0 A_TakeFromTarget("Demon Tech Devastator")
	TNT1 A 0 A_TakeFromTarget("PyroCannon")
	TNT1 A 0 A_TakeFromTarget("BarbatosCannon")
	TNT1 A 0 A_TakeFromTarget("Blackhole Generator")
	TNT1 A 0 A_TakeFromTarget("D-BFG")
    Goto See
Pain:
    TNT1 A 0 A_Jump(35,"Fake")
	TNT1 A 0 A_Jump(40,"PainResurrect")
	TNT1 A 0 A_Jump(45,"Freeze")
	TNT1 A 0 A_Jump(50,"Summon")
    TNT1 A 0 A_Jump(60,"PainBoom")
	TNT1 A 0 A_Jump(128,"PainMissile")
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COMM A 3 Bright
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COMM A 3 Bright A_Pain	
	Goto See
PainMissile:
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COMM A 3 Bright
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COMM A 3 Bright A_Pain
	Goto Missile
PainBoom:
    SLAY A 3 Bright A_Pain
	TNT1 A 0 A_SetInvulnerable
    TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY AAAA 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY A 20 Bright A_PlaySound("Commander/charge")
	SLAY A 10 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 Radius_Quake(10,80,0,24,0)
	TNT1 A 0 A_GiveInventory("Health",150)
	TNT1 A 0 A_CustomMissile("CommanderPulse")
	TNT1 A 0 Bright A_Mushroom("CommanderMushroomBrainwave",8)
	SLAY A 0 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY A 0 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY A 20 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_UnSetInvulnerable
	goto see
Summon:
    TNT1 A 0 A_JumpIf(user_summon >= 3,"freeze")	 
    TNT1 A 0 A_SetUserVar("user_summon",user_summon+1)
	TNT1 A 0 A_SetInvulnerable
	SLAY AA 3 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY AA 3 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY AA 3 Bright A_FaceTarget	
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY AA 3 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 Radius_Quake(10,80,0,24,0)
	TNT1 A 0 A_GiveInventory("Health",500)
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	SLAY A 3 Bright A_PlaySound("sentient/laugh")
    TNT1 A 0 A_GiveInventory("SmallCommanderMassResurrectionItem")
	SLAY AA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
    TNT1 A 0 A_GiveInventory("SmallCommanderMassResurrectionItem")
	SLAY AA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY AAAAAAAAAAAA 0 A_SpawnItemEx("CommanderSpawners",0,0,0,0,0,0,0,32,64)
	SLAY AAAAAAAAAA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY AAAAAAAAAAAA 0 A_SpawnItemEx("CommanderSpawners",0,0,0,0,0,0,0,32,64)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	SLAY AAAAAAAAAAAAAA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_UnSetInvulnerable
	COMM A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	Goto See
PainResurrect:
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COMM A 3 Bright
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COMM A 3 Bright A_Pain	
	COMM AAAA 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 Radius_Quake(10,80,0,24,0)
	TNT1 A 0 A_GiveInventory("Health",1000)
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
    SLAY A 3 Bright A_PlaySound("Commander/Laugh")
    TNT1 A 0 A_GiveInventory("SmallCommanderMassResurrectionItem")
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
    TNT1 A 0 A_GiveInventory("SmallCommanderMassResurrectionItem")
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)	
    TNT1 A 0 A_GiveInventory("CommanderMassResurrectionItem")
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
    TNT1 A 0 A_GiveInventory("CommanderMassResurrectionItem")
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	SLAY A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_UnSetInvulnerable
	COMM A 3 Bright A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	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, "TeleMissile")
	Goto PainResurrect
TelederpAfraid:
    TNT1 A 0 A_ChangeFlag("Frightened",1)
Telederp:
    COM2 A 15
	TNT1 A 0 A_SetInvulnerable
	COM2 A 4 Bright
	TNT1 A 0 A_HideThing
	//TNT1 A 0 A_PlaySound("BH/Fire",0,1.0,0,ATTN_NONE)
	TNT1 A 0 A_SpawnItemEx("CommTeleportFXSpawner",0,0,62)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Chase("","")
	COM2 A 4 Bright
	//TNT1 A 0 A_PlaySound("DMBall/Impact",0,1.0,0,ATTN_NONE)
	TNT1 A 0 A_UnHideThing
	TNT1 A 0 A_ChangeFlag("Frightened",0)
	TNT1 A 0 A_SpawnItemEx("CommTeleportFXSpawner",0,0,62)
	COM2 A 10
	TNT1 A 0 A_UnSetInvulnerable
	GoTo See
TeleMissile:
	TNT1 A 0 A_UnSetShootable
	COM2 A 4 Bright
	TNT1 A 0 A_HideThing
	//TNT1 A 0 A_PlaySound("BH/Fire",0,1.0,0,ATTN_NONE)
	TNT1 A 0 A_SpawnItemEx("CommTeleportFXSpawner",0,0,62)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Chase("","")
	COM2 A 4 Bright
	//TNT1 A 0 A_PlaySound("DMBall/Impact",0,1.0,0,ATTN_NONE)
	TNT1 A 0 A_UnHideThing
	TNT1 A 0 A_ChangeFlag("Frightened",0)
	TNT1 A 0 A_SpawnItemEx("CommTeleportFXSpawner",0,0,62)
	COM2 A 10
	TNT1 A 0 A_SetShootable
	GoTo Missile
Fake:
    TNT1 A 0 A_JumpIf(user_fake >= 3,"See")	 
    TNT1 A 0 A_SetUserVar("user_fake",user_fake+1)
	TNT1 A 0 A_ChangeFlag("SHOOTABLE",0)
    TNT1 A 0 A_ChangeFlag("SOLID",0)
	TNT1 A 0 A_SpawnItem("BigGas",0,12)
	TNT1 A 0 A_ChangeFlag(nogravity,0)
	//TNT1 A 0 A_ChangeFlag(float,0)
	COMM E 7 A_PlaySoundEx("Commander/death","body",0,1)
	COMM E 12 Bright 
    TNT1 AA 0 A_SpawnItemEx("MutantGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigPurpleBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
	COMM FFFFF 2 Bright A_CustomMissile("CommKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
    TNT1 AA 0 A_SpawnItemEx("MutantGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigPurpleBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
    TNT1 AA 0 A_SpawnItemEx("MutantGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigPurpleBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
	COMM FFFFF 2 Bright A_CustomMissile("CommKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
    TNT1 AA 0 A_SpawnItemEx("MutantGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigPurpleBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
    COMM GGGGG 2 Bright A_CustomMissile("CommKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
    TNT1 AA 0 A_SpawnItemEx("MutantGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigPurpleBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
    COMM GGGGG 2 Bright A_CustomMissile("CommKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
    TNT1 AA 0 A_SpawnItemEx("MutantGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigPurpleBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
    COMM HHHHH 2 Bright A_CustomMissile("CommKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
    TNT1 AA 0 A_SpawnItemEx("MutantGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigPurpleBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
    COMM IIIII 2 Bright A_CustomMissile("CommKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
    TNT1 AAAA 0 A_SpawnItemEx("MutantGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 AAAAAA 0 A_CustomMissile("BigPurpleBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	TNT1 AAAAAAAA 0 A_CustomMissile("PurpleSmokeFX1", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 A 0 Bright A_Mushroom("CommanderMushroomBrainwave",12)
	TNT1 A 0 A_CustomMissile("CommanderPulse")
	COMM JK 4
	TNT1 A 350
	SUPR M 0 A_PlaySound("misc/gibbed")
	TNT1 A 0 A_GiveInventory("Health",1000)
  	SUPR M 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	SUPR M 0 A_ChangeFlag("SHOOTABLE",1)
    SUPR ML 5 A_ChangeFlag("SOLID",1)
	TNT1 A 0 A_ChangeFlag(nogravity,1)
	//TNT1 A 0 A_ChangeFlag(float,1)
	SUPR L 0 A_PlaySoundEx("sentient/laugh","body",0,1)
	TNT1 A 0 A_SpawnItem("EWAVE")
    COMM IHGFE 5 Bright
	Goto Missile
Death:
	TNT1 A 0 A_SpawnItem("PyroCannon",0,12)
	TNT1 A 0 Bright A_Scream
	COMM E 20 Bright A_Fall 
    TNT1 AA 0 A_SpawnItemEx("MutantGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigPurpleBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
	COMM FFFFF 2 Bright A_CustomMissile("CommKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
    TNT1 AA 0 A_SpawnItemEx("MutantGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigPurpleBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
    TNT1 AA 0 A_SpawnItemEx("MutantGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigPurpleBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
	COMM FFFFF 2 Bright A_CustomMissile("CommKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
    TNT1 AA 0 A_SpawnItemEx("MutantGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigPurpleBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
    COMM GGGGG 2 Bright A_CustomMissile("CommKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
    TNT1 AA 0 A_SpawnItemEx("MutantGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigPurpleBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
    COMM GGGGG 2 Bright A_CustomMissile("CommKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
    TNT1 AA 0 A_SpawnItemEx("MutantGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigPurpleBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
    COMM HHHHH 2 Bright A_CustomMissile("CommKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
    TNT1 AA 0 A_SpawnItemEx("MutantGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigPurpleBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
    COMM IIIII 2 Bright A_CustomMissile("CommKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
    TNT1 AAAA 0 A_SpawnItemEx("MutantGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 AAAAAA 0 A_CustomMissile("BigPurpleBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	TNT1 AAAAAAAA 0 A_CustomMissile("PurpleSmokeFX1", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 A 0 Bright A_Mushroom("CommanderMushroomBrainwave",12)
	TNT1 A 0 A_CustomMissile("CommanderPulse")
	COMM JK 4
	TNT1 A 0 ACS_ExecuteAlways(668)
	TNT1 A -1 A_KillMaster
	Stop	
    }
}


Actor CommanderSpawners
{
Radius 40
Height 56
Speed 29
Monster
+NOTIMEFREEZE
+FLOAT
-SHOOTABLE
-COUNTKILL
-SOLID
Gravity 1000
Mass 99999
MaxDropOffHeight 48
MaxStepHeight 32
var int user_limit;
States
{
   Spawn:
    TNT1 A 0
	TNT1 A 0 A_SetAngle(random(0,359))
	TNT1 A 1 A_Recoil(-80)
	TNT1 A 0 A_JumpIf(user_limit > 3,"Death")
	TNT1 A 0 A_SetUserVar("user_limit",user_limit+1)
	TNT1 A 1 A_Recoil(-8)
	TNT1 A 2 A_Jump(16,"Death")
    Goto Spawn+3
   Death:
    TNT1 A 0 A_SpawnItemEx("TeleportFog")
    TNT1 A 5 A_SpawnItemEx("CommanderMinions")
	TNT1 A 1 A_Fall
	Stop	
	}
}

ACTOR CommanderSmokeSpawner : RedParticleSpawner
{
+NOTIMEFREEZE
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_PlaySound("monster/ambientfire2")
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
    TNT1 AA 0 A_SpawnItemEx("PHellionSmoke",random(50,70),random(50,70),78,0,0,random(-4,-6),0,128,0)
	TNT1 AA 0 A_SpawnItemEx("PHellionSmoke",random(-50,-70),random(-50,-70),78,0,0,random(-4,-6),0,128,0)
	TNT1 AA 0 A_SpawnItemEx("PHellionSmoke",random(50,70),random(-50,-70),78,0,0,random(-4,-6),0,128,0)
	TNT1 AA 0 A_SpawnItemEx("PHellionSmoke",random(-50,-70),random(50,70),78,0,0,random(-4,-6),0,128,0)
    TNT1 A 1
    Stop
  }
}

ACTOR CommanderSmokeSpawner2 : RedParticleSpawner
{
+NOTIMEFREEZE
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_PlaySound("monster/ambientfire2")
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
    TNT1 AA 0 A_SpawnItemEx("PHellionSmoke",random(50,70),random(50,70),78,0,0,random(-6,-8),0,128,0)
	TNT1 AA 0 A_SpawnItemEx("PHellionSmoke",random(-50,-70),random(-50,-70),78,0,0,random(-6,-8),0,128,0)
	TNT1 AA 0 A_SpawnItemEx("PHellionSmoke",random(50,70),random(-50,-70),78,0,0,random(-6,-8),0,128,0)
	TNT1 AA 0 A_SpawnItemEx("PHellionSmoke",random(-50,-70),random(50,70),78,0,0,random(-6,-8),0,128,0)
    TNT1 A 1
    Stop
  }
}

ACTOR CMRETrail : CometTail
{
Alpha 0.6
Scale 0.6
+NOTIMEFREEZE
States
{
Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	CEMR ABCABC 1 Bright A_FadeOut(0.02)
	Goto Spawn+2
	}
}

ACTOR CommanderMassResurrectionEffect
{
Height 6
Radius 6
Damage 0
RenderStyle Add
Alpha 0.5
Scale 0.5
PROJECTILE
+FLOORHUGGER
+NOTIMEFREEZE
+NOCLIP
Speed 25
States
{
Spawn:
	TNT1 A 10
	TNT1 A 0 A_CStaffMissileSlither
	CEMR A 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR B 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR C 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR A 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR B 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR C 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR A 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR B 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR C 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR A 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR B 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR C 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR A 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR B 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR C 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR A 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR B 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR C 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR A 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR B 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR C 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR A 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR B 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR C 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR A 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR B 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR C 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR A 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR B 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR C 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR A 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR B 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR C 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR A 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR B 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR C 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR A 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR B 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR C 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR A 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR B 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR C 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR A 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR B 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR C 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR A 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR B 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR C 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR A 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR B 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR C 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR A 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR B 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	CEMR C 1 Bright A_SpawnItemEx("CMRETrail", 0, 0, 0, 0, 0, 0, 0, 128)
	Stop
	}
}

ACTOR CommanderBrainFlame : DukeHealFlame
{
Scale 0.8
States
{
Spawn:
	PMKE ABCDEFGHIJKL 2 Bright A_FadeOut
	Stop
	}
}

ACTOR CommanderBrainLightning : DTBFGLightningRed
{
Scale 0.52
+NOTIMEFREEZE
States
{
Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72)
	PEL1 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,"Death")
	PEL2 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,"Death")
	PEL3 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,"Death")
	PEL4 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,"Death")
Toaster:
	TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72)
	PEL1 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,"Death")
	PEL2 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,"Death")
	PEL3 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,"Death")
	PEL4 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,"Death")
	}
}

ACTOR CommanderBrainLightning2 : CommanderBrainLightning
{
Scale 0.46
}


ACTOR CommanderBrainSFX : RedParticleSpawner
{
+NOTIMEFREEZE
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 AA 0 A_SpawnItemEx("CommanderBrainLightning",random(40,-40),random(40,-40),random(60,100),0,0,0,0,128,0)
	TNT1 AA 0 A_SpawnItemEx("CommanderBrainLightning2",random(40,-40),random(40,-40),random(60,100),0,0,0,0,128,0)
	TNT1 AAAA 0 A_SpawnItemEx("CommanderBrainFlame",random(40,-40),random(40,-40),random(60,100),0,0,random(4,6),0,128,0)
    TNT1 A 1
    Stop
  }
}

ACTOR CommanderBFG9500Ball : BFG9500Ball
{
+THRUSPECIES
+NOTIMEFREEZE
Species "Masterminds"
Obituary "%o was turned to mush by heavy weapons from the Cerebral Commander."
States
{
Spawn:
    BFP3 AAABBB 1 Bright A_SpawnItemEx("ProjectileTrailParticlePurple2",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("BFGShockwavePurple2", 0, 0, 0, 0, 0, 0, 0, 128)
    TNT1 AAAAAA 0 A_CustomMissile("Kaboom18Purple", 0, 0, random(0,360), 2, random(0,360))
    BPE3 AB 8 Bright A_SpawnItemEx("PurpleParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
    BPE3 C 8 Bright A_BFGSpray("PurpleSpray")
    BPE3 DEF 8 Bright
    Stop    
    }
}

ACTOR BFGShockwavePurple : BFGShockwave 
{
+NOTIMEFREEZE
States
{
Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	ESHK ABCDEFGHIJKLMNOPQR 1 Bright A_FadeOut(0.04)
	Stop
	}
}

ACTOR BFGShockwavePurple2 : BFGShockwavePurple
{
Scale 1.1
States
{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	ESHK ABCDEFGHIJKLMNOPQR 2 Bright A_FadeOut(0.04)
	Stop
	}
}

ACTOR Kaboom18Purple : Kaboom
{
Speed 2
+NOTIMEFREEZE
Scale 1
States
{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	FXPP AABBCDEFGHIJKLM 2 Bright A_FadeOut(0.05)
	Stop
	}
}

ACTOR CommanderExplosiveTracer : SentientExplosiveTracer 
{
DamageType "C0mm4nder"
Species "Masterminds"
+NOTIMEFREEZE
+THRUSPECIES
States
{
Spawn:
    TPA3 A 1 Bright
	Loop
Death:
	TNT1 A 0
	TNT1 A 0 A_SetTranslucent(0.75,1)
	TNT1 A 0 A_SpawnItem("CommanderExplosiveEffect")
    CISL B 4 Bright A_Explode(Random(3,6)*5,72)
    CISL CD 3 Bright
    Stop
    }
}

ACTOR CommanderExplosiveEffect
{
+CLIENTSIDEONLY
+NOGRAVITY
+NOTIMEFREEZE
+NOBLOCKMAP
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	TNT1 A 0 A_SpawnItemEx("PurpleParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
    TNT1 AAA 0 A_CustomMissile("PurpleKaboom1", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAA 0 A_CustomMissile("PurpleSmokeFX1", 0, 0, random(0,360), 2, random(0,360))
	TNT1 A 1
	Stop
Toaster:
    TNT1 A 0
	Stop
	}
}

ACTOR PurpleShellCasing : ShellCasing
{
+NOTIMEFREEZE
	States
	{
	Spawn:
	  TNT1 A 0
      TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	  PURC DCBAHGFE 2
	  Loop
    Death:
	  TNT1 A 0
      TNT1 A 0 A_Jump(128,3)
      PURC C 100
      PURC C 5 A_FadeOut(0.10)
      Goto Death+3
      PURC G 100
	  PURC G 5 A_FadeOut(0.10)
	  Goto Death+5
	  }
}

ACTOR PurpleKaboom1 : Kaboom
{
Speed 2
Scale 0.45
+NOTIMEFREEZE
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
FXPP AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)
Stop
}
}

ACTOR PurpleSmokeFX1 : SmokeFX
{
Scale 0.4
+NOTIMEFREEZE
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
PBSP ABCDEFGHIJKLM 5 A_FadeOut(0.025)
Stop
}
}

Actor CommanderMinions
{
+NOSECTOR
+NOGRAVITY
+BOSSDEATH
+SHOOTABLE
+ISMONSTER
+NORADIUSDMG
+NOINTERACTION
+NOBLOCKMAP
HEALTH 0x7FFFFFFF
Radius 0
Height 0
Mass 0x7FFFFFFF
States
{
  Spawn:
    TNT1 A 1
	TNT1 A 0 A_Jump(1,"LUUL")
	TNT1 A 0 A_Jump(2,"LUL")
	TNT1 A 0 A_Jump(28,"OPSpawn2")
	TNT1 A 0 A_Jump(28,"OPSpawn")
	TNT1 A 0 A_Jump(56,"StrongSpawn")
	TNT1 A 0 A_Jump(112,"MediumSpawn")
  WeakSpawn:
    TNT1 A 0 A_SpawnItemEx("Weak1")
    Stop
  MediumSpawn:
    TNT1 A 0 A_SpawnItemEx("CBabyDemolisher")
    Stop
 StrongSpawn:
    TNT1 A 0 A_SpawnItemEx("CBabyDDemolisher")
    Stop
  OPSpawn:
    TNT1 A 0 A_SpawnItemEx("CBabySentient")
    Stop	
  OPSpawn2:
    TNT1 A 0 A_SpawnItemEx("CBabyBFGMastermind")
    Stop
  LUL:
    TNT1 A 0 A_SpawnItemEx("CLegendaryBabySentient")
    Stop
  LUUL:
    TNT1 A 0 A_SpawnItemEx("CTrueLegendaryBabySentient")
    Stop
    }
}

Actor Weak1 : RandomSpawner
{
DropItem "CFusionite", 256, 100
DropItem "CDTechSpider", 256, 100
}

Actor CFusionite : Fusionite
{
DamageFactor "C0mm4nder", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "CerChainguns", 0.0	
DamageFactor "CerEnergyBall", 0.0
DamageFactor "Baby15K", 0.0
Species "Masterminds"
+DONTHARMSPECIES
+NOEXTREMEDEATH
DropItem ""
}

Actor CDTechSpider : DTechSpider
{
DamageFactor "C0mm4nder", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "CerChainguns", 0.0	
DamageFactor "CerEnergyBall", 0.0
DamageFactor "Baby15K", 0.0
Species "Masterminds"
+DONTHARMSPECIES
+NOEXTREMEDEATH
DropItem ""
}

Actor CBabyDemolisher : BabyDemolisher
{
DamageFactor "C0mm4nder", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "CerChainguns", 0.0	
DamageFactor "CerEnergyBall", 0.0
DamageFactor "Baby15K", 0.0
Species "Masterminds"
+DONTHARMSPECIES
+NOEXTREMEDEATH
DropItem ""
}

Actor CBabyDDemolisher : BabyDDemolisher
{
DamageFactor "C0mm4nder", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "CerChainguns", 0.0	
DamageFactor "CerEnergyBall", 0.0
DamageFactor "Baby15K", 0.0
Species "Masterminds"
+DONTHARMSPECIES
+NOEXTREMEDEATH
DropItem ""
}

Actor CBabySentient : BabySentient
{
DamageFactor "C0mm4nder", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "CerChainguns", 0.0	
DamageFactor "CerEnergyBall", 0.0
DamageFactor "Baby15K", 0.0
Species "Masterminds"
+DONTHARMSPECIES
+NOEXTREMEDEATH
DropItem ""
}



Actor CLegendaryBabySentient : LegendaryBabySentient
{
DamageFactor "C0mm4nder", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "CerChainguns", 0.0	
DamageFactor "CerEnergyBall", 0.0
DamageFactor "Baby15K", 0.0
Species "Masterminds"
+DONTHARMSPECIES
+NOEXTREMEDEATH
DropItem ""
}

Actor CTrueLegendaryBabySentient : TrueLegendaryBabySentient
{
DamageFactor "C0mm4nder", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "CerChainguns", 0.0	
DamageFactor "CerEnergyBall", 0.0
DamageFactor "Baby15K", 0.0
Species "Masterminds"
+DONTHARMSPECIES
+NOEXTREMEDEATH
DropItem ""
}


ACTOR Commander10K : Red10KProjectile
{
Obituary "%o was turned to mush by heavy weapons from the Cerebral Commander."
+SEEKERMISSILE
+SCREENSEEKER
+NOTIMEFREEZE
States
{
Death:
  Spawn:
   TPA3 A 35 Bright
  Fly:
   TPA3 A 3 Bright A_SeekerMissile(4,5)
   Loop
  Death:
  XDeath:  
   TNT1 A 0
   TNT1 A 1 A_SpawnItem("CommanderPurple10KEx")
   Stop  
   }
}


ACTOR CommanderPurple10KEx 
{
  Radius 11
  Height 8
  Damage 140
  +NOBLOCKMAP
  +NOGRAVITY
  +NOTELEPORT 
  +FORCERADIUSDMG
  +NOTIMEFREEZE
  +BLOODLESSIMPACT
  Renderstyle Add
  Alpha 0.75
  Scale 0.85
  DamageType "C0mm4nder"
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("BFGShockwavePurple", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_SpawnItemEx("PurpleParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 AAA 0 A_CustomMissile("PurpleKaboom2", 0, 0, random(0,360), 2, random(0,360))
    BPE3 A 4 Bright A_Detonate
    BPE3 BCDEF 4 Bright
    Stop
  }
}

ACTOR PurpleKaboom2 : Kaboom
{
Speed 1
Scale 0.9
States
{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	FXPP AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)
	Stop
	}
}

ACTOR CFuelExplosion01
{
   Radius 8
   Height 8
   Speed 6
   Damage 0
   PROJECTILE
   RENDERSTYLE ADD
   DONTHURTSHOOTER
   Damagetype "C0mm4nder"
   +RIPPER
   +BLOODLESSIMPACT
   +NOTIMEFREEZE
   +EXTREMEDEATH
   +SPECTRAL
   SeeSound "weapons/firex3"
   ALPHA 0.80
   States
   {
   Spawn:
      TNT1 AAAAA 6 A_SpawnItem("CFuelExplosion02",0,0)
      Stop
   }
}

ACTOR CFuelExplosion02
{   
   Radius 5
   Height 5
   Speed 0
   Damage 0
   PROJECTILE
   RENDERSTYLE ADD
   +SPECTRAL
   +NOTIMEFREEZE
   +NOGRAVITY
   +EXTREMEDEATH
   Damagetype "C0mm4nder"
   ALPHA 0.80
   SeeSound "weapons/firex3"
   States
   {
   Spawn:
      PPEX A 3 Bright
      PPEX B 3 Bright A_Explode(10,164)
      PPEX CDEFGHIJKLMNOPQRSTU 3 Bright
      stop
   }
}

ACTOR CommanderBrainWave
{
	Radius 12
	Height 12
	Speed 60
	Damage 50
	Scale 1.4
	+ExtremeDeath
	+DontReflect
	+SeekerMissile
	+PierceArmor
	+NOTIMEFREEZE
	+FoilInvul
	PROJECTILE
	DamageType "C0mm4nder"
	Renderstyle Add
	SEESOUND "Commander/fire"
    DeathSound "weapons/bfg95explode"
	Obituary "%o was turned to mush by heavy weapons from the Cerebral Commander."
    DECAL BFG9500LightningPurple
	states
	{
	Spawn:
	  CBTS A 0 A_SeekerMissile(15,0)
      CBTS A 2 BRIGHT A_SpawnItem("EWAVE")
	  CBTS A 0 A_SeekerMissile(15,0)
      CBTS B 2 BRIGHT A_SpawnItem("EWAVE")
	  CBTS A 0 A_SeekerMissile(15,0)
      CBTS C 2 BRIGHT A_SpawnItem("EWAVE")
	  CBTS A 0 A_SeekerMissile(15,0)
      CBTS D 2 BRIGHT A_SpawnItem("EWAVE")
	  CBTS A 0 A_SeekerMissile(15,0)
      CBTS E 2 BRIGHT A_SpawnItem("EWAVE")	
	  CBTS A 0 A_SeekerMissile(15,0)
      CBTS F 2 BRIGHT A_SpawnItem("EWAVE")
	  CBTS A 0 A_SeekerMissile(15,0)
      CBTS G 2 BRIGHT A_SpawnItem("EWAVE")
	  CBTS A 0 A_SeekerMissile(15,0)
      CBTS H 2 BRIGHT A_SpawnItem("EWAVE")
	  CBTS A 0 A_SeekerMissile(15,0)
      CBTS I 2 BRIGHT A_SpawnItem("EWAVE")
	  CBTS A 0 A_SeekerMissile(15,0)
      CBTS J 2 BRIGHT A_SpawnItem("EWAVE")	
      Loop
	Death:
	    CBTS K 0 Radius_Quake(15,15,0,40,0)
		CBTS K 2 BRIGHT A_Explode(156,440)
		TNT1 A 0 A_SpawnItemEx("PurpleDTech10KShockwave2", 0, 0, 15, 0, 0, 0, 0, 128)
        TNT1 A 20 A_SpawnItem("PurpleDTBFGEx",0,-10)
		CBTS LMNOPQRSTUVW 2 BRIGHT
		Stop
	}
}

ACTOR EWAVE
{   
   Radius 30
   Height 30
   Obituary "%o was turned to mush by heavy weapons from the Cerebral Commander."
   Speed 5
   PROJECTILE
   +NOGRAVITY
   +PIERCEARMOR
   +NOTELEPORT
   +NOBLOCKMAP
   +EXTREMEDEATH
   +DONTHURTSPECIES
   +NOTIMEFREEZE
   DamageType "C0mm4nder"
   RenderStyle ADD
   Alpha 0.5
   Species "Masterminds"
   States
   {
   Spawn:
      TNT1 A 0
      ESHK ABCDEFGHIJKLMNOPQR 2 Bright A_Explode(24,80,0)
      Stop
   }
}


Actor CommanderMushroomFireballs
{
   DamageType "C0mm4nder"
   Radius 10
   Height 8
   Damage 30
   PROJECTILE  
   RENDERSTYLE Translucent 
   Alpha 1
   Scale 1.0
   Speed 35
   SeeSound "imp/attack"
   DeathSound "comet/explosion"
   BounceCount 3
   -NoGravity
   +DoomBounce
   +SKYEXPLODE
   +NOTIMEFREEZE
   +SPECTRAL
   +SeekerMissile
   states
   {
	Spawn:
	TNT1 A 1
	TNT1 A 0 A_PlaySoundEx("HFCyb/rocket", 1, 0, 2)
	Goto Fly
	Fly:
		FPTB AB 1 BRIGHT A_SpawnItem("CComFireballTrail")
		TNT1 A 0 A_CustomMissile ("SuperMeteor_m_TrailFX_PurpleSmoke", 0, 0, random (0, 360), 2, random (10, 40))
		Loop
      Death:
		TNT1 A 0 A_Explode(160, 192)//Damage, Radius
		TNT1 A 0 A_SpawnItemEx("LCABaseScorch", 0, 0, 0, 0, 0, 0, Random(0,359))
        TNT1 AAAAAA 0 A_CustomMissile ("PurpleParticleSpawner", 0, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAAAAA 0 Bright A_SpawnItemEx("PurpleCometDeathGlow",0,0,0,0,0,0,0,128,0)
		TNT1 A 0 A_SpawnItemEx("CommanderSuperMeteor_m_Explosion",0,0,0,0,0,0,0,128,0)
	    EXPL A 0 Radius_Quake(15,20,0,20,0)
		BEXP B 0 BRIGHT A_Scream
        TNT1 A 0 A_ALertMonsters
		TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx("SuperMeteor_m_FX_PurpleSmoke", 0, 0, 0, 0.01 * Random(-125, 125), 0.01 * Random(-125, 125), 0.01 * Random(25, 245), 0, 128, 0)
		DVPP ABCDEFGHIJKLMNOP 2 BRIGHT
		Stop
   }
}

Actor SuperMeteor_m_TrailFX_PurpleSmoke
{
	+NoInteraction
	+NOTIMEFREEZE
	Alpha 0.9
	Scale 0.8
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(255, "Cloud1", "Cloud2", "Cloud3", "Cloud4")
	Cloud1:
		SMPS A 1 A_FadeOut(0.02)//0.0125
		Wait
	Cloud2:
		SMPS B 1 A_FadeOut(0.02)
		Wait
	Cloud3:
		SMPS C 1 A_FadeOut(0.02)
		Wait
	Cloud4:
		SMPS D 1 A_FadeOut(0.02)
		Wait
	}
}

Actor SuperMeteor_m_FX_PurpleSmoke
{
	+NoInteraction
	+NOTIMEFREEZE
	Alpha 0.9
	Scale 2.0
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(255, "Cloud1", "Cloud2", "Cloud3", "Cloud4")
	Cloud1:
		SMPS A 1 A_FadeOut(0.0125)
		Wait
	Cloud2:
		SMPS B 1 A_FadeOut(0.0125)
		Wait
	Cloud3:
		SMPS C 1 A_FadeOut(0.0125)
		Wait
	Cloud4:
		SMPS D 1 A_FadeOut(0.0125)
		Wait
	}
}

ACTOR PurpleCometDeathGlow : CometTail
{
+NOTIMEFREEZE
Scale 2.0
Alpha 0.6
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
FPTB ABCDEFGHI 3 Bright
Stop
}
}

ACTOR CComFireballTrail
{
	+MISSILE
	+NOGRAVITY
	+THRUACTORS
	+NOTIMEFREEZE
	+CLIENTSIDEONLY
	RenderStyle Add
	Alpha 0.6
	Speed 1
	SCALE 1.0
	States
	{
	Spawn:
	    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	    TNT1 A 1
		FPTB ABCDEFGHI 1 BRIGHT
		Stop
Toaster:
    TNT1 A 0
    Stop
	}
}

Actor CommanderPyroShot : PyroShot
{
DamageType "C0mm4nder"
Species "Masterminds"
+NOTIMEFREEZE
states
   {
   Spawn:
	TNT1 A 0 A_Explode(600,128,0,1)
    CCBA ABC 1 A_SpawnItemEx("CCExTrail",0,0,0,0,0,0,0)
    TNT1 A 0 BRIGHT A_SeekerMissile(10,10)
    Goto Spawn+2
   Death:
	  TNT1 A 0 Radius_Quake(15,20,0,20,0)
	  CCBA D 0 Bright A_CustomMissile("PurpleExplosion01",0,0,0,30)
      CCBA D 0 Bright A_CustomMissile("PurpleExplosion01",0,0,65,30)
      CCBA D 0 Bright A_CustomMissile("PurpleExplosion01",0,0,120,30)
      CCBA D 0 Bright A_CustomMissile("PurpleExplosion01",0,0,165,30)
      CCBA D 0 Bright A_CustomMissile("PurpleExplosion01",0,0,220,30)
      CCBA D 0 Bright A_CustomMissile("PurpleExplosion01",0,0,265,30)
      CCBA D 0 Bright A_CustomMissile("PurpleExplosion01",0,0,330,30)
      CCBA D 0 Bright A_CustomMissile("PurpleExplosion01",0,0,375,30)
      CCBA D 0 Bright A_Mushroom("CommanderMushroomFireballs",8)
	  TNT1 A 0 A_Explode(4000,600,0,1)
      CCBA DEFGHIJKLMN 1 BRIGHT 
	  TNT1 A 0 A_SpawnItemEx("PurplePyroShotEx",0,0,0,0,0,0,0)
	  TNT1 A 0 A_SpawnItemEx("PurplePyroShotEx",0,0,0,0,0,0,0)
      Stop
   }
}

Actor CommanderSuperMeteor_m_Explosion : SuperMeteor_m_Explosion
{
DamageType "C0mm4nder"
+NOTIMEFREEZE
States
	{
		Spawn:
			TNT1 A 0
			goto Death
		Death:
			TNT1 A 0 A_Scream
			TNT1 A 1 A_SpawnItemEx("SFX_NoLight_SuperExpFirePurple", 0, 0, 0, 0.1 * Random(-20, 20), 0.1 * Random(-20, 20), 0.1 * Random(-20, 20), 0, 128, 0)				
			TNT1 AAAA 1 A_SpawnItemEx("SFX_NoLight_SuperExpFirePurple_long", 0, 0, 0, 0.003 * Random(-200, 200), 0.003 * Random(-200, 200), 0.003 * Random(-200, 200), 0, 128, 0)
			TNT1 A 1 A_SpawnItemEx("SFX_NoLight_SuperExpFirePurple_long", 0, 0, 0, 0.01 * Random(-200, 200), 0.01 * Random(-200, 200), 0.01 * Random(-200, 200), 0, 128, 0)
			TNT1 AAAA 1 A_SpawnItemEx("SFX_NoLight_SuperExpFirePurple", 0, 0, 0, 0.01 * Random(-200, 200), 0.01 * Random(-200, 200), 0.01 * Random(-200, 200), 0, 128, 0)
			TNT1 A 5
			Stop
	}
}

Actor SFX_NoLight_SuperExpFirePurple_long : SFX_ExpFire_long
{
+NOTIMEFREEZE
Scale 1.6
States
	{
	Spawn:
		DVPP ABCDEFGHIJKLMNOPPPPPPPPPP 2 BRIGHT A_FadeOut(0.04)
		Stop
	}
}

Actor SFX_NoLight_SuperExpFirePurple : SFX_ExpFire
{
+NOTIMEFREEZE
Scale 1.6
States
	{
	Spawn:
		DVPP ABCDEFGHIJKLMNOPPPPPPPPPP 1 BRIGHT A_FadeOut(0.04)
		Stop
	}
}

Actor PurplePyroBoom : CommanderPyroShot
{
Obituary "%o payed the ultimate price for his greed."
+NOTIMEFREEZE
States
{
Spawn:
TNT1 A 0 
Goto Death
   Death:
      TNT1 A 0 A_Explode(2000,886,0,1)
	  TNT1 A 0 Radius_Quake(15,20,0,20,0)
	  CCBA D 0 Bright A_CustomMissile("PurpleExplosion01",0,0,0,6)
      CCBA D 0 Bright A_CustomMissile("PurpleExplosion01",0,0,45,6)
      CCBA D 0 Bright A_CustomMissile("PurpleExplosion01",0,0,90,6)
      CCBA D 0 Bright A_CustomMissile("PurpleExplosion01",0,0,135,6)
      CCBA D 0 Bright A_CustomMissile("PurpleExplosion01",0,0,180,6)
      CCBA D 0 Bright A_CustomMissile("PurpleExplosion01",0,0,225,6)
      CCBA D 0 Bright A_CustomMissile("PurpleExplosion01",0,0,270,6)
      CCBA D 0 Bright A_CustomMissile("PurpleExplosion01",0,0,315,6)
      CCBA DEFGHIJKLMN 1 BRIGHT 
	  TNT1 A 0 A_SpawnItemEx("PurplePyroShotEx",0,0,0,0,0,0,0)
	  TNT1 A 0 A_SpawnItemEx("PurplePyroShotEx",0,0,0,0,0,0,0)
      Stop
   }
}

Actor PurplePyroBoom2 : CommanderPyroShot
{
Obituary "%o payed the ultimate price for his greed."
+NOTIMEFREEZE
States
{
Spawn:
TNT1 A 0 
Goto Death
   Death:
      TNT1 A 0 A_Explode(3000,800,0,1)
	  TNT1 A 0 Radius_Quake(15,20,0,20,0)
	  CCBA D 0 Bright A_CustomMissile("PurpleExplosion01",0,0,0,6)
      CCBA D 0 Bright A_CustomMissile("PurpleExplosion01",0,0,45,6)
      CCBA D 0 Bright A_CustomMissile("PurpleExplosion01",0,0,90,6)
      CCBA D 0 Bright A_CustomMissile("PurpleExplosion01",0,0,135,6)
      CCBA D 0 Bright A_CustomMissile("PurpleExplosion01",0,0,180,6)
      CCBA D 0 Bright A_CustomMissile("PurpleExplosion01",0,0,225,6)
      CCBA D 0 Bright A_CustomMissile("PurpleExplosion01",0,0,270,6)
      CCBA D 0 Bright A_CustomMissile("PurpleExplosion01",0,0,315,6)
      CCBA DEFGHIJKLMN 1 BRIGHT 
	  TNT1 A 0 A_SpawnItemEx("PurplePyroShotEx",0,0,0,0,0,0,0)
	  TNT1 A 0 A_SpawnItemEx("PurplePyroShotEx",0,0,0,0,0,0,0)
      Stop
   }
}

Actor CCExTrail
{
	+CLIENTSIDEONLY 
	+NOBLOCKMAP
	+NOGRAVITY 
	+NOINTERACTION
	+NOTIMEFREEZE
	+NOTIMEFREEZE
	States 
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_SpawnItemEx("CCKaboom",-8,0,0,-6, 0,random(-1,1),0)
		Stop
	}
}

ACTOR PurpleExplosion01
{
   Radius 8
   Height 8
   Speed 6
   Damage 0
   PROJECTILE
   RENDERSTYLE ADD
   DONTHURTSHOOTER
   Damagetype "Cyber10k"
   +RIPPER
   +BLOODLESSIMPACT
   +EXTREMEDEATH
   +SPECTRAL
   +NOTIMEFREEZE
   SeeSound "weapons/firex3"
   ALPHA 0.80
   States
   {
   Spawn:
      TNT1 AAAAA 3 A_SpawnItem("PurpleExplosion02",0,0)
      Stop
   }
}

ACTOR PurpleExplosion02
{   
   Radius 5
   Height 5
   Speed 0
   Damage 0
   PROJECTILE
   RENDERSTYLE ADD
   +SPECTRAL
   +NOGRAVITY
   +EXTREMEDEATH
   +NOTIMEFREEZE
   Damagetype "Cyber10k"
   ALPHA 0.80
   SeeSound "weapons/firex3"
   States
   {
   Spawn:
      PPEX A 2 Bright
      PPEX B 2 Bright A_Explode(10,164)
      PPEX CDEFGHIJKLMNOPQRSTU 2 Bright
      stop
   }
}
Actor PurplePyroShotEx
{
	+NOBLOCKMAP 
	+NOGRAVITY
	+CLIENTSIDEONLY 
	+NOINTERACTION
	+NOTIMEFREEZE
	ReactionTime 60
	States 
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("CCKaboom",0,0,0,random(-9,9),random(-10,10),random(-10,10),0)
		TNT1 A 0 A_Countdown
		Loop
	Death:
		TNT1 A 0
		Stop
	}
}

ACTOR CCKaboom : Kaboom
{
Speed 2
Scale 1.6
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
FXPP AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)
Stop
Toaster:
    TNT1 A 0
    Stop
}
}


ACTOR CommanderDTBFG10KTracer : FastProjectile
{
   Height 4
   Radius 16
   Speed 60
   Damage 50
   Decal None
   DamageType "C0mm4nder"
   +NOTIMEFREEZE
   States
   {
   Spawn:
      TNT1 A 15
	  Stop
   Death:
      TNT1 A 1
      Stop
   XDeath:
	  TNT1 A 0
      TNT1 A 1 A_SpawnItem("CustomSpray")
      Stop
	  }
}

ACTOR CommanderDTBFGProjectileAttack
{
PROJECTILE
+LOOKALLAROUND
+ISMONSTER
+QUICKTORETALIATE
+NOTARGET
+NOTIMEFREEZE
-COUNTKILL
+NOCLIP
Obituary "%o was turned to mush by heavy weapons from the Cerebral Commander."
MissileType "CommanderDTBFGRailgunSlug"
States
{
Spawn:
    TNT1 A 0
	TNT1 AAAAA 1 A_Look
	Stop
See:
    TNT1 A 0
	TNT1 A 1 A_JumpIfCloser(1250,"Attack")
	Stop
Attack:
    TNT1 A 0
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_MissileAttack
	TNT1 A 1 A_CustomRailgun(-1,0,NONE,"80 00 FF",1,1,2)
	Goto Death	
Death:
	TNT1 A 1
	Stop
	}
}

ACTOR CommanderDTBFGRailgunSlug : PlayerDTBFGRailgunSlug
{
   DamageType "C0mm4nder" 
   -RIPPER
   +NOTIMEFREEZE
   Damage (Random(1,4))
}

Actor CommanderPurpleDTBFG10KBall : SentientDTBFG10KBall
{
DamageType "C0mm4nder"
Species "Masterminds"
+NOTIMEFREEZE
+SEEKERMISSILE
Obituary "%o was turned to mush by heavy weapons from the Cerebral Commander."
States
{
Spawn:
    TNT1 A 0
	TNT1 A 0 A_Jump(128,"DTBFGSFX")
    TNT1 A 0 A_PlaySoundEx("weapons/dtech10kball","Voice",1)
    TNT1 A 0 A_SpawnItemEx("ProjectileTrailParticlePurple2",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	TNT1 A 0 A_SeekerMissile(3,5)
    CPS1 A 1 Bright A_CustomMissile("CebComDTBFGProjectileAttack",Random(-10,10),0,0,CMF_TRACKOWNER)
    CPS1 B 1 Bright A_SpawnItemEx("ProjectileTrailParticlePurple2",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
    TNT1 A 0 A_SpawnItemEx("ProjectileTrailParticlePurple2",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	TNT1 A 0 A_SeekerMissile(3,5)
    CPS1 C 1 Bright A_CustomMissile("CebComDTBFGProjectileAttack",Random(-10,10),0,0,CMF_TRACKOWNER)
    CPS1 D 1 Bright A_SpawnItemEx("ProjectileTrailParticlePurple2",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
    Loop
DTBFGSFX:
	TNT1 A 0 A_PlaySoundEx("weapons/dtech10kball","Voice",1)
	TNT1 A 0 A_SpawnItemEx("DTBFGLightningPurple",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)
    TNT1 A 0 A_SpawnItemEx("ProjectileTrailParticlePurple2",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	TNT1 A 0 A_SeekerMissile(3,5)
    CPS1 A 1 Bright A_CustomMissile("CebComDTBFGProjectileAttack",Random(-10,10),0,0,CMF_TRACKOWNER)
	TNT1 A 0 A_SpawnItemEx("DTBFGLightningPurple2",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)
    CPS1 B 1 Bright A_SpawnItemEx("ProjectileTrailParticlePurple2",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	TNT1 A 0 A_SpawnItemEx("DTBFGLightningPurple",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)
    TNT1 A 0 A_SpawnItemEx("ProjectileTrailParticlePurple2",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	TNT1 A 0 A_SeekerMissile(3,5)
    CPS1 C 1 Bright A_CustomMissile("CebComDTBFGProjectileAttack",Random(-10,10),0,0,CMF_TRACKOWNER)
	TNT1 A 0 A_SpawnItemEx("DTBFGLightningPurple2",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)
    CPS1 D 1 Bright A_SpawnItemEx("ProjectileTrailParticlePurple2",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
    Goto Spawn  
Death:
    TNT1 A 0
	TNT1 A 0 A_SetTranslucent(0.75,1)
	TNT1 A 0 Radius_Quake(5,60,0,10,0)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,0,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,10,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,20,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,30,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,40,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,50,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,60,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,70,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,80,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,90,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,100,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,110,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,120,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,130,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,140,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,150,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,160,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,170,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,180,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,190,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,200,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,210,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,220,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,230,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,240,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,250,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,260,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,270,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,280,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,290,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,300,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,310,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,320,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,330,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,340,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,350,CMF_TRACKOWNER)	
	TNT1 A 0 A_SpawnItemEx("DTBFGLightningPurpleSpawner", 0, 0, 15, 0, 0, 0, 0, 128)	
	CPS1 ABCD 6 Bright A_SpawnItemEx("PurpleDTech10KShockwave", 0, 0, 15, 0, 0, 0, 0, 128)
	TNT1 A 0 A_Explode(480,240)
	TNT1 A 0 A_StopSoundEx("Voice")
	TNT1 A 0 Radius_Quake(15,20,0,20,0)
	TNT1 A 0 A_PlaySound("weapons/dtech10kexplode")
	TNT1 A 0 A_SpawnItemEx("PurpleDTech10KShockwave2", 0, 0, 15, 0, 0, 0, 0, 128)
    TNT1 A 20 A_SpawnItem("PurpleDTBFGEx",0,-10)
    Stop   
    }
}

ACTOR PurpleDTBFGEx
{
RenderStyle Add
Alpha 0.85
+CLIENTSIDEONLY
+NOGRAVITY
+NOTIMEFREEZE
States
{
Spawn:
CPE1 AAAAAABBBBBBCCCCCCDDDDDD 1 Bright A_CustomMissile("Kaboom8", 0, 0, random(0,360), 2, random(0,360))
CPE1 EF 6 Bright
Stop
}
}

ACTOR DTBFG10KTracerPurple : DTBFG10KTracer
{
   -THRUSPECIES
   +NOTIMEFREEZE
   Species "Masterminds"
   DamageType "CerEnergyBall"
   States
   {
   XDeath:
      TNT1 A 0
      TNT1 A 1 A_SpawnItem("PurpleSpray")
      Stop
	  }
}

ACTOR PurpleSpray : CustomSpray
{
+NOTIMEFREEZE
States
{
Spawn:
   TNT1 A 0
   CFGP A 4 Bright A_SpawnItemEx("PurpleParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
   CFGP BCDEF 4 Bright
   Stop
   }
}

ACTOR PurpleDTech10KShockwave : SmokeFX 
{
Speed 0
Scale 1
Alpha 0.85
+NOTIMEFREEZE
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
ESHK ABCDEFGHIJKLMNOPQR 1 Bright A_FadeOut(0.04)
Stop
}
}

ACTOR PurpleDTech10KShockwave2 : SmokeFX 
{
Speed 0
Scale 2.5
Alpha 0.85
+NOTIMEFREEZE
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
ESHK ABCDEFGHIJKLMNOPQR 2 Bright A_FadeOut(0.04)
Stop
}
}

ACTOR DTBFGLightningPurple : TeleportFogLightning
{
Scale 0.24
+NOTIMEFREEZE
States
{
Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72)
	PEL1 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,"Death")
	PEL2 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,"Death")
	PEL3 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,"Death")
	PEL4 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,"Death")
Death:
	"----" A 1 Bright
	Stop
	}
}

ACTOR DTBFGLightningPurple2 : DTBFGLightningPurple
{
Scale 0.36
+NOTIMEFREEZE
}

ACTOR DTBFGLightningPurpleSpawner : BluePowerLineSpawner
{
+NOTIMEFREEZE
States
{
Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_SpawnItemEx("DTBFGLightningPurple2",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)
    Stop
    }
}

ACTOR ProjectileTrailParticlePurple :  EnergyProjectileSparkOrange
{
+NOGRAVITY
+NOTIMEFREEZE
Scale 0.02
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
SPKP A 1 Bright A_FadeOut(0.08)
Loop
Toaster:
TNT1 A 0
Stop
}
}

ACTOR ProjectileTrailParticlePurple2 :  ProjectileTrailParticlePurple
{
+NOGRAVITY
+NOTIMEFREEZE
Scale 0.045
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
SPKP A 2 Bright A_FadeOut(0.015)
Loop
}
}

ACTOR CebComDTBFGProjectileAttack : SentientDTBFGProjectileAttack
{
Obituary "%o was turned to mush by heavy weapons from the Cerebral Commander."
DamageType "C0mm4nder"
+NOTIMEFREEZE
States
{
Spawn:
    TNT1 A 0
	TNT1 AAAAA 1 A_Look
	Stop
See:
    TNT1 A 0
	TNT1 A 1 A_JumpIfCloser(1250,"Attack")
	Stop
Attack:
    TNT1 A 0
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_MissileAttack
	TNT1 A 1 A_CustomRailgun(-1,0,NONE,"80 00 FF",1,1,2)
	Goto Death	
Death:
	TNT1 A 1
	Stop
	}
}


ACTOR CommanderDevastatorBall : FusionDevastatorBall
{
DamageType "C0mm4nder"
+NOTIMEFREEZE
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_PlaySoundEx("devastator/fly","Voice",1)

	TNT1 A 0 A_CustomMissile("CommDevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
	CPS1 A 0 Bright A_CustomMissile("CommanderLiteShot",0,0,Random(0,360))
    CPS1 A 1 Bright A_SpawnItemEx("ProjectileTrailParticlePurple",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	TNT1 A 0 A_SpawnItemEx("DevastatorLightningPurple",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)
	CPS1 A 1 Bright A_CustomMissile("CebComDTBFGProjectileAttack",Random(-10,10),0,0,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("PurpleDevastatorTrail",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,0)
	TNT1 A 0 A_Explode(32,450,0)

	TNT1 A 0 A_CustomMissile("CommDevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
	CPS1 A 0 Bright A_CustomMissile("CommanderLiteShot",0,0,Random(0,360))
    CPS1 B 1 Bright A_SpawnItemEx("ProjectileTrailParticlePurple",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	TNT1 A 0 A_SpawnItemEx("DevastatorLightningPurple2",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)
	CPS1 A 1 Bright A_CustomMissile("CebComDTBFGProjectileAttack",Random(-10,10),0,0,CMF_TRACKOWNER)
	TNT1 A 0 A_Explode(32,450,0)

	TNT1 A 0 A_CustomMissile("CommDevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
	CPS1 A 0 Bright A_CustomMissile("CommanderLiteShot",0,0,Random(0,360))
    CPS1 C 1 Bright A_SpawnItemEx("ProjectileTrailParticlePurple",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	TNT1 A 0 A_SpawnItemEx("DevastatorLightningPurple",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)
	CPS1 A 1 Bright A_CustomMissile("CebComDTBFGProjectileAttack",Random(-10,10),0,0,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("PurpleDevastatorTrail",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,0)
	TNT1 A 0 A_Explode(32,450,0)

	TNT1 A 0 A_CustomMissile("CommDevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
	CPS1 A 0 Bright A_CustomMissile("CommanderLiteShot",0,0,Random(0,360))
    CPS1 D 1 Bright A_SpawnItemEx("ProjectileTrailParticlePurple",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	TNT1 A 0 A_SpawnItemEx("DevastatorLightningPurple2",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)
	CPS1 A 1 Bright A_CustomMissile("CebComDTBFGProjectileAttack",Random(-10,10),0,0,CMF_TRACKOWNER)
    Goto Spawn
Death:
    TNT1 A 0
	TNT1 A 0 A_SetTranslucent(0.75,1)
	TNT1 A 0 Radius_Quake(3,35,0,10,0)
    TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,0,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,10,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,20,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,30,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,40,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,50,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,60,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,70,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,80,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,90,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,100,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,110,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,120,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,130,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,140,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,150,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,160,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,170,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,180,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,190,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,200,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,210,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,220,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,230,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,240,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,250,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,260,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,270,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,280,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,290,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,300,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,310,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,320,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,330,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,340,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerPurple",0,0,350,CMF_TRACKOWNER)	
	TNT1 A 0 A_SpawnItemEx("DevastatorLightningPurpleSpawner",0,0,0,0,0,0,0,128)	
	TNT1 A 0 A_Explode(80,256)
	CPS1 A 6 Bright A_SpawnItemEx("PurpleDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	CPS1 B 6 Bright A_SpawnItemEx("PurpleDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	CPS1 C 6 Bright A_SpawnItemEx("PurpleDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	CPS1 D 6 Bright A_SpawnItemEx("PurpleDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	CPS1 A 6 Bright A_SpawnItemEx("PurpleDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	CPS1 B 6 Bright A_SpawnItemEx("PurpleDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	CPS1 C 6 Bright A_SpawnItemEx("PurpleDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	CPS1 D 6 Bright A_SpawnItemEx("PurpleDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	CPS1 A 6 Bright A_SpawnItemEx("PurpleDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	CPS1 B 6 Bright A_SpawnItemEx("PurpleDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	CPS1 C 6 Bright A_SpawnItemEx("PurpleDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	CPS1 D 6 Bright A_SpawnItemEx("PurpleDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(128,1024,0)
	TNT1 A 0 A_Explode(460,640,0)
	TNT1 A 0 A_Explode(618,256)
	TNT1 A 0 A_StopSoundEx("Voice")
	TNT1 A 0 Radius_Quake(20,12,0,12,0)
	TNT1 A 0 A_PlaySound("weapons/dtech10kexplode")
	TNT1 A 0 A_SpawnItemEx("PurpleDevastatorShockWave2",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_SpawnItem("PurpleDTBFGEx",0,-10)
	CPE1 D 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,18,2)
    CPE1 D 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,36,2)
    CPE1 D 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,54,2)
    CPE1 D 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,72,2)
    CPE1 D 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,90,2)
    CPE1 D 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,108,2)
    CPE1 D 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,126,2)
    CPE1 D 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,144,2)
    CPE1 D 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,144,2)
    CPE1 D 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,162,2)
    CPE1 D 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,180,2)
    CPE1 D 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,196,2)
    CPE1 D 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,216,2)
    CPE1 D 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,234,2)
    CPE1 D 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,252,2)
    CPE1 D 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,270,2)
    CPE1 D 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,288,2)
    CPE1 D 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,306,2)
    CPE1 D 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,324,2)
    CPE1 D 0 Bright A_CustomMissile("CommanderDevastatorBall2",0,0,342,2)
	CPE1 AAAAAABBBBBBCCCCCCDDDDDD 1 A_CustomMissile("PurpleKaboomDevastator2",0,0,random(0,360),2,random(0,360))
    CPE1 EF 6 Bright
    Stop    
    }
}

Actor PurpleDevastatorTrail
{
  +NoBlockMap
  +NoGravity
  +ClientSideOnly
  +NOTIMEFREEZE
  Scale 1.45
  RenderStyle Add
  Radius 1
  Height 2
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
    PDCP A 4 bright A_FadeOut(0.1)
    Loop
  Toaster:
    TNT1 A 0
    Stop
  }
}

ACTOR PurpleDevastatorShockWave
{
Speed 0
Scale 1
Radius 1
Height 1
Speed 2
Damage 0
Renderstyle Translucent
Alpha 0.75
PROJECTILE
+NOBLOCKMAP
+NOTELEPORT
+DONTSPLASH
+NOGRAVITY
+MISSILE
+NOTIMEFREEZE
+FORCEXYBILLBOARD
+CLIENTSIDEONLY
+NOINTERACTION
+NOCLIP
Scale 1.15
States
{
Spawn:
ESHK ABCDEFGHIJKLMNOPQR 1 Bright A_FadeOut(0.025)
Stop
}
}

ACTOR PurpleDevastatorShockWave2 : PurpleDevastatorShockWave
{
Speed 0
Scale 2.5
States
{
Spawn:
ESHK ABCDEFGHIJKLMNOPQR 2 Bright A_FadeOut(0.015)
Stop
}
}

ACTOR PurpleDevastatorShockWave3 : PurpleDevastatorShockWave
{
Scale 0.3
}

ACTOR CommanderLiteShot : LiteShot
{
   Damagetype "C0mm4nder"
   +NOTIMEFREEZE
   States
   {
   Spawn:
      PLIT AAABBBCCC 1 Bright A_SpawnItem ("PurpleLiteTrail",0,0,0)
      Loop
   Death:
      PLIT DEFGHIJKLMNO 1 Bright
      Stop
   }
}

ACTOR PurpleLiteTrail
{
   Radius 1
   Height 1
   PROJECTILE
   RENDERSTYLE ADD
   ALPHA 0.67
   +NOTIMEFREEZE
   +CLIENTSIDEONLY
   States
   {
   Spawn:
      TNT1 A 0
      TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
      PLIT ABC 3 Bright
      Stop
   Toaster:
      TNT1 A 0
      Stop
   }
}

ACTOR CommanderDevastatorBall2
{
   Radius 8
   Height 8
   Speed 16
   Damage 11
   PROJECTILE
   RENDERSTYLE ADD
   ALPHA 0.90
   ExplosionRadius 64
   ExplosionDamage 128
   Damagetype "Cyber10K"
   Decal DoomImpScorch
   +NOTIMEFREEZE
   +THRUGHOST
   SeeSound "weapons/devbal"
   DeathSound "weapons/devex2" 
   States
   {
   Spawn:
      PBA2 AB 4 Bright
      Loop
   Death:
      PBA2 C 1 Bright
      PBA2 C 3 Bright A_Explode
      PBA2 DE 4 Bright
      Stop
   }
}

ACTOR CommDevastatorBolt
{
  Speed 35
  Radius 6
  Height 6
  Damage 22
  Alpha 0.8
  Projectile
  +SEEKERMISSILE
  +MTHRUSPECIES
  +NOTIMEFREEZE
  +DONTREFLECT
  +BRIGHT
  ReactionTime 170
  RenderStyle Add
  Damagetype "C0mm4nder"
  DeathSound "bolt/explode"
  States
  {
  Spawn:
  	PVS1 A 0 A_Seekermissile(5,5,SMF_LOOK)
    PVS1 A 1 A_SpawnItem("PurpleBoltTrail")
    Loop
  Death:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "ToasterDeath")
    TNT1 A 0 A_SpawnItemEx("PurpleParticleSpawner",0,0,0,0,0,0,0,128)
    TNT1 AAAA 0 A_CustomMissile("PurpleKaboomDevastator1",0,0,random(0,360),2,random(0,360))
  ToasterDeath:
    PVS1 LMN 2
    Stop
  }
}

ACTOR PurpleBoltTrail
{
  +NOINTERACTION
  +CLIENTSIDEONLY
  +NOTIMEFREEZE
  Renderstyle Add
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
    PVS1 GHIJK 1 Bright A_FadeOut (0.05)
    Stop
  Toaster:
    TNT1 A 0
    Stop
	}
}

ACTOR DevastatorLightningPurpleSpawner
{
+NOBLOCKMAP
+NOGRAVITY
+NOSECTOR
+NOINTERACTION
+NOCLIP
+CLIENTSIDEONLY
+NOTELEPORT
+DONTSPLASH
-SOLID
+NOTIMEFREEZE
States
{
Spawn:
	TNT1 A 0
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_SpawnItemEx("DevastatorLightningPurple2",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)
    Goto Death
    }
}

ACTOR DevastatorLightningPurple
{
RenderStyle Add
Scale 0.24
Alpha 0.5
+MISSILE
+NOGRAVITY
+NOBLOCKMAP
+NOINTERACTION
+NOTELEPORT
+DONTSPLASH
+CLIENTSIDEONLY
-SOLID
+NOTIMEFREEZE
States
{
Spawn:
	TNT1 A 0
	TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72)
	PEL1 ABCDEFGHIJKLMNOPQR 0 A_Jump(256,"Death")
	PEL2 ABCDEFGHIJKLMNOPQR 0 A_Jump(256,"Death")
	PEL3 ABCDEFGHIJKLMNOPQR 0 A_Jump(256,"Death")
	PEL4 ABCDEFGHIJKLMNOPQR 0 A_Jump(256,"Death")
Death:
	"----" A 1 Bright
	Stop
	}
}

ACTOR DevastatorLightningPurple2 : DevastatorLightningPurple
{
Scale 0.42
}

ACTOR PurpleKaboomDevastator1 : KaboomDevastator
{
Speed 1
Scale 0.3
States
{
	Spawn:
	DVPP ABCDEFGHIJKLMNOP 1 Bright A_FadeOut(0.025)
	Stop
	}
}

ACTOR PurpleKaboomDevastator2 : KaboomDevastator
{
Speed 1
Scale 1.5
States
{
	Spawn:
	DVPP ABCDEFGHIJKLMNOP 1 Bright A_FadeOut(0.025)
	Stop
	}
}

ACTOR BigPurpleBloodCloud : PurpleBloodCloud
{
Speed 2
Scale 1.5
}

ACTOR CommKaboom : Kaboom
{
States
{
Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	FXPP A 1 Bright A_PlaySound("weapons/rocklx")
	FXPP ABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)
	Stop
	}
}

ACTOR CommanderDeathMushroomFireballs : CommanderMushroomFireballs
{
   states
   {
    Death:
		TNT1 A 0 A_Explode(160, 192)//Damage, Radius
		TNT1 A 0 A_SpawnItemEx("LCABaseScorch", 0, 0, 0, 0, 0, 0, Random(0,359))
        TNT1 AAAAAA 0 A_CustomMissile ("PurpleParticleSpawner", 0, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAAAAA 0 Bright A_SpawnItemEx("PurpleCometDeathGlow",0,0,0,0,0,0,0,128,0)
		TNT1 A 0 A_SpawnItemEx("CommanderSuperMeteor_m_Explosion",0,0,0,0,0,0,0,128,0)
	    EXPL A 0 Radius_Quake(15,20,0,20,0)
		BEXP B 0 BRIGHT A_Scream
        TNT1 A 0 A_ALertMonsters
		TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx("SuperMeteor_m_FX_PurpleSmoke", 0, 0, 0, 0.01 * Random(-125, 125), 0.01 * Random(-125, 125), 0.01 * Random(25, 245), 0, 128, 0)
		DVPP ABCDEFGHIJKLMNOP 2 BRIGHT
		Stop
   }
}


Actor CommPurplePortalFX : RedParticleSpawner
{
 Renderstyle Add
 Scale 5.65
 Alpha 1.0
 States
  {
   Spawn:
    VOIP A 8 Bright
	VOIP BCDEFGHIJKL 1
	VORX ABCDEFGHIJKLMNOP 1 Bright A_FadeOut
	Stop
  }
}

Actor CommPurpleFlare : BaseFlare
{
 Scale 3.5
 Alpha 1.0
 States
{
Spawn:
	TNT1 A 0
	L2NP A 6 Bright
	L2NP AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.04)
	Stop
	}
}

ACTOR OpCommanderBrainWave
{
	Radius 12
	Height 12
	Speed 80
	Damage 100
	Scale 1.4
	+ExtremeDeath
	+DontReflect
	+SeekerMissile
	+PierceArmor
	+FoilInvul
	+NOTIMEFREEZE
	PROJECTILE
	DamageType "C0mm4nder"
	Renderstyle Add
	SEESOUND "Commander/fire"
    DeathSound "weapons/bfg95explode"
	Obituary "%o was turned to mush by heavy weapons from the Cerebral Commander."
    DECAL BFG9500LightningRed
	states
	{
	Spawn:
	  CBTS A 0 A_SeekerMissile(15,0)
      CBTS A 2 BRIGHT A_SpawnItem("EWAVE")
	  CBTS A 0 A_SeekerMissile(15,0)
      CBTS B 2 BRIGHT A_SpawnItem("EWAVE")
	  CBTS A 0 A_SeekerMissile(15,0)
      CBTS C 2 BRIGHT A_SpawnItem("EWAVE")
	  CBTS A 0 A_SeekerMissile(15,0)
      CBTS D 2 BRIGHT A_SpawnItem("EWAVE")
	  CBTS A 0 A_SeekerMissile(15,0)
      CBTS E 2 BRIGHT A_SpawnItem("EWAVE")	
	  CBTS A 0 A_SeekerMissile(15,0)
      CBTS F 2 BRIGHT A_SpawnItem("EWAVE")
	  CBTS A 0 A_SeekerMissile(15,0)
      CBTS G 2 BRIGHT A_SpawnItem("EWAVE")
	  CBTS A 0 A_SeekerMissile(15,0)
      CBTS H 2 BRIGHT A_SpawnItem("EWAVE")
	  CBTS A 0 A_SeekerMissile(15,0)
      CBTS I 2 BRIGHT A_SpawnItem("EWAVE")
	  CBTS A 0 A_SeekerMissile(15,0)
      CBTS J 2 BRIGHT A_SpawnItem("EWAVE")	
      Loop
	Death:
	    CBTS K 0 Radius_Quake(15,15,0,40,0)
		CBTS K 2 BRIGHT A_Explode(156,440)
		TNT1 A 0 Bright A_Mushroom("CommanderMushroomBrainwave",8)
		TNT1 A 0 A_SpawnItemEx("PurpleDTech10KShockwave2", 0, 0, 15, 0, 0, 0, 0, 128)
        TNT1 A 20 A_SpawnItem("PurpleDTBFGEx",0,-10)
		CBTS LMNOPQRSTUVW 2 BRIGHT
		Stop
	}
}

ACTOR CommanderMushroomBrainwave
{
	Radius 9
	Height 9
	Speed 35
	Damage 25
	Scale 1.1
	+ExtremeDeath
	+DontReflect
	+PierceArmor
	+FoilInvul
	+NOTIMEFREEZE
	-NOGRAVITY
	+DOOMBOUNCE
	BounceCount 6
	PROJECTILE
	DamageType "C0mm4nder"
	Renderstyle Add
	SEESOUND "Commander/fire"
    DeathSound "weapons/bfg95explode"
	Obituary "%o was turned to mush by heavy weapons from the Cerebral Commander."
    DECAL BFG9500LightningRed
	states
	{
	Spawn:
      CBTS A 2 BRIGHT 
      CBTS B 2 BRIGHT 
      CBTS C 2 BRIGHT 
      CBTS D 2 BRIGHT 
      CBTS E 2 BRIGHT 	
      CBTS F 2 BRIGHT 
      CBTS G 2 BRIGHT
      CBTS H 2 BRIGHT 
      CBTS I 2 BRIGHT
      CBTS J 2 BRIGHT	
      Loop
	Death:
	    CBTS K 0 Radius_Quake(15,15,0,40,0)
		CBTS K 2 BRIGHT A_Explode(80,240)
		TNT1 A 0 Bright A_Mushroom("MiniCommanderMushroomBrainwave",8)
		TNT1 A 0 A_SpawnItemEx("PurpleDTech10KShockwave2", 0, 0, 15, 0, 0, 0, 0, 128)
        TNT1 A 20 A_SpawnItem("PurpleDTBFGEx",0,-10)
		CBTS LMNOPQRSTUVW 2 BRIGHT
		Stop
	}
}

ACTOR MiniCommanderMushroomBrainwave
{
	Radius 8
	Height 8
	Speed 35
	Damage 15
	Scale 0.8
	+ExtremeDeath
	+DontReflect
	+PierceArmor
	+FoilInvul
	+NOTIMEFREEZE
	-NOGRAVITY
	+DOOMBOUNCE
	BounceCount 3
	PROJECTILE
	DamageType "C0mm4nder"
	Renderstyle Add
	SEESOUND "Commander/fire"
    DeathSound "weapons/bfg95explode"
	Obituary "%o was turned to mush by heavy weapons from the Cerebral Commander."
    DECAL BFG9500LightningRed
	states
	{
	Spawn:
      CBTS A 2 BRIGHT 
      CBTS B 2 BRIGHT 
      CBTS C 2 BRIGHT 
      CBTS D 2 BRIGHT 
      CBTS E 2 BRIGHT 	
      CBTS F 2 BRIGHT 
      CBTS G 2 BRIGHT
      CBTS H 2 BRIGHT 
      CBTS I 2 BRIGHT
      CBTS J 2 BRIGHT	
      Loop
	Death:
	    CBTS K 0 Radius_Quake(15,15,0,40,0)
		CBTS K 2 BRIGHT A_Explode(40,180)
		TNT1 A 0 A_SpawnItemEx("PurpleDTech10KShockwave2", 0, 0, 15, 0, 0, 0, 0, 128)
        TNT1 A 20 A_SpawnItem("PurpleDTBFGEx",0,-10)
		CBTS LMNOPQRSTUVW 2 BRIGHT
		Stop
	}
}

Actor HFCyberPyroBoom2 : PyroShot
{
Damage 128
-PIERCEARMOR
-FoilInvul
-NOTIMEFREEZE
Obituary "%o payed the ultimate price for his greed."
States
{
Spawn:
TNT1 A 0 
Goto Death
   Death:
      TNT1 A 0 A_Explode(768, 512, 0, 1, 384)
	  TNT1 A 0 Radius_Quake(15,20,0,20,0)
	  HFBA D 0 Bright A_CustomMissile("FuelExplosion01",0,0,0,6)
      HFBA D 0 Bright A_CustomMissile("FuelExplosion01",0,0,45,6)
      HFBA D 0 Bright A_CustomMissile("FuelExplosion01",0,0,90,6)
      HFBA D 0 Bright A_CustomMissile("FuelExplosion01",0,0,135,6)
      HFBA D 0 Bright A_CustomMissile("FuelExplosion01",0,0,180,6)
      HFBA D 0 Bright A_CustomMissile("FuelExplosion01",0,0,225,6)
      HFBA D 0 Bright A_CustomMissile("FuelExplosion01",0,0,270,6)
      HFBA D 0 Bright A_CustomMissile("FuelExplosion01",0,0,315,6)
      HFBA DEFGHIJKLMN 1 BRIGHT 
	  TNT1 A 0 A_SpawnItemEx("PyroShotEx",0,0,0,0,0,0,0)
	  TNT1 A 0 A_SpawnItemEx("PyroShotEx",0,0,0,0,0,0,0)
      Stop
   }
}

ACTOR ManipulatorDevastatorBall2 : CommanderDevastatorBall2
{
   Radius 8
   Height 8
   Speed 55
   Damage 11
   ExplosionRadius 64
   ExplosionDamage 128
   Damagetype "C0mm4nder"
}


actor CommanderHax : PowerupGiver
{
 inventory.pickupmessage " "
 inventory.maxamount 0
 powerup.type "TimeFreezer"
 powerup.duration -5
 +AUTOACTIVATE
 +INVENTORY.FANCYPICKUPSOUND
   states
 {
 Spawn:
   TNT1 A 0
   stop
 }
}


ACTOR CerebralCommanderIllusion 
{
    Obituary "%o was turned to mush by heavy weapons from the Cerebral Commander's Illusion."
	Tag "Cerebral Commander, Kappa"
	Alpha 0.65
    RenderStyle Translucent
	Health 500
	Monster
	Species "Masterminds"
	Speed 18
	FloatSpeed 18
    PainChance 20
	Scale 1.1
	Radius 65
	Height 100
	DamageFactor "C0mm4nder", 0.0
    DamageFactor "DemolisherEx", 0.0
    DamageFactor "DarkDemoEx", 0.0
    DamageFactor "CerChainguns", 0.0	
    DamageFactor "CerEnergyBall", 0.0
	Mass 7000
	+MISSILEEVENMORE
	+QUICKTORETALIATE
	+LOOKALLAROUND
	+MISSILEMORE
	+FLOAT
	+BOSS
	+BOSSDEATH
	+NOGRAVITY	
	-FLOORCLIP
    +DONTHARMSPECIES
    +NORADIUSDMG
    +NOICEDEATH
    +NOTARGET
    +CANTSEEK
    +DONTSPLASH
    +NOTIMEFREEZE
    +NOTELEFRAG
    +DONTGIB
    +DONTMORPH
    +DONTRIP
	+THRUSPECIES
	+NOBLOOD
	+NOPAIN
    States
    {
Spawn:
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COMM A 2  A_Look
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COMM B 2  A_Look
	Loop
See:
    TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COMM A 2  A_Chase
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COMM B 2  A_Chase
	TNT1 A 0 A_Jump(30,"Evade")	
	Loop
Evade:
	TNT1 A 0 A_Jump(128,19)
	TNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
	COMM A 2 A_Chase
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
	COMM B 2  A_Chase
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
	COMM A 2  A_Chase
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
	COMM B 2  A_Chase
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
	COMM A 2  A_Chase
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
	COMM B 2  A_Chase
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
	COMM A 2  A_Chase
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
	COMM B 2  A_Chase
	TNT1 A 0 A_Stop
	Goto See
	TNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
	COMM A 2  A_Chase
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
	COMM B 2  A_Chase
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
	COMM A 2  A_Chase
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
	COMM B 2  A_Chase
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
	COMM A 2  A_Chase
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
	COMM B 2  A_Chase
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
	COMM A 2  A_Chase
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner2",0,0,0,0)
	COMM B 2  A_Chase
	TNT1 A 0 A_Stop
	Goto See
Missile:
	TNT1 A 0 A_Jump(50,"DTBFG10K")
Normal:
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
    COMM ABA 2 Bright A_GiveInventory("CebComStrafe",1)
	TNT1 A 0 A_SpawnItemEx("PurpleShellCasing", 10, 12, 40, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)
	TNT1 A 0 A_PlaySound("sentient/fire")
	COMM D 3 A_CustomMissile("CommanderExplosiveTracer",36,0,Random(-800,800)/100.00,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)	
    TNT1 A 0 A_SpawnItemEx("PurpleShellCasing", 10, -12, 40, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySound("sentient/fire")
	COMM C 3 A_CustomMissile("CommanderExplosiveTracer",36,0,Random(-800,800)/100.00,0)
	TNT1 A 0 A_StopSoundEx("Weapon")	
	TNT1 A 0 A_Jump(3,"See")
    TNT1 A 0 A_SpidRefire
	Goto Normal+7
  DTBFG10K:
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	COM2 CC 2 A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 CC 2 A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 CC 2 A_FaceTarget	
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 CC 2 A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 CC 2  A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 DD 2 A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 DD 2 A_FaceTarget
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	COM2 D 2 A_CustomMissile("CommanderPurpleDTBFG10KBall", 34, 0, 0)
	COM2 DDDDDDDDDDDD 2  A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	Goto See
  Death:
	TNT1 A 0  A_Scream
	COMM E 15  A_Fall
	COMM F 4 
	COMM G 4 
    COMM H 4  
    COMM I 4  
	SUPR LM 8
	TNT1 A -1 A_KillMaster
	Stop	
    }
}

ACTOR Manipulator 
{
    Health 3000
    PainChance 20
    Scale 1.5
    Speed 16
	mass 2000
	Height 57
    Radius 52
	alpha 0.75
	Monster
    RenderStyle translucent
    DamageFactor 0.55
    FloatSpeed 16
	SeeSound "Manipulator/sight"
    PainSound "Manipulator/pain"
    DeathSound "Manipulator/death"
  	DamageFactor "LegendaryGuru", 0.0
    DamageFactor "LegendaryGuruPlayer", 0.3
    DamageFactor "LegendaryPlayer", 0.3
	DamageFactor "Cyber10K", 0.0
	DamageFactor "Extreme", 0.0
	DamageFactor "CustomSpray", 0.0
    DamageFactor "BFG9500Ball", 0.0
	DamageFactor "PlayerPyro", 0.0
	DamageFactor "C0mm4nder", 0.0
    DamageFactor "DemolisherEx", 0.0
    DamageFactor "DarkDemoEx", 0.0
    DamageFactor "CerChainguns", 0.0	
    DamageFactor "CerEnergyBall", 0.0
    DamageFactor "PDTBFG", 0.03
    DamageFactor "PDTBFGTracer", 0.03
    DamageFactor "Legendary", 0.0
    DamageFactor "LegendaryPlayer", 0.0
    DamageFactor "BFGSplash", 0.15
    DamageFactor "BFGSpray", 0.15
    DamageFactor "PlayerDevBall", 0.020
    DamageFactor "PlayerDevBall2", 0.020
    DamageFactor "PlayerDTBFGRailgunSlug", 0.020
    DamageFactor "PlayerDevTracer", 0.020
	DamageFactor "Ice", 0.0
    DamageFactor "FreezerBurn", 0.0
	DamageFactor "Baby15K", 0.0
    DamageFactor "Legendary1", 0.0
	DamageFactor "LegMind", 0.0
    DamageFactor "VileFires", 0.0
    DamageFactor "NobleComet", 0.0
    DamageFactor "ZombieDev", 0.0
    DamageFactor "BeheComet", 0.0
	DamageFactor "Railg", 0.5
	Species "Masterminds"
	Obituary "%o was owned by the perfect illusion of Cerebral Commander, The Manipulator."
	+NOBLOOD
    +MISSILEEVENMORE
	+QUICKTORETALIATE
	+MISSILEMORE
	+FLOAT
	+BOSS
	+BOSSDEATH
	+NOGRAVITY	
	-FLOORCLIP
    +DONTHARMSPECIES
    +NORADIUSDMG
    +NOICEDEATH
    +NOTARGET
    +CANTSEEK
    +DONTSPLASH
    +NOTIMEFREEZE
    +NOTELEFRAG
    +DONTGIB
    +DONTRIP
	+THRUSPECIES
  States
  {
  Spawn:
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	MANP A 2 Bright A_Look
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	MANP B 2 Bright A_Look
    Loop
  See:
    TNT1 A 0 A_SetTranslucent(0.65)
    TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	MANP A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	MANP B 2 Bright A_Chase
	TNT1 A 0 A_Jump(35,"Evade")
	TNT1 A 0 A_Jump(20,"Telederp","TelederpAfraid")
    Loop
  Evade:
	TNT1 A 0 A_Jump(128,19)
	TNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
	MANP A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
	MANP B 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
	MANP A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
	MANP B 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
	MANP A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
	MANP B 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
	MANP A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
	MANP B 2 Bright A_Chase
	TNT1 A 0 A_Stop
	Goto See
	TNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
	MANP A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
	MANP B 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
	MANP A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
	MANP B 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
	MANP A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
	MANP B 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
	MANP A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
	MANP B 2 Bright A_Chase
	TNT1 A 0 A_Stop
	Goto See
  Pause:
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	MANP A 2 Bright
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	MANP B 2 Bright
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	MANP A 2 Bright
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	MANP B 2 Bright
	Goto See
  Missile:
    TNT1 A 0 A_SetTranslucent(0.65)
    TNT1 A 0 A_SetShootable
    TNT1 A 0 A_Jump(130,"BFG10K","Illusion","ShockWaves","DevastatorCannon")
	TNT1 A 0 A_Jump(80,"Minions","TimeFreeze")
  Normal:
    TNT1 A 0 A_PlaySound("monsters/darkmasterwind")
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
    MANP ABA 2 Bright A_GiveInventory("CebComStrafe",1)
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("monsters/darkmasterwind2")
	TNT1 A 0 A_PlaySound("sentient/fire")
	TNT1 A 0 A_SpawnItemEx("PurpleShellCasing", 8, 8, 18, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)
    MANP K 2 Bright A_CustomMissile("ManipulatorExplosiveTracer",20,0,Random(-800,800)/100.00,0)
    MANP K 2 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("sentient/fire")
    TNT1 A 0 A_SpawnItemEx("PurpleShellCasing", 8, -8, 18, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)	
    MANP L 2 Bright A_CustomMissile("ManipulatorExplosiveTracer",20,0,Random(-800,800)/100.00,0)
	MANP L 2 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_Jump(3,"Pause","BFG10K","ShockWaves")
    TNT1 A 0 A_SpidRefire
    Goto Normal+15
  BFG10K:
    TNT1 A 0 A_SetTranslucent(0.65)
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
    MANP C 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
    MANP C 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
    MANP C 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
    MANP C 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
    MANP C 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
    MANP C 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
    MANP C 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
    MANP C 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
    MANP C 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
    MANP C 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
    MANP C 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
    MANP C 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    MANP D 2 Bright A_CustomMissile("Manipulator10K",20,0,Random(4,-4)) 
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	MANP D 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	MANP C 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    MANP D 2 Bright A_CustomMissile("Manipulator10K",20,0,Random(4,-4)) 
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	MANP D 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
    MANP C 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    MANP D 2 Bright A_CustomMissile("Manipulator10K",20,0,Random(4,-4)) 
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	MANP D 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    MANP D 2 Bright A_CustomMissile("Manipulator10K",20,0,Random(4,-4)) 
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	MANP D 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	MANP C 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    MANP D 2 Bright A_CustomMissile("Manipulator10K",20,0,Random(4,-4)) 
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	MANP D 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
    MANP C 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    MANP D 2 Bright A_CustomMissile("Manipulator10K",20,0,Random(4,-4)) 
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
    MANP C 2 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	MANP CCCCCCCCC 2 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_Jump(80,"Shockwaves")
    Goto See
 Illusion:
    TNT1 A 0 A_SetTranslucent(0.65)
    TNT1 A 0 A_PlaySound("Manipulator/laugh")
	MANP VVVVVVVVVVV 4 bright A_FaceTarget
	MANP VVV 4 A_SpawnItem("ManipulatorIllusion",25,0,0)
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	goto see
 Shockwaves:
    TNT1 A 0 A_SetTranslucent(0.65)
	MANP VVVVVVVVV 2 bright A_FaceTarget
	MANP VVVVVVVV 1 bright A_CustomMissile("MBrainwave",35,0,random(-5,5),0)
	MANP VVVV 2 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	goto see
  DevastatorCannon:
    TNT1 A 0 A_SetTranslucent(0.65)
    TNT1 A 0 A_PlaySound("weapons/charge15k")
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
    MANP C 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
    MANP C 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
    MANP C 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
    MANP C 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
    MANP C 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
    MANP C 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
    MANP C 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
    MANP C 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
    MANP C 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
    MANP C 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
    MANP C 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
    MANP C 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
    MANP C 2 bright A_CustomMissile("ManipulatorDevastatorBall2",20,0,random(-5,5),1)
	MANP D 2 bright A_CustomMissile("ManipulatorDevastatorBall2",20,0,random(-5,5),1)
	MANP C 2 bright A_CustomMissile("ManipulatorDevastatorBall2",20,0,random(-5,5),1)
	MANP D 2 bright A_CustomMissile("ManipulatorDevastatorBall2",20,0,random(-5,5),1)
	MANP C 2 bright A_CustomMissile("ManipulatorDevastatorBall2",20,0,random(-5,5),1)
	MANP D 2 bright A_CustomMissile("ManipulatorDevastatorBall2",20,0,random(-5,5),1)
	MANP C 2 bright A_CustomMissile("ManipulatorDevastatorBall2",20,0,random(-5,5),1)
	MANP D 2 bright A_CustomMissile("ManipulatorDevastatorBall2",20,0,random(-5,5),1)
	MANP C 2 bright A_CustomMissile("ManipulatorDevastatorBall2",20,0,random(-5,5),1)
	MANP D 2 bright A_CustomMissile("ManipulatorDevastatorBall2",20,0,random(-5,5),1)
	MANP C 2 bright A_CustomMissile("ManipulatorDevastatorBall2",20,0,random(-5,5),1)
	MANP D 2 bright A_CustomMissile("ManipulatorDevastatorBall2",20,0,random(-5,5),1)
    goto see
  Minions:
    TNT1 A 0 A_SetTranslucent(0.65)
    MANP V 1 Bright A_ChangeFlag(Invulnerable,1)
	TNT1 A 0 A_PlaySound("Manipulator/laugh")
	MANP VVVVVVVVVVVVVVVVV 2 Bright A_CustomMissile("MWave",35,0,0,0)
	TNT1 A 0 A_ChangeFlag(Reflective,1)
	TNT1 A 0 A_SpawnItemEx("BabySentientSummoner",0,0,0,10,0,0,180,0)
	TNT1 A 0 A_SpawnItemEx("BabysentientSummoner",0,0,0,10,0,0,305,0)
	MANP V 25 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_ChangeFlag(Invulnerable,0)
	TNT1 A 0 A_ChangeFlag(Reflective,0)
	Goto See
  TimeFreeze:
    TNT1 A 0 A_SetTranslucent(0.65)
    TNT1 A 0 A_SetInvulnerable
	MANP V 3 Bright A_PlaySound("Manipulator/laugh")
    TNT1 A 0 A_SpawnItem("EWAVE",35,0,0,0)
    MANP VV 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("EWAVE",35,0,0,0)
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	MANP VV 3 Bright A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("EWAVE",35,0,0,0)
	TNT1 A 0 A_SpawnItem("CommanderSmokeSpawner",0,0,0,0)
	MANP VV 3 Bright A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	MANP V 2 A_GiveInventory("ManipulatorHax")
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	MANP VVV 6  A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_UnSetInvulnerable
	Goto Normal
  Pain:
    TNT1 A 0 A_SetTranslucent(0.65)
    TNT1 A 0 A_Jump(30,"PainResurrect")
    TNT1 A 0 A_Jump(120,"PainMissile")
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
    MANP A 3 Bright A_Pain
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	MANP A 3 Bright
    Goto See
TelederpAfraid:
    TNT1 A 0 A_ChangeFlag("Frightened",1)
Telederp:
    MANP V 15
	TNT1 A 0 A_SetInvulnerable
	MANP V 4 Bright
	TNT1 A 0 A_HideThing
	TNT1 A 0 A_PlaySound("BH/Fire",0,1.0,0,ATTN_NONE)
	TNT1 A 0 A_SpawnItemEx("ManpTeleportFXSpawner",0,0,62)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Chase("","")
	MANP V 4 Bright
	TNT1 A 0 A_PlaySound("DMBall/Impact",0,1.0,0,ATTN_NONE)
	TNT1 A 0 A_UnHideThing
	TNT1 A 0 A_ChangeFlag("Frightened",0)
	TNT1 A 0 A_SpawnItemEx("ManpTeleportFXSpawner",0,0,62)
	MANP V 10
	TNT1 A 0 A_UnSetInvulnerable
	GoTo See
TeleMissile:
	TNT1 A 0 A_UnSetShootable
	MANP V 4 Bright
	TNT1 A 0 A_HideThing
	TNT1 A 0 A_PlaySound("BH/Fire",0,1.0,0,ATTN_NONE)
	TNT1 A 0 A_SpawnItemEx("ManpTeleportFXSpawner",0,0,62)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Chase("","")
	MANP V 4 Bright
	TNT1 A 0 A_PlaySound("DMBall/Impact",0,1.0,0,ATTN_NONE)
	TNT1 A 0 A_UnHideThing
	TNT1 A 0 A_ChangeFlag("Frightened",0)
	TNT1 A 0 A_SpawnItemEx("ManpTeleportFXSpawner",0,0,62)
	MANP V 10
	TNT1 A 0 A_SetShootable
	GoTo Missile
  Pain.Commander:
      TNT1 A 0 A_ChangeFlag (INVULNERABLE, 1)
	  TNT1 A 0 A_ChangeFlag("NOPAIN",1)
      TNT1 A 0 HealThing(500)
	  TNT1 A 0 A_ChangeFlag (INVULNERABLE, 0)
	  TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	Goto See
  PainMissile:
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
    MANP A 3 Bright A_Pain
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	MANP A 3 Bright
    Goto Missile
 PainResurrect:
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	MANP A 3 Bright
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	MANP A 3 Bright A_Pain	
	MANP AAAA 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 Radius_Quake(10,80,0,24,0)
	TNT1 A 0 A_GiveInventory("Health",500)
	TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
    MANP V 3 Bright A_PlaySound("Manipulator/Laugh")
    TNT1 A 0 A_GiveInventory("SmallCommanderMassResurrectionItem")
	TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
	MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
	MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
    TNT1 A 0 A_GiveInventory("SmallCommanderMassResurrectionItem")
	TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
	MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
	MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)	
    TNT1 A 0 A_GiveInventory("CommanderMassResurrectionItem")
	TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
	MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
	MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
	MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
	MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
	MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
	MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
	MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
	MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
	MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
	MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
    TNT1 A 0 A_GiveInventory("CommanderMassResurrectionItem")
	TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
	MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
	MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
	MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
	MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
	MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
	MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
	MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
	MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
	MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
	MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
	MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("ManipulatorBrainSFX",0,0,0,0)
	MANP V 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_UnSetInvulnerable
	MANP A 3 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	Goto see
  Death:
    MANP A 20 Bright A_Scream
    MANP E 6 Bright A_Fall
	MANP F 6 Bright
	TNT1 AAA 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
	MANP GGGGG 2 Bright A_CustomMissile("Kaboom2", random(20,40), random(10,-10), random(0,360), 2, random(0,360))
	TNT1 AAAA 0 A_CustomMissile("SmokeFX2", random(20,40), 0, random(0,360), 2, random(0,360))
    MANP H 6 Bright
    MANP I 4
	MANP J 2
    TNT1 A -1 A_KillMaster
    Stop
  }
}



ACTOR ManipulatorIllusion 
{
  Health 350
  Alpha 0.65
  RenderStyle Translucent
  Scale 1.30
  Monster
  Height 52
  Radius 52
  Mass 500
  Speed 16
  FloatSpeed 16
  SeeSound "barachnophyte/sight"
  PainSound "barachnophyte/pain"
  DeathSound "barachnophyte/death"
  DamageFactor "C0mm4nder", 0.0
  DamageFactor "DemolisherEx", 0.0
  DamageFactor "DarkDemoEx", 0.0
  DamageFactor "CerChainguns", 0.0	
  DamageFactor "CerEnergyBall", 0.0
  DamageFactor "Baby15K", 0.0
  Species "Masterminds"
	+NOBLOOD
    +MISSILEEVENMORE
	+QUICKTORETALIATE
	+MISSILEMORE
	+FLOAT
	+BOSS
	+BOSSDEATH
	+NOGRAVITY	
	-FLOORCLIP
    +DONTHARMSPECIES
    +NORADIUSDMG
    +NOICEDEATH
    +NOTARGET
    +CANTSEEK
    +DONTSPLASH
    +NOTIMEFREEZE
    +NOTELEFRAG
    +DONTGIB
    +DONTRIP
	+THRUSPECIES
	+NOPAIN
  Obituary "%o was not intelligent enough to defeat a Manipulator's illusion."
  States
  {
  Spawn:
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	MANP A 2 Bright A_Look
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	MANP B 2 Bright A_Look
    Loop
	  See:
    TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	MANP A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	MANP B 2 Bright A_Chase
	TNT1 A 0 A_Jump(30,"Evade")
    Loop
  Evade:
	TNT1 A 0 A_Jump(128,19)
	TNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
	MANP A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
	MANP B 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
	MANP A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
	MANP B 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
	MANP A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
	MANP B 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
	MANP A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
	MANP B 2 Bright A_Chase
	TNT1 A 0 A_Stop
	Goto See
	TNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
	MANP A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
	MANP B 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
	MANP A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
	MANP B 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
	MANP A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
	MANP B 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
	MANP A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner2",0,0,0,0)
	MANP B 2 Bright A_Chase
	TNT1 A 0 A_Stop
	Goto See
  Pause:
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	MANP A 2 Bright
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	MANP B 2 Bright
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	MANP A 2 Bright
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	MANP B 2 Bright
	Goto See
  Missile:
    TNT1 A 0 A_Jump(100,"ShockWave")
  Normal:
    TNT1 A 0 A_PlaySound("monsters/darkmasterwind")
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
    MANP ABA 2 Bright A_GiveInventory("CebComStrafe",1)
	TNT1 A 0 A_PlaySound("monsters/darkmasterwind2")
	TNT1 A 0 A_PlaySound("sentient/fire")
	TNT1 A 0 A_SpawnItemEx("PurpleShellCasing", 8, 8, 18, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)
    MANP K 2 Bright A_CustomMissile("ManipulatorExplosiveTracer",20,0,Random(-800,800)/100.00,0)
    MANP K 2 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("sentient/fire")
    TNT1 A 0 A_SpawnItemEx("PurpleShellCasing", 8, -8, 18, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)	
    MANP L 2 Bright A_CustomMissile("ManipulatorExplosiveTracer",20,0,Random(-800,800)/100.00,0)
	MANP L 2 Bright A_SpawnItem("ManipulatorFireSpawner",0,0,0,0)
	TNT1 A 0 A_Jump(3,"Pause","Shockwave")
    TNT1 A 0 A_SpidRefire
    Goto Normal+15
   Shockwave:
	MANP VVVVVVVV 2 bright A_FaceTarget
	MANP VV 1 bright A_CustomMissile("MBrainwave",35,0,random(-5,5),0)
	MANP VVVV 2
	goto see
  Death:
    MANP A 20 Bright A_Scream
    MANP E 6 Bright A_Fall
	MANP F 6 Bright
	MANP G 2 Bright
    MANP H 6 Bright
    MANP I 4
	MANP J 2
    TNT1 A -1 A_KillMaster
    Stop
  }
}

ACTOR ManipulatorFireSpawner : RedParticleSpawner
{
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_PlaySound("monster/ambientfire2")
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
    TNT1 AA 0 A_SpawnItemEx("PHellionSmoke",random(32,42),random(32,42),48,0,0,random(-4,-6),0,128,0)
	TNT1 AA 0 A_SpawnItemEx("PHellionSmoke",random(-32,-42),random(-32,-42),48,0,0,random(-4,-6),0,128,0)
	TNT1 AA 0 A_SpawnItemEx("PHellionSmoke",random(32,42),random(-32,-42),48,0,0,random(-4,-6),0,128,0)
	TNT1 AA 0 A_SpawnItemEx("PHellionSmoke",random(-32,-42),random(32,42),48,0,0,random(-4,-6),0,128,0)
    TNT1 A 1
    Stop
  }
}

ACTOR ManipulatorFireSpawner2 : RedParticleSpawner
{
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_PlaySound("monster/ambientfire2")
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
    TNT1 AA 0 A_SpawnItemEx("PHellionSmoke",random(32,42),random(32,42),48,0,0,random(-6,-8),0,128,0)
	TNT1 AA 0 A_SpawnItemEx("PHellionSmoke",random(-32,-42),random(-32,-42),48,0,0,random(-6,-8),0,128,0)
	TNT1 AA 0 A_SpawnItemEx("PHellionSmoke",random(32,42),random(-32,-42),48,0,0,random(-6,-8),0,128,0)
	TNT1 AA 0 A_SpawnItemEx("PHellionSmoke",random(-32,-42),random(32,42),48,0,0,random(-6,-8),0,128,0)
    TNT1 A 1
    Stop
  }
}

Actor babysentientSummoner
{
 Height 8
 Radius 25
 Speed 30
 Damage (0)
 +RippeR
 +BloodlessImpact
 +NOTIMEFREEZE
  States
   {
    Spawn:
	 TNT1 A 5
	Death:
	 TNT1 A 0
	 TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,128)
	 TNT1 A 2
	 TNT1 A 0 A_SpawnItemEx("CBabySentient")
	 Stop
   }
}

Actor ManipulatorSummoner
{
 Height 8
 Radius 25
 Speed 30
 Damage (0)
 +RippeR
 +BloodlessImpact
 +NOTIMEFREEZE
  States
   {
    Spawn:
	 TNT1 A 5
	Death:
	 TNT1 A 0
	 TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,128)
	 TNT1 A 2
	 TNT1 A 0 A_SpawnItemEx("Manipulator")
	 Stop
   }
}


ACTOR MBrainWave
{
	Radius 12
	Height 12
	Speed 55
	Damage 10
	Scale 0.8
	+ExtremeDeath
	+DontReflect
	+NOTIMEFREEZE
	PROJECTILE
	DamageType "C0mm4nder"
	Renderstyle Add
	SEESOUND "Commander/fire"
    DeathSound "weapons/bfg95explode"
	Obituary "%o was owned by the perfect illusion of Cerebral Commander, The Manipulator."
    DECAL BFG9500LightningRed
	states
	{
	Spawn:
      CBTS A 2 BRIGHT A_SpawnItem("MWAVE")
      CBTS B 2 BRIGHT A_SpawnItem("MWAVE")
      CBTS C 2 BRIGHT A_SpawnItem("MWAVE")
      CBTS D 2 BRIGHT A_SpawnItem("MWAVE")
      CBTS E 2 BRIGHT A_SpawnItem("MWAVE")	
      CBTS F 2 BRIGHT A_SpawnItem("MWAVE")
      CBTS G 2 BRIGHT A_SpawnItem("MWAVE")
      CBTS H 2 BRIGHT A_SpawnItem("MWAVE")
      CBTS I 2 BRIGHT A_SpawnItem("MWAVE")
      CBTS J 2 BRIGHT A_SpawnItem("MWAVE")	
      Loop
	Death:
		CBTS LMNOPQRSTUVW 2 BRIGHT
		Stop
	}
}


ACTOR MWAVE
{   
   Radius 30
   Height 30
   Obituary "%o was turned to mush by heavy weapons from the Cerebral Commander."
   Speed 5
   PROJECTILE
   +NOGRAVITY
   +NOTELEPORT
   +NOBLOCKMAP
   +DONTHURTSPECIES
   +NOTIMEFREEZE
   Scale 0.5
   DamageType "C0mm4nder"
   RenderStyle ADD
   Alpha 0.5
   Species "Masterminds"
   States
   {
   Spawn:
      TNT1 A 0
      ESHK ABCDEFGHIJKLMNOPQR 2 Bright A_Explode(24,80,0)
      Stop
   }
}

actor ManipulatorHax : PowerupGiver
{
 inventory.pickupmessage " "
 inventory.maxamount 0
 powerup.type "TimeFreezer"
 powerup.duration -3
 +AUTOACTIVATE
 +INVENTORY.FANCYPICKUPSOUND
   states
 {
 Spawn:
   TNT1 A 0
   stop
 }
}

Actor ManipulatorExplosiveTracer : CommanderExplosiveTracer {
+Thruspecies
DamageType "C0mm4nder"
Scale 0.6
States
{
Spawn:
    TPA3 A 1 Bright
	Loop
	TNT1 A 0
	TNT1 A 0 A_SetTranslucent(0.75,1)
	TNT1 A 0 A_SpawnItem("CommanderExplosiveEffect")
    CISL B 4 Bright A_Explode(Random(3,6)*5,72)
    CISL CD 3 Bright
    Stop
	}
}


Actor Manipulator10K : Commander10K {
+Thruspecies
DamageType "C0mm4nder"
}

actor CurseBall
{
  Radius 9
  Height 9
  Speed 150
  FastSpeed 120
  Damage 1
  RenderStyle Add
  DeathSound "Commander/Curse"
  DamageType "C0mm4nder"
  Species "Masterminds"
  Projectile
  +RANDOMIZE
  +THRUSPECIES
  +DONTREFLECT
  +SEEKERMISSILE
  +SCREENSEEKER
  states
  {
	Spawn:
		TNT1 A 0 A_SeekerMissile(15,15,SMF_LOOK)
		TNT1 A 1 bright
		Loop
	Death:
        TNT1 A 0 a_setblend("790FCB", 0.75, 50)
	    TNT1 A 0 a_setangle(angle+random(-30, 30))
	    TNT1 A 0 a_setpitch(pitch+random(-15, 15))
		TNT1 A 0 ACS_ExecuteAlways(165)
		BONE BC 5 bright
		stop
  }
}

Actor EMFX
{
	Radius 1
	Height 1
	Speed 0
	RenderStyle Add
	+NoGravity
	+NoBlockMap
	+DontSplash
	+ForceXYBillboard
	States
	{
		Spawn:
			TNT1 A 2 Bright
			BONE B 2 Bright
			BONE CCCCC 2 Bright
			Stop
	}
}

Actor Curse
{
	Radius 1
	Height 1
	Speed 15
	RenderStyle Add
	+NoGravity
	+NoBlockMap
	+DontSplash
	+ForceXYBillboard
	+FLOORHUGGER
	States
	{
		Spawn:
			TNT1 A 0 BRIGHT A_SpawnItemEx("CurseSphere",0,0,0,0,0,0,0,0)
			BONE B 1 Bright
			TNT1 A 0 BRIGHT A_SpawnItemEx("CurseSphere",0,0,0,0,0,0,0,0)
			BONE B 1 Bright
			TNT1 A 0 BRIGHT A_SpawnItemEx("CurseSphere",0,0,0,0,0,0,0,0)
			BONE B 1 Bright
			TNT1 A 0 BRIGHT A_SpawnItemEx("CurseSphere",0,0,0,0,0,0,0,0)
			BONE B 1 Bright
			TNT1 A 0 BRIGHT A_SpawnItemEx("CurseSphere",0,0,0,0,0,0,0,0)
			BONE B 1 Bright
			TNT1 A 0 BRIGHT A_SpawnItemEx("CurseSphere",0,0,0,0,0,0,0,0)
			BONE B 1 Bright
			TNT1 A 0 BRIGHT A_SpawnItemEx("CurseSphere",0,0,0,0,0,0,0,0)
			BONE B 1 Bright
			TNT1 A 0 BRIGHT A_SpawnItemEx("CurseSphere",0,0,0,0,0,0,0,0)
			BONE B 1 Bright
			TNT1 A 0 BRIGHT A_SpawnItemEx("CurseSphere",0,0,0,0,0,0,0,0)
			BONE B 1 Bright
			TNT1 A 0 BRIGHT A_SpawnItemEx("CurseSphere",0,0,0,0,0,0,0,0)
			BONE B 1 Bright
			TNT1 A 0 BRIGHT A_SpawnItemEx("CurseSphere",0,0,0,0,0,0,0,0)
			BONE B 1 Bright
			TNT1 A 0 BRIGHT A_SpawnItemEx("CurseSphere",0,0,0,0,0,0,0,0)
			BONE B 1 Bright
			TNT1 A 0 BRIGHT A_SpawnItemEx("CurseSphere",0,0,0,0,0,0,0,0)
			BONE B 1 Bright
			TNT1 A 0 BRIGHT A_SpawnItemEx("CurseSphere",0,0,0,0,0,0,0,0)
			BONE B 1 Bright
			TNT1 A 0 BRIGHT A_SpawnItemEx("CurseSphere",0,0,0,0,0,0,0,0)
			BONE B 1 Bright
			TNT1 A 0 BRIGHT A_SpawnItemEx("CurseSphere",0,0,0,0,0,0,0,0)
			BONE B 1 Bright
		Death:
			TNT1 A 0
			stop
	}
}

ACTOR PowerSlowCurse : PowerSpeed
{
  Speed 0.10
}

ACTOR PowerWeakenCurse : PowerProtection
{
  DamageFactor "Normal", 2.0
}

actor CurseSphere : PowerupGiver
{
	inventory.pickupmessage "Cursed!!"
	radius 64
	height 64
	powerup.color "RedMap"
	inventory.maxamount 0
	powerup.type PowerSlowCurse
	powerup.type PowerWeakenCurse
	powerup.duration 800
	+AUTOACTIVATE
	states
	{
		Spawn:
			NULL ABCD 6 bright
			stop
	}
}

Actor CommanderStoleMyAmmo : CustomInventory
{
+INVENTORY.ALWAYSPICKUP
Inventory.Amount 500
Inventory.Pickupmessage "Commander stole my ammo, fuck you Commander :c"
}

actor SmallSentientMassResurrectionItem : CustomInventory
{  
  +INVENTORY.QUIET
  +INVENTORY.UNDROPPABLE
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE       
  +COUNTITEM
  inventory.amount 1
  inventory.maxamount 0
  states
  {
  pickup:
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,15,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,45,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,75,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,105,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,135,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,165,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,195,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,225,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,255,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,285,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,315,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrectionEffect",10,0,345,0) 
	stop
  }
}

actor SentientMassResurrectionItem : CustomInventory
{  
  +INVENTORY.QUIET
  +INVENTORY.UNDROPPABLE
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE       
  +COUNTITEM
  inventory.amount 1
  inventory.maxamount 0
  states
  {
  pickup:
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,0,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,10,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,20,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,30,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,40,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,50,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,60,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,70,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,80,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,90,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,100,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,110,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,120,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,130,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,140,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,150,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,160,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,170,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,180,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,190,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,200,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,210,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,220,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,230,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,240,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,250,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,260,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,270,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,280,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,290,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,300,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,310,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,320,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,330,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,340,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,350,0)
	TNT1 A 0 Bright A_CustomMissile("SentientMassResurrection",10,0,360,0)  
	stop
  }
}

actor SmallCommanderMassResurrectionItem : CustomInventory
{  
  +INVENTORY.QUIET
  +INVENTORY.UNDROPPABLE
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE       
  +COUNTITEM
  inventory.amount 1
  inventory.maxamount 0
  states
  {
  pickup:
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,15,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,45,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,75,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,105,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,135,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,165,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,195,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,225,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,255,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,285,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,315,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,345,0) 
	stop
  }
}

actor CommanderMassResurrectionItem : CustomInventory
{  
  +INVENTORY.QUIET
  +INVENTORY.UNDROPPABLE
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE       
  +COUNTITEM
  inventory.amount 1
  inventory.maxamount 0
  states
  {
  pickup:
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,0,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,10,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,20,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,30,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,40,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,50,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,60,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,70,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,80,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,90,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,100,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,110,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,120,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,130,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,140,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,150,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,160,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,170,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,180,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,190,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,200,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,210,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,220,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,230,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,240,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,250,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,260,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,270,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,280,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,290,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,300,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,310,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,320,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,330,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,340,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,350,0)
	TNT1 A 0 Bright A_CustomMissile("CommanderMassResurrectionEffect",10,0,360,0)  
	stop
  }
}


Actor CommanderPulse{
    Radius 12
    Height 12
    Speed 0
    Scale 5.2
    PROJECTILE
    RENDERSTYLE ADD
	+SEEKERMISSILE
    +EXTREMEDEATH
    +SPAWNSOUNDSOURCE
    +DONTREFLECT
    +PIERCEARMOR
    +FOILINVUL
    +BRIGHT
	DamageType "C0mm4nder"
    ALPHA 0.8
    SeeSound "star/explode"
    Obituary "%o was turned to mush by heavy weapons from the Cerebral Commander."
    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("PurpleDTech10KShockwave2", 0, 0, 15, 0, 0, 0, 0, 128)
        TNT1 A 20 A_SpawnItem("PurpleDTBFGEx",0,-10)
		PSTR E 3 Bright A_BFGSpray("PurpleSpray")
        PSTR FGHIJKLMNO 3 Bright
        Stop
    }}

ACTOR ManipulatorBrainFlame : CommanderBrainFlame{Scale 0.6}


ACTOR ManipulatorBrainSFX : RedParticleSpawner
{
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 AA 0 A_SpawnItemEx("CommanderBrainLightning",random(25,-25),random(25,-25),random(40,100),0,0,0,0,128,0)
	TNT1 AA 0 A_SpawnItemEx("CommanderBrainLightning2",random(25,-25),random(25,-25),random(40,100),0,0,0,0,128,0)
	TNT1 AAAA 0 A_SpawnItemEx("ManipulatorBrainFlame",random(25,-25),random(25,-25),random(40,100),0,0,random(4,6),0,128,0)
    TNT1 A 1
    Stop
  }
}

ACTOR ManipulatorSummonEffect
{
RenderStyle Add
Alpha 0.75
Scale 1.3
+NOTIMEFREEZE
+CLIENTSIDEONLY
+NOGRAVITY
+NOCLIP
States
{
Spawn:
    FIRE ABCDEFGHIJKL 3 Bright
	Stop
	}
}

Actor CommTeleportFXSpawner : RedParticleSpawner
{
 States
  {
   Spawn:
    TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("CommPurplePortalFX",0,0,0)
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	TNT1 A 0 A_SpawnItemEx("CommPurpleFlare",0,0,0)
	TNT1 A 1
    Stop
  }
}

Actor ManpTeleportFXSpawner : RedParticleSpawner
{
 States
  {
   Spawn:
    TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("ManpPurplePortalFX",0,0,0)
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	TNT1 A 0 A_SpawnItemEx("ManpPurpleFlare",0,0,0)
	TNT1 A 1
    Stop
  }
}

Actor ManpPurplePortalFX : RedParticleSpawner
{
 Renderstyle Add
 Scale 1.65
 Alpha 1.0
 States
  {
   Spawn:
    VOIP A 8 Bright
	VOIP BCDEFGHIJKL 1
	VORX ABCDEFGHIJKLMNOP 1 Bright A_FadeOut
	Stop
  }
}

Actor ManpPurpleFlare : BaseFlare
{
 Scale 0.5
 Alpha 1.0
 States
{
Spawn:
	TNT1 A 0
	L2NP A 6 Bright
	L2NP AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.04)
	Stop
	}
}


Actor CebComStrafe : CustomInventory
{
  +INVENTORY.QUIET
  +INVENTORY.UNDROPPABLE
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE       
  +COUNTITEM
  Inventory.Amount 1
  Inventory.MaxAmount 0
  States
  {
  Pickup:
    NULL A 1
	NULL A 1 A_ChangeVelocity(velx/2,vely/2,velz,CVF_REPLACE)
	NULL A 1 A_JumpIf(velx != 0 || vely != 0,2)
	NULL A 1 A_Jump(256,2)
	NULL A 1 A_Jump(235,5)
	NULL A 1 A_JumpIfInventory("LegSentientStrafeSens",1,3)
	NULL A 1 A_GiveInventory("LegSentientStrafeSens",1)
	NULL A 1 A_Jump(256,2)	
	NULL A 1 A_TakeInventory("LegSentientStrafeSens",1)
	NULL A 1 A_JumpIfInventory("LegSentientStrafeSens",1,3)
	NULL A 1 ThrustThing(angle*256/360+38.7,4,0,0)
	NULL A 1 A_Jump(256,2)	
	NULL A 1 ThrustThing(angle*256/360+38.7,-4,0,0)
    NULL A 1 A_FaceTarget
	NULL A 1 A_Jump(24,2)
	NULL A 1 A_Recoil(-1)
    Stop
	NULL A 1 A_Recoil(1)
    Stop
  }
}
