ACTOR ProtoDestroyer 21159
{ 
  Health 1725
  Radius 24
  Height 64
  Mass 1000
  Speed 10
  PainChance 65
  Monster
  Scale 1.1
  Species "Nobles"
  Obituary "%o exploded into pieces by a Proto-Destroyer."
  SeeSound "cydes/sight" 
  PainSound "cydes/pain"
  DeathSound "cydes/death"
  ActiveSound "cbaron/active"
  DamageFactor "NobleComet", 0.0
  DropItem "BossLifeEssence" 200 25
  DropItem "BossArmorBonusMax" 200 1
  DropItem "NewCellPack" 128
  DropItem "DemonAmmoBox" 128 200
  DropItem "Railgun " 150
  DropItem "Grenade Launcher" 100
  +MISSILEMORE
  +MISSILEEVENMORE
  +DONTHURTSPECIES
  +QUICKTORETALIATE
  +NOTARGET
  +DONTHURTSPECIES
  States 
  { 
  Spawn: 
    PBR2 A 7 A_Look
	PBR2 A 7 A_Look
    PB2I A 7 A_Look
	PB2I A 7 A_Look	
    Loop 
  See:
    PBR2 AABB 3 A_Chase
    TNT1 A 0 A_Playsound("monster/bruwlk")
    PBR2 CCDD 3 A_Chase
    TNT1 A 0 A_Playsound("monster/bruwlk")
    Loop
  Missile:
    TNT1 A 0 A_JumpIfCloser(150,"ChemSpray")
	TNT1 A 0 A_JumpIfCloser(300,"Grenadier")
    TNT1 A 0 A_Jump(128,"Rockets","HomingRockets","DTR","BFG15K")
	TNT1 A 0 A_Jump(64,"BFG10K","RailgunV2","PhazoLaser")
  Normal:
	TNT1 A 0 A_PlaySound("weapons/rgcharge")
    PBR2 EE 10 A_FaceTarget
	PBR2 E 2 A_FaceTarget
	PBR2 E 1
	TNT1 A 0 A_PlaySound("railgunner/chargedshot")
	TNT1 A 0 A_CustomMissile("RailgunImpact",35,-20)
	TNT1 A 0 A_CustomMissile("RailgunImpact",35,20)
    BR2R A 0 Bright A_CustomRailgun(Random(40, 60),-20, "00 85 FF", None, 1, 1, 0, "BruiserRailPuff")
	BR2R A 5 Bright A_CustomRailgun(Random(40, 60),20, "00 85 FF", None, 1, 1, 0, "BruiserRailPuff")
	PBR2 EE 10 A_FaceTarget
	PBR2 E 2 A_FaceTarget
	PBR2 E 1
	TNT1 A 0 A_PlaySound("railgunner/chargedshot")
	TNT1 A 0 A_CustomMissile("RailgunImpact",35,-20)
	TNT1 A 0 A_CustomMissile("RailgunImpact",35,20)
    BR2R A 0 Bright A_CustomRailgun(Random(41, 61),-20, "00 85 FF", None, 1, 1, 0, "BruiserRailPuff")
	BR2R A 5 Bright A_CustomRailgun(Random(41, 61),20, "00 85 FF", None, 1, 1, 0, "BruiserRailPuff")
    PBR2 E 20
	TNT1 A 0 A_Jump(164,"Rockets","HomingRockets","DTR","BFG15K","BFG10K")
	Goto See
  Grenadier:
	PBR2 E 8 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire")
	PBR2 F 0 Bright A_CustomMissile("CydestroyerGrenade",35,-20,Random(4,-4))
	PBR2 F 7 Bright A_CustomMissile("CydestroyerGrenade",35,20,Random(4,-4))
	PBR2 E 12 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire")
	PBR2 F 0 Bright A_CustomMissile("CydestroyerGrenade",35,-20,Random(4,-4))
	PBR2 F 7 Bright A_CustomMissile("CydestroyerGrenade",35,20,Random(4,-4))
	PBR2 E 12 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire")
	PBR2 F 0 Bright A_CustomMissile("CydestroyerGrenade",35,-20,Random(4,-4))
	PBR2 F 7 Bright A_CustomMissile("CydestroyerGrenade",35,20,Random(4,-4))
	PBR2 E 12 A_FaceTarget		
	Goto See		
  Rockets:
    PBR2 E 10 A_FaceTarget 
    PBR2 F 0 Bright A_CustomMissile("CyNobleRocket",35,-20,0,0)
	PBR2 F 8 Bright A_CustomMissile("CyNobleRocket",35,20,0,0)
    PBR2 E 10 A_FaceTarget
    PBR2 F 0 Bright A_CustomMissile("CyNobleRocket",35,-20,0,0)
	PBR2 F 8 Bright A_CustomMissile("CyNobleRocket",35,20,0,0)
	PBR2 E 10 A_FaceTarget
	PBR2 F 0 Bright A_CustomMissile("CyNobleRocket",35,-20,0,0)
	PBR2 F 8 Bright A_CustomMissile("CyNobleRocket",35,20,0,0)
    PBR2 E 10
	TNT1 A 0 A_Jump(128,"HomingRockets","BFG15K","BFG10K")
    Goto See
  HomingRockets:
    PBR2 E 10 A_FaceTarget 
    PBR2 F 0 Bright A_CustomMissile("BruiserMissile",35,-20,0,0)
	PBR2 F 8 Bright A_CustomMissile("BruiserMissile",35,20,0,0)
    PBR2 E 10 A_FaceTarget
    PBR2 F 0 Bright A_CustomMissile("BruiserMissile",35,-20,0,0)
	PBR2 F 8 Bright A_CustomMissile("BruiserMissile",35,20,0,0)
	PBR2 E 10 A_FaceTarget
	PBR2 F 0 Bright A_CustomMissile("BruiserMissile",35,-20,0,0)
	PBR2 F 8 Bright A_CustomMissile("BruiserMissile",35,20,0,0)
    PBR2 E 10
	TNT1 A 0 A_Jump(128,"BFG15K","BFG10K")
    Goto See
   BFG15K:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
    PBR2 E 18 A_FaceTarget
	PBR2 E 6 A_FaceTarget
    PBR2 F 0 Bright A_CustomMissile("Cybruiser15K",35,-20,Random(4,-4))
	PBR2 F 4 Bright A_CustomMissile("Cybruiser15K",35,20,Random(4,-4))
	PBR2 E 4 A_FaceTarget
    PBR2 F 0 Bright A_CustomMissile("Cybruiser15K",35,-20,Random(4,-4))
	PBR2 F 4 Bright A_CustomMissile("Cybruiser15K",35,20,Random(4,-4))
	PBR2 E 4 A_FaceTarget
    PBR2 F 0 Bright A_CustomMissile("Cybruiser15K",35,-20,Random(4,-4))
	PBR2 F 4 Bright A_CustomMissile("Cybruiser15K",35,20,Random(4,-4))
	PBR2 E 4 A_FaceTarget
	PBR2 F 0 Bright A_CustomMissile("Cybruiser15K",35,-20,Random(4,-4))
	PBR2 F 4 Bright A_CustomMissile("Cybruiser15K",35,20,Random(4,-4))
	PBR2 E 4 A_FaceTarget
    PBR2 F 0 Bright A_CustomMissile("Cybruiser15K",35,-20,Random(4,-4))
	PBR2 F 4 Bright A_CustomMissile("Cybruiser15K",35,20, Random(4,-4))
	PBR2 E 20 A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	TNT1 A 0 A_Jump(128,"BFG10K","RailgunV2","PhazoLaser")
	Goto See	 
   BFG10K:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
    PBR2 E 18 A_FaceTarget
	PBR2 E 6 A_FaceTarget
	TNT1 A 0 Bright A_PlaySound("weapons/bfg15kfire")
    PBR2 F 0 Bright A_CustomMissile("Cy10K",35,-20,Random(4,-4))
	PBR2 F 4 Bright A_CustomMissile("Cy10K",35,20,Random(4,-4))
	PBR2 E 8 A_FaceTarget
	TNT1 A 0 Bright A_PlaySound("weapons/bfg15kfire")
    PBR2 F 0 Bright A_CustomMissile("Cy10K",35,-20,Random(4,-4))
	PBR2 F 4 Bright A_CustomMissile("Cy10K",35,20,Random(4,-4))
	PBR2 E 8 A_FaceTarget
	TNT1 A 0 Bright A_PlaySound("weapons/bfg15kfire")
    PBR2 F 0 Bright A_CustomMissile("Cy10K",35,-20,Random(4,-4))
	PBR2 F 4 Bright A_CustomMissile("Cy10K",35,20,Random(4,-4))
	PBR2 E 20 A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	TNT1 A 0 A_Jump(128,"RailgunV2","PhazoLaser")
	Goto See
   DTR:
    PBR2 E 18 A_FaceTarget
	TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
    BR2Z A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
	BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
	PBR2 E 2 A_FaceTarget
	TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
    BR2Z A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
	BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
	PBR2 E 2 A_FaceTarget
	TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
    BR2Z A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
	BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		PBR2 E 2 A_FaceTarget
	TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
    BR2Z A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
	BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		PBR2 E 2 A_FaceTarget
	TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
    BR2Z A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
	BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		PBR2 E 2 A_FaceTarget
	TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
    BR2Z A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
	BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		PBR2 E 2 A_FaceTarget
	TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
    BR2Z A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
	BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		PBR2 E 2 A_FaceTarget
	TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
    BR2Z A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
	BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		PBR2 E 2 A_FaceTarget
	TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
    BR2Z A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
	BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		PBR2 E 2 A_FaceTarget
	TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
    BR2Z A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
	BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		PBR2 E 2 A_FaceTarget
	TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
    BR2Z A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
	BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		PBR2 E 2 A_FaceTarget
	TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
    BR2Z A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
	BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		PBR2 E 2 A_FaceTarget
	TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
    BR2Z A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
	BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		PBR2 E 2 A_FaceTarget
	TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
    BR2Z A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
	BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
		PBR2 E 2 A_FaceTarget
	TNT1 A 0 Bright A_PlaySound("weapons/demontechfire")
    BR2Z A 0 Bright A_CustomMissile("CyDemonTechProjectile",35,-20,Random(125,-125)/125.25,0)
	BR2Z A 3 Bright A_CustomMissile("CyDemonTechProjectile",35,20,Random(125,-125)/125.25,0)
	PBR2 E 20 A_PlaySound("weapons/demontechsteam")
	TNT1 A 0 A_Jump(128,"RailgunV2","PhazoLaser")
	Goto See
   PhazoLaser:
       TNT1 A 0 A_PlaySound("weapons/ionchrg")
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   PBR2 E 2 A_FaceTarget
	   TNT1 A 0 A_PlaySound("weapons/ionfir")
       BR2Z B 0 A_CustomMissile("CyLaser",35,-20,0)
	   BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
	   BR2Z BB 2 Bright A_FaceTarget
       BR2Z B 0 A_CustomMissile("CyLaser",35,-20,0)
	   BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
	   BR2Z BB 2 Bright A_FaceTarget
       BR2Z B 0 A_CustomMissile("CyLaser",35,-20,0)
	   BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
	   BR2Z BB 2 Bright A_FaceTarget
       BR2Z B 0 A_CustomMissile("CyLaser",35,-20,0)
	   BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
	   BR2Z BB 2 Bright A_FaceTarget
	   TNT1 A 0 A_PlaySound("weapons/ionfir")
       BR2Z B 0 A_CustomMissile("CyLaser",35,-20,0)
	   BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
	   BR2Z BB 2 Bright A_FaceTarget
       BR2Z B 0 A_CustomMissile("CyLaser",35,-20,0)
	   BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
	   BR2Z BB 2 Bright A_FaceTarget
       BR2Z B 0 A_CustomMissile("CyLaser",35,-20,0)
	   BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
	   BR2Z BB 2 Bright A_FaceTarget
       BR2Z B 0 A_CustomMissile("CyLaser",35,-20,0)
	   BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
	   BR2Z BB 2 Bright A_FaceTarget
	   BR2Z B 0 A_CustomMissile("CyLaser",35,-20,0)
	   BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
	   BR2Z BB 2 Bright A_FaceTarget
	   TNT1 A 0 A_PlaySound("weapons/ionfir")
       BR2Z B 0 A_CustomMissile("CyLaser",35,-20,0)
	   BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
	   BR2Z BB 2 Bright A_FaceTarget
       BR2Z B 0 A_CustomMissile("CyLaser",35,-20,0)
	   BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
	   BR2Z BB 2 Bright A_FaceTarget
	   BR2Z B 0 A_CustomMissile("CyLaser",35,-20,0)
	   BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
	   BR2Z BB 2 Bright A_FaceTarget
       BR2Z B 0 A_CustomMissile("CyLaser",35,-20,0)
	   BR2Z B 2 Bright A_CustomMissile("CyLaser",35,20,0)
	   TNT1 A 0 A_Jump(128,"RailgunV2")
	   Goto See
   RailgunV2:
	TNT1 A 0 A_PlaySound("weapons/rgcharge")
    PBR2 EE 10 A_FaceTarget
	PBR2 E 2 A_FaceTarget
	PBR2 E 1
	TNT1 A 0 A_PlaySound("railgunner/chargedshot")
	PBR2 F 0 A_CustomMissile("CydestroyerRail",35,-20)
	PBR2 F 5 Bright A_CustomMissile("CydestroyerRail",35,20)
    PBR2 E 20
	Goto See
	ChemSpray:
       TNT1 A 0 A_Jump(82,"Normal")
	   TNT1 A 0 A_PlaySound("hectebus/flameready")
	   PBR2 EE 10 A_FaceTarget
	   TNT1 A 0 A_PlaySound("Daedabus/Chem")
       TNT1 A 0 A_FaceTarget
	   TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
       BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
       TNT1 A 0 A_FaceTarget
	   TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
       BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	   TNT1 A 0 A_FaceTarget
	   TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
       BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
       TNT1 A 0 A_FaceTarget
	   TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
       BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
       TNT1 A 0 A_FaceTarget
	   TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
       BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	   TNT1 A 0 A_FaceTarget
	   TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
       BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
       TNT1 A 0 A_FaceTarget
	   TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
       BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	   TNT1 A 0 A_FaceTarget
	   TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
       BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	   TNT1 A 0 A_FaceTarget
	   TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
       BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
       TNT1 A 0 A_FaceTarget
	   TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
       BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
       TNT1 A 0 A_FaceTarget
	   TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
       BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	   TNT1 A 0 A_FaceTarget
	   TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
       BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
       TNT1 A 0 A_FaceTarget
	   TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
       BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
       TNT1 A 0 A_FaceTarget
	   TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
       BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
       TNT1 A 0 A_FaceTarget
	   TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
       BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	   TNT1 A 0 A_FaceTarget
	   TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
       BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
       TNT1 A 0 A_FaceTarget
	   TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
       BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
       TNT1 A 0 A_FaceTarget
	   TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
       BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
       TNT1 A 0 A_FaceTarget
	   TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
       BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
	   TNT1 A 0 A_FaceTarget
	   TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
       BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET)
       TNT1 A 0 A_FaceTarget
	   TNT1 A 0 A_CustomMissile("PCydestroyerChemSpray", 35, 20, Random(6, -6), CMF_AIMOFFSET)
       BR2Z A 1 Bright A_CustomMissile("PCydestroyerChemSpray", 35, -20, Random(6, -6), CMF_AIMOFFSET) 
	   PBR2 EE 12
	   Goto See
  Pain: 
    TNT1 A 0 A_Jump(87,"MissilePain")
    PBR2 G 4 A_Pain
    Goto See
  MissilePain:
    PBR2 G 4 A_Pain
    Goto Missile	
  Death: 
    PBR2 G 20 A_Scream
	TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 AA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))	
	PBR2 GGGG 2 Bright A_CustomMissile("Kaboom17", Random(10,50), 0, random(0,360), 2, random(0,360))
	PBRD HHHH 2 Bright A_CustomMissile("Kaboom17", Random(10,50), 0, random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 AA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))	
	PBRD IIIJJJ 2 Bright A_CustomMissile("Kaboom17", Random(10,50), 0, random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 AA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))	
	PBRD KKKLLL 2 Bright A_CustomMissile("Kaboom17", Random(10,50), 0, random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 AAAA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))
    PBRD M 4 Bright A_NoBlocking
    PBRD N 3 Bright 
	PBRD O 3
	PBR2 P 3
    PBR2 Q -1 A_KillMaster
    Stop
  Raise:
    TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    PBR2 S 4
	PBRD RQPONMLK 4
	Goto See
    } 
}

Actor PCydestroyerChemSpray : DaedabusChemSpray
{
Speed 16
Species "Nobles"
DamageType "NobleComet"
}