Actor HealthBonus2 : HealPack0 9937
{
  Inventory.PickupMessage "Picked up 2 Health."
  Health.LowMessage 25, "Picked up 2 Health."
  Game Heretic
  Inventory.Amount 2
}

Actor ArmorBonus2 : ArmorScrap 9938
{
  Inventory.PickupMessage "Picked up 2 Armor."
  Game Heretic
  Armor.SaveAmount 2
}

actor HexenBishop : RandomSpawner 7085//Bishop2 7085
{
  Game Heretic
  dropitem "Bishop2"
}

Actor DoomDemon : RandomSpawner 7091
{   
game Heretic
dropitem "DoomDemon2"
}

ACTOR DoomCacodemon2 : RandomSpawner 7087//Cacodemon 7087
{
Game Heretic
dropitem "Cacodemon2"
}

actor SuperCrossbow : CustomInventory 25102
{
	Game Heretic
	Spawnid 33
	-COUNTITEM
    -RANDOMIZE
	Inventory.PickupMessage "Picked up the Super Crossbow!"
	Inventory.PickupSound "nosoundforyoubitch"
	states
	{
	Spawn:
	   WBOW B -1 BRIGHT
	   loop
    Pickup:
       TNT1 A 0 A_JumpIfInventory("DoomguyClass",1,"PickupDoom")
       TNT1 A 0 A_JumpIfInventory("ChexClass",1,"PickupChex")
       TNT1 A 0 A_JumpIfInventory("CorvusClass",1,"PickupHeretic")
       TNT1 A 0 A_JumpIfInventory("WolfenClass",1,"PickupWolfen")
	   TNT1 A 0 A_JumpIfInventory("HexenClass",1,"PickupHexen")
	   TNT1 A 0 A_JumpIfInventory("DukeClass",1,"PickupDuke")
	   WBOW A 1
	   fail
    PickupHeretic:
	   TNT1 A 0 A_PlaySound("heretic/weaponget")
	   TNT1 A 0 A_Print("You got the Super Crossbow!")
	   TNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx("WeaponSparkle",0,0,random(4,52),random(-2,2),random(-2,2),random(1,3),48,128)
	   WBOW B 1 A_GiveInventory("Super Crossbow")
	   stop
	PickupChex:
	   TNT1 A 0 A_PlaySound("chex/weaponget")
	   TNT1 A 0 A_Print("You got the Super Crossbow!")
	   TNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx("WeaponSparkle",0,0,random(4,52),random(-2,2),random(-2,2),random(1,3),48,128)
	   WBOW B 1 A_GiveInventory("Super Crossbow")
	   stop
	PickupDoom:
	   TNT1 A 0 A_PlaySound("doomguy/weaponget")
	   TNT1 A 0 A_Print("You got the Super Crossbow!")
	   TNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx("WeaponSparkle",0,0,random(4,52),random(-2,2),random(-2,2),random(1,3),48,128)
	   WBOW B 1 A_GiveInventory("Super Crossbow")
	   stop
	PickupWolfen:
	   TNT1 A 0 A_PlaySound("wolfen/weaponget")
	   TNT1 A 0 A_Print("You got the Super Crossbow!")
	   TNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx("WeaponSparkle",0,0,random(4,52),random(-2,2),random(-2,2),random(1,3),48,128)
	   WBOW B 1 A_GiveInventory(" Super Crossbow ")
	   stop
	PickupHexen:
	   TNT1 A 0 A_PlaySound("hexen/weaponget")
	   TNT1 A 0 A_Print("You got the Super Crossbow!")
	   TNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx("WeaponSparkle",0,0,random(4,52),random(-2,2),random(-2,2),random(1,3),48,128)
	   WBOW B 1 A_GiveInventory(" Super Crossbow ")
	   stop
	PickupDuke:
	   TNT1 A 0 A_JumpIfInventory("DukeTauntCooldown",1,"PickupDuke2")
	   TNT1 A 0 A_JumpIfInventory("DukeBallgag",1,"PickupDuke2")
	   TNT1 AA 0
	   TNT1 A 0 A_PlaySoundEx("duke/intro19","soundslot7",0,0)
	   TNT1 A 0 A_GiveInventory("DukeTauntCooldown",5)
	   TNT1 A 0 ACS_ExecuteAlways(205)
	PickupDuke2:
	   TNT1 A 0 A_Print("You got the Super Crossbow!")
		TNT1 A 0 A_PlaySound("duke/weaponget")
	   TNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx("WeaponSparkle",0,0,random(4,52),random(-2,2),random(-2,2),random(1,3),48,128)
	   WBOW B 1 A_GiveInventory("  Super Crossbow  ")
	   stop
	PickupFail:
	   WBOW B 1
	   fail
	}
}

actor "Super Crossbow" : Weapon
{
  obituary "%k splattered %o with the Super Crossbow."
  radius 20
  height 16
  attacksound "weapons/sshotf"
  inventory.pickupmessage "SUPER CROSSBOW"
  weapon.selectionorder 400
  Weapon.SlotNumber 3
  weapon.ammotype "Shell"
  weapon.kickback 100
  weapon.ammouse 2
  weapon.ammogive 8
  states
  {
  Ready: 
    CRB2 ABC 6 A_WeaponReady
    loop
  Deselect:
    CRB2 ABC 1 A_Lower
    loop
  Select:
    CRB2 ABC 1 A_Raise
    loop
  Fire:
    CRB2 A 3 A_JumpIfInventory("PowerHereticTome",1,"FireTomed")
	CRB2 D 0 A_PlaySound("weapons/bowshoot")
	CRB2 D 0 A_PlaySound("weapons/bowshoot")
    CRB2 D 0 A_FireCustomMissile("CrossbowFX1",0,2,7,0)
    CRB2 D 0 A_FireCustomMissile("CrossbowFX1",0,0,-7,0)
    CRB2 D 0 A_FireCustomMissile("CrossbowFX3",2,0,0,10)
    CRB2 D 0 A_FireCustomMissile("CrossbowFX3",-2,0,0,10)
    CRB2 D 0 A_FireCustomMissile("CrossbowFX3",2,0,0,-10)
    CRB2 D 0 A_FireCustomMissile("CrossbowFX3",-2,0,0,-10)
    CRB2 D 4
    CRB2 E 6
    CRB2 E 4 
    CRB2 F 6 
    CRB2 F 6
    CRB2 G 6 
    CRB2 G 3
    CRB2 H 1 
    CRB2 H 5 A_ReFire
    CRB2 A 4 A_ReFire
    goto Ready
  FireTomed:
    CRB2 A 3
	CRB2 D 0 A_PlaySound("weapons/bowshoot")
	CRB2 D 0 A_PlaySound("weapons/bowshoot")
	CRB2 D 0 A_PlaySound("weapons/bowshoot")
	CRB2 D 0 A_PlaySound("weapons/bowshoot")
    CRB2 D 0 A_FireCustomMissile("CrossbowFX2",0,2,7,0)
    CRB2 D 0 A_FireCustomMissile("CrossbowFX2",1,0,0,5)
    CRB2 D 0 A_FireCustomMissile("CrossbowFX2",1,0,0,-5)
    CRB2 D 0 A_FireCustomMissile("CrossbowFX2",0,0,-7,0)
    CRB2 D 0 A_FireCustomMissile("CrossbowFX2",-1,0,0,5)
    CRB2 D 0 A_FireCustomMissile("CrossbowFX2",-1,0,0,-5)
    CRB2 D 0 A_FireCustomMissile("CrossbowFX3",2,0,0,10)
    CRB2 D 0 A_FireCustomMissile("CrossbowFX3",-2,0,0,10)
    CRB2 D 0 A_FireCustomMissile("CrossbowFX3",2,0,0,-10)
    CRB2 D 0 A_FireCustomMissile("CrossbowFX3",-2,0,0,-10)
    CRB2 D 5
    CRB2 E 3
    CRB2 E 3 
    CRB2 F 3 
    CRB2 F 3
    CRB2 G 3 
    CRB2 G 2
    CRB2 H 0 
    CRB2 H 3 A_ReFire
    CRB2 A 2 A_ReFire
    goto Ready
  Flash:
    CRB2 I 4 bright A_Light1
    CRB2 J 3 bright A_Light2
    CRB2 J 0 bright A_Light0
    stop
  Spawn:
    WBOW B -1
    stop
  }
}

actor " Super Crossbow " : Weapon
{
  obituary "%k splattered %o with the Super Crossbow."
  radius 20
  height 16
  attacksound "weapons/sshotf"
  inventory.pickupmessage "SUPER CROSSBOW"
  weapon.selectionorder 400
  Weapon.SlotNumber 3
  weapon.ammotype "Clip"
  weapon.kickback 100
  weapon.ammouse 2
  weapon.ammogive 16
  states
  {
  Ready: 
    CRB2 ABC 6 A_WeaponReady
    loop
  Deselect:
    CRB2 ABC 1 A_Lower
    loop
  Select:
    CRB2 ABC 1 A_Raise
    loop
  Fire:
	CRB2 D 0 A_PlaySound("weapons/bowshoot")
	CRB2 D 0 A_PlaySound("weapons/bowshoot")
    CRB2 D 0 A_FireCustomMissile("CrossbowFX1",0,2,7,0)
    CRB2 D 0 A_FireCustomMissile("CrossbowFX1",0,0,-7,0)
    CRB2 D 0 A_FireCustomMissile("CrossbowFX3",2,0,0,10)
    CRB2 D 0 A_FireCustomMissile("CrossbowFX3",-2,0,0,10)
    CRB2 D 0 A_FireCustomMissile("CrossbowFX3",2,0,0,-10)
    CRB2 D 0 A_FireCustomMissile("CrossbowFX3",-2,0,0,-10)
    CRB2 D 4
    CRB2 E 6
    CRB2 E 4 
    CRB2 F 6 
    CRB2 F 6
    CRB2 G 6 
    CRB2 G 3
    CRB2 H 1 
    CRB2 H 5 A_ReFire
    CRB2 A 4 A_ReFire
    goto Ready
  Flash:
    CRB2 I 4 bright A_Light1
    CRB2 J 3 bright A_Light2
    CRB2 J 0 bright A_Light0
    stop
  Spawn:
    WBOW B -1
    stop
  }
}

actor "  Super Crossbow  " : Weapon
{
  obituary "%k splattered %o with the Super Crossbow."
  radius 20
  height 16
  attacksound "weapons/sshotf"
  Weapon.UpSound "duke/weaponget"
  inventory.pickupmessage "SUPER CROSSBOW"
  weapon.selectionorder 400
  Weapon.SlotNumber 3
  weapon.ammotype "Shell"
  weapon.kickback 100
  weapon.ammouse 2
  weapon.ammogive 8
  states
  {
  Ready: 
    CRB2 ABC 6 A_WeaponReady
    loop
  Deselect:
    CRB2 ABC 1 A_Lower
    loop
  Select:
    CRB2 ABC 1 A_Raise
    loop
  Fire:
	CRB2 D 0 A_PlaySound("weapons/bowshoot")
	CRB2 D 0 A_PlaySound("weapons/bowshoot")
    CRB2 D 0 A_FireCustomMissile("CrossbowFX1Duke",0,2,7,0)
    CRB2 D 0 A_FireCustomMissile("CrossbowFX1Duke",0,0,-7,0)
    CRB2 D 0 A_FireCustomMissile("CrossbowFX3Duke",2,0,0,10)
    CRB2 D 0 A_FireCustomMissile("CrossbowFX3Duke",-2,0,0,10)
    CRB2 D 0 A_FireCustomMissile("CrossbowFX3Duke",2,0,0,-10)
    CRB2 D 0 A_FireCustomMissile("CrossbowFX3Duke",-2,0,0,-10)
    CRB2 D 4
    CRB2 E 6
    CRB2 E 4 
    CRB2 F 6 
    CRB2 F 6
    CRB2 G 6 
    CRB2 G 3
    CRB2 H 1 
    CRB2 H 5 A_ReFire
    CRB2 A 4 A_ReFire
    goto Ready
  Flash:
    CRB2 I 4 bright A_Light1
    CRB2 J 3 bright A_Light2
    CRB2 J 0 bright A_Light0
    stop
  Spawn:
    WBOW B -1
    stop
  AltFire:
	TNT1 A 0 A_GiveInventory("DukeKicking",1)
	TNT1 A 0 ACS_ExecuteAlways(212,0,3)
	TNT1 A 0 A_GunFlash
	DKBT C 6 A_WeaponReady(12)
	TNT1 A 0 A_FireCustomMissile("DukeKickAttack")
	DKBT D 9 A_WeaponReady(12)
	DKBT C 3 A_WeaponReady(12)
	TNT1 A 0 A_Refire
	TNT1 A 0 A_TakeInventory("DukeKicking",9)
	DKBT C 1 A_WeaponReady(12)
	goto Ready
  AltFlash:  
	CRB2 A 20
	stop
		
	IntroTaunt:
		CRB2 AAAA 1 A_Lower
		CRB2 A 0 A_Lower
		CRB2 A 1 A_Lower
		CRB2 A 0 A_Lower
		CRB2 A 1 A_Lower
		CRB2 A 0 A_Lower
		CRB2 A 1 A_Lower
		CRB2 A 0 A_Lower
		CRB2 A 1 A_Lower
		CRB2 A 0 A_Lower
		CRB2 A 0 A_Lower
	IntroTaunt1:
		TNT1 AAAAAAAAAAAAA 0 A_Raise
		TNT1 A 0 A_JumpIfInventory("DukeBallgag",1,"IntroTaunt2")
		KNUX A 3
		KNUX B 3
		TNT1 A 0 A_JumpIfInventory("DukeBallgag",1,"IntroTaunt3")
		TNT1 A 0 A_PlaySoundEX("duke/introtaunt","SoundSlot7",0,0)
		KNUX C 3
		TNT1 A 0 A_GiveInventory("DukeTauntCooldown",5)
		TNT1 A 0 ACS_ExecuteAlways(205)
		KNUX D 3 A_PlayWeaponSound("duke/knuckles")
		KNUX C 3
		KNUX B 3
		KNUX A 3 A_TakeInventory("DukeReady",1)
		TNT1 A 0 A_PlayWeaponSound("duke/weaponget")
		KNUX AAAAAAAAAAAAAA 0 A_Lower
		goto Select
	IntroTaunt2:
		KNUX A 3
		KNUX B 3
	IntroTaunt3:
		KNUX C 3
		KNUX D 3 A_PlayWeaponSound("duke/knuckles")
		KNUX C 3
		KNUX B 3
		KNUX A 3 A_TakeInventory("DukeReady",1)
		TNT1 A 0 A_PlayWeaponSound("duke/weaponget")
		KNUX AAAAAAAAAAAAAA 0 A_Lower
		goto Select
		
	WaitingTaunt:
		CRB2 AAAA 1 A_Lower
		CRB2 A 0 A_Lower
		CRB2 A 1 A_Lower
		CRB2 A 0 A_Lower
		CRB2 A 1 A_Lower
		CRB2 A 0 A_Lower
		CRB2 A 1 A_Lower
		CRB2 A 0 A_Lower
		CRB2 A 1 A_Lower
		CRB2 A 0 A_Lower
		CRB2 A 0 A_Lower
	WaitingTaunt1:
		TNT1 AAAAAAAAAAAAA 0 A_Raise
		TNT1 A 0 A_JumpIfInventory("DukeBallgag",1,"IntroTaunt2")
		KNUX A 3
		KNUX B 3
		TNT1 A 0 A_JumpIfInventory("DukeBallgag",1,"IntroTaunt3")
		TNT1 A 0 A_PlaySoundEX("duke/waitingtoolong","SoundSlot7",0,0)
		KNUX C 3
		TNT1 A 0 A_GiveInventory("DukeTauntCooldown",5)
		TNT1 A 0 ACS_ExecuteAlways(205)
		KNUX D 3 A_PlayWeaponSound("duke/knuckles")
		KNUX C 3
		KNUX B 3
		KNUX A 3 A_TakeInventory("DukeWaiting",15)
		TNT1 A 0 A_PlayWeaponSound("duke/weaponget")
		KNUX AAAAAAAAAAAAAA 0 A_Lower
		goto Select
	WaitingTaunt2:
		KNUX A 3
		KNUX B 3
	WaitingTaunt3:
		KNUX C 3
		KNUX D 3 A_PlayWeaponSound("duke/knuckles")
		KNUX C 3
		KNUX B 3
		KNUX A 3 A_TakeInventory("DukeWaiting",15)
		TNT1 A 0 A_PlayWeaponSound("duke/weaponget")
		KNUX AAAAAAAAAAAAAA 0 A_Lower
		goto Select
		
  }
}

ACTOR CrossbowFX1Duke : CrossbowFX1
{
DamageType "DukeDamage"
}

ACTOR CrossbowFX3Duke : CrossbowFX3
{
DamageType "DukeDamage"
}

ACTOR Herald 31267
{
  Game Heretic
  spawnid 114
  obituary "%o was splattered by a Herald of Doom."
  health 4000
  radius 40
  height 110
  mass 1000
  speed 15
  painchance 20
  seesound "cyber/sight"
  painsound "cyber/pain"
  deathsound "superdemon/death"
  activesound "cyber/active"
  MONSTER
  +FLOORCLIP
  +NORADIUSDMG
  +DONTMORPH
  +MISSILEMORE
  states
  {
  Spawn:
    SUPR AB 10 A_Look
    loop
See:
TNT1 A 0 A_JumpIfInventory("DukeBossSee",1,"See2")
TNT1 A 0 A_GiveInventory("DukeBossSee",1)
TNT1 A 0 A_GiveToTarget("DukeBossSightTaunt")
See2:
    SUPR A 3 A_Hoof
    SUPR ABBCC 3 A_Chase
    SUPR D 3 A_Hoof
    SUPR D 3
    loop
  Missile:
    SUPR E 0 A_Jump (63, "Missile2")
	SUPR E 0 A_Jump (63, "Missile3")
    SUPR E 6 A_FaceTarget
    SUPR F 9 A_CustomMissile ("PhoenixFX1", 45, -35, 0)
    SUPR E 9 A_FaceTarget
    SUPR F 9 A_CustomMissile ("PhoenixFX1", 45, -35, 0)
    SUPR E 9 A_FaceTarget
    SUPR F 9 A_CustomMissile ("PhoenixFX1", 45, -35, 0)
    goto See
   Missile2:
    SUPR E 6 A_FaceTarget
    SUPR F 9 A_CustomMissile ("SeekerBall", 45, -35, 0)
	Goto See
   Missile3:
    SUPR E 6 A_FaceTarget
    SUPR F 9 A_CustomMissile ("BeastBall", 45, -35, 0)
	SUPR E 1 A_FaceTarget
	SUPR F 2 A_CustomMissile ("BeastBall", 45, -35, 0)
	SUPR E 1 A_FaceTarget
    SUPR F 2 A_CustomMissile ("BeastBall", 45, -35, 0)
	SUPR E 1 A_FaceTarget
	SUPR F 2 A_CustomMissile ("BeastBall", 45, -35, 0)
	SUPR E 1 A_FaceTarget
    SUPR F 2 A_CustomMissile ("BeastBall", 45, -35, 0)
	SUPR E 1 A_FaceTarget
	SUPR F 2 A_CustomMissile ("BeastBall", 45, -35, 0)
	SUPR E 1 A_FaceTarget
    SUPR F 2 A_CustomMissile ("BeastBall", 45, -35, 0)
	SUPR E 1 A_FaceTarget
	SUPR F 2 A_CustomMissile ("BeastBall", 45, -35, 0)
	SUPR E 1 A_FaceTarget
    SUPR F 2 A_CustomMissile ("BeastBall", 45, -35, 0)
	SUPR E 1 A_FaceTarget
	SUPR F 2 A_CustomMissile ("BeastBall", 45, -35, 0)
	SUPR E 1 A_FaceTarget
    SUPR F 2 A_CustomMissile ("BeastBall", 45, -35, 0)
	SUPR E 1 A_FaceTarget
	SUPR F 2 A_CustomMissile ("BeastBall", 45, -35, 0)
	SUPR E 1 A_FaceTarget
    SUPR F 2 A_CustomMissile ("BeastBall", 45, -35, 0)
	SUPR E 1 A_FaceTarget
	SUPR F 2 A_CustomMissile ("BeastBall", 45, -35, 0)
	SUPR E 1 A_FaceTarget
    SUPR F 2 A_CustomMissile ("BeastBall", 45, -35, 0)
	SUPR E 1 A_FaceTarget
	SUPR F 2 A_CustomMissile ("BeastBall", 45, -35, 0)
	SUPR E 1 A_FaceTarget
    SUPR F 2 A_CustomMissile ("BeastBall", 45, -35, 0)
	SUPR E 1 A_FaceTarget
	SUPR F 2 A_CustomMissile ("BeastBall", 45, -35, 0)
	SUPR E 1 A_FaceTarget
    SUPR F 2 A_CustomMissile ("BeastBall", 45, -35, 0)
	SUPR E 1 A_FaceTarget
	SUPR F 2 A_CustomMissile ("BeastBall", 45, -35, 0)
	SUPR E 1 A_FaceTarget
    SUPR F 2 A_CustomMissile ("BeastBall", 45, -35, 0)
	SUPR E 1 A_FaceTarget
	SUPR F 2 A_CustomMissile ("BeastBall", 45, -35, 0)
	SUPR E 1 A_FaceTarget
    SUPR F 2 A_CustomMissile ("BeastBall", 45, -35, 0)
	SUPR E 1 A_FaceTarget
	SUPR F 2 A_CustomMissile ("BeastBall", 45, -35, 0)
	SUPR E 1 A_FaceTarget
    SUPR F 2 A_CustomMissile ("BeastBall", 45, -35, 0)
	SUPR E 1 A_FaceTarget
	SUPR F 2 A_CustomMissile ("BeastBall", 45, -35, 0)
	SUPR E 1 A_FaceTarget
    SUPR F 2 A_CustomMissile ("BeastBall", 45, -35, 0)
	SUPR E 1 A_FaceTarget
	SUPR F 2 A_CustomMissile ("BeastBall", 45, -35, 0)
	SUPR E 1 A_FaceTarget
    SUPR F 2 A_CustomMissile ("BeastBall", 45, -35, 0)
	SUPR E 1 A_FaceTarget
	SUPR F 2 A_CustomMissile ("BeastBall", 45, -35, 0)
	SUPR E 1 A_FaceTarget
    SUPR F 2 A_CustomMissile ("BeastBall", 45, -35, 0)
	SUPR E 1 A_FaceTarget
	SUPR F 2 A_CustomMissile ("BeastBall", 45, -35, 0)
	SUPR E 1 A_FaceTarget
    SUPR F 2 A_CustomMissile ("BeastBall", 45, -35, 0)
	SUPR E 1 A_FaceTarget
	SUPR F 2 A_CustomMissile ("BeastBall", 45, -35, 0)
	SUPR E 1 A_FaceTarget
    SUPR F 2 A_CustomMissile ("BeastBall", 45, -35, 0)
	SUPR E 1 A_FaceTarget	
   goto See
  Pain:
    SUPR G 10 A_Pain
    goto See
Death.DukeDamage:
Death.MightyBoot:
Death.DukeExplosive:
	TNT1 A 0 A_GiveToTarget("DukeBossKillTaunt",1)
   Death:
     TNT1 A 0 A_GiveToTarget("KillCount",1)
    SUPR H 3 A_PlaySound ("superdemon/snarl")
    SUPR H 3 A_CustomMissile("Blood",0,0,random(-80,-100),2,random(45,80))
    SUPR I 3 A_Scream
    SUPR I 3 A_CustomMissile("Blood",0,0,random(-80,-100),2,random(45,80))
    SUPR J 2 A_CustomMissile ("SuperDemonArm", 54, -50, -50)
    SUPR KL 4 A_CustomMissile("Blood",0,0,random(-80,-100),2,random(45,80))
    SUPR M 6 A_PlaySound ("superdemon/crash")
    SUPR N 6 A_CustomMissile("Blood",0,0,random(-80,-100),2,random(45,80))
    SUPR O 6 A_NoBlocking
    SUPR O -1 A_BossDeath
  Death.DukeIce:
	TNT1 A 0 A_GiveToTarget("DukeBossKillTaunt",1)
  Ice:
  Death.HexenIce:
  Death.Ice:
     TNT1 A 0 A_GiveToTarget("KillCount",1)
	TNT1 A 0 A_NoBlocking
    SUPR G 0 A_PlaySoundEx("freeze/cyberdemon","soundslot6",0,0)
	SUPR G 0 A_GenericFreezeDeath
	SUPR G 0 A_UnsetShootable
    SUPR G 140 A_UnsetSolid
    SUPR G 0 A_PlaySoundEx("freeze/break","soundslot6",0,0)
	SUPR GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 0 A_SpawnItemEx("IceChunk2",random(-1,1),random(-1,1),random(16,96),random(-2,2),random(-2,2),random(5,15))//A_SpawnDebris("IceChunk2")
    SUPR G 0 A_IceGuyDie
    SUPR G 1 A_IceGuyDie
	TNT1 A -1 A_BossDeath
	stop
Death.ZorchPistol:
  Death.Zorch:
     TNT1 A 0 A_GiveToTarget("KillCount",1)
	SUPR G 0 A_Stop
	TNT1 A 0 A_ChangeFlag("DONTGIB",1)
	TNT1 A 0 A_PlaySoundEx("chex/zorchhuge","soundslot5",0,0)
	SUPR G 8 A_SpawnItem("ZorchEffectHuge")
    SUPR G 8 A_SetTranslucent(0.9,0)
	SUPR G 0 A_PlaySoundEx("chex/cyberzorch","soundslot6",0,2)
    SUPR G 8 A_SetTranslucent(0.8,0)
    SUPR G 0 A_NoBlocking
    SUPR G 8 A_SetTranslucent(0.7,0)
    SUPR G 8 A_SetTranslucent(0.6,0)
    SUPR G 8 A_SetTranslucent(0.5,0)
    SUPR G 8 A_SetTranslucent(0.4,0)
    SUPR G 8 A_SetTranslucent(0.3,0)
    SUPR G 8 A_SetTranslucent(0.2,0)
    SUPR G 8 A_SetTranslucent(0.1,0)
	TNT1 A 1 A_SetTranslucent(1,0)
    TNT1 A -1 A_BossDeath
    stop
  }
}