Actor RainbowTerminator
{
//Creator: Nemesiscaptain(uwu)and Makarov
//Origin: Infinity Gods
//Sprite: RBTR
//Title: "RainbowTerminator"
Monster
Health 17000 
Radius 28 
Height 86 
Mass 0x7FFFFFFF
Speed 40
Scale 1.4
+NOTIMEFREEZE
+DONTHARMSPECIES
+MISSILEMORE
+FLOORCLIP
+NOTARGET
+FireResist
+NORADIUSDMG
+NOICEDEATH
+BOSS
+MISSILEEVENMORE
+CANTSEEK
+NOFEAR
+DONTSPLASH
+LOOKALLAROUND
+NOEXTREMEDEATH
+BOSSDEATH
+NOTELEFRAG
+DONTGIB
+DONTMORPH
+QUICKTORETALIATE
+NoDropOff
+nofear
+LookAllAround
+BOSS
+NOFEAR
+BOSSDEATH
+NOICEDEATH
+DONTRIP
+NORADIUSDMG
+DONTMORPH
+TELESTOMP
+NOTELEFRAG
+NOTARGET
-NOINFIGHTING
+ALWAYSFAST
+NOBLOOD
+FLOORCLIP
+NEVERRESPAWN
+SEEINVISIBLE
+MISSILEMORE
+QUICKTORETALIATE
+DONTHARMSPECIES
+NOTIMEFREEZE
Species "Cybers"
Damagefactor 0.24
DamageFactor "Ice", 0.00
Damagefactor "Divine", 0.00
DamageFactor "Explosion", 0.00
DamageFactor "Crush", 0.00
DamageFactor "Acid", 0.00
DamageFactor "Fire", 0.00
DamageFactor "Poison", 0.00
DamageFactor "PoisonCloud", 0.00
DamageFactor "PyroShot", 0.00
DamageFactor "PlayerPyro", 0.00
DamageFactor "NuclearFire", 0.00
DamageFactor "BFG9500Ball", 0.00
DamageFactor "BFGSplash", 0.00
DamageFactor "UpBFG9500Ball", 0.00
DamageFactor "UpBFGSplash", 0.00
DamageFactor "PDTBFG", 0.00
DamageFactor "PDTBFGTracer", 0.00
DamageFactor "PlayerDevBall", 0.00
DamageFactor "PlayerDevBall2", 0.00
DamageFactor "PlayerDevTracer", 0.00
DamageFactor "PlayerDBFG10K2", 0.00
DamageFactor "PlayerDBFGSplash2", 0.00
DamageFactor "Player", 0.00
DamageFactor "PlayerHellfire", 0.00
DamageFactor "SuperWeapon", 0.00
DamageFactor "PlayerDTRG", 0.00
DamageFactor "DTRailgun", 0.00
DamageFactor "PDTPuff", 0.00
DamageFactor "RailG", 0.00
DamageFactor "PyroShot", 0.00
DamageFactor "PlayerPyro", 0.00
DamageFactor "PlayerBHole", 0.00
DamageFactor "PlayerDBFG", 0.00
DamageFactor "PlayerDBFG2", 0.00
DamageFactor "Legendary", 0.00
DamageFactor "Legendary1", 0.00
DamageFactor "LegendaryPlayer", 0.20
DamageFactor "LegendaryGuru", 0.20
DamageFactor "LegendaryGuruPlayer", 0.20
DamageFactor "PlayerNemesisPlasma", 0.20
DamageFactor "Cursed", 0.50
DamageFactor "Hackroid", 0.50
DamageFactor "TrueLegendaryDamage", 0.20
DamageFactor "TrueLegendaryPlayer", 0.20
//No Infighting
DamageFactor "UltimateLegendary", 0.0
DamageFactor "LegendaryZombie", 0.0
DamageFactor "LACGrenade", 0.0
DamageFactor "LSSGGrenade", 0.0
DamageFactor "ZExplosiveBullets", 0.0
DamageFactor "MiniRocket", 0.0
DamageFactor "ZombieDev", 0.0
DamageFactor "SoapOpera", 0.0
DamageFactor "HTZombie", 0.0
DamageFactor "ZGrenade", 0.0
DamageFactor "ZombieCannon", 0.0
DamageFactor "GeneralTracer", 0.0
DamageFactor "BloodSkull", 0.0
DamageFactor "BloodElemental", 0.0
DamageFactor "Broat", 0.0
DamageFactor "SatanGuard", 0.0
DamageFactor "CurseComet", 0.0
DamageFactor "HelementalComet", 0.0
DamageFactor "DementedTerminator", 0.0
DamageFactor "Terminator", 0.0
DamageFactor "Cyber10K", 0.0
DamageFactor "UBDTR", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "Commander", 0.0
DamageFactor "CerChainguns", 0.0	
DamageFactor "CerEnergyBall", 0.0
DamageFactor "Hell", 0.0
DamageFactor "HFCyber", 0.0
DamageFactor "DBFG2", 0.0
DamageFactor "DBFG10K2", 0.0
DamageFactor "DBFGSplash2", 0.0
// Drops
DropItem "BossLifeEssence" 256 25
DropItem "BossArmorBonusMax" 256 1
DropItem "GreaterDemonicEnergy" 128 200
DropItem "DemonicChalice" 128
DropItem "SkullOfPower" 128
DropItem "FreezerBFG" 256
DropItem "Freezer Rifle" 256
DropItem "LegendaryUltrasphere" 64
DropItem "LegendaryRune" 64
DropItem "D-BFG" 256
Dropitem "GreaterCorruptedEnergy" 256 32
Dropitem "GreaterCorruptedEnergy" 128 24
Dropitem "CorruptedEnergy" 256 10
Dropitem "CorruptedEnergy" 256 10
Dropitem "CorruptedEnergy" 256 10
Bloodcolor "Blue"
Obituary "%o was vaporized by Rainbow Terminator's full-spectrum arsenal."
Tag "\c[n1]R\c[n2]A\c[n3]I\c[n4]N\c[n5]B\c[n6]O\c[n7]W\c- \c[v2]Terminator\c-"
var int user_amount;
var int user_music;
var int user_tier;
var int user_missile;
States
	{
  Spawn:
  	TNT1 A 0 A_SpawnItem("RainbowZombieLineSpawner",0,0,0,0)
	RBTR A 4 A_Look
	Loop
  Idle:
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_ChangeFlag("NODAMAGE",0)
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_SpawnItem("RainbowZombieLineSpawner",0,0,0,0)
	RBTR AA 3 A_Wander
	TNT1 A 0 A_Look
	TNT1 A 0 A_SpawnItem("RainbowZombieLineSpawner",0,0,0,0)
	RBTR BB 3 A_Wander
	TNT1 A 0 A_Look
	TNT1 A 0 A_SpawnItem("RainbowZombieLineSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	RBTR CC 3 A_Wander
	TNT1 A 0 A_Look
	TNT1 A 0 A_SpawnItem("RainbowZombieLineSpawner",0,0,0,0)
	RBTR DD 3 A_Wander
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	TNT1 A 0 A_Look
	TNT1 A 0 A_Jump(52,"Teleport")
	Loop
  See:
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_ChangeFlag("NODAMAGE",0)
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,1812)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_Jump(100,"Rush")
	TNT1 A 0 A_SpawnItem("RainbowZombieLineSpawner",0,0,0,0)
	RBTR AA 3 A_Chase
	TNT1 A 0 A_SpawnItem("RainbowZombieLineSpawner",0,0,0,0)
	RBTR BB 3 A_Chase
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	TNT1 A 0 A_SpawnItem("RainbowZombieLineSpawner",0,0,0,0)
	RBTR CC 3 A_Chase
	TNT1 A 0 A_SpawnItem("RainbowZombieLineSpawner",0,0,0,0)
	RBTR DD 3 A_Chase
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	TNT1 A 0 A_Jump(52,"Teleport")
	Loop
  Rush:
	RBTR A 0 A_PlaySound("Terminator/terstepA")
	RBTR AA 0 A_Chase
	
	RBTR A 2 A_SpawnItemEx("RainbowTerminatorGhost",0,0,0,0,0,0,0,128)
	RBTR AA 0 A_Chase
	
	RBTR A 2 A_SpawnItemEx("RainbowTerminatorGhost",0,0,0,0,0,0,0,128)
	RBTR AA 0 A_Chase
	
	RBTR B 2 A_SpawnItemEx("RainbowTerminatorGhost",0,0,0,0,0,0,0,128)
	RBTR AA 0 A_Chase
	
	RBTR B 2 A_SpawnItemEx("RainbowTerminatorGhost",0,0,0,0,0,0,0,128)     
	RBTR A 0 A_PlaySound("Terminator/terstepA")
	RBTR AA 0 A_Chase
	
	RBTR C 2 A_SpawnItemEx("RainbowTerminatorGhost",0,0,0,0,0,0,0,128)
	RBTR AA 0 A_Chase
	
	RBTR C 2 A_SpawnItemEx("RainbowTerminatorGhost",0,0,0,0,0,0,0,128)
	RBTR AA 0 A_Chase
	
	RBTR D 2 A_SpawnItemEx("RainbowTerminatorGhost",0,0,0,0,0,0,0,128)
	RBTR AA 0 A_Chase
	
	RBTR D 2 A_SpawnItemEx("RainbowTerminatorGhost",0,0,0,0,0,0,0,128)     
	TNT1 A 0 A_Jump(38,"Teleport")
	TNT1 A 0 A_Jump(75,"See")   
    Loop
  Teleport:
	RBTR E 1 A_UnSetShootable
	TNT1 AAAAAA 0 A_SpawnItem("RainbowZombieLineSpawner")
	RBTR EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	RBTR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
	RBTR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
	RBTR E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 AAAAAA 0 A_SpawnItem("RainbowZombieLineSpawner")
	RBTR EEEEEEEEEEE 1 A_FadeIn(0.1)
	RBTR E 1 A_SetShootable
	Goto See
 Missile:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("FRIENDLY",0)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_Jump(156,2)
	TNT1 A 0 A_JumpIfTargetInLOS("UberHexaExplosiveShotgun",90,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,600,0)
	TNT1 A 0 A_Jump(156,"Railgun","BFG10K","BFG15K","RainbowStar","UberHexaExplosiveShotgun")
	TNT1 A 0 A_Jump(108,"RainbowRockets","DTDevastator")
  Normal:
	TNT1 A 0 A_JumpIfCloser(1500,1)
	Goto Railgun
	RBTR G 1 A_FaceTarget
	TNT1 A 0 A_PlaySound("sentient/fire")
	RBTR H 0 A_CustomMissile("RainbowTermExplosiveTracer1",50,20,Random(-4,4))
	RBTR I 1 A_FaceTarget
	TNT1 A 0 A_PlaySound("sentient/fire")
	RBTR H 0 A_CustomMissile("RainbowTermExplosiveTracer2",50,20,Random(-4,4))
	RBTR I 1 A_FaceTarget
	TNT1 A 0 A_PlaySound("sentient/fire")
	RBTR H 0 A_CustomMissile("RainbowTermExplosiveTracer3",50,20,Random(-4,4))
	RBTR I 1 A_FaceTarget
	TNT1 A 0 A_PlaySound("sentient/fire")
	RBTR H 0 A_CustomMissile("RainbowTermExplosiveTracer4",50,20,Random(-4,4))
	RBTR I 1 A_FaceTarget
	TNT1 A 0 A_PlaySound("sentient/fire")
	RBTR H 0 A_CustomMissile("RainbowTermExplosiveTracer5",50,20,Random(-4,4))
	RBTR I 1 A_FaceTarget
	TNT1 A 0 A_PlaySound("sentient/fire")
	RBTR H 0 A_CustomMissile("RainbowTermExplosiveTracer6",50,20,Random(-4,4))
	RBTR I 1 A_FaceTarget
	TNT1 A 0 A_PlaySound("sentient/fire")
	RBTR H 0 A_CustomMissile("RainbowTermExplosiveTracer7",50,20,Random(-4,4))
	RBTR I 1 A_FaceTarget
	TNT1 A 0 A_PlaySound("sentient/fire")
	RBTR H 0 A_CustomMissile("RainbowTermExplosiveTracer8",50,20,Random(-4,4))
	TNT1 A 0 A_Jump(12,"See","Missile")
	TNT1 A 0 A_SpidRefire
	Loop
  UberHexaExplosiveShotgun:
	RBTR G 5 A_FaceTarget
	RBTR EEEEEE 0 A_SpawnItemEx("CorruptShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
	TNT1 A 0 A_PlaySound("Weapons/pulasshotgun/fire",7)
	TNT1 AAAAAAAAAAAA 0 Bright A_CustomMissile("PulsePlasmaBallEnemy",50,-20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	RBTR I 5 Bright A_CustomBulletAttack(22.5,18.3,30,Random(1,5)*6,"TerminatorPuff")
	TNT1 A 0 A_StopSoundEx("Weapon")
	RBTR G 5 A_FaceTarget
	RBTR EEEEEE 0 A_SpawnItemEx("CorruptShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
	TNT1 A 0 A_PlaySound("Weapons/pulasshotgun/fire",7)
	TNT1 AAAAAAAAAAAA 0 Bright A_CustomMissile("PulsePlasmaBallEnemy",50,-20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	RBTR I 5 Bright A_CustomBulletAttack(22.5,18.3,30,Random(1,5)*6,"TerminatorPuff")
	TNT1 A 0 A_StopSoundEx("Weapon")
	RBTR G 5 A_FaceTarget
	RBTR EEEEEE 0 A_SpawnItemEx("CorruptShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
	TNT1 A 0 A_PlaySound("Weapons/pulasshotgun/fire",7)
	TNT1 AAAAAAAAAAAA 0 Bright A_CustomMissile("PulsePlasmaBallEnemy",50,-20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	RBTR I 5 Bright A_CustomBulletAttack(22.5,18.3,30,Random(1,5)*6,"TerminatorPuff")
	TNT1 A 0 A_StopSoundEx("Weapon")
	RBTR G 5 A_FaceTarget
	RBTR EEEEEE 0 A_SpawnItemEx("CorruptShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
	TNT1 A 0 A_PlaySound("Weapons/pulasshotgun/fire",7)
	TNT1 AAAAAAAAAAAA 0 Bright A_CustomMissile("PulsePlasmaBallEnemy",50,-20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	RBTR I 5 Bright A_CustomBulletAttack(22.5,18.3,30,Random(1,5)*6,"TerminatorPuff")
	TNT1 A 0 A_StopSoundEx("Weapon")
	Goto See 
  Railgun:
	TNT1 A 0 A_PlaySound("weapons/rgcharge")
	TNT1 A 0 A_Changeflag(REFLECTIVE,1)
	RBTR GGGG 10 A_FaceTarget
	RBTR K 1 Bright A_FaceTarget
	RBTR G 2 Bright A_CustomMissile("TrueLegendaryCyberRail",60,28,random(-4,2))
	RBTR K 1 Bright A_FaceTarget
	RBTR G 2 Bright A_CustomMissile("TrueLegendaryCyberRail",60,-28,random(-2,4))
	RBTR K 1 Bright A_FaceTarget
	RBTR G 2 Bright A_CustomMissile("BlueAnniRail",60,28,random(-4,2))
	RBTR K 1 Bright A_FaceTarget
	RBTR G 2 Bright A_CustomMissile("BlueAnniRail",60,-28,random(-2,4))
	RBTR K 1 Bright A_FaceTarget
	RBTR G 2 Bright A_CustomMissile("DarkCyberRail",60,28,random(-4,2))
	RBTR K 1 Bright A_FaceTarget
	RBTR G 2 Bright A_CustomMissile("DarkCyberRail",60,-28,random(-2,4))
	RBTR K 1 Bright A_FaceTarget
	RBTR G 2 Bright A_CustomMissile("LegendaryCyberRail",60,28,random(-4,2))
	RBTR K 1 Bright A_FaceTarget
	RBTR G 2 Bright A_CustomMissile("LegendaryCyberRail",60,-28,random(-2,4))
	RBTR K 1 Bright A_FaceTarget
	RBTR G 2 Bright A_CustomMissile("ELegCYBRailgunProj",60,28,random(-4,2))
	RBTR K 1 Bright A_FaceTarget
	RBTR G 2 Bright A_CustomMissile("ELegCYBRailgunProj",60,-28,random(-2,4))
	RBTR K 1 Bright A_FaceTarget
	RBTR G 2 Bright A_CustomMissile("PhaseCyberRail",60,28,random(-4,2))
	RBTR K 1 Bright A_FaceTarget
	RBTR G 2 Bright A_CustomMissile("PhaseCyberRail",60,-28,random(-2,4))
	TNT1 A 0 A_Jump(12,"See","Missile")
	TNT1 A 0 A_SpidRefire
	Loop
  RailgunEnd:
	RBTR G 15 Bright
	TNT1 A 0 A_Changeflag(REFLECTIVE,0)
	TNT1 A 0 A_Jump(128,"BFG10K","BFG15K","RainbowStar")
	Goto See		
  BFG10K:
	TNT1 A 0 A_Changeflag(REFLECTIVE,1)
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	RB3M AAAAAA 6 A_FaceTarget
	RB3M D 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	RB3M E 1 Bright A_CustomMissile("RainbowTerm10k1",55,26,random(-5,5))
	RB3M D 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	RB3M E 1 Bright A_CustomMissile("RainbowTerm10k1",55,-26,random(-5,5))
	RB3M D 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	RB3M E 1 Bright A_CustomMissile("RainbowTerm10k2",55,26,random(-5,5))
	RB3M D 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	RB3M E 1 Bright A_CustomMissile("RainbowTerm10k2",55,-26,random(-5,5))
	RB3M D 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	RB3M E 1 Bright A_CustomMissile("RainbowTerm10k3",55,26,random(-5,5))
	RB3M D 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	RB3M E 1 Bright A_CustomMissile("RainbowTerm10k3",55,-26,random(-5,5))
	RB3M D 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	RB3M E 1 Bright A_CustomMissile("RainbowTerm10k4",55,26,random(-5,5))
	RB3M D 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	RB3M E 1 Bright A_CustomMissile("RainbowTerm10k4",55,-26,random(-5,5))
	RB3M D 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	RB3M E 1 Bright A_CustomMissile("RainbowTerm10k5",55,26,random(-5,5))
	RB3M D 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	RB3M E 1 Bright A_CustomMissile("RainbowTerm10k5",55,-26,random(-5,5))
	RB3M D 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	RB3M E 1 Bright A_CustomMissile("RainbowTerm10k6",55,26,random(-5,5))
	RB3M D 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	RB3M E 1 Bright A_CustomMissile("RainbowTerm10k6",55,-26,random(-5,5))
	RB3M D 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	RB3M E 1 Bright A_CustomMissile("RainbowTerm10k7",55,26,random(-5,5))
	RB3M D 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	RB3M E 1 Bright A_CustomMissile("RainbowTerm10k7",55,-26,random(-5,5))
	RB3M D 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	RB3M E 1 Bright A_CustomMissile("RainbowTerm10k8",55,26,random(-5,5))
	RB3M D 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	RB3M E 1 Bright A_CustomMissile("RainbowTerm10k8",55,-26,random(-5,5))
	TNT1 A 0 A_Jump(12,"See","Missile")
	TNT1 A 0 A_SpidRefire
	Loop
  BFG10KEnd:
	RB3M A 3 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	RB3M AAAAA 3 A_FaceTarget		
	RB3M A 4 A_FaceTarget
	TNT1 A 0 A_Changeflag(REFLECTIVE,0)
	TNT1 A 0 A_Jump(96,"RainbowStar","DTDevastator")
	Goto See
  BFG15K:
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	RB3M AAAAAAAAAAAA 2 A_FaceTarget
	RB3M D 1 Bright A_CustomMissile("TLegendaryCyberBFG15KBall",48,15,random(-4,4))
	RB3M E 1 Bright A_CustomMissile("FreezedCyber15K",48,15,random(-4,4))
	RB3M D 1 Bright A_CustomMissile("DarkCyber15K",48,15,random(-4,4))
	RB3M E 1 Bright A_CustomMissile("LegendaryCyberBFG15KBall",48,15,random(-8,8))
	RB3M D 1 Bright A_CustomMissile("ELC15KBall",48,15,random(-8,8))
	RB3M E 1 Bright A_CustomMissile("PhaseCyber15KBall",48,15,random(-8,8))
	RB3M A 0 A_FaceTarget
	RB3M D 1 Bright A_CustomMissile("TLegendaryCyberBFG15KBall",48,15,random(-4,4))
	RB3M E 1 Bright A_CustomMissile("FreezedCyber15K",48,15,random(-4,4))
	RB3M D 1 Bright A_CustomMissile("DarkCyber15K",48,15,random(-4,4))
	RB3M E 1 Bright A_CustomMissile("LegendaryCyberBFG15KBall",48,15,random(-8,8))
	RB3M D 1 Bright A_CustomMissile("ELC15KBall",48,15,random(-8,8))
	RB3M E 1 Bright A_CustomMissile("PhaseCyber15KBall",48,15,random(-8,8))
	RB3M A 4 A_FaceTarget   
	TNT1 A 0 A_Jump(128,"BFG15K","RainbowStar","DTDevastator")
	Goto See
	DTDevastator:
	TNT1 A 0 A_PlaySound("monster/termsit2",2)
    TNT1 A 0 A_SetInvulnerable
	RBTR E 0 A_Facetarget
	TNT1 A 0 A_SetUserVar("user_missile", 0)
	TNT1 A 0 Bright A_SpawnItemEx("RainbowZombieLineSpawner")
	RBTR E 0 Bright A_PlaySound ("devastator/charge")
  DevCharge:
	TNT1 A 0 A_JumpIf(user_missile > 60,"DevFire")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	RBTR E 2 A_Facetarget
	TNT1 A 0 Bright A_SpawnItemEx("RainbowZombieLineSpawner")
	Loop
  DevFire:
	RBTR F 0 A_PlaySound ("devastator/fire")
	RBTR G 1 Bright A_CustomMissile("EnragedCyberDevastatorBall",50,20,random(7,-7))
	RBTR G 1 Bright A_CustomMissile("LegCybDevastatorBall",50,20,random(7,-7))
	RBTR G 1 Bright A_CustomMissile("TrueLegCybDevastatorBall",50,20,random(7,-7))
	RBTR G 1 Bright A_CustomMissile("CommanderDevastatorBall",50,20,random(7,-7))
	RBTR E 10
	TNT1 A 0 A_UnSetInvulnerable
	goto See
  RainbowRockets:
	RBTR EEEEEEEE 1 A_FaceTarget(45)
    TNT1 A 0 A_CustomMissile("EnragedRocket",56,26,0)
    RBTR F 6 Bright A_CustomMissile("EnragedRocket",56,-26,0)
	RBTR E 6 A_FaceTarget
    TNT1 A 0 A_CustomMissile("LegendaryRocket",56,26,0)
    RBTR F 6 Bright A_CustomMissile("LegendaryRocket",56,-26,0)
	RBTR E 6 A_FaceTarget
    TNT1 A 0 A_CustomMissile("DarkCyberRocket",56,26,0)
    RBTR F 6 Bright A_CustomMissile("DarkCyberRocket",56,-26,0)
	RBTR E 6 A_FaceTarget
    TNT1 A 0 A_CustomMissile("BlueCardinalRocket",56,26,0)
    RBTR F 6 Bright A_CustomMissile("BlueCardinalRocket",56,-26,0)
	RBTR E 6 A_FaceTarget
    TNT1 A 0 A_CustomMissile("FreezedCyberHomer",56,26,0)
    RBTR F 6 Bright A_CustomMissile("FreezedCyberHomer",56,-26,0)
	RBTR E 6 A_FaceTarget
    TNT1 A 0 A_CustomMissile("PhaseCyberRocket",56,26,0)
    RBTR F 6 Bright A_CustomMissile("PhaseCyberRocket",56,-26,0)
	RBTR E 6 A_FaceTarget
    TNT1 A 0 A_CustomMissile("NemesisRocket",56,26,0)
    RBTR F 6 Bright A_CustomMissile("NemesisRocket",56,-26,0)
    RBTR E 6 A_FaceTarget
	TNT1 A 0 A_Jump(128,"Railgun","BFG15K","BFG10K")
	TNT1 A 0
    Goto See
	RainbowStar:
	TNT1 A 0 A_PlaySound("monster/termsit2",2)
    TNT1 A 0 A_SetInvulnerable
	RBTR J 0 A_FaceTarget
	RBTR JJJJ 2 Bright A_SpawnItemEx("BlueCardLineSpawner")
	RBTR J 0 A_FaceTarget
	RBTR JJJJ 2 Bright A_SpawnItemEx("BlueCardLineSpawner")
	TNT1 A 0 A_PlayWeaponSound("star/load1")
	RBTR J 0 A_FaceTarget
	RBTR JJJJ 2 Bright A_SpawnItemEx("BlueCardLineSpawner")
	RBTR J 0 A_FaceTarget
	RBTR JJJJ 2 Bright A_SpawnItemEx("BlueCardLineSpawner")
	TNT1 A 0 A_PlayWeaponSound("star/load2")
	RBTR J 0 A_FaceTarget
	RBTR JJJJ 2 Bright A_SpawnItemEx("BlueCardLineSpawner")
	RBTR J 0 A_FaceTarget
	RBTR JJJJ 2 Bright A_SpawnItemEx("BlueCardLineSpawner") 
	RBTR J 0 A_FaceTarget
	RBTR JJJJ 2 Bright A_SpawnItemEx("BlueCardLineSpawner")
	RBTR J 0 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/load3")
	RBTR JJJJ 2 Bright A_SpawnItemEx("BlueCardLineSpawner")
	RBTR J 0 A_FaceTarget
	RBTR JJJJ 2 Bright A_SpawnItemEx("BlueCardLineSpawner")  		
	TNT1 A 0 A_UnSetInvulnerable
	RBTR J 0 A_FaceTarget
	RBTR J 0 A_PlayWeaponSound("star/fire")
	RBTR K 4 Bright A_CustomMissile("RainbowTerminatorStar",55,20,random(-10,10))
	RBTR J 6 A_FaceTarget
	RBTR J 0 A_PlayWeaponSound("star/fire")
	RBTR K 4 Bright A_CustomMissile("RainbowTerminatorStar",55,-20,random(-10,10))
	RBTR J 0 A_FaceTarget
	RBTR J 0 A_PlayWeaponSound("star/fire")
	RBTR K 4 Bright A_CustomMissile("RainbowTerminatorStar",55,20,random(-10,10))
	RBTR J 6 A_FaceTarget
	RBTR J 0 A_PlayWeaponSound("star/fire")
	RBTR K 4 Bright A_CustomMissile("RainbowTerminatorStar",55,-20,random(-10,10))
	RBTR J 0 A_FaceTarget
	RBTR J 0 A_PlayWeaponSound("star/fire")
	RBTR K 4 Bright A_CustomMissile("RainbowTerminatorStar",55,20,random(-10,10))
	RBTR J 6 A_FaceTarget
	RBTR J 0 A_PlayWeaponSound("star/fire")
	RBTR K 4 Bright A_CustomMissile("RainbowTerminatorStar",55,-20,random(-10,10))
	RBTR J 0 A_FaceTarget
	RBTR J 0 A_PlayWeaponSound("star/fire")
	RBTR K 4 Bright A_CustomMissile("RainbowTerminatorStar",55,20,random(-10,10))
	RBTR J 6 A_FaceTarget
	RBTR J 0 A_PlayWeaponSound("star/fire")
	RBTR K 4 Bright A_CustomMissile("RainbowTerminatorStar",55,-20,random(-10,10))
	RBTR J 6 A_FaceTarget
	Goto See
	Pain:	
	
	RBTR L 3 	
	RBTR L 3 A_Pain
	Goto See
  Pain.Legendary:
  Pain.LegendaryPlayer:
  Pain.LegendaryGuruPlayer:
	RBTR L 3 	
	RBTR L 3 A_Pain
	TNT1 A 0 A_Jump(128,"Missile")
    TNT1 A 0 A_Jump(200,"Teleport")	
	Goto Summon
  Death:
	RBTR M 10 A_Scream
	RBTR M 10 A_NoBlocking
	TNT1 AA 0 A_SpawnItemEx("BlueGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 AAA 0 A_CustomMissile("BigBlueBloodCloud1", random(10,80), 0, random(0,360), 2, random(0,360))
	RBTR NNNOOO 5 A_CustomMissile("KaboomCyan", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("BlueGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 AAA 0 A_CustomMissile("BigBlueBloodCloud1", random(10,80), 0, random(0,360), 2, random(0,360))
	RBTR PPPQQQ 2 A_CustomMissile("KaboomCyan", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("BlueGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 AAA 0 A_CustomMissile("BigBlueBloodCloud1", random(10,80), 0, random(0,360), 2, random(0,360))
	RBTR SSSTTT 2 A_CustomMissile("KaboomCyan", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("BlueGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 AAA 0 A_CustomMissile("BigBlueBloodCloud1", random(10,80), 0, random(0,360), 2, random(0,360))
	RBTR UUUVVV 2 A_CustomMissile("KaboomCyan", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	TNT1 AAAA 0 A_SpawnItemEx("BlueGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 AAAAAA 0 A_CustomMissile("BigBlueBloodCloud1", random(10,80), 0, random(0,360), 2, random(0,360))
	TNT1 AAAAAAAA 0 A_CustomMissile("SmokeFX3", Random(20,80), 0, random(0,360), 2, random(0,360))	
	RBTR W 4 
	RBTR "X" 6 A_Fall
	RBTR "Y" 6
	TNT1 A 0 A_PlaySound("terminator/terstepa")
	RBTR "Z" 6 
	RBTR "[" -1 A_KillMaster
	Stop
	}
}

Actor INFRainbowTerminator : RainbowTerminator
{
Tag "\c[n1]R\c[n2]A\c[n3]I\c[n4]N\c[n5]B\c[n6]O\c[n7]W\c- \c[v2]Terminator\c-"
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("SimpleProgSys") == 0,2)
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("RuneTier3SpawnCheck") == 2,1)
	Goto Remove
  Idle:
	TNT1 A 0 A_SpawnItem("RainbowZombieLineSpawner",0,0,0,0)
	RBTR A 4 A_Look
	Loop
  Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("Cyberdemon",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
	}
}

Actor RainbowTerminatorStar
{
    Radius 12
    Height 12
    Speed 28
    Damage 300
    Scale 3.2
	Damagetype "Cyber10K"
    DeathType "Ice"
    PROJECTILE
    RENDERSTYLE ADD
	+SEEKERMISSILE
    +EXTREMEDEATH
    +SPAWNSOUNDSOURCE
    +DONTREFLECT
    +PIERCEARMOR
    +FOILINVUL
    +FORCERADIUSDMG
    Species "Cybers"
    +BRIGHT
    ALPHA 0.8
    DeathSound "star/explode"
    Obituary "%o was liquidated by the Terminator !"
    States
    {
    Spawn:
        RBST ABCD 2 Bright A_CustomMissile("RainbowTerminatorStarFX",0,0,0,0)
        Loop
    Death:
	    TNT1 A 0 A_Explode(192,384,0)
	    TNT1 A 0 Radius_Quake(15,20,0,20,0)
	    TNT1 A 0 A_Spawnitemex("HackroidBFG9500Ball2")
        TNT1 A 0 A_spawnitemex("DTBFGLightningRed")
		RBST E 3 Bright A_BFGSpray("HackroidBFGBallExtra",100,20)
        RBST FGHIJKLMNO 3 Bright
        Stop
    }
}
ACTOR RainbowTerminatorStarFX
{   
   Radius 2
   Height 2
   Speed 0
   PROJECTILE
   RENDERSTYLE ADD
   +CLIENTSIDEONLY
   Scale 2.0
   ALPHA 0.67
   States
   {
   Spawn:
	  TNT1 A 1
      RB4R PQ 3 Bright A_FadeOut(0.1)
      Loop
   }
}	
//Orange
ACTOR RainbowTermExplosiveTracer1 : FastProjectile
{
  Height 1
  Radius 1
  Speed 250
  Scale 0.2 //0.8
  Damage 0
  RenderStyle Add
  Alpha 0.85
  DeathSound "sentient/chaingunex"
  DamageType "Cyber10K"
  Species "Cyber"
  Decal DoomImpScorch
  +FORCERADIUSDMG
  +RANDOMIZE
  +FORCEXYBILLBOARD
  +NOTIMEFREEZE
  States
  {
  Spawn:
	CLBA E 1 Bright
    Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_SetScale(0.8)
	TNT1 A 0 A_SetTranslucent(0.75,1)
	TNT1 A 0 A_SpawnItem("SentientExplosiveEffect")
    MISL B 4 Bright A_Explode(Random(3,6)*5,72)
    MISL CD 3 Bright
    Stop
    }
}

//Yellow
ACTOR RainbowTermExplosiveTracer2 : RainbowTermExplosiveTracer1
{
  States
  {
  Spawn:
	CLBA F 1 Bright
    Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_SetScale(0.8)
	TNT1 A 0 A_SetTranslucent(0.75,1)
	TNT1 A 0 A_SpawnItem("LegSentientExplosiveEffect")
    LISL B 4 Bright A_Explode(Random(6,9)*5,72)
    LISL CD 3 Bright
    Stop
    }
}

//Green
ACTOR RainbowTermExplosiveTracer3 : RainbowTermExplosiveTracer1
{
  States
  {
  Spawn:
	CLBA H 1 Bright
	Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_SetScale(0.8)
	TNT1 A 0 A_SetTranslucent(0.75,1)
	TNT1 A 0 A_SpawnItem("GreenSentientExplosiveEffect")
    MECF C 4 Bright A_Explode(Random(6,9)*5,72)
    MECF DE 3 Bright
    Stop
    }
}

//Red
ACTOR RainbowTermExplosiveTracer4 : RainbowTermExplosiveTracer1
{
  States
  {
  Spawn:
	CLBA B 1 Bright
    Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_SetScale(0.8)
	TNT1 A 0 A_SetTranslucent(0.75,1)
	TNT1 A 0 A_SpawnItem("RedSentientExplosiveEffect")
    EROC C 4 Bright A_Explode(Random(6,9)*5,72)
    EROC DE 3 Bright 
    Stop
    }
}

//Blue
ACTOR RainbowTermExplosiveTracer5 : RainbowTermExplosiveTracer1
{
  States
  {
  Spawn:
	CLBA C 1 Bright
    Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_SetScale(0.8)
	TNT1 A 0 A_SetTranslucent(0.75,1)
	TNT1 A 0 A_SpawnItem("TrueLegendaryExplosiveEffect")
    BISL B 4 Bright A_Explode(Random(6,9)*5,72)
    BISL CD 3 Bright
    Stop
    }
}

//Purple
ACTOR RainbowTermExplosiveTracer6 : RainbowTermExplosiveTracer1
{
  States
  {
  Spawn:
	CLBA J 1 Bright
    Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_SetScale(0.8)
	TNT1 A 0 A_SetTranslucent(0.75,1)
	TNT1 A 0 A_SpawnItem("CommanderExplosiveEffect")
    CISL B 4 Bright A_Explode(Random(6,9)*5,72)
    CISL CD 3 Bright
    Stop
    }
}

//Cyan
ACTOR RainbowTermExplosiveTracer7 : RainbowTermExplosiveTracer1
{
  States
  {
  Spawn:
	CLBA I 1 Bright
    Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_SetScale(0.8)
	TNT1 A 0 A_SetTranslucent(0.75,1)
	TNT1 A 0 A_SpawnItem("BlueSentientExplosiveEffect")
    BCRC C 4 Bright A_Explode(Random(3,6)*5,72)
    BCRC DE 3 Bright
    Stop
    }
}

//White
ACTOR RainbowTermExplosiveTracer8 : RainbowTermExplosiveTracer1
{
  States
  {
  Spawn:
	CLBA D 1 Bright
    Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_SetScale(0.8)
	TNT1 A 0 A_SetTranslucent(0.75,1)
	TNT1 A 0 A_SpawnItem("WhiteSentientExplosiveEffect")
    NROC C 4 Bright A_Explode(Random(6,9)*5,72)
    NROC DE 3 Bright
    Stop
    }
}

Actor RainbowTerm10k1 : FastProjectile
{
  Height 1
  Radius 1
  Speed 100 //200
  Projectile
  +THRUSPECIES
  +MTHRUSPECIES
  +NOTIMEFREEZE
  +NOEXTREMEDEATH
  +DONTHARMSPECIES
  +FORCERADIUSDMG
  Decal "Scorch"
  Renderstyle Add
  Alpha 0.85
  Scale 0.25
  deathsound "weapons/bfg95explode"
  Species "Cyber"
  DamageType "Cyber10K"
  States
  {
  Spawn:
    //TRA2 A 1 Bright
	CLBA H 1 Bright
	Loop
  Xdeath:
  Death:
    TNT1 A 0
	TNT1 A 0 A_SetScale(0.85)
	TNT1 A 0 A_FadeOut(0.25)
	TNT1 A 0 A_SpawnItemEx("BFGShockwave",0,0,0,0,0,0,0,128)
	TNT1 AA 0 A_SpawnItemEx("GreenParticleSpawner",0,0,0,0,0,0,0,128)
    TNT1 AAAA 0 A_CustomMissile("Kaboom13",0,0,random(0,360),2,random(0,360))
    BFE1 A 4 Bright A_Explode(100,180,0)
    BFE1 BCDEF 4 Bright
	Stop
	}
}

//Orange
ACTOR RainbowTerm10k2 : RainbowTerm10k1
{
  States
  {
  Spawn:
    //TRA3 A 1 Bright
	CLBA E 1 Bright
    Loop
  Xdeath:
  Death:
    TNT1 A 0
	TNT1 A 0 A_SetScale(0.85)
	TNT1 A 0 A_FadeOut(0.25)
	TNT1 A 0 A_SpawnItemEx("BFGShockwaveRed",0,0,0,0,0,0,0,128)
	TNT1 AA 0 A_SpawnItemEx("RedParticleSpawner",0,0,0,0,0,0,0,128)
    TNT1 AAAA 0 A_CustomMissile("Kaboom14",0,0,random(0,360),2,random(0,360))
    CFE1 A 4 Bright A_Explode(100,180,0)
    CFE1 BCDEF 4 Bright
	Stop
	}
}

//Yellow
ACTOR RainbowTerm10k3 : RainbowTerm10k1
{
  States
  {
  Spawn:
    //LRAC A 1 Bright
	CLBA F 1 Bright
    Loop
  Xdeath:
  Death:
    TNT1 A 0
	TNT1 A 0 A_SetScale(0.85)
	TNT1 A 0 A_FadeOut(0.25)
	TNT1 A 0 A_SpawnItemEx("BFGShockwaveGold",0,0,0,0,0,0,0,128)
	TNT1 AA 0 A_SpawnItemEx("LegendaryGoldParticleSpawner",0,0,0,0,0,0,0,128)
    TNT1 AAAA 0 A_CustomMissile("KaboomGold2",0,0,random(0,360),2,random(0,360))
    LFE1 A 4 Bright A_Explode(100,180,0)
    LFE1 BCDEF 4 Bright
	Stop
	}
}

//Blue
ACTOR RainbowTerm10k4 : RainbowTerm10k1
{
  States
  {
  Spawn:
    //BRAC A 1 Bright
	CLBA C 1 Bright
    Loop
  Xdeath:
  Death:
    TNT1 A 0
	TNT1 A 0 A_SetScale(0.85)
	TNT1 A 0 A_FadeOut(0.25)
	TNT1 A 0 A_SpawnItemEx("BFGShockwaveBlue",0,0,0,0,0,0,0,128)
	TNT1 AA 0 A_SpawnItemEx("LegendaryBlueParticleSpawner",0,0,0,0,0,0,0,128)
    TNT1 AAAA 0 A_CustomMissile("KaboomBlue2",0,0,random(0,360),2,random(0,360))
	TNT1 A 0 A_Jump(128,"Death2")
    TBE1 A 4 Bright A_Explode(100,180,0)
    TBE1 BCDEF 4 Bright
	Stop
  Death2:
    SFE3 A 4 Bright A_Explode(100,180,0)
    SFE3 BCDEF 4 Bright
	Stop
	}
}

//Red (or enraged)
ACTOR RainbowTerm10k5 : RainbowTerm10k1
{
  States
  {
  Spawn:
    //IRAC A 1 Bright
	CLBA B 1 Bright
    Loop
  Xdeath:
  Death:
    TNT1 A 0
	TNT1 A 0 A_SetScale(0.85)
	TNT1 A 0 A_FadeOut(0.25)
	TNT1 A 0 A_SpawnItemEx("BFGShockwaveRed",0,0,0,0,0,0,0,128)
	TNT1 AA 0 A_SpawnItemEx("EnragedParticleSpawner",0,0,0,0,0,0,0,128)
    TNT1 AAAA 0 A_CustomMissile("Kaboom14",0,0,random(0,360),2,random(0,360))
    EFE1 A 4 Bright A_Explode(100,180,0)
    EFE1 BCDEF 4 Bright
	Stop
	}
}

//Purple
ACTOR RainbowTerm10k6 : RainbowTerm10k1
{
  States
  {
  Spawn:
    //TPA3 A 1 Bright
	CLBA J 1 Bright
    Loop
  Xdeath:
  Death:
    TNT1 A 0
	TNT1 A 0 A_SetScale(0.85)
	TNT1 A 0 A_FadeOut(0.25)
	TNT1 A 0 A_SpawnItemEx("BFGShockwavePurple",0,0,0,0,0,0,0,128)
	TNT1 AA 0 A_SpawnItemEx("PurpleParticleSpawner",0,0,0,0,0,0,0,128)
    TNT1 AAAA 0 A_CustomMissile("PurpleKaboom2",0,0,random(0,360),2,random(0,360))
    BPE3 A 4 Bright A_Explode(100,180,0)
    BPE3 BCDEF 4 Bright
	Stop
	}
}

//Cyan
ACTOR RainbowTerm10k7 : RainbowTerm10k1
{
  States
  {
  Spawn:
    //TRC5 A 1 Bright
	CLBA I 1 Bright
    Loop
  Xdeath:
  Death:
    TNT1 A 0
	TNT1 A 0 A_SetScale(0.85)
	TNT1 A 0 A_FadeOut(0.25)
	TNT1 A 0 A_SpawnItemEx("T3DBFGShotShockwave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_SpawnItemEx("T3DBFG10kDeathParticleSpawner",0,0,0,0,0,0,0,128)
    //TNT1 AAAA 0 A_CustomMissile("PurpleKaboom2",0,0,random(0,360),2,random(0,360))
    BG3X A 4 Bright A_Explode(100,180,0)
    BG3X BCDEF 4 Bright
	Stop
	}
}

//White
ACTOR RainbowTerm10k8 : RainbowTerm10k1
{
  States
  {
  Spawn:
    //TRC5 A 1 Bright
	CLBA D 1 Bright
    Loop
  Xdeath:
  Death:
    TNT1 A 0
	TNT1 A 0 A_SetScale(0.85)
	TNT1 A 0 A_FadeOut(0.25)
	TNT1 A 0 A_SpawnItemEx("NemesisBFGShockwave",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 AA 0 A_SpawnItemEx("NemesisWhiteParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 AAA 0 A_CustomMissile("WhiteNemesisKaboomNoSound",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
    NFE3 A 4 Bright A_Explode(100,180,0)
    NFE3 BCDEF 4 Bright
	Stop
	}
}

ACTOR GreenSentientExplosiveEffect
{
+CLIENTSIDEONLY
+NOGRAVITY
+NOBLOCKMAP
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	TNT1 A 0 A_SpawnItemEx("GreenParticleSpawner",0,0,0,0,0,0,0,128)
    TNT1 AAA 0 A_CustomMissile("Kaboom6",0,0,random(0,360),2,random(0,360))
	TNT1 AAA 0 A_CustomMissile("SmokeFX6",0,0,random(0,360),2,random(0,360))
	TNT1 A 1
	Stop
	}
}

ACTOR WhiteSentientExplosiveEffect
{
+CLIENTSIDEONLY
+NOGRAVITY
+NOBLOCKMAP
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	TNT1 A 0 A_SpawnItemEx("NemesisWhiteParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 AAA 0 A_CustomMissile("WhiteNemesisKaboom4",0,0,random(0,360),2,random(0,360))
	TNT1 AAA 0 A_CustomMissile("SmokeFX6",0,0,random(0,360),2,random(0,360))
	TNT1 A 1
	Stop
	}
}

ACTOR RedSentientExplosiveEffect
{
+CLIENTSIDEONLY
+NOGRAVITY
+NOBLOCKMAP
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	TNT1 A 0 A_SpawnItemEx("EnragedParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 AAA 0 A_CustomMissile("EKaboomLN2",0,0,random(0,360),2,random(0,360))
	TNT1 AAA 0 A_CustomMissile("SmokeFX6",0,0,random(0,360),2,random(0,360))
	TNT1 A 1
	Stop
	}
}	

	
	






  
			
  
 
	
  
 
	
  
	
    
  
  
	
	
