//A Defective Caco from System Vices (I consider it a weird wad, but I like it in the end).

Class DefectiveCaco : Actor
{
	//$Category Desgraciados
	//$Title Defective Cacobot
	
	Default
	{
	Health 519;
	Radius 27;
	Height 48;
	Mass 459;
	Speed 12;
	PainChance 231;
	Monster;
	+FLOAT;
	+NOGRAVITY;
	+MISSILEMORE;
	+NOBLOOD;
	+NOBLOODDECALS;
	+DONTGIB;
	+NoInfightSpecies;
	DamageFactor "Blal", 100;
	DamageFactor "Boomerangz", 100;
	DamageFactor "Diabetes", 0;
	DamageFactor "Grenade", 100;
	DamageFactor "Ass", 100;
	DamageFactor "Maser", 0;
	DamageFactor "HipTo", 100;
	DamageFactor "Time", 150;
	DamageFactor "Powder", 100;
	DamageFactor "Air", 100;
	DamageFactor "Bloon", 100;
	DamageFactor "Huje", 25;
	DamageFactor "Radiation", 0.5;
	DamageFactor "Ramming", 100;
	DamageFactor "Fire", 50;
	DamageFactor "Kaboomz", 100;
	DamageFactor "Steel", 10;
	DamageFactor "Images", 50;
	DamageFactor "Poison", 50;
	DamageFactor "Ice", 10;
	DamageFactor "Lightning", 250;
	Obituary "%o's sanity was smitten by a Defective Cacobot.";
	HitObituary "And that's why you don't get too close to a Defective Cacobot, %o.";
	Tag "Defective Cacobot";
	}
	States
	{
	Spawn:
		SEAV A 0 A_PlaySound("Nothing/NOTHING2");
		SEAV AAAAAAAAAA 3 A_Look();
		SEAV B 0 A_PlaySound("SasoVimon/SasoDeath");
		SEAV B 3 A_Look();
		SEAV B 0 A_PlaySound("SasoVimon/SasoDeath");
		SEAV B 3 A_Look();
		SEAV A 0 A_PlaySound("Nothing/NOTHING2");
		SEAV AAAA 3 A_Look();
		SEAV C 0 A_PlaySound("SasoVimon/SasoDeath");
		SEAV C 3 A_Look();
		SEAV C 0 A_PlaySound("SasoVimon/SasoDeath");
		SEAV C 3 A_Look();
		SEAV D 0 A_PlaySound("SasoVimon/SasoDeath");
		SEAV D 3 A_Look();
		SEAV A 0 A_PlaySound("Nothing/NOTHING2");
		SEAV AAAAAAAA 3 A_Look();
		SEAV F 0 A_PlaySound("SasoVimon/SasoDeath");
		SEAV F 3 A_Look();
		SEAV F 0 A_PlaySound("SasoVimon/SasoDeath");
		SEAV E 3 A_Look();
		SEAV F 0 A_PlaySound("SasoVimon/SasoDeath");
		SEAV F 3 A_Look();
		SEAV B 0 A_PlaySound("SasoVimon/SasoDeath");
		SEAV B 3 A_Look();
		SEAV C 0 A_PlaySound("SasoVimon/SasoDeath");
		SEAV C 3 A_Look();
		SEAV D 0 A_PlaySound("SasoVimon/SasoDeath");
		SEAV D 3 A_Look();
		SEAV B 0 A_PlaySound("SasoVimon/SasoDeath");
		SEAV B 3 A_Look();
		SEAV E 0 A_PlaySound("SasoVimon/SasoDeath");
		SEAV E 3 A_Look();
		SEAV F 0 A_PlaySound("SasoVimon/SasoDeath");
		SEAV F 3 A_Look();
		Loop;
	See:
		SEAV B 0 A_PlaySound("SasoVimon/SasoSee");
		SEAV B 4 A_Chase();
		SEAV A 0 A_PlaySound("Nothing/NOTHING2");
		SEAV AA 4 A_Chase();
		SEAV E 0 A_PlaySound("SasoVimon/SasoSee");
		SEAV E 4 A_Chase();
		SEAV A 0 A_PlaySound("Nothing/NOTHING2");
		SEAV AA 4 A_Chase();
		SEAV F 0 A_PlaySound("SasoVimon/SasoSee");
		SEAV F 4 A_Chase();
		SEAV A 0 A_PlaySound("Nothing/NOTHING2");
		SEAV A 4 A_Chase();
		SEAV D 0 A_PlaySound("SasoVimon/SasoSee");
		SEAV D 4 A_Chase();
		Loop;
	Melee:
		SEAV A 0 A_SetInvulnerable();
		SEAV ACABEAACFADBEABDAFAB 2 A_PlaySound("SasoVimon/SasoSee");
		SEAV A 0 A_UnSetInvulnerable();
		SEAV A 0 A_PlaySound("Nothing/NOTHING2");
		SEAV A 0 A_FaceTarget();
		SEAV A 0 A_PlaySound("CacoBird/Whoosh");
		SEAV AABBCC 1;
		SEAV D 1 A_FaceTarget();
		SEAV D 1 A_CustomMeleeAttack(random(16,24), "Yes/IHatedThisSoundWhenIWasAKid", "Yes/IHatedThisSoundWhenIWasAKid", "");
		SEAV DDDDDBBBBCCCAA 1;
		Goto See;
	Missile:
		SEAV A 0 A_SetInvulnerable();
		SEAV ACABEAACFADBEABDAFAB 2 A_PlaySound("SasoVimon/SasoSee");
		SEAV A 0 A_UnSetInvulnerable();
		SEAV A 0 A_PlaySound("Nothing/NOTHING2");
		TNT1 A 0 A_Jump(200, "ButterPlant");
		TNT1 A 0 A_Jump(169, "MrFocker");
	ButterPlant:
		SEAV A 2;
		SEAV A 0 BRIGHT A_FaceTarget();
		SEAV A 2 BRIGHT
		{
			A_SpawnProjectile("ButterPlasma", 30, 22, 0);
			A_SpawnProjectile("ButterPlasma", 30, -22, 0);
		}
		SEAV A 2;
		SEAV A 0 BRIGHT A_FaceTarget();
		SEAV A 2 BRIGHT
		{
			A_SpawnProjectile("ButterPlasma", 30, 22, 0);
			A_SpawnProjectile("ButterPlasma", 30, -22, 0);
		}
		SEAV A 2;
		SEAV A 0 BRIGHT A_FaceTarget();
		SEAV A 2 BRIGHT
		{
			A_SpawnProjectile("ButterPlasma", 30, 22, 0);
			A_SpawnProjectile("ButterPlasma", 30, -22, 0);
		}
		SEAV A 2;
		SEAV A 0 BRIGHT A_FaceTarget();
		SEAV A 2 BRIGHT
		{
			A_SpawnProjectile("ButterPlasma", 30, 22, 0);
			A_SpawnProjectile("ButterPlasma", 30, -22, 0);
		}
		SEAV A 2;
		Goto See;
	MrFocker:
		SEAV A 0 A_SetInvulnerable();
		SEAV A 0 BRIGHT A_FaceTarget();
		SEAV A 0 BRIGHT A_PlaySound("SasoVimon/SasoActive");
		SEAV F 14 BRIGHT A_Mushroom("ElTachoEse");
		SEAV E 4;
		SEAV E 0 A_UnSetInvulnerable();
		Goto See;
	Pain:
		SEAV CDCDCDCDCDEFEFEFEFEF 1 A_PlaySound("SasoVimon/SasoPain");
		SEAV A 0 A_PlaySound("Nothing/NOTHING2");
		Goto See;
	Death:
		SEAV EFEFEFEFEFGFGFGFGFGFGHGHGHGHGHIHIHIHIJIJIJIJIJKJKJKJKJKJKLKLKLKL 1 A_PlaySound("SasoVimon/SasoPain");
		SEAV L 0 A_PlaySound("Nothing/NOTHING2");
		SEAV L 0 A_Explode();
		SEAV L 0 A_PlaySound("Yes/MayhemExplode");
		SEAV L 0 A_SetScale(1.9,1.9);
		SEAV L 0 A_SpawnItem ("Bloonxplode", 0,0,0,0);
		Stop;
	}
}

Class ButterPlasma : Actor
{
	Default
	{
	Radius 16;
	Height 11;
	Speed 28;
	FastSpeed 32;
	Damage 8;
	damagetype "Diabetes";
	Projectile;
	+RANDOMIZE
	RenderStyle "Add";
	Alpha 0.65;
	SeeSound "Sasovimon/SasoShoot";
	DeathSound "Sasovimon/SasoShoot";
	Obituary "And you thought that eating some Butter Plasma would heal you %o.";
	}
	States
	{
	Spawn:
		SVSS AABB 4 BRIGHT;
		Loop;
	Death:
		SVSE AAAA 3 BRIGHT;
		SVSE BCDBCDBCD 2 BRIGHT;
		SVSE EEE 1 BRIGHT;
		Stop;
	}
}

Class ElTachoEse : Actor
{
	Default
	{
	Radius 8;
	Height 8;
	Scale 0.8;
	DamageType "Maser";
	Speed 17;
	FastSpeed 20;
	Mass 999;
	Projectile;
	+DROPOFF;
	gravity 0.34;
	-NOGRAVITY;
	-NOTELEPORT;
	+NOICEDEATH;
	+NOBLOCKMAP;
	Obituary "La cose esa es tan letal, que yo ahora estoy hablando en español, que tal %o?.";
	}
	States
	{
	Spawn:
		COTE A -1;
		Loop;
	Death:
		COTE AAA 6;
		COTE A 0 A_SpawnItem("ElLanzaGusanosRojo");
		Stop;
	}
}

Class ElLanzaGusanosRojo : Actor
{
	Default
	{
	Radius 14;
	Height 52;
	Speed 0;
	FastSpeed 0;
	PainChance 0;
	Scale 0.8;
	+NOPAIN;
	DamageType "Maser";
	Monster;
	ReactionTime 1;
	+NOGRAVITY;
	+LOOKALLAROUND;
	+NOCLIP;
	+NOBLOCKMAP;
	+ALWAYSFAST;
	+DONTMORPH;
	-SHOOTABLE
	+NOBLOOD;
	+NEVERTARGET;
	+NOTAUTOAIMED;
	+NOINFIGHTING;
	-COUNTKILL;
	+NOICEDEATH;
	Obituary "La cose esa es tan letal, que yo ahora estoy hablando en español, que tal %o?.";
	}
	States
	{
	Spawn:
		COTE A 1 A_Look();
		Loop;
	See:
		COTE A 1 A_Chase();
		Loop;
	Missile:
		COTE B 0 A_PlaySound("Yes/Hoveratk");  //Way too many isn't it >:].
		COTE BB 10 BRIGHT;
		COTE B 5 BRIGHT;
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,0,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,10,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,20,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,30,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,40,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,50,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,60,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,70,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,80,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,90,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,100,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,110,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,120,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,130,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,140,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,150,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,160,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,170,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,180,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,190,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,200,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,210,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,220,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,230,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,240,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,250,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,260,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,270,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,280,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,290,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,300,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,310,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,320,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,330,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,340,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,350,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,360,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,370,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,380,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,390,2);
		COTE C 2 BRIGHT;
		COTE B 5 BRIGHT;
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,0,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,10,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,20,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,30,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,40,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,50,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,60,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,70,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,80,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,90,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,100,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,110,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,120,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,130,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,140,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,150,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,160,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,170,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,180,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,190,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,200,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,210,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,220,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,230,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,240,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,250,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,260,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,270,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,280,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,290,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,300,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,310,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,320,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,330,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,340,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,350,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,360,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,370,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,380,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,390,2);
		COTE C 2 BRIGHT;
		COTE B 5 BRIGHT;
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,0,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,10,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,20,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,30,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,40,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,50,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,60,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,70,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,80,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,90,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,100,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,110,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,120,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,130,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,140,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,150,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,160,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,170,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,180,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,190,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,200,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,210,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,220,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,230,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,240,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,250,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,260,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,270,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,280,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,290,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,300,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,310,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,320,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,330,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,340,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,350,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,360,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,370,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,380,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,390,2);
		COTE C 2 BRIGHT;
		COTE B 5 BRIGHT;
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,0,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,10,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,20,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,30,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,40,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,50,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,60,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,70,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,80,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,90,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,100,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,110,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,120,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,130,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,140,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,150,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,160,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,170,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,180,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,190,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,200,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,210,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,220,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,230,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,240,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,250,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,260,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,270,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,280,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,290,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,300,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,310,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,320,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,330,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,340,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,350,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,360,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,370,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,380,2);
		COTE C 0 Bright A_SpawnProjectile("GusanoRojo",25,0,390,2);
		COTE C 2 BRIGHT;
		COTE B 5 Bright;
		COTE C 15 Bright A_PlaySound("Yes/Hoveratk");
		Goto Death;
	Death:
		COTE BBBB 3 Bright A_PlaySound("Yes/Hoveratk");
		COTE AAAA 3 A_PlaySound("Yes/Hoveratk");
		COTE BBBBCCCCBBBB 3 Bright A_PlaySound("Yes/Hoveratk");
		COTE AAAA 3 A_PlaySound("Yes/Hoveratk");
		COTE BBB 2 Bright A_PlaySound("Yes/Hoveratk");
		COTE AAA 2 A_PlaySound("Yes/Hoveratk");
		COTE BBBCCCBBB 2 Bright A_PlaySound("Yes/Hoveratk");
		COTE AAA 2 A_PlaySound("Yes/Hoveratk");
		COTE BB 1 Bright A_PlaySound("Yes/Hoveratk");
		COTE AA 1 A_PlaySound("Yes/Hoveratk");
		COTE BBCCBB 1 Bright A_PlaySound("Yes/Hoveratk");
		COTE AA 1 A_PlaySound("Yes/Hoveratk");
		COTE B 1 Bright A_PlaySound("Yes/Hoveratk");
		COTE A 1 A_PlaySound("Yes/Hoveratk");
		COTE BCB 1 Bright A_PlaySound("Yes/Hoveratk");
		COTE A 1 A_PlaySound("Yes/Hoveratk");
		COTE B 1 Bright A_PlaySound("Yes/Hoveratk");
		COTE A 1 A_PlaySound("Yes/Hoveratk");
		COTE BCB 1 Bright A_PlaySound("Yes/Hoveratk");
		COTE A 1 A_PlaySound("Yes/Hoveratk");
		COTE B 1 Bright A_PlaySound("Yes/Hoveratk");
		COTE A 1 A_PlaySound("Yes/Hoveratk");
		COTE BCB 1 Bright A_PlaySound("Yes/Hoveratk");
		COTE A 1 A_PlaySound("Yes/Hoveratk");
		COTE B 1 Bright A_PlaySound("Yes/Hoveratk");
		COTE A 1 A_PlaySound("Yes/Hoveratk");
		COTE BCB 1 Bright A_PlaySound("Yes/Hoveratk");
		COTE A 1 A_PlaySound("Yes/Hoveratk");
		COTE A 0 Bright A_Explode();
		COTE A 0 Bright A_PlaySound("weapens/rocklx");
		COTE A 0 Bright A_SpawnItem ("DieDeath");
		Stop;
	}
}

Class GusanoRojo : Actor
{
	Default
	{
	Radius 13;
	Height 8;
	Speed 100;
	Damage 4;
	DamageType "Maser";
	Projectile;
	+RANDOMIZE;
	RenderStyle "Translucent";
	Alpha 0.8;
	seesound "SasoVimon/TachoShot";
	deathsound "SasoVimon/Tachodeath";
	obituary "%o was eated alive by a bunch of Red Worms";
	}
	States
	{
	Spawn:
		WOLS AB 2 bright A_SpawnItemEx("GusanoRojoTail",0,0,0,0,0,0,0,128,0);
		loop;
	Death:
		WOLE ABCD 3 bright;
		Stop;
	}
}