actor CycloidEmperor : ZBaseActor 19116
{
  obituary "%o was annihilated by the Cycloid Emperor."
  health 5500
  radius 40
  height 110
  mass 5000
  speed 12
  seesound "emperor/sight"
  painsound "emperor/pain"
  deathsound "emperor/death"
  activesound "emperor/active"
  MONSTER
  +FLOORCLIP
  scale 1.0
  damagefactor "Shrinker", 0.0
  damagefactor "Expander", 0.1
  damagefactor "AlienzShrinker", 0.0
  damagefactor "Shrinkerhit", 0.0
  damagefactor "Explosion", 0.8
  damagefactor "RocketExplosion", 0.8
  damagefactor "ShellExplosion", 0.9
  damagefactor "Fire", 0.5
  damagefactor "BulletFlame", 0.84
  painchance 32
  painchance "MicrowaveBlast", 256
  +BOSS
  minmissilechance 1
  Species "CycloidEmperors"
  +DOHARMSPECIES
  +NOINFIGHTSPECIES
  +DONTHARMCLASS
  WoundHealth 10
  states
  {
  Spawn:
    BOS3 A 0
    "####" "#" 0 Thing_ChangeTID(0,1001)
    BOS3 AA 10 A_Look
    loop
  See:
    "####" "#" 0 A_SetHeightOffset(0)
    BOS3 A 1
    "####" "#" 0
    BOS3 AABB 4 A_ChaseD3D
    "####" "#" 0 A_SpawnItemEx("CycloidEmperorStep",0,0,0,0,0,-10)
    "####" "#" 0 A_JumpIfCloser(120,"Stomp")
    BOS3 CCDD 4 A_ChaseD3D
    "####" "#" 0 A_SpawnItemEx("CycloidEmperorStep",0,0,0,0,0,-10)
    "####" "#" 0 A_JumpIfCloser(120,"Stomp")
    loop
  Missile:
    "####" "#" 0 A_JumpIfCloser(400,"Missile2")
    "####" "#" 0 A_JumpIfCloser(180,"Stomp")
    "####" "#" 0 A_FaceTarget
    BOS3 F 25 A_PlayVoiceSoundPitch("","emperor/attack1",4)
    "####" "#" 0 A_FaceTarget
    "####" "#" 0 A_CustomMissile("MuzzleFlashMedium",48,16,0)
    "####" "#" 0 A_FaceTarget
    BOS3 E 6 bright 
    "####" "#" 0 A_CustomMissile("MuzzleFlashMedium",48,16,0)
    "####" "#" 0 A_FaceTarget
    "####" "#" 0 bright A_CustomMissile("EmperorAttack",48,16,random[RIDMONSTERAT](-16,16))
    BOS3 E 6 bright A_CustomMissile("EmperorAttack",48,16,random[RIDMONSTERAT](-16,16))
    "####" "#" 0 A_CustomMissile("MuzzleFlashMedium",48,16,0)
    "####" "#" 0 A_FaceTarget
    BOS3 F 6 bright 
    "####" "#" 0 A_CustomMissile("MuzzleFlashMedium",48,16,0)
    "####" "#" 0 A_FaceTarget
    "####" "#" 0 bright A_CustomMissile("EmperorAttack",48,16,random[RIDMONSTERAT](-16,16))
    BOS3 F 6 bright A_CustomMissile("EmperorAttack",48,16,random[RIDMONSTERAT](-16,16))
    "####" "#" 0 A_CustomMissile("MuzzleFlashMedium",48,16,0)
    "####" "#" 0 A_FaceTarget
    BOS3 E 6 bright 
    "####" "#" 0 A_CustomMissile("MuzzleFlashMedium",48,16,0)
    "####" "#" 0 A_FaceTarget
    "####" "#" 0 bright A_CustomMissile("EmperorAttack",48,16,random[RIDMONSTERAT](-16,16))
    BOS3 E 6 bright A_CustomMissile("EmperorAttack",48,16,random[RIDMONSTERAT](-16,16))
    "####" "#" 0 A_CustomMissile("MuzzleFlashMedium",48,16,0)
    "####" "#" 0 A_FaceTarget
    BOS3 F 6 bright 
    "####" "#" 0 A_CustomMissile("MuzzleFlashMedium",48,16,0)
    "####" "#" 0 A_FaceTarget
    "####" "#" 0 bright A_CustomMissile("EmperorAttack",48,16,random[RIDMONSTERAT](-16,16))
    BOS3 F 6 bright A_CustomMissile("EmperorAttack",48,16,random[RIDMONSTERAT](-16,16))
    "####" "#" 0 A_CustomMissile("MuzzleFlashMedium",48,16,0)
    "####" "#" 0 A_FaceTarget
    BOS3 E 6 bright 
    "####" "#" 0 A_CustomMissile("MuzzleFlashMedium",48,16,0)
    "####" "#" 0 A_FaceTarget
    "####" "#" 0 bright A_CustomMissile("EmperorAttack",48,16,random[RIDMONSTERAT](-16,16))
    BOS3 E 6 bright A_CustomMissile("EmperorAttack",48,16,random[RIDMONSTERAT](-16,16))
    "####" "#" 0
    goto See
  Missile2:
    "####" "#" 0 A_JumpIfCloser(180,"Stomp")
    "####" "#" 0 A_SetHeightOffset(15)
    "####" "#" 0 A_FaceTarget
    BOS3 G 35 A_PlayVoiceSoundPitch("","emperor/attack2",4)
    "####" "#" 0 A_SetHeightOffset(-10)
    "####" "#" 0 A_PlayWeaponSound("octobrain/attack")
    "####" "#" 0 A_FaceTarget
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,0)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,-12)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,8)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,19)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,24)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,-18)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,8)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,3)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,-3)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,-8)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,19)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,-26)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,12)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,0)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,8)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,-4)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,0)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,-12)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,8)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,19)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,24)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,-18)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,8)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,3)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,-3)
    BOS3 H 20 bright
    goto See
  Stomp:
    BOS3 A 5 A_FaceTarget
    "####" "#" 0 A_Recoil(-5)
    BOS3 D 7 A_FaceTarget
    "####" "#" 0 A_CustomMissile("CycloidEmperorStomp",10,0,0,0)
    BOS3 AA 7
    Goto See
  Pain:
    "####" "#" 0 A_SetHeightOffset(0)
    "####" "#" 0 A_Jump(128,"Pain2")
    BOS3 I 3
    BOS3 I 3 A_PlayVoiceSoundPitch("Pain")
    goto See
  Pain2:
    BOS3 R 3
    BOS3 R 3 A_PlayVoiceSoundPitch("Pain")
    goto See
  Pain.MicrowaveBlast:
    "####" "#" 0 A_SetHeightOffset(0)
    BOS3 I 1
    "####" "#" 0 A_CheckThump("Pain")
    loop
  Death:
    BOS3 I 20 A_PlayVoiceSoundPitch("Death")
    BOS3 J 10
    BOS3 K 10 A_NoBlocking
    BOS3 LMNOP 10
    BOS3 Q 1 {A_BossDeath; A_SpawnItemEx("DeadCycloidEmperor", 0,0,0,0,0,0,0, SXF_TRANSFERTRANSLATION|SXF_TRANSFERSTENCILCOL|SXF_SETMASTER);}
    TNT1 A -1
    stop
  Wound.Ice:
    "####" "#" 0 A_Freeze("See")
    "####" "#" 0 {A_ChangeFlag("COUNTKILL",0); A_Die("BossDeath");}
    TNT1 A 1
    stop
  Death.BossDeath:
    "####" "#" 0 A_BossDeath
    TNT1 A 1
    Stop
  Death.RocketHeadshot:
    "####" "#" 0 A_XScream
    "####" "#" 0 A_SpawnDebris("DukeGibs2NF", TRUE, 1.0, 1.0)
    "####" "#" 0 A_SpawnDebris("DukeGibs2NF", TRUE, 1.0, 1.0)
    "####" "#" 0 A_SpawnDebris("DukeGibs5NF", TRUE, 1.0, 1.0)
    "####" "#" 0 A_SpawnDebris("DukeGibs5NF", TRUE, 1.0, 1.0)
    "####" "#" 0 A_SpawnDebris("DukeGibs5NF", TRUE, 1.0, 1.0)
    "####" "#" 0 A_SpawnDebris("DukeGibs6", FALSE, 1.0, 1.0)
    "####" "#" 0 A_SpawnDebris("DukeGibs6", FALSE, 1.0, 1.0)
    "####" "#" 0 A_SpawnDebris("DukeGibs6", FALSE, 1.0, 1.0)
    "####" "#" 0 A_SpawnDebris("DukeGibs6", FALSE, 1.0, 1.0)
    "####" "#" 0 A_SpawnDebris("DukeGibs6", FALSE, 1.0, 1.0)
    "####" "#" 0 A_SpawnDebris("DukeGibs6", FALSE, 1.0, 1.0)
    3OS3 I 40 A_NoBlocking
    3OS3 J 10
    3OS3 K 10
    3OS3 LMNOP 10
    3OS3 Q 1 {A_BossDeath; A_SpawnItemEx("DeadCycloidEmperorBehead", 0,0,0,0,0,0,0, SXF_TRANSFERTRANSLATION|SXF_TRANSFERSTENCILCOL);}
    stop
  }
}

actor CycloidEmperorSentry : CycloidEmperor 19117
{
  obituary "%o was annihilated by the Cycloid Emperor Sentry."
  health 2000
  radius 30
  height 76
  mass 1000
  scale 0.7
  damagefactor "Shrinker", 1.0
  damagefactor "Explosion", 0.65
  damagefactor "RocketExplosion", 0.65
  damagefactor "ShellExplosion", 0.80
  Painchance "Shrinker", 256
  painchance 64
  painchance "BootStun", 256
  states
  {
  Spawn:
    BOS3 A 0
    "####" "#" 0 Thing_ChangeTID(0,1003)
    BOS3 AA 10 A_Look
    loop
  See:
    "####" "#" 0 A_SetHeightOffset(0)
    BOS3 A 1
    "####" "#" 0
    BOS3 AABB 4 A_ChaseD3D
    BOS3 CCDD 4 A_ChaseD3D
    loop
  Missile:
    "####" "#" 0 A_JumpIfCloser(400,"Missile2")
    "####" "#" 0 A_FaceTarget
    BOS3 F 25 A_PlayVoiceSoundPitch("","emperor/attack1",4)
    "####" "#" 0 A_FaceTarget
    "####" "#" 0 A_CustomMissile("MuzzleFlashMedium",38,16,0)
    "####" "#" 0 A_FaceTarget
    BOS3 E 6 bright 
    "####" "#" 0 A_CustomMissile("MuzzleFlashMedium",38,16,0)
    "####" "#" 0 A_FaceTarget
    "####" "#" 0 bright A_CustomMissile("EmperorAttack",38,16,random[RIDMONSTERAT](-16,16))
    BOS3 E 6 bright A_CustomMissile("EmperorAttack",38,16,random[RIDMONSTERAT](-16,16))
    "####" "#" 0 A_CustomMissile("MuzzleFlashMedium",38,16,0)
    "####" "#" 0 A_FaceTarget
    BOS3 F 6 bright 
    "####" "#" 0 A_CustomMissile("MuzzleFlashMedium",38,16,0)
    "####" "#" 0 A_FaceTarget
    "####" "#" 0 bright A_CustomMissile("EmperorAttack",38,16,random[RIDMONSTERAT](-16,16))
    BOS3 F 6 bright A_CustomMissile("EmperorAttack",38,16,random[RIDMONSTERAT](-16,16))
    "####" "#" 0 A_CustomMissile("MuzzleFlashMedium",38,16,0)
    "####" "#" 0 A_FaceTarget
    BOS3 E 6 bright 
    "####" "#" 0 A_CustomMissile("MuzzleFlashMedium",38,16,0)
    "####" "#" 0 A_FaceTarget
    "####" "#" 0 bright A_CustomMissile("EmperorAttack",38,16,random[RIDMONSTERAT](-16,16))
    BOS3 E 6 bright A_CustomMissile("EmperorAttack",38,16,random[RIDMONSTERAT](-16,16))
    "####" "#" 0 A_CustomMissile("MuzzleFlashMedium",38,16,0)
    "####" "#" 0 A_FaceTarget
    BOS3 F 6 bright 
    "####" "#" 0 A_CustomMissile("MuzzleFlashMedium",38,16,0)
    "####" "#" 0 A_FaceTarget
    "####" "#" 0 bright A_CustomMissile("EmperorAttack",38,16,random[RIDMONSTERAT](-16,16))
    BOS3 F 6 bright A_CustomMissile("EmperorAttack",38,16,random[RIDMONSTERAT](-16,16))
    "####" "#" 0 A_CustomMissile("MuzzleFlashMedium",38,16,0)
    "####" "#" 0 A_FaceTarget
    BOS3 E 6 bright 
    "####" "#" 0 A_CustomMissile("MuzzleFlashMedium",38,16,0)
    "####" "#" 0 A_FaceTarget
    "####" "#" 0 bright A_CustomMissile("EmperorAttack",38,16,random[RIDMONSTERAT](-16,16))
    BOS3 E 6 bright A_CustomMissile("EmperorAttack",38,16,random[RIDMONSTERAT](-16,16))
    "####" "#" 0
    goto See
  Missile2:
    "####" "#" 0 A_SetHeightOffset(10)
    "####" "#" 0 A_FaceTarget
    BOS3 G 35 A_PlayVoiceSoundPitch("","emperor/attack2",4)
    "####" "#" 0 A_SetHeightOffset(-5)
    "####" "#" 0 A_PlayWeaponSound("octobrain/attack")
    "####" "#" 0 A_FaceTarget
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",44,0,0)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",44,0,-12)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",44,0,8)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",44,0,19)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",44,0,24)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",44,0,-18)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",44,0,8)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",44,0,3)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",44,0,-3)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",44,0,-8)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",44,0,19)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",44,0,-26)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",44,0,12)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",44,0,0)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",44,0,8)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",44,0,-4)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",44,0,0)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",44,0,-12)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",44,0,8)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",44,0,19)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",44,0,24)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",44,0,-18)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",44,0,8)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",44,0,3)
    BOS3 H 1 bright A_CustomMissile("EmperorBrainAttack",44,0,-3)
    BOS3 H 20 bright
    goto See
  Pain:
    "####" "#" 0 A_SetHeightOffset(0)
    "####" "#" 0 A_Jump(128,"Pain2")
    BOS3 I 3
    BOS3 I 3 A_PlayVoiceSoundPitch("Pain")
    goto See
  Pain2:
    BOS3 R 3
    BOS3 R 3 A_PlayVoiceSoundPitch("Pain")
    goto See
  Pain.MicrowaveBlast:
    "####" "#" 0 A_SetHeightOffset(0)
    BOS3 I 1
    "####" "#" 0 A_CheckThump("Pain")
    loop
  Death:
    BOS3 I 20 A_PlayVoiceSoundPitch("Death")
    BOS3 J 10
    BOS3 K 10 A_NoBlocking
    BOS3 LMNOP 10
    BOS3 Q 1 {A_BossDeath; A_SpawnItemEx("DeadCycloidEmperorSentry", 0,0,0,0,0,0,0, SXF_TRANSFERTRANSLATION|SXF_TRANSFERSTENCILCOL|SXF_SETMASTER);}
    TNT1 A -1
    stop
  Pain.Shrinker:
    "####" "#" 0 A_PlaySound("shrinker/shrink")
    "####" "#" 0 A_InvulnerablePlus(1)
    BOS3 I 5 A_PlayVoiceSoundPitch("Pain")
    "####" "#" 0 A_CustomMissile("ShrinkEffect",8,0,0)
  Shrink:
    BOS3 I 2 {A_SetScale(ScaleX - 0.04, ScaleY - 0.04); A_SpawnItemEx("ShrunkBlur",0,0,0,0,0,0,angle,SXF_TRANSFERSPRITEFRAME|SXF_TRANSFERSCALE|SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_ABSOLUTEANGLE);}
    "####" "#" 0 A_JumpIf(ScaleX > 0.2 && ScaleY > 0.2, "Shrink")
    "####" "#" 0 A_Shrink
    "####" "#" 0 {A_ChangeFlag("COUNTKILL",0); A_Die("BossDeath");}
    stop
  Wound.Ice:
    "####" "#" 0 A_Freeze("See")
    "####" "#" 0 {A_ChangeFlag("COUNTKILL",0); A_Die("BossDeath");}
    TNT1 A 1
    stop
  Deathceiling:
   "####" "#" 0 A_Die
    TNT1 A 1
    stop
  Death.BossDeath:
    "####" "#" 0 A_BossDeath
    TNT1 A 1
    Stop
  Death.Headshot:
  Death.RocketHeadshot:
    "####" "#" 0 A_XScream
    "####" "#" 0 A_SpawnDebris("DukeGibs2NF", TRUE, 1.0, 1.0)
    "####" "#" 0 A_SpawnDebris("DukeGibs2NF", TRUE, 1.0, 1.0)
    "####" "#" 0 A_SpawnDebris("DukeGibs5NF", TRUE, 1.0, 1.0)
    "####" "#" 0 A_SpawnDebris("DukeGibs5NF", TRUE, 1.0, 1.0)
    "####" "#" 0 A_SpawnDebris("DukeGibs5NF", TRUE, 1.0, 1.0)
    "####" "#" 0 A_SpawnDebris("DukeGibs6", FALSE, 1.0, 1.0)
    "####" "#" 0 A_SpawnDebris("DukeGibs6", FALSE, 1.0, 1.0)
    "####" "#" 0 A_SpawnDebris("DukeGibs6", FALSE, 1.0, 1.0)
    "####" "#" 0 A_SpawnDebris("DukeGibs6", FALSE, 1.0, 1.0)
    "####" "#" 0 A_SpawnDebris("DukeGibs6", FALSE, 1.0, 1.0)
    "####" "#" 0 A_SpawnDebris("DukeGibs6", FALSE, 1.0, 1.0)
    3OS3 I 40 A_NoBlocking
    3OS3 J 10
    3OS3 K 10
    3OS3 LMNOP 10
    3OS3 Q 1 {A_BossDeath; A_SpawnItemEx("DeadCycloidEmperorSentryBehead", 0,0,0,0,0,0,0, SXF_TRANSFERTRANSLATION|SXF_TRANSFERSTENCILCOL);}
    stop
  Possessed:
    "####" "#" 0 A_ChangeFlag("NOPAIN", 1)
    BOS3 Q 5 {A_XScream; A_AdjustTics(1.0,1.0);}
    BOS3 P 5 {A_XScream; A_AdjustTics(1.0,1.0);}
    BOS3 ONML 5 A_AdjustTics(1.0,1.0)
    BOS3 K 5 A_AdjustTics(1.0,1.0)
    BOS3 J 5 A_AdjustTics(1.0,1.0)
    BOS3 I 5 A_AdjustTics(0,1.0)
    "####" "#" 0 A_ChangeFlag("NOPAIN", 0)
    goto See
  }
}

actor EmperorBrainAttack : OctobrainAttack
{
  Speed 14
  obituary "%o had his brain turned to mush by the Cycloid Emperor."
  States
  {
  Spawn:
    EN5X A 0 NoDelay A_JumpIfInventory("OctobrainAttackRange",3,"LastAttack")
    "####" "#" 0 A_GiveInventory("OctobrainAttackRange",1)
    EN5X ABCDEFGHIJKLMNOPQRST 1 Bright A_SpawnItem("WhiteFlare1",0,0)
    loop
  }
}

ACTOR CycloidEmperorStep
{
  Height 1
  Radius 1
  Speed 10
  Damage 0
  DeathSound "CycloidEmperor/Step"
  Projectile
  +BLOODLESSIMPACT 
  +CLIENTSIDEONLY
  States
  {
  Spawn:
    TNT1 A 1 
    Stop
  Death:
    TNT1 A 1 
    Stop
  }
}

ACTOR CycloidEmperorStomp : BattlelordStomp
{
  Obituary "%o was stepped by a Cycloid Emperor."
  HitObituary "%o was stepped by a Cycloid Emperor."
  States
  {
  Death:
    "####" "#" 0 A_PlaySound("CycloidEmperor/Step", 1)
    EXPL AAAA 0 A_CustomMissile ("ExplosionSmoke", 0, 0, random[RIDFX](0, 360), 2, random[RIDFX](10, 12))
    "####" "#" 0 Radius_Quake(4, 15, 0, 25, 0)
    "####" "#" 0 Radius_Quake(2, 15, 0, 45, 0)
    "####" "#" 0 A_Explode
    SM8K BDFHJLNPRTVXZ 1
    Stop
  }
}

actor DeadCycloidEmperor : DeadDukeNukemLarge 19118
{
  Radius 55
  Height 45
  scale 1.0
  States
  {
  Spawn:
    BOS3 Q -1
    Stop
  Death.Fire:
    "####" "#" 0 A_SetTranslation("Burned")
    "####" "#" 0 A_NoBlocking
    "####" "#" 0 A_SpawnItemEx("DeadCycloidEmperor", 0,0,0,0,0,0,0, SXF_TRANSFERTRANSLATION|SXF_TRANSFERSTENCILCOL)
    TNT1 A 1
    Stop
  Ice:
    "####" "#" 0 Thing_ChangeTID(0,3500)
    BOS3 Q 5 A_GenericFreezeDeath
    BOS3 Q 1 A_FreezeDeathChunks
    wait
  }
}

actor DeadCycloidEmperorBehead : DeadCycloidEmperor
{
  States
  {
  Spawn:
    3OS3 Q -1
    Stop
  Death.Fire:
    "####" "#" 0 A_SetTranslation("Burned")
    "####" "#" 0 A_NoBlocking
    "####" "#" 0 A_SpawnItemEx("DeadCycloidEmperorBehead", 0,0,0,0,0,0,0, SXF_TRANSFERTRANSLATION|SXF_TRANSFERSTENCILCOL)
    TNT1 A 1
    Stop
  Ice:
    "####" "#" 0 Thing_ChangeTID(0,3500)
    3OS3 Q 5 A_GenericFreezeDeath
    3OS3 Q 1 A_FreezeDeathChunks
    wait
  }
}

actor DeadCycloidEmperorSentry : DeadDukeNukemLargeP 19119
{
  Radius 30
  Height 40
  scale 0.7
  States
  {
  Spawn:
    BOS3 Q -1
    Stop
  Death.Fire:
    "####" "#" 0 A_SetTranslation("Burned")
    "####" "#" 0 A_NoBlocking
    "####" "#" 0 A_SpawnItemEx("DeadCycloidEmperorSentry", 0,0,0,0,0,0,0, SXF_TRANSFERTRANSLATION|SXF_TRANSFERSTENCILCOL)
    TNT1 A 1
    Stop
  Ice:
    "####" "#" 0 Thing_ChangeTID(0,3500)
    BOS3 Q 5 A_GenericFreezeDeath
    BOS3 Q 1 A_FreezeDeathChunks
    wait
  }
}

actor DeadCycloidEmperorSentryBehead : DeadCycloidEmperorBehead
{
  Radius 30
  Height 40
  scale 0.7
  States
  {
  Death.Fire:
    "####" "#" 0 A_SetTranslation("Burned")
    "####" "#" 0 A_NoBlocking
    "####" "#" 0 A_SpawnItemEx("DeadCycloidEmperorSentryBehead", 0,0,0,0,0,0,0, SXF_TRANSFERTRANSLATION|SXF_TRANSFERSTENCILCOL)
    TNT1 A 1
    Stop
  }
}