ACTOR SpawnFire2 : SpawnFire { SeeSound "vile/firecrkl" } ACTOR SpawnShot2 : SpawnShot { States { Spawn: BOSF A 3 BRIGHT BOSF BCD 3 BRIGHT A_SpawnFly("SpawnFire2") Loop } } ACTOR BossEye2 : BossEye replaces BossEye { AttackSound "brain/spit" States { Spawn: SSWV A 10 A_Look Loop See: SSWV A 181 A_BrainAwake SSWV A 150 A_BrainSpit("SpawnShot2") Wait } }