ACTOR NemesisAssaultCaptain : LegendaryAssaultCaptain 28001
{
  Health 1700
  Speed 20
  BloodColor "Black"
  PainChance 20
  DamageFactor 0.6
  DamageFactor "PlayerNemesisPlasma", 0.0
  DamageFactor "Explosion", 0.2
  DamageFactor "PlayerDTRG", 0.4
  DamageFactor "DTRailgun", 0.4
  DamageFactor "PDTPuff", 0.4
  DamageFactor "RailG", 0.3
  DamageFactor "PlayerPyro", 0.2
  DamageFactor "VileFires", 0.0
  DropItem "NemesisHealthBonusMax", 256, 32
  DropItem "NemesisArmorBonus32", 256
  DropItem "NemesisHealthBonusMax", 256, 32
  DropItem "NemesisArmorBonus32", 256
  DropItem "StimKit", 222, 3
  DropItem "HealthFlask", 227, 5
  DropItem "Armorplate", 212, 1
  DropItem "LegAmmoSphere", 95, 1
  DropItem "Portablemedkit", 217, 1
  DropItem "LegendaryRune", 70, 1
  DropItem "EnragedLegendaryArmor", 92, 1
  DropItem "EnragedLegendaryPowerShard", 35, 1
  DropItem "HandGrenadeAmmo", 237, 2
  DropItem "MineAmmo", 242, 2
  DropItem "ModdedBackPack", 202, 1
  DropItem "NemesisShell", 256
  DropItem "NemesisShellBox", 130
  DropItem "Nemesis Assault Shotgun", 128, 1
  SeeSound "NemesisAssaultCaptain/sight"
  AttackSound " "
  PainSound "NemesisAssaultCaptain/pain"
  DeathSound "NemesisAssaultCaptain/death"
  ActiveSound "NemesisAssaultCaptain/active"
  Obituary "%o was dissolved into atoms by the Nemesis Assault Captain."
  Tag "\c[v9]Nemesis Assault Captain\c-"
  var int user_infammo;
  var int user_deathtimer;
  var int user_deathtimeractive;
  States
  {
  Spawn:
	NASG A 10 Bright A_Look
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	NASG Z 10 Bright A_Look
	TNT1 AA 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	Loop
  See:
	TNT1 A 0 A_JumpIf(user_deathtimeractive == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("NemesisDeathTimerForVexed",0)
	TNT1 A 0 A_SetUserVar("user_deathtimeractive",1)
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,701)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_JumpIfInventory("RunesCheck",1,2)
	TNT1 A 0 ACS_NamedExecuteWithResult("CheckRunes")
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	NASG AA 4 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	NASG BB 4 Bright A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	NASG CC 4 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	NASG DD 4 Bright A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_Jump(40,"Teleport")
	TNT1 A 0 A_Jump(64,"Mine")
	TNT1 A 0 A_Jump(64,"Rush")
	TNT1 A 0 A_Jump(64,"DodgeLeft","DodgeRight")
	TNT1 A 0 A_Jump(64,"Chase")
	Loop
  Chase:
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	NASG AA 1 Bright A_FastChase
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_Jump(1,"Heal")
	TNT1 A 0 A_JumpIfCloser(130,"Dodge")
	NASG AA 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_JumpIfCloser(130,"Dodge")
	NASG BB 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_JumpIfCloser(130,"Dodge")
	NASG BB 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	TNT1 A 0 A_JumpIfCloser(150,"Dodge")
	NASG CC 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_Jump(10,"Heal")
	TNT1 A 0 A_JumpIfCloser(150,"Dodge")
	NASG CC 1 Bright A_FastChase
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_JumpIfCloser(130,"Dodge")
	NASG DD 1 Bright A_FastChase
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_JumpIfCloser(130,"Dodge")
	NASG DD 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	TNT1 A 0 A_Jump(40,"Teleport")
	TNT1 A 0 A_Jump(95,"Mine")
	TNT1 A 0 A_Jump(128,"Dodge")
	Loop
  Rush:
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("NemesisASGZombieGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NASG A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisASGZombieGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NASG A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisASGZombieGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NASG B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisASGZombieGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NASG B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("NemesisASGZombieGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NASG C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisASGZombieGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NASG C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisASGZombieGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NASG D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisASGZombieGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NASG D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_Jump(85,"See")
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	Loop
  Heal:
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	NASG A 5 Bright
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 HealThing(5)
	TNT1 A 0 A_PlaySound("pickups/flask",0,1.0,0)
	Goto See
  Heal2:
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	NASG A 5 Bright
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 HealThing(15)
	TNT1 A 0 A_PlaySound("pickups/pstimpack",0,1.0,0)
	Goto See
  Heal3:
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	NASG A 5 Bright
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 HealThing(25)
	TNT1 A 0 A_PlaySound("pickups/pmedkit",0,1.0,0)
	Goto See
  InfiniteAmmo:
	TNT1 A 0 A_JumpIf(user_infammo == 1,"Missile")
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	NASG A 5 Bright
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	TNT1 A 0 ACS_NamedExecuteAlways("EnemyInfiniteAmmo",0)
	TNT1 A 0 A_PlaySound("legammo/use",0,1.0,0,0.5)
	Goto See
  SeeNoDodge:
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	NASG AABB 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	NASG CCDD 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	NASG AABB 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	NASG CCDD 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	NASG AABB 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	NASG CCDD 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	Goto Chase
  Dodge:
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	NASG A 1 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	TNT1 A 0 ThrustThingZ(0, 20, 0, 0)
	TNT1 A 0 A_Jump(256, "DodgeRight", "DodgeLeft")
  DodgeLeft:
	TNT1 A 0 ThrustThing(angle*256/360+192, 15, 0, 0)
	TNT1 A 0 A_Jump(40,"Heal")
	TNT1 A 0 A_Jump(35,"Heal2")
	TNT1 A 0 A_Jump(30,"Heal3")
	TNT1 A 0 A_Jump(20,"InfiniteAmmo")
	Goto SeeNoDodge
  DodgeRight:
	TNT1 A 0 ThrustThing(angle*256/360+64, 15, 0, 0)
	TNT1 A 0 A_Jump(40,"Heal")
	TNT1 A 0 A_Jump(35,"Heal2")
	TNT1 A 0 A_Jump(30,"Heal3")
	TNT1 A 0 A_Jump(20,"InfiniteAmmo")
	Goto SeeNoDodge
  Teleport:
	NASG A 1 Bright A_UnSetShootable
	TNT1 AAAA 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	NASG AAAAAAAAAA 1 Bright A_FadeOut(0.1,0)
	NASG A 2 Bright
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	NASG A 1 Bright A_PlayWeaponSound("boss/teleport")
	TNT1 AAAA 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	NASG AAAAAAAAAA 1 Bright A_FadeIn(0.1)
	NASG A 1 Bright A_SetShootable
	Goto See  
  Missile:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_Jump(30,"InfiniteAmmo")
	TNT1 A 0 A_Jump(30,"SuperCombo")
	NASG E 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
  MissileLoop:
	TNT1 A 0 A_JumpIf(user_infammo == 1,"MissileLoopInfAmmo")
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_JumpIfInventory("ASGZAmmo",16,"Reload")
	NASG E 4 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_GiveInventory("ASGZAmmo",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	//TNT1 AAAA 0 Bright A_CustomMissile("NemesisTracer",Random(28,34),0,Random(6,-6),0)
	//TNT1 A 0 Bright A_CustomBulletAttack(15,12,4,0,"NemesisASGPuffExplode",0)
	//NASG F 2 Bright A_CustomBulletAttack(15,12,4,Random(5,15)*6,"NemesisASGBulletPuff",0,CBAF_NORANDOM)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	NASG F 2 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	NASG E 4 Bright A_FaceTarget
	TNT1 A 0 Bright A_CPosRefire
	TNT1 A 0 A_Jump(6,"Heal")
	TNT1 A 0 A_Jump(5,"Heal2")
	TNT1 A 0 A_Jump(4,"Heal3")
	TNT1 A 0 A_Jump(3,"InfiniteAmmo")
	TNT1 A 0 A_Jump(20,"MidAttackTeleport")
	TNT1 A 0 A_Jump(10,"Grenade")
	TNT1 A 0 A_JumpIfCloser(300,"MidAttackTeleport")
	Loop
  MissileLoopInfAmmo:
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_TakeInventory("ASGZAmmo",16)
	NASG E 4 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	//TNT1 AAAA 0 Bright A_CustomMissile("NemesisTracer",Random(28,34),0,Random(6,-6),0)
	//TNT1 A 0 Bright A_CustomBulletAttack(15,12,4,0,"NemesisASGPuffExplode",0)
	//NASG F 2 Bright A_CustomBulletAttack(15,12,4,Random(5,15)*6,"NemesisASGBulletPuff",0,CBAF_NORANDOM)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	NASG F 2 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	NASG E 4 Bright A_FaceTarget
	TNT1 A 0 Bright A_CPosRefire
	TNT1 A 0 A_Jump(6,"Heal")
	TNT1 A 0 A_Jump(5,"Heal2")
	TNT1 A 0 A_Jump(4,"Heal3")
	TNT1 A 0 A_Jump(10,"Grenade")
	Loop
  Strafing:
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	NASG AA 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	NASG BB 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	NASG CC 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)  
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	NASG DD 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	Goto See
  Mine:
	TNT1 A 0 A_JumpIf(user_infammo == 1,"MineInfAmmo")
	NASG C 1 Bright
	NASG C 12 Bright A_CustomMissile("NemesisSpringMineSet",32,0,0,2,15)
	NASG E 12 Bright
	NASG C 3 Bright
	Goto See
  MineInfAmmo:
	NASG C 1 Bright
	NASG C 12 Bright A_CustomMissile("NemesisSpringMineSet",32,0,0,2,15)
	NASG E 12 Bright
	TNT1 A 0 A_SetAngle(random(0,360))
	NASG C 3 Bright
	TNT1 A 0 A_Jump(64,"See")
	Loop
  Grenade:
	TNT1 A 0 A_PlaySound("weapons/hgrenadepin",0,1.0,0)
	NASG CE 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/hgrenadethrow",0,1.0,0)
	NASG E 1 Bright A_CustomMissile("NemesisGrenade",32,0,0,2,4)
	Goto Dodge
  MidAttackTeleport:
	NASG E 1 Bright A_UnSetShootable
	TNT1 AAAA 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	NASG E 1 Bright A_FadeOut(0.1,0)
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
	NASG EEE 1 Bright A_FadeOut(0.1,0)
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
	NASG EEE 1 Bright A_FadeOut(0.1,0)
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
	NASG EEE 1 Bright A_FadeOut(0.1,0)
	NASG E 2 Bright
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	NASG E 1 Bright A_PlayWeaponSound("boss/teleport")
	TNT1 AAAA 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	NASG EEEEEEEEEE 1 Bright A_FadeIn(0.1)
	NASG EEE 1 Bright A_FadeIn(0.1)
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
	NASG EEE 1 Bright A_FadeIn(0.1)
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
	NASG EEE 1 Bright A_FadeIn(0.1)
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
	NASG E 1 Bright A_FadeIn(0.1)
	NASG E 1 Bright A_SetShootable
	Goto Grenade
  SuperCombo:
	TNT1 A 0 A_JumpIf(user_infammo == 1,"Missile")
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	NASG A 5 Bright
	TNT1 A 0 ACS_NamedExecuteAlways("EnemyInfiniteAmmo",0)
	TNT1 A 0 A_PlaySound("legammo/use",0,1.0,0,0.5)
  SuperComboASG:
	TNT1 A 0 A_JumpIf(user_infammo == 0,"See")
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_TakeInventory("ASGZAmmo",16)
	NASG E 4 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAA 0 Bright A_CustomMissile("NemesisTracer",Random(28,34),0,Random(6,-6),0)
	TNT1 A 0 Bright A_CustomBulletAttack(15,12,4,0,"NemesisASGPuffExplode",0)
	NASG F 2 Bright A_CustomBulletAttack(15,12,4,Random(5,15)*6,"NemesisASGBulletPuff",0,CBAF_NORANDOM)
	NASG E 4 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_TakeInventory("ASGZAmmo",16)
	NASG E 4 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAA 0 Bright A_CustomMissile("NemesisTracer",Random(28,34),0,Random(6,-6),0)
	TNT1 A 0 Bright A_CustomBulletAttack(15,12,4,0,"NemesisASGPuffExplode",0)
	NASG F 2 Bright A_CustomBulletAttack(15,12,4,Random(5,15)*6,"NemesisASGBulletPuff",0,CBAF_NORANDOM)
	NASG E 4 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_TakeInventory("ASGZAmmo",16)
	NASG E 4 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAA 0 Bright A_CustomMissile("NemesisTracer",Random(28,34),0,Random(6,-6),0)
	TNT1 A 0 Bright A_CustomBulletAttack(15,12,4,0,"NemesisASGPuffExplode",0)
	NASG F 2 Bright A_CustomBulletAttack(15,12,4,Random(5,15)*6,"NemesisASGBulletPuff",0,CBAF_NORANDOM)
	NASG E 4 Bright A_FaceTarget
	Goto MidSuperCombo
  SuperComboGrenade:
	TNT1 A 0 A_JumpIf(user_infammo == 0,"See")
	TNT1 A 0 A_PlaySound("weapons/hgrenadepin",0,1.0,0)
	NASG CE 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/hgrenadethrow",0,1.0,0)
	NASG E 1 Bright A_CustomMissile("NemesisGrenade",32,0,0,2,4)
	TNT1 A 0 A_Jump(32,"See")
	Goto MidSuperCombo
  SuperComboMines:
	TNT1 A 0 A_JumpIf(user_infammo == 0,"See")
	NASG C 1 Bright
	NASG C 6 Bright A_CustomMissile("NemesisSpringMineSet",32,0,0,2,15)
	NASG E 6 Bright
	TNT1 A 0 A_SetAngle(random(0,360))
	NASG C 3 Bright
	TNT1 A 0 A_Jump(100,"MidSuperCombo")
	TNT1 A 0 A_Jump(32,"See")
	Loop
  MidSuperCombo:
	TNT1 A 0 A_JumpIf(user_infammo == 0,"See")
	NASG E 1 Bright A_UnSetShootable
	TNT1 AAAA 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	NASG E 1 Bright A_FadeOut(0.1,0)
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
	NASG E 3 Bright A_FadeOut(0.1,0)
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
	NASG E 3 Bright A_FadeOut(0.1,0)
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
	NASG E 3 Bright A_FadeOut(0.1,0)
	NASG E 2 Bright
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	NASG E 1 Bright A_PlayWeaponSound("boss/teleport")
	TNT1 AAAA 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	NASG EEEEEEEEEE 1 Bright A_FadeIn(0.1)
	NASG E 3 Bright A_FadeIn(0.1)
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
	NASG E 3 Bright A_FadeIn(0.1)
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
	NASG E 3 Bright A_FadeIn(0.1)
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
	NASG E 1 Bright A_FadeIn(0.1)
	NASG E 1 Bright A_SetShootable
	TNT1 A 0 A_Jump(128,"SuperComboASG","SuperComboMines")
	Goto SuperComboGrenade
  Reload:
	TNT1 A 0 A_ChangeFlag("NoPain",1)
	TNT1 A 0 A_PlaySound("lasgguy/asgout")
	TNT1 A 0 A_SpawnItemEx("LegendaryEmptyDrumSpawner",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	NASG E 20 Bright A_TakeInventory("ASGZAmmo",16)
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	NASG E 8 Bright A_PlaySound("lasgguy/asgin") 
	NASG E 10 Bright A_PlaySound("LShotgun/Cock")
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_ChangeFlag("NoPain",0)
	Goto See
  Pain:
	TNT1 A 0 A_Jump(30,"Teleport")
	TNT1 A 0 A_Jump(20,"Dodge")
	NASG G 3 Bright
	NASG G 3 Bright A_Pain
	TNT1 A 0 A_Jump(40,"Dodge")
	TNT1 A 0 A_Jump(192,"Missile")
	Goto See
  Death:
	TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("NoVexedBoys") == 1,4)
	TNT1 A 0 A_JumpIfInTargetInventory("TrueLegendaryRuneItem",1,"VexedSpawn")
	TNT1 A 0 A_JumpIfInTargetInventory("TrueLegendaryRuneItem2",1,"VexedSpawn")
	TNT1 A 0 A_JumpIf(user_deathtimer <= 10,"VexedSpawn")	
	TNT1 A 0 A_Jump(36,"LegendarySoul")
	NASG H 5
	NASG I 5 A_Scream
	NASG J 5 A_Fall
	NASG J 5 A_SpawnItem("BodyCrash",0,0,0,0)
	NASG K 5
	TNT1 A 0 A_Jump(100,"MoreStuff")
	NASG L -1
	Stop
  LegendarySoul:
	TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NASG H 5
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NASG I 5 A_Scream
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NASG J 5 A_Fall
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NASG J 5 A_SpawnItem("BodyCrash",0,0,0,0)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NASG K 5
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NASG L 140
	NASG L 0 A_PlaySoundEx("brain/spit","Voice",0,2)
	NASG LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	NASG LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	NASG LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("NemesisSoul",0,0,16,0,0,0,0,32)
	TNT1 A 0 A_SpawnItemEx("TeleportFog",0,0,16,0,0,0,0,32)
	NASG L -1
	Stop
  VexedSpawn:
	NASG G 3 Bright A_Pain
	NASG G 0 A_PlaySoundEx("brain/spit",7,0,2)
	NASG GGGGGGGGGGGGGGGGG 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	NASG GGGGGGGGGGGGGGGGG 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	NASG GGGGGGGGGGGGGGGGG 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("NemesisLightning")
	NASG GGGGGGGGGGGG 2 Bright A_SpawnItemEx("VexedNemesisFlameSpawner")
	TNT1 A 0 A_SpawnItemEx("VexedNemesisAssaultCaptain",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TELEFRAG)
	TNT1 A 0
	Stop	
  MoreStuff:
	NASG L 100
	TNT1 A 0 A_SpawnItem("HellionSmokeAttack")
	NASG LLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_SpawnItem("NemesisAssaultCaptainItemRandomizer")
	NASG LLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_SpawnItem("NemesisAssaultCaptainItemRandomizer")
	NASG L 1 A_SpawnItem("NemesisZombieSuperItemRandomizer")
	NASG L -1
	Stop
  XDeath:
	TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_JumpIfInTargetInventory("TrueLegendaryRuneItem",1,"VexedSpawn")
	TNT1 A 0 A_JumpIfInTargetInventory("TrueLegendaryRuneItem2",1,"VexedSpawn")
	TNT1 A 0 A_JumpIf(user_deathtimer <= 10,"VexedSpawn")	
	NASG O 5 A_SpawnItemEx("NemesisGibbedGenerator",0,0,0,0,0,0,0,128,0)
	NASG P 5 A_XScream
	NASG Q 5 A_Fall
	NASG RSTUV 5
	TNT1 A 0 A_Jump(100,"MoreStuff2")
	NASG W -1
	Stop
  MoreStuff2:
	NASG W 100
	TNT1 A 0 A_SpawnItem("HellionSmokeAttack")
	NASG WWWWWWWWWWWWWWWWWWWWWWWWWWWWWW 1 A_SpawnItem("NemesisAssaultCaptainItemRandomizer")
	NASG WWWWWWWWWWWWWWWWWWWWWWWWWWWWWW 1 A_SpawnItem("NemesisAssaultCaptainItemRandomizer")
	NASG W 1 A_SpawnItem("NemesisZombieSuperItemRandomizer")
	NASG W -1
	Stop
	}
}

Actor NemesisAssaultCaptainInfAmmo : PowerTargeter
{
States
{
  Targeter:
  TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
  TNT1 A 6 A_SpawnItemEx("LegendaryBluePowerLine",random(32,-32),random(32,-32),random(8,48),0,0,random(1,4),0,SXF_CLIENTSIDE,0) 
  Loop
}
}

Actor NemesisAssaultCaptainInfAmmoCheck : Inventory { Inventory.MaxAmount 1 }

ACTOR NemesisAssaultCaptainInfAmmoGiver : PowerupGiver
{
+NOTIMEFREEZE
+INVENTORY.QUIET
+INVENTORY.UNDROPPABLE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.AUTOACTIVATE
+INVENTORY.ADDITIVETIME
Inventory.Amount 1
Inventory.MaxAmount 0
Powerup.Type "NemesisAssaultCaptainInfAmmo"
Powerup.duration -15
}

ACTOR NemesisASGZombieGhostA
{
Scale 1.1
Radius 20
Height 56
Speed 0
Alpha 0.7
PROJECTILE
RENDERSTYLE Translucent
+NOTIMEFREEZE
+NOINTERACTION
+CLIENTSIDEONLY
+NONETID
States
  {
  Spawn:
	TNT1 A 0 Bright
	TNT1 A 0 Bright A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
	TNT1 A 1 Bright
	Goto Fade
  Fade:
	NASG A 2 A_FadeOut(0.1,1)
	Loop
  Toaster:
	TNT1 A 1 Bright
	Stop
	}
}

ACTOR NemesisASGZombieGhostB : NemesisASGZombieGhostA
{   
States
  {
  Fade:
	NASG B 2 A_FadeOut(0.1,1)
	Loop
  }
}

ACTOR NemesisASGZombieGhostC : NemesisASGZombieGhostA
{   
States
  {
  Fade:
	NASG C 2 A_FadeOut(0.1,1)
	Loop
  }
}

ACTOR NemesisASGZombieGhostD : NemesisASGZombieGhostA
{   
States
  {
  Fade:
	NASG D 2 A_FadeOut(0.1,1)
	Loop
	}
}

Actor NemesisGrenadeSmoke : TrueNemesisHellionSmoke
{
Scale 0.1
}

Actor NemesisGrenade : ThrownGrenade
{
Species "LegendaryZombie"
Damagetype "Legendary"
Obituary "%o was blown away by the Nemesis Assault Captain's grenade."
States
	{
	Spawn:
		TNT1 AAA 0 A_StopSound
		TNT1 A 0 A_SpawnItemEx("NemesisGrenadeSmoke",0,0,2,0,0,frandom(0,3))
		HGN1 A 3
		TNT1 A 0 A_SpawnItemEx("NemesisGrenadeSmoke",0,0,2,0,0,frandom(0,3))
		HGN1 B 3 A_GiveInventory("GrenadeTime",1)
		TNT1 A 0 A_SpawnItemEx("NemesisGrenadeSmoke",0,0,2,0,0,frandom(0,3))
		HGN1 C 3 A_GiveInventory("GrenadeTime",1)
		TNT1 A 0 A_SpawnItemEx("NemesisGrenadeSmoke",0,0,2,0,0,frandom(0,3))
		HGN1 D 3 A_GiveInventory("GrenadeTime",1)
		TNT1 A 0 A_SpawnItemEx("NemesisGrenadeSmoke",0,0,2,0,0,frandom(0,3))
		HGN1 E 3 A_GiveInventory("GrenadeTime",1)
		TNT1 A 0 A_SpawnItemEx("NemesisGrenadeSmoke",0,0,2,0,0,frandom(0,3))
		HGN1 F 3 A_GiveInventory("GrenadeTime",1)
		TNT1 A 0 A_SpawnItemEx("NemesisGrenadeSmoke",0,0,2,0,0,frandom(0,3))
		HGN1 G 3 A_GiveInventory("GrenadeTime",1)
		TNT1 A 0 A_SpawnItemEx("NemesisGrenadeSmoke",0,0,2,0,0,frandom(0,3))
		HGN1 H 3 A_GiveInventory("GrenadeTime",1)
		TNT1 A 0 A_SpawnItemEx("NemesisGrenadeSmoke",0,0,2,0,0,frandom(0,3))
		HGN1 A 3 A_GiveInventory("GrenadeTime",1)
		TNT1 A 0 A_SpawnItemEx("NemesisGrenadeSmoke",0,0,2,0,0,frandom(0,3))
		HGN1 B 3 A_GiveInventory("GrenadeTime",1)
		TNT1 A 0 A_SpawnItemEx("NemesisGrenadeSmoke",0,0,2,0,0,frandom(0,3))
		HGN1 C 3 A_GiveInventory("GrenadeTime",1)
		TNT1 A 0 A_SpawnItemEx("NemesisGrenadeSmoke",0,0,2,0,0,frandom(0,3))
		HGN1 D 3 A_GiveInventory("GrenadeTime",1)
		TNT1 A 0 A_SpawnItemEx("NemesisGrenadeSmoke",0,0,2,0,0,frandom(0,3))
		HGN1 E 3 A_GiveInventory("GrenadeTime",1)
		TNT1 A 0 A_SpawnItemEx("NemesisGrenadeSmoke",0,0,2,0,0,frandom(0,3))
		HGN1 F 3 A_GiveInventory("GrenadeTime",1)
		TNT1 A 0 A_SpawnItemEx("NemesisGrenadeSmoke",0,0,2,0,0,frandom(0,3))
		HGN1 G 3 A_GiveInventory("GrenadeTime",1)
		TNT1 A 0 A_SpawnItemEx("NemesisGrenadeSmoke",0,0,2,0,0,frandom(0,3))
		HGN1 H 3 A_GiveInventory("GrenadeTime",1)
		TNT1 A 0 A_SpawnItemEx("NemesisGrenadeSmoke",0,0,2,0,0,frandom(0,3))
		HGN1 A 3 A_GiveInventory("GrenadeTime",1)
		TNT1 A 0 A_SpawnItemEx("NemesisGrenadeSmoke",0,0,2,0,0,frandom(0,3))
		HGN1 B 3 A_GiveInventory("GrenadeTime",1)
		TNT1 A 0 A_SpawnItemEx("NemesisGrenadeSmoke",0,0,2,0,0,frandom(0,3))
		HGN1 C 3 A_GiveInventory("GrenadeTime",1)
		TNT1 A 0 A_SpawnItemEx("NemesisGrenadeSmoke",0,0,2,0,0,frandom(0,3))
		HGN1 D 3 A_GiveInventory("GrenadeTime",1)
		TNT1 A 0 A_SpawnItemEx("NemesisGrenadeSmoke",0,0,2,0,0,frandom(0,3))
		HGN1 E 3 A_GiveInventory("GrenadeTime",1)
		TNT1 A 0 A_SpawnItemEx("NemesisGrenadeSmoke",0,0,2,0,0,frandom(0,3))
		HGN1 F 3 A_GiveInventory("GrenadeTime",1)
		TNT1 A 0 A_SpawnItemEx("NemesisGrenadeSmoke",0,0,2,0,0,frandom(0,3))
		HGN1 G 3 A_GiveInventory("GrenadeTime",1)
		TNT1 A 0 A_SpawnItemEx("NemesisGrenadeSmoke",0,0,2,0,0,frandom(0,3))
		HGN1 H 3 A_GiveInventory("GrenadeTime",1)
		Goto Death
	Crash:
	Death:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag(MOVEWITHSECTOR,1)
		TNT1 A 0 A_SpawnItemEx("NemesisGrenadeSmoke",0,0,2,0,0,frandom(0,3))
		HGN1 H 1
		HGN1 H 1 A_GiveInventory("GrenadeTime",1)
		HGN1 H 1 A_JumpIfInventory("GrenadeTime",35,"XDeath")
		Goto Death+2
	XDeath:
		TNT1 A 0 Bright
		HGN1 H 1 Bright A_ChangeFlag(EXTREMEDEATH,1)
		TNT1 A 0 Bright A_NoBlocking
		TNT1 A 0 Bright A_Explode(300,200,0,0)
		TNT1 A 0 Bright Radius_Quake(2,24,0,15,0)
		TNT1 A 0 Bright A_AlertMonsters
		TNT1 A 0 Bright A_PlaySound("weapons/hgrenadeex",CHAN_BODY)
		TNT1 A 0 Bright A_SpawnItemEx("NemesisWhiteParticleSpawner",0,0,0,0,0,0,0,128) 
		TNT1 AAA 0 Bright A_CustomMissile("WhiteNemesisKaboom",0,0,random(0,360),2,random(0,360))
		TNT1 AAA 0 Bright A_CustomMissile("SmokeFX2",0,0,random(0,360),2,random(0,360))
		TNT1 AAAA 0 Bright A_SpawnItemEx("Debris",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,SXF_CLIENTSIDE,0)
		TNT1 A 1 Bright A_SpawnItem("NemesisRocketEx")
		TNT1 A 0 Bright A_Explode(200,400,0,0)
		TNT1 A 0 Bright A_PlaySound("Explosion",CHAN_WEAPON)
		TNT1 A 0 Bright A_PlaySound("FAREXPL",CHAN_VOICE)
		TNT1 AAA 1 Bright A_SpawnItemEx("NemesisRocketEx",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,SXF_CLIENTSIDE,0)
		TNT1 A 48 Bright
		Stop
	}
}

ACTOR NemesisSpringMineSet : SpringMineSet
{
States
  {
  Spawn:
	TNT1 A 0 A_CountDown
	NSPM A 1 Bright
	Loop
  Death:
	TNT1 A 0 Bright
	TNT1 A 1 Bright A_CustomMissile("NemesisSpringMineActive",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)
	Stop
  } 
}

ACTOR NemesisSpringMineActive : SpringMineActive
{
//Health 1
//+SHOOTABLE
-FRIENDLY
//-THRUACTORS
+THRUSPECIES
+MTHRUSPECIES
+NORADIUSDMG
//+MISSILE
Species "LegendaryZombie"
DamageType "Legendary"
Obituary "%o came too close to the Nemesis Assault Captain's spring mine."
States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_RearrangePointers(AAPTR_NULL, AAPTR_TARGET, AAPTR_NULL)
	TNT1 A 0 A_PlaySound("SMNSET1")
	NSPM AAAAAAAAAA 2
	TNT1 A 0 A_PlaySound("SMNSET2")
	NSPM AD 1
  SpawnLoop:
	NSPM ADAD 1 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,100,0,360,"Attack")
	TNT1 A 0 A_JumpIf(user_counter >= 260,"Attack")
	TNT1 A 0 A_SetUserVar("user_counter",user_counter + 1)
	Loop
  Attack:
  Death:
	TNT1 A 0
	NSPM ABC 2
	TNT1 A 0 A_RearrangePointers(AAPTR_MASTER, AAPTR_DEFAULT, AAPTR_DEFAULT)
	TNT1 A 0 ThrustThingZ(0,45,0,0)
	TNT1 A 0 A_PlaySound("MINLNCH")
	NSPM AAAAAAAAA 2
	NSPM AAA 1
	TNT1 A 0 A_PlaySound("SPRNMNXP")
	TNT1 A 0 A_Explode(400,200,0,1,50)
	//TNT1 A 0 A_SpawnItemEx("SMineExplosion",0,0,5,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER,0)
	TNT1 A 10 A_SpawnItemEx("WhiteProjExplodeLarge",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	Stop
  }
}

ACTOR NemesisAssaultCaptainItemRandomizer
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump(25,"Ammo")
TNT1 A 0 A_Jump(256,"Health","Armor")
Health:
TNT1 A 1 A_SpawnItemEx("NemesisHealthBonusMax",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360))
Stop
Armor:
TNT1 A 1 A_SpawnItemEx("NemesisArmorBonusMax",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360))
Stop
Ammo:
TNT1 A 1 A_SpawnItemEx("NemesisShell",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360))
Stop
}
}