ACTOR NemesisCyberNoble : LegendaryCyberNoble 28005
{ 
  Health 4500
  Speed 8
  SeeSound "NemesisCyberNoble/see"
  PainSound "NemesisCyberNoble/pain"
  DeathSound "NemesisCyberNoble/death"
  ActiveSound "NemesisCyberNoble/active"
  BloodColor "Black"
  DamageFactor 0.55
  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", 0.1
  PainChance 45 
  PainChance "Explosion", 128
  Obituary "%o was blasted into the void by the Nemesis Cyber Noble."
  HitObituary "%o's organs were torn out by the Nemesis Cyber Noble."
  DropItem "NemesisHealthBonusMax", 256, 32
  DropItem "NemesisArmorBonus32", 256
  DropItem "NemesisHealthBonusMax", 256, 32
  DropItem "NemesisArmorBonus32", 256
  DropItem "NemesisSphere", 60, 1
  DropItem "LegendaryRune", 128, 1
  DropItem "NLDemonAmmo", 256
  DropItem "NLDemonAmmoBox", 256
  DropItem "NemesisShell", 256
  DropItem "NemesisShellBox", 130
  DropItem "Nemesis Rifle", 100
  DropItem "Nemesis Plasmatic Cannon", 100
  DropItem "Nemesis Assault Shotgun", 100
  DropItem "Nemesis Sawed-Off Shotgun", 100
  Tag "\c[v9]Nemesis Cyber Noble\c-"
  var int user_portal;
  var int user_delay;
  var int user_deathtimer;
  var int user_deathtimeractive;
  States 
  { 
  Spawn:
    TNT1 AA 0 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
    NCBS A 7 Bright A_Look
    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",0,708)
	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_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_Jump(100,"Rush")
	NCBS AA 3 Bright A_Chase
	TNT1 AAA 0 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("WhiteWalkFire",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NCBS BB 3 Bright A_Chase
	TNT1 AAA 0 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("WhiteWalkFire",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NCBS CC 3 Bright A_Chase
	TNT1 AAA 0 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_Playsound("monster/bruwlk")
	TNT1 A 0 A_SpawnItemEx("WhiteWalkFire",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NCBS DD 3 Bright A_Chase
	TNT1 AAA 0 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_Playsound("monster/bruwlk")
	TNT1 A 0 A_SpawnItemEx("WhiteWalkFire",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	TNT1 A 0 A_Jump(32,"Teleport")
	Goto See
  Rush:
	NCBS A 2 Bright A_SpawnItemEx("NemesisCyberNobleGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NCBS AAAA 0 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	NCBS A 2 Bright A_SpawnItemEx("NemesisCyberNobleGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NCBS AAAA 0 Bright A_Chase  
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	NCBS B 2 Bright A_SpawnItemEx("NemesisCyberNobleGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NCBS AAAA 0 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	NCBS B 2 Bright A_SpawnItemEx("NemesisCyberNobleGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NCBS AAAA 0 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	TNT1 AAA 0 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	NCBS C 2 Bright A_SpawnItemEx("NemesisCyberNobleGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NCBS AAAA 0 Bright A_Chase
	TNT1 A 0 A_Playsound("monster/bruwlk")
	NCBS C 2 Bright A_SpawnItemEx("NemesisCyberNobleGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NCBS AAAA 0 Bright A_Chase  
	TNT1 A 0 A_Playsound("monster/bruwlk")
	NCBS D 2 Bright A_SpawnItemEx("NemesisCyberNobleGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NCBS AAAA 0 Bright A_Chase
	TNT1 A 0 A_Playsound("monster/bruwlk")
	NCBS D 2 Bright A_SpawnItemEx("NemesisCyberNobleGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NCBS AAAA 0 Bright A_Chase
	TNT1 A 0 A_Playsound("monster/bruwlk")
	TNT1 AAA 0 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	TNT1 A 0 A_Jump(24,"Teleport")
	TNT1 A 0 A_Jump(75,"See")
	Loop
  Teleport:
    NCBS P 1 Bright A_UnSetShootable
	NCBS PPPP 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NCBS PPPPPPPPPP 1  A_FadeOut(0.1,0)
	NCBS P 2 
	NCBS PEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
	NCBS PEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    NCBS P 1 A_PlayWeaponSound("boss/teleport")
	NCBS PPPP 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NCBS PPPPPPPPPPP 1 A_FadeIn(0.1)
    NCBS P 1 Bright A_SetShootable
    Goto See		
  Pause:
    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_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
    NCBS E 5 Bright A_PlaySound("lasgguy/asgin") 
	NCBS E 10 Bright A_PlaySound("LShotgun/Cock")
	Goto See
  Missile:
    TNT1 A 0 A_SetShootable
    TNT1 A 0 A_UnsetInvulnerable
    TNT1 A 0 A_SetTranslucent(1)
    TNT1 A 0 A_JumpifCloser(350,"NemesisASG")
	TNT1 A 0 A_Jump(4,"SuperRage","SuperRage2")
    TNT1 A 0 A_Jump(128,"Hugger","Rage","BestAttack","Rain","Rain2","Rockets","Seekers","BFG10K","Railgun","RocketRage","BestAttack2","LegCannon2","LegCannon1","NemesisSSGSniper","NemesisRifle","MiniGuruBalls")
	TNT1 A 0 A_Jump(20,"Portal")
	TNT1 A 0 A_Jump(100,"WhiteComet","9Comets")
  Normal:
    NCBS PQ 5 Bright A_FaceTarget
	NCBS R 0 A_CustomMissile("NemesisLegNobleBall",40,0,-8)
	NCBS R 0 A_CustomMissile("NemesisLegNobleBall",40,0,-4)
	NCBS R 0 A_CustomMissile("NemesisLegNobleBall",40,0,4)
	NCBS R 5 Bright A_CustomMissile("NemesisLegNobleBall",40,0,0)
    NCBS PQ 5 Bright A_FaceTarget
	NCBS R 0 A_CustomMissile("NemesisLegNobleBall",40,0,-8)
	NCBS R 0 A_CustomMissile("NemesisLegNobleBall",40,0,-4)
	NCBS R 0 A_CustomMissile("NemesisLegNobleBall",40,0,4)
	NCBS R 5 Bright A_CustomMissile("NemesisLegNobleBall",40,0,0)	
	TNT1 A 0 A_Jump(127,"Rockets","Seekers")
	Goto See
  NemesisASG:
	TNT1 A 0 A_Jump(64,"NemesisSSG")
    NCBS E 5 Bright A_FaceTarget
	NCBS E 6 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", 0, 32, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisASGBall",32,26,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	NCBS F 2 Bright A_PlaySoundEx("NemesisASG/Fire","Weapon")
    TNT1 A 0 A_Jump(45,"Pause")
    TNT1 A 0 A_SpidRefire
	Goto NemesisASG+1
  NemesisSSG:
    NCBS E 8 A_FaceTarget
	NCBS E 12 A_FaceTarget
	TNT1 AA 0 A_SpawnItemEx("NemesisShellCasing", 0, 12, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("NemesisASGBall",32,26,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	NCBS F 4 Bright A_PlaySoundEx("NemesisSSG/Fire1","Weapon")
    TNT1 A 0 A_Jump(100,"Pause")
	NCBS E 12
    TNT1 A 0 A_SpidRefire
	Goto Normal
  NemesisSSGSniper:
    NCBS E 5 Bright A_FaceTarget
	NCBS EEEEEEEEEEEEEEEEEEEE 1 A_CustomRailgun(-1,26,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,1,0,"RailTargetPuff",0,0,0,0,2,0,"NemesisCyberNobleRailTarget")
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", 0, 32, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 AAAAAAAAAAAA 0 A_CustomMissile("NemesisASGBall",32,26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-4,4))
	NCBS F 2 Bright A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
    NCBS EE 10 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", 0, 32, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 AAAAAAAAAAAA 0 A_CustomMissile("NemesisASGBall",32,26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-4,4))
	NCBS F 2 Bright A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
    NCBS EE 10 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", 0, 32, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 AAAAAAAAAAAA 0 A_CustomMissile("NemesisASGBall",32,26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-4,4))
	NCBS F 2 Bright A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
    NCBS EE 10 Bright A_FaceTarget
	Goto See
  NemesisRifle:
    NCBS EEE 5 Bright A_FaceTarget
    NCBS E 2 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",40,26,random(-4,4),0)
	NCBS F 2 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
    TNT1 A 0 A_Jump(10,"See")
    TNT1 A 0 A_SpidRefire
	Goto NemesisRifle+3
  Hugger:
    NCBS RQ 9 Bright A_FaceTarget
	NCBS PPPP 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NCBS P 0 A_CustomMissile("NemesisLegNobleBall3",38,-20,0)
    NCBS P 0 Bright A_CustomMissile("NemesisLegNobleBall3",38,-20,0)
	NCBS PPPP 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_Jump(80,"WhiteComet")
    Goto See	
  WhiteComet:
    NCBS PQ 7 Bright A_FaceTarget
	NCBS R 2 Bright A_CustomMissile("NemesisHKComet", 38, 0, 0)
	NCBS R 0 A_CustomMissile("NemesisHKComet", 38, 0, 6)
	NCBS R 4 Bright A_CustomMissile("NemesisHKComet", 38, 0, -6)
    NCBS PQ 7 Bright A_FaceTarget
	NCBS R 2 Bright A_CustomMissile("NemesisHKComet", 38, 0, 0)
	NCBS R 0 A_CustomMissile("NemesisHKComet", 38, 0, 6)
	NCBS R 4 Bright A_CustomMissile("NemesisHKComet", 38, 0, -6)
	TNT1 A 0 A_Jump(80,"9Comets")
    Goto See
  9Comets:
    NCBS PQ 8 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisHKComet", 38, 0, -5)
	TNT1 A 0 A_CustomMissile("NemesisHKComet", 38, 0, 5)
	TNT1 A 0 A_CustomMissile("NemesisHKComet", 38, 0, -10)
	TNT1 A 0 A_CustomMissile("NemesisHKComet", 38, 0, 10)
	TNT1 A 0 A_CustomMissile("NemesisHKComet", 38, 0, -15)
	TNT1 A 0 A_CustomMissile("NemesisHKComet", 38, 0, 15)
	TNT1 A 0 A_CustomMissile("NemesisHKComet", 38, 0, -20)
	TNT1 A 0 A_CustomMissile("NemesisHKComet", 38, 0, 20)
	NCBS R 7 Bright A_CustomMissile("NemesisHKComet", 38, 0, 0)
	TNT1 A 0 A_Jump(127,"Rage")
	Goto See
  Rage:	
    NCBS Q 1 Bright A_PlaySound("NemesisCyberNoble/Rage")
	NCBS Q 1 Bright A_FaceTarget
	NCBS Q 1 Bright A_SetUserVar("user_missile",0)
    NCBS RRRR 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NCBS QQQQ 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
  Raging:
    NCBS Q 0 A_JumpIf(user_missile >= 28,"See")	 
    NCBS Q 0 A_SetUserVar("user_missile",user_missile+1)
    NCBS QQ 0 Bright A_CustomMissile("NemesisLegNobleBall3Small",0,0,random(0,359))	
    NCBS Q 4 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
    Loop
  SuperRage:
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_SetInvulnerable
	NCBS Q 1 Bright A_PlaySound("NemesisCyberNoble/Rage")
	NCBS Q 1 Bright A_FaceTarget
	NCBS Q 1 Bright A_SetUserVar("user_missile",0)
	NCBS RRRRRRRRRRRRRRRRRRR 2 Bright A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NCBS QQQQQQQQQQQQQQQQQQQ 2 Bright A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
  SuperRaging:
	TNT1 A 0 A_JumpIf(user_missile >= 14,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	NCBS Q 0 Bright A_CustomMissile("NemesisHKSuperBall",32,0,random(0,359))	
	NCBS Q 8 Bright A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	Loop
  BestAttack:
    NCBS Q 1 Bright A_PlaySound("NemesisCyberNoble/Rage")
    NCBS P 2 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	NCBS PPPPPPPPPPPPPPPPP 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NCBS Q 2 Bright A_FaceTarget
	NCBS QQQQQQQQQQQQQQQQQ 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NCBS R 2 Bright A_FaceTarget
	TNT1 A 0 A_UnSetInvulnerable
	NCBS R 0 Bright A_CustomMissile("NemesisHKSuperBall",38,0,6)
	NCBS R 0 Bright A_CustomMissile("NemesisHKSuperBall",38,0,-6)
    NCBS R 8 Bright A_CustomMissile("NemesisHKSuperBall",38,0,0)
	TNT1 A 0 A_Jump(60,"BestAttack2")
    Goto See
  BestAttack2:
    NCBS E 1 Bright A_PlaySound("NemesisCyberNoble/Rage")
	TNT1 A 0 Bright A_PlaySound("lrball3/charge",CHAN_WEAPON)
    NCBS E 2 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	NCBS EEEEEEEEEEEEEEE 2 Bright A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NCBS E 2 Bright A_FaceTarget
	NCBS EEEEEEEEEEEEEFF 2 Bright A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NCBS F 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
    NCBS F 8 Bright A_CustomMissile("NemesisNobleCannonIonBeam",40,6,0)
	NCBS E 2 Bright A_FaceTarget
	NCBS EEEEEEEEEEEEEFF 2 Bright A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NCBS F 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
	TNT1 A 0 A_UnSetInvulnerable
    NCBS F 8 Bright A_CustomMissile("NemesisNobleCannonIonBeam",40,6,0)
    Goto See
  MiniGuruBalls:
    NCBS E 1 Bright A_PlaySound("NemesisCyberNoble/Rage")
	TNT1 A 0 Bright A_PlaySound("lrball3/charge",CHAN_WEAPON)
    NCBS E 2 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	NCBS EEEEEEEEEEEEEEE 2 Bright A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NCBS E 2 Bright A_FaceTarget
	NCBS EEEEEEEEEEEEEFF 2 Bright A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NCBS F 2 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    NCBS F 8 Bright A_CustomMissile("MiniNemesisBFGBall",40,6,0)
	NCBS E 2 Bright A_FaceTarget
	NCBS EEEEEEEEFF 2 Bright A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NCBS F 2 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    NCBS F 8 Bright A_CustomMissile("MiniNemesisBFGBall",40,6,0)
	NCBS EEEEEEEEFF 2 Bright A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NCBS F 2 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    NCBS F 8 Bright A_CustomMissile("MiniNemesisBFGBall",40,6,0)
	NCBS EEEEEEEEFF 2 Bright A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NCBS F 2 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
	TNT1 A 0 A_UnSetInvulnerable
    NCBS F 8 Bright A_CustomMissile("MiniNemesisBFGBall",40,6,0)
    Goto See
  SuperRage2:
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_PlaySound("NemesisCyberNoble/see",CHAN_VOICE)
	NCBS EEEEEEEEEE 2 Bright A_FaceTarget
	NCBS E 2 Bright A_PlaySound("Legcyber/BFG",CHAN_WEAPON)
	TNT1 A 0 A_FaceTarget
  SuperRage2Charging:
	TNT1 A 0 A_JumpIf(user_missile >= 80,"SuperRage2Continue")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	NCBS E 2 Bright A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)	
	TNT1 A 0 A_FaceTarget	
	Loop
  SuperRage2Continue:
	TNT1 A 0 A_SetUserVar("user_missile",0)
  SuperRage2Loop:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"SuperRage2Done")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
    NCBS E 1 Bright A_UnSetShootable
	NCBS AAAA 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NCBS EEEEE 1  A_FadeOut(0.2,0)
	NCBS E 1
	NCBS EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
	NCBS EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    NCBS E 1 A_PlayWeaponSound("boss/teleport")
	NCBS AAAA 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NCBS EEEEEE 1 A_FadeIn(0.2)
    NCBS E 1 Bright A_SetShootable
	NCBS E 4 A_FaceTarget 
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    NCBS F 4 Bright A_CustomMissile("MiniNemesisBFGBall",40,6,0)
	Loop
  SuperRage2Done:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_UnSetInvulnerable
	NCBS E 20 Bright
	Goto See
  LegCannon1:
    NCBS E 0 Bright A_FaceTarget
	NCBS E 15 Bright A_PlaySound("NemesisCannon/Mode1")
	TNT1 A 0 A_PlaySound("NemesisCannon/Fire",7)
	NCBS F 2 Bright A_CustomMissile("NemesisNobleCannonProj",40,26,0,0)
    NCBS EE 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Fire",7)
	NCBS F 2 Bright A_CustomMissile("NemesisNobleCannonProj",40,26,0,0)
    NCBS EE 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Fire",7)
	NCBS F 2 Bright A_CustomMissile("NemesisNobleCannonProj",40,26,0,0)
    NCBS EE 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Fire",7)
	NCBS F 2 Bright A_CustomMissile("NemesisNobleCannonProj",40,26,0,0)
    NCBS EE 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Fire",7)
	NCBS F 2 Bright A_CustomMissile("NemesisNobleCannonProj",40,26,0,0)
    NCBS EE 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Fire",7)
	NCBS F 2 Bright A_CustomMissile("NemesisNobleCannonProj",40,26,0,0)
    NCBS EE 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Fire",7)
	NCBS F 2 Bright A_CustomMissile("NemesisNobleCannonProj",40,26,0,0)
    NCBS EE 5 Bright A_FaceTarget
	TNT1 A 0 A_Jump(90,"LegCannon2")
	TNT1 A 0 A_Jump(87,"Seekers","BFG10K","Railgun")
  LegCannon2:
    NCBS E 0 Bright A_FaceTarget
	NCBS E 15 Bright A_PlaySound("NemesisCannon/Mode2")
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",7)
    NCBS F 2 Bright A_CustomMissile("NemesisNobleCannonLaser",40,26,random(-6,6),0)
    NCBS EE 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",7)
    NCBS F 2 Bright A_CustomMissile("NemesisNobleCannonLaser",40,26,random(-6,6),0)
    NCBS EE 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",7)
    NCBS F 2 Bright A_CustomMissile("NemesisNobleCannonLaser",40,26,random(-6,6),0)
    NCBS EE 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",7)
    NCBS F 2 Bright A_CustomMissile("NemesisNobleCannonLaser",40,26,random(-6,6),0)
    NCBS EE 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",7)
    NCBS F 2 Bright A_CustomMissile("NemesisNobleCannonLaser",40,26,random(-6,6),0)
    NCBS EE 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",7)
    NCBS F 2 Bright A_CustomMissile("NemesisNobleCannonLaser",40,26,random(-6,6),0)
    NCBS EE 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",7)
    NCBS F 2 Bright A_CustomMissile("NemesisNobleCannonLaser",40,26,random(-6,6),0)
    NCBS EE 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",7)
    NCBS F 2 Bright A_CustomMissile("NemesisNobleCannonLaser",40,26,random(-6,6),0)
    NCBS EE 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",7)
    NCBS F 2 Bright A_CustomMissile("NemesisNobleCannonLaser",40,26,random(-6,6),0)
    NCBS EE 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",7)
    NCBS F 2 Bright A_CustomMissile("NemesisNobleCannonLaser",40,26,random(-6,6),0)
    NCBS EE 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",7)
    NCBS F 2 Bright A_CustomMissile("NemesisNobleCannonLaser",40,26,random(-6,6),0)
    NCBS EE 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",7)
    NCBS F 2 Bright A_CustomMissile("NemesisNobleCannonLaser",40,26,random(-6,6),0)
    NCBS EE 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",7)
    NCBS F 2 Bright A_CustomMissile("NemesisNobleCannonLaser",40,26,random(-6,6),0)
    NCBS EE 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",7)
    NCBS F 2 Bright A_CustomMissile("NemesisNobleCannonLaser",40,26,random(-6,6),0)
    NCBS EE 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",7)
    NCBS F 2 Bright A_CustomMissile("NemesisNobleCannonLaser",40,26,random(-6,6),0)
    NCBS EE 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound ("legendarycannon/steam")
	TNT1 A 0 A_CustomMissile("LegendaryCannonSmoke",35,26,0,0)
	TNT1 A 0 A_Jump(87,"Seekers","BFG10K","Railgun")
	Goto See
  Rain:
	TNT1 A 0 A_PlaySound("NemesisCyberNoble/Attack",1)
	TNT1 A 0 Radius_Quake(6,60,0,18,0)
	NCBS P 2 Bright A_FaceTarget
	NCBS PPPPPPP 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NCBS Q 2 Bright A_FaceTarget
	NCBS QQQQQQQ 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NCBS Q 2 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar(user_missile,0)
  RainLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 20,"RainContinue")   
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	NCBS Q 2 Bright A_SpawnItemEx("NemesisHKCometRain",random(-800,800),random(-800,800),0,0,0,0,SXF_NOCHECKPOSITION,0)
	Loop
  RainContinue:
	NCBS Q 2 Bright A_FaceTarget
	NCBS QQQQQQQQ 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	Goto See
  Rain2:
	NCBS RRQQ 5 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisHKCometRain2",46,0,-30)
	TNT1 A 0 A_CustomMissile("NemesisHKCometRain2",46,0,30)
	TNT1 A 0 A_CustomMissile("NemesisHKCometRain2",46,0,-15)
	TNT1 A 0 A_CustomMissile("NemesisHKCometRain2",46,0,15)
	NCBS P 20 Bright A_CustomMissile("NemesisHKCometRain2",46,0,0)
	Goto See
  Rockets:
    NCBS E 4 Bright A_FaceTarget
    NCBS F 3 Bright A_CustomMissile("NemesisRocket",40,26,0,0)
	NCBS E 4 Bright A_FaceTarget
    NCBS F 3 Bright A_CustomMissile("NemesisRocket",40,26,0,0)
	NCBS E 4 Bright A_FaceTarget
    NCBS F 3 Bright A_CustomMissile("NemesisRocket",40,26,0,0)
	NCBS E 4 Bright A_FaceTarget
    NCBS F 3 Bright A_CustomMissile("NemesisRocket",40,26,0,0)
	NCBS E 4 Bright A_FaceTarget
    NCBS F 3 Bright A_CustomMissile("NemesisRocket",40,26,0,0)
	NCBS E 3 Bright A_FaceTarget
    NCBS F 3 Bright A_CustomMissile("NemesisRocket",40,26,0,0)
	NCBS E 3 Bright A_FaceTarget
    NCBS F 3 Bright A_CustomMissile("NemesisRocket",40,26,0,0)
	NCBS E 3 Bright A_FaceTarget
    NCBS F 2 Bright A_CustomMissile("NemesisRocket",40,26,0,0)
	NCBS E 3 Bright A_FaceTarget
    NCBS F 2 Bright A_CustomMissile("NemesisRocket",40,26,0,0)
	NCBS E 3 Bright A_FaceTarget
    NCBS F 2 Bright A_CustomMissile("NemesisRocket",40,26,0,0)
	TNT1 A 0 A_Jump(87,"Seekers","BFG10K","Railgun")
    Goto See
  Seekers:
    NCBS E 4 Bright A_FaceTarget
    NCBS F 3 Bright A_CustomMissile("NemesisNobleHomingRocket",40,26,0,0)
	NCBS E 4 Bright A_FaceTarget
    NCBS F 3 Bright A_CustomMissile("NemesisNobleHomingRocket",40,26,0,0)
	NCBS E 4 Bright A_FaceTarget
    NCBS F 3 Bright A_CustomMissile("NemesisNobleHomingRocket",40,26,0,0)
	NCBS E 4 Bright A_FaceTarget
    NCBS F 3 Bright A_CustomMissile("NemesisNobleHomingRocket",40,26,0,0)
	NCBS E 4 Bright A_FaceTarget
    NCBS F 3 Bright A_CustomMissile("NemesisNobleHomingRocket",40,26,0,0)
	NCBS E 4 Bright A_FaceTarget
    NCBS F 3 Bright A_CustomMissile("NemesisNobleHomingRocket",40,26,0,0)
	TNT1 A 0 A_Jump(87,"BFG10K","Railgun","RocketRage")
    Goto See
  RocketRage:
  	TNT1 A 0 A_Jump(128,8)
    NCBS EE 2 Bright A_FaceTarget
    NCBS F 0 A_CustomMissile("NemesisRocket", 40, 26, Random(-6, 6))
	NCBS FF 2 Bright A_FaceTarget
	TNT1 A 0 A_CposRefire
    TNT1 A 0 A_Jump(10,"See","Hugger","Rage","BestAttack","Rain","Rockets","Seekers","BFG10K","Railgun","BestAttack2","NemesisSSGSniper","NemesisRifle")
	Goto RocketRage
	NCBS EE 2 Bright A_FaceTarget
    NCBS F 0 A_CustomMissile("NemesisNobleHomingRocket", 40, 26, Random(-6, 6))
	NCBS FF 2 Bright A_FaceTarget
	TNT1 A 0 A_CposRefire
	TNT1 A 0 A_Jump(10,"See","Hugger","Rage","BestAttack","Rain","Rockets","Seekers","BFG10K","Railgun","BestAttack2","NemesisSSGSniper","NemesisRifle")
	Goto RocketRage	
  Railgun:
    TNT1 A 0 A_PlaySound("weapons/rgcharge")
    NCBS E 25 Bright A_FaceTarget
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    NCBS F 5 Bright A_CustomMissile("NemesisNobleRailLaser",40,26,0,0)
	NCBS E 10 Bright A_FaceTarget
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    NCBS F 5 Bright A_CustomMissile("NemesisNobleRailLaser",40,26,0,0)
	NCBS E 10 Bright A_FaceTarget
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    NCBS F 5 Bright A_CustomMissile("NemesisNobleRailLaser",40,26,0,0)
	NCBS E 10 Bright A_FaceTarget
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    NCBS F 5 Bright A_CustomMissile("NemesisNobleRailLaser",40,26,0,0)
	goto see
  BFG10K:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	NCBS E 18 Bright A_FaceTarget
	NCBS E 6 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	NCBS F 3 Bright A_CustomMissile("Nemesis10kProjectile",40,26,Random(-4, 4))	
	NCBS E 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	NCBS F 3 Bright A_CustomMissile("Nemesis10kProjectile",40,26,Random(-4, 4))	
	NCBS E 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	NCBS F 3 Bright A_CustomMissile("Nemesis10kProjectile",40,26,Random(-4, 4))
	NCBS E 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	NCBS F 3 Bright A_CustomMissile("Nemesis10kProjectile",40,26,Random(-4, 4))
	NCBS E 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	NCBS F 3 Bright A_CustomMissile("Nemesis10kProjectile",40,26,Random(-4, 4))
	NCBS E 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	NCBS F 3 Bright A_CustomMissile("Nemesis10kProjectile",40,26,Random(-4, 4))
	NCBS E 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	NCBS F 3 Bright A_CustomMissile("Nemesis10kProjectile",40,26,Random(-4, 4))
	NCBS E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	NCBS F 3 Bright A_CustomMissile("Nemesis10kProjectile",40,26,Random(-4, 4))
	NCBS E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	NCBS F 3 Bright A_CustomMissile("Nemesis10kProjectile",40,26,Random(-4, 4))
	NCBS E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	NCBS F 3 Bright A_CustomMissile("Nemesis10kProjectile",40,26,Random(-4, 4))
	NCBS E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	NCBS F 3 Bright A_CustomMissile("Nemesis10kProjectile",40,26,Random(-4, 4))
	NCBS E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	NCBS F 3 Bright A_CustomMissile("Nemesis10kProjectile",40,26,Random(-4, 4))
	NCBS E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	NCBS F 3 Bright A_CustomMissile("Nemesis10kProjectile",40,26,Random(-4, 4))
	NCBS E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	NCBS F 3 Bright A_CustomMissile("Nemesis10kProjectile",40,26,Random(-4, 4))
	NCBS E 20 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)	
	Goto See
  Portal:
	NCBS Q 3 Bright A_JumpIf(user_portal >= 1,"BestAttack")
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_PlaySound("brain/spit")
	TNT1 A 0 A_PlaySound("NemesisCyberNoble/see",1)
	TNT1 A 0 Radius_Quake(8,60,0,20,0)
	TNT1 AAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NCBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NCBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NCBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NCBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NCBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NCBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NCBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NCBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NCBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NCBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NCBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NCBS R 3 Bright A_FaceTarget
	TNT1 AAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisCyberNobleSummoner",0,0,0,0,0,0,0,32,64)
	TNT1 AAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NCBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NCBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NCBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NCBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NCBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NCBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NCBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NCBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NCBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NCBS Q 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NCBS P 3 Bright A_FaceTarget
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_SetUserVar("user_portal",user_portal+1)
	TNT1 A 0 A_Jump(128,"Teleport")
	Goto See
  Melee:
    NCBS PQ 6 Bright A_FaceTarget
    NCBS R 6 Bright A_MeleeAttack
    Goto See
  Pain: 
	TNT1 A 0 A_Jump(2,"SuperRage","SuperRage2")
	TNT1 A 0 A_Jump(8,"Rage")	
  	TNT1 A 0 A_Jump(70,"Teleport")	
	TNT1 A 0 A_Jump(128,"PainMissile")
    NCBS H 4 Bright A_Pain
    Goto See
  PainMissile:
    NCBS H 4 Bright A_Pain
    Goto Missile
  Pain.Explosion:
  Pain.Mine:
	TNT1 A 0 A_Jump(40,"SuperRage","SuperRage2")
	Goto Teleport	
  Death:
	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 <= 15,"VexedSpawn")	
    TNT1 A 0 A_Scream
	NCBS IIIIIIIIIIIIIIIIIIIIIIIIIII 2 Bright A_SpawnItemEx("WhiteNemesisKaboom",random(-32,32),random(-40,40),random(16,48),random(-4,4),random(-4,4),random(0,4),0,SXF_TRANSFERPOINTERS)
	TNT1 A 0 A_SpawnItem("MiniNemesisDeathBall")
	NCBS IIIIIIIIIIIIIIIIIIIIIIIIIII 2 Bright A_SpawnItemEx("WhiteNemesisKaboom",random(-32,32),random(-40,40),random(16,48),random(-4,4),random(-4,4),random(0,4),0,SXF_TRANSFERPOINTERS)
	TNT1 AA 0 A_SpawnItemEx("NemesisGibbedGenerator",0,0,0,0,0,0,0,128,0)	
	TNT1 A 0 A_SpawnItem("MiniNemesisDeathBall")
	NCBS JJJKKK 2 Bright A_CustomMissile("WhiteNemesisKaboom", Random(10,50), 0, random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("NemesisGibbedGenerator",0,0,0,0,0,0,0,128,0)
    TNT1 AAAA 0 A_CustomMissile("LegendarySmokeFX", Random(30,60), 0, random(0,360), 2, random(0,360))	
    NCBS L 4 Bright A_NoBlocking
    NCBS MN 3 Bright
	TNT1 A 0 A_KillMaster
	TNT1 A 0 A_Jump(100,"MoreStuff")
    NCBS O -1 
    Stop
  MoreStuff:
	NCBS O 100
	TNT1 A 0 A_SpawnItem("HellionSmokeAttack")
	NCBS OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 1 A_SpawnItem("NemesisCYNItemRandomizer")
	NCBS OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 1 A_SpawnItem("NemesisCYNItemRandomizer")
	NCBS O 1 A_SpawnItem("NemesisHKSuperItemRandomizer")
	NCBS O -1
	Stop
  VexedSpawn:
	NCBS H 3 Bright A_Pain
	TNT1 A 0 A_PlaySound("VexedNemesisCydestroyer/Spawn",6,1.0,0,ATTN_NONE)
	TNT1 A 0 A_PlaySound("brain/spit",7)
	TNT1 A 0 A_KillMaster
	NCBS HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("NemesisLightning")
	NCBS HHHHHHHHHHHH 2 Bright A_SpawnItemEx("VexedNemesisFlameSpawner")
	TNT1 A 0 A_SpawnItemEx("VexedNemesisCydestroyer",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TELEFRAG)
	Stop
    } 
}

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

ACTOR NemesisCyberNobleGhost
{
Scale 1.22
RENDERSTYLE Translucent
Alpha 0.75
+NOGRAVITY
+CLIENTSIDEONLY
+DONTSPLASH
+NOINTERACTION
+NOCLIP
+NOTIMEFREEZE
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
    NCBS A 2 A_FadeOut(0.09)
    Loop
  Toaster:
    TNT1 A 0
	Stop		
    }
}

ACTOR NemesisCyberNobleRailTarget : BFG9500Trail
{
Scale 0.025
Alpha 0.65
+NOTIMEFREEZE
States
{
Spawn:
	SPKW A 2 Bright
	Stop
	}
}

ACTOR NemesisNobleRailLaser : NemesisImpLaser
{
  Damage (Random(30,50))
  Missiletype "NemesisNobleRailLaserTrail"
  Damagetype "NobleComet"
}

ACTOR NemesisNobleRailLaserTrail : NemesisImpLaserTrail
{
  Damagetype "NobleComet"
}

ACTOR NemesisRocket : LegendaryRocket
{
Speed 45
Decal Scorch
States
	{
	Spawn:
        TNT1 A 0 Bright A_CustomMissile("MissileTrail",Random(4,6),Random(-2,2))
		NROC A 2 Bright A_CustomMissile("ProjectileTrailParticleNemesis",Random(4,6),Random(-2,2))
		TNT1 A 0 Bright A_CustomMissile("MissileTrail",Random(4,6),Random(-2,2))	
		NROC B 2 Bright A_CustomMissile("ProjectileTrailParticleNemesis",Random(4,6),Random(-2,2))
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("NemesisWhiteParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) 
		TNT1 AAA 0 A_CustomMissile("WhiteNemesisKaboom3",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX2",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 AAAA 0 A_SpawnItemEx("LegendaryDebris",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,SXF_CLIENTSIDE,0)
		TNT1 A 0 A_CustomMissile("NemesisHellBoom",0,0,0,6)
		TNT1 A 0 A_CustomMissile("NemesisHellBoom",0,0,45,6)
		TNT1 A 0 A_CustomMissile("NemesisHellBoom",0,0,90,6)
		TNT1 A 0 A_CustomMissile("NemesisHellBoom",0,0,135,6)
		TNT1 A 0 A_CustomMissile("NemesisHellBoom",0,0,180,6)
		TNT1 A 0 A_CustomMissile("NemesisHellBoom",0,0,225,6)
		TNT1 A 0 A_CustomMissile("NemesisHellBoom",0,0,270,6)
		TNT1 A 0 A_CustomMissile("NemesisHellBoom",0,0,315,6)
		NROC C 6 Bright A_Explode
		NROC DE 5 Bright A_SetTranslucent(0.75,1)
		Stop
	}
}

ACTOR NemesisHellBoom : HellBoom
{
   Speed 15
   +NOTIMEFREEZE
   States
   {
   Spawn:
      TNT1 AAAAA 3 A_SpawnItem("NemesisHellFX",0,0)
      Stop
   }
}

ACTOR NemesisHellFX : HellFX
{   
   Damagetype "Legendary"
   +NOTIMEFREEZE
   States
   {
   Spawn:
      NROX A 3 Bright
      NROX B 3 Bright A_Explode(96,96)
      NROX CDEFGHIJ 3 Bright
      stop
   }
}

ACTOR NemesisNobleHomingRocket : NemesisRevHomingRocket
{
DamageType "NobleComet"
}

ACTOR NemesisNobleCannonLaser : NemesisCannonLaser
{
  Damagetype "NobleComet"
  States
  {
  Death:
	TNT1 A 0
	TNT1 A 0 A_Explode(128,128,0,1)
	TNT1 A 0 A_SpawnItem("NemesisWhiteProjExplode")
	TNT1 AAAA 0 A_SpawnItemEx("NemesisWhiteParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) 
	TNT1 AAA 0 A_CustomMissile("WhiteNemesisKaboom3",0,0,random(0,360),2,random(0,360))
	TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX4",0,0,random(0,360),2,random(0,360))
    TNT1 A 10
    Stop
  }
}

ACTOR NemesisNobleCannonIonBeam : NemesisCannonIonBeam
{
  Damagetype "NobleComet"
  States
  {
  Death:
	TNT1 A 0
	TNT1 A 0 A_Explode(500,256,0,1)
	TNT1 A 0 A_SpawnItem("NemesisWhiteProjExplodeLarge")
	TNT1 AAAA 0 A_SpawnItemEx("NemesisWhiteParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) 
	TNT1 AAA 0 A_CustomMissile("WhiteNemesisKaboom",0,0,random(0,360),2,random(0,360))
	TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX4",0,0,random(0,360),2,random(0,360))
	TNT1 AAAAAAAA 0 A_SpawnItemEx("NemesisNobleCannonProj",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(170,190),SXF_NOCHECKPOSITION)	
	TNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisNobleCannonProj",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(-14,14),SXF_NOCHECKPOSITION)
    TNT1 A 50 Bright
    Stop
  }
}

ACTOR NemesisNobleCannonProj : NemesisCannonProj
{
Damage 10
DamageType "NobleComet"
States
	{
	Death:
	TNT1 A 0 A_PlaySound("weapons/rocklx",2)
	XDeath:
		TNT1 A 0
		TNT1 AA 0 A_SpawnItemEx("NemesisWhiteParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) 
		TNT1 AAA 0 A_CustomMissile("WhiteNemesisKaboom3",0,0,random(0,360),2,random(0,360))
		TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX4",0,0,random(0,360),2,random(0,360))
		TNT1 I 8 Bright A_Explode(32,80,0)
		TNT1 J 6 Bright
		TNT1 K 4 Bright
		Stop
	}
}

Actor Nemesis10kProjectile : FastProjectile
{
Height 1
Radius 1
Speed 200
Projectile
+THRUSPECIES
+MTHRUSPECIES
+NOTIMEFREEZE
+NOEXTREMEDEATH
+DONTHARMSPECIES
+FORCERADIUSDMG
Decal "Scorch"
Renderstyle Add
Alpha 1
Scale 0.5
deathsound "weapons/bfg95explode"
DamageType "Cyber10K"
States
	{
	Spawn:
		CLBA D 1 Bright
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0 A_SetScale(0.85)
		TNT1 A 0 A_FadeOut(0.25)
		TNT1 A 0 A_SpawnItem("NemesisWhiteProjExplode")
		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(180,180,0)
		NFE3 BCDEF 4 Bright
		Stop
	}
}

ACTOR NemesisBFGShockwave : BFGShockwave2 
{
Scale 1.1
+NOTIMEFREEZE
+NONETID
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
		NHOG ABCDEFGHIJKLMNOPQR 2 Bright A_FadeOut(0.04,1)
		Stop
	}
}



Actor MiniNemesisDeathBall : CyberGuruBall
{
DamageType "Legendary"
Obituary "%o payed the ultimate price for his greed."
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_PlaySound("Weapons/GuruBlast3",5) 
		Goto Death
	Death:
		TNT1 A 0 A_PlaySound("Weapons/GuruBlast3",5)
		TNT1 A 0 Radius_Quake(15,20,0,20,0)
		//COLLATERAL DAMAGE EFFECTS
		TNT1 A 0 A_Explode(1024,500,0,1)
		TNT1 A 0 A_BFGSpray("MiniNemesisGuruSpray",15,20)
		//IMPACT STUFF
		TNT1 A 0 A_SpawnItemEx("MiniNemesisBFGExplodeFX",0,0,10)
		TNT1 A 0 A_SpawnItemEx("MiniNemesisGuruStruckGlowX",0,0,10,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 A 0 A_SpawnItemEx("MiniNemesisGuruStruckGlowY",0,0,10,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 AAAAAAAAAAA 0 A_SpawnItemEx("MiniCyberNemesisGuruSphereSmoke",random(126,-126),random(126,-126),random(66,-66),0.00001*random(100000,-100000),0.00001*random(100000,-100000),0.00001*random(100000,-100000),random(0,359),SXF_SETMASTER,0)
		TNT1 AAAAAAAAAAA 0 A_SpawnItemEx("MiniNemesisGuruChunkSpark",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 AAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx("MiniNemesisGuruChunkSpark",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		Stop
	}
}

Actor MiniNemesisBFGExplodeFX
{
  Renderstyle Add
  Scale 3.5
  +CLIENTSIDEONLY
  +NOTIMEFREEZE
  +NOINTERACTION
  States
  {
  Spawn:
	NBX9 ABCDEFGHIJKLMNOPQRST 2 Bright
	Stop
	}
}

ACTOR MiniNemesisGuruSpray : GuruSpawnerInheritance
{
Damagetype "Legendary"
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 A_SpawnItemEx("MiniNemesisGuruSprayGlowX",0,0,0,0,0,0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("MiniNemesisGuruSprayGlowY",0,0,0,0,0,0,0,0,0)
		TNT1 AAAAAA 3 A_SpawnItemEx("MiniNemesisGuruSpraySpark",random(24,-24),random(24,-24),random(24,-24),0,0,0,0,0,0)
		Stop
	}
}

Actor MiniNemesisGuruStruckGlowX : GuruStruckGlowX 
{ 
Scale 0.1 
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
		Goto Fade
	Fade:
		TNT1 A 0 Bright A_SetScale(ScaleX +0.1, ScaleY +0.025)
		NEMF A 1 Bright A_FadeOut(0.01,1)
		Loop
	}
}

Actor MiniNemesisGuruStruckGlowY : GuruStruckGlowY 
{
Scale 0.1 
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
		Goto Fade
	Fade:
		TNT1 A 0 Bright A_SetScale(ScaleX +0.025, ScaleY +0.1)
		NEMF A 1 Bright A_FadeOut(0.01,1)
		Loop
	}
}

Actor MiniNemesisGuruSpraySpark : GuruSpraySpark 
{ 
Scale 0.15 
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
		NEMF ABCDEF 2 Bright A_FadeOut(0.1,1)
		Stop
	}
}

Actor MiniCyberNemesisGuruSphereSmoke : CyberGuruSphereSmoke 
{ 
Damagetype "Legendary"
Scale 1.4 
States
	{
	Spawn1:
		TNT1 A 0 A_SetScale(ScaleX -0.002, ScaleY -0.002)
		TNT1 A 0 A_JumpIf(Alpha<0.3,2)
		TNT1 A 0 A_Explode(10,164)
		NHP1 A 4 Bright A_FadeOut(0.0065,1)
		Loop
	Spawn2:
		TNT1 A 0 A_SetScale(ScaleX -0.002, ScaleY -0.002)
		TNT1 A 0 A_JumpIf(Alpha<0.3,2)
		TNT1 A 0 A_Explode(10,164)
		NHP2 A 4 Bright A_FadeOut(0.0065,1)
		Loop
	Spawn3:
		TNT1 A 0 A_SetScale(ScaleX -0.002, ScaleY -0.002)
		TNT1 A 0 A_JumpIf(Alpha<0.3,2)
		TNT1 A 0 A_Explode(10,164)
		NHP3 A 4 Bright A_FadeOut(0.0065,1)
		Loop
	Spawn4:
		TNT1 A 0 A_SetScale(ScaleX -0.002, ScaleY -0.002)
		TNT1 A 0 A_JumpIf(Alpha<0.3,2)
		TNT1 A 0 A_Explode(10,164)
		NHP1 A 4 Bright A_FadeOut(0.0065,1)
		Loop
	Spawn5:
		TNT1 A 0 A_SetScale(ScaleX -0.002, ScaleY -0.002)
		TNT1 A 0 A_JumpIf(Alpha<0.3,2)
		TNT1 A 0 A_Explode(10,164)
		NHP2 A 4 Bright A_FadeOut(0.0065,1)
		Loop
	Spawn6:
		TNT1 A 0 A_SetScale(ScaleX -0.002, ScaleY -0.002)
		TNT1 A 0 A_JumpIf(Alpha<0.3,2)
		TNT1 A 0 A_Explode(10,164)
		NHP3 A 4 Bright A_FadeOut(0.0065,1)
		Loop
	}
}

ACTOR MiniNemesisGuruSprayGlowY : GuruSprayGlowY 
{ 
Scale 0.013
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
		Goto Fade
	Fade:
		TNT1 A 0 Bright A_SetScale(ScaleX +0.05, ScaleY +0.01)
		NEMF A 1 Bright A_FadeOut(0.01,1)
		Loop
	} 
}

ACTOR MiniNemesisGuruSprayGlowX : GuruSprayGlowX 
{ 
Scale 0.013
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
		Goto Fade
	Fade:
		TNT1 A 0 Bright A_SetScale(ScaleX +0.01, ScaleY +0.05)
		NEMF A 1 Bright A_FadeOut(0.01,1)
		Loop
	}
}

ACTOR MiniNemesisGuruChunkSpark : GuruChunkSpark 
{ 
Scale 0.75 
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
		NPLE ABCDEF 2 Bright A_FadeOut(0.1,1)
		Stop
	}
}




Actor MiniCyberNemesisGuruSphereSmokeProjectile : MiniCyberNemesisGuruSphereSmoke 
{ 
Scale 0.5
+CLIENTSIDEONLY
States
	{
	Spawn1:
		TNT1 A 0 A_SetScale(ScaleX -0.002, ScaleY -0.002)
		TNT1 A 0 A_JumpIf(Alpha<0.3,2)
		TNT1 A 0 //A_Explode(5,64)
		NHP1 A 4 Bright A_FadeOut(0.0065,1)
		Loop
	Spawn2:
		TNT1 A 0 A_SetScale(ScaleX -0.002, ScaleY -0.002)
		TNT1 A 0 A_JumpIf(Alpha<0.3,2)
		TNT1 A 0 //A_Explode(5,64)
		NHP2 A 4 Bright A_FadeOut(0.0065,1)
		Loop
	Spawn3:
		TNT1 A 0 A_SetScale(ScaleX -0.002, ScaleY -0.002)
		TNT1 A 0 A_JumpIf(Alpha<0.3,2)
		TNT1 A 0 //A_Explode(5,64)
		NHP3 A 4 Bright A_FadeOut(0.0065,1)
		Loop
	Spawn4:
		TNT1 A 0 A_SetScale(ScaleX -0.002, ScaleY -0.002)
		TNT1 A 0 A_JumpIf(Alpha<0.3,2)
		TNT1 A 0 //A_Explode(5,64)
		NHP1 A 4 Bright A_FadeOut(0.0065,1)
		Loop
	Spawn5:
		TNT1 A 0 A_SetScale(ScaleX -0.002, ScaleY -0.002)
		TNT1 A 0 A_JumpIf(Alpha<0.3,2)
		TNT1 A 0 //A_Explode(5,64)
		NHP2 A 4 Bright A_FadeOut(0.0065,1)
		Loop
	Spawn6:
		TNT1 A 0 A_SetScale(ScaleX -0.002, ScaleY -0.002)
		TNT1 A 0 A_JumpIf(Alpha<0.3,2)
		TNT1 A 0 //A_Explode(5,64)
		NHP3 A 4 Bright A_FadeOut(0.0065,1)
		Loop
	}
}

ACTOR MiniNemesisBFGBall : NemesisHKSuperBall
{
  -SEEKERMISSILE
  Species " "
  DamageType "Legendary"
  Scale 1.5
  Speed 60
  Damage 100
  Bouncetype None
  States
  {
  Spawn:
	TNT1 A 0 Bright A_LoopActiveSound
	TNT1 A 0 A_SpawnItemEx("MiniCyberNemesisGuruSphereSmokeProjectile",0,0,0,frandom(-1,1),frandom(-1,1),frandom(-1,1),random(0,359))
    CLBB D 1 Bright A_SpawnItemEx("NemesisWhiteProjParticleSuperLarge2",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))
	TNT1 AA 0 A_SpawnItemEx("NemesisWhiteProjParticleSuperLarge2",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))
    Loop
  Death:
	TNT1 A 0
	TNT1 A 0 Radius_Quake(5,60,0,10,0)
	TNT1 A 0 A_Explode(50,400,0)
	TNT1 A 0 A_SpawnItemEx("MiniCyberNemesisGuruSphereSmokeProjectile",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("NemesisWhiteProjParticleSuperLarge2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))
    CLBB D 6 Bright A_SpawnItem("NemesisWhiteProjExplodeLarge")
	TNT1 A 0 A_Explode(50,400,0)
	TNT1 A 0 A_SpawnItemEx("MiniCyberNemesisGuruSphereSmokeProjectile",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("NemesisWhiteProjParticleSuperLarge2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))
    CLBB D 6 Bright A_SpawnItem("NemesisWhiteProjExplodeLarge")
	TNT1 A 0 A_Explode(50,400,0)
	TNT1 A 0 A_SpawnItemEx("MiniCyberNemesisGuruSphereSmokeProjectile",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("NemesisWhiteProjParticleSuperLarge2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))
    CLBB D 6 Bright A_SpawnItem("NemesisWhiteProjExplodeLarge")
	TNT1 A 0 A_Explode(50,400,0)
	TNT1 A 0 A_SpawnItemEx("MiniCyberNemesisGuruSphereSmokeProjectile",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("NemesisWhiteProjParticleSuperLarge2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))
    CLBB D 6 Bright A_SpawnItem("NemesisWhiteProjExplodeLarge")
	TNT1 A 1 A_SpawnItem("MiniNemesisDeathBall")
    Stop
  }
}


ACTOR NemesisCyberNobleSummoner
{
Radius 24
Height 8
Speed 17
Monster
-SHOOTABLE
-COUNTKILL
-SOLID
var int user_limit;
States
{
   Spawn:
    TNT1 A 0
	TNT1 A 0 A_SetAngle(random(0,359))
	TNT1 A 1 A_Recoil(-40)
	TNT1 A 0 A_JumpIf(user_limit > 3,"Death")
	TNT1 A 0 A_SetUserVar("user_limit",user_limit+1)
	TNT1 A 1 A_Recoil(-4)
	TNT1 A 2 A_Jump(48,"Death")
    Goto Spawn+3
   Death:
    TNT1 A 0 A_SpawnItemEx("TeleportFog")
    TNT1 A 5 A_SpawnItemEx("NemesisCYNMinion")
	TNT1 A 1 A_Fall
	Stop
	}
}

ACTOR NemesisCYNMinion : RandomSpawner
{
DropItem "LegCyberNobleMinion", 256, 10
DropItem "SummonedDarkCybernoble", 256, 5
DropItem "SummonedInfernalCybernoble", 256, 3
DropItem "SummonedEmpoweredDarkCyberNoble", 256, 2
DropItem "SummonedLesserCardinal", 256, 2
}

Actor SummonedDarkCybernoble : DarkCybernoble
{
+NOTARGET
-COUNTKILL
+DONTHURTSPECIES
+DONTHARMSPECIES
+THRUSPECIES
DamageFactor "LegendaryPlayer", 0.3
DamageFactor "LegendaryGuruPlayer", 0.3
//No Infighting
DamageFactor "Legendary", 0.0
DamageFactor "Legendary1", 0.0
DamageFactor "LegendaryGuru", 0.0
DropItem ""
Tag "Summoned Dark Cyber Noble"
}

Actor SummonedInfernalCybernoble : InfernalCybernoble
{
+NOTARGET
-COUNTKILL
+DONTHURTSPECIES
+DONTHARMSPECIES
+THRUSPECIES
DamageFactor "LegendaryPlayer", 0.3
DamageFactor "LegendaryGuruPlayer", 0.3
//No Infighting
DamageFactor "Legendary", 0.0
DamageFactor "Legendary1", 0.0
DamageFactor "LegendaryGuru", 0.0
DropItem ""
Tag "Summoned Infernal Cyber Noble"
}

Actor SummonedEmpoweredDarkCyberNoble : EmpoweredDarkCyberNoble
{
+NOTARGET
-COUNTKILL
+DONTHURTSPECIES
+DONTHARMSPECIES
+THRUSPECIES
DamageFactor "LegendaryPlayer", 0.3
DamageFactor "LegendaryGuruPlayer", 0.3
//No Infighting
DamageFactor "Legendary", 0.0
DamageFactor "Legendary1", 0.0
DamageFactor "LegendaryGuru", 0.0
DropItem ""
Tag "Summoned Empowered Dark Cyber Noble"
}

Actor SummonedLesserCardinal : LesserCardinal
{
+NOTARGET
-COUNTKILL
+DONTHURTSPECIES
+DONTHARMSPECIES
+THRUSPECIES
DamageFactor "LegendaryPlayer", 0.3
DamageFactor "LegendaryGuruPlayer", 0.3
//No Infighting
DamageFactor "Legendary", 0.0
DamageFactor "Legendary1", 0.0
DamageFactor "LegendaryGuru", 0.0
DropItem ""
Tag "Summoned Lesser Cardinal"
}