ACTOR NemesisCyberdemon : LegendaryCyberdemon 28006
{
  Health 13000
  BloodColor "Black"
  DamageFactor "PlayerNemesisPlasma", 0.0
  DamageFactor "Explosion", 0.05
  DamageFactor "DTRailgun", 0.4
  DamageFactor "PDTPuff", 0.4
  DamageFactor "RailG", 0.3
  DamageFactor 0.45
  DamageFactor "T3rm", 0.0
  PainChance "Explosion", 256
  DropItem "NemesisHealthBonusMax", 256, 64
  DropItem "NemesisArmorBonus64", 256
  DropItem "NemesisHealthBonusMax", 256, 64
  DropItem "NemesisArmorBonus64", 256
  DropItem "NemesisSuperSphere" 215
  DropItem "LegAmmoSphere", 128, 1
  DropItem "LegDemonRune", 80, 1
  DropItem "LegendaryRune", 256, 1
  DropItem "LegendaryRune", 256, 1
  DropItem "DemonicChalice", 256, 2
  DropItem "SkullOfPower", 256, 2
  DropItem "NLDemonAmmo", 256
  DropItem "NLDemonAmmoBox", 256
  DropItem "NemesisShell", 256
  DropItem "NemesisShellBox", 130
  DropItem "Nemesis Rifle", 200
  DropItem "Nemesis Plasmatic Cannon", 200
  DropItem "Nemesis Assault Shotgun", 200
  DropItem "Nemesis Sawed-Off Shotgun", 200
  DropItem "Nemesis BFG", 256
  DropItem "TrueLegendaryRune" 25 1
  SeeSound "NemesisCyber/Sight"
  ActiveSound "NemesisCyber/Active"
  PainSound "NemesisCyber/Pain"
  DeathSound "tlcyb/death"
  Obituary "%o was shown no mercy from the Nemesis Cyberdemon!"
  Tag "\c[v9]Nemesis Cyberdemon\c-"
  var int user_missile;
  var int user_protection;
  var int user_protected;
  var int user_rage;
  States
  {
  Spawn:
	NCYB A 10 Bright A_Look
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)
	Loop
  Idle:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_ChangeFlag("NODAMAGE",0)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_JumpIfInventory("MarineKilled",1,"Taunt")
  Idle2:
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	NCYB A 3 Bright A_Hoof
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	NCYB A 3 Bright A_Wander
	TNT1 A 0 A_Look
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	NCYB BB 3 Bright A_Wander
	TNT1 A 0 A_Look
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	NCYB CC 3 Bright A_Wander
	TNT1 A 0 A_Look
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	NCYB D 3 Bright A_Metal
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	NCYB D 3 Bright A_Wander
	TNT1 A 0 A_Look
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	TNT1 A 0 A_Jump(35,"Teleport")
	Loop
  Taunt:
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_ChangeFlag("NODAMAGE",1)
	NCYB AA 3 Bright A_SpawnItemEx("NemesisCyberFlameSpawner")
	TNT1 A 0 A_PlaySound("NemesisCyber/Taunt",2,1.0,0,ATTN_NONE)
	TNT1 A 0 A_TakeInventory("MarineKilled",1)
	NCYB AAAAAAAA 3 Bright A_SpawnItemEx("NemesisCyberFlameSpawner")
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_ChangeFlag("NODAMAGE",0)
	Goto Idle2
  See:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_ChangeFlag("NODAMAGE",0)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,702)
	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_JumpIfInTargetInventory("TrueLegendaryRuneItem",1,"StartRage")
	TNT1 A 0 A_JumpIfInTargetInventory("TrueLegendaryRuneItem2",1,"StartRage")
	TNT1 A 0 A_JumpIfHealthLower(3000,"StartRage")
	TNT1 A 0 A_Jump(100,"Rush")
	TNT1 A 0 A_JumpIf(user_rage == 1,"SeeRage")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	NCYB A 3 Bright A_Hoof
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	NCYB A 3 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	NCYB BB 3 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	NCYB CC 3 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	NCYB D 3 Bright A_Metal
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	NCYB D 3 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	TNT1 A 0 A_Jump(35,"Teleport")
	Loop
  SeeRage:
	TNT1 A 0 A_SpawnItemEx("WhiteWalkFire")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	NCYB A 3 Bright A_Hoof
	TNT1 A 0 A_SpawnItemEx("WhiteWalkFire")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	NCYB A 3 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("WhiteWalkFire")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	NCYB BB 3 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("WhiteWalkFire")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	NCYB CC 3 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("WhiteWalkFire")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	NCYB D 3 Bright A_Metal
	TNT1 A 0 A_SpawnItemEx("WhiteWalkFire")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	NCYB D 3 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("WhiteWalkFire")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	TNT1 A 0 A_Jump(35,"Teleport")
	Loop
  Rush:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_Hoof
	NCYB A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisCyberGhostA")
	NCYB A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisCyberGhostA")
	NCYB A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisCyberGhostA")
	NCYB B 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisCyberGhostA")
	NCYB C 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisCyberGhostA")
	NCYB C 2 Bright A_Chase
	TNT1 A 0 A_Metal
	TNT1 A 0 A_SpawnItemEx("NemesisCyberGhostA")
	NCYB D 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisCyberGhostA")
	NCYB D 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisCyberGhostA")
	TNT1 A 0 A_Jump(25,"Teleport")
	TNT1 A 0 A_Jump(75,"See")	
    Loop  
  Teleport:
	TNT1 A 0 A_JumpIf(user_rage == 1,"TeleportRage")
	NCYB A 1 Bright A_UnSetShootable
	TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	NCYB AAAAA 1 Bright A_FadeOut(0.2,0)
	TNT1 A 2 Bright
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander
	TNT1 A 1 Bright A_PlaySound("boss/teleport",6)
	TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	NCYB AAAAA 1 Bright A_FadeIn(0.2)
	NCYB A 1 Bright A_SetShootable
	Goto See
  TeleportRage:
	NCYB A 1 Bright A_UnSetShootable
	TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	NCYB AAAAA 1 Bright A_FadeOut(0.2,0)
	TNT1 A 2 Bright
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander
	TNT1 A 1 Bright A_PlaySound("boss/teleport",6)
	TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	NCYB AAAAA 1 Bright A_FadeIn(0.2)
	NCYB A 1 Bright A_SetShootable
	Goto See
  StartRage:
	TNT1 A 0 A_JumpIf(user_rage == 1,"SeeRage")
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	NCYB G 10 Bright A_PlaySound("NemesisCyber/Enraged",2,1.0,0,ATTN_NONE)
	NCYB GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 2 Bright A_SpawnItemEx("NemesisCyberFlameSpawner3")
	TNT1 A 0 ACS_NamedExecuteAlways("NemesisCyberRage",0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisCyberRageRing",0,0,0,0,0,0,0,SXF_SETMASTER)
	TNT1 A 0 A_Playsound("brain/spit",6,1.0,0,ATTN_NONE)
	TNT1 A 0 A_SetUserVar("user_rage",1)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	NCYB GGGGGGGGGGGGGGGGGGGGGGG 2 Bright A_SpawnItemEx("NemesisCyberFlameSpawner3")
	Goto SeeRage
	
	
  Missile:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_JumpIf(user_rage == 1,"MissileRage")
	TNT1 A 0 A_JumpIfCloser(300,"NemesisASG")
	TNT1 A 0 A_JumpIfCloser(450,"CloseStomp")
	TNT1 A 0 A_Jump(130,"Finder","BFG95K","Railgun","Nemesis10K","Stomp","StompHoming","MiniNemesisBFG","RageBFGBalls")
	TNT1 A 0 A_Jump(55,"NemesisTech","NemesisBFG","SSGSniper")
	TNT1 A 0 A_Jump(45,"AlmostASkyrimShout","LightningStorm")
	TNT1 A 0 A_Jump(60,"RocketCombo")
	Goto Normal
	
	
  MissileRage:
	TNT1 A 0 A_JumpIfCloser(300,"NemesisASG")
	TNT1 A 0 A_JumpIfCloser(450,"CloseStompRage")
	TNT1 A 0 A_Jump(130,"FinderRage","BFG95KRage","RailgunRage","Nemesis10KRage","Stomp","StompHomingRage","MiniNemesisBFGRage","RageBFGBalls2")
	TNT1 A 0 A_Jump(55,"NemesisTechRage","NemesisBFG","SSGSniper")
	TNT1 A 0 A_Jump(45,"AlmostASkyrimShoutRage","LightningStormRage")
	TNT1 A 0 A_Jump(60,"RocketComboRage")
	Goto NormalRage
	
	
  Normal:
	NCYB E 5 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  NormalLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"NormalEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	NCYB F 2 Bright A_CustomMissile("NemesisRocket",58,-26,random(-6,6))
	NCYB E 2 Bright A_FaceTarget
	NCYB F 2 Bright A_CustomMissile("NemesisRocket",58,-26,random(-6,6))
	NCYB E 2 Bright A_FaceTarget
	NCYB F 2 Bright A_CustomMissile("NemesisRocket",58,-26,random(-6,6))
	NCYB E 7 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(128,"See")
	Loop
  NormalEnd:
	TNT1 A 0 A_Jump(130,"Finder","BFG95K","Railgun","Nemesis10K","Stomp","StompHoming","MiniNemesisBFG","RageBFGBalls")
	TNT1 A 0 A_Jump(55,"NemesisTech","NemesisBFG","SSGSniper")
	TNT1 A 0 A_Jump(45,"AlmostASkyrimShout","LightningStorm")
	TNT1 A 0 A_Jump(60,"RocketCombo")
	//TNT1 A 0 A_Jump(1,"BlackHole")
	Goto See
  NormalRage:
	NCYB E 5 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  NormalLoopRage:
	TNT1 A 0 A_JumpIf(user_missile >= 13,"NormalEndRage")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	NCYB F 1 Bright A_CustomMissile("NemesisRocket",58,-26,random(-6,6))
	NCYB E 1 Bright A_FaceTarget
	NCYB F 1 Bright A_CustomMissile("NemesisRocket",58,-26,random(-6,6))
	NCYB E 1 Bright A_FaceTarget
	NCYB F 1 Bright A_CustomMissile("NemesisRocket",58,-26,random(-6,6))
	NCYB E 5 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(128,"See")
	Loop
  NormalEndRage:
	TNT1 A 0 A_Jump(130,"FinderRage","BFG95KRage","RailgunRage","Nemesis10KRage","Stomp","StompHomingRage","MiniNemesisBFGRage","RageBFGBalls2")
	TNT1 A 0 A_Jump(55,"NemesisTechRage","NemesisBFG","SSGSniper")
	TNT1 A 0 A_Jump(45,"AlmostASkyrimShoutRage","LightningStormRage")
	TNT1 A 0 A_Jump(60,"RocketComboRage")
	//TNT1 A 0 A_Jump(5,"BlackHole")
	Goto See
	
	
  NemesisASG:
	NCYB E 4 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",26,26,58,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))
	NCYB F 2 Bright A_PlaySoundEx("NemesisASG/Fire","Weapon")
	NCYB E 2 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(100,"See")
	TNT1 A 0 A_JumpIfCloser(300,"NemesisASG")
	TNT1 A 0 A_JumpIfCloser(450,"CloseStomp")
	Goto NormalEnd
	
	
  SSGSniper:
	NCYB E 4 Bright A_FaceTarget
	NCYB EEEEEEEEEEEEEEEEEEEE 1 Bright A_CustomRailgun(-1,-26,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,1,0,"RailTargetPuff",0,0,0,0,2,0,"NemesisCyberNobleRailTarget")
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_MonsterRefire(64,"See")
  SSGSniperFire:
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",26,-26,58,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))
	NCYB F 2 Bright A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
    NCYB EE 10 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(64,"See")
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",26,-26,58,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))
	NCYB F 2 Bright A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
    NCYB EE 10 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(64,"See")
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",26,-26,58,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))
	NCYB F 2 Bright A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
    NCYB EE 10 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(64,"See")
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",26,-26,58,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))
	NCYB F 2 Bright A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
    NCYB EE 10 Bright A_FaceTarget
	Goto See
  SSGSniperWait:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	NCYB E 5 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(0,"SSGSniperWait")
	Goto SSGSniperFire
	
	
  Finder:
	NCYB E 5 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  FinderLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 7,"FinderEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	NCYB F 2 Bright A_CustomMissile("NemesisCyberHomingRocket",58,-26,random(-6,6))
	NCYB E 2 Bright A_FaceTarget
	NCYB F 2 Bright A_CustomMissile("NemesisCyberHomingRocket",58,-26,random(-6,6))
	NCYB E 2 Bright A_FaceTarget
	NCYB F 2 Bright A_CustomMissile("NemesisCyberHomingRocket",58,-26,random(-6,6))
	NCYB E 7 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(128,"See")
	Loop
  FinderEnd:
	TNT1 A 0 A_Jump(130,"NemesisTech","NemesisBFG","Stomp","StompHoming","MiniNemesisBFG","RageBFGBalls")
	TNT1 A 0 A_Jump(52,"AlmostASkyrimShout","LightningStorm")
	TNT1 A 0 A_Jump(60,"RocketCombo")
	//TNT1 A 0 A_Jump(1,"BlackHole")
	Goto See
  FinderRage:
	NCYB E 5 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  FinderLoopRage:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"FinderEndRage")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	NCYB F 1 Bright A_CustomMissile("NemesisCyberHomingRocket",58,-26,random(-6,6))
	NCYB E 1 Bright A_FaceTarget
	NCYB F 1 Bright A_CustomMissile("NemesisCyberHomingRocket",58,-26,random(-6,6))
	NCYB E 1 Bright A_FaceTarget
	NCYB F 1 Bright A_CustomMissile("NemesisCyberHomingRocket",58,-26,random(-6,6))
	NCYB E 5 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(128,"See")
	Loop
  FinderEndRage:
	TNT1 A 0 A_Jump(130,"NemesisTechRage","NemesisBFG","Stomp","StompHomingRage","MiniNemesisBFGRage","RageBFGBalls2")
	TNT1 A 0 A_Jump(52,"AlmostASkyrimShoutRage","LightningStormRage")
	TNT1 A 0 A_Jump(60,"RocketComboRage")
	//TNT1 A 0 A_Jump(5,"BlackHole")
	Goto See
	
	
  RocketCombo:
	NCYB E 10 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  RocketComboLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"NormalEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_Jump(128,"RocketComboLoop2")
	NCYB F 2 Bright A_CustomMissile("NemesisRocket",58,-26,random(-6,6))
	NCYB E 2 Bright A_FaceTarget
	NCYB F 2 Bright A_CustomMissile("NemesisRocket",58,-26,random(-6,6))
	NCYB E 2 Bright A_FaceTarget
	NCYB F 2 Bright A_CustomMissile("NemesisRocket",58,-26,random(-6,6))
	NCYB E 7 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(128,"See")
	Loop
  RocketComboLoop2:
	NCYB F 2 Bright A_CustomMissile("NemesisCyberHomingRocket",58,-26,random(-6,6))
	NCYB E 2 Bright A_FaceTarget
	NCYB F 2 Bright A_CustomMissile("NemesisCyberHomingRocket",58,-26,random(-6,6))
	NCYB E 2 Bright A_FaceTarget
	NCYB F 2 Bright A_CustomMissile("NemesisCyberHomingRocket",58,-26,random(-6,6))
	NCYB E 7 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(128,"See")
	Goto RocketComboLoop
  RocketComboRage:
	NCYB E 10 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  RocketComboLoopRage:
	TNT1 A 0 A_JumpIf(user_missile >= 13,"NormalEndRage")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_Jump(128,"RocketComboLoop2")
	NCYB F 1 Bright A_CustomMissile("NemesisRocket",58,-26,random(-6,6))
	NCYB E 1 Bright A_FaceTarget
	NCYB F 1 Bright A_CustomMissile("NemesisRocket",58,-26,random(-6,6))
	NCYB E 1 Bright A_FaceTarget
	NCYB F 1 Bright A_CustomMissile("NemesisRocket",58,-26,random(-6,6))
	NCYB E 5 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(128,"See")
	Loop
  RocketComboLoop2Rage:
	NCYB F 1 Bright A_CustomMissile("NemesisCyberHomingRocket",58,-26,random(-6,6))
	NCYB E 1 Bright A_FaceTarget
	NCYB F 1 Bright A_CustomMissile("NemesisCyberHomingRocket",58,-26,random(-6,6))
	NCYB E 1 Bright A_FaceTarget
	NCYB F 1 Bright A_CustomMissile("NemesisCyberHomingRocket",58,-26,random(-6,6))
	NCYB E 5 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(128,"See")
	Goto RocketComboLoopRage
	
	
  NemesisTech:
	NCYB E 10 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  NemesisTechLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 50,"NemesisTechEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	NCYB F 2 Bright A_CustomMissile("NemesisRifleShotEnemy",58,-26,frandom(-2,2),0)
    TNT1 A 0 A_PlaySoundEx("NemesisRifle/Fire","Weapon")
    NCYB E 2 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(128,"NemesisTechEnd")
	Loop
  NemesisTechEnd:
    NCYB E 30 Bright A_PlaySoundEx("Legcyber/amhalt","DECHST")
	TNT1 A 0 A_Jump(130,"NemesisBFG","Stomp","Finder","Railgun","Nemesis10K","StompHoming","MiniNemesisBFG","SSGSniper","RageBFGBalls")
	TNT1 A 0 A_Jump(52,"AlmostASkyrimShout","LightningStorm")
	//TNT1 A 0 A_Jump(1,"BlackHole")
	Goto See  
  NemesisTechRage:
	NCYB E 10 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  NemesisTechLoopRage:
	TNT1 A 0 A_JumpIf(user_missile >= 50,"NemesisTechEndRage")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",58,-26,frandom(-4,4),0)
	NCYB F 2 Bright A_CustomMissile("NemesisRifleShotEnemy",58,-26,frandom(-4,4),0)
    TNT1 A 0 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
    NCYB E 2 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(128,"NemesisTechEndRage")
	Loop
  NemesisTechEndRage:
    NCYB E 30 Bright A_PlaySoundEx("Legcyber/amhalt","DECHST")
	TNT1 A 0 A_Jump(130,"NemesisBFG","Stomp","FinderRage","RailgunRage","Nemesis10KRage","StompHomingRage","MiniNemesisBFGRage","SSGSniper","RageBFGBalls2")
	TNT1 A 0 A_Jump(52,"AlmostASkyrimShoutRage","LightningStormRage")
	//TNT1 A 0 A_Jump(5,"BlackHole")
	Goto See 
	
	
  Railgun:
    TNT1 A 0 A_PlaySound("weapons/rgcharge")
    NCYB EEEEE 4 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  RailgunLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 6,"RailgunLoop2")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    NCYB F 4 Bright A_CustomMissile("NemesisCyberRailLaser",58,-26,random(-4,4))
	NCYB EE 4 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(128,"RailgunEnd")
	TNT1 A 0 A_Jump(32,"RailgunTeleport")
	Loop
  RailgunLoop2:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"RailgunEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    NCYB F 4 Bright A_CustomMissile("NemesisCyberRailLaser",58,-26,random(-4,4))
	NCYB E 4 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(128,"RailgunEnd")
	TNT1 A 0 A_Jump(32,"RailgunTeleport")
	Loop
  RailgunTeleport:
	TNT1 A 0 A_UnSetShootable
	NCYB EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	NCYB EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	NCYB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    NCYB E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 A 0 A_FaceTarget
	NCYB EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	NCYB EEEEEEEEEEE 1 A_FadeIn(0.1)	
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_MonsterRefire(128,"See")
	Goto RailgunLoop
  RailgunEnd:
	TNT1 A 0 A_UnSetShootable
	NCYB EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	NCYB EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	NCYB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    NCYB E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 A 0 A_FaceTarget
	NCYB EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	NCYB EEEEEEEEEEE 1 A_FadeIn(0.1)	
	TNT1 A 0 A_SetShootable
	NCYB E 5 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(128,4)
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
	NCYB F 2 Bright A_CustomMissile("NemesisCyberRailLaser",58, -26, 0)
	NCYB E 10 Bright A_FaceTarget
	NCYB E 15 Bright
	TNT1 A 0 A_Jump(130,"Finder","NemesisTech","Nemesis10K","MiniNemesisBFG","SSGSniper","RageBFGBalls")
	TNT1 A 0 A_Jump(52,"AlmostASkyrimShout","LightningStorm")
	//TNT1 A 0 A_Jump(1,"BlackHole")
	Goto See
  RailgunRage:
    TNT1 A 0 A_PlaySound("weapons/rgcharge")
    NCYB EEEEE 4 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  RailgunLoopRage:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"RailgunLoop2Rage")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    NCYB F 3 Bright A_CustomMissile("NemesisCyberRailLaser",58,-26,random(-4,4))
	NCYB EE 3 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(128,"RailgunEnd")
	TNT1 A 0 A_Jump(32,"RailgunTeleportRage")
	Loop
  RailgunLoop2Rage:
	TNT1 A 0 A_JumpIf(user_missile >= 20,"RailgunLoop3Rage")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    NCYB F 3 Bright A_CustomMissile("NemesisCyberRailLaser",58,-26,random(-4,4))
	NCYB E 4 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(128,"RailgunEnd")
	TNT1 A 0 A_Jump(32,"RailgunTeleportRage")
	Loop
  RailgunLoop3Rage:
	TNT1 A 0 A_JumpIf(user_missile >= 30,"RailgunEndRage")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    NCYB F 2 Bright A_CustomMissile("NemesisCyberRailLaser",58,-26,random(-4,4))
	NCYB E 3 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(128,"RailgunEnd")
	TNT1 A 0 A_Jump(32,"RailgunTeleportRage")
	Loop
  RailgunTeleportRage:
	TNT1 A 0 A_UnSetShootable
	NCYB EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	NCYB EEEEE 1 A_FadeOut(0.2,0)
	NCYB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    NCYB E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 A 0 A_FaceTarget
	NCYB EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	NCYB EEEEE 1 A_FadeIn(0.2)	
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_MonsterRefire(128,"See")
	Goto RailgunLoopRage
  RailgunEndRage:
	TNT1 A 0 A_UnSetShootable
	NCYB EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	NCYB EEEEE 1 A_FadeOut(0.2,0)
	NCYB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    NCYB E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 A 0 A_FaceTarget
	NCYB EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	NCYB EEEEE 1 A_FadeIn(0.2)	
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_MonsterRefire(128,4)
	NCYB E 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
	NCYB F 2 Bright A_CustomMissile("NemesisCyberRailLaser",58, -26, 0)
	NCYB E 10 Bright A_FaceTarget
	NCYB E 15 Bright
	TNT1 A 0 A_Jump(130,"FinderRage","NemesisTechRage","Nemesis10KRage","MiniNemesisBFGRage","SSGSniper","RageBFGBalls2")
	TNT1 A 0 A_Jump(52,"AlmostASkyrimShoutRage","LightningStormRage")
	//TNT1 A 0 A_Jump(5,"BlackHole")
	Goto See
	
	
  Nemesis10K:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	NCYB E 18 Bright A_FaceTarget
	NCYB E 6 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  Nemesis10KLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 15,"Nemesis10KLoop2")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	NCYB F 3 Bright A_CustomMissile("Nemesis10kProjectile",58,-26,Random(-4, 4))	
	NCYB E 4 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(160,"Nemesis10KEnd")
	Loop
  Nemesis10KLoop2:
	TNT1 A 0 A_JumpIf(user_missile >= 25,"Nemesis10KLoop3")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	NCYB F 2 Bright A_CustomMissile("Nemesis10kProjectile",58,-26,Random(-4, 4))	
	NCYB E 3 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(160,"Nemesis10KEnd")
	Loop
  Nemesis10KLoop3:
	TNT1 A 0 A_JumpIf(user_missile >= 35,"Nemesis10KEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	NCYB F 2 Bright A_CustomMissile("Nemesis10kProjectile",58,-26,Random(-4, 4))	
	NCYB E 2 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(160,"Nemesis10KEnd")
	Loop
  Nemesis10KEnd:
	NCYB E 20 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)	
	TNT1 A 0 A_Jump(130,"Finder","StompHoming","Stomp","MiniNemesisBFG","SSGSniper","RageBFGBalls")
	TNT1 A 0 A_Jump(52,"AlmostASkyrimShout","LightningStorm")
	//TNT1 A 0 A_Jump(1,"BlackHole")
	Goto See
  Nemesis10KRage:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	NCYB E 18 Bright A_FaceTarget
	NCYB E 6 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  Nemesis10KLoopRage:
	TNT1 A 0 A_JumpIf(user_missile >= 15,"Nemesis10KLoop2Rage")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	NCYB F 2 Bright A_CustomMissile("Nemesis10kProjectile",58,-26,Random(-4, 4))	
	NCYB E 4 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(160,"Nemesis10KEndRage")
	Loop
  Nemesis10KLoop2Rage:
	TNT1 A 0 A_JumpIf(user_missile >= 30,"Nemesis10KLoop3Rage")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	NCYB F 2 Bright A_CustomMissile("Nemesis10kProjectile",58,-26,Random(-4, 4))	
	NCYB E 3 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(160,"Nemesis10KEndRage")
	Loop
  Nemesis10KLoop3Rage:
	TNT1 A 0 A_JumpIf(user_missile >= 45,"Nemesis10KEndRage")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	NCYB F 1 Bright A_CustomMissile("Nemesis10kProjectile",58,-26,Random(-4, 4))	
	NCYB E 2 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(160,"Nemesis10KEndRage")
	Loop
  Nemesis10KEndRage:
	NCYB E 20 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)	
	TNT1 A 0 A_Jump(130,"FinderRage","StompHomingRage","Stomp","MiniNemesisBFGRage","SSGSniper","RageBFGBalls2")
	TNT1 A 0 A_Jump(52,"AlmostASkyrimShoutRage","LightningStormRage")
	//TNT1 A 0 A_Jump(5,"BlackHole")
	Goto See
	
	
  BFG95K:
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_JumpIf(user_missile >= 5,"BFG95KEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("weapons/bfgf")
    NCYB EEE 10 Bright A_FaceTarget
	NCYB F 6 Bright A_CustomMissile("NemesisCyberBFG9500Ball", 58, -26, 0)
	TNT1 A 0 A_MonsterRefire(128,"BFG95KEnd")
	Goto BFG95K+1
  BFG95KEnd:
	TNT1 A 0 A_Jump(130,"Finder","NemesisTech","NemesisBFG","Railgun","Nemesis10K","MiniNemesisBFG","SSGSniper","RageBFGBalls")
	TNT1 A 0 A_Jump(52,"AlmostASkyrimShout","LightningStorm")
	//TNT1 A 0 A_Jump(1,"BlackHole")
	Goto See
  BFG95KRage:
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_JumpIf(user_missile >= 6,"BFG95KEndRage")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("weapons/bfgf")
    NCYB EEE 9 Bright A_FaceTarget
	NCYB FF 4 Bright A_CustomMissile("NemesisCyberBFG9500Ball", 58, -26, 0)
	TNT1 A 0 A_MonsterRefire(128,"BFG95KEndRage")
	Goto BFG95KRage+1
  BFG95KEndRage:
	TNT1 A 0 A_Jump(130,"FinderRage","NemesisTechRage","NemesisBFG","RailgunRage","Nemesis10KRage","MiniNemesisBFGRage","SSGSniper","RageBFGBalls2")
	TNT1 A 0 A_Jump(52,"AlmostASkyrimShoutRage","LightningStormRage")
	//TNT1 A 0 A_Jump(5,"BlackHole")
	Goto See
	
	
  Stomp:
    NCYB G 10 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_PlaySound("NemesisCyber/attack",2)
	NCYB GGGGGGGGGGGGGGGGGGGGGGGGGGGGG 3 Bright A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
  StompLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 3,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	NCY2 CCC 5 Bright A_FaceTarget
	TNT1 A 0 Radius_Quake(40,80,0,40,0)	
	NCY2 D 2 Bright A_PlaySound("monsters/darkcyberstomp")
    NCY2 D 0 A_CustomMissile("LegCyberQuake", 0, -48, 0)
    NCY2 D 0 A_CustomMissile("LegCyberQuake", 0, -48, 10)
    NCY2 D 0 A_CustomMissile("LegCyberQuake", 0, -48, 20)
    NCY2 D 0 A_CustomMissile("LegCyberQuake", 0, -48, 30)
    NCY2 D 0 A_CustomMissile("LegCyberQuake", 0, -48, 40)
    NCY2 D 0 A_CustomMissile("LegCyberQuake", 0, -48, 50)
    NCY2 D 0 A_CustomMissile("LegCyberQuake", 0, -48, 60)
    NCY2 D 0 A_CustomMissile("LegCyberQuake", 0, -48, 70)
    NCY2 D 0 A_CustomMissile("LegCyberQuake", 0, -48, 80)
    NCY2 D 0 A_CustomMissile("LegCyberQuake", 0, -48, 90)
    NCY2 D 0 A_CustomMissile("LegCyberQuake", 0, -48, 100)
    NCY2 D 0 A_CustomMissile("LegCyberQuake", 0, -48, 110)
    NCY2 D 0 A_CustomMissile("LegCyberQuake", 0, -48, 120)
    NCY2 D 0 A_CustomMissile("LegCyberQuake", 0, -48, 130)
    NCY2 D 0 A_CustomMissile("LegCyberQuake", 0, -48, 140)
    NCY2 D 0 A_CustomMissile("LegCyberQuake", 0, -48, 150)
    NCY2 D 0 A_CustomMissile("LegCyberQuake", 0, -48, 160)
    NCY2 D 0 A_CustomMissile("LegCyberQuake", 0, -48, 180)
    NCY2 D 0 A_CustomMissile("LegCyberQuake", 0, -48, 190)
    NCY2 D 0 A_CustomMissile("LegCyberQuake", 0, -48, 200)
    NCY2 D 0 A_CustomMissile("LegCyberQuake", 0, -48, 210)
    NCY2 D 0 A_CustomMissile("LegCyberQuake", 0, -48, 220)
    NCY2 D 0 A_CustomMissile("LegCyberQuake", 0, -48, 230)
    NCY2 D 0 A_CustomMissile("LegCyberQuake", 0, -48, 240)
    NCY2 D 0 A_CustomMissile("LegCyberQuake", 0, -48, 250)
    NCY2 D 0 A_CustomMissile("LegCyberQuake", 0, -48, 260)
    NCY2 D 0 A_CustomMissile("LegCyberQuake", 0, -48, 270)
    NCY2 D 0 A_CustomMissile("LegCyberQuake", 0, -48, 280)
    NCY2 D 0 A_CustomMissile("LegCyberQuake", 0, -48, 290)
    NCY2 D 0 A_CustomMissile("LegCyberQuake", 0, -48, 300)
    NCY2 D 0 A_CustomMissile("LegCyberQuake", 0, -48, 310)
    NCY2 D 0 A_CustomMissile("LegCyberQuake", 0, -48, 320)
    NCY2 D 0 A_CustomMissile("LegCyberQuake", 0, -48, 330)
    NCY2 D 0 A_CustomMissile("LegCyberQuake", 0, -48, 340)
    NCY2 D 0 A_CustomMissile("LegCyberQuake", 0, -48, 350)
    NCY2 D 1 Bright A_CustomMissile("NemesisCyberNobleBall3",0,0,0,0)
    TNT1 A 0 A_CustomMissile("NemesisCyberNobleBall3",0,0,25,0)
    NCY2 D 1 Bright A_CustomMissile("NemesisCyberNobleBall3",0,0,-25,0)
    TNT1 A 0 A_CustomMissile("NemesisCyberNobleBall3",0,0,70,0)
    NCY2 D 1 Bright A_CustomMissile("NemesisCyberNobleBall3",0,0,-70,0)
    TNT1 A 0 A_CustomMissile("NemesisCyberNobleBall3",0,0,45,0)
    NCY2 D 1 Bright A_CustomMissile("NemesisCyberNobleBall3",0,0,-45,0)
    TNT1 A 0 A_CustomMissile("NemesisCyberNobleBall3",0,0,315,0)
    NCY2 D 1 Bright A_CustomMissile("NemesisCyberNobleBall3",0,0,-315,0)
    TNT1 A 0 A_CustomMissile("NemesisCyberNobleBall3",0,0,270,0)
    NCY2 D 1 Bright A_CustomMissile("NemesisCyberNobleBall3",0,0,-270,0)       
    TNT1 A 0 A_CustomMissile("NemesisCyberNobleBall3",0,0,225,0)
    NCY2 D 1 Bright A_CustomMissile("NemesisCyberNobleBall3",0,0,-225,0)
    TNT1 A 0 A_CustomMissile("NemesisCyberNobleBall3",0,0,180,0)
    NCY2 D 1 Bright A_CustomMissile("NemesisCyberNobleBall3",0,0,-180,0)
    TNT1 A 0 A_CustomMissile("NemesisCyberNobleBall3",0,0,135,0)
    NCY2 D 1 Bright A_CustomMissile("NemesisCyberNobleBall3",0,0,-135,0)
    TNT1 A 0 A_CustomMissile("NemesisCyberNobleBall3",0,0,115,0)
    NCY2 D 1 Bright A_CustomMissile("NemesisCyberNobleBall3",0,0,-115,0)
    TNT1 A 0 A_CustomMissile("NemesisCyberNobleBall3",0,0,155,0)
    NCY2 D 1 Bright A_CustomMissile("NemesisCyberNobleBall3",0,0,-155,0)
    NCY2 D 1 Bright A_CustomMissile("NemesisCyberNobleBall3",0,0,-200,0)
    TNT1 A 0 A_CustomMissile("NemesisCyberNobleBall3",0,0,200,0)
    NCY2 D 1 Bright A_CustomMissile("NemesisCyberNobleBall3",0,0,-245,0)
    TNT1 A 0 A_CustomMissile("NemesisCyberNobleBall3",0,0,245,0)
    NCY2 D 1 Bright A_CustomMissile("NemesisCyberNobleBall3",0,0,-295,0)
    TNT1 A 0 A_CustomMissile("NemesisCyberNobleBall3",0,0,295,0)
    NCY2 D 1 Bright A_CustomMissile("NemesisCyberNobleBall3",0,0,-335,0)
    TNT1 A 0 A_CustomMissile("NemesisCyberNobleBall3",0,0,355,0)
    TNT1 A 0 A_CustomMissile("NemesisCyberNobleBall3",0,0,90,0)
    NCY2 D 1 Bright A_CustomMissile("NemesisCyberNobleBall3",0,0,-90,0)
	NCY2 D 20 Bright
	TNT1 A 0 A_MonsterRefire(64,"See")
    Loop
	
	
  StompHoming:
    NCYB G 10 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_PlaySound("NemesisCyber/attack",2)
	NCYB GGGGGGGGGGGGGGGGGGGGGGGGGGGGG 3 Bright A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
  StompHomingLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	NCY2 C 5 Bright A_FaceTarget
	TNT1 A 0 Radius_Quake(40,10,0,40,0)	
	NCY2 D 2 Bright A_PlaySound("monsters/darkcyberstomp")
    TNT1 A 0 A_CustomMissile("NemesisCyberNobleBall3Homing",0,0,5,0)
    TNT1 A 0 A_CustomMissile("NemesisCyberNobleBall3Homing",0,0,-5,0)
    TNT1 A 0 A_CustomMissile("NemesisCyberNobleBall3Homing",0,0,15,0)
    TNT1 A 0 A_CustomMissile("NemesisCyberNobleBall3Homing",0,0,-15,0)
	NCY2 D 10 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(128,"See")
    Loop
  StompHomingRage:
    NCYB G 10 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_PlaySound("NemesisCyber/attack",2)
	NCYB GGGGGGGGGGGGGGGGGGGGGGGGGGGGG 3 Bright A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
  StompHomingLoopRage:
	TNT1 A 0 A_JumpIf(user_missile >= 14,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	NCY2 C 5 Bright A_FaceTarget
	TNT1 A 0 Radius_Quake(40,10,0,40,0)	
	NCY2 D 2 Bright A_PlaySound("monsters/darkcyberstomp")
    TNT1 A 0 A_CustomMissile("NemesisCyberNobleBall3Homing",0,0,5,0)
    TNT1 A 0 A_CustomMissile("NemesisCyberNobleBall3Homing",0,0,-5,0)
    TNT1 A 0 A_CustomMissile("NemesisCyberNobleBall3Homing",0,0,15,0)
    TNT1 A 0 A_CustomMissile("NemesisCyberNobleBall3Homing",0,0,-15,0)
	NCY2 D 7 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(128,"See")
    Loop
	
	
  RageBFGBalls:
    NCYB G 10 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_PlaySound("NemesisCyber/attack",2)
	NCYB GGGGGGGGGGGGGGGGGGGGGGGGGGGGG 3 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
  RageBFGBallsLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 2,"RageBFGBallsEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_SpawnItemEx("NemesisCyberBFGRageBall",40,0,0,0,0,1,0)
	TNT1 A 0 A_SpawnItemEx("NemesisCyberBFGRageBall",40,0,0,0,0,1,180)
	TNT1 A 0 A_SpawnItemEx("NemesisCyberBFGRageBall",40,0,0,0,0,1,90)
	TNT1 A 0 A_SpawnItemEx("NemesisCyberBFGRageBall",40,0,0,0,0,1,270)
    NCYB GGGGGGG 5 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	NCY2 C 5 Bright
	TNT1 A 0 Radius_Quake(40,10,0,40,0)	
	NCY2 D 2 Bright A_PlaySound("monsters/darkcyberstomp")
	NCY2 D 10 Bright
	TNT1 A 0 A_SpawnItemEx("NemesisCyberBFGRageBall",40,0,0,0,0,1,45)
	TNT1 A 0 A_SpawnItemEx("NemesisCyberBFGRageBall",40,0,0,0,0,1,135)
	TNT1 A 0 A_SpawnItemEx("NemesisCyberBFGRageBall",40,0,0,0,0,1,225)
	TNT1 A 0 A_SpawnItemEx("NemesisCyberBFGRageBall",40,0,0,0,0,1,315)
    NCYB GGGGGGG 5 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	NCY2 C 5 Bright
	TNT1 A 0 Radius_Quake(40,10,0,40,0)	
	NCY2 D 2 Bright A_PlaySound("monsters/darkcyberstomp")
	NCY2 D 10 Bright
    Loop
  RageBFGBallsEnd:
	NCYB G 10 Bright A_FaceTarget
	TNT1 A 0 A_Jump(130,"Finder","NemesisTech","NemesisBFG","Railgun","Nemesis10K","Stomp","StompHoming","SSGSniper")
	TNT1 A 0 A_Jump(52,"AlmostASkyrimShout","LightningStorm")
	//TNT1 A 0 A_Jump(1,"BlackHole")
	Goto See
  RageBFGBalls2:
    NCYB G 10 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_PlaySound("NemesisCyber/attack",2)
	NCYB GGGGGGGGGGGGGGGGGGGGGGGGGGGGG 3 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
  RageBFGBallsLoop2:
	TNT1 A 0 A_JumpIf(user_missile >= 4,"RageBFGBallsEnd2")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_SpawnItemEx("NemesisCyberBFGRageBall",40,0,0,0,0,1,0)
	TNT1 A 0 A_SpawnItemEx("NemesisCyberBFGRageBall",40,0,0,0,0,1,45)
	TNT1 A 0 A_SpawnItemEx("NemesisCyberBFGRageBall",40,0,0,0,0,1,90)
	TNT1 A 0 A_SpawnItemEx("NemesisCyberBFGRageBall",40,0,0,0,0,1,135)
	TNT1 A 0 A_SpawnItemEx("NemesisCyberBFGRageBall",40,0,0,0,0,1,180)
	TNT1 A 0 A_SpawnItemEx("NemesisCyberBFGRageBall",40,0,0,0,0,1,225)
	TNT1 A 0 A_SpawnItemEx("NemesisCyberBFGRageBall",40,0,0,0,0,1,270)
	TNT1 A 0 A_SpawnItemEx("NemesisCyberBFGRageBall",40,0,0,0,0,1,315)
    NCYB GGGGGGG 5 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	NCY2 C 5 Bright
	TNT1 A 0 Radius_Quake(40,10,0,40,0)	
	NCY2 D 2 Bright A_PlaySound("monsters/darkcyberstomp")
	NCY2 D 8 Bright
    Loop
  RageBFGBallsEnd2:
	NCYB G 10 Bright A_FaceTarget
	TNT1 A 0 A_Jump(130,"FinderRage","NemesisTechRage","NemesisBFG","RailgunRage","Nemesis10KRage","Stomp","StompHomingRage","SSGSniper")
	TNT1 A 0 A_Jump(52,"AlmostASkyrimShoutRage","LightningStormRage")
	//TNT1 A 0 A_Jump(1,"BlackHole")
	Goto See
	
	
  CloseStomp:
	NCYB G 10 Bright A_FaceTarget
	TNT1 A 0 A_Recoil(-50)
	NCY2 C 5 Bright A_FaceTarget		
	TNT1 A 0 Radius_Quake(10,8,0,24,0)	
	TNT1 A 0 A_PlaySound("monsters/darkcyberstomp")
    TNT1 A 0 A_CustomMissile("NemesisCyberStomp",10,0,0,0)
	NCY2 D 7 Bright A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
    Goto See
  CloseStompRage:
	NCYB G 4 Bright A_FaceTarget
	TNT1 A 0 A_Recoil(-50)
	NCY2 C 5 Bright A_FaceTarget		
	TNT1 A 0 Radius_Quake(10,8,0,24,0)	
	TNT1 A 0 A_PlaySound("monsters/darkcyberstomp")
    TNT1 A 0 A_CustomMissile("NemesisCyberStomp",10,0,0,0)
	NCY2 D 5 Bright A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
    Goto See
	
	
  MiniNemesisBFG:
    NCYB G 5 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	TNT1 A 0 A_PlaySound("lrball3/charge",CHAN_WEAPON)
	TNT1 A 0 A_SetUserVar("user_missile",0)
    NCYB G 3 Bright A_PlaySound("NemesisCyber/attack",2)
  MiniNemesisBFGCharging:
	TNT1 A 0 A_JumpIf(user_missile >= 20,"MiniNemesisBFGFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget
	NCYB G 3 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	TNT1 A 0 //A_MonsterRefire(128,"MiniNemesisBFGChargingWalk")
	Loop
  MiniNemesisBFGFire:
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_JumpIf(user_missile >= 5,"MiniNemesisBFGEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	NCYB EEEEE 5 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    NCYB F 5 Bright A_CustomMissile("MiniNemesisBFGBall", 58, -26)
	Goto MiniNemesisBFGFire+2
  MiniNemesisBFGEnd:
	NCYB E 20 Bright A_FaceTarget
	TNT1 A 0 A_Jump(130,"Finder","NemesisTech","NemesisBFG","Railgun","Nemesis10K","Stomp","StompHoming")
	TNT1 A 0 A_Jump(52,"AlmostASkyrimShout","LightningStorm")
	//TNT1 A 0 A_Jump(1,"BlackHole")
	Goto See
  MiniNemesisBFGRage:
    NCYB G 10 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	TNT1 A 0 A_PlaySound("lrball3/charge",CHAN_WEAPON)
	TNT1 A 0 A_SetUserVar("user_missile",0)
    NCYB G 3 Bright A_PlaySound("NemesisCyber/attack",2)
  MiniNemesisBFGChargingRage:
	TNT1 A 0 A_JumpIf(user_missile >= 20,"MiniNemesisBFGFireRage")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 Bright A_FaceTarget
	NCYB G 3 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	Loop
  MiniNemesisBFGFireRage:
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_JumpIf(user_missile >= 8,"MiniNemesisBFGEndRage")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	NCYB EEE 5 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    NCYB F 5 Bright A_CustomMissile("MiniNemesisBFGBall", 58, -26)
	Goto MiniNemesisBFGFireRage+2
  MiniNemesisBFGEndRage:
	NCYB E 20 Bright A_FaceTarget
	TNT1 A 0 A_Jump(130,"FinderRage","NemesisTechRage","NemesisBFG","RailgunRage","Nemesis10KRage","Stomp","StompHomingRage")
	TNT1 A 0 A_Jump(52,"AlmostASkyrimShoutRage","LightningStormRage")
	//TNT1 A 0 A_Jump(1,"BlackHole")
	Goto See
	
	
  BlackHole:
    NCYB G 30 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	TNT1 A 0 A_PlaySound("BH/Charge",6)
	TNT1 A 0 A_SetUserVar("user_missile",0)
    NCYB G 3 Bright A_PlaySound("NemesisCyber/Attack2",7)
  BlackHoleCharging:
	TNT1 A 0 A_JumpIf(user_missile >= 40,"BlackHoleFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 Bright A_FaceTarget
	NCYB E 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	Loop
  BlackHoleFire:
	TNT1 A 0 A_UnsetInvulnerable
	NCYB EEEEE 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("BH/Fire")
    NCYB F 5 Bright A_CustomMissile("BlackHoleProjectile", 58, -26)
	NCYB E 60 Bright A_FaceTarget
	Goto See
	
	
  NemesisBFG:
    NCYB E 30 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	NCYB E 3 Bright A_PlaySound("NemesisCyber/Attack2",7)
	NCYB E 3 Bright A_PlaySound("NemesisBFG/charge",1)	
	TNT1 A 0 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  NemesisBFGCharging:
	TNT1 A 0 A_JumpIf(user_missile >= 38,"NemesisBFGFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 Bright A_FaceTarget
	NCYB E 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	Loop
  NemesisBFGFire:
	NCYB EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_UnSetShootable
    NCYB EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	NCYB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    NCYB E 20
    NCYB E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 A 0 A_FaceTarget
	NCYB EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	NCYB EEEEEEEEEEE 1 A_FadeIn(0.1)	
	TNT1 A 0 A_SetShootable
    TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_PlaySound("NemesisBFG/Fire",1)
	NCYB F 5 A_CustomMissile("NemesisGuruBall", 58, -26, 0, 0)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
    NCYB E 60 Bright A_FaceTarget
	Goto See
	
	
  LightningStorm:
    NCYB G 10 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_PlaySound("NemesisCyber/attack",2)
	NCYB GGGGGGGGGGGGGGG 3 Bright A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
	NCYB GGGGGGGGGGGGGGG 3 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
  LightningStormLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 20,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_CustomMissile("NemesisLightningBolt",30,0,random(0,360))
	NCY2 C 5 Bright A_FaceTarget
	TNT1 A 0 Radius_Quake(40,10,0,40,0)	
	NCY2 D 2 Bright A_PlaySound("monsters/darkcyberstomp")
	TNT1 A 0 A_CustomMissile("NemesisLightningBolt",30,0,random(0,360))
	TNT1 A 0 A_SpawnItemEx("NemesisLightning2",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)
	NCY2 D 8 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisLightningBolt",30,0,random(0,360))
	NCY2 D 8 Bright A_FaceTarget
    Loop
  LightningStormRage:
    NCYB G 10 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_PlaySound("NemesisCyber/attack",2)
	NCYB GGGGGGGGG 3 Bright A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
	NCYB GGGGGGGGG 3 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
  LightningStormLoopRage:
	TNT1 A 0 A_JumpIf(user_missile >= 25,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_CustomMissile("NemesisLightningBolt",30,0,random(0,360))
	NCY2 C 5 Bright A_FaceTarget
	TNT1 A 0 Radius_Quake(40,10,0,40,0)	
	NCY2 D 2 Bright A_PlaySound("monsters/darkcyberstomp")
	TNT1 A 0 A_CustomMissile("NemesisLightningBolt",30,0,random(0,360))
	TNT1 A 0 A_SpawnItemEx("NemesisLightning2",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)
	NCY2 D 6 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisLightningBolt",30,0,random(0,360))
	NCY2 D 6 Bright A_FaceTarget
    Loop
	
	
  AlmostASkyrimShout:
	NCYB G 10 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_PlaySound("NemesisCyber/attack",2)
	NCYB GGGGGGGGGGGGGGGGGGGGGGGGGGGGG 3 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  SkyrimShoutLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 8,"SkyrimShoutEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	NCYB G 5 Bright A_FaceTarget
	NCYB Q 5 Bright A_FaceTarget
	NCYB R 10 Bright A_CustomMissile("NemesisCyberBigBall", 80, 0, 0)
	Loop
  SkyrimShoutEnd:
	TNT1 A 0 A_UnSetInvulnerable
	NCYB Q 5 Bright
	NCYB G 10 Bright
	Goto See
  AlmostASkyrimShoutRage:
	NCYB G 10 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_PlaySound("NemesisCyber/attack",2)
	NCYB GGGGGGGGGGGGGGGGGGGGG 3 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  SkyrimShoutLoopRage:
	TNT1 A 0 A_JumpIf(user_missile >= 12,"SkyrimShoutEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	NCYB G 4 Bright A_FaceTarget
	NCYB Q 4 Bright A_FaceTarget
	NCYB R 8 Bright A_CustomMissile("NemesisCyberBigBall", 80, 0, 0)
	Loop
	
	
  AbsolutelyMad:
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	NCYB E 3 Bright A_PlaySound("NemesisCyber/Mad",7)
	NCYB E 3 Bright A_PlaySoundEx("Legcyber/BFG","GURUCHRG")	
	TNT1 A 0 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  AbsolutelyMadCharging:
	TNT1 A 0 A_JumpIf(user_missile >= 38,"AbsolutelyMadFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 Bright A_FaceTarget
	NCYB E 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	Loop
  AbsolutelyMadFire:
	NCYB EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_UnSetShootable
    NCYB EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	NCYB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    NCYB E 20
    NCYB E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 A 0 A_FaceTarget
	NCYB EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	NCYB EEEEEEEEEEE 1 A_FadeIn(0.1)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  AbsolutelyMadFireLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 5,"AbsolutelyMadFire2")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlayWeaponSound("star/fire")
	NCYB F 12 Bright A_CustomMissile("MiniNemesisBFGBall",58,-26,Random(-4, 4))	
	NCYB E 12 Bright A_FaceTarget
	Loop
  AbsolutelyMadFire2:
	NCYB EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_UnSetShootable
    NCYB EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	NCYB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    NCYB E 20
    NCYB E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 A 0 A_FaceTarget
	NCYB EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	NCYB EEEEEEEEEEE 1 A_FadeIn(0.1)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  AbsolutelyMadFireLoop2:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"AbsolutelyMadFire3")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlayWeaponSound("star/fire")
	NCYB F 6 Bright A_CustomMissile("MiniNemesisBFGBall",58,-26,Random(-4, 4))	
	NCYB E 6 Bright A_FaceTarget
	Loop
  AbsolutelyMadFire3:
	NCYB EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_UnSetShootable
    NCYB EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	NCYB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    NCYB E 20
    NCYB E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 A 0 A_FaceTarget
	NCYB EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	NCYB EEEEEEEEEEE 1 A_FadeIn(0.1)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  AbsolutelyMadFireLoop3:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"NemesisBFGFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlayWeaponSound("star/fire")
	NCYB F 3 Bright A_CustomMissile("MiniNemesisBFGBall",58,-26,Random(-4, 4))	
	NCYB E 3 Bright A_FaceTarget
	Loop
	
	
  Pain:
	TNT1 A 0 A_Jump(30,"Shield")
	TNT1 A 0 A_Jump(130,"PainMissile")
	TNT1 A 0 A_Jump(25,"Teleport")
	NCYB G 10 Bright A_Pain
	Goto See
	
	
  Shield:
    //TNT1 A 0 A_JumpIf(user_protection >= 15,"Pain")
	TNT1 A 0 A_JumpIf(user_protected == 1,"Teleport")
	TNT1 A 0 ACS_NamedExecuteAlways("NemesisCyberShield",0,0,0,0)
	NCYB G 10 Bright A_Playsound("brain/spit",7,1.0,0,0.5)
	Goto See
  Pain.DBFG2:
  Pain.DBFG10K2:
  Pain.DBFGSplash2:
  Pain.PlayerDBFG2:
  Pain.PlayerDBFG10K2:
  Pain.PlayerDBFGSplash2:
	Goto AbsolutelyMad
  Pain.Explosion:
	TNT1 A 0 A_Jump(230,"Teleport")
	Goto AbsolutelyMad
  PainMissile:
	NCYB G 10 Bright A_Pain
	Goto Missile
  Death:
	TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_RemoveChildren(1)
	NCYB H 10 Bright
	NCYB H 10 Bright A_Scream
	TNT1 A 0 A_SpawnItemEx("NemesisCyberdemonDeathEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	NCYB HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 2 Bright
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	NCYB IIIIIIIIIIIIIIIIIIIIIIIIIIII 2 Bright
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	NCYB JJJJJJJJJJJJJJJJJJJJJ 2 Bright
	NCYB KL 10 Bright
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisCyberBouncyBFG",0,0,random(0,360),2,random(-5,30))
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	NCYB M 10 Bright A_NoBlocking
	NCYB NO 10
	NCYB P 100
	TNT1 A 0 A_JumpIfInTargetInventory("NemesisFragmentToken",1,3)
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("NemesisFragment") == 0,2)
	TNT1 A 0 A_SpawnItemEx("NemesisFragmentSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,128)
	TNT1 A 0 A_BossDeath
	TNT1 A 0 A_KillMaster	
	NCYB P -1
	Stop  
	}
}

ACTOR NemesisCyberHomingRocket : NemesisRevHomingRocket
{
DamageType "Cyber10K"
}

ACTOR NemesisCyberRailLaser : NemesisImpLaser
{
  Damage (Random(65,85))
  Missiletype "NemesisCyberRailLaserTrail"
  Damagetype "Cyber10K"
}

ACTOR NemesisCyberRailLaserTrail : NemesisImpLaserTrail
{
  Damagetype "Cyber10K"
}

ACTOR NemesisCyberNobleBall3 : NemesisLegNobleBall3
{
  -SEEKERMISSILE
  Damagetype "Cyber10K"
}

ACTOR NemesisCyberNobleBall3Homing : NemesisLegNobleBall3
{
  Damagetype "Cyber10K"
}

ACTOR NemesisCyberCannonProj : NemesisCannonProj
{
Damage 10
DamageType "Cyber10K"
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 NemesisCyberBigBall : NemesisSoulBigBall
{
DamageType "Cyber10K"
}

Actor NemesisLightning : MReimuLightning
{
Damagetype "Legendary"
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_PlaySoundEx("BFlan/Lightning",7)    
	TNT1 A 0 Radius_Quake(175,8,512,1024,0)
	TNT1 A 0 A_Explode(150,300)
	TNT1 AAA 0 A_CustomMissile("SmokeFX3",0,0,random(0,360),2,random(0,360))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("WhiteLightningSpark",0,0,0,random(1,10),0,random(1,10),random(0,359),129)
	DV10 ABCBCAB 3 Bright
	Stop
    }     
}

Actor NemesisLightning2 : NemesisLightning
{
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_PlaySoundEx("BFlan/Lightning",7)    
	TNT1 A 0 Radius_Quake(175,8,512,1024,0)
	TNT1 AAA 0 A_CustomMissile("NemesisLightningBolt",30,0,random(0,360),2)
	TNT1 A 0 A_Explode(150,300)
	TNT1 AAA 0 A_CustomMissile("SmokeFX3",0,0,random(0,360),2,random(0,360))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("WhiteLightningSpark",0,0,0,random(1,10),0,random(1,10),random(0,359),129)
	DV10 ABCBCAB 3 Bright
	Stop
    }     
}

Actor WhiteLightningSpark : LegCardiThunderSpark
{
States
{
   Spawn:
	TNT1 A 0
    TNT1 A 0 A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
	TNT1 A 0 A_Jump(80,4)
    SWPK ABC 2 Bright
	Loop
	SWPK DEF 4 Bright A_FadeOut(0.25)
	Stop
   Death:
	SWPK DEF 4 Bright A_FadeOut(0.25)
	Stop	
	}
}

Actor NemesisLightningBolt : LegendaryNecroBolt
{
  ReactionTime 35
  Damagetype "Legendary"
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_Jump(64,"Homing")
    LFX3 F 1 Bright A_Explode(16,100,0)
    LFX3 F 0 Bright A_CustomMissile("LegendaryNecroBolt2",0,0,0,6,90)
    LFX3 F 0 ThrustThing(random(0,255),1,0,0)
    LFX3 G 1 Bright A_Explode(16,100,0)
    LFX3 G 0 Bright A_CustomMissile("LegendaryNecroBolt2",0,0,0,6,90)
    LFX3 H 1 Bright A_Explode(16,100,0)
    LFX3 H 0 Bright A_CustomMissile("LegendaryNecroBolt2",0,0,0,6,90)
    LFX3 I 1 Bright A_Explode(16,100,0)
    LFX3 I 0 Bright A_CustomMissile("LegendaryNecroBolt2",0,0,0,6,90)
    LFX3 J 1 Bright A_Explode(16,100,0)
    LFX3 J 0 Bright A_CustomMissile("LegendaryNecroBolt2",0,0,0,6,90)
    LFX3 J 0 Bright A_CountDown
    Goto Spawn+2
  Homing:
    LFX3 F 1 Bright A_Explode(16,100,0)
    LFX3 F 0 Bright A_CustomMissile("LegendaryNecroBolt2",0,0,0,6,90)
    LFX3 F 0 A_SeekerMissile(2,2)
    LFX3 G 1 Bright A_Explode(16,100,0)
    LFX3 G 0 Bright A_CustomMissile("LegendaryNecroBolt2",0,0,0,6,90)
    LFX3 F 0 A_SeekerMissile(2,2)
    LFX3 H 1 Bright A_Explode(16,100,0)
    LFX3 H 0 Bright A_CustomMissile("LegendaryNecroBolt2",0,0,0,6,90)
    LFX3 F 0 A_SeekerMissile(2,2)
    LFX3 I 1 Bright A_Explode(16,100,0)
    LFX3 I 0 Bright A_CustomMissile("LegendaryNecroBolt2",0,0,0,6,90)
    LFX3 F 0 A_SeekerMissile(2,2)
    LFX3 J 1 Bright A_Explode(16,100,0)
    LFX3 J 0 Bright A_CustomMissile("LegendaryNecroBolt2",0,0,0,6,90)
    LFX3 F 0 A_SeekerMissile(2,2)
    LFX3 J 0 Bright A_CountDown
    Loop
  Death:
	TNT1 A 0 A_FadeOut(0.2)
    LFX3 F 2 Bright A_Explode(32,128,0)
	TNT1 A 0 A_FadeOut(0.2)
    LFX3 G 2 Bright A_Explode(32,128,0)
	TNT1 A 0 A_FadeOut(0.2)
    LFX3 H 2 Bright A_Explode(32,128,0)
	TNT1 A 0 A_FadeOut(0.2)
    LFX3 I 2 Bright A_Explode(32,128,0)
	TNT1 A 0 A_FadeOut(0.2)
    LFX3 J 2 Bright A_Explode(32,128,0)
    Stop
  }
}

ACTOR NemesisCyberStomp : TrueLegCyberStomp
{
  Damage 15
  States
  {
  Spawn:
	TNT1 A 10
	Stop
  Death:
	TNT1 A 0 A_Explode(280,193)
	TNT1 A 0 A_SpawnItemEx("NemesisWhiteParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
	TNT1 AAA 0 A_CustomMissile("WhiteNemesisKaboom", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX2", 0, 0, random(0,360), 2, random(0,360))
  Stop
  }
}

ACTOR NemesisCyberBFG9500Ball : LegCyberBFG9500Ball
{
+SEEKERMISSILE
Speed 60
Obituary "%o was shown no mercy from the Nemesis Cyberdemon!"
Decal Scorch
States
{
  Spawn:
    NBF9 AAA 1 Bright A_SpawnItemEx("BFGTrailParticleWhite",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	TNT1 A 0 A_SeekerMissile(3,5)
	NBF9 BBB 1 Bright A_SpawnItemEx("BFGTrailParticleWhite",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	TNT1 A 0 A_SeekerMissile(3,5)
    Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("NemesisBFGShockwave", 0, 0, 0, 0, 0, 0, 0, 128)
    TNT1 AAAAAA 0 A_CustomMissile("WhiteNemesisKaboomNoSound", 0, 0, random(0,360), 2, random(0,360))
    NFE3 AB 4 Bright A_SpawnItemEx("NemesisWhiteParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
    NFE3 C 4 Bright A_BFGSpray("NemesisSpray")
    NFE3 DEF 4 Bright
    Stop    
    }
}

ACTOR BFGTrailParticleWhite : BFGTrailParticleGold
{
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
	SPKW A 2 Bright A_FadeOut(0.015)
	Loop
}
}

ACTOR NemesisSpray : GoldenSpray
{
States
{
  Spawn:
   TNT1 A 0
   NBF7 A 6 Bright A_SpawnItemEx("NemesisWhiteParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
   NBF7 BCD 6 Bright 
   Stop
   }
}
/*
Actor NemesisCyberBFGRageBallStart
{
  Projectile
  +NOCLIP
  Speed 1
  var int user_loop;
  States 
  {
	Spawn:
	TNT1 A 0 A_JumpIf(user_loop == 5,"Death")
	TNT1 A 0 A_Wander
	TNT1 A 0 A_Jump(128,"Death")
	TNT1 A 0 A_SetUserVar(user_loop,user_loop+1)
	Loop
	Death:
	TNT1 A 0 A_SpawnItemEx("NemesisCyberBFGRageBall",Random(10,120),0,0,0,0,1,Random(0,360),128)
	Stop
  }
}*/

Actor NemesisCyberBFGRageBall
{
  Projectile
  +NOCLIP
  +BRIGHT
  Alpha 0.1
  States
  {
	Spawn:
	TNT1 A 0 A_Jump(128,"Death")
	NBF9 AB 8 A_FadeIn(0.1)
	NBF9 AB 6 A_FadeIn(0.1)
	NBF9 AB 4 A_FadeIn(0.1)
	NBF9 AB 2 A_FadeIn(0.1)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisCyberBFG9500Ball",0,0,-180,CMF_AIMDIRECTION)
	Stop
  }
}

ACTOR NemesisCyberDevastatorBolt : DevastatorBolt
{
  Speed 30
  Damage 22
  Alpha 1.0
  Scale 0.4
  +NOTIMEFREEZE
  States
  {
  Spawn:
  	TNT1 A 0 A_Seekermissile(5,5,SMF_LOOK)
    CLBA D 1 Bright A_SpawnItemEx("NemesisWhiteProjParticleSuperLarge",0,0,0,0,frandom(-1,1),frandom(-1,1),random(0,359))
    Loop
  Death:
	TNT1 A 0
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("NemesisWhiteProjParticleSuperLarge",0,0,0,frandom(-2,2),frandom(-2,2),frandom(-2,2),random(0,359))
    CLBA D 1 Bright A_FadeOut(0.2)
    Goto Death+10
  }
}

ACTOR NemesisCyberDTBFGProjectileAttack : PlayerDTBFGProjectileAttack
{
PROJECTILE
+LOOKALLAROUND
+ISMONSTER
+QUICKTORETALIATE
+NOTARGET
+NOCLIP
+NOTIMEFREEZE
Obituary "%o was shown no mercy from the Nemesis Cyberdemon!"
MissileType "SentientDTBFGRailgunSlug"
States
{
Spawn:
    TNT1 A 0
	TNT1 AAAAA 1 A_Look
	Stop
See:
    TNT1 A 0
	TNT1 A 1 A_JumpIfCloser(1250,"Attack")
	Stop
Attack:
    TNT1 A 0
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_MissileAttack
	TNT1 A 1 A_CustomRailgun(20,0,None,None,RGF_SILENT|RGF_FULLBRIGHT,0,2,"LegendaryImpPuff",0,0,0,0,3.0,0,"NemesisBFGRailParticle")
	Goto Death	
Death:
	TNT1 A 1
	Stop
	}
}

ACTOR NemesisBFGRailParticle : NemesisImpRailParticle
{
  Renderstyle Add
}

ACTOR NemesisGuruBall : MiniNemesisBFGBall
{
  Speed 25
  Damage 200
  Scale 2.5
  DamageType "Legendary"
  MissileType ""
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_PlaySound("Weapons/GuruFly",5,1.0,1)
	TNT1 A 0 A_Explode(600,128,0,1)
	TNT1 A 0 A_SpawnItemEx("CyberNemesisGuruSphereSmokeProjectile",0,0,0,frandom(-1,1),frandom(-1,1),frandom(-1,1),random(0,359))
    TNT1 A 0 A_SpawnItemEx("NemesisGuruTrailSpark",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisGuruTrail",-3,0,0,0,0,0,0,0,0)
	TNT1 A 0 A_CustomMissile("NemesisCyberDevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
	CLBB D 1 Bright A_SpawnItemEx("NemesisCyberDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
	TNT1 A 0 A_Explode(600,128,0,1)
	TNT1 A 0 A_SpawnItemEx("CyberNemesisGuruSphereSmokeProjectile",0,0,0,frandom(-1,1),frandom(-1,1),frandom(-1,1),random(0,359))
    TNT1 A 0 A_SpawnItemEx("NemesisGuruTrailSpark",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisGuruTrail",-3,0,0,0,0,0,0,0,0)
	TNT1 A 0 A_CustomMissile("NemesisCyberDevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
	CLBB D 1 Bright //A_SpawnItemEx("NemesisCyberDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
	TNT1 A 0 A_Explode(600,128,0,1)
	TNT1 A 0 A_SpawnItemEx("CyberNemesisGuruSphereSmokeProjectile",0,0,0,frandom(-1,1),frandom(-1,1),frandom(-1,1),random(0,359))
    TNT1 A 0 A_SpawnItemEx("NemesisGuruTrailSpark",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisGuruTrail",-3,0,0,0,0,0,0,0,0)
	TNT1 A 0 A_CustomMissile("NemesisCyberDevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
	CLBB D 1 Bright //A_SpawnItemEx("NemesisCyberDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
	TNT1 A 0 A_Explode(600,128,0,1)
	TNT1 A 0 A_SpawnItemEx("CyberNemesisGuruSphereSmokeProjectile",0,0,0,frandom(-1,1),frandom(-1,1),frandom(-1,1),random(0,359))
    TNT1 A 0 A_SpawnItemEx("NemesisGuruTrailSpark",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisGuruTrail",-3,0,0,0,0,0,0,0,0)
	TNT1 A 0 A_CustomMissile("NemesisCyberDevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
	CLBB D 1 Bright //A_SpawnItemEx("NemesisCyberDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
    Loop
  Death:
	TNT1 A 0 A_Explode(8000,486,0,1)
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisCyberBouncyBFG",0,0,random(0,360),2,random(-5,30))
	TNT1 A 1 A_SpawnItem("NemesisDeathBall")
	Stop
  }
}

ACTOR NemesisGuruTrail : GuruEffectInheritance
{
	Alpha 0.65
	Renderstyle Add
	+CLIENTSIDEONLY
	Scale 2.5
	States
	{
	Spawn:
      TNT1 A 0
      TNT1 A 0 A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
    Fade:
	  TNT1 A 0 A_SetScale(ScaleX -0.01, ScaleY -0.01)
	  CLBB D 1 Bright A_FadeOut(0.1)
	  Loop
    Toaster:
      TNT1 A 0
      Stop
	}
}

ACTOR NemesisGuruTrailSpark : GuruEffectInheritance
{
	Scale 0.5
	+CLIENTSIDEONLY
	States
	{
	Spawn:
      TNT1 A 0
      TNT1 A 0 A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
      NEMF ABCDEF 1 Bright A_FadeOut(0.1)
	  Stop
    Toaster:
      TNT1 A 0
      Stop
	}
}

Actor CyberNemesisGuruSphereSmokeProjectile : MiniCyberNemesisGuruSphereSmokeProjectile 
{ 
Scale 1.0
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 NemesisCyberBouncyBFG : MiniNemesisBFGBall
{
  +SKYEXPLODE
  +CANBOUNCEWATER
  +BOUNCEONWALLS
  +BOUNCEONFLOORS
  +ALLOWBOUNCEONACTORS
  BounceFactor 1.0
  Bouncecount 3
  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 NemesisDeathBall : 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 Bright
	TNT1 A 0 Bright A_PlaySound("Weapons/GuruBlast3",5)
	TNT1 A 0 Radius_Quake(15,20,0,20,0)
	//COLLATERAL DAMAGE EFFECTS
	TNT1 A 0 Bright A_Explode(2048,500,0,1)
	TNT1 A 0 Bright A_BFGSpray("NemesisGuruSpray",15,20)
	//IMPACT STUFF
	TNT1 A 0 A_SpawnItemEx("NemesisBFGExplodeFX",0,0,10)
	TNT1 A 0 A_SpawnItemEx("NemesisGuruStruckGlowX",0,0,10,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 A 0 A_SpawnItemEx("NemesisGuruStruckGlowY",0,0,10,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 AAAAAAAAAAA 0 A_SpawnItemEx("CyberNemesisGuruSphereSmoke",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("NemesisGuruChunkSpark",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	TNT1 AAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx("NemesisGuruChunkSpark",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	Stop
  }
}

Actor NemesisBFGExplodeFX
{
  Renderstyle Add
  Scale 3.5
  +CLIENTSIDEONLY
  +NOTIMEFREEZE
  +NOINTERACTION
  States
  {
  Spawn:
	NBX0 ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 Bright
	Stop
	}
}

ACTOR NemesisGuruSpray : GuruSpawnerInheritance
{
Damagetype "Legendary"
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 A_SpawnItemEx("NemesisGuruSprayGlowX",0,0,0,0,0,0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("NemesisGuruSprayGlowY",0,0,0,0,0,0,0,0,0)
		TNT1 AAAAAA 3 A_SpawnItemEx("NemesisGuruSpraySpark",random(24,-24),random(24,-24),random(24,-24),0,0,0,0,0,0)
		Stop
	}
}

Actor NemesisGuruStruckGlowX : GuruStruckGlowX 
{ 
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 NemesisGuruStruckGlowY : GuruStruckGlowY 
{
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 NemesisGuruSpraySpark : GuruSpraySpark 
{ 
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 CyberNemesisGuruSphereSmoke : CyberGuruSphereSmoke 
{ 
Damagetype "Legendary"
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 NemesisGuruSprayGlowY : GuruSprayGlowY 
{ 
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 NemesisGuruSprayGlowX : GuruSprayGlowX 
{ 
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 NemesisGuruChunkSpark : GuruChunkSpark 
{ 
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 NemesisCyberdemonDeathEffect : LegendaryCyberdemonDeathEffect
{
States
  {
  Spawn:
	TNT1 A 0 Bright
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx("WhiteNemesisKaboom",random(-32,32),random(-40,40),random(16,48),random(-4,4),random(-4,4),random(0,4),0,SXF_TRANSFERPOINTERS|SXF_SETMASTER,0)
	TNT1 A 1 Bright A_SpawnItemEx("NemesisGibbedGeneratorFX")
	Stop
  }
}

Actor NemesisGibbedGeneratorFX : LegBlueGibbedGenerator
{
States
  {
  Spawn:
	TNT1 A 0 Bright
	TNT1 AAAA 0 A_SpawnItemEx("NemesisGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	TNT1 AAAA 0 A_SpawnItemEx("NemesisGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	TNT1 AAAA 0 A_SpawnItemEx("NemesisGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	TNT1 A 1 Bright
	Stop
  }
}

Actor NemesisCyberGhostA
{
  +CLIENTSIDEONLY
  +NOINTERACTION
  +NOTIMEFREEZE
  Scale 1.1
  Renderstyle Translucent
  Alpha 0.7
  States
  {
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
	NCYB A 2 A_FadeOut(0.1,1)
	Loop
	}
}

ACTOR NemesisCyberFlame
{
Scale 0.5
RenderStyle Subtract
+MISSILE
+NOGRAVITY
+NOBLOCKMAP
+DONTSPLASH
+NOTELEPORT
+NOTIMEFREEZE
+FORCEXYBILLBOARD
+CLIENTSIDEONLY
+NONETID
States
  {
  Spawn:
	TNT1 A 0 Bright
	FIW1 ABCDEFGHIJKL 2 Bright A_FadeOut(0.1,1)
	Stop
  }
}

ACTOR NemesisCyberFlameSpawner : LegendaryRedParticleSpawner
{
Height 110
Radius 1
States
  {
  Spawn:
	TNT1 A 0 Bright
	TNT1 A 0 Bright A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
	TNT1 A 0 Bright A_CheckSight("Toaster")
	TNT1 AAAAAA 0 Bright A_SpawnItemEx("NemesisCyberFlame",random(48,-48),random(48,-48),random(0,96),0,0,random(2,6),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	TNT1 A 1 Bright
	Stop
  }
}

ACTOR NemesisCyberFlame2 : LegendaryCyberFlame
{
States
  {
  Spawn:
	TNT1 A 0 Bright
	FIW1 ABCDEFGHIJKL 2 Bright A_FadeOut(0.1,1)
	Stop
  }
}

ACTOR NemesisCyberFlameSpawner2 : LegendaryRedParticleSpawner
{
Height 110
Radius 1
States
  {
  Spawn:
	TNT1 A 0 Bright
	TNT1 A 0 Bright A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
	TNT1 A 0 Bright A_CheckSight("Toaster")
	TNT1 AAAAAA 0 A_SpawnItemEx("NemesisCyberFlame2",random(48,-48),random(48,-48),random(0,96),0,0,random(2,6),0,128,0)
	TNT1 A 1 Bright
	Stop
  }
}

ACTOR NemesisCyberFlameSpawner3 : RedParticleSpawner
{
+NONETID
+NOTIMEFREEZE
States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
	TNT1 AAAAAA 0 A_SpawnItemEx("NemesisCyberFlame2",random(48,-48),random(48,-48),random(0,96),0,0,random(2,6),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	TNT1 AAAAAA 0 A_SpawnItemEx("NemesisCyberFlame",random(48,-48),random(48,-48),random(0,96),0,0,random(2,6),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	TNT1 A 1
	Stop
  Toaster:
	TNT1 A 1
	Stop
  }
}

ACTOR NemesisCyberShieldSpawner : LegendaryRedParticleSpawner
{
Height 110
Radius 1
States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_PlaySound("monster/ambientfire")
	TNT1 A 0 Bright A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
	TNT1 A 0 Bright A_CheckSight("Toaster")
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("NemesisCyberFlame2",random(60,80),0,random(0,96),0,0,random(4,8),random(0,360),128,0)
	TNT1 A 1 Bright
	Stop
  }
}

ACTOR NemesisCyberRageRing
{
  RenderStyle Add
  Scale 1.2
  +NOINTERACTION
  +CLIENTSIDEONLY
  +ISMONSTER
  States
  {
  Spawn:
    FEWF "ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]" 1 Bright A_Warp(AAPTR_MASTER,0,0,0,0,WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
    Loop
	}
}