ACTOR NemesisFiend : LegendaryFiend 28025
{
  Health 1800
  PainChance 20
  Speed 18
  BloodColor "Black"
  Scale 1.25
  DamageFactor 0.6
  DamageFactor "PlayerNemesisPlasma", 0.0
  DamageFactor "Explosion", 0.2
  DamageFactor "PlayerDTRG", 0.4
  DamageFactor "DTRailgun", 0.4
  DamageFactor "PDTPuff", 0.4
  DamageFactor "RailG", 0.3
  DamageFactor "PlayerPyro", 0.2
  DamageFactor "VileFires", 0.0
  DropItem "NemesisHealthBonusMax", 256, 32
  DropItem "NemesisArmorBonus32", 256
  DropItem "NemesisHealthBonusMax", 256, 32
  DropItem "NemesisArmorBonus32", 256
  DropItem "EnragedLegendaryArmor" 110 1
  DropItem "LegendaryPowerSphere" 100 1
  DropItem "NLDemonAmmoBox" 200 
  DropItem "NLDemonAmmo" 256
  DropItem "LegTimeFreezeSphere" 100
  DropItem "EnragedLegendaryPowerShard" 65 1
  DropItem "Nemesis Rifle" 40 1
  SeeSound "NemesisFiend/Sight"
  ActiveSound "NemesisFiend/Active"
  PainSound "NemesisFiend/Pain"
  DeathSound "NemesisFiend/Death"
  AttackSound "LegFiend/Melee"
  Obituary "%o was wiped clean off the floor by the Nemesis Fiend."
  HitObituary "%o was processed into the Nemesis Fiend's daily meal."
  Tag "\c[v9]Nemesis Fiend\c-"
  States
  {
  Spawn:
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NFND A 12 Bright A_Look
	Loop
  See:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,747)
	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(110,"Rush")
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("NemesisFiend/Step1")
	NFND AABB 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("NemesisFiend/Step1")
	NFND CCDD 2 Bright A_Chase
	TNT1 A 0 A_Jump(25,"Teleport")
	Loop
  Rush:
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("NemesisFiend/Step2")
	NFND AA 0 A_Chase
	NFND A 1 Bright A_SpawnItemEx("NemesisFiendGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NFND AA 0 A_Chase
	NFND A 1 Bright A_SpawnItemEx("NemesisFiendGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NFND AA 0 A_Chase
	NFND B 1 Bright A_SpawnItemEx("NemesisFiendGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NFND AA 0 A_Chase
	NFND B 1 Bright A_SpawnItemEx("NemesisFiendGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("NemesisFiend/Step2")
	NFND AA 0 A_Chase
	NFND C 1 Bright A_SpawnItemEx("NemesisFiendGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NFND AA 0 A_Chase
	NFND C 1 Bright A_SpawnItemEx("NemesisFiendGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NFND AA 0 A_Chase
	NFND D 1 Bright A_SpawnItemEx("NemesisFiendGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NFND AA 0 A_Chase
	NFND D 1 Bright A_SpawnItemEx("NemesisFiendGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	TNT1 A 0 A_Jump(15,"Teleport")
	TNT1 A 0 A_Jump(87,"See")
	Loop
 Teleport:
	NFND A 1 Bright A_UnSetShootable
	NFND AAAA 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NFND AAAAAAAAAA 1 A_FadeOut(0.1,0)
	NFND AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	NFND AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	NFND A 1 A_PlayWeaponSound("boss/teleport")
	NFND AAAA 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NFND AAAAAAAAAA 1 A_FadeIn(0.1)
	NFND A 1 Bright A_SetShootable
	Goto See		
  Missile:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_Jump(128,2)
	TNT1 A 0 A_JumpIfCloser(500,"FireBreath")
	TNT1 A 0 A_Jump(48,"Rage")
	TNT1 A 0 A_Jump(64,"Ripper","BigBall")
	TNT1 A 0 A_JumpIfCloser(300,"Lunge")
  Normal:		
	NFND EF 6 Bright A_FaceTarget
	NFND G 6 Bright A_CustomMissile("NemesisFiendBall",32,0,0)
	NFND EF 6 Bright A_FaceTarget
	NFND G 6 Bright A_CustomMissile("NemesisFiendBall",32,0,0)	
	NFND EF 8 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisFiendBall",32,0,10)
	TNT1 A 0 A_CustomMissile("NemesisFiendBall",32,0,-10)	
	NFND G 8 Bright A_CustomMissile("NemesisFiendBall",32,0,0)	
	NFND E 6 Bright
	Goto See	
  BigBall:
	NFND EF 8 A_FaceTarget
	NFND G 8 Bright A_CustomMissile("NemesisFiendBigBall",32,0,0)
	NFND EF 8 A_FaceTarget
	NFND G 8 Bright A_CustomMissile("NemesisFiendBigBall",32,0,0)
	Goto See
  FireBreath:
	TNT1 A 0 A_PlaySound("LegFiend/Melee",2)
	NFND EF 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("magma/firebreath")
	TNT1 A 0 A_FaceTarget
	NFND FFFFFFFFFFFF 1 Bright A_CustomMissile("NemesisFiendBreath",32,0,Random(6,-6))
	TNT1 A 0 A_FaceTarget
	NFND FFFFFFFFFFFF 1 Bright A_CustomMissile("NemesisFiendBreath",32,0,Random(6,-6))
	TNT1 A 0 A_FaceTarget
	NFND FFFFFFFFFFFF 1 Bright A_CustomMissile("NemesisFiendBreath",32,0,Random(6,-6))
	TNT1 A 0 A_FaceTarget
	NFND FFFFFFFFFFFF 1 Bright A_CustomMissile("NemesisFiendBreath",32,0,Random(6,-6))
	NFND E 10 Bright
	Goto See
  Ripper:		
	NFND EEEFFF 3 Bright A_FaceTarget
	NFND GGG 3 Bright A_CustomMissile("NemesisFiendBoomerang",32,0,random(-2,2))
	NFND G 0 A_FaceTarget
	NFND GGG 3 Bright A_CustomMissile("NemesisFiendBoomerang",32,0,random(-2,2))
	NFND G 0 A_FaceTarget
	NFND GGG 3 Bright A_CustomMissile("NemesisFiendBoomerang",32,0,random(-2,2))
	NFND E 2 Bright A_FaceTarget
	Goto See
  Lunge:
	TNT1 A 0 A_Jump(64,"Normal")
	TNT1 A 0 A_PlaySound("LegFiend/Melee")
	NFND EF 4 Bright A_FaceTarget
	TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	NFND F 2 Bright A_Recoil(-36)
	NFND F 3 Bright A_CustomMissile("NemesisFiendLunge",18,0,0,CMF_AIMDIRECTION)
	NFND G 6 Bright
	NFND G 2 Bright A_ScaleVelocity(0.2)
	TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)
	NFND G 1 Bright A_ScaleVelocity(0)
	Goto Missile
  Rage:	
	NFND G 1 A_JumpIfCloser(1500,1)
	Goto Normal
	NFND G 1 Bright A_PlaySound("NemesisFiend/Attack",2)
	NFND G 0 A_SetInvulnerable
	NFND G 1 Bright A_FaceTarget
  RageWait:
	TNT1 A 0 A_JumpIf(user_ragewait >= 10,"RageGo")
	TNT1 A 0 A_SetUserVar("user_ragewait",user_ragewait+1)
	NFND G 0 A_JumpIfTargetInLos(2)
	NFND G 0 A_Jump(256,2)
	NFND G 0 A_FaceTarget
	NFND G 2 Bright A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	Loop
  RageGo:
	TNT1 A 0 A_SetUserVar("user_ragewait",0) 
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 ThrustThingZ(0,35,0,1)
	TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_PlaySound("NemesisFiend/Jump",7)
	NFND G 9 Bright
	NFND G 0 A_JumpIfTargetInLos(2)
	NFND G 0 A_Jump(256,2)
	NFND G 0 A_FaceTarget
	NFND G 3 Bright
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	NFND F 2 A_Recoil(-100)
	TNT1 A 0 A_PlaySound("LegFiend/Melee")
	NFND G 0 A_SpawnItemEx("NemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	NFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	NFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	NFND G 2 Bright A_FaceTarget
	NFND G 0 A_SpawnItemEx("NemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	NFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	NFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	NFND G 2 Bright A_FaceTarget
	TNT1 A 0 A_Jump(128,"LungeTeleport")
	NFND G 0 A_SpawnItemEx("NemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	NFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	NFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	NFND G 2 Bright A_FaceTarget
	NFND G 0 A_SpawnItemEx("NemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	NFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	NFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	NFND G 2 Bright A_FaceTarget	
	NFND G 0 A_SpawnItemEx("NemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	NFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	NFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	NFND G 2 Bright A_FaceTarget
	NFND G 0 A_SpawnItemEx("NemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	NFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	NFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	NFND G 2 Bright A_FaceTarget
	NFND G 0 A_SpawnItemEx("NemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	NFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	NFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	NFND G 2 Bright A_FaceTarget
	NFND G 0 A_SpawnItemEx("NemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	NFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	NFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	NFND G 2 Bright A_FaceTarget
	NFND G 0 A_SpawnItemEx("NemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	NFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	NFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	NFND G 2 Bright A_FaceTarget
	NFND G 0 A_SpawnItemEx("NemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	NFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	NFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	NFND G 2 Bright A_FaceTarget
	NFND G 0 A_SpawnItemEx("NemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	NFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	NFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	NFND G 2 Bright A_FaceTarget
	NFND G 0 A_SpawnItemEx("NemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	NFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	NFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	NFND G 2 Bright A_FaceTarget
	NFND G 0 A_SpawnItemEx("NemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	NFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	NFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	NFND G 2 Bright A_FaceTarget
	NFND G 0 A_SpawnItemEx("NemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	NFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	NFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	NFND G 2 Bright A_FaceTarget
	NFND G 0 A_SpawnItemEx("NemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	NFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	NFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	NFND G 2 Bright A_FaceTarget
	NFND G 0 A_SpawnItemEx("NemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	NFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	NFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	NFND G 2 Bright A_FaceTarget
	NFND G 0 A_SpawnItemEx("NemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	NFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	NFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	NFND G 2 Bright A_FaceTarget
	NFND G 0 A_SpawnItemEx("NemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	NFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	NFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	NFND G 2 Bright A_FaceTarget
	NFND G 0 A_SpawnItemEx("NemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	NFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	NFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	NFND G 2 Bright A_FaceTarget
	NFND G 0 A_SpawnItemEx("NemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	NFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	NFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	NFND G 2 Bright A_FaceTarget
	TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	Goto See
  LungeTeleport:
	NFND G 1 Bright A_UnSetShootable
	TNT1 A 0 A_PlaySound("boss/teleport",1)
	NFND AAAA 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NFND GGGGGGGGGG 1 A_FadeOut(0.1,0)
	TNT1 A 0 A_Stop
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Chase("","")
	NFND A 1 A_PlaySound("boss/teleport",1)
	NFND AAAA 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NFND AAAAAAAAAA 1 A_FadeIn(0.1)
	TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	NFND A 1 Bright A_SetShootable
	TNT1 A 0 A_Jump(128,"RageGo")
	Goto See
  Melee:
	NFND EF 2 Bright A_FaceTarget
	NFND G 2 Bright A_MeleeAttack
	NFND E 2 Bright A_FaceTarget
	Goto See
  Pain:
  	TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)
	TNT1 A 0 A_Jump(35,"Teleport")
	TNT1 A 0 A_Jump(88,"Rage")
	NFND H 2 Bright
	NFND H 2 Bright A_Pain
	Goto See
  PainMissile:
	NFND H 2 Bright
	NFND H 2 Bright A_Pain
	Goto Missile
  Death:
  	TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)
	NFND I 10 A_StopSound(6)
	NFND J 0 A_PlaySound("Gore/Splat")
	NFND J 0 A_SpawnItemEx("NemesisGibbedGenerator",0,0,0,0,0,0,0,128,0)
	NFND J 10 A_Scream
	NFND K 10 
	NFND L 10 A_NoBlocking
	NFND M 10 
	TNT1 A 0 A_Jump(100,"MoreStuff")
	NFND N -1
	Stop
  MoreStuff:
	NFND N 100
	TNT1 A 0 A_SpawnItem("HellionSmokeAttack")
	NFND NNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 1 A_SpawnItem("NemesisZombieItemRandomizer")
	NFND NNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 1 A_SpawnItem("NemesisZombieItemRandomizer")
	NFND N 1 A_SpawnItem("NemesisZombieSuperItemRandomizer")
	NFND N -1
	Stop
  }
}

ACTOR NemesisFiendBreath : MagmaBreath
{
  Height 10
  Radius 10
  Scale 0.8
  Speed 25
  Decal Scorch
  -THRUSPECIES 
  -THRUACTORS
  -SKYEXPLODE
  +FORCERADIUSDMG
  Species "Fiends"
  DamageType "FiendFire"
  States 
  { 
  Spawn:
	TNT1 A 0
	2HDT LKJIHGFEDCB 2 Bright A_Explode(10,100,0)
	Goto Death
  Death:
	2HDT AAAAA 2 Bright A_FadeOut(0.25,1)
	Stop
	} 
}

ACTOR NemesisFiendLunge : LFLunge
{
  Speed 36
  Damage (20*Random(4,8))
}

Actor NemesisFiendBoomerang : LegFiendBall
{
  Damage 10
  BounceCount 4
  States
  {
  Spawn:
	TNT1 A 0
	NFB1 ABCDEFGH 2 Bright A_SpawnItemEx("NemesisFiendBoomerangTrail")
	Loop
  Death:
	TNT1 A 0 A_SpawnItemEx("NemesisWhiteParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) 
	TNT1 AAA 0 A_CustomMissile("WhiteNemesisKaboom7",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
	TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX4",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
	NFB1 IJK 4 Bright A_FadeOut(0.10)
	Stop
  }
}

Actor NemesisFiendBoomerangTrail
{	  
  +NOINTERACTION
  +CLIENTSIDEONLY
  +NOTIMEFREEZE
  Renderstyle Add
  Alpha 0.6
  Scale 0.8
  States
  {  
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
	NFB1 ABCDEFGH 1 Bright A_FadeOut(0.05)
	Stop
  Toaster:
	TNT1 A 0
	Stop
	}
}

ACTOR NemesisFiendBall : LegFiendBall2
{
  Speed 40
  Damage 25
  +FORCERADIUSDMG
  States
  {
  Spawn: 
	TNT1 A 0 A_CStaffMissileSlither
	NFB2 A 1 Bright A_SpawnItemEx("NemesisFiendBallTrail")
	TNT1 A 0 A_CStaffMissileSlither
	NFB2 B 1 Bright A_SpawnItemEx("NemesisFiendBallTrail")
	Loop
  Death:
	TNT1 A 0 A_Explode(32,64,0)
	TNT1 A 0 A_SpawnItemEx("NemesisWhiteParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) 
	TNT1 AAA 0 A_CustomMissile("WhiteNemesisKaboom7",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
	TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX4",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
	NFB2 C 5 Bright A_Explode(8,32,0)
	NFB2 DE 5 Bright
	stop
  }
}

Actor NemesisFiendBallTrail
{	  
  +NOINTERACTION
  +CLIENTSIDEONLY
  +NOTIMEFREEZE
  Renderstyle Add
  Alpha 0.6
  Scale 0.8
  States
  {  
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
	NFB2 AAAABBBB 1 Bright A_FadeOut(0.05)
	Stop
  Toaster:
	TNT1 A 0
	Stop	
	}
}

ACTOR NemesisFiendBigBall : NemesisFiendBall
{
  Speed 45
  Damage 25
  Scale 1.2
  SeeSound "comet/launch"
  DeathSound "comet/explosion"
  +FORCERADIUSDMG
  States
  {
  Spawn: 
	NFB3 AAABBBCCCDDDEEEFFF 1 Bright A_SpawnItemEx("NemesisFiendBigBallTrail")
	Loop
  Death:
	TNT1 A 0 A_Explode(64,120,0)
	TNT1 A 0 A_SpawnItemEx("NemesisWhiteParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) 
	TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX4",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
    TNT1 A 0 A_CustomMissile("NemesisFiendHellBoom",0,0,0,6)
    TNT1 A 0 A_CustomMissile("NemesisFiendHellBoom",0,0,45,6)
    TNT1 A 0 A_CustomMissile("NemesisFiendHellBoom",0,0,90,6)
    TNT1 A 0 A_CustomMissile("NemesisFiendHellBoom",0,0,135,6)
    TNT1 A 0 A_CustomMissile("NemesisFiendHellBoom",0,0,180,6)
    TNT1 A 0 A_CustomMissile("NemesisFiendHellBoom",0,0,225,6)
    TNT1 A 0 A_CustomMissile("NemesisFiendHellBoom",0,0,270,6)
    TNT1 A 0 A_CustomMissile("NemesisFiendHellBoom",0,0,315,6)
	NFB3 GHI 5 Bright
	stop
  }
}

Actor NemesisFiendBigBallTrail : NemesisFiendBallTrail
{	  
  Scale 1.2
  States
  {  
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
	NFB3 AAABBBCCCDDDEEEFFF 1 Bright Bright A_FadeOut(0.05)
	Stop	
	}
}

ACTOR NemesisFiendHellBoom : HellBoom
{
  +NOTIMEFREEZE
  States
  {
  Spawn:
	TNT1 AAAAA 3 A_SpawnItem("NemesisFiendHellFX",0,0)
	Stop
  }
}

ACTOR NemesisFiendHellFX : HellFX
{   
  +NOTIMEFREEZE
  States
  {
  Spawn:
	NCX8 A 3 Bright
	NCX8 B 3 Bright A_Explode(16,96)
	NCX8 CDEFGHIJ 3 Bright
	stop
  }
}

Actor NemesisFiendGhost
{
  Scale 1.25
  Renderstyle Translucent
  Alpha 0.75
  +CLIENTSIDEONLY
  +NOINTERACTION
  +NOTIMEFREEZE
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
	NFND A 2 A_FadeOut(0.09)
	Loop
  Toaster:
	TNT1 A 0
	Stop	
	}
}

Actor NemesisFiendLungeGhost : NemesisFiendGhost
{
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
	NFND G 2 A_FadeOut(0.09)
	Loop
	}
}