ACTOR NemesisSentientMap : NemesisSentient 29000
{
  +ALWAYSFAST
  DamageFactor "NemesisBall", 0
  States
  {
  Spawn:
	TNT1 A 0 A_JumpIf(user_script == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("NemesisSentientFire",0)
	TNT1 A 0 A_SetUserVar("user_script",1)
	TNT1 A 0 A_Playsound("NemesisSentient/Loop",7,1,1)
	NSNT AB 2 Bright A_Look
	Loop
	
  Idle:
	TNT1 A 0 A_JumpIfInventory("MarineKilled",1,"Taunt")
  Idle2:
	TNT1 A 0 A_Look
	NSNT AB 2 Bright A_Wander
	Loop
	
  Taunt:
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_ChangeFlag("NODAMAGE",1)
	NSNT AB 2 Bright
	TNT1 A 0 A_PlaySound("NemesisSentient/Taunt",2,1.0,0,ATTN_NONE)
	TNT1 A 0 A_TakeInventory("MarineKilled",1)
	NSNT ABABABABABABAB 2 Bright
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_ChangeFlag("NODAMAGE",0)
	Goto Idle2
	
  StartRage:
	Goto See
	
  See:
	TNT1 A 0 A_JumpIf(user_script == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("NemesisSentientFire",0)
	TNT1 A 0 A_SetUserVar("user_script",1)
	TNT1 A 0 A_JumpIf(user_rage == 1,3)
	TNT1 A 0 A_SpawnItemEx("NemesisSentientRageRing",0,0,0,0,0,0,0,SXF_SETMASTER)
	TNT1 A 0 A_SetUserVar("user_rage",1)
	TNT1 A 0 A_ChangeFlag("NODAMAGE",0)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnsetInvulnerable
	NSNT AB 2 Bright A_Chase
	TNT1 A 0 A_Jump(80,"Evade","Teleport")	
	Loop
	
  Teleport:
    NSNT A 1 Bright A_UnSetShootable
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
    TNT1 A 0 A_PlayWeaponSound("boss/teleport")
    NSNT A 1 Bright A_SetShootable
    Goto See
	
  Missile:
	TNT1 A 0 A_JumpIf(user_resurrect == 2,4)
	TNT1 A 0 A_JumpIf(user_resurrect == 1,2)	
	TNT1 A 0 A_JumpIfHealthLower(9000,"ResurrectScript")
	TNT1 A 0 A_JumpIfHealthLower(4000,"ResurrectScript2")
	TNT1 A 0 A_Jump(120,"BFG9KRage","BFG10K","FastBFG10K","Railgun","MiniNemesisBFG","NemesisRifle","Cannonball")
	TNT1 A 0 A_Jump(110,"Laser")
	TNT1 A 0 A_Jump(100,"NemesisBFG","Brainwave")
	Goto NormalRage
	
  ResurrectScript:
	TNT1 A 0 A_SetUserVar("user_resurrect",1)
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	NSNT P 3 A_SetInvulnerable
	TNT1 A 0 A_PlaySound("NemesisSentient/Resurrect",2,1.0,0,ATTN_NONE)
	TNT1 A 0 Radius_Quake(8,120,0,40,0)	
	NSNT PPPPPPPPPPPPPPPPPPPPPPP 3 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	TNT1 A 0 ACS_Execute(423)
	NSNT PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	Goto See
	
  ResurrectScript2:
	TNT1 A 0 A_SetUserVar("user_resurrect",2)
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	NSNT P 3 A_SetInvulnerable
	TNT1 A 0 A_PlaySound("NSentient/ScriptAttack",2,1.0,0,ATTN_NONE)
	TNT1 A 0 Radius_Quake(8,120,0,40,0)	
	NSNT PPPPPPPPPPPPPPPPPPPPPPP 3 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	TNT1 A 0 ACS_Execute(423)
	NSNT PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	Goto See
	
  Death:
	TNT1 A 0 A_Stopsound(7)
	TNT1 A 0 A_Stopsound(5)
	TNT1 A 0 A_RemoveChildren(1)
	TNT1 A 0 Bright A_Scream
	NSNT H 20 Bright A_Fall
	TNT1 A 0 A_SpawnItemEx("NemesisSentientDeathEffect")
	NSNT IIIIIIIIIIIIIIIIIIIIJJJJJJJJJJ 2 Bright
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
    NSNT JJJJJJJJJJKKKKKKKKKKKKKKKKKKKK 2 Bright
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
    NSNT LLLLLLLLLLLLLLLLLLLL 2 Bright
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisCyberBouncyBFG",0,0,random(0,360),2,random(-5,30))
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	NSNT M 5
	TNT1 A -1 A_KillMaster
	Stop	
	}
}

Actor RevivingNemesisZombie 29001
{
  Monster
  -SOLID
  -COUNTKILL
  -SHOOTABLE
  +NOTIMEFREEZE
  States
  {
  Spawn:
	NSZO LKJIH 8
	TNT1 A 10 A_SpawnItemEx("NemesisZombieNoVexed",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0,115)
	Stop
	}
}

Actor RevivingNemesisAssaultCaptain : RevivingNemesisZombie 29002
{
  States
  {
  Spawn:
	NASG LKJIH 8
	TNT1 A 10 A_SpawnItemEx("NemesisAssaultCaptainNoVexed",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0,115)
	Stop
	}
}

Actor RevivingNemesisImp : RevivingNemesisZombie 29003
{
  States
  {
  Spawn:
	NSIN NMLKJI 8
	TNT1 A 10 A_SpawnItemEx("NemesisImpNoVexed",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0,115)
	Stop
	}
}

Actor RevivingNemesisHellKnight : RevivingNemesisZombie 29004
{
  States
  {
  Spawn:
	NNBL ONMLKJI 8
	TNT1 A 10 A_SpawnItemEx("NemesisHellKnight",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0,115)
	Stop
	}
}

Actor RevivingNemesisRevenant : RevivingNemesisZombie 29005
{
  States
  {
  Spawn:
	NMRV QPONML 8
	TNT1 A 10 A_SpawnItemEx("NemesisRevenantNoVexed",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0,115)
	Stop
	}
}

Actor RevivingNemesisCommando : RevivingNemesisZombie 29006
{
  States
  {
  Spawn:
	NCOS NMLKJIH 8
	TNT1 A 10 A_SpawnItemEx("NemesisCommandoNoVexed",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0,115)
	Stop
	}
}

Actor RevivingNemesisStealthTrooper : RevivingNemesisZombie 29007
{
  States
  {
  Spawn:
	NMST LJIH 9
	TNT1 A 10 A_SpawnItemEx("NemesisStealthTrooper",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0,115)
	Stop
	}
}

Actor RevivingNemesisCyberNoble : RevivingNemesisZombie 29008
{
  States
  {
  Spawn:
	NCBS ONMLKJ 8
	TNT1 A 10 A_SpawnItemEx("NemesisCyberNobleNoVexed",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0,115)
	Stop
	}
}

Actor RevivingNemesisDefiler : RevivingNemesisZombie 29009
{
  States
  {
  Spawn:
	NMDF VUTSRQPONMLKJ 4
	TNT1 A 10 A_SpawnItemEx("NemesisDefiler",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0,115)
	Stop
	}
}

Actor RevivingNemesisExile : RevivingNemesisZombie 29010
{
  States
  {
  Spawn:
	NVIL ZYXWVUTSRQ 6
	TNT1 A 10 A_SpawnItemEx("NemesisExileNoVexed",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0,115)
	Stop
	}
}

Actor RevivingNemesisFiend : RevivingNemesisZombie 29011
{
  States
  {
  Spawn:
	NFND NMLKJI 8
	TNT1 A 10 A_SpawnItemEx("NemesisFiend",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0,115)
	Stop
	}
}

Actor RevivingNemesisBehemoth : RevivingNemesisZombie 29012
{
  States
  {
  Spawn:
	NEMB TSRQPONMLK 6
	TNT1 A 10 A_SpawnItemEx("NemesisBehemoth",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0,115)
	Stop
	}
}