ACTOR NemesisSoul : LegendarySoul 28008
{
  Health 1000
  Mass 100
  Speed 25
  Damage 16
  PainChance 25
  BloodColor "Black"
  Renderstyle Translucent
  Alpha 0.8
  Scale 1.2
  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 "EnragedLegendarySphere" 80 1
  DropItem "EnragedLegendaryPowerShard" 75 1
  DropItem "NLDemonAmmoBox" 120
  DropItem "NLDemonAmmo" 240
  DropItem "Nemesis Rifle" 30 1
  SeeSound "NemesisSoul/Sight"
  ActiveSound "NemesisSoul/Active"
  PainSound "NemesisSoul/Pain"
  DeathSound "NemesisSoul/Death"
  AttackSound "NemesisSoul/Attack2"
  Obituary "%o was possessed by the Nemesis Soul."
  Tag "\c[v9]Nemesis Soul\c-"
  var int user_script;
  States
  {
  Spawn:
	TNT1 A 0 A_JumpIf(user_script == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("NemesisSoulFire",0)
	TNT1 A 0 A_SetUserVar("user_script",1)
	TNT1 A 0 A_JumpIfInventory("MarineKilled",1,"GiveToTormentor")
    NSOL ABCD 2 Bright A_Look
    Loop
  See:
	TNT1 A 0 A_JumpIf(user_script == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("NemesisSoulFire",0)
	TNT1 A 0 A_SetUserVar("user_script",1)
    TNT1 A 0 A_JumpIf(user_music == 1,3)
    TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,713)
	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_JumpIfInventory("MarineKilled",1,"GiveToTormentor")
	TNT1 A 0 A_SetTranslucent(0.8)
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_UnSetInvulnerable
    NSOL ABCD 2 Bright A_Chase
	TNT1 A 0 A_Jump(68,"Avoid","Rush","Teleport")
    Loop	
  GiveToTormentor:
	TNT1 A 0 A_GiveInventory("MarineKilled",1,AAPTR_MASTER)
	TNT1 A 0 A_TakeInventory("MarineKilled")
	Goto Spawn
  Rush:
    TNT1 A 0
	NSOL AA 0 A_Chase
    NSOL A 1 Bright A_SpawnItemEx("NemesisSoulGhost")
	TNT1 A 0 A_Jump(12,"See")	
    Loop
  Avoid:
	NSOL E 0
	NSOL E 0 A_SetAngle(angle+random(0,359))
	NSOL E 0 A_Recoil(-50)
	NSOL E 0 A_FaceTarget
	NSOL EEFFEEFFEEFFE 1 Bright A_SpawnItemEx("NemesisSoulGhost2")
	TNT1 A 0 A_Jump(127,"See")
	NSOL E 1 Bright A_Stop
    Goto Avoid
  Teleport:
    NSOL A 1 Bright A_UnSetShootable
	NSOL AAAAAAAAAAA 1 A_FadeOut(0.1,0)
	NSOL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
    NSOL A 1 A_PlayWeaponSound("boss/teleport")
	NSOL AAAAAAAAAAA 1 A_FadeIn(0.1)
    NSOL A 1 Bright A_SetShootable
    Goto See
  Missile:
	TNT1 A 0 A_SetTranslucent(0.8)
    TNT1 A 0 A_Jump(48,"Super")
	TNT1 A 0 A_Jump(32,"Rage")
	TNT1 A 0 A_Jump(127,"Proj","RainProj")
  Normal:
	NSOL EFEFE 2 Bright A_FaceTarget
	NSOL F 2 Bright A_SkullAttack(50)
	NSOL E 2 Bright A_CposRefire
	NSOL F 2 Bright A_CposRefire
	TNT1 A 0 A_JumpIf(velx != 0 || vely != 0,2)
	TNT1 A 0 A_Jump(188,"See")
	TNT1 A 0 A_Jump(16,"See")
	NSOL E 2 Bright A_CposRefire
	Goto Normal+5
  Proj:
   	NSOL PPQ 3 Bright A_FaceTarget
	NSOL Q 2 Bright A_FaceTarget
	NSOL R 2 Bright A_CustomMissile("NemesisSoulHellStaffBall",20,0,random(-3,3))
	NSOL Q 2 Bright A_FaceTarget
	NSOL R 2 Bright A_CustomMissile("NemesisSoulHellStaffBall",20,0,random(-3,3))
	NSOL Q 2 Bright A_FaceTarget
	NSOL R 2 Bright A_CustomMissile("NemesisSoulHellStaffBall",20,0,random(-3,3))
	NSOL Q 2 Bright A_FaceTarget
	NSOL R 2 Bright A_CustomMissile("NemesisSoulHellStaffBall",20,0,random(-3,3))
	NSOL Q 2 Bright A_FaceTarget
	NSOL R 2 Bright A_CustomMissile("NemesisSoulHellStaffBall",20,0,random(-3,3))
	NSOL Q 2 Bright A_FaceTarget
	NSOL R 2 Bright A_CustomMissile("NemesisSoulHellStaffBall",20,0,random(-3,3))
	NSOL Q 2 Bright A_FaceTarget
	NSOL R 2 Bright A_CustomMissile("NemesisSoulHellStaffBall",20,0,random(-3,3))
	NSOL Q 2 Bright A_FaceTarget
	NSOL R 2 Bright A_CustomMissile("NemesisSoulHellStaffBall",20,0,random(-3,3))
	NSOL Q 2 Bright A_FaceTarget
	NSOL R 2 Bright A_CustomMissile("NemesisSoulHellStaffBall",20,0,random(-3,3))
	NSOL Q 2 Bright A_FaceTarget
	NSOL R 2 Bright A_CustomMissile("NemesisSoulHellStaffBall",20,0,random(-3,3))
	Goto See
  RainProj:
   	NSOL PPPQQ 2 Bright A_FaceTarget
	NSOL R 2 Bright A_CustomMissile("NemesisSoulRainBall",20,0,random(-3,3))
	NSOL RQQ 2 Bright A_FaceTarget
	NSOL R 2 Bright A_CustomMissile("NemesisSoulRainBall",20,0,random(-3,3))
	NSOL RQQ 2 Bright A_FaceTarget
	NSOL R 2 Bright A_CustomMissile("NemesisSoulRainBall",20,0,random(-3,3))
	NSOL RQQ 2 Bright A_FaceTarget
	NSOL R 2 Bright A_CustomMissile("NemesisSoulRainBall",20,0,random(-3,3))
	NSOL RQQ 2 Bright A_FaceTarget
	Goto See
  Rage:	
    TNT1 A 0 A_JumpIfHealthLower(300,"Kamikaze")
    NSOL E 1 Bright A_JumpIfCloser(1500,1)
    Goto Normal
    NSOL E 1 Bright A_PlaySound("NemesisSoul/Attack1")
    TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	NSOL FF 1 Bright A_FaceTarget
  RageWait:
    TNT1 A 0 A_JumpIf(user_ragewait >= 9,"RageGo")
	TNT1 A 0 A_SetUserVar("user_ragewait",user_ragewait+1)
    NSOL E 0 A_JumpIfTargetInLos(2)
	NSOL E 0 A_Jump(256,2)
	NSOL E 0 A_FaceTarget
	NSOL EF 2 Bright A_SpawnItemEx("NemesisSoulFlameSpawner")
	Loop
  RageGo:
    TNT1 A 0 A_SetUserVar("user_ragewait",0) 
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_CustomMissile("LegSoulCharge",18,0,0,CMF_AIMDIRECTION)
	TNT1 A 0 A_SpawnItemEx("NemesisSoulGhost2")
	TNT1 A 0 A_SpawnItemEx("NemesisSoulFlameSpawner")
	NSOL E 2 Bright A_SkullAttack(75)
	TNT1 A 0 A_CustomMissile("LegSoulCharge",18,0,0,CMF_AIMDIRECTION)
	TNT1 A 0 A_SpawnItemEx("NemesisSoulGhost2")
	TNT1 A 0 A_SpawnItemEx("NemesisSoulFlameSpawner")
	NSOL F 2 Bright A_CposRefire
	TNT1 A 0 A_CustomMissile("LegSoulCharge",18,0,0,CMF_AIMDIRECTION)
	TNT1 A 0 A_SpawnItemEx("NemesisSoulGhost2")
	TNT1 A 0 A_SpawnItemEx("NemesisSoulFlameSpawner")
	NSOL E 2 Bright A_CposRefire
	TNT1 A 0 A_CustomMissile("LegSoulCharge",18,0,0,CMF_AIMDIRECTION)
	TNT1 A 0 A_SpawnItemEx("NemesisSoulGhost2")
	TNT1 A 0 A_SpawnItemEx("NemesisSoulFlameSpawner")
	NSOL F 2 Bright A_CposRefire
	Goto RageGo+3
  Super:
  	TNT1 A 0 Bright A_PlaySound("NemesisSoul/Attack1")
    TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_FaceTarget
	NSOL EFEFE 2 Bright A_SpawnItemEx("NemesisSoulFlameSpawner")
	TNT1 A 0 A_FaceTarget
	NSOL FEFEF 2 Bright A_SpawnItemEx("NemesisSoulFlameSpawner")
	TNT1 A 0 A_FaceTarget
	NSOL EFEFE 2 Bright A_SpawnItemEx("NemesisSoulFlameSpawner")
	TNT1 A 0 A_FaceTarget
	NSOL FEFEF 2 Bright A_SpawnItemEx("NemesisSoulFlameSpawner")
	TNT1 A 0 A_FaceTarget
	NSOL EFEPQ 2 Bright A_SpawnItemEx("NemesisSoulFlameSpawner")
	NSOL R 4 Bright A_CustomMissile("NemesisSoulBigBall",20,0,0)
    TNT1 A 0 A_ChangeFlag("NOPAIN",0)
    Goto See
  Kamikaze:
	NSOL E 1 Bright A_PlaySound("NemesisSoul/Sight")
	TNT1 A 0 A_SetInvulnerable
	NSOL E 1 Bright A_FaceTarget
  KamikazeWait:
    TNT1 A 0 A_JumpIf(user_ragewait >= 20,"KamikazeGo")
	TNT1 A 0 A_SetUserVar("user_ragewait",user_ragewait+1)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 Radius_Quake(4,2,0,80,0)
	NSOL EF 2 Bright A_SpawnItemEx("NemesisSoulFlameSpawner")
	Loop
  KamikazeGo:
    TNT1 A 0 A_ChangeFlag(NOINTERACTION,1)
    TNT1 A 0 A_CustomMissile("NemesisSoulKamikaze")
	TNT1 A 1 A_ChangeFlag(COUNTKILL,0)
	Stop
  Pain:
    TNT1 A 0
	TNT1 A 0 A_KillChildren
    TNT1 A 0 A_Jump(8,"Super")	
  	TNT1 A 0 A_Jump(21,"Teleport")	
	TNT1 A 0 A_Jump(128,"PainMissile")
    NSOL G 2 Bright
    NSOL G 2 Bright A_Pain
    Goto See
  PainMissile: 
    NSOL G 2 Bright
    NSOL G 2 Bright A_Pain
    Goto Missile
  Death:
	TNT1 A 0 A_Jump(100,"XDeath")
    TNT1 AAAAA 0 A_SpawnItemEx("NemesisWhiteParticleSpawner") 
    NSOL F 10 Bright A_Scream
    NSOL H 10 Bright A_NoBlocking
	TNT1 A 0 A_PlaySound("legsoul/explode2")
	TNT1 A 0 A_SpawnItemEx("BossDeathExplode",0,0,32)
    TNT1 AAAAAAAAAAA 0 A_SpawnItemEx ("2huBossDeathFlame", 0, 0, 0, random(-3,3), random(-3,3), random(-3,3), random (0, 360))
	TNT1 AAAAAAAAAAA 0 A_CustomMissile("2huBossDeathFlame3", random(5, 55), 0, random(0,360), CMF_OFFSETPITCH, frandom(-40, 70))
	TNT1 A 0 A_Explode(356,300,0)
    NSOL IIJJKKLLMMNNOO 3 Bright A_SpawnItemEx("NemesisWhiteParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
    Stop
  XDeath:
    NSOL G 2 Bright
	TNT1 A 0 A_Scream
    NSOL GGGGGGGGGGGGGGGGGGGG 2 Bright A_SpawnItemEx("NemesisSoulFlameSpawner")
    NSOL H 3 Bright A_NoBlocking
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItem("NemesisZombieItemRandomizer")
	TNT1 A 0 A_SpawnItem("NemesisZombieSuperItemRandomizer")
	TNT1 A 0 A_StopSound(2)
	TNT1 A 0 A_SpawnItem("MiniNemesisDeathBall")
    NSOL IIJJKKLLMMNNOO 3 Bright A_SpawnItemEx("NemesisWhiteParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
	Stop
  }
}

ACTOR NemesisSoulFireSpawner : RedParticleSpawner
{
  +NOTIMEFREEZE
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_PlaySound("monster/ambientfire")
    TNT1 A 0 A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
	TNT1 AAA 0 A_SpawnItemEx("NemesisSoulSmoke",7,random(-5,5),random(20,30),2,0,random(4,7),random(90,270),128,0)
    TNT1 A 1
    Stop
    }
}

ACTOR NemesisSoulSmoke : TrueNemesisHellionSmoke
{
States
  {
  Spawn:
	TNT1 A 0 Bright
	TNT1 A 0 Bright A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
	2HDT ABCDEFGHIJKL 1 Bright A_FadeOut(0.1,1)
	Stop
  }
}

ACTOR NemesisSoulHellStaffBall : CacoHellStaffBall1
{
Speed 55
Damage 8
+NOTIMEFREEZE
Seesound "legsoul/attack1"
States
{
  Spawn:
    TNT1 A 0 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)
    HPRO DDEEFF 1 Bright A_SpawnItemEx("WhiteHellStaffParticle",0,0,0,0,frandom(-1,1),frandom(-1,1),random(0,359))
    Loop
  Death:
	TNT1 A 0
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("WhiteHellStaffParticle",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))
    CLBA D 1 Bright A_FadeOut(0.2)
    Goto Death+1
  }
}

Actor NemesisSoulRainBall : CacoHellStaffBall1
{
Speed 40
Damage 15
Seesound "Dbish/Atk2"
+NOTIMEFREEZE
States
{
  Spawn:
    TNT1 A 0 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 AA 0 A_SpawnItemEx("NemesisRainDrop",random(-64,64),random(-64,64),0,0,0,0)
	TNT1 AA 0 A_SpawnItemEx("WhiteHellStaffParticle",0,0,0,frandom(-8,8),frandom(-8,8),frandom(-8,8),random(0,360))
	HPRO D 1 Bright A_SpawnItem("WhiteHellStaffTrail")
    TNT1 A 0 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 AA 0 A_SpawnItemEx("NemesisRainDrop",random(-64,64),random(-64,64),0,0,0,0)
	TNT1 AA 0 A_SpawnItemEx("WhiteHellStaffParticle",0,0,0,frandom(-8,8),frandom(-8,8),frandom(-8,8),random(0,360))
	HPRO D 1 Bright A_SpawnItem("WhiteHellStaffTrail")
    TNT1 A 0 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 AA 0 A_SpawnItemEx("NemesisRainDrop",random(-64,64),random(-64,64),0,0,0,0)
	TNT1 AA 0 A_SpawnItemEx("WhiteHellStaffParticle",0,0,0,frandom(-8,8),frandom(-8,8),frandom(-8,8),random(0,360))
	HPRO E 1 Bright A_SpawnItem("WhiteHellStaffTrail")
    TNT1 A 0 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 AA 0 A_SpawnItemEx("NemesisRainDrop",random(-64,64),random(-64,64),0,0,0,0)
	TNT1 AA 0 A_SpawnItemEx("WhiteHellStaffParticle",0,0,0,frandom(-8,8),frandom(-8,8),frandom(-8,8),random(0,360))
	HPRO E 1 Bright A_SpawnItem("WhiteHellStaffTrail")
    TNT1 A 0 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 AA 0 A_SpawnItemEx("NemesisRainDrop",random(-64,64),random(-64,64),0,0,0,0)
	TNT1 AA 0 A_SpawnItemEx("WhiteHellStaffParticle",0,0,0,frandom(-8,8),frandom(-8,8),frandom(-8,8),random(0,360))
	HPRO F 1 Bright A_SpawnItem("WhiteHellStaffTrail")
    TNT1 A 0 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 AA 0 A_SpawnItemEx("NemesisRainDrop",random(-64,64),random(-64,64),0,0,0,0)
	TNT1 AA 0 A_SpawnItemEx("WhiteHellStaffParticle",0,0,0,frandom(-8,8),frandom(-8,8),frandom(-8,8),random(0,360))
	HPRO F 1 Bright A_SpawnItem("WhiteHellStaffTrail")
	loop
  Death:
	TNT1 AAAAAAAAAA 0 A_SpawnItemEx("WhiteHellStaffParticle",0,0,0,frandom(-8,8),frandom(-8,8),frandom(0,12),random(0,360))
	TNT1 A 0 A_SpawnItemEx("WhiteParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_SetScale(1)
	PFX1 GH 5 bright
	PFX1 I 4 bright
	PFX1 JKL 3 bright
	TNT1 AAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("NemesisRainDrop",random(-64,64),random(-64,64),0,0,0,0)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("NemesisRainDrop",random(-64,64),random(-64,64),0,0,0,0)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("NemesisRainDrop",random(-64,64),random(-64,64),0,0,0,0)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("NemesisRainDrop",random(-64,64),random(-64,64),0,0,0,0)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("NemesisRainDrop",random(-64,64),random(-64,64),0,0,0,0)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("NemesisRainDrop",random(-64,64),random(-64,64),0,0,0,0)
	stop
  }
}

Actor NemesisRainDrop : DBishRainDrop
{
Gravity 15
+NOTIMEFREEZE
}

Actor NemesisSoulBigBall : LegSoulBigball
{
Speed 60
Damage 40
Scale 1
Decal Scorch
+NOTIMEFREEZE
States
{
  Spawn:
	TNT1 A 1 Bright A_SpawnItemEx("NemesisSoulBigBallTrail",0,0,0,random(-2,2),random(-2,2),random(0,4))
	Loop
  Death:
	TNT1 A 0 A_SpawnItemEx("BossDeathExplode",0,0,32)
    TNT1 AAAAAAAAAAA 0 A_SpawnItemEx ("2huBossDeathFlame", 0, 0, 0, random(-3,3), random(-3,3), random(-3,3), random (0, 360))
	TNT1 AAAAAAAAAAA 0 A_CustomMissile("2huBossDeathFlame3", random(5, 55), 0, random(0,360), CMF_OFFSETPITCH, frandom(-40, 70))
	TNT1 A 0 A_Explode(356,300,0)
	TNT1 A 20
	Stop
 }
}

ACTOR NemesisSoulBigBallTrail
{
  RenderStyle Translucent
  Alpha 1.0
  +NOINTERACTION
  +CLIENTSIDEONLY
  +FORCEXYBILLBOARD
  +NOTIMEFREEZE
  States
  {
  Spawn:
	2HDT ABCDEFGHIJKL 2 Bright A_FadeOut(0.08)
	Stop
  }
}

ACTOR NemesisSoulGhost : LegendarySoulGhost
{
Scale 1.2
Alpha 1.0
Renderstyle Add
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
	TNT1 A 0
	TNT1 A 0
Fade:
    TNT1 A 1
    NSOL E 2 A_FadeOut(0.10)
    Goto Fade+1
Toaster:
    TNT1 A 0
    Stop
    }
}

ACTOR NemesisSoulGhost2 : NemesisSoulGhost
{
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
	TNT1 A 0
	TNT1 A 0
Fade:
    TNT1 A 0
    TNT1 A 1
    NSOL B 2 A_FadeOut(0.10)
    Goto Fade+2
    }
}
/*
ACTOR LegSoulCharge : BigLFLunge
{
Damagetype "SoulToxic"
States
{
Spawn:
TNT1 A 2
TNT1 A 1 A_Explode(68,412,0)
Stop
Death:
TNT1 A 2
TNT1 A 1 A_Explode(68,412,0)
Stop
}
}*/

ACTOR NemesisSoulFlameSpawner : LSoulFlameSpawner
{
  +CLIENTSIDEONLY
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
    TNT1 AAAAAA 0 A_SpawnItemEx("NemesisSoulFlameFlameFlameFlameFlameFlame",random(20,-20),random(20,-20),random(40,80),0,0,random(2,6),0,128,0)
    TNT1 A 1
    Stop
  Toaster:
    TNT1 A 0 A_SpawnItemEx("NemesisSoulFlameFlameFlameFlameFlameFlame",random(20,-20),random(20,-20),random(40,80),0,0,random(2,6),0,128,0)
    TNT1 A 1
	Stop		
  }
}

ACTOR NemesisSoulFlameFlameFlameFlameFlameFlame : TrueNemesisHellionSmoke
{
Scale 1.1
}

Actor NemesisSoulEvent : LegZombieStrafing
{
  +FORCERADIUSDMG
  Damagetype "Legendary"
  States
  {
  Pickup:
    TNT1 A 1 
	TNT1 A 0 A_PlaySound("vile/firecrkl")
	TNT1 A 1 A_SpawnItem("NemesisSoulEventFireSpawner",0,0,0,0)
	TNT1 A 1 A_Explode(3,128)
    Stop	
  }
}

ACTOR NemesisSoulEventFireSpawner : RedParticleSpawner
{
  +NOTIMEFREEZE
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("NemesisKaboomNoSound",random(16,-16),random(16,-16),random(6,12),0,0,random(2,4),0,128,0)
    TNT1 A 0 A_SpawnItemEx("WhiteNemesisKaboomNoSound",random(16,-16),random(16,-16),random(6,12),0,0,random(4,6),0,128,0)
    TNT1 A 1
    Stop
  }
}


ACTOR NemesisSoulKamikaze
{
  Radius 16
  Height 56
  Health 100
  Damage 50
  Speed 40
  Scale 1.2
  SeeSound "NemesisSoul/Attack2"
  DeathSound "NemesisSoul/Death"
  DamageType "SoulToxic"
  Species "EleSouls"
  BloodColor "Black"
  Tag "\c[t6]Nemesis Soul\c-"
  Renderstyle Translucent
  Alpha 0.8
  Decal Scorch
  DropItem "NemesisHealthBonusMax" 256 32
  DropItem "NemesisArmorBonus32" 256
  DropItem "NemesisHealthBonusMax" 256 32
  DropItem "NemesisArmorBonus32" 256
  DropItem "EnragedLegendarySphere" 80 1
  DropItem "EnragedLegendaryPowerShard" 75 1
  DropItem "NLDemonAmmoBox" 120
  DropItem "NLDemonAmmo" 240
  DropItem "Nemesis Rifle" 8 1
  Projectile
  +SOLID
  +SHOOTABLE
  -NOBLOOD
  -NOBLOODDECALS
  +SKYEXPLODE
  +NOTARGETSWITCH
  -NOBLOCKMAP
  +SEEKERMISSILE
  States
  {
  Spawn:
	NSOL EF 2 Bright A_SpawnItemEx("NemesisSoulFlameSpawner")
    Loop
  Death:
	TNT1 A 0 A_Die
  Explode:
	TNT1 A 0 A_ChangeFlag(NOBLOCKMAP,1)
	TNT1 A 0 A_StopSoundEx("Voice")
    NSOL G 2 Bright
	TNT1 A 0 A_PlaySound("NemesisSoul/Death",7,1.0,0,ATTN_NONE)
    NSOL H 3 Bright A_NoBlocking
	TNT1 A 0 A_SpawnItem("MiniNemesisDeathBall")
    NSOL IIJJKKLLMMNNOO 3 Bright A_SpawnItemEx("NemesisWhiteParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
    Stop
    }
}