ACTOR NemesisStealthTrooper : LegendaryStealthTrooper 28011
{ 
  Health 1800
  Speed 20
  PainChance 25
  BloodColor "Black"
  Renderstyle Translucent
  Alpha 0.5
  DropItem "NemesisHealthBonusMax", 256, 32
  DropItem "NemesisArmorBonus32", 256
  DropItem "NemesisHealthBonusMax", 256, 32
  DropItem "NemesisArmorBonus32", 256
  DropItem "EnragedLegendaryArmor", 85, 1
  DropItem "LegAmmoSphere", 60, 1
  DropItem "PartialKakuhou", 100, 3
  DropItem "EnragedLegendaryPowerShard", 50, 1
  DropItem "HandGrenadeAmmo", 235, 2
  DropItem "MineAmmo", 235, 2
  DropItem "Backpack", 198, 1
  DropItem "Armorplate", 205, 1
  DropItem "Portablemedkit", 210, 1
  DropItem "NLDemonAmmoBox", 256 
  DropItem "NLDemonAmmo", 256 
  DropItem "NemesisShellBox", 200 
  DropItem "NemesisShell", 256 
  DropItem "LegendaryRune", 60, 1
  DropItem "Nemesis Rifle", 150
  DropItem "Nemesis Sawed-Off Shotgun", 100
  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
  DamageFactor 0.6
  SeeSound "NemesisStealthTrooper/sight"
  PainSound "NemesisStealthTrooper/pain"
  DeathSound "NemesisStealthTrooper/death"
  ActiveSound "NemesisStealthTrooper/active"
  Obituary "%o was neutralized by the Nemesis Stealth Trooper."
  var int user_kakuhou;
  Tag "\c[v9]Nemesis Stealth Trooper\c-"
  States 
  {
  Spawn:
	TNT1 A 0 A_SetTranslucent(0.5)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NMST A 10 Bright A_Look
	Loop
  See:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,720)
	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_SetTranslucent(0.5)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NMST A 0 A_JumpIfTargetInLOS("Strafing")
	NMST AA 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NMST BB 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	NMST A 0 A_JumpIfTargetInLOS("Strafing")
	NMST CC 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NMST DD 3 Bright A_Chase
	TNT1 A 0 A_Jump(40,"Teleport")
	TNT1 A 0 A_Jump(40,"Mine")
	TNT1 A 0 A_Jump(40,"Rush")
	TNT1 A 0 A_Jump(100,"Phase")
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)  
	Loop
  Rush:
	NMST A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisStealthTrooperGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NMST A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisStealthTrooperGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NMST A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisStealthTrooperGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NMST B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisStealthTrooperGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NMST B 1 Bright A_Chase
	TNT1 A 0 A_Jump(80,"Phase")
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisStealthTrooperGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NMST C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisStealthTrooperGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NMST C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisStealthTrooperGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NMST D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisStealthTrooperGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NMST D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_Jump(84,"See")
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	Loop
  Strafing:
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	NMST AA 3 A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	NMST BB 3 A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	NMST CC 3 A_GiveInventory("NemesisLegZombieStrafing",1)  
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	NMST DD 3 A_GiveInventory("NemesisLegZombieStrafing",1)
	Goto See
  Phase:
	TNT1 A 0 A_PlaySound("phaseimp/teleport")
	NMST E 2 A_FaceTarget
	NMST E 1 A_SetTranslucent(0.35)
	NMST E 1 A_SetTranslucent(0.20)
	NMST E 1 A_SetTranslucent(0.10)
	Goto Phased
  UnPhase:
	TNT1 A 0 A_PlaySound("phaseimp/teleport")
	NMST E 1 A_SetTranslucent(0.15)
	NMST E 1 A_SetTranslucent(0.35)
	TNT1 A 0 A_SetTranslucent(0.5)
	NMST E 2 A_FaceTarget	
    Goto See  
  Phased:
	NMST AABBCCDDAABBCCDDAABBCCDDAABBCCDD 1 A_ExtChase(0,0)
	NMST AABBCCDDAABBCCDD 1 A_Chase
	TNT1 A 0 A_Jump(24,"UnPhase")
	Goto Phased+32
  Teleport:
	TNT1 A 0 A_SetTranslucent(0.5)
	NMST A 1 Bright A_UnSetShootable
	NMST AAAA 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NMST AAAAA 1 A_FadeOut(0.1,0)
	NMST A 2 
	NMST AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	NMST AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	NMST A 1 A_PlayWeaponSound("boss/teleport")
	NMST AAAA 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NMST AAAAA 1 A_FadeIn(0.1)
	NMST A 1 Bright A_SetShootable
	Goto See  
  Pause:
	NMST EEEEE 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	Goto See  
  Kakuhou:
	TNT1 A 0 A_JumpIf(user_kakuhou == 1,"Missile")
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	NASG A 5 Bright
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
	TNT1 A 0 ACS_NamedExecuteAlways("EnemyKakuhou",0)
	TNT1 A 0 A_CustomMissile("Ghoulshot",32)
	TNT1 A 0 A_PlaySound("Kakuhou/Use",0,1.0,0,0.5)
	Goto See
  NemesisSSG:
	TNT1 A 0 A_PlaySound("Coachgun/Pickup",7,1.0,0,0.5)
	NMS2 EE 10 A_FaceTarget
	TNT1 AA 0 A_SpawnItemEx("NemesisShellCasing", 0, 12, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	//TNT1 AAAA 0 A_CustomMissile("NemesisTracer",Random(32,38),0,Random(6,-6),0)
	//TNT1 A 0 A_CustomBulletAttack(20,14,15,0,"NemesisASGPuffExplode",0)
	//TNT1 A 0 A_CustomBulletAttack(20,14,15,Random(5,15)*6,"NemesisASGBulletPuff",0,CBAF_NORANDOM)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	NMS2 F 5 Bright A_PlaySoundEx("NemesisSSG/Fire1","Weapon")
	NMS2 E 10 A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisSSG/Close",7,1.0,0,0.5)
	Goto Teleport
  NemesisSSGKakuhou:
	TNT1 A 0 A_PlaySound("Coachgun/Pickup",7,1.0,0,0.5)
	NMS2 EE 7 A_FaceTarget
	TNT1 AA 0 A_SpawnItemEx("NemesisShellCasing", 0, 12, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	//TNT1 AAAA 0 A_CustomMissile("NemesisTracer",Random(32,38),0,Random(6,-6),0)
	//TNT1 A 0 A_CustomBulletAttack(20,14,15,0,"NemesisASGPuffExplode",0)
	//TNT1 A 0 A_CustomBulletAttack(20,14,15,Random(5,15)*6,"NemesisASGBulletPuff",0,CBAF_NORANDOM)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	NMS2 F 5 Bright A_PlaySoundEx("NemesisSSG/Fire1","Weapon")
	NMS2 E 10 A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisSSG/Close",7,1.0,0,0.5)
	Goto Teleport
  NemesisSSGSniper:
	TNT1 A 0 A_PlaySound("Coachgun/Pickup",7,1.0,0,0.5)
	NMS2 EE 10 A_FaceTarget
	TNT1 A 0 A_FaceTarget
	NMS2 EEEEEEEEEEEEEEEEEEEE 1 A_CustomRailgun(-1,10,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,1,0,"RailTargetPuff",0,0,0,0,2,0,"NemesisCyberNobleRailTarget")
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", 0, 32, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	//TNT1 AAAA 0 A_CustomMissile("NemesisTracer",Random(32,38),0,Random(6,-6),0)
	//TNT1 A 0 A_CustomBulletAttack(4,4,5,0,"NemesisASGPuffExplode",0)
	//TNT1 A 0 A_CustomBulletAttack(4,4,5,Random(5,15)*6,"NemesisASGBulletPuff",0,CBAF_NORANDOM)
	TNT1 AAAAAAAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-8,8),CMF_OFFSETPITCH,frandom(-4,4))
	NMS2 F 5 Bright A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	NMS2 E 10 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", 0, 32, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	//TNT1 AAAA 0 A_CustomMissile("NemesisTracer",Random(32,38),0,Random(6,-6),0)
	//TNT1 A 0 A_CustomBulletAttack(4,4,5,0,"NemesisASGPuffExplode",0)
	//TNT1 A 0 A_CustomBulletAttack(4,4,5,Random(5,15)*6,"NemesisASGBulletPuff",0,CBAF_NORANDOM)
	TNT1 AAAAAAAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-8,8),CMF_OFFSETPITCH,frandom(-4,4))
	NMS2 F 5 Bright A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	NMS2 E 10 A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisSSG/Close",7,1.0,0,0.5)
	Goto MissileLoop
  Missile:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_Jump(30,"Kakuhou")
	TNT1 A 0 A_Jump(30,"NemesisSSGSniper")
	NMST E 10 A_FaceTarget
  MissileLoop:
	TNT1 A 0 A_JumpIf(user_kakuhou == 1,"MissileLoopKakuhou")
	TNT1 A 0 A_JumpIfCloser(350,"NemesisSSG")
	NMST E 3 A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",32,0,random(-2,2),0)
	NMST F 3 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	TNT1 A 0 A_SpidRefire
	TNT1 A 0 A_Jump(20,"Pause")
	TNT1 A 0 A_Jump(55,"Nade")
	TNT1 A 0 A_Jump(20,"Mine")
	Loop
  MissileLoopKakuhou:
	TNT1 A 0 A_JumpIfCloser(350,"NemesisSSGKakuhou")
	NMST EE 1 A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",32,0,random(-2,2),0)
	NMST F 2 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	TNT1 A 0 A_SpidRefire
	TNT1 A 0 A_Jump(10,"Pause")
	TNT1 A 0 A_Jump(30,"Nade")
	TNT1 A 0 A_Jump(10,"Mine")
	Loop
  Nade:
	NMST E 1 A_JumpIfCloser(1000,1)
	Goto Missile
	NMST E 0 A_JumpIfCloser(280,"Missile")
	TNT1 A 0 A_PlaySound("weapons/hgrenadepin",0,1.0,0)
	NMST EE 4 A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("weapons/hgrenadethrow",0,1.0,0)
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
	NMST E 6 A_CustomMissile("NemesisGrenade",32,0,0,2,10)
	NMST E 1
	Goto See
  Mine:
	NMST C 1 Bright
	NMST C 12 Bright A_CustomMissile("NemesisSpringMineSet",32,0,0,2,15)
	NMST E 12 Bright
	NMST C 3 Bright
	Goto See
  Pain:
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_Jump(30,"Teleport")
	TNT1 A 0 A_Jump(90,"Phase")
	NMST G 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	NMST G 0 A_Pain
	NMST G 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	Goto See
  XDeath:
  Death:
	TNT1 A 0 A_Jump(36,"LegendarySoul") 
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_StopSound(6)
	NMST H 5 A_Scream
	NMST I 5 A_Fall
	NMST J 5 A_SpawnItem("BodyCrash",0,0,0,0)
	TNT1 A 0 A_Jump(100,"MoreStuff")
	NMST L -1 
	Stop
  LegendarySoul:
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NMST H 5 A_Scream
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NMST I 5 A_Fall
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NMST J 5 A_SpawnItem("BodyCrash",0,0,0,0)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NMST L 140
	NMST L 0 A_PlaySoundEx("brain/spit","Voice",0,2)
	NMST LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	NMST LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	NMST LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("NemesisSoul",0,0,16,0,0,0,0,32)
	TNT1 A 0 A_SpawnItemEx("TeleportFog",0,0,16,0,0,0,0,32)
	NMST L -1
	Stop
  MoreStuff:
	NMST L 100
	TNT1 A 0 A_SpawnItem("HellionSmokeAttack")
	NMST LLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_SpawnItem("NemesisZombieItemRandomizer")
	NMST LLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_SpawnItem("NemesisZombieItemRandomizer")
	NMST L 1 A_SpawnItem("NemesisZombieSuperItemRandomizer")
	NMST L -1
	Stop
	}
}

ACTOR NemesisStealthTrooperGhostA 
{
  Scale 1.1
  Alpha 0.7
  RENDERSTYLE Translucent
  +NOTIMEFREEZE
  +CLIENTSIDEONLY
  States 
  {
  Spawn:
	TNT1 A 0 Bright
	TNT1 A 0 Bright A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
	TNT1 A 1 Bright
	Goto Fade
  Fade:
	NMST A 2 A_FadeOut(0.10)
	Loop
  Toaster:
	TNT1 A 0
	Stop
	}
}

ACTOR NemesisStealthTrooperGhostB : NemesisStealthTrooperGhostA
{
States
  {
  Fade:
	NMST B 2 A_FadeOut(0.1,1)
	Loop
  }
}

ACTOR NemesisStealthTrooperGhostC : NemesisStealthTrooperGhostA
{
States
  {
  Fade:
	NMST C 2 A_FadeOut(0.1,1)
	Loop
  }
}

ACTOR NemesisStealthTrooperGhostD : NemesisStealthTrooperGhostA
{
States
  {
  Fade:
	NMST D 2 A_FadeOut(0.1,1)
	Loop
  }
}