ACTOR CursedCyberNoble : NemesisCyberNoble //HMHAHAHAAHA!!! F E A R!  M E!
{
//Creator: High Councilor
//Origin: Nexus Infinity
//Sprite: 6CBS
//Title: "Cursed Cyber Noble"
  Health 5500
  Speed 30
  BloodColor "Pink"
  DamageFactor 0.55
  DamageFactor "Cursed", 0.0
  Obituary "%o died in a very cursed way thanks to \c[p7]Cursed Cyber Noble\c-."
  HitObituary "%o's organs were torn out by the \c[p7]Cursed Cyber Noble\c-."
  DropItem "NemesisHealthBonusMax", 256, 32
  DropItem "NemesisArmorBonus32", 256
  DropItem "NemesisHealthBonusMax", 256, 32
  DropItem "NemesisArmorBonus32", 256
  DropItem "NemesisSphere", 60, 1
  DropItem "LegendaryRune", 128, 1
  DropItem "CRDemonAmmoBox", 256
  DropItem "CRDemonAmmo", 256
  DropItem "CRDemonAmmoBox", 256
  DropItem "CRDemonAmmo", 256
  DropItem "CursedRifle", 128, 1
  //DropItem "CRShellBox", 256
  //DropItem "CRShell", 256
  //DropItem "CRShellBox", 256
  //DropItem "CRShell", 256
  //DropItem "CursedAssaultShotgun", 128, 1
  DropItem "NemesisShell", 256
  DropItem "NemesisShellBox", 130
  DropItem "Nemesis Plasmatic Cannon", 200
  DropItem "Nemesis Assault Shotgun", 200
  DropItem "Nemesis Sawed-Off Shotgun", 200
  SeeSound "VexedNemesisCydestroyer/Sight"
  ActiveSound "VexedNemesisCydestroyer/Active"
  PainSound "VexedNemesisCydestroyer/Pain"
  DeathSound "VexedNemesisCydestroyer/Death"
  Tag "\c[p7]Cursed Cyber Noble\c-"
  States 
  { 
  Spawn:
    TNT1 AA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
    6CBS A 7 Bright A_Look
    TNT1 AA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
    6CBS Z 7 Bright A_Look
    Loop 
  See:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	//TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,4006,674) ////Insanity Clockwork Cydestroyer
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,4006)
	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(100,"Rush")
	6CBS AA 3 Bright A_Chase
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("CursedWalkFire",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	6CBS BB 3 Bright A_Chase
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("CursedWalkFire",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	6CBS CC 3 Bright A_Chase
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_Playsound("monster/bruwlk")
	TNT1 A 0 A_SpawnItemEx("CursedWalkFire",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	6CBS DD 3 Bright A_Chase
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_Playsound("monster/bruwlk")
	TNT1 A 0 A_SpawnItemEx("CursedWalkFire",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	TNT1 A 0 A_Jump(32,"Teleport")
	Goto See
  Rush:
	6CBS A 2 Bright A_SpawnItemEx("CursedCyberNobleGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	6CBS AAAA 0 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	6CBS A 2 Bright A_SpawnItemEx("CursedCyberNobleGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	6CBS AAAA 0 Bright A_Chase  
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	6CBS B 2 Bright A_SpawnItemEx("CursedCyberNobleGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	6CBS AAAA 0 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	6CBS B 2 Bright A_SpawnItemEx("CursedCyberNobleGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	6CBS AAAA 0 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	TNT1 AAA 0 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	6CBS C 2 Bright A_SpawnItemEx("CursedCyberNobleGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	6CBS AAAA 0 Bright A_Chase
	TNT1 A 0 A_Playsound("monster/bruwlk")
	6CBS C 2 Bright A_SpawnItemEx("CursedCyberNobleGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	6CBS AAAA 0 Bright A_Chase  
	TNT1 A 0 A_Playsound("monster/bruwlk")
	6CBS D 2 Bright A_SpawnItemEx("CursedCyberNobleGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	6CBS AAAA 0 Bright A_Chase
	TNT1 A 0 A_Playsound("monster/bruwlk")
	6CBS D 2 Bright A_SpawnItemEx("CursedCyberNobleGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	6CBS AAAA 0 Bright A_Chase
	TNT1 A 0 A_Playsound("monster/bruwlk")
	TNT1 AAA 0 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	TNT1 A 0 A_Jump(24,"Teleport")
	TNT1 A 0 A_Jump(75,"See")
	Loop
  Teleport:
    6CBS P 1 Bright A_UnSetShootable
	6CBS PPPP 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS PPPPPPPPPP 1  A_FadeOut(0.1,0)
	6CBS P 2 
	6CBS PEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
	6CBS PEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    6CBS P 1 A_PlayWeaponSound("boss/teleport")
	6CBS PPPP 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS PPPPPPPPPPP 1 A_FadeIn(0.1)
    6CBS P 1 Bright A_SetShootable
    Goto See		
  Pause:
    TNT1 A 0 A_PlaySound("lasgguy/asgout")
	TNT1 A 0 A_SpawnItemEx("LegendaryEmptyDrumSpawner", -8, 7, 30, 4, 0, (0.1)*Random(30, 40), Random(-80, -90), 128)
	TNT1 A 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
    6CBS E 5 Bright A_PlaySound("lasgguy/asgin") 
	6CBS E 10 Bright A_PlaySound("LShotgun/Cock")
	Goto See
  Melee:
    6CBS PQ 3 Bright A_FaceTarget
    6CBS R 3 Bright A_MeleeAttack
    Goto See
  Missile:
    TNT1 A 0 A_SetShootable
    TNT1 A 0 A_UnsetInvulnerable
    TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_Jump(1,"UltimateRage")
    TNT1 A 0 A_JumpifCloser(350,"CursedASG")
	TNT1 A 0 A_Jump(4,"SuperRage")
    TNT1 A 0 A_Jump(128,"Rain","Rain2","Rockets","Seekers","BFG10K","Railgun","RocketRage","BestAttack2","CursedCannon","CursedRifle","CursedStar","CursedRailgun2","RailLasers")
	TNT1 A 0 A_Jump(20,"Portal")
	TNT1 A 0 A_Jump(100,"CursedComet","15Comets","Hugger","Rage","CursedStarSpam","BestAttack")
  Normal:
    6CBS PQ 5 Bright A_FaceTarget
	6CBS R 0 A_CustomMissile("CursedNobleBall",40,0,-8)
	6CBS R 0 A_CustomMissile("CursedNobleBall",40,0,8)
	6CBS R 0 A_CustomMissile("CursedNobleBall",40,0,-4)
	6CBS R 0 A_CustomMissile("CursedNobleBall",40,0,4)
	6CBS R 5 Bright A_CustomMissile("CursedNobleBall",40,0,0)
    6CBS PQ 5 Bright A_FaceTarget
	6CBS R 0 A_CustomMissile("CursedNobleBall",40,0,-8)
	6CBS R 0 A_CustomMissile("CursedNobleBall",40,0,8)
	6CBS R 0 A_CustomMissile("CursedNobleBall",40,0,-4)
	6CBS R 0 A_CustomMissile("CursedNobleBall",40,0,4)
	6CBS R 5 Bright A_CustomMissile("CursedNobleBall",40,0,0)	
	TNT1 A 0 A_Jump(127,"Rockets","Seekers")
	Goto See
  CursedASG:
	TNT1 A 0 A_Jump(64,"CursedSSG")
    6CBS E 5 Bright A_FaceTarget
	6CBS E 6 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", 0, 32, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 AAAAAAAA 0 A_CustomMissile("CursedASGBall",32,26,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	6CBS F 2 Bright A_PlaySoundEx("NemesisASG/Fire","Weapon")
    TNT1 A 0 A_Jump(45,"Pause")
    TNT1 A 0 A_SpidRefire
	Goto CursedASG+1
  CursedSSG:
    6CBS E 8 A_FaceTarget
	6CBS E 12 A_FaceTarget
	TNT1 AA 0 A_SpawnItemEx("NemesisShellCasing", 0, 12, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("CursedASGBall",32,26,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	6CBS F 4 Bright A_PlaySoundEx("NemesisSSG/Fire1","Weapon")
    TNT1 A 0 A_Jump(100,"Pause")
	6CBS E 12
    TNT1 A 0 A_SpidRefire
	Goto Normal
  CursedRifle:
    6CBS EEE 5 Bright A_FaceTarget
    6CBS E 2 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("CursedRifleShotEnemy",40,26,random(-4,4),0)
	6CBS F 2 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
    TNT1 A 0 A_Jump(10,"See")
    TNT1 A 0 A_SpidRefire
	Goto CursedRifle+3
  Hugger:
    6CBS RQ 9 Bright A_FaceTarget
	6CBS PPPP 2 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS P 0 A_CustomMissile("CursedNobleBall3V2",32,0,40)
	6CBS P 0 A_CustomMissile("CursedNobleBall3V2",32,0,-40)
	6CBS P 0 A_CustomMissile("CursedNobleBall3",32,0,30)
	6CBS P 0 A_CustomMissile("CursedNobleBall3",32,0,-30)
	6CBS P 0 A_CustomMissile("CursedNobleBall3",32,0,20)
	6CBS P 0 A_CustomMissile("CursedNobleBall3",32,0,-20)
	6CBS P 0 A_CustomMissile("CursedNobleBall3",32,0,10)
	6CBS P 0 A_CustomMissile("CursedNobleBall3",32,0,-10)
	6CBS PPPP 2 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_Jump(80,"CursedComet")
    Goto See	
  CursedComet:
    6CBS PQ 7 Bright A_FaceTarget
	6CBS R 1 Bright A_CustomMissile("CursedNobleComet",38,0,6)
	6CBS R 1 Bright A_CustomMissile("CursedNobleComet",38,0,3)
	6CBS R 1 Bright A_CustomMissile("CursedNobleComet",38,0,0)
	6CBS R 0 Bright A_CustomMissile("CursedNobleComet",38,0,-3)
	6CBS R 2 Bright A_CustomMissile("CursedNobleComet",38,0,-6)
    6CBS PQ 7 Bright A_FaceTarget
	6CBS R 1 Bright A_CustomMissile("CursedNobleComet",38,0,-6)
	6CBS R 1 Bright A_CustomMissile("CursedNobleComet",38,0,-3)
	6CBS R 1 Bright A_CustomMissile("CursedNobleComet",38,0,0)
	6CBS R 0 Bright A_CustomMissile("CursedNobleComet",38,0,3)
	6CBS R 2 Bright A_CustomMissile("CursedNobleComet",38,0,6)
	TNT1 A 0 A_Jump(80,"15Comets")
    Goto See
  15Comets:
    6CBS PQ 8 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("CursedNobleComet",32,0,-70)
	TNT1 A 0 A_CustomMissile("CursedNobleComet",32,0,70)
	TNT1 A 0 A_CustomMissile("CursedNobleComet",32,0,-60)
	TNT1 A 0 A_CustomMissile("CursedNobleComet",32,0,60)
	TNT1 A 0 A_CustomMissile("CursedNobleComet",32,0,-50)
	TNT1 A 0 A_CustomMissile("CursedNobleComet",32,0,50)
	TNT1 A 0 A_CustomMissile("CursedNobleComet",32,0,-40)
	TNT1 A 0 A_CustomMissile("CursedNobleComet",32,0,40)
	TNT1 A 0 A_CustomMissile("CursedNobleComet",32,0,-30)
	TNT1 A 0 A_CustomMissile("CursedNobleComet",32,0,30)
	TNT1 A 0 A_CustomMissile("CursedNobleComet",32,0,-20)
	TNT1 A 0 A_CustomMissile("CursedNobleComet",32,0,20)
	TNT1 A 0 A_CustomMissile("CursedNobleComet",32,0,-10)
	TNT1 A 0 A_CustomMissile("CursedNobleComet",32,0,10)
	6CBS R 7 Bright A_CustomMissile("CursedNobleComet",38,0,0)
	TNT1 A 0 A_Jump(127,"Rage")
	Goto See
  Rage:	
    6CBS Q 1 Bright A_PlaySound("NemesisCyberNoble/Rage")
	6CBS Q 1 Bright A_FaceTarget
	6CBS Q 1 Bright A_SetUserVar("user_missile",0)
    6CBS RRRR 2 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS QQQQ 2 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
  Raging:
    6CBS Q 0 A_JumpIf(user_missile >= 28,"See")	 
    6CBS Q 0 A_SetUserVar("user_missile",user_missile+1)
	6NBL Q 0 Bright A_CustomMissile("CursedNobleBall3V2noBounce",0,0,random(0,359))
	6NBL Q 0 Bright A_CustomMissile("CursedNobleBall3",0,0,random(0,359))
    6CBS Q 4 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
    Loop
  SuperRage:
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_SetInvulnerable
	6CBS Q 1 Bright A_PlaySound("NemesisCyberNoble/Rage")
	6CBS Q 1 Bright A_FaceTarget
	6CBS Q 1 Bright A_SetUserVar("user_missile",0)
	6CBS RRRRRRRRRRRRRRRRRRR 2 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS QQQQQQQQQQQQQQQQQQQ 2 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
  SuperRaging:
	TNT1 A 0 A_JumpIf(user_missile >= 14,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	6CBS Q 0 Bright A_CustomMissile("CursedFuckerBall",32,0,random(0,359))	
	6CBS Q 8 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	Loop

  UltimateRage:
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_SetInvulnerable
	6CBS Q 1 Bright A_PlaySound("NemesisCyberNoble/Rage")
	6CBS Q 1 Bright A_FaceTarget
	6CBS Q 1 Bright A_SetUserVar("user_missile",0)
	6CBS RRRRRRRRRRRRRRRRRRR 2 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS QQQQQQQQQQQQQQQQQQQ 2 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
  UltimateRaging:
	TNT1 A 0 A_JumpIf(user_missile >= 14,"CursedStar")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	6CBS Q 0 Bright A_CustomMissile("CursedFuckerBall",32,0,random(0,359))	
    6CBS QQ 0 Bright A_CustomMissile("CursedNobleBall3",0,0,random(0,359))	
	6CBS Q 4 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6NBL Q 0 Bright A_CustomMissile("CursedNobleBall3V2noBounce",0,0,random(0,359))
	6NBL Q 0 Bright A_CustomMissile("CursedNobleBall3",0,0,random(0,359))
	6CBS Q 4 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	Loop

  BestAttack:
    6CBS Q 1 Bright A_PlaySound("NemesisCyberNoble/Rage")
    6CBS P 2 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	6CBS PPPPPPPPPPPPPPPPP 2 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS Q 2 Bright A_FaceTarget
	6CBS QQQQQQQQQQQQQQQQQ 2 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS R 2 Bright A_FaceTarget
	TNT1 A 0 A_UnSetInvulnerable
	6CBS R 0 Bright A_CustomMissile("CursedFuckerBall",38,0,45)
	6CBS R 0 Bright A_CustomMissile("CursedFuckerBall",38,0,-45)
    6CBS R 8 Bright A_CustomMissile("CursedFuckerBall",38,0,0)
	TNT1 A 0 A_Jump(60,"BestAttack2")
    Goto See
  BestAttack2:
    6CBS E 1 Bright A_PlaySound("NemesisCyberNoble/Rage")
	TNT1 A 0 A_PlaySound("lrball3/charge",CHAN_WEAPON)
    6CBS E 2 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	6CBS EEEEEEEEEEEEEEE 2 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS E 2 Bright A_FaceTarget
	6CBS EEEEEEEEEEEEEFF 2 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS F 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
    6CBS F 8 Bright A_CustomMissile("CursedRevBall3",40,6,0)
	6CBS E 2 Bright A_FaceTarget
	6CBS EEEEEEEEEEEEEFF 2 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS F 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
	TNT1 A 0 A_UnSetInvulnerable
    6CBS F 8 Bright A_CustomMissile("CursedRevBall3",40,6,0)
    Goto See
  CursedStarSpam:
    6CBS E 1 Bright A_PlaySound("NemesisCyberNoble/Rage")
	TNT1 A 0 A_PlaySound("lrball3/charge",CHAN_WEAPON)
    6CBS E 2 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	6CBS EEEEEEEEEEEEEEE 2 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS E 2 Bright A_FaceTarget
	6CBS EEEEEEEEEEEEEFF 2 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS F 2 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    6CBS F 8 Bright A_CustomMissile("CursedCybernoblePinkStar",40,6,0)
	6CBS E 2 Bright A_FaceTarget
	6CBS EEEEEEEEFF 2 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS F 2 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    6CBS F 8 Bright A_CustomMissile("CursedCybernoblePinkStar",40,6,0)
	6CBS EEEEEEEEFF 2 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS F 2 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    6CBS F 8 Bright A_CustomMissile("CursedCybernoblePinkStar",40,6,0)
	6CBS EEEEEEEEFF 2 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS F 2 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
	TNT1 A 0 A_UnSetInvulnerable
    6CBS F 8 Bright A_CustomMissile("CursedCybernoblePinkStar",40,6,0)
    Goto See
  CursedStar:
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_PlaySound("NemesisCyberNoble/see",CHAN_VOICE)
	6CBS EEEEEEEEEE 2 Bright A_FaceTarget
	6CBS E 2 Bright A_PlaySound("Legcyber/BFG",CHAN_WEAPON)
	TNT1 A 0 A_FaceTarget
  CursedStarCharging:
	TNT1 A 0 A_JumpIf(user_missile >= 80,"CursedStarContinue")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	6CBS E 2 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)	
	TNT1 A 0 A_FaceTarget	
	Loop
  CursedStarContinue:
	TNT1 A 0 A_SetUserVar("user_missile",0)
  CursedStarLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"CursedStarDone")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
    6CBS E 1 Bright A_UnSetShootable
	6CBS AAAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS EEEEE 1  A_FadeOut(0.2,0)
	6CBS E 1
	6CBS EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
	6CBS EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    6CBS E 1 A_PlayWeaponSound("boss/teleport")
	6CBS AAAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS EEEEEE 1 A_FadeIn(0.2)
    6CBS E 1 Bright A_SetShootable
	6CBS E 4 A_FaceTarget 
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    6CBS F 4 Bright A_CustomMissile("CursedCybernoblePinkStar",40,6,0)
	Loop
  CursedStarDone:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_UnSetInvulnerable
	6CBS E 20 Bright
	Goto See
  CursedCannon:
    6CBS E 0 Bright A_FaceTarget
	6CBS E 15 Bright A_PlaySound("NemesisCannon/Mode1")
	TNT1 A 0 A_PlaySound("NemesisCannon/Fire",7)
	6CBS F 0 A_CustomMissile("CursedRevSmallBall3",40,26,20,0)
	6CBS F 0 A_CustomMissile("CursedRevSmallBall3",40,26,-20,0)
	6CBS F 0 A_CustomMissile("CursedRevSmallBall3",40,26,10,0)
	6CBS F 2 Bright A_CustomMissile("CursedRevSmallBall3",40,26,-10,0)
    6CBS EE 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Fire",7)
	6CBS F 0 A_CustomMissile("CursedRevSmallBall3",40,26,20,0)
	6CBS F 0 A_CustomMissile("CursedRevSmallBall3",40,26,-20,0)
	6CBS F 0 A_CustomMissile("CursedRevSmallBall3",40,26,10,0)
	6CBS F 2 Bright A_CustomMissile("CursedRevSmallBall3",40,26,-10,0)
    6CBS EE 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Fire",7)
	6CBS F 0 A_CustomMissile("CursedRevSmallBall3",40,26,20,0)
	6CBS F 0 A_CustomMissile("CursedRevSmallBall3",40,26,-20,0)
	6CBS F 0 A_CustomMissile("CursedRevSmallBall3",40,26,10,0)
	6CBS F 2 Bright A_CustomMissile("CursedRevSmallBall3",40,26,-10,0)
    6CBS EE 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Fire",7)
	6CBS F 0 A_CustomMissile("CursedRevSmallBall3",40,26,20,0)
	6CBS F 0 A_CustomMissile("CursedRevSmallBall3",40,26,-20,0)
	6CBS F 0 A_CustomMissile("CursedRevSmallBall3",40,26,10,0)
	6CBS F 2 Bright A_CustomMissile("CursedRevSmallBall3",40,26,-10,0)
    6CBS EE 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Fire",7)
	6CBS F 0 A_CustomMissile("CursedRevSmallBall3",40,26,20,0)
	6CBS F 0 A_CustomMissile("CursedRevSmallBall3",40,26,-20,0)
	6CBS F 0 A_CustomMissile("CursedRevSmallBall3",40,26,10,0)
	6CBS F 2 Bright A_CustomMissile("CursedRevSmallBall3",40,26,-10,0)
    6CBS EE 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Fire",7)
	6CBS F 0 A_CustomMissile("CursedRevSmallBall3",40,26,20,0)
	6CBS F 0 A_CustomMissile("CursedRevSmallBall3",40,26,-20,0)
	6CBS F 0 A_CustomMissile("CursedRevSmallBall3",40,26,10,0)
	6CBS F 2 Bright A_CustomMissile("CursedRevSmallBall3",40,26,-10,0)
    6CBS EE 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Fire",7)
	6CBS F 0 A_CustomMissile("CursedRevSmallBall3",40,26,20,0)
	6CBS F 0 A_CustomMissile("CursedRevSmallBall3",40,26,-20,0)
	6CBS F 0 A_CustomMissile("CursedRevSmallBall3",40,26,10,0)
	6CBS F 2 Bright A_CustomMissile("CursedRevSmallBall3",40,26,-10,0)
    6CBS EE 3 Bright A_FaceTarget
	TNT1 A 0 A_Jump(87,"Seekers","BFG10K","Railgun","CursedCannon","RailLasers")
  Rain:
	TNT1 A 0 A_PlaySound("NemesisCyberNoble/Attack",1)
	TNT1 A 0 Radius_Quake(6,60,0,18,0)
	6CBS P 2 Bright A_FaceTarget
	6CBS PPPPPPP 2 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS Q 2 Bright A_FaceTarget
	6CBS QQQQQQQ 2 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS Q 2 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar(user_missile,0)
  RainLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 20,"RainContinue")   
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	6CBS Q 2 Bright A_SpawnItemEx("CursedHKCometRain",random(-800,800),random(-800,800),0,0,0,0,SXF_NOCHECKPOSITION,0)
	Loop
  RainContinue:
	6CBS Q 2 Bright A_FaceTarget
	6CBS QQQQQQQQ 2 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	Goto See
  Rain2:
	6CBS RRQQ 5 Bright A_FaceTarget
	6NT1 A 0 A_CustomMissile("CursedHKCometRain2",46,0,-30)
	TNT1 A 0 A_CustomMissile("CursedHKCometRain2",46,0,30)
	TNT1 A 0 A_CustomMissile("CursedHKCometRain2",46,0,-15)
	TNT1 A 0 A_CustomMissile("CursedHKCometRain2",46,0,15)
	6CBS P 20 Bright A_CustomMissile("CursedHKCometRain2",46,0,0)
	Goto See
  Rockets:
    6CBS E 4 Bright A_FaceTarget
    6CBS F 3 Bright A_CustomMissile("CursedRevRocket",40,26,0,0)
	6CBS E 4 Bright A_FaceTarget
    6CBS F 3 Bright A_CustomMissile("CursedRevRocket",40,26,0,0)
	6CBS E 4 Bright A_FaceTarget
    6CBS F 3 Bright A_CustomMissile("CursedRevRocket",40,26,0,0)
	6CBS E 4 Bright A_FaceTarget
    6CBS F 3 Bright A_CustomMissile("CursedRevRocket",40,26,0,0)
	6CBS E 4 Bright A_FaceTarget
    6CBS F 3 Bright A_CustomMissile("CursedRevRocket",40,26,0,0)
	6CBS E 3 Bright A_FaceTarget
    6CBS F 3 Bright A_CustomMissile("CursedRevRocket",40,26,0,0)
	6CBS E 3 Bright A_FaceTarget
    6CBS F 3 Bright A_CustomMissile("CursedRevRocket",40,26,0,0)
	6CBS E 3 Bright A_FaceTarget
    6CBS F 2 Bright A_CustomMissile("CursedRevRocket",40,26,0,0)
	6CBS E 3 Bright A_FaceTarget
    6CBS F 2 Bright A_CustomMissile("CursedRevRocket",40,26,0,0)
	6CBS E 3 Bright A_FaceTarget
    6CBS F 2 Bright A_CustomMissile("CursedRevRocket",40,26,0,0)
	TNT1 A 0 A_Jump(87,"Seekers","BFG10K","Railgun","RailLasers")
    Goto See
  Seekers:
    6CBS E 3 Bright A_FaceTarget
    6CBS F 3 Bright A_CustomMissile("CursedHomingRocket",40,26,0,0)
	6CBS E 3 Bright A_FaceTarget
    6CBS F 3 Bright A_CustomMissile("CursedHomingRocket",40,26,0,0)
    6CBS E 3 Bright A_FaceTarget
    6CBS F 3 Bright A_CustomMissile("CursedHomingRocket",40,26,0,0)
	6CBS E 3 Bright A_FaceTarget
    6CBS F 3 Bright A_CustomMissile("CursedHomingRocket",40,26,0,0)
    6CBS E 3 Bright A_FaceTarget
    6CBS F 3 Bright A_CustomMissile("CursedHomingRocket",40,26,0,0)
	6CBS E 3 Bright A_FaceTarget
    6CBS F 3 Bright A_CustomMissile("CursedHomingRocket",40,26,0,0)
	TNT1 A 0 A_Jump(87,"BFG10K","Railgun","RocketRage")
    Goto See
  RocketRage:
  	TNT1 A 0 A_Jump(128,8)
    6CBS EE 2 Bright A_FaceTarget
    6CBS F 0 A_CustomMissile("CursedRevRocket", 40, 26, Random(-6, 6))
	6CBS FF 2 Bright A_FaceTarget
	TNT1 A 0 A_CposRefire
    TNT1 A 0 A_Jump(10,"See","Hugger","Rage","BestAttack","Rain","Rockets","Seekers","BFG10K","Railgun","BestAttack2","CursedRifle","CursedRailgun2","RailLasers")
	Goto RocketRage
	6CBS EE 2 Bright A_FaceTarget
    6CBS F 0 A_CustomMissile("CursedHomingRocket", 40, 26, Random(-6, 6))
	6CBS FF 2 Bright A_FaceTarget
	TNT1 A 0 A_CposRefire
	TNT1 A 0 A_Jump(10,"See","Hugger","Rage","BestAttack","Rain","Rockets","Seekers","BFG10K","Railgun","BestAttack2","CursedRifle","CursedRailgun2","RailLasers")
	Goto RocketRage
  Railgun:
    TNT1 A 0 A_PlaySound("weapons/rgcharge")
    6CBS EEEEE 5 Bright A_FaceTarget
	TNT1 A 0 A_FaceTarget
    6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,90)
    6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,45)
    6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,0)
    6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,-45)
    6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,-90)
	6CBS E 10 Bright A_FaceTarget
	TNT1 A 0 A_FaceTarget
    6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,-90)
    6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,-45)
    6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,0)
    6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,45)
    6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,90)
	6CBS E 10 Bright A_FaceTarget
	TNT1 A 0 A_FaceTarget
    6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,90)
    6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,45)
    6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,0)
    6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,-45)
    6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,-90)
	6CBS E 10 Bright A_FaceTarget
	TNT1 A 0 A_FaceTarget
    6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,90)
    6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,45)
    6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,0)
    6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,-45)
    6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,-90)
	6CBS E 5 Bright A_FaceTarget
	TNT1 A 0 A_Jump(128,"CursedRailgun2","RailLasers")
	goto see
  CursedRailgun2:
    TNT1 A 0 A_PlaySound("weapons/rgcharge")
    6CBS EEEEE 2 Bright A_FaceTarget
	TNT1 A 0 A_FaceTarget
    6CBS EEEEE 2 Bright A_FaceTarget
	TNT1 A 0 A_FaceTarget
    6CBS EEEEE 2 Bright A_FaceTarget
	TNT1 A 0 A_FaceTarget
    6CBS EEEEE 2 Bright A_FaceTarget
    6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,90,CMF_TRACKOWNER)
	6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,80,CMF_TRACKOWNER)
    6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,70,CMF_TRACKOWNER)
    6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,60,CMF_TRACKOWNER)
    6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,50,CMF_TRACKOWNER)
	6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,40,CMF_TRACKOWNER)
    6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,30,CMF_TRACKOWNER)
    6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,20,CMF_TRACKOWNER)
    6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,10,CMF_TRACKOWNER)
    6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,0,CMF_TRACKOWNER)
    6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,-10,CMF_TRACKOWNER)
	6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,-20,CMF_TRACKOWNER)
    6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,-30,CMF_TRACKOWNER)
    6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,-40,CMF_TRACKOWNER)
    6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,-50,CMF_TRACKOWNER)
	6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,-60,CMF_TRACKOWNER)
    6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,-70,CMF_TRACKOWNER)
    6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,-80,CMF_TRACKOWNER)
    6CBS F 1 Bright A_CustomMissile("CursedRevRailgunProj",40,26,-90,CMF_TRACKOWNER)
	6CBS E 10 Bright A_FaceTarget
	goto see
  RailLasers:
    TNT1 A 0 A_PlaySound("weapons/rgcharge")
    6CBS E 25 Bright A_FaceTarget
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    6CBS F 4 Bright A_CustomMissile("CursedCyberRailLaser",40,26,Random(10,-10),0)
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
	6CBS F 4 Bright A_CustomMissile("CursedCyberRailLaser",40,26,Random(10,-10),0)
	6CBS E 6 Bright A_FaceTarget
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    6CBS F 4 Bright A_CustomMissile("CursedCyberRailLaser",40,26,Random(8,-8),0)
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    6CBS F 4 Bright A_CustomMissile("CursedCyberRailLaser",40,26,Random(8,-8),0)
	6CBS E 6 Bright A_FaceTarget
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    6CBS F 4 Bright A_CustomMissile("CursedCyberRailLaser",40,26,Random(6,-6),0)
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    6CBS F 4 Bright A_CustomMissile("CursedCyberRailLaser",40,26,Random(6,-6),0)
	6CBS E 6 Bright A_FaceTarget
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    6CBS F 4 Bright A_CustomMissile("CursedCyberRailLaser",40,26,Random(4,-4),0)
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    6CBS F 4 Bright A_CustomMissile("CursedCyberRailLaser",40,26,Random(4,-4),0)
	6CBS E 6 Bright A_FaceTarget
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    6CBS F 4 Bright A_CustomMissile("CursedCyberRailLaser",40,26,Random(2,-2),0)
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    6CBS F 4 Bright A_CustomMissile("CursedCyberRailLaser",40,26,Random(2,-2),0)
	6CBS E 6 Bright A_FaceTarget
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    6CBS F 4 Bright A_CustomMissile("CursedCyberRailLaser",40,26,Random(1,-1),0)
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    6CBS F 4 Bright A_CustomMissile("CursedCyberRailLaser",40,26,Random(1,-1),0)
	6CBS E 6 Bright A_FaceTarget
	goto see
  BFG10K:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	6CBS E 18 Bright A_FaceTarget
	6CBS E 6 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	6CBS F 3 Bright A_CustomMissile("Cursed10kProjectile",40,26,Random(-4, 4))	
	6CBS E 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	6CBS F 3 Bright A_CustomMissile("Cursed10kProjectile",40,26,Random(-4, 4))	
	6CBS E 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	6CBS F 3 Bright A_CustomMissile("Cursed10kProjectile",40,26,Random(-4, 4))
	6CBS E 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	6CBS F 3 Bright A_CustomMissile("Cursed10kProjectile",40,26,Random(-4, 4))
	6CBS E 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	6CBS F 3 Bright A_CustomMissile("Cursed10kProjectile",40,26,Random(-4, 4))
	6CBS E 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	6CBS F 3 Bright A_CustomMissile("Cursed10kProjectile",40,26,Random(-4, 4))
	6CBS E 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	6CBS F 3 Bright A_CustomMissile("Cursed10kProjectile",40,26,Random(-4, 4))
	6CBS E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	6CBS F 3 Bright A_CustomMissile("Cursed10kProjectile",40,26,Random(-4, 4))
	6CBS E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	6CBS F 3 Bright A_CustomMissile("Cursed10kProjectile",40,26,Random(-4, 4))
	6CBS E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	6CBS F 3 Bright A_CustomMissile("Cursed10kProjectile",40,26,Random(-4, 4))
	6CBS E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	6CBS F 3 Bright A_CustomMissile("Cursed10kProjectile",40,26,Random(-4, 4))
	6CBS E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	6CBS F 3 Bright A_CustomMissile("Cursed10kProjectile",40,26,Random(-4, 4))
	6CBS E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	6CBS F 3 Bright A_CustomMissile("Cursed10kProjectile",40,26,Random(-4, 4))
	6CBS E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	6CBS F 3 Bright A_CustomMissile("Cursed10kProjectile",40,26,Random(-4, 4))
	6CBS E 20 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	TNT1 A 0 A_Jump(128,"CursedRailgun2","RailLasers")
	Goto See
  Portal:
	6CBS Q 3 Bright A_JumpIf(user_portal >= 1,"BestAttack")
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_PlaySound("brain/spit")
	TNT1 A 0 A_PlaySound("NemesisCyberNoble/see",1)
	TNT1 A 0 Radius_Quake(8,60,0,20,0)
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS R 3 Bright A_FaceTarget
	TNT1 AAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisCyberNobleSummoner",0,0,0,0,0,0,0,32,64)
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS Q 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6CBS P 3 Bright A_FaceTarget
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_SetUserVar("user_portal",user_portal+1)
	TNT1 A 0 A_Jump(128,"Teleport")
	Goto See
  Pain: 
	TNT1 A 0 A_Jump(2,"SuperRage","CursedStar")
	TNT1 A 0 A_Jump(8,"Rage")	
  	TNT1 A 0 A_Jump(70,"Teleport")	
	TNT1 A 0 A_Jump(128,"PainMissile")
    6CBS H 4 Bright A_Pain
    Goto See
  PainMissile:
    6CBS H 4 Bright A_Pain
    Goto Missile
  Pain.Explosion:
  Pain.Mine:
	TNT1 A 0 A_Jump(40,"SuperRage","CursedStar")
	Goto Teleport	
  Death:
    TNT1 A 0 A_Scream
	6CBS IIIIIIIIIIIIIIIIIIIIIIIIIII 2 Bright A_SpawnItemEx("CursedPainfulDeathKaboom",random(-32,32),random(-40,40),random(16,48),random(-4,4),random(-4,4),random(0,4),0,SXF_TRANSFERPOINTERS)
	TNT1 A 0 A_SpawnItem("CursedDeathBall")
	6CBS IIIIIIIIIIIIIIIIIIIIIIIIIII 2 Bright A_SpawnItemEx("CursedPainfulDeathKaboom",random(-32,32),random(-40,40),random(16,48),random(-4,4),random(-4,4),random(0,4),0,SXF_TRANSFERPOINTERS)
	TNT1 AA 0 A_SpawnItemEx("NemesisGibbedGenerator",0,0,0,0,0,0,0,128,0)	
	TNT1 A 0 A_SpawnItem("CursedDeathBall")
	6CBS JJJKKK 2 Bright A_CustomMissile("CursedPainfulDeathKaboom", Random(10,50), 0, random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("NemesisGibbedGenerator",0,0,0,0,0,0,0,128,0)
    TNT1 AAAA 0 A_CustomMissile("LegendarySmokeFX", Random(30,60), 0, random(0,360), 2, random(0,360))	
    6CBS L 4 Bright A_NoBlocking
    6CBS MN 3 Bright
	TNT1 A 0 A_KillMaster
    6CBS O -1 
    Stop
    } 
}

ACTOR CursedCyberNobleGhost
{
Scale 1.22
RENDERSTYLE Translucent
Alpha 0.75
+NOGRAVITY
+CLIENTSIDEONLY
+DONTSPLASH
+NOINTERACTION
+NOCLIP
+NOTIMEFREEZE
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
    6CBS A 2 A_FadeOut(0.09)
    Wait	
    }
}