ACTOR NemesisAssaultKnight : NemesisCyberNoble
{
//Creator: High Councilor
//Origin: Nexus Infinity
//Sprite: NMAK
//Title: "Nemesis Assault Knight"
  Health 4500
  Speed 10
  DamageFactor 0.5
  PainChance 30
  PainChance "Explosion", 128
  DropItem "NemesisHealthBonusMax", 256, 32
  DropItem "NemesisArmorBonus32", 256
  DropItem "NemesisHealthBonusMax", 256, 32
  DropItem "NemesisArmorBonus32", 256
  DropItem "NemesisSphere", 60, 1
  DropItem "NemesisRuneSpawnerTier3", 128, 1
  DropItem "NLDemonAmmo", 256
  DropItem "NLDemonAmmoBox", 256
  DropItem "NemesisShell", 256
  DropItem "NemesisShellBox", 130
  DropItem "NemesisDarkMachinegun", 200
  DropItem "Nemesis Rifle", 125
  DropItem "Nemesis Plasmatic Cannon", 50
  DropItem "Nemesis Assault Shotgun", 50
  DropItem "Nemesis Sawed-Off Shotgun", 50
  DamageFactor "Explosion", 0.25
  DamageFactor "PlayerDTRG", 0.25
  DamageFactor "DTRailgun", 0.25
  DamageFactor "PDTPuff", 0.25
  DamageFactor "RailG", 0.25
  DamageFactor "PlayerPyro", 0.1
  SeeSound "NemesisHK/sight"
  PainSound "NemesisHK/pain"
  DeathSound "NemesisCyberNoble/death"
  ActiveSound "NemesisHK/active"
  +BRIGHT
  Obituary "%o was turned into a colander by the Nemesis Assault Knight."
  HitObituary "%o was turned into a colander by the Nemesis Assault Knight."
  Tag "\c[v9]Nemesis Assault Knight\c-"
  //Tag "\c[g3]Nemesis Assault Knight\c-"
  var int user_missile;
  var int user_deathtimer;
  var int user_deathtimeractive;
  States 
  { 
  Spawn:
    TNT1 AAA 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
    NMAK A 7 Bright A_Look
    Loop
  Idle:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_ChangeFlag(NODAMAGE,0)
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
  Idle2:
    TNT1 AAA 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
    NMAK A 7 Bright A_Look
    Loop
  See:
	TNT1 A 0 A_JumpIf(user_deathtimeractive == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("NemesisDeathTimerForVexed",0)
	TNT1 A 0 A_SetUserVar("user_deathtimeractive",1)
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	//TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,979,669) //Nemesis Belphegor
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,979)
	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_UnSetInvulnerable
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_Jump(100,"Rush")
	NMAK AA 3 Bright A_Chase
	TNT1 AAA 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	TNT1 A 0 A_SpawnItemEx("WhiteWalkFire",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NMAK BB 3 Bright A_Chase
	TNT1 AAA 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	TNT1 A 0 A_SpawnItemEx("WhiteWalkFire",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NMAK CC 3 Bright A_Chase
	TNT1 AAA 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	TNT1 A 0 A_SpawnItemEx("WhiteWalkFire",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NMAK DD 3 Bright A_Chase
	TNT1 AAA 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	TNT1 A 0 A_SpawnItemEx("WhiteWalkFire",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	TNT1 A 0 A_Jump(32,"Teleport")
	Loop
  Rush:
	NMAK A 2 Bright A_SpawnItemEx("NemesisAssaultKnightGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NMAK AAAA 0 A_Chase
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	NMAK A 2 Bright A_SpawnItemEx("NemesisAssaultKnightGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NMAK AAAA 0 A_Chase  
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	NMAK B 2 Bright A_SpawnItemEx("NemesisAssaultKnightGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NMAK AAAA 0 A_Chase
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	NMAK B 2 Bright A_SpawnItemEx("NemesisAssaultKnightGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NMAK AAAA 0 A_Chase
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	TNT1 AAA 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	NMAK C 2 Bright A_SpawnItemEx("NemesisAssaultKnightGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NMAK AAAA 0 A_Chase
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	NMAK C 2 Bright A_SpawnItemEx("NemesisAssaultKnightGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NMAK AAAA 0 A_Chase  
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	NMAK D 2 Bright A_SpawnItemEx("NemesisAssaultKnightGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NMAK AAAA 0 A_Chase
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	NMAK D 2 Bright A_SpawnItemEx("NemesisAssaultKnightGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NMAK AAAA 0 A_Chase
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	TNT1 AAA 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	TNT1 A 0 A_Jump(24,"Teleport")
	TNT1 A 0 A_Jump(75,"See")
	Loop
  Teleport:
    NMAK E 1 Bright A_UnSetShootable
	TNT1 AAAA 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NMAK E 1
	TNT1 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
	TNT1 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    NMAK E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 AAAA 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
    NMAK E 1 Bright A_SetShootable
	Goto See
  Melee:
  Missile:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_Jump(150,2)
	TNT1 A 0 A_JumpIfCloser(350,"NemesisASG") //"Flamethrower"
    TNT1 A 0 A_Jump(125,"RotatoryDMG","NemesisRifle","BFG10K","BurstRailCombo","Lasers","Repeater","MiniLasers")
    TNT1 A 0 A_Jump(75,"ClusterDtech","DMGSpreading","Spin2Win")
    TNT1 A 0 A_Jump(25,"IonBeam")
  Normal:
	NMAK EE 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySoundEx("weapons/LMGFire","Weapon")
	NMAK F 2 Bright A_CustomMissile("NemesisASGBall",44,25,Random(4,-4))
	NMAK E 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySoundEx("weapons/LMGFire","Weapon")
	NMAK G 2 Bright A_CustomMissile("NemesisASGBall",44,-25,Random(4,-4))
	NMAK E 1 Bright A_FaceTarget
    TNT1 A 0 A_Jump(20,"See")
    TNT1 A 0 A_MonsterRefire(100,"See")
	Goto Normal+2
  NemesisASG:
    NMAK E 5 Bright A_FaceTarget
	NMAK 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 A 0 A_SpawnItemEx("NemesisShellCasing",0,32,36,Random(-2,-6),0,Random(1,3),Random(-80,-90),128)
	TNT1 A 0 A_FaceTarget
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisASGBall",44,26,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	NMAK F 2 Bright A_PlaySoundEx("NemesisASG/Fire","Weapon")
	TNT1 A 0 A_FaceTarget
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisASGBall",44,-26,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	NMAK G 2 Bright A_PlaySoundEx("NemesisASG/Fire","Weapon")
    TNT1 A 0 A_Jump(60,"DMGSpreadingEnd")
    TNT1 A 0 A_SpidRefire
	Loop
/*
  Flamethrower:
	TNT1 A 0 A_PlaySound("hectebus/flameready",1)
	NMAK EE 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/fatsofire",1)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  FlamethrowerLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 40,"FlamethrowerEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_CustomMissile("NBehemothFlame",44,25,0,CMF_AIMOFFSET)
	TNT1 A 0 A_CustomMissile("NBehemothFlame",44,-25,0,CMF_AIMOFFSET)
	NMAK X 1 A_FaceTarget
	Loop
  FlamethrowerEnd:
	NMAK E 10 Bright
	Goto See
*/
  RotatoryDMG:
	TNT1 A 0 A_PlaySound("weapons/LMGReload3",7,1.0,0,0.5)
	NMAK EE 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySoundEx("weapons/LMGFire","Weapon")
    TNT1 A 0 A_CustomMissile("NemesisASGBall",44,25,4,CMF_AIMDIRECTION,0)
    TNT1 A 0 A_CustomMissile("NemesisASGBall",44,25,-4,CMF_AIMDIRECTION,0)
	NMAK F 4 Bright A_FaceTarget
	NMAK E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySoundEx("weapons/LMGFire","Weapon")
    TNT1 A 0 A_CustomMissile("NemesisASGBall",44,-25,0,CMF_AIMDIRECTION,4)
    TNT1 A 0 A_CustomMissile("NemesisASGBall",44,-25,0,CMF_AIMDIRECTION,-4)
	NMAK G 4 Bright A_FaceTarget
	NMAK E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySoundEx("weapons/LMGFire","Weapon")
    TNT1 A 0 A_CustomMissile("NemesisASGBall",44,25,0,CMF_AIMDIRECTION,4)
    TNT1 A 0 A_CustomMissile("NemesisASGBall",44,25,0,CMF_AIMDIRECTION,-4)
	NMAK F 4 Bright A_FaceTarget
	NMAK E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySoundEx("weapons/LMGFire","Weapon")
    TNT1 A 0 A_CustomMissile("NemesisASGBall",44,-25,4,CMF_AIMDIRECTION,0)
    TNT1 A 0 A_CustomMissile("NemesisASGBall",44,-25,-4,CMF_AIMDIRECTION,0)
	//TNT1 A 0 A_SpawnItemEx("NemesisRifleCasing",0,32,36,Random(2,6),0,Random(1,3),Random(-80,-90),128)
	//TNT1 A 0 A_SpawnItemEx("NemesisRifleCasing",0,32,36,Random(-2,-6),0,Random(1,3),Random(-80,-90),128)
	NMAK G 4 Bright A_FaceTarget
	NMAK E 2 Bright A_FaceTarget
    TNT1 A 0 A_Jump(20,"See")
    TNT1 A 0 A_MonsterRefire(100,"See")
	Goto RotatoryDMG+3
  NemesisRifle:
	TNT1 A 0 A_PlaySound("NemesisRifle/up",7,1.0,0,0.5)
    NMAK EEE 5 Bright A_FaceTarget
	NMAK E 3 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",44,25,random(-4,4),0)
	TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",44,-25,random(-4,4),0)
	NMAK F 3 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	NMAK E 3 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",44,25,random(-4,4),0)
	TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",44,-25,random(-4,4),0)
	NMAK G 3 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	TNT1 A 0 A_Jump(30,"See")
	TNT1 A 0 A_SpidRefire
	Goto NemesisRifle+4
  BFG10K:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	NMAK EEEEE 5 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  BFG10KLoop:
    TNT1 A 0 A_JumpIf(user_missile >= 15,"BFG10KEnd")
    TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	NMAK E 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	NMAK X 2 Bright A_CustomMissile("Nemesis10kProjectile",40,26,Random(-4,4))	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	NMAK X 2 Bright A_CustomMissile("Nemesis10kProjectile",40,-26,Random(-4,4))
	Loop
  BFG10KEnd:
	NMAK E 20 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)	
	Goto See
  BurstRailCombo:
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_PlaySound("weapons/LMGReload3",7,1.0,0,0.5)
	NMAK EEEE 3 Bright A_FaceTarget
    TNT1 A 0 A_JumpIf(user_missile >= Random(5,7),"See")
    TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,25,Random(2,-2))
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,-25,Random(2,-2))
	NMAK F 1 Bright A_PlaySoundEx("weapons/LMGFire","Weapon")
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,25,Random(4,-4))
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,-25,Random(4,-4))
	NMAK G 1 Bright A_PlaySoundEx("weapons/LMGFire","Weapon")
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,25,Random(2,-2))
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,-25,Random(2,-2))
	NMAK F 1 Bright A_PlaySoundEx("weapons/LMGFire","Weapon")
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,25,Random(4,-4))
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,-25,Random(4,-4))
	NMAK G 1 Bright A_PlaySoundEx("weapons/LMGFire","Weapon")
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,25,Random(2,-2))
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,-25,Random(2,-2))
	NMAK F 1 Bright A_PlaySoundEx("weapons/LMGFire","Weapon")
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,25,Random(4,-4))
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,-25,Random(4,-4))
	NMAK G 1 Bright A_PlaySoundEx("weapons/LMGFire","Weapon")
	NMAK E 6 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisNobleRailLaser",40,25)
    TNT1 A 0 A_CustomMissile("NemesisNobleRailLaser",40,-25)
    NMAK X 8 Bright A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
	NMAK EE 4 Bright A_FaceTarget
    Goto BurstRailCombo+2
  Lasers:
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
	NMAK E 15 Bright A_PlaySound("NemesisCannon/Mode2")
  LasersLoop:
    TNT1 A 0 A_JumpIf(user_missile >= 15,"LasersEnd")
    TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_CustomMissile("NemesisNobleCannonLaser",40,26,random(-6,6),0)
	TNT1 A 0 A_CustomMissile("NemesisNobleCannonLaser",40,-26,random(-6,6),0)
	NMAK X 2 Bright A_PlaySound("NemesisCannon/Laser",7)
	NMAK EE 2 Bright A_FaceTarget
	Loop
  LasersEnd:
	TNT1 A 0 A_PlaySound ("legendarycannon/steam")
	TNT1 A 0 A_CustomMissile("LegendaryCannonSmoke",35,26,0,0)
	TNT1 A 0 A_CustomMissile("LegendaryCannonSmoke",35,-26,0,0)
	TNT1 A 0 A_Jump(90,"BFG10K")
	Goto See
  Repeater:
	TNT1 A 0 A_PlaySound("PlasmaRepeater/Spin",7)
	NMAK EEEEEEEE 2 A_FaceTarget
    TNT1 A 0 A_ChangeFlag(NOPAIN,1)
  RepeaterLoop:
	TNT1 A 0 A_CustomMissile("NemesisAKnightPlasma",44,25,Frandom(4,-4),0)
	TNT1 A 0 A_CustomMissile("NemesisAKnightPlasma",44,-25,Frandom(4,-4),0)
	NMAK F 2 Bright A_PlaySoundEx("weapons/DemonTechRifle","Weapon")
	NMAK E 2 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisAKnightPlasma",44,25,Frandom(4,-4),0)
	TNT1 A 0 A_CustomMissile("NemesisAKnightPlasma",44,-25,Frandom(4,-4),0)
	NMAK G 2 Bright A_PlaySoundEx("weapons/DemonTechRifle","Weapon")
	NMAK E 2 Bright A_FaceTarget
    TNT1 A 0 A_Jump(25,"SpinDown")
    TNT1 A 0 A_MonsterRefire(100,"SpinDown")
	Loop
  SpinDown:
	TNT1 A 0 A_PlaySound("PlasmaRepeater/Down",7)
	NMAK EEEEEE 2
	Goto See
  MiniLasers:
	NMAK E 1 Bright A_FaceTarget
	NMAK E 1 Bright A_SetUserVar("user_missile",0)
	NMAK EEEEEEEE 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	NMAK EEEEEEEE 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
    TNT1 A 0 A_ChangeFlag(NOPAIN,1)
  MiniLasersLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 35,"See")   
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	NMAK E 1 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisAKnightMiniLaser",44,25,Frandom(4,-4),0)
	TNT1 A 0 A_CustomMissile("NemesisAKnightMiniLaser",44,-25,Frandom(4,-4),0)
	NMAK X 2 Bright A_FaceTarget
	NMAK E 1 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisAKnightMiniLaser2",44,25,0,0)
	TNT1 A 0 A_CustomMissile("NemesisAKnightMiniLaser2",44,-25,0,0)
	NMAK X 2 Bright A_FaceTarget
	Loop
  ClusterDtech:
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_PlaySound("NemesisCyberNoble/Rage",7)
	TNT1 A 0 A_PlaySound("legendary/defense")
	TNT1 A 0 A_FaceTarget
	NMAK EEEEEEEEEEEEEE 2 Bright A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	NMAK EEEEEEEEEEEEEE 2 Bright A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  ClusterDtechLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 8,"ClusterDtechEnd")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	TNT1 A 0 A_CustomMissile("NemesisClusterShot",44,25,Frandom(2,-2))
	TNT1 A 0 A_CustomMissile("NemesisClusterShot",44,-25,Frandom(2,-2))
	NMAK X 2 Bright A_PlaySoundEx("weapons/DemonTechRifle","Weapon")
	NMAK EEE 2 Bright A_FaceTarget
	TNT1 A 0 A_Jump(25,"See")
	TNT1 A 0 A_MonsterRefire(240,"See")
	Loop
  ClusterDtechEnd:
  	NMAK E 10 Bright
	TNT1 A 0 A_Jump(90,"NemesisRifle","RotatoryDMG")
	Goto See
  DMGSpreading:
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_PlaySound("weapons/LMGReload3",7,1.0,0,0.5)
	NMAK EEEE 3 Bright A_FaceTarget
  DMGSpreadingLoop1:
	TNT1 A 0 A_JumpIf(user_missile >= 7,"DMGSpreadingLoop2")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	NMAK E 2 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,25,Random(1,-1))
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,-25,Random(1,-1))
	NMAK F 3 Bright A_PlaySoundEx("weapons/LMGFire","Weapon")
	NMAK E 2 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,25,Random(1,-1))
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,-25,Random(1,-1))
	NMAK G 3 Bright A_PlaySoundEx("weapons/LMGFire","Weapon")
	Loop
  DMGSpreadingLoop2:
    TNT1 A 0 A_JumpIf(user_missile >= 14,"DMGSpreadingLoop3")
    TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	NMAK E 2 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,25,10,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,-25,-10,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,25,Random(1,-1))
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,-25,Random(1,-1))
	NMAK F 3 Bright A_PlaySoundEx("weapons/LMGFire","Weapon")
	NMAK E 2 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,25,10,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,-25,-10,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,25,Random(1,-1))
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,-25,Random(1,-1))
	NMAK G 3 Bright A_PlaySoundEx("weapons/LMGFire","Weapon")
	Loop
  DMGSpreadingLoop3:
    TNT1 A 0 A_JumpIf(user_missile >= 24,"DMGSpreadingEnd")
    TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	NMAK E 2 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,25,10,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,25,0,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,25,-10,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,-25,10,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,-25,0,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,-25,-10,CMF_TRACKOWNER)
	NMAK F 3 Bright A_PlaySoundEx("weapons/LMGFire","Weapon")
	NMAK E 2 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,25,10,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,25,0,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,25,-10,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,-25,10,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,-25,0,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,-25,-10,CMF_TRACKOWNER)
	NMAK G 3 Bright A_PlaySoundEx("weapons/LMGFire","Weapon")
	Loop
  DMGSpreadingEnd:
    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("NemesisHellionSmokeSpawner",0,0,0,0)
    NMAK E 5 Bright A_PlaySound("lasgguy/asgin") 
	NMAK E 10 Bright A_PlaySound("LShotgun/Cock")
	Goto See
  Spin2Win:
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_PlaySound("weapons/LMGReload3",7,1.0,0,0.5)
	NMAK EEEEEE 4 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  Spin2WinContinue:
	TNT1 A 0 A_JumpIf(user_missile >= 108,"See")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	NMAK E 1 Bright A_SetAngle(angle+10)
	TNT1 AAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_CustomMissile("NemesisASGBall",40,25,Random(-1,1),CMF_AIMDIRECTION,(pitch+random(-5,5)))
	TNT1 A 0 A_CustomMissile("NemesisASGBall",40,-25,Random(-1,1),CMF_AIMDIRECTION,(pitch+random(-5,5)))
	NMAK F 1 Bright A_PlaySoundEx("weapons/LMGFire","Weapon")
	TNT1 A 0 A_Jump(15,"S2WTeleport")
	Loop
  S2WTeleport:
    NMAK E 1 Bright A_UnSetShootable
	TNT1 AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NMAK E 1
	TNT1 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
	TNT1 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    NMAK E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    NMAK E 1 Bright A_SetShootable
	Goto Spin2WinContinue
  IonBeam:
	TNT1 A 0 A_PlaySound("NemesisCyberNoble/Rage")
	TNT1 A 0 A_PlaySound("lrball3/charge",CHAN_WEAPON)
	NMAK E 4 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	NMAK EEEEEEEEEEEEEEE 2 Bright A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NMAK E 2 Bright A_FaceTarget
	NMAK EEEEEEEEEEEEEEE 2 Bright A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NMAK X 2 Bright A_FaceTarget
    TNT1 A 0 A_CustomMissile("NemesisNobleCannonIonBeam",40,25,0)
    TNT1 A 0 A_CustomMissile("NemesisNobleCannonIonBeam",40,-25,0)
	NMAK X 8 Bright A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
    NMAK E 1 Bright A_UnSetShootable
	TNT1 AAAA 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NMAK E 1
	TNT1 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
	TNT1 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    NMAK E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 AAAA 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
    NMAK E 1 Bright A_SetShootable
	NMAK EEEEEEEEEEEEEEE 2 Bright A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NMAK X 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
	TNT1 A 0 A_UnSetInvulnerable
    TNT1 A 0 A_CustomMissile("NemesisNobleCannonIonBeam",40,25,0)
    TNT1 A 0 A_CustomMissile("NemesisNobleCannonIonBeam",40,-25,0)
	NMAK X 8 Bright A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
	Goto See
  Pain: 
	TNT1 A 0 A_Jump(10,"IonBeam","ClusterDtech")	
  	TNT1 A 0 A_Jump(70,"Teleport")	
	TNT1 A 0 A_Jump(128,"PainMissile")
    NMAK H 4 Bright A_Pain
    Goto See
  PainMissile:
    NMAK H 4 Bright A_Pain
    Goto Missile
  Pain.Explosion:
  Pain.Mine:
	TNT1 A 0 A_Jump(40,"IonBeam")
	Goto Teleport
  Death:
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("NoVexedBoys") == 1,3)
	TNT1 A 0 A_JumpIfInTargetInventory("TrueLegendaryRuneItem2",1,"VexedSpawn")
	TNT1 A 0 A_JumpIf(user_deathtimer <= 15,"VexedSpawn")
	TNT1 AAAAAA 0 A_SpawnItemEx("WhiteNemesisKaboom",Random(-32,32),Random(-40,40),Random(16,48),Random(-4,4),Random(-4,4),Random(0,4),0,SXF_TRANSFERPOINTERS)
    NMAK H 70 Bright
	TNT1 AAAA 0 A_SpawnItemEx("WhiteNemesisKaboom",Random(-32,32),Random(-40,40),Random(16,48),Random(-4,4),Random(-4,4),Random(0,4),0,SXF_TRANSFERPOINTERS)
    NMAK H 20 Bright
	TNT1 AAAA 0 A_SpawnItemEx("WhiteNemesisKaboom",Random(-32,32),Random(-40,40),Random(16,48),Random(-4,4),Random(-4,4),Random(0,4),0,SXF_TRANSFERPOINTERS)
    NMAK H 20 Bright
	TNT1 AAAA 0 A_SpawnItemEx("WhiteNemesisKaboom",Random(-32,32),Random(-40,40),Random(16,48),Random(-4,4),Random(-4,4),Random(0,4),0,SXF_TRANSFERPOINTERS)
    NMAK H 20 Bright
	TNT1 AAAA 0 A_SpawnItemEx("WhiteNemesisKaboom",Random(-32,32),Random(-40,40),Random(16,48),Random(-4,4),Random(-4,4),Random(0,4),0,SXF_TRANSFERPOINTERS)
    NMAK H 20 Bright
    TNT1 A 0 A_Scream
	NMAK HHHHHHHHHHHHHHHHHHHHHHHHHHH 2 Bright A_SpawnItemEx("WhiteNemesisKaboom",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("MiniNemesisDeathBall")
	NMAK IIIIIIIIIIIIIIIIIIIIIIIIIII 2 Bright A_SpawnItemEx("WhiteNemesisKaboom",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("NemesisDeathBall")
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisSpringMineSet",32,0,random(0,360),2,15)
	NMAK JJJKKK 2 Bright A_SpawnItemEx("WhiteNemesisKaboom",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 AAAA 0 A_CustomMissile("LegendarySmokeFX",Random(30,60),0,random(0,360),2,random(0,360))
    NMAK L 4 Bright A_NoBlocking
    NMAK MNOP 3 Bright
	NMAK P 2 Bright A_ChangeFlag(BRIGHT,0)
	TNT1 A 0 A_KillMaster
	TNT1 A 0 A_Jump(100,"MoreStuff")
    NMAK P -1
    Stop
  MoreStuff:
	NMAK P 100
	TNT1 A 0 A_SpawnItem("HellionSmokeAttack")
	NMAK PPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 1 A_SpawnItem("NemesisAKnightItemRandomizer")
	NMAK PPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 1 A_SpawnItem("NemesisAKnightItemRandomizer")
	NMAK P 1 A_SpawnItem("NemesisHKSuperItemRandomizer")
	NMAK P -1
	Stop
  VexedSpawn:
	NMAK H 3 Bright A_Pain
	TNT1 A 0 A_PlaySound("VexedNemesisCydestroyer/Spawn",6,1.0,0,ATTN_NONE)
	TNT1 A 0 A_PlaySound("brain/spit",7)
	TNT1 A 0 A_KillMaster
	NMAK HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("NemesisLightning")
	VMAK HHHHHHHHHHHH 2 Bright A_SpawnItemEx("VexedNemesisFlameSpawner")
	TNT1 A 0 A_SpawnItemEx("VexedNemesisAssaultDestroyer",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TELEFRAG)
	TNT1 A 1
	Stop
	}
}

ACTOR NemesisAKnightPlasma : NemesisSentientPlasma
{
  DamageType "NobleComet"
  States
  {
  Spawn:
	NMPL AB 1 Bright A_SpawnItemEx("NemesisSentientPlasmaTrail")
	Loop
	}
}

Actor NemesisAKnightMiniLaser : NemesisRevMiniLaser
{
Missiletype "NemesisRevMiniLaserTrail"
Damagetype "NobleComet"
}

Actor NemesisAKnightMiniLaser2 : NemesisAKnightMiniLaser
{
States
  {
  Spawn:
	TNT1 A 0 //A_ChangeVelocity(1,0.5*random(-3,3),0.5*random(-2,2),CVF_RELATIVE)
	TNT1 A 1 //A_SpawnItemEx("LegRevBall2Trail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)  
	Loop
	}
}

Actor NemesisClusterShot : SuperLegPlasma
{
  Projectile
  Scale 1
  Speed 60
  Renderstyle Add
  +FORCERADIUSDMG
  +NOTIMEFREEZE
  +THRUSPECIES
  Decal "DoomImpScorch"
  Damage (random(30,40))
  Damagetype "Legendary"
  States
  {
  Spawn:
	NTPR ABCDEF 1 Bright A_SpawnItemEx("SuperNemPlasmaTrail",random(3,-3),random(3,-3),random(3,-3),random(1,-1),random(1,-1),random(1,-1),random(0,360))
	Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_Explode(120,120)
	TNT1 A 0 A_SpawnItemEx("NemesisWhiteParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 AA 0 A_CustomMissile("LegendarySmokeFX4",0,0,random(0,360),2,random(0,360))
	TNT1 AAAAAA 0 A_SpawnItemEx("WhiteNemesisKaboom7",random(-32,32),random(-40,40),random(8,16),random(-4,4),random(-4,4),random(0,4),0,SXF_TRANSFERPOINTERS)
	TNT1 A 0 A_SpawnItemEx("NemesisBFGShockwave",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 AAAAAAAAAA 0 A_CustomMissile("NemesisRifleShotEnemy",0,0,random(0,360),2,random(0,360))
	TNT1 A 0 A_SpawnItemEx("NemesisADemonTechEx",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 A 1 A_CustomMissile("NemesisRifleShotExplosion",0,0,0,2)
	Stop
	}
}

Actor SuperNemPlasmaTrail : AHellionSmoke
{
Scale 0.7
RenderStyle Add
States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
    CLBA DDDDDDDDDDDDDDDDDDDDDDDD 1 Bright A_FadeOut(0.05,1)
    Stop
	}
}

ACTOR NemesisAKnightItemRandomizer
{
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_Jump(25,"Ammo")
	TNT1 A 0 A_Jump(256,"Health","Armor")
  Health:
	TNT1 A 0 A_SpawnItemEx("NemesisHealthBonusMax",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360))
	TNT1 A 1 A_SpawnItemEx("NemesisHealthBonusMax",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360))
	Stop
  Armor:
	TNT1 A 0 A_SpawnItemEx("NemesisArmorBonusMax",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360))
	TNT1 A 1 A_SpawnItemEx("NemesisArmorBonusMax",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360))
	Stop
  Ammo:
	TNT1 A 0 A_SpawnItemEx("NLDemonAmmo",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360))
	TNT1 A 1 A_SpawnItemEx("NemesisDMGBulletMag",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360))
	Stop
	}
}

ACTOR NemesisAssaultKnightGhost
{
Scale 1.25
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")
    NMAK A 2 A_FadeOut(0.09)
    Wait	
    }
}