ACTOR NemesisGeneral : LegendaryGeneral
{
//Creator: Dr. Sticky
//Origin: Nexus Infinity
//Sprite: NEGE
//Title: "Nemesis General"
Health 1800
Speed 15
BloodColor "Black"
Species "SpecOps"
DropItem "NemesisHealthBonusMax", 256, 32
DropItem "NemesisArmorBonus32", 256
DropItem "NemesisHealthBonusMax", 256, 32
DropItem "NemesisArmorBonus32", 256
DropItem "StimKit", 222, 3
DropItem "HealthFlask", 227, 5
DropItem "Armorplate", 212, 1
DropItem "LegAmmoSphere", 95, 3
DropItem "Portablemedkit", 217, 1
DropItem "NemesisRuneSpawnerTier1", 70, 1
DropItem "SemiNemesisArmor", 92, 1
DropItem "NemesisPowerShard", 35, 1
DropItem "LegendaryRune" 50 1
DropItem "Nemesis Plasmatic Cannon", 256
DropItem "Beacon" 128 1
DropItem "Beacon" 128 1
PainChance "GeneralTracer", 0
DamageFactor "GeneralTracer", 0.0
DamageFactor "LegendaryZombie", 0.0
DamageFactor "NobleComet", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "Cyber10K", 0.0
DamageFactor "Legendary", 0.0
DamageFactor "Legendary1", 0.0
DamageFactor "LegendaryGuru", 0.0
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "Explosion", 0.2
DamageFactor "LegMind", 0.0
DamageFactor "PDTBFG", 0.20
DamageFactor "PDTBFGTracer", 0.20
DamageFactor "PlayerDevBall", 0.120
DamageFactor "PlayerDevBall2", 0.120
DamageFactor "PlayerDTBFGRailgunSlug", 0.120
DamageFactor "PlayerDevTracer", 0.120
DamageFactor "Legendary", 0.0
DamageFactor "LegendaryPlayer", 0.3
DamageFactor "LegendaryGuru", 0.0
DamageFactor "LegendaryGuruPlayer", 0.3
DamageFactor "DBFG10K2", 0.65
DamageFactor "PlayerDBFG10K2", 0.65
DamageFactor "DBFG2", 0.65
DamageFactor "PlayerDBFG2", 0.65
DamageFactor "PlayerDTRG", 0.5
DamageFactor 0.65
Obituary "A Nemesis General showed %o what happens if you disobey his orders."
Tag "\c[g3]Nemesis General\c-"
var int user_deathtimer;
var int user_deathtimeractive;
States
{
  Spawn:
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NEGE A 10 Bright A_Look
	TNT1 A 0 A_PlayWeaponSound("Leg10K/Idle")
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NEGE "Z" 10 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("StartMonsterMusic",0,2089)
	TNT1 A 0 A_SetUserVar("user_music",1)
    TNT1 A 0 A_PlayWeaponSound("Leg10K/Idle")
	NEGE A 0 A_JumpIfTargetInLOS("Strafing")
	NEGE AABB 3 Bright A_Chase
	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)
	NEGE A 0 A_JumpIfTargetInLOS("Strafing")
    NEGE CCDD 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NEGE A 0 A_Jump(80,"Rush")
    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:
    NEGE 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("NemGeneralGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NEGE A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemGeneralGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NEGE A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemGeneralGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NEGE B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemGeneralGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NEGE B 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_SpawnItemEx("NemGeneralGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NEGE C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemGeneralGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NEGE C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemGeneralGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NEGE D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemGeneralGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NEGE 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)
	NEGE AA 3 Bright A_GiveInventory("NLegGeneralStrafing3",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	NEGE BB 3 Bright A_GiveInventory("NLegGeneralStrafing3",1)
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
    NEGE CC 3 Bright A_GiveInventory("NLegGeneralStrafing3",1)	
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	NEGE DD 3 Bright A_GiveInventory("NLegGeneralStrafing3",1)
	Goto See
  Pause:
	TNT1 A 0 A_PlayWeaponSound("Leg10K/ACool")
	NEGE EEEEE 3 Bright A_GiveInventory("NLegGeneralStrafing3",1)
	TNT1 A 0 A_Jump(81,"BFG10K")
	Goto See
  Missile:
    TNT1 A 0 A_SetShootable
    TNT1 A 0 A_UnsetInvulnerable
    TNT1 A 0 A_SetTranslucent(1)
    TNT1 A 0 A_Jump(100,"BFG10K")
	TNT1 A 0 A_JumpIfCloser(200,"LegNade")
  Normal:
	TNT1 A 0 A_SetShootable
    TNT1 A 0 A_UnsetInvulnerable
    TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_PlayWeaponSound("Leg10K/ACharge")
	NEGE E 5 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NEGE E 5 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NEGE E 5 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NEGE E 5 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NEGE E 5 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NEGE E 5 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NEGE E 5 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NEGE E 5 Bright A_FaceTarget
	NEGE E 6 Bright A_GiveInventory("NLegGeneralStrafing3",1)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	TNT1 A 0 A_PlayWeaponSound("Leg10K/AFire")
	TNT1 A 0 A_CustomMissile("NemesisHKSuperBall",30,0,random(-4,4),0)
	NEGE F 5 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NEGE E 5 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NEGE E 5 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NEGE E 5 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NEGE E 5 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_PlayWeaponSound("Leg10K/AFire")
	TNT1 A 0 A_CustomMissile("NemesisHKSuperBall",30,0,random(-4,4),0)
	NEGE F 5 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NEGE E 5 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NEGE E 5 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NEGE E 5 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NEGE E 5 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_PlayWeaponSound("Leg10K/AFire")
	TNT1 A 0 A_CustomMissile("NemesisHKSuperBall",30,0,random(-4,4),0)
	NEGE F 5 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NEGE E 5 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NEGE E 5 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NEGE E 5 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_CustomMissile("NemesisSentientBFG9500Ball",30,0,random(-4,4),0)
	NEGE E 5 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpidRefire
	Goto Pause
  BFG10K:
	TNT1 A 0 A_SetShootable
    TNT1 A 0 A_UnsetInvulnerable
    TNT1 A 0 A_SetTranslucent(1)
	NEGE E 3 Bright A_GiveInventory("NLegGeneralStrafing3",1)
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	TNT1 A 0 A_PlayWeaponSound("Leg10K/PCharge")
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
    NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
    NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
    NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 2 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
    NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
    NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	TNT1 A 0 A_Jump(24,"Pause")
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	NEGE E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	NEGE F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
	NEGE E 20 A_PlaySound("Leg10K/PCool")
	Goto See
  LegNade:
    NEGE E 1 Bright A_JumpIfCloser(1500,1)
	Goto Missile
	NEGE E 0 A_JumpIfCloser(600,"Missile")
    NEGE E 12 Bright A_GiveInventory("NLegGeneralStrafing3",1)
    NEGE EEE 6 Bright A_GiveInventory("NLegGeneralStrafing3",1)
	TNT1 A 0 A_GiveInventory("NLegGeneralStrafing3",1)
    NEGE E 6 Bright A_CustomMissile("NemThrownGrenade",32,0,0,2,10)
	NEGE EE 15 Bright
	Goto See
  Pain:
	TNT1 A 0 A_Jump(192,"PainMissile")
	NEGE G 3 Bright
	NEGE G 3 Bright A_Pain
	Goto See
  PainMissile:
	NEGE G 3 Bright
	NEGE G 3 Bright A_Pain
	Goto Missile
  Death:
	TNT1 A 0 A_Jump(36,"LegendarySoul")
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("NoVexedBoys") == 1,4)
	TNT1 A 0 A_JumpIfInTargetInventory("TrueLegendaryRuneItem",1,"VexedSpawn")
	TNT1 A 0 A_JumpIfInTargetInventory("TrueLegendaryRuneItem2",1,"VexedSpawn")
	TNT1 A 0 A_JumpIf(user_deathtimer <= 10,"VexedSpawn")
    TNT1 A 0 A_StopSound(6)
    NEGE H 5 A_Scream
    NEGE I 5 A_Fall
    NEGE J 5 A_SpawnItem("BodyCrash",0,0,0,0)
    NEGE K 5
	TNT1 A 0 A_Jump(100,"MoreStuff")
    NEGE L -1
    Stop
  MoreStuff:
	NEGE L 100
	TNT1 A 0 A_SpawnItem("HellionSmokeAttack")
	NEGE LLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_SpawnItem("NemesisZombieItemRandomizer")
	NEGE LLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_SpawnItem("NemesisZombieItemRandomizer")
	NEGE L 1 A_SpawnItem("NemesisZombieSuperItemRandomizer")
	NEGE L -1
	Stop
  LegendarySoul:
    TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NEGE H 5 A_Scream
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    NEGE I 5 A_Fall
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    NEGE J 5 A_SpawnItem("BodyCrash",0,0,0,0)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    NEGE K 5 
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    NEGE L 5
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    NEGE M 5
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	NEGE N 140
	NEGE N 0 A_PlaySoundEx("brain/spit","Voice",0,2)
	NEGE LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	NEGE LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	NEGE LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("INFNemesisSoul",0,0,16,0,0,0,0,32)
	TNT1 A 0 A_SpawnItemEx("TeleportFog",0,0,16,0,0,0,0,32)
	NEGE L -1
	Stop
  VexedSpawn:
	NEGE G 3 Bright A_Pain
	NEGE G 0 A_PlaySoundEx("brain/spit",7,0,2)
	NEGE GGGGGGGGGGGGGGGGG 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	NEGE GGGGGGGGGGGGGGGGG 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	NEGE GGGGGGGGGGGGGGGGG 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("NemesisLightning")
	NEGE GGGGGGGGGGGG 2 Bright A_SpawnItemEx("VexedNemesisFlameSpawner")
	TNT1 A 0 A_SpawnItemEx("VexedNemesisGeneral",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TELEFRAG)
	TNT1 A 1
	Stop	
  XDeath:
    TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_JumpIfInTargetInventory("TrueLegendaryRuneItem",1,"VexedSpawn")
	TNT1 A 0 A_JumpIfInTargetInventory("TrueLegendaryRuneItem2",1,"VexedSpawn")
	TNT1 A 0 A_JumpIf(user_deathtimer <= 10,"VexedSpawn")
    NEGE O 3
    NEGE O 3 A_XScream
    NEGE O 3 A_SpawnItemEx("NemesisGibbedGenerator",0,0,0,0,0,0,0,128,0)
    NEGE P 3 A_Fall
    NEGE QRSTUV 3
	TNT1 A 0 A_Jump(100,"MoreStuff2")
    NEGE W -1 
    Stop
  MoreStuff2:
	NEGE W 100
	TNT1 A 0 A_SpawnItem("HellionSmokeAttack")
	NEGE WWWWWWWWWWWWWWWWWWWWWWWWWWWWWW 1 A_SpawnItem("NemesisRebelSoldierItemRandomizer")
	NEGE WWWWWWWWWWWWWWWWWWWWWWWWWWWWWW 1 A_SpawnItem("NemesisRebelSoldierItemRandomizer")
	NEGE W 1 A_SpawnItem("NemesisZombieSuperItemRandomizer")
	NEGE W -1
	Stop
	}
}

ACTOR NemGeneralGhost
{
Scale 1.1
Radius 20
Height 56
Speed 0
Alpha 0.7
PROJECTILE
RENDERSTYLE Translucent
+CLIENTSIDEONLY
+NOINTERACTION
+NOTIMEFREEZE
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
    NEGE A 2 A_FadeOut(0.10)
    Wait
    }
}

Actor NLegGeneralStrafing3 : LegZombieStrafing
{
States
{
  Pickup:
    NULL A 1 
	NULL A 1 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NULL A 1 A_Jump(188,2)
	NULL A 1 A_GiveInventory("LegZombieJumping",1)
	NULL A 1 A_JumpIf(velx != 0 || vely != 0,2)
	NULL A 1 A_Jump(256,2)
	NULL A 1 A_Jump(235,5)
	NULL A 1 A_JumpIfInventory("LegCommandoStrafeSens",1,3)
	NULL A 1 A_GiveInventory("LegCommandoStrafeSens",1)
	NULL A 1 A_Jump(256,2)	
	NULL A 1 A_TakeInventory("LegCommandoStrafeSens",1)
	NULL A 1 A_JumpIfInventory("LegCommandoStrafeSens",1,3)
	NULL A 1 ThrustThing(angle*256/360+38.7,6,0,0)
	NULL A 1 A_Jump(256,2)	
	NULL A 1 ThrustThing(angle*256/360+38.7,-6,0,0)
    NULL A 1 A_FaceTarget
	NULL A 1 A_Jump(24,2)
	NULL A 1 A_JumpIfCloser(300,2)
	NULL A 1 A_Recoil(-1)
    Stop
	NULL A 1 A_Recoil(1)
    Stop	
  }
}