ACTOR CursedHellKnight : NemesisHellKnight
{
//Creator: High Councilor
//Origin: Nexus Infinity
//Sprite: 6NBL
//Title: "Cursed Hell Knight"
  Health 4000
  Speed 24
  BloodColor "Pink"
  DamageFactor "Cursed", 0.0
  PainChance 45 
  PainChance "Explosion", 128
  PainChance "DTRailgun", 128
  DropItem "NemesisHealthBonusMax", 256, 32
  DropItem "NemesisArmorBonus32", 256
  DropItem "NemesisHealthBonusMax", 256, 32
  DropItem "NemesisArmorBonus32", 256
  DropItem "NemesisSphere", 100, 1
  DropItem "LegendaryRune", 128, 1
  DropItem "CRDemonAmmoBox", 256 
  DropItem "CRDemonAmmo", 256 
  DropItem "CursedRifle", 128, 1
  SeeSound "VexedArchon/sight"
  PainSound "VexedArchon/pain"
  DeathSound "VexedArchon/death"
  ActiveSound "VexedArchon/active"
  Obituary "%o was a victim of the \c[p7]Cursed Hell Knight\c-!"
  HitObituary "%o ate the \c[p7]Cursed Hell Knight's\c- knuckle sandwich."
  Tag "\c[p7]Cursed Hell Knight\c-"
  var int user_portal;
  var int user_delay;
  States
  {
  Spawn:
	6NBL A 10 Bright A_Look
	TNT1 AAA 0 A_SpawnItemEx("CursedHellionSmokeSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)
	6NBL Z 10 Bright A_Look
	TNT1 AAA 0 A_SpawnItemEx("CursedHellionSmokeSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)
	Loop
  See:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	//TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,4005,670) //Nemesis Belphegor
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,4005)
	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_UnsetInvulnerable
	TNT1 A 0 A_Jump(100,"Rush")
	6NBL 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)
	6NBL 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)
	6NBL CC 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)
	6NBL DD 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)
	TNT1 A 0 A_Jump(32,"Teleport")
	Loop
  Rush:
	6NBL A 2 Bright A_SpawnItemEx("CursedNobleGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	TNT1 AAAA 0 A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	6NBL A 2 Bright A_SpawnItemEx("CursedNobleGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	TNT1 AAAA 0 A_Chase  
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	6NBL B 2 Bright A_SpawnItemEx("CursedNobleGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	TNT1 AAAA 0 A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	6NBL B 2 Bright A_SpawnItemEx("CursedNobleGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	TNT1 AAAA 0 A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	6NBL C 2 Bright A_SpawnItemEx("CursedNobleGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	TNT1 AAAA 0 A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	6NBL C 2 Bright A_SpawnItemEx("CursedNobleGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	TNT1 AAAA 0 A_Chase  
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	6NBL D 2 Bright A_SpawnItemEx("CursedNobleGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	TNT1 AAAA 0 A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	6NBL D 2 Bright A_SpawnItemEx("CursedNobleGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	TNT1 AAAA 0 A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	TNT1 AAA 0 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:
	6NBL P 1 Bright A_UnSetShootable
	TNT1 AAAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6NBL PPPPPPPPPP 1 Bright A_FadeOut(0.1,0)
	6NBL P 2 Bright
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	6NBL P 1 Bright A_PlayWeaponSound("boss/teleport")
	TNT1 AAAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6NBL PPPPPPPPPP 1 Bright A_FadeIn(0.1)
	6NBL P 1 Bright A_SetShootable
	TNT1 A 0 A_Jump(64,"See")
	TNT1 A 0 A_JumpIfTargetInLOS("Missile")
	Goto See
  Melee:
	6NBL EF 3 Bright A_FaceTarget
	6NBL G 3 Bright A_MeleeAttack
	6NBL ST 3 Bright A_FaceTarget
	6NBL U 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(130,"Spread","Hugger","Rage","BestAttack","Rain","Rain2")
	TNT1 A 0 A_Jump(20,"Portal")
	TNT1 A 0 A_Jump(100,"15CursedComets","CursedComet")
  Normal:
	6NBL EF 5 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("CursedNobleBall",32,0,-12)
	TNT1 A 0 A_CustomMissile("CursedNobleBall",32,0,-8)
	TNT1 A 0 A_CustomMissile("CursedNobleBall",32,0,-4)
	TNT1 A 0 A_CustomMissile("CursedNobleBall",32,0,4)
	6NBL G 5 Bright A_CustomMissile("CursedNobleBall",32,0,0)
	6NBL ST 5 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("CursedNobleBall",32,0,12)
	TNT1 A 0 A_CustomMissile("CursedNobleBall",32,0,8)
	TNT1 A 0 A_CustomMissile("CursedNobleBall",32,0,4)
	TNT1 A 0 A_CustomMissile("CursedNobleBall",32,0,-4)
	6NBL U 5 Bright A_CustomMissile("CursedNobleBall",32,0,0)  
	TNT1 A 0 A_Jump(127,"Spread")
	Goto See
  Spread:
	6NBL PQ 9 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("CursedNobleBall2",32,0,24)  
	TNT1 A 0 A_CustomMissile("CursedNobleBall2",32,0,-24)
	TNT1 A 0 A_CustomMissile("CursedNobleBall2",32,0,21)  
	TNT1 A 0 A_CustomMissile("CursedNobleBall2",32,0,-21)
	TNT1 A 0 A_CustomMissile("CursedNobleBall2",32,0,18)  
	TNT1 A 0 A_CustomMissile("CursedNobleBall2",32,0,-18)
	TNT1 A 0 A_CustomMissile("CursedNobleBall2",32,0,15)  
	TNT1 A 0 A_CustomMissile("CursedNobleBall2",32,0,-15)
	TNT1 A 0 A_CustomMissile("CursedNobleBall2",32,0,12)  
	TNT1 A 0 A_CustomMissile("CursedNobleBall2",32,0,-12)
	TNT1 A 0 A_CustomMissile("CursedNobleBall2",32,0,9)  
	TNT1 A 0 A_CustomMissile("CursedNobleBall2",32,0,-9)
	TNT1 A 0 A_CustomMissile("CursedNobleBall2",32,0,6)  
	TNT1 A 0 A_CustomMissile("CursedNobleBall2",32,0,-6)  
	TNT1 A 0 A_CustomMissile("CursedNobleBall2",32,0,3)  
	TNT1 A 0 A_CustomMissile("CursedNobleBall2",32,0,-3)
	6NBL R 8 Bright A_CustomMissile("CursedNobleBall2",32,0,0)
	TNT1 A 0 A_Jump(127,"Hugger")
	Goto See
  Hugger:
	6NBL RQ 9 Bright A_FaceTarget
	6NBL PPPP 2 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6NBL P 0 A_CustomMissile("CursedNobleBall3V2",32,0,40)
	6NBL P 0 A_CustomMissile("CursedNobleBall3V2",32,0,-40)
	6NBL P 0 A_CustomMissile("CursedNobleBall3",32,0,30)
	6NBL P 0 A_CustomMissile("CursedNobleBall3",32,0,-30)
	6NBL P 0 A_CustomMissile("CursedNobleBall3",32,0,20)
	6NBL P 0 A_CustomMissile("CursedNobleBall3",32,0,-20)
	6NBL P 0 A_CustomMissile("CursedNobleBall3",32,0,10)
	6NBL P 0 A_CustomMissile("CursedNobleBall3",32,0,-10)
	6NBL PPPP 2 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_Jump(80,"CursedComet")
	Goto See  
  CursedComet:
	6NBL EF 7 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("CursedNobleComet",32,0,5)
	6NBL G 2 Bright A_CustomMissile("CursedNobleComet",32,0,-5)
	TNT1 A 0 A_CustomMissile("CursedNobleComet",32,0,10)
	6NBL G 4 Bright A_CustomMissile("CursedNobleComet",32,0,-10)
	6NBL ST 7 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("CursedNobleComet",32,0,5)
	6NBL U 2 Bright A_CustomMissile("CursedNobleComet",32,0,-5)
	TNT1 A 0 A_CustomMissile("CursedNobleComet",32,0,10)
	6NBL U 4 Bright A_CustomMissile("CursedNobleComet",32,0,-10)
	TNT1 A 0 A_Jump(80,"15CursedComets")
	Goto See
  15CursedComets:
	6NBL PPQQ 6 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)
	6NBL R 6 Bright A_CustomMissile("CursedNobleComet",32,0,0)
	TNT1 A 0 A_Jump(127,"Rage")
	Goto See
  Rage:
	6NBL Q 1 Bright A_PlaySound("NemesisHK/Attack",1)
	6NBL Q 1 Bright A_FaceTarget
	6NBL Q 1 Bright A_SetUserVar("user_missile",0)
	6NBL RRRR 2 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6NBL QQQQ 2 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
  Raging:
	TNT1 A 0 A_JumpIf(user_missile >= 28,"See")
	TNT1 A 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))
	6NBL Q 4 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	Loop
  BestAttack:
	6NBL Q 1 Bright A_PlaySound("NemesisHK/Sight",1)
	6NBL P 2 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	6NBL PPPPPPPPPPPPPPPPP 2 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6NBL Q 2 Bright A_FaceTarget
	6NBL QQQQQQQQQQQQQQQQQ 2 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6NBL R 2 Bright A_FaceTarget
	TNT1 A 0 A_UnSetInvulnerable
	6NBL R 8 Bright A_CustomMissile("CursedFuckerBall",32,0,0)
	TNT1 A 0 A_Jump(128,1)
	Goto See
  MoarFuckerBalls:
    6NBL PQ 8 A_FaceTarget
	6NBL R 2 A_FaceTarget
	6NBL R 8 A_CustomMissile("CursedFuckerBall",32,0,random(4,-4))
	TNT1 A 0 A_Jump(96,"MoarFuckerBalls")
    Goto See
  Rain:
	TNT1 A 0 A_PlaySound("NemesisHK/Attack",1)
	TNT1 A 0 Radius_Quake(6,60,0,18,0)
	6NBL P 2 Bright A_FaceTarget
	6NBL PPPPPPP 2 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6NBL Q 2 Bright A_FaceTarget
	6NBL QQQQQQQ 2 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6NBL 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)
	6NBL Q 2 Bright A_SpawnItemEx("CursedHKCometRain",random(-800,800),random(-800,800),0,0,0,0,SXF_NOCHECKPOSITION,0)
	Loop
  RainContinue:
	6NBL Q 2 Bright A_FaceTarget
	6NBL QQQQQQQQ 2 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	Goto See
  Rain2:
	6NBL RRQQ 5 Bright A_FaceTarget
	TNT1 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)
	6NBL P 20 Bright A_CustomMissile("CursedHKCometRain2",46,0,0)
	Goto See
  DoubleRain:
	TNT1 A 0 A_PlaySound("NemesisHK/Attack",1)
	TNT1 A 0 Radius_Quake(6,60,0,18,0)
	6NBL R 2 Bright A_FaceTarget
	6NBL RRRRRRR 2 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6NBL Q 2 Bright A_FaceTarget
	6NBL QQQQQQQ 2 Bright A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6NBL Q 2 Bright A_FaceTarget
	TNT1 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)
	6NBL P 20 Bright A_CustomMissile("CursedHKCometRain2",46,0,0)
	TNT1 A 0 A_SetUserVar(user_missile,0)
    Goto RainLoop
  Portal:
	6NBL 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")
	6NBL Q 1 Bright A_PlaySound("NemesisHK/Sight",1)
	TNT1 A 0 Radius_Quake(8,60,0,20,0)
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6NBL R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6NBL R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6NBL R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6NBL R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6NBL R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6NBL R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6NBL R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6NBL R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6NBL R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6NBL R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6NBL R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6NBL R 3 Bright A_FaceTarget
	TNT1 AAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisHKSummoner",0,0,0,0,0,0,0,32,64)
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6NBL R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6NBL R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6NBL R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6NBL R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6NBL R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6NBL R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6NBL R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6NBL R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6NBL R 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6NBL Q 3 Bright A_FaceTarget
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	6NBL 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(8,"Rage","DoubleRain")
	TNT1 A 0 A_Jump(70,"Teleport")
	TNT1 A 0 A_Jump(128,"PainMissile")
	6NBL H 2
	6NBL H 2 A_Pain
	Goto See
  Pain.Explosion:
  Pain.Mine:
	TNT1 A 0 A_Jump(32,"15CursedComets")
	Goto Teleport
  PainMissile:
	TNT1 A 0 A_JumpIfHealthLower(600,"Portal")
	6NBL H 2 Bright
	6NBL H 2 Bright A_Pain
	Goto Missile
  Death:
	TNT1 A 0 A_StopSound(6)
	6NBL I 8
	6NBL J 8 A_Scream
	6NBL K 8
	6NBL L 8 A_NoBlocking
	6NBL MN 8
	TNT1 A 0 A_BossDeath
	TNT1 A 0 A_KillChildren
	TNT1 A 0 A_KillMaster
	6NBL O -1
	Stop
  XDeath:
    TNT1 A 0 A_StopSound(6)
	6NBX AB 5
	6NBX C 4 A_XScream
	6NBX D 4 A_SpawnItemEx("NemesisGibbedGenerator",0,0,0,0,0,0,0,128,0)
	6NBX E 3 A_Fall
	6NBX F 3 A_SpawnItem("BodyCrash",0,0,0,0)
	6NBX GH 3
	6NBX I -1 A_KillMaster
	Stop
	}
}

ACTOR CursedWalkFire : GoldWalkFire
{
States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 10 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	6QTF ABC 3 Bright
	TNT1 A 0 A_Jump(191,3)
	TNT1 A 0 A_CustomMissile("CursedWalkFire",0,24,0)
	TNT1 A 0 A_CustomMissile("CursedWalkFire",0,-24,0)
	6QTF DEFGHIJKLMNO 3 Bright
	Stop
  }
}

ACTOR CursedNobleGhost
{
Scale 1.2
RENDERSTYLE Translucent
Alpha 0.75
+NOTIMEFREEZE
+NOINTERACTION
+CLIENTSIDEONLY
States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	6NBL A 2 Bright A_FadeOut(0.09,1)
	Wait	
    }
}