ACTOR NemesisCowboy : NewLegendaryCowboy
{
//Creator: Dr. Sticky
//Origin: Nexus Infinity
//Sprite: NWGU
//Title: "Nemesis Cowboy"
Health 1750
Speed 20
PainChance 20
AttackSound "REVFIRE"
SeeSound "LegendaryCowboy/See"
PainSound "LegendaryCowboy/Pain"
DeathSound "LegendaryCowboy/Dead"
ActiveSound "LegendaryCowboy/Active"
BloodColor "Black"
DamageFactor 0.6
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "Explosion", 0.2
DamageFactor "PlayerDTRG", 0.4
DamageFactor "DTRailgun", 0.4
DamageFactor "PDTPuff", 0.4
DamageFactor "RailG", 0.3
DamageFactor "PlayerPyro", 0.2
DamageFactor "VileFires", 0.0
DamageFactor "Legendary", 0.0
Species "Zombie"
DropItem "NemesisDMGBulletMag" 250 3
DropItem "NemesisBulletBox" 125 1
DropItem "VengefulNemesisArmor" 90 1
DropItem "LegAmmoSphere" 93 1
DropItem "HandGrenadeAmmo" 235 2
DropItem "MineAmmo" 240 2
DropItem "Backpack" 200 1
DropItem "Armorplate" 210 1
DropItem "Portablemedkit" 215 1
DropItem "StimKit" 220 3
DropItem "HealthFlask" 225 5
DropItem "LegendaryRune" 30 1
DropItem "NemesisPowerShard" 35 1
DropItem "NemesisPowerSphere" 35 1
//DropItem "EnragedLegendaryRevolver" 200 1 //Nemesis Revolver When
Obituary "A \c[g3]Nemesis Cowboy\c- killed %o quickly before it was too late"
Tag "\c[g3]Nemesis Cowboy\c-"
var int user_deathtimer;
var int user_deathtimeractive;
States
{
  Spawn:
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
    NWGU A 10 Bright A_Look
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NWGU A 10 Bright A_Look
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
    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",0,2087)
	TNT1 A 0 A_SetUserVar("user_music",1)
    TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_JumpIfInventory("MarineKilled",1,"Taunt")
    NWGU A 0 A_JumpIfTargetInLOS("Strafing")
    NWGU AA 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NWGU BB 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	NWGU A 0 A_JumpIfTargetInLOS("Strafing")
	NWGU CC 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NWGU DD 3 Bright A_Chase
	NWGU A 0 A_Jump(80,"Rush")
    TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
    Loop
  Rush:
	TNT1 A 0 A_JumpIfInventory("MarineKilled",1,"Taunt")
    NWGU A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisCowboyGhostA",0,0,0,0,0,0,0,128)
	NWGU A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisCowboyGhostA",0,0,0,0,0,0,0,128)
	NWGU A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisCowboyGhostB",0,0,0,0,0,0,0,128)
	NWGU B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisCowboyGhostB",0,0,0,0,0,0,0,128)
	NWGU B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisCowboyGhostC",0,0,0,0,0,0,0,128)
	NWGU C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisCowboyGhostC",0,0,0,0,0,0,0,128)
	NWGU C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisCowboyGhostD",0,0,0,0,0,0,0,128)
	NWGU D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisCowboyGhostD",0,0,0,0,0,0,0,128)
	NWGU D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",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_JumpIfInventory("MarineKilled",1,"Taunt")
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	NWGU AA 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	NWGU BB 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
    NWGU CC 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)	
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	NWGU DD 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	Goto See
  Taunt:
	TNT1 A 0 A_PlaySound("LegendaryCowboy/Taunt",2,0.8,0,ATTN_NONE)
	TNT1 A 0 A_TakeInventory("MarineKilled",1)
	Goto See
  Missile:
    TNT1 A 0 A_Jump(64,"Multipleshots","TripleShot")
    TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
    NWGU EEE 2 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
    TNT1 A 0 A_JumpIfInventory ("LegCowboyAmmo",6,"Reload")
    NWGU E 1 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_GiveInventory ("LegCowboyAmmo", 1)
	TNT1 A 0 A_CustomMissile("NemesisASGBall", 23,0,0,0)
	NWGU F 2 Bright A_CustomBulletAttack(23,5,1,Random(10,40)*2)
	NWGU E 1 Bright A_FaceTarget
	TNT1 A 0 A_CPosRefire
    Goto Missile
  Multipleshots:
	TNT1 A 0 A_JumpIfInventory ("LegCowboyAmmo", 1, "Reload")
    TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
    NWGU E 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_GiveInventory ("LegCowboyAmmo",1)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_CustomMissile("NemesisASGBall", 23,0,0,0)
	NWGU F 2 Bright A_CustomBulletAttack(23,5,1,Random(10,40)*2)
    NWGU E 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_GiveInventory ("LegCowboyAmmo",1)
	TNT1 A 0 A_CustomMissile("NemesisASGBall", 23,0,0,0)
	NWGU F 2 Bright A_CustomBulletAttack(23,5,1,Random(10,40)*2)
	NWGU E 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_GiveInventory ("LegCowboyAmmo",1)
	TNT1 A 0 A_CustomMissile("NemesisASGBall", 23,0,0,0)
	NWGU F 2 Bright A_CustomBulletAttack(23,5,1,Random(10,40)*2)
	NWGU E 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_GiveInventory ("LegCowboyAmmo",1)
	TNT1 A 0 A_CustomMissile("NemesisASGBall", 23,0,0,0)
	NWGU F 2 Bright A_CustomBulletAttack(23,5,1,Random(10,40)*2)
	NWGU E 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_GiveInventory ("LegCowboyAmmo",1)
	TNT1 A 0 A_CustomMissile("NemesisASGBall", 23,0,0,0)
	NWGU F 2 Bright A_CustomBulletAttack(23,5,1,Random(10,40)*2)
	NWGU E 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_GiveInventory ("LegCowboyAmmo",1)
	TNT1 A 0 A_CustomMissile("NemesisASGBall", 23,0,0,0)
	NWGU F 2 Bright A_CustomBulletAttack(23,5,1,Random(10,40)*2)
	NWGU E 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_GiveInventory ("LegCowboyAmmo",1)
	TNT1 A 0 A_CustomMissile("NemesisASGBall", 23,0,0,0)
	NWGU F 2 Bright A_CustomBulletAttack(23,5,1,Random(10,40)*2)
	NWGU E 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_GiveInventory ("LegCowboyAmmo",1)
	TNT1 A 0 A_CustomMissile("NemesisASGBall", 23,0,0,0)
	NWGU F 2 Bright A_CustomBulletAttack(23,5,1,Random(10,40)*2)
	NWGU E 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_GiveInventory ("LegCowboyAmmo",1)
	TNT1 A 0 A_CustomMissile("NemesisASGBall", 23,0,0,0)
	NWGU F 2 Bright A_CustomBulletAttack(23,5,1,Random(10,40)*2)
	NWGU E 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_GiveInventory ("LegCowboyAmmo",1)
	TNT1 A 0 A_CustomMissile("NemesisASGBall", 23,0,0,0)
	NWGU F 2 Bright A_CustomBulletAttack(23,5,1,Random(10,40)*2)
	NWGU E 2 Bright A_FaceTarget
    TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_GiveInventory ("LegCowboyAmmo",1)
	TNT1 A 0 A_CustomMissile("NemesisASGBall", 23,0,0,0)
	NWGU F 2 Bright A_CustomBulletAttack(23,5,1,Random(10,40)*2)
	NWGU E 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_GiveInventory ("LegCowboyAmmo",1)
	TNT1 A 0 A_CustomMissile("NemesisASGBall", 23,0,0,0)
	NWGU F 2 Bright A_CustomBulletAttack(23,5,1,Random(10,40)*2)
    TNT1 A 0 A_Jump(128,"TripleShot")
	NWGU E 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_GiveInventory ("LegCowboyAmmo",1)
	TNT1 A 0 A_CustomMissile("NemesisASGBall", 23,0,0,0)
	NWGU F 2 Bright A_CustomBulletAttack(23,5,1,Random(10,40)*2)
	NWGU E 2 Bright A_FaceTarget
	TNT1 A 0 A_CPosRefire 
  Reload:
    TNT1 A 0 A_ChangeFlag(NOPAIN,1)
    TNT1 A 0 A_PlaySound("REVOPEN")
	TNT1 AAAAAA 0 A_SpawnItemEx("NemesisRifleCasing", -8, 7, 30, 4, 0, (0.1)*Random(30, 40), Random(-80, -90), 128)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
    NWGU E 24 Bright A_TakeInventory ("LegCowboyAmmo", 6)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
    NWGU E 5 Bright A_PlaySound("REVINSR") 
	NWGU E 5 Bright A_PlaySound("REVCLOSE")
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NWGU E 1 Bright A_PlaySound("REVSPIN")
    TNT1 A 0 A_ChangeFlag(NOPAIN,0)
    Goto See
  TripleShot:
    TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
    NWGU EEE 2 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
    TNT1 A 0 A_JumpIfInventory ("LegCowboyAmmo",6,"Reload")
    NWGU E 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_GiveInventory ("LegCowboyAmmo", 1)
	TNT1 A 0 A_CustomMissile("NemesisASGBall",23,5,-10)
	TNT1 A 0 A_CustomMissile("NemesisASGBall",23,5,-5)
	TNT1 A 0 A_CustomMissile("NemesisASGBall",23,5,0)
	TNT1 A 0 A_CustomMissile("NemesisASGBall",23,5,5)
	TNT1 A 0 A_CustomMissile("NemesisASGBall",23,5,10)
	NWGU F 2 Bright
	NWGU E 2 Bright A_FaceTarget
    Goto See
  Pain:
    TNT1 A 0 A_Jump(50,"Protection")
	TNT1 A 0 A_Jump(192,"PainMissile")
    NWGU G 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
    NWGU G 0 A_Pain
	NWGU G 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
    Goto See
  PainMissile: 
    NWGU G 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
    NWGU G 0 A_Pain
	NWGU G 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
    Goto Missile	
  Protection:
    TNT1 A 0 A_JumpIf(user_protection >= 3,"Pain")
	TNT1 A 0 A_JumpIf(user_protected == 1,"Pain")
	TNT1 A 0 A_PlaySound("legendary/defense")
	TNT1 A 0 A_FaceTarget
	NWGU E 2 Bright ACS_NamedExecuteAlways("NemesisZombieProtection")
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	Goto See	
  Death:
	TNT1 A 0 A_StopSound(6)
	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_Jump(36,"LegendarySoul")
    TNT1 A 0 A_StopSound(6)
	NWGU H 5 A_Scream
    NWGU I 5 A_Fall
    NWGU J 5 A_SpawnItem("BodyCrash",0,0,0,0)
    NWGU K 5
	TNT1 A 0 A_Jump(100,"MoreStuff")
    NWGU L -1 
	Stop
  LegendarySoul:
    TNT1 A 0 A_StopSound(6)
    TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    NWGU H 5 A_Scream
    TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    NWGU I 5 A_Fall
    TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    NWGU J 5 A_SpawnItem("BodyCrash",0,0,0,0)
    TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    NWGU K 5 
    TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    NWGU L 5
    TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    NWGU L 5
    TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    NWGU L 140
    NWGU L 0 A_PlaySoundEx("brain/spit","Voice",0,2)
    NWGU LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("NemesisSoulEvent",1)
    NWGU LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("NemesisSoulEvent",1)
    NWGU LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("NemesisSoulEvent",1)
    TNT1 A 0 A_SpawnItemEx("NemesisSoul",0,0,16,0,0,0,0,32)
    TNT1 A 0 A_SpawnItemEx("TeleportFog",0,0,16,0,0,0,0,32)
    NWGU L -1
    Stop
  VexedSpawn:
	NWGU G 3 Bright A_Pain
	NWGU G 0 A_PlaySoundEx("brain/spit",7,0,2)
	NWGU GGGGGGGGGGGGGGGGG 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	NWGU GGGGGGGGGGGGGGGGG 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	NWGU GGGGGGGGGGGGGGGGG 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("NemesisLightning")
	NWGU GGGGGGGGGGGG 2 Bright A_SpawnItemEx("VexedNemesisFlameSpawner")
	TNT1 A 0 A_SpawnItemEx("VexedNemesisCowboy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TELEFRAG)
	TNT1 A 1
	Stop
  MoreStuff:
	NWGU L 100
	TNT1 A 0 A_SpawnItem("HellionSmokeAttack")
	NWGU LLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_SpawnItem("NemesisRebelSoldierItemRandomizer")
	NWGU LLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_SpawnItem("NemesisRebelSoldierItemRandomizer")
	NWGU L 1 A_SpawnItem("NemesisZombieSuperItemRandomizer")
	NWGU L -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")
	NWGU O 3 A_SpawnItemEx("NemesisGibbedGenerator",0,0,0,0,0,0,0,128,0)
    NWGU P 3 A_XScream
    NWGU Q 3 A_Fall
    NWGU RSTUV 3
	TNT1 A 0 A_Jump(100,"MoreStuff2")
    NWGU W -1 
    Stop
   MoreStuff2:
	NCMS W 100
	TNT1 A 0 A_SpawnItem("HellionSmokeAttack")
	NCMS WWWWWWWWWWWWWWWWWWWWWWWWWWWWWW 1 A_SpawnItem("NemesisRebelSoldierItemRandomizer")
	NCMS WWWWWWWWWWWWWWWWWWWWWWWWWWWWWW 1 A_SpawnItem("NemesisRebelSoldierItemRandomizer")
	NCMS W 1 A_SpawnItem("NemesisZombieSuperItemRandomizer")
	NCMS W -1
	Stop
	}
}

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

ACTOR NemesisCowboyGhostB : NemesisCowboyGhostA
{   
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
    NWGU B 2 A_FadeOut(0.10)
    Wait
    }
}

ACTOR NemesisCowboyGhostC : NemesisCowboyGhostA
{   
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
    NWGU C 2 A_FadeOut(0.10)
    Wait
    }
}

ACTOR NemesisCowboyGhostD : NemesisCowboyGhostA
{   
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
    NWGU D 2 A_FadeOut(0.10)
    Wait
    }
}