ACTOR VexedNemesisCowboy : NewLegendaryCowboy
{
//Creator: Dr. Sticky
//Origin: Nexus Infinity
//Sprite: V6NC
//Title: "Vexed Nemesis Cowboy"
Health 2550
Speed 35
PainChance 8
AttackSound "REVFIRE"
SeeSound "LegendaryCowboy/See"
PainSound "LegendaryCowboy/pain"
DeathSound "LegendaryCowboy/death"
ActiveSound "LegendaryCowboy/active"
Obituary "%o was shot by one of the fastest of cowboys, the \c[w2]Vexed Nemesis Cowboy\c-"
BloodColor "Black"
DamageFactor 0.5
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "Explosion", 0.02
DamageFactor "DTRailgun", 0.3
DamageFactor "PDTPuff", 0.3
DamageFactor "RailG", 0.2
DamageFactor 0.40
DamageFactor "Cyber10k", 0.0
DamageFactor "T3rm", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "CerChainguns", 0.0  
DamageFactor "CerEnergyBall", 0.0
DamageFactor "Legendary", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuru", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "PDTBFG", 0.1
DamageFactor "PlayerDTRG", 0.3
DamageFactor "PDTBFGTracer", 0.1
DamageFactor "LegMind", 0.0
DamageFactor "PlayerDevBall", 0.05
DamageFactor "PlayerDevBall2", 0.05
DamageFactor "PlayerDTBFGRailgunSlug", 0.05
DamageFactor "PlayerDevTracer", 0.05
DamageFactor "DBFG10K2", 0.65
DamageFactor "PlayerDBFG10K2", 0.65
DamageFactor "DBFG2", 0.65
DamageFactor "PlayerDBFG2", 0.65
DamageFactor "PyroShot", 0.0
DamageFactor "PlayerPyro", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "DBFG10K2", 0.65
DamageFactor "PlayerDBFG10K2", 0.65
DamageFactor "DBFG2", 0.65
DamageFactor "PlayerDBFG2", 0.65
Species "Zombie"
DropItem "NemesisHealthBonusMax", 256, 32
DropItem "NemesisArmorBonus32", 256
DropItem "NemesisHealthBonusMax", 256, 32
DropItem "NemesisArmorBonus32", 256
DropItem "SemiNemesisArmor", 115, 1
DropItem "LegAmmoSphere", 60, 1
DropItem "NemesisPowerShard", 150, 1
DropItem "NemesisMarineBeacon",50, 1 //TBD
DropItem "HandGrenadeAmmo", 235, 6
DropItem "MineAmmo", 235, 2
DropItem "Backpack", 256, 1
DropItem "Armorplate", 205, 1
DropItem "Portablemedkit", 210, 1
DropItem "NemesisDMGBulletMag" 256 3
DropItem "NemesisBulletBox" 256 1
DropItem "NLDemonAmmo", 256 
DropItem "NemesisShellBox", 256
DropItem "NemesisShell", 256 
DropItem "NemesisRuneSpawnerTier1", 120, 1
//DropItem "Nemesis Rifle", 256 //Nemesis Revolver when
Tag "\c[w2]Vexed Nemesis Cowboy\c-"
var int user_missile;
States
{
  Spawn:
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    V6NC A 10 Bright A_Look
    Loop
  See:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,2094)
	TNT1 A 0 A_SetUserVar("user_music",1)
    TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    V6NC A 0 A_JumpIfTargetInLOS("Strafing")
    V6NC AA 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	V6NC BB 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	V6NC A 0 A_JumpIfTargetInLOS("Strafing")
	V6NC CC 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	V6NC DD 3 Bright A_Chase
	V6NC A 0 A_Jump(80,"Rush")
	TNT1 A 0 A_Jump(40,"Teleport")
    TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    Loop
  Rush:
    V6NC A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("VNemesisCowboyGhostA",0,0,0,0,0,0,0,128)
	V6NC A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VNemesisCowboyGhostA",0,0,0,0,0,0,0,128)
	V6NC A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VNemesisCowboyGhostB",0,0,0,0,0,0,0,128)
	V6NC B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VNemesisCowboyGhostB",0,0,0,0,0,0,0,128)
	V6NC B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("VNemesisCowboyGhostC",0,0,0,0,0,0,0,128)
	V6NC C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VNemesisCowboyGhostC",0,0,0,0,0,0,0,128)
	V6NC C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VNemesisCowboyGhostD",0,0,0,0,0,0,0,128)
	V6NC D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VNemesisCowboyGhostD",0,0,0,0,0,0,0,128)
	V6NC D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_Jump(84,"See")
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	Loop
  Strafing:
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	V6NC AA 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	V6NC BB 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
    V6NC CC 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)	
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	V6NC DD 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	Goto See
  Teleport:
	V6NC A 1 Bright A_UnSetShootable
	TNT1 AAAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	V6NC AAAAAAAAAA 1 Bright A_FadeOut(0.1,0)
	V6NC A 2 Bright
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	V6NC A 1 Bright A_PlayWeaponSound("boss/teleport")
	TNT1 AAAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	V6NC AAAAAAAAAA 1 Bright A_FadeIn(0.1)
	V6NC A 1 Bright A_SetShootable
	Goto See  
  Missile:
    TNT1 A 0 A_Jump(64,"Multipleshots","SpecialShot","RandomAngle")
    TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    V6NC EEE 2 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
    TNT1 A 0 A_JumpIfInventory ("LegCowboyAmmo",6,"Reload")
    V6NC E 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_GiveInventory ("LegCowboyAmmo", 1)
	TNT1 A 0 A_CustomMissile("NemesisASGBall", 0,0,0,0)
	V6NC F 3 Bright A_CustomBulletAttack(10,5,1,Random(10,40)*2)
	V6NC E 2 Bright A_FaceTarget
	TNT1 A 0 A_CPosRefire
    Goto Missile
  Multipleshots:
	TNT1 A 0 A_JumpIfInventory ("LegCowboyAmmo", 1, "Reload")
    TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    V6NC E 3 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_GiveInventory ("LegCowboyAmmo",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_CustomMissile("NemesisASGBall", 0,0,0,0)
	V6NC F 3 Bright A_CustomBulletAttack(10,5,1,Random(10,40)*2)
    V6NC E 3 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_GiveInventory ("LegCowboyAmmo",1)
	TNT1 A 0 A_CustomMissile("NemesisASGBall", 0,0,0,0)
	V6NC F 3 Bright A_CustomBulletAttack(10,5,1,Random(10,40)*2)
	V6NC E 3 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_GiveInventory ("LegCowboyAmmo",1)
	TNT1 A 0 A_CustomMissile("NemesisASGBall", 0,0,0,0)
	V6NC F 3 Bright A_CustomBulletAttack(10,5,1,Random(10,40)*2)
	V6NC E 3 Bright A_FaceTarget
    TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_GiveInventory ("LegCowboyAmmo",1)
	TNT1 A 0 A_CustomMissile("NemesisASGBall", 0,0,0,0)
	V6NC F 3 Bright A_CustomBulletAttack(10,5,1,Random(10,40)*2)
	V6NC E 3 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_GiveInventory ("LegCowboyAmmo",1)
	TNT1 A 0 A_CustomMissile("NemesisASGBall", 0,0,0,0)
	V6NC F 3 Bright A_CustomBulletAttack(10,5,1,Random(10,40)*2)
	V6NC E 3 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_GiveInventory ("LegCowboyAmmo",1)
	TNT1 A 0 A_CustomMissile("NemesisASGBall", 0,0,0,0)
	V6NC F 3 Bright A_CustomBulletAttack(10,5,1,Random(10,40)*2)
	V6NC E 3 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("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    V6NC E 24 Bright A_TakeInventory ("LegCowboyAmmo", 6)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    V6NC E 12 Bright A_PlaySound("REVINSR") 
	V6NC E 12 Bright A_PlaySound("REVCLOSE")
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	V6NC E 1 Bright A_PlaySound("REVSPIN")
    TNT1 A 0 A_ChangeFlag(NOPAIN,0)
    Goto See
  RandomAngle:		
    V6NC E 10 Bright A_FaceTarget
	V6NC E 1 Bright A_SetUserVar("user_missile",0)
  Randoming:
    V6NC F 0 A_JumpIf(user_missile >= 24,"Ending")	 
    V6NC F 0 A_SetUserVar("user_missile",user_missile+1)
	V6NC F 0 A_SetAngle(random(0,359))
    V6NC F 0 A_CustomMissile("NemesisASGBall",23,-13,random(0,359))
	V6NC F 3 Bright A_CustomBulletAttack(10,-5,-1,Random(10,40)*2)
    V6NC F 2 Bright A_CustomMissile("NemesisASGBall",23,13,random(0,359))
	V6NC F 3 Bright A_CustomBulletAttack(10,5,1,Random(10,40)*2)
    Loop
  Ending:
    V6NC F 1 Bright A_Jump(156,"SpecialShot")
    Goto See
  SpecialShot:
    TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    V6NC EEE 2 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
    TNT1 A 0 A_JumpIfInventory ("LegCowboyAmmo",6,"Reload")
    V6NC E 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_GiveInventory ("LegCowboyAmmo", 1)
	TNT1 A 0 A_CustomMissile("NemesisGrenade",32,0,0,0)
	V6NC F 4 Bright
	V6NC E 2 Bright A_FaceTarget
    Goto See
  Pain:
    TNT1 A 0 A_Jump(50,"Protection")
	TNT1 A 0 A_Jump(192,"PainMissile")
    V6NC G 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
    V6NC G 0 A_Pain
	V6NC G 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
    Goto See
  PainMissile: 
    V6NC G 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
    V6NC G 0 A_Pain
	V6NC G 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",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
	V6NC E 2 Bright ACS_NamedExecuteAlways("LegendaryProtection",0,0,0,0)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	Goto See	
  Death:
    TNT1 A 0 A_Jump(36,"LegendarySoul")
    TNT1 A 0 A_StopSound(6)
	V6NC H 5 A_Scream
    V6NC I 5 A_Fall
    V6NC J 5 A_SpawnItem("BodyCrash",0,0,0,0)
    V6NC K 5
	TNT1 A 0 A_Jump(100,"MoreStuff")
	V6NC L 100
	TNT1 A 0 A_JumpIfInTargetInventory("NemesisFragmentToken",1,3)
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("NemesisFragment") == 0,2)
	TNT1 A 0 A_SpawnItemEx("NemesisFragmentSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,192)
    V6NC L -1 
	Stop
  LegendarySoul:
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	V6NC H 5 A_Scream
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	V6NC I 5 A_Fall
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	V6NC J 5 A_SpawnItem("BodyCrash",0,0,0,0)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	V6NC L 140
	V6NC L 0 A_PlaySoundEx("brain/spit","Voice",0,2)
	V6NC LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	V6NC LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	V6NC LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("INFVexedNemesisSoul",0,0,16,0,0,0,0,32)
	TNT1 A 0 A_SpawnItemEx("TeleportFog",0,0,16,0,0,0,0,32)
	V6NC L -1
	Stop
  MoreStuff:
	V6NC L 100
	TNT1 A 0 A_JumpIfInTargetInventory("NemesisFragmentToken",1,3)
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("NemesisFragment") == 0,2)
	TNT1 A 0 A_SpawnItemEx("NemesisFragmentSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,192)
	TNT1 A 0 A_SpawnItem("HellionSmokeAttack")
	V6NC LLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_SpawnItem("NemesisZombieItemRandomizer")
	V6NC LLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_SpawnItem("NemesisZombieItemRandomizer")
	V6NC L 1 A_SpawnItem("NemesisZombieSuperItemRandomizer")
	V6NC L -1
	Stop
    }
}

ACTOR VNemesisCowboyGhostA
{
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")
    V6NC A 2 A_FadeOut(0.10)
    Wait
    }
}

ACTOR VNemesisCowboyGhostB : VNemesisCowboyGhostA
{   
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
    V6NC B 2 A_FadeOut(0.10)
    Wait
    }
}

ACTOR VNemesisCowboyGhostC : VNemesisCowboyGhostA
{   
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
    V6NC C 2 A_FadeOut(0.10)
    Wait
    }
}

ACTOR VNemesisCowboyGhostD : VNemesisCowboyGhostA
{   
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
    V6NC D 2 A_FadeOut(0.10)
    Wait
    }
}

ACTOR NemesisLACThrownMine : LACThrownMine
{
Species "Zombie"
Obituary "%o tripped on one of the Nemesis Legendary Assault Captain's Mines."
+NOTIMEFREEZE
States
{
Spawn:
	TNT1 A 0
	TNT1 A 0 A_StopSound
    Goto Thrown
Thrown:
	NMIN C 30
	NMIN D 10 Bright
	Loop
Death:
	NMIN C 1
	NMIN C 1 A_SpawnItem("NemesisLACLiveMine")
	Stop
	}
}

ACTOR NemesisLACLiveMine : LACLiveMine
{
Scale 0.9
Damage 4
Health 10
States
{
Spawn:
	NMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	NMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	NMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	NMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	NMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	NMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	NMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	NMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	NMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	NMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	NMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	NMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	NMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	NMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	NMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	NMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	NMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	NMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	NMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	NMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	NMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	NMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	NMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	NMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	NMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	NMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	NMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	NMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	NMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	NMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	NMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	NMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	NMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	NMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	NMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	NMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	NMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	NMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	NMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	NMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	Goto Death
Death:
	TNT1 A 0 A_Die
Explode:
	NMIN D 15 Bright A_PlaySound("weapons/minebeep")
	TNT1 A 0 A_AlertMonsters
	TNT1 A 0 A_Explode(292,200)
	TNT1 A 0 A_PlaySound("weapons/mineexplode")
	TNT1 A 0 A_SpawnItemEx("NemesisWhiteParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
    TNT1 AAAA 0 A_CustomMissile("WhiteNemesisKaboom3", 0, 0, random(0,360), 2, random(20,160))
	TNT1 AAAA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(20,160))
	TNT1 AAAA 0 A_SpawnItemEx("Debris",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)
	TNT1 A 0 A_SpawnItem("NBehemothFloorFire")
	TNT1 A 0 A_SpawnItem("NemesisLightning")
    TNT1 A 1 A_SpawnItem("WhiteNemesisKaboom")
    Stop
    }
}


ACTOR VexedLACThrownMine : LACThrownMine
{
Species "Zombie"
Obituary "%o tripped on one of the Vexed Nemesis Legendary Assault Captain's Mines."
+NOTIMEFREEZE
States
{
Spawn:
	TNT1 A 0
	TNT1 A 0 A_StopSound
    Goto Thrown
Thrown:
	VMIN C 30
	VMIN D 10 Bright
	Loop
Death:
	VMIN C 1
	VMIN C 1 A_SpawnItem("VexedLACLiveMine")
	Stop
	}
}

ACTOR VexedLACLiveMine : LACLiveMine
{
Scale 0.9
Damage 4
Health 10
States
{
Spawn:
	VMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	VMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	VMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	VMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	VMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	VMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	VMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	VMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	VMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	VMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	VMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	VMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	VMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	VMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	VMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	VMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	VMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	VMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	VMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	VMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	VMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	VMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	VMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	VMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	VMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	VMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	VMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	VMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	VMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	VMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	VMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	VMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	VMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	VMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	VMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	VMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	VMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	VMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	VMIN C 30 A_ChangeFlag(NOBLOCKMAP,0)
	VMIN D 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	Goto Death
Death:
	TNT1 A 0 A_Die
Explode:
	VMIN D 15 Bright A_PlaySound("weapons/minebeep")
	TNT1 A 0 A_AlertMonsters
	TNT1 A 0 A_Explode(292,200)
	TNT1 A 0 A_PlaySound("weapons/mineexplode")
	TNT1 A 0 A_SpawnItemEx("NemesisWhiteParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
    TNT1 AAAA 0 A_CustomMissile("WhiteNemesisKaboom3", 0, 0, random(0,360), 2, random(20,160))
	TNT1 AAAA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(20,160))
	TNT1 AAAA 0 A_SpawnItemEx("Debris",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)
	TNT1 A 0 A_SpawnItem("NemesisHellBoom",0,0,0,6)
	TNT1 A 0 A_CustomMissile("NemesisHellBoom",0,0,45,6)
	TNT1 A 0 A_CustomMissile("NemesisHellBoom",0,0,90,6)
    TNT1 A 0 A_CustomMissile("NemesisHellBoom",0,0,135,6)
    TNT1 A 0 A_CustomMissile("NemesisHellBoom",0,0,180,6)
	TNT1 A 0 A_CustomMissile("NemesisHellBoom",0,0,225,6)
	TNT1 A 0 A_CustomMissile("NemesisHellBoom",0,0,270,6)
    TNT1 A 0 A_CustomMissile("NemesisHellBoom",0,0,315,6)
    Stop
    }
}