#include "Actors/Legendaryattack.txt"
#include "Actors/EXattacks.txt"
#include "Actors/OldVSMAttacks.txt"
#include "Actors/InfSFX.txt"
#include "Actors/DatInfinityPlayer.txt"
#include "Actors/TaskForceMarines.txt"
#include "Actors/Grenades.txt"
#include "Actors/StickySFX.txt"
#include "Actors/CursedMonstersStuff.txt"

#include "Actors/Others/YellowGibs.txt"
#include "Actors/Others/Weather.txt"

//Weapons
#include "Actors/Weapons/INFLegendaryAK47.txt"
#include "Actors/Weapons/CursedRifle.txt"
#include "Actors/Weapons/SniperRifle.txt"
#include "Actors/Weapons/PlasmaSSG.txt"
#include "Actors/Weapons/Petrovec.txt"
#include "Actors/Weapons/DemonTechMinigun.txt"
#include "Actors/Weapons/BFS.txt"
#include "Actors/Weapons/CynetikStrikerCannon.txt"
#include "Actors/Weapons/Deathwind.txt"
#include "Actors/Weapons/TarmidhesPlasmaticCannon.txt"
#include "Actors/Weapons/ZamasuPlasmaticCannon.txt"
#include "Actors/Weapons/TheFastestBFG10KEver.txt"
#include "Actors/Weapons/TheFastestHexaShotgunEver.txt"
#include "Actors/Weapons/FootBallNuke.txt"
#include "Actors/Weapons/Bazooka.txt"
#include "Actors/Weapons/Enforcer.txt"
#include "Actors/Weapons/SMG-MP40Dual.txt"
#include "Actors/Weapons/ExplosiveQBSG.txt"
#include "Actors/Weapons/AlphaNemesis.txt"
#include "Actors/Weapons/Deathwalker.txt"

//Weapon Upgrades
#include "Actors/Weapons/Upgrades/Minigun-Shredder.txt"
#include "Actors/Weapons/Upgrades/Revolver-Harold.txt"
#include "Actors/Weapons/Upgrades/MissileLauncher-HEML.txt"
#include "Actors/Weapons/Upgrades/EXPSSG-EXPQuad.txt"
#include "Actors/Weapons/Upgrades/PlasmaShot-PulseAssShot.txt"
#include "Actors/Weapons/Upgrades/Assault-BurstRifle.txt"
#include "Actors/Weapons/Upgrades/ExpRifle-ExpMachinegun.txt"
#include "Actors/Weapons/Upgrades/Plasma-ShockDRifle.txt"

//Items
#include "Actors/Items/Runes/DemonicPowerRune.txt"
#include "Actors/Items/Runes/PassiveSkills.txt"
#include "Actors/Items/Runes/ActionSkills.txt"
#include "Actors/Items/Pickups/ZamasuSphere.txt"
#include "Actors/Items/Inventory/Soda.txt"
#include "Actors/Items/Inventory/SuicideItems.txt"
#include "Actors/Items/Inventory/TarmidhesRune.txt"
#include "Actors/Items/Inventory/SignetOfNecromancy.txt"
#include "Actors/Items/Inventory/ScrollOfTerror.txt"
#include "Actors/Items/Inventory/DiceOfReset.txt"
#include "Actors/Items/Inventory/WEM.txt"
#include "Actors/Items/Inventory/TrueLegendaryWeaponSphere.txt"
#include "Actors/Items/Inventory/FreakBeacon.txt"
#include "Actors/Items/Inventory/TaskForceBeacon.txt"
#include "Actors/Items/Inventory/EnragedRings.txt"
#include "Actors/Items/Inventory/AmpGoggles.txt"
#include "Actors/Items/Inventory/Jetpack.txt"
#include "Actors/Items/Inventory/ArmorRegen.txt"
#include "Actors/Items/Inventory/EspumaCoke.txt"

//Monsters
#include "Actors/Monsters/Zombies/StealthFighter.txt"
#include "Actors/Monsters/Zombies/DarkCowboy.txt"
#include "Actors/Monsters/Zombies/CursedZombie.txt"
#include "Actors/Monsters/Zombies/UberZombie.txt"
#include "Actors/Monsters/Zombies/BeheadedKamikaze.txt"
#include "Actors/Monsters/Zombies/InsaneMadMan.txt"
#include "Actors/Monsters/Zombies/DiscThrower.txt"
#include "Actors/Monsters/Zombies/LegSegwayZombie.txt"
#include "Actors/Monsters/Zombies/NemesisBandit.txt"
#include "Actors/Monsters/Zombies/ChainsawZombie.txt"
#include "Actors/Monsters/Zombies/HazmatZombie.txt"
#include "Actors/Monsters/Zombies/SegwayZombie.txt"
#include "Actors/Monsters/Zombies/EpicLegendaryZombie.txt"
#include "Actors/Monsters/Zombies/AngryLegendaryZombie.txt"
#include "Actors/Monsters/Zombies/TerrorZombie.txt"
#include "Actors/Monsters/Zombies/AlphaLegendaryPlasmaGunner.txt"
#include "Actors/Monsters/Zombies/LegendaryJetpackZombie.txt"
#include "Actors/Monsters/Zombies/LegendaryLeader.txt"
#include "Actors/Monsters/Zombies/TrueLegendaryLeader.txt"
#include "Actors/Monsters/Zombies/NemesisCowboy.txt"
#include "Actors/Monsters/Zombies/VexedNemesisCowboy.txt"
#include "Actors/Monsters/Zombies/EnragedLegendaryRevolverZombie.txt"
#include "Actors/Monsters/Zombies/NemesisRevolverZombie.txt"
#include "Actors/Monsters/Zombies/VexedNemesisRevolverZombie.txt"
#include "Actors/Monsters/Zombies/Chameleon.txt"
#include "Actors/Monsters/Zombies/LegendaryRailgunZombie.txt"
#include "Actors/Monsters/Zombies/TrueLegendaryRailgunZombie.txt"
#include "Actors/Monsters/Zombies/ExplosiveRailgunZombie.txt"
#include "Actors/Monsters/Zombies/LegendaryPlasmaGunner.txt"
#include "Actors/Monsters/Zombies/TrueLegendaryPlasmaGunner.txt"
#include "Actors/Monsters/Zombies/EmpoweredDTBallistaZombie.txt"
#include "Actors/Monsters/Zombies/DemonTechRailgunner.txt"
#include "Actors/Monsters/Shotgunners/ZombieWithNemesis.txt"
#include "Actors/Monsters/Shotgunners/SuperShotgunMajor.txt"
#include "Actors/Monsters/Shotgunners/UndeadPriest.txt"
#include "Actors/Monsters/Shotgunners/AngryHexa-ShotgunZombie.txt"
#include "Actors/Monsters/Shotgunners/RiotZombie.txt"
#include "Actors/Monsters/Shotgunners/HellfireBrute.txt"
#include "Actors/Monsters/Shotgunners/EmpoweredHexaShotgunZombie.txt"
#include "Actors/Monsters/Shotgunners/MaxTrooperZombie.txt"
#include "Actors/Monsters/Shotgunners/PyroCannonZombie.txt"
#include "Actors/Monsters/Shotgunners/CryoCannonZombie.txt"
#include "Actors/Monsters/Shotgunners/BazookaPsychoManiac.txt"
#include "Actors/Monsters/Shotgunners/HeavyRailgunner.txt"
#include "Actors/Monsters/Shotgunners/LegendaryColonel.txt"
#include "Actors/Monsters/Shotgunners/TrueLegendaryColonel.txt"
#include "Actors/Monsters/Shotgunners/LegendaryPyroZombie.txt"
#include "Actors/Monsters/Shotgunners/TrueLegendaryPyroZombie.txt"
#include "Actors/Monsters/Shotgunners/LegendaryDevastatorZombie.txt"
#include "Actors/Monsters/Shotgunners/TrueLegendaryDevastatorZombie.txt"
#include "Actors/Monsters/Shotgunners/CorruptedAssaultCaptain.txt"
#include "Actors/Monsters/Shotgunners/LegendaryProShotgunner.txt"
#include "Actors/Monsters/Shotgunners/TrueLegendaryProShotgunner.txt"
#include "Actors/Monsters/Shotgunners/EnragedLegSSGZombie.txt"
#include "Actors/Monsters/Shotgunners/NemesisLieutenant.txt"
#include "Actors/Monsters/Shotgunners/VexedNemesisLieutenant.txt"
#include "Actors/Monsters/Shotgunners/EmpoweredFlakCannonZombie.txt"
#include "Actors/Monsters/Shotgunners/NewCorruptedAssaultCaptain.txt"
#include "Actors/Monsters/Chaingunners/Executioner.txt"
#include "Actors/Monsters/Chaingunners/TechVulcanZombie.txt"
#include "Actors/Monsters/Chaingunners/FormerMajor.txt"
#include "Actors/Monsters/Chaingunners/LegendaryAdmiral.txt"
#include "Actors/Monsters/Chaingunners/TrueLegendaryAdmiral.txt"
#include "Actors/Monsters/Chaingunners/HEMLegendaryStealthTrooper.txt"
#include "Actors/Monsters/Chaingunners/TheFastestBFG10kZombie.txt"
#include "Actors/Monsters/Chaingunners/HomingBFG10kZombie.txt"
#include "Actors/Monsters/Chaingunners/RapidRocketZombie.txt"
#include "Actors/Monsters/Chaingunners/ShadowTrooper.txt"
#include "Actors/Monsters/Chaingunners/ImprovedTrooper.txt"
#include "Actors/Monsters/Chaingunners/HeavyCarbineGuy.txt"
#include "Actors/Monsters/Chaingunners/Uberchain.txt"
#include "Actors/Monsters/Chaingunners/CorruptChain.txt"
#include "actors/Monsters/Chaingunners/RifleCommando.txt"
#include "actors/Monsters/Chaingunners/SuperChaingunner.txt"
#include "Actors/Monsters/Chaingunners/TentacledCommando.txt"
#include "Actors/Monsters/Chaingunners/EpicDemonicZombie.txt"
#include "Actors/Monsters/Chaingunners/InsaneHellClone.txt"
#include "Actors/Monsters/Chaingunners/TheArmageddonLunatic.txt"
#include "Actors/Monsters/Chaingunners/RainbowBFG10kZombie.txt"
#include "Actors/Monsters/Chaingunners/RainbowExpMinigunner.txt"
#include "Actors/Monsters/Chaingunners/TrueLegendaryCommando.txt"
#include "Actors/Monsters/Chaingunners/StoneLegendaryCommando.txt"
#include "Actors/Monsters/Chaingunners/LegendaryGeneralRoasterock.txt"
#include "Actors/Monsters/Chaingunners/TrueLegendaryGeneralRoasterock.txt"
#include "Actors/Monsters/Chaingunners/TrueDarkLegendaryGeneralRoasterock.txt"
#include "Actors/Monsters/Chaingunners/EnragedLegendaryGeneralRoasterock.txt"
#include "Actors/Monsters/Chaingunners/NemesisGeneralRoasterock.txt"
#include "Actors/Monsters/Chaingunners/VexedNemesisGeneralRoasterock.txt"
#include "Actors/Monsters/Chaingunners/UltimateBFG10kGeneral.txt"
#include "Actors/Monsters/Chaingunners/UltimateCorruptedBFG10kGeneral.txt"
#include "Actors/Monsters/Chaingunners/RevelationCultist.txt"
#include "Actors/Monsters/Chaingunners/EnragedLegendaryGeneral.txt"
#include "Actors/Monsters/Chaingunners/NemesisGeneral.txt"
#include "Actors/Monsters/Chaingunners/VexedNemesisGeneral.txt"
#include "Actors/Monsters/Chaingunners/Marauder.txt"
#include "Actors/Monsters/Chaingunners/PhaseChain.txt"
#include "Actors/Monsters/Chaingunners/EliteSniper.txt"
#include "Actors/Monsters/Chaingunners/HellfireChain.txt"
#include "Actors/Monsters/Chaingunners/SacrosanctChain.txt"
#include "Actors/Monsters/Chaingunners/LegendaryUbercommando.txt"
#include "Actors/Monsters/Chaingunners/NemesisUbercommando.txt"
#include "Actors/Monsters/Chaingunners/VexedNemesisUbercommando.txt"
#include "Actors/Monsters/Chaingunners/TrueLegendaryUbercommando.txt"
#include "Actors/Monsters/Chaingunners/RebelAttackCraft.txt"
#include "Actors/Monsters/Chaingunners/BFG2704Commando.txt"
#include "actors/Monsters/Imps/OldCerebralImp.txt"
#include "Actors/Monsters/Imps/NightmareImp.txt"
#include "Actors/Monsters/Imps/HornedImp.txt"
#include "Actors/Monsters/Imps/Catharsi.txt"
#include "Actors/Monsters/Imps/LesserMutant.txt"
#include "Actors/Monsters/Imps/Illus.txt"
#include "Actors/Monsters/Imps/BlackholeImp.txt"
#include "Actors/Monsters/Imps/ImpFatsoDamager.txt"
#include "Actors/Monsters/Imps/ImpGunner.txt"
#include "Actors/Monsters/Imps/MechImp.txt"
#include "Actors/Monsters/Imps/InsaneFusionImp.txt"
#include "Actors/Monsters/Imps/LegendaryNightmare.txt"
#include "Actors/Monsters/Imps/TrueLegendaryNightmare.txt"
#include "Actors/Monsters/Imps/LegendaryCatharsi.txt"
#include "Actors/Monsters/Imps/TrueLegendaryCatharsi.txt"
#include "Actors/Monsters/Imps/EpicTrueLegAnnihilatorImp.txt"
#include "Actors/Monsters/Imps/LegendaryAnnihilatorImp.txt"
#include "Actors/Monsters/Imps/TrueLegendaryAnnihilatorImp.txt"
#include "Actors/Monsters/Imps/EnragedLegendaryPhaseImp.txt"
#include "Actors/Monsters/Imps/EnragedLegendaryCyberImp.txt"
#include "Actors/Monsters/Imps/NemesisPhaseImp.txt"
#include "Actors/Monsters/Imps/VexedNemesisPhaseImp.txt"
#include "Actors/Monsters/Imps/CursedImp.txt"
#include "Actors/Monsters/Imps/TerrorShamanImp/TerrorShamanImp.txt"
#include "Actors/Monsters/Imps/TerrorShamanImp/TSIAbominations.txt"
#include "Actors/Monsters/Imps/TerrorShamanImp/TSISerpents.txt"
#include "Actors/Monsters/Imps/TerrorShamanImp/Orcs.txt"
#include "Actors/Monsters/Imps/TerrorShamanImp/Baal.txt"
#include "Actors/Monsters/Imps/TerrorShamanImp/Mephisto.txt"
#include "Actors/Monsters/Imps/TerrorShamanImp/Medeus.txt"
#include "Actors/Monsters/Demons/CorruptedFiend.txt"
#include "actors/Monsters/Demons/NightmareFiend.txt"
#include "Actors/Monsters/Demons/Butcher.txt"
#include "Actors/Monsters/Demons/MechDemon.txt"
#include "Actors/Monsters/Demons/Juggernaut.txt"
#include "Actors/Monsters/Demons/ChainmailEttin.txt"
#include "Actors/Monsters/Demons/Bulwarker.txt"
#include "Actors/Monsters/Demons/CloakedBulwarker.txt"
#include "Actors/Monsters/Demons/SuperiorFiend.txt"
#include "Actors/Monsters/Demons/HackroidBeheadedKamikaze.txt"
#include "Actors/Monsters/Souls/Nethersyst.txt"
#include "Actors/Monsters/Souls/LegendaryDesertHornet.txt"
#include "Actors/Monsters/Souls/CrimsonSoul.txt"
#include "Actors/Monsters/Cacodemons/LaserCaco.txt"
#include "Actors/Monsters/Cacodemons/Sjas.txt"
#include "Actors/Monsters/Cacodemons/SoulChasm.txt"
#include "Actors/Monsters/Cacodemons/CorruptedCrackoDemon.txt"
#include "Actors/Monsters/Cacodemons/KingCaco.txt"
#include "Actors/Monsters/Cacodemons/NoirCacodemon.txt"
#include "Actors/Monsters/Cacodemons/DiarrhealCacodemon.txt"
#include "Actors/Monsters/Cacodemons/9.txt"
#include "Actors/Monsters/Cacodemons/BND.txt"
#include "Actors/Monsters/Cacodemons/NMCacodemon.txt"
#include "Actors/Monsters/Cacodemons/CerebralDefiler.txt"
#include "Actors/Monsters/Cacodemons/NemesisBloodMage.txt"
#include "Actors/Monsters/Cacodemons/DemonWizard.txt"
#include "Actors/Monsters/Cacodemons/NemesisRedeemer.txt"
#include "Actors/Monsters/Cacodemons/SawCacoDemon.txt"
#include "Actors/Monsters/Cacodemons/DestroyerCacodemon.txt"
#include "Actors/Monsters/Cacodemons/PhaseLich.txt"
#include "Actors/Monsters/Elementals/FrostElemental.txt"
#include "Actors/Monsters/Elementals/PhaseTormentor.txt"
#include "Actors/Monsters/Spiders/BFSSpider.txt"
#include "Actors/Monsters/Spiders/EpicLegendaryBabyDemolisher.txt"
#include "Actors/Monsters/Spiders/CGGArachnotron.txt"
#include "Actors/Monsters/Spiders/ArachnoShredder.txt"
#include "Actors/Monsters/Spiders/CerebralLesserCardinal.txt"
#include "Actors/Monsters/Spiders/BabyMasterSpark.txt"
#include "Actors/Monsters/Fatsoes/Mafibus.txt"
#include "Actors/Monsters/Fatsoes/Maxibus.txt"
#include "Actors/Monsters/Fatsoes/Specilos.txt"
#include "Actors/Monsters/Fatsoes/Arachnocubus.txt"
#include "Actors/Monsters/Fatsoes/MadFatsoCar.txt"
#include "Actors/Monsters/Fatsoes/CorruptedBehemoth.txt"
#include "Actors/Monsters/Fatsoes/MegaJuggernaut.txt"
#include "Actors/Monsters/Revenants/OverseerGuardian.txt"
#include "Actors/Monsters/Revenants/OneHundredTen.txt"
#include "Actors/Monsters/Revenants/NemesisSummonerRevenant.txt"
#include "Actors/Monsters/Revenants/PhaseFamine.txt"
#include "Actors/Monsters/Revenants/HellfireFamine.txt"
#include "Actors/Monsters/Revenants/CursedRevenant.txt"
#include "Actors/Monsters/Revenants/WidowDestroyer.txt"
#include "Actors/Monsters/Hellknights/Shinobi.txt"
#include "Actors/Monsters/Hellknights/ArchdukeOfHell.txt"
#include "Actors/Monsters/Hellknights/CyberHellArchon.txt"
#include "Actors/Monsters/Hellknights/DarkPaladin.txt"
#include "Actors/Monsters/Hellknights/CursedHellKnight.txt"
#include "Actors/Monsters/Barons/Homodox.txt"
#include "Actors/Monsters/Barons/Efreet.txt"
#include "Actors/Monsters/Barons/MadBaronCar.txt"
#include "Actors/Monsters/Barons/Excubitor.txt"
#include "Actors/Monsters/Barons/BattlelordOfHell.txt"
#include "Actors/Monsters/Barons/Belphegor.txt"
#include "Actors/Monsters/Barons/CyberBruiserDemon.txt"
#include "Actors/Monsters/Barons/RitualLord.txt"
#include "Actors/Monsters/Barons/AssaultWarlord.txt"
#include "Actors/Monsters/Barons/HellfireCyhunter.txt"
#include "Actors/Monsters/Barons/Blink.txt"
#include "Actors/Monsters/Barons/LesserPhaseCardinal.txt"
#include "Actors/Monsters/Barons/LesserClockworkCardinal.txt"
#include "Actors/Monsters/Barons/LesserHellfrostCardinal.txt"
#include "Actors/Monsters/Barons/SolarisCyBelphegor.txt"
#include "Actors/Monsters/Barons/LegendaryBelphegor.txt"
#include "Actors/Monsters/Barons/EnragedLegendaryBelphegor.txt"
#include "Actors/Monsters/Barons/NemesisBelphegor.txt"
#include "Actors/Monsters/Barons/CursedCyberNoble.txt"
#include "Actors/Monsters/Barons/NemesisAssaultKnight.txt"
#include "Actors/Monsters/Barons/VexedNemesisAssaultDestroyer.txt"
#include "Actors/Monsters/Barons/CorruptedLegendaryLesserCardinal.txt"
#include "Actors/Monsters/Archviles/Vessel.txt"
#include "Actors/Monsters/Archviles/Enesce.txt"
#include "Actors/Monsters/Archviles/MadArchFlyer.txt"
#include "Actors/Monsters/Archviles/EnragedVelocirator.txt"
#include "Actors/Monsters/Masterminds/CyberDemolisher.txt"
#include "Actors/Monsters/Masterminds/ElementalOfHell.txt"
#include "Actors/Monsters/Masterminds/SandStorm.txt"
#include "Actors/Monsters/Masterminds/TrashedLegendaryDemolisher.txt"
#include "Actors/Monsters/Masterminds/VexedNemesisDemolisher.txt"
//#include "Actors/Monsters/Masterminds/HellfireSentient.txt"
#include "Actors/Monsters/Masterminds/PranksterLegendarySentient.txt"
#include "Actors/Monsters/Masterminds/EmpoweredDarkDemolisher.txt"
#include "Actors/Monsters/Masterminds/InsaneDestructionist.txt"
#include "Actors/Monsters/Masterminds/BlackHummingbird.txt"
#include "Actors/Monsters/Masterminds/SupremeFiend.txt"
#include "Actors/Monsters/Masterminds/Hornet.txt"
#include "Actors/Monsters/Masterminds/FishCaptains.txt"
#include "Actors/Monsters/Masterminds/CerebralWarMachine.txt"
#include "Actors/Monsters/Masterminds/LegendaryDemolisher.txt"
#include "Actors/Monsters/Masterminds/TrueLegendaryDemolisher.txt"
#include "Actors/Monsters/Cyberdemons/Cardihilation.txt"
#include "Actors/Monsters/Cyberdemons/VexedNemesisCyberdemon.txt"
#include "Actors/Monsters/Cyberdemons/Badenenen.txt"
#include "Actors/Monsters/Cyberdemons/BattleLord.txt"
#include "Actors/Monsters/Cyberdemons/CacoShredder.txt"
#include "Actors/Monsters/Cyberdemons/Caconnihilator.txt"
#include "Actors/Monsters/Cyberdemons/ClockworkAvenger.txt"
#include "Actors/Monsters/Cyberdemons/AugmentedAnnihilator.txt"
#include "Actors/Monsters/Cyberdemons/LightCardinal.txt"
#include "Actors/Monsters/Cyberdemons/TeleporterFastBFG10kCyberdemon.txt"
#include "Actors/Monsters/Cyberdemons/EpicCyberdemon.txt"
#include "Actors/Monsters/Cyberdemons/TrueLegendaryAnnihilator.txt"
#include "Actors/Monsters/Cyberdemons/NewPhaseCyberdemon.txt"
#include "Actors/Monsters/Cyberdemons/LegendaryDesolator.txt"
//#include "Actors/Monsters/Cyberdemons/NemesisCardinal.txt"
#include "Actors/Monsters/Cyberdemons/NemesisAnnihilator.txt"
#include "Actors/Monsters/Cyberdemons/EnragedLegendaryCardinal.txt"
#include "Actors/Monsters/Cyberdemons/ZamasuCyberdemon.txt"
#include "Actors/Monsters/Cyberdemons/Hulk.txt"
#include "Actors/Monsters/Cyberdemons/SomeFormCardinal.txt"
#include "Actors/Monsters/Cyberdemons/ClockworkBanelord.txt"
#include "Actors/Monsters/Cyberdemons/Cyberhog.txt"
#include "Actors/Monsters/Cyberdemons/SuperBFGCyber.txt"
#include "Actors/Monsters/Cyberdemons/SuperweaponCyber.txt"
#include "Actors/Monsters/Cyberdemons/Superdemon.txt"
#include "Actors/Monsters/Cyberdemons/CyberBishop.txt"
#include "Actors/Monsters/Cyberdemons/SuperRedCardinal.txt"
#include "Actors/Monsters/Cyberdemons/CorruptedCardihilator.txt"
#include "Actors/Monsters/Cyberdemons/FatsoLegs.txt"
#include "Actors/Monsters/Cyberdemons/CerebralCardihilation.txt"
#include "Actors/Monsters/Cyberdemons/HellfrostAnnihilator.txt"
#include "Actors/Monsters/Cyberdemons/NewTrueLegendaryAnnihilator.txt"
#include "Actors/Monsters/Nazis/SuicideDog.txt"
#include "Actors/Monsters/Nazis/SSPyro.txt"
#include "Actors/Monsters/Nazis/SSDMinigunRocketMan.txt"
#include "Actors/Monsters/Nazis/NaziPoltergeist.txt"
#include "Actors/Monsters/Nazis/NemesisNazi.txt"
#include "Actors/Monsters/Nazis/VexedNemesisNazi.txt"
#include "Actors/Monsters/Nazis/VexTerminatedKrieger.txt"
#include "Actors/Monsters/Nazis/VexedNemesisHitler.txt"
#include "Actors/Monsters/Nazis/NemesisHitler.txt"
#include "Actors/Monsters/Nazis/Goliath.txt"
#include "Actors/Monsters/Nazis/GangstaGrosse.txt"
#include "Actors/Monsters/Nazis/LeeroyGrosse.txt"
#include "Actors/Monsters/Bosses/OMEGABARNEY.txt"
#include "Actors/Monsters/Bosses/PhaseTerminator.txt"
#include "Actors/Monsters/Bosses/NemesisTerminator.txt"
#include "Actors/Monsters/Bosses/VexedNemesisTerminator.txt"
#include "Actors/Monsters/Bosses/GatekeeperOfPain.txt"
#include "Actors/Monsters/Bosses/NewLegDoomguys.txt"
#include "Actors/Monsters/Bosses/HellishAvatar.txt"
#include "Actors/Monsters/Bosses/DarkChanneler.txt"
#include "Actors/Monsters/Bosses/Nifara.txt"
#include "Actors/Monsters/Bosses/ElKing.txt"
#include "Actors/Monsters/Bosses/TarmidhesHosavo.txt"
#include "Actors/Monsters/Bosses/Zuromo.txt"
#include "Actors/Monsters/Bosses/LegendaryHellSmith.txt"
#include "Actors/Monsters/Bosses/Jorg.txt"
#include "Actors/Monsters/Bosses/Makron.txt"
#include "Actors/Monsters/Bosses/Taurus.txt"
#include "Actors/Monsters/Bosses/CrimsonInquisitor.txt"
#include "Actors/Monsters/Bosses/EvilBaron.txt"
#include "Actors/Monsters/Bosses/DarkInquisitor.txt"
#include "Actors/Monsters/Bosses/HeavyLandCarrier.txt"
#include "Actors/Monsters/Bosses/ChaosStormCauser.txt"
#include "Actors/Monsters/Bosses/ChaosSheepsHeadWrasse.txt"
#include "Actors/Monsters/Bosses/ArmamentArmedArm.txt"
#include "Actors/Monsters/Bosses/VexedNemesisHellsmith.txt"
#include "Actors/Monsters/Bosses/EnragedLegendaryDoomguy.txt"
#include "Actors/Monsters/Bosses/CorruptedFan.txt"
#include "Actors/Monsters/Bosses/PhaseFoldingFan.txt"
#include "Actors/Monsters/Touhous/NemesisRemilia.txt"
#include "Actors/Monsters/Touhous/Mokou.txt"
#include "Actors/Monsters/TheSpooks/Exetior.txt"
#include "Actors/Monsters/TheSpooks/MioHonda.txt"
#include "Actors/Monsters/TheSpooks/WeaverBonnie.txt"
#include "Actors/Monsters/TheSpooks/Bloodeye.txt"
#include "Actors/Monsters/TheSpooks/Corrupt.txt"
#include "Actors/Monsters/TheSpooks/JitterSkull.txt"
#include "Actors/Monsters/TheSpooks/Clowny.txt"
#include "Actors/Monsters/TheSpooks/GhoulIodsa.txt"
#include "Actors/Monsters/TheSpooks/HellfrostBite.txt"
#include "Actors/Monsters/TheSpooks/Samara.txt"
#include "Actors/Monsters/TheSpooks/ImpostorGhoul.txt"
#include "Actors/Monsters/TheSpooks/Emtalic.txt"
#include "Actors/Monsters/TheSpooks/Noise.txt"
#include "Actors/Monsters/TheSpooks/OtherGhouls.txt"
#include "Actors/Monsters/WTF.txt"
#include "Actors/Monsters/Standalones.txt"
#include "Actors/Monsters/ElementalGheists.txt"
#include "Actors/Monsters/DisguisedHKBosses.txt"

#include "Actors/InfinityMonsters/EnragedEvolved.txt"
#include "Actors/InfinityMonsters/EnragedExtra.txt"

//Barrels
#include "Actors/Barrels/PoltergeistBarrel.txt"
#include "Actors/Barrels/Mimic.txt"
#include "Actors/Barrels/NewChests.txt"
#include "Actors/Barrels/LegendaryBarrelMan.txt"
#include "Actors/Barrels/TrueLegendaryBarrelMan.txt"

//New Monsters
#include "Actors/NewMonsters/TrueLegendaryBelphegor.txt"
#include "Actors/NewMonsters/VexedNemesisBelphegor.txt"
#include "Actors/NewMonsters/TrueLegendaryJetpackZombie.txt"
#include "Actors/NewMonsters/EnragedLegendaryJetpackZombie.txt"
#include "Actors/NewMonsters/EnragedLegendaryProShotgunner.txt"
#include "Actors/NewMonsters/PhaseAnnihilatorImp.txt"

//Tweaks
#include "Actors/Tweaks/NexusMiscTweaks.txt"
#include "Actors/Tweaks/NexusMonsterTweaks.txt"
#include "Actors/Tweaks/MoreRMTweaks.txt"
#include "Actors/Tweaks/MoreWeaponTweaks.txt"
#include "Actors/Tweaks/LegendaryWeaponTweaks.txt"
#include "Actors/Tweaks/TLCATweaks.txt"

#include "Actors/Tweaks/BossTweaks/Legendary.txt"
#include "Actors/Tweaks/BossTweaks/TrueLegendary.txt"
#include "Actors/Tweaks/BossTweaks/EnragedLegendary.txt"
#include "Actors/Tweaks/BossTweaks/Nemesis.txt"
#include "Actors/Tweaks/BossTweaks/VexedNemesis.txt"
#include "Actors/Tweaks/BossTweaks/Boss.txt"
#include "Actors/Tweaks/BossTweaks/FakeLegs.txt"

//Friendlies
#include "Actors/FriendlyMonsters/Legendary/FriendlyLegendaryT1.txt"
#include "Actors/FriendlyMonsters/Legendary/FriendlyLegendaryT2.txt"
#include "Actors/FriendlyMonsters/Legendary/FriendlyLegendaryT3.txt"
#include "Actors/FriendlyMonsters/Legendary/FriendlyLegendaryT4.txt"

//Spawners
//#include "Actors/Spawners/TXSShuffleSpawners.txt"  Already included in Nexus

#include "Actors/Spawners/INFEnemySpawner.txt"
#include "Actors/Spawners/ExtraSpawners.txt"
#include "Actors/Spawners/INFWeaponEntitySpawner.txt"
#include "Actors/Spawners/CreatureSpawner.txt"

//Other
#include "Actors/Monsters/Misc/Environmentals.txt"
#include "Actors/Monsters/Misc/LegendaryAir.txt"

ACTOR ELegRevRailgunTrailFix : LegRevRailgunTrail Replaces ELegRevRailgunTrail
{
States
{
  Spawn:
    TNT1 A 0
	EGPB ABCDEFGHIJKLMNOP 2 Bright A_FadeOut(0.04)
	Stop
	}
}

Actor TrueLegBFG10KNerfed : TrueLegBFG10K Replaces TrueLegBFG10K
{
Weapon.AmmoGive 200
Weapon.AmmoType1 "TrueLegendaryCell"
Weapon.AmmoUse 0
Tag "The Real True Legendary BFG10K"
+WEAPON.AMMO_OPTIONAL
States
{
  Fire:
    TNT1 A 0 A_JumpIfInventory("TrueLegendaryCell",50,1)
	Goto Empty
    T10K B 20 A_PlaySound("True10K/Charge1")
    T10K C 4
    T10K DEFGH 1
    Goto Hold
  Hold:
    TNT1 A 0 A_JumpIfInventory("TrueLegendaryCell",50,1)
	Goto Empty
    T10K H 2 A_GunFlash
	TNT1 A 0 A_PlaySound("True10K/Fire",6)
	T10K I 0 A_FireBullets(0, 0, 5, 200, "TrueLegBFG10KShot")
	T10K I 0 A_FireBullets(0, 0, 5, 200, "TrueLegBFG10KShot")
	T10K I 0 A_FireBullets(0, 0, 5, 200, "TrueLegBFG10KShot")
	T10K I 0 A_FireBullets(0, 0, 5, 200, "TrueLegBFG10KShot")	
	T10K I 0 A_FireCustomMissile("True10kBlueComet",0,1,0,-16)
	T10K I 0 A_FireCustomMissile("True10kBlueComet",0,0,0,-16)
	T10K I 0 A_FireCustomMissile("True10kBlueComet",0,0,0,-16)
	T10K I 0 A_FireCustomMissile("True10kBlueComet",0,1,-16)	
	T10K I 0 A_FireBullets(0, 0, 5, 200, "TrueLegBFG10KShot")
	T10K I 0 A_FireBullets(0, 0, 5, 200, "TrueLegBFG10KShot")
	T10K I 0 A_FireBullets(0, 0, 5, 200, "TrueLegBFG10KShot")
	T10K I 0 A_FireBullets(0, 0, 5, 200, "TrueLegBFG10KShot")	
    T10K K 2 A_TakeInventory("TrueLegendaryCell",50)
    T10K L 0 A_ReFire
    T10K L 20 A_PlaySound("True10K/CoolDown")
    Goto Ready
  Empty:
	T10K A 15 A_PlayWeaponSound("weapons/click3")
	Goto Ready
	}
}

Actor TrueLegBFG10KShotNerfed : TrueLegBFG10KShot Replaces TrueLegBFG10KShot
{
+FOILINVUL
Damage 300
States
{
  Spawn:
    SFE3 A 0
    SFE3 A 3 Bright A_Explode(300, 128, 1)
    SFE3 BCDEF 3 Bright
    Stop
  }
}

Actor True10kBlueCometNerfed : True10kBlueComet Replaces True10kBlueComet
{
+FOILINVUL
Damage 200
States
{
  Death:
    LNCM D 0 
    LNCM E 3 Bright
	TNT1 E 0 //A_CustomMissile("AmberPuff",0,0,0) Does not exist
    LNCM FG 3 Bright A_Explode(200,128,0)
    LNCM HI 3 Bright
    Stop
  }
}

Actor StopWithTheFuckingBeaconsDarko : Darko Replaces Darko
{
Tag "\ciDarko\c-"
var int user_beacon;
States
{
  See:
    TNT1 A 0 A_JumpIf(user_beacon >= 2,2)
    TNT1 A 0 A_Jump(20,"Beacon","BeaconSpread")
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    DARO AAAABBBB 3 A_Chase
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)		
    DARO CCCCDDDD 3 A_Chase
    Loop
  Pain:
	DARO E 6 A_Pain
	Goto Missile
  Beacon:
    TNT1 A 0 A_SetUserVar("user_beacon",user_beacon+1)
	TNT1 A 0 A_PlaySound("Darko/Taunt",CHAN_VOICE,1.0,0)
    DARO E 20 A_SpawnItem("ActiveStrongSSBeacon")
	Goto See
  BeaconSpread:
    TNT1 A 0 A_SetUserVar("user_beacon",user_beacon+1)
	TNT1 A 0 A_PlaySound("Darko/Taunt",CHAN_VOICE,1.0,0)
	DARO E 20 A_SpawnItemEx("ActiveSSBeacon",0,0,8,random(0,8),random(0,8),2,random(0,360),0,32)
	TNT1 A 0 A_SpawnItemEx("ActiveSSBeacon",0,0,8,random(0,8),random(0,8),2,random(0,360),0,32)
	TNT1 A 0 A_SpawnItemEx("ActiveSSBeacon",0,0,8,random(0,8),random(0,8),2,random(0,360),0,32)
	Goto See
	}
}

Actor INFClusterfuckSlayerPower : ClusterfuckSlayerPower Replaces ClusterfuckSlayerPower
{
States
{
  Use:
	TNT1 A 0
	TNT1 A 0 ACS_NamedExecuteAlways("HeroMusic",0,2500,1012,310)
	TNT1 A 0 A_GiveInventory("PowerStrength")
	TNT1 A 0 A_GiveInventory("NemesisUltraSphereQuiet")
	TNT1 A 1 A_GiveInventory("CFSPInvulnerability")
	TNT1 A 0 A_GiveInventory("CFSPQuadDamage")
	TNT1 A 0 A_GiveInventory("CFSPBlur")
	TNT1 A 0 A_GiveInventory("CFSPCarnage")
	TNT1 A 0 A_GiveInventory("CFSPSpeed")
	TNT1 A 0 A_GiveInventory("CFSPJump")
	TNT1 A 0 A_GiveInventory("CFSPAmmo")
	TNT1 A 0 A_JumpIfInventory("AgilityRuneRage",1,"NoIncreasedFiringSpeed")
	TNT1 A 0 A_GiveInventory("CFSPFirepower")
	stop
	}
}

Actor INFDoomSlayerPower : DoomSlayerPower Replaces DoomSlayerPower
{
States
{
  Use:
	TNT1 A 0
	TNT1 A 0 ACS_NamedExecuteAlways("HeroMusic",0,2501,1012,160)
	TNT1 A 0 A_GiveInventory("PowerStrength")
	TNT1 A 0 A_GiveInventory("HellfireUltraSphere")
	TNT1 A 0 A_GiveInventory("DoomSlayerInvulnerability")
	TNT1 A 0 A_GiveInventory("DoomSlayerQuadDamage")
	TNT1 A 0 A_GiveInventory("DoomSlayerBlur")
	TNT1 A 0 A_GiveInventory("DoomSlayerCarnage")
	TNT1 A 0 A_GiveInventory("DoomSlayerSpeed")
	TNT1 A 0 A_GiveInventory("DoomSlayerJump")
	TNT1 A 1 A_GiveInventory("DoomSlayerAmmo")
	TNT1 A 0 A_JumpIfInventory("AgilityRuneRage",1,"NoIncreasedFiringSpeed")
	TNT1 A 0 A_GiveInventory("DoomSlayerFirepower")
	stop
	}
}

Actor INFTripleTechBolt : TripleTechBolt Replaces TripleTechBolt
{
Damage (Random(8,14))
BounceCount 6
States
{
  Death:
  XDeath:
	TNT1 A 0 A_Setscale(0.55)
    CLBA C 10 Bright
	TNT1 A 0 A_Setscale(0.65)
    CLBA C 10 Bright
	TNT1 A 0 A_Setscale(0.75)
    CLBA C 10 Bright
	TNT1 A 0 A_Setscale(0.85)
    CLBA C 10 Bright
	TNT1 A 0 A_Setscale(0.95)
    CLBA C 10 Bright
	TNT1 A 0 A_PlaySound("uroboros/explode",7,1.0,false)
	TNT1 A 0 A_CustomMissile("Kaboom23", 0, 0, random(0,360), 2, random(0,360))
	TNT1 A 0 A_SpawnItem("TripleTechExplosionEffect")
	TNT1 A 2 A_Explode(280,400)
	TNT1 AAAAAAAAAA 2 A_SpawnItemEx("BlueProjParticleSuperLarge",0,0,0,frandom(-7,7),frandom(-7,7),frandom(-7,7),random(0,359))
	Stop
	}
}

Actor MarineAmmunition : AIStrafing
{
  States
  {
  Pickup:
    NULL A 1
    NULL A 1 A_Jump(255,1)
    Stop
	NULL A 1 A_Jump(5,12,13,14)
	NULL A 1
    NULL A 1 A_Jump(256,1,2,3,4,5,6,7,8,9)
    Stop
    NULL A 1 A_GiveInventory("BulletMag",10)
    Stop
    NULL A 1 A_GiveInventory("NewShell",5)
    Stop
    NULL A 1 A_GiveInventory("Missile",2)
    Stop
    NULL A 1 A_GiveInventory("NewCell",15)
    Stop
    NULL A 1 A_GiveInventory("DemonAmmo",15)
    Stop
    NULL A 1 A_GiveInventory("DustMana",15)
    Stop
    NULL A 1 A_GiveInventory("Dcell",5)
    Stop
    NULL A 1 A_GiveInventory("Gas",10)
    Stop
    NULL A 1 A_GiveInventory("ExplosiveAmmo",1)
    Stop
    NULL A 1 A_GiveInventory("HandGrenadeAmmo",1)
    Stop
    NULL A 1 A_GiveInventory("MineAmmo",1)
    Stop
    NULL A 1 A_GiveInventory("SpringMine",1)
    Stop
  }
}

Actor NexusLoadCheck3 : CustomInventory {}

ACTOR ElNexusRuneSpawnerTier1 : RandomSpawner
{
DropItem "NexusHighJumpRune", 256, 150
DropItem "NexusResistanceRune", 256, 100
DropItem "NexusStrengthRune", 256, 50
DropItem "NexusSpreadRune", 256, 20
}

Actor DiceOfResetRSpawner : RandomSpawner
{
DropItem "DiceOfReset", 256, 1
DropItem "NexusSoulSphere", 256, 1
}

ACTOR INFFriendlyMonsterSign : FriendlyMonsterSign
{
+BRIGHT
States
{
  Spawn:
	FMRK A 1 NoDelay
	Stop
	}
}

Actor HalloweenAmbientEmitter
{
+NOCLIP
+NOGRAVITY
+NOINTERACTION
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 ACS_NamedExecuteAlways("WorldAmbient",0)
	TNT1 A 630
	Wait
	}
}

ACTOR HalloweenEffectGiver : Crusaderbuff
{
States 
{
  Pickup:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("SamaraSoundEmitter",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("HalloweenDistractSpawner",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("HalloweenLightningSpawner",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)
	stop
	}
}

ACTOR HalloweenEffectGiver2 : Crusaderbuff
{
States 
{
  Pickup:
	TNT1 A 1
	TNT1 A 0 A_GiveInventory("Flare",32)
	TNT1 A 0 A_SpawnItemEx("SamaraSoundEmitter",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("HalloweenDistractSpawner",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("HalloweenLightningSpawner",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)
	stop
	}
}

Actor HalloweenDistractSpawner : SamaraDistractSpawner
{
States
{
  Spawn:
   TNT1 A 0
   TNT1 A 0 A_SetUserVar("user_ghoulcooldown",0)
   TNT1 A 0 A_SetUserVar("user_starttimer",Random(1000,5000))
  Start:
   TNT1 A 0 A_JumpIf(user_starttimer <= 5,"Distract")
   TNT1 A 5 A_SetUserVar("user_starttimer",user_starttimer-1)
   TNT1 A 0 A_Warp(AAPTR_FRIENDPLAYER,0,0,0,0,WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE,"Start")
   Loop
  Idle:
   TNT1 A 0 A_JumpIf(user_timer >= 1500,"Distract")
   TNT1 A 5 A_SetUserVar("user_timer",user_timer+Random(1,5))
   TNT1 A 0 A_Warp(AAPTR_FRIENDPLAYER,0,0,0,0,WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE,"Idle")
   Goto Death
  Distract:
   TNT1 A 1 A_Jump(100,"SpawnGhoulwait")
   TNT1 A 0
   Goto DistractOnly
  Aggressiveness:
   TNT1 A 0 ACS_NamedExecuteAlways("SamaraAggressiveness",0)
   TNT1 A 0 A_SetUserVar("user_aggressive",1)
  DistractOnly:
   TNT1 A 0 A_SetUserVar("user_timer",0)
   TNT1 A 1 A_SpawnItemEx("RandomGhoulDistract",Random(-40,40),Random(-40,40),Random(0,80),0,0,0,0,SXF_NOCHECKPOSITION)
   TNT1 A 0 A_SetUserVar("user_ghoulcooldown",user_ghoulcooldown+1)
   Goto Idle
  SpawnGhoulWait:
   TNT1 A 0 A_JumpIf(user_aggressive >= 1,2)
   TNT1 A 0 A_JumpIf(user_ghoulspawned >= 5,"Aggressiveness")
   TNT1 A 0
  SpawnGhoulWaitLoop:
   TNT1 A 1 A_CheckRange(800,"SpawnGhoul")
   TNT1 A 0 A_JumpIf(user_ghoulcooldown <= 2,"DistractOnly")
   Loop
  SpawnGhoul:
   TNT1 A 1 ACS_NamedExecuteAlways("SamaraSpawnGhoul",0)
   TNT1 A 0 A_SetUserVar("user_timer",0)
   TNT1 A 0 A_SetUserVar("user_ghoulcooldown",0)
   TNT1 A 0 A_SetUserVar("user_ghoulspawned",user_ghoulspawned+1)
   Goto Idle
  Death:
   TNT1 A 1 A_Fall
   Stop
   }
}

Actor HalloweenLightningSpawner : SamaraDistractSpawner
{
States
{
  Spawn:
   TNT1 A 0
   TNT1 A 0 A_SetUserVar("user_starttimer",Random(3,400))
   TNT1 A 0 A_SetUserVar("user_timer",0)
  Start:
   TNT1 A 0 A_JumpIf(user_timer >= user_starttimer,"Lightning")
   TNT1 A 5 A_SetUserVar("user_timer",user_timer+1)
   TNT1 A 0 A_Warp(AAPTR_FRIENDPLAYER,0,0,0,0,WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
   Loop
  Lightning:
   TNT1 A 0 A_GiveInventory("HalloweenLightningGiver",1,AAPTR_FRIENDPLAYER)
   TNT1 A 0 A_SetUserVar("user_starttimer",Random(3,400)) 
   TNT1 A 0 A_SetUserVar("user_timer",0)
   Goto Start
   }
}

Actor HalloweenLightningGiver : Crusaderbuff
{
States 
{
  Pickup:
	TNT1 A 1
	TNT1 A 0 ACS_NamedExecuteAlways("LightningFlashPlayer",0)
	stop
	}
}

Actor CLLesserCardinalStandAlone : CorruptedLegendaryLesserCardinal
{
  Health 4000 //3000
  Species "Nobles"
  DropItem "LegendaryShell" 128 4
  DropItem "LegendaryShellBox" 128
  DropItem "LegendaryCell" 128
  DropItem "LegendaryCellPack" 128
  DropItem "LegendaryBFG10K" 64
  DropItem "Legendary Plasmatic Cannon" 128 
  DropItem "Legendary Assault Shotgun" 128
  DropItem "LDemonAmmoBox" 256
  DropItem "LDemonAmmo" 256
  DropItem "LegendaryRune" 150 1
  DropItem "LegendarySphere" 140 1
  DropItem "LegendaryUltraSphere" 70 1
  Dropitem "D-BFG", 128
  DropItem "BLG", 32
  Dropitem "DCellPack", 128, 24
  Dropitem "DCell", 150, 10
  Dropitem "DCell", 100, 10
  Dropitem "DCell", 100, 10
  Dropitem "MarineDBFGBeacon", 16, 1
  Obituary "%o was completely erased by the \c[o7]Corrupted \c[z3]Legendary Lesser Cardinal\c-."
  Tag "\c[o7]Corrupted \c[z3]Legendary Lesser Cardinal\c-"
  var int user_music;
  States
  {
  See:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,2134,128)
	//TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,2134)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_JumpIf(user_script == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("LegAfritFire",0)
	TNT1 A 0 A_SetUserVar("user_script",1)
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	CLLC AB 2 Bright A_Chase
	TNT1 A 0 A_Jump(25,"Teleport")
	Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_RemoveChildren(1)
	TNT1 A 0 A_StopSound(7)
	CLLC I 20 A_Scream
	TNT1 AA 0 A_SpawnItemEx("LegBlueGibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 AA 0 A_CustomMissile("LegendarySmokeFX2",0,0,Random(0,360),2,Random(0,360))	
	CLLC JJJJKKKK 2 A_CustomMissile("PainfulDeathKaboom",Random(10,50),0,Random(0,360),2,Random(0,360))
	TNT1 A 0 A_SpawnItemEx("T3DBFGBallExp")
	TNT1 A 0 A_SpawnItemEx("T3DBFGBoltExp",0,0,40)
	TNT1 AA 0 A_SpawnItemEx("LegBlueGibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 AA 0 A_CustomMissile("LegendarySmokeFX2",0,0,Random(0,360),2,Random(0,360))
	CLLC LLLL 2 A_CustomMissile("PainfulDeathKaboom",Random(10,50),0,random(0,360),2,random(0,360))
	TNT1 AA 0 A_SpawnItemEx("LegBlueGibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 AA 0 A_CustomMissile("LegendarySmokeFX2",0,0,Random(0,360),2,Random(0,360))
	CLLC MMMM 2 A_CustomMissile("PainfulDeathKaboom",Random(10,50),0,random(0,360),2,random(0,360))
	TNT1 AA 0 A_SpawnItemEx("LegBlueGibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 AAAA 0 A_CustomMissile("LegendarySmokeFX2",0,0,random(0,360),2,random(0,360))
	CLLC N 4 A_NoBlocking
	CLLC O 3 A_BossDeath
	TNT1 A 1 A_KillMaster
	Stop
	}
}

Actor CLBabySentientStandAlone : CorruptedLegendaryBabySentient
{
  Health 3500 //3000
  Species "BabySpiders"
  DropItem "BulletBox" 256
  DropItem "Explosive Minigun" 256 1
  DropItem "LegendaryCell" 128
  DropItem "LegendaryCellPack" 128
  DropItem "LegendaryBFG10K" 64
  DropItem "Legendary Plasmatic Cannon" 128 
  DropItem "LDemonAmmoBox" 256
  DropItem "LDemonAmmo" 256
  DropItem "LegAmmoSphere" 70
  DropItem "LegendaryRune" 150 1
  DropItem "LegendarySphere" 140 1
  DropItem "LegendaryUltraSphere" 70 1
  Dropitem "D-BFG", 128
  DropItem "BLG", 32
  Dropitem "DCellPack", 128, 24
  Dropitem "DCell", 150, 10
  Dropitem "DCell", 100, 10
  Dropitem "DCell", 100, 10
  Dropitem "MarineDBFGBeacon", 16, 1
  Obituary "%o was no match in all terms against the \c[o7]Corrupted  \c[z3]Legendary Baby Sentient\c-."
  Tag "\c[o7]Corrupted \c[z3]Legendary Baby Sentient\c-"
  var int user_music;
  States
  {
  See:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,2137,129)
	//TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,2134)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_JumpIf(user_script == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("SpawnFireOnActor2",0,5)
	TNT1 A 0 A_SetUserVar("user_script",1)
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	CLBS AB 2 Bright A_Chase
	TNT1 A 0 A_Jump(35,"Evade")
	TNT1 A 0 A_Jump(25,"Teleport")
	Loop
  Death:
	CLBS A 20 Bright A_Scream
	CLBS E 6 Bright A_Fall
	TNT1 AA 0 A_SpawnItemEx("LegBlueGibbedGenerator",0,0,0,0,0,0,0,128,0)
	CLBS FFFFFFFFF 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,40), random(10,-10), random(0,360), 2, random(0,360))
	TNT1 AAAA 0 A_CustomMissile("LegendarySmokeFX2", random(20,40), 0, random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("LegBlueGibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 A 0 A_SpawnItemEx("T3DBFGBallExp")
	TNT1 A 0 A_SpawnItemEx("T3DBFGBoltExp",0,0,40)
	CLBS GGGGGGGGG 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,40), random(10,-10), random(0,360), 2, random(0,360))
	TNT1 AAAA 0 A_CustomMissile("LegendarySmokeFX2", random(20,40), 0, random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("LegBlueGibbedGenerator",0,0,0,0,0,0,0,128,0)
	CLBS HHHHHHHHH 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,40), random(10,-10), random(0,360), 2, random(0,360))
	TNT1 AAAA 0 A_CustomMissile("LegendarySmokeFX2", random(20,40), 0, random(0,360), 2, random(0,360))
	CLBS I 4
	CLBS J 2 A_KillMaster
	Stop
	}
}

ACTOR NewTrueLegendaryGeneralRoasterock : LegendaryGeneralRoasterock //The final form of... this thing
{
  Health 6000 //da fuck?
  +BRIGHT
  DamageFactor "PlayerNemesisPlasma", 0.5
  DamageFactor "UltimateLegendary", 0.0
  DamageFactor "TrueLegendaryDamage", 0.0
  DamageFactor "TrueLegendaryPlayer", 0.0
  //DropItem "Homing Demon Tech Devastator", 96, 1 //Commander Devastator: Am I a joke to you?
  //DropItem "LegendaryPyroCannon", 64, 1 //another unnecessarily mega powerful weapon
  DropItem "Legendary Demon Tech Devastator", 150, 1
  DropItem "Demon Tech BFG10K", 96, 1
  DropItem "Backpack", 267, 1
  DropItem "AmpGoggles", 256, 1
  DropItem "SkullOfPower", 72, 1
  DropItem "DemonicChalice", 72, 1
  DropItem "Legendary Plasmatic Rifle" 190
  DropItem "Legendary Plasmatic Cannon" 190
  DropItem "Legendary Assault Shotgun" 190
  DropItem "LegendaryUltraSphere" 200 1
  DropItem "TrueLegTimeFreezeSphere" 100 1
  DropItem "TrueLegAmmoSphere" 128 1
  DropItem "TrueLegendaryArmor" 120 1
  DropItem "LegendaryFusionCell" 55 1
  DropItem "TrueLegendaryCell" 200
  DropItem "TrueLegendaryCellPack" 150
  DropItem "LegendaryBossLifeEssence" 256
  DropItem "LegendaryBossArmorBonusMax" 256
  DropItem "LegendaryRune" 110 1
  DropItem "LDemonAmmoBox" 256
  DropItem "LDemonAmmo" 256
  DropItem "LegendaryBFG10K" 96
  DropItem "LegendaryShell" 256 4
  DropItem "LegendaryShellBox" 200
  DropItem "LegendaryCell" 256
  DropItem "LegendaryCellPack" 200
  DropItem "TrueLegendaryRune" 36 1
  DropItem "TrueLegendaryBFGUpgrade" 140 1
  Species "UltimateLegendary"
  Tag "\c[m5]Epic \c[l5]True\c- \c[z3]Legendary General Roasterock\c-"
  var int user_missile;
  var int user_music;
  Obituary "%o Found out that \c[z3]Legendary\c- Versions of already Strong Bosses are a Terrible Idea"
  States
  {
  Spawn:
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
    R0ST A 10 A_look
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	R0ST Z 10 A_look
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	Loop
  See:
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
    TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,4007,219) //True Leg General Roasterock
	//TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,4007)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("RoasterStep",0,0,0,0)
	R0ST AABB 1 A_Chase
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("RoasterStep",0,0,0,0)
	R0ST CCDD 1 A_Chase
	TNT1 A 0 A_Jump(224,2)
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_Jump(8,"Teleport")
	R0ST AABB 1 A_Chase
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("RoasterStep",0,0,0,0)
	R0ST CCDD 1 A_Chase
	TNT1 A 0 A_Jump(224,2)
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_Jump(8,"Teleport")
	R0ST AABB 1 A_Chase
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("RoasterStep",0,0,0,0)
	R0ST CCDD 1 A_Chase
	TNT1 A 0 A_Jump(224,2)
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_Jump(8,"Teleport")
	Loop
  Idle:
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	R0ST A 0 A_LookEx(0,0,2048,2048,100)
	TNT1 A 0 A_SpawnItem("RoasterStepQuiet",0,0,0,0)
	R0ST AAAABBBB 2 A_Wander
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	R0ST A 0 A_LookEx(0,0,2048,2048,100)
	TNT1 A 0 A_SpawnItem("RoasterStepQuiet",0,0,0,0)
	R0ST CCCCDDDD 2 A_Wander
	Loop
  Strafing:
	R0ST A 0 A_SpawnItem("RoasterStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	R0ST AABB 3 A_GiveInventory("TLegZombieStrafing3",1)
	R0ST C 0 A_SpawnItem("RoasterStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
    R0ST CCDD 3 A_GiveInventory("TLegZombieStrafing3",1)
	Goto See	
  Sprint:
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("RoasterStep",0,0,0,0)
	R0ST AAAABBBB 1 A_Chase
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("RoasterStep",0,0,0,0)
	R0ST CCCCDDDD 1 A_Chase
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("RoasterStep",0,0,0,0)
	R0ST AAAABBBB 1 A_Chase
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("RoasterStep",0,0,0,0)
	R0ST CCCCDDDD 1 A_Chase
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("RoasterStep",0,0,0,0)
	R0ST AAAABBBB 1 A_Chase
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("RoasterStep",0,0,0,0)
	R0ST CCCCDDDD 1 A_Chase
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("RoasterStep",0,0,0,0)
	R0ST AAAABBBB 1 A_Chase
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("RoasterStep",0,0,0,0)
	R0ST CCCCDDDD 1 A_Chase
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("RoasterStep",0,0,0,0)
	R0ST AAAABBBB 1 A_Chase
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("RoasterStep",0,0,0,0)
	R0ST CCCCDDDD 1 A_Chase
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("RoasterStep",0,0,0,0)
	R0ST AAAABBBB 1 A_Chase
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("RoasterStep",0,0,0,0)
	R0ST CCCCDDDD 1 A_Chase
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	Goto See
 Teleport:
    R0ST A 1 Bright A_UnSetShootable
	R0ST AAAA 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	R0ST AAAAAAAAAA 1  A_FadeOut(0.1,0)
	R0ST A 2
	R0ST AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	R0ST AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
    R0ST A 1 A_PlayWeaponSound("boss/teleport")
	R0ST AAAA 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	R0ST AAAAAAAAAA 1 A_FadeIn(0.1)
    R0ST A 1 Bright A_SetShootable
    Goto See
  Pause:
	TNT1 A 0 A_PlaySoundEx("roaster/stop","SoundSlot6")
	R0ST G 10
	Goto See
  Missile:
    TNT1 A 0 A_Jump(10,"FinalAttack")
    TNT1 A 0 A_Jump(30,"MLGDevastator","TrueLegBFG")
	TNT1 A 0 A_Jump(150,"FuelRockets","LightMachinegun","LegMissile","Railguns","DTBFG10K","Devastator","BFG15K","MLGDTBFG")
  FuelRockets:
	R0ST E 10 A_FaceTarget
	R0ST E 5 A_FaceTarget
	R0ST E 0 A_GiveInventory("TLegZombieStrafing3",1)
	R0ST F 4 A_CustomMissile("TrueLegendaryRocket",28,10,Random(4,-4))
	R0ST E 5 A_FaceTarget
	R0ST E 0 A_GiveInventory("TLegZombieStrafing3",1)
	R0ST F 4 A_CustomMissile("TrueLegendaryRocket",28,10,Random(4,-4))
	R0ST E 5 A_FaceTarget
	R0ST E 0 A_GiveInventory("TLegZombieStrafing3",1)
	R0ST F 4 A_CustomMissile("TrueLegendaryRocket",28,10,Random(4,-4))
	R0ST E 5 A_FaceTarget
	R0ST E 0 A_GiveInventory("TLegZombieStrafing3",1)
	R0ST F 4 A_CustomMissile("TrueLegendaryRocket",28,10,Random(4,-4))
	R0ST E 5 A_FaceTarget
	R0ST E 0 A_GiveInventory("TLegZombieStrafing3",1)
	R0ST F 4 A_CustomMissile("TrueLegendaryRocket",28,10,Random(4,-4))
	TNT1 A 0 A_Jump(150,"FuelRockets","LightMachinegun","LegMissile","Railguns","DTBFG10K","Devastator","BFG15K","MLGDTBFG","TrueLegBFG","MLGDevastator")
	Goto See
  MLGDTBFG:
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	R0ST G 0 A_JumpIf(ceilingz-floorz<=100,"DTBFG10K")
	R0ST E 10 A_FaceTarget
	R0ST E 5 A_FaceTarget
	R0ST F 4 A_CustomMissile("RSTRocketJump",-10,10,0)
	NULL A 0 ThrustThingZ(0,70,0,1)
	R0ST F 0 A_PlaySound ("Cardinal/9k")
	R0ST EEEEEFF 2
	R0ST F 2 A_CustomMissile("TLegCybDTBFGBall")
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_Jump(150,"FuelRockets","LightMachinegun","LegMissile","Railguns","DTBFG10K","Devastator","BFG15K","MLGDTBFG","TrueLegBFG","MLGDevastator")
	Goto See
  MLGDevastator:
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	R0ST G 0 A_JumpIf(ceilingz-floorz<=100,"Devastator")
	R0ST E 10 A_FaceTarget
	R0ST E 5 A_FaceTarget
	R0ST F 4 A_CustomMissile("RSTRocketJump",-10,10,0)
	NULL A 0 ThrustThingZ(0,70,0,1)
	R0ST F 0 A_PlaySound ("devastator/fire")
	R0ST EEEEEFF 2 A_FaceTarget
	R0ST F 2 A_CustomMissile("TrueLegCybDevastatorBall")
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_Jump(150,"FuelRockets","LightMachinegun","LegMissile","Railguns","DTBFG10K","Devastator","BFG15K","MLGDTBFG","TrueLegBFG","MLGDevastator")
	Goto See
  DTBFG10K:
    R0ST F 0 A_PlaySound ("Cardinal/9k")
	R0ST E 0 A_GiveInventory("TLegZombieStrafing3",1)
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	R0ST E 0 A_GiveInventory("TLegZombieStrafing3",1)
	R0ST EE 2 A_FaceTarget
	R0ST E 0 A_GiveInventory("TLegZombieStrafing3",1)
	R0ST EEEE 2 A_FaceTarget
	R0ST E 0 A_GiveInventory("TLegZombieStrafing3",1)
	R0ST EEE 2 A_FaceTarget
	R0ST E 0 A_GiveInventory("TLegZombieStrafing3",1)
	R0ST EFF 2 A_FaceTarget
	R0ST E 0 A_GiveInventory("TLegZombieStrafing3",1)
	R0ST FFFF 2 A_FaceTarget
	R0ST E 0 A_GiveInventory("TLegZombieStrafing3",1)
	R0ST F 2 A_CustomMissile("TLegCybDTBFGBall")
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_Jump(150,"FuelRockets","LightMachinegun","LegMissile","Railguns","DTBFG10K","Devastator","BFG15K","MLGDTBFG","TrueLegBFG","MLGDevastator")
	R0ST E 35
    goto See
  Devastator:
    R0ST E 0 A_FaceTarget
    R0ST E 0 A_PlaySound ("devastator/charge")
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_SetUserVar("user_missile", 0)
  DevCharge:
    TNT1 A 0 A_JumpIf(user_missile > 20,"Charged")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
    R0ST E 2 A_FaceTarget
    Loop
  Charged:
	R0ST F 2 A_Facetarget
	R0ST F 2 A_Facetarget
    R0ST F 0 A_PlaySound ("devastator/fire")
    R0ST F 10 A_CustomMissile("TrueLegCybDevastatorBall")
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_Jump(150,"FuelRockets","LightMachinegun","LegMissile","Railguns","DTBFG10K","Devastator","BFG15K","MLGDTBFG","TrueLegBFG","MLGDevastator")
    R0ST E 35
    goto See
  LightMachinegun: //Light machine gun???
    TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	R0ST E 0 A_PlaySoundEx("roaster/start","SoundSlot6")
	R0ST GGGGGGGGGG 3 A_FaceTarget
	TNT1 A 0 A_JumpIfCloser(500,"AssaultShotGun")
	R0ST E 0 A_PlaySoundEx("roaster/loop","SoundSlot6",true)
	Goto LMGLoop
  LMGLoop:
    R0ST G 0 A_JumpIfInventory("RoasterChainTimer",40,"LMGEnd")
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(30,34),-10,Random(5,-5),0)
	TNT1 A 0 A_SpawnItemEx("LegRifleCasing",12,6,36, Random(2,6),0,Random(1,3),Random(80,90),128)
	R0ST H 0 A_CustomBulletAttack(5.5,5.5,1,random(4,8)*3,"RSTBulletPuff",0,CBAF_NORANDOM)
    R0ST H 1
	R0ST G 1 A_GiveInventory("RoasterChainTimer",1)
	TNT1 A 0 A_StopSoundEx("Roaster")
    R0ST G 0 A_MonsterRefire(10,"LMGEnd")
    Loop
  LMGEnd:
    TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	R0ST E 0 A_PlaySoundEx("roaster/stop","SoundSlot6")
	R0ST G 0 A_TakeInventory("RoasterChainTimer",40)
	TNT1 A 0 A_Jump(150,"FuelRockets","LightMachinegun","LegMissile","Railguns","DTBFG10K","Devastator","BFG15K","MLGDTBFG","TrueLegBFG","MLGDevastator")
	R0ST G 10
	Goto See
  AssaultShotGun:
	R0ST G 3 Bright A_GiveInventory("TLegZombieStrafing3",1)
	TNT1 A 0 A_GiveInventory("TLegZombieStrafing3",1)
	R0ST G 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/LegAutoShotgun")
	TNT1 A 0 A_SpawnItemEx("BlueShellCasing", -8, 7, 30, 4, 0, (0.1)*Random(30, 40), Random(-80, -90), 128)
	TNT1 AAAAA 0 Bright A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
	R0ST H 2 Bright A_CustomBulletAttack(22.5,18.3,4,Random(5,10)*6,"RSTBulletPuff2")
	R0ST G 2 Bright A_FaceTarget
	TNT1 A 0 Bright A_CPosRefire
	TNT1 A 0 A_StopSoundEx("Weapon")
	TNT1 A 0 A_Jump(10,"LMGEnd")
	Goto AssaultShotGun+1
  LegMissile: //Rockets from his Leg Mini rocket Launcher, not LEGendary Missiles
	ZCGN E 0 A_PlaySoundEx("roaster/prep","SoundSlot6")
	R0ST IIIIIIIIII 3 A_FaceTarget
	R0ST J 0 A_PlayWeaponSound("lrball3/shot")
    R0ST J 5 A_CustomMissile("LegRevBall3",12,-10)
	R0ST I 3 A_FaceTarget
	R0ST J 0 A_PlayWeaponSound("lrball3/shot")
    R0ST J 5 A_CustomMissile("LegRevBall3",12,-10)
	R0ST I 3 A_FaceTarget
	R0ST J 0 A_PlayWeaponSound("lrball3/shot")
    R0ST J 5 A_CustomMissile("LegRevBall3",12,-10)
	TNT1 A 0 A_Jump(150,"FuelRockets","LightMachinegun","LegMissile","Railguns","DTBFG10K","Devastator","BFG15K","MLGDTBFG","TrueLegBFG","MLGDevastator")
	R0ST I 14
    Goto See
  Railguns:
	R0ST E 0 A_PlaySoundEx("roaster/prep","SoundSlot6")
	R0ST IIIIIIIIII 3 A_FaceTarget
    R0ST K 2 A_CustomMissile("TrueLegendaryCyberRail",62,20)
	R0ST I 3 A_FaceTarget
    R0ST K 2 A_CustomMissile("TrueLegendaryCyberRail",62,20)
	R0ST I 3 A_FaceTarget
    R0ST K 2 A_CustomMissile("TrueLegendaryCyberRail",62,20)
	R0ST I 3 A_FaceTarget
    R0ST K 2 A_CustomMissile("TrueLegendaryCyberRail",62,20)
	TNT1 A 0 A_Jump(150,"FuelRockets","LightMachinegun","LegMissile","Railguns","DTBFG10K","Devastator","BFG15K","MLGDTBFG","TrueLegBFG","MLGDevastator")
	R0ST I 14
    Goto See
  BFG15K:
	R0ST E 20 A_FaceTarget
	R0ST E 5 A_FaceTarget
	R0ST E 0 A_GiveInventory("TLegZombieStrafing3",1)
	R0ST F 4 A_CustomMissile("TLegendaryCyberBFG15KBall",28,10,Random(4,-4))
	R0ST E 5 A_FaceTarget
	R0ST E 0 A_GiveInventory("TLegZombieStrafing3",1)
	R0ST F 4 A_CustomMissile("TLegendaryCyberBFG15KBall",28,10,Random(4,-4))
	R0ST E 5 A_FaceTarget
	R0ST E 0 A_GiveInventory("TLegZombieStrafing3",1)
	R0ST F 4 A_CustomMissile("TLegendaryCyberBFG15KBall",28,10,Random(4,-4))
	R0ST E 5 A_FaceTarget
	R0ST E 0 A_GiveInventory("TLegZombieStrafing3",1)
	R0ST F 4 A_CustomMissile("TLegendaryCyberBFG15KBall",28,10,Random(4,-4))
	R0ST E 5 A_FaceTarget
	R0ST E 0 A_GiveInventory("TLegZombieStrafing3",1)
	R0ST F 4 A_CustomMissile("TLegendaryCyberBFG15KBall",28,10,Random(4,-4))
	R0ST E 5 A_FaceTarget
	R0ST E 0 A_GiveInventory("TLegZombieStrafing3",1)
	R0ST F 4 A_CustomMissile("TLegendaryCyberBFG15KBall",28,10,Random(4,-4))
	R0ST E 5 A_FaceTarget
	R0ST E 0 A_GiveInventory("TLegZombieStrafing3",1)
	R0ST F 4 A_CustomMissile("TLegendaryCyberBFG15KBall",28,10,Random(4,-4))
	TNT1 A 0 A_Jump(150,"FuelRockets","LightMachinegun","LegMissile","Railguns","DTBFG10K","Devastator","BFG15K","MLGDTBFG","TrueLegBFG","MLGDevastator")
	Goto See
  TrueLegBFG:
    R0ST L 0 A_PlaySound("roaster/See7")
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	R0ST E 15 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GuruTrigger",6,1.0,0,0.5)
	R0ST E 10 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GuruCharge",1,1.0,0,0.5)
	R0ST EEEEEEEEEEEEEEEEEEEE 5 A_GiveInventory("TLegZombieStrafing",1)
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
    TNT1 A 0 A_PlaySound("Weapons/GuruFire",1,1.0,0,0.5)
  	TNT1 A 0 A_PlaySound("Weapons/GuruAddFire",6,1.0,0,0.5)
	R0ST F 20 A_CustomMissile("CardinalSpecialGuruball",28,10, 0)
	R0ST E 20
	TNT1 A 0 A_Jump(150,"FuelRockets","LightMachinegun","LegMissile","Railguns","DTBFG10K","Devastator","BFG15K","MLGDTBFG","TrueLegBFG","MLGDevastator")
    Goto See
  FinalAttack:
    R0ST L 0 A_PlaySound("roaster/See7")
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	R0ST E 15 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GuruTrigger",6,1.0,0,0.5)
	R0ST E 10 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GuruCharge",1,1.0,0,0.5)
	R0ST EEEEEEEEEEEEEEEEEEEEEEEEE 4 A_GiveInventory("TLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("roaster/javelin", CHAN_WEAPON)
	TNT1 A 0 A_CustomMissile("TrueLegendaryCyberRail",62,20)
	TNT1 A 0 A_CustomMissile("LegRevBall3",12,-10)
	TNT1 A 0 A_CustomMissile("TLegCybDTBFGBall",28,10)
	R0ST M 4 bright A_FaceTarget
	R0ST EEE 4 A_GiveInventory("TLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("devastator/fire")
	TNT1 A 0 A_CustomMissile("TrueLegendaryCyberRail",62,20)
	TNT1 A 0 A_CustomMissile("LegRevBall3",12,-10)
	TNT1 A 0 A_CustomMissile("TrueLegCybDevastatorBall",28,10)
	R0ST M 4 bright A_FaceTarget
	R0ST EEE 4 A_GiveInventory("TLegZombieStrafing",1)
    TNT1 A 0 A_PlaySound("Weapons/GuruFire",1,1.0,0,0.5)
  	TNT1 A 0 A_PlaySound("Weapons/GuruAddFire",6,1.0,0,0.5)
	TNT1 A 0 A_PlayWeaponSound("lrball3/shot")
	TNT1 A 0 A_CustomMissile("TrueLegendaryCyberRail",62,20)
	TNT1 A 0 A_CustomMissile("LegRevBall3",12,-10)
	TNT1 A 0 A_CustomMissile("CardinalSpecialGuruball",28,10)
	R0ST M 4 bright A_FaceTarget
	ROST L 14
	Goto See
  Dodge:
	R0ST A 1 A_FaceTarget
	R0ST E 0 ThrustThingZ(0, 20, 0, 0)
	R0ST A 0 A_Jump(256, "DodgeRight", "DodgeLeft")
  DodgeLeft:
	R0ST E 0 ThrustThing(angle*256/360+192, 15, 0, 0)
	Goto Sprint
  DodgeRight:
	R0ST E 0 ThrustThing(angle*256/360+64, 15, 0, 0)
	Goto Sprint
  Pain:
    TNT1 A 0 A_Jump(100,"PainMissile")
    R0ST N 5 A_Pain
    Goto See
  PainMissile:
    R0ST N 5 A_Pain
    Goto Missile
  Pain.PlayerDBFG10K2:
  Pain.DBFG10K2:
  Pain.DBFG:
  Pain.PlayerDBFG:
  Pain.DBFG2:
  Pain.PlayerDBFG210K:
  Pain.DBFG210K:
  Pain.DBFG2Splash:
    TNT1 A 0 A_Jump(256,"Dodge")
	Goto See
  Death:
	R0ST A 0 A_NoBlocking
    R0ST A 0 A_Scream
	TNT1 A 0 A_SpawnItemEx("DemonAmmoBox",0,0,64,random(1,8),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("DemonAmmoBox",0,0,64,random(1,8),0,2,random(0,360),0,64)
    TNT1 A 0 A_SpawnItemEx("DemonicChalice",0,0,64,random(1,8),0,2,random(0,360),0,64)
	TNT1 A 0 A_SpawnItemEx("Backpack",0,0,64,random(1,8),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("Demon Tech BFG10K",0,0,64,random(1,8),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("Pyrocannon",0,0,64,random(1,8),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("Jetpack",0,0,64,random(1,8),0,2,random(0,360),0,150) //Infinity
	TNT1 A 0 A_SpawnItemEx("ArmorRegenerator",0,0,64,random(1,8),0,2,random(0,360),0,200) //Infinity
	R0ST OPQRSTU 6 A_SpawnItemEx("LegBlueGibbedGenerator",0,0,0,0,0,0,0,128,0)
	R0ST E 0 A_PlaySoundEx("roaster/stop","SoundSlot6")
	TNT1 A 0 A_SpawnItem("TrueDeathBall",0,0,0,0)
	R0ST U -1
    Stop
  }
}


ACTOR AllCFWeaponUpgrades //Just Commander Upgrades
{
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A Random(5,20)
	TNT1 A 0 A_SpawnItemEx("TeleportFog",0,0,16,0,0,0,0,32)
	TNT1 A 0 A_SpawnItemEx("CommanderDevUpgrade",0,0,64,random(1,10),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("CommanderD-BFGUpgrade",0,0,64,random(1,10),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("CommanderDTShotgunUpgrade",0,0,64,random(1,10),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("CommanderExpMinigunUpgrade",0,0,64,random(1,10),0,2,random(0,360),0,0)
/*
	TNT1 A 0 A_SpawnItemEx("TrueLegendaryBFGUpgrade",0,0,64,random(1,10),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("TrueLegendaryRune",0,0,64,random(1,10),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("TrueLegendaryRune",0,0,64,random(1,10),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("EnragedLegendaryRune",0,0,64,random(1,10),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisRune",0,0,64,random(1,10),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("AgilityRune",0,0,64,random(1,10),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("VitalityRune",0,0,64,random(1,10),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("LegendaryRune2",0,0,64,random(1,10),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("NexusNemesisRune",0,0,64,random(1,10),0,2,random(0,360),0,0)
*/
	Stop
	}
}

ACTOR HeavyLandCarrier2 : HeavyLandCarrier
{
Tag "\c[o3]Heavy\c- \c[d4]Land Carrier\c-"
States
{
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("SimpleProgSys") == 0,2)
    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("RuneTier2SpawnCheck") == 2,1)
	Goto Remove
  Idle:
    HL9J A 4 A_Look
    loop
  Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("SpiderMastermind",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
	}
}

ACTOR ChaosStormCauser2 : ChaosStormCauser //Not used
{
Tag "\c[o3]Heavy\c- \c[d4]Land Carrier\c-"
States
{
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("SimpleProgSys") == 0,2)
    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("RuneTier2SpawnCheck") == 2,1)
	Goto Remove
  Idle:
	ST0C A 10 A_Look
	Loop
  Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("SpiderMastermind",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
	}
}

ACTOR HellfrostAnnihilator2 : HellfrostAnnihilator //Not used
{
Tag "\c[o7]HellFrost Annihilator\c-"
States
{
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("SimpleProgSys") == 0,2)
    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("RuneTier2SpawnCheck") == 2,1)
	Goto Remove
	TNT1 A 0 A_SetUserVar("user_currenthp",ACS_NamedExecuteWithResult("Hem_GetCurrentHealth"))
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	Goto Spawnloop
  Spawnloop:
	TNT1 A 0 A_SpawnItemEx("FreezedCyberFlameSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	4NNI A 10 A_Look
	TNT1 A 0 A_SpawnItemEx("FreezedCyberFlameSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	4NNI A 10 A_Look
	TNT1 A 0 A_SpawnItemEx("FreezedCyberFlameSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	4NII A 10 A_Look
	TNT1 A 0 A_SpawnItemEx("FreezedCyberFlameSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	4NII A 10 A_Look
	TNT1 A 0 A_JumpIf(user_currenthp > ACS_NamedExecuteWithResult("Hem_GetCurrentHealth"),"Idle")
	Loop
  Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("Cyberdemon",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
	}
}


ACTOR ArmamentArmedArm2 : ArmamentArmedArm
{
Tag "\c[a6]A\c[r5]rmament\c- \c[a6]A\c[o3]rmed\c- \c[a6]A\c[m8]rm\c-"
States
{
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("SimpleProgSys") == 0,2)
    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("RuneTier2SpawnCheck") == 2,1)
	Goto Remove
  SpawnLoop:
    A3M0 A 4 A_Look
    loop
  Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("SpiderMastermind",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
	}
}


ACTOR CursedRevenant2 : CursedRevenant
{
Tag "\c[p7]Cursed Revenant\c-"
States
{
  Spawn:
    TNT1 A 0 
	TNT1 A 0 A_Jump(140,"Remove")
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("SimpleProgSys") == 0,2)
    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("RuneTier3SpawnCheck") == 2,1)
	Goto Remove
  Idle:
	6REV A 10 Bright A_Look
	TNT1 AAA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
	Loop
  Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("BonerSpawnerLiter",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
	}
}

ACTOR CursedHellKnight2 : CursedHellKnight
{
Tag "\c[p7]Cursed Hell Knight\c-"
States
{
  Spawn:
    TNT1 A 0 
	TNT1 A 0 A_Jump(140,"Remove")
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("SimpleProgSys") == 0,2)
    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("RuneTier3SpawnCheck") == 2,1)
	Goto Remove
  Idle:
    TNT1 AA 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
    NCBS A 7 Bright A_Look
    Loop 
  Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("KnightSpawnerLiter",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
	}
}

ACTOR CursedCyberNoble2 : CursedCyberNoble
{
Tag "\c[p7]Cursed Cyber Noble\c-"
States
{
  Spawn:
    TNT1 A 0 
	TNT1 A 0 A_Jump(140,"Remove")
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("SimpleProgSys") == 0,2)
    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("RuneTier3SpawnCheck") == 2,1)
	Goto Remove
  Idle:
    TNT1 AA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
    6CBS A 7 Bright A_Look
    TNT1 AA 0 A_SpawnItem("CursedHellionSmokeSpawner",0,0,0,0)
    6CBS Z 7 Bright A_Look
    Loop 
  Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("BaronSpawnerLiter",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
	}
}

ACTOR ActuallyBadEnragedLegendaryDoomguy2 : ActuallyBadEnragedLegendaryDoomguy
{
Tag "\c[m6]Enraged\c- \c[z3]Legendary\c- \c[w8]Doomguy\c-"
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_Jump(80,"Remove")
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("SimpleProgSys") == 0,2)
    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("RuneTier2SpawnCheck") == 2,1)
	Goto Remove
  Idle:
	3ED0 A 10 A_Look
	TNT1 A 0 A_SpawnItemEx("EnragedLegDoomguySmokeSpawner")
	Loop
  Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("ChaingunSpawnerLiter",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
	}
}

ACTOR EnragedLegendaryCyberImp2 : EnragedLegendaryCyberImp
{
HitObituary "%o was skewered by an \c[m6]Enraged\c- \c[z3]Legendary Cyber Imp's\c- arm cannon."
Obituary "%o was blasted by an \c[m6]Enraged\c- \c[z3]Legendary Cyber Imp\c-."
Tag "\c[m6]Enraged\c- \c[z3]Legendary Cyber Imp\c-"
States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_Jump(120,"Remove")
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("SimpleProgSys") == 0,2)
    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("RuneTier1SpawnCheck") == 2,1)
	Goto Remove
  Idle:
	TNT1 A 0 A_JumpIf(user_upgrade >= 1,"IdleMKII")
    TNT1 A 0 A_SpawnItem("EnragedHellionSmokeSpawner")
    EIMP A 10 A_Look
	Loop
  IdleMKII:
    TNT1 A 0 A_SpawnItem("EnragedHellionSmokeSpawner")
    E2MP A 10 A_Look
	Loop
  Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("ImpSpawnerLiter",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
	}
}

Actor EnragedLegendaryCyberImpAwakened : EnragedLegendaryCyberImp2
{
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_Jump(120,"Remove")
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("SimpleProgSys") == 0,2)
    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("RuneTier1SpawnCheck") == 2,1)
	Goto Remove
	TNT1 A 0 ACS_NamedExecuteAlways("EnragedLegCyberImpUpgrade",0)
	TNT1 A 0 A_SetUserVar("user_upgrade",user_upgrade+1)
	Goto Idle
	}
}

Actor HellFrostBiteWeak : HellFrostBite
{
Health 2300
Tag "\c[o7]HellFrostBite"
DropItem ""
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_SetUserVar("user_music",1)
    FROB AAA 2 A_Look
	TNT1 A 0 A_SpawnItemEx("FrostBiteTwinkle",0,random(-40,40),random(-40,90),0,0,0,0,32)
    Goto Spawn+2
  Death:
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_ChangeFlag(TELESTOMP,0)
	TNT1 A 0 A_PlaySoundEx("FrostDeath","Body")
	TNT1 A 0 A_Fall
	TNT1 A 0 A_SpawnItemEx("FBLargeBurst",0,0,0,0,0,0,0,32)
	FROB ZZZZZZ 6 A_SpawnItemEx("FrostBiteDeathFX",0,0,32,1,0,2,random(0,360),32)
    FROB Z -1
    Stop
	}
}

ACTOR NemesisAssaultKnight2 : NemesisAssaultKnight
{
Tag "\c[v9]Nemesis Assault Knight\c-"
States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_Jump(160,"Remove")
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("SimpleProgSys") == 0,2)
    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("RuneTier3SpawnCheck") == 2,1)
	Goto Remove
  SpawnLoop:
    TNT1 AAA 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
    NMAK A 7 Bright A_Look
    Loop 
  Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("BaronSpawnerLiter",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
	}
}

Actor INFVexedNemesisAssaultDestroyer2 : VexedNemesisAssaultDestroyer
{
Tag "\c[w2]Vexed Nemesis Assault-Destroyer\c-"
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_Jump(128,"Remove")
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("SimpleProgSys") == 0,2)
    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("RuneTier3SpawnCheck") == 2,1)
	Goto Remove
	TNT1 A 0
	Goto SpawnLoop
  SpawnLoop:
	TNT1 AAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
    VMAK A 7 A_Look
    Loop
  Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("Baronofhell",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
	}
}

ACTOR TrueLegendaryPlasmaGunner2 : TrueLegendaryPlasmaGunner
{
Tag "\c[l5]True\c- \c[z3]Legendary Plasma Gunner\c-"
States
{
  Spawn:
    TNT1 A 0 
    TNT1 A 0 A_Jump(160,"Remove")
  Idle:
    TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
    TMAY A 10 Bright A_Look
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TMAY Z 10 Bright A_Look
    Loop
  Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("ZombieSpawnerLiter",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
	}
}