ACTOR VexedNemesisBabySentient : NemesisBabySentient 29015 //Aim for the exit
{
  Health 4500
  DamageFactor 0.4
  DamageFactor "Explosion", 0.0001
  DamageFactor "PlayerDTRG", 0.0001
  DamageFactor "DTRailgun", 0.0001
  DamageFactor "PDTPuff", 0.0001
  DamageFactor "RailG", 0.0001
  DamageFactor "PyroShot", 0.0001
  DamageFactor "PlayerPyro", 0.0001
  DamageFactor "PlayerBHole", 0.025
  DamageFactor "PlayerDBFG", 0.015
  DamageFactor "PlayerDBFG2", 0.015
  PainChance "Explosion", 128
  PainChance "PlayerDTRG", 128
  PainChance "DTRailgun", 128
  PainChance "PDTPuff", 128
  PainChance "RailG", 128
  PainChance 20 
  PainChance "Explosion", 128
  BloodColor "Black"
  Speed 35
  SeeSound "VexedNemesisBabySentient/Sight"
  PainSound "VexedNemesisBabySentient/Pain"
  DeathSound "VexedNemesisBabySentient/Death"
  ActiveSound "VexedNemesisBabySentient/Active"
  +BRIGHT
  DropItem "NemesisHealthBonusMax" 256 32
  DropItem "NemesisArmorBonus32" 256
  DropItem "NemesisHealthBonusMax" 256 32
  DropItem "NemesisArmorBonus32" 256
  DropItem "NemesisSphere" 60 1
  DropItem "NemesisRuneSpawnerTier2" 128
  DropItem "NemesisRuneSpawnerTier2" 50 1
  DropItem "NLDemonAmmo" 256
  DropItem "NLDemonAmmoBox" 256
  DropItem "NemesisShell" 256
  DropItem "BulletBox" 256
  DropItem "ExplosiveMinigun" 256
  DropItem "NemesisRifle" 200
  DropItem "NemesisPlasmaticCannon" 200
  DropItem "NemesisAssaultShotgun" 200
  DropItem "NemesisSawed-OffShotgun" 200
  DropItem "WingsOfAscension", 128, 1
  DropItem "LegendaryAmmoSphere" 200 1
  Obituary "%o was no match for The Vexed Nemesis Baby Sentient's speed of light."
  Tag "$NEVexBSent"
 var int user_fading;
  States
  {
  Spawn:
	VBBS A 0
	TNT1 A 0 ACS_NamedExecuteAlways("WimpyMode",0,2)
	TNT1 A 0 A_JumpIf(user_script == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("SpawnFireOnActor",0,27)
	TNT1 A 0 A_SetUserVar("user_script",1)
	TNT1 A 0 A_SetUserVar("user_script_type",26)
	TNT1 A 0 ACS_NamedExecuteAlways("ModifyMonster",0,2,5)
  Idle:
	TNT1 A 0 A_PlaySound("NemesisBabySentient/Loop",7,1.0,1)
	TNT1 A 0 A_SetUserVar("user_script",1)
	TNT1 AAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",random(-24,24),random(-24,24),0)
	VBBS A 3 A_Look
	TNT1 AAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",random(-24,24),random(-24,24),0)
	VBBS B 3 A_Look	
	Loop
  See:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("CFMusic",0,2001)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_JumpIf(user_script == 1,4)
	TNT1 A 0 ACS_NamedExecuteAlways("NemesisBabySentientFire")
	TNT1 A 0 A_PlaySound("NemesisBabySentient/Loop",7,1.0,1)
	TNT1 A 0 A_SetUserVar("user_script",1)
	TNT1 A 0 ACS_NamedExecuteWithResult("CFRuneCheck",1)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_Jump(100,"Rush")
	TNT1 A 0 A_Jump(20,"Teleport")
	TNT1 A 0 A_Jump(3,"SentryBombs","CombatDrone")
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 AAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",random(-24,24),random(-24,24),0)
	VBBS AB 2 A_Chase
	Loop
  Rush:
	TNT1 AAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",random(-24,24),random(-24,24),0)
	TNT1 AAAAA 0 A_Chase
	VBBS A 2 A_SpawnItemEx("VexNemesisBabySentientGhost")
	TNT1 AAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",random(-24,24),random(-24,24),0)
	TNT1 AAAAA 0 A_Chase
	VBBS B 2 A_SpawnItemEx("VexNemesisBabySentientGhost")
	TNT1 A 0 A_Jump(30,"Teleport","Evade","See")
	TNT1 A 0 A_Jump(2,"SentryBombs")
	Loop	
  Evade:
	TNT1 A 0 A_Jump(128,11)
	TNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)
	VBBS ABABABAB 2 A_Chase
	TNT1 A 0 A_Stop
	Goto See
	TNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)
	VBBS ABABABAB 2 A_Chase
	TNT1 A 0 A_Stop
	Goto See
  Teleport:
	VBBS A 1 ACS_NamedExecuteWithResult("ttk_fader",10,3)
	VBBS AAAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",random(-24,24),random(-24,24),0)
	VBBS A 0 A_Settics(user_fading)
	VBBS AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	VBBS AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	VBBS A 1 A_PlayWeaponSound("boss/teleport")
	VBBS AAAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",random(-24,24),random(-24,24),0)
	VBBS A 0 A_Settics(user_fading)
	VBBS A 1 
	Goto See		
  Pause:
	VBBS ABAB 2
	Goto See
  Missile:
    TNT1 A 0 A_SetShootable
    TNT1 A 0 A_UnsetInvulnerable
    TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_Jump(128,2)
	TNT1 A 0 A_JumpIfCloser(300,"NemesisASG")
	//TNT1 A 0 A_JumpIfHealthLower(1000,"Cubes")
	TNT1 A 0 A_JumpIfHealthLower(1000,"Contriver")
  MissileContinue:
    TNT1 A 0 A_Jump(128,"Railgun","BFG10K","BFG9K","SentryBombs","CannonLaser","MiniLaser","NemesisCannon","Brainwave")
	TNT1 A 0 A_Jump(64,"SpinToWin","MiniNemesisBFG","SentryBombs","CombatDrone")
  Normal:
    VBBS ABABABA 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisBabySentientPlasma",7,-12,frandom(-6,6))
	VBBS K 2 A_CustomMissile("NemesisBehemothCannonLaser",7,12,frandom(-6,6))
    VBBS K 2 A_CustomMissile("NemesisNobleHomingRocket",7,12,frandom(-6,6))
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisBabySentientPlasma",7,-12,frandom(-6,6))
	VBBS K 2 A_CustomMissile("NemesisBehemothCannonLaser",7,12,frandom(-6,6))
    VBBS L 2 A_CustomMissile("NemesisNobleHomingRocket",7,12,frandom(-6,6))
	TNT1 A 0 A_Jump(12,"See","Missile")
    TNT1 A 0 A_SpidRefire
    Goto Normal+7
  NemesisASG:
    TNT1 A 0 A_PlaySound("monsters/darkmasterwind")
	VBBS KKK 3 A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkmasterwind2")
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", 8, 8, 18, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",10,10,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	VBBS K 4 A_CustomMissile("NemesisASGBall",8,10,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",1)
    TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", 8, -8, 18, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)	
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",10,-10,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	VBBS L 4 A_CustomMissile("NemesisASGBall",8,-10,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
    TNT1 A 0 A_SpidRefire
	Goto NemesisASG+4
  Railgun:
	TNT1 A 0 A_PlaySound("weapons/rgcharge")
    VBBS CC 4 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",1)
    VBBS D 2 A_CustomMissile("NemesisBabySentientRail",20,0,Random(2,-2)) 
	VBBS C 3 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",1)
    VBBS D 2 A_CustomMissile("NemesisBabySentientRail",20,0,Random(2,-2)) 
	VBBS C 3 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",1)
    VBBS D 2 A_CustomMissile("NemesisBabySentientRail",20,0,Random(2,-2)) 
	VBBS C 3 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)	
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",1)
    VBBS D 2 A_CustomMissile("NemesisBabySentientRail",20,0,Random(2,-2)) 
	VBBS C 3 A_FaceTarget	
    Goto See	
  BFG9K:
  	TNT1 A 0 A_PlaySound("weapons/bfgf")
	VBBS CCCCC 3 A_FaceTarget
    VBBS D 4 A_CustomMissile("NemesisBabyBFGBall",20,0,0) 
	TNT1 A 0 A_PlaySound("weapons/bfgf")
    VBBS D 4 A_CustomMissile("NemesisBabyBFGBall",20,0,0) 
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	VBBS CCCCC 3 A_FaceTarget
    VBBS D 4 A_CustomMissile("NemesisBabyBFGBall",20,0,0)
	TNT1 A 0 A_Jump(144,"BFG10K")
    Goto See
  BFG10K:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 3 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 3 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 3 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 3 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 3 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 3 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 3 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 3 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  BFG10KLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 8,"BFG10KLoop2")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	VBBS D 4 A_CustomMissile("Nemesis10kProjectile",18,0,random(-4,4))
    VBBS D 4 A_CustomMissile("Nemesis10kProjectile",18,0,random(-4,4))
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 4 A_FaceTarget
	Loop
  BFG10KLoop2:
	TNT1 A 0 A_JumpIf(user_missile >= 15,"BFG10KEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	VBBS D 3 A_CustomMissile("Nemesis10kProjectile",18,0,random(-4,4))
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	VBBS D 3 A_CustomMissile("Nemesis10kProjectile",18,0,random(-4,4))
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 3 A_FaceTarget
	Loop
  BFG10KEnd:
	VBBS C 20 A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	Goto See
  MiniNemesisBFG:
	TNT1 A 0 A_PlaySound("lrball3/charge",1)
	VBBS CCCCCC 10 A_FaceTarget
	TNT1 A 0 A_PlaySound("star/fire",1)
	VBBS D 5 A_CustomMissile("MiniNemesisBFGBall",18)
	VBBS C 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("star/fire",1)
	VBBS D 5 A_CustomMissile("MiniNemesisBFGBall",18)
	VBBS C 5
	Goto See
  SpinToWin:
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	TNT1 A 0 A_FaceTarget
	VBBS CC 4 A_SpawnItemEx("NemesisSoulFlameSpawner",random(-24,24),random(-24,24),-30)
	TNT1 A 0 A_FaceTarget
	VBBS CC 4 A_SpawnItemEx("NemesisSoulFlameSpawner",random(-24,24),random(-24,24),-30)
	TNT1 A 0 A_FaceTarget
	VBBS CC 4 A_SpawnItemEx("NemesisSoulFlameSpawner",random(-24,24),random(-24,24),-30)
	TNT1 A 0 A_FaceTarget
	VBBS CC 4 A_SpawnItemEx("NemesisSoulFlameSpawner",random(-24,24),random(-24,24),-30)
	TNT1 A 0 A_SetUserVar(user_turning,0)
  SpinToWinContinue:
	TNT1 A 0 A_JumpIf(user_turning >= 108,"See")
	TNT1 A 0 A_SetUserVar("user_turning",user_turning+1)
	TNT1 A 0 ThrustThing(Angle*256/360+random(-64,64),18,0,0)
	VBBS C 1 A_SetAngle(angle+10)
	TNT1 A 0 A_FaceTarget(0.1,180)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 AAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",random(-24,24),random(-24,24),0)
	VBBS D 1 A_CustomMissile("Nemesis10kProjectile",22,0,0,CMF_AIMDIRECTION,(pitch+random(-5,5)))
	Loop
  CannonLaser:
	TNT1 A 0 A_PlaySound("NemesisCannon/Mode2",1)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 3 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 3 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 3 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 3 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 3 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 3 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 3 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 3 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  CannonLaserLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",1)
	VBBS D 3 A_CustomMissile("NemesisBabySentientLaser",18,0,random(-4,4))
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 3 A_FaceTarget
	Loop
  NemesisCannon:
	TNT1 A 0 A_PlaySound("NemesisCannon/Mode1",1)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 3 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 3 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 3 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 3 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 3 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 3 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 3 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 3 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  NemesisCannonLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 6,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("NemesisCannon/Fire",1)
	VBBS D 2 A_CustomMissile("NemesisBabySentientCannonProj",18,0,random(-4,4))
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 2 A_FaceTarget
	Loop
  Minilaser:
	TNT1 A 0 A_PlaySound("legbabysentient/load",1)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 3 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 3 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 3 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 3 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 3 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 3 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 3 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 3 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  MiniLaserLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 30,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_FaceTarget
	VBBS D 2 A_CustomMissile("NemesisBabySentientMiniLaser",18,0,random(-4,4))
	TNT1 A 0 A_FaceTarget
	VBBS C 2 A_CustomMissile("NemesisBabySentientMiniLaser",18,0,random(-4,4))
	Loop
  Brainwave:
	TNT1 A 0 A_PlaySound("VexedNemesisBabySentient/Sight",2)
	TNT1 A 0 A_FaceTarget
	VBBS MMMM 2 A_SpawnItemEx("NemesisTormentorNovaEffectSpawner")
	TNT1 A 0 A_FaceTarget
	VBBS MMMM 2 A_SpawnItemEx("NemesisTormentorNovaEffectSpawner")
	TNT1 A 0 A_FaceTarget
	VBBS MMMM 4 A_SpawnItemEx("NemesisSoulFlameSpawner")
	TNT1 A 0 A_CustomMissile("NemesisBabySentientBrainwave",42,0,-13)
	TNT1 A 0 A_CustomMissile("NemesisBabySentientBrainwave",42,0,13)
	TNT1 A 0 A_CustomMissile("NemesisBabySentientBrainwave",42,0,0)
	TNT1 A 0 A_FaceTarget
	VBBS MMMM 4 A_SpawnItemEx("NemesisSoulFlameSpawner")
	TNT1 A 0 A_CustomMissile("NemesisBabySentientBrainwave",42,0,-13)
	TNT1 A 0 A_CustomMissile("NemesisBabySentientBrainwave",42,0,13)
	TNT1 A 0 A_CustomMissile("NemesisBabySentientBrainwave",42,0,0)
	TNT1 A 0 A_FaceTarget
	VBBS MMMM 4 A_SpawnItemEx("NemesisSoulFlameSpawner")
	TNT1 A 0 A_CustomMissile("NemesisBabySentientBrainwave",42,0,-45)
	TNT1 A 0 A_CustomMissile("NemesisBabySentientBrainwave",42,0,45)
	TNT1 A 0 A_CustomMissile("NemesisBabySentientBrainwave",42,0,-23)
	TNT1 A 0 A_CustomMissile("NemesisBabySentientBrainwave",42,0,23)
	TNT1 A 0 A_CustomMissile("NemesisBabySentientBrainwave",42,0,0)
	TNT1 A 0 A_FaceTarget
	VBBS MMMM 4 A_SpawnItemEx("NemesisSoulFlameSpawner")
	VBBS MMMMMMMMMM 2 A_SpawnItemEx("NemesisTormentorNovaEffectSpawner")
	Goto See
  SentryBombs:
	TNT1 A 0 A_JumpIf(user_sentrybombs >= 5,"Missile")	 
	TNT1 A 0 A_SetUserVar("user_sentrybombs",user_sentrybombs+1)
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
    VBBS MMMMMMMMMMMMMMM 2 A_SpawnItemEx("NemesisSoulFlameSpawner",random(-24,24),random(-24,24),-30)
	TNT1 AAAAAAAAAAA 0 A_SpawnItemEx("VNemesisSentryBombSpawner",random(60,100),0,random(30,60),0,0,0,random(0,360),SXF_TRANSFERPOINTERS,64)
	VBBS MMMMMMMMMMMM 2 A_SpawnItemEx("NemesisSoulFlameSpawner",random(-24,24),random(-24,24),-30)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	Goto See	
  CombatDrone:
    TNT1 A 0 A_JumpIf(user_drone >= 4,"SentryBombs")
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
    VBBS MMMMMMMMMMMMMMM 2 A_SpawnItemEx("NemesisSoulFlameSpawner",random(-24,24),random(-24,24),-30)
	TNT1 A 0 A_SetUserVar("user_drone",user_drone+1)
	TNT1 AAAAAAAA 0 A_SpawnItemEx("VexedNemesisCombatDroneSpawner",random(60,100),0,random(30,60),0,0,0,random(0,360),SXF_TRANSFERPOINTERS,32)
	VBBS MMMMMMMMMMMM 2 A_SpawnItemEx("NemesisSoulFlameSpawner",random(-24,24),random(-24,24),-30)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	Goto See
  Contriver:
    TNT1 A 0 A_JumpIf(user_turret >= 1,"MissileContinue")
  	VBBS C 0 A_SetInvulnerable
	VBBS C 0 A_PlaySound("VexedNemesisBabySentient/Sight",2)
    VBBS MMMMMMMMMMMMMMM 2 A_SpawnItemEx("NemesisSoulFlameSpawner",random(-24,24),random(-24,24),-30)
	TNT1 A 0 A_SetUserVar("user_turret",user_turret+1)
	TNT1 AA 0 A_SpawnItemEx("VexedNemesisContriverSpawner",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)
	VBBS MMMMMMMMMMMMMMM 2 A_SpawnItemEx("NemesisSoulFlameSpawner",random(-24,24),random(-24,24),-30)
	VBBS C 0 A_UnSetInvulnerable
	Goto See	
  Pain:	
	TNT1 A 0 A_Jump(45,"Teleport")
    //TNT1 A 0 A_Jump(185,"PainMissile") it's time to stop
    VBBS A 3 A_Pain
	VBBS A 3
	TNT1 A 0 A_Jump(185,"Missile")
    Goto See
  Death:
	TNT1 A 0 A_StopSound(7)
    VBBS A 20
	TNT1 A 0 A_Scream
	TNT1 A 0 A_KillChildren
    VBBS E 10 A_Fall
	TNT1 AAA 0 A_SpawnItemEx("NemesisGibbedGenerator")
	VBBS FFFFFFFFF 2 A_CustomMissile("WhiteNemesisKaboom",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 AAA 0 A_SpawnItemEx("NemesisGibbedGenerator")
	VBBS GGGGGGGGG 2 A_CustomMissile("WhiteNemesisKaboom",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 AAA 0 A_SpawnItemEx("NemesisGibbedGenerator")
	VBBS HHHHHHHHH 2 A_CustomMissile("WhiteNemesisKaboom",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))
    VBBS I 15
	TNT1 A 0 A_SpawnItem("MiniNemesisDeathBall")
	VBBS J 10 A_KillMaster
	TNT1 A 0 A_Jump(100,"MoreStuff")
	TNT1 A 0 A_JumpIfInTargetInventory("NemesisFragmentToken",1,3)
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("GetCVar",18) == 0,2)
	TNT1 A 0 A_SpawnItemEx("NemesisFragmentSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,192)	
    TNT1 A -1
    Stop
  MoreStuff:
	TNT1 A 100
	TNT1 A 0 A_SpawnItem("HellionSmokeAttack")
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItem("NemesisCYNItemRandomizer")
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItem("NemesisCYNItemRandomizer")
	TNT1 A 1 A_SpawnItem("NemesisHKSuperItemRandomizer")
	TNT1 A -1
	Stop
	}
}



Actor VNemesisSentryBombSpawner
{
  +NOTIMEFREEZE
  +ISMONSTER
  -COUNTKILL
  States
  {
   Spawn:
	TNT1 A 0
	TNT1 A random(0,10)
    TNT1 A 0 A_SpawnItemEx("TeleportFog")
    TNT1 A 1 A_SpawnItemEx("VNemesisSentryBomb",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)
	Stop	
	}
}

Actor VNemesisSentryBomb
{ 
  Health 15
  Radius 8 
  Height 12 
  Scale 2.5
  Mass 3000 
  Speed 3
  MONSTER
  +LOOKALLAROUND
  +AMBUSH
  +DONTGIB
  +NOTARGET
  +NOINFIGHTING
  +NOGRAVITY 
  +FLOAT
  +DONTFALL
  +NOPAIN
  +DONTHARMSPECIES
  +NOBLOCKMONST
  +NOTIMEFREEZE
  +FORCERADIUSDMG
  +THRUSPECIES
  +NOBLOOD
  +FLOATBOB
  -COUNTKILL
  -SOLID
  Species "BabySpiders"
  DamageType "Baby15K"
  DamageFactor "Baby15K", 0.0
  DamageFactor "Legendary", 0.0
  DamageFactor "PlayerNemesisPlasma", 0.0
  Obituary "%o had a vexing experience by the Vexed Nemesis Baby Sentient's sentry bombs."
  var int user_delay;
  Tag "\c[w2]Vexed Nemesis Sentry Bomb\c-"
  States 
  { 
  Spawn:
	TNT1 A 0 NoDelay A_PlaySound("legbabysentient/trap")
	VBR6 A 20
    VBR6 A 1 A_Stop
	TNT1 A 0 A_JumpIf(user_delay >= 260,"Suicide")
	TNT1 A 0 A_SetUserVar("user_delay",user_delay+1)
	TNT1 A 0 A_Wander
	VBR6 A 1 A_Look
	Goto Spawn+3
  See:
	TNT1 A 0 A_PlaySound("legbabysentient/trap")
	VBR6 AAAAAAAAAA 1 A_Chase
	Goto Missile
  ClearTarget:
	VBR6 A 1 Bright A_ClearTarget
	Goto Spawn+3
  Missile:
	TNT1 A 0
	TNT1 A 0 A_JumpIfTargetInLos(1)
	Goto ClearTarget
	TNT1 A 0 A_JumpIfCloser(100,"Suicide")
	TNT1 A 0 A_SkullAttack(15)
	TNT1 A 0 A_PlaySound("legbabysentient/trap")
	VBR6 A 5 A_SpawnItemEx("TrueNemesisHellionSmoke",-4,0,12)
	Loop  
  Suicide:
	VBR6 A 2 A_Die
	Goto Death
  Death:
	TNT1 AAAAAA 0 A_SpawnItemEx("NemesisWhiteParticleSpawner", 0, 0, random(15,35), 0, 0, 0, 0, 128)  
	TNT1 AAAAAA 0 A_CustomMissile("LegendarySmokeFX4", random(15,35), 0, random(0,360), 2, random(0,360))
	TNT1 AAAAA 0 A_CustomMissile("WhiteNemesisKaboom",random(15,35),0,random(0,360),2,random(0,360))
	TNT1 A 0 A_CustomMissile("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)
	VROC C 4 Bright A_Explode(100,130,XF_NOTMISSILE)
	VROC DE 5 Bright A_SetTranslucent(0.75,1)
	Stop
   } 
}

Actor VexedNemesisCombatDroneSpawner : NemesisSentryBombSpawner
{
  States
  {
   Spawn:
	TNT1 A 0
	TNT1 A random(0,10)
    TNT1 A 0 A_SpawnItemEx("TeleportFog")
    TNT1 A 1 A_SpawnItemEx("VexedNemesisCombatDrone",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)
	Stop	
	}
}

ACTOR VexedNemesisCombatDrone
{
  Health 450
  Speed 24
  Radius 20
  Height 50
  Scale 1
  Painchance 40
  +NOBLOOD
  +DONTFALL
  +NOGRAVITY
  +FLOAT
  +FLOATBOB
  +MISSILEMORE
  +MISSILEEVENMORE
  +NOTIMEFREEZE
  +THRUSPECIES
  -COUNTKILL
  Monster
  Species "BabySpiders"
  DamageType "Baby15K"
  SeeSound "NemesisSentinel/Sight"
  ActiveSound "NemesisSentinel/Active"
  PainSound "NemesisSentinel/Pain"
  DeathSound "NemesisSentinel/Death"
  DamageFactor "Baby15K", 0.0
  DamageFactor "Legendary", 0.0
  DamageFactor "PlayerNemesisPlasma", 0.0
  Obituary "%o was targeted by the Vexed Nemesis Baby Sentient's Combat Drone."
  var int user_missile;
  Tag "\c[w2]Vexed Nemesis Combat Drone\c-"
  States
  {
  Spawn:
	TNT1 A 0 A_Wander
	VEWR A 2 A_Look
	Loop
  See:
    VEWR A 1 A_Chase
    Loop
  Missile:
    VEWR ABC 4 Bright A_FaceTarget
	TNT1 A 0 A_FaceTarget
    VEWR C 4 Bright A_CustomMissile("NemesisCombatDroneBall",15,0,0)
	TNT1 A 0 A_FaceTarget
    VEWR C 4 Bright A_CustomMissile("NemesisCombatDroneBall",15,0,0)
	TNT1 A 0 A_FaceTarget
    VEWR C 4 Bright A_CustomMissile("NemesisCombatDroneBall",15,0,0)
	VEWR BA 5 Bright A_FaceTarget
    Goto See
  Death:
	TNT1 A 0 A_ScreamAndUnblock
	TNT1 A 0 A_PlaySound("weapons/rocklx",1)
	TNT1 A 0 A_SpawnItemEx("NemesisRocketEx")
	TNT1 AAA 1 A_SpawnItemEx("NemesisRocketEx",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,SXF_CLIENTSIDE,0)
    Stop
    }
}

Actor VexedNemesisCombatDroneBall
{
  Radius 5
  Height 5
  Projectile
  Speed 40
  Damage 6
  +RANDOMIZE
  +NOTIMEFREEZE
  +MTHRUSPECIES
  Renderstyle Add
  Alpha 0.8
  Scale 1
  SeeSound "monsters/fusionfire"
  DeathSound "lrball2/exp"
  Decal Scorch
  States
  {
  Spawn: 
  	TNT1 A 0 A_ChangeVelocity(1,0.5*random(-3,3),0.5*random(-2,2),CVF_RELATIVE)
    VCB2 A 1 Bright A_SpawnItemEx("VexedNemesisCombatDroneBallTrail")
    Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("NemesisWhiteParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) 
	TNT1 AA 0 A_CustomMissile("WhiteNemesisKaboom7",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
	TNT1 AA 0 A_CustomMissile("LegendarySmokeFX4",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
    VCB2 EFGHIJKLMNO 3 Bright
    Stop
    }
}

Actor VexedNemesisCombatDroneBallTrail
{       
  +NOINTERACTION
  +CLIENTSIDEONLY
  +NOTIMEFREEZE
  Scale 1
  Renderstyle ADD
  Alpha 0.6
  States
  {   
  Spawn:
    TNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("CheckVanilla") == 1, "Vanilla")
	VCBE ABCDEFGHI 2 Bright 
	Stop
  Vanilla:
    TNT1 A 0
	Stop	
	}
}

Actor VexedNemesisContriverSpawner : NemesisSentryBombSpawner
{
  States
  {
   Spawn:
	TNT1 A 0
    TNT1 A 0 A_SpawnItemEx("TeleportFog")
    TNT1 A 1 A_SpawnItemEx("VexedNemesisContriver",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)
	TNT1 A 1 A_SpawnItemEx("VexedNemesisContriver",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)
	Stop	
	}
}

ACTOR VexedNemesisContriver : NemesisCombatDrone
{
  Health 2000
  Speed 24
  Radius 30
  Height 60
  Scale 1.0
  SeeSound "NemesisContriver/Sight"
  ActiveSound "NemesisContriver/Active"
  PainSound "NemesisContriver/Pain"
  DeathSound "NemesisContriver/Death"
  Obituary "%o was seeked and destroyed by the Vexed Nemesis Baby Sentient's Contriver."
  Tag "\c[w2]Vexed Nemesis Contriver\c-"
  States
  {
  Spawn:
	TNT1 A 0 A_PlaySound("NemesisContriver/Loop",7,1.0,1)
	TNT1 A 0 A_Wander
	VDRN A 2 A_Look
	Loop
  See:
	TNT1 A 0 A_PlaySound("NemesisContriver/Loop",7,1.0,1)
    VDRN A 1 A_Chase
	TNT1 A 0 A_Jump(8,"Evade")
    Loop
  Evade:
	TNT1 A 0 A_Jump(128,"Evade2")
	TNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)
	VDRN AAAAAAAA 2 A_Chase
	TNT1 A 0 A_Stop
	Goto See
  Evade2:
	TNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)
	VDRN AAAAAAAA 2 A_Chase
	TNT1 A 0 A_Stop
	Goto See
  Missile:
    VDRN A 4 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  MissileLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 12,"MissileEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_CustomMissile("NemesisBabySentientMiniLaser",10,15,frandom(-4,4))
    VDRN A 5 Bright A_CustomMissile("NemesisBabySentientMiniLaser",10,-15,frandom(-4,4))
	TNT1 A 0 A_MonsterRefire(128,"MissileEnd")
	Loop
  MissileEnd:
	VDRN A 5 Bright
    Goto See
  Death:
	TNT1 A 0 A_StopSound(7)
	TNT1 A 0 A_ScreamAndUnblock
	TNT1 A 0 A_PlaySound("weapons/rocklx",1)
	TNT1 A 0 A_SpawnItemEx("NemesisRocketEx")
	TNT1 AAAAAAAAA 1 A_SpawnItemEx("NemesisRocketEx",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,SXF_CLIENTSIDE,0)
    Stop
    }
}

ACTOR VexedNemesisBabySentientFireSpawner : LegendaryRedParticleSpawner
{
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_PlaySound("monster/ambientfire2")
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("CheckVanilla") == 1, "Vanilla")
    TNT1 AA 0 A_SpawnItemEx("NemesisBabySentientFire",random(28,38),random(28,38),38,0,0,random(-4,-6),0,128,0)
	TNT1 AA 0 A_SpawnItemEx("NemesisBabySentientFire",random(-28,-38),random(-28,-38),38,0,0,random(-4,-6),0,128,0)
	TNT1 AA 0 A_SpawnItemEx("NemesisBabySentientFire",random(28,38),random(-28,-38),38,0,0,random(-4,-6),0,128,0)
	TNT1 AA 0 A_SpawnItemEx("NemesisBabySentientFire",random(-28,-38),random(28,38),38,0,0,random(-4,-6),0,128,0)
    TNT1 A 1
    Stop
  }
}

ACTOR VexedNemesisBabySentientFire : SentientFire
{
Scale 0.3
+NOTIMEFREEZE
States
{
Spawn:
	2HDT ABCDEFGHIJKL 1 A_FadeOut
	Stop
	}
}

Actor VexNemesisBabySentientGhost
{
Scale 1.25
Renderstyle Translucent
Alpha 0.75
+CLIENTSIDEONLY
+NOINTERACTION
+NOTIMEFREEZE
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("CheckVanilla") == 1, "Vanilla")
    VBBS A 2 A_FadeOut(0.09)
    Loop
  Vanilla:
    TNT1 A 0
	Stop		
    }
}