ACTOR VexedNemesisSentient : NemesisSentient 29017 //Big pain comes from big packages
{
  Health 17000
  PainChance 1
  BloodColor "Black"
  DamageFactor "PlayerNemesisPlasma", 0.0
  DamageFactor 0.40
  DamageFactor "T3rm", 0.0
  DamageFactor "DemolisherEx", 0.05
  DamageFactor "DarkDemoEx", 0.05
  DamageFactor "CerChainguns", 0.0  
  DamageFactor "CerEnergyBall", 0.0
  DamageFactor "Legendary", 0.0
  DamageFactor "LegendaryPlayer", 0.3
  DamageFactor "LegendaryGuru", 0.0
  DamageFactor "LegendaryGuruPlayer", 0.3
  DamageFactor "PDTBFG", 0.1
  DamageFactor "PlayerDTRG", 0.3
  DamageFactor "PDTBFGTracer", 0.1
  DamageFactor "LegMind", 0.0
  DamageFactor "Baby15K", 0.0
  DamageFactor "PlayerDevBall", 0.05
  DamageFactor "PlayerDevBall2", 0.05
  DamageFactor "PlayerDTBFGRailgunSlug", 0.05
  DamageFactor "PlayerDevTracer", 0.05
  DamageFactor "DBFG10K2", 0.65
  DamageFactor "PlayerDBFG10K2", 0.65
  DamageFactor "DBFG2", 0.65
  DamageFactor "DBFG10K2", 0.65
  DamageFactor "PlayerDBFG10K2", 0.65
  DamageFactor "DBFG2", 0.65
  DamageFactor "PlayerDBFG2", 0.65
  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
  DamageFactor "NemesisBall", 0.10
  DamageFactor "NemesisBeam", 0.5
  PainChance "Explosion", 128
  PainChance "PlayerDTRG", 128
  PainChance "DTRailgun", 128
  PainChance "PDTPuff", 128
  PainChance "RailG", 128
  DropItem "NemesisHealthBonusMax", 256, 64
  DropItem "NemesisArmorBonus64", 256
  DropItem "NemesisHealthBonusMax", 256, 64
  DropItem "NemesisArmorBonus64", 256
  DropItem "NemesisSphere" 215
  DropItem "LegendaryAmmoSphere", 128, 1
  DropItem "LegendaryAmmoSphere", 128, 1
  DropItem "LegendaryAmmoSphere", 128, 1
  DropItem "LegendaryDemonRune", 200, 1
  DropItem "LegendaryDemonRune", 200, 1
  DropItem "NemesisRuneSpawnerTier4", 256, 1
  DropItem "NemesisRuneSpawnerTier4", 256, 1
  DropItem "NemesisRuneSpawnerTier4", 256, 1
  DropItem "DemonicChalice", 256, 2
  DropItem "DemonicChalice", 256, 2
  DropItem "SkullOfPower", 256, 2
  DropItem "SkullOfPower", 256, 2
  DropItem "NLDemonAmmo", 256
  DropItem "NLDemonAmmoBox", 256
  DropItem "NemesisShell", 256
  DropItem "NemesisShellBox", 130
  DropItem "NemesisRifle", 200
  DropItem "NemesisPlasmaticCannon", 200
  DropItem "NemesisAssaultShotgun", 200
  DropItem "NemesisSawed-OffShotgunGiver", 200
  DropItem "NemesisUnmaker", 100
  DropItem "NemesisBFG", 256
  DropItem "TrueLegendaryRune", 64, 1
  SeeSound "VexedNemesisSentient/Sight"
  PainSound "NemesisSentient/Pain"
  DeathSound "VexedNemesisSentient/Death"
  ActiveSound "NemesisSentient/Active"
  Obituary "%o died after making eyecontact with the Vexed Nemesis Sentient."
  +NOICEDEATH
  +DONTGIB
  +DONTRIP
  +NOTELEFRAG
  +NOTIMEFREEZE
  +BRIGHT
  +CANTSEEK
  +NOFEAR
  +DONTMORPH
  +NOTARGET
  +MISSILEEVENMORE
  +QUICKTORETALIATE
  Tag "$NEVexSent"
  var int user_missileteleport;
  States
  {
  Spawn:
	VLSN 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",0,22)
	TNT1 A 0 A_SetUserVar("user_script",1)
	TNT1 A 0 A_SetUserVar("user_script_type",21)
	TNT1 A 0 ACS_NamedExecuteAlways("ModifyMonster",0,2,5)
  SpawnLoop:
	TNT1 A 0 A_Playsound("NemesisSentient/Loop",7,1,1)
	VLSN AB 2 Bright A_Look
	Loop
  Idle:
	TNT1 A 0 A_JumpIfInventory("MarineKilled",1,"Taunt")
  Idle2:
	TNT1 A 0 A_Look
	VLSN AB 2 Bright A_Wander
	Loop
  Taunt:
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_ChangeFlag("NODAMAGE",1)
	VLSN AB 2 Bright
	TNT1 A 0 A_PlaySound("VexedNemesisSentient/Taunt",2,1.0,0,ATTN_NONE)
	TNT1 A 0 A_TakeInventory("MarineKilled",1)
	VLSN ABABABABABABAB 2 Bright
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_ChangeFlag("NODAMAGE",0)
	Goto Idle2
  See:
	TNT1 A 0 A_JumpIf(user_sky == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("SetSky",0,16)
	TNT1 A 0 A_SetUserVar("user_sky",1)
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("CFMusic",0,2010)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 ACS_NamedExecuteWithResult("CFRuneCheck",1)
	TNT1 A 0 A_ChangeFlag("NODAMAGE",0)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnsetInvulnerable
	VLSN AB 2 Bright A_Chase
	TNT1 A 0 A_Jump(50,"Evade","Teleport")	
	Loop
  Teleport:
    VLSN A 1 Bright A_UnSetShootable
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
    TNT1 A 0 A_PlayWeaponSound("boss/teleport")
    VLSN A 1 Bright A_SetShootable
    Goto See
  Evade:
 	TNT1 A 0 A_Jump(128,"Evade2")
	TNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)
	VLSN ABABABAB 2 Bright A_Chase
	TNT1 A 0 A_Stop
	Goto See
  Evade2:
	TNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)
	VLSN ABABABAB 2 Bright A_Chase
	TNT1 A 0 A_Stop
	Goto See
  Missile:
	TNT1 A 0 A_Jump(160,"BFG9K","BFG10K","FastBFG10K","Railgun","MiniNemesisBFG","NemesisRifle","Cannonball")
	TNT1 A 0 A_Jump(80,"Laser")
	TNT1 A 0 A_Jump(50,"NemesisBFG","Brainwave","LightningStorm")
	Goto Normal
  Normal:
    TNT1 A 0 A_JumpIfCloser(1500,1)
	Goto BFG9K
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN C 1 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN C 1 Bright A_FaceTarget
	TNT1 A 0 ThrustThing(angle*256/360,15,0,0)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN C 1 Bright A_FaceTarget
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 Bright A_CustomMissile("NemesisSentientPlasma",21,-13,frandom(-6,6),0)
	VLSN C 1 Bright A_CustomMissile("NemesisSentientPlasma",21,13,frandom(-6,6),0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 Bright A_CustomMissile("NemesisSentientPlasma",21,-13,frandom(-6,6),0)
	VLSN D 1 Bright A_CustomMissile("NemesisSentientPlasma",21,13,frandom(-6,6),0)
	TNT1 A 0 A_Jump(3,"See","BFG9K","BFG10K","Railgun","FastBFG10K")
    TNT1 A 0 A_SpidRefire
	Goto Normal+8
  NemesisRifle:
	VLSN C 1
	TNT1 A 0 ThrustThing(angle*256/360,15,0,0)
	TNT1 A 0 A_PlaySound("NemesisSentient/Attack",6)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  NemesisRifleCharge:
	TNT1 A 0 A_JumpIf(user_missile >= 4,"NemesisRifleFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	VLSN C 2 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	TNT1 A 0 Bright A_FaceTarget
	Loop
  NemesisRifleFire:
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_JumpIf(user_missile >= 40,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
    TNT1 A 0 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	VLSN C 1 Bright A_CustomMissile("NemesisRifleShotEnemy",21,13,frandom(-6,6),0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
    TNT1 A 0 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	VLSN D 1 Bright A_CustomMissile("NemesisRifleShotEnemy",21,-13,frandom(-6,6),0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
    TNT1 A 0 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	VLSN D 1 Bright A_CustomMissile("NemesisRifleShotEnemy",21,-13,frandom(-6,6),0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
    TNT1 A 0 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	VLSN D 1 Bright A_CustomMissile("NemesisRifleShotEnemy",21,-13,frandom(-6,6),0)
	Goto NemesisRifleFire+2
  CannonBall:
	VLSN C 1
	TNT1 A 0 ThrustThing(angle*256/360,15,0,0)
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	VLSN NNNNNNOO 3 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall", 42, 5, 0)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall", 42, -5, 0)
	VLSN O 3 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	VLSN NNNNNNOO 3 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall", 42, 5, 0)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall", 42, -5, 0)
	VLSN O 3 Bright A_GiveInventory("NemesisSentientStrafe",1)
	VLSN NNNNNNOO 2 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall", 42, 5, 0)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall", 42, -5, 0)
	VLSN O 2 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	VLSN NNNNNNOO 2 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall", 42, 5, 0)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall", 42, -5, 0)
	VLSN O 2 Bright A_GiveInventory("NemesisSentientStrafe",1)
	VLSN NNNNNNOO 1 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall", 42, 5, 0)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall", 42, -5, 0)
	VLSN O 1 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	VLSN NNNNNNOO 1 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall", 42, 5, 0)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall", 42, -5, 0)
	VLSN O 1 Bright A_GiveInventory("NemesisSentientStrafe",1)
	VLSN NNNNNNOO 1 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall", 42, 5, 0)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall", 42, -5, 0)
	VLSN O 1 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	VLSN NNNNNNOO 1 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall", 42, 5, 0)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall", 42, -5, 0)
	VLSN O 1 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_Jump(192,"Missile")
	Goto See
  BFG9K:
	VLSN C 2
	TNT1 A 0 ThrustThing(angle*256/360,15,0,0)
	TNT1 A 0 A_PlaySound("NemesisSentient/Attack",6)
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_JumpIf(user_missile >= 5,"BFG9KEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN NN 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN NN 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN NN 2 Bright A_FaceTarget	
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN NN 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN NN 2 Bright A_FaceTarget	
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN NN 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN NO 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN OO 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisSentientBFG9500Ball",42,0,-12)
	TNT1 A 0 A_CustomMissile("NemesisSentientBFG9500Ball",42,0,12)
	VLSN O 4 Bright A_CustomMissile("NemesisSentientBFG9500Ball",42,0,0)
	Goto BFG9K+4
  BFG9KEnd:
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN NN 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN NN 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN NN 2 Bright A_FaceTarget	
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN NN 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN NN 2 Bright A_FaceTarget	
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN NN 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN NO 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN OO 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisSentientBFG9500Ball",42,0,-10)
	TNT1 A 0 A_CustomMissile("NemesisSentientBFG9500Ball",42,0,-20)
	TNT1 A 0 A_CustomMissile("NemesisSentientBFG9500Ball",42,0,20)
	TNT1 A 0 A_CustomMissile("NemesisSentientBFG9500Ball",42,0,10)
	VLSN O 4 Bright A_CustomMissile("NemesisSentientBFG9500Ball",42,0,0)
	VLSN NNNNNNN 2 Bright A_FaceTarget
	TNT1 A 0 A_Jump(160,"BFG10K","FastBFG10K","Railgun")
	Goto See
  BFG10K:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 3 Bright A_FaceTarget
	TNT1 A 0 ThrustThing(angle*256/360,15,0,0)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 3 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  BFG10KLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 8,"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")
	VLSN O 2 Bright A_CustomMissile("Nemesis10kProjectile",42,0,Random(4,-4))
	VLSN O 2 Bright A_CustomMissile("Nemesis10kProjectile",42,90,Random(4,-4))
	VLSN O 2 Bright A_CustomMissile("Nemesis10kProjectile",42,180,Random(4,-4))
	VLSN O 2 Bright A_CustomMissile("Nemesis10kProjectile",42,360,Random(4,-4))
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	VLSN O 2 Bright A_CustomMissile("Nemesis10kProjectile",42,0,Random(4,-4))
	VLSN O 2 Bright A_CustomMissile("Nemesis10kProjectile",42,90,Random(4,-4))
	VLSN O 2 Bright A_CustomMissile("Nemesis10kProjectile",42,180,Random(4,-4))
	VLSN O 2 Bright A_CustomMissile("Nemesis10kProjectile",42,360,Random(4,-4))
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	VLSN O 2 Bright A_CustomMissile("Nemesis10kProjectile",42,0,Random(4,-4))
	VLSN O 2 Bright A_CustomMissile("Nemesis10kProjectile",42,90,Random(4,-4))
	VLSN O 2 Bright A_CustomMissile("Nemesis10kProjectile",42,180,Random(4,-4))
	VLSN O 2 Bright A_CustomMissile("Nemesis10kProjectile",42,360,Random(4,-4))
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	VLSN O 2 Bright A_CustomMissile("Nemesis10kProjectile",42,0,Random(4,-4))
	VLSN O 2 Bright A_CustomMissile("Nemesis10kProjectile",42,90,Random(4,-4))
	VLSN O 2 Bright A_CustomMissile("Nemesis10kProjectile",42,180,Random(4,-4))
	VLSN O 2 Bright A_CustomMissile("Nemesis10kProjectile",42,360,Random(4,-4))
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	VLSN O 2 Bright A_CustomMissile("Nemesis10kProjectile",42,0,Random(4,-4))
	VLSN O 2 Bright A_CustomMissile("Nemesis10kProjectile",42,90,Random(4,-4))
	VLSN O 2 Bright A_CustomMissile("Nemesis10kProjectile",42,180,Random(4,-4))
	VLSN O 2 Bright A_CustomMissile("Nemesis10kProjectile",42,360,Random(4,-4))
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	VLSN O 2 Bright A_CustomMissile("Nemesis10kProjectile",42,0,Random(4,-4))
	VLSN O 2 Bright A_CustomMissile("Nemesis10kProjectile",42,5,Random(4,-4))
	VLSN O 2 Bright A_CustomMissile("Nemesis10kProjectile",42,10,Random(4,-4))
	VLSN O 2 Bright A_CustomMissile("Nemesis10kProjectile",42,-5,Random(4,-4))
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 2 Bright A_FaceTarget
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
    TNT1 A 0 A_PlayWeaponSound("boss/teleport")
	Loop
  BFG10KEnd:
	VLSN N 3 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	VLSN NNNNN 3 Bright
	Goto See
	
  FastBFG10K:
	TNT1 A 0 A_PlaySound("NemesisSentient/Attack",6)
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	VLSN N 3 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	VLSN N 3 Bright A_FaceTarget
	TNT1 A 0 ThrustThing(angle*256/360,15,0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	VLSN N 3 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	VLSN N 3 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	VLSN N 3 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	VLSN N 3 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	VLSN N 3 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	VLSN N 3 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  FastBFG10KLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 20,"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")
	VLSN O 1 Bright A_CustomMissile("Nemesis10kProjectile",42,0,Random(4,-4))
	VLSN N 1 Bright A_FaceTarget
	Loop
	
  Railgun:
	TNT1 A 0 A_PlaySound("weapons/rgcharge")
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 4 Bright A_FaceTarget
	TNT1 A 0 ThrustThing(angle*256/360,15,0,0)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 4 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 4 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  RailgunLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 25,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
	VLSN O 2 Bright A_CustomMissile("NemesisSentientRailLaser",34,50,random(-3,3))
	VLSN O 2 Bright A_CustomMissile("NemesisSentientRailLaser",34,0,random(-3,3))
	VLSN O 2 Bright A_CustomMissile("NemesisSentientRailLaser",34,-50,random(-3,3))
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 2 Bright A_FaceTarget
	Loop
	
  MiniNemesisBFG:
	VLSN C 2
	TNT1 A 0 ThrustThing(angle*256/360,15,0,0)
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	TNT1 A 0 A_PlaySound("NemesisSentient/Attack",6)
	TNT1 A 0 A_PlaySound("lrball3/charge",CHAN_WEAPON)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  MiniNemesisBFGCharging:
	TNT1 A 0 A_JumpIf(user_missile >= 16,"MiniNemesisBFGFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 2 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	Loop
  MiniNemesisBFGFire:
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_JumpIf(user_missile >= 7,"BFG10KEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 4 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 4 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 4 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 4 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 4 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    VLSN O 4 Bright A_CustomMissile("MiniNemesisBFGBall",42)
	Goto MiniNemesisBFGFire+2
	
  Laser:
	TNT1 A 0 A_PlaySound("NemesisSentient/Attack",6)
	TNT1 A 0 A_SetUserVar("user_missile",0)
    TNT1 A 0 A_Playsound("MasterSparkCharge")
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_JumpIf(user_missile >= 30,"LaserFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 3 Bright A_FaceTarget
	Goto Laser+4
  LaserFire:
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_Playsound("MasterSpark",0,1,0,ATTN_NONE)
	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
	VLSN OOO 1 Bright A_CustomMissile("NemesisSentientLaser", 34, 0, 0)
	Goto LaserFire+2
	
  LightningStorm:
	TNT1 A 0 A_PlaySound("NemesisSentient/Attack",6)
	TNT1 A 0 A_SetInvulnerable
	VLSN CCCCCCCCCCCCCCC 3 Bright A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
	VLSN CCCCCCCCCCCCCCC 3 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
  LightningStormLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 18,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	VLSN C 5 A_CustomMissile("NemesisLightningBolt",30,0,random(0,360))
	TNT1 A 0 Radius_Quake(40,10,0,40,0)	
	VLSN C 5 A_CustomMissile("NemesisLightningBolt",30,0,random(0,360))
	TNT1 A 0 A_SpawnItemEx("NemesisLightning2",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)
	VLSN CC 5 A_CustomMissile("NemesisLightningBolt",30,0,random(0,360))
	Loop
	
  Brainwave:
	VLSN C 5 A_FaceTarget
	TNT1 A 0 ThrustThing(angle*256/360,15,0,0)
	TNT1 A 0 A_PlaySound("NemesisSentient/Attack2",6)
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 Radius_Quake(4,90,0,40,0)	
  BrainwaveCharge:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"BALLPITACTIVATED")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 AA 0 A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN C 3 A_FaceTarget
	Loop
  BALLPITACTIVATED:
	TNT1 A 0 Radius_Quake(8,40,0,40,0)	
	TNT1 A 0 A_UnSetInvulnerable
	VLSN CC 20 A_CustomMissile("NemesisSentientBrainwave",65,0,0)
	Goto See
	
  NemesisBFG:
	VLSN C 5 A_FaceTarget
	TNT1 A 0 ThrustThing(angle*256/360,15,0,0)
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	TNT1 A 0 A_PlaySound("NemesisSentient/Attack2",6)
	//TNT1 A 0 A_PlaySound("VexedBFG/Charge",1)
	TNT1 A 0 A_PlaySound("VexedBFG/Charge",5,1.0,0,ATTN_NONE)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  NemesisBFGCharging:
	TNT1 A 0 A_JumpIf(user_missile >= 38,"NemesisBFGFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	Loop
  NemesisBFGFire:
	TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_UnSetShootable
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
    VLSN N 20
    VLSN N 1 A_PlayWeaponSound("boss/teleport")
	TNT1 A 0 A_FaceTarget
	TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("VexedBFG/fire",5,1.0,0,ATTN_NONE)
    VLSN O 30 Bright A_CustomMissile("VexedNemesisAltBallMonster",42)
	//TNT1 A 0 A_PlaySound("NemesisBFG/Fire",1)
    //VLSN O 10 Bright A_CustomMissile("NemesisGuruBall",42)
	//TNT1 A 0 A_PlaySound("NemesisBFG/Fire",1)
    //VLSN O 10 Bright A_CustomMissile("NemesisGuruBall",42)
	//TNT1 A 0 A_PlaySound("NemesisBFG/Fire",1)
    //VLSN O 10 Bright A_CustomMissile("NemesisGuruBall",42)
	//TNT1 A 0 A_PlaySound("NemesisBFG/Fire",1)
    //VLSN O 10 Bright A_CustomMissile("NemesisGuruBall",42)
	VLSN C 20
	Goto See
	
	/*
  ClonesAndClones:
	TNT1 A 0 A_PlaySound("NemesisSentient/CloneAttack",2,1.0,0,ATTN_NONE)
	TNT1 A 0 A_PlaySound("NemesisSentient/Clone1",5,1.0,0,ATTN_NONE)
	TNT1 A 0 A_Stop
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	VLSN CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 4 A_SpawnItemEx("NemesisSentientCloneLightning",random(-50,50),random(-50,50),random(40,120),random(-7,7),random(-7,7),random(-4,4))
	TNT1 A 0 A_SetUserVar("user_missile",0)
  ComeAtMeCerebralCommander:
	TNT1 A 0 A_PlaySound("NemesisSentient/Clone2",5,1.0,0,ATTN_NONE)
	TNT1 A 0 A_JumpIf(user_missile >= 15,"CloneEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_SpawnItemEx("NemesisSentientCloneRandomizer",random(-200,200),random(-200,200),0,0,0,0,0,SXF_TRANSFERPOINTERS)
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN NN 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN NN 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN NN 2 Bright A_FaceTarget	
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN NN 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisSentientCloneRandomizer",random(-200,200),random(-200,200),0,0,0,0,0,SXF_TRANSFERPOINTERS)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN NN 2 Bright A_FaceTarget	
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN NN 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN NO 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN OO 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN OO 2 Bright A_CustomMissile("NemesisSentientBFG9500Ball",42,0,random(-4,4))
	Loop
  CloneEnd:
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_JumpIf(user_missile >= 15,"CloneEndFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget
	VLSN N 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	Goto CloneEnd+1
  CloneEndFire:
	TNT1 A 0 A_SpawnItemEx("NemesisSentientCloneNemesisBFG",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION)
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("truelegbfg/fire",4)
	TNT1 A 0 A_PlaySound("truelegbfg/fire2",6)
    VLSN O 10 Bright A_CustomMissile("NemesisGuruBall",42)
	VLSN C 20
	TNT1 A 0 A_PlaySound("NemesisSentient/Clone3",5,1.0,0,ATTN_NONE)
	TNT1 A 0 A_UnsetInvulnerable
	VLSN PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 4 A_SpawnItemEx("NemesisSentientCloneLightning",random(-50,50),random(-50,50),random(40,120),random(3,7),random(3,7),random(-4,4))
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	Goto See
	*/
  MassResurrect:
	TNT1 A 0 A_JumpIf(user_resurrect == 1,"FastBFG10K")	 
	TNT1 A 0 A_SetUserVar("user_resurrect",1)
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	VLSN P 3 A_SetInvulnerable
	TNT1 A 0 A_PlaySound("NemesisSentient/Resurrect",2,1.0,0,ATTN_NONE)
	TNT1 A 0 Radius_Quake(8,120,0,40,0)	
	VLSN CCCCCCCCCCCCCCCCCCC 3 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	VLSN CCCCCCC 3 Bright A_SpawnItem("VexedNemesisBabySentientClone",0,0,0,0)
	TNT1 A 0 A_GiveInventory("OverlordMassResurrection")
	TNT1 A 0 A_GiveInventory("OverlordMassResurrection3")
	TNT1 A 0 A_GiveToTarget("OverlordMassResurrection")
	TNT1 A 0 A_GiveToTarget("OverlordMassResurrection3")
	VLSN CCCCCCC 3 Bright A_SpawnItem("VexedNemesisBabySentientClone",0,0,0,0)
	Goto See
	
  Pain:
	TNT1 A 0 A_Jump(64,"Teleport","Evade")
	VLSN A 3 Bright
	VLSN A 3 Bright A_Pain	
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  Death:
	TNT1 A 0 A_Stopsound(7)
	TNT1 A 0 A_Stopsound(5)
	TNT1 A 0 A_RemoveChildren(1)
	TNT1 A 0 Bright A_Scream
	VLSN H 20 Bright A_Fall
	TNT1 A 0 A_SpawnItemEx("NemesisSentientDeathEffect")
	VLSN IIIIIIIIIIIIIIIIIIIIJJJJJJJJJJ 2 Bright
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
    VLSN JJJJJJJJJJKKKKKKKKKKKKKKKKKKKK 2 Bright
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
    VLSN LLLLLLLLLLLLLLLLLLLL 2 Bright
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisCyberBouncyBFG",0,0,random(0,360),2,random(-5,30))
	TNT1 A 0 A_SpawnItem("VSentientDeath")
	VLSN M 5
	TNT1 A 100
	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,128)
	TNT1 A -1 A_KillMaster
	Stop	
	}
}

Actor VSentientDeath
{
Scale 1.2
Projectile
Height 1
Radius 1
Speed 0
+NOCLIP
-ForceRadiusDmg
+ForceYBillBoard
DamageType "Fuck"
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Die
	Death:
		TNT1 A 0 A_StopSound
    	TNT1 A 0 A_PlaySound("Nemesis/BallExplode",1,1.0,0,0.2)
		TNT1 A 0 A_Explode(10000,5000,0,1)
		TNT1 A 0 A_ChangeFlag(FORCERADIUSDMG,1)
		TNT1 A 0 A_Explode(random(500,1000),5000,0,0,2500)
		TNT1 A 0 Radius_Quake(7,105,0,140,0)
		TNT1 A 0 A_SpawnItemEx("VexedNemesisHugeExplosion",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright
		Stop
	}
}

ACTOR VexedSentientTeleportFXSpam : EnragedSentientTeleportFXSpam
{
Renderstyle Add
Alpha 0.4
States
{
Spawn:
	TNT1 A 0
	TNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx("Nothing",random(64,-64),random(64,-64),random(0,64),0,0,0,0,128,0) 	
	VLSN O 1 A_SpawnItemEx("Nothing",random(64,-64),random(64,-64),random(0,64),0,0,0,0,128,0) 
    Stop  
    }
}

ACTOR VexedNemesisBabySentientClone : VexedNemesisBabySentient
{
  Health 1700
  DamageFactor 0.6
  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
  +NOCLIP
  DropItem "NemesisHealthBonusMax" 256 32
  DropItem "NemesisArmorBonus32" 256
  DropItem "NemesisHealthBonusMax" 256 32
  DropItem "NemesisArmorBonus32" 256
  Obituary "%o couldn't understand the Vexed Nemesis Baby Sentient."
  Tag "\c[w2]Vexed Nemesis Baby Sentient [OVERCHARGED]\c-"
  States
  {
  Spawn:
    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 AAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",random(-24,24),random(-24,24),0)
	VBBS A 6 A_Look
	TNT1 AAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",random(-24,24),random(-24,24),0)
	VBBS B 6 A_Look	
    Loop
  See:
    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 A_UnSetShootable
	VBBS AAAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",random(-24,24),random(-24,24),0)
	VBBS AAAAAAAAAA 1 A_FadeOut(0.1,0)
	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 AAAAAAAAAA 1 A_FadeIn(0.1)
	VBBS A 1 A_SetShootable
	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 4 A_CustomMissile("NemesisBehemothCannonLaser",7,12,frandom(-6,6))
    VBBS K 4 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 4 A_CustomMissile("NemesisBehemothCannonLaser",7,12,frandom(-6,6))
    VBBS L 4 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 6 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",1)
    VBBS D 3 A_CustomMissile("NemesisBabySentientRail",20,0,Random(2,-2)) 
	VBBS C 5 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",1)
    VBBS D 3 A_CustomMissile("NemesisBabySentientRail",20,0,Random(2,-2)) 
	VBBS C 5 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",1)
    VBBS D 3 A_CustomMissile("NemesisBabySentientRail",20,0,Random(2,-2)) 
	VBBS C 5 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)	
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",1)
    VBBS D 3 A_CustomMissile("NemesisBabySentientRail",20,0,Random(2,-2)) 
	VBBS C 5 A_FaceTarget	
    Goto See	
  BFG9K:
  	TNT1 A 0 A_PlaySound("weapons/bfgf")
	VBBS CCCCC 4 A_FaceTarget
    VBBS D 6 A_CustomMissile("NemesisBabyBFGBall",20,0,0) 
	TNT1 A 0 A_PlaySound("weapons/bfgf")
    VBBS D 6 A_CustomMissile("NemesisBabyBFGBall",20,0,0) 
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	VBBS CCCCC 4 A_FaceTarget
    VBBS D 6 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 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 2 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 2 A_CustomMissile("Nemesis10kProjectile",18,0,random(-4,4))
    VBBS D 2 A_CustomMissile("Nemesis10kProjectile",18,0,random(-4,4))
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 3 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 2 A_CustomMissile("Nemesis10kProjectile",18,0,random(-4,4))
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	VBBS D 2 A_CustomMissile("Nemesis10kProjectile",18,0,random(-4,4))
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 3 A_FaceTarget
	Loop
  BFG10KEnd:
	VBBS C 15 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 8 A_CustomMissile("MiniNemesisBFGBall",18)
	VBBS C 8 A_FaceTarget
	TNT1 A 0 A_PlaySound("star/fire",1)
	VBBS D 8 A_CustomMissile("MiniNemesisBFGBall",18)
	VBBS C 8
	Goto See
  SpinToWin:
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	TNT1 A 0 A_FaceTarget
	VBBS CC 3 A_SpawnItemEx("NemesisSoulFlameSpawner",random(-24,24),random(-24,24),-30)
	TNT1 A 0 A_FaceTarget
	VBBS CC 3 A_SpawnItemEx("NemesisSoulFlameSpawner",random(-24,24),random(-24,24),-30)
	TNT1 A 0 A_FaceTarget
	VBBS CC 3 A_SpawnItemEx("NemesisSoulFlameSpawner",random(-24,24),random(-24,24),-30)
	TNT1 A 0 A_FaceTarget
	VBBS CC 3 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 4 A_CustomMissile("NemesisBabySentientCannonProj",18,0,random(-4,4))
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VBBS C 4 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 4 A_SpawnItemEx("NemesisTormentorNovaEffectSpawner")
	TNT1 A 0 A_FaceTarget
	VBBS MMMM 4 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 4 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")
    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 -1
    Stop
	}
}
