ACTOR VexedNemesisFiend : NemesisFiend 
{
  Health 2400
  PainChance 18
  Speed 28
  BloodColor "Black"
  Scale 1.25
  Renderstyle Translucent
  DamageFactor 0.35
  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
  DamageFactor "VileFires", 0.0
  DropItem "NemesisHealthBonusMax", 256, 32
  DropItem "NemesisArmorBonus32", 256
  DropItem "NemesisHealthBonusMax", 256, 32
  DropItem "NemesisArmorBonus32", 256
  DropItem "NemesisPowerSphere" 100 1
  DropItem "NLDemonAmmoBox" 200 
  DropItem "NLDemonAmmo" 256
  DropItem "LegendaryTimeFreezeSphere" 100
  DropItem "NemesisPowerShard" 65 1
  DropItem "NemesisRifle" 40 1
  SeeSound "NemesisFiend/Sight"
  ActiveSound "NemesisFiend/Active"
  PainSound "NemesisFiend/Pain"
  DeathSound "NemesisFiend/Death"
  AttackSound "LegFiend/Melee"
  Obituary "Not a single piece of %o was left after getting completely devoured by the Vexed Nemesis Archfiend."
  HitObituary "Not a single piece of %o was left after getting completely devoured by the Vexed Nemesis Archfiend"
  Tag "$NEVexFiend"
  var int user_fading;
  States
  {
  Spawn:
    VFND A 0
	TNT1 A 0 ACS_NamedExecuteAlways("WimpyMode",0,2)
    TNT1 A 0 A_SetTranslucent (0.3)
	TNT1 A 0 ACS_NamedExecuteAlways("ModifyMonster",0,2,5)
  Idle:
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VFND A 12 Bright A_Look
	Loop
  See:
    TNT1 A 0 A_SetTranslucent (0.3)
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("CFMusic",0,2004)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 ACS_NamedExecuteWithResult("CFRuneCheck",1)
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_Jump(110,"Rush")
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("NemesisFiend/Step1")
	VFND AABB 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("NemesisFiend/Step1")
	VFND CCDD 2 Bright A_Chase
	TNT1 A 0 A_Jump(25,"Teleport")
	Loop
  Rush:
    TNT1 A 0 A_SetTranslucent (0.3)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("NemesisFiend/Step2")
	VFND AA 0 A_Chase
	VFND A 1 Bright A_SpawnItemEx("VNemesisFiendGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	VFND AA 0 A_Chase
	VFND A 1 Bright A_SpawnItemEx("VNemesisFiendGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	VFND AA 0 A_Chase
	VFND B 1 Bright A_SpawnItemEx("VNemesisFiendGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	VFND AA 0 A_Chase
	VFND B 1 Bright A_SpawnItemEx("VNemesisFiendGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("NemesisFiend/Step2")
	VFND AA 0 A_Chase
	VFND C 1 Bright A_SpawnItemEx("VNemesisFiendGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	VFND AA 0 A_Chase
	VFND C 1 Bright A_SpawnItemEx("VNemesisFiendGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	VFND AA 0 A_Chase
	VFND D 1 Bright A_SpawnItemEx("VNemesisFiendGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	VFND AA 0 A_Chase
	VFND D 1 Bright A_SpawnItemEx("VNemesisFiendGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	TNT1 A 0 A_Jump(15,"Teleport")
	TNT1 A 0 A_Jump(87,"See")
	Loop
 Teleport:
	VFND A 1 Bright ACS_NamedExecuteWithResult("ttk_fader",10,3)
	VFND AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VFND A 0 A_Settics(user_fading)
	VFND AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	VFND AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	VFND A 1 A_PlayWeaponSound("boss/teleport")
	VFND AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VFND A 0 A_Settics(user_fading)
	VFND A 1 Bright
	Goto See		
  Missile:
    TNT1 A 0 A_SetTranslucent (0.3)
	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(500,"FireBreath")
	TNT1 A 0 A_Jump(48,"Rage")
	TNT1 A 0 A_Jump(64,"Ripper","BigBall")
	TNT1 A 0 A_JumpIfCloser(300,"Lunge")
  Normal:		
    TNT1 A 0 A_SetTranslucent (0.3)
	VFND EF 3 Bright A_FaceTarget
	VFND G 6 Bright A_CustomMissile("DefilerBouncyBall",32,0,0)
	VFND EF 3 Bright A_FaceTarget
	VFND G 6 Bright A_CustomMissile("DefilerBouncyBall",32,0,0)	
	VFND EF 4 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("DefilerBouncyBall",32,0,10)
	TNT1 A 0 A_CustomMissile("DefilerBouncyBall",32,0,-10)	
	VFND G 8 Bright A_CustomMissile("NemesisBehemothCannonLaser",32,0,0)	
	VFND E 6 Bright
	Goto See	
  BigBall:
    TNT1 A 0 A_SetTranslucent (0.3)
	VFND EF 4 A_FaceTarget
	VFND G 8 Bright A_CustomMissile("NemesisBehemothCannonBall",32,0,0)
	VFND EF 4 A_FaceTarget
	VFND G 8 Bright A_CustomMissile("NemesisBehemothCannonBall",32,0,0)
	Goto See
  FireBreath:
	TNT1 A 0 A_PlaySound("LegFiend/Melee",2)
	VFND EF 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("magma/firebreath")
	TNT1 A 0 A_FaceTarget
	VFND FFFFFFFFFFFF 1 Bright A_CustomMissile("NemesisFiendBreath",32,0,Random(6,-6))
	TNT1 A 0 A_FaceTarget
	VFND FFFFFFFFFFFF 1 Bright A_CustomMissile("NemesisFiendBreath",32,0,Random(6,-6))
	TNT1 A 0 A_FaceTarget
	VFND FFFFFFFFFFFF 1 Bright A_CustomMissile("NemesisFiendBreath",32,0,Random(6,-6))
	TNT1 A 0 A_FaceTarget
	VFND FFFFFFFFFFFF 1 Bright A_CustomMissile("NemesisFiendBreath",32,0,Random(6,-6))
	VFND E 10 Bright
	Goto See
  Ripper:
    TNT1 A 0 A_SetTranslucent (0.3)
	VFND EEEFFF 3 Bright A_FaceTarget
	VFND GGG 2 Bright A_CustomMissile("NemesisFiendBoomerang",32,0,random(-2,2))
	VFND G 0 A_FaceTarget
	VFND GGG 2 Bright A_CustomMissile("DefilerHellStaffBall",32,0,random(-2,2))
	TNT1 A 0 A_CustomMissile("DefilerHellStaffBall",32,-15,random(-2,2))
	TNT1 A 0 A_CustomMissile("DefilerHellStaffBall",32,15,random(-2,2))
	VFND G 0 A_FaceTarget
	VFND GGG 2 Bright A_CustomMissile("NemesisFiendBoomerang",32,0,random(-2,2))
	TNT1 A 0 A_CustomMissile("NemesisFiendBoomerang",32,-30,random(-2,2))
	TNT1 A 0 A_CustomMissile("NemesisFiendBoomerang",32,30,random(-2,2))
	VFND E 2 Bright A_FaceTarget
	Goto See
  Lunge:
	TNT1 A 0 A_Jump(64,"Normal")
	TNT1 A 0 A_PlaySound("LegFiend/Melee")
	VFND EF 4 Bright A_FaceTarget
	TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	VFND F 2 Bright A_Recoil(-36)
	VFND F 3 Bright A_CustomMissile("NemesisFiendLunge",18,0,0,CMF_AIMDIRECTION)
	VFND G 6 Bright
	VFND G 2 Bright A_ScaleVelocity(0.2)
	TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)
	VFND G 1 Bright A_ScaleVelocity(0)
	Goto Missile
  Rage:	
	VFND G 1 A_JumpIfCloser(1500,1)
	Goto Normal
	VFND G 1 Bright A_PlaySound("NemesisFiend/Attack",2)
	VFND G 0 A_SetInvulnerable
	VFND G 1 Bright A_FaceTarget
  RageWait:
	TNT1 A 0 A_JumpIf(user_ragewait >= 10,"RageGo")
	TNT1 A 0 A_SetUserVar("user_ragewait",user_ragewait+1)
	VFND G 0 A_JumpIfTargetInLos(2)
	VFND G 0 A_Jump(256,2)
	VFND G 0 A_FaceTarget
	VFND G 2 Bright A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	Loop
  RageGo:
	TNT1 A 0 A_SetUserVar("user_ragewait",0) 
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 ThrustThingZ(0,35,0,1)
	TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_PlaySound("NemesisFiend/Jump",7)
	VFND G 9 Bright
	VFND G 0 A_JumpIfTargetInLos(2)
	VFND G 0 A_Jump(256,2)
	VFND G 0 A_FaceTarget
	VFND G 3 Bright
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	VFND F 2 A_Recoil(-100)
	TNT1 A 0 A_PlaySound("LegFiend/Melee")
	VFND G 0 A_SpawnItemEx("VNemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	VFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	VFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	VFND G 2 Bright A_FaceTarget
	VFND G 0 A_SpawnItemEx("VNemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	VFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	VFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	VFND G 2 Bright A_FaceTarget
	TNT1 A 0 A_Jump(128,"LungeTeleport")
	VFND G 0 A_SpawnItemEx("VNemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	VFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	VFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	VFND G 2 Bright A_FaceTarget
	VFND G 0 A_SpawnItemEx("VNemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	VFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	VFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	VFND G 2 Bright A_FaceTarget	
	VFND G 0 A_SpawnItemEx("VNemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	VFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	VFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	VFND G 2 Bright A_FaceTarget
	VFND G 0 A_SpawnItemEx("VNemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	VFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	VFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	VFND G 2 Bright A_FaceTarget
	VFND G 0 A_SpawnItemEx("VNemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	VFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	VFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	VFND G 2 Bright A_FaceTarget
	VFND G 0 A_SpawnItemEx("VNemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	VFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	VFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	VFND G 2 Bright A_FaceTarget
	VFND G 0 A_SpawnItemEx("VNemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	VFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	VFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	VFND G 2 Bright A_FaceTarget
	VFND G 0 A_SpawnItemEx("VNemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	VFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	VFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	VFND G 2 Bright A_FaceTarget
	VFND G 0 A_SpawnItemEx("VNemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	VFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	VFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	VFND G 2 Bright A_FaceTarget
	VFND G 0 A_SpawnItemEx("VNemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	VFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	VFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	VFND G 2 Bright A_FaceTarget
	VFND G 0 A_SpawnItemEx("VNemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	VFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	VFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	VFND G 2 Bright A_FaceTarget
	VFND G 0 A_SpawnItemEx("VNemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	VFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	VFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	VFND G 2 Bright A_FaceTarget
	VFND G 0 A_SpawnItemEx("VNemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	VFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	VFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	VFND G 2 Bright A_FaceTarget
	VFND G 0 A_SpawnItemEx("VNemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	VFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	VFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	VFND G 2 Bright A_FaceTarget
	VFND G 0 A_SpawnItemEx("VNemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	VFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	VFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	VFND G 2 Bright A_FaceTarget
	VFND G 0 A_SpawnItemEx("VNemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	VFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	VFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	VFND G 2 Bright A_FaceTarget
	VFND G 0 A_SpawnItemEx("VNemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	VFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	VFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	VFND G 2 Bright A_FaceTarget
	VFND G 0 A_SpawnItemEx("VNemesisFiendLungeGhost",0,0,0,0,0,0,0,128)
	VFND G 0 A_SpawnItem("NemesisSoulFlameSpawner",0,0,0,0)
	VFND G 0 A_CustomMissile("BigLFLunge",18,0,0,CMF_AIMDIRECTION)
	VFND G 2 Bright A_FaceTarget
	TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	Goto See
  LungeTeleport:
	VFND G 1 Bright A_UnSetShootable
	TNT1 A 0 A_PlaySound("boss/teleport",1)
	VFND AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VFND GGGGGGGGGG 1 A_FadeOut(0.1,0)
	TNT1 A 0 A_Stop
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Chase("","")
	VFND A 1 A_PlaySound("boss/teleport",1)
	VFND AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VFND AAAAAAAAAA 1 A_FadeIn(0.1)
	TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	VFND A 1 Bright A_SetShootable
	TNT1 A 0 A_Jump(128,"RageGo")
	Goto See
  Melee:
    TNT1 A 0 A_SetTranslucent (0.3)
	VFND EF 2 Bright A_FaceTarget
	VFND G 2 Bright A_MeleeAttack
	VFND E 2 Bright A_FaceTarget
	Goto See
  Pain:
  	TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)
	TNT1 A 0 A_Jump(35,"Teleport")
	TNT1 A 0 A_Jump(88,"Rage")
	VFND H 2 Bright
	VFND H 2 Bright A_Pain
	Goto See
  PainMissile:
	VFND H 2 Bright
	VFND H 2 Bright A_Pain
	Goto Missile
  Death:
  	TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)
	VFND I 10 A_StopSound(6)
	VFND J 0 A_PlaySound("Gore/Splat")
	VFND J 0 A_SpawnItemEx("NemesisGibbedGenerator",0,0,0,0,0,0,0,128,0)
	VFND J 10 A_Scream
	VFND K 10 
	VFND L 10 A_NoBlocking
	VFND M 100 
	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)	
	VFND N -1
	Stop
  MoreStuff:
	VFND N 100
	TNT1 A 0 A_SpawnItem("HellionSmokeAttack")
	VFND NNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 1 A_SpawnItem("NemesisZombieItemRandomizer")
	VFND NNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 1 A_SpawnItem("NemesisZombieItemRandomizer")
	VFND N 1 A_SpawnItem("NemesisZombieSuperItemRandomizer")
	VFND N -1
	Stop
  }
}

Actor VNemesisFiendGhost
{
  Scale 1.25
  Renderstyle Translucent
  Alpha 0.75
  +CLIENTSIDEONLY
  +NOINTERACTION
  +NOTIMEFREEZE
  States
  {
  Spawn:
    TNT1 A 0 A_SetTranslucent (0.1)
  Fade:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("CheckVanilla") == 1, "Vanilla")
	VFND A 2 A_FadeOut(0.09)
	Loop
  Vanilla:
	TNT1 A 0
	Stop	
	}
}

Actor VNemesisFiendLungeGhost : NemesisFiendGhost
{
  States
  {
  Spawn:
    TNT1 A 0 A_SetTranslucent (0.1)
  Fade:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("CheckVanilla") == 1, "Vanilla")
	VFND G 2 A_FadeOut(0.09)
	Loop
	}
}