ACTOR VexedNemesisStealthTrooper : NemesisStealthTrooper
{ 
  Health 2400
  Speed 40
  Renderstyle Translucent
  Alpha 0.5
  DamageFactor 0.5
  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 "VileStaff", 0.0
  DropItem "NemesisHealthBonusMax", 256, 32
  DropItem "NemesisArmorBonus32", 256
  DropItem "NemesisHealthBonusMax", 256, 32
  DropItem "NemesisArmorBonus32", 256
  DropItem "LegendaryAmmoSphere", 60, 1
  DropItem "NemesisPowerShard", 150, 1
  DropItem "HandGrenadeAmmo", 235, 6
  DropItem "MineAmmo", 235, 2
  DropItem "Backpack", 256, 1
  DropItem "Armorplate", 205, 1
  DropItem "Portablemedkit", 210, 1
  DropItem "NLDemonAmmoBox", 256 
  DropItem "NLDemonAmmo", 256 
  DropItem "NemesisShellBox", 256
  DropItem "NemesisShell", 256 
  DropItem "NemesisRuneSpawnerTier1", 120, 1
  DropItem "NemesisRifle", 256
  DropItem "NemesisSawed-OffShotgunGiver", 256
  DropItem "NemesisPlasmaticCannon" 256 1
  PainChance "Explosion", 128
  PainChance "PlayerDTRG", 128
  PainChance "DTRailgun", 128
  PainChance "PDTPuff", 128
  PainChance "RailG", 128
  SeeSound "VexedStealthTrooper/sight"
  PainSound "VexedStealthTrooper/pain"
  DeathSound "VexedStealthTrooper/death"
  ActiveSound "VexedStealthTrooper/active"
  Obituary "%o was vaporized by the Vexed Nemesis Stealth Trooper."
  var int user_missile;
  var int user_smoke;
  var int user_aurascript;
  var int user_script;
  var int user_script_type;
  var int user_fading;
  Tag "$NEVexTroop"
  States 
  {
  Spawn:
    VMST A 0
	TNT1 A 0 ACS_NamedExecuteAlways("WimpyMode",0,2)
	TNT1 A 0 ACS_NamedExecuteAlways("SpawnEffects",0)
	TNT1 A 0 ACS_NamedExecuteAlways("ModifyMonster",0,2,5)
  Idle:
	TNT1 A 0 A_SetUserVar("user_effect_delay",10)
	TNT1 A 0 A_SetUserVar("user_effect_quantity",1)
	TNT1 A 0 A_SetUserVar("user_effect_type",101)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VMST A 10 Bright A_Look
	Loop
  See:
	TNT1 A 0 A_SetUserVar("user_effect_type",101)
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("CFMusic",0,2006)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_JumpIf(user_smoke == 1,2)
	TNT1 A 0 A_JumpIfHealthLower(1800,"StartSmoke")
	VMST A 0 A_JumpIfTargetInLOS("Strafing")
	VMST AABB 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	VMST A 0 A_JumpIfTargetInLOS("Strafing")
	VMST CCDD 3 Bright A_Chase
	TNT1 A 0 A_Jump(40,"Teleport")
	TNT1 A 0 A_Jump(40,"Mine")
	TNT1 A 0 A_Jump(40,"Rush")
	TNT1 A 0 A_Jump(40,"Nade")
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	Loop
  Rush:
	VMST A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	//delete this later
	TNT1 A 0 A_SpawnItemEx("VexedNemesisStealthTrooperGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	VMST A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisStealthTrooperGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	VMST A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisStealthTrooperGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	VMST B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisStealthTrooperGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	VMST B 1 Bright A_Chase
	TNT1 A 0 A_Jump(80,"Nade")
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	//delete this later
	TNT1 A 0 A_SpawnItemEx("VexedNemesisStealthTrooperGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	VMST C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisStealthTrooperGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	VMST C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisStealthTrooperGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	VMST D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisStealthTrooperGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	VMST D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	//delete this later
	TNT1 A 0 A_Jump(84,"See")
	//delete this later
	Loop
  Strafing:
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	VMST AA 3 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	VMST BB 3 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	VMST CC 3 A_GiveInventory("VexedNemesisLegZombieStrafing",1)  
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	VMST DD 3 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	Goto See
  Phase:
	TNT1 A 0 A_PlaySound("phaseimp/teleport")
	VMST E 2 A_FaceTarget
	VMST E 3
	Goto Phased
  UnPhase:
	TNT1 A 0 A_PlaySound("phaseimp/teleport")
	VMST E 2
	VMST E 2 A_FaceTarget	
    Goto See  
  Phased:
	VMST AABBCCDDAABBCCDDAABBCCDDAABBCCDD 1 A_ExtChase(0,0)
	VMST AABBCCDDAABBCCDD 1 A_Chase
	TNT1 A 0 A_Jump(24,"UnPhase")
	Goto Phased+32
  Teleport:
	TNT1 A 0 A_JumpIf(user_smoke == 1,"Rush")
	VMST A 1 Bright ACS_NamedExecuteWithResult("ttk_fader",10,3)
	VMST AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VMST A 0 A_Settics(user_fading)
	VMST A 2 
	VMST AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	VMST AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	VMST A 1 A_PlayWeaponSound("boss/teleport")
	VMST AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VMST A 0 A_Settics(user_fading)
	VMST A 1 Bright
	Goto See  
  Pause:
	VMST EEEEE 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	Goto See  
  NemesisSSG:
	TNT1 A 0 A_PlaySound("Coachgun/Pickup",7,1.0,0,0.5)
 	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_JumpIf(user_missile >= 3,"Teleport")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VMS2 EE 6 A_FaceTarget
	TNT1 AA 0 A_SpawnItemEx("NemesisShellCasing", 0, 12, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	VMS2 F 5 Bright A_PlaySoundEx("NemesisSSG/Fire1","Weapon")
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VMS2 E 7 A_FaceTarget
	TNT1 AA 0 A_SpawnItemEx("NemesisShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
	TNT1 A 0 A_PlayWeaponSound("NemesisSSG/Open")
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VMS2 E 5 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("NemesisSSG/Load")
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VMS2 EE 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisSSG/Close",7,1.0,0,0.5)
	Goto NemesisSSG+2
  NemesisSSGSniper:
	TNT1 A 0 A_PlaySound("Coachgun/Pickup",7,1.0,0,0.5)
	VMS2 EE 6 A_FaceTarget
	TNT1 A 0 A_FaceTarget
	VMS2 EEEEEE 1 A_CustomRailgun(-1,10,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,1,0,"RailTargetPuff",0,0,0,0,2,0,"NemesisCyberNobleRailTarget")
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", 0, 32, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 AAAAAAAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-8,8),CMF_OFFSETPITCH,frandom(-4,4))
	VMS2 F 3 Bright A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	VMS2 E 5 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", 0, 32, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 AAAAAAAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-8,8),CMF_OFFSETPITCH,frandom(-4,4))
	VMS2 F 3 Bright A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	VMS2 E 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisSSG/Close",7,1.0,0,0.5)
	Goto MissileLoop
  Missile:
	TNT1 A 0 A_JumpIf(user_smoke == 1,2)
	TNT1 A 0 A_JumpIfHealthLower(1800,"StartSmoke")
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_Jump(30,"NemesisSSGSniper")
	TNT1 A 0 A_Jump(40,"Nade","Mine")
	VMST E 10 A_FaceTarget
  MissileLoop:
	TNT1 A 0 A_JumpIfCloser(300,"NemesisSSG")
	VMST E 2 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",32,0,random(-2,2),0)
	VMST F 2 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	TNT1 A 0 A_MonsterRefire(100,"Pause")
	Loop
  Nade:
	VMST E 1 A_JumpIfCloser(1000,1)
	Goto Missile
	VMST E 0 A_JumpIfCloser(280,"Missile")
	TNT1 A 0 A_PlaySound("weapons/hgrenadepin",0,1.0,0)
	VMST EE 8 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/hgrenadethrow",0,1.0,0)
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 AAAAA 0 A_CustomMissile("VexedTrooperGrenade",32,0,frandom(-8,8),CMF_OFFSETPITCH,frandom(-40,40))
	VMST E 6
	VMST E 1
	Goto See
  Mine:
	VMST C 1 Bright
	TNT1 AAAAA 0 A_CustomMissile("NemesisSpringMineSet",32,0,random(0,360),2,15)
	VMST C 9 Bright
	VMST E 9 Bright
	VMST C 3 Bright
	Goto See
  StartSmoke:
	TNT1 A 0 A_JumpIf(user_smoke == 1,"See")
	TNT1 A 0 A_ChangeFlag(NoPain,1)
	TNT1 A 0 A_SetInvulnerable
	VMST G 10
	TNT1 A 0 A_SetTranslucent(0.25)
	TNT1 A 0 A_SpawnItemEx("NemesisLightning")
	TNT1 A 0 A_Playsound("brain/spit",6,1.0,0,ATTN_NONE)
	TNT1 A 0 ACS_NamedExecuteAlways("SpawnFireOnActor",0,101)
	TNT1 A 0 A_SetUserVar("user_script",1)
	TNT1 A 0 A_SetUserVar("user_script_type",100)
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_ChangeFlag(NoPain,0)
	TNT1 A 0 A_SetUserVar("user_smoke",1)
	VMST G 10
	Goto See
  Pain:
	TNT1 A 0 A_Jump(30,"Teleport")
	TNT1 A 0 A_Jump(90,"Phase")
	VMST G 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VMST G 0 A_Pain
	VMST G 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	Goto See
  XDeath:
  Death:
	TNT1 A 0 A_Jump(36,"LegendarySoul") 
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_StopSound(6)
	VMST H 5 A_Scream
	VMST I 5 A_Fall
	VMST J 5 A_SpawnItem("BodyCrash",0,0,0,0)
	TNT1 A 0 A_Jump(100,"MoreStuff")
	VMST L 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,192)
	VMST L -1 
	Stop
  LegendarySoul:
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_StopSound(6)
	//delete this later
	VMST H 5 A_Scream
	//delete this later
	VMST I 5 A_Fall
	//delete this later
	VMST J 5 A_SpawnItem("BodyCrash",0,0,0,0)
	//delete this later
	VMST L 140
	VMST L 0 A_PlaySoundEx("brain/spit","Voice",0,2)
	VMST LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	VMST LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	VMST LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("VexedNemesisSoul",0,0,16,0,0,0,0,32)
	TNT1 A 0 A_SpawnItemEx("TeleportFog",0,0,16,0,0,0,0,32)
	VMST L -1
	Stop
  MoreStuff:
	VMST L 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,192)
	TNT1 A 0 A_SpawnItem("HellionSmokeAttack")
	VMST LLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_SpawnItem("NemesisZombieItemRandomizer")
	VMST LLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_SpawnItem("NemesisZombieItemRandomizer")
	VMST L 1 A_SpawnItem("NemesisZombieSuperItemRandomizer")
	VMST L -1
	Stop
	}
}

ACTOR VexedNemesisStealthTrooperGhostA 
{
  Scale 1.1
  Alpha 0.7
  RENDERSTYLE Translucent
  +NOTIMEFREEZE
  +CLIENTSIDEONLY
  States 
  {
  Spawn:
	TNT1 A 0 Bright
	TNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult("CheckVanilla") == 1, "Vanilla")
	TNT1 A 1 Bright
	Goto Fade
  Fade:
	VMST A 2 A_FadeOut(0.10)
	Loop
  Vanilla:
	TNT1 A 0
	Stop
	}
}

ACTOR VexedNemesisStealthTrooperGhostB : VexedNemesisStealthTrooperGhostA
{
States
  {
  Fade:
	VMST B 2 A_FadeOut(0.1,1)
	Loop
  }
}

ACTOR VexedNemesisStealthTrooperGhostC : VexedNemesisStealthTrooperGhostA
{
States
  {
  Fade:
	VMST C 2 A_FadeOut(0.1,1)
	Loop
  }
}

ACTOR VexedNemesisStealthTrooperGhostD : VexedNemesisStealthTrooperGhostA
{
States
  {
  Fade:
	VMST D 2 A_FadeOut(0.1,1)
	Loop
  }
}

Actor VexedTrooperGrenade : NemesisGrenade
{
Speed 70
Obituary "%o was blown away by the Vexed Nemesis Stealth Trooper's grenade."
}

ACTOR VexedTrooperSmoke
{
	Radius 4
	Height 4
    +FloorClip
	+NoClip
	+NoTimeFreeze
	+NoGravity
	+Clientsideonly
	+NoInteraction
	+Bright
	Scale 1.65
	Speed 12
	Mass 75
	RenderStyle Subtract
	Alpha 0.7
	States
	{
	Spawn:
	    FXPW AAABC 3
		FXPW DEFFED 3 A_Fadeout(0.02)
		FXPW DEFFED 3 A_Fadeout(0.02)
		FXPW DEFGHIJKLM 3
		Stop
	}
}

Actor VexedTrooperSmokeSpawner
{
  +NOINTERACTION
  +NOTIMEFREEZE
  +CLIENTSIDEONLY
  var int user_delay;
  States
  {
  Spawn:
	TNT1 AA 0 A_SpawnItemEx("VexedTrooperSmokeBomb",frandom(-650,650),frandom(-650,650),0,frandom(-0.1,0.1),frandom(-0.1,0.1),frandom(0,1),0,0,64)
	Stop
	}
}

Actor VexedTrooperSmokeBomb
{
  +NOINTERACTION
  +NOTIMEFREEZE
  +CLIENTSIDEONLY
  var int user_delay;
  States
  {
  Spawn:
	TNT1 AAAAAAAAAAAAAAAAAAAA 6 A_SpawnItemEx("VexedTrooperSmoke",frandom(-25,25),frandom(-25,25),-30,frandom(-0.1,0.1),frandom(-0.1,0.1),frandom(3,5),0,0,64)
	Stop
	}
}

ACTOR VexedAuraSpawnerZombie : LHellionSmokeSpawner
{
+CLIENTSIDEONLY
+NOINTERACTION
+NOBLOCKMAP
+NOCLIP
States
  {
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("CheckVanilla") == 1, "Null")
	TNT1 A 0 A_SpawnItem("VexedAura",0,0,0,0)
	TNT1 A 1
	Stop	
  }
}

ACTOR VexedAuraParticle
{
    +NOINTERACTION
    +NOTIMEFREEZE
    +CLIENTSIDEONLY
    Renderstyle Add
    Scale 0.06
    States
    {
	Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("CheckVanilla") == 1, "Null")
    TNT1 A 0
	SPKW A 2 Bright A_FadeOut(0.015)
	Loop
	}
}

Actor VexedAuraSpark
{
  +NOINTERACTION
  +NOTIMEFREEZE
  +CLIENTSIDEONLY
  Renderstyle Add
  var int user_delay;
  States
  {
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("CheckVanilla") == 1, "Null")
	TNT1 A 0 A_SetScale(frandom(0.5,1.0))
	TNT1 A 0 A_SetUserVar(user_delay,random(2,4))
	SPV9 ABCDEF 1 A_SetTics(user_delay)
	Stop
	}
}

Actor VexedAuraSoul
{
  +NOTIMEFREEZE
  +NOINTERACTION
  +CLIENTSIDEONLY
  Renderstyle Add
  Alpha 0.5
  Scale 0.7
  var int user_delay;
  States
  {
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("CheckVanilla") == 1, "Null")
	TNT1 A 0 A_Jump(128,2)
	TNT1 A 0 A_SetScale(-1.0,1.0)
	TNT1 A 0 A_SetUserVar(user_delay,random(2,3))
	NRMF ABCDEFG 1 Bright A_SetTics(user_delay)
	Stop
	}
}

Actor VexedAuraRift
{
  +NOINTERACTION
  +NOTIMEFREEZE
  +CLIENTSIDEONLY
  +BRIGHT
  Renderstyle Add
  Alpha 0.7
  Scale 0.30
  States
  {
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("CheckVanilla") == 1, "Null")
	NO6X ABCDEFGHIJKLMNOPQRSTU 1
	Stop
	}
}

ACTOR VexedAuraRift2
{
  +NOINTERACTION
  +NOTIMEFREEZE
  +CLIENTSIDEONLY
  +BRIGHT
  Renderstyle Add
  Alpha 0.5
  Scale 0.12
  States
  {
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("CheckVanilla") == 1, "Null")
	NSEL ABCDEFGHIJKLMNOPQRSTUVWX 1
    Stop
  }
}

Actor VexedAuraRiftRandomizer : RandomSpawner
{
  DropItem "VexedAuraRift" 256 1
  DropItem "VexedAuraRift2" 256 1
}

Actor VexedAuraPowerLine : BluePowerLine
{
+NOINTERACTION
+NOTIMEFREEZE
+CLIENTSIDEONLY
+BRIGHT
Scale 0.85
Renderstyle Stencil
Stencilcolor White
Alpha 0.70
}

Actor VexedAura
{
  +NOINTERACTION
  +NOTIMEFREEZE
  +CLIENTSIDEONLY
  Renderstyle Add
  var int user_delay;
  States
  {
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("CheckVanilla") == 1, "Null")
	TNT1 AA 0 A_SpawnItemEx("VexedAuraSpark",random(-12,12),random(-12,12),random(15,40),frandom(-0.4,0.4),frandom(-0.4,0.4),frandom(0,3),0,0,64)
	TNT1 AA 0 A_SpawnItemEx("VexedAuraSoul",random(-12,12),random(-12,12),random(6,32),frandom(-0.4,0.4),frandom(-0.4,0.4),frandom(0,4),0,0,64)
	TNT1 A 0 A_SpawnItemEx("VexedAuraRiftRandomizer",random(-12,12),random(-12,12),random(6,32),frandom(-0.4,0.4),frandom(-0.4,0.4),frandom(0,4),0,0,64)
	TNT1 A 0 A_SpawnItemEx("VexedAuraParticle",Random(-12,12),Random(-12,12),Random(30,50),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	Stop
	}
}