ACTOR NemesisAllieSquadBeacon : MarineBeacon
{
Inventory.MaxAmount 3
Inventory.InterHubAmount 3
Inventory.Icon "B3ZCH0"
Inventory.PickupSound "Beacon/Pickup"
Inventory.PickupMessage "Nemesis Squad Beacon"
Tag "Nemesis Beacon - Friendly Allies Squad"
//Info: Using Sprites From Nexus Infinity
States
{
  Spawn:
	BEAC N -1
    Stop
  Use:
	//TNT1 A 0 A_Jump(100,2,3,4,5,6)
	TNT1 A 1 A_SpawnItemEx("FriendlyNemesisRandomlyAlliesActived",0,0,16,8,0,4,0,0,0,tid-1)
	Stop
	TNT1 A 1 A_SpawnItemEx("FriendlyNemesisRandomlyAlliesActived",0,0,16,8,0,4,0,0,0,tid-1)
	Stop
	TNT1 A 1 A_SpawnItemEx("FriendlyNemesisRandomlyAlliesActived",0,0,16,8,0,4,0,0,0,tid-1)
	Stop
	TNT1 A 1 A_SpawnItemEx("FriendlyNemesisRandomlyAlliesActived",0,0,16,8,0,4,0,0,0,tid-1)
	Stop
	TNT1 A 1 A_SpawnItemEx("FriendlyNemesisRandomlyAlliesActived",0,0,16,8,0,4,0,0,0,tid-1)
	Stop
	TNT1 A 1 A_SpawnItemEx("FriendlyNemesisRandomlyAlliesActived",0,0,16,8,0,4,0,0,0,tid-1)
	Stop
}
}

ACTOR FriendlyNemesisRandomlyAlliesActived : MarineBeaconActivated
{
States
{
  Spawn:
    BEAC N 20 A_SpawnItem("VexedNemesisFlameSpawner")
    BEAC O 15 Bright A_PlaySound("beacon/alarm")
    BEAC N 20 A_SpawnItem("VexedNemesisFlameSpawner")
    BEAC O 15 Bright A_PlaySound("beacon/alarm")
    BEAC N 20 A_SpawnItem("VexedNemesisFlameSpawner")
    BEAC O 15 Bright A_PlaySound("beacon/alarm")
    BEAC N 35 Bright A_SpawnItem("VexedNemesisFlameSpawner")
    BEAC OOOO 35 A_SpawnItemEx("FriendlyNemesisRandomlyAlliesSpawner",0,0,0,0,0,0,0,32|SXF_SETMASTER,0,tid)
	BEAC N 1
    Goto Death
  Death:
	TNT1 A 0
    TNT1 A 1 A_SpawnItemEx("TeleportFog")
    Stop
  Explosion:
	BEAC AA 35 A_PlaySound("weapon/warn")
	TNT1 A 0 A_SpawnItem("LargeBeaconKaboom")
    Stop
  }
}

ACTOR FriendlyNemesisRandomlyAlliesSpawner : RandomSpawner
{
DropItem "FriendlyNemesisZombie", 256, 40
DropItem "FriendlyNemesisAssaultCaptain", 256, 35
DropItem "FriendlyNemesisStealthTrooper", 256, 35
DropItem "FriendlyNemesisCommando", 256, 30
//DropItem "FriendlyLegendaryRevolverZombie", 256, 1
//DropItem "FriendlyLegendaryCowboy", 256, 1
//DropItem "FriendlyLegendaryAssaultCaptain", 256, 1
//DropItem "FriendlyLegendaryLieutenant", 256, 1
//DropItem "FriendlyLegendaryAnnihilatorImp", 256, 1
//DropItem "FriendlyLegendarySuperShotgunZombie", 256, 1
//DropItem "FriendlyLegendaryQuadShotgunZombie", 256, 1
//DropItem "FriendlyLegendaryLeader", 256, 1
/*DropItem "FriendlyLegendaryProShotgunner", 256, 1
DropItem "FriendlyLegendaryCatharsi", 256, 1
DropItem "NewFriendlyLegendaryPlasmaGunner", 256, 1
DropItem "FriendlyLegendaryRailgunZombie", 256, 1
DropItem "FriendlyLegendaryDevastatorZombie", 256, 1
DropItem "FriendlyLegendaryHeroSoul", 256, 1
DropItem "FriendlyLegendaryChainsawZombie", 256, 1
DropItem "FriendlyLegendaryStealthTrooper", 256, 1
DropItem "FriendlyLegendaryCommando", 256, 1
DropItem "FriendlyStoneLegendaryCommando", 256, 1
DropItem "FriendlyLegendaryGeneral", 256, 1
DropItem "FriendlyLegendaryColonel", 256, 1
DropItem "FriendlyLegendaryPyroZombie", 256, 1
*/
DropItem "FriendlyNemesisFiend", 256, 25
//DropItem "FriendlyLegendaryApparition", 256, 1
//DropItem "FriendlyLegendarySuicideBomber", 256, 1
DropItem "FriendlyNemesisRevenant", 256, 15
DropItem "FriendlyNemesisExile.txt", 256, 10
DropItem "FriendlyNemesisCyberNoble.txt", 256, 10
+Friendly
+NOBLOCKMONST
+DONTHARMSPECIES
+DONTHARMCLASS
}

Actor INFGODSNewNemesisSoulSphere : CustomInventory
{
+INVENTORY.BIGPOWERUP
+FLOATBOB
-INVENTORY.ALWAYSPICKUP
+DONTGIB
-FLOAT
+COUNTITEM
+FLOATBOB
+NOTIMEFREEZE
Inventory.PickupMessage "Nemesis Soul Sphere. Contains countless of dark souls!"
Inventory.PickUpSound "VileGet"
States
{
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("NexusNoFloat") == 0,2)
	TNT1 A 0 A_ChangeFlag(FLOATBOB,0)
	SENE AABBCCDDCCBB 8 Bright A_CustomMissile ("SNSphereFlameSpawner", -20, 0, random(0,-360), 2, random(0,360)) 
	Goto Spawn+2
  Pickup:
	TNT1 A 0 A_GiveInventory("SemiNemesisSphereHealth", 1)
	Stop
   }
}