Actor Zamasuimp
{
Health 7100
Radius 20
Height 56
Speed 55
MeleeDamage 500
PainChance 25
PainChance "SoulToxic", 60
PainChance "FatFlamer", 60
PainChance "FiendFire", 60
DamageFactor 0.4
Damagefactor "Acid", 2.5
DamageFactor "PDTBFG", 0.05
DamageFactor "PDTBFGTracer", 0.05
DamageFactor "BFGSplash", 0.25
DamageFactor "BFGSpray", 0.25
DamageFactor "PlayerDevBall", 0.025
DamageFactor "PlayerDevBall2", 0.025
DamageFactor "PlayerDTBFGRailgunSlug", 0.025
DamageFactor "PlayerDevTracer", 0.025
DamageFactor "ImpComet", 0.0
DamageFactor "Cyber10K", 0.0
DamageFactor "Legendary", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuru", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "CadaverRocket", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "CerChainguns", 0.0
DamageFactor "CerEnergyBall", 0.0
DamageFactor "LegMind", 0.0
DamageFactor "BeheComet", 0.0
DamageFactor "NobleCOmet", 0.0
DamageFactor "CacoComet", 0.0
DamageFactor "CadaverRocket", 0.0
DamageFactor "HellComet", 0.0
DamageFactor "Legendary1", 0.0
DamageFactor "T3rm", 0.0
DamageFactor "C0mm4nder", 0.0
DamageFactor "DBFG10K2", 0.0
DamageFactor "HFCyb3r", 0.0
DamageFactor "PlayerDBFG10K2", 0.0
DamageFactor "PlayerDTRG", 0.3
DamageFactor "DBFG2", 0.0
DamageFactor "PlayerDBFG2", 0.0
DamageFactor "PyroShot", 0.0
DamageFactor "PlayerPyro", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "Touhou", 0.0
DamageFactor "Hell", 0.0
DamageFactor "PlayerBHole", 0.0
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "SatanGuard", 0.0
DamageFactor "Explosion", 0.01
DamageFactor "NemesisBall", 0
DamageFactor "NemesisBeam", 0.3
DropItem "Zamasu Plasmatic Cannon", 256, 33
DropItem "NemesisHealthBonusMax", 256, 32
DropItem "NemesisArmorBonus32", 256
DropItem "NemesisHealthBonusMax", 256, 32
DropItem "NemesisArmorBonus32", 256
DropItem "NemesisDemonicEnergy", 256
DropItem "NemesisGreaterDemonicEnergy", 256
DropItem "TerrorSoulSphere", 150, 1
DropItem "LegAmmoSphere", 88, 3
DropItem "EnragedLegendaryPowerShard", 95, 1
DropItem "HandGrenadeAmmo", 235, 2
DropItem "MineAmmo", 235, 2
DropItem "Backpack", 198, 1
DropItem "LegendaryRune", 128, 1
DropItem "Nemesis Rifle", 256, 1
DropItem "Nemesis Plasmatic Cannon", 256
SeeSound "ZamasuImpSee"
PainSound "ZamasuImpPain"
DeathSound " "
ActiveSound "ZamasuImpActive"
MeleeSound "ZamasuImpMelee"
Obituary "%o got burned by an Imp."
HitObituary "%o was shredded by an Zamasu Imp."
DropItem "LifeEssence" 50
DropItem "ArmorBonusMax" 50
Species "Imps"
MONSTER
Tag "\c[s5]Zamasu Imp\c-"
+BOSS
+NOTIMEFREEZE
+MISSILEMORE
+MISSILEEVENMORE
+NOICEDEATH
+DONTGIB
+NOTELEFRAG
+QUICKTORETALIATE
+DONTHARMSPECIES
+NORADIUSDMG
+NOFEAR
var int user_music;
States
{
Spawn:
	TNT1 A 0
	TNT1 A 0 A_PlaySoundEx("NDemonHeart/Pickup","Voice",0,2)
Idle:
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZAMM A 10 A_Look
	Loop
Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("DoomImp",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
See:
    TNT1 A 0 A_JumpIf(user_music == 1,3)
    TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,6710,910)
	TNT1 A 0 A_SetUserVar("user_music",1)
	ZAMI AABB 3 A_Chase
	TNT1 A 0 A_SpawnItem("HumanishStep",0,0,0,0)
	ZAMI CCDD 3 A_Chase
	TNT1 A 0 A_SpawnItem("HumanishStep",0,0,0,0)
    Loop
Melee: 
    ZAMI EF 5 A_FaceTarget
    ZAMI G 4 A_MeleeAttack
	ZAMI FE 5 A_FaceTarget
    Goto See 
Missile:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
    TNT1 A 0 A_Jump(100,"Devastator","ZamasuDarkMatter")
  Devastator:
	ZAMI E 0 A_PlaySound("cydes/mischrg",7,1,0,0.5)
	ZAMI E 1 Bright A_FaceTarget
	ZAMI EEEEE 2 Bright A_GiveInventory("NLegZombieStrafing3",1)
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
	TNT1 A 0 A_CustomMissile("NemImpDevastatorBall",32,0,0) //FusionDevastatorBall was causing a lot of lag
	ZAMI F 7 Bright
	ZAMI E 6 A_FaceTarget
	ZAMI EEEE 2 Bright A_GiveInventory("NLegZombieStrafing3",1)
	TNT1 A 0 A_Jump(196,"See")
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
	TNT1 A 0 A_CustomMissile("NemImpDevastatorBall",32,0,0)
	ZAMI F 7 Bright
	ZAMI E 10 A_FaceTarget
	Goto See
  ZamasuDarkMatter:
    ZAMI E 0 A_SetInvulnerable
	ZAMI E 0 A_PlaySound("zamasuimp/sight",7,1,0,0.5)
	ZAMI E 3 Bright A_FaceTarget
	ZAMI E 0 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAMI E 3 Bright A_FaceTarget
	ZAMI E 0 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAMI E 3 Bright A_FaceTarget
	ZAMI E 0 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAMI E 3 Bright A_FaceTarget
	ZAMI E 0 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAMI E 3 Bright A_FaceTarget
	ZAMI E 0 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAMI E 3 Bright A_FaceTarget
	ZAMI E 0 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAMI E 3 Bright A_FaceTarget
	ZAMI E 0 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAMI E 3 Bright A_FaceTarget
	ZAMI E 0 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAMI E 3 Bright A_FaceTarget
	ZAMI E 0 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAMI E 3 Bright A_FaceTarget
	ZAMI E 0 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAMI E 0 A_UnSetInvulnerable
	ZAMI F 7 Bright A_CustomMissile("ActualDarkMatter",32,0,0)
	ZAMI E 3 Bright A_FaceTarget
	ZAMI E 0 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAMI E 3 Bright A_FaceTarget
	ZAMI E 0 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAMI E 3 Bright A_FaceTarget
	ZAMI E 0 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAMI F 7 Bright A_CustomMissile("ActualDarkMatter",32,0,0)
	ZAMI E 3 Bright A_FaceTarget
	ZAMI E 0 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAMI E 3 Bright A_FaceTarget
	ZAMI E 0 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAMI E 3 Bright A_FaceTarget
	ZAMI E 0 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAMI E 8 Bright A_FaceTarget
	Goto See
Pain:
	ZAMI H 4 A_Pain
	Goto See
XDeath:
Death:
	TNT1 A 0 A_JumpIfInTargetInventory("TerminatorDamage2",1,"ZamasuGodTransformation")
	TNT1 A 0 A_JumpIfInTargetInventory("ZamasuGodRuneDamage",1,"ZamasuGodTransformation")
    ZAMI I 5
	ZAMI J 5 A_Scream
	ZAMI KL 5
    TNT1 A 0 A_PlaySound("zamasu/paaaahhhii")
	ZAMI M 0
	ZAMI M 5 A_Fall
	ZAMI M -1
    Stop
  ZamasuGodTransformation:
  	TNT1 A 0 ACS_NamedExecuteAlways("NemesisSky")
  	ZAZO G 3 Bright A_Pain
	ZAZO G 0 A_PlaySoundEx("brain/spit",7,0,2)
    ZAMI HHHHHHHHHHHHHHHHHHHHHHHHHHHHH 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZAMI HHHHHHHHHHHHHHHHHHHHHHHHHHHHH 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZAMI HHHHHHHHHHHHHHHHHHHHHHHHHHHHH 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZAMI HHHHHHHHHHHHHHHHHHHHHHHHHHHHH 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZAMI HHHHHHHHHHHHHHHHHHHHHHHHHHHHH 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZAMI HHHHHHHHHHHHHHHHHHHHHHHHHHHHH 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZAMI HHHHHHHHHHHHHHHHHHHHHHHHHHHHH 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZAMI HHHHHHHHHHHHHHHHHHHHHHHHHHHHH 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZAMI HHHHHHHHHHHHHHHHHHHHHHHHHHHHH 2 Bright A_SpawnItemEx("VexedNemesisFlameSpawner")
	TNT1 A 0 A_SpawnItemEx("ZamasuGodImp",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TELEFRAG)
	TNT1 A 1
	Stop
    }
}

Actor INFZamasuimp : Zamasuimp
{
Tag "\c[s5]Zamasu Imp\c-"
States
{
  Spawn:
    TNT1 A 0 A_Jump(160,"Remove")
    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("RuneTier3SpawnCheck") == 2,1)
	Goto Remove
  Idle:
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZAMM A 10 A_Look
	Loop
  Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("LegendaryImp",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
	}
}