Actor BloodGodDoomSlayer : VexedNemesisDoomSlayer
{
//Creator: Nolram
//Origin: Infinity Gods (Originally Doomslayer from Nexus)
//Sprite: BND0
//Title: "Blood God DoomSlayer" 
  Health 16666
  Mass 600
  Speed 75
  FastSpeed 90
  MeleeRange 80
  BloodColor "Red"
  PainChance 20
  -NODROPOFF
  Species "LegendaryDoomguy"
  Damagetype "InsanityHell"
  DamageFactor 0.12
  DamageFactor "Ice", 0.06
  DamageFactor "InsanityHell", 0.0
  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 "PlayerNemesisPlasma", 0.165
  DamageFactor "Cursed", 0.1
  DamageFactor "Hackroid", 0.165
  DamageFactor "TrueLegendaryDamage", 0.165
  DamageFactor "TrueLegendaryPlayer", 0.165
  PainChance "Explosion", 128
  PainChance "PlayerDTRG", 128
  PainChance "DTRailgun", 128
  PainChance "PDTPuff", 128
  PainChance "RailG", 128
  DropItem "Demon Tech Devastator" 256 1
  DropItem "Demon Tech BFG10K" 256 1
  DropItem "Explosive Minigun" 256 1
  DropItem "ExplosiveRailgun" 200 1
  DropItem "Explosive Shotgun" 200
  DropItem "CannongunSphere" 128
  DropItem "EFG9000", 200
  DropItem "HeavyGrenadeLauncher", 140
  DropItem "ExplosiveCombatpack", 180, 1
  SeeSound "NemesisDoomslayer/taunt"
  ActiveSound " "
  PainSound "NemesisDoomslayer/pain"
  DeathSound "NemesisDoomslayer/death"
  AttackSound " "
  Obituary "%o was sent a ticket back to hell by the \c[i7]Blood God DoomSlayer\c-!!!"
  Tag "\c[i7]Blood God\c- \c[z4]DoomSlayer"
  Translation "0:255=%[0.00,0.00,0.00]:[1.50,0.20,0.00]"
  var int user_music;
  var int user_missile;
  var int user_powershard;
  var int user_powershardlimit;
  var int user_powersphere;
  var int user_resistancebufflimit;
  var int user_resistancebuff;
  var int user_skullofpower;
  var int user_infammo;
  var int user_bfg;
  var int user_deathtimer;
  var int user_deathtimeractive;
  var int user_nemesis;
  States
  {
  Spawn:
	BND0 A 10 A_Look
	TNT1 A 0 A_SpawnItemEx("InsanityFlameSpawner")
	TNT1 A 0 A_SpawnItemEx("HFCyberFlameSpawner")
	Loop
  See:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,1767,1011)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_JumpIfInventory("MarineKilled",1,"Taunt")
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_SpawnItemEx("InsanityFlameSpawner")
	BND0 AA 3 A_Chase
	TNT1 A 0 A_SpawnItemEx("InsanityFlameSpawner")
	BND0 BB 3 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep")
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_SpawnItemEx("InsanityFlameSpawner")
	BND0 CC 3 A_Chase
	TNT1 A 0 A_SpawnItemEx("InsanityFlameSpawner")
	BND0 DD 3 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep")
	TNT1 A 0 A_Jump(64,"Mines")
	TNT1 A 0 A_Jump(30,"Jump")
	TNT1 A 0 A_Jump(80,"Rush","Teleport")
	Loop
  Rush:
	TNT1 A 0 A_JumpIfInventory("MarineKilled",1,"Taunt")
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_SpawnItemEx("InsanityFlameSpawner")
	TNT1 A 0 A_SpawnItemEx("HFCyberFlameSpawner")
	BND0 A 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("HFCyberFlameSpawner")
	BND0 A 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("InsanityFlameSpawner")
	TNT1 A 0 A_SpawnItemEx("HFCyberFlameSpawner")
	BND0 B 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("InsanityFlameSpawner")
	BND0 B 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep")
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_SpawnItemEx("InsanityFlameSpawner")
	TNT1 A 0 A_SpawnItemEx("HFCyberFlameSpawner")
	BND0 C 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("InsanityFlameSpawner")
	BND0 C 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("InsanityFlameSpawner")
	TNT1 A 0 A_SpawnItemEx("HFCyberFlameSpawner")
	BND0 D 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("InsanityFlameSpawner")
	BND0 D 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep")
	TNT1 A 0 A_Jump(80,"See","Teleport")
	Loop
  Teleport:
	BND0 A 1 Bright A_UnSetShootable
	TNT1 AAAA 0 A_SpawnItem("InsanityFlameSpawner",0,0,0,0)
	BND0 AAAAAAAAAA 1 Bright A_FadeOut(0.1,0)
	BND0 A 2 Bright
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	BND0 A 1 Bright A_PlayWeaponSound("boss/teleport")
	TNT1 AAAA 0 A_SpawnItem("InsanityFlameSpawner",0,0,0,0)
	BND0 AAAAAAAAAA 1 Bright A_FadeIn(0.1)
	BND0 A 1 Bright A_SetShootable
	Goto See  
  Strafing:
	TNT1 A 0 A_JumpIfInventory("MarineKilled",1,"Taunt")
	TNT1 A 0 A_SpawnItemEx("FootStep")
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	BND0 AA 2 A_GiveInventory("DTZombieStrafing",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	BND0 BB 2 A_GiveInventory("DTZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("FootStep")
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	BND0 CC 2 A_GiveInventory("DTZombieStrafing",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	BND0 DD 2 A_GiveInventory("DTZombieStrafing",1)
	Goto See 
  Jump:
	    TNT1 A 0 A_Jump(120,"HighJump")
		TNT1 A 0 ThrustThingZ(0,70,0,1)
	    BND0 A 10 A_FaceTarget
		BND0 A 5 A_FaceTarget
		BND0 A 10 A_FaceTarget
		TNT1 A 0 A_Recoil(-50)
		GoTo See
  HighJump:
	    BND0 A 10 A_FaceTarget
		TNT1 A 0 ThrustThingZ(0,100,0,1)
		BND0 A 5 A_FaceTarget
		BND0 A 10 A_FaceTarget
		TNT1 A 0 A_Recoil(-50)
		GoTo See
  Taunt:
	TNT1 A 0 A_PlaySound("NemesisDoomslayer/taunt",2,0.8,0,ATTN_NONE)
	TNT1 A 0 A_TakeInventory("MarineKilled",1)
	Goto See
  Missile:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(64,2)
	TNT1 A 0 A_JumpIfHealthLower(2000,"TryShard2")
	TNT1 A 0 A_Jump(32,"AmmoSphere","PowerSphere","SkullOfPower")
  MissileContinue:
	TNT1 A 0 A_JumpIfTargetInLOS("FarRange",360,JLOSF_CLOSENOJUMP|JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,0,1000)
	TNT1 A 0 A_JumpIfTargetInLOS("LongRange",360,JLOSF_CLOSENOJUMP|JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,0,750)
	TNT1 A 0 A_JumpIfTargetInLOS("NearRange",360,JLOSF_CLOSENOJUMP|JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,0,500)
	TNT1 A 0 A_JumpIfTargetInLOS("CloseRange",360,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,500,0)
	Goto DMG
  FarRange:
	TNT1 A 0 A_Jump(12,"NemesisAltBall","ZenAlt")
	TNT1 A 0 A_Jump(256,"BFGAlt","PlasmaticRifle","Cannon1","BFG","DMG","EradicatorBFG","Stingray","NukeShot")
	Goto DMG
  LongRange:
	TNT1 A 0 A_Jump(12,"NemesisAltBall","ZenAlt")
	TNT1 A 0 A_Jump(200,"PlasmaticRifle","Cannon1")
	TNT1 A 0 A_Jump(256,"BFG","Stingray","EradicatorBFG","NukeShot","BFGAlt","Cannon2","Cannon3","DMG")
	Goto DMG
  NearRange:
	TNT1 A 0 A_Jump(12,"NemesisAltBall","ZenAlt")
	TNT1 A 0 A_Jump(200,"PlasmaticRifle","Cannon2","Nemesis")
	TNT1 A 0 A_Jump(256,"BFGAlt","ASG","Cannon1","DMG")
	Goto DMG
  CloseRange:
	TNT1 A 0 A_Jump(12,"NemesisAltBall","ZenAlt")
	TNT1 A 0 A_Jump(128,"ASG","Coachgun","DMG","Nemesis")
	TNT1 A 0 A_Jump(200,"PlasmaticRifle","Cannon2")
	TNT1 A 0 A_Jump(256,"BFGAlt","Cannon1","Cannon3")
	Goto DMG
  TryShard2:
	TNT1 A 0 A_Jump(128,"TryResistance2")
	TNT1 A 0 A_JumpIf(user_powershardlimit >= 3,"TryResistance2")
	TNT1 A 0 A_JumpIf(user_powershard == 1,"TryResistance2")
	Goto PowerShard
  TryResistance2:
	TNT1 A 0 A_JumpIf(user_resistancebufflimit >= 4,"MissileContinue")
	TNT1 A 0 A_JumpIf(user_resistancebuff == 1,"MissileContinue")
	Goto ResistanceBuff
  AmmoSphere:
	TNT1 A 0 A_JumpIf(user_infammo == 2,"MissileContinue")
	TNT1 A 0 A_SpawnItemEx("InsanityFlameSpawner")
	BND0 E 6
	TNT1 A 0 A_SpawnItemEx("InsanityFlameSpawner")
	TNT1 A 0 ACS_NamedExecuteAlways("EnemyInfiniteAmmo",0)
	TNT1 A 0 A_PlaySound("legammo/use",6,1.0,0,0.4)
	TNT1 A 0 A_PlaySound("NemesisDoomslayer/taunt",2,1.0,0,0.4)
	Goto See
  SkullOfPower:
	TNT1 A 0 A_JumpIf(user_skullofpower == 2,"MissileContinue")
	TNT1 A 0 A_JumpIfHealthLower(2000,2)
	TNT1 A 0 A_Jump(256,"MissileContinue")
	TNT1 A 0 A_SpawnItemEx("HFCyberFlameSpawner")
	BND0 E 6
	TNT1 A 0 A_SpawnItemEx("InsanityFlameSpawner")
	TNT1 A 0 A_GiveInventory("LegDoomguySkullOfPower")
	TNT1 A 0 ACS_NamedExecuteAlways("LegDoomguySkullOfPower",0)
	TNT1 A 0 A_PlaySound("legdoomguy/quaddmg",7,1.0,0,0.4)
	TNT1 A 0 A_PlaySound("soterror/use",6,1.0,0,0.4)
	TNT1 A 0 A_PlaySound("NemesisDoomslayer/taunt",2,1.0,0,0.4)
	Goto See
  PowerSphere:
	TNT1 A 0 A_JumpIf(user_powersphere == 2,"MissileContinue")
	TNT1 A 0 A_SpawnItemEx("InsanityFlameSpawner")
	BND0 E 6
	TNT1 A 0 A_SpawnItemEx("HFCyberFlameSpawner")
	TNT1 A 0 A_ChangeFlag("ALWAYSFAST",1)
	TNT1 A 0 ACS_NamedExecuteAlways("LegDoomguyPowerSphere",0)
	TNT1 A 0 A_PlaySound("legpowersphere/use",6,1.0,0,0.4)
	TNT1 A 0 A_PlaySound("NemesisDoomslayer/taunt",2,1.0,0,0.4)
	Goto See
  PowerShard:
	TNT1 A 0 A_JumpIf(user_powershardlimit >= 4,"See")
	TNT1 A 0 A_SetUserVar(user_powershardlimit,user_powershardlimit+1)
	TNT1 A 0 A_JumpIf(user_powershard == 1,"See")
	TNT1 A 0 A_SpawnItemEx("InsanityFlameSpawner")
	BND0 E 6
	TNT1 A 0 A_SpawnItemEx("HFCyberFlameSpawner")
	TNT1 A 0 ACS_NamedExecuteAlways("NemesisDoomslayerPowerShard",0)
	TNT1 A 0 A_PlaySound("legendary/defense",6,1.0,0,0.4)
	TNT1 A 0 A_PlaySound("NemesisDoomslayer/taunt",2,1.0,0,0.4)
	Goto See
  ResistanceBuff:
	TNT1 A 0 A_JumpIf(user_resistancebufflimit >= 4,"See")
	TNT1 A 0 A_SetUserVar(user_resistancebufflimit,user_resistancebufflimit+1)
	TNT1 A 0 A_JumpIf(user_resistancebuff == 1,"See")
	TNT1 A 0 A_PlaySound("Saber/Pickup",7,1.0,0,0.5)
	BND0 E 6
	TNT1 A 0 A_PlaySound("Saber/Buff",1,1.0,0,0.5)
	TNT1 A 0 A_PlaySound("Saber/Resistance",6,1.0,0,0.5)
	TNT1 A 0 A_PlaySound("NemesisDoomslayer/taunt",2,1.0,0,0.4)
	TNT1 A 0 A_GiveInventory("LegDoomguySaberResistance")
	TNT1 A 0 ACS_NamedExecuteAlways("LegDoomguyResistanceBuff",0)
	BND0 F 16
	Goto See
  Mines:
	TNT1 A 0 A_Jump(96,"MineInfAmmo")
	BND0 C 4 Fast
	BND0 E 15 Fast A_CustomMissile("InsaneCydestroyerThrownHellfireMine",32,0,0,2,15)
	TNT1 AAAA 0 A_CustomMissile("InsaneCydestroyerThrownHellfireMine",32,0,random(0,360),2,15)
	BND0 C 4 Fast
	Goto See
  MineInfAmmo:
	BND0 C 6 Fast
	TNT1 AAAAAAAA 0 A_CustomMissile("InsaneCydestroyerThrownHellfireMine",32,0,random(0,360),2,15)
	TNT1 AAAAAAAA 0 A_CustomMissile("InsaneCydestroyerThrownHellfireMine",32,0,random(0,360),2,15)
	BND0 E 5 Fast
	BND0 C 3 Fast
	Goto See
  Grenade:
	BND0 A 0 A_PlaySound("weapons/hgrenadepin",0,1.0,0)
	BND0 E 4 Fast A_FaceTarget
	BND0 A 0 A_PlaySound("weapons/hgrenadethrow",0,1.0,0)
	BND0 E 1 A_CustomMissile("NemesisGrenade",32,0,0,2,4)
	BND0 A 0 A_GiveInventory("MonsterAvoid",1)
	Goto See
  Pause:
	BND0 EE 5 A_SpawnItemEx("InsanityFlameSpawner")
	TNT1 A 0 A_PlaySound("weapons/LMGReload3",7,1.0,0,0.5)
	Goto See
  ASG:
	TNT1 A 0 A_PlaySound("LShotgun/Cock",7,1.0,0,0.5)
	BND0 E 10 A_FaceTarget
  ASGLoop:
	TNT1 A 0 A_JumpIfInventory("MarineKilled",1,"Taunt")
	TNT1 A 0 A_JumpIfInventory("ASGZAmmo",16,"ReloadASG")
	BND0 E 3 Fast A_GiveInventory("DTZombieStrafing",1)
	TNT1 A 0 A_JumpIf(user_infammo == 1,2)
	TNT1 A 0 A_GiveInventory("ASGZAmmo",1)
	TNT1 A 0 A_SpawnItemEx("ShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("Cardinal10K",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	TNT1 A 0 A_CustomMissile("Cardinal10K",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	BND0 F 3 Fast A_GiveInventory("DTZombieStrafing",1)	
	TNT1 A 0 A_GiveInventory("ASGZAmmo",1)
	TNT1 A 0 A_SpawnItemEx("ShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("Cardinal10K",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	TNT1 A 0 A_CustomMissile("Cardinal10K",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	BND0 F 3 Fast A_GiveInventory("DTZombieStrafing",1)	
	BND0 A 0 A_Jump(60,"Pause","TryCoachgun")
	BND0 A 0 A_Jump(15,"Grenade")
	Loop
  ReloadASG:
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_PlaySound("lasgguy/asgout")
	TNT1 A 0 A_SpawnItemEx("LegendaryEmptyDrumSpawner",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_SpawnItemEx("HFCyberFlameSpawner")
	BND0 E 10 Fast A_TakeInventory("ASGZAmmo",16)
	TNT1 A 0 A_SpawnItemEx("InsanityFlameSpawner")
	BND0 E 4 Fast A_PlaySound("lasgguy/asgin") 
	BND0 E 5 Fast A_PlaySound("LShotgun/Cock")
	TNT1 A 0 A_SpawnItemEx("HFCyberFlameSpawner")
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	Goto See
  TryCoachgun:
	TNT1 A 0 A_JumpIfCloser(350,"Coachgun")
	//TNT1 A 0 A_JumpIfCloser(700,"CoachgunAlt")
	Goto Pause
  Coachgun:
	TNT1 A 0 A_PlaySound("Coachgun/Pickup",7,1.0,0,0.5)
	BND0 E 10 Fast
	BND0 EE 3 Fast A_GiveInventory("DTZombieStrafing",1) //holy god, oooooooof
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("Cardinal10K",32,0,frandom(-15,15),CMF_OFFSETPITCH,frandom(-8,8))
	TNT1 A 0 A_PlaySound("Coachgun/Fire1",1)
	BND0 F 5 Fast A_GiveInventory("DTZombieStrafing",1)
	BND0 EE 3 Fast A_GiveInventory("DTZombieStrafing",1) //holy god, oooooooof
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("Cardinal10K",32,0,frandom(-15,15),CMF_OFFSETPITCH,frandom(-8,8))
	TNT1 A 0 A_PlaySound("Coachgun/Fire1",1)
	BND0 F 5 Fast A_GiveInventory("DTZombieStrafing",1)
	Goto CoachgunReload
  CoachgunAlt:
	TNT1 A 0 A_PlaySound("Coachgun/Pickup",7,1.0,0,0.5)
	BND0 E 10 Fast
	TNT1 A 0 A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("Cardinal10K",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	BND0 F 4 Fast A_GiveInventory("DTZombieStrafing",1)
	BND0 EEE 4 Fast A_GiveInventory("DTZombieStrafing",1)

	TNT1 A 0 A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("Cardinal10K",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	BND0 F 4 Fast A_GiveInventory("DTZombieStrafing",1)
	BND0 EEE 4 Fast A_GiveInventory("DTZombieStrafing",1)
    Goto CoachgunReload
  CoachgunReload:
	BND0 EEE 3 Fast A_GiveInventory("DTZombieStrafing",1)
	TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
	BND0 E 3 Fast A_PlaySound("Coachgun/Open")
	TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
	TNT1 AA 0 A_SpawnItemEx("NemesisShellCasing", 0, 12, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	BND0 E 1
	BND0 E 3 Fast A_PlaySound("Coachgun/Load")
	TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
	BND0 E 3 Fast A_PlaySound("NemesisSSG/Close",7,1.0,0,0.5)
	TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
	BND0 E 3 Fast
	BND0 A 0 A_Jump(64,"Grenade","Coachgun")
    Goto See
  DMG:
	BND0 E 10 A_FaceTarget
	TNT1 A 0 A_Jump(96,"DMGBurst")
  DMGLoop:
	TNT1 A 0 A_JumpIfInventory("MarineKilled",1,"Taunt")
	TNT1 A 0 A_JumpIfInventory("NemDMGAmmo",60,"ReloadDMG")
	BND0 E 2 Fast A_GiveInventory("DTZombieStrafing",1)	
	TNT1 A 0 A_JumpIf(user_infammo == 1,2)
	TNT1 A 0 A_GiveInventory("NemDMGAmmo",1)
	TNT1 A 0 A_CustomMissile("Cardinal10K",Random(28,34),0,Random(2,-2),0)
	TNT1 A 0 A_SpawnItemEx("NemesisRifleCasing",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("weapons/LMGFire",1)
	BND0 F 2 Fast A_GiveInventory("DTZombieStrafing",1)	
	TNT1 A 0 A_CustomMissile("Cardinal10K",Random(28,34),0,Random(2,-2),0)
	TNT1 A 0 A_SpawnItemEx("NemesisRifleCasing",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("weapons/LMGFire",1)
	BND0 F 2 Fast A_GiveInventory("DTZombieStrafing",1)	
	TNT1 A 0 A_JumpIfCloser(350,"ASG")
	TNT1 A 0 A_MonsterRefire(128,"See")
	TNT1 A 0 A_Jump(20,"PauseDMG")
	BND0 A 0 A_Jump(15,"Grenade")
	Loop
  DMGBurst:
	TNT1 A 0 A_JumpIfInventory("NemDMGAmmo",60,"ReloadDMG")
	BND0 EEE 3 Bright A_GiveInventory("DTZombieStrafing",1)
	BND0 E 2 Bright A_GiveInventory("DTZombieStrafing",1)
  DMGBurstLoop:
	BND0 A 0 A_JumpIf(user_missile >= 5,"DMGBurstRepeat")
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	TNT1 A 0 A_JumpIf(user_infammo == 1,2)
	TNT1 A 0 A_GiveInventory ("NemDMGAmmo",1)
	TNT1 A 0 A_SpawnItemEx("NemesisRifleCasing",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),128)
	BND0 F 0 A_PlaySoundEx("weapons/LMGFire","Weapon")
	TNT1 A 0 A_CustomMissile("Cybruiser15KFast",Random(28,34),0,Random(4,-4),0)
	BND0 F 1 Bright A_GiveInventory("DTZombieStrafing",1)
    Loop
  DMGBurstRepeat:
	TNT1 A 0 A_SetUserVar(user_missile,0)
	TNT1 A 0 A_Jump(16,"DMGLoop")
	TNT1 A 0 A_Jump(48,"PauseDMG")
	TNT1 A 0 A_MonsterRefire(128,"See")
    Goto DMGBurst
  ReloadDMG:
    TNT1 A 0 A_ChangeFlag(NOPAIN,1)
    TNT1 A 0 A_PlaySound("weapons/LMGReload2")
	TNT1 A 0 A_SpawnItemEx("LegendaryEmptyDrumSpawner",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_TakeInventory("NemDMGAmmo",60)
    BND0 EE 25 Fast A_SpawnItemEx("InsanityFlameSpawner")
	TNT1 A 0 A_SpawnItemEx("InsanityFlameSpawner")
    BND0 E 20 Fast A_PlaySound("weapons/LMGReload1") 
	TNT1 A 0 A_SpawnItemEx("InsanityFlameSpawner")
	BND0 E 40 Fast A_PlaySound("weapons/LMGReload3")
    TNT1 A 0 A_ChangeFlag(NOPAIN,0)
    Goto See
  PauseDMG:
	BND0 EE 5 A_SpawnItemEx("InsanityFlameSpawner")
	Goto See
  PlasmaticRifle:
	TNT1 A 0 A_PlaySound("weapons/legup",7,1.0,0,0.5)
	BND0 E 10 A_FaceTarget
  PlasmaticRifleLoop:
	TNT1 A 0 A_JumpIfInventory("MarineKilled",1,"Taunt")
	TNT1 A 0 A_JumpIfInventory("LegZombieRifleAmmo",50,"ReloadPlasmaticRifle")
	BND0 E 2 Fast A_GiveInventory("DTZombieStrafing",1)
	TNT1 A 0 A_JumpIf(user_infammo == 1,2)
	TNT1 A 0 A_GiveInventory("LegZombieRifleAmmo",1)
	TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
	TNT1 A 0 A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	TNT1 AA 0 A_CustomMissile("Cybruiser15KFast",32,0,random(-2,2),CMF_TRACKOWNER)
	BND0 F 2 Fast A_GiveInventory("DTZombieStrafing",1)
	TNT1 AA 0 A_CustomMissile("Cybruiser15KFast",32,0,random(-2,2),CMF_TRACKOWNER)
	BND0 F 2 Fast A_GiveInventory("DTZombieStrafing",1)
	BND0 A 0 A_MonsterRefire(128,"Pause")
	TNT1 A 0 A_Jump(24,"PausePlasmaticRifle")
	BND0 A 0 A_Jump(10,"Grenade")
	Loop
  ReloadPlasmaticRifle:
    TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	BND0 E 4 Fast A_PlaySound("weapons/demontecheject")
	BND0 E 10 Fast A_PlaySound("weapons/demontechsteam")
	TNT1 A 0 A_SpawnItemEx("LDemonTechEmptyMag", -8, 7, 30, 4, 0, (0.1)*Random(30, 40), Random(-80, -90), 128)
	TNT1 A 0 A_TakeInventory("LegZombieRifleAmmo",50)
    BND0 EEEEE 3 Fast A_SpawnItemEx("InsanityFlameSpawner")
	TNT1 A 0 A_SpawnItemEx("InsanityFlameSpawner")
    BND0 E 3 Fast A_PlaySound("weapons/demontechload") 
	TNT1 A 0 A_SpawnItemEx("InsanityFlameSpawner")
	BND0 E 6 Fast A_PlaySound("weapons/demontechclick3")
    TNT1 A 0 A_ChangeFlag(NOPAIN,0)
    Goto See
  PausePlasmaticRifle:
	BND0 A 0 A_PlaySound("weapons/demontechsteam",6)
	Goto Pause
  Cannon1:
	TNT1 A 0 A_PlaySound("legendarycannon/up",7,1.0,0,0.5)
	BND0 E 15 A_FaceTarget
	TNT1 A 0 A_SetUserVar(user_missile,random(0,5))
  Cannon1Loop:
	BND0 A 0 A_JumpIf(user_missile >= 15,"Pause")
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	BND0 EE 4 Fast A_GiveInventory("DTZombieStrafing",1)
	TNT1 A 0 A_PlaySound("LegCannon/Fire",1)
	TNT1 A 0 A_CustomMissile("BoomBarrageMissile",32)
	BND0 FF 4 Fast A_GiveInventory("DTZombieStrafing",1)
	TNT1 A 0 A_PlaySound("LegCannon/Fire",1)
	TNT1 A 0 A_CustomMissile("BoomBarrageMissile",32)
	BND0 FF 4 Fast A_GiveInventory("DTZombieStrafing",1)
	BND0 A 0 A_MonsterRefire(128,"Pause")
	Loop
  Cannon2:
	TNT1 A 0 A_PlaySound("legendarycannon/up",7,1.0,0,0.5)
	BND0 E 15 A_FaceTarget
	BND0 A 0 A_PlaySound("NemesisCannon/Mode2")
	BND0 E 10 A_FaceTarget
	TNT1 A 0 A_SetUserVar(user_missile,random(0,4))
  Cannon2Loop:
	BND0 A 0 A_JumpIf(user_missile >= 25,"Pause")
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	BND0 E 3 Fast A_GiveInventory("DTZombieStrafing",1)
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",7)
	TNT1 A 0 A_CustomMissile("BoomBarrageMissile",32)
	BND0 F 3 Fast A_GiveInventory("DTZombieStrafing",1)
	BND0 A 0 A_MonsterRefire(128,"Pause")
	Loop
  Cannon3:
	TNT1 A 0 A_PlaySound("legendarycannon/up",7,1.0,0,0.5)
	BND0 E 15 A_FaceTarget
	TNT1 A 0 A_SetUserVar(user_missile,random(0,2))
  Cannon3Loop:
  	TNT1 A 0 A_JumpIf(user_missile >= 3,"Pause")
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	TNT1 A 0 A_PlaySound("legendarycannon/charge",6,1.0,0,0.5)
	BND0 E 1 Bright A_FaceTarget
	BND0 EEEEEEEEEEEEEE 3 Fast A_GiveInventory("DTZombieStrafing",1)
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
	BND0 F 7 A_CustomMissile("HFIFDArchonLordMegaBall",32,0,0)
	BND0 E 10 A_FaceTarget
	Loop
  BFG:
	BND0 E 1 //A_PlaySound("LDoomguy/BFG2",2,1.0,0,0.5)
	TNT1 A 0 A_JumpIf(user_bfg == 0,3)
	TNT1 A 0 A_SetUserVar(user_bfg,1)
	BND0 E 1 //A_PlaySound("LDoomguy/BFG",2,1.0,0,0.5)
	TNT1 A 0 A_PlaySound("Weapons/GuruUp",7,1.0,0,0.5)
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	BND0 E 15 A_FaceTarget
	TNT1 A 0 A_PlaySound("truelegbfg/trigger",6,1.0,0,0.5)
	BND0 E 10 A_FaceTarget
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_PlaySound("NemesisBFG/charge",1)	
	BND0 EEEEEEEEEEEEEEEEEEEE 5 A_GiveInventory("DTZombieStrafing",1)
	TNT1 A 0 A_PlaySound("NemesisBFG/Fire",1)
	BND0 F 20 A_CustomMissile("UltimateDevastatorBall",32)
	TNT1 A 0 A_PlaySound("NemesisBFG/charge",1)	
	BND0 EEEEEEEEEEEEEEEEEEEE 5 A_GiveInventory("DTZombieStrafing",1)
	TNT1 A 0 A_PlaySound("NemesisBFG/Fire",1)
	BND0 F 20 A_CustomMissile("UltimateDevastatorBall",32)
	Goto Pause
  BFGAlt:
	TNT1 A 0 A_PlaySound("Weapons/GuruUp",7,1.0,0,0.5)
	BND0 E 15 A_FaceTarget
	TNT1 A 0 A_SetUserVar(user_missile,random(0,2))
  BFGAltLoop:
	BND0 A 0 A_JumpIf(user_missile >= 6,"Pause")
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	BND0 EE 4 Fast A_GiveInventory("DTZombieStrafing",1)
	BND0 F 0 A_PlayWeaponSound("star/fire")
	BND0 F 14 Fast A_CustomMissile("PyroShot")
	BND0 EEEEE 4 Fast A_GiveInventory("DTZombieStrafing",1)
	BND0 A 0 A_MonsterRefire(128,"Pause")
	Loop
	
  EradicatorBFG:
    TNT1 A 0 A_Jump(128,"BFG2704Alt")
	BND0 E 1 //A_PlaySound("LDoomguy/BFG2",2,1.0,0,0.5)
	TNT1 A 0 A_JumpIf(user_bfg == 0,3)
	TNT1 A 0 A_SetUserVar(user_bfg,1)
	BND0 E 1 //A_PlaySound("LDoomguy/BFG",2,1.0,0,0.5)
	TNT1 A 0 A_PlaySound("Weapons/GuruUp",7,1.0,0,0.5)
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	BND0 E 15 A_FaceTarget
	TNT1 A 0 A_PlaySound("truelegbfg/trigger",6,1.0,0,0.5)
	BND0 E 10 A_FaceTarget
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_PlaySound("EradicationBFG/Charge",1)
	BND0 EEEEEEEEEEEEEE 5 A_GiveInventory("DTZombieStrafing",1)
	TNT1 A 0 A_PlaySound("NemesisBFG/Fire",1)
	BND0 F 15 A_CustomMissile("EradicationBFGProjectile",32)
	TNT1 A 0 A_PlaySound("NemesisBFG/charge",1)	
	BND0 EEEEEEEEEEEEEE 5 A_GiveInventory("DTZombieStrafing",1)
	TNT1 A 0 A_PlaySound("NemesisBFG/Fire",1)
	BND0 F 15 A_CustomMissile("EradicationBFGProjectile",32)
	TNT1 A 0 A_PlaySound("NemesisBFG/charge",1)	
	BND0 EEEEEEEEEEEEEE 5 A_GiveInventory("DTZombieStrafing",1)
	TNT1 A 0 A_PlaySound("NemesisBFG/Fire",1)
	BND0 F 15 A_CustomMissile("EradicationBFGFocusProj",32)
	Goto Pause
	
  Stingray:
    TNT1 A 0 A_Jump(128,"Cynetik")
	BND0 E 1 //A_PlaySound("LDoomguy/BFG2",2,1.0,0,0.5)
	TNT1 A 0 A_JumpIf(user_bfg == 0,3)
	TNT1 A 0 A_SetUserVar(user_bfg,1)
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	BND0 E 1 //A_PlaySound("LDoomguy/BFG",2,1.0,0,0.5)
	TNT1 A 0 A_PlaySound("Weapons/GuruUp",7,1.0,0,0.5)
	BND0 E 15 A_FaceTarget
	TNT1 A 0 A_PlaySound("truelegbfg/trigger",6,1.0,0,0.5)
	BND0 E 10 A_FaceTarget
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_PlaySound("NemesisBFG/charge",1)	
	BND0 EEEEEEEEEEEEEEEEEE 5 A_GiveInventory("DTZombieStrafing",1)
	TNT1 A 0 A_PlaySound("Weapons/StingrayFire",1)
	BND0 F 20 Bright A_CustomMissile("StingrayShotEnemy",44,-24)
	TNT1 A 0 A_PlaySound("Weapons/StingrayCharge",CHAN_5)
	BND0 E 15 A_FaceTarget
	Goto See
	
  NukeShot:
	TNT1 A 0 A_Jump(128,"NukeBall")
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	BND0 E 1 //A_PlaySound("LDoomguy/BFG2",2,1.0,0,0.5)
	TNT1 A 0 A_JumpIf(user_bfg == 0,3)
	TNT1 A 0 A_SetUserVar(user_bfg,1)
	BND0 E 1 //A_PlaySound("LDoomguy/BFG",2,1.0,0,0.5)
	TNT1 A 0 A_PlaySound("Weapons/GuruUp",7,1.0,0,0.5)
	BND0 E 15 A_FaceTarget
	TNT1 A 0 A_PlaySound("truelegbfg/trigger",6,1.0,0,0.5)
	BND0 E 10 A_FaceTarget
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_PlaySound("weapons/nuclearmissilecharge",0,10.0)
	BND0 EEEEEEEEEEEE 5 A_GiveInventory("DTZombieStrafing",1)
	TNT1 A 0 A_PlaySoundEx("Cardihilator/NukeFire", 1, 0, 2)
	BND0 F 20 A_CustomMissile("FusionNuke",32)
	Goto Pause
	
	
  NukeBall:
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	BND0 E 1 //A_PlaySound("LDoomguy/BFG2",2,1.0,0,0.5)
	TNT1 A 0 A_JumpIf(user_bfg == 0,3)
	TNT1 A 0 A_SetUserVar(user_bfg,1)
	BND0 E 1 //A_PlaySound("LDoomguy/BFG",2,1.0,0,0.5)
	TNT1 A 0 A_PlaySound("Weapons/GuruUp",7,1.0,0,0.5)
	BND0 E 15 A_FaceTarget
	TNT1 A 0 A_PlaySound("truelegbfg/trigger",6,1.0,0,0.5)
	BND0 E 10 A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisBFG/charge",1)	
	BND0 EEEEEEEEEEEEEEEEEEEE 5 A_GiveInventory("DTZombieStrafing",1)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_PlaySound("NemesisBFG/Fire",1)
	BND0 F 20 A_CustomMissile("ArcradimusBall",32)
	TNT1 A 0 A_PlaySound("NemesisBFG/charge",1)	
	BND0 EEEEEEEEEEEEEEEEEEEE 5 A_GiveInventory("DTZombieStrafing",1)
	TNT1 A 0 A_PlaySound("NemesisBFG/Fire",1)
	BND0 F 20 A_CustomMissile("ArcradimusBall",32)
	Goto Pause
	
	
  BFG2704Alt:
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	BND0 E 1 //A_PlaySound("LDoomguy/BFG2",2,1.0,0,0.5)
	TNT1 A 0 A_JumpIf(user_bfg == 0,3)
	TNT1 A 0 A_SetUserVar(user_bfg,1)
	BND0 E 1 //A_PlaySound("LDoomguy/BFG",2,1.0,0,0.5)
	TNT1 A 0 A_PlaySound("Weapons/GuruUp",7,1.0,0,0.5)
	BND0 E 15 A_FaceTarget
	TNT1 A 0 A_PlaySound("truelegbfg/trigger",6,1.0,0,0.5)
	BND0 E 10 A_FaceTarget
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	BND0 EEEEEEE 5 A_GiveInventory("DTZombieStrafing",1)
	BND0 F 20 A_CustomMissile("AltMolochBFG2704",32)
	BND0 EEEEEEE 5 A_GiveInventory("DTZombieStrafing",1)
	BND0 F 20 A_CustomMissile("AltMolochBFG2704",32)
	Goto Pause
	
  Cynetik:
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	BND0 E 1 //A_PlaySound("LDoomguy/BFG2",2,1.0,0,0.5)
	TNT1 A 0 A_JumpIf(user_bfg == 0,3)
	TNT1 A 0 A_SetUserVar(user_bfg,1)
	BND0 E 1 //A_PlaySound("LDoomguy/BFG",2,1.0,0,0.5)
	TNT1 A 0 A_PlaySound("Weapons/GuruUp",7,1.0,0,0.5)
	BND0 E 15 A_FaceTarget
	TNT1 A 0 A_PlaySound("truelegbfg/trigger",6,1.0,0,0.5)
	BND0 E 10 A_FaceTarget
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	BND0 EEEEEE 5 A_GiveInventory("DTZombieStrafing",1)
	TNT1 A 0 A_PlaySound("weapons/cynstrike",1)
	BND0 F 20 A_CustomMissile("CynetikBallEnemy",32)
	BND0 EEEEEE 5 A_GiveInventory("DTZombieStrafing",1)
	TNT1 A 0 A_PlaySound("weapons/cynstrike",1)
	BND0 F 20 A_CustomMissile("CynetikBallEnemy",32)
	Goto Pause

  Nemesis:
	TNT1 A 0 A_PlaySound("NemesisReady",7,1.0,0,0.5)
	TNT1 A 0 A_SetUserVar("user_nemesis",1)
	BND0 E 15 A_FaceTarget
	TNT1 A 0 A_PlaySound("Nemesis/Laser",7)
	BND0 EEE 1
	TNT1 A 0 A_PlaySound("Nemesis/LaserLoop",6,1.0,1)
  NemesisLoop:
	TNT1 A 0 A_GiveInventory("NemDoomSlayerNemesisClip",1)
	TNT1 A 0 A_CustomRailgun(random(8,20),0,0,0,RGF_SILENT,1,2,"NemesisRailPuff",0,0,0,0,8,0,"NemesisRailEffect",0)
    BND0 EE 1 Fast A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemDoomSlayerNemesisClip",1)
	TNT1 A 0 A_CustomRailgun(random(8,20),0,0,0,RGF_SILENT,1,2,"NemesisRailPuff",0,0,0,0,8,0,"NemesisRailEffect",0)
	TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
    BND0 EE 1 Fast A_FaceTarget
	TNT1 A 0 A_Jump(16,"NemesisPause")
	TNT1 A 0 A_MonsterRefire(96,"NemesisPause")
    Loop
  NemesisPause:
	TNT1 A 0 A_StopSound(6)
	BND0 E 15
    Goto See

  NemesisAltBall:
    TNT1 A 0
    TNT1 A 0 A_JumpifInventory("NemDoomSlayerNemesisClip",300,"NemesisAltBallFire")
	//TNT1 A 0 A_Jump(64,"Nemesis")
	Goto Missile
  NemesisAltBallFire:
	TNT1 A 0 A_PlaySound("NemesisUp",1,1.0,0,ATTN_NONE)
	BND0 EEEEEEEEEEEEEEEEEEEE 5 A_GiveInventory("DTZombieStrafing",1)
    TNT1 A 0 A_TakeInventory("NemDoomSlayerNemesisClip",300)
	TNT1 A 0 A_PlaySound("Nemesis/FireBall",6,1.0,0,ATTN_NONE)
	BND0 F 20 A_CustomMissile("NemesisAltBallMonster",32)
	BND0 EEEEE 5
    Goto Pause

  LaserBeam:
	TNT1 A 0 A_PlaySound("Weapons/GuruUp",7,1.0,0,0.5)
    TNT1 A 0 A_Playsound("MasterSparkCharge")
	BND0 EEEEEE 15 A_FaceTarget
	TNT1 A 0 A_SetUserVar(user_missile,random(0,2))
  LaserBeamLoop:
	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 >= 90,"Pause")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget
	BND0 F 1 Fast A_CustomMissile("NemesisSentientLaser",34,0,0)
	Goto LaserBeamLoop+2
  ZenAlt:
	TNT1 A 0 A_PlaySound("ZENUP3",1,1.0,0,ATTN_NONE)
	BND0 EEEEEEEF 6 A_FaceTarget
	TNT1 A 0 A_Playsound("ZENUP",6,1.0,0,ATTN_NONE)
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("UnmakerParticleSpawner",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,0)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,45)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,90)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,135)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,180)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,225)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,270)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,315)
    BND0 F 15 Bright
	BND0 EE 30
	Goto See

  PainNemesis:
	TNT1 A 0 A_StopSound(6)
    TNT1 A 0 A_SetUserVar("user_nemesis",0)
	TNT1 A 0 A_JumpIfHealthLower(3000,"TryShard")
	TNT1 A 0 A_Jump(32,"PowerShard","ResistanceBuff")
	Goto PainContinue
  Pain:
	TNT1 A 0 A_JumpIf(user_nemesis > 1,"PainNemesis")
	TNT1 A 0 A_JumpIfHealthLower(7500,"TryShard")
	TNT1 A 0 A_Jump(32,"PowerShard","ResistanceBuff")
  PainContinue:
	BND0 G 2
	BND0 G 2 A_Pain
	TNT1 A 0 A_Jump(192,"Missile")
	Goto See
  TryShard:
	TNT1 A 0 A_Jump(128,"TryResistance")
	TNT1 A 0 A_JumpIf(user_powershardlimit >= 4,"TryResistance")
	TNT1 A 0 A_JumpIf(user_powershard == 1,"TryResistance")
	Goto PowerShard
  TryResistance:
	TNT1 A 0 A_JumpIf(user_resistancebufflimit >= 6,"PainContinue")
	TNT1 A 0 A_JumpIf(user_resistancebuff == 1,"PainContinue")
	Goto ResistanceBuff
  Death:
	TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_ChangeFlag(BRIGHT,0)
	TNT1 A 0 A_SpawnItemEx("RingOfRegenerationHalf",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("DemonicChalice",0,0,64,random(1,8),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("Fuelcore",0,0,64,random(1,8),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("Fuelcore",0,0,64,random(1,8),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("Fuelcore",0,0,64,random(1,8),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("HellStormLauncher",0,0,64,random(1,8),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("BehemothCannon",0,0,64,random(1,8),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("Demon Tech Shotgun",0,0,64,random(0,8),0,2,random(1,360),0,0)
	TNT1 A 0 A_SpawnItemEx("PyroCannon",0,0,64,random(1,8),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("BFG 2704",0,0,64,random(1,8),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("Unmaker",0,0,64,random(1,8),0,2,random(0,360),0,128)
	TNT1 A 0 A_SpawnItemEx("CynetikStrikerCannon",0,0,64,random(1,8),0,2,random(0,360),0,128)
	TNT1 A 0 A_SpawnItemEx("Stingray",0,0,64,random(1,8),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("HellfireUltrasphere",0,0,64,random(1,8),0,2,random(0,360),0,32)
	TNT1 A 0 A_SpawnItemEx("NuclearMissileBox",0,0,64,random(1,8),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("ArmageddonCannon",0,0,64,random(0,8),0,2,random(1,360),0,32)
	TNT1 A 0 A_SpawnItemEx("Terminator",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("LegendaryRune",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("LegendaryRune",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("PyroCannon",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("LegAmmoSphere",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("DivineContract",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("WingsOfAscension",0,0,12,random(0,8),random(0,8),2,random(0,360),0,100)
	TNT1 A 0 A_SpawnItemEx("UpgradedHellArmor",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("RandomSuperPowerUp",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("RandomRedSuperPowerSphere",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	VND0 H 5 A_Scream
	VND0 I 5 A_NoBlocking
	VND0 JK 5
	VND0 L 5 A_SpawnItem("BodyCrash",0,0,0,0)
	VND0 M 5
	VND0 N 5 ACS_NamedExecuteAlways("DropDoll",0,75)
	VND0 N 20
	TNT1 A 0 A_PlaySoundEx("brain/spit","Voice",0,2)
	VND0 N 100
	VND0 N -1
	Stop
	}
}

Actor INFBloodGodDoomSlayer : BloodGodDoomSlayer
{
Tag "\c[i7]Blood God\c- \c[z4]DoomSlayer"
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_Jump(150,"Remove")
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("TrueLegendaryRuneSpawnCheck") == 2,1)
	Goto Remove
	Idle:
	BND0 A 10 A_Look
	TNT1 A 0 A_SpawnItemEx("InsanityFlameSpawner")
	TNT1 A 0 A_SpawnItemEx("HFCyberFlameSpawner")
	Loop
  Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("Cyberdemon",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
	}
}