ACTOR DivineGodTerminator : Cyberdemon
{
//Creator: Makarov
//Origin: Infinity Gods
//Sprite: DGTM
//Title: "DivineGodTerminator"
Health 80000
Radius 28 
Height 86 
Mass 0x7FFFFFFF
Speed 65 
PainChance 1
Scale 1.4
Monster
+BOSS
+NOTIMEFREEZE
+MISSILEMORE
+MISSILEEVENMORE
+NOICEDEATH
+DONTGIB
+NOTELEFRAG
+QUICKTORETALIATE
+DONTHARMSPECIES
+NORADIUSDMG
+NOFEAR
Obituary "%o tried to get personal with the \c[d8]Divine God Terminator\c- It didn't end well."
Species "Divine"
//Divine God Drops
DropItem "RandomSuperPowerUp" 256
DropItem "DivineContract" 256
DropItem "TrueLegendaryrune" 256
DropItem "Nemesis Rifle", 256
DropItem "NemesisDarkMachinegun", 256
DropItem "Nemesis Plasmatic Cannon", 256
DropItem "Nemesis Assault Shotgun", 256
DropItem "Nemesis Sawed-Off Shotgun", 256
DropItem "Nemesis BFG", 256
DropItem "NemesisBackpack" 256 1
DropItem "NemesisBackpack" 256 1
DropItem "NemesisBackpack" 256 1
//Divine Damage Factors
DamageFactor 0.3
DamageFactor "Ice", 0.035
  Damagefactor "Divine", 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 "Legendary", 0.2
  DamageFactor "LegendaryPlayer", 0.2
  DamageFactor "LegendaryGuru", 0.1
  DamageFactor "LegendaryGuruPlayer", 0.1
  DamageFactor "PlayerNemesisPlasma", 0.15
  DamageFactor "Cursed", 0.135
  DamageFactor "Hackroid", 0.2
  DamageFactor "TrueLegendaryDamage", 0.2
  DamageFactor "TrueLegendaryPlayer", 0.2
//Terminator Damage Factors
DamageFactor "PlayerFireSword", 0.8
DamageFactor "CustomSpray", 0.0
DamageFactor "BFG9500Ball", 0.0
DamageFactor "Extreme", 0.0
DamageFactor "UltimateLegendary", 0.0
DamageFactor "HellComet", 0.0
DamageFactor "T3rm", 0.0
DamageFactor "PDTBFG", 0.03
DamageFactor "PDTBFGTracer", 0.03
DamageFactor "PlayerRailPuff", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "FreezerBurn", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "CerChainguns", 0.0	
DamageFactor "CerEnergyBall", 0.0
DamageFactor "Cyber10K", 0.0
DamageFactor "C0mm4nder", 0.0
DamageFactor "HFCyb3r", 0.3
DamageFactor "BFG10K", 0.65
DamageFactor "BFGSplash", 0.0
DamageFactor "BFGSpray", 0.0
DamageFactor "PlayerDevBall", 0.020
DamageFactor "PlayerDTBFGRailgunSlug", 0.020
DamageFactor "PlayerDevTracer", 0.020
DamageFactor "SuperWeapon", 0.0
DamageFactor "DBFG10K2", 0.65
DamageFactor "PlayerDBFG10K2", 0.65
DamageFactor "DBFG2", 0.65

Tag "\c[d8]Divine God Terminator\c-"
var int user_amount;
var int user_music;
var int user_tier;
var int user_missile;
var int user_protection;
var int user_protected;
var int user_devcharge;
States
	{
  Spawn:                  //VexedNemesisFlameSpawner or NemesisCyberFlameSpawner3
  	TNT1 A 0 A_SpawnItem("VexedNemesisFlameSpawner",0,0,0,0)
	DGTM A 10 A_Look
	Loop
  See:
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_ChangeFlag("NODAMAGE",0)
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,1771,1006)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_Jump(100,"Rush")
	TNT1 A 0 A_SpawnItem("VexedNemesisFlameSpawner",0,0,0,0)
	DGTM AA 3 A_Chase
	TNT1 A 0 A_SpawnItem("VexedNemesisFlameSpawner",0,0,0,0)
	DGTM BB 3 A_Chase
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	TNT1 A 0 A_SpawnItem("VexedNemesisFlameSpawner",0,0,0,0)
	DGTM CC 3 A_Chase
	TNT1 A 0 A_SpawnItem("VexedNemesisFlameSpawner",0,0,0,0)
	DGTM DD 3 A_Chase
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	TNT1 A 0 A_Jump(30,"Jump")
	TNT1 A 0 A_Jump(52,"Teleport")
	TNT1 A 0 A_Jump(75,"See")
	Loop
  Rush:
	DGTM A 0 A_PlaySound("Terminator/terstepA")
	DGTM AA 0 A_Chase
	TNT1 A 0 A_SpawnItem("VexedNemesisFlameSpawner",0,0,0,0)
	DGTM A 2 A_SpawnItemEx("DivineGodTerminatorGhost",0,0,0,0,0,0,0,128)
	DGTM AA 0 A_Chase
	TNT1 A 0 A_SpawnItem("VexedNemesisFlameSpawner",0,0,0,0)
	DGTM A 2 A_SpawnItemEx("DivineGodTerminatorGhost",0,0,0,0,0,0,0,128)
	DGTM AA 0 A_Chase
	TNT1 A 0 A_SpawnItem("VexedNemesisFlameSpawner",0,0,0,0)
	DGTM B 2 A_SpawnItemEx("DivineGodTerminatorGhost",0,0,0,0,0,0,0,128)
	DGTM AA 0 A_Chase
	TNT1 A 0 A_SpawnItem("VexedNemesisFlameSpawner",0,0,0,0)
	DGTM B 2 A_SpawnItemEx("DivineGodTerminatorGhost",0,0,0,0,0,0,0,128)     
	DGTM A 0 A_PlaySound("Terminator/terstepA")
	DGTM AA 0 A_Chase
	TNT1 A 0 A_SpawnItem("VexedNemesisFlameSpawner",0,0,0,0)
	DGTM C 2 A_SpawnItemEx("DivineGodTerminatorGhost",0,0,0,0,0,0,0,128)
	DGTM AA 0 A_Chase
	TNT1 A 0 A_SpawnItem("VexedNemesisFlameSpawner",0,0,0,0)
	DGTM C 2 A_SpawnItemEx("DivineGodTerminatorGhost",0,0,0,0,0,0,0,128)
	DGTM AA 0 A_Chase
	TNT1 A 0 A_SpawnItem("VexedNemesisFlameSpawner",0,0,0,0)
	DGTM D 2 A_SpawnItemEx("DivineGodTerminatorGhost",0,0,0,0,0,0,0,128)
	DGTM AA 0 A_Chase
	TNT1 A 0 A_SpawnItem("VexedNemesisFlameSpawner",0,0,0,0)
	DGTM D 2 A_SpawnItemEx("DivineGodTerminatorGhost",0,0,0,0,0,0,0,128)     
	TNT1 A 0 A_Jump(38,"Teleport")
	TNT1 A 0 A_Jump(75,"See")
	Loop
  Teleport:
	DGTM E 1 A_UnSetShootable
	TNT1 AAAAAA 0 A_SpawnItemEx("VexedNemesisFlameSpawner")
	TNT1 AAAAAAA 0 A_SpawnItemEx("TerminatorLineSpawner")
	DGTM EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	DGTM EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
	DGTM EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
	DGTM E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 AAAAAA 0 A_SpawnItemEx("VexedNemesisFlameSpawner")
	TNT1 AAAAAAA 0 A_SpawnItemEx("TerminatorLineSpawner")
	DGTM EEEEEEEEEEE 1 A_FadeIn(0.1)
	DGTM E 1 A_SetShootable
	Goto See
  Jump:
	    TNT1 A 0 A_Jump(120,"HighJump")
		TNT1 A 0 ThrustThingZ(0,70,0,1)
	    DGTM A 10 A_FaceTarget
		DGTM A 5 A_FaceTarget
		DGTM A 10 A_FaceTarget
		TNT1 A 0 A_Recoil(-50)
		GoTo See
  HighJump:
	    DGTM A 10 A_FaceTarget
		TNT1 A 0 ThrustThingZ(0,100,0,1)
		DGTM A 5 A_FaceTarget
		DGTM A 10 A_FaceTarget
		TNT1 A 0 A_Recoil(-50)
		GoTo See
  Missile:
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_JumpIfTargetInLOS("UberHexaExplosiveShotgun",90,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,500,0)
	TNT1 A 0 A_Jump(156,"Railgun","NemesisBFG","NemesisBFG10K","NemesisBFG9500","RedStar","Grenades","UberHexaExplosiveShotgun")
	TNT1 A 0 A_Jump(108,"DivineRockets","DarkMatter","NemesisCannonIonBeam","SpawnElectricity","Storm")
	TNT1 A 0 A_Jump(42,"VexedNemesisSuperAltBall")
  Normal:
	TNT1 A 0 A_JumpIfCloser(1500,1)
	Goto Railgun
	DGTM E 1 Bright A_FaceTarget
	TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	DGTM G 0 A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	DGTM H 2 Bright A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	DGTM E 1 Bright A_FaceTarget
	TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	DGTM G 0 A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	DGTM H 2 Bright A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	DGTM E 1 Bright A_FaceTarget
	TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	DGTM G 0 A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	DGTM H 2 Bright A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	DGTM E 1 Bright A_FaceTarget
	TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	DGTM G 0 A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	DGTM H 2 Bright A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	DGTM E 1 Bright A_FaceTarget
	TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	DGTM G 0 A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	DGTM H 2 Bright A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	DGTM E 1 Bright A_FaceTarget
	TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	DGTM G 0 A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	DGTM H 2 Bright A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	DGTM E 1 Bright A_FaceTarget
	TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	DGTM G 0 A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	DGTM H 2 Bright A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	DGTM E 1 Bright A_FaceTarget
	TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	DGTM G 0 A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	DGTM H 2 Bright A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	DGTM E 1 Bright A_FaceTarget
	TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	DGTM G 0 A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	DGTM H 2 Bright A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	DGTM E 1 Bright A_FaceTarget
	TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	DGTM G 0 A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	DGTM H 2 Bright A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	TNT1 A 0 A_Jump(12,"See","Missile")
	TNT1 A 0 A_SpidRefire
	Goto See 
  UberHexaExplosiveShotgun:
    DGTM E 5 A_FaceTarget
    DGTM EEE 0 A_SpawnItemEx("NemesisShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	DGTM F 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	DGTM E 5 A_FaceTarget
    DGTM EEE 0 A_SpawnItemEx("NemesisShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	DGTM F 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	DGTM E 5 A_FaceTarget
    DGTM EEE 0 A_SpawnItemEx("NemesisShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	DGTM F 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	DGTM E 5 A_FaceTarget
    DGTM EEE 0 A_SpawnItemEx("NemesisShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	DGTM F 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	DGTM E 5 A_FaceTarget
    DGTM EEE 0 A_SpawnItemEx("NemesisShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	DGTM F 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	DGTM E 5 A_FaceTarget
    DGTM EEE 0 A_SpawnItemEx("NemesisShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	DGTM F 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	DGTM E 5 A_FaceTarget
    DGTM EEE 0 A_SpawnItemEx("NemesisShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	DGTM F 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	DGTM E 5 A_FaceTarget
    DGTM EEE 0 A_SpawnItemEx("NemesisShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	DGTM F 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	DGTM E 5 A_FaceTarget
    DGTM EEE 0 A_SpawnItemEx("NemesisShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	DGTM F 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	DGTM E 5 A_FaceTarget
    DGTM EEE 0 A_SpawnItemEx("NemesisShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	DGTM F 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	DGTM E 5 A_FaceTarget
    DGTM EEE 0 A_SpawnItemEx("NemesisShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	DGTM F 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	DGTM E 5 A_FaceTarget
    DGTM EEE 0 A_SpawnItemEx("NemesisShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	DGTM F 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	DGTM E 5 A_FaceTarget
    DGTM EEE 0 A_SpawnItemEx("NemesisShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	DGTM F 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	TNT1 A 0 A_StopSoundEx("Weapon")
	DGTM E 5 A_FaceTarget
    TNT1 A 0 A_Jump(15,"See","Missile")
	TNT1 A 0 A_SpidRefire
	Goto See 
  Railgun:
    TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_PlaySound("weapons/rgcharge")
	DG3T A 30 A_FaceTarget
    DG3T AAAAAAAAAAAAA 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner3")
    DG3T AAAAAAAAAAA 1 A_FadeOut(0.1,0)
	DG3T AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
    DG3T C 1 A_PlayWeaponSound("boss/teleport")
	DG3T A 5
	DG3T CCCCCCCCCCCCC 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
    DG3T CCCCCCCCCCC 1 A_FadeIn(0.1)	
    TNT1 A 0 A_SetShootable
    DG3T A 0 Bright A_FaceTarget
    DG3T D 0 Bright A_CustomMissile("NemesisCyberRailLaser", 48, 17, 0)
    DG3T E 1 Bright A_CustomMissile("NemesisCyberRailLaser", 48, -17, 0)
	TNT1 A 0 A_FaceTarget
	DG3T D 0 Bright A_CustomMissile("NemesisCyberRailLaser", 48, 17, 0)
    DG3T E 1 Bright A_CustomMissile("NemesisCyberRailLaser", 48, -17, 0)
	DG3T AAAAAAAAAAAAA 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner3")
    DG3T AAAAAAAAAAA 1 A_FadeOut(0.1,0)
	DG3T AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
    DG3T C 1 A_PlayWeaponSound("boss/teleport")
	DG3T A 5
	DG3T CCCCCCCCCCCCC 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
    DG3T CCCCCCCCCCC 1 A_FadeIn(0.1)	
    TNT1 A 0 A_SetShootable
    DG3T A 0 Bright A_FaceTarget
    DG3T D 0 Bright A_CustomMissile("NemesisCyberRailLaser", 48, 17, 0)
    DG3T E 1 Bright A_CustomMissile("NemesisCyberRailLaser", 48, -17, 0)
	DG3T AAAAAAAAAAAAA 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner3")
    DG3T AAAAAAAAAAA 1 A_FadeOut(0.1,0)
	DG3T AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
    DG3T C 1 A_PlayWeaponSound("boss/teleport")
	DG3T A 5
	DG3T CCCCCCCCCCCCC 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
    DG3T CCCCCCCCCCC 1 A_FadeIn(0.1)	
    TNT1 A 0 A_SetShootable
    DG3T A 0 Bright A_FaceTarget
    DG3T D 0 Bright A_CustomMissile("NemesisCyberRailLaser", 48, 17, 0)
    DG3T E 1 Bright A_CustomMissile("NemesisCyberRailLaser", 48, -17, 0)
	Goto See
  NemesisBFG9500:
	DG3T C 2 Bright A_FaceTarget
	DG3T C 2 Bright A_FaceTarget
	DG3T C 2 Bright A_FaceTarget
	DG3T C 2 Bright A_FaceTarget
	DG3T C 2 Bright A_FaceTarget
	DG3T D 0 A_CustomMissile("NemesisCyberBigBall",48,17, random(-4,4))
	DG3T E 2 Bright A_CustomMissile("NemesisCyberBigBall",48,17, random(-4,4))
	DG3T D 2 Bright A_CustomMissile("NemesisCyberBigBall",48,17, random(-4,4))
	DG3T E 2 Bright A_CustomMissile("NemesisCyberBigBall",48,17, random(-4,4))
	DG3T D 0 A_CustomMissile("MiniNemesisBFGBall",48,17, random(-4,4))
	DG3T E 0 A_CustomMissile("MiniNemesisBFGBall",48,17, random(-4,4))
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T D 0 A_CustomMissile("NemesisCyberBFG9500Ball",48,17, random(-4,4))
	DG3T E 2 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,17, random(-4,4))
	DG3T D 2 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,17, random(-4,4))
	DG3T E 2 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,17, random(-4,4))
	DG3T D 0 A_CustomMissile("NemesisCyberBFG9500Ball",48,17, random(-4,4))
	DG3T E 0 A_CustomMissile("NemesisCyberBFG9500Ball",48,17, random(-4,4))
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T D 0 A_CustomMissile("NemesisLightningBolt",48,17, random(-4,4))
	DG3T E 2 Bright A_CustomMissile("NemesisCyberBigBall",48,17, random(-4,4))
	DG3T D 2 Bright A_CustomMissile("NemesisCyberBigBall",48,17, random(-4,4))
	DG3T E 2 Bright A_CustomMissile("NemesisCyberBigBall",48,17, random(-4,4))
	DG3T D 0 A_CustomMissile("MiniNemesisBFGBall",48,17, random(-4,4))
	DG3T E 0 A_CustomMissile("MiniNemesisBFGBall",48,17, random(-4,4))
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T D 0 A_CustomMissile("NemesisCyberBFG9500Ball",48,17, random(-4,4))
	DG3T E 2 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,17, random(-4,4))
	DG3T D 2 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,17, random(-4,4))
	DG3T E 2 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,17, random(-4,4))
	DG3T D 0 A_CustomMissile("NemesisCyberBFG9500Ball",48,17, random(-4,4))
	DG3T E 0 A_CustomMissile("NemesisCyberBFG9500Ball",48,17, random(-4,4))
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T D 0 A_CustomMissile("NemesisCyberBigBall",48,17, random(-4,4))
	DG3T E 2 Bright A_CustomMissile("NemesisCyberBigBall",48,17, random(-4,4))
	DG3T D 2 Bright A_CustomMissile("NemesisCyberBigBall",48,17, random(-4,4))
	DG3T E 2 Bright A_CustomMissile("NemesisCyberBigBall",48,17, random(-4,4))
	DG3T D 0 A_CustomMissile("MiniNemesisBFGBall",48,17, random(-4,4))
	DG3T E 0 A_CustomMissile("MiniNemesisBFGBall",48,17, random(-4,4))
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T D 0 A_CustomMissile("NemesisCyberBFG9500Ball",48,17, random(-4,4))
	DG3T E 2 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,17, random(-4,4))
	DG3T D 2 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,17, random(-4,4))
	DG3T E 2 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,17, random(-4,4))
	DG3T D 0 A_CustomMissile("NemesisCyberBFG9500Ball",48,17, random(-4,4))
	DG3T E 0 A_CustomMissile("NemesisCyberBFG9500Ball",48,17, random(-4,4))
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	DG3T A 2 Bright A_FaceTarget
	Goto See
  NemesisBFG10K:
	TNT1 A 0 A_Changeflag(reflective,1)
	  TNT1 A 0 A_PlaySound("weapons/charge15k")
	  DG3T A 27 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      DG3T E 3 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      DG3T A 3 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      DG3T E 3 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      DG3T A 2 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      DG3T E 2 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))  
      DG3T A 2 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      DG3T E 2 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
	  DG3T A 2 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      DG3T E 2 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4)) 
      DG3T A 2 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      DG3T E 2 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))  
	  DG3T A 2 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      DG3T E 1 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      DG3T A 1 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      DG3T E 1 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
	  DG3T A 1 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      DG3T E 1 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      DG3T A 1 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      DG3T E 1 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
	  DG3T A 1 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      DG3T E 1 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      DG3T A 1 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      DG3T E 1 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
	  DG3T A 1 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      DG3T E 1 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
	  DG3T A 1 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      DG3T E 1 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
	  DG3T A 1 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      DG3T E 1 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
	  DG3T A 1 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      DG3T E 1 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
	  DG3T A 1 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      DG3T E 1 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
	  DG3T A 1 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("Nemesis10kProjectile", 56, 26, Random(4, -4))
	  DG3T E 0  A_CustomMissile("Nemesis10kProjectile", 56, 26, Random(4, -4))
      DG3T D 1 Bright A_CustomMissile("Nemesis10kProjectile", 56, -26, Random(4, -4))
	  DG3T A 1 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("Nemesis10kProjectile", 56, 26, Random(4, -4))
	  DG3T E 0  A_CustomMissile("Nemesis10kProjectile", 56, 26, Random(4, -4))
      DG3T D 1 Bright A_CustomMissile("Nemesis10kProjectile", 56, -26, Random(4, -4))
      DG3T A 1 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      DG3T E 1 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
	  DG3T A 1 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      DG3T E 1 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      DG3T A 1 Bright A_FaceTarget
	  DG3T D 0  A_CustomMissile("Nemesis10kProjectile", 56, 26, Random(4, -4))
	  DG3T E 0 Bright A_CustomMissile("Nemesis10kProjectile", 58, -26, Random(4, -4))
      DG3T D 1 Bright A_CustomMissile("Nemesis10kProjectile", 56, -26, Random(4, -4))
	  TNT1 A 0 A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	Goto See
  RedStar:
    TNT1 A 0 A_PlaySoundEx("monster/termsit2","TSIGHT")
	TNT1 A 0 A_SetInvulnerable
    DGTM E 0 A_FaceTarget
    DGTM EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
    DGTM E 0 A_FaceTarget
    DGTM EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	TNT1 A 0 A_PlayWeaponSound("star/load1")
	DGTM E 0 A_FaceTarget
    DGTM EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	DGTM E 0 A_FaceTarget
    DGTM EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	TNT1 A 0 A_PlayWeaponSound("star/load2")
	DGTM E 0 A_FaceTarget
    DGTM EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	DGTM E 0 A_FaceTarget
    DGTM EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner") 
	DGTM E 0 A_FaceTarget
    DGTM EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	DGTM E 0 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/load3")
    DGTM EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	DGTM E 0 A_FaceTarget
    DGTM EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")  	   
	TNT1 A 0 A_UnSetInvulnerable
	DGTM E 0 A_FaceTarget
	DGTM F 0 A_PlayWeaponSound("star/fire")
	DGTM F 7 Bright A_CustomMissile("DivineGodTerminatorStar",48,17,0) 
	DGTM E 8 A_FaceTarget
	DGTM F 0 A_PlayWeaponSound("star/fire")
	DGTM F 7 Bright A_CustomMissile("DivineGodTerminatorStar",48,17,0) 
	DGTM E 8 A_FaceTarget
	DGTM F 0 A_PlayWeaponSound("star/fire")
	DGTM F 7 Bright A_CustomMissile("DivineGodTerminatorStar",48,17,0) 
	DGTM E 8 A_FaceTarget
	DGTM F 0 A_PlayWeaponSound("star/fire")
	DGTM F 7 Bright A_CustomMissile("DivineGodTerminatorStar",48,17,0) 
	DGTM E 8 A_FaceTarget
	DGTM F 0 A_PlayWeaponSound("star/fire")
	DGTM F 7 Bright A_CustomMissile("DivineGodTerminatorStar",48,17,0) 
	DGTM E 8 A_FaceTarget
	DGTM F 0 A_PlayWeaponSound("star/fire")
	DGTM F 7 Bright A_CustomMissile("DivineGodTerminatorStar",48,17,0) 
	DGTM E 8 A_FaceTarget
	DGTM F 0 A_PlayWeaponSound("star/fire")
	DGTM F 7 Bright A_CustomMissile("DivineGodTerminatorStar",48,17,0) 
	DGTM E 8 A_FaceTarget
	DGTM F 0 A_PlayWeaponSound("star/fire")
	DGTM F 7 Bright A_CustomMissile("DivineGodTerminatorStar",48,17,0) 
	DGTM E 8 A_FaceTarget	   
    Goto See
  NemesisCannonIonBeam:
	TNT1 A 0 A_SetUserVar("user_missile",0)
	DG3T A 5 Bright A_FaceTarget
  NemesisCannonIonBeamLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 6,"NemesisCannonIonBeamEnd")
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	DG3T A 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",1)
	DG3T C 2 A_CustomMissile("NemesisCannonIonBeam",48,-17,Random(5,-5)) //NemesisCannonIonBeam, was causing a lot of lag, instead of being 3 times, it will release once and the others will be the grenade
	DG3T A 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",1)
	DG3T C 3 A_CustomMissile("NemesisBehemothGrenade",48,-17,Random(5,-5))
	DG3T A 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",1)
	DG3T C 3 A_CustomMissile("NemesisBehemothGrenade",48,-17,Random(5,-5))
    Loop
  NemesisCannonIonBeamEnd:
	DG3T A 12 
	Goto See
  DivineRockets:
	DG3T A 5 Bright A_FaceTarget
    DG3T D 0 A_CustomMissile("NemesisRocket",48,-17,Random(5,-5))	
    DG3T E 5 Bright A_CustomMissile("NemesisRocket",54,22,Random(5,-5))
    DG3T A 5 Bright A_FaceTarget
    DG3T D 0 A_CustomMissile("NemesisRocket",48,-17,Random(5,-5))	
    DG3T E 5 Bright A_CustomMissile("NemesisRocket",54,22,Random(5,-5))
    DG3T AAAAAAAAAAAAAA 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
    DG3T AAAAAAAAAAAA 1 A_FadeOut(0.1,0)
    DG3T AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
    DG3T A 5
    DG3T A 1 A_PlayWeaponSound("boss/teleport")
    TNT1 A 0 A_FaceTarget
    DG3T AAAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
    DG3T AAAAAAAAAAAA 1 A_FadeIn(0.1)
    TNT1 A 0 A_SetShootable
	DG3T A 5 Bright A_FaceTarget
    DG3T D 0 A_CustomMissile("NemesisCyberHomingRocket",48,-17,Random(5,-5))	
    DG3T E 5 Bright A_CustomMissile("NemesisCyberHomingRocket",54,22,Random(5,-5))
    DG3T A 5 Bright A_FaceTarget
    DG3T D 0 A_CustomMissile("NemesisCyberHomingRocket",48,-17,Random(5,-5))	
    DG3T E 5 Bright A_CustomMissile("NemesisCyberHomingRocket",54,22,Random(5,-5))
    DG3T AAAAAAAAAAAAAA 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
    DG3T AAAAAAAAAAAA 1 A_FadeOut(0.1,0)
    DG3T AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
    DG3T A 5
    DG3T A 1 A_PlayWeaponSound("boss/teleport")
    TNT1 A 0 A_FaceTarget
    DG3T AAAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
    DG3T AAAAAAAAAAAA 1 A_FadeIn(0.1)
	TNT1 A 0 A_MonsterRefire(128,"See")
	Goto See
  Grenades:
	TNT1 A 0 A_JumpIfCloser(600,2)
	TNT1 A 0 A_Jump(256,"Normal")
	TNT1 A 0 A_PlaySoundEx("monster/termsit2","TSIGHT")
	DGTM E 4 A_FaceTarget 
	TNT1 A 0 A_SetUserVar("user_missile",0)
  GrenadeLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 8,"GrenadeEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1) 
	DGTM J 2 A_CustomMissile("NemesisBehemothGrenade", 55, 30, 0, CMF_OFFSETPITCH, 4)
	DGTM E 1 A_FaceTarget
	DGTM J 2 A_CustomMissile("NemesisBehemothGrenade", 55, -30, 0, CMF_OFFSETPITCH, 4)
	DGTM E 1 A_FaceTarget
	DGTM J 2 A_CustomMissile("NemesisBehemothGrenade", 55, 30, 0, CMF_OFFSETPITCH, 4)
	Loop
  GrenadeEnd:
	DGTM E 8 A_Jump(80,"Normal")
	Goto See
  DarkMatter:
	DG3T A 0 A_SetInvulnerable
	DG3T A 0 A_PlaySoundEx("monster/termsit2","TSIGHT")
	DG3T A 1 Bright A_FaceTarget
	DG3T AAAA 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	DG3T AAAAA 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	DG3T A 0 A_UnSetInvulnerable
    DG3T D 7 Bright A_CustomMissile("ActualDarkMatter", 40, 26, 0)
	DG3T D 7 Bright A_CustomMissile("ActualDarkMatter", 40, -26, 0)
	DG3T EEE 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	DG3T D 7 Bright A_CustomMissile("ActualDarkMatter", 40, 26, 0)
	DG3T D 7 Bright A_CustomMissile("ActualDarkMatter", 40, -26, 0)
	DG3T EEE 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	DG3T D 7 Bright A_CustomMissile("ActualDarkMatter", 40, 26, 0)
	DG3T D 7 Bright A_CustomMissile("ActualDarkMatter", 40, -26, 0)
	DG3T EEE 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	DG3T D 7 Bright A_CustomMissile("ActualDarkMatter", 40, 26, 0)
	DG3T D 7 Bright A_CustomMissile("ActualDarkMatter", 40, -26, 0)
	DG3T EEE 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	DG3T A 8 Bright A_FaceTarget
	Goto See
	Goto See
  SpawnElectricity:
	TNT1 A 0 A_PlaySound("Mainyu/Electric")
	TNT1 A 0 A_PlaySoundEx("monster/termsit2","TSIGHT")
	TNT1 A 0 A_SetInvulnerable
	DG3T A 0 A_Facetarget
	TNT1 A 0 A_SpawnItemEx("GodTeminatorSentientElectric",0,0,100)
	Goto See
  NemesisBFG:
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	  DG3T A 3 Bright A_FaceTarget
	  DG3T A 3 Bright A_FaceTarget
	  DG3T A 3 Bright A_FaceTarget
	  DG3T A 3 Bright A_FaceTarget
	  DG3T A 3 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T D 0 A_CustomMissile("NemesisGuruBall", 56, 26, 0)
      DG3T D 2 Bright A_CustomMissile("NemesisGuruBall", 56, -26, 0)
	  DG3T AAAAAAAAAAAAA 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
      DG3T AAAAAAAAAAA 1 A_FadeOut(0.1,0)
	  DG3T AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
      DG3T A 3
      DG3T A 1 A_PlayWeaponSound("boss/teleport")
	  TNT1 A 0 A_FaceTarget
	  DG3T AAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	  DG3T AAAAAAAAAAA 1 A_FadeIn(0.1)	
	  TNT1 A 0 A_SetShootable
	  TNT1 A 0 A_PlaySound("Cardinal/9k")
	  DG3T C 3 Bright A_FaceTarget
	  DG3T C 3 Bright A_FaceTarget
	  DG3T C 3 Bright A_FaceTarget
	  DG3T C 3 Bright A_FaceTarget
	  DG3T C 3 Bright A_FaceTarget
	  DG3T C 2 Bright A_FaceTarget
	  DG3T C 2 Bright A_FaceTarget
	  DG3T D 0 A_CustomMissile("VexedGeneralRDevastatorBall", 56, 26, 0)
      DG3T E 2 Bright A_CustomMissile("VexedGeneralRDevastatorBall", 56, -26, 0)
	  DG3T A 2 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0) 
	  DG3T AAAAAAAAAAAAA 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
      DG3T AAAAAAAAAAA 1 A_FadeOut(0.1,0)
	  DG3T AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
      DG3T A 3
      DG3T A 1 A_PlayWeaponSound("boss/teleport")
	  TNT1 A 0 A_FaceTarget
	  DG3T AAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	  DG3T AAAAAAAAAAA 1 A_FadeIn(0.1)	
	  TNT1 A 0 A_SetShootable
	  TNT1 A 0 A_PlaySound("Cardinal/9k")
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 2 Bright A_FaceTarget
	  DG3T A 1 Bright A_FaceTarget
	  DG3T A 1 Bright A_FaceTarget
	  DG3T A 1 Bright A_FaceTarget
	  DG3T D 0 A_CustomMissile("VexedGeneralRDevastatorBall", 56, 26, 0)
      DG3T E 1 Bright A_CustomMissile("VexedGeneralRDevastatorBall", 56, -26, 0)
	  DG3T A 1 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	  TNT1 A 0 A_Jump(87,"DTDevastator","VexedNemesisSuperAltBall")
	  Goto See
  VexedNemesisSuperAltBall:
    DGTM E 0 A_SpawnItemEx("VexedNemesisFlameSpawner",0,0,0,0)
    DGTM E 30 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisLightning2",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)
	DGTM E 0 A_SpawnItemEx("VexedNemesisFlameSpawner",0,0,0,0)
	TNT1 A 0 A_SetInvulnerable
	DGTM E 3 Bright A_PlaySound("NemesisBFG/charge",1)	
	TNT1 A 0 A_FaceTarget
	DGTM E 30 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisLightning2",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)
	DGTM E 0 A_SpawnItemEx("VexedNemesisFlameSpawner",0,0,0,0)
	TNT1 A 0 Bright A_Playsound ("Arcradimus/BFGElectric")
	DGTM E 30 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisLightning2",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)
	DGTM E 0 A_SpawnItemEx("VexedNemesisFlameSpawner",0,0,0,0)
	TNT1 A 0 Bright A_Playsound ("Arcradimus/BFGElectric")
	DGTM E 30 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisLightning2",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)
	DGTM E 0 A_SpawnItemEx("VexedNemesisFlameSpawner",0,0,0,0)
	TNT1 A 0 Bright A_Playsound ("Arcradimus/BFGElectric")
	DGTM E 20 Bright A_FaceTarget
	DGTM F 5 A_CustomMissile("VexedNemesisAltBallMonster", 48, -17, 0, 0)
	DGTM E 0 A_SpawnItemEx("VexedNemesisFlameSpawner",0,0,0,0)
	DGTM E 20 Bright A_FaceTarget
	Goto See
  Storm:
    TNT1 A 0 A_PlaySoundEx("monster/termsit2","TSIGHT")
    DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T D 0  A_CustomMissile("NemesisLightningBolt", 48, 17, Random(4, -4))
    DG3T E 2 Bright A_CustomMissile("NemesisLightningBolt", 48, -17, Random(4, -4))
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T D 0  A_CustomMissile("NemesisLightningBolt", 48, 17, Random(4, -4))
    DG3T E 2 Bright A_CustomMissile("NemesisLightningBolt", 48, -17, Random(4, -4))
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T D 0  A_CustomMissile("NemesisLightningBolt", 48, 17, Random(4, -4))
    DG3T E 2 Bright A_CustomMissile("NemesisLightningBolt", 48, -17, Random(4, -4))
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T D 0  A_CustomMissile("MiniNemesisBFGBall", 48, 17, Random(4, -4))
    DG3T E 2 Bright A_CustomMissile("MiniNemesisBFGBall", 48, 17, Random(4, -4))
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T D 0  A_CustomMissile("MiniNemesisBFGBall", 48, 17, Random(4, -4))
    DG3T E 2 Bright A_CustomMissile("MiniNemesisBFGBall", 48, 17, Random(4, -4))
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T D 0  A_CustomMissile("VexedGeneralRDevastatorBall", 48, 17, Random(4, -4))
    DG3T D 2 Bright A_CustomMissile("VexedGeneralRDevastatorBall", 48, 17, Random(4, -4))
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T D 0  A_CustomMissile("VexedGeneralRDevastatorBall", 56, 26, Random(4, -4))
    DG3T E 2 Bright A_CustomMissile("VexedGeneralRDevastatorBall", 56, -26, Random(4, -4))
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T D 0  A_CustomMissile("VexedGeneralRDevastatorBall", 56, 26, Random(4, -4))
    DG3T E 2 Bright A_CustomMissile("VexedGeneralRDevastatorBall", 56, -26, Random(4, -4))
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	DG3T E 2 Bright A_FaceTarget
	Goto See
  Pain:	
	DGTM L 3 A_Pain
	DGTM L 0 A_Jump (65,"Heal")
	Goto See 
  TruePain:
    BLRD E 1 A_GiveInventory("Health",275)
    TNT1 A 0 A_Jump(120,"EnragedStorm") 
	TNT1 A 0 A_Jump(120,"CardinalUltimateSupercombo")
    BLRD E 5 Bright A_Pain
    Goto See
  Healing1:
      TNT1 A 0 A_SetUserVar("user_Healing1",1)
      TNT1 A 0 A_JumpIfInTargetInventory("NexusStrength",1,"EmpoweredHeal")
      DGTM E 5 Bright 
      DGTM E 1 A_GiveInventory("Health",1500)
	  Goto See 
   Healing2: 
      TNT1 A 0 A_SetUserVar("user_Healing2",1)
      TNT1 A 0 A_JumpIfInTargetInventory("NexusStrength",1,"EmpoweredHeal")
      DGTM E 5 Bright 
      DGTM E 1 A_GiveInventory("Health",1500)
	  Goto See 
   Healing3: 
      TNT1 A 0 A_SetUserVar("user_Healing3",1)
      TNT1 A 0 A_JumpIfInTargetInventory("NexusStrength",1,"EmpoweredHeal")
      DGTM E 5 Bright 
      DGTM E 1 A_GiveInventory("Health",1500)
	  Goto See 
  Healing4: 
      TNT1 A 0 A_SetUserVar("user_Healing4",1)
      TNT1 A 0 A_JumpIfInTargetInventory("NexusStrength",1,"EmpoweredHeal")
      DGTM E 5 Bright 
      DGTM E 1 A_GiveInventory("Health",1500)
	  Goto See
  EmpoweredHeal:
      TNT1 A 0 A_JumpIfInTargetInventory("TerminatorDamage2",1,"TrueEmpoweredHeal")
      DGTM E 5 Bright 
	  TNT1 A 0 A_GiveInventory("GodsFullImunityGiver2",1)
	  TNT1 A 0 A_GiveInventory("GodsFinalBattleShield2",1)
      DGTM E 1 A_GiveInventory("Health",8500)
	  Goto See
  TrueEmpoweredHeal:
      TNT1 A 0 A_GiveInventory("GodFinalBattleResistanceGiver",1)
	  TNT1 A 0 A_GiveInventory("GodsFullImunityGiver2",1)
	  TNT1 A 0 A_GiveInventory("GodsFinalBattleShield2",1)
      DGTM E 5 Bright 
      DGTM E 1 A_GiveInventory("Health",12500)
	  Goto See
  Pain.Legendary:
  Pain.LegendaryPlayer:
  Pain.LegendaryGuruPlayer:
  Pain.Explosion:
  PainMissile:
    DGTM E 10 Bright A_Pain
	Goto Missile
  Death:
	DGTM M 10
	DGTM M 10 A_NoBlocking
	DGTM MMMMM 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
    DGTM MMMMM 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
    DGTM MMMMM 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))		
    DGTM MMMMM 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))	
    DGTM MMMMM 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
    DGTM MMMMM 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
    TNT1 AA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		  
	TNT1 AAA 0 A_CustomMissile("NemesisCyberFlameSpawner3", random(10,80), 0, random(0,360), 2, random(0,360))
    DGTM MNMNM 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
    TNT1 AA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	TNT1 AAA 0 A_CustomMissile("NemesisCyberFlameSpawner3", random(10,80), 0, random(0,360), 2, random(0,360))
    TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	DGTM MNMNM 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
    TNT1 AA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	TNT1 AAA 0 A_CustomMissile("NemesisCyberFlameSpawner3", random(10,80), 0, random(0,360), 2, random(0,360))
	DGTM MNMNM 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
    TNT1 AA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	TNT1 AAA 0 A_CustomMissile("NemesisCyberFlameSpawner3", random(10,80), 0, random(0,360), 2, random(0,360))
	DGTM MNMNM 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
    TNT1 AA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	TNT1 AAA 0 A_CustomMissile("NemesisCyberFlameSpawner3", random(10,80), 0, random(0,360), 2, random(0,360))
	DGTM MNMNM 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
    TNT1 AA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	TNT1 AAA 0 A_CustomMissile("NemesisCyberFlameSpawner3", random(10,80), 0, random(0,360), 2, random(0,360))
	DGTM MNMNM 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
    TNT1 AA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	TNT1 AAA 0 A_CustomMissile("NemesisCyberFlameSpawner3", random(10,80), 0, random(0,360), 2, random(0,360))
	DGTM MNMNM 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
    TNT1 AA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	TNT1 AAA 0 A_CustomMissile("NemesisCyberFlameSpawner3", random(10,80), 0, random(0,360), 2, random(0,360))
	DGTM NNNOOO 2 Bright A_CustomMissile("WhiteNemesisKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	DGTM PPPQQQ 2 Bright A_CustomMissile("WhiteNemesisKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))  
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")	
	DGTM SSSTTT 2 Bright A_CustomMissile("WhiteNemesisKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))  
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	DGTM UUUVVV 2 Bright A_CustomMissile("WhiteNemesisKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 A 0 A_SpawnItemEx("DivineArmorItem",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisOmegaSphere",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	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("VexedNemesisPowerShard",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	DGTM V 5 A_Scream
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	TNT1 A 0 A_PlaySound("Nemesis/BallExplode",1,1.0,0,0.2)
	TNT1 A 0 A_SpawnItemEx("VexedNemesisHugeExplosion")
	TNT1 A 0 A_SpawnItemEx("VexedNemesisAltBallEx")
	TNT1 A 0 A_Quake(9,100,0,2000,0)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_Explode(1000,3000,XF_NOTMISSILE,0,6000)
	DGTM "X" 6 A_Fall
	DGTM "Y" 6
	DGTM "Z" 1 A_Playsound("Terminator/terstepA")
	DGTM "Z" 5 
	TNT1 A 0 A_Print("GOD SLAIN!")
	TNT1 A 0 A_SpawnItem("BodyCrash")
	DGTM [ -1 Bright A_KillMaster
	stop
	}
}

Actor INFDivineGodTerminator : DivineGodTerminator
{
Tag "\c[d8]Divine God Terminator\c-"
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_Jump(140,"Remove")
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("TrueLegendaryRuneSpawnCheck") == 2,1)
	Goto Remove
  Idle:
	TNT1 A 0 A_SpawnItem("VexedNemesisFlameSpawner",0,0,0,0)
	DGTM A 10 A_Look
	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
	}
}

ACTOR DivineGodTerminatorStar
{
    Radius 12
    Height 12
    Speed 32
    Damage 300
	Scale 3.2
	DamageType "T3rm"
    Projectile
    RenderStyle Add
    +SEEKERMISSILE
    +EXTREMEDEATH
    +SPAWNSOUNDSOURCE
    +DONTREFLECT
    +PIERCEARMOR
    +FOILINVUL
    +FORCERADIUSDMG
	Species "Divine"
    +BRIGHT
	Alpha 0.8
    DeathSound "star/explode"
	Obituary "%o was liquidated by the Terminator !"
    States
    {
    Spawn:
        DSTR ABCD 2 Bright A_CustomMissile("DivineGodTerminatorStarFX",0,0,0,0)
        Loop
    Death:
	    TNT1 A 0 A_Explode(192,384,0)
	    TNT1 A 0 Radius_Quake(15,20,0,20,0)
	    TNT1 A 0 A_SpawnItemEx("BFGShockwaveWhite", 0, 0, 15, 0, 0, 0, 0, 128)
        TNT1 A 20 A_SpawnItem("WhiteNemesisKaboom",0,-10)
		DSTR E 3 Bright A_BFGSpray("NemesisSpray")
        DSTR FGHIJKLMNO 3 Bright
        Stop
    }
}
	
ACTOR DivineGodTerminatorStarFX
{   
   Radius 2
   Height 2
   Speed 0
   PROJECTILE
   RENDERSTYLE ADD
   +CLIENTSIDEONLY
   Scale 2.0
   ALPHA 0.67
   States
   {
   Spawn:
	  TNT1 A 1
      DS4R AB 3 Bright A_FadeOut(0.1)
      Loop
   }
}

ACTOR DivineGodTerminatorGhost
{
Scale 1.4
RENDERSTYLE Translucent
Alpha 0.75
+NOGRAVITY
+CLIENTSIDEONLY
+DONTSPLASH
+NOINTERACTION
+NOCLIP
States
{
Spawn:
    DGTM A 2 A_FadeOut(0.18)
    Loop
    }
}


ACTOR GodTeminatorSentientElectric : MainyuSentientElectric
{
Monster
Radius 15
Height 30
+THRUACTORS
+LOOKALLAROUND
+BRIGHT
+NOTIMEFREEZE
+NOGRAVITY
+NOBLOOD
-COUNTKILL
+DONTHARMSPECIES
+DontHurtSpecies
Species "Divine"
Mass 1000000
DamageFactor "Legendary", 0.2
DamageFactor "PlayerNemesisPlasma", 0.2
Renderstyle Add
Obituary "%o was erased by \c[d8]Divine God Terminator\c-."
var int user_missile;
Tag "\c[d8]Divine God Terminator\c- Lightning Vessel"
Translation "0:255=%[0.00,0.00,0.00]:[1.80,1.80,1.80]"
States
{
  Spawn:
	MAIL XWVUTSRQPONMABCDEFGHIJKL 1 A_LookEx(LOF_NOJUMP,0,0,0,360)
  See:
	TNT1 A 0 A_JumpIf(user_missile >= 60,"Death")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_LookEx(LOF_NOJUMP,0,0,0,360)
	TNT1 A 0 A_MonsterRefire(0,2)
	TNT1 A 0 A_CustomMissile("GodTeminatorSentientElectricProjectile",0,0,0,CMF_TRACKOWNER|CMF_CHECKTARGETDEAD)
	MAIL ABCDEFGHIJKL 1
	Loop
  Death:
	MAIL MNOPQRSTUVWX 2
	Stop
	}
}


ACTOR GodTeminatorSentientElectricProjectile : MainyuSentientElectricProjectile
{
  Radius 8
  Height 6
  Speed 50
  Damage 20
  +NOTIMEFREEZE
  -NODAMAGETHRUST
  +THRUSPECIES
  +DONTHARMSPECIES
  +DontHurtSpecies
  Scale 0.6
  Species "Divine"
  DeathSound "weapons/devzap"
  Missiletype "Divine"
  Translation "0:255=%[0.00,0.00,0.00]:[1.80,1.80,1.80]"
  States
  {
  Spawn:
	MNLI ABCDE 1 Bright
	Loop
  Death:
	TNT1 AAA 0 A_SpawnItemEx("PurpleParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)  
	TNT1 AAAA 0 A_CustomMissile("SmokeFX", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAAAAA 0 A_CustomMissile("PurpleKaboom4",0,0,random(0,360),2,random(0,360))
	BRE3 AB 4 Bright A_Explode(50,120)
	BRE3 CDEF 5 Bright
	stop
  }
}