ACTOR ZamasuProShotgunnerZombie
{
//Creator: Nemesiscaptain(uwu)and Makarov
//Origin: Infinity Gods
//Sprite: ZMPS
//Title: "ZamasuProShotgunnerZombie"   
Monster
Health 7750
Speed 40
GibHealth 130
Mass 150
PainChance 1
FastSpeed 30
Monster 
Obituary "%o armor was useless against the shotgun fury of the Zamasu Pro Shotgunner Zombie."
Species "Zombies"
DamageFactor "TheLegendOfZamasu", 0.0
DamageFactor "LegendOfZamasuHuman", 0.0
DamageFactor "PlayerFireSword", 0.8
DamageFactor "PlayerDTRG", 0.30
DamageFactor "PlayerBHole", 0.0
DamageFactor "CustomSpray", 0.0
DamageFactor "BFG9500Ball", 0.0
DamageFactor "PlayerPyro", 0.3
DamageFactor "Extreme", 0.0
DamageFactor "UltimateLegendary", 0.0
DamageFactor "HellComet", 0.0
DamageFactor "ZATM", 0.0
DamageFactor "PDTBFG", 0.03
DamageFactor "PDTBFGTracer", 0.03
DamageFactor "PlayerRailPuff", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "Ice", 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 "Legendary", 0.0
DamageFactor "Legendary1", 0.0
DamageFactor "LegendaryGuru", 0.0
DamageFactor "LegendaryGuruPlayer", 0.3
DamageFactor "LegendaryPlayer", 0.3
DamageFactor "BFG10K", 0.65
DamageFactor "BFGSplash", 0.0
DamageFactor "BFGSpray", 0.0
DamageFactor "Railg", 0.5
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
DamageFactor "PlayerDBFG2", 0.65
DropItem "ZamasuArmor" 256
DropItem "ZamasuRune" 256
DropItem "ZamasuStrongSphere" 256
DropItem "NemesisOmegaSphere" 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
DropItem "VexedNemesisPowerShard", 256, 1
BloodColor "Black"
SeeSound "grunt/sight"
AttackSound "legendarypro/fire"
PainSound "grunt/pain"
DeathSound "grunt/death"
ActiveSound "grunt/active"
Tag "\c[s5]Zamasu Pro Shotgunner Zombie\c-"
var int user_music;
var int user_infammo;
var int user_missile;
States 
   {  
Spawn:
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
    ZMPS A 10 Bright A_Look
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	ZMPS A 10 Bright A_Look
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
    Loop
  See:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,6760,910)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
    ZMPS AAA 1 Bright A_Chase("","")
	ZMPS A 1 A_Chase
	TNT1 A 0 A_JumpIfTargetInLOS("DogdeSee",50,JLOSF_TARGETLOS)
	ZMPS AAA 1 Bright A_Chase("","")
	ZMPS A 1 A_Chase
	TNT1 A 0 A_JumpIfTargetInLOS("DogdeSee",50,JLOSF_TARGETLOS)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	ZMPS BBB 1 Bright A_Chase("","")
	ZMPS B 1 A_Chase
	TNT1 A 0 A_JumpIfTargetInLOS("DogdeSee",50,JLOSF_TARGETLOS)
	ZMPS BBB 1 Bright A_Chase("","")
	ZMPS B 1 A_Chase
	TNT1 A 0 A_JumpIfTargetInLOS("DogdeSee",50,JLOSF_TARGETLOS)
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	ZMPS CCC 1 Bright A_Chase("","")
	ZMPS C 1 A_Chase
	TNT1 A 0 A_JumpIfTargetInLOS("DogdeSee",50,JLOSF_TARGETLOS)
	ZMPS CCC 1 Bright A_Chase("","")
	ZMPS C 1 A_Chase
	TNT1 A 0 A_JumpIfTargetInLOS("DogdeSee",50,JLOSF_TARGETLOS)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	ZMPS DDD 1 Bright A_Chase("","")
	ZMPS D 1 A_Chase
	TNT1 A 0 A_JumpIfTargetInLOS("DogdeSee",50,JLOSF_TARGETLOS)
	ZMPS DDD 1 Bright A_Chase("","")
	ZMPS D 1 A_Chase
	TNT1 A 0 A_JumpIfTargetInLOS("DogdeSee",50,JLOSF_TARGETLOS)
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_Jump(64,"Mine")
	ZMPS A 0 A_Jump(64,"Rush")
	TNT1 A 0 A_Jump(64,"DodgeLeft","DodgeRight","DodgeGo")
	TNT1 A 0 A_Jump(64,"Chase")
	Loop
  DogdeSee:
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_FaceTarget
	ZMPS AAA 1 Bright A_Chase("","",CHF_FASTCHASE)
	ZMPS A 1 A_Chase
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_CheckSight("See")
	TNT1 A 0 A_FaceTarget
	ZMPS AAA 1 Bright A_Chase("","",CHF_FASTCHASE)
	ZMPS A 1 A_Chase
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_CheckSight("See")
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_FaceTarget
	ZMPS BBB 1 Bright A_Chase("","",CHF_FASTCHASE)
	ZMPS B 1 A_Chase
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_CheckSight("See")
	TNT1 A 0 A_FaceTarget
	ZMPS BBB 1 Bright A_Chase("","",CHF_FASTCHASE)
	ZMPS B 1 A_Chase
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_CheckSight("See")
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_FaceTarget
	ZMPS CCC 1 Bright A_Chase("","",CHF_FASTCHASE)
	ZMPS C 1 A_Chase
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_CheckSight("See")
	TNT1 A 0 A_FaceTarget
	ZMPS CCC 1 Bright A_Chase("","",CHF_FASTCHASE)
	ZMPS C 1 A_Chase
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_CheckSight("See")
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_FaceTarget
	ZMPS DDD 1 Bright A_Chase("","",CHF_FASTCHASE)
	ZMPS D 1 A_Chase
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_CheckSight("See")
	TNT1 A 0 A_FaceTarget
	ZMPS DDD 1 Bright A_Chase("","",CHF_FASTCHASE)
	ZMPS D 1 A_Chase
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_CheckSight("See")
	TNT1 A 0 A_Jump(64,"Mine")
	ZMPS A 0 A_Jump(64,"Rush")
	TNT1 A 0 A_Jump(64,"DodgeLeft","DodgeRight","DodgeGo")
	TNT1 A 0 A_Jump(64,"Chase")
	Loop
  Rush:
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("ZamasuProShotgunnerZombieGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZMPS A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuProShotgunnerZombieGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZMPS A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuProShotgunnerZombieGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZMPS B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuProShotgunnerZombieGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZMPS B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("ZamasuProShotgunnerZombieGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZMPS C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuProShotgunnerZombieGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZMPS C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuProShotgunnerZombieGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZMPS D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuProShotgunnerZombieGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZMPS D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_Jump(85,"See")
	TNT1 A 0 A_Jump(200,"DodgeGo")
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	Loop
	Heal:
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	ZMPS A 5 Bright
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 HealThing(5)
	TNT1 A 0 A_PlaySound("pickups/flask",0,1.0,0)
	Goto See
  Heal2:
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	ZMPS A 5 Bright
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 HealThing(15)
	TNT1 A 0 A_PlaySound("pickups/pstimpack",0,1.0,0)
	Goto See
  Heal3:
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	ZMPS A 5 Bright
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 HealThing(25)
	TNT1 A 0 A_PlaySound("pickups/pmedkit",0,1.0,0)
	Goto See
  InfiniteAmmo:
	TNT1 A 0 A_JumpIf(user_infammo == 1,"Missile")
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZMPS A 5 Bright
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 ACS_NamedExecuteAlways("EnemyInfiniteAmmo",0)
	TNT1 A 0 A_PlaySound("legammo/use",0,1.0,0,0.5)
	Goto See
	Teleport:
       ZMPS E 1 A_UnSetShootable
	   TNT1 AAAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
       ZMPS EEEEEEEEEEE 1 A_FadeOut(0.1,0)
       ZMPS EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
       ZMPS EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
       ZMPS E 1 A_PlayWeaponSound("boss/teleport")
	   TNT1 AAAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
       ZMPS EEEEEEEEEEE 1 A_FadeIn(0.1)
       ZMPS E 1 A_SetShootable
       Goto see
  Chase:
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	ZMPS AA 1 Bright A_FastChase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	ZMPS A 0 A_JumpIfCloser(130,"Dodge")
	ZMPS AA 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	ZMPS A 0 A_JumpIfCloser(130,"Dodge")
	ZMPS BB 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	ZMPS A 0 A_JumpIfCloser(130,"Dodge")
	ZMPS BB 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	ZMPS A 0 A_JumpIfCloser(150,"Dodge")
	ZMPS CC 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	ZMPS A 0 A_JumpIfCloser(150,"Dodge")
	ZMPS CC 1 Bright A_FastChase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	ZMPS A 0 A_JumpIfCloser(130,"Dodge")
	ZMPS DD 1 Bright A_FastChase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	ZMPS A 0 A_JumpIfCloser(130,"Dodge")
	ZMPS DD 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	TNT1 A 0 A_Jump(95,"Mine")
	ZMPS A 0 A_Jump(128,"Dodge")
	ZMPS A 0 A_Jump(180,"DodgeGo")
	Loop
  SeeNoDodge:
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	ZMPS AABB 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	ZMPS CCDD 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	ZMPS AABB 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	ZMPS CCDD 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	ZMPS AABB 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	ZMPS CCDD 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	Goto Chase
  Dodge:
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	ZMPS A 1 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	ZMPS E 0 ThrustThingZ(0, 20, 0, 0)
	ZMPS A 0 A_Jump(256, "DodgeRight", "DodgeLeft","DodgeGo")
  DodgeLeft:
	ZMPS E 0 ThrustThing(angle*256/360+192, 15, 0, 0)
	TNT1 A 0 A_Jump(400,"Heal")
	TNT1 A 0 A_Jump(350,"Heal2")
	TNT1 A 0 A_Jump(300,"Heal3")
	TNT1 A 0 A_Jump(20,"InfiniteAmmo")
	Goto SeeNoDodge
  DodgeRight:
	ZMPS E 0 ThrustThing(angle*256/360+64, 15, 0, 0)
	TNT1 A 0 A_Jump(100,"Heal")
	TNT1 A 0 A_Jump(350,"Heal2")
	TNT1 A 0 A_Jump(300,"Heal3")
	TNT1 A 0 A_Jump(20,"InfiniteAmmo")
	Goto SeeNoDodge
  DodgeGo:
	TNT1 A 0 A_CheckSight("Dodge")
	ZMPS E 4 A_FaceTarget
	TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	ZMPS E 2 A_Recoil(-36)
	ZMPS E 2  A_ScaleVelocity(0.2)
	TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)
	ZMPS E 1 A_ScaleVelocity(0)
	Goto See  
  Missile:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_Jump(15,"Rage")
	TNT1 A 0 A_Jump(40,"InfiniteAmmo")
	TNT1 A 0 A_Jump(100,"MissileLoop2")
	ZMPS E 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
  MissileLoop:
	TNT1 A 0 A_JumpIf(user_infammo == 1,"MissileLoopInfAmmo")
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_JumpIfInventory("ASGZAmmo",16,"Reload")
	ZMPS E 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_GiveInventory("ASGZAmmo",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	//TNT1 AAAA 0 A_CustomMissile("NemesisTracer",Random(28,34),0,Random(6,-6),0)
	//TNT1 A 0 A_CustomBulletAttack(15,12,4,0,"NemesisASGPuffExplode",0)
	//ZMPS F 2 Bright A_CustomBulletAttack(15,12,4,Random(5,15)*6,"NemesisASGBulletPuff",0,CBAF_NORANDOM)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZMPS F 2 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	TNT1 A 0 A_CPosRefire
	TNT1 A 0 A_Jump(6,"Heal")
	TNT1 A 0 A_Jump(5,"Heal2")
	TNT1 A 0 A_Jump(4,"Heal3")
	TNT1 A 0 A_Jump(3,"InfiniteAmmo")
	TNT1 A 0 A_Jump(20,"MidAttackTeleport")
	TNT1 A 0 A_Jump(10,"Grenade")
	TNT1 A 0 A_JumpIfCloser(300,"MidAttackTeleport")
	Loop
  MissileLoop2:
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZMPS E 4 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZMPS E 4 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZMPS E 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire",0,1.0,0,0.4)
	ZMPS F 4 Bright A_CustomMissile("NemesisGrenadeImpact",32,0,0,2,4)
	TNT1 A 0 A_CPosRefire
	TNT1 A 0 A_Jump(20,"Heal")
	TNT1 A 0 A_Jump(18,"Heal2")
	TNT1 A 0 A_Jump(15,"Heal3")
	TNT1 A 0 A_Jump(10,"InfiniteAmmo")
	TNT1 A 0 A_Jump(60,"MidAttackTeleport")
	TNT1 A 0 A_JumpIfCloser(300,"MidAttackTeleport")
	Loop
  MissileLoopInfAmmo:
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_TakeInventory("ASGZAmmo",16)
	ZMPS E 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	//TNT1 AAAA 0 A_CustomMissile("NemesisTracer",Random(28,34),0,Random(6,-6),0)
	//TNT1 A 0 A_CustomBulletAttack(15,12,4,0,"NemesisASGPuffExplode",0)
	//ZMPS F 2 Bright A_CustomBulletAttack(15,12,4,Random(5,15)*6,"NemesisASGBulletPuff",0,CBAF_NORANDOM)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZMPS F 2 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	TNT1 A 0 A_CPosRefire
	TNT1 A 0 A_Jump(6,"Heal")
	TNT1 A 0 A_Jump(5,"Heal2")
	TNT1 A 0 A_Jump(4,"Heal3")
	TNT1 A 0 A_Jump(10,"Grenade")
	Loop
  Strafing:
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZMPS AA 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZMPS BB 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZMPS CC 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)  
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZMPS DD 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	Goto See
	Mine: 
	TNT1 A 0 A_JumpIf(user_infammo == 1,"MineInfAmmo")
	ZMPS C 1 Bright
	ZMPS C 5 Bright A_CustomMissile("NemesisSpringMineSet",32,0,0,2,15)
	ZMPS E 5 Bright
	ZMPS C 3 Bright
	Goto See
	MineInfAmmo:
	ZMPS C 6 Bright
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisSpringMineSet",32,0,random(0,360),2,15)
	ZMPS E 5 Bright
	ZMPS C 3 Bright
	Goto See
  Grenade:
	ZMPS E 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire",0,1.0,0,0.4)
	ZMPS F 4 Bright A_CustomMissile("NemesisGrenadeLowGrav",32,0,0,2,4)
	ZMPS E 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire",0,1.0,0)
	ZMPS F 4 Bright A_CustomMissile("NemesisGrenadeLowGrav",32,0,0,2,4)
  Goto Dodge
  MidAttackTeleport:
	ZMPS E 1 Bright A_UnSetShootable
	TNT1 AAAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZMPS E 1 Bright A_FadeOut(0.2,0)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZMPS E 1 Bright A_FadeOut(0.2,0)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZMPS E 1 Bright A_FadeOut(0.2,0)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZMPS E 1 Bright A_FadeOut(0.2,0)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZMPS E 1 Bright A_FadeOut(0.2,0)
	ZMPS E 2 Bright
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	ZMPS E 1 Bright A_PlayWeaponSound("boss/teleport")
	TNT1 AAAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZMPS E 1 Bright A_FadeIn(0.2)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZMPS E 1 Bright A_FadeIn(0.2)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZMPS E 1 Bright A_FadeIn(0.2)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZMPS E 1 Bright A_FadeIn(0.2)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZMPS E 1 Bright A_FadeIn(0.2)
	ZMPS E 1 Bright A_SetShootable
	Goto Grenade
  Reload:
	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("TrueNemesisHellionSmokeSpawner")
	ZMPS E 10 Bright A_TakeInventory("ASGZAmmo",16)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZMPS E 4 Bright A_PlaySound("lasgguy/asgin") 
	ZMPS E 5 Bright A_PlaySound("LShotgun/Cock")
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_ChangeFlag("NoPain",0)
	Goto See
  Rage:
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_PlaySound("grunt/sight",7,1.0,0,ATTN_NONE)
	ZMPS EEEEEEEE 2 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  RageLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 20,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	ZMPS E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-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("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZMPS F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZMPS E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-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("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZMPS F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZMPS E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-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("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZMPS F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZMPS E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-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("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZMPS F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZMPS E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-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("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZMPS F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZMPS E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-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("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZMPS F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZMPS E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire",0,1.0,0,0.4)
	ZMPS F 1 Bright A_CustomMissile("NemesisGrenadeImpact",32,0,0,2,4)
	TNT1 A 0 A_Jump(80,"MidRageTeleport")
	Loop
  MidRageTeleport:
	ZMPS E 1 Bright A_UnSetShootable
	TNT1 AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZMPS E 1 Bright A_FadeOut(0.1,0)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZMPS EEE 1 Bright A_FadeOut(0.3,0)
	ZMPS E 2 Bright
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	ZMPS E 1 Bright A_PlayWeaponSound("boss/teleport")
	TNT1 AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZMPS EEE 1 Bright A_FadeIn(0.3)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZMPS E 1 Bright A_FadeIn(0.1)
	ZMPS E 1 Bright A_SetShootable
	Goto RageLoop
	Pain:
	TNT1 A 0
	TNT1 A 0 A_Jump(20,"Dodge")
	TNT1 A 0 A_Jump(192,"PainMissile")
	TNT1 A 0 A_Jump(30,"Mine")
    Goto See
    PainMissile:
    ZMPS G 3 Bright
    ZMPS G 3 Bright A_Pain
    Goto Missile
	Pain.RailG:
  Pain.PDTPuff:
  Pain.DTRailgun:
  Pain.PlayerDTRG:
  Pain.Explosion:
	Goto Rage
  Death:
	TNT1 A 0
	TNT1 AAAAA 0 A_SpawnItemEx("NemesisGrenade",0,0,32,random(0,8),0,random(0,12),random(0,360))
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisSpringMineSet",32,0,random(0,360),2,15)
	
  Death2:
	TNT1 A 0 A_StopSound(6)
	ZMPS H 5 A_Scream
	ZMPS I 5 A_Fall
	ZMPS J 5 A_SpawnItem("BodyCrash",0,0,0,0)
	TNT1 AAAAA 0 A_SpawnItemEx("NemesisGrenade",0,0,32,random(0,8),0,random(0,12),random(0,360))
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisSpringMineSet",32,0,random(0,360),2,15)
	ZMPS O 5 A_SpawnItemEx("NemesisGibbedGenerator",0,0,0,0,0,0,0,128,0)
	ZMPS K 5
	
	
	Stop
	}
} 

Actor INFZamasuProShotgunnerZombie : ZamasuProShotgunnerZombie
{
Tag "\c[s5]Zamasu Pro Shotgunner Zombie\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")
    ZMPS A 10 Bright A_Look
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	ZMPS A 10 Bright A_Look
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	Loop
  Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("ShotgunSpawnerLiter",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
	}
}
  
ACTOR ZamasuProShotgunnerZombieGhostA
{
Scale 1.1
Radius 20
Height 56
Speed 0
Alpha 0.7
PROJECTILE
RENDERSTYLE Translucent
+NOTIMEFREEZE
+NOINTERACTION
+CLIENTSIDEONLY
+NONETID
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "NULL")
	TNT1 A 1
	Goto Fade
  Fade:
	ZMPS A 2 A_FadeOut(0.1,1)
	Loop
  Toaster:
	TNT1 A 1
	Stop
	}
}

ACTOR ZamasuProShotgunnerZombieGhostB : ZamasuProShotgunnerZombieGhostA
{   
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "NULL")
	TNT1 A 1
	Goto Fade
  Fade:
	ZMPS B 2 A_FadeOut(0.1,1)
	Loop
    }
}

ACTOR ZamasuProShotgunnerZombieGhostC : ZamasuProShotgunnerZombieGhostA
{   
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "NULL")
	TNT1 A 1
	Goto Fade
  Fade:
	ZMPS C 2 A_FadeOut(0.1,1)
	Loop
    }
}

ACTOR ZamasuProShotgunnerZombieGhostD : ZamasuProShotgunnerZombieGhostA
{   
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "NULL")
	TNT1 A 1
	Goto Fade
  Fade:
	ZMPS D 2 A_FadeOut(0.1,1)
	Loop
	}
}
	
 
	
       
       











      
      
    
       
	
	  
	  
	  
	 
	  
      
	  
	
	
	  
	  
        
       
       	
    
	
       
       
	
   
	
	
	
       

	
  
		
    