ACTOR ZamasuTerminator: Cyberdemon
{ 
Health 45000
Radius 28 
Height 86 
Mass 0x7FFFFFFF
Speed 40 
PainChance 1
Scale 1.4
Monster
Obituary "%o was dismantled by the unstoppable will of Zamasu Terminator."
Species "Cybers"
+NOTIMEFREEZE
+DONTHARMSPECIES
+MISSILEMORE
+FLOORCLIP
+NOTARGET
+FireResist
+NORADIUSDMG
+NOICEDEATH
+BOSS
+MISSILEEVENMORE
+CANTSEEK
+NOFEAR
+DONTSPLASH
+LOOKALLAROUND
+NOEXTREMEDEATH
+BOSSDEATH
+NOTELEFRAG
+DONTGIB
+DONTMORPH
+QUICKTORETALIATE
+NoDropOff
+DONTRIP
DamageFactor 0.3
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

SeeSound "monster/termsit" 
PainSound "monster/termpin" 
DeathSound "monster/termdth"
AttackSound "plasmaminigun/fire"
ActiveSound "Terminator/termact"

PainChance "BFG9500Ball", 40
PainChance "PlayerDevBall", 100
PainChance "BFG10K", 100
PainChance "PDTBFG", 100
PainChance "PlayerDBFG10K2", 100
PainChance "Legendary", 100 // 100
PainChance "LegendaryPlayer", 100 // 100
PainChance "LegendaryGuru", 256
PainChance "LegendaryGuruPlayer", 256
PainChance "PlayerDBFG2", 256

MinMissileChance 1
Tag "\c[s5]Zamasu Terminator\c-"
var int user_amount;
var int user_bfg10k;
var int user_railgun;
var int user_bhcharge;
var int user_devcharge;
var int user_music;
var int user_protection;
var int user_protected;
States 
   {  
Spawn:
	TNT1 A 0
	TNT1 A 0 A_PlaySoundEx("NDemonHeart/Pickup","Voice",0,2)
	TNT1 A 0
Idle:
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZATM 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
   See:
	   TNT1 A 0 A_JumpIf(user_music == 1,3)
	   TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,1781,1005)
	   TNT1 A 0 A_SetUserVar("user_music",1)
       TNT1 A 0 A_UnSetInvulnerable
       TNT1 A 0 A_Jump(100,"Rush")
       ZATM A 0 A_PlaySound("Terminator/terstepA")
       ZATM AABB 3 A_Chase
       ZATM C 0 A_PlaySound("Terminator/terstepA")
       ZATM CCDD 3 A_Chase
       TNT1 A 0 A_Jump(40,"Teleport","ComboTel")
       Loop
   Rush:
       ZATM A 0 A_PlaySound("Terminator/terstepA")
       ZATM AA 0 A_Chase
	   TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
       ZATM A 2 A_SpawnItemEx("ZamasuTerminatorGhost",0,0,0,0,0,0,0,128)
       ZATM AA 0 A_Chase
       ZATM A 2 A_SpawnItemEx("ZamasuTerminatorGhost",0,0,0,0,0,0,0,128)
       ZATM AA 0 A_Chase
	   TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
       ZATM B 2 A_SpawnItemEx("ZamasuTerminatorGhost",0,0,0,0,0,0,0,128)
       ZATM A 0 A_PlaySound("Terminator/terstepA")
       ZATM AA 0 A_Chase
       ZATM B 2 A_SpawnItemEx("ZamasuTerminatorGhost",0,0,0,0,0,0,0,128)     
       ZATM AA 0 A_Chase
	   TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
       ZATM C 2 A_SpawnItemEx("ZamasuTerminatorGhost",0,0,0,0,0,0,0,128)
       ZATM AA 0 A_Chase
       ZATM C 2 A_SpawnItemEx("ZamasuTerminatorGhost",0,0,0,0,0,0,0,128)
       ZATM AA 0 A_Chase
	   TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
       ZATM D 2 A_SpawnItemEx("ZamasuTerminatorGhost",0,0,0,0,0,0,0,128)
       ZATM AA 0 A_Chase
       ZATM D 2 A_SpawnItemEx("ZamasuTerminatorGhost",0,0,0,0,0,0,0,128)     
       TNT1 A 0 A_Jump(38,"Teleport","ComboTel")
       TNT1 A 0 A_Jump(75,"See")   
       Loop
  Teleport:
       ZATM E 1 A_UnSetShootable
       ZATM EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
       ZATM EEEEEEEEEEE 1 A_FadeOut(0.1,0)
       ZATM EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
       ZATM EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
       ZATM E 1 A_PlayWeaponSound("boss/teleport")
       ZATM EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
       ZATM EEEEEEEEEEE 1 A_FadeIn(0.1)
       ZATM E 1 A_SetShootable
       Goto Normal
  ComboTel:
       ZATM E 1 A_UnSetShootable
       ZATM EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
       ZATM EEEEEEEEEEE 1 A_FadeOut(0.1,0)
       ZATM EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
       ZATM E 1 A_PlayWeaponSound("boss/teleport")
	   TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
       ZATM EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
       ZATM EEEEEEEEEEE 1 A_FadeIn(0.1)
       ZATM E 1 A_PlayWeaponSound("boss/teleport")
       ZATM EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
       ZATM EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	   TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
       ZATM EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
       ZATM E 1 A_PlayWeaponSound("boss/teleport")
       ZATM EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
       ZATM EEEEEEEEEEE 1 A_FadeIn(0.1)
	   TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
       ZATM E 1 A_PlayWeaponSound("boss/teleport")
       ZATM EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
       ZATM EEEEEEEEEEE 1 A_FadeOut(0.1,0)
       ZATM EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
       ZATM E 1 A_PlayWeaponSound("boss/teleport")
       ZATM EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
       ZATM EEEEEEEEEEE 1 A_FadeIn(0.1)
	   TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
       ZATM E 1 A_PlayWeaponSound("boss/teleport")
       ZATM EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
       ZATM EEEEEEEEEEE 1 A_FadeOut(0.1,0)
       ZATM EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
       ZATM E 1 A_PlayWeaponSound("boss/teleport")
       ZATM EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
       ZATM EEEEEEEEEEE 1 A_FadeIn(0.1)
       ZATM E 1 A_PlayWeaponSound("boss/teleport")
       ZATM EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
       ZATM EEEEEEEEEEE 1 A_FadeOut(0.1,0)
       ZATM EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
       ZATM E 1 A_PlayWeaponSound("boss/teleport")
       ZATM EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
       ZATM EEEEEEEEEEE 1 A_FadeIn(0.1)    
       ZATM E 1 A_SetShootable
       Goto Normal
	Missile:
	   TNT1 A 0 A_UnSetInvulnerable
	   TNT1 A 0 A_SetTranslucent(1)
	   TNT1 A 0 A_JumpIfTargetInLOS("UberHexaSG",90,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,600,0)
	   TNT1 A 0 A_Jump(30,"Nuke")
	   TNT1 A 0 A_Jump(192,"Railgun","BFG9K","BFG10K","DTBFG","RedStar","DTDevastator","OneTwoPunch")
	  // TNT1 A 0 A_JumpifCloser(600,"UberHexaSG")
	Normal:   
       TNT1 A 0 A_JumpIfCloser(1500,1)
	   Goto Railgun
	   ZATM G 1 A_FaceTarget
	   TNT1 A 0 A_PlaySound("NemesisCannon/Laser",7)
	   ZATM H 0 A_CustomMissile("NemesisZombieCannonLaser",48,-17,Random(-800,800)/100.00)
	   ZATM H 1 Bright A_CustomMissile("NemesisZombieCannonLaser",48,-17,Random(-800,800)/100.00)
	   TNT1 AAA 0 Fast A_GiveInventory("DTZombieStrafing",1)
	   TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	   TNT1 A 0 A_StopSoundEx("Weapon")	
	   TNT1 A 0 A_Jump(15,"See","Missile")
       TNT1 A 0 A_SpidRefire
	   Loop 
	UberHexaSG:
	   ZATM G 2 A_FaceTarget
       ZATM GGGGGG 0 A_SpawnItemEx("NemesisShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
	   TNT1 A 0 A_PlaySound("weapons/hsgfire")
	   TNT1 AAAAAAAAAAAA 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(6,-6),0)
       ZATM H 1 Bright A_PlaySoundEx("NemesisASG/Fire","Weapon")
	   TNT1 A 0 A_StopSoundEx("Weapon")	
	   TNT1 A 0 A_Jump(15,"See","Missile")
       TNT1 A 0 A_SpidRefire
	   Loop 
	Railgun:
	   TNT1 A 0 A_PlaySound("weapons/rgcharge")
	   TNT1 A 0 A_Changeflag(reflective,1)
	   TNT1 A 0 A_SetUserVar("user_railgun", 0)
       ZATM EE 10 A_FaceTarget
	 RailgunLoop:
	   TNT1 A 0 A_JumpIf(user_railgun > 40,"RailgunEnd")
	   TNT1 A 0 A_SetUserVar("user_railgun",user_railgun+1)
	   ZATM E 1 Bright A_FaceTarget
	   TNT1 A 0 Fast A_GiveInventory("DTZombieStrafing",1)
       ZATM F 1 Bright A_CustomMissile("NemesisCyberRailLaser",58,26,random(-2,3))
	   Loop
	 RailgunEnd:
	   ZATM E 15 Bright
	   TNT1 A 0 A_Changeflag(reflective,0)
	   TNT1 A 0 A_Jump(128,"BFG9K","BFG10K","DTBFG","RedStar","DTDevastator")
       Goto See	 
	BFG9K:
	   TNT1 A 0 A_PlaySound("weapons/bfgf")
	   ZATM EEEEEEEEEEEEFFFF 2 A_FaceTarget
       ZATM F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-4,4))
       ZATM E 2 A_FaceTarget   
	   TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	   TNT1 AAA 0 Fast A_GiveInventory("DTZombieStrafing",1)
       ZATM F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-4,4))
       ZATM E 2 A_FaceTarget  
	   TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	   TNT1 AAA 0 Fast A_GiveInventory("DTZombieStrafing",1)
	   ZATM F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-4,4))
       ZATM E 2 A_FaceTarget  
	   TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	   TNT1 AAA 0 Fast A_GiveInventory("DTZombieStrafing",1)
	   ZATM F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-4,4))
       ZATM E 2 A_FaceTarget  
	   TNT1 A 0 A_Jump(128,"BFG10K","DTBFG","RedStar","DTDevastator")
       Goto See
	BFG10K:
	   TNT1 A 0 A_Changeflag(reflective,1)
	   TNT1 A 0 A_PlaySound("weapons/charge15k")
	   TNT1 A 0 A_SetUserVar("user_bfg10k", 0)
       ZATM JJJJJJJ 4 A_FaceTarget
	 BFG10KLoop:
	   TNT1 A 0 A_JumpIf(user_bfg10k > 40,"BFG10KEnd")
	   TNT1 A 0 A_SetUserVar("user_bfg10k",user_bfg10k+1)
	   ZATM J 1 A_FaceTarget
	   TNT1 A 0 Fast A_GiveInventory("DTZombieStrafing",1)
	   TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
       ZATM K 1 Bright A_CustomMissile("Nemesis10kProjectile",48,-15,random(-4,4))
	   Loop
	   BFG10KEnd:
	   ZATM J 3 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	   ZATM JJ 3 A_FaceTarget	   
       ZATM J 4 A_FaceTarget
	   TNT1 A 0 A_Changeflag(reflective,0)
	   TNT1 A 0 A_Jump(128,"DTBFG","RedStar","DTDevastator")
       Goto See		   
	DTBFG:
	   TNT1 A 0 A_PlaySound("Cardinal/9k")
       ZATM EEEEEEEEEEEEFF 3 A_Facetarget
       ZATM FFF 4 Bright A_CustomMissile("MiniNemesisBFGBall",48,15,random(-10,10))
       ZATM EEE 4 A_FaceTarget
	   TNT1 A 0 A_Jump(128,"RedStar","DTDevastator")
       Goto See	
    RedStar:
	   TNT1 A 0 A_PlaySoundEx("monster/termsit2","TSIGHT")
	   ZATM E 0 A_FaceTarget
	   TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
       ZATM EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	   ZATM E 0 A_FaceTarget
	   TNT1 AAA 0 Fast A_GiveInventory("DTZombieStrafing",1)
       ZATM EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	   TNT1 A 0 A_PlayWeaponSound("star/load1")
	   ZATM E 0 A_FaceTarget
       ZATM EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	   ZATM E 0 A_FaceTarget
       ZATM EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	   TNT1 A 0 A_PlayWeaponSound("star/load2")
	   TNT1 AAA 0 Fast A_GiveInventory("DTZombieStrafing",1)
	   ZATM E 0 A_FaceTarget
	   TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
       ZATM EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	   TNT1 A 0 A_SetInvulnerable
	   ZATM E 0 A_FaceTarget
	   TNT1 AAA 0 Fast A_GiveInventory("DTZombieStrafing",1)
       ZATM EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner") 
	   ZATM E 0 A_FaceTarget
	   TNT1 AAA 0 Fast A_GiveInventory("DTZombieStrafing",1)
       ZATM EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	   ZATM E 0 A_FaceTarget
	   TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	   TNT1 A 0 A_PlayWeaponSound("star/load3")
       ZATM EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	   ZATM E 0 A_FaceTarget
	   TNT1 AAA 0 Fast A_GiveInventory("DTZombieStrafing",1)
       ZATM EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")  	   
	   TNT1 A 0 A_UnSetInvulnerable
	   ZATM E 0 A_FaceTarget
	   ZATM F 0 A_PlayWeaponSound("star/fire")
	   ZATM F 7 Bright A_CustomMissile("DivineGodTerminatorStar",48,17,0) 
	   ZATM E 8 A_FaceTarget
	   TNT1 AAA 0 Fast A_GiveInventory("DTZombieStrafing",1)
	   ZATM F 0 A_PlayWeaponSound("star/fire")
	   ZATM F 7 Bright A_CustomMissile("DivineGodTerminatorStar",48,17,0) 
	   ZATM E 8 A_FaceTarget
	   TNT1 AAA 0 Fast A_GiveInventory("DTZombieStrafing",1)
	   ZATM F 0 A_PlayWeaponSound("star/fire")
	   ZATM F 7 Bright A_CustomMissile("DivineGodTerminatorStar",48,17,0) 
	   ZATM E 8 A_FaceTarget
	   TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	   TNT1 AAA 0 Fast A_GiveInventory("DTZombieStrafing",1)
	   ZATM F 0 A_PlayWeaponSound("star/fire")
	   ZATM F 7 Bright A_CustomMissile("DivineGodTerminatorStar",48,17,0) 
	   ZATM E 8 A_FaceTarget
	   TNT1 AAA 0 Fast A_GiveInventory("DTZombieStrafing",1)
	   ZATM F 0 A_PlayWeaponSound("star/fire")
	   ZATM F 7 Bright A_CustomMissile("DivineGodTerminatorStar",48,17,0) 
	   ZATM E 8 A_FaceTarget	   
	   ZATM E 2 A_Jump(128,"DTDevastator")
       Goto See
  DTDevastator:
    TNT1 A 0 A_PlaySoundEx("monster/termsit2","TSIGHT")
	TNT1 A 0 A_SetInvulnerable
    ZATM E 0 A_Facetarget
	TNT1 A 0 A_SetUserVar("user_devcharge", 0)
	TNT1 A 0 Bright A_SpawnItemEx("TerminatorLineSpawner")
    ZATM E 0 Bright A_PlaySound ("devastator/charge")
  DevCharge:
	TNT1 A 0 A_JumpIf(user_devcharge > 55,"DevFire")
	TNT1 A 0 A_SetUserVar("user_devcharge",user_devcharge+1)
    ZATM E 2 A_Facetarget
	TNT1 A 0 Bright A_SpawnItemEx("TerminatorLineSpawner")
	Loop
  DevFire:
    ZATM F 0 A_PlaySound ("devastator/fire")
	ZATM F 0 Bright A_CustomMissile("VexedGeneralRDevastatorBall",48,17,random(5,-5))
	ZATM F 0 Bright A_CustomMissile("VexedGeneralRDevastatorBall",48,17,random(5,-5))
	ZATM F 0 Bright A_CustomMissile("VexedGeneralRDevastatorBall",48,17,random(5,-5))
	ZATM F 0 Bright A_CustomMissile("VexedGeneralRDevastatorBall",48,17,random(5,-5))
    ZATM E 50
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_Jump(10,"Nuke")
    goto See
// AHHAHAHAHAHAH
Nuke:
    TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_PlaySound("ZamasuCyberdemon/Sight",7,1,0,0.5)
    ZATM A 0 A_SetInvulnerable
	ZATM E 5 BRIGHT A_SpawnItemEx("ZamasuCyberFinalAttack")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZATM E 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZATM E 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZATM E 5 Bright A_Playsound ("Arcradimus/BFGElectric")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZATM E 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZATM E 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZATM E 5 Bright A_Playsound ("Arcradimus/BFGElectric")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZATM E 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZATM E 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZATM E 5 Bright A_Playsound ("Arcradimus/BFGElectric")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZATM E 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZATM E 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZATM E 5 Bright A_Playsound ("Arcradimus/BFGElectric")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZATM E 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZATM E 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZATM E 5 Bright A_Playsound ("Arcradimus/BFGElectric")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZATM E 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZATM E 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZATM E 5 Bright A_Playsound ("Arcradimus/BFGElectric")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZATM E 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZATM E 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZATM E 5 Bright A_Playsound ("Arcradimus/BFGElectric")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZATM E 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZATM E 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZATM E 5 Bright A_Playsound ("Arcradimus/BFGElectric")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZATM E 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZATM E 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZATM E 5 Bright A_Playsound ("Arcradimus/BFGElectric")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZATM E 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZATM E 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZATM E 5 Bright A_Playsound ("Arcradimus/BFGElectric")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZATM E 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZATM E 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZATM E 5 Bright A_Playsound ("Arcradimus/BFGElectric")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZATM E 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZATM E 2 Bright A_PlaySound ("pcannon/explode")
	ZATM F 5 A_CustomMissile ("ZamasuCyberFinalBall")
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	ZATM A 0 A_SetInvulnerable
	Goto See
   OneTwoPunch:
	    ZATM M 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("OrangeShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		TNT1 A 0 A_PlaySound("sentient/fire")
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
		TNT1 A 0 A_StopSoundEx("Weapon")
		TNT1 A 0 A_Jump(20,"FTwoRS","FTwoDT","FTwoDV","FTwoNK")
		TNT1 A 0 A_SpidRefire
		Loop
  FTwoRS:
 	    ZATM C 0 A_FaceTarget
	    ZATM C 0 A_PlayWeaponSound("star/fire")
	    ZATM D 2 Bright A_CustomMissile("DivineGodTerminatorStar",48,20,0)
	    ZATM A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("OrangeShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		TNT1 A 0 A_PlaySound("sentient/fire")
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 0 A_FaceTarget
		TNT1 AAA 0 Fast A_GiveInventory("DTZombieStrafing",1)
		TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
		TNT1 A 0 A_SpawnItemEx("OrangeShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		TNT1 A 0 A_PlaySound("sentient/fire")
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM D 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
		TNT1 A 0 A_SpawnItemEx("OrangeShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		TNT1 A 0 A_PlaySound("sentient/fire")
	    ZATM D 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
		TNT1 A 0 A_SetInvulnerable
	    ZATM B 0 A_FaceTarget
		TNT1 AAA 0 Fast A_GiveInventory("DTZombieStrafing",1)
		TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
		TNT1 A 0 A_SpawnItemEx("OrangeShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		TNT1 A 0 A_PlaySound("sentient/fire")
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM D 0 A_FaceTarget
		TNT1 AAA 0 Fast A_GiveInventory("DTZombieStrafing",1)
		TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
		TNT1 A 0 A_SpawnItemEx("OrangeShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		TNT1 A 0 A_PlaySound("sentient/fire")
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM C 0 A_FaceTarget
		TNT1 AAA 0 Fast A_GiveInventory("DTZombieStrafing",1)
		TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
		TNT1 A 0 A_SpawnItemEx("OrangeShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		TNT1 A 0 A_PlaySound("sentient/fire")
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
		TNT1 A 0 A_StopSoundEx("Weapon")
		TNT1 A 0 A_Jump(20,"FTwoRS","FTwoDT","FTwoDV","FTwoNK")
		TNT1 A 0 A_SpidRefire
		TNT1 A 0 A_UnSetInvulnerable
		Loop
      FTwoDT:
 	    ZATM A 0 A_FaceTarget
		ZATM B 0 A_FaceTarget
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
		TNT1 AAA 0 Fast A_GiveInventory("DTZombieStrafing",1)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
		TNT1 AAA 0 Fast A_GiveInventory("DTZombieStrafing",1)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
		TNT1 AAA 0 Fast A_GiveInventory("DTZombieStrafing",1)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM C 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM C 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
		TNT1 A 0 A_SetInvulnerable
 	    ZATM C 0 A_FaceTarget
		TNT1 A 0 A_PlaySound("Cardinal/9k")
	    ZATM C 0 Bright A_CustomMissile("NemesisGuruBall",48,20,0)
	    ZATM C 0 Bright A_CustomMissile("NemesisGuruBall",48,20,30)
	    ZATM C 0 Bright A_CustomMissile("NemesisGuruBall",48,20,-30)
 	    ZATM B 0 A_FaceTarget
    	ZATM C 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
		TNT1 AAA 0 Fast A_GiveInventory("DTZombieStrafing",1)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
 	    ZATM B 0 A_FaceTarget
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
		TNT1 AAA 0 Fast A_GiveInventory("DTZombieStrafing",1)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
		TNT1 AAA 0 Fast A_GiveInventory("DTZombieStrafing",1)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_UnSetInvulnerable
		Goto See
	 FTwoDV:
 	    ZATM A 0 A_FaceTarget
		ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
		TNT1 A 0 A_SetInvulnerable
		ZATM B 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
		ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
		ZATM B 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
		ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
		ZATM B 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
		ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
		ZATM B 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM C 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM C 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
 	    ZATM C 0 A_FaceTarget
		ZATM A 0 A_PlaySound ("devastator/fire")
	    ZATM C 0 Bright A_CustomMissile("VexedGeneralRDevastatorBall",48,20,0)
	    ZATM C 0 Bright A_CustomMissile("VexedGeneralRDevastatorBall",48,20,30)
	    ZATM C 0 Bright A_CustomMissile("VexedGeneralRDevastatorBall",48,20,-30)
 	    ZATM B 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
    	ZATM C 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
 	    ZATM B 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_UnSetInvulnerable
		Goto See
	FTwoNK:
	    TNT1 A 0 A_JumpIf(user_amount > 15,"Missile")
	    TNT1 A 0 A_SetUserVar("user_amount",user_amount+1)
 	    ZATM A 0 A_FaceTarget
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
 	    ZATM A 0 A_FaceTarget
 	    ZATM B 0 A_FaceTarget
    	ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
		TNT1 A 0 A_SetInvulnerable
 	    ZATM B 0 A_FaceTarget
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
		ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
 	    ZATM A 0 A_FaceTarget
 	    ZATM B 0 A_FaceTarget
    	ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
 	    ZATM B 0 A_FaceTarget
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
		ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
 	    ZATM A 0 A_FaceTarget
 	    ZATM B 0 A_FaceTarget
    	ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
 	    ZATM B 0 A_FaceTarget
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
		ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
 	    ZATM A 0 A_FaceTarget
 	    ZATM B 0 A_FaceTarget
    	ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
 	    ZATM B 0 A_FaceTarget
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
		ZATM D 6 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM A 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	    ZATM B 2 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_UnSetInvulnerable
		Goto See
   Pain:
	   TNT1 A 0 A_Jump(60,"Shield")	
	   TNT1 A 0 A_Jump(128,"PainMissile")
       ZATM L 3 	
       ZATM L 3 A_Pain
       Goto See 
   PainMissile: 
       ZATM L 3 	
       ZATM L 3 A_Pain
       Goto Missile	   
    Shield:
       TNT1 A 0 A_JumpIf(user_protection >= 15,"Pain")
       TNT1 A 0 A_JumpIf(user_protected == 1,"Teleport")
       TNT1 A 0 ACS_NamedExecuteAlways("NemesisCyberShield",0,0,0,0)
       ZATM E 10 Bright A_Playsound("brain/spit",7,1.0,0,0.5)
       Goto See
  Pain.Legendary:
  Pain.LegendaryPlayer:
  Pain.LegendaryGuruPlayer:
  Pain.PlayerDevBall:
    TNT1 A 0 A_Jump(200, "ComboTel")
    Goto PainMissile
   Death:
       TNT1 A 0 A_JumpIfInTargetInventory("TerminatorDamage2",1,"CheckStrength1")
	   ZATM M 10 Bright A_Scream
	   TNT1 AA 0 A_PlaySound("NemesisPortal/Open",7,1,0,0.5)
	   TNT1 AAA 0 A_SpawnItemEx("ZamasuimpDeathEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	   ZATM NNNOOO 2 Bright A_CustomMissile("NemesisTormentorDeathEffect",0,0,0,CMF_TRACKOWNER)
	   TNT1 AA 0 A_SpawnItem("NemesisDeathBall")
	   TNT1 AAA 0 A_SpawnItemEx("ZamasuimpDeathEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	   ZATM PPPQQQ 2 Bright A_CustomMissile("NemesisTormentorDeathEffect",0,0,0,CMF_TRACKOWNER)
	   TNT1 AA 0 A_SpawnItem("NemesisDeathBall")
	   TNT1 AAA 0 A_SpawnItemEx("ZamasuimpDeathEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	   ZATM SSSTTT 2 Bright A_CustomMissile("NemesisTormentorDeathEffect",0,0,0,CMF_TRACKOWNER)
	   TNT1 AA 0 A_SpawnItem("NemesisDeathBall")
	   ZATM UUUVVV 2 Bright A_CustomMissile("NemesisTormentorDeathEffect",0,0,0,CMF_TRACKOWNER)
	   TNT1 AA 0 A_SpawnItem("NemesisDeathBall")
	   ZATM JJJJJJJJJJJJJJJJJJJJJ 2 Bright
	   ZATM W 4
	   TNT1 A 0 A_BossDeath
	   TNT1 A 0 A_KillMaster
	   ZATM X 0 A_SpawnItem("ZamasuNuke",0,0,0,0)
	   ZATM Y 10 Bright A_NoBlocking
	   TNT1 A 0 A_StopSound(7)
	   ZATM Z 2 A_PlaySound("Mainyu/Electric",6)
	   TNT1 A 0 A_SpawnItemEx("ZamasuTerminatorGateSpawner",0,0,0,0,0,1)
	   ZATM [ -1 Bright
       Stop
   CheckStrength1: 
	TNT1 A 0 A_JumpIfInTargetInventory("NexusStrength",1,"CheckStrength2")
	TNT1 A 0 A_Jump(256,"TrueDeath")
	Goto TrueDeath
   CheckStrength2: 
	TNT1 A 0 A_JumpIfInTargetInventory("NexusResistance",1,"CheckStrength3")
	TNT1 A 0 A_Jump(256,"TrueDeath")
	Goto TrueDeath
   CheckStrength3: 
	TNT1 A 0 A_JumpIfInTargetInventory("NexusSpread",1,"GodForm")
	TNT1 A 0 A_Jump(256,"TrueDeath")
	Goto TrueDeath
   TrueDeath:
	   ZATM M 10 Bright A_Scream
	   TNT1 AAA 0 A_SpawnItemEx("ZamasuimpDeathEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	   ZATM NNNOOO 2 Bright A_CustomMissile("NemesisTormentorDeathEffect",0,0,0,CMF_TRACKOWNER)
	   TNT1 AA 0 A_SpawnItem("NemesisDeathBall")
	   TNT1 AAA 0 A_SpawnItemEx("ZamasuimpDeathEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	   ZATM PPPQQQ 2 Bright A_CustomMissile("NemesisTormentorDeathEffect",0,0,0,CMF_TRACKOWNER)
	   TNT1 AA 0 A_SpawnItem("NemesisDeathBall")
	   TNT1 AAA 0 A_SpawnItemEx("ZamasuimpDeathEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	   ZATM SSSTTT 2 Bright A_CustomMissile("NemesisTormentorDeathEffect",0,0,0,CMF_TRACKOWNER)
	   TNT1 AA 0 A_SpawnItem("NemesisDeathBall")
	   ZATM UUUVVV 2 Bright A_CustomMissile("NemesisTormentorDeathEffect",0,0,0,CMF_TRACKOWNER)
	   TNT1 AA 0 A_SpawnItem("NemesisDeathBall")
	   ZATM JJJJJJJJJJJJJJJJJJJJJ 2 Bright
	   ZATM W 4
	   TNT1 A 0 A_BossDeath
	   TNT1 A 0 A_KillMaster
	   ZATM X 0 A_SpawnItem("ZamasuNuke",0,0,0,0)
	   ZATM Y 10 Bright A_NoBlocking
	   ZATM [ -1 Bright
       Stop
	GodForm:
	  TNT1 A 0 A_ChangeFlag(float,1)
	  TNT1 A 0 A_ChangeFlag(Nogravity,1)
	  TNT1 A 0 A_StopSound(6)
	  TNT1 A 0 ACS_NamedExecuteAlways("PlayIntroText",0,0)
	  TNT1 A 0 Radius_Quake(7, 105, 0, 50, 0)
	  ZATM L 100 Bright
	  TNT1 A 0 ACS_NamedExecuteAlways("SetWhiteScreen",0,1,0,0)
	  ZATM L 5 Bright A_RemoveChildren(1)
	  ZATM LLLL 25 Bright A_SpawnItemEx("NemesisLightningBolt", Random(144,-144), Random(144,-144), 0, 0, 0, 0, Random(0,359))
	  TNT1 A 0 ACS_NamedExecuteAlways("PlayIntroText2",0,0)
	  ZATM L 5 Bright
	  TNT1 A 0 A_SpawnItemEx("NemesisLightning")
	  TNT1 A 0 A_SpawnItemEx("ZamasuGodTerminator",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TELEFRAG)
	  TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	  Stop
	}
}

Actor INFZamasuTerminator : ZamasuTerminator
{
Tag "\c[s5]Zamasu 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("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZATM A 10 A_Look
	Loop
  Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("CybersStrongSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
	}
}


Actor ZamasuTerminatorGateSpawner : ZamasuGateSpawner
{
Translation "0:255=%[0.00,0.00,0.00]:[2.00,2.00,2.00]"
States 
{
Spawn:
  TNT1 A 0
  TNT1 A 0 A_PlaySound("NemesisPortal/Loop",7,1,1,0.5)
  TNT1 A 0 A_PlaySound("Gateway/Hell", CHAN_AUTO, 1.0, True)
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("NemesisGate2",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,Random(0,359))
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("NemesisGate3",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,Random(0,359))
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("NemesisGate4",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,Random(0,359))
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("NemesisGate5",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,Random(0,359))
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("NemesisGate6",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,Random(0,359))
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("NemesisGate7",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,Random(0,359))
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("NemesisGate8",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,Random(0,359))
  BO1L ABCDEFGHIJKLM 1 Bright
  TNT1 A 0 A_Stop
  BO1L NOP 2 Bright A_SpawnItemEx("NemesisGateSpawnTear")
  BO1L ABCDEFGHIJKLMN 1 Bright
  BO1L OP 3 Bright A_SpawnItemEx("NemesisGateSpawnTear")
  BO1L ABCD 1 Bright
  BO1L EF 3 Bright A_SpawnItemEx("NemesisGateSpawnTear")
  BO1L GHIJKLMN 1 Bright
  BO1L KLMNOP 4 Bright A_SpawnItemEx("NemesisGateSpawnTear")
  BO1L OP 1 Bright
  BO1L ABCDE 4 Bright A_SpawnItemEx("NemesisGateSpawnTear")
  BO1L FGHIJKLMOP 1 Bright
  TNT1 A 0 A_PlaySound("Rage", CHAN_VOICE, 1.0, False, ATTN_NONE)
  TNT1 A 0 A_SpawnItemEx("LegendaryTerminator",random(200,-200),random(200,-200),10,0,0,0,0)
  TNT1 A 0 A_SpawnItemEx("CorruptedTerminator",random(200,-200),random(200,-200),10,0,0,0,0)
  TNT1 A 0 A_SpawnItemEx("EnragedLegendaryTerminator",random(200,-200),random(200,-200),10,0,0,0,0)
  TNT1 A 0 A_SpawnItemEx("NemesisTerminator",random(200,-200),random(200,-200),10,0,0,0,0)
  TNT1 A 0 A_AlertMonsters
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  Goto Death
Death:
  BO1L ABCDEFGHIJKLMNOPABCD 1 Bright A_FadeOut(0.05)
  TNT1 A 0 A_StopSound(7)
  TNT1 A 1
  Stop
  }
}

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