Actor VexedNemesisDementedTerminator : NemesisDementedTerminator
{
//Creator: Nemesiscaptain(uwu)and Makarov
//Origin: Infinity Gods
//Sprite: VNDT
//Title: "VexedNemesisDementedTerminator" 
Monster
Health 30000 
Radius 28 
Height 86 
Mass 0x7FFFFFFF
Speed 50
Scale 1.4
SeeSound "monster/dtermsit" 
PainSound "monster/dtermpin" 
DeathSound "monster/termdth"
ActiveSound "Terminator/dtermact"
BloodColor "Black"
//Vexed Damage Factors
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 0.35
//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", 0.4
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", 0.4
DamageFactor "PlayerDBFG10K2", 0.4
DamageFactor "DBFG2", 0.4
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "Legendary", 0.0
DamageFactor "TrueLegendaryDamage", 0.3
DamageFactor "TrueLegendaryPlayer", 0.3
DamageFactor "Cursed", 0.2
DamageFactor "Hackroid", 0.35
//Drops
  DropItem "NemesisHealthBonusMax", 256, 64
  DropItem "NemesisArmorBonus64", 256
  DropItem "NemesisHealthBonusMax", 256, 64
  DropItem "NemesisArmorBonus64", 256
  DropItem "NemesisSuperSphere" 215
  DropItem "NemesisAmmoSphere", 128, 1
  DropItem "LegDemonRune", 200, 1
  DropItem "TrueLegendaryRune" 256 1
  DropItem "TerminatorItem" 256 1
  DropItem "NemesisRuneSpawnerTier4", 256, 1
  DropItem "DemonicChalice", 256, 2
  DropItem "SkullOfPower", 256, 2
  DropItem "NemesisBulletBox" 256
  DropItem "NemesisDMGBulletMag" 256
  DropItem "NLDemonAmmo", 256
  DropItem "NLDemonAmmoBox", 256
  DropItem "NemesisShell", 256
  DropItem "NemesisShellBox", 130
  DropItem "Nemesis Rifle", 250
  DropItem "NemesisDarkMachinegun", 256
  DropItem "Nemesis Plasmatic Cannon", 256
  DropItem "Nemesis Assault Shotgun", 256
  DropItem "Nemesis Sawed-Off Shotgun", 256
  DropItem "Nemesis BFG", 256
  DropItem "Zen", 100
  DropItem "TrueLegendaryRune" 25 1
+DONTHARMSPECIES
+MISSILEMORE
-FLOORCLIP
+FireResist
+NORADIUSDMG
+NOICEDEATH
+BOSS
+NOTARGET
+MISSILEEVENMORE
+CANTSEEK
+NOFEAR
+DONTSPLASH
+LOOKALLAROUND
+NOEXTREMEDEATH
+BOSSDEATH
+NOTIMEFREEZE
+NOTELEFRAG
+DONTGIB
+DONTMORPH
+QUICKTORETALIATE
+DONTRIP
+FLOAT
+NOGRAVITY
Species "cybers"
Obituary "%o could not endure the madness of VexedNemesisDementedTerminator."
Tag "\c[w2]Vexed \c[v9]Nemesis \c[w2]Demented Terminator\c-"
var int user_music;
var int user_missile;
States 
{
  Spawn:
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	VNDT A 2 A_Look
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	VNDT B 2 A_Look
	Loop
  See:
    TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,1781,952)
	TNT1 A 0 ACS_ExecuteAlways(667)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	VNDT A 2 A_Chase
	TNT1 A 0 A_Jump(48,"Rush")
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	VNDT B 2 A_Chase
	TNT1 A 0 A_Jump(48,"Teleport")
	Loop
  Rush:
	VNDT A 0 A_Chase
	VNDT A 0 A_SpawnItemEx("VexedNemesisDementedTerminatorGhost",0,0,0,0,0,0,0,128)
	VNDT A 2 A_Chase
	VNDT A 0 A_Chase
	VNDT A 0 A_SpawnItemEx("VexedNemesisDementedTerminatorGhost",0,0,0,0,0,0,0,128)
	VNDT A 2 A_Chase
	VNDT A 0 A_Chase
	VNDT A 0 A_SpawnItemEx("VexedNemesisDementedTerminatorGhost",0,0,0,0,0,0,0,128)
	VNDT A 2 A_Chase
	VNDT A 0 A_Chase
	VNDT A 0 A_SpawnItemEx("VexedNemesisDementedTerminatorGhost",0,0,0,0,0,0,0,128)
	VNDT A 2 A_Chase
	TNT1 A 0 A_Jump(72,"See")
	Loop
  Teleport:
	VNDT A 1 A_UnSetShootable
	TNT1 A 0 A_Stop
	TNT1 A 0 A_PlaySound("BH/Fire",0,1.0,0,0.4)
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
    VNDT A 1 A_SetShootable
	Goto See
  Missile:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_JumpIfCloser(300,"NemesisASG")
	TNT1 A 0 A_Jump(192,"Railgun","BFG9K","BFG10K","RedStar","OneTwoPunch","NemesisBFG","DTDevastator","NemesisAltBall")
  Normal:   
	TNT1 A 0 A_JumpIfCloser(1500,1)
	Goto Railgun
	VNDT G 2 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("OrangeShellCasing", 10, -12, 40, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySound("sentient/fire")
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",7)
	VNDT H 0 A_CustomMissile("VexedNemesisTerminatorCannonBall",48,-17,Random(-800,800)/100.00)
	VNDT H 2 Bright A_CustomMissile("VexedNemesisTerminatorCannonBall",48,-17,Random(-800,800)/100.00)
	TNT1 A 0 A_StopSoundEx("Weapon")	
	TNT1 A 0 A_Jump(15,"See","Missile")
	TNT1 A 0 A_SpidRefire
	Loop
  NemesisASG:
	VNDT E 4 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",26,26,58,Random(2, 6),0,Random(1, 3),Random(80,90),128)
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisASGBall",48,17,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	VNDT F 2 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_missile", 0)
	VNDT EE 10 A_FaceTarget
  RailgunLoop:
	TNT1 A 0 A_JumpIf(user_missile > 40,"RailgunEnd")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	VNDT E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
	VNDT F 1 Bright A_CustomMissile("VexedNemesisCyberRailLaser",58,26,random(-2,3))
	Loop
  RailgunEnd:
	VNDT E 15 Bright
	TNT1 A 0 A_Changeflag(reflective,0)
	TNT1 A 0 A_Jump(128,"BFG9K","BFG10K","RedStar","DTDevastator")
	Goto See	
  BFG9K:
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	VNDT EEEEEEEEEEEEFFFF 2 A_FaceTarget
	VNDT F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-4,4))
	VNDT F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-4,4))
	VNDT F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-4,4))
	VNDT F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-4,4))
	VNDT F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-4,4))
	VNDT F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-4,4))
	VNDT F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-4,4))
	VNDT F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-4,4))
	VNDT F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-4,4))
	VNDT F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-4,4))
	VNDT F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-4,4))
	VNDT F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-4,4))
	VNDT EE 4 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_missile", 0)
	VNDT EEEEEEE 4 A_FaceTarget
  BFG10KLoop:
	TNT1 A 0 A_JumpIf(user_missile > 40,"BFG10KEnd")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	VNDT E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",48,-15,random(-4,4))
	VNDT F 1 Bright A_CustomMissile("Nemesis10kProjectile",48,-15,random(-4,4))
	Loop
  BFG10KEnd:
	VNDT E 3 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	VNDT EEEEE 3 A_FaceTarget	
	VNDT E 4 A_FaceTarget
	TNT1 A 0 A_Changeflag(reflective,0)
	TNT1 A 0 A_Jump(128,"DTBFG","RedStar","DTDevastator")
	Goto See	
  RedStar:
	TNT1 A 0 A_PlaySoundEx("monster/dtermsit2","DTSIGHT")
	TNT1 A 0 A_SetInvulnerable
	VNDT E 0 A_FaceTarget
	VNDT E 2 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 2 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 2 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 2 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 0 A_FaceTarget
	VNDT E 2 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 2 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 2 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 2 Bright A_SpawnItemEx("DTermLineSpawner")
	TNT1 A 0 A_PlayWeaponSound("star/load1")
	VNDT E 0 A_FaceTarget
	VNDT E 2 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 2 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 2 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 2 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 0 A_FaceTarget
	VNDT E 2 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 2 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 2 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 2 Bright A_SpawnItemEx("DTermLineSpawner")
	TNT1 A 0 A_PlayWeaponSound("star/load2")
	VNDT E 0 A_FaceTarget
	VNDT E 2 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 2 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 2 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 2 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 0 A_FaceTarget
	VNDT E 2 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 2 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 2 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 2 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 0 A_FaceTarget
	VNDT E 2 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 2 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 2 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 2 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 0 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/load3")
	VNDT E 2 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 2 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 2 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 2 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 0 A_FaceTarget
	VNDT E 2 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 2 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 2 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 2 Bright A_SpawnItemEx("DTermLineSpawner")
	TNT1 A 0 A_UnSetInvulnerable
	VNDT E 0 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  RedStarLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 4,"RedStarEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	VNDT F 0 A_PlayWeaponSound("star/fire")
	VNDT F 2 Bright A_CustomMissile("DivineGodTerminatorStar",78,17,0)
	VNDT F 2 Bright A_FaceTarget
	VNDT F 2 Bright A_FaceTarget
	VNDT F 2 Bright A_FaceTarget
	Loop
  RedStarEnd:
    TNT1 A 0 A_Jump(57,"OneTwoPunch")
	Goto See
  OneTwoPunch:
	VNDT E 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	TNT1 A 0 A_StopSoundEx("Weapon")
	TNT1 A 0 A_Jump(20,"TwoRS","TwoDT")
	TNT1 A 0 A_SpidRefire
	Loop
 TwoRS:
	TNT1 A 0 A_Jump(160,"FTwoRS")
	TNT1 A 0 A_Jump(128,"LTwoRS")
  RTwoRS:
	TNT1 A 0 ThrustThing(Angle*256/360+64,12,0,0)
	TNT1 A 0 A_Jump(256,"FTwoRS")
  LTwoRS:
	TNT1 A 0 ThrustThing(Angle*256/360+192,12,0,0)
  FTwoRS:
 	VNDT E 0 A_FaceTarget
	VNDT E 0 A_PlayWeaponSound("star/fire")
	VNDT F 2 Bright A_CustomMissile("DivineGodTerminatorStar",78,17,0)
	VNDT E 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	NDTR E 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	VNDT E 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	VNDT E 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	VNDT E 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	VNDT E 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
 	VNDT E 0 A_FaceTarget
	VNDT E 0 A_PlayWeaponSound("star/fire")
	VNDT F 2 Bright A_CustomMissile("DivineGodTerminatorStar",78,17,0)
	VNDT E 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	NDTR E 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	VNDT E 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	VNDT E 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	VNDT E 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	VNDT E 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
 	VNDT E 0 A_FaceTarget
	VNDT E 0 A_PlayWeaponSound("star/fire")
	VNDT F 2 Bright A_CustomMissile("DivineGodTerminatorStar",78,17,0)
	VNDT E 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	NDTR E 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	VNDT E 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	VNDT E 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	VNDT E 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	VNDT E 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
 	VNDT E 0 A_FaceTarget
	VNDT E 0 A_PlayWeaponSound("star/fire")
	VNDT F 2 Bright A_CustomMissile("DivineGodTerminatorStar",78,17,0)
	VNDT E 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	NDTR E 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	VNDT E 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	VNDT E 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	VNDT E 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	VNDT E 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
 	VNDT E 0 A_FaceTarget
	VNDT E 0 A_PlayWeaponSound("star/fire")
	VNDT F 2 Bright A_CustomMissile("DivineGodTerminatorStar",78,17,0)
	VNDT E 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	NDTR E 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	VNDT E 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	VNDT E 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	VNDT E 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	VNDT E 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	TNT1 A 0 A_Stop
	Goto See
 TwoDT:
		TNT1 A 0 A_Jump(160,"FTwoDT")
		TNT1 A 0 A_Jump(128,"LTwoDT")
  RTwoDT:
		TNT1 A 0 ThrustThing(Angle*256/360+64,12,0,0)
		TNT1 A 0 A_Jump(256,"FTwoDT")
  LTwoDT:
		TNT1 A 0 ThrustThing(Angle*256/360+192,12,0,0)
  FTwoDT:
 	VNDT E 0 A_FaceTarget
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
 	VNDT E 0 A_FaceTarget
	VNDT F 0 Bright A_CustomMissile("Nemesis10kProjectile",63,15,0)
	VNDT F 0 Bright A_CustomMissile("Nemesis10kProjectile",63,15,30)
	VNDT F 0 Bright A_CustomMissile("Nemesis10kProjectile",63,15,-30)
 	VNDT E 0 A_FaceTarget
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
 	VNDT E 0 A_FaceTarget
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	VNDT F 2 Bright A_CustomMissile("NemesisASGBall",88,-17)
	TNT1 A 0 A_Stop
	Goto See
  NemesisBFG:
    NDTR E 30 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	VNDT E 3 Bright A_PlaySoundEx("monster/dtermsit2","DTSIGHT")
	VNDT E 3 Bright A_PlaySound("NemesisBFG/charge",1)	
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  NemesisBFGCharging:
	TNT1 A 0 A_JumpIf(user_missile >= 38,"NemesisBFGFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget
	VNDT E 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	Loop
  NemesisBFGFire:
	VNDT EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_UnSetShootable
    VNDT EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	VNDT EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    VNDT E 20
    VNDT E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 A 0 A_FaceTarget
	VNDT EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	VNDT EEEEEEEEEEE 1 A_FadeIn(0.1)	
	TNT1 A 0 A_SetShootable
    TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_PlaySound("NemesisBFG/Fire",1)
	VNDT F 5 A_CustomMissile("NemesisGuruBall", 58, -26, 0, 0)
	Goto See
  DTDevastator:
	TNT1 A 0 A_PlaySoundEx("monster/dtermsit2","DTSIGHT")
	TNT1 A 0 A_SetUserVar("user_missile",0)
	VNDT E 0 Bright A_PlaySound ("devastator/charge")
  DevastatorLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 55,"DevastatorCharged")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 2 A_Facetarget
    Loop
  DevastatorCharged:
	VNDT F 0 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 2 A_Facetarget
	VNDT F 0 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 2 A_Facetarget
	VNDT F 0 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 2 A_Facetarget
	VNDT F 0 Bright A_SpawnItemEx("DTermLineSpawner")
	VNDT E 2 A_Facetarget
	VNDT F 0 A_PlaySound ("devastator/fire")
	VNDT F 0 Bright A_CustomMissile("VexedGeneralRDevastatorBall",78,17,-7)
	VNDT F 0 Bright A_CustomMissile("VexedGeneralRDevastatorBall",78,17,7)
	VNDT F 2 Bright A_FaceTarget
	VNDT F 2 Bright A_FaceTarget
	VNDT E 2 Bright A_FaceTarget
	VNDT EEEEEEEEEEEEEEEEEEEEEEE 2 Bright 
	VNDT E 2
	Goto See
  NemesisAltBall:
    VNDT G 30 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	TNT1 A 0 A_PlaySound("NemesisUp",5,1.0,0,ATTN_NONE)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  NemesisAltBallCharging:
	TNT1 A 0 A_JumpIf(user_missile >= 40,"NemesisAltBallFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget
	VNDT E 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	Loop
  NemesisAltBallFire:
	TNT1 A 0 A_UnsetInvulnerable
	VNDT EEEEE 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Nemesis/FireBall",6,1.0,0,ATTN_NONE)
    VNDT F 20 Bright A_CustomMissile("VexedNemesisAltBallMonster",42)
	VNDT E 30 Bright A_FaceTarget
	Goto See
  Pain:
	VNDT L 2 A_Pain	
	Goto Teleport
  PainMissile:
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	Goto Missile
  Death:
    VNDT Q 10 A_Scream	
	TNT1 AA 0 A_SpawnItemEx("NemesisGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	VNDT SSSSSS 5 Bright A_CustomMissile("WhiteNemesisKaboom",random(10,60),random(30,-30),random(0,360),2,random(0,360))
	TNT1 AA 0 A_SpawnItemEx("NemesisGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	VNDT SSSSSS 5 Bright A_CustomMissile("WhiteNemesisKaboom",random(10,60),random(30,-30),random(0,360),2,random(0,360))
	TNT1 AA 0 A_SpawnItemEx("NemesisGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 A 0 A_SpawnItemEx("NemesisNuke2",0,0,0,0,0,0,0)
	TNT1 AA 0 A_SpawnItemEx("NemesisGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	VNDT SSSSSS 5 Bright A_CustomMissile("WhiteNemesisKaboom",random(10,60),random(30,-30),random(0,360),2,random(0,360))
	TNT1 AA 0 A_SpawnItemEx("NemesisGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	VNDT SSSSSS 5 Bright A_CustomMissile("WhiteNemesisKaboom",random(10,60),random(30,-30),random(0,360),2,random(0,360))
	TNT1 AA 0 A_SpawnItemEx("NemesisGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 A 0 A_SpawnItemEx("Explosive Minigun",0,0,64,random(1,2),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisArmorSphere",0,0,64,random(0,3),0,2,random(1,360),0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisMegaSphere",0,0,64,random(1,2),0,2,random(0,360),0,0) 
	TNT1 A 0 A_SpawnItemEx("PyroCannon",0,0,64,random(1,8),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("UnbelieveabilitySphere",0,0,64,random(1,8),0,2,random(0,360),0,64)
	TNT1 A 0 A_SpawnItemEx("ArmageddonCannon",0,0,64,random(1,8),0,2,random(0,360),0,192)
	TNT1 A 0 A_SpawnItemEx("ArmorRegenerator",0,0,64,random(0,8),0,2,random(0,360),0,160)
	TNT1 A 0 A_SpawnItemEx("Jetpack",0,0,64,random(0,8),0,2,random(0,360),0,80)
	TNT1 A 0 A_SpawnItem("HellionSmokeAttack")
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItem("NemesisZombieItemRandomizer")
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItem("NemesisZombieItemRandomizer")
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItem("NemesisZombieItemRandomizer")
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItem("NemesisZombieItemRandomizer")
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItem("NemesisZombieItemRandomizer")
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItem("NemesisZombieItemRandomizer")
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItem("NemesisZombieItemRandomizer")
	TNT1 AAAAA 0 A_SpawnItem("NemesisZombieSuperItemRandomizer")
	TNT1 A 0 A_JumpIfInTargetInventory("NemesisFragmentToken",1,3)
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("NemesisFragment") == 0,2)
	TNT1 A 0 A_SpawnItemEx("NemesisFragmentSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,128)
	TNT1 A 0 A_SpawnItem("NemesisZombieSuperItemRandomizer")
	TNT1 A 0 A_SpawnItem("NemesisZombieItemRandomizer")
	VNDT TUVW 12 A_Fall
    VNDT "X" 6
	VNDT "Y" 2
	VNDT "Z" -1 A_KillMaster
	Stop
    }
}



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