ACTOR VexedNemesisDoomguy
{
  Health 4800
  Radius 20
  Height 56
  Speed 40
  PainChance 4
  BloodColor "Black"
  Monster
+LookAllAround  
+DONTHARMSPECIES
-NODROPOFF
  
 
  
Species "LegendaryDoomguy"  
Damagetype "Legendary"
DamageFactor 0.2
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 "VileFires", 0.0
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "Crush", 0.05
DamageFactor "Acid", 0.2
DamageFactor "Fire", 0.15
DamageFactor "Ice", 0.2
DamageFactor "Poison", 0.0
DamageFactor "PoisonCloud", 0.0
DamageFactor "NuclearFire", 0.15
DamageFactor "BFG9500Ball", 0.5
DamageFactor "BFGSplash", 0.5
DamageFactor "UpBFG9500Ball", 0.5
DamageFactor "UpBFGSplash", 0.25
DamageFactor "PDTBFG", 0.02
DamageFactor "PDTBFGTracer", 0.02
DamageFactor "PlayerDevBall", 0.01
DamageFactor "PlayerDevBall2", 0.01
DamageFactor "PlayerDevTracer", 0.01
DamageFactor "PlayerDBFG10K2", 0.2
DamageFactor "PlayerDBFGSplash2", 0.2
DamageFactor "PlayerHellfire", 0.1
DamageFactor "SuperWeapon", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "SS", 0.05
//No Infighting
DamageFactor "Legendary", 0.0
DamageFactor "Legendary1", 0.0
DamageFactor "LegendaryGuru", 0.0
DamageFactor "UltimateLegendary", 0.0
DamageFactor "LegendaryZombie", 0.0
DamageFactor "LACGrenade", 0.0
DamageFactor "LSSGGrenade", 0.0
DamageFactor "ZExplosiveBullets", 0.0
DamageFactor "MiniRocket", 0.0
DamageFactor "ZombieDev", 0.0
DamageFactor "SoapOpera", 0.0
DamageFactor "HTZombie", 0.0
DamageFactor "ZGrenade", 0.0
DamageFactor "ZombieCannon", 0.0
DamageFactor "GeneralTracer", 0.0
DamageFactor "BloodSkull", 0.0
DamageFactor "BloodElemental", 0.0
DamageFactor "Broat", 0.0
DamageFactor "SatanGuard", 0.0
DamageFactor "CurseComet", 0.0
DamageFactor "HelementalComet", 0.0
DamageFactor "DementedTerminator", 0.0
DamageFactor "Terminator", 0.0
DamageFactor "Cyber10K", 0.0
DamageFactor "UBDTR", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "Commander", 0.0
DamageFactor "CerChainguns", 0.0	
DamageFactor "CerEnergyBall", 0.0
DamageFactor "Hell", 0.0
DamageFactor "HFCyber", 0.0
DamageFactor "DBFG2", 0.0
DamageFactor "DBFG10K2", 0.0
DamageFactor "DBFGSplash2", 0.0
DropItem "Nemesis BFG", 256
DropItem "Demon Tech BFG10K", 96, 1
DropItem "NemesisRuneSpawnerTier4", 256, 1
DropItem "NemesisRuneSpawnerTier4", 256, 1
DropItem "Nemesis Plasmatic Cannon", 200, 1
DropItem "VexedNemesisUltraSphere" 215
DropItem "NemesisHealthBonusMax", 256, 64
DropItem "NemesisArmorBonus64", 256
DropItem "NemesisHealthBonusMax", 256, 64
DropItem "NemesisAmmoSphere", 128, 1
DropItem "LegendaryRune" 70 1
DropItem "Backpack", 190, 1
DropItem "Backpack", 190, 1
DropItem "AmpGoggles", 190, 1
DropItem "SkullOfPower", 72, 1
DropItem "SkullOfPower", 72, 1
DropItem "DemonicChalice", 72, 1
DropItem "DemonicChalice", 72, 1
DropItem "VexedNemesisRune", 110 1
SeeSound "vexeddoomguy/sight"
ActiveSound "vexeddoomguy/active"
PainSound "vexeddoomguy/pain"
DeathSound "vexeddoomguy/death"
Tag "\c[w2]Vexed Nemesis Doomguy\c-"
Obituary "%o was torn apart in both body and spirit by Vexed Nemesis Doomguy."
var int user_teleloop;
var int user_music;
var int user_missile;
var int user_powershard;
var int user_powershardlimit;
var int user_powersphere;
var int user_resistancebufflimit;
var int user_resistancebuff;
var int user_skullofpower;
var int user_infammo;
var int user_bfg;
var int user_possession;
var int user_nemesis;



States
{
  Spawn:
	VNDG A 10 A_Look
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_JumpIfInventory("MarineKilled",1,"Possession")

	Loop
  See:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,1814,908)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_JumpIfInventory("RunesCheck",1,2)
	TNT1 A 0 ACS_NamedExecuteWithResult("CheckRunes")
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_JumpIfInventory("MarineKilled",1,"Taunt")
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",0,0,0,0)

	VNDG AA 3 A_Chase
	TNT1 A 0 A_SpawnItemEx ("TrueNemesisHellionSmokeSpawner",0,0,0,0)

	VNDG BB 3 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep")
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",0,0,0,0)

	VNDG CC 3 A_Chase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",0,0,0,0)

	VNDG DD 3 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep")
	TNT1 A 0 A_Jump(64,"Mine")
	TNT1 A 0 A_Jump(30,"Teleport")
	TNT1 A 0 A_Jump(80,"Rush")
	Loop
  Rush:
	TNT1 A 0 A_JumpIfInventory("MarineKilled",1,"Taunt")
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",0,0,0,0)

	TNT1 A 0 A_SpawnItemEx("VexedNemesisDoomguyGhostA")
	VNDG A 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisDoomguyGhostA")
	VNDG A 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",0,0,0,0)

	TNT1 A 0 A_SpawnItemEx("VexedNemesisDoomguyGhostB")
	VNDG B 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisDoomguyGhostB")
	VNDG B 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep")
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",0,0,0,0)

	TNT1 A 0 A_SpawnItemEx("VexedNemesisDoomguyGhostC")
	VNDG C 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisDoomguyGhostC")
	VNDG C 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",0,0,0,0)

	TNT1 A 0 A_SpawnItemEx("VexedNemesisDoomguyGhostD")
	VNDG D 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisDoomguyGhostD")
	VNDG D 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep")
	TNT1 A 0 A_Jump(80,"See")
	Loop
  Strafing:
	TNT1 A 0 A_JumpIfInventory("MarineKilled",1,"Taunt")
	TNT1 A 0 A_SpawnItemEx("FootStep")
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	VNDG AA 3 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	VNDG BB 3 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("FootStep")
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	VNDG CC 3 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	VNDG DD 3 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	Pause:
	TNT1 A 0 A_PlayWeaponSound("Leg10K/ACool")
	VNDG EEEEE 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_Jump(81,"BFG10K")
	Goto See
	Possession:
	TNT1 A 0 A_GiveInventory("MarineKilled",1,AAPTR_MASTER)
	TNT1 A 0 A_TakeInventory("MarineKilled")
	TNT1 A 0 A_SetUserVar(user_possession,1)
	TNT1 A 0 A_Die
	Goto Death
  PossessionDeath:
	VNDG H 4 A_ChangeFlag("NOCLIP",0)
	VNDG I 4 A_Scream
	VNDG J 4
	TNT1 A 0 A_UnSetShootable
	VNDG K 4 A_UnSetSolid
	TNT1 AA 0 A_SpawnItemEx("NemesisWhiteParticleSpawner")
	TNT1 AAAA 0 A_CustomMissile("SmokeFX2",0,0,random(0,360),2,random(0,360))
	VNDG LMNOPQ 4
	VNDG R 5 A_SpawnItemEx("VexedNemesisDoomguySummoner",0,0,0,0,0,0,0,SXF_TELEFRAG,0)
	VNDG R 1 A_FadeOut(1.0)
  Teleport:
	VNDG A 1 A_UnSetShootable
	TNT1 A 0 A_PlaySound("MReimu/TeleportOut",7)
	TNT1 A 0 A_SpawnItemEx("MReimuTeleportEffect",0,0,40)
	VNDG EEFF 1 A_FadeOut(0.1,0)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 A 0 A_PlaySound("MReimu/TeleportIn",7)
	TNT1 A 0 A_SpawnItemEx("MReimuTeleportEffect",0,0,40)
	VNDG FFEE 1 A_FadeIn(0.1)
	VNDG A 1 A_SetShootable
	Goto See
  Teleport2:
	VNDG A 1 Bright A_UnSetShootable
	TNT1 A 0 A_PlaySound("MReimu/TeleportOut",7)
	TNT1 A 0 A_SpawnItemEx("MReimuTeleportEffect",0,0,40)
	VNDG EEFF 1 A_FadeOut(0.1,0)
	TNT1 A 0 A_SetUserVar("user_teleloop",random(0,100))
  Teleport2Loop:
	TNT1 A 0 A_JumpIf(user_teleloop >= 300,"Teleport2End")	 
	TNT1 A 0 A_SetUserVar("user_teleloop",user_teleloop+1)
	TNT1 AAA 0 A_Chase("Teleport2End","",CHF_NOPLAYACTIVE)
	TNT1 A 1 A_Chase("Teleport2End","",CHF_NOPLAYACTIVE)
	Loop
  Teleport2End:
	TNT1 A 0 A_PlaySound("MReimu/TeleportIn",7)
	TNT1 A 0 A_SpawnItemEx("MReimuTeleportEffect",0,0,40)
	VNDG FFEE 1 A_FadeIn(0.1)
	VNDG A 1 Bright A_SetShootable
	Goto See
  Taunt:
	TNT1 A 0 A_PlaySound("vexeddoomguy/rekt",2,0.8,0,ATTN_NONE)
	TNT1 A 0 A_TakeInventory("MarineKilled",1)
	Goto See
  Missile:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(64,2)
	TNT1 A 0 A_JumpIfHealthLower(500,"TryShard2")
	TNT1 A 0 A_Jump(32,"AmmoSphere","PowerSphere","SkullOfPower")
	TNT1 A 0 A_Jump(100,"BFG10K")
	Normal:
	TNT1 A 0 A_SetShootable
    TNT1 A 0 A_UnsetInvulnerable
    TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_PlayWeaponSound("Leg10K/ACharge")
	VNDG E 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VNDG E 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VNDG E 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VNDG E 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VNDG E 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VNDG E 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VNDG E 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VNDG E 3 Bright A_FaceTarget
	VNDG E 4 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlayWeaponSound("Leg10K/AFire")
	TNT1 A 0 A_CustomMissile("NemesisHKSuperBall",30,0,random(-4,4),0)
	VNDG F 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VNDG E 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VNDG E 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_CustomMissile("NemesisHKSuperBall",30,0,random(-4,4),0)
	VNDG E 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VNDG E 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_PlayWeaponSound("Leg10K/AFire")
	TNT1 A 0 A_CustomMissile("NemesisHKSuperBall",30,0,random(-4,4),0)
	VNDG F 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VNDG E 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_CustomMissile("NemesisHKSuperBall",30,0,random(-4,4),0)
	VNDG E 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VNDG E 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_CustomMissile("NemesisHKSuperBall",30,0,random(-4,4),0)
	VNDG E 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_PlayWeaponSound("Leg10K/AFire")
	TNT1 A 0 A_CustomMissile("NemesisHKSuperBall",30,0,random(-4,4),0)
	VNDG F 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VNDG E 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VNDG E 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VNDG E 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_CustomMissile("NemesisSentientBFG9500Ball",30,0,random(-4,4),0)
	VNDG E 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_CustomMissile("NemesisSentientBFG9500Ball",30,0,random(-4,4),0)
	VNDG E 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_CustomMissile("NemesisSentientBFG9500Ball",30,0,random(-4,4),0)
	VNDG E 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_CustomMissile("NemesisSentientBFG9500Ball",30,0,random(-4,4),0)
	VNDG E 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_CustomMissile("NemesisSentientBFG9500Ball",30,0,random(-4,4),0)
	VNDG E 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_CustomMissile("NemesisSentientBFG9500Ball",30,0,random(-4,4),0)
	VNDG E 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VNDG E 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VNDG E 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VNDG E 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpidRefire
	Goto Pause
  BFG10K:
	TNT1 A 0 A_SetShootable
    TNT1 A 0 A_UnsetInvulnerable
    TNT1 A 0 A_SetTranslucent(1)
	VNDG E 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlayWeaponSound("Leg10K/PCharge")
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
    VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
    VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
    VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 2 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
    VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
    VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_Jump(24,"Pause")
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PFire")
	VNDG F 1 Bright A_CustomMissile("Nemesis10kProjectile", 30, 0, Random(-3, 3))
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 20 A_PlaySound("weapons/bfg15kcooldown")
  MissileContinue:
	TNT1 A 0 A_JumpIfTargetInLOS("FarRange",360,JLOSF_CLOSENOJUMP|JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,0,1000)
	TNT1 A 0 A_JumpIfTargetInLOS("LongRange",360,JLOSF_CLOSENOJUMP|JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,0,750)
	TNT1 A 0 A_JumpIfTargetInLOS("NearRange",360,JLOSF_CLOSENOJUMP|JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,0,500)
	TNT1 A 0 A_JumpIfTargetInLOS("CloseRange",360,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,500,0)
	Goto DMG
	FarRange:
	TNT1 A 0 A_Jump(8,"NemesisAltBall","ZenAlt")
	TNT1 A 0 A_Jump(256,"BFGAlt","PlasmaticRifle","Cannon1","BFG","DMG")
	Goto DMG
  LongRange:
	TNT1 A 0 A_Jump(8,"NemesisAltBall","ZenAlt")
	TNT1 A 0 A_Jump(200,"PlasmaticRifle","Cannon1")
	TNT1 A 0 A_Jump(256,"BFG","BFGAlt","Cannon2","Cannon3","DMG")
	Goto DMG
  NearRange:
	TNT1 A 0 A_Jump(8,"NemesisAltBall","ZenAlt")
	TNT1 A 0 A_Jump(200,"PlasmaticRifle","Cannon2","Nemesis")
	TNT1 A 0 A_Jump(256,"BFGAlt","ASG","Cannon1","DMG")
	Goto DMG
  CloseRange:
	TNT1 A 0 A_Jump(8,"NemesisAltBall","ZenAlt")
	TNT1 A 0 A_Jump(128,"ASG","Coachgun","DMG","Nemesis")
	TNT1 A 0 A_Jump(200,"PlasmaticRifle","Cannon2")
	TNT1 A 0 A_Jump(256,"BFGAlt","Cannon1","Cannon3")
  
	Goto DMG
  TryShard2:
	TNT1 A 0 A_Jump(128,"TryResistance2")
	TNT1 A 0 A_JumpIf(user_powershardlimit >= 3,"TryResistance2")
	TNT1 A 0 A_JumpIf(user_powershard == 1,"TryResistance2")
	Goto PowerShard
  TryResistance2:
	TNT1 A 0 A_JumpIf(user_resistancebufflimit >= 4,"MissileContinue")
	TNT1 A 0 A_JumpIf(user_resistancebuff == 1,"MissileContinue")
	Goto ResistanceBuff
  AmmoSphere:
	TNT1 A 0 A_JumpIf(user_infammo == 1,"MissileContinue")
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VNDG E 10
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 ACS_NamedExecuteAlways("EnemyInfiniteAmmo",0)
	TNT1 A 0 A_PlaySound("legammo/use",6,1.0,0,0.4)
	TNT1 A 0 A_PlaySound("vexedoomguy/taunt",2,1.0,0,0.4)
	Goto See
  SkullOfPower:
	TNT1 A 0 A_JumpIf(user_skullofpower == 1,"MissileContinue")
	TNT1 A 0 A_JumpIfHealthLower(800,2)
	TNT1 A 0 A_Jump(256,"MissileContinue")
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VNDG E 10
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_GiveInventory("LegDoomguySkullOfPower")
	TNT1 A 0 ACS_NamedExecuteAlways("LegDoomguySkullOfPower",0)
	TNT1 A 0 A_PlaySound("vexeddoomguy/quaddmg",7,1.0,0,0.4)
	TNT1 A 0 A_PlaySound("soterror/use",6,1.0,0,0.4)
	TNT1 A 0 A_PlaySound("vexedoomguy/taunt",2,1.0,0,0.4)
	Goto See
  PowerSphere:
	TNT1 A 0 A_JumpIf(user_powersphere == 1,"MissileContinue")
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VNDG E 10
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_ChangeFlag("ALWAYSFAST",1)
	TNT1 A 0 ACS_NamedExecuteAlways("LegDoomguyPowerSphere",0)
	TNT1 A 0 A_PlaySound("legpowersphere/use",6,1.0,0,0.4)
	TNT1 A 0 A_PlaySound("vexedoomguy/taunt",2,1.0,0,0.4)
	Goto See
  PowerShard:
	TNT1 A 0 A_JumpIf(user_powershardlimit >= 3,"See")
	TNT1 A 0 A_SetUserVar(user_powershardlimit,user_powershardlimit+1)
	TNT1 A 0 A_JumpIf(user_powershard == 1,"See")
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VNDG E 10
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 ACS_NamedExecuteAlways("LegDoomguyPowerShard",0)
	TNT1 A 0 A_PlaySound("legendary/defense",6,1.0,0,0.4)
	TNT1 A 0 A_PlaySound("vexedoomguy/taunt",2,1.0,0,0.4)
	Goto See
  ResistanceBuff:
	TNT1 A 0 A_JumpIf(user_resistancebufflimit >= 4,"See")
	TNT1 A 0 A_SetUserVar(user_resistancebufflimit,user_resistancebufflimit+1)
	TNT1 A 0 A_JumpIf(user_resistancebuff == 1,"See")
	TNT1 A 0 A_PlaySound("Saber/Pickup",7,1.0,0,0.5)
    VNDG E 10
	TNT1 A 0 A_PlaySound("Saber/Buff",1,1.0,0,0.5)
	TNT1 A 0 A_PlaySound("Saber/Resistance",6,1.0,0,0.5)
	TNT1 A 0 A_PlaySound("vexedoomguy/taunt",2,1.0,0,0.4)
	TNT1 A 0 A_GiveInventory("LegDoomguySaberResistance")
	TNT1 A 0 ACS_NamedExecuteAlways("LegDoomguyResistanceBuff",0)
	VNDG F 20
	Goto See
  Mine:
    TNT1 A 0 A_Jump(96,"MineInfAmmo")
	VNDG C 4 Fast
	VNDG E 15 Fast A_CustomMissile("NemesisSpringMineSet",32,0,0,2,15)
	VNDG C 4 Fast
	Goto See
	 MineInfAmmo:
	VNDG C 6 Fast
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisSpringMineSet",32,0,random(0,360),2,15)
	VNDG E 5 Fast
	VNDG C 3 Fast
  Grenade:
	"####" A 0 A_PlaySound("weapons/hgrenadepin",0,1.0,0)
	"####" E 4 Fast A_FaceTarget
	"####" A 0 A_PlaySound("weapons/hgrenadethrow",0,1.0,0)
	"####" E 1 A_CustomMissile("VexedTrooperGrenade",32,0,0,2,4)
	"####" A 0 A_GiveInventory("MonsterAvoid",1)
	Goto See
  Pause:
	"####" EE 5 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("weapons/LMGReload3",7,1.0,0,0.5)
	Goto See
  ASG:
	TNT1 A 0 A_PlaySound("LShotgun/Cock",7,1.0,0,0.5)
	VNDG E 10 A_FaceTarget
  ASGLoop:
	TNT1 A 0 A_JumpIfInventory("MarineKilled",1,"Taunt")
	TNT1 A 0 A_JumpIfInventory("ASGZAmmo",16,"ReloadASG")
	VNDG E 5 Fast A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_JumpIf(user_infammo == 1,2)
	TNT1 A 0 A_GiveInventory("ASGZAmmo",1)
	TNT1 AAAA 0 A_CustomMissile("NemesisASGBall",Random(28,34),0,frandom(-6,6),CMF_OFFSETPITCH,frandom(-3,3))
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_CustomBulletAttack(18.3,18.3,4,Random(5,15)*6)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",1)
	VNDG F 5 Fast A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG A 0 A_Jump(60,"Pause","TryCoachgun")
	VNDG A 0 A_Jump(15,"Grenade")
	Loop
  ReloadASG:
	TNT1 A 0 A_Jump(128,2)
	TNT1 A 0 A_JumpIfCloser(350,"Coachgun")
    TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	VNDG E 7 Fast A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VNDG E 5 Fast 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_TakeInventory("ASGZAmmo",16)
    VNDG EEEEEEEE 6 Fast A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    VNDG E 11 Fast A_PlaySound("lasgguy/asgin") 
    TNT1 A 0 A_ChangeFlag("NOPAIN",0)
    Goto See
  TryCoachgun:
	TNT1 A 0 A_JumpIfCloser(350,"Coachgun")
	//TNT1 A 0 A_JumpIfCloser(700,"CoachgunAlt")
	Goto Pause
   Coachgun:
	TNT1 A 0 A_PlaySound("Coachgun/Pickup",7,1.0,0,0.5)
	VNDG E 10 Fast
	VNDG EE 3 Fast A_GiveInventory("VexedNemesisLegZombieStrafing",1) //holy god, oooooooof
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-15,15),CMF_OFFSETPITCH,frandom(-8,8))
	TNT1 A 0 A_PlaySound("Coachgun/Fire1",1)
	VNDG F 5 Fast A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	Goto CoachgunReload
  CoachgunAlt:
	TNT1 A 0 A_PlaySound("Coachgun/Pickup",7,1.0,0,0.5)
	VNDG E 10 Fast
	TNT1 A 0 A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	TNT1 AAAA 0 A_CustomMissile("NemesisTracer",Random(32,38),0,Random(6,-6),0)
	TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	VNDG F 4 Fast A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG EEE 4 Fast A_GiveInventory("VexedNemesisLegZombieStrafing",1)

	TNT1 A 0 A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	VNDG F 4 Fast A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG EEE 4 Fast A_GiveInventory("VexedNemesisLegZombieStrafing",1)
    Goto CoachgunReload
  CoachgunReload:
	VNDG EEE 3 Fast A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 3 Fast A_PlaySound("Coachgun/Open")
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_SpawnItemEx("NemesisShellCasing", 0, 12, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	VNDG E 1
	VNDG E 3 Fast A_PlaySound("Coachgun/Load")
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 3 Fast A_PlaySound("NemesisSSG/Close",7,1.0,0,0.5)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 3 Fast
	VNDG A 0 A_Jump(64,"Grenade","Coachgun")
    Goto See
	DMG:
	VNDG E 10 A_FaceTarget
	TNT1 A 0 A_Jump(96,"DMGBurst")
  DMGLoop:
	TNT1 A 0 A_JumpIfInventory("MarineKilled",1,"Taunt")
	TNT1 A 0 A_JumpIfInventory("NemDMGAmmo",60,"ReloadDMG")
	VNDG E 2 Fast A_GiveInventory("VexedNemesisLegZombieStrafing",1)	
	TNT1 A 0 A_JumpIf(user_infammo == 1,2)
	TNT1 A 0 A_GiveInventory("NemDMGAmmo",1)
	TNT1 A 0 A_CustomMissile("NemesisRebelDMGBall",Random(28,34),0,Random(2,-2),0)
	TNT1 A 0 A_SpawnItemEx("NemesisRifleCasing",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("weapons/LMGFire",1)
	VNDG F 2 Fast A_GiveInventory("VexedNemesisLegZombieStrafing",1)	
	TNT1 A 0 A_JumpIfCloser(350,"ASG")
	TNT1 A 0 A_MonsterRefire(128,"See")
	TNT1 A 0 A_Jump(20,"PauseDMG")
	VNDG A 0 A_Jump(15,"Grenade")
	Loop
  DMGBurst:
	TNT1 A 0 A_JumpIfInventory("NemDMGAmmo",60,"ReloadDMG")
	VNDG EEE 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG E 2 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
  DMGBurstLoop:
	VNDG A 0 A_JumpIf(user_missile >= 5,"DMGBurstRepeat")
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	TNT1 A 0 A_JumpIf(user_infammo == 1,2)
	TNT1 A 0 A_GiveInventory ("NemDMGAmmo",1)
	TNT1 A 0 A_SpawnItemEx("NemesisRifleCasing",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),128)
	VNDG F 0 A_PlaySoundEx("weapons/LMGFire","Weapon")
	TNT1 A 0 A_CustomMissile("NemesisRebelDMGBall",Random(28,34),0,Random(4,-4),0)
	VNDG F 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
    Loop
  DMGBurstRepeat:
	TNT1 A 0 A_SetUserVar(user_missile,0)
	TNT1 A 0 A_Jump(16,"DMGLoop")
	TNT1 A 0 A_Jump(48,"PauseDMG")
	TNT1 A 0 A_MonsterRefire(128,"See")
    Goto DMGBurst
  ReloadDMG:
    TNT1 A 0 A_ChangeFlag(NOPAIN,1)
    TNT1 A 0 A_PlaySound("weapons/LMGReload2")
	TNT1 A 0 A_SpawnItemEx("LegendaryEmptyDrumSpawner",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_TakeInventory("NemDMGAmmo",60)
    VNDG EE 25 Fast A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
    VNDG E 20 Fast A_PlaySound("weapons/LMGReload1") 
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	VNDG E 40 Fast A_PlaySound("weapons/LMGReload3")
    TNT1 A 0 A_ChangeFlag(NOPAIN,0)
    Goto See
  PauseDMG:
	VNDG EE 5 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	Goto See
  PlasmaticRifle:
	TNT1 A 0 A_PlaySound("weapons/legup",7,1.0,0,0.5)
	VNDG E 10 A_FaceTarget
  PlasmaticRifleLoop:
	TNT1 A 0 A_JumpIfInventory("MarineKilled",1,"Taunt")
	TNT1 A 0 A_JumpIfInventory("LegZombieRifleAmmo",25,"ReloadPlasmaticRifle")
	TNT1 A 0 A_JumpIf(user_infammo == 1,2)
	TNT1 A 0 A_GiveInventory("LegZombieRifleAmmo",1)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("NemesisRifle/Fire","Weapon",1)
	VNDG F 4 Fast A_CustomMissile("NemesisRifleShotEnemy",32,0,random(-2,2),CMF_TRACKOWNER)
	TNT1 A 0 A_JumpIf(user_infammo == 1,2)
	TNT1 A 0 A_GiveInventory("LegZombieRifleAmmo",1)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("NemesisRifle/Fire","Weapon",1)
	VNDG E 4 Fast A_CustomMissile("NemesisRifleShotEnemy",32,0,random(-2,2),CMF_TRACKOWNER)
	VNDG A 0 A_MonsterRefire(128,"Pause")
	TNT1 A 0 A_Jump(24,"PausePlasmaticRifle")
	VNDG A 0 A_Jump(10,"Grenade")
	Loop
  ReloadPlasmaticRifle:
    TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	VNDG E 4 Fast A_PlaySound("weapons/demontecheject")
	VNDG E 10 Fast A_PlaySound("weapons/demontechsteam")
	TNT1 A 0 A_SpawnItemEx("LDemonTechEmptyMag", -8, 7, 30, 4, 0, (0.1)*Random(30, 40), Random(-80, -90), 128)
	TNT1 A 0 A_TakeInventory("LegZombieRifleAmmo",25)
    VNDG EEEEE 5 Fast A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    VNDG E 6 Fast A_PlaySound("weapons/demontechload") 
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VNDG E 12 Fast A_PlaySound("weapons/demontechclick3")
    TNT1 A 0 A_ChangeFlag("NOPAIN",0)
    Goto See
  PausePlasmaticRifle:
	VNDG A 0 A_PlaySound("weapons/demontechsteam",6)
	Goto Pause
	
  SaberAlt:
	TNT1 A 0 A_PlaySound("Saber/Pickup",7,1.0,0,0.5)
	VNDG E 10
	TNT1 A 0 A_PlaySound("Saber/Swing",1)
	TNT1 A 0 A_PlaySound("Saber/AltSwing",6,1.0,0,0.5)
	VNDG FF 6 Fast A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG F 8 Fast A_CustomMissile("CrusaderRazorWind",32)
	TNT1 A 0 A_PlaySound("Saber/Swing",1)
	TNT1 A 0 A_PlaySound("Saber/AltSwing",6,1.0,0,0.5)
	VNDG FF 6 Fast A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG F 8 Fast A_CustomMissile("CrusaderRazorWind",32)
	TNT1 A 0 A_PlaySound("Saber/Swing",1)
	TNT1 A 0 A_PlaySound("Saber/AltSwing",6,1.0,0,0.5)
	VNDG FF 6 Fast A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG F 12 Fast A_CustomMissile("CrusaderRazorWind",32)
	TNT1 A 0 A_PlaySound("weapons/LMGReload3",7,1.0,0,0.5)
	Goto See
  Cannon1:
	TNT1 A 0 A_PlaySound("legendarycannon/up",7,1.0,0,0.5)
	VNDG E 15 A_FaceTarget
	TNT1 A 0 A_SetUserVar(user_missile,random(0,5))
  Cannon1Loop:
	VNDG A 0 A_JumpIf(user_missile >= 15,"Pause")
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	VNDG EE 4 Fast A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("LegCannon/Fire",1)
	TNT1 A 0 A_CustomMissile("NemDoomSlayerCannonBall",32)
	VNDG FF 4 Fast A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG A 0 A_MonsterRefire(128,"Pause")
	Loop
  Cannon2:
	TNT1 A 0 A_PlaySound("legendarycannon/up",7,1.0,0,0.5)
	VNDG E 15 A_FaceTarget
	VNDG A 0 A_PlaySound("NemesisCannon/Mode2")
	VNDG E 10 A_FaceTarget
	TNT1 A 0 A_SetUserVar(user_missile,random(0,4))
  Cannon2Loop:
	VNDG A 0 A_JumpIf(user_missile >= 25,"Pause")
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	VNDG E 3 Fast A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",7)
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonLaser",32)
	VNDG F 3 Fast A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG A 0 A_MonsterRefire(128,"Pause")
	Loop
  Cannon3:
	TNT1 A 0 A_PlaySound("legendarycannon/up",7,1.0,0,0.5)
	VNDG E 15 A_FaceTarget
	TNT1 A 0 A_SetUserVar(user_missile,random(0,2))
  Cannon3Loop:
  	TNT1 A 0 A_JumpIf(user_missile >= 3,"Pause")
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	TNT1 A 0 A_PlaySound("legendarycannon/charge",6,1.0,0,0.5)
	VNDG E 1 Bright A_FaceTarget
	VNDG EEEEEEEEEEEEEE 3 Fast A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
	VNDG F 7 A_CustomMissile("NemesisZombieCannonIonBeam",32,0,0)
	VNDG E 10 A_FaceTarget
	Loop
  BFG:
	TNT1 A 0 A_PlaySound("vexedoomguy/bfg2",2,1.0,0,0.5)
	TNT1 A 0 A_JumpIf(user_bfg == 0,3)
	TNT1 A 0 A_SetUserVar(user_bfg,1)
	TNT1 A 0 A_PlaySound("vexeddoomguy/bfg1",2,1.0,0,0.5)
	TNT1 A 0 A_PlaySound("Weapons/GuruUp",7,1.0,0,0.5)
	VNDG E 15 A_FaceTarget
	TNT1 A 0 A_PlaySound("truelegbfg/trigger",6,1.0,0,0.5)
	VNDG E 10 A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisBFG/charge",1,1.0,0,0.5)
	VNDG EEEEEEEEEEEEEEEEEEEE 5 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
    TNT1 A 0 A_PlaySound("NemesisBFG/Fire",1,1.0,0,0.5)
  	TNT1 A 0 A_PlaySound("NemesisBFG/Fire",6,1.0,0,0.5)
	VNDG F 20 A_CustomMissile("NemesisGuruBall",32)
	Goto Pause
  BFGAlt:
	TNT1 A 0 A_PlaySound("Weapons/GuruUp",7,1.0,0,0.5)
	VNDG E 15 A_FaceTarget
	TNT1 A 0 A_SetUserVar(user_missile,random(0,2))
  BFGAltLoop:
	VNDG A 0 A_JumpIf(user_missile >= 3,"Pause")
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	VNDG EE 5 Fast A_GiveInventory("VexedNemesisLegZombieStrafing",1)
  	TNT1 A 0 A_PlaySound("star/fire",1,1.0,0,0.5)
	VNDG F 15 Fast A_CustomMissile("MiniNemesisBFGBall")
	VNDG EEEEE 5 Fast A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNDG A 0 A_MonsterRefire(128,"Pause")
	Loop
  BFG10K10k:
	TNT1 A 0 A_PlaySound("Leg10k/Draw",7,1.0,0,0.5)
    VNDG E 15 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/charge15k",1)
	VNDG EEEEE 6 Fast A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SetUserVar(user_missile,random(0,10))
  BFG10K10kLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 20,"10kPause")
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	VNDG E 2 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire",1)
	VNDG F 2 A_CustomMissile("Legendary10KProjectile",32,0,frandom(-6,6),CMF_OFFSETPITCH,frandom(-2,2))
	Loop
  10kPause:
	VNDG A 0 A_PlaySound("weapons/bfg15kcooldown",6)
	Goto Pause
  10kAlt:
	TNT1 A 0 A_PlaySound("Leg10k/Draw",7,1.0,0,0.5)
    VNDG E 15 A_FaceTarget
	TNT1 A 0 A_PlaySound("EnragedDTech/Charge",1)
	VNDG EEEEE 8 Fast A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SetUserVar(user_missile,random(0,2))
  10kAltLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 6,"10kPause")
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	VNDG E 4 Fast A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("LesserCardinal/BFGFire",1)
	VNDG F 6 Fast A_CustomMissile("LegCyberNobleMiniDTBFG",32,0,frandom(-6,6),CMF_OFFSETPITCH,frandom(-2,2))
	Loop
	Nemesis:
	TNT1 A 0 A_PlaySound("NemesisReady",7,1.0,0,0.5)
	TNT1 A 0 A_SetUserVar("user_nemesis",1)
	VNDG E 15 A_FaceTarget
	TNT1 A 0 A_PlaySound("Nemesis/Laser",7)
	VNDG EEE 1
	TNT1 A 0 A_PlaySound("Nemesis/LaserLoop",6,1.0,1)
  NemesisLoop:
	TNT1 A 0 A_GiveInventory("NemDoomSlayerNemesisClip",1)
	TNT1 A 0 A_CustomRailgun(random(8,20),0,0,0,RGF_SILENT,1,2,"VexedNemesisRailPuff",0,0,0,0,8,0,"VexedNemesisRailEffect",0)
    VNDG EE 1 Fast A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemDoomSlayerNemesisClip",1)
	TNT1 A 0 A_CustomRailgun(random(8,20),0,0,0,RGF_SILENT,1,2,"VexedNemesisRailPuff",0,0,0,0,8,0,"VexedNemesisRailEffect",0)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
    VNDG EE 1 Fast A_FaceTarget
	TNT1 A 0 A_Jump(16,"NemesisPause")
	TNT1 A 0 A_MonsterRefire(96,"NemesisPause")
    Loop
  NemesisPause:
	TNT1 A 0 A_StopSound(6)
	VNDG E 15
    Goto See

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

  LaserBeam:
	TNT1 A 0 A_PlaySound("Weapons/GuruUp",7,1.0,0,0.5)
    TNT1 A 0 A_Playsound("MasterSparkCharge")
	VNDG EEEEEE 15 A_FaceTarget
	TNT1 A 0 A_SetUserVar(user_missile,random(0,2))
  LaserBeamLoop:
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_Playsound("MasterSpark",0,1,0,ATTN_NONE)
	TNT1 A 0 A_JumpIf(user_missile >= 90,"Pause")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget
	VNDG F 1 Fast A_CustomMissile("NemesisSentientLaser",34,0,0)
	Goto LaserBeamLoop+2
  ZenAlt:
	TNT1 A 0 A_PlaySound("ZENUP3",1,1.0,0,ATTN_NONE)
	VNDG EEEEEEEF 6 A_FaceTarget
	TNT1 A 0 A_Playsound("ZENUP",6,1.0,0,ATTN_NONE)
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("UnmakerParticleSpawner",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,0)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,45)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,90)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,135)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,180)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,225)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,270)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,315)
    VNDG F 15 Bright
	VNDG EE 30
	Goto See
	PainNemesis:
	TNT1 A 0 A_StopSound(6)
    TNT1 A 0 A_SetUserVar("user_nemesis",0)
	TNT1 A 0 A_JumpIfHealthLower(800,"TryShard")
	TNT1 A 0 A_Jump(32,"PowerShard","ResistanceBuff")
	Goto PainContinue
  Pain:
	TNT1 A 0 A_JumpIfHealthLower(800,"TryShard")
	TNT1 A 0 A_Jump(32,"PowerShard","ResistanceBuff")
  PainContinue:
	VNDG G 3
	VNDG G 3 A_Pain
	TNT1 A 0 A_Jump(192,"Missile")
	Goto See
  TryShard:
	TNT1 A 0 A_Jump(128,"TryResistance")
	TNT1 A 0 A_JumpIf(user_powershardlimit >= 3,"TryResistance")
	TNT1 A 0 A_JumpIf(user_powershard == 1,"TryResistance")
	Goto PowerShard
  TryResistance:
	TNT1 A 0 A_JumpIf(user_resistancebufflimit >= 4,"PainContinue")
	TNT1 A 0 A_JumpIf(user_resistancebuff == 1,"PainContinue")
	Goto ResistanceBuff
  Death:
	TNT1 A 0 A_ChangeFlag("Bright",0)
	TNT1 A 0 A_SpawnItemEx("RingOfRegenerationHalf",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("Nemesis Sawed-Off Shotgun",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("Nemesis Assault Shotgun",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisDarkMachineGun",0,0,12,random(0,8),random(0,8),2,random(0,360),0,32)
	TNT1 A 0 A_SpawnItemEx("Nemesis Rifle",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("Nemesis Plasmatic Cannon",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("Nemesis BFG",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("Zen",0,0,12,random(0,8),random(0,8),2,random(0,360),0,128)
	TNT1 A 0 A_SpawnItemEx("NewNemesis",0,0,12,random(0,8),random(0,8),2,random(0,360),0,224)
	TNT1 A 0 A_SpawnItemEx("NemesisHealthBonusMax",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisHealthBonusMax",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisHealthBonusMax",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisHealthBonusMax",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisArmorBonus64",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisArmorBonus64",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisArmorBonus64",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisArmorBonus64",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	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,192)
    VNDG O 5 A_SpawnItemEx("NemesisGibbedGenerator",0,0,0,0,0,0,0,128,0)
	VNDG H 5 A_Scream
	VNDG I 5 A_NoBlocking
	VNDG JK 5
	VNDG L 5 A_SpawnItem("BodyCrash",0,0,0,0)
	VNDG M 5
	TNT1 A 0 A_SpawnItemEx("VexedNemesisSoulEffect",0,0,0,0,0,0,0)
	VNDG N 5 ACS_NamedExecuteAlways("DropDoll",0,75)
	VNDG N 20
	TNT1 A 0 A_PlaySoundEx("brain/spit","Voice",0,2)
	VNDG N 1 A_SpawnItemEx("VexedNemesisSoul",0,0,16,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TELEFRAG)
	VNDG N -1
	Stop
	}
}
  

ACTOR VexedNemesisDoomguyGhostA
{
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:
	VNDG A 2 A_FadeOut(0.1,1)
	Loop
  Toaster:
	TNT1 A 1
	Stop
	}
}

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

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

ACTOR VexedNemesisDoomguyGhostD : VexedNemesisDoomguyGhostA
{   
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "NULL")
	TNT1 A 1
	Goto Fade
  Fade:
	VNDG D 2 A_FadeOut(0.1,1)
	Loop
	}
}
Actor VexedNemesisDoomguyBeacon : ActiveFormerBeacon
{
  +NOTIMEFREEZE
  States
  {
  Spawn:
    NBEC A 105
    TNT1 A 0 A_SpawnItemEx("TeleportFog")
    TNT1 A 0 A_SpawnItemEx("Truelegendarydoomguy",0,0,8,0,0,0,0,1)
    NBEC A 105
    TNT1 A 0 A_SpawnItemEx("TeleportFog")
    TNT1 A 0 A_SpawnItemEx("VexedNemesisDoomslayer",0,0,8,0,0,0,0,1)
    NBEC A 105
    TNT1 A 0 A_SpawnItemEx("TeleportFog")
    TNT1 A 0 A_SpawnItemEx("ZamasuGodDoomguy",0,0,8,0,0,0,0,1)
    NBEC A 105
    TNT1 A 1 A_SpawnItemEx("TeleportFog")
	
    TNT1 A 0 A_SpawnItemEx("bloodgoddoomslayer",0,0,8,0,0,0,0,1)
    stop
  }
}
