ACTOR NemesisCybruiser 
{
Health 5000
Radius 24
Height 64
Mass 5000
Speed 8
PainChance 45 
Monster
Scale 1.25
SeeSound "NCU1uiser/see"
PainSound "NCU1uiser/pain"
DeathSound "NCU1uiser/death"
ActiveSound "NCU1uiser/active"
MeleeSound "baron/melee"
MeleeDamage 20
BloodColor "Blue"
DamageFactor "PDTBFG", 0.25
DamageFactor "PDTBFGTracer", 0.25
DamageFactor "PlayerDevBall", 0.125
DamageFactor "PlayerDevBall2", 0.125
DamageFactor "PlayerDTBFGRailgunSlug", 0.125
DamageFactor "PlayerDTRG", 0.5
DamageFactor "PlayerDevTracer", 0.125
DamageFactor "DBFG10K2", 0.65
DamageFactor "PlayerDBFG10K2", 0.65
DamageFactor "DBFG2", 0.65
DamageFactor "PlayerDBFG2", 0.65
DamageFactor "LegendaryPlayer", 0.3
DamageFactor "LegendaryGuruPlayer", 0.3
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "Explosion", 0.2
DamageFactor "PlayerDTRG", 0.4
DamageFactor "DTRailgun", 0.4
DamageFactor "PDTPuff", 0.4
DamageFactor "RailG", 0.3
DamageFactor "PlayerPyro", 0.1
DamageFactor "DarkDemoEx", 0.0
DamageFactor 0.55
DamageFactor "NobleComet", 0.0
DamageFactor "Cyber10K", 0.0
DamageFactor "Legendary", 0.0
DamageFactor "Legendary1", 0.0
DamageFactor "LegendaryGuru", 0.0
DamageFactor "LegMind", 0.0
Species "Nobles"
Obituary "%o was bruised by a \c[g3]Nemesis Cybruiser's\c- heavy weaponry. \c[m6]FATALITY!\c-"
HitObituary "%o's head was crushed by a \c[g3]Nemesis Cybruiser's\c- metal hoof."
Tag "\c[g3]Nemesis Cybruiser\c-"
DropItem "NemesisHealthBonusMax", 256, 32
DropItem "NemesisArmorBonus32", 256
DropItem "NemesisHealthBonusMax", 256, 32
DropItem "NemesisArmorBonus32", 256
DropItem "NemesisSphere", 60, 1
DropItem "NemesisRuneSpawnerTier3", 128, 1
DropItem "NemesisDemonicEnergy", 256
DropItem "NemesisGreaterDemonicEnergy", 256
DropItem "NemesisShell", 256
DropItem "NemesisShellBox", 130
DropItem "Nemesis Rifle", 100
DropItem "Nemesis Plasmatic Cannon", 100
DropItem "Nemesis Assault Shotgun", 100
DropItem "Nemesis Sawed-Off Shotgun", 100
DropItem "NemesisSuperSphere", 100
+NORADIUSDMG
+BOSS
+BOSSDEATH
+FLOORCLIP
+MISSILEMORE
+QUICKTORETALIATE
+MISSILEMORE
+MISSILEEVENMORE
+NOICEDEATH
+DONTGIB
+FASTMELEE
+DONTHARMCLASS
+DONTHARMSPECIES
+NOTARGET
+NOTIMEFREEZE
+NOFEAR
var int user_missile;
var int user_music;
States
{
  Spawn: 
    TNT1 AA 0 A_SpawnItem("NemesisHellionSmokeSpawner")
    NCU1 A 7 Bright A_Look
	TNT1 AA 0 A_SpawnItem("NemesisHellionSmokeSpawner")
	NCU1 A 7 Bright A_Look
	TNT1 AA 0 A_SpawnItem("NemesisHellionSmokeSpawner")
    Loop 
   See:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,6811,672)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_Jump(100,"Rush")
	NCU1 AA 3 Bright A_Chase
	TNT1 AAA 0 A_SpawnItem("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep")
	TNT1 A 0 A_SpawnItemEx("GoldWalkFire",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NCU1 BB 3 Bright A_Chase
	TNT1 AAA 0 A_SpawnItem("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep")
	TNT1 A 0 A_SpawnItemEx("GoldWalkFire",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NCU1 CC 3 Bright A_Chase
	TNT1 AAA 0 A_SpawnItem("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_Playsound("monster/bruwlk")
	TNT1 A 0 A_SpawnItemEx("GoldWalkFire",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NCU1 DD 3 Bright A_Chase
	TNT1 AAA 0 A_SpawnItem("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_Playsound("monster/bruwlk")
	TNT1 A 0 A_SpawnItemEx("GoldWalkFire",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	TNT1 A 0 A_Jump(32,"Teleport")
	Goto See
  Rush:
	NCU1 A 2 Bright A_SpawnItemEx("NemesisCyBruiserGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NCU1 AAAA 0 A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep")
	NCU1 A 2 Bright A_SpawnItemEx("NemesisCyBruiserGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NCU1 AAAA 0 A_Chase  
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep")
	NCU1 B 2 Bright A_SpawnItemEx("NemesisCyBruiserGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NCU1 AAAA 0 A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep")
	NCU1 B 2 Bright A_SpawnItemEx("NemesisCyBruiserGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NCU1 AAAA 0 A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep")
	TNT1 AAA 0 A_SpawnItem("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep")
	NCU1 C 2 Bright A_SpawnItemEx("NemesisCyBruiserGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NCU1 AAAA 0 A_Chase
	TNT1 A 0 A_Playsound("monster/bruwlk")
	NCU1 C 2 Bright A_SpawnItemEx("NemesisCyBruiserGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NCU1 AAAA 0 A_Chase  
	TNT1 A 0 A_Playsound("monster/bruwlk")
	NCU1 D 2 Bright A_SpawnItemEx("NemesisCyBruiserGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NCU1 AAAA 0 A_Chase
	TNT1 A 0 A_Playsound("monster/bruwlk")
	NCU1 D 2 Bright A_SpawnItemEx("NemesisCyBruiserGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NCU1 AAAA 0 A_Chase
	TNT1 A 0 A_Playsound("monster/bruwlk")
	TNT1 AAA 0 A_SpawnItem("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep")
	TNT1 A 0 A_Jump(24,"Teleport")
	TNT1 A 0 A_Jump(75,"See")
	Loop
  Teleport:
    NCU1 G 1 Bright A_UnSetShootable
	NCU1 GGGG 0 A_SpawnItem("NemesisHellionSmokeSpawner")
	NCU1 GGGGGGGGGG 1  A_FadeOut(0.1,0)
	NCU1 G 2 
	NCU1 GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 0 A_Wander
	NCU1 GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 0 A_Wander
    NCU1 G 1 A_PlayWeaponSound("boss/teleport")
	NCU1 GGGG 0 A_SpawnItem("NemesisHellionSmokeSpawner")
	NCU1 GGGGGGGGGG 1 A_FadeIn(0.1)
    NCU1 G 1 Bright A_SetShootable
    Goto See	
  Pause:
	TNT1 A 0 A_SpawnItemEx("LegendaryEmptyDrumSpawner", -8, 7, 30, 4, 0, (0.1)*Random(30, 40), Random(-80, -90), 128)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner")
    NCU1 E 5 Bright A_PlaySound("lasgguy/asgin") 
	NCU1 E 10 Bright A_PlaySound("LShotgun/Cock")
	Goto See
  Missile:
    TNT1 A 0 A_SetShootable
    TNT1 A 0 A_UnsetInvulnerable
    TNT1 A 0 A_SetTranslucent(1)
    TNT1 A 0 A_JumpifCloser(350,"LegendaryAsg")
    TNT1 A 0 A_Jump(127,"Hugger","FloorSpam","BestAttack","Rain","Rockets","Seekers","BFG10K","BFG15K","Railgun","BestAttack2","LegCannon1")
	TNT1 A 0 A_Jump(9,"MinionSummoner")
	TNT1 A 0 A_Jump(100,"Rockets2","BFG15K","4Comets")
  Normal:
    TNT1 A 0 A_JumpIf(user_missile >= 4,"See")
    NCU1 GH 5 Bright A_FaceTarget
	NCU1 R 0 A_CustomMissile("NemesisLegNobleBall",40,0,-8)
	NCU1 R 0 A_CustomMissile("NemesisLegNobleBall",40,0,-4)
	NCU1 R 0 A_CustomMissile("NemesisLegNobleBall",40,0,4)
	NCU1 I 5 Bright A_CustomMissile("NemesisLegNobleBall",40,0,0)
	NCU1 GH 5 Bright A_FaceTarget
	NCU1 R 0 A_CustomMissile("NemesisLegNobleBall",40,0,-8)
	NCU1 R 0 A_CustomMissile("NemesisLegNobleBall",40,0,-4)
	NCU1 R 0 A_CustomMissile("NemesisLegNobleBall",40,0,4)
	NCU1 I 5 Bright A_CustomMissile("NemesisLegNobleBall",40,0,0)
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	Loop
  LegendaryAsg:
    NCU1 E 5 Bright A_FaceTarget
	NCU1 E 6 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", 0, 32, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 AAAA 0 A_CustomMissile("NemesisASGBall",Random(32,38),0,Random(6,-6),0)
	TNT1 A 0 A_CustomBulletAttack(22.5,18.3,4,Random(3,12)*6)
	NCU1 F 2 Bright A_PlaySoundEx("Weapons/LegAutoShotgun","Weapon")
    TNT1 A 0 A_Jump(45,"Pause")
    TNT1 A 0 A_SpidRefire
	Goto LegendaryAsg+1
  Hugger:
    NCU1 IH 9 Bright A_FaceTarget
	NCU1 GGGG 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner")
	NCU1 H 0 A_CustomMissile("NemesisLegNobleBall3",38,-20,0)
    NCU1 H 0 Bright A_CustomMissile("NemesisLegNobleBall3",38,-20,0)
	NCU1 GGGG 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_Jump(80,"BlueComet")
    Goto See	
  BlueComet:
    NCU1 GH 7 Bright A_FaceTarget
	NCU1 I 2 Bright A_CustomMissile("NemesisHKComet", 38, 0, 0)
	NCU1 I 0 A_CustomMissile("NemesisHKComet", 38, 0, 6)
	NCU1 I 4 Bright A_CustomMissile("NemesisHKComet", 38, 0, -6)
    NCU1 GH 7 Bright A_FaceTarget
	NCU1 I 2 Bright A_CustomMissile("NemesisHKComet", 38, 0, 0)
	NCU1 I 0 A_CustomMissile("NemesisHKComet", 38, 0, 6)
	NCU1 I 4 Bright A_CustomMissile("NemesisHKComet", 38, 0, -6)
	TNT1 A 0 A_Jump(80,"4Comets")
    Goto See
  4Comets:
    NCU1 GH 8 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisHKComet", 38, 0, -5)
	TNT1 A 0 A_CustomMissile("NemesisHKComet", 38, 0, 5)
	TNT1 A 0 A_CustomMissile("NemesisHKComet", 38, 0, -10)
	TNT1 A 0 A_CustomMissile("NemesisHKComet", 38, 0, 10)
	TNT1 A 0 A_CustomMissile("NemesisHKComet", 38, 0, -15)
	TNT1 A 0 A_CustomMissile("NemesisHKComet", 38, 0, 15)
	TNT1 A 0 A_CustomMissile("NemesisHKComet", 38, 0, -20)
	TNT1 A 0 A_CustomMissile("NemesisHKComet", 38, 0, 20)
	NCBS R 7 Bright A_CustomMissile("NemesisHKComet", 38, 0, 0)
	TNT1 A 0 A_Jump(127,"FloorSpam")
	Goto See
  FloorSpam:	
    NCU1 H 1 Bright A_PlaySound("NCU1uiser/rage")
	NCU1 H 1 Bright A_FaceTarget
	NCU1 H 1 Bright A_SetUserVar("user_missile",0)
    NCU1 HHHHGGGG 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner")
  FloorSpamLoop:
    NCU1 G 0 A_JumpIf(user_missile >= 28,"FloorSpamLoop2")	 
    NCU1 G 0 A_SetUserVar("user_missile",user_missile+1)
    NCU1 GG 0 Bright A_CustomMissile("NemesisLegNobleBall3Small",0,0,random(0,359))	
    NCU1 G 4 Bright A_SpawnItem("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
    Loop
  FloorSpamLoop2:
    NCU1 G 0 A_JumpIf(user_missile >= 32,"See")	 
    NCU1 G 0 A_SetUserVar("user_missile",user_missile+1)
    NCU1 GG 0 Bright A_CustomMissile("NemesisLegNobleBall3Small",0,0,random(0,359))	
    NCU1 G 4 Bright A_SpawnItem("NemesisHellionSmokeSpawner")
	NCU1 GG 0 Bright A_CustomMissile("NemesisLegNobleBall3Small",0,0,random(0,359))	
    NCU1 G 4 Bright A_SpawnItem("NemesisHellionSmokeSpawner")
	NCU1 GG 0 Bright A_CustomMissile("NemesisLegNobleBall3Small",0,0,random(0,359))	
    NCU1 G 4 Bright A_SpawnItem("NemesisHellionSmokeSpawner")
	NCU1 GG 0 Bright A_CustomMissile("NemesisLegNobleBall3",0,0,random(0,359))	
    NCU1 G 4 Bright A_SpawnItem("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
  BestAttack:
    NCU1 H 1 Bright A_PlaySound("NCU1uiser/rage")
    NCU1 G 2 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	NCU1 GGGGGGGGGGGGGGGGG 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner")
	NCU1 H 2 Bright A_FaceTarget
	NCU1 HHHHHHHHHHHHHHHHH 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner")
	NCU1 I 2 Bright A_FaceTarget
	TNT1 A 0 A_UnSetInvulnerable
    NCU1 I 8 Bright A_CustomMissile("NemesisLegNobleBall4",38)
    Goto See
  LegCannon1:
    NCU1 E 0 Bright A_FaceTarget
	NCU1 E 15 Bright A_PlaySound("legendarycannon/charge")
  LegCannonLoop:
    NCU1 Q 0 A_JumpIf(user_missile >= 20,"FloorSpamLoop2")
	TNT1 A 0 A_PlaySound("NemesisCannon/Fire")
	NCU1 F 2 Bright A_CustomMissile("NemesisZombieCannonProj",40,26)
    NCU1 EE 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Fire")
	NCU1 F 2 Bright A_CustomMissile("NemesisZombieCannonProj",40,26)
    NCU1 EE 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Fire")
	NCU1 F 2 Bright A_CustomMissile("NemesisZombieCannonProj",40,26)
    NCU1 EE 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Fire")
	NCU1 F 2 Bright A_CustomMissile("NemesisZombieCannonProj",40,26)
    NCU1 EE 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Fire")
	NCU1 F 2 Bright A_CustomMissile("NemesisZombieCannonProj",40,26)
    NCU1 EE 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Fire")
	NCU1 F 2 Bright A_CustomMissile("NemesisZombieCannonProj",40,26)
    NCU1 EE 5 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
  LegCannonEnd:
    TNT1 A 0 A_SetUserVar(user_missile,0)
	TNT1 A 0 A_Jump(90,"BFG15K")
	TNT1 A 0 A_Jump(87,"Seekers","BFG10K","Railgun")
	Goto See
  BestAttack2:
    NCU1 E 1 Bright A_PlaySound("NCU1uiser/rage")
    NCU1 E 2 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	NCU1 EEEEEEEEEEEEEEEEE 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NCU1 E 2 Bright A_FaceTarget
	NCU1 EEEEEEEEEEEEEEEFF 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NCU1 F 2 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    LCBS F 8 Bright A_CustomMissile("VexedTerminatorRedStar",40,6,0) //OH FUCK
	NCU1 E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    LCBS F 8 Bright A_CustomMissile("VexedTerminatorRedStar",40,6,0) //OH FUCK
	NCU1 E 6 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    LCBS F 8 Bright A_CustomMissile("VexedTerminatorRedStar",40,6,0) //OH FUCK
	NCU1 E 10 Bright A_FaceTarget
	TNT1 A 0 A_UnSetInvulnerable
    Goto See
  Rain:
    NCU1 I 2 Bright A_FaceTarget
    NCU1 HHHHHHH 2 Bright A_SpawnItem("BHellionSmokeSpawner")
    NCU1 G 2 Bright A_FaceTarget
    NCU1 GGGGGGG 2 Bright A_SpawnItem("BHellionSmokeSpawner")
    NCU1 G 2 Bright A_FaceTarget
    NCU1 G 0 A_CustomMissile("NemesisHKCometRain",32,0,200)
    NCU1 G 0 A_CustomMissile("NemesisHKCometRain",32,0,90)
    NCU1 G 0 A_CustomMissile("NemesisHKCometRain",32,0,-90)	
    NCU1 G 8 Bright A_CustomMissile("NemesisHKCometRain",32)
    TNT1 A 0 A_SetInvulnerable
    NCU1 G 2 Bright 
    NCU1 GGGGGGGG 2 Bright A_SpawnItem("BHellionSmokeSpawner")
    NCU1 G 2 Bright 
    NCU1 GGGGGGGG 2 Bright A_SpawnItem("BHellionSmokeSpawner")
    NCU1 G 2 Bright  
    NCU1 GGGGGGGG 2 Bright A_SpawnItem("BHellionSmokeSpawner")
    NCU1 G 2 Bright 
    NCU1 GGGGGGGG 2 Bright A_SpawnItem("BHellionSmokeSpawner")
    NCU1 G 2 Bright 
    NCU1 GGGGGGGG 2 Bright A_SpawnItem("BHellionSmokeSpawner")
    TNT1 A 0 A_UnSetInvulnerable
    Goto See
  Rockets:
    TNT1 A 0 A_JumpIf(user_missile >= 8,"Rockets2")
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner")
    NCU1 E 3 Bright A_FaceTarget
    NCU1 F 3 Bright A_CustomMissile("NemesisRocket",40,26)
	NCU1 E 3 Bright A_FaceTarget
    NCU1 F 3 Bright A_CustomMissile("NemesisRocket",40,26)
	NCU1 E 3 Bright A_FaceTarget
    NCU1 F 3 Bright A_CustomMissile("NemesisRocket",40,26)
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
  Rockets2:
    TNT1 A 0 A_JumpIf(user_missile >= 14,"Rockets3")
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner")
    NCU1 E 2 Bright A_FaceTarget
    NCU1 F 2 Bright A_CustomMissile("NemesisRocket",40,26)
	NCU1 E 2 Bright A_FaceTarget
    NCU1 F 2 Bright A_CustomMissile("NemesisRocket",40,26)
	NCU1 E 2 Bright A_FaceTarget
    NCU1 F 2 Bright A_CustomMissile("NemesisRocket",40,26)
	NCU1 E 2 Bright A_FaceTarget
    NCU1 F 2 Bright A_CustomMissile("NemesisRocket",40,26)
	NCU1 E 2 Bright A_FaceTarget
    NCU1 F 2 Bright A_CustomMissile("NemesisRocket",40,26)
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
  Rockets3:
    NCU1 EEEEEEEEEE 4 A_SpawnItem("NemesisHellionSmokeSpawner")
  Rockets3Loop:
    TNT1 A 0 A_JumpIf(user_missile >= 17,"RocketsEnd")
    TNT1 A 0 A_FaceTarget
    NCU1 F 1 Bright A_CustomMissile("NemesisRocket",40,26)
	NCU1 E 1 A_SpawnItem("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
    Loop
  RocketsEnd:
    TNT1 A 0 A_SetUserVar(user_missile,0)
    NCU1 FEEEE 2 A_SpawnItem("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_Jump(87,"BFG10K","Railgun")
    Goto See
  Seekers:
    TNT1 A 0 A_JumpIf(user_missile >= Random(6,8),"RocketsEnd")
    NCU1 E 4 Bright A_FaceTarget
    NCU1 F 3 Bright A_CustomMissile("NemesisNobleHomingRocket",40,26)
	NCU1 E 4 Bright A_FaceTarget
    NCU1 F 3 Bright A_CustomMissile("NemesisNobleHomingRocket",40,26)
    TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
    Loop
  Railgun:
    TNT1 A 0 A_PlaySound("weapons/rgcharge")
    NCU1 E 20 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("lrailat")
    NCU1 F 5 Bright A_CustomMissile("NemesisNobleRailLaser",40,26)
  RailgunLoop:
    TNT1 A 0 A_JumpIf(user_missile >= 4,"RailgunLoop2")
	NCU1 E 8 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("lrailat")
    NCU1 F 5 Bright A_CustomMissile("NemesisNobleRailLaser",40,26)
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	Loop
  RailgunLoop2:
    TNT1 A 0 A_JumpIf(user_missile >= 6,"RocketsEnd")
	NCU1 E 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("lrailat")
    NCU1 F 5 Bright A_CustomMissile("NemesisNobleRailLaser",40,26)
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	Loop
  BFG10K:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	NCU1 E 18 Bright A_FaceTarget
	NCU1 E 6 Bright A_FaceTarget
  BFG10KLoop:
    TNT1 A 0 A_JumpIf(user_missile >= 12,"BFG10KEnd")
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	NCU1 F 3 Bright A_CustomMissile("Nemesis10kProjectile",40,26,Random(-4, 4))	
	NCU1 E 3 Bright A_FaceTarget
	NCU1 F 3 Bright A_CustomMissile("Nemesis10kProjectile",40,26,Random(-4, 4))	
	NCU1 E 3 Bright A_FaceTarget
	NCU1 F 3 Bright A_CustomMissile("Nemesis10kProjectile",40,26,Random(-4, 4))	
	NCU1 E 3 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
    Loop
  BFG10KEnd:
	TNT1 A 0 A_SetUserVar(user_missile,0)
    NCU1 E 20 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	Goto See
  BFG15K:
    TNT1 A 0 A_JumpIf(user_missile >= 12,"BFG10KEnd")
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner")
    NCU1 E 3 Bright A_FaceTarget
    NCU1 F 6 Bright A_CustomMissile("NemesisCyberBFG9500Ball",40,26)
	NCU1 E 3 Bright A_FaceTarget
    NCU1 F 6 Bright A_CustomMissile("NemesisCyberBFG9500Ball",40,26)
	NCU1 E 3 Bright A_FaceTarget
    NCU1 F 6 Bright A_CustomMissile("NemesisCyberBFG9500Ball",40,26)
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	Loop
  MinionSummoner:
    NCU1 P 1 Bright A_ChangeFlag(Invulnerable,1)
	TNT1 A 0 A_PlaySound("monster/brusit")
	NCU1 GGGGGGGGGGGGGGGGG 2 Bright A_SpawnItem("GHellionSmokeSpawner")
	TNT1 A 0 A_Playsound ("hk/summon")
	TNT1 A 0 A_CustomMissile("NemesisCyberNoble",20,0,225,CMF_AIMDIRECTION|CMF_TRACKOWNER) //No fake
	NCU1 G 25 Bright
	TNT1 AAA 0 A_SpawnItem("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_ChangeFlag(Invulnerable,0)
	Goto See	
  Melee:
    NCU1 GH 2 Bright A_FaceTarget
    NCU1 I 2 Bright A_MeleeAttack
    Goto See
  Pain: 
  	TNT1 A 0 A_Jump(42,"Teleport")	
    NCU1 J 4 Bright A_Pain
	TNT1 A 0 A_Jump(16,"FloorSpam")
	TNT1 A 0 A_Jump(128,"Missile")
    Goto See
  Death:
    TNT1 A 0
    NCU1 K 0 A_Scream
	NCU1 KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK 2 Bright A_SpawnItemEx("WhiteNemesisKaboom",random(-32,32),random(-40,40),random(16,48),random(-4,4),random(-4,4),random(0,4),0,SXF_TRANSFERPOINTERS)
	TNT1 AA 0 A_SpawnItemEx("NemesisGibbedGenerator",0,0,0,0,0,0,0,128)	
	TNT1 A 0 A_SpawnItem("MiniDeathBall")
	NCU1 LLLMMM 2 Bright A_CustomMissile ("WhiteNemesisKaboom", Random(10,50), 0, random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("NemesisGibbedGenerator",0,0,0,0,0,0,0,128) 
	TNT1 AAAA 0 A_SpawnItem("MiniNemesisDeathBall")
    TNT1 AAAA 0 A_CustomMissile("LegendarySmokeFX", Random(30,60), 0, random(0,360), 2, random(0,360))	
    NCU1 N 4 Bright A_NoBlocking
    NCU1 OPQRS 3 Bright
	TNT1 A 0 A_BossDeath
    NCU1 T -1 A_KillMaster
    Stop
  VexedSpawn:
	NCU1 G 3 Bright A_Pain
	NCU1 G 0 A_PlaySoundEx("brain/spit",7,0,2)
	NCU1 GGGGGGGGGGGGGGGGG 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	NCU1 GGGGGGGGGGGGGGGGG 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	NCU1 GGGGGGGGGGGGGGGGG 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("NemesisLightning")
	NCU1 GGGGGGGGGGGG 2 Bright A_SpawnItemEx("VexedNemesisFlameSpawner")
	NCU1 GG 1 A_CustomMissile("WhiteNemesisKaboom", Random(10,50), 0, random(0,360), 2, random(0,360))
	TNT1 A 0 A_SpawnItemEx("VexedNemesisCyHunter",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TELEFRAG)
	TNT1 A 0
	Stop
	}
}

Actor INFNemesisCybruiser : NemesisCybruiser
{
Tag "\c[g3]Nemesis Cybruiser\c-"
States
{
  Spawn:
    TNT1 A 0 A_Jump(110,"Remove")
    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("RuneTier2SpawnCheck") == 2,1)
	Goto Remove
  Idle:
	NCU1 A 7 Bright A_Look
	TNT1 AA 0 A_SpawnItem("NemesisHellionSmokeSpawner")
	Loop
  Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("BaronOfHell",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
	}
}

ACTOR NemesisCyBruiserGhost
{
Scale 1.3
RENDERSTYLE Translucent
Alpha 0.75
+NOGRAVITY
+CLIENTSIDEONLY
+DONTSPLASH
+NOINTERACTION
+NOCLIP
+NOTIMEFREEZE
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
    NCU1 A 2 A_FadeOut(0.09)
    Wait		
    }
}

Actor NemesisCyberNobleSummoner
{
Height 8
Radius 25
Speed 30
Damage (0)
+RippeR
+BloodlessImpact
+NOTIMEFREEZE
States
{
    Spawn:
	 TNT1 A 5
	Death:
	 TNT1 A 0
	 TNT1 A 0 A_SpawnItemEx("TeleportFog",0,0,0,0,0,0,0,128)
	 TNT1 A 2
	 TNT1 A 0 A_SpawnItemEx("LegendaryAutomaton")
	 Stop
	 }
}