ACTOR DIZamasuWidowDestroyer
{
//$Sprite ZWKN
//$Title "Zamasu Widow Destroyer"
//Original: Divine Infinity
//Creato Eshkere_Jason
Health 12500
Speed 30
PainChance 10
Scale 1.05
Radius 20
Height 84
Monster
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 0.4
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "Explosion", 0.2 //0.4
DamageFactor "PlayerDTRG", 0.5
DamageFactor "DTRailgun", 0.5
DamageFactor "Player",0.1
DamageFactor "Legendary",0.0
DamageFactor "SuperWeapon", 0.75
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "PlayerDevBall", 0.65
DamageFactor "PlayerDevTracer", 0.15
DamageFactor "PowerDoubleDamage", 0.35
DamageFactor "PlayerBHole", 0.025
DamageFactor "PlayerDBFG", 0.015
DamageFactor "PlayerDBFG2", 0.015
DamageFactor "BFG10K", 0.65
DamageFactor "BFG9500Ball", 0.1
DamageFactor "CustomSpray", 0.1
DamageFactor "BFGSplash", 0.5
DamageFactor "BFGSpray", 0.1
DamageFactor "PDTBFG", 0.5
DamageFactor "PDTBFGTracer", 0.5
DamageFactor "PlayerDTBFGRailgunSlug", 0.5
DamageFactor "PDTPuff", 0.5
DamageFactor "SatanGuard", 0.0
DamageFactor "Moloch", 0.0
DamageFactor "ZombieDev", 0.0
DamageFactor "Terminator", 0.0
DamageFactor "Legendary1", 0.0
DamageFactor "LegendaryGuru", 0.0
DamageFactor "UltimateLegendary", 0.0
DamageFactor "Cybers", 0.0
DamageFactor "Hell", 0.0
DamageFactor "Commander", 0.0
DamageFactor "NobleComet", 0.0
DamageFactor "Baby15K", 0.0
DamageFactor "Cyber10K", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "CerChainguns", 0.0
DamageFactor "CerEnergyBall", 0.0
DamageFactor "HellComet", 0.0
DamageFactor "HFCyber", 0.0
DamageFactor "DBFG2", 0.1
DamageFactor "DBFG10K2", 0.1
DamageFactor "DBFGSplash2", 0.1
DamageFactor "LegMind", 0.0
DropItem "NemesisHealthBonusMax", 256, 32
DropItem "NemesisArmorBonus32", 256
DropItem "NemesisHealthBonusMax", 256, 32
DropItem "NemesisArmorBonus32", 256
DropItem "VengefulNemesisArmor", 100, 1
DropItem "LegAmmoSphere", 88, 1
DropItem "NemesisPowerShard", 50, 1
DropItem "HandGrenadeAmmo", 235, 2
DropItem "MineAmmo", 235, 2
DropItem "Backpack", 198, 1
DropItem "Armorplate", 205, 1
DropItem "Portablemedkit", 210, 1
DropItem "NLDemonAmmoBox", 200 
DropItem "NLDemonAmmo", 250 
DropItem "NemesisRuneSpawnerTier1", 80, 1
DropItem "Nemesis Plasmatic Cannon", 128, 1
DropItem "ZamasuArmor", 128, 1
DropItem "Zamasu Plasmatic Cannon", 128, 1
DropItem "ZamasuRune", 128, 1
Bloodcolor "Black"
SeeSound "LegWar/See"
ActiveSound "War/Active"
PainSound "War/Pain"
DeathSound "War/Death"
Obituary "%o was reduced to ruins by the onslaught of Legendary War."
Tag "\c[s5]Zamasu Widow Destroyer\c-"
+BOSS
+NOFEAR
+BOSSDEATH
+NOICEDEATH
+DONTRIP
+NORADIUSDMG
+DONTMORPH
+TELESTOMP
+NOTELEFRAG
+NOTARGET
-NOINFIGHTING
+FLOORCLIP
+NEVERRESPAWN
+SEEINVISIBLE
+MISSILEMORE
+QUICKTORETALIATE
+DONTHARMSPECIES
+NOTIMEFREEZE
var int user_music;
var int user_missile;
var int user_arson;
States
	{
  Spawn:
  	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("TrueLegendaryRuneSpawnCheck") == 2,1)
	Goto Remove
	TNT1 A 0 A_PlaySoundEx("NDemonHeart/Pickup","Voice",0,2)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZWKN C 10 A_Look
    Loop
  See:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,6767)
	TNT1 A 0 A_SetUserVar("user_music",1)
    TNT1 A 0 A_SpawnItem("BonyStep",0,0,0,0)
    ZWKN AAABBB 2 A_Chase
    TNT1 A 0 A_SpawnItem("BonyStep",0,0,0,0)
    ZWKN CCCDDD 2 A_Chase
    Loop
  Rush:
    ZWKN A 0 A_JumpIfTargetInLOS("LegZombieStrafing2")
	TNT1 A 0 A_SpawnItem("BonyStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("ZamasuWarGhost",0,0,0,0,0,0,0,128)
	ZWKN A 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuWarGhost",0,0,0,0,0,0,0,128)
	ZWKN A 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuWarGhostB",0,0,0,0,0,0,0,128)
	ZWKN B 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuWarGhostB",0,0,0,0,0,0,0,128)
	ZWKN B 1 A_Chase
	TNT1 A 0 A_SpawnItem("BonyStep",0,0,0,0)
    TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("ZamasuWarGhostC",0,0,0,0,0,0,0,128)
	ZWKN C 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuWarGhostC",0,0,0,0,0,0,0,128)
	ZWKN C 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuWarGhostD",0,0,0,0,0,0,0,128)
	ZWKN D 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuWarGhostD",0,0,0,0,0,0,0,128)
	ZWKN D 1 A_Chase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("BonyStep",0,0,0,0)
	TNT1 A 0 A_Jump(84,"See")
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	Loop
	Strafing:
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZWKN A 0 A_SpawnItem("RoasterStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZWKN AABB 3 A_GiveInventory("CommandoStrafing",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZWKN C 0 A_SpawnItem("RoasterStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
    ZWKN CCDD 3 A_GiveInventory("CommandoStrafing",1)
	Goto See	
	 Teleport:
	ZWKN A 0 A_UnSetShootable
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZWKN EE 1 A_FadeOut(0.5,0)
	ZWKN AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	ZWKN AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 A 0 A_PlaySound("boss/teleport")
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZWKN EE 1 A_FadeIn(0.5)
	ZWKN A 0 A_SetShootable
	Goto See
  Strafing:
	TNT1 A 0 A_SpawnItem("BonyStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZWKN AA 3 A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZWKN BB 3 A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_SpawnItem("BonyStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
    ZWKN CC 3 A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_SpawnItem("BonyStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZWKN DD 3 A_GiveInventory("LegZombieStrafing2",1)
	Goto See
	Pause:
	ZWKN EEEEE 3 A_GiveInventory("LegZombieStrafing2",1)
	Goto See	
  Arson:
    TNT1 A 0 A_JumpIf(user_arson == 0,"Rush")
    ZWKN EEE 3
    ZWKN C 0 A_JumpIfTargetInLos("Missile")
    ZWKN C 0 A_JumpIfCloser(300,"Missile")
	TNT1 AAAA 0 A_CustomMissile("LegendaryFlamethrowerShot",36,0,random(-6,6),CMF_TRACKOWNER)
    ZWKN F 15
	Goto See
  Missile:
    TNT1 A 0 A_SetShootable
    TNT1 A 0 A_UnsetInvulnerable
    TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_JumpIfTargetInLOS("UberHexaSG",90,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,600,0)
	TNT1 A 0 A_Jump(192,"Railgun","BFG9K","DTBFG","DTDevastator")
	TNT1 A 0 A_SetUserVar("user_arson",1)
	TNT1 A 0 A_JumpIfCloser(500,"MissileClose")
	TNT1 A 0 A_Jump(72,"Napalm")
	Normal:
    ZWKN E 12 A_FaceTarget
    TNT1 A 0 A_CustomMissile("NemesisRocket", 40, 26, 0)
    ZWKN F 8 Bright A_CustomMissile("NemesisRocket", 40, -26, 0)
    ZWKN E 8 A_FaceTarget
    TNT1 A 0 A_CustomMissile("NemesisRocket", 40, 26, 0)
    ZWKN F 4 Bright A_CustomMissile("NemesisRocket", 40, -26, 0)
    ZWKN E 4 A_FaceTarget
    TNT1 A 0 A_CustomMissile("NemesisRocket", 40, 26, 0)
    ZWKN F 2 Bright A_CustomMissile("NemesisRocket", 40, -26, 0)
    ZWKN E 2 A_FaceTarget
    TNT1 A 0 A_CustomMissile("NemesisRocket", 40, 26, 0)
    ZWKN F 1 Bright A_CustomMissile("NemesisRocket", 40, -26, 0)
	ZWKN E 1
	TNT1 A 0 A_Jump(128,"Seekers")
    Goto See
  Seekers:
	ZWKN E 12 A_FaceTarget
    TNT1 A 0 A_CustomMissile("NemesisRocket", 40, 26, 0)
    ZWKN F 10 Bright A_CustomMissile("NemesisRocket", 40, -26, 0)
    ZWKN E 7 A_FaceTarget
    TNT1 A 0 A_CustomMissile("NemesisRocket", 40, 26, 0)
    ZWKN F 7 Bright A_CustomMissile("NemesisRocket", 40, -26, 0)
    ZWKN E 4 A_FaceTarget
    TNT1 A 0 A_CustomMissile("NemesisRocket", 40, 26, 0)
    ZWKN F 4 Bright A_CustomMissile("NemesisRocket", 40, -26, 0)
    ZWKN E 2 A_FaceTarget
    TNT1 A 0 A_CustomMissile("NemesisRocket", 40, 26, 0)
    ZWKN F 2 Bright A_CustomMissile("NemesisRocket", 40, -26, 0)
	ZWKN E 1
	Goto Normal
  MissileClose:
    TNT1 A 0 A_Jump(88,"Normal","Napalm")
	Goto Railgun
	ZWKN G 2 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("YellowShellCasing", 10, -12, 40, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySound("sentient/fire")
	ZWKN H 0 Bright A_CustomMissile("SSGShellCasing",48,-17,Random(-800,800)/100.00)
	ZWKN H 2 Bright A_CustomMissile("SSGShellCasing",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 
  UberHexaSG:
	ZWKN G 5 A_FaceTarget
	ZWKN GGGGGG 0 A_SpawnItemEx("NemesisShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
	TNT1 A 0 A_PlaySound("Weapons/LegAutoShotgun",7)
	TNT1 A 0 A_PlaySound("weapons/hsgfire")
	TNT1 AAAAAAAAAAAA 0 A_CustomMissile("LegendaryBlueTracer",48,-17,Random(6,-6),0)
	ZWKN H 2 Bright A_CustomBulletAttack(22.5,18.3,30,Random(5,15)*6,"TerminatorPuff")
	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)
	ZWKN EE 10 A_FaceTarget
  RailgunLoop:
	TNT1 A 0 A_JumpIf(user_missile > 40,"RailgunEnd")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	ZWKN E 2 Bright A_FaceTarget
	ZWKN F 1 Bright A_CustomMissile("NemesisSentientRailLaser",58,26,random(-2,3))
	Loop
  RailgunEnd:
	ZWKN E 15 Bright
	TNT1 A 0 A_Changeflag(reflective,0)
	TNT1 A 0 A_Jump(128,"BFG9K","DTBFG","DTDevastator")
	Goto See	
  BFG9K:
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	ZWKN EEEEEEEEEEEEFFFF 2 A_FaceTarget
	ZWKN F 1 Bright A_CustomMissile("LegTerminatorBFG9500Ball1",48,15,random(-4,4))
	ZWKN F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-4,4))
	ZWKN F 1 Bright A_CustomMissile("LegTerminatorBFG9500Ball1",48,15,random(-4,4))
	ZWKN F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-4,4))
	ZWKN F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-4,4))
	ZWKN F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-4,4))
	ZWKN F 1 Bright A_CustomMissile("LegTerminatorBFG9500Ball1",48,15,random(-4,4))
	ZWKN F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-4,4))
	ZWKN F 1 Bright A_CustomMissile("LegTerminatorBFG9500Ball1",48,15,random(-4,4))
	ZWKN F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-4,4))
	ZWKN F 1 Bright A_CustomMissile("LegTerminatorBFG9500Ball1",48,15,random(-4,4))
	ZWKN F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-4,4))
	ZWKN EE 4 A_FaceTarget   
	TNT1 A 0 A_Jump(128,"DTBFG","DTDevastator")
	Goto See	
  DTBFG:
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	ZWKN EEEEEEEEEEEEFF 3 A_Facetarget
	ZWKN FFFFF 4 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-10,10))
	ZWKN EEE 4 A_FaceTarget
	ZWKN A 0 A_Jump(128,"DTDevastator")
	Goto See
  DTDevastator:
	TNT1 A 0 A_SetInvulnerable
	ZWKN E 0 A_Facetarget
	TNT1 A 0 A_SetUserVar("user_missile", 0)
	TNT1 A 0 A_SpawnItemEx("TrueLegendaryLineSpawner")
	ZWKN E 0 Bright A_PlaySound ("devastator/charge")
  DevCharge:
	TNT1 A 0 A_JumpIf(user_missile > 55,"DevFire")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	ZWKN E 2 A_Facetarget
	TNT1 A 0 A_SpawnItemEx("TrueLegendaryLineSpawner")
	Loop
  DevFire:
	ZWKN F 0 A_PlaySound ("devastator/fire")
	ZWKN F 0 Bright A_CustomMissile("VexedGeneralRDevastatorBall",48,17,random(5,-5))
	ZWKN F 0 Bright A_CustomMissile("VexedGeneralRDevastatorBall",48,17,random(5,-5))
	ZWKN F 0 Bright A_CustomMissile("VexedGeneralRDevastatorBall",48,17,random(5,-5))
	ZWKN F 0 Bright A_CustomMissile("VexedGeneralRDevastatorBall",48,17,random(5,-5))
	ZWKN F 10 Bright A_CustomMissile("VexedGeneralRDevastatorBall",48,17,0)
	ZWKN E 50
	TNT1 A 0 A_UnSetInvulnerable
  Close:
	TNT1 A 0 A_CheckRange(500,"Normal")
	ZWKN EEEE 3 A_GiveInventory("LegZombieStrafing2",1)
	ZWKN FF 1 A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_PlaySound("Weapons/PyroSGShot")
	TNT1 AAAA 0 A_CustomMissile("LegendaryFlamethrowerShot",36,0,random(-6,6),CMF_TRACKOWNER)
	ZWKN EEEE 3 A_GiveInventory("LegZombieStrafing2",1)
	ZWKN FF 1 A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_PlaySound("Weapons/PyroSGShot")
	TNT1 AAAA 0 A_CustomMissile("LegendaryFlamethrowerShot",36,0,random(-6,6),CMF_TRACKOWNER)
	TNT1 A 0 A_Jump(24,"Pause")
	TNT1 A 0 A_SpidRefire
	Loop
  Normal:
    TNT1 A 0 A_SetShootable
    TNT1 A 0 A_UnsetInvulnerable
    TNT1 A 0 A_SetTranslucent(1)
	ZWKN EEE 3 A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_GiveInventory("LegZombieStrafing2",1)
	TNT1 AAAAA 0 A_CustomMissile("LegendaryFlameBall",32,0,random(-6,6),0)
	ZWKN F 5 A_PlaySoundEx("Weapons/PyroSGShot","Weapon")
	TNT1 A 0 A_Jump(24,"Pause")
	TNT1 A 0 A_JumpIfCloser(500,"Close")
	TNT1 A 0 A_SpidRefire
	Goto Normal+5
	Rage:
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_PlaySound("LegWar/See",7,1.0,0,ATTN_NONE)
	ZWKN EEEEEEEE 2 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  RageLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 20,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	ZWKN E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZWKN F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZWKN E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZWKN F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZWKN E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZWKN F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZWKN E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZWKN F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZWKN E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZWKN F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZWKN E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZWKN F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZWKN E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire",0,1.0,0,0.4)
	ZWKN F 1 Bright A_CustomMissile("NemesisGrenadeImpact",32,0,0,2,4)
	TNT1 A 0 A_Jump(80,"MidRageTeleport")
	Loop
  MidRageTeleport:
	ZWKN E 1 Bright A_UnSetShootable
	TNT1 AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZWKN E 1 Bright A_FadeOut(0.1,0)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZWKN EEE 1 Bright A_FadeOut(0.3,0)
	ZWKN E 2 Bright
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	ZWKN E 1 Bright A_PlayWeaponSound("boss/teleport")
	TNT1 AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZWKN EEE 1 Bright A_FadeIn(0.3)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZWKN E 1 Bright A_FadeIn(0.1)
	ZWKN E 1 Bright A_SetShootable
	Goto RageLoop
  Napalm:
	ZWKN EEEE 3 A_GiveInventory("LegZombieStrafing2",1)
	ZWKN FF 1 A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("LegendaryNapalmBall",32,0,0)
	ZWKN EEEE 3 A_GiveInventory("LegZombieStrafing2",1)
	ZWKN FF 1 A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("LegendaryNapalmBall",32,0,0)
	ZWKN EEEE 3 A_GiveInventory("LegZombieStrafing2",1)
	ZWKN FF 1 A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("LegendaryNapalmBall",32,0,0)
	ZWKN EEEE 3 A_GiveInventory("LegZombieStrafing2",1)
	ZWKN FF 1 A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("LegendaryNapalmBall",32,0,0)
	//TNT1 A 0 A_Jump(24,"Pause")
	//TNT1 A 0 A_SpidRefire
	Goto See
  Pain:
    ZWKN J 5
    ZWKN J 5 A_Pain
    TNT1 A 0 A_Jump(80,"Missile")
    Goto See
  XDeath:
  Death:
    ZWKN J 7 A_Scream 
	ZWKN J 2 Bright 
	TNT1 AA 0 A_SpawnItemEx("LegBlueGibbedGenerator",0,0,0,0,0,0,0,128,0)
	ZWKN JJJJJ 1 Bright A_CustomMissile("PainfulDeathKaboom", Random(10,50), 0, random(0,360), 2, random(0,360))	
	ZWKN JJKKK 1 Bright A_CustomMissile("PainfulDeathKaboom", Random(10,50), 0, random(0,360), 2, random(0,360))
	ZWKN N 6 A_NoBlocking
    ZWKN O -1
    Stop
    }  
}
ACTOR ZamasuWarGhost
{
Scale 1.1
Radius 20
Height 56
Speed 0
Alpha 0.7
PROJECTILE
RENDERSTYLE Translucent
+CLIENTSIDEONLY
+NOINTERACTION
+NOTIMEFREEZE
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
    ZWKN A 2 A_FadeOut(0.10)
    Wait
	}
}

ACTOR ZamasuWarGhostB : ZamasuWarGhost
{   
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
    ZWKN B 2 A_FadeOut(0.10)
    Wait
    }
}

ACTOR ZamasuWarGhostC : ZamasuWarGhost
{   
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
    ZWKN C 2 A_FadeOut(0.10)
    Wait
    }
}

ACTOR ZamasuWarGhostD : ZamasuWarGhost
{   
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
    ZWKN D 2 A_FadeOut(0.10)
    Wait
    }
} 
	
	
	
	
	
		
	
		
	
		
	
    





	
	
   
	 	
	
	
  
	
	
 


	
	
	
	


	
	
  
	
    
		 
	