ACTOR DivineGodCardinal : NewTrueLegendaryCardinalIt
{
//Creator: Nolram
//Origin: Infinity Gods (Originally True Legendary Cardinal from LCA)
//Sprite: BLRD
//Title: "Divine God Cardinal" 
Health 75000
Damagefactor 0.3
PainChance 2
+nofear
Species "Divine"
DamageFactor "Ice", 0.185
DamageFactor "PlayerNemesisPlasma", 0.325
DamageFactor "Explosion", 0.1
DamageFactor "TrueLegendaryDamage", 0.375
DamageFactor "TrueLegendaryPlayer", 0.375
DamageFactor "Cursed", 0.24
DamageFactor "Hackroid", 0.4
DamageFactor "HellComet", 0.0
DamageFactor "Hell", 0.1
DamageFactor "T3rm", 0.1
DamageFactor "C0mm4nder", 0.25
DamageFactor "HFCyb3r", 0.1
DamageFactor "PlayerDTRG", 0.1
DropItem "RandomSuperPowerUp" 256
DropItem "DivineArmorItem" 256
DropItem "NemesisOmegaSphere" 256
DropItem "DivineContract" 256
DropItem "TrueLegendaryrune" 256
DropItem "NexusResistanceRune" 256 1
DropItem "Nemesis Rifle", 256
DropItem "NemesisDarkMachinegun", 256
DropItem "Nemesis Plasmatic Cannon", 256
DropItem "Nemesis Assault Shotgun", 256
DropItem "Nemesis Sawed-Off Shotgun", 256
DropItem "Nemesis BFG", 256
DropItem "NemesisBackpack" 256 1
DropItem "NemesisBackpack" 256 1
DropItem "NemesisBackpack" 256 1
DropItem "VexedNemesisPowerShard", 256, 1
Obituary "The \c[d8]Divine God Cardinal\c- showed no mercy when it erased %o from existance."
Translation "0:255=%[0.00,0.00,0.00]:[1.80,1.80,1.80]"
Tag "\c[d8]Divine God Cardinal\c-"
var int user_Healing1;
var int user_Healing2;
var int user_Healing3;
var int user_Healing4;
States 
   { 
  Spawn:
      TNT1 A 0 A_JumpIf(user_script == 1,3)
	  TNT1 A 0 A_SetUserVar("user_script",1)
	  TNT1 A 0 A_SetTranslucent(1)
	  TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD A 2 Bright A_Look
	  BLRD B 2 Bright A_Look	  
	  Loop
	  See:
	  TNT1 A 0 A_JumpIf(user_music == 1,3)
	  TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,1759,1006)
	  TNT1 A 0 A_SetUserVar("user_music",1)
	  TNT1 A 0 A_JumpIf(user_script == 1,3)
	  TNT1 A 0 ACS_NamedExecuteAlways("SpawnFireOnActor2", 0, 2)
	  TNT1 A 0 A_SetUserVar("user_script",1)
	  TNT1 A 0 A_JumpIf(user_Healing1 == 1,2)
	  TNT1 A 0 A_JumpIfHealthLower(60000, "Healing1")
	  TNT1 A 0 A_JumpIf(user_Healing2 == 1,2)
	  TNT1 A 0 A_JumpIfHealthLower(45000, "Healing2")
	  TNT1 A 0 A_JumpIf(user_Healing3 == 1,2)
	  TNT1 A 0 A_JumpIfHealthLower(30000, "Healing3")
	  TNT1 A 0 A_JumpIf(user_Healing4 == 1,2)
	  TNT1 A 0 A_JumpIfHealthLower(15000, "Healing4")
	  TNT1 A 0 A_SetTranslucent(1)
	  TNT1 A 0 A_Jump(87,"Rush")
	  BLRD A 2 Bright A_Chase
	  TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD B 2 Bright A_Chase  
	  TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  Loop
	  Rush:
	  TNT1 A 0 A_SetTranslucent(1)
	  BLRD A 1 Bright A_Chase
	  BLRD B 1 Bright A_Chase
	  TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD A 1 Bright A_Chase
	  BLRD B 1 Bright A_Chase  
	  TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD A 1 Bright A_Chase
	  BLRD B 1 Bright A_Chase 
	  TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD A 1 Bright A_Chase
	  BLRD B 1 Bright A_Chase  
	  TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD A 1 Bright A_Chase
	  BLRD B 1 Bright A_Chase  
	  TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD A 1 Bright A_Chase
	  TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD B 1 Bright A_Chase  
	  TNT1 A 0 A_Jump(70,"See")
	  TNT1 A 0 A_Jump(10,"RandomIllusion")
	  Loop
	  Teleport:
	  BLRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner3")
      BLRD CCCCCCCCCCC 1 A_FadeOut(0.1,0)
	  BLRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander
      BLRD C 5 
      BLRD C 1 A_PlayWeaponSound("boss/teleport")
	  TNT1 A 0 A_FaceTarget
	  BLRD CCCCCCCCCCCCC 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	  BLRD CCCCCCCCCCC 1 A_FadeIn(0.1)	
	  TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	  TNT1 A 0 A_SetShootable
	  goto see
	  RandomIllusion:
	  BLRD E 5 Bright A_faceTarget
	  BLRD E 4 A_SpawnItem("ReinforcementLegCardiSummoner",56,0,0)
	  BLRD E 5 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  goto see
	  Missile:
      TNT1 A 0 A_SetTranslucent(1)
      TNT1 A 0 A_Jump(128,"Railgun","BFG10K","NemesisTech","DTBFG10K","NemesisHomingRockets","LegRevAttack","NemesisCannonBall","CardinalUltimateBlastBalls","CardinalUltimateLightningBlast","StormBlast")
	  TNT1 A 0 A_Jump(87,"NemesisBFG9500","Devastator","LegendaryBFG","CardinalLegendaryBFG","Storm","StormBlast")
	  TNT1 A 0 A_Jump(50,"BFGCombo","EnragedStorm","CardinalUltimateSupercombo")
	  Normal:
      TNT1 A 0 A_SetTranslucent(1)
      BLRD C 6 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
      BLRD D 3 Bright A_CustomMissile("NemesisCyberHomingRocket", 56, -26, Random(-8, 8))
	  BLRD D 2 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
      BLRD C 4 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
      BLRD D 3 Bright A_CustomMissile("NemesisCyberHomingRocket", 56, -26, Random(-8, 8))
	  BLRD D 2 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
      BLRD C 4 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
      BLRD D 3 Bright A_CustomMissile("NemesisCyberHomingRocket", 56, -26, Random(-8, 8))
	  BLRD D 2 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
      BLRD C 4 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
      BLRD D 3 Bright A_CustomMissile("NemesisCyberHomingRocket", 56, -26, Random(-8, 8))
	  BLRD D 2 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
      BLRD C 4 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
      BLRD D 2 Bright A_CustomMissile("NemesisCyberHomingRocket", 56, -26, Random(-8, 8))
	  BLRD D 2 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
      BLRD C 4 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
      BLRD D 2 Bright A_CustomMissile("NemesisCyberHomingRocket", 56, -26, Random(-8, 8))
      BLRD C 4 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
      BLRD D 2 Bright A_CustomMissile("NemesisCyberHomingRocket", 56, -26, Random(-8, 8))
	  BLRD D 2 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
      BLRD C 4 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
      BLRD D 2 Bright A_CustomMissile("NemesisCyberHomingRocket", 56, -26, Random(-8, 8))
      BLRD C 4 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
      BLRD D 2 Bright A_CustomMissile("NemesisCyberHomingRocket", 56, -26, Random(-8, 8))
	  BLRD D 2 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
      BLRD CCC 2 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)	  
	  TNT1 A 0 A_Jump(128,"Railgun","BFG10K","NemesisTech","LegRevAttack","NemesisHomingRockets","CardinalUltimateBlastBalls","Storm","CardinalUltimateLightningBlast","StormBlast")
      Goto See
	  NemesisHomingRockets:
      TNT1 A 0 A_SetTranslucent(1)
      BLRD C 6 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
      BLRD D 3 Bright A_CustomMissile("NemesisCyberHomingRocket", 56, -26, Random(-8, 8))
	  BLRD D 2 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
      BLRD C 4 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
      BLRD D 3 Bright A_CustomMissile("NemesisCyberHomingRocket", 56, -26, Random(-8, 8))
	  BLRD D 2 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
      BLRD C 4 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
      BLRD D 3 Bright A_CustomMissile("NemesisCyberHomingRocket", 56, -26, Random(-8, 8))
	  BLRD D 2 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
      BLRD C 4 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
      BLRD D 3 Bright A_CustomMissile("NemesisCyberHomingRocket", 56, -26, Random(-8, 8))
	  BLRD D 2 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
      BLRD C 4 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
      BLRD D 2 Bright A_CustomMissile("NemesisCyberHomingRocket", 56, -26, Random(-8, 8))
	  BLRD D 2 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
      BLRD C 4 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
      BLRD D 2 Bright A_CustomMissile("NemesisCyberHomingRocket", 56, -26, Random(-8, 8))
      BLRD C 4 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
      BLRD D 2 Bright A_CustomMissile("NemesisCyberHomingRocket", 56, -26, Random(-8, 8))
	  BLRD D 2 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
      BLRD C 4 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
      BLRD D 2 Bright A_CustomMissile("NemesisCyberHomingRocket", 56, -26, Random(-8, 8))
      BLRD C 4 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
	  BLRD D 0  A_CustomMissile("NemesisCyberBFG9500Ball", 56, 26, Random(4, -4))
      BLRD D 2 Bright A_CustomMissile("NemesisCyberHomingRocket", 56, -26, Random(-8, 8))
	  BLRD D 2 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
      BLRD C 4 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
      BLRD D 2 Bright A_CustomMissile("NemesisCyberHomingRocket", 56, -26, Random(-8, 8))
      BLRD C 4 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
	  BLRD D 0  A_CustomMissile("NemesisCyberBFG9500Ball", 56, 26, Random(4, -4))
      BLRD D 2 Bright A_CustomMissile("NemesisCyberHomingRocket", 56, -26, Random(-8, 8))
	  BLRD D 2 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
      BLRD C 4 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(-8, 8))
	  BLRD D 0  A_CustomMissile("NemesisCyberBFG9500Ball", 56, 26, Random(4, -4))
      BLRD D 2 Bright A_CustomMissile("NemesisCyberHomingRocket", 56, -26, Random(-8, 8))
	  BLRD D 2 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
      BLRD CCC 2 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
      Goto See
	  NemesisBFG9500:
      TNT1 A 0 A_SetTranslucent(1)
	  TNT1 A 0 A_PlayWeaponSound("legcardi/load3")
	  BLRD C 4 Bright A_FaceTarget
	  BLRD C 4 Bright A_FaceTarget
	  BLRD C 4 Bright A_FaceTarget
	  BLRD C 4 Bright A_FaceTarget
	  BLRD C 4 Bright A_FaceTarget
	  BLRD C 4 Bright A_FaceTarget	  
      BLRD C 3 Bright A_FaceTarget
	  TNT1 A 0 Bright A_PlaySound("Star/fire")
	  BLRD D 0  A_CustomMissile("NemesisCyberBFG9500Ball", 56, 26, Random(4, -4))
      BLRD D 7 Bright A_CustomMissile("NemesisCyberBFG9500Ball", 56, -26, Random(4, -4))
	  BLRD C 8 Bright A_FaceTarget
	  TNT1 A 0 Bright A_PlaySound("Star/fire")
	  BLRD D 0  A_CustomMissile("NemesisCyberBFG9500Ball", 56, 26, Random(4, -4))
      BLRD D 7 Bright A_CustomMissile("NemesisCyberBFG9500Ball", 56, -26, Random(4, -4))
	  BLRD C 8 Bright A_FaceTarget
	  TNT1 A 0 Bright A_PlaySound("Star/fire")
	  BLRD D 0  A_CustomMissile("NemesisCyberBFG9500Ball", 56, 26, Random(4, -4))
      BLRD D 7 Bright A_CustomMissile("NemesisCyberBFG9500Ball", 56, -26, Random(4, -4))
	  BLRD D 0  A_CustomMissile("NemesisCyberBFG9500Ball", 56, 26, Random(4, -4))
      BLRD D 7 Bright A_CustomMissile("NemesisCyberBFG9500Ball", 56, -26, Random(4, -4))
	  BLRD C 8 Bright A_FaceTarget
	  TNT1 A 0 Bright A_PlaySound("Star/fire")
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
      BLRD D 7 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
	  BLRD C 8 Bright A_FaceTarget
	  TNT1 A 0 Bright A_PlaySound("Star/fire")
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
      BLRD D 7 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
      BLRD D 7 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
	  BLRD C 8 Bright A_FaceTarget
	  goto see
  NemesisCannonBall:
    TNT1 A 0 A_Changeflag(reflective,1)
	BLRD C 3 Bright A_FaceTarget
	BLRD D 0 A_CustomMissile("NemDoomSlayerCannonBall",56,26,Random(-8,8))
    BLRD D 4 Bright A_CustomMissile("NemDoomSlayerCannonBall",56,-26,Random(-8,8))
	BLRD C 3 Bright A_FaceTarget
	BLRD D 0 A_CustomMissile("NemDoomSlayerCannonBall",56,26,Random(-8,8))
    BLRD D 4 Bright A_CustomMissile("NemDoomSlayerCannonBall",56,-26,Random(-8,8))
	BLRD C 3 Bright A_FaceTarget
	BLRD D 0 A_CustomMissile("NemDoomSlayerCannonBall",56,26,Random(-8,8))
    BLRD D 4 Bright A_CustomMissile("NemDoomSlayerCannonBall",56,-26,Random(-8,8))
	BLRD C 3 Bright A_FaceTarget
	BLRD D 0 A_CustomMissile("NemDoomSlayerCannonBall",56,26,Random(-8,8))
    BLRD D 4 Bright A_CustomMissile("NemDoomSlayerCannonBall",56,-26,Random(-8,8))
	BLRD C 3 Bright A_FaceTarget
	BLRD D 0 A_CustomMissile("NemDoomSlayerCannonBall",56,26,Random(-8,8))
    BLRD D 4 Bright A_CustomMissile("NemDoomSlayerCannonBall",56,-26,Random(-8,8))
	BLRD C 3 Bright A_FaceTarget
	BLRD D 0 A_CustomMissile("NemDoomSlayerCannonBall",56,26,Random(-8,8))
    BLRD D 4 Bright A_CustomMissile("NemDoomSlayerCannonBall",56,-26,Random(-8,8))
	BLRD C 3 Bright A_FaceTarget
	BLRD D 0 A_CustomMissile("NemDoomSlayerCannonBall",56,26,Random(-8,8))
    BLRD D 4 Bright A_CustomMissile("NemDoomSlayerCannonBall",56,-26,Random(-8,8))
	BLRD C 3 Bright A_FaceTarget
	BLRD D 0 A_CustomMissile("NemDoomSlayerCannonBall",56,26,Random(-8,8))
    BLRD D 4 Bright A_CustomMissile("NemDoomSlayerCannonBall",56,-26,Random(-8,8))
	BLRD C 3 Bright A_FaceTarget
	BLRD D 0 A_CustomMissile("NemDoomSlayerCannonBall",56,26,Random(-8,8))
    BLRD D 4 Bright A_CustomMissile("NemDoomSlayerCannonBall",56,-26,Random(-8,8))
	BLRD C 3 Bright A_FaceTarget
	BLRD D 0 A_CustomMissile("NemDoomSlayerCannonBall",56,26,Random(-8,8))
    BLRD D 4 Bright A_CustomMissile("NemDoomSlayerCannonBall",56,-26,Random(-8,8))
	BLRD C 3 Bright A_FaceTarget
	BLRD D 0 A_CustomMissile("NemDoomSlayerCannonBall",56,26,Random(-8,8))
    BLRD D 4 Bright A_CustomMissile("NemDoomSlayerCannonBall",56,-26,Random(-8,8))
	BLRD C 3 Bright A_FaceTarget
	BLRD D 0 A_CustomMissile("NemDoomSlayerCannonBall",56,26,Random(-8,8))
    BLRD D 4 Bright A_CustomMissile("NemDoomSlayerCannonBall",56,-26,Random(-8,8))
	BLRD C 3 Bright A_FaceTarget
	BLRD D 0 A_CustomMissile("NemDoomSlayerCannonBall",56,26,Random(-8,8))
    BLRD D 4 Bright A_CustomMissile("NemDoomSlayerCannonBall",56,-26,Random(-8,8))
	BLRD C 3 Bright A_FaceTarget
	BLRD D 0 A_CustomMissile("NemDoomSlayerCannonBall",56,26,Random(-8,8))
    BLRD D 4 Bright A_CustomMissile("NemDoomSlayerCannonBall",56,-26,Random(-8,8))
	BLRD C 3 Bright A_FaceTarget
	BLRD D 0 A_CustomMissile("NemDoomSlayerCannonBall",56,26,Random(-8,8))
    BLRD D 4 Bright A_CustomMissile("NemDoomSlayerCannonBall",56,-26,Random(-8,8))
	BLRD C 3 Bright A_FaceTarget
	BLRD D 0 A_CustomMissile("NemDoomSlayerCannonBall",56,26,Random(-8,8))
    BLRD D 4 Bright A_CustomMissile("NemDoomSlayerCannonBall",56,-26,Random(-8,8))
	BLRD C 3 Bright A_FaceTarget
	BLRD D 0 A_CustomMissile("NemDoomSlayerCannonBall",56,26,Random(-8,8))
    BLRD D 2 Bright A_CustomMissile("NemDoomSlayerCannonBall",56,-26,Random(-8,8))
	BLRD C 3 Bright A_FaceTarget
	BLRD D 0 A_CustomMissile("NemDoomSlayerCannonBall",56,26,Random(-8,8))
    BLRD D 2 Bright A_CustomMissile("NemDoomSlayerCannonBall",56,-26,Random(-8,8))
	BLRD C 3 Bright A_FaceTarget
	BLRD D 0 A_CustomMissile("NemDoomSlayerCannonBall",56,26,Random(-8,8))
    BLRD D 2 Bright A_CustomMissile("NemDoomSlayerCannonBall",56,-26,Random(-8,8))
	BLRD C 3 Bright A_FaceTarget
	BLRD D 0 A_CustomMissile("NemDoomSlayerCannonBall",56,26,Random(-8,8))
    BLRD D 2 Bright A_CustomMissile("NemDoomSlayerCannonBall",56,-26,Random(-8,8))
	BLRD C 3 Bright A_FaceTarget
	BLRD D 0 A_CustomMissile("NemDoomSlayerCannonBall",56,26,Random(-8,8))
    BLRD D 2 Bright A_CustomMissile("NemDoomSlayerCannonBall",56,-26,Random(-8,8))
	BLRD C 3 Bright A_FaceTarget
	BLRD D 0 A_CustomMissile("NemDoomSlayerCannonBall",56,26,Random(-8,8))
    BLRD D 1 Bright A_CustomMissile("NemDoomSlayerCannonBall",56,-26,Random(-8,8))
	BLRD C 3 Bright A_FaceTarget
	BLRD D 0 A_CustomMissile("NemDoomSlayerCannonBall",56,26,Random(-8,8))
    BLRD D 1 Bright A_CustomMissile("NemDoomSlayerCannonBall",56,-26,Random(-8,8))
	BLRD C 3 Bright A_FaceTarget
	BLRD D 0 A_CustomMissile("NemDoomSlayerCannonBall",56,26,Random(-8,8))
    BLRD D 1 Bright A_CustomMissile("NemDoomSlayerCannonBall",56,-26,Random(-8,8))
	BLRD C 3 Bright A_FaceTarget
	BLRD D 0 A_CustomMissile("NemDoomSlayerCannonBall",56,26,Random(-8,8))
    BLRD D 1 Bright A_CustomMissile("NemDoomSlayerCannonBall",56,-26,Random(-8,8))
	BLRD C 3 Bright A_FaceTarget
	BLRD D 0 A_CustomMissile("NemDoomSlayerCannonBall",56,26,Random(-8,8))
    BLRD D 1 Bright A_CustomMissile("NemDoomSlayerCannonBall",56,-26,Random(-8,8))
	BLRD C 3 Bright A_FaceTarget
	BLRD D 0 A_CustomMissile("NemDoomSlayerCannonBall",56,26,Random(-8,8))
    BLRD D 1 Bright A_CustomMissile("NemDoomSlayerCannonBall",56,-26,Random(-8,8))
	TNT1 A 0 A_Changeflag(reflective,0)
	TNT1 A 0 A_Jump(128,"BFG10K","Railgun","NemesisBFG9500","NemesisTech","LegRevAttack","NemesisHomingRockets","CardinalUltimateBlastBalls","Storm","CardinalUltimateLightningBlast","StormBlast")
	Goto See
	NemesisTech:
      TNT1 A 0 A_SetTranslucent(1)
      BLRD C 5 Bright A_faceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 5 Bright A_faceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 5 Bright A_faceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 5 Bright A_faceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 5 Bright A_faceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 5 Bright A_faceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 A_SetInvulnerable
	  TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
      BLRD C 3 Bright A_PlaySoundEx("laugh1","lcarlaug")
	  TNT1 A 0 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD D 0  A_CustomMissile("NemesisLightningBolt", 56, 26, Random(4, -4))
	  TNT1 A 0 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD D 0  A_CustomMissile("NemesisLightningBolt", 56, 26, Random(4, -4))
	  TNT1 A 0 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD D 0  A_CustomMissile("NemesisLightningBolt", 56, 26, Random(4, -4))
	  TNT1 A 0 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD D 0  A_CustomMissile("NemesisLightningBolt", 56, 26, Random(4, -4))
   	  TNT1 A 0 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD D 0  A_CustomMissile("NemesisLightningBolt", 56, 26, Random(4, -4))
	  TNT1 A 0 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 A_UnsetInvulnerable
	  TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	  BLRD D 0 A_CustomMissile("NemesisRifleShotEnemy", 64, 26, Random(4, -4))
      BLRD D 2 Bright A_CustomMissile("NemesisRifleShotEnemy", 64, -26, Random(4, -4))
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
      BLRD C 2 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	  BLRD D 0 A_CustomMissile("NemesisRifleShotEnemy", 64, 26, Random(4, -4))
      BLRD D 2 Bright A_CustomMissile("NemesisRifleShotEnemy", 64, -26, Random(4, -4))
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
      BLRD C 2 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	  BLRD D 0 A_CustomMissile("NemesisRifleShotEnemy", 64, 26, Random(4, -4))
      BLRD D 2 Bright A_CustomMissile("NemesisRifleShotEnemy", 64, -26, Random(4, -4))
	  BLRD D 0  A_CustomMissile("NemesisLightningBolt", 56, 26, Random(4, -4))
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
      BLRD C 2 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	  BLRD D 0 A_CustomMissile("NemesisRifleShotEnemy", 64, 26, Random(4, -4))
      BLRD D 2 Bright A_CustomMissile("NemesisRifleShotEnemy", 64, -26, Random(4, -4))
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 2 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	  BLRD D 0 A_CustomMissile("NemesisRifleShotEnemy", 64, 26, Random(4, -4))
      BLRD D 2 Bright A_CustomMissile("NemesisRifleShotEnemy", 64, -26, Random(4, -4))
	  BLRD D 0  A_CustomMissile("NemesisLightningBolt", 56, 26, Random(4, -4))
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
      BLRD C 2 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	  BLRD D 0 A_CustomMissile("NemesisRifleShotEnemy", 64, 26, Random(4, -4))
      BLRD D 2 Bright A_CustomMissile("NemesisRifleShotEnemy", 64, -26, Random(4, -4))  
	  BLRD C 2 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	  BLRD D 0 A_CustomMissile("NemesisRifleShotEnemy", 64, 26, Random(4, -4))
      BLRD D 2 Bright A_CustomMissile("NemesisRifleShotEnemy", 64, -26, Random(4, -4))
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
      BLRD C 2 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	  BLRD D 0 A_CustomMissile("NemesisRifleShotEnemy", 64, 26, Random(4, -4))
      BLRD D 2 Bright A_CustomMissile("NemesisRifleShotEnemy", 64, -26, Random(4, -4))
	  BLRD D 0  A_CustomMissile("NemesisLightningBolt", 56, 26, Random(4, -4))
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 2 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	  BLRD D 0 A_CustomMissile("NemesisRifleShotEnemy", 64, 26, Random(4, -4))
      BLRD D 2 Bright A_CustomMissile("NemesisRifleShotEnemy", 64, -26, Random(4, -4))
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
      BLRD C 2 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	  BLRD D 0 A_CustomMissile("NemesisRifleShotEnemy", 64, 26, Random(4, -4))
      BLRD D 2 Bright A_CustomMissile("NemesisRifleShotEnemy", 64, -26, Random(4, -4))
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	  BLRD D 0 A_CustomMissile("NemesisRifleShotEnemy", 64, 26, Random(4, -4))
      BLRD D 2 Bright A_CustomMissile("NemesisRifleShotEnemy", 64, -26, Random(4, -4))
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
      BLRD C 2 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	  BLRD D 0 A_CustomMissile("NemesisRifleShotEnemy", 64, 26, Random(4, -4))
      BLRD D 2 Bright A_CustomMissile("NemesisRifleShotEnemy", 64, -26, Random(4, -4))
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
      BLRD C 2 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	  BLRD D 0 A_CustomMissile("NemesisRifleShotEnemy", 64, 26, Random(4, -4))
      BLRD D 2 Bright A_CustomMissile("NemesisRifleShotEnemy", 64, -26, Random(4, -4))
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
      BLRD C 2 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	  BLRD D 0 A_CustomMissile("NemesisRifleShotEnemy", 64, 26, Random(4, -4))
      BLRD D 2 Bright A_CustomMissile("NemesisRifleShotEnemy", 64, -26, Random(4, -4))
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 2 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	  BLRD D 0 A_CustomMissile("NemesisRifleShotEnemy", 64, 26, Random(4, -4))
      BLRD D 2 Bright A_CustomMissile("NemesisRifleShotEnemy", 64, -26, Random(4, -4))
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
      BLRD C 2 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	  BLRD D 0 A_CustomMissile("NemesisRifleShotEnemy", 64, 26, Random(4, -4))
      BLRD D 2 Bright A_CustomMissile("NemesisRifleShotEnemy", 64, -26, Random(4, -4)) 
	  BLRD D 0  A_CustomMissile("NemesisLightningBolt", 56, 26, Random(4, -4))
	  BLRD C 2 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	  BLRD D 0 A_CustomMissile("NemesisRifleShotEnemy", 64, 26, Random(4, -4))
      BLRD D 2 Bright A_CustomMissile("NemesisRifleShotEnemy", 64, -26, Random(4, -4))
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
      BLRD C 2 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	  BLRD D 0 A_CustomMissile("NemesisRifleShotEnemy", 64, 26, Random(4, -4))
      BLRD D 2 Bright A_CustomMissile("NemesisRifleShotEnemy", 64, -26, Random(4, -4))
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 2 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	  BLRD D 0 A_CustomMissile("NemesisRifleShotEnemy", 64, 26, Random(4, -4))
      BLRD D 2 Bright A_CustomMissile("NemesisRifleShotEnemy", 64, -26, Random(4, -4))
	  BLRD D 0  A_CustomMissile("NemesisLightningBolt", 56, 26, Random(4, -4))
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
      BLRD C 2 Bright A_FaceTarget
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	  BLRD D 0 A_CustomMissile("NemesisRifleShotEnemy", 64, 26, Random(4, -4))
      BLRD D 2 Bright A_CustomMissile("NemesisRifleShotEnemy", 64, -26, Random(4, -4))
	  //TNT1 A 0 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_PlaySoundEx("Legcyber/amhalt","DECHST")
	  BLRD CCCCC 4 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 A_Jump(128,"LegRevAttack","DTBFG10K","LegendaryBFG","CardinalUltimateBlastBalls","CardinalUltimateLightningBlast","StormBlast")
	  TNT1 A 0 A_Jump(60,"CardinalLegendaryBfg","CardinalUltimateSupercombo")
      Goto See
   Railgun:
      TNT1 A 0 A_SetTranslucent(1)
	  TNT1 A 0 A_PlaySound("weapons/rgcharge")
      BLRD C 30 Bright A_FaceTarget
	  BLRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner3")
      BLRD CCCCCCCCCCC 1 A_FadeOut(0.1,0)
	  BLRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander
      BLRD C 5
      BLRD C 1 A_PlayWeaponSound("boss/teleport")
	  TNT1 A 0 A_FaceTarget
	  BLRD CCCCCCCCCCCCC 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	  BLRD CCCCCCCCCCC 1 A_FadeIn(0.1)	
	  TNT1 A 0 A_SetShootable
	  BLRD D 0 Bright A_CustomMissile("NemesisCyberRailLaser", 56, 26, 0)
      BLRD D 2 Bright A_CustomMissile("NemesisCyberRailLaser", 56, -26, 0)
	  TNT1 A 0 A_FaceTarget
	  BLRD D 0 Bright A_CustomMissile("NemesisCyberRailLaser", 56, 26, 0)
      BLRD D 1 Bright A_CustomMissile("NemesisCyberRailLaser", 56, -26, 0)
	  BLRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner3")
      BLRD CCCCCCCCCCC 1 A_FadeOut(0.1,0)
	  BLRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander
      BLRD C 5
      BLRD C 1 A_PlayWeaponSound("boss/teleport")
	  TNT1 A 0 A_FaceTarget
	  BLRD CCCCCCCCCCCCC 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	  BLRD CCCCCCCCCCC 1 A_FadeIn(0.1)	
	  TNT1 A 0 A_SetShootable
	  BLRD C 10 Bright A_FaceTarget
	  BLRD D 0 Bright A_CustomMissile("NemesisCyberRailLaser", 56, 26, 0)
      BLRD D 2 Bright A_CustomMissile("NemesisCyberRailLaser", 56, -26, 0)
	  BLRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner3")
      BLRD CCCCCCCCCCC 1 A_FadeOut(0.1,0)
	  BLRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander
      BLRD C 5
      BLRD C 1 A_PlayWeaponSound("boss/teleport")
	  TNT1 A 0 A_FaceTarget
	  BLRD CCCCCCCCCCCCC 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	  BLRD CCCCCCCCCCC 1 A_FadeIn(0.1)	
	  TNT1 A 0 A_SetShootable
	  BLRD C 10 Bright A_FaceTarget
	  BLRD D 0 Bright A_CustomMissile("NemesisCyberRailLaser", 56, 26, 0)
      BLRD D 2 Bright A_CustomMissile("NemesisCyberRailLaser", 56, -26, 0)
      BLRD D 8 Bright A_FaceTarget
      BLRD CCCCCCC 2 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 A_Jump(128,"BFG10K","NemesisTech","LegRevAttack","NemesisCannonBall","CardinalUltimateSupercombo")
	  Goto See	
	  BFG10K:
      TNT1 A 0 A_SetTranslucent(1)
	  TNT1 A 0 A_PlaySound("weapons/charge15k")
	  BLRD C 27 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("Nemesis10kProjectile", 56, 26, Random(4, -4))
      BLRD D 3 Bright A_CustomMissile("Nemesis10kProjectile", 56, -26, Random(4, -4))
      BLRD C 3 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("Nemesis10kProjectile", 56, 26, Random(4, -4))
      BLRD D 3 Bright A_CustomMissile("Nemesis10kProjectile", 56, -26, Random(4, -4))
      BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("Nemesis10kProjectile", 56, 26, Random(4, -4))
      BLRD D 2 Bright A_CustomMissile("Nemesis10kProjectile", 56, -26, Random(4, -4))  
      BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("Nemesis10kProjectile", 56, 26, Random(4, -4))
      BLRD D 2 Bright A_CustomMissile("Nemesis10kProjectile", 56, -26, Random(4, -4))
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("Nemesis10kProjectile", 56, 26, Random(4, -4))
      BLRD D 2 Bright A_CustomMissile("Nemesis10kProjectile", 56, -26, Random(4, -4))  
      BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("Nemesis10kProjectile", 56, 26, Random(4, -4))
      BLRD D 2 Bright A_CustomMissile("Nemesis10kProjectile", 56, -26, Random(4, -4))  
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("Nemesis10kProjectile", 56, 26, Random(4, -4))
      BLRD D 1 Bright A_CustomMissile("Nemesis10kProjectile", 56, -26, Random(4, -4))
      BLRD C 1 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("Nemesis10kProjectile", 56, 26, Random(4, -4))
      BLRD D 1 Bright A_CustomMissile("Nemesis10kProjectile", 56, -26, Random(4, -4))
	  BLRD C 1 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("Nemesis10kProjectile", 56, 26, Random(4, -4))
      BLRD D 1 Bright A_CustomMissile("Nemesis10kProjectile", 56, -26, Random(4, -4))
      BLRD C 1 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("Nemesis10kProjectile", 56, 26, Random(4, -4))
      BLRD D 1 Bright A_CustomMissile("Nemesis10kProjectile", 56, -26, Random(4, -4))
	  BLRD C 1 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("Nemesis10kProjectile", 56, 26, Random(4, -4))
      BLRD D 1 Bright A_CustomMissile("Nemesis10kProjectile", 56, -26, Random(4, -4))
      BLRD C 1 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("Nemesis10kProjectile", 56, 26, Random(4, -4))
      BLRD D 1 Bright A_CustomMissile("Nemesis10kProjectile", 56, -26, Random(4, -4))
	  BLRD C 1 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("Nemesis10kProjectile", 56, 26, Random(4, -4))
      BLRD D 1 Bright A_CustomMissile("Nemesis10kProjectile", 56, -26, Random(4, -4))
	  BLRD C 1 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("Nemesis10kProjectile", 56, 26, Random(4, -4))
      BLRD D 1 Bright A_CustomMissile("Nemesis10kProjectile", 56, -26, Random(4, -4))
      BLRD C 1 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("Nemesis10kProjectile", 56, 26, Random(4, -4))
      BLRD D 1 Bright A_CustomMissile("Nemesis10kProjectile", 56, -26, Random(4, -4))
	  BLRD C 1 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("Nemesis10kProjectile", 56, 26, Random(4, -4))
      BLRD D 1 Bright A_CustomMissile("Nemesis10kProjectile", 56, -26, Random(4, -4))
      BLRD C 1 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("Nemesis10kProjectile", 56, 26, Random(4, -4))
      BLRD D 1 Bright A_CustomMissile("Nemesis10kProjectile", 56, -26, Random(4, -4))
	  BLRD C 1 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("Nemesis10kProjectile", 56, 26, Random(4, -4))
	  BLRD D 0  A_CustomMissile("Nemesis10kProjectile", 56, 26, Random(4, -4))
      BLRD D 1 Bright A_CustomMissile("Nemesis10kProjectile", 56, -26, Random(4, -4))
	  BLRD C 1 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("Nemesis10kProjectile", 56, 26, Random(4, -4))
	  BLRD D 0  A_CustomMissile("Nemesis10kProjectile", 56, 26, Random(4, -4))
      BLRD D 1 Bright A_CustomMissile("Nemesis10kProjectile", 56, -26, Random(4, -4))
      BLRD C 1 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("Nemesis10kProjectile", 56, 26, Random(4, -4))
      BLRD D 1 Bright A_CustomMissile("Nemesis10kProjectile", 56, -26, Random(4, -4))
	  BLRD C 1 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("Nemesis10kProjectile", 56, 26, Random(4, -4))
      BLRD D 1 Bright A_CustomMissile("Nemesis10kProjectile", 56, -26, Random(4, -4))
      BLRD C 1 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("Nemesis10kProjectile", 56, 26, Random(4, -4))
	  BLRD D 0 Bright A_CustomMissile("Nemesis10kProjectile", 58, -26, Random(4, -4))
      BLRD D 1 Bright A_CustomMissile("Nemesis10kProjectile", 56, -26, Random(4, -4))
	  TNT1 A 0 A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	  BLRD CCCCC 4 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 A_Jump(128,"NemesisTech","NemesisCannonBall","LegRevAttack","DTBFG10K","NemesisHomingRockets","CardinalUltimateSupercombo","StormBlast")
      Goto See	
	  DTBFG10K:
      TNT1 A 0 A_SetTranslucent(1)
   	  TNT1 A 0 A_PlaySound("Cardinal/9k")
	  BLRD C 3 Bright A_FaceTarget
	  BLRD C 3 Bright A_FaceTarget
	  BLRD C 3 Bright A_FaceTarget
	  BLRD C 3 Bright A_FaceTarget
	  BLRD C 3 Bright A_FaceTarget
	  BLRD D 2 Bright A_FaceTarget
	  BLRD D 2 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("NemesisCyberBigBall", 56, 26, 0)
      BLRD D 2 Bright A_CustomMissile("NemesisCyberBigBall", 56, -26, 0)
	  BLRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner3")
      BLRD CCCCCCCCCCC 1 A_FadeOut(0.1,0)
	  BLRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander
      BLRD C 3
      BLRD C 1 A_PlayWeaponSound("boss/teleport")
	  TNT1 A 0 A_FaceTarget
	  BLRD CCCCCCCCCCCCC 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	  BLRD CCCCCCCCCCC 1 A_FadeIn(0.1)	
	  TNT1 A 0 A_SetShootable
	  TNT1 A 0 A_PlaySound("Cardinal/9k")
	  BLRD C 3 Bright A_FaceTarget
	  BLRD C 3 Bright A_FaceTarget
	  BLRD C 3 Bright A_FaceTarget
	  BLRD C 3 Bright A_FaceTarget
	  BLRD C 3 Bright A_FaceTarget
	  BLRD D 2 Bright A_FaceTarget
	  BLRD D 2 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("MiniNemesisBFGBall", 56, 26, 0)
      BLRD D 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, 0)
	  BLRD DCC 2 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0) 
	  BLRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner3")
      BLRD CCCCCCCCCCC 1 A_FadeOut(0.1,0)
	  BLRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander
      BLRD C 3
      BLRD C 1 A_PlayWeaponSound("boss/teleport")
	  TNT1 A 0 A_FaceTarget
	  BLRD CCCCCCCCCCCCC 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	  BLRD CCCCCCCCCCC 1 A_FadeIn(0.1)	
	  TNT1 A 0 A_SetShootable
	  TNT1 A 0 A_PlaySound("Cardinal/9k")
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 1 Bright A_FaceTarget
	  BLRD D 1 Bright A_FaceTarget
	  BLRD D 1 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("MiniNemesisBFGBall", 56, 26, 0)
      BLRD D 1 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, 0)
	  BLRD DCC 1 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 A_Jump(87,"Devastator","LegendaryBFG","CardinalUltimateLightningBlast")
	  TNT1 A 0 A_Jump(60,"CardinalLegendaryBfg","CardinalUltimateSupercombo")
      Goto See
 LegRevAttack:
      TNT1 A 0 A_SetTranslucent(1)
	  BLRD C 0 A_FaceTarget
	  BLRD C 3 Bright A_PlaySoundEx("laugh1","lcarlaug")
	  BLRD C 5 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
      BLRD C 0 A_FaceTarget
	  BLRD C 5 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 A_PlayWeaponSound("legcardi/load1")
      BLRD C 0 A_FaceTarget
	  BLRD C 5 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 0 A_FaceTarget
	  BLRD C 5 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 A_PlayWeaponSound("legcardi/load2")
	  BLRD C 0 A_FaceTarget
	  BLRD C 5 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 0 A_FaceTarget
	  BLRD C 5 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0) 
	  BLRD C 0 A_FaceTarget
	  BLRD C 5 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 0 A_FaceTarget
	  TNT1 A 0 A_PlayWeaponSound("legcardi/load3")
	  BLRD C 5 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD C 0 A_FaceTarget
	  BLRD C 5 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)   
	  BLRD C 8 A_FaceTarget
	  BLRD C 0 A_PlayWeaponSound("lrball3/shot")
	  BLRD D 0 A_CustomMissile("MiniNemesisBFGBall", 58, 26, Random(4, -4))
	  BLRD D 3 Bright A_CustomMissile("MiniNemesisBFGBall", 58, -26, Random(4, -4))
	  BLRD C 8 A_FaceTarget
	  BLRD C 0 A_PlayWeaponSound("lrball3/shot")
	  BLRD D 0 A_CustomMissile("MiniNemesisBFGBall", 58, 26, Random(4, -4))
	  BLRD D 3 Bright A_CustomMissile("MiniNemesisBFGBall", 58, -26, Random(4, -4))
	  BLRD C 8 A_FaceTarget
	  BLRD C 0 A_PlayWeaponSound("lrball3/shot")
	  BLRD D 3 Bright A_CustomMissile("MiniNemesisBFGBall", 58, -26, Random(4, -4))
	  BLRD C 8 A_FaceTarget
	  BLRD C 0 A_PlayWeaponSound("lrball3/shot")
	  BLRD D 0 A_CustomMissile("MiniNemesisBFGBall", 58, 26, Random(4, -4))
	  BLRD D 3 Bright A_CustomMissile("MiniNemesisBFGBall", 58, -26, Random(4, -4))
	  BLRD C 8 A_FaceTarget
	  BLRD C 0 A_PlayWeaponSound("lrball3/shot")
	  BLRD D 0 A_CustomMissile("MiniNemesisBFGBall", 58, 26, Random(4, -4))
	  BLRD D 3 Bright A_CustomMissile("MiniNemesisBFGBall", 58, -26, Random(4, -4))
	  BLRD C 8 A_FaceTarget
	  TNT1 A 0 A_PlaySound("LegCannon/Fire2",6)
	  TNT1 A 0 A_PlaySound("star/fire",1)
	  BLRD D 0 A_CustomMissile("MiniNemesisBFGBall", 58, 26, Random(4, -4))
	  BLRD D 3 Bright A_CustomMissile("MiniNemesisBFGBall", 58, -26, Random(4, -4))
	  BLRD C 7 A_FaceTarget
	  TNT1 A 0 A_Jump(128,"CardinalLegendaryStorm","DTBFG10K","LegendaryBFG")
	  TNT1 A 0 A_Jump(60,"CardinalLegendaryBfg","CardinalUltimateSupercombo")
	  Goto see
	  LegendaryBFG:
      TNT1 A 0 A_SetTranslucent(1)
      BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  TNT1 A 0 A_SetInvulnerable
	  BLRD C 3 Bright A_PlaySoundEx("laugh2","DSTCLAU2")
	  BLRD C 3 Bright A_PlaySoundEx("Legcyber/BFG","GURUCHRG")	
	  TNT1 A 0 Bright A_FaceTarget
	  TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
      BLRD C 3 Bright A_PlaySoundEx("Legcyber/BFG","GURUCHRG")	
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
      TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
  	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
      TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	  TNT1 A 0 A_UnsetInvulnerable
	  BLRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner3")
      BLRD CCCCCCCCCCC 1 A_FadeOut(0.1,0)
	  BLRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander
      BLRD C 5
      BLRD C 1 A_PlayWeaponSound("boss/teleport")
	  TNT1 A 0 A_FaceTarget
	  BLRD CCCCCCCCCCCCC 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	  BLRD CCCCCCCCCCC 1 A_FadeIn(0.1)	
	  TNT1 A 0 A_SetShootable
	  TNT1 A 0 A_PlayWeaponSound("Weapons/GuruFire")
  	  TNT1 A 0 A_PlayWeaponSound("Weapons/GuruAddFire")
	  BLRD D 0 A_CustomMissile("MiniNemesisBFGBall", 58, 26, 0, 0)
	  BLRD D 5 A_CustomMissile("MiniNemesisBFGBall", 58, -26, 0, 0)
	  BLRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner3")
      BLRD CCCCCCCCCCC 1 A_FadeOut(0.1,0)
	  BLRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander
      BLRD C 5
      BLRD C 1 A_PlayWeaponSound("boss/teleport")
	  TNT1 A 0 A_FaceTarget
	  BLRD CCCCCCCCCCCCC 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	  BLRD CCCCCCCCCCC 1 A_FadeIn(0.1)	
	  TNT1 A 0 A_SetShootable
	  TNT1 A 0 A_PlayWeaponSound("Weapons/GuruFire")
  	  TNT1 A 0 A_PlayWeaponSound("Weapons/GuruAddFire")
	  BLRD D 0 A_CustomMissile("MiniNemesisBFGBall", 58, 26, 0, 0)
	  BLRD D 5 A_CustomMissile("MiniNemesisBFGBall", 58, -26, 0, 0)
	  BLRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner3")
      BLRD CCCCCCCCCCC 1 A_FadeOut(0.1,0)
	  BLRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander
      BLRD C 5
      BLRD C 1 A_PlayWeaponSound("boss/teleport")
	  TNT1 A 0 A_FaceTarget
	  BLRD CCCCCCCCCCCCC 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	  BLRD CCCCCCCCCCC 1 A_FadeIn(0.1)	
	  TNT1 A 0 A_SetShootable
	  TNT1 A 0 A_PlayWeaponSound("Weapons/GuruFire")
  	  TNT1 A 0 A_PlayWeaponSound("Weapons/GuruAddFire")
	  BLRD D 0 A_CustomMissile("MiniNemesisBFGBall", 58, 26, 0, 0)
	  BLRD D 5 A_CustomMissile("MiniNemesisBFGBall", 58, -26, 0, 0)
      BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  TNT1 A 0 A_Jump(87,"NemesisBFG9500","StormBlast")
      TNT1 A 0 A_Jump(60,"CardinalLegendaryBfg")
	  Goto See
	  Devastator:
      TNT1 A 0 A_SetTranslucent(1)
      TNT1 A 0 A_PlaySound("devastator/charge")
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 2 Bright A_FaceTarget
	  BLRD D 2 Bright A_FaceTarget
	  BLRD D 2 Bright A_FaceTarget
	  BLRD D 2 Bright A_FaceTarget
      BLRD D 2 Bright A_FaceTarget
	  BLRD D 2 Bright A_FaceTarget
	  BLRD D 2 Bright A_FaceTarget
	  BLRD D 2 Bright A_FaceTarget
	  BLRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner3")
      BLRD CCCCCCCCCCC 1 A_FadeOut(0.1,0)
	  BLRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander
      BLRD C 5
      BLRD C 1 A_PlayWeaponSound("boss/teleport")
	  TNT1 A 0 A_FaceTarget
	  BLRD CCCCCCCCCCCCC 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	  BLRD CCCCCCCCCCC 1 A_FadeIn(0.1)	
	  TNT1 A 0 A_SetShootable
	  BLRD D 0 A_PlaySound ("devastator/fire")
	  BLRD D 0 A_CustomMissile("MiniNemesisBFGBall", 58, 26, 0)
	  BLRD D 8 Bright A_CustomMissile("MiniNemesisBFGBall", 58, -26, 0)
	  BLRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner3")
      BLRD CCCCCCCCCCC 1 A_FadeOut(0.1,0)
	  BLRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander
      BLRD C 5
      BLRD C 1 A_PlayWeaponSound("boss/teleport")
	  TNT1 A 0 A_FaceTarget
	  BLRD CCCCCCCCCCCCC 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	  BLRD CCCCCCCCCCC 1 A_FadeIn(0.1)	
	  TNT1 A 0 A_SetShootable
	  BLRD D 0 A_PlaySound ("devastator/fire")
	  BLRD D 0 A_CustomMissile("MiniNemesisBFGBall", 58, 26, 0)
	  BLRD D 8 Bright A_CustomMissile("MiniNemesisBFGBall", 58, -26, 0)
	  BLRD C 50 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 A_Jump(60,"CardinalLegendaryBfg","CardinalUltimateSupercombo")
	Goto See
	CardinalLegendaryBFG:
      TNT1 A 0 A_SetTranslucent(1)
      BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  TNT1 A 0 A_SetInvulnerable
	  BLRD C 3 Bright A_PlaySoundEx("laugh2","DSTCLAU2")
	  BLRD C 3 Bright A_PlaySoundEx("Legcyber/BFG","GURUCHRG")	
	  TNT1 A 0 Bright A_FaceTarget
	  TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
      BLRD C 3 Bright A_PlaySoundEx("Legcyber/BFG","GURUCHRG")	
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
      TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
  	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
      TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 A_UnsetInvulnerable
	  BLRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner3")
      BLRD CCCCCCCCCCC 1 A_FadeOut(0.1,0)
	  BLRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander
      BLRD C 5
      BLRD C 1 A_PlayWeaponSound("boss/teleport")
	  TNT1 A 0 A_FaceTarget
	  BLRD CCCCCCCCCCCCC 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	  BLRD CCCCCCCCCCC 1 A_FadeIn(0.1)	
	  TNT1 A 0 A_SetShootable
	  TNT1 A 0 A_PlayWeaponSound("Weapons/GuruFire")
  	  TNT1 A 0 A_PlayWeaponSound("Weapons/GuruAddFire")
	  BLRD D 0 A_CustomMissile("NemesisGuruBall", 58, 26, 0, 0)
	  BLRD D 5 A_CustomMissile("NemesisGuruBall", 58, -26, 0, 0)
	  BLRD C 50 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  goto see
	  BFGCombo:
 		BLRD C 0 Bright A_PlaySoundEx("laugh2","Voice")
        BLRD C 10 A_FaceTarget
		TNT1 A 0 A_SetInvulnerable
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	    BLRD C 0 A_PlayWeaponSOund("devastator/charge")	
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD D 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		BLRD D 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		TNT1 A 0 A_UnSetInvulnerable
	    TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	    BLRD D 0  A_CustomMissile("NemesisRifleShotEnemy", 64, 26, Random(4, -4))
        BLRD D 3 Bright A_CustomMissile("NemesisRifleShotEnemy", 64, -26, Random(4, -4))
		BLRD C 2 Bright A_FaceTarget
	    TNT1 A 0 Bright A_PlaySound("weapons/bfg15kfire")
	    BLRD D 0  A_CustomMissile("NemesisRifleShotEnemy", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("NemesisRifleShotEnemy", 56, -26, Random(4, -4))
		BLRD C 2 Bright A_FaceTarget
	    TNT1 A 0 Bright A_PlaySound("weapons/bfg15kfire")
	    BLRD D 0  A_CustomMissile("NemesisRifleShotEnemy", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("NemesisRifleShotEnemy", 56, -26, Random(4, -4))
		BLRD C 2 Bright A_FaceTarget
		BLRD D 0 A_CustomMissile("NemesisRifleShotEnemy",54,-22,Random(-7,7))	
		BLRD D 3 Bright A_CustomMissile("NemesisRifleShotEnemy",54,22,Random(-7,7))
		BLRD C 2 Bright A_FaceTarget		
	    TNT1 A 0 Bright A_PlaySound("weapons/bfg15kfire")
	    BLRD D 0  A_CustomMissile("NemesisRifleShotEnemy", 56, 26, Random(4, -4))
        BLRD D 1 Bright A_CustomMissile("NemesisRifleShotEnemy", 56, -26, Random(4, -4))
		BLRD C 2 Bright A_FaceTarget
		BLRD D 0 A_CustomMissile("TLegCardinalBFG9500Ball",54,-22,Random(-4,4))	
		BLRD D 3 Bright A_CustomMissile("TLegCardinalBFG9500Ball",54,22,Random(-4,4))
		BLRD C 2 Bright A_FaceTarget
	    TNT1 A 0 Bright A_PlaySound("weapons/bfg15kfire")
	    BLRD D 0  A_CustomMissile("NemesisRifleShotEnemy", 56, 26, Random(4, -4))
        BLRD D 1 Bright A_CustomMissile("NemesisRifleShotEnemy", 56, -26, Random(4, -4))
		BLRD C 2 Bright A_FaceTarget
	    TNT1 A 0 Bright A_PlaySound("weapons/bfg15kfire")
	    BLRD D 0  A_CustomMissile("NemesisRifleShotEnemy", 56, 26, Random(4, -4))
        BLRD D 1 Bright A_CustomMissile("NemesisRifleShotEnemy", 56, -26, Random(4, -4))
		BLRD C 2 Bright A_FaceTarget
		BLRD C 0 A_PlaySound ("devastator/fire")
	    BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD D 1 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
		BLRD C 2 Bright A_FaceTarget
		TNT1 A 0 A_PlayWeaponSound("Weapons/GuruFire")
  	    TNT1 A 0 A_PlayWeaponSound("Weapons/GuruAddFire")
		BLRD D 0 A_CustomMissile("MiniNemesisBFGBall",54,-22,Random(-4,4))	
		BLRD D 3 Bright A_CustomMissile("MiniNemesisBFGBall",54,22,Random(-4,4))
		BLRD C 15 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
		Goto See
		FinalAttack:
      TNT1 A 0 A_SetTranslucent(1)
	  ULRU A 5 Bright A_PlaySoundEx("laugh2","DSTCLAU2")
      ULRU A 0 A_ChangeFlag (INVULNERABLE, 1)
	  ULRU A 5 Bright A_faceTarget	  
	  ULRU B 5 Bright A_faceTarget	  
	  ULRU A 5 Bright A_faceTarget	  
	  ULRU B 5 Bright A_faceTarget	  
	  ULRU A 5 Bright A_faceTarget	  
	  ULRU B 5 Bright A_faceTarget	  
      ULRU A 0 BRIGHT A_SpawnItemEx("NemesisGuruBall", 0, -50, 300)
	  ULRU A 5 BRIGHT A_SpawnItemEx("NemesisGuruBall", 0, 50, 300)
	  ULRU A 5 Bright A_faceTarget	  
	  ULRU B 5 Bright A_faceTarget	  
	  ULRU A 5 Bright A_faceTarget	  
	  ULRU B 5 Bright A_faceTarget	  
	  ULRU A 5 Bright A_faceTarget	  
	  ULRU B 5 Bright A_faceTarget	  
      ULRU A 5 A_Playsound ("Arcradimus/BFGElectric")
	  ULRU A 5 Bright A_faceTarget	  
	  ULRU B 5 Bright A_faceTarget	  
	  ULRU A 5 Bright A_faceTarget	  
	  ULRU B 5 Bright A_faceTarget  
	  ULRU B 5 Bright A_faceTarget	  
	  ULRU A 5 Bright A_faceTarget	  
      ULRU B 5 A_Playsound ("Arcradimus/BFGElectric")
	  ULRU A 5 Bright A_faceTarget	  
	  ULRU A 5 Bright A_faceTarget	  
	  ULRU B 5 Bright A_faceTarget	  
	  ULRU A 5 Bright A_faceTarget	  
	  ULRU B 5 Bright A_faceTarget	  
	  ULRU A 5 Bright A_faceTarget	  
      ULRU B 5 A_Playsound ("Arcradimus/BFGElectric")
	  ULRU A 5 Bright A_faceTarget	  
	  ULRU A 5 Bright A_faceTarget	  
	  ULRU B 5 Bright A_faceTarget  
	  ULRU A 5 Bright A_faceTarget	  
	  ULRU B 5 Bright A_faceTarget	  
	  ULRU A 5 Bright A_faceTarget	  
      ULRU B 5 A_Playsound ("Arcradimus/BFGElectric")
	  ULRU A 5 Bright A_faceTarget	  
	  ULRU B 5 Bright A_faceTarget	  
	  ULRU A 5 Bright A_faceTarget	  
	  ULRU A 5 Bright A_faceTarget  
	  ULRU B 5 Bright A_faceTarget	  
	  ULRU A 5 Bright A_faceTarget	  
      ULRU B 5 A_Playsound ("Arcradimus/BFGElectric")
	  ULRU A 5 Bright A_faceTarget	  
	  ULRU A 5 Bright A_faceTarget	  
	  ULRU B 5 Bright A_faceTarget	  
	  ULRU A 5 Bright A_faceTarget	  
	  ULRU B 5 Bright A_faceTarget	  
	  ULRU A 5 Bright A_faceTarget	  
      ULRU B 5 A_Playsound ("Arcradimus/BFGElectric")
	  ULRU A 5 Bright A_faceTarget	  
	  ULRU B 5 Bright A_faceTarget	  
	  ULRU A 5 Bright A_faceTarget	  
	  ULRU B 5 Bright A_faceTarget	  
	  ULRU A 5 Bright A_faceTarget	  
	  ULRU B 5 Bright A_faceTarget	  
      ULRU A 5 A_Playsound ("Arcradimus/BFGElectric")
	  ULRU B 5 Bright A_faceTarget	  
	  ULRU A 5 Bright A_faceTarget	  
	  ULRU B 5 Bright A_faceTarget	  
	  ULRU A 5 Bright A_faceTarget	  
	  ULRU B 5 Bright A_faceTarget  
	  ULRU A 5 Bright A_faceTarget	  
      ULRU B 5 A_Playsound ("Arcradimus/BFGElectric")
	  ULRU A 5 Bright A_faceTarget	  
	  ULRU B 5 Bright A_faceTarget	  
	  ULRU A 5 Bright A_faceTarget	  
	  ULRU B 5 Bright A_faceTarget	  
	  ULRU A 5 Bright A_faceTarget	  
	  ULRU B 5 Bright A_faceTarget	  
      ULRU A 5 A_Playsound ("Arcradimus/BFGElectric")
	  ULRU B 5 Bright A_faceTarget	  
	  ULRU A 5 Bright A_faceTarget	  
	  ULRU B 5 Bright A_faceTarget	  
	  ULRU A 5 Bright A_faceTarget	  
	  ULRU B 5 Bright A_faceTarget	  
	  ULRU A 5 Bright A_faceTarget	  
      ULRU B 5 A_Playsound ("Arcradimus/BFGElectric")
	  ULRU A 5 Bright A_faceTarget	  
	  ULRU B 5 Bright A_faceTarget	  
	  ULRU A 5 Bright A_faceTarget	  
	  ULRU B 5 Bright A_faceTarget	  
	  ULRU A 5 Bright A_faceTarget	  
	  ULRU B 5 Bright A_faceTarget	  
      ULRU A 5 A_Playsound ("Arcradimus/BFGElectric")
	  ULRU B 5 Bright A_faceTarget	  
	  ULRU A 5 Bright A_faceTarget	  
	  ULRU B 5 Bright A_faceTarget
	  ULRU A 5 Bright A_faceTarget
	  ULRU B 5 Bright A_faceTarget
	  ULRU A 5 Bright A_faceTarget
      ULRU B 5 A_Playsound ("Arcradimus/BFGElectric")
	  ULRU A 5 Bright A_faceTarget
	  ULRU B 5 Bright A_faceTarget
	  ULRU A 5 Bright A_faceTarget	  
	  ULRU B 5 Bright A_faceTarget	  
	  ULRU A 5 Bright A_faceTarget	  
	  ULRU B 5 Bright A_faceTarget
      ULRU A 25 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
      BLRD C 2 A_PlaySound ("pcannon/explode")
      BLRD C 1 A_ChangeFlag (INVULNERABLE, 0)
      BLRD CDDD 2 A_FaceTarget
      BLRD C 0 A_CustomMissile ("NemesisGuruBall", 100, -50)
	  BLRD C 5 A_CustomMissile ("NemesisGuruBall", 100, 50)
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
	  BLRD C 5 Bright A_faceTarget
      Goto see
	EnragedFinalAttack:
      TNT1 A 0 A_SetInvulnerable
	  TNT1 A 0 A_ChangeFlag(Invulnerable,1)
	  TNT1 A 0 Radius_Quake(10,180,0,100,0)
	  BLRD C 3 Bright A_PlaySoundEx("laugh2","DSTCLAU2")
	  TNT1 A 0 Bright A_FaceTarget
	  TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)	
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
      TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
  	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
      TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 Bright A_FaceTarget
	  BLRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 A_UnSetInvulnerable
	  BLRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner3")
      BLRD CCCCCCCCCCC 1 A_FadeOut(0.1,0)
	  BLRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander
      BLRD C 5
      BLRD C 1 A_PlayWeaponSound("boss/teleport")
	  TNT1 A 0 A_FaceTarget
	  BLRD CCCCCCCCCCCCC 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	  BLRD CCCCCCCCCCC 1 A_FadeIn(0.1)	
	  TNT1 A 0 A_SetShootable
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("NemesisRifleShotEnemy",54,-22,Random(-7,7))	
	  BLRD D 5 Bright A_CustomMissile("NemesisRifleShotEnemy",54,22,Random(-7,7))
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("NemesisRifleShotEnemy",54,-22,Random(-7,7))	
	  BLRD D 5 Bright A_CustomMissile("NemesisRifleShotEnemy",54,22,Random(-7,7))
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("SuperLegPlasma",54,-22,Random(-7,7))	
	  BLRD D 5 Bright A_CustomMissile("SuperLegPlasma",54,22,Random(-7,7))
	  BLRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner3")
      BLRD CCCCCCCCCCC 1 A_FadeOut(0.1,0)
	  BLRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander
      BLRD C 5
      BLRD C 1 A_PlayWeaponSound("boss/teleport")
	  TNT1 A 0 A_FaceTarget
	  BLRD CCCCCCCCCCCCC 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	  BLRD CCCCCCCCCCC 1 A_FadeIn(0.1)	
	  TNT1 A 0 A_SetShootable
	  BLRD C 5 Bright A_FaceTarget
	  TNT1 A 0 Bright A_playSound ("legimp/fiyabetch")
	  BLRD D 0 A_CustomMissile("NemDoomSlayerCannonBall",54,-22,Random(-7,7))	
	  BLRD D 5 Bright A_CustomMissile("NemDoomSlayerCannonBall",54,22,Random(-7,7))
	  BLRD C 5 Bright A_FaceTarget
	  TNT1 A 0 Bright A_playSound ("legimp/fiyabetch")
	  BLRD D 0 A_CustomMissile("NemDoomSlayerCannonBall",54,-22,Random(-7,7))	
	  BLRD D 5 Bright A_CustomMissile("NemDoomSlayerCannonBall",54,22,Random(-7,7))
	  BLRD C 5 Bright A_FaceTarget
	  TNT1 A 0 Bright A_playSound ("legimp/fiyabetch")
	  BLRD D 0 A_CustomMissile("NemDoomSlayerCannonBall",54,-22,Random(-7,7))	
	  BLRD D 5 Bright A_CustomMissile("NemDoomSlayerCannonBall",54,22,Random(-7,7))
	  BLRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner3")
      BLRD CCCCCCCCCCC 1 A_FadeOut(0.1,0)
	  BLRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander
      BLRD C 5
      BLRD C 1 A_PlayWeaponSound("boss/teleport")
	  TNT1 A 0 A_FaceTarget
	  BLRD CCCCCCCCCCCCC 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	  BLRD CCCCCCCCCCC 1 A_FadeIn(0.1)	
	  TNT1 A 0 A_SetShootable
	  BLRD C 4 Bright A_FaceTarget
	  TNT1 A 0 A_SpawnItemEx("BlueShellCasing",26,26,58, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)
	  TNT1 A 0 A_SpawnItemEx("BlueShellCasing",-26,26,58, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)
	  TNT1 AAAA 0 Bright A_CustomMissile("NemesisRifleShotEnemy",58, 26,Random(6,-6),0)
	  TNT1 AAAA 0 Bright A_CustomMissile("NemesisRifleShotEnemy",58,-26,Random(6,-6),0)
	  BLRD D 0 Bright A_CustomBulletAttack(22.5,18.3,4,Random(2,10)*6)
	  BLRD D 2 Bright A_CustomBulletAttack(22.5,18.3,4,Random(2,10)*6)
	  TNT1 A 0 Bright A_PlaySoundEx("Weapons/LegAutoShotgun","Weapon")
	  BLRD C 4 Bright A_FaceTarget
	  TNT1 A 0 A_SpawnItemEx("BlueShellCasing",26,26,58, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)
	  TNT1 A 0 A_SpawnItemEx("BlueShellCasing",-26,26,58, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)
	  TNT1 AAAA 0 Bright A_CustomMissile("NemesisRifleShotEnemy",58, 26,Random(6,-6),0)
	  TNT1 AAAA 0 Bright A_CustomMissile("NemesisRifleShotEnemy",58,-26,Random(6,-6),0)
	  BLRD D 0 Bright A_CustomBulletAttack(22.5,18.3,4,Random(2,10)*6)
	  BLRD D 2 Bright A_CustomBulletAttack(22.5,18.3,4,Random(2,10)*6)
	  TNT1 A 0 Bright A_PlaySoundEx("Weapons/LegAutoShotgun","Weapon")
	  BLRD C 4 Bright A_FaceTarget
	  TNT1 A 0 A_SpawnItemEx("BlueShellCasing",26,26,58, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)
	  TNT1 A 0 A_SpawnItemEx("BlueShellCasing",-26,26,58, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)
	  TNT1 AAAA 0 Bright A_CustomMissile("NemesisRifleShotEnemy",58, 26,Random(6,-6),0)
	  TNT1 AAAA 0 Bright A_CustomMissile("NemesisRifleShotEnemy",58,-26,Random(6,-6),0)
	  BLRD D 0 Bright A_CustomBulletAttack(22.5,18.3,4,Random(2,10)*6)
	  BLRD D 2 Bright A_CustomBulletAttack(22.5,18.3,4,Random(2,10)*6)
	  TNT1 A 0 Bright A_PlaySoundEx("Weapons/LegAutoShotgun","Weapon")
	  BLRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner3")
      BLRD CCCCCCCCCCC 1 A_FadeOut(0.1,0)
	  BLRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander
      BLRD C 5
      BLRD C 1 A_PlayWeaponSound("boss/teleport")
	  TNT1 A 0 A_FaceTarget
	  BLRD CCCCCCCCCCCCC 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	  BLRD CCCCCCCCCCC 1 A_FadeIn(0.1)	
	  TNT1 A 0 A_SetShootable
	  BLRD C 2 Bright A_FaceTarget
	  BLRD DDD 0 A_CustomMissile("NemesisCyberBigBall",54,-22,Random(-7,7))	
	  BLRD DDD 3 Bright A_CustomMissile("NemesisCyberBigBall",54,22,Random(-7,7))
	  BLRD C 0 Bright A_FaceTarget
	  BLRD DDD 0 A_CustomMissile("NemesisCyberBigBall",54,-22,Random(-7,7))	
	  BLRD DDD 3 Bright A_CustomMissile("NemesisCyberBigBall",54,22,Random(-7,7))
	  BLRD C 0 Bright A_FaceTarget
	  BLRD DDD 0 A_CustomMissile("NemesisCyberBigBall",54,-22,Random(-7,7))	
	  BLRD DDD 3 Bright A_CustomMissile("NemesisCyberBigBall",54,22,Random(-7,7))
	  BLRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner3")
      BLRD CCCCCCCCCCC 1 A_FadeOut(0.1,0)
	  BLRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander
      BLRD C 5
      BLRD C 1 A_PlayWeaponSound("boss/teleport")
	  TNT1 A 0 A_FaceTarget
	  BLRD CCCCCCCCCCCCC 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	  BLRD CCCCCCCCCCC 1 A_FadeIn(0.1)
	  TNT1 A 0 A_SetShootable
	  BLRD C 5 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("NemDoomSlayerCannonBall",54,-22,Random(-7,7))	
	  BLRD D 5 Bright A_CustomMissile("NemDoomSlayerCannonBall",54,22,Random(-7,7))
	  BLRD C 5 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("NemDoomSlayerCannonBall",54,-22,Random(-7,7))	
	  BLRD D 5 Bright A_CustomMissile("NemDoomSlayerCannonBall",54,22,Random(-7,7))
	  BLRD C 5 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("NemDoomSlayerCannonBall",54,-22,Random(-7,7))	
	  BLRD D 5 Bright A_CustomMissile("NemDoomSlayerCannonBall",54,22,Random(-7,7))
	  BLRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner3")
      BLRD CCCCCCCCCCC 1 A_FadeOut(0.1,0)
	  BLRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander
      BLRD C 5
      BLRD C 1 A_PlayWeaponSound("boss/teleport")
	  TNT1 A 0 A_FaceTarget
	  BLRD CCCCCCCCCCCCC 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	  BLRD CCCCCCCCCCC 1 A_FadeIn(0.1)
	  TNT1 A 0 A_SetShootable
	  BLRD C 5 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("MiniNemesisBFGBall",54,-22,Random(-7,7))	
	  BLRD D 5 Bright A_CustomMissile("MiniNemesisBFGBall",54,22,Random(-7,7))
	  BLRD C 5 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("MiniNemesisBFGBall",54,-22,Random(-7,7))	
	  BLRD D 5 Bright A_CustomMissile("MiniNemesisBFGBall",54,22,Random(-7,7))
	  BLRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner3")
      BLRD CCCCCCCCCCC 1 A_FadeOut(0.1,0)
	  BLRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander
      BLRD C 5
      BLRD C 1 A_PlayWeaponSound("boss/teleport")
	  TNT1 A 0 A_FaceTarget
	  BLRD CCCCCCCCCCCCC 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	  BLRD CCCCCCCCCCC 1 A_FadeIn(0.1)
	  TNT1 A 0 A_SetShootable
	  BLRD C 5 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket",54,-22,Random(-7,7))	
	  BLRD D 5 Bright A_CustomMissile("NemesisCyberHomingRocket",54,22,Random(-7,7))
	  BLRD C 5 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("NemesisCyberHomingRocket",54,-22,Random(-7,7))	
	  BLRD D 5 Bright A_CustomMissile("NemesisCyberHomingRocket",54,22,Random(-7,7))
	  BLRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner3")
      BLRD CCCCCCCCCCC 1 A_FadeOut(0.1,0)
	  BLRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander
      BLRD C 5
      BLRD C 1 A_PlayWeaponSound("boss/teleport")
	  TNT1 A 0 A_FaceTarget
	  BLRD CCCCCCCCCCCCC 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	  BLRD CCCCCCCCCCC 1 A_FadeIn(0.1)
	  TNT1 A 0 A_SetShootable
	  BLRD C 5 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("NemesisCyberBFG9500Ball",54,-22,Random(-7,7))	
	  BLRD D 5 Bright A_CustomMissile("NemesisCyberBFG9500Ball",54,22,Random(-7,7))
	  BLRD C 5 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("NemesisCyberBFG9500Ball",54,-22,Random(-7,7))	
	  BLRD D 5 Bright A_CustomMissile("NemesisCyberBFG9500Ball",54,22,Random(-7,7))
	  BLRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner3")
      BLRD CCCCCCCCCCC 1 A_FadeOut(0.1,0)
	  BLRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander
      BLRD C 5
      BLRD C 1 A_PlayWeaponSound("boss/teleport")
	  TNT1 A 0 A_FaceTarget
	  BLRD CCCCCCCCCCCCC 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	  BLRD CCCCCCCCCCC 1 A_FadeIn(0.1)
	  TNT1 A 0 A_SetShootable
	  BLRD C 5 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("NemesisCyberBFG9500Ball",54,-22,Random(-7,7))	
	  BLRD D 5 Bright A_CustomMissile("NemesisCyberBFG9500Ball",54,22,Random(-7,7))
	  BLRD C 5 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("NemesisCyberBFG9500Ball",54,-22,Random(-7,7))	
	  BLRD D 5 Bright A_CustomMissile("NemesisCyberBFG9500Ball",54,22,Random(-7,7))
	  BLRD C 5 Bright A_FaceTarget
	  BLRD D 0 A_CustomMissile("NemesisCyberBFG9500Ball",54,-22,Random(-7,7))	
	  BLRD D 5 Bright A_CustomMissile("NemesisCyberBFG9500Ball",54,22,Random(-7,7))
	  BLRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner3")
      BLRD CCCCCCCCCCC 1 A_FadeOut(0.1,0)
	  BLRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander
      BLRD C 5
      BLRD C 1 A_PlayWeaponSound("boss/teleport")
	  TNT1 A 0 A_FaceTarget
	  BLRD CCCCCCCCCCCCC 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	  BLRD CCCCCCCCCCC 1 A_FadeIn(0.1)
	  TNT1 A 0 A_SetShootable
	  BLRD C 5 Bright A_FaceTarget
	  TNT1 A 0 A_PlayWeaponSound("Weapons/GuruFire")
  	  TNT1 A 0 A_PlayWeaponSound("Weapons/GuruAddFire")
	  BLRD D 0 A_CustomMissile("NemesisGuruBall",54,-22,Random(-7,7))
	  BLRD D 5 Bright A_CustomMissile("NemesisGuruBall",54,22,Random(-7,7))
      BLRD CCCCCCCCCCC 1 A_FadeOut(0.1,0)
	  BLRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander
      BLRD C 5
      BLRD C 1 A_PlayWeaponSound("boss/teleport")
	  TNT1 A 0 A_FaceTarget
	  BLRD CCCCCCCCCCCCC 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	  BLRD CCCCCCCCCCC 1 A_FadeIn(0.1)
	  TNT1 A 0 A_SetShootable
	  ULRU A 5 Bright A_PlaySoundEx("laugh2","DSTCLAU2")
	  ULRU A 5 Bright A_faceTarget
	  ULRU B 5 Bright A_faceTarget
	  ULRU A 5 Bright A_faceTarget
	  ULRU B 5 Bright A_faceTarget
      ULRU A 5 A_Playsound ("Arcradimus/BFGElectric")
      ULRU B 5 A_Playsound ("Arcradimus/BFGElectric")
	  ULRU A 5 Bright A_faceTarget
      ULRU B 5 A_Playsound ("Arcradimus/BFGElectric")
	  ULRU A 5 Bright A_faceTargeT
      ULRU B 5 A_Playsound ("Arcradimus/BFGElectric")
	  ULRU A 5 Bright A_faceTarget
      ULRU B 5 A_Playsound ("Arcradimus/BFGElectric")
	  ULRU A 5 Bright A_faceTarget
      ULRU B 5 A_Playsound ("Arcradimus/BFGElectric")
	  ULRU A 5 Bright A_faceTarget
      ULRU A 5 A_Playsound ("Arcradimus/BFGElectric")
	  ULRU B 5 Bright A_faceTarget
      ULRU B 5 A_Playsound ("Arcradimus/BFGElectric")
	  ULRU A 5 Bright A_faceTarget
      ULRU A 5 A_Playsound ("Arcradimus/BFGElectric")
	  ULRU B 5 Bright A_faceTarget
      ULRU B 5 A_Playsound ("Arcradimus/BFGElectric")
	  ULRU A 5 Bright A_faceTarget
	  ULRU B 5 Bright A_faceTarget
      ULRU A 5 A_Playsound ("Arcradimus/BFGElectric")
	  ULRU B 5 Bright A_faceTarget
      ULRU B 5 A_Playsound ("Arcradimus/BFGElectric")
	  ULRU A 5 Bright A_faceTarget
	  ULRU B 5 Bright A_faceTarget
      ULRU A 25 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
      BLRD C 2 A_PlaySound ("pcannon/explode")
      BLRD CDDD 2 A_FaceTarget
      BLRD C 0 A_CustomMissile ("NemesisGuruBall", 100, -50)
	  BLRD C 5 A_CustomMissile ("NemesisGuruBall", 100, 50)
	  BLRD C 100 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  TNT1 A 0 A_ChangeFlag(Invulnerable,0)
	  Goto See
	  CardinalUltimateBlastBalls:
      TNT1 A 0 A_SetTranslucent(1)
      BLRD C 0 Bright A_PlaySoundEx("laugh2","Voice")
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("NemesisGuruBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
		BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  Goto See
	  CardinalUltimateBlastBalls:
      TNT1 A 0 A_SetTranslucent(1)
      BLRD C 0 Bright A_PlaySoundEx("Legcyber/pain","Voice")
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
		BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  Goto See
	CardinalUltimateSupercombo:
      TNT1 A 0 A_SetTranslucent(1)
      BLRD C 0 Bright A_PlaySoundEx("Legcyber/pain","Voice")
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("NemesisCyberBigBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("NemesisCyberBigBall", 56, -26, Random(4, -4))
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
		BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
		BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
		BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  Goto See
	CardinalUltimateLightningBlast:
      TNT1 A 0 A_SetTranslucent(1)
      BLRD C 0 Bright A_PlaySoundEx("Legcyber/pain","Voice")
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
		BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  Goto See
	Storm:
      TNT1 A 0 A_SetTranslucent(1)
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("NemesisLightningBolt", 56, 26, Random(4, -4))
        BLRD E 2 Bright A_CustomMissile("NemesisLightningBolt", 56, -26, Random(4, -4))
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("NemesisLightningBolt", 56, 26, Random(4, -4))
        BLRD E 2 Bright A_CustomMissile("NemesisLightningBolt", 56, -26, Random(4, -4))
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("NemesisLightningBolt", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("NemesisLightningBolt", 56, -26, Random(4, -4))
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD E 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD E 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD E 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD E 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  Goto See
	  StormBlast:
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("NemesisCyberBigBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("NemesisCyberBigBall", 56, -26, Random(4, -4))
		BLRD D 2 Bright A_CustomMissile("NemesisCyberBigBall", 56, -26, Random(4, -4))
		BLRD D 2 Bright A_CustomMissile("NemesisCyberBigBall", 56, -26, Random(4, -4))
		BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
		BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("NemesisCyberBigBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("NemesisCyberBigBall", 56, -26, Random(4, -4))
		BLRD D 2 Bright A_CustomMissile("NemesisCyberBigBall", 56, -26, Random(4, -4))
		BLRD D 2 Bright A_CustomMissile("NemesisCyberBigBall", 56, -26, Random(4, -4))
		BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
		BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("NemesisLightningBolt", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("NemesisCyberBigBall", 56, -26, Random(4, -4))
		BLRD D 2 Bright A_CustomMissile("NemesisCyberBigBall", 56, -26, Random(4, -4))
		BLRD D 2 Bright A_CustomMissile("NemesisCyberBigBall", 56, -26, Random(4, -4))
		BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
		BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("NemesisCyberBigBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("NemesisCyberBigBall", 56, -26, Random(4, -4))
		BLRD D 2 Bright A_CustomMissile("NemesisCyberBigBall", 56, -26, Random(4, -4))
		BLRD D 2 Bright A_CustomMissile("NemesisCyberBigBall", 56, -26, Random(4, -4))
		BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
		BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	 BLRD D 0  A_CustomMissile("NemesisCyberBigBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("NemesisCyberBigBall", 56, -26, Random(4, -4))
		BLRD D 2 Bright A_CustomMissile("NemesisCyberBigBall", 56, -26, Random(4, -4))
		BLRD D 2 Bright A_CustomMissile("NemesisCyberBigBall", 56, -26, Random(4, -4))
		BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
		BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
		BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("NemesisCyberBigBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("NemesisCyberBigBall", 56, -26, Random(4, -4))
		BLRD D 2 Bright A_CustomMissile("NemesisCyberBigBall", 56, -26, Random(4, -4))
		BLRD D 2 Bright A_CustomMissile("NemesisCyberBigBall", 56, -26, Random(4, -4))
		BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
		BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  Goto See
	EnragedStorm:
      TNT1 A 0 A_SetTranslucent(1)
	  BLRD E 0 Bright A_PlaySoundEx("Legcyber/pain","Voice")
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 0 A_SetReflectiveInvulnerable
	  TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("NemesisLightningBolt", 56, 26, Random(4, -4))
        BLRD E 2 Bright A_CustomMissile("NemesisLightningBolt", 56, -26, Random(4, -4))
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("NemesisLightningBolt", 56, 26, Random(4, -4))
        BLRD E 2 Bright A_CustomMissile("NemesisLightningBolt", 56, -26, Random(4, -4))
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("NemesisLightningBolt", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("NemesisLightningBolt", 56, -26, Random(4, -4))
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("NemesisLightningBolt", 56, 26, Random(4, -4))
        BLRD E 2 Bright A_CustomMissile("NemesisLightningBolt", 56, -26, Random(4, -4))
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("NemesisLightningBolt", 56, 26, Random(4, -4))
        BLRD E 2 Bright A_CustomMissile("NemesisLightningBolt", 56, -26, Random(4, -4))
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("NemesisLightningBolt", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("NemesisLightningBolt", 56, -26, Random(4, -4))
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("NemesisLightningBolt", 56, 26, Random(4, -4))
        BLRD E 2 Bright A_CustomMissile("NemesisLightningBolt", 56, -26, Random(4, -4))
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("NemesisLightningBolt", 56, 26, Random(4, -4))
	  BLRD D 0  A_CustomMissile("NemesisLightningBolt", 56, 26, Random(4, -4))
        BLRD E 2 Bright A_CustomMissile("NemesisLightningBolt", 56, -26, Random(4, -4))
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("NemesisLightningBolt", 56, 26, Random(4, -4))
	  BLRD D 0  A_CustomMissile("NemesisLightningBolt", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("NemesisLightningBolt", 56, -26, Random(4, -4))
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("NemesisLightningBolt", 56, 26, Random(4, -4))
        BLRD E 2 Bright A_CustomMissile("NemesisLightningBolt", 56, -26, Random(4, -4))
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("NemesisCyberBigBall", 56, 26, Random(4, -4))
        BLRD E 2 Bright A_CustomMissile("NemesisCyberBigBall", 56, -26, Random(4, -4))
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("NemesisCyberBigBall", 56, 26, Random(4, -4))
        BLRD E 2 Bright A_CustomMissile("NemesisCyberBigBall", 56, -26, Random(4, -4))
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("NemesisCyberBigBall", 56, 26, Random(4, -4))
	  BLRD D 0  A_CustomMissile("NemesisCyberBigBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("NemesisCyberBigBall", 56, -26, Random(4, -4))
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("NemesisCyberBigBall", 56, 26, Random(4, -4))
	  BLRD D 0  A_CustomMissile("NemesisCyberBigBall", 56, 26, Random(4, -4))
        BLRD E 2 Bright A_CustomMissile("NemesisCyberBigBall", 56, -26, Random(4, -4))
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD E 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 0 A_UnSetReflectiveInvulnerable
	  TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD D 0  A_CustomMissile("MiniNemesisBFGBall", 56, 26, Random(4, -4))
        BLRD D 2 Bright A_CustomMissile("MiniNemesisBFGBall", 56, -26, Random(4, -4))
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  BLRD C 2 Bright A_FaceTarget
	  Goto See
	  Pain:
	  TNT1 A 0 A_JumpIfInTargetInventory("NexusStrength",1,"TruePain")
	  TNT1 A 0 A_Jump(120,"EnragedStorm")
	  TNT1 A 0 A_Jump(120,"CardinalUltimateSupercombo")
      BLRD E 5 Bright A_Pain
      Goto See
	  Pain.PlayerDBFG10K2:
  Pain.DBFG10K2:
  Pain.DBFG:
  Pain.PlayerDBFG:
  Pain.DBFG2:
  Pain.PlayerDBFG210K:
  Pain.DBFG210K:
  Pain.DBFG2Splash:
  Pain.PlayerDBFG2:
	  TNT1 A 0 A_ChangeFlag("NOPAIN",1)
      Goto Teleport
   PainMissile:
      BLRD E 3 Bright A_Pain
      Goto Missile
   PainRage:
      TNT1 A 0 A_JumpIfInTargetInventory("NexusStrength",1,"TruePain")
      BLRD E 5 Bright A_Pain
	  TNT1 A 0 A_Jump(128,"EnragedStorm")
	  Goto Missile
   TruePain:
      BLRD E 1 A_GiveInventory("Health",275)
	  TNT1 A 0 A_Jump(120,"EnragedStorm")
	  TNT1 A 0 A_Jump(120,"CardinalUltimateSupercombo")
      BLRD E 5 Bright A_Pain
      Goto See
   EmpoweredHeal:
      TNT1 A 0 A_JumpIfInTargetInventory("TerminatorDamage2",1,"TrueEmpoweredHeal")
      BLRD E 5 Bright 
	  TNT1 A 0 A_GiveInventory("GodsFullImunityGiver2",1)
	  TNT1 A 0 A_GiveInventory("GodsFinalBattleShield2",1)
      BLRD E 1 A_GiveInventory("Health",8500)
	  Goto See
  TrueEmpoweredHeal:
      TNT1 A 0 A_GiveInventory("GodFinalBattleResistanceGiver",1)
	  TNT1 A 0 A_GiveInventory("GodsFullImunityGiver2",1)
	  TNT1 A 0 A_GiveInventory("GodsFinalBattleShield2",1)
      BLRD E 5 Bright 
      BLRD E 1 A_GiveInventory("Health",12500)
	  Goto See
   Healing1:
      TNT1 A 0 A_SetUserVar("user_Healing1",1)
      TNT1 A 0 A_JumpIfInTargetInventory("NexusStrength",1,"EmpoweredHeal")
      BLRD E 5 Bright 
      BLRD E 1 A_GiveInventory("Health",1500)
	  Goto See 
   Healing2: 
      TNT1 A 0 A_SetUserVar("user_Healing2",1)
      TNT1 A 0 A_JumpIfInTargetInventory("NexusStrength",1,"EmpoweredHeal")
      BLRD E 5 Bright 
      BLRD E 1 A_GiveInventory("Health",1500)
	  Goto See 
   Healing3: 
      TNT1 A 0 A_SetUserVar("user_Healing3",1)
      TNT1 A 0 A_JumpIfInTargetInventory("NexusStrength",1,"EmpoweredHeal")
      BLRD E 5 Bright 
      BLRD E 1 A_GiveInventory("Health",1500)
	  Goto See 
  Healing4: 
      TNT1 A 0 A_SetUserVar("user_Healing4",1)
      TNT1 A 0 A_JumpIfInTargetInventory("NexusStrength",1,"EmpoweredHeal")
      BLRD E 5 Bright 
      BLRD E 1 A_GiveInventory("Health",1500)
	  Goto See 
	Death: 
      TNT1 A 0 A_StopSound(6)
	  BLRD E 10
	  BLRD F 10 A_NoBlocking
      BLRD EEEEE 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
      BLRD EEFFE 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
      BLRD EFEFE 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))		
      BLRD EFEFE 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))	
      BLRD EFEFE 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
      BLRD EFEFE 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	  TNT1 AA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	  TNT1 AAA 0 A_CustomMissile("NemesisCyberFlameSpawner3", random(10,80), 0, random(0,360), 2, random(0,360))
      BLRD EFEFE 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	  TNT1 AA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	  TNT1 AAA 0 A_CustomMissile("NemesisCyberFlameSpawner3", random(10,80), 0, random(0,360), 2, random(0,360))
      TNT1 A 0 A_SpawnItem("NemesisDeathBall")
      BLRD EFEFE 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	  TNT1 AA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	  TNT1 AAA 0 A_CustomMissile("NemesisCyberFlameSpawner3", random(10,80), 0, random(0,360), 2, random(0,360))
      BLRD EFEFE 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	  TNT1 AA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	  TNT1 AAA 0 A_CustomMissile("NemesisCyberFlameSpawner3", random(10,80), 0, random(0,360), 2, random(0,360))
      BLRD EFEFE 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	  TNT1 AA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	  TNT1 AAA 0 A_CustomMissile("NemesisCyberFlameSpawner3", random(10,80), 0, random(0,360), 2, random(0,360))
      BLRD EFEFE 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	  TNT1 AA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	  TNT1 AAA 0 A_CustomMissile("NemesisCyberFlameSpawner3", random(10,80), 0, random(0,360), 2, random(0,360))
      BLRD EFEFE 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	  TNT1 AA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	  TNT1 AAA 0 A_CustomMissile("NemesisCyberFlameSpawner3", random(10,80), 0, random(0,360), 2, random(0,360))
      BLRD EFEFE 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	  TNT1 AA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	  TNT1 AAA 0 A_CustomMissile("NemesisCyberFlameSpawner3", random(10,80), 0, random(0,360), 2, random(0,360))
      BLRD EFEFE 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	  TNT1 AA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	  TNT1 AAA 0 A_CustomMissile("NemesisCyberFlameSpawner3", random(10,80), 0, random(0,360), 2, random(0,360))
      BLRD EFEFE 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	  TNT1 AA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	  TNT1 AAA 0 A_CustomMissile("NemesisCyberFlameSpawner3", random(10,80), 0, random(0,360), 2, random(0,360))
      BLRD EFEFE 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	  TNT1 AA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	  TNT1 AAA 0 A_CustomMissile("NemesisCyberFlameSpawner3", random(10,80), 0, random(0,360), 2, random(0,360))
      BLRD EFEFE 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	  TNT1 AA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	  TNT1 AAA 0 A_CustomMissile("NemesisCyberFlameSpawner3", random(10,80), 0, random(0,360), 2, random(0,360))
      BLRD EFEFE 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	  TNT1 AA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	  TNT1 AAA 0 A_CustomMissile("NemesisCyberFlameSpawner3", random(10,80), 0, random(0,360), 2, random(0,360))
      BLRD EFEFE 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	  TNT1 AA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	  TNT1 AAA 0 A_CustomMissile("NemesisCyberFlameSpawner3", random(10,80), 0, random(0,360), 2, random(0,360))
      TNT1 A 0 A_SpawnItem("NemesisDeathBall")
      BLRD EFEFE 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	  TNT1 AA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	  TNT1 AAA 0 A_CustomMissile("NemesisCyberFlameSpawner3", random(10,80), 0, random(0,360), 2, random(0,360))
      BLRD EFEFE 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	  TNT1 AA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	  TNT1 AAA 0 A_CustomMissile("NemesisCyberFlameSpawner3", random(10,80), 0, random(0,360), 2, random(0,360))
      BLRD EFEFE 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	  TNT1 AA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	  TNT1 AAA 0 A_CustomMissile("NemesisCyberFlameSpawner3", random(10,80), 0, random(0,360), 2, random(0,360))
      BLRD EFEFE 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	  TNT1 AA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	  TNT1 AAA 0 A_CustomMissile("NemesisCyberFlameSpawner3", random(10,80), 0, random(0,360), 2, random(0,360))
      BLRD EFEFE 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	  TNT1 AA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	  TNT1 AAA 0 A_CustomMissile("NemesisCyberFlameSpawner3", random(10,80), 0, random(0,360), 2, random(0,360))
      BLRD EFEFE 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	  TNT1 AA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	  TNT1 AAA 0 A_CustomMissile("NemesisCyberFlameSpawner3", random(10,80), 0, random(0,360), 2, random(0,360))
      BLRD EFEFE 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	  TNT1 AA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	  TNT1 AAA 0 A_CustomMissile("NemesisCyberFlameSpawner3", random(10,80), 0, random(0,360), 2, random(0,360))
      BLRD EFEFE 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	  TNT1 AA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	  TNT1 AAA 0 A_CustomMissile("NemesisCyberFlameSpawner3", random(10,80), 0, random(0,360), 2, random(0,360))
      BLRD EFEFE 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	  TNT1 AA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	  TNT1 AAA 0 A_CustomMissile("NemesisCyberFlameSpawner3", random(10,80), 0, random(0,360), 2, random(0,360))
      BLRD EFEFE 1 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	  TNT1 AA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	  TNT1 AAA 0 A_CustomMissile("NemesisCyberFlameSpawner3", random(10,80), 0, random(0,360), 2, random(0,360))
      BLRD EFEFE 1 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	  TNT1 AA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	  TNT1 AAA 0 A_CustomMissile("NemesisCyberFlameSpawner3", random(10,80), 0, random(0,360), 2, random(0,360))
      BLRD EFEFE 1 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	  TNT1 AA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	  TNT1 AAA 0 A_CustomMissile("NemesisCyberFlameSpawner3", random(10,80), 0, random(0,360), 2, random(0,360))
      BLRD EFEFE 1 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	  TNT1 AA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	  TNT1 AAA 0 A_CustomMissile("NemesisCyberFlameSpawner3", random(10,80), 0, random(0,360), 2, random(0,360))
      BLRD EFEFE 1 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	  TNT1 AA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	  TNT1 AAA 0 A_CustomMissile("NemesisCyberFlameSpawner3", random(10,80), 0, random(0,360), 2, random(0,360))
      BLRD EFEFE 1 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	  TNT1 AAAA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	  TNT1 AAAAAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
      BLRD EFEFE 1 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	  TNT1 AAAA 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	  TNT1 AAAAAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	  TNT1 AAAAAAAA 0 A_CustomMissile("SmokeFX3", Random(20,80), 0, random(0,360), 2, random(0,360))
	  TNT1 A 0 A_PlaySound("Legcyber/laugh4", CHAN_AUTO, 1.0, False, ATTN_NONE)
      BLRD E 25
	  BLRD F 25
	  BLRD E 25
	  BLRD F 5
	  TLRD H 5
	  TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	  TNT1 A 0 A_PlaySound("Nemesis/BallExplode",1,1.0,0,0.2)
	  TNT1 A 0 A_SpawnItemEx("VexedNemesisHugeExplosion")
	  TNT1 A 0 A_SpawnItemEx("VexedNemesisAltBallEx")
	  TNT1 A 0 A_Quake(9,100,0,2000,0)
	  TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_Explode(1000,3000,XF_NOTMISSILE,0,6000)
	  TLRD I 3
	  TLRD J 3
      TLRD L 5
      TNT1 A -1 Bright A_KillMaster
      Stop
	}
}

/*ACTOR INFDivineGodCardinal : DivineGodCardinal
{
Health 75000
Damagefactor 0.24
PainChance 4
+nofear
DamageFactor "PlayerNemesisPlasma", 0.2
DamageFactor "Explosion", 0.1
DamageFactor "TrueLegendaryDamage", 0.3
DamageFactor "TrueLegendaryPlayer", 0.3
DamageFactor "HellComet", 0.0
DamageFactor "Hell", 0.1
DamageFactor "T3rm", 0.1
DamageFactor "C0mm4nder", 0.2
DamageFactor "HFCyb3r", 0.1
DropItem "RandomSuperPowerUp" 256
DropItem "RandomSuperPowerUp" 256
DropItem "NemesisOmegaSphere" 256
DropItem "VexedNemesisUltraSphere" 256
DropItem "DivineContract" 256
DropItem "TrueLegendaryrune" 256
DropItem "DivineArmorItem" 256
DropItem "DivinePowerSphere" 256 1
DropItem "NexusResistanceRune" 256 1
DropItem "Nemesis Rifle", 256
DropItem "NemesisDarkMachinegun", 256
DropItem "Nemesis Plasmatic Cannon", 256
DropItem "Nemesis Assault Shotgun", 256
DropItem "Nemesis Sawed-Off Shotgun", 256
DropItem "Nemesis BFG", 256
DropItem "NemesisBackpack" 256 1
DropItem "NemesisBackpack" 256 1
DropItem "NemesisBackpack" 256 1
DropItem "VexedNemesisPowerShard", 256, 1
Obituary "The \c[d8]Divine God Cardinal\c- showed no mercy when it erased %o from existance."
Translation "0:255=%[0.00,0.00,0.00]:[1.80,1.80,1.80]"
Tag "\c[d8]Divine God Cardinal\c-"
States 
   { 
	  See:
	  TNT1 A 0 A_JumpIf(user_music == 1,3)
	  TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,1759,1006)
	  TNT1 A 0 A_SetUserVar("user_music",1)
	  TNT1 A 0 A_JumpIf(user_script == 1,3)
	  TNT1 A 0 ACS_NamedExecuteAlways("SpawnFireOnActor2", 0, 2)
	  TNT1 A 0 A_SetUserVar("user_script",1)
	  TNT1 A 0 A_JumpIfHealthLower(70000, "CheckPower")
	  TNT1 A 0 A_SetTranslucent(1)
	  TNT1 A 0 A_Jump(87,"Rush")
	  BLRD A 2 Bright A_Chase
	  TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD B 2 Bright A_Chase  
	  TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	CheckPower:
    TNT1 A 0
	TNT1 A 0 A_JumpIfInTargetInventory("NexusStrength",1,"See2")
	TNT1 A 0 A_JumpIfInTargetInventory("TerminatorDamage",1,"See2")
	TNT1 A 0 A_JumpIfInTargetInventory("TerminatorDamage2",1,"See2")
	Goto Remove2
	  Remove2:
	  TNT1 A 1
	  TNT1 A 0 A_Print("You are too weak to face a God!")
	  TNT1 A 0 A_SpawnItemEx("Cyberdemon",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	  TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	  TNT1 A 0
	  Stop
	  See2:
	  TNT1 A 0 A_SetTranslucent(1)
	  TNT1 A 0 A_Jump(87,"Rush")
	  BLRD A 2 Bright A_Chase
	  TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD B 2 Bright A_Chase  
	  TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  Loop
	  }
}*/

Actor INFDivineGodCardinal : DivineGodCardinal
{
Tag "\c[d8]Divine God Cardinal\c-"
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_Jump(135,"Remove")
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("TrueLegendaryRuneSpawnCheck") == 2,1)
	Goto Remove
	Idle:
	  TNT1 A 0 A_JumpIf(user_script == 1,3)
	  TNT1 A 0 A_SetUserVar("user_script",1)
	  TNT1 A 0 A_SetTranslucent(1)
	  TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD A 2 Bright A_Look
	  BLRD B 2 Bright A_Look	
	  Loop
  Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("Cyberdemon",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
	}
}

Actor INF2DivineGodCardinal : DivineGodCardinal
{
Tag "\c[d8]Divine God Cardinal\c-"
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_Jump(150,"Remove")
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("TrueLegendaryRuneSpawnCheck") == 2,1)
	Goto Remove
	Idle:
	  TNT1 A 0 A_JumpIf(user_script == 1,3)
	  TNT1 A 0 A_SetUserVar("user_script",1)
	  TNT1 A 0 A_SetTranslucent(1)
	  TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD A 2 Bright A_Look
	  BLRD B 2 Bright A_Look	
	  Loop
  Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("Cyberdemon",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
	}
}

Actor PMCDivineGodCardinal : DivineGodCardinal
{
Tag "\c[d8]Divine God Cardinal\c-"
States
{
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("TrueLegendaryRuneSpawnCheck") == 2,1)
	Goto Remove
	Idle:
	  TNT1 A 0 A_JumpIf(user_script == 1,3)
	  TNT1 A 0 A_SetUserVar("user_script",1)
	  TNT1 A 0 A_SetTranslucent(1)
	  TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	  BLRD A 2 Bright A_Look
	  BLRD B 2 Bright A_Look	
	  Loop
  Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("CybersStrongSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
	}
}

//Gods have Adaptive Resistance + Invulnerability to resist powerup spam

Actor GodFinalBattleResistance : PowerProtection
{
  DamageFactor "Normal", 0.5
}

Actor GodFinalBattleResistance2 : PowerProtection
{
  DamageFactor "Normal", 0.35
}

Actor GodFinalBattleResistance3 : PowerProtection
{
  DamageFactor "Normal", 0.25
}

Actor GodFinalBattleResistance4 : PowerProtection
{
  DamageFactor "Normal", 0.2
}

Actor GodFinalBattleResistance5 : PowerProtection
{
  DamageFactor "Normal", 0.15
}

Actor GodFinalBattleResistance6 : PowerProtection
{
  DamageFactor "Normal", 0.1
}

Actor GodFinalBattleResistanceGiver : PowerupGiver
{
  Inventory.MaxAmount 1
  Powerup.Duration -600
  Powerup.Type "GodFinalBattleResistance"
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE
}

Actor GodFinalBattleResistanceGiver2 : PowerupGiver
{
  Inventory.MaxAmount 1
  Powerup.Duration -600
  Powerup.Type "GodFinalBattleResistance2"
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE
}

Actor GodFinalBattleResistanceGiver3 : PowerupGiver
{
  Inventory.MaxAmount 1
  Powerup.Duration -600
  Powerup.Type "GodFinalBattleResistance3"
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE
}

Actor GodFinalBattleResistanceGiver4 : PowerupGiver
{
  Inventory.MaxAmount 1
  Powerup.Duration -600
  Powerup.Type "GodFinalBattleResistance4"
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE
}

Actor GodFinalBattleResistanceGiver5 : PowerupGiver
{
  Inventory.MaxAmount 1
  Powerup.Duration -600
  Powerup.Type "GodFinalBattleResistance5"
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE
}

Actor GodFinalBattleResistanceGiver6 : PowerupGiver
{
  Inventory.MaxAmount 1
  Powerup.Duration -600
  Powerup.Type "GodFinalBattleResistance6"
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE
}

Actor GodsFinalBattleShield : PowerupGiver
{
  Inventory.MaxAmount 1
  Powerup.Duration -2
  Powerup.Type "Invulnerable"
  Powerup.Mode Reflective
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE
}

Actor GodsFinalBattleShield2 : PowerupGiver
{
  Inventory.MaxAmount 1
  Powerup.Duration -5
  Powerup.Type "Invulnerable"
  Powerup.Mode Reflective
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE
}

Actor GodsFinalBattleShield3 : PowerupGiver
{
  Inventory.MaxAmount 1
  Powerup.Duration -10
  Powerup.Type "Invulnerable"
  Powerup.Mode Reflective
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE
}


Actor GodsFinalBattleShield4 : PowerupGiver
{
  Inventory.MaxAmount 1
  Powerup.Duration -15
  Powerup.Type "Invulnerable"
  Powerup.Mode Reflective
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE
}

Actor GodsFinalBattleShield5 : PowerupGiver
{
  Inventory.MaxAmount 1
  Powerup.Duration -20
  Powerup.Type "Invulnerable"
  Powerup.Mode Reflective
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE
}

Actor GodsFullImunity : PowerProtection
{
  DamageFactor "Normal", 0.0
}

Actor GodsFullImunityGiver : PowerupGiver
{
  Inventory.MaxAmount 1
  Powerup.Duration -2
  Powerup.Type "GodsFullImunity"
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE
}

Actor GodsFullImunityGiver2 : PowerupGiver
{
  Inventory.MaxAmount 1
  Powerup.Duration -5
  Powerup.Type "GodsFullImunity"
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE
}

Actor GodsFullImunityGiver3 : PowerupGiver
{
  Inventory.MaxAmount 1
  Powerup.Duration -10
  Powerup.Type "GodsFullImunity"
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE
}

Actor GodsFullImunityGiver4 : PowerupGiver
{
  Inventory.MaxAmount 1
  Powerup.Duration -15
  Powerup.Type "GodsFullImunity"
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE
}

Actor GodsFullImunityGiver5 : PowerupGiver
{
  Inventory.MaxAmount 1
  Powerup.Duration -20
  Powerup.Type "GodsFullImunity"
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE
}