ACTOR NemesisTerminator : LegendaryTerminator //I have zero regrets
{
//Creator: ParadoX
//Origin: Nexus Infinity
//Sprite: NTER
//Title: "Nemesis Terminator"
Health 30000
Speed 25
Scale 1.4
Bloodcolor "Black"
DamageFactor 0.35
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "Cyber10K", 0.0
DropItem "NemesisDarkGaussCannon", 256, 1 //Sorry have error
SeeSound "monster/dtermsit" 
PainSound "monster/dtermpin" 
DeathSound "monster/termdth"
AttackSound "plasmaminigun/fire"
ActiveSound "Terminator/dtermact"
Obituary "%o's health points went down to the negatives thanks to the Nemesis Terminator."
Tag "\c[g3]Nemesis Terminator\c-"
var int user_script;
States
{
  Spawn:
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	NTER A 10 A_Look
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	TNT1 A 0 A_JumpIfHealthLower(22000,"Idle")
	Loop
  Idle:
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_ChangeFlag("NODAMAGE",0)
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	NTER AA 3 A_Wander
	TNT1 A 0 A_Look
	NTER BB 3 A_Wander
	TNT1 A 0 A_Look
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	NTER CC 3 A_Wander
	TNT1 A 0 A_Look
	NTER DD 3 A_Wander
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	TNT1 A 0 A_Look
	TNT1 A 0 A_Jump(52,"TermTeleport")
	Loop
  See:
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_ChangeFlag("NODAMAGE",0)
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,2060)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_Jump(100,"Rush")
	NTER AABB 3 A_Chase
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	NTER CCDD 3 A_Chase
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	TNT1 A 0 A_Jump(52,"Teleport","ComboTel")
	Loop
  Rush:
	NTER A 0 A_PlaySound("Terminator/terstepA")
	NTER AA 0 A_Chase
	NTER A 2 A_SpawnItemEx("NemesisTerminatorGhost",0,0,0,0,0,0,0,128)
	NTER AA 0 A_Chase
	NTER A 2 A_SpawnItemEx("NemesisTerminatorGhost",0,0,0,0,0,0,0,128)
	NTER AA 0 A_Chase
	NTER B 2 A_SpawnItemEx("NemesisTerminatorGhost",0,0,0,0,0,0,0,128)
	NTER AA 0 A_Chase
	NTER B 2 A_SpawnItemEx("NemesisTerminatorGhost",0,0,0,0,0,0,0,128)     
	NTER A 0 A_PlaySound("Terminator/terstepA")
	NTER AA 0 A_Chase
	NTER C 2 A_SpawnItemEx("NemesisTerminatorGhost",0,0,0,0,0,0,0,128)
	NTER AA 0 A_Chase
	NTER C 2 A_SpawnItemEx("NemesisTerminatorGhost",0,0,0,0,0,0,0,128)
	NTER AA 0 A_Chase
	NTER D 2 A_SpawnItemEx("NemesisTerminatorGhost",0,0,0,0,0,0,0,128)
	NTER AA 0 A_Chase
	NTER D 2 A_SpawnItemEx("NemesisTerminatorGhost",0,0,0,0,0,0,0,128)     
	TNT1 A 0 A_Jump(38,"Teleport","ComboTel")
	TNT1 A 0 A_Jump(75,"See")   
	Loop
  Teleport:
	NTER E 1 A_UnSetShootable
	NTER EEEEEEEEEEEE 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	NTER EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	NTER EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
	NTER EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
	NTER E 1 A_PlayWeaponSound("boss/teleport")
	NTER EEEEEEEEEEEE 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	NTER EEEEEEEEEEE 1 A_FadeIn(0.1)
	NTER E 1 A_SetShootable
	Goto Normal
  TermTeleport:
	NTER E 1 A_UnSetShootable
	NTER EEEEEEEEEEEE 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	NTER EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	NTER EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
	NTER EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
	NTER E 1 A_PlayWeaponSound("boss/teleport")
	NTER EEEEEEEEEEEE 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	NTER EEEEEEEEEEE 1 A_FadeIn(0.1)
	NTER E 1 A_SetShootable
	Goto Idle
  ComboTel:
	NTER E 1 A_UnSetShootable
	NTER EEEEEEEEEEEE 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	NTER EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	NTER EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
	NTER E 1 A_PlayWeaponSound("boss/teleport")
	NTER EEEEEEEEEEEE 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	NTER EEEEEEEEEEE 1 A_FadeIn(0.1)
	NTER E 1 A_PlayWeaponSound("boss/teleport")
	NTER EEEEEEEEEEEE 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	NTER EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	NTER EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
	NTER E 1 A_PlayWeaponSound("boss/teleport")
	NTER EEEEEEEEEEEE 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	NTER EEEEEEEEEEE 1 A_FadeIn(0.1)
	NTER E 1 A_PlayWeaponSound("boss/teleport")
	NTER EEEEEEEEEEEE 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	NTER EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	NTER EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
	NTER E 1 A_PlayWeaponSound("boss/teleport")
	NTER EEEEEEEEEEEE 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	NTER EEEEEEEEEEE 1 A_FadeIn(0.1)
	NTER E 1 A_PlayWeaponSound("boss/teleport")
	NTER EEEEEEEEEEEE 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	NTER EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	NTER EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
	NTER E 1 A_PlayWeaponSound("boss/teleport")
	NTER EEEEEEEEEEEE 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	NTER EEEEEEEEEEE 1 A_FadeIn(0.1)
	NTER E 1 A_PlayWeaponSound("boss/teleport")
	NTER EEEEEEEEEEEE 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	NTER EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	NTER EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
	NTER E 1 A_PlayWeaponSound("boss/teleport")
	NTER EEEEEEEEEEEE 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	NTER EEEEEEEEEEE 1 A_FadeIn(0.1)    
	NTER E 1 A_SetShootable
	Goto Normal
  Missile:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("FRIENDLY",0)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_JumpIfTargetInLOS("UberHexaSG",90,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,600,0)
	TNT1 A 0 A_Jump(192,"Railgun","BFG9K","BFG10K","DTBFG","RedStar","DTDevastator","OneTwoPunch")
	TNT1 A 0 A_Jump(55,"NemesisBFG")
  Normal:   
	TNT1 A 0 A_JumpIfCloser(1500,1)
	Goto Railgun
	NTER G 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",7)
	NTER H 0 A_CustomMissile("NemesisZombieCannonLaser",48,-17,Random(-800,800)/100.00)
	NTER H 2 Bright A_CustomMissile("NemesisZombieCannonLaser",48,-17,Random(-800,800)/100.00)
	TNT1 A 0 A_StopSoundEx("Weapon")	
	TNT1 A 0 A_Jump(15,"See","Missile")
	TNT1 A 0 A_SpidRefire
	Loop 
  UberHexaSG:
	NTER G 5 A_FaceTarget
	NTER GGGGGG 0 A_SpawnItemEx("NemesisShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 A 0 A_PlaySound("weapons/hsgfire")
	TNT1 AAAAAAAAAAAA 0 A_CustomMissile("NemesisASGBall",48,-17,Random(6,-6),0)
	NTER H 2 Bright
	TNT1 A 0 A_StopSoundEx("Weapon")	
	TNT1 A 0 A_Jump(15,"See","Missile")
	TNT1 A 0 A_SpidRefire
	Loop 
  Railgun:
	TNT1 A 0 A_PlaySound("weapons/rgcharge")
	TNT1 A 0 A_Changeflag(reflective,1)
	TNT1 A 0 A_SetUserVar("user_missile", 0)
	NTER EE 10 A_FaceTarget
  RailgunLoop:
	TNT1 A 0 A_JumpIf(user_missile > 40,"RailgunEnd")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	NTER E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
	NTER F 1 Bright A_CustomMissile("NemesisCyberRailLaser",58,26,random(-2,3))
	Loop
  RailgunEnd:
	NTER E 15 Bright
	TNT1 A 0 A_Changeflag(reflective,0)
	TNT1 A 0 A_Jump(128,"BFG9K","BFG10K","DTBFG","RedStar","DTDevastator")
	Goto See	 
  BFG9K:
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	NTER EEEEEEEEEEEEFFFF 2 A_FaceTarget
	NTER F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-4,4))
	NTER F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-4,4))
	NTER F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-4,4))
	NTER F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-4,4))
	NTER F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-4,4))
	NTER F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-4,4))
	NTER F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-4,4))
	NTER F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-4,4))
	NTER F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-4,4))
	NTER F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-4,4))
	NTER F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-4,4))
	NTER F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-4,4))
	NTER EE 4 A_FaceTarget   
	TNT1 A 0 A_Jump(128,"BFG10K","DTBFG","RedStar","DTDevastator")
	Goto See
  BFG10K:
	TNT1 A 0 A_Changeflag(reflective,1)
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	TNT1 A 0 A_SetUserVar("user_missile", 0)
	NTER JJJJJJJ 4 A_FaceTarget
  BFG10KLoop:
	TNT1 A 0 A_JumpIf(user_missile > 40,"BFG10KEnd")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	NTER J 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",48,-15,random(-4,4))
	NTER K 1 Bright A_CustomMissile("Nemesis10kProjectile",48,-15,random(-4,4))
	Loop
  BFG10KEnd:
	NTER J 3 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	NTER JJJJJ 3 A_FaceTarget	
	NTER J 4 A_FaceTarget
	TNT1 A 0 A_Changeflag(reflective,0)
	TNT1 A 0 A_Jump(128,"DTBFG","RedStar","DTDevastator")
	Goto See	
  DTBFG:
	TNT1 A 0 A_Jump(80,"FTwoDT")
	//TNT1 A 0 A_PlaySound("Cardinal/9k")
	NTER EEEEEEEEEEEEFF 3 A_Facetarget
	NTER FFFFF 4 Bright A_CustomMissile("NemesisSoulBigBall",48,15,random(-10,10))
	NTER EEE 4 A_FaceTarget
	NTER A 0 A_Jump(128,"RedStar","DTDevastator")
	Goto See	
  RedStar:
	TNT1 A 0 A_PlaySoundEx("monster/dtermsit","TSIGHT")
	TNT1 A 0 A_Jump(80,"FTwoRS")
	TNT1 A 0 A_SetInvulnerable
	NTER E 0 A_FaceTarget
	NTER EEEE 2 Bright// A_SpawnItemEx("TrueLegendaryLineSpawner")
	NTER E 0 A_FaceTarget
	NTER EEEE 2 Bright// A_SpawnItemEx("TrueLegendaryLineSpawner")
	TNT1 A 0 A_PlayWeaponSound("star/load1")
	NTER E 0 A_FaceTarget
	NTER EEEE 2 Bright// A_SpawnItemEx("TrueLegendaryLineSpawner")
	NTER E 0 A_FaceTarget
	NTER EEEE 2 Bright// A_SpawnItemEx("TrueLegendaryLineSpawner")
	TNT1 A 0 A_PlayWeaponSound("star/load2")
	NTER E 0 A_FaceTarget
	NTER EEEE 2 Bright// A_SpawnItemEx("TrueLegendaryLineSpawner")
	NTER E 0 A_FaceTarget
	NTER EEEE 2 Bright// A_SpawnItemEx("TrueLegendaryLineSpawner") 
	NTER E 0 A_FaceTarget
	NTER EEEE 2 Bright// A_SpawnItemEx("TrueLegendaryLineSpawner")
	NTER E 0 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/load3")
	NTER EEEE 2 Bright// A_SpawnItemEx("TrueLegendaryLineSpawner")
	NTER E 0 A_FaceTarget
	NTER EEEE 2 Bright// A_SpawnItemEx("TrueLegendaryLineSpawner")  	
	TNT1 A 0 A_UnSetInvulnerable
	NTER E 0 A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
	NTER F 10 Bright A_CustomMissile("NemesisZombieCannonIonBeam",48,17,random(-10,10)) 
	NTER E 6 A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
	NTER F 10 Bright A_CustomMissile("NemesisZombieCannonIonBeam",48,17,random(-10,10)) 
	NTER E 6 A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
	NTER F 10 Bright A_CustomMissile("NemesisZombieCannonIonBeam",48,17,random(-10,10)) 
	NTER E 6 A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
	NTER F 10 Bright A_CustomMissile("NemesisZombieCannonIonBeam",48,17,random(-10,10)) 
	NTER E 6 A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
	NTER F 10 Bright A_CustomMissile("NemesisZombieCannonIonBeam",48,17,random(-10,10)) 
	NTER E 6 A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
	NTER F 10 Bright A_CustomMissile("NemesisZombieCannonIonBeam",48,17,random(-10,10)) 
	NTER E 6 A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
	NTER F 10 Bright A_CustomMissile("NemesisZombieCannonIonBeam",48,17,random(-10,10)) 
	NTER E 6 A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
	NTER F 10 Bright A_CustomMissile("NemesisZombieCannonIonBeam",48,17,random(-10,10)) 
	NTER E 6 A_FaceTarget	
	NTER E 2 A_Jump(128,"DTDevastator")
	Goto See
  DTDevastator:
	TNT1 A 0 A_PlaySoundEx("monster/dtermsit","TSIGHT")
	TNT1 A 0 A_Jump(80,"FTwoDV")
	TNT1 A 0 A_SetInvulnerable
	NTER E 0 A_Facetarget
	TNT1 A 0 A_SetUserVar("user_missile", 0)
	TNT1 A 0 //A_SpawnItemEx("TrueLegendaryLineSpawner")
	NTER E 0 A_PlaySound ("devastator/charge")
  DevCharge:
	TNT1 A 0 A_JumpIf(user_missile > 55,"DevFire")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	NTER E 2 A_Facetarget
	TNT1 A 0 //A_SpawnItemEx("TrueLegendaryLineSpawner")
	Loop
  DevFire:
	NTER E 2 A_Facetarget
	NTER F 2 Bright A_CustomMissile("NemesisZombieCannonProj",48,17,0)
	NTER F 0 A_PlaySound ("NemesisCannon/fire")
	NTER E 2 A_Facetarget
	NTER F 2 Bright A_CustomMissile("NemesisZombieCannonProj",48,17,0)
	NTER F 0 A_PlaySound ("NemesisCannon/fire")
	NTER E 2 A_Facetarget
	NTER F 2 Bright A_CustomMissile("NemesisZombieCannonProj",48,17,0)
	NTER F 0 A_PlaySound ("NemesisCannon/fire")
	NTER E 2 A_Facetarget
	NTER F 2 Bright A_CustomMissile("NemesisZombieCannonProj",48,17,0)
	NTER F 0 A_PlaySound ("NemesisCannon/fire")
	NTER E 2 A_Facetarget
	NTER F 2 Bright A_CustomMissile("NemesisZombieCannonProj",48,17,0)
	NTER F 0 A_PlaySound ("NemesisCannon/fire")
	NTER E 2 A_Facetarget
	NTER F 2 Bright A_CustomMissile("NemesisZombieCannonProj",48,17,0)
	NTER F 0 A_PlaySound ("NemesisCannon/fire")
	NTER E 2 A_Facetarget
	NTER F 2 Bright A_CustomMissile("NemesisZombieCannonProj",48,17,0)
	NTER F 0 A_PlaySound ("NemesisCannon/fire")
	NTER E 2 A_Facetarget
	NTER F 2 Bright A_CustomMissile("NemesisZombieCannonProj",48,17,0)
	NTER F 0 A_PlaySound ("NemesisCannon/fire")
	NTER E 2 A_Facetarget
	NTER F 2 Bright A_CustomMissile("NemesisZombieCannonProj",48,17,0)
	NTER F 0 A_PlaySound ("NemesisCannon/fire")
	NTER E 2 A_Facetarget
	NTER F 2 Bright A_CustomMissile("NemesisZombieCannonProj",48,17,0)
	NTER F 0 A_PlaySound ("NemesisCannon/fire")
	NTER E 2 A_Facetarget
	NTER F 2 Bright A_CustomMissile("NemesisZombieCannonProj",48,17,0)
	NTER F 0 A_PlaySound ("NemesisCannon/fire")
	NTER E 2 A_Facetarget
	NTER F 2 Bright A_CustomMissile("NemesisZombieCannonProj",48,17,0)
	NTER F 0 A_PlaySound ("NemesisCannon/fire")
	NTER E 2 A_Facetarget
	NTER F 2 Bright A_CustomMissile("NemesisZombieCannonProj",48,17,0)
	NTER F 0 A_PlaySound ("NemesisCannon/fire")
	NTER E 2 A_Facetarget
	NTER F 2 Bright A_CustomMissile("NemesisZombieCannonProj",48,17,0)
	NTER F 0 A_PlaySound ("NemesisCannon/fire")
	NTER E 2 A_Facetarget
	NTER F 2 Bright A_CustomMissile("NemesisZombieCannonProj",48,17,0)
	NTER F 0 A_PlaySound ("NemesisCannon/fire")
	NTER E 2 A_Facetarget
	NTER F 2 Bright A_CustomMissile("NemesisZombieCannonProj",48,17,0)
	NTER F 0 A_PlaySound ("NemesisCannon/fire")
	NTER E 2 A_Facetarget
	NTER F 2 Bright A_CustomMissile("NemesisZombieCannonProj",48,17,0)
	NTER F 0 A_PlaySound ("NemesisCannon/fire")
	NTER E 2 A_Facetarget
	NTER F 2 Bright A_CustomMissile("NemesisZombieCannonProj",48,17,0)
	NTER F 0 A_PlaySound ("NemesisCannon/fire")
	NTER E 2 A_Facetarget
	NTER F 2 Bright A_CustomMissile("NemesisZombieCannonProj",48,17,0)
	NTER F 0 A_PlaySound ("NemesisCannon/fire")
	NTER E 2 A_Facetarget
	NTER F 2 Bright A_CustomMissile("NemesisZombieCannonProj",48,17,0)
	NTER F 0 A_PlaySound ("NemesisCannon/fire")
	NTER E 2 A_Facetarget
	NTER F 2 Bright A_CustomMissile("NemesisZombieCannonProj",48,17,0)
	NTER F 0 A_PlaySound ("NemesisCannon/fire")
	NTER E 2 A_Facetarget
	NTER F 2 Bright A_CustomMissile("NemesisZombieCannonProj",48,17,0)
	NTER F 0 A_PlaySound ("NemesisCannon/fire")
	NTER E 2 A_Facetarget
	NTER F 2 Bright A_CustomMissile("NemesisZombieCannonProj",48,17,0)
	NTER F 0 A_PlaySound ("NemesisCannon/fire")
	NTER E 2 A_Facetarget
	NTER F 2 Bright A_CustomMissile("NemesisZombieCannonProj",48,17,0)
	NTER F 0 A_PlaySound ("NemesisCannon/fire")
	NTER E 2 A_Facetarget
	NTER F 2 Bright A_CustomMissile("NemesisZombieCannonProj",48,17,0)
	NTER F 0 A_PlaySound ("NemesisCannon/fire")
	NTER E 30
	NTER EE 2 A_Facetarget
	NTER F 10 Bright A_CustomMissile("MiniNemesisBFGBall",48,17,0)
	NTER F 0 A_PlaySound ("star/fire")
	NTER EE 2 A_Facetarget
	NTER F 10 Bright A_CustomMissile("MiniNemesisBFGBall",48,17,0)
	NTER F 0 A_PlaySound ("star/fire")
	NTER EE 2 A_Facetarget
	NTER F 10 Bright A_CustomMissile("MiniNemesisBFGBall",48,17,0)
	NTER F 0 A_PlaySound ("star/fire")
	NTER EE 2 A_Facetarget
	NTER F 10 Bright A_CustomMissile("MiniNemesisBFGBall",48,17,0)
	NTER F 0 A_PlaySound ("star/fire")
	NTER EE 2 A_Facetarget
	NTER F 10 Bright A_CustomMissile("MiniNemesisBFGBall",48,17,0)
	NTER F 0 A_PlaySound ("star/fire")
	NTER EE 2 A_Facetarget
	NTER F 10 Bright A_CustomMissile("MiniNemesisBFGBall",48,17,0)
	NTER F 0 A_PlaySound ("star/fire")
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_Jump(10,"NemesisBFG")
	goto See
  NemesisBFG:
	TNT1 AAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_JumpIf(user_amount > 15,"Missile")
	TNT1 A 0 A_SetUserVar("user_amount",user_amount+1)
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_PlaySoundEx("monster/dtermsit","TSIGHT")
	NTER E 120 A_PlaySound("NemesisBFG/charge",1)	
	NTER EE 2 A_Facetarget
	NTER EE 2 A_Facetarget
	NTER EE 2 A_Facetarget
	NTER EE 2 A_Facetarget	
	TNT1 A 0 A_PlaySound("NemesisBFG/Fire",1)
	NTER F 50 Bright A_CustomMissile("NemesisGuruBall", 48, 17, 0, 0)
  	TNT1 A 0 A_PlaySound("NemesisBFG/Fire",1)
	NTER F 10 Bright A_CustomMissile("NemesisGuruBall", 48, 17, 0, 0)
	NTER EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 Bright 
	TNT1 A 0 A_UnSetInvulnerable
	Goto See
  OneTwoPunch:
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 AAAAAAAAAAAA 0 A_CustomMissile("NemesisASGBall",48,-17,frandom(-8,8),CMF_OFFSETPITCH,frandom(-4,4))
	NT3R A 4 Bright A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 AAAAAAAAAAAA 0 A_CustomMissile("NemesisASGBall",48,-17,frandom(-8,8),CMF_OFFSETPITCH,frandom(-4,4))
	NT3R B 4 Bright A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	TNT1 A 0 A_StopSoundEx("Weapon")
	TNT1 A 0 A_Jump(20,"FTwoRS","FTwoDT","FTwoDV")
	TNT1 A 0 A_SpidRefire
	Loop
  FTwoRS:
	TNT1 A 0 A_SetInvulnerable
 	NT3R C 0 A_FaceTarget
	NT3R C 0 A_PlayWeaponSound("NemesisCannon/Fire")
	NT3R D 2 Bright A_CustomMissile("NemesisBehemothCannonBall",48,20,0)
	NT3R A 0 A_FaceTarget
	NT3R A 2 Bright A_CustomMissile("NemesisSentientPlasma",48,-17)
	NT3R B 0 A_FaceTarget
	NT3R B 2 Bright A_CustomMissile("NemesisSentientPlasma",48,-17)
	NT3R D 0 A_FaceTarget
	NT3R D 2 Bright A_CustomMissile("NemesisSentientPlasma",48,-17)
	NT3R B 0 A_FaceTarget
	NT3R B 2 Bright A_CustomMissile("NemesisSentientPlasma",48,-17)
	NT3R D 0 A_FaceTarget
	NT3R A 2 Bright A_CustomMissile("NemesisSentientPlasma",48,-17)
	NT3R C 0 A_FaceTarget
	NT3R B 2 Bright A_CustomMissile("NemesisSentientPlasma",48,-17)
	TNT1 A 0 A_StopSoundEx("Weapon")
	TNT1 A 0 A_Jump(20,"FTwoRS","FTwoDT","FTwoDV")
	TNT1 A 0 A_SpidRefire
	TNT1 A 0 A_UnSetInvulnerable
	Loop
  FTwoDT:
	TNT1 A 0 A_SetInvulnerable
 	NTER E 0 A_FaceTarget
	NTER E 0 A_FaceTarget
	NTER E 2 Bright A_CustomMissile("NemesisRevHomingRocket",48,-17)
	NTER F 2 Bright A_CustomMissile("NemesisRevHomingRocket",48,-17)
	NTER E 2 Bright A_CustomMissile("NemesisRevHomingRocket",48,-17)
	NTER F 2 Bright A_CustomMissile("NemesisRevHomingRocket",48,-17)
	NTER E 2 Bright A_CustomMissile("NemesisRevHomingRocket",48,-17)
	NTER F 2 Bright A_CustomMissile("NemesisRevHomingRocket",48,-17)
	NTER E 2 Bright A_CustomMissile("NemesisRevHomingRocket",48,-17)
	NTER F 2 Bright A_CustomMissile("NemesisRevHomingRocket",48,-17)
	NTER E 2 Bright A_CustomMissile("NemesisRevHomingRocket",48,-17)
	NTER F 2 Bright A_CustomMissile("NemesisRevHomingRocket",48,-17)
	NTER E 2 Bright A_CustomMissile("NemesisRevHomingRocket",48,-17)
	NTER F 2 Bright A_CustomMissile("NemesisRevHomingRocket",48,-17)
 	NTER C 0 A_FaceTarget
	NTER A 0 A_PlaySound ("star/fire")
	NTER F 0 A_CustomMissile("MiniNemesisBFGBall",48,20,0)
	NTER F 0 A_CustomMissile("MiniNemesisBFGBall",48,20,10)
	NTER F 0 A_CustomMissile("MiniNemesisBFGBall",48,20,-10)
 	NTER B 0 A_FaceTarget
	NTER E 2 Bright A_CustomMissile("NemesisRevHomingRocket",48,-17)
	NTER F 2 Bright A_CustomMissile("NemesisRevHomingRocket",48,-17)
	NTER E 2 Bright A_CustomMissile("NemesisRevHomingRocket",48,-17)
	NTER F 2 Bright A_CustomMissile("NemesisRevHomingRocket",48,-17)
	NTER E 2 Bright A_CustomMissile("NemesisRevHomingRocket",48,-17)
	NTER F 2 Bright A_CustomMissile("NemesisRevHomingRocket",48,-17)
 	NTER B 0 A_FaceTarget
	NTER E 2 Bright A_CustomMissile("NemesisRevHomingRocket",48,-17)
	NTER F 2 Bright A_CustomMissile("NemesisRevHomingRocket",48,-17)
	NTER E 2 Bright A_CustomMissile("NemesisRevHomingRocket",48,-17)
	NTER F 2 Bright A_CustomMissile("NemesisRevHomingRocket",48,-17)
	NTER E 2 Bright A_CustomMissile("NemesisRevHomingRocket",48,-17)
	NTER F 2 Bright A_CustomMissile("NemesisRevHomingRocket",48,-17)
	TNT1 A 0 A_Stop
	TNT1 A 0 A_UnSetInvulnerable
	Goto See
  FTwoDV:
	TNT1 A 0 A_SetUserVar(user_missile,0)
	TNT1 A 0 A_SetInvulnerable
  FTwoDVLoop:
	NT3R A 0 A_FaceTarget
	NT3R A 2 Bright A_CustomMissile("NemesisASGBall",48,-17)
	NT3R B 2 Bright A_CustomMissile("NemesisASGBall",48,-17)
	NT3R A 2 Bright A_CustomMissile("NemesisASGBall",48,-17)
	NT3R B 2 Bright A_CustomMissile("NemesisASGBall",48,-17)
	NT3R A 2 Bright A_CustomMissile("NemesisASGBall",48,-17)
	NT3R B 2 Bright A_CustomMissile("NemesisASGBall",48,-17)
	TNT1 A 0 A_JumpIf(user_missile >= 20,2)
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	Loop
	TNT1 A 0 A_Stop
	TNT1 A 0 A_UnSetInvulnerable
	Goto See
  Pain:
	TNT1 A 0 A_Jump(60,"Healing")	
	TNT1 A 0 A_Jump(128,"PainMissile")
	NTER L 3 	
	NTER L 3 A_Pain
	Goto See 
  PainMissile: 
	NTER L 3 	
	NTER L 3 A_Pain
	Goto Missile	   
  Healing:
	TNT1 A 0 A_PlaySound("monster/termsit")
	TNT1 A 0 A_SetInvulnerable
	NTER L 2 HealThing(2000)
	NTER LLLLLLLLLLLLLLLLLLLL 2 Bright //A_SpawnItemEx("TrueLegendaryLineSpawner")
	NTER LLLLLLLLLLLLLLLLLLLL 2 Bright //A_SpawnItemEx("TrueLegendaryLineSpawner")
	NTER L 10 //A_CustomMissile("LegTerminatorPulse")
	NTER L 5 //A_CustomMissile("LegTerminatorPulse")
	NTER L 2 //A_CustomMissile("LegTerminatorBigPulse")
	TNT1 A 0 A_UnSetInvulnerable
	NTER L 2
	Goto See
  Pain.Legendary:
  Pain.LegendaryPlayer:
  Pain.LegendaryGuruPlayer:
  Pain.PlayerDevBall:
  Pain.PDTBFG:
  Pain.BFG10K:
  Pain.BFG9500Ball:
  Pain.PlayerDBFG10K2:
  Pain.PlayerDBFG2:
	TNT1 A 0 A_Jump(200, "ComboTel")
	Goto PainMissile
  Death:
	TNT1 A 0
	NTER M 10 A_Scream
	TNT1 AA 0 A_SpawnItemEx("NemesisGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	//TNT1 AAA 0 A_CustomMissile("BigBlueBloodCloud",random(10,80),0,random(0,360),2,random(0,360))
	NTER NNNOOO 5 Bright A_CustomMissile("WhiteNemesisKaboom",random(10,60),random(30,-30),random(0,360),2,random(0,360))
	TNT1 AA 0 A_SpawnItemEx("NemesisGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	//TNT1 AAA 0 A_CustomMissile("BigBlueBloodCloud",random(10,80),0,random(0,360),2,random(0,360))
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisCyberBouncyBFG",0,0,random(0,360),2,random(-5,30))
	TNT1 A 0 A_SpawnItemEx("NemesisDeathBall",0,0,0,0,0,0,0,SXF_SETMASTER,0)
	NTER PPPQQQ 2 Bright A_CustomMissile("WhiteNemesisKaboom",random(10,60),random(30,-30),random(0,360),2,random(0,360))
	TNT1 AA 0 A_SpawnItemEx("NemesisGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	//TNT1 AAA 0 A_CustomMissile("BigBlueBloodCloud",random(10,80),0,random(0,360),2,random(0,360))
	TNT1 A 0 A_SpawnItemEx("NemesisDeathBall",0,0,0,0,0,0,0,SXF_SETMASTER,0)
	NTER SSSTTT 2 Bright A_CustomMissile("WhiteNemesisKaboom",random(10,60),random(30,-30),random(0,360),2,random(0,360))
	TNT1 AA 0 A_SpawnItemEx("NemesisGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	//TNT1 AAA 0 A_CustomMissile("BigBlueBloodCloud",random(10,80),0,random(0,360),2,random(0,360))
	TNT1 A 0 A_SpawnItemEx("NemesisDeathBall",0,0,0,0,0,0,0,SXF_SETMASTER,0)
	NTER UUUVVV 2 Bright A_CustomMissile("WhiteNemesisKaboom",random(10,60),random(30,-30),random(0,360),2,random(0,360))
	TNT1 A 0 A_JumpIfInTargetInventory("TrueLegendaryRuneItem",1,"VexedSpawn")
	TNT1 A 0 A_JumpIfInTargetInventory("TrueLegendaryRuneItem2",1,"VexedSpawn")
	NTER W 4 A_ChangeFlag("BRIGHT",0)
	TNT1 A 0 A_SpawnItemEx("BfgUpgrade",0,0,64,random(1,8),0,2,random(0,360),0,192)
	TNT1 A 0 A_SpawnItemEx("ArmageddonCannon",0,0,64,random(1,8),0,2,random(0,360),0,192)
	TNT1 A 0 A_SpawnItemEx("Terminator",0,0,8,0,0,0,0,0,192)
	TNT1 A 0 A_SpawnItemEx("Nemesis Assault Shotgun",0,0,64,random(1,8),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("Nemesis Sawed-Off Shotgun",0,0,64,random(1,8),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("Nemesis Rifle",0,0,64,random(1,8),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("Nemesis Plasmatic Cannon",0,0,64,random(0,8),0,2,random(1,360),0,0)
	TNT1 A 0 A_SpawnItemEx("Nemesis BFG",0,0,64,random(1,8),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisOmegaSphere",0,0,64,random(1,8),0,2,random(0,360),0,64)
	TNT1 A 0 A_SpawnItemEx("UpgradedNemesisArmor",0,0,64,random(1,8),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("UnstabilitySphere",0,0,64,random(1,8),0,2,random(0,360),0,64)
	TNT1 A 0 A_SpawnItemEx("ArmorRegenerator",0,0,64,random(0,8),0,2,random(0,360),0,160)
	TNT1 A 0 A_SpawnItemEx("Jetpack",0,0,64,random(0,8),0,2,random(0,360),0,80)
	TNT1 AAA 0 A_SpawnItemEx("ShieldSphere",0,0,64,random(1,8),0,2,random(0,360),0,64)
	TNT1 AAAAA 0 A_DropItem("LegendaryRune",1,64)
	TNT1 A 0 A_DropItem("TrueLegendaryRune",1,32)
	NTER "X" 6 A_Fall
	NTER "Y" 6
	NTER "Z" 1 A_Playsound("Terminator/terstepA",CHAN_BODY)
	NTER "Z" 5 A_Bossdeath
	TNT1 A 0 A_KillMaster
	NTER "[" -1
	Stop
  VexedSpawn:
	TNT1 A 0 A_SpawnItemEx("NemesisNuke2")
	TNT1 A 0 A_SpawnItemEx("VexedNemesisTerminator",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TELEFRAG)
	TNT1 A 1 A_NoBlocking
	Stop
	}
}

ACTOR NemesisTerminatorGhost
{
Scale 1.4
RENDERSTYLE Translucent
Alpha 0.75
+NOTIMEFREEZE
+NONSHOOTABLE
+NOINTERACTION
+CLIENTSIDEONLY
+NONETID
States
	{
	Spawn:
	TNT1 A 1 Bright
	NTER A 2 A_FadeOut(0.18,1)
	Goto Spawn+1
	}
}

Actor NemesisTerminatorAura : RedParticleSpawner
{
  +NOINTERACTION
  +NOTIMEFREEZE
  +CLIENTSIDEONLY
  Renderstyle Add
  var int user_delay;
  States
  {
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Null")
	TNT1 A 0 A_SpawnItemEx("NemesisAuraSoulBig",random(-18,18),random(-18,18),random(18,30),frandom(-0.8,0.8),frandom(-0.8,0.8),frandom(0,8),0,0,128)
	Stop
	}
}

Actor NemesisAuraSoulBig
{
  +NOTIMEFREEZE
  +NOINTERACTION
  +CLIENTSIDEONLY
  Renderstyle Subtract
  Alpha 0.5
  Scale 1.4
  var int user_delay;
  States
  {
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Null")
	TNT1 A 0 A_Jump(128,2)
	TNT1 A 0 A_SetScale(-2.0,2.0)
	TNT1 A 0 A_SetUserVar(user_delay,random(2,3))
	NRMF ABCDEFG 1 Bright A_SetTics(user_delay)
	Stop
	}
}