ACTOR ZamasuCyberDemon : NemesisCyberdemon //COOOOOOOOOOM
{
//Creator: GDWolf & Fluffy
//Origin: Complex Very Strong Monsters
//Sprite: ZANI
//Title: "Zamasu Cyberdemon"
Health 18999 //14999
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "Explosion", 0.2
DamageFactor "PlayerDTRG", 0.4
DamageFactor "DTRailgun", 0.4
DamageFactor "PDTPuff", 0.4
DamageFactor "RailG", 0.3
DamageFactor "Cyber10K", 0.0
DamageFactor "CDTBFG", 0.0
Damagefactor 0.4
DropItem "NemesisHealthBonusMax", 256, 64
DropItem "NemesisArmorBonus64", 256
DropItem "NemesisHealthBonusMax", 256, 64
DropItem "NemesisArmorBonus64", 256
DropItem "TerrorSoulSphere" 155
DropItem "LegAmmoSphere", 128, 1
DropItem "LegDemonRune", 80, 1
DropItem "NemesisRuneSpawnerTier4", 256, 1
DropItem "NemesisRuneSpawnerTier4", 256, 1
DropItem "DemonicChalice", 256, 2
DropItem "SkullOfPower", 256, 2
DropItem "NemesisDemonicEnergy", 256
DropItem "NemesisGreaterDemonicEnergy", 256
DropItem "NemesisShell", 256
DropItem "NemesisShellBox", 130
DropItem "Nemesis Rifle", 200
DropItem "Nemesis Plasmatic Cannon", 200
DropItem "Nemesis Assault Shotgun", 200
DropItem "Nemesis Sawed-Off Shotgun", 200
DropItem "Nemesis BFG", 256
DropItem "TrueLegendaryRune" 25 1
DropItem "TarmidhesRune" 64 1
DropItem "Zamasu Plasmatic Cannon", 120, 1
SeeSound "ZamasuCyberdemon/Sight"
PainSound "ZamasuCyberdemon/Pain"
DeathSound "ZamasuCyberdemon/Death"
ActiveSound "ZamasuCyberdemon/Active"
Obituary "%o thought that he could cheese the Zamasu Cyberdemon."
Tag "\c[s5]Zamasu Cyberdemon\c-"
var int user_phase;
States
{
  Spawn: 
    TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
    ZANI A 10 Bright A_Look
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
	ZANI A 10 Bright A_Look
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
	ZANN A 10 Bright A_Look
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
	ZANN A 10 Bright A_Look
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
    Loop
  Idle:
    TNT1 A 0 A_JumpIf(user_phase == 1,"StopPhaseWalkingIdle")
  IdleLoop:
    TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
    ZANI A 10 Bright A_Look
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
	ZANI A 10 Bright A_Look
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
	ZANN A 10 Bright A_Look
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
	ZANN A 10 Bright A_Look
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
    Loop 
  See: 
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,2032)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_Jump(100,"Rush")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	ZANI A 3 Bright A_Hoof
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	ZANI A 3 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	ZANI BB 3 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	ZANI CC 3 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	ZANI D 3 Bright A_Metal
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	ZANI D 3 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	TNT1 A 0 A_Jump(35,"Teleport")
	TNT1 A 0 A_Jump(15,"PhaseWalk")
    Loop 
  Rush:
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_Hoof
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_SpawnItemEx("ZamasuCyberDemonGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZANI A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuCyberDemonGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZANI A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuCyberDemonGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZANI B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuCyberDemonGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZANI B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_SpawnItemEx("ZamasuCyberDemonGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZANI C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuCyberDemonGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZANI C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuCyberDemonGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	TNT1 A 0 A_Metal
	ZANI D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuCyberDemonGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZANI D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_Jump(25,"Teleport")
	TNT1 A 0 A_Jump(75,"See")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	Loop
  PhaseWalk:
	TNT1 A 0 A_PlaySound("phaseimp/teleport")
	ZANI A 2 A_FaceTarget
	TNT1 A 0 A_Changeflag(NOCLIP,1)
	//TNT1 A 0 A_Changeflag(NODROPOFF,1)
	TNT1 A 0 A_Changeflag(NOPAIN,1)
	TNT1 A 0 A_SetUserVar("user_phase",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZANI A 1 A_SetTranslucent(0.75)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZANI A 1 A_SetTranslucent(0.55)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZANI A 1 A_SetTranslucent(0.35)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZANI A 1 A_SetTranslucent(0.15)
	TNT1 A 0 A_Changeflag(NOPAIN,0)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	Goto PhaseWalking
  PhaseWalking:
	ZANI AABBCCDDAABBCCDD 1 A_ExtChase(0,0)
	ZANI AABBCCDDAABBCCDDAABBCCDDAABBCCDD 1 A_Chase
	TNT1 A 0 A_JumpIfCloser(270,"StopPhaseWalking")
	Goto PhaseWalking+32
  StopPhaseWalking:
    TNT1 A 0 A_PlaySound("phaseimp/teleport")
	TNT1 A 0 A_Changeflag(NOCLIP,0)
	//TNT1 A 0 A_Changeflag(NODROPOFF,0)
	TNT1 A 0 A_Changeflag(NOPAIN,1)
	TNT1 A 0 A_SetUserVar("user_phase",0)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZANI A 1 A_SetTranslucent(0.15)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZANI A 1 A_SetTranslucent(0.35)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZANI A 1 A_SetTranslucent(0.55)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZANI A 1 A_SetTranslucent(0.75)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_Changeflag(NOPAIN,0)
	ZANI A 2 A_FaceTarget	
    Goto Missile 
  StopPhaseWalkingIdle:
    TNT1 A 0 A_PlaySound("phaseimp/teleport")
	TNT1 A 0 A_Changeflag(NOCLIP,0)
	//TNT1 A 0 A_Changeflag(NODROPOFF,0)
	TNT1 A 0 A_Changeflag(NOPAIN,1)
	TNT1 A 0 A_SetUserVar("user_phase",0)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZANI A 1 A_SetTranslucent(0.15)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZANI A 1 A_SetTranslucent(0.35)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZANI A 1 A_SetTranslucent(0.55)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZANI A 1 A_SetTranslucent(0.75)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_Changeflag(NOPAIN,0)
    Goto Idleloop
  Teleport:
    TNT1 A 0
	TNT1 A 0 A_Jump(75,"TeleportRage")
	ZANI A 1 Bright A_UnSetShootable
	TNT1 AAAA 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI AAAAAAAAAA 1 Bright A_FadeOut(0.1,0)
	ZANI A 2 Bright
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	ZANI A 1 Bright A_PlayWeaponSound("boss/teleport")
	TNT1 AAAA 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI AAAAAAAAAA 1 Bright A_FadeIn(0.1)
	ZANI A 1 Bright A_SetShootable
	Goto See
  Strafing:
	TNT1 A 0 A_Hoof
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZANI AA 2 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZANI BB 2 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZANI CC 2 Bright A_GiveInventory("NemesisLegZombieStrafing",1)  
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	TNT1 A 0 A_Metal
	ZANI DD 2 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	Goto See
  TeleportRage:
	ZANI A 1 Bright A_UnSetShootable
	TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI AAAAA 1 Bright A_FadeOut(0.2,0)
	TNT1 A 2 Bright
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander
	TNT1 A 1 Bright A_PlaySound("boss/teleport",6)
	TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI AAAAA 1 Bright A_FadeIn(0.2)
	ZANI A 1 Bright A_SetShootable
	Goto See
  Missile:
    TNT1 A 0
	TNT1 A 0 A_JumpIf(user_phase == 1,"StopPhaseWalking")
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_Jump(128,"Teleport")
    TNT1 A 0 A_Jump(88,"Laser","Devastator","MiniBFG","10kProjectiles","Railgun","ZamasuNuke","AbsolutelyMad")
  Normal:
    TNT1 A 0
	TNT1 A 0 A_Jump(100,"NemesisTech")
    ZANI E 1 A_FaceTarget
	ZANI EEE 1 Bright A_GiveInventory("NLegZombieStrafing3",1)
    TNT1 A 0 Bright A_CustomMissile("NemesisRocket", 40, 26, 0)
    TNT1 A 0 Bright A_CustomMissile("NemesisCyberHomingRocket", 40, -26, 0)
	ZANI FFF 1 Bright A_GiveInventory("NLegZombieStrafing3",1)
    ZANI E 1 A_FaceTarget
	ZANI EEE 1 Bright A_GiveInventory("NLegZombieStrafing3",1)
    TNT1 A 0 Bright A_CustomMissile("NemesisRocket", 40, 26, 0)
    TNT1 A 0 Bright A_CustomMissile("NemesisCyberHomingRocket", 40, -26, 0)
	ZANI FFF 1 Bright A_GiveInventory("NLegZombieStrafing3",1)
    ZANI E 1 A_FaceTarget
	ZANI EEE 1 Bright A_GiveInventory("NLegZombieStrafing3",1)
    TNT1 A 0 Bright A_CustomMissile("NemesisRocket", 40, 26, 0)
    TNT1 A 0 Bright A_CustomMissile("NemesisCyberHomingRocket", 40, -26, 0)
	ZANI FFF 1 Bright A_GiveInventory("NLegZombieStrafing3",1)
    ZANI E 1 A_FaceTarget
	ZANI EEE 1 Bright A_GiveInventory("NLegZombieStrafing3",1)
    TNT1 A 0 Bright A_CustomMissile("NemesisRocket", 40, 26, 0)
    TNT1 A 0 Bright A_CustomMissile("NemesisCyberHomingRocket", 40, -26, 0)
	ZANI FFF 1 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZANI E 1 A_FaceTarget
	ZANI EEE 1 Bright A_GiveInventory("NLegZombieStrafing3",1)
    TNT1 A 0 Bright A_CustomMissile("NemesisRocket", 40, 26, 0)
    TNT1 A 0 Bright A_CustomMissile("NemesisCyberHomingRocket", 40, -26, 0)
	ZANI FFF 1 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZANI E 1 A_FaceTarget
	ZANI EEE 1 Bright A_GiveInventory("NLegZombieStrafing3",1)
    TNT1 A 0 Bright A_CustomMissile("NemesisRocket", 40, 26, 0)
    TNT1 A 0 Bright A_CustomMissile("NemesisCyberHomingRocket", 40, -26, 0)
	ZANI FFF 1 Bright A_GiveInventory("NLegZombieStrafing3",1)
    ZANI E 12
	TNT1 A 0 Bright A_Jump(128,"Laser")
    Goto See
  Laser:
	ZANI E 0 A_SetInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
	ZANI E 0 A_PlaySound("ZamasuCyberdemon/Sight",7,1,0,0.5)
	ZANI E 1 Bright A_FaceTarget
	ZANI EEEE 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	LEGW A 0 A_PlaySound("NemesisCannon/Mode2")
	ZANI EEEEE 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZANI E 0 A_UnSetInvulnerable
  LaserLoop:
    TNT1 A 0 A_JumpIf(user_missile >= 45,"RailgunEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",7)
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonLaser", 40, 26, 0)
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonLaser", 40, -26, 0)
	ZANI FE 3 Bright A_GiveInventory("NLegZombieStrafing2",1)
	ZANI E 1 Bright A_FaceTarget
    Loop
  Devastator:
	ZANI E 0 A_PlaySound("cydes/mischrg",7,1,0,0.5)
	ZANI E 0 A_PlaySound("ZamasuCyberdemon/Sight",7,1,0,0.5)
	ZANI E 1 Bright A_FaceTarget
	ZANI EEEEEEEEEEEEEE 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
	ZANI F 7 A_CustomMissile("NemImpDevastatorBall", 40, 26, 0)
	ZANI F 7 A_CustomMissile("NemImpDevastatorBall", 40, -26, 0)
	ZANI E 10 A_FaceTarget
	TNT1 A 0 A_Jump(196,"See")
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
	ZANI F 7 A_CustomMissile("NemImpDevastatorBall", 40, 26, 0)
	ZANI F 7 A_CustomMissile("NemImpDevastatorBall", 40, -26, 0)
	ZANI E 10 A_FaceTarget
	Goto See
  MiniBFG:
	ZANI E 0 A_SetInvulnerable
	ZANI E 0 A_PlaySound("ZamasuCyberdemon/Sight",7,1,0,0.5)
	ZANI E 1 Bright A_FaceTarget
	ZANI EEEE 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZANI EEEEE 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZANI E 0 A_UnSetInvulnerable
	ZANI F 7 Bright A_CustomMissile("ActualDarkMatter", 40, 26, 0)
	ZANI F 7 Bright A_CustomMissile("ActualDarkMatter", 40, -26, 0)
	ZANI EEE 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZANI F 7 Bright A_CustomMissile("ActualDarkMatter", 40, 26, 0)
	ZANI F 7 Bright A_CustomMissile("ActualDarkMatter", 40, -26, 0)
	ZANI EEE 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZANI F 7 Bright A_CustomMissile("ActualDarkMatter", 40, 26, 0)
	ZANI F 7 Bright A_CustomMissile("ActualDarkMatter", 40, -26, 0)
	ZANI EEE 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZANI F 7 Bright A_CustomMissile("ActualDarkMatter", 40, 26, 0)
	ZANI F 7 Bright A_CustomMissile("ActualDarkMatter", 40, -26, 0)
	ZANI EEE 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZANI E 8 Bright A_FaceTarget
	Goto See
  10kProjectiles:
	ZANI E 0 A_SetInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
	ZANI E 0 A_PlaySound("ZamasuCyberdemon/Sight",7,1,0,0.5)
	ZANI E 1 Bright A_FaceTarget
	ZANI EEEE 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	ZANI EEEEEE 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZANI E 0 A_UnSetInvulnerable
  10kprojectileloop:
    TNT1 A 0 A_JumpIf(user_missile >= 45,"RailgunEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile", 40, 26, 0)
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile", 40, -26, 0)
	ZANI FFFFFFFFFFFFFF 0 A_Wander
	TNT1 A 0 Bright A_FaceTarget
	ZANI FE 1 Bright A_GiveInventory("NLegZombieStrafing2",1)
    Loop
  Railgun:
    TNT1 A 0 A_PlaySound("weapons/rgcharge")
	ZANI E 0 A_PlaySound("ZamasuCyberdemon/Sight",7,1,0,0.5)
	ZANI E 1 Bright A_FaceTarget
    ZANI EEEEE 4 Bright A_GiveInventory("NLegZombieStrafing2",1)
	ZANI E 1 Bright A_FaceTarget
	ZANI EEEEE 4 Bright A_GiveInventory("NLegZombieStrafing2",1)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  RailgunLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 6,"RailgunLoop2")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    ZANI F 4 Bright A_CustomMissile("NemesisCyberRailLaser", 40, 26, 0)
    ZANI F 4 Bright A_CustomMissile("NemesisCyberRailLaser", 40, -26, 0)
	ZANI E 1 Bright A_FaceTarget
	ZANI EE 4 Bright A_GiveInventory("NLegZombieStrafing2",1)
	TNT1 A 0 A_Jump(32,"RailgunTeleport")
	Loop
  RailgunLoop2:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"RailgunEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    ZANI F 4 Bright A_CustomMissile("NemesisCyberRailLaser", 40, 26, 0)
    ZANI F 4 Bright A_CustomMissile("NemesisCyberRailLaser", 40, -26, 0) 
	ZANI E 4 Bright A_FaceTarget
	TNT1 A 0 A_Jump(32,"RailgunTeleport")
	Loop
  RailgunTeleport:
	TNT1 A 0 A_UnSetShootable
	ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	ZANI EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    ZANI E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 A 0 A_FaceTarget
	ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI EEEEEEEEEEE 1 A_FadeIn(0.1)	
	TNT1 A 0 A_SetShootable
	Goto RailgunLoop
  RailgunEnd:
	TNT1 A 0 A_UnSetShootable
	ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	ZANI EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    ZANI E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 A 0 A_FaceTarget
	ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI EEEEEEEEEEE 1 A_FadeIn(0.1)	
	TNT1 A 0 A_SetShootable
	ZANI E 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    ZANI F 4 Bright A_CustomMissile("NemesisCyberRailLaser", 40, 26, 0)
    ZANI F 4 Bright A_CustomMissile("NemesisCyberRailLaser", 40, -26, 0)
	ZANI E 10 Bright A_FaceTarget
	ZANI E 15 Bright
	TNT1 A 0 A_Jump(130,"MiniBFG")
	Goto See
  NemesisTech:
	ZANI E 2 Bright A_FaceTarget
	ZANI E 0 A_PlaySound("ZamasuCyberdemon/Sight",7,1,0,0.5)
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_GiveInventory("NLegZombieStrafing2",1)
	ZANI E 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_GiveInventory("NLegZombieStrafing2",1)
	ZANI E 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_GiveInventory("NLegZombieStrafing2",1)
	ZANI E 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_GiveInventory("NLegZombieStrafing2",1)
	ZANI E 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_GiveInventory("NLegZombieStrafing2",1)
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_Jump(64,"NemesisTechLoopRage")
  NemesisTechLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"NemesisTechEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	TNT1 A 0 Bright A_CustomMissile("ZamasusRifleShot", 40, 26,frandom(-2,2))
	ZANI F 2 Bright A_CustomMissile("ZamasusRifleShot", 40, -26,frandom(-2,2))
    ZANI E 1 Bright A_FaceTarget
	ZANI E 1 Bright A_GiveInventory("NLegZombieStrafing3",1)
	TNT1 A 0 A_MonsterRefire(128,"NemesisTechEnd")
	TNT1 A 0 A_Jump(32,"NemesisTechTeleport")
	Loop
  NemesisTechLoopRage:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"NemesisTechEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	TNT1 A 0 Bright A_CustomMissile("ZamasusRifleShot", 40, 26,frandom(-2,2))
	ZANI F 2 Bright A_CustomMissile("ZamasusRifleShot", 40, -26,frandom(-2,2))
	ZANI FFFFFFFFFFFFFF 0 A_Wander
    ZANI E 2 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(128,"NemesisTechEnd")
	TNT1 A 0 A_Jump(32,"NemesisTechRageTeleport")
	Loop
  NemesisTechEnd:
    ZANI E 30 Bright A_PlaySoundEx("Legcyber/amhalt","DECHST")
	TNT1 A 0 A_Jump(128,"Teleport")
	Goto See
  NemesisTechTeleport:
	TNT1 A 0 A_UnSetShootable
	ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	ZANI EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    ZANI E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 A 0 A_FaceTarget
	ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI EEEEEEEEEEE 1 A_FadeIn(0.1)	
	TNT1 A 0 A_SetShootable
	Goto NemesisTechLoop
  NemesisTechRageTeleport:
	TNT1 A 0 A_UnSetShootable
	ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	ZANI EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    ZANI E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 A 0 A_FaceTarget
	ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI EEEEEEEEEEE 1 A_FadeIn(0.1)	
	TNT1 A 0 A_SetShootable
	Goto NemesisTechLoopRage
  ZamasuNuke:
    TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_PlaySound("ZamasuCyberdemon/Sight",7,1,0,0.5)
    ZANI A 0 A_SetInvulnerable
	ZANI E 5 BRIGHT A_SpawnItemEx("ZamasuCyberFinalAttack")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI F 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI E 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI E 5 Bright A_Playsound ("Arcradimus/BFGElectric")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI E 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI F 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI E 5 Bright A_Playsound ("Arcradimus/BFGElectric")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI F 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI E 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI E 5 Bright A_Playsound ("Arcradimus/BFGElectric")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI E 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI F 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI E 5 Bright A_Playsound ("Arcradimus/BFGElectric")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI F 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI E 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI E 5 Bright A_Playsound ("Arcradimus/BFGElectric")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI E 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI F 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI E 5 Bright A_Playsound ("Arcradimus/BFGElectric")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI F 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI E 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI E 5 Bright A_Playsound ("Arcradimus/BFGElectric")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI E 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI F 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI E 5 Bright A_Playsound ("Arcradimus/BFGElectric")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI F 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI E 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI E 5 Bright A_Playsound ("Arcradimus/BFGElectric")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI E 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI F 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI E 5 Bright A_Playsound ("Arcradimus/BFGElectric")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI F 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI E 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI E 5 Bright A_Playsound ("Arcradimus/BFGElectric")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI E 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI E 2 Bright A_PlaySound ("pcannon/explode")
	ZANI F 5 A_CustomMissile ("ZamasuCyberFinalBall")
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	ZANI A 0 A_SetInvulnerable
	Goto See
  AbsolutelyMad:
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_PlaySound("ZamasuCyberdemon/Sight",7,1,0,0.5)
	ZANI EEE 1 Bright A_GiveInventory("NLegZombieStrafing3",1)
	TNT1 A 0 A_PlaySoundEx("Legcyber/BFG","GURUCHRG")
	ZANI EEE 1 Bright A_GiveInventory("NLegZombieStrafing3",1)	
	TNT1 A 0 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  AbsolutelyMadCharging:
	TNT1 A 0 A_JumpIf(user_missile >= 12,"AbsolutelyMadFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	ZANI EEE 1 Bright A_GiveInventory("NLegZombieStrafing3",1)
	Loop
  AbsolutelyMadFire:
	ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_UnSetShootable
    ZANI EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	ZANI EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    ZANI E 20
    ZANI E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 A 0 A_FaceTarget
	ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI EEEEEEEEEEE 1 A_FadeIn(0.1)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  AbsolutelyMadFireLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 5,"AbsolutelyMadFire2")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlayWeaponSound("star/fire")
	ZANI FFFFFFFFFFFFFF 0 A_Wander
	TNT1 A 0 A_FaceTarget
	ZANI F 6 Bright A_CustomMissile("MiniNemesisBFGBall",58,-26,Random(-4, 4))	
	ZANI E 6 Bright A_FaceTarget
	Loop
  AbsolutelyMadFire2:
	ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_UnSetShootable
    ZANI EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	ZANI EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    ZANI E 20
    ZANI E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 A 0 A_FaceTarget
	ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI EEEEEEEEEEE 1 A_FadeIn(0.1)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  AbsolutelyMadFireLoop2:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"AbsolutelyMadFire3")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlayWeaponSound("star/fire")
	ZANI FFFFFFFFFFFFFF 0 A_Wander
	TNT1 A 0 A_FaceTarget
	ZANI F 3 Bright A_CustomMissile("MiniNemesisBFGBall",58,-26,Random(-4, 4))	
	ZANI E 3 Bright A_FaceTarget
	Loop
  AbsolutelyMadFire3:
	ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_UnSetShootable
    ZANI EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	ZANI EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    ZANI E 20
    ZANI E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 A 0 A_FaceTarget
	ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI EEEEEEEEEEE 1 A_FadeIn(0.1)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  AbsolutelyMadFireLoop3:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"AbsolutelyMadEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlayWeaponSound("star/fire")
	ZANI FFFFFFFFFFFFFF 0 A_Wander
	TNT1 A 0 A_FaceTarget
	ZANI F 1 Bright A_CustomMissile("MiniNemesisBFGBall",58,-26,Random(-4, 4))	
	ZANI E 1 Bright A_FaceTarget
	Loop
  AbsolutelyMadEnd:
    ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_UnSetShootable
    ZANI EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	ZANI EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    ZANI E 10
    ZANI E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 A 0 A_FaceTarget
	ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI EEEEEEEEEEE 1 A_FadeIn(0.1)	
	TNT1 A 0 A_SetShootable
    TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_PlaySound("NemesisBFG/Fire",1)
	ZANI F 5 A_CustomMissile("NemesisGuruBall", 58, -26, 0, 0)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
    ZANI E 20 Bright A_FaceTarget
	Goto Teleport
  Pain:
    TNT1 A 0 A_JumpIf(user_phase == 1,"StopPhaseWalking")
	TNT1 A 0 A_StopSound(7)
	TNT1 A 0 A_Jump(61,"PainMissile","Teleport","PhaseWalk")
    ZANI G 10 A_Pain
    Goto See
  PainMissile:
	ZANI G 10 A_Pain
    Goto Missile
  Pain.DBFG2:
  Pain.DBFG10K2:
  Pain.DBFGSplash2:
  Pain.PlayerDBFG2:
  Pain.PlayerDBFG10K2:
  Pain.PlayerDBFGSplash2:
    TNT1 A 0 A_JumpIf(user_phase == 1,"StopPhaseWalking")
	Goto AbsolutelyMad
  Pain.Explosion:
    TNT1 A 0 A_JumpIf(user_phase == 1,"StopPhaseWalking")
	TNT1 A 0 A_Jump(230,"Teleport")
	Goto AbsolutelyMad
  Death:
    TNT1 A 0
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_Changeflag(NOCLIP,0)
	//TNT1 A 0 A_Changeflag(NODROPOFF,0)
	TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_RemoveChildren(1)
	ZANI H 10 Bright
	ZANI H 10 Bright A_Scream
	TNT1 A 0 A_PlaySound("NemesisPortal/Open",7,1,0,0.5)
	TNT1 A 0 A_SpawnItemEx("ZamasuimpDeathEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	ZANI HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 2 Bright A_CustomMissile("NemesisTormentorDeathEffect",0,0,0,CMF_TRACKOWNER)
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	TNT1 A 0 A_SpawnItemEx("ZamasuimpDeathEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	ZANI HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 2 Bright A_CustomMissile("NemesisTormentorDeathEffect",0,0,0,CMF_TRACKOWNER)
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	TNT1 A 0 A_SpawnItemEx("ZamasuimpDeathEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	ZANI HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 2 Bright A_CustomMissile("NemesisTormentorDeathEffect",0,0,0,CMF_TRACKOWNER)
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	ZANI IIIIIIIIIIIIIIIIIIIIIIIIIIII 2 Bright
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	ZANI JJJJJJJJJJJJJJJJJJJJJ 2 Bright
	ZANI KL 10 Bright
	TNT1 A 0 A_BossDeath
	TNT1 A 0 A_KillMaster
	ZAMI M 0 A_SpawnItem("ZamasuNuke",0,0,0,0)
	ZANI M 10 Bright A_NoBlocking
	TNT1 A 0 A_StopSound(7)
	ZANI "NO" 10
	ZANI P 300
	AGBX B 2 A_PlaySound("Mainyu/Electric",6)
	TNT1 A 0 A_SpawnItemEx("ZamasuGateSpawner",0,0,0,0,0,1)
	ZANI P -1
    Stop
	}
}

ACTOR ZamasuCyberDemonGhostA
{
PROJECTILE
Height 56
Radius 20
Speed 0
Scale 1.1
RENDERSTYLE Translucent
Alpha 0.7
+NOTIMEFREEZE
+NOINTERACTION
+CLIENTSIDEONLY
States
  {
  Spawn:
	TNT1 A 0 Bright
	TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	TNT1 A 1 Bright
	Goto Fade
  Fade:
	ZANI A 2 A_FadeOut(0.1,1)
	Loop
  Toaster:
	TNT1 A 1 Bright
	Stop
  }
}

ACTOR ZamasuCyberDemonGhostB : ZamasuCyberDemonGhostA
{
States
  {
  Fade:
	ZANI B 2 A_FadeOut(0.1,1)
	Loop
  }
}

ACTOR ZamasuCyberDemonGhostC : ZamasuCyberDemonGhostA
{
States
  {
  Fade:
	ZANI C 2 A_FadeOut(0.1,1)
	Loop
  }
}

ACTOR ZamasuCyberDemonGhostD : ZamasuCyberDemonGhostA
{
States
  {
  Fade:
	ZANI D 2 A_FadeOut(0.1,1)
	Loop
  }
}

ACTOR ZamasuCyberDemonGhostE : ZamasuCyberDemonGhostA
{
States
  {
  Fade:
	ZANI E 2 A_FadeOut(0.1,1)
	Loop
  }
}

ACTOR ZamasuCyberDemonGhostF : ZamasuCyberDemonGhostA
{
States
  {
  Fade:
	ZANI F 2 A_FadeOut(0.1,1)
	Loop
  }
}

actor ZamasuCyberFinalAttack
{
  obituary "%o was destroyed."
  radius 0
  height 0
  speed 0
  damage 0
  renderstyle Add
  scale 1
  alpha 0.25
  PROJECTILE
  +NOTIMEFREEZE
  states
  {
  Spawn:
    XXLA BDBD 4 bright A_SpawnItemEx("NemesisUltraBombFluxShockwave",0,0,0,0,0,0,0,0,0)
    goto Death
  Death:
    XXLA A 2 A_SpawnItemEx("ZamasuCyberFinalAttack2")
    stop
  }
}

actor ZamasuCyberFinalAttack2
{
  obituary "%o was destroyed."
  radius 0
  height 0
  speed 0
  damage 0
  renderstyle Add
  scale 2
  alpha 0.35
  PROJECTILE
  +NOTIMEFREEZE
  states
  {
  Spawn:
    XXLA BDBD 4 bright A_SpawnItemEx("NemesisUltraBombFluxShockwave",0,0,0,0,0,0,0,0,0)
    goto Death
  Death:
    XXLA A 2 A_SpawnItemEx("ZamasuCyberFinalAttack3",0,0,0)
    stop
  }
}

actor ZamasuCyberFinalAttack3
{
  obituary "%o was destroyed."
  radius 0
  height 0
  speed 0
  damage 0
  renderstyle Add
  scale 3
  alpha 0.45
  PROJECTILE
  +NOTIMEFREEZE
  states
  {
  Spawn:
    XXLA BDBD 4 bright A_SpawnItemEx("NemesisUltraBombFluxShockwave",0,0,0,0,0,0,0,0,0)
    goto Death
  Death:
    XXLA A 2 A_SpawnItemEx("ZamasuCyberFinalAttack4") 
    stop
  }
}

actor ZamasuCyberFinalAttack4
{
  obituary "%o was destroyed."
  radius 0
  height 0
  speed 0
  damage 0
  renderstyle Add
  scale 4
  alpha 0.55
  PROJECTILE
  +NOTIMEFREEZE
  states
  {
  Spawn:
    XXLA BDBD 4 bright A_SpawnItemEx("NemesisUltraBombFluxShockwave",0,0,0,0,0,0,0,0,0)
    goto Death
  Death:
    XXLA A 2 A_SpawnItemEx("ZamasuCyberFinalAttack5") 
    stop
  }
}

actor ZamasuCyberFinalAttack5
{
  obituary "%o was destroyed."
  radius 0
  height 0
  speed 0
  damage 0
  renderstyle Add
  scale 5
  alpha 0.65
  PROJECTILE
  +NOTIMEFREEZE
  states
  {
  Spawn:
    XXLA BDBD 5 bright A_SpawnItemEx("NemesisUltraBombFluxShockwave",0,0,0,0,0,0,0,0,0)
    goto Death
  Death:
    XXLA A 2 A_SpawnItemEx("ZamasuCyberFinalAttack6") 
    stop
  }
}

actor ZamasuCyberFinalAttack6
{
  obituary "%o was destroyed."
  radius 0
  height 0
  speed 0
  damage 0
  renderstyle Add
  scale 6
  alpha 0.75
  deathsound "Gateway/Hell"
  PROJECTILE
  DamageType "Nemesis"
  +NOTIMEFREEZE
  states
  {
  Spawn:
    XXLA BDBD 5 bright A_SpawnItemEx("NemesisUltraBombFluxShockwave",0,0,0,0,0,0,0,0,0)
    goto Death
  Death:
    XXLA A 2 A_SpawnItemEx("ZamasuCyberFinalAttack7")
    stop
  }
}

actor ZamasuCyberFinalAttack7
{
  obituary "%o was destroyed."
  radius 0
  height 0
  speed 0
  damage 0
  renderstyle Add
  scale 7
  alpha 0.85
  deathsound "Gateway/Hell"
  PROJECTILE
  DamageType "Legendary"
  +NOTIMEFREEZE
  states
  {
  Spawn:
    XXLA BDBD 5 bright A_SpawnItemEx("NemesisUltraBombFluxShockwave",0,0,0,0,0,0,0,0,0)
    goto Death
  Death:
    XXLA A 2 A_SpawnItemEx("ZamasuCyberFinalAttack8") 
    stop
  }
}

actor ZamasuCyberFinalAttack8
{
  obituary "%o was destroyed."
  radius 0
  height 0
  speed 0
  damage 0
  renderstyle Add
  scale 8
  alpha 0.95
  deathsound "Gateway/Hell"
  PROJECTILE
  DamageType "Legendary"
  +NOTIMEFREEZE
  states
  {
  Spawn:
    XXLA BDBD 6 bright A_SpawnItemEx("NemesisUltraBombFluxShockwave",0,0,0,0,0,0,0,0,0)
    goto Death
  Death:
    XXLA A 2 A_SpawnItemEx("ZamasuCyberFinalAttack9")
    stop
  }
}

actor ZamasuCyberFinalAttack9
{
  obituary "%o was destroyed."
  radius 0
  height 0
  speed 0
  damage 0
  renderstyle Add
  scale 9
  alpha 0.95
  deathsound "Gateway/Hell"
  PROJECTILE
  DamageType "Legendary"
  +NOTIMEFREEZE
  states
  {
  Spawn:
    XXLA BDBD 6 bright A_SpawnItemEx("NemesisUltraBombFluxShockwave",0,0,0,0,0,0,0,0,0)
    goto Death
  Death:
    XXLA A 2 A_SpawnItemEx("ZamasuCyberFinalAttack10")
    stop
  }
}

actor ZamasuCyberFinalAttack10
{
  obituary "%o was destroyed."
  radius 0
  height 0
  speed 0
  damage 0
  renderstyle Add
  scale 10
  Alpha 1.0
  deathsound "Gateway/Hell"
  PROJECTILE
  DamageType "Legendary"
  +NOTIMEFREEZE
  states
  {
  Spawn:
    XXLA B 5 BRIGHT A_SpawnItemEx("NemesisUltraBombFluxShockwave",0,0,0,0,0,0,0,0,0)
    XXLA BDBDBDBDBDBDBDBDBD 8 bright
    goto Death
  Death:
    XXLA B 4 BRIGHT
    stop
  }
}

ACTOR ZamasuCyberFinalBall
{
  radius 30
  height 30
  Speed 60
  DamageType "Legendary"
  Damage 100000
  Projectile
  RenderStyle Add
  +FORCERADIUSDMG
  +SKYEXPLODE
  +FOILINVUL
  +EXTREMEDEATH
  +RIPPER
  +BLOODLESSIMPACT
  //+DONTBLAST
  -RANDOMIZE
  +NOTIMEFREEZE
  +DOOMBOUNCE
  BounceCount 4
  Scale 1.1
  Alpha 1.0
  MissileType "ArcLesserProjectileTrail"
  SeeSound "Arcradimus/BFGFire"
  States
  {
  Spawn:
    // White
	TNT1 A 0
	TNT1 A 0 A_Explode(600,192,0,1)
	TNT1 A 0 A_SpawnItemEx("NemCardiBombTrail",5,0,0,0,0,0,0,0,0)
    TNT1 A 0 A_Jump(224, 2)
	TNT1 A 0 A_SpawnItemEx("NemesisUltraBombFluxShockwave",0,0,0,10,0,0,0,0,0)
    TNT1 A 0 A_Jump(16, 2)
    TNT1 A 0 A_SpawnItemEx("NemesisGuruStruckGlowX",0,0,10,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 A 0 A_SpawnItemEx("NemesisGuruStruckGlowY",0,0,10,0,0,0,0,SXF_CLIENTSIDE,0)
	XXLA D 1 Bright
    TNT1 A 0 A_SpawnItemEx("NemesisWhiteParticleSpawner",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	XXLA D 1 Bright
	//Gray
	TNT1 A 0
	TNT1 A 0 A_Explode(600,192,0,1)
	TNT1 A 0 A_SpawnItemEx("NemCardiBombTrail",5,0,0,0,0,0,0,0,0)
    TNT1 A 0 A_Jump(224, 2)
	TNT1 A 0 A_SpawnItemEx("NemesisUltraBombFluxShockwave",0,0,0,10,0,0,0,0,0)
    TNT1 A 0 A_Jump(16, 2)
    TNT1 A 0 A_SpawnItemEx("NemesisGuruStruckGlowX",0,0,10,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 A 0 A_SpawnItemEx("NemesisGuruStruckGlowY",0,0,10,0,0,0,0,SXF_CLIENTSIDE,0)
	XXLA B 1 Bright
    TNT1 A 0 A_SpawnItemEx("NemesisWhiteParticleSpawner",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	XXLA B 1 Bright
	//White
	TNT1 A 0
	TNT1 A 0 A_Explode(600,192,0,1)
	TNT1 A 0 A_SpawnItemEx("NemCardiBombTrail",5,0,0,0,0,0,0,0,0)
    TNT1 A 0 A_Jump(224, 2)
	TNT1 A 0 A_SpawnItemEx("NemesisUltraBombFluxShockwave",0,0,0,10,0,0,0,0,0)
    TNT1 A 0 A_Jump(16, 2)
    TNT1 A 0 A_SpawnItemEx("NemesisGuruStruckGlowX",0,0,10,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 A 0 A_SpawnItemEx("NemesisGuruStruckGlowY",0,0,10,0,0,0,0,SXF_CLIENTSIDE,0)
	XXLA D 1 Bright
    TNT1 A 0 A_SpawnItemEx("NemesisWhiteParticleSpawner",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	XXLA D 1 Bright
	//Gray
	TNT1 A 0
	TNT1 A 0 A_Explode(600,192,0,1)
	TNT1 A 0 A_SpawnItemEx("NemCardiBombTrail",5,0,0,0,0,0,0,0,0)
    TNT1 A 0 A_Jump(224, 2)
	TNT1 A 0 A_SpawnItemEx("NemesisUltraBombFluxShockwave",0,0,0,10,0,0,0,0,0)
    TNT1 A 0 A_Jump(16, 2)
    TNT1 A 0 A_SpawnItemEx("NemesisGuruStruckGlowX",0,0,10,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 A 0 A_SpawnItemEx("NemesisGuruStruckGlowY",0,0,10,0,0,0,0,SXF_CLIENTSIDE,0)
	XXLA D 1 Bright
    TNT1 B 0 A_SpawnItemEx("NemesisWhiteParticleSpawner",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	XXLA B 1 Bright
	//White
	TNT1 A 0
	TNT1 A 0 A_Explode(600,192,0,1)
	TNT1 A 0 A_SpawnItemEx("NemCardiBombTrail",5,0,0,0,0,0,0,0,0)
    TNT1 A 0 A_Jump(224, 2)
	TNT1 A 0 A_SpawnItemEx("NemesisUltraBombFluxShockwave",0,0,0,10,0,0,0,0,0)
    TNT1 A 0 A_Jump(16, 2)
    TNT1 A 0 A_SpawnItemEx("NemesisGuruStruckGlowX",0,0,10,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 A 0 A_SpawnItemEx("NemesisGuruStruckGlowY",0,0,10,0,0,0,0,SXF_CLIENTSIDE,0)
	XXLA D 1 Bright
    TNT1 A 0 A_SpawnItemEx("NemesisWhiteParticleSpawner",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	XXLA D 1 Bright
	Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_StopSound(5)
	TNT1 A 0 A_SpawnItem("NemesisNuke")
	TNT1 A 0 A_Explode(10000,10000,0,1)
	TNT1 A 0 A_BFGSpray("ArcSpray",15,20)
	TNT1 A 0 A_SpawnItemEx("NemesisGuruStruckGlowX",0,0,10,0,0,0,0,128,0)
	TNT1 A 0 A_SpawnItemEx("NemesisGuruStruckGlowY",0,0,10,0,0,0,0,128,0)
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisCyberBouncyBFG",0,0,random(0,360),2,random(-5,30))
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	Stop
  }
}

Actor ZamasuGateSpawner : NemesisGate 
{
Translation "0:255=%[0.00,0.00,0.00]:[2.00,2.00,2.00]"
States 
{
Spawn:
  TNT1 A 0
  TNT1 A 0 A_PlaySound("NemesisPortal/Loop",7,1,1,0.5)
  TNT1 A 0 A_PlaySound("Gateway/Hell", CHAN_AUTO, 1.0, True)
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("NemesisGate2",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,Random(0,359))
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("NemesisGate3",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,Random(0,359))
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("NemesisGate4",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,Random(0,359))
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("NemesisGate5",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,Random(0,359))
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("NemesisGate6",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,Random(0,359))
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("NemesisGate7",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,Random(0,359))
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("NemesisGate8",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,Random(0,359))
  BO1L ABCDEFGHIJKLM 1 Bright
  TNT1 A 0 A_Stop
  BO1L NOP 2 Bright A_SpawnItemEx("NemesisGateSpawnTear")
  BO1L ABCDEFGHIJKLMN 1 Bright
  BO1L OP 3 Bright A_SpawnItemEx("NemesisGateSpawnTear")
  BO1L ABCD 1 Bright
  BO1L EF 3 Bright A_SpawnItemEx("NemesisGateSpawnTear")
  BO1L GHIJKLMN 1 Bright
  BO1L KLMNOP 4 Bright A_SpawnItemEx("NemesisGateSpawnTear")
  BO1L OP 1 Bright
  BO1L ABCDE 4 Bright A_SpawnItemEx("NemesisGateSpawnTear")
  BO1L FGHIJKLMOP 1 Bright
  TNT1 A 0 A_PlaySound("Rage", CHAN_VOICE, 1.0, False, ATTN_NONE)
  TNT1 A 0 A_SpawnItemEx("NemesisImp",random(200,-200),random(200,-200),10,0,0,0,0)
  TNT1 A 0 A_SpawnItemEx("NemesisFiend",random(200,-200),random(200,-200),10,0,0,0,0)
  TNT1 A 0 A_SpawnItemEx("NemesisZombie",random(200,-200),random(200,-200),10,0,0,0,0)
  TNT1 A 0 A_AlertMonsters
  TNT1 A 0 A_SpawnItemEx("NemesisGate5",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,Random(0,359))
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("NemesisGate6",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,Random(0,359))
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("NemesisGate7",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,Random(0,359))
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("NemesisGate8",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,Random(0,359))
  BO1L ABCDEFGHIJKLM 1 Bright
  BO1L NOP 2 Bright A_SpawnItemEx("NemesisGateSpawnTear")
  BO1L ABCDEFGHIJKLMN 1 Bright
  BO1L OP 3 Bright A_SpawnItemEx("NemesisGateSpawnTear")
  BO1L ABCD 1 Bright
  BO1L EF 3 Bright A_SpawnItemEx("NemesisGateSpawnTear")
  BO1L GHIJKLMN 1 Bright
  BO1L KLMNOP 4 Bright A_SpawnItemEx("NemesisGateSpawnTear")
  BO1L OP 1 Bright
  BO1L ABCDE 4 Bright A_SpawnItemEx("NemesisGateSpawnTear")
  BO1L FGHIJKLMOP 1 Bright
  TNT1 A 0 A_PlaySound("Rage", CHAN_VOICE, 1.0, False, ATTN_NONE)
  TNT1 A 0 A_SpawnItemEx("NemesisCommando",random(200,-200),random(200,-200),10,0,0,0,0)
  TNT1 A 0 A_SpawnItemEx("NemesisAssaultCaptain",random(200,-200),random(200,-200),10,0,0,0,0)
  TNT1 A 0 A_SpawnItemEx("NemesisStealthTrooper",random(200,-200),random(200,-200),10,0,0,0,0)
  TNT1 A 0 A_AlertMonsters
  TNT1 A 0 A_SpawnItemEx("NemesisGate5",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,Random(0,359))
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("NemesisGate6",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,Random(0,359))
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("NemesisGate7",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,Random(0,359))
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("NemesisGate8",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,Random(0,359))
  BO1L ABCDEFGHIJKLM 1 Bright
  BO1L NOP 2 Bright A_SpawnItemEx("NemesisGateSpawnTear")
  BO1L ABCDEFGHIJKLMN 1 Bright
  BO1L OP 3 Bright A_SpawnItemEx("NemesisGateSpawnTear")
  BO1L ABCD 1 Bright
  BO1L EF 3 Bright A_SpawnItemEx("NemesisGateSpawnTear")
  BO1L GHIJKLMN 1 Bright
  BO1L KLMNOP 4 Bright A_SpawnItemEx("NemesisGateSpawnTear")
  BO1L OP 1 Bright
  BO1L ABCDE 4 Bright A_SpawnItemEx("NemesisGateSpawnTear")
  BO1L FGHIJKLMOP 1 Bright
  TNT1 A 0 A_PlaySound("Rage", CHAN_VOICE, 1.0, False, ATTN_NONE)
  TNT1 A 0 A_SpawnItemEx("NemesisHellKnight",random(200,-200),random(200,-200),10,0,0,0,0)
  TNT1 A 0 A_SpawnItemEx("NemesisCyberNoble",random(200,-200),random(200,-200),10,0,0,0,0)
  TNT1 A 0 A_SpawnItemEx("NemesisRevenant",random(200,-200),random(200,-200),10,0,0,0,0)
  TNT1 A 0 A_AlertMonsters
  TNT1 A 0 A_SpawnItemEx("NemesisGate5",Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("NemesisGate6",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,Random(0,359))
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("NemesisGate7",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,Random(0,359))
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("NemesisGate8",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,Random(0,359))
  BO1L ABCDEFGHIJKLM 1 Bright
  BO1L NOP 2 Bright A_SpawnItemEx("NemesisGateSpawnTear")
  BO1L ABCDEFGHIJKLMN 1 Bright
  BO1L OP 3 Bright A_SpawnItemEx("NemesisGateSpawnTear")
  BO1L ABCD 1 Bright
  BO1L EF 3 Bright A_SpawnItemEx("NemesisGateSpawnTear")
  BO1L GHIJKLMN 1 Bright
  BO1L KLMNOP 4 Bright A_SpawnItemEx("NemesisGateSpawnTear")
  BO1L OP 1 Bright
  BO1L ABCDE 4 Bright A_SpawnItemEx("NemesisGateSpawnTear")
  BO1L FGHIJKLMOP 1 Bright
  TNT1 A 0 A_PlaySound("Rage", CHAN_VOICE, 1.0, False, ATTN_NONE)
  TNT1 A 0 A_SpawnItemEx("NemesisDefiler",random(200,-200),random(200,-200),10,0,0,0,0)
  TNT1 A 0 A_SpawnItemEx("NemesisBehemoth",random(200,-200),random(200,-200),10,0,0,0,0)
  TNT1 A 0 A_SpawnItemEx("NemesisExile",random(200,-200),random(200,-200),10,0,0,0,0)
  TNT1 A 0 A_AlertMonsters
  TNT1 A 0 A_SpawnItemEx("NemesisGate5",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,Random(0,359))
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("NemesisGate6",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,Random(0,359))
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("NemesisGate7",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,Random(0,359))
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("NemesisGate8",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,Random(0,359))
  BO1L ABCDEFGHIJKLM 1 Bright
  BO1L NOP 2 Bright A_SpawnItemEx("NemesisGateSpawnTear")
  BO1L ABCDEFGHIJKLMN 1 Bright
  BO1L OP 3 Bright A_SpawnItemEx("NemesisGateSpawnTear")
  BO1L ABCD 1 Bright
  BO1L EF 3 Bright A_SpawnItemEx("NemesisGateSpawnTear")
  BO1L GHIJKLMN 1 Bright
  BO1L KLMNOP 4 Bright A_SpawnItemEx("NemesisGateSpawnTear")
  BO1L OP 1 Bright
  BO1L ABCDE 4 Bright A_SpawnItemEx("NemesisGateSpawnTear")
  BO1L FGHIJKLMOP 1 Bright
  TNT1 A 0 A_PlaySound("Rage", CHAN_VOICE, 1.0, False, ATTN_NONE)
  TNT1 A 0 A_SpawnItemEx("NemesisTormentor",random(200,-200),random(200,-200),10,0,0,0,0)
  TNT1 A 0 A_SpawnItemEx("NemesisCyberdemon",random(200,-200),random(200,-200),10,0,0,0,0)
  TNT1 A 0 A_SpawnItemEx("NemesisBabySentient",random(200,-200),random(200,-200),10,0,0,0,0)
  TNT1 A 0 A_AlertMonsters
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  Goto Death
Death:
  BO1L ABCDEFGHIJKLMNOPABCD 1 Bright A_FadeOut(0.05)
  TNT1 A 0 A_StopSound(7)
  TNT1 A 1
  Stop
  }
}