ACTOR VexedNemesisCardinal : NewNemesisCardinal
{
  Health 20000
  Radius 45
  Height 110
  Scale 1.2
  Speed 14
  FloatSpeed 20
  SeeSound "NemesisCyber/Sight"
  ActiveSound "NemesisCyber/Active"
  PainSound "NemesisCyber/Pain"
  DeathSound "NemCard/Death"
  DamageFactor "UltimateLegendary", 0.0
  DamageFactor "Explosion", 0.0
  DamageFactor "PlayerDTRG", 0.0001
  DamageFactor "DTRailgun", 0.0001
  DamageFactor "PDTPuff", 0.0001
  DamageFactor "RailG", 0.0001
  DamageFactor "PyroShot", 0.0001
  DamageFactor "PlayerPyro", 0.0001
  DamageFactor "PlayerBHole", 0.025
  DamageFactor "PlayerDBFG", 0.015
  DamageFactor "PlayerDBFG2", 0.015
  DamageFactor "TouhouNOOK", 0.0
  DamageFactor "Extreme", 0.0
  DamageFactor "SuperWeapon", 0.0
  DamageFactor "Terminator", 0.0
  DamageFactor "T3rm", 0.0
  DamageFactor "Term", 0.0
  DamageFactor "PlayerDBFG10k", 0.05
  DamageFactor "PlayerDBFG10k2", 0.05
  DamageFactor "PlayerDevBall", 0.15
  DamageFactor "PlayerDevBall2", 0.15
  DamageFactor "PlayerDevTracer", 0.15
  DamageFactor "Ice", 0.15
  DamageFactor "Cursed", 0.5 //yep
  DamageFactor "Hackroid", 0.5
  DamageFactor "TrueLegendaryDamage", 0.5
  DamageFactor "TrueLegendaryPlayer", 0.5
  BloodColor "Black"
  DropItem "NemesisSuperSphere"
  DropItem "NemesisMegaSphere", 128
  DropItem "NemesisArmorSphere", 256
  DropItem "UnbelieveabilitySphere", 256
  DropItem "TerminatorItem", 80, 1

  DropItem "LegendaryRune2", 256, 1
  DropItem "VitalityRune", 256, 1
  DropItem "AgilityRune", 256, 1
  DropItem "NexusNemesisRune", 256, 1

  DropItem "LegAmmoSphere", 128, 1
  DropItem "LegAmmoSphere", 128, 1
  DropItem "LegAmmoSphere", 128, 1
  DropItem "LegDemonRune", 200, 1
  DropItem "LegDemonRune", 200, 1
  DropItem "DemonicChalice", 256, 2
  DropItem "DemonicChalice", 256, 2
  DropItem "SkullOfPower", 256, 2
  DropItem "SkullOfPower", 256, 2

  DropItem "NemesisBulletBox" 256
  DropItem "NemesisDMGBulletMag" 256
  DropItem "NLDemonAmmo", 256
  DropItem "NLDemonAmmoBox", 256
  DropItem "NemesisShell", 256
  DropItem "NemesisShellBox", 256
  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 "NemesisUnmaker", 128
  DropItem "Nemesis", 128
  DropItem "LegendarySalvationSphere", 256
  DropItem "TrueLegendaryRune" 64 1
  +BRIGHT
  Obituary "%o Got %p ass destroyed by the \c[w2]Vexed \c[v9]Nemesis \c[w2]Cardinal\c-"
  var int user_music;
  var int user_missile;
  var int user_deathloop;
  var int user_absoluterage;
  var int user_CheckPower;
  Tag "\c[w2]Vexed \c[v9]Nemesis \c[w2]Cardinal\c-"
   States 
   {
  Spawn:
	TNT1 A 0 NoDelay A_SpawnItemEx("NemesisCardinalFireSpawner",0,0,0,0,0,0,0,SXF_SETMASTER)
	//TNT1 A 0 A_SpawnItemEx("NemesisCardinalShroudSpawner",0,0,0,0,0,0,0,SXF_SETMASTER)
  Idle:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_ChangeFlag(NODAMAGE,0)
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_JumpIfInventory("MarineKilled",1,"Taunt")
  Idle2:
	TNRD ABAB 2 A_Look
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)
	Loop
  Taunt:
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_ChangeFlag(NODAMAGE,1)
	TNRD AB 3 Bright A_SpawnItemEx("NemesisCyberFlameSpawner")
	TNT1 A 0 A_PlaySound("NemesisCyber/Taunt",2,1.0,0,ATTN_NONE)
	TNT1 A 0 A_TakeInventory("MarineKilled",1)
	TNRD ABABABAB 3 Bright A_SpawnItemEx("NemesisCyberFlameSpawner")
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_ChangeFlag(NODAMAGE,0)
	Goto Idle2
   See:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_ChangeFlag(NODAMAGE,0)
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,968)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_JumpIf(user_CheckPower == 1,2)
	TNT1 A 0 A_Jump(256,"CheckPower")
	//TNT1 A 0 A_Jump(87,"Rush")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	TNRD AB 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	TNRD AB 2 Bright A_Chase
	TNT1 A 0 A_Jump(64,"Teleport")
	Loop
  Teleport:
    TNRD A 1 A_UnSetShootable
	TNT1 A 0 A_Stop
	TNT1 A 0 A_PlaySound("BH/Fire",0,1.0,0,0.4)
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
    TNRD B 1 A_SetShootable
	Goto See
  CheckPower:
	   TNT1 A 0 A_SetUserVar("user_CheckPower",1)
       TNT1 A 0 A_JumpIfInTargetInventory("NexusStrength",1,"CheckPower2")
       Goto See
   CheckPower2:
       TNT1 A 0 A_JumpIfInTargetInventory("TerminatorDamage2",1,"FinalTruePower")
       Goto TruePower
   TruePower:
       TNT1 A 0 A_GiveInventory("GodFinalBattleResistanceGiver2",1)
	   TNT1 A 0 A_GiveInventory("Health",10000)
       Goto See
   FinalTruePower:
       TNT1 A 0 A_GiveInventory("GodFinalBattleResistanceGiver6",1)
	   TNT1 A 0 A_GiveInventory("Health",20000)
       Goto See
  Missile:
    TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnsetInvulnerable
    TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_Jump(224,2)
    TNT1 A 0 A_JumpifHealthLower(5000,"AbsolutelyMad")
	TNT1 A 0 A_Jump(24,"NemesisBFG","NemesisBall","ZenAlt","Laser")
	TNT1 A 0 A_Jump(64,"MiniNemesisBFG","NemesisSSGSpam","Brainwave","CardinalLegendaryStorm","NemesisCannonBalls","ChaosLightning","IonBeam")
	TNT1 A 0 A_Jump(256,"Normal","HomingRockets","NemesisTech","CannonLaser","BFG9K","BFG10k","Railgun")
  Normal:
	TNT1 A 0 A_SetUserVar("user_missile",0)
  NormalLoop1:
	TNT1 A 0 A_JumpIf(user_missile >= 4,"NormalLoop2")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNRD C 3 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisRocket",56,26,frandom(-10,10))
	TNT1 A 0 A_CustomMissile("NemesisRocket",56,-26,frandom(-10,10))
	TNRD D 4 Bright A_FaceTarget
	Loop
  NormalLoop2:
	TNT1 A 0 A_JumpIf(user_missile >= 12,"NormalLoop3")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNRD C 3 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisRocket",56,26,frandom(-10,10))
	TNT1 A 0 A_CustomMissile("NemesisRocket",56,-26,frandom(-10,10))
	TNRD D 3 Bright A_FaceTarget
	Loop
  NormalLoop3:
	TNT1 A 0 A_JumpIf(user_missile >= 24,"See")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNRD C 2 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisRocket",56,26,frandom(-10,10))
	TNT1 A 0 A_CustomMissile("NemesisRocket",56,-26,frandom(-10,10))
	TNRD D 2 Bright A_FaceTarget
	Loop
  HomingRockets:
    TNT1 A 0 A_SetTranslucent(1)
    TNRD C 3 Bright A_FaceTarget
	TNRD D 0 A_CustomMissile("VexedCardinalHomingRocket",56,26,Random(-8,8))
    TNRD D 3 Bright A_CustomMissile("VexedCardinalHomingRocket",56,-26,Random(-8,8))
    TNRD C 3 Bright A_FaceTarget
	TNRD D 0 A_CustomMissile("VexedCardinalHomingRocket",56,26,Random(-8,8))
    TNRD D 3 Bright A_CustomMissile("VexedCardinalHomingRocket",56,-26,Random(-8,8))
    TNRD C 3 Bright A_FaceTarget
	TNRD D 0 A_CustomMissile("VexedCardinalHomingRocket",56,26,Random(-8,8))
    TNRD D 3 Bright A_CustomMissile("VexedCardinalHomingRocket",56,-26,Random(-8,8))
    TNRD C 3 Bright A_FaceTarget
	TNRD D 0 A_CustomMissile("VexedCardinalHomingRocket",56,26,Random(-8,8))
    TNRD D 3 Bright A_CustomMissile("VexedCardinalHomingRocket",56,-26,Random(-8,8))
    TNRD C 3 Bright A_FaceTarget
	TNRD D 0 A_CustomMissile("VexedCardinalHomingRocket",56,26,Random(-8,8))
    TNRD D 3 Bright A_CustomMissile("VexedCardinalHomingRocket",56,-26,Random(-8,8))
    TNRD C 3 Bright A_FaceTarget
	TNRD D 0 A_CustomMissile("VexedCardinalHomingRocket",56,26,Random(-8,8))
    TNRD D 3 Bright A_CustomMissile("VexedCardinalHomingRocket",56,-26,Random(-8,8))
    TNRD C 3 Bright A_FaceTarget
	TNRD D 0 A_CustomMissile("VexedCardinalHomingRocket",56,26,Random(-8,8))
    TNRD D 3 Bright A_CustomMissile("VexedCardinalHomingRocket",56,-26,Random(-8,8))
    TNRD C 3 Bright A_FaceTarget
	TNRD D 0 A_CustomMissile("VexedCardinalHomingRocket",56,26,Random(-8,8))
    TNRD D 3 Bright A_CustomMissile("VexedCardinalHomingRocket",56,-26,Random(-8,8))
	Goto See
  NemesisSSGSpam:
	TNRD CCCCC 5 Bright A_FaceTarget
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
  NemesisSSGSpamLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 20,"NemesisSSGSpamEnd")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",26,-26,58,Random(2, 6),0,Random(1, 3),Random(80,90),128)
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisASGBall",56,26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-10,10))
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisASGBall",56,-26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-10,10))
	TNRD D 2 Bright A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
    TNRD C 2 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(32,"NemesisSSGSpamEnd")
	TNT1 A 0 A_Jump(16,"NemesisSSGTeleport")
	Loop
  NemesisSSGTeleport:
    TNRD C 1 A_UnSetShootable
	TNT1 A 0 A_Stop
	TNT1 A 0 A_PlaySound("BH/Fire",0,1.0,0,0.4)
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
    TNRD C 1 A_SetShootable
    Goto NemesisSSGSpamLoop
  NemesisSSGSpamEnd:
    TNRD C 30 Bright
	Goto See
  NemesisTech:
	TNRD CCCCC 8 Bright A_FaceTarget
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
  NemesisTechLoop1:
	TNT1 A 0 A_JumpIf(user_missile >= 20,"NemesisTechLoop2")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNRD C 2 Bright A_FaceTarget
    TNT1 A 0 A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",64,26,Random(4,-4))
	TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",64,-26,Random(4,-4))
    TNRD D 1 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(64,"NemesisTechEnd")
	TNT1 A 0 A_Jump(32,"NemesisTechTeleport")
	Loop
  NemesisTechLoop2:
	TNT1 A 0 A_JumpIf(user_missile >= 55,"See")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNRD C 1 Bright A_FaceTarget
    TNT1 A 0 A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",64,26,Random(4,-4))
	TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",64,-26,Random(4,-4))
    TNRD D 1 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(64,"NemesisTechEnd")
	TNT1 A 0 A_Jump(32,"NemesisTechTeleport")
	Loop
  NemesisTechTeleport:
    TNRD C 1 A_UnSetShootable
	TNT1 A 0 A_Stop
	TNT1 A 0 A_PlaySound("BH/Fire",0,1.0,0,0.4)
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
    TNRD C 1 A_SetShootable
	Goto NemesisTechLoop1
  NemesisTechEnd:
    TNRD C 30 Bright
	Goto See	
  Brainwave:
	TNRD C 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisSentient/Attack2",6)
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 Radius_Quake(4,90,0,40,0)	
  BrainwaveCharge:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"BALLPITACTIVATED")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 AA 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	TNRD C 3 A_FaceTarget
	Loop
  BALLPITACTIVATED:
    TNRD C 1 A_UnSetShootable
	TNT1 A 0 A_Stop
	TNT1 A 0 A_PlaySound("BH/Fire",0,1.0,0,0.4)
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
    TNRD C 1 A_SetShootable
	TNRD C 3 A_FaceTarget
	TNT1 A 0 Radius_Quake(8,40,0,40,0)	
	TNT1 A 0 A_UnSetInvulnerable
	TNRD D 0 A_CustomMissile("NemesisSentientBrainwave",64,26,0)
    TNRD D 20 A_CustomMissile("NemesisSentientBrainwave",64,-26,0)
	TNRD D 20
	Goto See
  MiniNemesisBFG:
    TNRD C 10 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	TNT1 A 0 A_PlaySound("lrball3/charge",CHAN_WEAPON)
	TNT1 A 0 A_SetUserVar("user_missile",0)
    TNRD C 3 Bright A_PlaySound("NemesisCyber/attack",2)
  MiniNemesisBFGCharging:
	TNT1 A 0 A_JumpIf(user_missile >= 20,"MiniNemesisBFGFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 Bright A_FaceTarget
	TNRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	Loop
  MiniNemesisBFGFire:
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_JumpIf(user_missile >= 8,"MiniNemesisBFGEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNRD CCC 5 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
	TNRD D 0 A_CustomMissile("MiniNemesisBFGBall",64,26,Random(4,-4))
    TNRD D 4 Bright A_CustomMissile("MiniNemesisBFGBall",64,-26,Random(4,-4))
	Goto MiniNemesisBFGFire+2
  MiniNemesisBFGEnd:
	TNRD C 20 Bright A_FaceTarget
	Goto See
  Railgun:
    TNT1 A 0 A_PlaySound("weapons/rgcharge")
    TNRD CCCCC 4 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  RailgunLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"RailgunLoop2")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
	TNRD D 0 A_CustomMissile("VexedNemesisCardinalRailLaser",64,26,Random(4,-4))
    TNRD D 3 Bright A_CustomMissile("VexedNemesisCardinalRailLaser",64,-26,Random(4,-4))
	TNRD CC 3 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(128,"RailgunEnd")
	TNT1 A 0 A_Jump(32,"RailgunTeleport")
	Loop
  RailgunLoop2:
	TNT1 A 0 A_JumpIf(user_missile >= 20,"RailgunLoop3")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
	TNRD D 0 A_CustomMissile("VexedNemesisCardinalRailLaser",64,26,Random(4,-4))
    TNRD D 3 Bright A_CustomMissile("VexedNemesisCardinalRailLaser",64,-26,Random(4,-4))
	TNRD C 4 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(128,"RailgunEnd")
	TNT1 A 0 A_Jump(32,"RailgunTeleport")
	Loop
  RailgunLoop3:
	TNT1 A 0 A_JumpIf(user_missile >= 30,"RailgunEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
	TNRD D 0 A_CustomMissile("VexedNemesisCardinalRailLaser",64,26,Random(4,-4))
    TNRD D 2 Bright A_CustomMissile("VexedNemesisCardinalRailLaser",64,-26,Random(4,-4))
	TNRD C 3 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(128,"RailgunEnd")
	TNT1 A 0 A_Jump(32,"RailgunTeleport")
	Loop
  RailgunTeleport:
    TNRD C 1 A_UnSetShootable
	TNT1 A 0 A_Stop
	TNT1 A 0 A_PlaySound("BH/Fire",0,1.0,0,0.4)
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
    TNRD C 1 A_SetShootable
	TNT1 A 0 A_MonsterRefire(128,"See")
	Goto RailgunLoop
  RailgunEnd:
    TNRD C 1 A_UnSetShootable
	TNT1 A 0 A_Stop
	TNT1 A 0 A_PlaySound("BH/Fire",0,1.0,0,0.4)
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
    TNRD C 1 A_SetShootable
	TNT1 A 0 A_PlaySound("Plamexis/Ding",1)
	TNRD CCCCC 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)

	TNRD D 0 A_CustomMissile("VexedNemesisCardinalRailLaser",58,0,10)
	TNRD D 0 A_CustomMissile("VexedNemesisCardinalRailLaser",58,0,8)
	TNRD D 0 A_CustomMissile("VexedNemesisCardinalRailLaser",58,0,6)
	TNRD D 0 A_CustomMissile("VexedNemesisCardinalRailLaser",58,0,4)

	TNRD D 0 A_CustomMissile("VexedNemesisCardinalRailLaser",58,0,-10)
	TNRD D 0 A_CustomMissile("VexedNemesisCardinalRailLaser",58,0,-8)
	TNRD D 0 A_CustomMissile("VexedNemesisCardinalRailLaser",58,0,-6)
	TNRD D 0 A_CustomMissile("VexedNemesisCardinalRailLaser",58,0,-4)

	TNT1 A 0 A_CustomMissile("PatriarchMiniLaser",56,26,frandom(-2,2))
	TNT1 A 0 A_CustomMissile("PatriarchMiniLaser",56,-26,frandom(-2,2))
	TNRD D 2 Bright
	TNRD C 10 Bright A_FaceTarget
	TNRD C 15 Bright
	Goto See
  BFG10k:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	TNRD CCCC 5 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  BFG10kLoop1:
	TNT1 A 0 A_JumpIf(user_missile >= 14,"BFG10kLoop2")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",56,26,frandom(-12,12))
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",56,-26,frandom(-12,12))
	TNRD D 2 A_FaceTarget
	TNRD C 2 A_FaceTarget
	Loop
  BFG10kLoop2:
	TNT1 A 0 A_JumpIf(user_missile >= 28,"BFG10kLoop3")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",56,26,frandom(-13,13))
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",56,-26,frandom(-13,13))
	TNRD D 2 A_FaceTarget
	TNRD C 1 A_FaceTarget
	Loop
  BFG10kLoop3:
	TNT1 A 0 A_JumpIf(user_missile >= 42,"BFG10kLoop4")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",56,26,frandom(-14,14))
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",56,-26,frandom(-14,14))
	TNRD D 1 A_FaceTarget
	TNRD C 1 A_FaceTarget
	Loop
  BFG10kLoop4:
	TNT1 A 0 A_JumpIf(user_missile >= 72,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",56,26,frandom(-15,15))
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",56,-26,frandom(-15,15))
	TNRD D 1 A_FaceTarget
	Loop
  CannonLaser:
	TNRD CCCCCC 5 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  CannonLaserLoop1:
	TNT1 A 0 A_JumpIf(user_missile >= 8,"CannonLaserLoop2")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNRD C 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",7)
	TNT1 A 0 A_CustomMissile("NemesisNobleCannonLaser",56,26,frandom(-10,10))
	TNT1 A 0 A_CustomMissile("NemesisNobleCannonLaser",56,-26,frandom(-10,10))
	TNRD D 3 Bright A_FaceTarget
	Loop
  CannonLaserLoop2:
	TNT1 A 0 A_JumpIf(user_missile >= 16,"CannonLaserLoop3")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNRD C 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",7)
	TNT1 A 0 A_CustomMissile("NemesisNobleCannonLaser",56,26,frandom(-10,10))
	TNT1 A 0 A_CustomMissile("NemesisNobleCannonLaser",56,-26,frandom(-10,10))
	TNRD D 2 Bright A_FaceTarget
	Loop
  CannonLaserLoop3:
	TNT1 A 0 A_JumpIf(user_missile >= 32,"See")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNRD C 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",7)
	TNT1 A 0 A_CustomMissile("NemesisNobleCannonLaser",56,26,frandom(-10,10))
	TNT1 A 0 A_CustomMissile("NemesisNobleCannonLaser",56,-26,frandom(-10,10))
	TNRD D 1 Bright A_FaceTarget
	Loop
  NemesisCannonBalls:
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNRD CCC 5 A_FaceTarget
	TNT1 A 0 A_FaceTarget 
	TNT1 A 0 A_PlaySound("NemesisCannon/Fire",0)
	TNT1 A 0 A_CustomMissile("NemesisBehemothCannonBall",56,-26,Random(0,6))
	TNRD D 2 A_CustomMissile("NemesisBehemothCannonBall",56,26,Random(0,-6))
	TNT1 A 0 A_PlaySound("NemesisCannon/Fire",0)	
	TNT1 A 0 A_CustomMissile("NemesisBehemothCannonBall",56,26,Random(-7,-14))
	TNRD D 4 A_CustomMissile("NemesisBehemothCannonBall",56,-26,Random(7,14))
	TNRD CCC 4 A_FaceTarget
	TNT1 A 0 A_FaceTarget 
	TNT1 A 0 A_PlaySound("NemesisCannon/Fire",0)
	TNT1 A 0 A_CustomMissile("NemesisBehemothCannonBall",56,-26,Random(0,6))
	TNRD D 2 A_CustomMissile("NemesisBehemothCannonBall",56,26,Random(0,-6))
	TNT1 A 0 A_PlaySound("NemesisCannon/Fire",0)	
	TNT1 A 0 A_CustomMissile("NemesisBehemothCannonBall",56,26,Random(-7,-14))
	TNRD D 4 A_CustomMissile("NemesisBehemothCannonBall",56,-26,Random(7,14))
	TNRD CCC 3 A_FaceTarget
	TNT1 A 0 A_FaceTarget 
	TNT1 A 0 A_PlaySound("NemesisCannon/Fire",0)
	TNT1 A 0 A_CustomMissile("NemesisBehemothCannonBall",56,-26,Random(0,6))
	TNRD D 2 A_CustomMissile("NemesisBehemothCannonBall",56,26,Random(0,-6))
	TNT1 A 0 A_PlaySound("NemesisCannon/Fire",0)	
	TNT1 A 0 A_CustomMissile("NemesisBehemothCannonBall",56,26,Random(-7,-14))
	TNRD D 4 A_CustomMissile("NemesisBehemothCannonBall",56,-26,Random(7,14))
  NemesisCannonBallsLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 5,"NemesisCannonBallsEnd")
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	TNRD CCC 2 A_FaceTarget
	TNT1 A 0 A_FaceTarget 
	TNT1 A 0 A_PlaySound("NemesisCannon/Fire",0)
	TNT1 A 0 A_CustomMissile("NemesisBehemothCannonBall",56,-26,Random(0,6))
	TNRD D 2 A_CustomMissile("NemesisBehemothCannonBall",56,26,Random(0,-6))
	TNT1 A 0 A_PlaySound("NemesisCannon/Fire",0)	
	TNT1 A 0 A_CustomMissile("NemesisBehemothCannonBall",56,26,Random(-7,-14))
	TNRD D 4 A_CustomMissile("NemesisBehemothCannonBall",56,-26,Random(7,14))
    Loop
  NemesisCannonBallsEnd:
	TNRD CC 12 
	Goto See
  BFG9K:
	TNT1 A 0 A_SetUserVar("user_missile",0)
  BFG9KLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 5,"See")
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
    TNRD C 1 A_UnSetShootable
	TNT1 A 0 A_Stop
	TNT1 A 0 A_PlaySound("BH/Fire",0,1.0,0,0.4)
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
    TNRD C 1 A_SetShootable
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	TNRD CCCCCCCCCCC 2 Bright A_FaceTarget
	TNRD CD 2 Bright A_FaceTarget
	//TNRD D 0 Bright A_CustomMissile("NemesisCyberBFG9500Ball",56,-26,-30)
	//TNRD D 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",56,26,30)
	TNRD D 0 Bright A_CustomMissile("NemesisCyberBFG9500Ball",56,-26,-20)
	TNRD D 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",56,26,20)
	TNRD D 0 Bright A_CustomMissile("NemesisCyberBFG9500Ball",56,-26,-10)
	TNRD D 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",56,26,10)
	TNRD D 0 Bright A_CustomMissile("NemesisCyberBFG9500Ball",56,-26,0)
	TNRD D 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",56,26,0)
	TNRD CCCCCCC 2 Bright A_FaceTarget
	Loop
  ChaosLightning:
    TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_PlayWeaponSound("legcardi/load3")
	TNT1 A 0 A_SetUserVar("user_missile",0)
  ChaosLightningCharge:
	TNT1 A 0 A_JumpIf(user_missile >= 8,"ChaosLightningFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_SpawnItemEx("NDefilerLightingFX",58,26,43)
	TNT1 A 0 A_SpawnItemEx("NDefilerLightingFX",58,-26,43)
	TNT1 A 0 A_SpawnItemEx("NDefilerWhiteSmokeSpawner")
	TNRD C 5 Bright A_FaceTarget
    Loop
  ChaosLightningFire:
	TNT1 A 0 A_PlaySound("Star/fire")
	TNRD D 0 A_CustomMissile("NemesisTormentorStormBolt",56,26,Random(4,-4))
    TNRD D 7 Bright A_CustomMissile("NemesisTormentorStormBolt",56,-26,Random(4,-4))
	TNRD C 8 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Star/fire")
	TNRD D 0 A_CustomMissile("DefilerLightningProj",56,26,Random(12,6))
    TNRD D 7 Bright A_CustomMissile("DefilerLightningProj",56,-26,Random(-6,-12))
	TNRD C 8 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Star/fire")
	TNRD D 0 A_CustomMissile("NemesisTormentorStormBolt",56,26,Random(4,-4))
    TNRD D 7 Bright A_CustomMissile("NemesisTormentorStormBolt",56,-26,Random(4,-4))
	TNRD C 8 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Star/fire")
	TNRD D 0 A_CustomMissile("DefilerLightningProj",56,26,Random(12,6))
    TNRD D 7 Bright A_CustomMissile("DefilerLightningProj",56,-26,Random(-6,-12))
	TNRD C 8 Bright A_FaceTarget
	Goto See
  CardinalLegendaryStorm:
    TNRD XXXX 4 Bright 
    TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
    TNT1 A 0 A_PlaySound("laugh2",5)
	TNT1 A 0 A_FaceTarget
	TNRD X 4 Bright A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNRD X 4 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNRD X 4 Bright A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNRD X 4 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNRD X 4 Bright A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNRD X 4 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNRD X 4 Bright A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
	TNRD XXXXXXX 4 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
  StormLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 40,"StormEnd")
    TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	//TNT1 A 0 A_GiveToTarget("LegCardinalStormBoltAttack",1)
	TNRD XX 4 Bright A_SpawnItemEx("NemesisHKCometRain",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	TNT1 AAAAAAAA 0 A_SpawnItemEx("DefilerStormBoltSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	Loop
  StormEnd:
	TNRD X 4 Bright 
	TNT1 A 0 A_UnSetInvulnerable
   	Goto See
  IonBeam:
    TNRD C 5 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	TNT1 A 0 A_PlaySound("lrball3/charge",CHAN_WEAPON)
	TNT1 A 0 A_SetUserVar("user_missile",0)
    TNRD C 3 Bright
  IonBeamCharging:
	TNT1 A 0 A_JumpIf(user_missile >= 20,"IonBeamFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget
	TNRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	Loop
  IonBeamFire:
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_JumpIf(user_missile >= 4,"IonBeamEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNRD CCCCC 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
    TNRD D 0 A_CustomMissile("NemesisRevCannonIonBeam",58,26)
    TNRD D 5 Bright A_CustomMissile("NemesisRevCannonIonBeam",58,-26)
	Goto IonBeamFire+2
  IonBeamEnd:
	TNRD C 20 Bright A_FaceTarget
	Goto See
  NemesisBFG:
    TNRD C 30 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	TNRD C 3 Bright A_PlaySound("NemesisCyber/Attack2",7)
	TNRD C 3 Bright A_PlaySound("NemesisBFG/charge",1)	
	TNT1 A 0 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  NemesisBFGCharging:
	TNT1 A 0 A_JumpIf(user_missile >= 38,"NemesisBFGFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 Bright A_FaceTarget
	TNRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	Loop
  NemesisBFGFire:
    TNRD C 1 A_UnSetShootable
	TNT1 A 0 A_Stop
	TNT1 A 0 A_PlaySound("BH/Fire",0,1.0,0,0.4)
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
    TNRD C 1 A_SetShootable
	TNRD C 5 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
	TNRD D 0 A_CustomMissile("VexedCardinalMiniNemesisBFGBall",58,26,0,0)
	TNRD D 10 A_CustomMissile("VexedCardinalMiniNemesisBFGBall",58,-26,0,0)
    TNRD C 1 A_UnSetShootable
	TNT1 A 0 A_Stop
	TNT1 A 0 A_PlaySound("BH/Fire",0,1.0,0,0.4)
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
    TNRD C 1 A_SetShootable
	TNRD C 5 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
	TNRD D 0 A_CustomMissile("VexedCardinalMiniNemesisBFGBall",58,26,0,0)
	TNRD D 10 A_CustomMissile("VexedCardinalMiniNemesisBFGBall",58,-26,0,0)
    TNRD C 1 A_UnSetShootable
	TNT1 A 0 A_Stop
	TNT1 A 0 A_PlaySound("BH/Fire",0,1.0,0,0.4)
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
    TNRD C 1 A_SetShootable
	TNRD C 5 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
	TNRD D 0 A_CustomMissile("NemesisGuruBall",58,26,0,0)
	TNRD D 10 A_CustomMissile("NemesisGuruBall",58,-26,0,0)
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
    TNRD C 60 Bright A_FaceTarget
	Goto See
  Laser:
	TNRD C 0 A_PlaySound("NemesisCyber/Mad",7)
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNRD XXXXXXXXXXXXXXXXXXXX 5 A_FaceTarget
	TNT1 A 0 A_Jump(128,"LaserSkipTeleport")
    TNRD C 1 A_UnSetShootable
	TNT1 A 0 A_Stop
	TNT1 A 0 A_PlaySound("BH/Fire",0,1.0,0,0.4)
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
    TNRD C 1 A_SetShootable
  LaserSkipTeleport:
	TNRD C 5 A_FaceTarget
	TNT1 A 0 A_Playsound("MasterSpark",0,1,0,ATTN_NONE)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  LaserLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 90,"See")
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	TNT1 A 0 A_FaceTarget
	TNRD D 1 A_CustomMissile("NemesisSentientLaser",60,0,0)
	Loop
  NemesisBall:
    TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 Radius_Quake(10,180,0,100,0)
	TNT1 A 0 A_PlaySound("NemesisUp",1,1.0,0,ATTN_NONE)
	TNRD X 3 Bright //A_PlaySoundEx("laugh2","DSTCLAU2")
	TNRD XXXXXXXXXXXXXXXXXXXX 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("Nemesis/FireBall",6,1.0,0,ATTN_NONE)
	TNRD D 40 A_CustomMissile("VexedNemesisAltBallMonster",50,0,0,CMF_TRACKOWNER)
	Goto See
  ZenAlt:
	TNT1 A 0 A_PlaySound("ZENUP3",1,1.0,0,ATTN_NONE)
	TNRD XXXXXXXX 6 A_FaceTarget
	TNT1 A 0 A_Playsound("ZENUP",6,1.0,0,ATTN_NONE)
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("UnmakerParticleSpawner",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,0)
	//TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,15)
	//TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,30)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,45)
	//TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,60)
	//TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,75)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,90)
	//TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,105)
	//TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,120)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,135)
	//TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,150)
	//TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,165)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,180)
	//TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,195)
	//TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,210)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,225)
	//TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,240)
	//TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,255)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,270)
	//TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,285)
	//TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,300)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,315)
	//TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,330)
	//TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,345)
    TNRD X 15 Bright
	TNRD X 30
	TNRD A 10
	Goto See
  AbsolutelyMad:
    TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 Radius_Quake(10,180,0,100,0)
	TNRD C 0 A_PlaySound("NemesisCyber/Mad",7)
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_SetUserVar("user_absoluterage",0)
  MimicComboCharge:
	TNT1 A 0 A_JumpIf(user_missile >= 35,"TimeToDIE")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 Bright A_FaceTarget
	TNRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
    Loop
  TimeToDIE:
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_SetUserVar("user_absoluterage",user_absoluterage+1)
    TNRD C 1 A_UnSetShootable
	TNT1 A 0 A_Stop
	TNT1 A 0 A_PlaySound("BH/Fire",0,1.0,0,0.4)
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
    TNRD C 1 A_SetShootable
	TNT1 A 0 A_JumpIf(user_absoluterage >= 10,"TheGreatFinal")
	TNT1 A 0 A_JumpIf(user_absoluterage >= 9,"MimicCydestroyer")
	TNT1 A 0 A_JumpIf(user_absoluterage >= 8,"MimicHellKnight")
	TNT1 A 0 A_JumpIf(user_absoluterage >= 7,"MimicDefiler")
	TNT1 A 0 A_JumpIf(user_absoluterage >= 6,"MimicBehemoth")
	TNT1 A 0 A_JumpIf(user_absoluterage >= 5,"MimicRevenant")
	TNT1 A 0 A_JumpIf(user_absoluterage >= 4,"MimicFiend")
	TNT1 A 0 A_JumpIf(user_absoluterage >= 3,"MimicAssaultCaptain")
	TNT1 A 0 A_JumpIf(user_absoluterage >= 2,"MimicImp")
	TNT1 A 0 A_JumpIf(user_absoluterage >= 1,"MimicZombie")
    Loop
  MimicZombie:
	TNT1 A 0 A_JumpIf(user_missile >= 30,"TimeToDIE")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNRD C 1 Bright A_FaceTarget
    TNT1 A 0 A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",56,26,Random(7,-7))
	TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",56,-26,Random(7,-7))
    TNRD D 1 Bright A_FaceTarget
    Loop
  MimicImp:
    TNT1 A 0 A_FaceTarget
	TNRD CCC 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
    TNT1 A 0 A_FaceTarget
	TNRD CCC 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
    TNT1 A 0 A_FaceTarget
	TNRD CCC 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
    TNT1 A 0 A_PlaySound("FantasyStaff/Fire2",7,1.0,0,0.2) 
    TNT1 A 0 A_PlaySound("FantasyStaff/Meltdown",6,1.0,0,0.2) 
	TNT1 A 0 A_PlaySound("legimp/fiyabetch")
	TNT1 A 0 A_CustomMissile("VexedNemesisImpLaserBall",56,26,Random(7,-7))
	TNT1 A 0 A_CustomMissile("VexedNemesisImpLaserBall",56,-26,Random(7,-7))
    TNRD D 7 Bright A_FaceTarget
    Goto TimeToDIE
  MimicAssaultCaptain:
	TNT1 A 0 A_JumpIf(user_missile >= 30,"TimeToDIE")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNRD C 2 Bright A_FaceTarget
	TNT1 AA 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",26,26,58,Random(2,6),0,Random(1,3),Random(80,90),128)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-26,26,58,Random(2,6),0,Random(1,3),Random(80,90),128)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",56,26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-10,10))
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",56,-26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-10,10))
    TNRD D 2 Bright A_FaceTarget
    Loop
  MimicFiend:
	TNT1 A 0 A_JumpIf(user_missile >= 3,"TimeToDIE")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
    TNT1 A 0 A_FaceTarget
	TNRD D 3 Bright A_CustomMissile("NemesisFiendBoomerang",54,26,Random(-7,7))
	TNRD D 3 Bright A_CustomMissile("NemesisFiendBoomerang",54,-26,Random(-7,7))
    TNT1 A 0 A_FaceTarget
	TNRD D 3 Bright A_CustomMissile("NemesisFiendBoomerang",54,26,Random(-7,7))
	TNRD D 3 Bright A_CustomMissile("NemesisFiendBoomerang",54,-26,Random(-7,7))
    TNT1 A 0 A_FaceTarget
	TNRD D 3 Bright A_CustomMissile("NemesisFiendBoomerang",54,26,Random(-7,7))
	TNRD D 3 Bright A_CustomMissile("NemesisFiendBoomerang",54,-26,Random(-7,7))
    Loop
  MimicRevenant:
	TNT1 A 0 A_JumpIf(user_missile >= 16,"TimeToDIE")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("NemesisCannon/Fire",7)
	TNT1 A 0 A_CustomMissile("NemesisRevCannonProj",56,26,random(0,359))  
	TNT1 A 0 A_CustomMissile("NemesisRevCannonProj",56,-26,random(0,359))
	TNRD D 2 Bright A_SetAngle(random(0,359))
    Loop
  MimicBehemoth:
	TNT1 A 0 A_JumpIf(user_missile >= 4,"TimeToDIE")   
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNRD CC 4 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NBehemothComet",55,-30,Random(0,7))
	TNT1 A 0 A_CustomMissile("NBehemothComet",55,30,Random(0,-7))	
	TNRD D 1 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NBehemothComet",55,30,Random(-7,-14))
	TNT1 A 0 A_CustomMissile("NBehemothComet",55,-30,Random(7,14))
	TNRD D 1 Bright A_FaceTarget
    Loop
  MimicDefiler:
	TNT1 A 0 A_FaceTarget
	TNRD XXXXX 1 Bright A_SpawnItemEx("NDefilerCrystalSmokeSpawner")
	TNT1 A 0 A_FaceTarget
	TNRD XXXXX 1 Bright A_SpawnItemEx("NDefilerCrystalSmokeSpawner")
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLOS(2)
	TNT1 A 0 A_Jump(256,4)
	TNT1 A 0 A_VileTarget("NDefilerMindfuckSound")
	TNT1 A 0 A_RadiusGive("NDefilerMindfuckPower",2048,RGF_PLAYERS)	
	TNT1 A 0 A_GiveToTarget("NDefilerMindfuckPower")
	TNT1 A 0 A_FaceTarget
	TNRD CCCCC 1 Bright A_SpawnItemEx("NDefilerCrystalSmokeSpawner")
	TNT1 A 0 A_FaceTarget
	TNRD CCCCC 1 Bright A_SpawnItemEx("NDefilerCrystalSmokeSpawner")
	TNT1 A 0 A_FaceTarget
	TNRD CCCCC 1 Bright A_SpawnItemEx("NDefilerCrystalSmokeSpawner")
    Goto TimeToDIE
  MimicHellKnight:
	TNRD C 5 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisHKSuperBall",56,-26,Random(-7,7))	
	TNT1 A 0 A_CustomMissile("NemesisHKSuperBall",56,26,Random(-7,7))
	TNRD D 5 Bright A_FaceTarget
	TNRD C 5 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisHKSuperBall",56,-26,Random(-7,7))	
	TNT1 A 0 A_CustomMissile("NemesisHKSuperBall",56,26,Random(-7,7))
	TNRD D 5 Bright A_FaceTarget
	TNRD C 5 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisHKSuperBall",56,-26,Random(-7,7))	
	TNT1 A 0 A_CustomMissile("NemesisHKSuperBall",56,26,Random(-7,7))
	TNRD D 5 Bright A_FaceTarget
    Goto TimeToDIE
  MimicCydestroyer:
  	TNT1 A 0 A_JumpIf(user_missile >= 40,"MimicCydestroyer2")   
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
  	TNRD C 1 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisCyberHomingRocket",56,-26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-4,4))
	TNT1 A 0 A_CustomMissile("NemesisCyberHomingRocket",56,26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-4,4))
	TNRD D 2 Bright A_FaceTarget
    Loop
  MimicCydestroyer2:
	TNT1 A 0 A_JumpIf(user_missile >= 45,"TimeToDIE")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNRD CC 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("star/fire")
	TNT1 A 0 A_CustomMissile("MiniNemesisBFGBall",56,-26,Random(-7,7))
	TNT1 A 0 A_CustomMissile("MiniNemesisBFGBall",56,26,Random(-7,7))
	TNRD D 6 Bright A_FaceTarget
	Loop
  TheGreatFinal:
	TNT1 A 0 Radius_Quake(10,180,0,100,0)
	TNT1 A 0 A_PlaySound("NemesisUp",1,1.0,0,ATTN_NONE)
	TNT1 A 0 Bright A_PlaySound("NemesisCyber/Attack2",7)
  TheGreatFinalCharge:
	TNT1 A 0 A_JumpIf(user_missile >= 5,"TaDaaaaaaaaa")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNRD X 5 A_CustomMissile("NemesisLightningBolt",30,0,random(0,360))
	TNRD X 5 A_CustomMissile("NemesisLightningBolt",30,0,random(0,360))
	TNT1 A 0 A_SpawnItemEx("NemesisLightning2",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)
	TNRD XX 5 A_CustomMissile("NemesisLightningBolt",30,0,random(0,360))
    Loop
  TaDaaaaaaaaa:
	TNT1 A 0 A_Playsound("ZENUP",6,1.0,0,ATTN_NONE)
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("UnmakerParticleSpawner",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,0)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,45)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,90)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,135)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,180)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,225)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,270)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,315)
	TNRD XXX 5 Bright A_FaceTarget
	TNRD XXX 10 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Nemesis/FireBall",6,1.0,0,ATTN_NONE)
	TNRD D 40 A_CustomMissile("VexedNemesisAltBallMonster",50,0,0,CMF_TRACKOWNER)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  CannonSmokeLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 48,"TheEnd")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNRD C 0 Bright A_SpawnItemEx("LegendaryCannonSmoke",58,26,62)
	TNRD C 3 Bright A_SpawnItemEx("LegendaryCannonSmoke",58,-26,62)
    Loop
  TheEnd:
	TNRD CCCCCCCCCC 15 Bright A_FaceTarget
    Goto See
  Pain:
	TNT1 A 0 A_Jump(10,"AbsolutelyMad")
	TNT1 A 0 A_Jump(25,"Teleport")
	TNT1 A 0 A_Jump(128,"Missile")
	TNRD X 6 A_Pain
	Goto See
  Pain.PlayerDBFG10K2:
  Pain.DBFG10K2:
  Pain.DBFG:
  Pain.PlayerDBFG:
  Pain.DBFG2:
  Pain.PlayerDBFG210K:
  Pain.DBFG210K:
  Pain.DBFG2Splash:
  Pain.PlayerDBFG2:
	Goto AbsolutelyMad
  Pain.Explosion:
	TNT1 A 0 A_Jump(230,"Teleport")
	Goto AbsolutelyMad
  Death:
    TNRD A 0 A_SetUserVar("user_deathloop",0)
    TNRD E 2 Bright A_Scream
	TNRD A 0 A_NoBlocking
	TNT1 A 0 A_RemoveChildren(1)
	TNRD EEEEE 2 Bright A_CustomMissile("WhiteNemesisKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
  DeathLoop1:
	TNRD A 0 A_JumpIf(user_deathloop >= 5,"Death2")
	TNRD A 0 A_SetUserVar(user_deathloop, user_deathloop+1)
	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("NemesisBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	TNRD EFEFE 2 Bright A_CustomMissile("WhiteNemesisKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	Loop
  Death2:
    TNRD A 0 A_SetUserVar("user_deathloop",0)
	TNRD GFGFG 2 Bright A_CustomMissile("WhiteNemesisKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
  DeathLoop2:
	TNRD A 0 A_JumpIf(user_deathloop >= 5,"Death3")
	TNRD A 0 A_SetUserVar(user_deathloop, user_deathloop+1)
	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("NemesisBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	TNRD EFEFE 2 Bright A_CustomMissile("WhiteNemesisKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	Loop
  Death3:
    TNRD A 0 A_SetUserVar("user_deathloop",0)
	TNRD GFGFG 2 Bright A_CustomMissile("WhiteNemesisKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
  DeathLoop3:
	TNRD A 0 A_JumpIf(user_deathloop >= 8,"DeathEnd")
	TNRD A 0 A_SetUserVar(user_deathloop, user_deathloop+1)
	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("NemesisBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	TNRD GFGFG 2 Bright A_CustomMissile("WhiteNemesisKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	Loop
  DeathEnd:
    TNRD A 0 A_SetUserVar("user_deathloop",0)
	TNRD GFGFG 2 Bright A_CustomMissile("WhiteNemesisKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	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("NemesisBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	TNRD EFEFE 2 Bright A_CustomMissile("WhiteNemesisKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
    TNRD GGGGG 1 Bright A_CustomMissile("WhiteNemesisKaboom", random(20,80), random(20,-20), 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("NemesisBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
    TNRD HHHHH 1 Bright A_CustomMissile("WhiteNemesisKaboom", random(20,80), random(20,-20), 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("NemesisBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
    TNRD IIIII 1 Bright A_CustomMissile("WhiteNemesisKaboom", random(20,80), random(20,-20), 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("NemesisBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
    TNRD JJJJJ 1 Bright A_CustomMissile("WhiteNemesisKaboom", random(20,80), random(20,-20), 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("NemesisBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
    TNRD JJJJJ 1 Bright A_CustomMissile("WhiteNemesisKaboom", random(20,80), random(20,-20), 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("NemesisBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
    TNRD KKKKK 1 Bright A_CustomMissile("WhiteNemesisKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	TNT1 AAAA 0 A_SpawnItemEx("NemesisGibbedGenerator",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))
    TNRD KKKKK 1 Bright A_CustomMissile("WhiteNemesisKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	TNT1 AAAA 0 A_SpawnItemEx("NemesisGibbedGenerator",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 AAAAAAAA 0 A_CustomMissile("NemesisCyberBouncyBFG",0,0,random(0,360),2,random(-5,30))
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	TNT1 A 0 A_SpawnItem("VSentientDeath")
 	//TNT1 A 0 ACS_NamedExecuteAlways("SetDefaultSky")
	TNT1 A 100
	TNT1 A 0 A_JumpIfInTargetInventory("NemesisFragmentToken",1,3)
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("NemesisFragment") == 0,2)
	TNT1 A 0 A_SpawnItemEx("NemesisFragmentSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,128)
    TNT1 A 0 A_KillMaster
	Stop
	}
}

ACTOR VexedCardinalHomingRocket : NemesisRevHomingRocket
{
Speed 40
DamageType "Cybers10K"
States
  {
  Death:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("NemesisWhiteParticleSpawner",0,0,0,0,0,0,0,128) 
	TNT1 AAA 0 A_CustomMissile("WhiteNemesisKaboom3",0,0,random(0,360),2,random(0,360))
	TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX2",0,0,random(0,360),2,random(0,360))
	TNT1 AAAA 0 A_SpawnItemEx("LegendaryDebris",0,0,0,random(-4,4),random(-4,4),Random(4,8),0,128)
	TNT1 A 0 A_CustomMissile("NemesisHellBoom",0,0,0,6)
	TNT1 A 0 A_CustomMissile("NemesisHellBoom",0,0,45,6)
	TNT1 A 0 A_CustomMissile("NemesisHellBoom",0,0,90,6)
	TNT1 A 0 A_CustomMissile("NemesisHellBoom",0,0,135,6)
	TNT1 A 0 A_CustomMissile("NemesisHellBoom",0,0,180,6)
	TNT1 A 0 A_CustomMissile("NemesisHellBoom",0,0,225,6)
	TNT1 A 0 A_CustomMissile("NemesisHellBoom",0,0,270,6)
	TNT1 A 0 A_CustomMissile("NemesisHellBoom",0,0,315,6)
	TNT1 A 0 A_Explode
	TNT1 A 1 A_SpawnItem("NemesisRocketEx")
	Stop
  }
}

ACTOR VexedNemesisCardinalRailLaser : NemesisImpLaser
{
Damage (Random(75,100))
Missiletype "VexedNemesisCardinalRailLaserTrail"
Damagetype "Cyber10K"
RenderStyle Add
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx("NemesisWhiteProjParticleSuperLarge2",0,0,0,frandom(0,6),frandom(-6,6),frandom(-6,6))
	TNT1 A 1 Bright
	Loop
  Death:
	TNT1 A 1 Bright
	Stop
  }
}

ACTOR VexedNemesisCardinalRailLaserTrail : NemesisImpLaserTrail
{
Damagetype "Cyber10K"
RenderStyle Add
}

ACTOR VexedCardinalMiniNemesisBFGBall : MiniNemesisBFGBall
{
  States
  {
  Spawn:
	TNT1 A 0 Bright A_LoopActiveSound
	TNT1 A 0 A_SpawnItemEx("MiniCyberNemesisGuruSphereSmokeProjectile",0,0,0,frandom(-1,1),frandom(-1,1),frandom(-1,1),random(0,359))
    TNT1 A 0 A_SpawnItemEx("NemesisWhiteProjParticleSuperLarge2",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))
	CLBB D 1 Bright A_SpawnItemEx("NemesisCyberDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
	TNT1 AA 0 A_SpawnItemEx("NemesisWhiteProjParticleSuperLarge2",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))
	TNT1 A 0 Bright A_LoopActiveSound
	TNT1 A 0 A_SpawnItemEx("MiniCyberNemesisGuruSphereSmokeProjectile",0,0,0,frandom(-1,1),frandom(-1,1),frandom(-1,1),random(0,359))
    TNT1 A 0 A_SpawnItemEx("NemesisWhiteProjParticleSuperLarge2",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))
	CLBB D 1 Bright //A_SpawnItemEx("NemesisCyberDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
	TNT1 AA 0 A_SpawnItemEx("NemesisWhiteProjParticleSuperLarge2",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))
	TNT1 A 0 Bright A_LoopActiveSound
	TNT1 A 0 A_SpawnItemEx("MiniCyberNemesisGuruSphereSmokeProjectile",0,0,0,frandom(-1,1),frandom(-1,1),frandom(-1,1),random(0,359))
    TNT1 A 0 A_SpawnItemEx("NemesisWhiteProjParticleSuperLarge2",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))
	CLBB D 1 Bright //A_SpawnItemEx("NemesisCyberDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
	TNT1 AA 0 A_SpawnItemEx("NemesisWhiteProjParticleSuperLarge2",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))
	TNT1 A 0 Bright A_LoopActiveSound
	TNT1 A 0 A_SpawnItemEx("MiniCyberNemesisGuruSphereSmokeProjectile",0,0,0,frandom(-1,1),frandom(-1,1),frandom(-1,1),random(0,359))
    TNT1 A 0 A_SpawnItemEx("NemesisWhiteProjParticleSuperLarge2",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))
	CLBB D 1 Bright //A_SpawnItemEx("NemesisCyberDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
	TNT1 AA 0 A_SpawnItemEx("NemesisWhiteProjParticleSuperLarge2",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))
    Loop
  }
}

ACTOR VexedCardinalAltNemUnmakerBall : AltNemUnmakerBall
{
	Speed 30
    DamageType "Legendary"
	Obituary "%o was utterly destroyed by %k's Nemesis Unmaker"
	RenderStyle Stencil
	StencilColor White
	States
	{
	Spawn:
		TNT1 A 1
		TNT1 A 0 A_SpawnItemEx("VexedCardinalInvNemUnmakerBall",0,0,0,50,0,0,0,SXF_TRANSFERPOINTERS)
	TheLoop:
		TNT1 A 0 A_CustomMissile("AltNemUnmakerTracer")
		UNFI A 2 Bright A_Explode(UnFireDmg,UnFireRad,FALSE,FALSE,UnFireRad)
		//    TNT1 A 0 A_CustomMissile("AltLegUnmakerTracer")
		UNFI B 2 Bright A_Explode(UnFireDmg,UnFireRad,FALSE,FALSE,UnFireRad)
		Loop
	Death:
		//    TNT1 A 0 A_PlaySound("vile/firecrkl",0,0.8,FALSE,ATTN_NONE)
		TNT1 A 0 A_PlaySound("weapons/flame",0,1.0,FALSE)
		UNFI CDEFGH 4 Bright A_Explode(UnFireDDmg,UnFireDRad,FALSE,FALSE,UnFireDRad)
		Stop
	}
}

ACTOR VexedCardinalInvNemUnmakerBall : VexedCardinalAltNemUnmakerBall
{
	-FLOORHUGGER
	+CEILINGHUGGER
	States
	{
	Spawn:
		TNT1 A 2 A_Explode(UnFireDmg,UnFireRad,FALSE)
		Loop
	Death:
		TNT1 AAAA 4 A_Explode(UnFireDDmg,UnFireDRad,FALSE,FALSE,UnFireDRad)
		Stop
	}
}