Actor NemesisDemonRune : CustomInventory 
{
//Original: Divine Infinity
//Sprite NDR5A0
//Title "Nemesis Demon Rune"
//Info: Im Finally f*ck done (x2)
Inventory.PickupMessage "A surge of Nemesis energy goes straight to your bones as you pick up the Nemesis Demon Rune."
Inventory.PickupSound "PickUpDemonRune/Sight"
Inventory.Icon "NDR5M0"
Inventory.MaxAmount 1
+INVBAR
+COUNTITEM
+INVENTORY.BIGPOWERUP
+NOTIMEFREEZE
+FLOAT
+FLOATBOB
ActiveSound "legdemonrune/idle"
States
{
Use:
	TNT1 A 0
	TNT1 A 0 A_GiveInventory("NemesisDemonRuneeGiver")
	TNT1 A 0 A_PlaySound("NemesisRevenant/see", CHAN_AUTO, 1.0, False, ATTN_NONE)
	Stop  	
Spawn:
	TNT1 A 0 Bright A_SpawnItemEx("NemesisDemonRuneParticleSpawner",0,0,32,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION) 
	TNT1 AAAAAAAAAAAAA 0 Bright A_SpawnItemEx("NemesisDRuneFlameSpawner",Random(-12,12),Random(-12,12),Random(16,40),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NDR5 ABCDEFGJHIJKL 5 Bright A_CustomMissile("NemesisDRuneFlameSpawner",-20,0,random(0,-360),2,random(0,360)) 
	Loop	
Pickup:
	TNT1 A 1 A_StopSound
	Stop
}
}

ACTOR NemesisDemonRuneParticleSpawner : LegDemonRuneParticleSpawner
{
States
{
Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	TNT1 AAAAAAAAAAAAA 1 Bright A_SpawnItemEx("NemesisHellionSmokeSpawner",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION) 
	Stop
}
}

ACTOR NemesisDemonRuneeGiver : PowerupGiver
{
Powerup.Duration -168
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
+NOTIMEFREEZE
Inventory.MaxAmount 1
Powerup.Type "NemesisPlayer"
}

ACTOR PowerNemesisPlayer : PowerMorph
{
+NOTIMEFREEZE
PowerMorph.PlayerClass "Demon_NemesisRevenant"
PowerMorph.MorphFlash "None"
PowerMorph.UnMorphFlash "None"
PowerMorph.MorphStyle (MRF_FULLHEALTH|MRF_ADDSTAMINA|MRF_NEWTIDBEHAVIOUR|MRF_WHENINVULNERABLE|MRF_LOSEACTUALWEAPON)
}

ACTOR NemesisMissileType2 : Inventory{inventory.MaxAmount 1}
ACTOR NemesisMissileType3 : Inventory{inventory.MaxAmount 1}
ACTOR NemesisMissileType4 : Inventory{inventory.MaxAmount 1}
ACTOR NemesisMissileType5 : Inventory{inventory.MaxAmount 1}
ACTOR NemesisMissileType6 : Inventory{inventory.MaxAmount 1}
ACTOR NemesisMissileType7 : Inventory{inventory.MaxAmount 1}
ACTOR NemesisMissileType8 : Inventory{inventory.MaxAmount 1}
ACTOR NemesisMissileType9 : Inventory{inventory.MaxAmount 1}
ACTOR NemesisMissileType10 : Inventory{inventory.MaxAmount 1}

ACTOR Demon_NemesisRevenant : PlayerPawn
{
Speed 1
Mass 1600
Radius 20
Height 56
Health 2700
Scale 1.1
Player.MaxHealth 2700
Player.ForwardMove 1.3
Player.SideMove 1.3
Player.JumpZ 10
BloodColor "Blue"
Player.SoundClass "LegRevenant"
Player.DisplayName "Nemesis Revenant"
Player.AttackZOffset 0
Player.DamageScreenColor Black, 0.1
Player.MorphWeapon "NemesisRevenant-Weapons"
DamageFactor 0.6
DamageFactor "VexedNemesisPlayer", 0.0
DamageFactor "NemesisPlayer", 0.0
DamageFactor "TrueLegendaryPlayer", 0.0
DamageFactor "Legendary1", 0.0
DamageFactor "LegendaryPlayer", 0.3
DamageFactor "Legendary", 0.0
DamageFactor "LegendaryGuru", 0.0
DamageFactor "LegendaryGuruPlayer", 0.3
DamageFactor "PDTBFG", 0.25
DamageFactor "PDTBFGTracer", 0.25
DamageFactor "PlayerDevBall", 0.125
DamageFactor "PlayerDevBall2", 0.125
DamageFactor "PlayerDTBFGRailgunSlug", 0.125
DamageFactor "PlayerDevTracer", 0.125
DamageFactor "CadaverRocket", 0.0
DamageFactor "DBFG10K2", 0.65
DamageFactor "PlayerDTRG", 0.5
DamageFactor "PlayerDBFG10K2", 0.65
DamageFactor "DBFG2", 0.65
DamageFactor "PlayerDBFG2", 0.65
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 "PlayerPyro", 0.2
DamageFactor "DarkDemoEx", 0.0
SeeSound "NemesisRevenant/see"
PainSound "NemesisRevenant/pain"
DeathSound "NemesisRevenant/death"
ActiveSound "NemesisRevenant/idle"
MeleeSound "skeleton/melee"
Species "Player"
+THRUSPECIES
+DONTHARMSPECIES
+NORADIUSDMG
+NOSKIN
+DONTRIP
+NOPAIN
+BOSS
+BOSSDEATH
+NOTIMEFREEZE
var int user_music;
States
{
Spawn:
	TNT1 A 0
	TNT1 A 0 ACS_NamedExecuteWithResult("GetPlayerNumber")
	TNT1 A 0 A_JumpIf(user_music == 1,3)
    TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,759,2008)
	TNT1 A 0 A_SetUserVar("user_music",1)
	NMRV A 10 Bright
	Loop
See:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(user_music == 1,3)
    TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,759,2008)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_SpawnItem("BonyStep",0,0,0,0)
	NMRV AAA 2 Bright
	NMRV BBB 2 Bright
	NMRV CCC 2 Bright
	NMRV DDD 2 Bright
	NMRV EEE 2 Bright
	NMRV FFF 2 Bright
	TNT1 A 0 A_SpawnItem("BonyStep",0,0,0,0)
	Goto Spawn
Missile:
	NMRV J 0 A_JumpIfInventory("NemesisRevWeapType",10,2)
	NMRV J 0 A_Jump(256,2)
	NMRV J 0
	Goto NemesisMissile10
	NMRV J 0 A_JumpIfInventory("NemesisRevWeapType",9,2)
	NMRV J 0 A_Jump(256,2)
	NMRV J 0
	Goto NemesisMissile9
	NMRV J 0 A_JumpIfInventory("NemesisRevWeapType",8,2)
	NMRV J 0 A_Jump(256,2)
	NMRV J 0
	Goto NemesisMissile8
	NMRV J 1 Bright
	NMRV J 0 A_JumpIfInventory("NemesisRevWeapType",7,2)
	NMRV J 0 A_Jump(256,2)
	NMRV J 0
	Goto NemesisMissile7
	NMRV J 0 A_JumpIfInventory("NemesisRevWeapType",6,2)
	NMRV J 0 A_Jump(256,2)
	NMRV J 0
	Goto NemesisMissile6
	NMRV J 0 A_JumpIfInventory("NemesisRevWeapType",5,2)
	NMRV J 0 A_Jump(256,2)
	NMRV J 0
	Goto NemesisMissile5
	NDR1 A 0 A_JumpIfInventory("NemesisRevWeapType",4,2)
	NDR1 A 0 A_Jump(256,2)
	NDR1 A 0
	Goto NemesisMissile4
	NMRV J 0 A_JumpIfInventory("NemesisRevWeapType",3,2)
	NMRV J 0 A_Jump(256,2)
	NMRV J 0
	Goto NemesisMissile3
	NMRV J 0 A_JumpIfInventory("NemesisRevWeapType",2,2)
	NMRV J 0 A_Jump(256,2)
	NMRV J 0
	Goto NemesisMissile1
	NMRV J 0 A_JumpIfInventory("NemesisRevWeapType",1,2)
	NMRV J 0 A_Jump(256,2)
	NMRV J 0
	Goto NemesisMissile2
	NMRV J 1 Bright A_Jump(256,"NemesisMissile1")
	Goto Spawn
NemesisMissile1:
	NMRV J 1 Bright
	NMRV JKK 10 Bright
	Goto Spawn	
NemesisMissile2:
	NMRV J 35 Bright
	NMRV K 84 Bright
	Goto Spawn
NemesisMissile3:	
	NMRV GHI 4 Bright
	Goto See	
NemesisMissile4:
	NMRV J 35 Bright
	NMRV K 10 Bright
	Goto Spawn	
NemesisMissile5:
	NMRV J 80 Bright
	NMRV K 10 Bright
	Goto Spawn	
NemesisMissile6:
	NMRV GH 5 Bright
	NMRV I 3 Bright
	Goto Spawn	
NemesisMissile7:
	NMRV G 0
	NMRV G 0 A_Jump(127,4)
	NMRV GHI 2 Bright
	Goto See
	NMRV RST 2 Bright
	Goto See
NemesisMissile8:	
	NMRV GHI 4 Bright
	Goto See
NemesisMissile9:	
	NMRV GHI 4 Bright
	Goto See
NemesisMissile10:	
	NMRV GHI 4 Bright
	Goto See	
Death: 
	NMRV LM 7
	NMRV N 7 A_Scream
	NMRV O 7 A_NoBlocking
	NMRV P 7
	NMRV Q -1
	Stop
}
}

ACTOR MorphedPlayerFriendMark0
{
+FRIENDLY
+FLOAT
+NOGRAVITY
+NOTARGET
+NOCLIP
+DORMANT
+NOTRIGGER
+NOTIMEFREEZE
+CLIENTSIDEONLY
RenderStyle "Translucent"
Alpha 0.6
Radius 0
Height 0
Speed 0
States
{
Spawn:
	NDR5 I 2 Bright
	Stop
Death:
	TNT1 A 0
	Stop
}
}

ACTOR NemesisRevenantMorphedWeapon : Weapon
{
+INVENTORY.UNDROPPABLE
+WEAPON.AMMO_OPTIONAL
+WEAPON.ALT_AMMO_OPTIONAL
+WEAPON.CHEATNOTWEAPON
+WEAPON.DONTBOB
Decal "BulletChip"
Weapon.SelectionOrder 1
States
{	
Spawn:
	TNT1 A 0 
	Stop
Ready:
	TNT1 A 1 A_WeaponReady
	Goto Ready
Select:
	TNT1 AAA 0 A_Raise
	TNT1 A 1 A_Raise
	Loop
Deselect:
	TNT1 AAA 0 A_Lower
	TNT1 A 1 A_Lower
	Loop  
Fire:	
	TNT1 A 2
	Goto Ready	
Flash:
	TNT1 A 1 Bright A_Light2
	TNT1 A 2 Bright A_Light1
	Goto LightDone
}
}

Actor NemesisRevWeapType : Inventory{Inventory.MaxAmount 10}

Actor NemesisRevenant-Weapons : MorphedWeapon
{
States
{
Ready:
NDR1 ABCDEFGHIJKL 4 Bright A_WeaponReady
Loop	
Fire:
	NDR1 A 1 Bright
	NDR1 A 0 A_JumpIfInventory("NemesisRevWeapType",10,2)
	NDR1 A 0 A_Jump(256,2)
	NDR1 A 0
	Goto Fire10
	NDR1 A 0 A_JumpIfInventory("NemesisRevWeapType",9,2)
	NDR1 A 0 A_Jump(256,2)
	NDR1 A 0
	Goto Fire9
	NDR1 A 0 A_JumpIfInventory("NemesisRevWeapType",8,2)
	NDR1 A 0 A_Jump(256,2)
	NDR1 A 0
	Goto Fire8
	NDR1 A 0 A_JumpIfInventory("NemesisRevWeapType",7,2)
	NDR1 A 0 A_Jump(256,2)
	NDR1 A 0
	Goto Fire7
	NDR1 A 0 A_JumpIfInventory("NemesisRevWeapType",6,2)
	NDR1 A 0 A_Jump(256,2)
	NDR1 A 0
	Goto Fire6
	NDR1 A 0 A_JumpIfInventory("NemesisRevWeapType",5,2)
	NDR1 A 0 A_Jump(256,2)
	NDR1 A 0
	Goto Fire5
	NDR1 A 0 A_JumpIfInventory("NemesisRevWeapType",4,2)
	NDR1 A 0 A_Jump(256,2)
	NDR1 A 0
	Goto Fire4
	NDR1 A 0 A_JumpIfInventory("NemesisRevWeapType",3,2)
	NDR1 A 0 A_Jump(256,2)
	NDR1 A 0
	Goto Fire3
	NDR1 A 0 A_JumpIfInventory("NemesisRevWeapType",2,2)
	NDR1 A 0 A_Jump(256,2)
	NDR1 A 0
	Goto Fire2
	NDR1 A 0 A_JumpIfInventory("NemesisRevWeapType",1,2)
	NDR1 A 0 A_Jump(256,2)
	NDR1 A 0
	Goto Fire1
	NDR1 A 1 Bright A_Jump(256,"Fire0")
	Goto Ready
Fire0:
	NDR3 B 0 A_GunFlash	
	NDR3 B 2 Bright
	NDR3 C 0 A_FireCustomMissile("PlayerNemesisRevCannonLaser",0,0,-18,25)	
	NDR3 C 3 Bright A_FireCustomMissile("PlayerNemesisRevCannonLaser",0,0,18,25)	
	NDR3 D 3 Bright
	NDR3 C 0 A_FireCustomMissile("PlayerNemesisRevCannonLaser",0,0,-18,25)	
	NDR3 C 3 Bright A_FireCustomMissile("PlayerNemesisRevCannonLaser",0,0,18,25)	
	NDR3 D 3 Bright
	NDR3 C 0 A_FireCustomMissile("PlayerNemesisRevCannonLaser",0,0,-18,25)	
	NDR3 C 3 Bright A_FireCustomMissile("PlayerNemesisRevCannonLaser",0,0,18,25)	
	NDR3 D 3 Bright
	NDR3 C 0 A_FireCustomMissile("PlayerNemesisRevCannonLaser",0,0,-18,25)	
	NDR3 C 3 Bright A_FireCustomMissile("PlayerNemesisRevCannonLaser",0,0,18,25)	
	NDR3 D 3 Bright
	NDR3 C 0 A_FireCustomMissile("PlayerNemesisRevCannonLaser",0,0,-18,25)	
	NDR3 C 3 Bright A_FireCustomMissile("PlayerNemesisRevCannonLaser",0,0,18,25)	
	NDR3 D 3 Bright
	NDR3 C 0 A_FireCustomMissile("PlayerNemesisRevCannonLaser",0,0,-18,25)	
	NDR3 C 3 Bright A_FireCustomMissile("PlayerNemesisRevCannonLaser",0,0,18,25)	
	NDR3 D 3 Bright
	NDR3 C 0 A_FireCustomMissile("PlayerNemesisRevCannonLaser",0,0,-18,25)	
	NDR3 C 3 Bright A_FireCustomMissile("PlayerNemesisRevCannonLaser",0,0,18,25)	
	NDR3 D 3 Bright
	NDR3 E 22 Bright
	Goto Ready		
Fire1:
    NDR3 D 0 A_GiveInventory("NemesisMissileType2")
	NDR3 D 0 A_GunFlash	
    NDR3 D 35 Bright A_PlaySound("NemesisRevenant/attack1")
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright	
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright	
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright	
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright	
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright	
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright	
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright	
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright	
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright	
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright	
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright	
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright	
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright	
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright	
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright	
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright	
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright	
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright	
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright
	NDR3 B 0 A_FireCustomMissile("PlayerNemesisRevComet",0,0,-18,25)	
	NDR3 B 1 Bright A_FireCustomMissile("PlayerNemesisRevComet",0,0,18,25)	
	NDR3 C 1 Bright
	NDR3 E 22 Bright
    Goto Ready
Fire2:
	NDR3 B 0 A_GunFlash	
	NDR3 B 2 Bright
	NDR3 C 0 A_FireCustomMissile("PlayerNemesisRevRocket",0,0,-18,25)	
	NDR3 C 3 Bright A_FireCustomMissile("PlayerNemesisRevRocket",0,0,18,25)	
	NDR3 D 3 Bright
	NDR3 C 0 A_FireCustomMissile("PlayerNemesisRevRocket",0,0,-18,25)	
	NDR3 C 3 Bright A_FireCustomMissile("PlayerNemesisRevRocket",0,0,18,25)	
	NDR3 D 3 Bright
	NDR3 C 0 A_FireCustomMissile("PlayerNemesisRevRocket",0,0,-18,25)	
	NDR3 C 3 Bright A_FireCustomMissile("PlayerNemesisRevRocket",0,0,18,25)	
	NDR3 D 3 Bright
	NDR3 C 0 A_FireCustomMissile("PlayerNemesisRevRocket",0,0,-18,25)	
	NDR3 C 3 Bright A_FireCustomMissile("PlayerNemesisRevRocket",0,0,18,25)	
	NDR3 D 3 Bright
	NDR3 C 0 A_FireCustomMissile("PlayerNemesisRevRocket",0,0,-18,25)	
	NDR3 C 3 Bright A_FireCustomMissile("PlayerNemesisRevRocket",0,0,18,25)	
	NDR3 D 3 Bright
	NDR3 E 22 Bright
	Goto Ready
Fire3:
	NDR0 A 0 A_GiveInventory("NemesisMissileType3")
	NDR0 A 0 A_GunFlash
	NDR0 A 2 Bright
	NDR0 B 3 Bright A_FireCustomMissile("PlayerNemesisRevFloorDeadHands",0,0,0,0)	
	NDR0 CDB 3 Bright
	NDR0 A 15 Bright
	Goto Ready
Fire4:
	NDR3 D 0 A_GiveInventory("NemesisMissileType4")
	NDR3 D 0 A_GunFlash	
	NDR3 D 35 Bright A_PlaySound("NemesisRevenant/see")
	NDR3 B 2 Bright
	NDR3 C 0 A_PlayWeaponSound("monsters/darkcyberrail")
	NDR3 C 0 A_FireCustomMissile("PlayerNemesisRevRailLaser",0,0,-18,25)	
	NDR3 C 3 Bright A_FireCustomMissile("PlayerNemesisRevRailLaser",0,0,18,25)	
	NDR3 D 3 Bright
	NDR3 C 0 A_FireCustomMissile("PlayerNemesisRevRailLaser",0,0,-18,25)	
	NDR3 C 3 Bright A_FireCustomMissile("PlayerNemesisRevRailLaser",0,0,18,25)	
	NDR3 D 3 Bright
	NDR3 C 0 A_FireCustomMissile("PlayerNemesisRevRailLaser",0,0,-18,25)	
	NDR3 C 3 Bright A_FireCustomMissile("PlayerNemesisRevRailLaser",0,0,18,25)	
	NDR3 D 3 Bright
	NDR3 C 0 A_FireCustomMissile("PlayerNemesisRevRailLaser",0,0,-18,25)	
	NDR3 C 2 Bright A_FireCustomMissile("PlayerNemesisRevRailLaser",0,0,18,25)	
	NDR3 D 2 Bright
	NDR3 C 0 A_FireCustomMissile("PlayerNemesisRevRailLaser",0,0,-18,25)	
	NDR3 C 2 Bright A_FireCustomMissile("PlayerNemesisRevRailLaser",0,0,18,25)	
	NDR3 D 2 Bright
	NDR3 C 0 A_FireCustomMissile("PlayerNemesisRevRailLaser",0,0,-18,25)	
	NDR3 C 1 Bright A_FireCustomMissile("PlayerNemesisRevRailLaser",0,0,18,25)	
	NDR3 D 1 Bright
	NDR3 C 0 A_FireCustomMissile("PlayerNemesisRevRailLaser",0,0,-18,25)	
	NDR3 C 1 Bright A_FireCustomMissile("PlayerNemesisRevRailLaser",0,0,18,25)	
	NDR3 D 1 Bright
	NDR3 E 22 Bright
	Goto Ready	
Fire5:
	NDR3 D 0 A_GiveInventory("NemesisMissileType5")
	NDR3 D 0 A_GunFlash	
	NDR3 D 20 Bright A_PlaySound("NemesisRevenant/attack2")
	NDR3 B 60 Bright A_PlayWeaponSound("lrball3/charge")
	NDR3 C 0 A_PlayWeaponSound("lrball3/shot")
	NDR3 C 0 A_FireCustomMissile("PlayerNemesisCannonIonBeam",0,0,-18,25)	
	NDR3 C 3 Bright A_FireCustomMissile("PlayerNemesisCannonIonBeam",0,0,18,25)	
	NDR3 D 3 Bright
	NDR3 E 22 Bright
	Goto Ready	
Fire6:
	NDR3 D 0 A_GiveInventory("NemesisMissileType6")
	NDR3 D 0 A_GunFlash	
	NDR0 A 0 A_PlaySound("skeleton/swing")	
	NDR0 A 1 Bright A_Recoil(-65)
	NDR0 AAAAAAAAAA 1 Bright A_SpawnItemEx("NemesisRevenantGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NDR0 B 0 A_Stop
	NDR0 B 3 Bright A_FireCustomMissile("PlayerTLRDashPunch",0,0,0,0)	
	NDR0 CDB 3 Bright
	Goto Ready
Fire7:
	NDR3 D 0 A_GiveInventory("NemesisMissileType7")
	NDR3 D 0 A_GunFlash	
	NDR0 A 0 A_PlaySound("skeleton/swing")
	NDR0 A 1 Bright
	NDR0 B 2 Bright A_FireCustomMissile("PlayerLRPunch",0,0,0,0)
	NDR0 CDB 2 Bright
	Goto Ready
Fire8:
	NDR3 D 0 A_GiveInventory("NemesisMissileType8")
	NDR3 D 0 A_GunFlash	
	NDR3 D 20 Bright A_PlaySound("legendaryrevenant/attack2")
	NDR3 B 60 Bright A_PlayWeaponSound("lrball3/charge")
	NDR3 C 0 A_PlayWeaponSound("lrball3/shot")
	NDR3 C 0 A_FireCustomMissile("PlayerNemesis10kProjectile",0,0,-18,25)	
	NDR3 C 3 Bright A_FireCustomMissile("PlayerNemesis10kProjectile",0,0,18,25)	
	NDR3 D 3 Bright
	NDR3 C 0 A_PlayWeaponSound("lrball3/shot")
	NDR3 C 0 A_FireCustomMissile("PlayerNemesis10kProjectile",0,0,-18,25)	
	NDR3 C 3 Bright A_FireCustomMissile("PlayerNemesis10kProjectile",0,0,18,25)	
	NDR3 D 3 Bright
	NDR3 C 0 A_PlayWeaponSound("lrball3/shot")
	NDR3 C 0 A_FireCustomMissile("PlayerNemesis10kProjectile",0,0,-18,25)	
	NDR3 C 3 Bright A_FireCustomMissile("PlayerNemesis10kProjectile",0,0,18,25)	
	NDR3 D 3 Bright
	NDR3 C 0 A_PlayWeaponSound("lrball3/shot")
	NDR3 C 0 A_FireCustomMissile("PlayerNemesis10kProjectile",0,0,-18,25)	
	NDR3 C 3 Bright A_FireCustomMissile("PlayerNemesis10kProjectile",0,0,18,25)	
	NDR3 D 3 Bright
	NDR3 C 0 A_PlayWeaponSound("lrball3/shot")
	NDR3 C 0 A_FireCustomMissile("PlayerNemesis10kProjectile",0,0,-18,25)	
	NDR3 C 3 Bright A_FireCustomMissile("PlayerNemesis10kProjectile",0,0,18,25)	
	NDR3 D 3 Bright
	NDR3 C 0 A_PlayWeaponSound("lrball3/shot")
	NDR3 C 0 A_FireCustomMissile("PlayerNemesis10kProjectile",0,0,-18,25)	
	NDR3 C 3 Bright A_FireCustomMissile("PlayerNemesis10kProjectile",0,0,18,25)	
	NDR3 D 3 Bright
	NDR3 C 0 A_PlayWeaponSound("lrball3/shot")
	NDR3 C 0 A_FireCustomMissile("PlayerNemesis10kProjectile",0,0,-18,25)	
	NDR3 C 3 Bright A_FireCustomMissile("PlayerNemesis10kProjectile",0,0,18,25)	
	NDR3 D 3 Bright
	NDR3 C 0 A_PlayWeaponSound("lrball3/shot")
	NDR3 C 0 A_FireCustomMissile("PlayerNemesis10kProjectile",0,0,-18,25)	
	NDR3 C 3 Bright A_FireCustomMissile("PlayerNemesis10kProjectile",0,0,18,25)	
	NDR3 D 3 Bright
	NDR3 C 0 A_PlayWeaponSound("lrball3/shot")
	NDR3 C 0 A_FireCustomMissile("PlayerNemesis10kProjectile",0,0,-18,25)	
	NDR3 C 3 Bright A_FireCustomMissile("PlayerNemesis10kProjectile",0,0,18,25)	
	NDR3 D 3 Bright
	NDR3 C 0 A_PlayWeaponSound("lrball3/shot")
	NDR3 C 0 A_FireCustomMissile("PlayerNemesis10kProjectile",0,0,-18,25)	
	NDR3 C 3 Bright A_FireCustomMissile("PlayerNemesis10kProjectile",0,0,18,25)	
	NDR3 D 3 Bright
	NDR3 C 0 A_PlayWeaponSound("lrball3/shot")
	NDR3 C 0 A_FireCustomMissile("PlayerNemesis10kProjectile",0,0,-18,25)	
	NDR3 C 3 Bright A_FireCustomMissile("PlayerNemesis10kProjectile",0,0,18,25)	
	NDR3 D 3 Bright
	NDR3 C 0 A_PlayWeaponSound("lrball3/shot")
	NDR3 C 0 A_FireCustomMissile("PlayerNemesis10kProjectile",0,0,-18,25)	
	NDR3 C 3 Bright A_FireCustomMissile("PlayerNemesis10kProjectile",0,0,18,25)	
	NDR3 D 3 Bright
	NDR3 E 22 Bright
	Goto Ready	
Fire9:
	NDR3 D 0 A_GiveInventory("NemesisMissileType9")
	NDR3 D 0 A_GunFlash	
	NDR3 D 20 Bright A_PlaySound("Nemesisrevenant/attack2")
	NDR3 B 60 Bright A_PlayWeaponSound("lrball3/charge")
	NDR3 C 0 A_PlayWeaponSound("lrball3/shot")
	NDR3 C 0 A_FireCustomMissile("PlayerMiniNemesisBFGBall",0,0,-18,25)	
	NDR3 C 3 Bright A_FireCustomMissile("PlayerMiniNemesisBFGBall",0,0,18,25)	
	NDR3 D 3 Bright
	NDR3 E 22 Bright
	Goto Ready	
Fire10:
	NDR3 D 0 A_GiveInventory("NemesisMissileType10")
	NDR3 D 0 A_GunFlash	
	NDR3 D 20 Bright A_PlaySound("legendaryrevenant/attack1")
	NDR3 B 60 Bright A_PlayWeaponSound("lrball3/charge")
	NDR3 C 0 A_PlayWeaponSound("lrball3/shot")
	NDR3 C 0 A_FireCustomMissile("PlayerNemesisRevHomingRocket",0,0,-18,25)	
	NDR3 C 3 Bright A_FireCustomMissile("PlayerNemesisRevHomingRocket",0,0,18,25)	
	NDR3 D 3 Bright
	NDR3 C 0 A_PlayWeaponSound("lrball3/shot")
	NDR3 C 0 A_FireCustomMissile("PlayerNemesisRevHomingRocket",0,0,-18,25)	
	NDR3 C 3 Bright A_FireCustomMissile("PlayerNemesisRevHomingRocket",0,0,18,25)	
	NDR3 D 3 Bright
	NDR3 C 0 A_PlayWeaponSound("lrball3/shot")
	NDR3 C 0 A_FireCustomMissile("PlayerNemesisRevHomingRocket",0,0,-18,25)	
	NDR3 C 3 Bright A_FireCustomMissile("PlayerNemesisRevHomingRocket",0,0,18,25)	
	NDR3 D 3 Bright
	NDR3 C 0 A_PlayWeaponSound("lrball3/shot")
	NDR3 C 0 A_FireCustomMissile("PlayerNemesisRevHomingRocket",0,0,-18,25)	
	NDR3 C 3 Bright A_FireCustomMissile("PlayerNemesisRevHomingRocket",0,0,18,25)	
	NDR3 D 3 Bright
	NDR3 C 0 A_PlayWeaponSound("lrball3/shot")
	NDR3 C 0 A_FireCustomMissile("PlayerNemesisRevHomingRocket",0,0,-18,25)	
	NDR3 C 3 Bright A_FireCustomMissile("PlayerNemesisRevHomingRocket",0,0,18,25)	
	NDR3 D 3 Bright
	NDR3 E 22 Bright
	Goto Ready	
AltFire:
	NDR1 A 0
	NDR1 A 0 A_JumpIfInventory("NemesisRevWeapType",7,3)
	NDR1 A 0 A_GiveInventory("NemesisRevWeapType",1)
	NDR1 A 0 A_Jump(256,2)
	NDR1 A 0 A_TakeInventory("NemesisRevWeapType",10)
	NDR1 A 0
	NDR1 A 0 A_JumpIfInventory("NemesisRevWeapType",10,"Select10")
	NDR1 A 0 A_JumpIfInventory("NemesisRevWeapType",9,"Select9")
	NDR1 A 0 A_JumpIfInventory("NemesisRevWeapType",8,"Select8")
	NDR1 A 0 A_JumpIfInventory("NemesisRevWeapType",7,"Select7")
	NDR1 A 0 A_JumpIfInventory("NemesisRevWeapType",6,"Select6")
	NDR1 A 0 A_JumpIfInventory("NemesisRevWeapType",5,"Select5")
	NDR1 A 0 A_JumpIfInventory("NemesisRevWeapType",4,"Select4")
	NDR1 A 0 A_JumpIfInventory("NemesisRevWeapType",3,"Select3")
	NDR1 A 0 A_JumpIfInventory("NemesisRevWeapType",2,"Select2")
	NDR1 A 0 A_JumpIfInventory("NemesisRevWeapType",1,"Select1")
	NDR1 A 1 Bright
	NDR1 A 1 Bright A_Jump(256,"Select0")
	Goto Ready
	Select0:
	NDR1 A 1 Bright A_Print("\c[g3]Normal\c-")
	Goto AltDone	
	Select1:
	NDR1 A 1 Bright A_Print("\c[g3]Rage Attack\c-")
	Goto AltDone
	Select2:
	NDR1 A 1 Bright A_Print("\c[g3]Rockets\c-")
	Goto AltDone
	Select3:
	NDR1 A 1 Bright A_Print("\c[g3]Dead Hands\c-")
	Goto AltDone
	Select4:
	NDR1 A 1 Bright A_Print("\c[g3]Railgun\c-")
	Goto AltDone
	Select5:
	NDR1 A 1 Bright A_Print("\c[g3]Best Attack\c-")
	Goto AltDone
	Select6:
	NDR1 A 1 Bright A_Print("\c[g3]Dash Punch\c-")
	Goto AltDone
	Select7:
	NDR1 A 1 Bright A_Print("\c[g3]Normal Punch\c-")
	Goto AltDone
	Select8:
	NDR1 A 1 Bright A_Print("\c[g3]BFG10K\c-")
	Goto AltDone
	Select9:
	NDR1 A 1 Bright A_Print("\c[g3]Best Attack V2\c-")
	Goto AltDone
	Select10:
	NDR1 A 1 Bright A_Print("\c[g3]Homing Rockets\c-")
	Goto AltDone	
AltDone:
	NDR1 A 12 Bright
	Goto Ready
}
}

Actor PlayerNemesisRevMiniLaser : NemesisRevMiniLaser
{
PROJECTILE
Height 5
Radius 5
Speed 85
Scale 1
RENDERSTYLE ADD
ALPHA 0.8
Decal "Scorch"
Damage 7
+RANDOMIZE
+NOTIMEFREEZE
+THRUSPECIES
Missiletype "PlayerNemesisRevMiniLaserTrail"
MissileHeight 8
SeeSound "lrball2/shot"
DeathSound "lrball2/exp"
Damagetype "NemesisPlayer"
Species "Player"
States
  {
  Spawn: 
	TNT1 A 0 A_ChangeVelocity(1,0.5*random(-3,3),0.5*random(-2,2),CVF_RELATIVE)
	TNT1 A 1 Bright //A_SpawnItemEx("LegRevBall2Trail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	TNT1 A 0 A_ChangeVelocity(1,0.5*random(-3,3),0.5*random(-2,2),CVF_RELATIVE)
	TNT1 A 1 Bright //A_SpawnItemEx("LegRevBall2Trail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	TNT1 A 0 A_ChangeVelocity(1,0.5*random(-3,3),0.5*random(-2,2),CVF_RELATIVE)
	TNT1 A 1 Bright //A_SpawnItemEx("LegRevBall2Trail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)  
	Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("NemesisWhiteParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) 
	TNT1 AAA 0 A_CustomMissile("WhiteNemesisKaboom7",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
	TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX4",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
	TNT1 A 10
	Stop
  }
}

ACTOR PlayerNemesisRevMiniLaserTrail : NemesisCannonLaserTrail { Scale 0.04 }

ACTOR PlayerNemesisRevCannonLaser : NemesisRevCannonLaser 
{
  Damagetype "NemesisPlayer"
  Species "Player"
  States
  {
  Death:
	TNT1 A 0
	TNT1 A 0 A_Explode(128,128,0,1)
	TNT1 A 0 A_SpawnItem("NemesisWhiteProjExplode")
	TNT1 AAAA 0 A_SpawnItemEx("NemesisWhiteParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) 
	TNT1 AAA 0 A_CustomMissile("WhiteNemesisKaboom3",0,0,random(0,360),2,random(0,360))
	TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX4",0,0,random(0,360),2,random(0,360))
	TNT1 A 10
	Stop
	}
}

Actor PlayerNemesisRevComet : NemesisRevComet
{
Damage 45
Scale 1.25
DamageType "NemesisPlayer"
Species "Player"
+THRUSPECIES
+NOTIMEFREEZE
}

ACTOR PlayerNemesisRevRocket : NemesisRevRocket
{
Speed 40
DamageType "NemesisPlayer"
Species "Player"
+THRUSPECIES
+NOTIMEFREEZE
States
  {
  Spawn:
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(4,6),Random(-2,2))
	NROC A 2 Bright A_CustomMissile("ProjectileTrailParticleNemesis",Random(4,6),Random(-2,2))
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(4,6),Random(-2,2))  
	NROC B 2 Bright A_CustomMissile("ProjectileTrailParticleNemesis",Random(4,6),Random(-2,2))
	Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("NemesisWhiteParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) 
	TNT1 AAA 0 A_CustomMissile("WhiteNemesisKaboom3",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
	TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX2",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
	TNT1 AAAA 0 A_SpawnItemEx("LegendaryDebris",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,SXF_CLIENTSIDE,0)
	NROC C 6 Bright A_Explode
	NROC DE 5 Bright A_SetTranslucent(0.75,1)
	Stop
  }
}

ACTOR PlayerNemesisRevFloorDeadHands : LegRevFloorDeadHands
{
Damage 25
DamageType "NemesisPlayer"
Species "Player"
+THRUSPECIES
+NOTIMEFREEZE
States
{
Spawn:
	LRHD MNO 2 A_SpawnItemEx("PlayerLRUndeadHand",random(-16,16),random(-16,16))
	Loop
Death: 
	TNT1 A 0
	TNT1 AAAAAAA 0 A_SpawnItemEx("PlayerLRUndeadHand",random(-48,48),random(-48,48))
	TNT1 A 1
	Stop
}
}

ACTOR PlayerNemesis10kProjectile : Nemesis10kProjectile
{
Height 1
Radius 1
Speed 200
Projectile
Decal "Scorch"
Renderstyle Add
Alpha 1
Scale 0.5
deathsound "weapons/bfg95explode"
DamageType "NemesisPlayer"
Species "Player"
+THRUSPECIES
+MTHRUSPECIES
+NOTIMEFREEZE
+NOEXTREMEDEATH
+DONTHARMSPECIES
+FORCERADIUSDMG
States
{
  Spawn:
	CLBA D 1 Bright
	Loop
  Death:
	TNT1 A 0 A_SetScale(0.85)
	TNT1 A 0 A_FadeOut(0.25)
	TNT1 A 0 A_SpawnItem("NemesisWhiteProjExplode")
	TNT1 A 0 A_SpawnItemEx("NemesisBFGShockwave",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 AA 0 A_SpawnItemEx("NemesisWhiteParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 AAA 0 A_CustomMissile("WhiteNemesisKaboomNoSound",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
	NFE3 A 4 Bright A_Explode(180,180,0)
	NFE3 BCDEF 4 Bright
	Stop
	}
}

Actor PlayerMiniNemesisBFGBall : MiniNemesisBFGBall
{
  -SEEKERMISSILE
  +THRUSPECIES
  +NOTIMEFREEZE
  Species " "
  DamageType "NemesisPlayer"
  Species "Player"
  Scale 1.5
  Speed 60
  Damage 115 //100 lol
  Bouncetype None
  States
  {
  Spawn:
	TNT1 A 0 A_LoopActiveSound
	TNT1 A 0 A_SpawnItemEx("MiniCyberNemesisGuruSphereSmokeProjectile",0,0,0,frandom(-1,1),frandom(-1,1),frandom(-1,1),random(0,359))
    CLBB D 1 Bright A_SpawnItemEx("NemesisWhiteProjParticleSuperLarge2",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))
	TNT1 AA 0 A_SpawnItemEx("NemesisWhiteProjParticleSuperLarge2",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))
    Loop
  Death:
	TNT1 A 0
	TNT1 A 0 Radius_Quake(5,60,0,10,0)
	TNT1 A 0 A_Explode(50,400,0)
	TNT1 A 0 A_SpawnItemEx("MiniCyberNemesisGuruSphereSmokeProjectile",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("NemesisWhiteProjParticleSuperLarge2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))
    CLBB D 6 Bright A_SpawnItem("NemesisWhiteProjExplodeLarge")
	TNT1 A 0 A_Explode(50,400,0)
	TNT1 A 0 A_SpawnItemEx("MiniCyberNemesisGuruSphereSmokeProjectile",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("NemesisWhiteProjParticleSuperLarge2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))
    CLBB D 6 Bright A_SpawnItem("NemesisWhiteProjExplodeLarge")
	TNT1 A 0 A_Explode(50,400,0)
	TNT1 A 0 A_SpawnItemEx("MiniCyberNemesisGuruSphereSmokeProjectile",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("NemesisWhiteProjParticleSuperLarge2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))
    CLBB D 6 Bright A_SpawnItem("NemesisWhiteProjExplodeLarge")
	TNT1 A 0 A_Explode(50,400,0)
	TNT1 A 0 A_SpawnItemEx("MiniCyberNemesisGuruSphereSmokeProjectile",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("NemesisWhiteProjParticleSuperLarge2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))
    CLBB D 6 Bright A_SpawnItem("NemesisWhiteProjExplodeLarge")
	TNT1 A 1 A_SpawnItem("MiniNemesisDeathBall")
    Stop
  }
}

Actor PlayerNemesisZombieCannonIonBeam : NemesisZombieCannonIonBeam
{
  Damagetype "NemesisPlayer"
  Species "Player"
  States
  {
  Death:
	TNT1 A 0 A_Explode(500,256,0,1)
	TNT1 A 0 A_SpawnItem("NemesisWhiteProjExplodeLarge")
	TNT1 AAAA 0 A_SpawnItemEx("NemesisWhiteParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) 
	TNT1 AAA 0 A_CustomMissile("WhiteNemesisKaboom",0,0,random(0,360),2,random(0,360))
	TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX4",0,0,random(0,360),2,random(0,360))
	TNT1 AAAAAAAA 0 A_SpawnItemEx("NemesisZombieCannonProj2",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(170,190),SXF_NOCHECKPOSITION)	
	TNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisZombieCannonProj2",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(-14,14),SXF_NOCHECKPOSITION)
    TNT1 A 50 Bright
    Stop
  }
}

ACTOR PlayerNemesisRevRailLaser : NemesisRevRailLaser
{
Damage (Random(30,60))
DamageType "NemesisPlayer"
Species "Player"
+THRUSPECIES
+NOTIMEFREEZE
}

Actor PlayerNemesisCannonIonBeam : NemesisRevCannonIonBeam
{
Damage 125
DamageType "NemesisPlayer"
Species "Player"
+THRUSPECIES
+NOTIMEFREEZE
States
{
Death:
	TNT1 A 0 A_Explode(128,128,0)
	TNT1 A 0 A_SpawnItemEx("BlueParticleSpawner", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("LNCometDeath",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	TNT1 A 0 A_PlaySound("lrball3/exp")
	TNT1 AAAAAAAA 0 A_SpawnItemEx("PlayerNemesisRevSmallBall3",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(170,190),SXF_NOCHECKPOSITION)	
	TNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx("PlayerNemesisRevSmallBall3",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(-14,14),SXF_NOCHECKPOSITION)
	MMSD A 8 bright A_Explode(38, 140, 0)
	Stop
}
}

Actor PlayerNemesisRevHomingRocket : NemesisRevHomingRocket
{
Speed 30
DamageType "NemesisPlayer"
Species "Player"
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_Jump(128,"NemesisPlayerHoming")
	Goto Normal
  Normal:
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	NMIS A 2 Bright A_CustomMissile("ProjectileTrailParticleNemesis",Random(0,2),Random(-2,2))
	Loop  
  PlayerNemesisHoming:
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	NMIS A 2 Bright A_CustomMissile("ProjectileTrailParticleNemesis",Random(0,2),Random(-2,2))
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	NMIS A 2 Bright A_CustomMissile("ProjectileTrailParticleNemesis",Random(0,2),Random(-2,2))
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	NMIS A 2 Bright A_CustomMissile("ProjectileTrailParticleNemesis",Random(0,2),Random(-2,2))
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	NMIS A 2 Bright A_CustomMissile("ProjectileTrailParticleNemesis",Random(0,2),Random(-2,2))
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	NMIS A 2 Bright A_CustomMissile("ProjectileTrailParticleNemesis",Random(0,2),Random(-2,2))
	Goto NemesisPlayerStartSeek
  NemesisPlayerStartSeek:
	TNT1 A 0 A_BishopMissileWeave
	TNT1 A 0 A_Tracer2
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	NMIS A 1 Bright A_CustomMissile("ProjectileTrailParticleNemesis",Random(0,2),Random(-2,2))
	TNT1 A 0 A_BishopMissileWeave
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	NMIS A 1 Bright A_CustomMissile("ProjectileTrailParticleNemesis",Random(0,2),Random(-2,2))
	TNT1 A 0 A_BishopMissileWeave
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	NMIS A 1 Bright A_CustomMissile("ProjectileTrailParticleNemesis",Random(0,2),Random(-2,2))
	TNT1 A 0 A_BishopMissileWeave
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	NMIS A 1 Bright A_CustomMissile("ProjectileTrailParticleNemesis",Random(0,2),Random(-2,2))
	TNT1 A 0 A_BishopMissileWeave
	TNT1 A 0 A_Tracer2
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	NMIS A 1 Bright A_CustomMissile("ProjectileTrailParticleNemesis",Random(0,2),Random(-2,2))
	TNT1 A 0 A_BishopMissileWeave
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	NMIS A 1 Bright A_CustomMissile("ProjectileTrailParticleNemesis",Random(0,2),Random(-2,2))
	TNT1 A 0 A_BishopMissileWeave
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	NMIS A 1 Bright A_CustomMissile("ProjectileTrailParticleNemesis",Random(0,2),Random(-2,2))
	TNT1 A 0 A_BishopMissileWeave
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	NMIS A 1 Bright A_CustomMissile("ProjectileTrailParticleNemesis",Random(0,2),Random(-2,2))	
    TNT1 A 0 A_PlaySound("monster/homingrockbeep")
	Loop
  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_Explode
	TNT1 A 1 A_SpawnItem("PlayerNemesisRocketEx")
	Stop
  }
}

ACTOR PlayerNemesisRocketEx : LegendaryBlueRocketEx
{
States
  {
  Spawn:
	TNT1 A 0
	NROC C 6 Bright
	NROC DE 5 Bright
	Stop
  }
}

ACTOR PlayerNemesisRevComet : Comet
{
Radius 8
Height 8
Speed 45
Damage 6
Scale 0.45
DamageType "NemesisPlayer"
Species "Player"
+NOTIMEFREEZE
+SEEKERMISSILE
SeeSound "weapons/firbfi"
DeathSound "weapons/hellex"
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_Jump(128,"NemesisPlayerHoming")
  Normal:
	TNT1 A 0 A_BishopMissileWeave
	NNCM A 1 Bright A_SpawnItemEx("NemesisPlayerNemesisRevCometTail",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_BishopMissileWeave
	NNCM B 1 Bright A_SpawnItemEx("NemesisPlayerNemesisRevCometTail",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_BishopMissileWeave
	NNCM C 1 Bright A_SpawnItemEx("NemesisPlayerNemesisRevCometTail",0,0,0,0,0,0,0,128)
	Loop
  NemesisPlayerHoming:
	TNT1 A 0 A_SeekerMissile(15,0)
	TNT1 A 0 A_BishopMissileWeave
	NNCM A 1 Bright A_SpawnItemEx("NemesisPlayerNemesisRevCometTail",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_BishopMissileWeave
	NNCM B 1 Bright A_SpawnItemEx("NemesisPlayerHoming",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_BishopMissileWeave
	NNCM C 1 Bright A_SpawnItemEx("NemesisPlayerNemesisRevCometTail",0,0,0,0,0,0,0,128)
	Loop
  Death:
	TNT1 A 0 A_Explode(64,120,0)
	NNCM DE 3 Bright
	TNT1 A 0 A_SpawnItemEx("NemesisWhiteParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_SpawnItemEx("NemesisPlayerRevCometDeath",0,0,0,0,0,0,0,128,0)
	Stop
	}
}

ACTOR NemesisPlayerRevCometDeath : NemesisRevCometDeath
{
Scale 0.3
States
{
Spawn:
  TNT1 A 0
  TNT1 AAAA 0 A_SpawnItemEx("LegendaryDebris",0,0,Random(20,40),Random(4,-4),Random(4,-4),Random(4,8),0,SXF_CLIENTSIDE,0)
  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))
  NNCM FFFGGGHHHIII 1 Bright A_FadeOut(0.065,1)
  Stop
}
}

ACTOR NemesisPlayerNemesisRevCometTail : NemesisRevCometTail
{
+NOCLIP
+NOTIMEFREEZE
ALPHA 0.3
Scale 0.6
States
{
  Spawn:
    TNT1 A 0
	TNT1 A 2 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	NNCT ABCDEFGHI 1 Bright
	Stop
	}
}

Actor PlayerNemesisRevSmallBall3 : LegRevSmallBall3
{
Damage 10
DamageType "NemesisPlayer"
Species "Player"
+THRUSPECIES
+NOTIMEFREEZE
}

Actor PlayerTLRDashPunch : LRDashPunch
{
Damage (10*Random(6,10))
DamageType "NemesisPlayer"
Species "Player"
+THRUSPECIES
+NOTIMEFREEZE
States
{
Death:
	TNT1 A 1 A_Explode(128,158,0)
	Stop
}
}

Actor PlayerLRPunch : PlayerTLRDashPunch
{
Damage (20*Random(6,10))
DamageType "NemesisPlayer"
Species "Player"
+THRUSPECIES
+EXTREMEDEATH
+NOTIMEFREEZE
States
{
Death:
	TNT1 A 1
	Stop
}
}

ACTOR NemesisDRuneFlame
{
+NOCLIP
+MISSILE
+DONTSPLASH
+CLIENTSIDEONLY
+NOBLOCKMAP
+NOGRAVITY
+NOTELEPORT
+FORCEXYBILLBOARD
+NOTIMEFREEZE
RenderStyle Add
Scale 0.3
States
{
Spawn:
	BMKE ABCDEFGHIJKL 2 Bright A_FadeOut
	Stop
}
}

ACTOR NemesisDRuneFlameSpawner 
{
+NOTIMEFREEZE
+CLIENTSIDEONLY
States
{
Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	TNT1 AAAAAA 0 A_SpawnItemEx("NemesisDRuneFlame",random(20,-20),random(20,-20),random(20,40),0,0,random(2,6),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	TNT1 A 0
	Stop
Toaster:
	TNT1 A 0
	Stop	
}
}

Actor MorphIronFeet : PowerIronFeet
{
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
    +NOTIMEFREEZE
	Powerup.Duration 0x7FFFFFFF
	Powerup.Color "FF 40 00", 0.01
	DamageFactor "Slime", 0.0
}

Actor PlayerHealth : Inventory
{
  Inventory.Amount 1
  Inventory.MaxAmount 2400
  Inventory.InterHubAmount 120
  -INVENTORY.INVBAR
  -COUNTITEM
}

Actor PlayerArmor: Inventory
{
  Inventory.Amount 1
  Inventory.MaxAmount 2400
  Inventory.InterHubAmount 2400
  -INVENTORY.INVBAR
  -COUNTITEM
}

Actor FakeArmorBonus : ArmorBonus  //Do not put this in spawners
{
Armor.SaveAmount 1
Armor.SavePercent 35
Armor.MaxSaveAmount 2400
Inventory.Pickupmessage ""
Inventory.PickupSound ""
-INVENTORY.ALWAYSPICKUP
-COUNTITEM
States
{
Spawn:
	TNT1 A 0
	TNT1 A 0
	Stop
	}
}

Actor PlayerMorphed : Inventory
{
  Inventory.Amount 1
  Inventory.MaxAmount 1
  Inventory.InterHubAmount 1
  -INVENTORY.INVBAR
  -COUNTITEM
}