Actor VexedNemesisDemonRune : CustomInventory 
{
//Original: Divine Infinity
//Sprite VDR5A0
//Title "Vexed Nemesis Demon Rune"
//Info: Im Finally f*ck done (x3)
Inventory.PickupMessage "A surge of Vexed Nemesis energy goes straight to your bones as you pick up the Vexed Nemesis Demon Rune."
Inventory.PickupSound "PickUpDemonRune/Sight"
Inventory.Icon "VDR5M0"
Inventory.MaxAmount 1
+INVBAR
+COUNTITEM
+INVENTORY.BIGPOWERUP
+NOTIMEFREEZE
+FLOAT
+FLOATBOB
ActiveSound "legdemonrune/idle"
States
{
Use:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("NemesisLightning")
	TNT1 A 0 Bright A_SpawnItemEx("VexedNemesisFlameSpawner")
	TNT1 A 0 A_GiveInventory("VexedNemesisDemonRuneeGiver")
	TNT1 A 0 A_PlaySound("VexedRevenant/see", CHAN_AUTO, 1.0, False, ATTN_NONE)
	Stop  	
Spawn:
	TNT1 A 0 Bright A_SpawnItemEx("VexedNemesisDemonRuneParticleSpawner",0,0,32,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION) 
	TNT1 AAAAAAAAAAAAA 0 Bright A_SpawnItemEx("VexedNemesisDRuneFlameSpawner",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)
	VDR5 ABCDEFGJHIJKL 5 Bright A_CustomMissile("VexedNemesisDRuneFlameSpawner",-20,0,random(0,-360),2,random(0,360)) 
	Loop	
Pickup:
	TNT1 A 1 A_StopSound
	Stop
}
}

ACTOR VexedNemesisDemonRuneParticleSpawner : LegDemonRuneParticleSpawner
{
States
{
Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	TNT1 AAAAAAAAAAAAA 1 Bright A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",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 VexedNemesisDemonRuneeGiver : PowerupGiver
{
Powerup.Duration -128
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
+NOTIMEFREEZE
Inventory.MaxAmount 1
Powerup.Type "VexedNemesisPlayer"
}

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

ACTOR VexedNemesisMissileType2 : Inventory{inventory.MaxAmount 1}
ACTOR VexedNemesisMissileType3 : Inventory{inventory.MaxAmount 1}
ACTOR VexedNemesisMissileType4 : Inventory{inventory.MaxAmount 1}
ACTOR VexedNemesisMissileType5 : Inventory{inventory.MaxAmount 1}
ACTOR VexedNemesisMissileType6 : Inventory{inventory.MaxAmount 1}
ACTOR VexedNemesisMissileType7 : Inventory{inventory.MaxAmount 1}

ACTOR Demon_VexedNemesisRevenant : PlayerPawn
{
Speed 1
Mass 1600
Radius 20
Height 56
Health 3000
Scale 1.1
Player.MaxHealth 3000
Player.ForwardMove 1.3
Player.SideMove 1.3
Player.JumpZ 10
BloodColor "Blue"
Player.SoundClass "LegRevenant"
Player.DisplayName "Vexed Nemesis Revenant"
Player.AttackZOffset 0
Player.DamageScreenColor Black, 0.1
Player.MorphWeapon "VexedNemesisRevenant-Weapons"
DamageFactor 0.5
DamageFactor "VexedNemesisPlayer", 0.0
DamageFactor "NemesisPlayer", 0.0
DamageFactor "TrueLegendaryPlayer", 0.0
DamageFactor "Explosion", 0.0001
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 "Legendary1", 0.0
DamageFactor "LegendaryPlayer", 0.0
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 "PlayerVexedNemesisPlasma", 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
DamageFactor "NemesisBall", 0.0
DamageFactor "NemesisBeam", 0.0
DamageFactor "T3rm", 0.0
DamageFactor "TouhouNOOK", 0.0
DamageFactor "Extreme", 0.0
DamageFactor "SuperWeapon", 0.0
DamageFactor "Terminator", 0.0
DamageFactor "Term", 0.0
SeeSound "VexedRevenant/Sight"
DeathSound "VexedRevenant/Death"
PainSound "NemesisRevenant/pain"
ActiveSound " "
MeleeSound "skeleton/melee"
Species "Player"
+THRUSPECIES
+DONTHARMSPECIES
+NORADIUSDMG
+NOSKIN
+DONTRIP
+NOPAIN
+BOSS
+BOSSDEATH
+NOTIMEFREEZE
+NOGRAVITY
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)
	TNT1 A 0
	TNT1 A 0 A_PlaySound("VexedRevenant/Active",7,1.0,1)
	VNRV 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_PlaySound("VexedRevenant/Active",7,1.0,1)
	VNRV AAA 2 Bright
	VNRV AAA 2 Bright
	VNRV AAA 2 Bright
	VNRV AAA 2 Bright
	VNRV AAA 2 Bright
	VNRV AAA 2 Bright
	TNT1 A 0 A_PlaySound("VexedRevenant/Active",7,1.0,1)
	Goto Spawn
Missile:
	Goto VexedNemesisMissile7
	VNRV J 0 A_JumpIfInventory("VexedNemesisRevWeapType",6,2)
	VNRV J 0 A_Jump(256,2)
	VNRV J 0
	Goto VexedNemesisMissile6
	VNRV J 0 A_JumpIfInventory("VexedNemesisRevWeapType",5,2)
	VNRV J 0 A_Jump(256,2)
	VNRV J 0
	Goto VexedNemesisMissile5
	VDR1 A 0 A_JumpIfInventory("VexedNemesisRevWeapType",4,2)
	VDR1 A 0 A_Jump(256,2)
	VDR1 A 0
	Goto VexedNemesisMissile4
	VNRV J 0 A_JumpIfInventory("VexedNemesisRevWeapType",3,2)
	VNRV J 0 A_Jump(256,2)
	VNRV J 0
	Goto VexedNemesisMissile3
	VNRV J 0 A_JumpIfInventory("VexedNemesisRevWeapType",2,2)
	VNRV J 0 A_Jump(256,2)
	VNRV J 0
	Goto VexedNemesisMissile1
	VNRV J 0 A_JumpIfInventory("VexedNemesisRevWeapType",1,2)
	VNRV J 0 A_Jump(256,2)
	VNRV J 0
	Goto VexedNemesisMissile2
	VNRV J 1 Bright A_Jump(256,"VexedNemesisMissile1")
	Goto Spawn
VexedNemesisMissile1:
	VNRV J 1 Bright
	VNRV JKK 10 Bright
	Goto Spawn	
VexedNemesisMissile2:
	VNRV J 35 Bright
	VNRV K 84 Bright
	Goto Spawn
VexedNemesisMissile3:	
	VNRV J 35 Bright
	VNRV K 84 Bright
	Goto See	
VexedNemesisMissile4:
	VNRV J 35 Bright
	VNRV K 10 Bright
	Goto Spawn	
VexedNemesisMissile5:
	VNRV J 80 Bright
	VNRV K 10 Bright
	Goto Spawn	
VexedNemesisMissile6:
	VNRV J 35 Bright
	VNRV K 84 Bright
	Goto Spawn	
VexedNemesisMissile7:
	VNRV J 35 Bright
	VNRV K 84 Bright
	VNRV K 2 Bright
	Goto See
	}
}

ACTOR MorphedPlayerFriendMark0
{
+FRIENDLY
+FLOAT
+NOGRAVITY
+NOTARGET
+NOCLIP
+DORMANT
+NOTRIGGER
+NOTIMEFREEZE
+CLIENTSIDEONLY
RenderStyle "Translucent"
Alpha 0.6
Radius 0
Height 0
Speed 0
States
{
Spawn:
	VDR5 I 2 Bright
	Stop
Death:
	TNT1 A 0
	Stop
}
}

ACTOR VexedNemesisRevenantMorphedWeapon : 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 VexedNemesisRevWeapType : Inventory{Inventory.MaxAmount 10}

Actor VexedNemesisRevenant-Weapons : MorphedWeapon
{
States
{
Ready:
VDR1 ABCDEFGHIJKL 4 Bright A_WeaponReady
Loop	
Fire:
	VDR1 A 0 A_JumpIfInventory("VexedNemesisRevWeapType",7,2)
	VDR1 A 0 A_Jump(256,2)
	VDR1 A 0
	Goto Fire7
	VDR1 A 0 A_JumpIfInventory("VexedNemesisRevWeapType",6,2)
	VDR1 A 0 A_Jump(256,2)
	VDR1 A 0
	Goto Fire6
	VDR1 A 0 A_JumpIfInventory("VexedNemesisRevWeapType",5,2)
	VDR1 A 0 A_Jump(256,2)
	VDR1 A 0
	Goto Fire5
	VDR1 A 0 A_JumpIfInventory("VexedNemesisRevWeapType",4,2)
	VDR1 A 0 A_Jump(256,2)
	VDR1 A 0
	Goto Fire4
	VDR1 A 0 A_JumpIfInventory("VexedNemesisRevWeapType",3,2)
	VDR1 A 0 A_Jump(256,2)
	VDR1 A 0
	Goto Fire3
	VDR1 A 0 A_JumpIfInventory("VexedNemesisRevWeapType",2,2)
	VDR1 A 0 A_Jump(256,2)
	VDR1 A 0
	Goto Fire2
	VDR1 A 0 A_JumpIfInventory("VexedNemesisRevWeapType",1,2)
	VDR1 A 0 A_Jump(256,2)
	VDR1 A 0
	Goto Fire1
	VDR1 A 1 Bright A_Jump(256,"Fire0")
	Goto Ready
Fire0:
	VDR2 B 0 A_GunFlash	
	VDR2 B 2 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevCannonLaser",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisRevCannonLaser",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevCannonLaser",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisRevCannonLaser",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevCannonLaser",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisRevCannonLaser",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevCannonLaser",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisRevCannonLaser",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevCannonLaser",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisRevCannonLaser",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevCannonLaser",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisRevCannonLaser",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevCannonLaser",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisRevCannonLaser",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevCannonLaser",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisRevCannonLaser",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRocket",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisRevRocket",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRocket",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisRevRocket",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRocket",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisRevRocket",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRocket",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisRevRocket",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 E 22 Bright 
	Goto Ready		
Fire1:
    VDR2 D 0 A_GiveInventory("VexedNemesisMissileType2")
	VDR2 D 0 A_GunFlash	
    VDR2 D 35 Bright A_PlaySound("VexedRevenant/Attack")
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright	
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright	
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright	
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright	
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright	
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright	
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright	
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright	
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright	
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright	
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright	
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright	
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright	
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright	
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright	
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright	
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright	
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright	
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 1 Bright
	VDR2 B 0 A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,-18,25)	
	VDR2 B 2 Bright A_FireCustomMissile("PlayerVexedNemesisRevComet",0,0,18,25)	
	VDR2 C 2 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,-18,25)	
	VDR2 C 2 Bright A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,18,25)	
	VDR2 D 2 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,-18,25)	
	VDR2 C 2 Bright A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,18,25)	
	VDR2 D 2 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,-18,25)	
	VDR2 C 2 Bright A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,18,25)	
	VDR2 D 2 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,-18,25)	
	VDR2 C 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,18,25)	
	VDR2 D 1 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,-18,25)	
	VDR2 C 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,18,25)	
	VDR2 D 1 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,-18,25)	
	VDR2 C 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,18,25)	
	VDR2 D 1 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,-18,25)	
	VDR2 C 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,18,25)	
	VDR2 D 1 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisZombieCannonIonBeam",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisZombieCannonIonBeam",0,0,18,25)
	VDR2 E 22 Bright
    Goto Ready
Fire2:
	VDR2 B 0 A_GunFlash	
	VDR2 B 2 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRocket",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisRevRocket",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRocket",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisRevRocket",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRocket",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisRevRocket",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRocket",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisRevRocket",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRocket",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisRevRocket",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRocket",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisRevRocket",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRocket",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisRevRocket",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRocket",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisRevRocket",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRocket",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisRevRocket",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRocket",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisRevRocket",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRocket",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisRevRocket",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRocket",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisRevRocket",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRocket",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisRevRocket",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 E 22 Bright
	Goto Ready
Fire3:
	VDR2 D 0 A_GiveInventory("VexedNemesisMissileType3")
	VDR2 D 0 A_GunFlash	
	VDR2 D 20 Bright A_PlaySound("legendaryrevenant/attack2")
	VDR2 B 60 Bright A_PlayWeaponSound("lrball3/charge")
	VDR2 C 0 A_PlayWeaponSound("lrball3/shot")
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_PlayWeaponSound("lrball3/shot")
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_PlayWeaponSound("lrball3/shot")
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_PlayWeaponSound("lrball3/shot")
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_PlayWeaponSound("lrball3/shot")
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_PlayWeaponSound("lrball3/shot")
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_PlayWeaponSound("lrball3/shot")
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_PlayWeaponSound("lrball3/shot")
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_PlayWeaponSound("lrball3/shot")
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_PlayWeaponSound("lrball3/shot")
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_PlayWeaponSound("lrball3/shot")
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_PlayWeaponSound("lrball3/shot")
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,18,25)	
	VDR2 D 3 Bright	
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 E 22 Bright
	Goto Ready
Fire4:
	VDR2 D 0 A_GiveInventory("VexedNemesisMissileType4")
	VDR2 D 0 A_GunFlash	
	VDR2 D 35 Bright A_PlaySound("VexedRevenant/Sight")
	VDR2 B 2 Bright
	VDR2 C 0 A_PlayWeaponSound("monsters/darkcyberrail")
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,-18,25)	
	VDR2 C 2 Bright A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,18,25)	
	VDR2 D 2 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,-18,25)	
	VDR2 C 2 Bright A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,18,25)	
	VDR2 D 2 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,-18,25)	
	VDR2 C 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,18,25)	
	VDR2 D 1 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,-18,25)	
	VDR2 C 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,18,25)	
	VDR2 D 1 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,-18,25)	
	VDR2 C 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,18,25)	
	VDR2 D 1 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,-18,25)	
	VDR2 C 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,18,25)	
	VDR2 D 1 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,-18,25)	
	VDR2 C 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,18,25)	
	VDR2 D 1 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,-18,25)	
	VDR2 C 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,18,25)	
	VDR2 D 1 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,-18,25)	
	VDR2 C 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,18,25)	
	VDR2 D 1 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,-18,25)	
	VDR2 C 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,18,25)	
	VDR2 D 1 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,-18,25)	
	VDR2 C 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,18,25)	
	VDR2 D 1 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,-18,25)	
	VDR2 C 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,18,25)	
	VDR2 D 1 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,-18,25)	
	VDR2 C 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,18,25)	
	VDR2 D 1 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,-18,25)	
	VDR2 C 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,18,25)	
	VDR2 D 1 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,-18,25)	
	VDR2 C 1 Bright A_FireCustomMissile("PlayerVexedNemesisRevRailLaser",0,0,18,25)	
	VDR2 D 1 Bright
	VDR2 E 22 Bright
	Goto Ready	
Fire5:
	VDR2 D 0 A_GiveInventory("VexedNemesisMissileType5")
	VDR2 D 0 A_GunFlash	
	VDR2 D 20 Bright A_PlaySound("VexedRevenant/Attack")
	VDR2 B 60 Bright A_PlayWeaponSound("lrball3/charge")
	VDR2 C 0 A_PlayWeaponSound("lrball3/shot")
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesis10kProjectile",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisZombieCannonIonBeam",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisZombieCannonIonBeam",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisZombieCannonIonBeam",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisZombieCannonIonBeam",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisZombieCannonIonBeam",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisZombieCannonIonBeam",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisZombieCannonIonBeam",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisZombieCannonIonBeam",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 E 22 Bright
	Goto Ready	
Fire6:
	VDR2 D 0 A_GiveInventory("VexedNemesisMissileType6")
	VDR2 D 0 A_GunFlash	
	VDR2 D 20 Bright A_PlaySound("VexedNemesisrevenant/attack2")
	VDR2 B 60 Bright A_PlayWeaponSound("lrball3/charge")
	VDR2 C 0 A_PlayWeaponSound("lrball3/shot")
	VDR2 C 0 A_FireCustomMissile("PlayerMiniVexedNemesisBFGBall",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerMiniVexedNemesisBFGBall",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 3 Bright A_FireCustomMissile("PlayerMiniVexedNemesisBFGBall",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 3 Bright A_FireCustomMissile("PlayerMiniVexedNemesisBFGBall",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 3 Bright A_FireCustomMissile("PlayerMiniVexedNemesisBFGBall",0,0,18,25)	
	VDR2 D 3 Bright	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerMiniVexedNemesisBFGBall",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 3 Bright A_FireCustomMissile("PlayerMiniVexedNemesisBFGBall",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 3 Bright A_FireCustomMissile("PlayerMiniVexedNemesisBFGBall",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 E 22 Bright
	Goto Ready
Fire7:
	VDR2 D 0 A_GiveInventory("VexedNemesisMissileType7")
	VDR2 D 0 A_GunFlash	
	VDR2 D 20 Bright A_PlaySound("legendaryrevenant/attack1")
	VDR2 B 60 Bright A_PlayWeaponSound("lrball3/charge")
	VDR2 C 0 A_PlayWeaponSound("lrball3/shot")
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevHomingRocket",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisRevHomingRocket",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_PlayWeaponSound("lrball3/shot")
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevHomingRocket",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisRevHomingRocket",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_PlayWeaponSound("lrball3/shot")
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevHomingRocket",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisRevHomingRocket",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_PlayWeaponSound("lrball3/shot")
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevHomingRocket",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisRevHomingRocket",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 C 0 A_PlayWeaponSound("lrball3/shot")
	VDR2 C 0 A_FireCustomMissile("PlayerVexedNemesisRevHomingRocket",0,0,-18,25)	
	VDR2 C 3 Bright A_FireCustomMissile("PlayerVexedNemesisRevHomingRocket",0,0,18,25)	
	VDR2 D 3 Bright
	VDR2 E 22 Bright
	Goto Ready
AltFire:
	VDR1 A 0
	VDR1 A 0 A_JumpIfInventory("VexedNemesisRevWeapType",7,3)
	VDR1 A 0 A_GiveInventory("VexedNemesisRevWeapType",1)
	VDR1 A 0 A_Jump(256,2)
	VDR1 A 0 A_TakeInventory("VexedNemesisRevWeapType",7)
	VDR1 A 0
	VDR1 A 0 A_JumpIfInventory("VexedNemesisRevWeapType",7,"Select7")
	VDR1 A 0 A_JumpIfInventory("VexedNemesisRevWeapType",6,"Select6")
	VDR1 A 0 A_JumpIfInventory("VexedNemesisRevWeapType",5,"Select5")
	VDR1 A 0 A_JumpIfInventory("VexedNemesisRevWeapType",4,"Select4")
	VDR1 A 0 A_JumpIfInventory("VexedNemesisRevWeapType",3,"Select3")
	VDR1 A 0 A_JumpIfInventory("VexedNemesisRevWeapType",2,"Select2")
	VDR1 A 0 A_JumpIfInventory("VexedNemesisRevWeapType",1,"Select1")
	VDR1 A 1 Bright
	VDR1 A 1 Bright A_Jump(256,"Select0")
	Goto Ready
	Select0:
	VDR1 A 1 Bright A_Print("\c[w2]Normal Combo\c-")
	Goto AltDone	
	Select1:
	VDR1 A 1 Bright A_Print("\c[w2]Rage Combo Attack\c-")
	Goto AltDone
	Select2:
	VDR1 A 1 Bright A_Print("\c[w2]Combo Rockets\c-")
	Goto AltDone
	Select3:
	VDR1 A 1 Bright A_Print("\c[w2]Spam BFG10K\c-")
	Goto AltDone
	Select4:
	VDR1 A 1 Bright A_Print("\c[w2]Combo Railgun\c-")
	Goto AltDone
	Select5:
	VDR1 A 1 Bright A_Print("\c[w2]Spam Best Attack\c-")
	Goto AltDone
	Select6:
	VDR1 A 1 Bright A_Print("\c[w2]Combo Best Attack V2\c-")
	Goto AltDone
	Select7:
	VDR1 A 1 Bright A_Print("\c[w2]Combo Homing Rockets\c-")
	Goto AltDone
AltDone:
	VDR1 A 12 Bright
	Goto Ready
}
}

Actor PlayerVexedNemesisRevMiniLaser : NemesisRevMiniLaser
{
PROJECTILE
Height 5
Radius 5
Speed 90
Scale 1
RENDERSTYLE ADD
ALPHA 0.8
Decal "Scorch"
Damage 14
+RANDOMIZE
+NOTIMEFREEZE
+THRUSPECIES
Missiletype "PlayerVexedNemesisRevMiniLaserTrail"
MissileHeight 8
SeeSound "lrball2/shot"
DeathSound "lrball2/exp"
Damagetype "VexedNemesisPlayer"
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("VexedNemesisWhiteParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) 
	TNT1 AAA 0 A_CustomMissile("WhiteVexedNemesisKaboom7",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 PlayerVexedNemesisRevMiniLaserTrail : NemesisCannonLaserTrail { Scale 0.04 }

ACTOR PlayerVexedNemesisRevCannonLaser : NemesisRevCannonLaser 
{
  Damagetype "VexedNemesisPlayer"
  Species "Player"
  States
  {
  Death:
	TNT1 A 0
	TNT1 A 0 A_Explode(128,128,0,1)
	TNT1 A 0 A_SpawnItem("VexedNemesisWhiteProjExplode")
	TNT1 AAAA 0 A_SpawnItemEx("VexedNemesisWhiteParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) 
	TNT1 AAA 0 A_CustomMissile("WhiteVexedNemesisKaboom3",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 PlayerVexedNemesisRevComet : NemesisRevComet
{
Damage 55
Scale 1.25
DamageType "VexedNemesisPlayer"
Species "Player"
+THRUSPECIES
+NOTIMEFREEZE
}

ACTOR PlayerVexedNemesisRevRocket : NemesisRevRocket
{
Speed 50
DamageType "VexedNemesisPlayer"
Species "Player"
+THRUSPECIES
+NOTIMEFREEZE
States
  {
  Spawn:
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(4,6),Random(-2,2))
	NROC A 2 Bright A_CustomMissile("ProjectileTrailParticleVexedNemesis",Random(4,6),Random(-2,2))
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(4,6),Random(-2,2))  
	NROC B 2 Bright A_CustomMissile("ProjectileTrailParticleVexedNemesis",Random(4,6),Random(-2,2))
	Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VexedNemesisWhiteParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) 
	TNT1 AAA 0 A_CustomMissile("WhiteVexedNemesisKaboom3",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 PlayerVexedNemesisRevFloorDeadHands : LegRevFloorDeadHands
{
Damage 25
DamageType "VexedNemesisPlayer"
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 PlayerVexedNemesis10kProjectile : Nemesis10kProjectile
{
Height 1
Radius 1
Speed 200
Projectile
Decal "Scorch"
Renderstyle Add
Alpha 1
Scale 0.5
deathsound "weapons/bfg95explode"
DamageType "VexedNemesisPlayer"
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("VexedNemesisWhiteProjExplode")
	TNT1 A 0 A_SpawnItemEx("VexedNemesisBFGShockwave",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 AA 0 A_SpawnItemEx("VexedNemesisWhiteParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 AAA 0 A_CustomMissile("WhiteVexedNemesisKaboomNoSound",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 PlayerMiniVexedNemesisBFGBall : MiniNemesisBFGBall
{
  -SEEKERMISSILE
  +THRUSPECIES
  +NOTIMEFREEZE
  Species " "
  DamageType "VexedNemesisPlayer"
  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("MiniCyberVexedNemesisGuruSphereSmokeProjectile",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("MiniCyberVexedNemesisGuruSphereSmokeProjectile",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("VexedNemesisWhiteProjExplodeLarge")
	TNT1 A 0 A_Explode(50,400,0)
	TNT1 A 0 A_SpawnItemEx("MiniCyberVexedNemesisGuruSphereSmokeProjectile",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("VexedNemesisWhiteProjExplodeLarge")
	TNT1 A 0 A_Explode(50,400,0)
	TNT1 A 0 A_SpawnItemEx("MiniCyberVexedNemesisGuruSphereSmokeProjectile",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("VexedNemesisWhiteProjExplodeLarge")
	TNT1 A 0 A_Explode(50,400,0)
	TNT1 A 0 A_SpawnItemEx("MiniCyberVexedNemesisGuruSphereSmokeProjectile",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("VexedNemesisWhiteProjExplodeLarge")
	TNT1 A 1 A_SpawnItem("PlayerMiniVexedNemesisBFGBall")
    Stop
  }
}

Actor PlayerVexedNemesisZombieCannonIonBeam : NemesisZombieCannonIonBeam
{
  Damagetype "VexedNemesisPlayer"
  Species "Player"
  States
  {
  Death:
	TNT1 A 0 A_Explode(500,256,0,1)
	TNT1 A 0 A_SpawnItem("VexedNemesisWhiteProjExplodeLarge")
	TNT1 AAAA 0 A_SpawnItemEx("VexedNemesisWhiteParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) 
	TNT1 AAA 0 A_CustomMissile("WhiteVexedNemesisKaboom",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("VexedNemesisZombieCannonProj2",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("VexedNemesisZombieCannonProj2",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 VexedNemesisZombieCannonProj2 : NemesisCannonProjPlayer
{
Damagetype "VexedNemesisPlayer"
Species "Player"
States
{
  Death:
	TNT1 A 0 A_PlaySound("weapons/rocklx",2)
  XDeath:
	TNT1 A 0
	TNT1 AA 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 0 A_CustomMissile("NemesisCannonShotExplosionPlayer",0,0,0,2)
	TNT1 I 8 Bright A_Explode(128,128,0)
	TNT1 J 6 Bright
	TNT1 K 4 Bright
	Stop
	}
}

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

Actor PlayerVexedNemesisRevHomingRocket : NemesisRevHomingRocket
{
Speed 45
DamageType "VexedNemesisPlayer"
Species "Player"
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_Jump(128,"VexedNemesisPlayerHoming")
	Goto Normal
  Normal:
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	NMIS A 2 Bright A_CustomMissile("ProjectileTrailParticleVexedNemesis",Random(0,2),Random(-2,2))
	Loop  
  PlayerVexedNemesisHoming:
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	NMIS A 2 Bright A_CustomMissile("ProjectileTrailParticleVexedNemesis",Random(0,2),Random(-2,2))
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	NMIS A 2 Bright A_CustomMissile("ProjectileTrailParticleVexedNemesis",Random(0,2),Random(-2,2))
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	NMIS A 2 Bright A_CustomMissile("ProjectileTrailParticleVexedNemesis",Random(0,2),Random(-2,2))
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	NMIS A 2 Bright A_CustomMissile("ProjectileTrailParticleVexedNemesis",Random(0,2),Random(-2,2))
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	NMIS A 2 Bright A_CustomMissile("ProjectileTrailParticleVexedNemesis",Random(0,2),Random(-2,2))
	Goto VexedNemesisPlayerStartSeek
  VexedNemesisPlayerStartSeek:
	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("ProjectileTrailParticleVexedNemesis",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("ProjectileTrailParticleVexedNemesis",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("ProjectileTrailParticleVexedNemesis",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("ProjectileTrailParticleVexedNemesis",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("ProjectileTrailParticleVexedNemesis",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("ProjectileTrailParticleVexedNemesis",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("ProjectileTrailParticleVexedNemesis",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("ProjectileTrailParticleVexedNemesis",Random(0,2),Random(-2,2))	
    TNT1 A 0 A_PlaySound("monster/homingrockbeep")
	Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VexedNemesisWhiteParticleSpawner",0,0,0,0,0,0,0,128) 
	TNT1 AAA 0 A_CustomMissile("WhiteVexedNemesisKaboom3",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("PlayerVexedNemesisRocketEx")
	Stop
  }
}

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

ACTOR PlayerVexedNemesisRevComet : Comet
{
Radius 8
Height 8
Speed 45
Damage 12
Scale 0.45
DamageType "VexedNemesisPlayer"
Species "Player"
+NOTIMEFREEZE
+SEEKERMISSILE
SeeSound "weapons/firbfi"
DeathSound "weapons/hellex"
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_Jump(128,"VexedNemesisPlayerHoming")
  Normal:
	TNT1 A 0 A_BishopMissileWeave
	NNCM A 1 Bright A_SpawnItemEx("VexedNemesisPlayerVexedNemesisRevCometTail",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_BishopMissileWeave
	NNCM B 1 Bright A_SpawnItemEx("VexedNemesisPlayerVexedNemesisRevCometTail",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_BishopMissileWeave
	NNCM C 1 Bright A_SpawnItemEx("VexedNemesisPlayerVexedNemesisRevCometTail",0,0,0,0,0,0,0,128)
	Loop
  VexedNemesisPlayerHoming:
	TNT1 A 0 A_SeekerMissile(15,0)
	TNT1 A 0 A_BishopMissileWeave
	NNCM A 1 Bright A_SpawnItemEx("VexedNemesisPlayerVexedNemesisRevCometTail",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_BishopMissileWeave
	NNCM B 1 Bright A_SpawnItemEx("VexedNemesisPlayerHoming",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_BishopMissileWeave
	NNCM C 1 Bright A_SpawnItemEx("VexedNemesisPlayerVexedNemesisRevCometTail",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("VexedNemesisWhiteParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_SpawnItemEx("VexedNemesisPlayerRevCometDeath",0,0,0,0,0,0,0,128,0)
	Stop
	}
}

ACTOR VexedNemesisPlayerRevCometDeath : 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("WhiteVexedNemesisKaboom3",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 VexedNemesisPlayerVexedNemesisRevCometTail : 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 PlayerVexedNemesisRevSmallBall3 : LegRevSmallBall3
{
Damage 20
DamageType "VexedNemesisPlayer"
Species "Player"
+THRUSPECIES
+NOTIMEFREEZE
}

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

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

Actor PlayerMiniNemesisDeathBall : CyberGuruBall
{
DamageType "PlayerNemesisPlasma"
Obituary "%o payed the ultimate price for his greed."
+FOILINVUL
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_PlaySound("Weapons/GuruBlast3",5) 
	Goto Death
  Death:
	TNT1 A 0 A_PlaySound("Weapons/GuruBlast3",5)
	TNT1 A 0 Radius_Quake(15,20,0,20,0)
	//COLLATERAL DAMAGE EFFECTS
	TNT1 A 0 A_Explode(2048,700,0,1)
	TNT1 A 0 A_BFGSpray("PlayerMiniNemesisGuruSpray",15,20)
	//IMPACT STUFF
	TNT1 A 0 A_SpawnItemEx("MiniNemesisBFGExplodeFX",0,0,10)
	TNT1 A 0 A_SpawnItemEx("MiniNemesisGuruStruckGlowX",0,0,10,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 A 0 A_SpawnItemEx("MiniNemesisGuruStruckGlowY",0,0,10,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 AAAAAAAAAAA 0 A_SpawnItemEx("MiniCyberNemesisGuruSphereSmoke",random(126,-126),random(126,-126),random(66,-66),0.00001*random(100000,-100000),0.00001*random(100000,-100000),0.00001*random(100000,-100000),random(0,359),SXF_SETMASTER,0)
	TNT1 AAAAAAAAAAA 0 A_SpawnItemEx("MiniNemesisGuruChunkSpark",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	TNT1 AAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx("MiniNemesisGuruChunkSpark",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	Stop
	}
}

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

ACTOR VexedNemesisDRuneFlameSpawner 
{
+NOTIMEFREEZE
+CLIENTSIDEONLY
States
{
Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	TNT1 AAAAAA 0 A_SpawnItemEx("VexedNemesisDRuneFlame",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 3000
  Inventory.InterHubAmount 120
  -INVENTORY.INVBAR
  -COUNTITEM
}

Actor PlayerArmor: Inventory
{
  Inventory.Amount 1
  Inventory.MaxAmount 3000
  Inventory.InterHubAmount 3000
  -INVENTORY.INVBAR
  -COUNTITEM
}

Actor FakeArmorBonus : ArmorBonus  //Do not put this in spawners
{
Armor.SaveAmount 1
Armor.SavePercent 35
Armor.MaxSaveAmount 3000
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
}