ACTOR ZamasuGodTerminator
{ // Just run away from that guy.
//Creator: Nemesiscaptain(uwu)and Makarov
//Origin: Infinity Gods
//Sprite: ZGDT
//Title: "Zamasu God Terminator"    
Monster
Health 270000
Radius 28 
Height 86 
Mass 0x7FFFFFFF
Speed 70 
PainChance 1
Scale 1.4
Monster
Obituary "%o was erased by the unstoppable Dark energy of Zamasu God Terminator."
Species "Cybers"
-FLOAT
+NOTIMEFREEZE
+DONTHARMSPECIES
+MISSILEMORE
+FLOORCLIP
+NOTARGET
+FireResist
+NORADIUSDMG
+NOICEDEATH
+BOSS
+MISSILEEVENMORE
+CANTSEEK
+NOFEAR
+DONTSPLASH
+LOOKALLAROUND
+NOEXTREMEDEATH
+BOSSDEATH
+NOTELEFRAG
+DONTGIB
+DONTMORPH
+QUICKTORETALIATE
+NoDropOff
+nofear
+LookAllAround
DropItem "Legendaryrune" 256
DropItem "TrueLegendaryrune" 256
//Zamasu God Terminator Damage Factors
DamageFactor 0.36 //750.000 effective Hp, 1.500.000 With OP Runes
DamageFactor "Legendary", 0.1
DamageFactor "LegendaryPlayer", 0.1
DamageFactor "LegendaryGuru", 0.05
DamageFactor "LegendaryGuruPlayer", 0.05
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "TrueLegendaryDamage", 0.34
DamageFactor "TrueLegendaryPlayer", 0.34
DamageFactor "Cursed", 0.25
DamageFactor "Hackroid", 0.365
//Terminator Damage Factors
DamageFactor "PlayerFireSword", 0.8
DamageFactor "CustomSpray", 0.0
DamageFactor "BFG9500Ball", 0.0
DamageFactor "Extreme", 0.0
DamageFactor "UltimateLegendary", 0.0
DamageFactor "HellComet", 0.0
DamageFactor "T3rm", 0.1
DamageFactor "PDTBFG", 0.03
DamageFactor "PDTBFGTracer", 0.03
DamageFactor "PlayerRailPuff", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "FreezerBurn", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "CerChainguns", 0.0	
DamageFactor "CerEnergyBall", 0.0
DamageFactor "Cyber10K", 0.0
DamageFactor "C0mm4nder", 0.1
DamageFactor "HFCyb3r", 0.1
DamageFactor "BFG10K", 0.65
DamageFactor "BFGSplash", 0.0
DamageFactor "BFGSpray", 0.0
DamageFactor "PlayerDevBall", 0.020
DamageFactor "PlayerDTBFGRailgunSlug", 0.020
DamageFactor "PlayerDevTracer", 0.020
DamageFactor "SuperWeapon", 0.0
DamageFactor "DBFG10K2", 0.65
DamageFactor "PlayerDBFG10K2", 0.65
DamageFactor "DBFG2", 0.65
SeeSound "monster/termsit" 
PainSound "monster/termpin" 
DeathSound "monster/termdth"
AttackSound "plasmaminigun/fire"
ActiveSound "Terminator/termact"
MinMissileChance 1
Tag "\c[s5]Zamasu God Terminator\c-"
Translation "0:255=%[0.00,0.00,0.00]:[0.01,0.01,0.01]"
var int user_mastertid;
var int user_music;
var int user_protection;
var int user_protected;
var int user_missile;
var int user_CheckPower;

States 
   {  
Spawn:
	TNT1 A 0 NoDelay A_SpawnItemEx("ZamasuBoss360Cube2",0,0,0,0,0,0,0,SXF_SETMASTER)
	TNT1 A 0 A_SpawnItemEx("ZamasuBoss360Cube2",0,0,0,0,0,0,120,SXF_SETMASTER)
	TNT1 A 0 A_SpawnItemEx("ZamasuBoss360Cube2",0,0,0,0,0,0,240,SXF_SETMASTER)
	ZGDT A 10 A_Look
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	Idle:
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
	ZATM A 10 A_Look
	Loop
    See:
	   TNT1 A 0 A_JumpIf(user_music == 1,3)
	   TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,1764,1011)
	   TNT1 A 0 A_SetUserVar("user_music",1)
	   TNT1 A 0 ACS_NamedExecuteAlways("NemesisCardSky",0,2)
       TNT1 A 0 A_UnSetInvulnerable
	   TNT1 A 0 A_JumpIf(user_CheckPower == 1,2)
	   TNT1 A 0 A_Jump(256,"CheckPower")
	   TNT1 A 0 A_Jump(100,"Rush")
       ZGDT A 0 A_PlaySound("Terminator/terstepA")
       ZGDT AABB 3 A_Chase
	   TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
       ZGDT C 0 A_PlaySound("Terminator/terstepA")
       ZGDT CCDD 3 A_Chase
	   TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
       TNT1 A 0 A_Jump(40,"Teleport","ComboTel")
       Loop
   Rush:
       ZGDT A 0 A_PlaySound("Terminator/terstepA")
       ZGDT AA 0 A_Chase
	   TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
       ZGDT A 2 A_SpawnItemEx("ZamasuGodTerminatorGhost",0,0,0,0,0,0,0,128)
       ZGDT AA 0 A_Chase
	   TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
       ZGDT A 2 A_SpawnItemEx("ZamasuGodTerminatorGhost",0,0,0,0,0,0,0,128)
       ZGDT AA 0 A_Chase
	   TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	   TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
       ZGDT B 2 A_SpawnItemEx("ZamasuGodTerminatorGhost",0,0,0,0,0,0,0,128)
       ZGDT A 0 A_PlaySound("Terminator/terstepA")
       ZGDT AA 0 A_Chase
	   TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
       ZGDT B 2 A_SpawnItemEx("ZamasuGodTerminatorGhost",0,0,0,0,0,0,0,128)     
       ZGDT AA 0 A_Chase
	   TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	   TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
       ZGDT C 2 A_SpawnItemEx("ZamasuGodTerminatorGhost",0,0,0,0,0,0,0,128)
       ZGDT AA 0 A_Chase
	   TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
       ZGDT C 2 A_SpawnItemEx("ZamasuGodTerminatorGhost",0,0,0,0,0,0,0,128)
       ZGDT AA 0 A_Chase
	   TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	   TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
       ZGDT D 2 A_SpawnItemEx("ZamasuGodTerminatorGhost",0,0,0,0,0,0,0,128)
       ZGDT AA 0 A_Chase
       ZGDT D 2 A_SpawnItemEx("ZamasuGodTerminatorGhost",0,0,0,0,0,0,0,128)     
       TNT1 A 0 A_Jump(38,"Teleport","ComboTel")
       TNT1 A 0 A_Jump(75,"See")
	   Loop
  Teleport:
       ZGDT E 1 A_UnSetShootable
       ZGDT EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
       ZGDT EEEEEEEEEEE 1 A_FadeOut(0.1,0)
       ZGDT EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
       ZGDT EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
       ZGDT E 1 A_PlayWeaponSound("boss/teleport")
       ZGDT EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
       ZGDT EEEEEEEEEEE 1 A_FadeIn(0.1)
       ZGDT E 1 A_SetShootable
       Goto see
    CheckPower:
	   TNT1 A 0 A_SetUserVar("user_CheckPower",1)
       TNT1 A 0 A_JumpIfInTargetInventory("NexusStrength",1,"CheckPower2")
       Goto See
   CheckPower2:
       TNT1 A 0 A_JumpIfInTargetInventory("TerminatorDamage2",1,"FinalTruePower")
       Goto TruePower
   TruePower:
       //TNT1 A 0 A_GiveInventory("GodFinalBattleResistanceGiver",1)  is already too powerful to need
	   TNT1 A 0 A_GiveInventory("Health",10000)
       Goto See
   FinalTruePower:
       TNT1 A 0 A_GiveInventory("GodFinalBattleResistanceGiver",1)
	   TNT1 A 0 A_GiveInventory("Health",20000)
       Goto See
  ComboTel:
       ZG3T E 1 A_UnSetShootable
       ZG3T EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
       ZG3T EEEEEEEEEEE 1 A_FadeOut(0.1,0)
       ZG3T EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
       ZG3T E 1 A_PlayWeaponSound("boss/teleport")
	   TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
       ZG3T EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
       ZG3T EEEEEEEEEEE 1 A_FadeIn(0.1)
       ZG3T E 1 A_PlayWeaponSound("boss/teleport")
       ZG3T EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
       ZG3T EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	   TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
       ZG3T EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
       ZG3T E 1 A_PlayWeaponSound("boss/teleport")
       ZG3T EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
       ZG3T EEEEEEEEEEE 1 A_FadeIn(0.1)
	   TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
       ZG3T E 1 A_PlayWeaponSound("boss/teleport")
       ZG3T EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
       ZG3T EEEEEEEEEEE 1 A_FadeOut(0.1,0)
       ZG3T EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
       ZG3T E 1 A_PlayWeaponSound("boss/teleport")
       ZG3T EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
       ZG3T EEEEEEEEEEE 1 A_FadeIn(0.1)
	   ZG3T A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
       ZG3T E 1 A_PlayWeaponSound("boss/teleport")
       ZG3T EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
       ZG3T EEEEEEEEEEE 1 A_FadeOut(0.1,0)
       ZG3T EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
       ZG3T E 1 A_PlayWeaponSound("boss/teleport")
       ZG3T EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
       ZG3T EEEEEEEEEEE 1 A_FadeIn(0.1)
       ZG3T E 1 A_PlayWeaponSound("boss/teleport")
       ZG3T EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
       ZG3T EEEEEEEEEEE 1 A_FadeOut(0.1,0)
       ZG3T EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
       ZG3T E 1 A_PlayWeaponSound("boss/teleport")
       ZG3T EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
       ZG3T EEEEEEEEEEE 1 A_FadeIn(0.1)    
       ZG3T E 1 A_SetShootable
       Goto Normal
  Jump:
    TNT1 A 0 A_Jump(120,"HighJump")
	ZGDT A 5 A_FaceTarget
    TNT1 A 0 A_Recoil(-50)
    ZGDT A 5 A_FaceTarget
	TNT1 A 0 ThrustThingZ(0,70,0,1)
	ZGDT A 5 A_FaceTarget
	GoTo See
  HighJump:
	ZGDT A 5 A_FaceTarget
	TNT1 A 0 A_Recoil(-50)
	ZGDT A 5 A_FaceTarget
	TNT1 A 0 ThrustThingZ(0,110,0,1)
	ZGDT A 5 A_FaceTarget
	GoTo See
  Missile:
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_JumpIfTargetInLOS("UberHexaExplosiveShotgun",90,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,500,0)
	TNT1 A 0 A_Jump(156,"Railgun","NemesisBFG","NemesisBFG10K","NemesisBFG9500","ZamasuStar","Grenades","UberHexaExplosiveShotgun")
	TNT1 A 0 A_Jump(108,"ZamasuRockets","DarkMatter","NemesisCannonIonBeam","SpawnElectricity","Storm")
	TNT1 A 0 A_Jump(42,"VexedNemesisSuperAltBall")
  Normal:
	TNT1 A 0 A_JumpIfCloser(1500,1)
	Goto Railgun
	ZGDT E 1 Bright A_FaceTarget
	TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	ZGDT G 0 A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	ZGDT H 2 Bright A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	ZGDT E 1 Bright A_FaceTarget
	TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	ZGDT G 0 A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	ZGDT H 2 Bright A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	ZGDT E 1 Bright A_FaceTarget
	TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	ZGDT G 0 A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	ZGDT H 2 Bright A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	ZGDT E 1 Bright A_FaceTarget
	TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	ZGDT G 0 A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	ZGDT H 2 Bright A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	ZGDT E 1 Bright A_FaceTarget
	TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	ZGDT G 0 A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	ZGDT H 2 Bright A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	ZGDT E 1 Bright A_FaceTarget
	TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	ZGDT G 0 A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	ZGDT H 2 Bright A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	ZGDT E 1 Bright A_FaceTarget
	TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	ZGDT G 0 A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	ZGDT H 2 Bright A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	ZGDT E 1 Bright A_FaceTarget
	TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	ZGDT G 0 A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	ZGDT H 2 Bright A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	ZGDT E 1 Bright A_FaceTarget
	TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	ZGDT G 0 A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	ZGDT H 2 Bright A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	ZGDT E 1 Bright A_FaceTarget
	TNT1 A 0 Bright A_PlayWeaponSound("BlueDTRFire")
	ZGDT G 0 A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	ZGDT H 2 Bright A_CustomMissile("NemesisRifleShotEnemy",50,20,Random(-4,4))
	TNT1 A 0 A_Jump(12,"See","Missile")
	TNT1 A 0 A_SpidRefire
	Goto See 
  UberHexaExplosiveShotgun:
    ZGDT E 5 A_FaceTarget
    ZGDT EEE 0 A_SpawnItemEx("NemesisShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	ZGDT F 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	ZGDT E 5 A_FaceTarget
    ZGDT EEE 0 A_SpawnItemEx("NemesisShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	ZGDT F 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	ZGDT E 5 A_FaceTarget
    ZGDT EEE 0 A_SpawnItemEx("NemesisShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	ZGDT F 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	ZGDT E 5 A_FaceTarget
    ZGDT EEE 0 A_SpawnItemEx("NemesisShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	ZGDT F 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	ZGDT E 5 A_FaceTarget
    ZGDT EEE 0 A_SpawnItemEx("NemesisShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	ZGDT F 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	ZGDT E 5 A_FaceTarget
    ZGDT EEE 0 A_SpawnItemEx("NemesisShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	ZGDT F 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	ZGDT E 5 A_FaceTarget
    ZGDT EEE 0 A_SpawnItemEx("NemesisShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	ZGDT F 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	ZGDT E 5 A_FaceTarget
    ZGDT EEE 0 A_SpawnItemEx("NemesisShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	ZGDT F 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	ZGDT E 5 A_FaceTarget
    ZGDT EEE 0 A_SpawnItemEx("NemesisShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	ZGDT F 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	ZGDT E 5 A_FaceTarget
    ZGDT EEE 0 A_SpawnItemEx("NemesisShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	ZGDT F 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	ZGDT E 5 A_FaceTarget
    ZGDT EEE 0 A_SpawnItemEx("NemesisShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	ZGDT F 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	ZGDT E 5 A_FaceTarget
    ZGDT EEE 0 A_SpawnItemEx("NemesisShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	ZGDT F 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	ZGDT E 5 A_FaceTarget
    ZGDT EEE 0 A_SpawnItemEx("NemesisShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	ZGDT F 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	TNT1 AAAAA 0 Bright A_CustomMissile("NemesisASGBall",48,-17,Random(-800,800)/100.00)
	TNT1 A 0 A_StopSoundEx("Weapon")
	ZGDT E 5 A_FaceTarget
    TNT1 A 0 A_Jump(15,"See","Missile")
	TNT1 A 0 A_SpidRefire
	Goto See 
  Railgun:
    TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_PlaySound("weapons/rgcharge")
	ZG3T A 30 A_FaceTarget
    ZG3T AAAAAAAAAAAAA 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner3")
    ZG3T AAAAAAAAAAA 1 A_FadeOut(0.1,0)
	ZG3T AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
    ZG3T C 1 A_PlayWeaponSound("boss/teleport")
	ZG3T A 5
	ZG3T CCCCCCCCCCCCC 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
    ZG3T CCCCCCCCCCC 1 A_FadeIn(0.1)	
    TNT1 A 0 A_SetShootable
    ZG3T A 0 Bright A_FaceTarget
    ZG3T D 0 Bright A_CustomMissile("VexedNemesisCyberRailLaser", 48, 17, 0)
    ZG3T E 1 Bright A_CustomMissile("VexedNemesisCyberRailLaser", 48, -17, 0)
	TNT1 A 0 A_FaceTarget
	ZG3T D 0 Bright A_CustomMissile("VexedNemesisCyberRailLaser", 48, 17, 0)
    ZG3T E 1 Bright A_CustomMissile("VexedNemesisCyberRailLaser", 48, -17, 0)
	ZG3T AAAAAAAAAAAAA 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner3")
    ZG3T AAAAAAAAAAA 1 A_FadeOut(0.1,0)
	ZG3T AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
    ZG3T C 1 A_PlayWeaponSound("boss/teleport")
	ZG3T A 5
	ZG3T CCCCCCCCCCCCC 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
    ZG3T CCCCCCCCCCC 1 A_FadeIn(0.1)	
    TNT1 A 0 A_SetShootable
    ZG3T A 0 Bright A_FaceTarget
    ZG3T D 0 Bright A_CustomMissile("VexedNemesisCyberRailLaser", 48, 17, 0)
    ZG3T E 1 Bright A_CustomMissile("VexedNemesisCyberRailLaser", 48, -17, 0)
	ZG3T AAAAAAAAAAAAA 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner3")
    ZG3T AAAAAAAAAAA 1 A_FadeOut(0.1,0)
	ZG3T AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
    ZG3T C 1 A_PlayWeaponSound("boss/teleport")
	ZG3T A 5
	ZG3T CCCCCCCCCCCCC 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
    ZG3T CCCCCCCCCCC 1 A_FadeIn(0.1)	
    TNT1 A 0 A_SetShootable
    ZG3T A 0 Bright A_FaceTarget
    ZG3T D 0 Bright A_CustomMissile("VexedNemesisCyberRailLaser", 48, 17, 0)
    ZG3T E 1 Bright A_CustomMissile("VexedNemesisCyberRailLaser", 48, -17, 0)
	Goto See
  NemesisBFG9500:
	ZG3T C 2 Bright A_FaceTarget
	ZG3T C 2 Bright A_FaceTarget
	ZG3T C 2 Bright A_FaceTarget
	ZG3T C 2 Bright A_FaceTarget
	ZG3T C 2 Bright A_FaceTarget
	ZG3T D 0 A_CustomMissile("NemesisCyberBigBall",48,17, random(-4,4))
	ZG3T E 2 Bright A_CustomMissile("NemesisCyberBigBall",48,17, random(-4,4))
	ZG3T D 2 Bright A_CustomMissile("NemesisCyberBigBall",48,17, random(-4,4))
	ZG3T E 2 Bright A_CustomMissile("NemesisCyberBigBall",48,17, random(-4,4))
	ZG3T D 0 A_CustomMissile("MiniNemesisBFGBall",48,17, random(-4,4))
	ZG3T E 0 A_CustomMissile("MiniNemesisBFGBall",48,17, random(-4,4))
	ZG3T A 2 Bright A_FaceTarget
	ZG3T A 2 Bright A_FaceTarget
	ZG3T A 2 Bright A_FaceTarget
	ZG3T A 2 Bright A_FaceTarget
	ZG3T A 2 Bright A_FaceTarget
	ZG3T D 0 A_CustomMissile("NemesisCyberBFG9500Ball",48,17, random(-4,4))
	ZG3T E 2 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,17, random(-4,4))
	ZG3T D 2 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,17, random(-4,4))
	ZG3T E 2 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,17, random(-4,4))
	ZG3T D 0 A_CustomMissile("NemesisCyberBFG9500Ball",48,17, random(-4,4))
	ZG3T E 0 A_CustomMissile("NemesisCyberBFG9500Ball",48,17, random(-4,4))
	ZG3T A 2 Bright A_FaceTarget
	ZG3T A 2 Bright A_FaceTarget
	ZG3T A 2 Bright A_FaceTarget
	ZG3T A 2 Bright A_FaceTarget
	ZG3T A 2 Bright A_FaceTarget
	ZG3T D 0 A_CustomMissile("NemesisLightningBolt",48,17, random(-4,4))
	ZG3T E 2 Bright A_CustomMissile("NemesisCyberBigBall",48,17, random(-4,4))
	ZG3T D 2 Bright A_CustomMissile("NemesisCyberBigBall",48,17, random(-4,4))
	ZG3T E 2 Bright A_CustomMissile("NemesisCyberBigBall",48,17, random(-4,4))
	ZG3T D 0 A_CustomMissile("MiniNemesisBFGBall",48,17, random(-4,4))
	ZG3T E 0 A_CustomMissile("MiniNemesisBFGBall",48,17, random(-4,4))
	ZG3T A 2 Bright A_FaceTarget
	ZG3T A 2 Bright A_FaceTarget
	ZG3T A 2 Bright A_FaceTarget
	ZG3T A 2 Bright A_FaceTarget
	ZG3T A 2 Bright A_FaceTarget
	ZG3T D 0 A_CustomMissile("NemesisCyberBFG9500Ball",48,17, random(-4,4))
	ZG3T E 2 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,17, random(-4,4))
	ZG3T D 2 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,17, random(-4,4))
	ZG3T E 2 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,17, random(-4,4))
	ZG3T D 0 A_CustomMissile("NemesisCyberBFG9500Ball",48,17, random(-4,4))
	ZG3T E 0 A_CustomMissile("NemesisCyberBFG9500Ball",48,17, random(-4,4))
	ZG3T A 2 Bright A_FaceTarget
	ZG3T A 2 Bright A_FaceTarget
	ZG3T A 2 Bright A_FaceTarget
	ZG3T A 2 Bright A_FaceTarget
	ZG3T A 2 Bright A_FaceTarget
	ZG3T D 0 A_CustomMissile("NemesisCyberBigBall",48,17, random(-4,4))
	ZG3T E 2 Bright A_CustomMissile("NemesisCyberBigBall",48,17, random(-4,4))
	ZG3T D 2 Bright A_CustomMissile("NemesisCyberBigBall",48,17, random(-4,4))
	ZG3T E 2 Bright A_CustomMissile("NemesisCyberBigBall",48,17, random(-4,4))
	ZG3T D 0 A_CustomMissile("MiniNemesisBFGBall",48,17, random(-4,4))
	ZG3T E 0 A_CustomMissile("MiniNemesisBFGBall",48,17, random(-4,4))
	ZG3T A 2 Bright A_FaceTarget
	ZG3T A 2 Bright A_FaceTarget
	ZG3T A 2 Bright A_FaceTarget
	ZG3T A 2 Bright A_FaceTarget
	ZG3T A 2 Bright A_FaceTarget
	ZG3T D 0 A_CustomMissile("NemesisCyberBFG9500Ball",48,17, random(-4,4))
	ZG3T E 2 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,17, random(-4,4))
	ZG3T D 2 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,17, random(-4,4))
	ZG3T E 2 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,17, random(-4,4))
	ZG3T D 0 A_CustomMissile("NemesisCyberBFG9500Ball",48,17, random(-4,4))
	ZG3T E 0 A_CustomMissile("NemesisCyberBFG9500Ball",48,17, random(-4,4))
	ZG3T A 2 Bright A_FaceTarget
	ZG3T A 2 Bright A_FaceTarget
	ZG3T A 2 Bright A_FaceTarget
	ZG3T A 2 Bright A_FaceTarget
	ZG3T A 2 Bright A_FaceTarget
	Goto See
  NemesisBFG10K:
	TNT1 A 0 A_Changeflag(reflective,1)
	  TNT1 A 0 A_PlaySound("weapons/charge15k")
	  ZG3T A 27 Bright A_FaceTarget
	  ZG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      ZG3T E 3 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      ZG3T A 3 Bright A_FaceTarget
	  ZG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      ZG3T E 3 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      ZG3T A 2 Bright A_FaceTarget
	  ZG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      ZG3T E 2 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))  
      ZG3T A 2 Bright A_FaceTarget
	  ZG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      ZG3T E 2 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4)) 
	  ZG3T A 2 Bright A_FaceTarget
	  ZG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      ZG3T E 2 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))  
      ZG3T A 2 Bright A_FaceTarget
	  ZG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      ZG3T E 2 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4)) 
	  ZG3T A 2 Bright A_FaceTarget
	  ZG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      ZG3T E 1 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      ZG3T A 1 Bright A_FaceTarget
	  ZG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      ZG3T E 1 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
	  ZG3T A 1 Bright A_FaceTarget
	  ZG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      ZG3T E 1 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      ZG3T A 1 Bright A_FaceTarget
	  ZG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      ZG3T E 1 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
	  ZG3T A 1 Bright A_FaceTarget
	  ZG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      ZG3T E 1 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      ZG3T A 1 Bright A_FaceTarget
	  ZG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      ZG3T E 1 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
	  ZG3T A 1 Bright A_FaceTarget
	  ZG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      ZG3T E 1 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      ZG3T A 1 Bright A_FaceTarget
	  ZG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      ZG3T E 1 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
	  ZG3T A 1 Bright A_FaceTarget
	  ZG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      ZG3T E 1 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      ZG3T A 1 Bright A_FaceTarget
	  ZG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      ZG3T E 1 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
	  ZG3T A 1 Bright A_FaceTarget
	  ZG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      ZG3T E 1 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
	  ZG3T A 1 Bright A_FaceTarget
	  ZG3T D 0  A_CustomMissile("Nemesis10kProjectile", 56, 26, Random(4, -4))
	  ZG3T E 0  A_CustomMissile("Nemesis10kProjectile", 56, 26, Random(4, -4))
      ZG3T D 1 Bright A_CustomMissile("Nemesis10kProjectile", 56, -26, Random(4, -4))
	  ZG3T A 1 Bright A_FaceTarget
	  ZG3T D 0  A_CustomMissile("Nemesis10kProjectile", 56, 26, Random(4, -4))
	  ZG3T E 0  A_CustomMissile("Nemesis10kProjectile", 56, 26, Random(4, -4))
      ZG3T D 1 Bright A_CustomMissile("Nemesis10kProjectile", 56, -26, Random(4, -4))
      ZG3T A 1 Bright A_FaceTarget
	  ZG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      ZG3T E 1 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
	  ZG3T A 1 Bright A_FaceTarget
	  ZG3T D 0  A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      ZG3T E 1 Bright A_CustomMissile("Nemesis10kProjectile", 48, 17, Random(4, -4))
      ZG3T A 1 Bright A_FaceTarget
	  ZG3T D 0  A_CustomMissile("Nemesis10kProjectile", 56, 26, Random(4, -4))
	  ZG3T E 0 Bright A_CustomMissile("Nemesis10kProjectile", 58, -26, Random(4, -4))
      ZG3T D 1 Bright A_CustomMissile("Nemesis10kProjectile", 56, -26, Random(4, -4))
	  TNT1 A 0 A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	  Goto See
  ZamasuStar:
    TNT1 A 0 A_PlaySoundEx("monster/termsit2","TSIGHT")
	TNT1 A 0 A_SetInvulnerable
    ZGDT E 0 A_FaceTarget
    ZGDT EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
    ZGDT E 0 A_FaceTarget
    ZGDT EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	TNT1 A 0 A_PlayWeaponSound("star/load1")
	ZGDT E 0 A_FaceTarget
    ZGDT EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	ZGDT E 0 A_FaceTarget
    ZGDT EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	TNT1 A 0 A_PlayWeaponSound("star/load2")
	ZGDT E 0 A_FaceTarget
    ZGDT EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	ZGDT E 0 A_FaceTarget
    ZGDT EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner") 
	ZGDT E 0 A_FaceTarget
    ZGDT EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	ZGDT E 0 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/load3")
    ZGDT EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	ZGDT E 0 A_FaceTarget
    ZGDT EEEE 2 Bright A_SpawnItemEx("TerminatorLineSpawner")  	   
	TNT1 A 0 A_UnSetInvulnerable
	ZGDT E 0 A_FaceTarget
	ZGDT F 0 A_PlayWeaponSound("star/fire")
	ZGDT F 7 Bright A_CustomMissile("ZamasuGodTerminatorStar",48,17,0) 
	ZGDT E 8 A_FaceTarget
	ZGDT F 0 A_PlayWeaponSound("star/fire")
	ZGDT F 7 Bright A_CustomMissile("ZamasuGodTerminatorStar",48,17,0) 
	ZGDT E 8 A_FaceTarget
	ZGDT F 0 A_PlayWeaponSound("star/fire")
	ZGDT F 7 Bright A_CustomMissile("ZamasuGodTerminatorStar",48,17,0) 
	ZGDT E 8 A_FaceTarget
	ZGDT F 0 A_PlayWeaponSound("star/fire")
	ZGDT F 7 Bright A_CustomMissile("ZamasuGodTerminatorStar",48,17,0) 
	ZGDT E 8 A_FaceTarget
	ZGDT F 0 A_PlayWeaponSound("star/fire")
	ZGDT F 7 Bright A_CustomMissile("ZamasuGodTerminatorStar",48,17,0) 
	ZGDT E 8 A_FaceTarget
	ZGDT F 0 A_PlayWeaponSound("star/fire")
	ZGDT F 7 Bright A_CustomMissile("ZamasuGodTerminatorStar",48,17,0) 
	ZGDT E 8 A_FaceTarget
	ZGDT F 0 A_PlayWeaponSound("star/fire")
	ZGDT F 7 Bright A_CustomMissile("ZamasuGodTerminatorStar",48,17,0) 
	ZGDT E 8 A_FaceTarget
	ZGDT F 0 A_PlayWeaponSound("star/fire")
	ZGDT F 7 Bright A_CustomMissile("ZamasuGodTerminatorStar",48,17,0) 
	ZGDT E 8 A_FaceTarget	   
	ZGDT E 2 A_Jump(128,"Grenades")
    Goto See
  NemesisCannonIonBeam:
	TNT1 A 0 A_SetUserVar("user_missile",0)
	DG3T A 5 Bright A_FaceTarget
  NemesisCannonIonBeamLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 6,"NemesisCannonIonBeamEnd")
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	ZG3T A 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",1)
	ZG3T C 2 A_CustomMissile("NemesisCannonIonBeam",48,-17,Random(5,-5))
	ZG3T A 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",1)
	ZG3T C 3 A_CustomMissile("NemesisBehemothGrenade",48,-17,Random(5,-5))
	ZG3T A 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",1)
	ZG3T C 3 A_CustomMissile("NemesisBehemothGrenade",48,-17,Random(5,-5))
    Loop
  NemesisCannonIonBeamEnd:
	ZG3T A 12 
	Goto See
  ZamasuRockets:
	ZG3T A 10 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  ZamasuRocketsLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"Normal")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_Jump(128,"ZamasuRocketsLoop2")
	ZG3T B 2 Bright A_CustomMissile("NemesisRocket",58,-26,random(-6,6))
	ZG3T C 2 Bright A_FaceTarget
	ZG3T B 2 Bright A_CustomMissile("NemesisRocket",58,-26,random(-6,6))
	ZG3T C 2 Bright A_FaceTarget
	ZG3T B 2 Bright A_CustomMissile("NemesisRocket",58,-26,random(-6,6))
	ZG3T C 7 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(128,"See")
	Loop
  ZamasuRocketsLoop2:
	ZG3T B 2 Bright A_CustomMissile("NemesisCyberHomingRocket",58,-26,random(-6,6))
	ZG3T C 2 Bright A_FaceTarget
	ZG3T B 2 Bright A_CustomMissile("NemesisCyberHomingRocket",58,-26,random(-6,6))
	ZG3T C 2 Bright A_FaceTarget
	ZG3T B 2 Bright A_CustomMissile("NemesisCyberHomingRocket",58,-26,random(-6,6))
	ZG3T C 7 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(128,"See")
	Goto ZamasuRocketsLoop
  Grenades:
	TNT1 A 0 A_JumpIfCloser(600,2)
	TNT1 A 0 A_Jump(256,"Normal")
	TNT1 A 0 A_PlaySoundEx("monster/termsit2","TSIGHT")
	ZGDT E 4 A_FaceTarget 
	TNT1 A 0 A_SetUserVar("user_missile",0)
  GrenadeLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 8,"GrenadeEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1) 
	ZGDT J 2 A_CustomMissile("NemesisBehemothGrenade", 55, 30, 0, CMF_OFFSETPITCH, 4)
	ZGDT E 1 A_FaceTarget
	ZGDT J 2 A_CustomMissile("NemesisBehemothGrenade", 55, 30, 0, CMF_OFFSETPITCH, 4)
	ZGDT E 1 A_FaceTarget
	ZGDT J 2 A_CustomMissile("NemesisBehemothGrenade", 55, -30, 0, CMF_OFFSETPITCH, 4)
	ZGDT E 1 A_FaceTarget
	Loop
  GrenadeEnd:
	ZGDT E 8 A_Jump(80,"Normal")
	Goto See
  DarkMatter:
	ZG3T A 0 A_SetInvulnerable
	ZG3T A 0 A_PlaySoundEx("monster/termsit2","TSIGHT")
	ZG3T A 1 Bright A_FaceTarget
	ZG3T AAAA 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZG3T AAAAA 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZG3T A 0 A_UnSetInvulnerable
    ZG3T D 7 Bright A_CustomMissile("ActualDarkMatter", 40, 26, 0)
	ZG3T D 7 Bright A_CustomMissile("ActualDarkMatter", 40, -26, 0)
	ZG3T EEE 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZG3T D 7 Bright A_CustomMissile("ActualDarkMatter", 40, 26, 0)
	ZG3T D 7 Bright A_CustomMissile("ActualDarkMatter", 40, -26, 0)
	ZG3T EEE 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZG3T D 7 Bright A_CustomMissile("ActualDarkMatter", 40, 26, 0)
	ZG3T D 7 Bright A_CustomMissile("ActualDarkMatter", 40, -26, 0)
	ZG3T EEE 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZG3T D 7 Bright A_CustomMissile("ActualDarkMatter", 40, 26, 0)
	ZG3T D 7 Bright A_CustomMissile("ActualDarkMatter", 40, -26, 0)
	ZG3T EEE 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZG3T A 8 Bright A_FaceTarget
	Goto See
  SpawnElectricity:
	TNT1 A 0 A_PlaySound("Mainyu/Electric")
	TNT1 A 0 A_PlaySoundEx("monster/termsit2","TSIGHT")
	TNT1 A 0 A_SetInvulnerable
	ZG3T A 0 A_Facetarget
	TNT1 A 0 A_SpawnItemEx("GodTeminatorSentientElectric",0,0,100)
	Goto See
  NemesisBFG:
    TNT1 A 0 A_PlaySound("Cardinal/9k")
	  ZG3T A 3 Bright A_FaceTarget
	  ZG3T A 3 Bright A_FaceTarget
	  ZG3T A 3 Bright A_FaceTarget
	  ZG3T A 3 Bright A_FaceTarget
	  ZG3T A 3 Bright A_FaceTarget
	  ZG3T A 2 Bright A_FaceTarget
	  ZG3T A 2 Bright A_FaceTarget
	  ZG3T D 0 A_CustomMissile("NemesisGuruBall", 56, 26, 0)
      ZG3T D 2 Bright A_CustomMissile("NemesisGuruBall", 56, -26, 0)
	  ZG3T AAAAAAAAAAAAA 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
      ZG3T AAAAAAAAAAA 1 A_FadeOut(0.1,0)
	  ZG3T AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
      ZG3T A 3
      ZG3T A 1 A_PlayWeaponSound("boss/teleport")
	  TNT1 A 0 A_FaceTarget
	  ZG3T AAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	  ZG3T AAAAAAAAAAA 1 A_FadeIn(0.1)	
	  TNT1 A 0 A_SetShootable
	  TNT1 A 0 A_PlaySound("Cardinal/9k")
	  ZG3T A 3 Bright A_FaceTarget
	  ZG3T A 3 Bright A_FaceTarget
	  ZG3T A 3 Bright A_FaceTarget
	  ZG3T A 3 Bright A_FaceTarget
	  ZG3T A 3 Bright A_FaceTarget
	  ZG3T A 2 Bright A_FaceTarget
	  ZG3T A 2 Bright A_FaceTarget
	  ZG3T D 0 A_CustomMissile("VexedGeneralRDevastatorBall", 56, 26, 0)
      ZG3T E 2 Bright A_CustomMissile("VexedGeneralRDevastatorBall", 56, -26, 0)
	  ZG3T A 2 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0) 
	  ZG3T AAAAAAAAAAAAA 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
      ZG3T AAAAAAAAAAA 1 A_FadeOut(0.1,0)
	  ZG3T AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
      ZG3T A 3
      ZG3T A 1 A_PlayWeaponSound("boss/teleport")
	  TNT1 A 0 A_FaceTarget
	  ZG3T AAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	  ZG3T AAAAAAAAAAA 1 A_FadeIn(0.1)	
	  TNT1 A 0 A_SetShootable
	  TNT1 A 0 A_PlaySound("Cardinal/9k")
	  ZG3T A 2 Bright A_FaceTarget
	  ZG3T A 2 Bright A_FaceTarget
	  ZG3T A 2 Bright A_FaceTarget
	  ZG3T A 2 Bright A_FaceTarget
	  ZG3T A 1 Bright A_FaceTarget
	  ZG3T A 1 Bright A_FaceTarget
	  ZG3T A 1 Bright A_FaceTarget
	  ZG3T D 0 A_CustomMissile("VexedGeneralRDevastatorBall", 56, 26, 0)
      ZG3T E 1 Bright A_CustomMissile("VexedGeneralRDevastatorBall", 56, -26, 0)
	  ZG3T A 1 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	  TNT1 A 0 A_Jump(87,"VexedNemesisSuperAltBall")
	  Goto See
  VexedNemesisSuperAltBall:
    ZGDT E 0 A_SpawnItemEx("VexedNemesisFlameSpawner",0,0,0,0)
    ZGDT E 30 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisLightning2",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)
	ZGDT E 0 A_SpawnItemEx("VexedNemesisFlameSpawner",0,0,0,0)
	TNT1 A 0 A_SetInvulnerable
	ZGDT E 3 Bright A_PlaySound("NemesisBFG/charge",1)	
	TNT1 A 0 A_FaceTarget
	ZGDT E 30 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisLightning2",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)
	ZGDT E 0 A_SpawnItemEx("VexedNemesisFlameSpawner",0,0,0,0)
	TNT1 A 0 Bright A_Playsound ("Arcradimus/BFGElectric")
	ZGDT E 30 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisLightning2",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)
	ZGDT E 0 A_SpawnItemEx("VexedNemesisFlameSpawner",0,0,0,0)
	TNT1 A 0 Bright A_Playsound ("Arcradimus/BFGElectric")
	ZGDT E 30 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisLightning2",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)
	ZGDT E 0 A_SpawnItemEx("VexedNemesisFlameSpawner",0,0,0,0)
	TNT1 A 0 Bright A_Playsound ("Arcradimus/BFGElectric")
	ZGDT E 20 Bright A_FaceTarget
	ZGDT F 5 A_CustomMissile("VexedNemesisAltBallMonster", 58, -26, 0, 0)
	ZGDT E 0 A_SpawnItemEx("VexedNemesisFlameSpawner",0,0,0,0)
	ZGDT E 20 Bright A_FaceTarget
	Goto See
  Storm:
    TNT1 A 0 A_PlaySoundEx("monster/termsit2","TSIGHT")
    ZG3T E 2 Bright A_FaceTarget
	ZG3T E 2 Bright A_FaceTarget
	ZG3T E 2 Bright A_FaceTarget
	ZG3T E 2 Bright A_FaceTarget
	ZG3T D 0  A_CustomMissile("NemesisLightningBolt", 48, 17, Random(4, -4))
    ZG3T E 2 Bright A_CustomMissile("NemesisLightningBolt", 48, -17, Random(4, -4))
	ZG3T E 2 Bright A_FaceTarget
	ZG3T E 2 Bright A_FaceTarget
	ZG3T E 2 Bright A_FaceTarget
	ZG3T E 2 Bright A_FaceTarget
	ZG3T E 2 Bright A_FaceTarget
	ZG3T D 0  A_CustomMissile("NemesisLightningBolt", 48, 17, Random(4, -4))
    ZG3T E 2 Bright A_CustomMissile("NemesisLightningBolt", 48, -17, Random(4, -4))
	ZG3T E 2 Bright A_FaceTarget
	ZG3T E 2 Bright A_FaceTarget
	ZG3T E 2 Bright A_FaceTarget
	ZG3T E 2 Bright A_FaceTarget
	ZG3T E 2 Bright A_FaceTarget
	ZG3T D 0  A_CustomMissile("NemesisLightningBolt", 48, 17, Random(4, -4))
    ZG3T E 2 Bright A_CustomMissile("NemesisLightningBolt", 48, -17, Random(4, -4))
	ZG3T E 2 Bright A_FaceTarget
	ZG3T E 2 Bright A_FaceTarget
	ZG3T E 2 Bright A_FaceTarget
	ZG3T E 2 Bright A_FaceTarget
	ZG3T E 2 Bright A_FaceTarget
	ZG3T D 0  A_CustomMissile("MiniNemesisBFGBall", 48, 17, Random(4, -4))
    ZG3T E 2 Bright A_CustomMissile("MiniNemesisBFGBall", 48, 17, Random(4, -4))
	ZG3T E 2 Bright A_FaceTarget
	ZG3T E 2 Bright A_FaceTarget
	ZG3T E 2 Bright A_FaceTarget
	ZG3T E 2 Bright A_FaceTarget
	ZG3T E 2 Bright A_FaceTarget
	ZG3T D 0  A_CustomMissile("MiniNemesisBFGBall", 48, 17, Random(4, -4))
    ZG3T E 2 Bright A_CustomMissile("MiniNemesisBFGBall", 48, 17, Random(4, -4))
	ZG3T E 2 Bright A_FaceTarget
	ZG3T E 2 Bright A_FaceTarget
	ZG3T E 2 Bright A_FaceTarget
	ZG3T E 2 Bright A_FaceTarget
	ZG3T D 0  A_CustomMissile("VexedGeneralRDevastatorBall", 56, 26, Random(4, -4))
    ZG3T E 2 Bright A_CustomMissile("VexedGeneralRDevastatorBall", 56, -26, Random(4, -4))
	ZG3T E 2 Bright A_FaceTarget
	ZG3T E 2 Bright A_FaceTarget
	ZG3T D 0  A_CustomMissile("VexedGeneralRDevastatorBall", 56, 26, Random(4, -4))
    ZG3T E 2 Bright A_CustomMissile("VexedGeneralRDevastatorBall", 56, -26, Random(4, -4))
	ZG3T E 2 Bright A_FaceTarget
	ZG3T E 2 Bright A_FaceTarget
	ZG3T E 2 Bright A_FaceTarget
	ZG3T E 2 Bright A_FaceTarget
	ZG3T E 2 Bright A_FaceTarget
	ZG3T D 0  A_CustomMissile("VexedGeneralRDevastatorBall", 56, 26, Random(4, -4))
    ZG3T E 2 Bright A_CustomMissile("VexedGeneralRDevastatorBall", 56, -26, Random(4, -4))
	ZG3T E 2 Bright A_FaceTarget
	ZG3T E 2 Bright A_FaceTarget
	ZG3T E 2 Bright A_FaceTarget
	Goto See
  Pain:	
    TNT1 A 0 A_Jump(30,"Shield")
	TNT1 A 0 A_Jump(130,"PainMissile")
	TNT1 A 0 A_Jump(25,"Teleport")
	ZGDT L 3 Bright A_Pain
	Goto See 
  Shield:
    TNT1 A 0 A_JumpIf(user_protection >= 15,"Pain")
    TNT1 A 0 A_JumpIf(user_protected == 1,"Teleport")
    TNT1 A 0 ACS_NamedExecuteAlways("NemesisCyberShield",0,0,0,0)
    ZGDT E 10 Bright A_Playsound("brain/spit",7,1.0,0,0.5)
	Goto See
  Pain.Legendary:
  Pain.LegendaryPlayer:
  Pain.LegendaryGuruPlayer:
	Goto AbsolutelyMad
  Pain.Explosion:
	TNT1 A 0 A_Jump(230,"Teleport")
	Goto AbsolutelyMad
  PainMissile:
    TNT1 A 0 A_StopSound(6)
    ZGDT E 10 Bright A_Pain
	Goto Missile
  XDeath:
  Death:
	ZGDT M 10 Bright A_Scream
	   TNT1 AAA 0 A_SpawnItemEx("ZamasuimpDeathEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	   ZGDT NNNOOO 2 Bright A_CustomMissile("NemesisTormentorDeathEffect",0,0,0,CMF_TRACKOWNER)
	   TNT1 AA 0 A_SpawnItem("NemesisDeathBall")
	   TNT1 AAA 0 A_SpawnItemEx("ZamasuimpDeathEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	   ZGDT PPPQQQ 2 Bright A_CustomMissile("NemesisTormentorDeathEffect",0,0,0,CMF_TRACKOWNER)
	   TNT1 AA 0 A_SpawnItem("NemesisDeathBall")
	   TNT1 AAA 0 A_SpawnItemEx("ZamasuimpDeathEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	   ZGDT SSSTTT 2 Bright A_CustomMissile("NemesisTormentorDeathEffect",0,0,0,CMF_TRACKOWNER)
	   TNT1 AA 0 A_SpawnItem("NemesisDeathBall")
	   ZGDT UUUVVV 2 Bright A_CustomMissile("NemesisTormentorDeathEffect",0,0,0,CMF_TRACKOWNER)
	   TNT1 AA 0 A_SpawnItem("NemesisDeathBall")
	   ZGDT W 4 A_Fall
	   ZGDT X 0 A_SpawnItem("ZamasuNuke",0,0,0,0)
	   TNT1 A 0 A_SpawnItemEx("NemesisArmorSphere",0,0,8,random(1,8),0,2,random(0,360),0)
	TNT1 A 0 A_SpawnItemEx("NemesisOmegaSphere",0,0,8,random(1,8),0,2,random(0,360),0)
	TNT1 A 0 A_SpawnItemEx("UltraGodsSphere",0,0,8,random(1,8),0,2,random(0,360),0)
	TNT1 A 0 A_SpawnItemEx("TerminatorItem",0,0,8,random(1,8),0,2,random(0,360),0)
	TNT1 A 0 A_SpawnItemEx("NuclearMissileBox",0,0,8,random(0,8),0,2,random(0,360),0)
	TNT1 A 0 A_SpawnItemEx("Stingray",0,0,8,random(1,8),0,2,random(0,360),0)
	TNT1 A 0 A_SpawnItemEx("BFG2704",0,0,8,random(1,8),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("ArmageddonCannon",0,0,8,random(0,8),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("ZEN",0,0,8,random(1,8),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("CynetikStrikerCannon",0,0,8,random(1,8),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("SignetOfNecromancy",0,0,8,random(0,8),random(0,8),2,random(0,360),0,50)
	TNT1 A 0 A_SpawnItemEx("Jetpack",0,0,64,random(0,8),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("ArmorRegenerator",0,0,64,random(0,8),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisBehemothCannon",0,0,8,random(0,8),random(0,8),2,random(0,360),0,55)
	TNT1 A 0 A_SpawnItemEx("Deathwind",0,0,8,random(0,8),random(0,8),2,random(0,360),0,100)
	TNT1 A 0 A_SpawnItemEx("ZamasuStrongSphere",0,0,8,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("DarkDivineArmorItem",0,0,8,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("VexedNemesisPowerShard",0,0,8,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("BeastSoulSphere",0,0,8,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("ZamasuRune",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("ZamasuGodRune",0,0,12,random(0,8),random(0,8),2,random(0,360),0,128)
	TNT1 A 0 A_SpawnItemEx("NemesisTimeFreezeSphere",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisAmmoSphere",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	   ZGDT Y 10 Bright A_NoBlocking
	   TNT1 A 0 A_Print("COSMIC ANOMALY SLAIN!")
	   TNT1 A 0 ACS_NamedExecuteAlways("SetDefaultSky")
	   TNT1 A -1 Bright A_KillMaster
	   Stop
	}
}

Actor INFZamasuGodTerminator : ZamasuGodTerminator
{
Tag "\c[s5]Zamasu God Terminator\c-"
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_Jump(160,"Remove")
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("TrueLegendaryRuneSpawnCheck") == 2,1)
	Goto Remove
	Idle:
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
	ZATM A 10 A_Look
	Loop
  Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("CybersStrongSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
	}
}

ACTOR ZamasuGodTerminatorStar
{
    Radius 12
    Height 12
    Speed 32
    Damage 300
	Scale 3.2
	DamageType "T3rm"
    Projectile
    RenderStyle Add
    +SEEKERMISSILE
    +EXTREMEDEATH
    +SPAWNSOUNDSOURCE
    +DONTREFLECT
    +PIERCEARMOR
    +FOILINVUL
    +FORCERADIUSDMG
	Species "Cybers"
    +BRIGHT
	Alpha 0.8
    DeathSound "star/explode"
	Obituary "%o was liquidated by the Terminator !"
    States
    {
    Spawn:
        ZSTR ABCD 2 Bright A_CustomMissile("ZamasuGodTerminatorStarFX",0,0,0,0)
        Loop
    Death:
        TNT1 A 0 A_Explode(260, 192)
	    TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner", 0, 0, 0, 0, 0, 0, Random(0,359))
        TNT1 AAAAAA 0 A_CustomMissile ("NemesisCyberFlameSpawner", 0, 0, random (0, 360), 2, random (0, 180))
	    TNT1 A 0 A_SpawnItemEx("NemesisDeathBall",0,0,0,0,0,0,0,128,0)
        ZSTR FGHIJKLMNO 3 Bright
        Stop
    }
}
	
ACTOR ZamasuGodTerminatorStarFX
{   
   Radius 2
   Height 2
   Speed 0
   PROJECTILE
   RENDERSTYLE ADD
   +CLIENTSIDEONLY
   Scale 2.0
   ALPHA 0.67
   States
   {
   Spawn:
	  TNT1 A 1
      ZS4R AB 3 Bright A_FadeOut(0.1)
      Loop
   }
}	

ACTOR ZamasuGodTerminatorGhost
{
Scale 1.4
RENDERSTYLE Translucent
Alpha 0.75
+NOGRAVITY
+CLIENTSIDEONLY
+DONTSPLASH
+NOINTERACTION
+NOCLIP
States
{
Spawn:
    ZGDT A 2 A_FadeOut(0.18)
    Loop
    }
}  
