ACTOR NewVexedNemesisSentient : VexedNemesisSentient Replaces VexedNemesisSentient
{
  Health 17000
  PainChance 1
  DamageFactor "TrueLegendaryDamage", 0.5
  DamageFactor "TrueLegendaryPlayer", 0.5
  DamageFactor "PlayerNemesisPlasma", 0.0
  DropItem "NemesisHealthBonusMax", 256, 64
  DropItem "NemesisArmorBonus64", 256
  DropItem "NemesisHealthBonusMax", 256, 64
  DropItem "NemesisArmorBonus64", 256
  DropItem "NemesisSuperSphere" 215
  DropItem "NemesisAmmoSphere", 128, 1
  DropItem "LegDemonRune", 200, 1
  DropItem "NemesisRuneSpawnerTier4", 256, 1
  DropItem "NemesisRuneSpawnerTier4", 256, 1
  DropItem "NemesisRuneSpawnerTier4", 256, 1
  DropItem "DemonicChalice", 256, 1
  DropItem "SkullOfPower", 256, 1
  DropItem "NemesisBulletBox" 256
  DropItem "NemesisDMGBulletMag" 256
  DropItem "NLDemonAmmo", 256
  DropItem "NLDemonAmmoBox", 256
  DropItem "NemesisShell", 256
  DropItem "NemesisShellBox", 256
  DropItem "NemesisDarkMachineGun", 256
  DropItem "Nemesis Rifle", 200
  DropItem "Nemesis Plasmatic Cannon", 200
  DropItem "Nemesis Assault Shotgun", 200
  DropItem "Nemesis Sawed-Off Shotgun", 200
  DropItem "Zen", 100
  DropItem "Nemesis BFG", 256
  DropItem "Vexed Nemesis BFG", 256
  DropItem "TrueLegendaryRune", 64, 1
  DropItem "VexedNemesisRune", 120, 1
  Obituary "%o died after making eyecontact with the \c[w2]Vexed \c[v9]Nemesis \c[w2]Sentient\c-."
  +BRIGHT
  Tag "\c[w2]Vexed \c[v9]Nemesis \c[w2]Sentient\c-"
  var int user_missileteleport;
  var int user_resurrect;
  var int user_CheckPower;
  States
  {
  Spawn:
	TNT1 A 0 ACS_NamedExecuteAlways("SetEnragedSky",0,3)
	TNT1 A 0 A_JumpIf(user_script == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("NemesisSentientFire",0)
	TNT1 A 0 A_SetUserVar("user_script",1)
	TNT1 A 0 A_Playsound("NemesisSentient/Loop",7,1,1)
	VLSN AB 2 Bright A_Look
	Loop
  Idle:
	TNT1 A 0 A_JumpIfInventory("MarineKilled",1,"Taunt")
  Idle2:
	TNT1 A 0 A_Look
	VLSN AB 2 Bright A_Wander
	Loop
  Taunt:
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_ChangeFlag("NODAMAGE",1)
	VLSN AB 2 Bright
	TNT1 A 0 A_PlaySound("VexedNemesisSentient/Taunt",2,1.0,0,ATTN_NONE)
	TNT1 A 0 A_TakeInventory("MarineKilled",1)
	VLSN ABABABABABABAB 2 Bright
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_ChangeFlag("NODAMAGE",0)
	Goto Idle2
  See:
	TNT1 A 0 A_JumpIf(user_script == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("NemesisSentientFire",0)
	TNT1 A 0 A_SetUserVar("user_script",1)
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,2010)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_JumpIfInventory("RunesCheck",1,2)
	TNT1 A 0 ACS_NamedExecuteWithResult("CheckRunes")
	TNT1 A 0 A_JumpIf(user_CheckPower == 1,2)
	TNT1 A 0 A_Jump(256,"CheckPower")
	TNT1 A 0 A_ChangeFlag("NODAMAGE",0)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnsetInvulnerable
	VLSN AB 2 Bright A_Chase
	TNT1 A 0 A_Jump(50,"Evade","Teleport")	
	Loop
  Teleport:
    VLSN A 1 A_UnSetShootable
	TNT1 A 0 A_Stop
	TNT1 A 0 A_PlaySound("BH/Fire",0,1.0,0,0.4)
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
    VLSN B 1 A_SetShootable
	Goto See
  CheckPower:
	   TNT1 A 0 A_SetUserVar("user_CheckPower",1)
       TNT1 A 0 A_JumpIfInTargetInventory("NexusStrength",1,"CheckPower2")
       Goto See
   CheckPower2:
       TNT1 A 0 A_JumpIfInTargetInventory("TerminatorDamage2",1,"FinalTruePower")
       Goto TruePower
   TruePower:
       TNT1 A 0 A_GiveInventory("GodFinalBattleResistanceGiver2",1)
	   TNT1 A 0 A_GiveInventory("Health",10000)
       Goto See
   FinalTruePower:
       TNT1 A 0 A_GiveInventory("GodFinalBattleResistanceGiver6",1)
	   TNT1 A 0 A_GiveInventory("Health",20000)
       Goto See
  Evade:
 	TNT1 A 0 A_Jump(128,"Evade2")
	TNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)
	VLSN ABABABAB 2 Bright A_Chase
	TNT1 A 0 A_Stop
	Goto See
  Evade2:
	TNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)
	VLSN ABABABAB 2 Bright A_Chase
	TNT1 A 0 A_Stop
	Goto See
  Missile:
	TNT1 A 0 A_Jump(160,"NemesisDarkMachinegun","BFG9K","BFG10K","FastBFG10K","Railgun","MiniNemesisBFG","NemesisRifle","Cannonball")
	TNT1 A 0 A_Jump(60,"NemesisBFG","Brainwave","LightningStorm","NemesisAltBall","Laser")
	Goto Normal
  Normal:
    TNT1 A 0 A_JumpIfCloser(1500,1)
	Goto BFG9K
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN C 1 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN C 1 Bright A_FaceTarget
	TNT1 A 0 ThrustThing(angle*256/360,15,0,0)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN C 1 Bright A_FaceTarget
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisSentientPlasma",21,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-2,2))
	TNT1 A 0 A_CustomMissile("NemesisSentientPlasma",21,-20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-2,2))
	VLSN C 2 A_CustomMissile("NemesisSentientPlasma",21,20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-2,2))
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisSentientPlasma",21,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-2,2))
	TNT1 A 0 A_CustomMissile("NemesisSentientPlasma",21,-20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-2,2))
	VLSN D 2 A_CustomMissile("NemesisSentientPlasma",21,20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-2,2))
	TNT1 A 0 A_Jump(3,"See","BFG9K","BFG10K","Railgun","FastBFG10K")
    TNT1 A 0 A_SpidRefire
	Goto Normal+8
  NemesisDarkMachinegun: //New Weapon? nah...
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN C 1 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN C 1 Bright A_FaceTarget
	TNT1 A 0 ThrustThing(angle*256/360,15,0,0)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN C 1 Bright A_FaceTarget
  NemesisDarkMachinegunLoop:
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisASGBall",11,-13,frandom(-10,10),CMF_OFFSETPITCH,frandom(-2,2))
	TNT1 A 0 A_CustomMissile("NemesisASGBall",11,13,frandom(-10,10),CMF_OFFSETPITCH,frandom(-2,2))
	TNT1 A 0 A_CustomMissile("NemesisASGBall",21,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-2,2))
	TNT1 A 0 A_CustomMissile("NemesisASGBall",21,-20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-2,2))
	TNT1 A 0 A_CustomMissile("NemesisASGBall",21,20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-2,2))
	VLSN C 2 A_PlaySound("NemesisASG/Fire",5)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisASGBall",11,-13,frandom(-10,10),CMF_OFFSETPITCH,frandom(-2,2))
	TNT1 A 0 A_CustomMissile("NemesisASGBall",11,13,frandom(-10,10),CMF_OFFSETPITCH,frandom(-2,2))
	TNT1 A 0 A_CustomMissile("NemesisASGBall",21,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-2,2))
	TNT1 A 0 A_CustomMissile("NemesisASGBall",21,-20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-2,2))
	TNT1 A 0 A_CustomMissile("NemesisASGBall",21,20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-2,2))
	VLSN D 2 A_PlaySound("NemesisASG/Fire",5)
	TNT1 A 0 A_Jump(3,"See","NemesisRifle","BFG10K","Railgun","FastBFG10K")
    TNT1 A 0 A_SpidRefire
	Loop
  NemesisRifle:
	VLSN C 1
	TNT1 A 0 ThrustThing(angle*256/360,15,0,0)
	TNT1 A 0 A_PlaySound("NemesisSentient/Attack",6)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  NemesisRifleCharge:
	TNT1 A 0 A_JumpIf(user_missile >= 4,"NemesisRifleFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	VLSN C 2 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	TNT1 A 0 Bright A_FaceTarget
	Loop
  NemesisRifleFire:
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_JumpIf(user_missile >= 40,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
    TNT1 A 0 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	VLSN C 1 Bright A_CustomMissile("NemesisRifleShotEnemy",21,13,frandom(-6,6),0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
    TNT1 A 0 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	VLSN D 1 Bright A_CustomMissile("NemesisRifleShotEnemy",21,-13,frandom(-6,6),0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
    TNT1 A 0 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	VLSN C 1 Bright A_CustomMissile("NemesisRifleShotEnemy",21,-13,frandom(-6,6),0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
    TNT1 A 0 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	VLSN D 1 Bright A_CustomMissile("NemesisRifleShotEnemy",21,-13,frandom(-6,6),0)
	Goto NemesisRifleFire+2
  CannonBall:
	VLSN C 1
	TNT1 A 0 ThrustThing(angle*256/360,15,0,0)
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	VLSN NNNNNNOO 3 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall",42,10,5)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall",42,-10,-5)
	VLSN O 3 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	VLSN NNNNNNOO 3 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall",42,10,5)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall",42,-10,-5)
	VLSN O 3 Bright A_GiveInventory("NemesisSentientStrafe",1)
	VLSN NNNNNNOO 2 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall",42,10,5)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall",42,-10,-5)
	VLSN O 2 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	VLSN NNNNNNOO 2 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall",42,10,5)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall",42,-10,-5)
	VLSN O 2 Bright A_GiveInventory("NemesisSentientStrafe",1)
	VLSN NNNNNNOO 1 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall",42,10,5)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall",42,-10,-5)
	VLSN O 1 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	VLSN NNNNNNOO 1 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall",42,10,5)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall",42,-10,-5)
	VLSN O 1 Bright A_GiveInventory("NemesisSentientStrafe",1)
	VLSN NNNNNNOO 1 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall",42,10,5)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall",42,-10,-5)
	VLSN O 1 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	VLSN NNNNNNOO 1 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall",42,10,5)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall",42,-10,-5)
	VLSN O 1 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_Jump(192,"Missile")
	Goto See
  BFG10K:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 3 Bright A_FaceTarget
	TNT1 A 0 ThrustThing(angle*256/360,15,0,0)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 3 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  BFG10KLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 13,"BFG10KLoop2")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	VLSN O 2 Bright A_CustomMissile("Nemesis10kProjectile",42,0,Random(4,-4))
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 2 Bright A_FaceTarget
	TNT1 A 0 A_Jump(16,"BFG10KTeleport")
	Loop
  BFG10KLoop2:
	TNT1 A 0 A_JumpIf(user_missile >= 23,"BFG10KLoop3")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	VLSN O 2 Bright A_CustomMissile("Nemesis10kProjectile",42,0,Random(4,-4))
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 1 Bright A_FaceTarget
	TNT1 A 0 A_Jump(16,"BFG10KTeleport")
	Loop
  BFG10KLoop3:
	TNT1 A 0 A_JumpIf(user_missile >= 48,"BFG10KEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	VLSN O 1 Bright A_CustomMissile("Nemesis10kProjectile",42,0,Random(4,-4))
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 1 Bright A_FaceTarget
	TNT1 A 0 A_Jump(16,"BFG10KTeleport")
	Loop
  BFG10KTeleport:
    VLSN N 1 A_UnSetShootable
	TNT1 A 0 A_Stop
	TNT1 A 0 A_PlaySound("BH/Fire",0,1.0,0,0.4)
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
    VLSN N 1 A_SetShootable
	Goto BFG10KLoop
  BFG10KEnd:
	VLSN N 3 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	VLSN NNNNN 3 Bright
	Goto See
  FastBFG10K:
	TNT1 A 0 A_PlaySound("NemesisSentient/Attack",6)
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	VLSN N 3 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	VLSN N 3 Bright A_FaceTarget
	TNT1 A 0 ThrustThing(angle*256/360,15,0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	VLSN N 3 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	VLSN N 3 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	VLSN N 3 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	VLSN N 3 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	VLSN N 3 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	VLSN N 3 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  FastBFG10KLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 20,"BFG10KEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	VLSN O 1 Bright A_CustomMissile("Nemesis10kProjectile",42,0,Random(4,-4))
	VLSN N 1 Bright A_FaceTarget
	Loop
  Railgun:
	TNT1 A 0 A_PlaySound("weapons/rgcharge")
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 4 Bright A_FaceTarget
	TNT1 A 0 ThrustThing(angle*256/360,15,0,0)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 4 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 4 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  RailgunLoop1:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"RailgunLoop2")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
	VLSN O 2 Bright A_CustomMissile("VexedNemesisSentientRailLaser",34,0,random(-1,1))
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 2 Bright A_FaceTarget
	Loop
  RailgunLoop2:
	TNT1 A 0 A_JumpIf(user_missile >= 30,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
	VLSN O 2 Bright A_CustomMissile("VexedNemesisSentientRailLaser",34,0,random(-1,1))
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 1 Bright A_FaceTarget
	Loop
  Laser:
	TNT1 A 0 A_PlaySound("NemesisSentient/Attack",6)
	TNT1 A 0 A_SetUserVar("user_missile",0)
    TNT1 A 0 A_Playsound("MasterSparkCharge")
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_JumpIf(user_missile >= 30,"LaserFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 3 Bright A_FaceTarget
	Goto Laser+4
  LaserFire:
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_Playsound("MasterSpark",0,1,0,ATTN_NONE)
	TNT1 A 0 A_JumpIf(user_missile >= 90,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_FaceTarget
	VLSN O 0 A_CustomMissile("NemesisSentientLaser",34,-8,-5)
	VLSN O 1 Bright A_CustomMissile("NemesisSentientLaser",34,8,5)
	Goto LaserFire+2
  Brainwave:
	VLSN C 5 A_FaceTarget
	TNT1 A 0 ThrustThing(angle*256/360,15,0,0)
	TNT1 A 0 A_PlaySound("NemesisSentient/Attack2",6)
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 Radius_Quake(4,90,0,40,0)	
  BrainwaveCharge:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"BALLPITACTIVATED")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 AA 0 A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN C 3 A_FaceTarget
	Loop
  BALLPITACTIVATED:
	TNT1 A 0 Radius_Quake(8,40,0,40,0)	
	TNT1 A 0 A_UnSetInvulnerable
	VLSN C 20 A_CustomMissile("NemesisSentientBrainwave",65,0,0)
	VLSN C 10 A_FaceTarget
	VLSN C 20 A_CustomMissile("NemesisSentientBrainwave",65,0,0)
	VLSN C 10 A_FaceTarget
	VLSN C 20 A_CustomMissile("NemesisSentientBrainwave",65,0,0)
	Goto See
  NemesisBFG:
	VLSN C 5 A_FaceTarget
	TNT1 A 0 ThrustThing(angle*256/360,15,0,0)
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	TNT1 A 0 A_PlaySound("NemesisSentient/Attack2",6)
	TNT1 A 0 A_PlaySound("NemesisBFG/Charge",1)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  NemesisBFGCharging:
	TNT1 A 0 A_JumpIf(user_missile >= 38,"NemesisBFGFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	Loop
  NemesisBFGFire:
    VLSN N 1 A_UnSetShootable
	TNT1 A 0 A_Stop
	TNT1 A 0 A_PlaySound("BH/Fire",0,1.0,0,0.4)
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
    VLSN N 1 A_SetShootable
	TNT1 A 0 A_FaceTarget
	TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 5 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    VLSN O 20 Bright A_CustomMissile("MiniNemesisBFGBall",42)
	VLSN N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 5 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    VLSN O 20 Bright A_CustomMissile("MiniNemesisBFGBall",42)
	VLSN N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisBFG/Fire",1)
    VLSN O 30 Bright A_CustomMissile("NemesisGuruBall",42)
	VLSN N 20
	Goto See
  NemesisAltBall:
	VLSN N 5 A_FaceTarget
	TNT1 A 0 ThrustThing(angle*256/360,15,0,0)
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	TNT1 A 0 A_PlaySound("NemesisSentient/Attack2",6)
	TNT1 A 0 A_PlaySound("VexedBFG/Charge",5,1.0,0,ATTN_NONE)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  NemesisAltBallCharging:
	TNT1 A 0 A_JumpIf(user_missile >= 38,"NemesisAltBallFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	Loop
  NemesisAltBallFire:
	TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_UnSetShootable
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
    VLSN N 20
    VLSN N 1 A_PlayWeaponSound("boss/teleport")
	TNT1 A 0 A_FaceTarget
	TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	VLSN N 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("VexedBFG/fire",5,1.0,0,ATTN_NONE)
    VLSN O 30 Bright A_CustomMissile("VexedNemesisAltBallMonster",42)
	VLSN N 20
	Goto See
	}
}

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

ACTOR VexedNemesisSentientRailLaserTrail : NemesisImpLaserTrail
{
Damagetype "DarkDemoEx"
RenderStyle Add
}

ACTOR NewNemesisSentient : NemesisSentient replaces NemesisSentient
{
  DropItem "NemesisBulletBox" 256
  DropItem "NemesisDMGBulletMag" 256
  DropItem "NemesisDarkMachineGun", 256
  DropItem "NemesisHealthBonusMax", 256, 64
  DropItem "NemesisArmorBonus64", 256
  DropItem "NemesisHealthBonusMax", 256, 64
  DropItem "NemesisArmorBonus64", 256
  DropItem "NemesisSuperSphere" 215
  DropItem "LegAmmoSphere", 128, 1
  DropItem "LegDemonRune", 80, 1
  DropItem "NemesisRuneSpawnerTier4", 256, 1
  DropItem "NemesisRuneSpawnerTier4", 256, 1
  DropItem "DemonicChalice", 256, 2
  DropItem "SkullOfPower", 256, 2
  DropItem "NLDemonAmmo", 256
  DropItem "NLDemonAmmoBox", 256
  DropItem "NemesisShell", 256
  DropItem "NemesisShellBox", 130
  DropItem "Nemesis Rifle", 200
  DropItem "Nemesis Plasmatic Cannon", 200
  DropItem "Nemesis Assault Shotgun", 200
  DropItem "Nemesis Sawed-Off Shotgun", 200
  DropItem "Nemesis BFG", 256
  DropItem "TrueLegendaryRune" 25 1
  SeeSound "NemesisSentient/Sight"
  PainSound "NemesisSentient/Pain"
  DeathSound "NemesisSentient/Death"
  ActiveSound "NemesisSentient/Active"
  Obituary "%o couldn't keep up with the Nemesis Sentient."
  Tag "\c[v9]Nemesis Sentient\c-"
  States
  {
  Missile:
	TNT1 A 0 A_JumpIf(user_rage == 1,"MissileRage")
	TNT1 A 0 A_Jump(160,"BFG9K","BFG10K","FastBFG10K","Railgun","MiniNemesisBFG","NemesisRifle","Cannonball","NemesisDMG")
	TNT1 A 0 A_Jump(80,"Laser")
	TNT1 A 0 A_Jump(50,"NemesisBFG","Brainwave","LightningStorm")
	Goto Normal
  MissileRage:
	TNT1 A 0 A_Jump(120,"BFG9KRage","BFG10K","FastBFG10K","Railgun","MiniNemesisBFG","NemesisRifle","Cannonball","NemesisDMG")
	TNT1 A 0 A_Jump(110,"Laser","MassResurrect")
	TNT1 A 0 A_Jump(100,"NemesisBFG","Brainwave","ClonesAndClones")
	Goto NormalRage
  NemesisDMG:
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT P 1 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT P 1 Bright A_FaceTarget
	TNT1 A 0 ThrustThing(angle*256/360,15,0,0)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT P 1 Bright A_FaceTarget
  NemesisDMGLoop:
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisASGBall",21,-13,frandom(-6,6),0)
	NSNT E 1 A_CustomMissile("NemesisASGBall",21,13,frandom(-6,6),0)
	NSNT E 1 A_PlaySound("NemesisASG/Fire",5)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisASGBall",21,-13,frandom(-6,6),0)
	NSNT F 1 A_CustomMissile("NemesisASGBall",21,13,frandom(-6,6),0)
	NSNT F 1 A_PlaySound("NemesisASG/Fire",5)
	TNT1 A 0 A_Jump(3,"See","NemesisRifle","BFG10K","Railgun","FastBFG10K")
    TNT1 A 0 A_SpidRefire
	Loop
  Death:
	TNT1 A 0 A_JumpIfInTargetInventory("NewNemesis",1,"VexedSpawn")
	TNT1 A 0 A_JumpIfInTargetInventory("TerminatorDamage2",1,"VexedSpawn")
	TNT1 A 0 A_JumpIfInTargetInventory("Zen",1,"VexedSpawn")
	TNT1 A 0 A_Stopsound(7)
	TNT1 A 0 A_Stopsound(5)
	TNT1 A 0 A_RemoveChildren(1)
	TNT1 A 0 Bright A_Scream
	NSNT H 20 Bright A_Fall
	TNT1 A 0 A_SpawnItemEx("NemesisSentientDeathEffect")
	NSNT IIIIIIIIIIIIIIIIIIIIJJJJJJJJJJ 2 Bright
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
    NSNT JJJJJJJJJJKKKKKKKKKKKKKKKKKKKK 2 Bright
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
    NSNT LLLLLLLLLLLLLLLLLLLL 2 Bright
	TNT1 A 0 ACS_NamedExecuteAlways("ResetSky",0)
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisCyberBouncyBFG",0,0,random(0,360),2,random(-5,30))
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	NSNT M 5
	TNT1 A 100
	TNT1 A 0 A_JumpIfInTargetInventory("NemesisFragmentToken",1,3)
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("NemesisFragment") == 0,2)
	TNT1 A 0 A_SpawnItemEx("NemesisFragmentSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,128)
	TNT1 A -1 A_KillMaster
	Stop
  VexedSpawn:
	TNT1 A 0 A_Stopsound(7)
	TNT1 A 0 A_Stopsound(5)
	TNT1 A 0 A_RemoveChildren(1)
	NSNT H 3 Bright A_Pain
	TNT1 A 0 A_SpawnItemEx("NemesisLightning")
	TNT1 A 0 A_PlaySound("brain/spit",7)
	TNT1 A 0 A_PlaySound("NSentient/ScriptAttack",2,1.0,0,ATTN_NONE)
	NSNT HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 3 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("NemesisLightning")
	NSNT HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 3 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("NemesisLightning")
	NSNT HHHHHHHHHHHHHHHHHHHHHHH 3 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("NemesisLightning")
	NSNT HHHHHHHHHHHHH 3 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("NemesisLightning")
	NSNT HHHHHHHHHHHH 2 Bright A_SpawnItemEx("VexedNemesisFlameSpawner")
	TNT1 A 0 ACS_NamedExecuteAlways("NemesisSky",0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisPatriarchLightning")
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	VLSN HHHHHHHHHHHHHHH 2 Bright A_SpawnItemEx("VexedNemesisFlameSpawner")
	TNT1 A 0 A_SpawnItemEx("VexedNemesisSentient",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TELEFRAG)
	TNT1 A 0 A_SpawnItemEx("VexedNemesisBabySentientClone",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TELEFRAG)
	TNT1 A 0
	Stop
	}
}
