Actor VexedNemesisHitler
{
//Creator: Dr. Sticky
//Origin: Nexus Infinity
//Sprite: V1ML
//Title: "Der Prototyp Vexed Nemesis Fuhrer Klon"
Monster
Scale 0.90
Health 5000
Height 64
Radius 30
Mass 5000
Speed 16
MaxStepHeight 32
MaxDropOffHeight 32
Reactiontime 24
PainChance 35
PainChance "Crush", 256
PainChance "Explosion", 100
PainChance "Mine", 100
PainChance "NuclearFire", 100
MeleeRange 155
+BOSS
+BOSSDEATH
+NOICEDEATH
+NOTIMEFREEZE
+DONTMORPH
+DONTRIP
+NORADIUSDMG
-NOINFIGHTING
-NOPAIN
+NoFear
+NOBLOOD
+FLOORCLIP
+NOTARGET
+LOOKALLAROUND
+MISSILEMORE
+MISSILEEVENMORE
+QUICKTORETALIATE
+DONTHARMSPECIES
+BRIGHT
Species "SS"
Damagetype "SS"
DamageFactor "SS", 0.0
DamageFactor 0.40
DamageFactor "Void", 0
DamageFactor BruiserFire, 0
DamageFactor "None", 0.3
DamageFactor "Sharp", 0
DamageFactor "Ice", 0.2
Damagefactor "Melee", 0.5
Damagefactor "Crush", 0.1
Damagefactor "Acid", 0.1
Damagefactor "Fire", 0.1
Damagefactor "Poison", 0.0
Damagefactor "PoisonCloud", 0.1
Damagefactor "Electric", 0.01
Damagefactor "Disintegrate", 0.01
DamageFactor "DrainLife", 0.0
DamageFactor "Extreme", 0.0
DamageFactor "Player", 0.4
DamageFactor "Players", 0.3
DamageFactor "PyroShot", 0.05
DamageFactor "PlayerPyro", 0.05
DamageFactor "PDTPuff", 0.0
DamageFactor "Explosion", 0.2
DamageFactor "NuclearFire", 0.01
DamageFactor "BFG9500Ball", 0.2
DamageFactor "BFGSplash", 0.2
DamageFactor "UpBFG9500Ball", 0.2
DamageFactor "UpBFGSplash", 0.2
DamageFactor "PDTBFG", 0.1
DamageFactor "PDTBFGTracer", 0.1
DamageFactor "PlayerDevBall", 0.1
DamageFactor "PlayerDevBall2", 0.1
DamageFactor "PlayerDevTracer", 0.1
DamageFactor "PlayerDBFG2", 0.2
DamageFactor "PlayerDBFG10K2", 0.2
DamageFactor "PlayerDBFGSplash2", 0.2
DamageFactor "PlayerBHole", 0.25
DamageFactor "LegendaryPlayer", 0.2
DamageFactor "PlayerHellfire", 0.1
DamageFactor "SuperWeapon", 0.0
DamageFactor "LegendaryGuruPlayer", 0.05
//No Infighting
DamageFactor "Legendary", 0.0
DamageFactor "LegendaryGuru", 0.0
DamageFactor "LACGrenade", 0.0
DamageFactor "LSSGGrenade", 0.0
DamageFactor "PlayerNemesisPlasma", 0.0
DropItem "VexedNemesisArmor", 180 1
SeeSound "NemHitler/sight"
ActiveSound "NemHitler/Active"
PainSound "NemHitler/pain"
DeathSound "NemHitler/death"
Tag "\c[w2]Der Prototyp Vexed Nemesis Fuhrer Klon\c-"
Obituary "%o was set free by the Prototype Vexed Nemesis Hitler Clone."
HitObituary "%o's body wasn't able to be identified after being shot by a Prototype Vexed Nemesis Hitler Clone."
var int user_counter;
var int user_music;
States
	{
	Spawn:
		V1ML A 3 Bright A_Look
		Loop
	Idle:
		TNT1 A 0 A_GiveInventory("ResetMonsterInvul",1)
		TNT1 A 0 A_ChangeFlag("FRIGHTENED",0)
		TNT1 A 0 A_ChangeFlag("NOFEAR",1)
		TNT1 A 0 A_ChangeFlag("NOPAIN",0)
		V1ML AAAA 3 Bright A_Wander
		TNT1 A 0 A_Look
		V1ML BBBB 3 Bright A_Wander
		TNT1 A 0 A_Look
		TNT1 A 0 A_PlaySound("DeathKnight/step",6,1.0,0)
		V1ML CCCC 3 Bright A_Wander
		TNT1 A 0 A_Look
		V1ML DDDD 3 Bright A_Wander
		TNT1 A 0 A_Look
		TNT1 A 0 A_PlaySound("DeathKnight/step",6,1.0,0)
		Loop
	See:
		TNT1 A 0 A_GiveInventory("ResetMonsterInvul",1)
		TNT1 A 0 A_ChangeFlag("FRIGHTENED",0)
		TNT1 A 0 A_ChangeFlag("NOFEAR",1)
		TNT1 A 0 A_ChangeFlag("NOPAIN",0)
		TNT1 A 0 A_JumpIf(user_music == 1,3)
		TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,2081)
		TNT1 A 0 A_SetUserVar("user_music",1)
		V1ML AAAA 3 Bright A_Chase
		V1ML BBBB 3 Bright A_Chase
		TNT1 A 0 A_PlaySound("DeathKnight/step",6,1.0,0)
		V1ML CCCC 3 Bright A_Chase
		V1ML DDDD 3 Bright A_Chase
		TNT1 A 0 A_PlaySound("DeathKnight/step",6,1.0,0)
		Loop
	Missile:
		TNT1 A 0 A_ChangeFlag(NOPAIN,1)
		TNT1 A 0 A_JumpIfCloser(350,"ASG")
		TNT1 A 0 A_Jump(32,"MiniNemBFG")
		TNT1 A 0 A_Jump(256,"Rifle","Rockets","HomingRockets","Cannon","Cannon2","Railgun","BFG10K")
        V1ML A 2 A_Facetarget
		Loop
	MissileEnd:
		V1ML EEEEE 4 A_Facetarget
		Goto See
	ASG:
		V1ML EEE 3 A_FaceTarget
		Goto ASGLoop
	ASGLoop:
		V1ML F 2 A_FaceTarget
	    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
		TNT1 A 0 A_CustomMissile("NemesisASGBall",72,-32,random(2,-2),CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("NemesisASGBall",52,-32,random(2,-2),CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("NemesisASGBall",72,32,random(2,-2),CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("NemesisASGBall",52,32,random(2,-2),CMF_TRACKOWNER)
		V1ML F 2 A_Facetarget
		TNT1 A 0 A_MonsterRefire(0,"MissileEnd")
		Loop
	Rifle:
		V1ML E 1 A_FaceTarget
	    TNT1 A 0 A_PlaySound("NemesisRifle/Fire",5)
		TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",72,-32,random(2,-2),CMF_TRACKOWNER)
		V1ML G 0 A_CustomMissile("NemesisRifleShotEnemy",72,-32,random(2,-2),CMF_TRACKOWNER)
		V1ML F 1 A_Facetarget
		V1ML E 1 A_FaceTarget
	    TNT1 A 0 A_PlaySound("NemesisRifle/Fire",5)
		TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",72,32,random(2,-2),CMF_TRACKOWNER)
		V1ML G 0 A_CustomMissile("NemesisRifleShotEnemy",72,-32,random(2,-2),CMF_TRACKOWNER)
		V1ML F 1 A_Facetarget
		V1ML E 1 A_FaceTarget
	    TNT1 A 0 A_PlaySound("NemesisRifle/Fire",5)
		TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",52,-32,random(2,-2),CMF_TRACKOWNER)
		V1ML G 0 A_CustomMissile("NemesisRifleShotEnemy",52,-32,random(2,-2),CMF_TRACKOWNER)
		V1ML F 1 A_Facetarget
		V1ML E 1 A_FaceTarget
	    TNT1 A 0 A_PlaySound("NemesisRifle/Fire",5)
		TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",52,32,random(2,-2),CMF_TRACKOWNER)
		V1ML G 0 A_CustomMissile("NemesisRifleShotEnemy",52,-32,random(2,-2),CMF_TRACKOWNER)
		V1ML F 1 A_Facetarget
		TNT1 A 0 A_MonsterRefire(0,"MissileEnd")
		Loop
	Rockets:
		TNT1 A 0 A_CustomMissile("NemesisRocket",95,-32,0,CMF_TRACKOWNER)
		V3ML F 3 A_Facetarget
		TNT1 A 0 A_CustomMissile("NemesisRocket",95,32,0,CMF_TRACKOWNER)
		V3ML G 5 A_Facetarget
		TNT1 A 0 A_MonsterRefire(64,"MissileEnd")
		Loop
	HomingRockets:
		TNT1 A 0 A_CustomMissile("NemesisNobleHomingRocket",72,-32,0,CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("NemesisNobleHomingRocket",52,-32,0,CMF_TRACKOWNER)
		V1ML F 3 A_Facetarget
		TNT1 A 0 A_CustomMissile("NemesisNobleHomingRocket",72,32,0,CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("NemesisNobleHomingRocket",52,32,0,CMF_TRACKOWNER)
		V1ML G 3 A_Facetarget
		TNT1 A 0 A_MonsterRefire(0,"MissileEnd")
		Loop
	Cannon:
		V2ML AA 3 A_FaceTarget
		V2ML E 2 A_Facetarget
	    TNT1 A 0 A_PlaySound("NemesisCannon/Fire",5)
		TNT1 A 0 A_CustomMissile("NemesisHitlerCannonProj",60,0,random(2,-2),CMF_TRACKOWNER)
		V2ML E 2 A_Facetarget
		TNT1 A 0 A_CustomMissile("NemesisHitlerCannonProj",60,0,random(2,-2),CMF_TRACKOWNER)
		V2ML E 2 A_Facetarget
		TNT1 A 0 A_CustomMissile("NemesisHitlerCannonProj",60,0,random(2,-2),CMF_TRACKOWNER)
		V2ML F 2 A_Facetarget
		V2ML E 2 A_Facetarget
		TNT1 A 0 A_MonsterRefire(0,"MissileEnd")
		Loop
	Cannon2:
		V2ML AAA 2 A_Facetarget
		V2ML AA 1 A_FaceTarget
		V2ML E 1 A_Facetarget
	    TNT1 A 0 A_PlaySound("NemesisCannon/Fire",3)
		TNT1 A 0 A_CustomMissile("NemesisHitlerCannonBall",60,0,0,CMF_TRACKOWNER)
		V2ML F 1 A_Facetarget
		V2ML AA 1 A_FaceTarget
		V2ML E 1 A_Facetarget
	    TNT1 A 0 A_PlaySound("NemesisCannon/Fire",3)
		TNT1 A 0 A_CustomMissile("NemesisHitlerCannonBall",60,0,0,CMF_TRACKOWNER)
		V2ML F 1 A_Facetarget
		V2ML AA 1 A_FaceTarget
		V2ML E 1 A_Facetarget
	    TNT1 A 0 A_PlaySound("NemesisCannon/Fire",3)
		TNT1 A 0 A_CustomMissile("NemesisHitlerCannonBall",60,0,0,CMF_TRACKOWNER)
		V2ML F 1 A_Facetarget
		TNT1 A 0 A_MonsterRefire(0,"MissileEnd")
		Loop
	Railgun:
		V1ML EEEEE 4 A_Facetarget
		Goto RailgunLoop
	RailgunLoop:
		TNT1 A 0 A_PlaySound("monsters/darkcyberrail",5)
		V3ML F 0 A_CustomMissile("NemesisHitlerRailLaser",95,-32,0,CMF_TRACKOWNER)
		V3ML F 4 A_Facetarget
		TNT1 A 0 A_PlaySound("monsters/darkcyberrail",6)
		V3ML G 0 A_CustomMissile("NemesisHitlerRailLaser",95,32,0,CMF_TRACKOWNER)
		V3ML G 4 A_Facetarget
		TNT1 A 0 A_MonsterRefire(64,"MissileEnd")
		Loop
	MiniNemBFG:
		V2ML AAAAAAAAA 2 A_FaceTarget
		V2ML EEE 3 A_Facetarget
	    TNT1 A 0 A_PlaySound("star/fire",5)
		TNT1 A 0 A_CustomMissile("MiniNemesisBFGBall",60,0,random(2,-2),CMF_TRACKOWNER)
		V2ML FF 2 A_Facetarget
		V2ML EEE 3 A_Facetarget
		V2ML AAAAAAAAA 2 A_FaceTarget
		V2ML EEE 3 A_Facetarget
	    TNT1 A 0 A_PlaySound("star/fire",5)
		TNT1 A 0 A_CustomMissile("MiniNemesisBFGBall",60,0,random(2,-2),CMF_TRACKOWNER)
		V2ML FF 2 A_Facetarget
		V2ML EEE 3 A_Facetarget
		V2ML AAAAAAAAA 2 A_FaceTarget
		V2ML EEE 3 A_Facetarget
	    TNT1 A 0 A_PlaySound("star/fire",5)
		TNT1 A 0 A_CustomMissile("MiniNemesisBFGBall",60,0,random(2,-2),CMF_TRACKOWNER)
		V2ML FF 2 A_Facetarget
		V2ML EEE 3 A_Facetarget
		V2ML AAAAAAAAA 2 A_FaceTarget
		V2ML EEE 3 A_Facetarget
	    TNT1 A 0 A_PlaySound("star/fire",5)
		TNT1 A 0 A_CustomMissile("MiniNemesisBFGBall",60,0,random(2,-2),CMF_TRACKOWNER)
		V2ML FF 2 A_Facetarget
		V2ML EEE 3 A_Facetarget
		V2ML AAAAAAAAA 2 A_FaceTarget
		V2ML EEE 3 A_Facetarget
	    TNT1 A 0 A_PlaySound("star/fire",5)
		TNT1 A 0 A_CustomMissile("MiniNemesisBFGBall",60,0,random(2,-2),CMF_TRACKOWNER)
		V2ML FF 2 A_Facetarget
		V2ML EEE 3 A_Facetarget
		V2ML AAAAAAAAA 2 A_FaceTarget
		V2ML EEE 3 A_Facetarget
	    TNT1 A 0 A_PlaySound("star/fire",5)
		TNT1 A 0 A_CustomMissile("MiniNemesisBFGBall",60,0,random(2,-2),CMF_TRACKOWNER)
		V2ML FF 2 A_Facetarget
		V2ML EEE 3 A_Facetarget
		Goto MissileEnd
	BFG10K:
		TNT1 A 0 A_PlaySound("weapons/charge15k",CHAN_WEAPON)
		V1ML EEEEE 3 A_Facetarget
		Goto BFG10KLoop
	BFG10KLoop:
		V1ML E 3 A_FaceTarget
		V1ML F 2 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire",2)
		TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",72,-32,random(5,-5),CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",72,32,random(5,-5),CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",52,-32,random(5,-5),CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",52,32,random(5,-5),CMF_TRACKOWNER)
		V1ML E 2 A_Facetarget
		TNT1 A 0 A_MonsterRefire(0,"MissileEnd")
		Loop
	Pain:
		TNT1 A 0 A_ChangeFlag("NOPAIN",1)
		TNT1 A 0 A_Pain
		V1ML E 6
		Goto See
	Death:
		V1ML H 20 
		V1ML HHHHHHHHHHH 1 A_SpawnItemEx("WhiteNemesisKaboom",random(-32,32),random(-40,40),random(16,48),random(-4,4),random(-4,4),random(0,4),0,SXF_TRANSFERPOINTERS)
		TNT1 AAAAAA 0 A_CustomMissile("LegendarySmokeFX", 0, 0, random(0,360), 2, random(0,360))
		V1ML HIJ 6
		V1ML J 1 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("VexedNemesisHitlerNoArmor",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TELEFRAG)		
        V1ML J 5 A_Fadeout(0.1,1)
        Stop
	}
}

Actor VexedNemesisHitlerNoArmor
{
//Creator: Dr. Sticky
//Origin: Nexus Infinity
//Sprite: VNAH
//Title: "Der Prototyp Vexed Nemesis Fuhrer Klon"
Monster
Scale 0.90
Health 6000
Height 64
Radius 30
Mass 500
Speed 22
MaxStepHeight 32
MaxDropOffHeight 32
Reactiontime 24
PainChance 35
PainChance "Crush", 256
PainChance "Explosion", 100
PainChance "Mine", 100
PainChance "NuclearFire", 100
MeleeRange 155
BloodColor "Red"
+BOSS
+BOSSDEATH
+MISSILEMORE
+MISSILEEVENMORE
+QUICKTORETALIATE
+DONTHURTSPECIES
+DONTHARMSPECIES
+NOICEDEATH
+DONTGIB
+CANTSEEK
+NOTARGET
+NORADIUSDMG
+NOTIMEFREEZE
+FLOAT
+NOGRAVITY	
+NOFEAR
-FLOORCLIP
Species "SS"
Damagetype "SS"
DamageFactor "SS", 0.0
DamageFactor 0.40
DamageFactor "Void", 0
DamageFactor BruiserFire, 0
DamageFactor "None", 0.3
DamageFactor "Sharp", 0
DamageFactor "Ice", 0.2
Damagefactor "Melee", 0.5
Damagefactor "Crush", 0.1
Damagefactor "Acid", 0.1
Damagefactor "Fire", 0.1
Damagefactor "Poison", 0.0
Damagefactor "PoisonCloud", 0.1
Damagefactor "Electric", 0.01
Damagefactor "Disintegrate", 0.01
DamageFactor "DrainLife", 0.0
DamageFactor "Extreme", 0.0
DamageFactor "Player", 0.4
DamageFactor "Players", 0.3
DamageFactor "PyroShot", 0.05
DamageFactor "PlayerPyro", 0.05
DamageFactor "PDTPuff", 0.0
DamageFactor "Explosion", 0.2
DamageFactor "NuclearFire", 0.01
DamageFactor "BFG9500Ball", 0.2
DamageFactor "BFGSplash", 0.2
DamageFactor "UpBFG9500Ball", 0.2
DamageFactor "UpBFGSplash", 0.2
DamageFactor "PDTBFG", 0.1
DamageFactor "PDTBFGTracer", 0.1
DamageFactor "PlayerDevBall", 0.1
DamageFactor "PlayerDevBall2", 0.1
DamageFactor "PlayerDevTracer", 0.1
DamageFactor "PlayerDBFG2", 0.2
DamageFactor "PlayerDBFG10K2", 0.2
DamageFactor "PlayerDBFGSplash2", 0.2
DamageFactor "PlayerBHole", 0.25
DamageFactor "LegendaryPlayer", 0.2
DamageFactor "PlayerHellfire", 0.1
DamageFactor "SuperWeapon", 0.0
DamageFactor "LegendaryGuruPlayer", 0.05
//No Infighting
DamageFactor "Legendary", 0.0
DamageFactor "LegendaryGuru", 0.0
DamageFactor "LACGrenade", 0.0
DamageFactor "LSSGGrenade", 0.0
DamageFactor "PlayerNemesisPlasma", 0.0
DropItem "VexedNemesisArmor", 180
DropItem "LegendaryRune", 256
DropItem "LegAmmoSphere", 128
DropItem "Nemesis Rifle" 200
DropItem "Nemesis Assault Shotgun" 200
DropItem "Nemesis Plasmatic Cannon" 200
SeeSound "NemHitler/sight"
ActiveSound "NemHitler/Active"
PainSound "NemHitler/pain"
DeathSound "NemHitler/death"
Tag "\c[w2]Der Prototyp Vexed Nemesis Fuhrer Klon\c-"
Obituary "%o was set free by the Prototype Vexed Nemesis Hitler Clone."
HitObituary "%o's body wasn't able to be identified after being shot by a Prototype Vexed Nemesis Hitler Clone."
var int user_counter;
var int user_music;
States
	{
	Spawn:
		VNAH A 1 Bright A_Look
		TNT1 AA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("NemesisCardinalFireSpawner",0,0,0,0,0,0,0,SXF_SETMASTER)
		Loop
	See:
		TNT1 A 0 A_GiveInventory("ResetMonsterInvul",1)
		TNT1 A 0 A_ChangeFlag("FRIGHTENED",0)
		TNT1 A 0 A_ChangeFlag("NOFEAR",1)
		TNT1 A 0 A_ChangeFlag("NOPAIN",1)
		TNT1 A 0 A_JumpIf(user_music == 1,3)
		TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,2082)
		TNT1 A 0 A_SetUserVar("user_music",1)
		VNAH AAAA 1 Bright A_Chase
		TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
		VNAH BBBB 1 Bright A_Chase
		TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
		Loop
	Rush:
	    TNT1 AAA 1 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",random(-24,24),random(-24,24),0)
	    TNT1 AAAAA 0 A_Chase
	    TNT1 AAA 1 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",random(-24,24),random(-24,24),0)
	    TNT1 AAAAA 0 A_Chase
		TNT1 A 0 A_Jump(100,"Rush")
	    TNT1 A 0 A_Jump(30,"Evade","See")
	    Loop
	 Evade:
        TNT1 A 0 A_Jump(128,18)
        TNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)
        VNAH A 2 A_Chase
        TNT1 A 0 A_CheckSight("See")
        VNAH B 2 A_Chase
        TNT1 A 0 A_CheckSight("See")
        VNAH A 2 A_Chase
        TNT1 A 0 A_CheckSight("See")
        VNAH B 2 A_Chase
        TNT1 A 0 A_CheckSight("See")
        VNAH A 2 A_Chase
        TNT1 A 0 A_CheckSight("See")
        VNAH B 2 A_Chase
        TNT1 A 0 A_CheckSight("See")
        VNAH A 2 A_Chase
        TNT1 A 0 A_CheckSight("See")
        VNAH B 2 A_Chase
        TNT1 A 0 A_Stop
        Goto See
        TNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)
        VNAH A 2 A_Chase
        TNT1 A 0 A_CheckSight("See")
        VNAH B 2 A_Chase
        TNT1 A 0 A_CheckSight("See")
        VNAH A 2 A_Chase
        TNT1 A 0 A_CheckSight("See")
        VNAH B 2 A_Chase
        TNT1 A 0 A_CheckSight("See")
        VNAH A 2 A_Chase
        TNT1 A 0 A_CheckSight("See")
        VNAH B 2 A_Chase
        TNT1 A 0 A_CheckSight("See")
        VNAH A 2 A_Chase
        TNT1 A 0 A_CheckSight("See")
        VNAH B 2 A_Chase
        TNT1 A 0 A_Stop
        Goto See
	Missile:
	    TNT1 A 0 A_SetShootable
		TNT1 A 0 A_ChangeFlag(NOPAIN,1)
		TNT1 A 0 A_Jump(128,2)
		TNT1 A 0 A_JumpIfCloser(350,"ASG")
		TNT1 A 0 A_Jump(256,"Rifle","HomingRockets","BFG10K","VexedExplosiveMinigun")
        VNAH A 2 A_Facetarget
		Loop
	MissileEnd:
		VNAH CCCC 4 A_Facetarget
		Goto See
	ASG:
		VNAH C 2 A_FaceTarget
		Goto ASGLoop
	ASGLoop:
		VNAH D 2 A_FaceTarget
	    TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
		TNT1 A 0 A_CustomMissile("NemesisASGBall",52,-32,random(5,-5),CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("NemesisASGBall",52,-32,random(5,-5),CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("NemesisASGBall",52,32,random(5,-5),CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("NemesisASGBall",52,32,random(5,-5),CMF_TRACKOWNER)
		VNAH E 3 A_Facetarget
		TNT1 A 0 A_MonsterRefire(0,"MissileEnd")
		Loop
	Rifle:
		VNAH C 1 A_FaceTarget
	    TNT1 A 0 A_PlaySound("NemesisRifle/Fire",5)
		TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",52,-32,random(2,-2),CMF_TRACKOWNER)
		VNAH D 1 A_Facetarget
		VNAH C 1 A_FaceTarget
	    TNT1 A 0 A_PlaySound("NemesisRifle/Fire",5)
		TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",52,32,random(2,-2),CMF_TRACKOWNER)
		VNAH D 1 A_Facetarget
		VNAH C 1 A_FaceTarget
	    TNT1 A 0 A_PlaySound("NemesisRifle/Fire",5)
		TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",52,-32,random(2,-2),CMF_TRACKOWNER)
		VNAH D 1 A_Facetarget
		VNAH C 1 A_FaceTarget
	    TNT1 A 0 A_PlaySound("NemesisRifle/Fire",5)
		TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",52,32,random(2,-2),CMF_TRACKOWNER)
		VNAH D 1 A_Facetarget
		TNT1 A 0 A_MonsterRefire(0,"MissileEnd")
		Loop
	VexedExplosiveMinigun:
		VNAH D 2 A_FaceTarget
	    TNT1 A 0 A_PlaySound("sentient/fire",5)
		TNT1 A 0 A_SpawnItemEx("VexedShellCasing", 8, 8, 18, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)
		TNT1 A 0 A_CustomMissile("VexedExplosiveTracer",52,-32,random(5,-5),CMF_TRACKOWNER)
		VNAH D 1 A_Facetarget
		VNAH C 1 A_FaceTarget
		TNT1 A 0 A_PlaySound("sentient/fire",5)
		TNT1 A 0 A_SpawnItemEx("VexedShellCasing", 8, 8, 18, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)
		TNT1 A 0 A_CustomMissile("VexedExplosiveTracer",52,-32,random(5,-5),CMF_TRACKOWNER)
		VNAH D 1 A_Facetarget
		VNAH C 1 A_FaceTarget
		TNT1 A 0 A_PlaySound("sentient/fire",5)
		TNT1 A 0 A_SpawnItemEx("VexedShellCasing", 8, 8, 18, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)
		TNT1 A 0 A_CustomMissile("VexedExplosiveTracer",52,32,random(5,-5),CMF_TRACKOWNER)
		VNAH D 1 A_Facetarget
		VNAH C 1 A_FaceTarget
		TNT1 A 0 A_PlaySound("sentient/fire",5)
		TNT1 A 0 A_SpawnItemEx("VexedShellCasing", 8, 8, 18, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)
		TNT1 A 0 A_CustomMissile("VexedExplosiveTracer",52,32,random(5,-5),CMF_TRACKOWNER)
		VNAH E 3 A_Facetarget
		TNT1 A 0 A_MonsterRefire(0,"MissileEnd")
		Loop
	HomingRockets:
	    VNAH C 3 A_Facetarget
		VNAH DE 1 A_Facetarget
		TNT1 A 0 A_CustomMissile("NemesisNobleHomingRocket",52,-32,0,CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("NemesisNobleHomingRocket",52,-32,0,CMF_TRACKOWNER)
		VNAH C 3 A_Facetarget
		VNAH DE 1 A_Facetarget
		TNT1 A 0 A_CustomMissile("NemesisNobleHomingRocket",52,32,0,CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("NemesisNobleHomingRocket",52,32,0,CMF_TRACKOWNER)
		VNAH C 6 A_Facetarget
		TNT1 A 0 A_MonsterRefire(0,"MissileEnd")
		Loop
	BFG10K:
		TNT1 A 0 A_PlaySound("weapons/charge15k",CHAN_WEAPON)
		VNAH C 2 A_Facetarget
		Goto BFG10KLoop
	BFG10KLoop:
		VNAH C 2 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire",5)
		TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",52,-32,random(5,-5),CMF_TRACKOWNER)
		VNAH C 4 A_Facetarget
		VNAH DE 1 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire",5)
		TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",52,32,random(5,-5),CMF_TRACKOWNER)
		VNAH C 4 A_Facetarget
		VNAH DE 1 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire",5)
		TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",52,-32,random(5,-5),CMF_TRACKOWNER)
		VNAH C 2 A_Facetarget
		VNAH DE 1 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire",5)
		TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",52,32,random(5,-5),CMF_TRACKOWNER)
		VNAH C 2 A_Facetarget
		TNT1 A 0 A_MonsterRefire(0,"MissileEnd")
		Loop
	Pain:
		TNT1 A 0 A_ChangeFlag("NOPAIN",1)
		TNT1 A 0 A_Pain
		VNAH F 6
		TNT1 A 0 A_Jump(155,"Missile")
		Goto See
	Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("NemesisCyberdemonDeathEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		VNAH L 105 A_Scream
		VNAH L 4
		VNAH M 4 A_SpawnItemEx("NemesisGibbedGenerator",0,0,0,0,0,0,0,128,0)
		VNAH M 4 A_SpawnItemEx("NemesisGibbedGenerator",0,0,0,0,0,0,0,128,0)
		VNAH M 4 A_SpawnItemEx("NemesisGibbedGenerator",0,0,0,0,0,0,0,128,0)
		VNAH M 4 A_SpawnItemEx("NemesisGibbedGenerator",0,0,0,0,0,0,0,128,0)
		VNAH M 4 A_Fall
		TNT1 A 0 A_BossDeath
	    TNT1 A 0 A_RemoveChildren(1)
		VNAH N 3 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
		VNAH N 3 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
		VNAH N 3 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
		VNAH N -1
        Stop
	}
}

ACTOR VexedShellCasing : ShellCasing
{
+NOTIMEFREEZE
	States
	{
	Spawn:
	  TNT1 A 0
      TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	  VURC DCBAHGFE 2
	  Loop
    Death:
	  TNT1 A 0
      TNT1 A 0 A_Jump(128,3)
      VURC C 100
      VURC C 5 A_FadeOut(0.10)
      Goto Death+3
      VURC G 100
	  VURC G 5 A_FadeOut(0.10)
	  Goto Death+5
	  }
}

ACTOR VexedExplosiveTracer : SentientExplosiveTracer 
{
DamageType "Legendary"
Species "Masterminds"
+NOTIMEFREEZE
+THRUSPECIES
States
{
Spawn:
    CLBA D 1 Bright
	Loop
Death:
	TNT1 A 0
	TNT1 A 0 A_SetTranslucent(0.75,1)
	TNT1 A 0 A_SpawnItem("VexedExplosiveEffect")
    VISL B 4 Bright A_Explode(Random(3,6)*5,72)
    VISL CD 3 Bright
    Stop
    }
}

ACTOR VexedExplosiveEffect
{
+CLIENTSIDEONLY
+NOGRAVITY
+NOTIMEFREEZE
+NOBLOCKMAP
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	TNT1 A 0 A_SpawnItemEx("NemesisWhiteParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
    TNT1 AAA 0 A_CustomMissile("WhiteNemesisKaboom7", 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 1
	Stop
Toaster:
    TNT1 A 0
	Stop
	}
}


ACTOR VexedKaboom1 : Kaboom
{
Speed 2
Scale 0.45
+NOTIMEFREEZE
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
FXPP AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)
Stop
}
}

ACTOR VexedSmokeFX1 : SmokeFX
{
Scale 0.4
+NOTIMEFREEZE
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
VBSP ABCDEFGHIJKLM 5 A_FadeOut(0.025)
Stop
}
}