ACTOR ZamasuSentient : SpiderMastermind
{
    Health 32500 // 72500
    Speed 15
	FloatSpeed 15
    PainChance 2
	Scale 1.1
	Radius 65
	Height 100
	BloodColor "Black"
	DropItem "Zamasu Plasmatic Cannon", 256, 33
	DropItem "LegendaryUltraSphere" 205
	DropItem "LegendaryRune" 190 1
	DropItem "LDemonAmmoBox" 256
	DropItem "ZamasuDemonAmmoBox", 200 
	DropItem "ZamasuDemonAmmo", 250 
    DropItem "BossLifeEssence" 240 100
	DropItem "BossArmorBonusMax" 240 100
	DropItem "SkullofPower" 200
	DropItem "Legendary Plasmatic Rifle" 130 1
	DropItem "LegTimeFreezeSphere" 118 1
	DropItem "LegDemonRune" 80 1
	DropItem "BulletBox" 256
    DropItem "Explosive Minigun" 225 1
	DropItem "ZamasuRune", 256, 1
	Mass 2500
	+NORADIUSDMG
	+PIERCEARMOR
	+DONTMORPH
	+NOTARGET
	+BOSS
	+BOSSDEATH
	+MISSILEEVENMORE
	+QUICKTORETALIATE
	+FLOAT
	+NOGRAVITY
	+NOICEDEATH
    +DONTGIB
	+DONTRIP
	+NOTELEFRAG
	+NOTIMEFREEZE
	+CANTSEEK
	+NOFEAR
	-FLOORCLIP
	+BRIGHT
	AttackSound ""
	DamageFactor 0.65
Damagefactor "Acid", 2.5
DamageFactor "PDTBFG", 0.05
DamageFactor "PDTBFGTracer", 0.05
DamageFactor "BFGSplash", 0.25
DamageFactor "BFGSpray", 0.25
DamageFactor "PlayerDevBall", 0.025
DamageFactor "PlayerDevBall2", 0.025
DamageFactor "PlayerDTBFGRailgunSlug", 0.025
DamageFactor "PlayerDevTracer", 0.025
DamageFactor "ImpComet", 0.0
DamageFactor "Cyber10K", 0.0
DamageFactor "Legendary", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuru", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "CadaverRocket", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "CerChainguns", 0.0
DamageFactor "CerEnergyBall", 0.0
DamageFactor "LegMind", 0.0
DamageFactor "BeheComet", 0.0
DamageFactor "NobleCOmet", 0.0
DamageFactor "CacoComet", 0.0
DamageFactor "CadaverRocket", 0.0
DamageFactor "HellComet", 0.0
DamageFactor "Legendary1", 0.0
DamageFactor "T3rm", 0.0
DamageFactor "C0mm4nder", 0.0
DamageFactor "DBFG10K2", 0.0
DamageFactor "HFCyb3r", 0.0
DamageFactor "PlayerDBFG10K2", 0.0
DamageFactor "PlayerDTRG", 0.3
DamageFactor "DBFG2", 0.0
DamageFactor "PlayerDBFG2", 0.0
DamageFactor "PyroShot", 0.0
DamageFactor "PlayerPyro", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "Touhou", 0.0
DamageFactor "Hell", 0.0
DamageFactor "PlayerBHole", 0.0
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "SatanGuard", 0.0
DamageFactor "Explosion", 0.01
DamageFactor "NemesisBall", 0
DamageFactor "NemesisBeam", 0.3
	PainChance "PlayerDBFG2", 256
    PainChance "DBFG2", 256
    PainChance "PlayerDBFG10K2", 256
    SeeSound "ZamasuSentientSee"
    PainSound "ZamasuSentientPain"
    DeathSound "ZamasuSentientDeath"
	Species "Masterminds"
	Tag "\c[s5]Zamasu Sentient\c-"
    Obituary "%o was rekt off the planet for being a Zamasu idiot by shooting at the Zamasu Sentient."
	var int user_music;
	var int user_script;
	var int user_wait;
    States
    {
Spawn:
    TNT1 A 0 A_JumpIf(user_script == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("NemesisSentientFire",0,3)
    TNT1 A 0 A_SetUserVar("user_script",1)
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
	ZMSE AB 2 Bright A_Look
	Loop
  See:
    TNT1 A 0 A_JumpIf(user_script == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("NemesisSentientFire",0,3)
    TNT1 A 0 A_SetUserVar("user_script",1)
    TNT1 A 0 A_JumpIf(user_music == 1,3)
    TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,6733)
	TNT1 A 0 A_SetUserVar("user_music",1)
	ZMSE AB 2 Bright A_Chase
	TNT1 A 0 A_Jump(30,"Evade")
	TNT1 A 0 A_Jump(15,"Teleport")
	Loop
  Evade:
	TNT1 A 0 A_Jump(128,11)
	TNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)
	ZMSE AAAAAAAA 2 Bright A_Chase
	TNT1 A 0 A_Stop
	Goto See
	TNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)
	ZMSE AAAAAAAA 2 Bright A_Chase
	TNT1 A 0 A_Stop
	Goto See
  Teleport:
    ZMSE A 1 Bright A_UnSetShootable
    ZMSE AAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
    ZMSE BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 0 A_Wander
    ZMSE N 2 
    ZMSE B 1 A_PlayWeaponSound("boss/teleport")
    ZMSE AAABBBAAABBB 1 A_FadeIn(0.1)
	ZMSE A 1 Bright A_SetShootable
	Goto See
  Missile:
    TNT1 A 0 A_SetShootable
    TNT1 A 0 A_UnsetInvulnerable
    TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_Jump(216,"NemBFG9K","NemBFG10K","NemDTBFG10K","NemBFG15K","LegendaryStorm","ProtonCannon","LegendaryDevastator","NemesisTech","ZamasuBFG")
  Normal:
    TNT1 A 0 A_JumpIfCloser(1500,1)
	Goto ProtonCannon
	ZMSE AAA 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("YellowShellCasing", 10, 12, 40, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)
	TNT1 A 0 A_PlaySound("sentient/fire")
	ZMSE F 1 Bright A_CustomMissile("NemesisRocket",31,0,Random(-800,800)/100.00,0)
	ZMSE F 2 Bright A_CustomMissile("NemesisRocket",31,0,Random(-800,800)/100.00,0)
    TNT1 A 0 A_SpawnItemEx("YellowShellCasing", 10, -12, 40, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySound("sentient/fire")
	ZMSE E 1 Bright A_CustomMissile("NemesisRocket",31,0,Random(-800,800)/100.00,0)
	TNT1 A 0 A_StopSoundEx("Weapon")	
	TNT1 A 0 A_Jump(3,"See","Missile")
    TNT1 A 0 A_SpidRefire
	Goto Normal+7
  ProtonCannon:
    ZMSE PP 2 Bright A_FaceTarget
    TNT1 A 0 A_SetInvulnerable
    TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
    ZMSE P 3 Bright A_PlaySound("legsentient/laugh",5)
	TNT1 A 0 Radius_Quake (40, 350, 0, 90, 0)
	TNT1 A 0 A_SetUserVar("user_wait",0)
  ProtonCannonWait:
    TNT1 A 0 A_JumpIf(user_wait >= 28,"ProtonCannonGo")	 
    TNT1 A 0 A_SetUserVar("user_wait",user_wait+1)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
    ZMSE P 3 Bright A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
    Loop
  ProtonCannonGo:	
    TNT1 A 0 A_UnsetInvulnerable
	ZMSE O 0 A_PlaySound("Petrovec/Fire",1)
    ZMSE O 0 A_PlaySound("Petrovec/AddFire",6)
    ZMSE O 0 A_PlaySound("Petrovec/Ambient",5)
	ZMSE O 3 Bright A_CustomMissile("NemesisLightningBolt", 42, 0, 0)
	ZMSE N 2 Bright A_FaceTarget
	ZMSE O 0 A_PlaySound("Petrovec/Fire",1)
    ZMSE O 0 A_PlaySound("Petrovec/AddFire",6)
    ZMSE O 0 A_PlaySound("Petrovec/Ambient",5)
	ZMSE O 3 Bright A_CustomMissile("NemesisLightningBolt", 42, 0, 0)
	ZMSE N 2 Bright A_FaceTarget
	ZMSE O 0 A_PlaySound("Petrovec/Fire",1)
    ZMSE O 0 A_PlaySound("Petrovec/AddFire",6)
    ZMSE O 0 A_PlaySound("Petrovec/Ambient",5)
	ZMSE O 3 Bright A_CustomMissile("NemesisLightningBolt", 42, 0, 0)
	ZMSE N 2 Bright A_FaceTarget
	ZMSE O 0 A_PlaySound("Petrovec/Fire",1)
    ZMSE O 0 A_PlaySound("Petrovec/AddFire",6)
    ZMSE O 0 A_PlaySound("Petrovec/Ambient",5)
	ZMSE O 3 Bright A_CustomMissile("NemesisLightningBolt", 42, 0, 0)
	ZMSE N 2 Bright A_FaceTarget
	ZMSE O 0 A_PlaySound("Petrovec/Fire",1)
    ZMSE O 0 A_PlaySound("Petrovec/AddFire",6)
    ZMSE O 0 A_PlaySound("Petrovec/Ambient",5)
	ZMSE O 3 Bright A_CustomMissile("NemesisLightningBolt", 42, 0, 0)
	ZMSE N 2 Bright A_FaceTarget
	ZMSE O 0 A_PlaySound("Petrovec/Fire",1)
    ZMSE O 0 A_PlaySound("Petrovec/AddFire",6)
    ZMSE O 0 A_PlaySound("Petrovec/Ambient",5)
	ZMSE O 3 Bright A_CustomMissile("NemesisLightningBolt", 42, 0, 0)
	ZMSE N 2 Bright A_FaceTarget
	ZMSE O 0 A_PlaySound("Petrovec/Fire",1)
    ZMSE O 0 A_PlaySound("Petrovec/AddFire",6)
    ZMSE O 0 A_PlaySound("Petrovec/Ambient",5)
	ZMSE O 3 Bright A_CustomMissile("NemesisLightningBolt", 42, 0, 0)
	ZMSE N 2 Bright A_FaceTarget
	ZMSE O 0 A_PlaySound("Petrovec/Fire",1)
    ZMSE O 0 A_PlaySound("Petrovec/AddFire",6)
    ZMSE O 0 A_PlaySound("Petrovec/Ambient",5)
	ZMSE O 3 Bright A_CustomMissile("NemesisLightningBolt", 42, 0, 0)
	ZMSE N 2 Bright A_FaceTarget
	ZMSE O 0 A_PlaySound("Petrovec/Fire",1)
    ZMSE O 0 A_PlaySound("Petrovec/AddFire",6)
    ZMSE O 0 A_PlaySound("Petrovec/Ambient",5)
	ZMSE O 3 Bright A_CustomMissile("NemesisLightningBolt", 42, 0, 0)
	ZMSE N 2 Bright A_FaceTarget
    TNT1 A 0 A_Jump(192,"Missile")
	Goto See
  NemesisTech:
    ZMSE PPPPPPPPPPPPPPPP 2 Bright A_FaceTarget
    TNT1 A 0 A_SetInvulnerable
    TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
    ZMSE P 3 Bright A_PlaySound("legsentient/laugh",5)
	TNT1 A 0 A_SetUserVar("user_wait",0)
  NemesisTechWait:
    TNT1 A 0 A_JumpIf(user_wait >= 31,"NemesisTechGo")	 
    TNT1 A 0 A_SetUserVar("user_wait",user_wait+1)
	TNT1 A 0 A_FaceTarget
    ZMSE P 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
    Loop
  NemesisTechGo:	
    TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetUserVar("user_wait",0)
  NemesisTechGoo:
    TNT1 A 0 A_JumpIf(user_wait >= 30,"NemesisTechEnd")	 
    TNT1 A 0 A_SetUserVar("user_wait",user_wait+1)
	TNT1 A 0 A_FaceTarget
    ZMSE EF 1 Bright A_CustomMissile("NemCyberProjectile",31,0,Random(-800,800)/100.00,0)
    TNT1 A 0 A_PlayWeaponSound("BlueDTRFire")
    Loop	
  NemesisTechEnd:
    ZMSE PPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 2 Bright A_FaceTarget
	TNT1 A 0 A_Jump(192,"Missile")
    Goto See
  NemBFG9K:
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	ZMSE NNNNNNNNNNNNOOOO 2 Bright A_FaceTarget
	ZMSE O 2 Bright A_CustomMissile("NemesisSentientBFG9500Ball",42,0,0)
	ZMSE NNN 2 Bright
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	ZMSE NNNNNNNNNNNNOOOO 2 Bright A_FaceTarget
	ZMSE O 1 Bright A_CustomMissile("NemesisSentientBFG9500Ball",42,0,0)
	ZMSE NNN 1 Bright
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	ZMSE NNNNNNNNNNNNOOOO 1 Bright A_FaceTarget
	ZMSE O 0 Bright A_CustomMissile("NemesisSentientBFG9500Ball",42,0,0)
	ZMSE NNN 1 Bright
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	ZMSE NNNNNNNNNNNNOOOO 1 Bright A_FaceTarget
	ZMSE O 0 Bright A_CustomMissile("NemesisSentientBFG9500Ball",42,0,0)
	ZMSE NNN 1 Bright
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	ZMSE NNNNNNNNNNNNOOOO 1 Bright A_FaceTarget
	ZMSE O 0 Bright A_CustomMissile("NemesisSentientBFG9500Ball",42,0,0)
	ZMSE NNN 1 Bright
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	ZMSE NNNNNNNNNNNNOOOO 1 Bright A_FaceTarget
	ZMSE O 0 Bright A_CustomMissile("NemesisSentientBFG9500Ball",42,0,0)
	ZMSE NNNNNNN 1 Bright
	TNT1 A 0 A_Jump(192,"Missile")
	Goto See	
  NemBFG10K:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	ZMSE NNNNNNNN 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	ZMSE O 3 Bright A_CustomMissile("Nemesis10kProjectile", 42, 0, Random(4, -4))
	ZMSE N 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	ZMSE O 3 Bright A_CustomMissile("Nemesis10kProjectile", 42, 0, Random(4, -4))
	ZMSE N 4 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	ZMSE O 3 Bright A_CustomMissile("Nemesis10kProjectile", 42, 0, Random(4, -4))
	ZMSE N 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    ZMSE O 3 Bright A_CustomMissile("Nemesis10kProjectile", 42, 0, Random(4, -4))
	ZMSE N 4 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	ZMSE O 3 Bright A_CustomMissile("Nemesis10kProjectile", 42, 0, Random(4, -4))
	ZMSE N 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    ZMSE O 3 Bright A_CustomMissile("Nemesis10kProjectile", 42, 0, Random(4, -4))
	ZMSE N 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    ZMSE O 3 Bright A_CustomMissile("Nemesis10kProjectile", 42, 0, Random(4, -4))
	ZMSE N 4 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    ZMSE O 3 Bright A_CustomMissile("Nemesis10kProjectile", 42, 0, Random(4, -4))
	ZMSE N 4 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    ZMSE O 3 Bright A_CustomMissile("Nemesis10kProjectile", 42, 0, Random(4, -4))
	ZMSE N 4 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    ZMSE O 3 Bright A_CustomMissile("Nemesis10kProjectile", 42, 0, Random(4, -4))
	ZMSE N 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	ZMSE O 2 Bright A_CustomMissile("Nemesis10kProjectile", 42, 0, Random(4, -4))
	ZMSE N 3 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	ZMSE O 2 Bright A_CustomMissile("Nemesis10kProjectile", 42, 0, Random(4, -4))
	ZMSE N 3 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    ZMSE O 2 Bright A_CustomMissile("Nemesis10kProjectile", 42, 0, Random(4, -4))	
	ZMSE N 3 Bright A_FaceTarget		
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	ZMSE O 2 Bright A_CustomMissile("Nemesis10kProjectile", 42, 0, Random(4, -4))	
	ZMSE N 3 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    ZMSE O 2 Bright A_CustomMissile("Nemesis10kProjectile", 42, 0, Random(4, -4))	
	ZMSE N 3 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    ZMSE O 2 Bright A_CustomMissile("Nemesis10kProjectile", 42, 0, Random(4, -4))	
	ZMSE N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    ZMSE O 2 Bright A_CustomMissile("Nemesis10kProjectile", 42, 0, Random(4, -4))	
	ZMSE N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    ZMSE O 2 Bright A_CustomMissile("Nemesis10kProjectile", 42, 0, Random(4, -4))	
	ZMSE N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    ZMSE O 2 Bright A_CustomMissile("Nemesis10kProjectile", 42, 0, Random(4, -4))		
	ZMSE N 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	ZMSE O 2 Bright A_CustomMissile("Nemesis10kProjectile", 42, 0, Random(4, -4))	
	ZMSE N 2 Bright A_FaceTarget		
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	ZMSE O 2 Bright A_CustomMissile("Nemesis10kProjectile", 42, 0, Random(4, -4))	
	ZMSE N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    ZMSE O 2 Bright A_CustomMissile("Nemesis10kProjectile", 42, 0, Random(4, -4))	
	ZMSE N 2 Bright A_FaceTarget		
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	ZMSE O 2 Bright A_CustomMissile("Nemesis10kProjectile", 42, 0, Random(4, -4))	
	ZMSE N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    ZMSE O 2 Bright A_CustomMissile("Nemesis10kProjectile", 42, 0, Random(4, -4))	
	ZMSE N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    ZMSE O 2 Bright A_CustomMissile("Nemesis10kProjectile", 42, 0, Random(4, -4))	
	ZMSE N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    ZMSE O 2 Bright A_CustomMissile("Nemesis10kProjectile", 42, 0, Random(4, -4))	
	ZMSE N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    ZMSE O 2 Bright A_CustomMissile("Nemesis10kProjectile", 42, 0, Random(4, -4))		
	ZMSE N 3 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	ZMSE NNNNN 3 Bright 	
	TNT1 A 0 A_Jump(192,"Missile")
	Goto See
  NemBFG15K:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	ZMSE NNNNNNNN 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	ZMSE O 4 Bright A_CustomMissile("MiniNemesisBFGBall", 42, 0, Random(4, -4))	
	ZMSE N 4 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	ZMSE O 4 Bright A_CustomMissile("MiniNemesisBFGBall", 42, 0, Random(4, -4))	
	ZMSE N 4 Bright A_FaceTarget		
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	ZMSE O 4 Bright A_CustomMissile("MiniNemesisBFGBall", 42, 0, Random(4, -4))	
	ZMSE N 4 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    ZMSE O 4 Bright A_CustomMissile("MiniNemesisBFGBall", 42, 0, Random(4, -4))	
	ZMSE N 4 Bright A_FaceTarget		
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	ZMSE O 4 Bright A_CustomMissile("MiniNemesisBFGBall", 42, 0, Random(4, -4))	
	ZMSE N 4 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    ZMSE O 4 Bright A_CustomMissile("MiniNemesisBFGBall", 42, 0, Random(4, -4))	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    ZMSE O 4 Bright A_CustomMissile("MiniNemesisBFGBall", 42, 0, Random(4, -4))	
	ZMSE N 4 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    ZMSE O 4 Bright A_CustomMissile("MiniNemesisBFGBall", 42, 0, Random(4, -4))	
	ZMSE N 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	ZMSE O 3 Bright A_CustomMissile("MiniNemesisBFGBall", 42, 0, Random(4, -4))	
	ZMSE N 3 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	ZMSE O 3 Bright A_CustomMissile("MiniNemesisBFGBall", 42, 0, Random(4, -4))	
	ZMSE N 3 Bright A_FaceTarget		
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	ZMSE O 3 Bright A_CustomMissile("MiniNemesisBFGBall", 42, 0, Random(4, -4))	
	ZMSE N 3 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    ZMSE O 3 Bright A_CustomMissile("MiniNemesisBFGBall", 42, 0, Random(4, -4))	
	ZMSE N 3 Bright A_FaceTarget		
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	ZMSE O 3 Bright A_CustomMissile("MiniNemesisBFGBall", 42, 0, Random(4, -4))	
	ZMSE N 3 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    ZMSE O 3 Bright A_CustomMissile("MiniNemesisBFGBall", 42, 0, Random(4, -4))	
	ZMSE N 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    ZMSE O 3 Bright A_CustomMissile("MiniNemesisBFGBall", 42, 0, Random(4, -4))	
	ZMSE N 3 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    ZMSE O 3 Bright A_CustomMissile("MiniNemesisBFGBall", 42, 0, Random(4, -4))
	ZMSE N 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	ZMSE O 2 Bright A_CustomMissile("MiniNemesisBFGBall", 42, 0, Random(4, -4))	
	ZMSE N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	ZMSE O 2 Bright A_CustomMissile("MiniNemesisBFGBall", 42, 0, Random(4, -4))	
	ZMSE N 2 Bright A_FaceTarget		
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	ZMSE O 2 Bright A_CustomMissile("MiniNemesisBFGBall", 42, 0, Random(4, -4))	
	ZMSE N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    ZMSE O 2 Bright A_CustomMissile("MiniNemesisBFGBall", 42, 0, Random(4, -4))	
	ZMSE N 2 Bright A_FaceTarget		
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	ZMSE O 2 Bright A_CustomMissile("MiniNemesisBFGBall", 42, 0, Random(4, -4))	
	ZMSE N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    ZMSE O 2 Bright A_CustomMissile("MiniNemesisBFGBall", 42, 0, Random(4, -4))	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    ZMSE O 2 Bright A_CustomMissile("MiniNemesisBFGBall", 42, 0, Random(4, -4))	
	ZMSE N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    ZMSE O 2 Bright A_CustomMissile("MiniNemesisBFGBall", 42, 0, Random(4, -4))	
	ZMSE N 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	ZMSE O 2 Bright A_CustomMissile("MiniNemesisBFGBall", 42, 0, Random(4, -4))	
	ZMSE N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	ZMSE O 2 Bright A_CustomMissile("MiniNemesisBFGBall", 42, 0, Random(4, -4))	
	ZMSE N 2 Bright A_FaceTarget		
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	ZMSE O 2 Bright A_CustomMissile("MiniNemesisBFGBall", 42, 0, Random(4, -4))	
	ZMSE N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    ZMSE O 2 Bright A_CustomMissile("MiniNemesisBFGBall", 42, 0, Random(4, -4))	
	ZMSE N 2 Bright A_FaceTarget		
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	ZMSE O 2 Bright A_CustomMissile("MiniNemesisBFGBall", 42, 0, Random(4, -4))	
	ZMSE N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    ZMSE O 2 Bright A_CustomMissile("MiniNemesisBFGBall", 42, 0, Random(4, -4))	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    ZMSE O 2 Bright A_CustomMissile("MiniNemesisBFGBall", 42, 0, Random(4, -4))	
	ZMSE N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    ZMSE O 2 Bright A_CustomMissile("MiniNemesisBFGBall", 42, 0, Random(4, -4))
	ZMSE N 4 Bright A_FaceTarget	
	ZMSE N 3 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	ZMSE NNNNN 3 Bright 	
	TNT1 A 0 A_Jump(192,"Missile")
	Goto See
  NemDTBFG10K:
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	ZMSE NNNNNNNNNNOOOO 2 Bright A_FaceTarget
	ZMSE O 2 Bright A_CustomMissile("NemesisSentientSuperBall", 34, 0, 0)
	ZMSE NNNNNNNNNNNN 1 Bright 
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	ZMSE NNNNNNNNNNOOOO 2 Bright A_FaceTarget
	ZMSE O 2 Bright A_CustomMissile("NemesisSentientSuperBall", 34, 0, 0)
	ZMSE NNNNNNNNNNNN 1 Bright
	TNT1 A 0 A_Jump(192,"Missile")
	Goto See
  ZamasuBFG:
    ZMSE NNNNNNNNNNNNNNNN 2 Bright A_FaceTarget
    TNT1 A 0 A_SetInvulnerable
    ZMSE N 3 Bright A_PlaySound("legsentient/laugh",5)
    ZMSE N 3 Bright A_PlaySound("Legcyber/BFG",6)
	TNT1 A 0 A_SetUserVar("user_wait",0)	
  ZamasuBFGWait:
    TNT1 A 0 A_JumpIf(user_wait >= 37,"ZamasuBFGGo")	 
    TNT1 A 0 A_SetUserVar("user_wait",user_wait+1)
	TNT1 A 0 A_FaceTarget
    ZMSE N 3 Bright A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
    Loop	
  ZamasuBFGGo:
	TNT1 A 0 A_JumpIfTargetInLos(2)
    TNT1 A 0 A_Jump(256,2)
	TNT1 A 0
	Goto ZamBFGGo
	TNT1 A 0
	TNT1 A 0 A_UnSetShootable
    ZMSE NNNNNNNNNN 1 A_FadeOut(0.1,0)
	ZMSE N 1 A_PlayWeaponSound("boss/teleport")
    ZMSE NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 0 A_Wander
    TNT1 A 0 A_FaceTarget
    ZMSE NNNNNNNN 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_SetShootable
    ZMSE NNNNNNNNNN 1 A_FadeIn(0.1)
  ZamBFGGo:	
    TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_PlaySound("Weapons/GuruFire", CHAN_WEAPON)
    TNT1 A 0 A_PlaySound("Weapons/GuruAddFire", CHAN_WEAPON)
    TNT1 A 0 A_CustomMissile("NemesisGuruBall", 42, 0, 0, 0)
	ZMSE O 1 A_SetShootable
    ZMSE NNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 2 Bright A_FaceTarget
	TNT1 A 0 A_Jump(192,"Missile")
    Goto See
  NemesisStorm:
    ZMSE NNNN 4 Bright A_GiveInventory("NemesisSentientFire",1)
    TNT1 A 0 A_SetInvulnerable
    TNT1 A 0 A_PlaySound("sentient/laugh",5)  
	ZMSE NN 4 Bright A_GiveInventory("NemesisSentientFire3",1)
	TNT1 A 0 A_Stop
    TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
    ZMSE N 4 Bright A_FaceTarget
    TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
    ZMSE N 4 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
    ZMSE N 4 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
    ZMSE N 4 Bright A_FaceTarget
    TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
    ZMSE N 4 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
    ZMSE N 4 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
    ZMSE N 4 Bright A_FaceTarget
	ZMSE NNNNNNN 4 Bright A_GiveInventory("NemesisSentientFire3",1)
	TNT1 A 0 A_GiveToTarget("NemesisLightningBolt",1)
	TNT1 AAAAA 0 A_SpawnItemEx("NemesisLightning2",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	ZMSE N 4 Bright A_GiveInventory("NemesisSentientFire3",1)
	TNT1 A 0 A_GiveToTarget("NemesisLightningBolt",1)
	TNT1 AAAAA 0 A_SpawnItemEx("NemesisLightning2",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	ZMSE N 4 Bright A_GiveInventory("NemesisSentientFire3",1)
	TNT1 A 0 A_GiveToTarget("NemesisLightningBolt",1)
	TNT1 AAAAA 0 A_SpawnItemEx("NemesisLightning2",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	ZMSE N 4 Bright A_GiveInventory("NemesisSentientFire3",1)
	TNT1 A 0 A_GiveToTarget("NemesisLightningBolt",1)
	TNT1 AAAAA 0 A_SpawnItemEx("NemesisLightning2",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	ZMSE N 4 Bright A_GiveInventory("NemesisSentientFire3",1)
	TNT1 A 0 A_GiveToTarget("NemesisLightningBolt",1)
	TNT1 AAAAA 0 A_SpawnItemEx("NemesisLightning2",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	ZMSE N 4 Bright A_GiveInventory("NemesisSentientFire3",1)
	TNT1 A 0 A_GiveToTarget("NemesisLightningBolt",1)
	TNT1 AAAAA 0 A_SpawnItemEx("NemesisLightning2",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	ZMSE N 4 Bright A_GiveInventory("NemesisSentientFire3",1)
	TNT1 A 0 A_GiveToTarget("NemesisLightningBolt",1)
	TNT1 AAAAA 0 A_SpawnItemEx("NemesisLightning2",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	ZMSE N 4 Bright A_GiveInventory("NemesisSentientFire3",1)
	TNT1 A 0 A_GiveToTarget("NemesisLightningBolt",1)
	TNT1 AAAAA 0 A_SpawnItemEx("NemesisLightning2",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	ZMSE N 4 Bright A_GiveInventory("NemesisSentientFire3",1)
	TNT1 A 0 A_GiveToTarget("NemesisLightningBolt",1)
	TNT1 AAAAA 0 A_SpawnItemEx("NemesisLightning2",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	ZMSE N 4 Bright A_GiveInventory("NemesisSentientFire3",1)
	TNT1 A 0 A_GiveToTarget("NemesisLightningBolt",1)
	TNT1 AAAAA 0 A_SpawnItemEx("NemesisLightning2",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	ZMSE N 4 Bright A_GiveInventory("NemesisSentientFire3",1)
	TNT1 A 0 A_GiveToTarget("NemesisLightningBolt",1)
	TNT1 AAAAA 0 A_SpawnItemEx("NemesisLightning2",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	ZMSE N 4 Bright A_GiveInventory("NemesisSentientFire3",1)	
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_Jump(192,"Missile")
	Goto See
  LegendaryDevastator:
    TNT1 A 0 A_PlaySound("devastator/charge")
	ZMSE NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 2 Bright A_FaceTarget
	ZMSE O 0 A_PlaySound ("devastator/fire")
	ZMSE O 0 A_CustomMissile("NemesisCyberBigBall", 42, 0, 0, 0)
	ZMSE N 50 
	TNT1 A 0 A_Jump(192,"Missile")
	Goto See
  Pain:
	TNT1 A 0 A_Jump(30,"PainResurrect")
	TNT1 A 0 A_Jump(120,"PainMissile")
	TNT1 A 0 A_Jump(25,"Teleport")
	ZMSE A 3 Bright
	ZMSE A 3 Bright A_Pain	
	Goto See
  Pain.DBFG10K2:
  Pain.PlayerDBFG10K2:
  Pain.DBFG2:
  Pain.PlayerDBFG2:
    TNT1 A 0 A_Jump(250, "Teleport")
    Goto PainMissile
  PainMissile:
	ZMSE A 3 Bright
	ZMSE A 3 Bright A_Pain
	Goto Missile
  PainResurrect:
	ZMSE A 3 Bright
	ZMSE A 3 Bright A_Pain
	TNT1 A 0 A_JumpIfInventory("LegSentientToken",3,"See")	
	ZMSE AAAA 3 Bright 
	TNT1 A 0 A_GiveInventory("LegSentientToken",1)
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 Radius_Quake(10,80,0,24,0)
	TNT1 A 0 A_GiveInventory("Health",850)
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
    ZMSE P 3 Bright A_PlaySound("sentient/laugh")
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,0,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,30,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,60,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,90,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,120,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,150,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,180,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,210,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,240,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,270,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,300,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,330,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,360,0)
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	ZMSE P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	ZMSE P 3 Bright 
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,15,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,45,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,75,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,105,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,135,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,165,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,195,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,225,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,255,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,285,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,315,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,345,0)
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	ZMSE P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	ZMSE P 3 Bright 	
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,0,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,10,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,20,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,30,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,40,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,50,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,60,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,70,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,80,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,90,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,100,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,110,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,120,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,130,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,140,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,150,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,160,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,170,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,180,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,190,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,200,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,210,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,220,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,230,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,240,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,250,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,260,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,270,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,280,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,290,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,300,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,310,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,320,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,330,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,340,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,350,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,360,0)
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	ZMSE P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	ZMSE P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	ZMSE P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	ZMSE P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	ZMSE P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	ZMSE P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	ZMSE P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	ZMSE P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	ZMSE P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	ZMSE P 3 Bright 
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,0,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,10,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,20,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,30,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,40,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,50,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,60,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,70,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,80,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,90,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,100,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,110,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,120,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,130,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,140,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,150,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,160,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,170,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,180,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,190,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,200,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,210,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,220,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,230,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,240,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,250,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,260,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,270,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,280,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,290,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,300,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,310,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,320,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,330,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,340,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,350,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,360,0)
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	ZMSE P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	ZMSE P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	ZMSE P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	ZMSE P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	ZMSE P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	ZMSE P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	ZMSE P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	ZMSE P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	ZMSE P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	ZMSE P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	ZMSE P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	ZMSE P 3 Bright 
	TNT1 A 0 A_UnSetInvulnerable
	ZMSE A 3 Bright 
	Goto See	
Death:
	TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_Scream
	ZMSE H 20 A_Fall
	TNT1 A 0 A_SpawnItemEx("NemesisSentientDeathEffect",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZMSE IIIIIIIIII 2 Bright
    ZMSE JJJJJJJJJJ 2 Bright
    ZMSE KKKKKKKKKK 2 Bright
    ZMSE LLLLLLLLLL 2 Bright
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	ZMSE LM 5
	TNT1 A 1 A_KillMaster
	Stop	
	}
}

Actor INFZamasuSentient : ZamasuSentient
{
Tag "\c[s5]Zamasu Terminator\c-"
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_Jump(140,"Remove")
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("TrueLegendaryRuneSpawnCheck") == 2,1)
	Goto Remove
	Idle:
    TNT1 A 0 A_JumpIf(user_script == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("NemesisSentientFire",0,3)
    TNT1 A 0 A_SetUserVar("user_script",1)
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
	ZMSE AB 2 Bright A_Look
	Loop
  Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("LegendarySentient",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
	}
}