//a New Vexed Cyberdemon, nothing important to say here except he has some changes with some attacks
//etc, etc...

ACTOR VexedNemesisCyberdemon : NemesisCyberdemon
{
//Creator: High Councilor
//Origin: Nexus Infinity
//Sprite: VCYB
//Title: "Vexed Nemesis Cyberdemon"
  Health 17000
  DamageFactor 0.3
  //DamageFactor "Melee", 50.0 //Nope ;)
  DamageFactor "UltimateLegendary", 0.0
  DamageFactor "Explosion", 0.0
  DamageFactor "PlayerDTRG", 0.0001
  DamageFactor "DTRailgun", 0.0001
  DamageFactor "PDTPuff", 0.0001
  DamageFactor "RailG", 0.0001
  DamageFactor "PyroShot", 0.0001
  DamageFactor "PlayerPyro", 0.0001
  DamageFactor "PlayerBHole", 0.025
  DamageFactor "PlayerDBFG", 0.015
  DamageFactor "PlayerDBFG2", 0.015
  DamageFactor "TouhouNOOK", 0.0
  DamageFactor "Extreme", 0.0
  DamageFactor "SuperWeapon", 0.0
  DamageFactor "Terminator", 0.0
  DamageFactor "T3rm", 0.0
  DamageFactor "Term", 0.0
  DamageFactor "PlayerDBFG10k", 0.05
  DamageFactor "PlayerDBFG10k2", 0.05
  DamageFactor "PlayerDevBall", 0.15
  DamageFactor "PlayerDevBall2", 0.15
  DamageFactor "PlayerDevTracer", 0.15
  DamageFactor "Ice", 0.15

  Damagefactor "TrueLegendaryPlayer", 0.35
  Damagefactor "TrueLegendaryDamage", 0.35
  Damagefactor "Hackroid", 0.3
  Damagefactor "Cursed", 0.3
  DamageFactor "NemesisBall", 0.4
  DamageFactor "NemesisBeam", 0.4
  PainChance "Explosion", 256
  PainChance "Melee", 128
  Speed 50
  DropItem "NemesisHealthBonusMax", 256, 64
  DropItem "NemesisArmorBonus64", 256
  DropItem "NemesisHealthBonusMax", 256, 64
  DropItem "NemesisArmorBonus64", 256
  DropItem "NemesisSuperSphere" 215
  DropItem "NemesisAmmoSphere", 256, 1
  DropItem "LegDemonRune", 200, 1
  DropItem "NemesisTimeFreezeSphere" 128 1
  DropItem "NemesisRuneSpawnerTier4", 256, 1
  DropItem "NemesisRuneSpawnerTier4", 256, 1
  DropItem "NemesisRuneSpawnerTier4", 256, 1
  DropItem "DemonicChalice", 256, 1
  DropItem "BeastSoulSphere" 256 1
  DropItem "NemesisBulletBox" 256
  DropItem "NemesisDMGBulletMag" 256
  DropItem "NLDemonAmmo", 256
  DropItem "NLDemonAmmoBox", 256
  DropItem "NemesisShell", 256
  DropItem "NemesisShellBox", 130
  DropItem "Nemesis Rifle", 250
  DropItem "NemesisDarkMachinegun", 256
  DropItem "Nemesis Plasmatic Cannon", 256
  DropItem "Nemesis Assault Shotgun", 256
  DropItem "Nemesis Sawed-Off Shotgun", 256
  DropItem "Zen", 100
  DropItem "Nemesis BFG", 256
  DropItem "VexedBFG10KOfDestruction", 256, 1 //Yea bro need this!
  //DropItem "Vexed Nemesis BFG", 256 //and this?
  DropItem "True Legendary Ion Striker" 100 1 //he has the Ion Striker With cum color
  DropItem "TrueLegendaryRune", 64, 1
  DropItem "VexedNemesisUltraSphere", 256, 1
  DropItem "UpgradedVexedNemesisArmor", 256, 1
  DropItem "BeastSoulSphere", 128, 1
  DropItem "VexedNemesisRune", 120, 1
  SeeSound "NemesisCyber/Sight"
  ActiveSound "NemesisCyber/Active"
  PainSound "NemesisCyber/Pain"
  DeathSound "tlcyb/death"
  +BRIGHT
  Obituary "%o did not expect the Nemesis Cyberdemon to have a New Vexed form...."
  Tag "\c[w2]Vexed \c[v9]Nemesis \c[w2]Cyberdemon\c-"
  //Tag "\c[w2]Vexed \c[g3]Nemesis \c[w2]Cyberdemon\c-"
  var int user_missile;
  var int user_protection;
  var int user_protected;
  var int user_rage;
  var int user_CheckPower;
  States
  {
  Spawn:
	VCYB A 10 Bright A_Look
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)
	Loop
  Idle:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_ChangeFlag(NODAMAGE,0)
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_JumpIfInventory("MarineKilled",1,"Taunt")
  Idle2:
	TNT1 A 0 A_Look
	TNT1 A 0 A_SpawnItemEx("WhiteWalkFire")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	VCYB A 3 Bright A_Hoof
	VCYB A 3 Bright A_Wander
	TNT1 A 0 A_Look
	TNT1 A 0 A_SpawnItemEx("WhiteWalkFire")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	VCYB BB 3 Bright A_Wander
	TNT1 A 0 A_Look
	TNT1 A 0 A_SpawnItemEx("WhiteWalkFire")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	VCYB CC 3 Bright A_Wander
	TNT1 A 0 A_Look
	TNT1 A 0 A_SpawnItemEx("WhiteWalkFire")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	VCYB D 3 Bright A_Metal
	VCYB D 3 Bright A_Wander
	TNT1 A 0 A_Jump(35,"Teleport")
	Loop
  Taunt:
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_ChangeFlag(NODAMAGE,1)
	VCYB AA 3 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_PlaySound("NemesisCyber/Taunt",2,1.0,0,ATTN_NONE)
	TNT1 A 0 A_TakeInventory("MarineKilled",1)
	VCYB AAAAAAAA 3 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_ChangeFlag(NODAMAGE,0)
	Goto Idle2
  See:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_ChangeFlag(NODAMAGE,0)
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	//TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,972,993) //2040
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,972)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_JumpIf(user_CheckPower == 1,2)
	TNT1 A 0 A_Jump(256,"CheckPower")
	TNT1 A 0 A_Jump(100,"Rush")
	TNT1 A 0 A_SpawnItemEx("WhiteWalkFire")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	VCYB A 3 Bright A_Hoof
	VCYB A 3 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("WhiteWalkFire")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	VCYB BB 3 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("WhiteWalkFire")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	VCYB CC 3 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("WhiteWalkFire")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	VCYB D 3 Bright A_Metal
	VCYB D 3 Bright A_Chase
	TNT1 A 0 A_Jump(35,"Teleport")
	Loop
  Rush:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_Hoof
	VCYB A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisCyberDemonGhostA")
	VCYB A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisCyberDemonGhostA")
	VCYB A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisCyberDemonGhostA")
	VCYB B 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisCyberDemonGhostA")
	VCYB C 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisCyberDemonGhostA")
	VCYB C 2 Bright A_Chase
	TNT1 A 0 A_Metal
	TNT1 A 0 A_SpawnItemEx("VexedNemesisCyberDemonGhostA")
	VCYB D 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisCyberDemonGhostA")
	VCYB D 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisCyberDemonGhostA")
	TNT1 A 0 A_Jump(25,"Teleport")
	TNT1 A 0 A_Jump(75,"See")	
    Loop
  Teleport:
    VCYB 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 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
    VCYB A 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
  Missile:
	TNT1 A 0 A_JumpIfCloser(300,"NemesisASG")
	TNT1 A 0 A_JumpIfCloser(450,"CloseStomp")
	TNT1 A 0 A_Jump(130,"Finder","BFG95K","Railgun","Nemesis10K","Stomp","StompHoming","MiniNemesisBFG","RageBFGBalls")
	TNT1 A 0 A_Jump(55,"NemesisTech","NemesisBFG","ASGSniper","NemesisAltBall","IonStriker")
	TNT1 A 0 A_Jump(45,"NemesisLaserBeam","LightningStorm")
	TNT1 A 0 A_Jump(60,"NemCybComets")
	//TNT1 A 0 A_Jump(1,"BlackHoleBomb")
  Normal:
	VCYB E 5 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  NormalLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 13,"NormalEnd")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	VCYB F 1 Bright A_CustomMissile("NemesisRocket",58,-26,random(-6,6))
	VCYB E 1 Bright A_FaceTarget
	VCYB F 1 Bright A_CustomMissile("NemesisRocket",58,-26,random(-6,6))
	VCYB E 1 Bright A_FaceTarget
	VCYB F 2 Bright A_CustomMissile("VexedNemesisRocket",58,-26,random(-6,6))
	VCYB E 5 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(128,"See")
	Loop
  NormalEnd:
	TNT1 A 0 A_Jump(130,"Finder","BFG95K","Railgun","Nemesis10K","Stomp","StompHoming","MiniNemesisBFG","RageBFGBalls")
	TNT1 A 0 A_Jump(55,"NemesisTech","NemesisBFG","ASGSniper")
	TNT1 A 0 A_Jump(45,"NemesisLaserBeam","LightningStorm","IonStriker")
	TNT1 A 0 A_Jump(60,"NemCybComets")
	//TNT1 A 0 A_Jump(1,"BlackHoleBomb")
	Goto See
  NemesisASG:
	VCYB E 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",26,26,58,Random(2, 6),0,Random(1, 3),Random(80,90),128)
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisASGBall",32,-26,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	VCYB F 2 Bright A_PlaySoundEx("NemesisASG/Fire","Weapon")
	VCYB E 2 Bright A_FaceTarget
	TNT1 A 0 A_Jump(32,"NormalEnd","NemesisGrenade")
	TNT1 A 0 A_MonsterRefire(100,"See")
	TNT1 A 0 A_JumpIfCloser(300,"NemesisASG")
	TNT1 A 0 A_JumpIfCloser(450,"CloseStomp")
	Goto NormalEnd
  NemesisGrenade:
	VCYB E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire",0,1.0,0,0.4)
	VCYB F 2 Bright A_CustomMissile("NemesisGrenadeImpact",58,-26,0,2,4)
	VCYB E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire",0,1.0,0,0.4)
	VCYB F 2 Bright A_CustomMissile("NemesisGrenadeImpact",58,-26,random(-6,6),2,4)
	VCYB E 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire",0,1.0,0,0.4)
	VCYB F 2 Bright A_CustomMissile("NemesisGrenadeImpact",58,-26,random(-6,6),2,4)
	TNT1 A 0 A_JumpIfCloser(450,"CloseStomp")
	Goto NemesisASG
  ASGSniper:
	VCYB E 4 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
	VCYB EEEEEEEEEEEEEEEEEEEE 1 Bright A_CustomRailgun(-1,-26,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,1,0,"RailTargetPuff",0,0,0,0,2,0,"NemesisCyberNobleRailTarget")
	TNT1 A 0 A_MonsterRefire(64,"See")
  ASGSniperFireLoop: //Vexed Assault Captain Moment
	TNT1 A 0 A_JumpIf(user_missile >= 32,"ASGSniperEnd")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	VCYB E 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",26,26,58,Random(2,6),0,Random(1,3),Random(80,90),128)
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisASGBall",58,-26,frandom(-7,7),CMF_OFFSETPITCH,frandom(-6,6))
	VCYB F 2 Bright A_PlaySoundEx("NemesisASG/Fire","Weapon")
	TNT1 A 0 A_MonsterRefire(128,"See")
    Loop
  ASGSniperEnd:
    VCYB EE 10 Bright A_FaceTarget
	Goto See
  ASGSniperWait:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	VCYB E 5 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(0,"ASGSniperWait")
	Goto ASGSniperFireLoop
  Finder:
	VCYB EEE 2 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  FinderLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 60,"FinderEnd")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	VCYB E 1 Bright A_FaceTarget
	VCYB F 1 Bright A_CustomMissile("NemesisCyberHomingRocket",58,-26,frandom(-4,4),CMF_OFFSETPITCH,frandom(-4,4))
	TNT1 A 0 A_MonsterRefire(128,"See")
	Loop
  FinderEnd:
	TNT1 A 0 A_Jump(130,"NemesisTech","NemesisBFG","Stomp","StompHoming","MiniNemesisBFG","RageBFGBalls")
	TNT1 A 0 A_Jump(52,"NemesisLaserBeam","LightningStorm")
	TNT1 A 0 A_Jump(60,"NemCybComets")
	Goto See
  NemCybComets:
	VCYB E 5 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  NemCybCometsLoop1:
	TNT1 A 0 A_JumpIf(user_missile >= 6,"NemCybCometsLoop2")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	VCYB E 3 Bright A_FaceTarget
    VCYB F 3 Bright A_CustomMissile("VexedNemCybComet",58,-26,Random(6,-6))
    Loop
  NemCybCometsLoop2:
	TNT1 A 0 A_JumpIf(user_missile >= 14,"NemCybCometsLoop2")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	VCYB E 2 Bright A_FaceTarget
    VCYB F 3 Bright A_CustomMissile("VexedNemCybComet",58,-26,Random(6,-6))
    Loop
  NemCybCometsLoop2:
	TNT1 A 0 A_JumpIf(user_missile >= 38,"NormalEnd")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	VCYB E 2 Bright A_FaceTarget
    VCYB F 2 Bright A_CustomMissile("VexedNemCybComet",58,-26,Random(6,-6))
    Loop
  NemesisTech:
	VCYB E 10 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  NemesisTechLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 50,"NemesisTechEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 AA 0 A_CustomMissile("NemesisRifleShotEnemy",58,-26,frandom(-4,4),0)
	VCYB F 2 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
    VCYB E 2 Bright A_FaceTarget
	TNT1 A 0 A_Jump(32,"NemesisTechTeleport")
	TNT1 A 0 A_MonsterRefire(128,"NemesisTechEnd")
	Loop
  NemesisTechTeleport:
    VCYB E 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 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
    VCYB E 1 A_SetShootable
	Goto NemesisTechLoop
  NemesisTechEnd:
    VCYB E 30 Bright A_PlaySoundEx("Legcyber/amhalt","DECHST")
	TNT1 A 0 A_Jump(130,"NemesisBFG","Stomp","Finder","Railgun","Nemesis10K","StompHoming","MiniNemesisBFG","ASGSniper","RageBFGBalls")
	TNT1 A 0 A_Jump(52,"NemesisLaserBeam","LightningStorm")
	//TNT1 A 0 A_Jump(1,"BlackHoleBomb")
	Goto See
  Railgun:
    TNT1 A 0 A_PlaySound("weapons/rgcharge")
    VCYB EEEEE 4 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  RailgunLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"RailgunLoop2")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
	//TNT1 A 0 A_Jump(128,3)
    //VCYB F 3 Bright A_CustomMissile("NemesisCyberRailLaser",58,-26,random(-4,4))
	//TNT1 A 0 A_Jump(256,2)
    VCYB F 3 Bright A_CustomMissile("VexedNemesisCyberRailLaser",58,-26,random(-2,2))
	VCYB E 4 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(128,"RailgunEnd")
	TNT1 A 0 A_Jump(32,"RailgunTeleport")
	Loop
  RailgunLoop2:
	TNT1 A 0 A_JumpIf(user_missile >= 20,"RailgunLoop3")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
	//TNT1 A 0 A_Jump(128,3)
    //VCYB F 3 Bright A_CustomMissile("NemesisCyberRailLaser",58,-26,random(-4,4))
	//TNT1 A 0 A_Jump(256,2)
    VCYB F 3 Bright A_CustomMissile("VexedNemesisCyberRailLaser",58,-26,random(-2,2))
	VCYB E 3 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(128,"RailgunEnd")
	TNT1 A 0 A_Jump(32,"RailgunTeleport")
	Loop
  RailgunLoop3:
	TNT1 A 0 A_JumpIf(user_missile >= 40,"RailgunEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
	//TNT1 A 0 A_Jump(128,3)
    //VCYB F 3 Bright A_CustomMissile("NemesisCyberRailLaser",58,-26,random(-4,4))
	//TNT1 A 0 A_Jump(256,2)
    VCYB F 2 Bright A_CustomMissile("VexedNemesisCyberRailLaser",58,-26,random(-2,2))
	VCYB E 3 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(128,"RailgunEnd")
	TNT1 A 0 A_Jump(32,"RailgunTeleport")
	Loop
  RailgunTeleport:
    VCYB E 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 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
    VCYB E 1 A_SetShootable
	TNT1 A 0 A_MonsterRefire(128,"See")
	Goto RailgunLoop
  RailgunEnd:
    VCYB E 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 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
    VCYB E 1 A_SetShootable
	TNT1 A 0 A_PlaySound("Plamexis/Ding",1)
	VCYB EEEEE 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
	TNT1 A 0 A_CustomMissile("VexedNemesisCyberRailLaser",58,-26,6)
	TNT1 A 0 A_CustomMissile("VexedNemesisCyberRailLaser",58,-26,-6)
	TNT1 A 0 A_CustomMissile("VexedNemesisCyberRailLaser",58,-26,4)
	TNT1 A 0 A_CustomMissile("VexedNemesisCyberRailLaser",58,-26,-4)
	TNT1 A 0 A_CustomMissile("PatriarchMiniLaser",56,-26,0)
	VCYB F 2 Bright
	VCYB E 10 Bright A_FaceTarget
	VCYB E 15 Bright
	TNT1 A 0 A_Jump(130,"Finder","NemesisTech","Nemesis10K","MiniNemesisBFG","ASGSniper","RageBFGBalls")
	TNT1 A 0 A_Jump(52,"NemesisLaserBeam","LightningStorm")
	Goto See
  Nemesis10K:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	VCYB E 18 Bright A_FaceTarget
	VCYB E 6 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  Nemesis10KLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 15,"Nemesis10KLoop2")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	VCYB F 2 Bright A_CustomMissile("Nemesis10kProjectile",58,-26,Random(-4, 4))	
	VCYB E 2 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(160,"Nemesis10KEnd")
	Loop
  Nemesis10KLoop2:
	TNT1 A 0 A_JumpIf(user_missile >= 30,"Nemesis10KLoop3")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	VCYB F 2 Bright A_CustomMissile("Nemesis10kProjectile",58,-26,Random(-4, 4))	
	VCYB E 1 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(160,"Nemesis10KEnd")
	Loop
  Nemesis10KLoop3:
	TNT1 A 0 A_JumpIf(user_missile >= 45,"Nemesis10KLoop4")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	VCYB F 1 Bright A_CustomMissile("Nemesis10kProjectile",58,-26,Random(-4, 4))	
	VCYB E 1 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(160,"Nemesis10KEnd")
	Loop
  Nemesis10KLoop4:
	TNT1 A 0 A_JumpIf(user_missile >= 70,"Nemesis10KEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_FaceTarget
	VCYB F 1 Bright A_CustomMissile("Nemesis10kProjectile",58,-26,Random(-4, 4))	
	TNT1 A 0 A_MonsterRefire(160,"Nemesis10KEnd")
	Loop
  Nemesis10KEnd:
	VCYB E 20 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)	
	TNT1 A 0 A_Jump(130,"Finder","StompHoming","Stomp","MiniNemesisBFG","ASGSniper","RageBFGBalls")
	TNT1 A 0 A_Jump(52,"NemesisLaserBeam","LightningStorm")
	//TNT1 A 0 A_Jump(1,"BlackHoleBomb")
	Goto See
  BFG95K:
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_PlaySound("weapons/bfgf")
    VCYB EEE 8 Bright A_FaceTarget
	TNT1 A 0 A_JumpIf(user_missile >= 6,"BFG95KEnd")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	VCYB F 2 Bright A_CustomMissile("NemesisCyberBFG9500Ball",58,-26,0)
	VCYB F 2 Bright A_CustomMissile("NemesisCyberBFG9500Ball",58,-26,10)
	VCYB F 2 Bright A_CustomMissile("NemesisCyberBFG9500Ball",58,-26,-10)
	//VCYB FFF 2 Bright A_CustomMissile("NemesisCyberBFG9500Ball",58,-26,Random(-3,3))
	TNT1 A 0 A_MonsterRefire(128,"BFG95KEnd")
	Goto BFG95K+1
  BFG95KEnd:
	VCYB F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",58,-26,0)
	VCYB F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",58,-26,10)
	VCYB F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",58,-26,-10)
	VCYB F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",58,-26,20)
	VCYB F 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",58,-26,-20)
	TNT1 A 0 A_Jump(130,"Finder","NemesisTech","NemesisBFG","Railgun","Nemesis10K","MiniNemesisBFG","ASGSniper","RageBFGBalls")
	TNT1 A 0 A_Jump(52,"NemesisLaserBeam","LightningStorm")
	//TNT1 A 0 A_Jump(1,"BlackHoleBomb")
	Goto See
  Stomp:
    VCYB G 10 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_PlaySound("NemesisCyber/attack",2)
	VCYB GGGGGGGGGGGGGGGGGGGGGGGGGGGGG 3 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
  StompLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 3,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	VCYB XXX 5 Bright A_FaceTarget
	TNT1 A 0 Radius_Quake(40,80,0,40,0)	
	VCYB Y 2 Bright A_PlaySound("monsters/darkcyberstomp")
    VCYB Y 0 A_CustomMissile("LegCyberQuake", 0, -48, 0)
    VCYB Y 0 A_CustomMissile("LegCyberQuake", 0, -48, 10)
    VCYB Y 0 A_CustomMissile("LegCyberQuake", 0, -48, 20)
    VCYB Y 0 A_CustomMissile("LegCyberQuake", 0, -48, 30)
    VCYB Y 0 A_CustomMissile("LegCyberQuake", 0, -48, 40)
    VCYB Y 0 A_CustomMissile("LegCyberQuake", 0, -48, 50)
    VCYB Y 0 A_CustomMissile("LegCyberQuake", 0, -48, 60)
    VCYB Y 0 A_CustomMissile("LegCyberQuake", 0, -48, 70)
    VCYB Y 0 A_CustomMissile("LegCyberQuake", 0, -48, 80)
    VCYB Y 0 A_CustomMissile("LegCyberQuake", 0, -48, 90)
    VCYB Y 0 A_CustomMissile("LegCyberQuake", 0, -48, 100)
    VCYB Y 0 A_CustomMissile("LegCyberQuake", 0, -48, 110)
    VCYB Y 0 A_CustomMissile("LegCyberQuake", 0, -48, 120)
    VCYB Y 0 A_CustomMissile("LegCyberQuake", 0, -48, 130)
    VCYB Y 0 A_CustomMissile("LegCyberQuake", 0, -48, 140)
    VCYB Y 0 A_CustomMissile("LegCyberQuake", 0, -48, 150)
    VCYB Y 0 A_CustomMissile("LegCyberQuake", 0, -48, 160)
    VCYB Y 0 A_CustomMissile("LegCyberQuake", 0, -48, 180)
    VCYB Y 0 A_CustomMissile("LegCyberQuake", 0, -48, 190)
    VCYB Y 0 A_CustomMissile("LegCyberQuake", 0, -48, 200)
    VCYB Y 0 A_CustomMissile("LegCyberQuake", 0, -48, 210)
    VCYB Y 0 A_CustomMissile("LegCyberQuake", 0, -48, 220)
    VCYB Y 0 A_CustomMissile("LegCyberQuake", 0, -48, 230)
    VCYB Y 0 A_CustomMissile("LegCyberQuake", 0, -48, 240)
    VCYB Y 0 A_CustomMissile("LegCyberQuake", 0, -48, 250)
    VCYB Y 0 A_CustomMissile("LegCyberQuake", 0, -48, 260)
    VCYB Y 0 A_CustomMissile("LegCyberQuake", 0, -48, 270)
    VCYB Y 0 A_CustomMissile("LegCyberQuake", 0, -48, 280)
    VCYB Y 0 A_CustomMissile("LegCyberQuake", 0, -48, 290)
    VCYB Y 0 A_CustomMissile("LegCyberQuake", 0, -48, 300)
    VCYB Y 0 A_CustomMissile("LegCyberQuake", 0, -48, 310)
    VCYB Y 0 A_CustomMissile("LegCyberQuake", 0, -48, 320)
    VCYB Y 0 A_CustomMissile("LegCyberQuake", 0, -48, 330)
    VCYB Y 0 A_CustomMissile("LegCyberQuake", 0, -48, 340)
    VCYB Y 0 A_CustomMissile("LegCyberQuake", 0, -48, 350)
    VCYB Y 1 Bright A_CustomMissile("VexedNemesisCyberSoulBounce",0,0,0,0)
    TNT1 A 0 A_CustomMissile("VexedNemesisCyberNobleBall3",0,0,25,0)
    VCYB Y 1 Bright A_CustomMissile("VexedNemesisCyberNobleBall3",0,0,-25,0)
    TNT1 A 0 A_CustomMissile("VexedNemesisCyberNobleBall3",0,0,70,0)
    VCYB Y 1 Bright A_CustomMissile("VexedNemesisCyberNobleBall3",0,0,-70,0)
    TNT1 A 0 A_CustomMissile("VexedNemesisCyberNobleBall3",0,0,45,0)
    VCYB Y 1 Bright A_CustomMissile("VexedNemesisCyberNobleBall3",0,0,-45,0)
    TNT1 A 0 A_CustomMissile("VexedNemesisCyberNobleBall3",0,0,315,0)
    VCYB Y 1 Bright A_CustomMissile("VexedNemesisCyberNobleBall3",0,0,-315,0)
    TNT1 A 0 A_CustomMissile("VexedNemesisCyberNobleBall3",0,0,270,0)
    VCYB Y 1 Bright A_CustomMissile("VexedNemesisCyberNobleBall3",0,0,-270,0)       
    TNT1 A 0 A_CustomMissile("VexedNemesisCyberNobleBall3",0,0,225,0)
    VCYB Y 1 Bright A_CustomMissile("VexedNemesisCyberNobleBall3",0,0,-225,0)
    TNT1 A 0 A_CustomMissile("VexedNemesisCyberNobleBall3",0,0,180,0)
    VCYB Y 1 Bright A_CustomMissile("VexedNemesisCyberSoulBounce",0,0,-180,0)
    TNT1 A 0 A_CustomMissile("VexedNemesisCyberNobleBall3",0,0,135,0)
    VCYB Y 1 Bright A_CustomMissile("VexedNemesisCyberNobleBall3",0,0,-135,0)
    TNT1 A 0 A_CustomMissile("VexedNemesisCyberNobleBall3",0,0,115,0)
    VCYB Y 1 Bright A_CustomMissile("VexedNemesisCyberNobleBall3",0,0,-115,0)
    TNT1 A 0 A_CustomMissile("VexedNemesisCyberNobleBall3",0,0,155,0)
    VCYB Y 1 Bright A_CustomMissile("VexedNemesisCyberNobleBall3",0,0,-155,0)
    VCYB Y 1 Bright A_CustomMissile("VexedNemesisCyberNobleBall3",0,0,-200,0)
    TNT1 A 0 A_CustomMissile("VexedNemesisCyberNobleBall3",0,0,200,0)
    VCYB Y 1 Bright A_CustomMissile("VexedNemesisCyberNobleBall3",0,0,-245,0)
    TNT1 A 0 A_CustomMissile("VexedNemesisCyberNobleBall3",0,0,245,0)
    VCYB Y 1 Bright A_CustomMissile("VexedNemesisCyberNobleBall3",0,0,-295,0)
    TNT1 A 0 A_CustomMissile("VexedNemesisCyberNobleBall3",0,0,295,0)
    VCYB Y 1 Bright A_CustomMissile("VexedNemesisCyberNobleBall3",0,0,-335,0)
    TNT1 A 0 A_CustomMissile("VexedNemesisCyberNobleBall3",0,0,355,0)
    TNT1 A 0 A_CustomMissile("VexedNemesisCyberSoulBounce",0,0,90,0)
    VCYB Y 1 Bright A_CustomMissile("VexedNemesisCyberSoulBounce",0,0,-90,0)
	VCYB Y 20 Bright
	TNT1 A 0 A_MonsterRefire(64,"See")
    Loop
  StompHoming:
    VCYB G 10 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_PlaySound("NemesisCyber/attack",2)
	VCYB GGGGGGGGGGGGGGGGGGGGGGGGGGGGG 3 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
  StompHomingLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 14,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	VCYB X 5 Bright A_FaceTarget
	TNT1 A 0 Radius_Quake(40,10,0,40,0)	
	VCYB Y 2 Bright A_PlaySound("monsters/darkcyberstomp")
    TNT1 A 0 A_CustomMissile("VexedNemesisCyberSoulBounce",0,0,15,0)
    TNT1 A 0 A_CustomMissile("VexedNemesisCyberSoulBounce",0,0,-15,0)
    TNT1 A 0 A_CustomMissile("VexedNemesisCyberNobleBall3Homing",0,0,50,0)
    TNT1 A 0 A_CustomMissile("VexedNemesisCyberNobleBall3Homing",0,0,-50,0)
	VCYB Y 7 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire(128,"See")
    Loop
  RageBFGBalls:
    VCYB G 10 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_PlaySound("NemesisCyber/attack",2)
	VCYB GGGGGGGGGGGGGGGGGGGGGGGGGGGGG 3 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
  RageBFGBallsLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 4,"RageBFGBallsEnd")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_SpawnItemEx("NemesisCyberBFGRageBall",40,0,0,0,0,1,0)
	TNT1 A 0 A_SpawnItemEx("NemesisCyberBFGRageBall",40,0,0,0,0,1,45)
	TNT1 A 0 A_SpawnItemEx("NemesisCyberBFGRageBall",40,0,0,0,0,1,90)
	TNT1 A 0 A_SpawnItemEx("NemesisCyberBFGRageBall",40,0,0,0,0,1,135)
	TNT1 A 0 A_SpawnItemEx("NemesisCyberBFGRageBall",40,0,0,0,0,1,180)
	TNT1 A 0 A_SpawnItemEx("NemesisCyberBFGRageBall",40,0,0,0,0,1,225)
	TNT1 A 0 A_SpawnItemEx("NemesisCyberBFGRageBall",40,0,0,0,0,1,270)
	TNT1 A 0 A_SpawnItemEx("NemesisCyberBFGRageBall",40,0,0,0,0,1,315)
    VCYB GGGGGGG 5 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	VCYB X 5 Bright
	TNT1 A 0 Radius_Quake(40,10,0,40,0)	
	VCYB Y 2 Bright A_PlaySound("monsters/darkcyberstomp")
	VCYB Y 8 Bright
    Loop
  RageBFGBallsEnd:
	TNT1 A 0 A_SpawnItemEx("VexedNemesisCyberBFGRageBall",40,0,0,0,0,1,0)
	TNT1 A 0 A_SpawnItemEx("VexedNemesisCyberBFGRageBall",40,0,0,0,0,1,45)
	TNT1 A 0 A_SpawnItemEx("VexedNemesisCyberBFGRageBall",40,0,0,0,0,1,90)
	TNT1 A 0 A_SpawnItemEx("VexedNemesisCyberBFGRageBall",40,0,0,0,0,1,135)
	TNT1 A 0 A_SpawnItemEx("VexedNemesisCyberBFGRageBall",40,0,0,0,0,1,180)
	TNT1 A 0 A_SpawnItemEx("VexedNemesisCyberBFGRageBall",40,0,0,0,0,1,225)
	TNT1 A 0 A_SpawnItemEx("VexedNemesisCyberBFGRageBall",40,0,0,0,0,1,270)
	TNT1 A 0 A_SpawnItemEx("VexedNemesisCyberBFGRageBall",40,0,0,0,0,1,315)
    VCYB GGGGGGG 5 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	VCYB X 5 Bright
	TNT1 A 0 Radius_Quake(40,10,0,40,0)	
	VCYB Y 2 Bright A_PlaySound("monsters/darkcyberstomp")
	VCYB Y 8 Bright
	VCYB G 10 Bright A_FaceTarget
	TNT1 A 0 A_Jump(130,"Finder","NemesisTech","NemesisBFG","Railgun","Nemesis10K","Stomp","StompHoming","ASGSniper")
	TNT1 A 0 A_Jump(52,"NemesisLaserBeam","LightningStorm","IonStriker")
	//TNT1 A 0 A_Jump(1,"BlackHoleBomb")
	Goto See
  CloseStomp:
	VCYB G 4 Bright A_FaceTarget
	TNT1 A 0 A_Recoil(-50)
	VCYB X 5 Bright A_FaceTarget		
	TNT1 A 0 Radius_Quake(10,8,0,24,0)	
	TNT1 A 0 A_PlaySound("monsters/darkcyberstomp")
    TNT1 A 0 A_CustomMissile("NemesisCyberStomp",10,0,0,0)
	VCYB Y 5 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
    Goto See
  MiniNemesisBFG:
    VCYB G 10 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	TNT1 A 0 A_PlaySound("lrball3/charge",CHAN_WEAPON)
	TNT1 A 0 A_SetUserVar("user_missile",0)
    VCYB G 3 Bright A_PlaySound("NemesisCyber/attack",2)
  MiniNemesisBFGCharging:
	TNT1 A 0 A_JumpIf(user_missile >= 20,"MiniNemesisBFGFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget
	VCYB G 3 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	Loop
  MiniNemesisBFGFire:
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_JumpIf(user_missile >= 8,"MiniNemesisBFGEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	VCYB EEE 5 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    VCYB F 5 Bright A_CustomMissile("MiniNemesisBFGBall",58,-26)
	Goto MiniNemesisBFGFire+2
  MiniNemesisBFGEnd:
	VCYB E 20 Bright A_FaceTarget
	TNT1 A 0 A_Jump(130,"Finder","NemesisTech","NemesisBFG","Railgun","Nemesis10K","Stomp","StompHoming")
	TNT1 A 0 A_Jump(52,"NemesisLaserBeam","LightningStorm","IonStriker")
	//TNT1 A 0 A_Jump(1,"BlackHoleBomb")
	Goto See
  NemesisBFG:
    VCYB E 30 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	VCYB E 3 Bright A_PlaySound("NemesisCyber/Attack2",7)
	VCYB E 3 Bright A_PlaySound("NemesisBFG/charge",1)	
	TNT1 A 0 A_FaceTarget
	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
	VCYB E 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	Loop
  NemesisBFGFire:
    VCYB E 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 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
    VCYB E 1 A_SetShootable
	VCYB EEE 4 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    VCYB F 5 Bright A_CustomMissile("VexedNemesisCyberMiniBFGBall",58,-26)
	VCYB EEE 4 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    VCYB F 5 Bright A_CustomMissile("VexedNemesisCyberMiniBFGBall",58,-26)
	VCYB EE 10 A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisBFG/Fire",1)
	VCYB F 5 Bright A_CustomMissile("NemesisGuruBall",58,-26,0,0)
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
    VCYB E 60 Bright A_FaceTarget
	Goto See
  NemesisAltBall:
    VCYB G 30 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	//TNT1 A 0 A_PlaySound("VexedBFG/Charge",5,1.0,0,ATTN_NONE)
	TNT1 A 0 A_PlaySound("NemesisUp",5,1.0,0,ATTN_NONE)
	TNT1 A 0 A_SetUserVar("user_missile",0)
    VCYB G 3 Bright A_PlaySound("NemesisCyber/Attack2",7)
  NemesisAltBallCharging:
	TNT1 A 0 A_JumpIf(user_missile >= 40,"NemesisAltBallFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget
	VCYB E 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	Loop
  NemesisAltBallFire:
	TNT1 A 0 A_UnsetInvulnerable
	VCYB EEEEE 5 Bright A_FaceTarget
	//TNT1 A 0 A_PlaySound("VexedBFG/fire",5,1.0,0,ATTN_NONE)
	TNT1 A 0 A_PlaySound("Nemesis/FireBall",6,1.0,0,ATTN_NONE)
    VCYB F 20 Bright A_CustomMissile("VexedNemesisAltBallMonster",42)
	VCYB E 30 Bright A_FaceTarget
	Goto See
  LightningStorm:
    VCYB G 10 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_PlaySound("NemesisCyber/attack",2)
	VCYB GGGGGGGGG 3 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	VCYB GGGGGGGGG 3 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_FaceTarget
	//TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
  LightningStormLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 25,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_CustomMissile("NemesisLightningBolt",30,0,random(0,360))
	VCYB X 5 Bright A_FaceTarget
	TNT1 A 0 Radius_Quake(40,10,0,40,0)	
	VCYB Y 2 Bright A_PlaySound("monsters/darkcyberstomp")
	TNT1 A 0 A_CustomMissile("NemesisLightningBolt",30,0,random(0,360))
	TNT1 A 0 A_Jump(64,3)
	TNT1 A 0 A_SpawnItemEx("NemesisLightning2",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)
	TNT1 A 0 A_Jump(256,2)
	TNT1 A 0 A_SpawnItemEx("VexedNemesisCyberLightning2",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)
	VCYB Y 6 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisLightningBolt",30,0,random(0,360))
	VCYB Y 6 Bright A_FaceTarget
    Loop
  NemesisLaserBeam:
	VCYB G 10 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_PlaySound("NemesisCyber/attack",2)
	VCYB GGGGGGGGGGGGGGGGGGGGG 3 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	VCYB G 4 Bright A_FaceTarget
	VCYB GGGGGGGGGGGQQQQQQQQQQ 3 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	VCYB Q 4 Bright A_FaceTarget
	TNT1 A 0 A_Playsound("MasterSpark",2,1,0,ATTN_NONE)
	TNT1 A 0 A_PlaySound("ultimate/fire",CHAN_AUTO,1.0,False,ATTN_NONE)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  NemesisLaserBeamLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 90,"NemesisLaserBeamEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget
	VCYB R 1 Bright A_CustomMissile("NemesisSentientLaser",105,0,0)
	Loop
  NemesisLaserBeamEnd:
	TNT1 A 0 A_UnSetInvulnerable
	VCYB Q 5 Bright
	VCYB G 10 Bright
	TNT1 A 0 A_Jump(60,"IonStriker")
	Goto See
  AbsolutelyMad:
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	VCYB E 3 Bright A_PlaySound("NemesisCyber/Mad",7)
	VCYB E 3 Bright A_PlaySoundEx("Legcyber/BFG","GURUCHRG")	
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  AbsolutelyMadCharging:
	TNT1 A 0 A_JumpIf(user_missile >= 38,"AbsolutelyMadFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget
	VCYB E 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	Loop
  AbsolutelyMadFire:
    VCYB E 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 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
    VCYB E 1 A_SetShootable
	TNT1 A 0 A_SetUserVar("user_missile",0)
  AbsolutelyMadFireLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 5,"AbsolutelyMadFire2")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlayWeaponSound("star/fire")
	VCYB F 12 Bright A_CustomMissile("MiniNemesisBFGBall",58,-26,Random(-4, 4))	
	VCYB E 12 Bright A_FaceTarget
	Loop
  AbsolutelyMadFire2:
    VCYB E 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 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
    VCYB E 1 A_SetShootable
	TNT1 A 0 A_SetUserVar("user_missile",0)
  AbsolutelyMadFireLoop2:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"AbsolutelyMadFire3")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlayWeaponSound("star/fire")
	VCYB F 6 Bright A_CustomMissile("MiniNemesisBFGBall",58,-26,Random(-4, 4))	
	VCYB E 6 Bright A_FaceTarget
	Loop
  AbsolutelyMadFire3:
    VCYB E 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 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
    VCYB E 1 A_SetShootable
	TNT1 A 0 A_SetUserVar("user_missile",0)
  AbsolutelyMadFireLoop3:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"NemesisBFGFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlayWeaponSound("star/fire")
	VCYB F 3 Bright A_CustomMissile("MiniNemesisBFGBall",58,-26,Random(-4, 4))	
	VCYB E 3 Bright A_FaceTarget
	Loop

  IonStriker:
    VCYB G 30 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	TNT1 A 0 A_SetUserVar("user_missile",0)
    VCYB G 3 Bright //A_PlaySound("NemesisCyber/Attack2",7)
  IonStrikerCharging:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"IonStrikerFire")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget
	VCYB E 4 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	Loop
  IonStrikerFire:
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
    TNT1 A 0 A_PlaySound("TrueLegPulverizer/Fire")
	VCYB EEEEEEEEE 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/PlanetCracker_Fire",6)
    VCYB F 5 Bright A_CustomMissile("NemesisPlanetBeam",58,-26)
	VCYB E 60 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")
	VCYB G 10 Bright A_Pain
	Goto See
  Pain.Melee:
	TNT1 A 0 A_Jump(256,"Pain.Fists")
	Goto See
  Pain.Fists: //oh yeah, the classic Instakill from the True Leg Cybers
	TNT1 A 0 A_SetInvulnerable
	VCYB G 3 Bright A_FaceTarget
	TNT1 A 0 A_Recoil(-50)
	VCYB XX 5 Bright A_FaceTarget		
	TNT1 A 0 Radius_Quake(10,8,0,24,0)	
	TNT1 A 0 A_PlaySound("monsters/darkcyberstomp")
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_CustomMissile("DeadlyVexedNemesisCyberStomp",10,0,0,0)
	//TNT1 A 0 A_CustomMissile("NemesisCyberStomp",10,0,0,0)
	TNT1 AAA 0 A_SpawnItemEx("NemesisWhiteParticleSpawner",Random(-32,32),Random(-32,32),0,0,0,0,0,128)  
	TNT1 AAA 0 A_CustomMissile("SmokeFX3",0,0,random(0,360),2,random(0,360))
	TNT1 AAAAA 0 A_CustomMissile("WhiteNemesisKaboom",0,0,random(0,360),2,random(0,360))
/*
	TNT1 A 0 A_Custommissile("VexedArchonFloorFireSpawner",0,0,315,0)
	TNT1 A 0 A_Custommissile("VexedArchonFloorFireSpawner",0,0,270,0)
	TNT1 A 0 A_Custommissile("VexedArchonFloorFireSpawner",0,0,225,0)
	TNT1 A 0 A_Custommissile("VexedArchonFloorFireSpawner",0,0,180,0)
	TNT1 A 0 A_Custommissile("VexedArchonFloorFireSpawner",0,0,135,0)
	TNT1 A 0 A_Custommissile("VexedArchonFloorFireSpawner",0,0,90,0)
	TNT1 A 0 A_Custommissile("VexedArchonFloorFireSpawner",0,0,45,0)
	TNT1 A 0 A_Custommissile("VexedArchonFloorFireSpawner",0,0,0,0)
*/
	TNT1 A 0 Radius_Quake(355,200,512,1024,0)
	VCYB YY 20 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	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)
	VCYB G 10 Bright A_Playsound("brain/spit",7,1.0,0,0.5)
	Goto See
  Pain.DBFG2:
  Pain.DBFG10K2:
  Pain.DBFGSplash2:
  Pain.PlayerDBFG2:
  Pain.PlayerDBFG10K2:
  Pain.PlayerDBFGSplash2:
	Goto AbsolutelyMad
  Pain.Explosion:
	TNT1 A 0 A_Jump(230,"Teleport")
	Goto AbsolutelyMad
  PainMissile:
	VCYB G 10 Bright A_Pain
	Goto Missile
  Death:
	TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_RemoveChildren(1)
	VCYB H 10 Bright
	VCYB H 10 Bright A_Scream
	TNT1 A 0 A_SpawnItemEx("NemesisCyberdemonDeathEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	VCYB HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 2 Bright
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	VCYB IIIIIIIIIIIIIIIIIIIIIIIIIIII 2 Bright
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	VCYB JJJJJJJJJJJJJJJJJJJJJ 2 Bright
	VCYB KL 10 Bright
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisCyberBouncyBFG",0,0,random(0,360),2,random(-5,30))
	TNT1 A 0 A_SpawnItem("VSentientDeath")
	VCYB M 10 Bright A_NoBlocking
	VCYB NO 10
	VCYB P 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 0 A_BossDeath
	TNT1 A 0 A_KillMaster
	VCYB P -1
	Stop  
	}
}

ACTOR VexedNemesisRocket : NemesisRocket //waiting the new vexed monsters with these cum rocket and bfg spam
{
  Speed 40
  Decal Scorch
  +EXTREMEDEATH
  States
  {
  Spawn:
    TNT1 A 0 A_CustomMissile("MissileTrail",Random(4,6),Random(-2,2))
	NROC F 2 Bright A_CustomMissile("ProjectileTrailParticleNemesis",Random(4,6),Random(-2,2))
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(4,6),Random(-2,2))	
	NROC G 2 Bright A_CustomMissile("ProjectileTrailParticleNemesis",Random(4,6),Random(-2,2))
	Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_Explode(300,200,0,0)
	TNT1 A 0 Radius_Quake(2,24,0,15,0)
	TNT1 A 0 A_PlaySound("weapons/hgrenadeex",CHAN_BODY)
	TNT1 A 0 A_SpawnItemEx("NemesisWhiteParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) 
	TNT1 AAA 0 A_CustomMissile("WhiteNemesisKaboom3",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
	TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX2",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
	TNT1 AAAA 0 A_SpawnItemEx("LegendaryDebris",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,SXF_CLIENTSIDE,0)
	TNT1 A 0 A_CustomMissile("NemesisHellBoom",0,0,0,6)
	TNT1 A 0 A_CustomMissile("NemesisHellBoom",0,0,45,6)
	TNT1 A 0 A_CustomMissile("NemesisHellBoom",0,0,90,6)
	TNT1 A 0 A_CustomMissile("NemesisHellBoom",0,0,135,6)
	TNT1 A 0 A_CustomMissile("NemesisHellBoom",0,0,180,6)
	TNT1 A 0 A_CustomMissile("NemesisHellBoom",0,0,225,6)
	TNT1 A 0 A_CustomMissile("NemesisHellBoom",0,0,270,6)
	TNT1 A 0 A_CustomMissile("NemesisHellBoom",0,0,315,6)
	TNT1 AAA 0 A_SpawnItemEx("VexedNemesisImpFireFlare",0,0,0,random(0,30),0,random(0,10),random(0,360))
	TNT1 A 1 A_SpawnItem("NemesisRocketEx")
	TNT1 A 0 A_Explode(200,400,0,0)
	TNT1 A 0 A_PlaySound("Explosion",CHAN_WEAPON)
	TNT1 A 0 A_PlaySound("FAREXPL",CHAN_VOICE)
	TNT1 AAA 1 A_SpawnItemEx("NemesisRocketEx",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,SXF_CLIENTSIDE,0)
	Stop
	}
}

ACTOR VexedNemCybComet : NBehemothComet
{
DamageType "Legendary"
MissileType ""
  States
  {
  Spawn:
	NHTB AAAAABBBBBAAAAABBBBB 1 Bright A_SpawnItemEx("NBehemothCometTail")
  Fly:
	TNT1 A 0 A_SeekerMissile(15,8,SMF_LOOK)
	NHTB AAAAABBBBB 1 Bright A_SpawnItemEx("NBehemothCometTail")
	TNT1 A 0 A_SeekerMissile(15,8,SMF_LOOK)
	NHTB AAAAABBBBB 1 Bright A_SpawnItemEx("NBehemothCometTail")
	Loop
  Death:
	TNT1 A 0 A_Explode(100,100)
	TNT1 A 0 A_SpawnItemEx("NemesisWhiteParticleSpawner")
	TNT1 AAAA 0 A_SpawnItemEx("LegendaryDebris",0,0,Random(20,40),Random(4,-4),Random(4,-4),Random(4,8),0,128)
	TNT1 AAA 0 A_CustomMissile("WhiteNemesisKaboom", 0, 0, random(0,360), 2, random(0,360))	
	TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX2", 0, 0, random(0,360), 2, random(0,360))
	NNCM FGH 5 Bright
	Stop
	}
}

Actor VexedNemesisCyberLightning2 : NemesisLightning2
{
  Scale 5.0
  States
  {
  Spawn:
	TNT1 A 0 NoDelay A_PlaySound("PatriarchLightning",1)
	TNT1 A 0 A_SpawnItemEx("NemesisPatriarchLightning2")
	TNT1 A 0 Radius_Quake(175,8,512,1024,0)
	TNT1 A 0 A_Explode(150,300)
	TNT1 AAA 0 A_CustomMissile("SmokeFX3",0,0,random(0,360),2,random(0,360))
	TNT1 AAAAA 0 A_CustomMissile("VexedNemesisCyberLightningStormBolt",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(10,90))
	NLT9 ABCDEFG 2
	Stop
	}     
}

Actor VexedNemesisCyberLightningStormBolt : DefilerStormBolt
{
  Speed 15
  States
  {
  Spawn:
    CLBB D 1 Bright A_SpawnItemEx("PatriarchLaserRainTrail",0,0,0,frandom(-4,4),frandom(-4,4),frandom(0,10))
    Loop
  Death:
	TNT1 A 0 A_PlayWeaponSound("legstorm/explode")
	TNT1 A 0 A_Explode(64,278,0)
	TNT1 A 0 A_SpawnItemEx("DefilerGuruStormBoltStruckGlowX",0,0,0,0,0,0,0,SXF_SETMASTER,0)
	TNT1 A 0 A_SpawnItemEx("DefilerGuruStormBoltStruckGlowY",0,0,0,0,0,0,0,SXF_SETMASTER,0)
	TNT1 AAAAAAA 2 A_SpawnItemEx("NemesisGuruSpray",random(20,-20),random(20,-20),random(30,-5),0,0,0,0,128,0)
	Stop
	}
}

ACTOR VexedNemesisCyberRailLaser : NemesisImpLaser
{
Damage (Random(75,100))
Missiletype "VexedNemesisCyberRailLaserTrail"
Damagetype "Cyber10K"
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 VexedNemesisCyberRailLaserTrail : NemesisImpLaserTrail
{
Damagetype "Cyber10K"
RenderStyle Add
}

ACTOR VexedNemesisCyberNobleBall3 : VexedNemesisLegNobleBall3
{
  //-SEEKERMISSILE
  Damagetype "Cyber10K"
  var int user_missile;
  States
  {
  Spawn:
    TNT1 A 0 A_CountDown
    TNT1 A 0 A_LoopActiveSound
    TNT1 A 0 A_SpawnItemEx("VexedNemesisLegNobleBall3Trail",random(-4,4),random(-4,4),random(0,4),random(-4,4),random(-4,4),random(3,10),random(0,359),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
    TNT1 A 1 
    TNT1 A 0 A_SpawnItemEx("VexedNemesisLegNobleBall3Trail",random(-4,4),random(-4,4),random(0,4),random(-4,4),random(-4,4),random(3,10),random(0,359),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
    TNT1 A 1 
    TNT1 A 0 A_SpawnItemEx("VexedNemesisLegNobleBall3Trail",random(-4,4),random(-4,4),random(0,4),random(-4,4),random(-4,4),random(3,10),random(0,359),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
    TNT1 A 0 A_JumpIf(user_missile >= 15,"StartSeek")
	TNT1 A 1 A_SetUserVar(user_missile,user_missile+1)
    Loop
  StartSeek:
    TNT1 A 0 A_CountDown
    TNT1 A 0 A_LoopActiveSound
    TNT1 A 0 A_SpawnItemEx("VexedNemesisLegNobleBall3Trail",random(-4,4),random(-4,4),random(0,4),random(-4,4),random(-4,4),random(3,10),random(0,359),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
    TNT1 A 1 
    TNT1 A 0 A_SpawnItemEx("VexedNemesisLegNobleBall3Trail",random(-4,4),random(-4,4),random(0,4),random(-4,4),random(-4,4),random(3,10),random(0,359),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
    TNT1 A 1 
    TNT1 A 0 A_SpawnItemEx("VexedNemesisLegNobleBall3Trail",random(-4,4),random(-4,4),random(0,4),random(-4,4),random(-4,4),random(3,10),random(0,359),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
    TNT1 A 1 A_SeekerMissile(0,15)
    Loop
  }
}

ACTOR VexedNemesisCyberNobleBall3Homing : VexedNemesisLegNobleBall3
{
  Damagetype "Cyber10K"
}

Actor VexedNemesisCyberBFGRageBall
{
  Projectile
  +NOCLIP
  +BRIGHT
  Scale 1.1
  Alpha 0.1
  RenderStyle Add
  States
  {
	Spawn:
	TNT1 A 0 A_Jump(128,"Death")
    TNT1 A 0 A_SetScale(1.2)
    CLBB DD 8 A_FadeIn(0.1)
    TNT1 A 0 A_SetScale(1.3)
    CLBB DD 6 A_FadeIn(0.1)
    TNT1 A 0 A_SetScale(1.4)
    CLBB DD 4 A_FadeIn(0.1)
    TNT1 A 0 A_SetScale(1.5)
    CLBB DD 2 A_FadeIn(0.1)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("MiniNemesisBFGBall",0,0,-180,CMF_AIMDIRECTION)
	Stop
	}
}

ACTOR VexedNemesisCyberSoulBounce : PatriarchQuionSpamBall
{
  Height 30
  Radius 50
  Speed 50
  Damage 20
  Scale 1.0
  Damagetype "Cyber10K"
  -SEEKERMISSILE
  -NOGRAVITY
  +FLOORHUGGER
  +DROPOFF
  +RIPPER
  SeeSound "VexedPatriarch/SoulRender"
  DeathSound "VexedPatriarch/RenderExplode"
  States 
  {
  Spawn:
	TNT1 A 0 A_SeekerMissile(8,10)
	TNT1 A 0 A_Explode(40,90)
	TNT1 A 0 A_SpawnItemEx("VexedNemesisCyberFloorFire")
    VPB7 AAAA 1 Bright //A_SpawnItemEx("NemesisPatriarchSkullEffect",frandom(-10,0),frandom(-8,8),0,frandom(-5,0),frandom(-2,2),frandom(2,6))
	TNT1 A 0 A_SeekerMissile(8,10)
	TNT1 A 0 A_Explode(40,90)
	TNT1 A 0 A_SpawnItemEx("VexedNemesisCyberFloorFire")
    VPB7 BBBB 1 Bright //A_SpawnItemEx("NemesisPatriarchSkullEffect",frandom(-10,0),frandom(-8,8),0,frandom(-5,0),frandom(-2,2),frandom(2,6))
	TNT1 A 0 A_SeekerMissile(8,10)
	TNT1 A 0 A_Explode(40,90)
	TNT1 A 0 A_SpawnItemEx("VexedNemesisCyberFloorFire")
    VPB7 CCCC 1 Bright //A_SpawnItemEx("NemesisPatriarchSkullEffect",frandom(-10,0),frandom(-8,8),0,frandom(-5,0),frandom(-2,2),frandom(2,6))
    Loop
  Death:
	TNT1 A 0
	//TNT1 A 0 A_RadiusGive("PatriarchSoulFuckery",120,RGF_PLAYERS)
	VPB7 DEFGH 6 A_Explode(100,120)
    Stop
	}
}

ACTOR VexedNemesisCyberFloorFire : PyroFire
{
  Speed 0
  Damage 8
  Obituary "%o stopped being real after getting sight of the Vexed Nemesis Cyberdemon."
  //SeeSound "weapons/rocklx"
  +NOTIMEFREEZE
  States
  {
  Spawn:
	VXD4 A 5
	TNT1 A 0 A_Playsound("PainLord/Explode1",7)
	TNT1 A 0 A_CustomMissile("WhiteNemesisKaboom",0,0,random(0,360),2,random(0,360))	
	TNT1 A 0 A_SpawnItemEx("VexedDarkMatterExplosionSpawner",0,0,0,0,0,0,0,32)
	TNT1 A 0 A_SpawnItemEx("VexedArchonVaporSpawnerDust",0,0,0,0,0,0,0,32)
	TNT1 A 0 A_Explode(130,200,1)
	TNT1 A 0 Radius_Quake(3,10,0,10,0)
	VXD4 AAABCDEF 5
	Stop
	}
}

ACTOR VexedNemesisCyberMiniBFGBall : MiniNemesisBFGBall
{
  States
  {
  Spawn:
	TNT1 A 0 A_LoopActiveSound
	TNT1 A 0 A_SpawnItemEx("MiniCyberNemesisGuruSphereSmokeProjectile",0,0,0,frandom(-1,1),frandom(-1,1),frandom(-1,1),random(0,359))
	CLBB D 1 Bright A_SpawnItemEx("NemesisWhiteProjParticleSuperLarge2",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))
	TNT1 AA 0 A_SpawnItemEx("NemesisWhiteProjParticleSuperLarge2",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))
	TNT1 A 0 A_LoopActiveSound
	TNT1 A 0 A_SpawnItemEx("MiniCyberNemesisGuruSphereSmokeProjectile",0,0,0,frandom(-1,1),frandom(-1,1),frandom(-1,1),random(0,359))
	CLBB D 1 Bright A_SpawnItemEx("NemesisWhiteProjParticleSuperLarge2",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))
	TNT1 AA 0 A_SpawnItemEx("NemesisWhiteProjParticleSuperLarge2",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))
	TNT1 A 0 A_LoopActiveSound
	TNT1 A 0 A_SpawnItemEx("MiniCyberNemesisGuruSphereSmokeProjectile",0,0,0,frandom(-1,1),frandom(-1,1),frandom(-1,1),random(0,359))
	CLBB D 1 Bright A_SpawnItemEx("NemesisWhiteProjParticleSuperLarge2",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))
	TNT1 AA 0 A_SpawnItemEx("NemesisWhiteProjParticleSuperLarge2",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))
	TNT1 A 0 A_CustomMissile("NemesisCyberDevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
	Loop
  Death:
	TNT1 A 0
/*
	TNT1 A 0 Radius_Quake(5,60,0,10,0)
	TNT1 A 0 A_Explode(50,400,0)
	TNT1 A 0 A_SpawnItemEx("MiniCyberNemesisGuruSphereSmokeProjectile",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("NemesisWhiteProjParticleSuperLarge2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))
	CLBB D 6 Bright A_SpawnItem("NemesisWhiteProjExplodeLarge")
	TNT1 A 0 A_Explode(50,400,0)
	TNT1 A 0 A_SpawnItemEx("MiniCyberNemesisGuruSphereSmokeProjectile",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("NemesisWhiteProjParticleSuperLarge2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))
	CLBB D 6 Bright A_SpawnItem("NemesisWhiteProjExplodeLarge")
	TNT1 A 0 A_Explode(50,400,0)
	TNT1 A 0 A_SpawnItemEx("MiniCyberNemesisGuruSphereSmokeProjectile",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("NemesisWhiteProjParticleSuperLarge2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))
	CLBB D 6 Bright A_SpawnItem("NemesisWhiteProjExplodeLarge")
*/
	TNT1 A 0 A_Explode(300,400,0)
	TNT1 A 0 A_SpawnItemEx("MiniCyberNemesisGuruSphereSmokeProjectile",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("NemesisWhiteProjParticleSuperLarge2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))
	CLBB D 6 Bright A_SpawnItem("NemesisWhiteProjExplodeLarge")
	TNT1 AAAAAAAA 0 A_CustomMissile("VexedNemesisCyberMiniBouncyBFG",0,0,random(0,360),2,random(-5,30))
	TNT1 A 1 A_SpawnItem("MiniNemesisDeathBall")
	Stop
	}
}

Actor VexedNemesisCyberMiniBouncyBFG : NemesisHKSuperBall
{
  Species " "
  DamageType "Legendary"
  Speed 60
  Damage 100
  Bouncetype None
  -SEEKERMISSILE
  +SKYEXPLODE
  +CANBOUNCEWATER
  +BOUNCEONWALLS
  +BOUNCEONFLOORS
  +ALLOWBOUNCEONACTORS
  BounceFactor 1.0
  Bouncecount 3
}

ACTOR NemesisPlanetBeam : FastProjectile //yeah... other repainted projectile, just don't spam this thing on your monsters... please
{
  Speed 75 //100
  Radius 19
  Height 10
  Damage (100) //250
  Renderstyle Add
  -RIPPER
  -CANNOTPUSH
  -NODAMAGETHRUST
  +EXTREMEDEATH
  +FORCERADIUSDMG
  +EXPLODEONWATER
  +DONTBLAST
  +THRUSPECIES
  +FOILINVUL
  +PIERCEARMOR
  DeathSound ""
  Species ""
  DamageType "Fuck" //Yeah!!!
  MissileType "NemesisPlanetBeamTrail"
  Scale 0.2
  states
  {
  Spawn:
	TNT1 A 0
	TNT1 A 1 A_Explode(750,92,0,0)
    //TNT1 A 0 A_SpawnItemEx("NemesisGuruTrailSpark",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)
	TNT1 A 0 A_PlaySoundEx("weapons/dtech10kball","Voice",1)
	Loop
  Death:
	TNT1 A 0 A_PlaySoundEx("PlanetCrackerImpact","Normal")
	TNT1 A 0 A_Explode(1750,256,0,1)
	TNT1 A 0 A_Explode(250,256,XF_HURTSOURCE,1)
	TNT1 A 0 A_SpawnItemEx("NemesisPlanetCrackerImpact1",0,0,0,0,0,0,0,128,0)
	TNT1 A 0 A_SpawnItemEx("NemesisPlanetCrackerImpact2",0,0,0,0,0,0,0,128,0)
	TNT1 A 0 A_SpawnItemEx("NemesisPlanetCrackerImpact3",0,0,0,0,0,0,0,128,0)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("PatriarchDeathLaser",random(-150,150),random(-150,150),random(-25,50),0,0,frandom(1,2),0,0,0)
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisCyberBouncyBFG",0,0,random(0,360),2,random(-5,30))
	TNT1 A 0 A_SpawnItemEx("NemesisLightning2",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)
	TNT1 A 1 A_SpawnItem("NemesisDeathBall")
	TNT1 AAAAAAAAAAA 1 A_SpawnItemEx("PatriarchDeathLaser",random(-150,150),random(-150,150),random(-25,50),0,0,frandom(1,2),0,0,0)
	Stop
	}
}

ACTOR NemesisPlanetBeamTrail
{
  RenderStyle Add
  Alpha 0.75
  Scale 0.15
  +NOCLIP
  +NOGRAVITY
  +CLIENTSIDEONLY
  States
  {
  Spawn:
	NBUM A 0
	NBUM A 0 A_SpawnItemEx("NemesisIonBeamTrail")
  Looplet:
	NBUM A 2 bright A_FadeOut(0.05)
	Loop
	}
}

ACTOR NemesisPlanetCrackerImpact1
{
  +NOGRAVITY
  +NOINTERACTION
  +CLIENTSIDEONLY
  Renderstyle Add
  Alpha 0.99
  Scale 0.5
  States
  {
  Spawn:
	TNT1 A 2
  Looplet:
	TNT1 A 0 A_FadeOut(0.07)
	NBUM A 1 Bright
	Loop
	}
}

ACTOR NemesisPlanetCrackerImpact2 : NemesisPlanetCrackerImpact1
{
  Scale 0.75
  Alpha 0.8
  +CLIENTSIDEONLY
  States
  {
  Spawn:
	TNT1 A 4
  Looplet:
	TNT1 A 0 A_FadeOut(0.07)
	NBUM A 1 Bright
	Loop
	}
}

ACTOR NemesisPlanetCrackerImpact3 : NemesisPlanetCrackerImpact1
{
  Scale 0.9
  Alpha 0.7
  +CLIENTSIDEONLY
  States
  {
  Spawn:
	TNT1 A 6
  Looplet:
	TNT1 A 0 A_FadeOut(0.07)
	NBUM A 1 Bright
	Loop
	}
}

ACTOR DeadlyVexedNemesisCyberStomp : DeadlyTrueLegCyberStomp
{
  States
  {
  Spawn:
    TNT1 A 10
	Stop
  Death:
 	TNT1 A 0 A_Explode(10000000,200)
	TNT1 A 0 A_SpawnItemEx("NemesisBFGExplodeFX",0,0,10)
	TNT1 A 0 A_SpawnItemEx("NemesisWhiteParticleSpawner",0,0,0,0,0,0,0,128) 
	TNT1 AA 0 A_SpawnItemEx("BFGTrailParticleWhite",0,0,0,0,0,0,0,128)
	TNT1 AAA 0 A_CustomMissile("WhiteNemesisKaboom",0,0,random(0,360),2,random(0,360))
	TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX2",0,0,random(0,360),2,random(0,360))
    Stop
	}
}

Actor VexedNemesisCyberDemonGhostA
{
  +CLIENTSIDEONLY
  +NOINTERACTION
  +NOTIMEFREEZE
  Scale 1.1
  Renderstyle Translucent
  Alpha 0.7
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	VCYB A 2 A_FadeOut(0.1,1)
	Wait
	}
}

ACTOR VexedNemesisCydestroyerClone : VexedNemesisCydestroyer
{
  Health 1700
  DamageFactor 0.5
  Tag "\c[w2]Vexed Nemesis Cydestroyer [OVERCHARGED]\c-"
  +BRIGHT
  +NOCLIP //and with this... ouch
  States 
  { 
  Spawn:
    TNT1 AA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
    VC2S A 7 A_Look
    Loop 
  See:
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_Jump(100,"Rush")
	VC2S AA 2 A_Chase
	TNT1 AAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("LegendaryHoofStep")
	TNT1 A 0 A_SpawnItemEx("WhiteWalkFire")
	VC2S BB 2 A_Chase
	TNT1 AAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("LegendaryHoofStep")
	TNT1 A 0 A_SpawnItemEx("WhiteWalkFire")
	VC2S CC 2 A_Chase
	TNT1 AAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_Playsound("monster/bruwlk")
	TNT1 A 0 A_SpawnItemEx("WhiteWalkFire")
	VC2S DD 2 A_Chase
	TNT1 AAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_Playsound("monster/bruwlk")
	TNT1 A 0 A_SpawnItemEx("WhiteWalkFire")
	TNT1 A 0 A_Jump(32,"Teleport")
	Goto See
	}
}