/*
ACTOR MonsterRemover
{
    +NOGRAVITY
	States 
	{
		Spawn:  
			TNT1 A 0 NoDelay A_RadiusGive("MonsterRemoverItem",16383,RGF_MONSTERS|RGF_NOSIGHT)
			stop
	}
}


Actor NewZamasuCardinal
{
//Creator: Eshkere_Jason
//Origin: Infinity Gofs
//Sprite: ZCRB
//Title: "Zamasu Cardinal"
//Info:Zamasu Cardinal is a very buffed version of VSM (Very Strong Monsters). so treat it as a very serious battle
Monster
Health 125000
Speed 20
Radius 40
Height 105
Mass 1000000
Bloodcolor "Black"
Species "Cybers"
Scale 1.2
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
DamageFactor 0.2
PainChance "Explosion", 256
PainChance "PlayerDBFG2", 256
PainChance "DBFG2", 256
PainChance "PlayerDBFG10K2", 256
PainChance 15
SeeSound "NemCard/See"
PainSound "NemCard/Pain"
DeathSound "NemCard/Death"
ActiveSound "NemCard/Laugh"
Obituary "%o met the \c[S5]Zamasu\c- \c[W8]Cardinal\c-."
Tag "\c[S5]Zamasu\c- \c[W8]Cardinal\c-"
+BOSS
+QUICKTORETALIATE
+NOTIMEFREEZE
+NORADIUSDMG
+DONTGIB
+DONTRIP
+DONTHARMSPECIES
+DONTHURTSPECIES
+NOICEDEATH
+CANTSEEK
+NOFEAR
+MISSILEEVENMORE
+NOTARGET
+MISSILEMORE
+FLOORCLIP
+DONTMORPH
+BOSSDEATH
+LOOKALLAROUND
var int user_music;
var int user_missile;
var int user_deathloop;
var int user_absoluterage;
   States 
   {
  Spawn:
	TNT1 A 0 NoDelay A_SpawnItemEx("NemesisCardinalFireSpawner",0,0,0,0,0,0,0,SXF_SETMASTER)
	//TNT1 A 0 A_SpawnItemEx("NemesisCardinalShroudSpawner",0,0,0,0,0,0,0,SXF_SETMASTER)
  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:
	TNRD ABAB 2 A_Look
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)
	Loop
  Taunt:
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_ChangeFlag(NODAMAGE,1)
	TNRD AB 3 Bright A_SpawnItemEx("NemesisCyberFlameSpawner")
	TNT1 A 0 A_PlaySound("NemesisCyber/Taunt",2,1.0,0,ATTN_NONE)
	TNT1 A 0 A_TakeInventory("MarineKilled",1)
	TNRD ABABABAB 3 Bright A_SpawnItemEx("NemesisCyberFlameSpawner")
	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("StartMonsterMusic",0,6782)
	TNT1 A 0 A_SetUserVar("user_music",1)
	//TNT1 A 0 A_Jump(87,"Rush")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	TNRD AB 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	TNRD AB 2 Bright A_Chase
	TNT1 A 0 A_Jump(64,"Teleport")
	Loop
  Teleport:
    TNRD 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)
    TNRD B 1 A_SetShootable
	Goto See
  Normal:
	TNT1 A 0 A_SetUserVar("user_missile",0)
  NormalLoop1:
	TNT1 A 0 A_JumpIf(user_missile >= 4,"NormalLoop2")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNRD C 3 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisRocket",56,26,frandom(-10,10))
	TNRD D 4 Bright A_FaceTarget
	Loop
  NormalLoop2:
	TNT1 A 0 A_JumpIf(user_missile >= 12,"NormalLoop3")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNRD C 3 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisRocket",56,26,frandom(-10,10))
	TNRD D 3 Bright A_FaceTarget
	Loop
  NormalLoop3:
	TNT1 A 0 A_JumpIf(user_missile >= 24,"See")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNRD C 2 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisRocket",56,26,frandom(-10,10))
	TNRD D 2 Bright A_FaceTarget
	Loop
  HomingRockets:
    TNT1 A 0 A_SetTranslucent(1)
    TNRD C 3 Bright A_FaceTarget
	TNRD D 0 A_CustomMissile("VexedCardinalHomingRocket",56,26,Random(-8,8))
    TNRD C 3 Bright A_FaceTarget
	TNRD D 0 A_CustomMissile("VexedCardinalHomingRocket",56,26,Random(-8,8))    
    TNRD C 3 Bright A_FaceTarget
	TNRD D 0 A_CustomMissile("VexedCardinalHomingRocket",56,26,Random(-8,8))    
    TNRD C 3 Bright A_FaceTarget
	TNRD D 0 A_CustomMissile("VexedCardinalHomingRocket",56,26,Random(-8,8))    
    TNRD C 3 Bright A_FaceTarget
	TNRD D 0 A_CustomMissile("VexedCardinalHomingRocket",56,26,Random(-8,8))    
    TNRD C 3 Bright A_FaceTarget
	TNRD D 0 A_CustomMissile("VexedCardinalHomingRocket",56,26,Random(-8,8))    
    TNRD C 3 Bright A_FaceTarget
	TNRD D 0 A_CustomMissile("VexedCardinalHomingRocket",56,26,Random(-8,8))    
    TNRD C 3 Bright A_FaceTarget
	TNRD D 0 A_CustomMissile("VexedCardinalHomingRocket",56,26,Random(-8,8))
	Goto ZamasuBFG
  ZamasuBFG:
    TNRD C 30 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	TNRD C 3 Bright A_PlaySound("NemesisCyber/Attack2",7)
	TNRD C 3 Bright A_PlaySound("NemesisBFG/charge",1)	
	TNT1 A 0 Bright 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 Bright A_FaceTarget
	TNRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	Loop
  NemesisBFGFire:
    TNRD C 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)
    TNRD C 1 A_SetShootable
	TNRD C 5 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
	TNRD D 0 A_CustomMissile("VexedCardinalMiniNemesisBFGBall",58,26,0,0)	
    TNRD C 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)
    TNRD C 1 A_SetShootable
	TNRD C 5 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
	TNRD D 0 A_CustomMissile("VexedCardinalMiniNemesisBFGBall",58,26,0,0)
    TNRD C 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)
    TNRD C 1 A_SetShootable
	TNRD C 5 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
	TNRD D 0 A_CustomMissile("NemesisGuruBall",58,26,0,0)
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
    TNRD C 60 Bright A_FaceTarget
	Goto See
  AbsolutelyMad:                                                  //VexedCardinalMiniNemesisBFGBall Mad
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_PlaySound("ZamasuCyberdemon/Sight",7,1,0,0.5)
	ZANI EEE 1 Bright A_GiveInventory("NLegZombieStrafing3",1)
	TNT1 A 0 A_PlaySoundEx("Legcyber/BFG","GURUCHRG")
	ZANI EEE 1 Bright A_GiveInventory("NLegZombieStrafing3",1)	
	TNT1 A 0 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  AbsolutelyMadCharging:
	TNT1 A 0 A_JumpIf(user_missile >= 12,"AbsolutelyMadFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	ZANI EEE 1 Bright A_GiveInventory("NLegZombieStrafing3",1)
	Loop
  AbsolutelyMadFire:
	ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_UnSetShootable
    ZANI EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	ZANI EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    ZANI E 20
    ZANI E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 A 0 A_FaceTarget
	ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI EEEEEEEEEEE 1 A_FadeIn(0.1)
	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")
	ZANI FFFFFFFFFFFFFF 0 A_Wander
	TNT1 A 0 A_FaceTarget
	ZANI F 6 Bright A_CustomMissile("VexedCardinalMiniNemesisBFGBall",58,-26,Random(-4, 4))	
	ZANI E 6 Bright A_FaceTarget
	Loop
  AbsolutelyMadFire2:
	ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_UnSetShootable
    ZANI EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	ZANI EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    ZANI E 20
    ZANI E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 A 0 A_FaceTarget
	ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI EEEEEEEEEEE 1 A_FadeIn(0.1)
	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")
	ZANI FFFFFFFFFFFFFF 0 A_Wander
	TNT1 A 0 A_FaceTarget
	ZANI F 3 Bright A_CustomMissile("VexedCardinalMiniNemesisBFGBall",58,-26,Random(-4, 4))	
	ZANI E 3 Bright A_FaceTarget
	Loop
  AbsolutelyMadFire3:
	ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_UnSetShootable
    ZANI EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	ZANI EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    ZANI E 20
    ZANI E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 A 0 A_FaceTarget
	ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI EEEEEEEEEEE 1 A_FadeIn(0.1)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  AbsolutelyMadFireLoop3:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"AbsolutelyMadEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlayWeaponSound("star/fire")
	ZANI FFFFFFFFFFFFFF 0 A_Wander
	TNT1 A 0 A_FaceTarget
	ZANI F 1 Bright A_CustomMissile("VexedCardinalMiniNemesisBFGBall",58,-26,Random(-4, 4))	
	ZANI E 1 Bright A_FaceTarget
	Loop
  AbsolutelyMadEnd:
    ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_UnSetShootable
    ZANI EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	ZANI EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    ZANI E 10
    ZANI E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 A 0 A_FaceTarget
	ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI EEEEEEEEEEE 1 A_FadeIn(0.1)	
	TNT1 A 0 A_SetShootable
    TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_PlaySound("NemesisBFG/Fire",1)
	ZANI F 5 A_CustomMissile("NemesisGuruBall", 58, -26, 0, 0)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
    ZANI E 20 Bright A_FaceTarget
	Goto Teleport
  V2AbsolutelyMad: 												//Railgun Mad
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_PlaySound("ZamasuCyberdemon/Sight",7,1,0,0.5)
	ZANI EEE 1 Bright A_GiveInventory("NLegZombieStrafing3",1)
	TNT1 A 0 A_PlaySoundEx("Legcyber/BFG","GURUCHRG")
	ZANI EEE 1 Bright A_GiveInventory("NLegZombieStrafing3",1)	
	TNT1 A 0 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  V2AbsolutelyMadCharging:
	TNT1 A 0 A_JumpIf(user_missile >= 12,"AbsolutelyMadFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	ZANI EEE 1 Bright A_GiveInventory("NLegZombieStrafing3",1)
	Loop
   V2AbsolutelyMadFire:
	ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_UnSetShootable
    ZANI EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	ZANI EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    ZANI E 20
    ZANI E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 A 0 A_FaceTarget
	ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI EEEEEEEEEEE 1 A_FadeIn(0.1)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  V2AbsolutelyMadFireLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 5,"V2AbsolutelyMadFire2")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlayWeaponSound("star/fire")
	ZANI FFFFFFFFFFFFFF 0 A_Wander
	TNT1 A 0 A_FaceTarget
	ZANI F 6 Bright A_CustomMissile("VexedNemesisCardinalRailLaser",58,-26,Random(-4, 4))	
	ZANI E 6 Bright A_FaceTarget
	Loop
 V2AbsolutelyMadFire2:
	ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_UnSetShootable
    ZANI EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	ZANI EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    ZANI E 20
    ZANI E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 A 0 A_FaceTarget
	ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI EEEEEEEEEEE 1 A_FadeIn(0.1)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  V2AbsolutelyMadFireLoop2:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"V2AbsolutelyMadFire3")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlayWeaponSound("star/fire")
	ZANI FFFFFFFFFFFFFF 0 A_Wander
	TNT1 A 0 A_FaceTarget
	ZANI F 3 Bright A_CustomMissile("VexedNemesisCardinalRailLaser",58,-26,Random(-4, 4))	
	ZANI E 3 Bright A_FaceTarget
	Loop
  V2AbsolutelyMadFire3:
	ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_UnSetShootable
    ZANI EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	ZANI EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    ZANI E 20
    ZANI E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 A 0 A_FaceTarget
	ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI EEEEEEEEEEE 1 A_FadeIn(0.1)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  V2AbsolutelyMadFireLoop3:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"V2AbsolutelyMadEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlayWeaponSound("star/fire")
	ZANI FFFFFFFFFFFFFF 0 A_Wander
	TNT1 A 0 A_FaceTarget
	ZANI F 1 Bright A_CustomMissile("VexedNemesisCardinalRailLaser",58,-26,Random(-4, 4))	
	ZANI E 1 Bright A_FaceTarget
	Loop
  V2AbsolutelyMadEnd:
    ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_UnSetShootable
    ZANI EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	ZANI EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    ZANI E 10
    ZANI E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 A 0 A_FaceTarget
	ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI EEEEEEEEEEE 1 A_FadeIn(0.1)	
	TNT1 A 0 A_SetShootable
    TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_PlaySound("NemesisBFG/Fire",1)
	ZANI F 5 A_CustomMissile("NemesisGuruBall", 58, -26, 0, 0)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
    ZANI E 20 Bright A_FaceTarget
	Goto Teleport
 V3AbsolutelyMad: 												//NemesisBehemothCannonBall Mad
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_PlaySound("ZamasuCyberdemon/Sight",7,1,0,0.5)
	ZANI EEE 1 Bright A_GiveInventory("NLegZombieStrafing3",1)
	TNT1 A 0 A_PlaySoundEx("Legcyber/BFG","GURUCHRG")
	ZANI EEE 1 Bright A_GiveInventory("NLegZombieStrafing3",1)	
	TNT1 A 0 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
 V3AbsolutelyMadCharging:
	TNT1 A 0 A_JumpIf(user_missile >= 12,"AbsolutelyMadFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	ZANI EEE 1 Bright A_GiveInventory("NLegZombieStrafing3",1)
	Loop
 V3AbsolutelyMadFire:
	ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_UnSetShootable
    ZANI EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	ZANI EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    ZANI E 20
    ZANI E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 A 0 A_FaceTarget
	ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI EEEEEEEEEEE 1 A_FadeIn(0.1)
	TNT1 A 0 A_SetUserVar("user_missile",0)
 V3AbsolutelyMadFireLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 5,"V2AbsolutelyMadFire2")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlayWeaponSound("star/fire")
	ZANI FFFFFFFFFFFFFF 0 A_Wander
	TNT1 A 0 A_FaceTarget
	ZANI F 6 Bright A_CustomMissile("NemesisBehemothCannonBall",58,-26,Random(-4, 4))	
	ZANI E 6 Bright A_FaceTarget
	Loop
 V3AbsolutelyMadFire2:
	ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_UnSetShootable
    ZANI EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	ZANI EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    ZANI E 20
    ZANI E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 A 0 A_FaceTarget
	ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI EEEEEEEEEEE 1 A_FadeIn(0.1)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  V3AbsolutelyMadFireLoop2:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"V3AbsolutelyMadFire3")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlayWeaponSound("star/fire")
	ZANI FFFFFFFFFFFFFF 0 A_Wander
	TNT1 A 0 A_FaceTarget
	ZANI F 3 Bright A_CustomMissile("NemesisBehemothCannonBall",58,-26,Random(-4, 4))	
	ZANI E 3 Bright A_FaceTarget
	Loop
  V3AbsolutelyMadFire3:
	ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_UnSetShootable
    ZANI EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	ZANI EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    ZANI E 20
    ZANI E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 A 0 A_FaceTarget
	ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI EEEEEEEEEEE 1 A_FadeIn(0.1)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  V3AbsolutelyMadFireLoop3:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"V3AbsolutelyMadEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlayWeaponSound("star/fire")
	ZANI FFFFFFFFFFFFFF 0 A_Wander
	TNT1 A 0 A_FaceTarget
	ZANI F 1 Bright A_CustomMissile("NemesisBehemothCannonBall",58,-26,Random(-4, 4))	
	ZANI E 1 Bright A_FaceTarget
	Loop
  V3AbsolutelyMadEnd:
    ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_UnSetShootable
    ZANI EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	ZANI EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    ZANI E 10
    ZANI E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 A 0 A_FaceTarget
	ZANI EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZANI EEEEEEEEEEE 1 A_FadeIn(0.1)	
	TNT1 A 0 A_SetShootable
    TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_PlaySound("NemesisBFG/Fire",1)
	ZANI F 5 A_CustomMissile("NemesisGuruBall", 58, -26, 0, 0)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
    ZANI E 20 Bright A_FaceTarget
	Goto Teleport
  ZamasuCardinalLaser:
    TLCD G 30 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner3",0,0,0,0)
    TLCD G 3 Bright A_PlaySoundEx("tlcyb/laugh4","LBBCSPT4")
	TNT1 A 0 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisTormentor/Attack",2)
	TNT1 A 0 A_SpawnItemEx("NDefilerWhiteSmokeSpawner")
    NPAI J 4 A_FaceTarget 
	TNT1 A 0 A_SpawnItemEx("NDefilerWhiteSmokeSpawner")
    NPAI J 4 A_FaceTarget 
	TNT1 A 0 A_SpawnItemEx("NDefilerWhiteSmokeSpawner")
    NPAI J 4 A_FaceTarget 
	TNT1 A 0 A_SpawnItemEx("NDefilerWhiteSmokeSpawner")
    NPAI J 4 A_FaceTarget 
	TNT1 A 0 A_SpawnItemEx("NDefilerWhiteSmokeSpawner")
    NPAI J 4 A_FaceTarget 
	TNT1 A 0 A_SpawnItemEx("NDefilerWhiteSmokeSpawner")
    NPAI J 4 A_FaceTarget 
	TNT1 A 0 A_SpawnItemEx("NDefilerWhiteSmokeSpawner")
    NPAI J 4 A_FaceTarget 
	TNT1 A 0 A_SpawnItemEx("NDefilerWhiteSmokeSpawner")
    NPAI J 4 A_FaceTarget 
	TNT1 A 0 A_SpawnItemEx("NDefilerWhiteSmokeSpawner")
    NPAI J 4 A_FaceTarget 
	TNT1 A 0 A_SpawnItemEx("NDefilerWhiteSmokeSpawner")
    NPAI J 4 A_FaceTarget 
	TNT1 A 0 A_JumpIf(user_soullevel >= 5,"SmallLaser2")
    NPAI K 0 A_CustomMissile("TormentorNemesisLaser",54,-50,0,0)
    NPAI K 4 A_CustomMissile("TormentorNemesisLaser",54,50,0,0)
    NPAI JJ 4 A_FaceTarget 
    NPAI K 0 A_CustomMissile("TormentorNemesisLaser",54,-50,0,0)
    NPAI K 4 A_CustomMissile("TormentorNemesisLaser",54,50,0,0)
	NPAI K 0 A_CustomMissile("TormentorNemesisLaser",54,-50,0,0)
    NPAI K 4 A_CustomMissile("TormentorNemesisLaser",54,50,0,0)
    NPAI JJ 4 A_FaceTarget 
	NPAI K 0 A_CustomMissile("TormentorNemesisLaser",54,-50,0,0)
    NPAI K 4 A_CustomMissile("TormentorNemesisLaser",54,50,0,0)
    NPAI JJ 4 A_FaceTarget 
	NPAI K 0 A_CustomMissile("TormentorNemesisLaser",54,-50,0,0)
    NPAI K 4 A_CustomMissile("TormentorNemesisLaser",54,50,0,0)
    NPAI JJ 4 A_FaceTarget 
    NPAI J 15 
	TNT1 A 0 A_Jump(64,"Avoid","CometSpam")
	TNT1 A 0 A_UnSetInvulnerable
    Goto See
CardinalLegendaryStorm:
    TNRD XXXX 4 Bright 
    TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
    TNT1 A 0 A_PlaySound("laugh2",5)
	TNT1 A 0 A_FaceTarget
	TNRD X 4 Bright A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNRD X 4 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNRD X 4 Bright A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNRD X 4 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNRD X 4 Bright A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNRD X 4 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNRD X 4 Bright A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
	TNRD XXXXXXX 4 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
  StormLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 40,"StormEnd")
    TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	//TNT1 A 0 A_GiveToTarget("LegCardinalStormBoltAttack",1)
	TNRD XX 4 Bright A_SpawnItemEx("NemesisHKCometRain",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	TNT1 AAAAAAAA 0 A_SpawnItemEx("DefilerStormBoltSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	Loop
  StormEnd:
	TNRD X 4 Bright 
	TNT1 A 0 A_UnSetInvulnerable
   	Goto See
  IonBeam:
    TNRD C 5 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	TNT1 A 0 A_PlaySound("lrball3/charge",CHAN_WEAPON)
	TNT1 A 0 A_SetUserVar("user_missile",0)
    TNRD C 3 Bright
  IonBeamCharging:
	TNT1 A 0 A_JumpIf(user_missile >= 20,"IonBeamFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget
	TNRD C 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	Loop
  IonBeamFire:
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_JumpIf(user_missile >= 4,"IonBeamEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNRD CCCCC 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
    TNRD D 0 A_CustomMissile("NemesisRevCannonIonBeam",58,26)
    TNRD D 5 Bright A_CustomMissile("NemesisRevCannonIonBeam",58,-26)
	Goto IonBeamFire+2
  IonBeamEnd:
	TNRD C 20 Bright A_FaceTarget
	Goto See
  SmallLaser2:
    NPAI K 0 A_CustomMissile("TormentorNemesisLaser",92,-40,0,0)
    NPAI K 0 A_CustomMissile("TormentorNemesisLaser",8,-40,0,0)
    NPAI K 0 A_CustomMissile("TormentorNemesisLaser",92,40,0,0)
    NPAI K 4 A_CustomMissile("TormentorNemesisLaser",8,40,0,0)
    NPAI JJ 4 A_FaceTarget 
    NPAI K 0 A_CustomMissile("TormentorNemesisLaser",92,-40,0,0)
    NPAI K 0 A_CustomMissile("TormentorNemesisLaser",8,-40,0,0)
    NPAI K 0 A_CustomMissile("TormentorNemesisLaser",92,40,0,0)
    NPAI K 4 A_CustomMissile("TormentorNemesisLaser",8,40,0,0)
    NPAI J 15 
	TNT1 A 0 A_Jump(64,"Avoid","CometSpam")
	TNT1 A 0 A_UnSetInvulnerable
    Goto See
  LegendaryPortal:
   TNT1 A 0 A_SetTranslucent(1)
   TNT1 A 0 A_SetUserVar("user_LegendaryPortal",1)
   TNT1 A 0 A_FaceTarget
   TNT1 A 0 A_SetInvulnerable
   LARD C 152 Bright A_SpawnItemEx("ZamasuPortalParticleSpawner", 45, 0, 120)
   LARD DC 15 Bright A_SpawnItemEx("FakeLegCardinalThunder", Random(96,-96), Random(96,-96), 0, 0, 0, 0, Random(0,359))
   LARD D 60 Bright A_SpawnItemEx("ZamasuGateSpawner", 120, 0, 120)
   TNT1 A 0 Bright A_SpawnItemEx("FakeLegCardinalThunder", Random(320,-320), Random(320,-320), 0, 0, 0, 0, Random(0,359))
   LARD C 100 Bright A_SpawnItemEx("ZamasuPortalParticleSpawner", 50, 0, 120)
   LARD D 100 Bright A_SpawnItemEx("ZamasuPortalParticleSpawner2", 50, 0, 120)
   LARD DCDC 20 Bright A_SpawnItemEx("FakeLegCardinalThunder", Random(350,-192), Random(192,-192), 0, 0, 0, 0, Random(0,359))
   LARD D 100 Bright A_SpawnItemEx("ZamasuPortalParticleSpawner3", 50, 0, 120)
   LARD CDCD 15 Bright A_SpawnItemEx("FakeLegCardinalThunder", Random(192,192), Random(192,-192), 0, 0, 0, 0, Random(0,359))
   LARD C 100 Bright A_SpawnItemEx("ZamasuPortalParticleSpawner2", 50, 0, 120)
   LARD DCDC 25 Bright A_SpawnItemEx("FakeLegCardinalThunder", Random(190,-144), Random(144,-144), 0, 0, 0, 0, Random(0,359))
   LARD D 140 Bright A_SpawnItemEx("ZamasuPortalParticleSpawner", 50, 0, 120)
   TNT1 A 0 A_UnsetInvulnerable
   Goto See	
  LegendaryPortal2:
   TNT1 A 0 A_SetTranslucent(1)
   TNT1 A 0 A_SetUserVar("user_LegendaryPortal2",1)
   TNT1 A 0 A_FaceTarget
   TNT1 A 0 A_SetInvulnerable
   LARD C 152 Bright A_SpawnItemEx("ZamasuCardinalPortalParticleSpawner", 45, 0, 120)
   LARD DC 15 Bright A_SpawnItemEx("FakeLegCardinalThunder", Random(96,-96), Random(96,-96),0, 0, 0, 0, Random(0,359))
   LARD D 45 Bright A_SpawnItemEx("ZamasuGateSpawner2", 120, 0, 120)
   TNT1 A 0 Bright A_SpawnItemEx("FakeLegCardinalThunder", Random(128,-128), Random(128,-128), 0, 0, 0, 0, Random(0,359))
   LARD C 52 Bright A_SpawnItemEx("ZamasuCardinalPortalParticleSpawner", 50, 0, 120)
   LARD D 47 Bright A_SpawnItemEx("ZamasuCardinalPortalParticleSpawner2", 50, 0, 120)
   LARD DCDC 20 Bright A_SpawnItemEx("FakeLegCardinalThunder", Random(192,-192), Random(192,-192), 0, 0, 0, 0, Random(0,359))
   LARD D 30 Bright A_SpawnItemEx("ZamasuCardinalPortalParticleSpawner3", 50, 0, 120)
   LARD CDCD 15 Bright A_SpawnItemEx("FakeLegCardinalThunder", Random(192,192), Random(192,-192), 0, 0, 0, 0, Random(0,359))
   LARD C 47 Bright A_SpawnItemEx("ZamasuCardinalPortalParticleSpawner2", 50, 0, 120)
   LARD DCDC 25 Bright A_SpawnItemEx("FakeLegCardinalThunder", Random(144,-144), Random(144,-144), 0, 0, 0, 0, Random(0,359))
   LARD D 52 Bright A_SpawnItemEx("ZamasuCardinalPortalParticleSpawner", 50, 0, 120)
   TNT1 A 0 A_UNSetInvulnerable
   goto see
  TimeToDIE:
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_SetUserVar("user_absoluterage",user_absoluterage+1)
    TNRD C 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)
    TNRD C 1 A_SetShootable
	TNT1 A 0 A_JumpIf(user_absoluterage >= 10,"TheGreatFinal")
	TNT1 A 0 A_JumpIf(user_absoluterage >= 9,"MimicZamasuCyberDemon")
	TNT1 A 0 A_JumpIf(user_absoluterage >= 8,"MimicZamasuHellKnight")
	TNT1 A 0 A_JumpIf(user_absoluterage >= 7,"MimicZamasuDefiler")
	TNT1 A 0 A_JumpIf(user_absoluterage >= 6,"MimicZamasuBehemoth")
	TNT1 A 0 A_JumpIf(user_absoluterage >= 5,"MimicZamasuRevenant")
	TNT1 A 0 A_JumpIf(user_absoluterage >= 4,"MimicZamasuNightmare")
	TNT1 A 0 A_JumpIf(user_absoluterage >= 3,"MimicZamasuAssaultCaptain")
	TNT1 A 0 A_JumpIf(user_absoluterage >= 2,"MimicZamasuImp")
	TNT1 A 0 A_JumpIf(user_absoluterage >= 1,"MimicZamasuZombie")
    Loop
  MimicZamasuZombie:
	TNT1 A 0 A_JumpIf(user_missile >= 30,"TimeToDIE")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNRD C 1 Bright A_FaceTarget
    TNT1 A 0 A_PlayWeaponSound("star/fire")
	TNT1 A 0 A_CustomMissile("MiniNemesisBFGBall",56,-26,Random(7,-7))
    TNRD D 1 Bright A_FaceTarget
    Loop
  MimicZamasuImp:
    TNT1 A 0 A_FaceTarget
	TNRD CCC 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
    TNT1 A 0 A_FaceTarget
	TNRD CCC 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
    TNT1 A 0 A_FaceTarget
	TNRD CCC 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
    TNT1 A 0 A_PlaySound("FantasyStaff/Fire2",7,1.0,0,0.2) 
    TNT1 A 0 A_PlaySound("FantasyStaff/Meltdown",6,1.0,0,0.2) 
	TNT1 A 0 A_PlaySound("legimp/fiyabetch")
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",56,-26,Random(7,-7))
    TNRD D 7 Bright A_FaceTarget
    Goto TimeToDIE
  MimicZamasuAssaultCaptain:
	TNT1 A 0 A_JumpIf(user_missile >= 30,"TimeToDIE")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNRD C 2 Bright A_FaceTarget
	TNT1 AA 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",26,26,58,Random(2,6),0,Random(1,3),Random(80,90),128)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-26,26,58,Random(2,6),0,Random(1,3),Random(80,90),128)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",56,26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-10,10))
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",56,-26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-10,10))
    TNRD D 2 Bright A_FaceTarget
    Loop
  MimicZamasuNightmare:
	TNT1 A 0 A_JumpIf(user_missile >= 3,"TimeToDIE")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
    TNT1 A 0 A_FaceTarget
	TNRD D 3 Bright A_CustomMissile("ActualDarkMatter",54,26,Random(-7,7))
	TNRD D 3 Bright A_CustomMissile("ActualDarkMatter",54,-26,Random(-7,7))
    TNT1 A 0 A_FaceTarget
	TNRD D 3 Bright A_CustomMissile("ActualDarkMatter",54,26,Random(-7,7))
	TNRD D 3 Bright A_CustomMissile("ActualDarkMatter",54,-26,Random(-7,7))
    TNT1 A 0 A_FaceTarget
	TNRD D 3 Bright A_CustomMissile("ActualDarkMatter",54,26,Random(-7,7))
	TNRD D 3 Bright A_CustomMissile("NemImpDevastatorBall",54,-26,Random(-7,7))
    Loop
  MimicZamasuRevenant:
	TNT1 A 0 A_JumpIf(user_missile >= 16,"TimeToDIE")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("NemesisCannon/Fire",7)
	TNT1 A 0 A_CustomMissile("NemesisRevCannonProj",56,-26,random(0,359))
	TNRD D 2 Bright A_SetAngle(random(0,359))
    Loop
  MimicZamasuBehemoth:
	TNT1 A 0 A_JumpIf(user_missile >= 4,"TimeToDIE")   
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNRD CC 4 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NBehemothComet",55,-30,Random(0,7))
	TNT1 A 0 A_CustomMissile("NBehemothComet",55,30,Random(0,-7))	
	TNRD D 1 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NBehemothComet",55,30,Random(-7,-14))
	TNT1 A 0 A_CustomMissile("NBehemothComet",55,-30,Random(7,14))
	TNRD D 1 Bright A_FaceTarget
    Loop
  MimicZamasuDefiler:
	TNT1 A 0 A_FaceTarget
	TNRD XXXXX 1 Bright A_SpawnItemEx("NDefilerCrystalSmokeSpawner")
	TNT1 A 0 A_FaceTarget
	TNRD XXXXX 1 Bright A_SpawnItemEx("NDefilerCrystalSmokeSpawner")
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLOS(2)
	TNT1 A 0 A_Jump(256,4)
	TNT1 A 0 A_VileTarget("NDefilerMindfuckSound")
	TNT1 A 0 A_RadiusGive("NDefilerMindfuckPower",2048,RGF_PLAYERS)	
	TNT1 A 0 A_GiveToTarget("NDefilerMindfuckPower")
	TNT1 A 0 A_FaceTarget
	TNRD CCCCC 1 Bright A_SpawnItemEx("NDefilerCrystalSmokeSpawner")
	TNT1 A 0 A_FaceTarget
	TNRD CCCCC 1 Bright A_SpawnItemEx("NDefilerCrystalSmokeSpawner")
	TNT1 A 0 A_FaceTarget
	TNRD CCCCC 1 Bright A_SpawnItemEx("NDefilerCrystalSmokeSpawner")
    Goto TimeToDIE
  MimicZamasuHellKnight:
	TNRD C 5 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisHKSuperBall",56,-26,Random(-7,7))	
	TNT1 A 0 A_CustomMissile("NemesisHKSuperBall",56,26,Random(-7,7))
	TNRD D 5 Bright A_FaceTarget
	TNRD C 5 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisHKSuperBall",56,-26,Random(-7,7))	
	TNT1 A 0 A_CustomMissile("NemesisHKSuperBall",56,26,Random(-7,7))
	TNRD D 5 Bright A_FaceTarget
	TNRD C 5 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisHKSuperBall",56,-26,Random(-7,7))	
	TNT1 A 0 A_CustomMissile("NemesisHKSuperBall",56,26,Random(-7,7))
	TNRD D 5 Bright A_FaceTarget
    Goto TimeToDIE
  MimicZamasuCyberDemon:
  	TNT1 A 0 A_JumpIf(user_missile >= 40,"MimicZamasuCyberDemon2")   
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
  	TNRD C 1 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",56,26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-4,4))
	TNRD D 2 Bright A_FaceTarget
    Loop
  MimicZamasuCyberDemon2:
	TNT1 A 0 A_JumpIf(user_missile >= 45,"TimeToDIE")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNRD CC 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("star/fire")
	TNT1 A 0 A_CustomMissile("MiniNemesisBFGBall",56,-26,Random(-7,7))
	TNT1 A 0 A_CustomMissile("MiniNemesisBFGBall",56,26,Random(-7,7))
	TNRD D 6 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("star/fire")
	TNT1 A 0 A_CustomMissile("MiniNemesisBFGBall",56,-26,Random(-7,7))
	TNT1 A 0 A_CustomMissile("MiniNemesisBFGBall",56,26,Random(-7,7))
	TNRD D 6 Bright A_FaceTarget
	Loop
  TheGreatFinal:
	TNT1 A 0 Radius_Quake(10,180,0,100,0)
	TNT1 A 0 A_PlaySound("NemesisUp",1,1.0,0,ATTN_NONE)
	TNT1 A 0 Bright A_PlaySound("NemesisCyber/Attack2",7)
  TheGreatFinalCharge:
	TNT1 A 0 A_JumpIf(user_missile >= 5,"TaDaaaaaaaaa")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNRD X 5 A_CustomMissile("NemesisLightningBolt",30,0,random(0,360))
	TNRD X 5 A_CustomMissile("NemesisLightningBolt",30,0,random(0,360))
	TNT1 A 0 A_SpawnItemEx("NemesisLightning2",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)
	TNRD XX 5 A_CustomMissile("NemesisLightningBolt",30,0,random(0,360))
    Loop
  TaDaaaaaaaaa:
	TNT1 A 0 A_Playsound("ZENUP",6,1.0,0,ATTN_NONE)
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("UnmakerParticleSpawner",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,0)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,45)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,90)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,135)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,180)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,225)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,270)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,315)
	TNRD XXX 5 Bright A_FaceTarget
	TNRD XXX 10 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Nemesis/FireBall",6,1.0,0,ATTN_NONE)
	TNRD D 40 A_CustomMissile("VexedNemesisAltBallMonster",50,0,0,CMF_TRACKOWNER)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  CannonSmokeLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 48,"TheEnd")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNRD C 0 Bright A_SpawnItemEx("LegendaryCannonSmoke",58,26,62)
	TNRD C 3 Bright A_SpawnItemEx("LegendaryCannonSmoke",58,-26,62)
    Loop
  TheEnd:
	TNRD CCCCCCCCCC 15 Bright A_FaceTarget
    Goto See
	}
}
   
   
ACTOR ZamasuCardinalPortalParticleSpawner
{
	Height 0
	Radius 0
	Mass 0
	Damage 0
	+THRUACTORS
	+NOTELEPORT
	+NOGRAVITY
	+NOBLOCKMAP
	+CLIENTSIDEONLY
	+NOBLOCKMAP
	+NOINTERACTION
    +NOTIMEFREEZE

    States
	{
	  Spawn:
	   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 4 A_SpawnItemEx("ZamasuPortalParticle",0,0,0,FRandom(9.0,8.5),0,FRandom(-9.0,9.0),Random(0,359),128)
       Stop
    }
}

ACTOR ZamasuCardinalPortalParticleSpawner2 : ZamasuCardinalPortalParticleSpawner
{
    States
    {
      Spawn:
       TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 3 A_SpawnItemEx("ZamasuPortalParticle",0,0,0,FRandom(9.0,8.5),0,FRandom(-9.0,9.0),Random(0,359),128)
       Stop
    }
}
ACTOR ZamasuCardinalPortalParticleSpawner3 : ZamasuCardinalPortalParticleSpawner
{
    States
    {
      Spawn:
       TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("ZamasuPortalParticle",0,0,0,FRandom(9.0,8.5),0,FRandom(-9.0,9.0),Random(0,359),128)
       Stop
    }
}

ACTOR ZamasuPortalParticle
{
Height 0
Radius 0
Mass 0
Damage 0
+THRUACTORS
+NOTELEPORT
+DONTSPLASH
+NOGRAVITY
+NOBLOCKMAP
+CLIENTSIDEONLY
+MISSILE
+NOBLOCKMAP
+FORCEXYBILLBOARD
+NOINTERACTION
+NOTIMEFREEZE
RENDERSTYLE ADD
Alpha 0.0
BounceFactor 0.5
Scale 0.09
States
{
Spawn:
TNT1 A 0
TNT1 A 5
TNT1 A 1 A_ScaleVelocity(frandom(-0.1,-0.2))
SPKY AAAAA 1 Bright A_FadeIn(0.2)
Fly:
SPKY A 2 Bright A_FadeOut(0.06)
Loop
	}
}



Actor ZamasuGateSpawner : ZamasuGate 
{
  States {
  Spawn:
  TNT1 A 0
  TNT1 A 0 A_PlaySound("Gateway/Hell", CHAN_AUTO, 1.0, True)
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate2", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate3", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate4", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate5", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate6", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate7", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate8", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLM 1 Bright
  BPRT NOP 2 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT ABCDEFGHIJKLMN 1 Bright
  BPRT OP 3 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT ABCD 1 Bright
  BPRT EF 3 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT GHIJKLMN 1 Bright
  BPRT KLMNOP 4 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT OP 1 Bright
  BPRT ABCDE 4 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT FGHIJKLMOP 1 Bright
  TNT1 A 0 A_PlaySound("Rage", CHAN_VOICE, 1.0, False, ATTN_NONE)
  TNT1 A 0 A_SpawnItemEx("LegendaryFriend1", 0, -22, -60, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
  TNT1 A 0 A_SpawnItemEx("LegendaryFriendExtra", 0, 0, -60, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
  TNT1 A 0 A_SpawnItemEx("LegendaryFriend1", 0, 22, -60, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
  TNT1 A 0 A_AlertMonsters
  TNT1 A 0 A_SpawnItemEx("ZamasuGate5", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate6", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate7", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate8", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLM 1 Bright
  BPRT NOP 2 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT ABCDEFGHIJKLMN 1 Bright
  BPRT OP 3 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT ABCD 1 Bright
  BPRT EF 3 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT GHIJKLMN 1 Bright
  BPRT KLMNOP 4 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT OP 1 Bright
  BPRT ABCDE 4 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT FGHIJKLMOP 1 Bright
  TNT1 A 0 A_PlaySound("Rage", CHAN_VOICE, 1.0, False, ATTN_NONE)
  TNT1 A 0 A_SpawnItemEx("LegendaryFriendExtra3", 0, -22, -60, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
  TNT1 A 0 A_SpawnItemEx("LegendaryFriend2", 0, 0, -60, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
  TNT1 A 0 A_SpawnItemEx("LegendaryFriendExtra5", 0, 22, -60, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
  TNT1 A 0 A_AlertMonsters
  TNT1 A 0 A_SpawnItemEx("ZamasuGate5", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate6", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate7", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate8", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLM 1 Bright
  BPRT NOP 2 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT ABCDEFGHIJKLMN 1 Bright
  BPRT OP 3 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT ABCD 1 Bright
  BPRT EF 3 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT GHIJKLMN 1 Bright
  BPRT KLMNOP 4 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT OP 1 Bright
  BPRT ABCDE 4 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT FGHIJKLMOP 1 Bright
  TNT1 A 0 A_PlaySound("Rage", CHAN_VOICE, 1.0, False, ATTN_NONE)
  TNT1 A 0 A_SpawnItemEx("LegendaryFriendExtra4", 0, -25, -60, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
  TNT1 A 0 A_SpawnItemEx("LegendaryFriend3", 0, 0, 0, -60, 0, 0, 0, SXF_NOCHECKPOSITION)
  TNT1 A 0 A_SpawnItemEx("LegendaryFriendExtra", 0, 25, -60, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
  TNT1 A 0 A_AlertMonsters
  TNT1 A 0 A_SpawnItemEx("ZamasuGate5", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate6", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate7", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate8", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLM 1 Bright
  BPRT NOP 2 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT ABCDEFGHIJKLMN 1 Bright
  BPRT OP 3 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT ABCD 1 Bright
  BPRT EF 3 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT GHIJKLMN 1 Bright
  BPRT KLMNOP 4 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT OP 1 Bright
  BPRT ABCDE 4 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT FGHIJKLMOP 1 Bright
  TNT1 A 0 A_PlaySound("Rage", CHAN_VOICE, 1.0, False, ATTN_NONE)
  TNT1 A 0 A_SpawnItemEx("LegendaryFriend4", 0, 25, -60, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
  TNT1 A 0 A_SpawnItemEx("SuperLegendaryFriend5", 0, -0, -60, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
  TNT1 A 0 A_SpawnItemEx("LegendaryFriend4", 0, -25, -60, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
  TNT1 A 0 A_AlertMonsters
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  Goto Death
  }
}

Actor ZamasuGateSpawner2 : ZamasuGateSpawner 
{
  States {
  Spawn:
  TNT1 A 0
  TNT1 A 0 A_PlaySound("Gateway/Hell", CHAN_AUTO, 1.0, True)
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate2", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate3", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate4", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate5", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate6", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate7", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate8", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLM 1 Bright
  BPRT NOP 2 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT ABCDEFGHIJKLMN 1 Bright
  BPRT OP 3 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT ABCD 1 Bright
  BPRT EF 3 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT GHIJKLMN 1 Bright
  BPRT KLMNOP 4 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT OP 1 Bright
  BPRT ABCDE 4 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT FGHIJKLMOP 1 Bright
  TNT1 A 0 A_PlaySound("Rage", CHAN_VOICE, 1.0, False, ATTN_NONE)
  TNT1 A 0 A_SpawnItemEx("LegendaryFriend5", 0, -48, -60, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
  TNT1 A 0 A_SpawnItemEx("LegendaryFriendExtra2", 0, 0, -60, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
  TNT1 A 0 A_SpawnItemEx("LegendaryFriendExtra6", 0, 48, -60, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
  TNT1 A 0 A_AlertMonsters
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  Goto Death
  }
}

ACTOR LegendaryFriend1 
{
 Height 8
 Radius 25
 Speed 30
 Damage (0)
 +RippeR
 +BloodlessImpact
 +NOTIMEFREEZE
  States
   {
    Spawn:
	 TNT1 A 5
	Death:
	 TNT1 A 0
	 TNT1 A 2
	 TNT1 A 0 A_SpawnItemEx("FakeLegendaryImp")
	 Stop
   }
}

ACTOR LegendaryFriendExtra
{
 Height 8
 Radius 25
 Speed 30
 Damage (0)
 +RippeR
 +BloodlessImpact
  +NOTIMEFREEZE
  States
   {
    Spawn:
	 TNT1 A 5
	Death:
	 TNT1 A 0
	 TNT1 A 2
	 TNT1 A 0 A_SpawnItemEx("FakeLegendarySoul")
	 Stop
   }
}

ACTOR LegendaryFriendExtra2 : LegendaryFriendExtra 
{
  States
   {
    Spawn:
	 TNT1 A 5
	Death:
	 TNT1 A 0
	 TNT1 A 2
	 TNT1 A 0 A_SpawnItemEx("FakeLegendaryTormentor")
	 Stop
   }
}

Actor ZamasuGateSpawner2 : ZamasuGateSpawner 
{
  States {
  Spawn:
  TNT1 A 0
  TNT1 A 0 A_PlaySound("Gateway/Hell", CHAN_AUTO, 1.0, True)
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate2", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate3", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate4", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate5", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate6", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate7", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate8", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLM 1 Bright
  BPRT NOP 2 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT ABCDEFGHIJKLMN 1 Bright
  BPRT OP 3 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT ABCD 1 Bright
  BPRT EF 3 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT GHIJKLMN 1 Bright
  BPRT KLMNOP 4 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT OP 1 Bright
  BPRT ABCDE 4 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT FGHIJKLMOP 1 Bright
  TNT1 A 0 A_PlaySound("Rage", CHAN_VOICE, 1.0, False, ATTN_NONE)
  TNT1 A 0 A_SpawnItemEx("LegendaryFriend5", 0, -48, -60, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
  TNT1 A 0 A_SpawnItemEx("LegendaryFriendExtra2", 0, 0, -60, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
  TNT1 A 0 A_SpawnItemEx("LegendaryFriendExtra6", 0, 48, -60, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
  TNT1 A 0 A_AlertMonsters
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  Goto Death
  }
}

Actor SuperZamasuGateSpawner : ZamasuGate 
{
  States {
  Spawn:
  TNT1 A 0
  TNT1 A 0 A_PlaySound("Gateway/Hell", CHAN_AUTO, 1.0, True)
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate2", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate3", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate4", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate5", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate6", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate7", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate8", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLM 1 Bright
  BPRT NOP 2 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT ABCDEFGHIJKLMN 1 Bright
  BPRT OP 3 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT ABCD 1 Bright
  BPRT EF 3 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT GHIJKLMN 1 Bright
  BPRT KLMNOP 4 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT OP 1 Bright
  BPRT ABCDE 4 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT FGHIJKLMOP 1 Bright
  TNT1 A 0 A_PlaySound("Rage", CHAN_VOICE, 1.0, False, ATTN_NONE)
  TNT1 A 0 A_SpawnItemEx("LegendaryFriend1", 0, -40, -60, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
  TNT1 A 0 A_SpawnItemEx("LegendaryFriend1", 0, 0, 0, -60, 0, 0, 0, SXF_NOCHECKPOSITION)
  TNT1 A 0 A_SpawnItemEx("LegendaryFriend1", 0, 40, -60, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
  TNT1 A 0 A_AlertMonsters
  TNT1 A 0 A_SpawnItemEx("ZamasuGate5", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate6", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate7", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate8", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLM 1 Bright
  BPRT NOP 2 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT ABCDEFGHIJKLMN 1 Bright
  BPRT OP 3 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT ABCD 1 Bright
  BPRT EF 3 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT GHIJKLMN 1 Bright
  BPRT KLMNOP 4 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT OP 1 Bright
  BPRT ABCDE 4 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT FGHIJKLMOP 1 Bright
  TNT1 A 0 A_PlaySound("Rage", CHAN_VOICE, 1.0, False, ATTN_NONE)
  TNT1 A 0 A_SpawnItemEx("LegendaryFriendExtra3", 0, -20, -60, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
  TNT1 A 0 A_SpawnItemEx("SuperLegendaryFriend2", 0, 0, -60, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
  TNT1 A 0 A_SpawnItemEx("LegendaryFriendExtra4", 0, 20, -60, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
  TNT1 A 0 A_AlertMonsters
  TNT1 A 0 A_SpawnItemEx("ZamasuGate5", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate6", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate7", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate8", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLM 1 Bright
  BPRT NOP 2 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT ABCDEFGHIJKLMN 1 Bright
  BPRT OP 3 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT ABCD 1 Bright
  BPRT EF 3 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT GHIJKLMN 1 Bright
  BPRT KLMNOP 4 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT OP 1 Bright
  BPRT ABCDE 4 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT FGHIJKLMOP 1 Bright
  TNT1 A 0 A_PlaySound("Rage", CHAN_VOICE, 1.0, False, ATTN_NONE)
  TNT1 A 0 A_SpawnItemEx("LegendaryFriend3", 0, -40, -60, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
  TNT1 A 0 A_SpawnItemEx("LegendaryFriend3", 0, 0, -60, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
  TNT1 A 0 A_SpawnItemEx("LegendaryFriend3", 0, 40, -60, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
  TNT1 A 0 A_AlertMonsters
  TNT1 A 0 A_SpawnItemEx("ZamasuGate5", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate6", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate7", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate8", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLM 1 Bright
  BPRT NOP 2 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT ABCDEFGHIJKLMN 1 Bright
  BPRT OP 3 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT ABCD 1 Bright
  BPRT EF 3 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT GHIJKLMN 1 Bright
  BPRT KLMNOP 4 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT OP 1 Bright
  BPRT ABCDE 4 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT FGHIJKLMOP 1 Bright
  TNT1 A 0 A_PlaySound("Rage", CHAN_VOICE, 1.0, False, ATTN_NONE)
  TNT1 A 0 A_SpawnItemEx("LegendaryFriendExtra", 0, -20, -60, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
  TNT1 A 0 A_SpawnItemEx("SuperLegendaryFriend4", 0, 0, -60, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
  TNT1 A 0 A_SpawnItemEx("LegendaryFriendExtra2", 0, 45, -60, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
  TNT1 A 0 A_AlertMonsters
  TNT1 A 0 A_SpawnItemEx("ZamasuGate5", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate6", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate7", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate8", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLM 1 Bright
  BPRT NOP 2 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT ABCDEFGHIJKLMN 1 Bright
  BPRT OP 3 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT ABCD 1 Bright
  BPRT EF 3 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT GHIJKLMN 1 Bright
  BPRT KLMNOP 4 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT OP 1 Bright
  BPRT ABCDE 4 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT FGHIJKLMOP 1 Bright
  TNT1 A 0 A_PlaySound("Rage", CHAN_VOICE, 1.0, False, ATTN_NONE)
  TNT1 A 0 A_SpawnItemEx("SuperLegendaryFriend5", 0, -25, -60, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
  TNT1 A 0 A_SpawnItemEx("SuperLegendaryFriend5", 0, 0, -60, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
  TNT1 A 0 A_SpawnItemEx("SuperLegendaryFriend5", 0, 25, -60, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
  TNT1 A 0 A_AlertMonsters
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  Goto Death
  }
}

Actor SuperZamasuGateSpawner2 : ZamasuGate 
{
  States {
  Spawn:
  TNT1 A 0
  TNT1 A 0 A_PlaySound("Gateway/Hell", CHAN_AUTO, 1.0, True)
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate2", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate3", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate4", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate5", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate6", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate7", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("ZamasuGate8", Random(1,-1), Random(1,-1), Random(1,-1), 0, 0, 0, Random(0,359))
  BPRT ABCDEFGHIJKLM 1 Bright
  BPRT NOP 2 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT ABCDEFGHIJKLMN 1 Bright
  BPRT OP 3 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT ABCD 1 Bright
  BPRT EF 3 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT GHIJKLMN 1 Bright
  BPRT KLMNOP 4 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT OP 1 Bright
  BPRT ABCDE 4 Bright A_SpawnItemEx("ZamasuGateSpawnTear")
  BPRT FGHIJKLMOP 1 Bright
  TNT1 A 0 A_PlaySound("Rage", CHAN_VOICE, 1.0, False, ATTN_NONE)
  TNT1 A 0 A_SpawnItemEx("LegendaryCousin", 0, -60, -60, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
  TNT1 A 0 A_SpawnItemEx("LegendaryBrother", 0, 0, -60, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
  TNT1 A 0 A_SpawnItemEx("LegendaryBrother2", 0, 60, -60, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
  TNT1 A 0 A_AlertMonsters
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  BPRT ABCDEFGHIJKLMNOP 1 Bright
  Goto Death
  }
}

ACTOR LegendaryFriendExtra
{
 Height 8
 Radius 25
 Speed 30
 Damage (0)
 +RippeR
 +BloodlessImpact
  +NOTIMEFREEZE
  States
   {
    Spawn:
	 TNT1 A 5
	Death:
	 TNT1 A 0
	 TNT1 A 2
	 TNT1 A 0 A_SpawnItemEx("FakeLegendarySoul")
	 Stop
   }
}

ACTOR LegendaryFriendExtra2 : LegendaryFriendExtra 
{
  States
   {
    Spawn:
	 TNT1 A 5
	Death:
	 TNT1 A 0
	 TNT1 A 2
	 TNT1 A 0 A_SpawnItemEx("FakeLegendaryTormentor")
	 Stop
   }
}

ACTOR LegendaryFriendExtra3 : LegendaryFriendExtra 
{
  States
   {
    Spawn:
	 TNT1 A 5
	Death:
	 TNT1 A 0
	 TNT1 A 2
	 TNT1 A 0 A_SpawnItemEx("FakeLegendaryStealthTrooper")
	 Stop
   }
}

ACTOR LegendaryFriendExtra4 : LegendaryFriendExtra 
{
  States
   {
    Spawn:
	 TNT1 A 5
	Death:
	 TNT1 A 0
	 TNT1 A 2
	 TNT1 A 0 A_SpawnItemEx("FakeLegendaryCommando")
	 Stop
   }
}

ACTOR LegendaryFriendExtra5 : LegendaryFriendExtra 
{
  States
   {
    Spawn:
	 TNT1 A 5
	Death:
	 TNT1 A 0
	 TNT1 A 2
	 TNT1 A 0 A_SpawnItemEx("FakeLegendaryFiend")
	 Stop
   }
}

ACTOR LegendaryFriendExtra6 : LegendaryFriendExtra 
{
  States
   {
    Spawn:
	 TNT1 A 5
	Death:
	 TNT1 A 0
	 TNT1 A 2
	 TNT1 A 0 A_SpawnItemEx("FakeLegendaryBabySentient")
	 Stop
   }
}

ACTOR LegendaryCousin : LegendaryFriendExtra 
{
  States
   {
    Spawn:
	 TNT1 A 5
	Death:
	 TNT1 A 0
	 TNT1 A 2
	 TNT1 A 0 A_SpawnItemEx("FakeLegendarySentient")
	 Stop
   }
}

ACTOR LegendaryBrother2 : LegendaryFriendExtra 
{
  States
   {
    Spawn:
	 TNT1 A 5
	Death:
	 TNT1 A 0
	 TNT1 A 2
	 TNT1 A 0 A_SpawnItemEx("FakeLegendaryAnnihilator")
	 Stop
   }
}

ACTOR LegendaryBrother
{
 Height 8
 Radius 25
 Speed 30
 Damage (0)
 +RippeR
 +BloodlessImpact
  +NOTIMEFREEZE
  States
   {
    Spawn:
	 TNT1 A 5
	Death:
	 TNT1 A 0
	 TNT1 A 2
	 TNT1 A 0 A_SpawnItemEx("FakeLegendaryCyberdemon")
	 Stop
   }
}


ACTOR FakeZamasuZombie
{ 
  Health 5500
  Radius 20
  Height 56
  Speed 20
  BloodColor "Black"
+BOSS
+NOTIMEFREEZE
+MISSILEMORE
+MISSILEEVENMORE
+NOICEDEATH
+DONTGIB
+NOTELEFRAG
+QUICKTORETALIATE
+DONTHARMSPECIES
+NORADIUSDMG
+NOFEAR
DamageFactor 0.4
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
  DropItem "Zamasu Plasmatic Cannon", 256, 33
  DropItem "NemesisHealthBonusMax", 256, 32
  DropItem "NemesisArmorBonus32", 256
  DropItem "NemesisHealthBonusMax", 256, 32
  DropItem "NemesisDemonicEnergy", 256
  DropItem "NemesisGreaterDemonicEnergy", 256
  DropItem "NemesisArmorBonus32", 256
  DropItem "EnragedLegendaryArmor", 85, 1
  DropItem "LegAmmoSphere", 88, 3
  DropItem "EnragedLegendaryPowerShard", 35, 1
  DropItem "HandGrenadeAmmo", 235, 2
  DropItem "MineAmmo", 235, 2
  DropItem "Backpack", 198, 1
  DropItem "LegendaryRune", 128, 1
  DropItem "Nemesis Rifle", 128, 1
  DropItem "ZamasuArmor", 256, 1
  DropItem "ZamasuAgilityRune", 128, 1 
  DropItem "ZamasuWeakRune", 128, 1
  DropItem "ZamasuVitalityRune", 256, 1
  SeeSound "ZamasuZombieSee"
  PainSound "ZamasuZombiePain"
  DeathSound "ZamasuZombieDeath"
  ActiveSound "ZamasuZombieActive"
  Monster
  Obituary "%o was eradicated by the Zamasu Zombie's dark energy."
  Tag "\c[s5]Zamasu Zombie\c-"
  var int user_deathtimer;
  var int user_deathtimeractive;
  var int user_music;
  States
  {
Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("TrueLegendaryRuneSpawnCheck") == 2,1)
	Goto Remove
	TNT1 A 0 A_PlaySoundEx("NDemonHeart/Pickup","Voice",0,2)
Idle:
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZAZO A 10 A_Look
	Loop
Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("Zombieman",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
  See:
    TNT1 A 0 A_JumpIf(user_music == 1,3)
    TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,745,910)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_JumpIf(user_deathtimeractive == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("NemesisDeathTimerForVexed",0)
	TNT1 A 0 A_SetUserVar("user_deathtimeractive",1)
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,6715,910)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	ZAZO AA 3 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZAZO BB 3 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	ZAZO CC 3 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZAZO DD 3 Bright A_Chase
	TNT1 A 0 A_Jump(20,"Teleport")
	TNT1 A 0 A_Jump(80,"Rush")
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	Loop
  Rush:
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("ZamasuZombieGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZAZO A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuZombieGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZAZO A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuZombieGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZAZO B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuZombieGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZAZO B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("ZamasuZombieGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZAZO C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuZombieGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZAZO C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuZombieGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZAZO D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuZombieGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZAZO D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_Jump(84,"See")
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	Loop
  Teleport:
	ZAZO A 1 Bright A_UnSetShootable
	TNT1 AAAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZAZO AAAAAAAAAA 1 Bright A_FadeOut(0.1,0)
	ZAZO A 2 Bright
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	ZAZO A 1 Bright A_PlayWeaponSound("boss/teleport")
	TNT1 AAAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZAZO AAAAAAAAAA 1 Bright A_FadeIn(0.1)
	ZAZO A 1 Bright A_SetShootable
	Goto See  
  Strafing:
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZAZO AA 2 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZAZO BB 2 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZAZO CC 2 Bright A_GiveInventory("NemesisLegZombieStrafing",1)  
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZAZO DD 2 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	Goto See
  Pause:
	TNT1 A 0 A_PlaySound("weapons/demontechsteam")
	ZAZO EEEEE 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	Goto See  
  Missile:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
    TNT1 A 0 A_Jump(88,"Laser","Devastator","MiniBFG","10kProjectiles")
  Laser:
	ZAZO E 0 A_SetInvulnerable
	ZAZO E 1 Bright A_FaceTarget
	ZAZO EEEE 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	LEGW A 0 A_PlaySound("NemesisCannon/Mode2")
	ZAZO EEEEE 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAZO E 0 A_UnSetInvulnerable
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",7)
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonLaser",32,0,random(-6,6))
	ZAZO FE 3 Bright A_GiveInventory("NLegZombieStrafing2",1)
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",7)
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonLaser",32,0,random(-6,6))
	ZAZO FE 3 Bright A_GiveInventory("NLegZombieStrafing2",1)
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",7)
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonLaser",32,0,random(-6,6))
	ZAZO FE 2 Bright A_GiveInventory("NLegZombieStrafing2",1)
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",7)
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonLaser",32,0,random(-6,6))
	ZAZO FE 2 Bright A_GiveInventory("NLegZombieStrafing2",1)
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",7)
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonLaser",32,0,random(-6,6))
	ZAZO FE 2 Bright A_GiveInventory("NLegZombieStrafing2",1)
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",7)
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonLaser",32,0,random(-6,6))
	ZAZO FE 2 Bright A_GiveInventory("NLegZombieStrafing2",1)
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",7)
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonLaser",32,0,random(-6,6))
	ZAZO FE 1 Bright A_GiveInventory("NLegZombieStrafing2",1)
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",7)
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonLaser",32,0,random(-6,6))
	ZAZO FE 1 Bright A_GiveInventory("NLegZombieStrafing2",1)
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",7)
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonLaser",32,0,random(-6,6))
	ZAZO FE 1 Bright A_GiveInventory("NLegZombieStrafing2",1)
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",7)
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonLaser",32,0,random(-6,6))
	ZAZO FE 1 Bright A_GiveInventory("NLegZombieStrafing2",1)
	ZAZO EEEEEE 3 Bright A_GiveInventory("NLegZombieStrafing2",1)
	TNT1 A 0 A_Jump(80,"MiniBFG")
	Goto See
  Devastator:
	ZAZO E 0 A_PlaySound("cydes/mischrg",7,1,0,0.5)
	ZAZO E 1 Bright A_FaceTarget
	ZAZO FE 3 Bright A_GiveInventory("NLegZombieStrafing2",1)
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
	TNT1 A 0 A_CustomMissile("NemImpDevastatorBall",32,0,random(-6,6))
	ZAZO FE 3 Bright A_GiveInventory("NLegZombieStrafing2",1)
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
	TNT1 A 0 A_CustomMissile("NemImpDevastatorBall",32,0,random(-6,6))
	ZAZO FE 3 Bright A_GiveInventory("NLegZombieStrafing2",1)
	ZAZO EEEEEE 3 Bright A_GiveInventory("NLegZombieStrafing2",1)
	ZAZO E 10 A_FaceTarget
	Goto See
  MiniBFG:
	ZAZO E 0 A_SetInvulnerable
	ZAZO E 0 A_PlaySound("superzombie/sight")
	ZAZO E 1 Bright A_FaceTarget
	ZAZO EEEE 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	TNT1 A 0 A_PlayWeaponSound("star/load3")
	ZAZO EEEEE 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAZO E 0 A_UnSetInvulnerable
	ZAZO F 0 A_PlayWeaponSound("star/fire")
	ZAZO F 7 Bright A_CustomMissile("MiniNemesisBFGBall",32,0,random(-6,6))
	ZAZO EEE 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAZO F 0 A_PlayWeaponSound("star/fire")
	ZAZO F 7 Bright A_CustomMissile("MiniNemesisBFGBall",32,0,random(-6,6))
	ZAZO EEE 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAZO F 0 A_PlayWeaponSound("star/fire")
	ZAZO F 5 Bright A_CustomMissile("MiniNemesisBFGBall",32,0,random(-6,6))
	ZAZO EEE 2 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAZO F 0 A_PlayWeaponSound("star/fire")
	ZAZO F 5 Bright A_CustomMissile("MiniNemesisBFGBall",32,0,random(-6,6))
	ZAZO EEE 2 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAZO F 0 A_PlayWeaponSound("star/fire")
	ZAZO F 2 Bright A_CustomMissile("MiniNemesisBFGBall",32,0,random(-6,6))
	ZAZO EEE 1 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAZO F 0 A_PlayWeaponSound("star/fire")
	ZAZO F 2 Bright A_CustomMissile("MiniNemesisBFGBall",32,0,random(-6,6))
	ZAZO EEE 1 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAZO F 0 A_PlayWeaponSound("star/fire")
	ZAZO F 2 Bright A_CustomMissile("MiniNemesisBFGBall",32,0,random(-6,6))
	ZAZO EEE 1 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAZO E 8 Bright A_FaceTarget
	Goto See
  10kProjectiles:
	ZAZO E 0 A_SetInvulnerable
	ZAZO E 1 Bright A_FaceTarget
	ZAZO EEEE 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	ZAZO EEEEEEEE 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAZO E 0 A_UnSetInvulnerable
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",32,0,Random(-4,4))
	ZAZO FE 3 Bright A_GiveInventory("NLegZombieStrafing2",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",32,0,Random(-4,4))
	ZAZO FE 3 Bright A_GiveInventory("NLegZombieStrafing2",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",32,0,Random(-4,4))
	ZAZO FE 3 Bright A_GiveInventory("NLegZombieStrafing2",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",32,0,Random(-4,4))
	ZAZO FE 3 Bright A_GiveInventory("NLegZombieStrafing2",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",32,0,Random(-4,4))
	ZAZO FE 3 Bright A_GiveInventory("NLegZombieStrafing2",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",32,0,Random(-4,4))
	ZAZO FE 1 Bright A_GiveInventory("NLegZombieStrafing2",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",32,0,Random(-4,4))
	ZAZO FE 1 Bright A_GiveInventory("NLegZombieStrafing2",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",32,0,Random(-4,4))
	ZAZO FE 1 Bright A_GiveInventory("NLegZombieStrafing2",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",32,0,Random(-4,4))
	ZAZO FE 1 Bright A_GiveInventory("NLegZombieStrafing2",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",32,0,Random(-4,4))
	ZAZO FE 1 Bright A_GiveInventory("NLegZombieStrafing2",1)
	ZAZO EEEEEE 3 Bright A_GiveInventory("NLegZombieStrafing2",1)
	TNT1 A 0 A_Jump(80,"MiniBFG")
	Goto See
  Pain:
	TNT1 A 0 A_Jump(30,"Teleport")
  Pain2:
	TNT1 A 0 A_Jump(192,"PainMissile")
	ZAZO G 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_Pain
	ZAZO G 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	Goto See
  PainMissile: 
	ZAZO G 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_Pain
	ZAZO G 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	Goto Missile  
  Death:
	TNT1 A 0 A_StopSound(6)
    TNT1 A 0 A_Jump(36,"LegendarySoul")
	ZAZO H 5 A_Scream
	ZAZO I 5 A_Fall
	ZAZO J 5 A_SpawnItem("BodyCrash",0,0,0,0)
	ZAZO K 5 
	TNT1 A 0 A_Jump(100,"MoreStuff")
	ZAZO L -1
	Stop
  LegendarySoul:
    TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_SpawnItem("TrueTrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZAZO H 5 A_Scream
	TNT1 A 0 A_SpawnItem("TrueTrueNemesisHellionSmokeSpawner",0,0,0,0)
    ZAZO I 5 A_Fall
	TNT1 A 0 A_SpawnItem("TrueTrueNemesisHellionSmokeSpawner",0,0,0,0)
    ZAZO J 5 A_SpawnItem("BodyCrash",0,0,0,0)
	TNT1 A 0 A_SpawnItem("TrueTrueNemesisHellionSmokeSpawner",0,0,0,0)
    ZAZO K 5 
	TNT1 A 0 A_SpawnItem("TrueTrueNemesisHellionSmokeSpawner",0,0,0,0)
    ZAZO L 5
	TNT1 A 0 A_SpawnItem("TrueTrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZAZO L 140
	ZAZO L 0 A_PlaySoundEx("brain/spit","Voice",0,2)
	ZAZO LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	ZAZO LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	ZAZO LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("ZamasuSoul",0,0,16,0,0,0,0,32)
	TNT1 A 0 A_SpawnItemEx("TeleportFog",0,0,16,0,0,0,0,32)
	ZAZO L -1
	Stop
  MoreStuff:
	ZAZO L 100
	TNT1 A 0 A_SpawnItem("HellionSmokeAttack")
	ZAZO LLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_SpawnItem("NemesisZombieItemRandomizer")
	ZAZO LLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_SpawnItem("NemesisZombieItemRandomizer")
	ZAZO L 1 A_SpawnItem("NemesisZombieSuperItemRandomizer")
	ZAZO L -1
	Stop
  XDeath:
	TNT1 A 0 A_StopSound(6)
	ZAZO O 3 A_SpawnItemEx("NemesisGibbedGenerator",0,0,0,0,0,0,0,128,0)
	ZAZO P 3 A_XScream
	ZAZO R 3 A_Fall
	ZAZO STUV 3 
	TNT1 A 0 A_Jump(100,"MoreStuff2")
	ZAZO W -1
	Stop
  MoreStuff2:
	ZAZO W 100
	TNT1 A 0 A_SpawnItem("HellionSmokeAttack")
	ZAZO WWWWWWWWWWWWWWWWWWWWWWWWWWWWWW 1 A_SpawnItem("NemesisZombieItemRandomizer")
	ZAZO WWWWWWWWWWWWWWWWWWWWWWWWWWWWWW 1 A_SpawnItem("NemesisZombieItemRandomizer")
	ZAZO W 1 A_SpawnItem("NemesisZombieSuperItemRandomizer")
	ZAZO W -1
	Stop
	}
}

ACTOR FakeZamasuAssaultCaptain
{
//Creator: Eshkere_Jason
//$Sprite ZASCA1
//$Title "Zamasu Assault Captain"
    Health 5750
    Radius 20
    Height 56
    Speed 20
    PainChance 20
    MONSTER
    +NOTIMEFREEZE
	+BOSS
	+BOSSDEATH
	+FLOORCLIP
	+MISSILEMORE
	+MISSILEEVENMORE
	+QUICKTORETALIATE
	+NOICEDEATH
	+NODROPOFF
	+DONTGIB
	+NOTARGET
	+NORADIUSDMG
	+FORCERADIUSDMG
	+NOFEAR
    SeeSound "ZASCguy/sight"
    AttackSound "Weapons/LegAutoShotgun"
    PainSound "ZASCguy/pain"
    DeathSound "ZASCguy/death"
    ActiveSound "ZASCguy/active"
    Obituary "%o was outsmarted and outgunned by a Zamasu Assault Captain."
	BloodColor "Black"
	DropItem "Nemesis Assault Shotgun", 256
	DropItem "NemesisDemonicEnergy", 256
    DropItem "NemesisGreaterDemonicEnergy", 256
    DropItem "NemesisShell", 256
    DropItem "NemesisShellBox", 130
	DropItem "NemesisPowerShard" 100 1
	DropItem "RandomZamasuItem", 130, 1
	DropItem "LegAmmoSphere" 95 1
	DropItem "HandGrenadeAmmo" 237 2
	DropItem "MineAmmo" 242 2
	DropItem "Backpack" 202 1
	DropItem "LegendaryRune" 27 1
  DropItem "ZamasuRune" 128 1 
	Species "Zombie"
	DamageFactor 0.4
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
Tag "\c[s5]Zamasu Assault Captain\c-"
	var int user_music;
	var int user_missile;
	var int user_infammo;
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("TrueLegendaryRuneSpawnCheck") == 2,1)
	Goto Remove
	TNT1 A 0 A_PlaySoundEx("NDemonHeart/Pickup","Voice",0,2)
	ZASC A 10 Bright A_Look
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC A 10 Bright A_Look
	TNT1 AA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	Loop
	Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("Shotgunguy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
  See:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,6746,910)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC AA 4 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC BB 4 Bright A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC CC 4 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC DD 4 Bright A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_Jump(64,"Mine")
	TNT1 A 0 A_Jump(64,"Rush")
	TNT1 A 0 A_Jump(64,"DodgeLeft","DodgeRight")
	TNT1 A 0 A_Jump(64,"Chase")
	Loop
  Chase:
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC AA 1 Bright A_FastChase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_Jump(1,"Heal")
	TNT1 A 0 A_JumpIfCloser(130,"Dodge")
	ZASC AA 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_JumpIfCloser(130,"Dodge")
	ZASC BB 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_JumpIfCloser(130,"Dodge")
	ZASC BB 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	TNT1 A 0 A_JumpIfCloser(150,"Dodge")
	ZASC CC 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_Jump(10,"Heal")
	TNT1 A 0 A_JumpIfCloser(150,"Dodge")
	ZASC CC 1 Bright A_FastChase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_JumpIfCloser(130,"Dodge")
	ZASC DD 1 Bright A_FastChase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_JumpIfCloser(130,"Dodge")
	ZASC DD 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	TNT1 A 0 A_Jump(95,"Mine")
	TNT1 A 0 A_Jump(128,"Dodge")
	Loop
  Rush:
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("ZamASGZombieGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZASC A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamASGZombieGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZASC A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamASGZombieGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZASC B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamASGZombieGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZASC B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("ZamASGZombieGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZASC C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamASGZombieGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZASC C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamASGZombieGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZASC D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamASGZombieGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZASC D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_Jump(85,"See")
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	Loop
  Heal:
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	ZASC A 5 Bright
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 HealThing(5)
	TNT1 A 0 A_PlaySound("pickups/flask",0,1.0,0)
	Goto See
  Heal2:
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	ZASC A 5 Bright
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 HealThing(15)
	TNT1 A 0 A_PlaySound("pickups/pstimpack",0,1.0,0)
	Goto See
  Heal3:
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	ZASC A 5 Bright
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 HealThing(25)
	TNT1 A 0 A_PlaySound("pickups/pmedkit",0,1.0,0)
	Goto See
  InfiniteAmmo:
	TNT1 A 0 A_JumpIf(user_infammo == 1,"Missile")
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC A 5 Bright
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 ACS_NamedExecuteAlways("EnemyInfiniteAmmo",0)
	TNT1 A 0 A_PlaySound("legammo/use",0,1.0,0,0.5)
	Goto See
  SeeNoDodge:
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC AABB 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	ZASC CCDD 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	ZASC AABB 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	ZASC CCDD 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	ZASC AABB 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	ZASC CCDD 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	Goto Chase
  Dodge:
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC A 1 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 ThrustThingZ(0, 20, 0, 0)
	TNT1 A 0 A_Jump(256, "DodgeRight", "DodgeLeft")
  DodgeLeft:
	TNT1 A 0 ThrustThing(angle*256/360+192, 30, 0, 0)
	TNT1 A 0 A_Jump(400,"Heal")
	TNT1 A 0 A_Jump(350,"Heal2")
	TNT1 A 0 A_Jump(300,"Heal3")
	TNT1 A 0 A_Jump(20,"InfiniteAmmo")
	Goto SeeNoDodge
  DodgeRight:
	TNT1 A 0 ThrustThing(angle*256/360+64, 30, 0, 0)
	TNT1 A 0 A_Jump(100,"Heal")
	TNT1 A 0 A_Jump(350,"Heal2")
	TNT1 A 0 A_Jump(300,"Heal3")
	TNT1 A 0 A_Jump(20,"InfiniteAmmo")
	Goto SeeNoDodge
  Teleport:
	ZASC A 1 Bright A_UnSetShootable
	TNT1 AAAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC AAAAAAAAAA 1 Bright A_FadeOut(0.1,0)
	ZASC A 2 Bright
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	ZASC A 1 Bright A_PlayWeaponSound("boss/teleport")
	TNT1 AAAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC AAAAAAAAAA 1 Bright A_FadeIn(0.1)
	ZASC A 1 Bright A_SetShootable
	Goto See  
  Missile:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_Jump(15,"Rage")
	TNT1 A 0 A_Jump(40,"InfiniteAmmo")
	TNT1 A 0 A_Jump(100,"MissileLoop2")
	ZASC E 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
  MissileLoop:
	TNT1 A 0 A_JumpIf(user_infammo == 1,"MissileLoopInfAmmo")
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_JumpIfInventory("ASGZAmmo",16,"Reload")
	ZASC E 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_GiveInventory("ASGZAmmo",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	//TNT1 AAAA 0 A_CustomMissile("NemesisTracer",Random(28,34),0,Random(6,-6),0)
	//TNT1 A 0 A_CustomBulletAttack(15,12,4,0,"NemesisASGPuffExplode",0)
	//ZASC F 2 Bright A_CustomBulletAttack(15,12,4,Random(5,15)*6,"NemesisASGBulletPuff",0,CBAF_NORANDOM)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZASC F 2 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	TNT1 A 0 A_CPosRefire
	TNT1 A 0 A_Jump(6,"Heal")
	TNT1 A 0 A_Jump(5,"Heal2")
	TNT1 A 0 A_Jump(4,"Heal3")
	TNT1 A 0 A_Jump(3,"InfiniteAmmo")
	TNT1 A 0 A_Jump(20,"MidAttackTeleport")
	TNT1 A 0 A_Jump(10,"Grenade")
	TNT1 A 0 A_JumpIfCloser(300,"MidAttackTeleport")
	Loop
  MissileLoop2:
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC E 4 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC E 4 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC E 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire",0,1.0,0,0.4)
	ZASC F 4 Bright A_CustomMissile("NemesisGrenadeImpact",32,0,0,2,4)
	TNT1 A 0 A_CPosRefire
	TNT1 A 0 A_Jump(20,"Heal")
	TNT1 A 0 A_Jump(18,"Heal2")
	TNT1 A 0 A_Jump(15,"Heal3")
	TNT1 A 0 A_Jump(10,"InfiniteAmmo")
	TNT1 A 0 A_Jump(60,"MidAttackTeleport")
	TNT1 A 0 A_JumpIfCloser(300,"MidAttackTeleport")
	Loop
  MissileLoopInfAmmo:
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_TakeInventory("ASGZAmmo",16)
	ZASC E 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	//TNT1 AAAA 0 A_CustomMissile("NemesisTracer",Random(28,34),0,Random(6,-6),0)
	//TNT1 A 0 A_CustomBulletAttack(15,12,4,0,"NemesisASGPuffExplode",0)
	//ZASC F 2 Bright A_CustomBulletAttack(15,12,4,Random(5,15)*6,"NemesisASGBulletPuff",0,CBAF_NORANDOM)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZASC F 2 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	TNT1 A 0 A_CPosRefire
	TNT1 A 0 A_Jump(6,"Heal")
	TNT1 A 0 A_Jump(5,"Heal2")
	TNT1 A 0 A_Jump(4,"Heal3")
	TNT1 A 0 A_Jump(10,"Grenade")
	Loop
  Strafing:
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZASC AA 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZASC BB 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZASC CC 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)  
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZASC DD 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	Goto See
  Mine:
	TNT1 A 0 A_JumpIf(user_infammo == 1,"MineInfAmmo")
	ZASC C 1 Bright
	ZASC C 5 Bright A_CustomMissile("NemesisSpringMineSet",32,0,0,2,15)
	ZASC E 5 Bright
	ZASC C 3 Bright
	Goto See
  MineInfAmmo:
	ZASC C 6 Bright
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisSpringMineSet",32,0,random(0,360),2,15)
	ZASC E 5 Bright
	ZASC C 3 Bright
	Goto See
  Grenade:
	ZASC E 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire",0,1.0,0,0.4)
	ZASC F 4 Bright A_CustomMissile("NemesisGrenadeLowGrav",32,0,0,2,4)
	ZASC E 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire",0,1.0,0)
	ZASC F 4 Bright A_CustomMissile("NemesisGrenadeLowGrav",32,0,0,2,4)
	Goto Dodge
  MidAttackTeleport:
	ZASC E 1 Bright A_UnSetShootable
	TNT1 AAAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC E 1 Bright A_FadeOut(0.2,0)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZASC E 1 Bright A_FadeOut(0.2,0)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZASC E 1 Bright A_FadeOut(0.2,0)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZASC E 1 Bright A_FadeOut(0.2,0)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZASC E 1 Bright A_FadeOut(0.2,0)
	ZASC E 2 Bright
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	ZASC E 1 Bright A_PlayWeaponSound("boss/teleport")
	TNT1 AAAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC E 1 Bright A_FadeIn(0.2)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZASC E 1 Bright A_FadeIn(0.2)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZASC E 1 Bright A_FadeIn(0.2)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZASC E 1 Bright A_FadeIn(0.2)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZASC E 1 Bright A_FadeIn(0.2)
	ZASC E 1 Bright A_SetShootable
	Goto Grenade
  Reload:
	TNT1 A 0 A_ChangeFlag("NoPain",1)
	TNT1 A 0 A_PlaySound("lasgguy/asgout")
	TNT1 A 0 A_SpawnItemEx("LegendaryEmptyDrumSpawner",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC E 10 Bright A_TakeInventory("ASGZAmmo",16)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC E 4 Bright A_PlaySound("lasgguy/asgin") 
	ZASC E 5 Bright A_PlaySound("LShotgun/Cock")
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_ChangeFlag("NoPain",0)
	Goto See
  Rage:
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_PlaySound("VexedNemesisAssaultCaptain/Sight",7,1.0,0,ATTN_NONE)
	ZASC EEEEEEEE 2 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  RageLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 20,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	ZASC E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZASC F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZASC E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZASC F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZASC E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZASC F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZASC E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZASC F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZASC E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZASC F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZASC E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZASC F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZASC E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire",0,1.0,0,0.4)
	ZASC F 1 Bright A_CustomMissile("NemesisGrenadeImpact",32,0,0,2,4)
	TNT1 A 0 A_Jump(80,"MidRageTeleport")
	Loop
  MidRageTeleport:
	ZASC E 1 Bright A_UnSetShootable
	TNT1 AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZASC E 1 Bright A_FadeOut(0.1,0)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZASC EEE 1 Bright A_FadeOut(0.3,0)
	ZASC E 2 Bright
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	ZASC E 1 Bright A_PlayWeaponSound("boss/teleport")
	TNT1 AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZASC EEE 1 Bright A_FadeIn(0.3)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZASC E 1 Bright A_FadeIn(0.1)
	ZASC E 1 Bright A_SetShootable
	Goto RageLoop
  Pain:
	TNT1 A 0 A_Jump(30,"Teleport")
	TNT1 A 0 A_Jump(20,"Dodge")
	TNT1 A 0 A_Jump(192,"PainMissile")
	ZASC G 3 Bright
	ZASC G 3 Bright A_Pain
	TNT1 A 0 A_Jump(40,"Dodge")
	Goto See
  PainMissile:
	ZASC G 3 Bright
	ZASC G 3 Bright A_Pain
	Goto Missile  
  Pain.RailG:
  Pain.PDTPuff:
  Pain.DTRailgun:
  Pain.PlayerDTRG:
  Pain.Explosion:
	Goto Rage
  Death:
	TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_Jump(36,"LegendarySoul")
	TNT1 AAAAA 0 A_SpawnItemEx("NemesisGrenade",0,0,32,random(0,8),0,random(0,12),random(0,360))
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisSpringMineSet",32,0,random(0,360),2,15)
	ZASC H 5
	ZASC I 5 A_Scream
	ZASC J 5 A_Fall
	ZASC J 5 A_SpawnItem("BodyCrash",0,0,0,0)
	ZASC K 5
	TNT1 A 0 A_Jump(100,"MoreStuff")
	ZASC L 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,192)
	ZASC L -1
	Stop
  LegendarySoul:
	TNT1 A 0 A_StopSound(6)
	TNT1 AAAAA 0 A_SpawnItemEx("NemesisGrenade",0,0,32,random(0,8),0,random(0,12),random(0,360))
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisSpringMineSet",32,0,random(0,360),2,15)
	ZASC H 5 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZASC I 5 A_Scream
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZASC J 5 A_Fall
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZASC J 5 A_SpawnItem("BodyCrash",0,0,0,0)
	ZASC K 5 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZASC L 140 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZASC L 0 A_PlaySoundEx("brain/spit","Voice",0,2)
	ZASC LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	ZASC LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	ZASC LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("ZamasuSoul",0,0,16,0,0,0,0,32)
	TNT1 A 0 A_SpawnItemEx("TeleportFog",0,0,16,0,0,0,0,32)
	ZASC L -1
	Stop
  XDeath:
	TNT1 A 0 A_StopSound(6)
	TNT1 AAAAA 0 A_SpawnItemEx("NemesisGrenade",0,0,32,random(0,8),0,random(0,12),random(0,360))
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisSpringMineSet",32,0,random(0,360),2,15)
	ZASC O 5 A_SpawnItemEx("NemesisGibbedGenerator",0,0,0,0,0,0,0,128,0)
	ZASC P 5 A_XScream
	ZASC Q 5 A_Fall
	ZASC RSTUV 5
	ZASC W 100
	TNT1 A 0 A_Jump(100,"MoreStuff2")
	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,192)
	ZASC W -1
	Stop
  MoreStuff:
	ZASC L 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,192)
	TNT1 A 0 A_SpawnItem("HellionSmokeAttack")
	ZASC LLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_SpawnItem("NemesisAssaultCaptainItemRandomizer")
	ZASC LLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_SpawnItem("NemesisAssaultCaptainItemRandomizer")
	ZASC L 1 A_SpawnItem("NemesisZombieSuperItemRandomizer")
	ZASC L -1
	Stop
  MoreStuff2:
	ZASC W 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,192)
	TNT1 A 0 A_SpawnItem("HellionSmokeAttack")
	ZASC WWWWWWWWWWWWWWWWWWWWWWWWWWWWWW 1 A_SpawnItem("NemesisAssaultCaptainItemRandomizer")
	ZASC WWWWWWWWWWWWWWWWWWWWWWWWWWWWWW 1 A_SpawnItem("NemesisAssaultCaptainItemRandomizer")
	ZASC W 1 A_SpawnItem("NemesisZombieSuperItemRandomizer")
	ZASC W -1
	Stop
	}
}

ACTOR FakeZamasuProShotgunnerZombie
{
//Creator: Nemesiscaptain(uwu)and Makarov
//Origin: Infinity Gods
//Sprite: ZMPS
//Title: "ZamasuProShotgunnerZombie"   
Monster
Health 7750
Speed 40
GibHealth 130
Mass 150
PainChance 1
FastSpeed 30
Monster 
Obituary "%o armor was useless against the shotgun fury of the Zamasu Pro Shotgunner Zombie."
Species "Zombies"
DamageFactor "TheLegendOfZamasu", 0.0
DamageFactor "LegendOfZamasuHuman", 0.0
DamageFactor "PlayerFireSword", 0.8
DamageFactor "PlayerDTRG", 0.30
DamageFactor "PlayerBHole", 0.0
DamageFactor "CustomSpray", 0.0
DamageFactor "BFG9500Ball", 0.0
DamageFactor "PlayerPyro", 0.3
DamageFactor "Extreme", 0.0
DamageFactor "UltimateLegendary", 0.0
DamageFactor "HellComet", 0.0
DamageFactor "ZATM", 0.0
DamageFactor "PDTBFG", 0.03
DamageFactor "PDTBFGTracer", 0.03
DamageFactor "PlayerRailPuff", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "Ice", 0.0
DamageFactor "FreezerBurn", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "CerChainguns", 0.0	
DamageFactor "CerEnergyBall", 0.0
DamageFactor "Cyber10K", 0.0
DamageFactor "C0mm4nder", 0.0
DamageFactor "HFCyb3r", 0.3
DamageFactor "Legendary", 0.0
DamageFactor "Legendary1", 0.0
DamageFactor "LegendaryGuru", 0.0
DamageFactor "LegendaryGuruPlayer", 0.3
DamageFactor "LegendaryPlayer", 0.3
DamageFactor "BFG10K", 0.65
DamageFactor "BFGSplash", 0.0
DamageFactor "BFGSpray", 0.0
DamageFactor "Railg", 0.5
DamageFactor "PlayerDevBall", 0.020
DamageFactor "PlayerDTBFGRailgunSlug", 0.020
DamageFactor "PlayerDevTracer", 0.020
DamageFactor "SuperWeapon", 0.0
DamageFactor "DBFG10K2", 0.65
DamageFactor "PlayerDBFG10K2", 0.65
DamageFactor "DBFG2", 0.65
DamageFactor "PlayerDBFG2", 0.65
DropItem "ZamasuArmor" 256
DropItem "ZamasuRune" 256
DropItem "ZamasuStrongSphere" 256
DropItem "NemesisOmegaSphere" 256
DropItem "TrueLegendaryrune" 256
DropItem "Nemesis Rifle", 256
DropItem "NemesisDarkMachinegun", 256
DropItem "Nemesis Plasmatic Cannon", 256
DropItem "Nemesis Assault Shotgun", 256
DropItem "Nemesis Sawed-Off Shotgun", 256
DropItem "Nemesis BFG", 256
DropItem "NemesisBackpack" 256 1
DropItem "NemesisBackpack" 256 1
DropItem "NemesisBackpack" 256 1
DropItem "VexedNemesisPowerShard", 256, 1
BloodColor "Black"
SeeSound "grunt/sight"
AttackSound "legendarypro/fire"
PainSound "grunt/pain"
DeathSound "grunt/death"
ActiveSound "grunt/active"
Tag "\c[s5]Zamasu Pro Shotgunner Zombie\c-"
var int user_music;
var int user_infammo;
var int user_missile;
States 
   {  
Spawn:
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
    ZMPS A 10 Bright A_Look
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	ZMPS A 10 Bright A_Look
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
    Loop
  See:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,6760)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
    ZMPS AAA 1 Bright A_Chase("","")
	ZMPS A 1 A_Chase
	TNT1 A 0 A_JumpIfTargetInLOS("DogdeSee",50,JLOSF_TARGETLOS)
	ZMPS AAA 1 Bright A_Chase("","")
	ZMPS A 1 A_Chase
	TNT1 A 0 A_JumpIfTargetInLOS("DogdeSee",50,JLOSF_TARGETLOS)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	ZMPS BBB 1 Bright A_Chase("","")
	ZMPS B 1 A_Chase
	TNT1 A 0 A_JumpIfTargetInLOS("DogdeSee",50,JLOSF_TARGETLOS)
	ZMPS BBB 1 Bright A_Chase("","")
	ZMPS B 1 A_Chase
	TNT1 A 0 A_JumpIfTargetInLOS("DogdeSee",50,JLOSF_TARGETLOS)
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	ZMPS CCC 1 Bright A_Chase("","")
	ZMPS C 1 A_Chase
	TNT1 A 0 A_JumpIfTargetInLOS("DogdeSee",50,JLOSF_TARGETLOS)
	ZMPS CCC 1 Bright A_Chase("","")
	ZMPS C 1 A_Chase
	TNT1 A 0 A_JumpIfTargetInLOS("DogdeSee",50,JLOSF_TARGETLOS)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	ZMPS DDD 1 Bright A_Chase("","")
	ZMPS D 1 A_Chase
	TNT1 A 0 A_JumpIfTargetInLOS("DogdeSee",50,JLOSF_TARGETLOS)
	ZMPS DDD 1 Bright A_Chase("","")
	ZMPS D 1 A_Chase
	TNT1 A 0 A_JumpIfTargetInLOS("DogdeSee",50,JLOSF_TARGETLOS)
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_Jump(64,"Mine")
	ZMPS A 0 A_Jump(64,"Rush")
	TNT1 A 0 A_Jump(64,"DodgeLeft","DodgeRight","DodgeGo")
	TNT1 A 0 A_Jump(64,"Chase")
	Loop
  DogdeSee:
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_FaceTarget
	ZMPS AAA 1 Bright A_Chase("","",CHF_FASTCHASE)
	ZMPS A 1 A_Chase
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_CheckSight("See")
	TNT1 A 0 A_FaceTarget
	ZMPS AAA 1 Bright A_Chase("","",CHF_FASTCHASE)
	ZMPS A 1 A_Chase
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_CheckSight("See")
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_FaceTarget
	ZMPS BBB 1 Bright A_Chase("","",CHF_FASTCHASE)
	ZMPS B 1 A_Chase
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_CheckSight("See")
	TNT1 A 0 A_FaceTarget
	ZMPS BBB 1 Bright A_Chase("","",CHF_FASTCHASE)
	ZMPS B 1 A_Chase
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_CheckSight("See")
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_FaceTarget
	ZMPS CCC 1 Bright A_Chase("","",CHF_FASTCHASE)
	ZMPS C 1 A_Chase
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_CheckSight("See")
	TNT1 A 0 A_FaceTarget
	ZMPS CCC 1 Bright A_Chase("","",CHF_FASTCHASE)
	ZMPS C 1 A_Chase
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_CheckSight("See")
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_FaceTarget
	ZMPS DDD 1 Bright A_Chase("","",CHF_FASTCHASE)
	ZMPS D 1 A_Chase
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_CheckSight("See")
	TNT1 A 0 A_FaceTarget
	ZMPS DDD 1 Bright A_Chase("","",CHF_FASTCHASE)
	ZMPS D 1 A_Chase
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_CheckSight("See")
	TNT1 A 0 A_Jump(64,"Mine")
	ZMPS A 0 A_Jump(64,"Rush")
	TNT1 A 0 A_Jump(64,"DodgeLeft","DodgeRight","DodgeGo")
	TNT1 A 0 A_Jump(64,"Chase")
	Loop
  Rush:
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("ZamasuProShotgunnerZombieGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZMPS A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuProShotgunnerZombieGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZMPS A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuProShotgunnerZombieGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZMPS B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuProShotgunnerZombieGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZMPS B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("ZamasuProShotgunnerZombieGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZMPS C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuProShotgunnerZombieGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZMPS C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuProShotgunnerZombieGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZMPS D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuProShotgunnerZombieGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZMPS D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_Jump(85,"See")
	TNT1 A 0 A_Jump(200,"DodgeGo")
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	Loop
	Heal:
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	ZMPS A 5 Bright
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 HealThing(5)
	TNT1 A 0 A_PlaySound("pickups/flask",0,1.0,0)
	Goto See
  Heal2:
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	ZMPS A 5 Bright
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 HealThing(15)
	TNT1 A 0 A_PlaySound("pickups/pstimpack",0,1.0,0)
	Goto See
  Heal3:
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	ZMPS A 5 Bright
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 HealThing(25)
	TNT1 A 0 A_PlaySound("pickups/pmedkit",0,1.0,0)
	Goto See
  InfiniteAmmo:
	TNT1 A 0 A_JumpIf(user_infammo == 1,"Missile")
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZMPS A 5 Bright
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 ACS_NamedExecuteAlways("EnemyInfiniteAmmo",0)
	TNT1 A 0 A_PlaySound("legammo/use",0,1.0,0,0.5)
	Goto See
	Teleport:
       ZMPS E 1 A_UnSetShootable
	   TNT1 AAAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
       ZMPS EEEEEEEEEEE 1 A_FadeOut(0.1,0)
       ZMPS EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
       ZMPS EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
       ZMPS E 1 A_PlayWeaponSound("boss/teleport")
	   TNT1 AAAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
       ZMPS EEEEEEEEEEE 1 A_FadeIn(0.1)
       ZMPS E 1 A_SetShootable
       Goto see
  Chase:
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	ZMPS AA 1 Bright A_FastChase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	ZMPS A 0 A_JumpIfCloser(130,"Dodge")
	ZMPS AA 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	ZMPS A 0 A_JumpIfCloser(130,"Dodge")
	ZMPS BB 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	ZMPS A 0 A_JumpIfCloser(130,"Dodge")
	ZMPS BB 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	ZMPS A 0 A_JumpIfCloser(150,"Dodge")
	ZMPS CC 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	ZMPS A 0 A_JumpIfCloser(150,"Dodge")
	ZMPS CC 1 Bright A_FastChase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	ZMPS A 0 A_JumpIfCloser(130,"Dodge")
	ZMPS DD 1 Bright A_FastChase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	ZMPS A 0 A_JumpIfCloser(130,"Dodge")
	ZMPS DD 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	TNT1 A 0 A_Jump(95,"Mine")
	ZMPS A 0 A_Jump(128,"Dodge")
	ZMPS A 0 A_Jump(180,"DodgeGo")
	Loop
  SeeNoDodge:
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	ZMPS AABB 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	ZMPS CCDD 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	ZMPS AABB 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	ZMPS CCDD 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	ZMPS AABB 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	ZMPS CCDD 2 Bright A_Chase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	Goto Chase
  Dodge:
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	ZMPS A 1 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner")
	ZMPS E 0 ThrustThingZ(0, 20, 0, 0)
	ZMPS A 0 A_Jump(256, "DodgeRight", "DodgeLeft","DodgeGo")
  DodgeLeft:
	ZMPS E 0 ThrustThing(angle*256/360+192, 15, 0, 0)
	TNT1 A 0 A_Jump(400,"Heal")
	TNT1 A 0 A_Jump(350,"Heal2")
	TNT1 A 0 A_Jump(300,"Heal3")
	TNT1 A 0 A_Jump(20,"InfiniteAmmo")
	Goto SeeNoDodge
  DodgeRight:
	ZMPS E 0 ThrustThing(angle*256/360+64, 15, 0, 0)
	TNT1 A 0 A_Jump(100,"Heal")
	TNT1 A 0 A_Jump(350,"Heal2")
	TNT1 A 0 A_Jump(300,"Heal3")
	TNT1 A 0 A_Jump(20,"InfiniteAmmo")
	Goto SeeNoDodge
  DodgeGo:
	TNT1 A 0 A_CheckSight("Dodge")
	ZMPS E 4 A_FaceTarget
	TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	ZMPS E 2 A_Recoil(-36)
	ZMPS E 2  A_ScaleVelocity(0.2)
	TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)
	ZMPS E 1 A_ScaleVelocity(0)
	Goto See  
  Missile:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_Jump(15,"Rage")
	TNT1 A 0 A_Jump(40,"InfiniteAmmo")
	TNT1 A 0 A_Jump(100,"MissileLoop2")
	ZMPS E 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
  MissileLoop:
	TNT1 A 0 A_JumpIf(user_infammo == 1,"MissileLoopInfAmmo")
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_JumpIfInventory("ASGZAmmo",16,"Reload")
	ZMPS E 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_GiveInventory("ASGZAmmo",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	//TNT1 AAAA 0 A_CustomMissile("NemesisTracer",Random(28,34),0,Random(6,-6),0)
	//TNT1 A 0 A_CustomBulletAttack(15,12,4,0,"NemesisASGPuffExplode",0)
	//ZMPS F 2 Bright A_CustomBulletAttack(15,12,4,Random(5,15)*6,"NemesisASGBulletPuff",0,CBAF_NORANDOM)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZMPS F 2 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	TNT1 A 0 A_CPosRefire
	TNT1 A 0 A_Jump(6,"Heal")
	TNT1 A 0 A_Jump(5,"Heal2")
	TNT1 A 0 A_Jump(4,"Heal3")
	TNT1 A 0 A_Jump(3,"InfiniteAmmo")
	TNT1 A 0 A_Jump(20,"MidAttackTeleport")
	TNT1 A 0 A_Jump(10,"Grenade")
	TNT1 A 0 A_JumpIfCloser(300,"MidAttackTeleport")
	Loop
  MissileLoop2:
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZMPS E 4 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZMPS E 4 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZMPS E 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire",0,1.0,0,0.4)
	ZMPS F 4 Bright A_CustomMissile("NemesisGrenadeImpact",32,0,0,2,4)
	TNT1 A 0 A_CPosRefire
	TNT1 A 0 A_Jump(20,"Heal")
	TNT1 A 0 A_Jump(18,"Heal2")
	TNT1 A 0 A_Jump(15,"Heal3")
	TNT1 A 0 A_Jump(10,"InfiniteAmmo")
	TNT1 A 0 A_Jump(60,"MidAttackTeleport")
	TNT1 A 0 A_JumpIfCloser(300,"MidAttackTeleport")
	Loop
  MissileLoopInfAmmo:
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_TakeInventory("ASGZAmmo",16)
	ZMPS E 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	//TNT1 AAAA 0 A_CustomMissile("NemesisTracer",Random(28,34),0,Random(6,-6),0)
	//TNT1 A 0 A_CustomBulletAttack(15,12,4,0,"NemesisASGPuffExplode",0)
	//ZMPS F 2 Bright A_CustomBulletAttack(15,12,4,Random(5,15)*6,"NemesisASGBulletPuff",0,CBAF_NORANDOM)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZMPS F 2 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	TNT1 A 0 A_CPosRefire
	TNT1 A 0 A_Jump(6,"Heal")
	TNT1 A 0 A_Jump(5,"Heal2")
	TNT1 A 0 A_Jump(4,"Heal3")
	TNT1 A 0 A_Jump(10,"Grenade")
	Loop
  Strafing:
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZMPS AA 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZMPS BB 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZMPS CC 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)  
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZMPS DD 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	Goto See
	Mine: 
	TNT1 A 0 A_JumpIf(user_infammo == 1,"MineInfAmmo")
	ZMPS C 1 Bright
	ZMPS C 5 Bright A_CustomMissile("NemesisSpringMineSet",32,0,0,2,15)
	ZMPS E 5 Bright
	ZMPS C 3 Bright
	Goto See
	MineInfAmmo:
	ZMPS C 6 Bright
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisSpringMineSet",32,0,random(0,360),2,15)
	ZMPS E 5 Bright
	ZMPS C 3 Bright
	Goto See
  Grenade:
	ZMPS E 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire",0,1.0,0,0.4)
	ZMPS F 4 Bright A_CustomMissile("NemesisGrenadeLowGrav",32,0,0,2,4)
	ZMPS E 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire",0,1.0,0)
	ZMPS F 4 Bright A_CustomMissile("NemesisGrenadeLowGrav",32,0,0,2,4)
  Goto Dodge
  MidAttackTeleport:
	ZMPS E 1 Bright A_UnSetShootable
	TNT1 AAAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZMPS E 1 Bright A_FadeOut(0.2,0)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZMPS E 1 Bright A_FadeOut(0.2,0)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZMPS E 1 Bright A_FadeOut(0.2,0)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZMPS E 1 Bright A_FadeOut(0.2,0)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZMPS E 1 Bright A_FadeOut(0.2,0)
	ZMPS E 2 Bright
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	ZMPS E 1 Bright A_PlayWeaponSound("boss/teleport")
	TNT1 AAAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZMPS E 1 Bright A_FadeIn(0.2)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZMPS E 1 Bright A_FadeIn(0.2)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZMPS E 1 Bright A_FadeIn(0.2)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZMPS E 1 Bright A_FadeIn(0.2)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZMPS E 1 Bright A_FadeIn(0.2)
	ZMPS E 1 Bright A_SetShootable
	Goto Grenade
  Reload:
	TNT1 A 0 A_ChangeFlag("NoPain",1)
	TNT1 A 0 A_PlaySound("lasgguy/asgout")
	TNT1 A 0 A_SpawnItemEx("LegendaryEmptyDrumSpawner",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZMPS E 10 Bright A_TakeInventory("ASGZAmmo",16)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZMPS E 4 Bright A_PlaySound("lasgguy/asgin") 
	ZMPS E 5 Bright A_PlaySound("LShotgun/Cock")
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_ChangeFlag("NoPain",0)
	Goto See
  Rage:
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_PlaySound("grunt/sight",7,1.0,0,ATTN_NONE)
	ZMPS EEEEEEEE 2 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  RageLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 20,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	ZMPS E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZMPS F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZMPS E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZMPS F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZMPS E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZMPS F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZMPS E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZMPS F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZMPS E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZMPS F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZMPS E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZMPS F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZMPS E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire",0,1.0,0,0.4)
	ZMPS F 1 Bright A_CustomMissile("NemesisGrenadeImpact",32,0,0,2,4)
	TNT1 A 0 A_Jump(80,"MidRageTeleport")
	Loop
  MidRageTeleport:
	ZMPS E 1 Bright A_UnSetShootable
	TNT1 AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZMPS E 1 Bright A_FadeOut(0.1,0)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZMPS EEE 1 Bright A_FadeOut(0.3,0)
	ZMPS E 2 Bright
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	ZMPS E 1 Bright A_PlayWeaponSound("boss/teleport")
	TNT1 AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZMPS EEE 1 Bright A_FadeIn(0.3)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZMPS E 1 Bright A_FadeIn(0.1)
	ZMPS E 1 Bright A_SetShootable
	Goto RageLoop
	Pain:
	TNT1 A 0
	TNT1 A 0 A_Jump(20,"Dodge")
	TNT1 A 0 A_Jump(192,"PainMissile")
	TNT1 A 0 A_Jump(30,"Mine")
    Goto See
    PainMissile:
    ZMPS G 3 Bright
    ZMPS G 3 Bright A_Pain
    Goto Missile
	Pain.RailG:
  Pain.PDTPuff:
  Pain.DTRailgun:
  Pain.PlayerDTRG:
  Pain.Explosion:
	Goto Rage
  Death:
	TNT1 A 0
	TNT1 AAAAA 0 A_SpawnItemEx("NemesisGrenade",0,0,32,random(0,8),0,random(0,12),random(0,360))
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisSpringMineSet",32,0,random(0,360),2,15)
  Death2:
	TNT1 A 0 A_StopSound(6)
	ZMPS H 5 A_Scream
	ZMPS I 5 A_Fall
	ZMPS J 5 A_SpawnItem("BodyCrash",0,0,0,0)
	TNT1 AAAAA 0 A_SpawnItemEx("NemesisGrenade",0,0,32,random(0,8),0,random(0,12),random(0,360))
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisSpringMineSet",32,0,random(0,360),2,15)
	ZMPS O 5 A_SpawnItemEx("NemesisGibbedGenerator",0,0,0,0,0,0,0,128,0)
	ZMPS K 5
	Stop
	}
}   

ACTOR FakeZamasuCommando 
{
//Creator: Eshkere_Jason
//Origin: Infinity Gods
//Sprite: ZCOM
//Title: "ZamasuComamndo" 
Monster
Health 6000
Speed 22
DamageFactor "Explosion", 0.0001
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 0.4
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "Explosion", 0.2 //0.4
DamageFactor "PlayerDTRG", 0.5
DamageFactor "DTRailgun", 0.5
DamageFactor "Player",0.1
DamageFactor "Legendary",0.0
DamageFactor "SuperWeapon", 0.75
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "PlayerDevBall", 0.65
DamageFactor "PlayerDevTracer", 0.15
DamageFactor "PowerDoubleDamage", 0.35
DamageFactor "PlayerBHole", 0.025
DamageFactor "PlayerDBFG", 0.015
DamageFactor "PlayerDBFG2", 0.015
DamageFactor "BFG10K", 0.65
DamageFactor "BFG9500Ball", 0.1
DamageFactor "CustomSpray", 0.1
DamageFactor "BFGSplash", 0.5
DamageFactor "BFGSpray", 0.1
DamageFactor "PDTBFG", 0.5
DamageFactor "PDTBFGTracer", 0.5
DamageFactor "PlayerDTBFGRailgunSlug", 0.5
DamageFactor "PDTPuff", 0.5
DamageFactor "SatanGuard", 0.0
DamageFactor "Moloch", 0.0
DamageFactor "ZombieDev", 0.0
DamageFactor "Terminator", 0.0
DamageFactor "Legendary1", 0.0
DamageFactor "LegendaryGuru", 0.0
DamageFactor "UltimateLegendary", 0.0
DamageFactor "Cybers", 0.0
DamageFactor "Hell", 0.0
DamageFactor "Commander", 0.0
DamageFactor "NobleComet", 0.0
DamageFactor "Baby15K", 0.0
DamageFactor "Cyber10K", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "CerChainguns", 0.0
DamageFactor "CerEnergyBall", 0.0
DamageFactor "HellComet", 0.0
DamageFactor "HFCyber", 0.0
DamageFactor "DBFG2", 0.1
DamageFactor "DBFG10K2", 0.1
DamageFactor "DBFGSplash2", 0.1
DamageFactor "LegMind", 0.0
DropItem "NemesisHealthBonusMax", 256, 32
DropItem "NemesisArmorBonus32", 256
DropItem "NemesisHealthBonusMax", 256, 32
DropItem "NemesisArmorBonus32", 256
DropItem "VengefulNemesisArmor", 100, 1
DropItem "LegAmmoSphere", 88, 1
DropItem "NemesisPowerShard", 50, 1
DropItem "HandGrenadeAmmo", 235, 2
DropItem "MineAmmo", 235, 2
DropItem "Backpack", 198, 1
DropItem "Armorplate", 205, 1
DropItem "Portablemedkit", 210, 1
DropItem "NLDemonAmmoBox", 200 
DropItem "NLDemonAmmo", 250 
DropItem "NemesisRuneSpawnerTier1", 80, 1
DropItem "Nemesis Plasmatic Cannon", 128, 1
DropItem "ZamasuArmor", 128, 1
DropItem "Zamasu Plasmatic Cannon", 128, 1
DropItem "ZamasuRune", 128, 1
SeeSound "VexedCommando/sight"
PainSound "VexedCommando/pain"
DeathSound "VexedCommando/death"
ActiveSound "VexedCommando/active"
Obituary "%o was nullified by the Vexed Nemesis Commando."
Tag "\c[s5]Zamasu Commando\c-"
var int user_missile;
var int user_music;
+BOSS
+NOFEAR
+BOSSDEATH
+NOICEDEATH
+DONTRIP
+NORADIUSDMG
+DONTMORPH
+TELESTOMP
+NOTELEFRAG
+NOTARGET
-NOINFIGHTING
+FLOORCLIP
+NEVERRESPAWN
+SEEINVISIBLE
+MISSILEMORE
+QUICKTORETALIATE
+DONTHARMSPECIES
+NOTIMEFREEZE
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("TrueLegendaryRuneSpawnCheck") == 2,1)
	Goto Remove
	TNT1 A 0 A_PlaySoundEx("NDemonHeart/Pickup","Voice",0,2)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    ZCOM A 10 Bright A_Look
    Loop
	Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("Chaingunguy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
  See:
    TNT1 A 0 A_JumpIf(user_music == 1,3)
    TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,6763)
	TNT1 A 0 A_SetUserVar("user_music",1)
    ZCOM A 0 A_JumpIfTargetInLOS("Strafing")
    ZCOM AABB 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
    TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZCOM A 0 A_JumpIfTargetInLOS("Strafing")
	ZCOM CCDD 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_Jump(30,"Teleport")
	ZCOM A 0 A_Jump(80,"Rush")
    TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    Loop
  Rush:
    ZCOM A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("ZamasuCommandoGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZCOM A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuCommandoGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZCOM A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuCommandoGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZCOM B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuCommandoGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZCOM B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
    TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("ZamasuCommandoGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZCOM C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuCommandoGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZCOM C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuCommandoGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZCOM D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuCommandoGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZCOM D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_Jump(84,"See")
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	Loop
  Strafing:
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZCOM AA 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZCOM BB 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
    ZCOM CC 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)	
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZCOM DD 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	Goto See
  Teleport:
	ZCOM A 1 Bright A_UnSetShootable
	TNT1 AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZCOM AAAAAAAAAA 1 Bright A_FadeOut(0.1,0)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	ZCOM A 1 Bright A_PlayWeaponSound("boss/teleport")
	TNT1 AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZCOM AAAAAAAAAA 1 Bright A_FadeIn(0.1)
	ZCOM A 1 Bright A_SetShootable
	Goto See  
  Pause:
	ZCOM EEEEE 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	Goto See	
  Missile:
    TNT1 A 0 A_SetShootable
    TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_Jump(15,"Rage")
    TNT1 A 0 A_Jump(88,"Laser","IonBeam","MiniBFG","10kProjectiles","ZamasuBFG")
  Normal:
	ZCOM EEEE 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZCOM E 2 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonProj",32,-10,random(-12,12))
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonProj",32,10,random(-12,12))
	ZCOM F 2 Bright A_PlaySound("NemesisCannon/Fire",7)
	TNT1 A 0 A_Jump(24,"Pause")
	TNT1 A 0 A_SpidRefire
	Goto Normal+4
  Laser:
	ZCOM E 1 Bright A_FaceTarget
	ZCOM EEEE 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("NemesisCannon/Mode2")
	ZCOM EEEEE 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  LaserLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"LaserEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",1)
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonLaser",32,-10,random(-6,6))
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonLaser",32,10,random(-6,6))
	ZCOM FE 2 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
  LaserEnd:
	ZCOM EEEEEE 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_Jump(80,"MiniBFG")
	Goto See
  IonBeam:
	ZCOM E 0 A_PlaySound("cydes/mischrg",7,1,0,0.5)
	ZCOM E 1 Bright A_FaceTarget
	ZCOM EEEEEEEEEEEEEE 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonIonBeam",32,-10,0)
	ZCOM F 7 Bright A_CustomMissile("NemesisZombieCannonIonBeam",32,10,0)
	ZCOM E 10 Bright
	Goto See
  MiniBFG:
	ZCOM E 1 Bright A_FaceTarget
	ZCOM EEEE 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlayWeaponSound("star/load3")
	ZCOM EEEEE 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZCOM F 0 A_PlayWeaponSound("NemesisBFG/Altfire")
	TNT1 A 0 A_CustomMissile("MiniNemesisBFGBall",32,-10,0)
	ZCOM F 4 Bright A_CustomMissile("MiniNemesisBFGBall",32,10,0)
	ZCOM EEE 2 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZCOM F 0 A_PlayWeaponSound("NemesisBFG/Altfire")
	TNT1 A 0 A_CustomMissile("MiniNemesisBFGBall",32,-10,0)
	ZCOM F 4 Bright A_CustomMissile("MiniNemesisBFGBall",32,10,0)
	ZCOM EEE 2 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZCOM F 0 A_PlayWeaponSound("NemesisBFG/Altfire")
	TNT1 A 0 A_CustomMissile("MiniNemesisBFGBall",32,-10,0)
	ZCOM F 4 Bright A_CustomMissile("MiniNemesisBFGBall",32,10,0)
	ZCOM EEE 2 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZCOM E 8 Bright A_FaceTarget
	Goto See
   ZamasuBFG:
   	TNT1 A 0 A_Changeflag(reflective,1)
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	TNT1 A 0 A_SetUserVar("user_bfg10k", 0)
    ZCOM FFFFFF 4 A_FaceTarget
  10kProjectiles:
	ZCOM E 1 Bright A_FaceTarget
	ZCOM EEEE 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	ZCOM EEEEEEEE 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  BFG10kLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 20,"BFG10kLoop2")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",32,-10,Random(-8,8))
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",32,10,Random(-8,8))
	ZCOM FE 2 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
  BFG10kLoop2:
	TNT1 A 0 A_JumpIf(user_missile >= 30,"BFG10kEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",32,-10,Random(-12,12))
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",32,10,Random(-12,12))
	ZCOM FE 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	Loop
  BFG10kEnd:
	ZCOM FE 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZCOM EEEEEE 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_Jump(80,"MiniBFG")
	Goto See
  Rage:
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_PlaySound("VexedCommando/sight",7,1.0,0,ATTN_NONE)
	ZCOM EEEEEEEE 2 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  RageLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 20,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	ZCOM E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("Nemesis10kProjectile",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisZombieCannonLaser",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZCOM F 1 Bright A_CustomMissile("NemesisZombieCannonLaser",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZCOM E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("Nemesis10kProjectile",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisZombieCannonLaser",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZCOM F 1 Bright A_CustomMissile("NemesisZombieCannonLaser",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZCOM E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("Nemesis10kProjectile",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisZombieCannonLaser",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZCOM F 1 Bright A_CustomMissile("NemesisZombieCannonLaser",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZCOM E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("Nemesis10kProjectile",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisZombieCannonLaser",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZCOM F 1 Bright A_CustomMissile("NemesisZombieCannonLaser",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZCOM E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("Nemesis10kProjectile",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisZombieCannonLaser",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZCOM F 1 Bright A_CustomMissile("NemesisZombieCannonLaser",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZCOM E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("Nemesis10kProjectile",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisZombieCannonLaser",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZCOM F 1 Bright A_CustomMissile("NemesisZombieCannonLaser",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZCOM E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_Jump(80,"MidRageTeleport")
	Loop
  MidRageTeleport:
	ZCOM E 1 Bright A_UnSetShootable
	TNT1 AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZCOM E 1 Bright A_FadeOut(0.1,0)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZCOM EEE 1 Bright A_FadeOut(0.3,0)
	ZCOM E 2 Bright
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	ZCOM E 1 Bright A_PlayWeaponSound("boss/teleport")
	TNT1 AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZCOM EEE 1 Bright A_FadeIn(0.3)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZCOM E 1 Bright A_FadeIn(0.1)
	ZCOM E 1 Bright A_SetShootable
	Goto RageLoop
  Pain:
	TNT1 A 0 A_Jump(35,"Teleport")
	ZCOM G 3 Bright
	ZCOM G 3 Bright A_Pain
	TNT1 A 0 A_Jump(192,"Missile")
	Goto See
  XDeath:
  Death:
    TNT1 A 0 A_Jump(36,"LegendarySoul")
    TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_SpawnItemEx("ZamasuCommandoBeacon")
	ZCOM H 5 A_Scream
    ZCOM I 5 A_Fall
    ZCOM J 5 A_SpawnItem("BodyCrash",0,0,0,0)
    ZCOM KLM 5 
	TNT1 A 0 A_Jump(100,"MoreStuff")
	ZCOM N 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,192)
    ZCOM N -1 
	Stop
  MoreStuff:
	ZCOM N 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,192)
	TNT1 A 0 A_SpawnItem("HellionSmokeAttack")
	ZCOM NNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 1 A_SpawnItem("NemesisZombieItemRandomizer")
	ZCOM NNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 1 A_SpawnItem("NemesisZombieItemRandomizer")
	ZCOM N 1 A_SpawnItem("NemesisZombieSuperItemRandomizer")
	ZCOM N -1
	Stop
  LegendarySoul:
    TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZCOM H 5 A_Scream
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    ZCOM I 5 A_Fall
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    ZCOM J 5 A_SpawnItem("BodyCrash",0,0,0,0)
    ZCOM K 5 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    ZCOM L 5 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    ZCOM M 5 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZCOM N 140 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZCOM N 0 A_PlaySoundEx("brain/spit","Voice",0,2)
	ZCOM NNNNNNNNNNNNNNNNN 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	ZCOM NNNNNNNNNNNNNNNNN 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	ZCOM NNNNNNNNNNNNNNNNN 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("ZamasuSoul",0,0,16,0,0,0,0,32)
	TNT1 A 0 A_SpawnItemEx("TeleportFog",0,0,16,0,0,0,0,32)
	ZCOM N -1
	Stop	
    }
}

ACTOR FakeZamasuStealthTrooper
{
//Creator: Eshkere_Jason
//Origin: Infinity Gods
//Sprite: ZSTP
//Title: "ZamasuStealthTrooper" 
Monster
Health 5750
Speed 45
Renderstyle Translucent
Alpha 0.5
DamageFactor 0.4
DamageFactor "Explosion", 0.0001
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 "VileStaff", 0.0
DamageFactor 0.5
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "Explosion", 0.2 //0.4
DamageFactor "PlayerDTRG", 0.5
DamageFactor "DTRailgun", 0.5
DamageFactor "Player",0.1
DamageFactor "Legendary",0.0
DamageFactor "SuperWeapon", 0.75
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "PlayerDevBall", 0.65
DamageFactor "PlayerDevTracer", 0.15
DamageFactor "PowerDoubleDamage", 0.35
DamageFactor "PlayerBHole", 0.025
DamageFactor "PlayerDBFG", 0.015
DamageFactor "PlayerDBFG2", 0.015
DamageFactor "BFG10K", 0.65
DamageFactor "BFG9500Ball", 0.1
DamageFactor "CustomSpray", 0.1
DamageFactor "BFGSplash", 0.5
DamageFactor "BFGSpray", 0.1
DamageFactor "PDTBFG", 0.5
DamageFactor "PDTBFGTracer", 0.5
DamageFactor "PlayerDTBFGRailgunSlug", 0.5
DamageFactor "PDTPuff", 0.5
DamageFactor "SatanGuard", 0.0
DamageFactor "Moloch", 0.0
DamageFactor "ZombieDev", 0.0
DamageFactor "Terminator", 0.0
DamageFactor "Legendary1", 0.0
DamageFactor "LegendaryGuru", 0.0
DamageFactor "UltimateLegendary", 0.0
DamageFactor "Cybers", 0.0
DamageFactor "Hell", 0.0
DamageFactor "Commander", 0.0
DamageFactor "NobleComet", 0.0
DamageFactor "Baby15K", 0.0
DamageFactor "Cyber10K", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "CerChainguns", 0.0
DamageFactor "CerEnergyBall", 0.0
DamageFactor "HellComet", 0.0
DamageFactor "HFCyber", 0.0
DamageFactor "DBFG2", 0.1
DamageFactor "DBFG10K2", 0.1
DamageFactor "DBFGSplash2", 0.1
DamageFactor "LegMind", 0.0
DropItem "NemesisHealthBonusMax", 256, 32
DropItem "NemesisArmorBonus32", 256
DropItem "NemesisHealthBonusMax", 256, 32
DropItem "NemesisArmorBonus32", 256
DropItem "SemiNemesisArmor", 115, 1
DropItem "LegAmmoSphere", 60, 1
DropItem "NemesisPowerShard", 150, 1
DropItem "HandGrenadeAmmo", 235, 6
DropItem "MineAmmo", 235, 2
DropItem "Backpack", 256, 1
DropItem "Armorplate", 205, 1
DropItem "Portablemedkit", 210, 1
DropItem "NLDemonAmmoBox", 256 
DropItem "NLDemonAmmo", 256 
DropItem "NemesisShellBox", 256
DropItem "NemesisShell", 256 
DropItem "NemesisRuneSpawnerTier1", 120, 1
DropItem "Nemesis Rifle", 256
DropItem "Nemesis Sawed-Off Shotgun", 256
DropItem "Nemesis Plasmatic Cannon" 256 1
DropItem "ZamasuRune" 128 1
DropItem "ZamasuArmor" 128 1
PainChance "Explosion", 128
PainChance "PlayerDTRG", 128
PainChance "DTRailgun", 128
PainChance "PDTPuff", 128
PainChance "RailG", 128
SeeSound "VexedStealthTrooper/sight"
PainSound "VexedStealthTrooper/pain"
DeathSound "VexedStealthTrooper/death"
ActiveSound "VexedStealthTrooper/active"
Obituary "%o was vaporized by the Vexed Nemesis Stealth Trooper."
Tag "\c[s5]Zamasu Stealth Trooper\c-"
var int user_music;
var int user_missile;
var int user_smoke;
var int user_aurascript;
var int user_TurretUse;
States 
{
  Spawn:
  	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("TrueLegendaryRuneSpawnCheck") == 2,1)
	Goto Remove
	TNT1 A 0 A_PlaySoundEx("NDemonHeart/Pickup","Voice",0,2)
 	TNT1 A 0 A_JumpIf(user_aurascript == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("VexedAuraSpawnerZombie",0)
	TNT1 A 0 A_SetUserVar("user_aurascript",1)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZSTP A 10 Bright A_Look
	Loop
	Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("Chaingunguy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
  See:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,6765)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_JumpIf(user_smoke == 1,2)
	TNT1 A 0 A_JumpIfHealthLower(1800,"StartSmoke")
	ZSTP A 0 A_JumpIfTargetInLOS("Strafing")
	ZSTP AABB 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	ZSTP A 0 A_JumpIfTargetInLOS("Strafing")
	ZSTP CCDD 3 Bright A_Chase
	TNT1 A 0 A_Jump(40,"Teleport")
	TNT1 A 0 A_Jump(40,"Mine")
	TNT1 A 0 A_Jump(40,"Rush")
	TNT1 A 0 A_Jump(40,"Nade")
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	Loop
  Rush:
	ZSTP A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	//delete this later
	TNT1 A 0 A_SpawnItemEx("ZamasuStealthTrooperGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZSTP A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuStealthTrooperGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZSTP A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuStealthTrooperGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZSTP B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuStealthTrooperGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZSTP B 1 Bright A_Chase
	TNT1 A 0 A_Jump(80,"Nade")
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	//delete this later
	TNT1 A 0 A_SpawnItemEx("ZamasuStealthTrooperGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZSTP C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuStealthTrooperGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZSTP C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuStealthTrooperGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZSTP D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuStealthTrooperGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZSTP D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	//delete this later
	TNT1 A 0 A_Jump(84,"See")
	//delete this later
	Loop
  Strafing:
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZSTP AA 3 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZSTP BB 3 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZSTP CC 3 A_GiveInventory("VexedNemesisLegZombieStrafing",1)  
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZSTP DD 3 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	Goto See
  Phase:
	TNT1 A 0 A_PlaySound("phaseimp/teleport")
	ZSTP E 2 A_FaceTarget
	ZSTP EEE 1
	Goto Phased
  UnPhase:
	TNT1 A 0 A_PlaySound("phaseimp/teleport")
	ZSTP EE 1
	ZSTP E 2 A_FaceTarget	
    Goto See  
  Phased:
	ZSTP AABBCCDDAABBCCDDAABBCCDDAABBCCDD 1 A_ExtChase(0,0)
	ZSTP AABBCCDDAABBCCDD 1 A_Chase
	TNT1 A 0 A_Jump(24,"UnPhase")
	Goto Phased+32
  Teleport:
	TNT1 A 0 A_JumpIf(user_smoke == 1,"Rush")
	ZSTP A 1 Bright A_UnSetShootable
	ZSTP AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZSTP AAAAA 1 A_FadeOut(0.1,0)
	ZSTP A 2 
	ZSTP AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	ZSTP AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	ZSTP A 1 A_PlayWeaponSound("boss/teleport")
	ZSTP AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZSTP AAAAA 1 A_FadeIn(0.1)
	ZSTP A 1 Bright A_SetShootable
	Goto See  
  Pause:
	ZSTP EEEEE 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	Goto See  
  NemesisSSG:
	TNT1 A 0 A_PlaySound("Coachgun/Pickup",7,1.0,0,0.5)
 	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_JumpIf(user_missile >= 3,"Teleport")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZST2 EE 6 A_FaceTarget
	TNT1 AA 0 A_SpawnItemEx("NemesisShellCasing", 0, 12, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZST2 F 5 Bright A_PlaySoundEx("NemesisSSG/Fire1","Weapon")
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZST2 E 7 A_FaceTarget
	TNT1 AA 0 A_SpawnItemEx("NemesisShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
	TNT1 A 0 A_PlayWeaponSound("NemesisSSG/Open")
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZST2 E 5 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("NemesisSSG/Load")
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZST2 EE 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisSSG/Close",7,1.0,0,0.5)
	Goto NemesisSSG+2
  NemesisSSGSniper:
	TNT1 A 0 A_PlaySound("Coachgun/Pickup",7,1.0,0,0.5)
	ZST2 EE 6 A_FaceTarget
	TNT1 A 0 A_FaceTarget
	ZST2 EEEEEE 1 A_CustomRailgun(-1,10,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,1,0,"RailTargetPuff",0,0,0,0,2,0,"NemesisCyberNobleRailTarget")
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", 0, 32, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 AAAAAAAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-8,8),CMF_OFFSETPITCH,frandom(-4,4))
	ZST2 F 3 Bright A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	ZST2 E 5 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", 0, 32, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 AAAAAAAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-8,8),CMF_OFFSETPITCH,frandom(-4,4))
	ZST2 F 3 Bright A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	ZST2 E 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisSSG/Close",7,1.0,0,0.5)
	Goto MissileLoop
  Missile:
	TNT1 A 0 A_JumpIf(user_smoke == 1,2)
	TNT1 A 0 A_JumpIfHealthLower(1800,"StartSmoke")
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_Jump(15,"Rage")
	TNT1 A 0 A_Jump(30,"NemesisSSGSniper")
	TNT1 A 0 A_Jump(40,"Nade","Mine")
	TNT1 A 0 A_Jump(40,"ShadowSummon")
    TNT1 A 0 A_Jump(60,"Turrets")
	ZSTP E 10 A_FaceTarget
  MissileLoop:
	TNT1 A 0 A_JumpIfCloser(300,"NemesisSSG")
	ZSTP E 2 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",32,0,random(-2,2),0)
	ZSTP F 2 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	TNT1 A 0 A_MonsterRefire(100,"Pause")
	Loop
  Nade:
	ZSTP E 1 A_JumpIfCloser(1000,1)
	Goto Missile
	ZSTP E 0 A_JumpIfCloser(280,"Missile")
	TNT1 A 0 A_PlaySound("weapons/hgrenadepin",0,1.0,0)
	ZSTP EE 8 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/hgrenadethrow",0,1.0,0)
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 AAAAA 0 A_CustomMissile("VexedTrooperGrenade",32,0,frandom(-8,8),CMF_OFFSETPITCH,frandom(-40,40))
	ZSTP E 6
	ZSTP E 1
	Goto See
   Turrets:
    TNT1 A 0 A_JumpIf(user_TurretUse == 1,"Sniper")
	TNT1 A 0 A_PlaySound("ELegCommando/Star",0,1,0,ATTN_NONE)
	ZSTP C 8 A_SpawnItem("NemesisHellionSmokeSpawner")
	ZSTP E 3 A_CustomMissile("ZamTurretSpawner",32,0,25,0,15)
	ZSTP C 3 A_CustomMissile("ZamTurretSpawner",32,0,-25,0,15)
	ZSTP E 3 A_CustomMissile("ZamTurretSpawner",32,0,0,0,15)
	ZSTP EEE 8 A_SpawnItem("NemesisHellionSmokeSpawner")
	TNT1 A 0 A_SetUserVar(user_TurretUse,1)
	Goto See
  Mine:
	ZSTP C 1 Bright
	TNT1 AAAAA 0 A_CustomMissile("NemesisSpringMineSet",32,0,random(0,360),2,15)
	ZSTP C 9 Bright
	ZSTP E 9 Bright
	ZSTP C 3 Bright
	Goto See
  ShadowSummon:
   TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
   ZSTP E 15 A_FaceTarget
   TNT1 A 0 A_SpawnItemEx("NemesisHellionSmokeSpawner")
   TNT1 A 0 A_SpawnItemEx("ZamasuCloneStealthTrooper",0,0,64,random(1,8),0,2,random(0,360),0,0)
   TNT1 A 0 A_PlaySound("Summoner/Sight",0,1.0,0)
  GoTo See
  Rage:
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_PlaySound("VexedNemesisAssaultCaptain/Sight",7,1.0,0,ATTN_NONE)
	ZSTP EEEEEEEE 2 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  RageLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 20,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	ZSTP E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZSTP F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZSTP E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZSTP F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZSTP E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZSTP F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZSTP E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZSTP F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZSTP E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZSTP F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZSTP E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZSTP F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZSTP E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire",0,1.0,0,0.4)
	ZSTP F 1 Bright A_CustomMissile("NemesisGrenadeImpact",32,0,0,2,4)
	TNT1 A 0 A_Jump(80,"MidRageTeleport")
	Loop
  MidRageTeleport:
	ZSTP E 1 Bright A_UnSetShootable
	TNT1 AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZSTP E 1 Bright A_FadeOut(0.1,0)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZSTP EEE 1 Bright A_FadeOut(0.3,0)
	ZSTP E 2 Bright
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	ZSTP E 1 Bright A_PlayWeaponSound("boss/teleport")
	TNT1 AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZSTP EEE 1 Bright A_FadeIn(0.3)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZSTP E 1 Bright A_FadeIn(0.1)
	ZSTP E 1 Bright A_SetShootable
	Goto RageLoop
  StartSmoke:
	TNT1 A 0 A_JumpIf(user_smoke == 1,"See")
	TNT1 A 0 A_ChangeFlag(NoPain,1)
	TNT1 A 0 A_SetInvulnerable
	ZSTP G 10
	TNT1 A 0 A_SetTranslucent(0.25)
	TNT1 A 0 A_SpawnItemEx("NemesisLightning")
	TNT1 A 0 A_Playsound("brain/spit",6,1.0,0,ATTN_NONE)
	TNT1 A 0 ACS_NamedExecuteAlways("VexedTrooperSmokeAura",0)
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_ChangeFlag(NoPain,0)
	TNT1 A 0 A_SetUserVar("user_smoke",1)
	ZSTP G 10
	Goto See
  Pain:
	TNT1 A 0 A_Jump(30,"Teleport")
	TNT1 A 0 A_Jump(90,"Phase")
	ZSTP G 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZSTP G 0 A_Pain
	ZSTP G 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	Goto See
  XDeath:
  Death:
	TNT1 A 0 A_Jump(36,"LegendarySoul") 
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_StopSound(6)
	ZSTP H 5 A_Scream
	ZSTP I 5 A_Fall
	ZSTP J 5 A_SpawnItem("BodyCrash",0,0,0,0)
	TNT1 A 0 A_Jump(100,"MoreStuff")
	ZSTP L 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,192)
	ZSTP L -1 
	Stop
  LegendarySoul:
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_StopSound(6)
	//delete this later
	ZSTP H 5 A_Scream
	//delete this later
	ZSTP I 5 A_Fall
	//delete this later
	ZSTP J 5 A_SpawnItem("BodyCrash",0,0,0,0)
	//delete this later
	ZSTP L 140
	ZSTP L 0 A_PlaySoundEx("brain/spit","Voice",0,2)
	ZSTP LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	ZSTP LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	ZSTP LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("ZamasuSoul",0,0,16,0,0,0,0,32)
	TNT1 A 0 A_SpawnItemEx("TeleportFog",0,0,16,0,0,0,0,32)
	ZSTP L -1
	Stop
  MoreStuff:
	ZSTP L 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,192)
	TNT1 A 0 A_SpawnItem("HellionSmokeAttack")
	ZSTP LLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_SpawnItem("NemesisZombieItemRandomizer")
	ZSTP LLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_SpawnItem("NemesisZombieItemRandomizer")
	ZSTP L 1 A_SpawnItem("NemesisZombieSuperItemRandomizer")
	ZSTP L -1
	Stop
	}
}

Actor FakeZamasuImp
{
Health 5100
Radius 20
Height 56
Speed 55
MeleeDamage 500
PainChance 25
PainChance "SoulToxic", 60
PainChance "FatFlamer", 60
PainChance "FiendFire", 60
DamageFactor 0.4
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
DropItem "Zamasu Plasmatic Cannon", 256, 33
DropItem "NemesisHealthBonusMax", 256, 32
DropItem "NemesisArmorBonus32", 256
DropItem "NemesisHealthBonusMax", 256, 32
DropItem "NemesisArmorBonus32", 256
DropItem "NemesisDemonicEnergy", 256
DropItem "NemesisGreaterDemonicEnergy", 256
DropItem "TerrorSoulSphere", 150, 1
DropItem "LegAmmoSphere", 88, 3
DropItem "EnragedLegendaryPowerShard", 95, 1
DropItem "HandGrenadeAmmo", 235, 2
DropItem "MineAmmo", 235, 2
DropItem "Backpack", 198, 1
DropItem "LegendaryRune", 128, 1
DropItem "Nemesis Rifle", 256, 1
DropItem "Nemesis Plasmatic Cannon", 256
DropItem "ZamasuAgilityRune", 128, 1 
DropItem "ZamasuWeakRune", 128, 1
DropItem "ZamasuVitalityRune", 256, 11
SeeSound "ZamasuImpSee"
PainSound "ZamasuImpPain"
DeathSound " "
ActiveSound "ZamasuImpActive"
MeleeSound "ZamasuImpMelee"
Obituary "%o got burned by an Imp."
HitObituary "%o was shredded by an Zamasu Imp."
DropItem "LifeEssence" 50
DropItem "ArmorBonusMax" 50
Species "Imps"
MONSTER
Tag "\c[s5]Zamasu Imp\c-"
+BOSS
+NOTIMEFREEZE
+MISSILEMORE
+MISSILEEVENMORE
+NOICEDEATH
+DONTGIB
+NOTELEFRAG
+QUICKTORETALIATE
+DONTHARMSPECIES
+NORADIUSDMG
+NOFEAR
var int user_music;
States
{
Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("TrueLegendaryRuneSpawnCheck") == 2,1)
	Goto Remove
	TNT1 A 0 A_PlaySoundEx("NDemonHeart/Pickup","Voice",0,2)
Idle:
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZAMM A 10 A_Look
	Loop
Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("DoomImp",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
See:
    TNT1 A 0 A_JumpIf(user_music == 1,3)
    TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,6710,910)
	TNT1 A 0 A_SetUserVar("user_music",1)
	ZAMI AABB 3 A_Chase
	TNT1 A 0 A_SpawnItem("HumanishStep",0,0,0,0)
	ZAMI CCDD 3 A_Chase
	TNT1 A 0 A_SpawnItem("HumanishStep",0,0,0,0)
    Loop
Melee: 
    ZAMI EF 5 A_FaceTarget
    ZAMI G 4 A_MeleeAttack
	ZAMI FE 5 A_FaceTarget
    Goto See 
Missile:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
    TNT1 A 0 A_Jump(100,"Devastator","ZamasuDarkMatter")
  Devastator:
	ZAMI E 0 A_PlaySound("cydes/mischrg",7,1,0,0.5)
	ZAMI E 1 Bright A_FaceTarget
	ZAMI EEEEE 2 Bright A_GiveInventory("NLegZombieStrafing3",1)
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
	TNT1 A 0 A_CustomMissile("NemImpDevastatorBall",32,0,0) //FusionDevastatorBall was causing a lot of lag
	ZAMI F 7 Bright
	ZAMI E 6 A_FaceTarget
	ZAMI EEEE 2 Bright A_GiveInventory("NLegZombieStrafing3",1)
	TNT1 A 0 A_Jump(196,"See")
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
	TNT1 A 0 A_CustomMissile("NemImpDevastatorBall",32,0,0)
	ZAMI F 7 Bright
	ZAMI E 10 A_FaceTarget
	Goto See
  ZamasuDarkMatter:
    ZAMI E 0 A_SetInvulnerable
	ZAMI E 0 A_PlaySound("zamasuimp/sight",7,1,0,0.5)
	ZAMI E 3 Bright A_FaceTarget
	ZAMI E 0 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAMI E 3 Bright A_FaceTarget
	ZAMI E 0 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAMI E 3 Bright A_FaceTarget
	ZAMI E 0 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAMI E 3 Bright A_FaceTarget
	ZAMI E 0 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAMI E 3 Bright A_FaceTarget
	ZAMI E 0 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAMI E 3 Bright A_FaceTarget
	ZAMI E 0 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAMI E 3 Bright A_FaceTarget
	ZAMI E 0 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAMI E 3 Bright A_FaceTarget
	ZAMI E 0 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAMI E 3 Bright A_FaceTarget
	ZAMI E 0 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAMI E 3 Bright A_FaceTarget
	ZAMI E 0 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAMI E 0 A_UnSetInvulnerable
	ZAMI F 7 Bright A_CustomMissile("ActualDarkMatter",32,0,0)
	ZAMI E 3 Bright A_FaceTarget
	ZAMI E 0 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAMI E 3 Bright A_FaceTarget
	ZAMI E 0 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAMI E 3 Bright A_FaceTarget
	ZAMI E 0 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAMI F 7 Bright A_CustomMissile("ActualDarkMatter",32,0,0)
	ZAMI E 3 Bright A_FaceTarget
	ZAMI E 0 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAMI E 3 Bright A_FaceTarget
	ZAMI E 0 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAMI E 3 Bright A_FaceTarget
	ZAMI E 0 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZAMI E 8 Bright A_FaceTarget
	Goto See
Pain:
	ZAMI H 4 A_Pain
	Goto See
Death:
    ZAMI I 5
	ZAMI J 5 A_Scream
	ZAMI KL 5
    TNT1 A 0 A_PlaySound("zamasu/paaaahhhii")
	ZAMI M 0
	ZAMI M 5 A_Fall
	ZAMI M -1
	Stop
XDeath:
	ZAMI N 3
	ZAMI O 3 A_XScream
	ZAMI P 3 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
	ZAMI Q 3 A_Fall
	ZAMI RST 3
	ZAMI U -1
    Stop
	}
}

Actor FakeZamasuPhaseimp
{
Health 7500
Radius 20
Height 56
Speed 27
MeleeDamage 500
PainChance 140
PainChance "SoulToxic", 60
PainChance "FatFlamer", 60
PainChance "FiendFire", 60
DamageFactor 0.1
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
DropItem "Zamasu Plasmatic Cannon", 256, 33
DropItem "NemesisHealthBonusMax", 256, 32
DropItem "NemesisArmorBonus32", 256
DropItem "NemesisHealthBonusMax", 256, 32
DropItem "NemesisArmorBonus32", 256
DropItem "EnragedLegendaryArmor", 85, 1
DropItem "LegAmmoSphere", 88, 3
DropItem "EnragedLegendaryPowerShard", 35, 1
DropItem "HandGrenadeAmmo", 235, 2
DropItem "MineAmmo", 235, 2
DropItem "Backpack", 198, 1
DropItem "Armorplate", 205, 1
DropItem "Portablemedkit", 210, 1
DropItem "LegendaryRune", 60, 1
DropItem "Nemesis Rifle", 128, 1
DropItem "ZamasuAgilityRune", 128, 1 
DropItem "ZamasuWeakRune", 128, 1
DropItem "ZamasuVitalityRune", 256, 11
SeeSound "ZamasuImpSee"
PainSound "ZamasuImpPain"
DeathSound " "
ActiveSound "ZamasuImpActive"
MeleeSound "ZamasuImpMelee"
Obituary "%o got burned by an Imp."
HitObituary "%o was shredded by an Zamasu Phase Imp."
DropItem "LifeEssence" 50
DropItem "ArmorBonusMax" 50
Species "Imps"
MONSTER
Tag "\c[s5]Zamasu Phase Imp\c-"
+FLOORCLIP
+MISSILEMORE
var int user_music;
States
{
Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("TrueLegendaryRuneSpawnCheck") == 2,1)
	Goto Remove
	TNT1 A 0 A_PlaySoundEx("NDemonHeart/Pickup","Voice",0,2)
Idle:
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZPHI A 10 A_Look
	Loop
Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("DoomImp",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
See:
    TNT1 A 0 A_JumpIf(user_music == 1,3)
    TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,6747)
	TNT1 A 0 A_SetUserVar("user_music",1)
	ZPHI AABB 3 A_Chase
	TNT1 A 0 A_SpawnItem("HumanishStep",0,0,0,0)
	ZPHI CCDD 3 A_Chase
	TNT1 A 0 A_SpawnItem("HumanishStep",0,0,0,0)
    //TNT1 A 0 A_Jump(32,"Leap")
    Loop
Melee: 
    ZPHI EF 5 A_FaceTarget
    ZPHI G 4 A_MeleeAttack
	ZPHI FE 5 A_FaceTarget
    Goto See 
Missile:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
    TNT1 A 0 A_Jump(88,"Devastator","ZamasuPhaseSeeker","Super","Super2")
  Devastator:
	ZPHI E 0 A_PlaySound("cydes/mischrg",7,1,0,0.5)
	ZPHI E 1 Bright A_FaceTarget
	ZPHI EEEEEEEEEEEEEE 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
	TNT1 A 0 A_CustomMissile("NemImpDevastatorBall",32,0,0)
	ZPHI F 7 Bright
	ZPHI E 10 A_FaceTarget
	TNT1 A 0 A_Jump(196,"See")
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
	TNT1 A 0 A_CustomMissile("NemImpDevastatorBall",32,0,0)
	ZPHI F 7 Bright
	ZPHI E 10 A_FaceTarget
	Goto See
  ZamasuPhaseSeeker:
    ZPHI EF 10 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("imp/attack")
	ZPHI F 4 Bright A_CustomMissile("NemesisImpBallSeek",32,20,0)
	ZPHI F 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("imp/attack")
	ZPHI F 4 Bright A_CustomMissile("NemesisImpBallSeek",32,20,0)
	ZPHI F 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("imp/attack")
	ZPHI F 4 Bright A_CustomMissile("NemesisImpBallSeek",32,20,0)
	ZPHI F 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("imp/attack")
	ZPHI F 4 Bright A_CustomMissile("NemesisImpBallSeek",32,20,0)
	ZPHI F 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("imp/attack")
	ZPHI F 4 Bright A_CustomMissile("NemesisImpBallSeek",32,20,0)
	ZPHI F 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("imp/attack")
	ZPHI F 4 Bright A_CustomMissile("NemesisImpBallSeek",32,20,0)
	ZPHI F 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("imp/attack")
	ZPHI F 4 Bright A_CustomMissile("NemesisImpBallSeek",32,20,0)
	ZPHI F 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("imp/attack")
	ZPHI F 4 Bright A_CustomMissile("NemesisImpBallSeek",32,20,0)
	ZPHI F 4 Bright A_CustomMissile("NemesisImpBallSeek",32,20,0)
	ZPHI F 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("imp/attack")
	ZPHI F 4 Bright A_CustomMissile("NemesisImpBallSeek",32,20,0)
	ZPHI F 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("imp/attack")
	ZPHI F 4 Bright A_CustomMissile("NemesisImpBallSeek",32,20,0)
	ZPHI F 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("imp/attack")
	ZPHI F 4 Bright A_CustomMissile("NemesisImpBallSeek",32,20,0)
	ZPHI F 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("imp/attack")
	ZPHI F 4 Bright A_CustomMissile("NemesisImpBallSeek",32,20,0)
	ZPHI F 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("imp/attack")
	ZPHI F 4 Bright A_CustomMissile("NemesisImpBallSeek",32,20,0)
	ZPHI F 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("imp/attack")
	ZPHI F 4 Bright A_CustomMissile("NemesisImpBallSeek",32,20,0)
	ZPHI F 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("imp/attack")
	ZPHI F 4 Bright A_CustomMissile("NemesisImpBallSeek",32,20,0)
	Goto See
  Super:
	TNT1 A 0 A_JumpIfCloser(200,"Normal")
	TNT1 A 0 A_PlaySound ("legimp/chargingsound")
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_FaceTarget
	ZPHI EEEEE 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	ZPHI EEEEE 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	ZPHI EEEEE 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	ZPHI EEEEE 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	ZPHI EEEEE 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	ZPHI FFFFF 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	ZPHI FFFFF 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	ZPHI FFFFF 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	ZPHI FFFFF 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	ZPHI FFFFF 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	ZPHI F 6 Bright A_CustomMissile ("NemesisImpLaserBall",28,0,0)
	TNT1 A 0 A_playSound ("legimp/fiyabetch")
	TNT1 A 0 A_FaceTarget
	ZPHI FFFFF 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	ZPHI FFFFF 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	ZPHI F 6 Bright A_CustomMissile ("NemesisImpLaserBall",28,0,0)
	TNT1 A 0 A_playSound ("legimp/fiyabetch")
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	Goto See
  Super2:
	TNT1 A 0 A_JumpIfCloser(200,"Laser2")
	TNT1 A 0 A_PlaySound ("legimp/chargingsound")
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_FaceTarget
	ZPHI EEEEE 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	ZPHI EEEEE 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	ZPHI EEEEE 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	ZPHI EEEEE 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	ZPHI EEEEE 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	ZPHI FFFFF 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	ZPHI FFFFF 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	ZPHI FFFFF 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	ZPHI FFFFF 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	ZPHI FFFFF 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	ZPHI G 6 Bright A_CustomMissile ("ZamasuPhaseImpLaserBall",28,0,0)
	TNT1 A 0 A_playSound ("legimp/fiyabetch")
	TNT1 A 0 A_FaceTarget
	ZPHI FFFFF 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	ZPHI FFFFF 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	ZPHI G 6 Bright A_CustomMissile ("NemesisImpLaserBall",28,0,0)
	TNT1 A 0 A_playSound ("legimp/fiyabetch")
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	Goto See
Pain:
	ZPHI H 4 A_Pain
	Goto See
Death:
    ZPHI I 5
	ZPHI J 5 A_Scream
	ZPHI KL 5
    TNT1 A 0 A_PlaySound("zamasu/paaaahhhii")
	ZPHI M 0 A_SpawnItem("NemesisDeathBall",0,0,0,0)
	ZPHI M 5 A_Fall
	ZPHI M -1
	Stop
XDeath:
    ZPHI I 5
	ZPHI J 5 A_Scream
	ZPHI KL 5
    TNT1 A 0 A_PlaySound("zamasu/paaaahhhii")
	ZPHI M 0 A_SpawnItem("NemesisDeathBall",0,0,0,0)
	ZPHI M 5 A_Fall
	ZPHI M -1
Raise:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	ZPHI LKJI 5
	Goto See
    }
}

Actor FasterNemesisCyberHomingRocketForZamasu : NemesisCyberHomingRocket  {Speed 80 FastSpeed 90}
*/