Actor VexedNemesisQuadShotgunZombie : NemesisQuadShotgunZombie
{
//Creator: Eshkere_Jason
//Origin: Divine Infinity
//Sprite: VNQZ
//Title: "Vexed Nemesis Quad Shotgun Zombie"
//Info: The vexed nemesis quad shotgun zombie requires a small resprite
  Health 2750
  Speed 12
  PainChance 20
  +BRIGHT
  DamageFactor 0.5
  DamageFactor "PlayerNemesisPlasma", 0.4
  DamageFactor "LegMind", 0.0
  DamageFactor "VileFires", 0.0
  DamageFactor "Baby15K", 0.0
  DamageFactor "SoulToxic", 0.0
  DamageFactor "BombBreath", 0.0
  DamageFactor "CacoComet", 0.0
  DamageFactor "CadaverRocket", 0.0
  DamageFactor "BeheComet", 0.0
  DamageFactor "NobleComet", 0.0
  DamageFactor "DemolisherEx", 0.0
  DamageFactor "DarkDemoEx", 0.0
  DamageFactor "Hell", 0.0
  DamageFactor "UltimateLegendary", 0.0
  DamageFactor "PlayerPyro", 0.4
  DamageFactor "HellComet", 0.4
  DamageFactor "PlayerNemesisPlasma", 0.4
  DamageFactor "TrueLegendaryDamage", 0.0
  DamageFactor "TrueLegendaryPlayer", 0.0
  DamageFactor "PDTBFG", 0.20
  DamageFactor "PDTBFGTracer", 0.20
  DamageFactor "PlayerDevBall", 0.120
  DamageFactor "PlayerDevBall2", 0.120
  DamageFactor "PlayerDTBFGRailgunSlug", 0.120
  DamageFactor "PlayerDevTracer", 0.120
  DamageFactor "Legendary", 0.0
  DamageFactor "LegendaryGuru", 0.0
  DamageFactor "LegendaryPlayer", 0.3
  DamageFactor "LegendaryGuruPlayer", 0.3
  DamageFactor "LACGrenade", 0.0
  DamageFactor "DBFG10K2", 0.65
  DamageFactor "PlayerDBFG10K2", 0.65
  DamageFactor "DBFG2", 0.65
  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 "PlayerNemesisPlasma", 0.0
  SeeSound "VexedNemesisZombie/Sight"
  PainSound "VexedNemesisZombie/Pain"
  DeathSound "VexedNemesisZombie/Death"
  ActiveSound "VexedNemesisZombie/Active"
  Obituary "%o's body wasn't able to be identified after being shot by a \c[w2]Vexed Nemesis Quad-Shotgun Zombie\c-."
  var int user_reload;
  Tag "\c[w2]Vexed Nemesis Quad-Shotgun Zombie\c-"
  States
  {
  Spawn:
	VNQZ A 10 A_Look
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	Loop
  Idle:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	VNQZ AA 3 A_Wander
	TNT1 A 0 A_Look
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	VNQZ BB 3 A_Wander
	TNT1 A 0 A_Look
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	VNQZ CC 3 A_Wander
	TNT1 A 0 A_Look
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	VNQZ DD 3 A_Wander
	TNT1 A 0 A_Look
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	Loop
  See:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
    TNT1 A 0 A_JumpIf(user_music == 1,3)
    TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,1804,759)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	VNQZ AA 3 A_Chase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	VNQZ BB 3 A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	VNQZ CC 3 A_Chase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	VNQZ DD 3 A_Chase
	TNT1 A 0 A_Jump(80,"Mine","Rush")
	TNT1 A 0 A_Jump(64,"Dodge")
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	Loop
  Rush:
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("VexNemQuadSGZombieGhostA",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	VNQZ A 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("VexNemQuadSGZombieGhostA",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	VNQZ A 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("VexNemQuadSGZombieGhostB",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	VNQZ B 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("VexNemQuadSGZombieGhostB",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	VNQZ B 1 A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("VexNemQuadSGZombieGhostC",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	VNQZ C 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("VexNemQuadSGZombieGhostC",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	VNQZ C 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("VexNemQuadSGZombieGhostD",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	VNQZ D 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("VexNemQuadSGZombieGhostD",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	VNQZ D 1 A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Jump(84,"See")
	TNT1 A 0 A_Jump(64,"Dodge")
	Loop
  Strafing:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	VNQZ AA 3 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	VNQZ BB 3 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	VNQZ CC 3 A_GiveInventory("VexedNemesisLegZombieStrafing",1)	
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	VNQZ DD 3 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	Goto See
  Dodge:
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	VNQZ A 1 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	VNQZ E 0 ThrustThingZ(0,20,0,0)
	VNQZ A 0 A_Jump(256,"DodgeRight","DodgeLeft")
  DodgeLeft:
	VNQZ E 0 ThrustThing(angle*256/360+192, 15, 0, 0)
	Goto See
  DodgeRight:
	VNQZ E 0 ThrustThing(angle*256/360+64, 15, 0, 0)
	Goto See
   Mine:
	VNQZ C 1 Bright
	VNQZ C 0 A_CustomMissile("TrueLACThrownMine",32,0,0,5,15)
	VNQZ C 10 Bright A_CustomMissile("TrueLACThrownMine",32,0,0,-5,15)
	VNQZ E 10 Bright
	VNQZ C 3 Bright
	Goto See
  Missile:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_JumpIf(user_reload == 2,"Reload")
	TNT1 A 0 A_Jump(40,"Grenade")
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_JumpIfCloser(400,"Quad")
  Normal:
	TNT1 A 0 A_Jump(64,"ExplosiveNormal")
	VNQZ EE 4 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("LegendaryQuadShotgun/DualFire",CHAN_WEAPON)
	TNT1 AAAA 0 A_CustomMissile("PlayerNemDragonTracer",Random(32,38),0,Random(6,-6),0)
	TNT1 AAAA 0 A_CustomMissile("NLieutenantFloorFire",Random(32,38),0,Random(6,-6),0)
	TNT1 A 0 A_SetUserVar(user_reload,1)
	VNQZ F 4 A_CustomBulletAttack(30,20,24,Random(20,28),"LegModdedBulletPuff")
	VNQZ EE 4 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_JumpIf(user_reload == 2,"Reload")
	TNT1 A 0 A_PlaySound("LegendaryQuadShotgun/DualFire",CHAN_WEAPON)
	TNT1 AAAA 0 A_CustomMissile("PlayerNemDragonTracer",Random(32,38),0,Random(6,-6),0)
	TNT1 AAAA 0 A_CustomMissile("NLieutenantFloorFire",Random(32,38),0,Random(6,-6),0)
	VNQZ F 4 A_CustomBulletAttack(30,20,24,Random(20,28),"LegModdedBulletPuff")
	VNQZ EE 4 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	Goto Reload
  Quad:
	TNT1 A 0 A_Jump(64,"ExplosiveQuad")
	TNT1 A 0 A_JumpIf(user_reload == 1,"Normal")
	TNT1 A 0 A_FaceTarget(45)
	VNQZ E 4 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_FaceTarget(45)
	VNQZ E 4 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_FaceTarget(45)
	VNQZ E 4 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("Coachgun/Fire1",CHAN_WEAPON)
	TNT1 AAAAAAAA 0 A_CustomMissile("PlayerNemDragonTracer",Random(28,34),0,Random(6,-6),0)
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisTracer",Random(28,34),0,Random(6,-6),0)
	TNT1 A 0 A_SetUserVar(user_reload,4)
	VNQZ F 4 A_CustomBulletAttack(30,20,48,Random(20,28),"LegModdedBulletPuff")
	VNQZ EEE 4 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_Jump(64,"Grenade")
	Goto Reload
  ExplosiveNormal:
	VNQZ EE 4 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("LegendaryQuadShotgun/DualFire",CHAN_WEAPON)
	TNT1 AAAAAAAA 0 A_CustomMissile("NUChainExplosiveTracer",Random(28,34),0,Random(6,-6),0)
	TNT1 A 0 A_SetUserVar(user_reload,1)
	VNQZ F 4 A_CustomBulletAttack(18,10,10,Random(20,28),"LegModdedBulletPuff")
	VNQZ EE 4 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_JumpIf(user_reload == 2,"Reload")
	TNT1 A 0 A_PlaySound("LegendaryQuadShotgun/DualFire",CHAN_WEAPON)
	TNT1 AAAAAAAA 0 A_CustomMissile("NUChainExplosiveTracer",Random(28,34),0,Random(6,-6),0)
	TNT1 A 0 A_SetUserVar(user_reload,2)
	VNQZ F 4 A_CustomBulletAttack(18,10,10,Random(20,28),"LegModdedBulletPuff")
	VNQZ EE 4 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	Goto Reload
  ExplosiveQuad:
	TNT1 A 0 A_JumpIf(user_reload == 1,"Normal")
	TNT1 A 0 A_FaceTarget(45)
	VNQZ E 6 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_FaceTarget(45)
	VNQZ E 6 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_FaceTarget(45)
	VNQZ E 6 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySoundEx("weapons/sshotf","Weapon")
	TNT1 AAAAAAAAAAAAAAAA 0 Bright A_CustomMissile("NUChainExplosiveTracer",Random(28,34),0,Random(6,-6),0)
	TNT1 A 0 A_SetUserVar(user_reload,2)
	VNQZ F 6 A_CustomBulletAttack(30,20,24,Random(20,28),"LegModdedBulletPuff") 
	VNQZ EEE 6 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	Goto Reload
  Grenade:
	TNT1 A 0 A_PlaySound("weapons/hgrenadepin",0,1.0,0)
	VNQZ CE 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/hgrenadethrow",0,1.0,0)
	VNQZ E 1 Bright A_CustomMissile("VexThrownGrenade",32,0,0,2,4)
	TNT1 A 0 A_JumpIf(user_reload == 2,"Reload")
	Goto Dodge
  Reload:
	VNQZ E 3 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNQZ A 5 A_PlaySound("LegendaryQuadShotgun/Open")
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,6,36,Random(2,6),0,random(1,3),random(-80,-90),128)
	VNQZ B 1 A_SpawnItemEx("NemesisShellCasing",-10,6,36,Random(2,6),0,random(1,3),random(-80,-90),128)
	VNQZ B 5 A_PlaySound("LegendaryQuadShotgun/Load")
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,6,36,Random(2,6),0,random(1,3),random(-80,-90),128)
	VNQZ B 1 A_SpawnItemEx("NemesisShellCasing",-10,6,36,Random(2,6),0,random(1,3),random(-80,-90),128)
	VNQZ B 5 A_PlaySound("LegendaryQuadShotgun/Load")
	TNT1 A 0 A_SetUserVar(user_reload,0)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNQZ C 5 A_PlaySound("LegendaryQuadShotgun/Close")
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	VNQZ D 5
	Goto See
  Pain:
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_Jump(10,"Protection")
	TNT1 A 0 A_Jump(20,"Dodge")
	VNQZ G 2
	VNQZ G 2 A_Pain
	TNT1 A 0 A_Jump(192,"Missile")
	Goto See
  Protection:
	TNT1 A 0 A_JumpIf(user_protection >= 4,"Pain")
	TNT1 A 0 A_JumpIf(user_protected == 1,"Pain")
	TNT1 A 0 A_PlaySound("legendary/defense")
	TNT1 A 0 A_FaceTarget
	VNQZ E 2 ACS_NamedExecuteAlways("LegendaryProtection",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	Goto See	
  Death:
	TNT1 A 0 A_Jump(36,"LegendarySoul")
	VNQZ H 6 A_Scream
	VNQZ I 6 A_ChangeFlag("BRIGHT",0)
	VNQZ J 6 A_Fall
	VNQZ K 6 A_SpawnItem("BodyCrash",0,0,0,0)
	TNT1 A 0 A_Jump(100,"MoreStuff")
    VSZX 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)
    VSZX L -1 
	Stop	
  LegendarySoul:
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VNQZ H 6
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VNQZ I 6 A_Scream
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("LegSSGGuyGib",0,0,12,frandom(0.1,1.0),frandom(0.1,1.0),frandom(0.1,1.0),random(0,360),SXF_CLIENTSIDE)
	VNQZ J 6 A_Fall
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VNQZ K 6 A_SpawnItem("BodyCrash",0,0,0,0)			
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VNQZ L 6
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VNQZ L 140
	TNT1 A 0 A_PlaySoundEx("brain/spit","Voice",0,2)
	VNQZ LLLLLLLLLLLLLLLLL 2 A_GiveInventory("NemesisSoulEvent",1)
	VNQZ LLLLLLLLLLLLLLLLL 2 A_GiveInventory("NemesisSoulEvent",1)
	VNQZ LLLLLLLLLLLLLLLLL 2 A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_ChangeFlag("BRIGHT",0)
	TNT1 A 0 A_SpawnItemEx("TeleportFog",0,0,16,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	TNT1 A 0 A_SpawnItemEx("VexedNemesisSoul",0,0,16,0,0,0,0,SXF_NOCHECKPOSITION,0)
	VNQZ L 525
	VNQZ L 5 A_FadeOut(0.1,1)
	Wait
  MoreStuff:
	VSZX 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")
	VSZX LLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_SpawnItem("NemesisAssaultCaptainItemRandomizer")
	VSZX LLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_SpawnItem("NemesisAssaultCaptainItemRandomizer")
	VSZX L 1 A_SpawnItem("NemesisZombieSuperItemRandomizer")
	VSZX L -1
	Stop	
  XDeath:
	TNT1 A 0 A_Jump(36,"LegendarySoul")
	VNQZ H 6 A_Scream
	VNQZ I 6 A_ChangeFlag("BRIGHT",0)
	VNQZ J 6 A_Fall
	VNQZ K 6 A_SpawnItem("BodyCrash",0,0,0,0)
	TNT1 A 0 A_Jump(100,"MoreStuff")
    VSZX 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)
    VSZX L -1
	Stop
	}
}

ACTOR VexNemQuadSGZombieGhostA
{
  Alpha 0.7
  Renderstyle Translucent
  +NOTIMEFREEZE
  +NOINTERACTION
  +CLIENTSIDEONLY
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	TNT1 A 1 Bright
	Goto Fade
  Fade:
	VNQZ A 2 A_FadeOut(0.1,1)
	Goto Spawn+3
  Toaster:
	TNT1 A 1 Bright
	Stop
	}
}

ACTOR VexNemQuadSGZombieGhostB : VexNemQuadSGZombieGhostA
{   
States
	{
	Fade:
	VNQZ B 2 A_FadeOut(0.1,1)
	Loop
    }
}

ACTOR VexNemQuadSGZombieGhostC : VexNemQuadSGZombieGhostA
{   
States
	{
	Fade:
	VNQZ C 2 A_FadeOut(0.1,1)
	Loop
    }
}

ACTOR VexNemQuadSGZombieGhostD : VexNemQuadSGZombieGhostA
{   
States
	{
	Fade:
	VNQZ D 2 A_FadeOut(0.1,1)
	Loop
    }
}

ACTOR VexNemQuadSGZombieGhostE : VexNemQuadSGZombieGhostA
{   
States
	{
	Fade:
	VNQZ E 2 A_FadeOut(0.1,1)
	Loop
	}
}