ACTOR VexedNemesisAnnihilatorImp : NemesisAnnihilatorImp
{
//Creator: Eshkere_Jason
//Origin: Divine Infinity
//Sprite: V1NM
//Title: "Vexed Nemesis Annihilator Imp"
  Health 2500
  Species "UltimateLegendary"
  DamageFactor 0.2
  DamageFactor "Legendary1", 0.0
  DamageFactor "Legendary", 0.0
  DamageFactor "LegendaryPlayer", 0.3
  DamageFactor "LegendaryGuru", 0.0
  DamageFactor "NobleComet", 0.0
  DamageFactor "CacoComet", 0.0
  DamageFactor "LegendaryGuruPlayer", 0.3
  DamageFactor "PDTBFG", 0.25
  DamageFactor "PDTBFGTracer", 0.25
  DamageFactor "PlayerDevBall", 0.125
  DamageFactor "PlayerDevBall2", 0.125
  DamageFactor "PlayerDTBFGRailgunSlug", 0.125
  DamageFactor "PlayerDevTracer", 0.125
  DamageFactor "DBFG10K2", 0.65
  DamageFactor "PlayerDBFG10K2", 0.65
  DamageFactor "DBFG2", 0.65
  DamageFactor "PlayerDBFG2", 0.65
  DamageFactor "PlayerDTRG", 0.5
  DamageFactor "VileFires", 0.0
  DamageFactor "LegMind", 0.0
  DamageFactor "Baby15K", 0.0
  DamageFactor "SoulToxic", 0.0
  DamageFactor "BombBreath", 0.0
  DamageFactor "CadaverRocket", 0.0
  DamageFactor "BeheComet", 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
  DropItem "VexedNemesisSphere" 120 1
  DropItem "VexedNemesisPowerSphere" 100 1
  DropItem "VexedArmor" 120 1 
  DropItem "LegAmmoSphere" 128 1
  DropItem "NemesisRune" 75 1
  DropItem "Nemesis Plasmatic Rifle" 170 1
  DropItem "Nemesis Assault Shotgun" 80 1
  DropItem "Nemesis Light Machine Gun" 80 1
  SeeSound "VexedNemesisImp/sight"
  ActiveSound "VexedNemesisImp/active"
  PainSound "VexedNemesisImp/pain"
  DeathSound "VexedNemesisImp/death"
  Obituary "%o was put down by an \c[w2]Vexed Nemesis Annihilator Imp\c-."
  HitObituary "%o was smacked by an \c[w2]Vexed Nemesis Annihilator Imp\c- cannon."
  Tag "\c[w2]Vexed Nemesis Annihilator Imp\c-"
  var int user_music;
  States
  {
  Spawn:
    TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    V1NM A 10 Bright A_Look
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	V1NM Z 10 Bright A_Look
	Loop
  See:
    TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,2131,758)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_ChangeFlag(NODROPOFF,1)
    TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    V1NM AA 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	V1NM BB 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("HumanishStep",0,0,0,0)
	V1NM CC 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	V1NM DD 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("HumanishStep",0,0,0,0)
	TNT1 A 0 A_Jump(30,"Teleport")
  	TNT1 A 0 A_Jump(46,"Evade")
	V1NM A 0 A_Jump(87,"Rush")
    Loop
  Evade:
	TNT1 A 0 A_Jump(128,3)
	TNT1 A 0 ThrustThing(Angle*256/360+64,16,0,0)
	TNT1 A 0 A_Jump(256,2)
	TNT1 A 0 ThrustThing(Angle*256/360+192,16,0,0)
  	V1NM AAAA 3 A_Chase
	TNT1 A 0 A_Stop
	TNT1 A 0 A_JumpIfTargetInLOS("Missile")
	Goto See
  Rush:
	TNT1 A 0 A_SpawnItem("HumanishStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("VexedNemesisImpAnniGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	V1NM A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisImpAnniGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	V1NM A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisImpAnniGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	V1NM B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisImpAnniGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	V1NM B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("HumanishStep",0,0,0,0)
    TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("VexedNemesisImpAnniGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	V1NM C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisImpAnniGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	V1NM C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisImpAnniGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	V1NM D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisImpAnniGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	V1NM D 1 Bright A_Chase
	TNT1 A 0 A_Jump(30,"Teleport")
  	TNT1 A 0 A_Jump(46,"Evade")
	TNT1 A 0 A_Jump(84,"See")
	Loop
  Teleport:
    V1NM A 1 Bright A_UnSetShootable
	V1NM AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	V1NM AAAAAAAAAA 1  A_FadeOut(0.1,0)
	V1NM A 2 
	V1NM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	V1NM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
    V1NM A 1 A_PlayWeaponSound("boss/teleport")
	V1NM AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	V1NM AAAAAAAAAA 1 A_FadeIn(0.1)
    V1NM A 1 Bright A_SetShootable
    Goto See
  Melee:
	TNT1 A 0 A_Jump(128,"Melee2")
    V1NM F 3 A_FaceTarget
    V1NM E 3 A_MeleeAttack
	V1NM F 3 A_FaceTarget
    Goto See
  Melee2:
    V1NM F 3 A_FaceTarget
    V1NM G 3 A_MeleeAttack
	V1NM F 3 A_FaceTarget
    Goto See
  Lunge:
	TNT1 A 0 A_JumpIfCloser(300,1)
	Goto See
	TNT1 A 0 A_PlaySound("weapons/fistwiff")
	V1NM EF 5 A_FaceTarget
	TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)
	TNT1 A 0 ThrustThingZ(0,25,0,1)
	V1NM G 2 A_Recoil(-30)
	V1NM G 3 A_CustomMissile("LFLunge",18,0,0,CMF_AIMDIRECTION)
	V1NM G 3 
	V1NM F 2 A_ScaleVelocity(0.2)
	TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)
	V1NM E 1 A_ScaleVelocity(0)
	Goto See
  Missile:
    TNT1 A 0 A_SetShootable
    TNT1 A 0 A_UnsetInvulnerable
    TNT1 A 0 A_SetTranslucent(1)
    TNT1 A 0 A_Jump(96,2)
    TNT1 A 0 A_JumpIfCloser(300,"ASG")
    TNT1 A 0 A_JumpIfCloser(250,"Lunge")
    TNT1 A 0 A_Jump(90,"FuelRockets","CannonBalls")
    TNT1 A 0 A_Jump(130,"LightMachineGun","LegCannon","HomingRockets","ExpLasers")
  Normal:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
    V1NM EE 4 A_FaceTarget
    V1NM W 5 Bright A_CustomMissile("Nemesis10kProjectile",39,-10,Random(2,-2)) 
	V1NM F 4
	V1NM G 3 A_FaceTarget
    V1NM V 5 Bright A_CustomMissile("Nemesis10kProjectile",39,10,Random(2,-2)) 
	V1NM G 3
    V1NM EE 3 A_FaceTarget
    V1NM W 5 Bright A_CustomMissile("Nemesis10kProjectile",39,-10,Random(2,-2)) 
	V1NM F 3
	V1NM G 3 A_FaceTarget
    V1NM V 5 Bright A_CustomMissile("Nemesis10kProjectile",39,10,Random(2,-2)) 
	V1NM G 3
    V1NM EE 3 A_FaceTarget
    V1NM W 4 Bright A_CustomMissile("Nemesis10kProjectile",39,-10,Random(2,-2)) 
	V1NM F 2
	V1NM G 2 A_FaceTarget
    V1NM V 4 Bright A_CustomMissile("Nemesis10kProjectile",39,10,Random(2,-2)) 
	V1NM G 2
    V1NM EE 2 A_FaceTarget
    V1NM W 4 Bright A_CustomMissile("Nemesis10kProjectile",39,-10,Random(2,-2)) 
	V1NM F 2
	V1NM G 2 A_FaceTarget
    V1NM V 3 Bright A_CustomMissile("Nemesis10kProjectile",39,10,Random(2,-2)) 
	V1NM G 2
	V1NM EE 2 A_FaceTarget
    V1NM W 3 Bright A_CustomMissile("Nemesis10kProjectile",39,-10,Random(2,-2)) 
	V1NM F 1
	V1NM G 1 A_FaceTarget
    V1NM V 3 Bright A_CustomMissile("Nemesis10kProjectile",39,10,Random(2,-2)) 
	V1NM G 1
    V1NM EE 1 A_FaceTarget
    V1NM W 2 Bright A_CustomMissile("Nemesis10kProjectile",39,-10,Random(2,-2)) 
	V1NM F 1
	V1NM G 1 A_FaceTarget
    V1NM V 2 Bright A_CustomMissile("Nemesis10kProjectile",39,10,Random(2,-2)) 
	V1NM G 1
    V1NM EE 1 A_FaceTarget
    V1NM W 1 Bright A_CustomMissile("Nemesis10kProjectile",39,-10,Random(2,-2)) 
	V1NM F 1
	V1NM G 1 A_FaceTarget
    V1NM V 1 Bright A_CustomMissile("Nemesis10kProjectile",39,10,Random(2,-2)) 
	V1NM G 1
	Goto See
  LightMachineGun:
    V1NM G 10 A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisShellCasing",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("NemesisRebelDMGBall",0,-12,36,Random(2,6),0,Random(1,3),Random(-80,-90),128)
	TNT1 A 0 A_CustomBulletAttack(42.5,14,1,Random(10,20)*3,"LegModdedBulletPuff")
    V1NM V 3 Bright A_PlaySoundEx("weapons/LMGFire","Weapon")
    V1NM G 3 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_CustomMissile("NemesisShellCasing",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("NemesisRebelDMGBall",0,-12,36,Random(2,6),0,Random(1,3),Random(-80,-90),128)
	TNT1 A 0 A_CustomBulletAttack(42.5,14,1,Random(10,20)*3,"LegModdedBulletPuff")
    V1NM V 3 Bright A_PlaySoundEx("weapons/LMGFire","Weapon")
    V1NM G 3 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
    TNT1 A 0 A_CPosRefire
	TNT1 A 0 A_Jump(20,"Pause2")
	Goto LightMachineGun+1
  ASG:
    V1NM E 8 A_FaceTarget
	V1NM E 5 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",0,-12,36,Random(2,6),0,Random(1,3),Random(80,90),128)
	TNT1 AAA 0 A_CustomMissile("NUChainExplosiveTracer",Random(28,34),0,Random(6,-6),0)
	TNT1 A 0 A_CustomBulletAttack(22.5,18.3,4,Random(5,15)*6,"LegModdedBulletPuff")
	V1NM W 5 Bright A_PlaySoundEx("Weapons/LegAutoShotgun","Weapon")
    TNT1 A 0 A_Jump(96,"Pause")
    TNT1 A 0 A_SpidRefire
	Goto ASG+1
  LegCannon:
    V1NM F 0 Bright A_FaceTarget
	V1NM F 15 Bright A_PlaySound("legendarycannon/charge")
	V1NM FFF 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	V1NM EE 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonProj",39,-10,0)
	V1NM W 3 Bright A_PlaySoundEx("legendarycannon/fire","Weapon")
	V1NM EE 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonProj",39,-10,0)
	V1NM W 3 Bright A_PlaySoundEx("legendarycannon/fire","Weapon")
	V1NM EE 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonProj",39,-10,0)
	V1NM W 3 Bright A_PlaySoundEx("legendarycannon/fire","Weapon")
    V1NM F 3 Bright A_FaceTarget
	V1NM GG 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonProj",39,10,0)
	V1NM V 3 Bright A_PlaySoundEx("legendarycannon/fire","Weapon")
	V1NM GG 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonProj",39,10,0)
	V1NM V 3 Bright A_PlaySoundEx("legendarycannon/fire","Weapon")
	V1NM GG 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonProj",39,10,0)
	V1NM V 3 Bright A_PlaySoundEx("legendarycannon/fire","Weapon")
    V1NM F 3 Bright A_FaceTarget
	V1NM FFF 2 Bright A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	V1NM EE 2 Bright A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonProj",39,-10,0)
	V1NM W 2 Bright A_PlaySoundEx("legendarycannon/fire","Weapon")
	V1NM EE 2 Bright A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonProj",39,-10,0)
	V1NM W 2 Bright A_PlaySoundEx("legendarycannon/fire","Weapon")
	V1NM EE 2 Bright A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonProj",39,-10,0)
	V1NM W 2 Bright A_PlaySoundEx("legendarycannon/fire","Weapon")
    V1NM F 2 Bright A_FaceTarget
	V1NM GG 2 Bright A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonProj",39,10,0)
	V1NM V 2 Bright A_PlaySoundEx("legendarycannon/fire","Weapon")
	V1NM GG 2 Bright A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonProj",39,10,0)
	V1NM V 1 Bright A_PlaySoundEx("legendarycannon/fire","Weapon")
	V1NM GG 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonProj",39,10,0)
	V1NM V 1 Bright A_PlaySoundEx("legendarycannon/fire","Weapon")
    V1NM F 3 Bright A_FaceTarget
	V1NM FFF 2 Bright A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	V1NM EE 2 Bright A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonProj",39,-10,0)
	V1NM W 1 Bright A_PlaySoundEx("legendarycannon/fire","Weapon")
	V1NM EE 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonProj",39,-10,0)
	V1NM W 1 Bright A_PlaySoundEx("legendarycannon/fire","Weapon")
	V1NM EE 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonProj",39,-10,0)
	V1NM W 1 Bright A_PlaySoundEx("legendarycannon/fire","Weapon")
    V1NM F 1 Bright A_FaceTarget
	V1NM GG 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonProj",39,10,0)
	V1NM V 1 Bright A_PlaySoundEx("legendarycannon/fire","Weapon")
	V1NM GG 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonProj",39,10,0)
	V1NM V 1 Bright A_PlaySoundEx("legendarycannon/fire","Weapon")
	V1NM GG 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonProj",39,10,0)
	V1NM V 1 Bright A_PlaySoundEx("legendarycannon/fire","Weapon")
    V1NM F 1 Bright A_FaceTarget
    Goto See
  HomingRockets:
    V1NM E 4 Bright A_FaceTarget
    V1NM W 3 Bright A_CustomMissile("NemesisCyberHomingRocket",39,-10,0,0)
	V1NM E 4 Bright A_FaceTarget
    V1NM W 3 Bright A_CustomMissile("NemesisCyberHomingRocket",39,-10,0,0)
	V1NM E 4 Bright A_FaceTarget
    V1NM W 3 Bright A_CustomMissile("NemesisCyberHomingRocket",39,-10,0,0)
    V1NM F 4 Bright A_FaceTarget
    V1NM V 3 Bright A_CustomMissile("NemesisCyberHomingRocket",39,10,0,0)
	V1NM G 4 Bright A_FaceTarget
    V1NM V 3 Bright A_CustomMissile("NemesisCyberHomingRocket",39,10,0,0)
	V1NM G 4 Bright A_FaceTarget
    V1NM V 3 Bright A_CustomMissile("NemesisCyberHomingRocket",39,10,0,0)
    V1NM E 4 Bright A_FaceTarget
    V1NM W 3 Bright A_CustomMissile("NemesisCyberHomingRocket",39,-10,0,0)
	V1NM E 4 Bright A_FaceTarget
    V1NM W 3 Bright A_CustomMissile("NemesisCyberHomingRocket",39,-10,0,0)
	V1NM E 4 Bright A_FaceTarget
    V1NM W 3 Bright A_CustomMissile("NemesisCyberHomingRocket",39,-10,0,0)
    V1NM F 4 Bright A_FaceTarget
    Goto See
  ExpLasers:
	V1NM F 10 A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/fusionfire")
	V1NM W 3 Bright A_CustomMissile("VesselSpreadLaser",39,-10,frandom(2,-2))
	V1NM E 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/fusionfire")
	V1NM W 3 Bright A_CustomMissile("VesselSpreadLaser",39,-10,frandom(4,-4))
	V1NM E 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/fusionfire")
	V1NM W 3 Bright A_CustomMissile("VesselSpreadLaser",39,-10,frandom(6,-6))
	V1NM E 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/fusionfire")
	V1NM W 3 Bright A_CustomMissile("VesselSpreadLaser",39,-10,frandom(8,-8))
	V1NM E 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/fusionfire")
	V1NM W 3 Bright A_CustomMissile("VesselSpreadLaser",39,-10,frandom(10,-10))
	V1NM E 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/fusionfire")
	V1NM W 3 Bright A_CustomMissile("VesselSpreadLaser",39,-10,frandom(12,-12))
	V1NM E 3 Bright A_FaceTarget
    Goto See
  FuelRockets:
    V1NM EE 6 A_FaceTarget
    V1NM W 8 Bright A_CustomMissile("NemesisRocket",39,-10,Random(2,-2)) 
	V1NM F 5
	V1NM G 6 A_FaceTarget
    V1NM V 8 Bright A_CustomMissile("NemesisRocket",39,10,Random(2,-2)) 
	V1NM G 5 A_FaceTarget
	V1NM F 5
    V1NM E 6 A_FaceTarget
    V1NM W 8 Bright A_CustomMissile("NemesisRocket",39,-10,Random(2,-2)) 
	V1NM E 5 A_FaceTarget
	V1NM F 5
	V1NM G 6 A_FaceTarget
    V1NM V 8 Bright A_CustomMissile("NemesisRocket",39,10,Random(2,-2)) 
	V1NM G 5 A_FaceTarget
	Goto See
  CannonBalls:
    V1NM EE 3 A_FaceTarget
	TNT1 A 0 A_PlaySound("legendarycannon/fire")
    V1NM W 5 Bright A_CustomMissile("NemesisCyberNobleBall3Homing",39,-10,Random(2,-2)) 
	V1NM F 2
	V1NM G 3 A_FaceTarget
	TNT1 A 0 A_PlaySound("legendarycannon/fire")
    V1NM V 5 Bright A_CustomMissile("NemesisCyberNobleBall3Homing",39,10,Random(2,-2)) 
	V1NM G 2
	Goto See
  Pause:
	V1NM EEEEE 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	Goto See
  Pause2:
	V1NM GGGGG 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	Goto See
  Pain:
    TNT1 A 0 A_Jump(128,"PainMissile")
    V1NM H 2 Bright
    V1NM H 2 Bright A_Pain
	Goto See
  PainMissile:
    V1NM H 2 Bright
    V1NM H 2 Bright A_Pain
	Goto Missile
  Death:
    TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_ChangeFlag(BRIGHT,0)
	V1NM I 8
    V1NM J 8 A_Scream
    V1NM K 6
    V1NM L 6 A_NoBlocking
    V1NM M -1
	Stop
  XDeath:
	TNT1 A 0 A_PlaySound("CerebralImp/ChargeDeath")
    V1NM HHHHHHHH 2 Bright A_CustomMissile("WhiteNemesisKaboom",-20,0,random(0,-360),2,random(0,360))
    V1NM H 7
	TNT1 A 0 A_SpawnItemEx("NemesisGibbedGenerator",0,0,0,0,0,0,0,128,0)
    TNT1 A 0 A_ChangeFlag(BRIGHT,0)
    TNT1 A 0 A_PlaySound("weapons/dtech10kexplode")
    TNT1 A 0 A_Explode(500,200)
    TNT1 AAAAAAA 0 A_CustomMissile("Nemesis10KProjectile",30,0,random(0,360),2,random(0,360))
	TNT1 A 0 A_SpawnItemEx("WhiteNemesisKaboom",0,0,15,0,0,0,0,128)
    V1NM N 4 A_SpawnItem("NemesisCyberBouncyBFG",0,-10)
	TNT1 A 0 A_custommissile("VnemImpAnniArm2",30,-10,270)
	TNT1 A 0 A_custommissile("VnemImpAnniArm1",30,10,93)
    V1NM O 2 A_XScream
	V1NM P 2 A_Explode(80,100)
    V1NM Q 2 A_NoBlocking
    V1NM RST 2
    V1NM U -1
    Stop
	}
}

ACTOR VnemImpAnniArm1
{
  Radius 12
  Height 10
  Speed 4
  +DOOMBOUNCE
  +DROPOFF
  +NOTIMEFREEZE
  +MISSILE
  States
  {
	Spawn:
     V2NM KLMN 3
     Loop
	Death:
	 V2NM O -1
	 Loop
	}
} 

ACTOR VnemImpAnniArm2 : VnemImpAnniArm1
{

  States
  {
	Spawn:
     V3NM KLMN 3
     Loop
	Death:
	 V3NM O -1
	 Loop
	}
}

ACTOR VexedNemesisImpAnniGhostA
{
Scale 1.15
Radius 20
Height 56
Speed 0
Alpha 0.7
PROJECTILE
RENDERSTYLE Translucent
+CLIENTSIDEONLY
+NOTIMEFREEZE
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
    V2NM A 2 A_FadeOut(0.10)
    Wait
    }
}

ACTOR VexedNemesisImpAnniGhostB : VexedNemesisImpAnniGhostA
{   
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
    V3NM B 2 A_FadeOut(0.10)
    Wait
    }
}

ACTOR VexedNemesisImpAnniGhostC : VexedNemesisImpAnniGhostA
{   
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
    V1NM C 2 A_FadeOut(0.10)
    Wait
    }
}

ACTOR VexedNemesisImpAnniGhostD : VexedNemesisImpAnniGhostA
{   
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
    V1NM D 2 A_FadeOut(0.10)
    Wait
    }
}