ACTOR NemesisAdmiral
{
//Creator: Eshkere_Jason
//Origin: Divine Infinity
//Sprite: NADM
//Title: "Nemesis Admiral"
//Info: No full done, sry 
Obituary "%o was sentenced to death by a \c[g3]Nemesis Former Admiral\c-"
Monster
Radius 16
Height 56
Health 3500
Mass 1000
Speed 23
Painchance 20
BloodColor "Black"
Seesound "FormerAdmiral/Sight"
Painsound "FormerAdmiral/Pain"
Deathsound "FormerAdmiral/Death"
Activesound "FormerAdmiral/Active"
DropItem "NemesisHealthBonusMax", 256, 32
DropItem "NemesisArmorBonus32", 256
DropItem "NemesisHealthBonusMax", 256, 32
DropItem "NemesisArmorBonus32", 256
DropItem "NemesisSphere", 60, 1
DropItem "NemesisRuneSpawnerTier3", 128, 1
DropItem "NemesisDemonicEnergy", 256
DropItem "NemesisGreaterDemonicEnergy", 256
DropItem "NemesisShell", 256
DropItem "NemesisShellBox", 130
DropItem "Nemesis Rifle", 100
DropItem "Nemesis Plasmatic Cannon", 100
DropItem "Nemesis Assault Shotgun", 100
DropItem "Nemesis Sawed-Off Shotgun", 100
DropItem "PortableMedkit" 200
DropItem "Nemesis" 87 1
DropItem "LegendaryRune" 70 1
DropItem "LegAmmoSphere" 90 1
DropItem "ArmorPlate" 200
DropItem "HandGrenadeAmmo" 225 1
DropItem "MineAmmo" 125 1
DropItem "AmmoPack" 125
DropItem "BulletMag" 256 10
DropItem "BulletBox" 128
//DropItem "Explosive Minigun" 200 1
DropItem "Nemesis Plasmatic Cannon" 156 1
DropItem "Beacon" 128 1
//DropItem "FriendlyLegendaryBeaconSpecOps" 256 1
DropItem "NemesisAmmoSphere", 128
DropItem "NemesisTimeFreezeSphere", 128 
DamageFactor 0.4
DamageFactor "PDTBFG", 0.15
DamageFactor "PDTBFGTracer", 0.15
DamageFactor "PlayerDevBall", 0.100
DamageFactor "PlayerDevBall2", 0.100
DamageFactor "PlayerDTBFGRailgunSlug", 0.100
DamageFactor "PlayerDevTracer", 0.100
DamageFactor "Legendary", 0.0
DamageFactor "LegendaryPlayer", 0.2
DamageFactor "LegendaryGuru", 0.0
DamageFactor "LegendaryGuruPlayer", 0.2
DamageFactor "LACGrenade", 0.0
DamageFactor "LegendaryZombie", 0.0
DamageFactor "GeneralTracer", 0.0
DamageFactor "DBFG10K2", 0.50
DamageFactor "PlayerDBFG10K2", 0.50
DamageFactor "DBFG2", 0.50
DamageFactor "PlayerDBFG2", 0.50
DamageFactor "PlayerDTRG", 0.5
DamageFactor "PlayerNemesisPlasma", 0.0
Scale 1.25
Species "SpecOps"
Tag "\c[g3]Nemesis Admiral\c-"
var int user_music;
var int user_protection;
var int user_protected;
var int user_missile;
var int user_deathtimeractive;
+BOSS
+BOSSDEATH
+FLOORCLIP
+MISSILEMORE
+MISSILEEVENMORE
+QUICKTORETALIATE 
+NOICEDEATH
+DONTGIB
+DONTHURTSPECIES
+DONTHARMSPECIES
+NOTARGET
+NOTIMEFREEZE
+NORADIUSDMG
+NOFEAR
States
{
  Spawn:
    TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NADM A 10 Bright A_Look
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	Loop
  See:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,6798,566)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_JumpIfInventory("RunesCheck",1,2)
	TNT1 A 0 ACS_NamedExecuteWithResult("CheckRunes")
	TNT1 A 0 A_StopSound(7)
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NADM AABB 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryFootStep")
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NADM CCDD 3 Bright A_Chase
	TNT1 A 0 A_Jump(80,"Rush")
	TNT1 A 0 A_SpawnItem("LegendaryFootStep")
	Loop
  Rush:
	NADM A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("LegAdmiralGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NADM A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("LegAdmiralGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NADM A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("LegAdmiralGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NADM B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("LegAdmiralGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NADM B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("LegAdmiralGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NADM C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("LegAdmiralGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NADM C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("LegAdmiralGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NADM D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("LegAdmiralGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	NADM D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_Jump(84,"See")
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	Loop
  Strafing:
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	NADM AA 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	NADM BB 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	NADM CC 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	NADM DD 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	Goto See
  Missile:
	TNT1 A 0 A_Jump(150,"Rockets","HomingRockets","Cannon","CannonBall","Railgun","MiniNemesisBFG")
//Soon TNT1 A 0 A_Jump(70,"Beacon")
	TNT1 A 0 A_Jump(200,"Chaingun","IonBeam","10kProjectiles")
    TNT1 A 0 A_Playsound("FormerAdmiral/Attack")
  Chaingun:
	NADM HKHKH 2 A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_JumpIfTargetinLOS("ContinueShooting")
	NADM H 2 A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_JumpIfTargetinLOS("ContinueShooting")
	NADM K 2 A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_JumpIfTargetinLOS("ContinueShooting")
	TNT1 A 0 A_MonsterRefire(200,"See")
	Goto Chaingun+7
  ContinueShooting:
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("sentient/fire")
	NADM F 4 Bright A_CustomMissile("NUChainExplosiveTracer",Random(30,34),0,Random(5,-5),0)
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("sentient/fire")
	NADM E 4 Bright A_CustomMissile("NUChainExplosiveTracer",Random(30,34),0,Random(5,-5),0)
	TNT1 A 0 A_Jump(24,"Missile","Pause")
	TNT1 A 0 A_MonsterRefire(150,"See")
	Goto See
  Pause:
	NADM HKHKH 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	Goto See
  Rockets:
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
	NADM HJ 4 Bright A_FaceTarget
	NADM I 2 Bright A_CustomMissile("NemesisRocket",40,16,0,0)
	NADM HJ 4 Bright A_FaceTarget
	NADM I 2 Bright A_CustomMissile("NemesisRocket",40,16,Random(2,-2),0)
	NADM HJ 4 Bright A_FaceTarget
	NADM I 2 Bright A_CustomMissile("NemesisRocket",40,16,Random(4,-4),0)
	NADM HJ 4 Bright A_FaceTarget
	NADM I 2 Bright A_CustomMissile("NemesisRocket",40,16,Random(6,-6),0)
	NADM HJ 4 Bright A_FaceTarget
	NADM I 2 Bright A_CustomMissile("NemesisRocket",40,16,0,0)
	NADM HJ 4 Bright A_FaceTarget
	NADM I 2 Bright A_CustomMissile("NemesisRocket",40,16,Random(2,-2),0)
	NADM HJ 4 Bright A_FaceTarget
	NADM I 2 Bright A_CustomMissile("NemesisRocket",40,16,Random(4,-4),0)
	NADM HJ 4 Bright A_FaceTarget
	NADM I 2 Bright A_CustomMissile("NemesisRocket",40,16,Random(6,-6),0)
	NADM HJ 4 Bright A_FaceTarget
	NADM I 2 Bright A_CustomMissile("NemesisRocket",40,16,0,0)
	NADM HJ 4 Bright A_FaceTarget
	NADM I 2 Bright A_CustomMissile("NemesisRocket",40,16,Random(2,-2),0)
	NADM HJ 4 Bright A_FaceTarget
	NADM I 2 Bright A_CustomMissile("NemesisRocket",40,16,Random(4,-4),0)
	NADM HJ 4 Bright A_FaceTarget
	NADM I 2 Bright A_CustomMissile("NemesisRocket",40,16,Random(6,-6),0)
	NADM HJ 4 Bright A_FaceTarget
	NADM I 2 Bright A_CustomMissile("NemesisRocket",40,16,0,0)
	NADM HJ 4 Bright A_FaceTarget
	NADM I 2 Bright A_CustomMissile("NemesisRocket",40,16,Random(2,-2),0)
	NADM HJ 4 Bright A_FaceTarget
	NADM I 2 Bright A_CustomMissile("NemesisRocket",40,16,Random(4,-4),0)
	NADM HJ 4 Bright A_FaceTarget
	NADM I 2 Bright A_CustomMissile("NemesisRocket",40,16,Random(6,-6),0)
	NADM H 2 A_CPosRefire
	Goto See
  HomingRockets:
    TNT1 A 0 A_Playsound("FormerAdmiral/Attack")
	NADM HJ 4 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
	NADM I 2 Bright A_CustomMissile("NemesisNobleHomingRocket",40,16,0,0)
	NADM HJ 4 Bright A_FaceTarget
	NADM I 2 Bright A_CustomMissile("NemesisNobleHomingRocket",40,16,0,0)
	NADM HJ 4 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
	NADM I 2 Bright A_CustomMissile("NemesisNobleHomingRocket",40,16,0,0)
	NADM HJ 4 Bright A_FaceTarget
	NADM I 2 Bright A_CustomMissile("NemesisNobleHomingRocket",40,16,0,0)
	NADM HJ 4 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
	NADM I 2 Bright A_CustomMissile("NemesisNobleHomingRocket",40,16,0,0)
	NADM HJ 4 Bright A_FaceTarget
	NADM I 2 Bright A_CustomMissile("NemesisNobleHomingRocket",40,16,0,0)
	NADM HJ 4 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
	NADM I 2 Bright A_CustomMissile("NemesisNobleHomingRocket",40,16,0,0)
	NADM HJ 4 Bright A_FaceTarget
	NADM I 2 Bright A_CustomMissile("NemesisNobleHomingRocket",40,16,0,0)
	NADM HJ 4 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
	NADM I 2 Bright A_CustomMissile("NemesisNobleHomingRocket",40,16,0,0)
	NADM HJ 4 Bright A_FaceTarget
	NADM I 2 Bright A_CustomMissile("NemesisNobleHomingRocket",40,16,0,0)
	NADM HJ 4 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
	NADM I 2 Bright A_CustomMissile("NemesisNobleHomingRocket",40,16,0,0)
	NADM HJ 4 Bright A_FaceTarget
	NADM I 2 Bright A_CustomMissile("NemesisNobleHomingRocket",40,16,0,0)
	NADM HJ 4 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
	NADM I 2 Bright A_CustomMissile("NemesisNobleHomingRocket",40,16,0,0)
	NADM HJ 4 Bright A_FaceTarget
	NADM I 2 Bright A_CustomMissile("NemesisNobleHomingRocket",40,16,0,0)
	NADM HJ 4 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
	NADM I 2 Bright A_CustomMissile("NemesisNobleHomingRocket",40,16,0,0)
	NADM HJ 4 Bright A_FaceTarget
	NADM I 2 Bright A_CustomMissile("NemesisNobleHomingRocket",40,16,0,0)
	Goto See
  Cannon:
	NADM EEEE 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	NADM E 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_CustomMissile("NemesisNobleCannonLaser",40,16,0,0)
	NADM F 3 Bright A_PlaySoundEx("legendarycannon/fire","Weapon")
	TNT1 A 0 A_Jump(32,"Pause")
	TNT1 A 0 A_SpidRefire
	Goto Cannon+6
  CannonBall:
	NADM EEE 2 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("LegCannon/Fire",1)
	NADM F 2 Bright A_CustomMissile("NemesisNobleCannonProj",32,16,0,0)
	NADM EEE 2 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("LegCannon/Fire",1)
	NADM F 2 Bright A_CustomMissile("NemesisNobleCannonProj",32,16,0,0)
	NADM EEE 5 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("LegCannon/Fire",1)
	NADM F 2 Bright A_CustomMissile("NemesisNobleCannonProj",32,16,0,0)
	NADM EEE 2 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("LegCannon/Fire",1)
	NADM F 2 Bright A_CustomMissile("NemesisNobleCannonProj",32,16,0,0)
	NADM EEE 2 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("LegCannon/Fire",1)
	NADM F 2 Bright A_CustomMissile("NemesisNobleCannonProj",32,16,0,0)
	NADM EEE 5 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("LegCannon/Fire",1)
	NADM F 2 Bright A_CustomMissile("NemesisNobleCannonProj",32,16,0,0)
	NADM EEE 2 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("LegCannon/Fire",1)
	NADM F 2 Bright A_CustomMissile("NemesisNobleCannonProj",32,16,0,0)
	NADM EEE 2 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("LegCannon/Fire",1)
	NADM F 2 Bright A_CustomMissile("NemesisNobleCannonProj",32,16,0,0)
	NADM EEE 5 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("LegCannon/Fire",1)
	NADM F 2 Bright A_CustomMissile("NemesisNobleCannonProj",32,16,0,0)
	NADM EEE 2 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("LegCannon/Fire",1)
	NADM F 2 Bright A_CustomMissile("NemesisNobleCannonProj",32,16,0,0)
	NADM EEE 2 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("LegCannon/Fire",1)
	NADM F 2 Bright A_CustomMissile("NemesisNobleCannonProj",32,16,0,0)
	NADM EEE 5 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("LegCannon/Fire",1)
	NADM F 2 Bright A_CustomMissile("NemesisNobleCannonProj",32,16,0,0)
	Goto See
  MiniNemesisBFG:
	TNT1 A 0 A_PlaySound("VexedNemesisCydestroyer/Rage",7)
	TNT1 A 0 A_PlaySound("lrball3/charge")
	NADM EEEEEEE 5 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  MiniNemesisBFGLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 12,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("star/fire")
	TNT1 A 0 A_CustomMissile("MiniNemesisBFGBall",32,16,0,0)
	NADM F 6 A_FaceTarget
	NADM E 10 A_FaceTarget
	Loop
  IonBeam:
	NADM E 0 A_PlaySound("cydes/mischrg",7,1,0,0.5)
	NADM E 1 Bright A_FaceTarget
	NADM EEEEEEEEEEEEEE 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
	NADM F 7 A_CustomMissile("NemesisZombieCannonIonBeam",32,0,0)
	NADM E 10 A_FaceTarget
	TNT1 A 0 A_Jump(196,"See")
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
	NADM F 7 A_CustomMissile("NemesisZombieCannonIonBeam",32,0,0)
	NADM E 10 A_FaceTarget
	Goto See
  10kProjectiles:
	NADM E 0 A_SetInvulnerable
	NADM E 1 Bright A_FaceTarget
	NADM EEEE 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	NADM EEEEEEEE 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	NADM E 0 A_UnSetInvulnerable
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",32,0,Random(-4,4))
	NADM FE 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",32,0,Random(-4,4))
	NADM FE 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",32,0,Random(-4,4))
	NADM FE 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",32,0,Random(-4,4))
	NADM FE 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",32,0,Random(-4,4))
	NADM FE 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",32,0,Random(-4,4))
	NADM FE 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",32,0,Random(-4,4))
	NADM FE 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",32,0,Random(-4,4))
	NADM FE 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",32,0,Random(-4,4))
	NADM FE 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",32,0,Random(-4,4))
	NADM FE 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	NADM EEEEEE 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 A_Jump(40,"MiniNemesisBFG")
	Goto See
  Railgun:
    TNT1 A 0 A_PlaySound("weapons/rgcharge")
    NADM E 25 Bright A_FaceTarget
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    NADM F 5 Bright A_CustomMissile("NemesisNobleRailLaser",40,26,0,0)
	NADM E 10 Bright A_FaceTarget
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    NADM F 5 Bright A_CustomMissile("NemesisNobleRailLaser",40,26,0,0)
	NADM E 10 Bright A_FaceTarget
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    NADM F 5 Bright A_CustomMissile("NemesisNobleRailLaser",40,26,0,0)
	NADM E 10 Bright A_FaceTarget
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    NADM F 5 Bright A_CustomMissile("NemesisNobleRailLaser",40,26,0,0)
	goto see
/*  Beacon: Soon
	NADM H 20 A_SpawnItem("ActiveNemesisFormerBeacon")
	Goto See
*/

  Pain:
	TNT1 A 0 A_Jump(20,"Protection")
	NADM G 3 Bright
	NADM G 3 Bright A_Pain
	TNT1 A 0 A_Jump(192,"Missile")
	Goto See
  Protection:
	TNT1 A 0 A_JumpIf(user_protection >= 3,"Pain")
	TNT1 A 0 A_JumpIf(user_protected == 1,"Pain")
	TNT1 A 0 A_PlaySound("legendary/defense")
	TNT1 A 0 A_FaceTarget
	NADM E 2 Bright ACS_NamedExecuteAlways("NemesisZombieProtection",0,0,0,0)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	Goto See
 Death:
    //TNT1 A 0 A_Jump(32,"LegendarySoul")
	NADM G 4   
	TNT1 A 0 A_Scream    
	NADM LMNOP 7 
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_SpawnItemEx("BlueGibbedGenerator",0,0,0,0,0,0,0,128,0)
	NADM QQRR 4 BRIGHT A_CustomMissile("LegendaryKaboom3", Random(10,50), 0, random(0,360), 2, random(0,360))
	NADM S 6 BRIGHT
	NADM T -1
	Stop
  LegendarySoul:
    TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	NADM I 5 A_Scream
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
    NADM T 5 A_Fall
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
    NADM T 5 A_SpawnItem("BodyCrash",0,0,0,0)
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
    NADM T 5 
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
    NADM T 140
	NADM T 0 A_PlaySoundEx("brain/spit","Voice",0,2)
	NADM TTTTTTTTTTTTTTTTT 2 Bright A_GiveInventory("ELegSoulEventSmokeSpawner",1)
	NADM TTTTTTTTTTTTTTTTT 2 Bright A_GiveInventory("ELegSoulEventSmokeSpawner",1)
	NADM TTTTTTTTTTTTTTTTT 2 Bright A_GiveInventory("ELegSoulEventSmokeSpawner",1)
	TNT1 A 0 A_SpawnItemEx("NemesisSoul",0,0,16,0,0,0,0,32)
	TNT1 A 0 A_SpawnItemEx("TeleportFog",0,0,16,0,0,0,0,32)
	NADM T -1
	Stop
	}
}

Actor INFNemesisAdmiral : NemesisAdmiral
{
Tag "\c[g3]Nemesis Admiral\c-"
States
{
  Spawn:
    TNT1 A 0 A_Jump(130,"Remove")
    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("RuneTier2SpawnCheck") == 2,1)
	Goto Remove
  Idle:
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NADM A 10 Bright A_Look
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	Loop
  Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("Chaingunner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
	}
}