ACTOR VexedNemesisAssaultDestroyer : NemesisAssaultKnight
{
//Creator: High Councilor
//Origin: Nexus Infinity
//Sprite: VMAK
//Title: "Vexed Nemesis Assault-Destroyer"
  Health 4850 // 4000
  Speed 20
  DamageFactor 0.45
  DropItem "NemesisHealthBonusMax", 256, 32
  DropItem "NemesisArmorBonus32", 256
  DropItem "NemesisHealthBonusMax", 256, 32
  DropItem "NemesisArmorBonus32", 256
  DropItem "NemesisSphere", 60, 1
  DropItem "VexedNemesisSphere", 90, 1
  DropItem "VexedNemesisArmor", 170, 1
  DropItem "NemesisRuneSpawnerTier3", 128, 1
  DropItem "NLDemonAmmo", 256
  DropItem "NLDemonAmmoBox", 256
  DropItem "NemesisShell", 256
  DropItem "NemesisShellBox", 130
  DropItem "NemesisDarkMachinegun", 200
  DropItem "Nemesis Rifle", 125
  DropItem "Nemesis Plasmatic Cannon", 50
  DropItem "Nemesis Assault Shotgun", 50
  DropItem "Nemesis Sawed-Off Shotgun", 50
  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
  PainChance "Explosion", 128
  PainChance "PlayerDTRG", 128
  PainChance "DTRailgun", 128
  PainChance "PDTPuff", 128
  PainChance "RailG", 128
  PainChance 45 
  PainChance "Explosion", 128
  PainChance "TrueLegendaryDamage", 128
  PainChance "TrueLegendaryPlayer", 128
  +BRIGHT
  SeeSound "VexedNemesisCydestroyer/Sight"
  PainSound "VexedArchon/pain"
  DeathSound "VexedNemesisCydestroyer/Death"
  ActiveSound "VexedArchon/active"
  Obituary "%o was terminated by the Vexed Nemesis Assault-Destroyer."
  Tag "\c[w2]Vexed Nemesis Assault-Destroyer\c-"
  States
  {
  Spawn:
	TNT1 AAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
    VMAK A 7 A_Look
    Loop
  Idle:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_ChangeFlag(NODAMAGE,0)
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
  Idle2:
	TNT1 AAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
    VMAK A 7 A_Look
    Loop
  See:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	//TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,980,776) //Vexed Nemesis Cydestroyer
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,980)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_Jump(100,"Rush")
	VMAK AA 2 A_Chase
	TNT1 AAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	VMAK BB 2 A_Chase
	TNT1 AAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	VMAK CC 2 A_Chase
	TNT1 AAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	VMAK DD 2 A_Chase
	TNT1 AAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	TNT1 A 0 A_Jump(32,"Teleport")
	Goto See
  Rush:
	VMAK A 2 A_SpawnItemEx("VNemesisAssaultDestroyerGhost")
	VMAK AAAA 0 A_Chase
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	VMAK A 2 A_SpawnItemEx("VNemesisAssaultDestroyerGhost")
	VMAK AAAA 0 A_Chase  
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	VMAK B 2 A_SpawnItemEx("VNemesisAssaultDestroyerGhost")
	VMAK AAAA 0 A_Chase
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	VMAK B 2 A_SpawnItemEx("VNemesisAssaultDestroyerGhost")
	VMAK AAAA 0 A_Chase
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	TNT1 AAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	VMAK C 2 A_SpawnItemEx("VNemesisAssaultDestroyerGhost")
	VMAK AAAA 0 A_Chase
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	VMAK C 2 A_SpawnItemEx("VNemesisAssaultDestroyerGhost")
	VMAK AAAA 0 A_Chase  
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	VMAK D 2 A_SpawnItemEx("VNemesisAssaultDestroyerGhost")
	VMAK AAAA 0 A_Chase
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	VMAK D 2 A_SpawnItemEx("VNemesisAssaultDestroyerGhost")
	VMAK AAAA 0 A_Chase
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	TNT1 AAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_PlaySound("Terminator/terstepA")
	TNT1 A 0 A_Jump(24,"Teleport")
	TNT1 A 0 A_Jump(75,"See")
	Loop
  Teleport:
    VMAK E 1 A_UnSetShootable
	TNT1 AAAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	VMAK EEEEE 1 A_FadeOut(0.2,0)
	TNT1 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
	TNT1 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    TNT1 A 0 A_PlayWeaponSound("boss/teleport")
	TNT1 AAAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	VMAK EEEEEE 1 A_FadeIn(0.2)
    VMAK E 1 A_SetShootable
    Goto See
  Melee:
  Missile:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
    TNT1 A 0 A_Jump(130,"RotatoryDMG","NemesisRifle","BFG10K","ASGRailCombo","Lasers")
    TNT1 A 0 A_Jump(80,"ClusterDtech","ASGFromLongDistance","Spin2Win")
    TNT1 A 0 A_Jump(35,"IonBeam","MiniNemesisBFG")
  Normal:
	VMAK EE 4 A_FaceTarget
	TNT1 A 0 A_PlaySoundEx("weapons/LMGFire","Weapon")
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,25,Random(6,-6))
	VMAK F 1 A_CustomMissile("NemesisASGBall",44,-25,Random(6,-6))
	VMAK E 1 A_FaceTarget
	TNT1 A 0 A_PlaySoundEx("weapons/LMGFire","Weapon")
	TNT1 A 0 A_CustomMissile("NemesisASGBall",44,25,Random(6,-6))
	VMAK G 1 A_CustomMissile("NemesisASGBall",44,-25,Random(6,-6))
	VMAK E 1 A_FaceTarget
    TNT1 A 0 A_Jump(15,"See")
    TNT1 A 0 A_MonsterRefire(100,"See")
	Goto Normal+2
  RotatoryDMG:
	TNT1 A 0 A_PlaySound("weapons/LMGReload3",7,1.0,0,0.5)
	VMAK EE 5 A_FaceTarget
	TNT1 A 0 A_PlaySoundEx("weapons/LMGFire","Weapon")
    TNT1 A 0 A_CustomMissile("NemesisASGBall",44,25,0,CMF_AIMDIRECTION,3)
    TNT1 A 0 A_CustomMissile("NemesisASGBall",44,25,0,CMF_AIMDIRECTION,-3)
    TNT1 A 0 A_CustomMissile("NemesisASGBall",44,25,3,CMF_AIMDIRECTION,0)
    TNT1 A 0 A_CustomMissile("NemesisASGBall",44,25,-3,CMF_AIMDIRECTION,0)
    TNT1 A 0 A_CustomMissile("NemesisASGBall",44,25,0,CMF_AIMDIRECTION,0)
	VMAK F 2 A_FaceTarget
	VMAK E 2 A_FaceTarget
	TNT1 A 0 A_PlaySoundEx("weapons/LMGFire","Weapon")
    TNT1 A 0 A_CustomMissile("NemesisASGBall",44,-25,0,CMF_AIMDIRECTION,3)
    TNT1 A 0 A_CustomMissile("NemesisASGBall",44,-25,0,CMF_AIMDIRECTION,-3)
    TNT1 A 0 A_CustomMissile("NemesisASGBall",44,-25,3,CMF_AIMDIRECTION,0)
    TNT1 A 0 A_CustomMissile("NemesisASGBall",44,-25,-3,CMF_AIMDIRECTION,0)
    TNT1 A 0 A_CustomMissile("NemesisASGBall",44,-25,0,CMF_AIMDIRECTION,0)
	VMAK G 2 A_FaceTarget
	VMAK E 2 A_FaceTarget
    TNT1 A 0 A_Jump(10,"See")
    TNT1 A 0 A_MonsterRefire(100,"See")
	Goto RotatoryDMG+3
  NemesisRifle:
	TNT1 A 0 A_PlaySound("NemesisRifle/up",7,1.0,0,0.5)
    VMAK EEE 2 A_FaceTarget
	VMAK E 1 A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",44,25,random(-1,1),0)
	TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",44,-25,random(-1,1),0)
	VMAK F 1 A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	VMAK E 1 A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",44,25,random(-2,2),0)
	TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",44,-25,random(-2,2),0)
	VMAK G 1 A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	VMAK E 1 A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",44,25,random(-3,3),0)
	TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",44,-25,random(-3,3),0)
	VMAK F 1 A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	VMAK E 1 A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",44,25,random(-4,4),0)
	TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",44,-25,random(-4,4),0)
	VMAK G 1 A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	VMAK E 1 A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",44,25,random(-5,5),0)
	TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",44,-25,random(-5,5),0)
	VMAK F 1 A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	VMAK E 1 A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",44,25,random(-6,6),0)
	TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",44,-25,random(-6,6),0)
	VMAK G 1 A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	TNT1 A 0 A_Jump(30,"See")
	TNT1 A 0 A_SpidRefire
	Goto NemesisRifle+1
  BFG10K:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	VMAK EEEEE 4 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  BFG10KLoop:
    TNT1 A 0 A_JumpIf(user_missile >= 5,"BFG10KLoop2")
    TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	VMAK E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	VMAK X 3 A_CustomMissile("Nemesis10kProjectile",40,26,Random(-4,4))	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	VMAK X 3 A_CustomMissile("Nemesis10kProjectile",40,-26,Random(-4,4))
	Loop
  BFG10KLoop2:
    TNT1 A 0 A_JumpIf(user_missile >= 15,"BFG10KLoop3")
    TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	VMAK E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	VMAK X 2 A_CustomMissile("Nemesis10kProjectile",40,26,Random(-6,6))	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	VMAK X 2 A_CustomMissile("Nemesis10kProjectile",40,-26,Random(-6,6))
	Loop
  BFG10KLoop3:
    TNT1 A 0 A_JumpIf(user_missile >= 25,"BFG10KLoop4")
    TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	VMAK E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	VMAK X 1 A_CustomMissile("Nemesis10kProjectile",40,26,Random(-8,8))	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	VMAK X 1 A_CustomMissile("Nemesis10kProjectile",40,-26,Random(-8,8))
	Loop
  BFG10KLoop4:
    TNT1 A 0 A_JumpIf(user_missile >= 35,"BFG10KLoop5")
    TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	VMAK E 1 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	VMAK X 1 A_CustomMissile("Nemesis10kProjectile",40,26,Random(-8,8))	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	VMAK X 1 A_CustomMissile("Nemesis10kProjectile",40,-26,Random(-8,8))
	Loop
  BFG10KLoop5:
    TNT1 A 0 A_JumpIf(user_missile >= 50,"BFG10KEnd")
    TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	VMAK E 1 A_FaceTarget
    TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",40,26,Random(-8,8))
    TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",40,-26,Random(-8,8))
	VMAK X 1 A_PlaySound("weapons/bfg15kfire")
	Loop
  BFG10KEnd:
	VMAK E 20 A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)	
	Goto See
  ASGRailCombo:
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_PlaySound("LShotgun/Cock",7,1.0,0,0.5)
	VMAK EEEE 3 A_FaceTarget
    TNT1 A 0 A_JumpIf(user_missile >= Random(5,7),"See")
    TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	VMAK E 4 A_FaceTarget
    TNT1 A 0 A_PlaySoundEx("NemesisASG/Fire","Weapon")
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisASGBall",36,20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisASGBall",36,-20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	VMAK FG 2 A_FaceTarget
	VMAK E 4 A_FaceTarget
    TNT1 A 0 A_PlaySoundEx("NemesisASG/Fire","Weapon")
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisASGBall",36,20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisASGBall",36,-20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	VMAK FG 2 A_FaceTarget
	VMAK E 4 A_FaceTarget
    TNT1 A 0 A_PlaySoundEx("NemesisASG/Fire","Weapon")
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisASGBall",36,20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisASGBall",36,-20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	VMAK FG 2 A_FaceTarget
	VMAK E 3 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("VNemesisNobleRailLaser",40,-24)
    TNT1 A 0 A_CustomMissile("VNemesisNobleRailLaser",40,24)
    VMAK X 3 Bright A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
	VMAK E 2 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("VNemesisNobleRailLaser",40,-24)
    TNT1 A 0 A_CustomMissile("VNemesisNobleRailLaser",40,24)
    VMAK X 3 Bright A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
	VMAK E 2 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("VNemesisNobleRailLaser",40,-24)
    TNT1 A 0 A_CustomMissile("VNemesisNobleRailLaser",40,24)
    VMAK X 2 Bright A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    Goto ASGRailCombo+2
  Lasers:
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
	VMAK E 15 A_PlaySound("NemesisCannon/Mode2")
  LasersLoop1:
    TNT1 A 0 A_JumpIf(user_missile >= 6,"LasersLoop2")
    TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_CustomMissile("NemesisNobleCannonLaser",40,26,random(-3,3),0)
	TNT1 A 0 A_CustomMissile("NemesisNobleCannonLaser",40,-26,random(-3,3),0)
	VMAK X 2 A_PlaySound("NemesisCannon/Laser",7)
	VMAK EE 2 A_FaceTarget
	Loop
  LasersLoop2:
    TNT1 A 0 A_JumpIf(user_missile >= 18,"LasersEnd")
    TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_CustomMissile("NemesisNobleCannonLaser",40,26,random(-6,6),0)
	TNT1 A 0 A_CustomMissile("NemesisNobleCannonLaser",40,-26,random(-6,6),0)
	VMAK X 2 A_PlaySound("NemesisCannon/Laser",7)
	VMAK EE 1 A_FaceTarget
	Loop
  LasersEnd:
	TNT1 A 0 A_PlaySound ("legendarycannon/steam")
	TNT1 A 0 A_CustomMissile("LegendaryCannonSmoke",35,26,0,0)
	TNT1 A 0 A_CustomMissile("LegendaryCannonSmoke",35,-26,0,0)
	TNT1 A 0 A_Jump(90,"BFG10K")
	Goto See
  ClusterDtech:
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_PlaySound("legendary/defense")
	TNT1 A 0 A_FaceTarget
	VMAK EEEEEEEEEEEEEE 2 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	VMAK EEEEEEEEEEEEEE 2 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  ClusterDtechLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 14,"ClusterDtechEnd")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	TNT1 A 0 A_CustomMissile("NemesisClusterShot",44,25,Frandom(2,-2))
	TNT1 A 0 A_CustomMissile("NemesisClusterShot",44,-25,Frandom(2,-2))
	VMAK X 2 A_PlaySoundEx("weapons/DemonTechRifle","Weapon")
	VMAK EEEE 1 A_FaceTarget
	TNT1 A 0 A_Jump(25,"See")
	TNT1 A 0 A_MonsterRefire(240,"See")
	Loop
  ClusterDtechEnd:
  	VMAK E 10
	TNT1 A 0 A_Jump(90,"NemesisRifle","RotatoryDMG")
	Goto See
  ASGFromLongDistance:
	VMAK E 4 A_FaceTarget
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisASGBall",36,20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisASGBall",36,-20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	VMAK F 3 A_PlaySoundEx("NemesisASG/Fire","Weapon")
	TNT1 A 0 A_SpidRefire
	TNT1 A 0 A_Jump(10,"BFG10K")
	VMAK E 4 A_FaceTarget
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisASGBall",36,20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisASGBall",36,-20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	VMAK G 3 A_PlaySoundEx("NemesisASG/Fire","Weapon")
	TNT1 A 0 A_SpidRefire
	TNT1 A 0 A_Jump(20,"Lasers")
	Loop
  Spin2Win:
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_PlaySound("weapons/LMGReload3",7,1.0,0,0.5)
	VMAK EEEEEE 4 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  Spin2WinContinue:
	TNT1 A 0
	TNT1 A 0 A_Jump(256,"Spin2WinDMG","Spin2WinBFG10k","Spin2WinLasers")
  Spin2WinDMG:
	TNT1 A 0 A_JumpIf(user_missile >= 108,"See")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	VMAK E 2 A_SetAngle(angle+15)
	TNT1 AAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 AA 0 A_CustomMissile("NemesisASGBall",40,25,Random(-5,5),CMF_AIMDIRECTION,(pitch+random(-5,5)))
	TNT1 AA 0 A_CustomMissile("NemesisASGBall",40,-25,Random(-5,5),CMF_AIMDIRECTION,(pitch+random(-5,5)))
	VMAK F 1 A_PlaySoundEx("weapons/LMGFire","Weapon")
	TNT1 A 0 A_Jump(15,"S2WTeleport")
	Loop
  Spin2WinBFG10k:
	TNT1 A 0 A_JumpIf(user_missile >= 108,"See")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	VMAK E 2 A_SetAngle(angle+15)
	TNT1 AAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",40,26,Random(-5,5),CMF_AIMDIRECTION,(pitch+random(-5,5)))
    TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",40,-26,Random(-5,5),CMF_AIMDIRECTION,(pitch+random(-5,5)))
	VMAK X 1 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_Jump(15,"S2WTeleport")
	Loop
  Spin2WinLasers:
	TNT1 A 0 A_JumpIf(user_missile >= 108,"See")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	VMAK E 2 A_SetAngle(angle+15)
	TNT1 AAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_CustomMissile("NemesisNobleCannonLaser",40,25,Random(-1,1),CMF_AIMDIRECTION,(pitch+random(-5,5)))
	TNT1 A 0 A_CustomMissile("NemesisNobleCannonLaser",40,-25,Random(-1,1),CMF_AIMDIRECTION,(pitch+random(-5,5)))
	VMAK F 1 A_PlaySound("NemesisCannon/Laser",7)
	TNT1 A 0 A_Jump(15,"S2WTeleport")
	Loop
  S2WTeleport:
    VMAK E 1 A_UnSetShootable
	TNT1 AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VMAK E 1
	TNT1 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
	TNT1 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    VMAK E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    VMAK E 1 A_SetShootable
	Goto Spin2WinContinue
  IonBeam:
	TNT1 A 0 A_PlaySound("VexedNemesisCydestroyer/Rage",7)
	TNT1 A 0 A_PlaySound("lrball3/charge",CHAN_WEAPON)
	VMAK E 4 A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	VMAK EEEEEEEEEEEEEEE 2 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VMAK E 2 A_FaceTarget
	VMAK EEEEEEEEEEEEEEEE 2 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VMAK X 2 A_FaceTarget
    TNT1 A 0 A_CustomMissile("NemesisNobleCannonIonBeam",40,25,0)
    TNT1 A 0 A_CustomMissile("NemesisNobleCannonIonBeam",40,-25,0)
	VMAK X 8 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
    VMAK E 1 A_UnSetShootable
	TNT1 AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VMAK E 1
	TNT1 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
	TNT1 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    VMAK E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    VMAK E 1 A_SetShootable
	TNT1 A 0 A_UnSetInvulnerable
	VMAK EEEEEEEEEEEEEEE 2 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VMAK X 2 A_FaceTarget
    TNT1 A 0 A_CustomMissile("NemesisNobleCannonIonBeam",40,25,0)
    TNT1 A 0 A_CustomMissile("NemesisNobleCannonIonBeam",40,-25,0)
	VMAK X 8 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
	VMAK EEEEEEEEEEEEEEE 2 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	VMAK X 2 A_FaceTarget
    TNT1 A 0 A_CustomMissile("NemesisNobleCannonIonBeam",40,25,0)
    TNT1 A 0 A_CustomMissile("NemesisNobleCannonIonBeam",40,-25,0)
	VMAK X 8 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
	Goto See
  MiniNemesisBFG:
	TNT1 A 0 A_PlaySound("VexedNemesisCydestroyer/Rage",7)
	TNT1 A 0 A_PlaySound("lrball3/charge")
	VMAK EEEEEEE 5 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  MiniNemesisBFGLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 6,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("star/fire")
	TNT1 A 0 A_CustomMissile("MiniNemesisBFGBall",36,20)
	TNT1 A 0 A_CustomMissile("MiniNemesisBFGBall",36,-20)
	VMAK X 6 A_FaceTarget
	VMAK E 10 A_FaceTarget
	Loop
  Pain:
	TNT1 A 0 A_Jump(20,"IonBeam","ClusterDtech","MiniNemesisBFG","Spin2Win")
  	TNT1 A 0 A_Jump(70,"Teleport")	
	TNT1 A 0 A_Jump(130,"PainMissile")
    VMAK H 4 Bright A_Pain
    Goto See
  PainMissile:
    VMAK H 4 Bright A_Pain
    Goto Missile
  Pain.Explosion:
  Pain.Mine:
	TNT1 A 0 A_Jump(50,"IonBeam","ClusterDtech","MiniNemesisBFG","Spin2Win")
	Goto Teleport
  Pain.TrueLegendaryDamage:
  Pain.TrueLegendaryPlayer:
	TNT1 A 0 A_Jump(125,"IonBeam","ClusterDtech","MiniNemesisBFG","Spin2Win")
	Goto Teleport
  Death:
	TNT1 AAAAAA 0 A_SpawnItemEx("WhiteNemesisKaboom",Random(-32,32),Random(-40,40),Random(16,48),Random(-4,4),Random(-4,4),Random(0,4),0,SXF_TRANSFERPOINTERS)
    VMAK H 70
	TNT1 AAAA 0 A_SpawnItemEx("WhiteNemesisKaboom",Random(-32,32),Random(-40,40),Random(16,48),Random(-4,4),Random(-4,4),Random(0,4),0,SXF_TRANSFERPOINTERS)
    VMAK H 20
	TNT1 AAAA 0 A_SpawnItemEx("WhiteNemesisKaboom",Random(-32,32),Random(-40,40),Random(16,48),Random(-4,4),Random(-4,4),Random(0,4),0,SXF_TRANSFERPOINTERS)
    VMAK H 20
	TNT1 AAAA 0 A_SpawnItemEx("WhiteNemesisKaboom",Random(-32,32),Random(-40,40),Random(16,48),Random(-4,4),Random(-4,4),Random(0,4),0,SXF_TRANSFERPOINTERS)
    VMAK H 20
	TNT1 AAAA 0 A_SpawnItemEx("WhiteNemesisKaboom",Random(-32,32),Random(-40,40),Random(16,48),Random(-4,4),Random(-4,4),Random(0,4),0,SXF_TRANSFERPOINTERS)
    VMAK H 20
    TNT1 A 0 A_Scream
	VMAK HHHHHHHHHHHHHHHHHHHHHHHHHHH 2 A_SpawnItemEx("WhiteNemesisKaboom",Random(-32,32),Random(-40,40),Random(16,48),Random(-4,4),Random(-4,4),Random(0,4),0,SXF_TRANSFERPOINTERS)
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	VMAK IIIIIIIIIIIIIIIIIIIIIIIIIII 2 A_SpawnItemEx("WhiteNemesisKaboom",Random(-32,32),Random(-40,40),Random(16,48),Random(-4,4),Random(-4,4),Random(0,4),0,SXF_TRANSFERPOINTERS)
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisSpringMineSet",32,0,random(0,360),2,15)
	VMAK JJJKKK 2 A_SpawnItemEx("WhiteNemesisKaboom",Random(-32,32),Random(-40,40),Random(16,48),Random(-4,4),Random(-4,4),Random(0,4),0,SXF_TRANSFERPOINTERS)
	TNT1 AA 0 A_SpawnItemEx("NemesisGibbedGenerator",0,0,0,0,0,0,0,128,0)	
    TNT1 AAAA 0 A_CustomMissile("LegendarySmokeFX",Random(30,60),0,random(0,360),2,random(0,360))
    VMAK L 4 A_NoBlocking
    VMAK MNOP 3
	VMAK P 2 A_ChangeFlag(BRIGHT,0)
	TNT1 A 0 A_KillMaster
	TNT1 A 0 A_Jump(100,"MoreStuff")
	VMAK P 100
	TNT1 A 0 A_JumpIfInTargetInventory("NemesisFragmentToken",1,3)
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("NemesisFragment") == 0,2)
	TNT1 A 0 A_SpawnItemEx("NemesisFragmentSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,192)
    VMAK P -1
    Stop
  MoreStuff:
	VMAK P 100
	TNT1 A 0 A_JumpIfInTargetInventory("NemesisFragmentToken",1,3)
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("NemesisFragment") == 0,2)
	TNT1 A 0 A_SpawnItemEx("NemesisFragmentSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,192)
	TNT1 A 0 A_SpawnItem("HellionSmokeAttack")
	VMAK PPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 1 A_SpawnItem("NemesisAKnightItemRandomizer")
	VMAK PPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 1 A_SpawnItem("NemesisAKnightItemRandomizer")
	VMAK P 1 A_SpawnItem("NemesisHKSuperItemRandomizer")
	VMAK P -1
	Stop
	}
}

ACTOR VNemesisNobleRailLaser : NemesisImpLaser
{
Damage (Random(75,100))
Missiletype "VNemesisNobleRailLaserTrail"
Damagetype "NobleComet"
RenderStyle Add
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx("NemesisWhiteProjParticleSuperLarge2",0,0,0,frandom(0,6),frandom(-6,6),frandom(-6,6))
	TNT1 A 1 Bright
	Loop
  Death:
	TNT1 A 1 Bright
	Stop
  }
}

ACTOR VNemesisNobleRailLaserTrail : NemesisImpLaserTrail
{
Damagetype "NobleComet"
RenderStyle Add
}

ACTOR VNemesisAssaultDestroyerGhost
{
Scale 1.25
RENDERSTYLE Translucent
Alpha 0.75
+NOGRAVITY
+CLIENTSIDEONLY
+DONTSPLASH
+NOINTERACTION
+NOCLIP
+NOTIMEFREEZE
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
    VMAK A 2 A_FadeOut(0.09)
    Wait	
    }
}