ACTOR ZamasuGodStealthTrooper : NemesisRemilia
{
//Creator: Eshkere_Jason
//Origin: Infinity Gods
//Sprite: ZGST
//Title: "ZamasuGodStealthTrooper" 
Monster
Health 35000
Speed 45
Scale 1.2
Renderstyle Translucent
Alpha 0.5
DamageFactor 0.2
DamageFactor "LegendaryGuruPlayer", 0.05
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "TrueLegendaryDamage", 0.23
DamageFactor "TrueLegendaryPlayer", 0.23
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 "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 "ZamasuArmor" 128 1
DropItem "ZamasuGodRune" 128 1
PainChance "Denied10", 128
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\c- \c[w2]God\c \c[W8]Stealth Trooper\c-"
var int user_music;
var int user_missile;
var int user_smoke;
var int user_aurascript;
var int user_TurretUse;
var int user_rage;
var int user_resistan;
var int user_fade;
var int user_denied;
var int user_CheckPower;
States 
{
  Spawn:
 	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)
	ZGST A 10 Bright A_Look
	Loop
  See:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,1820,1011)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_JumpIf(user_CheckPower == 1,2)
	TNT1 A 0 A_Jump(256,"CheckPower")
	ZGST A 0 A_JumpIfTargetInLOS("Strafing")
	ZGST AABB 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	ZGST A 0 A_JumpIfTargetInLOS("Strafing")
	ZGST 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
 ZamasuGodRageSee:
 	ZG07 A 0 A_JumpIfTargetInLOS("Strafing")
	ZG07 AABB 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	ZG07 A 0 A_JumpIfTargetInLOS("Strafing")
	ZG07 CCDD 3 Bright A_Chase
	TNT1 A 0 A_Jump(60,"ZamasuGodRageTeleport")
	TNT1 A 0 A_Jump(60,"ZamasuGodRageMine")
	TNT1 A 0 A_Jump(60,"ZamasuGodRageRush")
	TNT1 A 0 A_Jump(60,"ZamasuGodRageNade")
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	Loop
  StartZamasuGodRage:
  	TNT1 A 0 ACS_NamedExecuteAlways("Hem_LightOnMap",0,1,40)
	TNT1 A 0 ACS_ExecuteAlways(69,0,0,0,0)
	TNT1 A 0 ACS_NamedExecuteAlways("NRSky",0)
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
    Z108 AAAAA 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	Z108 BBBBB 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	Z108 CCCCC 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	Z108 DDDDD 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	Z108 CCCCC 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	Z108 EEEEE 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	Z108 FFFFF 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	Z108 GGGGG 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	Z108 HHHHH 2 Bright A_SpawnItemEx("VexedNemesisFlameSpawner")
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	Z108 IIIII 2 Bright A_SpawnItemEx("VexedNemesisFlameSpawner")
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	Z108 JJJ 2 Bright A_SpawnItemEx("VexedNemesisFlameSpawner")
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	Z108 KKK 2 Bright A_SpawnItemEx("VexedNemesisFlameSpawner")
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	Z108 LLL 2 Bright A_SpawnItemEx("VexedNemesisFlameSpawner")
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	Z108 MMM 2 Bright A_SpawnItemEx("VexedNemesisFlameSpawner")	
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner3")
	Z108 NNN 2 Bright A_SpawnItemEx("VexedNemesisFlameSpawner")
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_JumpIf(user_rage == 1,"ZamasuGodRageSee")
	Goto ZamasuGodRageSee
  CheckPower:
	   TNT1 A 0 A_SetUserVar("user_CheckPower",1)
       TNT1 A 0 A_JumpIfInTargetInventory("NexusStrength",1,"CheckPower2")
       Goto See
   CheckPower2:
       TNT1 A 0 A_JumpIfInTargetInventory("TerminatorDamage2",1,"FinalTruePower")
       Goto TruePower
   TruePower:
       //TNT1 A 0 A_GiveInventory("GodFinalBattleResistanceGiver",1)  is already too powerful to need
	   TNT1 A 0 A_GiveInventory("Health",10000)
       Goto See
   FinalTruePower:
       TNT1 A 0 A_GiveInventory("GodFinalBattleResistanceGiver",1)
	   TNT1 A 0 A_GiveInventory("Health",20000)
       Goto See
  Rush:
	ZGST A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	//delete this later
	TNT1 A 0 A_SpawnItemEx("VexedNemesisStealthTrooperGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZGST A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisStealthTrooperGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZGST A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisStealthTrooperGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZGST B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisStealthTrooperGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZGST 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("VexedNemesisStealthTrooperGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZGST C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisStealthTrooperGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZGST C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisStealthTrooperGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZGST D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisStealthTrooperGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZGST 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
	ZamasuGodRush:
	ZG07 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	//delete this later
	TNT1 A 0 A_SpawnItemEx("VexedNemesisStealthTrooperGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZG07 A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisStealthTrooperGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZG07 A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisStealthTrooperGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZG07 B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisStealthTrooperGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZG07 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("VexedNemesisStealthTrooperGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZG07 C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisStealthTrooperGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZG07 C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisStealthTrooperGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZG07 D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisStealthTrooperGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZG07 D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	//delete this later
	TNT1 A 0 A_Jump(84,"ZamasuGodSee")
	//delete this later
	Loop
  Strafing:
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZGST AA 3 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZGST BB 3 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZGST CC 3 A_GiveInventory("VexedNemesisLegZombieStrafing",1)  
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZGST DD 3 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	Goto See
  Phase:
	TNT1 A 0 A_PlaySound("phaseimp/teleport")
	ZGST E 2 A_FaceTarget
	ZGST EEE 1
	Goto Phased
  UnPhase:
	TNT1 A 0 A_PlaySound("phaseimp/teleport")
	ZGST EE 1
	ZGST E 2 A_FaceTarget	
    Goto See  
  Phased:
	ZGST AABBCCDDAABBCCDDAABBCCDDAABBCCDD 1 A_ExtChase(0,0)
	ZGST AABBCCDDAABBCCDD 1 A_Chase
	TNT1 A 0 A_Jump(24,"UnPhase")
	Goto Phased+32
  Teleport:
	TNT1 A 0 A_JumpIf(user_smoke == 1,"Rush")
	ZGST A 1 Bright A_UnSetShootable
	ZGST AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZGST AAAAA 1 A_FadeOut(0.1,0)
	ZGST A 2 
	ZGST AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	ZGST AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	ZGST A 1 A_PlayWeaponSound("boss/teleport")
	ZGST AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZGST AAAAA 1 A_FadeIn(0.1)
	ZGST A 1 Bright A_SetShootable
	Goto See
  ZamasuGodRageTeleport:
	TNT1 A 0 A_JumpIf(user_smoke == 1,"Rush")
	ZG07 A 1 Bright A_UnSetShootable
	ZG07 AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZG07 AAAAA 1 A_FadeOut(0.1,0)
	ZG07 A 2 
	ZG07 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	ZG07 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	ZG07 A 1 A_PlayWeaponSound("boss/teleport")
	ZG07 AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZG07 AAAAA 1 A_FadeIn(0.1)
	ZG07 A 1 Bright A_SetShootable
	Goto See  
  Pause:
	ZGST EE 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)
	ZGST EE 2 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))
	ZGST F 2 Bright A_PlaySoundEx("NemesisSSG/Fire1","Weapon")
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZGST E 3 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)
	ZGST E 3 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("NemesisSSG/Load")
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZGST EE 2 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)
	ZGST EE 6 A_FaceTarget
	TNT1 A 0 A_FaceTarget
	ZGST 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))
	ZGST F 3 Bright A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	ZGST 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))
	ZGST F 3 Bright A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	ZGST E 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisSSG/Close",7,1.0,0,0.5)
	Goto MissileLoop
   ZamasuGodRageNemesisSSGSniper:
	TNT1 A 0 A_PlaySound("Coachgun/Pickup",7,1.0,0,0.5)
	ZG07 EE 6 A_FaceTarget
	TNT1 A 0 A_FaceTarget
	ZG07 EE 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 AAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-8,8),CMF_OFFSETPITCH,frandom(-4,4))
	ZG07 F 3 Bright A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	ZG07 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 AAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-8,8),CMF_OFFSETPITCH,frandom(-4,4))
	ZG07 F 3 Bright A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	ZG07 E 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisSSG/Close",7,1.0,0,0.5)
	Goto MissileLoopZamasuGodRage
  Missile:
	TNT1 A 0 A_JumpIfHealthLower(15000,"StartZamasuGodRage")
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_JumpIf(user_rage == 1,"MissileZamasuGodRage")
	TNT1 A 0 A_Jump(15,"Rage")
	TNT1 A 0 A_Jump(30,"NemesisSSGSniper")
	TNT1 A 0 A_Jump(40,"Nade","Mine")
	ZGST E 10 A_FaceTarget
  MissileLoop:
	TNT1 A 0 A_JumpIfCloser(300,"NemesisSSG")
	ZGST E 2 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",32,0,random(-2,2),0)
	ZGST F 2 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	TNT1 A 0 A_MonsterRefire(100,"Pause")
	Loop
  MissileZamasuGodRage:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_Jump(25,"ZamasuGodRageRage") //Rage Rage xd
	TNT1 A 0 A_Jump(30,"ZamasuGodRageNemesisSSGSniper")
	TNT1 A 0 A_Jump(40,"ZamasuGodRageNade","ZamasuGodRageMine")
	TNT1 A 0 A_Jump(40,"Zen")
    TNT1 A 0 A_Jump(60,"ZamasuGodRageTurrets")
	TNT1 A 0 A_Jump(50,"ZamasuMiniBFG10K")
	TNT1 A 0 A_Jump(5,"ULTRARAGE")
	ZG07 E 10 A_FaceTarget
  MissileLoopZamasuGodRage:
	TNT1 A 0 A_JumpIfCloser(300,"NemesisSSG")
	ZG07 E 2 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",32,0,random(-2,2),0)
	ZG07 F 2 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	TNT1 A 0 A_MonsterRefire(100,"Pause")
	Loop
  Nade:
	ZGST E 1 A_JumpIfCloser(1000,1)
	Goto Missile
	ZGST E 0 A_JumpIfCloser(280,"Missile")
	TNT1 A 0 A_PlaySound("weapons/hgrenadepin",0,1.0,0)
	ZGST EE 8 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/hgrenadethrow",0,1.0,0)
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 AAAAAAA 0 A_CustomMissile("VexedTrooperGrenade",32,0,frandom(-8,8),CMF_OFFSETPITCH,frandom(-40,40))
	ZGST E 6
	ZGST E 1
	Goto See
  ZamasuGodRageNade:
	ZG07 E 1 A_JumpIfCloser(1000,1)
	Goto Missile
	ZG07 E 0 A_JumpIfCloser(280,"Missile")
	TNT1 A 0 A_PlaySound("weapons/hgrenadepin",0,1.0,0)
	ZG07 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))
	TNT1 AAAAA 0 A_CustomMissile("VexedTrooperGrenade",32,0,frandom(-8,8),CMF_OFFSETPITCH,frandom(-20,40))
	TNT1 AAAAA 0 A_CustomMissile("VexedTrooperGrenade",32,0,frandom(-8,8),CMF_OFFSETPITCH,frandom(20,40))
	TNT1 AAAAA 0 A_CustomMissile("VexedTrooperGrenade",32,0,frandom(-8,8),CMF_OFFSETPITCH,frandom(40,40))
	ZG07 E 6
	ZG07 E 1
	Goto ZamasuGodRageSee
  Mine:
	ZGST C 1 Bright
	TNT1 AAAAA 0 A_CustomMissile("NemesisSpringMineSet",32,0,random(0,360),2,15)
	ZGST C 9 Bright
	ZGST E 9 Bright
	ZGST C 3 Bright
	Goto See
  ZamasuGodRageMine:
	ZG07 C 1 Bright
	TNT1 AAAAA 0 A_CustomMissile("NemesisSpringMineSet",32,0,random(0,360),2,15)
	TNT1 AAAAA 0 A_CustomMissile("NemesisSpringMineSet",32,0,random(0,180),4,15)
	TNT1 AAAAA 0 A_CustomMissile("NemesisSpringMineSet",32,0,random(0,-360),6,15)
	TNT1 AAAAA 0 A_CustomMissile("NemesisSpringMineSet",32,0,random(0,-180),8,15)
	ZG07 C 9 Bright
	ZG07 E 9 Bright
	ZG07 C 3 Bright
	Goto ZamasuGodRageSee
  Rage:
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_PlaySound("VexedNemesisAssaultCaptain/Sight",7,1.0,0,ATTN_NONE)
	ZGST 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)
	ZGST 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))
	ZGST F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZGST 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))
	ZGST F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZGST 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))
	ZGST F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZGST 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))
	ZGST F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZGST 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))
	ZGST F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZGST 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))
	ZGST F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZGST E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire",0,1.0,0,0.4)
	ZGST F 1 Bright A_CustomMissile("NemesisGrenadeImpact",32,0,0,2,4)
	TNT1 A 0 A_Jump(80,"MidRageTeleport")
	Loop
  MidRageTeleport:
	ZGST E 1 Bright A_UnSetShootable
	TNT1 AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZGST E 1 Bright A_FadeOut(0.1,0)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZGST EEE 1 Bright A_FadeOut(0.3,0)
	ZGST E 2 Bright
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	ZGST E 1 Bright A_PlayWeaponSound("boss/teleport")
	TNT1 AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZGST EEE 1 Bright A_FadeIn(0.3)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZGST E 1 Bright A_FadeIn(0.1)
	ZGST E 1 Bright A_SetShootable
	Goto RageLoop
  ZamasuGodRageRage:
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_PlaySound("VexedNemesisAssaultCaptain/Sight",7,1.0,0,ATTN_NONE)
	ZG08 EEEEEEEE 2 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  ZamasuGodRageMidRageTeleportRageLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"ZamasuGodRageSee")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	ZG07 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 AA 0 A_CustomMissile("MiniNemesisBFGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZG07 F 1 Bright A_CustomMissile("MiniNemesisBFGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZG07 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 AAA 0 A_CustomMissile("MiniNemesisBFGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZG07 F 1 Bright A_CustomMissile("MiniNemesisBFGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZG07 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 AAAA 0 A_CustomMissile("MiniNemesisBFGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZG07 F 1 Bright A_CustomMissile("MiniNemesisBFGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZG07 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("MiniNemesisBFGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZG07 F 1 Bright A_CustomMissile("MiniNemesisBFGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZG07 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 AAA 0 A_CustomMissile("MiniNemesisBFGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZG07 F 1 Bright A_CustomMissile("MiniNemesisBFGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZG07 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 AAAA 0 A_CustomMissile("MiniNemesisBFGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZG07 F 1 Bright A_CustomMissile("MiniNemesisBFGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZG07 E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire",0,1.0,0,0.4)
	ZG07 F 1 Bright A_CustomMissile("NemesisGrenadeImpact",32,0,0,2,4)
	TNT1 A 0 A_Jump(80,"ZamasuGodRageMidRageTeleport")
	Loop
  ZamasuGodRageMidRageTeleport:
	ZG07 E 1 Bright A_UnSetShootable
	TNT1 AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZG07 E 1 Bright A_FadeOut(0.1,0)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZG07 EEE 1 Bright A_FadeOut(0.3,0)
	ZG07 E 2 Bright
	TNT1 AAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAA 0 A_Wander
	ZG07 E 1 Bright A_PlayWeaponSound("boss/teleport")
	TNT1 AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZG07 EEE 1 Bright A_FadeIn(0.3)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZG07 E 1 Bright A_FadeIn(0.1)
	ZG07 E 1 Bright A_SetShootable
	Goto ZamasuGodRageMidRageTeleportRageLoop
  ZamasuMiniBFG10K:
	ZG07 E 0 A_SetInvulnerable
	ZG07 E 1 Bright A_FaceTarget
	ZG07 EEEE 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	ZG07 EEEEEEEE 3 Bright A_GiveInventory("NLegZombieStrafing3",1)
	ZG07 E 0 A_UnSetInvulnerable
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",32,0,Random(-4,4))
	ZG07 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))
	ZG07 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))
	ZG07 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))
	ZG07 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))
	ZG07 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))
	ZG07 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))
	ZG07 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))
	ZG07 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))
	ZG07 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))
	ZG07 FE 1 Bright A_GiveInventory("NLegZombieStrafing2",1)
	ZG07 EEEEEE 3 Bright A_GiveInventory("NLegZombieStrafing2",1)
	TNT1 A 0 A_Jump(80,"ZamasuGodRageSee")
  ULTRARAGE: //BRO RUUUN , RUUUUN!!
    ZG07 A 1 A_Stop
	ZG07 A 6 A_PlaySound("VexedStealthTrooper/sight",2,1.0,FALSE,ATTN_NONE)
	TNT1 A 0 A_PlayWeaponSound("nemesisremilia/magiccharge")
	ZG07 B 6 A_PlaySound("ZamasuCyberDemon/sight",7)
	ZG07 CC 4 Bright A_SpawnItem("NMPurpleRageFlameSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("ZamasuCyberDemonGhost1",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER,0,user_mastertid)
	TNT1 A 0 Radius_Quake(5,60,0,24,0)
	ZG07 EEEEEEEEEEEEEE 4 Bright A_SpawnItem("NMPurpleRageFlameSpawner",0,0,0,0)
	TNT1 A 0 A_JumpIf(user_resistant == 1,2)
    TNT1 A 0 A_Jump(60,"Denied10")
	TNT1 A 0 A_UnSetInvulnerable
    TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_Jump(128,"Zen")
	ZG07 DDEE 3 Bright A_SpawnItem("NMPurpleRageFlameSpawner",0,0,0,0)
	TNT1 A 0 A_SetUserVar(user_missile,0)
	TNT1 A 0 A_Jump(255,"Zen","ZamasuGodRageRage","ZamasuGodRageNemesisSSGSniper")
	Goto See
  Denied10:
    TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_SpawnItemEx("ZamasuCyberDemonGhost1",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER,0,user_mastertid)
	TNT1 A 0 A_SetUserVar(user_denied,user_denied+1)
	ZG07 CCCCCCCC 4 Bright A_SpawnItem("NMPurpleRageFlameSpawner",0,0,0,0)
	TNT1 A 0 A_UnSetInvulnerable
    TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	ZG07 CCCCCCCCCCCCC 4 Bright A_SpawnItem("NMPurpleRageFlameSpawner",0,0,0,0)
	Goto ZamasuGodRageRage
  Zen:
	TNT1 A 0 A_PlaySound("NemesisReady",7,1.0,0,0.5)
	TNT1 A 0 A_SetUserVar("user_nemesis",1)
	ZG07 E 15 A_FaceTarget
	TNT1 A 0 A_PlaySound("Nemesis/Laser",7)
	ZG07 EEE 1
	TNT1 A 0 A_PlaySound("Nemesis/LaserLoop",6,1.0,1)
  ZenLoop:
	TNT1 A 0 A_GiveInventory("NemDoomSlayerNemesisClip",1)
	TNT1 A 0 A_CustomRailgun(random(8,20),0,0,0,RGF_SILENT,1,2,"NemesisRailPuff",0,0,0,0,8,0,"NemesisRailEffect",0)
    ZG07 EE 1 Fast A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemDoomSlayerNemesisClip",1)
	TNT1 A 0 A_CustomRailgun(random(8,20),0,0,0,RGF_SILENT,1,2,"NemesisRailPuff",0,0,0,0,8,0,"NemesisRailEffect",0)
	TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
    ZG07 EE 1 Fast A_FaceTarget
	TNT1 A 0 A_Jump(16,"ZenPause")
	TNT1 A 0 A_MonsterRefire(96,"ZenPause")
    Loop
  ZenPause:
	TNT1 A 0 A_StopSound(6)
	ZG07 E 15
    Goto See
  StartSmoke:
	TNT1 A 0 A_JumpIf(user_smoke == 1,"See")
	TNT1 A 0 A_ChangeFlag(NoPain,1)
	TNT1 A 0 A_SetInvulnerable
	ZGST 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)
	ZGST G 10
	Goto See
  Pain:
	TNT1 A 0 A_Jump(30,"Teleport")
	TNT1 A 0 A_Jump(90,"Phase")
	ZGST G 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZGST G 0 A_Pain
	ZGST G 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	Goto See
  Pain.Denied10:
    TNT1 A 0 ThrustThingZ(0,35,0,0)
	TNT1 A 0 ThrustThing(angle*256/360,random(30,40))
    Goto ZamasuGodRageRage
  XDeath:
  Death:
	TNT1 A 0 A_Jump(36,"LegendarySoul") 
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_StopSound(6)
	ZGST H 5 A_Scream
	ZGST I 5 A_Fall
	ZGST J 5 A_SpawnItem("BodyCrash",0,0,0,0)
	TNT1 A 0 A_Jump(100,"MoreStuff")
	ZGST 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)
	ZGST L -1 
	Stop
  LegendarySoul:
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_StopSound(6)
	//delete this later
	ZGST H 5 A_Scream
	//delete this later
	ZGST I 5 A_Fall
	//delete this later
	ZGST J 5 A_SpawnItem("BodyCrash",0,0,0,0)
	//delete this later
	ZGST L 140
	ZGST L 0 A_PlaySoundEx("brain/spit","Voice",0,2)
	ZGST LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	ZGST LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	ZGST 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)
	ZGST L -1
	Stop
  MoreStuff:
	ZGST 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")
	ZGST LLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_SpawnItem("NemesisZombieItemRandomizer")
	ZGST LLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_SpawnItem("NemesisZombieItemRandomizer")
	ZGST L 1 A_SpawnItem("NemesisZombieSuperItemRandomizer")
	ZGST L -1
	Stop
	}
}

ACTOR VexedNemesisStealthTrooperGhostA 
{
  Scale 1.1
  Alpha 0.7
  RENDERSTYLE Translucent
  +NOTIMEFREEZE
  +CLIENTSIDEONLY
  +NOINTERACTION
  States 
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "NULL")
	TNT1 A 1
	Goto Fade
  Fade:
	ZGST A 2 A_FadeOut(0.10)
	Loop
	}
}

ACTOR VexedNemesisStealthTrooperGhostB : VexedNemesisStealthTrooperGhostA
{
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "NULL")
	TNT1 A 1
	Goto Fade
  Fade:
	ZGST B 2 A_FadeOut(0.1,1)
	Loop
    }
}

ACTOR VexedNemesisStealthTrooperGhostC : VexedNemesisStealthTrooperGhostA
{
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "NULL")
	TNT1 A 1
	Goto Fade
  Fade:
	ZGST C 2 A_FadeOut(0.1,1)
	Loop
    }
}

ACTOR VexedNemesisStealthTrooperGhostD : VexedNemesisStealthTrooperGhostA
{
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "NULL")
	TNT1 A 1
	Goto Fade
  Fade:
	ZGST D 2 A_FadeOut(0.1,1)
	Loop
    }
}

Actor VexedTrooperGrenade : NemesisGrenade
{
Speed 70
Obituary "%o was blown away by the Vexed Nemesis Stealth Trooper's grenade."
}

ACTOR VexedTrooperSmoke
{
Radius 4
Height 4
Scale 1.65
Speed 12
Mass 75
RenderStyle Subtract
Alpha 0.7
+FLOORCLIP
+NOCLIP
+NOTIMEFREEZE
+NOGRAVITY
+CLIENTSIDEONLY
+NOINTERACTION
+BRIGHT
States
{
  Spawn:
	FXPW AAABC 3
	FXPW DEFFED 3 A_Fadeout(0.02)
	FXPW DEFFED 3 A_Fadeout(0.02)
	FXPW DEFGHIJKLM 3
	Stop
	}
}

Actor VexedTrooperSmokeSpawner
{
+NOINTERACTION
+NOTIMEFREEZE
+CLIENTSIDEONLY
var int user_delay;
States
{
  Spawn:
	TNT1 AAA 0 A_SpawnItemEx("VexedTrooperSmokeBomb",random(-650,650),random(-650,650),0,frandom(-0.1,0.1),frandom(-0.1,0.1),frandom(0,1),0,0,64)
	Stop
	}
}

Actor VexedTrooperSmokeBomb
{
+NOINTERACTION
+NOTIMEFREEZE
+CLIENTSIDEONLY
var int user_delay;
States
{
  Spawn:
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 6 A_SpawnItemEx("VexedTrooperSmoke",frandom(-25,25),frandom(-25,25),-30,frandom(-0.1,0.1),frandom(-0.1,0.1),frandom(3,5),0,0,64)
	Stop
	}
}

ACTOR VexedAuraSpawnerZombie : LHellionSmokeSpawner
{
+CLIENTSIDEONLY
+NOINTERACTION
+NOBLOCKMAP
+NOCLIP
States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "NULL")
	TNT1 A 0 A_SpawnItem("VexedAura",0,0,0,0)
	TNT1 A 1
	Stop	
  }
}

ACTOR VexedAuraParticle
{
+NOINTERACTION
+NOTIMEFREEZE
+CLIENTSIDEONLY
Renderstyle Add
Scale 0.06
States
{
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "NULL")
	SPKW A 2 Bright A_FadeOut(0.015)
	Wait
	}
}

Actor VexedAuraSpark
{
  +NOINTERACTION
  +NOTIMEFREEZE
  +CLIENTSIDEONLY
  Renderstyle Add
  var int user_delay;
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "NULL")
	TNT1 A 0 A_SetScale(frandom(0.5,1.0))
	TNT1 A 0 A_SetUserVar(user_delay,random(2,4))
	SPV9 ABCDEF 1 A_SetTics(user_delay)
	Stop
	}
}

Actor VexedAuraSoul
{
  +NOTIMEFREEZE
  +NOINTERACTION
  +CLIENTSIDEONLY
  Renderstyle Add
  Alpha 0.5
  Scale 0.7
  var int user_delay;
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "NULL")
	TNT1 A 0 A_Jump(128,2)
	TNT1 A 0 A_SetScale(-1.0,1.0)
	TNT1 A 0 A_SetUserVar(user_delay,random(2,3))
	NRMF ABCDEFG 1 Bright A_SetTics(user_delay)
	Stop
	}
}

Actor VexedAuraRift
{
  +NOINTERACTION
  +NOTIMEFREEZE
  +CLIENTSIDEONLY
  +BRIGHT
  Renderstyle Add
  Alpha 0.7
  Scale 0.30
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "NULL")
	NO6X ABCDEFGHIJKLMNOPQRSTU 1
	Stop
	}
}

ACTOR VexedAuraRift2
{
  +NOINTERACTION
  +NOTIMEFREEZE
  +CLIENTSIDEONLY
  +BRIGHT
  Renderstyle Add
  Alpha 0.5
  Scale 0.12
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "NULL")
	NSEL ABCDEFGHIJKLMNOPQRSTUVWX 1
    Stop
  }
}

Actor VexedAuraRiftRandomizer : RandomSpawner
{
DropItem "VexedAuraRift" 256 1
DropItem "VexedAuraRift2" 256 1
}

Actor VexedAuraPowerLine : BluePowerLine
{
+NOINTERACTION
+NOTIMEFREEZE
+CLIENTSIDEONLY
+BRIGHT
Scale 0.85
Renderstyle Stencil
Stencilcolor White
Alpha 0.70
}

Actor VexedAura
{
  +NOINTERACTION
  +NOTIMEFREEZE
  +CLIENTSIDEONLY
  Renderstyle Add
  var int user_delay;
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "NULL")
	TNT1 AA 0 A_SpawnItemEx("VexedAuraSpark",random(-12,12),random(-12,12),random(15,40),frandom(-0.4,0.4),frandom(-0.4,0.4),frandom(0,3),0,0,64)
	TNT1 AA 0 A_SpawnItemEx("VexedAuraSoul",random(-12,12),random(-12,12),random(6,32),frandom(-0.4,0.4),frandom(-0.4,0.4),frandom(0,4),0,0,64)
	TNT1 A 0 A_SpawnItemEx("VexedAuraRiftRandomizer",random(-12,12),random(-12,12),random(6,32),frandom(-0.4,0.4),frandom(-0.4,0.4),frandom(0,4),0,0,64)
	TNT1 A 0 A_SpawnItemEx("VexedAuraParticle",Random(-12,12),Random(-12,12),Random(30,50),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	Stop
	}
}

Actor ZAMTurretSpawner : ELACThrownMine
{
Species "Zombie"
Obituary ""
+NOTIMEFREEZE
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_StopSound
    Goto Thrown
  Thrown:
	ZSTZ ABCDEF 5 Bright
	Loop
  Death:
	ZSTZ ABCDEF 1 A_SpawnItem("NemesisHellionSmokeSpawner")
	ZSTZ A 1 A_SpawnItem("ZamasuTurret")
	Stop
	}
}

Actor ZamasuTurret
{
Obituary "%o was surrounded by an Zamasu Stealth Trooper's turrets."
Health 1250
Radius 16
Height 56
Mass 100000
Speed 0
Monster
Decal "NemesisShellCasing"
DamageType "Legendary"
DamageFactor "Legendary", 0
DropItem "NLDemonAmmoBox", 256 
DropItem "NLDemonAmmo", 256 
DamageFactor 0.4
+FLOORCLIP
+MISSILEMORE
+MISSILEEVENMORE
+NOTARGET
+QUICKTORETALIATE
+NOBLOOD
+LOOKALLAROUND
+DROPOFF
+STANDSTILL
+NOTIMEFREEZE
var int user_TurretLoop;
States
{
  Spawn:
  See:
	TNT1 A 0 A_SetUserVar(user_TurretLoop,0)
    ZTUR AAAAAAAAAAAAAAA 1 A_Chase
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner")
    TNT1 A 0 A_PlaySound("ZTURry/beep")
	TNT1 A 0 A_ClearTarget
    Loop
  Missile:
  TurretLoopStart:
	TNT1 A 0 A_JumpIf(user_TurretLoop == 15,"TurretLoop")	
	TNT1 A 0 A_FaceTarget
	ZTUR A 1 A_CustomRailgun(-1,0,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,1,0,RailTargetPuff,0,0,0,0,2,0,"NemesisTracer",5)  
	TNT1 A 0 A_SetUserVar(user_TurretLoop,user_TurretLoop+1)
	Loop
  TurretLoop:
    ZTUR A 1 A_CustomRailgun(-1,0,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,1,0,RailTargetPuff,0,0,0,0,2,0,"NemesisTracer",5)  
	TNT1 A 0 A_FaceTarget
	ZTUR A 1 A_CustomRailgun(-1,0,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,1,0,RailTargetPuff,0,0,0,0,2,0,"NemesisTracer",5)  
	TNT1 A 0 A_FaceTarget
	ZTUR A 1 A_CustomRailgun(-1,0,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,1,0,RailTargetPuff,0,0,0,0,2,0,"NemesisTracer",5)  
	TNT1 A 0 A_FaceTarget
	ZTUR A 1 A_CustomRailgun(-1,0,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,1,0,RailTargetPuff,0,0,0,0,2,0,"NemesisTracer",5)  
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonLaser",Random(38,42),0,Random(5,-5),0)
	TNT1 A 0 A_PlaySound("weapons/LMGFire")
    TNT1 A 0 A_SpawnItemEx("ELegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    TNT1 A 0  A_CustomBulletAttack(32,5,1,random(10,15)*3,"EnragedBulletPuff")
    ZTUR B 1 Bright A_CustomRailgun(-1,0,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,1,0,RailTargetPuff,0,0,0,0,2,0,"NemesisTracer",5)
	TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner")
    TNT1 A 0 A_CPosRefire 
    Loop
  Death:
	TNT1 A 0 A_SpawnItemEx("EnragedParticleSpawner") 
    TNT1 AAA 0 A_CustomMissile("EKaboomLN", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX2", 0, 0, random(0,360), 2, random(0,360))
    TNT1 AAAA 0 A_SpawnItemEx("LegendaryDebris",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)
    TNT1 A 0 A_PlaySound("weapons/rocklx")
    TNT1 A 1 A_SpawnItem("RocketEx",0,32)
    Stop
  }
}

ACTOR ZamasuGodShadow
{
Monster
Health 12500
Speed 45
Renderstyle Translucent
Alpha 0.3
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 "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 
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 Clone Stealth Trooper\c-"
var int user_missile;
var int user_smoke;
var int user_aurascript;
States 
{
  Spawn:
 	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)
	ZGST A 10 Bright A_Look
	Loop
  See:
	TNT1 A 0 A_JumpIf(user_smoke == 1,2)
	TNT1 A 0 A_JumpIfHealthLower(1800,"StartSmoke")
	ZGST A 0 A_JumpIfTargetInLOS("Strafing")
	ZGST AABB 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	ZGST A 0 A_JumpIfTargetInLOS("Strafing")
	ZGST 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:
	ZGST A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	//delete this later
	TNT1 A 0 A_SpawnItemEx("VexedNemesisStealthTrooperGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZGST A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisStealthTrooperGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZGST A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisStealthTrooperGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZGST B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisStealthTrooperGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZGST 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("VexedNemesisStealthTrooperGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZGST C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisStealthTrooperGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZGST C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisStealthTrooperGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZGST D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("VexedNemesisStealthTrooperGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZGST 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)
	ZGST AA 3 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZGST BB 3 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZGST CC 3 A_GiveInventory("VexedNemesisLegZombieStrafing",1)  
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZGST DD 3 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	Goto See
  Phase:
	TNT1 A 0 A_PlaySound("phaseimp/teleport")
	ZGST E 2 A_FaceTarget
	ZGST EEE 1
	Goto Phased
  UnPhase:
	TNT1 A 0 A_PlaySound("phaseimp/teleport")
	ZGST EE 1
	ZGST E 2 A_FaceTarget	
    Goto See  
  Phased:
	ZGST AABBCCDDAABBCCDDAABBCCDDAABBCCDD 1 A_ExtChase(0,0)
	ZGST AABBCCDDAABBCCDD 1 A_Chase
	TNT1 A 0 A_Jump(24,"UnPhase")
	Goto Phased+32
  Teleport:
	TNT1 A 0 A_JumpIf(user_smoke == 1,"Rush")
	ZGST A 1 Bright A_UnSetShootable
	ZGST AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZGST AAAAA 1 A_FadeOut(0.1,0)
	ZGST A 2 
	ZGST AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	ZGST AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	ZGST A 1 A_PlayWeaponSound("boss/teleport")
	ZGST AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZGST AAAAA 1 A_FadeIn(0.1)
	ZGST A 1 Bright A_SetShootable
	Goto See  
  Pause:
	ZGST 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)
	ZGST 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))
	ZGST F 5 Bright A_PlaySoundEx("NemesisSSG/Fire1","Weapon")
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZGST 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)
	ZGST E 5 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("NemesisSSG/Load")
	TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZGST 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)
	ZGST EE 6 A_FaceTarget
	TNT1 A 0 A_FaceTarget
	ZGST 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))
	ZGST F 3 Bright A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	ZGST 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))
	ZGST F 3 Bright A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	ZGST 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(30,"NemesisSSGSniper")
	TNT1 A 0 A_Jump(40,"Nade","Mine")
	ZGST E 10 A_FaceTarget
  MissileLoop:
	TNT1 A 0 A_JumpIfCloser(300,"NemesisSSG")
	ZGST E 2 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",32,0,random(-2,2),0)
	ZGST F 2 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	TNT1 A 0 A_MonsterRefire(100,"Pause")
	Loop
  Nade:
	ZGST E 1 A_JumpIfCloser(1000,1)
	Goto Missile
	ZGST E 0 A_JumpIfCloser(280,"Missile")
	TNT1 A 0 A_PlaySound("weapons/hgrenadepin",0,1.0,0)
	ZGST 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))
	ZGST E 6
	ZGST E 1
	Goto See
  Mine:
	ZGST C 1 Bright
	TNT1 AAAAA 0 A_CustomMissile("NemesisSpringMineSet",32,0,random(0,360),2,15)
	ZGST C 9 Bright
	ZGST E 9 Bright
	ZGST C 3 Bright
	Goto See
  StartSmoke:
	TNT1 A 0 A_JumpIf(user_smoke == 1,"See")
	TNT1 A 0 A_ChangeFlag(NoPain,1)
	TNT1 A 0 A_SetInvulnerable
	ZGST 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)
	ZGST G 10
	Goto See
  Pain:
	TNT1 A 0 A_Jump(30,"Teleport")
	TNT1 A 0 A_Jump(90,"Phase")
	ZGST G 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZGST G 0 A_Pain
	ZGST G 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	Goto See
  XDeath:
  Death:
	ZGST H 5 A_Scream
	ZGST I 5 A_Fall
	ZGST J 5 A_SpawnItem("BodyCrash",0,0,0,0)
	TNT1 A 0 A_Jump(100,"MoreStuff")
	ZGST 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)
	ZGST L -1 
	Stop
	}
}

Actor ZamasuCyberDemonGhost1
{
-CLIENTSIDEONLY
var int user_fade;
States
  {
   Spawn:
     TNT1 A 0
     TNT1 A 0 A_PlaySound("ZamasuCyberdemon/Sight",6,1,0,ATTN_NONE)
   FadeIn:
     TNT1 A 0 A_JumpIf(user_fade == 5,"Looping")
     TNT1 A 0 A_FaceTarget
     TNT1 A 0 A_Warp(AAPTR_MASTER,-12,0,0,0,WARPF_USECALLERANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
     ZANI E 2 A_FadeIn(0.1)
     TNT1 A 0 A_SetUserVar(user_fade,user_fade+1)
     Loop
   Looping:
     TNT1 A 0 A_JumpIf(user_fade == 37,"Death.Destroy")
     ZANI E 2 A_FaceTarget
     TNT1 A 0 A_Warp(AAPTR_MASTER,-12,0,0,0,WARPF_USECALLERANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
     TNT1 A 0 A_SetUserVar(user_fade,user_fade+1)
     Loop
   Death.Destroy:
     ZANI EEEEEEE 1 A_FadeOut(0.1)
	 TNT1 A 1 A_NoBlocking
	 TNT1 A 5
     Stop
  }
}
	
Actor ZamasuCyberDemonGhost1 : HFCGhost2
{
Scale 2.0
States
  {
   Spawn:
     TNT1 A 0
	 TNT1 A 0 A_FaceTarget
	 TNT1 A 0 A_PlaySound("boss/teleport",7,1.0,0,ATTN_NONE)
	 TNT1 A 0 A_SpawnItemEx("HeresTeleportFXSpawner",0,0,62,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	 ZANI K 35
	 TNT1 A 0 A_PlaySound("ZamasuCyberdemon/Sight",CHAN_VOICE,1.0,0,ATTN_NONE)
	 ZANI HI 5
	 ZANI J 2 A_PlaySound("VexedNemesisAssaultCaptain/Sight",6,1.0,0,ATTN_NONE)
	 TNT1 AAAAA 0 A_DamageMaster(random(500,1000),"Denied10")
	 ZANI J 25
   Death.Destroy:
     TNT1 A 0 A_PlaySound("boss/Teleport",7,1.0,0,ATTN_NONE)
	 TNT1 A 0 A_SpawnItemEx("HeresTeleportFXSpawner",0,0,62,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
     ZANI JJJJJJJJJJJJJ 2 A_FadeOut
	 Stop
     }
}