ACTOR VexedNemesisTerminator : NemesisTerminator //I regret having zero regrets
{
//Creator: AnimatedGinger
//Origin: Nexus Infinity
//Sprite: VTRM
//Title: "Vexed Nemesis Terminator"
Health 40000
Speed 65 
Obituary "%o was pulverized by the Vexed Nemesis Terminator!"
DropItem "ModdedBackPack", 256, 3
DropItem "NemesisShell", 256
DropItem "NemesisShellBox", 256
DropItem "VexNemDemonMagazine", 160
DropItem "VexNemDemonAmmo", 120
DropItem "Nemesis Assault Shotgun", 256, 1
DropItem "NemesisRuneSpawnerTier4", 256, 1
DropItem "NemesisRuneSpawnerTier4", 256, 1
DropItem "NemesisRuneSpawnerTier4", 256, 1
DropItem "NemesisRuneSpawnerTier4", 256, 1
DropItem "Nemesis BFG", 256
DropItem "TrueLegendaryRune" 25 1
DropItem "NemesisAmmoSphere" 256 1
DropItem "VexedBFG10KOfDestruction", 256, 1
DropItem "VexedNemesisRune", 120, 1
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 0.3
SeeSound "monster/termsit" 
PainSound "monster/termpin" 
DeathSound "monster/termdth"
AttackSound "plasmaminigun/fire"
ActiveSound "Terminator/termact"
PainChance "BFG9500Ball", 40
PainChance "PlayerDevBall", 100
PainChance "BFG10K", 100
PainChance "PDTBFG", 100
PainChance "PlayerDBFG10K2", 100
PainChance "Legendary", 100 // 100
PainChance "LegendaryPlayer", 100 // 100
PainChance "LegendaryGuru", 256
PainChance "LegendaryGuruPlayer", 256
PainChance "PlayerDBFG2", 256
DamageFactor "Explosion", 0.03
MinMissileChance 1
Tag "\c[w2]Vexed Nemesis Terminator\c-"
var int user_iconoclastcooldown;
var int user_CheckPower;
States 
   { 
  Spawn: 
	VTRM AB 10 A_Look 
	Loop 
  See:
	TNT1 A 0 A_Giveinventory("TerminatorTier",2)
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,2114)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_JumpIf(user_CheckPower == 1,2)
	TNT1 A 0 A_Jump(256,"CheckPower")
	//TNT1 A 0 A_JumpIf(user_tier == 1,7)
	//TNT1 A 0 A_JumpIfInTargetInventory("D-BFG",1,"Tier3")
	//TNT1 A 0 A_JumpIfInTargetInventory("BlackHole Generator",1,"Tier3")
	//TNT1 A 0 A_JumpIfInTargetInventory("TrueLegendaryRuneItem",1,"Tier3")
	//TNT1 A 0 A_JumpIfInTargetInventory("TrueLegendaryRuneItem2",1,"Tier3")
	//TNT1 A 0 A_JumpIfInTargetInventory("LegendaryRuneItem",1,"Tier2")
	//TNT1 A 0 A_JumpIfInTargetInventory("Pyrocannon",1,"Tier2")
	TNT1 A 0 A_Jump(120,"Rush")
	VTRM A 0 A_PlaySound("Terminator/terstepA")
	VTRM A 1 A_SpawnItemEx("VexedTerminatorGhost",0,0,0,0,0,0,0,128)
	VTRM AABB 3 A_Chase
	VTRM C 0 A_PlaySound("Terminator/terstepA")
	VTRM A 1 A_SpawnItemEx("VexedTerminatorGhost",0,0,0,0,0,0,0,128)
	VTRM CCDD 3 A_Chase
	TNT1 A 0 A_Jump(74,"Teleport","ComboTel")
	Loop
  Rush:
	VTRM A 0 A_PlaySound("Terminator/terstepA")
	VTRM AA 0 A_Chase
	VTRM A 2 A_SpawnItemEx("VexedTerminatorGhost",0,0,0,0,0,0,0,128)
	VTRM AA 0 A_Chase
	VTRM A 2 A_SpawnItemEx("VexedTerminatorGhost",0,0,0,0,0,0,0,128)
	VTRM AA 0 A_Chase
	VTRM B 2 A_SpawnItemEx("VexedTerminatorGhost",0,0,0,0,0,0,0,128)
	VTRM AA 0 A_Chase
	VTRM B 2 A_SpawnItemEx("VexedTerminatorGhost",0,0,0,0,0,0,0,128)     
	VTRM A 0 A_PlaySound("Terminator/terstepA")
	VTRM AA 0 A_Chase
	VTRM C 2 A_SpawnItemEx("VexedTerminatorGhost",0,0,0,0,0,0,0,128)
	VTRM AA 0 A_Chase
	VTRM C 2 A_SpawnItemEx("VexedTerminatorGhost",0,0,0,0,0,0,0,128)
	VTRM AA 0 A_Chase
	VTRM D 2 A_SpawnItemEx("VexedTerminatorGhost",0,0,0,0,0,0,0,128)
	VTRM AA 0 A_Chase
	VTRM D 2 A_SpawnItemEx("VexedTerminatorGhost",0,0,0,0,0,0,0,128)     
	TNT1 A 0 A_Jump(38,"Teleport","ComboTel")
	TNT1 A 0 A_Jump(75,"See")   
	Loop
  Tier2:
   	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_ChangeFlag(NODAMAGE,1)
	VTRM L 3 Bright 
	VTRM L 10 Bright
	TNT1 A 0 A_SpawnItemEx("TerminatorPulse",0,0,40)
	VTRM LLLL 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
    TNT1 A 0 A_Giveinventory("TerminatorTier",1)
    TNT1 A 0 ACS_NamedExecuteAlways("TerminatorTier")
	TNT1 A 0 A_SetUserVar("user_tier",1)
    TNT1 A 0 A_ChangeFlag(NODAMAGE,0)
    TNT1 A 0 A_UnSetInvulnerable
    Goto see
  Tier3:
   	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_ChangeFlag(NODAMAGE,1)
	VTRM L 3 Bright 
	VTRM L 10 Bright
	TNT1 A 0 A_SpawnItemEx("TerminatorPulse",0,0,40)
	VTRM LLLL 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
    TNT1 A 0 A_Giveinventory("TerminatorTier",2)
    TNT1 A 0 ACS_NamedExecuteAlways("TerminatorTier")
	TNT1 A 0 A_SetUserVar("user_tier",1)
	TNT1 A 0 A_ChangeFlag(NODAMAGE,0)
    TNT1 A 0 A_UnSetInvulnerable
    Goto see
/*	
TNT1 A 0
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_ChangeFlag(NODAMAGE,1)
	TNT1 A 0 A_ChangeFlag(ISMONSTER,0)
	VTRM L 3 Bright 
	VTRM L 10 Bright
	TNT1 A 0 A_SpawnItemEx("TerminatorPulse")
	VTRM LLLL 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	TNT1 A 0 A_SpawnItemEx("TerminatorTier3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0
	Stop
*/	
  Teleport:
	VTRM E 1 A_UnSetShootable
	VTRM EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
	VTRM EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	VTRM EEEEEEEEEEEEEEEEEEE 0 A_Wander
	VTRM EEEEEEEEEEEEEEEEEEE 0 A_Wander
	VTRM E 1 A_PlayWeaponSound("boss/teleport")
	VTRM EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
	VTRM EEEEEEEEEEE 1 A_FadeIn(0.1)
	VTRM E 1 A_SetShootable
	Goto Normal
  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("GodFinalBattleResistanceGiver2",1)  is already too powerful to need
	   TNT1 A 0 A_GiveInventory("Health",10000)
       Goto See
   FinalTruePower:
       TNT1 A 0 A_GiveInventory("GodFinalBattleResistanceGiver2",1)
	   TNT1 A 0 A_GiveInventory("Health",20000)
       Goto See
  ComboTel:
	VTRM E 1 A_UnSetShootable
	VTRM EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
	VTRM EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	VTRM EEEEEEEEEEEEEEEEEEE 0 A_Wander
	VTRM E 1 A_PlayWeaponSound("boss/teleport")
	VTRM EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
	VTRM EEEEEEEEEEE 1 A_FadeIn(0.1)
	VTRM E 1 A_PlayWeaponSound("boss/teleport")
	VTRM EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
	VTRM EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	VTRM EEEEEEEEEEEEEEEEEEE 0 A_Wander
	VTRM E 1 A_PlayWeaponSound("boss/teleport")
	VTRM EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
	VTRM EEEEEEEEEEE 1 A_FadeIn(0.1)
	VTRM E 1 A_PlayWeaponSound("boss/teleport")
	VTRM EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
	VTRM EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	VTRM EEEEEEEEEEEEEEEEEEE 0 A_Wander
	VTRM E 1 A_PlayWeaponSound("boss/teleport")
	VTRM EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
	VTRM EEEEEEEEEEE 1 A_FadeIn(0.1)
	VTRM E 1 A_PlayWeaponSound("boss/teleport")
	VTRM EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
	VTRM EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	VTRM EEEEEEEEEEEEEEEEEEE 0 A_Wander
	VTRM E 1 A_PlayWeaponSound("boss/teleport")
	VTRM EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
	VTRM EEEEEEEEEEE 1 A_FadeIn(0.1)
	VTRM E 1 A_PlayWeaponSound("boss/teleport")
	VTRM EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
	VTRM EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	VTRM EEEEEEEEEEEEEEEEEEE 0 A_Wander
	VTRM E 1 A_PlayWeaponSound("boss/teleport")
	VTRM EEEEEEEEEEEE 0 A_SpawnItemEx("TerminatorLineSpawner")
	VTRM EEEEEEEEEEE 1 A_FadeIn(0.1)    
	VTRM E 1 A_SetShootable
	Goto Normal
  Missile:
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_JumpIfTargetInLOS("UberHexaSG",90,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,500,0)
	TNT1 A 0 A_Jump(192,"Railgun","BFG9K","BFG10K","DTBFG","NemesisBFGCharging","DTDevastator", "VexedHell")
	  // TNT1 A 0 A_JumpifCloser(600,"UberHexaSG")
  Normal:   
	TNT1 A 0 A_JumpIfCloser(1500,1)
	Goto Railgun
	VTRM G 2 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("OrangeShellCasing", 10, -12, 40, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySound("sentient/fire")
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",1)
	VTRM H 0 A_CustomMissile("VexedNemesisTerminatorCannonBall",48,-17,Random(-200,200)/100.00)
	VTRM H 2 Bright A_CustomMissile("VexedNemesisTerminatorCannonBall",48,-17,Random(-200,200)/100.00)
	TNT1 A 0 A_StopSoundEx("Weapon")	
	TNT1 A 0 A_Jump(15,"See","Missile")
	TNT1 A 0 A_SpidRefire
	Loop 
  UberHexaSG:
	TNT1 A 0 A_Jump(4,"OhGod")
	VTRM G 2 A_FaceTarget
	VTRM GGGG 0 A_SpawnItemEx("SSGShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAAAAAAA 0 A_CustomMissile("NemesisASGBall",48,-17,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	//("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	VTRM H 2 Bright A_CustomBulletAttack(15.4,10.6,78,Random(1,4)*3,"TerminatorPuff")
	TNT1 A 0 A_StopSoundEx("Weapon")	
	TNT1 A 0 A_Jump(15,"See","Missile")
	TNT1 A 0 A_SpidRefire
	Loop 
  OhGod:
	VTRM LMN 75
	VTRM O 2
	VTRM P 1
	TNT1 A 0 A_PlaySound("Nemesis/BallExplode",1,1.0,0,0.2)
	TNT1 A 0 A_SpawnItemEx("VexedNemesisHugeExplosion")
	TNT1 A 0 A_SpawnItemEx("VexedNemesisAltBallEx")
	TNT1 A 0 A_Quake(9,100,0,2000,0)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_Explode(1000,3000,XF_NOTMISSILE,0,6000)
	TNT1 A 0 A_Jump(20,"VexedHell")
	VTRM O 0 A_Jump(256,"See")
  Railgun:
	TNT1 A 0 A_PlaySound("weapons/rgcharge")
	TNT1 A 0 A_Changeflag(reflective,1)
	TNT1 A 0 A_SetUserVar("user_missile", 0)
	VTRM EE 10 A_FaceTarget
  RailgunLoop:
	TNT1 A 0 A_JumpIf(user_missile > 40,"RailgunEnd")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	VTRM E 2 Bright A_FaceTarget
	VTRM F 1 Bright A_CustomMissile("NemesisCyberRailLaser",58,26,random(-2,3))
	Loop
  RailgunEnd:
	VTRM E 15 Bright
	TNT1 A 0 A_Changeflag(reflective,0)
	TNT1 A 0 A_Jump(128,"BFG9K","BFG10K","DTBFG","NemesisBFGCharging","DTDevastator","NemesisBFGCharging", "VexedHell")
	Goto See	 
  BFG9K:
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	VTRM EEEEEEEEEEEEFFFF 2 A_FaceTarget
	VTRM FFFFF 2 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-4,4))
	VTRM EE 4 A_FaceTarget   
	TNT1 A 0 A_Jump(128,"BFG10K","DTBFG","NemesisBFGCharging","DTDevastator","NemesisBFGCharging")
	Goto See
  BFG10K:
	TNT1 A 0 A_Changeflag(reflective,1)
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	TNT1 A 0 A_SetUserVar("user_missile", 0)
	VTRM JJJJJJJ 4 A_FaceTarget
  BFG10KLoop:
	TNT1 A 0 A_JumpIf(user_missile > 40,"BFG10KEnd")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	VTRM J 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	VTRM K 1 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,-15,random(-4,4))
	Loop
  BFG10KEnd:
	VTRM J 3 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	VTRM JJJJJ 3 A_FaceTarget	
	VTRM J 4 A_FaceTarget
	TNT1 A 0 A_Changeflag(reflective,0)
	TNT1 A 0 A_Jump(128,"DTBFG","NemesisBFGCharging","DTDevastator","NemesisBFGCharging")
	Goto See	
  DTBFG:
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	VTRM EEEEEEEEEEEEFF 3 A_Facetarget
	VTRM FFF 4 Bright A_CustomMissile("NemesisCyberBFG9500Ball",48,15,random(-10,10))
	VTRM EEE 4 A_FaceTarget
	TNT1 A 0 A_Jump(128,"NemesisBFGCharging","DTDevastator")
	Goto See	
  VexedHell:
	TNT1 A 0 A_SetInvulnerable
 	VT3R A 0 A_FaceTarget
	VT3R A 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R B 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R A 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R B 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R A 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R B 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R B 0 A_FaceTarget
	VT3R A 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R B 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R A 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R B 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R A 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R B 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R B 0 A_FaceTarget
	VT3R A 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R B 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R A 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R B 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R A 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R B 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R B 0 A_FaceTarget
	VT3R A 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R B 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R A 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R B 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R A 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R B 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R B 0 A_FaceTarget
	VT3R A 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R B 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R A 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R B 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R C 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R C 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
 	VT3R C 0 A_FaceTarget
	VT3R A 0 A_PlaySound ("devastator/fire")
	VT3R C 0 A_CustomMissile("VexedGeneralRDevastatorBall",48,20,0)
	VT3R C 0 A_CustomMissile("VexedGeneralRDevastatorBall",48,20,30)
	VT3R C 0 A_CustomMissile("VexedGeneralRDevastatorBall",48,20,-30)
 	VT3R B 0 A_FaceTarget
    VT3R C 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R B 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R A 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R B 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R A 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R B 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
 	VT3R B 0 A_FaceTarget
	VT3R A 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R B 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R A 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R B 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R A 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VT3R B 2 Bright A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	TNT1 A 0 A_Stop
	TNT1 A 0 A_UnSetInvulnerable
	Goto NemesisBFGFire
  DTDevastator:
    TNT1 A 0 A_PlaySoundEx("monster/termsit2","TSIGHT")
	TNT1 A 0 A_SetInvulnerable
    VTRM E 0 A_Facetarget
	TNT1 A 0 A_SetUserVar("user_missile", 0)
	TNT1 A 0 A_SpawnItemEx("TerminatorLineSpawner")
    VTRM E 0 A_PlaySound ("devastator/charge")
  DevCharge:
	TNT1 A 0 A_JumpIf(user_missile > 55,"DevFire")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
    VTRM E 2 A_Facetarget
	Loop
  DevFire:
    VTRM F 0 A_PlaySound ("devastator/fire")
	VTRM F 1 Bright A_CustomMissile("VexedGeneralRDevastatorBall",48,17,random(5,-5))
	VTRM F 1 Bright A_CustomMissile("VexedGeneralRDevastatorBall",48,17,random(5,-5))
    VTRM F 1 Bright A_CustomMissile("VexedGeneralRDevastatorBall",48,17,random(5,-5))
	VTRM F 1 Bright A_CustomMissile("VexedGeneralRDevastatorBall",48,17,random(5,-5))
	TNT1 A 5
	VTRM H 2 A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VTRM G 1 
	VTRM H 2 A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VTRM G 1 
	VTRM H 2 A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VTRM G 1 
	VTRM H 2 A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VTRM G 1 
	VTRM H 2 A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VTRM G 1 
	VTRM H 2 A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VTRM G 1 
	VTRM H 2 A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VTRM G 1 
	VTRM H 2 A_CustomMissile("NemesisRocket",48,-17,Random(-800,800)/100.00)
	VTRM G 1
    VTRM E 50
	TNT1 A 0 A_UnSetInvulnerable
    goto See
  Pain:	
	TNT1 A 0 A_Jump(128,"PainMissile")
	VTRM L 3 	
	VTRM L 3 A_Pain
	Goto See 
  PainMissile: 
	TNT1 A 0 A_Jump(10,"OhGod")
	VTRM L 3 	
	VTRM L 3 A_Pain
	Goto Missile	
  Healing:
	TNT1 A 0 A_PlaySound("monster/termsit")
	TNT1 A 0 A_SetInvulnerable
	TERM L 2 HealThing(400)
	TERM LLLLLLLLLLLLLLLLLLLL 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	TERM LLLLLLLLLLLLLLLLLLLL 2 Bright A_SpawnItemEx("TerminatorLineSpawner")
	TERM L 10 A_CustomMissile("TerminatorPulse")
	TERM L 5 A_CustomMissile("TerminatorPulse")
	TERM L 2 A_CustomMissile("TerminatorBigPulse")
	TNT1 A 0 A_UnSetInvulnerable
	TERM L 2
	Goto See
  Pain.Legendary:
  Pain.LegendaryPlayer:
  Pain.LegendaryGuruPlayer:
  Pain.PlayerDevBall:
  Pain.PDTBFG:
  Pain.BFG10K:
  Pain.BFG9500Ball:
  Pain.PlayerDBFG10K2:
  Pain.PlayerDBFG2:
    TNT1 A 0 A_Jump(200, "ComboTel")
    Goto PainMissile
  NemesisBFGCharging:
	TNT1 A 0 A_JumpIf(user_missile >= 38,"NemesisBFGFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget
	VTRM E 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	Loop
  NemesisBFGFire:
	VTRM EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_UnSetShootable
    VTRM EEEEEEEEEEE 1 A_FadeOut(0.1,0)
	VTRM EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    VTRM E 20
    VTRM E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 A 0 A_FaceTarget
	VTRM EEEEEEEEEEEEE 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	VTRM EEEEEEEEEEE 1 A_FadeIn(0.1)	
	TNT1 A 0 A_SetShootable
    TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_PlaySound("NemesisBFG/Fire",1)
	VTRM F 5 A_CustomMissile("NemesisGuruBall", 58, -26, 0, 0)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
    VTRM E 60 Bright A_FaceTarget
	Goto See
  Death:
	VTRM M 10 A_Scream
	TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
	VTRM NNNOOO 5 Bright A_CustomMissile("Kaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	TNT1 A 0 A_SpawnItemEx("NemesisNuke2",0,0,0,0,0,0,0)
	VTRM PPPQQQ 2 Bright A_CustomMissile("Kaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))  
	TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
	VTRM SSSTTT 2 Bright A_CustomMissile("Kaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))  
	TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
	VTRM UUUVVV 2 Bright A_CustomMissile("Kaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))   
	TNT1 A 0 A_SpawnItemEx("Explosive Minigun",0,0,64,random(1,2),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisArmorSphere",0,0,64,random(0,3),0,2,random(1,360),0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisMegaSphere",0,0,64,random(1,2),0,2,random(0,360),0,0) 
	TNT1 A 0 A_SpawnItemEx("VexedNemesisUltraSphere",0,0,64,random(1,2),0,2,random(0,360),0,0) 
	TNT1 A 0 A_SpawnItemEx("VexedNemesisTerminatorArmor",0,0,64,random(1,2),0,2,random(0,360),0,0) 
	TNT1 A 0 A_SpawnItemEx("PyroCannon",0,0,64,random(1,8),0,2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("UnbelieveabilitySphere",0,0,64,random(1,8),0,2,random(0,360),0,64)
	TNT1 A 0 A_SpawnItemEx("ArmageddonCannon",0,0,64,random(1,8),0,2,random(0,360),0,192)
	TNT1 A 0 A_SpawnItemEx("ArmorRegenerator",0,0,64,random(0,8),0,2,random(0,360),0,160)
	TNT1 A 0 A_SpawnItemEx("Jetpack",0,0,64,random(0,8),0,2,random(0,360),0,80)
	TNT1 A 0 A_SpawnItem("HellionSmokeAttack")
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItem("NemesisZombieItemRandomizer")
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItem("NemesisZombieItemRandomizer")
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItem("NemesisZombieItemRandomizer")
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItem("NemesisZombieItemRandomizer")
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItem("NemesisZombieItemRandomizer")
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItem("NemesisZombieItemRandomizer")
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItem("NemesisZombieItemRandomizer")
	TNT1 AAAAA 0 A_SpawnItem("NemesisZombieSuperItemRandomizer")
	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("NemesisZombieSuperItemRandomizer")
	TNT1 A 0 A_SpawnItem("NemesisZombieItemRandomizer")
	VTRM W 4 
	VTRM X 6 A_Fall
	VTRM Y 6
	VTRM Z 1 A_Playsound("Terminator/terstepA")
	VTRM Z 5 
	VTRM [ -1 Bright A_KillMaster
	stop
	}
}

Actor VexedTerminatorExplosiveTracer : SentientExplosiveTracer
{
-THRUSPECIES
+DontReflect
+ForceradiusDMG
Species "Cybers"
DamageType "TERM"
}

Actor VexedTerminatorBFG9500Ball : SentientBFG9500Ball
{
-THRUSPECIES
+DontReflect
Species "Cybers"
DamageType "TERM"
States
{
Spawn:
    BFR3 AAABBB 1 Bright A_SpawnItemEx("ProjectileTrailParticleOrange2",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
    Loop
Death:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("BFGShockwaveRed2", 0, 0, 0, 0, 0, 0, 0, 128)
    TNT1 AAAAAA 0 A_CustomMissile("Kaboom18", 0, 0, random(0,360), 2, random(0,360))
    BRE3 AB 8 Bright A_SpawnItemEx("RedParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
    BRE3 C 8 Bright A_BFGSpray("CustomSprayRed")
    BRE3 DEF 8 Bright
    Stop    
    }

}


Actor VexedTerminatorRedStar
{
    Radius 12
    Height 12
    Speed 32
    Damage 500
    Scale 3.2
	DamageType "T3rm"
    PROJECTILE
    RENDERSTYLE ADD
	+SEEKERMISSILE
    +EXTREMEDEATH
    +SPAWNSOUNDSOURCE
    +DONTREFLECT
    +PIERCEARMOR
    +FOILINVUL
    +FORCERADIUSDMG
    Species "Cybers"
    +BRIGHT
    ALPHA 0.8
    DeathSound "star/explode"
    Obituary "%o was split..."
    States
    {
    Spawn:
	 STAR ABCD 2 Bright A_CustomMissile("RedstarFX",0,0,0,0)
	 Loop
    Death:
	 TNT1 A 0 A_Explode(192,384,0)
	 TNT1 A 0 Radius_Quake(15,20,0,20,0)
	 TNT1 A 0 A_SpawnItemEx("DTech10KShockwave2", 0, 0, 15, 0, 0, 0, 0, 128)
	 TNT1 A 20 A_SpawnItem("RedDTBFGEx",0,-10)
	STAR E 3 Bright A_BFGSpray("CustomSprayRed")
	 STAR FGHIJKLMNO 3 Bright
	 Stop
    }
}


ACTOR VexTermFusionDevastatorBall : DevastatorBall
{
speed 45
Damage 2500
DamageType "Cyber10K"
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_PlaySoundEx("devastator/fly","Voice",1)
	TNT1 A 0 A_CustomMissile("DevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
	CRSV A 0 A_CustomMissile("VexedTermFusionLiteShot",0,0,Random(0,360))
    CRSV A 1 Bright A_SpawnItemEx("ProjectileTrailParticleRed",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	TNT1 A 0 A_SpawnItemEx("DevastatorLightningRed",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)
	CRSV A 1 Bright A_CustomMissile("FusionDTBFGProjectileAttack",Random(-10,10),0,0,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DevastatorTrail",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,0)
	TNT1 A 0 A_Explode(32,450,0)
	TNT1 A 0 A_CustomMissile("DevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
	CRSV A 0 A_CustomMissile("VexedTermFusionLiteShot",0,0,Random(0,360))
    CRSV B 1 Bright A_SpawnItemEx("ProjectileTrailParticleRed",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	TNT1 A 0 A_SpawnItemEx("DevastatorLightningRed2",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)
	CRSV A 1 Bright A_CustomMissile("FusionDTBFGProjectileAttack",Random(-10,10),0,0,CMF_TRACKOWNER)
	TNT1 A 0 A_Explode(32,450,0)
	TNT1 A 0 A_CustomMissile("DevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
	CRSV A 0 A_CustomMissile("VexedTermFusionLiteShot",0,0,Random(0,360))
    CRSV C 1 Bright A_SpawnItemEx("ProjectileTrailParticleRed",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	TNT1 A 0 A_SpawnItemEx("DevastatorLightningRed",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)
	CRSV A 1 Bright A_CustomMissile("FusionDTBFGProjectileAttack",Random(-10,10),0,0,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DevastatorTrail",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,0)
	TNT1 A 0 A_Explode(32,450,0)
	TNT1 A 0 A_CustomMissile("DevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
	CRSV A 0 A_CustomMissile("VexedTermFusionLiteShot",0,0,Random(0,360))
    CRSV D 1 Bright A_SpawnItemEx("ProjectileTrailParticleRed",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	TNT1 A 0 A_SpawnItemEx("DevastatorLightningRed2",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)
	CRSV A 1 Bright A_CustomMissile("FusionDTBFGProjectileAttack",Random(-10,10),0,0,CMF_TRACKOWNER)
    Goto Spawn
Death:
    TNT1 A 0
	TNT1 A 0 A_SetTranslucent(0.75,1)
	TNT1 A 0 Radius_Quake(3,35,0,10,0)
    TNT1 A 0 A_CustomMissile("DTBFG10KTracerCyber",0,0,0,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerCyber",0,0,10,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerCyber",0,0,20,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerCyber",0,0,30,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerCyber",0,0,40,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerCyber",0,0,50,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerCyber",0,0,60,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerCyber",0,0,70,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerCyber",0,0,80,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerCyber",0,0,90,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerCyber",0,0,100,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerCyber",0,0,110,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerCyber",0,0,120,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerCyber",0,0,130,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerCyber",0,0,140,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerCyber",0,0,150,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerCyber",0,0,160,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerCyber",0,0,170,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerCyber",0,0,180,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerCyber",0,0,190,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerCyber",0,0,200,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerCyber",0,0,210,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerCyber",0,0,220,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerCyber",0,0,230,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerCyber",0,0,240,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerCyber",0,0,250,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerCyber",0,0,260,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerCyber",0,0,270,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerCyber",0,0,280,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerCyber",0,0,290,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerCyber",0,0,300,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerCyber",0,0,310,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerCyber",0,0,320,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerCyber",0,0,330,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerCyber",0,0,340,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerCyber",0,0,350,CMF_TRACKOWNER)	
	TNT1 A 0 A_SpawnItemEx("DevastatorLightningRedSpawner",0,0,0,0,0,0,0,128)	
	TNT1 A 0 A_Explode(80,256)
	CRSV A 6 Bright A_SpawnItemEx("VexTermDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	CRSV B 6 Bright A_SpawnItemEx("VexTermDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	CRSV C 6 Bright A_SpawnItemEx("VexTermDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	CRSV D 6 Bright A_SpawnItemEx("VexTermDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	CRSV A 6 Bright A_SpawnItemEx("VexTermDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	CRSV B 6 Bright A_SpawnItemEx("VexTermDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	CRSV C 6 Bright A_SpawnItemEx("VexTermDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	CRSV D 6 Bright A_SpawnItemEx("VexTermDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	CRSV A 6 Bright A_SpawnItemEx("VexTermDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	CRSV B 6 Bright A_SpawnItemEx("VexTermDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	CRSV C 6 Bright A_SpawnItemEx("VexTermDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	CRSV D 6 Bright A_SpawnItemEx("VexTermDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(128,1024,0)
	TNT1 A 0 A_Explode(460,640,0)
	TNT1 A 0 A_Explode(618,256)
	TNT1 A 0 A_StopSoundEx("Voice")
	TNT1 A 0 Radius_Quake(20,12,0,12,0)
	TNT1 A 0 A_PlaySound("weapons/dtech10kexplode")
	TNT1 A 0 A_SpawnItemEx("DevastatorShockWave2",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_SpawnItem("RedDTBFGEx",0,-10)
	CR4J D 0 A_CustomMissile("VexTermFusionDevastatorBall2",0,0,18,2)
    CR4J D 0 A_CustomMissile("VexTermFusionDevastatorBall2",0,0,36,2)
    CR4J D 0 A_CustomMissile("VexTermFusionDevastatorBall2",0,0,54,2)
    CR4J D 0 A_CustomMissile("VexTermFusionDevastatorBall2",0,0,72,2)
    CR4J D 0 A_CustomMissile("VexTermFusionDevastatorBall2",0,0,90,2)
    CR4J D 0 A_CustomMissile("VexTermFusionDevastatorBall2",0,0,108,2)
    CR4J D 0 A_CustomMissile("VexTermFusionDevastatorBall2",0,0,126,2)
    CR4J D 0 A_CustomMissile("VexTermFusionDevastatorBall2",0,0,144,2)
    CR4J D 0 A_CustomMissile("VexTermFusionDevastatorBall2",0,0,144,2)
    CR4J D 0 A_CustomMissile("VexTermFusionDevastatorBall2",0,0,162,2)
    CR4J D 0 A_CustomMissile("VexTermFusionDevastatorBall2",0,0,180,2)
    CR4J D 0 A_CustomMissile("VexTermFusionDevastatorBall2",0,0,196,2)
    CR4J D 0 A_CustomMissile("VexTermFusionDevastatorBall2",0,0,216,2)
    CR4J D 0 A_CustomMissile("VexTermFusionDevastatorBall2",0,0,234,2)
    CR4J D 0 A_CustomMissile("VexTermFusionDevastatorBall2",0,0,252,2)
    CR4J D 0 A_CustomMissile("VexTermFusionDevastatorBall2",0,0,270,2)
    CR4J D 0 A_CustomMissile("VexTermFusionDevastatorBall2",0,0,288,2)
    CR4J D 0 A_CustomMissile("VexTermFusionDevastatorBall2",0,0,306,2)
    CR4J D 0 A_CustomMissile("VexTermFusionDevastatorBall2",0,0,324,2)
    CR4J D 0 A_CustomMissile("VexTermFusionDevastatorBall2",0,0,342,2)
	CR4J AAAAAABBBBBBCCCCCCDDDDDD 1 A_CustomMissile("KaboomDevastator22",0,0,random(0,360),2,random(0,360))
    CR4J EF 6 Bright
    Stop    
    }
}


//Small balls at end
ACTOR VexTermFusionDevastatorBall2
{
   Radius 8
   Height 8
   Speed 16
   Damage 100
   PROJECTILE
   RENDERSTYLE ADD
   ALPHA 0.90
   ExplosionRadius 64
   ExplosionDamage 128
   Damagetype "Cyber10K"
   Decal DoomImpScorch
   +THRUGHOST
   SeeSound "weapons/devbal"
   DeathSound "weapons/devex2" 
   States
   {
   Spawn:
      VDA2 AB 4 Bright
      Loop
   Death:
      //DBA2 C 1 Bright
      //DBA2 C 3 Bright A_Explode
	  TNT1 A 0
	  TNT1 A 0 A_SpawnItemEx("OrangeParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
	  TNT1 AAA 0 A_CustomMissile("Kaboom9", 0, 0, random(0,360), 2, random(0,360))
	  TNT1 AAA 0 A_CustomMissile("SmokeFX4", 0, 0, random(0,360), 2, random(0,360))
      VDA2 CDE 3 Bright A_Explode
      Stop
   }
}

//Big ring
ACTOR VexTermDevastatorShockWave
{
Speed 0
Scale 1
Radius 1
Height 1
Speed 2
Damage 0
Renderstyle Translucent
Alpha 0.75
PROJECTILE
+NOBLOCKMAP
+NOTELEPORT
+DONTSPLASH
+NOGRAVITY
+MISSILE
+FORCEXYBILLBOARD
+CLIENTSIDEONLY
+NOINTERACTION
+NOCLIP
Scale 1.15
States
{
Spawn:
VSK2 ABCDEFGHIJKLMNOPQR 1 Bright A_FadeOut(0.025)
Stop
}
}

//Lil balls
ACTOR VexedTermBoltTrail
{
  +NOINTERACTION
  +CLIENTSIDEONLY
  Renderstyle Add
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
    VDS1 GHIJK 1 Bright A_FadeOut (0.05)
    Stop
  Toaster:
    TNT1 A 0
    Stop
  }
}

//Thingy?
ACTOR VexedTermFusionLiteShot : LiteShot
{
   Damagetype "Cyber10K"
   States
   {
   Spawn:
      VLIT AAABBBCCC 1 Bright A_SpawnItem ("LiteTrail",0,0,0)
      Loop
   Death:
      VLIT DEFGHIJKLMNO 1 Bright
      Stop
   }
}

//Actor VexedTermLiteTrail : LiteTrail {

//Nemesis Balls
ACTOR VexedNemesisTerminatorCannonBall : NemesisZombieCannonLaser
{
  Damagetype "Legendary"
  Speed 120
  States
  {
  Death:
	TNT1 A 0
	TNT1 A 0 A_Explode(60,128,0,1)
	TNT1 A 0 A_SpawnItem("NemesisWhiteProjExplode")
	TNT1 AAAA 0 A_SpawnItemEx("NemesisWhiteParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) 
	TNT1 AAA 0 A_CustomMissile("WhiteNemesisKaboom3",0,0,random(0,360),2,random(0,360))
	TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX4",0,0,random(0,360),2,random(0,360))
    TNT1 A 10
    Stop
  }
}

//Nemesis Laser
ACTOR VexedNemesisTerminatorCannonLaser : NemesisZombieCannonLaser
{
  Damagetype "Legendary"
  Speed 70
  States
  {
  Death:
	TNT1 A 0
	TNT1 A 0 A_Explode(128,128,0,1)
	TNT1 A 0 A_SpawnItem("NemesisWhiteProjExplode")
	TNT1 AAAA 0 A_SpawnItemEx("NemesisWhiteParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) 
	TNT1 AAA 0 A_CustomMissile("WhiteNemesisKaboom3",0,0,random(0,360),2,random(0,360))
	TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX4",0,0,random(0,360),2,random(0,360))
    TNT1 A 10
    Stop
  }
}

ACTOR VexedTerminatorGhost
{
Scale 1.4
RENDERSTYLE Translucent
Alpha 0.75
+NOGRAVITY
+CLIENTSIDEONLY
+DONTSPLASH
+NOINTERACTION
+NOCLIP
States
{
Spawn:
    VTRM A 2 A_FadeOut(0.18)
    Loop
    }
}