Counts

endoom0
graphics0
lumps873
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "01d63bdd-fbd1-47f5-917c-4dc5264c5e7b",
    "sha1": "72a2a22c656ba7da0d447cd45c983511b54354b5",
    "sha256": "3f3fb3b0dc664c068f700c0c7d84f20210d6b0ed242509f3bf961a6ed2f074c5",
    "filenames": [
      "cf-nexusaprillfools-newaddon-v0.4.pk3"
    ],
    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2022/03/22 07:55:06",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2022/03/22 07:55:06",
    "file": {
      "type": "PK3",
      "size": 48375300,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/72a2a22c656ba7da0d447cd45c983511b54354b5/72a2a22c656ba7da0d447cd45c983511b54354b5.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 873,
        "maps": 0,
        "palettes": 0
      }
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "Actors/Monsters/TrueDoomSlayer.txt",
        "contents": "ACTOR TrueDoomSlayer : legendarydoomguy\n{\nMONSTER\nHealth 375\nWoundHealth 810\nHeight 56\nRadius 16\nMass 1200\nSpeed 30\nFastSpeed 40\nMaxStepHeight 32\nMaxDropOffHeight 32\nMeleeRange 80\nBloodColor \"red\"\nPainChance 152\nPainChance \"Crush\", 256\nMinMissileChance 196\n+friendly\n+BOSS\n+NOFEAR\n+BOSSDEATH\n+NOICEDEATH\n+NOTIMEFREEZE\n+FLOORCLIP\n+MISSILEMORE\n+MISSILEEVENMORE\n+QUICKTORETALIATE\n+NODROPOFF\n+NOTARGET\n+DONTGIB\n+DONTRIP\n+DONTMORPH\n+DONTBLAST\n+NORADIUSDMG\n+CANUSEWALLS\n+NOBLOCKMONST\n+BRIGHT\n+THRUSPECIES\n+DONTHARMSPECIES\n+DONTHARMCLASS\nSpecies \"LegendaryDoomguy\"\nDamagetype \"Legendary\"\nDamageFactor 0.01\nDamageFactor \"Crush\", 0.05\nDamageFactor \"Acid\", 0.2\nDamageFactor \"Fire\", 0.15\nDamageFactor \"Ice\", 0.2\nDamageFactor \"Poison\", 0.0\nDamageFactor \"PoisonCloud\", 0.0\nDamageFactor \"PyroShot\", 0.15\nDamageFactor \"PlayerPyro\", 0.15\nDamageFactor \"Explosion\", 0.15\nDamageFactor \"NuclearFire\", 0.15\nDamageFactor \"BFG9500Ball\", 0.5\nDamageFactor \"BFGSplash\", 0.5\nDamageFactor \"UpBFG9500Ball\", 0.5\nDamageFactor \"UpBFGSplash\", 0.25\nDamageFactor \"PDTBFG\", 0.02\nDamageFactor \"PDTBFGTracer\", 0.02\nDamageFactor \"PlayerDevBall\", 0.01\nDamageFactor \"PlayerDevBall2\", 0.01\nDamageFactor \"PlayerDevTracer\", 0.01\nDamageFactor \"PlayerDBFG2\", 0.65\nDamageFactor \"PlayerDBFG10K2\", 0.65\nDamageFactor \"PlayerDBFGSplash2\", 0.65\nDamageFactor \"PlayerBHole\", 0.05\nDamageFactor \"LegendaryPlayer\", 0.3\nDamageFactor \"PlayerHellfire\", 0.1\nDamageFactor \"SuperWeapon\", 0.0\nDamageFactor \"LegendaryGuruPlayer\", 0.0\nDamageFactor \"SS\", 0.05\nDamageFactor \"Legendary\", 0.0\nDamageFactor \"Legendary1\", 0.0\nDamageFactor \"LegendaryGuru\", 0.0\nDamageFactor \"UltimateLegendary\", 0.0\nDamageFactor \"LegendaryZombie\", 0.0\nDamageFactor \"LACGrenade\", 0.0\nDamageFactor \"LSSGGrenade\", 0.0\nDamageFactor \"ZExplosiveBullets\", 0.0\nDamageFactor \"MiniRocket\", 0.0\nDamageFactor \"ZombieDev\", 0.0\nDamageFactor \"SoapOpera\", 0.0\nDamageFactor \"HTZombie\", 0.0\nDamageFactor \"ZGrenade\", 0.0\nDamageFactor \"ZombieCannon\", 0.0\nDamageFactor \"GeneralTracer\", 0.0\nDamageFactor \"BloodSkull\", 0.0\nDamageFactor \"BloodElemental\", 0.0\nDamageFactor \"Broat\", 0.0\nDamageFactor \"SatanGuard\", 0.0\nDamageFactor \"CurseComet\", 0.0\nDamageFactor \"HelementalComet\", 0.0\nDamageFactor \"DementedTerminator\", 0.0\nDamageFactor \"Terminator\", 0.0\nDamageFactor \"Cyber10K\", 0.0\nDamageFactor \"UBDTR\", 0.0\nDamageFactor \"DemolisherEx\", 0.0\nDamageFactor \"DarkDemoEx\", 0.0\nDamageFactor \"Commander\", 0.0\nDamageFactor \"CerChainguns\", 0.0\nDamageFactor \"CerEnergyBall\", 0.0\nDamageFactor \"Hell\", 0.0\nDamageFactor \"HFCyber\", 0.0\nDamageFactor \"DBFG2\", 0.0\nDamageFactor \"DBFG10K2\", 0.0\nDamageFactor \"DBFGSplash2\", 0.0\nDropItem \"LegAmmoSphere\", 256, 1\nDropItem \"LegendaryRandomSphere\", 256, 1\nDropItem \"LegendaryPowerShard\", 135, 1\nDropItem \"Legendary BFG\", 135, 1\nDropItem \"NemesisBFG\", 135, 1\nDropItem \"LegendaryRune\", 256, 1\nDropItem \"LegendaryArmor\", 100, 1\nDropItem \"ModdedBackPack\", 256, 1\nDropItem \"LDemonAmmo\", 256, 100\nSeeSound \"null\"\nAttackSound \"Null\"\nPainSound \"Null\"\nDeathSound \"legdoomguy/death\"\n  Obituary \"%o was sent a ticket back to hell by the DoomSlayer.\"\n  Tag \"\\c[l5]True\\c- \\c[w2]DoomSlayer\\c-\"\n  var int user_music;\n  var int user_missile;\n  var int user_powershard;\n  var int user_powershardlimit;\n  var int user_powersphere;\n  var int user_resistancebufflimit;\n  var int user_resistancebuff;\n  var int user_skullofpower;\n  var int user_infammo;\n  var int user_bfg;\n  States\n  {\n  Spawn:\n\tNND0 A 10 A_Look\n\tLoop\n  See:\n\tTNT1 A 0 A_JumpIf(user_music == 1,3)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,953)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Taunt\")\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\tNND0 AA 3 A_Chase\n\tNND0 BB 3 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\tNND0 CC 3 A_Chase\n\tNND0 DD 3 A_Chase\n\tTNT1 A 0 A_Jump(64,\"Mines\")\n\tTNT1 A 0 A_Jump(80,\"Rush\")\n\tLoop\n  Rush:\n\tTNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Taunt\")\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisDoomSlayerGhostA\")\n\tNND0 A 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisDoomSlayerGhostA\")\n\tNND0 A 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisDoomSlayerGhostB\")\n\tNND0 B 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisDoomSlayerGhostB\")\n\tNND0 B 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisDoomSlayerGhostC\")\n\tNND0 C 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisDoomSlayerGhostC\")\n\tNND0 C 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisDoomSlayerGhostD\")\n\tNND0 D 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisDoomSlayerGhostD\")\n\tNND0 D 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\tTNT1 A 0 A_Jump(80,\"See\")\n\tLoop\n\tReload:\n\tNND0 E 3 Bright A_GiveInventory(\"VexedNemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_GiveInventory(\"VexedNemesisLegZombieStrafing\",1)\n\tNND0 E 3 Bright A_PlaySound(\"NemesisSSG/Open\")\n\tNND0 EEEE 1 Bright\n\tTNT1 A 0 A_GiveInventory(\"VexedNemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisShellCasing\", -8, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\tNND0 E 1 Bright A_SpawnItemEx(\"NemesisShellCasing\", -10, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\tNND0 E 3 Bright A_PlaySound(\"NemesisSSG/Load\")\n\tNND0 EEEE 1 Bright\n\tTNT1 A 0 A_GiveInventory(\"VexedNemesisLegZombieStrafing\",1)\n\tNND0 E 3 Bright A_PlaySound(\"NemesisSSG/Close\")\n\tNND0 EEEE 1 Bright\n\tTNT1 A 0 A_GiveInventory(\"VexedNemesisLegZombieStrafing\",1)\n\tNND0 E 3 Bright A_CPosRefire\n\tGoto See\n  Teleport:\n\tNND0 A 1 Bright A_UnSetShootable\n\tTNT1 AAAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tNND0 AAAAAAAAAA 1 Bright A_FadeOut(0.1,0)\n\tNND0 A 2 Bright\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tNND0 A 1 Bright A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 AAAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tNND0 AAAAAAAAAA 1 Bright A_FadeIn(0.1)\n\tNND0 A 1 Bright A_SetShootable\n\tGoto See\n  Strafing:\n\tTNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Taunt\")\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tNND0 AA 2 A_GiveInventory(\"VexedNemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tNND0 BB 2 A_GiveInventory(\"VexedNemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tNND0 CC 2 A_GiveInventory(\"VexedNemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tNND0 DD 2 A_GiveInventory(\"VexedNemesisLegZombieStrafing\",1)\n\tGoto See\n  Taunt:\n\tTNT1 A 0 A_TakeInventory(\"MarineKilled\",1)\n\tGoto See\n  Missile:\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_SetTranslucent(1)\n\tTNT1 A 0 A_MonsterRefire(0,\"See\")\n\tTNT1 A 0 A_Jump(64,2)\n\tTNT1 A 0 A_JumpIfHealthLower(200,\"TryShard2\")\n\tTNT1 A 0 A_Jump(32,\"AmmoSphere\",\"PowerSphere\",\"SkullOfPower\")\n  MissileContinue:\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"FarRange\",360,JLOSF_CLOSENOJUMP|JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,0,1000)\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"LongRange\",360,JLOSF_CLOSENOJUMP|JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,0,750)\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"NearRange\",360,JLOSF_CLOSENOJUMP|JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,0,500)\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"CloseRange\",360,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,500,0)\n\tGoto ASG\n\t  FireBalls:\n    TNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\", 0)\n\tNND0 CCCC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tNND0 CCCC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n  FireBallsLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 14, \"FireBallsEnd\")\n    TNT1 A 0 A_SetUserVar(\"user_missile\", user_missile+1)\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tNND0 C 3 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"HFCyb/rocket\")\n\tNND0 D 3 Bright A_CustomMissile(\"HFCyberFireBalls\",20,0,Random(-4,4))\n\tLoop\n  FireBallsEnd:\n\tNND0 C 10 Bright A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tTNT1 A 0 A_Jump(120,\"BehSeekers\")\n\tgoto see\n  FarRange:\n\tTNT1 A 0 A_Jump(4,\"ZenAlt\")\n\tTNT1 A 0 A_Jump(256,\"BFGAlt\",\"TrueBFG,LegRailgun\",\"LaserBeam\",\"10k\",\"legBFG\",\"BFG\")\n\tGoto ASG\n  LongRange:\n\tTNT1 A 0 A_Jump(4,\"ZenAlt\")\n\tTNT1 A 0 A_Jump(200,\"PlasmaticRifle\",\"LegRailgun\",\"LegPRifle\",\"Cannon1\",\"ASG\")\n\tTNT1 A 0 A_Jump(256,\"BFG\",\"legBFG\",\"BFGAlt\",\"Cannon3\")\n\tGoto ASG\n  NearRange:\n\tTNT1 A 0 A_Jump(4,\"ZenAlt\")\n\tTNT1 A 0 A_Jump(200,\"PlasmaticRifle\",\"fireballs\",\"fireballs\",\"LegPRifle\",\"TrueCannon\",\"Cannon2\")\n\tTNT1 A 0 A_Jump(256,\"BFGAlt\",\"10k\",\"ASG\")\n\tGoto ASG\n  CloseRange:\n\tTNT1 A 0 A_Jump(4,\"ZenAlt\")\n\tTNT1 A 0 A_Jump(128,\"ASG\",\"Coachgun\")\n\tTNT1 A 0 A_Jump(200,\"PlasmaticRifle\",\"fireballs\",\"LegPRifle\",\"TrueCannon\",\"TrueCannon\",\"Cannon1\")\n\tTNT1 A 0 A_Jump(256,\"BFGAlt\",\"10k\",\"Cannon3\")\n\tGoto ASG\n\tELegBFG95K:\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\tTNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Taunt\")\n    NND0 EEF 8 Bright A_FaceTarget\n\tNND0 F 8 Bright A_CustomMissile(\"ELegCyberBFG9500Ball\", 58, -26, 0)\n\tNND0 E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n    NND0 EEF 8 Bright A_FaceTarget\n\tNND0 F 8 Bright A_CustomMissile(\"ELegCyberBFG9500Ball\", 58, -26, 0)\n\tNND0 E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n    NND0 EEF 8 Bright A_FaceTarget\n\tNND0 F 8 Bright A_CustomMissile(\"ELegCyberBFG9500Ball\", 58, -26, 0)\n\tNND0 E 4 Bright A_FaceTarget\n\tNND0 E 10 Bright\n\tGoto See\n\t\tLegRailgun:\n\t\tTNT1 A 0 A_SetInvulnerable\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"weapons/railselect\",CHAN_ITEM)\n\t\tNND0 E 2\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rgcharge\",CHAN_WEAPON)\n\t\tNND0 EEEEE 4 A_FaceTarget\n\t\tNND0 E 8 A_FaceTarget\n\t\tNND0 F 2 A_CustomMissile(\"LegDoomguyRail\",32,0,0,CMF_TRACKOWNER)\n\t\tGoTo See\n\tRageLegRailgun:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"weapons/railselect\",CHAN_ITEM)\n\t\tNND0 E 2\n\t\tTNT1 A 0 A_SetInvulnerable\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rgcharge\",CHAN_WEAPON)\n\t\tNND0 EEEE 4 A_FaceTarget\n\t\tNND0 E 4 A_FaceTarget\n\t\tNND0 F 2 A_CustomMissile(\"LegDoomguyRail\",32,0,0,CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_UnSetInvulnerable\n\t\tGoTo Missile\n\t\tTrueBFG:\n    TNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tTNT1 A 0 A_JumpIf(user_bfg == 0,3)\n\tTNT1 A 0 A_SetUserVar(user_bfg,1)\n\tTNT1 A 0 A_PlaySound(\"Weapons/GuruUp\",7,1.0,0,0.5)\n\tNND0 E 15 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Weapons/GuruTrigger\",6,1.0,0,0.5)\n\tNND0 E 10 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Weapons/GuruCharge\",1,1.0,0,0.5)\n\tNND0 EEEEEEEEEEEEEEEEEEEE 5 A_GiveInventory(\"TLegZombieStrafing\",1)\n    TNT1 A 0 A_PlaySound(\"Weapons/GuruFire\",1,1.0,0,0.5)\n  \tTNT1 A 0 A_PlaySound(\"Weapons/GuruAddFire\",6,1.0,0,0.5)\n\tNND0 F 20 A_CustomMissile(\"CardinalSpecialGuruball\",32)\n    TNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tGoto Pause\n  TrueLegRailgun:\n\tTNT1 A 0 A_PlaySound(\"weapons/railselect\",CHAN_ITEM)\n\tNND0 E 2\n\tTNT1 A 0 A_PlaySound(\"weapons/rgcharge\",CHAN_WEAPON)\n\tNND0 EEEEE 4 A_FaceTarget\n\tNND0 E 8 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"truelegrail/fire\")\n\tNND0 F 2 A_CustomMissile(\"TrueLegDoomguyRail\",32,0,0,CMF_TRACKOWNER)\n\tGoTo See\n  TrueCannon:\n\tTNT1 A 0 A_PlaySound(\"legendarycannon/up\",7,1.0,0,0.5)\n\tNND0 E 15 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"legendarycannon/charge\",6,1.0,0,0.5)\n\tNND0 E 10 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_missile,random(0,4))\n  TrueCannonLoop:\n\tNND0 A 0 A_JumpIf(user_missile >= 10,\"Pause\")\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\tNND0 EEE 2 Bright A_GiveInventory(\"TLegZombieStrafing2\",1)\n\tTNT1 A 0 A_PlaySound(\"weapons/Hbfg10kfire\")\n\tTNT1 A 0 A_CustomMissile(\"HomingTrueLegendaryPlasmaball\",32)\n\tNND0 F 3 Bright A_GiveInventory(\"TLegZombieStrafing2\",1)\n\tNND0 A 0 A_MonsterRefire(128,\"Pause\")\n\tLoop\n  TryShard2:\n\tTNT1 A 0 A_Jump(128,\"TryResistance2\")\n\tTNT1 A 0 A_JumpIf(user_powershardlimit >= 3,\"TryResistance2\")\n\tTNT1 A 0 A_JumpIf(user_powershard == 1,\"TryResistance2\")\n\tGoto PowerShard\n  TryResistance2:\n\tTNT1 A 0 A_JumpIf(user_resistancebufflimit >= 4,\"MissileContinue\")\n\tTNT1 A 0 A_JumpIf(user_resistancebuff == 1,\"MissileContinue\")\n\tGoto ResistanceBuff\n  AmmoSphere:\n  TNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_JumpIf(user_infammo == 2,\"MissileContinue\")\n\tNND0 E 6\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"EnemyInfiniteAmmo\",0)\n\tTNT1 A 0 A_PlaySound(\"legammo/use\",6,1.0,0,0.4)\n\tTNT1 A 0 A_PlaySound(\"LDoomguy/Taunt\",2,1.0,0,0.4)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tGoto See\n  SkullOfPower:\n  TNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_JumpIf(user_skullofpower == 2,\"MissileContinue\")\n\tTNT1 A 0 A_JumpIfHealthLower(2000,2)\n\tTNT1 A 0 A_Jump(256,\"MissileContinue\")\n\tNND0 E 6\n\tTNT1 A 0 A_GiveInventory(\"LegDoomguySkullOfPower\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"LegDoomguySkullOfPower\",0)\n\tTNT1 A 0 A_PlaySound(\"legdoomguy/quaddmg\",7,1.0,0,0.4)\n\tTNT1 A 0 A_PlaySound(\"soterror/use\",6,1.0,0,0.4)\n\tTNT1 A 0 A_PlaySound(\"LDoomguy/Taunt\",2,1.0,0,0.4)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tGoto See\n  PowerSphere:\n  TNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_JumpIf(user_powersphere == 2,\"MissileContinue\")\n\tNND0 E 6\n\tTNT1 A 0 A_ChangeFlag(\"ALWAYSFAST\",1)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"LegDoomguyPowerSphere\",0)\n\tTNT1 A 0 A_PlaySound(\"legpowersphere/use\",6,1.0,0,0.4)\n\tTNT1 A 0 A_PlaySound(\"LDoomguy/Taunt\",2,1.0,0,0.4)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tGoto See\n  PowerShard:\n  TNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_JumpIf(user_powershardlimit >= 4,\"See\")\n\tTNT1 A 0 A_SetUserVar(user_powershardlimit,user_powershardlimit+1)\n\tTNT1 A 0 A_JumpIf(user_powershard == 1,\"See\")\n\tNND0 E 6\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"LegDoomguyPowerShard\",0)\n\tTNT1 A 0 A_PlaySound(\"legendary/defense\",6,1.0,0,0.4)\n\tTNT1 A 0 A_PlaySound(\"LDoomguy/Taunt\",2,1.0,0,0.4)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tGoto See\n  ResistanceBuff:\n  TNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_JumpIf(user_resistancebufflimit >= 4,\"See\")\n\tTNT1 A 0 A_SetUserVar(user_resistancebufflimit,user_resistancebufflimit+1)\n\tTNT1 A 0 A_JumpIf(user_resistancebuff == 1,\"See\")\n\tTNT1 A 0 A_PlaySound(\"Saber/Pickup\",7,1.0,0,0.5)\n\tNND0 E 6\n\tTNT1 A 0 A_PlaySound(\"Saber/Buff\",1,1.0,0,0.5)\n\tTNT1 A 0 A_PlaySound(\"Saber/Resistance\",6,1.0,0,0.5)\n\tTNT1 A 0 A_PlaySound(\"LDoomguy/Taunt\",2,1.0,0,0.4)\n\tTNT1 A 0 A_GiveInventory(\"LegDoomguySaberResistance\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"LegDoomguyResistanceBuff\",0)\n\tNND0 F 16\n\tTNT1 A 0 A_unSetInvulnerable\n\tGoto See\n  Mines:\n\tTNT1 A 0 A_Jump(96,\"MineInfAmmo\")\n\tNND0 C 4 Fast\n\tNND0 E 15 Fast A_CustomMissile(\"NemesisSpringMineSet\",32,0,0,2,15)\n\tNND0 C 4 Fast\n\tGoto See\n  MineInfAmmo:\n\tNND0 C 6 Fast\n\tTNT1 AAAAAAAA 0 A_CustomMissile(\"NemesisSpringMineSet\",32,0,random(0,360),2,15)\n\tNND0 E 5 Fast\n\tNND0 C 3 Fast\n\tGoto See\n  Grenade:\n\t\"####\" A 0 A_PlaySound(\"weapons/hgrenadepin\",0,1.0,0)\n\t\"####\" E 4 Fast A_FaceTarget\n\t\"####\" A 0 A_PlaySound(\"weapons/hgrenadethrow\",0,1.0,0)\n\t\"####\" E 1 A_CustomMissile(\"NemesisGrenade\",32,0,0,2,4)\n\t\"####\" A 0 A_GiveInventory(\"MonsterAvoid\",1)\n\tGoto See\n\t\tLegPRifle:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SetInvulnerable\n\t\tTNT1 A 0 A_PlaySound(\"weapons/legup\",CHAN_ITEM)\n\t\tTNT1 A 0 A_UnSetInvulnerable\n\tLegPRifleLoop:\n\tTNT1 A 0 A_SetInvulnerable\n\t\tTNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Rekt\")\n\t\tNND0 E 3 A_GiveInventory(\"LegZombieStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"LegZombieStrafing\",1)\n\t\tTNT1 A 0 A_CustomMissile(\"LegendaryProjectile\",32,0,random(-2,2),CMF_TRACKOWNER)\n\t\tNND0 F 3 A_PlaySound(\"weapons/DemonTechRifle\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_PlaySound(\"BlueDTRFire\",6)\n\t\tTNT1 A 0 A_Jump(24,\"PausePR\")\n\t\tTNT1 A 0 A_SpidRefire\n\t\tTNT1 A 0 A_JumpIfHealthLower((ACS_NamedExecuteWithResult(\"Hem_SpawnHealth\")*0.5),\"ragelegPRifle\")\n\t\tTNT1 A 0 A_UnSetInvulnerable\n\t\tGoto LegPRifleLoop\n\t\t\tLegBFG:\n\t\tTNT1 A 0 A_SetInvulnerable\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SetUserVar(\"user_timer\",0)\n\t\tTNT1 A 0 A_SetInvulnerable\n\t\tTNT1 A 0 A_GiveInventory(\"LegMonsterInvulnerable\",1)\n\t\tTNT1 AAA 0 A_StopSound\n\t\tTNT1 A 0 A_PlaySound(\"legdoomguy/bfg\",CHAN_VOICE,1.0)\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/GuruUp\",CHAN_ITEM)\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/GuruIdle\",5,1.0,1)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"HemLegLineSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 A_SpawnItemEx(\"LDoomguySmokeSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tNND0 EEEEE 1 A_FaceTarget\n\t\tTNT1 A 0 A_SetInvulnerable\n\t\tTNT1 A 0 A_SpawnItemEx(\"HemLegLineSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tNND0 EEEEE 1 A_FaceTarget\n\t\tTNT1 A 0 A_SetInvulnerable\n\t\tTNT1 A 0 A_SpawnItemEx(\"HemLegLineSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 A_SpawnItemEx(\"LDoomguySmokeSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tNND0 EEEEE 1 A_FaceTarget\n\t\tTNT1 A 0 A_SetInvulnerable\n\t\tTNT1 A 0 A_SpawnItemEx(\"HemLegLineSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tNND0 EEEE 1 A_FaceTarget\n\t\tTNT1 A 0 A_SetInvulnerable\n\t\tTNT1 A 0 A_SpawnItemEx(\"HemLegLineSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 A_SpawnItemEx(\"LDoomguySmokeSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tNND0 EE 1 A_FaceTarget\n\t\tTNT1 A 0 A_SetInvulnerable\n\t\tTNT1 A 0 A_SpawnItemEx(\"HemLegLineSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/GuruTrigger\",1)\n\t\tNND0 EEEEE 1 A_FaceTarget\n\t\tTNT1 A 0 A_SetInvulnerable\n\t\tTNT1 A 0 A_SpawnItemEx(\"HemLegLineSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 A_SpawnItemEx(\"LDoomguySmokeSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tNND0 EEEEE 1 A_FaceTarget\n\t\tTNT1 A 0 A_SetInvulnerable\n\t\tTNT1 A 0 A_SpawnItemEx(\"HemLegLineSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/GuruCharge\",6)\n\t\tNND0 EEEEEE 1 A_FaceTarget\n\t\tTNT1 A 0 A_SetInvulnerable\n\t\tTNT1 A 0 A_SpawnItemEx(\"HemLegLineSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 A_SpawnItemEx(\"LDoomguySmokeSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 A_GiveInventory(\"GuruCharge\",5)\n\t\tTNT1 A 0 A_UnSetInvulnerable\n\tGurucharger:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"GuruCharge\",1)\n\t\tNND0 EEEE 1 A_FaceTarget\n\t\tTNT1 A 0 A_SetInvulnerable\n\t\tTNT1 A 0 A_SpawnItemEx(\"HemLegLineSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 A_SpawnItemEx(\"LDoomguySmokeSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tNND0 EEEE 1 A_FaceTarget\n\t\tTNT1 A 0 A_SetInvulnerable\n\t\tTNT1 A 0 A_SpawnItemEx(\"HemLegLineSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tNND0 EEEE 1 A_FaceTarget\n\t\tTNT1 A 0 A_SetInvulnerable\n\t\tTNT1 A 0 A_SpawnItemEx(\"HemLegLineSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 A_SpawnItemEx(\"LDoomguySmokeSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tNND0 EEEE 1 A_FaceTarget\n\t\tTNT1 A 0 A_SetInvulnerable\n\t\tTNT1 A 0 A_SpawnItemEx(\"HemLegLineSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tNND0 EEEE 1 A_FaceTarget\n\t\tTNT1 A 0 A_SetInvulnerable\n\t\tTNT1 A 0 A_SpawnItemEx(\"HemLegLineSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 A_SpawnItemEx(\"LDoomguySmokeSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GuruCharge\",1,\"Gurucharger\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tNND0 FFF 1 A_Quake(4,2,0,2,\"none\")\n\t\tTNT1 A 0 A_UnSetInvulnerable\n\t\tTNT1 A 0 A_SpawnItemEx(\"HemLegLineSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_StopSound(5)\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/GuruFire\",5)\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/GuruAddFire\",6)\n\t\tTNT1 A 0 A_CustomMissile(\"RTLBBall\",32,0,0,CMF_TRACKOWNER)\n\t\tGoto See\n  Pause:\n\t\"####\" EE 5 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_PlaySound(\"weapons/LMGReload3\",7,1.0,0,0.5)\n\tGoto See\n  ASG:\n\tTNT1 A 0 A_PlaySound(\"LShotgun/Cock\",7,1.0,0,0.5)\n\tNND0 E 10 A_FaceTarget\n  ASGLoop:\n\tTNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Taunt\")\n\tTNT1 A 0 A_JumpIfInventory(\"ASGZAmmo\",16,\"ReloadASG\")\n\tNND0 E 3 Fast A_GiveInventory(\"VexedNemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_JumpIf(user_infammo == 1,2)\n\tTNT1 A 0 A_GiveInventory(\"ASGZAmmo\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisShellCasing\",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)\n\tTNT1 A 0 A_PlaySound(\"NemesisASG/Fire\",5)\n\tTNT1 AAAAAAA 0 A_CustomMissile(\"NemesisASGBall\",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))\n\tTNT1 A 0 A_CustomMissile(\"NemesisASGBall\",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))\n\tNND0 F 3 Fast A_GiveInventory(\"VexedNemesisLegZombieStrafing\",1)\n\tNND0 A 0 A_Jump(60,\"Pause\",\"TryCoachgun\")\n\tNND0 A 0 A_Jump(15,\"Grenade\")\n\tLoop\n  ReloadASG:\n  \tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(NOPAIN,1)\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryEmptyDrumSpawner\",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)\n\tNND0 E 10 Fast A_TakeInventory(\"ASGZAmmo\",16)\n\tNND0 E 4 Fast A_PlaySound(\"lasgguy/asgin\")\n\tNND0 E 5 Fast A_PlaySound(\"LShotgun/Cock\")\n\tTNT1 A 0 A_ChangeFlag(NOPAIN,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tGoto See\n  TryCoachgun:\n\tTNT1 A 0 A_JumpIfCloser(350,\"Coachgun\")\n\tGoto Pause\n  Coachgun:\n\tTNT1 A 0 A_PlaySound(\"Coachgun/Pickup\",7,1.0,0,0.5)\n\tNND0 E 10 Fast\n\tNND0 EE 3 Fast A_GiveInventory(\"VexedNemesisLegZombieStrafing\",1)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"NemesisASGBall\",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))\n\tTNT1 A 0 A_PlaySound(\"Coachgun/Fire1\",1)\n\tNND0 F 5 Fast A_GiveInventory(\"VexedNemesisLegZombieStrafing\",1)\n\tNND0 EEE 3 Fast A_GiveInventory(\"VexedNemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_GiveInventory(\"VexedNemesisLegZombieStrafing\",1)\n\tNND0 E 3 Fast A_PlaySound(\"Coachgun/Open\")\n\tTNT1 A 0 A_GiveInventory(\"VexedNemesisLegZombieStrafing\",1)\n\tTNT1 AA 0 A_SpawnItemEx(\"NemesisShellCasing\", 0, 12, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\tNND0 E 1\n\tNND0 E 3 Fast A_PlaySound(\"Coachgun/Load\")\n\tTNT1 A 0 A_GiveInventory(\"VexedNemesisLegZombieStrafing\",1)\n\tNND0 E 3 Fast A_PlaySound(\"NemesisSSG/Close\",7,1.0,0,0.5)\n\tTNT1 A 0 A_GiveInventory(\"VexedNemesisLegZombieStrafing\",1)\n\tNND0 E 3 Fast\n\tNND0 A 0 A_Jump(64,\"Grenade\",\"Coachgun\")\n\tGoto See\n  PlasmaticRifle:\n  \tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"weapons/legup\",7,1.0,0,0.5)\n\tNND0 E 10 A_FaceTarget\n\tTNT1 A 0 A_UnSetInvulnerable\n  PlasmaticRifleLoop:\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Taunt\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegZombieRifleAmmo\",50,\"ReloadPlasmaticRifle\")\n\tTNT1 A 0 A_JumpIf(user_infammo == 1,2)\n\tTNT1 A 0 A_GiveInventory(\"LegZombieRifleAmmo\",1)\n\tTNT1 A 0 A_GiveInventory(\"VexedNemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_PlaySound(\"BlueDTRFire\",1)\n\tTNT1 AA 0 A_CustomMissile(\"NemesisRifleShotEnemy\",32,0,random(-4,4),0)\n\tNND0 F 2 Fast A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n\tTNT1 A 0 A_JumpIf(user_infammo == 1,2)\n\tTNT1 A 0 A_GiveInventory(\"LegZombieRifleAmmo\",1)\n\tTNT1 A 0 A_GiveInventory(\"VexedNemesisLegZombieStrafing\",1)\n\tTNT1 AA 0 A_CustomMissile(\"NemesisRifleShotEnemy\",32,0,random(-4,4),0)\n\tNND0 F 2 Fast A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n\tNND0 A 0 A_MonsterRefire(128,\"Pause\")\n\tTNT1 A 0 A_Jump(24,\"PausePlasmaticRifle\")\n\tNND0 A 0 A_Jump(10,\"Grenade\")\n\tTNT1 A 0 A_UnSetInvulnerable\n\tLoop\n  ReloadPlasmaticRifle:\n  \tTNT1 A 0 A_SetInvulnerable\n    TNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tNND0 E 4 Fast A_PlaySound(\"weapons/demontecheject\")\n\tNND0 E 10 Fast A_PlaySound(\"weapons/demontechsteam\")\n\tTNT1 A 0 A_SpawnItemEx(\"LDemonTechEmptyMag\", -8, 7, 30, 4, 0, (0.1)*Random(30, 40), Random(-80, -90), 128)\n\tTNT1 A 0 A_TakeInventory(\"LegZombieRifleAmmo\",50)\n    NND0 EEEEE 3 Fast A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n    NND0 E 3 Fast A_PlaySound(\"weapons/demontechload\")\n\tNND0 E 6 Fast A_PlaySound(\"weapons/demontechclick3\")\n    TNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\t\tTNT1 A 0 A_UnSetInvulnerable\n    Goto See\n  PausePlasmaticRifle:\n\tNND0 A 0 A_PlaySound(\"weapons/demontechsteam\",6)\n\tGoto Pause\n  Cannon1:\n\tTNT1 A 0 A_PlaySound(\"legendarycannon/up\",7,1.0,0,0.5)\n\tNND0 E 15 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_missile,random(0,5))\n  Cannon1Loop:\n\tNND0 A 0 A_JumpIf(user_missile >= 15,\"Pause\")\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\tNND0 EE 4 Fast A_GiveInventory(\"VexedNemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_PlaySound(\"LegCannon/Fire\",1)\n\tTNT1 A 0 A_CustomMissile(\"NemesisDoomSlayerCannonBall\",32)\n\tNND0 FF 4 Fast A_GiveInventory(\"VexedNemesisLegZombieStrafing\",1)\n\tNND0 A 0 A_MonsterRefire(128,\"Pause\")\n\tLoop\n\tRekt:\n\t\tTNT1 AAA 0 A_StopSound\n\t\tTNT1 A 0 A_TakeInventory(\"MarineKilled\",1)\n\t\tGoTo See\n\tIgnoreDamage:\n\tTNT1 A 0\n\tNND0 A 1 A_UnSetShootable\n\tTNT1 AAAA 0 A_SpawnItemEx(\"LHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\tTNT1 A 0 A_PlaySound(\"boss/teleport\",CHAN_VOICE)\n\tNND0 AAAAAAAAAA 1 A_FadeOut(0.1,0)\n\tTNT1 A 2\n\tTNT1 A 0 A_JumpIfHealthLower((ACS_NamedExecuteWithResult(\"Hem_SpawnHealth\")*0.25),\"InvisibleHunt\")\n\tTNT1 A 0 A_ChangeFlag(\"NOFEAR\",0)\n\tTNT1 A 0 A_ChangeFlag(\"FRIGHTENED\",1)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Chase(\"\",\"\",CHF_NOPLAYACTIVE)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 A 2 A_PlaySound(\"boss/teleport\",CHAN_BODY)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"LHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\tTNT1 A 0 A_ChangeFlag(\"FRIGHTENED\",0)\n\tTNT1 A 0 A_ChangeFlag(\"NOFEAR\",1)\n\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\",0)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"Hem_SetSpecies\",0,1)\n\tTNT1 A 0 A_Facetarget\n\tNND0 AAAAAAAAAA 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_SetTranslucent(1)\n\tNND0 A 1 A_SetShootable\n\t\tGoto PainMissile\n  Cannon2:\n\tTNT1 A 0 A_PlaySound(\"legendarycannon/up\",7,1.0,0,0.5)\n\tNND0 E 15 A_FaceTarget\n\tNND0 A 0 A_PlaySound(\"NemesisCannon/Mode2\")\n\tNND0 E 10 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_missile,random(0,4))\n  Cannon2Loop:\n\tNND0 A 0 A_JumpIf(user_missile >= 25,\"Pause\")\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\tNND0 E 3 Fast A_GiveInventory(\"VexedNemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Laser\",7)\n\tTNT1 A 0 A_CustomMissile(\"NemesisZombieCannonLaser\",32)\n\tNND0 F 3 Fast A_GiveInventory(\"VexedNemesisLegZombieStrafing\",1)\n\tNND0 A 0 A_MonsterRefire(128,\"Pause\")\n\tLoop\n  Cannon3:\n\tNND0 E 0 A_PlaySound(\"cydes/mischrg\",7,1,0,0.5)\n\tNND0 E 1 Bright A_FaceTarget\n\tNND0 EEEEEEEEEEEEEE 3 Fast A_GiveInventory(\"VexedNemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/BigLaser\",CHAN_WEAPON)\n\tNND0 F 7 A_CustomMissile(\"NemesisZombieCannonIonBeam\",32,0,0)\n\tNND0 E 10 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/BigLaser\",CHAN_WEAPON)\n\tNND0 F 7 A_CustomMissile(\"NemesisZombieCannonIonBeam\",32,0,0)\n\tNND0 E 10 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/BigLaser\",CHAN_WEAPON)\n\tNND0 F 7 A_CustomMissile(\"NemesisZombieCannonIonBeam\",32,0,0)\n\tNND0 E 10 A_FaceTarget\n\tGoto See\n\tPausePR:\n\t\tNND0 EEEEE 3 A_GiveInventory(\"LegZombieStrafing\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/legAK47Select\",CHAN_ITEM)\n\t\tTNT1 A 0 A_UnSetInvulnerable\n\t\tGoto See\n\t\tRageLegPRifle:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SetInvulnerable\n\t\tTNT1 A 0 A_PlaySound(\"weapons/legup\",CHAN_ITEM)\n\tRageLegPRifleLoop:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Rekt\")\n\t\tNND0 E 3 A_GiveInventory(\"LegZombieStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"LegZombieStrafing\",1)\n\t\tTNT1 A 0 A_CustomMissile(\"LegendaryProjectile\",32,0,random(-4,4),0)\n\t\tNND0 F 3 A_PlaySound(\"weapons/DemonTechRifle\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_PlaySound(\"BlueDTRFire\",6)\n\t\tTNT1 A 0 A_MonsterRefire(0,\"RageLegPRifleEnd\")\n\t\tTNT1 A 0 A_Jump(24,\"PausePR\")\n\t\tGoto RageLegPRifleLoop\n\tRageLegPRifleEnd:\n\t\tTNT1 A 0 A_UnSetInvulnerable\n\t\tGoto See\n  BFG:\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_JumpIf(user_bfg == 0,3)\n\tTNT1 A 0 A_SetUserVar(user_bfg,1)\n\tTNT1 A 0 A_PlaySound(\"Weapons/GuruUp\",7,1.0,0,0.5)\n\tNND0 E 15 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/trigger\",6,1.0,0,0.5)\n\tNND0 E 10 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"NemesisBFG/charge\",1)\n\tNND0 EEEEEEEEEEEEEEEEEEEE 5 A_GiveInventory(\"VexedNemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_PlaySound(\"NemesisBFG/Fire\",1)\n\tNND0 F 20 A_CustomMissile(\"NemesisGuruBall\",32)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tGoto Pause\n  BFGAlt:\n\tTNT1 A 0 A_PlaySound(\"Weapons/GuruUp\",7,1.0,0,0.5)\n\tNND0 E 15 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_missile,random(0,2))\n  BFGAltLoop:\n\tNND0 A 0 A_JumpIf(user_missile >= 6,\"Pause\")\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\tNND0 EE 4 Fast A_GiveInventory(\"VexedNemesisLegZombieStrafing\",1)\n\tNND0 F 0 A_PlayWeaponSound(\"star/fire\")\n\tNND0 F 14 Fast A_CustomMissile(\"MiniNemesisBFGBall\")\n\tNND0 EEEEE 4 Fast A_GiveInventory(\"VexedNemesisLegZombieStrafing\",1)\n\tNND0 A 0 A_MonsterRefire(128,\"Pause\")\n\tLoop\n  10k:\n\tTNT1 A 0 A_PlaySound(\"Leg10k/Draw\",7,1.0,0,0.5)\n    NND0 E 15 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\",1)\n\tNND0 EEEEE 6 Fast A_GiveInventory(\"VexedNemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_SetUserVar(user_missile,random(0,10))\n  10kLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 10,\"10kLoop2\")\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\tNND0 E 2 A_GiveInventory(\"VexedNemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\",1)\n\tNND0 F 1 A_CustomMissile(\"Nemesis10kProjectile\",32,0,frandom(-6,6),CMF_OFFSETPITCH,frandom(-2,2))\n\tLoop\n  10kLoop2:\n\tTNT1 A 0 A_JumpIf(user_missile >= 30,\"10kPause\")\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\tNND0 E 1 A_GiveInventory(\"VexedNemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\",1)\n\tNND0 F 1 A_CustomMissile(\"Nemesis10kProjectile\",32,0,frandom(-6,6),CMF_OFFSETPITCH,frandom(-2,2))\n\tLoop\n  10kPause:\n\tNND0 A 0 A_PlaySound(\"weapons/bfg15kcooldown\",6)\n\tGoto Pause\n  LaserBeam:\n\tTNT1 A 0 A_PlaySound(\"Weapons/GuruUp\",7,1.0,0,0.5)\n    TNT1 A 0 A_Playsound(\"MasterSparkCharge\")\n\tNND0 EEEEEE 15 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_missile,random(0,2))\n  LaserBeamLoop:\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n\tTNT1 A 0 A_Playsound(\"MasterSpark\",0,1,0,ATTN_NONE)\n\tTNT1 A 0 A_JumpIf(user_missile >= 90,\"Pause\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_FaceTarget\n\tNND0 F 1 Fast A_CustomMissile(\"NemesisSentientLaser\",34,0,0)\n\tGoto LaserBeamLoop+2\n  ZenAlt:\n\tTNT1 A 0 A_PlaySound(\"ZENUP3\",1,1.0,0,ATTN_NONE)\n\tNND0 EEEEEEEF 6 A_FaceTarget\n\tTNT1 A 0 A_Playsound(\"ZENUP\",6,1.0,0,ATTN_NONE)\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\tTNT1 A 0 A_CustomMissile(\"VexedCardinalAltNemUnmakerBall\",0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"VexedCardinalAltNemUnmakerBall\",0,0,45)\n\tTNT1 A 0 A_CustomMissile(\"VexedCardinalAltNemUnmakerBall\",0,0,90)\n\tTNT1 A 0 A_CustomMissile(\"VexedCardinalAltNemUnmakerBall\",0,0,135)\n\tTNT1 A 0 A_CustomMissile(\"VexedCardinalAltNemUnmakerBall\",0,0,180)\n\tTNT1 A 0 A_CustomMissile(\"VexedCardinalAltNemUnmakerBall\",0,0,225)\n\tTNT1 A 0 A_CustomMissile(\"VexedCardinalAltNemUnmakerBall\",0,0,270)\n\tTNT1 A 0 A_CustomMissile(\"VexedCardinalAltNemUnmakerBall\",0,0,315)\n    NND0 F 15 Bright\n\tNND0 EE 30\n\tGoto See\n  Pain:\n\tTNT1 A 0 A_JumpIfHealthLower(2000,\"TryShard\")\n\tTNT1 A 0 A_Jump(32,\"PowerShard\",\"ResistanceBuff\")\n  PainContinue:\n\tNND0 G 2\n\tNND0 G 2 A_Pain\n\tTNT1 A 0 A_Jump(192,\"Missile\")\n\tGoto See\n  TryShard:\n\tTNT1 A 0 A_Jump(128,\"TryResistance\")\n\tTNT1 A 0 A_JumpIf(user_powershardlimit >= 4,\"TryResistance\")\n\tTNT1 A 0 A_JumpIf(user_powershard == 1,\"TryResistance\")\n\tGoto PowerShard\n  TryResistance:\n\tTNT1 A 0 A_JumpIf(user_resistancebufflimit >= 6,\"PainContinue\")\n\tTNT1 A 0 A_JumpIf(user_resistancebuff == 1,\"PainContinue\")\n\tGoto ResistanceBuff\n  Death:\n\tTNT1 A 0 A_ChangeFlag(\"Bright\",0)\n\tTNT1 A 0 A_SpawnItemEx(\"Nemesis Sawed-Off Shotgun\",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"Nemesis Sawed-Off Shotgun\",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"Nemesis Sawed-Off Shotgun\",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"Nemesis Sawed-Off Shotgun\",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"RingOfRegenerationHalf\",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"Nemesis Sawed-Off Shotgun\",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"Nemesis Assault Shotgun\",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"Nemesis Rifle\",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"Nemesis Plasmatic Cannon\",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryBFG10k\",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"Nemesis BFG\",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"Zen\",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHealthBonusMax\",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHealthBonusMax\",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHealthBonusMax\",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHealthBonusMax\",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisArmorBonus64\",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisArmorBonus64\",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisArmorBonus64\",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisArmorBonus64\",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)\n\tNND0 H 5 A_Scream\n\tNND0 I 5 A_NoBlocking\n\tNND0 JK 5\n\tNND0 L 5 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\tNND0 M 5\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisDoomSlayerSoulEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tNND0 N 5 ACS_NamedExecuteAlways(\"DropDoll\",0,75)\n\tNND0 N 20\n\tTNT1 A 0 A_PlaySoundEx(\"brain/spit\",\"Voice\",0,2)\n\tNND0 N 1 A_SpawnItemEx(\"VexedNemesisSoul\",0,0,16,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TELEFRAG)\n\tTNT1 A 0 A_Jump(100,\"MoreStuff\")\n\tNND0 N 100\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"NemesisFragmentToken\",1,3)\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"NemesisFragment\") == 0,2)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisFragmentSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,192)\n\tNND0 N -1\n\tStop\n  MoreStuff:\n\tNND0 N 100\n\tNND0 NNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 1 A_SpawnItem(\"NemesisHKItemRandomizer\")\n\tNND0 NNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 1 A_SpawnItem(\"NemesisHKItemRandomizer\")\n\tNND0 N 1 A_SpawnItem(\"NemesisZombieSuperItemRandomizer\")\n\tNND0 N -1\n\tStop\n\t}\n}\n\nActor VexedNemesisDoomSlayerGhostA\n{\n  Renderstyle Translucent\n  Alpha 0.7\n  +NOTIMEFREEZE\n  +NOINTERACTION\n  +CLIENTSIDEONLY\n  States\n  {\n  Spawn:\n\tTNT1 A 0 NoDelay A_JumpIf(ACS_ExecuteWithResult(304) == 1,\"Null\")\n\tTNT1 A 0 A_CheckSight(\"Null\")\n\tTNT1 A 1\n\tGoto Fade\n  Fade:\n\tNND0 A 2 A_FadeOut(0.1)\n\tLoop\n\t}\n}\n\nActor VexedNemesisDoomSlayerGhostB : VexedNemesisDoomSlayerGhostA\n{\n  States\n  {\n  Fade:\n\tNND0 B 2 A_FadeOut(0.1)\n\tLoop\n\t}\n}\n\nActor VexedNemesisDoomSlayerGhostC : VexedNemesisDoomSlayerGhostA\n{\n  States\n  {\n  Fade:\n\tNND0 C 2 A_FadeOut(0.1)\n\tLoop\n\t}\n}\n\nActor VexedNemesisDoomSlayerGhostD : VexedNemesisDoomSlayerGhostA\n{\n  States\n  {\n  Fade:\n\tNND0 D 2 A_FadeOut(0.1)\n\tLoop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/Doomguy.txt",
        "contents": "actor TrueDoomguy 3100\n{\n    Health 400\n    Radius 20\n    Height 56\n    Speed 32\n    PainChance 100\n    Mass 1800\n    damagefactor 0.01\n\tMONSTER\n\t+friendly\n\t+boss\n    +FLOORCLIP\n    PainSound \"player/male/pain100_1\"\n    DeathSound \"player/male/death1\"\n    AttackSound \"Weapons/sshotf\"\n    MeleeSound \"weapons/sawhit\"\n    Obituary \"%o was fragged by the doomguy.\"\n\tTag \"\\c[l5]True\\c- \\c[w2]Doomguy\\c-\"\n    MissileType PlasmaBall\n    DropItem SuperShotgun\n    MeleeDamage 200\n    Damage 350\n\t  var int user_music;\n    States\n    {\n    Spawn:\n        PLAY AB 10 A_Look\n        Loop\n    See:\n\t\tTNT1 A 0 A_JumpIf(user_music == 1,3)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,8003)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n        PLAY AAAABBBBCCCCDDDD 1 A_FastChase\n        Loop\n    Melee:\n        PLAY E 1 A_FaceTarget\n        PLAY EEEEE 4 A_MeleeAttack\n    Missile:\n        PLAY E 8 A_FaceTarget\n        PLAY E 0 A_Jump (80, 8)\n        PLAY E 0 A_Jump (80, 28)\n        PLAY F 8 A_BulletAttack\n        PLAY E 8\n        Goto See\n        PLAY E 5 A_FaceTarget\n        PLAY FFFFFFFFFFFFFFFFFFFFFF 3 A_MissileAttack\n        PLAY E 8\n        Goto See\n        PLAY E 8 A_FaceTarget\n        PLAY F 8 A_CyberAttack\n        PLAY E 8\n        Goto See\n    Pain:\n        PLAY G 2\n        PLAY G 2 A_Pain\n        Goto See\n    Death:\n        PLAY H 10\n        PLAY I 10 A_Scream\n        PLAY J 10 A_Fall\n        PLAY K 10\n        PLAY L 10\n        PLAY M 10\n        PLAY N -1\n        Stop\n    XDeath:\n        PLAY O 5\n        PLAY P 5 A_XScream\n        PLAY Q 5 A_Fall\n        PLAY R 5\n        PLAY RSTUV 5\n        PLAY W -1\n        Stop\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/Amogus.txt",
        "contents": "ACTOR DarkRedImposter replaces ChaingunGuy\n{\n  Health 10\n  Radius 20\n  Height 48\n  Mass 100\n  Speed 12\n  PainChance 140\n  Scale 2.0\n  Monster\n  +FLOORCLIP\n  SeeSound \"amogus/sight\"\n  ActiveSound \"amogus/sight\"\n  PainSound \"amogus/pain\"\n  DeathSound \"amogus/death\"\n  HitObituary \"%o is sussy!!!1!!\"\n  Obituary \"%o is sussy!!!1!!\"\n  DropItem \"legendary BFG\"\n   Tag \"\\c[l5]True\\c- \\c[w2]Vexed\\c- \\c[m6]Enraged\\c- \\c[g3]Nemesis\\c- \\c[z3]Legendary\\c- AMOGUS\"\n   var int user_missile;\n  States\n  {\n  Spawn:\n    EAMG A 10 A_Look\n    Loop\n  See:\n    EAMG AABBAACC 3 A_Chase\n    Loop\n Missile:\n    EAMG D 0 A_PlaySound(\"darkred/aim\")\n    EAMG D 10 A_FaceTarget\n    EAMG E 0 A_PlaySound(\"darkred/shoot\")\n    EAMG E 4 Bright A_CustomMissile(\"BlueProjectile\", 26, 24, random(-1, 1), CMF_OFFSETPITCH, random(-1,1))\n    EAMG F 0 A_PlaySound(\"darkred/shoot\")\n    EAMG F 4 Bright A_CustomMissile(\"BlueProjectile\", 26, -24, random(-1, 1), CMF_OFFSETPITCH, random(-1,1))\n    EAMG E 0 A_CPosRefire\n    Goto Missile+2\n  Pain:\n    AMHT A 2 Bright A_Pain\n    AMHT B 2\n    EAMG O 2\n    Goto See\n  Death:\n    TNT1 A 0 A_SpawnItemEx(\"AMGSDeathEffect\")\n    EAMG G 35 A_Scream\n    EAMG H 4 A_NoBlocking\n    EAMG I 4\n    EAMG J -1\n    Stop\n  Raise:\n    EAMG J 29 A_SpawnItemEx(\"AMGSReviveEffect\")\n    EAMG K 35\n    EAMG LMN 5\n    TNT1 A 0 A_SpawnItemEx(\"WhiteReviveD\")\n    Goto See\n  }\n}\nACTOR BlueProjectile\n{\n  Radius 5\n  Height 5\n  Speed 400\n  FastSpeed 450\n  Damage 500\n  Projectile\n  +RANDOMIZE\n  RenderStyle Add\n  Alpha 1\n  States\n  {\n  Spawn:\n    BPRJ A 1 Bright\n    Loop\n  Death:\n    BPRJ B 3 Bright\n    BPRJ CDEF 3 Bright\n\tStop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/CorruptedLegCyber.txt",
        "contents": "ACTOR CorruptedLegendaryCyberdemon //without the textures\n{\n   Monster\n   Health 18999\n   Radius 45\n   Height 110\n   Scale 1.2\n   Speed 24\n   Mass 0x7FFFFFFF\n   FloatSpeed 20\n   Species \"cybers\"\n   DamageFactor 0.3\n   DamageFactor \"PDTBFG\", 0.05\n   DamageFactor \"PDTBFGTracer\", 0.05\n   DamageFactor \"Explosion\", 0.1\n   DamageFactor \"Cyber10K\", 0.0\n   DamageFactor \"Legendary\", 0.0\n   DamageFactor \"LegendaryGuru\", 0.0\n   DamageFactor \"LegendaryGuruPlayer\", 0.3\n   DamageFactor \"LegendaryPlayer\", 0.3\n   DamageFactor \"PlayerBHole\", 0.0\n   DamageFactor \"BFGSplash\", 0.25\n   DamageFactor \"BFGSpray\", 0.25\n   DamageFactor \"PlayerDevBall\", 0.025\n   DamageFactor \"PlayerDevBall2\", 0.025\n   DamageFactor \"PlayerDTBFGRailgunSlug\", 0.025\n   DamageFactor \"PlayerDevTracer\", 0.025\n   DamageFactor \"PlayerDTRG\", 0.2\n   DamageFactor \"Railg\", 0.5\n   DamageFactor \"DemolisherEx\", 0.0\n   DamageFactor \"DarkDemoEx\", 0.0\n   DamageFactor \"CerChainguns\", 0.0\n   DamageFactor \"CerEnergyBall\", 0.0\n   DamageFactor \"LegMind\", 0.0\n   DamageFactor \"SuperWeapon\", 0.0\n   DamageFactor \"Term\", 0.0\n   DamageFactor \"CDTBFG\", 0.0\n   DamageFactor \"DBFG10K\", 0\n   DamageFactor \"PlayerDBFG10K\", 0\n   DamageFactor \"DBFG\", 0\n   DamageFactor \"DBFG210K\", 0\n   DamageFactor \"PlayerDBFG210K\", 0\n   DamageFactor \"PlayerDBFG\", 0\n   DamageFactor \"DBFG2Splash\", 0\n   DamageFactor \"UltimateLegendary\", 0.0\n   DamageFactor \"BeheComet\", 0.0\n   DamageFactor \"Extreme\", 0.0\n   Damagefactor \"Baby15K\", 0.0\n   DamageFactor \"CacoComet\", 0.0\n   DamageFactor \"CadaverRocket\", 0.0\n   DamageFactor \"NobleCOmet\", 0.0\n   DamageFactor \"HFCyber\", 0.0\n   DamageFactor \"DBFG10K2\", 0.0\n   DamageFactor \"PlayerDBFG10K2\", 0.0\n   DamageFactor \"DBFG2\", 0.0\n   DamageFactor \"PlayerDBFG2\", 0.0\n   DamageFactor \"PyroShot\", 0.0\n   DamageFactor \"PlayerPyro\", 0.0\n   DamageFactor \"PDTPuff\", 0.0\n   PainChance 15\n   PainChance \"PDTBFG\", 10\n   PainChance \"SoulToxic\", 3\n   PainChance \"FatFlamer\", 3\n   PainChance \"FiendFire\", 3\n   PainChance \"Explosion\", 35\n   PainChance \"PlayerDBFG2\", 0\n   PainChance \"PlayerDBFG210K\", 0\n   PainChance \"PlayerDBFG10K2\", 0\n   PainChance \"DBFG210K\", 0\n   PainChance \"DBFG2Splash\", 0\n   PainChance \"DBFG2\", 0\n   PainChance \"DBFG\", 0\n   PainChance \"PlayerDBFG\", 0\n   PainChance \"DBFG10K2\", 0\n   BloodColor \"33 66 99\"\n   DropItem \"LegAmmoSphere\", 128, 5\n   DropItem \"LegDemonRune\", 80, 1\n   DropItem \"DemonicChalice\", 256, 2\n   DropItem \"SkullOfPower\", 256, 2\n   DropItem \"BossLifeEssence\", 192\n   DropItem \"BossArmorBonusMax\", 192\n   DropItem \"DemonicChalice\", 128, 1\n   DropItem \"TrueLegendaryUltraSphere\", 256, 1\n   DropItem \"TrueLegendaryArmor\" 256 1\n   Dropitem \"D-BFG\", 256\n   Dropitem \"DCellPack\", 256, 32\n   Dropitem \"DCellPack\", 128, 24\n   Dropitem \"DCell\", 256, 10\n   Dropitem \"DCell\", 256, 10\n   Dropitem \"DCell\", 256, 10\n   DropItem \"LegAmmoSphere\", 128, 5\n   DropItem \"LegDemonRune\", 80, 1\n   DropItem \"TrueLegendaryRune\", 64, 1\n   DropItem \"BLG\", 255\n   DropItem \"MarineDBFGBeacon\", 128, 1\n   DropItem \"AncientRecall\", 256, 1 //TXS\n   SeeSound \"CLC/see\"\n   PainSound \"CLC/Rage\"\n   DeathSound \"BlueCardinal/Death\"\n   ActiveSound \"CLC/active\"\n   +DONTHURTSPECIES\n   +DONTHARMSPECIES\n   +QUICKTORETALIATE\n   +NOTIMEFREEZE\n   +NORADIUSDMG\n   +PIERCEARMOR\n   +MISSILEEVENMORE\n   +NOTARGET\n   +BOSS\n   +FIRERESIST\n   +MISSILEMORE\n   +FLOORCLIP\n   +DONTMORPH\n   +DONTRIP\n   +BOSSDEATH\n   +NOICEDEATH\n   +DONTGIB\n   +CANTSEEK\n   +NOTIMEFREEZE\n   +LOOKALLAROUND\n   +NOFEAR\n   +NOTELEFRAG\n   MinMissileChance 160\n   Obituary \"The Corrupted Legendary Cyberdemon turned %o into pure blue\"\n   var int user_music;\n   var int user_script;\n   var int user_missile;\n   Tag \"\\c[o7]Corrupted \\c[z3]Legendary Cyberdemon\\c-\"\n   States\n   {\n   Spawn:\n    TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTLCD A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTLCD A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTLCD Z 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTLCD Z 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n    Loop\n   See:\n\t  TNT1 A 0 A_JumpIf(user_music == 1,3)\n\t  TNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,8002)\n\t  TNT1 A 0 A_SetUserVar(\"user_music\",1)\n\t  //TNT1 A 0 ACS_NamedExecuteAlways(\"Hem_LightOnMap\",0,1,64)\n\t  TNT1 A 0 A_SetTranslucent(1)\n\t  TNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Rekt\")\n\t  TNT1 A 0 A_Jump(87,\"Rush\")\n\t  CLCY A 2 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY B 2 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_Jump(35,\"Teleport\")\n\t  Loop\n   Rush:\n\t  TNT1 A 0 A_SetTranslucent(1)\n\t  TNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Rekt\")\n\t  TNT1 A 0 A_SpawnItemEx(\"CorruptCardinalGhost\")\n\t  CLCY A 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"CorruptCardinalGhost\")\n\t  CLCY B 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"CorruptCardinalGhost\")\n\t  CLCY A 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"CorruptCardinalGhost\")\n\t  CLCY B 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"CorruptCardinalGhost\")\n\t  CLCY A 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"CorruptCardinalGhost\")\n\t  CLCY B 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"CorruptCardinalGhost\")\n\t  CLCY A 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"CorruptCardinalGhost\")\n\t  CLCY B 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"CorruptCardinalGhost\")\n\t  CLCY A 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"CorruptCardinalGhost\")\n\t  CLCY B 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"CorruptCardinalGhost\")\n\t  CLCY A 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"CorruptCardinalGhost\")\n\t  CLCY B 1 Bright A_Chase\n\t  TNT1 A 0 A_Jump(35,\"Teleport\")\n\t  Loop\n\t  Teleport:\n\t//TNT1 A 0 A_JumpIf(user_rage == 1,\"TeleportRage\")\n\tCLCY A 1 Bright A_UnSetShootable\n\tTNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\tCLCY AAAAAAAAAA 1 Bright A_FadeOut(0.1,0)\n\tTNT1 A 2 Bright\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander\n\tTNT1 A 1 Bright A_PlaySound(\"boss/teleport\",6)\n\tTNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\tCLCY AAAAAAAAAA 1 Bright A_FadeIn(0.1)\n\tCLCY A 1 Bright A_SetShootable\n\tGoto See\n   Missile:\n      TNT1 A 0 A_SetShootable\n\t  TNT1 A 0 A_UnsetInvulnerable\n      TNT1 A 0 A_SetTranslucent(1)\n      TNT1 A 0 A_Jump(128,\"CLCHoaming\",\"Railgun\",\"BFG10K\",\"CLC10kBall\",\"CLCDBFG\",\"BlueStorm\",\"CLCBFG10k2\")\n\t  TNT1 A 0 A_Jump(87,\"ComboCLCBFG\")\n   Normal:\n      TNT1 A 0 A_SetTranslucent(1)\n\t  TNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Rekt\")\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY D 3 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY D 3 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY D 3 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY D 3 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY D 3 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY D 2 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t  CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY D 2 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY D 2 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n      CLCY D 2 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t  CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY D 2 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY D 2 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n      CLCY D 2 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      //CLCY CCC 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_Jump(128,\"CLCHoaming\",\"Railgun\",\"BFG10K\",\"CLC10kBall\",\"CLCDBFG\",\"BlueStorm\",\"CLCBFG10k2\",\"ComboCLCBFG\")\n      Goto See\n   CLCHoaming:\n      TNT1 A 0 A_SetTranslucent(1)\n\t  TNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Rekt\")\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY D 3 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY D 3 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY D 3 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY D 3 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY D 2 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY D 2 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t  CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY D 2 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY D 2 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY D 2 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      //CLCY CCC 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_Jump(128,\"Railgun\",\"BFG10K\",\"TrueELegendaryStomp\",\"CLC10kBall\",\"CLCDBFG\",\"BlueStorm\",\"CLCBFG10k2\",\"ComboCLCBFG\")\n      Goto See\n\tTrueELegendaryStomp:\n    TNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tCLC4 G 3 Bright A_FaceTarget\n\tTNT1 A 0 A_Recoil(-50)\n\tCLC4 A 5 Bright A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,8,0,24,0)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberstomp\")\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n    TNT1 A 0 A_CustomMissile(\"TrueLegCyberStomp\",10,0,0,0)\n\tCLC4 B 7 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(128,\"TrueLegendaryBFG10K\",\"TrueLegendaryRailgun\",\"LegendaryStar\",\"Homing\",\"StompingBarrage\",\"LegRevBalls\",\"LegCybComets\")\n    Goto See\n  UltimateTrueELegendaryStomp:\n    TNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tTELC G 3 Bright A_FaceTarget\n\tTNT1 A 0 A_Recoil(-500)\n\tCLC4 A 5 Bright A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,8,0,24,0)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberstomp\")\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n    TNT1 A 0 A_CustomMissile(\"UltimateTrueELegCyberStomp\",10,0,0,0)\n\tCLC4 B 7 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(128,\"TrueLegendaryBFG10K\",\"TrueLegendaryRailgun\",\"LegendaryStar\",\"Homing\",\"StompingBarrage\",\"LegRevBalls\",\"LegCybComets\")\n    Goto See\n   Railgun:\n      TNT1 A 0 A_SetTranslucent(1)\n\t  TNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Rekt\")\n\t  TNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n      CLCY CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t  CLCY CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n      CLCY C 5\n      CLCY C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t  TNT1 A 0 A_FaceTarget\n\t  CLCY CCCCCCCCCCCCC 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\t  CLCY CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t  TNT1 A 0 A_SetShootable\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      CLCY D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  CLCY CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n      CLCY CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t  CLCY CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n      CLCY C 5\n      CLCY C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t  TNT1 A 0 A_FaceTarget\n\t  CLCY CCCCCCCCCCCCC 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\t  CLCY CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t  TNT1 A 0 A_SetShootable\n\t  CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      CLCY D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  CLCY CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      CLCY D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  CLCY CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      CLCY D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  CLCY CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n      CLCY C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      CLCY D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  CLCY CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n      CLCY C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      CLCY D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  CLCY CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n      CLCY C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      CLCY D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  CLCY CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n      CLCY C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      CLCY D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  CLCY CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n      CLCY C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      CLCY D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  CLCY CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n      CLCY C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      CLCY D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  CLCY CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n      CLCY C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      CLCY D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  CLCY CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n      CLCY C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      CLCY D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  CLCY CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n      CLCY CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t  CLCY CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n      CLCY C 5\n      CLCY C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t  TNT1 A 0 A_FaceTarget\n\t  CLCY CCCCCCCCCCCCC 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\t  CLCY CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t  TNT1 A 0 A_SetShootable\n\t  CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      CLCY D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY D 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY D 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCY D 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      CLCY D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n      CLCY D 2 Bright A_FaceTarget\n      CLCY CCCCCCC 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_Jump(128,\"BFG10K\",\"CLC10kBall\",\"CLCDBFG\",\"BlueStorm\",\"CLCBFG10k2\",\"ComboCLCBFG\")\n\t Goto See\n   BFG10K:\n      TNT1 A 0 A_SetTranslucent(1)\n\t  TNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Rekt\")\n\t  TNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 4 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 4 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 4 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 4 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 4 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 4 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      CLCY C 3 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCY D 3 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      CLCY C 3 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCY D 3 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCY D 2 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCY D 2 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCY D 2 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      CLCY C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCY D 2 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  CLCY C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCY D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      CLCY C 1 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCY D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 1 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCY D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      CLCY C 1 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCY D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 1 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCY D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      CLCY C 1 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCY D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  CLCY C 1 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCY D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 1 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCY D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      CLCY C 1 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCY D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 1 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCY D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      CLCY C 1 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCY D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  CLCY C 1 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCY D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 1 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCY D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      CLCY C 1 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCY D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 1 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCY D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      CLCY C 1 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCY D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\t  CLCY CCCCC 4 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_Jump(128,\"CLCBFG10k2\",\"CLC10kBall\",\"CLCDBFG\",\"ComboCLCBFG\")\n      Goto See\n  CLCBFG10k2:\n      TNT1 A 0 A_SetTranslucent(1)\n\t  TNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Rekt\")\n      CLCY C 5 Bright A_faceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 5 Bright A_faceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 5 Bright A_faceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 5 Bright A_faceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 5 Bright A_faceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 5 Bright A_faceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_SetInvulnerable\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      TNT1 A 0 A_PlaySound(\"CLC/attack1\",2,1.0,0,ATTN_NONE)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_UnsetInvulnerable\n      TNT1 A 0 Bright A_PlaySoundEx(\"Weapons/dbfgfire2\",\"Weapon\")\n      CLCY D 3 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      CLCY C 8 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"Weapons/dbfgfire2\",\"Weapon\")\n      CLCY D 3 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      CLCY C 8 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"Weapons/dbfgfire2\",\"Weapon\")\n      CLCY D 3 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      CLCY C 8 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"Weapons/dbfgfire2\",\"Weapon\")\n      CLCY D 3 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 8 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"Weapons/dbfgfire2\",\"Weapon\")\n      CLCY D 3 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySoundEx(\"Legcyber/amhalt\",\"DECHST\")\n\t  CLCY CCCCC 4 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_Jump(128,\"CLC10kBall\",\"CLCDBFG\",\"ComboCLCBFG\")\n\tGoto See\n CLC10kBall:\n      TNT1 A 0 A_SetTranslucent(1)\n\t  TNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Rekt\")\n      TNT1 A 0 A_SetInvulnerable\n\t  CLCY C 0 A_FaceTarget\n\t  //TNT1 A 0 A_PlaySound(\"CLC/attack1\",2,1.0,0,ATTN_NONE)\n\t  TNT1 A 0 A_PlaySound(\"CLC/attack1\", CHAN_AUTO, 1.0, False, ATTN_NONE)\n      //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 5 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      CLCY C 0 A_FaceTarget\n      //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 5 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlayWeaponSound(\"legcardi/load1\")\n      CLCY C 0 A_FaceTarget\n      //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 5 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 0 A_FaceTarget\n      //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 5 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlayWeaponSound(\"legcardi/load2\")\n\t  CLCY C 0 A_FaceTarget\n      //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 5 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 0 A_FaceTarget\n      //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 5 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 0 A_FaceTarget\n      //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 5 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 0 A_FaceTarget\n\t  TNT1 A 0 A_PlayWeaponSound(\"legcardi/load3\")\n      //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 5 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 0 A_FaceTarget\n      //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 5 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_UnSetInvulnerable\n\t  CLCY C 8 A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\",CHAN_WEAPON)\n\t  CLCY D 3 Bright A_CustomMissile(\"T3DBFG10KBall\", 58, -26)\n\t  CLCY C 8 A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\",CHAN_WEAPON)\n\t  CLCY D 3 Bright A_CustomMissile(\"T3DBFG10KBall\", 58, -26)\n\t  CLCY C 8 A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\",CHAN_WEAPON)\n\t  CLCY D 3 Bright A_CustomMissile(\"T3DBFG10KBall\", 58, -26)\n\t  CLCY C 8 A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\",CHAN_WEAPON)\n\t  CLCY D 3 Bright A_CustomMissile(\"T3DBFG10KBall\", 58, -26)\n\t  CLCY C 8 A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\",CHAN_WEAPON)\n\t  CLCY D 3 Bright A_CustomMissile(\"T3DBFG10KBall\", 58, -26)\n\t  CLCY C 8 A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\",CHAN_WEAPON)\n\t  CLCY D 3 Bright A_CustomMissile(\"T3DBFG10KBall\", 58, -26)\n\t  CLCY C 7 A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_Jump(128,\"CLCDBFG\",\"ComboCLCBFG\")\n\t  Goto see\n  CLCDBFG:\n    CLCY C 5 Bright A_faceTarget\n\tTNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tCLCY C 5 Bright A_faceTarget\n\tTNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tCLCY C 5 Bright A_faceTarget\n\tTNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tCLCY C 5 Bright A_faceTarget\n\tTNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tCLCY C 5 Bright A_faceTarget\n\tTNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tCLCY C 5 Bright A_faceTarget\n\tTNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Rekt\")\n\t//TNT1 A 0 A_PlaySound(\"CLC/attack2\",2,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_PlaySound(\"CLC/attack2\", CHAN_AUTO, 1.0, False, ATTN_NONE)\n\tCLCY C 3 Bright A_PlaySoundEx(\"Weapons/dbfgcharge\",\"GURUCHRG\")\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  CLCDBFGCharging:\n\tTNT1 A 0 A_JumpIf(user_missile >= 38,\"CLCDBFGBFGFire\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tLoop\n  CLCDBFGBFGFire:\n\tCLCY CCCCCCCCCCCCC 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\tTNT1 A 0 A_UnSetShootable\n    CLCY CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\tCLCY CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n    CLCY C 20\n    CLCY C 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tCLCY CCCCCCCCCCCCCC 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\tCLCY CCCCCCCCCCC 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_SetShootable\n    TNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/fire\",7)\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/fire2\",6)\n\tCLCY F 5 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0)\n\tCLCY CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n    CLCY CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\tCLCY CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n    CLCY C 5\n    CLCY C 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tCLCY CCCCCCCCCCCCC 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\tCLCY CCCCCCCCCCC 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_SetShootable\n\t//TNT1 A 0 A_PlaySound(\"truelegbfg/fire\",7)\n\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\",6)\n\tCLCY F 5 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0)\n\tCLCY CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n    CLCY CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\tCLCY CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n    CLCY C 5\n    CLCY C 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tCLCY CCCCCCCCCCCCC 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\tCLCY CCCCCCCCCCC 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\",7)\n\t//TNT1 A 0 A_PlaySound(\"truelegbfg/fire2\",6)\n\tCLCY F 5 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0)\n\tTNT1 A 0 A_Jump(128,\"ComboCLCBFG\")\n\tGoto CLCDBFGBFGFire+2\n    CLCY EEEEEEEEEEEEE 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\tTNT1 A 0 A_UnSetShootable\n    CLCY EEEEEEEEEEE 1 A_FadeOut(0.1,0)\n\tCLCY EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n    CLCY E 20\n    CLCY E 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tCLCY EEEEEEEEEEEEE 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\tCLCY EEEEEEEEEEE 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_SetShootable\n    TNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\",7)\n\t//TNT1 A 0 A_PlaySound(\"truelegbfg/fire2\",6)\n\tCLCY F 5 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0)\n    CLCY E 60 Bright A_FaceTarget\n   ComboCLCBFG:\n      //TNT1 A 0 A_SetInvulnerable\n\t  //TNT1 A 0 A_UnsetShootable\n      TNT1 A 0 A_SetTranslucent(1)\n\t  TNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Rekt\")\n      CLCY C 5 Bright A_faceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 5 Bright A_faceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 5 Bright A_faceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 5 Bright A_faceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 5 Bright A_faceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 5 Bright A_faceTarget\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_SetInvulnerable\n\t  //TNT1 A 0 A_PlaySound(\"CLC/attack3\",2,1.0,0,ATTN_NONE)\n\t  TNT1 A 0 A_PlaySound(\"CLC/attack3\", CHAN_AUTO, 1.0, False, ATTN_NONE)\n\t  CLCY C 3 Bright A_PlaySoundEx(\"Weapons/dbfgcharge\",\"GURUCHRG\")\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  CLCY C 3 Bright A_PlaySoundEx(\"Weapons/dbfgcharge\",\"GURUCHRG\")\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n  \t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n      TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t  //TNT1 A 0 A_UnsetInvulnerable\n\t  TNT1 A 0 A_UnsetShootable\n\t  CLCY CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n      CLCY CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t  CLCY CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n      CLCY C 5\n      CLCY C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t  TNT1 A 0 A_FaceTarget\n\t  CLCY CCCCCCCCCCCCC 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\t  CLCY CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t  TNT1 A 0 A_UnsetInvulnerable\n\t  TNT1 A 0 A_SetShootable\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\",7)\n\t  //TNT1 A 0 A_PlaySound(\"truelegbfg/fire2\",6)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCY D 5 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0)\n\t  CLCY D 5 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0)\n\t  //CLCY D 5 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0)\n\t  //CLCY D 5 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0)\n\t  //CLCY D 5 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0)\n\tGoto See\n  BlueStorm:\n\t CLCY P 5 A_CustomMissile(\"CLCLightningBolt\",30,0,random(0,360))\n\t TNT1 A 0 Radius_Quake(40,10,0,40,0)\n\t CLCY P 5 A_CustomMissile(\"CLCLightningBolt\",30,0,random(0,360))\n\t TNT1 A 0 A_SpawnItemEx(\"CLCLightning2\",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)\n\t CLCY PP 5 A_CustomMissile(\"CLCLightningBolt\",30,0,random(0,360))\n    Goto See\n\tRekt:\n\tTNT1 AAA 0 A_StopSound\n\tTNT1 A 0 A_PlaySound(\"CLC/Rekt\", CHAN_AUTO, 1.0, False, ATTN_NONE)\n\tTNT1 A 0 A_TakeInventory(\"MarineKilled\",1)\n    GoTo See\n\tPain:\n\tCLCY H 6 A_Pain\n\tTNT1 A 0 A_Jump(128,\"Missile\")\n\tTNT1 A 0 A_Jump(128,\"Teleport\")\n\tGoto See\n   Death:\n      TNT1 A 0 A_StopSound(6)\n\t  TNT1 A 0 A_PlaySound(\"CLC/death\", CHAN_AUTO, 1.0, False, ATTN_NONE)\n\t  CLCY H 10 A_Scream\n\t  CLCY I 10 A_NoBlocking\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCY HHHHH 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCY HHIIH 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCY HIHIH 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCY HIHIH 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCY HIHIH 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCY HIHIH 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCY GFGFG 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      TNT1 A 0 A_SpawnItem(\"DeathBall2\")\n      CLCY HIHIH 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCY HIHIH 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCY HIHIH 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCY HIHIH 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCY HIHIH 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCY HIHIH 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCY HIHIH 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCY HIHIH 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCY HIHIH 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCY HIHIH 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCY HIHIH 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCY JIJIJ 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      TNT1 A 0 A_SpawnItem(\"DeathBall2\")\n      CLCY JIJIJ 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCY JIJIJ 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCY JIJIJ 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCY JIJIJ 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCY JIJIJ 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCY JIJIJ 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCY JIJIJ 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCY JIJIJ 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCY JIJIJ 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      // 300 tics so far.\n      CLCY JJJJJ 1 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCY KKKKK 1 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCY LLLLL 1 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCY MMMMM 1 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCY MMMMM 1 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCY NNNNN 1 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AAAA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAAAAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCY NNNNN 1 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AAAA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAAAAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\t  TNT1 AAAAAAAA 0 A_CustomMissile(\"SmokeFX3\", Random(20,80), 0, random(0,360), 2, random(0,360))\n      TNT1 A 0 A_SpawnItem(\"CorruptLegendaryNuke\")\n      TNT1 A 0 A_Explode(8000,1642,0,1)\n      TNT1 A 0 A_BFGSpray(\"ArcSpray\",15,20)\n      TNT1 A 0 A_SpawnItemEx(\"ArcStruckGlowX\",0,0,10,0,0,0,0,128,0)\n      TNT1 A 0 A_SpawnItemEx(\"ArcStruckGlowY\",0,0,10,0,0,0,0,128,0)\n      CLCY L 5\n\t  TNT1 A 0 A_SpawnItemEx(\"corruptedLegendaryCardinal\", 0, 0, 32, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t  //TNT1 A 0 ACS_NamedExecuteAlways(\"SetDefaultSky\")\n      TNT1 A -1 Bright A_KillMaster\n      Stop\n      }\n}\n\nACTOR CorruptCardinalGhost\n{\nScale 1.2\nRENDERSTYLE Translucent\nAlpha 0.75\n+NOGRAVITY\n+CLIENTSIDEONLY\n+DONTSPLASH\n+NOINTERACTION\n+NOCLIP\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n    CLCY A 2 A_FadeOut(0.18)\n    Loop\n  Toaster:\n    TNT1 A 0\n\tStop\n    }\n}\n\nACTOR BlueCardinalRocket2 : BlueCardinalRocket replaces BlueCardinalRocket\n{\nSpeed 60\n}\n\nActor CorruptLegendaryNuke : Nuke\n{\n PROJECTILE\n ReactionTime 1\n DamageType \"Legendary\"\n +NOTIMEFREEZE\n States\n {\n  Spawn:\n   TNT1 AAA 0 A_Countdown\n  Death:\n   TNT1 A 0\n   TNT1 A 0 A_PlaySoundEx(\"GoodGame/Mate\", \"Voice\", 0, 2)\n   TNT1 A 0 Radius_Quake(7, 105, 0, 140, 0)\n   TNT1 A 0 A_SpawnItemEx(\"TLCFlyLandKaBoom\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE|SXF_TRANSFERPOINTERS, 0)\n   TNT1 A 0 A_SpawnItemEx(\"BlueNukeHyperFlare\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE|SXF_TRANSFERPOINTERS, 0)\n   TNT1 A 5 A_SpawnItemEx(\"C4TrueLegNukeHyperFloor\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE|SXF_TRANSFERPOINTERS, 0)\n   TNT1 AA 20 A_SpawnItemEx(\"C4TrueLegNukeHyperFloor\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE|SXF_TRANSFERPOINTERS, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmokeFloor\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE|SXF_TRANSFERPOINTERS, 0)\n   TNT1 AA 0 A_SpawnItemEx(\"C4TrueLegHyperPillar\", 0, 0, 0, 0, 0, 10, 0, SXF_CLIENTSIDE|SXF_TRANSFERPOINTERS, 0)\n   TNT1 A 105 A_SpawnItemEx(\"NukeHyperSmokePillar\", 0, 0, 0, 0, 0, 10, 0, SXF_CLIENTSIDE|SXF_TRANSFERPOINTERS, 0)\n   TNT1 AA 0 A_SpawnItemEx(\"C4TrueLegHyperMushroom\", 0, 0, 1000, 0, 0, 0, 0, SXF_CLIENTSIDE|SXF_TRANSFERPOINTERS, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmokeMushroom\", 0, 0, 1000, 0, 0, 0, 0, SXF_CLIENTSIDE|SXF_TRANSFERPOINTERS, 0)\n    TNT1 AAAAAAAA 0 A_CustomMissile(\"playertruelegbfgsmoke\", 0, 0, random(0,360), 2, random(0,360))\n   Stop\n }\n}\n\nActor CLCLightningBolt\n{\n\tReactionTime 35\n\tDamageType \"Legendary\"\n\tDeathType \"Legendary\"\n\tspecies \"Cybers\"\n\tRENDERSTYLE ADD\n\t+FoilInvul\n\t+EXTREMEDEATH\n\t+DONTHARMSPECIES\n\t+NODAMAGETHRUST\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(64,\"Homing\")\n\t\t//TNT1 A 0 A_Explode(10000000,1000,0,1)\n\t\tLFX2 F 1 Bright A_Explode(300)\n\t\tLFX2 F 0 Bright A_CustomMissile(\"NemHellsmithBolt2\",0,0,0,6,90)\n\t\tLFX2 F 0 ThrustThing(random(0,255),1,0,0)\n\t\tLFX2 G 1 Bright A_Explode(300)\n\t\tLFX2 G 0 Bright A_CustomMissile(\"NemHellsmithBolt2\",0,0,0,6,90)\n\t\tLFX2 H 1 Bright A_Explode(300)\n\t\tLFX2 H 0 Bright A_CustomMissile(\"NemHellsmithBolt2\",0,0,0,6,90)\n\t\tLFX2 I 1 Bright A_Explode(300)\n\t\tLFX2 I 0 Bright A_CustomMissile(\"NemHellsmithBolt2\",0,0,0,6,90)\n\t\tLFX2 J 1 Bright A_Explode(300)\n\t\tLFX2 J 0 Bright A_CustomMissile(\"NemHellsmithBolt2\",0,0,0,6,90)\n\t\tLFX2 J 0 Bright A_CountDown\n\t\tGoto Spawn+2\n\tHoming:\n\t\tLFX2 F 1 Bright A_Explode(300)\n\t\t//TNT1 A 0 A_Explode(10000000,1000,0,1)\n\t\tLFX2 F 0 Bright A_CustomMissile(\"NemHellsmithBolt2\",0,0,0,6,90)\n\t\tLFX2 F 0 A_SeekerMissile(2,2)\n\t\tLFX2 G 1 Bright A_Explode(300)\n\t\tLFX2 G 0 Bright A_CustomMissile(\"NemHellsmithBolt2\",0,0,0,6,90)\n\t\tLFX2 F 0 A_SeekerMissile(2,2)\n\t\tLFX2 H 1 Bright A_Explode(300)\n\t\tLFX2 H 0 Bright A_CustomMissile(\"NemHellsmithBolt2\",0,0,0,6,90)\n\t\tLFX2 F 0 A_SeekerMissile(2,2)\n\t\tLFX2 I 1 Bright A_Explode(300)\n\t\tLFX2 I 0 Bright A_CustomMissile(\"NemHellsmithBolt2\",0,0,0,6,90)\n\t\tLFX2 F 0 A_SeekerMissile(2,2)\n\t\tLFX2 J 1 Bright A_Explode(300)\n\t\tLFX2 J 0 Bright A_CustomMissile(\"NemHellsmithBolt2\",0,0,0,6,90)\n\t\tLFX2 F 0 A_SeekerMissile(2,2)\n\t\tLFX2 J 0 Bright A_CountDown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_FadeOut(0.2)\n\t\t//TNT1 A 0 A_Explode(10000000,1000,0,1)\n\t\tLFX2 F 2 Bright A_Explode(300)\n\t\tTNT1 A 0 A_FadeOut(0.2)\n\t\tLFX2 G 2 Bright A_Explode(300)\n\t\tTNT1 A 0 A_FadeOut(0.2)\n\t\tLFX2 H 2 Bright A_Explode(300)\n\t\tTNT1 A 0 A_FadeOut(0.2)\n\t\tLFX2 I 2 Bright A_Explode(300)\n\t\tTNT1 A 0 A_FadeOut(0.2)\n\t\tLFX2 J 2 Bright A_Explode(300)\n\t\tStop\n\t}\n}\n\nActor CLCLightning2\n{\n\tDamageType \"MinotaurDamage\"\n\tDeathType \"Legendary\"\n\tspecies \"Cybers\"\n\t+FOILINVUL\n\t+EXTREMEDEATH\n\t+DONTHARMSPECIES\n\t+NODAMAGETHRUST\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySoundEx(\"BFlan/Lightning\",CHAN_AUTO,false,ATTN_NONE)\n\t\t//TNT1 A 0 A_Explode(10000000,1000,0,1)\n\t\tTNT1 AAA 0 A_CustomMissile(\"CLCLightningBolt\",30,0,random(0,360),2)\n\t\t//TNT1 A 0 A_Explode(10000000,1000,0,1)\n\t\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX3\",0,0,random(0,360),2,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"CLCLightningSpark\",0,0,0,random(1,10),0,random(1,15),random(0,359),129)\n\t\tDV20 ABCBCAB 3 Bright\n\t\tStop\n    }\n}\n\nActor CLCLightningSpark\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(80,4)\n\t\tSWPX ABC 2 Bright\n\t\tLoop\n\t\tSWPX DEF 4 Bright A_FadeOut(0.25)\n\t\tStop\n\tDeath:\n\t\tSWPX DEF 4 Bright A_FadeOut(0.25)\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/Nemesis/NemesisCyberdemonFIX.txt",
        "contents": "ACTOR NemesisCyberdemonFIX : NemesisCyberdemon replaces NemesisCyberdemon\n{\n  States\n  {\n  Death:\n\tTNT1 A 0 A_StopSound(6)\n\tTNT1 A 0 A_RemoveChildren(1)\n\tNCYB H 10 Bright\n\tNCYB H 10 Bright A_Scream\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberdemonDeathEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tNCYB HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"NemesisDeathBall\")\n\tNCYB IIIIIIIIIIIIIIIIIIIIIIIIIIII 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"NemesisDeathBall\")\n\tNCYB JJJJJJJJJJJJJJJJJJJJJ 2 Bright\n\tNCYB KL 10 Bright\n\tTNT1 AAAAAAAA 0 A_CustomMissile(\"NemesisCyberBouncyBFG\",0,0,random(0,360),2,random(-5,30))\n\tTNT1 A 0 A_SpawnItem(\"NemesisDeathBall\")\n\tNCYB M 10 Bright A_NoBlocking\n\tNCYB NO 10\n\tNCYB P 100\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"NemesisFragmentToken\",1,3)\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"NemesisFragment\") == 0,2)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisFragmentSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,128)\n\tTNT1 A 0 A_BossDeath\n\tTNT1 A 0 A_KillMaster\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"TrueLegendaryRuneItem\",1,\"VexedSpawn\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"TrueLegendaryRuneItem2\",1,\"VexedSpawn\")\n\tNCYB P -1\n\tStop\n  VexedSpawn:\n\tTNT1 A 0 A_SpawnItemEx(\"DTermNukeDeath\")\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisCyberdemon\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TELEFRAG)\n\tTNT1 A 0\n    Stop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/Nemesis/VexedNemesisCyberdemon.txt",
        "contents": "ACTOR VexedNemesisCyberdemon : LegendaryCyberdemon 28006\n{\n  Health 20000\n  BloodColor \"Black\"\n  DamageFactor \"PlayerNemesisPlasma\", 0.0\n  DamageFactor 0.2\n  DamageFactor \"UltimateLegendary\", 0.0\n  DamageFactor \"Explosion\", 0.0\n  DamageFactor \"PlayerDTRG\", 0.0001\n  DamageFactor \"DTRailgun\", 0.0001\n  DamageFactor \"PDTPuff\", 0.0001\n  DamageFactor \"RailG\", 0.0001\n  DamageFactor \"PyroShot\", 0.0001\n  DamageFactor \"PlayerPyro\", 0.0001\n  DamageFactor \"PlayerBHole\", 0.025\n  DamageFactor \"PlayerDBFG\", 0.015\n  DamageFactor \"PlayerDBFG2\", 0.015\n  DamageFactor \"TouhouNOOK\", 0.0\n  DamageFactor \"Extreme\", 0.0\n  DamageFactor \"SuperWeapon\", 0.0\n  DamageFactor \"Terminator\", 0.0\n  DamageFactor \"T3rm\", 0.0\n  DamageFactor \"Term\", 0.0\n  DamageFactor \"PlayerDBFG10k\", 0.05\n  DamageFactor \"PlayerDBFG10k2\", 0.05\n  DamageFactor \"PlayerDevBall\", 0.15\n  DamageFactor \"PlayerDevBall2\", 0.15\n  DamageFactor \"PlayerDevTracer\", 0.15\n  DamageFactor \"Ice\", 0.15\n  PainChance \"Explosion\", 256\n  Speed 60\n  DropItem \"NemesisHealthBonusMax\", 256, 64\n  DropItem \"NemesisArmorBonus64\", 256\n  DropItem \"NemesisHealthBonusMax\", 256, 64\n  DropItem \"NemesisArmorBonus64\", 256\n  DropItem \"NemesisSuperSphere\" 215\n  DropItem \"LegAmmoSphere\", 128, 1\n  DropItem \"LegDemonRune\", 80, 1\n  DropItem \"LegendaryRune\", 256, 1\n  DropItem \"LegendaryRune\", 256, 1\n  DropItem \"DemonicChalice\", 256, 2\n  DropItem \"SkullOfPower\", 256, 2\n  DropItem \"NLDemonAmmo\", 256\n  DropItem \"NLDemonAmmoBox\", 256\n  DropItem \"NemesisShell\", 256\n  DropItem \"NemesisShellBox\", 130\n  DropItem \"Nemesis Rifle\", 200\n  DropItem \"Nemesis Plasmatic Cannon\", 200\n  DropItem \"Nemesis Assault Shotgun\", 200\n  DropItem \"Nemesis Sawed-Off Shotgun\", 200\n  DropItem \"Nemesis BFG\", 256\n  DropItem \"NemesisMegaSphere\", 256\n  SeeSound \"VexedNemesisCyber/Sight\"\n  ActiveSound \"VexedNemesisCyber/Active\"\n  PainSound \"VexedNemesisCyber/Pain\"\n  DeathSound \"tlcyb/death\"\n  Obituary \"%o was shown no mercy from the Vexed Nemesis Cyberdemon!\"\n  Tag \"\\c[w2]Vexed Nemesis Cyberdemon\\c-\"\n  var int user_missile;\n  var int user_protection;\n  var int user_protected;\n  var int user_rage;\n  States\n  {\n  Spawn:\n\tVCYB A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tLoop\n  Idle:\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_SetTranslucent(1)\n\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",0)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tTNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Taunt\")\n  Idle2:\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tVCYB A 3 Bright A_Hoof\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tVCYB A 3 Bright A_Wander\n\tTNT1 A 0 A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tVCYB BB 3 Bright A_Wander\n\tTNT1 A 0 A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tVCYB CC 3 Bright A_Wander\n\tTNT1 A 0 A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tVCYB D 3 Bright A_Metal\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tVCYB D 3 Bright A_Wander\n\tTNT1 A 0 A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tTNT1 A 0 A_Jump(35,\"Teleport\")\n\tLoop\n  Taunt:\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",1)\n\tVCYB AA 3 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tTNT1 A 0 A_PlaySound(\"VexedNemesisCyber/Taunt\",2,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_TakeInventory(\"MarineKilled\",1)\n\tVCYB AAAAAAAA 3 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",0)\n\tGoto Idle2\n  See:\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_SetTranslucent(1)\n\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",0)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tTNT1 A 0 A_JumpIf(user_music == 1,3)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,1490)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"RunesCheck\",1,2)\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckRunes\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"TrueLegendaryRuneItem\",1,\"StartRage\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"TrueLegendaryRuneItem2\",1,\"StartRage\")\n\tTNT1 A 0 A_JumpIfHealthLower(20000,\"StartRage\")\n\tTNT1 A 0 A_Jump(100,\"Rush\")\n\tTNT1 A 0 A_JumpIf(user_rage == 1,\"SeeRage\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tVCYB A 3 Bright A_Hoof\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tVCYB A 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tVCYB BB 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tVCYB CC 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tVCYB D 3 Bright A_Metal\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tVCYB D 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tTNT1 A 0 A_Jump(35,\"Teleport\")\n\tLoop\n  SeeRage:\n\tTNT1 A 0 A_SpawnItemEx(\"WhiteWalkFire\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tVCYB A 3 Bright A_Hoof\n\tTNT1 A 0 A_SpawnItemEx(\"WhiteWalkFire\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tVCYB A 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"WhiteWalkFire\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tVCYB BB 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"WhiteWalkFire\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tVCYB CC 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"WhiteWalkFire\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tVCYB D 3 Bright A_Metal\n\tTNT1 A 0 A_SpawnItemEx(\"WhiteWalkFire\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tVCYB D 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"WhiteWalkFire\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tTNT1 A 0 A_Jump(35,\"Teleport\")\n\tLoop\n  Rush:\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_SetTranslucent(1)\n\tTNT1 A 0 A_Hoof\n\tVCYB A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisCyberGhostA\")\n\tVCYB A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisCyberGhostA\")\n\tVCYB A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisCyberGhostA\")\n\tVCYB B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisCyberGhostA\")\n\tVCYB C 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisCyberGhostA\")\n\tVCYB C 2 Bright A_Chase\n\tTNT1 A 0 A_Metal\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisCyberGhostA\")\n\tVCYB D 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisCyberGhostA\")\n\tVCYB D 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisCyberGhostA\")\n\tTNT1 A 0 A_Jump(25,\"Teleport\")\n\tTNT1 A 0 A_Jump(75,\"See\")\n    Loop\n  Teleport:\n\tTNT1 A 0 A_JumpIf(user_rage == 1,\"TeleportRage\")\n\tVCYB A 1 Bright A_UnSetShootable\n\tTNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tVCYB AAAAA 1 Bright A_FadeOut(0.2,0)\n\tTNT1 A 2 Bright\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander\n\tTNT1 A 1 Bright A_PlaySound(\"boss/teleport\",6)\n\tTNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tVCYB AAAAA 1 Bright A_FadeIn(0.2)\n\tVCYB A 1 Bright A_SetShootable\n\tGoto See\n  TeleportRage:\n\tVCYB A 1 Bright A_UnSetShootable\n\tTNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tVCYB AAAAA 1 Bright A_FadeOut(0.2,0)\n\tTNT1 A 2 Bright\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander\n\tTNT1 A 1 Bright A_PlaySound(\"boss/teleport\",6)\n\tTNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tVCYB AAAAA 1 Bright A_FadeIn(0.2)\n\tVCYB A 1 Bright A_SetShootable\n\tGoto See\n  StartRage:\n\tTNT1 A 0 A_JumpIf(user_rage == 1,\"SeeRage\")\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tVCYB G 10 Bright A_PlaySound(\"VexedNemesisCyber/Enraged\",2,1.0,0,ATTN_NONE)\n\tVCYB GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 2 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner3\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberRageRing\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\tTNT1 A 0 A_Playsound(\"brain/spit\",6,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SetUserVar(\"user_rage\",1)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tVCYB GGGGGGGGGGGGGGGGGGGGGGG 2 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner3\")\n\tGoto SeeRage\n\n  Missile:\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_SetTranslucent(1)\n\tTNT1 A 0 A_JumpIf(user_rage == 1,\"MissileRage\")\n\tTNT1 A 0 A_JumpIfCloser(300,\"NemesisASG\")\n\tTNT1 A 0 A_JumpIfCloser(450,\"CloseStomp\")\n\tTNT1 A 0 A_Jump(130,\"Finder\",\"BFG95K\",\"Railgun\",\"Nemesis10K\",\"Stomp\",\"StompHoming\",\"MiniNemesisBFG\",\"RageBFGBalls\")\n\tTNT1 A 0 A_Jump(55,\"NemesisTech\",\"NemesisBFG\",\"SSGSniper\")\n\tTNT1 A 0 A_Jump(45,\"AlmostASkyrimShout\",\"LightningStorm\")\n\tTNT1 A 0 A_Jump(60,\"RocketCombo\")\n\tGoto Normal\n\n  MissileRage:\n\tTNT1 A 0 A_JumpIfCloser(300,\"NemesisASG\")\n\tTNT1 A 0 A_JumpIfCloser(450,\"CloseStompRage\")\n\tTNT1 A 0 A_Jump(130,\"FinderRage\",\"BFG95KRage\",\"RailgunRage\",\"Nemesis10KRage\",\"Stomp\",\"StompHomingRage\",\"MiniNemesisBFGRage\",\"RageBFGBalls2\")\n\tTNT1 A 0 A_Jump(55,\"NemesisTechRage\",\"NemesisBFG\",\"SSGSniper\")\n\tTNT1 A 0 A_Jump(45,\"AlmostASkyrimShoutRage\",\"LightningStormRage\")\n\tTNT1 A 0 A_Jump(60,\"RocketComboRage\")\n\tGoto NormalRage\n\n  Normal:\n\tVCYB E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  NormalLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 10,\"NormalEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisRocket\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tVCYB E 2 Bright A_FaceTarget\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisRocket\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tVCYB E 2 Bright A_FaceTarget\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisRocket\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tVCYB E 7 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"See\")\n\tLoop\n  NormalEnd:\n\tTNT1 A 0 A_Jump(130,\"Finder\",\"BFG95K\",\"Railgun\",\"Nemesis10K\",\"Stomp\",\"StompHoming\",\"MiniNemesisBFG\",\"RageBFGBalls\")\n\tTNT1 A 0 A_Jump(55,\"NemesisTech\",\"NemesisBFG\",\"SSGSniper\")\n\tTNT1 A 0 A_Jump(45,\"AlmostASkyrimShout\",\"LightningStorm\")\n\tTNT1 A 0 A_Jump(60,\"RocketCombo\")\n\t//TNT1 A 0 A_Jump(1,\"BlackHole\")\n\tGoto See\n  NormalRage:\n\tVCYB E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  NormalLoopRage:\n\tTNT1 A 0 A_JumpIf(user_missile >= 13,\"NormalEndRage\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tVCYB F 1 Bright A_CustomMissile(\"NemesisRocket\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tVCYB E 1 Bright A_FaceTarget\n\tVCYB F 1 Bright A_CustomMissile(\"NemesisRocket\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tVCYB E 1 Bright A_FaceTarget\n\tVCYB F 1 Bright A_CustomMissile(\"NemesisRocket\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tVCYB E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"See\")\n\tLoop\n  NormalEndRage:\n\tTNT1 A 0 A_Jump(130,\"FinderRage\",\"BFG95KRage\",\"RailgunRage\",\"Nemesis10KRage\",\"Stomp\",\"StompHomingRage\",\"MiniNemesisBFGRage\",\"RageBFGBalls2\")\n\tTNT1 A 0 A_Jump(55,\"NemesisTechRage\",\"NemesisBFG\",\"SSGSniper\")\n\tTNT1 A 0 A_Jump(45,\"AlmostASkyrimShoutRage\",\"LightningStormRage\")\n\tTNT1 A 0 A_Jump(60,\"RocketComboRage\")\n\t//TNT1 A 0 A_Jump(5,\"BlackHole\")\n\tGoto See\n\n  NemesisASG:\n\tVCYB E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisShellCasing\",26,26,58,Random(2, 6),0,Random(1, 3),Random(80,90),128)\n\tTNT1 AAAAAAAA 0 A_CustomMissile(\"NemesisASGBall\",32,-26,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))\n\tTNT1 AAAAAAAA 0 A_CustomMissile(\"Nemesis10kProjectile\",32,-26,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))\n\tVCYB F 2 Bright A_PlaySoundEx(\"NemesisASG/Fire\",\"Weapon\")\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tVCYB E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(100,\"See\")\n\tTNT1 A 0 A_JumpIfCloser(300,\"NemesisASG\")\n\tTNT1 A 0 A_JumpIfCloser(450,\"CloseStomp\")\n\tGoto NormalEnd\n\n  SSGSniper:\n\tVCYB E 4 Bright A_FaceTarget\n\tVCYB EEEEEEEEEEEEEEEEEEEE 1 Bright A_CustomRailgun(-1,-26,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,1,0,\"RailTargetPuff\",0,0,0,0,2,0,\"NemesisCyberNobleRailTarget\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n\tTNT1 A 0 A_MonsterRefire(64,\"See\")\n  SSGSniperFire:\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisShellCasing\",26,-26,58,Random(2, 6),0,Random(1, 3),Random(80,90),128)\n\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile(\"NemesisASGBall\",32,-26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-4,4))\n\tVCYB F 2 Bright A_PlaySoundEx(\"NemesisSSG/Fire2\",\"Weapon\")\n    VCYB EE 10 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(64,\"See\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisShellCasing\",26,-26,58,Random(2, 6),0,Random(1, 3),Random(80,90),128)\n\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile(\"NemesisASGBall\",32,-26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-4,4))\n\tVCYB F 2 Bright A_PlaySoundEx(\"NemesisSSG/Fire2\",\"Weapon\")\n    VCYB EE 10 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(64,\"See\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisShellCasing\",26,-26,58,Random(2, 6),0,Random(1, 3),Random(80,90),128)\n\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile(\"NemesisASGBall\",32,-26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-4,4))\n\tVCYB F 2 Bright A_PlaySoundEx(\"NemesisSSG/Fire2\",\"Weapon\")\n    VCYB EE 10 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(64,\"See\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisShellCasing\",26,-26,58,Random(2, 6),0,Random(1, 3),Random(80,90),128)\n\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile(\"NemesisASGBall\",32,-26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-4,4))\n\tVCYB F 2 Bright A_PlaySoundEx(\"NemesisSSG/Fire2\",\"Weapon\")\n    VCYB EE 10 Bright A_FaceTarget\n\tGoto See\n  SSGSniperWait:\n\tTNT1 A 0 A_JumpIf(user_missile >= 10,\"See\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tVCYB E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(0,\"SSGSniperWait\")\n\tGoto SSGSniperFire\n\n  Finder:\n\tVCYB E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  FinderLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 7,\"FinderEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisCyberHomingRocket\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tVCYB E 2 Bright A_FaceTarget\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisCyberHomingRocket\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tVCYB E 2 Bright A_FaceTarget\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisCyberHomingRocket\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tVCYB E 7 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"See\")\n\tLoop\n  FinderEnd:\n\tTNT1 A 0 A_Jump(130,\"NemesisTech\",\"NemesisBFG\",\"Stomp\",\"StompHoming\",\"MiniNemesisBFG\",\"RageBFGBalls\")\n\tTNT1 A 0 A_Jump(52,\"AlmostASkyrimShout\",\"LightningStorm\")\n\tTNT1 A 0 A_Jump(60,\"RocketCombo\")\n\t//TNT1 A 0 A_Jump(1,\"BlackHole\")\n\tGoto See\n  FinderRage:\n\tVCYB E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  FinderLoopRage:\n\tTNT1 A 0 A_JumpIf(user_missile >= 10,\"FinderEndRage\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tVCYB F 1 Bright A_CustomMissile(\"NemesisCyberHomingRocket\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tVCYB E 1 Bright A_FaceTarget\n\tVCYB F 1 Bright A_CustomMissile(\"NemesisCyberHomingRocket\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tVCYB E 1 Bright A_FaceTarget\n\tVCYB F 1 Bright A_CustomMissile(\"NemesisCyberHomingRocket\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tVCYB E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"See\")\n\tLoop\n  FinderEndRage:\n\tTNT1 A 0 A_Jump(130,\"NemesisTechRage\",\"NemesisBFG\",\"Stomp\",\"StompHomingRage\",\"MiniNemesisBFGRage\",\"RageBFGBalls2\")\n\tTNT1 A 0 A_Jump(52,\"AlmostASkyrimShoutRage\",\"LightningStormRage\")\n\tTNT1 A 0 A_Jump(60,\"RocketComboRage\")\n\t//TNT1 A 0 A_Jump(5,\"BlackHole\")\n\tGoto See\n\n  RocketCombo:\n\tVCYB E 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  RocketComboLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 10,\"NormalEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_Jump(128,\"RocketComboLoop2\")\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisRocket\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tVCYB E 2 Bright A_FaceTarget\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisRocket\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tVCYB E 2 Bright A_FaceTarget\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisRocket\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tVCYB E 7 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"See\")\n\tLoop\n  RocketComboLoop2:\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisCyberHomingRocket\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tVCYB E 2 Bright A_FaceTarget\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisCyberHomingRocket\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tVCYB E 2 Bright A_FaceTarget\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisCyberHomingRocket\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tVCYB E 7 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"See\")\n\tGoto RocketComboLoop\n  RocketComboRage:\n\tVCYB E 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  RocketComboLoopRage:\n\tTNT1 A 0 A_JumpIf(user_missile >= 13,\"NormalEndRage\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_Jump(128,\"RocketComboLoop2\")\n\tVCYB F 1 Bright A_CustomMissile(\"NemesisRocket\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tVCYB E 1 Bright A_FaceTarget\n\tVCYB F 1 Bright A_CustomMissile(\"NemesisRocket\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tVCYB E 1 Bright A_FaceTarget\n\tVCYB F 1 Bright A_CustomMissile(\"NemesisRocket\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tVCYB E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"See\")\n\tLoop\n  RocketComboLoop2Rage:\n\tVCYB F 1 Bright A_CustomMissile(\"NemesisCyberHomingRocket\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tVCYB E 1 Bright A_FaceTarget\n\tVCYB F 1 Bright A_CustomMissile(\"NemesisCyberHomingRocket\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tVCYB E 1 Bright A_FaceTarget\n\tVCYB F 1 Bright A_CustomMissile(\"NemesisCyberHomingRocket\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tVCYB F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tVCYB E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"See\")\n\tGoto RocketComboLoopRage\n\n  NemesisTech:\n\tVCYB E 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  NemesisTechLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 50,\"NemesisTechEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tVCYB F 2 Bright A_CustomMissile(\"MiniNemesisBFGBall\",58,-26,frandom(-2,2),0)\n    TNT1 A 0 A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n    VCYB E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"NemesisTechEnd\")\n\tLoop\n  NemesisTechEnd:\n    VCYB E 30 Bright A_PlaySoundEx(\"Legcyber/amhalt\",\"DECHST\")\n\tTNT1 A 0 A_Jump(130,\"NemesisBFG\",\"Stomp\",\"Finder\",\"Railgun\",\"Nemesis10K\",\"StompHoming\",\"MiniNemesisBFG\",\"SSGSniper\",\"RageBFGBalls\")\n\tTNT1 A 0 A_Jump(52,\"AlmostASkyrimShout\",\"LightningStorm\")\n\t//TNT1 A 0 A_Jump(1,\"BlackHole\")\n\tGoto See\n  NemesisTechRage:\n\tVCYB E 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  NemesisTechLoopRage:\n\tTNT1 A 0 A_JumpIf(user_missile >= 50,\"NemesisTechEndRage\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_CustomMissile(\"MiniNemesisBFGBall\",58,-26,frandom(-4,4),0)\n\tVCYB F 2 Bright A_CustomMissile(\"MiniNemesisBFGBall\",58,-26,frandom(-4,4),0)\n    TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n    VCYB E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"NemesisTechEndRage\")\n\tLoop\n  NemesisTechEndRage:\n    VCYB E 30 Bright A_PlaySoundEx(\"Legcyber/amhalt\",\"DECHST\")\n\tTNT1 A 0 A_Jump(130,\"NemesisBFG\",\"Stomp\",\"FinderRage\",\"RailgunRage\",\"Nemesis10KRage\",\"StompHomingRage\",\"MiniNemesisBFGRage\",\"SSGSniper\",\"RageBFGBalls2\")\n\tTNT1 A 0 A_Jump(52,\"AlmostASkyrimShoutRage\",\"LightningStormRage\")\n\t//TNT1 A 0 A_Jump(5,\"BlackHole\")\n\tGoto See\n\n  Railgun:\n    TNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n    VCYB EEEEE 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  RailgunLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 6,\"RailgunLoop2\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n    VCYB F 4 Bright A_CustomMissile(\"NemesisCyberRailLaser\",58,-26,random(-4,4))\n\tVCYB EE 4 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"RailgunEnd\")\n\tTNT1 A 0 A_Jump(32,\"RailgunTeleport\")\n\tLoop\n  RailgunLoop2:\n\tTNT1 A 0 A_JumpIf(user_missile >= 10,\"RailgunEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n    VCYB F 4 Bright A_CustomMissile(\"NemesisCyberRailLaser\",58,-26,random(-4,4))\n\tVCYB E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"RailgunEnd\")\n\tTNT1 A 0 A_Jump(32,\"RailgunTeleport\")\n\tLoop\n  RailgunTeleport:\n\tTNT1 A 0 A_UnSetShootable\n\tVCYB EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tVCYB EEEEEEEEEEE 1 A_FadeOut(0.1,0)\n\tVCYB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n    VCYB E 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tVCYB EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tVCYB EEEEEEEEEEE 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_MonsterRefire(128,\"See\")\n\tGoto RailgunLoop\n  RailgunEnd:\n\tTNT1 A 0 A_UnSetShootable\n\tVCYB EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tVCYB EEEEEEEEEEE 1 A_FadeOut(0.1,0)\n\tVCYB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n    VCYB E 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tVCYB EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tVCYB EEEEEEEEEEE 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_SetShootable\n\tVCYB E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,4)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisCyberRailLaser\",58, -26, 0)\n\tVCYB E 10 Bright A_FaceTarget\n\tVCYB E 15 Bright\n\tTNT1 A 0 A_Jump(130,\"Finder\",\"NemesisTech\",\"Nemesis10K\",\"MiniNemesisBFG\",\"SSGSniper\",\"RageBFGBalls\")\n\tTNT1 A 0 A_Jump(52,\"AlmostASkyrimShout\",\"LightningStorm\")\n\t//TNT1 A 0 A_Jump(1,\"BlackHole\")\n\tGoto See\n  RailgunRage:\n    TNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n    VCYB EEEEE 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  RailgunLoopRage:\n\tTNT1 A 0 A_JumpIf(user_missile >= 10,\"RailgunLoop2Rage\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n    VCYB F 3 Bright A_CustomMissile(\"NemesisCyberRailLaser\",58,-26,random(-4,4))\n\tVCYB EE 3 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"RailgunEnd\")\n\tTNT1 A 0 A_Jump(32,\"RailgunTeleportRage\")\n\tLoop\n  RailgunLoop2Rage:\n\tTNT1 A 0 A_JumpIf(user_missile >= 20,\"RailgunLoop3Rage\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n    VCYB F 3 Bright A_CustomMissile(\"NemesisCyberRailLaser\",58,-26,random(-4,4))\n\tVCYB E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"RailgunEnd\")\n\tTNT1 A 0 A_Jump(32,\"RailgunTeleportRage\")\n\tLoop\n  RailgunLoop3Rage:\n\tTNT1 A 0 A_JumpIf(user_missile >= 30,\"RailgunEndRage\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n    VCYB F 2 Bright A_CustomMissile(\"NemesisCyberRailLaser\",58,-26,random(-4,4))\n\tVCYB E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"RailgunEnd\")\n\tTNT1 A 0 A_Jump(32,\"RailgunTeleportRage\")\n\tLoop\n  RailgunTeleportRage:\n\tTNT1 A 0 A_UnSetShootable\n\tVCYB EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tVCYB EEEEE 1 A_FadeOut(0.2,0)\n\tVCYB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n    VCYB E 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tVCYB EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tVCYB EEEEE 1 A_FadeIn(0.2)\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_MonsterRefire(128,\"See\")\n\tGoto RailgunLoopRage\n  RailgunEndRage:\n\tTNT1 A 0 A_UnSetShootable\n\tVCYB EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tVCYB EEEEE 1 A_FadeOut(0.2,0)\n\tVCYB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n    VCYB E 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tVCYB EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tVCYB EEEEE 1 A_FadeIn(0.2)\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_MonsterRefire(128,4)\n\tVCYB E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n\tVCYB F 2 Bright A_CustomMissile(\"NemesisCyberRailLaser\",58, -26, 0)\n\tVCYB E 10 Bright A_FaceTarget\n\tVCYB E 15 Bright\n\tTNT1 A 0 A_Jump(130,\"FinderRage\",\"NemesisTechRage\",\"Nemesis10KRage\",\"MiniNemesisBFGRage\",\"SSGSniper\",\"RageBFGBalls2\")\n\tTNT1 A 0 A_Jump(52,\"AlmostASkyrimShoutRage\",\"LightningStormRage\")\n\t//TNT1 A 0 A_Jump(5,\"BlackHole\")\n\tGoto See\n\n  Nemesis10K:\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\tVCYB E 18 Bright A_FaceTarget\n\tVCYB E 6 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  Nemesis10KLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 15,\"Nemesis10KLoop2\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tVCYB F 3 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,Random(-4, 4))\n\tVCYB E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(160,\"Nemesis10KEnd\")\n\tLoop\n  Nemesis10KLoop2:\n\tTNT1 A 0 A_JumpIf(user_missile >= 25,\"Nemesis10KLoop3\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tVCYB F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,Random(-4, 4))\n\tVCYB E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(160,\"Nemesis10KEnd\")\n\tLoop\n  Nemesis10KLoop3:\n\tTNT1 A 0 A_JumpIf(user_missile >= 35,\"Nemesis10KEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tVCYB F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,Random(-4, 4))\n\tVCYB E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(160,\"Nemesis10KEnd\")\n\tLoop\n  Nemesis10KEnd:\n\tVCYB E 20 Bright A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tTNT1 A 0 A_Jump(130,\"Finder\",\"StompHoming\",\"Stomp\",\"MiniNemesisBFG\",\"SSGSniper\",\"RageBFGBalls\")\n\tTNT1 A 0 A_Jump(52,\"AlmostASkyrimShout\",\"LightningStorm\")\n\t//TNT1 A 0 A_Jump(1,\"BlackHole\")\n\tGoto See\n  Nemesis10KRage:\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\tVCYB E 18 Bright A_FaceTarget\n\tVCYB E 6 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  Nemesis10KLoopRage:\n\tTNT1 A 0 A_JumpIf(user_missile >= 15,\"Nemesis10KLoop2Rage\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tVCYB F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,Random(-4, 4))\n\tVCYB E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(160,\"Nemesis10KEndRage\")\n\tLoop\n  Nemesis10KLoop2Rage:\n\tTNT1 A 0 A_JumpIf(user_missile >= 30,\"Nemesis10KLoop3Rage\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tVCYB F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,Random(-4, 4))\n\tVCYB E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(160,\"Nemesis10KEndRage\")\n\tLoop\n  Nemesis10KLoop3Rage:\n\tTNT1 A 0 A_JumpIf(user_missile >= 45,\"Nemesis10KEndRage\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tVCYB F 1 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,Random(-4, 4))\n\tVCYB E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(160,\"Nemesis10KEndRage\")\n\tLoop\n  Nemesis10KEndRage:\n\tVCYB E 20 Bright A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tTNT1 A 0 A_Jump(130,\"FinderRage\",\"StompHomingRage\",\"Stomp\",\"MiniNemesisBFGRage\",\"SSGSniper\",\"RageBFGBalls2\")\n\tTNT1 A 0 A_Jump(52,\"AlmostASkyrimShoutRage\",\"LightningStormRage\")\n\t//TNT1 A 0 A_Jump(5,\"BlackHole\")\n\tGoto See\n\n  BFG95K:\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n\tTNT1 A 0 A_JumpIf(user_missile >= 5,\"BFG95KEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n    VCYB EEE 10 Bright A_FaceTarget\n\tVCYB F 6 Bright A_CustomMissile(\"NemesisCyberBFG9500Ball\", 58, -26, 0)\n\tTNT1 A 0 A_MonsterRefire(128,\"BFG95KEnd\")\n\tGoto BFG95K+1\n  BFG95KEnd:\n\tTNT1 A 0 A_Jump(130,\"Finder\",\"NemesisTech\",\"NemesisBFG\",\"Railgun\",\"Nemesis10K\",\"MiniNemesisBFG\",\"SSGSniper\",\"RageBFGBalls\")\n\tTNT1 A 0 A_Jump(52,\"AlmostASkyrimShout\",\"LightningStorm\")\n\t//TNT1 A 0 A_Jump(1,\"BlackHole\")\n\tGoto See\n  BFG95KRage:\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n\tTNT1 A 0 A_JumpIf(user_missile >= 6,\"BFG95KEndRage\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n    VCYB EEE 9 Bright A_FaceTarget\n\tVCYB FF 4 Bright A_CustomMissile(\"NemesisCyberBFG9500Ball\", 58, -26, 0)\n\tTNT1 A 0 A_MonsterRefire(128,\"BFG95KEndRage\")\n\tGoto BFG95KRage+1\n  BFG95KEndRage:\n\tTNT1 A 0 A_Jump(130,\"FinderRage\",\"NemesisTechRage\",\"NemesisBFG\",\"RailgunRage\",\"Nemesis10KRage\",\"MiniNemesisBFGRage\",\"SSGSniper\",\"RageBFGBalls2\")\n\tTNT1 A 0 A_Jump(52,\"AlmostASkyrimShoutRage\",\"LightningStormRage\")\n\t//TNT1 A 0 A_Jump(5,\"BlackHole\")\n\tGoto See\n\n  Stomp:\n    VCYB G 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"VexedNemesisCyber/attack\",2)\n\tVCYB GGGGGGGGGGGGGGGGGGGGGGGGGGGGG 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  StompLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 3,\"See\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tVCY2 CCC 5 Bright A_FaceTarget\n\tTNT1 A 0 Radius_Quake(40,80,0,40,0)\n\tVCY2 D 2 Bright A_PlaySound(\"monsters/darkcyberstomp\")\n    VCY2 D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 0)\n    VCY2 D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 10)\n    VCY2 D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 20)\n    VCY2 D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 30)\n    VCY2 D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 40)\n    VCY2 D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 50)\n    VCY2 D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 60)\n    VCY2 D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 70)\n    VCY2 D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 80)\n    VCY2 D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 90)\n    VCY2 D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 100)\n    VCY2 D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 110)\n    VCY2 D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 120)\n    VCY2 D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 130)\n    VCY2 D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 140)\n    VCY2 D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 150)\n    VCY2 D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 160)\n    VCY2 D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 180)\n    VCY2 D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 190)\n    VCY2 D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 200)\n    VCY2 D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 210)\n    VCY2 D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 220)\n    VCY2 D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 230)\n    VCY2 D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 240)\n    VCY2 D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 250)\n    VCY2 D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 260)\n    VCY2 D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 270)\n    VCY2 D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 280)\n    VCY2 D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 290)\n    VCY2 D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 300)\n    VCY2 D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 310)\n    VCY2 D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 320)\n    VCY2 D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 330)\n    VCY2 D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 340)\n    VCY2 D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 350)\n    VCY2 D 1 Bright A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,0,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,25,0)\n    VCY2 D 1 Bright A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,-25,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,70,0)\n    VCY2 D 1 Bright A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,-70,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,45,0)\n    VCY2 D 1 Bright A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,-45,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,315,0)\n    VCY2 D 1 Bright A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,-315,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,270,0)\n    VCY2 D 1 Bright A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,-270,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,225,0)\n    VCY2 D 1 Bright A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,-225,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,180,0)\n    VCY2 D 1 Bright A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,-180,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,135,0)\n    VCY2 D 1 Bright A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,-135,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,115,0)\n    VCY2 D 1 Bright A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,-115,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,155,0)\n    VCY2 D 1 Bright A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,-155,0)\n    VCY2 D 1 Bright A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,-200,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,200,0)\n    VCY2 D 1 Bright A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,-245,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,245,0)\n    VCY2 D 1 Bright A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,-295,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,295,0)\n    VCY2 D 1 Bright A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,-335,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,355,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,90,0)\n    VCY2 D 1 Bright A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,-90,0)\n\tVCY2 D 20 Bright\n\tTNT1 A 0 A_MonsterRefire(64,\"See\")\n    Loop\n\n  StompHoming:\n    VCYB G 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"VexedNemesisCyber/attack\",2)\n\tVCYB GGGGGGGGGGGGGGGGGGGGGGGGGGGGG 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  StompHomingLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 10,\"See\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tVCY2 C 5 Bright A_FaceTarget\n\tTNT1 A 0 Radius_Quake(40,10,0,40,0)\n\tVCY2 D 2 Bright A_PlaySound(\"monsters/darkcyberstomp\")\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3Homing\",0,0,5,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3Homing\",0,0,-5,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3Homing\",0,0,15,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3Homing\",0,0,-15,0)\n\tVCY2 D 10 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"See\")\n    Loop\n  StompHomingRage:\n    VCYB G 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"VexedNemesisCyber/attack\",2)\n\tVCYB GGGGGGGGGGGGGGGGGGGGGGGGGGGGG 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  StompHomingLoopRage:\n\tTNT1 A 0 A_JumpIf(user_missile >= 14,\"See\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tVCY2 C 5 Bright A_FaceTarget\n\tTNT1 A 0 Radius_Quake(40,10,0,40,0)\n\tVCY2 D 2 Bright A_PlaySound(\"monsters/darkcyberstomp\")\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3Homing\",0,0,5,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3Homing\",0,0,-5,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3Homing\",0,0,15,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3Homing\",0,0,-15,0)\n\tVCY2 D 7 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"See\")\n    Loop\n\n  RageBFGBalls:\n    VCYB G 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"VexedNemesisCyber/attack\",2)\n\tVCYB GGGGGGGGGGGGGGGGGGGGGGGGGGGGG 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  RageBFGBallsLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 2,\"RageBFGBallsEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberBFGRageBall\",40,0,0,0,0,1,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberBFGRageBall\",40,0,0,0,0,1,180)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberBFGRageBall\",40,0,0,0,0,1,90)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberBFGRageBall\",40,0,0,0,0,1,270)\n    VCYB GGGGGGG 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n\tVCY2 C 5 Bright\n\tTNT1 A 0 Radius_Quake(40,10,0,40,0)\n\tVCY2 D 2 Bright A_PlaySound(\"monsters/darkcyberstomp\")\n\tVCY2 D 10 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberBFGRageBall\",40,0,0,0,0,1,45)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberBFGRageBall\",40,0,0,0,0,1,135)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberBFGRageBall\",40,0,0,0,0,1,225)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberBFGRageBall\",40,0,0,0,0,1,315)\n    VCYB GGGGGGG 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n\tVCY2 C 5 Bright\n\tTNT1 A 0 Radius_Quake(40,10,0,40,0)\n\tVCY2 D 2 Bright A_PlaySound(\"monsters/darkcyberstomp\")\n\tVCY2 D 10 Bright\n    Loop\n  RageBFGBallsEnd:\n\tVCYB G 10 Bright A_FaceTarget\n\tTNT1 A 0 A_Jump(130,\"Finder\",\"NemesisTech\",\"NemesisBFG\",\"Railgun\",\"Nemesis10K\",\"Stomp\",\"StompHoming\",\"SSGSniper\")\n\tTNT1 A 0 A_Jump(52,\"AlmostASkyrimShout\",\"LightningStorm\")\n\t//TNT1 A 0 A_Jump(1,\"BlackHole\")\n\tGoto See\n  RageBFGBalls2:\n    VCYB G 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"VexedNemesisCyber/attack\",2)\n\tVCYB GGGGGGGGGGGGGGGGGGGGGGGGGGGGG 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  RageBFGBallsLoop2:\n\tTNT1 A 0 A_JumpIf(user_missile >= 4,\"RageBFGBallsEnd2\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberBFGRageBall\",40,0,0,0,0,1,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberBFGRageBall\",40,0,0,0,0,1,45)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberBFGRageBall\",40,0,0,0,0,1,90)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberBFGRageBall\",40,0,0,0,0,1,135)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberBFGRageBall\",40,0,0,0,0,1,180)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberBFGRageBall\",40,0,0,0,0,1,225)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberBFGRageBall\",40,0,0,0,0,1,270)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberBFGRageBall\",40,0,0,0,0,1,315)\n    VCYB GGGGGGG 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n\tVCY2 C 5 Bright\n\tTNT1 A 0 Radius_Quake(40,10,0,40,0)\n\tVCY2 D 2 Bright A_PlaySound(\"monsters/darkcyberstomp\")\n\tVCY2 D 8 Bright\n    Loop\n  RageBFGBallsEnd2:\n\tVCYB G 10 Bright A_FaceTarget\n\tTNT1 A 0 A_Jump(130,\"FinderRage\",\"NemesisTechRage\",\"NemesisBFG\",\"RailgunRage\",\"Nemesis10KRage\",\"Stomp\",\"StompHomingRage\",\"SSGSniper\")\n\tTNT1 A 0 A_Jump(52,\"AlmostASkyrimShoutRage\",\"LightningStormRage\")\n\t//TNT1 A 0 A_Jump(1,\"BlackHole\")\n\tGoto See\n\n  CloseStomp:\n\tVCYB G 10 Bright A_FaceTarget\n\tTNT1 A 0 A_Recoil(-50)\n\tVCY2 C 5 Bright A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,8,0,24,0)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberstomp\")\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberStomp\",10,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"NemesisDeathBall\",10,0,0,0)\n\tVCY2 D 7 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n    Goto See\n  CloseStompRage:\n\tVCYB G 4 Bright A_FaceTarget\n\tTNT1 A 0 A_Recoil(-50)\n\tVCY2 C 5 Bright A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,8,0,24,0)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberstomp\")\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberStomp\",10,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"NemesisDeathBall\",10,0,0,0)\n\tVCY2 D 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n    Goto See\n\n  MiniNemesisBFG:\n    VCYB G 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"lrball3/charge\",CHAN_WEAPON)\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n    VCYB G 3 Bright A_PlaySound(\"VexedNemesisCyber/attack\",2)\n  MiniNemesisBFGCharging:\n\tTNT1 A 0 A_JumpIf(user_missile >= 20,\"MiniNemesisBFGFire\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_FaceTarget\n\tVCYB G 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n\tTNT1 A 0 //A_MonsterRefire(128,\"MiniNemesisBFGChargingWalk\")\n\tLoop\n  MiniNemesisBFGFire:\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n\tTNT1 A 0 A_JumpIf(user_missile >= 5,\"MiniNemesisBFGEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tVCYB EEEEE 5 Bright A_FaceTarget\n\tTNT1 A 0 A_PlayWeaponSound(\"star/fire\")\n    VCYB F 5 Bright A_CustomMissile(\"NemesisGuruBall\", 58, -26)\n\tGoto MiniNemesisBFGFire+2\n  MiniNemesisBFGEnd:\n\tVCYB E 20 Bright A_FaceTarget\n\tTNT1 A 0 A_Jump(130,\"Finder\",\"NemesisTech\",\"NemesisBFG\",\"Railgun\",\"Nemesis10K\",\"Stomp\",\"StompHoming\")\n\tTNT1 A 0 A_Jump(52,\"AlmostASkyrimShout\",\"LightningStorm\")\n\t//TNT1 A 0 A_Jump(1,\"BlackHole\")\n\tGoto See\n  MiniNemesisBFGRage:\n    VCYB G 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"lrball3/charge\",CHAN_WEAPON)\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n    VCYB G 3 Bright A_PlaySound(\"VexedNemesisCyber/attack\",2)\n  MiniNemesisBFGChargingRage:\n\tTNT1 A 0 A_JumpIf(user_missile >= 20,\"MiniNemesisBFGFireRage\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 Bright A_FaceTarget\n\tVCYB G 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n\tLoop\n  MiniNemesisBFGFireRage:\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n\tTNT1 A 0 A_JumpIf(user_missile >= 8,\"MiniNemesisBFGEndRage\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tVCYB EEE 5 Bright A_FaceTarget\n\tTNT1 A 0 A_PlayWeaponSound(\"star/fire\")\n    VCYB F 5 Bright A_CustomMissile(\"NemesisGuruBall\", 58, -26)\n\tGoto MiniNemesisBFGFireRage+2\n  MiniNemesisBFGEndRage:\n\tVCYB E 20 Bright A_FaceTarget\n\tTNT1 A 0 A_Jump(130,\"FinderRage\",\"NemesisTechRage\",\"NemesisBFG\",\"RailgunRage\",\"Nemesis10KRage\",\"Stomp\",\"StompHomingRage\")\n\tTNT1 A 0 A_Jump(52,\"AlmostASkyrimShoutRage\",\"LightningStormRage\")\n\t//TNT1 A 0 A_Jump(1,\"BlackHole\")\n\tGoto See\n\n  BlackHole:\n    VCYB G 30 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"BH/Charge\",6)\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n    VCYB G 3 Bright A_PlaySound(\"VexedNemesisCyber/Attack2\",7)\n  BlackHoleCharging:\n\tTNT1 A 0 A_JumpIf(user_missile >= 40,\"BlackHoleFire\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 Bright A_FaceTarget\n\tVCYB E 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tLoop\n  BlackHoleFire:\n\tTNT1 A 0 A_UnsetInvulnerable\n\tVCYB EEEEE 5 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"BH/Fire\")\n    VCYB F 5 Bright A_CustomMissile(\"BlackHoleProjectile\", 58, -26)\n\tVCYB E 60 Bright A_FaceTarget\n\tGoto See\n\n  NemesisBFG:\n    VCYB E 30 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tVCYB E 3 Bright A_PlaySound(\"VexedNemesisCyber/Attack2\",7)\n\tVCYB E 3 Bright A_PlaySound(\"NemesisBFG/charge\",1)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  NemesisBFGCharging:\n\tTNT1 A 0 A_JumpIf(user_missile >= 38,\"NemesisBFGFire\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 Bright A_FaceTarget\n\tVCYB E 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tLoop\n  NemesisBFGFire:\n\tVCYB EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tTNT1 A 0 A_UnSetShootable\n    VCYB EEEEEEEEEEE 1 A_FadeOut(0.1,0)\n\tVCYB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n    VCYB E 20\n    VCYB E 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tVCYB EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tVCYB EEEEEEEEEEE 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_SetShootable\n    TNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"NemesisBFG/Fire\",1)\n\tVCYB F 5 A_CustomMissile(\"NemesisGuruBall\", 58, -26, 0, 0)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n    VCYB E 60 Bright A_FaceTarget\n\tGoto See\n\n  LightningStorm:\n    VCYB G 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"VexedNemesisCyber/attack\",2)\n\tVCYB GGGGGGGGGGGGGGG 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tVCYB GGGGGGGGGGGGGGG 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  LightningStormLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 20,\"See\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n\tVCY2 C 5 Bright A_FaceTarget\n\tTNT1 A 0 Radius_Quake(40,10,0,40,0)\n\tVCY2 D 2 Bright A_PlaySound(\"monsters/darkcyberstomp\")\n\tTNT1 A 0 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisLightning2\",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)\n\tVCY2 D 8 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n\tVCY2 D 8 Bright A_FaceTarget\n    Loop\n  LightningStormRage:\n    VCYB G 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"VexedNemesisCyber/attack\",2)\n\tVCYB GGGGGGGGG 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tVCYB GGGGGGGGG 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  LightningStormLoopRage:\n\tTNT1 A 0 A_JumpIf(user_missile >= 25,\"See\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n\tVCY2 C 5 Bright A_FaceTarget\n\tTNT1 A 0 Radius_Quake(40,10,0,40,0)\n\tVCY2 D 2 Bright A_PlaySound(\"monsters/darkcyberstomp\")\n\tTNT1 A 0 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisLightning2\",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)\n\tVCY2 D 6 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n\tVCY2 D 6 Bright A_FaceTarget\n    Loop\n\n  AlmostASkyrimShout:\n\tVCYB G 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"VexedNemesisCyber/attack\",2)\n\tVCYB GGGGGGGGGGGGGGGGGGGGGGGGGGGGG 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  SkyrimShoutLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 8,\"SkyrimShoutEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tVCYB G 5 Bright A_FaceTarget\n\tVCYB Q 5 Bright A_FaceTarget\n\tVCYB R 10 Bright A_CustomMissile(\"NemesisCyberBigBall\", 80, 0, 0)\n\tLoop\n  SkyrimShoutEnd:\n\tTNT1 A 0 A_UnSetInvulnerable\n\tVCYB Q 5 Bright\n\tVCYB G 10 Bright\n\tGoto See\n  AlmostASkyrimShoutRage:\n\tVCYB G 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"VexedNemesisCyber/attack\",2)\n\tVCYB GGGGGGGGGGGGGGGGGGGGG 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  SkyrimShoutLoopRage:\n\tTNT1 A 0 A_JumpIf(user_missile >= 12,\"SkyrimShoutEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tVCYB G 4 Bright A_FaceTarget\n\tVCYB Q 4 Bright A_FaceTarget\n\tVCYB R 8 Bright A_CustomMissile(\"NemesisCyberBigBall\", 80, 0, 0)\n\tLoop\n\n  AbsolutelyMad:\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tVCYB E 3 Bright A_PlaySound(\"VexedNemesisCyber/Mad\",7)\n\tVCYB E 3 Bright A_PlaySoundEx(\"Legcyber/BFG\",\"GURUCHRG\")\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  AbsolutelyMadCharging:\n\tTNT1 A 0 A_JumpIf(user_missile >= 38,\"AbsolutelyMadFire\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 Bright A_FaceTarget\n\tVCYB E 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tLoop\n  AbsolutelyMadFire:\n\tVCYB EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tTNT1 A 0 A_UnSetShootable\n    VCYB EEEEEEEEEEE 1 A_FadeOut(0.1,0)\n\tVCYB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n    VCYB E 20\n    VCYB E 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tVCYB EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tVCYB EEEEEEEEEEE 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  AbsolutelyMadFireLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 5,\"AbsolutelyMadFire2\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlayWeaponSound(\"star/fire\")\n\tVCYB F 12 Bright A_CustomMissile(\"NemesisGuruBall\",58,-26,Random(-4, 4))\n\tVCYB E 12 Bright A_FaceTarget\n\tLoop\n  AbsolutelyMadFire2:\n\tVCYB EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tTNT1 A 0 A_UnSetShootable\n    VCYB EEEEEEEEEEE 1 A_FadeOut(0.1,0)\n\tVCYB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n    VCYB E 20\n    VCYB E 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tVCYB EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tVCYB EEEEEEEEEEE 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  AbsolutelyMadFireLoop2:\n\tTNT1 A 0 A_JumpIf(user_missile >= 10,\"AbsolutelyMadFire3\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlayWeaponSound(\"star/fire\")\n\tVCYB F 6 Bright A_CustomMissile(\"NemesisGuruBall\",58,-26,Random(-4, 4))\n\tVCYB E 6 Bright A_FaceTarget\n\tLoop\n  AbsolutelyMadFire3:\n\tVCYB EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tTNT1 A 0 A_UnSetShootable\n    VCYB EEEEEEEEEEE 1 A_FadeOut(0.1,0)\n\tVCYB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n    VCYB E 20\n    VCYB E 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tVCYB EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tVCYB EEEEEEEEEEE 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  AbsolutelyMadFireLoop3:\n\tTNT1 A 0 A_JumpIf(user_missile >= 10,\"NemesisBFGFire\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlayWeaponSound(\"star/fire\")\n\tVCYB F 3 Bright A_CustomMissile(\"NemesisGuruBall\",58,-26,Random(-4, 4))\n\tVCYB E 3 Bright A_FaceTarget\n\tLoop\n\n  Pain:\n\tTNT1 A 0 A_Jump(30,\"Shield\")\n\tTNT1 A 0 A_Jump(130,\"PainMissile\")\n\tTNT1 A 0 A_Jump(25,\"Teleport\")\n\tVCYB G 10 Bright A_Pain\n\tGoto See\n\n  Shield:\n    //TNT1 A 0 A_JumpIf(user_protection >= 15,\"Pain\")\n\tTNT1 A 0 A_JumpIf(user_protected == 1,\"Teleport\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"NemesisCyberShield\",0,0,0,0)\n\tVCYB G 10 Bright A_Playsound(\"brain/spit\",7,1.0,0,0.5)\n\tGoto See\n  Pain.DBFG2:\n  Pain.DBFG10K2:\n  Pain.DBFGSplash2:\n  Pain.PlayerDBFG2:\n  Pain.PlayerDBFG10K2:\n  Pain.PlayerDBFGSplash2:\n\tGoto AbsolutelyMad\n  Pain.Explosion:\n\tTNT1 A 0 A_Jump(230,\"Teleport\")\n\tGoto AbsolutelyMad\n  PainMissile:\n\tVCYB G 10 Bright A_Pain\n\tGoto Missile\n  Death:\n\tTNT1 A 0 A_StopSound(6)\n\tTNT1 A 0 A_RemoveChildren(1)\n\tVCYB H 10 Bright\n\tVCYB H 10 Bright A_Scream\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberdemonDeathEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tVCYB HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"NemesisDeathBall\")\n\tVCYB IIIIIIIIIIIIIIIIIIIIIIIIIIII 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"NemesisDeathBall\")\n\tVCYB JJJJJJJJJJJJJJJJJJJJJ 2 Bright\n\tVCYB KL 10 Bright\n\tTNT1 AAAAAAAA 0 A_CustomMissile(\"NemesisCyberBouncyBFG\",0,0,random(0,360),2,random(-5,30))\n\tTNT1 A 0 A_SpawnItem(\"NemesisDeathBall\")\n\tVCYB M 10 Bright A_NoBlocking\n\tVCYB NO 10\n\tVCYB P 100\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"NemesisFragmentToken\",1,3)\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"NemesisFragment\") == 0,2)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisFragmentSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,128)\n\tTNT1 A 0 A_BossDeath\n\tTNT1 A 0 A_KillMaster\n\tVCYB P -1\n\tStop\n\t}\n}\n\nActor VexedNemesisCyberGhostA\n{\n  +CLIENTSIDEONLY\n  +NOINTERACTION\n  +NOTIMEFREEZE\n  Scale 1.1\n  Renderstyle Translucent\n  Alpha 0.7\n  States\n  {\n  Spawn:\n\tTNT1 A 0 NoDelay A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Null\")\n\tVCYB A 2 A_FadeOut(0.1,1)\n\tLoop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/Nemesis/VexedNemesisCardinal.txt",
        "contents": "ACTOR VexedNemesisCardinal : NemesisCyberDemon\n{\n   Monster\n   Health 15000\n   Radius 45\n   Height 110\n   Scale 1.2\n   Speed 30\n   Mass 9999\n   FloatSpeed 40\n   PainChance 1\n   DamageFactor \"PDTBFG\", 0.05\n   DamageFactor \"PDTBFGTracer\", 0.05\n   DamageFactor \"Cyber10K\", 0.0\n   DamageFactor \"Legendary\", 0.0\n   DamageFactor \"LegendaryGuru\", 0.0\n   DamageFactor \"LegendaryGuruPlayer\", 0.3\n   DamageFactor \"LegendaryPlayer\", 0.3\n   DamageFactor \"PlayerBHole\", 0.0\n   DamageFactor \"BFGSplash\", 0.25\n   DamageFactor \"BFGSpray\", 0.25\n   DamageFactor \"PlayerDevBall\", 0.025\n   DamageFactor \"PlayerDevBall2\", 0.025\n   DamageFactor \"PlayerDTBFGRailgunSlug\", 0.025\n   DamageFactor \"PlayerDevTracer\", 0.025\n   DamageFactor \"PlayerDTRG\", 0.2\n   DamageFactor \"Railg\", 0.5\n   DamageFactor \"DemolisherEx\", 0.0\n   DamageFactor \"DarkDemoEx\", 0.0\n   DamageFactor \"CerChainguns\", 0.0\n   DamageFactor \"CerEnergyBall\", 0.0\n   DamageFactor \"LegMind\", 0.0\n   DamageFactor \"SuperWeapon\", 0.0\n   DamageFactor \"Term\", 0.0\n   DamageFactor \"CDTBFG\", 0.0\n   DamageFactor \"DBFG10K\", 0\n   DamageFactor \"PlayerDBFG10K\", 0\n   DamageFactor \"DBFG\", 0\n   DamageFactor \"PlayerDBFG2\", 0\n   DamageFactor \"DBFG210K\", 0\n   DamageFactor \"PlayerDBFG210K\", 0\n   DamageFactor \"PlayerDBFG\", 0\n   DamageFactor \"DBFG2Splash\", 0\n   DamageFactor \"UltimateLegendary\", 0.0\n   DamageFactor \"BeheComet\", 0.0\n   DamageFactor \"Extreme\", 0.0\n   Damagefactor \"Baby15K\", 0.0\n   DamageFactor \"CacoComet\", 0.0\n   DamageFactor \"CadaverRocket\", 0.0\n   DamageFactor \"NobleCOmet\", 0.0\n   DamageFactor \"HFCyber\", 0.0\n   DamageFactor \"DBFG10K2\", 0.65\n   DamageFactor \"PlayerDBFG10K2\", 0.65\n   DamageFactor \"DBFG2\", 0.65\n   DamageFactor \"PlayerDBFG2\", 0.65\n   DamageFactor \"PyroShot\", 0.0\n   DamageFactor \"PlayerPyro\", 0.0\n   DamageFactor \"PDTPuff\", 0.0\n   DamageFactor \"PlayerNemesisPlasma\", 0.0\n   DamageFactor \"Explosion\", 0.01\n   DamageFactor \"DTRailgun\", 0.4\n   DamageFactor \"PDTPuff\", 0.4\n   DamageFactor \"RailG\", 0.3\n   DamageFactor 0.3\n   DamageFactor \"Hackroid\", 0.6\n   DamageFactor \"T3rm\", 0.0\n   PainChance \"Explosion\", 256\n   BloodColor \"White\"\n  DropItem \"NemesisOmegaSphere\", 256, 1\n  DropItem \"LegAmmoSphere\", 256, 1\n  DropItem \"LegDemonRune\", 256, 1\n  DropItem \"LegDemonRune\", 256, 1\n  DropItem \"LegDemonRune\", 256, 1\n  DropItem \"TrueLegendaryRune\", 200, 1\n  DropItem \"VexedNemesisRune\", 128, 1\n  DropItem \"VexedNemesisBFG\", 256, 1\n  DropItem \"DemonicChalice\", 256, 2\n  DropItem \"SkullOfPower\", 256, 2\n  DropItem \"NLDemonAmmo\", 256\n  DropItem \"NLDemonAmmoBox\", 256\n  DropItem \"NemesisShell\", 256\n  DropItem \"NemesisShellBox\", 256\n  DropItem \"Nemesis Rifle\", 256\n  DropItem \"Nemesis Plasmatic Cannon\", 256\n  DropItem \"Nemesis Assault Shotgun\", 256\n  DropItem \"Nemesis Sawed-Off Shotgun\", 256\n  DropItem \"Nemesis BFG\", 256\n  DropItem \"Zen\", 10\n  SeeSound \"VNemCard/See\"\n  PainSound \"VNemCard/Pain\"\n  DeathSound \"VNemCard/Death\"\n  ActiveSound \"VNemCard/Laugh\"\n   +QUICKTORETALIATE\n   +FLOAT\n   +NOGRAVITY\n   +NOTIMEFREEZE\n   +NORADIUSDMG\n   +PIERCEARMOR\n   +MISSILEEVENMORE\n   +NOTARGET\n   +BOSS\n   +FIRERESIST\n   +MISSILEMORE\n   -FLOORCLIP\n   +DONTMORPH\n   +DONTRIP\n   +BOSSDEATH\n   +NOICEDEATH\n   +DONTGIB\n   +CANTSEEK\n   +NOTIMEFREEZE\n   +LOOKALLAROUND\n   +NOFEAR\n   +NOTELEFRAG\n   MinMissileChance 160\n   Obituary \" The Vexed Nemesis Cardinal showed %o how its like to play god.\"\n   var int user_protection;\n   var int user_protected;\n   var int user_music;\n   var int user_script;\n   var int user_missile;\n   Tag \"\\c[w2]Vexed Nemesis Cardinal\\c-\"\n   States\n   {\n   Spawn:\n\t  //TNT1 A 0 A_SpawnItem(\"VNemesisCyberFlameSpawner\",0,0,0,0)\n      TNRD A 2 Bright A_Look\n\t // TNT1 A 0 A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n      TNRD B 2 Bright A_Look\n\t  TNT1 A 0 A_SpawnItem(\"VNemesisCyberFlameSpawner\",0,0,0,0)\n      TNRD A 2 Bright A_Look\n\t  TNT1 A 0 A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n      Loop\n   See:\n\t  TNT1 A 0 A_JumpIf(user_music == 1,3)\n\t  TNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,2011)\n\t  TNT1 A 0 A_SetUserVar(\"user_music\",1)\n\t  TNT1 A 0 A_SetTranslucent(1)\n\t  TNT1 A 0 A_Jump(87,\"Rush\")\n\t  NARD A 2 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  NARD B 2 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  Loop\n   Rush:\n\t  TNT1 A 0 A_SetTranslucent(1)\n\t  TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t  NARD A 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t  NARD B 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t  NARD A 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t  NARD B 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t  NARD A 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t  NARD B 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t  NARD A 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t  NARD B 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t  NARD A 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t  NARD B 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t  NARD A 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t  NARD B 1 Bright A_Chase\n\t  TNT1 A 0 A_Jump(70,\"See\")\n\t  Loop\n   Missile:\n      TNT1 A 0 A_SetShootable\n\t  TNT1 A 0 A_UnsetInvulnerable\n      TNT1 A 0 A_SetTranslucent(1)\n      TNT1 A 0 A_Jump(128,\"NemesisHoaming\",\"Railgun\",\"BFG10K\",\"NemRevAttack\",\"NemesisBFG\",\"NemesisStorm\",\"NemesisRifle\",\"BFG9KSpam\",\"LighntingMadness\",\" Devastator\")\n\t  TNT1 A 0 A_Jump(87,\"ComboNemesisBFG\",\"ComboDev\",\"UltraAttack\",\"NemesisFinalAttack\")\n   Normal:\n      TNT1 A 0 A_SetTranslucent(1)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 3 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\t  NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 3 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\t  NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 3 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\t  NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 3 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\t  NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 3 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\t  NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 2 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 2 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\t  NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 2 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\t  NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n      NARD D 2 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 2 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\t  NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 2 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\t  NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n      NARD D 2 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\t  NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD CCC 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_Jump(128,\"NemesisHoaming\",\"Railgun\",\"BFG10K\",\"NemRevAttack\",\"NemesisBFG\",\"NemesisStorm\",\"NemesisRifle\",\"ComboNemesisBFG\",\"BFG9KSpam\",\"LighntingMadness\",\" Devastator\")\n      Goto See\n   NemesisHoaming:\n      TNT1 A 0 A_SetTranslucent(1)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 3 Bright A_CustomMissile(\"NemesisCyberHomingRocket\", 56, -26, Random(-8, 8))\n\t  NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 3 Bright A_CustomMissile(\"NemesisCyberHomingRocket\", 56, -26, Random(-8, 8))\n\t  NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 3 Bright A_CustomMissile(\"NemesisCyberHomingRocket\", 56, -26, Random(-8, 8))\n\t  NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 3 Bright A_CustomMissile(\"NemesisCyberHomingRocket\", 56, -26, Random(-8, 8))\n\t  NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 2 Bright A_CustomMissile(\"NemesisCyberHomingRocket\", 56, -26, Random(-8, 8))\n\t  NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 2 Bright A_CustomMissile(\"NemesisCyberHomingRocket\", 56, -26, Random(-8, 8))\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 2 Bright A_CustomMissile(\"NemesisCyberHomingRocket\", 56, -26, Random(-8, 8))\n\t  NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 2 Bright A_CustomMissile(\"NemesisCyberHomingRocket\", 56, -26, Random(-8, 8))\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 2 Bright A_CustomMissile(\"NemesisCyberHomingRocket\", 56, -26, Random(-8, 8))\n\t  NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD CCC 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_Jump(128,\"Railgun\",\"BFG10K\",\"NemRevAttack\",\"NemesisBFG\",\"NemesisStorm\",\"NemesisRifle\",\"ComboNemesisBFG\",\"UltraAttack\",\"BFG9KSpam\",\"LighntingMadness\")\n      Goto See\n   Railgun:\n      TNT1 A 0 A_SetTranslucent(1)\n\t  TNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t  NARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n      NARD C 5\n      NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t  TNT1 A 0 A_FaceTarget\n\t  NARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\t  NARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t  TNT1 A 0 A_SetShootable\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 2 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t  NARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n      NARD C 5\n      NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t  TNT1 A 0 A_FaceTarget\n\t  NARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\t  NARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t  TNT1 A 0 A_SetShootable\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 2 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 2 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 2 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t  NARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n      NARD C 5\n      NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t  TNT1 A 0 A_FaceTarget\n\t  NARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\t  NARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t  TNT1 A 0 A_SetShootable\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 2 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 2 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n      NARD D 2 Bright A_FaceTarget\n      NARD CCCCCCC 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_Jump(128,\"BFG10K\",\"NemRevAttack\",\"NemesisBFG\",\"NemesisStorm\",\"NemesisHoaming\",\"NemesisRifle\",\"ComboNemesisBFG\",\"UltraAttack\",\"BFG9KSpam\",\"LighntingMadness\",\" Devastator\",\"NemesisFinalAttack\")\n\t Goto See\n   BFG10K:\n      TNT1 A 0 A_SetTranslucent(1)\n\t  TNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 4 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 4 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 4 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 4 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 4 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 4 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 3 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n      NARD D 3 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 3 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n      NARD D 3 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n      NARD D 2 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n      NARD D 2 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n      NARD D 2 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n      NARD D 2 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n      NARD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n      NARD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n      NARD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n      NARD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n      NARD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n      NARD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t  NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n      NARD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n      NARD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n      NARD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n      NARD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n      NARD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t  NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n      NARD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n      NARD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n      NARD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n      NARD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n      NARD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\t  NARD CCCCC 4 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_Jump(128,\"NemesisHoaming\",\"Railgun\",\"NemRevAttack\",\"NemesisBFG\",\"ComboNemesisBFG\",\"UltraAttack\",\"BFG9KSpam\",\"Devastator\")\n      Goto See\n  NemesisRifle:\n      TNT1 A 0 A_SetTranslucent(1)\n      NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_SetInvulnerable\n\t  TNT1 A 0 A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n      NARD C 3 Bright A_PlaySoundEx(\"laugh1\",\"lcarlaug\")\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n   \t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 A_UnsetInvulnerable\n      TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySoundEx(\"Legcyber/amhalt\",\"DECHST\")\n\t  NARD CCCCC 4 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_Jump(128,\"Railgun\",\"NemRevAttack\",\"NemesisBFG\",\"BFG10K\",\"ComboNemesisBFG\",\"UltraAttack\",\"BFG9KSpam\",\"LighntingMadness\")\n\tGoto See\n NemRevAttack:\n      TNT1 A 0 A_SetTranslucent(1)\n      TNT1 A 0 A_SetInvulnerable\n\t  NARD C 0 A_FaceTarget\n\t  TNT1 A 0 A_PlaySound(\"NemCard/Active\",6)\n      //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n      NARD C 0 A_FaceTarget\n      //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 A_PlayWeaponSound(\"legcardi/load1\")\n      NARD C 0 A_FaceTarget\n      //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  NARD C 0 A_FaceTarget\n      //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 A_PlayWeaponSound(\"legcardi/load2\")\n\t  NARD C 0 A_FaceTarget\n      //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  NARD C 0 A_FaceTarget\n      //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  NARD C 0 A_FaceTarget\n      //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  NARD C 0 A_FaceTarget\n\t  TNT1 A 0 A_PlayWeaponSound(\"legcardi/load3\")\n      //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  NARD C 0 A_FaceTarget\n      //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 A_UnSetInvulnerable\n\t  NARD C 8 A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"NemesisCannon/BigLaser\",CHAN_WEAPON)\n\t  NARD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t  NARD C 8 A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"NemesisCannon/BigLaser\",CHAN_WEAPON)\n\t  NARD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t  NARD C 8 A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"NemesisCannon/BigLaser\",CHAN_WEAPON)\n\t  NARD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t  NARD C 8 A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"NemesisCannon/BigLaser\",CHAN_WEAPON)\n\t  NARD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t  NARD C 8 A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"NemesisCannon/BigLaser\",CHAN_WEAPON)\n\t  NARD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t  NARD C 8 A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"NemesisCannon/BigLaser\",CHAN_WEAPON)\n\t  NARD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t  NARD C 7 A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_Jump(128,\"Railgun\",\"BFG10K\",\"NemesisStorm\",\"NemesisHoaming\",\"NemesisBFG\",\"ComboNemesisBFG\",\"UltraAttack\",\"BFG9KSpam\",\"LighntingMadness\")\n\t  Goto see\n\tNemesisBFG:\n    NARD E 30 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"NemCard/Active\",6)\n\tNARD E 3 Bright A_PlaySoundEx(\"truelegbfg/charge\",\"GURUCHRG\")\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  NemesisBFGCharging:\n\tTNT1 A 0 A_JumpIf(user_missile >= 38,\"NemesisBFGFire\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 Bright A_FaceTarget\n\tNARD E 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tLoop\n  NemesisBFGFire:\n\tNARD EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tTNT1 A 0 A_UnSetShootable\n    NARD EEEEEEEEEEE 1 A_FadeOut(0.1,0)\n\tNARD EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n    NARD E 20\n    NARD E 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tNARD EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tNARD EEEEEEEEEEE 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_SetShootable\n    TNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/fire\",7)\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/fire2\",6)\n\tNARD F 5 A_CustomMissile(\"NemesisGuruBall\", 58, -26)\n\tNARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n    NARD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\tNARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n    NARD C 5\n    NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tNARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tNARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/fire\",7)\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/fire2\",6)\n\tNARD F 5 A_CustomMissile(\"NemesisGuruBall\", 0, 0, 0, 0)\n\tNARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n    NARD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\tNARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n    NARD C 5\n    NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tNARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tNARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/fire\",7)\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/fire2\",6)\n\tNARD F 5 A_CustomMissile(\"NemesisGuruBall\", 0, 0, 0, 0)\n\tTNT1 A 0 A_Jump(128,\"ComboNemesisBFG\",\"UltraAttack\",\"Railgun\",\"BFG10K\",\"NemesisStorm\",\"NemesisHoaming\",\"BFG9KSpam\",\"LighntingMadness\",\" Devastator\",\"NemesisFinalAttack\")\n\tGoto NemesisBFGFire+2\n   ComboNemesisBFG:\n      TNT1 A 0 A_PlaySound(\"NemCard/Laugh\",6)\n\t  TNT1 A 0 A_SetTranslucent(1)\n      TNT1 A 0 A_SetInvulnerable\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_SetInvulnerable\n\t  NARD C 3 Bright A_PlaySoundEx(\"laugh2\",\"DSTCLAU2\")\n\t  NARD E 3 Bright A_PlaySoundEx(\"truelegbfg/charge\",\"GURUCHRG\")\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  NARD E 3 Bright A_PlaySoundEx(\"truelegbfg/charge\",\"GURUCHRG\")\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n      TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n  \t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n      TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_UnsetInvulnerable\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t  NARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n      NARD C 5\n      NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t  TNT1 A 0 A_FaceTarget\n\t  NARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\t  NARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t  TNT1 A 0 A_PlaySound(\"truelegbfg/fire\",7)\n\t  TNT1 A 0 A_PlaySound(\"truelegbfg/fire2\",6)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_SpawnItemEx(\"FakeNemCardiSummoner\",0,0,50,30,0,0,0,0)\n\t  TNT1 A 0 A_SpawnItemEx(\"FakeNemCardiSummoner\",0,0,50,30,0,0,180,0)\n\t  TNT1 A 0 A_SpawnItemEx(\"FakeNemCardiSummoner\",0,0,50,30,0,0,225,0)\n\t  TNT1 A 0 A_SpawnItemEx(\"FakeNemCardiSummoner\",0,0,50,30,0,0,305,0)\n\t  TNT1 A 0 A_SetShootable\n\t  TNT1 A 0 A_UnsetInvulnerable\n\t  NARD D 5 A_CustomMissile(\"NemesisGuruBall\", 58, -26, 0, 0)\n      NARD C 0 Bright A_FaceTarget\n\tGoto See\n  NemesisStorm:\n\t NARD P 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n\t TNT1 A 0 Radius_Quake(40,10,0,40,0)\n\t NARD P 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n\t TNT1 A 0 A_SpawnItemEx(\"NemesisLightning2\",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)\n\t NARD PP 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n    Goto See\n  UltraAttack:\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n\tTNT1 A 0 A_PlaySound(\"NemCard/Laugh\")\n\tNARD E 3 Bright A_PlaySoundEx(\"truelegbfg/charge\",\"GURUCHRG\")\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tTNT1 A 0 A_JumpIf(user_missile >= 20,\"UltraAttackGO\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n    NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tNARD C 0  A_FaceTarget\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tNARD C 0  A_FaceTarget\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tNARD C  2 A_FaceTarget\n\tGoto UltraAttackGO\n  UltraAttackGO:\n\tNARD EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tTNT1 A 0 A_UnSetShootable\n\tNARD C 0 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/fire\",7)\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/fire2\",6)\n\tTNT1 A 0 A_CustomMissile(\"NemesisGuruBall\",40,-13,0)\n\tNARD D 5 A_CustomMissile(\"NemesisGuruBall\",40,13,0)\n\tNARD C 0 A_FaceTarget\n    TNT1 A 0 A_PlaySound(\"truelegbfg/fire\",7)\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/fire2\",6)\n\tTNT1 A 0 A_CustomMissile(\"NemesisGuruBall\",40,-13,0)\n\tNARD D 5 A_CustomMissile(\"NemesisGuruBall\",40,13,0)\n    NARD C 0 A_FaceTarget\n    NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tNARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tNARD C 0 A_FaceTarget\n\tNARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tNARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tNARD C 0 A_FaceTarget\n\tNARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tNARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tNARD C 0 A_FaceTarget\n\tNARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tNARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tNARD C 0 A_FaceTarget\n\tNARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tNARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tNARD C 0 A_FaceTarget\n\tNARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tNARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tNARD C 0 A_FaceTarget\n\tNARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tNARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tNARD C 0 A_FaceTarget\n\tNARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tNARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tNARD C 0 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/fire\",7)\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/fire2\",6)\n\tTNT1 A 0 A_CustomMissile(\"NemesisSentientBFG9500Ball\",40,-13,0)\n\tNARD D 5 A_CustomMissile(\"NemesisSentientBFG9500Ball\",40,13,0)\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tGoto See\n\n  BFG9KSpam:\n    TNT1 A 0 A_PlaySound(\"NemCard/Active\",6)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 4 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 4 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 4 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 4 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 4 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 4 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 3 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD CCCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t  NARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n      NARD C 5\n      NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t  TNT1 A 0 A_FaceTarget\n\t  NARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\t  NARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t  TNT1 A 0 A_SetInvulnerable\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n      NARD D 3 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 3 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n      NARD D 3 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n      NARD D 2 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n      NARD D 2 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n      NARD D 2 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_UnsetInvulnerable\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t  NARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n      NARD C 5\n      NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t  TNT1 A 0 A_FaceTarget\n\t  NARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\t  NARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t  TNT1 A 0 A_SetInvulnerable\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n      NARD D 2 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n      NARD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n      NARD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n      NARD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n      NARD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_UnsetInvulnerable\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t  NARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n      NARD C 5\n      NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t  TNT1 A 0 A_FaceTarget\n\t  NARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\t  NARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t  TNT1 A 0 A_SetInvulnerable\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n      NARD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n      NARD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t  NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n      NARD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n      NARD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n      NARD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n      NARD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n      NARD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t  NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n      NARD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n      NARD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n      NARD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n      NARD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD CCCCC 4 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_UnsetInvulnerable\n\t  TNT1 A 0 A_Jump(128,\"NemesisRifle\",\"NemRevAttack\",\"NemesisBFG\",\"ComboNemesisBFG\",\"UltraAttack\",\"NemesisStorm\",\"NemesisHoaming\",\"LighntingMadness\",\" Devastator\")\n\t  Goto See\n\n  LighntingMadness:\n  TNT1 A 0 A_UnSetShootable\n  TNT1 A 0 A_SetInvulnerable\n  NARD C 0 A_FaceTarget\n  TNT1 A 0 A_PlaySound(\"NemCard/Laugh\",6)\n  TNT1 A 0 A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner3\")\n  NARD P 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n  TNT1 A 0 Radius_Quake(40,10,0,40,0)\n  NARD P 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n  TNT1 A 0 A_SpawnItemEx(\"NemesisLightning2\",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)\n  NARD PP 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n  TNT1 A 0 Radius_Quake(40,10,0,40,0)\n  TNT1 A 0 A_SpawnItemEx(\"NemesisLightning2\",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)\n  NARD PP 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n  NARD P 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n  TNT1 A 0 Radius_Quake(40,10,0,40,0)\n  NARD P 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n  TNT1 A 0 A_SpawnItemEx(\"NemesisLightning2\",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)\n  NARD PP 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n  TNT1 A 0 Radius_Quake(40,10,0,40,0)\n  TNT1 A 0 A_SpawnItemEx(\"NemesisLightning2\",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)\n  NARD PP 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n  NARD CCCCCCCCCCCC 1 A_FadeOut(0.1,0)\n  NARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n  NARD C 5\n  NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n  TNT1 A 0 A_FaceTarget\n  NARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n  NARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n  NARD D 2 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n  NARD C 2 Bright A_FaceTarget\n  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n  NARD D 2 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n  NARD C 2 Bright A_FaceTarget\n  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n  NARD D 2 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD C 1 Bright A_FaceTarget\n      NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD CCCCCCCCCCCC 1 A_FadeOut(0.1,0)\n      NARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n      NARD C 5\n      NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n      TNT1 A 0 A_FaceTarget\n      NARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\t  NARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n      TNT1 A 0 A_SpawnItemEx(\"NemesisShellCasing\",26,26,58,Random(2, 6),0,Random(1, 3),Random(80,90),128)\n\t  TNT1 AAAA 0 Bright A_CustomMissile(\"NemesisTracer\",58,-26,Random(6,-6),0)\n\t  TNT1 A 0 Bright A_PlaySoundEx(\"NemesisASG/Fire\",\"Weapon\")\n\t  TNT1 A 0 A_CustomBulletAttack(15,12,5,0,\"NemesisASGPuffExplode\",0)\n\t  NARD F 2 Bright A_CustomBulletAttack(15,12,5,Random(5,15)*6,\"NemesisASGBulletPuff\",0,CBAF_NORANDOM)\n\t  NARD E 2 Bright A_FaceTarget\n\t  TNT1 A 0 Bright A_CPosRefire\n      NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD CCCCCCCCCCCC 1 A_FadeOut(0.1,0)\n      NARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n      NARD C 5\n      NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n      TNT1 A 0 A_FaceTarget\n      NARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\t  NARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t   //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t  TNT1 A 0 A_UnSetInvulnerable\n\t  NARD C 8 A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"NemesisCannon/BigLaser\",CHAN_WEAPON)\n\t  NARD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t  NARD C 8 A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"NemesisCannon/BigLaser\",CHAN_WEAPON)\n\t  NARD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t  NARD C 8 A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"NemesisCannon/BigLaser\",CHAN_WEAPON)\n\t  NARD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t  NARD C 8 A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"NemesisCannon/BigLaser\",CHAN_WEAPON)\n\t  NARD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t  NARD C 8 A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"NemesisCannon/BigLaser\",CHAN_WEAPON)\n\t  NARD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t  NARD C 8 A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"NemesisCannon/BigLaser\",CHAN_WEAPON)\n\t  NARD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t  NARD C 7 A_FaceTarget\n\t  TNT1 A 0 A_PlaySound(\"truelegbfg/fire\",7)\n\t  TNT1 A 0 A_PlaySound(\"truelegbfg/fire2\",6)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_SpawnItemEx(\"FakeNemCardiSummoner\",0,0,50,30,0,0,0,0)\n\t  TNT1 A 0 A_SpawnItemEx(\"FakeNemCardiSummoner\",0,0,50,30,0,0,180,0)\n\t  TNT1 A 0 A_SpawnItemEx(\"FakeNemCardiSummoner\",0,0,50,30,0,0,225,0)\n\t  TNT1 A 0 A_SpawnItemEx(\"FakeNemCardiSummoner\",0,0,50,30,0,0,305,0)\n\t  NARD D 5 A_CustomMissile(\"NemesisGuruBall\", 58, -26, 0, 0)\n      TNT1 A 0 A_SetShootable\n\t  TNT1 A 0 A_UnsetInvulnerable\n      TNT1 A 0 A_Jump(128,\"BFG10K\",\"NemRevAttack\",\"NemesisBFG\",\"NemesisStorm\",\"NemesisHoaming\",\"NemesisRifle\",\"ComboNemesisBFG\",\"UltraAttack\",\"BFG9KSpam\",\"NemesisFinalAttack\",\" Devastator\")\n\t  Goto See\n\n Devastator:\n TNT1 A 0 A_SetTranslucent(1)\n      TNT1 A 0 A_PlaySound(\"devastator/charge\")\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD D 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD D 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD D 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD D 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n      NARD D 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD D 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD D 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD D 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t  NARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n      NARD C 5\n      NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t  TNT1 A 0 A_FaceTarget\n\t  NARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\t  NARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t  TNT1 A 0 A_SetShootable\n\t  NARD D 0 A_PlaySound (\"devastator/fire\")\n\t  NARD D 0 Bright A_CustomMissile(\"NemDevastatorBall\", 58, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t  NARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n      NARD C 5\n      NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t  TNT1 A 0 A_FaceTarget\n\t  NARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\t  NARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t  TNT1 A 0 A_SetShootable\n\t  NARD D 0 A_PlaySound (\"devastator/fire\")\n\t  NARD D 0 Bright A_CustomMissile(\"NemDevastatorBall\", 58, -26, 0)\n\t  NARD C 50 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_Jump(95,\"ComboDev\")\n\n ComboDev:\n      TNT1 A 0 A_SetTranslucent(1)\n      TNT1 A 0 A_PlaySound(\"devastator/charge\")\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD D 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD D 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD D 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD D 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n      NARD D 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD D 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD D 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  NARD D 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_UnsetInvulnerable\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n      NARD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t  NARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n      NARD C 5\n      NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t  TNT1 A 0 A_FaceTarget\n\t  NARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\t  NARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t  TNT1 A 0 A_SetShootable\n      NARD D 0 A_PlaySound (\"devastator/fire\")\n\t  //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_SpawnItemEx(\"FakeNemCardiSummoner3\",0,0,50,30,0,0,180,0)\n\t  NARD D 5 A_CustomMissile(\"NemDevastatorBall\", 58, -26, 0, 0)\n\t  goto see\n\n NemesisFinalAttack:\n      TNT1 A 0 A_SetTranslucent(1)\n\t  TNT1 A 0 A_PlaySound(\"NemCard/Laugh\",6)\n      NARD A 0 A_ChangeFlag (INVULNERABLE, 1)\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NFCA A 5 BRIGHT A_SpawnItemEx(\"NemCardiFinalAttack\", 0, 0, 300)\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NFCA A 5 A_Playsound (\"Arcradimus/BFGElectric\")\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NFCA A 5 A_Playsound (\"Arcradimus/BFGElectric\")\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NFCA B 5 A_Playsound (\"Arcradimus/BFGElectric\")\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NFCA A 5 A_Playsound (\"Arcradimus/BFGElectric\")\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NFCA B 5 A_Playsound (\"Arcradimus/BFGElectric\")\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NFCA A 5 A_Playsound (\"Arcradimus/BFGElectric\")\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NFCA B 5 A_Playsound (\"Arcradimus/BFGElectric\")\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NFCA A 5 A_Playsound (\"Arcradimus/BFGElectric\")\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NFCA B 5 A_Playsound (\"Arcradimus/BFGElectric\")\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NFCA A 5 A_Playsound (\"Arcradimus/BFGElectric\")\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NFCA B 5 A_Playsound (\"Arcradimus/BFGElectric\")\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NFCA A 5 A_Playsound (\"Arcradimus/BFGElectric\")\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA B 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NFCA A 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 25 Bright A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n      NARD C 2 A_PlaySound (\"pcannon/explode\")\n      NARD C 1 A_ChangeFlag (INVULNERABLE, 0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD CDDD 2 A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 5 A_CustomMissile (\"NemesisCardinalFinalBall\", 100, 0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      Goto see\n\n Death:\n\tTNT1 A 0 A_StopSound(6)\n\tNARD H 10 Bright\n\tNARD H 10 Bright A_Scream\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberdemonDeathEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tNARD HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"NemesisDeathBall\")\n\tNARD IIIIIIIIIIIIIIIIIIIIIIIIIIII 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"NemesisDeathBall\")\n\tNARD JJJJJJJJJJJJJJJJJJJJJ 2 Bright\n\tNARD KL 10 Bright\n\tTNT1 A 0 A_BossDeath\n\tTNT1 A 0 A_KillMaster\n\tTNT1 AAAAAAAA 0 A_CustomMissile(\"NemesisCyberBouNARDFG\",0,0,random(0,360),2,random(-5,30))\n\tTNT1 A 0 A_SpawnItem(\"NemesisDeathBall\")\n\tNARD M 10 Bright A_NoBlocking\n\tNARD NO 10\n\tTNT1 A 1 A_SpawnItemEx(\"DeadNemesisCardinal\")\n  Stop\n}\n}\n\nACTOR VNemesisCyberFlameSpawner : LegendaryRedParticleSpawner\n{\nHeight 110\nRadius 1\nStates\n  {\n  Spawn:\n\tTNT1 A 0 Bright\n\tTNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 0 Bright A_CheckSight(\"Toaster\")\n\tTNT1 AAAAAA 0 Bright A_SpawnItemEx(\"VNemesisCyberFlame2\",random(48,-48),random(48,-48),random(0,96),0,0,random(2,6),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\tTNT1 A 1 Bright\n\tStop\n  }\n}\n\nACTOR VNemesisCyberFlame2 : LegendaryCyberFlame\n{\nStates\n  {\n  Spawn:\n\tTNT1 A 0 Bright\n\t2HDT ABCDEFGHIJKL 2 Bright A_FadeOut(0.1,1)\n\tStop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/Nemesis/PainKnight.txt",
        "contents": "ACTOR PainKnight : zamasuCyberdemon\n{\nHealth 6666\nMass 100\nRadius 20\nHeight 56\nSpeed 30\nPainchance 40\nbloodcolor \"Purple\"\nDropItem \"NemesisHealthBonusMax\", 256, 64\nDropItem \"NemesisArmorBonus64\", 256\nDropItem \"NemesisHealthBonusMax\", 256, 64\nDropItem \"NemesisArmorBonus64\", 256\nDropItem \"ZamasuStrongSphere\" 120\nDropItem \"LegAmmoSphere\", 128, 1\nDropItem \"LegDemonRune\", 80, 1\nDropItem \"NemesisRuneSpawnerTier4\", 256, 1\nDropItem \"NemesisRuneSpawnerTier4\", 256, 1\nDropItem \"NemesisRuneSpawnerTier4\", 256, 1\nDropItem \"NemesisRuneSpawnerTier4\", 256, 1\nDropItem \"DemonicChalice\", 256, 2\nDropItem \"SkullOfPower\", 256, 2\nDropItem \"NLDemonAmmo\", 256\nDropItem \"NLDemonAmmoBox\", 256\nDropItem \"NemesisShell\", 256\nDropItem \"NemesisShellBox\", 130\nDropItem \"Nemesis Rifle\", 200\nDropItem \"Nemesis Plasmatic Cannon\", 200\nDropItem \"Nemesis Assault Shotgun\", 200\nDropItem \"Nemesis Sawed-Off Shotgun\", 200\nDropItem \"Nemesis BFG\", 256\nDropItem \"TrueLegendaryRune\" 64 1\nDropItem \"BFS\", 64, 1\nDamageFactor \"UltimateLegendary\", 0.0\nDamageFactor \"Legendary\", 0.0\nDamageFactor \"PlayerNemesisPlasma\", 0.0\nDamageFactor \"Explosion\", 0.001\nDamageFactor \"DTRailgun\", 0.4\nDamageFactor \"PDTPuff\", 0.4\nDamageFactor \"RailG\", 0.3\nDamageFactor \"T3rm\", 0.0\nMONSTER\n+FLOORCLIP\n+MISSILEMORE\n+MISSILEEVENMORE\n+NORADIUSDMG\n+BOSS\n+QUICKTORETALIATE\n+DONTMORPH\n+FULLVOLACTIVE\n+DONTHURTSPECIES\nSeeSound \"VexedNemesisSentient/Sight\"\nPainSound \"RAGE\"\nDeathSound \"thepain/death\"\nActiveSound \"LegCardi/active\"\nObituary \"%o embraced pain by pain Knight, painfully!.\"\nTag \"\\c[g3]PAIN\\c- \\c[s5]Knight\\c-\"\nvar int user_summon;\nvar int user_missile;\nStates\n{\nSpawn:\n    TNT1 A 0 NoDelay A_Jump(110,\"Remove\")\nidle:\n    //TNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tPAZZ C 10 Bright A_Look\n    TNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n    PAZZ D 10 Bright A_Look\n    TNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tLoop\nRemove:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"Zombie\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\nSee:\n    TNT1 A 0 A_JumpIf(user_music == 1,4)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,6666)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"NemesisCardSky\",0,2)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n    TNT1 A 0 A_JumpIf(user_summon >= 1,2)\n\tTNT1 A 0 A_JumpIfHealthLower(3333,\"Summon\")\n    TNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ AA 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ AA 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"MolochStep\",0,0,5,0,0,-20)\n    TNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ BB 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ BB 2 Bright A_Chase\n    TNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ CC 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ CC 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"MolochStep\",0,0,5,0,0,-20)\n    TNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ DD 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ DD 2 Bright A_Chase\n\tLoop\nTeleport:\n\tNASG A 1 Bright A_UnSetShootable\n\tTNT1 AAAA 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNASG AAAAAAAAAA 1 Bright A_FadeOut(0.1,0)\n\tNASG A 2 Bright\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tNASG A 1 Bright A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 AAAA 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNASG AAAAAAAAAA 1 Bright A_FadeIn(0.1)\n\tNASG A 1 Bright A_SetShootable\n\tGoto See\nMelee:\nMissile:\n\tTNT1 A 0 A_Jump(128,\"Missile1\",\"Missile2\",\"Missile3\",\"Missile4\",\"Missile5\",\"Missile6\",\"Missile7\",\"Missile8\",\"FinaleFLAAAASH\")\nMissile1:\n\tPAZZ E 2 Bright A_Facetarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ G 2 Bright A_CustomMissile(\"NBehemothComet\",45,15,frandom(-2.0,2.0),CMF_TRACKOWNER)\n\tPAZZ E 2 Bright A_Facetarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ G 2 Bright A_CustomMissile(\"NBehemothComet\",45,15,frandom(-2.0,2.0),CMF_TRACKOWNER)\n\tPAZZ E 2 Bright A_Facetarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ G 2 Bright A_CustomMissile(\"NBehemothComet\",45,15,frandom(-2.0,2.0),CMF_TRACKOWNER)\n\tPAZZ E 2 Bright A_Facetarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ G 2 Bright A_CustomMissile(\"NBehemothComet\",45,15,frandom(-2.0,2.0),CMF_TRACKOWNER)\n\tPAZZ E 2 Bright A_Facetarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ G 2 Bright A_CustomMissile(\"NBehemothComet\",45,15,frandom(-2.0,2.0),CMF_TRACKOWNER)\n\tPAZZ E 2 Bright A_Facetarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ G 2 Bright A_CustomMissile(\"NBehemothComet\",45,15,frandom(-2.0,2.0),CMF_TRACKOWNER)\n\tTNT1 A 0 A_JumpIf(user_summon >= 1,2)\n\tTNT1 A 0 A_JumpIfHealthLower(3333,\"Summon\")\n\tNULL A 0 A_Jump (102,\"Missile2\",\"Missile3\",\"Missile4\",\"Missile5\",\"Missile6\",\"Missile7\",\"Missile8\",\"FinaleFLAAAASH\")\n\tGoto See\nMissile2:\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n\tPAZZ E 9 Bright A_FaceTarget\nMissile2Loop:\n    TNT1 A 0 A_JumpIf(user_missile >= 35, \"Missile2End\")\n    TNT1 A 0 A_SetUserVar(\"user_missile\", user_missile+1)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\t//PAZZ E 0 A_CustomMissile(\"Nemesis10kProjectile\", 48, 32,  4, -8)\n\tPAZZ G 1 Bright A_CustomMissile(\"Nemesis10kProjectile\",45,15,frandom(-2.0,2.0),CMF_TRACKOWNER)\n\tPAZZ E 1 Bright A_FaceTarget\n\tLoop\nMissile2End:\n\tPAZZ E 10 Bright A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tTNT1 A 0 A_JumpIf(user_summon >= 1,2)\n\tTNT1 A 0 A_JumpIfHealthLower(3333,\"Summon\")\n\tNULL A 0 A_Jump (95,\"Missile3\",\"Missile4\",\"Missile5\",\"Missile6\",\"Missile7\",\"Missile8\",\"FinaleFLAAAASH\")\n\tGoto See\nMissile3:\n\tPAZZ EEEEEE 4 Bright A_FaceTarget\n\tPAZZ G 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySoundEX(\"weapons/PCNNF\",CHAN_WEAPON)\n    PAZZ G 2 Bright A_CustomMissile(\"MiniNemesisBFGBall\",45,15,frandom(-2.0,2.0),CMF_TRACKOWNER)\n\tPAZZ G 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySoundEX(\"weapons/PCNNF\",CHAN_WEAPON)\n    PAZZ G 2 Bright A_CustomMissile(\"MiniNemesisBFGBall\",45,15,frandom(-2.0,2.0),CMF_TRACKOWNER)\n\tPAZZ G 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySoundEX(\"weapons/PCNNF\",CHAN_WEAPON)\n    PAZZ G 2 Bright A_CustomMissile(\"MiniNemesisBFGBall\",45,15,frandom(-2.0,2.0),CMF_TRACKOWNER)\n\tPAZZ G 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySoundEX(\"weapons/PCNNF\",CHAN_WEAPON)\n    PAZZ G 2 Bright A_CustomMissile(\"MiniNemesisBFGBall\",45,15,frandom(-2.0,2.0),CMF_TRACKOWNER)\n\tPAZZ G 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySoundEX(\"weapons/PCNNF\",CHAN_WEAPON)\n    PAZZ G 2 Bright A_CustomMissile(\"MiniNemesisBFGBall\",45,15,frandom(-2.0,2.0),CMF_TRACKOWNER)\n\tPAZZ G 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySoundEX(\"weapons/PCNNF\",CHAN_WEAPON)\n    PAZZ G 2 Bright A_CustomMissile(\"MiniNemesisBFGBall\",45,15,frandom(-2.0,2.0),CMF_TRACKOWNER)\n\tTNT1 A 0 A_PlaySound(\"weapons/dtech10ksteam\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ EEEEEE 5 Bright A_SpawnItemEx(\"LegendaryCannonSmoke\", 10, 12, 50, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)\n\tTNT1 A 0 A_JumpIf(user_summon >= 1,2)\n\tTNT1 A 0 A_JumpIfHealthLower(3333,\"Summon\")\n\tTNT1 A 0 A_Jump(120,\"Missile4\",\"Missile5\",\"Missile6\",\"Missile7\",\"Missile8\",\"FinaleFLAAAASH\")\n    Goto See\nMissile4:\n\tPAZZ E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 0, 0)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  -4, 16)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  4, -8)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  -4, 8)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  4, -16)\n\tPAZZ E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 0, 0)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  -4, 16)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  4, -8)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  -4, 8)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  4, -16)\n\tPAZZ E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 0, 0)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  -4, 16)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  4, -8)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  -4, 8)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  4, -16)\n\tPAZZ E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 0, 0)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  -4, 16)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  4, -8)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  -4, 8)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  4, -16)\n\tPAZZ E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 0, 0)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  -4, 16)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  4, -8)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  -4, 8)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  4, -16)\n\tPAZZ E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 0, 0)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  -4, 16)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  4, -8)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  -4, 8)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  4, -16)\n\tPAZZ E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 0, 0)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  -4, 16)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  4, -8)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  -4, 8)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  4, -16)\n\tPAZZ E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 0, 0)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  -4, 16)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  4, -8)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  -4, 8)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  4, -16)\n\tPAZZ E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 0, 0)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  -4, 16)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  4, -8)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  -4, 8)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  4, -16)\n\tPAZZ E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 0, 0)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  -4, 16)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  4, -8)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  -4, 8)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  4, -16)\n\tPAZZ E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 0, 0)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  -4, 16)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  4, -8)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  -4, 8)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  4, -16)\n\tPAZZ E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 0, 0)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  -4, 16)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  4, -8)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  -4, 8)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  4, -16)\n\tPAZZ E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 0, 0)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  -4, 16)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  4, -8)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  -4, 8)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  4, -16)\n\tPAZZ E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 0, 0)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  -4, 16)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  4, -8)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  -4, 8)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  4, -16)\n\tPAZZ E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 0, 0)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  -4, 16)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  4, -8)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  -4, 8)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  4, -16)\n\tPAZZ E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 0, 0)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  -4, 16)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  4, -8)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  -4, 8)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  4, -16)\n\tPAZZ E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 0, 0)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  -4, 16)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  4, -8)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  -4, 8)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  4, -16)\n\tPAZZ E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 0, 0)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  -4, 16)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  4, -8)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  -4, 8)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  4, -16)\n\tPAZZ E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 0, 0)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  -4, 16)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  4, -8)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  -4, 8)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  4, -16)\n\tPAZZ E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 0, 0)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  -4, 16)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  4, -8)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  -4, 8)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  4, -16)\n\tPAZZ E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 0, 0)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  -4, 16)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  4, -8)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  -4, 8)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  4, -16)\n\tPAZZ E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 0, 0)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  -4, 16)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  4, -8)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  -4, 8)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  4, -16)\n\tPAZZ E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 0, 0)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  -4, 16)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  4, -8)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  -4, 8)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  4, -16)\n\tPAZZ E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 0, 0)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  -4, 16)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  4, -8)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  -4, 8)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  4, -16)\n\tTNT1 A 0 A_JumpIf(user_summon >= 1,2)\n\tTNT1 A 0 A_JumpIfHealthLower(3333,\"Summon\")\n\tNULL A 0 A_Jump(110,\"Missile1\",\"Missile2\",\"Missile3\",\"Missile4\",\"Missile5\",\"Missile6\",\"Missile7\",\"Missile8\",\"FinaleFLAAAASH\")\n\tGoto See\nMissile5:\n\tPAZZ E 0 A_FaceTarget\n    PAZZ EEEE 2 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tPAZZ E 0 A_FaceTarget\n    PAZZ EEEE 2 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tTNT1 A 0 A_PlayWeaponSound(\"star/load1\")\n\tPAZZ E 0 A_FaceTarget\n    PAZZ EEEE 2 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tPAZZ E 0 A_FaceTarget\n    PAZZ EEEE 2 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tTNT1 A 0 A_PlayWeaponSound(\"star/load2\")\n\tPAZZ E 0 A_FaceTarget\n    PAZZ EEEE 2 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tPAZZ E 0 A_FaceTarget\n    PAZZ EEEE 2 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tPAZZ E 0 A_FaceTarget\n    PAZZ EEEE 2 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tPAZZ E 0 A_FaceTarget\n\tTNT1 A 0 A_PlayWeaponSound(\"star/load3\")\n    PAZZ EEEE 2 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tPAZZ E 0 A_FaceTarget\n    PAZZ EEEE 2 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tPAZZ E 0 A_FaceTarget\n\tPAZZ G 0 A_PlayWeaponSound(\"star/fire\")\n\tPAZZ G 7 Bright A_CustomMissile(\"NemesisGuruBall\",45,15,frandom(-2.0,2.0),CMF_TRACKOWNER)\n\tPAZZ E 8 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ G 0 A_PlayWeaponSound(\"star/fire\")\n\tPAZZ G 7 Bright A_CustomMissile(\"NemesisGuruBall\",45,15,frandom(-2.0,2.0),CMF_TRACKOWNER)\n\tPAZZ E 8 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ G 0 A_PlayWeaponSound(\"star/fire\")\n\tPAZZ G 7 Bright A_CustomMissile(\"NemesisGuruBall\",45,15,frandom(-2.0,2.0),CMF_TRACKOWNER)\n\tPAZZ E 8 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ G 0 A_PlayWeaponSound(\"star/fire\")\n\tPAZZ G 1 Bright A_CustomMissile(\"NemesisGuruBall\",45,15,frandom(-2.0,2.0),CMF_TRACKOWNER)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_JumpIf(user_summon >= 1,2)\n\tTNT1 A 0 A_JumpIfHealthLower(3333,\"Summon\")\n    NULL A 0 A_Jump(115,\"Missile1\",\"Missile2\",\"Missile3\",\"Missile4\",\"Missile5\",\"Missile6\",\"Missile7\",\"Missile8\",\"FinaleFLAAAASH\",\"Lightning\")\n\tGoto See\nMissile6:\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\tPAZZ E 18 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ E 6 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tPAZZ G 3 Bright A_CustomMissile(\"Nemesis10kProjectile\",45,15,frandom(-2.0,2.0),CMF_TRACKOWNER)\n\tPAZZ E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tPAZZ G 3 Bright A_CustomMissile(\"NemImpDevastatorBall\",45,15,frandom(-2.0,2.0),CMF_TRACKOWNER)\n\tPAZZ E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tPAZZ G 3 Bright A_CustomMissile(\"NBehemothBFG9500Ball\",45,15,frandom(-2.0,2.0),CMF_TRACKOWNER)\n\tPAZZ E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tPAZZ G 3 Bright A_CustomMissile(\"Nemesis10kProjectile\",45,15,frandom(-2.0,2.0),CMF_TRACKOWNER)\n\tPAZZ E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tPAZZ G 3 Bright A_CustomMissile(\"NemImpDevastatorBall\",45,15,frandom(-2.0,2.0),CMF_TRACKOWNER)\n\tPAZZ E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tPAZZ G 3 Bright A_CustomMissile(\"ActualDarkMatter\",45,15,frandom(-2.0,2.0),CMF_TRACKOWNER)\n\tPAZZ E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tPAZZ G 3 Bright A_CustomMissile(\"Nemesis10kProjectile\",45,15,frandom(-2.0,2.0),CMF_TRACKOWNER)\n\tPAZZ E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tPAZZ G 3 Bright A_CustomMissile(\"NemImpDevastatorBall\",45,15,frandom(-2.0,2.0),CMF_TRACKOWNER)\n\tPAZZ E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tPAZZ G 3 Bright A_CustomMissile(\"ActualDarkMatter\",45,15,frandom(-2.0,2.0),CMF_TRACKOWNER)\n\tPAZZ E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tPAZZ G 3 Bright A_CustomMissile(\"Nemesis10kProjectile\",45,15,frandom(-2.0,2.0),CMF_TRACKOWNER)\n\tPAZZ E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tPAZZ G 3 Bright A_CustomMissile(\"NemImpDevastatorBall\",45,15,frandom(-2.0,2.0),CMF_TRACKOWNER)\n\tPAZZ E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tPAZZ G 3 Bright A_CustomMissile(\"ActualDarkMatter\",45,15,frandom(-2.0,2.0),CMF_TRACKOWNER)\n\tPAZZ E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tPAZZ G 3 Bright A_CustomMissile(\"Nemesis10kProjectile\",45,15,frandom(-2.0,2.0),CMF_TRACKOWNER)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tPAZZ G 3 Bright A_CustomMissile(\"NemImpDevastatorBall\",45,15,frandom(-2.0,2.0),CMF_TRACKOWNER)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tPAZZ G 3 Bright A_CustomMissile(\"ActualDarkMatter\",45,15,frandom(-2.0,2.0),CMF_TRACKOWNER)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tPAZZ G 3 Bright A_CustomMissile(\"Nemesis10kProjectile\",45,15,frandom(-2.0,2.0),CMF_TRACKOWNER)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tPAZZ G 3 Bright A_CustomMissile(\"NemImpDevastatorBall\",45,15,frandom(-2.0,2.0),CMF_TRACKOWNER)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tPAZZ G 3 Bright A_CustomMissile(\"ActualDarkMatter\",45,15,frandom(-2.0,2.0),CMF_TRACKOWNER)\n\tPAZZ E 20 Bright A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tTNT1 A 0 A_JumpIf(user_summon >= 1,2)\n\tTNT1 A 0 A_JumpIfHealthLower(3333,\"Summon\")\n\tNULL A 0 A_Jump(140,\"Missile1\",\"Missile2\",\"Missile3\",\"Missile4\",\"Missile5\",\"Missile6\",\"Missile7\",\"Missile8\",\"FinaleFLAAAASH\")\n\tGoto See\nMissile7:\n\tPAZZ E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 0, 0)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  4, -8)\n\tPAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  -4, 8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  -4, 16)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  4, -16)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemImpDevastatorBall\", 86, 12,  15, -35)\n\tPAZZ G 3 Bright A_CustomMissile(\"NBehemothBFG9500Ball\", 86, -12,  15, 35)\n\tPAZZ E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 0, 0)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  4, -8)\n\tPAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  -4, 8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  -4, 16)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  4, -16)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemImpDevastatorBall\", 86, 12,  15, -35)\n\tPAZZ G 3 Bright A_CustomMissile(\"NBehemothBFG9500Ball\", 86, -12,  15, 35)\n\tPAZZ E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 0, 0)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  4, -8)\n\tPAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  -4, 8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  -4, 16)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  4, -16)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemImpDevastatorBall\", 86, 12,  15, -35)\n\tPAZZ G 3 Bright A_CustomMissile(\"NBehemothBFG9500Ball\", 86, -12,  15, 35)\n\tPAZZ E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 0, 0)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  4, -8)\n\tPAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  -4, 8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  -4, 16)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  4, -16)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemImpDevastatorBall\", 86, 12,  15, -35)\n\tPAZZ G 3 Bright A_CustomMissile(\"ActualDarkMatter\", 86, -12,  15, 35)\n\tPAZZ E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 0, 0)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  4, -8)\n\tPAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  -4, 8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  -4, 16)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  4, -16)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemImpDevastatorBall\", 86, 12,  15, -35)\n\tPAZZ G 3 Bright A_CustomMissile(\"NBehemothBFG9500Ball\", 86, -12,  15, 35)\n\tPAZZ E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 0, 0)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  4, -8)\n\tPAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  -4, 8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  -4, 16)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  4, -16)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemImpDevastatorBall\", 86, 12,  15, -35)\n\tPAZZ G 3 Bright A_CustomMissile(\"ActualDarkMatter\", 86, -12,  15, 35)\n\tPAZZ E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 0, 0)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  -4, 8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  -4, 16)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  4, -16)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemImpDevastatorBall\", 86, 12,  15, -35)\n\tPAZZ G 3 Bright A_CustomMissile(\"NBehemothBFG9500Ball\", 86, -12,  15, 35)\n\tPAZZ E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 0, 0)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  4, -8)\n\tPAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  -4, 8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  -4, 16)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  4, -16)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemImpDevastatorBall\", 86, 12,  15, -35)\n\tPAZZ G 3 Bright A_CustomMissile(\"ActualDarkMatter\", 86, -12,  15, 35)\n\tPAZZ E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 0, 0)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  4, -8)\n\tPAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  -4, 8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  -4, 16)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  4, -16)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemImpDevastatorBall\", 86, 12,  15, -35)\n\tPAZZ G 3 Bright A_CustomMissile(\"NBehemothBFG9500Ball\", 86, -12,  15, 35)\n\tPAZZ E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 0, 0)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  4, -8)\n\tPAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  -4, 8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  -4, 16)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 32,  4, -16)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemImpDevastatorBall\", 86, 12,  15, -35)\n\tPAZZ G 3 Bright A_CustomMissile(\"ActualDarkMatter\", 86, -12,  15, 35)\n\tPAZZ E 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ E 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ E 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ E 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ E 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ E 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ E 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ E 10 Bright A_FaceTarget\n\tTNT1 A 0 A_JumpIf(user_summon >= 1,2)\n\tTNT1 A 0 A_JumpIfHealthLower(3333,\"Summon\")\n\tNULL A 0 A_Jump(160,\"Missile1\",\"Missile2\",\"Missile3\",\"Missile4\",\"Missile5\",\"Missile6\",\"Missile7\",\"Missile8\",\"FinaleFLAAAASH\")\n\tGoto See\nMissile8:\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n\tPAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n\tPAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n\tPAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n\tPAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonProj\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n\tPAZZ E 0 A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",7)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  -4, 8)\n\tPAZZ E 3 A_FaceTarget\n\tTNT1 A 0 A_JumpIf(user_summon >= 1,2)\n\tTNT1 A 0 A_JumpIfHealthLower(3333,\"Summon\")\n\tNULL A 0 A_Jump(170,\"Missile1\",\"Missile2\",\"Missile3\",\"Missile4\",\"Missile5\",\"Missile6\",\"Missile7\",\"Missile8\",\"FinaleFLAAAASH\",\"Lightning\")\n    Goto See\nFinaleFLAAAASH:\n\tPAZZ E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 0, 0)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  -4, 8)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemImpDevastatorBall\", 48, 0, 0)\n\tPAZZ G 3 Bright A_CustomMissile(\"Nemesis10kProjectile\", 48, 0, 0)\n\tPAZZ G 3 Bright A_CustomMissile(\"NBehemothBFG9500Ball\", 48, 0, 0)\n\tPAZZ E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisZombieCannonLaser\", 48, 32,  -4, 8)\n\tPAZZ G 2 Bright A_CustomMissile(\"NBehemothComet\", 48, 0, 0)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 0, 0)\n\tPAZZ E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  -4, 8)\n\tPAZZ G 1 Bright A_CustomMissile(\"MiniNemesisBFGBall\", 48, 0, 0)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemImpDevastatorBall\", 48, 0, 0)\n\tPAZZ E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n    PAZZ E 0 A_CustomMissile(\"NemesisZombieCannonLaser\", 48, 32,  4, -8)\n\tPAZZ G 1 Bright A_CustomMissile(\"NemesisZombieCannonLaser\", 48, 32,  -4, 8)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 0, 0)\n\tPAZZ G 3 Bright A_CustomMissile(\"ActualDarkMatter\", 48, 0, 0)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 0, 0)\n\tPAZZ E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  -4, 8)\n\tPAZZ E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySoundEX(\"weapons/PCNNF\",CHAN_WEAPON)\n    PAZZ G 2 Bright A_CustomMissile(\"MiniNemesisBFGBall\", 48, 0, 0)\n\tPAZZ G 2 Bright A_CustomMissile(\"NBehemothComet\", 48, 0, 0)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  -4, 16)\n\tPAZZ E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n    PAZZ E 0 A_CustomMissile(\"NemesisZombieCannonLaser\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisZombieCannonLaser\", 48, 32,  -4, 8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 0, 0)\n\tPAZZ G 3 Bright A_CustomMissile(\"NBehemothBFG9500Ball\", 48, 0, 0)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemImpDevastatorBall\", 48, 0, 0)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 0, 0)\n\tPAZZ E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  -4, 8)\n\tPAZZ E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tPAZZ G 3 Bright A_CustomMissile(\"Nemesis10kProjectile\", 48, 0, 0)\n\tPAZZ G 1 Bright A_CustomMissile(\"MiniNemesisBFGBall\", 48, 0, 0)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  4, -8)\n\tPAZZ E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n    PAZZ E 0 A_CustomMissile(\"NemesisZombieCannonLaser\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisZombieCannonLaser\", 48, 32,  -4, 8)\n\tPAZZ G 3 Bright A_CustomMissile(\"ActualDarkMatter\", 48, 0, 0)\n\tPAZZ G 6 Bright A_CustomMissile(\"ZamasuCyberFinalBall\", 48, 17, 0)\n\tPAZZ E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySoundEX(\"weapons/PCNNF\",CHAN_WEAPON)\n\tPAZZ G 2 Bright A_CustomMissile(\"NBehemothComet\", 48, 0, 0)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 0, 0)\n\tPAZZ E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  -4, 8)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemImpDevastatorBall\", 48, 0, 0)\n    PAZZ G 2 Bright A_CustomMissile(\"MiniNemesisBFGBall\", 48, 0, 0)\n\tPAZZ G 3 Bright A_CustomMissile(\"NBehemothBFG9500Ball\", 48, 0, 0)\n\tPAZZ E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n    PAZZ E 0 A_CustomMissile(\"NemesisZombieCannonLaser\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisZombieCannonLaser\", 48, 32,  -4, 8)\n\tPAZZ G 2 Bright A_CustomMissile(\"NBehemothComet\", 48, 0, 0)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  -4, 8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 0, 0)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemImpDevastatorBall\", 48, 0, 0)\n\tPAZZ E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ E 0 A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  -4, 8)\n\tPAZZ G 3 Bright A_CustomMissile(\"ActualDarkMatter\", 48, 0, 0)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 0, 0)\n\tPAZZ G 1 Bright A_CustomMissile(\"MiniNemesisBFGBall\", 48, 0, 0)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemesisSoulHellStaffBall\", 48, 32,  4, -16)\n\tPAZZ E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n    PAZZ E 0 A_CustomMissile(\"NemesisZombieCannonLaser\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisZombieCannonLaser\", 48, 32,  -4, 8)\n\tPAZZ G 1 Bright A_CustomMissile(\"MiniNemesisBFGBall\", 48, 0, 0)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 0, 0)\n\tPAZZ G 2 Bright A_CustomMissile(\"NBehemothComet\", 48, 0, 0)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 0, 0)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemImpDevastatorBall\", 48, 0, 0)\n\tPAZZ E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  -4, 8)\n\tPAZZ G 3 Bright A_CustomMissile(\"NBehemothBFG9500Ball\", 48, 0, 0)\n\tPAZZ E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tPAZZ G 3 Bright A_CustomMissile(\"Nemesis10kProjectile\", 48, 0, 0)\n\tPAZZ E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n    PAZZ E 0 A_CustomMissile(\"NemesisZombieCannonLaser\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisZombieCannonLaser\", 48, 32,  -4, 8)\n\tPAZZ E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySoundEX(\"weapons/PCNNF\",CHAN_WEAPON)\n    PAZZ G 2 Bright A_CustomMissile(\"MiniNemesisBFGBall\", 48, 0, 0)\n\tPAZZ G 3 Bright A_CustomMissile(\"ActualDarkMatter\", 48, 0, 0)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 0, 0)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemImpDevastatorBall\", 48, 0, 0)\n\tPAZZ E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  -4, 8)\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 0, 0)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemImpDevastatorBall\", 48, 0, 0)\n\tPAZZ E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n    PAZZ E 0 A_CustomMissile(\"NemesisZombieCannonLaser\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisZombieCannonLaser\", 48, 32,  -4, 8)\n\tPAZZ G 3 Bright A_CustomMissile(\"NBehemothBFG9500Ball\", 48, 0, 0)\n\tPAZZ G 3 Bright A_CustomMissile(\"Nemesis10kProjectile\", 48, 0, 0)\n\tPAZZ G 2 Bright A_CustomMissile(\"NBehemothComet\", 48, 0, 0)\n\tPAZZ E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  -4, 8)\n\tPAZZ E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySoundEX(\"weapons/PCNNF\",CHAN_WEAPON)\n    PAZZ G 2 Bright A_CustomMissile(\"MiniNemesisBFGBall\", 48, 0, 0)\n\tPAZZ G 6 Bright A_CustomMissile(\"ZamasuCyberFinalBall\", 48, 17, 0)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 0, 0)\n\tPAZZ E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n    PAZZ E 0 A_CustomMissile(\"NemesisZombieCannonLaser\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisZombieCannonLaser\", 48, 32,  -4, 8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 0, 0)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemImpDevastatorBall\", 48, 0, 0)\n\tPAZZ E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  -4, 8)\n\tPAZZ E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tPAZZ G 2 Bright A_CustomMissile(\"NBehemothComet\", 48, 0, 0)\n\tPAZZ G 3 Bright A_CustomMissile(\"ActualDarkMatter\", 48, 0, 0)\n\tPAZZ G 3 Bright A_CustomMissile(\"Nemesis10kProjectile\", 48, 0, 0)\n\tPAZZ E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySoundEX(\"weapons/PCNNF\",CHAN_WEAPON)\n    PAZZ E 0 A_CustomMissile(\"NemesisZombieCannonLaser\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisZombieCannonLaser\", 48, 32,  -4, 8)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemImpDevastatorBall\", 48, 0, 0)\n    PAZZ G 2 Bright A_CustomMissile(\"MiniNemesisBFGBall\", 48, 0, 0)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  -4, 16)\n\tPAZZ E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  -4, 8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 0, 0)\n\tPAZZ G 3 Bright A_CustomMissile(\"NBehemothBFG9500Ball\", 48, 0, 0)\n\tPAZZ G 2 Bright A_CustomMissile(\"NBehemothComet\", 48, 0, 0)\n\tPAZZ E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n    PAZZ E 0 A_CustomMissile(\"NemesisZombieCannonLaser\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisZombieCannonLaser\", 48, 32,  -4, 8)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemImpDevastatorBall\", 48, 0, 0)\n\tPAZZ G 3 Bright A_CustomMissile(\"Nemesis10kProjectile\", 48, 0, 0)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  4, -8)\n\tPAZZ E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySoundEX(\"weapons/PCNNF\",CHAN_WEAPON)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  -4, 8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 0, 0)\n    PAZZ G 2 Bright A_CustomMissile(\"MiniNemesisBFGBall\", 48, 0, 0)\n\tPAZZ G 0 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  -4, 8)\n\tPAZZ G 3 Bright A_CustomMissile(\"ActualDarkMatter\", 48, 0, 0)\n\tPAZZ G 2 Bright A_CustomMissile(\"NBehemothComet\", 48, 0, 0)\n\tPAZZ E 0 A_CustomMissile(\"NemesisZombieCannonLaser\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisZombieCannonLaser\", 48, 32,  -4, 8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 0, 0)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemImpDevastatorBall\", 48, 0, 0)\n\tPAZZ E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  -4, 8)\n\tPAZZ G 3 Bright A_CustomMissile(\"Nemesis10kProjectile\", 48, 0, 0)\n\tPAZZ G 3 Bright A_CustomMissile(\"NBehemothBFG9500Ball\", 48, 0, 0)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemesisExileSkullShot\", 48, 32,  4, -16)\n\tPAZZ E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySoundEX(\"weapons/PCNNF\",CHAN_WEAPON)\n    PAZZ E 0 A_CustomMissile(\"NemesisZombieCannonLaser\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisZombieCannonLaser\", 48, 32,  -4, 8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 0, 0)\n    PAZZ G 2 Bright A_CustomMissile(\"MiniNemesisBFGBall\", 48, 0, 0)\n\tPAZZ G 3 Bright A_CustomMissile(\"ActualDarkMatter\", 48, 0, 0)\n    PAZZ E 0 A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  -4, 8)\n\tPAZZ G 2 Bright A_CustomMissile(\"NBehemothComet\", 48, 0, 0)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemImpDevastatorBall\", 48, 0, 0)\n    PAZZ E 0 A_CustomMissile(\"NemesisZombieCannonLaser\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisZombieCannonLaser\", 48, 32,  -4, 8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 0, 0)\n\tPAZZ E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tPAZZ G 3 Bright A_CustomMissile(\"Nemesis10kProjectile\", 48, 0, 0)\n\tPAZZ G 3 Bright A_CustomMissile(\"NBehemothBFG9500Ball\", 48, 0, 0)\n\tPAZZ E 0 A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 48, 32,  -4, 8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 0, 0)\n\tPAZZ G 2 Bright A_CustomMissile(\"NBehemothComet\", 48, 0, 0)\n\tPAZZ G 3 Bright A_CustomMissile(\"NemImpDevastatorBall\", 48, 0, 0)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n    PAZZ E 0 A_CustomMissile(\"NemesisZombieCannonLaser\", 48, 32,  4, -8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisZombieCannonLaser\", 48, 32,  -4, 8)\n    PAZZ G 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 48, 0, 0)\n\tTNT1 A 0 A_JumpIf(user_summon >= 1,2)\n\tTNT1 A 0 A_JumpIfHealthLower(3333,\"Summon\")\n\tPAZZ E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_Jump(128,\"Lightning\")\n\tGoto See\nLightning:\n    TNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tPAZZ H 3 Bright A_PlaySound(\"thepain/sight\",5,1.0,0,ATTN_NONE)\n\tTNT1 A 0 Radius_Quake(7, 165, 0, 140, 0)\n\tPAZZ H 36 Bright\n\tPAZZ H 4 Bright A_SpawnItemEX(\"PainLightning\",Random(-1200,1200),Random(-1200,1200))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_CustomMissile(\"NemesisTormentorDeathEffect\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"PainLightning\",Random(-1200,1200),Random(-1200,1200))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_CustomMissile(\"NemesisTormentorDeathEffect\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"PainLightning\",Random(-1200,1200),Random(-1200,1200))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_CustomMissile(\"NemesisTormentorDeathEffect\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"PainLightning\",Random(-1200,1200),Random(-1200,1200))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_CustomMissile(\"NemesisTormentorDeathEffect\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"PainLightning\",Random(-1200,1200),Random(-1200,1200))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_CustomMissile(\"NemesisTormentorDeathEffect\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"PainLightning\",Random(-1200,1200),Random(-1200,1200))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_CustomMissile(\"NemesisTormentorDeathEffect\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"PainLightning\",Random(-1200,1200),Random(-1200,1200))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_CustomMissile(\"NemesisTormentorDeathEffect\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"PainLightning\",Random(-1200,1200),Random(-1200,1200))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_CustomMissile(\"NemesisTormentorDeathEffect\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"PainLightning\",Random(-1200,1200),Random(-1200,1200))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_CustomMissile(\"NemesisTormentorDeathEffect\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"PainLightning\",Random(-1200,1200),Random(-1200,1200))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_CustomMissile(\"NemesisTormentorDeathEffect\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"PainLightning\",Random(-1200,1200),Random(-1200,1200))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_CustomMissile(\"NemesisTormentorDeathEffect\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"PainLightning\",Random(-1200,1200),Random(-1200,1200))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_CustomMissile(\"NemesisTormentorDeathEffect\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"PainLightning\",Random(-1200,1200),Random(-1200,1200))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_CustomMissile(\"NemesisTormentorDeathEffect\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"PainLightning\",Random(-1200,1200),Random(-1200,1200))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_CustomMissile(\"NemesisTormentorDeathEffect\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_JumpIf(user_summon >= 1,2)\n\tTNT1 A 0 A_JumpIfHealthLower(3333,\"Summon\")\n\tPAZZ H 4 Bright A_SpawnItemEX(\"PainLightning\",Random(-1200,1200),Random(-1200,1200))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_CustomMissile(\"NemesisTormentorDeathEffect\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"PainLightning\",Random(-1200,1200),Random(-1200,1200))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_CustomMissile(\"NemesisTormentorDeathEffect\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"PainLightning\",Random(-1200,1200),Random(-1200,1200))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_CustomMissile(\"NemesisTormentorDeathEffect\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"PainLightning\",Random(-1200,1200),Random(-1200,1200))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_CustomMissile(\"NemesisTormentorDeathEffect\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_CustomMissile(\"NemesisTormentorDeathEffect\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_SpawnItemEX(\"PainLightning\",Random(-1200,1200),Random(-1200,1200))\n\tTNT1 A 0 A_JumpIf(user_summon >= 1,2)\n\tTNT1 A 0 A_JumpIfHealthLower(3333,\"Summon\")\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEX(\"PainLightning\",Random(-1200,1200),Random(-1200,1200))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_SpawnItemEX(\"PainLightning\",Random(-1200,1200),Random(-1200,1200))\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEX(\"PainLightning\",Random(-1200,1200),Random(-1200,1200))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tPAZZ H 4 Bright\n\tGoto See\nSummon:\n    PAZZ H 1 Bright A_ChangeFlag(\"Invulnerable\",1)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tPAZZ H 3 Bright A_PlaySound(\"thepain/sight\",5,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_ChangeFlag(\"Reflective\",1)\n\tPAZZ H 0 A_PlaySoundEx(\"brain/spit\",7,0,2)\n\tTNT1 A 0 Radius_Quake(7, 165, 0, 140, 0)\n\tPAZZ H 0 A_CustomMissile(\"NemPentaLine3\",0,0,-72,2)\n    PAZZ H 0 A_CustomMissile(\"NemPentaLine3\",0,0,-144,2)\n    PAZZ H 0 A_CustomMissile(\"NemPentaLine3\",0,0,-216,2)\n    PAZZ H 0 A_CustomMissile(\"NemPentaLine3\",0,0,-288,2)\n    PAZZ H 0 A_CustomMissile(\"NemPentaLine3\",0,0,0,2)\n\tPAZZ H 36 Bright\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEX(\"PainLightning\",Random(-1200,1200),Random(-1200,1200))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEX(\"PainLightning\",Random(-1200,1200),Random(-1200,1200))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_SpawnItemEX(\"PainLightning\",Random(-1200,1200),Random(-1200,1200))\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_SpawnItemEX(\"PainLightning\",Random(-1200,1200),Random(-1200,1200))\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEX(\"PainLightning\",Random(-1200,1200),Random(-1200,1200))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_SpawnItemEX(\"PainLightning\",Random(-1200,1200),Random(-1200,1200))\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEX(\"PainLightning\",Random(-1200,1200),Random(-1200,1200))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEX(\"PainLightning\",Random(-1200,1200),Random(-1200,1200))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEX(\"DefilerStormBoltSpawner\",Random(-680,680),Random(-680,680))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 2 Bright A_SpawnItemEx(\"ThePainTrain\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tPAZZ H 2 Bright A_SpawnItemEx(\"ThePainTrain\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 2 Bright A_SpawnItemEx(\"ThePainTrain\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tPAZZ H 2 Bright A_SpawnItemEx(\"ThePainTrain\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 2 Bright A_SpawnItemEx(\"ThePainTrain\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tPAZZ H 2 Bright A_SpawnItemEx(\"ThePainTrain\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 2 Bright A_SpawnItemEx(\"ThePainTrain\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tPAZZ H 2 Bright A_SpawnItemEx(\"ThePainTrain\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 2 Bright A_SpawnItemEx(\"ThePainTrain\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tPAZZ H 2 Bright A_SpawnItemEx(\"ThePainTrain\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright A_SpawnItemEx(\"ThePainTrain\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_AlertMonsters(0,AMF_EMITFROMTARGET)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_SpawnItemEX(\"PainLightning\",Random(-1200,1200),Random(-1200,1200))\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEX(\"PainLightning\",Random(-1200,1200),Random(-1200,1200))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tTNT1 A 0 A_SpawnItemEX(\"PainLightning\",Random(-1200,1200),Random(-1200,1200))\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEX(\"PainLightning\",Random(-1200,1200),Random(-1200,1200))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tPAZZ H 4 Bright\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tTNT1 A 0 A_SetUserVar(\"user_summon\",1)\n\tTNT1 A 0 A_ChangeFlag(\"Invulnerable\",0)\n\tTNT1 A 0 A_ChangeFlag(\"Reflective\",0)\n\tGoto See\nPain:\n    //TNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tTNT1 A 0 A_Jump(130,\"Missile\")\n\tTNT1 A 0 A_Jump(25,\"Teleport\")\n\tGoto See\nDeath:\n\tTNT1 A 0\n\tPAZZ J 1 Bright A_ScreamAndUnblock\n\tPAZZ J 1 Bright A_RemoveChildren\n\tPAZZ J 1 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"ZamasuimpDeathEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tPAZZ JJJJJJJJJJJJJJJJJJ 2 Bright A_CustomMissile(\"NemesisTormentorDeathEffect\",0,0,0,CMF_TRACKOWNER)\n\tPAZZ KKKKKKKKKKKKKKKKKK 2 Bright A_CustomMissile(\"NemesisTormentorDeathEffect\",0,0,0,CMF_TRACKOWNER)\n\tPAZZ LLLLLLLLLLLLLLLLLL 2 Bright A_CustomMissile(\"NemesisTormentorDeathEffect\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"ZamasuimpDeathEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tPAZZ MMMMMMMMMMMMMMMMMM 2 Bright A_CustomMissile(\"NemesisTormentorDeathEffect\",0,0,0,CMF_TRACKOWNER)\n\tPAZZ NNNNNNNNNNNNNNNNNNNNNN 2 Bright A_CustomMissile(\"NemesisTormentorDeathEffect\",0,0,0,CMF_TRACKOWNER)\n\tPAZZ OOOOOOOOOOOOOOOOOOOOOOOOOO 2 Bright A_CustomMissile(\"NemesisTormentorDeathEffect\",0,0,0,CMF_TRACKOWNER)\n\tPAZZ PQ 10 Bright\n\tTNT1 A 0 A_SpawnItem(\"ZamasuNuke\",0,0,0,0)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"SetDefaultSky\")\n\tPAZZ R 140\n    TNT1 A 0 A_SpawnItemEx(\"NemesisArmorSphere\",0,0,8,random(1,8),0,2,random(0,360),0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisArmor\",0,0,8,random(1,8),0,2,random(0,360),0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisOmegaSphere\",0,0,8,random(1,8),0,2,random(0,360),0)\n\tTNT1 A 0 A_SpawnItemEx(\"UnbelieveabilitySphere\",0,0,8,random(1,8),0,2,random(0,360),0)\n\tTNT1 A 0 A_SpawnItemEx(\"TerminatorItem\",0,0,8,random(1,8),0,2,random(0,360),0)\n\tTNT1 A 0 A_SpawnItemEx(\"NuclearMissileBox\",0,0,8,random(0,8),0,2,random(0,360),0)\n\tTNT1 A 0 A_SpawnItemEx(\"Stingray\",0,0,8,random(1,8),0,2,random(0,360),0)\n\tTNT1 A 0 A_SpawnItemEx(\"BFG2704\",0,0,8,random(1,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"ArmageddonCannon\",0,0,8,random(0,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"CynetikStrikerCannon\",0,0,8,random(1,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"vexedNemesisRune\",0,0,8,random(1,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_BossDeath\n\tTNT1 A 0 A_KillMaster\n\tPAZZ R 63000 CanRaise\n\t\"####\" \"#\" 5 A_FadeOut(0.1,1)\n\tWait\n}\n}\n\nActor PainLightning : NemesisLightning2\n{\nDamagetype \"Legendary\"\nStates\n{\n  Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySoundEx(\"pain/light\",7)\n\tTNT1 A 0 Radius_Quake(175,8,512,1024,0)\n\tTNT1 AAA 0 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360),2)\n\tTNT1 A 0 A_Explode(150,300)\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX3\",0,0,random(0,360),2,random(0,360))\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"WhiteLightningSpark\",0,0,0,random(1,10),0,random(1,10),random(0,359),129)\n\tDV10 ABCBCAB 3 Bright\n\tStop\n    }\n}\n\nACTOR ThePainTrain\n{\nRadius 24\nHeight 8\nSpeed 17\nMonster\n-SHOOTABLE\n-COUNTKILL\n-SOLID\nvar int user_limit;\nStates\n{\n   Spawn:\n    TNT1 A 0\n\tTNT1 A 0 A_SetAngle(random(0,359))\n\tTNT1 A 1 A_Recoil(-40)\n\tTNT1 A 0 A_JumpIf(user_limit > 3,\"Death\")\n\tTNT1 A 0 A_SetUserVar(\"user_limit\",user_limit+1)\n\tTNT1 A 1 A_Recoil(-4)\n\tTNT1 A 2 A_Jump(48,\"Death\")\n    Goto Spawn+3\n   Death:\n    TNT1 A 0 A_SpawnItemEx(\"NemesisTeleportExplode\")\n    TNT1 A 5 A_SpawnItemEx(\"ThePainBros\")\n\tTNT1 A 1 A_Fall\n\tStop\n\t}\n}\n\nACTOR ThePainBros : RandomSpawner\n{\nDropItem \"NemesisZombie\", 256, 10\nDropItem \"HackroidZombie\", 256, 2\nDropItem \"vexedNemesisZombie\", 256, 10\nDropitem \"cardinal\", 256, 1\nDropItem \"newlegendarycacodemon\", 256, 1\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/TrueLegendary/TrueLegendaryCacoDemon.txt",
        "contents": "Actor TrueLegendaryCacodemon\n{\n  Health 3000\n  Obituary \"The True Legendary Cacodemon never should've happened\"\n  BloodColor \"Blu\"\n  DamageFactor 0.45\n  DamageFactor \"PlayerNemesisPlasma\", 0.8\n  DamageFactor \"Legendary1\", 0.0\n  DamageFactor \"LegendaryPlayer\", 0.3\n  DamageFactor \"Legendary\", 0.0\n  DamageFactor \"LegendaryGuru\", 0.0\n  DamageFactor \"LegendaryGuruPlayer\", 0.3\n  DamageFactor \"PDTBFG\", 0.10\n  DamageFactor \"PDTBFGTracer\", 0.10\n  DamageFactor \"PlayerDevBall\", 0.110\n  DamageFactor \"PlayerDevBall2\", 0.110\n  DamageFactor \"PlayerDTBFGRailgunSlug\", 0.110\n  DamageFactor \"PlayerDevTracer\", 0.110\n  DamageFactor \"DBFG10K2\", 0.65\n  DamageFactor \"PlayerDBFG10K2\", 0.65\n  DamageFactor \"DBFG2\", 0.65\n  DamageFactor \"PlayerDTRG\", 0.5\n  DamageFactor \"PlayerDBFG2\", 0.65\n  DamageFactor \"LegMind\", 0.0\n  DamageFactor \"VileFires\", 0.0\n  DamageFactor \"Baby15K\", 0.0\n  DamageFactor \"SoulToxic\", 0.0\n  DamageFactor \"BombBreath\", 0.0\n  DamageFactor \"CacoComet\", 0.0\n  DamageFactor \"CadaverRocket\", 0.0\n  DamageFactor \"BeheComet\", 0.0\n  DamageFactor \"NobleComet\", 0.0\n  DamageFactor \"DemolisherEx\", 0.0\n  DamageFactor \"DarkDemoEx\", 0.0\n  DamageFactor \"Hell\", 0.0\n  DamageFactor \"UltimateLegendary\", 0.0\n  DamageFactor \"TrueLegendaryDamage\", 0.0\n  DamageFactor \"TrueLegendaryPlayer\", 0.0\n  DropItem \"LegendaryBossLifeEssence\" 256\n  DropItem \"LegendaryBossArmorBonusMax\" 256\n  DropItem \"LegendarySphere\" 192 1\n  DropItem \"LegendaryRune\" 110 1\n  DropItem \"LDemonAmmoBox\" 256\n  DropItem \"LDemonAmmo\" 256\n  DropItem \"Legendary Plasmatic Rifle\" 128\n  DropItem \"Legendary Plasmatic Cannon\" 170\n  DropItem \"LegDemonRune\" 96 1\n  DropItem \"TrueLegendaryRune\" 36 1\n  DropItem \"LegTimeFreezeSphere\" 128\n  DropItem \"TrueLegendaryBFGUpgrade\" 140 1\n//=o=\\\\=> < Nexus Drops > <=//=o=\\\\\n  DropItem \"TrueLegendaryCell\" 150\n  DropItem \"TrueLegendaryCellPack\" 128\n  DropItem \"TrueLegTimeFreezeSphere\" 100 1\n  DropItem \"TrueLegAmmoSphere\" 128 1\n  DropItem \"TrueLegendaryArmor\" 120 1\n  DropItem \"LegendaryFusionCell\" 55 1\n  PainChance 25\n  Monster\n  Speed 20\n  +FLOAT\n  +NOGRAVITY\n  +NOTARGET\n  +BOSS\n  +AVOIDMELEE\n  +NOTIMEFREEZE\n  +MISSILEMORE\n  +MISSILEEVENMORE\n  +NOICEDEATH\n  +DONTGIB\n  +NOTELEFRAG\n  +QUICKTORETALIATE\n  +DONTHARMSPECIES\n  +DONTHURTSPECIES\n  +NORADIUSDMG\n  +NOFEAR\n  SeeSound \"LegCaco/Sight\"\n  ActiveSound \"LegCaco/Active\"\n  PainSound \"LegCaco/Pain\"\n  DeathSound \"LegCaco/Death\"\n  Tag \"\\c[l5]True\\c- \\c[z3]Legendary Cacodemon\\c-\"\n  Var Int user_music;\n  var int user_missile;\n  var int user_clone;\n   States\n{\n  Spawn:\n    TR3D AAA 0 A_SpawnItem(\"LRedeBSmokeSpawner\",0,0,0,0)\n    TR3D A 10 Bright A_Look\n    Loop\n  See:\n    TNT1 A 0 A_JumpIf(user_music == 1,3)\n    TNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,923)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n\tTNT1 AAA 0 A_SpawnItem(\"LRedeBSmokeSpawner\",0,0,0,0)\n    ANYA AAA 2 Bright A_Chase\n\tTNT1 A 0 A_Jump(64,\"Normal\",\"Laser\",\"Teleport\",\"TrapAttack\")\n\tLoop\n  Melee:\n\t\tANYA C 2 A_FaceTarget\n\t\tANYA DC 3 A_FaceTarget\n\t\tANYA B 3 A_CustomMeleeAttack(80,\"Cacodemon/Melee\")\n\tGoto See\n  Missile:\n        TNT1 A 0 A_SetShootable\n        TNT1 A 0 A_UnsetInvulnerable\n        TNT1 A 0 A_SetTranslucent(1)\n\t\tTNT1 A 0 A_Jump(128,\"Normal\",\"Laser\")\n  Laser:\n    ANYA BC 5 A_FaceTarget\n    ANYA C 0 A_SetUserVar(\"user_missile\",0)\n  LaserLoop:\n    TNT1 A 0 A_JumpIf(user_missile >= 15,\"See\")\n    ANYA D 3 A_CustomMissile(\"TrueLegRedLaser\",25)\n\tANYA D 0 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n    Loop\n  Normal:\n    ANYA BC 5 A_FaceTarget\n    ANYA D 0 A_CustomMissile(\"TrueLegRedBall\",25,0,-6)\n\tANYA D 0 A_CustomMissile(\"TrueLegRedBall\",25,0,6)\n    ANYA D 0 A_CustomMissile(\"TrueLegRedBall\",25,0,-3)\n\tANYA D 0 A_CustomMissile(\"TrueLegRedBall\",25,0,3)\n    ANYA D 5 Bright A_CustomMissile(\"TrueLegRedFastBall\",25,0,0)\n\tANYA D 0 A_Jump(96,\"Laser\",\"See\")\n\tANYA D 0 A_CposRefire\n    Goto Normal\n\t\tANYA E 2\n\t\tANYA E 2 A_Pain\n\t\tANYA F 4\n    Goto See\n   Teleport:\n    ANYA A 1 A_UnSetShootable\n\tANYA AAA 0 A_SpawnItem(\"LRedeBSmokeSpawner\",0,0,0,0)\n\tANYA AAAAAAAAAAA 1 A_FadeOut(0.1,0)\n\tANYA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tANYA A 8\n\tANYA A 0 A_JumpIf(user_clone >= 3,9)\n\tANYA A 0 A_JumpIfCloser(2500,2)\n\tANYA A 0 A_Jump(256,7)\n\tANYA AAA 0 A_SpawnItem(\"LRedeBSmokeSpawner\",0,0,0,0)\n\tANYA A 8\n\tANYA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n    ANYA A 1 A_PlayWeaponSound(\"boss/teleport\")\n\tANYA AAA 0 A_SpawnItem(\"LRedeBSmokeSpawner\",0,0,0,0)\n\tANYA AAAAAAAAAAA 1 A_FadeIn(0.1)\n    ANYA A 1 A_SetShootable\n    Goto See\n   TrapAttack:\n    ANYA BC 5 Bright A_FaceTarget\n\tANYA D 0 A_SpawnItemEx(\"TrueLegRedTrap\",45,0,16,15,-4)\n\tANYA D 0 A_SpawnItemEx(\"TrueLegRedTrap\",45,0,16,15,4)\n    ANYA D 5 Bright A_SpawnItemEx(\"TrueLegRedTrap\",45,0,16,15)\n\tANYA D 0 A_Jump(128,\"Teleport\")\n\tANYA D 0 A_Jump(64,\"DTDevastator\")\n\tANYA D 0 A_CposRefire\n    Goto See\n   DTDevastator:\n\tTNT1 A 0 A_PlaySoundEx(\"monster/dtermsit\",\"TSIGHT\")\n\tTNT1 A 0 A_SetInvulnerable\n\tANYA E 0 A_Facetarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\", 0)\n\tTNT1 A 0 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\tANYA E 0 Bright A_PlaySound (\"devastator/charge\")\n   DevCharge:\n\tTNT1 A 0 A_JumpIf(user_missile > 60,\"DevFire\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tANYA E 2 A_Facetarget\n\tTNT1 A 0 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\tLoop\n   DevFire:\n\tANYA F 0 A_PlaySound (\"devastator/fire\")\n\tANYA G 1 Bright A_CustomMissile(\"TrueLegCybDevastatorBall\",50,20,random(7,-7))\n\tANYA E 0 A_Facetarget\n\tANYA G 1 Bright A_CustomMissile(\"TrueLegCybDevastatorBall\",50,20,random(7,-7))\n\tANYA E 0 A_Facetarget\n\tANYA G 1 Bright A_CustomMissile(\"TrueLegCybDevastatorBall\",50,20,random(7,-7))\n\tANYA E 0 Bright A_Facetarget\n\tANYA F 0 A_PlaySound (\"devastator/fire\")\n\tANYA H 1 Bright A_CustomMissile(\"TrueLegCybDevastatorBall\",50,-20,random(7,-7))\n\tANYA E 0 A_Facetarget\n\tANYA H 1 Bright A_CustomMissile(\"TrueLegCybDevastatorBall\",50,-20,random(7,-7))\n\tANYA E 0 A_Facetarget\n\tANYA H 1 Bright A_CustomMissile(\"TrueLegCybDevastatorBall\",50,-20,random(7,-7))\n\tANYA E 10\n\tANYA E 50\n\tTNT1 A 0 A_UnSetInvulnerable\n\tgoto See\n  Death:\n\t\tANYA G 8 Bright\n\t\tTNT1 AAAA 0 Bright A_SpawnItemEx(\"BlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t\tTNT1 AAAA 0 Bright A_SpawnItemEx(\"BlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t\tANYA H 8 A_Scream\n\t\tANYA IJ 8\n\t\tANYA K 8 A_NoBlocking\n\t\tANYA L -1 A_SetFloorClip\n    Stop\n  XDeath:\n\t\tTNT1 A 0\n\t\tTNT1 AAAA 0 Bright A_SpawnItemEx(\"BlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t\tTNT1 AAAA 0 Bright A_SpawnItemEx(\"BlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t\tANYU A 4\n\t\tANYU B 4 A_XScream\n\t\tANYU C 4\n\t\tANYU D 4 A_NoBlocking\n\t\tANYU EFGHI 4\n\t\tANYU J -1\n\tStop\n  Raise:\n\t\tANYA L 8 A_UnSetFloorClip\n\t\tANYA KJIHG 8\n    Goto See\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/Legendary/NewLegendaryCacoDemon.txt",
        "contents": "Actor NewLegendaryCacodemon\n{\n  Monster\n  Health 2150\n  Radius 31\n  Height 56\n  Mass 450\n  Speed 20\n  PainChance 25\n  Obituary \"The Best Classic Legendary Cacodemom\"\n  BloodColor \"Blue\"\n  DamageFactor 0.60\n  DamageFactor \"CacoComet\", 0.0\n  DamageFactor \"Legendary1\", 0.0\n  DamageFactor \"LegendaryPlayer\", 0.3\n  DamageFactor \"Legendary\", 0.0\n  DamageFactor \"LegendaryGuru\", 0.0\n  DamageFactor \"LegendaryGuruPlayer\", 0.3\n  DamageFactor \"PDTBFG\", 0.10\n  DamageFactor \"PDTBFGTracer\", 0.10\n  DamageFactor \"PlayerDevBall\", 0.100\n  DamageFactor \"PlayerDevBall2\", 0.100\n  DamageFactor \"PlayerDTBFGRailgunSlug\", 0.100\n  DamageFactor \"PlayerDevTracer\", 0.110\n  DamageFactor \"DBFG10K2\", 0.60\n  DamageFactor \"PlayerDBFG10K2\", 0.60\n  DamageFactor \"DBFG2\", 0.60\n  DamageFactor \"PlayerDTRG\", 0.5\n  DamageFactor \"PlayerDBFG2\", 0.60\n  DropItem \"BossLifeEssence\" 256\n  DropItem \"BossArmorBonusMax\" 256\n  DropItem \"LDemonAmmo\" 250\n  DropItem \"LDemonAmmoBox\" 250\n  DropItem \"LegendaryPowerSphere\" 65 1\n  DropItem \"LegTimeFreezeSphere\" 70 1\n  DropItem \"LegendarySphere\" 140 1\n  DropItem \"Legendary Plasmatic Rifle\" 180 1\n  DropItem \"LegendaryRune\" 45 1\n  +FLOAT\n  +NOGRAVITY\n  +NOTARGET\n  +BOSS\n  +AVOIDMELEE\n  +NOTIMEFREEZE\n  +MISSILEMORE\n  +MISSILEEVENMORE\n  +NOICEDEATH\n  +DONTGIB\n  +NOTELEFRAG\n  +QUICKTORETALIATE\n  +DONTHARMSPECIES\n  +DONTHURTSPECIES\n  +NORADIUSDMG\n  +NOFEAR\n  SeeSound \"LegCaco/Sight\"\n  ActiveSound \"LegCaco/Active\"\n  PainSound \"LegCaco/Pain\"\n  DeathSound \"LegCaco/Death\"\n  Tag \"\\c[z3]Legendary Cacodemon\\c-\"\n  Var Int user_music;\n  var int user_clone;\n  States\n  {\n  Spawn:\n\tTNT1 A 0 NoDelay A_SpawnItem(\"LRedeYSmokeSpawner\",0,0,0,0)\n  Idle:\n    LGAH A 10 A_Look\n    Loop\n  See:\n    TNT1 A 0 A_JumpIf(user_music == 1,3)\n    TNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,1500)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n    LGAH AB 2 A_Chase\n\tTNT1 A 0 A_Jump(68,\"Normal\",\"void\",\"TrapAttack\",\"Teleport\")\n    Loop\n  Melee:\n\tLGAH C 2 A_FaceTarget\n\tLGAH DC 3 A_FaceTarget\n\tLGAH B 3 A_CustomMeleeAttack(80,\"Cacodemon/Melee\")\n\tGoto See\n  Missile:\n       TNT1 A 0 A_SetShootable\n        TNT1 A 0 A_UnsetInvulnerable\n        TNT1 A 0 A_SetTranslucent(1)\n\t\tTNT1 A 0 A_Jump(128,\"LIFEHERCEG\",\"Surprise\")\n  Goto See\n  Normal:\n    LGAH BC 5 Bright A_FaceTarget\n\tLGAH D 0 A_CustomMissile(\"LegRedBall\",30,10,0,0,0)\n    LGAH D 0 A_CustomMissile(\"LegRedBall\",30,-10,0,0,0)\n\tLGAH D 0 A_CustomMissile(\"LegRedBall\",20,10,0,0,0)\n    LGAH D 5 Bright A_CustomMissile(\"LegRedBall\",20,-10,0,0,0)\n\tLGAH D 0 A_Jump(127,\"See\",\"Void\",\"TrapAttack\")\n\tLGAH D 0 A_CposRefire\n\tLGAH D 0 A_Jump(256,\"Normal\",\"FastBall\")\n    Goto Normal\n  FastBall:\n    LGAH BC 5 Bright A_FaceTarget\n    LGAH D 5 Bright A_CustomMissile(\"LegRedFastBall\",25,0,0,0,0)\n\tLGAH D 0 A_Jump(127,\"See\")\n\tLGAH D 0 A_CposRefire\n\tLGAH D 0 A_Jump(256,\"Normal\",\"FastBall\")\n    Goto FastBall\n  Void:\n    TNT1 A 0 Bright A_FaceTarget\n    LGAH B 10 Bright A_PlaySound(\"exile/voidstart\")\n    LGAH C 8 Bright A_VileTarget(\"LegRedVoid\")\n    LGAH DDDDDD 8 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"exile/voidend\")\n    LGAH G 8 Bright\n    LGAH DCB 5 Bright\n\tLGAH D 0 A_Jump(127,\"TrapAttack\",\"Teleport\")\n    Goto See\n  TrapAttack:\n    LGAH BC 5 Bright A_FaceTarget\n\tLGAH D 0 A_SpawnItemEx(\"LegRedTrap\",45,0,16,15,-4)\n\tLGAH D 0 A_SpawnItemEx(\"LegRedTrap\",45,0,16,15,4)\n    LGAH D 5 Bright A_SpawnItemEx(\"LegRedTrap\",45,0,16,15)\n\tLGAH D 0 A_Jump(127,\"Teleport\")\n\tLGAH D 0 A_Jump(64,\"LIFEHERCEG\",\"Surprise\")\n\tLGAH D 0 A_CposRefire\n    Goto See\n  Teleport:\n    LGAH A 1 A_UnSetShootable\n\tLGAH AAA 0 A_SpawnItem(\"LRedeYSmokeSpawner\",0,0,0,0)\n\tLGAH AAAAAAAAAAA 1 A_FadeOut(0.1,0)\n\tLGAH AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tLGAH A 8\n\tLGAH A 0 A_JumpIf(user_clone >= 3,9)\n\tLGAH A 0 A_JumpIfCloser(2500,2)\n\tLGAH A 0 A_Jump(256,7)\n\tLGAH AAA 0 A_SpawnItem(\"LRedeYSmokeSpawner\",0,0,0,0)\n\tLGAH A 8\n\tLGAH AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n    LGAH A 1 A_PlayWeaponSound(\"boss/teleport\")\n\tLGAH AAA 0 A_SpawnItem(\"LRedeYSmokeSpawner\",0,0,0,0)\n\tLGAH AAAAAAAAAAA 1 A_FadeIn(0.1)\n    LGAH A 1 A_SetShootable\n    Goto See\n  LIFEHERCEG:\n\t\tLGAH F 0 Bright A_PlaySound (\"weapons/bfgf\")\n\t\tLGAH BC 2 A_FaceTarget\n\t\tLGAH F 2 Bright A_FaceTarget\n\t\tLGAH D 1 Bright A_CustomMissile(\"LegendaryRocket\", 15)\n        LGAH D 2 Bright A_CustomMissile(\"LegendaryRocket\", 18)\n\t\tLGAH BC 2 A_FaceTarget\n\t\tLGAH F 0 Bright A_PlaySound (\"weapons/bfgf\")\n\t\tLGAH BC 2 A_FaceTarget\n\t\tLGAH F 2 Bright A_FaceTarget\n\t\tLGAH D 1 Bright A_CustomMissile(\"LegendaryRocket\", 15)\n        LGAH D 2 Bright A_CustomMissile(\"LegendaryRocket\", 18)\n\t\tLGAH E 2 A_FaceTarget\n\t\tLGAH F 0 Bright A_PlaySound (\"weapons/bfgf\")\n\t\tLGAH BC 2 A_FaceTarget\n\t\tLGAH F 2 Bright A_FaceTarget\n\t\tLGAH D 1 Bright A_CustomMissile(\"LegendaryRocket\", 15)\n        LGAH D 2 Bright A_CustomMissile(\"LegendaryRocket\", 18)\n\t\tLGAH E 1 A_FaceTarget\n\t\tLGAH F 0 Bright A_PlaySound (\"weapons/bfgf\")\n\t\tLGAH BC 1 A_FaceTarget\n\t\tLGAH F 1 Bright A_FaceTarget\n\t\tLGAH D 1 Bright A_CustomMissile(\"LegendaryRocket\", 15)\n        LGAH D 2 Bright A_CustomMissile(\"LegendaryRocket\", 18)\n\t\tLGAH E 1 A_FaceTarget\n\t\tLGAH F 0 Bright A_PlaySound (\"weapons/bfgf\")\n\t\tLGAH BC 1 A_FaceTarget\n\t\tLGAH F 1 Bright A_FaceTarget\n\t\tLGAH D 1 Bright A_CustomMissile(\"LegendaryRocket\", 15)\n        LGAH D 2 Bright A_CustomMissile(\"LegendaryRocket\", 18)\n\t\tLGAH E 1 A_FaceTarget\n\t\tLGAH E 30 Bright\n\tGoto See\n  Surprise:\n\t\tLGAH F 0 Bright A_PlaySound (\"devastator/fire\")\n\t\tLGAH E 1 A_FaceTarget\n\t\tLGAH F 1 Bright A_FaceTarget\n        LGAH F 2 Bright A_CustomMissile(\"LegCybDevastatorBall\", 18)\n\tLGAH E 30 Bright\n\tGoto See\n  Pain:\n    TNT1 A 0\n\tTNT1 A 0 A_KillChildren\n    TNT1 A 0 A_Jump(8,\"FastBall\")\n  \tTNT1 A 0 A_Jump(21,\"Teleport\")\n    LGAH H 2 Bright\n    LGAH H 2 Bright A_Pain\n    Goto See\n  Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"TrueLegendaryRuneItem\",1,\"TrueLeg\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"TrueLegendaryRuneItem2\",1,\"TrueLeg\")\n    TNT1 A 0 A_Jump(40,\"TrueLeg\")\n  Death2:\n    LGAH G 8 Bright\n\tTNT1 AAAA 0 Bright A_SpawnItemEx(\"BlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAAA 0 Bright A_SpawnItemEx(\"BlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAAA 0 Bright A_SpawnItemEx(\"TrueDeathBall\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n    LGAH H 8 A_Scream\n    LGAH IJ 8\n    LGAH K 8 A_NoBlocking\n    LGAH L -1 A_SetFloorClip\n    Stop\n  TrueLeg:\n    TNT1 A 0 A_StopSound(6)\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tANYA H 5 A_Scream\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n    ANYA I 5 A_Fall\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n    ANYA J 5 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n    ANYA K 5\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n    ANYA L 140\n\tANYA L 0 A_PlaySoundEx(\"brain/spit\",\"Voice\",0,2)\n\tANYA LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 2 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tANYA L 5 A_SpawnItem(\"BlueLightning\")\n\tANYA LKJHG 15 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"TrueLegendaryCacodemon\",0,0,16,0,0,0,0,32)\n\tTNT1 A 0\n\tStop\n    }\n  }"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/Legendary/LegendaryMinigunner.txt",
        "contents": "ACTOR LegendaryMinigunner\n{\n  Health 1350\n  PainChance 120\n  Speed 15\n  Mass 100\n  DropItem \"StimKit\" 80\n  DropItem \"ArmorBooster\" 80\n  DropItem \"AmmoPack\" 65\n  DropItem \"HandGrenadeAmmo\" 150 1\n  DropItem \"MineAmmo\" 75 1\n  DropItem \"BulletMag\" 256 10\nPainChance 15\nPainChance \"ZombieDemonTech\", 0\nBloodColor \"Blue\"\nDropItem \"LegendaryArmor\" 85 1\nDropItem \"LegAmmoSphere\" 88 1\nDropItem \"LegendaryPowerShard\" 35 1\nDropItem \"HandGrenadeAmmo\" 235 2\nDropItem \"MineAmmo\" 235 2\nDropItem \"Backpack\" 198 1\nDropItem \"Armorplate\" 205 1\nDropItem \"Portablemedkit\" 210 1\nDropItem \"LDemonAmmoBox\" 200\nDropItem \"LDemonAmmo\" 250\nDropItem \"LegendaryRune\" 30 1\nDropItem \"Legendary Plasmatic Rifle\" 155 1\nDamageFactor \"LegendaryZombie\", 0.0\nDamageFactor \"PDTBFG\", 0.25\nDamageFactor \"PDTBFGTracer\", 0.25\nDamageFactor \"PlayerDevBall\", 0.125\nDamageFactor \"PlayerDevBall2\", 0.125\nDamageFactor \"PlayerDTBFGRailgunSlug\", 0.125\nDamageFactor \"PlayerDevTracer\", 0.125\nDamageFactor 0.40\nDamageFactor \"Legendary\", 0.0\nDamageFactor \"LegendaryPlayer\", 0.3\nDamageFactor \"LegendaryGuru\", 0.0\nDamageFactor \"LegendaryGuruPlayer\", 0.3\nDamageFactor \"DBFG10K2\", 0.65\nDamageFactor \"PlayerDBFG10K2\", 0.65\nDamageFactor \"DBFG2\", 0.65\nDamageFactor \"PlayerDBFG2\", 0.65\nDamageFactor \"PlayerDTRG\", 0.5\nMONSTER\n  SeeSound \"superzombie/sight\"\n  PainSound \"superzombie/pain\"\n  DeathSound \"superzombie/death\"\n  ActiveSound \"superzombie/active\"\n  AttackSound \"weapons/minigunfire\"\n  Tag \"\\c[z3]Legendary Chaingunner\\c-\"\n  Obituary \"%o was torn to shreds by a Legendary Minigunner.\"\n  +MISSILEMORE\nvar int user_music;\n  States\n  {\n  Spawn:\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n    T54L A 10 A_Look\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tT544 A 10 A_Look\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n    Loop\n  See:\n\tTNT1 A 0 A_JumpIf(user_music == 1,3)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,767)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n \tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n    T54L AABB 3 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n    TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n    T54L CCDD 3 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n    TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n    Loop\n  Missile:\n       TNT1 A 0 A_Jump(128,\"LegMinigun\",\"RocketGun\")\n  LegMinigun:\n    TNT1 A 0 A_PlaySound(\"weapons/mgunspinstart\")\n    T54L E 10 A_FaceTarget\n\tTNT1 A 0 A_PlaySoundEx(\"weapons/mgunspin\",\"Voice\")\n\tTNT1 A 0 A_CustomMissile(\"LegSentientExplosiveTracer\",Random(30,34),0,Random(5,-5),0)\n    TNT1 A 0 A_SpawnItemEx(\"YellowShellCasing\", 12, 6, 28, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n    T54L E 3 Bright A_CPosAttack\n\tTNT1 A 0 A_CustomMissile(\"LegSentientExplosiveTracer\",Random(30,34),0,Random(5,-5),0)\n    TNT1 A 0 A_SpawnItemEx(\"YellowShellCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n    T54L F 3 Bright A_CPosAttack\n\tTNT1 A 0 A_StopSoundEx(\"Voice\")\n    TNT1 A 0 A_CPosRefire\n    TNT1 A 0 A_Jump(100,\"RocketGun\")\n\tGoto See\n  RocketGun:\n    T54L E 3  Bright A_FaceTarget\n    T54L F 4 Bright A_CustomMissile(\"LegendaryRocket\",Random(30,34),0,Random(5,-5),0)\n    T54L E 3  Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySoundEx(\"weapons/mgunspin\",\"Voice\")\n\tTNT1 A 0 A_CustomMissile(\"LegSentientExplosiveTracer\",Random(30,34),0,Random(5,-5),0)\n    T54L E 3  Bright A_FaceTarget\n    T54L F 4 Bright A_CustomMissile(\"LegendaryRocket\",Random(30,34),0,Random(5,-5),0)\n\tT54L E 3  Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySoundEx(\"weapons/mgunspin\",\"Voice\")\n\tTNT1 A 0 A_CustomMissile(\"LegSentientExplosiveTracer\",Random(30,34),0,Random(5,-5),0)\n    T54L E 3  Bright A_FaceTarget\n    T54L F 4 Bright A_CustomMissile(\"LegendaryRocket\",Random(30,34),0,Random(5,-5),0)\n    T54L E 3  Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySoundEx(\"weapons/mgunspin\",\"Voice\")\n\tTNT1 A 0 A_CustomMissile(\"LegSentientExplosiveTracer\",Random(30,34),0,Random(5,-5),0)\n\tT54L E 3  Bright A_FaceTarget\n    T54L F 4 Bright A_CustomMissile(\"LegendaryRocket\",Random(30,34),0,Random(5,-5),0)\n    T54L E 3  Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySoundEx(\"weapons/mgunspin\",\"Voice\")\n\tTNT1 A 0 A_CustomMissile(\"LegSentientExplosiveTracer\",Random(30,34),0,Random(5,-5),0)\n    T54L E 3  Bright A_FaceTarget\n    T54L F 4 Bright A_CustomMissile(\"LegendaryRocket\",Random(30,34),0,Random(5,-5),0)\n\tT54L E 3  Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySoundEx(\"weapons/mgunspin\",\"Voice\")\n\tTNT1 A 0 A_CustomMissile(\"LegSentientExplosiveTracer\",Random(30,34),0,Random(5,-5),0)\n\tGoto See\n  Pain:\n    T54L G 6 A_Pain\n    Goto See\n  Death:\n\tTNT1 A 0 A_SpawnItem(\"Legendary Minigun\",0,12)\n    T54L H 5\n    T54L I 5 A_Scream\n    T54L J 5 A_Fall\n    T54L K 5 A_SpawnItem(\"DeathBall2\",0,0,0,0)\n    T54L LM 5\n    T54L N -1\n    Stop\nAlwaysDrop:\n\tTNT1 A 0 A_SpawnItem(\"Legendary Minigun\",0,12)\n\tGoto Death+3\n  Raise:\n  \tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n    T54L VUTSRQPO 5\n    Goto See\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/Legendary/EnragedLegendaryCyberdemon.txt",
        "contents": "ACTOR EnragedLegendaryCyberdemon3 : EnragedLegendaryCyberdemon Replaces EnragedLegendaryCyberdemon\n{\n  Tag \"\\c[m6]Enraged\\c- \\c[z3]Legendary CyberDemon\\c-\"\n  DropItem \"EnragedLegendaryUltraSphere\" 215\n  DropItem \"EnragedLegendaryArmor\" 256 1\n  DropItem \"LegendaryRune\" 256 1\n  DropItem \"LegendaryRune\" 256 1\n  DropItem \"ILDemonAmmoBox\" 256\n  DropItem \"ILDemonAmmo\" 256\n  DropItem \"ILDemonAmmoBox\" 256\n  DropItem \"ILDemonAmmo\" 256\n  DropItem \"Legendary BFG\" 256 1\n  DropItem \"LegendaryBossLifeEssence\" 250\n  DropItem \"LegendaryBossArmorBonusMax\" 250\n  DropItem \"DemonicChalice\" 200\n  DropItem \"Enraged Legendary Plasmatic Rifle\" 200 1\n  DropItem \"LegAmmoSphere\" 128 1\n  DropItem \"LegDemonRune\" 80 1\n  DropItem \"Enraged Legendary Assault Shotgun\" 200 1\n  DropItem \"EnragedLegendaryCoachgun\" 200\n  DropItem \"TrueLegendaryRune\" 10 1\n  DamageFactor \"PlayerNemesisPlasma\", 0.5\n  DamageFactor \"Explosion\", 0.3\n  var int user_missile;\n  States\n  {\n  Teleport:\n/*\n    ECYB A 1 Bright A_UnSetShootable\n\tECYB AAAAAAAAAAAAA 0 A_SpawnItemEx(\"EnragedLegendaryCyberFlameSpawner\")\n\tECYB AAAAAAAAAA 1 A_FadeOut(0.1,0)\n\tECYB A 2\n\tECYB AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tECYB AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA  0 A_Wander\n    ECYB A 1 A_PlayWeaponSound(\"boss/teleport\")\n\tECYB AAAAAAAAAAAAA 0 A_SpawnItemEx(\"EnragedLegendaryCyberFlameSpawner\")\n\tECYB AAAAAAAAAA 1 A_FadeIn(0.1)\n    ECYB A 1 Bright A_SetShootable\n*/\n\tECYB A 0 A_UnSetShootable\n\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\tECYB AA 1 A_FadeOut(0.5,0)\n\tECYB AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\tECYB AA 1 A_FadeIn(0.5)\n\tECYB A 0 A_SetShootable\n\tGoto See\n  Missile:\n    TNT1 A 0 A_SetShootable\n    TNT1 A 0 A_UnsetInvulnerable\n    TNT1 A 0 A_SetTranslucent(1)\n    TNT1 A 0 A_JumpIfCloser(300,\"EnrLegendaryASG\")\n    TNT1 A 0 A_Jump(130,\"EFinder\",\"ELegBFG95K\",\"EnrLegendaryRailgun\",\"EnrLegendaryBFG10K\",\"ELegendaryStomp\",\"EnrLegendaryBFG15K\",\"ELegendaryDTBFG\",\"ELegPlasma\")\n\tTNT1 A 0 A_Jump(60,\"EnrLegendaryTech\",\"EnrLegendaryBFG\",\"ELegendaryDevastator\",\"EnragedCoachgun\",\"LegendaryRedStar\")\n\tTNT1 A 0 A_Jump(45,\"EnrLegendaryCyberForm\")\n\tTNT1 A 0 A_Jump(50,\"ELegRevBall\")\n\tTNT1 A 0 A_Jump(60,\"ERocketCombo\")\n  Normal:\n    ECYB E 0  Bright A_FaceTarget\n\tTNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Taunt\")\n    ECYB F 4 Bright A_CustomMissile(\"EnragedRocket\",58,-26,Random(-6,6))\n    ECYB E 3 Bright A_FaceTarget\n    ECYB F 4 Bright A_CustomMissile(\"EnragedRocket\",58,-26,Random(-6,6))\n    ECYB E 3  Bright A_FaceTarget\n    ECYB F 4 Bright A_CustomMissile(\"EnragedRocket\",58,-26,Random(-6,6))\n\tECYB E 3  Bright A_FaceTarget\n    ECYB F 3 Bright A_CustomMissile(\"EnragedRocket\",58,-26,Random(-6,6))\n    ECYB E 3  Bright A_FaceTarget\n    ECYB F 3 Bright A_CustomMissile(\"EnragedRocket\",58,-26,Random(-6,6))\n    ECYB E 2  Bright A_FaceTarget\n    ECYB F 3 Bright A_CustomMissile(\"EnragedRocket\",58,-26,Random(-6,6))\n\tECYB E 3  Bright A_FaceTarget\n    ECYB F 3 Bright A_CustomMissile(\"EnragedRocket\",58,-26,Random(-6,6))\n\tECYB E 2  Bright A_FaceTarget\n    ECYB F 3 Bright A_CustomMissile(\"EnragedRocket\",58,-26,Random(-6,6))\n\tECYB E 2  Bright A_FaceTarget\n    ECYB F 3 Bright A_CustomMissile(\"EnragedRocket\",58,-26,Random(-6,6))\n\tECYB E 2  Bright A_FaceTarget\n    ECYB F 3 Bright A_CustomMissile(\"EnragedRocket\",58,-26,Random(-6,6))\n\tGoto See\n EnrLegendaryASG:\n\tTNT1 A 0 A_JumpIfInventory (\"ASGZAmmo\",16,\"Reload\")\n\tTNT1 A 0 A_Jump(64,\"Teleport\")\n\tECYB E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory (\"ASGZAmmo\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"RedShellCasing\",26,26,58, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)\n\tTNT1 AAAA 0 Bright A_CustomMissile(\"RedSGTracer\",58,-26,Random(6,-6),0)\n\tECYB F 2 Bright A_CustomBulletAttack(22.5,18.3,4,Random(5,15)*6,\"EnragedBulletPuff\")\n\tTNT1 A 0 Bright A_PlaySoundEx(\"Weapons/LegAutoShotgun\",\"Weapon\")\n\tECYB E 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_CPosRefire\n\tGoto See\n EnragedCoachgun:\n\tECYB EEEEE 5 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Coachgun/Fire2\",CHAN_WEAPON)\n\tTNT1 A 0 A_SpawnItemEx(\"RedShellCasing\",26,26,58, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)\n\tTNT1 AAAA 0 Bright A_CustomMissile(\"PlayerDragonTracerBad\",58,-26,Random(6,-6),0)\n\tECYB F 5 Bright A_CustomBulletAttack(22.5,18.3,4,Random(5,15)*6,\"EnragedBulletPuff\")\n\tECYB E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Coachgun/Fire2\",CHAN_WEAPON)\n\tTNT1 A 0 A_SpawnItemEx(\"RedShellCasing\",26,26,58, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)\n\tTNT1 AAAA 0 Bright A_CustomMissile(\"PlayerDragonTracerBad\",58,-26,Random(6,-6),0)\n\tECYB F 5 Bright A_CustomBulletAttack(22.5,18.3,4,Random(5,15)*6,\"EnragedBulletPuff\")\n\tECYB E 5 Bright A_FaceTarget\n\tGoto See\n  ELegBFG95K:\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\tTNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Taunt\")\n    ECYB EEF 8 Bright A_FaceTarget\n\tECYB F 8 Bright A_CustomMissile(\"ELegCyberBFG9500Ball\", 58, -26, 0)\n\tECYB E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n    ECYB EEF 8 Bright A_FaceTarget\n\tECYB F 8 Bright A_CustomMissile(\"ELegCyberBFG9500Ball\", 58, -26, 0)\n\tECYB E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n    ECYB EEF 8 Bright A_FaceTarget\n\tECYB F 8 Bright A_CustomMissile(\"ELegCyberBFG9500Ball\", 58, -26, 0)\n\tECYB E 4 Bright A_FaceTarget\n\tECYB E 10 Bright\n\tGoto See\n  EnrLegendaryBFG10K:\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\tTNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Taunt\")\n\tECYB E 18 Bright A_FaceTarget\n\tECYB E 6 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  BFG10kLoop1:\n\tTNT1 A 0 A_JumpIf(user_missile >= 6,\"BFG10kLoop2\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tECYB E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTNT1 A 0 A_CustomMissile(\"Enraged10KProjectile\",58,-26,Random(-4,4))\n\tECYB F 3 Bright A_FaceTarget\n\tLoop\n  BFG10kLoop2:\n\tTNT1 A 0 A_JumpIf(user_missile >= 12,\"BFG10kLoop3\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tECYB E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTNT1 A 0 A_CustomMissile(\"Enraged10KProjectile\",58,-26,Random(-4,4))\n\tECYB F 3 Bright A_FaceTarget\n\tLoop\n  BFG10kLoop3:\n\tTNT1 A 0 A_JumpIf(user_missile >= 20,\"BFG10kLoop4\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tECYB E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTNT1 A 0 A_CustomMissile(\"Enraged10KProjectile\",58,-26,Random(-4,4))\n\tECYB F 2 Bright A_FaceTarget\n\tLoop\n  BFG10kLoop4:\n\tTNT1 A 0 A_JumpIf(user_missile >= 28,\"See\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tECYB E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTNT1 A 0 A_CustomMissile(\"Enraged10KProjectile\",58,-26,Random(-4,4))\n\tECYB F 1 Bright A_FaceTarget\n\tLoop\n  EnrLegendaryBFG15K:\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\tTNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Taunt\")\n\tECYB E 18 Bright A_FaceTarget\n\tECYB E 6 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  BFG15kLoop1:\n\tTNT1 A 0 A_JumpIf(user_missile >= 6,\"BFG15kLoop2\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tECYB E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTNT1 A 0 A_CustomMissile(\"ELC15KBall\",58,-26,Random(-4,4))\n\tECYB F 4 Bright A_FaceTarget\n\tLoop\n  BFG15kLoop2:\n\tTNT1 A 0 A_JumpIf(user_missile >= 12,\"BFG15kLoop3\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tECYB E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTNT1 A 0 A_CustomMissile(\"ELC15KBall\",58,-26,Random(-4,4))\n\tECYB F 3 Bright A_FaceTarget\n\tLoop\n  BFG15kLoop3:\n\tTNT1 A 0 A_JumpIf(user_missile >= 20,\"BFG15kLoop4\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tECYB E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTNT1 A 0 A_CustomMissile(\"ELC15KBall\",58,-26,Random(-4,4))\n\tECYB F 2 Bright A_FaceTarget\n\tLoop\n  BFG15kLoop4:\n\tTNT1 A 0 A_JumpIf(user_missile >= 28,\"See\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tECYB E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTNT1 A 0 A_CustomMissile(\"ELC15KBall\",58,-26,Random(-4,4))\n\tECYB F 1 Bright A_FaceTarget\n\tLoop\n  EFinder:\n    ECYB E 0  Bright A_FaceTarget\n\tTNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Taunt\")\n\tECYB F 5 Bright A_CustomMissile(\"EnragedHomingRocket\", 58, -26, Random(-8, 8))\n\tECYB E 4 Bright A_FaceTarget\n\tECYB F 5 Bright A_CustomMissile(\"EnragedHomingRocket\", 58, -26, Random(-8, 8))\n\tECYB E 4 Bright A_FaceTarget\n\tECYB F 3 Bright A_CustomMissile(\"EnragedHomingRocket\", 58, -26, Random(-8, 8))\n\tECYB E 4 Bright A_FaceTarget\n\tECYB F 3 Bright A_CustomMissile(\"EnragedHomingRocket\", 58, -26, Random(-8, 8))\n\tECYB E 3 Bright A_FaceTarget\n\tECYB F 2 Bright A_CustomMissile(\"EnragedHomingRocket\", 58, -26, Random(-8, 8))\n\tECYB E 3 Bright A_FaceTarget\n\tECYB F 2 Bright A_CustomMissile(\"EnragedHomingRocket\", 58, -26, Random(-8, 8))\n    ECYB E 3 Bright A_FaceTarget\n\tECYB F 2 Bright A_CustomMissile(\"EnragedHomingRocket\", 58, -26, Random(-8, 8))\n    ECYB E 3 Bright A_FaceTarget\n\tECYB F 2 Bright A_CustomMissile(\"EnragedHomingRocket\", 58, -26, Random(-8, 8))\n    ECYB E 2 Bright A_FaceTarget\n\tECYB F 2 Bright A_CustomMissile(\"EnragedHomingRocket\", 58, -26, Random(-8, 8))\n\tGoto See\n  ERocketCombo:\n    ECYB E 0  Bright A_FaceTarget\n\tTNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Taunt\")\n\tECYB F 5 Bright A_CustomMissile(\"EnragedRocket\", 58, -26, Random(-8, 8))\n\tECYB E 5  Bright A_FaceTarget\n\tECYB F 5 Bright A_CustomMissile(\"EnragedHomingRocket\", 58, -26, Random(-8, 8))\n\tECYB E 5  Bright A_FaceTarget\n\tECYB F 4 Bright A_CustomMissile(\"EnragedRocket\", 58, -26, Random(-8, 8))\n\tECYB E 4  Bright A_FaceTarget\n\tECYB F 4 Bright A_CustomMissile(\"EnragedHomingRocket\", 58, -26, Random(-8, 8))\n\tECYB E 4  Bright A_FaceTarget\n\tECYB F 3 Bright A_CustomMissile(\"EnragedRocket\", 58, -26, Random(-8, 8))\n\tECYB E 4  Bright A_FaceTarget\n\tECYB F 3 Bright A_CustomMissile(\"EnragedHomingRocket\", 58, -26, Random(-8, 8))\n\tECYB E 4 Bright A_FaceTarget\n\tECYB F 3 Bright A_CustomMissile(\"EnragedHomingRocket\", 58, -26, Random(-8, 8))\n\tECYB E 4  Bright A_FaceTarget\n\tECYB F 3 Bright A_CustomMissile(\"EnragedRocket\", 58, -26, Random(-8, 8))\n    ECYB E 3  Bright A_FaceTarget\n\tECYB F 3 Bright A_CustomMissile(\"EnragedHomingRocket\", 58, -26, Random(-8, 8))\n    ECYB E 3  Bright A_FaceTarget\n\tECYB F 3 Bright A_CustomMissile(\"EnragedHomingRocket\", 58, -26, Random(-8, 8))\n\tECYB E 3  Bright A_FaceTarget\n\tECYB F 3 Bright A_CustomMissile(\"EnragedRocket\", 58, -26, Random(-8, 8))\n\tECYB E 3  Bright A_FaceTarget\n\tECYB F 3 Bright A_CustomMissile(\"EnragedHomingRocket\", 58, -26, Random(-8, 8))\n\tECYB E 3  Bright A_FaceTarget\n\tECYB F 3 Bright A_CustomMissile(\"EnragedHomingRocket\", 58, -26, Random(-8, 8))\n\tECYB E 3  Bright A_FaceTarget\n\tECYB F 3 Bright A_CustomMissile(\"EnragedRocket\", 58, -26, Random(-8, 8))\n\tECYB E 2  Bright A_FaceTarget\n\tECYB F 2 Bright A_CustomMissile(\"EnragedHomingRocket\", 58, -26, Random(-8, 8))\n\tECYB E 2  Bright A_FaceTarget\n\tECYB F 2 Bright A_CustomMissile(\"EnragedRocket\", 58, -26, Random(-8, 8))\n\tECYB E 2  Bright A_FaceTarget\n\tECYB F 2 Bright A_CustomMissile(\"EnragedHomingRocket\", 58, -26, Random(-8, 8))\n\tECYB E 2  Bright A_FaceTarget\n\tECYB F 2 Bright A_CustomMissile(\"EnragedRocket\", 58, -26, Random(-8, 8))\n\tECYB E 2  Bright A_FaceTarget\n\tECYB F 2 Bright A_CustomMissile(\"EnragedHomingRocket\", 58, -26, Random(-8, 8))\n\tECYB E 2  Bright A_FaceTarget\n\tECYB F 2 Bright A_CustomMissile(\"EnragedRocket\", 58, -26, Random(-8, 8))\n\tECYB E 2  Bright A_FaceTarget\n\tECYB F 2 Bright A_CustomMissile(\"EnragedRocket\", 58, -26, Random(-8, 8))\n\tECYB E 2  Bright A_FaceTarget\n\tECYB F 2 Bright A_CustomMissile(\"EnragedHomingRocket\", 58, -26, Random(-8, 8))\n\tECYB E 2  Bright A_FaceTarget\n\tECYB F 2 Bright A_CustomMissile(\"EnragedHomingRocket\", 58, -26, Random(-8, 8))\n\tGoto See\n  EnrLegendaryTech:\n    ECYB G 30 Bright A_FaceTarget\n\tTNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Taunt\")\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n    ECYB G 3 Bright A_PlaySound(\"EnragedCyberdemon/Attack\",5,1.0,0,ATTN_NONE)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB G 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB G 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB G 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB G 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB G 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB G 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB G 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB G 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB G 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB G 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB G 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB G 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB G 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB G 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB G 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB G 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB G 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB G 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  EnrLegendaryTechLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 20,\"EnrLegendaryTechLoop2\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tECYB F 2 Bright A_CustomMissile(\"RLegendaryProjectile\",58,-26,Random(100,-100)/100.00,0)\n    TNT1 A 0 Bright A_PlayWeaponSound(\"BlueDTRFire\")\n    ECYB E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"EnrLegendaryTechEnd\")\n\tLoop\n  EnrLegendaryTechLoop2:\n\tTNT1 A 0 A_JumpIf(user_missile >= 40,\"EnrLegendaryTechEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tECYB F 1 Bright A_CustomMissile(\"RLegendaryProjectile\",58,-26,Random(100,-100)/100.00,0)\n    TNT1 A 0 Bright A_PlayWeaponSound(\"BlueDTRFire\")\n    ECYB E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"EnrLegendaryTechEnd\")\n\tLoop\n  EnrLegendaryTechEnd:\n    ECYB E 30 Bright A_PlaySoundEx(\"Legcyber/amhalt\",\"DECHST\")\n\tGoto See\n ELegendaryDTBFG:\n    ECYB F 0 Bright A_PlaySound (\"Cardinal/9k\")\n\tECYB E 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tECYB EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tECYB EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tECYB EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tECYB EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tECYB E 2 Bright A_FaceTarget\n\tECYB F 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tECYB FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tECYB FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tECYB FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tECYB F 2 Bright A_FaceTarget\n\tECYB F 0 Bright A_CustomMissile(\"EnragedCardinalDTBFG10KBall\", 58, -26, 0)\n\tECYB F 0 Bright A_PlaySound (\"Cardinal/9k\")\n\tECYB E 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tECYB EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tECYB EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tECYB EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tECYB EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tECYB E 2 Bright A_FaceTarget\n\tECYB F 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tECYB FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tECYB FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tECYB FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tECYB F 2 Bright A_FaceTarget\n\tECYB F 0 Bright A_CustomMissile(\"EnragedCardinalDTBFG10KBall\", 58, -26, 0)\n\tECYB E 30 Bright\n\tGoto See\n ELegendaryDevastator:\n    TNT1 A 0 A_PlaySound(\"devastator/charge\")\n\tECYB EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tECYB EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tECYB EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tECYB EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tECYB EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tECYB EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tECYB EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tECYB EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tECYB EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tECYB EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tECYB EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tECYB E 2 Bright A_FaceTarget\n\tECYB F 0 A_PlaySound (\"devastator/fire\")\n\tECYB F 0 Bright A_CustomMissile(\"EnragedCyberDevastatorBall\", 58, -26, 0)\n\tECYB E 10 Bright A_FaceTarget\n\n\tECYB A 0 A_UnSetShootable\n\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\tECYB EE 1 A_FadeOut(0.5,0)\n\tECYB AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\tECYB EE 1 A_FadeIn(0.5)\n\tECYB A 0 A_SetShootable\n/*\n\tECYB EEEEEEEEEEEEE 0 Bright A_SpawnItemEx(\"EnragedLegendaryCyberFlameSpawner\")\n\tTNT1 A 0 A_UnSetShootable\n    ECYB EEEEEEEEEEE 1 A_FadeOut(0.1,0)\n\tECYB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n    ECYB E 20\n    ECYB E 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tECYB EEEEEEEEEEEEE 0 A_SpawnItemEx(\"EnragedLegendaryCyberFlameSpawner\")\n\tECYB EEEEEEEEEEE 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_SetShootable\n*/\n\tECYB EE 10 Bright A_FaceTarget\n\tECYB F 0 A_PlaySound (\"devastator/fire\")\n\tECYB F 0 Bright A_CustomMissile(\"EnragedCyberDevastatorBall\", 58, -26, 0)\n\tECYB E 50 Bright\n\tGoto See\n  EnrLegendaryRailgun:\n    TNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n    ECYB EE 4 Bright A_FaceTarget\n\tTNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Taunt\")\n\tECYB E 8 Bright A_FaceTarget\n    ECYB F 1 Bright A_CustomMissile(\"ELegCYBRailgunProj\",58, -26)\n\tECYB E 0 A_FaceTarget\n\tECYB E 1 Bright A_FaceTarget\n    ECYB F 1 Bright A_CustomMissile(\"ELegCYBRailgunProj\",58, -26)\n\tECYB A 0 A_UnSetShootable\n\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\tECYB EE 1 A_FadeOut(0.5,0)\n\tECYB AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\tECYB EE 1 A_FadeIn(0.5)\n\tECYB A 0 A_SetShootable\n    ECYB F 1 Bright A_CustomMissile(\"ELegCYBRailgunProj\",58, -26,Random(-2,3))\n\tECYB EE 1 Bright A_FaceTarget\n\tECYB E 1 Bright A_FaceTarget\n\tECYB F 1 Bright A_CustomMissile(\"ELegCYBRailgunProj\",58, -26,Random(-2,2))\n\tECYB EE 5 Bright A_FaceTarget\n\tECYB E 8 Bright A_FaceTarget\n\tECYB F 8 Bright A_CustomMissile(\"ELegCYBRailgunProj\",58, -26,Random(-2,2))\n\tECYB EE 4 Bright A_FaceTarget\n\tECYB E 7 Bright A_FaceTarget\n\tECYB F 7 Bright A_CustomMissile(\"ELegCYBRailgunProj\",58, -26,Random(-2,2))\n\tECYB EE 4 Bright A_FaceTarget\n\tECYB E 5 Bright A_FaceTarget\n\tECYB F 5 Bright A_CustomMissile(\"ELegCYBRailgunProj\",58, -26,Random(-2,2))\n\tECYB EE 3 Bright A_FaceTarget\n\tECYB E 3 Bright A_FaceTarget\n\tECYB F 3 Bright A_CustomMissile(\"ELegCYBRailgunProj\",58, -26,Random(-2,2))\n\tECYB EE 3 Bright A_FaceTarget\n\tECYB E 2 Bright A_FaceTarget\n\tECYB F 2 Bright A_CustomMissile(\"ELegCYBRailgunProj\",58, -26,Random(-2,2))\n\tECYB EE 2 Bright A_FaceTarget\n\tECYB E 1 Bright A_FaceTarget\n\tECYB F 1 Bright A_CustomMissile(\"ELegCYBRailgunProj\",58, -26,Random(-2,2))\n\tECYB EE 1 Bright A_FaceTarget\n\tECYB E 6 Bright A_FaceTarget\n\tECYB F 6 Bright A_CustomMissile(\"ELegCYBRailgunProj\",58, -26,Random(-2,2))\n\tECYB E 1 Bright A_FaceTarget\n\tECYB E 5 Bright A_FaceTarget\n\tECYB F 5 Bright A_CustomMissile(\"ELegCYBRailgunProj\",58, -26,Random(-2,2))\n\tECYB E 1 Bright A_FaceTarget\n\tECYB E 4 Bright A_FaceTarget\n\tECYB F 4 Bright A_CustomMissile(\"ELegCYBRailgunProj\",58, -26,Random(-2,2))\n\tECYB E 1 Bright A_FaceTarget\n\tECYB E 3 Bright A_FaceTarget\n\tECYB F 3 Bright A_CustomMissile(\"ELegCYBRailgunProj\",58, -26,Random(-2,2))\n\tECYB E 1 Bright A_FaceTarget\n\tECYB E 2 Bright A_FaceTarget\n\tECYB F 2 Bright A_CustomMissile(\"ELegCYBRailgunProj\",58, -26,Random(-2,2))\n\tECYB E 1 Bright A_FaceTarget\n\tECYB E 1 Bright A_FaceTarget\n\tECYB F 1 Bright A_CustomMissile(\"ELegCYBRailgunProj\",58, -26,Random(-2,2))\n\tECYB E 1 Bright A_FaceTarget\n\tECYB A 0 A_UnSetShootable\n\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\tECYB EE 1 A_FadeOut(0.5,0)\n\tECYB AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\tECYB EE 1 A_FadeIn(0.5)\n\tECYB A 0 A_SetShootable\n\tECYB E 5 Bright A_FaceTarget\n\tECYB F 0 Bright A_CustomMissile(\"ELegCYBRailgunProj\",58, 0, -2)\n\tECYB F 2 Bright A_CustomMissile(\"ELegCYBRailgunProj\",58, 0, 0)\n\tECYB F 0 Bright A_CustomMissile(\"ELegCYBRailgunProj\",58, 0, 2)\n\tECYB E 10 Bright A_FaceTarget\n\tECYB E 15 Bright\n\tGoto See\n  LegendaryRedStar:\n\tTNT1 A 0 A_SetInvulnerable\n\tECYB E 0 A_FaceTarget\n    ECYB E 2 Bright A_PlaySound(\"EnragedCyberdemon/Attack\",5,1.0,0,ATTN_NONE)\n    ECYB EEEE 2 Bright A_SpawnItemEx(\"EnragedLegendaryCyberFlameSpawner\")\n\tECYB E 0 A_FaceTarget\n    ECYB EEEE 2 Bright A_SpawnItemEx(\"EnragedLegendaryCyberFlameSpawner\")\n\tTNT1 A 0 A_PlayWeaponSound(\"star/load1\")\n\tECYB E 0 A_FaceTarget\n    ECYB EEEE 2 Bright A_SpawnItemEx(\"EnragedLegendaryCyberFlameSpawner\")\n\tECYB E 0 A_FaceTarget\n    ECYB EEEE 2 Bright A_SpawnItemEx(\"EnragedLegendaryCyberFlameSpawner\")\n\tTNT1 A 0 A_PlayWeaponSound(\"star/load2\")\n\tECYB E 0 A_FaceTarget\n    ECYB EEEE 2 Bright A_SpawnItemEx(\"EnragedLegendaryCyberFlameSpawner\")\n\tECYB E 0 A_FaceTarget\n    ECYB EEEE 2 Bright A_SpawnItemEx(\"EnragedLegendaryCyberFlameSpawner\")\n\tECYB E 0 A_FaceTarget\n    ECYB EEEE 2 Bright A_SpawnItemEx(\"EnragedLegendaryCyberFlameSpawner\")\n\tECYB E 0 A_FaceTarget\n\tTNT1 A 0 A_PlayWeaponSound(\"star/load3\")\n    ECYB EEEE 2 Bright A_SpawnItemEx(\"EnragedLegendaryCyberFlameSpawner\")\n\tECYB E 0 A_FaceTarget\n    ECYB EEEE 2 Bright A_SpawnItemEx(\"EnragedLegendaryCyberFlameSpawner\")\n\tTNT1 A 0 A_UnSetInvulnerable\n\tECYB E 0 A_FaceTarget\n\tECYB F 0 A_PlayWeaponSound(\"star/fire\")\n\tECYB F 7 Bright A_CustomMissile(\"LegCommandoRedStar\",58,-26)\n\tECYB E 6 Bright A_FaceTarget\n\tECYB F 0 A_PlayWeaponSound(\"star/fire\")\n\tECYB F 7 Bright A_CustomMissile(\"LegCommandoRedStar\",58,-26)\n\tECYB E 6 Bright A_FaceTarget\n\tECYB F 0 A_PlayWeaponSound(\"star/fire\")\n\tECYB F 7 Bright A_CustomMissile(\"LegCommandoRedStar\",58,-26)\n\tECYB E 6 Bright A_FaceTarget\n\tECYB F 0 A_PlayWeaponSound(\"star/fire\")\n\tECYB F 7 Bright A_CustomMissile(\"LegCommandoRedStar\",58,-26)\n\tECYB E 6 Bright A_FaceTarget\n\tECYB F 0 A_PlayWeaponSound(\"star/fire\")\n\tECYB F 7 Bright A_CustomMissile(\"LegCommandoRedStar\",58,-26)\n\tECYB E 6 Bright A_FaceTarget\n\tECYB F 0 A_PlayWeaponSound(\"star/fire\")\n\tECYB F 7 Bright A_CustomMissile(\"LegCommandoRedStar\",58,-26)\n\tECYB E 8 Bright A_FaceTarget\n\tGoto See\n  EnrLegendaryCyberForm:\n    ECYB G 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tECYB G 3 Bright A_PlaySound(\"EnragedCyberdemon/Attack\",5,1.0,0,ATTN_NONE)\n\tECYB GGGGGGGGGGGGGGGGGGGGGGGGGGGGG 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"Weapons/GuruBlast\")\n\tTNT1 A 0 A_PlaySound(\"Weapons/GuruBlast2\")\n    ECYB E 2 Bright A_FaceTarget\n    ECYB E 2 Bright A_FaceTarget\n\tECYB F 10 Bright A_CustomMissile(\"ELegCyberBFG9500Ball\", 58, -26, 0)\n    ECYB E 2 Bright A_FaceTarget\n\tECYB F 2 Bright A_CustomMissile(\"ELegCYBRailgunProj\",58,-26)\n    ECYB E 2 Bright A_FaceTarget\n\tECYB F 2 Bright A_CustomMissile(\"ELegCYBRailgunProj\",58,-26)\n    ECYB E 2 Bright A_FaceTarget\n\tECYB F 2 Bright A_CustomMissile(\"ELegCYBRailgunProj\",58,-26)\n    ECYB E 2 Bright A_FaceTarget\n\tECYB F 2 Bright A_CustomMissile(\"ELegCYBRailgunProj\",58,-26)\n    ECYB E 2 Bright A_FaceTarget\n\tECYB F 2 Bright A_CustomMissile(\"ELegCYBRailgunProj\",58,-26)\n    ECYB E 5 Bright\n    ECYB F 10 Bright A_CustomMissile(\"LegDTBFG\",58,-26)\n\tECYB GG 5 Bright A_FaceTarget\n\tGoto see\n  EnrLegendaryBFG:\n    ECYB E 30 Bright A_FaceTarget\n\tTNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Taunt\")\n\tTNT1 A 0 A_SetInvulnerable\n\tECYB E 3 Bright A_PlaySound(\"EnragedCyberdemon/Attack\",5,1.0,0,ATTN_NONE)\n\tECYB E 3 Bright A_PlaySoundEx(\"Legcyber/BFG\",\"GURUCHRG\")\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n    ECYB E 3 Bright A_PlaySoundEx(\"Legcyber/BFG\",\"GURUCHRG\")\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB E 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB E 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB E 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB E 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB E 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB E 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB E 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB E 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB E 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB E 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB E 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB E 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB E 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB E 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB E 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB E 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB E 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB E 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB E 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB E 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB E 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB E 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB E 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB E 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tECYB E 3 Bright A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_JumpIfTargetInLos(2)\n    TNT1 A 0 A_Jump(256,2)\n\tTNT1 A 0\n\tGoto ELegBFGGo\n\tECYB A 0 A_UnSetShootable\n\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\tECYB EE 1 A_FadeOut(0.5,0)\n\tECYB AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\tECYB EE 1 A_FadeIn(0.5)\n\tECYB A 0 A_SetShootable\n/*\n\tECYB EEEEEEEEEEEEE 0 Bright A_SpawnItemEx(\"EnragedLegendaryCyberFlameSpawner\")\n\tTNT1 A 0 A_UnSetShootable\n    ECYB EEEEEEEEEEE 1 A_FadeOut(0.1,0)\n\tECYB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n    ECYB E 20\n    ECYB E 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tECYB EEEEEEEEEEEEE 0 A_SpawnItemEx(\"EnragedLegendaryCyberFlameSpawner\")\n\tECYB EEEEEEEEEEE 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_SetShootable\n*/\n  ELegBFGGo:\n    TNT1 A 0 A_UnsetInvulnerable\n    ECYB E 10 Bright A_FaceTarget\n\tTNT1 A 0 A_PlayWeaponSound(\"Weapons/GuruFire\")\n  \tTNT1 A 0 A_PlayWeaponSound(\"Weapons/GuruAddFire\")\n\tECYB F 10 Bright A_CustomMissile(\"EnragedCyberGuruball\",58,-26,0,0)\n    ECYB E 0 A_FaceTarget\n\tECYB F 30 Bright\n\tGoto See\n  Death:\n\tTNT1 A 0 A_StopSound(6)\n\tECYB H 10 Bright\n\tECYB H 10 Bright A_Scream\n\tTNT1 A 0 A_SetUserVar(\"user_rage\", 0)\n\tTNT1 A 0 A_SpawnItemEx(\"ELegendaryCyberdemonDeathEffect\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tECYB HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHIIIIIIIIIIIIIIIIIIIIIIIIIIIIJJJJJJJJJJJJJJJJJJJJJ 2 Bright\n\tECYB KL 10 Bright\n\tTNT1 A 0 A_PlaySoundEx(\"legendary/strike\",\"Voice\",0,2)\n    TNT1 A 0 A_SpawnItemEx(\"ELegendaryStrikeN\")\n\tTNT1 A 0 A_SpawnItem(\"EnragedDeathBallMedium\")\n\tTNT1 A 0 A_SpawnItem(\"DeathBall2\")\n\tTNT1 A 0 A_Jump(52,\"LegDeath\")\n\tTNT1 A 0 A_SpawnItem(\"DeathBall2\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"SetDefaultSky\",0)\n\tECYB M 10 Bright A_NoBlocking\n\tECYB NO 10 Bright\n\tECYB P 30\n\tECYB P 0 A_BossDeath\n\tECYB P -1\n\tStop\nLegDeath:\n    ECY2 H 20 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"TrueDeathBall\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tECY2 IIIIIIIIII 2 Bright\n    ECY2 JJJJJJJJJJ 2 Bright\n    ECY2 KKKKKKKKKK 2 Bright\n    ECY2 LLLLLLLLLL 2 Bright\n    TNT1 A 0 A_SpawnItem(\"TrueDeathBall\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"SetTLCSky\")\n\tTNT1 A 0 A_SpawnItemEx(\"PentaFire\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tECY2 LM 5 Bright\n\tTNT1 AAAA 50\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryDreadnoughtIllusion\", 0, 0, 96)\n\tNULL A 550 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"trueEnragedLegendaryCyberdemon\", 0, 0, 32, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_FadeOut\n\tStop\n\t}\n}\n\nACTOR EnragedCyberDevastatorBall\n{\nRadius 16\nHeight 16\nDamage 1100\nSpeed 26\nAlpha 0.95\nScale 0.3\nRENDERSTYLE Translucent\nSpecies \"Cybers\"\nDamageType \"Cyber10K\"\nAlpha 0.85\nPROJECTILE\nRenderStyle Add\n+FORCERADIUSDMG\n+FORCEXYBILLBOARD\n+EXTREMEDEATH\n+SKYEXPLODE\n+MTHRUSPECIES\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n    TNT1 A 0\n\tTNT1 A 0 A_Jump(128,\"DTBFGSFX\")\n    TNT1 A 0 A_AlertMonsters\n    TNT1 A 0 A_PlaySoundEx(\"devastator/fly\",\"Voice\",1)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n    ERD6 A 1 Bright A_SpawnItemEx(\"EBFGParticle\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tERD6 AAA 0 Bright A_CustomMissile(\"EnragedLiteShot\",0,0,Random(0,360))\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tERD6 B 1 Bright A_SpawnItemEx(\"EBFGParticle\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tERD6 C 1 Bright A_SpawnItemEx(\"EBFGParticle\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tERD6 CCC 0 Bright A_CustomMissile(\"EnragedLiteShot\",0,0,Random(0,360))\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tTNT1 A 0 A_CustomMissile(\"DevastatorTrail\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,0)\n\tERD6 D 1 Bright A_SpawnItemEx(\"EBFGParticle\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n    Loop\nDTBFGSFX:\n    TNT1 A 0 A_AlertMonsters\n    TNT1 A 0 A_PlaySoundEx(\"devastator/fly\",\"Voice\",1)\n\tTNT1 A 0 A_Explode(32,450,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningRed\",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)\n    ERD6 A 1 Bright A_SpawnItemEx(\"EBFGParticle\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tERD6 A 1 Bright A_CustomMissile(\"EnragedBabySentientDTBFGAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_Explode(32,450,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningRed2\",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)\n    ERD6 B 1 Bright A_SpawnItemEx(\"EBFGParticle\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tERD6 A 1 Bright A_CustomMissile(\"EnragedBabySentientDTBFGAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_Explode(32,450,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningRed\",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)\n    ERD6 C 1 Bright A_SpawnItemEx(\"EBFGParticle\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tERD6 A 1 Bright A_CustomMissile(\"EnragedBabySentientDTBFGAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_Explode(32,450,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningRed2\",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)\n\tTNT1 A 0 A_CustomMissile(\"DevastatorTrail\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,0)\n    ERD6 D 1 Bright A_SpawnItemEx(\"EBFGParticle\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tERD6 A 1 Bright A_CustomMissile(\"EnragedBabySentientDTBFGAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n    Goto Spawn\nDeath:\n    TNT1 A 0\n\tTNT1 A 0 A_SetTranslucent(0.75,1)\n\tTNT1 A 0 Radius_Quake(3,35,0,10,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDTBFG10KTracer\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDTBFG10KTracer\",0,0,10,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDTBFG10KTracer\",0,0,20,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDTBFG10KTracer\",0,0,30,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDTBFG10KTracer\",0,0,40,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDTBFG10KTracer\",0,0,50,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDTBFG10KTracer\",0,0,60,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDTBFG10KTracer\",0,0,70,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDTBFG10KTracer\",0,0,80,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDTBFG10KTracer\",0,0,90,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDTBFG10KTracer\",0,0,100,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDTBFG10KTracer\",0,0,110,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDTBFG10KTracer\",0,0,120,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDTBFG10KTracer\",0,0,130,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDTBFG10KTracer\",0,0,140,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDTBFG10KTracer\",0,0,150,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDTBFG10KTracer\",0,0,160,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDTBFG10KTracer\",0,0,170,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDTBFG10KTracer\",0,0,180,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDTBFG10KTracer\",0,0,190,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDTBFG10KTracer\",0,0,200,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDTBFG10KTracer\",0,0,210,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDTBFG10KTracer\",0,0,220,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDTBFG10KTracer\",0,0,230,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDTBFG10KTracer\",0,0,240,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDTBFG10KTracer\",0,0,250,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDTBFG10KTracer\",0,0,260,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDTBFG10KTracer\",0,0,270,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDTBFG10KTracer\",0,0,280,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDTBFG10KTracer\",0,0,290,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDTBFG10KTracer\",0,0,300,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDTBFG10KTracer\",0,0,310,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDTBFG10KTracer\",0,0,320,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDTBFG10KTracer\",0,0,330,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDTBFG10KTracer\",0,0,340,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDTBFG10KTracer\",0,0,350,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningRedSpawner\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tERD6 A 6 Bright A_SpawnItemEx(\"DevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tERD6 B 6 Bright A_SpawnItemEx(\"Enraged10KShockwave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tERD6 C 6 Bright A_SpawnItemEx(\"DevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tERD6 D 6 Bright A_SpawnItemEx(\"Enraged10KShockwave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tERD6 A 6 Bright A_SpawnItemEx(\"DevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tERD6 B 6 Bright A_SpawnItemEx(\"Enraged10KShockwave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tERD6 C 6 Bright A_SpawnItemEx(\"DevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tERD6 D 6 Bright A_SpawnItemEx(\"Enraged10KShockwave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tERD6 A 6 Bright A_SpawnItemEx(\"DevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tERD6 B 6 Bright A_SpawnItemEx(\"Enraged10KShockwave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tERD6 C 6 Bright A_SpawnItemEx(\"DevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tERD6 D 6 Bright A_SpawnItemEx(\"Enraged10KShockwave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(128,1024,0)\n\tTNT1 A 0 A_Explode(460,640,0)\n\tTNT1 A 0 A_Explode(618,256)\n\tTNT1 A 0 A_StopSoundEx(\"Voice\")\n\tTNT1 A 0 Radius_Quake(20,12,0,12,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/dtech10kexplode\")\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedDevastatorShockWave2\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_SpawnItem(\"EnragedDTBFGEx\",0,-10)\n\tERD6 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,18,2)\n    ERD6 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,36,2)\n    ERD6 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,54,2)\n    ERD6 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,72,2)\n    ERD6 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,90,2)\n    ERD6 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,108,2)\n    ERD6 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,126,2)\n    ERD6 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,144,2)\n    ERD6 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,144,2)\n    ERD6 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,162,2)\n    ERD6 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,180,2)\n    ERD6 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,196,2)\n    ERD6 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,216,2)\n    ERD6 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,234,2)\n    ERD6 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,252,2)\n    ERD6 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,270,2)\n    ERD6 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,288,2)\n    ERD6 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,306,2)\n    ERD6 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,324,2)\n    ERD6 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,342,2)\n\tERD6 AAAAAABBBBBBCCCCCCDDDDDD 1 A_CustomMissile(\"EKaboomDTG\",0,0,random(0,360),2,random(0,360))\n    ERD6 EF 6 Bright\n    Stop\n    }\n}\n\nACTOR EnragedDevastatorShockWave2 : TrueLegDevastatorShockWave\n{\nSpeed 0\nScale 2.5\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nEBAR ABCDEFGHIJKLMNOPQR 2 Bright A_FadeOut(0.015)\nStop\n}\n}\n\nACTOR EnragedCyberDTBFG10KTracer : EnragedBabySentientDTBFG10KTracer\n{\nSpecies \"Cybers\"\nDamageType \"Cyber10k\"\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/Legendary/ToxicLegendaryFiend.txt",
        "contents": "ACTOR ToxicLegendaryFiend\n{\nHealth 1100\nPainChance 25\nSpeed 18\nRadius 30\nHeight 56\nMass 450\nMonster\n+BOSS\n+BOSSDEATH\n+FLOORCLIP\n+MISSILEMORE\n+MISSILEEVENMORE\n+QUICKTORETALIATE\n+NOICEDEATH\n+DONTGIB\n+DONTHURTSPECIES\n+DONTHARMSPECIES\n+NOTIMEFREEZE\n+NORADIUSDMG\n+NOFEAR\n+BRIGHT\nSpecies \"Fiends\"\nSeeSound \"LegFiend/Sight\"\nPainSound \"LegFiend/Pain\"\nDeathSound \"LegFiend/Death\"\nActiveSound \"LegFiend/Active\"\nAttackSound \"LegFiend/Melee\"\nBloodColor \"green\"\nScale 1.2\nMeleeDamage 28\nMeleeRange 84\nDamageFactor 0.55\nDamageFactor \"Legendary\", 0.0\nDamageFactor \"LegendaryPlayer\", 0.0\nDamageFactor \"Legendary1\", 0.0\nDamageFactor \"LegendaryGuru\", 0.0\nDamageFactor \"LegendaryGuruPlayer\", 0.3\nDamageFactor \"PDTBFG\", 0.15\nDamageFactor \"PDTBFGTracer\", 0.15\nDamageFactor \"PlayerDevBall\", 0.115\nDamageFactor \"PlayerDevBall2\", 0.115\nDamageFactor \"PlayerDTBFGRailgunSlug\", 0.115\nDamageFactor \"PlayerDevTracer\", 0.115\nDamageFactor \"FiendFire\", 0.0\nDamageFactor \"DTFiendEx\", 0.0\nDamageFactor \"DBFG10K2\", 0.1\nDamageFactor \"PlayerDBFG10K2\", 0.1\nDamageFactor \"DBFG2\", 0.1\nDamageFactor \"PlayerDBFG2\", 0.1\nDamageFactor \"PlayerDTRG\", 0.5\nDropItem \"LegendaryArmor\" 80 1\nDropItem \"LegendaryPowerSphere\" 100 1\nDropItem \"ILDemonAmmoBox\" 220\nDropItem \"ILDemonAmmo\" 256\nDropItem \"LegTimeFreezeSphere\" 70\nDropItem \"LegendaryBossLifeEssence\" 256\nDropItem \"LegendaryBossArmorBonusMax\" 256\nDropItem \"LegendaryBossLifeEssence\" 128\nDropItem \"LegendaryBossArmorBonusMax\" 128\nDropItem \"Legendary Plasmatic Rifle\" 30 1\nDropItem \"EnragedLegendaryPowerShard\" 65 1\nObituary \"%o was shredded into dust by an Toxic Legendary Fiend.\"\nHitObituary \"%o was turned into ground beef by an Tocic Legendary Fiend.\"\nTag \" Toxic \\c[z3]Legendary Fiend\\c-\"\nvar int user_ragewait;\nvar int user_music;\nvar int user_ragecount;\nStates\n{\n  Spawn:\n    TNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n    TFND A 12 A_Look\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tTFND Q 12 A_Look\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n    Loop\n  See:\n    TNT1 A 0 A_JumpIf(user_music == 1,3)\n    TNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,408)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n\tTNT1 A 0 A_SetUserVar(\"user_ragecount\",0)\n\tTNT1 A 0 A_Jump(110,\"Rush\")\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tTNT1 A 0 A_PlaySound(\"blooddemon/walk\")\n    TFND AABB 2 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n    TNT1 A 0 A_PlaySound(\"blooddemon/walk\")\n    TFND CCDD 2 A_Chase\n\tTNT1 A 0 A_Jump(35,\"Teleport\")\n    Loop\n  Rush:\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tTNT1 A 0 A_PlaySound(\"blooddemon/walk\")\n\tTFND AA 0 A_Chase\n\tTFND A 1 A_SpawnItemEx(\"ELFGhost\")\n\tTFND AA 0 A_Chase\n\tTFND A 1 A_SpawnItemEx(\"ELFGhost\")\n\tTFND AA 0 A_Chase\n\tTFND B 1 A_SpawnItemEx(\"ELFGhost\")\n\tTFND AA 0 A_Chase\n\tTFND B 1 A_SpawnItemEx(\"ELFGhost\")\n\tTNT1 A 0 A_SpawnItem(\"TRUEnemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_PlaySound(\"blooddemon/walk\")\n\tTFND AA 0 A_Chase\n\tTFND C 1 A_SpawnItemEx(\"ELFGhost\")\n\tTFND AA 0 A_Chase\n\tTFND C 1 A_SpawnItemEx(\"ELFGhost\")\n\tTFND AA 0 A_Chase\n\tTFND D 1 A_SpawnItemEx(\"ELFGhost\")\n\tTFND AA 0 A_Chase\n\tTFND D 1 A_SpawnItemEx(\"ELFGhost\")\n\tTNT1 A 0 A_Jump(15,\"Teleport\")\n\tTNT1 A 0 A_Jump(87,\"See\")\n\tLoop\n Teleport:\n    TFND A 1 A_UnSetShootable\n\tTFND AAAA 0 A_SpawnItem(\"TRUEnemesisHellionSmokeSpawner\")\n\tTFND AAAAAAAAAA 1  A_FadeOut(0.1)\n\tTFND A 2\n\tTFND AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n    TFND A 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTFND AAAA 0 A_SpawnItem(\"legendaryHellionSmokeSpawner\")\n\tTFND AAAAAAAAAA 1 A_FadeIn(0.1)\n    TFND A 1 A_SetShootable\n    Goto See\n  Missile:\n    TNT1 A 0 A_SetShootable\n    TNT1 A 0 A_UnsetInvulnerable\n    TNT1 A 0 A_SetTranslucent(1)\n\tTNT1 A 0 A_Jump(128,\"Lunge\",\"DeathBall\")\n    TNT1 A 0 A_Jump(58,\"Rage\")\n    TNT1 A 0 A_Jump(24,\"Ripperr\")\n    TNT1 A 0 A_JumpIfCloser(250,\"Lunge\")\n  Normal:\n\tTFND EF 4 A_FaceTarget\n    TFND G 6 A_CustomMissile(\"ELegFiendBall2\",32)\n\tTFND EF 4 A_FaceTarget\n    TFND G 6 A_CustomMissile(\"ELegFiendBall2\",32)\n\tTFND EF 4 A_FaceTarget\n    TFND G 6 A_CustomMissile(\"ELegFiendBall2\",32)\n    TFND E 2 A_FaceTarget\n    Goto See\n  Ripperr:\n\tTNT1 A 0 A_SpawnItemEx(\"LegRipperrMouthRedKaboom\", 8, 0, 36)\n\tTFND E 3 A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegRipperrMouthRedKaboom\", 8, 0, 36)\n\tTFND E 3 A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegRipperrMouthRedKaboom\", 8, 0, 36)\n\tTFND E 3 A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegRipperrMouthRedKaboom\", 8, 0, 36)\n\tTFND F 3 A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegRipperrMouthRedKaboom\", 8, 0, 36)\n\tTFND F 3 A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegRipperrMouthRedKaboom\", 8, 0, 36)\n\tTFND F 3 A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegRipperrMouthBreatheRedKaboom\", 8, 0, 36)\n    TFND GGG 2 A_CustomMissile(\"ELegFiendBall\",32,0,random(-2,2))\n\tTFND G 0 A_FaceTarget\n\tTFND GGG 2 A_CustomMissile(\"ELegFiendBall\",32,0,random(-2,2))\n    TFND G 0 A_FaceTarget\n\tTFND GGG 2 A_CustomMissile(\"ELegFiendBall\",32,0,random(-2,2))\n\tTFND G 0 A_FaceTarget\n\tTFND GGG 2 A_CustomMissile(\"ELegFiendBall\",32,0,random(-2,2))\n    TFND E 2 A_FaceTarget\n    Goto See\n  Lunge:\n    TNT1 A 0 A_Jump(64,\"Normal\")\n\tTNT1 A 0 A_PlaySound(\"LegFiend/Melee\")\n\tTFND EF 6 A_FaceTarget\n\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n    TFND F 2 A_Recoil(-26)\n\tTFND F 3 A_CustomMissile(\"ELFLunge\",18,0,0,CMF_AIMDIRECTION)\n\tTFND G 6\n\tTFND G 2 A_ScaleVelocity(0.2)\n\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)\n\tTFND G 1 A_ScaleVelocity(0)\n\tGoto See\n  Rage:\n    TFND G 1 A_JumpIfCloser(1800,1)\n    Goto Normal\n    TFND G 1 A_PlaySound(\"LegFiend/Active\")\n\tTFND G 0 A_SetInvulnerable\n\tTFND G 1 A_FaceTarget\n  RageWait:\n    TNT1 A 0 A_JumpIf(user_ragewait >= 14,\"RageGo\")\n\tTNT1 A 0 A_SetUserVar(\"user_ragewait\",user_ragewait+1)\n    TFND G 0 A_JumpIfTargetInLos(2)\n\tTFND G 0 A_Jump(256,2)\n\tTFND G 0 A_FaceTarget\n\tTFND G 2 A_SpawnItem(\"LFiendFlameSpawner\")\n\tLoop\n  RageGo:\n\tTNT1 A 0 A_Jump(96,\"Rage2\")\n    TNT1 A 0 A_SetUserVar(\"user_ragewait\",0)\n\tTNT1 A 0 A_SetUserVar(\"user_ragecount\",user_ragecount+1)\n\tTFND G 0 A_UnSetInvulnerable\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n    TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)\n\tTNT1 A 0 A_ChangeFlag(NOPAIN,1)\n\tTFND G 9\n\tTFND G 0 A_JumpIfTargetInLos(2)\n\tTFND G 0 A_Jump(256,2)\n\tTFND G 0 A_FaceTarget\n\tTFND G 3\n\tTNT1 A 0 ThrustThingZ(0,25,0,1)\n    TFND F 2 A_Recoil(-110)\n\tTNT1 A 0 A_PlaySound(\"LegFiend/Melee\")\n  RageLoop:\n    TNT1 A 0 A_JumpIf(user_ragewait >= 20,\"RageEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_ragewait\",user_ragewait+1)\n\tTFND G 0 A_SpawnItemEx(\"ELFGhost\",0,0,0,0,0,0,0,128)\n\tTFND G 0 A_SpawnItem(\"LFiendFlameSpawner\")\n\tTFND G 0 A_CustomMissile(\"BigELFLunge\",18,0,0,CMF_AIMDIRECTION)\n\tTFND G 2 A_FaceTarget\n\tLoop\n  RageEnd:\n    TNT1 A 0 A_SetUserVar(\"user_ragewait\",0)\n\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)\n\tTNT1 A 0 A_ChangeFlag(NOPAIN,0)\n\tTNT1 A 0 A_JumpIf(user_ragecount >= 3,\"See\")\n\tTNT1 A 0 A_Jump(148,\"RageGo\")\n\tTNT1 A 0 A_SetUserVar(\"user_ragecount\",0)\n\tGoto See\n  Rage2:\n    TNT1 A 0 A_JumpIf(user_ragecount >= 2,\"RageGo\")\n    TNT1 A 0 A_SetUserVar(\"user_ragewait\",0)\n\tTFND G 0 A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"ELFLungeGhost\")\n\tTFND G 20\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"ELFLungeGhost\")\n\tTFND G 20\n\tTNT1 A 0 A_SetUserVar(\"user_ragecount\",user_ragecount+1)\n\tGoto RageGo\n  Melee:\n    TNT1 A 0 A_Jump(128,\"Flamethrower\")\n\tTFND EF 2 A_FaceTarget\n    TFND G 2 A_MeleeAttack\n    TFND E 2 A_FaceTarget\n    Goto See\n  Flamethrower:\n\tTFND EF 5 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"magma/firebreath\")\n\tTNT1 A 0 A_FaceTarget\n\tTFND FFF 2 A_CustomMissile(\"ELegFiendFlameBreath\",32,0,Random(6,-6))\n\tTNT1 A 0 A_FaceTarget\n    TFND FFF 2 A_CustomMissile(\"ELegFiendFlameBreath\",32,0,Random(6,-6))\n\tTNT1 A 0 A_FaceTarget\n    TFND FFF 2 A_CustomMissile(\"ELegFiendFlameBreath\",32,0,Random(6,-6))\n\tTNT1 A 0 A_FaceTarget\n\tTFND FFF 2 A_CustomMissile(\"ELegFiendFlameBreath\",32,0,Random(6,-6))\n    TFND E 5\n\tGoto See\n  Pain:\n  \tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)\n\tTNT1 A 0 A_Jump(35,\"Teleport\")\n\tTNT1 A 0 A_SetUserVar(\"user_ragecount\",0)\n\tTNT1 A 0 A_SetUserVar(\"user_ragewait\",0)\n    TFND H 2\n    TFND H 2 A_Pain\n\tTNT1 A 0 A_Jump(88,\"Missile\")\n      TFND A 4 Bright\n      TFND A 0 Bright A_custommissile(\"DeathBall\",72,0,0,2,0)\n      TFND A 0 Bright A_custommissile(\"DeathBall\",72,0,20,2,0)\n      TFND A 0 Bright A_custommissile(\"DeathBall\",72,0,40,2,0)\n      TFND A 0 Bright A_custommissile(\"DeathBall\",72,0,60,2,0)\n      TFND A 0 Bright A_custommissile(\"DeathBall\",72,0,80,2,0)\n      TFND A 0 Bright A_custommissile(\"DeathBall\",72,0,100,2,0)\n      TFND A 0 Bright A_custommissile(\"DeathBall\",72,0,120,2,0)\n      TFND A 0 Bright A_custommissile(\"DeathBall\",72,0,140,2,0)\n      TFND A 0 Bright A_custommissile(\"DeathBall\",72,0,160,2,0)\n      TFND A 0 Bright A_custommissile(\"DeathBall\",72,0,180,2,0)\n      TFND A 0 Bright A_custommissile(\"DeathBall\",72,0,200,2,0)\n      TFND A 0 Bright A_custommissile(\"DeathBall\",72,0,220,2,0)\n      TFND A 0 Bright A_custommissile(\"DeathBall\",72,0,240,2,0)\n      TFND A 0 Bright A_custommissile(\"DeathBall\",72,0,260,2,0)\n      TFND A 0 Bright A_custommissile(\"DeathBall\",72,0,280,2,0)\n      TFND A 0 Bright A_custommissile(\"DeathBall\",72,0,300,2,0)\n      TFND A 0 Bright A_custommissile(\"DeathBall\",72,0,320,2,0)\n\t  TFND A 0 Bright A_custommissile(\"DeathBall\",72,0,320,2,0)\n\t  TFND A 0 Bright A_custommissile(\"DeathBall\",72,0,320,2,0)\n\t  TFND A 0 Bright A_custommissile(\"DeathBall\",72,0,320,2,0)\n\t  TFND A 0 Bright A_custommissile(\"DeathBall\",72,0,320,2,0)\n\t  TFND A 0 Bright A_custommissile(\"DeathBall\",72,0,320,2,0)\n\t  TFND A 0 Bright A_custommissile(\"DeathBall\",72,0,320,2,0)\n\t  TFND A 0 Bright A_custommissile(\"DeathBall\",72,0,320,2,0)\n\t  TFND A 0 Bright A_custommissile(\"DeathBall\",72,0,320,2,0)\n\t  TFND A 0 Bright A_custommissile(\"DeathBall\",72,0,320,2,0)\n      TFND A 0 Bright A_custommissile(\"DeathBall\",72,0,340,2,0)\n      Goto See\n    Goto See\n  Death:\n  \tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)\n\tTNT1 A 0 A_ChangeFlag(\"BRIGHT\",0)\n    TFND I 8 A_StopSound(6)\n\tTFND J 0 A_PlaySound(\"Gore/Splat\")\n    TFND J 0 A_SpawnItemEx(\"EnragedGibbedGenerator\")\n    TFND J 8 A_Scream\n    TFND K 4\n    TFND L 4 A_NoBlocking\n    TFND M 4\n    TFND N -1\n    Stop\n  }\n}\n\nACTOR ELFLunge\n{\n   Height 16\n   Radius 16\n   Speed 27\n   Damage (15*Random(4,8))\n   Species \"Fiends\"\n   SeeSound \"\"\n   DeathSound \"\"\n   PROJECTILE\n   Damagetype \"FiendFire\"\n   +NOTIMEFREEZE\n   States\n   {\n   Spawn:\n\tTNT1 A 4\n    Stop\n    }\n}\n\nACTOR BigELFLunge : BigLFLunge\n{\nDamage 48\n  PoisonDamage 50\nSpeed 0\n+EXTREMEDEATH\n+FORCERADIUSDMG\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nTNT1 A 2\nTNT1 A 1 A_Explode(72,282)\nStop\nDeath:\nTNT1 A 2\nTNT1 A 1 A_Explode(72,282)\nStop\n}\n}\n\nActor ELegFiendBall\n{\n  Radius 4\n  Height 6\n  Speed 70\n  Damage 12\n  Renderstyle Add\n  Alpha 0.75\n  SeeSound \"lfball1/shot\"\n  DeathSound \"lfball1/exp\"\n  PROJECTILE\n  Damagetype \"FiendFire\"\n  DECAL Cardinal15KLightning1\n  +RIPPER\n  +HEXENBOUNCE\n  +NOTIMEFREEZE\n  BounceCount 4\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    EFB1 ABCDEFGHABCDEFGH 2 Bright A_SpawnItemEx(\"ELegFiendBallTrail\")\n\tLoop\n  Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedParticleSpawner\")\n\tTNT1 AAA 0 A_CustomMissile(\"EKaboomLN\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n    EFB1 IJK 4 Bright A_FadeOut(0.10)\n    Stop\n  }\n}\n\nActor ELegFiendBallTrail\n{\n   \tPROJECTILE\n   \t+NOCLIP\n\t+CLIENTSIDEONLY\n    +NOTIMEFREEZE\n    Scale 1\n    Renderstyle ADD\n\tAlpha 0.6\n\tScale 0.8\n\tStates\n\t{\n  Spawn:\n\tTNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tEFB1 ABCDEFGH 1 Bright A_FadeOut(0.05)\n\tStop\n  Toaster:\n    TNT1 A 0\n\tStop\n\t}\n}\n\nACTOR ELegFiendBall2\n{\n   Radius 8\n   Height 8\n   Speed 34\n   PoisonDamage 50\n   Damage 25\n   Damagetype \"FiendFire\"\n   SpawnID 250\n   Scale 1.0\n   PROJECTILE\n   RENDERSTYLE ADD\n   DECAL DoomImpScorch\n   ALPHA 0.95\n   SeeSound \"monsters/newfireshoot\"\n   DeathSound \"monsters/newfireexplode\"\n   +NOTIMEFREEZE\n   States\n   {\n   Spawn:\n   \t  TNT1 A 0 A_CStaffMissileSlither\n      EFB2 A 1 Bright A_SpawnItemEx(\"ELegFiendBall2Trail\")\n\t  TNT1 A 0 A_CStaffMissileSlither\n      EFB2 A 1 Bright A_SpawnItemEx(\"ELegFiendBall2Trail\")\n      Loop\n   Death:\n\t  TNT1 A 0\n\t  TNT1 A 0 A_Explode(32,64)\n\t  TNT1 A 0 A_SpawnItemEx(\"EnragedParticleSpawner\")\n\t  TNT1 AAA 0 A_CustomMissile(\"EKaboomLN\",0,0,random(0,360),2,random(0,360))\n\t  TNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\",0,0,random(0,360),2,random(0,360))\n      EFB2 CDE 5 Bright\n      stop\n   }\n}\n\nActor ELegFiendBall2Trail\n{\n   \tPROJECTILE\n   \t+NOCLIP\n\t+CLIENTSIDEONLY\n    +NOTIMEFREEZE\n    Scale 1\n    Renderstyle ADD\n\tAlpha 0.6\n\tScale 0.8\n\tStates\n\t{\n\tSpawn:\n\t    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t    EFB2 AB 4 Bright A_FadeOut(0.05)\n\t    Stop\n\t  Toaster:\n    TNT1 A 0\n\tStop\n\t}\n}\n\nActor ELFGhost\n{\nScale 1.2\nRENDERSTYLE Translucent\nAlpha 0.75\n+NOGRAVITY\n+CLIENTSIDEONLY\n+DONTSPLASH\n+NOINTERACTION\n+NOCLIP\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n    TFND A 2 A_FadeOut(0.09)\n    Loop\n  Toaster:\n    TNT1 A 0\n\tStop\n    }\n}\n\nActor ELFLungeGhost : ELFGhost\n{\nMonster\nSpecies \"Fiends\"\n-COUNTKILL\n-NOINTERACTION\n-NOGRAVITY\n-NOCLIP\n+THRUSPECIES\nMass 550\nAlpha 0.6\nvar int user_ragewait;\nStates\n{\nSpawn:\n\tTFND G 1\n\tTNT1 A 0 ThrustThingZ(0,35,0,1)\n    TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)\n\tTFND G 9 Bright\n\tTFND G 0 A_FaceTarget\n\tTFND G 3 Bright\n\tTNT1 A 0 ThrustThingZ(0,25,0,1)\n    TFND F 2 A_Recoil(-100)\n\tTNT1 A 0 A_PlaySound(\"LegFiend/Melee\")\nRageLoop:\n    TNT1 A 0 A_JumpIf(user_ragewait >= 10,\"Death\")\n\tTNT1 A 0 A_SetUserVar(\"user_ragewait\",user_ragewait+1)\n\tTFND G 0 A_SpawnItem(\"ELFiendFlameSpawner\")\n\tTFND G 0 A_CustomMissile(\"BigELFGhostLunge\",18,0,0,CMF_AIMDIRECTION)\n\tTFND G 2 Bright A_FaceTarget\n\tLoop\nDeath:\n\tTFND GGGGGGG 2 A_FadeOut(0.1)\n\tStop\n\t}\n}\n\nACTOR BigELFGhostLunge : BigLFLunge\n{\nDamage 10\nSpeed 0\n+EXTREMEDEATH\n+FORCERADIUSDMG\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nTNT1 A 2\nTNT1 A 1 A_Explode(8,64)\nStop\nDeath:\nTNT1 A 2\nTNT1 A 1 A_Explode(8,64)\nStop\n}\n}\n\nACTOR ELFiendFlameSpawner : LegendaryRedParticleSpawner\n{\n  +CLIENTSIDEONLY\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n    TNT1 AAAAAA 0 A_SpawnItemEx(\"ELFiendFlame\",random(20,-20),random(20,-20),random(40,80),0,0,random(2,6),0,128,0)\n    TNT1 A 1\n    Stop\n  Toaster:\n    TNT1 A 0\n    TNT1 AAA 1 A_SpawnItemEx(\"ELFiendFlame\",random(20,-20),random(20,-20),random(40,80),0,0,random(2,6),0,128,0)\n    Stop\n  }\n}\n\nACTOR ELFiendFlame\n{\n+MISSILE\n+DONTSPLASH\n+CLIENTSIDEONLY\n+NOBLOCKMAP\n+NOGRAVITY\n+NOTELEPORT\n+FORCEXYBILLBOARD\n+NOTIMEFREEZE\nRenderStyle Add\nScale 1.1\nAlpha 0.9\nStates\n{\nSpawn:\n    TNT1 A 0\n    EMKE ABCDEFGHIJKL 2 Bright A_FadeOut\n    Stop\n}\n}\n\nACTOR ELegFiendFlameBreath : MagmaBreath\n{\nSpeed 34\nScale 0.65\n+NOTIMEFREEZE\n+RIPPER\nBounceCount 3\nStates\n  {\n  Spawn:\n    EMKE LKJIHGFEDCB 3 Bright A_Explode(Random(9,14),86)\n\tEMKE AA 2 Bright A_FadeOut(0.15)\n\tStop\n  Death:\n\tEMKE AA 2 Bright A_FadeOut(0.25)\n\tStop\n\t}\n}\n\nACTOR LegRipperrMouthRedKaboom\n{\nRenderstyle Add\nAlpha 0.8\n+NOTELEPORT\n+DONTSPLASH\n+NOGRAVITY\n+FORCEXYBILLBOARD\n+NOTIMEFREEZE\n+NOCLIP\n+NOBLOCKMAP\n+NOINTERACTION\n+CLIENTSIDEONLY\nScale 0.4\nStates\n{\nSpawn:\nTNT1 A 0\nEXPO ACEGIKLM 1 Bright A_FadeOut(0.1)\nStop\n}\n}\n\nACTOR LegRipperrMouthBreatheRedKaboom : LegRipperrMouthBlueKaboom\n{\nScale 0.5\nAlpha 0.5\nStates\n{\nSpawn:\nTNT1 A 0\nEXPO ABCDEFGHIJKKLLMMM 4 Bright A_FadeOut(0.025)\nStop\n}\n}\nactor DeathBall : BaronBall\n{\n  Damage 100\n  PoisonDamage 50\n  Speed 10\n  +SEEKERMISSILE\n  +THRUGHOST\n  scale .8\n  States\n  {\n  Spawn:\n    BAL7 A 4 BRIGHT A_Tracer\n    BAL7 A 0 BRIGHT A_SpawnItem(\"BallTail\", 0, 0)\n    BAL7 B 4 BRIGHT A_Tracer\n    BAL7 A 0 BRIGHT A_SpawnItem(\"BallTail\", 0, 0)\n    Loop\n  Death:\n    BAL7 CDE 6 BRIGHT\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/TrueEnragedLegendary/TrueEnragedLegCyberdemon.txt",
        "contents": "ACTOR trueEnragedLegendaryCyberdemon : EnragedLegendaryCyberdemon // Enraged cyberdemon Variant. Enraged BFG Here -> \"Actors/Others/EnragedGuruball.txt\"\n{\n  Health 16666\n  Speed 34\n  Radius 40\n  Height 110\n  PainChance 10\n  DamageFactor 0.3\n  Mass 0x7FFFFFFF\n  Scale 1.2\n  Species \"Cybers\"\n  DamageFactor 0.5\n  DamageFactor \"Explosion\", 0.3\n  DamageFactor \"PDTBFG\", 0.05\n  DamageFactor \"BabySpiders\", 0.0\n  DamageFactor \"PDTBFG\", 0.05\n  DamageFactor \"PDTBFGTracer\", 0.05\n  DamageFactor \"VileFires\", 0.0\n  DamageFactor \"Cyber10K\", 0.0\n  DamageFactor \"Legendary\", 0.0\n  DamageFactor \"LegendaryPlayer\", 0.0\n  DamageFactor \"LegendaryGuru\", 0.0\n  DamageFactor \"LegendaryGuruPlayer\", 0.0\n  DamageFactor \"BFGSplash\", 0.25\n  DamageFactor \"PlayerBHole\", 0.0\n  DamageFactor \"BFGSpray\", 0.25\n  DamageFactor \"PlayerDevBall\", 0.015\n  DamageFactor \"Railg\", 0.5\n  DamageFactor \"PlayerDevBall2\", 0.015\n  DamageFactor \"PlayerDTBFGRailgunSlug\", 0.015\n  DamageFactor \"PlayerDevTracer\", 0.015\n  DamageFactor \"PlayerDTRG\", 0.05\n  DamageFactor \"DemolisherEx\", 0.0\n  DamageFactor \"Term\", 0.0\n  DamageFactor \"T3rm\", 0.1\n  DamageFactor \"DarkDemoEx\", 0.0\n  DamageFactor \"CerChainguns\", 0.0\n  DamageFactor \"CerEnergyBall\", 0.0\n  DamageFactor \"LegMind\", 0.0\n  DamageFactor \"SuperWeapon\", 0.0\n  DamageFactor \"Ice\", 0.0\n  DamageFactor \"FreezerBurn\", 0.0\n  DamageFactor \"Crush\", 0.1\n  DamageFactor \"Player\", 0.015\n  DamageFactor \"PlayerHellfire\", 0.3\n  DamageFactor \"CDTBFG\", 0.0\n  DamageFactor \"DBFG10K\", 0.015\n  DamageFactor \"NobleComet\", 0.0\n  DamageFactor \"ZombieDev\", 0.0\n  DamageFactor \"BeheComet\", 0.0\n  DamageFactor \"PlayerDBFG10K\", 0.0\n  DamageFactor \"DBFG\", 0.0\n  DamageFactor \"PlayerBHole\", 0.1\n  DamageFactor \"PlayerDBFG2\", 0.0\n  DamageFactor \"DBFG210K\", 0.0\n  DamageFactor \"PlayerDBFG210K\", 0.0\n  DamageFactor \"PlayerDBFG\", 0.0\n  DamageFactor \"DBFG2Splash\", 0.0\n  DamageFactor \"Baby15K\", 0.0\n  DamageFactor \"Extreme\", 0.0\n  DamageFactor \"UltimateLegendary\", 0.0\n  DamageFactor \"BeheComet\", 0.0\n  DamageFactor \"Terminator\", 0.0\n  DamageFactor \"Hell\", 0.0\n  DamageFactor \"HFCyber\", 0.0\n  DamageFactor \"DementedTerminator\", 0.0\n  DamageFactor \"CacoComet\", 0.0\n  DamageFactor \"CadaverRocket\", 0.0\n  DamageFactor \"NobleComet\", 0.0\n  DamageFactor \"Commander\", 0.0\n  DamageFactor \"DBFG10K2\", 0.0\n  DamageFactor \"PlayerDBFG10K2\", 0.0\n  DamageFactor \"DBFG2\", 0.0\n  DamageFactor \"PlayerDBFG2\", 0.0\n  DamageFactor \"PyroShot\", 0.0\n  DamageFactor \"PlayerPyro\", 0.0\n  DamageFactor \"PDTPuff\", 0.0\n  DamageFactor \"PlayerNemesisPlasma\", 0.5\n  DropItem \"NemesisBFG\" 64\n   DropItem \"true Legendary BFG\" 256 1\n  DropItem \"trueLegendaryRune\" 64\n  DropItem \"LegendaryRune\" 64\n  DropItem \"LegendaryRune\" 32\n  DropItem \"LegendaryRune\" 16\n  DropItem \"ILDemonAmmoBox\" 256\n  DropItem \"ILDemonAmmo\" 256\n  DropItem \"ILDemonAmmoBox\" 256\n  DropItem \"ILDemonAmmo\" 256\n  DropItem \"ILDemonAmmoBox\" 256\n  DropItem \"ILDemonAmmo\" 256\n  DropItem \"Legendary BFG\" 256 1\n  DropItem \"SkullofPower\" 256\n  DropItem \"Enraged Legendary Plasmatic Rifle\" 256 1\n  DropItem \"LegAmmoSphere\" 256 1\n  DropItem \"LegDemonRune\" 256 1\n  DropItem \"Enraged Legendary Assault Shotgun\" 256 1\n  DropItem \"EnragedLegendaryArmor\" 256 1\n  DropItem \"Enraged Legendary Plasmatic Cannon\" 256 1\n  DropItem \"LegTimeFreezeSphere\" 256\n  DropItem \"Enraged Legendary Light Machine Gun\" 256 1\n  DropItem \"TrueLegendaryBFGUpgrade\" 256 1\n  DropItem \"TrueLegendaryRune\" 10 1\n  BloodColor \"Red\"\n  +MISSILEEVENMORE\n  +QUICKTORETALIATE\n  -FLOORCLIP\n  +QUICKTORETALIATE\n  +DONTHURTSPECIES\n  +DONTHARMSPECIES\n  +DONTHARMCLASS\n  +NORADIUSDMG\n  +PIERCEARMOR\n  +NOTARGET\n  +BOSS\n  +FIRERESIST\n  +DONTRIP\n  +MISSILEMORE\n  +FLOORCLIP\n  +DONTMORPH\n  +BOSSDEATH\n  +NOICEDEATH\n  +DONTGIB\n  +NOTELEFRAG\n  +LOOKALLAROUND\n  +NOTIMEFREEZE\n  +BRIGHT\n  SeeSound \"EnragedCyberdemon/Sight\"\n  PainSound \"EnragedCyberdemon/pain\"\n  DeathSound \"Legcyber/death\"\n  ActiveSound \"Legcyber/laugh3\"\n  Tag \"\\c[l5]True\\c- \\c[m6]Enraged\\c- \\c[z3]Legendary Cyberdemon\\c-\"\n  Obituary \"\\c[l5]True\\c- \\c[m6]Enraged\\c- \\c[z3]Legendary Cyberdemon\\c- had no mercy on wiping %o out of existence.\"\n  var int user_Missile;\n  var int user_script;\n  var int user_music;\n  var int user_plasma;\n  var int user_leapdelay;\n  States\n  {\n  Spawn:\n    TNT1 A 0 A_JumpIf(user_script == 1,3)\n\tTNT1 A 0 A_SpawnItemEx(\"ELegCardinalFireFollower\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n    TNT1 A 0 A_SetUserVar(\"user_script\",1)\n\tTNT1 A 0 A_SpawnItem(\"EnragedBossSmokeSpawner\",0,0,0,0)\n\tTELC A 2 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"EnragedBossSmokeSpawner\",0,0,0,0)\n\tTELC B 2 Bright A_Look\n\tLoop\n  See:\n    TNT1 A 0 A_JumpIf(user_music == 1,3)\n    TNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,9000)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n    TNT1 A 0 A_JumpIf(user_script == 1,3)\n\tTNT1 A 0 A_SpawnItemEx(\"ELegCardinalFireFollower\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n    TNT1 A 0 A_SetUserVar(\"user_script\",1)\n\tTNT1 A 0 A_Jump(64,\"Rush\")\n\tTNT1 A 0 A_SpawnItem(\"EnragedBossSmokeSpawner\",0,0,0,0)\n\tTELC A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"EnragedBossSmokeSpawner\",0,0,0,0)\n\tTELC B 2 Bright A_Chase\n\tLoop\n   Rush:\n    TNT1 A 0 A_SetTranslucent(1)\n\tTNT1 A 0 A_SpawnItemEx(\"ELegCardihilatorGhost\")\n    TELC A 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"ELegCardihilatorGhost\")\n    TELC B 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"ELegCardihilatorGhost\")\n    TELC A 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"ELegCardihilatorGhost\")\n    TELC B 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"ELegCardihilatorGhost\")\n    TELC A 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"ELegCardihilatorGhost\")\n    TELC B 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"ELegCardihilatorGhost\")\n    TELC A 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"ELegCardihilatorGhost\")\n    TELC B 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"ELegCardihilatorGhost\")\n    TELC A 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"ELegCardihilatorGhost\")\n    TELC B 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"ELegCardihilatorGhost\")\n    TELC A 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"ELegCardihilatorGhost\")\n    TELC B 1 Bright A_Chase\n\tTNT1 A 0 A_Jump(70,\"See\")\n\tTNT1 A 0 A_Jump(40,\"Teleport\")\n    Loop\n  Teleport:\n\tTELC A 0 A_UnSetShootable\n\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\tTELC AA 1 A_FadeOut(0.5,0)\n\tTELC AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\tTELC AA 1 A_FadeIn(0.5)\n\tTELC A 0 A_SetShootable\n\tGoto See\n  Missile:\n\tTNT1 A 0 A_JumpIfCloser(200,\"Pain.Fists\")\n    TNT1 A 0 A_JumpIfCloser(300,\"TrueELegendaryStomp\")\n\tTNT1 A 0 A_JumpIfCloser(350,\"Leap\")\n    TNT1 A 0 A_Jump(128,\"BFG10K\",\"EnragedTech\",\"DTBFG10K\",\"HomingRailgun\",\"BFG9500Spread\",\"EnragedCannonBombs\",\"DTGrenades\",\"HarpoonFlak\",\"EnragedCoachgun\")\n\tTNT1 A 0 A_Jump(96,\"RedStar\",\"MiniLasers\",\"EnragedLegPlasma\",\"EnragedLegendaryBFG\",\"UltimateCombo\")\n\tTNT1 A 0 A_Jump(32,\"MimicCombo\")\n  Normal:\n    TNT1 A 0 A_SetTranslucent(1)\n    TELC C 4 Bright A_FaceTarget\n\tTELC D 0 A_CustomMissile(\"EnragedHomingRocket\",56,26,Random(-8,8))\n    TELC D 3 Bright A_CustomMissile(\"EnragedHomingRocket\",56,-26,Random(-8,8))\n    TELC C 4 Bright A_FaceTarget\n\tTELC D 0 A_CustomMissile(\"EnragedHomingRocket\",56,26,Random(-8,8))\n    TELC D 3 Bright A_CustomMissile(\"EnragedHomingRocket\",56,-26,Random(-8,8))\n    TELC C 4 Bright A_FaceTarget\n\tTELC D 0 A_CustomMissile(\"EnragedHomingRocket\",56,26,Random(-8,8))\n    TELC D 3 Bright A_CustomMissile(\"EnragedHomingRocket\",56,-26,Random(-8,8))\n    TELC C 3 Bright A_FaceTarget\n\tTELC D 0 A_CustomMissile(\"EnragedHomingRocket\",56,26,Random(-8,8))\n    TELC D 3 Bright A_CustomMissile(\"EnragedHomingRocket\",56,-26,Random(-8,8))\n    TELC C 3 Bright A_FaceTarget\n\tTELC D 0 A_CustomMissile(\"EnragedHomingRocket\",56,26,Random(-8,8))\n    TELC D 3 Bright A_CustomMissile(\"EnragedHomingRocket\",56,-26,Random(-8,8))\n    TELC C 3 Bright A_FaceTarget\n\tTELC D 0 A_CustomMissile(\"EnragedHomingRocket\",56,26,Random(-8,8))\n    TELC D 3 Bright A_CustomMissile(\"EnragedHomingRocket\",56,-26,Random(-8,8))\n    TELC C 3 Bright A_FaceTarget\n\tTELC D 0 A_CustomMissile(\"EnragedHomingRocket\",56,26,Random(-8,8))\n    TELC D 3 Bright A_CustomMissile(\"EnragedHomingRocket\",56,-26,Random(-8,8))\n    TELC C 3 Bright A_FaceTarget\n\tTELC D 0 A_CustomMissile(\"EnragedHomingRocket\",56,26,Random(-8,8))\n    TELC D 3 Bright A_CustomMissile(\"EnragedHomingRocket\",56,-26,Random(-8,8))\n\tGoto See\n\t  LegThor:\n    TNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n    TLCD G 30 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 HealThing(500)\n\tTLCD G 3 Bright A_PlaySound(\"tlcyb/demand\", CHAN_AUTO, 1.0, False, ATTN_NONE)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTLCD G 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTLCD G 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTLCD G 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTLCD G 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTLCD G 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTLCD G 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTLCD G 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTLCD G 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTLCD G 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTLCD G 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTLCD G 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTLCD G 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTLCD G 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTLCD G 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTLCD G 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTLCD G 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTLCD G 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTLCD G 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(660,-660),Random(660,-660),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(660,-660),Random(660,-660),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(660,-660),Random(660,-660),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(660,-660),Random(660,-660),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(660,-660),Random(660,-660),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(660,-660),Random(660,-660),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(660,-660),Random(660,-660),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(660,-660),Random(660,-660),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(660,-660),Random(660,-660),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(660,-660),Random(660,-660),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(660,-660),Random(660,-660),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(660,-660),Random(660,-660),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(660,-660),Random(660,-660),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(660,-660),Random(660,-660),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(660,-660),Random(660,-660),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n    TNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2150,-2150),Random(2150,-2150),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2150,-2150),Random(2150,-2150),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2150,-2150),Random(2150,-2150),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2150,-2150),Random(2150,-2150),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2150,-2150),Random(2150,-2150),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2150,-2150),Random(2150,-2150),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2150,-2150),Random(2150,-2150),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2150,-2150),Random(2150,-2150),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2150,-2150),Random(2150,-2150),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2150,-2150),Random(2150,-2150),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2150,-2150),Random(2150,-2150),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2150,-2150),Random(2150,-2150),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2150,-2150),Random(2150,-2150),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2150,-2150),Random(2150,-2150),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2150,-2150),Random(2150,-2150),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2500,-2500),Random(2500,-2500),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2500,-2500),Random(2500,-2500),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2500,-2500),Random(2500,-2500),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2500,-2500),Random(2500,-2500),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2500,-2500),Random(2500,-2500),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2500,-2500),Random(2500,-2500),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2500,-2500),Random(2500,-2500),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2500,-2500),Random(2500,-2500),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2500,-2500),Random(2500,-2500),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2500,-2500),Random(2500,-2500),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2500,-2500),Random(2500,-2500),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2500,-2500),Random(2500,-2500),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2500,-2500),Random(2500,-2500),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2500,-2500),Random(2500,-2500),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2500,-2500),Random(2500,-2500),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(3800,-3800),Random(3800,-3800),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(3800,-3800),Random(3800,-3800),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(3800,-3800),Random(3800,-3800),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(3800,-3800),Random(3800,-3800),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(3800,-3800),Random(3800,-3800),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(3800,-3800),Random(3800,-3800),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(3800,-3800),Random(3800,-3800),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(3800,-3800),Random(3800,-3800),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(3800,-3800),Random(3800,-3800),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(3800,-3800),Random(3800,-3800),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(3800,-3800),Random(3800,-3800),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(3800,-3800),Random(3800,-3800),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(3800,-3800),Random(3800,-3800),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(3800,-2500),Random(3800,-2500),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(3800,-2500),Random(3800,-2500),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tTLCD G 1 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tTLCD GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 2 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(72,\"TrueLegendaryLostSouls\",\"LegendaryTech\",\"LegendaryThunder\",\"TrueLegendaryBFG\",\"TrueLegendaryDevastator\")\n\tGoto See\n\t\tLegCybComets:\n\tTLCD E 3  Bright A_FaceTarget\n    TLCD F 4 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n    TLCD E 3  Bright A_FaceTarget\n    TLCD F 4 Bright A_CustomMissile(\"LegCybComet\", 58, -26,Random(-4, 4))\n    TLCD E 3  Bright A_FaceTarget\n    TLCD F 4 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n\tTLCD E 3  Bright A_FaceTarget\n    TLCD F 4 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n    TLCD E 3  Bright A_FaceTarget\n    TLCD F 4 Bright A_CustomMissile(\"LegCybComet\", 58, -26,Random(-4, 4))\n    TLCD E 3  Bright A_FaceTarget\n    TLCD F 4 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n\tTLCD E 3  Bright A_FaceTarget\n    TLCD F 4 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n    TLCD E 3  Bright A_FaceTarget\n    TLCD F 4 Bright A_CustomMissile(\"LegCybComet\", 58, -26,Random(-4, 4))\n    TLCD E 3  Bright A_FaceTarget\n    TLCD F 4 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n\tTLCD E 3  Bright A_FaceTarget\n    TLCD F 4 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n\tTLCD E 3  Bright A_FaceTarget\n    TLCD F 3 Bright A_CustomMissile(\"LegCybComet\", 58, -26,Random(-4, 4))\n    TLCD E 3  Bright A_FaceTarget\n    TLCD F 3 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n    TLCD E 3  Bright A_FaceTarget\n    TLCD F 3 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n\tTLCD E 3  Bright A_FaceTarget\n    TLCD F 3 Bright A_CustomMissile(\"LegCybComet\", 58, -26,Random(-4, 4))\n    TLCD E 3  Bright A_FaceTarget\n    TLCD F 3 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n    TLCD E 3  Bright A_FaceTarget\n    TLCD F 3 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n\tTLCD E 3  Bright A_FaceTarget\n    TLCD F 3 Bright A_CustomMissile(\"LegCybComet\", 58, -26,Random(-4, 4))\n    TLCD E 3  Bright A_FaceTarget\n    TLCD F 3 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n    TLCD E 3  Bright A_FaceTarget\n    TLCD F 2 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n\tTLCD E 3  Bright A_FaceTarget\n    TLCD F 2 Bright A_CustomMissile(\"LegCybComet\", 58, -26,Random(-4, 4))\n\tTLCD E 3  Bright A_FaceTarget\n    TLCD F 2 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n\tTLCD E 3  Bright A_FaceTarget\n    TLCD F 2 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n\tTLCD E 3  Bright A_FaceTarget\n    TLCD F 2 Bright A_CustomMissile(\"LegCybComet\", 58, -26,Random(-4, 4))\n\tTLCD E 3  Bright A_FaceTarget\n    TLCD F 2 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n\tTLCD E 3  Bright A_FaceTarget\n    TLCD F 2 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n\tTLCD E 3  Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"LegCybComet\", 58, -26,Random(-4, 4))\n\tTLCD E 3  Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n\tTLCD E 3  Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n\tTLCD E 3  Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"LegCybComet\", 58, -26,Random(-4, 4))\n\tTNT1 A 0 A_Jump(128,\"TrueLegendaryBFG10K\",\"TrueLegendaryRailgun\",\"LegendaryStar\",\"StompingBarrage\",\"LegRevBalls\",\"TrueLegPlasmaBalls\",\"HomingTrueLegPlasmaBalls\")\n\tGoto See\n\tLeap:\n\tLBE4 A 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_leapdelay\",0)\n\t//TNT1 A 0 ThrustThing(angle*256/360, 20, 0, 0)\n\tTNT1 A 0 ThrustThingZ(0,random(30,35),0,1)\n\tTNT1 A 0 A_PlaySound(\"Legcyber/pain6\")\n\tLBE4 AAAA 5 Bright A_Recoil(-10)\n\t LeapCheck:\n\tTNT1 A 0 A_JumpIf(user_leapdelay >= 105,\"LeapLand\")\n\tTNT1 A 0 A_SetUserVar(\"user_leapdelay\",user_leapdelay+1)\n\t//TNT1 A 0 A_Explode(8,256)\n\tLBE4 A 1 Bright A_CheckFloor(\"LeapLand\")\n\tLoop\n  LeapLand:\n    TNT1 A 0 A_Explode(20000000,500)\n\tTNT1 A 0 A_SpawnItem(\"LegendaryNuke\")\n\tTNT1 A 0 A_SpawnItemEx(\"TLCFlyLandShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 AAA 0 A_SpawnItemEx(\"LegendaryBlueParticleSpawner\",Random(-32, 32),Random(-32, 32),0,0,0,0,0,128)\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX3\",0,0,random(0,360),2,random(0,360))\n\tTNT1 AAAAA 0 A_CustomMissile(\"BlueKaboom\",0,0,random(0,360),2,random(0,360))\n\t//TNT1 A 0 A_CustomMissile(\"LCAExplosionBundle\",0,0,random(80,100),2,random(80,100))\n\tTNT1 A 0 Radius_Quake(175,8,512,1024,0)\n\tTNT1 A 0 A_SpawnItemEx(\"TLCFlyLandKaBoom\")\n\tLBE4 B 6 Bright A_PlaySound(\"monsters/darkcyberstomp\")\n\tLBE4 BBBBBBB 60 Bright\n\tGoto See\n\tTrueLegendaryBFG10K:\n    TNT1 A 0 A_Changeflag(reflective,1)\n    TNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\tTELC E 18 Bright A_FaceTarget\n\tTELC E 6 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 3 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 3 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 3 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 3 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 3 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 3 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 2 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 2 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 2 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 2 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 2 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 2 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 2 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 2 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 2 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"FakeLegCyber10KSummoner\",0,0,0,30,0,0,0,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"FakeLegCyber10KSummoner\",0,0,0,30,0,0,180,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"FakeLegCyber10KSummoner\",0,0,0,30,0,0,225,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"FakeLegCyber10KSummoner\",0,0,0,30,0,0,-225,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"FakeLegCyber10KSummoner\",0,0,0,30,0,0,305,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"FakeLegCyber10KSummoner\",0,0,0,30,0,0,-305,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"FakeLegCyber10KSummoner\",0,0,0,30,0,0,0,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"FakeLegCyber10KSummoner\",0,0,0,30,0,0,180,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"FakeLegCyber10KSummoner\",0,0,0,30,0,0,225,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"FakeLegCyber10KSummoner\",0,0,0,30,0,0,305,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"FakeLegCyber10KSummoner\",0,0,0,30,0,0,-305,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"FakeLegCyber10KSummoner\",0,0,0,30,0,0,0,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"FakeLegCyber10KSummoner\",0,0,0,30,0,0,180,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"FakeLegCyber10KSummoner\",0,0,0,30,0,0,225,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"FakeLegCyber10KSummoner\",0,0,0,30,0,0,-225,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"FakeLegCyber10KSummoner\",0,0,0,30,0,0,305,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"FakeLegCyber10KSummoner\",0,0,0,30,0,0,-305,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC F 3 Bright A_CustomMissile(\"TrueLegendary10KProjectile\",58,-26,Random(-4, 4))\n\tTELC E 20 Bright A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tTNT1 A 0 A_Changeflag(reflective,0)\n\tTNT1 A 0 A_Jump(115,\"TrueLegendaryLostSouls\",\"LegendaryTech\",\"LegendaryThunder\",\"LegThor\",\"TrueLegendaryDevastator\")\n\tGoto See\n\tTrueLegendaryRailgun:\n    TNT1 A 0 A_Changeflag(reflective,1)\n    TNT1 A 0 A_JumpIfTargetInLos(2)\n    TNT1 A 0 A_Jump(256,2)\n\tTNT1 A 0\n\tGoto NoTeleRg\n    TNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n    TELC EE 4 Bright A_FaceTarget\n\tTELC E 8 Bright A_FaceTarget\n    TELC F 2 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26)\n    TELC E 1 A_UnSetShootable\n\tTELC EEEEEEEEEEEE 0 A_SpawnItemEx(\"TrueLegendaryLineSpawner\")\n\tTELC EEEEEEEEEEE 1 A_FadeOut(0.1,0)\n\tTELC EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n    TELC E 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTELC EEEEEEEEEEEE 0 A_SpawnItemEx(\"TrueLegendaryLineSpawner\")\n\tTELC EEEEEEEEEEE 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_FaceTarget\n    TELC F 2 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26)\n    TELC E 1 A_UnSetShootable\n\tTELC EEEEEEEEEEEE 0 A_SpawnItemEx(\"TrueLegendaryLineSpawner\")\n\tTELC EEEEEEEEEEE 1 A_FadeOut(0.1,0)\n\tTELC EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n    TELC E 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTELC EEEEEEEEEEEE 0 A_SpawnItemEx(\"TrueLegendaryLineSpawner\")\n\tTELC EEEEEEEEEEE 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_FaceTarget\n    TELC F 2 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26)\n    TELC E 1 A_UnSetShootable\n\tTELC EEEEEEEEEEEE 0 A_SpawnItemEx(\"TrueLegendaryLineSpawner\")\n\tTELC EEEEEEEEEEE 1 A_FadeOut(0.1,0)\n\tTELC EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n    TELC E 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTELC EEEEEEEEEEEE 0 A_SpawnItemEx(\"TrueLegendaryLineSpawner\")\n\tTELC EEEEEEEEEEE 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_FaceTarget\n    TELC F 2 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26)\n    TELC E 1 A_UnSetShootable\n\tTELC EEEEEEEEEEEE 0 A_SpawnItemEx(\"TrueLegendaryLineSpawner\")\n\tTELC EEEEEEEEEEE 1 A_FadeOut(0.1,0)\n\tTELC EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n    TELC E 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTELC EEEEEEEEEEEE 0 A_SpawnItemEx(\"TrueLegendaryLineSpawner\")\n\tTELC EEEEEEEEEEE 1 A_FadeIn(0.1)\n    TNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n    TELC EE 4 Bright A_FaceTarget\n\tTELC E 8 Bright A_FaceTarget\n    TELC F 9 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n    TELC E 5 Bright A_FaceTarget\n    TELC F 9 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 4 Bright A_FaceTarget\n    TELC F 7 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 3 Bright A_FaceTarget\n    TELC F 5 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 4 Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 4 Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 4 Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 4 Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 3 Bright A_FaceTarget\n    TELC F 3 Bright A_CustomMissile(\"EnragedCardihilatorRail\",58,-26,Random(-2,4))\n\tTELC E 3 Bright A_FaceTarget\n    TELC F 3 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 3 Bright A_FaceTarget\n    TELC F 3 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 3 Bright A_FaceTarget\n    TELC F 3 Bright A_CustomMissile(\"EnragedCardihilatorRail\",58,-26,Random(-2,4))\n\tTELC E 2 Bright A_FaceTarget\n    TELC F 2 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 2 Bright A_FaceTarget\n    TELC F 2 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 2 Bright A_FaceTarget\n    TELC F 2 Bright A_CustomMissile(\"EnragedCardihilatorRail\",58,-26,Random(-2,4))\n    TELC E 2 Bright A_FaceTarget\n    TELC F 2 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"EnragedCardihilatorRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"FakeLegCyberRailgunSummoner\",0,0,0,30,0,0,96,0)\n\tTNT1 A 0 A_SpawnItemEx(\"FakeLegCyberRailgunSummoner\",0,0,0,30,0,0,-96,0)\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"EnragedCardihilatorRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"EnragedCardihilatorRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"EnragedCardihilatorRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n    TELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"EnragedCardihilatorRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"EnragedCardihilatorRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n    TELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"EnragedCardihilatorRail\",58,-26,Random(-2,4))\n    TELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"EnragedCardihilatorRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"EnragedCardihilatorRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n\tTELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n    TELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"EnragedCardihilatorRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"EnragedCardihilatorRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTELC E 1 Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"EnragedCardihilatorRail\",58,-26,Random(-2,4))\n\tTELC E 15 Bright\n\tTNT1 A 0 A_Changeflag(reflective,0)\n\t  NoTeleRg:\n    TNT1 A 0 A_Changeflag(reflective,1)\n    TNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n    TLCD EE 4 Bright A_FaceTarget\n\tTLCD E 8 Bright A_FaceTarget\n    TLCD F 9 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n    TLCD E 5 Bright A_FaceTarget\n    TLCD F 9 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 4 Bright A_FaceTarget\n    TLCD F 7 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 3 Bright A_FaceTarget\n    TLCD F 5 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 4 Bright A_FaceTarget\n    TLCD F 4 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 4 Bright A_FaceTarget\n    TLCD F 4 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 4 Bright A_FaceTarget\n    TLCD F 4 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 4 Bright A_FaceTarget\n    TLCD F 4 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 3 Bright A_FaceTarget\n    TLCD F 3 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 3 Bright A_FaceTarget\n    TLCD F 3 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 3 Bright A_FaceTarget\n    TLCD F 3 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 3 Bright A_FaceTarget\n    TLCD F 3 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 2 Bright A_FaceTarget\n    TLCD F 2 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 2 Bright A_FaceTarget\n    TLCD F 2 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 2 Bright A_FaceTarget\n    TLCD F 2 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n    TLCD E 2 Bright A_FaceTarget\n    TLCD F 2 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"FakeLegCyberRailgunSummoner\",0,0,0,30,0,0,96,0)\n\tTNT1 A 0 A_SpawnItemEx(\"FakeLegCyberRailgunSummoner\",0,0,0,30,0,0,-96,0)\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n\tTLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n    TLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n\tTLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n    TLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"EnragedCardihilatorRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n    TLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n\tTLCD F 1 Bright A_CustomMissile(\"EnragedCardihilatorRail\",58,-26,Random(-2,4))\n    TLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"EnragedCardihilatorRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"EnragedCardihilatorRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"TrueLegendaryCyberRail\",58,-26,Random(-2,4))\n\tTLCD E 1 Bright A_FaceTarget\n    TLCD F 1 Bright A_CustomMissile(\"EnragedCardihilatorRail\",58,-26,Random(-2,4))\n\tTLCD E 15 Bright\n\tTNT1 A 0 A_Changeflag(reflective,0)\n\tTNT1 A 0 A_Jump(115,\"TrueLegendaryLostSouls\",\"TrueLegendarySoulCombo\",\"LegendaryTech\",\"LegendaryThunder\",\"LegThor\",\"TrueLegendaryBFG\",\"TrueLegendaryDevastator\",\"SpikyStomp\")\n\tGoto See\nDTShotgun:\n\tHFCY E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"DTShellCasing\",26,26,58,Random(2, 6),0,Random(1, 3),Random(80,90),128)\n\tTNT1 AAAAAAAA 0 Bright A_CustomMissile(\"RedDemonTechTracer\",56,-26,Random(6,-6),0)\n\tTNT1 A 0 Bright A_PlaySoundEx(\"Weapons/ErasusFire\",\"Weapon\")\n\tHFCY F 2 Bright A_CustomBulletAttack(20,18,8,Random(10,20)*6,\"HFCyberDTShotgunPuff\",0,CBAF_NORANDOM)\n\tHFCY E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Weapons/ErasusPump\",6)\n\tTNT1 A 0 Bright A_CPosRefire\n\tTNT1 A 0 A_Jump(20,\"BurstShot\")\n\tTNT1 A 0 A_JumpIfCloser(450, \"DTShotgun\")\n\tGoto RocketsEnd\nBurstShot:\n    HFCY E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"DTShellCasing\",26,26,58,Random(2, 6),0,Random(1, 3),Random(80,90),128)\n\tTNT1 A 0 Bright A_PlaySoundEx(\"Weapons/ErasusFire\",\"Weapon\")\n\tTNT1 A 0 A_PlaySound(\"Weapons/ErasusAmbient\",5)\n    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"HFCyberRedDemonTechProjectile\",56,-26,random(-20,20))\n\tTNT1 A 0 A_PlaySound(\"Weapons/ErasusPump\",6)\n\tHFCY E 15 Bright A_FaceTarget\n\tGoto RocketsEnd\nAntiAerial: //in case some pepega mobs annoys him\n    TNT1 A 0 A_SetTranslucent(1)\n    TNT1 A 0 A_Jump(256,\"SpecialBurn\",\"Rockets\",\"Seekers\",\"HFGauss\",\"HF10K\",\"Railgun\",\"FireBalls\",\"FuelRockets\",\"FlameRockets\",\"FireBallsCombo\",\"Burnnn\")\n\tGoto FuelRockets\n\tHomingTrueLegPlasmaBalls:\n    TNT1 A 0 A_Changeflag(reflective,1)\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"HomingTrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n    TELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"HomingTrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n    TELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"HomingTrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"HomingTrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n    TELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"HomingTrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n    TELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"HomingTrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"HomingTrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n    TELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"HomingTrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n    TELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"HomingTrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"HomingTrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"HomingTrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n    TELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"HomingTrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"HomingTrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n    TELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"HomingTrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n    TELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"HomingTrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"HomingTrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"HomingTrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 2 Bright A_CustomMissile(\"HomingTrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 2 Bright A_CustomMissile(\"HomingTrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 2 Bright A_CustomMissile(\"HomingTrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 2 Bright A_CustomMissile(\"HomingTrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"HomingTrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"HomingTrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"HomingTrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"HomingTrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"HomingTrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"HomingTrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"HomingTrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"HomingTrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"HomingTrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"HomingTrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTNT1 A 0 A_Changeflag(reflective,0)\n\tTNT1 A 0 A_Jump(128,\"TrueLegendaryBFG10K\",\"TrueLegendaryRailgun\",\"LegendaryStar\",\"StompingBarrage\",\"LegRevBalls\")\n\tGoto See\n\tTrueLegPlasmaBalls:\n    TNT1 A 0 A_Changeflag(reflective,1)\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"TrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n    TELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"TrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n    TELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"TrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"TrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n    TELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"TrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n    TELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"TrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"TrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n    TELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"TrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n    TELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"TrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"TrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"TrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n    TELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"TrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"TrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n    TELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"TrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n    TELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"TrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"TrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 2 Bright A_CustomMissile(\"TrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 2 Bright A_CustomMissile(\"TrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 2 Bright A_CustomMissile(\"TrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 2 Bright A_CustomMissile(\"TrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"TrueLegendaryPlasmaBall\", 58, -26,Random(-4, 4))\n\tTNT1 A 0 A_Changeflag(reflective,0)\n\tTNT1 A 0 A_Jump(128,\"TrueLegendaryBFG10K\",\"TrueLegendaryRailgun\",\"LegendaryStar\",\"StompingBarrage\",\"LegRevBalls\",\"HomingTrueLegPlasmaBalls\")\n   Goto See\n\tLegCybComets:\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n    TELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"LegCybComet\", 58, -26,Random(-4, 4))\n    TELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n    TELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"LegCybComet\", 58, -26,Random(-4, 4))\n    TELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n    TELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"LegCybComet\", 58, -26,Random(-4, 4))\n    TELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 3 Bright A_CustomMissile(\"LegCybComet\", 58, -26,Random(-4, 4))\n    TELC E 3  Bright A_FaceTarget\n    TELC F 3 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n    TELC E 3  Bright A_FaceTarget\n    TELC F 3 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 3 Bright A_CustomMissile(\"LegCybComet\", 58, -26,Random(-4, 4))\n    TELC E 3  Bright A_FaceTarget\n    TELC F 3 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n    TELC E 3  Bright A_FaceTarget\n    TELC F 3 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 3 Bright A_CustomMissile(\"LegCybComet\", 58, -26,Random(-4, 4))\n    TELC E 3  Bright A_FaceTarget\n    TELC F 3 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n    TELC E 3  Bright A_FaceTarget\n    TELC F 2 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 2 Bright A_CustomMissile(\"LegCybComet\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 2 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 2 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 2 Bright A_CustomMissile(\"LegCybComet\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 2 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 2 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"LegCybComet\", 58, -26,Random(-4, 4))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"LegCybComet\", 58, -26)\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 1 Bright A_CustomMissile(\"LegCybComet\", 58, -26,Random(-4, 4))\n\tTNT1 A 0 A_Jump(128,\"TrueLegendaryBFG10K\",\"TrueLegendaryRailgun\",\"LegendaryStar\",\"StompingBarrage\",\"LegRevBalls\",\"TrueLegPlasmaBalls\",\"HomingTrueLegPlasmaBalls\")\n\tGoto See\n\tHoming:\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"LegendaryHomingRocket\", 58, -26, Random(-2, 3))\n    TELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"LegendaryHomingRocket\", 58, -26, Random(-2, 3))\n    TELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"LegendaryHomingRocket\", 58, -26, Random(-2, 3))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"LegendaryHomingRocket\", 58, -26, Random(-2, 3))\n    TELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"LegendaryHomingRocket\", 58, -26, Random(-2, 3))\n    TELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"LegendaryHomingRocket\", 58, -26, Random(-2, 3))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"LegendaryHomingRocket\", 58, -26, Random(-2, 3))\n    TELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"LegendaryHomingRocket\", 58, -26, Random(-2, 3))\n    TELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"LegendaryHomingRocket\", 58, -26, Random(-2, 3))\n\tTELC E 3  Bright A_FaceTarget\n    TELC F 4 Bright A_CustomMissile(\"LegendaryHomingRocket\", 58, -26, Random(-2, 3))\n\tTNT1 A 0 A_Jump(128,\"TrueLegendaryBFG10K\",\"TrueLegendaryRailgun\",\"LegendaryStar\",\"StompingBarrage\",\"LegRevBalls\",\"LegCybComets\",\"TrueLegPlasmaBalls\",\"HomingTrueLegPlasmaBalls\")\n\tGoto See\n\tLegRevBalls:\n    TELC E 30 Bright A_FaceTarget\n\tTELC E 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTELC E 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTELC E 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTELC E 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTELC E 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTELC E 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTELC E 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTELC E 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTELC E 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTELC E 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTELC E 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTELC E 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTELC E 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTELC E 10 Bright A_FaceTarget\n\tTELC F 0 A_PlayWeaponSound(\"lrball3/shot\")\n    TELC F 5 Bright A_CustomMissile(\"LegRevBall3\", 58, -26)\n\tTELC EEEEEEEEEEEEE 0 Bright A_SpawnItemEx(\"TrueLegendaryLineSpawner\")\n\tTNT1 A 0 A_UnSetShootable\n    TELC EEEEEEEEEEE 1 A_FadeOut(0.1,0)\n\tTELC EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n    TELC E 5\n    TELC E 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tTELC EEEEEEEEEEEEE 0 A_SpawnItemEx(\"TrueLegendaryLineSpawner\")\n\tTELC EEEEEEEEEEE 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_SetShootable\n\tTELC E 10 Bright A_FaceTarget\n\tTELC F 0 A_PlayWeaponSound(\"lrball3/shot\")\n    TELC F 5 Bright A_CustomMissile(\"LegRevBall3\", 58, -26)\n\tTELC E 10 Bright A_FaceTarget\n\tTELC F 0 A_PlayWeaponSound(\"lrball3/shot\")\n\tTELC F 5 Bright A_CustomMissile(\"LegRevBall3\", 58, -26)\n\tTELC E 20 Bright A_FaceTarget\n\tTNT1 A 0 A_Jump(115,\"TrueLegendaryLostSouls\",\"TrueLegendarySoulCombo\",\"LegendaryTech\",\"LegendaryThunder\",\"LegThor\",\"TrueLegendaryBFG\",\"TrueBFGCombo\",\"SpikyStomp\")\n\tGoto See\n  TrueELegendaryStomp:\n    TNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tTELC G 3 Bright A_FaceTarget\n\tTNT1 A 0 A_Recoil(-50)\n\tTLE4 A 5 Bright A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,8,0,24,0)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberstomp\")\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n    TNT1 A 0 A_CustomMissile(\"TrueELegCyberStomp\",10,0,0,0)\n\tTLE4 B 7 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(128,\"TrueLegendaryBFG10K\",\"TrueLegendaryRailgun\",\"LegendaryStar\",\"Homing\",\"StompingBarrage\",\"LegRevBalls\",\"LegCybComets\")\n    Goto See\n  UltimateTrueELegendaryStomp:\n    TNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tTELC G 3 Bright A_FaceTarget\n\tTNT1 A 0 A_Recoil(-500)\n\tTLE4 A 5 Bright A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,8,0,24,0)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberstomp\")\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n    TNT1 A 0 A_CustomMissile(\"UltimateTrueELegCyberStomp\",10,0,0,0)\n\tTLE4 B 7 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(128,\"TrueLegendaryBFG10K\",\"TrueLegendaryRailgun\",\"LegendaryStar\",\"Homing\",\"StompingBarrage\",\"LegRevBalls\",\"LegCybComets\")\n    Goto See\n  StompingBarrage:\n    TELC G 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tTNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTLE4 G 3 Bright A_PlaySoundEx(\"tlcyb/laugh3\",\"LBBCSPT3\")\n\tTLE4 GGGGGGGGGGGGGGGGGGGGGGGGGGGGG 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tTELC G 7 Bright A_FaceTarget\n\tTLE4 A 5 Bright A_FaceTarget\n\tTNT1 A 0 Radius_Quake(40,80,0,40,0)\n\tTLE4 B 6 Bright A_PlaySound(\"monsters/darkcyberstomp\")\n    TLE4 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 0)\n    TLE4 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 10)\n    TLE4 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 20)\n    TLE4 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 30)\n    TLE4 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 40)\n    TLE4 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 50)\n    TLE4 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 60)\n    TLE4 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 70)\n    TLE4 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 80)\n    TLE4 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 90)\n    TLE4 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 100)\n    TLE4 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 110)\n    TLE4 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 120)\n    TLE4 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 130)\n    TLE4 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 140)\n    TLE4 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 150)\n    TLE4 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 160)\n    TLE4 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 180)\n    TLE4 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 190)\n    TLE4 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 200)\n    TLE4 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 210)\n    TLE4 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 220)\n    TLE4 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 230)\n    TLE4 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 240)\n    TLE4 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 250)\n    TLE4 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 260)\n    TLE4 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 270)\n    TLE4 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 280)\n    TLE4 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 290)\n    TLE4 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 300)\n    TLE4 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 310)\n    TLE4 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 320)\n    TLE4 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 330)\n    TLE4 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 340)\n    TLE4 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 350)\n\tTLE4 B 0 A_CustomMissile(\"TrueLegendaryCyberFireSpawnerHoming\",0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"TrueLegendaryCyberFireSpawnerHoming\",0,0,15,0)\n\tTLE4 B 0 A_CustomMissile(\"TrueLegendaryCyberFireSpawnerHoming\",0,0,-15,0)\n\tTNT1 A 0 A_CustomMissile(\"TrueLegendaryCyberFireSpawnerHoming\",0,0,30,0)\n\tTLE4 B 0 A_CustomMissile(\"TrueLegendaryCyberFireSpawnerHoming\",0,0,-30,0)\n\tTNT1 A 0 A_CustomMissile(\"TrueLegendaryCyberFireSpawnerHoming\",0,0,45,0)\n\tTLE4 B 0 A_CustomMissile(\"TrueLegendaryCyberFireSpawnerHoming\",0,0,-45,0)\n\tTLE4 B 0 A_CustomMissile(\"TrueLegendaryCyberFireSpawnerHoming\",0,0,60,0)\n\tTNT1 A 0 A_CustomMissile(\"TrueLegendaryCyberFireSpawnerHoming\",0,0,-60,0)\n\tTLE4 B 0 A_CustomMissile(\"TrueLegendaryCyberFireSpawnerHoming\",0,0,-80,0)\n\tTNT1 A 0 A_CustomMissile(\"TrueLegendaryCyberFireSpawnerHoming\",0,0,80,0)\n\tTLE4 B 0 A_CustomMissile(\"TrueLegendaryCyberFireSpawnerHoming\",0,0,100,0)\n\tTNT1 A 0 A_CustomMissile(\"TrueLegendaryCyberFireSpawnerHoming\",0,0,-100,0)\n\tTLE4 B 0 A_CustomMissile(\"TrueLegendaryCyberFireSpawnerHoming\",0,0,120,0)\n\tTLE4 B 0 A_CustomMissile(\"TrueLegendaryCyberFireSpawnerHoming\",0,0,-120,0)\n\tTNT1 A 0 A_CustomMissile(\"TrueLegendaryCyberFireSpawnerHoming\",0,0,150,0)\n\tTLE4 B 0 A_CustomMissile(\"TrueLegendaryCyberFireSpawnerHoming\",0,0,-150,0)\n\tTNT1 A 0 A_CustomMissile(\"TrueLegendaryCyberFireSpawnerHoming\",0,0,170,0)\n\tTLE4 B 0 A_CustomMissile(\"TrueLegendaryCyberFireSpawnerHoming\",0,0,-170,0)\n\tTNT1 A 0 A_CustomMissile(\"TrueLegendaryCyberFireSpawnerHoming\",0,0,190,0)\n\tTLE4 B 0 A_CustomMissile(\"TrueLegendaryCyberFireSpawnerHoming\",0,0,-190,0)\n\tTNT1 A 0 A_CustomMissile(\"TrueLegendaryCyberFireSpawnerHoming\",0,0,220,0)\n\tTLE4 B 0 A_CustomMissile(\"TrueLegendaryCyberFireSpawnerHoming\",0,0,-220,0)\n\tTNT1 A 0 A_CustomMissile(\"TrueLegendaryCyberFireSpawnerHoming\",0,0,250,0)\n\tTLE4 B 0 A_CustomMissile(\"TrueLegendaryCyberFireSpawnerHoming\",0,0,-250,0)\n\tTNT1 A 0 A_CustomMissile(\"TrueLegendaryCyberFireSpawnerHoming\",0,0,280,0)\n\tTLE4 B 0 A_CustomMissile(\"TrueLegendaryCyberFireSpawnerHoming\",0,0,-280,0)\n\tTLE4 B 0 A_CustomMissile(\"TrueLegendaryCyberFireSpawnerHoming\",0,0,300,0)\n\tTNT1 A 0 A_CustomMissile(\"TrueLegendaryCyberFireSpawnerHoming\",0,0,-300,0)\n\tTLE4 B 0 A_CustomMissile(\"TrueLegendaryCyberFireSpawnerHoming\",0,0,330,0)\n\tTNT1 A 0 A_CustomMissile(\"TrueLegendaryCyberFireSpawnerHoming\",0,0,-330,0)\n\tTLE4 B 0 A_CustomMissile(\"TrueLegendaryCyberFireSpawnerHoming\",0,0,360,0)\n    TLE4 BBB 20 Bright A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,80,0,24,0)\n\tTLE4 B 6 Bright A_PlaySound(\"monsters/darkcyberstomp\")\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,15,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-15,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,30,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-30,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,45,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-45,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,60,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-60,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-80,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,80,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,100,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-100,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,120,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-120,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,150,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-150,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,170,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-170,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,190,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-190,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,220,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-220,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,250,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-250,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,280,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-280,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,300,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-300,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,330,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-330,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,360,0)\n\tTLE4 B 2 Bright A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-360,0)\n\tTLE4 A 5 Bright A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,80,0,24,0)\n\tTLE4 B 6 Bright A_PlaySound(\"monsters/darkcyberstomp\")\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,15,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-15,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,30,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-30,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,45,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-45,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,60,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-60,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-80,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,80,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,100,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-100,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,120,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-120,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,150,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-150,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,170,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-170,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,190,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-190,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,220,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-220,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,250,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-250,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,280,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-280,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,300,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-300,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,330,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-330,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,360,0)\n\tTLE4 B 2 Bright A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-360,0)\n\tTLE4 A 5 Bright A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,80,0,24,0)\n\tTLE4 B 6 Bright A_PlaySound(\"monsters/darkcyberstomp\")\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,15,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-15,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,30,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-30,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,45,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-45,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,60,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-60,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-80,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,80,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,100,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-100,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,120,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-120,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,150,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-150,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,170,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-170,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,190,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-190,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,220,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-220,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,250,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-250,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,280,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-280,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,300,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-300,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,330,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-330,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,360,0)\n\tTLE4 B 2 Bright A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-360,0)\n\tTLE4 A 5 Bright A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,80,0,24,0)\n\tTLE4 B 6 Bright A_PlaySound(\"monsters/darkcyberstomp\")\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,15,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-15,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,30,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-30,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,45,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-45,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,60,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-60,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-80,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,80,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,100,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-100,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,120,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-120,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,150,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-150,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,170,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-170,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,190,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-190,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,220,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-220,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,250,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-250,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,280,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-280,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,300,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-300,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,330,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-330,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,360,0)\n\tTLE4 B 2 Bright A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-360,0)\n\tTLE4 A 5 Bright A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,80,0,24,0)\n\tTLE4 B 6 Bright A_PlaySound(\"monsters/darkcyberstomp\")\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,15,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-15,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,30,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-30,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,45,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-45,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,60,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-60,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-80,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,80,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,100,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-100,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,120,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-120,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,150,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-150,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,170,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-170,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,190,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-190,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,220,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-220,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,250,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-250,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,280,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-280,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,300,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-300,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,330,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-330,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,360,0)\n\tTLE4 B 2 Bright A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-360,0)\n\tTLE4 A 5 Bright A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,80,0,24,0)\n\tTLE4 B 6 Bright A_PlaySound(\"monsters/darkcyberstomp\")\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,15,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-15,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,30,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-30,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,45,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-45,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,60,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-60,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-80,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,80,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,100,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-100,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,120,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-120,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,150,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-150,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,170,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-170,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,190,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-190,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,220,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-220,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,250,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-250,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,280,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-280,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,300,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-300,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,330,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-330,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,360,0)\n\tTLE4 B 2 Bright A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-360,0)\n\tTLE4 A 5 Bright A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,80,0,24,0)\n\tTLE4 B 6 Bright A_PlaySound(\"monsters/darkcyberstomp\")\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,15,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-15,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,30,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-30,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,45,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-45,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,60,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-60,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-80,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,80,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,100,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-100,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,120,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-120,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,150,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-150,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,170,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-170,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,190,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-190,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,220,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-220,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,250,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-250,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,280,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-280,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,300,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-300,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,330,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-330,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,360,0)\n\tTLE4 B 2 Bright A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-360,0)\n\tTLE4 A 5 Bright A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,80,0,24,0)\n\tTLE4 B 6 Bright A_PlaySound(\"monsters/darkcyberstomp\")\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,15,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-15,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,30,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-30,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,45,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-45,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,60,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-60,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-80,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,80,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,100,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-100,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,120,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-120,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,150,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-150,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,170,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-170,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,190,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-190,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,220,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-220,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,250,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-250,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,280,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-280,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,300,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-300,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,330,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-330,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,360,0)\n\tTLE4 B 2 Bright A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-360,0)\n\tTLE4 A 5 Bright A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,80,0,24,0)\n\tTLE4 B 6 Bright A_PlaySound(\"monsters/darkcyberstomp\")\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,15,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-15,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,30,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-30,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,45,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-45,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,60,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-60,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-80,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,80,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,100,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-100,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,120,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-120,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,150,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-150,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,170,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-170,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,190,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-190,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,220,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-220,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,250,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-250,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,280,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-280,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,300,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-300,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,330,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-330,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,360,0)\n\tTLE4 B 2 Bright A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-360,0)\n\tTLE4 A 5 Bright A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,80,0,24,0)\n\tTLE4 B 6 Bright A_PlaySound(\"monsters/darkcyberstomp\")\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,15,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-15,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,30,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-30,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,45,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-45,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,60,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-60,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-80,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,80,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,100,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-100,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,120,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-120,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,150,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-150,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,170,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-170,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,190,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-190,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,220,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-220,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,250,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-250,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,280,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-280,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,300,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-300,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,330,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-330,0)\n\tTLE4 B 0 A_CustomMissile(\"EnragedStompFireSpawner\",0,0,360,0)\n\tTLE4 B 2 Bright A_CustomMissile(\"EnragedStompFireSpawner\",0,0,-360,0)\n\tTLE4 AAAA 20 Bright A_FaceTarget\n\tTNT1 A 0 Radius_Quake(50,200,0,24,0)\n\tTLE4 B 6 Bright A_PlaySound(\"monsters/darkcyberstomp\")\n\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"LegIceSpike\", random(-256,256), random(-256,256), 0, 0, 0, 0, 0, 34, 0)\n\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"LegIceSpike\", random(-256,256), random(-256,256), 0, 0, 0, 0, 0, 34, 0)\n\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"LegIceSpike\", random(-256,256), random(-256,256), 0, 0, 0, 0, 0, 34, 0)\n\tTLE4 BBB 10 Bright\n\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"LegIceSpike\", random(-360,360), random(-360,360), 0, 0, 0, 0, 0, 40, 0)\n\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"LegIceSpike\", random(-360,360), random(-360,360), 0, 0, 0, 0, 0, 40, 0)\n\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"LegIceSpike\", random(-360,360), random(-360,360), 0, 0, 0, 0, 0, 40, 0)\n\tTLE4 BBB 10 Bright\n\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"LegIceSpike\", random(-480,480), random(-480,480), 0, 0, 0, 0, 0, 50, 0)\n\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"LegIceSpike\", random(-480,480), random(-480,480), 0, 0, 0, 0, 0, 50, 0)\n\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"LegIceSpike\", random(-480,480), random(-480,480), 0, 0, 0, 0, 0, 50, 0)\n\tTLE4 BBBBBBB 30 Bright A_FaceTarget\n\tTNT1 A 0 A_Jump(128,\"SpikyStomp\")\n\tGoto See\n  SpikyStomp:\n    TELC G 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tTNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTLE4 G 3 Bright A_PlaySoundEx(\"tlcyb/laugh3\",\"LBBCSPT3\")\n\tTLE4 GGGGGGGGGGGGGGGGGGGGGGGGGGGGG 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tTELC G 7 Bright A_FaceTarget\n\tTLE4 AA 8 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberstomp\")\n\tTLE4 B 4 Bright A_GiveToTarget(\"BurningSpike\",1)\n\tTLE4 AA 8 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberstomp\")\n\tTLE4 B 4 Bright A_GiveToTarget(\"BurningSpike\",1)\n\tTLE4 AA 8 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberstomp\")\n\tTLE4 B 4 Bright A_GiveToTarget(\"BurningSpike\",1)\n\tTLE4 AA 8 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberstomp\")\n\tTLE4 B 4 Bright A_GiveToTarget(\"BurningSpike\",1)\n\tTLE4 AA 8 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberstomp\")\n\tTLE4 B 4 Bright A_GiveToTarget(\"BurningSpike\",1)\n\tTLE4 AA 8 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberstomp\")\n\tTLE4 B 4 Bright A_GiveToTarget(\"BurningSpike\",1)\n\tTLE4 B 50 Bright A_FaceTarget\n\tGoto See\n EnragedLegendaryASG:\n\t//TNT1 A 0 A_JumpIfInventory (\"ASGZAmmo\",16,\"Reload\")\n\tTNT1 A 0 A_Jump(64,\"Teleport\")\n\tTELC CC 3 Bright A_FaceTarget\n\t//TNT1 A 0 A_GiveInventory (\"ASGZAmmo\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"RedShellCasing\",26,26,58, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)\n\tTNT1 A 0 A_SpawnItemEx(\"RedShellCasing\",-26,26,58, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)\n\tTNT1 AAAA 0 A_CustomMissile(\"LegendaryRedTracer\",56,-26,Random(6,-6),0)\n\tTNT1 AAAA 0 A_CustomMissile(\"LegendaryRedTracer\",56,26,Random(6,-6),0)\n\tTELC D 0 A_CustomBulletAttack(22.5,18.3,4,Random(2,10)*6)\n\tTELC D 2 Bright A_CustomBulletAttack(22.5,18.3,4,Random(5,15)*6)\n\tTNT1 A 0 Bright A_PlaySoundEx(\"Weapons/LegAutoShotgun\",\"Weapon\")\n\tTELC C 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_CPosRefire\n\tGoto EnragedLegendaryASG\n EnragedCoachgun:\n\tTELC CC 3 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Coachgun/Fire2\",CHAN_WEAPON)\n\tTNT1 A 0 A_SpawnItemEx(\"RedShellCasing\",26,26,58, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)\n\tTNT1 A 0 A_SpawnItemEx(\"RedShellCasing\",-26,26,58, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)\n\tTNT1 AAAA 0 A_CustomMissile(\"PlayerDragonTracerBad\",56,-26,Random(6,-6),0)\n\tTNT1 AAAA 0 A_CustomMissile(\"PlayerDragonTracerBad\",56,26,Random(6,-6),0)\n\tTELC D 0 A_CustomBulletAttack(22.5,18.3,4,Random(2,10)*6)\n\tTELC D 2 Bright A_CustomBulletAttack(22.5,18.3,4,Random(5,15)*6)\n\tTELC C 2 Bright A_FaceTarget\n\tTELC CC 3 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Coachgun/Fire2\",CHAN_WEAPON)\n\tTNT1 A 0 A_SpawnItemEx(\"RedShellCasing\",26,26,58, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)\n\tTNT1 A 0 A_SpawnItemEx(\"RedShellCasing\",-26,26,58, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)\n\tTNT1 AAAA 0 A_CustomMissile(\"PlayerDragonTracerBad\",56,-26,Random(6,-6),0)\n\tTNT1 AAAA 0 A_CustomMissile(\"PlayerDragonTracerBad\",56,26,Random(6,-6),0)\n\tTELC D 0 A_CustomBulletAttack(22.5,18.3,4,Random(2,10)*6)\n\tTELC D 2 Bright A_CustomBulletAttack(22.5,18.3,4,Random(5,15)*6)\n\tTELC C 2 Bright A_FaceTarget\n\tTELC CC 3 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Coachgun/Fire2\",CHAN_WEAPON)\n\tTNT1 A 0 A_SpawnItemEx(\"RedShellCasing\",26,26,58, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)\n\tTNT1 A 0 A_SpawnItemEx(\"RedShellCasing\",-26,26,58, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)\n\tTNT1 AAAA 0 A_CustomMissile(\"PlayerDragonTracerBad\",56,-26,Random(6,-6),0)\n\tTNT1 AAAA 0 A_CustomMissile(\"PlayerDragonTracerBad\",56,26,Random(6,-6),0)\n\tTELC D 0 A_CustomBulletAttack(22.5,18.3,4,Random(2,10)*6)\n\tTELC D 2 Bright A_CustomBulletAttack(22.5,18.3,4,Random(5,15)*6)\n\tTELC C 2 Bright A_FaceTarget\n\tGoto See\n  BFG10k:\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\tTELC CCCCCC 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  BFG10kLoop1:\n\tTNT1 A 0 A_JumpIf(user_missile >= 8,\"BFG10kLoop2\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTELC C 3 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTNT1 A 0 A_CustomMissile(\"Enraged10KProjectile\",56,26,frandom(-10,10))\n\tTNT1 A 0 A_CustomMissile(\"Enraged10KProjectile\",56,-26,frandom(-10,10))\n\tTELC D 3 Bright A_FaceTarget\n\tLoop\n  BFG10kLoop2:\n\tTNT1 A 0 A_JumpIf(user_missile >= 16,\"BFG10kLoop3\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTELC C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTNT1 A 0 A_CustomMissile(\"Enraged10KProjectile\",56,26,frandom(-10,10))\n\tTNT1 A 0 A_CustomMissile(\"Enraged10KProjectile\",56,-26,frandom(-10,10))\n\tTELC D 2 Bright A_FaceTarget\n\tLoop\n  BFG10kLoop3:\n\tTNT1 A 0 A_JumpIf(user_missile >= 32,\"See\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTELC C 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTNT1 A 0 A_CustomMissile(\"Enraged10KProjectile\",56,26,frandom(-10,10))\n\tTNT1 A 0 A_CustomMissile(\"Enraged10KProjectile\",56,-26,frandom(-10,10))\n\tTELC D 1 Bright A_FaceTarget\n\tLoop\n  HomingRailgun:\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n\tTNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n\tTELC CCCCC 5 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardihilatorRail\",45,-26,0)\n\tTELC D 5 Bright A_CustomMissile(\"EnragedCardihilatorRail\",45,26,0)\n\tTELC C 5 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardihilatorRail\",56,-26,0)\n\tTELC D 4 Bright A_CustomMissile(\"EnragedCardihilatorRail\",56,26,0)\n\tTELC C 4 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardihilatorRail\",56,-26,0)\n\tTELC D 3 Bright A_CustomMissile(\"EnragedCardihilatorRail\",56,26,0)\n\tTELC C 3 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardihilatorRail\",56,-26,0)\n\tTELC D 3 Bright A_CustomMissile(\"EnragedCardihilatorRail\",56,26,0)\n\tTELC C 3 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardihilatorRail\",56,-26,0)\n\tTELC D 3 Bright A_CustomMissile(\"EnragedCardihilatorRail\",56,26,0)\n\tTELC C 3 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardihilatorRail\",56,-26,0)\n\tTELC D 2 Bright A_CustomMissile(\"EnragedCardihilatorRail\",56,26,0)\n\tTELC C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardihilatorRail\",56,-26,0)\n\tTELC D 2 Bright A_CustomMissile(\"EnragedCardihilatorRail\",56,26,0)\n\tTELC C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardihilatorRail\",56,-26,0)\n\tTELC D 2 Bright A_CustomMissile(\"EnragedCardihilatorRail\",56,26,0)\n\tTELC C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardihilatorRail\",56,-26,0)\n\tTELC D 2 Bright A_CustomMissile(\"EnragedCardihilatorRail\",56,26,0)\n\tTELC C 2 Bright A_FaceTarget\n    TNT1 A 0 A_Jump(128,\"HomingRailgunLoop\")\n\tTELC A 0 A_UnSetShootable\n\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\tTELC AA 1 A_FadeOut(0.5,0)\n\tTELC AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\tTELC AA 1 A_FadeIn(0.5)\n\tTELC A 0 A_SetShootable\n\tTELC C 5 Bright A_FaceTarget\n\tTELC D 0 A_CustomMissile(\"EnragedCardihilatorRail\",58, 0, -14)\n\tTELC D 0 A_CustomMissile(\"EnragedCardihilatorRail\",58, 0, -12)\n\tTELC D 0 A_CustomMissile(\"EnragedCardihilatorRail\",58, 0, -10)\n\tTELC D 0 A_CustomMissile(\"EnragedCardihilatorRail\",58, 0, -8)\n\tTELC D 0 A_CustomMissile(\"EnragedCardihilatorRail\",58, 0, -6)\n\tTELC D 0 A_CustomMissile(\"EnragedCardihilatorRail\",58, 0, -4)\n\tTELC D 0 A_CustomMissile(\"EnragedCardihilatorRail\",58, 0, -2)\n\tTELC D 2 Bright A_CustomMissile(\"EnragedCardihilatorRail\",58, 0, 0)\n\tTELC D 0 A_CustomMissile(\"EnragedCardihilatorRail\",58, 0, 14)\n\tTELC D 0 A_CustomMissile(\"EnragedCardihilatorRail\",58, 0, 12)\n\tTELC D 0 A_CustomMissile(\"EnragedCardihilatorRail\",58, 0, 10)\n\tTELC D 0 A_CustomMissile(\"EnragedCardihilatorRail\",58, 0, 8)\n\tTELC D 0 A_CustomMissile(\"EnragedCardihilatorRail\",58, 0, 6)\n\tTELC D 0 A_CustomMissile(\"EnragedCardihilatorRail\",58, 0, 4)\n\tTELC D 2 Bright A_CustomMissile(\"EnragedCardihilatorRail\",58, 0, 2)\n\tGoto See\n  HomingRailgunLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 15,\"See\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardihilatorRail\",58,-26,Random(4,-4))\n\tTELC D 2 Bright A_CustomMissile(\"EnragedCardihilatorRail\",58,26,Random(4,-4))\n\tTELC C 2 Bright A_FaceTarget\n\tLoop\n  MiniLasers:\n\tTNT1 A 0 A_PlaySound(\"Plamexis/Ding\",1)\n\tTELC CCCCC 4 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"ELegendaryCardihilatorLaser\",56,-26,0)\n\tTELC D 10 Bright A_CustomMissile(\"ELegendaryCardihilatorLaser\",56,26,0)\n\tTNT1 A 0 A_PlaySound(\"Plamexis/Ding\",1)\n\tTELC CCCCC 4 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"ELegendaryCardihilatorLaser\",56,-26,0)\n\tTELC D 10 Bright A_CustomMissile(\"ELegendaryCardihilatorLaser\",56,26,0)\n\tTNT1 A 0 A_PlaySound(\"Plamexis/Ding\",1)\n\tTELC CCCCC 4 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"ELegendaryCardihilatorLaser\",56,-26,0)\n\tTELC D 10 Bright A_CustomMissile(\"ELegendaryCardihilatorLaser\",56,26,0)\n\tTNT1 A 0 A_PlaySound(\"Plamexis/Ding\",1)\n\tTELC CCCCC 4 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"ELegendaryCardihilatorLaser\",56,-26,0)\n\tTELC D 10 Bright A_CustomMissile(\"ELegendaryCardihilatorLaser\",56,26,0)\n\tTELC CC 5 Bright\n\tGoto See\n  DTBFG10K:\n  \tTNT1 A 0 A_PlaySound(\"Cardinal/9k\")\n\tTELC CCCCCC 4 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KBall\",56,-26,0)\n\tTELC D 8 Bright A_CustomMissile(\"EnragedCardinalDTBFG10KBall\",56,26,0)\n\tTELC A 0 A_UnSetShootable\n\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\tTELC AA 1 A_FadeOut(0.5,0)\n\tTELC AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\tTELC AA 1 A_FadeIn(0.5)\n\tTELC A 0 A_SetShootable\n  \tTNT1 A 0 A_PlaySound(\"Cardinal/9k\")\n\tTELC CCCCCC 4 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KBall\",56,-26,0)\n\tTELC D 8 Bright A_CustomMissile(\"EnragedCardinalDTBFG10KBall\",56,26,0)\n\tTELC A 0 A_UnSetShootable\n\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\tTELC AA 1 A_FadeOut(0.5,0)\n\tTELC AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\tTELC AA 1 A_FadeIn(0.5)\n\tTELC A 0 A_SetShootable\n  \tTNT1 A 0 A_PlaySound(\"Cardinal/9k\")\n\tTELC CCCCCC 4 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KBall\",56,-26,0)\n\tTELC D 8 Bright A_CustomMissile(\"EnragedCardinalDTBFG10KBall\",56,26,0)\n\tGoto See\n  BFG9500Spread:\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\tTELC CCCCCC 5 A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"ELegCyberBFG9500Ball\",56,-26,Random(5,-5))\n\tTELC D 2 A_CustomMissile(\"ELegCyberBFG9500Ball\",56,26,Random(5,-5))\n\tTELC D 1 A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"ELegCyberBFG9500Ball\",56,-26,Random(5,-5))\n\tTELC D 2 A_CustomMissile(\"ELegCyberBFG9500Ball\",56,26,Random(5,-5))\n\tTELC D 1 A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"ELegCyberBFG9500Ball\",56,-26,Random(5,-5))\n\tTELC D 2 A_CustomMissile(\"ELegCyberBFG9500Ball\",56,26,Random(5,-5))\n\tTELC D 1 A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"ELegCyberBFG9500Ball\",56,-26,Random(5,-5))\n\tTELC D 2 A_CustomMissile(\"ELegCyberBFG9500Ball\",56,26,Random(5,-5))\n\tTELC D 1 A_FaceTarget\n\tTELC CC 4\n\tGoto See\n  HarpoonFlak:\n    TNT1 A 0 A_PlaySound(\"LShotgun/Cock\")\n\tTELC CCCCCC 2 A_FaceTarget\n    TNT1 A 0 A_PlaySound(\"EnragedCybruiser/FlakFire\",5)\n    TNT1 AAAAAAAAA 0 A_CustomMissile(\"ELCBHarpoonExplosive\",56,-26,Random(-12,12),CMF_AIMDIRECTION,Random(-8,8))\n\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"ELCBHarpoonExplosive\",56,26,Random(-12,12),CMF_AIMDIRECTION,Random(-8,8))\n\tTELC DDD 2 A_FaceTarget\n\tTELC CCC 2 A_FaceTarget\n    TNT1 A 0 A_PlaySound(\"EnragedCybruiser/FlakFire\",5)\n    TNT1 AAAAAAAAA 0 A_CustomMissile(\"ELCBHarpoonExplosive\",56,-26,Random(-12,12),CMF_AIMDIRECTION,Random(-8,8))\n\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"ELCBHarpoonExplosive\",56,26,Random(-12,12),CMF_AIMDIRECTION,Random(-8,8))\n\tTELC DDD 2 A_FaceTarget\n\tTELC CCC 2 A_FaceTarget\n    TNT1 A 0 A_PlaySound(\"EnragedCybruiser/FlakFire\",5)\n    TNT1 AAAAAAAAA 0 A_CustomMissile(\"ELCBHarpoonExplosive\",56,-26,Random(-12,12),CMF_AIMDIRECTION,Random(-8,8))\n\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"ELCBHarpoonExplosive\",56,26,Random(-12,12),CMF_AIMDIRECTION,Random(-8,8))\n\tTELC DDD 2 A_FaceTarget\n\tGoto See\n  DTGrenades:\n\tTELC CCC 4 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Petrovec/Fire\",1)\n    TNT1 A 0 A_PlaySound(\"Petrovec/AddFire\",6)\n    TNT1 A 0 A_PlaySound(\"Petrovec/Ambient\",5)\n\tTNT1 A 0 A_CustomMissile(\"EnragedDTGrenade\",56,-26,Random(4,-4))\n\tTNT1 A 0 A_CustomMissile(\"EnragedDTGrenade\",56,26,Random(4,-4))\n\tTELC DDD 2 A_FaceTarget\n\tTELC CCC 2 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Petrovec/Fire\",1)\n    TNT1 A 0 A_PlaySound(\"Petrovec/AddFire\",6)\n    TNT1 A 0 A_PlaySound(\"Petrovec/Ambient\",5)\n\tTNT1 A 0 A_CustomMissile(\"EnragedDTGrenade\",56,-26,Random(4,-4))\n\tTNT1 A 0 A_CustomMissile(\"EnragedDTGrenade\",56,26,Random(4,-4))\n\tTELC DDD 2 A_FaceTarget\n\tTELC CCC 2 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Petrovec/Fire\",1)\n    TNT1 A 0 A_PlaySound(\"Petrovec/AddFire\",6)\n    TNT1 A 0 A_PlaySound(\"Petrovec/Ambient\",5)\n\tTNT1 A 0 A_CustomMissile(\"EnragedDTGrenade\",56,-26,Random(4,-4))\n\tTNT1 A 0 A_CustomMissile(\"EnragedDTGrenade\",56,26,Random(4,-4))\n\tTELC DDD 2 A_FaceTarget\n\tTELC CCC 2 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Petrovec/Fire\",1)\n    TNT1 A 0 A_PlaySound(\"Petrovec/AddFire\",6)\n    TNT1 A 0 A_PlaySound(\"Petrovec/Ambient\",5)\n\tTNT1 A 0 A_CustomMissile(\"EnragedDTGrenade\",56,-26,Random(4,-4))\n\tTNT1 A 0 A_CustomMissile(\"EnragedDTGrenade\",56,26,Random(4,-4))\n\tTELC DDD 2 A_FaceTarget\n\tTELC CCC 2 A_FaceTarget\n\tGoto See\n EnragedCannonBombs:\n    TNT1 A 0 A_SetTranslucent(1)\n\tTELC C 0 A_FaceTarget\n\tTELC C 3 Bright A_PlaySoundEx(\"laugh1\",\"lcarlaug\")\n\tTELC C 5 Bright A_SpawnItem(\"EnragedBossSmokeSpawner\",0,0,0,0)\n    TELC C 0 A_FaceTarget\n\tTELC C 5 Bright A_SpawnItem(\"EnragedBossSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlayWeaponSound(\"legcardi/load1\")\n    TELC C 0 A_FaceTarget\n\tTELC C 5 Bright A_SpawnItem(\"EnragedBossSmokeSpawner\",0,0,0,0)\n\tTELC C 0 A_FaceTarget\n\tTELC C 5 Bright A_SpawnItem(\"EnragedBossSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlayWeaponSound(\"legcardi/load2\")\n\tTELC C 0 A_FaceTarget\n\tTELC C 5 Bright A_SpawnItem(\"EnragedBossSmokeSpawner\",0,0,0,0)\n\tTELC C 0 A_FaceTarget\n\tTELC C 5 Bright A_SpawnItem(\"EnragedBossSmokeSpawner\",0,0,0,0)\n\tTELC C 0 A_FaceTarget\n\tTELC C 5 Bright A_SpawnItem(\"EnragedBossSmokeSpawner\",0,0,0,0)\n\tTELC C 0 A_FaceTarget\n\tTNT1 A 0 A_PlayWeaponSound(\"legcardi/load3\")\n\tTELC C 5 Bright A_SpawnItem(\"EnragedBossSmokeSpawner\",0,0,0,0)\n\tTELC C 0 A_FaceTarget\n\tTELC C 5 Bright A_SpawnItem(\"EnragedBossSmokeSpawner\",0,0,0,0)\n\tTELC C 8 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"Star/fire\")\n\tTELC D 0 A_CustomMissile(\"EnragedCardihilatorCannonBomb\",56,26,Random(4,-4))\n    TELC D 8 Bright A_CustomMissile(\"EnragedCardihilatorCannonBomb\",56,-26,Random(4,-4))\n\tTELC C 8 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"Star/fire\")\n\tTELC D 0 A_CustomMissile(\"EnragedCardihilatorCannonBomb\",56,26,Random(4,-4))\n    TELC D 8 Bright A_CustomMissile(\"EnragedCardihilatorCannonBomb\",56,-26,Random(4,-4))\n\tTELC C 8 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"Star/fire\")\n\tTELC D 0 A_CustomMissile(\"EnragedCardihilatorCannonBomb\",56,26,Random(4,-4))\n    TELC D 8 Bright A_CustomMissile(\"EnragedCardihilatorCannonBomb\",56,-26,Random(4,-4))\n\tGoto See\n  RedStar:\n    TNT1 A 0 A_SetTranslucent(1)\n\tTNT1 A 0 A_PlayWeaponSound(\"legcardi/load3\")\n\tTELC CCCCCCC 5 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Star/fire\")\n\tTELC D 0 A_CustomMissile(\"LegCommandoRedStar\",56,26,Random(4,-4))\n    TELC D 7 Bright A_CustomMissile(\"LegCommandoRedStar\",56,-26,Random(4,-4))\n\tTELC C 8 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Star/fire\")\n\tTELC D 0 A_CustomMissile(\"LegCommandoRedStar\",56,26,Random(4,-4))\n    TELC D 7 Bright A_CustomMissile(\"LegCommandoRedStar\",56,-26,Random(4,-4))\n\tTELC C 8 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Star/fire\")\n\tTELC D 0 A_CustomMissile(\"LegCommandoRedStar\",56,26,Random(4,-4))\n    TELC D 7 Bright A_CustomMissile(\"LegCommandoRedStar\",56,-26,Random(4,-4))\n\tTELC C 8 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Star/fire\")\n\tTELC D 0 A_CustomMissile(\"LegCommandoRedStar\",56,26,Random(4,-4))\n    TELC D 7 Bright A_CustomMissile(\"LegCommandoRedStar\",56,-26,Random(4,-4))\n\tTELC C 8 Bright A_FaceTarget\n\tGoto See\n EnragedTech:\n\tTELC CCCCC 8 Bright A_FaceTarget\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  EnragedTechLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 20,\"EnragedTechLoop2\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTELC C 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_PlayWeaponSound(\"BlueDTRFire\")\n\tTELC D 0 A_CustomMissile(\"RLegendaryProjectile\",64,26,Random(4,-4))\n    TELC D 2 Bright A_CustomMissile(\"RLegendaryProjectile\",64,-26,Random(4,-4))\n\tTNT1 A 0 A_MonsterRefire(64,\"EnragedTechEnd\")\n\tLoop\n  EnragedTechLoop2:\n\tTNT1 A 0 A_JumpIf(user_missile >= 40,\"See\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTELC C 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_PlayWeaponSound(\"BlueDTRFire\")\n\tTELC D 0 A_CustomMissile(\"RLegendaryProjectile\",64,26,Random(4,-4))\n    TELC D 1 Bright A_CustomMissile(\"RLegendaryProjectile\",64,-26,Random(4,-4))\n\tTNT1 A 0 A_MonsterRefire(64,\"EnragedTechEnd\")\n\tLoop\n  EnragedTechEnd:\n    TELC D 30 Bright\n\tGoto See\n  EnragedLegPlasma:\n    TELC C 30 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"EnragedBossSmokeSpawner\",0,0,0,0)\n\tTELC C 3 Bright A_PlaySoundEx(\"laugh2\",\"DSTCLAU2\")\n    TELC CCC 3 Bright A_SpawnItem(\"EnragedBossSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n    TELC CCC 3 Bright A_SpawnItem(\"EnragedBossSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n    TELC CCC 3 Bright A_SpawnItem(\"EnragedBossSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n    TELC CCC 3 Bright A_SpawnItem(\"EnragedBossSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n    TELC CCC 3 Bright A_SpawnItem(\"EnragedBossSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n    TELC CCC 3 Bright A_SpawnItem(\"EnragedBossSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTELC C 3 Bright A_SpawnItem(\"EnragedBossSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"EnragedBossSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SetUserVar(\"user_plasma\",0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySoundEx(\"hfcardinal/begin\", 1, 0, 2)\n\tTELC CCC 3 Bright A_SpawnItem(\"EnragedBossSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTELC CCC 3 Bright A_SpawnItem(\"EnragedBossSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTELC CCC 3 Bright A_SpawnItem(\"EnragedBossSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n  FirePlasmaLoop:\n\tTNT1 A 0 A_JumpIf(user_plasma >= 20, \"PlasmaEnd\")\n    TNT1 A 0 A_SetUserVar(\"user_plasma\", user_plasma+1)\n\tTNT1 A 0 A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTELC C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySoundEx(\"hfcardinal/fireloop\", 1, 0, 2)\n\tTELC D 0 A_CustomMissile(\"BoomBarrageMissile\",58,26,Random(4, -4))\n\tTELC D 2 Bright A_CustomMissile(\"BoomBarrageMissile\",58,-26,Random(-4, 4))\n\tLoop\n  PlasmaEnd:\n\tTNT1 A 0 A_SpawnItem(\"EnragedLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTELC CCCCCCC 2 Bright A_SpawnItem(\"EnragedBossSmokeSpawner\",0,0,0,0)\n\tGoto See\n  EnragedLegendaryBFG:\n    TELC C 30 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTELC C 3 Bright A_PlaySoundEx(\"laugh2\",\"DSTCLAU2\")\n\tTELC C 3 Bright A_PlaySoundEx(\"Legcyber/BFG\",\"GURUCHRG\")\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  EnragedLegendaryBFGCharging:\n\tTNT1 A 0 A_JumpIf(user_missile >= 38,\"EnragedLegendaryBFGFire\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTELC C 3 Bright A_SpawnItem(\"EnragedBossSmokeSpawner\",0,0,0,0)\n\tLoop\n  EnragedLegendaryBFGFire:\n\tTELC A 0 A_UnSetShootable\n\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\tTELC CC 1 A_FadeOut(0.5,0)\n\tTELC AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\tTELC CC 1 A_FadeIn(0.5)\n\tTELC A 0 A_SetShootable\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"NemesisBFG/Fire\",1)\n\tTELC D 0 A_CustomMissile(\"EnragedCyberGuruBall\",58,26,0,0)\n\tTELC D 10 Bright A_CustomMissile(\"EnragedCyberGuruBall\",58,-26,0,0)\n\tTNT1 A 0 A_ChangeFlag(NOPAIN,0)\n    TELC C 60 Bright A_FaceTarget\n\tGoto See\n  UltimateCombo:\n    TELC C 30 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTELC C 3 Bright A_PlaySoundEx(\"laugh2\",\"DSTCLAU2\")\n\tTELC C 3 Bright A_PlaySoundEx(\"Legcyber/BFG\",\"GURUCHRG\")\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  UltimateComboCharging:\n\tTNT1 A 0 A_JumpIf(user_missile >= 38,\"UltimateComboGO\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTELC C 3 Bright A_SpawnItem(\"EnragedBossSmokeSpawner\",0,0,0,0)\n\tLoop\n  UltimateComboGO:\n\tTELC C 3 Bright A_SpawnItem(\"EnragedBossSmokeSpawner\",0,0,0,0)\n\tTELC A 0 A_UnSetShootable\n\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\tTELC CC 1 A_FadeOut(0.5,0)\n\tTELC AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\tTELC CC 1 A_FadeIn(0.5)\n\tTELC A 0 A_SetShootable\n\tTELC D 3 Bright\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 Bright A_PlayWeaponSound(\"BlueDTRFire\")\n\tTELC D 0  A_CustomMissile(\"RLegendaryProjectile\",64,26, Random(4,-4))\n    TELC D 3 Bright A_CustomMissile(\"RLegendaryProjectile\",64,-26, Random(4,-4))\n    TELC C 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC D 0  A_CustomMissile(\"Enraged10KProjectile\",56,26, Random(4,-4))\n    TELC D 2 Bright A_CustomMissile(\"Enraged10KProjectile\",56,-26, Random(4,-4))\n\tTELC C 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC D 0  A_CustomMissile(\"Enraged10KProjectile\",56,26, Random(4,-4))\n    TELC D 2 Bright A_CustomMissile(\"Enraged10KProjectile\",56,-26, Random(4,-4))\n\tTELC C 2 Bright A_FaceTarget\n\tTELC D 0 A_CustomMissile(\"EnragedCardinalDTBFG10KBall\",54,-22,Random(7,-7))\n\tTELC D 3 Bright A_CustomMissile(\"EnragedCardinalDTBFG10KBall\",54,22,Random(7,-7))\n\tTELC C 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC D 0  A_CustomMissile(\"Enraged10KProjectile\",56,26,Random(4,-4))\n    TELC D 1 Bright A_CustomMissile(\"Enraged10KProjectile\",56,-26, Random(4,-4))\n\tTELC C 2 Bright A_FaceTarget\n\tTELC D 0 A_CustomMissile(\"ELegCyberBFG9500Ball\",54,-22,Random(4,-4))\n\tTELC D 3 Bright A_CustomMissile(\"ELegCyberBFG9500Ball\",54,22,Random(4,-4))\n\tTELC C 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC D 0  A_CustomMissile(\"Enraged10KProjectile\",56,26,Random(4,-4))\n    TELC D 1 Bright A_CustomMissile(\"Enraged10KProjectile\",56,-26,Random(4,-4))\n\tTELC C 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n\tTELC D 0  A_CustomMissile(\"Enraged10KProjectile\",56,26,Random(4,-4))\n    TELC D 1 Bright A_CustomMissile(\"Enraged10KProjectile\",56,-26,Random(4,-4))\n\tTELC C 2 Bright A_FaceTarget\n\tTELC D 0  A_CustomMissile(\"EnragedCardinalDTBFG10KBall\",56,26,Random(4,-4))\n    TELC D 1 Bright A_CustomMissile(\"EnragedCardinalDTBFG10KBall\",56,-26,Random(4,-4))\n\tTELC C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_PlayWeaponSound(\"Weapons/GuruFire\")\n  \tTNT1 A 0 A_PlayWeaponSound(\"Weapons/GuruAddFire\")\n\tTELC D 0 A_CustomMissile(\"EnragedCyberGuruBall\",54,-22,Random(4,-4))\n\tTELC D 3 Bright A_CustomMissile(\"EnragedCyberGuruBall\",54,22,Random(4,-4))\n\tTELC C 15 Bright\n\tGoto See\n  MimicCombo:\n    TELC C 20 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTELC C 3 Bright A_PlaySoundEx(\"laugh2\",\"DSTCLAU2\")\n\tTELC C 3 Bright A_PlaySoundEx(\"Legcyber/BFG\",\"GURUCHRG\")\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  MimicComboCharging:\n\tTNT1 A 0 A_JumpIf(user_missile >= 45,\"MimicComboGO\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTELC C 2 Bright A_SpawnItem(\"EnragedBossSmokeSpawner\",0,0,0,0)\n\tLoop\n  MimicComboGO:\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTELC CCCCC 5 Bright A_FaceTarget\n\tTELC A 0 A_UnSetShootable\n\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\tTELC CC 1 A_FadeOut(0.5,0)\n\tTELC AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\tTELC CC 1 A_FadeIn(0.5)\n\tTELC A 0 A_SetShootable\n\tTNT1 A 0 A_PlayWeaponSound(\"BlueDTRFire\")\n\tTELC D 0 A_CustomMissile(\"RLegendaryProjectile\",54,-22,Random(-7,7))\n\tTELC D 3 Bright A_CustomMissile(\"RLegendaryProjectile\",54,22,Random(-7,7))\n\tTELC C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_PlayWeaponSound(\"BlueDTRFire\")\n\tTELC D 0 A_CustomMissile(\"RLegendaryProjectile\",54,-22,Random(-7,7))\n\tTELC D 3 Bright A_CustomMissile(\"RLegendaryProjectile\",54,22,Random(-7,7))\n\tTELC C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_PlayWeaponSound(\"BlueDTRFire\")\n\tTELC D 0 A_CustomMissile(\"RLegendaryProjectile\",54,-22,Random(-7,7))\n\tTELC D 3 Bright A_CustomMissile(\"RLegendaryProjectile\",54,22,Random(-7,7))\n\tTELC C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_PlayWeaponSound(\"BlueDTRFire\")\n\tTELC D 0 A_CustomMissile(\"RLegendaryProjectile\",54,-22,Random(-7,7))\n\tTELC D 3 Bright A_CustomMissile(\"RLegendaryProjectile\",54,22,Random(-7,7))\n\tTELC C 2 Bright A_FaceTarget\n\tTELC A 0 A_UnSetShootable\n\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\tTELC CC 1 A_FadeOut(0.5,0)\n\tTELC AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\tTELC CC 1 A_FadeIn(0.5)\n\tTELC A 0 A_SetShootable\n\tTELC C 4 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_playSound (\"legimp/fiyabetch\")\n\tTELC D 0 A_CustomMissile(\"LegendaryImpRedBall2\",54,-22,Random(-7,7))\n\tTELC D 4 Bright A_CustomMissile(\"LegendaryImpRedBall2\",54,22,Random(-7,7))\n\tTELC C 4 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_playSound (\"legimp/fiyabetch\")\n\tTELC D 0 A_CustomMissile(\"LegendaryImpRedBall2\",54,-22,Random(-7,7))\n\tTELC D 4 Bright A_CustomMissile(\"LegendaryImpRedBall2\",54,22,Random(-7,7))\n\tTELC C 4 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_playSound (\"legimp/fiyabetch\")\n\tTELC D 0 A_CustomMissile(\"LegendaryImpRedBall2\",54,-22,Random(-7,7))\n\tTELC D 4 Bright A_CustomMissile(\"LegendaryImpRedBall2\",54,22,Random(-7,7))\n\tTELC A 0 A_UnSetShootable\n\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\tTELC CC 1 A_FadeOut(0.5,0)\n\tTELC AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\tTELC CC 1 A_FadeIn(0.5)\n\tTELC A 0 A_SetShootable\n\tTELC CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"RedShellCasing\",26,26,58,Random(2,6),0,Random(1,3),Random(80,90),128)\n\tTNT1 A 0 A_SpawnItemEx(\"RedShellCasing\",-26,26,58,Random(2,6),0,Random(1,3),Random(80,90),128)\n\tTNT1 AAAA 0 A_CustomMissile(\"LegendaryRedTracer\",56,-26,Random(6,-6),0)\n\tTNT1 AAAA 0 A_CustomMissile(\"LegendaryRedTracer\",56,26,Random(6,-6),0)\n\tTELC D 0 A_CustomBulletAttack(22.5,18.3,4,Random(2,10)*6)\n\tTELC D 2 Bright A_CustomBulletAttack(22.5,18.3,4,Random(5,15)*6)\n\tTNT1 A 0 Bright A_PlaySoundEx(\"Weapons/LegAutoShotgun\",\"Weapon\")\n\tTELC C 2 Bright A_FaceTarget\n\tTELC CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"RedShellCasing\",26,26,58,Random(2,6),0,Random(1,3),Random(80,90),128)\n\tTNT1 A 0 A_SpawnItemEx(\"RedShellCasing\",-26,26,58,Random(2,6),0,Random(1,3),Random(80,90),128)\n\tTNT1 AAAA 0 A_CustomMissile(\"LegendaryRedTracer\",56,-26,Random(6,-6),0)\n\tTNT1 AAAA 0 A_CustomMissile(\"LegendaryRedTracer\",56,26,Random(6,-6),0)\n\tTELC D 0 A_CustomBulletAttack(22.5,18.3,4,Random(2,10)*6)\n\tTELC D 2 Bright A_CustomBulletAttack(22.5,18.3,4,Random(5,15)*6)\n\tTNT1 A 0 Bright A_PlaySoundEx(\"Weapons/LegAutoShotgun\",\"Weapon\")\n\tTELC C 2 Bright A_FaceTarget\n\tTELC CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"RedShellCasing\",26,26,58,Random(2,6),0,Random(1,3),Random(80,90),128)\n\tTNT1 A 0 A_SpawnItemEx(\"RedShellCasing\",-26,26,58,Random(2,6),0,Random(1,3),Random(80,90),128)\n\tTNT1 AAAA 0 A_CustomMissile(\"LegendaryRedTracer\",56,-26,Random(6,-6),0)\n\tTNT1 AAAA 0 A_CustomMissile(\"LegendaryRedTracer\",56,26,Random(6,-6),0)\n\tTELC D 0 A_CustomBulletAttack(22.5,18.3,4,Random(2,10)*6)\n\tTELC D 2 Bright A_CustomBulletAttack(22.5,18.3,4,Random(5,15)*6)\n\tTNT1 A 0 Bright A_PlaySoundEx(\"Weapons/LegAutoShotgun\",\"Weapon\")\n\tTELC C 2 Bright A_FaceTarget\n\tTELC A 0 A_UnSetShootable\n\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\tTELC CC 1 A_FadeOut(0.5,0)\n\tTELC AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\tTELC CC 1 A_FadeIn(0.5)\n\tTELC A 0 A_SetShootable\n\tTELC C 5 Bright A_FaceTarget\n\tTELC D 0 A_CustomMissile(\"ELegRedThunderBall\",54,-22,Random(-7,7))\n\tTELC D 5 Bright A_CustomMissile(\"ELegRedThunderBall\",54,22,Random(-7,7))\n\tTELC C 5 Bright A_FaceTarget\n\tTELC D 0 A_CustomMissile(\"ELegRedThunderBall\",54,-22,Random(-7,7))\n\tTELC D 5 Bright A_CustomMissile(\"ELegRedThunderBall\",54,22,Random(-7,7))\n\tTELC A 0 A_UnSetShootable\n\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\tTELC CC 1 A_FadeOut(0.5,0)\n\tTELC AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\tTELC CC 1 A_FadeIn(0.5)\n\tTELC A 0 A_SetShootable\n\tTELC C 5 Bright A_FaceTarget\n\tTELC D 0 A_CustomMissile(\"LegDTBFG\",54,-22,Random(-7,7))\n\tTELC D 5 Bright A_CustomMissile(\"LegDTBFG\",54,22,Random(-7,7))\n\tTELC A 0 A_UnSetShootable\n\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\tTELC CC 1 A_FadeOut(0.5,0)\n\tTELC AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\tTELC CC 1 A_FadeIn(0.5)\n\tTELC A 0 A_SetShootable\n\tTELC C 7 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Star/fire\")\n\tTELC D 0 A_CustomMissile(\"LegCommandoRedStar\",54,-22,Random(-7,7))\n\tTELC D 8 Bright A_CustomMissile(\"LegCommandoRedStar\",54,22,Random(-7,7))\n\tTELC C 7 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Star/fire\")\n\tTELC D 0 A_CustomMissile(\"LegCommandoRedStar\",54,-22,Random(-7,7))\n\tTELC D 8 Bright A_CustomMissile(\"LegCommandoRedStar\",54,22,Random(-7,7))\n\tTELC C 7 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Star/fire\")\n\tTELC D 0 A_CustomMissile(\"LegCommandoRedStar\",54,-22,Random(-7,7))\n\tTELC D 8 Bright A_CustomMissile(\"LegCommandoRedStar\",54,22,Random(-7,7))\n\tTELC A 0 A_UnSetShootable\n\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\tTELC CC 1 A_FadeOut(0.5,0)\n\tTELC AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\tTELC CC 1 A_FadeIn(0.5)\n\tTELC A 0 A_SetShootable\n\tTELC C 7 Bright A_FaceTarget\n    TELC D 0 A_PlayWeaponSound(\"lrball3/shot\")\n\tTELC D 0 A_CustomMissile(\"ELegRevBall3\",54,-22,Random(-7,7))\n\tTELC D 8 Bright A_CustomMissile(\"ELegRevBall3\",54,22,Random(-7,7))\n\tTELC C 7 Bright A_FaceTarget\n    TELC D 0 A_PlayWeaponSound(\"lrball3/shot\")\n\tTELC D 0 A_CustomMissile(\"ELegRevBall3\",54,-22,Random(-7,7))\n\tTELC D 8 Bright A_CustomMissile(\"ELegRevBall3\",54,22,Random(-7,7))\n\tTELC C 7 Bright\n\tTNT1 A 0 A_Jump(128,\"EnragedLegendaryBFG\")\n\tGoto See\n   Pain:\n\tTELC E 6 A_Pain\n\tTNT1 A 0 A_Jump(128,\"Missile\")\n\tGoto See\n   Death:\n    TNT1 A 0 A_StopSound(6)\n\t//TNT1 A 0 A_PlaySound(\"LegCardi/Death2\", CHAN_AUTO, 1.0, False, ATTN_NONE)\n\tTELC G 10 A_Scream\n\tTNT1 A 0 A_GiveInventory(\"CDIFireFollowerDeath\",1)\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedSentientDeathBomb\",0,0,60,Random(-12,12),Random(-12,12),Random(2,15))\n\tTELC H 10 A_NoBlocking\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TELC GGGGG 2 Bright A_CustomMissile(\"EKaboomLN\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TELC GFGFG 2 Bright A_CustomMissile(\"EKaboomLN\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TELC GFGFG 2 Bright A_CustomMissile(\"EKaboomLN\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TELC EFEFE 2 Bright A_CustomMissile(\"EKaboomLN\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TELC GFGFG 2 Bright A_CustomMissile(\"EKaboomLN\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TELC EFEFE 2 Bright A_CustomMissile(\"EKaboomLN\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TELC GFGFG 2 Bright A_CustomMissile(\"EKaboomLN\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TNT1 A 0 A_SpawnItem(\"EnragedDeathBallMedium\")\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedSentientDeathBomb\",0,0,60,Random(-12,12),Random(-12,12),Random(2,15))\n    TELC EFEFE 2 Bright A_CustomMissile(\"EKaboomLN\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TELC EFEFE 2 Bright A_CustomMissile(\"EKaboomLN\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TELC EFEFE 2 Bright A_CustomMissile(\"EKaboomLN\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TELC EFEFE 2 Bright A_CustomMissile(\"EKaboomLN\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TELC EFEFE 2 Bright A_CustomMissile(\"EKaboomLN\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TELC EFEFE 2 Bright A_CustomMissile(\"EKaboomLN\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TELC EFEFE 2 Bright A_CustomMissile(\"EKaboomLN\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TELC EFEFE 2 Bright A_CustomMissile(\"EKaboomLN\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TELC EFEFE 2 Bright A_CustomMissile(\"EKaboomLN\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TELC EFEFE 2 Bright A_CustomMissile(\"EKaboomLN\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TELC EFEFE 2 Bright A_CustomMissile(\"EKaboomLN\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TELC GFGFG 2 Bright A_CustomMissile(\"EKaboomLN\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TNT1 A 0 A_SpawnItem(\"EnragedDeathBallMedium\")\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedSentientDeathBomb\",0,0,60,Random(-12,12),Random(-12,12),Random(2,15))\n    TELC GFGFG 2 Bright A_CustomMissile(\"EKaboomLN\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TELC GFGFG 2 Bright A_CustomMissile(\"EKaboomLN\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TELC GFGFG 2 Bright A_CustomMissile(\"EKaboomLN\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TELC GFGFG 2 Bright A_CustomMissile(\"EKaboomLN\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TELC GFGFG 2 Bright A_CustomMissile(\"EKaboomLN\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TELC GFGFG 2 Bright A_CustomMissile(\"EKaboomLN\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TELC GFGFG 2 Bright A_CustomMissile(\"EKaboomLN\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TELC GFGFG 2 Bright A_CustomMissile(\"EKaboomLN\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TELC GFGFG 2 Bright A_CustomMissile(\"EKaboomLN\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TNT1 A 0 A_SpawnItem(\"EnragedDeathBallMedium\")\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedSentientDeathBomb\",0,0,60,Random(-12,12),Random(-12,12),Random(2,15))\n    TELC GGGGG 1 Bright A_CustomMissile(\"EKaboomLN\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TELC HHHHH 1 Bright A_CustomMissile(\"EKaboomLN\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TELC IIIII 1 Bright A_CustomMissile(\"EKaboomLN\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TELC JJJJJ 1 Bright A_CustomMissile(\"EKaboomLN\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TELC JJJJJ 1 Bright A_CustomMissile(\"EKaboomLN\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TELC KKKKK 1 Bright A_CustomMissile(\"EKaboomLN\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AAAA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAAAAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TELC KKKKK 1 Bright A_CustomMissile(\"EKaboomLN\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AAAA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAAAAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAAAAAA 0 A_CustomMissile(\"SmokeFX3\", Random(20,80), 0, random(0,360), 2, random(0,360))\n\tTNT1 A 0 A_PlaySoundEx(\"legendary/strike\",\"Voice\",0,2)\n    TNT1 A 0 A_Explode(6582,2056)\n    TNT1 A 0 A_SpawnItemEx(\"ELegendaryStrikeN\")\n\tTNT1 A 0 A_SpawnItem(\"ZamasuNuke\")\n\t//TNT1 A 0 ACS_NamedExecuteAlways(\"SetDefaultSky\",0)\n\tTNT1 A 0 A_KillMaster\n    Stop\n\t}\n}\nACTOR TrueLegLostSoul\n{\n   Radius 6\n   Height 8\n   Speed 40\n   Damage 30\n   PROJECTILE\n   +SEEKERMISSILE\n   +THRUSPECIES\n   +ScreenSeeker\n   +DOOMBOUNCE\n   +NOTIMEFREEZE\n   BounceCount 4\n   BounceFactor 1\n   RENDERSTYLE ADD\n   DamageType \"Legendary\"\n   Species \"Cybers\"\n   ALPHA 0.67\n   MissileType TrueLegLostSoulTrail\n   Decal DoomImpScorch\n   SeeSound \"forgotten/attack\"\n   DeathSound \"forgotten/death\"\n   Decal Scorch\n   States\n   {\n   Spawn:\n      TNT1 A 0\n      TNT1 A 0 A_Jump(128,\"Homing\")\n   Normal:\n      BVSP AB 2 Bright\n\t  Loop\n   Homing:\n      TNT1 A 0 A_Jump(128,1,3,5,7,9)\n\t  BVSP ABABABABAB 2 Bright\n\t  Goto StartSeek\n   StartSeek:\n\t  BVSP A 0 Bright A_SeekerMissile(15,15)\n\t  BVSP A 2 Bright A_Tracer2\n      BVSP ABABAB 1 Bright A_CustomMissile(\"TrueLegLostSoulTrail\",0,0,0,0)\n      BVSP B 1 Bright A_CustomMissile(\"TrueLegLostSoulTrail\",0,0,0,0)\n      BVSP A 1 Bright A_CustomMissile(\"TrueLegLostSoulTrail\",0,0,0,0)\n      BVSP B 1 Bright A_CustomMissile(\"TrueLegLostSoulTrail\",0,0,0,0)\n      BVSP A 1 Bright A_CustomMissile(\"TrueLegLostSoulTrail\",0,0,0,0)\n      BVSP B 1 Bright A_CustomMissile(\"TrueLegLostSoulTrail\",0,0,0,0)\n      Loop\n   Death:\n      TNT1 AA 0 A_SpawnItemEx(\"LegendaryBlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t  TNT1 AAA 0 A_CustomMissile(\"KaboomBlue3\", 0, 0, random(0,360), 2, random(0,360))\n\t  TNT1 AAAA 0 A_CustomMissile(\"LegendarySmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n      BVSP K 3 Bright A_RadiusThrust(4800, 512, 0)\n      BVSP L 3 Bright\n      BVSP M 3 Bright\n      BVSP N 3 Bright\n      BVSP O 3 Bright\n\t  Stop\n\t}\n}\n\nACTOR TrueLegLostSoulTrail\n{\n   Radius 3\n   Height 3\n   Speed 15\n   PROJECTILE\n   RENDERSTYLE ADD\n   +CLIENTSIDEONLY\n   Alpha 0.67\n   +NOTIMEFREEZE\n   states\n   {\n   Spawn:\n       TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n      BVSP QRS 4\n      Goto Death\n   Death:\n      BVSP C 3 BRIGHT\n      BVSP D 3 BRIGHT\n      Stop\n  Toaster:\n    TNT1 A 0\n\tStop\n   }\n}\n\nACTOR EnragedCardihilatorRail : EnragedSentientRail\n{\nSpeed 280\nDamage (100)\nSpecies \"Cybers\"\nStates\n{\nSpawn:\n    CCRP A 1 Bright A_SeekerMissile(5,5)\n    Loop\nDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlayWeaponSound(\"cyberrail/impact\")\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedParticleSpawner\")\n\tTNT1 AA 0 A_SpawnItemEx(\"EKaboomLN\",random(-32,32),random(-40,40),random(8,16),random(-4,4),random(-4,4),random(0,4),0,SXF_TRANSFERPOINTERS)\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 A 0 A_Explode(128,128,0)\n\tStop\n\t}\n}\n\nACTOR ELegendaryCardihilatorLaser : ELegendarySummonerLaser\n{\n  Speed 120\n  Damage 10\n  SeeSound \"Plamexis/LaserFire\"\n  MissileType \"ELegendarySummonerLaserTrail\"\n  MissileHeight 8\n  Damagetype \"Cyber10K\"\n  States\n  {\n  Spawn:\n  TNT1 A 0 NoDelay A_SpawnItemEx(\"ELegDTBFGSpark\",0,0,0,3)\n  SpawnLoop:\n    TNT1 A 1 A_Explode(30,200)\n    Loop\n  Death:\n\tTNT1 A 0 A_Explode(450,200)\n    TNT1 AAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"ELegDTBFGSpark\",0,0,0,frandom(-6,6),frandom(-6,6),frandom(-6,6))\n    Stop\n\t}\n}\n\nActor ELegCyberBFG9500Ball : EnragedBFG9500\n{\nDamageType \"Cyber10K\"\nSpecies \"Cybers\"\n}\n\nActor EnragedCardihilatorCannonBomb : EnragedCannonBomb2\n{\n  Speed 50\n  Damage 90\n  DamageType \"Cyber10K\"\n  Species \"Cybers\"\n  var int user_deathloop;\n  States\n  {\n  Spawn:\n    EFS3 AAAABBBB 1 Bright A_SpawnItemEx(\"EnragedCannonBombTrail\")\n    Loop\n  Death:\n\tTNT1 A 0 A_JumpIf(user_deathloop >= 6,\"DeathContinue\")\n\tTNT1 A 0 A_SetUserVar(user_deathloop,user_deathloop+1)\n    TNT1 A 0 A_Explode(128,128,0)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedBFGShockwave\", 0, 0, 0, 0, 0, 0, 0, 128)\n    EFS3 AAAAABBBBB 1 Bright A_SpawnItemEx(\"EnragedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tLoop\n  DeathContinue:\n    TNT1 A 0 A_SpawnItemEx(\"EnragedDTBFGEx\")\n\tTNT1 A 0 A_PlaySound(\"star/explode\",1,1.0,0,0.2)\n    TNT1 A 0 A_Explode(700,500,0,0,300)\n    TNT1 AAAAAAAA 0 A_SpawnItemEx(\"ELegRevSmallBall3\",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(170,190),SXF_NOCHECKPOSITION)\n    TNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"ELegRevSmallBall3\",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(-14,14),SXF_NOCHECKPOSITION)\n\tTNT1 A 1\n    Stop\n\t}\n}\n\nACTOR EnragedCardinalDTBFG10KBall : EnragedSentientDTBFG10KBall\n{\nRadius 20\nHeight 30\nDamage 150\nSpeed 22\nAlpha 0.95\nScale 0.55\nRenderStyle Add\nPROJECTILE\n+FORCERADIUSDMG\n+NOTIMEFREEZE\nDamageType \"Cyber10K\"\nSpecies \"Cybers\"\nStates\n{\nSpawn:\n    TNT1 A 0\n\tTNT1 A 0 A_Jump(128,\"DTBFGSFX\")\n    TNT1 A 0 A_PlaySoundEx(\"weapons/dtech10kball\",\"Voice\",1)\n    TNT1 A 0 A_SpawnItemEx(\"EBFGParticle\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n    ERS1 A 1 Bright A_CustomMissile(\"EnragedCardinalDTBFGAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n    ERS1 B 1 Bright A_SpawnItemEx(\"EBFGParticle\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n    TNT1 A 0 A_SpawnItemEx(\"EBFGParticle\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n    ERS1 C 1 Bright A_CustomMissile(\"EnragedCardinalDTBFGAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n    ERS1 D 1 Bright A_SpawnItemEx(\"EBFGParticle\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n    Loop\nDTBFGSFX:\n\tTNT1 A 0 A_PlaySoundEx(\"weapons/dtech10kball\",\"Voice\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningRed\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n    TNT1 A 0 A_SpawnItemEx(\"EBFGParticle\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n    ERS1 A 1 Bright A_CustomMissile(\"EnragedCardinalDTBFGAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningRed2\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n    ERS1 B 1 Bright A_SpawnItemEx(\"EBFGParticle\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningRed\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n    TNT1 A 0 A_SpawnItemEx(\"EBFGParticle\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n    ERS1 C 1 Bright A_CustomMissile(\"EnragedCardinalDTBFGAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningRed2\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n    ERS1 D 1 Bright A_SpawnItemEx(\"EBFGParticle\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n    Goto Spawn\nDeath:\n    TNT1 A 0\n\tTNT1 A 0 A_SetTranslucent(0.75,1)\n\tTNT1 A 0 Radius_Quake(5,60,0,10,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KTracer\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KTracer\",0,0,10,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KTracer\",0,0,20,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KTracer\",0,0,30,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KTracer\",0,0,40,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KTracer\",0,0,50,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KTracer\",0,0,60,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KTracer\",0,0,70,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KTracer\",0,0,80,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KTracer\",0,0,90,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KTracer\",0,0,100,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KTracer\",0,0,110,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KTracer\",0,0,120,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KTracer\",0,0,130,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KTracer\",0,0,140,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KTracer\",0,0,150,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KTracer\",0,0,160,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KTracer\",0,0,170,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KTracer\",0,0,180,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KTracer\",0,0,190,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KTracer\",0,0,200,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KTracer\",0,0,210,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KTracer\",0,0,220,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KTracer\",0,0,230,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KTracer\",0,0,240,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KTracer\",0,0,250,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KTracer\",0,0,260,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KTracer\",0,0,270,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KTracer\",0,0,280,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KTracer\",0,0,290,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KTracer\",0,0,300,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KTracer\",0,0,310,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KTracer\",0,0,320,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KTracer\",0,0,330,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KTracer\",0,0,340,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCardinalDTBFG10KTracer\",0,0,350,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningRedSpawner\", 0, 0, 15, 0, 0, 0, 0, 128)\n\tERS1 ABCD 6 Bright A_SpawnItemEx(\"Enraged10KShockwave\", 0, 0, 15, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_Explode(560,340)\n\tTNT1 A 0 A_StopSoundEx(\"Voice\")\n\tTNT1 A 0 Radius_Quake(15,20,0,20,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/dtech10kexplode\")\n\tTNT1 A 0 A_SpawnItemEx(\"Enraged10KShockwave\", 0, 0, 15, 0, 0, 0, 0, 128)\n    TNT1 A 20 A_SpawnItem(\"EnragedDTBFGEx\",0,-10)\n    Stop\n    }\n}\n\nACTOR EnragedCardinalDTBFGAttack : EnragedBabySentientDTBFGAttack\n{\n  DamageType \"Cyber10K\"\n  Species \"Cybers\"\n}\n\nACTOR EnragedCardinalDTBFG10KTracer : EnragedBabySentientDTBFG10KTracer\n{\n  DamageType \"Cyber10K\"\n  Species \"Cybers\"\n}\n\nActor CDIFireFollowerDeath : Inventory{Inventory.MaxAmount 1}\n\nACTOR ELegCardinalFireFollower\n{\n+NOBLOCKMAP\n+NOTELEPORT\n+DONTSPLASH\n+NOINTERACTION\n+NOGRAVITY\nStates\n{\n  Spawn:\n\tTNT1 A 2 A_Warp(AAPTR_TARGET,0,0,0,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\tTNT1 A 0 A_SpawnItemEx(\"ELegCardinalFireSpawner\",0,0,0,0,0,0,0,32)\n\tTNT1 A 0 A_JumpIfInventory(\"CDIFireFollowerDeath\",1,\"Death\",AAPTR_TARGET)\n\tLoop\n  Death:\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nACTOR TrueELegCyberStomp\n{\n\tRadius 50\n\tHeight 50\n\t+MISSILE\n\tSpeed 200\n    Damage 15\n\trenderstyle translucent\n\talpha 0.75\n\tDamageType \"Legendary\"\n\tObituary \"%o was turned into dust by the True Enraged Legendary Cyber's TITANIUM foot.\"\n    MeleeDamage 0\n    Gravity 20.0\n    +EXTREMEDEATH\n\t+NOTIMEFREEZE\n\t+DONTREFLECT\n\tStates\n\t{\n\tSpawn:\n        TNT1 A 10\n\t\tStop\n\tDeath:\n\tDeath:\n \t\tTNT1 A 0 A_Explode(280,193)\n\t\tTNT1 AAA 0 A_CustomMissile(\"ELegCardinalFireSpawner\", 0, 0, random(0,360), 2, random(0,360))\n     Stop\n\t}\n}\nACTOR UltimateTrueELegCyberStomp : TrueELegCyberStomp\n{\n    +RIPPER\n\tStates\n\t{\n\tSpawn:\n        TNT1 A 10\n\t\tStop\n\tDeath:\n\t    TNT1 A 0 A_SpawnItem(\"ELegCardinalFireSpawner\")\n \t\tTNT1 A 0 A_Explode(10000000,1000,0,1)\n\t\tTNT1 AAA 0 A_CustomMissile(\"ELegCardinalFireSpawner\", 0, 0, random(0,360), 2, random(0,360))\n     Stop\n\t}\n}\n\nACTOR ELegCardinalFire\n{\n+MISSILE\n+DONTSPLASH\n+CLIENTSIDEONLY\n+NOBLOCKMAP\n+NOGRAVITY\n+NOTELEPORT\n+FORCEXYBILLBOARD\n+THRUACTORS\n+NOTIMEFREEZE\nRenderStyle Add\nScale 0.4\nStates\n{\nSpawn:\nRMKE ABCDEFGHIJKL 2 Bright A_FadeOut\nStop\n}\n}\n\nACTOR ELegCardinalFireEx : BlueKaboom3\n{\nSpeed 0\nScale 0.85\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nEXPO AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\n}\n}\n\nACTOR ELegCardinalFireSpawner : LegendaryRedParticleSpawner\n{\n+NOTIMEFREEZE\n  States\n  {\n  Spawn:\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"monster/ambientfire3\")\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 0 A_SpawnItemEx(\"ELegCardinalFireEx\",random(8,-8),random(4,-4),random(70,80),0,0,random(-4,-6),0,128,0)\n    TNT1 AAAA 0 A_SpawnItemEx(\"ELegCardinalFire\",random(18,-18),random(14,-14),random(70,80),0,0,random(-6,-8),0,128,0)\n    TNT1 A 1\n    Stop\n  }\n}\n\nACTOR ELegCardihilatorGhost\n{\nScale 1.2\nRENDERSTYLE Translucent\nAlpha 0.75\n+NOGRAVITY\n+CLIENTSIDEONLY\n+DONTSPLASH\n+NOINTERACTION\n+NOCLIP\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n    TELC A 2 A_FadeOut(0.18)\n    Loop\n  Toaster:\n    TNT1 A 0\n\tStop\n    }\n}\n\nActor TrueLegCyberShieldSpawner : LegCyberShieldSpawner\n{\n  States\n   {\n    Spawn:\n\t TNT1 AAAAAAAAAA 0\n\t Death:\n\t TNT1 A 1 A_SpawnItemEx(\"TrueLegCyberShield\",0,0,0)\n\t Stop\n  }\n}\n\nActor TrueLegCyberShieldSpawner2 : TrueLegCyberShieldSpawner\n{\n States\n   {\n    Spawn:\n\t TNT1 AAAAAA 0\n\t GoTo Death\n  }\n}\n\nActor TrueLegCyberShieldSpawner3 : TrueLegCyberShieldSpawner\n{\n States\n   {\n    Spawn:\n\t TNT1 AAAA 0\n\t GoTo Death\n  }\n}\n\nActor TrueLegCyberShieldSpawner4 : TrueLegCyberShieldSpawner\n{\n States\n   {\n    Spawn:\n\t TNT1 AA 0\n\t GoTo Death\n  }\n}\n\nActor TrueLegCyberShieldSpawner5 : TrueLegCyberShieldSpawner\n{\n States\n   {\n    Spawn:\n\t TNT1 A 0\n\t GoTo Death\n  }\n}\n\nActor TrueLegCyberShield : LegCyberShield\n{\n  States\n   {\n    Spawn:\n\t TPBL A 2 Bright\n\t //TNT1 AA 0 A_CustomMissile(\"KaboomGold2\", 17, 0, random(0,360), 2, random(0,360))\n\t TPBL B 2 Bright\n\t //TNT1 AA 0 A_CustomMissile(\"KaboomGold2\", 17, 0, random(0,360), 2, random(0,360))\n\t TNT1 A 0 A_CountDown\n\t Loop\n\tDeath:\n\t ENRS A 2 Bright\n\t ENRS A 1 A_Explode(25,130)\n\t TNT1 A 0 A_Scream\n\t //TNT1 AAAAAAAA 0 A_CustomMissile(\"KaboomGold2\", 17, 0, random(0,360), 2, random(0,360))\n\t //TNT1 AAAAAA 0 A_CustomMissile(\"KaboomGold\", 0, 0, random(0,360), 2, random(0,360))\n\t TNT1 AAAAAA 0 A_CustomMissile(\"LegendarySmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n\t TNT1 AAAA 0 A_SpawnItemEx(\"LegendaryBlueParticleSpawner\", 0, 0, 17, 0, 0, 0, 0, 128)\n\t TNT1 A 0 A_SpawnItemEx(\"LNCometDeath\",0,0,0,0,0,0,0,128,0)\n\t Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/zamasu/ZamasuDementedTerminator.txt",
        "contents": "ACTOR ZamasuDementedTerminator : DementedTerminator //OH YES, YES!!!!!!!!!!!\n{\n  Monster\n  Health 15000\n   Speed 60\n  DamageFactor \"PlayerNemesisPlasma\", 0.0\n  DamageFactor \"Explosion\", 0.2\n  DamageFactor \"PlayerDTRG\", 0.4\n  DamageFactor \"DTRailgun\", 0.4\n  DamageFactor \"PDTPuff\", 0.4\n  DamageFactor \"RailG\", 0.3\n  DamageFactor \"Cyber10K\", 0.0\n  DamageFactor \"CDTBFG\", 0.0\n  Damagefactor 0.3\n  DropItem \"NemesisHealthBonusMax\", 256, 64\n  DropItem \"NemesisArmorBonus64\", 256\n  DropItem \"NemesisHealthBonusMax\", 256, 64\n  DropItem \"NemesisArmorBonus64\", 256\n  DropItem \"ZamasuStrongSphere\" 120\n  DropItem \"LegAmmoSphere\", 128, 1\n  DropItem \"LegDemonRune\", 80, 1\n  DropItem \"NemesisRuneSpawnerTier4\", 256, 1\n  DropItem \"NemesisRuneSpawnerTier4\", 256, 1\n  DropItem \"DemonicChalice\", 256, 2\n  DropItem \"SkullOfPower\", 256, 2\n  DropItem \"NLDemonAmmo\", 256\n  DropItem \"NLDemonAmmoBox\", 256\n  DropItem \"NemesisShell\", 256\n  DropItem \"NemesisShellBox\", 130\n  DropItem \"Nemesis Rifle\", 200\n  DropItem \"Nemesis Plasmatic Cannon\", 200\n  DropItem \"Nemesis Assault Shotgun\", 200\n  DropItem \"Nemesis Sawed-Off Shotgun\", 200\n  DropItem \"Nemesis BFG\", 256\n  DropItem \"TrueLegendaryRune\" 25 1\n  DropItem \"VexedNemesisRune\" 64 1\n  DropItem \"Zamasu Plasmatic Cannon\", 120, 1\n  SeeSound \"ZamasuCyberdemon/Sight\"\n  PainSound \"ZamasuCyberdemon/Pain\"\n  DeathSound \"ZamasuCyberdemon/Death\"\n  ActiveSound \"ZamasuCyberdemon/Active\"\n  Obituary \"%o thought that he could cheese the Zamasu Cyberdemon.\"\n  Tag \"\\c[s5]Zamasu\\c- \\c[l5]Demented\\c- \\c[s5]Terminator\\c-\"\n  var int user_music;\n  var int user_missile;\n  var int user_phase;\n  var int user_rage;\n  var int user_protected;\n  States\n   {\n  Spawn:\n    TNT1 A 0 A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n    ZADT A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tZADT A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tZADT A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tZADT A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n    Loop\n\t  See:\n\tTNT1 A 0 A_JumpIf(user_music == 1,3)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,8001)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_SetTranslucent(1)\n\tTNT1 A 0 A_Jump(100,\"Rush\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tZADT A 3 Bright A_Hoof\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tZADT A 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tZADT BB 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tZADT CC 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tZADT D 3 Bright A_Metal\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tZADT D 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tTNT1 A 0 A_Jump(35,\"Teleport\")\n\tTNT1 A 0 A_Jump(15,\"PhaseWalk\")\n    Loop\n\t SeeRage:\n\tTNT1 A 0 A_SpawnItemEx(\"WhiteWalkFire\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tZADT A 3 Bright A_Hoof\n\tTNT1 A 0 A_SpawnItemEx(\"WhiteWalkFire\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tZADT A 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"WhiteWalkFire\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tZADT BB 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"WhiteWalkFire\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tZADT CC 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"WhiteWalkFire\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tZADT D 3 Bright A_Metal\n\tTNT1 A 0 A_SpawnItemEx(\"WhiteWalkFire\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tZADT D 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"WhiteWalkFire\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tTNT1 A 0 A_Jump(35,\"Teleport\")\n\tLoop\n\t Rush:\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_SetTranslucent(1)\n\tTNT1 A 0 A_Hoof\n\tZADT A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisTermGhostA\")\n\tZADT A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisTermGhostA\")\n\tZADT A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisTermGhostA\")\n\tZADT B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisTermGhostA\")\n\tZADT C 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisTermGhostA\")\n\tZADT C 2 Bright A_Chase\n\tTNT1 A 0 A_Metal\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisTermGhostA\")\n\tZADT D 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisTermGhostA\")\n\tZADT D 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisTermGhostA\")\n\tTNT1 A 0 A_Jump(25,\"Teleport\")\n\tTNT1 A 0 A_Jump(75,\"See\")\n    Loop\n\t  Idle:\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_SetTranslucent(1)\n\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",0)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tTNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Taunt\")\n  Idle2:\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tZADT A 3 Bright A_Hoof\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tZADT A 3 Bright A_Wander\n\tTNT1 A 0 A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tZADT BB 3 Bright A_Wander\n\tTNT1 A 0 A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tZADT CC 3 Bright A_Wander\n\tTNT1 A 0 A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tZADT D 3 Bright A_Metal\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tZADT D 3 Bright A_Wander\n\tTNT1 A 0 A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tTNT1 A 0 A_Jump(35,\"Teleport\")\n\tLoop\n\t SeeRage:\n\tTNT1 A 0 A_SpawnItemEx(\"WhiteWalkFire\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tZADT A 3 Bright A_Hoof\n\tTNT1 A 0 A_SpawnItemEx(\"WhiteWalkFire\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tZADT A 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"WhiteWalkFire\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tZADT BB 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"WhiteWalkFire\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tZADT CC 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"WhiteWalkFire\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tZADT D 3 Bright A_Metal\n\tTNT1 A 0 A_SpawnItemEx(\"WhiteWalkFire\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tZADT D 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"WhiteWalkFire\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tTNT1 A 0 A_Jump(35,\"Teleport\")\n\tLoop\n\t closeStomp:\n    TNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tZADT G 3 Bright A_FaceTarget\n\tTNT1 A 0 A_Recoil(-50)\n\tZADT A 5 Bright A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,8,0,24,0)\n\tTNT1 A 0 A_PlaySound(\"ZamasuCyberdemon/Sight\")\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n    TNT1 A 0 A_CustomMissile(\"TrueELegCyberStomp\",10,0,0,0)\n\tZADT B 7 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(128,\"TrueLegendaryBFG10K\",\"TrueLegendaryRailgun\",\"LegendaryStar\",\"Homing\",\"StompingBarrage\",\"LegRevBalls\",\"LegCybComets\")\n    Goto See\n\tCloseStompRage:\n\tVCYB G 4 Bright A_FaceTarget\n\tTNT1 A 0 A_Recoil(-50)\n\tVCY2 C 5 Bright A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,8,0,24,0)\n\tTNT1 A 0 A_PlaySound(\"ZamasuCyberdemon/Sight\")\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberStomp\",10,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"NemesisDeathBall\",10,0,0,0)\n\tVCY2 D 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n    Goto See\n  Taunt:\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",1)\n\tZADT AA 3 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tTNT1 A 0 A_PlaySound(\"ZamasuCyberdemon/Sight\",2,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_TakeInventory(\"MarineKilled\",1)\n\tZADT AAAAAAAA 3 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner\")\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",0)\n\tGoto Idle2\n\t PhaseWalk:\n\tTNT1 A 0 A_PlaySound(\"phaseimp/teleport\")\n\tZADT A 2 A_FaceTarget\n\tTNT1 A 0 A_Changeflag(NOCLIP,1)\n\t//TNT1 A 0 A_Changeflag(NODROPOFF,1)\n\tTNT1 A 0 A_Changeflag(NOPAIN,1)\n\tTNT1 A 0 A_SetUserVar(\"user_phase\",1)\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tZADT A 1 A_SetTranslucent(0.75)\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tZADT A 1 A_SetTranslucent(0.55)\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tZADT A 1 A_SetTranslucent(0.35)\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tZADT A 1 A_SetTranslucent(0.15)\n\tTNT1 A 0 A_Changeflag(NOPAIN,0)\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tGoto PhaseWalking\n  PhaseWalking:\n\tZADT AABBCCDDAABBCCDD 1 A_ExtChase(0,0)\n\tZADT AABBCCDDAABBCCDDAABBCCDDAABBCCDD 1 A_Chase\n\tTNT1 A 0 A_JumpIfCloser(270,\"StopPhaseWalking\")\n\tGoto PhaseWalking+32\n  StopPhaseWalking:\n    TNT1 A 0 A_PlaySound(\"phaseimp/teleport\")\n\tTNT1 A 0 A_Changeflag(NOCLIP,0)\n\t//TNT1 A 0 A_Changeflag(NODROPOFF,0)\n\tTNT1 A 0 A_Changeflag(NOPAIN,1)\n\tTNT1 A 0 A_SetUserVar(\"user_phase\",0)\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tZADT A 1 A_SetTranslucent(0.15)\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tZADT A 1 A_SetTranslucent(0.35)\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tZADT A 1 A_SetTranslucent(0.55)\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tZADT A 1 A_SetTranslucent(0.75)\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SetTranslucent(1)\n\tTNT1 A 0 A_Changeflag(NOPAIN,0)\n\tZADT A 2 A_FaceTarget\n    Goto Missile\n\t  StartRage:\n\tTNT1 A 0 A_JumpIf(user_rage == 1,\"SeeRage\")\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tVCYB G 10 Bright A_PlaySound(\"VexedNemesisCyber/Enraged\",2,1.0,0,ATTN_NONE)\n\tVCYB GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 2 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner3\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberRageRing\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\tTNT1 A 0 A_Playsound(\"brain/spit\",6,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SetUserVar(\"user_rage\",1)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tVCYB GGGGGGGGGGGGGGGGGGGGGGG 2 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner3\")\n\tGoto SeeRage\n\t TeleportRage:\n\tVCYB A 1 Bright A_UnSetShootable\n\tTNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tVCYB AAAAA 1 Bright A_FadeOut(0.2,0)\n\tTNT1 A 2 Bright\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander\n\tTNT1 A 1 Bright A_PlaySound(\"boss/teleport\",6)\n\tTNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tVCYB AAAAA 1 Bright A_FadeIn(0.2)\n\tVCYB A 1 Bright A_SetShootable\n\tGoto See\n  StopPhaseWalkingIdle:\n    TNT1 A 0 A_PlaySound(\"phaseimp/teleport\")\n\tTNT1 A 0 A_Changeflag(NOCLIP,0)\n\t//TNT1 A 0 A_Changeflag(NODROPOFF,0)\n\tTNT1 A 0 A_Changeflag(NOPAIN,1)\n\tTNT1 A 0 A_SetUserVar(\"user_phase\",0)\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tZADT A 1 A_SetTranslucent(0.15)\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tZADT A 1 A_SetTranslucent(0.35)\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tZADT A 1 A_SetTranslucent(0.55)\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tZADT A 1 A_SetTranslucent(0.75)\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SetTranslucent(1)\n\tTNT1 A 0 A_Changeflag(NOPAIN,0)\n    Goto Idleloop\n  Teleport:\n    TNT1 A 0\n\tTNT1 A 0 A_Jump(75,\"TeleportRage\")\n\tZADT A 1 Bright A_UnSetShootable\n\tTNT1 AAAA 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tZADT AAAAAAAAAA 1 Bright A_FadeOut(0.1,0)\n\tZADT A 2 Bright\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tZADT A 1 Bright A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 AAAA 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tZADT AAAAAAAAAA 1 Bright A_FadeIn(0.1)\n\tZADT A 1 Bright A_SetShootable\n\tGoto See\n\t  StartRage:\n\tTNT1 A 0 A_JumpIf(user_rage == 1,\"SeeRage\")\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tZADT G 10 Bright A_PlaySound(\"VexedNemesisCyber/Enraged\",2,1.0,0,ATTN_NONE)\n\tZADT GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 2 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner3\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberRageRing\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\tTNT1 A 0 A_Playsound(\"brain/spit\",6,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SetUserVar(\"user_rage\",1)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tZADT GGGGGGGGGGGGGGGGGGGGGGG 2 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner3\")\n\tGoto SeeRage\n\n  Missile:\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_SetTranslucent(1)\n\tTNT1 A 0 A_JumpIf(user_rage == 1,\"MissileRage\")\n\tTNT1 A 0 A_JumpIfCloser(300,\"NemesisASG\")\n\tTNT1 A 0 A_JumpIfCloser(450,\"CloseStomp\")\n\tTNT1 A 0 A_Jump(130,\"Finder\",\"BFG95K\",\"Railgun\",\"Nemesis10K\",\"Stomp\",\"StompHoming\",\"MiniNemesisBFG\",\"RageBFGBalls\")\n\tTNT1 A 0 A_Jump(55,\"NemesisTech\",\"NemesisBFG\",\"SSGSniper\")\n\tTNT1 A 0 A_Jump(45,\"AlmostASkyrimShout\",\"LightningStorm\")\n\tTNT1 A 0 A_Jump(60,\"RocketCombo\")\n\tGoto Normal\n\n  MissileRage:\n\tTNT1 A 0 A_JumpIfCloser(300,\"NemesisASG\")\n\tTNT1 A 0 A_JumpIfCloser(450,\"CloseStompRage\")\n\tTNT1 A 0 A_Jump(130,\"FinderRage\",\"BFG95KRage\",\"RailgunRage\",\"Nemesis10KRage\",\"Stomp\",\"StompHomingRage\",\"MiniNemesisBFGRage\",\"RageBFGBalls2\")\n\tTNT1 A 0 A_Jump(55,\"NemesisTechRage\",\"NemesisBFG\",\"SSGSniper\")\n\tTNT1 A 0 A_Jump(45,\"AlmostASkyrimShoutRage\",\"LightningStormRage\")\n\tTNT1 A 0 A_Jump(60,\"RocketComboRage\")\n\tGoto NormalRage\n\n  Normal:\n\tZADT E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  NormalLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 10,\"NormalEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tZADT F 2 Bright A_CustomMissile(\"NemesisRocket\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tZADT E 2 Bright A_FaceTarget\n\tZADT F 2 Bright A_CustomMissile(\"NemesisRocket\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tZADT E 2 Bright A_FaceTarget\n\tZADT F 2 Bright A_CustomMissile(\"NemesisRocket\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tZADT E 7 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"See\")\n\tLoop\n  NormalEnd:\n\tTNT1 A 0 A_Jump(130,\"Finder\",\"BFG95K\",\"Railgun\",\"Nemesis10K\",\"Stomp\",\"StompHoming\",\"MiniNemesisBFG\",\"RageBFGBalls\")\n\tTNT1 A 0 A_Jump(55,\"NemesisTech\",\"NemesisBFG\",\"SSGSniper\")\n\tTNT1 A 0 A_Jump(45,\"AlmostASkyrimShout\",\"LightningStorm\")\n\tTNT1 A 0 A_Jump(60,\"RocketCombo\")\n\t//TNT1 A 0 A_Jump(1,\"BlackHole\")\n\tGoto See\n  NormalRage:\n\tZADT E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  NormalLoopRage:\n\tTNT1 A 0 A_JumpIf(user_missile >= 13,\"NormalEndRage\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tZADT F 1 Bright A_CustomMissile(\"NemesisRocket\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tZADT E 1 Bright A_FaceTarget\n\tZADT F 1 Bright A_CustomMissile(\"NemesisRocket\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tZADT E 1 Bright A_FaceTarget\n\tZADT F 1 Bright A_CustomMissile(\"NemesisRocket\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tZADT E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"See\")\n\tLoop\n  NormalEndRage:\n\tTNT1 A 0 A_Jump(130,\"FinderRage\",\"BFG95KRage\",\"RailgunRage\",\"Nemesis10KRage\",\"Stomp\",\"StompHomingRage\",\"MiniNemesisBFGRage\",\"RageBFGBalls2\")\n\tTNT1 A 0 A_Jump(55,\"NemesisTechRage\",\"NemesisBFG\",\"SSGSniper\")\n\tTNT1 A 0 A_Jump(45,\"AlmostASkyrimShoutRage\",\"LightningStormRage\")\n\tTNT1 A 0 A_Jump(60,\"RocketComboRage\")\n\t//TNT1 A 0 A_Jump(5,\"BlackHole\")\n\tGoto See\n\n  NemesisASG:\n\tZADT E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisShellCasing\",26,26,58,Random(2, 6),0,Random(1, 3),Random(80,90),128)\n\tTNT1 AAAAAAAA 0 A_CustomMissile(\"NemesisASGBall\",32,-26,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))\n\tTNT1 AAAAAAAA 0 A_CustomMissile(\"Nemesis10kProjectile\",32,-26,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))\n\tZADT F 2 Bright A_PlaySoundEx(\"NemesisASG/Fire\",\"Weapon\")\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tZADT E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(100,\"See\")\n\tTNT1 A 0 A_JumpIfCloser(300,\"NemesisASG\")\n\tTNT1 A 0 A_JumpIfCloser(450,\"CloseStomp\")\n\tGoto NormalEnd\n\n  SSGSniper:\n\tZADT E 4 Bright A_FaceTarget\n\tZADT EEEEEEEEEEEEEEEEEEEE 1 Bright A_CustomRailgun(-1,-26,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,1,0,\"RailTargetPuff\",0,0,0,0,2,0,\"NemesisCyberNobleRailTarget\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n\tTNT1 A 0 A_MonsterRefire(64,\"See\")\n  SSGSniperFire:\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisShellCasing\",26,-26,58,Random(2, 6),0,Random(1, 3),Random(80,90),128)\n\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile(\"NemesisASGBall\",32,-26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-4,4))\n\tZADT F 2 Bright A_PlaySoundEx(\"NemesisSSG/Fire2\",\"Weapon\")\n    ZADT EE 10 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(64,\"See\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisShellCasing\",26,-26,58,Random(2, 6),0,Random(1, 3),Random(80,90),128)\n\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile(\"NemesisASGBall\",32,-26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-4,4))\n\tZADT F 2 Bright A_PlaySoundEx(\"NemesisSSG/Fire2\",\"Weapon\")\n    ZADT EE 10 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(64,\"See\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisShellCasing\",26,-26,58,Random(2, 6),0,Random(1, 3),Random(80,90),128)\n\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile(\"NemesisASGBall\",32,-26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-4,4))\n\tZADT F 2 Bright A_PlaySoundEx(\"NemesisSSG/Fire2\",\"Weapon\")\n    ZADT EE 10 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(64,\"See\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisShellCasing\",26,-26,58,Random(2, 6),0,Random(1, 3),Random(80,90),128)\n\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile(\"NemesisASGBall\",32,-26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-4,4))\n\tZADT F 2 Bright A_PlaySoundEx(\"NemesisSSG/Fire2\",\"Weapon\")\n    ZADT EE 10 Bright A_FaceTarget\n\tGoto See\n  SSGSniperWait:\n\tTNT1 A 0 A_JumpIf(user_missile >= 10,\"See\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tZADT E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(0,\"SSGSniperWait\")\n\tGoto SSGSniperFire\n\n  Finder:\n\tZADT E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  FinderLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 7,\"FinderEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tZADT F 2 Bright A_CustomMissile(\"NemesisCyberHomingRocket\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tZADT E 2 Bright A_FaceTarget\n\tZADT F 2 Bright A_CustomMissile(\"NemesisCyberHomingRocket\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tZADT E 2 Bright A_FaceTarget\n\tZADT F 2 Bright A_CustomMissile(\"NemesisCyberHomingRocket\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tZADT E 7 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"See\")\n\tLoop\n  FinderEnd:\n\tTNT1 A 0 A_Jump(130,\"NemesisTech\",\"NemesisBFG\",\"Stomp\",\"StompHoming\",\"MiniNemesisBFG\",\"RageBFGBalls\")\n\tTNT1 A 0 A_Jump(52,\"AlmostASkyrimShout\",\"LightningStorm\")\n\tTNT1 A 0 A_Jump(60,\"RocketCombo\")\n\t//TNT1 A 0 A_Jump(1,\"BlackHole\")\n\tGoto See\n  FinderRage:\n\tZADT E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  FinderLoopRage:\n\tTNT1 A 0 A_JumpIf(user_missile >= 10,\"FinderEndRage\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tZADT F 1 Bright A_CustomMissile(\"NemesisCyberHomingRocket\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tZADT E 1 Bright A_FaceTarget\n\tZADT F 1 Bright A_CustomMissile(\"NemesisCyberHomingRocket\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tZADT E 1 Bright A_FaceTarget\n\tZADT F 1 Bright A_CustomMissile(\"NemesisCyberHomingRocket\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tZADT E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"See\")\n\tLoop\n  FinderEndRage:\n\tTNT1 A 0 A_Jump(130,\"NemesisTechRage\",\"NemesisBFG\",\"Stomp\",\"StompHomingRage\",\"MiniNemesisBFGRage\",\"RageBFGBalls2\")\n\tTNT1 A 0 A_Jump(52,\"AlmostASkyrimShoutRage\",\"LightningStormRage\")\n\tTNT1 A 0 A_Jump(60,\"RocketComboRage\")\n\t//TNT1 A 0 A_Jump(5,\"BlackHole\")\n\tGoto See\n\n  RocketCombo:\n\tZADT E 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  RocketComboLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 10,\"NormalEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_Jump(128,\"RocketComboLoop2\")\n\tZADT F 2 Bright A_CustomMissile(\"NemesisRocket\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tZADT E 2 Bright A_FaceTarget\n\tZADT F 2 Bright A_CustomMissile(\"NemesisRocket\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tZADT E 2 Bright A_FaceTarget\n\tZADT F 2 Bright A_CustomMissile(\"NemesisRocket\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tZADT E 7 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"See\")\n\tLoop\n  RocketComboLoop2:\n\tZADT F 2 Bright A_CustomMissile(\"NemesisCyberHomingRocket\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tZADT E 2 Bright A_FaceTarget\n\tZADT F 2 Bright A_CustomMissile(\"NemesisCyberHomingRocket\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tZADT E 2 Bright A_FaceTarget\n\tZADT F 2 Bright A_CustomMissile(\"NemesisCyberHomingRocket\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tZADT E 7 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"See\")\n\tGoto RocketComboLoop\n  RocketComboRage:\n\tZADT E 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  RocketComboLoopRage:\n\tTNT1 A 0 A_JumpIf(user_missile >= 13,\"NormalEndRage\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_Jump(128,\"RocketComboLoop2\")\n\tZADT F 1 Bright A_CustomMissile(\"NemesisRocket\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tZADT E 1 Bright A_FaceTarget\n\tZADT F 1 Bright A_CustomMissile(\"NemesisRocket\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tZADT E 1 Bright A_FaceTarget\n\tZADT F 1 Bright A_CustomMissile(\"NemesisRocket\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tZADT E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"See\")\n\tLoop\n  RocketComboLoop2Rage:\n\tZADT F 1 Bright A_CustomMissile(\"NemesisCyberHomingRocket\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tZADT E 1 Bright A_FaceTarget\n\tZADT F 1 Bright A_CustomMissile(\"NemesisCyberHomingRocket\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tZADT E 1 Bright A_FaceTarget\n\tZADT F 1 Bright A_CustomMissile(\"NemesisCyberHomingRocket\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"NemesisZombieCannonProj\",58,-26,random(-6,6))\n\tZADT F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tZADT E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"See\")\n\tGoto RocketComboLoopRage\n\n  NemesisTech:\n\tZADT E 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  NemesisTechLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 50,\"NemesisTechEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tZADT F 2 Bright A_CustomMissile(\"MiniNemesisBFGBall\",58,-26,frandom(-2,2),0)\n    TNT1 A 0 A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n    ZADT E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"NemesisTechEnd\")\n\tLoop\n  NemesisTechEnd:\n    ZADT E 30 Bright A_PlaySoundEx(\"Legcyber/amhalt\",\"DECHST\")\n\tTNT1 A 0 A_Jump(130,\"NemesisBFG\",\"Stomp\",\"Finder\",\"Railgun\",\"Nemesis10K\",\"StompHoming\",\"MiniNemesisBFG\",\"SSGSniper\",\"RageBFGBalls\")\n\tTNT1 A 0 A_Jump(52,\"AlmostASkyrimShout\",\"LightningStorm\")\n\t//TNT1 A 0 A_Jump(1,\"BlackHole\")\n\tGoto See\n  NemesisTechRage:\n\tZADT E 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  NemesisTechLoopRage:\n\tTNT1 A 0 A_JumpIf(user_missile >= 50,\"NemesisTechEndRage\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_CustomMissile(\"MiniNemesisBFGBall\",58,-26,frandom(-4,4),0)\n\tZADT F 2 Bright A_CustomMissile(\"MiniNemesisBFGBall\",58,-26,frandom(-4,4),0)\n    TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n    ZADT E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"NemesisTechEndRage\")\n\tLoop\n  NemesisTechEndRage:\n    ZADT E 30 Bright A_PlaySoundEx(\"Legcyber/amhalt\",\"DECHST\")\n\tTNT1 A 0 A_Jump(130,\"NemesisBFG\",\"Stomp\",\"FinderRage\",\"RailgunRage\",\"Nemesis10KRage\",\"StompHomingRage\",\"MiniNemesisBFGRage\",\"SSGSniper\",\"RageBFGBalls2\")\n\tTNT1 A 0 A_Jump(52,\"AlmostASkyrimShoutRage\",\"LightningStormRage\")\n\t//TNT1 A 0 A_Jump(5,\"BlackHole\")\n\tGoto See\n\n  Railgun:\n    TNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n    ZADT EEEEE 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  RailgunLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 6,\"RailgunLoop2\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n    ZADT F 4 Bright A_CustomMissile(\"NemesisCyberRailLaser\",58,-26,random(-4,4))\n\tZADT EE 4 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"RailgunEnd\")\n\tTNT1 A 0 A_Jump(32,\"RailgunTeleport\")\n\tLoop\n  RailgunLoop2:\n\tTNT1 A 0 A_JumpIf(user_missile >= 10,\"RailgunEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n    ZADT F 4 Bright A_CustomMissile(\"NemesisCyberRailLaser\",58,-26,random(-4,4))\n\tZADT E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"RailgunEnd\")\n\tTNT1 A 0 A_Jump(32,\"RailgunTeleport\")\n\tLoop\n  RailgunTeleport:\n\tTNT1 A 0 A_UnSetShootable\n\tZADT EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tZADT EEEEEEEEEEE 1 A_FadeOut(0.1,0)\n\tZADT EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n    ZADT E 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tZADT EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tZADT EEEEEEEEEEE 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_MonsterRefire(128,\"See\")\n\tGoto RailgunLoop\n  RailgunEnd:\n\tTNT1 A 0 A_UnSetShootable\n\tZADT EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tZADT EEEEEEEEEEE 1 A_FadeOut(0.1,0)\n\tZADT EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n    ZADT E 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tZADT EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tZADT EEEEEEEEEEE 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_SetShootable\n\tZADT E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,4)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n\tZADT F 2 Bright A_CustomMissile(\"NemesisCyberRailLaser\",58, -26, 0)\n\tZADT E 10 Bright A_FaceTarget\n\tZADT E 15 Bright\n\tTNT1 A 0 A_Jump(130,\"Finder\",\"NemesisTech\",\"Nemesis10K\",\"MiniNemesisBFG\",\"SSGSniper\",\"RageBFGBalls\")\n\tTNT1 A 0 A_Jump(52,\"AlmostASkyrimShout\",\"LightningStorm\")\n\t//TNT1 A 0 A_Jump(1,\"BlackHole\")\n\tGoto See\n  RailgunRage:\n    TNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n    ZADT EEEEE 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  RailgunLoopRage:\n\tTNT1 A 0 A_JumpIf(user_missile >= 10,\"RailgunLoop2Rage\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n    ZADT F 3 Bright A_CustomMissile(\"NemesisCyberRailLaser\",58,-26,random(-4,4))\n\tZADT EE 3 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"RailgunEnd\")\n\tTNT1 A 0 A_Jump(32,\"RailgunTeleportRage\")\n\tLoop\n  RailgunLoop2Rage:\n\tTNT1 A 0 A_JumpIf(user_missile >= 20,\"RailgunLoop3Rage\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n    ZADT F 3 Bright A_CustomMissile(\"NemesisCyberRailLaser\",58,-26,random(-4,4))\n\tZADT E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"RailgunEnd\")\n\tTNT1 A 0 A_Jump(32,\"RailgunTeleportRage\")\n\tLoop\n  RailgunLoop3Rage:\n\tTNT1 A 0 A_JumpIf(user_missile >= 30,\"RailgunEndRage\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n    ZADT F 2 Bright A_CustomMissile(\"NemesisCyberRailLaser\",58,-26,random(-4,4))\n\tZADT E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"RailgunEnd\")\n\tTNT1 A 0 A_Jump(32,\"RailgunTeleportRage\")\n\tLoop\n  RailgunTeleportRage:\n\tTNT1 A 0 A_UnSetShootable\n\tZADT EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tZADT EEEEE 1 A_FadeOut(0.2,0)\n\tZADT EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n    ZADT E 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tZADT EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tZADT EEEEE 1 A_FadeIn(0.2)\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_MonsterRefire(128,\"See\")\n\tGoto RailgunLoopRage\n  RailgunEndRage:\n\tTNT1 A 0 A_UnSetShootable\n\tZADT EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tZADT EEEEE 1 A_FadeOut(0.2,0)\n\tZADT EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n    ZADT E 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tZADT EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tZADT EEEEE 1 A_FadeIn(0.2)\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_MonsterRefire(128,4)\n\tZADT E 5 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n\tZADT F 2 Bright A_CustomMissile(\"NemesisCyberRailLaser\",58, -26, 0)\n\tZADT E 10 Bright A_FaceTarget\n\tZADT E 15 Bright\n\tTNT1 A 0 A_Jump(130,\"FinderRage\",\"NemesisTechRage\",\"Nemesis10KRage\",\"MiniNemesisBFGRage\",\"SSGSniper\",\"RageBFGBalls2\")\n\tTNT1 A 0 A_Jump(52,\"AlmostASkyrimShoutRage\",\"LightningStormRage\")\n\t//TNT1 A 0 A_Jump(5,\"BlackHole\")\n\tGoto See\n\n  Nemesis10K:\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\tZADT E 18 Bright A_FaceTarget\n\tZADT E 6 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  Nemesis10KLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 15,\"Nemesis10KLoop2\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tZADT F 3 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,Random(-4, 4))\n\tZADT E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(160,\"Nemesis10KEnd\")\n\tLoop\n  Nemesis10KLoop2:\n\tTNT1 A 0 A_JumpIf(user_missile >= 25,\"Nemesis10KLoop3\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tZADT F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,Random(-4, 4))\n\tZADT E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(160,\"Nemesis10KEnd\")\n\tLoop\n  Nemesis10KLoop3:\n\tTNT1 A 0 A_JumpIf(user_missile >= 35,\"Nemesis10KEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tZADT F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,Random(-4, 4))\n\tZADT E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(160,\"Nemesis10KEnd\")\n\tLoop\n  Nemesis10KEnd:\n\tZADT E 20 Bright A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tTNT1 A 0 A_Jump(130,\"Finder\",\"StompHoming\",\"Stomp\",\"MiniNemesisBFG\",\"SSGSniper\",\"RageBFGBalls\")\n\tTNT1 A 0 A_Jump(52,\"AlmostASkyrimShout\",\"LightningStorm\")\n\t//TNT1 A 0 A_Jump(1,\"BlackHole\")\n\tGoto See\n  Nemesis10KRage:\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\tZADT E 18 Bright A_FaceTarget\n\tZADT E 6 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  Nemesis10KLoopRage:\n\tTNT1 A 0 A_JumpIf(user_missile >= 15,\"Nemesis10KLoop2Rage\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tZADT F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,Random(-4, 4))\n\tZADT E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(160,\"Nemesis10KEndRage\")\n\tLoop\n  Nemesis10KLoop2Rage:\n\tTNT1 A 0 A_JumpIf(user_missile >= 30,\"Nemesis10KLoop3Rage\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tZADT F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,Random(-4, 4))\n\tZADT E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(160,\"Nemesis10KEndRage\")\n\tLoop\n  Nemesis10KLoop3Rage:\n\tTNT1 A 0 A_JumpIf(user_missile >= 45,\"Nemesis10KEndRage\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tZADT F 1 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,Random(-4, 4))\n\tZADT E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(160,\"Nemesis10KEndRage\")\n\tLoop\n  Nemesis10KEndRage:\n\tZADT E 20 Bright A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tTNT1 A 0 A_Jump(130,\"FinderRage\",\"StompHomingRage\",\"Stomp\",\"MiniNemesisBFGRage\",\"SSGSniper\",\"RageBFGBalls2\")\n\tTNT1 A 0 A_Jump(52,\"AlmostASkyrimShoutRage\",\"LightningStormRage\")\n\t//TNT1 A 0 A_Jump(5,\"BlackHole\")\n\tGoto See\n\n  BFG95K:\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n\tTNT1 A 0 A_JumpIf(user_missile >= 5,\"BFG95KEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n    ZADT EEE 10 Bright A_FaceTarget\n\tZADT F 6 Bright A_CustomMissile(\"NemesisCyberBFG9500Ball\", 58, -26, 0)\n\tTNT1 A 0 A_MonsterRefire(128,\"BFG95KEnd\")\n\tGoto BFG95K+1\n  BFG95KEnd:\n\tTNT1 A 0 A_Jump(130,\"Finder\",\"NemesisTech\",\"NemesisBFG\",\"Railgun\",\"Nemesis10K\",\"MiniNemesisBFG\",\"SSGSniper\",\"RageBFGBalls\")\n\tTNT1 A 0 A_Jump(52,\"AlmostASkyrimShout\",\"LightningStorm\")\n\t//TNT1 A 0 A_Jump(1,\"BlackHole\")\n\tGoto See\n  BFG95KRage:\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n\tTNT1 A 0 A_JumpIf(user_missile >= 6,\"BFG95KEndRage\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n    ZADT EEE 9 Bright A_FaceTarget\n\tZADT FF 4 Bright A_CustomMissile(\"NemesisCyberBFG9500Ball\", 58, -26, 0)\n\tTNT1 A 0 A_MonsterRefire(128,\"BFG95KEndRage\")\n\tGoto BFG95KRage+1\n  BFG95KEndRage:\n\tTNT1 A 0 A_Jump(130,\"FinderRage\",\"NemesisTechRage\",\"NemesisBFG\",\"RailgunRage\",\"Nemesis10KRage\",\"MiniNemesisBFGRage\",\"SSGSniper\",\"RageBFGBalls2\")\n\tTNT1 A 0 A_Jump(52,\"AlmostASkyrimShoutRage\",\"LightningStormRage\")\n\t//TNT1 A 0 A_Jump(5,\"BlackHole\")\n\tGoto See\n\n  Stomp:\n    ZADT G 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"VexedNemesisCyber/attack\",2)\n\tZADT GGGGGGGGGGGGGGGGGGGGGGGGGGGGG 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  StompLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 3,\"See\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tZADT CCC 5 Bright A_FaceTarget\n\tTNT1 A 0 Radius_Quake(40,80,0,40,0)\n\tZADT D 2 Bright A_PlaySound(\"monsters/darkcyberstomp\")\n    ZADT D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 0)\n    ZADT D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 10)\n    ZADT D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 20)\n    ZADT D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 30)\n    ZADT D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 40)\n    ZADT D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 50)\n    ZADT D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 60)\n    ZADT D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 70)\n    ZADT D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 80)\n    ZADT D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 90)\n    ZADT D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 100)\n    ZADT D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 110)\n    ZADT D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 120)\n    ZADT D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 130)\n    ZADT D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 140)\n    ZADT D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 150)\n    ZADT D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 160)\n    ZADT D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 180)\n    ZADT D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 190)\n    ZADT D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 200)\n    ZADT D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 210)\n    ZADT D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 220)\n    ZADT D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 230)\n    ZADT D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 240)\n    ZADT D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 250)\n    ZADT D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 260)\n    ZADT D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 270)\n    ZADT D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 280)\n    ZADT D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 290)\n    ZADT D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 300)\n    ZADT D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 310)\n    ZADT D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 320)\n    ZADT D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 330)\n    ZADT D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 340)\n    ZADT D 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 350)\n    ZADT D 1 Bright A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,0,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,25,0)\n    ZADT D 1 Bright A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,-25,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,70,0)\n    ZADT D 1 Bright A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,-70,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,45,0)\n    ZADT D 1 Bright A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,-45,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,315,0)\n    ZADT D 1 Bright A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,-315,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,270,0)\n    ZADT D 1 Bright A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,-270,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,225,0)\n    ZADT D 1 Bright A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,-225,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,180,0)\n    ZADT D 1 Bright A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,-180,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,135,0)\n    ZADT D 1 Bright A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,-135,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,115,0)\n    ZADT D 1 Bright A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,-115,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,155,0)\n    ZADT D 1 Bright A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,-155,0)\n    ZADT D 1 Bright A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,-200,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,200,0)\n    ZADT D 1 Bright A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,-245,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,245,0)\n    ZADT D 1 Bright A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,-295,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,295,0)\n    ZADT D 1 Bright A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,-335,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,355,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,90,0)\n    ZADT D 1 Bright A_CustomMissile(\"NemesisCyberNobleBall3\",0,0,-90,0)\n\tZADT D 20 Bright\n\tTNT1 A 0 A_MonsterRefire(64,\"See\")\n    Loop\n\n  StompHoming:\n    ZADT G 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"VexedNemesisCyber/attack\",2)\n\tZADT GGGGGGGGGGGGGGGGGGGGGGGGGGGGG 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  StompHomingLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 10,\"See\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tZADT C 5 Bright A_FaceTarget\n\tTNT1 A 0 Radius_Quake(40,10,0,40,0)\n\tZADT D 2 Bright A_PlaySound(\"monsters/darkcyberstomp\")\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3Homing\",0,0,5,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3Homing\",0,0,-5,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3Homing\",0,0,15,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3Homing\",0,0,-15,0)\n\tZADT D 10 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"See\")\n    Loop\n  StompHomingRage:\n    ZADT G 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"VexedNemesisCyber/attack\",2)\n\tZADT GGGGGGGGGGGGGGGGGGGGGGGGGGGGG 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  StompHomingLoopRage:\n\tTNT1 A 0 A_JumpIf(user_missile >= 14,\"See\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tZADT C 5 Bright A_FaceTarget\n\tTNT1 A 0 Radius_Quake(40,10,0,40,0)\n\tZADT D 2 Bright A_PlaySound(\"monsters/darkcyberstomp\")\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3Homing\",0,0,5,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3Homing\",0,0,-5,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3Homing\",0,0,15,0)\n    TNT1 A 0 A_CustomMissile(\"NemesisCyberNobleBall3Homing\",0,0,-15,0)\n\tZADT D 7 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"See\")\n    Loop\n\n  RageBFGBalls:\n    ZADT G 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"VexedNemesisCyber/attack\",2)\n\tZADT GGGGGGGGGGGGGGGGGGGGGGGGGGGGG 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  RageBFGBallsLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 2,\"RageBFGBallsEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberBFGRageBall\",40,0,0,0,0,1,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberBFGRageBall\",40,0,0,0,0,1,180)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberBFGRageBall\",40,0,0,0,0,1,90)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberBFGRageBall\",40,0,0,0,0,1,270)\n    ZADT GGGGGGG 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n\tZADT C 5 Bright\n\tTNT1 A 0 Radius_Quake(40,10,0,40,0)\n\tZADT D 2 Bright A_PlaySound(\"monsters/darkcyberstomp\")\n\tZADT D 10 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberBFGRageBall\",40,0,0,0,0,1,45)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberBFGRageBall\",40,0,0,0,0,1,135)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberBFGRageBall\",40,0,0,0,0,1,225)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberBFGRageBall\",40,0,0,0,0,1,315)\n    ZADT GGGGGGG 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n\tZADT C 5 Bright\n\tTNT1 A 0 Radius_Quake(40,10,0,40,0)\n\tZADT D 2 Bright A_PlaySound(\"monsters/darkcyberstomp\")\n\tZADT D 10 Bright\n    Loop\n  RageBFGBallsEnd:\n\tZADT G 10 Bright A_FaceTarget\n\tTNT1 A 0 A_Jump(130,\"Finder\",\"NemesisTech\",\"NemesisBFG\",\"Railgun\",\"Nemesis10K\",\"Stomp\",\"StompHoming\",\"SSGSniper\")\n\tTNT1 A 0 A_Jump(52,\"AlmostASkyrimShout\",\"LightningStorm\")\n\t//TNT1 A 0 A_Jump(1,\"BlackHole\")\n\tGoto See\n  RageBFGBalls2:\n    ZADT G 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"VexedNemesisCyber/attack\",2)\n\tZADT GGGGGGGGGGGGGGGGGGGGGGGGGGGGG 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  RageBFGBallsLoop2:\n\tTNT1 A 0 A_JumpIf(user_missile >= 4,\"RageBFGBallsEnd2\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberBFGRageBall\",40,0,0,0,0,1,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberBFGRageBall\",40,0,0,0,0,1,45)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberBFGRageBall\",40,0,0,0,0,1,90)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberBFGRageBall\",40,0,0,0,0,1,135)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberBFGRageBall\",40,0,0,0,0,1,180)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberBFGRageBall\",40,0,0,0,0,1,225)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberBFGRageBall\",40,0,0,0,0,1,270)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberBFGRageBall\",40,0,0,0,0,1,315)\n    ZADT GGGGGGG 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n\tZADT C 5 Bright\n\tTNT1 A 0 Radius_Quake(40,10,0,40,0)\n\tZADT D 2 Bright A_PlaySound(\"monsters/darkcyberstomp\")\n\tZADT D 8 Bright\n    Loop\n  RageBFGBallsEnd2:\n\tZADT G 10 Bright A_FaceTarget\n\tTNT1 A 0 A_Jump(130,\"FinderRage\",\"NemesisTechRage\",\"NemesisBFG\",\"RailgunRage\",\"Nemesis10KRage\",\"Stomp\",\"StompHomingRage\",\"SSGSniper\")\n\tTNT1 A 0 A_Jump(52,\"AlmostASkyrimShoutRage\",\"LightningStormRage\")\n\t//TNT1 A 0 A_Jump(1,\"BlackHole\")\n\tGoto See\n\n  MiniNemesisBFG:\n    ZADT G 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"lrball3/charge\",CHAN_WEAPON)\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n    ZADT G 3 Bright A_PlaySound(\"VexedNemesisCyber/attack\",2)\n  MiniNemesisBFGCharging:\n\tTNT1 A 0 A_JumpIf(user_missile >= 20,\"MiniNemesisBFGFire\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_FaceTarget\n\tZADT G 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n\tTNT1 A 0 //A_MonsterRefire(128,\"MiniNemesisBFGChargingWalk\")\n\tLoop\n  MiniNemesisBFGFire:\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n\tTNT1 A 0 A_JumpIf(user_missile >= 5,\"MiniNemesisBFGEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tZADT EEEEE 5 Bright A_FaceTarget\n\tTNT1 A 0 A_PlayWeaponSound(\"star/fire\")\n    ZADT F 5 Bright A_CustomMissile(\"NemesisGuruBall\", 58, -26)\n\tGoto MiniNemesisBFGFire+2\n  MiniNemesisBFGEnd:\n\tZADT E 20 Bright A_FaceTarget\n\tTNT1 A 0 A_Jump(130,\"Finder\",\"NemesisTech\",\"NemesisBFG\",\"Railgun\",\"Nemesis10K\",\"Stomp\",\"StompHoming\")\n\tTNT1 A 0 A_Jump(52,\"AlmostASkyrimShout\",\"LightningStorm\")\n\t//TNT1 A 0 A_Jump(1,\"BlackHole\")\n\tGoto See\n  MiniNemesisBFGRage:\n    ZADT G 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"lrball3/charge\",CHAN_WEAPON)\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n    ZADT G 3 Bright A_PlaySound(\"VexedNemesisCyber/attack\",2)\n  MiniNemesisBFGChargingRage:\n\tTNT1 A 0 A_JumpIf(user_missile >= 20,\"MiniNemesisBFGFireRage\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 Bright A_FaceTarget\n\tZADT G 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n\tLoop\n  MiniNemesisBFGFireRage:\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n\tTNT1 A 0 A_JumpIf(user_missile >= 8,\"MiniNemesisBFGEndRage\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tZADT EEE 5 Bright A_FaceTarget\n\tTNT1 A 0 A_PlayWeaponSound(\"star/fire\")\n    ZADT F 5 Bright A_CustomMissile(\"NemesisGuruBall\", 58, -26)\n\tGoto MiniNemesisBFGFireRage+2\n  MiniNemesisBFGEndRage:\n\tZADT E 20 Bright A_FaceTarget\n\tTNT1 A 0 A_Jump(130,\"FinderRage\",\"NemesisTechRage\",\"NemesisBFG\",\"RailgunRage\",\"Nemesis10KRage\",\"Stomp\",\"StompHomingRage\")\n\tTNT1 A 0 A_Jump(52,\"AlmostASkyrimShoutRage\",\"LightningStormRage\")\n\t//TNT1 A 0 A_Jump(1,\"BlackHole\")\n\tGoto See\n\n  BlackHole:\n    ZADT G 30 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"BH/Charge\",6)\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n    ZADT G 3 Bright A_PlaySound(\"VexedNemesisCyber/Attack2\",7)\n  BlackHoleCharging:\n\tTNT1 A 0 A_JumpIf(user_missile >= 40,\"BlackHoleFire\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 Bright A_FaceTarget\n\tZADT E 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tLoop\n  BlackHoleFire:\n\tTNT1 A 0 A_UnsetInvulnerable\n\tZADT EEEEE 5 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"BH/Fire\")\n    ZADT F 5 Bright A_CustomMissile(\"BlackHoleProjectile\", 58, -26)\n\tZADT E 60 Bright A_FaceTarget\n\tGoto See\n\n  NemesisBFG:\n    ZADT E 30 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tZADT E 3 Bright A_PlaySound(\"VexedNemesisCyber/Attack2\",7)\n\tZADT E 3 Bright A_PlaySound(\"NemesisBFG/charge\",1)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  NemesisBFGCharging:\n\tTNT1 A 0 A_JumpIf(user_missile >= 38,\"NemesisBFGFire\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 Bright A_FaceTarget\n\tZADT E 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tLoop\n  NemesisBFGFire:\n\tZADT EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tTNT1 A 0 A_UnSetShootable\n    ZADT EEEEEEEEEEE 1 A_FadeOut(0.1,0)\n\tZADT EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n    ZADT E 20\n    ZADT E 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tZADT EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tZADT EEEEEEEEEEE 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_SetShootable\n    TNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"NemesisBFG/Fire\",1)\n\tZADT F 5 A_CustomMissile(\"NemesisGuruBall\", 58, -26, 0, 0)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n    ZADT E 60 Bright A_FaceTarget\n\tGoto See\n\n  LightningStorm:\n    ZADT G 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"VexedNemesisCyber/attack\",2)\n\tZADT GGGGGGGGGGGGGGG 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tZADT GGGGGGGGGGGGGGG 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  LightningStormLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 20,\"See\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n\tZADT C 5 Bright A_FaceTarget\n\tTNT1 A 0 Radius_Quake(40,10,0,40,0)\n\tZADT D 2 Bright A_PlaySound(\"monsters/darkcyberstomp\")\n\tTNT1 A 0 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisLightning2\",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)\n\tZADT D 8 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n\tZADT D 8 Bright A_FaceTarget\n    Loop\n  LightningStormRage:\n    ZADT G 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"VexedNemesisCyber/attack\",2)\n\tZADT GGGGGGGGG 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tZADT GGGGGGGGG 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  LightningStormLoopRage:\n\tTNT1 A 0 A_JumpIf(user_missile >= 25,\"See\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n\tZADT C 5 Bright A_FaceTarget\n\tTNT1 A 0 Radius_Quake(40,10,0,40,0)\n\tZADT D 2 Bright A_PlaySound(\"monsters/darkcyberstomp\")\n\tTNT1 A 0 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisLightning2\",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)\n\tZADT D 6 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n\tZADT D 6 Bright A_FaceTarget\n    Loop\n\n  AlmostASkyrimShout:\n\tZADT G 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"VexedNemesisCyber/attack\",2)\n\tZADT GGGGGGGGGGGGGGGGGGGGGGGGGGGGG 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  SkyrimShoutLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 8,\"SkyrimShoutEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tZADT G 5 Bright A_FaceTarget\n\tZADT Q 5 Bright A_FaceTarget\n\tZADT R 10 Bright A_CustomMissile(\"NemesisCyberBigBall\", 80, 0, 0)\n\tLoop\n  SkyrimShoutEnd:\n\tTNT1 A 0 A_UnSetInvulnerable\n\tZADT Q 5 Bright\n\tZADT G 10 Bright\n\tGoto See\n  AlmostASkyrimShoutRage:\n\tZADT G 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"VexedNemesisCyber/attack\",2)\n\tZADT GGGGGGGGGGGGGGGGGGGGG 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  SkyrimShoutLoopRage:\n\tTNT1 A 0 A_JumpIf(user_missile >= 12,\"SkyrimShoutEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tZADT G 4 Bright A_FaceTarget\n\tZADT Q 4 Bright A_FaceTarget\n\tZADT R 8 Bright A_CustomMissile(\"NemesisCyberBigBall\", 80, 0, 0)\n\tLoop\n\n  AbsolutelyMad:\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tZADT E 3 Bright A_PlaySound(\"VexedNemesisCyber/Mad\",7)\n\tZADT E 3 Bright A_PlaySoundEx(\"Legcyber/BFG\",\"GURUCHRG\")\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  AbsolutelyMadCharging:\n\tTNT1 A 0 A_JumpIf(user_missile >= 38,\"AbsolutelyMadFire\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 Bright A_FaceTarget\n\tZADT E 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tLoop\n  AbsolutelyMadFire:\n\tZADT EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tTNT1 A 0 A_UnSetShootable\n    ZADT EEEEEEEEEEE 1 A_FadeOut(0.1,0)\n\tZADT EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n    ZADT E 20\n    ZADT E 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tZADT EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tZADT EEEEEEEEEEE 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  AbsolutelyMadFireLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 5,\"AbsolutelyMadFire2\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlayWeaponSound(\"star/fire\")\n\tZADT F 12 Bright A_CustomMissile(\"NemesisGuruBall\",58,-26,Random(-4, 4))\n\tZADT E 12 Bright A_FaceTarget\n\tLoop\n  AbsolutelyMadFire2:\n\tZADT EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tTNT1 A 0 A_UnSetShootable\n    ZADT EEEEEEEEEEE 1 A_FadeOut(0.1,0)\n\tZADT EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n    ZADT E 20\n    ZADT E 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tZADT EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tZADT EEEEEEEEEEE 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  AbsolutelyMadFireLoop2:\n\tTNT1 A 0 A_JumpIf(user_missile >= 10,\"AbsolutelyMadFire3\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlayWeaponSound(\"star/fire\")\n\tZADT F 6 Bright A_CustomMissile(\"NemesisGuruBall\",58,-26,Random(-4, 4))\n\tZADT E 6 Bright A_FaceTarget\n\tLoop\n  AbsolutelyMadFire3:\n\tZADT EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tTNT1 A 0 A_UnSetShootable\n    ZADT EEEEEEEEEEE 1 A_FadeOut(0.1,0)\n\tZADT EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n    ZADT E 20\n    ZADT E 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tZADT EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tZADT EEEEEEEEEEE 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  AbsolutelyMadFireLoop3:\n\tTNT1 A 0 A_JumpIf(user_missile >= 10,\"NemesisBFGFire\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlayWeaponSound(\"star/fire\")\n\tZADT F 3 Bright A_CustomMissile(\"NemesisGuruBall\",58,-26,Random(-4, 4))\n\tZADT E 3 Bright A_FaceTarget\n\tLoop\n\n  Pain:\n\tTNT1 A 0 A_Jump(30,\"Shield\")\n\tTNT1 A 0 A_Jump(130,\"PainMissile\")\n\tTNT1 A 0 A_Jump(25,\"Teleport\")\n\tZADT G 10 Bright A_Pain\n\tGoto See\n\n  Shield:\n    //TNT1 A 0 A_JumpIf(user_protection >= 15,\"Pain\")\n\tTNT1 A 0 A_JumpIf(user_protected == 1,\"Teleport\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"NemesisCyberShield\",0,0,0,0)\n\tZADT G 10 Bright A_Playsound(\"brain/spit\",7,1.0,0,0.5)\n\tGoto See\n  Pain.DBFG2:\n  Pain.DBFG10K2:\n  Pain.DBFGSplash2:\n  Pain.PlayerDBFG2:\n  Pain.PlayerDBFG10K2:\n  Pain.PlayerDBFGSplash2:\n\tGoto AbsolutelyMad\n  Pain.Explosion:\n\tTNT1 A 0 A_Jump(230,\"Teleport\")\n\tGoto AbsolutelyMad\n  PainMissile:\n\tZADT G 10 Bright A_Pain\n\tGoto Missile\n  Death:\n    TNT1 A 0\n\tTNT1 A 0 A_SetTranslucent(1)\n\tTNT1 A 0 A_Changeflag(NOCLIP,0)\n\t//TNT1 A 0 A_Changeflag(NODROPOFF,0)\n\tTNT1 A 0 A_StopSound(6)\n\tTNT1 A 0 A_RemoveChildren(1)\n\tZADT H 10 Bright\n\tZADT H 10 Bright A_Scream\n\tTNT1 A 0 A_PlaySound(\"NemesisPortal/Open\",7,1,0,0.5)\n\tTNT1 A 0 A_SpawnItemEx(\"ZamasuimpDeathEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tZADT HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 2 Bright A_CustomMissile(\"NemesisTormentorDeathEffect\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItem(\"NemesisDeathBall\")\n\tTNT1 A 0 A_SpawnItemEx(\"ZamasuimpDeathEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tZADT HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 2 Bright A_CustomMissile(\"NemesisTormentorDeathEffect\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItem(\"NemesisDeathBall\")\n\tTNT1 A 0 A_SpawnItemEx(\"ZamasuimpDeathEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tZADT HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 2 Bright A_CustomMissile(\"NemesisTormentorDeathEffect\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItem(\"NemesisDeathBall\")\n\tZADT IIIIIIIIIIIIIIIIIIIIIIIIIIII 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"NemesisDeathBall\")\n\tZADT JJJJJJJJJJJJJJJJJJJJJ 2 Bright\n\tZADT KL 10 Bright\n\tTNT1 A 0 A_BossDeath\n\tTNT1 A 0 A_KillMaster\n\tZAMI M 0 A_SpawnItem(\"ZamasuNuke\",0,0,0,0)\n\tZADT M 10 Bright A_NoBlocking\n\tTNT1 A 0 A_StopSound(7)\n\tZADT NO 10\n\tZADT P 300\n\tAGBX B 2 A_PlaySound(\"Mainyu/Electric\",6)\n\tTNT1 A 0 A_SpawnItemEx(\"ZamasuGateSpawner\",0,0,0,0,0,1)\n\tZADT P -1\n    Stop\n\t}\n}\n\nActor VexedNemesisTermGhostA\n{\n  +CLIENTSIDEONLY\n  +NOINTERACTION\n  +NOTIMEFREEZE\n  Scale 1.1\n  Renderstyle Translucent\n  Alpha 0.7\n  States\n  {\n  Spawn:\n\tTNT1 A 0 NoDelay A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Null\")\n\tZADT A 2 A_FadeOut(0.1,1)\n\tLoop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Spawners/EnemySpawner.txt",
        "contents": "ACTOR NewCacoSpawner : Randomspawner\n{\nDropitem \"NewLegendaryCacodemon\", 256, 1\n}\n\nACTOR NewSpiderSpawner : RandomSpawner\n{\nDropitem \"LegendarySamael\", 256, 1\n}\n\nACTOR PMDKnightSpawner : RandomSpawner\n{\nDropItem \"PainKnight\", 256, 1\n}\n\nACTOR NewChaingunnerSpawner : RandomSpawner\n{\nDropitem \"LegendaryMinigunner\", 256, 1\n}\n\nACTOR NewChaingunnerSpawner : RandomSpawner\n{\nDropitem \"TrueDoomSlayer\", 256, 1\n}\n\nACTOR NewCyberSpawner : RandomSpawner\n{\nDropitem \"EnragedLegendaryCyberdemon3\", 256, 1\n}\nACTOR NewCyberSpawner : RandomSpawner\n{\nDropitem \"ZamasuDementedTerminator\", 256, 1\n}\nACTOR NewCyberSpawner : RandomSpawner\n{\nDropitem \"CorruptedLegendaryCyberdemon\", 256, 1\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/weapons/ExplosiveSSG.txt",
        "contents": "ACTOR ExplosiveSSG : Weapon\n{\n  Inventory.PickupMessage \"You got the Explosive Super Shotgun!\"\n  Inventory.PickupSound \"weapons/pickupssg\"\n  Weapon.PreferredSkin \"DoubleBarrelSG-Marine\"\n  Weapon.KickBack 100\n  Weapon.AmmoUse 0\n  Weapon.AmmoGive 0\n  Weapon.AmmoGive2 8\n  Weapon.AmmoType \"ExpSSGShell\"\n  Weapon.AmmoType2 \"NewShell\"\n  Scale 0.9\n  +Weapon.Ammo_Optional\n  +Weapon.NoAlert\n  Tag \"Explosive Super Shotgun\"\n  States\n  {\n  Spawn:\n\t3GN2 A -1\n\tStop\n  Deselect:\n    TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t3HD2 EDCBA 1\n  DeselectLoop:\n\tTNT1 A 0 A_Lower\n\tTNT1 A 1 A_Lower\n\tLoop\n  Select:\n\tTNT1 A 0 A_Raise\n    Wait\n  Ready:\n    TNT1 A 0 A_PlayWeaponSound(\"weapons/pickupssg\")\n\t3HD2 ABCDEFGHIJK 1\n  ReadyLoop:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t3HT2 A 1 A_WeaponReady\n\tLoop\n  Empty:\n    3HT2 A 10 A_PlaySound(\"weapons/click\")\n\tGoto ReadyLoop\n  Fire:\n\tTNT1 A 0 A_JumpIfInventory(\"ExpSSGShell\",2,\"FireBoth\")\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",1,\"Reload\")\n\tGoto Empty\n  FireBoth:\n    TNT1 A 0 A_AlertMonsters\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 Radius_Quake(6,3,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"ExpSSGShell\",2)\n\tTNT1 A 0 A_PlaySound(\"ExpSSG/Fire\",7)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(-8,8),0,0,0,0,frandom(-4,4))\n\t3HT2 C 1 Bright A_FireBullets(8,6,20,Random(5,7),\"ModdedBulletPuff\")\n\t3HT2 CDDEE 1 Bright\n\t3HT2 B 1 Offset(0,52)\n\t3HT2 B 1 Offset(0,55)\n\t3HT2 B 1 Offset(0,54)\n\t3HT2 A 1 Offset(0,49)\n\t3HT2 A 1 Offset(0,44)\n\t3HT2 A 1 Offset(0,38)\n  SSGReloadCheck:\n  \tTNT1 A 0 A_JumpIfInventory(\"NewShell\",2,2)\n\t3HT2 A 2\n\tGoto ReadyLoop\n\tTNT1 A 0\n\tGoto ReloadBoth+1\n  AltFire:\n    TNT1 A 0 A_JumpIfInventory(\"ExpSSGShell\",2,\"FireRight\")\n\tTNT1 A 0 A_JumpIfInventory(\"ExpSSGShell\",1,1)\n\tGoto Reload\n    TNT1 A 0 A_AlertMonsters\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n    TNT1 A 0 Radius_Quake(3,3,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"ExpSSGShell\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"ExpSSG/Fire2\")\n\tTNT1 AAAAAAAAA 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(-4,4),0,0,0,0,frandom(-3,3))\n\t3HL2 C 1 BRIGHT A_FireBullets(4.0,3.0,10,Random(5,7),\"ModdedBulletPuff\")\n\t3HL2 CDD 1 BRIGHT\n\t3HT2 B 1 Offset(1,40)\n\t3HT2 B 1 Offset(1,45)\n\t3HT2 B 1 Offset(2,48)\n\t3HT2 A 1 Offset(2,46)\n\t3HT2 A 1 Offset(1,44)\n\t3HT2 A 1 Offset(1,41)\n\tGoto ReadyLoop\n  FireRight:\n    TNT1 A 0 A_AlertMonsters\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n    TNT1 A 0 Radius_Quake(3,3,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"ExpSSGShell\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"ExpSSG/Fire2\")\n\tTNT1 AAAAAAAAA 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(-4,4),0,0,0,0,frandom(-3,3))\n\t3HR2 C 1 BRIGHT A_FireBullets(4.0,3.0,10,Random(5,7),\"ModdedBulletPuff\")\n\t3HR2 CDD 1 BRIGHT\n\t3HT2 A 1 Offset(-1,40)\n\t3HT2 A 1 Offset(-1,45)\n\t3HT2 A 1 Offset(-2,48)\n\t3HT2 A 1 Offset(-2,46)\n\t3HT2 A 1 Offset(-1,44)\n\t3HT2 A 1 Offset(-1,41)\n\tGoto ReadyLoop\n  Reload:\n\tTNT1 A 0 A_JumpIfInventory(\"ExpSSGShell\",1,\"ReloadRight\")\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",2,\"ReloadBoth\")\n\tGoto Empty\n  ReloadBoth:\n    TNT1 A 0 A_JumpIfInventory(\"NewShell\",2,1)\n\tGoto ReadyLoop\n\t3HT2 BFFGGHH 1\n\t3HT2 I 1 A_PlayWeaponSound(\"weapons/qsgopen\")\n\t3HT2 II 1\n\t3HT2 XX 1\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",2,TIF_NOTAKEINFINITE)\n\tTNT1 A 0 A_GiveInventory(\"ExpSSGShell\",2)\n\t3HT2 JJ 1\n\t3HT2 KK 1\n\tTNT1 AA 0 A_SpawnItemEx(\"SSGShellCasing\",25,2,25,Random(-2,-4),Random(3,6),Random(3,6),0)\n\t3HT2 LLLL 1\n\t3HT2 MMNN 1\n\t3HT2 O 1 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\t3HT2 OPP 1\n\t3HT2 QQ 1\n\t3HT2 RRSSTT 1\n\t3HT2 U 1 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\t3HT2 UVVWWXX 1\n\t3HT2 Y 1 A_PlayWeaponSound(\"weapons/qsgclose\")\n\t3HT2 YHHGGFFBB 1\n\tGoto ReadyLoop\n  ReloadRight:\n\t3HT2 BFFGGHH 1\n\t3HT2 I 1 A_PlayWeaponSound(\"weapons/qsgopen\")\n\t3HT2 II 1\n\t3HT2 XX 1\n\t3HT7 J 1\n\t3HT7 KK 1\n\tTNT1 A 0 A_SpawnItemEx(\"SSGShellCasing\",25,2,25,Random(-2,-4),Random(3,6),Random(3,6),0)\n\t3HT7 LLLL 1\n\t3HT7 MMNN 1\n\t3HT7 O 1 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\t3HT7 OPP 1\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",1,TIF_NOTAKEINFINITE)\n\tTNT1 A 0 A_GiveInventory(\"ExpSSGShell\",1)\n\t3HT2 WWXX 1\n\t3HT2 Y 1 A_PlayWeaponSound(\"weapons/qsgclose\")\n\t3HT2 YHHGGFFBB 1\n\tGoto ReadyLoop\n  GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto ReadyLoop\n  GrenadeToss:\n  \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t3HD2 EDCBA 1\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n    TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\t3HD2 ABCDEFGHIJK 1\n\tGoto ReadyLoop\n  MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto ReadyLoop\n  MineToss:\n  \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t3HD2 EDCBA 1\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n    TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\t3HD2 ABCDEFGHIJK 1\n\tGoto ReadyLoop\n\t}\n}\n\nACTOR ExpSSGShell : Ammo\n{\nInventory.Amount 0\nInventory.MaxAmount 2\nAmmo.BackpackAmount 0\nAmmo.BackpackMaxAmount 2\nInventory.Icon \"3GN2A0\"\n+IGNORESKILL\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/weapons/nemesis/NemesisSSG.txt",
        "contents": "ACTOR \"Nemesis Sawed-Off Shotgun \" : \"Nemesis Sawed-Off Shotgun\" Replaces \"Nemesis Sawed-Off Shotgun\"\n{\n  Tag \"Nemesis Sawed-Off Shotgun\"\n  States\n\t{\n\tSpawn:\n\t\tNSSW A -1 Bright\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"Coachgun/Pickup\")\n\t\tNSSZ ACDFGIKMP 1\n\tReadyLoop:\n\t\tNSSD A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tDeselect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tDeselectLoop:\n\t\tNSSD A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisPellets\",2,\"FireBoth\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisShell\",1,\"Reload\")\n\t\tGoto Empty\n\tFireBoth:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisRuneToken\",1,\"FireBothExtreme\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 A_PlaySound(\"NemesisSSG/Fire1\")\n\t\tTNT1 A 0 Radius_Quake(6,5,0,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"NemesisPellets\",2)\n\t\t//TNT1 AAAAAAAA 0 Bright A_FireCustomMissile(\"NemesisTracer\",Random(8,-8),0,0,Random(8,-8))\n\t\t//TNT1 A 0 Bright A_FireBullets(6.2,3.1,26,0,\"NemesisASGPuffExplodePlayer\",0)\n\t\t//NSSF A 1 Bright A_FireBullets(6.2,3.1,26,random(32,40),\"NemesisASGBulletPuffPlayer\")\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"NemesisASGBallPlayer\",frandom(-10,10),0,0,-4,0,frandom(-6,6))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"NemesisASGBallPlayer\",frandom(-10,10),0,0,-4,0,frandom(-6,6))\n\t\tNSSF A 1 Bright A_FireCustomMissile(\"NemesisASGBallPlayer\",frandom(-10,10),1,0,-4,0,frandom(-6,6))\n\t\tNSSF B 1\n\t\tNSSF CD 1 Bright A_Light2\n\t\tNSSF E 1 Radius_Quake(6,5,0,1,0)\n\t\tNSSF F 1\n\t\tNSSF GH 1 A_Light0\n\t\tNSSD AAAAAA 1\n\tSSGReloadCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisShell\",2,2)\n\t\tNSSC D 2\n\t\tGoto ReadyLoop\n\t\tTNT1 A 0\n\t\tGoto ReloadBoth+4\n\tFireBothExtreme:\n\t    TNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 A_PlaySound(\"nemessg/ult1\")\n\t\tTNT1 A 0 Radius_Quake(6,5,0,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"NemesisPellets\",2)\n\t\t//TNT1 AAAAAAAA 0 Bright A_FireCustomMissile(\"NemesisTracer\",Random(8,-8),0,0,Random(8,-8))\n\t\t//TNT1 A 0 Bright A_FireBullets(6.2,3.1,26,0,\"NemesisASGPuffExplodePlayer\",0)\n\t\t//NSSF A 1 Bright A_FireBullets(6.2,3.1,26,random(32,40),\"NemesisASGBulletPuffPlayer\")\n\t\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"NemesisASGBallPlayer\",Random(8,-8),0,0,Random(8,-8))\n\t\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"NemesisASGBallPlayer\",Random(8,-8),0,0,Random(8,-8))\n\t\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"NemesisASGBallPlayer\",Random(8,-8),0,0,Random(8,-8))\n\t\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"NemesisASGBallPlayer\",Random(8,-8),0,0,Random(8,-8))\n\t\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"PlayerDragonETracer\",Random(8,-8),0,0,Random(8,-8))\n\t\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"PlayerDragonETracer\",Random(8,-8),0,0,Random(8,-8))\n\t\tNSSF A 1 Bright A_FireCustomMissile(\"NemesisASGBallPlayer\",7,14,0,0,random(4.000,-4.000))\n\t\tNSSF B 1\n\t\tNSSF CD 1 Bright A_Light2\n\t\tNSSF E 1 Radius_Quake(6,5,0,1,0)\n\t\tNSSF F 1\n\t\tNSSF GH 1 A_Light0\n\t\tNSSD AA 1\n\t\tGoto SSGReloadCheck\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisPellets\",2,\"FireRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisPellets\",1,1)\n\t\tGoto Reload\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisRuneToken\",1,\"FireLeftExtreme\")\n\t\tTNT1 A 0 A_PlaySound(\"NemesisSSG/Fire2\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 Radius_Quake(4,4,0,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"NemesisPellets\",1)\n\t\t//TNT1 AAAA 0 A_FireCustomMissile(\"NemesisTracer\",Random(6,-6),0,0,Random(6,-6))\n\t\t//TNT1 A 0 Bright A_FireBullets(2.2,1.3,9,0,\"NemesisASGPuffExplodePlayer\",0)\n\t\t//N1SF A 1 Bright A_FireBullets(2.2,1.3,9,random(32,40),\"NemesisASGBulletPuffPlayer\")\n\t\tTNT1 AAAAAAAAAAA 0 A_FireCustomMissile(\"NemesisASGBallPlayer\",frandom(-4,4),0,0,-4,0,frandom(-2.5,2.5))\n\t\tN1SF A 1 Bright A_FireCustomMissile(\"NemesisASGBallPlayer\",frandom(-4,4),1,0,-4,0,frandom(-2.5,2.5))\n\t\tN1SF B 1 Bright A_Light2\n\t\tTNT1 A 0 A_Light0\n\t\tTNT1 A 0\n\t\tN1SF CDEF 1\n\t\tNSSD A 2\n\t\tGoto ReadyLoop\n\tFireLeftExtreme:\n\t    TNT1 A 0 A_PlaySound(\"nemessg/ult2\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 Radius_Quake(4,4,0,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"NemesisPellets\",1)\n\t\t//TNT1 AAAA 0 A_FireCustomMissile(\"NemesisTracer\",Random(6,-6),0,0,Random(6,-6))\n\t\t//TNT1 A 0 Bright A_FireBullets(2.2,1.3,9,0,\"NemesisASGPuffExplodePlayer\",0)\n\t\t//N1SF A 1 Bright A_FireBullets(2.2,1.3,9,random(32,40),\"NemesisASGBulletPuffPlayer\")\n\t\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"NemesisASGBallPlayer\",Random(8,-8),0,0,Random(8,-8))\n\t\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"PlayerDragonETracerBad\",Random(8,-8),0,0,Random(8,-8))\n\t\tNSSF A 1 Bright A_FireCustomMissile(\"NemesisASGBallPlayer\",7,14,0,0,random(4.000,-4.000))\n\t\tN1SF B 1 Bright A_Light2\n\t\tTNT1 A 0 A_Light0\n\t\tTNT1 A 0\n\t\tN1SF CDEF 1\n\t\tNSSD A 2\n\t\tGoto ReadyLoop\n\tFireRight:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisRuneToken\",1,\"FireRightExtreme\")\n\t\tTNT1 A 0 A_PlaySound(\"NemesisSSG/Fire2\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 Radius_Quake(4,4,0,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"NemesisPellets\",1)\n\t\t//TNT1 AAAA 0 A_FireCustomMissile(\"NemesisTracer\",Random(6,-6),0,0,Random(6,-6))\n\t\t//TNT1 A 0 Bright A_FireBullets(2.2,1.3,9,0,\"NemesisASGPuffExplodePlayer\",0)\n\t\t//N2SF A 1 Bright A_FireBullets(2.2,1.3,9,random(32,40),\"NemesisASGBulletPuffPlayer\")\n\t\tTNT1 AAAAAAAAAAA 0 A_FireCustomMissile(\"NemesisASGBallPlayer\",frandom(-4,4),0,0,-4,0,frandom(-2.5,2.5))\n\t\tN2SF A 1 Bright A_FireCustomMissile(\"NemesisASGBallPlayer\",frandom(-4,4),1,0,-4,0,frandom(-2.5,2.5))\n\t\tN2SF B 1 Bright A_Light2\n\t\tTNT1 A 0 A_Light0\n\t\tTNT1 A 0\n\t\tN2SF CDEF 1\n\t\tNSSD A 2\n\t\tGoto ReadyLoop\n\tFireRightExtreme:\n\t\tTNT1 A 0 A_PlaySound(\"nemessg/ult2\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 Radius_Quake(4,4,0,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"NemesisPellets\",1)\n\t\t//TNT1 AAAA 0 A_FireCustomMissile(\"NemesisTracer\",Random(6,-6),0,0,Random(6,-6))\n\t\t//TNT1 A 0 Bright A_FireBullets(2.2,1.3,9,0,\"NemesisASGPuffExplodePlayer\",0)\n\t\t//N2SF A 1 Bright A_FireBullets(2.2,1.3,9,random(32,40),\"NemesisASGBulletPuffPlayer\")\n\t\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"NemesisASGBallPlayer\",Random(8,-8),0,0,Random(8,-8))\n\t\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"PlayerDragonETracerBad\",Random(8,-8),0,0,Random(8,-8))\n\t\tNSSF A 1 Bright A_FireCustomMissile(\"NemesisASGBallPlayer\",7,14,0,0,random(4.000,-4.000))\n\t\tN2SF B 1 Bright A_Light2\n\t\tTNT1 A 0 A_Light0\n\t\tTNT1 A 0\n\t\tN2SF CDEF 1\n\t\tNSSD A 2\n\t\tGoto ReadyLoop\n\tEmpty:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisPellets\",1,\"Empty2\")\n\t\tNSSD A 10 A_PlaySound(\"weapons/click\")\n\t\tGoto ReadyLoop\n\tEmpty2:\n\t\tNSSD A 10 A_PlaySound(\"weapons/click\")\n\t\tGoto ReadyLoop\n\tReload:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisPellets\",1,\"ReloadRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisShell\",2,\"ReloadBoth\")\n\t\tGoto Empty\n\tReloadBoth:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisShell\",2,1)\n\t\tGoto ReadyLoop\n\t\tNSSR EDCBA 1\n\t\tNSSR ABCDEF 1\n\t\tNSSR G 1 A_PlayWeaponSound(\"NemesisSSG/Open\")\n\t\tNSSR HI 1\n\t\tNSSR J 1\n\t\tTNT1 AA 0 A_SpawnItemEx(\"NemesisShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\t\tNSS2 A 2\n\t\tNSS2 B 2\n\t\tNSS2 CD 2\n\t\tNSS2 EFG 1\n\t\tNSS2 H 1 A_PlayWeaponSound(\"NemesisSSG/Load\")\n\t\tNSS2 IJKLMN 1\n\t\tTNT1 A 0 A_TakeInventory(\"NemesisShell\",2,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_GiveInventory(\"NemesisPellets\",2)\n\t\tNSSR KKKK 2\n\t\tNSSC AC 1\n\t\tNSSC D 1 A_PlayWeaponSound(\"NemesisSSG/Close\")\n\t\tNSSC F 1\n\t\tNSSC GIJL 1\n\t\tNSSC MOPR 1\n\t\tGoto ReadyLoop\n\tReloadRight:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisShell\",1,1)\n\t\tGoto ReadyLoop\n\t\tNSSR EDCBA 1\n\t\tNSSR ABCDEFGHI 1\n\t\tN2SR B 2 A_PlayWeaponSound(\"NemesisSSG/Open\")\n\t\tN2SR CCCCC 1\n\t\tN2SR D 2\n\t\tN2SR EF 2\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\t\tN2SR GH 2\n\t\tN2SR I 1 A_PlayWeaponSound(\"NemesisSSG/Load\")\n\t\tTNT1 A 0 A_TakeInventory(\"NemesisShell\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_GiveInventory(\"NemesisPellets\",1)\n\t\tNSSC AC 1\n\t\tNSSC D 1 A_PlayWeaponSound(\"NemesisSSG/Close\")\n\t\tNSSC F 1\n\t\tNSSC GIJL 1\n\t\tNSSC MOPR 1\n\t\tGoto ReadyLoop\n\tGrenadeCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tGoto ReadyLoop\n\tGrenadeToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tLSGN ABCDE 1\n\t\tTNT1 A 4\n\t\tHGRN ABC 1\n\t\tHGRN D 2\n\t\tHGRN EFG 1\n\t\tHGRN HI 2\n\t\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0,false)\n\t\tHGRN J 1\n\t\tHGRN KLM 2\n\t\tHGRN NO 1\n\t\tTNT1 A 6\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\t\tTNT1 A 0// A_TakeInventory(\"Hand Grenade\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0\n\t\tLSGN EDCBA 1\n\t\tGoto ReadyLoop\n\tMineCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tGoto ReadyLoop\n\tMineToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tLSGN ABCDE 1\n\t\tTNT1 A 8\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tMINE ABCDEF 1\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0,false)\n\t\tMINE HI 1\n\t\tMINE JK 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\t\tTNT1 A 0// A_TakeInventory(\"Land Mine\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tLSGN EDCBA 1\n\t\tGoto ReadyLoop\n\t}\n}\nACTOR PlayerDragonETracer : PlayerExplosiveTracer\n{\n   Species \"Player\"\n   DamageType \"Legendary\"\n   Damage 45\n   +THRUSPECIES\n   +DONTHURTSPECIES\n   +NOTIMEFREEZE\n   Scale 0.9\n   States\n   {\n   Spawn:\n      TRA3 A 1 Bright\n      Loop\n   Death:\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DragonNFlare\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS|SXF_SETMASTER,64)\n\t\tStop\n   }\n}\n\nACTOR PlayerDragonETracerBad : PlayerExplosiveTracer\n{\n   DamageType \"Legendary\"\n   Damage 20\n   +NOTIMEFREEZE\n   Scale 0.7\n   States\n   {\n   Spawn:\n      TRA3 A 1 Bright\n      Loop\n   Death:\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DragonNFlareBad\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS|SXF_SETMASTER,64)\n\t\tStop\n   }\n}\n\nActor BaseFireFlareN\n{\nProjectile\nHeight 4\nRadius 2\nSpeed 1\nGravity 0.52\nBounceFactor 0.01\nWallBounceFactor 0.01\nRenderstyle Add\nAlpha 1.0\nMaxStepHeight 4\nDamage 1\n+DOOMBOUNCE\n+DONTFALL\n-Nogravity\n+Strifedamage\n-NOCLIP\n+Ripper\n+BloodlessImpact\n+NODAMAGETHRUST\n-EXTREMEDEATH\n+DontHurtSpecies\n+DontHarmspecies\n+NOTIMEFREEZE\nDamagetype \"Legendary\"\nDeathType \"Fire\"\nvar int user_firedamage;\nStates\n\t{\n\t/*Spawn:\n\t\tNULL A 0 Bright\n\t\tTNT1 A 0 Bright A_SetUserVar(\"user_firedamage\",0)\n\t\tTNT1 A 0 Bright A_Die\n\t\tGoto Death*/\n\tDeath:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_JumpIf(waterlevel > 1, \"Nop\")\n\t\tTNT1 A 0 Bright A_ChangeFlag(MOVEWITHSECTOR,1)\n\t\tNSFI AABBCC 1 Bright A_spawnItemEx(\"EnragedHellionSmokeSpawner\",random(-3,3),random(-3,3),random(0,7),0,0,random(2,7),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64)\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,1,0)\n\t\tNSFI DDEEFF 1 Bright\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,1,0)\n\t\tNSFI GGHHII 1 Bright\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,1,0)\n\t\tNSFI KKLLMM 1 Bright\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,1,0)\n\t\tNSFI AABBCC 1 Bright\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,1,0)\n\t\tNSFI DDEEFF 1 Bright\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,1,0)\n\t\tNSFI GGHHII 1 Bright\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,1,0)\n\t\tNSFI KKLLMM 1 Bright\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,1,0)\n\t\tNSFI AABBCC 1 Bright\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,1,0)\n\t\tNSFI DDEEFF 1 Bright\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,1,0)\n\t\tNSFI GGHHII 1 Bright\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,1,0)\n\t\tNSFI KKLLMM 1 Bright\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,1,0)\n\t\tNSFI AABBCC 1 Bright\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,1,0)\n\t\tNSFI DDEEFF 1 Bright\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,1,0)\n\t\tNSFI GGHHII 1 Bright\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,1,0)\n\t\tNSFI KKLLMM 1 Bright\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,1,0)\n\t\tNSFI AABBCC 1 Bright\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,1,0)\n\t\tNSFI DDEEFF 1 Bright\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,1,0)\n\t\tNSFI GGHHII 1 Bright\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,1,0)\n\t\tNSFI KKLLMM 1 Bright\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,1,0)\n\t\tNSFI AABBCC 1 Bright\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,1,0)\n\t\tNSFI DDEEFF 1 Bright\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,1,0)\n\t\tNSFI GGHHII 1 Bright\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,1,0)\n\t\tNSFI KKLLMM 1 Bright\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,1,0)\n\t\tNSFI AABBCC 1 Bright\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,1,0)\n\t\tNSFI DDEEFF 1 Bright\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,1,0)\n\t\tNSFI GGHHII 1 Bright\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,1,0)\n\t\tNSFI KKLLMM 1 Bright\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,1,0)\n\t\tNSFI AABBCC 1 Bright\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,1,0)\n\t\tNSFI DDEEFF 1 Bright\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,1,0)\n\t\tNSFI GGHHII 1 Bright\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,1,0)\n\t\tNSFI KKLLMM 1 Bright\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),80,1,0)\n\t\tNSFI MNOP 2 Bright\n\t\tStop\n\tNop:\n\t\tTNT1 A 1 Bright A_ChangeFlag(\"MISSILE\",0)\n\t\tStop\n\t}\n}\nActor DragonNFlare : BaseFireFlareN\n{\nSpecies \"Player\"\nObituary \"%o fell in the little flares from %k's Rage.\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_SetUserVar(\"user_firedamage\",30)\n\t\tTNT1 A 0 Bright A_Die\n\t\tGoto Death\n\t}\n}\n\nActor DragonNFlareBad : BaseFireFlareN\n{\nObituary \"%o fell in the little flares from %k's Rage.\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_SetUserVar(\"user_firedamage\",10)\n\t\tTNT1 A 0 Bright A_Die\n\t\tGoto Death\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/weapons/legendary/NewTrueLegendarySSG.txt",
        "contents": "//not completed\n{\n Ready:\n\tTNT1 A 0 A_PlayWeaponSound(\"Coachgun/Pickup\")\n\tLSS7 ABCDEFGH 1\n  ReadyLoop:\n\tLSSG A 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tLoop\n  Select:\n\tTNT1 A 0 A_Raise\n\tWait\n  Deselect:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n  DeselectLoop:\n\tLSSG A 1 A_Lower\n\tLoop\n\t TrueFire:\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryCoachShells\",2,\"TrueFireBoth\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryShell\",1,\"Reload\")\n\tGoto Empty\n  Fire:\n  \tTNT1 A 0 A_JumpIfInventory(\"truelegendarybfgupgrade\",1,\"TrueFire\")\n\tGoto Empty\n  TrueFireBoth:\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 A_PlaySound(\"Coachgun/Fire1\",1)\n\tTNT1 A 0 Radius_Quake(6,5,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"LegendaryCoachShells\",2)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"PlayerTrueLegendaryExplosiveTracer\",Random(8,-8),0,0,Random(8,-8))\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"PlayerTrueLegendaryExplosiveTracer\",Random(8,-8),0,0,Random(8,-8))\n\tTNT1 A 0 A_FireBullets(10,5,24,random(20,28),\"LegendaryASGBulletPuff\")\n\tTNT1 A 0 A_Light2\n\tLSSF AB 1 Bright Radius_Quake(6,5,0,1,0)\n\tLSSF CD 1\n\tTNT1 A 0 A_Light0\n\tLSSF EEFFGG 1\n\tTNT1 A 0 A_Light0\n\tLSSG AAA 1\n  SSGReloadCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryShell\",2,2)\n\tLSSG A 2\n\tGoto ReadyLoop\n\tTNT1 A 0\n\tGoto ReloadBoth\n  TrueAltFire:\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryCoachShells\",2,\"TrueFireRight\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryCoachShells\",1,1)\n\tGoto Reload\n\tTNT1 A 0 A_PlaySound(\"Coachgun/Fire2\",1)\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 Radius_Quake(4,4,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"LegendaryCoachShells\",1)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"PlayerTrueLegendaryExplosiveTracer\",Random(8,-8),0,0,Random(8,-8))\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"PlayerTrueLegendaryExplosiveTracer\",Random(8,-8),0,0,Random(8,-8))\n\tLSS9 G 1 Bright A_FireBullets(4,2,10,Random(20,28),\"PlayerTrueLegendaryExplosiveTracer\")\n\tLSS9 G 1 Bright A_FireBullets(4,2,10,Random(20,28),\"PlayerTrueLegendaryExplosiveTracer\")\n\tLSS9 H 1 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tLSS9 IDEF 1\n\tLSSG A 2\n\tGoto ReadyLoop\n  TrueFireRight:\n\tTNT1 A 0 A_PlaySound(\"Coachgun/Fire2\",1)\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 Radius_Quake(4,4,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"LegendaryCoachShells\",1)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"PlayerTrueLegendaryExplosiveTracer\",Random(8,-8),0,0,Random(8,-8))\n\tLSS9 A 1 Bright A_FireBullets(4,2,10,Random(20,28),\"PlayerTrueLegendaryExplosiveTracer\")\n\tLSS9 B 1 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tLSS9 CDEF 1\n\tLSSG A 2\n\tGoto ReadyLoop\n\t  TrueReady:\n    TNT1 A 0 A_PlayWeaponSound(\"LShotgun/Cock\")\n\tTGSG VWXYZ 1\n  TrueReadyLoop:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"TrueGrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"TrueMineCheck\")\n    TGSG A 1 A_WeaponReady\n    Goto TrueReadyLoop\n\t  Empty:\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryCoachShells\",1,\"Empty2\")\n\tLSSG A 10 A_PlaySound(\"weapons/click\")\n\tGoto ReadyLoop\n  Empty2:\n\tLSSG A 10 A_PlaySound(\"weapons/click\")\n\tGoto ReadyLoop\n  TrueReload:\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryCoachShells\",1,\"ReloadRight\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryShell\",2,\"ReloadBoth\")\n\tGoto Empty\n\t TrueAltFire2:\n    TNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"truelegendarybfgupgrade\",1,\"TrueAltFire\")\n  \tTNT1 A 0 A_JumpIfInventory(\"LegendaryShotgunDrum\",16,2)\n    TNT1 A 0 A_JumpIfInventory(\"LegendaryShell\",1,2)\n\tTNT1 A 0\n\tGoto ReadyLoop"
      },
      {
        "source": "pk3",
        "name": "Actors/weapons/legendary/TrueLegendaryPlasmaticRifle.txt",
        "contents": "ACTOR \" Legendary Plasmatic Rifle \" : \"Legendary Plasmatic Rifle\" Replaces \"Legendary Plasmatic Rifle\"\n{\n//A very, very, VERY Poor Attempt to make True Legendary Weapons, unf\n   Height 14\n   Weapon.PreferredSkin \"LegendaryRifle-Marine\"\n   Weapon.SelectionOrder 7980\n   Weapon.KickBack 60\n   Weapon.AmmoUse 2\n   Weapon.AmmoGive 100\n   Scale 0.95\n   Weapon.AmmoType \"LDemonMagazine\"\n   Weapon.AmmoType2 \"LDemonAmmo\"\n   Inventory.PickupMessage \"Legendary's Rifle Obtained, you'll never need another gun again.\"\n   Inventory.PickupSound \"weapons/legup\"\n   Obituary \"%o was obliterated by a soldier trained by Legendary.\"\n   +WEAPON.AMMO_OPTIONAL\n   +WEAPON.NOALERT\n   +INVENTORY.UNDROPPABLE\n   States\n   {\n   Ready:\n     TNT1 A 0\n\t TNT1 A 0 A_JumpIfInventory(\"truelegendarybfgupgrade\",1,\"TrueReady\")\n     TNT1 A 0 A_PlaySound(\"weapons/legup\")\n\t BTRS ABCDE 1\n   ReadyLoop:\n     TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",1,2)\n\t TNT1 A 0\n\t Goto NoBuzzing\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"truelegendarybfgupgrade\",1,\"TrueReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"truelegendarybfgupgrade\",1,\"TrueReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"truelegendarybfgupgrade\",1,\"TrueReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"truelegendarybfgupgrade\",1,\"TrueReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"truelegendarybfgupgrade\",1,\"TrueReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"truelegendarybfgupgrade\",1,\"TrueReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"truelegendarybfgupgrade\",1,\"TrueReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"truelegendarybfgupgrade\",1,\"TrueReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"truelegendarybfgupgrade\",1,\"TrueReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"truelegendarybfgupgrade\",1,\"TrueReadyLoop\")\n\t TNT1 A 0 A_PlaySound(\"weapons/legrifidle\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK BB 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"truelegendarybfgupgrade\",1,\"TrueReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK BB 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"truelegendarybfgupgrade\",1,\"TrueReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK CC 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"truelegendarybfgupgrade\",1,\"TrueReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK CC 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"truelegendarybfgupgrade\",1,\"TrueReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK DD 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"truelegendarybfgupgrade\",1,\"TrueReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK DD 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"truelegendarybfgupgrade\",1,\"TrueReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK EE 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"truelegendarybfgupgrade\",1,\"TrueReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK EE 1 A_WeaponReady\n     Goto ReadyLoop\n   NoBuzzing:\n     TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"truelegendarybfgupgrade\",1,\"TrueNoBuzzing\")\n     BTEK A 1 A_WeaponReady\n\t Loop\n   TrueReady:\n     TNT1 A 0 A_PlayWeaponSound(\"weapons/demontechload\")\n\t B1RS ABCDE 1\n   TrueReadyLoop:\n     TNT1 A 0 A_JumpIfInventory(\"LDemonMagazine\",1,2)\n\t TNT1 A 0\n\t Goto TrueNoBuzzing\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"TrueGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"TrueMineCheck\")\n\t B1EK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"TrueGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"TrueMineCheck\")\n\t B1EK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"TrueGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"TrueMineCheck\")\n\t B1EK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"TrueGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"TrueMineCheck\")\n\t B1EK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"TrueGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"TrueMineCheck\")\n\t B1EK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"TrueGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"TrueMineCheck\")\n\t B1EK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"TrueGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"TrueMineCheck\")\n\t B1EK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"TrueGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"TrueMineCheck\")\n\t B1EK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"TrueGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"TrueMineCheck\")\n\t B1EK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"TrueGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"TrueMineCheck\")\n\t B1EK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_PlaySound(\"weapons/legrifidle\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"TrueGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"TrueMineCheck\")\n\t B1EK BB 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"TrueGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"TrueMineCheck\")\n\t B1EK BB 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"TrueGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"TrueMineCheck\")\n\t B1EK CC 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"TrueGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"TrueMineCheck\")\n\t B1EK CC 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"TrueGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"TrueMineCheck\")\n\t B1EK DD 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"TrueGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"TrueMineCheck\")\n\t B1EK DD 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"TrueGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"TrueMineCheck\")\n\t B1EK EE 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"TrueGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"TrueMineCheck\")\n\t B1EK EE 1 A_WeaponReady\n     Goto TrueReadyLoop\n   TrueNoBuzzing:\n     TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"TrueMineCheck\")\n     B1EK A 1 A_WeaponReady\n\t Loop\n   Deselect:\n     TNT1 A 0\n\t TNT1 A 0 A_JumpIfInventory(\"truelegendarybfgupgrade\",1,\"TrueDeselect\")\n     TNT1 A 0 A_PlaySound (\"D_LEGND\",5,5.0,1,ATTN_NONE)\n     TNT1 A 0 ACS_NamedExecuteAlways(\"StopWeaponMusic\",0)\n     BTEK A 1 A_Lower\n     Goto Deselect+3\n   TrueDeselect:\n     TNT1 A 0 A_PlaySound (\"D_LEGND\",5,5.0,1,ATTN_NONE)\n     TNT1 A 0 ACS_NamedExecuteAlways(\"StopWeaponMusic\",0)\n\t B1EK A 1 A_Lower\n     Goto TrueDeselect+2\n   Select:\n\t TNT1 A 0 A_Raise\n\t Wait\n   Fire:\n     TNT1 A 0\n\t TNT1 A 0 A_JumpIfInventory(\"truelegendarybfgupgrade\",1,\"TrueFire\")\n     TNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n     TNT1 A 0 ACS_NamedExecuteAlways(\"StartWeaponMusic\",0,0)\n\t TNT1 A 0 Bright A_AlertMonsters\n     TNT1 A 0 Bright A_GunFlash\n\t TNT1 A 0 Bright Radius_Quake(4,2,0,1,0)\n     TNT1 A 0 Bright A_Light1\n\t TNT1 A 0 Bright A_PlayWeaponSound(\"BlueDTRFire\")\n     BTKF A 1 Bright A_FireCustomMissile(\"PlayerLegendaryProjectile\",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n\t BTKF B 1 Bright A_Light2\n     BTKF C 2 A_Light0\n     TNT1 A 0 A_ReFire\n     Goto ReadyLoop\n   Empty:\n     BTEK A 10 A_PlaySound(\"weapons/click2\")\n   AltFire:\n     TNT1 A 0\n\t TNT1 A 0 A_JumpIfInventory(\"truelegendarybfgupgrade\",1,\"TrueAltFire\")\n  \t TNT1 A 0 A_JumpIfInventory(\"LDemonMagazine\",50,2)\n     TNT1 A 0 A_JumpIfInventory(\"LDemonAmmo\",1,2)\n\t TNT1 A 0\n\t Goto ReadyLoop\n     BTKR AB 2\n\t BTKR C 3\n\t BTKR D 4 A_PlaySound(\"weapons/demontecheject\")\n\t TNT1 A 0 Radius_Quake(2,2,0,1,0)\n\t BTKR E 2 A_PlaySound(\"weapons/demontechsteam\")\n\t BTKR F 2 Radius_Quake(2,2,0,1,0)\n\t BTKR GHI 2 Radius_Quake(2,2,0,1,0)\n\t BTKR J 3 A_FireCustomMissile(\"LDemonTechEmptyMag\", 0, 0, 0, 1)\n\t BTKR K 15\n\t BTKR LMN 2\n\t TNT1 A 0 A_JumpIfInventory(\"LDemonAmmo\",1,\"Reload\")\n     BTKR O 6 A_PlayWeaponSound(\"weapons/demontechload\")\n     BTKR O 4 A_PlayWeaponSound(\"weapons/demontechclick\")\n     BTKR CB 3\n\t BTKR A 2\n\t Goto ReadyLoop\n   TrueFire:\n     TNT1 A 0 A_JumpIfNoAmmo(\"TrueEmpty\")\n     TNT1 A 0 ACS_NamedExecuteAlways(\"StartWeaponMusic\",0,0)\n\t TNT1 A 0 Bright A_AlertMonsters\n     TNT1 A 0 Bright A_GunFlash\n\t TNT1 A 0 Bright Radius_Quake(4,2,0,1,0)\n     TNT1 A 0 Bright A_Light1\n\t TNT1 A 0 Bright A_PlayWeaponSound(\"BlueDTRFire\")\n     B1KF A 0 Bright A_FireCustomMissile(\"PlayerLegendaryProjectile\",Random(100,-100)/100.00,0,0,0,0,Random(100,-100)/100.00)\n     B1KF A 1 Bright A_FireCustomMissile(\"PlayerLegendaryProjectile\",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n\t B1KF A 2 Bright A_RailAttack(Random(600,950), 0, 1, \"00 00 ff\", None, RGF_SILENT, 0, \"TrueLegendaryRailgunPROJ\", 0, 0, 8192, 35, 0.5, 0.5, \"TrueLegendaryRailgunTrail\")\n\t B1KF B 1 Bright A_Light2\n     B1KF C 2 A_Light0\n     TNT1 A 0 A_ReFire\n     Goto TrueReadyLoop\n   TrueEmpty:\n     B1EK A 10 A_PlayWeaponSound(\"weapons/click2\")\n   TrueAltFire:\n  \t TNT1 A 0 A_JumpIfInventory(\"LDemonMagazine\",50,2)\n     TNT1 A 0 A_JumpIfInventory(\"LDemonAmmo\",1,2)\n\t TNT1 A 0\n\t Goto TrueReadyLoop\n     B1KR AB 2\n\t B1KR C 3\n\t B1KR D 4 A_PlaySound(\"weapons/demontecheject\")\n\t TNT1 A 0 Radius_Quake(2,2,0,1,0)\n\t B1KR E 2 A_PlaySound(\"weapons/demontechsteam\")\n\t B1KR F 2 Radius_Quake(2,2,0,1,0)\n\t B1KR GHI 2 Radius_Quake(2,2,0,1,0)\n\t B1KR J 3 A_FireCustomMissile(\"LDemonTechEmptyMag\", 0, 0, 0, 1)\n\t B1KR K 15\n\t B1KR LMN 2\n\t TNT1 A 0 A_JumpIfInventory(\"LDemonAmmo\",1,\"TrueReload\")\n     B1KR O 6 A_PlayWeaponSound(\"weapons/demontechload\")\n     B1KR O 4 A_PlayWeaponSound(\"weapons/demontechclick\")\n     B1KR CB 3\n\t B1KR A 2\n\t Goto TrueReadyLoop\n   Reload:\n     TNT1 A 0 A_JumpIfInventory(\"truelegendarybfgupgrade\",1,\"TrueReload\")\n\t TNT1 A 0 A_TakeInventory(\"LDemonAmmo\",1)\n\t TNT1 A 0 A_GiveInventory(\"LDemonMagazine\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"LDemonMagazine\",50,\"Full\")\n\t TNT1 A 0 A_JumpIfInventory(\"LDemonAmmo\",1,\"Reload\")\n\t Goto AltFire+21\n   Full:\n     TNT1 A 0\n\t Goto AltFire+21\n   TrueReload:\n\t TNT1 A 0 A_TakeInventory(\"LDemonAmmo\",1)\n\t TNT1 A 0 A_GiveInventory(\"LDemonMagazine\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"LDemonMagazine\",50,\"TrueFull\")\n\t TNT1 A 0 A_JumpIfInventory(\"LDemonAmmo\",1,\"TrueReload\")\n\t Goto TrueAltFire+19\n   TrueFull:\n     TNT1 A 0\n\t Goto TrueAltFire+19\n   GrenadeCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t Goto Ready+8\n   TrueGrenadeCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"TrueGrenadeToss\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t Goto TrueReady+6\n   GrenadeToss:\n  \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t BTRS EDCBA 1\n\t TNT1 A 6\n\t HGRN ABC 1\n\t HGRN D 3\n\t HGRN EFGHI 2\n\t TNT1 A 14 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\t HGRN J 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\t HGRN K 1\n\t HGRN LMNO 2\n\t TNT1 A 6\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n     TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t TNT1 A 0\n\t Goto Ready+3\n   TrueGrenadeToss:\n  \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t B1RS EDCBA 1\n\t TNT1 A 6\n\t HGRN ABC 1\n\t HGRN D 3\n\t HGRN EFGHI 2\n\t TNT1 A 14 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\t HGRN J 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\t HGRN K 1\n\t HGRN LMNO 2\n\t TNT1 A 6\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n     TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t TNT1 A 0\n\t Goto TrueReady+1\n   MineCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t Goto Ready+8\n   TrueMineCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"TrueMineToss\")\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t Goto TrueReady+6\n   MineToss:\n  \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t BTRS EDCBA 1\n\t TNT1 A 10\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t MINE ABCDEF 1\n\t TNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\t MINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\t MINE HI 1\n\t MINE JK 2\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n     TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t TNT1 A 0\n\t TNT1 A 5\n\t Goto Ready+3\n   TrueMineToss:\n  \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t B1RS EDCBA 1\n\t TNT1 A 10\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t MINE ABCDEF 1\n\t TNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\t MINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\t MINE HI 1\n\t MINE JK 2\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n     TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t TNT1 A 0\n\t TNT1 A 5\n\t Goto TrueReady+1\n  Spawn:\n     BTEP A -1\n     Stop\n     }\n}"
      }
    ]
  },
  "maps": []
}

gib.gg runs on open-source software and freely licensed replacement game assets from the Freedoom project. gib.gg is not affiliated with Bethesda Softworks, id Software, or ZeniMax Media. All trademarks belong to their respective owners. Some WADs and associated metadata on this site are sourced from WAD Archive. User-submitted content remains the responsibility of its respective authors. If you believe content on this site violates your rights, please send DMCA requests to dmca@gib.gg.