Raw model (for completeness)
{
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"id": "0c167366-c582-4fc3-8be2-184a184d56e7",
"sha1": "6a0ee0d34c03989c74bd69a2eecb0dcb82044934",
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"filenames": [
"cf-nexusaprillfools-newaddon-v0.8fix.pk3"
],
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"iwad": [],
"filename": null,
"added": "2022/04/20 09:20:24",
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"name": null,
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"screenshots": null,
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},
"added": "2022/04/20 09:20:24",
"file": {
"type": "PK3",
"size": 116356652,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/6a0ee0d34c03989c74bd69a2eecb0dcb82044934/6a0ee0d34c03989c74bd69a2eecb0dcb82044934.pk3.gz",
"corrupt": false
},
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{
"source": "pk3",
"name": "Actors/EnragedGuruball.txt",
"contents": "ACTOR EnragedGuruBall : GuruBall // Enraged Cyberdemon Needs this\n{\n Speed 20\n Damage 130\n Scale 0.3\n Damagetype \"Legendary\"\n +FORCERADIUSDMG\n +FOILINVUL\n +BLOODLESSIMPACT\n +DONTBLAST\n +THRUSPECIES\n +SKYEXPLODE\n +NOTIMEFREEZE\n +BRIGHT\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"Weapons/GuruFly\",5,1.0,1)\n\tTNT1 A 0 A_Explode(600,64,0,1)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedGuruTrailSpark\",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedGuruTrail\",-3,0,0,0,0,0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\t//TNT1 A 0 A_CustomMissile(\"EnragedLiteShot\",0,0,Random(0,360))\n\tEBAL A 1 Bright A_SpawnItemEx(\"EnragedBabySentientDTBFGAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\tLoop\n LEGBFGSFX:\n TNT1 A 0 A_SpawnItemEx(\"EnragedGuruTrailSpark\",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedGuruTrail\",-3,0,0,0,0,0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tEBAL A 1 Bright A_SpawnItemEx(\"EnragedBabySentientDTBFGAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n TNT1 A 0 A_SpawnItemEx(\"EnragedGuruTrailSpark\",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedGuruTrail\",-3,0,0,0,0,0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tEBAL A 1 Bright A_SpawnItemEx(\"EnragedBabySentientDTBFGAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n TNT1 A 0 A_SpawnItemEx(\"EnragedGuruTrailSpark\",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedGuruTrail\",-3,0,0,0,0,0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tEBAL A 1 Bright A_SpawnItemEx(\"EnragedBabySentientDTBFGAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n TNT1 A 0 A_SpawnItemEx(\"EnragedGuruTrailSpark\",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedGuruTrail\",-3,0,0,0,0,0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tEBAL A 1 Bright A_SpawnItemEx(\"EnragedBabySentientDTBFGAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n Goto Spawn\n Death:\n\tTNT1 A 0 A_PlaySound(\"Weapons/GuruBlast3\",5)\n\tTNT1 A 0 A_Explode(6000,486,0,1)\n\tTNT1 A 0 A_SpawnItemEx(\"ELegBFGGlowX\",0,0,10,0,0,0,0,128,0)\n\tTNT1 A 0 A_SpawnItemEx(\"ELegBFGGlowY\",0,0,10,0,0,0,0,128,0)\n\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"ELegBFGSphereSmoke\",random(126,-126),random(126,-126),random(66,-66),0.00001*random(100000,-100000),0.00001*random(100000,-100000),0.00001*random(100000,-100000),random(0,359),0,0)\n\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"ELegBFGSpark\",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,0,0)\n\tTNT1 AAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"ELegBFGSpark\",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,0,0)\n\tStop\n }\n}\n\nACTOR EnragedDevastatorBolt : DevastatorBolt\n{\n +NOTIMEFREEZE\n Damagetype \"Legendary\"\n States\n {\n Spawn:\n \tDVS1 A 0 A_Seekermissile(5,5,SMF_LOOK)\n DVS1 A 1 A_SpawnItem(\"EnragedBoltTrail\")\n Loop\n Death:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 A 0 A_SpawnItemEx(\"EnragedParticleSpawner\",0,0,0,0,0,0,0,128)\n TNT1 AAAA 0 A_CustomMissile(\"EnragedDevBoltKaboom\",0,0,random(0,360),2,random(0,360))\n Toaster:\n DVS1 LMN 2\n Stop\n }\n}\n\nACTOR EnragedLiteShot : LiteShot\n{\n +NOTIMEFREEZE\n Damagetype \"Legendary\"\n States\n {\n Spawn:\n DLIT AAABBBCCC 1 Bright A_SpawnItem (\"LiteTrail\",0,0,0)\n Loop\n Death:\n DLIT DEFGHIJKLMNO 1 Bright\n Stop\n }\n}\n\nACTOR EnragedGuruTrail : GuruTrail\n{\nScale 0.3\nStates\n{\n\tSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n Fade:\n\t TNT1 A 0 A_SetScale(ScaleX -0.01, ScaleY -0.01)\n\t EBAL A 1 Bright A_FadeOut(0.1)\n\t Loop\n Toaster:\n TNT1 A 0\n Stop\n\t}\n}\n\nACTOR EnragedGuruTrailSpark : ELegBFGSpark\n{\n\tScale 0.5\n\t+CLIENTSIDEONLY\n\t+NOTIMEFREEZE\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n EELE ABCDEF 2 Bright A_FadeOut(0.1)\n Stop\n Toaster:\n TNT1 A 0\n Stop\n\t}\n}\n\nACTOR EnragedSentientGuruBall : EnragedGuruBall\n{\n Speed 20\n DamageType \"LegMind\"\n Species \"Masterminds\"\n Damage 125\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"Weapons/GuruFly\",5,1.0,1)\n\tTNT1 A 0 A_Explode(600,64,0,1)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedGuruTrailSpark\",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedGuruTrail\",-3,0,0,0,0,0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\t//TNT1 A 0 A_CustomMissile(\"EnragedLiteShot\",0,0,Random(0,360))\n\tEBAL A 1 Bright A_SpawnItemEx(\"EnragedSentientDTBFGAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\tLoop\n LEGBFGSFX:\n TNT1 A 0 A_SpawnItemEx(\"EnragedGuruTrailSpark\",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedGuruTrail\",-3,0,0,0,0,0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tEBAL A 1 Bright A_SpawnItemEx(\"EnragedSentientDTBFGAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n TNT1 A 0 A_SpawnItemEx(\"EnragedGuruTrailSpark\",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedGuruTrail\",-3,0,0,0,0,0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tEBAL A 1 Bright A_SpawnItemEx(\"EnragedSentientDTBFGAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n TNT1 A 0 A_SpawnItemEx(\"EnragedGuruTrailSpark\",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedGuruTrail\",-3,0,0,0,0,0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tEBAL A 1 Bright A_SpawnItemEx(\"EnragedSentientDTBFGAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n TNT1 A 0 A_SpawnItemEx(\"EnragedGuruTrailSpark\",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedGuruTrail\",-3,0,0,0,0,0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tEBAL A 1 Bright A_SpawnItemEx(\"EnragedSentientDTBFGAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n Goto Spawn\n Death:\n\tTNT1 A 0 A_PlaySound(\"Weapons/GuruBlast3\",5)\n\tTNT1 A 0 A_Explode(6000,486,0,1)\n\tTNT1 A 0 A_SpawnItemEx(\"ELegBFGGlowX\",0,0,10,0,0,0,0,128,0)\n\tTNT1 A 0 A_SpawnItemEx(\"ELegBFGGlowY\",0,0,10,0,0,0,0,128,0)\n\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"ELegBFGSphereSmoke\",random(126,-126),random(126,-126),random(66,-66),0.00001*random(100000,-100000),0.00001*random(100000,-100000),0.00001*random(100000,-100000),random(0,359),0,0)\n\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"ELegBFGSpark\",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,0,0)\n\tTNT1 AAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"ELegBFGSpark\",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,0,0)\n\tStop\n }\n}\n\nACTOR EnragedSentientDevastatorBolt : EnragedDevastatorBolt\n{\n Damage 25\n Damagetype \"LegMind\"\n Species \"Masterminds\"\n}\n\nACTOR EnragedCyberGuruBall : EnragedGuruBall\n{\n Speed 20\n DamageType \"Cyber10K\"\n Species \"Cybers\"\n Damage 125\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"Weapons/GuruFly\",5,1.0,1)\n\tTNT1 A 0 A_Explode(600,64,0,1)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedGuruTrailSpark\",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedGuruTrail\",-3,0,0,0,0,0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\t//TNT1 A 0 A_CustomMissile(\"EnragedLiteShot\",0,0,Random(0,360))\n\tEBAL A 1 Bright A_SpawnItemEx(\"EnragedSentientDTBFGAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\tLoop\n LEGBFGSFX:\n TNT1 A 0 A_SpawnItemEx(\"EnragedGuruTrailSpark\",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedGuruTrail\",-3,0,0,0,0,0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tEBAL A 1 Bright A_SpawnItemEx(\"EnragedSentientDTBFGAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n TNT1 A 0 A_SpawnItemEx(\"EnragedGuruTrailSpark\",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedGuruTrail\",-3,0,0,0,0,0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tEBAL A 1 Bright A_SpawnItemEx(\"EnragedSentientDTBFGAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n TNT1 A 0 A_SpawnItemEx(\"EnragedGuruTrailSpark\",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedGuruTrail\",-3,0,0,0,0,0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tEBAL A 1 Bright A_SpawnItemEx(\"EnragedSentientDTBFGAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n TNT1 A 0 A_SpawnItemEx(\"EnragedGuruTrailSpark\",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedGuruTrail\",-3,0,0,0,0,0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCyberDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tEBAL A 1 Bright A_SpawnItemEx(\"EnragedSentientDTBFGAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n Goto Spawn\n Death:\n\tTNT1 A 0 A_PlaySound(\"Weapons/GuruBlast3\",5)\n\tTNT1 A 0 A_Explode(6000,486,0,1)\n\tTNT1 A 0 A_SpawnItemEx(\"ELegBFGGlowX\",0,0,10,0,0,0,0,128,0)\n\tTNT1 A 0 A_SpawnItemEx(\"ELegBFGGlowY\",0,0,10,0,0,0,0,128,0)\n\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"ELegBFGSphereSmoke\",random(126,-126),random(126,-126),random(66,-66),0.00001*random(100000,-100000),0.00001*random(100000,-100000),0.00001*random(100000,-100000),random(0,359),0,0)\n\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"ELegBFGSpark\",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,0,0)\n\tTNT1 AAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"ELegBFGSpark\",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,0,0)\n\tStop\n }\n}\n\nACTOR EnragedCyberDevastatorBolt : EnragedDevastatorBolt\n{\n Damage 25\n DamageType \"Cyber10K\"\n Species \"Cybers\"\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/CursedZombie.txt",
"contents": "ACTOR CursedZombie : NemesisZombie //Nice color but uuhhh\n{\n Health 2500\n Speed 40\n BloodColor \"Pink\"\n DamageFactor 0.6\n DamageFactor \"Cursed\", 0.0\n DropItem \"NemesisHealthBonusMax\", 256, 32\n DropItem \"NemesisArmorBonus32\", 256\n DropItem \"NemesisHealthBonusMax\", 256, 32\n DropItem \"NemesisArmorBonus32\", 256\n DropItem \"EnragedLegendaryArmor\", 85, 1\n DropItem \"LegAmmoSphere\", 88, 3\n DropItem \"EnragedLegendaryPowerShard\", 35, 1\n DropItem \"HandGrenadeAmmo\", 235, 2\n DropItem \"MineAmmo\", 235, 2\n DropItem \"Backpack\", 198, 1\n DropItem \"Armorplate\", 205, 1\n DropItem \"DoomBeacon\" 1, 1\n DropItem \"Portablemedkit\", 210, 1\n DropItem \"CRDemonAmmoBox\", 200\n DropItem \"CRDemonAmmo\", 250\n DropItem \"LegendaryRune\", 180, 1\n DropItem \"Cursed Rifle\", 128, 1\n SeeSound \"CursedZombie/Sight\"\n PainSound \"CursedZombie/Pain\"\n DeathSound \"CursedZombie/Death\"\n ActiveSound \"CursedZombie/Active\"\n Obituary \"%o was converted into a baddon maker by the Cursed Zombie.\"\n Tag \"\\c[p7]Cursed Zombie\\c-\"\n var int User_rage;\n States\n {\n Spawn:\n\tTNT1 A 0 NoDelay A_Jump(160,\"Remove\")\n Idle:\n\tCSZO A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"CursedHellionSmokeSpawner\")\n\tCSZI A 10 Bright A_Look\n\tTNT1 AA 0 A_SpawnItemEx(\"CursedHellionSmokeSpawner\")\n\tLoop\n Remove:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"Zombieman\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n See:\n\tTNT1 A 0 A_JumpIf(user_music == 1,3)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,2046)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"CursedHellionSmokeSpawner\")\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\tCSZO AA 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"CursedHellionSmokeSpawner\")\n\tCSZO BB 3 Bright A_Chase\n\tTNT1 A 0 A_JumpIfInventory(\"RunesCheck\",1,2)\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckRunes\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"NemesisRuneToken\",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(\"CursedHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\tCSZO CC 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"CursedHellionSmokeSpawner\")\n\tCSZO DD 3 Bright A_Chase\n\tTNT1 A 0 A_Jump(20,\"Teleport\")\n\tTNT1 A 0 A_Jump(80,\"Rush\")\n\tTNT1 A 0 A_SpawnItemEx(\"CursedHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"CursedHellionSmokeSpawner\")\n\tLoop\n\n\tSeeRage:\n\tTNT1 A 0 A_SpawnItemEx(\"CursedHellionSmokeSpawner\")\n\tCSZO BB 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"CursedHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\tCSZO CC 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItemEx(\"CursedHellionSmokeSpawner\")\n\tCSZO DD 3 Bright A_Chase\n\tTNT1 A 0 A_Jump(20,\"TeleportRage\")\n\tTNT1 A 0 A_Jump(80,\"Rush\")\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItemEx(\"CursedHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItemEx(\"CursedHellionSmokeSpawner\")\n\tLoop\n\n\t\t StartRage:\n\tCSZO A 0 Bright A_GiveInventory(\"NemesisRage\")\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\tCSZO GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 2 Bright A_SpawnItemEx(\"CursedHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisZombieRageRing\",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\tCSZO GGGGGGGGGGGGGGGGGGGGGGG 2 Bright A_SpawnItemEx(\"CursedHellionSmokeSpawner\")\n\tGoto SeeRage\n\n Rush:\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"CursedHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItemEx(\"CursedZombieGhostA\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tCSZO A 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"CursedZombieGhostA\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tCSZO A 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"CursedZombieGhostB\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tCSZO B 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"CursedZombieGhostB\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tCSZO B 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"CursedHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItemEx(\"CursedZombieGhostC\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tCSZO C 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"CursedZombieGhostC\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tCSZO C 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"CursedZombieGhostD\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tCSZO D 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"CursedZombieGhostD\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tCSZO D 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"CursedHellionSmokeSpawner\")\n\tTNT1 A 0 A_Jump(84,\"See\")\n\tTNT1 A 0 A_SpawnItemEx(\"CursedHellionSmokeSpawner\")\n\tLoop\n\n Teleport:\n TNT1 A 0 A_JumpIf(user_rage == 1,\"TeleportRage\")\n\tCSZO A 1 Bright A_UnSetShootable\n\tTNT1 AAAA 0 A_SpawnItemEx(\"CursedHellionSmokeSpawner\")\n\tCSZO AAAAAAAAAA 1 Bright A_FadeOut(0.1,0)\n\tCSZO A 2 Bright\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tCSZO A 1 Bright A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 AAAA 0 A_SpawnItemEx(\"CursedHellionSmokeSpawner\")\n\tCSZO AAAAAAAAAA 1 Bright A_FadeIn(0.1)\n\tCSZO A 1 Bright A_SetShootable\n\tGoto See\n\n\t TeleportRage:\n\tCSZO A 1 Bright A_UnSetShootable\n\tTNT1 AAAA 0 A_SpawnItemEx(\"CursedHellionSmokeSpawner\")\n\tCSZO AAAAAAAAAA 1 Bright A_FadeOut(0.3,0)\n\tCSZO A 2 Bright\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tCSZO A 1 Bright A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 AAAA 0 A_SpawnItemEx(\"CursedHellionSmokeSpawner\")\n\tCSZO AAAAAAAAAA 1 Bright A_FadeIn(0.3)\n\tCSZO A 1 Bright A_SetShootable\n\tGoto SeeRage\n\n Strafing:\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tCSZO AA 2 Bright A_GiveInventory(\"CursedZombieStrafing\",1)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tCSZO BB 2 Bright A_GiveInventory(\"CursedZombieStrafing\",1)\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tCSZO CC 2 Bright A_GiveInventory(\"CursedZombieStrafing\",1)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tCSZO DD 2 Bright A_GiveInventory(\"CursedZombieStrafing\",1)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tCSZO DD 2 Bright A_GiveInventory(\"CursedZombieStrafing\",1)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tCSZO DD 2 Bright A_GiveInventory(\"CursedZombieStrafing\",1)\n\tGoto See\n\n Pause:\n\tTNT1 A 0 A_PlaySound(\"weapons/demontechsteam\")\n\tCSZO EEEEE 3 Bright A_GiveInventory(\"CursedZombieStrafing\",1)\n\tGoto See\n\n Missile:\n TNT1 A 0 A_JumpIf(user_rage == 1,\"MissileRage\")\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetTranslucent(1)\n\tCSZO EEE 2 Bright A_GiveInventory(\"CursedZombieStrafing\",1)\n MissileLoop:\n\tCSZO E 4 Bright A_GiveInventory(\"CursedZombieStrafing\",1)\n\tTNT1 A 0 A_GiveInventory(\"CursedZombieStrafing\",1)\n\tTNT1 A 0 A_CustomMissile(\"CursedRifleShotEnemy\",32,0,random(-2,2),0)\n\tCSZO F 4 Bright A_PlaySoundEx(\"CursedRifle/Fire\",\"Weapon\")\n\tTNT1 A 0 A_Jump(10,\"MidAttackTeleport\")\n\tTNT1 A 0 A_Jump(24,\"Pause\")\n\tTNT1 A 0 A_SpidRefire\n\tLoop\n\n MissileRage:\n TNT1 A 0 A_UnSetShootable\n CSZO EEEEEEEEEEE 1 A_FadeOut(0.3,0)\n\tCSZO EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n CSZO E 20\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetTranslucent(1)\n\tCSZO EEE 2 Bright A_GiveInventory(\"CursedZombieStrafing\",1)\n MissileRageLoop:\n\tCSZO E 4 Bright A_GiveInventory(\"CursedZombieStrafing\",1)\n\tTNT1 A 0 A_GiveInventory(\"CursedZombieStrafing\",1)\n\tTNT1 A 0 A_CustomMissile(\"CursedRifleShotEnemy\",32,0,random(-2,2),0)\n\tTNT1 A 0 A_CustomMissile(\"CursedRifleShotEnemy\",32,0,random(-2,2),0)\n\tCSZO F 4 Bright A_PlaySoundEx(\"CursedRifle/Fire\",\"Weapon\")\n\tTNT1 A 0 A_Jump(10,\"MidAttackTeleport\")\n\tTNT1 A 0 A_Jump(24,\"Pause\")\n\tTNT1 A 0 A_SpidRefire\n\tLoop\n\n MidAttackTeleport:\n\tCSZO E 1 Bright A_UnSetShootable\n\tTNT1 AAAA 0 A_SpawnItemEx(\"CursedHellionSmokeSpawner\")\n\tCSZO E 1 Bright A_FadeOut(0.1,0)\n\tTNT1 A 0 A_GiveInventory(\"CursedZombieStrafing\",1)\n\tCSZO EEE 1 Bright A_FadeOut(0.1,0)\n\tTNT1 A 0 A_GiveInventory(\"CursedZombieStrafing\",1)\n\tCSZO EEE 1 Bright A_FadeOut(0.1,0)\n\tTNT1 A 0 A_GiveInventory(\"CursedZombieStrafing\",1)\n\tCSZO EEE 1 Bright A_FadeOut(0.1,0)\n\tCSZO E 2 Bright\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tCSZO E 1 Bright A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 AAAA 0 A_SpawnItemEx(\"CursedHellionSmokeSpawner\")\n\tCSZO EEEEEEEEEE 1 Bright A_FadeIn(0.1)\n\tCSZO EEE 1 Bright A_FadeIn(0.1)\n\tTNT1 A 0 A_GiveInventory(\"CursedZombieStrafing\",1)\n\tCSZO EEE 1 Bright A_FadeIn(0.1)\n\tTNT1 A 0 A_GiveInventory(\"CursedZombieStrafing\",1)\n\tCSZO EEE 1 Bright A_FadeIn(0.1)\n\tTNT1 A 0 A_GiveInventory(\"CursedZombieStrafing\",1)\n\tCSZO E 1 Bright A_FadeIn(0.1)\n\tCSZO E 1 Bright A_SetShootable\n\tGoto MissileLoop\n Pain:\n\tTNT1 A 0 A_Jump(30,\"Teleport\")\n Pain2:\n\tTNT1 A 0 A_Jump(192,\"PainMissile\")\n\tCSZO G 3 Bright A_GiveInventory(\"CursedZombieStrafing\",1)\n\tTNT1 A 0 A_Pain\n\tCSZO G 3 Bright A_GiveInventory(\"CursedZombieStrafing\",1)\n\tGoto See\n PainMissile:\n\tCSZO G 3 Bright A_GiveInventory(\"CursedZombieStrafing\",1)\n\tTNT1 A 0 A_Pain\n\tCSZO G 3 Bright A_GiveInventory(\"CursedZombieStrafing\",1)\n\tGoto Missile\n Death:\n\tTNT1 A 0 A_StopSound(6)\n //TNT1 A 0 A_Jump(36,\"LegendarySoul\")\n\tCSZO H 5 A_Scream\n\tCSZO I 5 A_Fall\n\tCSZO J 5 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\tCSZO K 5\n\tCSZO L -1\n\tStop\n LegendarySoul:\n TNT1 A 0 A_StopSound(6)\n\tTNT1 A 0 A_SpawnItem(\"CursedHellionSmokeSpawner\",0,0,0,0)\n\tCSZO H 5 A_Scream\n\tTNT1 A 0 A_SpawnItem(\"CursedHellionSmokeSpawner\",0,0,0,0)\n CSZO I 5 A_Fall\n\tTNT1 A 0 A_SpawnItem(\"TrueCursedHellionSmokeSpawner\",0,0,0,0)\n CSZO J 5 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CursedHellionSmokeSpawner\",0,0,0,0)\n CSZO K 5\n\tTNT1 A 0 A_SpawnItem(\"CursedHellionSmokeSpawner\",0,0,0,0)\n CSZO L 5\n\tTNT1 A 0 A_SpawnItem(\"CursedHellionSmokeSpawner\",0,0,0,0)\n\tCSZO L 140\n\tCSZO L 0 A_PlaySoundEx(\"brain/spit\",\"Voice\",0,2)\n\tCSZO LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tCSZO LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tCSZO LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisSoul\",0,0,16,0,0,0,0,32)\n\tTNT1 A 0 A_SpawnItemEx(\"TeleportFog\",0,0,16,0,0,0,0,32)\n\tCSZO L -1\n\tStop\n XDeath:\n\tTNT1 A 0 A_StopSound(6)\n\tCSZO O 3 A_SpawnItemEx(\"NemesisGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tCSZO P 3 A_XScream\n\tCSZO R 3 A_Fall\n\tCSZO STUV 3\n\tCSZO W -1\n\tStop\n }\n}\n\nACTOR CursedZombieGhostA\n{\nScale 1.1\nRenderstyle Translucent\nAlpha 0.7\n+NOTIMEFREEZE\n+NOINTERACTION\n+CLIENTSIDEONLY\nStates\n {\n Spawn:\n\tTNT1 A 0 Bright\n\tTNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 1 Bright\n\tGoto Fade\n Fade:\n\tCSZO A 2 A_FadeOut(0.1,1)\n\tLoop\n Toaster:\n\tTNT1 A 1 Bright\n\tStop\n }\n}\n\nACTOR CursedZombieGhostB : CursedZombieGhostA\n{\nStates\n {\n Fade:\n\tCSZO B 2 A_FadeOut(0.1,1)\n\tLoop\n }\n}\n\nACTOR CursedZombieGhostC : CursedZombieGhostA\n{\nStates\n {\n Fade:\n\tCSZO C 2 A_FadeOut(0.1,1)\n\tLoop\n }\n}\n\nACTOR CursedZombieGhostD : CursedZombieGhostA\n{\nStates\n {\n Fade:\n\tCSZO D 2 A_FadeOut(0.1,1)\n\tLoop\n }\n}\n\nACTOR CursedZombieGhostE : CursedZombieGhostA\n{\nStates\n {\n Fade:\n\tCSZO E 2 A_FadeOut(0.1,1)\n\tLoop\n }\n}\n\nACTOR CursedZombieGhostF : CursedZombieGhostA\n{\nStates\n {\n Fade:\n\tCSZO F 2 A_FadeOut(0.1,1)\n\tLoop\n }\n}\n\nACTOR CursedHellionSmoke : AHellionSmoke\n{\n Renderstyle Add\n States\n {\n Spawn:\n\tTNT1 A 0 Bright\n\tTNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tCRFL ABCDEFGHIJKL 2 Bright A_FadeOut(0.1,1)\n\tStop\n }\n}\n\nACTOR CursedHellionSmokeSpawner : LHellionSmokeSpawner\n{\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 AAA 0 A_SpawnItemEx(\"CursedHellionSmoke\",random(12,-12),random(12,-12),random(12,64),0,0,random(1,3),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\tTNT1 A 1 Bright\n\tStop\n }\n}\n\nActor CursedZombieStrafing : CustomInventory\n{\n-COUNTITEM\n+NOTIMEFREEZE\n+INVENTORY.QUIET\n+INVENTORY.UNDROPPABLE\n+INVENTORY.ALWAYSPICKUP\n+INVENTORY.AUTOACTIVATE\nInventory.Amount 1\nInventory.MaxAmount 0\nStates\n {\n Pickup:\n\tNULL A 1\n\tNULL A 1 A_SpawnItemEx(\"CursedHellionSmokeSpawner\")\n\tNULL A 1 A_Jump(188,2)\n\tNULL A 1 A_GiveInventory(\"LegZombieJumping\",1)\n\tNULL A 1 A_JumpIf(velx != 0 || vely != 0,2)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 A_Jump(235,5)\n\tNULL A 1 A_JumpIfInventory(\"LegZombieStrafeSens\",1,3)\n\tNULL A 1 A_GiveInventory(\"LegZombieStrafeSens\",1)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 A_TakeInventory(\"LegZombieStrafeSens\",1)\n\tNULL A 1 A_JumpIfInventory(\"LegZombieStrafeSens\",1,3)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,6,0,0)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,-6,0,0)\n\tNULL A 1 A_FaceTarget\n\tNULL A 1 A_Jump(24,2)\n\tNULL A 1 A_JumpIfCloser(300,2)\n\tNULL A 1 A_Recoil(-1)\n\tStop\n\tNULL A 1 A_Recoil(1)\n\tStop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/DoomSlayer.txt",
"contents": "ACTOR DoomSlayer : legendarydoomguy\n{\nMONSTER\nHealth 375\nWoundHealth 4000\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\nMeleeDamage 20000\n+friendly\n+FLOORCLIP\n+BRIGHT\nSpecies \"LegendaryDoomguy\"\nDamagetype \"DoomSlayer\" //Yes\nDamageFactor 0.04\ndamageFactor \"Marauder\", 0.6\nDamageFactor \"Crush\", 0.5\n SeeSound \"NemesisDoomslayer/taunt\"\n ActiveSound \" \"\n PainSound \"NemesisDoomslayer/pain\"\n DeathSound \"NemesisDoomslayer/death\"\n Obituary \"doom slayer is confused in this universe and accidentally killed %o. because he thought you were a demon\"\n Tag \"\\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 var int user_deathtimer;\n var int user_deathtimeractive;\n States\n {\n Spawn:\n\tNND0 A 10 A_Look\n\tLoop\n See:\n TNT1 A 0 A_UnSetReflective\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 C 0 Bright A_TakeInventory(\"DontMeleeAgain\")\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\tNND0 CC 3 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\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\tNND0 A 1 A_Chase\n\tNND0 A 1 A_Chase\n\tNND0 B 1 A_Chase\n\tNND0 B 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\tNND0 C 1 A_Chase\n\tNND0 C 1 A_Chase\n\tNND0 D 1 A_Chase\n\tNND0 D 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\tTNT1 A 0 A_Jump(80,\"See\")\n\tTNT1 A 1 Bright A_JumpIfCloser(90,\"Melee\")\n\tLoop\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(\"CursedZombieStrafing\",1)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tNND0 BB 2 A_GiveInventory(\"CursedZombieStrafing\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tNND0 CC 2 A_GiveInventory(\"CursedZombieStrafing\",1)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tNND0 DD 2 A_GiveInventory(\"CursedZombieStrafing\",1)\n\tGoto See\n Taunt:\n\tTNT1 A 0 A_PlaySound(\"NemesisDoomslayer/taunt\",2,0.8,0,ATTN_NONE)\n\tTNT1 A 0 A_TakeInventory(\"MarineKilled\",1)\n\tGoto See\n Melee:\n\t\tNND0 Y 0 Bright A_JumpIfInventory(\"DontMeleeAgain\", 1, \"See\")\n\t\tNND0 Y 0 Bright A_GiveInventory(\"DontMeleeAgain\")\n\t\tNND0 Y 0 Bright A_ChangeFlag(\"NORADIUSDMG\",0)\n\t\tNND0 Y 0 Bright A_ChangeFlag(\"NOBLOOD\",0)\n\t\tNND0 Y 0 Bright A_ChangeFlag(\"NODAMAGE\", 0)\n\t\tNND0 Z 0 Bright A_PlaySound(\"Marauder/Charge\")\n\t\tNND0 Z 0 Bright A_Recoil(-10)\n\t\tNND0 Z 4 Bright A_FaceTarget\n\t\tNND0 Z 0 Bright A_Recoil(-10)\n\t\tNND0 Z 4 Bright A_FaceTarget\n\t\tNND0 Y 6 A_CustomMeleeAttack(random(1,8)*15,\"Marauder/Melee\")\n\t\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 see\n\t FarRange:\n\tTNT1 A 0 A_Jump(60,\"Grenade\",\"TryCoachgun\",\"combo1\",\"Combo2\",\"SlayerBFG\",\"PlasmaticRifle\")\n\tTNT1 A 1 Bright A_JumpIfCloser(90,\"Melee\")\ngoto ASG\n LongRange:\n TNT1 A 0 A_Jump(60,\"Grenade\",\"TryCoachgun\",\"combo1\",\"Combo2\",\"PlasmaticRifle\")\n TNT1 A 1 Bright A_JumpIfCloser(90,\"Melee\")\n goto ASG\n NearRange:\nTNT1 A 0 A_Jump(60,\"Grenade\",\"TryCoachgun\",\"combo1\",\"Combo2\",\"PlasmaticRifle\")\nTNT1 A 1 Bright A_JumpIfCloser(90,\"Melee\")\ngoto ASG\n CloseRange:\n\tTNT1 A 0 A_Jump(60,\"Grenade\",\"TryCoachgun\",\"combo1\",\"Combo2\",\"PlasmaticRifle\")\n\tTNT1 A 0 A_Jump(4,\"Flame\")\n\tTNT1 A 1 Bright A_JumpIfCloser(90,\"Melee\")\n\tgoto ASG\nFlame:\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\",40,0,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,\"Combo2\",\"Combo1\")\n\tTNT1 A 1 Bright A_JumpIfCloser(90,\"Melee\")\n\tgoto see\n\n\t Pause:\n\tTNT1 A 0 A_PlaySound(\"weapons/LMGReload3\",7,1.0,0,0.5)\n\tGoto See\n\n\t 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\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\tNND0 F 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 A 0 A_Jump(60,\"Pause\",\"Missile\")\n\tTNT1 A 1 Bright A_JumpIfCloser(90,\"Melee\")\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 5 Fast A_PlaySound(\"LShotgun/Cock\")\n\tTNT1 A 0 A_ChangeFlag(NOPAIN,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tGoto See\n\n\t 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(\"\",1)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"NemesisASGBall\",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))\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(\"\",1)\n\tNND0 EEE 3 Fast A_GiveInventory(\"\",1)\n\tTNT1 A 0 A_GiveInventory(\"\",1)\n\tNND0 E 3 Fast A_PlaySound(\"Coachgun/Open\")\n\tTNT1 A 0 A_GiveInventory(\"\",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(\"\",1)\n\tNND0 E 3 Fast A_PlaySound(\"NemesisSSG/Close\",7,1.0,0,0.5)\n\tTNT1 A 0 A_GiveInventory(\"\",1)\n\tNND0 E 3 Fast\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\tGoto See\n\n\t 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(\"\",1)\n\tTNT1 A 0 A_PlaySound(\"BlueDTRFire\",1)\n\tTNT1 AA 0 A_CustomMissile(\"CursedZombieStrafing\",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(\"\",1)\n\tTNT1 AA 0 A_CustomMissile(\"CursedZombieStrafing\",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\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\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(\"\")\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\n\tSlayerBFG:\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/trigger\",6)\n\tNND0 F 3\n\tNND0 F 4\n\tTNT1 A 0 A_GiveInventory(\"GuruCharge\",25)\n\tNND0 FFFFFFF 5 A_CustomMissile(\"NemesisGuruBall\",56,26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-10,10))\n\tgoto see\n\n\tCombo1:\n\t TNT1 A 0 A_SetReflective\n NND0 F 4 Bright A_FaceTarget\n\tNND0 F 0 A_CustomMissile(\"NemesisASGBall\",56,26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-10,10))\n\tNND0 F 0 A_CustomMissile(\"NemesisASGBall\",56,-26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-10,10))\n\tNND0 F 4 Bright A_PlaySoundEx(\"NemesisSSG/Fire2\",\"Weapon\")\n\tNND0 F 2 A_CustomMissile(\"T3DBFG10kShot\",56,26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-10,10))\n\tNND0 F 3 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\tNND0 F 0 A_CustomMissile(\"NemesisASGBall\",56,26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-10,10))\n\tNND0 F 0 A_CustomMissile(\"NemesisASGBall\",56,-26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-10,10))\n\tNND0 F 4 Bright A_PlaySoundEx(\"NemesisSSG/Fire2\",\"Weapon\")\nNND0 F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tNND0 F 3 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\tGoto see\n\nCombo2:\n TNT1 A 0 A_SetReflective\n NND0 F 4 Bright A_FaceTarget\nNND0 F 2 Bright A_CustomMissile(\"NemesisCyberRailLaser\",0,0,0,2)\n TNT1 A 2 A_SpawnItemEx(\"NemesisShellCasing\",26,-26,58,Random(2, 6),0,Random(1, 3),Random(80,90),128)\nNND0 F 1 A_CustomMissile(\"NemesisASGBall\",56,26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-10,10))\nNND0 F 1 A_CustomMissile(\"NemesisASGBall\",56,-26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-10,10))\nNND0 F 2 Bright A_PlaySoundEx(\"NemesisSSG/Fire2\",\"Weapon\")\nNND0 F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\nNND0 F 3 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\ngoto see\n\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(\"NemesisDoomslayer/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(\"soterror/use\",6,1.0,0,0.4)\n\tTNT1 A 0 A_PlaySound(\"NemesisDoomslayer/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(\"NemesisDoomslayer/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(\"NemesisDoomslayer/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(\"NemesisDoomslayer/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\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\n Pain:\n NND0 G 2\n NND0 G 2 A_Pain\n Goto See\n Death:\n NND0 H 10\n NND0 I 10 A_Scream\n NND0 J 10 A_Fall\n NND0 K 10\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"NemesisRuneToken\",1,\"Possessed\")\n NND0 L 10\n NND0 M 10\n NND0 N -1\n Stop\n Possessed:\n NND0 L 10\n NND0 M 10\n\t\tTNT1 A 0 A_SpawnItemEx(\"PossessedDoomslayer\", 0, 0, 32, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n NND0 N -1\n\t\tNND0 X -1\n Stop\n\n }\n}\n/*NemesisSentientBFG9500Ball\nNemesis10kProjectile\nNemesisNobleCannonLaser\nVexedCardinalHomingRocket\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\",56,26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-10,10))\n\tTNT1 AAAAAAAA 0 A_CustomMissile(\"NemesisASGBall\",56,-26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-10,10))\n\tTNRD D 2 Bright A_PlaySoundEx(\"NemesisSSG/Fire2\",\"Weapon\")\n\tTNT1 A 1 Bright A_CustomMissile(\"VexedRifleShotExplosion\",0,0,0,2)"
},
{
"source": "pk3",
"name": "Actors/Monsters/PossessedDoomSlayer.txt",
"contents": "ACTOR possessedDoomSlayer : legendarydoomguy\n{\nMONSTER\nHealth 375\nWoundHealth 4000\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\nMeleeDamage 20000\n+FLOORCLIP\n+BRIGHT\nSpecies \"LegendaryDoomguy\"\nDamagetype \"DoomSlayer\" //Yes\nDropItem \"Nemesis Railgun\" 125, 1\nDamageFactor 0.06\ndamageFactor \"Marauder\", 0.6\nDamageFactor \"Crush\", 0.5\n SeeSound \"NemesisDoomslayer/taunt\"\n ActiveSound \" \"\n PainSound \"NemesisDoomslayer/pain\"\n DeathSound \"NemesisDoomslayer/death\"\n Obituary \"%o was sent a ticket back to hell by the DoomSlayer.\"\n Tag \"\\c[m6]possessed\\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 var int user_deathtimer;\n var int user_deathtimeractive;\n States\n {\n Spawn:\n\tNND0 A 10 A_Look\n\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\",0)\n\tLoop\n See:\n TNT1 A 0 A_UnSetReflective\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 C 0 Bright A_TakeInventory(\"DontMeleeAgain\")\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\tNND0 CC 3 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\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\tNND0 A 1 A_Chase\n\tNND0 A 1 A_Chase\n\tNND0 B 1 A_Chase\n\tNND0 B 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\tNND0 C 1 A_Chase\n\tNND0 C 1 A_Chase\n\tNND0 D 1 A_Chase\n\tNND0 D 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\tTNT1 A 0 A_Jump(80,\"See\")\n\tTNT1 A 1 Bright A_JumpIfCloser(90,\"Melee\")\n\tLoop\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_PlaySound(\"NemesisDoomslayer/taunt\",2,0.8,0,ATTN_NONE)\n\tTNT1 A 0 A_TakeInventory(\"MarineKilled\",1)\n\tGoto See\n Melee:\n\t\tNND0 Y 0 Bright A_JumpIfInventory(\"DontMeleeAgain\", 1, \"See\")\n\t\tNND0 Y 0 Bright A_GiveInventory(\"DontMeleeAgain\")\n\t\tNND0 Y 0 Bright A_ChangeFlag(\"NORADIUSDMG\",0)\n\t\tNND0 Y 0 Bright A_ChangeFlag(\"NOBLOOD\",0)\n\t\tNND0 Y 0 Bright A_ChangeFlag(\"NODAMAGE\", 0)\n\t\tNND0 Z 0 Bright A_PlaySound(\"Marauder/Charge\")\n\t\tNND0 Z 0 Bright A_Recoil(-10)\n\t\tNND0 Z 4 Bright A_FaceTarget\n\t\tNND0 Z 0 Bright A_Recoil(-10)\n\t\tNND0 Z 4 Bright A_FaceTarget\n\t\tNND0 Y 6 A_CustomMeleeAttack(random(1,8)*15,\"Marauder/Melee\")\n\t\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 see\n\t FarRange:\n\tTNT1 A 0 A_Jump(60,\"Grenade\",\"TryCoachgun\",\"combo1\",\"Combo2\",\"SlayerBFG\",\"PlasmaticRifle\")\n\tTNT1 A 1 Bright A_JumpIfCloser(90,\"Melee\")\ngoto ASG\n LongRange:\n TNT1 A 0 A_Jump(60,\"Grenade\",\"TryCoachgun\",\"combo1\",\"Combo2\",\"PlasmaticRifle\")\n TNT1 A 1 Bright A_JumpIfCloser(90,\"Melee\")\n goto ASG\n NearRange:\nTNT1 A 0 A_Jump(60,\"Grenade\",\"TryCoachgun\",\"combo1\",\"Combo2\",\"PlasmaticRifle\")\nTNT1 A 1 Bright A_JumpIfCloser(90,\"Melee\")\ngoto ASG\n CloseRange:\n\tTNT1 A 0 A_Jump(60,\"Grenade\",\"TryCoachgun\",\"combo1\",\"Combo2\",\"PlasmaticRifle\")\n\tTNT1 A 0 A_Jump(4,\"Flame\")\n\tTNT1 A 1 Bright A_JumpIfCloser(90,\"Melee\")\n\tgoto ASG\nFlame:\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\",40,0,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,\"Combo2\",\"Combo1\")\n\tTNT1 A 1 Bright A_JumpIfCloser(90,\"Melee\")\n\tgoto see\n\n\t Pause:\n\tTNT1 A 0 A_PlaySound(\"weapons/LMGReload3\",7,1.0,0,0.5)\n\tGoto See\n\n\t 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\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\tNND0 F 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 A 0 A_Jump(60,\"Pause\",\"Missile\")\n\tTNT1 A 1 Bright A_JumpIfCloser(90,\"Melee\")\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 5 Fast A_PlaySound(\"LShotgun/Cock\")\n\tTNT1 A 0 A_ChangeFlag(NOPAIN,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tGoto See\n\n\t 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(\"\",1)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"NemesisASGBall\",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))\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(\"\",1)\n\tNND0 EEE 3 Fast A_GiveInventory(\"\",1)\n\tTNT1 A 0 A_GiveInventory(\"\",1)\n\tNND0 E 3 Fast A_PlaySound(\"Coachgun/Open\")\n\tTNT1 A 0 A_GiveInventory(\"\",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(\"\",1)\n\tNND0 E 3 Fast A_PlaySound(\"NemesisSSG/Close\",7,1.0,0,0.5)\n\tTNT1 A 0 A_GiveInventory(\"\",1)\n\tNND0 E 3 Fast\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\tGoto See\n\n\t 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(\"\",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(\"\",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\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\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(\"\")\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\n\tSlayerBFG:\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/trigger\",6)\n\tNND0 F 3\n\tNND0 F 4\n\tTNT1 A 0 A_GiveInventory(\"GuruCharge\",25)\n\tNND0 FFFFFFF 5 A_CustomMissile(\"NemesisGuruBall\",56,26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-10,10))\n\tgoto see\n\n\tCombo1:\n\t TNT1 A 0 A_SetReflective\n NND0 F 4 Bright A_FaceTarget\n\tNND0 F 0 A_CustomMissile(\"NemesisASGBall\",56,26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-10,10))\n\tNND0 F 0 A_CustomMissile(\"NemesisASGBall\",56,-26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-10,10))\n\tNND0 F 4 Bright A_PlaySoundEx(\"NemesisSSG/Fire2\",\"Weapon\")\n\tNND0 F 2 A_CustomMissile(\"T3DBFG10kShot\",56,26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-10,10))\n\tNND0 F 3 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\tNND0 F 0 A_CustomMissile(\"NemesisASGBall\",56,26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-10,10))\n\tNND0 F 0 A_CustomMissile(\"NemesisASGBall\",56,-26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-10,10))\n\tNND0 F 4 Bright A_PlaySoundEx(\"NemesisSSG/Fire2\",\"Weapon\")\nNND0 F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\n\tNND0 F 3 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\tGoto see\n\nCombo2:\n TNT1 A 0 A_SetReflective\n NND0 F 4 Bright A_FaceTarget\nNND0 F 2 Bright A_CustomMissile(\"NemesisCyberRailLaser\",0,0,0,2)\n TNT1 A 2 A_SpawnItemEx(\"NemesisShellCasing\",26,-26,58,Random(2, 6),0,Random(1, 3),Random(80,90),128)\nNND0 F 1 A_CustomMissile(\"NemesisASGBall\",56,26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-10,10))\nNND0 F 1 A_CustomMissile(\"NemesisASGBall\",56,-26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-10,10))\nNND0 F 2 Bright A_PlaySoundEx(\"NemesisSSG/Fire2\",\"Weapon\")\nNND0 F 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",58,-26,random(-6,6))\nNND0 F 3 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\ngoto see\n\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(\"NemesisDoomslayer/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(\"soterror/use\",6,1.0,0,0.4)\n\tTNT1 A 0 A_PlaySound(\"NemesisDoomslayer/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(\"NemesisDoomslayer/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(\"NemesisDoomslayer/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(\"NemesisDoomslayer/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\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\n Pain:\n NND0 G 2\n NND0 G 2 A_Pain\n Goto See\n Death:\n NND0 H 10\n NND0 I 10 A_Scream\n NND0 J 10 A_Fall\n NND0 K 10\n NND0 L 10\n NND0 M 10\n NND0 N -1\n Stop\n }\n}\n/*NemesisSentientBFG9500Ball\nNemesis10kProjectile\nNemesisNobleCannonLaser\nVexedCardinalHomingRocket\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\",56,26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-10,10))\n\tTNT1 AAAAAAAA 0 A_CustomMissile(\"NemesisASGBall\",56,-26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-10,10))\n\tTNRD D 2 Bright A_PlaySoundEx(\"NemesisSSG/Fire2\",\"Weapon\")\n\tTNT1 A 1 Bright A_CustomMissile(\"VexedRifleShotExplosion\",0,0,0,2)"
},
{
"source": "pk3",
"name": "Actors/Monsters/Doomguy.txt",
"contents": "actor Doomguy 3100\n{\n Health 200\n Radius 20\n Height 56\n Speed 32\n\tFastSpeed 42\n\tMaxStepHeight 50\n\tMaxDropOffHeight 32\n PainChance 100\n Mass 1800\n damagefactor 0.02\n\tMONSTER\n\t+friendly\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[w2]Doomguy\\c-\"\n MissileType PlasmaBall\n DropItem SuperShotgun\n MeleeDamage 200\n Damage 350\n\tvar int user_tier;\n\tvar int user_script;\n States\n {\n Spawn:\n\n DOOM AB 10 A_Look\n Loop\n See:\n\t TNT1 A 0 A_JumpIf(user_script == 1,3)\n\tTNT1 A 0 A_SetUserVar(\"user_script\",1)\n\t\tTNT1 A 0 A_JumpIf(user_tier == 1,7)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"NemesisRage\",1,\"WithArmor\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"DogCharge\",1,\"WithArmor\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HellFireCyber\",1,\"withArmor\")\n\t\tDOOM AAAABBBBCCCCDDDD 1 A_FastChase\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\t\tDOOM AAAABBBBCCCCDDDD 1 A_FastChase\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\t\tTNT1 A 0 A_Jump(80,\"Rush\")\n Loop\n\t\tWithArmor:\n\tTNT1 A 0\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(NODAMAGE,1)\n\tDOOM A 3 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"DoomguyArmored\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tDOOM A 3 Bright\n stop\n\t\t Rush:\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\tDOOM A 1 A_Chase\n\tDOOM A 1 A_Chase\n\tDOOM B 1 A_Chase\n\tDOOM B 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\tDOOM C 1 A_Chase\n\tDOOM C 1 A_Chase\n\tDOOM D 1 A_Chase\n\tDOOM D 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\tTNT1 A 0 A_Jump(80,\"See\")\n\tTNT1 A 1 Bright A_JumpIfCloser(90,\"Melee\")\n\tLoop\n\t\t Strafing:\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tDOOM AA 2 A_GiveInventory(\"CursedZombieStrafing\",1)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tDOOM BB 2 A_GiveInventory(\"CursedZombieStrafing\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tDOOM CC 2 A_GiveInventory(\"CursedZombieStrafing\",1)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tDOOM DD 2 A_GiveInventory(\"CursedZombieStrafing\",1)\n\tGoto See\n\tGoto See\n Melee:\n DOOM E 1 A_FaceTarget\n DOOM EEEEE 4 A_MeleeAttack\n Missile:\n DOOM E 8 A_FaceTarget\n DOOM E 0 A_Jump (80, 8)\n DOOM E 0 A_Jump (80, 28)\n DOOM F 8 A_BulletAttack\n DOOM E 8\n Goto See\n DOOM E 5 A_FaceTarget\n DOOM FFFFFFFFFFFFFFFFFFFFFF 3 A_MissileAttack\n DOOM E 8\n Goto See\n DOOM E 8 A_FaceTarget\n DOOM F 8 A_CyberAttack\n DOOM E 8\n Goto See\n Pain:\n DOOM G 2\n DOOM G 2 A_Pain\n Goto See\n Death:\n DOOM H 10\n DOOM I 10 A_Scream\n DOOM J 10 A_Fall\n DOOM K 10\n DOOM L 10\n DOOM M 10\n DOOM N -1\n Stop\n XDeath:\n DOOM O 5\n DOOM P 5 A_XScream\n DOOM Q 5 A_Fall\n DOOM R 5\n DOOM RSTUV 5\n DOOM W -1\n Stop\n }\n}\nActor NemesisRage : Inventory { Inventory.MaxAmount 1 }\nActor NoNemesisRage : Inventory { Inventory.MaxAmount 1 }\nActor NoDogCharge : Inventory { Inventory.MaxAmount 1 }\nActor HellFireCyber : Inventory { Inventory.MaxAmount 1 }"
},
{
"source": "pk3",
"name": "Actors/Monsters/Doomguy2.txt",
"contents": "actor DoomguyArmored 3100\n{\n Health 400\n Radius 20\n Height 56\n Speed 32\n\tFastSpeed 42\n\tMaxStepHeight 50\n PainChance 100\n Mass 1800\n damagefactor 0.01\n\tMONSTER\n\t+friendly\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[w2]Doomguy\\c-\"\n MissileType PlasmaBall\n DropItem SuperShotgun\n MeleeDamage 200\n Damage 350\n\tvar int user_tier;\n\tvar int user_script;\n States\n {\n Spawn:\n\n PLAY AB 10 A_Look\n Loop\n See:\n\t TNT1 A 0 A_JumpIf(user_script == 1,3)\n\tTNT1 A 0 A_SetUserVar(\"user_script\",1)\n\t\tTNT1 A 0 A_JumpIf(user_tier == 1,7)\n TNT1 A 0 A_JumpIfHealthLower(2,\"HATE\")\n\t\tPLAY AAAABBBBCCCCDDDD 1 A_FastChase\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HellFireCyber\",1,\"GodMode\")\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\t\tPLAY AAAABBBBCCCCDDDD 1 A_FastChase\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\t\tTNT1 A 0 A_Jump(80,\"Rush\")\n Loop\n\t\t See2:\n\t TNT1 A 0 A_JumpIf(user_script == 1,3)\n\tTNT1 A 0 A_SetUserVar(\"user_script\",1)\n\t\tTNT1 A 0 A_JumpIf(user_tier == 1,7)\n TNT1 A 0 A_JumpIfHealthLower(2,\"HATE\")\n\t\tPLAY AAAABBBBCCCCDDDD 1 A_FastChase\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\t\tPLAY AAAABBBBCCCCDDDD 1 A_FastChase\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\t\tTNT1 A 0 A_Jump(80,\"Rush\")\n Loop\n\t\tGodMode:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"NemesisRuneToken\",1,\"See2\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"TrueLegendaryRune2\",1,\"See2\")\n\tTNT1 A 0\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(NODAMAGE,1)\n\tDOOM A 3 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"DoomguyGodMode\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tDOOM A 3 Bright\n stop\n\tHate:\n\t\tPLAY AAAABBBBCCCCDDDD 1 A_FastChase\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\t\tTNT1 A 0 A_Jump(80,\"Rush\")\n\t\tPLAY AAAABBBBCCCCDDDD 1 A_FastChase\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIGHTENED\",0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOFEAR\",1)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\",0)\n\t\tgoto see\n\t\t Rush:\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\tPLAY A 1 A_Chase\n\tPLAY A 1 A_Chase\n\tPLAY B 1 A_Chase\n\tPLAY B 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\tPLAY C 1 A_Chase\n\tPLAY C 1 A_Chase\n\tPLAY D 1 A_Chase\n\tPLAY D 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\tTNT1 A 0 A_Jump(80,\"See\")\n\tTNT1 A 1 Bright A_JumpIfCloser(90,\"Melee\")\n\tLoop\n\t\t Strafing:\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tPLAY AA 2 A_GiveInventory(\"CursedZombieStrafing\",1)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tPLAY BB 2 A_GiveInventory(\"CursedZombieStrafing\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tPLAY CC 2 A_GiveInventory(\"CursedZombieStrafing\",1)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tPLAY DD 2 A_GiveInventory(\"CursedZombieStrafing\",1)\n\tGoto See\n\tGoto See\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/Doomguy3.txt",
"contents": "actor DoomguyGodMode 3100\n{\n Health 400\n Radius 20\n Height 56\n Speed 32\n\tFastSpeed 42\n\tMaxStepHeight 50\n PainChance 100\n Mass 1800\n damagefactor 0.001\n\tMONSTER\n\t+friendly\n +FLOORCLIP\n\t+foilinvul\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[w2]Doomguy\\c-\"\n MissileType PlasmaBall\n DropItem SuperShotgun\n MeleeDamage 500\n Damage 450\n\tvar int user_tier;\n\tvar int user_script;\n States\n {\n Spawn:\n\t\tTNT1 A 0 A_SetReflective\n\t\tTNT1 A 0 A_SetInvulnerable\n GPLY AB 10 A_Look\n Loop\n See:\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_SetReflective\n\t TNT1 A 0 A_JumpIf(user_script == 1,3)\n\tTNT1 A 0 A_SetUserVar(\"user_script\",1)\n\t\tTNT1 A 0 A_JumpIf(user_tier == 1,7)\n TNT1 A 0 A_JumpIfHealthLower(2,\"HATE\")\n\t\tGPLY AAAABBBBCCCCDDDD 1 A_FastChase\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\t\tGPLY AAAABBBBCCCCDDDD 1 A_FastChase\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\t\tTNT1 A 0 A_Jump(80,\"Rush\")\n Loop\n\tHate:\n\t\tGPLY AAAABBBBCCCCDDDD 1 A_FastChase\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\t\tTNT1 A 0 A_Jump(80,\"Rush\")\n\t\tGPLY AAAABBBBCCCCDDDD 1 A_FastChase\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIGHTENED\",0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOFEAR\",1)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\",0)\n\t\tgoto see\n\t\t Rush:\n\t\t TNT1 A 0 A_SetReflective\n\t\t TNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\tGPLY A 1 A_Chase\n\tGPLY A 1 A_Chase\n\tGPLY B 1 A_Chase\n\tGPLY B 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\tGPLY C 1 A_Chase\n\tGPLY C 1 A_Chase\n\tGPLY D 1 A_Chase\n\tGPLY D 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\tTNT1 A 0 A_Jump(80,\"See\")\n\tTNT1 A 1 Bright A_JumpIfCloser(90,\"Melee\")\n\tLoop\n\t\t Strafing:\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tGPLY AA 2 A_GiveInventory(\"CursedZombieStrafing\",1)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tGPLY BB 2 A_GiveInventory(\"CursedZombieStrafing\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tGPLY CC 2 A_GiveInventory(\"CursedZombieStrafing\",1)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tGPLY DD 2 A_GiveInventory(\"CursedZombieStrafing\",1)\n\tGoto See\n Melee:\n\tTNT1 A 0 A_SetReflective\n\tTNT1 A 0 A_SetInvulnerable\n GPLY E 1 A_FaceTarget\n GPLY EEEEE 4 A_MeleeAttack\n Missile:\n\tTNT1 A 0 A_SetReflective\n\tTNT1 A 0 A_SetInvulnerable\n GPLY E 8 A_FaceTarget\n GPLY E 0 A_Jump (80, 8)\n GPLY E 0 A_Jump (80, 28)\n GPLY F 8 A_BulletAttack\n GPLY E 8\n Goto See\n GPLY E 5 A_FaceTarget\n GPLY FFFFFFFFFFFFFFFFFFFFFF 3 A_MissileAttack\n GPLY E 8\n Goto See\n GPLY E 8 A_FaceTarget\n GPLY F 8 A_CyberAttack\n GPLY E 8\n Goto See\n Pain:\n GPLY G 2\n GPLY G 2 A_Pain\n Goto See\n Death:\n GPLY H 10\n GPLY I 10 A_Scream\n GPLY J 10 A_Fall\n GPLY K 10\n GPLY L 10\n GPLY M 10\n GPLY N -1\n Stop\n XDeath:\n GPLY O 5\n GPLY P 5 A_XScream\n GPLY Q 5 A_Fall\n GPLY R 5\n GPLY RSTUV 5\n GPLY W -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Amogus.txt",
"contents": "ACTOR Imposter\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/NEWCorruptedLegCyber.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\tCLCY A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tCLCY A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tCLCY Z 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tCLCY 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 CLCY A 0 Bright A_GiveInventory(\"NemesisRage\")\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t CLCY z 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(\"CorruptCyberGhost\")\n\t CLCY A 1 Bright A_Chase\n\t TNT1 A 0 A_SpawnItemEx(\"CorruptCyberGhost\")\n\t CLCY z 1 Bright A_Chase\n\t TNT1 A 0 A_SpawnItemEx(\"CorruptCyberGhost\")\n\t CLCY A 1 Bright A_Chase\n\t TNT1 A 0 A_SpawnItemEx(\"CorruptCyberGhost\")\n\t CLCY z 1 Bright A_Chase\n\t TNT1 A 0 A_SpawnItemEx(\"CorruptCyberGhost\")\n\t CLCY A 1 Bright A_Chase\n\t TNT1 A 0 A_SpawnItemEx(\"CorruptCyberGhost\")\n\t CLCY z 1 Bright A_Chase\n\t TNT1 A 0 A_SpawnItemEx(\"CorruptCyberGhost\")\n\t CLCY A 1 Bright A_Chase\n\t TNT1 A 0 A_SpawnItemEx(\"CorruptCyberGhost\")\n\t CLCY z 1 Bright A_Chase\n\t TNT1 A 0 A_SpawnItemEx(\"CorruptCyberGhost\")\n\t CLCY A 1 Bright A_Chase\n\t TNT1 A 0 A_SpawnItemEx(\"CorruptCyberGhost\")\n\t CLCY z 1 Bright A_Chase\n\t TNT1 A 0 A_SpawnItemEx(\"CorruptCyberGhost\")\n\t CLCY A 1 Bright A_Chase\n\t TNT1 A 0 A_SpawnItemEx(\"CorruptCyberGhost\")\n\t CLCY z 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 z 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 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 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 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 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 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 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 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 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 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 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 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 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 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\t 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 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 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 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 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\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 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 CLCY D 3 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 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 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 D 3 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 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 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 D 3 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 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 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 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\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 HJHIH 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 JJJJJ 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 JJJJJ 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_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 J 5\n\t //TNT1 A 0 ACS_NamedExecuteAlways(\"SetDefaultSky\")\n\t CLCY H 10\n\t CLCY I 10\n\t CLCY JKL 10\n\t TNT1 A 0 A_SpawnItemEx(\"corruptedLegendaryCardinal\", 0, 0, 32, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t CLCY M 10 A_NoBlocking\n\t CLCY NO 10\n\t CLCY O 30\n\t CLCY O -1 A_BossDeath\n\t Stop\n }\n}\n\nACTOR CorruptCyberGhost\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/Corrupted Terminator.txt",
"contents": "Actor CorruptedNemesisTerminator\n{\n Monster\n Health 12999\n Radius 35\nHeight 90\n Scale 1.2\n Speed 40\n Mass 0x7FFFFFFF\n Species \"UltimateLegendary\"\n BloodColor \"Black\"\n DamageFactor \"PlayerNemesisPlasma\", 0.0\n DamageFactor 0.2\n DamageFactor \"Vexed\", 0.0\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 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 10\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 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\nSeeSound \"monster/dtermsit\"\nPainSound \"monster/dtermpin\"\nDeathSound \"monster/termdth\"\nActiveSound \"Terminator/dtermact\"\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 \\c[i0]Corrupted Nemesis Terminator\\c- turned %o into pure blue\"\n Var int user_lasershot;\n var int user_music;\n var int user_script;\n var int user_missile;\n var int user_rage;\nTag \"\\c[i0]Corrupted Nemesis Terminator\\c-\"\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tCOLT A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tCOLT A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tCOLT Z 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tCOLT Z 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n Loop\n\t SeeRage:\n\tTNT1 A 0 A_SpawnItemEx(\"WhiteWalkFire\")\n\tTNT1 A 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\tCOLT A 3 Bright A_Hoof\n\tTNT1 A 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\tCOLT A 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\tCOLT Z 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\tCOLT F 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\tCOLT A 3 Bright A_Metal\n\tTNT1 A 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\tCOLT F 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\tTNT1 A 0 A_Jump(35,\"Teleport\")\n\tLoop\n\t\t Teleport:\n\tTNT1 A 0 A_JumpIf(user_rage == 1,\"TeleportRage\")\n\tCOLT A 1 Bright A_UnSetShootable\n\tTNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx(\"BlueFireSpawner\")\n\tCOLT 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(\"BlueFireSpawner\")\n\tCOLT AAAAAAAAAA 1 Bright A_FadeIn(0.1)\n\tCOLT A 1 Bright A_SetShootable\n\tGoto See\n\t TeleportRage:\n\tCOLT A 1 Bright A_UnSetShootable\n\tTNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\tCOLT AAAAA 1 Bright A_FadeOut(0.3,0)\n\tTNT1 A 2 Bright\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander\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\tCOLT AAAAA 1 Bright A_FadeIn(0.3)\n\tCOLT A 1 Bright A_SetShootable\n\tGoto See\n\t\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\tCOLT G 10 Bright A_PlaySound(\"Terminator/dtermact\",2,1.0,0,ATTN_NONE)\n\tCOLT GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 2 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\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\tCOLT GGGGGGGGGGGGGGGGGGGGGGG 2 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\tGoto SeeRage\n\t See:\n\tTNT1 A 0 A_SetTranslucent(1)\n TNT1 A 0 A_JumpIf(user_music == 1,3)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,8010)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_UnSetReflective\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(5000,\"StartRage\")\n\tCOLT A 0 A_PlaySound(\"Terminator/terstepA\")\n\tCOLT AABB 3 A_Chase\n\tCOLT C 0 A_PlaySound(\"Terminator/terstepA\")\n\tCOLT CCDD 3 A_Chase\n\tTNT1 A 0 A_Jump(40,\"Phase\")\n\tLoop\n Phase:\n\tTNT1 A 0 A_PlaySound(\"phaseimp/teleport\")\n\tCOLT G 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tCOLT G 1 A_SetTranslucent(0.75)\n\tTNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tCOLT G 1 A_SetTranslucent(0.55)\n\tTNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tCOLT G 1 A_SetTranslucent(0.35)\n\tTNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tCOLT G 1 A_SetTranslucent(0.15)\n\tTNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tGoto Phased\n Phased:\n\tCOLT AABBCCDDAABBCCDDAABBCCDDAABBCCDD 1 A_ExtChase(0,0)\n Phased2:\n\tCOLT AABBCCDDAABBCCDD 1 A_Chase\n\tTNT1 A 0 A_Jump(12,\"UnPhase\")\n\tLoop\n UnPhase:\n\tTNT1 A 0 A_PlaySound(\"phaseimp/teleport\")\n\tTNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tCOLT G 1 A_SetTranslucent(0.15)\n\tTNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tCOLT G 1 A_SetTranslucent(0.35)\n\tTNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tCOLT G 1 A_SetTranslucent(0.55)\n\tTNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tCOLT G 1 A_SetTranslucent(0.75)\n\tTNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SetTranslucent(1)\n\tCOLT G 2 A_FaceTarget\n\tGoto See\n\t Missile:\n TNT1 A 0 A_SetShootable\n\t TNT1 A 0 A_UnsetInvulnerable\n TNT1 A 0 A_SetTranslucent(1)\n\tTNT1 A 0 A_Jump(96,\"DBFGTeleportCombo\",\"CorruptLegDTBFG10k\",\"BigLightningGun\",\"BigLaser\",\"NotTrueDevastatorCannon\",\"BlueStorm\")\n TNT1 A 0 A_Jump(128,\"CLCHoaming\",\"Railgun\",\"BFG10K\",\"CLC10kBall\",\"CLCDBFG\",\"CLCBFG10k2\")\n\t TNT1 A 0 A_Jump(87,\"ComboCLCBFG\")\n Normal:\n TNT1 A 0 A_SetTranslucent(1)\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT C 2 Bright A_FaceTarget\n COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n COLT C 2 Bright A_FaceTarget\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t COLT D 2 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n COLT C 0 Bright A_FaceTarget\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n COLT C 2 Bright A_FaceTarget\n COLT C 2 Bright A_FaceTarget\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",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 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 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 COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT D 1 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 1 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 1 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 1 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT D 1 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 1 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 1 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 1 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT D 1 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 1 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 1 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 1 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT D 1 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 1 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 1 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 1 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT D 1 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 1 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 1 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 1 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT D 1 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 1 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 1 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 1 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 1 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 1 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 1 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 1 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 1 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 1 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 1 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 1 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 1 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 1 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 1 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 1 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n //COLT 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 Railgun:\n TNT1 A 0 A_SetTranslucent(1)\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n COLT C 2 Bright A_FaceTarget\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t COLT CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n COLT CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t COLT CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n COLT C 5\n COLT C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t TNT1 A 0 A_FaceTarget\n\t COLT CCCCCCCCCCCCC 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\t COLT 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 COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n COLT CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t COLT CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n COLT C 5\n COLT C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t TNT1 A 0 A_FaceTarget\n\t COLT CCCCCCCCCCCCC 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\t COLT 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 COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t COLT CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n COLT C 5\n COLT C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t TNT1 A 0 A_FaceTarget\n\t COLT CCCCCCCCCCCCC 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\t COLT 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 COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n COLT D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n COLT D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n COLT D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n COLT D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n COLT D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t \t COLT CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n COLT D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t \t COLT CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n COLT D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t \t COLT CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n COLT D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n COLT CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t COLT CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n COLT C 5\n COLT C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t TNT1 A 0 A_FaceTarget\n\t COLT CCCCCCCCCCCCC 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\t COLT CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t TNT1 A 0 A_SetShootable\n\t \t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n COLT D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t \t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n COLT D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t \t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n COLT D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n COLT D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n COLT D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n COLT D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n COLT CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t COLT CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n COLT C 5\n COLT C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t TNT1 A 0 A_FaceTarget\n\t COLT CCCCCCCCCCCCC 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\t COLT CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n COLT D 2 Bright A_FaceTarget\n COLT 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\t CorruptLegDTBFG10k:\n TNT1 A 0 ThrustThing(Angle*256/360+128,15,0,0)\n\tTNT1 A 0 A_PlaySound(\"Cardinal/9k\")\n\tCOLT NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_PlayWeaponSound(\"legcardi/load1\")\n\tTNT1 A 0 A_GiveInventory(\"CLSentientStrafe\",1)\n\tCOLT NNNNNN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_PlayWeaponSound(\"legcardi/load2\")\n\tTNT1 A 0 A_GiveInventory(\"CLSentientStrafe\",1)\n\tCOLT NNOOOO 2 Bright A_FaceTarget\n TNT1 A 0 Bright A_PlaySoundEx(\"Weapons/dbfgfire2\",\"Weapon\")\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, -26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, -26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, -26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, -26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, -26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, -26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, -26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, -26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, -26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT OO 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CLSentientStrafe\",1)\n\tCOLT NNOOOO 2 Bright A_FaceTarget\n TNT1 A 0 Bright A_PlaySoundEx(\"Weapons/dbfgfire2\",\"Weapon\")\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, -26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, -26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, -26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, -26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, -26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, -26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, -26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, -26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, -26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT OO 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CLSentientStrafe\",1)\n\tCOLT NNOOOO 2 Bright A_FaceTarget\n TNT1 A 0 Bright A_PlaySoundEx(\"Weapons/dbfgfire2\",\"Weapon\")\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, -26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, -26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, -26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, -26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, -26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, -26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, -26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, -26, 0)\n COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT OO 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CLSentientStrafe\",1)\n\tCOLT NNOOOO 2 Bright A_FaceTarget\n TNT1 A 0 Bright A_PlaySoundEx(\"Weapons/dbfgfire2\",\"Weapon\")\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, -26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, -26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, -26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, -26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, -26, 0)\n COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, -26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, -26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, -26, 0)\n\tCOLT D 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\t\tCOLT OO 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CLSentientStrafe\",1)\n\tCOLT NNOOOO 2 Bright A_FaceTarget\n TNT1 A 0 Bright A_PlaySoundEx(\"Weapons/dbfgfire2\",\"Weapon\")\n\tCOLT O 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT O 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, -26, 0)\n\t\tCOLT OO 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CLSentientStrafe\",1)\n\tCOLT NNOOOO 2 Bright A_FaceTarget\n TNT1 A 0 Bright A_PlaySoundEx(\"Weapons/dbfgfire2\",\"Weapon\")\n\tCOLT O 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, 26, 0)\n\tCOLT O 2 Bright A_CustomMissile(\"T3DBFG10KBall\", 34, -26, 0)\n\tCOLT OO 2 Bright A_FaceTarget\n\tGoto see\n\t NotTrueDevastatorCannon:\n\tCOLT EEEE 2 Bright\n\tCOLT EEEE 2 Bright\n NotTrueDevastatorCannonLoop:\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"CorruptedLegSentDevBall2\",21,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-2,2))\n\tTNT1 A 0 A_CustomMissile(\"CorruptedLegSentDevBall2\",21,-20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-2,2))\n\tCOLT D 4 A_CustomMissile(\"CorruptedLegSentDevBall2\",21,20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-2,2))\n\tTNT1 A 0 A_CustomMissile(\"CorruptedLegSentDevBall2\",21,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-2,2))\n\tTNT1 A 0 A_CustomMissile(\"CorruptedLegSentDevBall2\",21,-20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-2,2))\n\tCOLT D 4 A_CustomMissile(\"CorruptedLegSentDevBall2\",21,20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-2,2))\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_Jump(6,\"Missile\",\"See\",\"BFG10K\")\n\tTNT1 A 0 A_SpidRefire\n\tGoto NotTrueDevastatorCannon+10\n\t BigLaser:\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n TNT1 A 0 A_Playsound(\"MasterSparkCharge\")\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tTNT1 A 0 A_JumpIf(user_missile >= 30,\"LaserFire\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tCOLT N 4 A_FaceTarget\n\tGoto BigLaser+3\n LaserFire:\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,\"LaserEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_FaceTarget\n\tCOLT O 1 A_CustomMissile(\"SpiderMasterLaserCyan\",34,0,0)\n\tGoto LaserFire+2\n LaserEnd:\n\tCOLT NNNNNN 3\n\tTNT1 A 0 A_Jump(128,\"DBFGTeleportCombo\",\"Lasers\",\"BigLightningGun\")\n\tGoto See\n BFG10K:\n TNT1 A 0 A_SetTranslucent(1)\n\t TNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t COLT C 4 Bright A_FaceTarget\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t COLT C 4 Bright A_FaceTarget\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t COLT C 4 Bright A_FaceTarget\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t COLT C 4 Bright A_FaceTarget\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t COLT C 4 Bright A_FaceTarget\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t COLT C 4 Bright A_FaceTarget\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n COLT 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 COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 20, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 30, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 40, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 20, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 30, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 40, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 20, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 30, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 40, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 20, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 30, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 40, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 20, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 30, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 40, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n COLT 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\t \tTNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"CorruptedLegSentDevBall2\",21,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-2,2))\n\t TNT1 A 0 A_CustomMissile(\"CorruptedLegSentDevBall2\",21,-20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-2,2))\n\t COLT D 4 A_CustomMissile(\"CorruptedLegSentDevBall2\",21,20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-2,2))\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 20, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 30, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 40, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t TNT1 A 0 Bright A_CustomMissile(\"LaserBeam\",76,7,0,0)\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n COLT 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\t TNT1 A 0 A_CustomMissile(\"CorruptedLegSentDevBall2\",21,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-2,2))\n\t TNT1 A 0 A_CustomMissile(\"CorruptedLegSentDevBall2\",21,-20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-2,2))\n\t COLT D 4 A_CustomMissile(\"CorruptedLegSentDevBall2\",21,20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-2,2))\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 20, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 30, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 40, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t \tTNT1 A 0 Bright A_CustomMissile(\"LaserBeam\",76,7,0,0)\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n COLT 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\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 20, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 30, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 40, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t TNT1 A 0 Bright A_CustomMissile(\"LaserBeam\",76,7,0,0)\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t COLT 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\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 20, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 30, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 40, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n COLT 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\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 20, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 30, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 40, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT 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\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 20, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 30, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 40, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n COLT 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\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 20, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 30, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 40, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 20, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 30, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 40, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t COLT 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\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 20, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 30, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 40, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 20, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 30, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 40, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n COLT 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\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 20, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 30, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 40, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 20, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 30, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 40, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t COLT 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\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 20, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 30, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 40, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 20, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 30, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 40, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n COLT 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\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 20, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 30, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 40, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 20, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 30, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 40, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT 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\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 20, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 30, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 40, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 20, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 30, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 40, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t COLT 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\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 20, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 30, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 40, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 20, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 30, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 40, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n COLT 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\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 20, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 30, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 40, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 20, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 30, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t COLT D 0 Bright A_CustomMissile(\"T3DBFG10kShot\", 40, -26, Random(4, -4))\n\t COLT D 0 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t COLT 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 COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n COLT 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 COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT 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 COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT 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 COLT 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 COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n COLT 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 COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT 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 COLT 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 COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n COLT 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 COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT 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 COLT 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 COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT 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 COLT 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 COLT D 1 Bright A_CustomMissile(\"CLSCorruptedBomb\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"CLSCorruptedBomb\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"CLSCorruptedBomb\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"CLSCorruptedBomb\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"CLSCorruptedBomb\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"CLSCorruptedBomb\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"CLSCorruptedBomb\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"CLSCorruptedBomb\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT 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 COLT 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\t DBFGTeleportCombo:\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_PlaySound(\"BlueSent/Sight\",2)\n\tCOLT NNNNNNNNNNNNNNNNNNNNN 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n DBFGTeleportComboLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 6,\"Missile\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_UnSetShootable\n\tTNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"BlueCardLineSpawner\")\n\tCOLT NNNNN 1 Bright A_FadeOut(0.2,0)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAA 0 A_Chase(0,0,CHF_NIGHTMAREFAST)\n\tTNT1 A 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"BlueCardLineSpawner\")\n\tTNT1 A 0 A_FaceTarget\n\tCOLT NNNNN 1 A_FadeIn(0.2)\n\tCOLT NNNN 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n\tCOLT O 5 Bright A_CustomMissile(\"T3DBFG10KBall\",34,0,0)\n\tTNT1 A 0 A_JumpIf(user_missile >= 6,\"Missile\")\n\tCOLT NNNNN 3 Bright A_FaceTarget\n\tLoop\n\n CLCBFG10k2:\n TNT1 A 0 A_SetTranslucent(1)\n COLT C 5 Bright A_faceTarget\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t COLT C 5 Bright A_faceTarget\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t COLT C 5 Bright A_faceTarget\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t COLT C 5 Bright A_faceTarget\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t COLT C 5 Bright A_faceTarget\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t COLT 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\t TNT1 A 0 Bright A_FaceTarget\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT D 3 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n COLT 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 COLT D 3 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n COLT 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 COLT D 3 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n COLT 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 COLT D 3 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t COLT 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 COLT D 3 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t COLT D 1 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 COLT 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 TNT1 A 0 A_SetInvulnerable\n\t COLT C 0 A_FaceTarget\n\t //TNT1 A 0 A_PlaySound(\"CLC/attack1\",2,1.0,0,ATTN_NONE)\n //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t COLT C 5 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n COLT C 0 A_FaceTarget\n //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t COLT C 5 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 A_PlayWeaponSound(\"legcardi/load1\")\n COLT C 0 A_FaceTarget\n //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t COLT C 5 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t COLT C 0 A_FaceTarget\n //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t COLT C 5 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 A_PlayWeaponSound(\"legcardi/load2\")\n\t COLT C 0 A_FaceTarget\n //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t COLT C 5 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t COLT C 0 A_FaceTarget\n //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t COLT C 5 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t COLT C 0 A_FaceTarget\n //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t COLT C 5 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t COLT 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 COLT C 5 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t COLT C 0 A_FaceTarget\n //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t COLT C 5 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 A_UnSetInvulnerable\n\t COLT 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 COLT C 8 A_FaceTarget\n\t COLT D 3 Bright A_CustomMissile(\"T3DBFG10KBall\", 64, -26, Random(4, -8))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10KBall\", 64, -26, Random(4, -8))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10KBall\", 64, -26, Random(4, -8))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10KBall\", 64, -26, Random(4, -8))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10KBall\", 64, -26, Random(4, -8))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10KBall\", 64, -26, Random(4, -8))\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 COLT D 3 Bright A_CustomMissile(\"T3DBFG10KBall\", 64, -26, Random(4, -8))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10KBall\", 64, -26, Random(4, -8))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10KBall\", 64, -26, Random(4, -8))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10KBall\", 64, -26, Random(4, -8))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10KBall\", 64, -26, Random(4, -8))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10KBall\", 64, -26, Random(4, -8))\n\t COLT 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 COLT D 3 Bright A_CustomMissile(\"T3DBFG10KBall\", 64, -26, Random(4, -8))\n\t COLT D 3 Bright A_CustomMissile(\"T3DBFG10KBall\", 64, -26, Random(4, -8))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10KBall\", 64, -26, Random(4, -8))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10KBall\", 64, -26, Random(4, -8))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10KBall\", 64, -26, Random(4, -8))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10KBall\", 64, -26, Random(4, -8))\n\t COLT 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 COLT D 3 Bright A_CustomMissile(\"T3DBFG10KBall\", 64, -26, Random(4, -8))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10KBall\", 64, -26, Random(4, -8))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10KBall\", 64, -26, Random(4, -8))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10KBall\", 64, -26, Random(4, -8))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10KBall\", 64, -26, Random(4, -8))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10KBall\", 64, -26, Random(4, -8))\n\t COLT 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 COLT D 3 Bright A_CustomMissile(\"T3DBFG10KBall\", 64, -26, Random(4, -8))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10KBall\", 64, -26, Random(4, -8))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10KBall\", 64, -26, Random(4, -8))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10KBall\", 64, -26, Random(4, -8))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10KBall\", 64, -26, Random(4, -8))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10KBall\", 64, -26, Random(4, -8))\n\t COLT 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 COLT D 3 Bright A_CustomMissile(\"T3DBFG10KBall\", 64, -26, Random(4, -8))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10KBall\", 64, -26, Random(4, -8))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10KBall\", 64, -26, Random(4, -8))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10KBall\", 64, -26, Random(4, -8))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10KBall\", 64, -26, Random(4, -8))\n\t COLT D 1 Bright A_CustomMissile(\"T3DBFG10KBall\", 64, -26, Random(4, -8))\n\t COLT 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 COLT C 5 Bright A_faceTarget\n\tTNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tCOLT C 5 Bright A_faceTarget\n\tTNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tCOLT C 5 Bright A_faceTarget\n\tTNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tCOLT C 5 Bright A_faceTarget\n\tTNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tCOLT C 5 Bright A_faceTarget\n\tTNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tCOLT 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\tCOLT 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\tCOLT C 3 Bright A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\tLoop\n CLCDBFGBFGFire:\n\tCOLT CCCCCCCCCCCCC 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\tTNT1 A 0 A_UnSetShootable\n COLT CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\tCOLT CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n COLT C 0\n COLT C 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tCOLT CCCCCCCCCCCCCC 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\tCOLT 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\tCOLT F 0 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(4, -4))\n\tCOLT F 2 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(4, -4))\n\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(4, -4))\n\tCOLT CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n COLT CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\tCOLT CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n COLT C 0\n COLT C 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tCOLT CCCCCCCCCCCCC 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\tCOLT CCCCCCCCCCC 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\",6)\n\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(4, -4))\n\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(4, -4))\n\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(4, -4))\n\tCOLT CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n COLT CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\tCOLT CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n COLT C 0\n COLT C 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tCOLT CCCCCCCCCCCCC 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\tCOLT 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\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n\t\tCOLT CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n COLT CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\tCOLT CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n COLT C 0\n COLT C 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tCOLT CCCCCCCCCCCCC 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\tCOLT CCCCCCCCCCC 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\",6)\n\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n\t\tCOLT CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n COLT CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\tCOLT CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n COLT C 0\n COLT C 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tCOLT CCCCCCCCCCCCC 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\tCOLT CCCCCCCCCCC 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\",6)\n\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n\t\t COLT EEEEEEEEEEEEE 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\tTNT1 A 0 A_UnSetShootable\n COLT EEEEEEEEEEE 1 A_FadeOut(0.1,0)\n\tCOLT EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n COLT E 20\n COLT E 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tCOLT EEEEEEEEEEEEE 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\tCOLT 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\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n COLT E 60 Bright A_FaceTarget\n\t\t COLT EEEEEEEEEEEEE 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\tTNT1 A 0 A_UnSetShootable\n COLT EEEEEEEEEEE 1 A_FadeOut(0.1,0)\n\tCOLT EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n COLT E 20\n COLT E 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tCOLT EEEEEEEEEEEEE 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\tCOLT 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\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n COLT E 60 Bright A_FaceTarget\n\t\t COLT EEEEEEEEEEEEE 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\tTNT1 A 0 A_UnSetShootable\n COLT EEEEEEEEEEE 1 A_FadeOut(0.1,0)\n\tCOLT EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n COLT E 20\n COLT E 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tCOLT EEEEEEEEEEEEE 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\tCOLT 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\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n\tCOLT F 1 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n COLT E 60 Bright A_FaceTarget\n\tTNT1 A 0 A_Jump(128,\"ComboCLCBFG\")\n\tGoto CLCDBFGBFGFire+2\n\t BigLightningGun:\n\tTNT1 A 0 A_ChangeFlag(REFLECTIVE,1)\n\tCOLT N 5 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"BlueSent/Pain\",2)\n\tCOLT NNN 5 Bright A_FaceTarget\n\tTNT1 A 0 ThrustThing(angle*256/360,15,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"BlueCardinalRagingSmokeSpawner\",0,0,64)\n\tCOLT N 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"BlueCardinalRagingSmokeSpawner\",0,0,64)\n\tCOLT N 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"BlueCardinalRagingSmokeSpawner\",0,0,64)\n\tCOLT N 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"BlueCardinalRagingSmokeSpawner\",0,0,64)\n\tCOLT N 5 Bright A_FaceTarget\n\tTNT1 A 0 A_ChangeFlag(REFLECTIVE,0)\n\tCOLT NNNOOO 2 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Weapons/BLG/fire\",CHAN_WEAPON)\n\tCOLT O 2 Bright A_CustomMissile(\"CorruptedLegCardiBLGSuperLightningBall\",34,0,0)\n\tCOLT O 2 Bright A_CustomMissile(\"CorruptedLegCardiBLGSuperLightningBall\",34,0,0)\n\tCOLT OO 2 Bright\n\tCOLT NNNOOO 2 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Weapons/BLG/fire\",CHAN_WEAPON)\n\tCOLT O 2 Bright A_CustomMissile(\"CorruptedLegCardiBLGSuperLightningBall\",34,0,0)\n\tCOLT O 2 Bright A_CustomMissile(\"CorruptedLegCardiBLGSuperLightningBall\",34,0,0)\n\tCOLT OO 2 Bright\n\tCOLT NNNOOO 2 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Weapons/BLG/fire\",CHAN_WEAPON)\n\tCOLT O 2 Bright A_CustomMissile(\"CorruptedLegCardiBLGSuperLightningBall\",34,0,0)\n\tCOLT O 2 Bright A_CustomMissile(\"CorruptedLegCardiBLGSuperLightningBall\",34,0,0)\n\tCOLT OO 2 Bright\n\tCOLT NNNOOO 2 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Weapons/BLG/fire\",CHAN_WEAPON)\n\tCOLT O 2 Bright A_CustomMissile(\"CorruptedLegCardiBLGSuperLightningBall\",34,0,0)\n\tCOLT O 2 Bright A_CustomMissile(\"CorruptedLegCardiBLGSuperLightningBall\",34,0,0)\n\tCOLT OO 2 Bright\n\tCOLT NNNOOO 2 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Weapons/BLG/fire\",CHAN_WEAPON)\n\tCOLT O 2 Bright A_CustomMissile(\"CorruptedLegCardiBLGSuperLightningBall\",34,0,0)\n\tCOLT O 2 Bright A_CustomMissile(\"CorruptedLegCardiBLGSuperLightningBall\",34,0,0)\n\tCOLT OO 2 Bright\n\tGoto See\n ComboCLCBFG:\n //TNT1 A 0 A_SetInvulnerable\n\t //TNT1 A 0 A_UnsetShootable\n TNT1 A 0 A_SetTranslucent(1)\n COLT C 5 Bright A_faceTarget\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t COLT C 5 Bright A_faceTarget\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t COLT C 5 Bright A_faceTarget\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t COLT C 5 Bright A_faceTarget\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t COLT C 5 Bright A_faceTarget\n\t TNT1 A 0 A_SpawnItem(\"TrueLegendaryCyberFlameSpawner\",0,0,0,0)\n\t COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT 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 COLT CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n COLT CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t COLT CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n COLT C 5\n COLT C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t TNT1 A 0 A_FaceTarget\n\t COLT CCCCCCCCCCCCC 0 A_SpawnItemEx(\"TrueLegendaryCyberFlameSpawner\")\n\t COLT 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\tCOLT F 3 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n\tCOLT F 3 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n\tCOLT F 3 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n\tCOLT F 3 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n\tCOLT F 3 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n\tCOLT F 3 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0, Random(8, -8))\n\tGoto See\n BlueStorm:\n\t COLT G 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 TNT1 A 0 Radius_Quake(40,10,0,40,0)\n\t COLT 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 COLT GG 5 A_CustomMissile(\"CLCLightningBolt\",30,0,random(0,360))\n\t COLT GG 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 COLT GG 5 A_CustomMissile(\"CLCLightningBolt\",30,0,random(0,360))\n\t COLT GG 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 COLT GG 5 A_CustomMissile(\"CLCLightningBolt\",30,0,random(0,360))\n\t COLT GG 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 COLT GG 5 A_CustomMissile(\"CLCLightningBolt\",30,0,random(0,360))\n\t COLT GG 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 COLT GG 5 A_CustomMissile(\"CLCLightningBolt\",30,0,random(0,360))\n\t COLT GG 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 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\tCOLT 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\tTNT1 A 0\n\tCOLT LLLLLLLLLLLL 3 Bright A_CustomMissile(\"PainfulDeathKaboom\",random(10,60),random(30,-30),random(0,360),2,random(0,360))\n\tTNT1 A 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 A 0 A_CustomMissile(\"BigBlueBloodCloud\",random(10,80),0,random(0,360),2,random(0,360))\n TNT1 A 0 A_SpawnItem(\"TrueDeathBall\")\n\tCOLT LLLLLLLLLLLL 3 Bright A_CustomMissile(\"PainfulDeathKaboom\",random(10,60),random(30,-30),random(0,360),2,random(0,360))\n\tTNT1 A 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 A 0 A_CustomMissile(\"BigBlueBloodCloud\",random(10,80),0,random(0,360),2,random(0,360))\n\tCOLT LLLLLLLLLLLL 3 Bright A_CustomMissile(\"PainfulDeathKaboom\",random(10,60),random(30,-30),random(0,360),2,random(0,360))\n\tTNT1 A 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 A 0 A_CustomMissile(\"BigBlueBloodCloud\",random(10,80),0,random(0,360),2,random(0,360))\n\tCOLT LLLLLLLLLLLL 3 Bright A_CustomMissile(\"PainfulDeathKaboom\",random(10,60),random(30,-30),random(0,360),2,random(0,360))\n\tTNT1 A 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 A 0 A_CustomMissile(\"BigBlueBloodCloud\",random(10,80),0,random(0,360),2,random(0,360))\n TNT1 A 0 A_SpawnItem(\"TrueDeathBall\")\n\tCOLT LLLLLLLLLLLL 3 Bright A_CustomMissile(\"PainfulDeathKaboom\",random(10,60),random(30,-30),random(0,360),2,random(0,360))\n\tCOLT M 5 A_Scream\n\tTNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\",random(10,80),0,random(0,360),2,random(0,360))\n\tCOLT NNNNNNOOOOOO 3 Bright A_CustomMissile(\"PainfulDeathKaboom\",random(10,60),random(30,-30),random(0,360),2,random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\",random(10,80),0,random(0,360),2,random(0,360))\n TNT1 A 0 A_SpawnItem(\"TrueDeathBall\")\n\tTNT1 A 0 A_SpawnItemEx(\"TrueLegTerminatorNukeDeath\",0,0,0,0,0,0,0,SXF_SETMASTER,0)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"SetDefaultSky\")\n\tCOLT PPPPPPQQQQQQ 3 Bright A_CustomMissile(\"PainfulDeathKaboom\",random(10,60),random(30,-30),random(0,360),2,random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\",random(10,80),0,random(0,360),2,random(0,360))\n\tCOLT SSSSSSTTTTTT 3 Bright A_CustomMissile(\"PainfulDeathKaboom\",random(10,60),random(30,-30),random(0,360),2,random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\",random(10,80),0,random(0,360),2,random(0,360))\n\tCOLT UUUUUUVVVVVV 3 Bright A_CustomMissile(\"PainfulDeathKaboom\",random(10,60),random(30,-30),random(0,360),2,random(0,360))\n\tCOLT W 4 A_ChangeFlag(\"BRIGHT\",0)\n\t//TNT1 A 0 A_SpawnItemEx(\"BlackHole Generator\",0,0,64,random(1,8),0,2,random(0,360),0,0) this is CF 4.1, Leg Terminator doesn't need this\n\tTNT1 A 0 A_SpawnItemEx(\"BfgUpgrade\",0,0,64,random(1,8),0,2,random(0,360),0,192)\n\tTNT1 A 0 A_SpawnItemEx(\"Terminator\",0,0,8,0,0,0,0,0,192)\n\tTNT1 A 0 A_SpawnItemEx(\"Legendary Assault Shotgun\",0,0,64,random(1,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryCoachgun\",0,0,64,random(1,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"Legendary Light Machine Gun\",0,0,64,random(1,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"Legendary Plasmatic Rifle\",0,0,64,random(1,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryBFG10K\",0,0,64,random(1,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"Legendary Plasmatic Cannon\",0,0,64,random(0,8),0,2,random(1,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"Legendary BFG\",0,0,64,random(1,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"TrueLegendaryUltraSphere\",0,0,64,random(1,8),0,2,random(0,360),0,64)\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryInvulnerabilitySphere\",0,0,64,random(1,8),0,2,random(0,360),0,64)\n\tTNT1 A 0 A_SpawnItemEx(\"True Legendary Railgun\",0,0,12,random(0,8),random(0,8),2,random(0,360),0,200)\n\tTNT1 A 0 A_SpawnItemEx(\"True Legendary Plasmatic Cannon\",0,0,12,random(0,8),random(0,8),2,random(0,360),0,200)\n\tTNT1 AAAA 0 A_DropItem(\"LegendaryRune\",1,64)\n\tTNT1 A 0 A_DropItem(\"TrueLegendaryRune\",1,64)\n\tCOLT \"X\" 6 A_Fall\n\tCOLT \"Y\" 6\n\tCOLT \"Z\" 1 A_Playsound(\"Terminator/terstepA\",CHAN_BODY)\n\tCOLT \"Z\" 5 A_Bossdeath\n\tTNT1 A 0 A_KillMaster\n\tCOLT \"[\" -1\n\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 VCYB P 100\n\tTNT1 A 0 ACS_Execute(425)\n\tVCYB K 80 Bright A_Pain\n\tTNT1 A 0 A_PlaySound(\"brain/spit\",7)\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_Quake(7,540,0,3000,\"\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisPatriarchLightning\",0,0,-72,2)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisPatriarchLightning\",0,0,-144,2)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisPatriarchLightning\",0,0,-216,2)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisPatriarchLightning\",0,0,-288,2)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisPatriarchLightning\",0,0,0,2)\n\tTNT1 A 0 A_CustomMissile(\"NemesisPentaLine1\",0,0,-72,2)\n TNT1 A 0 A_CustomMissile(\"NemesisPentaLine1\",0,0,-144,2)\n TNT1 A 0 A_CustomMissile(\"NemesisPentaLine1\",0,0,-216,2)\n TNT1 A 0 A_CustomMissile(\"NemesisPentaLine1\",0,0,-288,2)\n TNT1 A 0 A_CustomMissile(\"NemesisPentaLine1\",0,0,0,2)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisPatriarchSummonEffectSpawner3\")\n\tVCYB J 520 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisPatriarchLightning\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisPatriarchLightning\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisPatriarchLightning\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisDeathBall\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisPatriarchLightning\")\n\tVCYB H 2 Bright A_SpawnItemEx(\"VexedNemesisFlameSpawner\")\n\tTNT1 A 0 A_RemoveChildren(1)\n\tTNT1 A 10 A_SpawnItemEx(\"VexedNemesisCyberdemon\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TELEFRAG,0,tid)\n Stop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Nemesis/NEWVexeds/NEWVexedNemesisCardinal.txt",
"contents": "ACTOR VexedNemesisCardinal : NewNemesisCardinal\n{\n Monster\n Health 30000\n Radius 45\n Height 110\n Scale 1.2\n Speed 14\n FloatSpeed 40\n PainSound \"NemesisCyber/Pain\"\n PainChance \"PlayerDBFG2\", 256\n PainChance \"PlayerDBFG210K\", 256\n PainChance \"PlayerDBFG10K2\", 256\n PainChance \"DBFG210K\", 256\n PainChance \"DBFG2Splash\", 256\n PainChance \"DBFG2\", 256\n PainChance \"DBFG\", 256\n PainChance \"PlayerDBFG\", 256\n PainChance \"DBFG10K2\", 256\n DamageFactor \"PDTBFG\", 0.05\n DamageFactor \"Vexed\", 0.0\n\tDamageFactor \"Nemesis\", 0.0\n DamageFactor \"PDTBFGTracer\", 0.05\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 \"ImpComet\", 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 \"CadaverRocket\", 0.0\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 \"BeheComet\", 0.0\n DamageFactor \"NobleCOmet\", 0.0\n DamageFactor \"CacoComet\", 0.0\n DamageFactor \"CadaverRocket\", 0.0\n DamageFactor \"HellComet\", 0.0\n DamageFactor \"Legendary1\", 0.0\n DamageFactor \"T3rm\", 0.0\n DamageFactor \"C0mm4nder\", 0.0\n DamageFactor \"DBFG10K2\", 0.0\n DamageFactor \"HFCyb3r\", 0.0\n DamageFactor \"PlayerDBFG10K2\", 0.0\n DamageFactor \"PlayerDTRG\", 0.3\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 \"Touhou\", 0.0\n DamageFactor \"Hell\", 0.0\n DamageFactor \"PlayerBHole\", 0.0\n DamageFactor \"PlayerNemesisPlasma\", 0.0\n DamageFactor \"SatanGuard\", 0.0\n DamageFactor \"Explosion\", 0.01\n DamageFactor \"NemesisBall\", 0\n DamageFactor \"NemesisBeam\", 0.3\n DamageFactor \"T3rm\", 0.0\n DamageFactor \"Hackroid\", 0.5\n DamageFactor \"TrueLegendaryDamage\", 0.5\n DamageFactor \"TrueLegendaryPlayer\", 0.5\n PainChance \"Explosion\", 256\n BloodColor \"Black\"\n DropItem \"NemesisUnmaker\", 256\n DropItem \"Nemesis\", 256\n DropItem \"NemesisSuperSphere\"\n DropItem \"NemesisMegaSphere\", 128\n DropItem \"VexedNemesisUpgrade\", 256\n DropItem \"UnbelieveabilitySphere\", 256\n DropItem \"LegAmmoSphere\", 128, 5\n DropItem \"LegDemonRune\", 80, 1\n DropItem \"TerminatorItem\", 80, 1\n DropItem \"LegendaryRune2\", 256, 1\n DropItem \"VitalityRune\", 256, 1\n DropItem \"AgilityRune\", 256, 1\n DropItem \"NexusNemesisRune\", 256, 1\n DropItem \"DemonicChalice\", 256, 2\n DropItem \"SkullOfPower\", 256, 2\n DropItem \"DoomBeacon\", 128, 1\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 \"LegendarySalvationSphere\", 256\n DropItem \"TrueLegendaryRune\" 64 1\n +BRIGHT\n MinMissileChance 160\n SeeSound \"VexedNemesisCyber/Sight\"\n ActiveSound \"VexedNemesisCyber/Active\"\n PainSound \"VexedNemesisCyber/Pain\"\n DeathSound \"tlcyb/death\"\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 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 var int user_resurrect;\n Tag \"\\c[w2]Vexed 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\",0,8001)\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 TNRD A 2 Bright A_Chase\n\t TNT1 A 0 A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNRD B 2 Bright A_Chase\n\t TNT1 A 0 A_SpawnItem(\"VNemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 A_Jump(64,\"Teleport\")\n\t Loop\n Rush:\n\t TNT1 A 0 A_SetTranslucent(1)\n\t TNT1 A 0 A_SpawnItem(\"VNemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t TNRD A 1 Bright A_Chase\n\t TNT1 A 0 A_SpawnItem(\"VNemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t TNRD B 1 Bright A_Chase\n\t TNT1 A 0 A_SpawnItem(\"VNemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t TNRD A 1 Bright A_Chase\n\t TNT1 A 0 A_SpawnItem(\"VNemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t TNRD B 1 Bright A_Chase\n\t TNT1 A 0 A_SpawnItem(\"VNemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t TNRD A 1 Bright A_Chase\n\t TNT1 A 0 A_SpawnItem(\"VNemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t TNRD B 1 Bright A_Chase\n\t TNT1 A 0 A_SpawnItem(\"VNemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t TNRD A 1 Bright A_Chase\n\t TNT1 A 0 A_SpawnItem(\"VNemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t TNRD B 1 Bright A_Chase\n\t TNT1 A 0 A_SpawnItem(\"VNemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t TNRD A 1 Bright A_Chase\n\t TNT1 A 0 A_SpawnItem(\"VNemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t VARD B 1 Bright A_Chase\n\t TNT1 A 0 A_SpawnItem(\"VNemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t TNRD A 1 Bright A_Chase\n\t TNT1 A 0 A_SpawnItem(\"VNemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t TNRD B 1 Bright A_Chase\n\t TNT1 A 0 A_Jump(70,\"See\")\n\t Loop\n\t Teleport:\n TNRD A 1 A_UnSetShootable\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_PlaySound(\"BH/Fire\",0,1.0,0,0.4)\n\tTNT1 A 0 A_SpawnItemEx(\"PatriarchTeleport\",0,0,40)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 A 0 A_SpawnItemEx(\"PatriarchTeleport\",0,0,40)\n TNRD B 1 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\t TNT1 A 0 A_Jump(24,\"ZenAlt\",\"Laser\")\n TNT1 A 0 A_Jump(64,\"NemesisHoaming\",\"MiniNemesisBFGRage\",\"LaserVessels\",\"NemesisSSGSpam\",\"Brainwave\",\"NemesisCannonBalls\",\"DefilerLightningProj\",\"Railgun\",\"BFG10K\",\"NemRevAttack\",\"NemesisBFG\",\"NemesisStorm\",\"NemesisRifle\",\"BFG9KSpam\",\"LighntingMadness\",\" Devastator\")\n\t TNT1 A 0 A_Jump(256,\"ComboNemesisBFG\",\"ComboDev\",\"UltraAttack\",\"NemesisFinalAttack\",\"HomingRockets\",\"NemesisTech\",\"CannonLaser\",\"BFG9KRage\",\"RailgunRage\",\"NemesisBall\")\n Normal:\n TNT1 A 0 A_SetTranslucent(1)\n\t TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD D 3 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\t TNRD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD D 3 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\t TNRD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD D 3 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\t TNRD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD D 3 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\t TNRD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD D 3 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\t TNRD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD D 2 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD D 2 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\t TNRD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD D 2 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\t TNRD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n TNRD D 2 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD D 2 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\t TNRD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD D 2 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\t TNRD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n TNRD D 2 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\t TNRD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD 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\t MassResurrect:\n\tTNT1 A 0 A_JumpIf(user_resurrect == 1,\"FastBFG10K\")\n\tTNT1 A 0 A_SetUserVar(\"user_resurrect\",1)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tVLSN P 3 A_SetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"NemesisSentient/Resurrect\",2,1.0,0,ATTN_NONE)\n\tTNT1 A 0 Radius_Quake(8,120,0,40,0)\n\tVLSN CCCCCCCCCCCCCCCCCCC 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n\tVLSN CCCCCCC 3 Bright A_SpawnItem(\"VexedNemesisBabySentientClone\",0,0,0,0)\n\tTNT1 A 0 A_GiveInventory(\"OverlordMassResurrection\")\n\tTNT1 A 0 A_GiveInventory(\"OverlordMassResurrection3\")\n\tTNT1 A 0 A_GiveToTarget(\"OverlordMassResurrection\")\n\tTNT1 A 0 A_GiveToTarget(\"OverlordMassResurrection3\")\n\tVLSN CCCCCCC 3 Bright A_SpawnItem(\"VexedNemesisBabySentientClone\",0,0,0,0)\n\tGoto See\n NemesisHoaming:\n TNT1 A 0 A_SetTranslucent(1)\n\t TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD D 3 Bright A_CustomMissile(\"NemesisCyberHomingRocket\", 56, -26, Random(-8, 8))\n\t TNRD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD D 3 Bright A_CustomMissile(\"NemesisCyberHomingRocket\", 56, -26, Random(-8, 8))\n\t TNRD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD D 3 Bright A_CustomMissile(\"NemesisCyberHomingRocket\", 56, -26, Random(-8, 8))\n\t TNRD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD D 3 Bright A_CustomMissile(\"NemesisCyberHomingRocket\", 56, -26, Random(-8, 8))\n\t TNRD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD D 2 Bright A_CustomMissile(\"NemesisCyberHomingRocket\", 56, -26, Random(-8, 8))\n\t TNRD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD D 2 Bright A_CustomMissile(\"NemesisCyberHomingRocket\", 56, -26, Random(-8, 8))\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD D 2 Bright A_CustomMissile(\"NemesisCyberHomingRocket\", 56, -26, Random(-8, 8))\n\t TNRD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD D 2 Bright A_CustomMissile(\"NemesisCyberHomingRocket\", 56, -26, Random(-8, 8))\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD D 2 Bright A_CustomMissile(\"NemesisCyberHomingRocket\", 56, -26, Random(-8, 8))\n\t TNRD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD 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 TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t TNRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n TNRD C 5\n TNRD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t TNT1 A 0 A_FaceTarget\n\t TNRD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\t TNRD 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 TNRD D 2 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t TNRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n TNRD C 5\n TNRD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t TNT1 A 0 A_FaceTarget\n\t TNRD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\t TNRD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t TNT1 A 0 A_SetShootable\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD 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 TNRD D 2 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD 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 TNRD D 2 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD 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 TNRD D 2 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t TNRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n TNRD C 5\n TNRD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t TNT1 A 0 A_FaceTarget\n\t TNRD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\t TNRD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t TNT1 A 0 A_SetShootable\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD 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 TNRD D 2 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD D 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD D 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD 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 TNRD D 2 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n TNRD D 2 Bright A_FaceTarget\n TNRD 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 TNRD C 4 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 4 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 4 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 4 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 4 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 4 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD 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 TNRD D 3 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 3 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 2 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 2 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 2 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 2 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t TNRD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(-4, 4))\n\t TNRD 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 TNRD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t TNRD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(-4, 4))\n\t TNRD 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 TNRD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t TNRD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(-4, 4))\n\t TNRD 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 TNRD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t TNRD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(-4, 4))\n\t TNRD 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 TNRD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t TNRD 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 TNRD 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\t TNRD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(-4, 4))\n TNRD 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 TNRD 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\t TNRD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(-4, 4))\n TNRD 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 TNRD 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\t TNRD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(-4, 4))\n TNRD 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\t TNRD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(-4, 4))\n TNRD 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 TNRD 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 TNRD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t TNRD 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 TNRD 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\t TNRD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(-4, 4))\n TNRD 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 TNRD 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 TNRD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t TNRD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(-4, 4))\n\t TNRD 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\t TNRD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(-4, 4))\n TNRD 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 TNRD 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 TNRD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD 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 TNRD C 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n TNRD C 0 A_FaceTarget\n //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 A_PlayWeaponSound(\"legcardi/load1\")\n TNRD C 0 A_FaceTarget\n //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNRD C 0 A_FaceTarget\n //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 A_PlayWeaponSound(\"legcardi/load2\")\n\t TNRD C 0 A_FaceTarget\n //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNRD C 0 A_FaceTarget\n //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNRD C 0 A_FaceTarget\n //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNRD 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 TNRD C 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNRD C 0 A_FaceTarget\n //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 A_UnSetInvulnerable\n\t TNRD 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 TNRD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t TNRD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t TNRD 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 TNRD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t TNRD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t TNRD 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 TNRD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t TNRD 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 TNRD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t TNRD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t TNRD 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 TNRD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t TNRD 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 TNRD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t TNRD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t TNRD 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 TNRD E 30 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"NemCard/Active\",6)\n\tTNRD 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\tTNRD E 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tLoop\n NemesisBFGFire:\n\tTNRD EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tTNT1 A 0 A_UnSetShootable\n TNRD EEEEEEEEEEE 1 A_FadeOut(0.1,0)\n\tTNRD EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n TNRD E 20\n TNRD E 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tTNRD EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tTNRD 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\tTNRD F 5 A_CustomMissile(\"NemesisGuruBall\", 58, -26)\n\tTNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\tTNRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n TNRD C 5\n TNRD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tTNRD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tTNRD 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\tTNRD F 5 A_CustomMissile(\"NemesisGuruBall\", 0, 0, 0, 0)\n\tTNRD F 5 A_CustomMissile(\"NemesisGuruBall\", 0, 0, 0, 0)\n\tTNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\tTNRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n TNRD C 5\n TNRD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tTNRD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tTNRD 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\tTNRD F 5 A_CustomMissile(\"NemesisGuruBall\", 0, 0, 0, 0)\n\tTNRD 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 TNRD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD 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 TNRD C 3 Bright A_PlaySoundEx(\"laugh2\",\"DSTCLAU2\")\n\t TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD 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 TNRD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 A_UnsetInvulnerable\n\t TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t TNRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n TNRD C 5\n TNRD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t TNT1 A 0 A_FaceTarget\n\t TNRD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\t TNRD 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\",0,0,50,30,0,0,360,0)\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 TNRD D 5 A_CustomMissile(\"NemesisGuruBall\", 58, -26, 0, 0)\n TNRD C 0 Bright A_FaceTarget\n\tGoto See\n NemesisStorm:\n\t TNRD P 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n\t TNRD P 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n\t TNT1 A 0 Radius_Quake(40,10,0,40,0)\n\t TNRD P 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n\t TNRD 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 TNT1 A 0 A_SpawnItemEx(\"NemesisLightning2\",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNRD PP 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n\t TNRD P 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n\t TNRD PP 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n\t TNRD P 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n\t TNRD PP 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n\t TNRD 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 TNT1 A 0 A_SpawnItemEx(\"NemesisLightning2\",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNRD PP 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n\t TNRD P 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\tTNRD 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 TNRD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tTNRD C 0 A_FaceTarget\n\t TNRD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tTNRD C 0 A_FaceTarget\n\t TNRD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tTNRD C 2 A_FaceTarget\n\tGoto UltraAttackGO\n UltraAttackGO:\n\tTNRD EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tTNT1 A 0 A_UnSetShootable\n\tTNRD 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\tTNT1 A 0 A_CustomMissile(\"NemesisGuruBall\",40,-13,0)\n\tTNRD D 5 A_CustomMissile(\"NemesisGuruBall\",40,13,0)\n\tTNRD D 5 A_CustomMissile(\"NemesisGuruBall\",40,13,0)\n\tTNRD C 0 A_FaceTarget\n\tTNRD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 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\tTNRD D 5 A_CustomMissile(\"NemesisGuruBall\",40,13,0)\n\tTNT1 A 0 A_CustomMissile(\"NemesisGuruBall\",40,-13,0)\n\tTNRD D 5 A_CustomMissile(\"NemesisGuruBall\",40,13,0)\n TNRD C 0 A_FaceTarget\n TNRD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tTNRD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tTNRD C 0 A_FaceTarget\n\tTNRD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tTNRD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tTNRD C 0 A_FaceTarget\n\tTNRD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tTNRD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tTNRD C 0 A_FaceTarget\n\tTNRD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tTNRD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tTNRD C 0 A_FaceTarget\n\tTNRD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tTNRD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tTNRD C 0 A_FaceTarget\n\tTNRD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tTNRD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tTNRD C 0 A_FaceTarget\n\tTNRD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tTNRD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tTNRD C 0 A_FaceTarget\n\tTNRD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tTNRD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tTNRD 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\tTNRD D 5 A_CustomMissile(\"NemesisSentientBFG9500Ball\",40,13,0)\n\tTNT1 A 0 A_CustomMissile(\"NemesisSentientBFG9500Ball\",40,-13,0)\n\tTNRD 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 TNRD C 4 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 4 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 4 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 4 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 4 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 4 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 3 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD CCCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t TNRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n TNRD C 5\n TNRD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t TNT1 A 0 A_FaceTarget\n\t TNRD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\t TNRD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t TNT1 A 0 A_SetInvulnerable\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n TNRD D 3 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 3 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 2 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 2 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t TNRD 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\t TNRD 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 TNRD D 2 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t TNRD D 3 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(-4, 4))\n\t TNT1 A 0 A_UnsetInvulnerable\n\t TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t TNRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n TNRD C 5\n TNRD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t TNT1 A 0 A_FaceTarget\n\t TNRD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\t TNRD 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 TNRD 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 TNRD D 2 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t TNRD D 2 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(-4, 4))\n\t TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t TNRD D 2 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(-4, 4))\n\t TNT1 A 0 A_UnsetInvulnerable\n\t TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t TNRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n TNRD C 5\n TNRD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t TNT1 A 0 A_FaceTarget\n\t TNRD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\t TNRD 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 TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t TNRD D 2 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(-4, 4))\n\t TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t TNRD D 2 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(-4, 4))\n\t TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t TNRD 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 TNRD 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 TNRD 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 TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner3\")\n TNRD P 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n TNT1 A 0 Radius_Quake(40,10,0,40,0)\n TNRD 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 TNRD 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 TNRD PP 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n TNRD P 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n TNT1 A 0 Radius_Quake(40,10,0,40,0)\n TNRD 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 TNRD 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 TNRD PP 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD CCCCCCCCCCCC 1 A_FadeOut(0.1,0)\n TNRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n TNRD C 5\n TNRD C 1 A_PlayWeaponSound(\"boss/teleport\")\n TNT1 A 0 A_FaceTarget\n TNRD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD CCCCCCCCCCC 1 A_FadeIn(0.1)\n TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n TNRD D 2 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD 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 TNRD D 2 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD 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 TNRD D 2 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD 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 TNRD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD C 1 Bright A_FaceTarget\n TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD CCCCCCCCCCCC 1 A_FadeOut(0.1,0)\n TNRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n TNRD C 5\n TNRD C 1 A_PlayWeaponSound(\"boss/teleport\")\n TNT1 A 0 A_FaceTarget\n TNRD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\t TNRD 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 TNRD F 2 Bright A_CustomBulletAttack(15,12,5,Random(5,15)*6,\"NemesisASGBulletPuff\",0,CBAF_NORANDOM)\n\t TNRD E 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_CPosRefire\n TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD CCCCCCCCCCCC 1 A_FadeOut(0.1,0)\n TNRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n TNRD C 5\n TNRD C 1 A_PlayWeaponSound(\"boss/teleport\")\n TNT1 A 0 A_FaceTarget\n TNRD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\t TNRD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 A_UnSetInvulnerable\n\t TNRD 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 TNRD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t TNRD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t TNRD 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 TNRD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t TNRD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t TNRD 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 TNRD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t TNRD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t TNRD 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 TNRD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t TNRD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t TNRD 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 TNRD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t TNRD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t TNRD 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 TNRD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t TNRD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t TNRD 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 TNRD D 5 A_CustomMissile(\"NemesisGuruBall\", 58, -26, 0, 0)\n\t TNRD 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\t HomingRockets:\n TNT1 A 0 A_SetTranslucent(1)\n TNRD C 3 Bright A_FaceTarget\n\tTNRD D 0 A_CustomMissile(\"VexedCardinalHomingRocket\",56,26,Random(-8,8))\n TNRD D 3 Bright A_CustomMissile(\"VexedCardinalHomingRocket\",56,-26,Random(-8,8))\n TNRD C 3 Bright A_FaceTarget\n\tTNRD D 0 A_CustomMissile(\"VexedCardinalHomingRocket\",56,26,Random(-8,8))\n TNRD D 3 Bright A_CustomMissile(\"VexedCardinalHomingRocket\",56,-26,Random(-8,8))\n TNRD C 3 Bright A_FaceTarget\n\tTNRD D 0 A_CustomMissile(\"VexedCardinalHomingRocket\",56,26,Random(-8,8))\n TNRD D 3 Bright A_CustomMissile(\"VexedCardinalHomingRocket\",56,-26,Random(-8,8))\n TNRD C 3 Bright A_FaceTarget\n\tTNRD D 0 A_CustomMissile(\"VexedCardinalHomingRocket\",56,26,Random(-8,8))\n TNRD D 3 Bright A_CustomMissile(\"VexedCardinalHomingRocket\",56,-26,Random(-8,8))\n TNRD C 3 Bright A_FaceTarget\n\tTNRD D 0 A_CustomMissile(\"VexedCardinalHomingRocket\",56,26,Random(-8,8))\n TNRD D 3 Bright A_CustomMissile(\"VexedCardinalHomingRocket\",56,-26,Random(-8,8))\n TNRD C 3 Bright A_FaceTarget\n\tTNRD D 0 A_CustomMissile(\"VexedCardinalHomingRocket\",56,26,Random(-8,8))\n TNRD D 3 Bright A_CustomMissile(\"VexedCardinalHomingRocket\",56,-26,Random(-8,8))\n TNRD C 3 Bright A_FaceTarget\n\tTNRD D 0 A_CustomMissile(\"VexedCardinalHomingRocket\",56,26,Random(-8,8))\n TNRD D 3 Bright A_CustomMissile(\"VexedCardinalHomingRocket\",56,-26,Random(-8,8))\n TNRD C 3 Bright A_FaceTarget\n\tTNRD D 0 A_CustomMissile(\"VexedCardinalHomingRocket\",56,26,Random(-8,8))\n TNRD D 3 Bright A_CustomMissile(\"VexedCardinalHomingRocket\",56,-26,Random(-8,8))\n\tGoto See\n\t NemesisSSGSpam:\n\tTNRD CCCCC 5 Bright A_FaceTarget\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n\t NemesisSSGSpamLoop1:\n\tTNT1 A 0 A_JumpIf(user_missile >= 8,\"NemesisSSGSpam2\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\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\",56,26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-10,10))\n\tTNT1 AAAAAAAA 0 A_CustomMissile(\"NemesisASGBall\",56,-26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-10,10))\n\tTNRD D 2 Bright A_PlaySoundEx(\"NemesisSSG/Fire2\",\"Weapon\")\n TNRD CC 3 Bright A_FaceTarget\n\tLoop\n NemesisSSGSpam2:\n TNRD C 1 A_UnSetShootable\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_PlaySound(\"BH/Fire\",0,1.0,0,0.4)\n\tTNT1 A 0 A_SpawnItemEx(\"PatriarchTeleport\",0,0,40)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 A 0 A_SpawnItemEx(\"PatriarchTeleport\",0,0,40)\n TNRD C 1 A_SetShootable\n NemesisSSGSpamLoop2:\n\tTNT1 A 0 A_JumpIf(user_missile >= 20,\"NemesisSSGSpamEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\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\",56,26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-10,10))\n\tTNT1 AAAAAAAA 0 A_CustomMissile(\"NemesisASGBall\",56,-26,frandom(-8,8),CMF_OFFSETPITCH,frandom(-10,10))\n\tTNRD D 2 Bright A_PlaySoundEx(\"NemesisSSG/Fire2\",\"Weapon\")\n TNRD CC 2 Bright A_FaceTarget\n\tLoop\n NemesisSSGSpamEnd:\n TNRD C 30 Bright\n\tGoto See\n NemesisTech:\n\tTNRD CCCCC 8 Bright A_FaceTarget\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n NemesisTechLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 20,\"NemesisTech2\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNRD C 2 Bright A_FaceTarget\n TNT1 A 0 A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n\tTNRD D 0 A_CustomMissile(\"NemesisRifleShotEnemy\",64,26,Random(4,-4))\n TNRD D 1 Bright A_CustomMissile(\"NemesisRifleShotEnemy\",64,-26,Random(4,-4))\n\t//TNT1 A 0 A_MonsterRefire(64,\"NemesisTechEnd\")\n\tLoop\n NemesisTech2:\n TNRD C 1 A_UnSetShootable\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_PlaySound(\"BH/Fire\",0,1.0,0,0.4)\n\tTNT1 A 0 A_SpawnItemEx(\"PatriarchTeleport\",0,0,40)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 A 0 A_SpawnItemEx(\"PatriarchTeleport\",0,0,40)\n TNRD C 1 A_SetShootable\n NemesisTechLoop2:\n\tTNT1 A 0 A_JumpIf(user_missile >= 35,\"NemesisTech3\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNRD C 2 Bright A_FaceTarget\n TNT1 A 0 A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n\tTNRD D 0 A_CustomMissile(\"NemesisRifleShotEnemy\",64,26,Random(4,-4))\n TNRD D 1 Bright A_CustomMissile(\"NemesisRifleShotEnemy\",64,-26,Random(4,-4))\n\t//TNT1 A 0 A_MonsterRefire(64,\"NemesisTechEnd\")\n\tLoop\n NemesisTech3:\n TNRD C 1 A_UnSetShootable\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_PlaySound(\"BH/Fire\",0,1.0,0,0.4)\n\tTNT1 A 0 A_SpawnItemEx(\"PatriarchTeleport\",0,0,40)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 A 0 A_SpawnItemEx(\"PatriarchTeleport\",0,0,40)\n TNRD C 1 A_SetShootable\n NemesisTechLoop3:\n\tTNT1 A 0 A_JumpIf(user_missile >= 55,\"See\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNRD C 1 Bright A_FaceTarget\n TNT1 A 0 A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n\tTNRD D 0 A_CustomMissile(\"NemesisRifleShotEnemy\",64,26,Random(4,-4))\n TNRD D 1 Bright A_CustomMissile(\"NemesisRifleShotEnemy\",64,-26,Random(4,-4))\n\t//TNT1 A 0 A_MonsterRefire(64,\"NemesisTechEnd\")\n\tLoop\n NemesisTechEnd:\n TNRD D 30 Bright\n\tGoto See\n Brainwave:\n\tTNRD C 5 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"NemesisSentient/Attack2\",6)\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n\tTNT1 A 0 Radius_Quake(4,90,0,40,0)\n BrainwaveCharge:\n\tTNT1 A 0 A_JumpIf(user_missile >= 10,\"BALLPITACTIVATED\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 AA 0 A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n\tTNRD C 3 A_FaceTarget\n\tLoop\n BALLPITACTIVATED:\n TNRD C 1 A_UnSetShootable\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_PlaySound(\"BH/Fire\",0,1.0,0,0.4)\n\tTNT1 A 0 A_SpawnItemEx(\"PatriarchTeleport\",0,0,40)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 A 0 A_SpawnItemEx(\"PatriarchTeleport\",0,0,40)\n TNRD C 1 A_SetShootable\n\tTNRD C 3 A_FaceTarget\n\tTNT1 A 0 Radius_Quake(8,40,0,40,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNRD D 0 A_CustomMissile(\"NemesisSentientBrainwave\",64,26,0)\n TNRD D 20 A_CustomMissile(\"NemesisSentientBrainwave\",64,-26,0)\n\tTNRD D 20\n\tGoto See\n MiniNemesisBFGRage:\n TNRD C 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 TNRD C 3 Bright A_PlaySound(\"NemesisCyber/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\tTNRD C 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\tTNRD CCC 5 Bright A_FaceTarget\n\tTNT1 A 0 A_PlayWeaponSound(\"star/fire\")\n\tTNRD D 0 A_CustomMissile(\"MiniNemesisBFGBall\",64,26,Random(4,-4))\n TNRD D 4 Bright A_CustomMissile(\"MiniNemesisBFGBall\",64,-26,Random(4,-4))\n\tGoto MiniNemesisBFGFireRage+2\n MiniNemesisBFGEndRage:\n\tTNRD C 20 Bright A_FaceTarget\n\tGoto See\n RailgunRage:\n TNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n TNRD CCCCC 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\tTNRD D 0 A_CustomMissile(\"NemesisCyberRailLaser\",64,26,Random(4,-4))\n TNRD D 3 Bright A_CustomMissile(\"NemesisCyberRailLaser\",64,-26,Random(4,-4))\n\tTNRD CC 3 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"RailgunEndRage\")\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\tTNRD D 0 A_CustomMissile(\"NemesisCyberRailLaser\",64,26,Random(4,-4))\n TNRD D 3 Bright A_CustomMissile(\"NemesisCyberRailLaser\",64,-26,Random(4,-4))\n\tTNRD C 4 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"RailgunEndRage\")\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\tTNRD D 0 A_CustomMissile(\"NemesisCyberRailLaser\",64,26,Random(4,-4))\n TNRD D 2 Bright A_CustomMissile(\"NemesisCyberRailLaser\",64,-26,Random(4,-4))\n\tTNRD C 3 Bright A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"RailgunEndRage\")\n\tTNT1 A 0 A_Jump(32,\"RailgunTeleportRage\")\n\tLoop\n RailgunTeleportRage:\n TNRD C 1 A_UnSetShootable\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_PlaySound(\"BH/Fire\",0,1.0,0,0.4)\n\tTNT1 A 0 A_SpawnItemEx(\"PatriarchTeleport\",0,0,40)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 A 0 A_SpawnItemEx(\"PatriarchTeleport\",0,0,40)\n TNRD C 1 A_SetShootable\n\tTNT1 A 0 A_MonsterRefire(128,\"See\")\n\tGoto RailgunLoopRage\n RailgunEndRage:\n TNRD C 1 A_UnSetShootable\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_PlaySound(\"BH/Fire\",0,1.0,0,0.4)\n\tTNT1 A 0 A_SpawnItemEx(\"PatriarchTeleport\",0,0,40)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 A 0 A_SpawnItemEx(\"PatriarchTeleport\",0,0,40)\n TNRD C 1 A_SetShootable\n\tTNT1 A 0 A_PlaySound(\"Plamexis/Ding\",1)\n\tTNRD CCCCC 5 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n\n\tTNRD D 0 A_CustomMissile(\"NemesisCyberRailLaser\",58,0,10)\n\tTNRD D 0 A_CustomMissile(\"NemesisCyberRailLaser\",58,0,8)\n\tTNRD D 0 A_CustomMissile(\"NemesisCyberRailLaser\",58,0,6)\n\tTNRD D 0 A_CustomMissile(\"NemesisCyberRailLaser\",58,0,4)\n\n\tTNRD D 0 A_CustomMissile(\"NemesisCyberRailLaser\",58,0,-10)\n\tTNRD D 0 A_CustomMissile(\"NemesisCyberRailLaser\",58,0,-8)\n\tTNRD D 0 A_CustomMissile(\"NemesisCyberRailLaser\",58,0,-6)\n\tTNRD D 0 A_CustomMissile(\"NemesisCyberRailLaser\",58,0,-4)\n\n\tTNT1 A 0 A_CustomMissile(\"PatriarchMiniLaser\",56,26,frandom(-2,2))\n\tTNT1 A 0 A_CustomMissile(\"PatriarchMiniLaser\",56,-26,frandom(-2,2))\n\tTNRD D 2 Bright\n\tTNRD C 10 Bright A_FaceTarget\n\tTNRD C 15 Bright\n\tGoto See\n BFG10k:\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\tTNRD CCCC 5 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n BFG10kLoop1:\n\tTNT1 A 0 A_JumpIf(user_missile >= 14,\"BFG10kLoop2\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTNT1 A 0 A_CustomMissile(\"Nemesis10kProjectile\",56,26,frandom(-12,12))\n\tTNT1 A 0 A_CustomMissile(\"Nemesis10kProjectile\",56,-26,frandom(-12,12))\n\tTNRD D 2 A_FaceTarget\n\tTNRD C 2 A_FaceTarget\n\tLoop\n BFG10kLoop2:\n\tTNT1 A 0 A_JumpIf(user_missile >= 28,\"BFG10kLoop3\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTNT1 A 0 A_CustomMissile(\"Nemesis10kProjectile\",56,26,frandom(-13,13))\n\tTNT1 A 0 A_CustomMissile(\"Nemesis10kProjectile\",56,-26,frandom(-13,13))\n\tTNRD D 2 A_FaceTarget\n\tTNRD C 1 A_FaceTarget\n\tLoop\n BFG10kLoop3:\n\tTNT1 A 0 A_JumpIf(user_missile >= 42,\"BFG10kLoop4\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTNT1 A 0 A_CustomMissile(\"Nemesis10kProjectile\",56,26,frandom(-14,14))\n\tTNT1 A 0 A_CustomMissile(\"Nemesis10kProjectile\",56,-26,frandom(-14,14))\n\tTNRD D 1 A_FaceTarget\n\tTNRD C 1 A_FaceTarget\n\tLoop\n BFG10kLoop4:\n\tTNT1 A 0 A_JumpIf(user_missile >= 72,\"See\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTNT1 A 0 A_CustomMissile(\"Nemesis10kProjectile\",56,26,frandom(-15,15))\n\tTNT1 A 0 A_CustomMissile(\"Nemesis10kProjectile\",56,-26,frandom(-15,15))\n\tTNRD D 1 A_FaceTarget\n\tLoop\n CannonLaser:\n\tTNRD CCCCCC 5 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n CannonLaserLoop1:\n\tTNT1 A 0 A_JumpIf(user_missile >= 8,\"CannonLaserLoop2\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNRD C 3 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Laser\",7)\n\tTNT1 A 0 A_CustomMissile(\"NemesisNobleCannonLaser\",56,26,frandom(-10,10))\n\tTNT1 A 0 A_CustomMissile(\"NemesisNobleCannonLaser\",56,-26,frandom(-10,10))\n\tTNRD D 3 Bright A_FaceTarget\n\tLoop\n CannonLaserLoop2:\n\tTNT1 A 0 A_JumpIf(user_missile >= 16,\"CannonLaserLoop3\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNRD C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Laser\",7)\n\tTNT1 A 0 A_CustomMissile(\"NemesisNobleCannonLaser\",56,26,frandom(-10,10))\n\tTNT1 A 0 A_CustomMissile(\"NemesisNobleCannonLaser\",56,-26,frandom(-10,10))\n\tTNRD D 2 Bright A_FaceTarget\n\tLoop\n CannonLaserLoop3:\n\tTNT1 A 0 A_JumpIf(user_missile >= 32,\"See\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNRD C 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Laser\",7)\n\tTNT1 A 0 A_CustomMissile(\"NemesisNobleCannonLaser\",56,26,frandom(-10,10))\n\tTNT1 A 0 A_CustomMissile(\"NemesisNobleCannonLaser\",56,-26,frandom(-10,10))\n\tTNRD D 1 Bright A_FaceTarget\n\tLoop\n NemesisCannonBalls:\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n\tTNRD CCC 5 A_FaceTarget\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",0)\n\tTNT1 A 0 A_CustomMissile(\"NemesisBehemothCannonBall\",56,-26,Random(0,6))\n\tTNRD D 2 A_CustomMissile(\"NemesisBehemothCannonBall\",56,26,Random(0,-6))\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",0)\n\tTNT1 A 0 A_CustomMissile(\"NemesisBehemothCannonBall\",56,26,Random(-7,-12))\n\tTNRD D 4 A_CustomMissile(\"NemesisBehemothCannonBall\",56,-26,Random(7,12))\n\tTNRD CCC 4 A_FaceTarget\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",0)\n\tTNT1 A 0 A_CustomMissile(\"NemesisBehemothCannonBall\",56,-26,Random(0,6))\n\tTNRD D 2 A_CustomMissile(\"NemesisBehemothCannonBall\",56,26,Random(0,-6))\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",0)\n\tTNT1 A 0 A_CustomMissile(\"NemesisBehemothCannonBall\",56,26,Random(-7,-12))\n\tTNRD D 4 A_CustomMissile(\"NemesisBehemothCannonBall\",56,-26,Random(7,12))\n\tTNRD CCC 3 A_FaceTarget\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",0)\n\tTNT1 A 0 A_CustomMissile(\"NemesisBehemothCannonBall\",56,-26,Random(0,6))\n\tTNRD D 2 A_CustomMissile(\"NemesisBehemothCannonBall\",56,26,Random(0,-6))\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",0)\n\tTNT1 A 0 A_CustomMissile(\"NemesisBehemothCannonBall\",56,26,Random(-7,-12))\n\tTNRD D 4 A_CustomMissile(\"NemesisBehemothCannonBall\",56,-26,Random(7,12))\n NemesisCannonBallsLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 5,\"NemesisCannonBallsEnd\")\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\tTNRD CCC 2 A_FaceTarget\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",0)\n\tTNT1 A 0 A_CustomMissile(\"NemesisBehemothCannonBall\",56,-26,Random(0,6))\n\tTNRD D 2 A_CustomMissile(\"NemesisBehemothCannonBall\",56,26,Random(0,-6))\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",0)\n\tTNT1 A 0 A_CustomMissile(\"NemesisBehemothCannonBall\",56,26,Random(-7,-12))\n\tTNRD D 3 A_CustomMissile(\"NemesisBehemothCannonBall\",56,-26,Random(7,12))\n Loop\n NemesisCannonBallsEnd:\n\tTNRD CC 12\n\tGoto See\n BFG9KRage:\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n BFG9KRageLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 5,\"See\")\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n TNRD C 1 A_UnSetShootable\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_PlaySound(\"BH/Fire\",0,1.0,0,0.4)\n\tTNT1 A 0 A_SpawnItemEx(\"PatriarchTeleport\",0,0,40)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 A 0 A_SpawnItemEx(\"PatriarchTeleport\",0,0,40)\n TNRD C 1 A_SetShootable\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\tTNRD CCCCCCCCCCC 2 Bright A_FaceTarget\n\tTNRD CD 2 Bright A_FaceTarget\n\tTNRD DD 2 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"NemesisSentientBFG9500Ball\",56,0,-30)\n\tTNT1 A 0 A_CustomMissile(\"NemesisSentientBFG9500Ball\",56,0,30)\n\tTNT1 A 0 A_CustomMissile(\"NemesisSentientBFG9500Ball\",56,0,-20)\n\tTNT1 A 0 A_CustomMissile(\"NemesisSentientBFG9500Ball\",56,0,20)\n\tTNT1 A 0 A_CustomMissile(\"NemesisSentientBFG9500Ball\",56,0,-10)\n\tTNT1 A 0 A_CustomMissile(\"NemesisSentientBFG9500Ball\",56,0,10)\n\tTNRD D 4 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\",56,0)\n\tTNRD CCCCCCC 2 Bright A_FaceTarget\n\tLoop\n DefilerLightningProj:\n TNT1 A 0 A_SetTranslucent(1)\n\tTNT1 A 0 A_PlayWeaponSound(\"legcardi/load3\")\n\tTNRD CCCCCCC 5 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Star/fire\")\n\tTNRD D 0 A_CustomMissile(\"DefilerLightningProj\",56,26,Random(4,-4))\n TNRD D 7 Bright A_CustomMissile(\"DefilerLightningProj\",56,-26,Random(4,-4))\n\tTNRD C 8 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Star/fire\")\n\tTNRD D 0 A_CustomMissile(\"DefilerLightningProj\",56,26,Random(4,-4))\n TNRD D 7 Bright A_CustomMissile(\"DefilerLightningProj\",56,-26,Random(4,-4))\n\tTNRD C 8 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Star/fire\")\n\tTNRD D 0 A_CustomMissile(\"DefilerLightningProj\",56,26,Random(4,-4))\n TNRD D 7 Bright A_CustomMissile(\"DefilerLightningProj\",56,-26,Random(4,-4))\n\tTNRD C 8 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Star/fire\")\n\tTNRD D 0 A_CustomMissile(\"DefilerLightningProj\",56,26,Random(4,-4))\n TNRD D 7 Bright A_CustomMissile(\"DefilerLightningProj\",56,-26,Random(4,-4))\n\tTNRD C 8 Bright A_FaceTarget\n\tGoto See\n LaserVessels:\n\tTNRD XXXXX 5 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n LaserVesselsLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 10,\"LaserVesselsEnd\")\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\tTNT1 A 0 A_FaceTarget\n\tTNRD C 4 Bright A_FaceTarget\n\tTNRD C 4 A_SpawnItemEx(\"PatriarchLaserVessel\",-20,random(120,300),random(-40,250),frandom(-3,3),frandom(0,10),frandom(-3,3),(180*random(0,1)),SXF_TRANSFERPOINTERS)\n\tTNRD C 4 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"PatriarchMiniLaser\",56,26,frandom(-2,2))\n\tTNT1 A 0 A_CustomMissile(\"PatriarchMiniLaser\",56,-26,frandom(-2,2))\n\tTNRD D 4 A_SpawnItemEx(\"PatriarchLaserVessel\",-20,random(120,300),random(-40,250),frandom(-3,3),frandom(0,10),frandom(-3,3),(180*random(0,1)),SXF_TRANSFERPOINTERS)\n\tLoop\n LaserVesselsEnd:\n\tTNRD C 40\n\tGoto See\n NemRevAttack:\n TNRD C 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 TNRD C 3 Bright\n NemRevAttackCharging:\n\tTNT1 A 0 A_JumpIf(user_missile >= 20,\"NemRevAttackFire\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_FaceTarget\n\tTNRD C 3 Bright //A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n\tLoop\n NemRevAttackFire:\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n\tTNT1 A 0 A_JumpIf(user_missile >= 4,\"NemRevAttackFireEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNRD CCCCC 5 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/BigLaser\",CHAN_WEAPON)\n TNRD D 0 A_CustomMissile(\"NemesisRevCannonIonBeam\",58,26)\n TNRD D 5 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\",58,-26)\n\tGoto NemRevAttackFire+2\n NemRevAttackFireEnd:\n\tTNRD C 20 Bright A_FaceTarget\n\tGoto See\n NemesisBFG:\n TNRD C 30 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNRD C 3 Bright A_PlaySound(\"NemesisCyber/Attack2\",7)\n\tTNRD C 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\tTNRD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tLoop\n NemesisBFGFire:\n TNRD C 1 A_UnSetShootable\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_PlaySound(\"BH/Fire\",0,1.0,0,0.4)\n\tTNT1 A 0 A_SpawnItemEx(\"PatriarchTeleport\",0,0,40)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 A 0 A_SpawnItemEx(\"PatriarchTeleport\",0,0,40)\n TNRD C 1 A_SetShootable\n\tTNRD C 5 A_FaceTarget\n\tTNT1 A 0 A_PlayWeaponSound(\"star/fire\")\n\tTNRD D 0 A_CustomMissile(\"VexedCardinalMiniNemesisBFGBall\",58,26,0,0)\n\tTNRD D 10 A_CustomMissile(\"VexedCardinalMiniNemesisBFGBall\",58,-26,0,0)\n TNRD C 1 A_UnSetShootable\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_PlaySound(\"BH/Fire\",0,1.0,0,0.4)\n\tTNT1 A 0 A_SpawnItemEx(\"PatriarchTeleport\",0,0,40)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 A 0 A_SpawnItemEx(\"PatriarchTeleport\",0,0,40)\n TNRD C 1 A_SetShootable\n\tTNRD C 5 A_FaceTarget\n\tTNT1 A 0 A_PlayWeaponSound(\"star/fire\")\n\tTNRD D 0 A_CustomMissile(\"VexedCardinalMiniNemesisBFGBall\",58,26,0,0)\n\tTNRD D 10 A_CustomMissile(\"VexedCardinalMiniNemesisBFGBall\",58,-26,0,0)\n TNRD C 1 A_UnSetShootable\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_PlaySound(\"BH/Fire\",0,1.0,0,0.4)\n\tTNT1 A 0 A_SpawnItemEx(\"PatriarchTeleport\",0,0,40)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 A 0 A_SpawnItemEx(\"PatriarchTeleport\",0,0,40)\n TNRD C 1 A_SetShootable\n\tTNRD C 5 A_FaceTarget\n\tTNT1 A 0 A_PlayWeaponSound(\"star/fire\")\n\tTNRD D 0 A_CustomMissile(\"NemesisGuruBall\",58,26,0,0)\n\tTNRD D 10 A_CustomMissile(\"NemesisGuruBall\",58,-26,0,0)\n\tTNT1 A 0 A_ChangeFlag(NOPAIN,0)\n TNRD C 60 Bright A_FaceTarget\n\tGoto See\n Laser:\n\tTNRD C 0 A_PlaySound(\"NemesisCyber/Mad\",7)\n\tTNT1 A 0 A_ChangeFlag(NOPAIN,1)\n\tTNRD XXXXXXXXXXXXXXXXXXXX 5 A_FaceTarget\n\tTNT1 A 0 A_Jump(128,\"LaserSkipTeleport\")\n TNRD C 1 A_UnSetShootable\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_PlaySound(\"BH/Fire\",0,1.0,0,0.4)\n\tTNT1 A 0 A_SpawnItemEx(\"PatriarchTeleport\",0,0,40)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 A 0 A_SpawnItemEx(\"PatriarchTeleport\",0,0,40)\n TNRD C 1 A_SetShootable\n LaserSkipTeleport:\n\tTNRD C 5 A_FaceTarget\n\tTNT1 A 0 A_Playsound(\"MasterSpark\",0,1,0,ATTN_NONE)\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n LaserLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 90,\"See\")\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\tTNT1 A 0 A_FaceTarget\n\tTNRD D 1 A_CustomMissile(\"NemesisSentientLaser\",60,0,0)\n\tLoop\n NemesisBall:\n TNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 Radius_Quake(10,180,0,100,0)\n\tTNT1 A 0 A_PlaySound(\"NemesisUp\",1,1.0,0,ATTN_NONE)\n\tTNRD X 3 Bright //A_PlaySoundEx(\"laugh2\",\"DSTCLAU2\")\n\tTNRD XXXXXXXXXXXXXXXXXXXX 5 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Nemesis/FireBall\",6,1.0,0,ATTN_NONE)\n\tTNRD D 40 A_CustomMissile(\"VexedNemesisAltBallMonster\",50,0,0,CMF_TRACKOWNER)\n\tGoto See\n ZenAlt:\n\tTNT1 A 0 A_PlaySound(\"ZENUP3\",1,1.0,0,ATTN_NONE)\n\tTNRD XXXXXXXX 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\t//TNT1 A 0 A_CustomMissile(\"VexedCardinalAltNemUnmakerBall\",0,0,15)\n\t//TNT1 A 0 A_CustomMissile(\"VexedCardinalAltNemUnmakerBall\",0,0,30)\n\tTNT1 A 0 A_CustomMissile(\"VexedCardinalAltNemUnmakerBall\",0,0,45)\n\t//TNT1 A 0 A_CustomMissile(\"VexedCardinalAltNemUnmakerBall\",0,0,60)\n\t//TNT1 A 0 A_CustomMissile(\"VexedCardinalAltNemUnmakerBall\",0,0,75)\n\tTNT1 A 0 A_CustomMissile(\"VexedCardinalAltNemUnmakerBall\",0,0,90)\n\t//TNT1 A 0 A_CustomMissile(\"VexedCardinalAltNemUnmakerBall\",0,0,105)\n\t//TNT1 A 0 A_CustomMissile(\"VexedCardinalAltNemUnmakerBall\",0,0,120)\n\tTNT1 A 0 A_CustomMissile(\"VexedCardinalAltNemUnmakerBall\",0,0,135)\n\t//TNT1 A 0 A_CustomMissile(\"VexedCardinalAltNemUnmakerBall\",0,0,150)\n\t//TNT1 A 0 A_CustomMissile(\"VexedCardinalAltNemUnmakerBall\",0,0,165)\n\tTNT1 A 0 A_CustomMissile(\"VexedCardinalAltNemUnmakerBall\",0,0,180)\n\t//TNT1 A 0 A_CustomMissile(\"VexedCardinalAltNemUnmakerBall\",0,0,195)\n\t//TNT1 A 0 A_CustomMissile(\"VexedCardinalAltNemUnmakerBall\",0,0,210)\n\tTNT1 A 0 A_CustomMissile(\"VexedCardinalAltNemUnmakerBall\",0,0,225)\n\t//TNT1 A 0 A_CustomMissile(\"VexedCardinalAltNemUnmakerBall\",0,0,240)\n\t//TNT1 A 0 A_CustomMissile(\"VexedCardinalAltNemUnmakerBall\",0,0,255)\n\tTNT1 A 0 A_CustomMissile(\"VexedCardinalAltNemUnmakerBall\",0,0,270)\n\t//TNT1 A 0 A_CustomMissile(\"VexedCardinalAltNemUnmakerBall\",0,0,285)\n\t//TNT1 A 0 A_CustomMissile(\"VexedCardinalAltNemUnmakerBall\",0,0,300)\n\tTNT1 A 0 A_CustomMissile(\"VexedCardinalAltNemUnmakerBall\",0,0,315)\n\t//TNT1 A 0 A_CustomMissile(\"VexedCardinalAltNemUnmakerBall\",0,0,330)\n\t//TNT1 A 0 A_CustomMissile(\"VexedCardinalAltNemUnmakerBall\",0,0,345)\n TNRD X 15 Bright\n\tTNRD X 30\n\tTNRD A 10\n\tGoto See\n Devastator:\n TNT1 A 0 A_SetTranslucent(1)\n TNT1 A 0 A_PlaySound(\"devastator/charge\")\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD D 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD D 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD D 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD D 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n TNRD D 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD D 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD D 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD D 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t TNRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n TNRD C 5\n TNRD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t TNT1 A 0 A_FaceTarget\n\t TNRD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\t TNRD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t TNT1 A 0 A_SetShootable\n\t TNRD D 0 A_PlaySound (\"devastator/fire\")\n\t TNRD D 0 Bright A_CustomMissile(\"NemDevastatorBall\", 58, -26, 0)\n\t TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t TNRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n TNRD C 5\n TNRD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t TNT1 A 0 A_FaceTarget\n\t TNRD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\t TNRD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t TNT1 A 0 A_SetShootable\n\t TNRD D 0 A_PlaySound (\"devastator/fire\")\n\t TNRD D 0 Bright A_CustomMissile(\"NemDevastatorBall\", 58, -26, 0)\n\t TNRD C 50 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 A_Jump(95,\"ComboDev\")\n ComboDev:\n TNT1 A 0 A_SetTranslucent(1)\n TNT1 A 0 A_PlaySound(\"devastator/charge\")\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD D 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD D 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD D 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD D 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n TNRD D 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD D 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD D 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNRD 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 TNRD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n TNRD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t TNRD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n TNRD C 5\n TNRD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t TNT1 A 0 A_FaceTarget\n\t TNRD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\t TNRD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t TNT1 A 0 A_SetShootable\n TNRD 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 TNRD 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 TNRD 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_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 TNRD 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 TNRD D 25 Bright A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n TNRD C 2 A_PlaySound (\"pcannon/explode\")\n TNRD C 1 A_ChangeFlag (INVULNERABLE, 0)\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD CDDD 2 A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNRD C 5 A_CustomMissile (\"NemesisCardinalFinalBall\", 100, 0)\n\t TNRD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNRD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n Goto see\n\n Pain.PlayerDBFG10K2:\n Pain.DBFG10K2:\n Pain.DBFG:\n Pain.PlayerDBFG:\n Pain.DBFG2:\n Pain.PlayerDBFG210K:\n Pain.DBFG210K:\n Pain.DBFG2Splash:\n Pain.PlayerDBFG2:\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tTNT1 A 0 A_Jump(128,\"Missile\")\n Goto Teleport\n Pain:\n\tTNRD X 6 A_Pain\n\tTNT1 A 0 A_Jump(128,\"Missile\")\n\tGoto See\n Death:\n\tTNT1 A 0 A_LowGravity\n\tTNRD E 20\n\tTNT1 A 0 A_Quake(8,600,0,3000)\n\tTNRD E 20 A_Scream\n\tTNT1 A 0 A_SetUserVar(user_missile,0)\n DeathLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 6,\"DeathContinue\")\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n TNRD EEEEE 2 Bright A_CustomMissile(\"WhiteNemesisKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n TNRD EEEEE 2 Bright A_CustomMissile(\"WhiteNemesisKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n TNRD EEEEE 2 Bright A_CustomMissile(\"WhiteNemesisKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n TNRD EEEEE 2 Bright A_CustomMissile(\"WhiteNemesisKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n TNRD EEEEE 2 Bright A_CustomMissile(\"WhiteNemesisKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 A 0 A_SpawnItem(\"NemesisDeathBall\")\n\tLoop\n DeathContinue:\n\tTNT1 AAAA 0 A_SpawnItemEx(\"PatriarchDeathEffect\",0,0,160)\n\tTNT1 A 0 A_PlaySound(\"VexedPatriarch/DeathFX\",6,1.0,0,ATTN_NONE)\n\tTNRD F 190\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_RemoveChildren(1)\n\tTNT1 A 0 A_Quake(10,150,0,3000)\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisHugeExplosion\",0,0,100)\n\tTNT1 A 0 A_SpawnItemEx(\"PatriarchDeathLaserSpawner\")\n\tTNT1 A 0 A_SpawnItemEx(\"PatriarchDeathKaboomEffectSpawner\")\n\tTNT1 A 0 A_PlaySound(\"Nemesis/BallExplode\",5,1.0,0,ATTN_NONE)\n\t//TNT1 A 0 A_PlaySound(\"VexedPatriarch/Death2\",7,1.0,0,ATTN_NONE)\n\tTNT1 AAAAAAAA 0 A_CustomMissile(\"NemesisCyberBouncyBFG\",0,0,random(0,360),2,random(-5,30))\n\tTNRD GIJKL 10\n\tTNT1 A 1\n\tTNT1 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\n\tStop\n\t}\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/NEWVexeds/VexedNemesisDoomSlayer.txt",
"contents": "//this is the end of the Legendary Doomguy variants... I'll just leave it here, if you want more, wait for another crazy person to do something else like this\n\nActor VexedNemeisDoomSlayer : NemesisDoomSlayer\n{\n DamageFactor \"Vexed\", 0.0\n DamageFactor \"Nemesis\", 0.0\n DropItem \"DoomBeacon\", 128, 1\n DropItem \"VexedNemesisUpgrade\", 128, 1\n Obituary \"%o was sent a ticket back to hell by the Vexed DoomSlayer!!!\"\n Tag \"\\c[w2]Vexed\\c- \\c[w2]DoomSlayer\\c-\"\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Nemesis/NEWVexeds/VexedNemesisSSGZombie.txt",
"contents": "ACTOR VexedNemesisSuperShotgunZombie : NemesisSuperShotgunZombie\n{\n DamageFactor \"Vexed\", 0.0\n DamageFactor \"Nemesis\", 0.0\n Tag \"\\c[w2]Vexed Super Shotgun Zombie\\c-\"\n Obituary \"The Vexed Super Shotgun Zombie fucked up %o's face.\"\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Nemesis/NEWVexeds/VexedNemesisStealthTrooper.txt",
"contents": "ACTOR VexedNemesisStealthTrooper : NemesisStealthTrooper 29009 //Careful with this one\n{\n DamageFactor \"Vexed\", 0.0\n DamageFactor \"Nemesis\", 0.0\n Obituary \"%o tried to kill the Vexed Nemesis Stealth Trooper, but %g failed.\"\n Tag \"\\c[w2]Vexed Stealth Trooper\\c-\"\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Nemesis/NEWVexeds/VexedNemesisRedeemer.txt",
"contents": "Actor VexedNemesisRedeemer : NemesisDefiler 29010 //Snowball\n{\n DamageFactor \"Vexed\", 0.0\n DamageFactor \"Nemesis\", 0.0\n DropItem \"VexedNemesisUpgrade\", 256, 32\n Obituary \"%o was destined to die by the Vexed Redeemer.\"\n Tag \"\\c[w2]Vexed Redeemer\\c-\"\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Nemesis/NEWVexeds/VexedNemesisFiend.txt",
"contents": "ACTOR VexedNemesisFiend : NemesisFiend 29011 //Will haunt your nightmares time and time again\n{\n DamageFactor \"Vexed\", 0.0\n DamageFactor \"Nemesis\", 0.0\n DropItem \"VexedNemesisUpgrade\" 40 1\n Obituary \"Not a single piece of %o was left after getting completely devoured by the Vexed Archfiend.\"\n HitObituary \"Not a single piece of %o was left after getting completely devoured by the Vexed Archfiend\"\n Tag \"\\c[w2]Vexed Archfiend\\c-\"\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Nemesis/NEWVexeds/VexedNemesisArchon.txt",
"contents": "ACTOR VexedNemesisArchon : NemesisHellKnight 29013 //Dark powers of pain\n{\n DamageFactor \"Vexed\", 0.0\n DamageFactor \"Nemesis\", 0.0\n DropItem \"VexedNemesisUpgrade\", 200, 1\n Obituary \"The Vexed Archon's dark powers was too much for %o\"\n HitObituary \"%o ate the Vexed Archon's knuckle sandwich.\"\n Tag \"\\c[w2]Vexed Archon\\c-\"\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Nemesis/NEWVexeds/VexedNemesisGoliath.txt",
"contents": "ACTOR VexedNemesisGoliath : NemesisBehemoth 29014 //At least he doesn't heal constantly\n{\n DamageFactor \"Vexed\", 0.0\n DamageFactor \"Nemesis\", 0.0\n DropItem \"VexedNemesisUpgrade\" 120\n Obituary \"The Vexed Goliath divulged %o's fate.\"\n Tag \"\\c[w2]Vexed Goliath\\c-\"\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Nemesis/NEWVexeds/VexedNemesisBabySentient.txt",
"contents": "ACTOR VexednemesisBabySentient : NemesisBabySentient 29015 //Aim for the exit\n{\n DamageFactor \"Vexed\", 0.0\n DamageFactor \"Nemesis\", 0.0\n DropItem \"VexedNemesisUpgrade\" 200 1\n Obituary \"%o was no match for The Vexed Baby Sentient's speed of light.\"\n Tag \"\\c[w2]Vexed Baby Sentient\\c-\"\n}"
}
]
},
"maps": []
}