ACTOR LivingNemesisBfg  
{
//Creator: Nemesiscaptain(uwu)and Makarov 
//Origin: Infinity Gods
//Sprite: LNBG
//Title: "LivingNemesisBfg"
Health 1900
Radius 15
Height 25
Speed 18
Mass 60
MONSTER
+FLOORCLIP 
+MISSILEMORE
+MISSILEEVENMORE
+QUICKTORETALIATE
+DONTHARMSPECIES
+LOOKALLAROUND
+NOPAIN
+NOBLOOD
+BOSS
Scale 1.3
Species "Hell"
DamageFactor "Hell", 0.0
DropItem "" 120 1
DamageFactor 0.6
MaxStepHeight 384
DropItem "Nemesis BFG", 256
Obituary "%o learned the hard way not to stare at the Living Nemesis BFG."
Tag "\c[v9]Living Nemesis BFG\c-"
SeeSound "NemesisBFG/up"
ActiveSound "NemesisBFG/up"
DeathSound "NemesisBFG/up"
PainSound "NemesisBFG/up"
States
	{
  Spawn:
	LNBG "X" 10 A_Look
	LNBG "X" 1 A_PlaySound("NemesisBFG/idle",5,1.0,1)
	Loop
  See:
	LNBG "XXXX" 4 A_Chase
	TNT1 A 0 A_PlayWeaponSound("NemesisBFG/idle")
	Loop
  Pain:
	LNBG A 1
	LNBG A 1 A_Pain
	Goto See	
  Missile:
    TNT1 A 0 A_StopSound(6)
    LNBG "X" 0 Bright A_PlaySound ("truelegbfg/trigger",6)
    LNBG "XXXXXXXXXX" 2 Bright A_GiveInventory("SpecOpsStrafing",1)
	LNBG "XXXXXXXXXX" 2 Bright A_GiveInventory("SpecOpsStrafing",1)
	LNBG "XXXXXXXXXX" 2 Bright A_GiveInventory("SpecOpsStrafing",1)
	LNBG "XXXXXXXXXX" 2 Bright A_GiveInventory("SpecOpsStrafing",1)
	LNBG "XXXXXXXXXX" 2 Bright A_GiveInventory("SpecOpsStrafing",1)
	LNBG "XXXXX" 2 Bright A_GiveInventory("SpecOpsStrafing",1)
    LNBG "X" 0 A_PlayWeaponSound("NemesisBFG/fire")
    LNBG "X" 35 Bright A_CustomMissile("NemesisGuruBall",0,1,12,0)
    Goto See
  Death:
	LNBG "X" 1
	TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_Explode(24,628,0)
	TNT1 A 0 A_Explode(96,400,0)
	TNT1 A 0 A_Explode(256,256,1)
    TNT1 AAAAAAA 0 A_SpawnItemEx("RandomMegaPresentSpawner",0,0,1,random(1,8),0,random(8,15),random(0,360),0,64)
	TNT1 AAAAAAAAAAAAA 0 A_CustomMissile("Explode",random(20,80),random(20,-20),random(0,360),2,random(0,360))
	TNT1 A 0 A_CustomMissile("BigExplosion",0,0,random(80,100),2,random(80,100))
	LNBG "X" 1 A_Scream
	LNBG "X" 1 A_Fall
	Stop
    }
}

//Smol Cardinal
ACTOR ZamasuMiniCardinal
{
//$Category Monsters/HEM
//$Sprite ZMCA
//$Title "ZamasuMiniCardinal"
Monster
Health 12000
Radius 56
Height 25
Speed 40
Scale 0.30
Mass 0x7FFFFFFF
FloatSpeed 36
//Zamasu Mini
Damagefactor 0.4
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "Explosion", 0.2
DamageFactor "PlayerDTRG", 0.4
DamageFactor "DTRailgun", 0.4
DamageFactor "PDTPuff", 0.4
DamageFactor "RailG", 0.3
DamageFactor "Cyber10K", 0.0
//Legendary Mini
DamageFactor "PDTBFG", 0.05
DamageFactor "PDTBFGTracer", 0.05
DamageFactor "Cyber10K", 0.0
DamageFactor "Legendary", 0.0
DamageFactor "LegendaryPlayer", 0.3
DamageFactor "BFGSplash", 0.25
DamageFactor "BFGSpray", 0.25
DamageFactor "PlayerDevBall", 0.025
DamageFactor "PlayerDevBall2", 0.025
DamageFactor "PlayerDTBFGRailgunSlug", 0.025
DamageFactor "PlayerDevTracer", 0.025
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "CerChainguns", 0.0
DamageFactor "CerEnergyBall", 0.0
DamageFactor "LegMind", 0.0
DamageFactor "SuperWeapon", 0.0
DamageFactor "CDTBFG", 0.0
DamageFactor "BeheComet", 0.0
DamageFactor "LegendaryPlayer", 0.1
DamageFactor "Extreme", 0.0
DamageFactor "CacoComet", 0.0
DamageFactor "CadaverRocket", 0.0
DamageFactor "NobleCOmet", 0.0
DamageFactor "HFCyber", 0.0
+QUICKTORETALIATE
+FLOAT
+NOGRAVITY	
+NOTIMEFREEZE
+NORADIUSDMG
+PIERCEARMOR
+MISSILEEVENMORE
+NOTARGET
+BOSS
+MISSILEMORE
-FLOORCLIP
+DONTMORPH
+BOSSDEATH
+NOICEDEATH
+DONTGIB
+NOTIMEFREEZE
+LOOKALLAROUND
DropItem "ZamasuStrongSphere", 256, 1
SeeSound "ZamasuCyberdemon/Sight"
PainSound "ZamasuCyberdemon/Pain"
DeathSound "ZamasuCyberdemon/Death"
ActiveSound "ZamasuCyberdemon/Active"
Painchance 1
Bloodcolor "Black"
Species "Cybers"
Obituary "%o fell before the relentless force of Zamasu Mini Cardinal." 
Tag "\c[s5]ZamasuMiniCardinal\c-"
States 
{ 
   Spawn:
	TNT1 A 0 A_SetTranslucent(1)
	ZMCA A 8 A_SpawnItem("VexedNemesisFlameSpawner",0,0,0,0)
	ZMCA A 2 Bright A_Look
	ZMCA B 2 Bright A_Look	
	Loop
   See:
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_Jump(87,"Rush")
	ZMCA A 2 Bright A_Chase
	ZMCA B 2 Bright A_Chase  
	Loop	 
   Rush:
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_SpawnItem("VexedNemesisFlameSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("ZamasuMiniCardinalGhost")
	ZMCA A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuMiniCardinalGhost")
	ZMCA B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuMiniCardinalGhost")
	ZMCA A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuMiniCardinalGhost")
	ZMCA B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuMiniCardinalGhost")
	ZMCA A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuMiniCardinalGhost")
	ZMCA B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuMiniCardinalGhost")
	ZMCA A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuMiniCardinalGhost")
	ZMCA B 1 Bright A_Chase  
	TNT1 A 0 A_SpawnItemEx("ZamasuMiniCardinalGhost")
	ZMCA A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuMiniCardinalGhost")
	ZMCA B 1 Bright A_Chase 
	TNT1 A 0 A_SpawnItemEx("ZamasuMiniCardinalGhost")
	ZMCA A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamasuMiniCardinalGhost")
	ZMCA B 1 Bright A_Chase  
	TNT1 A 0 A_Jump(70,"See")
	TNT1 A 0 A_Jump(10,"RandomIllusion")
	Loop
  RandomIllusion:
	ZMCA E 5 Bright A_faceTarget
	goto see
  Missile:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_Jump(140,"RandomProjectiles")
	TNT1 A 0 A_Jump(50,"FinalAttack")
  FinalAttack:
	TNT1 A 0 A_SetTranslucent(1)
	ZMCA FFFF 5 Bright A_PlaySoundEx("ZamasuCyberdemon/Sight",2)
	ZMCA A 0 A_ChangeFlag (NOPAIN, 1)
	ZMCA FGFGFG 5 Bright A_faceTarget
	ZMCA F 5 BRIGHT A_SpawnItemEx("ZamasuCyberFinalAttack", 0, 0, 100)
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZMCA FGFGFG 5 Bright A_faceTarget
	ZMCA A 0 A_ChangeFlag (INVULNERABLE, 1)
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZMCA FGFGFG 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZMCA F 5 A_Playsound ("Arcradimus/BFGElectric")
	ZMCA FGFGFG 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZMCA FGFGFG 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZMCA FGFGFG 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZMCA F 5 A_Playsound ("Arcradimus/BFGElectric")
	ZMCA FGFGFG 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZMCA FGFGFG 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZMCA FGFGFG 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZMCA F 5 A_Playsound ("Arcradimus/BFGElectric")
	ZMCA FGFGFG 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZMCA FGF 5 Bright A_faceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	ZMCA F 5 A_Playsound ("Arcradimus/BFGElectric")
	ZMCA C 2 A_PlaySound ("pcannon/explode")
	ZMCA A 0 A_ChangeFlag (NOPAIN, 0)
	ZMCA C 1 A_ChangeFlag (INVULNERABLE, 0)
	ZMCA CDDD 2 A_FaceTarget
	ZMCA C 5 A_CustomMissile ("ZamasuCyberFinalBall")
	ZMCA CCCCCCCCCCCCCCCCCCCCCCCC 5 Bright A_faceTarget
	Goto see
    RandomProjectiles:
	TNT1 A 0 A_SetTranslucent(1)
	ZMCA C 25 Bright A_faceTarget
	ZMCA C 5 A_CustomMissile("ActualDarkMatter", 56, 26, Random(4, -4))
	ZMCA C 5 A_CustomMissile("ActualDarkMatter", 56, 26, Random(4, -4))
	ZMCA C 5 A_CustomMissile("ActualDarkMatter", 56, 26, Random(4, -4))
	ZMCA C 5 A_CustomMissile("ActualDarkMatter", 56, 26, Random(4, -4))
	ZMCA C 5 A_CustomMissile("ActualDarkMatter", 56, 26, Random(4, -4))
	ZMCA C 5 A_CustomMissile("ActualDarkMatter", 56, 26, Random(4, -4))
	ZMCA C 15 Bright A_faceTarget
	ZMCA C 2 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(4, -4))
	ZMCA C 2 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(4, -4))
	ZMCA C 2 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(4, -4))
	ZMCA C 2 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(4, -4))
	ZMCA C 0 Bright A_faceTarget
	ZMCA C 2 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(4, -4))
	ZMCA C 2 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(4, -4))
	ZMCA C 2 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(4, -4))
	ZMCA C 2 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(4, -4))
	ZMCA C 1 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(4, -4))
	ZMCA C 1 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(4, -4))
	ZMCA C 1 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(4, -4))
	ZMCA C 0 Bright A_faceTarget
	ZMCA C 1 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(4, -4))
	ZMCA C 1 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(4, -4))
	ZMCA C 1 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(4, -4))
	ZMCA C 1 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(4, -4))
	ZMCA C 0 Bright A_faceTarget
	ZMCA C 1 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(4, -4))
	ZMCA C 1 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(4, -4))
	ZMCA C 1 A_CustomMissile("NemesisCyberHomingRocket", 56, 26, Random(4, -4))
	ZMCA C 0 Bright A_faceTarget
	ZMCA C 4 A_CustomMissile("NemDoomSlayerCannonBall", 56, 26, Random(4, -4))
	ZMCA C 4 A_CustomMissile("NemDoomSlayerCannonBall", 56, 26, Random(4, -4))
	ZMCA C 4 A_CustomMissile("NemDoomSlayerCannonBall", 56, 26, Random(4, -4))
	ZMCA C 4 A_CustomMissile("NemDoomSlayerCannonBall", 56, 26, Random(4, -4))
	ZMCA C 0 Bright A_faceTarget
	ZMCA C 4 A_CustomMissile("NemDoomSlayerCannonBall", 56, 26, Random(4, -4))
	ZMCA C 4 A_CustomMissile("NemDoomSlayerCannonBall", 56, 26, Random(4, -4))
	ZMCA C 4 A_CustomMissile("NemDoomSlayerCannonBall", 56, 26, Random(4, -4))
	ZMCA C 0 Bright A_faceTarget
	ZMCA C 4 A_CustomMissile("NemDoomSlayerCannonBall", 56, 26, Random(4, -4))
	ZMCA C 4 A_CustomMissile("NemDoomSlayerCannonBall", 56, 26, Random(4, -4))
	ZMCA C 4 A_CustomMissile("NemDoomSlayerCannonBall", 56, 26, Random(4, -4))
	ZMCA C 0 Bright A_faceTarget
	ZMCA C 4 A_CustomMissile("NemDoomSlayerCannonBall", 56, 26, Random(4, -4))
	ZMCA C 4 A_CustomMissile("NemDoomSlayerCannonBall", 56, 26, Random(4, -4))
	ZMCA C 25 Bright A_faceTarget
	Goto See
   Pain:
	TNT1 A 0 A_Jump(30,"PainRage")
	TNT1 A 0 A_Jump(128,"PainMissile")
	ZMCA E 3 Bright A_Pain
	ZMCA EE 3 Bright
	Goto See
   PainMissile:
	ZMCA E 3 Bright A_Pain
	ZMCA EE 3 Bright
	Goto Missile
   PainRage:
	TNT1 A 0 A_JumpIfCloser(1000,1)
	Goto Pain+1 
	LARD E 3 Bright A_Pain
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 Radius_Quake(10,80,0,24,0)
	TNT1 A 0 A_GiveInventory("Health",750)
	TNT1 A 0 A_PlaySound("Cardinal/Laugh")	
	LARD EEEEEEEEEEEEEEEEEEEE 2 Bright A_SpawnItemEx("LegRainCometSpawner",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)
	LARD EEEEEEEEEEEEEEEEEEEE 2 Bright A_SpawnItemEx("LegRainCometSpawner",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)
	TNT1 A 0 A_UnSetInvulnerable
	Goto See
   Death: 
	TNT1 A 0 A_ChangeFlag(float,1)
	TNT1 A 0 A_ChangeFlag(Nogravity,1)
	TNT1 A 0 A_StopSound(6)
	TNT1 A 0 Radius_Quake(7, 105, 0, 50, 0)
	TNT1 A 0 A_ChangeFlag(Nogravity,1)
	TNT1 A 0 A_ChangeFlag(float,1)
	ZMCA A 5 Bright A_PlaySound("minilegcardi/death", CHAN_AUTO|CHAN_NOPAUSE, 1.0, False, ATTN_NONE)
	ZMCA A 1 A_Fall
	ZMCA E 10 A_Scream
	TNT1 A 0 A_PlaySound("NemesisPortal/Open",7,1,0,0.5)
	TNT1 A 0 A_SpawnItemEx("ZamasuimpDeathEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	ZMCA EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 Bright A_CustomMissile("NemesisTormentorDeathEffect",0,0,0,CMF_TRACKOWNER)
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	TNT1 A 0 A_SpawnItemEx("ZamasuimpDeathEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	ZMCA EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 Bright A_CustomMissile("NemesisTormentorDeathEffect",0,0,0,CMF_TRACKOWNER)
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	TNT1 A 0 A_SpawnItemEx("ZamasuimpDeathEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	ZMCA EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 Bright A_CustomMissile("NemesisTormentorDeathEffect",0,0,0,CMF_TRACKOWNER)
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	ZMCA EEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 Bright
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	ZMCA EEEEEEEEEEEEEEEEEEEEE 2 Bright
	TNT1 A 0 A_SpawnItem("ZamasuNuke",0,0,0,0)
	ZMCA E 10 Bright A_NoBlocking
	TNT1 A 0 A_StopSound(7)
	TNT1 A 0 A_PlaySound("Mainyu/Electric",6)
	TNT1 A 0 A_SpawnItemEx("ZamasuMiniCardinalGateSpawner",0,0,0,0,0,1)
	TNT1 A 0 A_SpawnItemEx("ZamasuLuckContract",0,0,8,random(1,8),0,2,random(0,360),0)
	TNT1 A 0 A_SpawnItemEx("ZamasuLuckContract",0,0,8,random(1,8),0,2,random(0,360),0)
	TNT1 A 0 A_SpawnItemEx("SuperZamasuLuckContract",0,0,8,random(0,8),0,2,random(0,360),0)
	TNT1 A -1 Bright A_KillMaster
	Stop
	} 
}

ACTOR MiniZamasuCardinalGhost
{
Scale 0.30
RENDERSTYLE Translucent
Alpha 0.75
+NOGRAVITY
+CLIENTSIDEONLY
+DONTSPLASH
+NOINTERACTION
+NOCLIP
+NOTIMEFREEZE
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
    ZMCA A 2 A_FadeOut(0.18)
    Wait	
    }
}

Actor ZamasuMiniCardinalGateSpawner : ZamasuGateSpawner
{
Translation "0:255=%[0.00,0.00,0.00]:[2.00,2.00,2.00]"
States 
{
Spawn:
  TNT1 A 0
  TNT1 A 0 A_PlaySound("NemesisPortal/Loop",7,1,1,0.5)
  TNT1 A 0 A_PlaySound("Gateway/Hell", CHAN_AUTO, 1.0, True)
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("NemesisGate2",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,Random(0,359))
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("NemesisGate3",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,Random(0,359))
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("NemesisGate4",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,Random(0,359))
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("NemesisGate5",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,Random(0,359))
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("NemesisGate6",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,Random(0,359))
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("NemesisGate7",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,Random(0,359))
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  TNT1 A 0 A_SpawnItemEx("NemesisGate8",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,Random(0,359))
  BO1L ABCDEFGHIJKLM 1 Bright
  TNT1 A 0 A_Stop
  BO1L NOP 2 Bright A_SpawnItemEx("NemesisGateSpawnTear")
  BO1L ABCDEFGHIJKLMN 1 Bright
  BO1L OP 3 Bright A_SpawnItemEx("NemesisGateSpawnTear")
  BO1L ABCD 1 Bright
  BO1L EF 3 Bright A_SpawnItemEx("NemesisGateSpawnTear")
  BO1L GHIJKLMN 1 Bright
  BO1L KLMNOP 4 Bright A_SpawnItemEx("NemesisGateSpawnTear")
  BO1L OP 1 Bright
  BO1L ABCDE 4 Bright A_SpawnItemEx("NemesisGateSpawnTear")
  BO1L FGHIJKLMOP 1 Bright
  BO1L FGHIJKLMOP 1 Bright
  BO1L FGHIJKLMOP 1 Bright
  BO1L FGHIJKLMOP 1 Bright
  BO1L FGHIJKLMOP 1 Bright
  BO1L FGHIJKLMOP 1 Bright
  BO1L FGHIJKLMOP 1 Bright
  BO1L FGHIJKLMOP 1 Bright
  TNT1 A 0 A_PlaySound("Rage", CHAN_VOICE, 1.0, False, ATTN_NONE)
  TNT1 A 0 A_SpawnItemEx("truelegendarycardinal",random(200,-200),random(200,-200),10,0,0,0,0)
  TNT1 A 0 A_SpawnItemEx("Legendarycardinal",random(200,-200),random(200,-200),10,0,0,0,0)
  TNT1 A 0 A_SpawnItemEx("corruptedcardinal",random(200,-200),random(200,-200),10,0,0,0,0)
  TNT1 A 0 A_SpawnItemEx("Hellfirecardinal",random(200,-200),random(200,-200),10,0,0,0,0)
  TNT1 A 0 A_AlertMonsters
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  BO1L ABCDEFGHIJKLMNOP 1 Bright
  Goto Death
Death:
  BO1L ABCDEFGHIJKLMNOPABCD 1 Bright A_FadeOut(0.05)
  TNT1 A 0 A_StopSound(7)
  TNT1 A 1
	Stop
	}
}

Actor ZamasuSpoon
{
//Creator: Nemesiscaptain(uwu)
//Origin: Infinity Gods
//Sprite: SPON
//Title: "ZamasuSpoon" 
Monster
Health 23000
Scale 1.1
Radius 48
Height 65
Speed 50
MeleeRange 110
PainChance 22
BloodColor "Black"
Species "wtf"
DamageFactor 0.6
DamageFactor "LegendaryZombie", 0.0
DamageFactor "PDTBFG", 0.0
DamageFactor "PDTBFGTracer", 0.0
DamageFactor "PlayerDevBall", 0.0
DamageFactor "PlayerDevBall2", 0.0
DamageFactor "PlayerDTBFGRailgunSlug", 0.0
DamageFactor "PlayerDevTracer", 0.0
DamageFactor "Legendary", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuru", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "DBFG10K2", 0.0
DamageFactor "PlayerDBFG10K2", 0.0
DamageFactor "DBFG2", 0.0
DamageFactor "PlayerDBFG2", 0.0
DamageFactor "PlayerDTRG", 0.0
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "Explosion", 0.0
DamageFactor "DTRailgun", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "RailG", 0.0
DamageFactor "PlayerPyro", 0.0
DamageFactor "VileFires", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "Cyber10K", 0.0
DamageFactor "CDTBFG", 0.0
DropItem "Zamasu Plasmatic Cannon", 256, 33
 DropItem "LegAmmoSphere", 256, 1
  DropItem "ZamasuStrongSphere", 256, 1
  DropItem "LegendaryPowerShard", 135, 1
  DropItem "TrueLegendaryRune", 200, 1
  DropItem "TrueLegendaryPowerSphere", 200, 1
  DropItem "ZamasuLuckContract", 200, 1
  DropItem "SuperZamasuLuckContract", 100, 1
  DropItem "ZamasuArmor", 256, 1
  DropItem "ModdedBackPack", 256, 1
  DropItem "ZamasuDemonAmmoBox", 200 
  DropItem "ZamasuDemonAmmo", 250  
SeeSound "Spoon/sight"
PainSound "Spoon/sight"
ActiveSound "Spoon/active"
MeleeSound "Spoon/melee"
DeathSound "Spoon/death"
AttackSound ""
Obituary "%o became part of ZamasuSpoon's cookbook of chaos."
Tag "\c[s5]ZamasuSpoon\c-"
Translation "0:255=%[0.00,0.00,0.00]:[0.01,0.01,0.01]"
var int user_music;
var int user_missile;
+BRIGHT 
-NOGRAVITY
-FLOAT 
States
{
Spawn:
    SPON A 10 A_Look
    SPON A 8 A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
    SPON B 8 A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
    Loop
See:
    TNT1 A 0 A_UnsetInvulnerable
    TNT1 A 0 A_ChangeFlag(NOPAIN,0)
    TNT1 A 0 A_JumpIf(user_music == 1, 2)
	TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,1764,1000)
    TNT1 A 0 A_SetUserVar("user_music",1)
    TNT1 A 0 A_PlaySound("Spoon/sight")
    SPON AAAAAAAA 1 A_Chase
    TNT1 A 0 A_SpawnItemEx("WhiteWalkFire")
    TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
    SPON AAAAAAAA 1 A_Chase
    TNT1 A 0 A_SpawnItemEx("WhiteWalkFire")
    TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
    Loop
Teleport:
    SPON A 1 A_UnSetShootable
	TNT1 A 0 A_Stop
	TNT1 A 0 A_PlaySound("BH/Fire",0,1.0,0,0.4)
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 A 0 A_SpawnItemEx("PatriarchTeleport",0,0,40)
    SPON A 1 A_SetShootable
	Goto See
	Jump:
	    TNT1 A 0 A_Jump(120,"HighJump")
		TNT1 A 0 ThrustThingZ(0,70,0,1)
	    SPON A 10 A_FaceTarget
		SPON A 5 A_FaceTarget
		SPON A 10 A_FaceTarget
		TNT1 A 0 A_Recoil(-50)
		GoTo See
	HighJump:
	    TNT1 A 0 A_ChangeFlag(Nogravity,1)
	    SPON A 10 A_FaceTarget
		TNT1 A 0 ThrustThingZ(0,100,0,1)
		SPON A 5 A_FaceTarget
		SPON A 10 A_FaceTarget
		TNT1 A 0 A_Recoil(-50)
		GoTo See
Idle:
    SPON AAAA 1 A_Wander
    TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
    TNT1 A 0 A_Look
    SPON AAAA 1 A_Wander
    TNT1 A 0 A_SpawnItemEx("WhiteWalkFire")
    SPON CCCC 1 A_Wander
    TNT1 A 0 A_Look
    SPON AAAA 1 A_Wander
    TNT1 A 0 A_Look
    TNT1 A 0 A_SpawnItemEx("WhiteWalkFire")
    TNT1 A 0 A_Jump(30,1)
    Loop
Strafing:
    TNT1 A 0 A_SpawnItem("WhiteWalkFire")
    TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
    SPON AAAA 1 A_GiveInventory("NemesisLegZombieStrafing",1)
    TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
    SPON AAAA 1 A_GiveInventory("NemesisLegZombieStrafing",1)
    TNT1 A 0 A_SpawnItem("HumanishStep",0,0,0,0)
    TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
    SPON AAAA 1 A_GiveInventory("NemesisLegZombieStrafing",1)
    TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
    SPON AAAA 1 A_GiveInventory("NemesisLegZombieStrafing",1)
    Goto See
ZenAlt:
	TNT1 A 0 A_PlaySound("ZENUP3",1,1.0,0,ATTN_NONE)
	SPON AAAAAAAA 6 A_FaceTarget
	TNT1 A 0 A_Playsound("ZENUP",6,1.0,0,ATTN_NONE)
	SPON AA 3 Bright A_FaceTarget
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("UnmakerParticleSpawner",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,0)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,45)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,90)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,135)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,180)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,225)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,270)
	TNT1 A 0 A_CustomMissile("VexedCardinalAltNemUnmakerBall",0,0,315)
	TNT1 A 0 Radius_Quake(40,10,0,40,0)
	SPON A 2 A_PlaySound("Spoon/sight")
    SPON A 15
	SPON A 30
	SPON A 10
Missile:
    TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_Jump(32,"Zamasurifle")
    SPON AAAA 2 A_GiveInventory("NemesisLegZombieStrafing",1)
    TNT1 A 0 A_Jump(255,"Zamasurockets","Zamasucannon","ZamasuBFG","ZenAlt")
    Goto See
Zamasurifle:
    SPON E 4 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
    TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
    TNT1 A 0 A_CustomMissile("ZamasusRifleShot",32,0,random(-2,2),0)
    SPON F 4 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
    TNT1 A 0 A_Jump(24,"Pause")
    TNT1 A 0 A_SpidRefire
    Loop
ZamasuBFG:
    SPON E 0 A_SetInvulnerable
    SPON E 1 Bright A_FaceTarget
    SPON AAAA 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
    TNT1 A 0 A_PlayWeaponSound("star/load3")
    SPON AAAA 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
    SPON E 0 A_UnSetInvulnerable
    SPON F 0 A_PlayWeaponSound("star/fire")
    SPON F 7 Bright A_CustomMissile("MiniNemesisBFGBall",32,0,0)
    SPON AAA 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
    SPON F 0 A_PlayWeaponSound("star/fire")
    SPON F 7 Bright A_CustomMissile("MiniNemesisBFGBall",32,0,0)
    SPON AAA 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
    SPON E 8 Bright A_FaceTarget
    Goto See
Zamasurockets:
    SPON E 1 A_FaceTarget
	SPON AAA 1 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 Bright A_CustomMissile("NemesisRocket", 40, 26, 0)
	TNT1 A 0 Bright A_CustomMissile("NemesisCyberHomingRocket", 40, -26, 0)
	SPON AAA 1 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	SPON E 1 A_FaceTarget
	SPON AAA 1 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 Bright A_CustomMissile("NemesisRocket", 40, 26, 0)
	TNT1 A 0 Bright A_CustomMissile("NemesisCyberHomingRocket", 40, -26, 0)
	SPON AAA 1 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	SPON E 1 A_FaceTarget
	SPON AAA 1 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 Bright A_CustomMissile("NemesisRocket", 40, 26, 0)
	TNT1 A 0 Bright A_CustomMissile("NemesisCyberHomingRocket", 40, -26, 0)
	SPON AAA 1 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	SPON E 1 A_FaceTarget
	SPON AAA 1 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 Bright A_CustomMissile("NemesisRocket", 40, 26, 0)
	TNT1 A 0 Bright A_CustomMissile("NemesisCyberHomingRocket", 40, -26, 0)
	SPON AAA 1 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
    SPON E 1 A_FaceTarget
	SPON AAA 1 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 Bright A_CustomMissile("NemesisRocket", 40, 26, 0)
	TNT1 A 0 Bright A_CustomMissile("NemesisCyberHomingRocket", 40, -26, 0)
	SPON AAA 1 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	SPON E 1 A_FaceTarget
	SPON AAA 1 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	TNT1 A 0 Bright A_CustomMissile("NemesisRocket", 40, 26, 0)
	TNT1 A 0 Bright A_CustomMissile("NemesisCyberHomingRocket", 40, -26, 0)
	SPON AAA 1 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	SPON E 12
    Goto See
Zamasucannon:
    TNT1 A 0 A_SetUserVar("user_missile",0)
    SPON E 1 A_FaceTarget
ZamasucannonLoop:
    TNT1 A 0 A_JumpIf(user_missile >= 6,"ZamasucannonEnd")
    TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
    SPON AAAA 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
    SPON E 2 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
    TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
    TNT1 A 0 A_CustomMissile("ZamasuPlasmaticBeamBall",32,0,0)
    SPON A 2 Bright A_PlaySound("legendarycannon/fire")
    TNT1 A 0 A_Jump(24,"Pause")
    TNT1 A 0 A_SpidRefire
    Goto See
ZamasucannonEnd:
    SPON A 12
    Goto See
Pause:
    TNT1 A 0 A_PlaySound("weapons/demontechsteam")
    SPON AAAA 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
    Goto See

Pain:
    TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
    TNT1 A 0 A_Jump(128,"PainMissile")
    SPON A 1
    SPON A 1 A_Pain
    Goto See
Melee:
	SPON A 1 A_CustomMeleeAttack(200,"Spoon/melee",none)
	SPON AA  1

PainMissile:
    SPON G 4
    SPON G 4 A_Pain
    SPON G 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
    SPON G 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
    Goto Missile

Death:
    ZHSM A 1
    SPON A 1 A_Scream
    SPON A 1 A_Fall
    TNT1 AAA 0 A_SpawnItemEx("ZamasuimpDeathEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    TNT1 AA 0 A_SpawnItem("NemesisDeathBall")
    TNT1 AAA 0 A_SpawnItemEx("ZamasuimpDeathEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    TNT1 AA 0 A_SpawnItem("NemesisDeathBall")
    TNT1 AAA 0 A_SpawnItemEx("ZamasuimpDeathEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    SPON A 0 A_SpawnItem("ZamasuNuke",0,0,0,0)
    TNT1 A 0 A_Print("A legend ends. A monster falls.")
    Stop
  }
}  

Actor ZamasuCirnoBaka
{
//Creator: Nemesiscaptain(uwu)
//Origin: Infinity Gods
//Sprite: ZCNB
//Title: "Zamasu CirnoBaka" 
Monster
Health 6885
Scale 0.12
Radius 16
Height 56
Speed 48
PainChance 20
BloodColor "Black"
Species "wtf"
DamageFactor 0.6
DamageFactor "LegendaryZombie", 0.0
DamageFactor "PDTBFG", 0.0
DamageFactor "PDTBFGTracer", 0.0
DamageFactor "PlayerDevBall", 0.0
DamageFactor "PlayerDevBall2", 0.0
DamageFactor "PlayerDTBFGRailgunSlug", 0.0
DamageFactor "PlayerDevTracer", 0.0
DamageFactor "Legendary", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuru", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "DBFG10K2", 0.0
DamageFactor "PlayerDBFG10K2", 0.0
DamageFactor "DBFG2", 0.0
DamageFactor "PlayerDBFG2", 0.0
DamageFactor "PlayerDTRG", 0.0
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "Explosion", 0.0
DamageFactor "DTRailgun", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "RailG", 0.0
DamageFactor "PlayerPyro", 0.0
DamageFactor "VileFires", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "Cyber10K", 0.0
DamageFactor "CDTBFG", 0.0
DropItem "Zamasu Plasmatic Cannon", 256, 33
 DropItem "LegAmmoSphere", 128, 1
  DropItem "RandomZamasuItem", 180, 1
  DropItem "NemesisPowerShard", 135, 1
  DropItem "TrueLegendaryRune", 200, 1
  DropItem "LegendaryrandomSphere", 200, 1
  DropItem "TarmidhesRune", 85, 1
  DropItem "ModdedBackPack", 256, 1
  DropItem "NemesisShell", 256
  DropItem "NemesisShellBox", 130
  DropItem "ZamasuRune", 105, 1
SeeSound "cirnobaka/see"
ActiveSound "cirnobaka/active"
DeathSound "cirnobaka/death"
PainSound "cirnobaka/pain"
obituary "%o stood no chance against \c[s5]Zamasu CirnoBaka\c-'s bizarre tactics." 
Tag "\c[s5]Zamasu CirnoBaka\c-"
var int user_music;
var int user_missile;
+BRIGHT 
-NOGRAVITY
-FLOAT 
States
{
Spawn:
    ZCNB A 10 A_Look
    ZCNB A 8 A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
    ZCNB B 8 A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
    Loop
See:
    TNT1 A 0 A_UnsetInvulnerable
    TNT1 A 0 A_ChangeFlag(NOPAIN,0)
    TNT1 A 0 A_JumpIf(user_music == 1, 2)
	TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,1781,910)
    TNT1 A 0 A_SetUserVar("user_music",1)
    TNT1 A 0 A_PlaySound("cirnobaka/active",CHAN_VOICE)
    ZCNB AAAABBBB 1 A_Chase
    TNT1 A 0 A_SpawnItemEx("HumanishStep",0,0,5,0,0,-20)
    TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
    ZCNB CCCCDDDD 1 A_Chase
    TNT1 A 0 A_SpawnItemEx("HumanishStep",0,0,5,0,0,-20)
    TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
    Loop
Idle:
    ZCNB AAAA 1 A_Wander
    TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
    TNT1 A 0 A_Look
    ZCNB BBBB 1 A_Wander
    TNT1 A 0 A_SpawnItemEx("HumanishStep",0,0,5,0,0,-20)
    ZCNB CCCC 1 A_Wander
    TNT1 A 0 A_Look
    ZCNB DDDD 1 A_Wander
    TNT1 A 0 A_Look
    TNT1 A 0 A_SpawnItemEx("HumanishStep",0,0,5,0,0,-20)
    TNT1 A 0 A_Jump(30,1)
    Loop
Strafing:
    TNT1 A 0 A_SpawnItem("HumanishStep",0,0,0,0)
    TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
    ZCNB AAAA 1 A_GiveInventory("NemesisLegZombieStrafing",1)
    TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
    ZCNB BBBB 1 A_GiveInventory("NemesisLegZombieStrafing",1)
    TNT1 A 0 A_SpawnItem("HumanishStep",0,0,0,0)
    TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
    ZCNB CCCC 1 A_GiveInventory("NemesisLegZombieStrafing",1)
    TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
    ZCNB DDDD 1 A_GiveInventory("NemesisLegZombieStrafing",1)
    Goto See
Missile:
    TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_Jump(32,"Zamasurifle")
    ZCNB EEEE 2 A_GiveInventory("NemesisLegZombieStrafing",1)
    TNT1 A 0 A_Jump(255,"Zamasurockets","Zamasucannon","ZamasuBFG")
    Goto See
Zamasurifle:
    ZCNB E 4 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
    TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
    TNT1 A 0 A_CustomMissile("ZamasusRifleShot",32,0,random(-2,2),0)
    ZCNB F 4 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
    TNT1 A 0 A_Jump(24,"Pause")
    TNT1 A 0 A_SpidRefire
    Loop
ZamasuBFG:
    ZCNB E 0 A_SetInvulnerable
    ZCNB E 1 Bright A_FaceTarget
    ZCNB EEEE 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
    TNT1 A 0 A_PlayWeaponSound("star/load3")
    ZCNB EEEE 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
    ZCNB E 0 A_UnSetInvulnerable
    ZCNB F 0 A_PlayWeaponSound("star/fire")
    ZCNB F 7 Bright A_CustomMissile("MiniNemesisBFGBall",32,0,0)
    ZCNB EEE 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
    ZCNB F 0 A_PlayWeaponSound("star/fire")
    ZCNB F 7 Bright A_CustomMissile("MiniNemesisBFGBall",32,0,0)
    ZCNB EEE 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
    ZCNB E 8 Bright A_FaceTarget
    Goto See
Zamasurockets:
    ZCNB E 1 A_FaceTarget
	   ZCNB EEE 1 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	   TNT1 A 0 Bright A_CustomMissile("NemesisRocket", 40, 26, 0)
	   TNT1 A 0 Bright A_CustomMissile("NemesisCyberHomingRocket", 40, -26, 0)
	   ZCNB FFF 1 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	   ZCNB E 1 A_FaceTarget
	   ZCNB EEE 1 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	   TNT1 A 0 Bright A_CustomMissile("NemesisRocket", 40, 26, 0)
	   TNT1 A 0 Bright A_CustomMissile("NemesisCyberHomingRocket", 40, -26, 0)
	   ZCNB FFF 1 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	   ZCNB E 1 A_FaceTarget
	   ZCNB EEE 1 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	   TNT1 A 0 Bright A_CustomMissile("NemesisRocket", 40, 26, 0)
	   TNT1 A 0 Bright A_CustomMissile("NemesisCyberHomingRocket", 40, -26, 0)
	   ZCNB FFF 1 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	   ZCNB E 1 A_FaceTarget
	   ZCNB EEE 1 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	   TNT1 A 0 Bright A_CustomMissile("NemesisRocket", 40, 26, 0)
	   TNT1 A 0 Bright A_CustomMissile("NemesisCyberHomingRocket", 40, -26, 0)
	   ZCNB FFF 1 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	   ZCNB E 1 A_FaceTarget
	   ZCNB EEE 1 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	   TNT1 A 0 Bright A_CustomMissile("NemesisRocket", 40, 26, 0)
	   TNT1 A 0 Bright A_CustomMissile("NemesisCyberHomingRocket", 40, -26, 0)
	   ZCNB FFF 1 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	   ZCNB E 1 A_FaceTarget
	   ZCNB EEE 1 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	   TNT1 A 0 Bright A_CustomMissile("NemesisRocket", 40, 26, 0)
	   TNT1 A 0 Bright A_CustomMissile("NemesisCyberHomingRocket", 40, -26, 0)
	   ZCNB FFF 1 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
	   ZCNB E 12
	   TNT1 A 0 Bright A_Jump(128,"Laser")
       Goto See
Zamasucannon:
    TNT1 A 0 A_SetUserVar("user_missile",0)
    ZCNB E 1 A_FaceTarget
ZamasucannonLoop:
    TNT1 A 0 A_JumpIf(user_missile >= 6,"ZamasucannonEnd")
    TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
    ZCNB EEEE 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
    ZCNB E 2 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
    TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
    TNT1 A 0 A_CustomMissile("ZamasuPlasmaticBeamBall",32,0,0)
    ZCNB F 2 Bright A_PlaySound("legendarycannon/fire")
    TNT1 A 0 A_Jump(24,"Pause")
    TNT1 A 0 A_SpidRefire
    Goto See
ZamasucannonEnd:
    ZCNB A 12
    Goto See
Pause:
    TNT1 A 0 A_PlaySound("weapons/demontechsteam")
    ZCNB EEEE 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
    Goto See
Pain:
    TNT1 A 0 A_GiveInventory("NemesisLegZombieStrafing",1)
    TNT1 A 0 A_Jump(128,"PainMissile")
    ZCNB G 4
    ZCNB G 4 A_Pain
    Goto See
PainMissile:
    ZCNB G 4
    ZCNB G 4 A_Pain
    ZCNB G 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
    ZCNB G 3 Bright A_GiveInventory("NemesisLegZombieStrafing",1)
    Goto Missile
Death:
    ZCNB G 5
    ZCNB H 5 A_Scream
    TNT1 A 0 A_Fall
    TNT1 AAA 0 A_SpawnItemEx("ZamasuimpDeathEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    TNT1 AA 0 A_SpawnItem("NemesisDeathBall")
    TNT1 AAA 0 A_SpawnItemEx("ZamasuimpDeathEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    TNT1 AA 0 A_SpawnItem("NemesisDeathBall")
    TNT1 AAA 0 A_SpawnItemEx("ZamasuimpDeathEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    ZCNB I 0 A_SpawnItem("ZamasuNuke",0,0,0,0)
    ZCNB IJKLM 5
    ZCNB N 35
    ZCNB W -1
    Stop
  }
}  