Actor UnbelieveabilitySphereFloat : RealUnbelieveabilitySphere Replaces RealUnbelieveabilitySphere
{
States
{
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("NexusNoFloat") == 0,2)
	TNT1 A 0 A_ChangeFlag(FLOATBOB,0)
    TNT1 A 0 A_CustomMissile ("OrangeSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360)) 
    CARN AAAAAABBBBBB 1 Bright A_SpawnItem("RedSphereFlare",0,38)
    TNT1 A 0 A_CustomMissile ("OrangeSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
    CARN CCCCCCDDDDDD 1 Bright A_SpawnItem("RedSphereFlare",0,38)
	Goto Spawn+2
	}
}

Actor LegAmmoSphereFloat : LegAmmoSphere2 Replaces LegAmmoSphere2
{
States
{
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("NexusNoFloat") == 0,2)
	TNT1 A 0 A_ChangeFlag(FLOATBOB,0)
	AMSP ABCD 10 Bright A_CustomMissile("LegendarySphereFlameSpawner",-20,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
	Goto Spawn+2
	}
}

Actor ModdedBlurSphereFloat : ModdedBlurSphere2 Replaces ModdedBlurSphere2
{
States
{
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("NexusNoFloat") == 0,2)
	TNT1 A 0 A_ChangeFlag(FLOATBOB,0)
	TNT1 A 0 A_CustomMissile ("BlueSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
    PINS AAAAAABBBBBB 1 Bright A_SpawnItem("BlueSphereFlare",0,38)
	TNT1 A 0 A_CustomMissile ("RedSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
    PINS CCCCCCDDDDDD 1 Bright A_SpawnItem("RedSphereFlare",0,38)
	Goto Spawn+2
	}
}

Actor ModdedInvulnerabilitySphereFloat : ModdedInvulnerabilitySphere Replaces ModdedInvulnerabilitySphere
{
States
{
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("NexusNoFloat") == 0,2)
	TNT1 A 0 A_ChangeFlag(FLOATBOB,0)
	TNT1 A 0 A_CustomMissile ("RedSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
    PINV AAAAAABBBBBB 1 Bright A_SpawnItem("GreenSphereFlare",0,38)
	TNT1 A 0 A_CustomMissile ("GreenSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
    PINV CCCCCCDDDDDD 1 Bright A_SpawnItem("GreenSphereFlare",0,38)
	Goto Spawn+2
	}
}

Actor HasteSphereFloat : HasteSphere2 Replaces HasteSphere2
{
States
{
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("NexusNoFloat") == 0,2)
	TNT1 A 0 A_ChangeFlag(FLOATBOB,0)
    TNT1 A 0 A_CustomMissile ("YellowSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
    SINV AAAAAABBBBBB 1 Bright A_SpawnItem("YellowSphereFlare",0,38)
    TNT1 A 0 A_CustomMissile ("YellowSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
    SINV CCCCCCBBBBBB 1 Bright A_SpawnItem("YellowSphereFlare",0,38)
	Goto Spawn+2
	}
}

Actor LegendaryUltraSphereFloat : LegendaryUltraSphere2 Replaces LegendaryUltraSphere2
{
States
{
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("NexusNoFloat") == 0,2)
	TNT1 A 0 A_ChangeFlag(FLOATBOB,0)
    TNT1 A 0 A_CustomMissile ("YellowSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
	TNT1 A 0 A_LoopActiveSound
	TNT1 A 0 A_CustomMissile ("YellowSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360)) 
	LLDS ABCDCB 10 Bright A_CustomMissile ("LegendarySphereFlameSpawner", -20, 0, random(0,-360), 2, random(0,360)) 
	Goto Spawn+2
	}
}

Actor LegendaryPowerShardFloat : LegendaryPowerShard3 Replaces LegendaryPowerShard3
{
States
{
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("NexusNoFloat") == 0,2)
	TNT1 A 0 A_ChangeFlag(FLOATBOB,0)
    PPOS ABCDEFABCDEF 4 Bright A_CustomMissile("LegendaryDRuneFlameSpawner",-20,0,random(0,-360),2,random(0,360))
	PPOS ABCDEF 4 Bright A_CustomMissile("LegendaryDRuneFlameSpawner",-20,0,random(0,-360),2,random(0,360)) 
	Goto Spawn+2
	}
}

Actor LegendaryPowerSphereFloat : LegendaryPowerSphere2 Replaces LegendaryPowerSphere2
{
States
{
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("NexusNoFloat") == 0,2)
	TNT1 A 0 A_ChangeFlag(FLOATBOB,0)
    GARD ABCDABCDABCDABCD 6 Bright A_CustomMissile ("LegendarySphereFlameSpawner", -20, 0, random(0,-360), 2, random(0,360)) 
	GARD ABCDABCD 4 Bright A_CustomMissile ("LegendarySphereFlameSpawner", -20, 0, random(0,-360), 2, random(0,360)) 
	Goto Spawn+2
	}
}

Actor PhaseSphereFloat : PhaseSphereNEO Replaces PhaseSphereNEO
{
States
{
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("NexusNoFloat") == 0,2)
	TNT1 A 0 A_ChangeFlag(FLOATBOB,0)
    PSPH ABCD 10 Bright 
	Goto Spawn+2
	}
}

Actor NemesisHealthBonusMaxFloat : NemesisHealthBonusMax Replaces NemesisHealthBonusMax
{
States
{
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("NexusNoFloat") == 0,2)
	TNT1 A 0 A_ChangeFlag(FLOATBOB,0)
    NLIF ABCD 3 Bright 
	Goto Spawn+2
	}
}

Actor HEMArmorBonusMax1Float : HEMArmorBonusMax1 Replaces HEMArmorBonusMax1
{
States
{
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("NexusNoFloat") == 0,2)
	TNT1 A 0 A_ChangeFlag(FLOATBOB,0)
    HLFS ABCDEFGHIJKJIHGFEDCB 2 Bright
	Goto Spawn+2
	}
}

Actor HEMArmorBonusMax5Float : HEMArmorBonusMax1Float Replaces HEMArmorBonusMax5 { Armor.SaveAmount 5 }

Actor HEMBossArmorBonusMax25Float : HEMBossArmorBonusMax25 Replaces HEMBossArmorBonusMax25
{
States
{
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("NexusNoFloat") == 0,2)
	TNT1 A 0 A_ChangeFlag(FLOATBOB,0)
    HBAM ABCB 5 Bright
	Goto Spawn+2
	}
}

Actor HEMBossArmorBonusMax50Float : HEMBossArmorBonusMax25Float Replaces HEMBossArmorBonusMax50 { Armor.SaveAmount 50 }

Actor NemesisArmorBonusFloat : NemesisArmorBonus Replaces NemesisArmorBonus
{
States
{
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("NexusNoFloat") == 0,2)
	TNT1 A 0 A_ChangeFlag(FLOATBOB,0)
    NFSS ABCDEFGHIJKJIHGFEDCB 2 Bright
	Goto Spawn+2
	}
}

Actor NemesisArmorBonus2Float : NemesisArmorBonusFloat Replaces NemesisArmorBonus2 { Armor.SaveAmount 2 }
Actor NemesisArmorBonus4Float : NemesisArmorBonusFloat Replaces NemesisArmorBonus4 { Armor.SaveAmount 4 }
Actor NemesisArmorBonus8Float : NemesisArmorBonusFloat Replaces NemesisArmorBonus8 { Armor.SaveAmount 8 }
Actor NemesisArmorBonus16Float : NemesisArmorBonusFloat Replaces NemesisArmorBonus16 { Armor.SaveAmount 16 }
Actor NemesisArmorBonus32Float : NemesisArmorBonusFloat Replaces NemesisArmorBonus32 { Armor.SaveAmount 32 }
Actor NemesisArmorBonus64Float : NemesisArmorBonusFloat Replaces NemesisArmorBonus64 { Armor.SaveAmount 64 }

Actor ArmorBonusMaxFloat : ArmorBonusMax Replaces ArmorBonusMax
{
States
{
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("NexusNoFloat") == 0,2)
	TNT1 A 0 A_ChangeFlag(FLOATBOB,0)
    LFSS ABCDEFGHIJKJIHGFEDCB 2 Bright
	Goto Spawn+2
	}
}

//---NEXUS EXTRA---
Actor VexedNemesisUltraSphereFloat : VexedNemesisUltraSphere Replaces VexedNemesisUltraSphere
{
States
{
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("NexusNoFloat") == 0,2)
	TNT1 A 0 A_ChangeFlag(FLOATBOB,0)
	TNT1 A 0 A_CustomMissile("PurpleSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360)) 
	TNT1 A 0 A_CustomMissile("RedSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360)) 
	VNSA AAAAA 1 Bright A_SpawnItemEx("NemesisArmorFX",random(-12,12),random(-12,12),random(2,16),frandom(-0.4,0.4),frandom(-0.4,0.4),frandom(0,2),0,0,64)
	TNT1 A 0 A_CustomMissile("PurpleSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360)) 
	TNT1 A 0 A_CustomMissile("RedSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360)) 
	VNSA AAAAA 1 Bright A_SpawnItemEx("NemesisArmorFX",random(-12,12),random(-12,12),random(2,16),frandom(-0.4,0.4),frandom(-0.4,0.4),frandom(0,2),0,0,64)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",random(-12,12),random(-12,12),random(-12,12),random(-2,2),random(-2,2),random(-2,2),random(-20,20))
	VNSA BBBBB 1 Bright A_SpawnItemEx("NemesisArmorFX",random(-12,12),random(-12,12),random(2,16),frandom(-0.4,0.4),frandom(-0.4,0.4),frandom(0,2),0,0,64)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",random(-12,12),random(-12,12),random(-12,12),random(-2,2),random(-2,2),random(-2,2),random(-20,20))
	VNSA BBBBB 1 Bright A_SpawnItemEx("NemesisArmorFX",random(-12,12),random(-12,12),random(2,16),frandom(-0.4,0.4),frandom(-0.4,0.4),frandom(0,2),0,0,64)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",random(-12,12),random(-12,12),random(-12,12),random(-2,2),random(-2,2),random(-2,2),random(-20,20))
	VNSA CCCCC 1 Bright A_SpawnItemEx("NemesisArmorFX",random(-12,12),random(-12,12),random(2,16),frandom(-0.4,0.4),frandom(-0.4,0.4),frandom(0,2),0,0,64)
	TNT1 A 0 A_CustomMissile("PurpleSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360)) 
	TNT1 A 0 A_CustomMissile("RedSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360)) 
	VNSA CCCCC 1 Bright A_SpawnItemEx("NemesisArmorFX",random(-12,12),random(-12,12),random(2,16),frandom(-0.4,0.4),frandom(-0.4,0.4),frandom(0,2),0,0,64)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",random(-12,12),random(-12,12),random(-12,12),random(-2,2),random(-2,2),random(-2,2),random(-20,20))
	Goto Spawn+2
	}
}

Actor VexedNemesisSphereFloat : VexedNemesisSphere Replaces VexedNemesisSphere
{
States
{
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("NexusNoFloat") == 0,2)
	TNT1 A 0 A_ChangeFlag(FLOATBOB,0)
	TNT1 A 0 A_SpawnItemEx("NemesisArmorFX",random(-12,12),random(-12,12),random(-12,12),random(-2,2),random(-2,2),random(-2,2),random(-20,20))
	VNHA A 1 Bright A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",random(-12,12),random(-12,12),random(2,16),frandom(-0.4,0.4),frandom(-0.4,0.4),frandom(0,2),0,0,64)
	TNT1 A 0 A_SpawnItemEx("NemesisArmorFX",random(-12,12),random(-12,12),random(-12,12),random(-2,2),random(-2,2),random(-2,2),random(-20,20))
	Goto Spawn+2
	}
}

Actor CommanderSuperSphereFloat : CommanderSuperSphere Replaces CommanderSuperSphere
{
States
{
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("NexusNoFloat") == 0,2)
	TNT1 A 0 A_ChangeFlag(FLOATBOB,0)
	CDSA ABCD 2 Bright A_SpawnItemEx("CyberCommanderFlameSpawner",random(-12,12),random(-12,12),random(2,16),frandom(-0.4,0.4),frandom(-0.4,0.4),frandom(0,2),0,0,64)
	Goto Spawn+2
	}
}

Actor CorruptedSphereFloat : CorruptedSphere Replaces CorruptedSphere
{
States
{
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("NexusNoFloat") == 0,2)
	TNT1 A 0 A_ChangeFlag(FLOATBOB,0)
	CSPH A 1 Bright A_SpawnItemEx("TrueLegendarySphereFlameSpawner",random(-12,12),random(-12,12),random(2,16),frandom(-0.4,0.4),frandom(-0.4,0.4),frandom(0,2),0,0,64)
	Goto Spawn+2
	}
}

Actor HellFrostSphereFloat : HellFrostSphere Replaces HellFrostSphere
{
States
{
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("NexusNoFloat") == 0,2)
	TNT1 A 0 A_ChangeFlag(FLOATBOB,0)
	HFHH ABCD 3 Bright A_SpawnItemEx("FreezedAfritFireSpawner",random(-12,12),random(-12,12),random(2,16),frandom(-0.4,0.4),frandom(-0.4,0.4),frandom(0,2),0,0,64)
	Goto Spawn+2
	}
}

Actor VexedNemesisPowerShardFloat : VexedNemesisPowerShard Replaces VexedNemesisPowerShard
{
States
{
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("NexusNoFloat") == 0,2)
	TNT1 A 0 A_ChangeFlag(FLOATBOB,0)
	VNPS ABCDEF 4 Bright A_CustomMissile("TrueNemesisHellionSmokeSpawner",-20,0,random(0,-360),2,random(0,360))
	Goto Spawn+2
	}
}

Actor VoidSoulFloat : VoidSoul Replaces VoidSoul
{
States
{
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("NexusNoFloat") == 0,2)
	TNT1 A 0 A_ChangeFlag(FLOATBOB,0)
	TNT1 A 0 A_PlaySound("VoidRune/Idle",7,1.0,1)
	TNT1 A 0 A_CustomMissile("PurpleSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360)) 
	TNT1 A 0 A_CustomMissile("RedSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
	VOIS AABBCCBB 2 Bright A_CustomMissile("PurpleSparkleSpawner",-20,0,random(0,-360),2,random(0,360))
	TNT1 A 0 A_CustomMissile("CyberCommanderFlameSpawner", 0, 0, random(0,-360), 2, random(0,360))
	TNT1 A 0 A_CustomMissile("PurpleSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
	Goto Spawn+2
	}
}