ACTOR TrueLegendaryUltraSphere : LegendaryUltraSphere
{
Inventory.PickupSound "truelegmegasphere/pickup"
Inventory.Pickupmessage "\c[l5]True Legendary Ultrasphere!"
ActiveSound "truelegendarymegasphere/idle"
States
{
Spawn:
	TNT1 A 0 A_CustomMissile ("BlueSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
	TNT1 A 0 A_LoopActiveSound
	TNT1 A 0 A_CustomMissile ("BlueSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360)) 
	TLUS ABCD 4 Bright A_CustomMissile ("TrueLegendarySphereFlameSpawner", -20, 0, random(0,-360), 2, random(0,360)) 
	TLUS EFGH 4 Bright A_CustomMissile ("BlueSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
	TLUS IJK 4 Bright A_CustomMissile ("TrueLegendarySphereFlameSpawner", -20, 0, random(0,-360), 2, random(0,360)) 
	Loop
Pickup:
	//TNT1 A 0 A_JumpIfHealthLower(1000, "Success")
	//Fail
Success:
	TNT1 A 0 A_GiveInventory("TrueLegendarySphereHealth", 1)
	TNT1 A 0 A_GiveInventory("TrueLegendaryArmor", 1)
	TNT1 A 0 A_GiveInventory("ModdedBackpack", 1)
	TNT1 A 0 A_GiveInventory("BulletMag", 800)
	TNT1 A 0 A_GiveInventory("NewShell", 200)
	TNT1 A 0 A_GiveInventory("Missile", 200)
	TNT1 A 0 A_GiveInventory("NewCell", 1200)
	TNT1 A 0 A_GiveInventory("DemonAmmo", 1200)
	TNT1 A 0 A_GiveInventory("HandGrenadeAmmo", 16)
	TNT1 A 0 A_GiveInventory("MineAmmo", 12)
	TNT1 A 0 A_GiveInventory("LDemonAmmo", 1000)
	TNT1 A 0 A_GiveInventory("LegendaryShell",180)
	TNT1 A 0 A_GiveInventory("LegendaryBulletMag",600)
	TNT1 A 0 A_GiveInventory("Gas",1200)
	TNT1 A 1 A_StopSound
	Stop
}
}

ACTOR TrueLegendaryArmor : LegendaryArmor
{
Armor.SavePercent 400
Armor.SaveAmount 1000
DamageFactor "PDTBFG", 0.10
DamageFactor "PDTBFGTracer", 0.10
DamageFactor "Cyber10K", 0.10
DamageFactor "Legendary", 0.0
DamageFactor "Legendary1", 0.0
DamageFactor "LegendaryGuru", 0.0
DamageFactor "BFGSplash", 0.20
DamageFactor "BFGSpray", 0.20
DamageFactor "Explosion", 0.20
DamageFactor "Plasma", 0.20
DamageFactor 0.50
}

ACTOR TrueLegendarySphereHealth : Health
{
+NOTIMEFREEZE
Inventory.Amount 1000
Inventory.MaxAmount 1000
}

ACTOR TrueLegendarySphereFlame : LegendarySphereFlame
{
States
{
Spawn:
	LBG1 ABCDEFGHIJKL 2 Bright A_FadeOut
	Stop
}
}

ACTOR TrueLegendarySphereFlameSpawner : LegendarySphereFlameSpawner 
{
States
{
Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
	TNT1 A 0 A_CheckSight("Toaster")
	TNT1 AAAAAA 0 A_SpawnItemEx("TrueLegendarySphereFlame",random(20,-20),random(20,-20),random(20,40),0,0,random(2,6),0,128,0)
	TNT1 A 0
	Stop
}
}