Actor LegSawedOffShotgunGuy
{
MONSTER
health 1992
height 56
radius 20
mass 100
speed 8
BloodColor "Blue"
Painchance "Legendary", 0
Painchance "Legendary1", 0
painchance 20
+BOSS
+NOFEAR
+BOSSDEATH
+NOICEDEATH
+NOTIMEFREEZE
+FLOORCLIP
+MISSILEMORE
+MISSILEEVENMORE
+QUICKTORETALIATE
+NODROPOFF
+DONTGIB
+NOTARGET
+NORADIUSDMG
+DONTHARMSPECIES
+THRUSPECIES
Species "LegendaryZombie" //why is this a species
DamageFactor "PlayerDTRG", 0.5
DamageFactor "PDTBFG", 0.2
DamageFactor "PDTBFGTracer", 0.2
DamageFactor "PlayerDevBall", 0.12
DamageFactor "PlayerDevBall2", 0.12
DamageFactor "PlayerDevTracer", 0.12
DamageFactor "PlayerDBFG2", 0.65
DamageFactor "PlayerDBFG10K2", 0.65
DamageFactor "PlayerDBFGSplash2", 0.65
DamageFactor "LegendaryPlayer", 0.3
DamageFactor "LegendaryGuruPlayer", 0.3
DamageFactor 0.7
//"No Infighting"
//yet imp species can infight? ok
DamageFactor "LegendaryZombie", 0.0
DamageFactor "Legendary", 0.0
DamageFactor "Legendary1", 0.0
DamageFactor "LegendaryGuru", 0.0
DamageFactor "LACGrenade", 0.0  //yes let's have 6 different legendary damagetypes
DamageFactor "LSSGGrenade", 0.0
DropItem "Portablemedkit", 215, 1
DropItem "LegAmmoSphere", 93, 1
DropItem "LegendaryArmor", 90, 1
DropItem "ModdedBackPack", 200, 1
SeeSound "shotguy/sight"
ActiveSound "shotguy/active"
AttackSound ""
PainSound "shotguy/pain"
Obituary "%o was bucked by a Legendary Zombie."
Tag "\c[z3]Alpha Legendary Sawed-Off Shotgun Zombie\c-"
States
	{
	Spawn:
		ZSDO A 10 Bright A_Look
		TNT1 A 0 Bright A_SpawnItemEx("LHellionSmokeSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,64) //YOU DON'T NEED BRIGHT ON A TNT1
		Loop
	Idle:
		TNT1 A 0 Bright //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_SetShootable //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_SetTranslucent(1) //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_ChangeFlag("NOPAIN",0) //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_SpawnItem("LHellionSmokeSpawner",0,0,0,0) //YOU DON'T NEED BRIGHT ON A TNT1
		ZSDO AA 3 Bright A_Wander
		TNT1 A 0 Bright A_Look //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_SpawnItem("LHellionSmokeSpawner",0,0,0,0) //YOU DON'T NEED BRIGHT ON A TNT1
		ZSDO BB 3 Bright A_Wander
		TNT1 A 0 Bright A_Look //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_SpawnItem("FootStep",0,0,0,0) //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_SpawnItem("LHellionSmokeSpawner",0,0,0,0) //YOU DON'T NEED BRIGHT ON A TNT1
		ZSDO CC 3 Bright A_Wander
		TNT1 A 0 Bright A_Look //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_SpawnItem("LHellionSmokeSpawner",0,0,0,0) //YOU DON'T NEED BRIGHT ON A TNT1
		ZSDO DD 3 Bright A_Wander
		TNT1 A 0 Bright A_Look //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_SpawnItem("FootStep",0,0,0,0) //YOU DON'T NEED BRIGHT ON A TNT1
		Loop
	See:
		TNT1 A 0 Bright //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_SetShootable //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_SetTranslucent(1) //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_ChangeFlag("NOPAIN",0) //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_JumpIfTargetInLOS("Strafing") //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_SpawnItem("LHellionSmokeSpawner",0,0,0,0) //YOU DON'T NEED BRIGHT ON A TNT1
		ZSDO AA 3 Bright A_Chase
		TNT1 A 0 Bright A_SpawnItem("LHellionSmokeSpawner",0,0,0,0) //YOU DON'T NEED BRIGHT ON A TNT1
		ZSDO BB 3 Bright A_Chase
		TNT1 A 0 Bright A_SpawnItem("FootStep",0,0,0,0) //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_JumpIfTargetInLOS("Strafing") //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_SpawnItem("LHellionSmokeSpawner",0,0,0,0) //YOU DON'T NEED BRIGHT ON A TNT1
		ZSDO CC 3 Bright A_Chase
		TNT1 A 0 Bright A_SpawnItem("LHellionSmokeSpawner",0,0,0,0) //YOU DON'T NEED BRIGHT ON A TNT1
		ZSDO DD 3 Bright A_Chase
		TNT1 A 0 Bright A_Jump(80,"Rush") //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_SpawnItem("FootStep",0,0,0,0) //YOU DON'T NEED BRIGHT ON A TNT1
		Loop
	Rush:
		TNT1 A 0 Bright //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_JumpIfTargetInLOS("Strafing") //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_SpawnItem("LHellionSmokeSpawner",0,0,0,0) //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_SpawnItemEx("LegSSGGuyGhostA",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE) //YOU DON'T NEED BRIGHT ON A TNT1
		ZSDO A 1 Bright A_Chase
		TNT1 A 0 Bright A_SpawnItemEx("LegSSGGuyGhostA",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE) //YOU DON'T NEED BRIGHT ON A TNT1
		ZSDO A 1 Bright A_Chase
		TNT1 A 0 Bright A_SpawnItemEx("LegSSGGuyGhostB",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE) //YOU DON'T NEED BRIGHT ON A TNT1
		ZSDO B 1 Bright A_Chase
		TNT1 A 0 Bright A_SpawnItemEx("LegSSGGuyGhostB",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE) //YOU DON'T NEED BRIGHT ON A TNT1
		ZSDO B 1 Bright A_Chase
		TNT1 A 0 Bright A_SpawnItem("FootStep",0,0,0,0) //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_SpawnItem("LHellionSmokeSpawner",0,0,0,0) //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_SpawnItemEx("LegSsgguyGhostC",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE) //YOU DON'T NEED BRIGHT ON A TNT1
		ZSDO C 1 Bright A_Chase
		TNT1 A 0 Bright A_SpawnItemEx("LegSsgguyGhostC",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE) //YOU DON'T NEED BRIGHT ON A TNT1
		ZSDO C 1 Bright A_Chase
		TNT1 A 0 Bright A_SpawnItemEx("LegSSGGuyGhostD",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE) //YOU DON'T NEED BRIGHT ON A TNT1
		ZSDO D 1 Bright A_Chase
		TNT1 A 0 Bright A_SpawnItemEx("LegSSGGuyGhostD",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE) //YOU DON'T NEED BRIGHT ON A TNT1
		ZSDO D 1 Bright A_Chase
		TNT1 A 0 Bright A_SpawnItem("FootStep",0,0,0,0) //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_Jump(84,"See") //YOU DON'T NEED BRIGHT ON A TNT1
		Loop
	Strafing:
		TNT1 A 0 Bright //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_SpawnItem("FootStep",0,0,0,0) //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_Chase("","Missile",CHF_DONTMOVE) //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_SpawnItem("LHellionSmokeSpawner",0,0,0,0) //YOU DON'T NEED BRIGHT ON A TNT1
		ZSDO AA 3 Bright A_GiveInventory("LegZombieStrafing",1)
		TNT1 A 0 Bright A_Chase("","Missile",CHF_DONTMOVE) //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_SpawnItem("LHellionSmokeSpawner",0,0,0,0) //YOU DON'T NEED BRIGHT ON A TNT1
		ZSDO BB 3 Bright A_GiveInventory("LegZombieStrafing",1)
		TNT1 A 0 Bright A_SpawnItem("FootStep",0,0,0,0) //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_Chase("","Missile",CHF_DONTMOVE) //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_SpawnItem("LHellionSmokeSpawner",0,0,0,0) //YOU DON'T NEED BRIGHT ON A TNT1
		ZSDO CC 3 Bright A_GiveInventory("LegZombieStrafing",1)	
		TNT1 A 0 Bright A_Chase("","Missile",CHF_DONTMOVE) //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_SpawnItem("LHellionSmokeSpawner",0,0,0,0) //YOU DON'T NEED BRIGHT ON A TNT1
		ZSDO DD 3 Bright A_GiveInventory("LegZombieStrafing",1)
		Goto See
	Missile:
		TNT1 A 0 Bright //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_SetShootable //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_SetTranslucent(1) //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_ChangeFlag("NOPAIN",0) //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_FaceTarget //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_JumpIfCloser(275,"Double") //YOU DON'T NEED BRIGHT ON A TNT1
	Normal:
		TNT1 A 0 Bright //YOU DON'T NEED BRIGHT ON A TNT1
		ZSDO EE 4 Bright A_GiveInventory("LegZombieStrafing",1)
		TNT1 A 0 Bright A_GiveInventory("LegZombieStrafing",1) //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_PlaySound("Coachgun/Fire2",CHAN_WEAPON) //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 AAAA 0 Bright A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0) //YOU DON'T NEED BRIGHT ON A TNT1
		ZSDO F 4 Bright A_CustomBulletAttack(7.8,6.1,7,Random(5,15)*6,"LegModdedBulletPuff")
		ZSDO EE 4 Bright A_GiveInventory("LegZombieStrafing",1)
		TNT1 A 0 Bright A_GiveInventory("LegZombieStrafing",1) //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_PlaySound("Coachgun/Fire2",CHAN_WEAPON) //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 AAAA 0 Bright A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0) //YOU DON'T NEED BRIGHT ON A TNT1
		ZSDO F 4 Bright A_CustomBulletAttack(13.7,10.7,7,Random(5,15)*6,"LegModdedBulletPuff")
		ZSDO EE 4 Bright A_GiveInventory("LegZombieStrafing",1)
		Goto Reload
	Double:
		TNT1 A 0 Bright //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_FaceTarget(45) //YOU DON'T NEED BRIGHT ON A TNT1
		ZSDO E 5 Bright A_GiveInventory("LegZombieStrafing",1)
		TNT1 A 0 Bright A_FaceTarget(45) //YOU DON'T NEED BRIGHT ON A TNT1
		ZSDO E 5 Bright A_GiveInventory("LegZombieStrafing",1)
		TNT1 A 0 Bright A_FaceTarget(45) //YOU DON'T NEED BRIGHT ON A TNT1
		ZSDO E 5 Bright A_GiveInventory("LegZombieStrafing",1)
		TNT1 A 0 Bright A_FaceTarget //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_GiveInventory("LegZombieStrafing",1) //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_PlaySound("Coachgun/Fire1",CHAN_WEAPON) //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 AAAAAAAA 0 Bright A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0) //YOU DON'T NEED BRIGHT ON A TNT1
		ZSDO F 5 Bright A_CustomBulletAttack(19.5,15.3,14,Random(5,15)*6,"LegModdedBulletPuff") 
		ZSDO EEE 5 Bright A_GiveInventory("LegZombieStrafing",1)
		Goto Reload
	Reload:
		TNT1 A 0 Bright //YOU DON'T NEED BRIGHT ON A TNT1
		ZSDO E 3 Bright A_GiveInventory("LegZombieStrafing",1)
		TNT1 A 0 Bright A_GiveInventory("LegZombieStrafing",1) //YOU DON'T NEED BRIGHT ON A TNT1
		ZSDO A 6 Bright A_PlaySound("Coachgun/Open")
		TNT1 A 0 Bright A_GiveInventory("LegZombieStrafing",1) //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_SpawnItemEx("BlueShellCasing",-8,6,36,Random(2,6),0,random(1,3),random(-80,-90),128) //YOU DON'T NEED BRIGHT ON A TNT1
		ZSDO B 1 Bright A_SpawnItemEx("BlueShellCasing",-10,6,36,Random(2,6),0,random(1,3),random(-80,-90),128)
		ZSDO B 6 Bright A_PlaySound("Coachgun/Load")
		TNT1 A 0 Bright A_GiveInventory("LegZombieStrafing",1) //YOU DON'T NEED BRIGHT ON A TNT1
		ZSDO C 6 Bright A_PlaySound("Coachgun/Close")
		TNT1 A 0 Bright A_GiveInventory("LegZombieStrafing",1) //YOU DON'T NEED BRIGHT ON A TNT1
		ZSDO D 6 Bright
		Goto See
	Pain:
		TNT1 A 0 Bright //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_ChangeFlag("NOPAIN",1) //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_Jump(48,"IgnoreDamage") //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_JumpIfHealthLower((ACS_NamedExecuteWithResult("Hem_SpawnHealth")*0.25),"PainShield") //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_Jump(160,"NoPainShield") //YOU DON'T NEED BRIGHT ON A TNT1
	PainShield:
		TNT1 A 0 Bright A_GiveInventory("ZombieShieldSphere",1) //YOU DON'T NEED BRIGHT ON A TNT1
	NoPainShield:
		ZSDO G 3 Bright
		ZSDO G 3 Bright A_Pain
		Goto See
	IgnoreDamage:
		ZSDO A 1 Bright A_UnSetShootable
		TNT1 AAAA 0 Bright A_SpawnItemEx("AbyssalSatyrFlame",random(-20,20),random(-20,20),random(30,60),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0) //YOU DON'T NEED BRIGHT ON A TNT1
		ZSDO AAAAAAAAAA 1 Bright A_FadeOut(0.1,0)
		TNT1 A 2 Bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 2 Bright A_PlayWeaponSound("boss/teleport")
		TNT1 AAAA 0 Bright A_SpawnItemEx("AbyssalSatyrFlame",random(-20,20),random(-20,20),random(30,60),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0) //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_FaceTarget //YOU DON'T NEED BRIGHT ON A TNT1
		ZSDO AAAAAAAAAA 1 Bright A_FadeIn(0.1)
		ZSDO A 1 Bright A_SetShootable
		Goto PainMissile
	PainMissile: 
		ZSDO E 3 Bright A_GiveInventory("LegZombieStrafing",1)
		ZSDO E 3 Bright A_GiveInventory("LegZombieStrafing",1)
		Goto Missile
	Death:
		TNT1 A 0 Bright //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_Jump(36,"LegendarySoul") //YOU DON'T NEED BRIGHT ON A TNT1
		ZSDO H 5 Bright A_Scream
		ZSDO I 5 Bright
		TNT1 A 0 Bright A_SpawnItemEx("LegSSGGuyGib",0,0,12,frandom(0.1,1.0),frandom(0.1,1.0),frandom(0.1,1.0),random(0,360),SXF_CLIENTSIDE) //YOU DON'T NEED BRIGHT ON A TNT1
		ZSDO J 5 A_Fall
		ZSDO K 5 A_SpawnItem("BodyCrash",0,0,0,0)
		ZSDO L 5
		ZSDO M 5
		ZSDO N 63000 CanRaise
		Stop
	LegendarySoul:
	    TNT1 A 0 Bright //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_SpawnItem("BHellionSmokeSpawner",0,0,0,0) //YOU DON'T NEED BRIGHT ON A TNT1
        ZSDO H 5 Bright
		TNT1 A 0 Bright A_SpawnItem("BHellionSmokeSpawner",0,0,0,0) //YOU DON'T NEED BRIGHT ON A TNT1
        ZSDO I 5 Bright A_Scream
		TNT1 A 0 Bright A_SpawnItem("BHellionSmokeSpawner",0,0,0,0) //YOU DON'T NEED BRIGHT ON A TNT1
		TNT1 A 0 Bright A_SpawnItemEx("LegSSGGuyGib",0,0,12,frandom(0.1,1.0),frandom(0.1,1.0),frandom(0.1,1.0),random(0,360),SXF_CLIENTSIDE) //YOU DON'T NEED BRIGHT ON A TNT1
        ZSDO J 5 A_Fall
		TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0) 	//took you long enough to learn
		ZSDO K 5 A_SpawnItem("BodyCrash",0,0,0,0)				//oh wait, these lines were probably copy-pasted anyways
		TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
        ZSDO LM 5
		TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
		ZSDO N 140
		TNT1 A 0 A_PlaySoundEx("brain/spit","Voice",0,2)
		ZSDO NNNNNNNNNNNNNNNNN 2 Bright A_GiveInventory("LegSoulEvent",1)
		ZSDO NNNNNNNNNNNNNNNNN 2 Bright A_GiveInventory("LegSoulEvent",1)
		ZSDO NNNNNNNNNNNNNNNNN 2 Bright A_GiveInventory("LegSoulEvent",1)
		TNT1 A 0 A_SpawnItemEx("TeleportFog",0,0,16,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx("LegendarySoul",0,0,16,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		ZSDO N 525
		ZSDO N 5 A_FadeOut(0.1,1)
        Wait
	XDeath:
		TNT1 A 0 Bright //use the +BRIGHT flag
		ZSDO O 5 Bright A_SpawnItemEx("BlueGibbedGenerator",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		ZSDO P 5 Bright A_XScream
		ZSDO Q 5 A_Fall
		ZSDO RSTUV 5
		ZSDO W 63000 CanRaise
		Stop
	/*Raise:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		ZSDO NMLKJIH 5
		Goto See*/
	}
}

Actor LegSSGGuyGib
{
Height 4
Radius 4
Mass 5
Speed 0
Gravity 0.5
+CLIENTSIDEONLY
+MISSILE
+FLOORCLIP
+NODROPOFF
-NOGRAVITY
+NOTELEPORT
+NOBLOCKMAP
+THRUACTORS
Deathsound "LSSGzombie/headshot"
States
	{
	Spawn:
		BRS2 A 1
		Loop
	Death:
		BRS2 A 525
	Fade:
		BRS2 A 5 A_FadeOut(0.1,1)
		Loop
	}
}

ACTOR LegSSGGuyGhostA
{
Scale 1.1
Height 56
Radius 20
Speed 0
Alpha 0.7
RENDERSTYLE Translucent
+MISSILE
+NOTIMEFREEZE
+NOINTERACTION
+CLIENTSIDEONLY
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
		TNT1 A 1 Bright
		Goto Fade
	Fade:
		ZSDO A 2 A_FadeOut(0.1,1)
		Goto Spawn+3
	Toaster:
		TNT1 A 1 Bright
		Stop
	}
}

ACTOR LegSSGGuyGhostB : LegSSGGuyGhostA
{   
States
	{
	Fade:
		ZSDO B 2 A_FadeOut(0.1,1)
		Loop
    }
}

ACTOR LegSSGGuyGhostC : LegSSGGuyGhostA
{   
States
	{
	Fade:
		ZSDO C 2 A_FadeOut(0.1,1)
		Loop
    }
}

ACTOR LegSSGGuyGhostD : LegSSGGuyGhostA
{   
States
	{
	Fade:
		ZSDO D 2 A_FadeOut(0.1,1)
		Loop
    }
}

ACTOR LegSSGGuyGhostE : LegSSGGuyGhostA
{   
States
	{
	Fade:
		ZSDO E 2 A_FadeOut(0.1,1)
		Loop
	}
}

ACTOR LegSSGGuyGhostF : LegSSGGuyGhostA
{   
States
	{
	Fade:
		ZSDO F 2 A_FadeOut(0.1,1)
		Loop
    }
}

ACTOR LegSSGGuyToken : Inventory
{
+IGNORESKILL
Inventory.MaxAmount 2
}

Actor LegSSGGrenade : LACGrenade
{
Obituary "%o was surprised by the grenade of a Legendary Super Shotgun Zombie."
}

Actor LegSSGGrenadeExplosion : LACGrenadeExplosion
{
Obituary "%o was surprised by the grenade of a Legendary Super Shotgun Zombie."
}

Actor LegendarySSGGuySpawner
{
  States
  {
  Spawn:
	TNT1 AAAAAAA 0 NoDelay A_SpawnItemEx("LegendarySSGGuySpawner2",random(-250,250),random(-250,250),0,0,0,0,0,SXF_NOCHECKPOSITION,0,tid)
	Stop
  }
}

Actor LegendarySSGGuySpawner2
{
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A random(0,10)
	TNT1 A 0 A_SpawnItemEx("TeleportFog")
	TNT1 A 0 A_SpawnItemEx("LegSawedOffShotgunGuy",0,0,0,0,0,0,random(0,360),0,0,tid)
	Stop
	}
}