ACTOR LegendaryTerminator : RMTerminator
{
Health 20000
Speed 15
Scale 1.4
DamageFactor 0.35
DamageFactor "UltimateLegendary", 0.0
DamageFactor "PlayerNemesisPlasma", 0.2
DamageFactor "Explosion", 0.1
Bloodcolor "Blue"
SeeSound "monster/dtermsit" 
PainSound "monster/dtermpin" 
DeathSound "monster/termdth"
AttackSound "plasmaminigun/fire"
ActiveSound "Terminator/dtermact"
Obituary "%o was absolutely eradicated by the Legendary Terminator!"
+BRIGHT
Tag "\c[z3]Legendary Terminator\c-"
States
	{
	Spawn:
		/*TNT1 A 0
		TNT1 A 0 A_Jump(160,"Remove")
	Spawn2:*/
		TNT1 A 0 A_JumpIf(user_script == 1,3)
		TNT1 A 0 ACS_NamedExecuteAlways("LegTermFireBecauseIAmLazy",0)
		TNT1 A 0 A_SetUserVar("user_script",1)
		LTER A 10 A_Look
		TNT1 A 0 A_JumpIfHealthLower(20000,"Idle")
		Loop
	Remove:
		TNT1 A 1
		TNT1 A 0 A_SpawnItemEx("Cyberdemon",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
		TNT1 A 0
		Stop
	Idle:
		TNT1 A 0 A_ChangeFlag("NOPAIN",0)
		TNT1 A 0 A_ChangeFlag("NODAMAGE",0)
		TNT1 A 0 A_SetShootable
		TNT1 A 0 A_UnsetInvulnerable
		TNT1 A 0 A_SetTranslucent(1)
		LTER AA 3 A_Wander
		TNT1 A 0 A_Look
		LTER BB 3 A_Wander
		TNT1 A 0 A_Look
		TNT1 A 0 A_PlaySound("Terminator/terstepA")
		LTER CC 3 A_Wander
		TNT1 A 0 A_Look
		LTER DD 3 A_Wander
		TNT1 A 0 A_PlaySound("Terminator/terstepA")
		TNT1 A 0 A_Look
		TNT1 A 0 A_Jump(52,"Teleport","ComboTel")
		Loop
	See:
		TNT1 A 0 A_JumpIf(user_script == 1,3)
		TNT1 A 0 ACS_NamedExecuteAlways("LegTermFireBecauseIAmLazy",0)
		TNT1 A 0 A_SetUserVar("user_script",1)
		TNT1 A 0 A_ChangeFlag("NOPAIN",0)
		TNT1 A 0 A_ChangeFlag("NODAMAGE",0)
		TNT1 A 0 A_SetShootable
		TNT1 A 0 A_UnsetInvulnerable
		TNT1 A 0 A_SetTranslucent(1)
		TNT1 A 0 A_JumpIf(user_music == 1,3)
		TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,704)
		TNT1 A 0 A_SetUserVar("user_music",1)
		TNT1 A 0 A_Jump(100,"Rush")
		LTER AABB 3 A_Chase
		TNT1 A 0 A_PlaySound("Terminator/terstepA")
		LTER CCDD 3 A_Chase
		TNT1 A 0 A_PlaySound("Terminator/terstepA")
		TNT1 A 0 A_Jump(52,"Teleport","ComboTel")
		Loop
	Rush:
		LTER A 0 A_PlaySound("Terminator/terstepA")
		LTER AA 0 A_Chase
		LTER A 2 A_SpawnItemEx("LegendaryTerminatorGhost",0,0,0,0,0,0,0,128)
		LTER AA 0 A_Chase
		LTER A 2 A_SpawnItemEx("LegendaryTerminatorGhost",0,0,0,0,0,0,0,128)
		LTER AA 0 A_Chase
		LTER B 2 A_SpawnItemEx("LegendaryTerminatorGhost",0,0,0,0,0,0,0,128)
		LTER AA 0 A_Chase
		LTER B 2 A_SpawnItemEx("LegendaryTerminatorGhost",0,0,0,0,0,0,0,128)     
		LTER A 0 A_PlaySound("Terminator/terstepA")
		LTER AA 0 A_Chase
		LTER C 2 A_SpawnItemEx("LegendaryTerminatorGhost",0,0,0,0,0,0,0,128)
		LTER AA 0 A_Chase
		LTER C 2 A_SpawnItemEx("LegendaryTerminatorGhost",0,0,0,0,0,0,0,128)
		LTER AA 0 A_Chase
		LTER D 2 A_SpawnItemEx("LegendaryTerminatorGhost",0,0,0,0,0,0,0,128)
		LTER AA 0 A_Chase
		LTER D 2 A_SpawnItemEx("LegendaryTerminatorGhost",0,0,0,0,0,0,0,128)     
		TNT1 A 0 A_Jump(38,"Teleport","ComboTel")
		TNT1 A 0 A_Jump(75,"See")   
		Loop
	Teleport:
		LTER E 1 A_UnSetShootable
		LTER EEEEEEEEEEEE 0 A_SpawnItemEx("TrueLegendaryLineSpawner")
		LTER EEEEEEEEEEE 1 A_FadeOut(0.1,0)
		LTER EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
		LTER EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
		LTER E 1 A_PlayWeaponSound("boss/teleport")
		LTER EEEEEEEEEEEE 0 A_SpawnItemEx("TrueLegendaryLineSpawner")
		LTER EEEEEEEEEEE 1 A_FadeIn(0.1)
		LTER E 1 A_SetShootable
		Goto Normal
	ComboTel:
		LTER E 1 A_UnSetShootable
		LTER EEEEEEEEEEEE 0 A_SpawnItemEx("TrueLegendaryLineSpawner")
		LTER EEEEEEEEEEE 1 A_FadeOut(0.1,0)
		LTER EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
		LTER E 1 A_PlayWeaponSound("boss/teleport")
		LTER EEEEEEEEEEEE 0 A_SpawnItemEx("TrueLegendaryLineSpawner")
		LTER EEEEEEEEEEE 1 A_FadeIn(0.1)
		LTER E 1 A_PlayWeaponSound("boss/teleport")
		LTER EEEEEEEEEEEE 0 A_SpawnItemEx("TrueLegendaryLineSpawner")
		LTER EEEEEEEEEEE 1 A_FadeOut(0.1,0)
		LTER EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
		LTER E 1 A_PlayWeaponSound("boss/teleport")
		LTER EEEEEEEEEEEE 0 A_SpawnItemEx("TrueLegendaryLineSpawner")
		LTER EEEEEEEEEEE 1 A_FadeIn(0.1)
		LTER E 1 A_PlayWeaponSound("boss/teleport")
		LTER EEEEEEEEEEEE 0 A_SpawnItemEx("TrueLegendaryLineSpawner")
		LTER EEEEEEEEEEE 1 A_FadeOut(0.1,0)
		LTER EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
		LTER E 1 A_PlayWeaponSound("boss/teleport")
		LTER EEEEEEEEEEEE 0 A_SpawnItemEx("TrueLegendaryLineSpawner")
		LTER EEEEEEEEEEE 1 A_FadeIn(0.1)
		LTER E 1 A_PlayWeaponSound("boss/teleport")
		LTER EEEEEEEEEEEE 0 A_SpawnItemEx("TrueLegendaryLineSpawner")
		LTER EEEEEEEEEEE 1 A_FadeOut(0.1,0)
		LTER EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
		LTER E 1 A_PlayWeaponSound("boss/teleport")
		LTER EEEEEEEEEEEE 0 A_SpawnItemEx("TrueLegendaryLineSpawner")
		LTER EEEEEEEEEEE 1 A_FadeIn(0.1)
		LTER E 1 A_PlayWeaponSound("boss/teleport")
		LTER EEEEEEEEEEEE 0 A_SpawnItemEx("TrueLegendaryLineSpawner")
		LTER EEEEEEEEEEE 1 A_FadeOut(0.1,0)
		LTER EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
		LTER E 1 A_PlayWeaponSound("boss/teleport")
		LTER EEEEEEEEEEEE 0 A_SpawnItemEx("TrueLegendaryLineSpawner")
		LTER EEEEEEEEEEE 1 A_FadeIn(0.1)    
		LTER E 1 A_SetShootable
		Goto Normal
	Missile:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("FRIENDLY",0)
		TNT1 A 0 A_ChangeFlag("NOPAIN",0)
		TNT1 A 0 A_SetShootable
		TNT1 A 0 A_UnsetInvulnerable
		TNT1 A 0 A_SetTranslucent(1)
		TNT1 A 0 A_JumpIfTargetInLOS("UberHexaSG",90,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,600,0)
		TNT1 A 0 A_Jump(192,"Railgun","BFG9K","BFG10K","DTBFG","RedStar","DTDevastator","OneTwoPunch")
	Normal:   
		TNT1 A 0 A_JumpIfCloser(1500,1)
		Goto Railgun
		LTER G 2 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("YellowShellCasing", 10, -12, 40, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		TNT1 A 0 A_PlaySound("sentient/fire")
		LTER H 0 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
		LTER H 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
		TNT1 A 0 A_StopSoundEx("Weapon")	
		TNT1 A 0 A_Jump(15,"See","Missile")
		TNT1 A 0 A_SpidRefire
		Loop 
	UberHexaSG:
		LTER G 5 A_FaceTarget
		LTER GGGGGG 0 A_SpawnItemEx("BlueShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
		TNT1 A 0 A_PlaySound("Weapons/LegAutoShotgun",7)
		TNT1 A 0 A_PlaySound("weapons/hsgfire")
		TNT1 AAAAAAAAAAAA 0 Bright A_CustomMissile("LegendaryBlueTracer",48,-17,Random(6,-6),0)
		LTER H 2 Bright A_CustomBulletAttack(22.5,18.3,30,Random(5,15)*6,"TerminatorPuff")
		TNT1 A 0 A_StopSoundEx("Weapon")	
		TNT1 A 0 A_Jump(15,"See","Missile")
		TNT1 A 0 A_SpidRefire
		Loop 
	Railgun:
		TNT1 A 0 A_PlaySound("weapons/rgcharge")
		TNT1 A 0 A_Changeflag(reflective,1)
		TNT1 A 0 A_SetUserVar("user_missile", 0)
		LTER EE 10 A_FaceTarget
	 RailgunLoop:
		TNT1 A 0 A_JumpIf(user_missile > 40,"RailgunEnd")
		TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
		LTER E 2 Bright A_FaceTarget
		LTER F 1 Bright A_CustomMissile("TrueLegendaryCyberRail",58,26,random(-2,3))
		Loop
	 RailgunEnd:
		LTER E 15 Bright
		TNT1 A 0 A_Changeflag(reflective,0)
		TNT1 A 0 A_Jump(128,"BFG9K","BFG10K","DTBFG","RedStar","DTDevastator")
		Goto See		 
	BFG9K:
		TNT1 A 0 A_PlaySound("weapons/bfgf")
		LTER EEEEEEEEEEEEFFFF 2 A_FaceTarget
		LTER F 1 Bright A_CustomMissile("LegTerminatorBFG9500Ball1",48,15,random(-4,4))
		LTER F 1 Bright A_CustomMissile("LegTerminatorBFG9500Ball2",48,15,random(-4,4))
		LTER F 1 Bright A_CustomMissile("LegTerminatorBFG9500Ball1",48,15,random(-4,4))
		LTER F 1 Bright A_CustomMissile("LegTerminatorBFG9500Ball2",48,15,random(-4,4))
		LTER F 1 Bright A_CustomMissile("LegTerminatorBFG9500Ball1",48,15,random(-4,4))
		LTER F 1 Bright A_CustomMissile("LegTerminatorBFG9500Ball2",48,15,random(-4,4))
		LTER F 1 Bright A_CustomMissile("LegTerminatorBFG9500Ball1",48,15,random(-4,4))
		LTER F 1 Bright A_CustomMissile("LegTerminatorBFG9500Ball2",48,15,random(-4,4))
		LTER F 1 Bright A_CustomMissile("LegTerminatorBFG9500Ball1",48,15,random(-4,4))
		LTER F 1 Bright A_CustomMissile("LegTerminatorBFG9500Ball2",48,15,random(-4,4))
		LTER F 1 Bright A_CustomMissile("LegTerminatorBFG9500Ball1",48,15,random(-4,4))
		LTER F 1 Bright A_CustomMissile("LegTerminatorBFG9500Ball2",48,15,random(-4,4))
		LTER EE 4 A_FaceTarget   
		TNT1 A 0 A_Jump(128,"BFG10K","DTBFG","RedStar","DTDevastator")
		Goto See
	BFG10K:
		TNT1 A 0 A_Changeflag(reflective,1)
		TNT1 A 0 A_PlaySound("weapons/charge15k")
		TNT1 A 0 A_SetUserVar("user_missile", 0)
		LTER JJJJJJJ 4 A_FaceTarget
	BFG10KLoop:
		TNT1 A 0 A_JumpIf(user_missile > 40,"BFG10KEnd")
		TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
		LTER J 2 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		TNT1 A 0 Bright A_CustomMissile("Legendary10KProjectile",48,-15,random(-4,4))
		LTER K 1 Bright A_CustomMissile("TrueLegendary10KProjectile",48,-15,random(-4,4))
		Loop
	BFG10KEnd:
		LTER J 3 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
		LTER JJJJJ 3 A_FaceTarget		
		LTER J 4 A_FaceTarget
		TNT1 A 0 A_Changeflag(reflective,0)
		TNT1 A 0 A_Jump(128,"DTBFG","RedStar","DTDevastator")
		Goto See	
	DTBFG:
		TNT1 A 0 A_Jump(80,"FTwoDT")
		TNT1 A 0 A_PlaySound("Cardinal/9k")
		LTER EEEEEEEEEEEEFF 3 A_Facetarget
		LTER FFFFF 4 Bright A_CustomMissile("LegAnniDTBFGBall",48,15,random(-10,10))
		LTER EEE 4 A_FaceTarget
		LTER A 0 A_Jump(128,"RedStar","DTDevastator")
		Goto See	
    RedStar:
		TNT1 A 0 A_PlaySoundEx("monster/dtermsit","TSIGHT")
		TNT1 A 0 A_Jump(80,"FTwoRS")
		TNT1 A 0 A_SetInvulnerable
		LTER E 0 A_FaceTarget
		LTER EEEE 2 Bright A_SpawnItemEx("TrueLegendaryLineSpawner")
		LTER E 0 A_FaceTarget
		LTER EEEE 2 Bright A_SpawnItemEx("TrueLegendaryLineSpawner")
		TNT1 A 0 A_PlayWeaponSound("star/load1")
		LTER E 0 A_FaceTarget
		LTER EEEE 2 Bright A_SpawnItemEx("TrueLegendaryLineSpawner")
		LTER E 0 A_FaceTarget
		LTER EEEE 2 Bright A_SpawnItemEx("TrueLegendaryLineSpawner")
		TNT1 A 0 A_PlayWeaponSound("star/load2")
		LTER E 0 A_FaceTarget
		LTER EEEE 2 Bright A_SpawnItemEx("TrueLegendaryLineSpawner")
		LTER E 0 A_FaceTarget
		LTER EEEE 2 Bright A_SpawnItemEx("TrueLegendaryLineSpawner") 
		LTER E 0 A_FaceTarget
		LTER EEEE 2 Bright A_SpawnItemEx("TrueLegendaryLineSpawner")
		LTER E 0 A_FaceTarget
		TNT1 A 0 A_PlayWeaponSound("star/load3")
		LTER EEEE 2 Bright A_SpawnItemEx("TrueLegendaryLineSpawner")
		LTER E 0 A_FaceTarget
		LTER EEEE 2 Bright A_SpawnItemEx("TrueLegendaryLineSpawner")  		
		TNT1 A 0 A_UnSetInvulnerable
		LTER E 0 A_FaceTarget
		LTER F 0 A_PlayWeaponSound("star/fire")
		LTER F 4 Bright A_CustomMissile("LegTerminatorStar",48,17,random(-10,10)) 
		LTER E 6 A_FaceTarget
		LTER F 0 A_PlayWeaponSound("star/fire")
		LTER F 4 Bright A_CustomMissile("LegTerminatorStar",48,17,random(-10,10)) 
		LTER E 6 A_FaceTarget
		LTER F 0 A_PlayWeaponSound("star/fire")
		LTER F 4 Bright A_CustomMissile("LegTerminatorStar",48,17,random(-10,10)) 
		LTER E 6 A_FaceTarget
		LTER F 0 A_PlayWeaponSound("star/fire")
		LTER F 4 Bright A_CustomMissile("LegTerminatorStar",48,17,random(-10,10)) 
		LTER E 6 A_FaceTarget
		LTER F 0 A_PlayWeaponSound("star/fire")
		LTER F 4 Bright A_CustomMissile("LegTerminatorStar",48,17,random(-10,10)) 
		LTER E 6 A_FaceTarget
		LTER F 0 A_PlayWeaponSound("star/fire")
		LTER F 4 Bright A_CustomMissile("LegTerminatorStar",48,17,random(-10,10)) 
		LTER E 6 A_FaceTarget
		LTER F 0 A_PlayWeaponSound("star/fire")
		LTER F 4 Bright A_CustomMissile("LegTerminatorStar",48,17,random(-10,10)) 
		LTER E 6 A_FaceTarget
		LTER F 0 A_PlayWeaponSound("star/fire")
		LTER F 4 Bright A_CustomMissile("LegTerminatorStar",48,17,random(-10,10)) 
		LTER E 6 A_FaceTarget	
		LTER E 2 A_Jump(128,"DTDevastator")
		Goto See
	DTDevastator:
		TNT1 A 0 A_PlaySoundEx("monster/dtermsit","TSIGHT")
		TNT1 A 0 A_Jump(80,"FTwoDV")
		TNT1 A 0 A_SetInvulnerable
		LTER E 0 A_Facetarget
		TNT1 A 0 A_SetUserVar("user_missile", 0)
		TNT1 A 0 Bright A_SpawnItemEx("TrueLegendaryLineSpawner")
		LTER E 0 Bright A_PlaySound ("devastator/charge")
	DevCharge:
		TNT1 A 0 A_JumpIf(user_missile > 55,"DevFire")
		TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
		LTER E 2 A_Facetarget
		TNT1 A 0 Bright A_SpawnItemEx("TrueLegendaryLineSpawner")
		Loop
	DevFire:
		LTER F 0 A_PlaySound ("devastator/fire")
		LTER F 0 Bright A_CustomMissile("TrueLegCybDevastatorBall",48,17,random(5,-5))
		LTER F 0 Bright A_CustomMissile("TrueLegCybDevastatorBall",48,17,random(5,-5))
		LTER F 0 Bright A_CustomMissile("TrueLegCybDevastatorBall",48,17,random(5,-5))
		LTER F 0 Bright A_CustomMissile("TrueLegCybDevastatorBall",48,17,random(5,-5))
		LTER F 10 Bright A_CustomMissile("TrueLegCybDevastatorBall",48,17,0)
		LTER E 50
		TNT1 A 0 A_UnSetInvulnerable
		TNT1 A 0 A_Jump(10,"Nuke")
		goto See
	OneTwoPunch:
	    TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("YellowShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		TNT1 A 0 A_PlaySound("sentient/fire")
	    LT3R A 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R B 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
		TNT1 A 0 A_StopSoundEx("Weapon")
		TNT1 A 0 A_Jump(20,"FTwoRS","FTwoDT","FTwoDV")
		TNT1 A 0 A_SpidRefire
		Loop
  FTwoRS:
		 TNT1 A 0 A_SetInvulnerable
 	    LT3R C 0 A_FaceTarget
	    LT3R C 0 A_PlayWeaponSound("star/fire")
	    LT3R D 2 Bright A_CustomMissile("LegTerminatorStar",48,20,0)
	    LT3R A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("YellowShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		TNT1 A 0 A_PlaySound("sentient/fire")
	    LT3R A 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R B 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("YellowShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		TNT1 A 0 A_PlaySound("sentient/fire")
	    LT3R B 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R D 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("YellowShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		TNT1 A 0 A_PlaySound("sentient/fire")
	    LT3R D 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R B 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("YellowShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		TNT1 A 0 A_PlaySound("sentient/fire")
	    LT3R B 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R D 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("YellowShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		TNT1 A 0 A_PlaySound("sentient/fire")
	    LT3R A 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R C 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("YellowShellCasing", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		TNT1 A 0 A_PlaySound("sentient/fire")
	    LT3R B 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
		TNT1 A 0 A_StopSoundEx("Weapon")
		TNT1 A 0 A_Jump(20,"FTwoRS","FTwoDT","FTwoDV")
		TNT1 A 0 A_SpidRefire
		TNT1 A 0 A_UnSetInvulnerable
		Loop
	FTwoDT:
	    TNT1 A 0 A_SetInvulnerable
 	    LT3R A 0 A_FaceTarget
		LT3R B 0 A_FaceTarget
	    LT3R A 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R B 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R A 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R B 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R A 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R B 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R A 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R B 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R A 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R B 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R C 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R C 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
 	    LT3R C 0 A_FaceTarget
		TNT1 A 0 A_PlaySound("Cardinal/9k")
	    LT3R C 0 Bright A_CustomMissile("LegAnniDTBFGBall",48,20,0)
	    LT3R C 0 Bright A_CustomMissile("LegAnniDTBFGBall",48,20,30)
	    LT3R C 0 Bright A_CustomMissile("LegAnniDTBFGBall",48,20,-30)
 	    LT3R B 0 A_FaceTarget
    	LT3R C 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R B 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R A 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R B 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R A 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R B 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
 	    LT3R B 0 A_FaceTarget
	    LT3R A 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R B 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R A 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R B 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R A 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R B 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_UnSetInvulnerable
		Goto See
	 FTwoDV:
	    TNT1 A 0 A_SetInvulnerable
 	    LT3R A 0 A_FaceTarget
		LT3R A 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R B 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R A 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R B 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R A 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R B 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
		LT3R B 0 A_FaceTarget
		LT3R A 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R B 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R A 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R B 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R A 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R B 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
		LT3R B 0 A_FaceTarget
		LT3R A 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R B 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R A 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R B 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R A 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R B 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
		LT3R B 0 A_FaceTarget
		LT3R A 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R B 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R A 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R B 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R A 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R B 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
		LT3R B 0 A_FaceTarget
	    LT3R A 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R B 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R A 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R B 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R C 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R C 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
 	    LT3R C 0 A_FaceTarget
		LT3R A 0 A_PlaySound ("devastator/fire")
	    LT3R C 0 Bright A_CustomMissile("TrueLegCybDevastatorBall",48,20,0)
	    LT3R C 0 Bright A_CustomMissile("TrueLegCybDevastatorBall",48,20,30)
	    LT3R C 0 Bright A_CustomMissile("TrueLegCybDevastatorBall",48,20,-30)
 	    LT3R B 0 A_FaceTarget
    	LT3R C 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R B 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R A 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R B 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R A 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R B 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
 	    LT3R B 0 A_FaceTarget
	    LT3R A 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R B 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R A 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R B 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R A 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
	    LT3R B 2 Bright A_CustomMissile("LegTerminatorExplosiveTracer",48,-17,Random(-800,800)/100.00)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_UnSetInvulnerable
		Goto See
   Pain:
		TNT1 A 0 A_Jump(60,"Healing")	
		TNT1 A 0 A_Jump(128,"PainMissile")
		LTER L 3 	
		LTER L 3 A_Pain
		Goto See 
   PainMissile: 
		LTER L 3 	
		LTER L 3 A_Pain
		Goto Missile	   
    Healing:
		TNT1 A 0 A_PlaySound("monster/termsit")
		TNT1 A 0 A_SetInvulnerable
		LTER L 2 HealThing(550)
		LTER LLLLLLLLLLLLLLLLLLLL 2 Bright A_SpawnItemEx("TrueLegendaryLineSpawner")
		LTER LLLLLLLLLLLLLLLLLLLL 2 Bright A_SpawnItemEx("TrueLegendaryLineSpawner")
		LTER L 10 A_CustomMissile("LegTerminatorPulse")
		LTER L 5 A_CustomMissile("LegTerminatorPulse")
		LTER L 2 A_CustomMissile("LegTerminatorBigPulse")
		TNT1 A 0 A_UnSetInvulnerable
		LTER L 2
		Goto See
	Pain.Legendary:
	Pain.LegendaryPlayer:
	Pain.LegendaryGuruPlayer:
	Pain.PlayerDevBall:
	Pain.PDTBFG:
	Pain.BFG10K:
	Pain.BFG9500Ball:
	Pain.PlayerDBFG10K2:
	Pain.PlayerDBFG2:
		TNT1 A 0 A_Jump(200, "ComboTel")
		Goto PainMissile
	Death:
		TNT1 A 0
		LTER M 10 A_Scream
		TNT1 AA 0 A_SpawnItemEx("LegBlueGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
		TNT1 AAA 0 A_CustomMissile("BigBlueBloodCloud",random(10,80),0,random(0,360),2,random(0,360))
		LTER NNNOOO 5 Bright A_CustomMissile("PainfulDeathKaboom",random(10,60),random(30,-30),random(0,360),2,random(0,360))
		TNT1 AA 0 A_SpawnItemEx("LegBlueGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
		TNT1 AAA 0 A_CustomMissile("BigBlueBloodCloud",random(10,80),0,random(0,360),2,random(0,360))
		TNT1 A 0 A_SpawnItemEx("LegTerminatorNukeDeath",0,0,0,0,0,0,0,SXF_SETMASTER,0)
		LTER PPPQQQ 2 Bright A_CustomMissile("PainfulDeathKaboom",random(10,60),random(30,-30),random(0,360),2,random(0,360))
		TNT1 AA 0 A_SpawnItemEx("LegBlueGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
		TNT1 AAA 0 A_CustomMissile("BigBlueBloodCloud",random(10,80),0,random(0,360),2,random(0,360))
		LTER SSSTTT 2 Bright A_CustomMissile("PainfulDeathKaboom",random(10,60),random(30,-30),random(0,360),2,random(0,360))
		TNT1 AA 0 A_SpawnItemEx("LegBlueGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
		TNT1 AAA 0 A_CustomMissile("BigBlueBloodCloud",random(10,80),0,random(0,360),2,random(0,360))
		LTER UUUVVV 2 Bright A_CustomMissile("PainfulDeathKaboom",random(10,60),random(30,-30),random(0,360),2,random(0,360))
		LTER W 4 A_ChangeFlag("BRIGHT",0)
		TNT1 A 0 A_SpawnItemEx("BlackHole Generator",0,0,64,random(1,8),0,2,random(0,360),0,0)
		TNT1 A 0 A_SpawnItemEx("BfgUpgrade",0,0,64,random(1,8),0,2,random(0,360),0,192)
		TNT1 A 0 A_SpawnItemEx("Terminator",0,0,8,0,0,0,0,0,192)
		TNT1 A 0 A_SpawnItemEx("Legendary Assault Shotgun",0,0,64,random(1,8),0,2,random(0,360),0,0)
		TNT1 A 0 A_SpawnItemEx("LegendaryCoachgun",0,0,64,random(1,8),0,2,random(0,360),0,0)
		TNT1 A 0 A_SpawnItemEx("Legendary Light Machine Gun",0,0,64,random(1,8),0,2,random(0,360),0,0)
		TNT1 A 0 A_SpawnItemEx("Legendary Plasmatic Rifle",0,0,64,random(1,8),0,2,random(0,360),0,0)
		TNT1 A 0 A_SpawnItemEx("LegendaryBFG10K",0,0,64,random(1,8),0,2,random(0,360),0,0)
		TNT1 A 0 A_SpawnItemEx("Legendary Plasmatic Cannon",0,0,64,random(0,8),0,2,random(1,360),0,0)
		TNT1 A 0 A_SpawnItemEx("Legendary BFG",0,0,64,random(1,8),0,2,random(0,360),0,0)
		TNT1 A 0 A_SpawnItemEx("TrueLegendaryUltraSphere",0,0,64,random(1,8),0,2,random(0,360),0,64)
		TNT1 A 0 A_SpawnItemEx("UnbelieveabilitySphere",0,0,64,random(1,8),0,2,random(0,360),0,64)
		TNT1 AAAA 0 A_DropItem("LegendaryRune",1,64)
		TNT1 A 0 A_DropItem("TrueLegendaryRune",1,32)
		LTER "X" 6 A_Fall
		LTER "Y" 6
		LTER "Z" 1 A_Playsound("Terminator/terstepA",CHAN_BODY)
		LTER "Z" 5 A_Bossdeath
		TNT1 A 0 A_KillMaster
		LTER "[" -1
		Stop
	}
}

ACTOR LegTermSmokeSpawner : RedParticleSpawner
{
  +NOTIMEFREEZE
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
    TNT1 AAAA 0 A_SpawnItemEx("AHellionSmoke",random(-20,20),random(-20,20),random(12,100),0,0,random(1,3),0,128,0)
    TNT1 A 1
    Stop
  Toaster:
    TNT1 A 0
	Stop		
  }
}

Actor LegTerminatorExplosiveTracer : LegSentientExplosiveTracer
{
Damagetype "Terminator"
Obituary "%o was absolutely eradicated by the Legendary Terminator!"
}

Actor LegTerminatorNukeDeath : LegZombieSuicideBomb
{
Damagetype "Terminator"
Obituary "%o was absolutely eradicated by the Legendary Terminator!"
}

ACTOR LegendaryTerminatorGhost
{
Scale 1.4
RENDERSTYLE Translucent
Alpha 0.75
+NOTIMEFREEZE
+NONSHOOTABLE
+NOINTERACTION
+CLIENTSIDEONLY
+NONETID
States
	{
	Spawn:
		TNT1 A 1 Bright
		LTER A 2 A_FadeOut(0.18,1)
		Goto Spawn+1
	}
}

Actor LegTerminatorBFG9500Ball1 : TLegCyberBFG9500Ball
{
-THRUSPECIES
+DONTREFLECT
+FORCERADIUSDMG
Species ""
Species "Cybers"
DamageType ""
DamageType "Terminator"
Obituary "%o was absolutely eradicated by the Legendary Terminator!"
States
	{
	Death:
		TNT1 A 0
		TNT1 A 0 A_Explode(damage*random(1,8),128,0,0)
		TNT1 A 0 A_SpawnItemEx("BFGShockwaveBlue", 0, 0, 0, 0, 0, 0, 0, 128)
		TNT1 AAAAAA 0 A_CustomMissile("KaboomBlue", 0, 0, random(0,360), 2, random(0,360))
		QRE3 AB 8 Bright A_SpawnItemEx("LegendaryBlueParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
		QRE3 C 8 Bright A_BFGSpray("LegTermCustomSpray2")
		QRE3 DEF 8 Bright
		Stop    
	}
}

Actor LegTerminatorBFG9500Ball2 : LegCyberBFG9500Ball
{
-THRUSPECIES
+DONTREFLECT
+FORCERADIUSDMG
Species ""
Species "Cybers"
DamageType ""
DamageType "Terminator"
Obituary "%o was absolutely eradicated by the Legendary Terminator!"
States
	{
	Death:
		TNT1 A 0
		TNT1 A 0 A_Explode(damage*random(1,8),128,0,0)
		TNT1 A 0 A_SpawnItemEx("BFGShockwaveGold", 0, 0, 0, 0, 0, 0, 0, 128)
		TNT1 AAAAAA 0 A_CustomMissile("KaboomGold", 0, 0, random(0,360), 2, random(0,360))
		LFE3 AB 8 Bright A_SpawnItemEx("LegendaryGoldParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
		LFE3 C 8 Bright A_BFGSpray("LegTermCustomSpray")
		LFE3 DEF 8 Bright
		Stop    
	}
}

ACTOR LegTermCustomSpray : GoldenSpray
{
+THRUSPECIES
+MTHRUSPECIES
+PUFFGETSOWNER
+NOTIMEFREEZE
DamageType "Terminator"
Obituary "%o was absolutely eradicated by the Legendary Terminator!"
}

ACTOR LegTermCustomSpray2 : BlueSpray
{
+THRUSPECIES
+MTHRUSPECIES
+PUFFGETSOWNER
+NOTIMEFREEZE
DamageType "Terminator"
Obituary "%o was absolutely eradicated by the Legendary Terminator!"
}

Actor LegTerminatorStar : TerminatorRedStar
{
Obituary "%o was absolutely eradicated by the Legendary Terminator!"
States
	{
	Spawn:
		LRB1 ABCD 2 Bright A_CustomMissile("BluestarFX",0,0,0,0)
		Loop
	Death:  
		TNT1 A 0 A_Explode(192,384,0)
		 TNT1 A 0 Radius_Quake(15,20,0,20,0)
		 TNT1 A 0 A_SpawnItemEx("BlueDTech10KShockwave", 0, 0, 15, 0, 0, 0, 0, 128)
		 TNT1 A 20 A_SpawnItem("BlueDTBFGEx",0,-10)
		LRB1 E 3 Bright A_BFGSpray("LegTermCustomSpray2")
		 LRB1 FGHIJKLMNO 3 Bright
		Stop
	}
}

Actor LegTerminatorPulse : TerminatorPulse
{
Obituary "%o was absolutely eradicated by the Legendary Terminator!"
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_Explode(256,256,0,0)
		TNT1 A 0 Bright Radius_Quake(15,20,0,20,0)
		TNT1 A 0 A_SpawnItemEx("BlueDTech10KShockwave", 0, 0, 15, 0, 0, 0, 0, 128)
		 TNT1 A 20 A_SpawnItem("BlueDTBFGEx",0,-10)
		LRB1 E 3 Bright A_BFGSpray("LegTermCustomSpray2")
		 LRB1 FGHIJKLMNO 3 Bright
		Stop
	}
}

Actor LegTerminatorBigPulse : TerminatorBigPulse
{
Obituary "%o was absolutely eradicated by the Legendary Terminator!"
States
	{
	Spawn:
		TNT1 A 0 Bright
		 TNT1 A 0 Bright A_Explode(656,656,0)
		 TNT1 A 0 Bright Radius_Quake(15,20,0,20,0)
		 TNT1 A 0 A_SpawnItemEx("BlueDTech10KShockwave", 0, 0, 15, 0, 0, 0, 0, 128)
		 TNT1 A 20 A_SpawnItem("BlueDTBFGEx",0,-10)
		LRB1 E 3 Bright A_BFGSpray("LegTermCustomSpray2")
		 LRB1 FGHIJKLMNO 3 Bright
		 Stop
    }
}


/*
ACTOR TerminatorLineSpawner : BluePowerLineSpawner
{
Height 86
Radius 1
+NOTIMEFREEZE
+NOINTERACTION
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
		TNT1 A 0 Bright A_CheckSight("Toaster")
		TNT1 AAAAA 0 Bright A_SpawnItemEx("TerminatorPowerLine",random(-48,48),random(-48,48),random(0,48),0,0,random(2,8),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0) 	
		TNT1 A 1 Bright A_SpawnItemEx("TerminatorPowerLine",random(-48,48),random(-48,48),random(0,48),0,0,random(2,8),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		Stop
	}
}

ACTOR TerminatorPowerLine : RedPowerLine
{
Scale 0.84
+NOTIMEFREEZE
States
	{
	Spawn:
		SPFX A 5 Bright
		TNT1 A 0 Bright A_Jump(128,"FadeOut2")
		Goto Normal
	Normal:
		SPFX AAAAAAAA 1 Bright A_FadeOut(0.025,1)
		Stop
	FadeOut2:
		SPFX AAAAAAAA 1 Bright A_FadeOut(0.03,1)
		Stop
	}
}
*/

Actor LegTerminatorDevastator : LegCybDevastatorBall
{
+DONTREFLECT
Damagetype "Terminator"
}