ACTOR FriendlyLegendaryDoomguy : UACBaseMarine
{ 
Health 2000
Speed 40
FastSpeed 60
Mass 500
Damagetype "FriendlyMonster"
BloodColor "Blue"
PainChance 20
DamageFactor 0.3
DropItem "LegAmmoSphere" 256
DropItem "LegendaryPowerShard" 135
DropItem "LegendaryRune" 200
DropItem "LegendaryArmor" 100
DropItem "ModdedBackPack" 256
DropItem "LDemonAmmo" 256 100
SeeSound "FLDoomguy/Sight"
ActiveSound "FLDoomguy/Active"
PainSound "FLDoomguy/Pain"
DeathSound "Flegdoomguy/death"
AttackSound " "
Obituary "%o was killed by a friendly Legendary Doomguy"
Tag "\c[z3]Friendly Legendary\c- \c[l5]Doomguy\c-"
+NOICEDEATH
+CANTSEEK
+BRIGHT
var int user_missile;
var int user_powershard;
var int user_powershardlimit;
var int user_powersphere;
var int user_resistancebufflimit;
var int user_resistancebuff;
var int user_skullofpower;
var int user_infammo;
var int user_bfg;
var int user_idle;
States
{
  Spawn:
    NLD0 A 1
	TNT1 A 0 A_SpawnItemEx("FriendlyRedHeart",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION,0,56)
	TNT1 A 0 ACS_NamedExecuteAlways("FLegendaryEffectSpawnerT1",0)
	TNT1 A 0 ACS_NamedExecuteAlways("SignetGiveToken",0)
	NLD0 A 10 A_Look
    Wait
  Idle:
    TNT1 A 0 A_SetUserVar(user_idle,0)
	NLD0 A 0 A_Jump(48,"Find")
    TNT1 A 0 ACS_NamedExecuteAlways("CheckFriendlyPlayerHelpMonster",0,user_plus,0,0)
	TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK)
	NLD0 AABB 3 A_GiveInventory("AIPatroling",1)
	NLD0 C 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK)
    NLD0 CCDD 3 A_GiveInventory("AIPatroling",1)
	TNT1 A 0 A_SetUserVar(user_idle,user_idle+1)
	TNT1 A 0 A_JumpIf(user_idle < 8,4)
	TNT1 A 0 A_Jump(225,3)
	TNT1 A 0 A_PlaySound("FLDoomguy/idle",CHAN_VOICE)
	TNT1 A 0 A_SetUserVar(user_idle,0)
	NLD0 A 0 A_SpawnItem("FootStep",0,0,0,0)
	Goto Idle+1
  Find:
	TNT1 A 0 ACS_NamedExecuteAlways("Find Master Player",0,0,0,0)
    Goto Idle+1
  Taunt:
    TNT1 A 0 A_PlaySound("FLDoomguy/HMMHAHA",CHAN_VOICE)
  See:
	TNT1 A 0 ACS_NamedExecuteAlways("CheckFriendlyPlayerHelpMonster",0,user_plus,0,0)
	TNT1 A 0 A_Jump(16,"GiveUp")
    NLD0 A 0 A_JumpIfTargetInLOS("Strafing")
    NLD0 AABB 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	NLD0 A 0 A_JumpIfTargetInLOS("Strafing")
	NLD0 CCDD 3 Bright A_Chase
	NLD0 A 0 A_Jump(80,"Rush")
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    Loop
  GiveUp:
    TNT1 A 0 A_ClearTarget
	NLD0 A 10 Bright
	Goto Idle+1
  Rush:
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_SpawnItemEx("NewLegDoomguySmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("LegendaryDoomguyGhostA")
	NLD0 A 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("LegendaryDoomguyGhostA")
	NLD0 A 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("NewLegDoomguySmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("LegendaryDoomguyGhostB")
	NLD0 B 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("LegendaryDoomguyGhostB")
	NLD0 B 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep")
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_SpawnItemEx("NewLegDoomguySmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("LegendaryDoomguyGhostC")
	TNT1 A 0 ACS_NamedExecuteAlways("CheckFriendlyPlayerHelpMonster",0,user_plus,0,0)
	NLD0 C 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("LegendaryDoomguyGhostC")
	NLD0 C 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("NewLegDoomguySmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("LegendaryDoomguyGhostD")
	NLD0 D 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("LegendaryDoomguyGhostD")
	NLD0 D 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep")
	TNT1 A 0 A_Jump(80,"See")
	Loop
  Strafing:
	TNT1 A 0 A_SpawnItemEx("FootStep")
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	NLD0 AA 3 A_GiveInventory("LegZombieStrafing",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	NLD0 BB 3 A_GiveInventory("LegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("FootStep")
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	TNT1 A 0 ACS_NamedExecuteAlways("CheckFriendlyPlayerHelpMonster",0,user_plus,0,0)
	NLD0 CC 3 A_GiveInventory("LegZombieStrafing",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	NLD0 DD 3 A_GiveInventory("LegZombieStrafing",1)
	Goto See
  Missile:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(64,2)
	TNT1 A 0 A_JumpIfHealthLower(500,"TryShard2")
	TNT1 A 0 A_Jump(32,"AmmoSphere","PowerSphere","SkullOfPower")
  MissileContinue:
	TNT1 A 0 A_JumpIfTargetInLOS("FarRange",360,JLOSF_CLOSENOJUMP|JLOSF_TARGETLOS,0,1000)
	TNT1 A 0 A_JumpIfTargetInLOS("LongRange",360,JLOSF_CLOSENOJUMP|JLOSF_TARGETLOS,0,750)
	TNT1 A 0 A_JumpIfTargetInLOS("NearRange",360,JLOSF_CLOSENOJUMP|JLOSF_TARGETLOS,0,500)
	TNT1 A 0 A_JumpIfTargetInLOS("CloseRange",360,JLOSF_TARGETLOS,500,0)
	Goto LMG
  FarRange:
	TNT1 A 0 A_Jump(256,"BFGAlt","10k","10kAlt","CannonAlt","BFG")
	Goto LMG
  LongRange:
	TNT1 A 0 A_Jump(200,"PlasmaticRifle","Cannon")
	TNT1 A 0 A_Jump(256,"BFG","BFGAlt","10k","10kAlt","CannonAlt")
	Goto LMG
  NearRange:	
	TNT1 A 0 A_Jump(200,"LMG","PlasmaticRifle","Cannon","SaberAlt")
	TNT1 A 0 A_Jump(256,"BFG","BFGAlt","10k","10kAlt","CannonAlt")
	Goto LMG
  CloseRange:
	TNT1 A 0 A_Jump(128,"ASG","Coachgun")
	TNT1 A 0 A_Jump(200,"LMG","PlasmaticRifle","Cannon","SaberAlt")
	TNT1 A 0 A_Jump(256,"BFGAlt","10k","CannonAlt")
	Goto LMG
  TryShard2:
	TNT1 A 0 A_Jump(128,"TryResistance2")
	TNT1 A 0 A_JumpIf(user_powershardlimit >= 3,"TryResistance2")
	TNT1 A 0 A_JumpIf(user_powershard == 1,"TryResistance2")
	Goto PowerShard
  TryResistance2:
	TNT1 A 0 A_JumpIf(user_resistancebufflimit >= 4,"MissileContinue")
	TNT1 A 0 A_JumpIf(user_resistancebuff == 1,"MissileContinue")
	Goto ResistanceBuff
  AmmoSphere:
	TNT1 A 0 A_JumpIf(user_infammo == 1,"MissileContinue")
	NLD0 E 10 ACS_NamedExecuteAlways("EnemyInfiniteAmmo",0)
	TNT1 A 0 A_PlaySound("legammo/use",6,1.0,0,0.4)
	TNT1 A 0 A_PlaySound("FLDoomguy/Taunt",2,1.0,0,0.4)
	Goto See
  SkullOfPower:
	TNT1 A 0 A_JumpIf(user_skullofpower == 1,"MissileContinue")
	TNT1 A 0 A_JumpIfHealthLower(800,2)
	TNT1 A 0 A_Jump(256,"MissileContinue")
	NLD0 E 10 A_GiveInventory("LegDoomguySkullOfPower")
	TNT1 A 0 ACS_NamedExecuteAlways("LegDoomguySkullOfPower",0)
	TNT1 A 0 A_PlaySound("legdoomguy/quaddmg",7,1.0,0,0.4)
	TNT1 A 0 A_PlaySound("soterror/use",6,1.0,0,0.4)
	TNT1 A 0 A_PlaySound("FLDoomguy/Taunt",2,1.0,0,0.4)
	Goto See
  PowerSphere:
	TNT1 A 0 A_JumpIf(user_powersphere == 1,"MissileContinue")
	NLD0 E 10 A_ChangeFlag(ALWAYSFAST,1)
	TNT1 A 0 ACS_NamedExecuteAlways("LegDoomguyPowerSphere",0)
	TNT1 A 0 A_PlaySound("legpowersphere/use",6,1.0,0,0.4)
	TNT1 A 0 A_PlaySound("FLDoomguy/Taunt",2,1.0,0,0.4)
	Goto See
  PowerShard:
	TNT1 A 0 A_JumpIf(user_powershardlimit >= 3,"See")
	TNT1 A 0 A_SetUserVar(user_powershardlimit,user_powershardlimit+1)
	TNT1 A 0 A_JumpIf(user_powershard == 1,"See")
	NLD0 E 10 ACS_NamedExecuteAlways("LegDoomguyPowerShard",0)
	TNT1 A 0 A_PlaySound("legendary/defense",6,1.0,0,0.4)
	TNT1 A 0 A_PlaySound("FLDoomguy/Taunt",2,1.0,0,0.4)
	Goto See
  ResistanceBuff:
	TNT1 A 0 A_JumpIf(user_resistancebufflimit >= 4,"See")
	TNT1 A 0 A_SetUserVar(user_resistancebufflimit,user_resistancebufflimit+1)
	TNT1 A 0 A_JumpIf(user_resistancebuff == 1,"See")
	NLD2 E 10 A_PlaySound("Saber/Pickup",7,1.0,0,0.5)
	TNT1 A 0 A_PlaySound("Saber/Buff",1,1.0,0,0.5)
	TNT1 A 0 A_PlaySound("Saber/Resistance",6,1.0,0,0.5)
	TNT1 A 0 A_PlaySound("FLDoomguy/Taunt",2,1.0,0,0.4)
	TNT1 A 0 A_GiveInventory("LegDoomguySaberResistance")
	TNT1 A 0 ACS_NamedExecuteAlways("LegDoomguyResistanceBuff",0)
	NLD2 F 20
	Goto See
  Mine:
	NLD0 C 4 Fast
	NLD0 E 15 Fast A_CustomMissile("FLACThrownMine",32,0,0,2,15)
	NLD0 C 4 Fast
	TNT1 A 0 A_JumpIfTargetInLOS(1,0,JLOSF_NOSIGHT|JLOSF_DEADNOJUMP)
	Goto Taunt
	TNT1 A 0
	Goto See
  Grenade:
	"####" A 0 A_PlaySound("weapons/hgrenadepin",0,1.0,0)
	"####" E 4 Fast A_FaceTarget
	"####" A 0 A_PlaySound("weapons/hgrenadethrow",0,1.0,0)
	"####" E 1 A_CustomMissile("FLegThrownGrenade",32,0,0,2,4)
	"####" A 0 A_GiveInventory("MonsterAvoid",1)
	TNT1 A 0 A_JumpIfTargetInLOS(1,0,JLOSF_NOSIGHT|JLOSF_DEADNOJUMP)
	Goto Taunt
	TNT1 A 0
	Goto See
  Pause:
	"####" EE 5
	TNT1 A 0 A_PlaySound("weapons/LMGReload3",7,1.0,0,0.5)
	TNT1 A 0 A_JumpIfTargetInLOS(1,0,JLOSF_NOSIGHT|JLOSF_DEADNOJUMP)
	Goto Taunt
	TNT1 A 0
	Goto See
  ASG:
	TNT1 A 0 A_PlaySound("LShotgun/Cock",7,1.0,0,0.5)
	NLD7 E 10 A_FaceTarget
  ASGLoop:
	TNT1 A 0 A_JumpIfTargetInLOS(1,0,JLOSF_NOSIGHT|JLOSF_DEADNOJUMP)
	Goto Taunt
	TNT1 A 0 A_JumpIfInventory("ASGZAmmo",16,"ReloadASG")
	NLD7 E 5 Fast A_GiveInventory("LegZombieStrafing",1)
	TNT1 A 0 A_JumpIf(user_infammo == 1,2)
	TNT1 A 0 A_GiveInventory("ASGZAmmo",1)
	TNT1 AAAA 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,frandom(-6,6),CMF_OFFSETPITCH,frandom(-3,3))
	TNT1 A 0 A_SpawnItemEx("BlueShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_CustomBulletAttack(18.3,18.3,4,Random(5,15)*6,"FriendlyLegendaryBulletPuff")
	TNT1 A 0 A_PlaySound("Weapons/LegAutoShotgun",1)
	NLD7 F 5 Fast A_GiveInventory("LegZombieStrafing",1)
	NLD7 A 0 A_Jump(60,"Pause","TryCoachgun")
	NLD7 A 0 A_Jump(15,"Grenade")
	Loop
  ReloadASG:
	TNT1 A 0 A_Jump(128,2)
	TNT1 A 0 A_JumpIfCloser(350,"Coachgun")
    TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	NLD7 E 7 Fast 
	NLD7 E 5 Fast A_PlaySound("lasgguy/asgout")
	TNT1 A 0 A_SpawnItemEx("LegendaryEmptyDrumSpawner", -8, 7, 30, 4, 0, (0.1)*Random(30, 40), Random(-80, -90), 128)
	TNT1 A 0 A_TakeInventory("ASGZAmmo",16)
    NLD7 EEEEEEEE 6 Fast A_SpawnItemEx("NewLegDoomguySmokeSpawner")
    NLD7 E 11 Fast A_PlaySound("lasgguy/asgin") 
    TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_JumpIfTargetInLOS(1,0,JLOSF_NOSIGHT|JLOSF_DEADNOJUMP)
	Goto Taunt
	TNT1 A 0
    Goto See
  TryCoachgun:
	TNT1 A 0 A_JumpIfCloser(350,"Coachgun")
	Goto Pause
  Coachgun:
	TNT1 A 0 A_PlaySound("Coachgun/Pickup",7,1.0,0,0.5)
	NLD8 E 10 Fast
	NLD8 EE 5 Fast A_GiveInventory("LegZombieStrafing",1)
	TNT1 AAAAAAAA 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,frandom(-6,6),CMF_OFFSETPITCH,frandom(-3,3))
	TNT1 A 0 A_CustomBulletAttack(24.5,19,10,Random(5,15)*6,"FriendlyLegendaryBulletPuff")
	TNT1 A 0 A_PlaySound("Coachgun/Fire1",1)
	NLD8 F 5 Fast A_GiveInventory("LegZombieStrafing",1)
	NLD8 EEE 5 Fast A_GiveInventory("LegZombieStrafing",1)
	TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
	NLD8 E 6 Fast A_PlaySound("Coachgun/Open")
	TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("BlueShellCasing",-8,6,36,Random(2,6),0,random(1,3),random(-80,-90),128)
	NLD8 E 1 A_SpawnItemEx("BlueShellCasing",-10,6,36,Random(2,6),0,random(1,3),random(-80,-90),128)
	NLD8 E 6 Fast A_PlaySound("Coachgun/Load")
	TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
	NLD8 E 6 Fast A_PlaySound("Coachgun/Close")
	TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
	NLD8 E 6 Fast
	TNT1 A 0 A_JumpIfTargetInLOS(1,0,JLOSF_NOSIGHT|JLOSF_DEADNOJUMP)
	Goto Taunt
	NLD8 A 0 A_Jump(64,"Grenade")
	Goto See
  LMG:
	NLD0 E 10 A_FaceTarget
  LMGLoop:
	TNT1 A 0 A_JumpIfTargetInLOS(1,0,JLOSF_NOSIGHT|JLOSF_DEADNOJUMP)
	Goto Taunt
	TNT1 A 0 A_JumpIfInventory("LegAK47Ammo",76,"ReloadLMG")
	NLD0 E 3 Fast A_GiveInventory("LegZombieStrafing",1)	
	TNT1 A 0 A_JumpIf(user_infammo == 1,2)
	TNT1 A 0 A_GiveInventory("LegAK47Ammo",1)
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,frandom(-6,6),CMF_OFFSETPITCH,frandom(-3,3))
	TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, -6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_CustomBulletAttack(12,9,1,Random(10,20)*3,"FriendlyLegendaryBulletPuff")
	TNT1 A 0 A_PlaySound("weapons/LMGFire",1)
	NLD0 F 3 Fast A_GiveInventory("LegZombieStrafing",1)	
	TNT1 A 0 A_JumpIfCloser(350,"ASG")
	TNT1 A 0 A_MonsterRefire(128,"See")
	TNT1 A 0 A_Jump(20,"PauseLMG")
	NLD0 A 0 A_Jump(15,"Grenade")
	Loop
  ReloadLMG:
    TNT1 A 0 A_ChangeFlag(NOPAIN,1)
    TNT1 A 0 A_PlaySound("weapons/LMGReload2")
	TNT1 A 0 A_SpawnItemEx("LegendaryEmptyDrumSpawner", -8, 7, 30, 4, 0, (0.1)*Random(30, 40), Random(-80, -90), 128)
	TNT1 A 0 A_TakeInventory("LegAK47Ammo",76)
    NLD0 EE 25 Fast A_SpawnItemEx("NewLegDoomguySmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("NewLegDoomguySmokeSpawner")
    NLD0 E 20 Fast A_PlaySound("weapons/LMGReload1") 
	TNT1 A 0 A_SpawnItemEx("NewLegDoomguySmokeSpawner")
	NLD0 E 40 Fast A_PlaySound("weapons/LMGReload3")
    TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_JumpIfTargetInLOS(1,0,JLOSF_NOSIGHT|JLOSF_DEADNOJUMP)
	Goto Taunt
	TNT1 A 0
    Goto See
  PauseLMG:
	NLD0 EE 5 A_SpawnItemEx("NewLegDoomguySmokeSpawner")
	Goto See
  PlasmaticRifle:
	TNT1 A 0 A_PlaySound("weapons/legup",7,1.0,0,0.5)
	NLD9 E 10 A_FaceTarget
  PlasmaticRifleLoop:
	TNT1 A 0 A_JumpIfTargetInLOS(1,0,JLOSF_NOSIGHT|JLOSF_DEADNOJUMP)
	Goto Taunt
	TNT1 A 0 A_JumpIfInventory("LegZombieRifleAmmo",25,"ReloadPlasmaticRifle")
	TNT1 A 0 A_JumpIf(user_infammo == 1,2)
	TNT1 A 0 A_GiveInventory("LegZombieRifleAmmo",1)
	TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("BlueDTRFire",1)
	NLD9 F 4 Fast A_CustomMissile("FLegendaryProjectile",32,0,random(-2,2),CMF_TRACKOWNER)
	TNT1 A 0 A_JumpIf(user_infammo == 1,2)
	TNT1 A 0 A_GiveInventory("LegZombieRifleAmmo",1)
	TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("BlueDTRFire",1)
	NLD9 E 4 Fast A_CustomMissile("FLegendaryProjectile",32,0,random(-2,2),CMF_TRACKOWNER)
	NLD9 A 0 A_MonsterRefire(128,"Pause")
	TNT1 A 0 A_Jump(24,"PausePlasmaticRifle")
	NLD9 A 0 A_Jump(10,"Grenade")
	Loop
  ReloadPlasmaticRifle:
    TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	NLD9 E 4 Fast A_PlaySound("weapons/demontecheject")
	NLD9 E 10 Fast A_PlaySound("weapons/demontechsteam")
	TNT1 A 0 A_SpawnItemEx("LDemonTechEmptyMag", -8, 7, 30, 4, 0, (0.1)*Random(30, 40), Random(-80, -90), 128)
	TNT1 A 0 A_TakeInventory("LegZombieRifleAmmo",25)
    NLD9 EEEEE 5 Fast A_SpawnItemEx("NewLegDoomguySmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("NewLegDoomguySmokeSpawner")
    NLD9 E 6 Fast A_PlaySound("weapons/demontechload") 
	TNT1 A 0 A_SpawnItemEx("NewLegDoomguySmokeSpawner")
	NLD9 E 12 Fast A_PlaySound("weapons/demontechclick3")
    TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_JumpIfTargetInLOS(1,0,JLOSF_NOSIGHT|JLOSF_DEADNOJUMP)
	Goto Taunt
	TNT1 A 0
    Goto See
  PausePlasmaticRifle:
	NLD9 A 0 A_PlaySound("weapons/demontechsteam",6)
	Goto Pause
  SaberAlt:
	NLD2 E 10 A_PlaySound("Saber/Pickup",7,1.0,0,0.5)
	TNT1 A 0 A_PlaySound("Saber/Swing",1)
	TNT1 A 0 A_PlaySound("Saber/AltSwing",6,1.0,0,0.5)
	NLD2 FF 6 Fast A_GiveInventory("LegZombieStrafing",1)
	NLD2 F 8 Fast A_CustomMissile("FCrusaderRazorWind",32)
	TNT1 A 0 A_PlaySound("Saber/Swing",1)
	TNT1 A 0 A_PlaySound("Saber/AltSwing",6,1.0,0,0.5)
	NLD2 FF 6 Fast A_GiveInventory("LegZombieStrafing",1)
	NLD2 F 8 Fast A_CustomMissile("FCrusaderRazorWind",32)
	TNT1 A 0 A_PlaySound("Saber/Swing",1)
	TNT1 A 0 A_PlaySound("Saber/AltSwing",6,1.0,0,0.5)
	NLD2 FF 6 Fast A_GiveInventory("LegZombieStrafing",1)
	NLD2 F 12 Fast A_CustomMissile("FCrusaderRazorWind",32)
	TNT1 A 0 A_PlaySound("weapons/LMGReload3",7,1.0,0,0.5)
	TNT1 A 0 A_JumpIfTargetInLOS(1,0,JLOSF_NOSIGHT|JLOSF_DEADNOJUMP)
	Goto Taunt
	TNT1 A 0
	Goto See
  Cannon:
	TNT1 A 0 A_PlaySound("legendarycannon/up",7,1.0,0,0.5)
	NLD6 E 15 A_FaceTarget
	TNT1 A 0 A_SetUserVar(user_missile,random(0,5))
  CannonLoop:
	NLD6 A 0 A_JumpIf(user_missile >= 10,"Pause")
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	NLD6 EE 5 Fast A_GiveInventory("LegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("LegCannon/Fire",1)
	TNT1 A 0 A_CustomMissile("FLegendaryCannonBallCF",32)
	NLD6 FF 5 Fast A_GiveInventory("LegZombieStrafing",1)
	NLD6 A 0 A_MonsterRefire(128,"Pause")
	Loop
  CannonAlt:
	TNT1 A 0 A_PlaySound("legendarycannon/up",7,1.0,0,0.5)
	NLD6 E 15 A_FaceTarget
	TNT1 A 0 A_PlaySound("legendarycannon/charge",6,1.0,0,0.5)
	NLD6 E 10 A_FaceTarget
	TNT1 A 0 A_SetUserVar(user_missile,random(0,4))
  CannonAltLoop:
	NLD6 A 0 A_JumpIf(user_missile >= 8,"Pause")
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	NLD6 EEE 6 Fast A_GiveInventory("LegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("LegCannon/Fire2",1)
	TNT1 AAA 0 A_CustomMissile("FLegCommanderProj",32,0,random(-13,13),CMF_OFFSETPITCH,frandom(-5,5))
	NLD6 F 6 Fast A_GiveInventory("LegZombieStrafing",1)
	NLD6 A 0 A_MonsterRefire(128,"Pause")
	Loop
  BFG:
	TNT1 A 0 A_PlaySound("FLDoomguy/BFG2",2,1.0,0,0.5)
	TNT1 A 0 A_JumpIf(user_bfg == 0,3)
	TNT1 A 0 A_SetUserVar(user_bfg,1)
	TNT1 A 0 A_PlaySound("FLDoomguy/BFG",2,1.0,0,0.5)
	TNT1 A 0 A_PlaySound("Weapons/GuruUp",7,1.0,0,0.5)
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	NLD3 E 15 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GuruTrigger",6,1.0,0,0.5)
	NLD3 E 10 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GuruCharge",1,1.0,0,0.5)
	NLD3 EEEEEEEEEEEEEEEEEEEE 5 A_GiveInventory("LegZombieStrafing",1)
    TNT1 A 0 A_PlaySound("Weapons/GuruFire",1,1.0,0,0.5)
  	TNT1 A 0 A_PlaySound("Weapons/GuruAddFire",6,1.0,0,0.5)
	TNT1 A 0 A_Jump(128,3)
	NLD3 F 20 A_CustomMissile("PlayerRTLBBall",32) //Why not
	TNT1 A 0 A_Jump(255,2)
	NLD3 F 20 A_CustomMissile("FPlayerGuruBall",32)
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	Goto Pause
  BFGAlt:
	TNT1 A 0 A_PlaySound("Weapons/GuruUp",7,1.0,0,0.5)
	NLD3 E 15 A_FaceTarget
	TNT1 A 0 A_SetUserVar(user_missile,random(0,2))
  BFGAltLoop:
	NLD3 A 0 A_JumpIf(user_missile >= 3,"Pause")
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	NLD3 EE 5 Fast A_GiveInventory("LegZombieStrafing",1)
  	TNT1 A 0 A_PlaySound("Weapons/GuruAddFire",1,1.0,0,0.5)
	NLD3 F 15 Fast A_CustomMissile("PlayerLaserBeam")
	NLD3 EEEEE 5 Fast A_GiveInventory("LegZombieStrafing",1)
	NLD3 A 0 A_MonsterRefire(128,"Pause")
	Loop
  10k:
	TNT1 A 0 A_PlaySound("Leg10k/Draw",7,1.0,0,0.5)
    NLD5 E 15 A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/PCharge",1)
	NLD5 EEEEE 6 Fast A_GiveInventory("LegZombieStrafing",1)
	TNT1 A 0 A_SetUserVar(user_missile,random(0,10))
  10kLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 20,"10kPause")
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	NLD5 E 2 A_GiveInventory("LegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("Leg10K/PFire",1)
	NLD5 F 2 A_CustomMissile("FLegendary10KProjectile",32,0,frandom(-6,6),CMF_OFFSETPITCH,frandom(-2,2))
	Loop
  10kPause:
	NLD5 A 0 A_PlaySound("Leg10K/ACool",6)
	Goto Pause
  10kAlt:
	TNT1 A 0 A_PlaySound("Leg10k/Draw",7,1.0,0,0.5)
    NLD5 E 15 A_FaceTarget
	TNT1 A 0 A_PlaySound("Leg10K/ACharge",1)
	NLD5 EEEEE 8 Fast A_GiveInventory("LegZombieStrafing",1)
	TNT1 A 0 A_SetUserVar(user_missile,random(0,2))
  10kAltLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 6,"10kPause")
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	NLD5 E 4 Fast A_GiveInventory("LegZombieStrafing",1)
	TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("Leg10K/AFire",1)
	NLD4 F 6 Fast A_CustomMissile("FPlayerBlueLeg10kBall",32,0,frandom(-6,6),CMF_OFFSETPITCH,frandom(-2,2)) //Where the FUCK is LegCyberNobleMiniDTBFG???
	Loop
  Pain:
	TNT1 A 0 A_JumpIfHealthLower(800,"TryShard")
	TNT1 A 0 A_Jump(32,"PowerShard","ResistanceBuff")
  PainContinue:
	NLD0 G 3
	NLD0 G 3 A_Pain
	TNT1 A 0 A_Jump(192,"Missile")
	Goto See
  TryShard:
	TNT1 A 0 A_Jump(128,"TryResistance")
	TNT1 A 0 A_JumpIf(user_powershardlimit >= 3,"TryResistance")
	TNT1 A 0 A_JumpIf(user_powershard == 1,"TryResistance")
	Goto PowerShard
  TryResistance:
	TNT1 A 0 A_JumpIf(user_resistancebufflimit >= 4,"PainContinue")
	TNT1 A 0 A_JumpIf(user_resistancebuff == 1,"PainContinue")
	Goto ResistanceBuff
  Death:
  XDeath:
	TNT1 A 0 A_ChangeFlag(Bright,0)
	TNT1 A 0 A_RemoveChildren(1)
	TNT1 A 0 ACS_NamedExecuteAlways("SignetTakeToken",0)
	TNT1 A 0 A_SpawnItemEx("RingOfRegenerationHalf",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("LegendaryCoachgun",0,0,12,random(0,8),random(0,8),2,random(0,360),0,32)
	TNT1 A 0 A_SpawnItemEx("Legendary Assault Shotgun",0,0,12,random(0,8),random(0,8),2,random(0,360),0,32)
	TNT1 A 0 A_SpawnItemEx("Legendary Plasmatic Rifle",0,0,12,random(0,8),random(0,8),2,random(0,360),0,32)
	TNT1 A 0 A_SpawnItemEx("Legendary Plasmatic Cannon",0,0,12,random(0,8),random(0,8),2,random(0,360),0,128)
	TNT1 A 0 A_SpawnItemEx("LegendaryBFG10k",0,0,12,random(0,8),random(0,8),2,random(0,360),0,200)
	TNT1 A 0 A_SpawnItemEx("Legendary BFG",0,0,12,random(0,8),random(0,8),2,random(0,360),0,200)
	TNT1 A 0 A_SpawnItemEx("LegendaryLifeEssence",0,0,12,random(0,8),random(0,8),2,random(0,360),0,200)
	TNT1 A 0 A_SpawnItemEx("LegendaryLifeEssence",0,0,12,random(0,8),random(0,8),2,random(0,360),0,200)
	TNT1 A 0 A_SpawnItemEx("LegendaryLifeEssence",0,0,12,random(0,8),random(0,8),2,random(0,360),0,200)
	TNT1 A 0 A_SpawnItemEx("LegendaryBossLifeEssence",0,0,12,random(0,8),random(0,8),2,random(0,360),0,200)
	TNT1 A 0 A_SpawnItemEx("LegendaryArmorBonusMax",0,0,12,random(0,8),random(0,8),2,random(0,360),0,200)
	TNT1 A 0 A_SpawnItemEx("LegendaryArmorBonusMax",0,0,12,random(0,8),random(0,8),2,random(0,360),0,200)
	TNT1 A 0 A_SpawnItemEx("LegendaryArmorBonusMax",0,0,12,random(0,8),random(0,8),2,random(0,360),0,200)
	TNT1 A 0 A_SpawnItemEx("LegendaryBossArmorBonusMax",0,0,12,random(0,8),random(0,8),2,random(0,360),0,200)
	NLD0 H 5 A_Scream
	NLD0 I 5 A_NoBlocking
	NLD0 JK 5
	NLD0 L 5 A_SpawnItem("BodyCrash",0,0,0,0)
	NLD0 M 5
	NLD0 N 25 A_SpawnItemEx("LegDoomguySoulEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	TNT1 A 0 A_PlaySoundEx("brain/spit","Voice",0,2)
	TNT1 A 0 ACS_NamedExecuteAlways("SpawnHeroSoul",0,tid+1)
	NLD0 N -1
	Stop
  }
}

Actor FriendlyLegendaryDoomguySpawned : FriendlyLegendaryDoomguy 
{ 
Tag "\c[z3]Friendly Legendary\c- \c[l5]Doomguy\c-"
States
{
  Spawn:
    NLD0 A 1
	TNT1 A 0 A_SpawnItemEx("FriendlyRedHeart",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION,0,56)
	TNT1 A 0 ACS_NamedExecuteAlways("FLegendaryEffectSpawnerT1",0)
	TNT1 A 0 A_ChangeFlag(FRIENDLY,1)
	NLD0 A 10 A_Look
    Goto Idle
  Idle:
    TNT1 A 0 A_SetUserVar(user_idle,0)
	NLD0 A 0 A_Jump(48,"Find")
    TNT1 A 0 ACS_NamedExecuteAlways("CheckFriendlyPlayerHelpMonster",0,0,0,0)
	TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK)
	NLD0 AABB 3 A_GiveInventory("AIPatroling",1)
	NLD0 C 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK)
    NLD0 CCDD 3 A_GiveInventory("AIPatroling",1)
	TNT1 A 0 A_SetUserVar(user_idle,user_idle+1)
	TNT1 A 0 A_JumpIf(user_idle < 8,4)
	TNT1 A 0 A_Jump(225,3)
	TNT1 A 0 A_PlaySound("FLDoomguy/idle",CHAN_VOICE)
	TNT1 A 0 A_SetUserVar(user_idle,0)
	NLD0 A 0 A_SpawnItem("FootStep",0,0,0,0)
	Goto Idle+1
  Find:
	TNT1 A 0 ACS_NamedExecuteAlways("Find Master Player",0,0,0,0)
    Goto Idle+1
  Taunt:
    TNT1 A 0 A_PlaySound("FLDoomguy/HMMHAHA",CHAN_VOICE)
  See:
	TNT1 A 0 ACS_NamedExecuteAlways("CheckFriendlyPlayerHelpMonster",0,0,0,0)
	TNT1 A 0 A_Jump(16,"GiveUp")
    NLD0 A 0 A_JumpIfTargetInLOS("Strafing")
    NLD0 AABB 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	NLD0 A 0 A_JumpIfTargetInLOS("Strafing")
	NLD0 CCDD 3 Bright A_Chase
	NLD0 A 0 A_Jump(80,"Rush")
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    Loop
  GiveUp:
    TNT1 A 0 A_ClearTarget
	NLD0 A 10 Bright
	Goto Idle+1
  Death:
  XDeath:
	TNT1 A 0 A_ChangeFlag(Bright,0)
	TNT1 A 0 A_RemoveChildren(1)
	TNT1 A 0 A_SpawnItemEx("RingOfRegenerationHalf",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	TNT1 A 0 A_SpawnItemEx("LegendaryCoachgun",0,0,12,random(0,8),random(0,8),2,random(0,360),0,32)
	TNT1 A 0 A_SpawnItemEx("Legendary Assault Shotgun",0,0,12,random(0,8),random(0,8),2,random(0,360),0,32)
	TNT1 A 0 A_SpawnItemEx("Legendary Plasmatic Rifle",0,0,12,random(0,8),random(0,8),2,random(0,360),0,32)
	TNT1 A 0 A_SpawnItemEx("Legendary Plasmatic Cannon",0,0,12,random(0,8),random(0,8),2,random(0,360),0,128)
	TNT1 A 0 A_SpawnItemEx("LegendaryBFG10k",0,0,12,random(0,8),random(0,8),2,random(0,360),0,200)
	TNT1 A 0 A_SpawnItemEx("Legendary BFG",0,0,12,random(0,8),random(0,8),2,random(0,360),0,200)
	TNT1 A 0 A_SpawnItemEx("LegendaryLifeEssence",0,0,12,random(0,8),random(0,8),2,random(0,360),0,200)
	TNT1 A 0 A_SpawnItemEx("LegendaryLifeEssence",0,0,12,random(0,8),random(0,8),2,random(0,360),0,200)
	TNT1 A 0 A_SpawnItemEx("LegendaryLifeEssence",0,0,12,random(0,8),random(0,8),2,random(0,360),0,200)
	TNT1 A 0 A_SpawnItemEx("LegendaryBossLifeEssence",0,0,12,random(0,8),random(0,8),2,random(0,360),0,200)
	TNT1 A 0 A_SpawnItemEx("LegendaryArmorBonusMax",0,0,12,random(0,8),random(0,8),2,random(0,360),0,200)
	TNT1 A 0 A_SpawnItemEx("LegendaryArmorBonusMax",0,0,12,random(0,8),random(0,8),2,random(0,360),0,200)
	TNT1 A 0 A_SpawnItemEx("LegendaryArmorBonusMax",0,0,12,random(0,8),random(0,8),2,random(0,360),0,200)
	TNT1 A 0 A_SpawnItemEx("LegendaryBossArmorBonusMax",0,0,12,random(0,8),random(0,8),2,random(0,360),0,200)
	NLD0 H 5 A_Scream
	NLD0 I 5 A_NoBlocking
	NLD0 JK 5
	NLD0 L 5 A_SpawnItem("BodyCrash",0,0,0,0)
	NLD0 M 5
	NLD0 N 25 A_SpawnItemEx("LegDoomguySoulEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	TNT1 A 0 A_PlaySoundEx("brain/spit","Voice",0,2)
	TNT1 A 0 ACS_NamedExecuteAlways("SpawnHeroSoul",0,tid)
	NLD0 N -1
	Stop
	}
}

Actor FLegendaryCannonBallCF : LegendaryCannonBallCF { Species "Player" DamageType "FriendlyMonster" +MTHRUSPECIES }

Actor FLegSentientExplosiveTracer : LegSentientExplosiveTracer 
{ 
Species "Player" 
DamageType "FriendlyMonster" 
+MTHRUSPECIES
States
{
  Death:
	TNT1 A 0
	TNT1 A 0 A_SetTranslucent(0.75,1)
	TNT1 A 0 A_SpawnItem("LegSentientExplosiveEffect")
    LISL B 4 Bright A_Explode(Random(7,12)*5,72)
    LISL CD 3 Bright
    Stop
	}
}

Actor FDeathBall2 : DeathBall2 
{ 
Species "Player" 
DamageType "FriendlyMonster" 
+MTHRUSPECIES
States
{
  Spawn:
    TNT1 A 0 A_PlaySound("Weapons/GuruBlast3",5) 
    Goto Death
  Death:
	TNT1 A 0 A_PlaySound("Weapons/GuruBlast3",5)
	//COLLATERAL DAMAGE EFFECTS
	TNT1 A 0 A_Explode(2048,192,0,1)
	//TNT1 A 0 A_BFGSpray("GuruSpray",15,20)
	//IMPACT STUFF
	TNT1 A 0 A_SpawnItemEx("GuruStruckGlowX",0,0,10,0,0,0,0,128,0)
	TNT1 A 0 A_SpawnItemEx("GuruStruckGlowY",0,0,10,0,0,0,0,128,0)
	TNT1 AAAAAAAAAAA 0 A_SpawnItemEx("FCyberGuruSphereSmoke",random(126,-126),random(126,-126),random(66,-66),0.00001*random(100000,-100000),0.00001*random(100000,-100000),0.00001*random(100000,-100000),random(0,359),0,0) //SXF_TRANSFERPOINTERS
	TNT1 AAAAAAAAAAA 0 A_SpawnItemEx("GuruChunkSpark",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,0,0)
	TNT1 AAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx("GuruChunkSpark",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,0,0)
	Stop
	}
}

Actor FCyberGuruSphereSmoke : CyberGuruSphereSmoke { Species "Player" DamageType "FriendlyMonster" +DONTHURTSPECIES +DONTHARMSPECIES }

Actor FPlayerGuruBall : PlayerGuruBall
{
DamageType "FriendlyMonster"
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_PlaySound("Weapons/GuruFly",5,1.0,1)
	TNT1 A 0 A_Explode(600,64,0,1)
	TNT1 A 0 A_SpawnItemEx("GuruTrailSpark",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("GuruTrail",-3,0,0,0,0,0,0,0,0)
	TNT1 A 0 A_CustomMissile("FLegDevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
	TNT1 A 0 A_CustomMissile("FLegHumanLiteShot",0,0,Random(0,360))
	YBAL A 1 Bright A_SpawnItemEx("LegPlayerDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
	Loop
  Death:
	TNT1 A 0 A_PlaySound("Weapons/GuruBlast3",5)
	//COLLATERAL DAMAGE EFFECTS
	TNT1 A 0 A_Explode(6000,486,0,1)
	TNT1 A 0 A_BFGSpray("GuruSpray",15,20)
	//IMPACT STUFF
	TNT1 A 0 A_SpawnItemEx("GuruStruckGlowX",0,0,10,0,0,0,0,128,0)
	TNT1 A 0 A_SpawnItemEx("GuruStruckGlowY",0,0,10,0,0,0,0,128,0)
	TNT1 AAAAAAAAAAA 0 A_SpawnItemEx("FGuruSphereSmoke",random(126,-126),random(126,-126),random(66,-66),0.00001*random(100000,-100000),0.00001*random(100000,-100000),0.00001*random(100000,-100000),random(0,359),0,0)
	TNT1 AAAAAAAAAAA 0 A_SpawnItemEx("GuruChunkSpark",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,0,0)
	TNT1 AAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx("GuruChunkSpark",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,0,0)
	Stop
	}
}

Actor FLegDevastatorBolt : LegHumanDevastatorBolt { Damagetype "FriendlyMonster" +THRUSPECIES }

Actor FLegHumanLiteShot : LegHumanLiteShot { Species "Player" DamageType "FriendlyMonster" +THRUSPECIES +MTHRUSPECIES }

Actor FLegendaryDevastatorBall : LegendaryDevastatorBall
{
States
{
  Death:
	TNT1 A 0 A_SetTranslucent(0.75,1)
	TNT1 A 0 Radius_Quake(3,35,0,10,0)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerHuman",0,0,0,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerHuman",0,0,10,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerHuman",0,0,20,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerHuman",0,0,30,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerHuman",0,0,40,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerHuman",0,0,50,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerHuman",0,0,60,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerHuman",0,0,70,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerHuman",0,0,80,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerHuman",0,0,90,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerHuman",0,0,100,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerHuman",0,0,110,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerHuman",0,0,120,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerHuman",0,0,130,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerHuman",0,0,140,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerHuman",0,0,150,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerHuman",0,0,160,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerHuman",0,0,170,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerHuman",0,0,180,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerHuman",0,0,190,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerHuman",0,0,200,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerHuman",0,0,210,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerHuman",0,0,220,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerHuman",0,0,230,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerHuman",0,0,240,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerHuman",0,0,250,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerHuman",0,0,260,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerHuman",0,0,270,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerHuman",0,0,280,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerHuman",0,0,290,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerHuman",0,0,300,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerHuman",0,0,310,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerHuman",0,0,320,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerHuman",0,0,330,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerHuman",0,0,340,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("DTBFG10KTracerHuman",0,0,350,CMF_TRACKOWNER)	
	TNT1 A 0 A_SpawnItemEx("DTBFGLightningGoldSpawner",0,0,0,0,0,0,0,128)	
	TNT1 A 0 A_Explode(80,256)
	LGS2 A 6 Bright A_SpawnItemEx("LegDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	LGS2 B 6 Bright A_SpawnItemEx("LegDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	LGS2 C 6 Bright A_SpawnItemEx("LegDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	LGS2 D 6 Bright A_SpawnItemEx("LegDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	LGS2 A 6 Bright A_SpawnItemEx("LegDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	LGS2 B 6 Bright A_SpawnItemEx("LegDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	LGS2 C 6 Bright A_SpawnItemEx("LegDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	LGS2 D 6 Bright A_SpawnItemEx("LegDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	LGS2 A 6 Bright A_SpawnItemEx("LegDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	LGS2 B 6 Bright A_SpawnItemEx("LegDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	LGS2 C 6 Bright A_SpawnItemEx("LegDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	LGS2 D 6 Bright A_SpawnItemEx("LegDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(128,1024,0)
	TNT1 A 0 A_Explode(460,640,0)
	TNT1 A 0 A_Explode(618,256)
	TNT1 A 0 A_StopSoundEx("Voice")
	TNT1 A 0 Radius_Quake(20,12,0,12,0)
	TNT1 A 0 A_PlaySound("weapons/dtech10kexplode")
	TNT1 A 0 A_SpawnItemEx("LegDevastatorShockWave2",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_SpawnItem("LegAnniDTBFGEx",0,-10)
	TNT1 A 0 A_SpawnItemEx("FGuruSphereSmoke")
	LGE1 D 0 A_CustomMissile("FriendlyLegCybDevastatorBall2",0,0,18,2)
    LGE1 D 0 A_CustomMissile("FriendlyLegCybDevastatorBall2",0,0,36,2)
    LGE1 D 0 A_CustomMissile("FriendlyLegCybDevastatorBall2",0,0,54,2)
    LGE1 D 0 A_CustomMissile("FriendlyLegCybDevastatorBall2",0,0,72,2)
    LGE1 D 0 A_CustomMissile("FriendlyLegCybDevastatorBall2",0,0,90,2)
    LGE1 D 0 A_CustomMissile("FriendlyLegCybDevastatorBall2",0,0,108,2)
    LGE1 D 0 A_CustomMissile("FriendlyLegCybDevastatorBall2",0,0,126,2)
    LGE1 D 0 A_CustomMissile("FriendlyLegCybDevastatorBall2",0,0,144,2)
    LGE1 D 0 A_CustomMissile("FriendlyLegCybDevastatorBall2",0,0,144,2)
    LGE1 D 0 A_CustomMissile("FriendlyLegCybDevastatorBall2",0,0,162,2)
    LGE1 D 0 A_CustomMissile("FriendlyLegCybDevastatorBall2",0,0,180,2)
    LGE1 D 0 A_CustomMissile("FriendlyLegCybDevastatorBall2",0,0,196,2)
    LGE1 D 0 A_CustomMissile("FriendlyLegCybDevastatorBall2",0,0,216,2)
    LGE1 D 0 A_CustomMissile("FriendlyLegCybDevastatorBall2",0,0,234,2)
    LGE1 D 0 A_CustomMissile("FriendlyLegCybDevastatorBall2",0,0,252,2)
    LGE1 D 0 A_CustomMissile("FriendlyLegCybDevastatorBall2",0,0,270,2)
    LGE1 D 0 A_CustomMissile("FriendlyLegCybDevastatorBall2",0,0,288,2)
    LGE1 D 0 A_CustomMissile("FriendlyLegCybDevastatorBall2",0,0,306,2)
    LGE1 D 0 A_CustomMissile("FriendlyLegCybDevastatorBall2",0,0,324,2)
    LGE1 D 0 A_CustomMissile("FriendlyLegCybDevastatorBall2",0,0,342,2)
	LGE1 AAAAAABBBBBBCCCCCCDDDDDD 1 A_CustomMissile("LegKaboomDevastator22",0,0,random(0,360),2,random(0,360))
    LGE1 EF 6 Bright
    Stop
	}
}

ACTOR FGuruSphereSmoke : GuruSphereSmoke { DamageType "FriendlyMonster" }

Actor FLegendaryCyberBFG15KBall : LegendaryCyberBFG15KBall { Species "Player" DamageType "FriendlyMonster" +THRUSPECIES +MTHRUSPECIES }

Actor FLegendaryHomingRocket : LegendaryHomingRocket { Species "Player" DamageType "FriendlyMonster" +THRUSPECIES +MTHRUSPECIES }