ACTOR LegendaryAdmiral : LegendaryZombie
{
//Creator: Dr. Sticky
//Origin: Nexus Infinity
//Sprite: LPO0
//Title: "Legendary Admiral"
Obituary "%o was sentenced to death by a Legendary Former Admiral."
Health 2500
Mass 600
Speed 19
Painchance 35
Seesound "FormerAdmiral/Sight"
Painsound "FormerAdmiral/Pain"
Deathsound "FormerAdmiral/Death"
Activesound "FormerAdmiral/Active"
DropItem "PortableMedkit" 200
DropItem "LegendaryArmor" 87 1
DropItem "LegendaryRune" 70 1
DropItem "LegAmmoSphere" 90 1
DropItem "ArmorPlate" 200
DropItem "HandGrenadeAmmo" 225 1
DropItem "MineAmmo" 125 1
DropItem "AmmoPack" 125
DropItem "BulletMag" 256 10
DropItem "BulletBox" 128
DropItem "Explosive Minigun" 200 1
DropItem "Beacon" 128 1
DamageFactor 0.65
DamageFactor "PDTBFG", 0.20
DamageFactor "PDTBFGTracer", 0.20
DamageFactor "PlayerDevBall", 0.120
DamageFactor "PlayerDevBall2", 0.120
DamageFactor "PlayerDTBFGRailgunSlug", 0.120
DamageFactor "PlayerDevTracer", 0.120
DamageFactor "Legendary", 0.0
DamageFactor "LegendaryPlayer", 0.3
DamageFactor "LegendaryGuru", 0.0
DamageFactor "LegendaryGuruPlayer", 0.3
DamageFactor "LACGrenade", 0.0
DamageFactor "LegendaryZombie", 0.0
DamageFactor "GeneralTracer", 0.0
DamageFactor "DBFG10K2", 0.65
DamageFactor "PlayerDBFG10K2", 0.65
DamageFactor "DBFG2", 0.65
DamageFactor "PlayerDBFG2", 0.65
DamageFactor "PlayerDTRG", 0.5
Scale 1.25
Species "SpecOps"
Tag "\c[z3]Legendary Admiral\c-"
States
{
  Spawn:
    TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	LPO0 A 10 Bright A_Look
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	Loop
  See:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,2119)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_StopSound(7)
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	LPO0 AABB 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryFootStep")
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	LPO0 CCDD 3 Bright A_Chase
	TNT1 A 0 A_Jump(80,"Rush")
	TNT1 A 0 A_SpawnItem("LegendaryFootStep")
	Loop
  Rush:
	LPO0 A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("LegAdmiralGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LPO0 A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("LegAdmiralGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LPO0 A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("LegAdmiralGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LPO0 B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("LegAdmiralGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LPO0 B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("LegAdmiralGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LPO0 C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("LegAdmiralGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LPO0 C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("LegAdmiralGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LPO0 D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("LegAdmiralGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LPO0 D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_Jump(84,"See")
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	Loop
  Strafing:
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	LPO0 AA 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	LPO0 BB 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	LPO0 CC 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	LPO0 DD 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	Goto See
  Missile:
	TNT1 A 0 A_Jump(150,"Rockets","HomingRockets","Cannon","CannonBall")
	TNT1 A 0 A_Jump(70,"Beacon")
	TNT1 A 0 A_Jump(200,"Chaingun")
    TNT1 A 0 A_Playsound("FormerAdmiral/Attack")
  Chaingun:
	LPO0 HKHKH 2 A_GiveInventory("LegendaryAdmiralStrafing",1)
	TNT1 A 0 A_JumpIfTargetinLOS("ContinueShooting")
	LPO0 H 2 A_GiveInventory("LegendaryAdmiralStrafing",1)
	TNT1 A 0 A_JumpIfTargetinLOS("ContinueShooting")
	LPO0 K 2 A_GiveInventory("LegendaryAdmiralStrafing",1)
	TNT1 A 0 A_JumpIfTargetinLOS("ContinueShooting")
	TNT1 A 0 A_MonsterRefire(200,"See")
	Goto Chaingun+7
  ContinueShooting:
	TNT1 A 0 A_GiveInventory("LegendaryAdmiralStrafing",1)
	TNT1 A 0 A_PlaySound("sentient/fire")
	LPO0 F 4 Bright A_CustomMissile("LegSentientExplosiveTracer",Random(30,34),0,Random(5,-5),0)
	TNT1 A 0 A_GiveInventory("LegendaryAdmiralStrafing",1)
	TNT1 A 0 A_PlaySound("sentient/fire")
	LPO0 E 4 Bright A_CustomMissile("LegSentientExplosiveTracer",Random(30,34),0,Random(5,-5),0)
	TNT1 A 0 A_Jump(24,"Missile","Pause")
	TNT1 A 0 A_MonsterRefire(150,"See")
	Loop
  Pause:
	LPO0 HKHKH 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	Goto See
  Rockets:
	TNT1 A 0 A_GiveInventory("LegendaryAdmiralStrafing",1)
	LPO0 HJ 4 Bright A_FaceTarget
	LPO0 I 2 Bright A_CustomMissile("LegendaryRocket",40,16,0,0)
	LPO0 HJ 4 Bright A_FaceTarget
	LPO0 I 2 Bright A_CustomMissile("LegendaryRocket",40,16,Random(2,-2),0)
	LPO0 HJ 4 Bright A_FaceTarget
	LPO0 I 2 Bright A_CustomMissile("LegendaryRocket",40,16,Random(4,-4),0)
	LPO0 HJ 4 Bright A_FaceTarget
	LPO0 I 2 Bright A_CustomMissile("LegendaryRocket",40,16,Random(6,-6),0)
	LPO0 H 2 A_CPosRefire
	Goto See
  HomingRockets:
    TNT1 A 0 A_Playsound("FormerAdmiral/Attack")
	LPO0 HJ 4 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("LegendaryAdmiralStrafing",1)
	LPO0 I 2 Bright A_CustomMissile("LegendaryHomingRocket",40,16,0,0)
	LPO0 HJ 4 Bright A_FaceTarget
	LPO0 I 2 Bright A_CustomMissile("LegendaryHomingRocket",40,16,0,0)
	LPO0 HJ 4 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("LegendaryAdmiralStrafing",1)
	LPO0 I 2 Bright A_CustomMissile("LegendaryHomingRocket",40,16,0,0)
	LPO0 HJ 4 Bright A_FaceTarget
	LPO0 I 2 Bright A_CustomMissile("LegendaryHomingRocket",40,16,0,0)
	Goto See
  Cannon:
	LPO0 EEEE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	LPO0 E 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("LegCommanderProj",40,16,0,0)
	LPO0 F 3 Bright A_PlaySoundEx("legendarycannon/fire","Weapon")
	TNT1 A 0 A_Jump(32,"Pause")
	TNT1 A 0 A_SpidRefire
	Goto Cannon+3
  CannonBall:
	LPO0 EEE 5 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_PlaySound("LegCannon/Fire",1)
	LPO0 F 5 Bright A_CustomMissile("LegDoomguyCannonBall",32,16,0,0)
	LPO0 EEE 5 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_PlaySound("LegCannon/Fire",1)
	LPO0 F 5 Bright A_CustomMissile("LegDoomguyCannonBall",32,16,0,0)
	LPO0 EEE 5 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_PlaySound("LegCannon/Fire",1)
	LPO0 F 5 Bright A_CustomMissile("LegDoomguyCannonBall",32,16,0,0)
	Goto See
  Beacon:
	LPO0 H 20 A_SpawnItem("ActiveLegendaryFormerBeacon")
	Goto See
  Pain:
	TNT1 A 0 A_Jump(20,"Protection")
	LPO0 G 3 Bright
	LPO0 G 3 Bright A_Pain
	TNT1 A 0 A_Jump(192,"Missile")
	Goto See
  Protection:
	TNT1 A 0 A_JumpIf(user_protection >= 3,"Pain")
	TNT1 A 0 A_JumpIf(user_protected == 1,"Pain")
	TNT1 A 0 A_PlaySound("legendary/defense")
	TNT1 A 0 A_FaceTarget
	LPO0 E 2 Bright ACS_NamedExecuteAlways("LegendaryProtection",0,0,0,0)
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	Goto See
 Death:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("TrueLegMode") == 0,3)
	TNT1 A 0 A_JumpIfInTargetInventory("TrueLegendaryRuneItem",1,"TrueLeg")
	TNT1 A 0 A_JumpIfInTargetInventory("TrueLegendaryRuneItem2",1,"TrueLeg")
    TNT1 A 0 A_Jump(40,"TrueLeg")
  Death2:
    TNT1 A 0 A_Jump(32,"LegendarySoul")
	LPO0 G 4   
	TNT1 A 0 A_Scream    
	LPOX ABCDE 7 
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_SpawnItemEx("BlueGibbedGenerator",0,0,0,0,0,0,0,128,0)
	LPOX FFGG 4 BRIGHT A_CustomMissile("LegendaryKaboom3", Random(10,50), 0, random(0,360), 2, random(0,360))
	LPOX H 6 BRIGHT
	LPOX I -1
	Stop
  LegendarySoul:
    TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	LPOX I 5 A_Scream
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
    LPOX I 5 A_Fall
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
    LPOX I 5 A_SpawnItem("BodyCrash",0,0,0,0)
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
    LPOX I 5 
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
    LPOX I 140
	LPOX I 0 A_PlaySoundEx("brain/spit","Voice",0,2)
	LPOX IIIIIIIIIIIIIIIII 2 Bright A_GiveInventory("LegSoulEvent",1)
	LPOX IIIIIIIIIIIIIIIII 2 Bright A_GiveInventory("LegSoulEvent",1)
	LPOX IIIIIIIIIIIIIIIII 2 Bright A_GiveInventory("LegSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("LegendarySoul",0,0,16,0,0,0,0,32)
	TNT1 A 0 A_SpawnItemEx("TeleportFog",0,0,16,0,0,0,0,32)
	LPOX I -1
	Stop
  TrueLeg:
	LPO0 G 3 Bright A_Pain
	LPO0 G 0 A_PlaySoundEx("brain/spit",7,0,2)
	LPO0 GGGGGGGGGGGGGGGGG 2 Bright A_SpawnItemEx("LegVileFireSpawner",1)
	LPO0 GGGGGGGGGGGGGGGGG 2 Bright A_SpawnItemEx("LegVileFireSpawner",1)
	LPO0 GGGGGGGGGGGGGGGGG 2 Bright A_SpawnItemEx("LegVileFireSpawner",1)
	TNT1 A 0 A_SpawnItemEx("BlueLightning")
	LPO0 GGGGGGGGGGGG 2 Bright A_SpawnItemEx("BHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("TrueLegendaryAdmiral",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TELEFRAG)
    TNT1 A 1
    Stop
	}
}

ACTOR LegAdmiralGhost
{
Scale 1.25
Radius 20
Height 56
Speed 0
Alpha 0.7
PROJECTILE
RENDERSTYLE Translucent
+CLIENTSIDEONLY
+NOINTERACTION
+NOTIMEFREEZE
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	LPO0 A 2 A_FadeOut(0.10)
	Wait
	}
}

actor ActiveLegendaryFormerBeacon
{
-SOLID
-SHOOTABLE
States
{
  Spawn:
    LBRE A 105
    LBRE A 0 A_SpawnItemEx("TeleportFog")
    LBRE A 0 A_SpawnItemEx ("LegendarySpecOpsMachinegunner", 0, 0, 8, 0, 0, 0, 0, 1)
    LBRE A 105
    LBRE A 0 A_SpawnItemEx("TeleportFog")
    LBRE A 0 A_SpawnItemEx ("LegendarySpecOpsMachinegunner", 0, 0, 8, 0, 0, 0, 0, 1)
    LBRE A 105
    LBRE A 0 A_SpawnItemEx("TeleportFog")
    LBRE A 0 A_SpawnItemEx ("LegendarySpecOpsMachinegunner", 0, 0, 8, 0, 0, 0, 0, 1)
    LBRE A 105
    goto Death
  Death:
    TNT1 A 1 A_SpawnItemEx("TeleportFog")
    stop
	}
}

Actor LegendaryAdmiralStrafing : CustomInventory
{
-COUNTITEM
+NOTIMEFREEZE
+INVENTORY.QUIET
+INVENTORY.UNDROPPABLE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.AUTOACTIVATE
Inventory.Amount 1
Inventory.MaxAmount 0
States
  {
  Pickup:
	NULL A 1 
	NULL A 1 A_SpawnItemEx("LHellionSmokeSpawner")
	NULL A 1 A_Jump(188,2)
	NULL A 1 A_GiveInventory("LegZombieJumping",1)
	NULL A 1 A_JumpIf(velx != 0 || vely != 0,2)
	NULL A 1 A_Jump(256,2)
	NULL A 1 A_Jump(235,5)
	NULL A 1 A_JumpIfInventory("LegZombieStrafeSens",1,3)
	NULL A 1 A_GiveInventory("LegZombieStrafeSens",1)
	NULL A 1 A_Jump(256,2)  
	NULL A 1 A_TakeInventory("LegZombieStrafeSens",1)
	NULL A 1 A_JumpIfInventory("LegZombieStrafeSens",1,3)
	NULL A 1 ThrustThing(angle*256/360+38.7,3,0,0)
	NULL A 1 A_Jump(256,2)  
	NULL A 1 ThrustThing(angle*256/360+38.7,-3,0,0)
	NULL A 1 A_FaceTarget
	NULL A 1 A_Jump(24,2)
	NULL A 1 A_JumpIfCloser(300,2)
	NULL A 1 A_Recoil(-1)
	Stop
	NULL A 1 A_Recoil(1)
	Stop  
  }
}

Actor LegendarySpecOpsMachinegunner : LegendaryZombie
{
Health 750
Speed 12
PainChance 40
DamageFactor "LegendaryZombie", 0.0
DamageFactor "PDTBFG", 0.25
DamageFactor "PDTBFGTracer", 0.25
DamageFactor "PlayerDevBall", 0.125
DamageFactor "PlayerDevBall2", 0.125
DamageFactor "PlayerDTBFGRailgunSlug", 0.125
DamageFactor "PlayerDevTracer", 0.125
DamageFactor "Legendary", 0.0
DamageFactor "LegendaryPlayer", 0.3
DamageFactor "LegendaryGuru", 0.0
DamageFactor "LegendaryGuruPlayer", 0.3
DamageFactor "DBFG10K2", 0.65
DamageFactor "PlayerDBFG10K2", 0.65
DamageFactor "DBFG2", 0.65
DamageFactor "PlayerDBFG2", 0.65
DamageFactor "PlayerDTRG", 0.5
DamageFactor "CerChainguns", 0.0
DamageFactor 0.65
Species "SpecOps"
SeeSound "SpecOpsZombie/Sight"
ActiveSound "SpecOpsZombie/Active"
PainSound "SpecOpsZombie/Pain"
DeathSound "SpecOpsZombie/Death"
Obituary "%o was gunned down by a Legendary Spec Ops Zombie."
DropItem "LegendaryBossLifeEssence" 256
DropItem "LegendaryBossArmorBonusMax" 256
DropItem "LegendaryBossLifeEssence" 128
DropItem "LegendaryBossArmorBonusMax" 128
Tag "\c[z3]Legendary Spec Ops Machinegunner\c-"
+NOKILLSCRIPTS
-BOSS
-BOSSDEATH
States
{
  Spawn:
    LPE2 A 10 Bright A_Look
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
    Loop
  See:
	TNT1 A 0 A_JumpIfTargetInLOS("See2")
	LPE2 ABCD 4 A_Chase
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	Loop
  See2:
    LPE2 A 0 A_TakeInventory("ZSpecOpAggressive", 1)
    LPE2 A 0 A_TakeInventory("ZSpecOpSnipe", 1)
    LPE2 A 0 A_TakeInventory("ZSpecOpWander", 1)
    LPE2 A 0 A_TakeInventory("ZSpecOpCreep", 1)
    LPE2 A 0 A_TakeInventory("ZSpecOpFlee", 1)
    LPE2 A 0 A_ChangeFlag("MissileMore", 0)
    LPE2 A 0 A_ChangeFlag("MissileEvenMore", 0)
    LPE2 A 0 A_ChangeFlag("AvoidMelee", 0)
    LPE2 A 0 A_ChangeFlag("Frightened", 0)
    LPE2 A 0 A_GiveInventory("ZSpecOpsMSitRep", 1)
    LPE2 A 0 A_JumpIfInventory("ZSpecOpAggressive", 1, "AggressiveSwitch")
    LPE2 A 0 A_JumpIfInventory("ZSpecOpSnipe", 1, "SnipeSwitch")
    LPE2 A 0 A_JumpIfInventory("ZSpecOpWander", 1, "WanderSwitch")
    LPE2 A 0 A_JumpIfInventory("ZSpecOpCreep", 1, "CreepSwitch")
    LPE2 A 0 A_JumpIfInventory("ZSpecOpFlee", 1, "FleeSwitch")
  AggressiveSwitch:
    LPE2 A 0 A_ChangeFlag("MissileMore", 1)
    LPE2 A 0 A_ChangeFlag("MissileEvenMore", 1)
    Goto AggressiveSee
  AggressiveSee:
    LPE2 A 3 A_Chase("", "AggressiveMissile")
    LPE2 A 0 A_JumpIfHealthLower(50, "See")
    LPE2 A 0 A_Jump(32, 2)
    LPE2 A 0 A_JumpIfCloser(768, 1)
    Goto See
    LPE2 A 3 A_Chase("", "AggressiveMissile")
    LPE2 A 0 A_JumpIfHealthLower(50, "See")
    LPE2 A 0 A_Jump(32, 2)
    LPE2 A 0 A_JumpIfCloser(768, 1)
    Goto See
    LPE2 B 3 A_Chase("", "AggressiveMissile")
    LPE2 B 0 A_JumpIfHealthLower(50, "See")
    LPE2 B 0 A_Jump(32, 2)
    LPE2 B 0 A_JumpIfCloser(768, 1)
    Goto See
    LPE2 B 3 A_Chase("", "AggressiveMissile")
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    LPE2 B 0 A_JumpIfHealthLower(50, "See")
    LPE2 B 0 A_Jump(32, 2)
    LPE2 B 0 A_JumpIfCloser(768, 1)
    Goto See
    LPE2 C 3 A_Chase("", "AggressiveMissile")
    LPE2 C 0 A_JumpIfHealthLower(50, "See")
    LPE2 C 0 A_Jump(32, 2)
    LPE2 C 0 A_JumpIfCloser(768, 1)
    Goto See
    LPE2 C 3 A_Chase("", "AggressiveMissile")
    LPE2 C 0 A_JumpIfHealthLower(50, "See")
    LPE2 C 0 A_Jump(32, 2)
    LPE2 C 0 A_JumpIfCloser(768, 1)
    Goto See
    LPE2 D 3 A_Chase("", "AggressiveMissile")
    LPE2 D 0 A_JumpIfHealthLower(50, "See")
    LPE2 D 0 A_Jump(32, 2)
    LPE2 D 0 A_JumpIfCloser(768, 1)
    Goto See
    LPE2 D 3 A_Chase("", "AggressiveMissile")
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    LPE2 D 0 A_JumpIfHealthLower(50, "See")
    LPE2 D 0 A_Jump(32, 2)
    LPE2 D 0 A_JumpIfCloser(768, 1)
    Goto See
    LPE2 A 0
    Loop
  Missile:
  AggressiveMissile:
    LPE2 EEE 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
    LPE2 F 0 A_Jump(32, "AggressiveSee")
    LPE2 F 0 A_Jump(192, 2)
    LPE2 F 0 A_MonsterRefire(40, "AggressiveSee")
    LPE2 F 0
    Goto AggressiveMissile+3
  SnipeSwitch:
    LPE2 A 0 A_ChangeFlag("MissileMore", 1)
    LPE2 A 0 A_ChangeFlag("MissileEvenMore", 1)
    Goto SnipeSee
  SnipeSee:
    LPE2 E 0 A_Chase("", "SnipeMissile", 17)
    LPE2 EEEE 2 A_FaceTarget
    LPE2 E 0 A_JumpIfCloser(384, "See")
    LPE2 E 0 A_CheckSight("SnipeIdle")
    Loop
  SnipeIdle:
    LPE2 E 0 A_ClearTarget
    LPE2 E 1 A_LookEx(10, 0, 0, 0, 360, "SnipeSee")
    Goto SnipeIdle+1
  SnipeMissile:
    LPE2 E 0 A_Jump(128, 2)
    LPE2 E 1 A_FaceTarget
    LPE2 E 0 A_Jump(128, 2)
    LPE2 E 1 A_FaceTarget
    LPE2 E 0 A_Jump(128, 2)
    LPE2 E 1 A_FaceTarget
    LPE2 E 0 A_Jump(128, 2)
    LPE2 E 1 A_FaceTarget
    LPE2 E 0 A_Jump(128, 2)
    LPE2 E 1 A_FaceTarget
    LPE2 E 0 A_Jump(128, 2)
    LPE2 E 1 A_FaceTarget
    LPE2 E 0 A_Jump(128, 2)
    LPE2 E 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(6,4,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 1 A_FaceTarget
    LPE2 E 0 A_Jump(192, "SnipeSee")
    LPE2 E 0 A_MonsterRefire(40, "SnipeSee")
    Loop
  WanderSwitch:
    LPE2 A 0 A_ClearTarget
    Goto WanderSee
  WanderSee:
    LPE2 A 2 A_Wander
    LPE2 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    LPE2 A 2 A_Wander
    LPE2 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    LPE2 B 2 A_Wander
    LPE2 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    LPE2 B 2 A_Wander
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    LPE2 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    LPE2 C 2 A_Wander
    LPE2 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    LPE2 C 2 A_Wander
    LPE2 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    LPE2 D 2 A_Wander
    LPE2 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    LPE2 D 2 A_Wander
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    LPE2 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    Loop
  CreepSwitch:
    LPE2 A 0 A_ChangeFlag("MissileMore", 1)
    LPE2 A 0 A_ChangeFlag("AvoidMelee", 1)
    Goto CreepSee
  CreepSee:
    LPE2 A 0 A_CheckSight("CreepCheck")
    LPE2 A 0 A_JumpIfHealthLower(50, "See")
    LPE2 AABB 3 A_Chase("", "CreepMissile", 2)
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	LPE2 CCDD 3 A_Chase("", "CreepMissile", 2)
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    Loop
  CreepCheck:
    LPE2 A 0 A_Jump(32, "See")
    Goto CreepSee+1
  CreepMissile:
    LPE2 EEE 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
    LPE2 F 0 A_Jump(32, "CreepSee")
    LPE2 F 0 A_MonsterRefire(40, "CreepSee")
    Goto CreepMissile+4
  FleeSwitch:
    LPE2 A 0 A_ChangeFlag("Frightened", 1)
    Goto FleeSee
  FleeSee:
    LPE2 AABB 2 A_Chase("", "FleeMissile")
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	LPE2 CCDD 2 A_Chase("", "FleeMissile")
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    LPE2 A 0 A_JumpIfCloser(768, 1)
    Goto See
    SPE2 A 0
    Loop
  FleeMissile:
    LPE2 EE 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3)
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
	TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
    LPE2 E 2 A_FaceTarget
    Goto FleeSee
  Pain:
    LPE2 G 4
    LPE2 G 4 A_Pain
    LPE2 G 0 A_Jump(96, "See")
    Goto WhatPainState
  WhatPainState:
    LPE2 G 0 A_JumpIfInventory("ZSpecOpAggressive", 1, "AggressiveSee")
    LPE2 G 0 A_JumpIfInventory("ZSpecOpSnipe", 1, "SnipeSee")
    LPE2 G 0 A_JumpIfInventory("ZSpecOpWander", 1, "WanderSee")
    LPE2 G 0 A_JumpIfInventory("ZSpecOpCreep", 1, "CreepSee")
    LPE2 G 0 A_JumpIfInventory("ZSpecOpFlee", 1, "FleeSee")
    Goto AggressiveSee
  Death:
    LPE2 H 5
    LPE2 I 5 A_Scream
    LPE2 J 5
    LPE2 K 5 A_NoBlocking
    LPE2 L -1
	Stop
  XDeath:
	LPE2 O 3 A_SpawnItemEx("BlueGibbedGenerator",0,0,0,0,0,0,0,128,0)
    LPE2 P 3 A_XScream
    LPE2 R 3 A_Fall
    LPE2 STUV 3 
    LPE2 W -1 
    Stop
	}
}

Actor TrueLegendarySpecOpsMachinegunner : LegendarySpecOpsMachinegunner
{
Health 1350
DamageFactor "PlayerNemesisPlasma", 0.4
DamageFactor "LegMind", 0.0
DamageFactor "VileFires", 0.0
DamageFactor "Baby15K", 0.0
DamageFactor "SoulToxic", 0.0
DamageFactor "BombBreath", 0.0
DamageFactor "CacoComet", 0.0
DamageFactor "CadaverRocket", 0.0
DamageFactor "BeheComet", 0.0
DamageFactor "NobleComet", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "Hell", 0.0
DamageFactor "PlayerDevTracer", 0.120
DamageFactor "Legendary", 0.0
DamageFactor "LegendaryGuru", 0.0
DamageFactor "LegendaryPlayer", 0.3
DamageFactor "LegendaryGuruPlayer", 0.3
DamageFactor "LACGrenade", 0.0
DamageFactor "UltimateLegendary", 0.0
DamageFactor "TrueLegendaryDamage", 0.0
DamageFactor "TrueLegendaryPlayer", 0.0
DamageFactor 0.45
Obituary "%o was gunned down by a True Legendary Spec Ops Zombie."
DropItem "LegendaryBossLifeEssence" 256
DropItem "LegendaryBossArmorBonusMax" 256
DropItem "LegendaryBossLifeEssence" 128
DropItem "LegendaryBossArmorBonusMax" 128
Tag "\c[l5]True\c- \c[z3]Legendary Spec Ops Machinegunner\c-"
States
  {
  Spawn:
    TPE2 A 10 Bright A_Look
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
    Loop
  See:
	TNT1 A 0 A_JumpIfTargetInLOS("See2")
	TPE2 ABCD 4 A_Chase
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	Loop
  See2:
    TPE2 A 0 A_TakeInventory("ZSpecOpAggressive", 1)
    TPE2 A 0 A_TakeInventory("ZSpecOpSnipe", 1)
    TPE2 A 0 A_TakeInventory("ZSpecOpWander", 1)
    TPE2 A 0 A_TakeInventory("ZSpecOpCreep", 1)
    TPE2 A 0 A_TakeInventory("ZSpecOpFlee", 1)
    TPE2 A 0 A_ChangeFlag("MissileMore", 0)
    TPE2 A 0 A_ChangeFlag("MissileEvenMore", 0)
    TPE2 A 0 A_ChangeFlag("AvoidMelee", 0)
    TPE2 A 0 A_ChangeFlag("Frightened", 0)
    TPE2 A 0 A_GiveInventory("ZSpecOpsMSitRep", 1)
    TPE2 A 0 A_JumpIfInventory("ZSpecOpAggressive", 1, "AggressiveSwitch")
    TPE2 A 0 A_JumpIfInventory("ZSpecOpSnipe", 1, "SnipeSwitch")
    TPE2 A 0 A_JumpIfInventory("ZSpecOpWander", 1, "WanderSwitch")
    TPE2 A 0 A_JumpIfInventory("ZSpecOpCreep", 1, "CreepSwitch")
    TPE2 A 0 A_JumpIfInventory("ZSpecOpFlee", 1, "FleeSwitch")
  AggressiveSwitch:
    TPE2 A 0 A_ChangeFlag("MissileMore", 1)
    TPE2 A 0 A_ChangeFlag("MissileEvenMore", 1)
    Goto AggressiveSee
  AggressiveSee:
    TPE2 A 3 A_Chase("", "AggressiveMissile")
    TPE2 A 0 A_JumpIfHealthLower(50, "See")
    TPE2 A 0 A_Jump(32, 2)
    TPE2 A 0 A_JumpIfCloser(768, 1)
    Goto See
    TPE2 A 3 A_Chase("", "AggressiveMissile")
    TPE2 A 0 A_JumpIfHealthLower(50, "See")
    TPE2 A 0 A_Jump(32, 2)
    TPE2 A 0 A_JumpIfCloser(768, 1)
    Goto See
    TPE2 B 3 A_Chase("", "AggressiveMissile")
    TPE2 B 0 A_JumpIfHealthLower(50, "See")
    TPE2 B 0 A_Jump(32, 2)
    TPE2 B 0 A_JumpIfCloser(768, 1)
    Goto See
    TPE2 B 3 A_Chase("", "AggressiveMissile")
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    TPE2 B 0 A_JumpIfHealthLower(50, "See")
    TPE2 B 0 A_Jump(32, 2)
    TPE2 B 0 A_JumpIfCloser(768, 1)
    Goto See
    TPE2 C 3 A_Chase("", "AggressiveMissile")
    TPE2 C 0 A_JumpIfHealthLower(50, "See")
    TPE2 C 0 A_Jump(32, 2)
    TPE2 C 0 A_JumpIfCloser(768, 1)
    Goto See
    TPE2 C 3 A_Chase("", "AggressiveMissile")
    TPE2 C 0 A_JumpIfHealthLower(50, "See")
    TPE2 C 0 A_Jump(32, 2)
    TPE2 C 0 A_JumpIfCloser(768, 1)
    Goto See
    TPE2 D 3 A_Chase("", "AggressiveMissile")
    TPE2 D 0 A_JumpIfHealthLower(50, "See")
    TPE2 D 0 A_Jump(32, 2)
    TPE2 D 0 A_JumpIfCloser(768, 1)
    Goto See
    TPE2 D 3 A_Chase("", "AggressiveMissile")
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    TPE2 D 0 A_JumpIfHealthLower(50, "See")
    TPE2 D 0 A_Jump(32, 2)
    TPE2 D 0 A_JumpIfCloser(768, 1)
    Goto See
    LPE2 A 0
    Loop
  Missile:
  AggressiveMissile:
    TPE2 EEE 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("TLegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    TPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    TPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    TPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    TPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    TPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    TPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    TPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    TPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    TPE2 E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("TLegZombieStrafing2",1)
    TPE2 F 0 A_Jump(32, "AggressiveSee")
    TPE2 F 0 A_Jump(192, 2)
    TPE2 F 0 A_MonsterRefire(40, "AggressiveSee")
    TPE2 F 0
    Goto AggressiveMissile+3
  SnipeSwitch:
    TPE2 A 0 A_ChangeFlag("MissileMore", 1)
    TPE2 A 0 A_ChangeFlag("MissileEvenMore", 1)
    Goto SnipeSee
  SnipeSee:
    TPE2 E 0 A_Chase("", "SnipeMissile", 17)
    TPE2 EEEE 2 A_FaceTarget
    TPE2 E 0 A_JumpIfCloser(384, "See")
    TPE2 E 0 A_CheckSight("SnipeIdle")
    Loop
  SnipeIdle:
    TPE2 E 0 A_ClearTarget
    TPE2 E 1 A_LookEx(10, 0, 0, 0, 360, "SnipeSee")
    Goto SnipeIdle+1
  SnipeMissile:
    TPE2 E 0 A_Jump(128, 2)
    TPE2 E 1 A_FaceTarget
    TPE2 E 0 A_Jump(128, 2)
    TPE2 E 1 A_FaceTarget
    TPE2 E 0 A_Jump(128, 2)
    TPE2 E 1 A_FaceTarget
    TPE2 E 0 A_Jump(128, 2)
    TPE2 E 1 A_FaceTarget
    TPE2 E 0 A_Jump(128, 2)
    TPE2 E 1 A_FaceTarget
    TPE2 E 0 A_Jump(128, 2)
    TPE2 E 1 A_FaceTarget
    TPE2 E 0 A_Jump(128, 2)
    TPE2 E 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("TLegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    TPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    TPE2 F 1 Bright A_CustomBulletAttack(6,4,1,Random(1,5)*3,"LegModdedBulletPuff")
    TPE2 E 1 A_FaceTarget
    TPE2 E 0 A_Jump(192, "SnipeSee")
    TPE2 E 0 A_MonsterRefire(40, "SnipeSee")
    Loop
  WanderSwitch:
    TPE2 A 0 A_ClearTarget
    Goto WanderSee
  WanderSee:
    TPE2 A 2 A_Wander
    TPE2 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    TPE2 A 2 A_Wander
    TPE2 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    TPE2 B 2 A_Wander
    TPE2 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    TPE2 B 2 A_Wander
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    TPE2 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    TPE2 C 2 A_Wander
    TPE2 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    TPE2 C 2 A_Wander
    TPE2 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    TPE2 D 2 A_Wander
    TPE2 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    TPE2 D 2 A_Wander
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    TPE2 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    Loop
  CreepSwitch:
    TPE2 A 0 A_ChangeFlag("MissileMore", 1)
    TPE2 A 0 A_ChangeFlag("AvoidMelee", 1)
    Goto CreepSee
  CreepSee:
    TPE2 A 0 A_CheckSight("CreepCheck")
    TPE2 A 0 A_JumpIfHealthLower(50, "See")
    TPE2 AABB 3 A_Chase("", "CreepMissile", 2)
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TPE2 CCDD 3 A_Chase("", "CreepMissile", 2)
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    Loop
  CreepCheck:
    TPE2 A 0 A_Jump(32, "See")
    Goto CreepSee+1
  CreepMissile:
    TPE2 EEE 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("TLegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    TPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    TPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    TPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    TPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    TPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    TPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    TPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    TPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    TPE2 E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("TLegZombieStrafing2",1)
    TPE2 F 0 A_Jump(32, "CreepSee")
    TPE2 F 0 A_MonsterRefire(40, "CreepSee")
    Goto CreepMissile+4
  FleeSwitch:
    TPE2 A 0 A_ChangeFlag("Frightened", 1)
    Goto FleeSee
  FleeSee:
    TPE2 AABB 2 A_Chase("", "FleeMissile")
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TPE2 CCDD 2 A_Chase("", "FleeMissile")
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    TPE2 A 0 A_JumpIfCloser(768, 1)
    Goto See
    SPE2 A 0
    Loop
  FleeMissile:
    TPE2 EE 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("TLegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    TPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    TPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    TPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    TPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    TPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    TPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    TPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    TPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    TPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    TPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    TPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    TPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    TPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    TPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    TPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    TPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    TPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    TPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    TPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    TPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3)
    TPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    TPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    TPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    TPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    TPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    TPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    TPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    TPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    TPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    TPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    TPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    TPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    TPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    TPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    TPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
	TNT1 A 0 A_GiveInventory("TLegZombieStrafing2",1)
    TPE2 E 2 A_FaceTarget
    Goto FleeSee
  Pain:
    TPE2 G 4
    TPE2 G 4 A_Pain
    TPE2 G 0 A_Jump(96, "See")
    Goto WhatPainState
  WhatPainState:
    TPE2 G 0 A_JumpIfInventory("ZSpecOpAggressive", 1, "AggressiveSee")
    TPE2 G 0 A_JumpIfInventory("ZSpecOpSnipe", 1, "SnipeSee")
    TPE2 G 0 A_JumpIfInventory("ZSpecOpWander", 1, "WanderSee")
    TPE2 G 0 A_JumpIfInventory("ZSpecOpCreep", 1, "CreepSee")
    TPE2 G 0 A_JumpIfInventory("ZSpecOpFlee", 1, "FleeSee")
    Goto AggressiveSee
  Death:
    TPE2 H 5
    TPE2 I 5 A_Scream
    TPE2 J 5
    TPE2 K 5 A_NoBlocking
    TPE2 L -1
	Stop
  XDeath:
	TPE2 O 3 A_SpawnItemEx("BlueGibbedGenerator",0,0,0,0,0,0,0,128,0)
    TPE2 P 3 A_XScream
    TPE2 R 3 A_Fall
    TPE2 STUV 3 
    TPE2 W -1 
    Stop
  }
}