ACTOR StoneLegendaryCommando : LegendaryCommando
{
//Creator: GDWolf
//Origin: Complex Doom Very Strong Monsters
//Sprite: STL3/STL4
//Title: "Stone Legendary Commando"
Health 2530
Speed 15
BloodColor "None"
BloodType "StoneBitsSpawner"
DropItem "HandGrenadeAmmo" 235 2
DropItem "MineAmmo" 235 2
DropItem "Backpack" 198 1
DropItem "LDemonAmmo" 250
DropItem "LDemonAmmoBox" 200
DropItem "CannonGunSphere" 200 1
DropItem "LegAmmoSphere" 108 1
DropItem "LegendaryArmor" 105 1
DropItem "Legendary Plasmatic Cannon" 180 1
DropItem "PortableLegendarySphere" 128 1
DropItem "LegendaryRune" 60 1
DropItem "LegendaryPowerShard" 50 1
DamageFactor 0.4
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
Tag "\c[o6]Stone \c[z3]Legendary Commando\c-"
Obituary "%o was stoned to death by a Stone Legendary Commando."
//+NOBLOODDECALS
States
{
  Spawn:
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
    STL3 A 10 Bright A_Look
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	STL4 A 10 Bright A_Look
    Loop
  See:
    TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,18)
	TNT1 A 0 A_SetUserVar("user_music",1)
    STL3 A 0 A_JumpIfTargetInLOS("Strafing")
    STL3 AABB 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
    TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	STL3 A 0 A_JumpIfTargetInLOS("Strafing")
	STL3 CCDD 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	STL3 A 0 A_Jump(80,"Rush")
    TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
    Loop
  Rush:
    STL3 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("StoneLegCommandoGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	STL3 A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("StoneLegCommandoGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	STL3 A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("StoneLegCommandoGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	STL3 B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("StoneLegCommandoGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	STL3 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("StoneLegCommandoGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	STL3 C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("StoneLegCommandoGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	STL3 C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("StoneLegCommandoGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	STL3 D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("StoneLegCommandoGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	STL3 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)
	STL3 AA 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	STL3 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)
    STL3 CC 3 Bright A_GiveInventory("LegZombieStrafing2",1)	
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	STL3 DD 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	Goto See
  Pause:
	STL3 EEEEE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	Goto See	
  Missile:
    TNT1 A 0 A_SetShootable
    TNT1 A 0 A_UnsetInvulnerable
    TNT1 A 0 A_SetTranslucent(1)
    TNT1 A 0 A_Jump(88,"Combo","Grenades","LegendaryStar")
  Normal:
	STL3 EEEE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	STL3 E 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("StoneLegCommanderProj",32,0,0)
	STL3 F 3 Bright A_PlaySoundEx("legendarycannon/fire","Weapon")
	TNT1 A 0 A_Jump(24,"Pause")
	TNT1 A 0 A_SpidRefire
	Goto Normal+3
  Combo:
	STL3 E 0 A_SetInvulnerable
	STL3 E 0 A_PlaySound("superzombie/sight")
	STL3 E 1 Bright A_FaceTarget
	STL3 EEEE 3 Bright A_GiveInventory("LegZombieStrafing3",1)
	LEGW A 0 A_PlayWeaponSound("legendarycannon/charge")
	STL3 EEEEE 3 Bright A_GiveInventory("LegZombieStrafing3",1)
	STL3 E 0 A_UnSetInvulnerable
	TNT1 A 0 A_CustomMissile("StoneLegCommanderBall",32,0,random(-2,2))
	STL3 FE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("StoneLegCommanderBall",32,0,random(-2,2))
	STL3 FE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("StoneLegCommanderBall",32,0,random(-2,2))
	STL3 FE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("StoneLegCommanderBall",32,0,random(-2,2))
	STL3 FE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("StoneLegCommanderBall",32,0,random(-2,2))
	STL3 FE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("StoneLegCommanderBall",32,0,random(-2,2))
	STL3 FE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("StoneLegCommanderBall",32,0,random(-2,2))
	STL3 FE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("StoneLegCommanderBall",32,0,random(-2,2))
	STL3 FE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("StoneLegCommanderBall",32,0,random(-2,2))
	STL3 FE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("StoneLegCommanderBall",32,0,random(-2,2))
	STL3 FE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	STL3 EEEEEE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_Jump(80,"Grenades")
	Goto See
  Grenades:
	STL3 EEEEEEEE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	STL3 EEE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_GiveInventory("LegZombieStrafing2",1)
	STL3 F 3 Bright A_CustomMissile("StoneLegFlyingGrenade",32,0,0)
	STL3 EEE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_GiveInventory("LegZombieStrafing2",1)
	STL3 F 3 Bright A_CustomMissile("StoneLegFlyingGrenade",32,0,0)
	STL3 EEE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_GiveInventory("LegZombieStrafing2",1)
	STL3 F 3 Bright A_CustomMissile("StoneLegFlyingGrenade",32,0,0)
	STL3 EEE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_GiveInventory("LegZombieStrafing2",1)
	STL3 F 3 Bright A_CustomMissile("StoneLegFlyingGrenade",32,0,0)
	STL3 EEE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_GiveInventory("LegZombieStrafing2",1)
	STL3 F 3 Bright A_CustomMissile("StoneLegFlyingGrenade",32,0,0)
	STL3 EEE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_GiveInventory("LegZombieStrafing2",1)
	STL3 F 3 Bright A_CustomMissile("StoneLegFlyingGrenade",32,0,0)	
	Goto See
  LegendaryStar:
	STL3 E 0 A_SetInvulnerable
	STL3 E 0 A_PlaySound("superzombie/sight")
	STL3 E 1 Bright A_FaceTarget
	STL3 EEEE 3 Bright A_GiveInventory("LegZombieStrafing3",1)
	LEGW A 0 A_PlayWeaponSound("star/load3")
	STL3 EEEEE 3 Bright A_GiveInventory("LegZombieStrafing3",1)
	STL3 E 0 A_UnSetInvulnerable
	STL3 F 0 A_PlayWeaponSound("star/fire")
	STL3 F 7 Bright A_CustomMissile("StoneLegCommandoBlueStar",32,0,0)
	STL3 E 8 Bright A_FaceTarget
	Goto See
  Pain:
	TNT1 A 0 A_Jump(20,"Protection")
	TNT1 A 0 A_Jump(192,"PainMissile")
	STL3 G 3 Bright
	STL3 G 3 Bright A_Pain
	Goto See
  PainMissile:
	STL3 G 3 Bright
	STL3 G 3 Bright A_Pain
	Goto Missile	
  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
	STL3 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 A_Jump(36,"LegendarySoul")
    TNT1 A 0 A_StopSound(6)
	STL3 H 5 A_Scream
    STL3 I 5 A_Fall
    STL3 J 5 A_SpawnItem("BodyCrash",0,0,0,0)
    STL3 KLM 5
	TNT1 A 0 A_Jump(64,3)
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("SignetAvaliableTokensCheck") == 2,2)
	TNT1 A 0 A_JumpIfInTargetInventory("SignetActiveToken",1,"SignetResurrect")
    STL3 N -1 
	Stop
  SignetResurrect:
    TNT1 A 0 A_GiveToTarget("ResurrectedMonsters",1)
	TNT1 A 0 Thing_ChangeTID(0,ACS_NamedExecuteWithResult("SignetTargetID")+699)
    STL3 N 100 A_ChangeFlag(FRIENDLY,1)
	STL3 N 200 A_SpawnItem("SignetRessurectionFire")
	STL3 N 40 Bright A_SpawnItem("SignetRessurectionFlame")
    STL3 MLKJIH 15 Bright
	TNT1 A 1 A_SpawnItemEx("FriendlyStoneLegendaryCommando",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0,tid-2-699)
	Stop
  LegendarySoul:
    TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	STL3 H 5 A_Scream
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
    STL3 I 5 A_Fall
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
    STL3 J 5 A_SpawnItem("BodyCrash",0,0,0,0)
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
    STL3 K 5 
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
    STL3 L 5
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
    STL3 M 5
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	STL3 N 140
	STL3 N 0 A_PlaySoundEx("brain/spit","Voice",0,2)
	STL3 NNNNNNNNNNNNNNNNN 2 Bright A_GiveInventory("LegSoulEvent",1)
	STL3 NNNNNNNNNNNNNNNNN 2 Bright A_GiveInventory("LegSoulEvent",1)
	STL3 NNNNNNNNNNNNNNNNN 2 Bright A_GiveInventory("LegSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("INFLegendarySoul",0,0,16,0,0,0,0,32)
	TNT1 A 0 A_SpawnItemEx("TeleportFog",0,0,16,0,0,0,0,32)
	STL3 N -1
	Stop	
  XDeath:
    TNT1 A 0 A_StopSound(6)
	STL3 O 3 A_SpawnItemEx("BlueGibbedGenerator",0,0,0,0,0,0,0,128,0)
    STL3 P 3 A_XScream
    STL3 R 3 A_Fall
    STL3 S 3 
    STL3 T -1 
    Stop
    }
}

ACTOR StoneLegCommandoGhost
{
Scale 1.1
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")
    STL3 A 2 A_FadeOut(0.10)
    Wait
    }
}

Actor StoneLegCommanderBall
{
Radius 8
Height 8
Speed 10
Damage 50
Scale 1.5
PROJECTILE
RENDERSTYLE ADD
ALPHA 0.8
DamageType "StoneLegendary"
SeeSound "lrball1/shot"
DeathSound "lrball1/exp"
Decal CacoScorch
+SPAWNSOUNDSOURCE
+SEEKERMISSILE
+FORCERADIUSDMG
+NOTIMEFREEZE
States
{
  Spawn:
    STN1 ABCD 2 Bright A_SpawnItemEx("StoneLegCommanderBallFX",0,0,0,0)
    Loop	
  Death:
	STN1 ABCD 4 Bright A_SpawnItemEx("NemesisWhiteParticleSpawner",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(24,32,0) 
	TNT1 A 0 A_PlaySound("weapons/clrocketexplode")
	TNT1 A 0 A_SpawnItemEx("NemesisWhiteParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
	TNT1 AAA 0 A_CustomMissile("WhiteKaboom", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX4", 0, 0, random(0,360), 2, random(0,360))	
    STN1 EFGHIJKLMNO 3 Bright
    Stop
    }
}

Actor StoneLegCommanderBallFX
{
Radius 2
Height 2
Speed 0
PROJECTILE
RENDERSTYLE ADD
Scale 0.9
ALPHA 0.67
+CLIENTSIDEONLY
+NOINTERACTION
+NOTIMEFREEZE
States
{
   Spawn:
	TNT1 A 0
	TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	S1FX PQ 4 Bright A_FadeOut(0.1)
	Goto Spawn+2
	}
}

Actor StoneLegCommandoBlueStar
{
Radius 12
Height 12
Speed 20
Damage 250
Scale 3.2
PROJECTILE
RENDERSTYLE ADD
ALPHA 0.8
DamageType "StoneLegendary"
DeathSound "star/explode"
Obituary "%o was mechanized by a Stone Legendary Commando that was given a second chance."
Translation "0:255=%[0.00,0.00,0.00]:[2.00,2.00,2.00]"
+SEEKERMISSILE
+EXTREMEDEATH
+SPAWNSOUNDSOURCE
+DONTREFLECT
+PIERCEARMOR
+FOILINVUL
+NOTIMEFREEZE
+BRIGHT
States
{
  Spawn:
	TNT1 A 0 A_SeekerMissile(15,5)
	LRB1 ABCD 2 Bright A_SpawnItemEx("StoneBluestarFX",0,0,0,0)
	TNT1 A 0 A_SeekerMissile(15,5)
	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("WhiteDTech10KShockwave", 0, 0, 15, 0, 0, 0, 0, 128)
	TNT1 A 20 A_SpawnItem("WhiteDTBFGEx",0,-10)
	LRB1 E 3 Bright
	LRB1 FGHIJKLMNO 3 Bright
	Stop
    }
}

Actor WhiteDTBFGEx : BlueDTBFGEx
{
Translation "0:255=%[0.00,0.00,0.00]:[2.00,2.00,2.00]"
States
{
  Spawn:
	LGE5 AAAAAABBBBBBCCCCCCDDDDDD 1 Bright A_CustomMissile("WhiteKaboom", 0, 0, random(0,360), 2, random(0,360))
	LGE5 EF 6 Bright
	Stop
	}
}

Actor WhiteDTech10KShockwave : BlueDTech10KShockwave { Translation "0:255=%[0.00,0.00,0.00]:[2.00,2.00,2.00]" }

ACTOR StoneBluestarFX
{   
Radius 2
Height 2
Speed 0
PROJECTILE
RENDERSTYLE ADD
Scale 2.0
ALPHA 0.67
+CLIENTSIDEONLY
+NOINTERACTION
+NOTIMEFREEZE
States
{
   Spawn:
	TNT1 A 0
	TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	S1FX PQ 3 Bright A_FadeOut(0.1)
	Goto Spawn+2
    }
}

Actor StoneLegCommanderProj
{
Radius 8
Height 10
Speed 70
Damage 65
Scale 0.17
Projectile
BounceCount 2
DeathSound "lrball3/exp"
DamageType "StoneLegendary"
RenderStyle Add
+SEEKERMISSILE 
+RANDOMIZE
+EXTREMEDEATH
+DOOMBOUNCE
+FORCERADIUSDMG
+NOTIMEFREEZE
States
{
  Spawn:
    STN3 A 0
    STN3 A 0 A_SeekerMissile(15,8,SMF_LOOK)
	STN3 AA 1 Bright A_SpawnItemEx("StoneLegCommanderBall3Trail2",0,0,0,0,0,0,0,SXF_CLIENTSIDE)
	STN3 A 0 A_SeekerMissile(1,8,SMF_LOOK)
	STN3 BB 1 Bright A_SpawnItemEx("StoneLegCommanderBall3Trail2",0,0,0,0,0,0,0,SXF_CLIENTSIDE)
	STN3 A 0 A_SeekerMissile(15,8,SMF_LOOK)
	STN3 CC 1 Bright A_SpawnItemEx("StoneLegCommanderBall3Trail2",0,0,0,0,0,0,0,SXF_CLIENTSIDE)
	STN3 A 0 A_SeekerMissile(15,8,SMF_LOOK)
	STN3 DD 1 Bright A_SpawnItemEx("StoneLegCommanderBall3Trail2",0,0,0,0,0,0,0,SXF_CLIENTSIDE)
    loop
  Death:
    TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("NemesisWhiteParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
	TNT1 AAA 0 A_CustomMissile("WhiteKaboom", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX4", 0, 0, random(0,360), 2, random(0,360))
    TNT1 I 8 Bright A_Explode(32,80,0)
    TNT1 J 6 Bright
    TNT1 K 4 Bright
    Stop
  }
}

Actor StoneLegCommanderBall3Trail2
{
RenderStyle Add
Scale 0.15
+NOINTERACTION
+CLIENTSIDEONLY
+NOTIMEFREEZE
States
{
  Spawn:
	TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	TNT1 A 0 A_Jump(256,"Flash1","Flash2","Flash3","Flash4")
  Flash1:
	STN3 A 1 Bright A_FadeOut(0.125)
	Wait
  Flash2:
	STN3 B 1 Bright A_FadeOut(0.125)
	Wait
  Flash3:
	STN3 C 1 Bright A_FadeOut(0.125)
	Wait
  Flash4:
	STN3 D 1 Bright A_FadeOut(0.125)
	Wait  
	}
}

ACTOR StoneLegFlyingGrenade
{
Radius 8
Height 8
Damage 80
Speed 30
Scale 0.7
Projectile
+DOOMBOUNCE
+RANDOMIZE
+CANBOUNCEWATER
+SKYEXPLODE
+FORCERADIUSDMG
+NOTIMEFREEZE
SeeSound "leggreenade/bounce"
DeathSound "weapons/rocklx"
ReactionTime 175
BounceFactor 100
BounceCount 3
DamageType "StoneGeneralTracer"
States
{
  Spawn:
    FL1G AAA 0
	FL1G A 0 A_CountDown
    FL1G A 1 Bright
    FL1G AAA 0
	FL1G A 0 A_CountDown
    FL1G B 1 Bright	
    Loop
  Death:
  	TNT1 A 0
	TNT1 A 0 A_PlayWeaponSound("weapons/rocklx")
	TNT1 A 0 A_SpawnItemEx("LegendaryBlueParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
	TNT1 AAAAAAAA 0 A_SpawnItemEx("BlueKaboom",random(-32,32),random(-40,40),random(8,16),random(-4,4),random(-4,4),random(0,4),0,SXF_TRANSFERPOINTERS)
	TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX4", 0, 0, random(0,360), 2, random(0,360))   
	TNT1 A 0 A_Explode(128,128,0)
	Stop
  }
}