ACTOR ActuallyGoodLegendaryDemolisher : NewLegendarySentient //Replaces LegendaryDemolisher
{
//Creator: High Councilor
//Origin: Nexus Infinity
//Sprite: LDEM
//Title: "Legendary Demolisher"
  Health 8000 //7999
  Speed 20
  PainChance 2
  Mass 0x7FFFFFFF
  DamageFactor 0.4
  -FLOAT
  -NOGRAVITY
  +FLOORCLIP
  +BRIGHT
  Obituary "%o could not flee from the Destruction by the Legendary Demolisher."
  Tag "\c[z3]Legendary Demolisher\c-"
  var int user_music;
  var int user_script;
  var int user_missile;
  var int user_heal;
  States
  {
  Spawn:
	TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	LDEM A 10 Bright A_Look
	Loop
  See:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	//TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,2133,934) //Legendary Sentient
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,2133)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_Jump(100,"Rush")
	TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	LDEM A 3 Bright A_Metal
    LDEM A 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	LDEM BB 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	LDEM C 3 Bright A_Metal
	LDEM C 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	LDEM DD 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	LDEM E 3 Bright A_Metal
	LDEM E 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	LDEM FF 3 Bright A_Chase
    TNT1 A 0 A_Jump(35,"Teleport")
	Loop
  Rush:
	TNT1 A 0 A_Metal
	TNT1 A 0 A_SpawnItemEx("LegendaryDemolisherGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LDEM A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("LegendaryDemolisherGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LDEM A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("LegendaryDemolisherGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LDEM B 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("LegendaryDemolisherGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LDEM B 2 Bright A_Chase
	TNT1 A 0 A_Metal
	TNT1 A 0 A_SpawnItemEx("LegendaryDemolisherGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LDEM C 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("LegendaryDemolisherGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LDEM C 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("LegendaryDemolisherGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LDEM D 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("LegendaryDemolisherGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LDEM D 2 Bright A_Chase
	TNT1 A 0 A_Metal
	TNT1 A 0 A_SpawnItemEx("LegendaryDemolisherGhostE",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LDEM E 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("LegendaryDemolisherGhostE",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LDEM E 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("LegendaryDemolisherGhostF",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LDEM F 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("LegendaryDemolisherGhostF",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LDEM F 2 Bright A_Chase
	TNT1 A 0 A_Jump(25,"Teleport")
	TNT1 A 0 A_Jump(75,"See")		
	Loop
  Teleport:
	LDEM A 1 Bright A_UnSetShootable
	TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx("LegendaryCyberFlameSpawner2")
	LDEM AAAAAAAAAA 1 A_FadeOut(0.1,0)
	LDEM A 2
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA  0 A_Wander
	LDEM A 1 A_PlayWeaponSound("boss/teleport")
	TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx("LegendaryCyberFlameSpawner2")
	LDEM AAAAAAAAAA 1 A_FadeIn(0.1)
	LDEM A 1 Bright A_SetShootable
	Goto See
  Missile:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_Jump(130,"LegBFG9K","LegBFG10K","LegDTBFG10K","Railgun","LegendaryTech","PlasmaCannon")
	TNT1 A 0 A_Jump(100,"LegendaryDevastator","LegendaryBFG","LegendaryStorm","CerebralCommotion","LegendaryDemoLaser","SpinToWin")
  Normal:
    TNT1 A 0 A_JumpIfCloser(1500,1)
	Goto Railgun
  NormalLoop:
	LDEM AAA 2 Bright A_FaceTarget
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegSentientExplosiveTracer",20,-16,frandom(-8,8))
	TNT1 A 0 A_CustomMissile("LegSentientExplosiveTracer",20,16,frandom(-8,8))
	LDEM G 2 Bright A_PlaySound("sentient/fire")
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("YellowShellCasing",10,-12,20,Random(2,6),0,Random(1,3),Random(-90,-80),128)
	TNT1 A 0 A_SpawnItemEx("YellowShellCasing",10,12,20,Random(2,6),0,Random(1,3),Random(80,90),128)
	TNT1 A 0 A_CustomMissile("LegSentientExplosiveTracer",20,-16,frandom(-8,8))
	TNT1 A 0 A_CustomMissile("LegSentientExplosiveTracer",20,16,frandom(-8,8))
	LDEM H 2 Bright A_PlaySound("sentient/fire")
	TNT1 A 0 A_Jump(6,"See","Missile")
    TNT1 A 0 A_SpidRefire
	Goto NormalLoop+3
  LegBFG9K:
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	LDEM TTTTT 4 Bright A_FaceTarget(45)
	LDEM U 8 Bright A_CustomMissile("LegDemoBFG9500Ball",40,0,0)
	LDEM T 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	LDEM TTTTT 4 Bright A_FaceTarget(45)
	TNT1 A 0 A_CustomMissile("LegDemoBFG15KBall2",40,0,-3)
	TNT1 A 0 A_CustomMissile("LegDemoBFG15KBall",40,0,3)
	LDEM U 8 Bright A_CustomMissile("LegDemoBFG9500Ball",40,0,0)
	LDEM T 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	LDEM TTTTT 5 Bright A_FaceTarget(45)
	TNT1 A 0 A_CustomMissile("LegDemoBFG15KBall2",40,0,-6)
	TNT1 A 0 A_CustomMissile("LegDemoBFG15KBall",40,0,6)
	TNT1 A 0 A_CustomMissile("LegDemoBFG15KBall2",40,0,-3)
	TNT1 A 0 A_CustomMissile("LegDemoBFG15KBall",40,0,3)
	LDEM U 8 Bright A_CustomMissile("LegDemoBFG9500Ball",40,0,0)
	LDEM T 4 Bright A_FaceTarget
	Goto See
  LegBFG10K:
	TNT1 A 0
	TNT1 A 0 A_PlaySound("weapons/charge15k",CHAN_WEAPON)
	LDEM TTTTTTT 5 Bright A_FaceTarget(45)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  LegBFG10KLoop:
	TNT1 A 0 A_JumpIf(user_missile >= Random(30,60),"LegBFG10KEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire",CHAN_WEAPON)
	LDEM U 2 Bright A_CustomMissile("LegendarySentient10KProjectile",40,0,random(-4,4)) 
	LDEM T 2 Bright A_FaceTarget
	Loop
  LegBFG10KEnd:
	LDEM T 20 Bright A_PlaySound("weapons/bfg15kcooldown",6)
	TNT1 A 0 A_Jump(48,"LegDTBFG10K")
	Goto See
  LegDTBFG10K:
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_JumpIf(user_missile >= 4,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	LDEM TTTTTTTTTT 2 Bright A_FaceTarget
	LDEM U 20 Bright A_CustomMissile("LegSentientDTBFGBall",30,0,random(-5,5))
/*
	LDEM T 1 Bright A_UnSetShootable
	TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx("LegendaryCyberFlameSpawner2")
	LDEM TTTTTTTTTT 1 A_FadeOut(0.1,0)
	LDEM T 2
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA  0 A_Wander
	LDEM T 1 A_PlayWeaponSound("boss/teleport")
	TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx("LegendaryCyberFlameSpawner2")
	LDEM TTTTTTTTTT 1 A_FadeIn(0.1)
	LDEM T 1 Bright A_SetShootable
*/
	Goto LegDTBFG10K+1
  Railgun:
    TNT1 A 0 A_PlaySound("weapons/rgcharge")
    LDEM TTTT 4 Bright A_FaceTarget
    LDEM U 6 Bright A_CustomMissile("LegDemolisherRail",40,0,Random(2,-2))
	LDEM TTT 4 Bright A_FaceTarget
    LDEM U 6 Bright A_CustomMissile("LegDemolisherRail",40,0,Random(2,-2))
	LDEM T 1 Bright A_UnSetShootable
	TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx("LegendaryCyberFlameSpawner2")
	LDEM TTTTTTTTTT 1 A_FadeOut(0.1,0)
	LDEM T 2
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA  0 A_Wander
	LDEM T 1 A_PlayWeaponSound("boss/teleport")
	TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx("LegendaryCyberFlameSpawner2")
	LDEM TTTTTTTTTT 1 A_FadeIn(0.1)
	LDEM T 1 Bright A_SetShootable
	LDEM TT 5 Bright A_FaceTarget
	LDEM T 9 Bright A_FaceTarget
    LDEM U 9 Bright A_CustomMissile("LegDemolisherRail",40,0,Random(2,-2))
	LDEM TT 5 Bright A_FaceTarget
	LDEM T 8 Bright A_FaceTarget
    LDEM U 8 Bright A_CustomMissile("LegDemolisherRail",40,0,Random(2,-2))
	LDEM TT 4 Bright A_FaceTarget
	LDEM T 7 Bright A_FaceTarget
    LDEM U 7 Bright A_CustomMissile("LegDemolisherRail",40,0,Random(2,-2))
	LDEM TT 4 Bright A_FaceTarget
	LDEM T 6 Bright A_FaceTarget
    LDEM U 6 Bright A_CustomMissile("LegDemolisherRail",40,0,Random(2,-2))
	LDEM TT 3 Bright A_FaceTarget
	LDEM T 5 Bright A_FaceTarget
    LDEM U 5 Bright A_CustomMissile("LegDemolisherRail",40,0,Random(2,-2))
	LDEM TT 3 Bright A_FaceTarget
	LDEM T 4 Bright A_FaceTarget
    LDEM U 4 Bright A_CustomMissile("LegDemolisherRail",40,0,Random(2,-2))
	LDEM TT 2 Bright A_FaceTarget
	LDEM T 3 Bright A_FaceTarget
    LDEM U 3 Bright A_CustomMissile("LegDemolisherRail",40,0,Random(2,-2))
	LDEM TT 2 Bright A_FaceTarget
	LDEM T 2 Bright A_FaceTarget
    LDEM U 2 Bright A_CustomMissile("LegDemolisherRail",40,0,Random(2,-2))
	LDEM T 1 Bright A_UnSetShootable
	TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx("LegendaryCyberFlameSpawner2")
	LDEM TTTTTTTTTT 1 A_FadeOut(0.1,0)
	LDEM T 2
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA  0 A_Wander
	LDEM T 1 A_PlayWeaponSound("boss/teleport")
	TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx("LegendaryCyberFlameSpawner2")
	LDEM TTTTTTTTTT 1 A_FadeIn(0.1)
    TNT1 A 0 A_PlaySound("weapons/rgcharge")
    LDEM TTTT 5 Bright A_FaceTarget
	LDEM T 6 Bright A_FaceTarget
	LDEM U 6 Bright A_CustomMissile("LegDemolisherRail",40,0,Random(2,-2))
	LDEM T 6 Bright A_FaceTarget
	LDEM U 5 Bright A_CustomMissile("LegDemolisherRail",40,0,Random(2,-2))
	LDEM T 5 Bright A_FaceTarget
	LDEM U 4 Bright A_CustomMissile("LegDemolisherRail",40,0,Random(2,-2))
	LDEM T 4 Bright A_FaceTarget
	LDEM U 3 Bright A_CustomMissile("LegDemolisherRail",40,0,Random(2,-2))
	LDEM T 3 Bright A_FaceTarget
	LDEM U 2 Bright A_CustomMissile("LegDemolisherRail",40,0,Random(2,-2))
	LDEM T 2 Bright A_FaceTarget
	LDEM U 1 Bright A_CustomMissile("LegDemolisherRail",40,0,Random(2,-2))
	LDEM T 1 Bright A_UnSetShootable
	TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx("LegendaryCyberFlameSpawner2")
	LDEM TTTTTTTTTT 1 A_FadeOut(0.1,0)
	LDEM T 2
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA  0 A_Wander
	LDEM T 1 A_PlayWeaponSound("boss/teleport")
	TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx("LegendaryCyberFlameSpawner2")
	LDEM TTTTTTTTTT 1 A_FadeIn(0.1)
	LDEM T 5 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegDemolisherRail",40,0,-6)
	LDEM U 2 Bright A_CustomMissile("LegDemolisherRail",40,0,6)
	TNT1 A 0 A_CustomMissile("LegDemolisherRail",40,0,-3)
	LDEM U 2 Bright A_CustomMissile("LegDemolisherRail",40,0,3)
	LDEM U 6 Bright A_CustomMissile("LegDemolisherRail",40,0,0)
	LDEM V 15 Bright
    Goto See
  LegendaryTech:
    LDEM VVVVVVVVVVVVVVVV 2 Bright A_FaceTarget
    TNT1 A 0 A_SetInvulnerable
    TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner3",0,0,0,0)
    TNT1 A 0 A_PlaySound("legsentient/laugh",5)
    TNT1 A 0 A_SetUserVar("user_missile",0)
  LegendaryTechWait:
    TNT1 A 0 A_JumpIf(user_missile >= 32,"LegendaryTechGo")	 
    TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
    TNT1 A 0 A_FaceTarget
    LDEM V 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner3",0,0,0,0)
    Loop
  LegendaryTechGo:
    TNT1 A 0 A_UnsetInvulnerable
    TNT1 A 0 A_SetUserVar("user_missile",0)
    TNT1 A 0 A_JumpIf(user_missile >= 30,"LegendaryTechEnd")	 
    TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
    LDEM G 2 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("SentientLegendaryProjectile",20,-16,frandom(-8,8))
	TNT1 A 0 A_CustomMissile("SentientLegendaryProjectile",20,16,frandom(-8,8))
    LDEM H 2 Bright A_PlayWeaponSound("BlueDTRFire")
    Goto LegendaryTechGo+2
  LegendaryTechEnd:
    LDEM VVVVVVVVVVVVVVV 3 Bright A_FaceTarget
    TNT1 A 0 A_Jump(192,"Missile")
    Goto See
  PlasmaCannon:
    TNT1 A 0 A_SetUserVar("user_missile",0)
    TNT1 A 0 A_JumpIf(user_missile >= 2,"PlasmaCannonLoop2")
    TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	LDEM TTTTTTUU 4 Bright A_FaceTarget
	LDEM U 4 Bright A_CustomMissile("LegSentientCannonBall",42,0,0)
	TNT1 A 0 A_Jump(48,"PlasmaCannonTeleport")
	Goto PlasmaCannon+1
  PlasmaCannonLoop2:
    TNT1 A 0 A_JumpIf(user_missile >= 4,"PlasmaCannonLoop3")
    TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	LDEM TTTTTTUU 3 Bright A_FaceTarget
	LDEM U 3 A_CustomMissile("LegSentientCannonBall",42,0,0)
	TNT1 A 0 A_Jump(48,"PlasmaCannonTeleport")
	Loop
  PlasmaCannonLoop3:
    TNT1 A 0 A_JumpIf(user_missile >= 6,"PlasmaCannonLoop4")
    TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	LDEM TTTTTTUU 2 Bright A_FaceTarget
	LDEM U 2 Bright A_CustomMissile("LegSentientCannonBall",42,0,0)
	TNT1 A 0 A_Jump(48,"PlasmaCannonTeleport")
	Loop
  PlasmaCannonLoop4:
    TNT1 A 0 A_JumpIf(user_missile >= 8,"See")
    TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	LDEM TTTTTTUU 1 Bright A_FaceTarget
	LDEM U 1 Bright A_CustomMissile("LegSentientCannonBall",42,0,0)
	TNT1 A 0 A_Jump(48,"PlasmaCannonTeleport")
	Loop
  PlasmaCannonTeleport:
	LDEM T 1 Bright A_UnSetShootable
	TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx("LegendaryCyberFlameSpawner2")
	LDEM TTTTTTTTTT 1 A_FadeOut(0.1,0)
	LDEM T 2
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA  0 A_Wander
	LDEM T 1 A_PlayWeaponSound("boss/teleport")
	TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx("LegendaryCyberFlameSpawner2")
	LDEM TTTTTTTTTT 1 A_FadeIn(0.1)
	LDEM T 1 Bright A_SetShootable
	Goto PlasmaCannon+1
  LegendaryDevastator:
	TNT1 A 0 A_PlaySound("devastator/charge")
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	LDEM TTTTTTTTTTTTTTTTTTT 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound ("devastator/fire")
	LDEM U 8 A_CustomMissile("LegSentDevastatorBall",42,0,0,0)
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	LDEM TTTTT 4
	TNT1 A 0 A_Jump(192,"Missile")
	Goto See
  LegendaryBFG:
	LDEM TTTTTTTTTTTTTTTT 2 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	LDEM T 3 Bright A_PlaySound("legsentient/laugh",5)
	LDEM T 3 Bright A_PlaySound("Legcyber/BFG",6)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  LegendaryBFGCharge:
	TNT1 A 0 A_JumpIf(user_missile >= 37,"LegendaryBFGGo")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget
	LDEM T 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	Loop
  LegendaryBFGGo:
	TNT1 A 0 A_JumpIfTargetInLos(2)
    TNT1 A 0 A_Jump(256,2)
	TNT1 A 0
	Goto LegBFGGo
	LDEM T 1 Bright A_UnSetShootable
	TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx("LegendaryCyberFlameSpawner2")
	LDEM TTTTTTTTTT 1 A_FadeOut(0.1,0)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	LDEM T 1 A_PlayWeaponSound("boss/teleport")
	TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx("LegendaryCyberFlameSpawner2")
	LDEM TTTTTTTTTT 1 A_FadeIn(0.1)
	LDEM T 1 Bright A_SetShootable
  LegBFGGo:
	TNT1 A 0 A_UnsetInvulnerable
    TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GuruFire",CHAN_WEAPON)
	TNT1 A 0 A_PlaySound("Weapons/GuruAddFire",CHAN_WEAPON)
	TNT1 A 0 A_CustomMissile("SentientGuruBall",42,0,0,0)
	LDEM U 10 A_SetShootable
	LDEM VVVVVVVVVVVVVVV 4 Bright A_FaceTarget
	TNT1 A 0 A_Jump(224,"Missile")
	Goto LegBFGGo
  LegendaryStorm:
    LDEM VVVV 4 Bright
    TNT1 A 0 A_SetInvulnerable
    TNT1 A 0 A_PlaySound("sentient/laugh",5)  
	TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
    LDEM V 4 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
    LDEM V 4 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
    LDEM V 4 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
    LDEM V 4 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
    LDEM V 4 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
    LDEM V 4 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
    LDEM V 4 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
    LDEM V 4 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
    LDEM V 4 Bright A_FaceTarget
	LDEM VVVVVV 4 Bright
	TNT1 A 0 A_SetUserVar("user_missile",0)
  LegendaryStormLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 12,"LegendaryStormEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 AAAAA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	LDEM V 4 Bright A_FaceTarget
	Loop
  LegendaryStormEnd:
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_Jump(192,"Missile")
	Goto See
  CerebralCommotion:
    LDEM V 3 Bright A_FaceTarget
    TNT1 A 0 A_SetInvulnerable
    TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner3",0,0,0,0)
    LDEM V 3 Bright A_PlaySound("legsentient/laugh",5)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  CerebralCommotionWait:
    TNT1 A 0 A_JumpIf(user_missile >= 31,"CerebralCommotionGo")	 
    TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget
    LDEM V 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner3",0,0,0,0)
    Loop
  CerebralCommotionGo:
    TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_FaceTarget
	LDEM VVVVVV 3 Bright A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	LDEM VVVVVV 3 Bright A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegDemolisherCCProjectile",65,0,-12)
	TNT1 A 0 A_CustomMissile("LegDemolisherCCProjectile",65,0,12)
	TNT1 A 0 A_CustomMissile("LegDemolisherCCProjectile",65,0,0)
	LDEM VVVVV 4 Bright A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegDemolisherCCProjectile",65,0,-24)
	TNT1 A 0 A_CustomMissile("LegDemolisherCCProjectile",65,0,24)
	TNT1 A 0 A_CustomMissile("LegDemolisherCCProjectile",65,0,-12)
	TNT1 A 0 A_CustomMissile("LegDemolisherCCProjectile",65,0,12)
	TNT1 A 0 A_CustomMissile("LegDemolisherCCProjectile",65,0,0)
	LDEM VVVVV 4 Bright A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegDemolisherCCProjectile",65,0,-32)
	TNT1 A 0 A_CustomMissile("LegDemolisherCCProjectile",65,0,32)
	TNT1 A 0 A_CustomMissile("LegDemolisherCCProjectile",65,0,-24)
	TNT1 A 0 A_CustomMissile("LegDemolisherCCProjectile",65,0,24)
	TNT1 A 0 A_CustomMissile("LegDemolisherCCProjectile",65,0,-12)
	TNT1 A 0 A_CustomMissile("LegDemolisherCCProjectile",65,0,12)
	TNT1 A 0 A_CustomMissile("LegDemolisherCCProjectile",65,0,0)
	LDEM VVVVVVVVVV 4 Bright A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	Goto See
  LegendaryDemoLaser:
    LDEM VVVVVVVV 2 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
	LDEM V 3 Bright A_PlaySoundEx("legsentient/laugh",5)
  LegendaryDemoLaserWait:
    TNT1 A 0 A_JumpIf(user_missile >= 29,"LegendaryDemoLaserGo")	 
    TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget
    LDEM T 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
    Loop	
  LegendaryDemoLaserGo:
	LDEM TTTTTTUU 4 Bright A_FaceTarget
	LDEM U 10 Bright A_CustomMissile("LegSentientLaserBeam",42,0,0)
	LDEM TTTTTTUU 3 Bright A_FaceTarget
	LDEM U 10 Bright A_CustomMissile("LegSentientLaserBeam",42,0,0)
	LDEM TTTTTTUU 2 Bright A_FaceTarget
	LDEM U 10 Bright A_CustomMissile("LegSentientLaserBeam",42,0,0)
	Goto See
  SpinToWin:
	LDEM VV 2 Bright A_FaceTarget
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner3",0,0,0,0)
	TNT1 A 0 A_PlaySound("legsentient/laugh",5)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  SpinToWinWait:
	TNT1 A 0 A_JumpIf(user_missile >= 32,"SpinToWinGO")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget
	LDEM V 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner3",0,0,0,0)
	Loop
  SpinToWinGO:
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_Jump(256,"STWExpMinigun","STWBFG10K","STWLTech")
  STWExpMinigun:
	TNT1 A 0 A_JumpIf(user_missile >= 108,"See")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	LDEM G 1 A_SetAngle(angle+10)
	TNT1 A 0 A_FaceTarget(0.1,180)
	TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner3",0,0,0,0)
	TNT1 A 0 A_CustomMissile("LegSentientExplosiveTracer",20,-16,0,CMF_AIMDIRECTION,(pitch+random(-5,5)))
	TNT1 A 0 A_CustomMissile("LegSentientExplosiveTracer",20,16,0,CMF_AIMDIRECTION,(pitch+random(-5,5)))
	LDEM H 1 A_PlaySound("sentient/fire")
	Loop
  STWBFG10K:
	TNT1 A 0 A_JumpIf(user_missile >= 108,"See")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	LDEM G 1 A_SetAngle(angle+10)
	TNT1 A 0 A_FaceTarget(0.1,180)
	TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner3",0,0,0,0)
	TNT1 A 0 A_CustomMissile("LegendarySentient10KProjectile",20,-16,0,CMF_AIMDIRECTION,(pitch+random(-5,5)))
	TNT1 A 0 A_CustomMissile("LegendarySentient10KProjectile",20,16,0,CMF_AIMDIRECTION,(pitch+random(-5,5)))
	LDEM H 1 A_PlaySound("weapons/bfg15kfire")
	Loop
  STWLTech:
	TNT1 A 0 A_JumpIf(user_missile >= 108,"See")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	LDEM G 1 A_SetAngle(angle+10)
	TNT1 A 0 A_FaceTarget(0.1,180)
	TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner3",0,0,0,0)
	TNT1 A 0 A_CustomMissile("SentientLegendaryProjectile",20,-16,0,CMF_AIMDIRECTION,(pitch+random(-5,5)))
	TNT1 A 0 A_CustomMissile("SentientLegendaryProjectile",20,16,0,CMF_AIMDIRECTION,(pitch+random(-5,5)))
	LDEM H 1 A_PlayWeaponSound("BlueDTRFire")
	Loop
  Pain:
	TNT1 A 0 A_Jump(30,"PainResurrect","Healing")
	TNT1 A 0 A_Jump(120,"PainMissile")
	TNT1 A 0 A_Jump(25,"Teleport")
	LDEM I 3 Bright
	LDEM I 3 Bright A_Pain	
	Goto See
  Pain.DBFG10K2:
  Pain.PlayerDBFG10K2:
  Pain.DBFG2:
  Pain.PlayerDBFG2:
	TNT1 A 0 A_Jump(250,"Teleport")
	Goto PainMissile
  PainMissile:
	LDEM I 3 Bright
	LDEM I 3 Bright A_Pain
	Goto Missile
  PainResurrect:
	LDEM I 3 Bright
	LDEM I 3 Bright A_Pain
	TNT1 A 0 A_JumpIfInventory("LegSentientToken",3,"See")	
	LDEM IIII 3 Bright 
	TNT1 A 0 A_GiveInventory("LegSentientToken",1)
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 Radius_Quake(10,80,0,24,0)
	TNT1 A 0 A_GiveInventory("Health",850)
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
    LDEM V 3 Bright A_PlaySound("sentient/laugh")
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,0,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,30,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,60,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,90,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,120,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,150,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,180,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,210,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,240,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,270,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,300,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,330,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,360,0)
	LDEM VV 3 Bright A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,15,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,45,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,75,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,105,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,135,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,165,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,195,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,225,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,255,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,285,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,315,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,345,0)
	LDEM VV 3 Bright A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,0,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,10,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,20,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,30,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,40,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,50,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,60,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,70,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,80,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,90,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,100,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,110,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,120,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,130,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,140,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,150,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,160,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,170,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,180,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,190,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,200,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,210,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,220,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,230,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,240,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,250,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,260,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,270,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,280,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,290,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,300,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,310,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,320,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,330,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,340,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,350,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,360,0) 
	LDEM VVVVV 3 Bright A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LDEM VVVVV 3 Bright A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,0,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,10,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,20,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,30,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,40,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,50,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,60,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,70,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,80,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,90,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,100,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,110,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,120,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,130,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,140,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,150,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,160,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,170,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,180,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,190,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,200,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,210,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,220,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,230,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,240,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,250,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,260,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,270,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,280,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,290,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,300,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,310,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,320,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,330,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,340,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,350,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,360,0)
	LDEM VVVV 3 Bright A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LDEM VVVV 3 Bright A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LDEM VVVV 3 Bright A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	TNT1 A 0 A_UnSetInvulnerable
	LDEM V 3 Bright 
	Goto See
  Healing:
	TNT1 A 0 A_JumpIf(user_heal >= 24,"PainMissile")
	TNT1 A 0 A_PlaySound("legsentient/laugh",CHAN_BODY)
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_SetUserVar("user_heal",user_heal+1)
	TNT1 A 0 A_JumpIf(user_heal >= 12,"VeryLowHealing")
	TNT1 A 0 A_JumpIf(user_heal >= 3,"LowHealing")
	LDEM I 2 Bright HealThing(500)
	Goto HealingEnd
  LowHealing:
	LDEM I 2 Bright HealThing(random(100,250))
	Goto HealingEnd
  VeryLowHealing:
	LDEM I 2 Bright HealThing(random(50,100))
	Goto HealingEnd
  HealingEnd:
	LDEM IIIIIIIIIIIIIIIIIIIIIII 2 Bright A_SpawnItem("DarkAnniFlameSpawner",0,0,0,0)
	TNT1 A 0 A_UnSetInvulnerable
	LDEM I 2 Bright
	Goto See
  Death:
	TNT1 A 0 A_StopSound(6)
	LDEM IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 2 Bright A_CustomMissile("PainfulDeathKaboom",random(10,60),random(30,-30),random(0,360),2,random(0,360))
	TNT1 A 0 A_SpawnItem("DeathBall2")
	LDEM IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 2 Bright A_CustomMissile("PainfulDeathKaboom",random(10,60),random(30,-30),random(0,360),2,random(0,360))
	LDEM I 10 Bright A_Scream
	LDEM I 10 Bright A_Fall
	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))
	LDEM JJJJJ 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))
	LDEM KKKKK 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))
	LDEM LLLLL 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))
	LDEM MMMMM 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))
	LDEM NNNNN 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))
	LDEM OOOOO 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))
	//TNT1 A 0 A_JumpIfInTargetInventory("TrueLegendaryRuneItem2",1,"LegDeath")
	//TNT1 A 0 A_JumpIfInTargetInventory("TerminatorDamage",1,"LegDeath")
	//TNT1 A 0 A_JumpIfInTargetInventory("TerminatorDamage2",1,"LegDeath")
	TNT1 A 0 A_Jump(32,"LegDeath")
	TNT1 A 0 A_SpawnItem("DeathBall2")
	LDEM PPPPP 2 Bright A_CustomMissile("PainfulDeathKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))	
	TNT1 AAAA 0 A_SpawnItemEx("LegBlueGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 AAAAAA 0 A_CustomMissile("BigBlueBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	TNT1 AAAAAAAA 0 A_CustomMissile("SmokeFX3",random(10,60), random(30,-30), random(0,360), 2, random(0,360))	
	LDEM QR 5
	LDEM S -1 A_KillMaster
	Stop
  LegDeath:
    TNT1 A 0 A_SpawnItem("TrueDeathBall")
	TNT1 A 0 ACS_NamedExecuteAlways("SetTLCSky")
	TNT1 A 0 A_SpawnItemEx("TrueLegPentagram",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LDEM PPPPP 2 Bright A_CustomMissile("PainfulDeathKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))	
	TNT1 AAAA 0 A_SpawnItemEx("LegBlueGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 AAAAAA 0 A_CustomMissile("BigBlueBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	TNT1 AAAAAAAA 0 A_CustomMissile("SmokeFX3",random(10,60), random(30,-30), random(0,360), 2, random(0,360))	
	LDEM QR 5
	LDEM SSSSSSSSSS 3 A_FadeOut(0.1,0)
	TNT1 AAAA 50
	TNT1 A 0 A_SpawnItemEx("LegendaryDreadnoughtIllusion",0,0,96)
	NULL A 550 Bright
	TNT1 A 0 A_SpawnItemEx("TrueLegendaryDemolisher",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 200
	TNT1 A 0 A_FadeOut
	Stop
	}
}

ACTOR LegDemolisherRail : LegendaryCyberRail
{
Species "Masterminds"
DamageType "LegMind"
}

ACTOR LegDemolisherCCProjectile : CCProjectile
{
  DamageType "LegMind"
  Speed 80
  +SEEKERMISSILE
  States
  {
  Spawn:
	MRAI A 0 A_SeekerMissile(15,5)
	MRAI ABCDE 3 BRIGHT A_SpawnItem("LegNobleRings")
	MRAI A 0 A_SeekerMissile(15,5)
	MRAI FGHIJ 3 BRIGHT A_SpawnItem("LegNobleRings")
	Loop
  Death:
	TNT1 A 0 A_SetScale(0.9)
	TNT1 A 0 A_Explode(128,140)
	TNT1 A 0 A_SpawnItemEx("BFGShockwaveBlue",0,0,0,0,0,0,0,128)
    TNT1 AAA 0 A_CustomMissile("BlueKaboom3",0,0,random(0,360),2,random(0,360))
    TBE1 AB 4 Bright A_SpawnItemEx("LegendaryBlueParticleSpawner",0,0,0,0,0,0,0,128)
    TBE1 CDEF 4 Bright
	Stop
	}
}

ACTOR LegDemoBFG15KBall : LegendarySentientBFG15KBall
{
  Decal TLegBFG15K
  Speed 45
  States
  {
  Spawn:
 	TNT1 A 0 A_Weave(5,0,10,0)
	SFS1 A 4 Bright A_SpawnItemEx("BFGTrailParticleBlue",Random(-8,8),Random(-8,8),Random(-8,8),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)
 	TNT1 A 0 A_Weave(5,0,10,0)
	SFS1 B 4 Bright A_SpawnItemEx("BFGTrailParticleBlue",Random(-8,8),Random(-8,8),Random(-8,8),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)
	Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("BFGShockwaveBlue",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_SpawnItemEx("LegendaryBlueParticleSpawner",0,0,0,0,0,0,0,128) 
	TNT1 AAA 0 A_CustomMissile("KaboomBlue6",0,0,random(0,360),2,random(0,360))      
	SFE3 A 4 Bright A_Explode	
	SFE3 BCDEF 4 Bright
	Stop
	}
}

ACTOR LegDemoBFG15KBall2 : LegDemoBFG15KBall
{
  States
  {
  Spawn:
 	TNT1 A 0 A_Weave(-5,0,10,0)
	SFS1 A 4 Bright A_SpawnItemEx("BFGTrailParticleBlue",Random(-8,8),Random(-8,8),Random(-8,8),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)
 	TNT1 A 0 A_Weave(-5,0,10,0)
	SFS1 B 4 Bright A_SpawnItemEx("BFGTrailParticleBlue",Random(-8,8),Random(-8,8),Random(-8,8),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)
	Loop
	}
}

ACTOR LegDemoBFG9500Ball : LegSentientBFG9500Ball
{
Speed 45
Damage 150
Obituary "%o was turned into nothing by the Legendary Demolisher."
States
  {
  Spawn:
	LTB1 AAABBB 1 Bright A_SpawnItemEx("BFGTrailParticleBlue",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_Explode(256,186,0,0)
	TNT1 A 0 A_SpawnItemEx("LegArachBFGShockwaveBlue",0,0,0,0,0,0,0,128)
	TNT1 AAAAAA 0 A_CustomMissile("BlueKaboom3",0,0,random(0,360),2,random(0,360))
	LTB1 AB 2 Bright A_SpawnItemEx("BlueParticleSpawner",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_BFGSpray("GoldenSpray")
	LTB1 CDEF 2 Bright
	Stop
	}
}


//	TLDM ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 
//	TDEM ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 

ACTOR LegendaryDemolisherGhostA
{
  Scale 1.2
  RENDERSTYLE Translucent
  Alpha 0.75
  +NOGRAVITY
  +CLIENTSIDEONLY
  +DONTSPLASH
  +NOINTERACTION
  +NOCLIP
  +NOTIMEFREEZE
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	LDEM A 2 A_FadeOut(0.18)
	Wait		
	}
}


ACTOR LegendaryDemolisherGhostB : LegendaryDemolisherGhostA
{
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	LDEM B 2 A_FadeOut(0.18)
	Wait
	}
}

ACTOR LegendaryDemolisherGhostC : LegendaryDemolisherGhostA
{
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	LDEM C 2 A_FadeOut(0.18)
	Wait
	}
}

ACTOR LegendaryDemolisherGhostD : LegendaryDemolisherGhostA
{
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	LDEM D 2 A_FadeOut(0.18)
	Wait
	}
}

ACTOR LegendaryDemolisherGhostE : LegendaryDemolisherGhostA
{
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	LDEM E 2 A_FadeOut(0.18)
	Wait
	}
}

ACTOR LegendaryDemolisherGhostF : LegendaryDemolisherGhostA
{
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	LDEM F 2 A_FadeOut(0.18)
	Wait
	}
}