ACTOR PranksterLegendarySentient : LegendarySentient //Don't bother the code, just look the other way while you still can
{
//Creator: GDWolf
//Origin: Complex Very Strong Monsters
//Sprite: LUPR
//Title: "Legendary Sentient"
Health 8999
Speed 25
FloatSpeed 25
PainChance 2
DropItem "LegendaryUltraSphere" 205
DropItem "LegendaryRune" 190 1
DropItem "LegGreaterDemonicEnergy" 256
DropItem "Legendary BFG" 256 1
DropItem "BossLifeEssence" 240 100
DropItem "BossArmorBonusMax" 240 100
DropItem "SkullofPower" 200
DropItem "Legendary Plasmatic Rifle" 130 1
DropItem "LegTimeFreezeSphere" 118 1
DropItem "LegDemonRune" 80 1
DropItem "BulletBox" 256
DropItem "Explosive Minigun" 225 1
DropItem "FootballNuke" 120 1
DropItem "Petrovec" 120 1
DamageFactor 0.3
Obituary "%o was rekt off the planet for being an idiot shooting at the Prankster Legendary Sentient."
Tag "\c[z3]Legendary Sentient\c-"
States
{
  Spawn:
    TNT1 A 0 A_JumpIf(user_script == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("SpawnFireOnActor2",0,3)
    TNT1 A 0 A_SetUserVar("user_script",1)
	LUPR A 2 Bright A_Look
	TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	LUPR B 2 Bright A_Look
	Loop
  See:
    TNT1 A 0 A_JumpIf(user_script == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("SpawnFireOnActor2",0,3)
    TNT1 A 0 A_SetUserVar("user_script",1)
    TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,8)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TLSN HIJKLM 2 Bright
	LUPR BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 0 A_Wander
    LUPR MLKJIH 5 Bright
	LUPR AB 2 Bright A_Chase
	TNT1 A 0 A_Jump(30,"Evade")
	TNT1 A 0 A_Jump(15,"Teleport")
	Loop
  Evade:
	TNT1 A 0 A_Jump(128,11)
	TNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)
	LUPR AAAAAAAA 2 Bright A_Chase
	TNT1 A 0 A_Stop
	Goto See
	TNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)
	LUPR AAAAAAAA 2 Bright A_Chase
	TNT1 A 0 A_Stop
	Goto See
  Teleport:
    LUPR A 1 Bright A_UnSetShootable
    LUPR AAAAAAAAAAAAA 0 A_SpawnItemEx("LegendaryCyberFlameSpawner2")
    LUPR BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 0 A_Wander
    LUPR N 2 
    LUPR B 1 A_PlayWeaponSound("boss/teleport")
    LUPR AAABBBAAABBB 1 A_FadeIn(0.1)
	LUPR 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(216,"LegBFG9K","LegBFG10K","LegDTBFG10K","LegBFG15K","PlasmaCannon","ProtonCannon","LegendaryStorm","CerebralCommotion","LegendaryDevastator","LegendaryTech","LegendaryBFG")
  Normal:
    TNT1 A 0 A_JumpIfCloser(1500,1)
	Goto ProtonCannon
	LUPR AAA 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("YellowShellCasing", 10, 12, 40, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)
	TNT1 A 0 A_PlaySound("sentient/fire")
	LUPR F 1 Bright A_CustomMissile("LegSentientExplosiveTracer",31,0,Random(-800,800)/100.00,0)
	LUPR F 2 Bright A_CustomMissile("LegSentientExplosiveTracer",31,0,Random(-800,800)/100.00,0)
    TNT1 A 0 A_SpawnItemEx("YellowShellCasing", 10, -12, 40, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySound("sentient/fire")
	LUPR E 3 Bright A_CustomMissile("LegSentientExplosiveTracer",31,0,Random(-800,800)/100.00,0)
	TNT1 A 0 A_StopSoundEx("Weapon")	
	TNT1 A 0 A_Jump(3,"See","Missile")
    TNT1 A 0 A_SpidRefire
	Goto Normal+7
  ProtonCannon:
    LUPR PP 2 Bright A_FaceTarget
    TNT1 A 0 A_SetInvulnerable
    TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
    LUPR P 3 Bright A_PlaySound("legsentient/laugh",5)
	TNT1 A 0 Radius_Quake (40, 350, 0, 90, 0)
	TNT1 A 0 A_SetUserVar("user_wait",0)
  ProtonCannonWait:
    TNT1 A 0 A_JumpIf(user_wait >= 28,"ProtonCannonGo")	 
    TNT1 A 0 A_SetUserVar("user_wait",user_wait+1)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
    LUPR P 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
    Loop
  ProtonCannonGo:	
    TNT1 A 0 A_UnsetInvulnerable
	LUPR O 0 A_PlaySound("Petrovec/Fire",1)
    LUPR O 0 A_PlaySound("Petrovec/AddFire",6)
    LUPR O 0 A_PlaySound("Petrovec/Ambient",5)
	LUPR O 6 Bright A_CustomMissile("PetrovecBolt", 42, 0, 0)
	LUPR N 7 Bright A_FaceTarget
	LUPR O 0 A_PlaySound("Petrovec/Fire",1)
    LUPR O 0 A_PlaySound("Petrovec/AddFire",6)
    LUPR O 0 A_PlaySound("Petrovec/Ambient",5)
	LUPR O 6 Bright A_CustomMissile("PetrovecBolt", 42, 0, 0)
	LUPR N 7 Bright A_FaceTarget
	LUPR O 0 A_PlaySound("Petrovec/Fire",1)
    LUPR O 0 A_PlaySound("Petrovec/AddFire",6)
    LUPR O 0 A_PlaySound("Petrovec/Ambient",5)
	LUPR O 6 Bright A_CustomMissile("PetrovecBolt", 42, 0, 0)
	LUPR N 7 Bright A_FaceTarget
	LUPR O 0 A_PlaySound("Petrovec/Fire",1)
    LUPR O 0 A_PlaySound("Petrovec/AddFire",6)
    LUPR O 0 A_PlaySound("Petrovec/Ambient",5)
	LUPR O 6 Bright A_CustomMissile("PetrovecBolt", 42, 0, 0)
	LUPR N 7 Bright A_FaceTarget
	LUPR O 0 A_PlaySound("Petrovec/Fire",1)
    LUPR O 0 A_PlaySound("Petrovec/AddFire",6)
    LUPR O 0 A_PlaySound("Petrovec/Ambient",5)
	LUPR O 6 Bright A_CustomMissile("PetrovecBolt", 42, 0, 0)
	LUPR N 7 Bright A_FaceTarget
	LUPR O 0 A_PlaySound("Petrovec/Fire",1)
    LUPR O 0 A_PlaySound("Petrovec/AddFire",6)
    LUPR O 0 A_PlaySound("Petrovec/Ambient",5)
	LUPR O 6 Bright A_CustomMissile("PetrovecBolt", 42, 0, 0)
	LUPR N 7 Bright A_FaceTarget
	LUPR O 0 A_PlaySound("Petrovec/Fire",1)
    LUPR O 0 A_PlaySound("Petrovec/AddFire",6)
    LUPR O 0 A_PlaySound("Petrovec/Ambient",5)
	LUPR O 6 Bright A_CustomMissile("PetrovecBolt", 42, 0, 0)
	LUPR N 7 Bright A_FaceTarget
	LUPR O 0 A_PlaySound("Petrovec/Fire",1)
    LUPR O 0 A_PlaySound("Petrovec/AddFire",6)
    LUPR O 0 A_PlaySound("Petrovec/Ambient",5)
	LUPR O 6 Bright A_CustomMissile("PetrovecBolt", 42, 0, 0)
	LUPR N 7 Bright A_FaceTarget
	LUPR O 0 A_PlaySound("Petrovec/Fire",1)
    LUPR O 0 A_PlaySound("Petrovec/AddFire",6)
    LUPR O 0 A_PlaySound("Petrovec/Ambient",5)
	LUPR O 6 Bright A_CustomMissile("PetrovecBolt", 42, 0, 0)
	LUPR N 7 Bright A_FaceTarget
    TNT1 A 0 A_Jump(192,"Missile")
	Goto See
  CerebralCommotion:
    LUPR PP 2 Bright A_FaceTarget
    TNT1 A 0 A_SetInvulnerable
    TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner3",0,0,0,0)
    LUPR P 3 Bright A_PlaySound("legsentient/laugh",5)
	TNT1 A 0 A_SetUserVar("user_wait",0)
  CerebralCommotionWait:
    TNT1 A 0 A_JumpIf(user_wait >= 31,"CerebralCommotionGo")	 
    TNT1 A 0 A_SetUserVar("user_wait",user_wait+1)
	TNT1 A 0 A_FaceTarget
    LUPR P 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner3",0,0,0,0)
    Loop
  CerebralCommotionGo:	
    TNT1 A 0 A_UnsetInvulnerable
	LUPR PPPPPPPPPPPP 3 Bright A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	LUPR P 0 A_FaceTarget
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	LUPR P 0 A_FaceTarget
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 0 A_FaceTarget
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 0 A_FaceTarget
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	LUPR P 0 A_FaceTarget
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 0 A_FaceTarget
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 0 A_FaceTarget
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright 
	LUPR P 15 Bright 
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_Jump(192,"Missile")
	Goto See
  LegendaryTech:
    LUPR PPPPPPPPPPPPPPPP 2 Bright A_FaceTarget
    TNT1 A 0 A_SetInvulnerable
    TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner3",0,0,0,0)
    LUPR P 3 Bright A_PlaySound("legsentient/laugh",5)
	TNT1 A 0 A_SetUserVar("user_wait",0)
  LegendaryTechWait:
    TNT1 A 0 A_JumpIf(user_wait >= 31,"LegendaryTechGo")	 
    TNT1 A 0 A_SetUserVar("user_wait",user_wait+1)
	TNT1 A 0 A_FaceTarget
    LUPR P 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner3",0,0,0,0)
    Loop
  LegendaryTechGo:	
    TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetUserVar("user_wait",0)
  LegendaryTechGoo:
    TNT1 A 0 A_JumpIf(user_wait >= 30,"LegendaryTechEnd")	 
    TNT1 A 0 A_SetUserVar("user_wait",user_wait+1)
	TNT1 A 0 A_FaceTarget
    LUPR EF 2 Bright A_CustomMissile("SentientLegendaryProjectile",31,0,Random(-800,800)/100.00,0)
    TNT1 A 0 A_PlayWeaponSound("BlueDTRFire")
    Loop	
  LegendaryTechEnd:
    LUPR PPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 2 Bright A_FaceTarget
	TNT1 A 0 A_Jump(192,"Missile")
    Goto See
  LegBFG9K:
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	LUPR NNNNNNNNNNNNOOOO 2 Bright A_FaceTarget
	LUPR O 2 Bright A_CustomMissile("LegSentientBFG9500Ball",42,0,0)
	LUPR NNN 2 Bright
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	LUPR NNNNNNNNNNNNOOOO 2 Bright A_FaceTarget
	LUPR O 2 Bright A_CustomMissile("LegSentientBFG9500Ball",42,0,0)
	LUPR NNN 2 Bright
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	LUPR NNNNNNNNNNNNOOOO 2 Bright A_FaceTarget
	LUPR O 2 Bright A_CustomMissile("LegSentientBFG9500Ball",42,0,0)
	LUPR NNNNNNN 2 Bright
	TNT1 A 0 A_Jump(192,"Missile")
	Goto See	
  LegBFG10K:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	LUPR NNNNNNNN 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 3 Bright A_CustomMissile("Legendary10KProjectile", 42, 0, Random(4, -4))
	LUPR N 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 3 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))
	LUPR N 4 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 3 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))
	LUPR N 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 3 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))
	LUPR N 4 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 3 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))
	LUPR N 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 3 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))
	LUPR N 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 3 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))
	LUPR N 4 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 3 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))
	LUPR N 4 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 3 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))
	LUPR N 4 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 3 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))
	LUPR N 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))
	LUPR N 3 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))
	LUPR N 3 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
	LUPR N 3 Bright A_FaceTarget		
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
	LUPR N 3 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
	LUPR N 3 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))		
	LUPR N 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget		
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget		
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))		
	LUPR N 3 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	LUPR NNNNN 3 Bright 	
	TNT1 A 0 A_Jump(192,"Missile")
	Goto See
  LegBFG15K:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	LUPR NNNNNNNN 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 4 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 4 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 4 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 4 Bright A_FaceTarget		
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 4 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 4 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 4 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 4 Bright A_FaceTarget		
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 4 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 4 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 4 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 4 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 4 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 4 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 3 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 3 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 3 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 3 Bright A_FaceTarget		
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 3 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 3 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 3 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 3 Bright A_FaceTarget		
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 3 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 3 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 3 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 3 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 3 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 3 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))
	LUPR N 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget		
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget		
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget		
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget		
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))
	LUPR N 4 Bright A_FaceTarget	
	LUPR N 3 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	LUPR NNNNN 3 Bright 	
	TNT1 A 0 A_Jump(192,"Missile")
	Goto See
  LegDTBFG10K:
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	LUPR NNNNNNNNNNOOOO 2 Bright A_FaceTarget
	LUPR O 2 Bright A_CustomMissile("LegSentientDTBFGBall", 34, 0, 0)
	LUPR NNNNNNNNNNNN 1 Bright 
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	LUPR NNNNNNNNNNOOOO 2 Bright A_FaceTarget
	LUPR O 2 Bright A_CustomMissile("LegSentientDTBFGBall", 34, 0, 0)
	LUPR NNNNNNNNNNNN 1 Bright
	TNT1 A 0 A_Jump(192,"Missile")
	Goto See
  PlasmaCannon:
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	LUPR NNNNNNOO 4 Bright A_GiveInventory("LegSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("LegSentientCannonBall", 42, 0, 0)
	LUPR O 4 Bright A_GiveInventory("LegSentientStrafe",1)
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	LUPR NNNNNNOO 4 Bright A_GiveInventory("LegSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("LegSentientCannonBall", 42, 0, 0)
	LUPR O 4 Bright A_GiveInventory("LegSentientStrafe",1)
	LUPR NNNNNNOO 3 Bright A_GiveInventory("LegSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("LegSentientCannonBall", 42, 0, 0)
	LUPR O 3 Bright A_GiveInventory("LegSentientStrafe",1)
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	LUPR NNNNNNOO 3 Bright A_GiveInventory("LegSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("LegSentientCannonBall", 42, 0, 0)
	LUPR O 3 Bright A_GiveInventory("LegSentientStrafe",1)
	LUPR NNNNNNOO 2 Bright A_GiveInventory("LegSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("LegSentientCannonBall", 42, 0, 0)
	LUPR O 2 Bright A_GiveInventory("LegSentientStrafe",1)
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	LUPR NNNNNNOO 2 Bright A_GiveInventory("LegSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("LegSentientCannonBall", 42, 0, 0)
	LUPR O 2 Bright A_GiveInventory("LegSentientStrafe",1)
	LUPR NNNNNNOO 1 Bright A_GiveInventory("LegSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("LegSentientCannonBall", 42, 0, 0)
	LUPR O 1 Bright A_GiveInventory("LegSentientStrafe",1)
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	LUPR NNNNNNOO 1 Bright A_GiveInventory("LegSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("LegSentientCannonBall", 42, 0, 0)
	LUPR O 1 Bright A_GiveInventory("LegSentientStrafe",1)
	TNT1 A 0 A_Jump(192,"Missile")
	Goto See
  LegendaryBFG:
    LUPR NNNNNNNNNNNNNNNN 2 Bright A_FaceTarget
    TNT1 A 0 A_SetInvulnerable
    LUPR N 3 Bright A_PlaySound("legsentient/laugh",5)
    LUPR N 3 Bright A_PlaySound("Legcyber/BFG",6)
	TNT1 A 0 A_SetUserVar("user_wait",0)	
  LegendaryBFGWait:
    TNT1 A 0 A_JumpIf(user_wait >= 37,"LegendaryBFGGo")	 
    TNT1 A 0 A_SetUserVar("user_wait",user_wait+1)
	TNT1 A 0 A_FaceTarget
    LUPR N 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
	TNT1 A 0
	TNT1 A 0 A_UnSetShootable
    LUPR NNNNNNNNNN 1 A_FadeOut(0.1,0)
	LUPR N 1 A_PlayWeaponSound("boss/teleport")
    LUPR NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 0 A_Wander
    TNT1 A 0 A_FaceTarget
    LUPR NNNNNNNN 0 A_SpawnItemEx("LegendaryCyberFlameSpawner2")
	TNT1 A 0 A_SetShootable
    LUPR NNNNNNNNNN 1 A_FadeIn(0.1)
  LegBFGGo:	
    TNT1 A 0 A_UnsetInvulnerable
	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)
	LUPR O 1 A_SetShootable
    LUPR NNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 2 Bright A_FaceTarget
	TNT1 A 0 A_Jump(192,"Missile")
    Goto See
  LegendaryStorm:
    LUPR NNNN 4 Bright A_GiveInventory("LegSentientStrafe",1)
    TNT1 A 0 A_SetInvulnerable
    TNT1 A 0 A_PlaySound("sentient/laugh",5)  
	LUPR NN 4 Bright A_GiveInventory("LegSentientStrafe3",1)
	TNT1 A 0 A_Stop
    TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
    LUPR N 4 Bright A_FaceTarget
    TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
    LUPR N 4 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
    LUPR N 4 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
    LUPR N 4 Bright A_FaceTarget
    TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
    LUPR N 4 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
    LUPR N 4 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
    LUPR N 4 Bright A_FaceTarget
	LUPR NNNNNNN 4 Bright A_GiveInventory("LegSentientStrafe3",1)
	TNT1 A 0 A_GiveToTarget("LegSentStormBoltAttack",1)
	TNT1 AAAAA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	LUPR N 4 Bright A_GiveInventory("LegSentientStrafe3",1)
	TNT1 A 0 A_GiveToTarget("LegSentStormBoltAttack",1)
	TNT1 AAAAA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	LUPR N 4 Bright A_GiveInventory("LegSentientStrafe3",1)
	TNT1 A 0 A_GiveToTarget("LegSentStormBoltAttack",1)
	TNT1 AAAAA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	LUPR N 4 Bright A_GiveInventory("LegSentientStrafe3",1)
	TNT1 A 0 A_GiveToTarget("LegSentStormBoltAttack",1)
	TNT1 AAAAA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	LUPR N 4 Bright A_GiveInventory("LegSentientStrafe3",1)
	TNT1 A 0 A_GiveToTarget("LegSentStormBoltAttack",1)
	TNT1 AAAAA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	LUPR N 4 Bright A_GiveInventory("LegSentientStrafe3",1)
	TNT1 A 0 A_GiveToTarget("LegSentStormBoltAttack",1)
	TNT1 AAAAA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	LUPR N 4 Bright A_GiveInventory("LegSentientStrafe3",1)
	TNT1 A 0 A_GiveToTarget("LegSentStormBoltAttack",1)
	TNT1 AAAAA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	LUPR N 4 Bright A_GiveInventory("LegSentientStrafe3",1)
	TNT1 A 0 A_GiveToTarget("LegSentStormBoltAttack",1)
	TNT1 AAAAA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	LUPR N 4 Bright A_GiveInventory("LegSentientStrafe3",1)
	TNT1 A 0 A_GiveToTarget("LegSentStormBoltAttack",1)
	TNT1 AAAAA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	LUPR N 4 Bright A_GiveInventory("LegSentientStrafe3",1)
	TNT1 A 0 A_GiveToTarget("LegSentStormBoltAttack",1)
	TNT1 AAAAA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	LUPR N 4 Bright A_GiveInventory("LegSentientStrafe3",1)
	TNT1 A 0 A_GiveToTarget("LegSentStormBoltAttack",1)
	TNT1 AAAAA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	LUPR N 4 Bright A_GiveInventory("LegSentientStrafe3",1)	
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_Jump(192,"Missile")
	Goto See
  LegendaryDevastator:
    TNT1 A 0 A_PlaySound("devastator/charge")
	LUPR NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 2 Bright A_FaceTarget
	LUPR O 0 A_PlaySound ("devastator/fire")
	LUPR O 0 A_CustomMissile("LegSentDevastatorBall", 42, 0, 0, 0)
	LUPR N 50 
	TNT1 A 0 A_Jump(192,"Missile")
	Goto See
  Pain:
	TNT1 A 0 A_Jump(30,"PainResurrect")
	TNT1 A 0 A_Jump(120,"PainMissile")
	TNT1 A 0 A_Jump(25,"Teleport")
	LUPR A 3 Bright
	LUPR A 3 Bright A_Pain	
	Goto See
  Pain.DBFG10K2:
  Pain.PlayerDBFG10K2:
  Pain.DBFG2:
  Pain.PlayerDBFG2:
    TNT1 A 0 A_Jump(250, "Teleport")
    Goto PainMissile
  PainMissile:
	LUPR A 3 Bright
	LUPR A 3 Bright A_Pain
	Goto Missile
  PainResurrect:
	LUPR A 3 Bright
	LUPR A 3 Bright A_Pain
	TNT1 A 0 A_JumpIfInventory("LegSentientToken",3,"See")	
	LUPR AAAA 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)
    LUPR P 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)
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	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)
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 	
	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)
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	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)
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_UnSetInvulnerable
	LUPR A 3 Bright 
	Goto See	
  Death:
	TNT1 A 0 A_Jump(32,"LegDeath")
	TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_Scream
	LUPR H 20 A_Fall
	TNT1 A 0 A_SpawnItemEx("LegendarySentientDeathEffect",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LUPR IIIIIIIIII 2 Bright
    LUPR JJJJJJJJJJ 2 Bright
    LUPR KKKKKKKKKK 2 Bright
    LUPR LLLLLLLLLL 2 Bright
	TNT1 A 0 A_SpawnItem("DeathBall2")
	LUPR LM 5
    TLSN MMMMMMMMMMMLKKKKKKKKKKKKKKKKKKKJJJJJJJJJJJIIIIIIIIIIIHHHHHHHH 2 Bright
    TLSN NNNNNNNNNNN 2 Bright A_FaceTarget
	TLSN AA 0 A_SpawnItemEx("TLSLegCannonAssistant")
	TLSN A 0 A_PlaySound("Truelegsent/StrongAttack")
	TLSN NNNNNNNNNNNNNNNNNNN 2 A_GiveInventory("TrueLegSentientStrafe", 1)
	TLSN NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 0 A_Wander
	TLSN A 0 A_FaceTarget
	TLSN AAA 0 A_SpawnItemEx("LegendaryCyberFlameSpawner3",0,0,0,0,0,0,128)
    TLSN N 1 Bright A_PlayWeaponSound("boss/teleport")
	TLSN A 0 A_PlayWeaponSound("lrball3/shot")
	TLSN A 0 A_FaceTarget
	TLSN O 10 Bright A_CustomMissile("LegRevBall3", 50, 0, 0)
	TLSN NNNNN 2 Bright A_GiveInventory("TrueLegSentientStrafe", 1)
	TLSN A 0 A_FaceTarget
	TLSN O 10 Bright A_CustomMissile("LegRevBall3", 50, 0, 0)
	TLSN NNNNN 2 Bright A_GiveInventory("TrueLegSentientStrafe", 1)
	TLSN A 0 A_FaceTarget
	TLSN O 10 Bright A_CustomMissile("LegRevBall3", 50, 0, 0)
	TLSN NNNNN 2 Bright A_GiveInventory("TrueLegSentientStrafe", 1)
	TLSN A 0 A_FaceTarget
	TLSN O 10 Bright A_CustomMissile("LegRevBall3", 50, 0, 0)
	TLSN NNNNN 2 Bright A_GiveInventory("TrueLegSentientStrafe", 1)
	TLSN A 0 A_FaceTarget
	TLSN O 10 Bright A_CustomMissile("LegRevBall3", 50, 0, 0)
	TLSN NNNNN 2 Bright A_GiveInventory("TrueLegSentientStrafe", 1)
	TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_Scream
	TLSN H 20 A_Fall
	TLSN IIIIIIIIII 2 Bright
    TLSN JJJJJJJJJJ 2 Bright
    TLSN KKKKKKKKKK 2 Bright
    TLSN LLLLLLLLLL 2 Bright
	TNT1 A 0 A_SpawnItem("DeathBall2")
	TLSN LM 5
	TNT1 A 1 A_KillMaster
	TNT1 A 1 A_BossDeath
	Stop
  LegDeath:
	LUPR H 20 Bright
	TNT1 A 0 A_SpawnItemEx("LegendarySentientDeathEffect",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LUPR IIIIIIIIII 2 Bright
	LUPR JJJJJJJJJJ 2 Bright
	LUPR KKKKKKKKKK 2 Bright
	LUPR LLLLLLLLLL 2 Bright
	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)
	LUPR LM 5 Bright
	TNT1 AAAA 50
	TNT1 A 0 A_KillMaster
	TNT1 A 0 A_SpawnItemEx("LegendaryDreadnoughtIllusion", 0, 0, 96)
	NULL A 550 Bright
	TNT1 A 0 A_SpawnItemEx("INFTrueLegendarySentient", 0, 0, 32, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	TNT1 A 0 A_FadeOut
	TNT1 A 1 A_BossDeath
	Stop
	}
}