Actor EpicCorruptedAssaultCaptain //Replaces CorruptedAssaultCaptain //and here the inclusion at the last minute, just to trying to ""fix"" the awful code in LNA with more coding errors
{
//Creator: High Councilor
//Origin: Nexus Infinity
//Sprite: C4SG
//Title: "Epic Corrupted Assault Captain"
Monster
Health 2550
Radius 20
Height 56
Speed 12
Mass 100
PainChance 20
BloodColor "33 66 99"
DamageFactor 0.5
DamageFactor "PDTBFG", 0.25
DamageFactor "PDTBFGTracer", 0.25
DamageFactor "PlayerDevBall", 0.65
DamageFactor "PlayerDevTracer", 0.15
DamageFactor "Legendary", 0.0 //0.3
DamageFactor "LegendaryPlayer", 0.3
DamageFactor "Player",0.5
DamageFactor "DBFG2", 0.0
DamageFactor "DBFG10K2", 0.0
DamageFactor "DBFGSplash2", 0.0
DamageFactor "PlayerDBFG2", 0.65
DamageFactor "PlayerDBFG10K2", 0.65
DamageFactor "PlayerDBFGSplash2", 0.65
DamageFactor "Explosion", 0.5
DamageFactor "PlayerDTRG", 0.5
DamageFactor "DTRailgun", 0.5
DamageFactor "CChainTracer",0.0
DamageFactor "SuperWeapon", 0.75
DamageFactor "LegendaryGuru", 0.75
DamageFactor "LegendaryGuruPlayer", 0.75
Species "ZombieDeud"
DropItem "HandGrenadeAmmo" 256 2
DropItem "MineAmmo" 256 2
DropItem "Backpack" 256 1
DropItem "Armorplate" 256 1
DropItem "Portablemedkit" 256 1
DropItem "LegendaryShell" 256 4
DropItem "LegendaryShellBox" 130
DropItem "Pulse Assault Shotgun" 128 1
DropItem "ShieldSphere", 96, 1
Dropitem "TrueLegendaryWeaponSphereSpawner", 45, 1
Dropitem "MarineSquadBeacon", 30, 1
Dropitem "MarineDBFGBeacon", 10, 1
Dropitem "DCellPack", 128, 30
Dropitem "DCell", 256, 10
Dropitem "DCell", 256, 10
Dropitem "UltraSphere", 16 1
SeeSound "lasgguy/sight"
AttackSound ""
PainSound "lasgguy/pain"
DeathSound "lasgguy/death"
ActiveSound "lasgguy/active"
Obituary "%o was even more outsmarted and outgunned by an Epic Corrupted Assault Captain."
Tag "\c[m5]Epic \c[l5]Corrupted Assault Captain\c-"
//+NOTIMEFREEZE
+BOSS
+BOSSDEATH
+FLOORCLIP
+MISSILEMORE
+MISSILEEVENMORE
+QUICKTORETALIATE
+NOICEDEATH
+NODROPOFF
+DONTGIB
+NOTARGET
+NORADIUSDMG
+FORCERADIUSDMG
+NOFEAR
var int user_music;
var int user_mine;
var int user_missile;
States
{
  Spawn:
    TNT1 A 0 NoDelay ACS_NamedExecuteAlways("EmpCorAssAuraSpawner",0)
  SpawnLoop:
	C4SG A 10 Bright A_Look
	loop
  Idle:
	C4SG AAAA 1 Bright A_Wander
	TNT1 A 0 A_Look
	C4SG BBBB 1 Bright A_Wander
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	C4SG CCCC 1 Bright A_Wander
	TNT1 A 0 A_Look
	C4SG DDDD 1 Bright A_Wander
	TNT1 A 0 HealThing(random(2,3))
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	Loop
  See:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	//TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,2121,36) //Sacrosanct Commando
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,2121)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_SpawnItemEx("BlueASGZombieGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	C4SG AA 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("BlueASGZombieGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	C4SG AA 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("BlueASGZombieGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	C4SG BB 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("BlueASGZombieGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	C4SG BB 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("BlueASGZombieGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	C4SG CC 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("BlueASGZombieGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	C4SG CC 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("BlueASGZombieGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	C4SG DD 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("BlueASGZombieGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	C4SG DD 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_JumpIf(user_mine == 0,2)
	TNT1 A 0 A_Jump(64,"Mine")
	C4SG A 0 A_Jump(64,"Rush")
	TNT1 A 0 A_Jump(64,"DodgeLeft","DodgeRight")
	TNT1 A 0 A_Jump(64,"Chase")
	Loop
  Chase:
	C4SG AA 1 A_FastChase
	TNT1 A 0 A_Jump(1,"Heal")
	TNT1 A 0 A_JumpIfCloser(130,"Dodge")
	C4SG AA 1 A_Chase
	TNT1 A 0 A_JumpIfCloser(130,"Dodge")
	C4SG BB 1 A_Chase
	TNT1 A 0 A_JumpIfCloser(130,"Dodge")
	C4SG BB 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	TNT1 A 0 A_JumpIfCloser(150,"Dodge")
	C4SG CC 1 A_Chase
	TNT1 A 0 A_Jump(10,"Heal")
	TNT1 A 0 A_JumpIfCloser(150,"Dodge")
	C4SG CC 1 A_FastChase
	TNT1 A 0 A_JumpIfCloser(130,"Dodge")
	C4SG DD 1 A_FastChase
	TNT1 A 0 A_JumpIfCloser(130,"Dodge")
	C4SG DD 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	TNT1 A 0 A_JumpIf(user_mine == 0,2)
	TNT1 A 0 A_Jump(95,"Mine")
	TNT1 A 0 A_Jump(128,"Dodge")
	Loop
  Rush:
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("BlueASGZombieGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	C4SG A 0 A_Chase
	C4SG A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("BlueASGZombieGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	C4SG A 0 A_Chase
	C4SG A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("BlueASGZombieGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	C4SG A 0 A_Chase
	C4SG B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("BlueASGZombieGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	C4SG A 0 A_Chase
	C4SG B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("BlueASGZombieGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	C4SG A 0 A_Chase
	C4SG C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("BlueASGZombieGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	C4SG A 0 A_Chase
	C4SG C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("BlueASGZombieGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	C4SG A 0 A_Chase
	C4SG D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("BlueASGZombieGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	C4SG A 0 A_Chase
	C4SG D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Jump(85,"See")
	Loop
  Heal:
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	C4SG A 5 Bright
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_Jump(256,"Heal1","Heal2","Heal3")
  Heal1:
	TNT1 A 0 HealThing(5)
	TNT1 A 0 A_PlaySound("pickups/flask",0,1.0,0)
	Goto See
  Heal2:
	TNT1 A 0 HealThing(15)
	TNT1 A 0 A_PlaySound("pickups/pstimpack",0,1.0,0)
	Goto See
  Heal3:
	TNT1 A 0 HealThing(25)
	TNT1 A 0 A_PlaySound("pickups/pmedkit",0,1.0,0)
	Goto See
  Teleport:
    C4SG A 1 Bright A_UnSetShootable
	TNT1 AAAA 0 A_SpawnItem("BlueZombieLineSpawner",0,0,0,0)
	C4SG AAAAAAAAAA 1  A_FadeOut(0.1,0)
	C4SG A 2 
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
    C4SG A 1 A_PlayWeaponSound("boss/teleport")
	TNT1 AAAA 0 A_SpawnItem("BlueZombieLineSpawner",0,0,0,0)
	C4SG AAAAAAAAAA 1 A_FadeIn(0.1)
    C4SG A 1 Bright A_SetShootable
    Goto See
  SeeNoDodge:
	C4SG AABB 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	C4SG CCDD 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	C4SG AABB 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	C4SG CCDD 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	C4SG AABB 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	C4SG CCDD 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	Goto Chase
  Dodge:
	C4SG A 1 Bright A_FaceTarget
	TNT1 E 0 ThrustThingZ(0,20,0,0)
	TNT1 A 0 A_Jump(256,"DodgeRight","DodgeLeft")
  DodgeLeft:
	TNT1 A 0 ThrustThing(angle*256/360+192,15,0,0)
	TNT1 A 0 A_Jump(90,"Heal")
	Goto SeeNoDodge
  DodgeRight:
	TNT1 A 0 ThrustThing(angle*256/360+64,15,0,0)
	TNT1 A 0 A_Jump(90,"Heal")
	Goto SeeNoDodge
  Missile:
    TNT1 A 0 A_JumpIf(user_mine == 1,2)
	TNT1 A 0 A_SetUserVar(user_mine,1)
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_JumpIf(user_missile >= 8,2)
	TNT1 A 0 A_Jump(64,"SlugShot")
	C4SG E 2 Bright A_GiveInventory("HEMCommandoStrafing",1)
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	TNT1 A 0 A_JumpIf(user_missile == 9,"Reload")
	C4SG E 4 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
	TNT1 A 0 A_PlaySound("pulasshotgun/fire")
	TNT1 AAAAAA 0 A_CustomMissile("PulsePlasmaBallEnemy",Random(28,34),0,Frandom(-7,7),0,Frandom(-2,2))
	TNT1 AAAA 0 A_CustomMissile("PulsePlasmaBallEnemy",Random(28,34),0,Frandom(-3,3),0,Frandom(-1,1))
	C4SG F 2 Bright A_CustomMissile("PulseFlareSpawn",Random(28,34),0,-5,0)
	C4SG E 2 Bright A_FaceTarget
	TNT1 A 0 A_CPosRefire
	TNT1 A 0 A_Jump(15,"Heal")
	TNT1 A 0 A_Jump(15,"Grenade","MidAttackTeleport")
	TNT1 A 0 A_JumpIfCloser(300,"Grenade")
	Goto Missile+7
  SlugShotCheck:
    TNT1 A 0 A_JumpIf(user_missile >= 8,"Reload")
  SlugShot:
	C4SG E 2 Bright A_GiveInventory("HEMCommandoStrafing",1)
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	TNT1 A 0 A_JumpIf(user_missile == 9,"Reload")
	C4SG E 4 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar(user_missile,user_missile+3)
	TNT1 A 0 A_PlaySound("pulasshotgun/altfire",CHAN_WEAPON,1.0,FALSE,ATTN_NONE)
	TNT1 A 0 A_CustomRailgun(Random(110,135),0,"00 00 ff",None,RGF_NOPIERCING|RGF_SILENT,1,0,"TerrorZombieRailPuff",0,0,0,35,0.5,0.5,"PulseSlugTrail")
	C4SG F 2 Bright A_CustomMissile("PulseSlugImpactenemy",Random(28,34),0,0,0)
	C4SG EE 2 Bright A_FaceTarget
	C4SG E 21 Bright A_GiveInventory("HEMCommandoStrafing",1)
	C4SG E 28 Bright A_PlaySound("pulasshotgun/pump")
	TNT1 A 0 A_CPosRefire
	TNT1 A 0 A_Jump(15,"Heal")
	TNT1 A 0 A_Jump(15,"Grenade","MidAttackTeleport")
	TNT1 A 0 A_JumpIfCloser(300,"Grenade")
	Goto SlugShotCheck
  Reload:
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_PlaySound("pulasshotgun/eject",6)
	TNT1 A 0 A_CustomMissile("CellCasingSpawner",Random(28,34),2,random(-13,-15),0,Frandom(-1,1))
	C4SG E 48 Bright A_SetUserVar(user_missile,0)
	C4SG E 8 Bright A_PlaySound("lasgguy/asgin")
	C4SG E 20 Bright A_PlaySound("pulasshotgun/load",7)
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	Goto See
  MidAttackTeleport:
	C4SG E 1 Bright A_UnSetShootable
	TNT1 AAAA 0 A_SpawnItemEx("BlueZombieLineSpawner")
	C4SG E 1 Bright A_FadeOut(0.1,0)
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	C4SG EEE 1 Bright A_FadeOut(0.1,0)
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	C4SG EEE 1 Bright A_FadeOut(0.1,0)
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	C4SG EEE 1 Bright A_FadeOut(0.1,0)
	C4SG E 1 Bright
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	C4SG E 1 Bright A_PlayWeaponSound("boss/teleport")
	TNT1 AAAA 0 A_SpawnItemEx("BlueZombieLineSpawner")
	C4SG EEEEEEEEEE 1 Bright A_FadeIn(0.1)
	C4SG EEE 1 Bright A_FadeIn(0.1)
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	C4SG EEE 1 Bright A_FadeIn(0.1)
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	C4SG EEE 1 Bright A_FadeIn(0.1)
	TNT1 A 0 A_GiveInventory("HEMCommandoStrafing",1)
	C4SG E 1 Bright A_FadeIn(0.1)
	C4SG E 1 Bright A_SetShootable
	Goto Missile+4
  Mine:
	C4SG C 1
	C4SG C 12 A_CustomMissile("BlueCaptainThrownMine",32,0,0,2,15)
	C4SG E 12
	C4SG C 3
	Goto See
  Grenade:
	TNT1 A 0 A_PlaySound("weapons/hgrenadepin",0,1.0,0)
	C4SG CE 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/hgrenadethrow",0,1.0,0)
	C4SG E 1 Bright A_CustomMissile("BlueCaptainGrenade",32,0,0,2,4)
	Goto Dodge
  Pain:
	TNT1 A 0
	TNT1 A 0 A_JumpIfHealthLower((ACS_NamedExecuteWithResult("Hem_SpawnHealth")*0.25),"PainShield")
	TNT1 A 0 A_Jump(96,"NoPainShield")
  PainShield:
	TNT1 A 0 A_GiveInventory("ZombieShieldSphere",1)
  NoPainShield:
	TNT1 A 0 A_Jump(20,"Dodge")
	TNT1 A 0 A_Jump(192,"PainMissile")
	C4SG G 3 Bright
	C4SG G 3 Bright A_Pain
	TNT1 A 0 A_Jump(40,"Dodge")
    TNT1 A 0 A_Jump(50,"Teleport")
	Goto See
  PainMissile:
	C4SG G 3 Bright
	C4SG G 3 Bright A_Pain
	Goto Missile
  Death:
	TNT1 A 0 A_StopSound(6)
	C4SG H 5
	C4SG I 5 A_Scream
	C4SG J 5 A_Fall
	C4SG J 5 A_SpawnItem("BodyCrash",0,0,0,0)
	C4SG K 5
	C4SG L -1
	Stop
  XDeath:
	TNT1 A 0 A_StopSound(6)
	C4SG O 5 A_SpawnItemEx("BlueGibbedGenerator",0,0,0,0,0,0,0,128,0)
	C4SG P 5 A_XScream
	C4SG Q 5 A_Fall
	C4SG RSTUV 5
	C4SG W -1
	Stop
	}
}

ACTOR EmCorAssBlueRageFlameSpawner : RedParticleSpawner
{
  States
  {
  Spawn:
    TNT1 A 0 NoDelay A_SpawnItemEx("NMBlueRageFlame",random(15,-15),random(15,-15),random(20,50),0,0,random(3,6),0,0,128)
	TNT1 A 1 A_SpawnItemEx("T3DBFGBallParticleFloater",random(-12,12),random(-12,12),random(12,30),random(-2,2),random(-2,2),random(-2,2),random(-20,20),SXF_NOCHECKPOSITION,64)
    Stop
  }
}

Actor BlueCaptainGrenade : LGrenade
{
  Obituary "%o was blown up by a Corrupted Assault Captain's grenade."
  MissileType LGrenadeExplosion
  States
  {
  Spawn:
	TNT1 A 0
	HGN1 A 3 A_StopSound
	HGN1 BCDEFGHABCDEFGHABCDEFGH 3
	Goto Death      
  Death:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag(MISSILE,0)
	TNT1 A 0 A_AlertMonsters
	TNT1 A 0 A_PlaySound("weapons/hgrenadeex")
	TNT1 A 0 A_SpawnItemEx("T3DBFG10kDeathParticleSpawner",0,0,0,0,0,0,0,128) 
	TNT1 AAA 0 A_CustomMissile("LegendaryKaboom3",0,0,random(0,360),2,random(0,360))
	TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX2",0,0,random(0,360),2,random(0,360))
	TNT1 AAAA 0 A_SpawnItemEx("LegendaryDebris",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)
	TNT1 A 0 A_SpawnItemEx("BlueCardballExp")
	BCRC C 4 Bright A_MissileAttack
	BCRC DE 4 Bright A_SetTranslucent(0.75,1)
	Stop
	}
}

ACTOR BlueCaptainThrownMine : LACGrenade
{
  Obituary "%o tripped on one of the Corrupted Assault Captain's mines."
  Scale 0.9
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_StopSound
	Goto Thrown
  Thrown:
	LMIN E 30
	LMIN F 10 Bright
	Loop
  Death:
	LMIN E 1
	LMIN E 1 A_SpawnItem("BlueCaptainLiveMine")
	Stop
	}
}

ACTOR BlueCaptainLiveMine : LACLiveMine
{
  Scale 0.9
  Obituary "%o tripped on one of the Corrupted Assault Captain's mines."
  var int user_delay;
  States
  {
  Spawn:
    TNT1 A 0 A_JumpIf(user_delay >= 20,"Death")	 
    TNT1 A 0 A_SetUserVar("user_delay",user_delay+1)
	LMIN E 30 A_ChangeFlag(NOBLOCKMAP,0)
	LMIN F 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	Loop
  Death:
	TNT1 A 0 A_Die
  Explode:
	LMIN F 15 Bright A_PlaySound("weapons/minebeep")
	TNT1 A 0 A_AlertMonsters
	TNT1 A 0 A_Explode(286,190)
	TNT1 A 0 A_SpawnItemEx("BarrelKaboom",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	TNT1 A 0 A_PlaySound("weapons/mineexplode")
	TNT1 A 0 A_SpawnItemEx("T3DBFGBallShockwave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_SpawnItemEx("LegendaryBlueParticleSpawner",0,0,0,0,0,0,0,128) 
	TNT1 AAAA 0 A_CustomMissile("KaboomBlue2",0,0, random(0,360),2,random(20,160))
	TNT1 AAAA 0 A_CustomMissile("SmokeFX2",0,0,random(0,360),2,random(20,160))
	TNT1 AAAA 0 A_SpawnItemEx("Debris",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)
	TNT1 A 1 A_SpawnItemEx("BlueCardballExp")
	Stop
	}
}

ACTOR BlueZombieLineSpawner : BluePowerLineSpawner
{
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	TNT1 AAAAA 0 A_SpawnItemEx("BlueCardPowerLine",random(32,-32),random(32,-32),random(8,48),0,0,random(1,4),0,128,0) 	
	TNT1 A 1 A_SpawnItemEx("BlueCardPowerLine",random(32,-32),random(32,-32),random(8,48),0,0,random(1,4),0,128,0) 
    Stop
	}
}

ACTOR BlueASGZombieGhostA
{
  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")
	C4SG A 2 A_FadeOut(0.10)
	Wait
	}
}

ACTOR BlueASGZombieGhostB : BlueASGZombieGhostA
{   
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	C4SG B 2 A_FadeOut(0.10)
	Wait
	}
}

ACTOR BlueASGZombieGhostC : BlueASGZombieGhostA
{   
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	C4SG C 2 A_FadeOut(0.10)
	Wait
	}
}

ACTOR BlueASGZombieGhostD : BlueASGZombieGhostA
{   
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	C4SG D 2 A_FadeOut(0.10)
	Wait
	}
}