ACTOR TrueLegendaryPlasmaGunner : NewTrueLegendaryZombie
{
//Creator: High Councilor
//Origin: Nexus Infinity
//Sprite: TMAY
//Title: "True Legendary Plasma Gunner"
  Health 1500 //1099
  SeeSound "fem/sight"
  PainSound "fem/pain"
  DeathSound "fem/death"
  ActiveSound "fem/active"
  AttackSound "Null"
  Obituary "%o was exterminated by the \c[l5]True\c- \c[z3]Legendary Plasma Gunner\c-."
  Tag "\c[l5]True\c- \c[z3]Legendary Plasma Gunner\c-"
  States
  {
  Spawn:
    TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
    TMAY A 10 Bright A_Look
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TMAY Z 10 Bright A_Look
    Loop
  See:
    TNT1 A 0 A_JumpIf(user_music == 1,3)
    //TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,2058,213)
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,2058)
	TNT1 A 0 A_SetUserVar("user_music",1)
    TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
    TMAY A 0 A_JumpIfTargetInLOS("Strafing")
    TMAY AA 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TMAY BB 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TMAY A 0 A_JumpIfTargetInLOS("Strafing")
	TMAY CC 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TMAY DD 3 Bright A_Chase
	TMAY A 0 A_Jump(80,"Mine","Rush")
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    Loop
  Rush:
    TMAY A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("TLegFemaleZombieGhostA",0,0,0,0,0,0,0,128)
	TMAY A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("TLegFemaleZombieGhostA",0,0,0,0,0,0,0,128)
	TMAY A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("TLegFemaleZombieGhostB",0,0,0,0,0,0,0,128)
	TMAY B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("TLegFemaleZombieGhostB",0,0,0,0,0,0,0,128)
	TMAY B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("TLegFemaleZombieGhostC",0,0,0,0,0,0,0,128)
	TMAY C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("TLegFemaleZombieGhostC",0,0,0,0,0,0,0,128)
	TMAY C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("TLegFemaleZombieGhostD",0,0,0,0,0,0,0,128)
	TMAY D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("TLegFemaleZombieGhostD",0,0,0,0,0,0,0,128)
	TMAY D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Jump(84,"Mine","See")
	Loop
  Strafing:
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	TMAY AA 2 Bright A_GiveInventory("TLegZombieStrafing",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	TMAY BB 2 Bright A_GiveInventory("TLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
    TMAY CC 2 Bright A_GiveInventory("TLegZombieStrafing",1)	
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	TMAY DD 2 Bright A_GiveInventory("TLegZombieStrafing",1)
	Goto See
  Pause:
	TMAY E 0 A_PlaySound("weapons/demontechsteam")
	TMAY EEEEEEEE 2 Bright A_GiveInventory("TLegZombieStrafing",1)
	Goto See
  Missile:
    TNT1 A 0 A_SetShootable
    TNT1 A 0 A_UnsetInvulnerable
    TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_Jump(40,"Railgun","SuperPlasma")
	TNT1 A 0 A_Jump(10,"Rage")
  Plasma:
	TMAY EEE 2 Bright A_GiveInventory("TLegZombieStrafing",1)
	TNT1 A 0 A_GiveInventory("TLegZombieStrafing",1)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,random(-4,4),0)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,random(-4,4),0)
	TMAY F 2 Bright A_PlaySoundEx("weapons/DemonTechRifle","Weapon")
	TNT1 A 0 A_Jump(24,"Pause")
	TNT1 A 0 A_SpidRefire
    TNT1 A 0 A_PlayWeaponSound("BlueDTRFire")
	TNT1 A 0 A_Jump(15,"TrueLegNade")
	TNT1 A 0 A_Jump(25,"Nade")
	Goto Plasma+2
  Nade:
    TMAY E 1 A_JumpIfCloser(1000,1)
	Goto Missile
	TMAY E 0 A_JumpIfCloser(280,"Missile")
    TMAY E 6 A_GiveInventory("TLegZombieStrafing",1)
    TMAY EEE 4 A_GiveInventory("TLegZombieStrafing",1)
	TNT1 A 0 A_GiveInventory("TLegZombieStrafing",1)
    TMAY E 6 A_CustomMissile("LegThrownGrenade",32,0,0,2,10)
	TMAY E 1
	Goto See
  TrueLegNade:
    TMAY E 1 A_JumpIfCloser(1000,1)
	Goto Missile
	TMAY E 0 A_JumpIfCloser(280,"Missile")
    TMAY E 12 A_GiveInventory("TLegZombieStrafing",1)
    TMAY EEE 6 A_GiveInventory("TLegZombieStrafing",1)
	TNT1 A 0 A_GiveInventory("TLegZombieStrafing",1)
    TMAY E 6 A_CustomMissile("LegThrownGrenade",32,0,0,2,10)
	TMAY EE 20
	Goto See
  Mine:
	TMAY C 1 Bright
	TMAY C 0 A_CustomMissile("TrueLACThrownMine",32,0,0,5,15)
	TMAY C 12 Bright A_CustomMissile("TrueLACThrownMine",32,0,0,-5,15)
	TMAY E 12 Bright
	TMAY C 3 Bright
	Goto See
  Railgun:
	TNT1 A 0 A_PlaySound("legendary/defense")
	TMAY E 2 Bright A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TMAY E 2 Bright A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TMAY E 2 Bright A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TMAY E 2 Bright A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TMAY E 2 Bright A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TMAY E 2 Bright A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TMAY E 2 Bright A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TMAY E 2 Bright A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TMAY E 2 Bright A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TMAY E 2 Bright A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TMAY E 2 Bright A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TMAY E 2 Bright A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TMAY E 2 Bright A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TMAY E 2 Bright A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TMAY E 2 Bright A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("TLegZRailgunProj",32,0,random(-2,2),0)
	TMAY F 4 Bright A_PlayWeaponSound("monsters/darkcyberrail")
	TMAY E 2 Bright
	TNT1 A 0 A_Jump(256,"Plasma","See")
  SuperPlasma:
	TMAY EEE 2 Bright A_GiveInventory("TLegZombieStrafing",1)
	TNT1 A 0 A_GiveInventory("TLegZombieStrafing",1)
	TNT1 A 0 A_CustomMissile("SuperLegPlasma",32,0,random(-6,6),0)
	TMAY F 2 Bright A_PlaySoundEx("weapons/DemonTechRifle","Weapon")
    TNT1 A 0 A_PlayWeaponSound("BlueDTRFire")
	TMAY EEE 2 Bright A_GiveInventory("TLegZombieStrafing",1)
	TNT1 A 0 A_GiveInventory("TLegZombieStrafing",1)
	TNT1 A 0 A_CustomMissile("SuperLegPlasma",32,0,random(-6,6),0)
	TMAY F 2 Bright A_PlaySoundEx("weapons/DemonTechRifle","Weapon")
    TNT1 A 0 A_PlayWeaponSound("BlueDTRFire")
	TMAY EEE 2 Bright A_GiveInventory("TLegZombieStrafing",1)
	TNT1 A 0 A_GiveInventory("TLegZombieStrafing",1)
	TNT1 A 0 A_CustomMissile("SuperLegPlasma",32,0,random(-6,6),0)
	TMAY F 2 Bright A_PlaySoundEx("weapons/DemonTechRifle","Weapon")
    TNT1 A 0 A_PlayWeaponSound("BlueDTRFire")
	TMAY EEE 2 Bright A_GiveInventory("TLegZombieStrafing",1)
	TNT1 A 0 A_Jump(256,"Plasma","See")
  Rage:
	TNT1 A 0 A_SetInvulnerable
	//TNT1 A 0 A_Playsound("TLegZomb/Sight",7,1,0,ATTN_NONE)
	TNT1 A 0 A_PlaySound("legendary/defense")
	TMAY EEEEEEEEEEEEEEEEEEEEEEEEEEE 2 Bright A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
  Rage2:
    TNT1 A 0 A_SetShootable
    TNT1 A 0 A_UnsetInvulnerable
    TNT1 A 0 A_SetTranslucent(1)
	TMAY EEE 2 Bright A_GiveInventory("TLegZombieStrafing",1)
	TNT1 A 0 A_GiveInventory("TLegZombieStrafing",1)
	TNT1 A 0 A_CustomMissile("SuperLegPlasma",32,0,random(-4,4),0)
	TMAY F 2 Bright A_PlaySoundEx("weapons/DemonTechRifle","Weapon")
	TNT1 A 0 A_Jump(24,"Pause")
	TNT1 A 0 A_MonsterRefire(240,"See")
    TNT1 A 0 A_PlayWeaponSound("BlueDTRFire")
	Goto Rage2+5
  Pain:
    TNT1 A 0 A_Jump(10,"Protection")
	TNT1 A 0 A_Jump(192,"PainMissile")
    TMAY G 2 Bright A_GiveInventory("TLegZombieStrafing",1)
    TMAY G 0 A_Pain
	TMAY GG 2 Bright A_GiveInventory("TLegZombieStrafing",1)
    Goto See
  PainMissile: 
    TMAY G 2 Bright A_GiveInventory("TLegZombieStrafing",1)
    TMAY G 0 A_Pain
	TMAY GG 2 Bright A_GiveInventory("TLegZombieStrafing",1)
    Goto Missile	
  Protection:
    TNT1 A 0 A_JumpIf(user_protection >= 3,"Pain")
	TNT1 A 0 A_JumpIf(user_protected == 1,"Pain")
	TNT1 A 0 A_PlaySound("legendary/defense")
	TNT1 A 0 A_FaceTarget
	TMAY E 2 Bright ACS_NamedExecuteAlways("LegendaryProtection",0,0,0,0)
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	Goto See
  Death:
    TNT1 A 0 A_Jump(36,"TrueLegendarySoul")
    TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_ChangeFlag(BRIGHT,0)
	TMAY H 5 A_Scream
    TMAY I 5 A_Fall
    TMAY J 5 A_SpawnItem("BodyCrash",0,0,0,0)
    TMAY K 5 
    TMAY L -1 
	Stop
  TrueLegendarySoul:
    TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_ChangeFlag(BRIGHT,0)
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TMAY H 5 A_Scream
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
    TMAY I 5 A_Fall
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
    TMAY J 5 A_SpawnItem("BodyCrash",0,0,0,0)
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
    TMAY K 5 
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
    TMAY L 140
	TMAY L 0 A_PlaySoundEx("brain/spit","Voice",0,2)
	TMAY LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("LegSoulEvent",1)
	TMAY LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("LegSoulEvent",1)
	TMAY LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("LegSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("TrueLegendarySoul",0,0,16,0,0,0,0,32)
	TNT1 A 0 A_SpawnItemEx("TeleportFog",0,0,16,0,0,0,0,32)
	TMAY L -1
	Stop
	}
}

ACTOR TLegFemaleZombieGhostA
{
  Scale 1.1
  Radius 20
  Height 56
  Speed 0
  Alpha 0.7
  PROJECTILE
  RENDERSTYLE Translucent
  +CLIENTSIDEONLY
  +NOTIMEFREEZE
  +NOINTERACTION
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
    TMAY A 2 A_FadeOut(0.10)
    Wait
    }
}

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

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

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