ACTOR LegendaryAllieSquadBeacon : MarineBeacon
{
Inventory.MaxAmount 3
Inventory.InterHubAmount 3
Inventory.Icon "B3ZCE0"
Inventory.PickupSound "Beacon/Pickup"
Inventory.PickupMessage "Legendary Squad Beacon"
Tag "Legendary Beacon - Friendly Allies Squad"
//Info: Using Sprites From Nexus Infinity
States
{
  Spawn:
	BEAC J -1
    Stop
  Use:
	//TNT1 A 0 A_Jump(100,2,3,4,5,6)
	TNT1 A 1 A_SpawnItemEx("FriendlyLegendaryRandomlyAlliesActived",0,0,16,8,0,4,0,0,0,tid-1)
	Stop
	TNT1 A 1 A_SpawnItemEx("FriendlyLegendaryRandomlyAlliesActived",0,0,16,8,0,4,0,0,0,tid-1)
	Stop
	TNT1 A 1 A_SpawnItemEx("FriendlyLegendaryRandomlyAlliesActived",0,0,16,8,0,4,0,0,0,tid-1)
	Stop
	TNT1 A 1 A_SpawnItemEx("FriendlyLegendaryRandomlyAlliesActived",0,0,16,8,0,4,0,0,0,tid-1)
	Stop
	TNT1 A 1 A_SpawnItemEx("FriendlyLegendaryRandomlyAlliesActived",0,0,16,8,0,4,0,0,0,tid-1)
	Stop
	TNT1 A 1 A_SpawnItemEx("FriendlyLegendaryRandomlyAlliesActived",0,0,16,8,0,4,0,0,0,tid-1)
	Stop
}
}

ACTOR FriendlyLegendaryRandomlyAlliesActived : MarineBeaconActivated
{
States
{
  Spawn:
    BEAC J 20 A_SpawnItem("BlueLightning")
    BEAC K 15 Bright A_PlaySound("beacon/alarm")
    BEAC J 20 A_SpawnItem("BlueLightning")
    BEAC K 15 Bright A_PlaySound("beacon/alarm")
    BEAC J 20 A_SpawnItem("BlueLightning")
    BEAC K 15 Bright A_PlaySound("beacon/alarm")
    BEAC J 35 Bright A_SpawnItem("BlueLightning")
    BEAC KKKK 35 A_SpawnItemEx("FriendlyLegendaryRandomlyAlliesSpawner",0,0,0,0,0,0,0,32|SXF_SETMASTER,0,tid)
	BEAC K 1
    Goto Death
  Death:
	TNT1 A 0
    TNT1 A 1 A_SpawnItemEx("TeleportFog")
    Stop
  Explosion:
	BEAC AA 35 A_PlaySound("weapon/warn")
	TNT1 A 0 A_SpawnItem("LargeBeaconKaboom")
    Stop
  }
}

ACTOR FriendlyLegendaryRandomlyAlliesSpawner : RandomSpawner
{
DropItem "FriendlyLegendaryZombie", 256, 1
DropItem "FriendlyLegendarySoul", 256, 1
DropItem "FriendlyLegendaryImp", 256, 1
DropItem "FriendlyLegendaryPhaseImp", 256, 1
DropItem "FriendlyLegendaryRevolverZombie", 256, 1
DropItem "FriendlyLegendaryCowboy", 256, 1
DropItem "FriendlyLegendaryAssaultCaptain", 256, 1
DropItem "FriendlyLegendaryLieutenant", 256, 1
DropItem "FriendlyLegendaryAnnihilatorImp", 256, 1
DropItem "FriendlyLegendarySuperShotgunZombie", 256, 1
DropItem "FriendlyLegendaryQuadShotgunZombie", 256, 1
DropItem "FriendlyLegendaryLeader", 256, 1
DropItem "FriendlyLegendaryProShotgunner", 256, 1
DropItem "FriendlyLegendaryCatharsi", 256, 1
DropItem "NewFriendlyLegendaryPlasmaGunner", 256, 1
DropItem "FriendlyLegendaryRailgunZombie", 256, 1
DropItem "FriendlyLegendaryDevastatorZombie", 256, 1
DropItem "FriendlyLegendaryHeroSoul", 256, 1
DropItem "FriendlyLegendaryChainsawZombie", 256, 1
DropItem "FriendlyLegendaryStealthTrooper", 256, 1
DropItem "FriendlyLegendaryCommando", 256, 1
DropItem "FriendlyStoneLegendaryCommando", 256, 1
DropItem "FriendlyLegendaryGeneral", 256, 1
DropItem "FriendlyLegendaryColonel", 256, 1
DropItem "FriendlyLegendaryPyroZombie", 256, 1
DropItem "FriendlyLegendaryFiend", 256, 1
DropItem "FriendlyLegendaryApparition", 256, 1
DropItem "FriendlyLegendarySuicideBomber", 256, 1
DropItem "FriendlyLegendaryRevenant", 256, 1
+Friendly
+NOBLOCKMONST
+DONTHARMSPECIES
+DONTHARMCLASS
}

ACTOR NewFriendlyLegendaryBeaconSpecOps : MarineBeacon replaces FriendlyLegendaryBeaconSpecOps
{
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.Icon "LBBEZ0"
Inventory.PickupSound "Beacon/Pickup"
Inventory.PickupMessage "Legendary Beacon Spec Ops! Now its good, right?"
Tag "Legendary Beacon Spec Ops: Hires Legendary Spec Ops"
Scale 0.9
+INVBAR
 States
  {
  Spawn:
    LZZE A -1
    Stop
  Use:
    TNT1 A 1 A_SpawnItemEx ("NewLegendaryFriendly1ActiveBeacon", 56, 0, 8, 0, 0, 0, 0, 1)
    Stop
  }
}

actor NewLegendaryFriendly1ActiveBeacon replaces LegendaryFriendly1ActiveBeacon
{
  -SOLID
  -SHOOTABLE
  +FRIENDLY
  States
  {
  Spawn:
    LZZE A 105
    LZZE A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    LZZE A 0 A_SpawnItemEx ("NewFriendlyLegendaryBeaconSpecOpsSpawn", 0, 0, 8, 0, 0, 0, 0, 1)
    LZZE A 105
    LZZE A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    LZZE A 0 A_SpawnItemEx ("NewFriendlyLegendaryBeaconSpecOpsSpawn", 0, 0, 8, 0, 0, 0, 0, 1)
    LZZE A 105
    LZZE A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    LZZE A 0 A_SpawnItemEx ("NewFriendlyLegendaryBeaconSpecOpsSpawn", 0, 0, 8, 0, 0, 0, 0, 1)
    LZZE A 105
    LZZE A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    LZZE A 0 A_SpawnItemEx ("NewFriendlyLegendaryBeaconSpecOpsSpawn", 0, 0, 8, 0, 0, 0, 0, 1)
    LZZE A 105
    LZZE A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    LZZE A 0 A_SpawnItemEx ("NewFriendlyLegendaryBeaconSpecOpsSpawn", 0, 0, 8, 0, 0, 0, 0, 1)
    LZZE A 105
    LZZE A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    LZZE A 0 A_SpawnItemEx ("NewFriendlyLegendaryBeaconSpecOpsSpawn", 0, 0, 8, 0, 0, 0, 0, 1)
    LZZE A 105
    goto Death
  Death:
    TNT1 A 1 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    stop
	}
}

ACTOR NewFriendlyLegendaryBeaconSpecOpsSpawn : RandomSpawner
{
+FRIENDLY
DropItem "FriendlyLegendarySpecOpsMachinegunner", 256, 100
}