ACTOR MLGStealthTrooper
{ 
//$Category Monsters/LCA
//$Sprite LCMDA1
//$Title "Legendary Stealth Trooper"
MONSTER
Health 6300
Radius 20
Height 56
Speed 10
Mass 100
PainChance 25
PainChance "ZombieDemonTech", 0
BloodColor "Blue"
DropItem "LegendaryArmor", 256, 1
DropItem "LegAmmoSphere" 90 1
DropItem "HandGrenadeAmmo" 237 2
DropItem "MineAmmo" 237 2
DropItem "Backpack" 200 1
DropItem "Armorplate" 207 1
DropItem "Portablemedkit" 212 1
DropItem "LegendaryBulletBox" 202 
DropItem "LegendaryLMGBulletMag" 252 20
DropItem "LegendaryRune" 256 1
DropItem "SuperCrate" 256 1
DropItem "Legendary Light Machine Gun" 202 1
DropItem "LegendaryPowerShard" 65 1
DamageFactor 0.4
	//Vexed
    DamageFactor "Explosion", 0.0001
    DamageFactor "PlayerDTRG", 0.0001
    DamageFactor "DTRailgun", 0.0001
	DamageFactor "PDTPuff", 0.0001
	DamageFactor "RailG", 0.0001
	DamageFactor "PyroShot", 0.0001
	DamageFactor "PlayerPyro", 0.0001
	DamageFactor "PlayerBHole", 0.025
	DamageFactor "PlayerDBFG", 0.015
	DamageFactor "PlayerDBFG2", 0.015
    //Nemesis
	DamageFactor "PlayerNemesisPlasma", 0.0
	DamageFactor "VileFires", 0.0
	DamageFactor "DarkDemoEx", 0.0
	//Hackroid
	DamageFactor "LegendaryZombie", 0.0
	DamageFactor "PDTBFG", 0.0
	DamageFactor "DBFG10K2", 0.5
	DamageFactor "PlayerDBFG10K2", 0.5
	DamageFactor "DBFG2", 0.5
	DamageFactor "Legendary", 0.1
	DamageFactor "Superweapon", 0.1
	DamageFactor "LegendaryPlayer", 0.1
	DamageFactor "Hackroid", 0.0
	DamageFactor "DarkDemoEx", 0.0
	//CorruptLegCyber
	DamageFactor "PDTBFGTracer", 0.0
    DamageFactor "PlayerDevBall", 0.0
    DamageFactor "PlayerDevBall2", 0.0
    DamageFactor "PlayerDTBFGRailgunSlug", 0.0
	DamageFactor "PlayerDevTracer", 0.0
	DamageFactor "PlayerDBFG2", 0.0
    //Legendary
	DamageFactor "LegendaryGuru", 0.0
	DamageFactor "LegendaryPlayer", 0.3
	DamageFactor "LegendaryGuruPlayer", 0.3
	DamageFactor "LACGrenade", 0.0
	DamageFactor "PlayerDTRG", 0.5
+NOTIMEFREEZE
+BOSS
+BOSSDEATH
+FLOORCLIP
+MISSILEMORE
+MISSILEEVENMORE
+QUICKTORETALIATE
+NOICEDEATH
+NODROPOFF
+DONTGIB
+NOTARGET
+NORADIUSDMG
+FORCERADIUSDMG
+NOFEAR
SeeSound "MLGZombie/Sight"
ActiveSound "MLGZombie/Active"
PainSound "lcmdo/pain"
DeathSound "MLGZombie/Death"
Obituary "%o lagged out during the MLG showdown."
Tag "\c[u3]MLG Stealth Trooper\c-"
var int user_music;
var int user_protection;
var int user_protected;
States 
{
Spawn:
    TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
    MLST A 10 Bright A_Look
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	MLST Z 10 Bright A_Look
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
    Loop
See:
    TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,1809,910)
	TNT1 A 0 A_SetUserVar("user_music",1)
    TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
    MLST A 0 A_JumpIfTargetInLOS("Strafing")
    MLST AA 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	MLST BB 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	MLST A 0 A_JumpIfTargetInLOS("Strafing")
	MLST CC 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	MLST DD 3 Bright A_Chase
	TNT1 A 0 A_Jump(80,"Phase")		
	MLST A 0 A_Jump(80,"Rush")
    TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 HealThing(20)
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)	
    Loop
Rush:
    MLST A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("MLGStealthGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	MLST A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("MLGStealthGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	MLST A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("MLGStealthGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	MLST B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("MLGStealthGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	MLST B 1 Bright A_Chase
	TNT1 A 0 A_Jump(80,"Phase")
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
    TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("MLGStealthGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	MLST C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("MLGStealthGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	MLST C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("MLGStealthGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	MLST D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("MLGStealthGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	MLST D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_Jump(40,"Teleport","ComboTel")
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_Jump(84,"See")
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	Loop
Strafing:
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	MLST AA 3 Bright A_GiveInventory("MLGZombieStrafing",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	MLST BB 3 Bright A_GiveInventory("MLGZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
    MLST CC 3 Bright A_GiveInventory("MLGZombieStrafing",1)	
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	MLST DD 3 Bright A_GiveInventory("MLGZombieStrafing",1)
	Goto See
Phase:
	TNT1 A 0 A_PlaySound("phaseimp/teleport")
	MLST E 2 A_FaceTarget
	MLST E 1 A_SetTranslucent(0.75)
	MLST E 1 A_SetTranslucent(0.55)
	MLST E 1 A_SetTranslucent(0.35)
	MLST E 1 A_SetTranslucent(0.20)
	Goto Phased
UnPhase:
	TNT1 A 0 A_PlaySound("phaseimp/teleport")
	MLST E 1 A_SetTranslucent(0.15)
	MLST E 1 A_SetTranslucent(0.35)
	MLST E 1 A_SetTranslucent(0.55)
	MLST E 1 A_SetTranslucent(0.75)
	MLST A 0 A_SetTranslucent(1)
	MLST E 2 A_FaceTarget		
    Goto See	
Phased:
	MLST AABBCCDDAABBCCDDAABBCCDDAABBCCDD 1 A_ExtChase(0,0)
	MLST AABBCCDDAABBCCDD 1 A_Chase
	TNT1 A 0 A_Jump(24,"UnPhase")
	Goto Phased+32
 Teleport:
    MLST A 1 Bright A_UnSetShootable
	MLST AAAA 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	MLST AAAAAAAAAA 1  A_FadeOut(0.1,0)
	MLST A 2 
	MLST AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	MLST AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
    MLST A 1 A_PlayWeaponSound("boss/teleport")
	MLST AAAA 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	MLST AAAAAAAAAA 1 A_FadeIn(0.1)
    MLST A 1 Bright A_SetShootable
    Goto See	
   ComboTel:
       MLST E 1 A_UnSetShootable
       MLST EEEEEEEEEEEE 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
       MLST EEEEEEEEEEE 1 A_FadeOut(0.1,0)
       MLST EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
       MLST E 1 A_PlayWeaponSound("boss/teleport")
       MLST EEEEEEEEEEEE 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
       MLST EEEEEEEEEEE 1 A_FadeIn(0.1)
       MLST E 1 A_PlayWeaponSound("boss/teleport")
       MLST EEEEEEEEEEEE 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
       MLST EEEEEEEEEEE 1 A_FadeIn(0.1)
       MLST EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
       MLST E 1 A_PlayWeaponSound("boss/teleport")
       MLST EEEEEEEEEEEE 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
       MLST EEEEEEEEEEE 1 A_FadeIn(0.1)
       MLST E 1 A_PlayWeaponSound("boss/teleport")
       MLST EEEEEEEEEEEE 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
       MLST EEEEEEEEEEE 1 A_FadeIn(0.1)
       MLST EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
       MLST E 1 A_PlayWeaponSound("boss/teleport")
       MLST EEEEEEEEEEEE 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
       MLST EEEEEEEEEEE 1 A_FadeIn(0.1)
       MLST E 1 A_PlayWeaponSound("boss/teleport")
       MLST EEEEEEEEEEEE 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
       MLST EEEEEEEEEEE 1 A_FadeIn(0.1)
       MLST EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
       MLST E 1 A_PlayWeaponSound("boss/teleport")
       MLST EEEEEEEEEEEE 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
       MLST EEEEEEEEEEE 1 A_FadeIn(0.1)
       MLST E 1 A_PlayWeaponSound("boss/teleport")
       MLST EEEEEEEEEEEE 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
       MLST EEEEEEEEEEE 1 A_FadeIn(0.1)
       MLST EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
       MLST E 1 A_PlayWeaponSound("boss/teleport")
       MLST EEEEEEEEEEEE 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
       MLST EEEEEEEEEEE 1 A_FadeIn(0.1)   
       MLST E 1 A_SetShootable
       Goto See
Pause:
	//LCMD E 0 A_PlaySound("weapons/demontechsteam")
	MLST EEEEE 3 Bright A_GiveInventory("MLGZombieStrafing",1)
	Goto See	
  Missile:
    MLST EE 10 Bright A_FaceTarget
	TNT1 A 0 A_Jump(96,"Burst")
  Normal:
	TNT1 A 0 A_JumpIfInventory("LegAK47Ammo",60,"Reload")
	MLST E 2 Bright A_GiveInventory("MLGZombieStrafing",1)
	TNT1 A 0 A_GiveInventory ("LegAK47Ammo",1)
	TNT1 A 0 A_SpawnItemEx("NemesisRifleCasing",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),128)
	MLST F 0 A_PlaySound("weapons/ak47/fire")
	TNT1 A 0 A_CustomMissile("MLGASGBall",Random(28,34),0,Random(1,-1),0)
	MLST F 2 Bright A_GiveInventory("MLGZombieStrafing",1)
    TNT1 A 0 A_CPosRefire
	TNT1 A 0 A_JumpIfInventory("LegAK47Ammo",60,"Reload")
	MLST E 2 Bright A_GiveInventory("MLGZombieStrafing",1)
	TNT1 A 0 A_GiveInventory ("LegAK47Ammo",1)
	TNT1 A 0 A_SpawnItemEx("NemesisRifleCasing",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),128)
	MLST F 0 A_PlaySound("weapons/ak47/fire")
	TNT1 A 0 A_CustomMissile("MLGASGBall",Random(28,34),0,Random(2,-2),0)
	MLST F 2 Bright A_GiveInventory("MLGZombieStrafing",1)
    TNT1 A 0 A_CPosRefire
	TNT1 A 0 A_JumpIfInventory("LegAK47Ammo",60,"Reload")
	MLST E 2 Bright A_GiveInventory("MLGZombieStrafing",1)
	TNT1 A 0 A_GiveInventory ("LegAK47Ammo",1)
	TNT1 A 0 A_SpawnItemEx("NemesisRifleCasing",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),128)
	MLST F 0 A_PlaySound("weapons/ak47/fire")
	TNT1 A 0 A_CustomMissile("MLGASGBall",Random(28,34),0,Random(2,-2),0)
	MLST F 2 Bright A_GiveInventory("MLGZombieStrafing",1)
	TNT1 A 0 A_Jump(4,"Pause")
	TNT1 A 0 A_Jump(12,"Nade")
	TNT1 A 0 A_Jump(10,"MidAttackTeleport")
    Loop
  Burst:
	TNT1 A 0 A_JumpIfInventory("LegAK47Ammo",60,"Reload")
	MLST EEE 3 Bright A_GiveInventory("MLGZombieStrafing",1)
	MLST E 2 Bright A_GiveInventory("MLGZombieStrafing",1)
	TNT1 A 0 A_GiveInventory ("LegAK47Ammo",1)
	TNT1 A 0 A_SpawnItemEx("NemesisRifleCasing",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),128)
	MLST F 0 A_PlaySound("weapons/ak47/fire")
	TNT1 A 0 A_CustomMissile("MLGASGBall",Random(28,34),0,Random(2,-2),0)
	MLST F 1 Bright A_GiveInventory("MLGZombieStrafing",1)
	TNT1 A 0 A_GiveInventory ("LegAK47Ammo",1)
	TNT1 A 0 A_SpawnItemEx("NemesisRifleCasing",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),128)
	MLST F 0 A_PlaySound("weapons/ak47/fire")
	TNT1 A 0 A_CustomMissile("MLGASGBall",Random(28,34),0,Random(2,-2),0)
	MLST F 1 Bright A_GiveInventory("MLGZombieStrafing",1)
	TNT1 A 0 A_GiveInventory ("LegAK47Ammo",1)
	TNT1 A 0 A_SpawnItemEx("NemesisRifleCasing",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),128)
	MLST F 0 A_PlaySound("weapons/ak47/fire")
	TNT1 A 0 A_CustomMissile("MLGASGBall",Random(28,34),0,Random(2,-2),0)
	MLST F 1 Bright A_GiveInventory("MLGZombieStrafing",1)
	TNT1 A 0 A_GiveInventory ("LegAK47Ammo",1)
	TNT1 A 0 A_SpawnItemEx("NemesisRifleCasing",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),128)
	MLST F 0 A_PlaySound("weapons/ak47/fire")
	TNT1 A 0 A_CustomMissile("MLGASGBall",Random(28,34),0,Random(2,-2),0)
	MLST F 1 Bright A_GiveInventory("MLGZombieStrafing",1)
	TNT1 A 0 A_GiveInventory ("LegAK47Ammo",1)
	TNT1 A 0 A_SpawnItemEx("NemesisRifleCasing",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),128)
	MLST F 0 A_PlaySound("weapons/ak47/fire")
	TNT1 A 0 A_CustomMissile("MLGASGBall",Random(28,34),0,Random(2,-2),0)
	MLST F 1 Bright A_GiveInventory("MLGZombieStrafing",1)
	TNT1 A 0 A_GiveInventory ("LegAK47Ammo",1)
	TNT1 A 0 A_SpawnItemEx("NemesisRifleCasing",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),128)
	MLST F 0 A_PlaySound("weapons/ak47/fire")
	TNT1 A 0 A_CustomMissile("MLGASGBall",Random(28,34),0,Random(2,-2),0)
	MLST F 1 Bright A_GiveInventory("MLGZombieStrafing",1)
	TNT1 A 0 A_GiveInventory ("LegAK47Ammo",1)
	TNT1 A 0 A_SpawnItemEx("NemesisRifleCasing",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),128)
	MLST F 0 A_PlaySound("weapons/ak47/fire")
	TNT1 A 0 A_CustomMissile("MLGASGBall",Random(28,34),0,Random(2,-2),0)
	MLST F 1 Bright A_GiveInventory("MLGZombieStrafing",1)
	TNT1 A 0 A_GiveInventory ("LegAK47Ammo",1)
	TNT1 A 0 A_SpawnItemEx("NemesisRifleCasing",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),128)
	MLST F 0 A_PlaySound("weapons/ak47/fire")
	TNT1 A 0 A_CustomMissile("MLGASGBall",Random(28,34),0,Random(2,-2),0)
	MLST F 1 Bright A_GiveInventory("MLGZombieStrafing",1)
	TNT1 A 0 A_GiveInventory ("LegAK47Ammo",1)
	TNT1 A 0 A_SpawnItemEx("NemesisRifleCasing",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),128)
	MLST F 0 A_PlaySound("weapons/ak47/fire")
	TNT1 A 0 A_CustomMissile("MLGASGBall",Random(28,34),0,Random(2,-2),0)
	MLST F 1 Bright A_GiveInventory("MLGZombieStrafing",1)
	TNT1 A 0 A_GiveInventory ("LegAK47Ammo",1)
	TNT1 A 0 A_SpawnItemEx("NemesisRifleCasing",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),128)
	MLST F 0 A_PlaySound("weapons/ak47/fire")
	TNT1 A 0 A_CustomMissile("MLGASGBall",Random(28,34),0,Random(2,-2),0)
	MLST F 1 Bright A_GiveInventory("MLGZombieStrafing",1)
	TNT1 A 0 A_GiveInventory ("LegAK47Ammo",1)
	TNT1 A 0 A_SpawnItemEx("NemesisRifleCasing",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),128)
	MLST F 0 A_PlaySound("weapons/ak47/fire")
	TNT1 A 0 A_CustomMissile("MLGASGBall",Random(28,34),0,Random(2,-2),0)
	MLST F 1 Bright A_GiveInventory("MLGZombieStrafing",1)
    TNT1 A 0 A_CPosRefire
	TNT1 A 0 A_Jump(32,"MidAttackTeleport")
	TNT1 A 0 A_Jump(96,"Pause")
    Goto Burst
Nade:
    MLST E 1 A_JumpIfCloser(1000,1)
	Goto Missile
	MLST E 0 A_JumpIfCloser(280,"Missile")
    MLST E 6 A_GiveInventory("MLGZombieStrafing",1)
    MLST EEE 4 A_GiveInventory("MLGZombieStrafing",1)
	TNT1 A 0 A_GiveInventory("MLGZombieStrafing",1)
    MLST E 6 A_CustomMissile("MLGGrenade",32,0,0,2,10)
	MLST E 1
	Goto See
LegNade:
    MLST E 1 A_JumpIfCloser(1000,1)
	Goto Missile
	MLST E 0 A_JumpIfCloser(280,"Missile")
    MLST E 6 A_GiveInventory("MLGZombieStrafing",1)
    MLST EEE 4 A_GiveInventory("MLGZombieStrafing",1)
	TNT1 A 0 A_GiveInventory("MLGZombieStrafing",1)
    MLST E 6 A_CustomMissile("MLGGrenade",32,0,0,2,10)
	MLST EE 25
	Goto See
Mine:
	MLST C 1 Bright
	MLST C 12 Bright A_CustomMissile("LACThrownMine",32,0,0,5,15)
	MLST C 0 Bright A_CustomMissile("LACThrownMine",32,0,0,-5,15)
	MLST C 0 Bright A_CustomMissile("LACThrownMine",32,0,0,0,15)
	MLST E 12 Bright
	MLST C 3 Bright
	Goto See
Pain:
   	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_Jump(15,"Protection")
	TNT1 A 0 A_Jump(90,"Phase")
    MLST G 3 Bright A_GiveInventory("MLGZombieStrafing",1)
    MLST G 0 A_Pain
	MLST G 3 Bright A_GiveInventory("MLGZombieStrafing",1)
    Goto See
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
	MLST E 2 Bright ACS_NamedExecuteAlways("LegendaryProtection",0,0,0,0)
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	Goto See
Rage:
	MLST E 1 Bright A_GiveInventory("MLGZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisRifleCasing",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),128)
	MLST F 0 A_PlaySound("weapons/ak47/fire")
	TNT1 A 0 A_CustomMissile("MLGASGBall",Random(28,34),0,Random(4,-4),0)
	MLST F 1 Bright A_GiveInventory("MLGZombieStrafing",1)
    TNT1 A 0 A_CPosRefire
	MLST E 1 Bright A_GiveInventory("MLGZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisRifleCasing",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),128)
	MLST F 0 A_PlaySound("weapons/ak47/fire")
	TNT1 A 0 A_CustomMissile("MLGASGBall",Random(28,34),0,Random(4,-4),0)
	MLST F 1 Bright A_GiveInventory("MLGZombieStrafing",1)
    TNT1 A 0 A_CPosRefire
	TNT1 A 0 A_Jump(32,"NadeRage")
	TNT1 A 0 A_Jump(4,"Pause")
    Loop
  NadeRage:
	TNT1 A 0 A_PlaySound("weapons/hgrenadepin",0,1.0,0)
	MLST CCEE 2 Bright A_GiveInventory("MLGZombieStrafing",1)
	TNT1 A 0 A_PlaySound("weapons/hgrenadethrow",0,1.0,0)
	MLST E 1 Bright A_CustomMissile("MLGGrenade",32,0,0,2,4)
	Goto Rage
Reload:
    TNT1 A 0 A_ChangeFlag("NoPain", 1)
    TNT1 A 0 A_PlaySound("weapons/ak47/reload1")
	TNT1 A 0 A_SpawnItemEx("LegendaryEmptyDrumSpawner", -8, 7, 30, 4, 0, (0.1)*Random(30, 40), Random(-80, -90), 128)
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
    MLST EE 25 Bright A_TakeInventory ("LegAK47Ammo", 76)
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
    MLST E 20 Bright A_PlaySound("weapons/ak47/reload2") 
	MLST E 40 Bright A_PlaySound("weapons/ak47/draw")
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
    TNT1 A 0 A_ChangeFlag("NoPain", 0)
    Goto See
MidAttackTeleport:
	MLST E 1 Bright A_UnSetShootable
	TNT1 AAAA 0 A_SpawnItemEx("GHellionSmokeSpawner")
	MLST E 1 Bright A_FadeOut(0.1,0)
	TNT1 A 0 A_GiveInventory("MLGZombieStrafing",1)
	MLST EEE 1 Bright A_FadeOut(0.1,0)
	TNT1 A 0 A_GiveInventory("MLGZombieStrafing",1)
	MLST EEE 1 Bright A_FadeOut(0.1,0)
	TNT1 A 0 A_GiveInventory("MLGZombieStrafing",1)
	MLST EEE 1 Bright A_FadeOut(0.1,0)
	MLST E 1 Bright
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	MLST E 1 Bright A_PlayWeaponSound("boss/teleport")
	TNT1 AAAA 0 A_SpawnItemEx("GHellionSmokeSpawner")
	MLST EEEEEEEEEE 1 Bright A_FadeIn(0.1)
	MLST EEE 1 Bright A_FadeIn(0.1)
	TNT1 A 0 A_GiveInventory("MLGZombieStrafing",1)
	MLST EEE 1 Bright A_FadeIn(0.1)
	TNT1 A 0 A_GiveInventory("MLGZombieStrafing",1)
	MLST EEE 1 Bright A_FadeIn(0.1)
	TNT1 A 0 A_GiveInventory("MLGZombieStrafing",1)
	MLST E 1 Bright A_FadeIn(0.1)
	MLST E 1 Bright A_SetShootable
	Goto Normal
Death:
    TNT1 A 0 A_Jump(36,"LegendarySoul") 
	TNT1 A 0 A_SetTranslucent(1)
    TNT1 A 0 A_StopSound(6)
	MLST H 5 A_Scream
    MLST I 5 A_Fall
    MLST J 5 A_SpawnItem("BodyCrash",0,0,0,0)
    MLST K 5 
    MLST L -1 
	Stop
LegendarySoul:
	TNT1 A 0 A_SetTranslucent(1)
    TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	MLST H 5 A_Scream
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
    MLST I 5 A_Fall
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
    MLST J 5 A_SpawnItem("BodyCrash",0,0,0,0)
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
    MLST K 5 
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	MLST L 140
	MLST L 0 A_PlaySoundEx("brain/spit","Voice",0,2)
	MLST LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("LegSoulEvent",1)
	MLST LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("LegSoulEvent",1)
	MLST LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("LegSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("LegendarySoul",0,0,16,0,0,0,0,32)
	TNT1 A 0 A_SpawnItemEx("TeleportFog",0,0,16,0,0,0,0,32)
	MLST L -1
	Stop
XDeath:
    TNT1 A 0 A_StopSound(6)
	MLST O 3 A_SpawnItemEx("GreenGibbedGenerator",0,0,0,0,0,0,0,128,0)
    MLST P 3 A_XScream
    MLST R 3 A_Fall
    MLST STUV 3 
    MLST W -1 
    Stop
    }
}

ACTOR INFMLGStealthTrooper : MLGStealthTrooper
{
Tag "\c[u3]MLG Stealth Trooper\c-"
States
{
  Spawn:
    TNT1 A 0 
    TNT1 A 0 A_Jump(140,"Remove")
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("SimpleProgSys") == 0,2)
    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("RuneTier3SpawnCheck") == 2,1)
	Goto Remove
  Idle:
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
    MLST A 10 Bright A_Look
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	MLST Z 10 Bright A_Look
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
    Loop
  Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("INFLegendaryStealthTrooper",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
	}
}

ACTOR MLGStealthGhostA 
{
	Scale 1.1
	Radius 20
	Height 56
	Speed 0
	Alpha 0.7
	PROJECTILE
	RENDERSTYLE Translucent
	+NOTIMEFREEZE
	+CLIENTSIDEONLY
	States 
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	Fade:
		TNT1 A 1
		MLST A 2 A_FadeOut(0.10)
		Goto Fade+1
	Toaster:
		TNT1 A 0
		Stop
    }
}

ACTOR MLGStealthGhostB : MLGStealthGhostA 
{   
	States 
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	Fade:
		TNT1 A 1
		MLST B 2 A_FadeOut(0.10)
		Goto Fade+1
	Toaster:
		TNT1 A 0
		Stop
    }
}

ACTOR MLGStealthGhostC : MLGStealthGhostA 
{   
	States 
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	Fade:
		TNT1 A 1
		MLST C 2 A_FadeOut(0.10)
		Goto Fade+1
	Toaster:
		TNT1 A 0
		Stop
    }
}

ACTOR MLGStealthGhostD : MLGStealthGhostA 
{   
States 
{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	Fade:
		TNT1 A 1
		MLST D 2 A_FadeOut(0.10)
		Goto Fade+1
	Toaster:
		TNT1 A 0
		Stop
    }
}
