Actor EnragedLegDemonRune : CustomInventory 
{
//Original: Divine Infinity
//Sprite ELG4A0
//Title "Enraged Legendary Demon Rune"
//Info: Im Finally f*ck done (x4)
Inventory.PickupMessage "A surge of Enraged Legendary energy goes straight to your bones as you pick up the Enraged Legendary Demon Rune."
Inventory.PickupSound "legendarypowersphere/pickup"
Inventory.Icon "ELG4M0"
Inventory.MaxAmount 1
+INVBAR
+COUNTITEM
+INVENTORY.BIGPOWERUP
+NOTIMEFREEZE
+FLOAT
+FLOATBOB
ActiveSound "legdemonrune/idle"
States
{
Use:
	TNT1 A 0
	TNT1 A 0 A_GiveInventory("EnragedLegDemonRuneeGiver")
	TNT1 A 0 A_PlaySound("legendaryrevenant/see", CHAN_AUTO, 1.0, False, ATTN_NONE)
	Stop  	
Spawn:
	TNT1 A 0 Bright A_SpawnItemEx("LegDemonRuneParticleSpawner",0,0,32,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION) 
	TNT1 AAAAAAAAAAAAA 0 Bright A_SpawnItemEx("ArmorParticleBlue",Random(-12,12),Random(-12,12),Random(16,40),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LDRN ABCDEFGJHIJKL 5 Bright A_CustomMissile("LegendaryDRuneFlameSpawner",-20,0,random(0,-360),2,random(0,360)) 
	Loop	
Pickup:
	TNT1 A 1 A_StopSound
	Stop
}
}

ACTOR LegDemonRuneParticleSpawner : LegendaryRedParticleSpawner
{
States
{
Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	TNT1 AAAAAAAAAAAAA 1 Bright A_SpawnItemEx("ArmorParticleBlue",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION) 
	Stop
}
}

ACTOR EnragedLegDemonRuneeGiver : PowerupGiver
{
Powerup.Duration -98
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
+NOTIMEFREEZE
Inventory.MaxAmount 1
Powerup.Type "EnragedLegendaryPlayer"
}

ACTOR PowerEnragedLegendaryPlayer : PowerMorph
{
+NOTIMEFREEZE
PowerMorph.PlayerClass "Demon_EnragedLegendaryRevenant"
PowerMorph.MorphFlash "None"
PowerMorph.UnMorphFlash "None"
PowerMorph.MorphStyle (MRF_FULLHEALTH|MRF_ADDSTAMINA|MRF_NEWTIDBEHAVIOUR|MRF_WHENINVULNERABLE|MRF_LOSEACTUALWEAPON)
}

ACTOR LegMissileType2 : Inventory{inventory.MaxAmount 1}
ACTOR LegMissileType3 : Inventory{inventory.MaxAmount 1}
ACTOR LegMissileType4 : Inventory{inventory.MaxAmount 1}
ACTOR LegMissileType5 : Inventory{inventory.MaxAmount 1}
ACTOR LegMissileType6 : Inventory{inventory.MaxAmount 1}
ACTOR LegMissileType7 : Inventory{inventory.MaxAmount 1}

ACTOR Demon_EnragedLegendaryRevenant : PlayerPawn
{
Speed 1
Mass 300
Radius 20
Height 56
Health 1600
Scale 1.1
Player.MaxHealth 1600
Player.ForwardMove 1.3
Player.SideMove 1.3
Player.JumpZ 10
BloodColor "Red"
Player.SoundClass "LegRevenant"
Player.DisplayName "Legendary Revenant"
Player.AttackZOffset 0
Player.DamageScreenColor Red, 0.1
Player.MorphWeapon "EnragedLegendaryRevenant-Weapons"
DamageFactor 0.6
DamageFactor "Legendary1", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "Legendary", 0.0
DamageFactor "PDTBFG", 0.25
DamageFactor "PDTBFGTracer", 0.25
DamageFactor "PlayerDevBall", 0.125
DamageFactor "PlayerDevBall2", 0.125
DamageFactor "PlayerDTBFGRailgunSlug", 0.75
DamageFactor "PlayerDevTracer", 0.125
DamageFactor "DBFG10K2", 0.1
DamageFactor "PlayerDBFG10K2", 0.1
DamageFactor "DBFG2", 0.1
DamageFactor "PlayerDBFG2", 0.1
DamageFactor "CadaverRocket", 0.0
SeeSound "ELEGRev/see"
PainSound "legendaryrevenant/pain"
DeathSound "ELEGRev/death"
ActiveSound "ELEGRev/idle"
MeleeSound "skeleton/melee"
Species "Player"
var int user_music;
+THRUSPECIES
+DONTHARMSPECIES
+NORADIUSDMG
+NOSKIN
+DONTRIP
+NOPAIN
+BOSS
+BOSSDEATH
+NOTIMEFREEZE
States
{
Spawn:
	TNT1 A 0
	TNT1 A 0 ACS_NamedExecuteWithResult("GetPlayerNumber")
	TNT1 A 0 A_JumpIf(user_music == 1,3)
    TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,759,2008)
	TNT1 A 0 A_SetUserVar("user_music",1)
	Loop
See:
	TNT1 A 0
	TNT1 A 0 ACS_NamedExecuteWithResult("GetPlayerNumber")
	TNT1 A 0 A_JumpIf(user_music == 1,3)
    TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,759,2008)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_SpawnItem("BonyStep",0,0,0,0)
	EREV AAA 2 Bright
	EREV BBB 2 Bright
	EREV CCC 2 Bright
	EREV DDD 2 Bright
	EREV EEE 2 Bright
	EREV FFF 2 Bright
	TNT1 A 0 A_SpawnItem("BonyStep",0,0,0,0)
	Goto Spawn
Missile:
	EREV J 1 Bright
	EREV J 0 A_JumpIfInventory("EnragedLegRevWeapType",7,2)
	EREV J 0 A_Jump(256,2)
	EREV J 0
	Goto Missile7
	EREV J 0 A_JumpIfInventory("EnragedLegRevWeapType",6,2)
	EREV J 0 A_Jump(256,2)
	EREV J 0
	Goto Missile6
	EREV J 0 A_JumpIfInventory("EnragedLegRevWeapType",5,2)
	EREV J 0 A_Jump(256,2)
	EREV J 0
	Goto Missile5
	ELG2 A 0 A_JumpIfInventory("EnragedLegRevWeapType",4,2)
	ELG2 A 0 A_Jump(256,2)
	ELG2 A 0
	Goto Missile4
	EREV J 0 A_JumpIfInventory("EnragedLegRevWeapType",3,2)
	EREV J 0 A_Jump(256,2)
	EREV J 0
	Goto Missile3
	EREV J 0 A_JumpIfInventory("EnragedLegRevWeapType",2,2)
	EREV J 0 A_Jump(256,2)
	EREV J 0
	Goto Missile1
	EREV J 0 A_JumpIfInventory("EnragedLegRevWeapType",1,2)
	EREV J 0 A_Jump(256,2)
	EREV J 0
	Goto Missile2
	EREV J 1 Bright A_Jump(256,"Missile1")
	Goto Spawn
Missile1:
	EREV J 1 Bright
	EREV JKK 10 Bright
	Goto Spawn	
Missile2:
	EREV J 35 Bright
	EREV K 84 Bright
	Goto Spawn
Missile3:	
	EREV GHI 4 Bright
	Goto See	
Missile4:
	EREV J 35 Bright
	EREV K 10 Bright
	Goto Spawn	
Missile5:
	EREV J 80 Bright
	EREV K 10 Bright
	Goto Spawn	
Missile6:
	EREV GH 5 Bright
	EREV I 3 Bright
	Goto Spawn	
Missile7:
	EREV G 0
	EREV G 0 A_Jump(127,4)
	EREV GHI 2 Bright
	Goto See
	EREV RST 2 Bright
	Goto See
Death: 
	EREV LM 7
	EREV N 7 A_Scream
	EREV O 7 A_NoBlocking
	EREV P 7
	EREV Q -1
	Stop
}
}

ACTOR MorphedPlayerFriendMark0
{
+FRIENDLY
+FLOAT
+NOGRAVITY
+NOTARGET
+NOCLIP
+DORMANT
+NOTRIGGER
+NOTIMEFREEZE
+CLIENTSIDEONLY
RenderStyle "Translucent"
Alpha 0.6
Radius 0
Height 0
Speed 0
States
{
Spawn:
	LDRN I 2 Bright
	Stop
Death:
	TNT1 A 0
	Stop
}
}

ACTOR ELMorphedWeapon : Weapon
{
+INVENTORY.UNDROPPABLE
+WEAPON.AMMO_OPTIONAL
+WEAPON.ALT_AMMO_OPTIONAL
+WEAPON.CHEATNOTWEAPON
+WEAPON.DONTBOB
Decal "BulletChip"
Weapon.SelectionOrder 1
States
{	
Spawn:
	TNT1 A 0 
	Stop
Ready:
	TNT1 A 1 A_WeaponReady
	Goto Ready
Select:
	TNT1 AAA 0 A_Raise
	TNT1 A 1 A_Raise
	Loop
Deselect:
	TNT1 AAA 0 A_Lower
	TNT1 A 1 A_Lower
	Loop  
Fire:	
	TNT1 A 2
	Goto Ready	
Flash:
	TNT1 A 1 Bright A_Light2
	TNT1 A 2 Bright A_Light1
	Goto LightDone
}
}

Actor EnragedLegRevWeapType : Inventory{Inventory.MaxAmount 7}

Actor EnragedLegendaryRevenant-Weapons : ELMorphedWeapon
{
States
{
Ready:
ELG2 ABCDEFGHIJKL 4 Bright A_WeaponReady
Loop	
Fire:
	ELG2 A 1 Bright
	ELG2 A 0 A_JumpIfInventory("EnragedLegRevWeapType",7,2)
	ELG2 A 0 A_Jump(256,2)
	ELG2 A 0
	Goto Fire7
	ELG2 A 0 A_JumpIfInventory("EnragedLegRevWeapType",6,2)
	ELG2 A 0 A_Jump(256,2)
	ELG2 A 0
	Goto Fire6
	ELG2 A 0 A_JumpIfInventory("EnragedLegRevWeapType",5,2)
	ELG2 A 0 A_Jump(256,2)
	ELG2 A 0
	Goto Fire5
	ELG2 A 0 A_JumpIfInventory("EnragedLegRevWeapType",4,2)
	ELG2 A 0 A_Jump(256,2)
	ELG2 A 0
	Goto Fire4
	ELG2 A 0 A_JumpIfInventory("EnragedLegRevWeapType",3,2)
	ELG2 A 0 A_Jump(256,2)
	ELG2 A 0
	Goto Fire3
	ELG2 A 0 A_JumpIfInventory("EnragedLegRevWeapType",2,2)
	ELG2 A 0 A_Jump(256,2)
	ELG2 A 0
	Goto Fire2
	ELG2 A 0 A_JumpIfInventory("EnragedLegRevWeapType",1,2)
	ELG2 A 0 A_Jump(256,2)
	ELG2 A 0
	Goto Fire1
	ELG2 A 1 Bright A_Jump(256,"Fire0")
	Goto Ready
Fire0:
	ELG3 B 0 A_GunFlash	
	ELG3 B 2 Bright
	ELG3 C 0 A_FireCustomMissile("PlayerELegRevBall",0,0,-18,25)	
	ELG3 C 3 Bright A_FireCustomMissile("PlayerELegRevBall",0,0,18,25)	
	ELG3 D 3 Bright
	ELG3 E 22 Bright
	Goto Ready		
Fire1:
    ELG3 D 0 A_GiveInventory("LegMissileType2")
	ELG3 D 0 A_GunFlash	
    ELG3 D 35 Bright A_PlaySound("legendaryrevenant/attack1")
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright	
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright	
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright	
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright	
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright	
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright	
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright	
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright	
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright	
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright	
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright	
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright	
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright	
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright	
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright	
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright	
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright	
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright	
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright
	ELG3 B 0 A_FireCustomMissile("PlayerELegRevBall2",0,0,-18,25)	
	ELG3 B 1 Bright A_FireCustomMissile("PlayerELegRevBall2",0,0,18,25)	
	ELG3 C 1 Bright
	ELG3 E 22 Bright
    Goto Ready
Fire2:
	ELG3 B 0 A_GunFlash	
	ELG3 B 2 Bright
	ELG3 C 0 A_FireCustomMissile("PlayerELegRevRocket",0,0,-18,25)	
	ELG3 C 3 Bright A_FireCustomMissile("PlayerELegRevRocket",0,0,18,25)	
	ELG3 D 3 Bright
	ELG3 C 0 A_FireCustomMissile("PlayerELegRevRocket",0,0,-18,25)	
	ELG3 C 3 Bright A_FireCustomMissile("PlayerELegRevRocket",0,0,18,25)	
	ELG3 D 3 Bright
	ELG3 C 0 A_FireCustomMissile("PlayerELegRevRocket",0,0,-18,25)	
	ELG3 C 3 Bright A_FireCustomMissile("PlayerELegRevRocket",0,0,18,25)	
	ELG3 D 3 Bright
	ELG3 C 0 A_FireCustomMissile("PlayerELegRevRocket",0,0,-18,25)	
	ELG3 C 3 Bright A_FireCustomMissile("PlayerELegRevRocket",0,0,18,25)	
	ELG3 D 3 Bright
	ELG3 C 0 A_FireCustomMissile("PlayerELegRevRocket",0,0,-18,25)	
	ELG3 C 3 Bright A_FireCustomMissile("PlayerELegRevRocket",0,0,18,25)	
	ELG3 D 3 Bright
	ELG3 C 0 A_FireCustomMissile("PlayerELegRevRocket",0,0,-18,25)	
	ELG3 C 3 Bright A_FireCustomMissile("PlayerELegRevRocket",0,0,18,25)	
	ELG3 D 3 Bright
	ELG3 C 0 A_FireCustomMissile("PlayerELegRevRocket",0,0,-18,25)	
	ELG3 C 3 Bright A_FireCustomMissile("PlayerELegRevRocket",0,0,18,25)	
	ELG3 D 3 Bright
	ELG3 C 0 A_FireCustomMissile("PlayerELegRevRocket",0,0,-18,25)	
	ELG3 C 3 Bright A_FireCustomMissile("PlayerELegRevRocket",0,0,18,25)	
	ELG3 D 3 Bright
	ELG3 E 22 Bright
	Goto Ready
Fire3:
	ELG1 A 0 A_GiveInventory("LegMissileType3")
	ELG1 A 0 A_GunFlash
	ELG1 A 2 Bright
	ELG1 B 3 Bright A_FireCustomMissile("PlayerLegRevFloorDeadHands",0,0,0,0)	
	ELG1 CDB 3 Bright
	ELG1 A 15 Bright
	Goto Ready
Fire4:
	ELG3 D 0 A_GiveInventory("LegMissileType4")
	ELG3 D 0 A_GunFlash	
	ELG3 D 35 Bright A_PlaySound("legendaryrevenant/see")
	ELG3 B 2 Bright
	ELG3 C 0 A_PlayWeaponSound("monsters/darkcyberrail")
	ELG3 C 0 A_FireCustomMissile("PlayerLegRevRailgunProj",0,0,-18,25)	
	ELG3 C 3 Bright A_FireCustomMissile("PlayerLegRevRailgunProj",0,0,18,25)	
	ELG3 D 3 Bright
	ELG3 C 0 A_FireCustomMissile("PlayerLegRevRailgunProj",0,0,-18,25)	
	ELG3 C 3 Bright A_FireCustomMissile("PlayerLegRevRailgunProj",0,0,18,25)	
	ELG3 D 3 Bright
	ELG3 C 0 A_FireCustomMissile("PlayerLegRevRailgunProj",0,0,-18,25)	
	ELG3 C 3 Bright A_FireCustomMissile("PlayerLegRevRailgunProj",0,0,18,25)	
	ELG3 D 3 Bright
	ELG3 E 22 Bright
	Goto Ready	
Fire5:
	ELG3 D 0 A_GiveInventory("LegMissileType5")
	ELG3 D 0 A_GunFlash	
	ELG3 D 20 Bright A_PlaySound("legendaryrevenant/attack2")
	ELG3 B 60 Bright A_PlayWeaponSound("lrball3/charge")
	ELG3 C 0 A_PlayWeaponSound("lrball3/shot")
	ELG3 C 0 A_FireCustomMissile("PlayerELegRevBall3",0,0,-18,25)	
	ELG3 C 3 Bright A_FireCustomMissile("PlayerELegRevBall3",0,0,18,25)	
	ELG3 D 3 Bright
	ELG3 E 22 Bright
	Goto Ready	
Fire6:
	ELG3 D 0 A_GiveInventory("LegMissileType6")
	ELG3 D 0 A_GunFlash	
	ELG1 A 0 A_PlaySound("skeleton/swing")	
	ELG1 A 1 Bright A_Recoil(-65)
	ELG1 AAAAAAAAAA 1 Bright A_SpawnItemEx("LRGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ELG1 B 0 A_Stop
	ELG1 B 3 Bright A_FireCustomMissile("PlayerLRDashPunch",0,0,0,0)	
	ELG1 CDB 3 Bright
	Goto Ready
Fire7:
	ELG3 D 0 A_GiveInventory("LegMissileType7")
	ELG3 D 0 A_GunFlash	
	ELG1 A 0 A_PlaySound("skeleton/swing")
	ELG1 A 1 Bright
	ELG1 B 2 Bright A_FireCustomMissile("PlayerLRPunch",0,0,0,0)
	ELG1 CDB 2 Bright
	Goto Ready	
AltFire:
	ELG2 A 0
	ELG2 A 0 A_JumpIfInventory("EnragedLegRevWeapType",7,3)
	ELG2 A 0 A_GiveInventory("EnragedLegRevWeapType",1)
	ELG2 A 0 A_Jump(256,2)
	ELG2 A 0 A_TakeInventory("EnragedLegRevWeapType",7)
	ELG2 A 0
	ELG2 A 0 A_JumpIfInventory("EnragedLegRevWeapType",7,"Select7")
	ELG2 A 0 A_JumpIfInventory("EnragedLegRevWeapType",6,"Select6")
	ELG2 A 0 A_JumpIfInventory("EnragedLegRevWeapType",5,"Select5")
	ELG2 A 0 A_JumpIfInventory("EnragedLegRevWeapType",4,"Select4")
	ELG2 A 0 A_JumpIfInventory("EnragedLegRevWeapType",3,"Select3")
	ELG2 A 0 A_JumpIfInventory("EnragedLegRevWeapType",2,"Select2")
	ELG2 A 0 A_JumpIfInventory("EnragedLegRevWeapType",1,"Select1")
	ELG2 A 1 Bright
	ELG2 A 1 Bright A_Jump(256,"Select0")
	Goto Ready
	Select0:
	ELG2 A 1 Bright A_Print("\c[m6]Normal\c-")
	Goto AltDone	
	Select1:
	ELG2 A 1 Bright A_Print("\c[m6]Rage Attack\c-")
	Goto AltDone
	Select2:
	ELG2 A 1 Bright A_Print("\c[m6]Rockets\c-")
	Goto AltDone
	Select3:
	ELG2 A 1 Bright A_Print("\c[m6]Dead Hands\c-")
	Goto AltDone
	Select4:
	ELG2 A 1 Bright A_Print("\c[m6]Railgun\c-")
	Goto AltDone
	Select5:
	ELG2 A 1 Bright A_Print("\c[m6]Best Attack\c-")
	Goto AltDone
	Select6:
	ELG2 A 1 Bright A_Print("\c[m6]Dash Punch\c-")
	Goto AltDone
	Select7:
	ELG2 A 1 Bright A_Print("\c[m6]Normal Punch\c-")
	Goto AltDone	
AltDone:
	ELG2 A 12 Bright
	Goto Ready
}
}

Actor PlayerELegRevBall : ELegRevBall
{
Damage 12
DamageType "EnragedLegendaryPlayer"
Species "Player"
+THRUSPECIES
+NOTIMEFREEZE
 States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_Jump(128,"Homing")	
  Normal:
	ERB1 ABCD 2 A_CustomMissile("ELegRevBallFX",0)
	Loop
  Homing:
	TNT1 A 0 A_SeekerMissile(15,0)
	ERB1 A 2 A_CustomMissile("ELegRevBallFX",0)
	TNT1 A 0 A_SeekerMissile(15,0)
	ERB1 B 2 A_CustomMissile("ELegRevBallFX",0)
	TNT1 A 0 A_SeekerMissile(15,0)
	ERB1 C 2 A_CustomMissile("ELegRevBallFX",0)
	TNT1 A 0 A_SeekerMissile(15,0)
	ERB1 D 2 A_CustomMissile("ELegRevBallFX",0)
	Loop	
  Death:
	ERB1 ABCD 4 A_SpawnItemEx("EnragedParticleSpawner")
	TNT1 A 0 A_Explode(48,96,0) 
	TNT1 A 0 A_PlaySound("weapons/clrocketexplode")
	TNT1 A 0 A_SpawnItemEx("EnragedParticleSpawner") 	
	ERB1 EFGHIJKLMNO 3
	Stop
    }
}

Actor PlayerELegRevBall2 : LegRevBall2
{
Damage 8
DamageType "EnragedLegendaryPlayer"
Species "Player"
+THRUSPECIES
+NOTIMEFREEZE
}

ACTOR PlayerELegRevRocket : ELegRevRocket
{
Speed 45
DamageType "EnragedLegendaryPlayer"
Species "Player"
+THRUSPECIES
+NOTIMEFREEZE
DECAL EnragedRocketScorch
States
{
  Spawn:
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(4,6),Random(-2,2))
	EROC A 2 Bright A_CustomMissile("EnragedMissileTrailParticle",Random(4,6),Random(-2,2))
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(4,6),Random(-2,2))
	EROC B 2 Bright A_CustomMissile("EnragedMissileTrailParticle",Random(4,6),Random(-2,2))
	Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("EnragedParticleSpawner") 
	EROC B 6 Bright A_Explode
	EROC CD 5 Bright A_SetTranslucent(0.75,1)
	Stop
	}
}

ACTOR PlayerLegRevFloorDeadHands : LegRevFloorDeadHands
{
Damage 15
DamageType "EnragedLegendaryPlayer"
Species "Player"
+THRUSPECIES
+NOTIMEFREEZE
States
{
Spawn:
	LRHD MNO 2 A_SpawnItemEx("PlayerLRUndeadHand",random(-16,16),random(-16,16))
	Loop
Death: 
	TNT1 A 0
	TNT1 AAAAAAA 0 A_SpawnItemEx("PlayerLRUndeadHand",random(-48,48),random(-48,48))
	TNT1 A 1
	Stop
}
}

Actor PlayerLRUndeadHand : LRUndeadHand
{
DamageType "EnragedLegendaryPlayer"
Species "Player"
+THRUSPECIES
+NOTIMEFREEZE
}

ACTOR PlayerELegRevRailgunProj : ELegRevRailgunProj
{
Damage (Random(28,40))
DamageType "EnragedLegendaryPlayer"
Species "Player"
+THRUSPECIES
+NOTIMEFREEZE
States
{
  Spawn:
    TNT1 A 1
    Loop
  Death:
	TNT1 A 0 A_SpawnItem("EKaboomLN")
	TNT1 A 1 A_SpawnItem("EnragedRailgunImpactEffect")
	Stop
	}
}

Actor PlayerELegRevBall3 : ELegRevBall3
{
Speed 38
Damage 125
DamageType "EnragedLegendaryPlayer"
Species "Player"
+THRUSPECIES
+NOTIMEFREEZE
  States
  {
  Spawn:
	RRBA A 0 A_CountDown
    RRBA AA 2 bright A_SpawnItemEx("ELegRevBall3Trail")
    Loop
  Death:
    TNT1 A 0 A_Explode
    TNT1 A 0 A_SpawnItemEx("EnragedParticleSpawner")
	TNT1 A 0 A_PlaySound("lrball3/exp")	
    TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("ELegRevSmallBall3",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(-14,14),SXF_NOCHECKPOSITION)
	MMSD A 8 bright A_Explode(38,140)
    Stop
  }
}

Actor PlayerEnragedLegRevSmallBall3 : LegRevSmallBall3
{
Speed 74
Damage 10
DamageType "EnragedLegendaryPlayer"
Species "Player"
+THRUSPECIES
+NOTIMEFREEZE
  States
  {
  Spawn:
    RRB3 A 0
	RRB3 A 0 bright A_CountDown
    RRB3 A 0 bright A_SeekerMissile(15,8,SMF_LOOK)
	RRB3 AA 1 bright A_SpawnItemEx("ELegRevBall3Trail2")
	RRB3 A 0 bright A_SeekerMissile(1,8,SMF_LOOK)
	RRB3 BB 1 bright A_SpawnItemEx("ELegRevBall3Trail2")
	RRB3 A 0 bright A_SeekerMissile(15,8,SMF_LOOK)
	RRB3 CC 1 bright A_SpawnItemEx("ELegRevBall3Trail2")
	RRB3 A 0 bright A_SeekerMissile(15,8,SMF_LOOK)
	RRB3 DD 1 bright A_SpawnItemEx("ELegRevBall3Trail2")
    loop
  Death:
    TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("EnragedParticleSpawner") 
    TNT1 I 8 bright A_Explode(8,80)
    TNT1 J 6 bright
    TNT1 K 4 bright
    Stop
  }
}

Actor PlayerLRDashPunch : LRDashPunch
{
Damage (10*Random(6,10))
DamageType "EnragedLegendaryPlayer"
Species "Player"
+THRUSPECIES
+NOTIMEFREEZE
States
{
Death:
	TNT1 A 1 A_Explode(128,158,0)
	Stop
}
}

Actor PlayerLRPunch : PlayerLRDashPunch
{
Damage (20*Random(6,10))
DamageType "EnragedLegendaryPlayer"
Species "Player"
+THRUSPECIES
+EXTREMEDEATH
+NOTIMEFREEZE
States
{
Death:
	TNT1 A 1
	Stop
}
}

ACTOR LegendaryDRuneFlame
{
+NOCLIP
+MISSILE
+DONTSPLASH
+CLIENTSIDEONLY
+NOBLOCKMAP
+NOGRAVITY
+NOTELEPORT
+FORCEXYBILLBOARD
+NOTIMEFREEZE
RenderStyle Add
Scale 0.3
States
{
Spawn:
	BMKE ABCDEFGHIJKL 2 Bright A_FadeOut
	Stop
}
}

ACTOR LegendaryDRuneFlameSpawner 
{
+NOTIMEFREEZE
+CLIENTSIDEONLY
States
{
Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	TNT1 AAAAAA 0 A_SpawnItemEx("LegendaryDRuneFlame",random(20,-20),random(20,-20),random(20,40),0,0,random(2,6),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	TNT1 A 0
	Stop
Toaster:
	TNT1 A 0
	Stop	
}
}
