Actor TrueLegDemonRune : CustomInventory 
{
//Original: Divine Infinity
//Sprite TLD5A0
//Title "True Legendary Demon Rune"
//Info: Im Finally f*ck done
Inventory.PickupMessage "A surge of True Legendary energy goes straight to your bones as you pick up the True Legendary Demon Rune."
Inventory.PickupSound "PickUpDemonRune/Sight"
Inventory.Icon "TLD5M0"
Inventory.MaxAmount 1
+INVBAR
+COUNTITEM
+INVENTORY.BIGPOWERUP
+NOTIMEFREEZE
+FLOAT
+FLOATBOB
ActiveSound "legdemonrune/idle"
States
{
Use:
	TNT1 A 0
	TNT1 A 0 A_GiveInventory("TrueLegDemonRuneeGiver")
	TNT1 A 0 A_PlaySound("legendaryrevenant/see", CHAN_AUTO, 1.0, False, ATTN_NONE)
	TNT1 A 0 A_PlaySoundEx("brain/spit","Voice",0,2)
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("BlueLightning")
	Stop  	
Spawn:
	TNT1 A 0 Bright A_SpawnItemEx("TrueLegDemonRuneParticleSpawner",0,0,32,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION) 
	TNT1 AAAAAAAAAAAAA 0 Bright A_SpawnItemEx("BHellionSmokeSpawner",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)
	TLD5 ABCDEFGJHIJKL 5 Bright A_CustomMissile("TrueLegendaryDRuneFlameSpawner",-20,0,random(0,-360),2,random(0,360)) 
	Loop	
Pickup:
	TNT1 A 1 A_StopSound
	Stop
}
}

ACTOR TrueLegDemonRuneParticleSpawner : LegDemonRuneParticleSpawner
{
States
{
Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	TNT1 AAAAAAAAAAAAA 1 Bright A_SpawnItemEx("BHellionSmokeSpawner",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 TrueLegDemonRuneeGiver : PowerupGiver
{
Powerup.Duration -311
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
+NOTIMEFREEZE
Inventory.MaxAmount 1
Powerup.Type "TrueLegendaryPlayer"
}

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

ACTOR TrueLegMissileType2 : Inventory{inventory.MaxAmount 1}
ACTOR TrueLegMissileType3 : Inventory{inventory.MaxAmount 1}
ACTOR TrueLegMissileType4 : Inventory{inventory.MaxAmount 1}
ACTOR TrueLegMissileType5 : Inventory{inventory.MaxAmount 1}
ACTOR TrueLegMissileType6 : Inventory{inventory.MaxAmount 1}
ACTOR TrueLegMissileType7 : Inventory{inventory.MaxAmount 1}
ACTOR TrueLegMissileType8 : Inventory{inventory.MaxAmount 1}
ACTOR TrueLegMissileType9 : Inventory{inventory.MaxAmount 1}
ACTOR TrueLegMissileType10 : Inventory{inventory.MaxAmount 1}

ACTOR Demon_TrueLegendaryRevenant : PlayerPawn
{
Speed 1
Mass 1600
Radius 20
Height 56
Health 2400
Scale 1.1
Player.MaxHealth 2400
Player.ForwardMove 1.3
Player.SideMove 1.3
Player.JumpZ 10
BloodColor "Blue"
Player.SoundClass "LegRevenant"
Player.DisplayName "True Legendary Revenant"
Player.AttackZOffset 0
Player.DamageScreenColor Blue, 0.1
Player.MorphWeapon "TrueLegendaryRevenant-Weapons"
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "VexedNemesisPlayer", 0.0
DamageFactor "NemesisPlayer", 0.0
DamageFactor 0.4
DamageFactor "Legendary1", 0.0
DamageFactor "Legendary", 0.0
DamageFactor "LegendaryGuru", 0.0
DamageFactor "PDTBFG", 0.25
DamageFactor "PDTBFGTracer", 0.25
DamageFactor "PlayerDevBall", 0.125
DamageFactor "PlayerDevBall2", 0.125
DamageFactor "PlayerDTBFGRailgunSlug", 0.125
DamageFactor "PlayerDevTracer", 0.125
DamageFactor "CadaverRocket", 0.0
DamageFactor "DBFG10K2", 0.65
DamageFactor "PlayerDTRG", 0.5
DamageFactor "PlayerDBFG10K2", 0.65
DamageFactor "DBFG2", 0.65
DamageFactor "PlayerDBFG2", 0.65
DamageFactor "LegMind", 0.0
DamageFactor "VileFires", 0.0
DamageFactor "Baby15K", 0.0
DamageFactor "SoulToxic", 0.0
DamageFactor "BombBreath", 0.0
DamageFactor "CacoComet", 0.0
DamageFactor "CadaverRocket", 0.0
DamageFactor "BeheComet", 0.0
DamageFactor "NobleComet", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "Hell", 0.0
DamageFactor "UltimateLegendary", 0.0
DamageFactor "PlayerPyro", 0.4
DamageFactor "HellComet", 0.4
DamageFactor "PlayerNemesisPlasma", 0.4
DamageFactor "TrueLegendaryDamage", 0.0
DamageFactor "TrueLegendaryPlayer", 0.0
SeeSound "legendaryrevenant/see"
PainSound "legendaryrevenant/pain"
DeathSound "legendaryrevenant/death"
ActiveSound "legendaryrevenant/idle"
MeleeSound "skeleton/melee"
Species "Player"
+THRUSPECIES
+DONTHARMSPECIES
+NORADIUSDMG
+NOSKIN
+DONTRIP
+NOPAIN
+BOSS
+BOSSDEATH
+NOTIMEFREEZE
var int user_music;
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)
	TREV A 10 Bright
	Loop
See:
	TNT1 A 0
	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)
	TREV AAA 2 Bright
	TREV BBB 2 Bright
	TREV CCC 2 Bright
	TREV DDD 2 Bright
	TREV EEE 2 Bright
	TREV FFF 2 Bright
	TNT1 A 0 A_SpawnItem("BonyStep",0,0,0,0)
	Goto Spawn
Missile:
	TREV J 0 A_JumpIfInventory("TrueLegRevWeapType",10,2)
	TREV J 0 A_Jump(256,2)
	TREV J 0
	Goto TrueMissile10
	TREV J 0 A_JumpIfInventory("TrueLegRevWeapType",9,2)
	TREV J 0 A_Jump(256,2)
	TREV J 0
	Goto TrueMissile9
	TREV J 0 A_JumpIfInventory("TrueLegRevWeapType",8,2)
	TREV J 0 A_Jump(256,2)
	TREV J 0
	Goto TrueMissile8
	TREV J 1 Bright
	TREV J 0 A_JumpIfInventory("TrueLegRevWeapType",7,2)
	TREV J 0 A_Jump(256,2)
	TREV J 0
	Goto TrueMissile7
	TREV J 0 A_JumpIfInventory("TrueLegRevWeapType",6,2)
	TREV J 0 A_Jump(256,2)
	TREV J 0
	Goto TrueMissile6
	TREV J 0 A_JumpIfInventory("TrueLegRevWeapType",5,2)
	TREV J 0 A_Jump(256,2)
	TREV J 0
	Goto TrueMissile5
	TLR1 A 0 A_JumpIfInventory("TrueLegRevWeapType",4,2)
	TLR1 A 0 A_Jump(256,2)
	TLR1 A 0
	Goto TrueMissile4
	TREV J 0 A_JumpIfInventory("TrueLegRevWeapType",3,2)
	TREV J 0 A_Jump(256,2)
	TREV J 0
	Goto TrueMissile3
	TREV J 0 A_JumpIfInventory("TrueLegRevWeapType",2,2)
	TREV J 0 A_Jump(256,2)
	TREV J 0
	Goto TrueMissile1
	TREV J 0 A_JumpIfInventory("TrueLegRevWeapType",1,2)
	TREV J 0 A_Jump(256,2)
	TREV J 0
	Goto TrueMissile2
	TREV J 1 Bright A_Jump(256,"TrueMissile1")
	Goto Spawn
TrueMissile1:
	TREV J 1 Bright
	TREV JKK 10 Bright
	Goto Spawn	
TrueMissile2:
	TREV J 35 Bright
	TREV K 84 Bright
	Goto Spawn
TrueMissile3:	
	TREV GHI 4 Bright
	Goto See	
TrueMissile4:
	TREV J 35 Bright
	TREV K 10 Bright
	Goto Spawn	
TrueMissile5:
	TREV J 80 Bright
	TREV K 10 Bright
	Goto Spawn	
TrueMissile6:
	TREV GH 5 Bright
	TREV I 3 Bright
	Goto Spawn	
TrueMissile7:
	TREV G 0
	TREV G 0 A_Jump(127,4)
	TREV GHI 2 Bright
	Goto See
	TREV RST 2 Bright
	Goto See
TrueMissile8:	
	TREV GHI 4 Bright
	Goto See
TrueMissile9:	
	TREV GHI 4 Bright
	Goto See
TrueMissile10:	
	TREV GHI 4 Bright
	Goto See	
Death: 
	TREV LM 7
	TREV N 7 A_Scream
	TREV O 7 A_NoBlocking
	TREV P 7
	TREV 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:
	TLD5 I 2 Bright
	Stop
Death:
	TNT1 A 0
	Stop
}
}

ACTOR TrueLegendaryRevenantMorphedWeapon : 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 TrueLegRevWeapType : Inventory{Inventory.MaxAmount 10}

Actor TrueLegendaryRevenant-Weapons : MorphedWeapon
{
States
{
Ready:
TLR1 ABCDEFGHIJKL 4 Bright A_WeaponReady
Loop	
Fire:
	TLR1 A 1 Bright
	TLR1 A 0 A_JumpIfInventory("TrueLegRevWeapType",10,2)
	TLR1 A 0 A_Jump(256,2)
	TLR1 A 0
	Goto Fire10
	TLR1 A 0 A_JumpIfInventory("TrueLegRevWeapType",9,2)
	TLR1 A 0 A_Jump(256,2)
	TLR1 A 0
	Goto Fire9
	TLR1 A 0 A_JumpIfInventory("TrueLegRevWeapType",8,2)
	TLR1 A 0 A_Jump(256,2)
	TLR1 A 0
	Goto Fire8
	TLR1 A 0 A_JumpIfInventory("TrueLegRevWeapType",7,2)
	TLR1 A 0 A_Jump(256,2)
	TLR1 A 0
	Goto Fire7
	TLR1 A 0 A_JumpIfInventory("TrueLegRevWeapType",6,2)
	TLR1 A 0 A_Jump(256,2)
	TLR1 A 0
	Goto Fire6
	TLR1 A 0 A_JumpIfInventory("TrueLegRevWeapType",5,2)
	TLR1 A 0 A_Jump(256,2)
	TLR1 A 0
	Goto Fire5
	TLR1 A 0 A_JumpIfInventory("TrueLegRevWeapType",4,2)
	TLR1 A 0 A_Jump(256,2)
	TLR1 A 0
	Goto Fire4
	TLR1 A 0 A_JumpIfInventory("TrueLegRevWeapType",3,2)
	TLR1 A 0 A_Jump(256,2)
	TLR1 A 0
	Goto Fire3
	TLR1 A 0 A_JumpIfInventory("TrueLegRevWeapType",2,2)
	TLR1 A 0 A_Jump(256,2)
	TLR1 A 0
	Goto Fire2
	TLR1 A 0 A_JumpIfInventory("TrueLegRevWeapType",1,2)
	TLR1 A 0 A_Jump(256,2)
	TLR1 A 0
	Goto Fire1
	TLR1 A 1 Bright A_Jump(256,"Fire0")
	Goto Ready
Fire0:
	TLR2 B 0 A_GunFlash	
	TLR2 B 2 Bright
	TLR2 C 0 A_FireCustomMissile("PlayerSuperLegPlasma",0,0,-18,25)	
	TLR2 C 3 Bright A_FireCustomMissile("PlayerSuperLegPlasma",0,0,18,25)	
	TLR2 D 3 Bright
	TLR2 C 0 A_FireCustomMissile("PlayerSuperLegPlasma",0,0,-18,25)	
	TLR2 C 3 Bright A_FireCustomMissile("PlayerSuperLegPlasma",0,0,18,25)	
	TLR2 D 3 Bright
	TLR2 C 0 A_FireCustomMissile("PlayerSuperLegPlasma",0,0,-18,25)	
	TLR2 C 3 Bright A_FireCustomMissile("PlayerSuperLegPlasma",0,0,18,25)	
	TLR2 D 3 Bright
	TLR2 C 0 A_FireCustomMissile("PlayerSuperLegPlasma",0,0,-18,25)	
	TLR2 C 3 Bright A_FireCustomMissile("PlayerSuperLegPlasma",0,0,18,25)	
	TLR2 D 3 Bright
	TLR2 C 0 A_FireCustomMissile("PlayerSuperLegPlasma",0,0,-18,25)	
	TLR2 C 3 Bright A_FireCustomMissile("PlayerSuperLegPlasma",0,0,18,25)	
	TLR2 D 3 Bright
	TLR2 C 0 A_FireCustomMissile("PlayerSuperLegPlasma",0,0,-18,25)	
	TLR2 C 3 Bright A_FireCustomMissile("PlayerSuperLegPlasma",0,0,18,25)	
	TLR2 D 3 Bright
	TLR2 C 0 A_FireCustomMissile("PlayerSuperLegPlasma",0,0,-18,25)	
	TLR2 C 3 Bright A_FireCustomMissile("PlayerSuperLegPlasma",0,0,18,25)	
	TLR2 D 3 Bright
	TLR2 E 22 Bright
	Goto Ready		
Fire1:
    TLR2 D 0 A_GiveInventory("TrueLegMissileType2")
	TLR2 D 0 A_GunFlash	
    TLR2 D 35 Bright A_PlaySound("legendaryrevenant/attack1")
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright	
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright	
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright	
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright	
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright	
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright	
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright	
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright	
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright	
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright	
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright	
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright	
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright	
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright	
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright	
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright	
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright	
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright	
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright
	TLR2 B 0 A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,-18,25)	
	TLR2 B 1 Bright A_FireCustomMissile("PlayerTrueLegRevBall2",0,0,18,25)	
	TLR2 C 1 Bright
	TLR2 E 22 Bright
    Goto Ready
Fire2:
	TLR2 B 0 A_GunFlash	
	TLR2 B 2 Bright
	TLR2 C 0 A_FireCustomMissile("PlayerTrueLegRevRocket",0,0,-18,25)	
	TLR2 C 3 Bright A_FireCustomMissile("PlayerTrueLegRevRocket",0,0,18,25)	
	TLR2 D 3 Bright
	TLR2 C 0 A_FireCustomMissile("PlayerTrueLegRevRocket",0,0,-18,25)	
	TLR2 C 3 Bright A_FireCustomMissile("PlayerTrueLegRevRocket",0,0,18,25)	
	TLR2 D 3 Bright
	TLR2 C 0 A_FireCustomMissile("PlayerTrueLegRevRocket",0,0,-18,25)	
	TLR2 C 3 Bright A_FireCustomMissile("PlayerTrueLegRevRocket",0,0,18,25)	
	TLR2 D 3 Bright
	TLR2 C 0 A_FireCustomMissile("PlayerTrueLegRevRocket",0,0,-18,25)	
	TLR2 C 3 Bright A_FireCustomMissile("PlayerTrueLegRevRocket",0,0,18,25)	
	TLR2 D 3 Bright
	TLR2 C 0 A_FireCustomMissile("PlayerTrueLegRevRocket",0,0,-18,25)	
	TLR2 C 3 Bright A_FireCustomMissile("PlayerTrueLegRevRocket",0,0,18,25)	
	TLR2 D 3 Bright
	TLR2 E 22 Bright
	Goto Ready
Fire3:
	TLR0 A 0 A_GiveInventory("TrueLegMissileType3")
	TLR0 A 0 A_GunFlash
	TLR0 A 2 Bright
	TLR0 B 3 Bright A_FireCustomMissile("PlayerTrueLegRevFloorDeadHands",0,0,0,0)	
	TLR0 CDB 3 Bright
	TLR0 A 15 Bright
	Goto Ready
Fire4:
	TLR2 D 0 A_GiveInventory("TrueLegMissileType4")
	TLR2 D 0 A_GunFlash	
	TLR2 D 35 Bright A_PlaySound("legendaryrevenant/see")
	TLR2 B 2 Bright
	TLR2 C 0 A_PlayWeaponSound("monsters/darkcyberrail")
	TLR2 C 0 A_FireCustomMissile("PlayerTrueLegRevRailgunProj",0,0,-18,25)	
	TLR2 C 3 Bright A_FireCustomMissile("PlayerTrueLegRevRailgunProj",0,0,18,25)	
	TLR2 D 3 Bright
	TLR2 C 0 A_FireCustomMissile("PlayerTrueLegRevRailgunProj",0,0,-18,25)	
	TLR2 C 3 Bright A_FireCustomMissile("PlayerTrueLegRevRailgunProj",0,0,18,25)	
	TLR2 D 3 Bright
	TLR2 C 0 A_FireCustomMissile("PlayerTrueLegRevRailgunProj",0,0,-18,25)	
	TLR2 C 3 Bright A_FireCustomMissile("PlayerTrueLegRevRailgunProj",0,0,18,25)	
	TLR2 D 3 Bright
	TLR2 C 0 A_FireCustomMissile("PlayerTrueLegRevRailgunProj",0,0,-18,25)	
	TLR2 C 2 Bright A_FireCustomMissile("PlayerTrueLegRevRailgunProj",0,0,18,25)	
	TLR2 D 2 Bright
	TLR2 C 0 A_FireCustomMissile("PlayerTrueLegRevRailgunProj",0,0,-18,25)	
	TLR2 C 2 Bright A_FireCustomMissile("PlayerTrueLegRevRailgunProj",0,0,18,25)	
	TLR2 D 2 Bright
	TLR2 C 0 A_FireCustomMissile("PlayerTrueLegRevRailgunProj",0,0,-18,25)	
	TLR2 C 1 Bright A_FireCustomMissile("PlayerTrueLegRevRailgunProj",0,0,18,25)	
	TLR2 D 1 Bright
	TLR2 C 0 A_FireCustomMissile("PlayerTrueLegRevRailgunProj",0,0,-18,25)	
	TLR2 C 1 Bright A_FireCustomMissile("PlayerTrueLegRevRailgunProj",0,0,18,25)	
	TLR2 D 1 Bright
	TLR2 E 22 Bright
	Goto Ready	
Fire5:
	TLR2 D 0 A_GiveInventory("TrueLegMissileType5")
	TLR2 D 0 A_GunFlash	
	TLR2 D 20 Bright A_PlaySound("legendaryrevenant/attack2")
	TLR2 B 60 Bright A_PlayWeaponSound("lrball3/charge")
	TLR2 C 0 A_PlayWeaponSound("lrball3/shot")
	TLR2 C 0 A_FireCustomMissile("PlayerTrueLegRevBall3",0,0,-18,25)	
	TLR2 C 3 Bright A_FireCustomMissile("PlayerTrueLegRevBall3",0,0,18,25)	
	TLR2 D 3 Bright
	TLR2 E 22 Bright
	Goto Ready	
Fire6:
	TLR2 D 0 A_GiveInventory("TrueLegMissileType6")
	TLR2 D 0 A_GunFlash	
	TLR0 A 0 A_PlaySound("skeleton/swing")	
	TLR0 A 1 Bright A_Recoil(-65)
	TLR0 AAAAAAAAAA 1 Bright A_SpawnItemEx("TrueLegRevenantGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	TLR0 B 0 A_Stop
	TLR0 B 3 Bright A_FireCustomMissile("PlayerTLRDashPunch",0,0,0,0)	
	TLR0 CDB 3 Bright
	Goto Ready
Fire7:
	TLR2 D 0 A_GiveInventory("TrueLegMissileType7")
	TLR2 D 0 A_GunFlash	
	TLR0 A 0 A_PlaySound("skeleton/swing")
	TLR0 A 1 Bright
	TLR0 B 2 Bright A_FireCustomMissile("PlayerLRPunch",0,0,0,0)
	TLR0 CDB 2 Bright
	Goto Ready
Fire8:
	TLR2 D 0 A_GiveInventory("TrueLegMissileType8")
	TLR2 D 0 A_GunFlash	
	TLR2 D 20 Bright A_PlaySound("legendaryrevenant/attack2")
	TLR2 B 60 Bright A_PlayWeaponSound("lrball3/charge")
	TLR2 C 0 A_PlayWeaponSound("lrball3/shot")
	TLR2 C 0 A_FireCustomMissile("PlayerMiniTrueLegendaryRevenantBFG15KBall",0,0,-18,25)	
	TLR2 C 3 Bright A_FireCustomMissile("PlayerMiniTrueLegendaryRevenantBFG15KBall",0,0,18,25)	
	TLR2 D 3 Bright
	TLR2 C 0 A_PlayWeaponSound("lrball3/shot")
	TLR2 C 0 A_FireCustomMissile("PlayerMiniTrueLegendaryRevenantBFG15KBall",0,0,-18,25)	
	TLR2 C 3 Bright A_FireCustomMissile("PlayerMiniTrueLegendaryRevenantBFG15KBall",0,0,18,25)	
	TLR2 D 3 Bright
	TLR2 C 0 A_PlayWeaponSound("lrball3/shot")
	TLR2 C 0 A_FireCustomMissile("PlayerMiniTrueLegendaryRevenantBFG15KBall",0,0,-18,25)	
	TLR2 C 3 Bright A_FireCustomMissile("PlayerMiniTrueLegendaryRevenantBFG15KBall",0,0,18,25)	
	TLR2 D 3 Bright
	TLR2 C 0 A_PlayWeaponSound("lrball3/shot")
	TLR2 C 0 A_FireCustomMissile("PlayerMiniTrueLegendaryRevenantBFG15KBall",0,0,-18,25)	
	TLR2 C 3 Bright A_FireCustomMissile("PlayerMiniTrueLegendaryRevenantBFG15KBall",0,0,18,25)	
	TLR2 D 3 Bright
	TLR2 C 0 A_PlayWeaponSound("lrball3/shot")
	TLR2 C 0 A_FireCustomMissile("PlayerMiniTrueLegendaryRevenantBFG15KBall",0,0,-18,25)	
	TLR2 C 3 Bright A_FireCustomMissile("PlayerMiniTrueLegendaryRevenantBFG15KBall",0,0,18,25)	
	TLR2 D 3 Bright
	TLR2 C 0 A_PlayWeaponSound("lrball3/shot")
	TLR2 C 0 A_FireCustomMissile("PlayerMiniTrueLegendaryRevenantBFG15KBall",0,0,-18,25)	
	TLR2 C 3 Bright A_FireCustomMissile("PlayerMiniTrueLegendaryRevenantBFG15KBall",0,0,18,25)	
	TLR2 D 3 Bright
	TLR2 C 0 A_PlayWeaponSound("lrball3/shot")
	TLR2 C 0 A_FireCustomMissile("PlayerMiniTrueLegendaryRevenantBFG15KBall",0,0,-18,25)	
	TLR2 C 3 Bright A_FireCustomMissile("PlayerMiniTrueLegendaryRevenantBFG15KBall",0,0,18,25)	
	TLR2 D 3 Bright
	TLR2 C 0 A_PlayWeaponSound("lrball3/shot")
	TLR2 C 0 A_FireCustomMissile("PlayerMiniTrueLegendaryRevenantBFG15KBall",0,0,-18,25)	
	TLR2 C 3 Bright A_FireCustomMissile("PlayerMiniTrueLegendaryRevenantBFG15KBall",0,0,18,25)	
	TLR2 D 3 Bright
	TLR2 C 0 A_PlayWeaponSound("lrball3/shot")
	TLR2 C 0 A_FireCustomMissile("PlayerMiniTrueLegendaryRevenantBFG15KBall",0,0,-18,25)	
	TLR2 C 3 Bright A_FireCustomMissile("PlayerMiniTrueLegendaryRevenantBFG15KBall",0,0,18,25)	
	TLR2 D 3 Bright
	TLR2 C 0 A_PlayWeaponSound("lrball3/shot")
	TLR2 C 0 A_FireCustomMissile("PlayerMiniTrueLegendaryRevenantBFG15KBall",0,0,-18,25)	
	TLR2 C 3 Bright A_FireCustomMissile("PlayerMiniTrueLegendaryRevenantBFG15KBall",0,0,18,25)	
	TLR2 D 3 Bright
	TLR2 C 0 A_PlayWeaponSound("lrball3/shot")
	TLR2 C 0 A_FireCustomMissile("PlayerMiniTrueLegendaryRevenantBFG15KBall",0,0,-18,25)	
	TLR2 C 3 Bright A_FireCustomMissile("PlayerMiniTrueLegendaryRevenantBFG15KBall",0,0,18,25)	
	TLR2 D 3 Bright
	TLR2 C 0 A_PlayWeaponSound("lrball3/shot")
	TLR2 C 0 A_FireCustomMissile("PlayerMiniTrueLegendaryRevenantBFG15KBall",0,0,-18,25)	
	TLR2 C 3 Bright A_FireCustomMissile("PlayerMiniTrueLegendaryRevenantBFG15KBall",0,0,18,25)	
	TLR2 D 3 Bright
	TLR2 E 22 Bright
	Goto Ready	
Fire9:
	TLR2 D 0 A_GiveInventory("TrueLegMissileType9")
	TLR2 D 0 A_GunFlash	
	TLR2 D 20 Bright A_PlaySound("legendaryrevenant/attack2")
	TLR2 B 60 Bright A_PlayWeaponSound("lrball3/charge")
	TLR2 C 0 A_PlayWeaponSound("lrball3/shot")
	TLR2 C 0 A_FireCustomMissile("PlayerTrueLegendaryRevCannonBomb",0,0,-18,25)	
	TLR2 C 3 Bright A_FireCustomMissile("PlayerTrueLegendaryRevCannonBomb",0,0,18,25)	
	TLR2 D 3 Bright
	TLR2 E 22 Bright
	Goto Ready	
Fire10:
	TLR2 D 0 A_GiveInventory("TrueLegMissileType10")
	TLR2 D 0 A_GunFlash	
	TLR2 D 20 Bright A_PlaySound("legendaryrevenant/attack2")
	TLR2 B 60 Bright A_PlayWeaponSound("lrball3/charge")
	TLR2 C 0 A_PlayWeaponSound("lrball3/shot")
	TLR2 C 0 A_FireCustomMissile("PlayerTrueLegRevenantComet",0,0,-18,25)	
	TLR2 C 3 Bright A_FireCustomMissile("PlayerTrueLegRevenantComet",0,0,18,25)	
	TLR2 D 3 Bright
	TLR2 C 0 A_PlayWeaponSound("lrball3/shot")
	TLR2 C 0 A_FireCustomMissile("PlayerTrueLegRevenantComet",0,0,-18,25)	
	TLR2 C 3 Bright A_FireCustomMissile("PlayerTrueLegRevenantComet",0,0,18,25)	
	TLR2 D 3 Bright
	TLR2 C 0 A_PlayWeaponSound("lrball3/shot")
	TLR2 C 0 A_FireCustomMissile("PlayerTrueLegRevenantComet",0,0,-18,25)	
	TLR2 C 3 Bright A_FireCustomMissile("PlayerTrueLegRevenantComet",0,0,18,25)	
	TLR2 D 3 Bright
	TLR2 C 0 A_PlayWeaponSound("lrball3/shot")
	TLR2 C 0 A_FireCustomMissile("PlayerTrueLegRevenantComet",0,0,-18,25)	
	TLR2 C 3 Bright A_FireCustomMissile("PlayerTrueLegRevenantComet",0,0,18,25)	
	TLR2 D 3 Bright
	TLR2 C 0 A_PlayWeaponSound("lrball3/shot")
	TLR2 C 0 A_FireCustomMissile("PlayerTrueLegRevenantComet",0,0,-18,25)	
	TLR2 C 3 Bright A_FireCustomMissile("PlayerTrueLegRevenantComet",0,0,18,25)	
	TLR2 D 3 Bright
	TLR2 E 22 Bright
	Goto Ready	
AltFire:
	TLR1 A 0
	TLR1 A 0 A_JumpIfInventory("TrueLegRevWeapType",7,3)
	TLR1 A 0 A_GiveInventory("TrueLegRevWeapType",1)
	TLR1 A 0 A_Jump(256,2)
	TLR1 A 0 A_TakeInventory("TrueLegRevWeapType",7)
	TLR1 A 0
	TLR1 A 0 A_JumpIfInventory("TrueLegRevWeapType",10,"Select10")
	TLR1 A 0 A_JumpIfInventory("TrueLegRevWeapType",9,"Select9")
	TLR1 A 0 A_JumpIfInventory("TrueLegRevWeapType",8,"Select8")
	TLR1 A 0 A_JumpIfInventory("TrueLegRevWeapType",7,"Select7")
	TLR1 A 0 A_JumpIfInventory("TrueLegRevWeapType",6,"Select6")
	TLR1 A 0 A_JumpIfInventory("TrueLegRevWeapType",5,"Select5")
	TLR1 A 0 A_JumpIfInventory("TrueLegRevWeapType",4,"Select4")
	TLR1 A 0 A_JumpIfInventory("TrueLegRevWeapType",3,"Select3")
	TLR1 A 0 A_JumpIfInventory("TrueLegRevWeapType",2,"Select2")
	TLR1 A 0 A_JumpIfInventory("TrueLegRevWeapType",1,"Select1")
	TLR1 A 1 Bright
	TLR1 A 1 Bright A_Jump(256,"Select0")
	Goto Ready
	Select0:
	TLR1 A 1 Bright A_Print("\c[l5]Normal\c-")
	Goto AltDone	
	Select1:
	TLR1 A 1 Bright A_Print("\c[l5]Rage Attack\c-")
	Goto AltDone
	Select2:
	TLR1 A 1 Bright A_Print("\c[l5]Rockets\c-")
	Goto AltDone
	Select3:
	TLR1 A 1 Bright A_Print("\c[l5]Dead Hands\c-")
	Goto AltDone
	Select4:
	TLR1 A 1 Bright A_Print("\c[l5]Railgun\c-")
	Goto AltDone
	Select5:
	TLR1 A 1 Bright A_Print("\c[l5]Best Attack\c-")
	Goto AltDone
	Select6:
	TLR1 A 1 Bright A_Print("\c[l5]Dash Punch\c-")
	Goto AltDone
	Select7:
	TLR1 A 1 Bright A_Print("\c[l5]Normal Punch\c-")
	Goto AltDone
	Select8:
	TLR1 A 1 Bright A_Print("\c[l5]BFG10K\c-")
	Goto AltDone
	Select9:
	TLR1 A 1 Bright A_Print("\c[l5]Best Attack V2\c-")
	Goto AltDone
	Select10:
	TLR1 A 1 Bright A_Print("\c[l5]Comets\c-")
	Goto AltDone	
AltDone:
	TLR1 A 12 Bright
	Goto Ready
}
}

Actor PlayerTrueLegRevBall : TrueLegRevBall
{
Damage 15
Scale 1.25
DamageType "TrueLegendaryPlayer"
Species "Player"
+THRUSPECIES
+NOTIMEFREEZE
States
{
Spawn:
	TNT1 A 0 A_SeekerMissile(15,15,SMF_LOOK | SMF_PRECISE)
	LBOL A 2 A_CustomMissile("LegRevBallFX",0,0,0,0)
	TNT1 A 0 A_SeekerMissile(15,15,SMF_LOOK | SMF_PRECISE)
	LBOL B 2 A_CustomMissile("LegRevBallFX",0,0,0,0)
	TNT1 A 0 A_SeekerMissile(15,15,SMF_LOOK | SMF_PRECISE)
	LBOL C 2 A_CustomMissile("LegRevBallFX",0,0,0,0)
	TNT1 A 0 A_SeekerMissile(15,15,SMF_LOOK | SMF_PRECISE)
	LBOL D 2 A_CustomMissile("LegRevBallFX",0,0,0,0)		
	Loop	
Death:
	LBOL ABCD 4 A_SpawnItemEx("BlueParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	TNT1 A 0 A_Explode(64,64,0) 
	TNT1 A 0 A_PlaySound("weapons/clrocketexplode")
	TNT1 A 0 A_SpawnItemEx("BlueParticleSpawner", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE|SXF_NOCHECKPOSITION) 
	TNT1 AAA 0 A_CustomMissile("Kaboom6", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAA 0 A_CustomMissile("SmokeFX4", 0, 0, random(0,360), 2, random(0,360))	
	LBOL EFGHIJKLMNO 3
	Stop
}
}

Actor PlayerTrueLegRevBall2 : TrueLegRevBall
{
Damage 15
Scale 1.25
DamageType "TrueLegendaryPlayer"
Species "Player"
+THRUSPECIES
+NOTIMEFREEZE
}

ACTOR PlayerTrueLegRevRocket : TrueLegendaryHomingRocket
{
Damage 70
Speed 45
DamageType "TrueLegendaryPlayer"
Species "Player"
+THRUSPECIES
+NOTIMEFREEZE
}

ACTOR PlayerTrueLegRevFloorDeadHands : TrueLegRevFloorFireSpawner
{
Radius 13
Height 8
Speed 30
FastSpeed 35
Damage 10
DamageType "TrueLegendaryPlayer"
Species "Player"
+THRUSPECIES
+NOTIMEFREEZE
DamageType "CadaverRocket"
States
{
   Spawn:
    TNT1 A 0 A_PlaySoundEx("monster/ambientfire2","Voice",1)
	TNT1 A 0 A_CStaffMissileSlither
	TNT1 A 0 A_SpawnItemEx("TrueLegRevDeathSpike",random(-16,16),random(-16,16))
    TNT1 AA 2 A_SpawnItemEx("PlayerTrueLegRevFire",random(-16,16),random(-16,16))
    Loop
   Death: 
    TNT1 A 0
    TNT1 A 0 A_StopSoundEx("Voice")
    TNT1 A 0 A_SpawnItemEx("LegendaryBlueParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 AAAA 0 A_CustomMissile("KaboomBlue", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAAA 0 A_CustomMissile("LegendarySmokeFX2", 0, 0, random(0,360), 2, random(0,360))
    TNT1 AAAAAAA 0 A_SpawnItemEx("TrueLegFireTrail",random(-48,48),random(-48,48))
    TTRD K 4 Bright
    TTRD L 4 Bright A_Explode(32,86)
    TTRD MNO 3 Bright
    TNT1 A 1
    Stop
	}
}

ACTOR PlayerTrueLegRevFire : TrueLegFireTrail
{
  DamageType "TrueLegendaryPlayer"
  Obituary "%o was torn appart by the undead."
  States
  {
  Spawn:
    TNT1 A 0
    TTRD A 1 Bright A_Explode(16,68)
	TTRD ABBCDEFGHIJ 1 Bright A_FadeOut(0.05)
    Stop
	}
}

ACTOR PlayerMiniTrueLegendaryRevenantBFG15KBall : MiniTrueLegendaryRevenantBFG15KBall
{
Decal TLegBFG15K
Speed 40
Damage 30
Scale 0.35
DamageType "TrueLegendaryPlayer"
ExplosionDamage 150
ExplosionRadius 185
+SEEKERMISSILE
+THRUSPECIES
+NOTIMEFREEZE
States
{
Spawn:
    TBS1 AB 2 Bright A_SpawnItemEx("BFGTrailParticleBlue",Random(-8,8),Random(-8,8),Random(-8,8),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)
	Fly:
    TNT1 A 0 A_SeekerMissile(15,8,SMF_LOOK)
    TBS1 AAA 2 Bright A_SpawnItemEx("BFGTrailParticleBlue",Random(-8,8),Random(-8,8),Random(-8,8),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)
    TNT1 A 0 A_SeekerMissile(15,8,SMF_LOOK)
    TBS1 BBB 2 Bright A_SpawnItemEx("BFGTrailParticleBlue",Random(-8,8),Random(-8,8),Random(-8,8),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)
    Loop
Death:
	TNT1 A 0
    TNT1 A 0 A_SpawnItemEx("BFGShockwaveBlue", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_SpawnItemEx("BlueParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
	TNT1 AAA 0 A_CustomMissile("KaboomBlue2", 0, 0, random(0,360), 2, random(0,360))      
    TBE1 A 4 Bright A_Explode
    TBE1 BCDEF 4 Bright
    Stop
    }
}

Actor PlayerTrueLegendaryRevCannonBomb : TrueLegendaryRevCannonBomb
{
  Damagetype "TrueLegendaryPlayer"
  Species ""
  Decal BFG9500LightningBlue
  Radius 6
  Height 22
  Speed 50
  Damage 90
  Scale 1.0
  Alpha 1.0
  DeathSound ""
  RenderStyle Add
  var int user_deathloop;
  +THRUSPECIES
  +NOTIMEFREEZE
  States
  {
  Spawn:
    QFR3 AAAABBBB 1 Bright A_SpawnItemEx("PlayerTrueLegendaryCannonBombTrail")
    Loop
  Death:
	TNT1 A 0 A_JumpIf(user_deathloop >= 6,"DeathContinue")
	TNT1 A 0 A_SetUserVar(user_deathloop,user_deathloop+1)
    TNT1 A 0 A_Explode(128,128,0)
	TNT1 A 0 A_SpawnItemEx("BFGShockwaveBlue", 0, 0, 0, 0, 0, 0, 0, 128)
    QFR3 AAAAABBBBB 1 Bright A_SpawnItemEx("BFGTrailParticleBlue", 0, 0, 0, 0, 0, 0, 0, 128)
	Loop
  DeathContinue:
    TNT1 A 0 A_SpawnItemEx("TLegCybDTBFGEx")
	TNT1 A 0 A_PlaySound("star/explode",1,1.0,0,0.2)
    TNT1 A 0 A_Explode(400,300,0,0,300)
    TNT1 AAAAAAAA 0 A_SpawnItemEx("LegRevSmallBall3",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(170,190),SXF_NOCHECKPOSITION)	
    TNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx("LegRevSmallBall3",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(-14,14),SXF_NOCHECKPOSITION)
	TNT1 A 1
    Stop
	}
}

Actor PlayerTrueLegendaryCannonBombTrail : TrueLegendaryCannonBombTrail
{
  +NOTIMEFREEZE
  +CLIENTSIDEONLY
  +NOINTERACTION
  States
  {
  Spawn:
	TNT1 A 0 NoDelay A_SpawnItemEx("BFGTrailParticleBlue",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	TNT1 A 1 A_SpawnItemEx("LegRevBall3Trail",0,0,0,0,0,0,0,SXF_CLIENTSIDE)
	Stop
	}
}

ACTOR PlayerTrueLegRevRailgunProj : TrueLegRevenantRailgunProj
{
Damage (Random(30,60))
DamageType "TrueLegendaryPlayer"
Species "Player"
+THRUSPECIES
+NOTIMEFREEZE
}

Actor PlayerTrueLegRevBall3 : TrueLegRevBall
{
Damage 125
DamageType "TrueLegendaryPlayer"
Species "Player"
+THRUSPECIES
+NOTIMEFREEZE
States
{
Death:
	TNT1 A 0 A_Explode(128,128,0)
	TNT1 A 0 A_SpawnItemEx("BlueParticleSpawner", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("LNCometDeath",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	TNT1 A 0 A_PlaySound("lrball3/exp")
	TNT1 AAAAAAAA 0 A_SpawnItemEx("PlayerTrueLegRevSmallBall3",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(170,190),SXF_NOCHECKPOSITION)	
	TNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx("PlayerTrueLegRevSmallBall3",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, 0)
	Stop
}
}

Actor PlayerTrueLegRevenantComet : TrueLegRevenantComet
{
Scale 0.45
ExplosionDamage 50
Damage 7
ExplosionRadius 80
DamageType "TrueLegendaryPlayer"
Species "Player"
Speed 50
+SEEKERMISSILE
States
{
Spawn:
LNCM AAAABBBBCCCC 1 Bright A_SpawnItemEx("TrueLegRevCometTail",0,0,0,0,0,0,0,128)
Fly:
LNCM AAAA 1 Bright A_SpawnItemEx("TrueLegRevCometTail",0,0,0,0,0,0,0,128)
LNCM A 0 A_SeekerMissile(5,5)
LNCM BBBB 1 Bright A_SpawnItemEx("TrueLegRevCometTail",0,0,0,0,0,0,0,128)
LNCM A 0 A_SeekerMissile(5,5)
LNCM CCCC 1 Bright A_SpawnItemEx("TrueLegRevCometTail",0,0,0,0,0,0,0,128)
LNCM A 0 A_SeekerMissile(5,5)
Loop
Death:
TNT1 A 0 Bright A_Explode
TNT1 A 0 A_SpawnItemEx("LegendaryBlueParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
LNCM DE 3 Bright
TNT1 A 0 A_SpawnItemEx("PlayerTrueLegRevCometDeath",0,0,0,0,0,0,0,128,0)
Stop
}
}

ACTOR PlayerTrueLegRevCometDeath : TrueLegRevCometDeath
{
Scale 0.3
States
{
Spawn:
TNT1 AAAA 0 A_SpawnItemEx("LegendaryDebris",0,0,Random(20,40),Random(4,-4),Random(4,-4),Random(4,8),0,128)
TNT1 AAA 0 A_CustomMissile("BlueKaboom", 0, 0, random(0,360), 2, random(0,360))	
TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX2", 0, 0, random(0,360), 2, random(0,360))
LNCM JJJKKKLLMMNN 1 Bright A_FadeOut(0.065)
Stop
}
}

Actor PlayerTrueLegRevSmallBall3 : LegRevSmallBall3
{
Damage 10
DamageType "TrueLegendaryPlayer"
Species "Player"
+THRUSPECIES
+NOTIMEFREEZE
}

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

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

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

ACTOR TrueLegendaryDRuneFlameSpawner 
{
+NOTIMEFREEZE
+CLIENTSIDEONLY
States
{
Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	TNT1 AAAAAA 0 A_SpawnItemEx("TrueLegendaryDRuneFlame",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	
}
}

Actor PlayerSuperLegPlasma : SuperLegPlasma
{
Projectile
Height 10
Radius 8
Scale 1
Speed 40
FastSpeed 60
Renderstyle Add
Damage (random(30,40))
Damagetype "TrueLegendaryPlayer"
Species "Player"
States
{
  Spawn:
	FNBE A 1 Bright A_SpawnItemEx("PlayerSuperLegPlasmaTrail",random(3,-3),random(3,-3),random(3,-3),random(1,-1),random(1,-1),random(1,-1),random(0,360))
	Loop
  Death:
	TNT1 A 0 A_Explode(120,120)
	NULL A 0 A_SpawnItemEx("BlueParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 AA 0 A_CustomMissile("LegendarySmokeFX4",0,0,random(0,360),2,random(0,360))
	TNT1 AAAAAA 0 A_SpawnItemEx("BlueKaboom",random(-32,32),random(-40,40),random(8,16),random(-4,4),random(-4,4),random(0,4),0,SXF_TRANSFERPOINTERS)
	TNT1 A 0 A_SpawnItem("RailgunImpact")
	TNT1 AAAAAAAAAA 0 A_CustomMissile("BouncyLegProjectile", 0, 0, random(0,360), 2, random(0,360))
	FNBE AAAAAAAAAAAAA 2 Bright A_FadeOut(0.1)
	Stop
	}
}

Actor PlayerSuperLegPlasmaTrail : SuperLegPlasmaTrail
{
Scale 0.8
RenderStyle Add
States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "NULL")
    FNBE AAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.05,1)
    Stop
  Toaster:
    TNT1 A 0
    Stop
  }
}

Actor MorphIronFeet : PowerIronFeet
{
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
    +NOTIMEFREEZE
	Powerup.Duration 0x7FFFFFFF
	Powerup.Color "FF 40 00", 0.01
	DamageFactor "Slime", 0.0
}

Actor PlayerHealth : Inventory
{
  Inventory.Amount 1
  Inventory.MaxAmount 2400
  Inventory.InterHubAmount 120
  -INVENTORY.INVBAR
  -COUNTITEM
}

Actor PlayerArmor: Inventory
{
  Inventory.Amount 1
  Inventory.MaxAmount 2400
  Inventory.InterHubAmount 2400
  -INVENTORY.INVBAR
  -COUNTITEM
}

Actor FakeArmorBonus : ArmorBonus  //Do not put this in spawners
{
Armor.SaveAmount 1
Armor.SavePercent 35
Armor.MaxSaveAmount 2400
Inventory.Pickupmessage ""
Inventory.PickupSound ""
-INVENTORY.ALWAYSPICKUP
-COUNTITEM
States
{
Spawn:
	TNT1 A 0
	TNT1 A 0
	Stop
	}
}

Actor PlayerMorphed : Inventory
{
  Inventory.Amount 1
  Inventory.MaxAmount 1
  Inventory.InterHubAmount 1
  -INVENTORY.INVBAR
  -COUNTITEM
}