ACTOR HEMLegendaryStealthTrooper 7025 
{
//$Category Monsters/LCA
//$Sprite HLSTA1
//$Title "Legendary Stealth Trooper"
MONSTER
Health 1200
Height 56
Radius 20
Speed 10
FastSpeed 20
Mass 100
BloodColor "Blue"
PainChance 25
PainChance "ZombieDemonTech", 0
MinMissileChance 32
+BOSS
+NOFEAR
+BOSSDEATH
+NOICEDEATH
+NOTIMEFREEZE
+FLOORCLIP
+MISSILEMORE
+MISSILEEVENMORE
+QUICKTORETALIATE
+NODROPOFF
+DONTGIB
+NOTARGET
+NORADIUSDMG
+FORCERADIUSDMG
+DONTHARMSPECIES
Species "LegendaryZombie"
DamageFactor "PlayerDTRG", 0.5
DamageFactor "PDTBFG", 0.25
DamageFactor "PDTBFGTracer", 0.25
DamageFactor "PlayerDevBall", 0.125
DamageFactor "PlayerDevBall2", 0.125
DamageFactor "PlayerDevTracer", 0.125
DamageFactor "PlayerDBFG2", 0.65
DamageFactor "PlayerDBFG10K2", 0.65
DamageFactor "PlayerDBFGSplash2", 0.65
DamageFactor "LegendaryPlayer", 0.3
DamageFactor "LegendaryGuruPlayer", 0.3
DamageFactor 0.65
//No infighting
DamageFactor "Legendary", 0.0
DamageFactor "LegendaryGuru", 0.0
DamageFactor "LACGrenade", 0.0
DropItem "Portablemedkit", 210, 1
DropItem "Armorplate", 205, 1
DropItem "LegendaryArmor", 85, 1
DropItem "LegAmmoSphere", 88, 1
DropItem "ShieldSphere", 32, 1
DropItem "LegendaryRune", 60, 1
DropItem "HandGrenadeAmmo", 235, 1
DropItem "MineAmmo", 235, 1
DropItem "SpringMine", 50, 1
DropItem "ModdedBackPack", 198, 1
DropItem "LegendaryLMGBulletMag", 250, 20
DropItem "LegendaryBulletBox", 200 
DropItem "Legendary AK-47", 202, 1
SeeSound "lcmdo/sight"
ActiveSound "lcmdo/active"
//AttackSound "Null"
PainSound "lcmdo/pain"
DeathSound "lcmdo/death"
Obituary "%o was immediately gunned down by a Legendary Stealth Trooper."
Tag "\c[z3]Legendary Stealth Trooper\c-"
var int user_music;
var int user_protection;
var int user_protected;
States 
	{
	Spawn:
		HLST A 10 Bright A_Look
		TNT1 A 0 Bright A_SpawnItemEx("LHellionSmokeSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)
		HLST Z 10 Bright A_Look
		TNT1 AA 0 Bright A_SpawnItemEx("LHellionSmokeSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)
		TNT1 A 0 Bright A_JumpIfHealthLower(1100,"Idle")
		Loop
	Idle:
		TNT1 A 0 A_SetUserVar("user_music",0)
		TNT1 A 0 A_SpawnItemEx("LHellionSmokeSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		HLST AA 3 Bright A_Wander
		TNT1 A 0 A_Look
		TNT1 A 0 A_SpawnItemEx("LHellionSmokeSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		HLST BB 3 Bright A_Wander
		TNT1 A 0 A_Look
		TNT1 A 0 A_SpawnItemEx("LHellionSmokeSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
		HLST CC 3 Bright A_Wander
		TNT1 A 0 A_Look
		TNT1 A 0 A_SpawnItemEx("LHellionSmokeSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		HLST DD 3 Bright A_Wander
		TNT1 A 0 A_Look
		TNT1 A 0 A_SpawnItemEx("LHellionSmokeSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("LHellionSmokeSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 HealThing(1)
		Loop
	See:
		TNT1 A 0 A_JumpIf(user_music == 1,3)
		TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,19)
		TNT1 A 0 A_SetUserVar("user_music",1)
		TNT1 A 0 A_SpawnItemEx("LHellionSmokeSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
		TNT1 A 0 A_JumpIfInTargetLOS("Phase",360,JLOSF_DEADNOJUMP,1000)
		HLST AA 3 Bright A_Chase
		TNT1 A 0 A_SpawnItemEx("LHellionSmokeSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_JumpIfInTargetLOS("Phase",360,JLOSF_DEADNOJUMP,1000)
		HLST BB 3 Bright A_Chase
		TNT1 A 0 A_SpawnItemEx("LHellionSmokeSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
		TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
		TNT1 A 0 A_JumpIfInTargetLOS("Phase",360,JLOSF_DEADNOJUMP,1000)
		HLST CC 3 Bright A_Chase
		TNT1 A 0 A_SpawnItemEx("LHellionSmokeSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_JumpIfInTargetLOS("Phase",360,JLOSF_DEADNOJUMP,1000)
		HLST DD 3 Bright A_Chase
		TNT1 A 0 A_Jump(8,"Phase")
		TNT1 A 0 A_Jump(80,"Rush")
		TNT1 A 0 A_SpawnItemEx("LHellionSmokeSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("LHellionSmokeSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)	
		Loop
	Rush:
		HLST A 0 A_JumpIfTargetInLOS("Strafing")
		TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("LHellionSmokeSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx("HEMLegCommandoGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		HLST A 1 Bright A_Chase
		TNT1 A 0 A_SpawnItemEx("HEMLegCommandoGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		HLST A 1 Bright A_Chase
		TNT1 A 0 A_SpawnItemEx("HEMLegCommandoGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		HLST B 1 Bright A_Chase
		TNT1 A 0 A_SpawnItemEx("HEMLegCommandoGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		HLST 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_SpawnItemEx("LHellionSmokeSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx("HEMLegCommandoGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		HLST C 1 Bright A_Chase
		TNT1 A 0 A_SpawnItemEx("HEMLegCommandoGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		HLST C 1 Bright A_Chase
		TNT1 A 0 A_SpawnItemEx("HEMLegCommandoGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		HLST D 1 Bright A_Chase
		TNT1 A 0 A_SpawnItemEx("HEMLegCommandoGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		HLST D 1 Bright A_Chase
		TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("LHellionSmokeSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_Jump(84,"See")
		TNT1 A 0 A_SpawnItemEx("LHellionSmokeSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		Loop
	Strafing:
		TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
		TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
		HLST AA 3 Bright A_GiveInventory("LegZombieStrafing",1)
		TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
		HLST BB 3 Bright A_GiveInventory("LegZombieStrafing",1)
		TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
		TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
		HLST CC 3 Bright A_GiveInventory("LegZombieStrafing",1)	
		TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
		HLST DD 3 Bright A_GiveInventory("LegZombieStrafing",1)
		Goto See
	Phase:
		TNT1 A 0 A_PlaySound("phaseimp/teleport",6)
		HLST E 2 A_FaceTarget
		HLST E 1 A_SetTranslucent(0.75)
		HLST E 1 A_SetTranslucent(0.55)
		HLST E 1 A_SetTranslucent(0.35)
		HLST E 1 A_SetTranslucent(0.20)
		Goto Phased
	UnPhase:
		TNT1 A 0 A_PlaySound("phaseimp/teleport",7)
		HLST E 1 A_SetTranslucent(0.15)
		HLST E 1 A_SetTranslucent(0.35)
		HLST E 1 A_SetTranslucent(0.55)
		HLST E 1 A_SetTranslucent(0.75)
		TNT1 A 0 A_SetTranslucent(1)
		HLST E 2 A_FaceTarget
		TNT1 A 0 A_JumpIfTargetInLos("Missile",90,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS)
		Goto See
	Phased:
		TNT1 A 0 A_TakeInventory("LegAK47Ammo",31)
		TNT1 A 0 A_LookEx(LOF_NOJUMP|LOF_NOSEESOUND,0,1250,0,360,1)
		HLST AABBCCDDAABBCCDDAABBCCDDAABBCCDD 1 A_Chase("","",CHF_NOPLAYACTIVE|CHF_NIGHTMAREFAST)
	PhasedLoop:
		TNT1 A 0 A_LookEx(LOF_NOJUMP|LOF_NOSEESOUND,0,1250,0,360,1)
		HLST AABBCCDDAABBCCDD 1 A_Chase("Missile","Missile",CHF_NOPLAYACTIVE)
		TNT1 A 0 A_Jump(24,"UnPhase")
		Loop
	Pause:
		HLST EEEEE 3 Bright A_GiveInventory("LegZombieStrafing",1)
		Goto See
	Teleport:
		HLST A 1 Bright A_UnSetShootable
		TNT1 AAAA 0 A_SpawnItemEx("LHellionSmokeSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		HLST AAAAAAAAAA 1 Bright A_FadeOut(0.1,0)
		TNT1 A 2 Bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander
		TNT1 A 1 Bright A_PlaySound("boss/teleport",6)
		TNT1 AAAA 0 A_SpawnItemEx("LHellionSmokeSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_LookEx(LOF_NOJUMP|LOF_NOSEESOUND,0,1250,0,360,1)
		TNT1 A 0 A_FaceTarget
		HLST AAAAAAAAAA 1 Bright A_FadeIn(0.1)
		TNT1 A 0 A_SetTranslucent(1)
		HLST A 1 Bright A_SetShootable
		Goto See
	Missile:
		HLST EEEEEEEEEE 1 Bright A_FaceTarget(45)
	Refire:
		TNT1 A 0 A_JumpIfInventory("LegAK47Ammo",31,"Reload")
		TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
		TNT1 A 0 A_GiveInventory("LegAK47Ammo",1)
		TNT1 A 0 A_SpawnItemEx("LegRifleCasing",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),128)
		TNT1 A 0 Bright A_CustomBulletAttack(15.4,7,1,Random(5,15)*3,"LegModdedBulletPuff",0,CBAF_NORANDOM)
		TNT1 A 0 Bright A_PlaySound("weapons/LegAK47Fire",CHAN_WEAPON)
		HLST E 1 Bright A_GiveInventory("LegZombieStrafing",1)	
		HLST E 3 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,"LegModdedBulletPuff",0,CBAF_NORANDOM)
		TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
		TNT1 A 0 A_GiveInventory ("LegAK47Ammo",1)
		TNT1 A 0 A_SpawnItemEx("LegRifleCasing",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),128)
		TNT1 A 0 Bright A_CustomBulletAttack(15.4,7,1,Random(5,15)*3,"LegModdedBulletPuff",0,CBAF_NORANDOM)
		TNT1 A 0 Bright A_PlaySound("weapons/LegAK47Fire",CHAN_WEAPON)
		HLST E 1 Bright A_GiveInventory("LegZombieStrafing",1)	
		HLST F 4 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,"LegModdedBulletPuff",0,CBAF_NORANDOM)
		TNT1 A 0 A_CPosRefire
		TNT1 A 0 A_Jump(18,"Pause")
		Loop
	Nade:
		HLST E 1 Bright A_JumpIfCloser(1000,1)
		Goto Missile
		TNT1 A 0 A_JumpIfCloser(280,"Missile")
		HLST E 6 Bright A_GiveInventory("LegZombieStrafing",1)
		HLST EEE 4 Bright A_GiveInventory("LegZombieStrafing",1)
		TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
		HLST E 6 Bright A_CustomMissile("LGrenade",32,0,0,2,10)
		HLST E 1 Bright
		Goto See
	Pain:
		TNT1 A 0 A_SetTranslucent(1)
		TNT1 A 0 A_Jump(45,"Protection")
	Pain2:
		TNT1 A 0 A_Jump(80,"Phase")
		TNT1 A 0 A_Jump(25,"Teleport")
		HLST G 3 Bright A_GiveInventory("LegZombieStrafing",1)
		TNT1 A 0 A_Pain
		HLST G 3 Bright A_GiveInventory("LegZombieStrafing",1)
		Goto See
	Protection:
		TNT1 A 0 A_JumpIf(user_protection >= 3,"Pain2")
		TNT1 A 0 A_JumpIf(user_protected == 1,"Pain2")
		TNT1 A 0 A_PlaySound("legendary/defense")
		TNT1 A 0 A_FaceTarget
		HLST E 2 Bright ACS_NamedExecuteAlways("LegendaryProtection",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("LHellionSmokeSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		Goto See	
	Reload:
		TNT1 A 0 A_ChangeFlag("NOPAIN",1)
		TNT1 A 0 A_JumpIf(user_protected == 1,2)
		TNT1 A 0 A_GiveInventory("ZombieShieldSphere",1)
		TNT1 A 0 A_PlaySound("weapons/legAK47Reload1")
		TNT1 A 0 A_SpawnItemEx("LegAK47EmptyMagSpawner",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
		TNT1 A 0 A_SpawnItemEx("LHellionSmokeSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		HLST E 50 Bright A_TakeInventory ("LegAK47Ammo", 31)
		TNT1 A 0 A_SpawnItemEx("LHellionSmokeSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		HLST E 8 Bright A_PlaySound("weapons/legAK47Reload2") 
		HLST E 20 Bright A_PlaySound("weapons/legAK47Reload3")
		TNT1 A 0 A_SpawnItemEx("LHellionSmokeSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_ChangeFlag("NoPain",0)
		Goto See
	Death:
		TNT1 A 0 A_Jump(36,"LegendarySoul") 
		TNT1 A 0 A_SetTranslucent(1)
		TNT1 A 0 A_StopSound(6)
		HLST H 5 A_Scream
		HLST I 5 A_Fall
		HLST J 5 A_SpawnItem("BodyCrash",0,0,0,0)
		HLST K 5 
		HLST L 63000 CanRaise
		Stop
	LegendarySoul:
		TNT1 A 0 A_SetTranslucent(1)
		TNT1 A 0 A_StopSound(6)
		TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
		HLST H 5 A_Scream
		TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
		HLST I 5 A_Fall
		TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
		HLST J 5 A_SpawnItem("BodyCrash",0,0,0,0)
		TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
		HLST K 5 
		TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
		HLST L 140
		HLST L 0 A_PlaySoundEx("brain/spit","Voice",0,2)
		HLST LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("LegSoulEvent",1)
		HLST LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("LegSoulEvent",1)
		HLST 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)
		HLST L 525
		HLST L 5 A_FadeOut(0.1,1)
		Wait
	XDeath:
		TNT1 A 0 A_StopSound(6)
		HLST O 3 A_SpawnItemEx("BlueGibbedGenerator",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		HLST P 3 A_XScream
		HLST R 3 A_Fall
		HLST STUV 3 
		HLST W 63000 CanRaise
		Stop
	}
}

ACTOR HEMLegCommandoGhostA
{
PROJECTILE
Radius 20
Height 56
Speed 0
Scale 1.1
RENDERSTYLE Translucent
Alpha 0.7
+NOTIMEFREEZE
+NOINTERACTION
+CLIENTSIDEONLY
+NONETID
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 A 1 Bright
		Goto Fade
	Fade:
		HLST A 2 A_FadeOut(0.1,1)
		Loop
	Toaster:
		TNT1 A 1 Bright
		Stop
    }
}

ACTOR HEMLegCommandoGhostB : HEMLegCommandoGhostA 
{   
States 
	{
	Fade:
		HLST B 2 A_FadeOut(0.10)
		Loop
    }
}

ACTOR HEMLegCommandoGhostC : HEMLegCommandoGhostA 
{   
States 
	{
	Fade:
		HLST C 2 A_FadeOut(0.10)
		Loop
    }
}

ACTOR HEMLegCommandoGhostD : HEMLegCommandoGhostA 
{   
States 
{
	Fade:
		HLST D 2 A_FadeOut(0.10)
		Loop
    }
}
	
ACTOR LegAK47Ammo : Ammo
{
+IGNORESKILL
Inventory.MaxAmount 31
}

/*
Actor LGrenade : ThrownGrenade
{
Damage 8
+NOTIMEFREEZE
+BOUNCEONACTORS
Damagetype "Legendary"
MissileType LGrenadeExplosion
Obituary "%o was blown up by a Legendary Commando's grenade."
States
	{
	Spawn:
		TNT1 A 0
		HGN1 A 3 A_StopSound
		HGN1 BCDEFGHABCDEFGHABCDEFGH 3
		Goto Death      
	Death: 
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("MISSILE",0)
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_PlaySound("weapons/hgrenadeex")
		TNT1 A 0 A_SpawnItemEx("LegendaryOrangeParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
		TNT1 AAA 0 A_CustomMissile("LegendaryKaboom3", 0, 0, random(0,360), 2, random(0,360))
		TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX2", 0, 0, random(0,360), 2, random(0,360))
		TNT1 AAAA 0 A_SpawnItemEx("LegendaryDebris",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)
		MISL B 4 Bright A_MissileAttack
		MISL CD 4 Bright A_SetTranslucent(0.75,1)
		Stop
	}
}

Actor LGrenadeExplosion
{
Projectile
Height 1
Radius 1
Speed 0
Scale 2.4
RenderStyle ADD
Alpha 0.95
Damagetype "Legendary"
+NOCLIP
+FLOORHUGGER
+NODAMAGETHRUST
+FORCERADIUSDMG
+NOTIMEFREEZE
Obituary "%o was grenaded down by a Marine Slayer."
States
	{
	Spawn:
		TNT1 A 1 
		TNT1 A 0 A_Explode(64,146,0)
		Stop
	}
}*/