//Bullets
#include "Actors/Others/Bullets.dec"

//Items
#include "Actors/Items/extralegendaryrunes.dec"

//Monsters
#include "Actors/Monsters/LegendaryChainsawZombie.dec"
#include "Actors/Monsters/CyberBelphegor.dec"
#include "Actors/Monsters/STBelphegor.dec"
#include "Actors/Monsters/LegendaryCowboy.dec"
#include "Actors/Monsters/LegSSGZombie.dec"
#include "Actors/Monsters/NailgunCommando.dec"
#include "Actors/Monsters/DTBallistaZombie.dec"
#include "Actors/Monsters/CorruptedRevenant.dec"
#include "Actors/Monsters/BFG15kZombie.dec"

//Weapons
#include "Actors/Weapons/Nailgun.dec"
#include "Actors/Weapons/LegendaryRevolver.dec"
#include "Actors/Weapons/LegendarySSG.dec"
#include "Actors/Weapons/Legendaryrailgun.dec"
#include "Actors/Weapons/BigFreezeGun.dec"
#include "Actors/Weapons/PlasmaPistol.dec"
#include "Actors/Weapons/LegendaryChainsaw.dec"
#include "Actors/Weapons/DemonTechBallista.dec"
#include "Actors/Weapons/BFG15k.dec"
#include "Actors/Weapons/m79.dec"

//Others/Misc
#include "Actors/Others/Monstersreplacement.dec"
#include "Actors/Spawner/DJB_Spawner.dec"
#include "Actors/Others/LCADJBPlayer.dec"
#include "Actors/Others/Smoke.dec"


// Do Not touch it or it won't work
Actor LegendaryRune3 : LegendaryRune
{
  States
  {
  Spawn:
    TNT1 A 0 A_CustomMissile ("YellowSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
    TNT1 A 0 A_LoopActiveSound
	LGRN AAAAAA 10 Bright A_CustomMissile ("LegendaryRuneFlameSpawner", -20, 0, random(0,-360), 2, random(0,360)) 
    Loop
  Pickup:
    TNT1 A 0
    TNT1 A 0 A_JumpIfInventory("LegendaryRuneItem",1,"Nope")//avoid picking it when you have it already.
	TNT1 A 0 A_PlaySound("Pickups/Legrune")
	TNT1 A 0 A_GiveInventory("LegRuneDoubleDamage",1)
    TNT1 A 0 A_GiveInventory("LegDoubleFiringSpeed",1)
    TNT1 A 0 A_GiveInventory("LegProtection",1)
	TNT1 A 0 A_GiveInventory("LegIronFeet",1)//The new power.
	TNT1 A 0 A_GiveInventory("LegendaryRuneItem",1)
	TNT1 A 1 A_StopSound
	Stop
  Nope:
	LGRN A 1
	Stop	
  }
}


ACTOR LegendaryRuneSpawner : RandomSpawner replaces LegendaryRune
{
DropItem "LegendaryRune3", 256, 1
DropItem "LifeLegendaryRune", 256, 1
DropItem "SuperLegendaryRune", 256, 1
}

