ACTOR LegendarySentient : SpiderMastermind 7006
{
    Health 5999
    Speed 15
	FloatSpeed 15
    PainChance 2
	Scale 1.1
	Radius 65
	Height 100
	BloodColor "Blue"
	DropItem "LegendaryUltraSphere" 205
	DropItem "LegendaryRune" 190 1
	DropItem "LDemonAmmoBox" 256
	DropItem "Legendary BFG" 256 1
    DropItem "BossLifeEssence" 240 100
	DropItem "BossArmorBonusMax" 240 100
	DropItem "SkullofPower" 200
	DropItem "Legendary Plasmatic Rifle" 130 1
	DropItem "LegTimeFreezeSphere" 118 1
	DropItem "LegDemonRune" 80 1
	Mass 2500
	+NORADIUSDMG
	+PIERCEARMOR
	+DONTMORPH
	+NOTARGET
	+BOSS
	+BOSSDEATH
	+MISSILEEVENMORE
	+QUICKTORETALIATE
	+FLOAT
	+NOGRAVITY
	+NOICEDEATH
    +DONTGIB
	+DONTRIP
	+NOTELEFRAG
	+NOTIMEFREEZE
	+CANTSEEK
	-FLOORCLIP
	+BRIGHT
	AttackSound ""
	DamageFactor "DemolisherEx", 0.05
    DamageFactor "DarkDemoEx", 0.05
	DamageFactor "CerChainguns", 0.0	
	DamageFactor "CerEnergyBall", 0.0
	DamageFactor "Legendary", 0.0
	DamageFactor "LegendaryPlayer", 0.3
	DamageFactor "LegendaryGuru", 0.0
	DamageFactor "LegendaryGuruPlayer", 0.3
	DamageFactor "PDTBFG", 0.1
	DamageFactor "PDTBFGTracer", 0.1
	DamageFactor "LegMind", 0.0
	DamageFactor "PlayerDevBall", 0.05
	DamageFactor "PlayerDevBall2", 0.05
    DamageFactor "PlayerDTBFGRailgunSlug", 0.05
    DamageFactor "PlayerDevTracer", 0.05
	DamageFactor "DBFG10K2", 0.65
    DamageFactor "PlayerDBFG10K2", 0.65
    DamageFactor "DBFG2", 0.65
    DamageFactor "PlayerDBFG2", 0.65
	DamageFactor "PyroShot", 0.0
    DamageFactor "PlayerPyro", 0.0
    DamageFactor "PDTPuff", 0.0
	DamageFactor "DBFG10K2", 0.65
    DamageFactor "PlayerDBFG10K2", 0.65
    DamageFactor "DBFG2", 0.65
    DamageFactor "PlayerDBFG2", 0.65
	DamageFactor 0.5
	PainChance "PlayerDBFG2", 256
    PainChance "DBFG2", 256
    PainChance "PlayerDBFG10K2", 256
    SeeSound "legsentient/sight"
    PainSound "legsentient/pain"
    DeathSound "legsentient/death"
	Species "Masterminds"
    Obituary "%o was rekt off the planet for being a Legendary idiot by shooting at the Legendary Sentient."
	var int user_music;
	var int user_script;
	var int user_wait;
    States
    {
  Spawn:
    TNT1 A 0 A_JumpIf(user_script == 1,3)
	TNT1 A 0 ACS_ExecuteAlways(5440,0,1,0,0)
    TNT1 A 0 A_SetUserVar("user_script",1)
    TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	LUPR AB 2 Bright A_Look
	Loop
  See:
    TNT1 A 0 A_JumpIf(user_script == 1,3)
	TNT1 A 0 ACS_ExecuteAlways(5440,0,1,0,0)
    TNT1 A 0 A_SetUserVar("user_script",1)
    TNT1 A 0 A_JumpIf(user_music == 1,3)
    TNT1 A 0 ACS_ExecuteAlways(5432,0,8)
	TNT1 A 0 A_SetUserVar("user_music",1)
	LUPR AB 2 Bright A_Chase
	TNT1 A 0 A_Jump(30,"Evade")
	TNT1 A 0 A_Jump(15,"Teleport")
	Loop
  Evade:
	TNT1 A 0 A_Jump(128,11)
	TNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)
	LUPR AAAAAAAA 2 Bright A_Chase
	TNT1 A 0 A_Stop
	Goto See
	TNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)
	LUPR AAAAAAAA 2 Bright A_Chase
	TNT1 A 0 A_Stop
	Goto See
  Teleport:
    LUPR A 1 Bright A_UnSetShootable
    LUPR AAAAAAAAAAAAA 0 A_SpawnItemEx("LegendaryCyberFlameSpawner2")
    LUPR BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 0 A_Wander
    LUPR N 2 
    LUPR B 1 A_PlayWeaponSound("boss/teleport")
    LUPR AAABBBAAABBB 1 A_FadeIn(0.1)
	LUPR A 1 Bright A_SetShootable
	Goto See
  Missile:
    TNT1 A 0 A_SetShootable
    TNT1 A 0 A_UnsetInvulnerable
    TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_Jump(216,"LegBFG9K","LegBFG10K","LegDTBFG10K","LegBFG15K","PlasmaCannon","ProtonCannon","LegendaryStorm","CerebralCommotion","LegendaryDevastator","LegendaryTech","LegendaryBFG")
  Normal:
    TNT1 A 0 A_JumpIfCloser(1500,1)
	Goto ProtonCannon
	LUPR AAA 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("YellowShellCasing", 10, 12, 40, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)
	TNT1 A 0 A_PlaySound("sentient/fire")
	LUPR F 1 Bright A_CustomMissile("LegSentientExplosiveTracer",31,0,Random(-800,800)/100.00,0)
	LUPR F 2 Bright A_CustomMissile("LegSentientExplosiveTracer",31,0,Random(-800,800)/100.00,0)
    TNT1 A 0 A_SpawnItemEx("YellowShellCasing", 10, -12, 40, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_PlaySound("sentient/fire")
	LUPR E 3 Bright A_CustomMissile("LegSentientExplosiveTracer",31,0,Random(-800,800)/100.00,0)
	TNT1 A 0 A_StopSoundEx("Weapon")	
	TNT1 A 0 A_Jump(3,"See","Missile")
    TNT1 A 0 A_SpidRefire
	Goto Normal+7
  ProtonCannon:
    LUPR PP 2 Bright A_FaceTarget
    TNT1 A 0 A_SetInvulnerable
    TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
    LUPR P 3 Bright A_PlaySound("legsentient/laugh",5)
	TNT1 A 0 Radius_Quake (40, 350, 0, 90, 0)
	TNT1 A 0 A_SetUserVar("user_wait",0)
  ProtonCannonWait:
    TNT1 A 0 A_JumpIf(user_wait >= 28,"ProtonCannonGo")	 
    TNT1 A 0 A_SetUserVar("user_wait",user_wait+1)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
    LUPR P 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
    Loop
  ProtonCannonGo:	
    TNT1 A 0 A_UnsetInvulnerable
	LUPR O 0 A_PlaySound("Petrovec/Fire",1)
    LUPR O 0 A_PlaySound("Petrovec/AddFire",6)
    LUPR O 0 A_PlaySound("Petrovec/Ambient",5)
	LUPR O 6 Bright A_CustomMissile("PetrovecBolt", 42, 0, 0)
	LUPR N 7 Bright A_FaceTarget
	LUPR O 0 A_PlaySound("Petrovec/Fire",1)
    LUPR O 0 A_PlaySound("Petrovec/AddFire",6)
    LUPR O 0 A_PlaySound("Petrovec/Ambient",5)
	LUPR O 6 Bright A_CustomMissile("PetrovecBolt", 42, 0, 0)
	LUPR N 7 Bright A_FaceTarget
	LUPR O 0 A_PlaySound("Petrovec/Fire",1)
    LUPR O 0 A_PlaySound("Petrovec/AddFire",6)
    LUPR O 0 A_PlaySound("Petrovec/Ambient",5)
	LUPR O 6 Bright A_CustomMissile("PetrovecBolt", 42, 0, 0)
	LUPR N 7 Bright A_FaceTarget
	LUPR O 0 A_PlaySound("Petrovec/Fire",1)
    LUPR O 0 A_PlaySound("Petrovec/AddFire",6)
    LUPR O 0 A_PlaySound("Petrovec/Ambient",5)
	LUPR O 6 Bright A_CustomMissile("PetrovecBolt", 42, 0, 0)
	LUPR N 7 Bright A_FaceTarget
	LUPR O 0 A_PlaySound("Petrovec/Fire",1)
    LUPR O 0 A_PlaySound("Petrovec/AddFire",6)
    LUPR O 0 A_PlaySound("Petrovec/Ambient",5)
	LUPR O 6 Bright A_CustomMissile("PetrovecBolt", 42, 0, 0)
	LUPR N 7 Bright A_FaceTarget
	LUPR O 0 A_PlaySound("Petrovec/Fire",1)
    LUPR O 0 A_PlaySound("Petrovec/AddFire",6)
    LUPR O 0 A_PlaySound("Petrovec/Ambient",5)
	LUPR O 6 Bright A_CustomMissile("PetrovecBolt", 42, 0, 0)
	LUPR N 7 Bright A_FaceTarget
	LUPR O 0 A_PlaySound("Petrovec/Fire",1)
    LUPR O 0 A_PlaySound("Petrovec/AddFire",6)
    LUPR O 0 A_PlaySound("Petrovec/Ambient",5)
	LUPR O 6 Bright A_CustomMissile("PetrovecBolt", 42, 0, 0)
	LUPR N 7 Bright A_FaceTarget
	LUPR O 0 A_PlaySound("Petrovec/Fire",1)
    LUPR O 0 A_PlaySound("Petrovec/AddFire",6)
    LUPR O 0 A_PlaySound("Petrovec/Ambient",5)
	LUPR O 6 Bright A_CustomMissile("PetrovecBolt", 42, 0, 0)
	LUPR N 7 Bright A_FaceTarget
	LUPR O 0 A_PlaySound("Petrovec/Fire",1)
    LUPR O 0 A_PlaySound("Petrovec/AddFire",6)
    LUPR O 0 A_PlaySound("Petrovec/Ambient",5)
	LUPR O 6 Bright A_CustomMissile("PetrovecBolt", 42, 0, 0)
	LUPR N 7 Bright A_FaceTarget
    TNT1 A 0 A_Jump(192,"Missile")
	Goto See
  CerebralCommotion:
    LUPR PP 2 Bright A_FaceTarget
    TNT1 A 0 A_SetInvulnerable
    TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner3",0,0,0,0)
    LUPR P 3 Bright A_PlaySound("legsentient/laugh",5)
	TNT1 A 0 A_SetUserVar("user_wait",0)
  CerebralCommotionWait:
    TNT1 A 0 A_JumpIf(user_wait >= 31,"CerebralCommotionGo")	 
    TNT1 A 0 A_SetUserVar("user_wait",user_wait+1)
	TNT1 A 0 A_FaceTarget
    LUPR P 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner3",0,0,0,0)
    Loop
  CerebralCommotionGo:	
    TNT1 A 0 A_UnsetInvulnerable
	LUPR PPPPPPPPPPPP 3 Bright A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	LUPR P 0 A_FaceTarget
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	LUPR P 0 A_FaceTarget
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 0 A_FaceTarget
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 0 A_FaceTarget
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	LUPR P 0 A_FaceTarget
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 0 A_FaceTarget
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 0 A_FaceTarget
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
	LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32, 58))
	LUPR P 2 Bright 
	LUPR P 15 Bright 
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_Jump(192,"Missile")
	Goto See
  LegendaryTech:
    LUPR PPPPPPPPPPPPPPPP 2 Bright A_FaceTarget
    TNT1 A 0 A_SetInvulnerable
    TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner3",0,0,0,0)
    LUPR P 3 Bright A_PlaySound("legsentient/laugh",5)
	TNT1 A 0 A_SetUserVar("user_wait",0)
  LegendaryTechWait:
    TNT1 A 0 A_JumpIf(user_wait >= 31,"LegendaryTechGo")	 
    TNT1 A 0 A_SetUserVar("user_wait",user_wait+1)
	TNT1 A 0 A_FaceTarget
    LUPR P 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner3",0,0,0,0)
    Loop
  LegendaryTechGo:	
    TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetUserVar("user_wait",0)
  LegendaryTechGoo:
    TNT1 A 0 A_JumpIf(user_wait >= 30,"LegendaryTechEnd")	 
    TNT1 A 0 A_SetUserVar("user_wait",user_wait+1)
	TNT1 A 0 A_FaceTarget
    LUPR F 2 Bright A_CustomMissile("SentientLegendaryProjectile",31,0,Random(-800,800)/100.00,0)
    TNT1 A 0 A_PlayWeaponSound("BlueDTRFire")
    Loop	
  LegendaryTechEnd:
    LUPR PPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 2 Bright A_FaceTarget
	TNT1 A 0 A_Jump(192,"Missile")
    Goto See
  LegBFG9K:
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	LUPR NNNNNNNNNNNNOOOO 2 Bright A_FaceTarget
	LUPR O 2 Bright A_CustomMissile("LegSentientBFG9500Ball",42,0,0)
	LUPR NNN 2 Bright
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	LUPR NNNNNNNNNNNNOOOO 2 Bright A_FaceTarget
	LUPR O 2 Bright A_CustomMissile("LegSentientBFG9500Ball",42,0,0)
	LUPR NNN 2 Bright
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	LUPR NNNNNNNNNNNNOOOO 2 Bright A_FaceTarget
	LUPR O 2 Bright A_CustomMissile("LegSentientBFG9500Ball",42,0,0)
	LUPR NNNNNNN 2 Bright
	TNT1 A 0 A_Jump(192,"Missile")
	Goto See	
  LegBFG10K:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	LUPR NNNNNNNN 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 3 Bright A_CustomMissile("Legendary10KProjectile", 42, 0, Random(4, -4))
	LUPR N 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 3 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))
	LUPR N 4 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 3 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))
	LUPR N 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 3 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))
	LUPR N 4 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 3 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))
	LUPR N 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 3 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))
	LUPR N 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 3 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))
	LUPR N 4 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 3 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))
	LUPR N 4 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 3 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))
	LUPR N 4 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 3 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))
	LUPR N 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))
	LUPR N 3 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))
	LUPR N 3 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
	LUPR N 3 Bright A_FaceTarget		
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
	LUPR N 3 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
	LUPR N 3 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))		
	LUPR N 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget		
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget		
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))		
	LUPR N 3 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	LUPR NNNNN 3 Bright 	
	TNT1 A 0 A_Jump(192,"Missile")
	Goto See
  LegBFG15K:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	LUPR NNNNNNNN 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 4 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 4 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 4 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 4 Bright A_FaceTarget		
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 4 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 4 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 4 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 4 Bright A_FaceTarget		
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 4 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 4 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 4 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 4 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 4 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 4 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 3 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 3 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 3 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 3 Bright A_FaceTarget		
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 3 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 3 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 3 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 3 Bright A_FaceTarget		
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 3 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 3 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 3 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 3 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 3 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 3 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 3 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))
	LUPR N 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget		
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget		
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget		
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget		
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
	LUPR N 2 Bright A_FaceTarget	
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))
	LUPR N 4 Bright A_FaceTarget	
	LUPR N 3 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	LUPR NNNNN 3 Bright 	
	TNT1 A 0 A_Jump(192,"Missile")
	Goto See
  LegDTBFG10K:
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	LUPR NNNNNNNNNNOOOO 2 Bright A_FaceTarget
	LUPR O 2 Bright A_CustomMissile("LegSentientDTBFGBall", 34, 0, 0)
	LUPR NNNNNNNNNNNN 1 Bright 
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	LUPR NNNNNNNNNNOOOO 2 Bright A_FaceTarget
	LUPR O 2 Bright A_CustomMissile("LegSentientDTBFGBall", 34, 0, 0)
	LUPR NNNNNNNNNNNN 1 Bright
	TNT1 A 0 A_Jump(192,"Missile")
	Goto See
  PlasmaCannon:
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	LUPR NNNNNNOO 4 Bright A_GiveInventory("LegSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("LegSentientCannonBall", 42, 0, 0)
	LUPR O 4 Bright A_GiveInventory("LegSentientStrafe",1)
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	LUPR NNNNNNOO 4 Bright A_GiveInventory("LegSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("LegSentientCannonBall", 42, 0, 0)
	LUPR O 4 Bright A_GiveInventory("LegSentientStrafe",1)
	LUPR NNNNNNOO 3 Bright A_GiveInventory("LegSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("LegSentientCannonBall", 42, 0, 0)
	LUPR O 3 Bright A_GiveInventory("LegSentientStrafe",1)
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	LUPR NNNNNNOO 3 Bright A_GiveInventory("LegSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("LegSentientCannonBall", 42, 0, 0)
	LUPR O 3 Bright A_GiveInventory("LegSentientStrafe",1)
	LUPR NNNNNNOO 2 Bright A_GiveInventory("LegSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("LegSentientCannonBall", 42, 0, 0)
	LUPR O 2 Bright A_GiveInventory("LegSentientStrafe",1)
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	LUPR NNNNNNOO 2 Bright A_GiveInventory("LegSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("LegSentientCannonBall", 42, 0, 0)
	LUPR O 2 Bright A_GiveInventory("LegSentientStrafe",1)
	LUPR NNNNNNOO 1 Bright A_GiveInventory("LegSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("LegSentientCannonBall", 42, 0, 0)
	LUPR O 1 Bright A_GiveInventory("LegSentientStrafe",1)
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	LUPR NNNNNNOO 1 Bright A_GiveInventory("LegSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("LegSentientCannonBall", 42, 0, 0)
	LUPR O 1 Bright A_GiveInventory("LegSentientStrafe",1)
	TNT1 A 0 A_Jump(192,"Missile")
	Goto See
  LegendaryBFG:
    LUPR NNNNNNNNNNNNNNNN 2 Bright A_FaceTarget
    TNT1 A 0 A_SetInvulnerable
    LUPR N 3 Bright A_PlaySound("legsentient/laugh",5)
    LUPR N 3 Bright A_PlaySound("Legcyber/BFG",6)
	TNT1 A 0 A_SetUserVar("user_wait",0)	
  LegendaryBFGWait:
    TNT1 A 0 A_JumpIf(user_wait >= 37,"LegendaryBFGGo")	 
    TNT1 A 0 A_SetUserVar("user_wait",user_wait+1)
	TNT1 A 0 A_FaceTarget
    LUPR N 3 Bright A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
    Loop	
  LegendaryBFGGo:
	TNT1 A 0 A_JumpIfTargetInLos(2)
    TNT1 A 0 A_Jump(256,2)
	TNT1 A 0
	Goto LegBFGGo
	TNT1 A 0
	TNT1 A 0 A_UnSetShootable
    LUPR NNNNNNNNNN 1 A_FadeOut(0.1,0)
	LUPR N 1 A_PlayWeaponSound("boss/teleport")
    LUPR NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 0 A_Wander
    TNT1 A 0 A_FaceTarget
    LUPR NNNNNNNN 0 A_SpawnItemEx("LegendaryCyberFlameSpawner2")
	TNT1 A 0 A_SetShootable
    LUPR NNNNNNNNNN 1 A_FadeIn(0.1)
  LegBFGGo:	
    TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_PlaySound("Weapons/GuruFire", CHAN_WEAPON)
    TNT1 A 0 A_PlaySound("Weapons/GuruAddFire", CHAN_WEAPON)
    TNT1 A 0 A_CustomMissile("SentientGuruBall", 42, 0, 0, 0)
	LUPR O 1 A_SetShootable
    LUPR NNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 2 Bright A_FaceTarget
	TNT1 A 0 A_Jump(192,"Missile")
    Goto See
  LegendaryStorm:
    LUPR NNNN 4 Bright A_GiveInventory("LegSentientStrafe",1)
    TNT1 A 0 A_SetInvulnerable
    TNT1 A 0 A_PlaySound("sentient/laugh",5)  
	LUPR NN 4 Bright A_GiveInventory("LegSentientStrafe3",1)
	TNT1 A 0 A_Stop
    TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
    LUPR N 4 Bright A_FaceTarget
    TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
    LUPR N 4 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
    LUPR N 4 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
    LUPR N 4 Bright A_FaceTarget
    TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
    LUPR N 4 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
    LUPR N 4 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
    LUPR N 4 Bright A_FaceTarget
	LUPR NNNNNNN 4 Bright A_GiveInventory("LegSentientStrafe3",1)
	TNT1 A 0 A_GiveToTarget("LegSentStormBoltAttack",1)
	TNT1 AAAAA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	LUPR N 4 Bright A_GiveInventory("LegSentientStrafe3",1)
	TNT1 A 0 A_GiveToTarget("LegSentStormBoltAttack",1)
	TNT1 AAAAA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	LUPR N 4 Bright A_GiveInventory("LegSentientStrafe3",1)
	TNT1 A 0 A_GiveToTarget("LegSentStormBoltAttack",1)
	TNT1 AAAAA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	LUPR N 4 Bright A_GiveInventory("LegSentientStrafe3",1)
	TNT1 A 0 A_GiveToTarget("LegSentStormBoltAttack",1)
	TNT1 AAAAA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	LUPR N 4 Bright A_GiveInventory("LegSentientStrafe3",1)
	TNT1 A 0 A_GiveToTarget("LegSentStormBoltAttack",1)
	TNT1 AAAAA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	LUPR N 4 Bright A_GiveInventory("LegSentientStrafe3",1)
	TNT1 A 0 A_GiveToTarget("LegSentStormBoltAttack",1)
	TNT1 AAAAA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	LUPR N 4 Bright A_GiveInventory("LegSentientStrafe3",1)
	TNT1 A 0 A_GiveToTarget("LegSentStormBoltAttack",1)
	TNT1 AAAAA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	LUPR N 4 Bright A_GiveInventory("LegSentientStrafe3",1)
	TNT1 A 0 A_GiveToTarget("LegSentStormBoltAttack",1)
	TNT1 AAAAA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	LUPR N 4 Bright A_GiveInventory("LegSentientStrafe3",1)
	TNT1 A 0 A_GiveToTarget("LegSentStormBoltAttack",1)
	TNT1 AAAAA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	LUPR N 4 Bright A_GiveInventory("LegSentientStrafe3",1)
	TNT1 A 0 A_GiveToTarget("LegSentStormBoltAttack",1)
	TNT1 AAAAA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	LUPR N 4 Bright A_GiveInventory("LegSentientStrafe3",1)
	TNT1 A 0 A_GiveToTarget("LegSentStormBoltAttack",1)
	TNT1 AAAAA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)
	LUPR N 4 Bright A_GiveInventory("LegSentientStrafe3",1)	
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_Jump(192,"Missile")
	Goto See
  LegendaryDevastator:
    TNT1 A 0 A_PlaySound("devastator/charge")
	LUPR NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 2 Bright A_FaceTarget
	LUPR O 0 A_PlaySound ("devastator/fire")
	LUPR O 0 A_CustomMissile("LegSentDevastatorBall", 42, 0, 0, 0)
	LUPR N 50 
	TNT1 A 0 A_Jump(192,"Missile")
	Goto See
  Pain:
	TNT1 A 0 A_Jump(30,"PainResurrect")
	TNT1 A 0 A_Jump(120,"PainMissile")
	TNT1 A 0 A_Jump(25,"Teleport")
	LUPR A 3 Bright
	LUPR A 3 Bright A_Pain	
	Goto See
  Pain.DBFG10K2:
  Pain.PlayerDBFG10K2:
  Pain.DBFG2:
  Pain.PlayerDBFG2:
    TNT1 A 0 A_Jump(250, "Teleport")
    Goto PainMissile
  PainMissile:
	LUPR A 3 Bright
	LUPR A 3 Bright A_Pain
	Goto Missile
  PainResurrect:
	LUPR A 3 Bright
	LUPR A 3 Bright A_Pain
	TNT1 A 0 A_JumpIfInventory("LegSentientToken",3,"See")	
	LUPR AAAA 3 Bright 
	TNT1 A 0 A_GiveInventory("LegSentientToken",1)
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 Radius_Quake(10,80,0,24,0)
	TNT1 A 0 A_GiveInventory("Health",850)
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
    LUPR P 3 Bright A_PlaySound("sentient/laugh")
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,0,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,30,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,60,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,90,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,120,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,150,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,180,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,210,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,240,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,270,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,300,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,330,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,360,0)
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,15,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,45,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,75,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,105,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,135,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,165,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,195,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,225,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,255,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,285,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,315,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,345,0)
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 	
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,0,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,10,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,20,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,30,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,40,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,50,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,60,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,70,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,80,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,90,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,100,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,110,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,120,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,130,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,140,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,150,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,160,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,170,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,180,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,190,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,200,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,210,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,220,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,230,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,240,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,250,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,260,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,270,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,280,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,290,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,300,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,310,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,320,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,330,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,340,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,350,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,360,0)
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,0,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,10,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,20,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,30,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,40,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,50,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,60,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,70,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,80,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,90,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,100,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,110,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,120,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,130,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,140,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,150,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,160,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,170,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,180,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,190,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,200,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,210,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,220,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,230,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,240,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,250,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,260,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,270,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,280,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,290,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,300,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,310,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,320,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,330,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,340,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,350,0)
	TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,360,0)
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
	LUPR P 3 Bright 
	TNT1 A 0 A_UnSetInvulnerable
	LUPR A 3 Bright 
	Goto See	
Death:
    TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_Scream
	LUPR H 20 A_Fall
    TNT1 AAAA 0 A_SpawnItemEx("BlueGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAAAAA 0 A_CustomMissile("BigBlueBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
	LUPR IIIIIIIIII 2 Bright A_CustomMissile("PainfulDeathKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
    TNT1 AAAA 0 A_SpawnItemEx("BlueGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAAAAA 0 A_CustomMissile("BigBlueBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
    LUPR JJJJJJJJJJ 2 Bright A_CustomMissile("PainfulDeathKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
    TNT1 AAAA 0 A_SpawnItemEx("BlueGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAAAAA 0 A_CustomMissile("BigBlueBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
    LUPR KKKKKKKKKK 2 Bright A_CustomMissile("PainfulDeathKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
    TNT1 AAAA 0 A_SpawnItemEx("BlueGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAAAAA 0 A_CustomMissile("BigBlueBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
    LUPR LLLLLLLLLL 2 Bright A_CustomMissile("PainfulDeathKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
    TNT1 AAAAAAAA 0 A_SpawnItemEx("BlueGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 AAAAAAAAAAAA 0 A_CustomMissile("BigBlueBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile("SmokeFX3", random(10,60), random(30,-30), random(0,360), 2, random(0,360))	
	TNT1 A 0 A_SpawnItem("DeathBall2")
	LUPR LM 5
	TNT1 A -1 A_KillMaster
	Stop		
    }
}

ACTOR LegSentientToken : Inventory
{
Inventory.Amount 1
Inventory.MaxAmount 3
}

ACTOR LegSentientFire
{
+MISSILE
+DONTSPLASH
+CLIENTSIDEONLY
+NOBLOCKMAP
+NOGRAVITY
+NOTELEPORT
+FORCEXYBILLBOARD
+THRUACTORS
+NOTIMEFREEZE
RenderStyle Add
Scale 0.6
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	LSF1 ABCDEFGHIJKL 1 Bright A_FadeOut
	Stop
  Toaster:
    TNT1 A 0
	Stop	
	}
}

ACTOR LegSentientFireSpawner : SentientFireSpawner
{
+NOTIMEFREEZE
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_PlaySound("monster/ambientfire2")
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
    TNT1 AA 0 A_SpawnItemEx("LegSentientFire",random(50,70),random(50,70),78,0,0,random(-4,-6),0,128,0)
	TNT1 AA 0 A_SpawnItemEx("LegSentientFire",random(-50,-70),random(-50,-70),78,0,0,random(-4,-6),0,128,0)
	TNT1 AA 0 A_SpawnItemEx("LegSentientFire",random(50,70),random(-50,-70),78,0,0,random(-4,-6),0,128,0)
	TNT1 AA 0 A_SpawnItemEx("LegSentientFire",random(-50,-70),random(50,70),78,0,0,random(-4,-6),0,128,0)
    TNT1 A 1
    Stop
  }
}

ACTOR LegSentientFireSpawner2 : SentientFireSpawner2
{
+NOTIMEFREEZE
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_PlaySound("monster/ambientfire2")
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
    TNT1 AA 0 A_SpawnItemEx("LegSentientFire",random(50,70),random(50,70),78,0,0,random(-6,-8),0,128,0)
	TNT1 AA 0 A_SpawnItemEx("LegSentientFire",random(-50,-70),random(-50,-70),78,0,0,random(-6,-8),0,128,0)
	TNT1 AA 0 A_SpawnItemEx("LegSentientFire",random(50,70),random(-50,-70),78,0,0,random(-6,-8),0,128,0)
	TNT1 AA 0 A_SpawnItemEx("LegSentientFire",random(-50,-70),random(50,70),78,0,0,random(-6,-8),0,128,0)
    TNT1 A 1
    Stop
  }
}

ACTOR LegSentientBrainFlame
{
+MISSILE
+DONTSPLASH
+CLIENTSIDEONLY
+NOBLOCKMAP
+NOGRAVITY
+NOTELEPORT
+FORCEXYBILLBOARD
+THRUACTORS
+NOTIMEFREEZE
RenderStyle Add
Scale 0.8
States
{
Spawn:
LSF1 ABCDEFGHIJKL 2 Bright A_FadeOut
Stop
}
}

ACTOR LegSentientBrainFlame2
{
+MISSILE
+DONTSPLASH
+CLIENTSIDEONLY
+NOBLOCKMAP
+NOGRAVITY
+NOTELEPORT
+FORCEXYBILLBOARD
+THRUACTORS
+NOTIMEFREEZE
RenderStyle Add
Scale 0.8
States
{
Spawn:
BMKE ABCDEFGHIJKL 2 Bright A_FadeOut
Stop
}
}


ACTOR LegSentientBrainSFX : LegendaryRedParticleSpawner
{
  +CLIENTSIDEONLY
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	TNT1 AA 0 A_SpawnItemEx("LegSentientBrainLightning",random(40,-40),random(40,-40),random(60,100),0,0,0,0,128,0)
	TNT1 AA 0 A_SpawnItemEx("LegSentientBrainLightning2",random(40,-40),random(40,-40),random(60,100),0,0,0,0,128,0)
	TNT1 AAAA 0 A_SpawnItemEx("LegSentientBrainFlame",random(40,-40),random(40,-40),random(60,100),0,0,random(4,6),0,128,0)
    TNT1 A 1
    Stop
  Toaster:
    TNT1 A 0
	Stop		
  }
}

ACTOR LegSentientBrainSFX2 : LegendaryRedParticleSpawner
{
  +CLIENTSIDEONLY
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	TNT1 AA 0 A_SpawnItemEx("LegSentientBrainLightning",random(40,-40),random(40,-40),random(60,100),0,0,0,0,128,0)
	TNT1 AA 0 A_SpawnItemEx("LegSentientBrainLightning2",random(40,-40),random(40,-40),random(60,100),0,0,0,0,128,0)
	TNT1 AAAA 0 A_SpawnItemEx("LegSentientBrainFlame2",random(40,-40),random(40,-40),random(60,100),0,0,random(4,6),0,128,0)
    TNT1 A 1
    Stop
  Toaster:
    TNT1 A 0
	Stop		
  }
}

ACTOR LegSentientMassResurrectionEffect
{
Height 6
Radius 6
Damage 0
RenderStyle Add
Alpha 0.5
Scale 0.5
PROJECTILE
+FLOORHUGGER
+NOCLIP
+NOTIMEFREEZE
Speed 25
States
{
Spawn:
	TNT1 A 10
	TNT1 A 0 A_CStaffMissileSlither
	LEMR A 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR B 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR C 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR A 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR B 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR C 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR A 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR B 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR C 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR A 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR B 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR C 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR A 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR B 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR C 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR A 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR B 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR C 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR A 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR B 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR C 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR A 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR B 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR C 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR A 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR B 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR C 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR A 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR B 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR C 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR A 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR B 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR C 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR A 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR B 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR C 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR A 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR B 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR C 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR A 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR B 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR C 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR A 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR B 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR C 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR A 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR B 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR C 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR A 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR B 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR C 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR A 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR B 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_CStaffMissileSlither
	LEMR C 1 Bright A_SpawnItemEx("LSRTTrail", 0, 0, 0, 0, 0, 0, 0, 128)
	Stop
	}
}

ACTOR LSMRETrail : SMRETrail
{
Alpha 0.6
Scale 0.6
+NOTIMEFREEZE
States
{
Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	LEMR ABCABC 1 Bright A_FadeOut(0.02)
	Goto Spawn+2
	}
}

ACTOR LegHellionResRadius
{
Radius 16
Height 8
Speed 25
PROJECTILE
+NORADIUSDMG
+ISMONSTER
+INVULNERABLE
+THRUACTORS
+FLOORHUGGER
+Noclip
-COUNTKILL
+NOTIMEFREEZE
States
{
Spawn:
	TNT1 AAAAAAAAAA 2 A_VileChase
	Stop
Heal:
	TNT1 A 1
	Stop
	}
}

ACTOR LegSentientMassResurrection : LegHellionResRadius
{
Speed 50
+NOTIMEFREEZE
States
{
Spawn:
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 2 A_VileChase
	Stop
Heal:
	TNT1 A 1
	Stop
	}
}

ACTOR LegSentientExplosiveTracer : FastProjectile
{
Height 1
Radius 1
Speed 255
Scale 0.8
Damage 0
RenderStyle Add
Alpha 0.85
DeathSound "sentient/chaingunex"
DamageType "CerChainguns"
Decal DoomImpScorch
+FORCERADIUSDMG
+RANDOMIZE
+FORCEXYBILLBOARD
+NOTIMEFREEZE
+NOTIMEFREEZE
States
{
Spawn:
    LRAC A 1 Bright
	Loop
Death:
	TNT1 A 0
	TNT1 A 0 A_SetTranslucent(0.75,1)
	TNT1 A 0 A_SpawnItem("LegSentientExplosiveEffect")
    LISL B 4 Bright A_Explode(Random(6,9)*5,72)
    LISL CD 3 Bright
    Stop
    }
}

ACTOR LegSentientExplosiveEffect
{
+CLIENTSIDEONLY
+NOGRAVITY
+NOBLOCKMAP
+NOTIMEFREEZE
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	TNT1 A 0 A_SpawnItemEx("LegendaryGoldParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
    TNT1 AAA 0 A_CustomMissile("KaboomLS", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAA 0 A_CustomMissile("SmokeFX6", 0, 0, random(0,360), 2, random(0,360))
	TNT1 A 1
	Stop
Toaster:
    TNT1 A 0
	Stop
	}
}

ACTOR KaboomLS : Kaboom16
{
Speed 2
Scale 0.45
+NOTIMEFREEZE
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
LXPG AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)
Stop
}
}

ACTOR YellowShellCasing : ShellCasing
{
+NOTIMEFREEZE
	States
	{
	Spawn:
	  TNT1 A 0
      TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	  YELW DCBAHGFE 2
	  Loop
    Death:
	  TNT1 A 0
      TNT1 A 0 A_Jump(128,3)
      YELW C 100
      YELW C 5 A_FadeOut(0.10)
      Goto Death+3
      YELW G 100
	  YELW G 5 A_FadeOut(0.10)
	  Goto Death+5
	  }
}

ACTOR LegSentientDTBFGTracer : LegAnniDTBFGTracer
{
   Species "Masterminds"
   DamageType "LegMind"
   +THRUSPECIES
   +DONTHURTSPECIES
}
   

ACTOR LegSentientDTBFGProjectileAttack : LegAnniDTBFGProjectileAttack
{
Obituary "%o was rekt off the planet for being a Legendary idiot by shooting at the Legendary Sentient."
MissileType "LegSentientDTBFGRailgunSlug"
}

ACTOR LegSentientDTBFGRailgunSlug : LegAnniDTBFGRailgunSlug
{
   DamageType "LegMind"
   Species "Masterminds"  
   -RIPPER
   +DONTHURTSPECIES
   Damage (Random(4,8))
}

ACTOR LegSentientDTBFGBall : LegAnniDTBFGBall
{
+DONTHURTSPECIES
Species "Masterminds"
Obituary "%o was rekt off the planet for being a Legendary idiot by shooting at the Legendary Sentient."
States
{
Spawn:
    TNT1 A 0
	TNT1 A 0 A_Jump(128,"DTBFGSFX")
    TNT1 A 0 A_AlertMonsters
    TNT1 A 0 A_PlaySoundEx("weapons/dtech10kball","Voice",1)
    TNT1 A 0 A_SpawnItemEx("BFGTrailParticleGold",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
    LGS1 A 1 Bright A_SpawnItemEx("LegSentientDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
    TNT1 A 0 A_SpawnItemEx("BFGTrailParticleGold",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
    LGS1 B 1 Bright A_SpawnItemEx("LegSentientDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
    TNT1 A 0 A_SpawnItemEx("BFGTrailParticleGold",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
    LGS1 C 1 Bright A_SpawnItemEx("LegSentientDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
    TNT1 A 0 A_SpawnItemEx("BFGTrailParticleGold",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
    LGS1 D 1 Bright A_SpawnItemEx("LegSentientDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
    Loop
DTBFGSFX:
    TNT1 A 0 A_AlertMonsters
    TNT1 A 0 A_PlaySoundEx("weapons/dtech10kball","Voice",1)
	TNT1 A 0 A_SpawnItemEx("DTBFGLightningGold",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)
    TNT1 A 0 A_SpawnItemEx("BFGTrailParticleGold",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
    LGS1 A 1 Bright A_SpawnItemEx("LegSentientDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
	TNT1 A 0 A_SpawnItemEx("DTBFGLightningGold2",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)
    TNT1 A 0 A_SpawnItemEx("BFGTrailParticleGold",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
    LGS1 B 1 Bright A_SpawnItemEx("LegSentientDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
	TNT1 A 0 A_SpawnItemEx("DTBFGLightningGold",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)
    TNT1 A 0 A_SpawnItemEx("BFGTrailParticleGold",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
    LGS1 C 1 Bright A_SpawnItemEx("LegSentientDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
	TNT1 A 0 A_SpawnItemEx("DTBFGLightningGold2",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)
    TNT1 A 0 A_SpawnItemEx("BFGTrailParticleGold",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
    LGS1 D 1 Bright A_SpawnItemEx("LegSentientDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
    Goto Spawn   
Death:
    TNT1 A 0
	TNT1 A 0 A_SetTranslucent(0.75,1)
	TNT1 A 0 Radius_Quake(5,60,0,10,0)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,0,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,10,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,20,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,30,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,40,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,50,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,60,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,70,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,80,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,90,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,100,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,110,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,120,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,130,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,140,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,150,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,160,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,170,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,180,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,190,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,200,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,210,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,220,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,230,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,240,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,250,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,260,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,270,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,280,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,290,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,300,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,310,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,320,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,330,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,340,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,350,CMF_TRACKOWNER)
	TNT1 A 0 A_SpawnItemEx("DTBFGLightningGoldSpawner", 0, 0, 15, 0, 0, 0, 0, 128)	
	LGS1 ABCD 6 Bright A_SpawnItemEx("DTech10KShockwaveGold", 0, 0, 15, 0, 0, 0, 0, 128)
	TNT1 A 0 A_Explode(480,240)
	TNT1 A 0 A_StopSoundEx("Voice")
	TNT1 A 0 Radius_Quake(15,20,0,20,0)
	TNT1 A 0 A_PlaySound("weapons/dtech10kexplode")
	TNT1 A 0 A_SpawnItemEx("DTech10KShockwaveGold1", 0, 0, 15, 0, 0, 0, 0, 128)
    TNT1 A 20 A_SpawnItem("LegAnniDTBFGEx",0,-10)
    Stop    
	}
}

ACTOR SentientGuruBall : GuruBall
{
  Radius 11
  Height 6
  Speed 15
  DamageType "LegMind"
  Damage 125
  Projectile
  Renderstyle Add
  +FORCERADIUSDMG
  +FOILINVUL
  +RIPPER
  +BLOODLESSIMPACT
  +DONTBLAST
  +THRUSPECIES
  +SKYEXPLODE
  Scale 0.25
  MissileType "GuruLesserProjectileTrail"
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_Jump(128,"LEGBFGSFX")
	TNT1 A 0 A_PlaySound("Weapons/GuruFly",5,1.0,1)
	TNT1 A 0 A_Explode(600,64,0,1)
	YBAL AAA 0 A_CustomMissile("LegSentientLiteShot",0,0,Random(0,360))
	TNT1 A 0 A_SpawnItemEx("GuruTrailSpark",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("GuruTrail",-3,0,0,0,0,0,0,0,0)
	YBAL A 1 bright
	loop
    Goto Spawn
  LEGBFGSFX:
    TNT1 A 0 A_SpawnItemEx("GuruTrailSpark",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("GuruTrail",-3,0,0,0,0,0,0,0,0)
	TNT1 A 0 A_CustomMissile("LegSentientDevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
	YBAL A 1 Bright A_SpawnItemEx("LegSentientDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
    TNT1 A 0 A_SpawnItemEx("GuruTrailSpark",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("GuruTrail",-3,0,0,0,0,0,0,0,0)
	TNT1 A 0 A_CustomMissile("LegSentientDevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
	YBAL A 1 Bright A_SpawnItemEx("LegSentientDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
    TNT1 A 0 A_SpawnItemEx("GuruTrailSpark",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("GuruTrail",-3,0,0,0,0,0,0,0,0)
	TNT1 A 0 A_CustomMissile("LegSentientDevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
	YBAL A 1 Bright A_SpawnItemEx("LegSentientDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
    TNT1 A 0 A_SpawnItemEx("GuruTrailSpark",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("GuruTrail",-3,0,0,0,0,0,0,0,0)
	TNT1 A 0 A_CustomMissile("LegSentientDevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
	YBAL A 1 Bright A_SpawnItemEx("LegSentientDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
    Goto Spawn
  Death:
	TNT1 A 0 A_PlaySound("Weapons/GuruBlast3",5)
	//COLLATERAL DAMAGE EFFECTS
	TNT1 A 0 A_Explode(6000,486,0,1)
	TNT1 A 0 A_BFGSpray("GuruSpray",15,20)
	//IMPACT STUFF
	TNT1 A 0 A_SpawnItemEx("GuruStruckGlowX",0,0,10,0,0,0,0,128,0)
	TNT1 A 0 A_SpawnItemEx("GuruStruckGlowY",0,0,10,0,0,0,0,128,0)
	TNT1 AAAAAAAAAAA 0 A_SpawnItemEx("SentientGuruSphereSmoke",random(126,-126),random(126,-126),random(66,-66),0.00001*random(100000,-100000),0.00001*random(100000,-100000),0.00001*random(100000,-100000),random(0,359),0,0)
	TNT1 AAAAAAAAAAA 0 A_SpawnItemEx("GuruChunkSpark",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,0,0)
	TNT1 AAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx("GuruChunkSpark",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,0,0)
	Stop
  }
}

ACTOR SentientGuruSphereSmoke : GuruSphereSmoke
{
	Scale 1.8
	Alpha 0.45
	PROJECTILE
	DamageType "LegMind"
	States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 1 A_Jump(255,"Spawn1","Spawn2","Spawn3","Spawn4","Spawn5","Spawn6")
	Stop
	Spawn1:
	 TNT1 A 0 //A_SetScale(ScaleX -0.002, ScaleY -0.002)
	 TNT1 A 0 A_JumpIf(Alpha<0.3,2)
	 THD1 A 0 A_Explode(10,164)
	 THD1 A 4 Bright A_FadeOut(0.0065)
	 Loop
	Spawn2:
	 TNT1 A 0 //A_SetScale(ScaleX -0.002, ScaleY -0.002)
	 TNT1 A 0 A_JumpIf(Alpha<0.3,2)
	 THD1 A 0 A_Explode(10,164)
	 THD2 A 4 Bright A_FadeOut(0.0065)
	 Loop
	Spawn3:
	 TNT1 A 0 //A_SetScale(ScaleX -0.002, ScaleY -0.002)
	 TNT1 A 0 A_JumpIf(Alpha<0.3,2)
	 THD1 A 0 A_Explode(10,164)
	 THD3 A 4 Bright A_FadeOut(0.0065)
	 Loop
	Spawn1:
	 TNT1 A 0 //A_SetScale(ScaleX -0.002, ScaleY -0.002)
	 TNT1 A 0 A_JumpIf(Alpha<0.3,2)
	 THD1 A 0 A_Explode(10,164)
	 THD1 A 4 Bright A_FadeOut(0.0065)
	 Loop
	Spawn2:
	 TNT1 A 0 //A_SetScale(ScaleX -0.002, ScaleY -0.002)
	 TNT1 A 0 A_JumpIf(Alpha<0.3,2)
	 THD1 A 0 A_Explode(10,164)
	 THD2 A 4 Bright A_FadeOut(0.0065)
	 Loop
	Spawn3:
	 TNT1 A 0 //A_SetScale(ScaleX -0.002, ScaleY -0.002)
	 TNT1 A 0 A_JumpIf(Alpha<0.3,2)
	 THD1 A 0 A_Explode(10,164)
	 THD3 A 4 Bright A_FadeOut(0.0065)
	 Loop
	}
}

ACTOR LegendarySentient10KProjectile : 10KProjectile
{
   Height 1
   Radius 1
   Speed 200
   Scale 0.15
   RenderStyle Add
   Alpha 0.85
   DECAL BFG9500LightningGold
   PROJECTILE
   +NOEXTREMEDEATH
   -THRUSPECIES
   -MTHRUSPECIES
   +NOTIMEFREEZE
   Species "Masterminds"
   DeathSound "weapons/bfg95explode"
   States
   {
   Spawn:
      LRAC A 1 Bright
      Loop
   Death:
   XDeath:  
      TNT1 A 0
      TNT1 A 1 A_SpawnItem("LegSentient10KEx")
      Stop
	  }
}

ACTOR LegSentient10KEx : Player10KEx
{
  Radius 11
  Height 8
  DamageType "LegMind"
  Damage 150
  +NOBLOCKMAP
  +NOGRAVITY
  +NOTELEPORT 
  +FORCERADIUSDMG
  -MTHRUSPECIES
  -THRUSPECIES
  Renderstyle Add
  Alpha 0.75
  Scale 0.85
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("BFGShockwaveGold", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 AA 0 A_SpawnItemEx("LegendaryGoldParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
    TNT1 AAAA 0 A_CustomMissile("KaboomGold2", 0, 0, random(0,360), 2, random(0,360))
    LFE1 A 4 Bright A_Detonate
    LFE1 BCDEF 4 Bright
    Stop
  }
}

ACTOR LegendarySentientBFG15KBall : BFG15KBall
{
Height 15
Radius 15
Decal LegBFG15K
Speed 45
Damage 25
DamageType "LegMind"
Scale 0.5
-THRUSPECIES
-MTHRUSPECIES
+FORCERADIUSDMG
+NOTIMEFREEZE
ExplosionDamage 110
ExplosionRadius 165
SeeSound "weapons/bfg15kfire"
DeathSound "weapons/bfg95explode"
States
{
Spawn:
    LFS1 AB 2 Bright A_SpawnItemEx("BFGTrailParticleGold",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("BFGShockwaveGold", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_SpawnItemEx("LegendaryGoldParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
	TNT1 AAA 0 A_CustomMissile("KaboomGold2", 0, 0, random(0,360), 2, random(0,360))      
    LFE1 A 4 Bright A_Explode	
    LFE1 BCDEF 4 Bright
    Stop
    }
}

ACTOR DTBFGLightningLS : TeleportFogLightning
{
Scale 0.24
+NOTIMEFREEZE
States
{
Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72)
	LSN1 ABCDEFGHIJKLMNOPQR 0 A_Jump(256,"Death")
	LSN2 ABCDEFGHIJKLMNOPQR 0 A_Jump(256,"Death")
	LSN3 ABCDEFGHIJKLMNOPQR 0 A_Jump(256,"Death")
	LSN4 ABCDEFGHIJKLMNOPQR 0 A_Jump(256,"Death")
Death:
	"----" A 1 Bright
	Stop
	}
}

ACTOR LegSentientBrainLightning : DTBFGLightningLS
{
Scale 0.52
+NOTIMEFREEZE
States
{
Toaster:
	TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72)
	LSN1 ABCDEFGHIJKLMNOPQR 0 A_Jump(256,"Death")
	LSN2 ABCDEFGHIJKLMNOPQR 0 A_Jump(256,"Death")
	LSN3 ABCDEFGHIJKLMNOPQR 0 A_Jump(256,"Death")
	LSN4 ABCDEFGHIJKLMNOPQR 0 A_Jump(256,"Death")
	}
}

ACTOR LegSentientBrainLightning2 : LegSentientBrainLightning
{
Scale 0.46
}

ACTOR LSRTTrail : CometTail
{
Alpha 0.6
Scale 0.6
+NOTIMEFREEZE
States
{
Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	LEMR ABCABC 1 Bright A_FadeOut(0.02)
	Goto Spawn+2
	}
}

ACTOR BigBlueBloodCloud : BlueBloodCloud
{
+NOTIMEFREEZE
Speed 2
Scale 1.5
}

ACTOR KaboomLSD : Kaboom
{
Speed 3
Damage 0
Renderstyle Add
Alpha 0.75
PROJECTILE
+NOBLOCKMAP
+NOTELEPORT
+DONTSPLASH
+NOGRAVITY
+MISSILE
+FORCEXYBILLBOARD
-CLIENTSIDEONLY
+NOINTERACTION
+NOCLIP
+NOTIMEFREEZE
Scale 1.3
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
BXPO A 1 Bright A_PlaySound("weapons/rocklx")
TNT1 A 0 A_Explode(8, 128)
BXPO ABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)
Stop
}
}

ACTOR LegSentientBFG9500Ball : LegCyberBFG9500Ball
{
-THRUSPECIES
Species "Masterminds"
Obituary "%o was rekt off the planet for being a Legendary idiot by shooting at the Legendary Sentient."
Decal BFG9500LightningGold
DamageType "LegMind"
States
{
Spawn:
    LFS3 AAABBB 1 Bright A_SpawnItemEx("BFGTrailParticleGold",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
    Loop
Death:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("BFGShockwaveGold", 0, 0, 0, 0, 0, 0, 0, 128)
    TNT1 AAAAAA 0 A_CustomMissile("KaboomGold", 0, 0, random(0,360), 2, random(0,360))
    LFE3 AB 8 Bright A_SpawnItemEx("LegendaryGoldParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
    LFE3 C 8 Bright A_BFGSpray("GoldenSpray")
    LFE3 DEF 8 Bright
    Stop    
    }
}
ACTOR SentientLegendaryProjectile : LegendaryProjectile { }

Actor LegSentientCannonBall
{
	PROJECTILE
	+FORCEXYBILLBOARD
	+FORCERADIUSDMG
	+SEEKERMISSILE
	+EXTREMEDEATH
	+SKYEXPLODE
	+MTHRUSPECIES
    +NOTIMEFREEZE
	Radius 13
	Height 8
	Speed 40
	Damage 50
	RenderStyle Add
	Alpha 0.75
	DeathSound "pcannon/explode"
	Scale 1.5
	DamageType "LegMind"
	States 
	{
	Spawn:
	    TNT1 A 0 A_Explode(8,96,0)
		TNT1 A 0 A_SeekerMissile(2,0)
		TNT1 AA 1 A_SpawnItemEx("LSCBTrail",0,0,0,0,0,0,0)
		Loop
	Death:
	    TNT1 A 0
		TNT1 A 0 A_Explode(32,584)
		TNT1 A 0 A_Explode(128,64)
		LFE3 A 4 Bright
		LFE3 B 0 A_SpawnItemEx("BFGShockwaveGold", 0, 0, 0, 0, 0, 0, 0, 128)
		LFE3 B 8 Bright A_SpawnItemEx("LSCBKaboom",0,0,0,0,0,0,0)
		LFE3 CDEF 8 Bright
		Stop
	}
}

Actor LSCBTrail
{
	+CLIENTSIDEONLY 
	+NOBLOCKMAP
	+NOGRAVITY 
	+NOINTERACTION
    +NOTIMEFREEZE
	States 
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("KaboomGoldSent",-8,0,0,-6,random(-2,-3),random(-1,1),0)
		TNT1 A 1 A_SpawnItemEx("KaboomGoldSent2",-8,0,0,-6,random(2,3),random(-1,1),0)
		Stop
	}
}

Actor LSCBKaboom 
{
	+NOBLOCKMAP 
	+NOGRAVITY
	+CLIENTSIDEONLY 
	+NOINTERACTION
    +NOTIMEFREEZE
	ReactionTime 60
	States 
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("KaboomGoldSent",0,0,0,random(-9,9),random(-10,10),random(-10,10),0)
		TNT1 A 0 A_Countdown
		Loop
	Death:
		TNT1 A 0
		Stop
	}
}

ACTOR KaboomGoldSent : Kaboom11
{
Speed 2
Scale 1
+NOTIMEFREEZE
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
LXPG AABBCDEFGHIJKLM 2 Bright A_FadeOut(0.05)
Stop
}
}

ACTOR KaboomGoldSent2 : Kaboom11
{
Speed 2
Scale 1
+NOTIMEFREEZE
States
{
Spawn:
LXPG AABBCDEFGHIJKLM 2 Bright A_FadeOut(0.05)
Stop
}
}

Actor LegSentStormBoltAttack : CustomInventory
{
  +INVENTORY.QUIET
  +INVENTORY.UNDROPPABLE
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE       
  +COUNTITEM
  +NOTIMEFREEZE
  Inventory.Amount 1
  Inventory.MaxAmount 0
  States
  {
  Pickup:
    NULL A 1 
	NULL AAAA 1 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(512,-512),Random(512,-512),0,0,0,0,SXF_NOCHECKPOSITION,64)
    Stop	
  }
}

ACTOR LegSentientStormBoltSpawner
{
Height 2
Radius 2
Speed 6
PROJECTILE
+SPAWNCEILING
+CEILINGHUGGER
+NOCLIP
+DONTSPLASH
+NOTIMEFREEZE
States
{
Spawn:
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Wander
    TNT1 A 0 A_CustomMissile("LegSentientStormBolt",-18,random(0,20),random(0,360),2)
	Stop
	}
}

ACTOR LegSentientStormBolt
{
   Speed 1
   Radius 8
   Height 12
   Renderstyle Add
   Damage 5
   SeeSound ""
   PROJECTILE
   -NOGRAVITY
   +BLOODLESSIMPACT
   +RIPPER
   +FORCERADIUSDMG
   +EXTREMEDEATH
   +NOTIMEFREEZE
   Gravity 2.0
   DamageType "LegMind"
   States
   {
   Spawn:
      TNT1 A 0
	  TNT1 A 0 A_SetAngle(7 + angle)
      TNT1 A 2 A_SpawnItemEx("LegSentientStormBoltFade",0,0,0,frandom(0.25,-0.25),frandom(0.25,-0.25),frandom(0.25,-0.25),128,0)
      Loop
   Death:
      TNT1 A 0 A_PlayWeaponSound("legstorm/explode")
      TNT1 A 0 A_Explode(64,278,0)
      TNT1 A 0 A_SpawnItemEx("GuruStormBoltStruckGlowX",0,0,0,0,0,0,0,128,0)
      TNT1 A 0 A_SpawnItemEx("GuruStormBoltStruckGlowY",0,0,0,0,0,0,0,128,0)
      TNT1 AAAAAAA 2 A_SpawnItemEx("GuruSpray",random(20,-20),random(20,-20),random(30,-5),0,0,0,0,128,0)
      Stop
   }
}

ACTOR LegSentientStormBoltFade
{
   Damage 0
   Alpha 0.99
   Renderstyle Add
   SeeSound ""
   PROJECTILE
   +NOGRAVITY
   +NOINTERACTION
   +FORCEYBILLBOARD
   +NOCLIP
   +NOTIMEFREEZE
   +CLIENTSIDEONLY
   States
   {
   Spawn:
	LLTE A 0
	LLTE ABCDABCDABCD 1 Bright A_FadeOut(0.05)
	Stop
   }
}

ACTOR GuruStormBoltStruckGlowY : GuruBoltStruckGlowY
{
	-CLIENTSIDEONLY
	+FORCERADIUSDMG
	+NOTIMEFREEZE
	Alpha 0.5
	XScale 0.35
	YScale 1.5
	DamageType "LegMind"
	States
	{
	Spawn:
	TNT1 A 0
	YBUM A 0 A_Explode(3,192)
	YBUM A 1 Bright A_FadeOut(0.005)
	Loop
	}	
}

ACTOR GuruStormBoltStruckGlowX : GuruBoltStruckGlowY
{
    -CLIENTSIDEONLY
	+FORCERADIUSDMG	
	+NOTIMEFREEZE
	Alpha 0.5
	XScale 1.5
	YScale 0.35
	DamageType "LegMind"
	States
	{
	Spawn:
	TNT1 A 0
	YBUM A 0 A_Explode(3,192)
	YBUM A 1 Bright A_FadeOut(0.005)
	Loop
	}		
}

Actor LegSentientStrafe : CustomInventory
{
  +INVENTORY.QUIET
  +INVENTORY.UNDROPPABLE
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE       
  +COUNTITEM
  +NOTIMEFREEZE
  Inventory.Amount 1
  Inventory.MaxAmount 0
  States
  {
  Pickup:
    NULL A 1
	NULL A 1 
	NULL A 1 A_JumpIf(velx != 0 || vely != 0,2)
	NULL A 1 A_Jump(256,2)
	NULL A 1 A_Jump(235,5)
	NULL A 1 A_JumpIfInventory("LegSentientStrafeSens",1,3)
	NULL A 1 A_GiveInventory("LegSentientStrafeSens",1)
	NULL A 1 A_Jump(256,2)	
	NULL A 1 A_TakeInventory("LegSentientStrafeSens",1)
	NULL A 1 A_JumpIfInventory("LegSentientStrafeSens",1,3)
	NULL A 1 ThrustThing(angle*256/360+38.7,2,0,0)
	NULL A 1 A_Jump(256,2)	
	NULL A 1 ThrustThing(angle*256/360+38.7,-2,0,0)
    NULL A 1 A_FaceTarget
	NULL A 1 A_Jump(24,2)
	NULL A 1 A_JumpIfCloser(300,2)
	NULL A 1 A_Recoil(-0.4)
    Stop
	NULL A 1 A_Recoil(1.4)
    Stop
  }
}

Actor LegSentientStrafe2 : LegSentientStrafe
{
  States
  {
  Pickup:
    NULL A 1
	NULL A 1 A_SpawnItem("LegendaryCyberFlameSpawner3",0,0,0,0)
	NULL A 1 
	NULL A 1 A_JumpIf(velx != 0 || vely != 0,2)
	NULL A 1 A_Jump(256,2)
	NULL A 1 A_Jump(235,5)
	NULL A 1 A_JumpIfInventory("LegSentientStrafeSens",1,3)
	NULL A 1 A_GiveInventory("LegSentientStrafeSens",1)
	NULL A 1 A_Jump(256,2)	
	NULL A 1 A_TakeInventory("LegSentientStrafeSens",1)
	NULL A 1 A_JumpIfInventory("LegSentientStrafeSens",1,3)
	NULL A 1 ThrustThing(angle*256/360+38.7,2,0,0)
	NULL A 1 A_Jump(256,2)	
	NULL A 1 ThrustThing(angle*256/360+38.7,-2,0,0)
    NULL A 1 A_FaceTarget
	NULL A 1 A_Jump(24,2)
	NULL A 1 A_JumpIfCloser(300,2)
	NULL A 1 A_Recoil(-1.4)
    Stop
	NULL A 1 A_Recoil(1.4)
    Stop
  }
}

Actor LegSentientStrafe3 : LegSentientStrafe
{
  States
  {
  Pickup:
    NULL A 1
	NULL A 1 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
	NULL A 1 
	NULL A 1 A_JumpIf(velx != 0 || vely != 0,2)
	NULL A 1 A_Jump(256,2)
	NULL A 1 A_Jump(235,5)
	NULL A 1 A_JumpIfInventory("LegSentientStrafeSens",1,3)
	NULL A 1 A_GiveInventory("LegSentientStrafeSens",1)
	NULL A 1 A_Jump(256,2)	
	NULL A 1 A_TakeInventory("LegSentientStrafeSens",1)
	NULL A 1 A_JumpIfInventory("LegSentientStrafeSens",1,3)
	NULL A 1 ThrustThing(angle*256/360+38.7,2,0,0)
	NULL A 1 A_Jump(256,2)	
	NULL A 1 ThrustThing(angle*256/360+38.7,-2,0,0)
    NULL A 1 A_FaceTarget
	NULL A 1 A_Jump(24,2)
	NULL A 1 A_JumpIfCloser(300,2)
	NULL A 1 A_Recoil(-1.4)
    Stop
	NULL A 1 A_Recoil(1.4)
    Stop
  }
}

ACTOR LegSentientStrafeSens : Inventory{Inventory.MaxAmount 1}

Actor CCProjectile : LegNobleBall4 
{
DamageType "LegMind"
Speed 85
-SeekerMissile
-DoomBounce
}

Actor LegSentDevastatorBall : LegCybDevastatorBall
{
Damagetype "LegMind"
States
{
Spawn:
    TNT1 A 0
	TNT1 A 0 A_Jump(128,"DTBFGSFX")
    TNT1 A 0 A_AlertMonsters
    TNT1 A 0 A_PlaySoundEx("devastator/fly","Voice",1)
	TNT1 A 0 A_CustomMissile("LegSentientDevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
    LGS2 A 1 Bright A_SpawnItemEx("ProjectileTrailParticleGold",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	LGS2 AAA 0 A_CustomMissile("LegSentientLiteShot",0,0,Random(0,360))
	TNT1 A 0 A_CustomMissile("LegSentientDevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
	LGS2 B 1 Bright A_SpawnItemEx("ProjectileTrailParticleGold",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	TNT1 A 0 A_CustomMissile("LegSentientDevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
	LGS2 C 1 Bright A_SpawnItemEx("ProjectileTrailParticleGold",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	LGS2 CCC 0 A_CustomMissile("LegSentientLiteShot",0,0,Random(0,360))
	TNT1 A 0 A_CustomMissile("LegSentientDevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
	TNT1 A 0 A_CustomMissile("LegDevastatorTrail",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,0)
	LGS2 D 1 Bright A_SpawnItemEx("ProjectileTrailParticleGold",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
    Loop
DTBFGSFX:
    TNT1 A 0 A_AlertMonsters
    TNT1 A 0 A_PlaySoundEx("devastator/fly","Voice",1)
	TNT1 A 0 A_Explode(32,450,0)
	TNT1 A 0 A_CustomMissile("LegSentientDevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
	TNT1 A 0 A_SpawnItemEx("DTBFGLightningGold",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)
    LGS2 A 1 Bright A_SpawnItemEx("ProjectileTrailParticleGold",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	LGS2 A 1 Bright A_CustomMissile("LegSentientDTBFGProjectileAttack",Random(-10,10),0,0,CMF_TRACKOWNER)
	TNT1 A 0 A_Explode(32,450,0)
	TNT1 A 0 A_CustomMissile("LegSentientDevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
	TNT1 A 0 A_SpawnItemEx("DTBFGLightningGold2",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)
    LGS2 B 1 Bright A_SpawnItemEx("ProjectileTrailParticleGold",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	LGS2 A 1 Bright A_CustomMissile("LegSentientDTBFGProjectileAttack",Random(-10,10),0,0,CMF_TRACKOWNER)
	TNT1 A 0 A_Explode(32,450,0)
	TNT1 A 0 A_CustomMissile("LegSentientDevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
	TNT1 A 0 A_SpawnItemEx("DTBFGLightningGold",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)
    LGS2 C 1 Bright A_SpawnItemEx("ProjectileTrailParticleGold",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	LGS2 A 1 Bright A_CustomMissile("LegSentientDTBFGProjectileAttack",Random(-10,10),0,0,CMF_TRACKOWNER)
	TNT1 A 0 A_Explode(32,450,0)
	TNT1 A 0 A_CustomMissile("LegSentientDevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
	TNT1 A 0 A_SpawnItemEx("DTBFGLightningGold2",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)
	TNT1 A 0 A_CustomMissile("LegDevastatorTrail",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,0)
    LGS2 D 1 Bright A_SpawnItemEx("ProjectileTrailParticleGold",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
	LGS2 A 1 Bright A_CustomMissile("LegSentientDTBFGProjectileAttack",Random(-10,10),0,0,CMF_TRACKOWNER)
    Goto Spawn
Death:
    TNT1 A 0
	TNT1 A 0 A_SetTranslucent(0.75,1)
	TNT1 A 0 Radius_Quake(3,35,0,10,0)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,0,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,10,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,20,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,30,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,40,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,50,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,60,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,70,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,80,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,90,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,100,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,110,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,120,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,130,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,140,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,150,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,160,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,170,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,180,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,190,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,200,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,210,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,220,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,230,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,240,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,250,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,260,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,270,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,280,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,290,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,300,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,310,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,320,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,330,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,340,CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,350,CMF_TRACKOWNER)	
	TNT1 A 0 A_SpawnItemEx("DTBFGLightningGoldSpawner",0,0,0,0,0,0,0,128)	
	TNT1 A 0 A_Explode(80,256)
	LGS2 A 6 Bright A_SpawnItemEx("LegDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	LGS2 B 6 Bright A_SpawnItemEx("LegDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	LGS2 C 6 Bright A_SpawnItemEx("LegDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	LGS2 D 6 Bright A_SpawnItemEx("LegDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	LGS2 A 6 Bright A_SpawnItemEx("LegDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	LGS2 B 6 Bright A_SpawnItemEx("LegDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	LGS2 C 6 Bright A_SpawnItemEx("LegDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	LGS2 D 6 Bright A_SpawnItemEx("LegDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	LGS2 A 6 Bright A_SpawnItemEx("LegDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	LGS2 B 6 Bright A_SpawnItemEx("LegDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	LGS2 C 6 Bright A_SpawnItemEx("LegDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(80,256)
	LGS2 D 6 Bright A_SpawnItemEx("LegDevastatorShockWave",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(128,1024,0)
	TNT1 A 0 A_Explode(460,640,0)
	TNT1 A 0 A_Explode(618,256)
	TNT1 A 0 A_StopSoundEx("Voice")
	TNT1 A 0 Radius_Quake(20,12,0,12,0)
	TNT1 A 0 A_PlaySound("weapons/dtech10kexplode")
	TNT1 A 0 A_SpawnItemEx("LegDevastatorShockWave2",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_SpawnItem("LegAnniDTBFGEx",0,-10)
	LGE1 D 0 A_CustomMissile("LegSentientDevastatorBall2",0,0,18,2)
    LGE1 D 0 A_CustomMissile("LegSentientDevastatorBall2",0,0,36,2)
    LGE1 D 0 A_CustomMissile("LegSentientDevastatorBall2",0,0,54,2)
    LGE1 D 0 A_CustomMissile("LegSentientDevastatorBall2",0,0,72,2)
    LGE1 D 0 A_CustomMissile("LegSentientDevastatorBall2",0,0,90,2)
    LGE1 D 0 A_CustomMissile("LegSentientDevastatorBall2",0,0,108,2)
    LGE1 D 0 A_CustomMissile("LegSentientDevastatorBall2",0,0,126,2)
    LGE1 D 0 A_CustomMissile("LegSentientDevastatorBall2",0,0,144,2)
    LGE1 D 0 A_CustomMissile("LegSentientDevastatorBall2",0,0,144,2)
    LGE1 D 0 A_CustomMissile("LegSentientDevastatorBall2",0,0,162,2)
    LGE1 D 0 A_CustomMissile("LegSentientDevastatorBall2",0,0,180,2)
    LGE1 D 0 A_CustomMissile("LegSentientDevastatorBall2",0,0,196,2)
    LGE1 D 0 A_CustomMissile("LegSentientDevastatorBall2",0,0,216,2)
    LGE1 D 0 A_CustomMissile("LegSentientDevastatorBall2",0,0,234,2)
    LGE1 D 0 A_CustomMissile("LegSentientDevastatorBall2",0,0,252,2)
    LGE1 D 0 A_CustomMissile("LegSentientDevastatorBall2",0,0,270,2)
    LGE1 D 0 A_CustomMissile("LegSentientDevastatorBall2",0,0,288,2)
    LGE1 D 0 A_CustomMissile("LegSentientDevastatorBall2",0,0,306,2)
    LGE1 D 0 A_CustomMissile("LegSentientDevastatorBall2",0,0,324,2)
    LGE1 D 0 A_CustomMissile("LegSentientDevastatorBall2",0,0,342,2)
	LGE1 AAAAAABBBBBBCCCCCCDDDDDD 1 A_CustomMissile("LegKaboomDevastator22",0,0,random(0,360),2,random(0,360))
    LGE1 EF 6 Bright
    Stop    
    }
}

ACTOR PetrovecBolt
{
Radius 7
Height 3
Speed 20
Damage 5
PROJECTILE
+SEEKERMISSILE
+DONTBLAST
+BOUNCEONACTORS
+DONTBLAST
+FORCERADIUSDMG
+SKYEXPLODE
+NOTIMEFREEZE
BounceType Hexen
BounceCount 4
BounceFactor 1.0
WallBounceFactor 1.0
BounceSound "Petrovec/Bounce"
Renderstyle Add
Damagetype "LegMind"
Decal CacoScorch
Alpha 0.99
Scale 0.9
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_PlaySound("Petrovec/Fly",5,1.0,1)
	NPSB A 0 A_Jump(255,"SpawnA","SpawnB","SpawnC","SpawnD","SpawnE","SpawnF","SpawnG","SpawnH","SpawnI","SpawnJ","SpawnK","SpawnL")
  SpawnA:
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
	TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
	TNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)
	NPSB A 1 Bright
	Loop
  SpawnB:
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
	TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
	TNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)
	NPSB B 1 Bright
	Loop
  SpawnC:
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
	TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
	TNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)
	NPSB C 1 Bright
	Loop
  SpawnD:
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
	TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
	TNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)
	NPSB D 1 Bright
	Loop
  SpawnE:
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
	TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
	TNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)
	NPSB E 1 Bright
	Loop
  SpawnF:
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
	TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
	TNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)
	NPSB F 1 Bright
	Loop
  SpawnG:
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
	TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
	TNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)
	NPSB G 1 Bright
	Loop
  SpawnH:
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
	TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
	TNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)
	NPSB H 1 Bright
	Loop
  SpawnI:
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
	TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
	TNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)
	NPSB I 1 Bright
	Loop
  SpawnJ:
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
	TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
	TNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)
	NPSB J 1 Bright
	Loop
  SpawnK:
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
	TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
	TNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)
	NPSB K 1 Bright
	Loop
  SpawnL:
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
	TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
	TNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)
	NPSB L 1 Bright
	Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_StopSound(5)
	TNT1 A 0 A_PlaySound("Petrovec/Hit")
	TNT1 A 0 A_PlaySoundEx("Petrovec/Explode","SoundSlot6")
	TNT1 A 0 A_Explode(175,128,0)
	TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingExp")
	TNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx("PetrovecBoltParticleExp",random(11,-11),frandom(11,-11),frandom(9,-9),frandom(1,2),frandom(1,2),frandom(2,-2),random(0,359))
	TNT1 AAAAAA 0 A_SpawnItemEx("PetrovecBoltExplode",random(19,-19),random(19,-19),random(12,-12),frandom(1,-1),frandom(1,-1),frandom(1,-1),random(0,359))
	TNT1 A 10
	TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx("PetrovecBoltSmokeExp",random(12,-12),random(12,-12),random(7,-7),frandom(1,-1),frandom(1,-1),frandom(1,-1),random(0,359))
	Stop
	}
}

ACTOR PetrovecBoltSmokeTrail
{
Scale 0.35
Alpha 0.95
+NOINTERACTION
+CLIENTSIDEONLY
+NOTIMEFREEZE
Renderstyle Add
States
{
  Spawn:
	NPSS A 0
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	NPSS BDMKHFEDCBAA 1 Bright A_FadeOut(0.04)
	Stop
  Toaster:
    TNT1 A 0
	Stop
	}
}

ACTOR PetrovecBoltRingTrail
{
Scale 0.15
Alpha 0.1
+NOINTERACTION
+CLIENTSIDEONLY
+NOTIMEFREEZE
Renderstyle Add
States
{
  Spawn:
	NPSR A 0
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	NPSR AAAAAAAAAA 1 Bright A_FadeIn(0.025)
	Stop
  Toaster:
    TNT1 A 0
	Stop
	}
}

ACTOR PetrovecBoltParticleTrail
{
Scale 0.04
Alpha 0.99
+NOINTERACTION
+CLIENTSIDEONLY
+NOTIMEFREEZE
Renderstyle Add
States
{
  Spawn:
	NPSB A 0
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	NPSB A 0 A_Jump(255,"SpawnA","SpawnB","SpawnC","SpawnD","SpawnE","SpawnF","SpawnG","SpawnH","SpawnI","SpawnJ","SpawnK","SpawnL")
  SpawnA:
	NPSB A 0 A_ChangeVelocity (frandom(0.2, -0.2),frandom(0.2, -0.2), frandom(0.2, -0.2), 0)
	NPSB A 1 Bright A_FadeOut(0.04+random(0.0075,-0.0075))
	Loop
  SpawnB:
	NPSB A 0 A_ChangeVelocity (frandom(0.2, -0.2),frandom(0.2, -0.2), frandom(0.2, -0.2), 0)
	NPSB B 1 Bright A_FadeOut(0.05+random(0.0075,-0.0075))
	Loop
  SpawnC:
	NPSB A 0 A_ChangeVelocity (frandom(0.2, -0.2),frandom(0.2, -0.2), frandom(0.2, -0.2), 0)
	NPSB C 1 Bright A_FadeOut(0.04+random(0.0075,-0.0075))
	Loop
  SpawnD:
	NPSB A 0 A_ChangeVelocity (frandom(0.2, -0.2),frandom(0.2, -0.2), frandom(0.2, -0.2), 0)
	NPSB D 1 Bright A_FadeOut(0.04+random(0.0075,-0.0075))
	Loop
  SpawnE:
	NPSB A 0 A_ChangeVelocity (frandom(0.2, -0.2),frandom(0.2, -0.2), frandom(0.2, -0.2), 0)
	NPSB E 1 Bright A_FadeOut(0.04+random(0.0075,-0.0075))
	Loop
  SpawnF:
	NPSB A 0 A_ChangeVelocity (frandom(0.2, -0.2),frandom(0.2, -0.2), frandom(0.2, -0.2), 0)
	NPSB F 1 Bright A_FadeOut(0.04+random(0.0075,-0.0075))
	Loop
  SpawnG:
	NPSB A 0 A_ChangeVelocity (frandom(0.2, -0.2),frandom(0.2, -0.2), frandom(0.2, -0.2), 0)
	NPSB G 1 Bright A_FadeOut(0.04+random(0.0075,-0.0075))
	Loop
  SpawnH:
	NPSB A 0 A_ChangeVelocity (frandom(0.2, -0.2),frandom(0.2, -0.2), frandom(0.2, -0.2), 0)
	NPSB H 1 Bright A_FadeOut(0.04+random(0.0075,-0.0075))
	Loop
  SpawnI:
	NPSB A 0 A_ChangeVelocity (frandom(0.2, -0.2),frandom(0.2, -0.2), frandom(0.2, -0.2), 0)
	NPSB I 1 Bright A_FadeOut(0.04+random(0.0075,-0.0075))
	Loop
  SpawnJ:
	NPSB A 0 A_ChangeVelocity (frandom(0.2, -0.2),frandom(0.2, -0.2), frandom(0.2, -0.2), 0)
	NPSB J 1 Bright A_FadeOut(0.05+random(0.0075,-0.0075))
	Loop
  SpawnK:
	NPSB A 0 A_ChangeVelocity (frandom(0.2, -0.2),frandom(0.2, -0.2), frandom(0.2, -0.2), 0)
	NPSB K 1 Bright A_FadeOut(0.05+random(0.0075,-0.0075))
	Loop
  SpawnL:
	NPSB A 0 A_ChangeVelocity (frandom(0.2, -0.2),frandom(0.2, -0.2), frandom(0.2, -0.2), 0)
	NPSB L 1 Bright A_FadeOut(0.04+random(0.0075,-0.0075))
	Loop
  Toaster:
    TNT1 A 0
	Stop
	}
}

ACTOR PetrovecBoltExplode
{
Scale 2
Alpha 0.75
+NOINTERACTION
+CLIENTSIDEONLY
+NOTIMEFREEZE
Renderstyle Add
States
{
  Spawn:
	NPSS A 0
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	NPSS ABCDEFGHIJKLMNOP 2 Bright A_FadeOut(0.05)
	Wait
  Toaster:
    TNT1 A 0
	Stop
	}
}

ACTOR PetrovecBoltSmokeExp
{
Scale 1.75
Alpha 0.5
+NOINTERACTION
+CLIENTSIDEONLY
+NOTIMEFREEZE
Renderstyle Add
States
{
  Spawn:
	NPSS A 0
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	NPSS P 1 Bright A_FadeOut(0.005)
	Wait
  Toaster:
    TNT1 A 0
	Stop
	}
}

ACTOR PetrovecBoltRingExp
{
Scale 0.25
Alpha 0.99
+NOINTERACTION
+CLIENTSIDEONLY
+NOTIMEFREEZE
Renderstyle Add
States
{
  Spawn:
	NPSR A 0
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	NPSR AAAA 1 Bright A_FadeOut(0.05)
  Looplet:
	NPSR A 1 Bright A_FadeOut(0.03)
	Loop
  Toaster:
    TNT1 A 0
	Stop	
	}
}

ACTOR PetrovecBoltParticleExp : PetrovecBoltParticleTrail
{
Scale 0.1
Alpha 0.99
+NOINTERACTION
+CLIENTSIDEONLY
+NOTIMEFREEZE
Renderstyle Add
States
{
  Spawn:
	NPSB A 0
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	NPSB A 0 A_Jump(255,"SpawnA","SpawnB","SpawnC","SpawnD","SpawnE","SpawnF","SpawnG","SpawnH","SpawnI","SpawnJ","SpawnK","SpawnL")
  SpawnA:
	NPSB A 0 A_ChangeVelocity (frandom(0.6, -0.6),frandom(0.6, -0.6), frandom(0.6, -0.6), 0)
	NPSB A 1 Bright A_FadeOut(0.03+random(0.0075,-0.0075))
	Loop
  SpawnB:
	NPSB A 0 A_ChangeVelocity (frandom(0.6, -0.6),frandom(0.6, -0.6), frandom(0.6, -0.6), 0)
	NPSB B 1 Bright A_FadeOut(0.05+random(0.0075,-0.0075))
	Loop
  SpawnC:
	NPSB A 0 A_ChangeVelocity (frandom(0.6, -0.6),frandom(0.6, -0.6), frandom(0.6, -0.6), 0)
	NPSB C 1 Bright A_FadeOut(0.03+random(0.0075,-0.0075))
	Loop
  SpawnD:
	NPSB A 0 A_ChangeVelocity (frandom(0.6, -0.6),frandom(0.6, -0.6), frandom(0.6, -0.6), 0)
	NPSB D 1 Bright A_FadeOut(0.03+random(0.0075,-0.0075))
	Loop
  SpawnE:
	NPSB A 0 A_ChangeVelocity (frandom(0.6, -0.6),frandom(0.6, -0.6), frandom(0.6, -0.6), 0)
	NPSB E 1 Bright A_FadeOut(0.03+random(0.0075,-0.0075))
	Loop
  SpawnF:
	NPSB A 0 A_ChangeVelocity (frandom(0.6, -0.6),frandom(0.6, -0.6), frandom(0.6, -0.6), 0)
	NPSB F 1 Bright A_FadeOut(0.03+random(0.0075,-0.0075))
	Loop
  SpawnG:
	NPSB A 0 A_ChangeVelocity (frandom(0.6, -0.6),frandom(0.6, -0.6), frandom(0.6, -0.6), 0)
	NPSB G 1 Bright A_FadeOut(0.03+random(0.0075,-0.0075))
	Loop
  SpawnH:
	NPSB A 0 A_ChangeVelocity (frandom(0.6, -0.6),frandom(0.6, -0.6), frandom(0.6, -0.6), 0)
	NPSB H 1 Bright A_FadeOut(0.03+random(0.0075,-0.0075))
	Loop
  SpawnI:
	NPSB A 0 A_ChangeVelocity (frandom(0.6, -0.6),frandom(0.6, -0.6), frandom(0.6, -0.6), 0)
	NPSB I 1 Bright A_FadeOut(0.03+random(0.0075,-0.0075))
	Loop
  SpawnJ:
	NPSB A 0 A_ChangeVelocity (frandom(0.6, -0.6),frandom(0.6, -0.6), frandom(0.6, -0.6), 0)
	NPSB J 1 Bright A_FadeOut(0.05+random(0.0075,-0.0075))
	Loop
  SpawnK:
	NPSB A 0 A_ChangeVelocity (frandom(0.6, -0.6),frandom(0.6, -0.6), frandom(0.6, -0.6), 0)
	NPSB K 1 Bright A_FadeOut(0.05+random(0.0075,-0.0075))
	Loop
  SpawnL:
	NPSB A 0 A_ChangeVelocity (frandom(0.6, -0.6),frandom(0.6, -0.6), frandom(0.6, -0.6), 0)
	NPSB L 1 Bright A_FadeOut(0.03+random(0.0075,-0.0075))
	Loop
  Toaster:
    TNT1 A 0
	Stop		
	}
}