ACTOR LegendaryCommando 16503
{
//$Category Monsters/LCA
//$Sprite LCOSA1
//$Title "Legendary Commando"
Monster
Health 1150
Radius 20
Height 56
Speed 13
Mass 100
PainChance 20
+NOTIMEFREEZE
+BOSS
+BOSSDEATH
+FLOORCLIP
+MISSILEMORE
+MISSILEEVENMORE
+QUICKTORETALIATE
+NOICEDEATH
+NODROPOFF
+DONTGIB
+NOTARGET
+NORADIUSDMG
+FORCERADIUSDMG
+NOFEAR
BloodColor "Blue"
DropItem "HandGrenadeAmmo" 235 2
DropItem "MineAmmo" 235 2
DropItem "Backpack" 198 1
DropItem "LDemonAmmo" 250
DropItem "LDemonAmmoBox" 200
DropItem "LegAmmoSphere" 108 1
DropItem "LegendaryArmor" 105 1
DropItem "Legendary Plasmatic Cannon" 180 1
DropItem "LegendaryRune" 45 1
DropItem "LegendaryPowerShard" 50 1
DamageFactor 0.65
DamageFactor "PDTBFG", 0.20
DamageFactor "PDTBFGTracer", 0.20
DamageFactor "PlayerDevBall", 0.120
DamageFactor "PlayerDevBall2", 0.120
DamageFactor "PlayerDTBFGRailgunSlug", 0.120
DamageFactor "PlayerDevTracer", 0.120
DamageFactor "Legendary", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuru", 0.0
DamageFactor "LegendaryGuruPlayer", 0.1
DamageFactor "LACGrenade", 0.0
DamageFactor "LegendaryZombie", 0.0
DamageFactor "GeneralTracer", 0.0
DamageFactor "DBFG10K2", 0.65
DamageFactor "PlayerDBFG10K2", 0.65
DamageFactor "DBFG2", 0.65
DamageFactor "PlayerDBFG2", 0.65
DamageFactor "PlayerDTRG", 0.5
SeeSound "lcmdo/sight"
AttackSound "Null"
PainSound "lcmdo/pain"
DeathSound "lcmdo/death"
ActiveSound "lcmdo/active"
AttackSound "Null"
Obituary "%o was turned into a pile of juicy slop by Legendary Commando."
var int user_music;
var int user_protection;
var int user_protected;
States
{
Spawn:
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
    LCOS A 10 Bright A_Look
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	LCOI A 10 Bright A_Look
    Loop
See:
    TNT1 A 0 A_JumpIf(user_music == 1,3)
    TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,18)
	TNT1 A 0 A_SetUserVar("user_music",1)
    LCOS A 0 A_JumpIfTargetInLOS("Strafing")
    LCOS AABB 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
    TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	LCOS A 0 A_JumpIfTargetInLOS("Strafing")
	LCOS CCDD 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	LCOS A 0 A_Jump(80,"Rush")
    TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
    Loop
Rush:
    LCOS A 0 A_JumpIfTargetInLOS("Strafing")
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("LegCommandoGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LCOS A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("LegCommandoGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LCOS A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("LegCommandoGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LCOS B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("LegCommandoGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LCOS B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
    TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("LegCommandoGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LCOS C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("LegCommandoGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LCOS C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("LegCommandoGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LCOS D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("LegCommandoGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LCOS D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_Jump(84,"See")
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	Loop
  Strafing:
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	LCOS AA 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	LCOS BB 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
    LCOS CC 3 Bright A_GiveInventory("LegZombieStrafing2",1)	
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	LCOS DD 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	Goto See
  Pause:
	LCOS EEEEE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	Goto See	
  Missile:
    TNT1 A 0 A_SetShootable
    TNT1 A 0 A_UnsetInvulnerable
    TNT1 A 0 A_SetTranslucent(1)
    TNT1 A 0 A_Jump(88,"Combo","Grenades","LegendaryStar")
  Normal:
	LCOS EEEE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	LCOS E 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("LegCommanderProj",32,0,0)
	LCOS F 3 Bright A_PlaySoundEx("legendarycannon/fire","Weapon")
	TNT1 A 0 A_Jump(24,"Pause")
	TNT1 A 0 A_SpidRefire
	Goto Normal+3
  Combo:
	LCOS E 0 A_SetInvulnerable
	LCOS E 0 A_PlaySound("superzombie/sight")
	LCOS E 1 Bright A_FaceTarget
	LCOS EEEE 3 Bright A_GiveInventory("LegZombieStrafing3",1)
	LEGW A 0 A_PlayWeaponSound("legendarycannon/charge")
	LCOS EEEEE 3 Bright A_GiveInventory("LegZombieStrafing3",1)
	LCOS E 0 A_UnSetInvulnerable
	TNT1 A 0 A_CustomMissile("LegCommanderBall",32,0,random(-2,2))
	LCOS FE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("LegCommanderBall",32,0,random(-2,2))
	LCOS FE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("LegCommanderBall",32,0,random(-2,2))
	LCOS FE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("LegCommanderBall",32,0,random(-2,2))
	LCOS FE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("LegCommanderBall",32,0,random(-2,2))
	LCOS FE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("LegCommanderBall",32,0,random(-2,2))
	LCOS FE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("LegCommanderBall",32,0,random(-2,2))
	LCOS FE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("LegCommanderBall",32,0,random(-2,2))
	LCOS FE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("LegCommanderBall",32,0,random(-2,2))
	LCOS FE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_CustomMissile("LegCommanderBall",32,0,random(-2,2))
	LCOS FE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	LCOS EEEEEE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_Jump(80,"Grenades")
	Goto See
  Grenades:
	LCOS EEEEEEEE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	LCOS EEE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_GiveInventory("LegZombieStrafing2",1)
	LCOS F 3 Bright A_CustomMissile("LegFlyingGrenade",32,0,0)
	LCOS EEE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_GiveInventory("LegZombieStrafing2",1)
	LCOS F 3 Bright A_CustomMissile("LegFlyingGrenade",32,0,0)
	LCOS EEE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_GiveInventory("LegZombieStrafing2",1)
	LCOS F 3 Bright A_CustomMissile("LegFlyingGrenade",32,0,0)
	LCOS EEE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_GiveInventory("LegZombieStrafing2",1)
	LCOS F 3 Bright A_CustomMissile("LegFlyingGrenade",32,0,0)
	LCOS EEE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_GiveInventory("LegZombieStrafing2",1)
	LCOS F 3 Bright A_CustomMissile("LegFlyingGrenade",32,0,0)
	LCOS EEE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	TNT1 A 0 A_GiveInventory("LegZombieStrafing2",1)
	LCOS F 3 Bright A_CustomMissile("LegFlyingGrenade",32,0,0)	
	Goto See
  LegendaryStar:
	LCOS E 0 A_SetInvulnerable
	LCOS E 0 A_PlaySound("superzombie/sight")
	LCOS E 1 Bright A_FaceTarget
	LCOS EEEE 3 Bright A_GiveInventory("LegZombieStrafing3",1)
	LEGW A 0 A_PlayWeaponSound("star/load3")
	LCOS EEEEE 3 Bright A_GiveInventory("LegZombieStrafing3",1)
	LCOS E 0 A_UnSetInvulnerable
	LCOS F 0 A_PlayWeaponSound("star/fire")
	LCOS F 7 Bright A_CustomMissile("LegCommandoBlueStar",32,0,0)
	LCOS E 8 Bright A_FaceTarget
	Goto See
  Pain:
	TNT1 A 0 A_Jump(20,"Protection")
	TNT1 A 0 A_Jump(192,"PainMissile")
	LCOS G 3 Bright
	LCOS G 3 Bright A_Pain
	Goto See
  PainMissile:
	LCOS G 3 Bright
	LCOS G 3 Bright A_Pain
	Goto Missile	
  Protection:
	TNT1 A 0 A_JumpIf(user_protection >= 3,"Pain")
	TNT1 A 0 A_JumpIf(user_protected == 1,"Pain")
	TNT1 A 0 A_PlaySound("legendary/defense")
	TNT1 A 0 A_FaceTarget
	LCOS E 2 Bright ACS_NamedExecuteAlways("LegendaryProtection",0,0,0,0)
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	Goto See	
Death:
    TNT1 A 0 A_Jump(36,"LegendarySoul")
    TNT1 A 0 A_StopSound(6)
	LCOS H 5 A_Scream
    LCOS I 5 A_Fall
    LCOS J 5 A_SpawnItem("BodyCrash",0,0,0,0)
    LCOS KLM 5 
    LCOS N -1 
	Stop
LegendarySoul:
    TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	LCOS H 5 A_Scream
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
    LCOS I 5 A_Fall
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
    LCOS J 5 A_SpawnItem("BodyCrash",0,0,0,0)
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
    LCOS K 5 
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
    LCOS L 5
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
    LCOS M 5
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	LCOS N 140
	LCOS N 0 A_PlaySoundEx("brain/spit","Voice",0,2)
	LCOS NNNNNNNNNNNNNNNNN 2 Bright A_GiveInventory("LegSoulEvent",1)
	LCOS NNNNNNNNNNNNNNNNN 2 Bright A_GiveInventory("LegSoulEvent",1)
	LCOS NNNNNNNNNNNNNNNNN 2 Bright A_GiveInventory("LegSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("LegendarySoul",0,0,16,0,0,0,0,32)
	TNT1 A 0 A_SpawnItemEx("TeleportFog",0,0,16,0,0,0,0,32)
	LCOS N -1
	Stop	
XDeath:
    TNT1 A 0 A_StopSound(6)
	LCOS O 3 A_SpawnItemEx("BlueGibbedGenerator",0,0,0,0,0,0,0,128,0)
    LCOS P 3 A_XScream
    LCOS R 3 A_Fall
    LCOS S 3 
    LCOS T -1 
    Stop
    }
}

Actor LegCommanderProj
{
Radius 8
Height 10
Speed 70
Damage 25
Scale 0.17
Projectile 
+SEEKERMISSILE 
+RANDOMIZE
+EXTREMEDEATH
+DOOMBOUNCE
+FORCERADIUSDMG
+NOTIMEFREEZE
BounceCount 2
DeathSound "lrball3/exp"
DamageType "Legendary"
RenderStyle Add
States
{
  Spawn:
    LRB3 A 0
    LRB3 A 0 A_SeekerMissile(15,8,SMF_LOOK)
	LRB3 AA 1 Bright A_SpawnItemEx("LegRevBall3Trail2",0,0,0,0,0,0,0,SXF_CLIENTSIDE)
	LRB3 A 0 A_SeekerMissile(1,8,SMF_LOOK)
	LRB3 BB 1 Bright A_SpawnItemEx("LegRevBall3Trail2",0,0,0,0,0,0,0,SXF_CLIENTSIDE)
	LRB3 A 0 A_SeekerMissile(15,8,SMF_LOOK)
	LRB3 CC 1 Bright A_SpawnItemEx("LegRevBall3Trail2",0,0,0,0,0,0,0,SXF_CLIENTSIDE)
	LRB3 A 0 A_SeekerMissile(15,8,SMF_LOOK)
	LRB3 DD 1 Bright A_SpawnItemEx("LegRevBall3Trail2",0,0,0,0,0,0,0,SXF_CLIENTSIDE)
    loop
  Death:
    TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("LegendaryBlueParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
	TNT1 AAA 0 A_CustomMissile("LegendaryKaboom6", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX4", 0, 0, random(0,360), 2, random(0,360))
    TNT1 I 8 Bright A_Explode(32,80,0)
    TNT1 J 6 Bright
    TNT1 K 4 Bright
    Stop
  }
}

Actor LegCommanderBall
{
Radius 8
Height 8
Speed 42
Damage 16
Scale 1.5
PROJECTILE
RENDERSTYLE ADD
+SPAWNSOUNDSOURCE
+SEEKERMISSILE
+FORCERADIUSDMG
+NOTIMEFREEZE
ALPHA 0.8
DamageType "Legendary"
SeeSound "lrball1/shot"
DeathSound "lrball1/exp"
Decal CacoScorch
States
{
  Spawn:
    LRB1 ABCD 2 Bright A_CustomMissile("LegRevBallFX",0,0,0,0)
    Loop	
  Death:
	LRB1 ABCD 4 Bright A_SpawnItemEx("LegendaryBlueParticleSpawner",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_Explode(24,32,0) 
	TNT1 A 0 A_PlaySound("weapons/clrocketexplode")
	TNT1 A 0 A_SpawnItemEx("LegendaryBlueParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
	TNT1 AAA 0 A_CustomMissile("LegendaryKaboom6", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX4", 0, 0, random(0,360), 2, random(0,360))	
    LRB1 EFGHIJKLMNO 3 Bright
    Stop
    }
}

ACTOR LegFlyingGrenade
{
Radius 8
Height 8
Damage 20
Speed 60
Scale 0.7
Projectile
+DOOMBOUNCE
+RANDOMIZE
+CANBOUNCEWATER
+SKYEXPLODE
+FORCERADIUSDMG
+NOTIMEFREEZE
SeeSound "leggreenade/bounce"
DeathSound "weapons/rocklx"
ReactionTime 175
BounceFactor 100
BounceCount 3
DamageType "GeneralTracer"
States
{
  Spawn:
    FLYG AAA 0 A_CustomMissile("LegFlyingGrenadeParticle",Random(4,6),Random(-2,2))
	FLYG A 0 A_CountDown
    FLYG A 1 Bright
    FLYG AAA 0 A_CustomMissile("LegFlyingGrenadeParticle",Random(4,6),Random(-2,2))
	FLYG A 0 A_CountDown
    FLYG B 1 Bright	
    Loop
  Death:
  	TNT1 A 0
	TNT1 A 0 A_PlayWeaponSound("weapons/rocklx")
	TNT1 A 0 A_SpawnItemEx("LegendaryBlueParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
	TNT1 AAAAAAAA 0 A_SpawnItemEx("BlueKaboom",random(-32,32),random(-40,40),random(8,16),random(-4,4),random(-4,4),random(0,4),0,SXF_TRANSFERPOINTERS)
	TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX4", 0, 0, random(0,360), 2, random(0,360))   
	TNT1 A 0 A_Explode(128,128,0)
	Stop
  }
}

Actor LegFlyingGrenadeParticle
{
  Height 0
  Radius 0
  Mass 0
  +Missile
  +NoBlockMap
  +NoGravity
  +DontSplash
  +FORCEXYBILLBOARD
  +NOTIMEFREEZE
  +CLIENTSIDEONLY
  RenderStyle Add
  Scale 0.05
  States
  {
  Spawn:
    SPKB AAAAAAAAAA 1 Bright A_FadeOut(0.1)
    Stop
  }
}


Actor LegZombieStrafing3 : LegZombieStrafing
{
States
{
  Pickup:
    NULL A 1 
	NULL A 1 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	NULL A 1 A_Jump(188,2)
	NULL A 1 A_GiveInventory("LegZombieJumping",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("LegCommandoStrafeSens",1,3)
	NULL A 1 A_GiveInventory("LegCommandoStrafeSens",1)
	NULL A 1 A_Jump(256,2)	
	NULL A 1 A_TakeInventory("LegCommandoStrafeSens",1)
	NULL A 1 A_JumpIfInventory("LegCommandoStrafeSens",1,3)
	NULL A 1 ThrustThing(angle*256/360+38.7,3,0,0)
	NULL A 1 A_Jump(256,2)	
	NULL A 1 ThrustThing(angle*256/360+38.7,-3,0,0)
    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)
    Stop
	NULL A 1 A_Recoil(1)
    Stop	
  }
}

ACTOR LegCommandoGhost
{
Scale 1.1
Radius 20
Height 56
Speed 0
Alpha 0.7
PROJECTILE
RENDERSTYLE Translucent
+CLIENTSIDEONLY
+NOTIMEFREEZE
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
Fade:
    TNT1 A 1
    LCOS A 2 A_FadeOut(0.10)
    Goto Fade+1
Toaster:
    TNT1 A 0
    Stop
    }
}

Actor LegZombieStrafing2 : LegZombieStrafing
{
  States
  {
  Pickup:
    NULL A 1 
	NULL A 1 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	NULL A 1 A_Jump(188,2)
	NULL A 1 A_GiveInventory("LegZombieJumping",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("LegCommandoStrafeSens",1,3)
	NULL A 1 A_GiveInventory("LegCommandoStrafeSens",1)
	NULL A 1 A_Jump(256,2)	
	NULL A 1 A_TakeInventory("LegCommandoStrafeSens",1)
	NULL A 1 A_JumpIfInventory("LegCommandoStrafeSens",1,3)
	NULL A 1 ThrustThing(angle*256/360+38.7,3,0,0)
	NULL A 1 A_Jump(256,2)	
	NULL A 1 ThrustThing(angle*256/360+38.7,-3,0,0)
    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)
    Stop
	NULL A 1 A_Recoil(1)
    Stop	
  }
}

ACTOR LegCommandoStrafeSens : Inventory{Inventory.MaxAmount 1}

Actor LegCommandoBlueStar : LegCyberKnightBlueStar
{
    Decal Scorch
	DamageType "Legendary"
    Obituary "%o was turned into a pile of juicy slop by Legendary Commando."
    States
    {
    Spawn:
	    TNT1 A 0 A_SeekerMissile(15,5)
        LRB1 ABCD 2 Bright A_CustomMissile("BluestarFX",0,0,0,0)
		TNT1 A 0 A_SeekerMissile(15,5)
        Loop
    Death:
	    TNT1 A 0 A_Explode(192,384,0)
	    TNT1 A 0 Radius_Quake(15,20,0,20,0)
	    TNT1 A 0 A_SpawnItemEx("BlueDTech10KShockwave", 0, 0, 15, 0, 0, 0, 0, 128)
        TNT1 A 20 A_SpawnItem("BlueDTBFGEx",0,-10)
		LRB1 E 3 Bright
        LRB1 FGHIJKLMNO 3 Bright
        Stop
    }
}