ACTOR LegendaryStealthTrooper 16502 
{ 
//$Category Monsters/LCA
//$Sprite LCMDA1
//$Title "Legendary Stealth Trooper"
Health 1100
Radius 20
Height 56
Speed 10
Mass 100
PainChance 25
PainChance "ZombieDemonTech", 0
BloodColor "Blue"
DropItem "LegendaryArmor" 87 1
DropItem "LegAmmoSphere" 90 1
DropItem "HandGrenadeAmmo" 237 2
DropItem "MineAmmo" 237 2
DropItem "Backpack" 200 1
DropItem "Armorplate" 207 1
DropItem "Portablemedkit" 212 1
DropItem "LegendaryBulletBox" 202 
DropItem "LegendaryLMGBulletMag" 252 20
DropItem "LegendaryRune" 62 1
DropItem "Legendary Light Machine Gun" 202 1
DropItem "LegendaryPowerShard" 65 1
DamageFactor "LegendaryZombie", 0.0
DamageFactor "PDTBFG", 0.25
DamageFactor "PDTBFGTracer", 0.25
DamageFactor "PlayerDevBall", 0.125
DamageFactor "PlayerDevBall2", 0.125
DamageFactor "PlayerDTBFGRailgunSlug", 0.125
DamageFactor "PlayerDevTracer", 0.125
DamageFactor "Legendary", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuru", 0.0
DamageFactor "LegendaryGuruPlayer", 0.1
DamageFactor "DBFG10K2", 0.65
DamageFactor "PlayerDBFG10K2", 0.65
DamageFactor "DBFG2", 0.65
DamageFactor "PlayerDBFG2", 0.65
DamageFactor "PlayerDTRG", 0.5
DamageFactor 0.65
MONSTER 
+NOTIMEFREEZE
+BOSS
+BOSSDEATH
+FLOORCLIP
+MISSILEMORE
+MISSILEEVENMORE
+QUICKTORETALIATE
+NOICEDEATH
+NODROPOFF
+DONTGIB
+NOTARGET
+NORADIUSDMG
+FORCERADIUSDMG
+NOFEAR
SeeSound "lcmdo/sight"
AttackSound "Null"
PainSound "lcmdo/pain"
DeathSound "lcmdo/death"
ActiveSound "lcmdo/active"
Obituary "%o was immediately gunned down by a Legendary Stealth Trooper."
var int user_music;
var int user_protection;
var int user_protected;
States 
{
Spawn:
    TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
    LCMD A 10 Bright A_Look
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	LCMD Z 10 Bright A_Look
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
    Loop
See:
    TNT1 A 0 A_JumpIf(user_music == 1,3)
    TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,19)
	TNT1 A 0 A_SetUserVar("user_music",1)
    TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
    LCMD A 0 A_JumpIfTargetInLOS("Strafing")
    LCMD AA 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	LCMD BB 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	LCMD A 0 A_JumpIfTargetInLOS("Strafing")
	LCMD CC 3 Bright A_Chase
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	LCMD DD 3 Bright A_Chase
	TNT1 A 0 A_Jump(80,"Phase")		
	LCMD 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)	
	//TNT1 A 0 A_Jump(25,"Teleport")
    Loop
Rush:
    LCMD 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("LegCommandoGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LCMD A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("LegCommandoGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LCMD A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("LegCommandoGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LCMD B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("LegCommandoGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LCMD B 1 Bright A_Chase
	TNT1 A 0 A_Jump(80,"Phase")
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
    TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("LegCommandoGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LCMD C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("LegCommandoGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LCMD C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("LegCommandoGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LCMD D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("LegCommandoGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LCMD 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)
	LCMD AA 3 Bright A_GiveInventory("LegZombieStrafing",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	LCMD BB 3 Bright A_GiveInventory("LegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("LegendaryFootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
    LCMD CC 3 Bright A_GiveInventory("LegZombieStrafing",1)	
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	LCMD DD 3 Bright A_GiveInventory("LegZombieStrafing",1)
	Goto See
Phase:
	TNT1 A 0 A_PlaySound("phaseimp/teleport")
	LCMD E 2 A_FaceTarget
	LCMD E 1 A_SetTranslucent(0.75)
	LCMD E 1 A_SetTranslucent(0.55)
	LCMD E 1 A_SetTranslucent(0.35)
	LCMD E 1 A_SetTranslucent(0.20)
	Goto Phased
UnPhase:
	TNT1 A 0 A_PlaySound("phaseimp/teleport")
	LCMD E 1 A_SetTranslucent(0.15)
	LCMD E 1 A_SetTranslucent(0.35)
	LCMD E 1 A_SetTranslucent(0.55)
	LCMD E 1 A_SetTranslucent(0.75)
	TNT1 A 0 A_SetTranslucent(1)
	LCMD E 2 A_FaceTarget		
    Goto See	
Phased:
	LCMD AABBCCDDAABBCCDDAABBCCDDAABBCCDD 1 A_ExtChase(0,0)
	LCMD AABBCCDDAABBCCDD 1 A_Chase
	TNT1 A 0 A_Jump(24,"UnPhase")
	Goto Phased+32
 Teleport:
    LCMD A 1 Bright A_UnSetShootable
	LCMD AAAA 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	LCMD AAAAAAAAAA 1  A_FadeOut(0.1,0)
	LCMD A 2 
	LCMD AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	LCMD AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
    LCMD A 1 A_PlayWeaponSound("boss/teleport")
	LCMD AAAA 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	LCMD AAAAAAAAAA 1 A_FadeIn(0.1)
    LCMD A 1 Bright A_SetShootable
    Goto See	
Pause:
	//LCMD E 0 A_PlaySound("weapons/demontechsteam")
	LCMD EEEEE 3 Bright A_GiveInventory("LegZombieStrafing",1)
	Goto See	
  Missile:
    LCMD E 10 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("LegAK47Ammo", 76, "Reload")
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
	TNT1 A 0 A_GiveInventory ("LegAK47Ammo", 1)
	TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, -6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_CustomBulletAttack(42.5,14,1,Random(10,20)*3,"LegModdedBulletPuff")
	LCMD F 0 Bright A_PlaySoundEx("weapons/LMGFire","Weapon")
	LCMD E 1 A_GiveInventory("LegZombieStrafing",1)	
    LCMD E 5 Bright A_CPosAttack
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
	TNT1 A 0 A_GiveInventory ("LegAK47Ammo", 1)
	TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, -6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_CustomBulletAttack(42.5,14,1,Random(10,20)*3,"LegModdedBulletPuff")
	LCMD F 0 Bright A_PlaySoundEx("weapons/LMGFire","Weapon")
	LCMD E 1 A_GiveInventory("LegZombieStrafing",1)	
    LCMD F 5 Bright A_CPosAttack
    TNT1 A 0 A_CPosRefire
	TNT1 A 0 A_Jump(20,"Pause")
	TNT1 A 0 A_Jump(55,"Nade")
	//TNT1 A 0 A_Jump(20,"Mine")
	TNT1 A 0 A_Jump(45,"LegNade")
    Goto Missile+1
Nade:
    LCMD E 1 A_JumpIfCloser(1000,1)
	Goto Missile
	LCMD E 0 A_JumpIfCloser(280,"Missile")
    LCMD E 6 A_GiveInventory("LegZombieStrafing",1)
    LCMD EEE 4 A_GiveInventory("LegZombieStrafing",1)
	TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
    LCMD E 6 A_CustomMissile("LGrenade",32,0,0,2,10)
	LCMD E 1
	Goto See
LegNade:
    LCMD E 1 A_JumpIfCloser(1000,1)
	Goto Missile
	LCMD E 0 A_JumpIfCloser(280,"Missile")
    LCMD E 12 A_GiveInventory("LegZombieStrafing",1)
    LCMD EEE 6 A_GiveInventory("LegZombieStrafing",1)
	TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
    LCMD E 6 A_CustomMissile("LegThrownGrenade",32,0,0,2,10)
	LCMD EE 25
	Goto See
Mine:
	LCMD C 1 Bright
	LCMD C 12 Bright A_CustomMissile("LACThrownMine",32,0,0,5,15)
	LCMD C 0 Bright A_CustomMissile("LACThrownMine",32,0,0,-5,15)
	LCMD C 0 Bright A_CustomMissile("LACThrownMine",32,0,0,0,15)
	LCMD E 12 Bright
	LCMD C 3 Bright
	Goto See
Pain:
   	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_Jump(15,"Protection")
	TNT1 A 0 A_Jump(90,"Phase")
    LCMD G 3 Bright A_GiveInventory("LegZombieStrafing",1)
    LCMD G 0 A_Pain
	LCMD G 3 Bright A_GiveInventory("LegZombieStrafing",1)
    Goto See
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
	LCMD E 2 Bright ACS_NamedExecuteAlways("LegendaryProtection",0,0,0,0)
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	Goto See	
Reload:
    TNT1 A 0 A_ChangeFlag("NoPain", 1)
    TNT1 A 0 A_PlaySound("weapons/LMGReload2")
	TNT1 A 0 A_SpawnItemEx("LegendaryEmptyDrumSpawner", -8, 7, 30, 4, 0, (0.1)*Random(30, 40), Random(-80, -90), 128)
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
    LCMD EE 25 Bright A_TakeInventory ("LegAK47Ammo", 76)
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
    LCMD E 20 Bright A_PlaySound("weapons/LMGReload1") 
	LCMD E 40 Bright A_PlaySound("weapons/LMGReload3")
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
    TNT1 A 0 A_ChangeFlag("NoPain", 0)
    Goto See
Death:
    TNT1 A 0 A_Jump(36,"LegendarySoul") 
	TNT1 A 0 A_SetTranslucent(1)
    TNT1 A 0 A_StopSound(6)
	LCMD H 5 A_Scream
    LCMD I 5 A_Fall
    LCMD J 5 A_SpawnItem("BodyCrash",0,0,0,0)
    LCMD K 5 
    LCMD L -1 
	Stop
LegendarySoul:
	TNT1 A 0 A_SetTranslucent(1)
    TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	LCMD H 5 A_Scream
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
    LCMD I 5 A_Fall
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
    LCMD J 5 A_SpawnItem("BodyCrash",0,0,0,0)
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
    LCMD K 5 
	TNT1 A 0 A_SpawnItem("BHellionSmokeSpawner",0,0,0,0)
	LCMD L 140
	LCMD L 0 A_PlaySoundEx("brain/spit","Voice",0,2)
	LCMD LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("LegSoulEvent",1)
	LCMD LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("LegSoulEvent",1)
	LCMD LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("LegSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("LegendarySoul",0,0,16,0,0,0,0,32)
	TNT1 A 0 A_SpawnItemEx("TeleportFog",0,0,16,0,0,0,0,32)
	LCMD L -1
	Stop
XDeath:
    TNT1 A 0 A_StopSound(6)
	LCMD O 3 A_SpawnItemEx("BlueGibbedGenerator",0,0,0,0,0,0,0,128,0)
    LCMD P 3 A_XScream
    LCMD R 3 A_Fall
    LCMD STUV 3 
    LCMD W -1 
    Stop
    }
}

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

ACTOR LegCommandoGhostB : LegCommandoGhostA 
{   
	States 
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	Fade:
		TNT1 A 1
		LCMD B 2 A_FadeOut(0.10)
		Goto Fade+1
	Toaster:
		TNT1 A 0
		Stop
    }
}

ACTOR LegCommandoGhostC : LegCommandoGhostA 
{   
	States 
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	Fade:
		TNT1 A 1
		LCMD C 2 A_FadeOut(0.10)
		Goto Fade+1
	Toaster:
		TNT1 A 0
		Stop
    }
}

ACTOR LegCommandoGhostD : LegCommandoGhostA 
{   
States 
{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	Fade:
		TNT1 A 1
		LCMD D 2 A_FadeOut(0.10)
		Goto Fade+1
	Toaster:
		TNT1 A 0
		Stop
    }
}
	
	ACTOR LegAK47Ammo: Ammo
{
     Inventory.MaxAmount 76
}

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

Actor LGrenadeExplosion
{
 Radius 1
 Height 1
 Speed 0
 Scale 2.4
 Projectile
 Damagetype "Legendary"
 RenderStyle ADD
 Alpha 0.95
 +FLOORHUGGER
 +NOCLIP
 +NODAMAGETHRUST
 +FORCERADIUSDMG
 +NOTIMEFREEZE
 Obituary "%o was blown up by a Legendary Commando's grenade."
 States
  {
   Spawn:
	TNT1 A 1 
	TNT1 A 0 A_Explode(64,146)
	Stop
  }
}

Actor ExplosionSpawner
{
+MISSILE
+FORCEXYBILLBOARD
//+DOOMBOUNCE
//+BLOODSPLATTER 
damage 0
radius 6
height 6
speed 40
renderstyle ADD
alpha 0.9
scale .01
BounceFactor 0.5
Decal "Scorch"
states
	{
	Spawn:
		TNT1 AAAA 2 A_SpawnItem("SpawnedExplosionSmall")
		Stop
Death:
    MISG A 1
    TNT1 A 10
    Stop
XDeath:
MISG A 1
TNT1 A 10
Stop
	}
}

Actor SmallExplosionSpawner: ExplosionSpawner
{
Speed 30
states
	{
	Spawn:
		TNT1 AAA 2 A_SpawnItem("SpawnedExplosionSmall")
		Stop
	}
}

actor BarrelKaboom: DeadMarine
{
	Game Doom
	States
	{
Spawn:
TNT1 A 1
TNT1 AAAAAA 0 A_CustomMissile ("SmallExplosionSpawner", 20, 0, random (0, 360), 2, random (0, 180))
Stop
	}
}

ACTOR SmokeFXN : SmokeFX
{
Scale 0.5
}

ACTOR ExplosionSmoke
{
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
	+MISSILE
	+FORCEXYBILLBOARD
    +CLIENTSIDEONLY
    +NOINTERACTION
	+NOGRAVITY
	+DOOMBOUNCE
	+THRUACTORS
	Health 99999
	BounceFactor 0.5
	Radius 0
	Height 0
	Alpha 0.1
	RenderStyle Translucent
	Scale 1.1
	Speed 1
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
	SMK3 BBB 2 A_FadeIn(0.1)
	SMK3 B 20
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
	SMK3 CDEFGHIJKLM 3
	Goto Death
	Death:
	    TNT1 A 0
    Stop
Stap:		
TNT1 A 0
Stop
    }
}

ACTOR FlameTrails
{
	Game Doom
	Radius 1
	Height 1
	Speed 3
	Damage 0 
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
	+MISSILE
	+FORCEXYBILLBOARD
    +CLIENTSIDEONLY
    +NOINTERACTION
	+NOCLIP
	RenderStyle Add
    DamageType Flames
    Scale 0.5
	Alpha 1
	Gravity 0
	States
	{
    Spawn:
        TNT1 A 2
        FRPR ABCDEFGH 3 BRIGHT
        Stop
	}
}

ACTOR ExplosionFlames: FlameTrails
{
Scale 1.2
Speed 2
	States
	{
    Spawn:
        BXPO AA 3 BRIGHT
		BXPO AAA 0 A_CustomMissile ("ExplosionSmoke", 0, 0, random (0, 360), 2, random (0, 360))
        BXPO GHII 3 BRIGHT
        Stop
	}
}

ACTOR SmallExplosionFlames: ExplosionFlames
{
Scale 0.6
Speed 3
	States
	{
    Spawn:
        BXPO AA 2 BRIGHT 
        BXPO BCDF 1 BRIGHT
        BXPO GHII 1 BRIGHT
        Stop
	}
}

Actor SpawnedExplosionSmall
{
+NOCLIP
+NOGRAVITY
Speed 30
states
	{
	Spawn:
 TNT1 A 2
 TNT1 A 2
 FXPO A 0 A_CustomMissile ("SmokeFXN", 0, 0, random (0, 360), 2, random (0, 360))
 FXPO A 0 A_CustomMissile ("SmokeFXN", 0, 0, random (0, 360), 2, random (0, 360))
 TNT1 AAAA 0 A_CustomMissile ("SmallExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
		Stop
	}
}

ACTOR LegThrownGrenade : ThrownGrenade
{  
    SeeSound "weapons/lgrenadebounce"
    WallBounceFactor 0.32
	BounceFactor 0.72
	DamageType "Legendary"
	Obituary "%o was blown up by a Legendary Commando's Legendary grenade."
	States
   {
   Spawn:
	  TNT1 A 0
      LGN1 A 3 A_StopSound
      LGN1 BCDEFGHABCDEFGHABCDEFGH 3
      Goto Death      
   Death: 
   	  TNT1 A 0
      TNT1 A 0 A_Explode(250,350)
	  TNT1 A 0 A_SpawnItemEx ("BarrelKaboom",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	  TNT1 A 0 A_AlertMonsters
	  TNT1 A 0 A_PlaySound("lnade/exp")
	  TNT1 A 0 A_SpawnItemEx("BlueParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
      TNT1 AAA 0 A_CustomMissile("BlueKaboom3", 0, 0, random(0,360), 2, random(0,360))
	  TNT1 AAA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))
	  TNT1 AAAA 0 A_SpawnItemEx("Debris",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)
      TNT1 A 1 A_SpawnItem("LegendaryBlueRocketEx")
      Stop
   }
}