Actor LegDemonRune : CustomInventory 16708
{
//$Category Powerups/LCA
//$Sprite LDRNA0
//$Title "Legendary Demon Rune"
+FLOAT
+FLOATBOB
+COUNTITEM
+NOTIMEFREEZE
+INVENTORY.INVBAR
+INVENTORY.BIGPOWERUP
Inventory.MaxAmount 1
Inventory.Icon "LDRNM0"
//ActiveSound "legdemonrune/idle"
Inventory.PickupSound "legendarypowersphere/pickup"
Inventory.PickupMessage "A surge of Legendary energy goes straight to your bones as you pick up the Legendary Demon Rune."
Tag "Legendary Demon Rune"
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("legdemonrune/idle",CHAN_ITEM,1.0,True)
	SpawnLoop:
		TNT1 A 0 Bright A_SpawnItemEx("LegDemonRuneParticleSpawner",0,0,32,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION) 
		TNT1 AAAAAAAAAAAAA 0 Bright A_SpawnItemEx("ArmorParticleBlue",Random(-12,12),Random(-12,12),Random(16,40),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
		LDRN ABCDEFGJHIJKL 5 Bright A_CustomMissile("LegendaryDRuneFlameSpawner",-20,0,random(0,-360),2,random(0,360)) 
		Loop
	PickUp:
		TNT1 A 0
		TNT1 A 0 A_StopSound(1)
		TNT1 A 0 A_StopSound(2)
		TNT1 A 0 A_StopSound(3)
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_StopSound(5)
		TNT1 A 0 A_StopSound(6)
		TNT1 A 1 A_StopSound(7)
		TNT1 A 1 A_PlaySound("legendarypowersphere/pickup",CHAN_ITEM)
		Stop
	Use:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("LegDemonRuneeGiver")
		TNT1 A 1 A_PlaySound("legendaryrevenant/see",CHAN_ITEM,1.0,False,ATTN_NONE)
		Stop  
	}
}

ACTOR LegDemonRuneParticleSpawner : LegendaryRedParticleSpawner
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 AAAAAAAAAAAAA 1 Bright A_SpawnItemEx("ArmorParticleBlue",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0) 
		Stop
	}
}

ACTOR LegDemonRuneeGiver : PowerupGiver
{
+NOTIMEFREEZE
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
Powerup.Duration -80
Inventory.MaxAmount 1
Powerup.Type "LegendaryPlayer"
}

ACTOR PowerLegendaryPlayer : PowerMorph
{
+NOTIMEFREEZE
PowerMorph.PlayerClass "Demon_LegendaryRevenant"
PowerMorph.MorphFlash "None"
PowerMorph.UnMorphFlash "None"
PowerMorph.MorphStyle (MRF_FULLHEALTH|MRF_ADDSTAMINA|MRF_NEWTIDBEHAVIOUR|MRF_WHENINVULNERABLE|MRF_LOSEACTUALWEAPON)
}

ACTOR LegMissileType2 : Inventory{inventory.MaxAmount 1}
ACTOR LegMissileType3 : Inventory{inventory.MaxAmount 1}
ACTOR LegMissileType4 : Inventory{inventory.MaxAmount 1}
ACTOR LegMissileType5 : Inventory{inventory.MaxAmount 1}
ACTOR LegMissileType6 : Inventory{inventory.MaxAmount 1}
ACTOR LegMissileType7 : Inventory{inventory.MaxAmount 1}

ACTOR Demon_LegendaryRevenant : PlayerPawn
{
Speed 1
Mass 300
Radius 20
Height 56
Health 1350
Scale 1.1
Player.MaxHealth 1350
Player.ForwardMove 1.3
Player.SideMove 1.3
Player.JumpZ 10
BloodColor "Blue"
Player.SoundClass "LegRevenant"
Player.DisplayName "Legendary Revenant"
Player.AttackZOffset 0
Player.DamageScreenColor Blue, 0.1
Player.MorphWeapon "LegendaryRevenant-Weapons"
+BOSS
+BOSSDEATH
+NOTIMEFREEZE
+NORADIUSDMG
+NOSKIN
+NOPAIN
+DONTRIP
+THRUSPECIES
+DONTHARMSPECIES
Species "Player"
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor 0.65
DamageFactor "Legendary1", 0.0
DamageFactor "Legendary", 0.0
DamageFactor "LegendaryGuru", 0.0
DamageFactor "CadaverRocket", 0.0
SeeSound "legendaryrevenant/see"
PainSound "legendaryrevenant/pain"
DeathSound "legendaryrevenant/death"
ActiveSound "legendaryrevenant/idle"
MeleeSound "skeleton/melee"
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright ACS_NamedExecuteAlways("StartPlayerMusic",0,0,0,0)
		LREV A 10 Bright
		Loop
	See:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("StartPlayerMusic",0,0,0,0)
		TNT1 A 0 A_SpawnItem("BonyStep",0,0,0,0)
		LREV AAA 2 Bright
		LREV BBB 2 Bright
		LREV CCC 2 Bright
		LREV DDD 2 Bright
		LREV EEE 2 Bright
		LREV FFF 2 Bright
		TNT1 A 0 A_SpawnItem("BonyStep",0,0,0,0)
		Goto Spawn
	Missile:
		LREV J 1 Bright
		TNT1 A 0 A_JumpIfInventory("LegRevWeapType",7,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0
		Goto Missile7
		TNT1 A 0 A_JumpIfInventory("LegRevWeapType",6,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0
		Goto Missile6
		TNT1 A 0 A_JumpIfInventory("LegRevWeapType",5,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0
		Goto Missile5
		TNT1 A 0 A_JumpIfInventory("LegRevWeapType",4,2)
		TNT1 A 0 A_Jump(256,2)
		LRDY A 0
		Goto Missile4
		TNT1 A 0 A_JumpIfInventory("LegRevWeapType",3,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0
		Goto Missile3
		TNT1 A 0 A_JumpIfInventory("LegRevWeapType",2,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0
		Goto Missile1
		TNT1 A 0 A_JumpIfInventory("LegRevWeapType",1,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0
		Goto Missile2
		LREV J 1 Bright A_Jump(256,"Missile1")
		Goto Spawn
	Missile1:
		LREV J 1 Bright
		LREV JKK 10 Bright
		Goto Spawn	
	Missile2:
		LREV J 35 Bright
		LREV K 84 Bright
		Goto Spawn
	Missile3:	
		LREV GHI 4 Bright
		Goto See	
	Missile4:
		LREV J 35 Bright
		LREV K 10 Bright
		Goto Spawn	
	Missile5:
		LREV J 80 Bright
		LREV K 10 Bright
		Goto Spawn	
	Missile6:
		LREV GH 5 Bright
		LREV I 3 Bright
		Goto Spawn	
	Missile7:
		LREV G 0
		LREV G 0 A_Jump(127,4)
		LREV GHI 2 Bright
		Goto See
		LREV RST 2 Bright
		Goto See
	Death: 
		LREV LM 7
		LREV N 7 A_Scream
		LREV O 7 A_NoBlocking
		LREV P 7
		LREV Q -1
		Stop
	}
}

ACTOR MorphedPlayerFriendMark0
{
Radius 0
Height 0
Speed 0
RenderStyle Translucent
Alpha 0.6
+NOTIMEFREEZE
+NOINTERACTION
+CLIENTSIDEONLY
States
	{
	Spawn:
		TNT1 A 0 Bright
		LDRN I 2 Bright
		Stop
	Death:
		TNT1 A 1 Bright
		Stop
	}
}

ACTOR MorphedWeapon : Weapon
{
+INVENTORY.UNDROPPABLE
+WEAPON.AMMO_OPTIONAL
+WEAPON.ALT_AMMO_OPTIONAL
+WEAPON.CHEATNOTWEAPON
+WEAPON.DONTBOB
Decal "BulletChip"
Weapon.SelectionOrder 1
States
	{
	Spawn:
		TNT1 A 1
		Stop
	Ready:
		TNT1 A 1 A_WeaponReady
		Goto Ready
	Select:
		TNT1 AAA 0 A_Raise
		TNT1 A 1 A_Raise
		Loop
	Deselect:
		TNT1 AAA 0 A_Lower
		TNT1 A 1 A_Lower
		Loop  
	Fire:	
		TNT1 A 2
		Goto Ready	
	Flash:
		TNT1 A 1 Bright A_Light2
		TNT1 A 2 Bright A_Light1
		Goto LightDone
	}
}

Actor LegRevWeapType : Inventory{Inventory.MaxAmount 7}

Actor LegendaryRevenant-Weapons : MorphedWeapon
{
States
	{
	Ready:
		LRDY ABCDEFGHIJKL 4 Bright A_WeaponReady
		Loop	
	Fire:
		LRDY A 1 Bright
		TNT1 A 0 A_JumpIfInventory("LegRevWeapType",7,2)
		TNT1 A 0 A_Jump(256,2)
		LRDY A 0
		Goto Fire7
		TNT1 A 0 A_JumpIfInventory("LegRevWeapType",6,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0
		Goto Fire6
		TNT1 A 0 A_JumpIfInventory("LegRevWeapType",5,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0
		Goto Fire5
		TNT1 A 0 A_JumpIfInventory("LegRevWeapType",4,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0
		Goto Fire4
		TNT1 A 0 A_JumpIfInventory("LegRevWeapType",3,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0
		Goto Fire3
		TNT1 A 0 A_JumpIfInventory("LegRevWeapType",2,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0
		Goto Fire2
		TNT1 A 0 A_JumpIfInventory("LegRevWeapType",1,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0
		Goto Fire1
		LRDY A 1 Bright A_Jump(256,"Fire0")
		Goto Ready
	Fire0:
		TNT1 A 0 A_GunFlash	
		LVRD B 2 Bright
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall",0,0,-18,25)	
		LVRD C 3 Bright A_FireCustomMissile("PlayerLegRevBall",0,0,18,25)	
		LVRD D 3 Bright
		LVRD E 22 Bright
		Goto Ready		
	Fire1:
		TNT1 A 0 A_GiveInventory("LegMissileType2")
		TNT1 A 0 A_GunFlash	
		LVRD D 35 Bright A_PlaySound("legendaryrevenant/attack1")
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright	
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright	
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright	
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright	
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright	
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright	
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright	
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright	
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright	
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright	
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright	
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright	
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright	
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright	
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright	
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright	
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright	
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright	
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
		LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
		LVRD C 1 Bright
		LVRD E 22 Bright
		Goto Ready
	Fire2:
		TNT1 A 0 A_GunFlash	
		LVRD B 2 Bright
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevRocket",0,0,-18,25)	
		LVRD C 3 Bright A_FireCustomMissile("PlayerLegRevRocket",0,0,18,25)	
		LVRD D 3 Bright
		LVRD E 22 Bright
		Goto Ready
	Fire3:
		TNT1 A 0 A_GiveInventory("LegMissileType3")
		TNT1 A 0 A_GunFlash
		LPNC A 2 Bright
		LPNC B 3 Bright A_FireCustomMissile("PlayerLegRevFloorDeadHands",0,0,0,0)	
		LPNC CDB 3 Bright
		LPNC A 15 Bright
		Goto Ready
	Fire4:
		TNT1 A 0 A_GiveInventory("LegMissileType4")
		TNT1 A 0 A_GunFlash	
		LVRD D 35 Bright A_PlaySound("legendaryrevenant/see")
		LVRD B 2 Bright
		TNT1 A 0 A_PlayWeaponSound("monsters/darkcyberrail")
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevRailgunProj",0,0,-18,25)	
		LVRD C 3 Bright A_FireCustomMissile("PlayerLegRevRailgunProj",0,0,18,25)	
		LVRD D 3 Bright
		LVRD E 22 Bright
		Goto Ready	
	Fire5:
		TNT1 A 0 A_GiveInventory("LegMissileType5")
		TNT1 A 0 A_GunFlash	
		LVRD D 20 Bright A_PlaySound("legendaryrevenant/attack2")
		LVRD B 60 Bright A_PlayWeaponSound("lrball3/charge")
		TNT1 A 0 A_PlayWeaponSound("lrball3/shot")
		TNT1 A 0 A_FireCustomMissile("PlayerLegRevBall3",0,0,-18,25)	
		LVRD C 3 Bright A_FireCustomMissile("PlayerLegRevBall3",0,0,18,25)	
		LVRD D 3 Bright
		LVRD E 22 Bright
		Goto Ready	
	Fire6:
		TNT1 A 0 A_GiveInventory("LegMissileType6")
		TNT1 A 0 A_GunFlash	
		TNT1 A 0 A_PlaySound("skeleton/swing")	
		LPNC A 1 Bright A_Recoil(-65)
		LPNC AAAAAAAAAA 1 Bright A_SpawnItemEx("LRGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
		TNT1 A 0 A_Stop
		LPNC B 3 Bright A_FireCustomMissile("PlayerLRDashPunch",0,0,0,0)	
		LPNC CDB 3 Bright
		Goto Ready
	Fire7:
		TNT1 A 0 A_GiveInventory("LegMissileType7")
		TNT1 A 0 A_GunFlash	
		TNT1 A 0 A_PlaySound("skeleton/swing")
		LPNC A 1 Bright
		LPNC B 2 Bright A_FireCustomMissile("PlayerLRPunch",0,0,0,0)
		LPNC CDB 2 Bright
		Goto Ready	
	AltFire:
		LRDY A 0
		TNT1 A 0 A_JumpIfInventory("LegRevWeapType",7,3)
		TNT1 A 0 A_GiveInventory("LegRevWeapType",1)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0 A_TakeInventory("LegRevWeapType",7)
		LRDY A 0
		TNT1 A 0 A_JumpIfInventory("LegRevWeapType",7,"Select7")
		TNT1 A 0 A_JumpIfInventory("LegRevWeapType",6,"Select6")
		TNT1 A 0 A_JumpIfInventory("LegRevWeapType",5,"Select5")
		TNT1 A 0 A_JumpIfInventory("LegRevWeapType",4,"Select4")
		TNT1 A 0 A_JumpIfInventory("LegRevWeapType",3,"Select3")
		TNT1 A 0 A_JumpIfInventory("LegRevWeapType",2,"Select2")
		TNT1 A 0 A_JumpIfInventory("LegRevWeapType",1,"Select1")
		LRDY A 1 Bright
		LRDY A 1 Bright A_Jump(256,"Select0")
		Goto Ready
	Select0:
		LRDY A 1 Bright A_Print("Normal")
		Goto AltDone	
	Select1:
		LRDY A 1 Bright A_Print("Rage Attack")
		Goto AltDone
	Select2:
		LRDY A 1 Bright A_Print("Rockets")
		Goto AltDone
	Select3:
		LRDY A 1 Bright A_Print("Dead Hands")
		Goto AltDone
	Select4:
		LRDY A 1 Bright A_Print("Railgun")
		Goto AltDone
	Select5:
		LRDY A 1 Bright A_Print("Best Attack")
		Goto AltDone
	Select6:
		LRDY A 1 Bright A_Print("Dash Punch")
		Goto AltDone
	Select7:
		LRDY A 1 Bright A_Print("Normal Punch")
		Goto AltDone	
	AltDone:
		LRDY A 12 Bright
		Goto Ready
	}
}

Actor PlayerLegRevBall : LegRevBall
{
Damage 11
Reactiontime 66
+THRUSPECIES
+NOTIMEFREEZE
Species "Player"
DamageType "LegendaryPlayer"
States
	{
	Spawn:
		TNT1 A 0 A_CountDown
		TNT1 A 0 A_SeekerMissile(15,15,SMF_LOOK|SMF_PRECISE)
		LRB1 A 2 A_CustomMissile("LegRevBallFX",0,0,0,0)
		TNT1 A 0 A_SeekerMissile(15,15,SMF_LOOK|SMF_PRECISE)
		LRB1 B 2 A_CustomMissile("LegRevBallFX",0,0,0,0)
		TNT1 A 0 A_SeekerMissile(15,15,SMF_LOOK|SMF_PRECISE)
		LRB1 C 2 A_CustomMissile("LegRevBallFX",0,0,0,0)
		TNT1 A 0 A_SeekerMissile(15,15,SMF_LOOK|SMF_PRECISE)
		LRB1 D 2 A_CustomMissile("LegRevBallFX",0,0,0,0)
		Loop
	Death:
		LRB1 ABCD 4 A_SpawnItemEx("BlueParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
		TNT1 A 0 A_Explode(64,64,0)
		TNT1 A 0 A_PlaySound("weapons/clrocketexplode")
		TNT1 A 0 A_SpawnItemEx("BlueParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
		TNT1 AAA 0 A_CustomMissile("Kaboom6",0,0,random(0,360),2,random(0,360))
		TNT1 AAA 0 A_CustomMissile("SmokeFX4",0,0,random(0,360),2,random(0,360))
		LRB1 EFGHIJKLMNO 3
		Stop
	}
}

Actor PlayerLegRevBall2 : LegRevBall2
{
Damage 8
+THRUSPECIES
+NOTIMEFREEZE
Species "Player"
DamageType "LegendaryPlayer"
}

ACTOR PlayerLegRevRocket : LegRevRocket
{
Damage 35
+THRUSPECIES
+NOTIMEFREEZE
Species "Player"
DamageType "LegendaryPlayer"
}

ACTOR PlayerLegRevFloorDeadHands : LegRevFloorDeadHands
{
Damage 12
+THRUSPECIES
+NOTIMEFREEZE
Species "Player"
DamageType "LegendaryPlayer"
States
	{
	Spawn:
		LRHD MNO 2 A_SpawnItemEx("PlayerLRUndeadHand",random(-16,16),random(-16,16))
		Loop
	Death:
		TNT1 A 0 Bright
		TNT1 AAAAAAA 0 A_SpawnItemEx("PlayerLRUndeadHand",random(-48,48),random(-48,48))
		TNT1 A 1 Bright
		Stop
	}
}

Actor PlayerLRUndeadHand : LRUndeadHand
{
DamageType "LegendaryPlayer"
Species "Player"
+THRUSPECIES
+NOTIMEFREEZE
}

ACTOR PlayerLegRevRailgunProj : LegRevRailgunProj
{
Damage (Random(14,20))
+THRUSPECIES
+NOTIMEFREEZE
Species "Player"
DamageType "LegendaryPlayer"
}

Actor PlayerLegRevBall3 : LegRevBall3
{
Damage 125
+THRUSPECIES
+NOTIMEFREEZE
Species "Player"
DamageType "LegendaryPlayer"
States
	{
	Death:
		TNT1 A 0
		TNT1 A 0 A_Explode(128,128,0)
		TNT1 A 0 A_SpawnItemEx("BlueParticleSpawner", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("LNCometDeath",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_PlaySound("lrball3/exp")
		TNT1 AAAAAAAA 0 A_SpawnItemEx("PlayerLegRevSmallBall3",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(170,190),SXF_NOCHECKPOSITION)	
		TNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx("PlayerLegRevSmallBall3",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(-14,14),SXF_NOCHECKPOSITION)
		MMSD A 8 Bright A_Explode(38,140,0)
		Stop
	}
}

Actor PlayerLegRevSmallBall3 : LegRevSmallBall3
{
Damage 10
+THRUSPECIES
+NOTIMEFREEZE
Species "Player"
DamageType "LegendaryPlayer"
}

Actor PlayerLRDashPunch : LRDashPunch
{
Damage (10*Random(6,10))
+THRUSPECIES
+NOTIMEFREEZE
Species "Player"
DamageType "LegendaryPlayer"
States
	{
	Death:
		TNT1 A 0
		TNT1 A 1 A_Explode(128,158,0)
		Stop
	}
}

Actor PlayerLRPunch : PlayerLRDashPunch
{
Damage (20*Random(6,10))
+THRUSPECIES
+EXTREMEDEATH
+NOTIMEFREEZE
Species "Player"
DamageType "LegendaryPlayer"
States
	{
	Death:
		TNT1 A 1 Bright
		Stop
	}
}

ACTOR LegendaryDRuneFlame
{
Scale 0.3
RenderStyle Add
+NOCLIP
+MISSILE
+NOGRAVITY
+NOBLOCKMAP
+NOTELEPORT
+DONTSPLASH
+NOTIMEFREEZE
+FORCEXYBILLBOARD
+CLIENTSIDEONLY
+NONETID
States
	{
	Spawn:
		TNT1 A 0 Bright
		BMKE ABCDEFGHIJKL 2 Bright A_FadeOut(0.1,1)
		Stop
	}
}

ACTOR LegendaryDRuneFlameSpawner 
{
+NOTIMEFREEZE
+CLIENTSIDEONLY
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 AAAAAA 0 A_SpawnItemEx("LegendaryDRuneFlame",random(20,-20),random(20,-20),random(20,40),0,0,random(2,6),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 1 Bright
		Stop
	Toaster:
		TNT1 A 1 Bright
		Stop	
	}
}