Actor LegendarySphere : CustomInventory 16700
{
//$Category Powerups/LCA
//$Sprite LSPHA0
//$Title "Legendary Sphere"
-FLOAT
+FLOATBOB
+COUNTITEM
+NOTIMEFREEZE
+INVENTORY.BIGPOWERUP
-INVENTORY.ALWAYSPICKUP
Inventory.PickUpSound "legendarysphere/pickup"
Inventory.PickupMessage "Legendary Sphere. You lucky bastard!"
States
	{
	Spawn:
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_PlaySound("legendarysphere/idle",CHAN_ITEM,5.0)
		LSPH ABCDCB 10 Bright A_CustomMissile ("LegendarySphereFlameSpawner", -20, 0, random(0,-360), 2, random(0,360)) 
		Loop
	Pickup:
		TNT1 A 0
		TNT1 A 1 A_GiveInventory("LegendarySphereHealth",1)
		Stop
	}
}

//HEALTH//

ACTOR LegendarySphereHealth : Health
{
+NOTIMEFREEZE
Inventory.Amount 500
Inventory.MaxAmount 500
}

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

ACTOR LegendarySphereFlameSpawner 
{
+NOTIMEFREEZE
+NOINTERACTION
+CLIENTSIDEONLY
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 AAAAAA 0 A_SpawnItemEx("LegendarySphereFlame",random(20,-20),random(20,-20),random(20,40),0,0,random(2,6),0,128,0)
		TNT1 A 1
		Stop
	Toaster:
		TNT1 A 1
		Stop
	}
}