//replacement for the leg sent, so he can spawn the tls,
//and actors for the "cutscene" of him spawning.

/*Actor LegendarySentient2 : LegendarySentient replaces LegendarySentient
{
  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
  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
  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
  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
  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
  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
  Death:
    TNT1 A 0 A_Jump(256,"LegDeath") //52
    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	
  LegDeath:
    TNT1 A 0 A_Scream
	TNT1 A 0 A_KillMaster
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_SpawnItemEx("LegSentDying")
	TNT1 A 1 A_FadeOut
	Stop
    }
}*/

Actor LegSentDying : LegendarySentient
{
Mass 0x7FFFFFFF
PainChance 0
+NoInteraction
States
	{
	Spawn:
		TNT1 A 0
	Death:
		LUPR H 20 Bright
		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("TrueDeathBall")
		TNT1 A 0 A_SpawnItemEx("TrueLegPentagram",0,0,0,0,0,0,0,128)
		LUPR LM 5 Bright
		TNT1 AAAA 50
		TNT1 A 0 A_SpawnItemEx("LegendaryDreadnoughtIllusion", 0, 0, 96)
		TNT1 A 1 A_FadeOut
		Stop
	}
}

Actor LegendaryDreadnoughtIllusion
{
//Health 666666
Height 1
Radius 1
Scale 6
RenderStyle Add
Alpha 0
-CountKill
+NoClip
+DontSplash
+NoRadiusDmg
+NoTimeFreeze
+NoInteraction
+ClientSideOnly
+ForceXYBillBoard
//Obituary "%o was never a threat to the legendary dreadnought."
var int User_Delay;
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySoundEx("brain/spit","Voice",0,2)
		DRED AAAAAAAAAAAAAAAAAAAA 2 Bright A_FadeIn(0.05)
		TNT1 A 0 A_SetUserVar(User_Delay, 0)
	Spawning1:
		TNT1 A 0 A_JumpIf(User_Delay >= 45, "Spawning2")
		TNT1 A 0 A_SpawnItemEx("LegendaryDreadnoughtFlames",0,0,0,0,0,0,0,128)
		DRED A 1 Bright
		TNT1 A 0 A_SetUserVar(User_Delay, User_Delay+1)
		Loop
	Spawning2:
		TNT1 A 0 A_PlaySound("Boss/Teleport")
		TNT1 A 0 A_SetUserVar(User_Delay, 0)
		TNT1 A 0 A_JumpIf(User_Delay >= 50, "Spawning3")
		TNT1 A 0 A_SpawnItemEx("LegendaryDreadnoughtFlames2",0,0,0,0,0,0,0,128)
		DRED B 1 Bright
		TNT1 A 0 A_SetUserVar(User_Delay, User_Delay+1)
		Goto Spawning2+2
	Spawning3:
		TNT1 A 0 A_PlaySound("Boss/Teleport")
		TNT1 A 0 A_SetUserVar(User_Delay, 0)
		TNT1 A 0 A_JumpIf(User_Delay >= 60, "Spawning4")
		TNT1 A 0 A_SpawnItemEx("LegendaryDreadnoughtFlames3",0,0,0,0,0,0,0,128)
		DRED C 1 Bright
		TNT1 A 0 A_SetUserVar(User_Delay, User_Delay+1)
		Goto Spawning3+2
  Spawning4:
		TNT1 A 0 A_SetUserVar(User_Delay, 0)
		TNT1 A 0 A_PlaySound("Dreadnought/Pain")
		TNT1 A 0 Radius_Quake(10,150,0,24,0)
		TNT1 A 0 A_SpawnItemEx("DreadnoughtRage")
		TNT1 A 0 A_JumpIf(User_Delay >= 75, "RessingLegSent")
		TNT1 A 0 A_SpawnItemEx("LegendaryDreadnoughtFlames4",0,0,0,0,0,0,0,128)
		DRED D 1 Bright
		TNT1 A 0 A_SetUserVar(User_Delay, User_Delay+1)
		Goto Spawning4+4
	RessingLegSent:
		TNT1 A 0 A_SetUserVar(User_Delay, 0)
		DRED E 2 Bright A_SpawnItemEx("DreadnoughtShockWaveGenerator",0,0,0)
		TNT1 A 0 A_JumpIf(User_Delay >= 120, "RessingDone")
		TNT1 A 0 A_SpawnItemEx("LegendaryDreadnoughtFlames5",0,0,0,0,0,0,0,128)
		TNT1 A 0 A_SpawnItemEx("KaboomBlueSent",0,0,0,random(-14,14),random(-15,15),random(-15,15),0)
		DRED E 2 Bright A_SpawnItemEx("KaboomBlueSent2",0,0,0,random(-9,9),random(-10,10),random(-10,10),0)
		TNT1 A 0 A_SetUserVar(User_Delay, User_Delay+1)
		Goto RessingLegSent+2
	RessingDone:
		TNT1 A 0 A_SpawnItem("LegendaryNuke2")
		DRED E 20 Bright //A_SpawnItemEx("TrueLegendarySentient", 0, 0, 32, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		DRED FGHI 15 Bright A_FadeOut(0.1,1)
		Stop
	}
}

Actor DreadnoughtRage
{
+NoTimeFreeze
+DontSplash
+NoRadiusDmg
+NoInteraction
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 35
		TNT1 AAAAAAAAAAAAAAA 2 Bright A_SpawnItemEx("TLSRainCometSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_PlaySound("TrueLegSent/Mind", 9, 1.0, 0, ATTN_NONE)
		TNT1 A 210 A_SpawnItemEx("LegThunderSpawner",0,0,0,0)
		TNT1 AAAAAAAAAAAAAAA 2 Bright A_SpawnItemEx("TLSRainCometSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 1 A_PlaySound("TrueLegSent/Mind", 9, 1.0, 0, ATTN_NONE)
		Stop
	}
}
  

Actor LegendaryDreadnoughtFlames : LHellionSmokeSpawner
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 AAA 0 A_SpawnItemEx("AHellionSmoke",random(64,-64),random(64,-64),random(-96,96),0,0,random(1,3),0,128,0)
		TNT1 A 1
		Stop		
	}
}

Actor LegendaryDreadnoughtFlames2 : LegendaryDreadnoughtFlames
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 AAA 0 A_SpawnItemEx("AHellionSmoke",random(96,-96),random(96,-96),random(-128,128),0,0,random(1,3),0,128,0)
		TNT1 A 1
		Stop		
	}
}

Actor LegendaryDreadnoughtFlames3 : LegendaryDreadnoughtFlames
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 AAA 0 A_SpawnItemEx("AHellionSmoke",random(128,-128),random(128,-128),random(-160,160),0,0,random(1,3),0,128,0)
		TNT1 A 1
		Stop		
	}
}

Actor LegendaryDreadnoughtFlames4 : LegendaryDreadnoughtFlames
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 AAA 0 A_SpawnItemEx("AHellionSmoke",random(160,-160),random(160,-160),random(-192,192),0,0,random(1,3),0,128,0)
		TNT1 A 1
		Stop		
	}
}

Actor LegendaryDreadnoughtFlames5 : LegendaryDreadnoughtFlames
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 AAAAAA 0 A_SpawnItemEx("AHellionSmoke",random(160,-160),random(160,-160),random(-192,192),0,0,random(1,3),0,128,0)
		TNT1 A 1
		Stop		
	}
}

Actor DreadnoughtShockwaveGenerator
{
+NoInteraction
+ClientSideOnly
States
	{
	Spawn:
		TNT1 A 0
		//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 A 10 A_SpawnItemEx("TLSResShockwave1",0,0,0,0,0,0,0,128)
		TNT1 A 10 A_SpawnItemEx("TLSResShockwave2",0,0,0,0,0,0,0,128)
		TNT1 A 10 A_SpawnItemEx("TLSResShockwave3",0,0,0,0,0,0,0,128)
		TNT1 A 0 A_PlaySoundEx("brain/spit","Voice",0,2)
		TNT1 A 10 A_SpawnItemEx("TLSResShockwave4",0,0,0,0,0,0,0,128)
		TNT1 A 10 A_SpawnItemEx("TLSResShockwave5",0,0,0,0,0,0,0,128)
		TNT1 A 10 A_SpawnItemEx("TLSResShockwave6",0,0,0,0,0,0,0,128)
		TNT1 A 0 A_PlaySoundEx("brain/spit","Voice",0,2)
		TNT1 A 10 A_SpawnItemEx("TLSResShockwave7",0,0,0,0,0,0,0,128)
		TNT1 A 10 A_SpawnItemEx("TLSResShockwave8",0,0,0,0,0,0,0,128)
		TNT1 A 10 A_SpawnItemEx("TLSResShockwave9",0,0,0,0,0,0,0,128)
		TNT1 A 0 A_PlaySoundEx("brain/spit","Voice",0,2)
		TNT1 A 10 A_SpawnItemEx("TLSResShockwave10",0,0,0,0,0,0,0,128)
		TNT1 A 10 A_SpawnItemEx("TLSResShockwave11",0,0,0,0,0,0,0,128)
		TNT1 A 10 A_SpawnItemEx("TLSResShockwave12",0,0,0,0,0,0,0,128)
		TNT1 A 0 A_PlaySoundEx("brain/spit","Voice",0,2)
		TNT1 A 10 A_SpawnItemEx("TLSResShockwave13",0,0,0,0,0,0,0,128)
		TNT1 A 10 A_SpawnItemEx("TLSResShockwave14",0,0,0,0,0,0,0,128)
		TNT1 A 10 A_SpawnItemEx("TLSResShockwave15",0,0,0,0,0,0,0,128)
		TNT1 A 0 A_PlaySoundEx("brain/spit","Voice",0,2)
		TNT1 A 10 A_SpawnItemEx("TLSResShockwave16",0,0,0,0,0,0,0,128)
		TNT1 A 10 A_SpawnItemEx("TLSResShockwave17",0,0,0,0,0,0,0,128)
		TNT1 A 10 A_SpawnItemEx("TLSResShockwave18",0,0,0,0,0,0,0,128)
		TNT1 A 0 A_PlaySoundEx("brain/spit","Voice",0,2)
		TNT1 A 10 A_SpawnItemEx("TLSResShockwave19",0,0,0,0,0,0,0,128)
		TNT1 A 10 A_SpawnItemEx("TLSResShockwave20",0,0,0,0,0,0,0,128)
		TNT1 A 10 A_SpawnItemEx("TLSResShockwave21",0,0,0,0,0,0,0,128)
		TNT1 A 0 A_PlaySoundEx("brain/spit","Voice",0,2)
		TNT1 A 10 A_SpawnItemEx("TLSResShockwave22",0,0,0,0,0,0,0,128)
		TNT1 A 10 A_SpawnItemEx("TLSResShockwave23",0,0,0,0,0,0,0,128)
		TNT1 A 10 A_SpawnItemEx("TLSResShockwave24",0,0,0,0,0,0,0,128)
		TNT1 A 1 A_PlaySound("brain/spit", 8, 1.0, 0 , ATTN_NONE)
		Stop
	}
}

Actor TLSResShockwave1 : BFGShockWaveBlue { Scale 0.7 }
Actor TLSResShockwave2 : BFGShockWaveBlue { Scale 0.8 }
Actor TLSResShockwave3 : BFGShockWaveBlue { Scale 0.9 }
Actor TLSResShockwave4 : BFGShockWaveBlue { Scale 1 }
Actor TLSResShockwave5 : BFGShockWaveBlue { Scale 1.1 }
Actor TLSResShockwave6 : BFGShockWaveBlue { Scale 1.2 }
Actor TLSResShockwave7 : BFGShockWaveBlue { Scale 1.3 }
Actor TLSResShockwave8 : BFGShockWaveBlue { Scale 1.4 }
Actor TLSResShockwave9 : BFGShockWaveBlue { Scale 1.5 }
Actor TLSResShockwave10 : BFGShockWaveBlue { Scale 1.6 }
Actor TLSResShockwave11 : BFGShockWaveBlue { Scale 1.7 }
Actor TLSResShockwave12 : BFGShockWaveBlue { Scale 1.8 }
Actor TLSResShockwave13 : BFGShockWaveBlue { Scale 1.9 }
Actor TLSResShockwave14 : BFGShockWaveBlue { Scale 2 }
Actor TLSResShockwave15 : BFGShockWaveBlue { Scale 2.1 }
Actor TLSResShockwave16 : BFGShockWaveBlue { Scale 2.2 }
Actor TLSResShockwave17 : BFGShockWaveBlue { Scale 2.3 }
Actor TLSResShockwave18 : BFGShockWaveBlue { Scale 2.4 }
Actor TLSResShockwave19 : BFGShockWaveBlue { Scale 2.5 }
Actor TLSResShockwave20 : BFGShockWaveBlue { Scale 2.6 }
Actor TLSResShockwave21 : BFGShockWaveBlue { Scale 2.7 }
Actor TLSResShockwave22 : BFGShockWaveBlue { Scale 2.8 }
Actor TLSResShockwave23 : BFGShockWaveBlue { Scale 2.9 }
Actor TLSResShockwave24 : BFGShockWaveBlue { Scale 8 }