ACTOR LegendaryCommando 16503
{
//$Category Monsters/LCA
//$Sprite LCOSA1
//$Title "Legendary Commando"
Monster
Health 1150
Height 56
Radius 20
Speed 13
Mass 100
PainChance 20
+BOSS
+NOFEAR
+BOSSDEATH
+NOICEDEATH
+NOTIMEFREEZE
+FLOORCLIP
+MISSILEMORE
+MISSILEEVENMORE
+QUICKTORETALIATE
+NODROPOFF
+DONTGIB
+NOTARGET
+NORADIUSDMG
+FORCERADIUSDMG
BloodColor "Blue"
DamageFactor "PDTBFG", 0.2
DamageFactor "PDTBFGTracer", 0.2
DamageFactor "PlayerDevBall", 0.12
DamageFactor "PlayerDevBall2", 0.12
DamageFactor "PlayerDTBFGRailgunSlug", 0.12
DamageFactor "PlayerDevTracer", 0.12
DamageFactor "DBFG10K2", 0.65
DamageFactor "PlayerDBFG10K2", 0.65
DamageFactor "DBFG2", 0.65
DamageFactor "PlayerDBFG2", 0.65
DamageFactor "PlayerDTRG", 0.5
DamageFactor "LegendaryPlayer", 0.3
DamageFactor "LegendaryGuruPlayer", 0.3
DamageFactor 0.65
//No infighting
DamageFactor "Legendary", 0.0
DamageFactor "LegendaryGuru", 0.0
DamageFactor "LegendaryZombie", 0.0
DamageFactor "LACGrenade", 0.0
DamageFactor "GeneralTracer", 0.0
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
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."
Tag "\c[z3]Legendary Commando\c-"
var int user_music;
var int user_protection;
var int user_protected;
States
	{
	Spawn:
		LCOS A 10 Bright A_Look
		TNT1 A 0 A_SpawnItemEx("LHellionSmokeSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)
		LCOI A 10 Bright A_Look
		TNT1 A 0 A_SpawnItemEx("LHellionSmokeSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)
		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)
		TNT1 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)
		TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
		LCOS CCDD 3 Bright A_Chase
		TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
		TNT1 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("LegCommandoGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
		LCOS A 1 Bright A_Chase
		TNT1 A 0 A_SpawnItemEx("LegCommandoGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
		LCOS A 1 Bright A_Chase
		TNT1 A 0 A_SpawnItemEx("LegCommandoGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
		LCOS B 1 Bright A_Chase
		TNT1 A 0 A_SpawnItemEx("LegCommandoGhostB",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("LegCommandoGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
		LCOS C 1 Bright A_Chase
		TNT1 A 0 A_SpawnItemEx("LegCommandoGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
		LCOS C 1 Bright A_Chase
		TNT1 A 0 A_SpawnItemEx("LegCommandoGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
		LCOS D 1 Bright A_Chase
		TNT1 A 0 A_SpawnItemEx("LegCommandoGhostD",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 EEE 3 Bright A_GiveInventory("LegZombieStrafing2",1)
	NormalLoop:
		LCOS E 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
		Loop
	Combo:
		TNT1 A 0 A_SetInvulnerable
		TNT1 A 0 A_PlaySound("superzombie/sight")
		LCOS E 1 Bright A_FaceTarget
		LCOS EEEE 3 Bright A_GiveInventory("LegZombieStrafing3",1)
		TNT1 A 0 A_PlayWeaponSound("legendarycannon/charge")
		LCOS EEEEE 3 Bright A_GiveInventory("LegZombieStrafing3",1)
		TNT1 A 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:
		TNT1 A 0 A_SetInvulnerable
		TNT1 A 0 A_PlaySound("superzombie/sight")
		LCOS E 1 Bright A_FaceTarget
		LCOS EEEE 3 Bright A_GiveInventory("LegZombieStrafing3",1)
		TNT1 A 0 A_PlayWeaponSound("star/load3")
		LCOS EEEEE 3 Bright A_GiveInventory("LegZombieStrafing3",1)
		TNT1 A 0 A_UnSetInvulnerable
		TNT1 A 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")
	Pain2:
		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,"Pain2")
		TNT1 A 0 A_JumpIf(user_protected == 1,"Pain2")
		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 63000 CanRaise
		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
		TNT1 A 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 525
		LCOS N 5 A_FadeOut(0.1,1)
		Wait
	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 63000 CanRaise
		Stop
	}
}

Actor LegCommanderProj
{
Projectile
Height 10
Radius 8
Speed 70
BounceCount 2
Bouncetype Doom
Scale 0.17
RenderStyle Add
Reactiontime 32
Damage 25
+SEEKERMISSILE 
+RANDOMIZE
+EXTREMEDEATH
+DOOMBOUNCE
+FORCERADIUSDMG
+NOTIMEFREEZE
DamageType "Legendary"
DeathSound "lrball3/exp"
States
	{
	Spawn:
		TNT1 A 0 A_CountDown
		TNT1 A 0 A_SeekerMissile(15,8,SMF_LOOK)
		LRB3 AA 1 Bright A_SpawnItemEx("LegRevBall3Trail2",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SeekerMissile(15,8,SMF_LOOK)
		LRB3 BB 1 Bright A_SpawnItemEx("LegRevBall3Trail2",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SeekerMissile(15,8,SMF_LOOK)
		LRB3 CC 1 Bright A_SpawnItemEx("LegRevBall3Trail2",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SeekerMissile(15,8,SMF_LOOK)
		LRB3 DD 1 Bright A_SpawnItemEx("LegRevBall3Trail2",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("LegendaryBlueParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		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
{
PROJECTILE
Height 8
Radius 8
Speed 42
Scale 1.5
RENDERSTYLE ADD
ALPHA 0.8
Decal "CacoScorch"
Damage 16
+SPAWNSOUNDSOURCE
+SEEKERMISSILE
+FORCERADIUSDMG
+NOTIMEFREEZE
DamageType "Legendary"
SeeSound "lrball1/shot"
DeathSound "lrball1/exp"
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,SXF_CLIENTSIDE,0)
		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,SXF_CLIENTSIDE,0) 
		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
{
Projectile
Radius 8
Height 8
Speed 60
Scale 0.7
ReactionTime 175
BounceFactor 100
BounceCount 3
Damage 20
+DOOMBOUNCE
+RANDOMIZE
+CANBOUNCEWATER
+SKYEXPLODE
+FORCERADIUSDMG
+NOTIMEFREEZE
DamageType "GeneralTracer"
SeeSound "leggreenade/bounce"
DeathSound "weapons/rocklx"
States
	{
	Spawn:
		TNT1 A 0 Bright A_CountDown
		TNT1 AAA 0 Bright A_CustomMissile("LegFlyingGrenadeParticle",Random(4,6),Random(-2,2))
		FLYG A 1 Bright
		TNT1 A 0 Bright A_CountDown
		TNT1 AAA 0 Bright A_CustomMissile("LegFlyingGrenadeParticle",Random(4,6),Random(-2,2))
		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,SXF_CLIENTSIDE,0) 
		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 1 A_Explode(128,128,0)
		Stop
	}
}

Actor LegFlyingGrenadeParticle
{
Height 0
Radius 0
Mass 0
Scale 0.05
RenderStyle Add
+Missile
+NoGravity
+NoBlockMap
+NOTELEPORT
+DontSplash
+NOTIMEFREEZE
+FORCEXYBILLBOARD
+CLIENTSIDEONLY
States
	{
	Spawn:
		TNT1 A 0 Bright
		SPKB AAAAAAAAAA 1 Bright A_FadeOut(0.1,1)
		Stop
	}
}

ACTOR LegCommandoGhostA
{
PROJECTILE
Height 56
Radius 20
Speed 0
Scale 1.1
RENDERSTYLE Translucent
Alpha 0.7
+NOTIMEFREEZE
+NOINTERACTION
+CLIENTSIDEONLY
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 A 1
		Goto Fade
	Fade:
		LCOS A 2 A_FadeOut(0.1,1)
		Loop
	Toaster:
		TNT1 A 1 Bright
		Stop
	}
}

ACTOR LegCommandoGhostB : LegCommandoGhostA
{
States
	{
	Fade:
		LCOS B 2 A_FadeOut(0.1,1)
		Loop
	}
}

ACTOR LegCommandoGhostC : LegCommandoGhostA
{
States
	{
	Fade:
		LCOS C 2 A_FadeOut(0.1,1)
		Loop
	}
}

ACTOR LegCommandoGhostD : LegCommandoGhostA
{
States
	{
	Fade:
		LCOS D 2 A_FadeOut(0.1,1)
		Loop
	}
}

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 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 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:
		LRB1 AB 2 Bright A_CustomMissile("BluestarFX",0,0,0,0)
		TNT1 A 0 A_SeekerMissile(15,5)
		LRB1 CD 2 Bright A_CustomMissile("BluestarFX",0,0,0,0)
		TNT1 A 0 A_SeekerMissile(15,5)
		Loop
	Death:
		TNT1 A 0
		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,SXF_CLIENTSIDE,0)
		TNT1 A 20 A_SpawnItem("BlueDTBFGEx",0,-10)
		LRB1 E 3 Bright
		LRB1 FGHIJKLMNO 3 Bright
		Stop
	}
}