ACTOR LegendarySentientDeathEffect : ClientSideEffectBase
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 AAAA 0 A_SpawnItemEx("BlueGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)	
		TNT1 AAAAAA 0 A_CustomMissile("BigBlueBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
		TNT1 AAAAAAAAAA 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,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)	
		TNT1 AAAAAA 0 A_CustomMissile("BigBlueBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
		TNT1 AAAAAAAAAA 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,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)	
		TNT1 AAAAAA 0 A_CustomMissile("BigBlueBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
		TNT1 AAAAAAAAAA 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,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)	
		TNT1 AAAAAA 0 A_CustomMissile("BigBlueBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
		TNT1 AAAAAAAAAA 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,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,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 1 Bright
		Stop
	}
}

ACTOR LegendarySentient : SpiderMastermind 16514
{
//$Category Monsters/LCA
//$Sprite LUPRA1
//$Title "Legendary Sentient"
Health 5999
Radius 65
Height 100
Mass 2500
Speed 15
FloatSpeed 15
Scale 1.1
BloodColor "Blue"
PainChance 2
PainChance "PlayerDBFG2", 256
PainChance "DBFG2", 256
PainChance "PlayerDBFG10K2", 256
+BOSS
+NOFEAR
+BOSSDEATH
+NOICEDEATH
+NORADIUSDMG
+PIERCEARMOR
+DONTMORPH
+NOTARGET
+CANTSEEK
+MISSILEEVENMORE
+QUICKTORETALIATE
+FLOAT
+NOGRAVITY
-FLOORCLIP
+DONTGIB
+DONTRIP
+NOTELEFRAG
+NOTIMEFREEZE
Species "Masterminds"
DamageFactor "DemolisherEx", 0.05
DamageFactor "DarkDemoEx", 0.05
DamageFactor "PDTBFG", 0.1
DamageFactor "PlayerDTRG", 0.3
DamageFactor "PDTBFGTracer", 0.1
DamageFactor "PlayerDevBall", 0.05
DamageFactor "PlayerDevBall2", 0.05
DamageFactor "PlayerDTBFGRailgunSlug", 0.05
DamageFactor "PlayerDevTracer", 0.05
DamageFactor "DBFG10K2", 0.65
DamageFactor "PlayerDBFG10K2", 0.65
DamageFactor "DBFG2", 0.65
DamageFactor "PlayerDBFG2", 0.65
DamageFactor "PyroShot", 0.0
DamageFactor "PlayerPyro", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "LegendaryPlayer", 0.3
DamageFactor "LegendaryGuruPlayer", 0.3
DamageFactor 0.5
//No infighting
DamageFactor "LegMind", 0.0
DamageFactor "Legendary", 0.0
DamageFactor "LegendaryGuru", 0.0
DamageFactor "CerChainguns", 0.0	
DamageFactor "CerEnergyBall", 0.0
DropItem "BossLifeEssence", 240, 100
DropItem "BossArmorBonusMax", 240, 100
DropItem "LegendaryUltraSphere", 205
DropItem "LegendaryRune", 190, 1
DropItem "LDemonAmmoBox", 256
DropItem "Legendary BFG", 256, 1
DropItem "SkullofPower", 200
DropItem "Legendary Plasmatic Rifle", 130, 1
DropItem "LegTimeFreezeSphere", 118, 1
DropItem "LegDemonRune", 80, 1
DropItem "BulletBox", 256
DropItem "Explosive Minigun", 225, 1
SeeSound "legsentient/sight"
AttackSound ""
PainSound "legsentient/pain"
DeathSound "legsentient/death"
Obituary "%o was rekt off the planet for being a Legendary idiot by shooting at the Legendary Sentient."
Tag "\c[z3]Legendary Sentient\c-"
var int user_music;
var int user_script;
var int user_wait;
States
	{
	Spawn:
		LUPR A 0 Bright
		TNT1 A 0 A_JumpIf(user_script == 1,3)
		TNT1 A 0 ACS_NamedExecuteAlways("SpawnFireOnActor2",0,3)
		TNT1 A 0 A_SetUserVar("user_script",1)
		LUPR A 2 Bright A_Look
		TNT1 A 0 A_SpawnItemEx("LegendaryCyberFlameSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)
		LUPR B 2 Bright A_Look
		Loop
	See:
		TNT1 A 0 A_JumpIf(user_script == 1,3)
		TNT1 A 0 ACS_NamedExecuteAlways("SpawnFireOnActor2",0,3)
		TNT1 A 0 A_SetUserVar("user_script",1)
		TNT1 A 0 A_JumpIf(user_music == 1,3)
		TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",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
	Evade:
		TNT1 A 0 A_Jump(128,"Evade2")
		TNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)
		LUPR AAAAAAAA 2 Bright A_Chase
		TNT1 A 0 A_Stop
		Goto See
	Evade2:
		TNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)
		LUPR AAAAAAAA 2 Bright A_Chase
		TNT1 A 0 A_Stop
		Goto See
	Teleport:
		LUPR A 1 Bright A_UnSetShootable
		TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx("LegendaryCyberFlameSpawner2")
		LUPR AABBAABBAA 1 Bright A_FadeOut(0.1,0)
		TNT1 A 2 Bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander
		TNT1 A 2 Bright A_PlayWeaponSound("boss/teleport")
		LUPR AABBAABBAA 1 Bright A_FadeIn(0.1)
		LUPR A 1 Bright A_SetShootable
		Goto See
	Missile:
		TNT1 A 0 A_SetShootable
		TNT1 A 0 A_UnsetInvulnerable
		TNT1 A 0 A_SetTranslucent(1)
		TNT1 A 0 A_Jump(216,"LegBFG9K","LegBFG10K","LegDTBFG10K","LegBFG15K","PlasmaCannon","ProtonCannon","LegendaryStorm","CerebralCommotion","LegendaryDevastator","LegendaryTech","LegendaryBFG")
	Normal:
		TNT1 A 0 A_JumpIfCloser(1500,1)
		Goto ProtonCannon
		LUPR AAA 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("YellowShellCasing", 10, 12, 40, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)
		TNT1 A 0 A_PlaySound("sentient/fire")
		LUPR F 1 Bright A_CustomMissile("LegSentientExplosiveTracer",31,0,Random(-800,800)/100.00,0)
	NormalLoop:
		LUPR F 2 Bright A_CustomMissile("LegSentientExplosiveTracer",31,0,Random(-800,800)/100.00,0)
		TNT1 A 0 A_SpawnItemEx("YellowShellCasing", 10, -12, 40, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		TNT1 A 0 A_PlaySound("sentient/fire")
		LUPR E 3 Bright A_CustomMissile("LegSentientExplosiveTracer",31,0,Random(-800,800)/100.00,0)
		TNT1 A 0 A_StopSoundEx("Weapon")	
		TNT1 A 0 A_Jump(3,"See","Missile")
		TNT1 A 0 A_SpidRefire
		Loop
	ProtonCannon:
		LUPR PP 2 Bright A_FaceTarget
		TNT1 A 0 A_SetInvulnerable
		TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
		LUPR P 3 Bright A_PlaySound("legsentient/laugh",5)
		TNT1 A 0 Radius_Quake(40,350,0,90,0)
		TNT1 A 0 A_SetUserVar("user_wait",0)
	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
	ProtonCannonGo:	
		TNT1 A 0 A_UnsetInvulnerable
		TNT1 A 0 A_PlaySound("Petrovec/Fire",1)
		TNT1 A 0 A_PlaySound("Petrovec/AddFire",6)
		TNT1 A 0 A_PlaySound("Petrovec/Ambient",5)
		LUPR O 6 Bright A_CustomMissile("PetrovecBolt",42,0,0)
		LUPR N 7 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("Petrovec/Fire",1)
		TNT1 A 0 A_PlaySound("Petrovec/AddFire",6)
		TNT1 A 0 A_PlaySound("Petrovec/Ambient",5)
		LUPR O 6 Bright A_CustomMissile("PetrovecBolt",42,0,0)
		LUPR N 7 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("Petrovec/Fire",1)
		TNT1 A 0 A_PlaySound("Petrovec/AddFire",6)
		TNT1 A 0 A_PlaySound("Petrovec/Ambient",5)
		LUPR O 6 Bright A_CustomMissile("PetrovecBolt",42,0,0)
		LUPR N 7 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("Petrovec/Fire",1)
		TNT1 A 0 A_PlaySound("Petrovec/AddFire",6)
		TNT1 A 0 A_PlaySound("Petrovec/Ambient",5)
		LUPR O 6 Bright A_CustomMissile("PetrovecBolt",42,0,0)
		LUPR N 7 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("Petrovec/Fire",1)
		TNT1 A 0 A_PlaySound("Petrovec/AddFire",6)
		TNT1 A 0 A_PlaySound("Petrovec/Ambient",5)
		LUPR O 6 Bright A_CustomMissile("PetrovecBolt",42,0,0)
		LUPR N 7 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("Petrovec/Fire",1)
		TNT1 A 0 A_PlaySound("Petrovec/AddFire",6)
		TNT1 A 0 A_PlaySound("Petrovec/Ambient",5)
		LUPR O 6 Bright A_CustomMissile("PetrovecBolt",42,0,0)
		LUPR N 7 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("Petrovec/Fire",1)
		TNT1 A 0 A_PlaySound("Petrovec/AddFire",6)
		TNT1 A 0 A_PlaySound("Petrovec/Ambient",5)
		LUPR O 6 Bright A_CustomMissile("PetrovecBolt",42,0,0)
		LUPR N 7 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("Petrovec/Fire",1)
		TNT1 A 0 A_PlaySound("Petrovec/AddFire",6)
		TNT1 A 0 A_PlaySound("Petrovec/Ambient",5)
		LUPR O 6 Bright A_CustomMissile("PetrovecBolt",42,0,0)
		LUPR N 7 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("Petrovec/Fire",1)
		TNT1 A 0 A_PlaySound("Petrovec/AddFire",6)
		TNT1 A 0 A_PlaySound("Petrovec/Ambient",5)
		LUPR O 6 Bright A_CustomMissile("PetrovecBolt",42,0,0)
		LUPR N 7 Bright A_FaceTarget
		TNT1 A 0 A_Jump(192,"Missile")
		TNT1 A 0
		Goto See
	CerebralCommotion:
		LUPR PP 2 Bright A_FaceTarget
		TNT1 A 0 A_SetInvulnerable
		TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner3",0,0,0,0)
		LUPR P 3 Bright A_PlaySound("legsentient/laugh",5)
		TNT1 A 0 A_SetUserVar("user_wait",0)
	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
	CerebralCommotionGo:	
		TNT1 A 0 A_UnsetInvulnerable
		LUPR PPPPPPPPPPPP 3 Bright A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
		LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32,58))
		LUPR P 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
		LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32,58))
		LUPR P 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
		LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32,58))
		LUPR P 2 Bright A_FaceTarget
		LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32,58))
		LUPR P 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
		LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32,58))
		LUPR P 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
		LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32,58))
		LUPR P 2 Bright A_FaceTarget
		TNT1 A 0 A_FaceTarget
		LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32,58))
		LUPR P 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
		LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32,58))
		LUPR P 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
		LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32,58))
		LUPR P 2 Bright A_FaceTarget
		TNT1 A 0 A_FaceTarget
		LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32,58))
		LUPR P 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
		LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32,58))
		LUPR P 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32,58))
		LUPR P 2 Bright A_FaceTarget
		LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32,58))
		LUPR P 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
		LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32,58))
		LUPR P 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
		LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32,58))
		LUPR P 2 Bright A_FaceTarget
		LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32,58))
		LUPR P 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
		LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32,58))
		LUPR P 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
		LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32,58))
		TNT1 A 0 A_FaceTarget
		LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32,58))
		LUPR P 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
		LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32,58))
		LUPR P 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
		LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32,58))
		LUPR P 2 Bright A_FaceTarget
		TNT1 A 0 A_FaceTarget
		LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32,58))
		LUPR P 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
		LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32,58))
		LUPR P 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32,58))
		LUPR P 2 Bright A_FaceTarget
		LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32,58))
		LUPR P 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
		LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32,58))
		LUPR P 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
		LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32,58))
		LUPR P 2 Bright A_FaceTarget
		LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32,58))
		LUPR P 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32,58))
		LUPR P 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
		LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32,58))
		LUPR P 2 Bright A_FaceTarget
		LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32,58))
		LUPR P 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
		LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32,58))
		LUPR P 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
		LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32,58))
		LUPR P 2 Bright A_FaceTarget
		LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32,58))
		LUPR P 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
		LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32,58))
		LUPR P 2 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX2",0,0,0,0)
		LUPR P 1 Bright A_CustomMissile("CCProjectile",65,0,Random(-32,58))
		LUPR P 2 Bright 
		LUPR P 15 Bright 
		TNT1 A 0 A_UnSetInvulnerable
		TNT1 A 0 A_Jump(192,"Missile")
		Goto See
	LegendaryTech:
		LUPR PPPPPPPPPPPPPPPP 2 Bright A_FaceTarget
		TNT1 A 0 A_SetInvulnerable
		TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner3",0,0,0,0)
		LUPR P 3 Bright A_PlaySound("legsentient/laugh",5)
		TNT1 A 0 A_SetUserVar("user_wait",0)
	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
	LegendaryTechGo:	
		TNT1 A 0 A_UnsetInvulnerable
		TNT1 A 0 A_SetUserVar("user_wait",0)
	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 EF 2 Bright A_CustomMissile("SentientLegendaryProjectile",31,0,Random(-800,800)/100.00,0)
		TNT1 A 0 A_PlayWeaponSound("BlueDTRFire")
		Loop	
	LegendaryTechEnd:
		LUPR PPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 2 Bright A_FaceTarget
		TNT1 A 0 A_Jump(192,"Missile")
		Goto See
	LegBFG9K:
		TNT1 A 0 A_PlaySound("weapons/bfgf")
		LUPR NNNNNNNNNNNNOOOO 2 Bright A_FaceTarget
		LUPR O 2 Bright A_CustomMissile("LegSentientBFG9500Ball",42,0,0)
		LUPR NNN 2 Bright
		TNT1 A 0 A_PlaySound("weapons/bfgf")
		LUPR NNNNNNNNNNNNOOOO 2 Bright A_FaceTarget
		LUPR O 2 Bright A_CustomMissile("LegSentientBFG9500Ball",42,0,0)
		LUPR NNN 2 Bright
		TNT1 A 0 A_PlaySound("weapons/bfgf")
		LUPR NNNNNNNNNNNNOOOO 2 Bright A_FaceTarget
		LUPR O 2 Bright A_CustomMissile("LegSentientBFG9500Ball",42,0,0)
		LUPR NNNNNNN 2 Bright
		TNT1 A 0 A_Jump(192,"Missile")
		Goto See	
	LegBFG10K:
		TNT1 A 0 A_PlaySound("weapons/charge15k")
		LUPR NNNNNNNN 3 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 3 Bright A_CustomMissile("Legendary10KProjectile", 42, 0, Random(4, -4))
		LUPR N 4 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 3 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))
		LUPR N 4 Bright A_FaceTarget	
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 3 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))
		LUPR N 4 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 3 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))
		LUPR N 4 Bright A_FaceTarget	
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 3 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))
		LUPR N 4 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 3 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))
		LUPR N 3 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 3 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))
		LUPR N 4 Bright A_FaceTarget	
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 3 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))
		LUPR N 4 Bright A_FaceTarget	
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 3 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))
		LUPR N 4 Bright A_FaceTarget	
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 3 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))
		LUPR N 3 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))
		LUPR N 3 Bright A_FaceTarget	
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))
		LUPR N 3 Bright A_FaceTarget	
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
		LUPR N 3 Bright A_FaceTarget		
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
		LUPR N 3 Bright A_FaceTarget	
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
		LUPR N 3 Bright A_FaceTarget	
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
		LUPR N 2 Bright A_FaceTarget	
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
		LUPR N 2 Bright A_FaceTarget	
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
		LUPR N 2 Bright A_FaceTarget	
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))		
		LUPR N 2 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
		LUPR N 2 Bright A_FaceTarget		
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
		LUPR N 2 Bright A_FaceTarget	
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
		LUPR N 2 Bright A_FaceTarget		
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
		LUPR N 2 Bright A_FaceTarget	
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
		LUPR N 2 Bright A_FaceTarget	
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
		LUPR N 2 Bright A_FaceTarget	
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))	
		LUPR N 2 Bright A_FaceTarget	
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 2 Bright A_CustomMissile("LegendarySentient10KProjectile", 42, 0, Random(4, -4))		
		LUPR N 3 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
		LUPR NNNNN 3 Bright 	
		TNT1 A 0 A_Jump(192,"Missile")
		Goto See
	LegBFG15K:
		TNT1 A 0 A_PlaySound("weapons/charge15k")
		LUPR NNNNNNNN 3 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 4 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
		LUPR N 4 Bright A_FaceTarget	
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 4 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
		LUPR N 4 Bright A_FaceTarget		
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 4 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
		LUPR N 4 Bright A_FaceTarget	
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 4 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
		LUPR N 4 Bright A_FaceTarget		
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 4 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
		LUPR N 4 Bright A_FaceTarget	
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 4 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 4 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
		LUPR N 4 Bright A_FaceTarget	
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 4 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
		LUPR N 3 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 3 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
		LUPR N 3 Bright A_FaceTarget	
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 3 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
		LUPR N 3 Bright A_FaceTarget		
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 3 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
		LUPR N 3 Bright A_FaceTarget	
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 3 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
		LUPR N 3 Bright A_FaceTarget		
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 3 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
		LUPR N 3 Bright A_FaceTarget	
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 3 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
		LUPR N 3 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 3 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
		LUPR N 3 Bright A_FaceTarget	
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 3 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))
		LUPR N 2 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
		LUPR N 2 Bright A_FaceTarget	
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
		LUPR N 2 Bright A_FaceTarget		
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
		LUPR N 2 Bright A_FaceTarget	
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
		LUPR N 2 Bright A_FaceTarget		
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
		LUPR N 2 Bright A_FaceTarget	
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
		LUPR N 2 Bright A_FaceTarget	
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
		LUPR N 2 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
		LUPR N 2 Bright A_FaceTarget	
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
		LUPR N 2 Bright A_FaceTarget		
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
		LUPR N 2 Bright A_FaceTarget	
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
		LUPR N 2 Bright A_FaceTarget		
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
		LUPR N 2 Bright A_FaceTarget	
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))	
		LUPR N 2 Bright A_FaceTarget	
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		LUPR O 2 Bright A_CustomMissile("LegendarySentientBFG15KBall", 42, 0, Random(4, -4))
		LUPR N 4 Bright A_FaceTarget	
		LUPR N 3 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
		LUPR NNNNN 3 Bright 	
		TNT1 A 0 A_Jump(192,"Missile")
		TNT1 A 0
		Goto See
	LegDTBFG10K:
		TNT1 A 0 A_PlaySound("Cardinal/9k")
		LUPR NNNNNNNNNNOOOO 2 Bright A_FaceTarget
		LUPR O 2 Bright A_CustomMissile("LegSentientDTBFGBall", 34, 0, 0)
		LUPR NNNNNNNNNNNN 1 Bright 
		TNT1 A 0 A_PlaySound("Cardinal/9k")
		LUPR NNNNNNNNNNOOOO 2 Bright A_FaceTarget
		LUPR O 2 Bright A_CustomMissile("LegSentientDTBFGBall", 34, 0, 0)
		LUPR NNNNNNNNNNNN 1 Bright
		TNT1 A 0 A_Jump(192,"Missile")
		TNT1 A 0
		Goto See
	PlasmaCannon:
		TNT1 A 0 A_PlaySound("Cardinal/9k")
		LUPR NNNNNNOO 4 Bright A_GiveInventory("LegSentientStrafe",1)
		TNT1 A 0 A_CustomMissile("LegSentientCannonBall", 42, 0, 0)
		LUPR O 4 Bright A_GiveInventory("LegSentientStrafe",1)
		TNT1 A 0 A_PlaySound("Cardinal/9k")
		LUPR NNNNNNOO 4 Bright A_GiveInventory("LegSentientStrafe",1)
		TNT1 A 0 A_CustomMissile("LegSentientCannonBall", 42, 0, 0)
		LUPR O 4 Bright A_GiveInventory("LegSentientStrafe",1)
		LUPR NNNNNNOO 3 Bright A_GiveInventory("LegSentientStrafe",1)
		TNT1 A 0 A_CustomMissile("LegSentientCannonBall", 42, 0, 0)
		LUPR O 3 Bright A_GiveInventory("LegSentientStrafe",1)
		TNT1 A 0 A_PlaySound("Cardinal/9k")
		LUPR NNNNNNOO 3 Bright A_GiveInventory("LegSentientStrafe",1)
		TNT1 A 0 A_CustomMissile("LegSentientCannonBall", 42, 0, 0)
		LUPR O 3 Bright A_GiveInventory("LegSentientStrafe",1)
		LUPR NNNNNNOO 2 Bright A_GiveInventory("LegSentientStrafe",1)
		TNT1 A 0 A_CustomMissile("LegSentientCannonBall", 42, 0, 0)
		LUPR O 2 Bright A_GiveInventory("LegSentientStrafe",1)
		TNT1 A 0 A_PlaySound("Cardinal/9k")
		LUPR NNNNNNOO 2 Bright A_GiveInventory("LegSentientStrafe",1)
		TNT1 A 0 A_CustomMissile("LegSentientCannonBall", 42, 0, 0)
		LUPR O 2 Bright A_GiveInventory("LegSentientStrafe",1)
		LUPR NNNNNNOO 1 Bright A_GiveInventory("LegSentientStrafe",1)
		TNT1 A 0 A_CustomMissile("LegSentientCannonBall", 42, 0, 0)
		LUPR O 1 Bright A_GiveInventory("LegSentientStrafe",1)
		TNT1 A 0 A_PlaySound("Cardinal/9k")
		LUPR NNNNNNOO 1 Bright A_GiveInventory("LegSentientStrafe",1)
		TNT1 A 0 A_CustomMissile("LegSentientCannonBall", 42, 0, 0)
		LUPR O 1 Bright A_GiveInventory("LegSentientStrafe",1)
		TNT1 A 0 A_Jump(192,"Missile")
		TNT1 A 0
		Goto See
	LegendaryBFG:
		LUPR NNNNNNNNNNNNNNNN 2 Bright A_FaceTarget
		TNT1 A 0 A_SetInvulnerable
		LUPR N 3 Bright A_PlaySound("legsentient/laugh",5)
		LUPR N 3 Bright A_PlaySound("Legcyber/BFG",6)
		TNT1 A 0 A_SetUserVar("user_wait",0)	
	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	
	LegendaryBFGGo:
		TNT1 A 0 A_JumpIfTargetInLos(2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0
		Goto LegBFGGo
		TNT1 A 0
		TNT1 A 0 A_UnSetShootable
		LUPR NNNNNNNNNN 1 Bright A_FadeOut(0.1,0)
		LUPR N 1 A_PlayWeaponSound("boss/teleport")
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
		TNT1 A 0 A_FaceTarget
		TNT1 AAAAAAAA 0 A_SpawnItemEx("LegendaryCyberFlameSpawner2")
		TNT1 A 0 A_SetShootable
		LUPR NNNNNNNNNN 1 Bright A_FadeIn(0.1)
	LegBFGGo:	
		TNT1 A 0 A_UnsetInvulnerable
		TNT1 A 0 A_PlaySound("Weapons/GuruFire", CHAN_WEAPON)
		TNT1 A 0 A_PlaySound("Weapons/GuruAddFire", CHAN_WEAPON)
		TNT1 A 0 A_CustomMissile("SentientGuruBall",42,0,0,0)
		LUPR O 1 A_SetShootable
		LUPR NNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 2 Bright A_FaceTarget
		TNT1 A 0 A_Jump(192,"Missile")
		TNT1 A 0
		Goto See
	LegendaryStorm:
		LUPR NNNN 4 Bright A_GiveInventory("LegSentientStrafe",1)
		TNT1 A 0 A_SetInvulnerable
		TNT1 A 0 A_PlaySound("sentient/laugh",5)  
		LUPR NN 4 Bright A_GiveInventory("LegSentientStrafe3",1)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
		LUPR N 4 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
		LUPR N 4 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
		LUPR N 4 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
		LUPR N 4 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
		LUPR N 4 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
		LUPR N 4 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
		LUPR N 4 Bright A_FaceTarget
		LUPR NNNNNNN 4 Bright A_GiveInventory("LegSentientStrafe3",1)
		TNT1 A 0 A_GiveToTarget("LegSentStormBoltAttack",1)
		TNT1 AAAAA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,0,SXF_NOCHECKPOSITION,64)
		LUPR N 4 Bright A_GiveInventory("LegSentientStrafe3",1)
		TNT1 A 0 A_GiveToTarget("LegSentStormBoltAttack",1)
		TNT1 AAAAA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,0,SXF_NOCHECKPOSITION,64)
		LUPR N 4 Bright A_GiveInventory("LegSentientStrafe3",1)
		TNT1 A 0 A_GiveToTarget("LegSentStormBoltAttack",1)
		TNT1 AAAAA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,0,SXF_NOCHECKPOSITION,64)
		LUPR N 4 Bright A_GiveInventory("LegSentientStrafe3",1)
		TNT1 A 0 A_GiveToTarget("LegSentStormBoltAttack",1)
		TNT1 AAAAA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,0,SXF_NOCHECKPOSITION,64)
		LUPR N 4 Bright A_GiveInventory("LegSentientStrafe3",1)
		TNT1 A 0 A_GiveToTarget("LegSentStormBoltAttack",1)
		TNT1 AAAAA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,0,SXF_NOCHECKPOSITION,64)
		LUPR N 4 Bright A_GiveInventory("LegSentientStrafe3",1)
		TNT1 A 0 A_GiveToTarget("LegSentStormBoltAttack",1)
		TNT1 AAAAA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,0,SXF_NOCHECKPOSITION,64)
		LUPR N 4 Bright A_GiveInventory("LegSentientStrafe3",1)
		TNT1 A 0 A_GiveToTarget("LegSentStormBoltAttack",1)
		TNT1 AAAAA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,0,SXF_NOCHECKPOSITION,64)
		LUPR N 4 Bright A_GiveInventory("LegSentientStrafe3",1)
		TNT1 A 0 A_GiveToTarget("LegSentStormBoltAttack",1)
		TNT1 AAAAA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,0,SXF_NOCHECKPOSITION,64)
		LUPR N 4 Bright A_GiveInventory("LegSentientStrafe3",1)
		TNT1 A 0 A_GiveToTarget("LegSentStormBoltAttack",1)
		TNT1 AAAAA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,0,SXF_NOCHECKPOSITION,64)
		LUPR N 4 Bright A_GiveInventory("LegSentientStrafe3",1)
		TNT1 A 0 A_GiveToTarget("LegSentStormBoltAttack",1)
		TNT1 AAAAA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,0,SXF_NOCHECKPOSITION,64)
		LUPR N 4 Bright A_GiveInventory("LegSentientStrafe3",1)
		TNT1 A 0 A_GiveToTarget("LegSentStormBoltAttack",1)
		TNT1 AAAAA 0 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(1650,-1650),Random(1650,-1650),0,0,0,0,0,SXF_NOCHECKPOSITION,64)
		LUPR N 4 Bright A_GiveInventory("LegSentientStrafe3",1)	
		TNT1 A 0 A_UnSetInvulnerable
		TNT1 A 0 A_Jump(192,"Missile")
		TNT1 A 0
		Goto See
	LegendaryDevastator:
		TNT1 A 0 A_PlaySound("devastator/charge")
		LUPR NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 2 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound ("devastator/fire")
		TNT1 A 0 A_CustomMissile("LegSentDevastatorBall",42,0,0,0)
		LUPR N 50 Bright
		TNT1 A 0 A_Jump(192,"Missile")
		TNT1 A 0
		Goto See
	Pain:
		TNT1 A 0
		TNT1 A 0 A_Jump(30,"PainResurrect")
		TNT1 A 0
		TNT1 A 0 A_Jump(120,"PainMissile")
		TNT1 A 0
		TNT1 A 0 A_Jump(25,"Teleport")
		TNT1 A 0
		LUPR A 3 Bright
		LUPR A 3 Bright A_Pain	
		Goto See
	Pain.DBFG10K2:
	Pain.PlayerDBFG10K2:
	Pain.DBFG2:
	Pain.PlayerDBFG2:
		TNT1 A 0
		TNT1 A 0 A_Jump(250, "Teleport")
		TNT1 A 0
		Goto PainMissile
	PainMissile:
		LUPR A 3 Bright
		LUPR A 3 Bright A_Pain
		Goto Missile
	PainResurrect:
		LUPR A 3 Bright
		LUPR A 3 Bright A_Pain
		TNT1 A 0 A_JumpIfInventory("LegSentientToken",3,"See")	
		LUPR AAAA 3 Bright 
		TNT1 A 0 A_GiveInventory("LegSentientToken",1)
		TNT1 A 0 A_SetInvulnerable
		TNT1 A 0 Radius_Quake(10,80,0,24,0)
		TNT1 A 0 A_GiveInventory("Health",850)
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
		LUPR P 3 Bright A_PlaySound("sentient/laugh")
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,0,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,30,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,60,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,90,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,120,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,150,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,180,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,210,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,240,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,270,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,300,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,330,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,360,0)
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
		LUPR P 3 Bright 
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
		LUPR P 3 Bright 
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,15,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,45,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,75,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,105,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,135,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,165,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,195,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,225,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,255,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,285,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,315,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrectionEffect",10,0,345,0)
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
		LUPR P 3 Bright 
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
		LUPR P 3 Bright 	
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,0,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,10,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,20,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,30,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,40,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,50,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,60,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,70,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,80,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,90,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,100,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,110,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,120,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,130,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,140,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,150,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,160,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,170,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,180,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,190,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,200,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,210,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,220,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,230,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,240,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,250,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,260,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,270,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,280,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,290,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,300,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,310,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,320,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,330,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,340,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,350,0)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,360,0)
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
		LUPR P 3 Bright 
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
		LUPR P 3 Bright 
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
		LUPR P 3 Bright 
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
		LUPR P 3 Bright 
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
		LUPR P 3 Bright 
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
		LUPR P 3 Bright 
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
		LUPR P 3 Bright 
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
		LUPR P 3 Bright 
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
		LUPR P 3 Bright 
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
		LUPR P 3 Bright
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,0,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,10,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,20,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,30,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,40,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,50,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,60,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,70,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,80,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,90,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,100,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,110,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,120,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,130,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,140,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,150,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,160,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,170,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,180,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,190,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,200,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,210,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,220,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,230,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,240,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,250,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,260,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,270,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,280,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,290,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,300,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,310,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,320,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,330,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,340,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,350,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientMassResurrection",10,0,360,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
		LUPR P 3 Bright 
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
		LUPR P 3 Bright 
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
		LUPR P 3 Bright 
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
		LUPR P 3 Bright 
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
		LUPR P 3 Bright 
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
		LUPR P 3 Bright 
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
		LUPR P 3 Bright 
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
		LUPR P 3 Bright 
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
		LUPR P 3 Bright 
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
		LUPR P 3 Bright 
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
		LUPR P 3 Bright 
		TNT1 A 0 A_SpawnItem("LegSentientBrainSFX",0,0,0,0)
		LUPR P 3 Bright 
		TNT1 A 0 A_UnSetInvulnerable
		LUPR A 3 Bright 
		Goto See	
	Death:
		TNT1 A 0
		TNT1 AAA 0 A_StopSound(6)
		TNT1 A 0 A_Jump(32,"LegDeath")
		TNT1 A 0 A_Scream
		LUPR H 20 Bright A_Fall
		TNT1 A 0 A_SpawnItemEx("LegendarySentientDeathEffect",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
		LUPR IIIIIIIIII 2 Bright
		LUPR JJJJJJJJJJ 2 Bright
		LUPR KKKKKKKKKK 2 Bright
		LUPR LLLLLLLLLL 2 Bright
		TNT1 A 0 A_SpawnItem("DeathBall2")
		LUPR LM 5
		TNT1 A 1 A_KillMaster
		Stop
	LegDeath:
		LUPR H 20 Bright
		TNT1 A 0 A_SpawnItemEx("LegendarySentientDeathEffect",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
		LUPR IIIIIIIIII 2 Bright
		LUPR JJJJJJJJJJ 2 Bright
		LUPR KKKKKKKKKK 2 Bright
		LUPR LLLLLLLLLL 2 Bright
		TNT1 A 0 A_SpawnItem("TrueDeathBall")
		TNT1 A 0 ACS_NamedExecuteAlways("SetTLCSky")
		TNT1 A 0 A_SpawnItemEx("TrueLegPentagram",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
		LUPR LM 5 Bright
		TNT1 AAAA 50 Bright
		TNT1 A 0 A_SpawnItemEx("LegendaryDreadnoughtIllusion",0,0,96)
		TNT1 A 550 Bright
		TNT1 A 0 A_SpawnItemEx("TrueLegendarySentient",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 1 A_KillMaster
		Stop
	}
}

ACTOR LegSentientToken : Inventory
{
Inventory.Amount 1
Inventory.MaxAmount 3
}

ACTOR LegSentientFire
{
Scale 0.6
RenderStyle Add
+MISSILE
+NOGRAVITY
+DONTSPLASH
+THRUACTORS
+NOBLOCKMAP
+NOTELEPORT
+NOTIMEFREEZE
+CLIENTSIDEONLY
+FORCEXYBILLBOARD
+NONETID
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		LSF1 ABCDEFGHIJKL 1 Bright A_FadeOut(0.1,1)
		Stop
	Toaster:
		TNT1 A 1 Bright
		Stop
	}
}

ACTOR LegSentientFireSpawner : SentientFireSpawner
{
+NOTIMEFREEZE
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_PlaySound("monster/ambientfire2")
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 AA 0 A_SpawnItemEx("LegSentientFire",random(50,70),random(50,70),78,0,0,random(-4,-6),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 AA 0 A_SpawnItemEx("LegSentientFire",random(-50,-70),random(-50,-70),78,0,0,random(-4,-6),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 AA 0 A_SpawnItemEx("LegSentientFire",random(50,70),random(-50,-70),78,0,0,random(-4,-6),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 AA 0 A_SpawnItemEx("LegSentientFire",random(-50,-70),random(50,70),78,0,0,random(-4,-6),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 1 Bright
		Stop
	}
}

ACTOR LegSentientFireSpawner2 : SentientFireSpawner2
{
+NOTIMEFREEZE
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_PlaySound("monster/ambientfire2")
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 AA 0 A_SpawnItemEx("LegSentientFire",random(50,70),random(50,70),78,0,0,random(-6,-8),0,128,0)
		TNT1 AA 0 A_SpawnItemEx("LegSentientFire",random(-50,-70),random(-50,-70),78,0,0,random(-6,-8),0,128,0)
		TNT1 AA 0 A_SpawnItemEx("LegSentientFire",random(50,70),random(-50,-70),78,0,0,random(-6,-8),0,128,0)
		TNT1 AA 0 A_SpawnItemEx("LegSentientFire",random(-50,-70),random(50,70),78,0,0,random(-6,-8),0,128,0)
		TNT1 A 1 Bright
		Stop
	}
}

ACTOR LegSentientBrainFlame
{
Scale 0.8
RenderStyle Add
+MISSILE
+NOGRAVITY
+DONTSPLASH
+THRUACTORS
+NOBLOCKMAP
+NOTELEPORT
+NOTIMEFREEZE
+FORCEXYBILLBOARD
+CLIENTSIDEONLY
+NONETID
States
	{
	Spawn:
		TNT1 A 0 Bright
		LSF1 ABCDEFGHIJKL 2 Bright A_FadeOut(0.1,1)
		Stop
	}
}

ACTOR LegSentientBrainFlame2
{
Scale 0.8
RenderStyle Add
+MISSILE
+NOGRAVITY
+DONTSPLASH
+NOBLOCKMAP
+NOTELEPORT
+THRUACTORS
+NOTIMEFREEZE
+FORCEXYBILLBOARD
+CLIENTSIDEONLY
+NONETID
States
	{
	Spawn:
		TNT1 A 0 Bright
		BMKE ABCDEFGHIJKL 2 Bright A_FadeOut(0.1,1)
		Stop
	}
}


ACTOR LegSentientBrainSFX : LegendaryRedParticleSpawner
{
+CLIENTSIDEONLY
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 AA 0 A_SpawnItemEx("LegSentientBrainLightning",random(40,-40),random(40,-40),random(60,100),0,0,0,0,128,0)
		TNT1 AA 0 A_SpawnItemEx("LegSentientBrainLightning2",random(40,-40),random(40,-40),random(60,100),0,0,0,0,128,0)
		TNT1 AAAA 0 A_SpawnItemEx("LegSentientBrainFlame",random(40,-40),random(40,-40),random(60,100),0,0,random(4,6),0,128,0)
		TNT1 A 1 Bright
		Stop
	Toaster:
		TNT1 A 1 Bright
		Stop
	}
}

ACTOR LegSentientBrainSFX2 : LegendaryRedParticleSpawner
{
+CLIENTSIDEONLY
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 AA 0 A_SpawnItemEx("LegSentientBrainLightning",random(40,-40),random(40,-40),random(60,100),0,0,0,0,128,0)
		TNT1 AA 0 A_SpawnItemEx("LegSentientBrainLightning2",random(40,-40),random(40,-40),random(60,100),0,0,0,0,128,0)
		TNT1 AAAA 0 A_SpawnItemEx("LegSentientBrainFlame2",random(40,-40),random(40,-40),random(60,100),0,0,random(4,6),0,128,0)
		TNT1 A 1 Bright
		Stop
	Toaster:
		TNT1 A 1 Bright
		Stop		
	}
}

ACTOR LegSentientMassResurrectionEffect
{
PROJECTILE
Height 6
Radius 6
Scale 0.5
RenderStyle Add
Alpha 0.5
Speed 25
Damage 0
+NOCLIP
+FLOORHUGGER
+NOTIMEFREEZE
States
	{
	Spawn:
		TNT1 A 10
		TNT1 A 0 A_CStaffMissileSlither
		LEMR A 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR B 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR C 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR A 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR B 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR C 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR A 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR B 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR C 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR A 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR B 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR C 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR A 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR B 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR C 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR A 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR B 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR C 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR A 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR B 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR C 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR A 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR B 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR C 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR A 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR B 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR C 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR A 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR B 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR C 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR A 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR B 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR C 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR A 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR B 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR C 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR A 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR B 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR C 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR A 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR B 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR C 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR A 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR B 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR C 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR A 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR B 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR C 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR A 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR B 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR C 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR A 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR B 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CStaffMissileSlither
		LEMR C 1 Bright A_SpawnItemEx("LSRTTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		Stop
	}
}

ACTOR LSMRETrail : SMRETrail
{
Alpha 0.6
Scale 0.6
+NOTIMEFREEZE
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		LEMR ABCABC 1 Bright A_FadeOut(0.02,1)
		Goto Spawn+2
		}
}

ACTOR LegHellionResRadius
{
PROJECTILE
Height 8
Radius 16
Speed 25
+ISMONSTER
-COUNTKILL
+Noclip
+NORADIUSDMG
+INVULNERABLE
//+THRUACTORS
+FLOORHUGGER
+NOTIMEFREEZE
States
	{
	Spawn:
		TNT1 AAAAAAAAAA 2 A_VileChase
		Stop
	Heal:
		TNT1 A 1
		Stop
	}
}

ACTOR LegSentientMassResurrection : LegHellionResRadius
{
Speed 50
+NOTIMEFREEZE
States
	{
	Spawn:
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 2 A_VileChase
		Stop
	Heal:
		TNT1 A 1
		Stop
	}
}

ACTOR LegSentientExplosiveTracer : FastProjectile
{
Height 1
Radius 1
Speed 255
Scale 0.8
RenderStyle Add
Alpha 0.85
Decal "DoomImpScorch"
Damage (0)
+RANDOMIZE
+NOTIMEFREEZE
+FORCERADIUSDMG
+FORCEXYBILLBOARD
DamageType "CerChainguns"
DeathSound "sentient/chaingunex"
States
	{
	Spawn:
		LRAC A 1 Bright
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0 A_SetTranslucent(0.75,1)
		TNT1 A 0 A_SpawnItem("LegSentientExplosiveEffect")
		LISL B 4 Bright A_Explode(Random(6,9)*5,72)
		LISL CD 3 Bright
		Stop
    }
}

ACTOR LegSentientExplosiveEffect
{
+DROPOFF
+NOGRAVITY
+NOBLOCKMAP
+NOTELEPORT
+NOTIMEFREEZE
+CLIENTSIDEONLY
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 A 0 A_SpawnItemEx("LegendaryGoldParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) 
		TNT1 AAA 0 A_CustomMissile("KaboomLS",0,0,random(0,360),2,random(0,360))
		TNT1 AAA 0 A_CustomMissile("SmokeFX6",0,0,random(0,360),2,random(0,360))
		TNT1 A 1
		Stop
	Toaster:
		TNT1 A 1 Bright
		Stop
	}
}

ACTOR KaboomLS : Kaboom16
{
Speed 2
Scale 0.45
+NOTIMEFREEZE
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		LXPG AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05,1)
		Stop
	}
}

ACTOR YellowShellCasing : ShellCasing
{
+NOTIMEFREEZE
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		YELW DCBAHGFE 2
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0 A_Jump(128,3)
		YELW C 100
		YELW C 5 A_FadeOut(0.1,1)
		Goto Death+3
		YELW G 100
		YELW G 5 A_FadeOut(0.1,1)
		Goto Death+5
	}
}

ACTOR LegSentientDTBFGTracer : LegAnniDTBFGTracer
{
Species "Masterminds"
DamageType "LegMind"
+THRUSPECIES
+DONTHURTSPECIES
}

ACTOR LegSentientDTBFGProjectileAttack : LegAnniDTBFGProjectileAttack
{
Obituary "%o was rekt off the planet for being a Legendary idiot by shooting at the Legendary Sentient."
MissileType "LegSentientDTBFGRailgunSlug"
}

ACTOR LegSentientDTBFGRailgunSlug : LegAnniDTBFGRailgunSlug
{
Damage (Random(4,8))
-RIPPER
+DONTHURTSPECIES
Species "Masterminds"
DamageType "LegMind"
}

ACTOR LegSentientDTBFGBall : LegAnniDTBFGBall
{
+DONTHURTSPECIES
Species "Masterminds"
Obituary "%o was rekt off the planet for being a Legendary idiot by shooting at the Legendary Sentient."
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(128,"DTBFGSFX")
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_PlaySoundEx("weapons/dtech10kball","Voice",1)
		TNT1 A 0 A_SpawnItemEx("BFGTrailParticleGold",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		LGS1 A 1 Bright A_SpawnItemEx("LegSentientDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
		TNT1 A 0 A_SpawnItemEx("BFGTrailParticleGold",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		LGS1 B 1 Bright A_SpawnItemEx("LegSentientDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
		TNT1 A 0 A_SpawnItemEx("BFGTrailParticleGold",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		LGS1 C 1 Bright A_SpawnItemEx("LegSentientDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
		TNT1 A 0 A_SpawnItemEx("BFGTrailParticleGold",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		LGS1 D 1 Bright A_SpawnItemEx("LegSentientDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
		Loop
	DTBFGSFX:
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_PlaySoundEx("weapons/dtech10kball","Voice",1)
		TNT1 A 0 A_SpawnItemEx("DTBFGLightningGold",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx("BFGTrailParticleGold",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		LGS1 A 1 Bright A_SpawnItemEx("LegSentientDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
		TNT1 A 0 A_SpawnItemEx("DTBFGLightningGold2",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx("BFGTrailParticleGold",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		LGS1 B 1 Bright A_SpawnItemEx("LegSentientDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
		TNT1 A 0 A_SpawnItemEx("DTBFGLightningGold",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx("BFGTrailParticleGold",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		LGS1 C 1 Bright A_SpawnItemEx("LegSentientDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
		TNT1 A 0 A_SpawnItemEx("DTBFGLightningGold2",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx("BFGTrailParticleGold",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		LGS1 D 1 Bright A_SpawnItemEx("LegSentientDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
		Goto Spawn   
	Death:
		TNT1 A 0
		TNT1 A 0 A_SetTranslucent(0.75,1)
		TNT1 A 0 Radius_Quake(5,60,0,10,0)
		TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,0,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,10,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,20,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,30,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,40,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,50,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,60,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,70,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,80,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,90,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,100,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,110,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,120,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,130,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,140,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,150,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,160,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,170,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,180,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,190,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,200,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,210,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,220,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,230,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,240,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,250,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,260,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,270,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,280,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,290,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,300,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,310,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,320,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,330,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,340,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("LegSentientDTBFGTracer",0,0,350,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 A_SpawnItemEx("DTBFGLightningGoldSpawner",0,0,15,0,0,0,0,SXF_CLIENTSIDE,0)
		LGS1 ABCD 6 Bright A_SpawnItemEx("DTech10KShockwaveGold",0,0,15,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 A 0 A_Explode(480,240,0)
		TNT1 A 0 A_StopSoundEx("Voice")
		TNT1 A 0 Radius_Quake(15,20,0,20,0)
		TNT1 A 0 A_PlaySound("weapons/dtech10kexplode")
		TNT1 A 0 A_SpawnItemEx("DTech10KShockwaveGold1",0,0,15,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 A 20 A_SpawnItem("LegAnniDTBFGEx",0,-10)
		Stop    
	}
}

ACTOR LegendarySentient10KProjectile : 10KProjectile
{
PROJECTILE
Height 1
Radius 1
Speed 200
Scale 0.15
RenderStyle Add
Alpha 0.85
DECAL "BFG9500LightningGold"
+NOEXTREMEDEATH
-THRUSPECIES
-MTHRUSPECIES
+NOTIMEFREEZE
Species "Masterminds"
DeathSound "weapons/bfg95explode"
States
	{
	Spawn:
		LRAC A 1 Bright
		Loop
	Death:
	XDeath:  
		TNT1 A 0 Bright
		TNT1 A 1 Bright A_SpawnItemEx("LegSentient10KEx",0,0,0,0,0,0,0,SXF_SETMASTER,0)
		Stop
	}
}

ACTOR LegSentient10KEx : Player10KEx
{
Height 8
Radius 11
Scale 0.85
Renderstyle Add
Alpha 0.75
Damage 150
+NOGRAVITY
+NOBLOCKMAP
+NOTELEPORT 
+FORCERADIUSDMG
-MTHRUSPECIES
-THRUSPECIES
DamageType "LegMind"
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_SpawnItemEx("BFGShockwaveGold",0,0,0,0,0,0,0,128)
		TNT1 AA 0 Bright A_SpawnItemEx("LegendaryGoldParticleSpawner",0,0,0,0,0,0,0,128)
		TNT1 AAAA 0 Bright A_CustomMissile("KaboomGold2",0,0,random(0,360),2,random(0,360))
		LFE1 A 4 Bright A_Detonate
		LFE1 BCDEF 4 Bright
		Stop
	}
}

ACTOR LegendarySentientBFG15KBall : BFG15KBall
{
Height 15
Radius 15
Decal LegBFG15K
Speed 45
Damage 25
DamageType "LegMind"
Scale 0.5
-THRUSPECIES
-MTHRUSPECIES
+FORCERADIUSDMG
+NOTIMEFREEZE
ExplosionDamage 110
ExplosionRadius 165
SeeSound "weapons/bfg15kfire"
DeathSound "weapons/bfg95explode"
States
	{
	Spawn:
		LFS1 AB 2 Bright A_SpawnItemEx("BFGTrailParticleGold",Random(-8,8),Random(-8,8),Random(-8,8),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("BFGShockwaveGold",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 A 0 A_SpawnItemEx("LegendaryGoldParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) 
		TNT1 AAA 0 A_CustomMissile("KaboomGold2",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))      
		LFE1 A 4 Bright A_Explode
		LFE1 BCDEF 4 Bright
		Stop
	}
}

ACTOR DTBFGLightningLS : TeleportFogLightning
{
Scale 0.24
+NOTIMEFREEZE
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 A 0 Bright A_CheckSight("Death")
		TNT1 A 0 Bright A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72)
		LSN1 ABCDEFGHIJKLMNOPQR 0 A_Jump(256,"Death")
		LSN2 ABCDEFGHIJKLMNOPQR 0 A_Jump(256,"Death")
		LSN3 ABCDEFGHIJKLMNOPQR 0 A_Jump(256,"Death")
		LSN4 ABCDEFGHIJKLMNOPQR 0 A_Jump(256,"Death")
		Goto Death
	Death:
		"####" "#" 1 Bright
		Stop
	}
}

ACTOR LegSentientBrainLightning : DTBFGLightningLS
{
Scale 0.52
+NOTIMEFREEZE
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_CheckSight("Death")
		TNT1 A 0 Bright A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72)
		LSN1 ABCDEFGHIJKLMNOPQR 0 A_Jump(256,"Death")
		LSN2 ABCDEFGHIJKLMNOPQR 0 A_Jump(256,"Death")
		LSN3 ABCDEFGHIJKLMNOPQR 0 A_Jump(256,"Death")
		LSN4 ABCDEFGHIJKLMNOPQR 0 A_Jump(256,"Death")
		Goto Death
	}
}

ACTOR LegSentientBrainLightning2 : LegSentientBrainLightning { Scale 0.46 }

ACTOR LSRTTrail : CometTail
{
Alpha 0.6
Scale 0.6
+NOTIMEFREEZE
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		LEMR ABCABC 1 Bright A_FadeOut(0.02,1)
		Goto Spawn+2
	}
}

ACTOR BigBlueBloodCloud : BlueBloodCloud
{
+NOTIMEFREEZE
Speed 2
Scale 1.5
}

ACTOR KaboomLSD : Kaboom
{
PROJECTILE
Speed 3
Scale 1.3
Renderstyle Add
Alpha 0.75
Damage (0)
+NOCLIP
+DONTSPLASH
+NOTIMEFREEZE
+NOINTERACTION
-CLIENTSIDEONLY
+FORCEXYBILLBOARD
States
	{
	Spawn:
		TNT1 A 0 Bright
		BXPO A 1 Bright A_PlaySound("weapons/rocklx")
		TNT1 A 0 Bright A_Explode(8,128)
		BXPO ABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05,1)
		Stop
	}
}

ACTOR LegSentientBFG9500Ball : LegCyberBFG9500Ball
{
Decal "BFG9500LightningGold"
-THRUSPECIES
Species "Masterminds"
DamageType "LegMind"
Obituary "%o was rekt off the planet for being a Legendary idiot by shooting at the Legendary Sentient."
States
	{
	Spawn:
		LFS3 AAABBB 1 Bright A_SpawnItemEx("BFGTrailParticleGold",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)
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("BFGShockwaveGold",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 AAAAAA 0 A_CustomMissile("KaboomGold",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		LFE3 AB 8 Bright A_SpawnItemEx("LegendaryGoldParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_Explode
		LFE3 C 8 Bright A_BFGSpray("GoldenSpray",40,0)
		LFE3 DEF 8 Bright
		Stop    
	}
}

ACTOR SentientLegendaryProjectile : LegendaryProjectile { }

Actor LegSentientCannonBall
{
PROJECTILE
+FORCEXYBILLBOARD
+FORCERADIUSDMG
+SEEKERMISSILE
+EXTREMEDEATH
+SKYEXPLODE
+MTHRUSPECIES
+NOTIMEFREEZE
Radius 13
Height 8
Speed 40
Damage 50
RenderStyle Add
Alpha 0.75
DeathSound "pcannon/explode"
Scale 1.5
DamageType "LegMind"
States 
	{
	Spawn:
		TNT1 A 0 Bright A_Explode(8,96,0)
		TNT1 A 0 Bright A_SeekerMissile(2,0)
		TNT1 AA 1 Bright A_SpawnItemEx("LSCBTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		Loop
	Death:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_Explode(32,584)
		TNT1 A 0 Bright A_Explode(128,64)
		LFE3 A 4 Bright
		TNT1 A 0 Bright A_SpawnItemEx("BFGShockwaveGold",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		LFE3 B 8 Bright A_SpawnItemEx("LSCBKaboom",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		LFE3 CDEF 8 Bright
		Stop
	}
}

Actor LSCBTrail
{
+NOINTERACTION
+CLIENTSIDEONLY 
States 
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("KaboomGoldSent",-8,0,0,-6,random(-2,-3),random(-1,1),0)
		TNT1 A 1 A_SpawnItemEx("KaboomGoldSent2",-8,0,0,-6,random(2,3),random(-1,1),0)
		Stop
	}
}

Actor LSCBKaboom 
{
ReactionTime 60
+NOGRAVITY
+NOBLOCKMAP
+NOTIMEFREEZE
+NOINTERACTION
+CLIENTSIDEONLY
States 
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 AAAAAAAAAA 0 A_SpawnItemEx("KaboomGoldSent",0,0,0,random(-9,9),random(-10,10),random(-10,10),0)
		TNT1 AAAAAAAAAA 0 A_SpawnItemEx("KaboomGoldSent",0,0,0,random(-9,9),random(-10,10),random(-10,10),0)
		TNT1 AAAAAAAAAA 0 A_SpawnItemEx("KaboomGoldSent",0,0,0,random(-9,9),random(-10,10),random(-10,10),0)
		TNT1 AAAAAAAAAA 0 A_SpawnItemEx("KaboomGoldSent",0,0,0,random(-9,9),random(-10,10),random(-10,10),0)
		TNT1 AAAAAAAAAA 0 A_SpawnItemEx("KaboomGoldSent",0,0,0,random(-9,9),random(-10,10),random(-10,10),0)
		TNT1 AAAAAAAAAA 0 A_SpawnItemEx("KaboomGoldSent",0,0,0,random(-9,9),random(-10,10),random(-10,10),0)
		Goto Death
	Death:
		TNT1 A 1 Bright
		Stop
	}
}

ACTOR KaboomGoldSent : Kaboom11
{
Speed 2
Scale 1
+NOTIMEFREEZE
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		LXPG AABBCDEFGHIJKLM 2 Bright A_FadeOut(0.05,1)
		Stop
	}
}

ACTOR KaboomGoldSent2 : Kaboom11
{
Speed 2
Scale 1
+NOTIMEFREEZE
States
	{
	Spawn:
		TNT1 A 0 Bright
		LXPG AABBCDEFGHIJKLM 2 Bright A_FadeOut(0.05,1)
		Stop
	}
}

Actor LegSentStormBoltAttack : CustomInventory
{
-COUNTITEM
+NOTIMEFREEZE
+INVENTORY.QUIET
+INVENTORY.UNDROPPABLE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.AUTOACTIVATE       
Inventory.Amount 1
Inventory.MaxAmount 0
States
	{
	Pickup:
		TNT1 A 1 
		TNT1 AAAA 1 A_SpawnItemEx("LegSentientStormBoltSpawner",Random(512,-512),Random(512,-512),0,0,0,0,0,SXF_NOCHECKPOSITION,64)
		Stop	
	}
}

ACTOR LegSentientStormBoltSpawner
{
PROJECTILE
Height 2
Radius 2
Speed 6
+NOCLIP
+DONTSPLASH
+THRUACTORS
+SPAWNCEILING
+CEILINGHUGGER
+NOTIMEFREEZE
+SERVERSIDEONLY
States
	{
	Spawn:
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Wander
		TNT1 A 0 A_CustomMissile("LegSentientStormBolt",-18,random(0,20),random(0,360),CMF_AIMDIRECTION)
		Stop
	}
}

ACTOR LegSentientStormBolt
{
PROJECTILE
Speed 1
Radius 8
Height 12
Gravity 2.0
Renderstyle Add
Damage 5
+RIPPER
-NOGRAVITY
+BLOODLESSIMPACT
+FORCERADIUSDMG
+EXTREMEDEATH
+NOTIMEFREEZE
DamageType "LegMind"
SeeSound ""
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_SetAngle(7 + angle)
		TNT1 A 2 Bright A_SpawnItemEx("LegSentientStormBoltFade",0,0,0,frandom(0.25,-0.25),frandom(0.25,-0.25),frandom(0.25,-0.25),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		Loop
	Death:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_PlayWeaponSound("legstorm/explode")
		TNT1 A 0 Bright A_Explode(64,278,1)
		TNT1 A 0 Bright A_SpawnItemEx("GuruStormBoltStruckGlowX",0,0,0,0,0,0,0,SXF_SETMASTER,0)
		TNT1 A 0 Bright A_SpawnItemEx("GuruStormBoltStruckGlowY",0,0,0,0,0,0,0,SXF_SETMASTER,0)
		TNT1 AAAAAAA 2 A_SpawnItemEx("GuruSpray",random(20,-20),random(20,-20),random(30,-5),0,0,0,0,SXF_SETMASTER,0)
		Stop
	}
}

ACTOR LegSentientStormBoltFade
{
PROJECTILE
Renderstyle Add
Alpha 0.99
Damage (0)
+NOCLIP
+NOTIMEFREEZE
+NOINTERACTION
+FORCEYBILLBOARD
+CLIENTSIDEONLY
+NONETID
SeeSound ""
States
	{
	Spawn:
		TNT1 A 0 Bright
		LLTE ABCDABCDABCD 1 Bright A_FadeOut(0.05,1)
		Stop
	}
}

ACTOR GuruStormBoltStruckGlowY : GuruBoltStruckGlowY
{
Alpha 0.5
XScale 0.35
YScale 1.5
+NOTIMEFREEZE
+FORCERADIUSDMG
-CLIENTSIDEONLY
-NONETID
DamageType "LegMind"
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,96,0,360,2)
		TNT1 A 0 Bright A_Jump(256,2)
		TNT1 A 0 Bright A_Explode(3,192,1)
		YBUM A 1 Bright A_FadeOut(0.005,1)
		Loop
	}
}

ACTOR GuruStormBoltStruckGlowX : GuruBoltStruckGlowY
{
XScale 1.5
YScale 0.35
Alpha 0.5
+NOTIMEFREEZE
+FORCERADIUSDMG
-CLIENTSIDEONLY
-NONETID
DamageType "LegMind"
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,96,0,360,2)
		TNT1 A 0 Bright A_Jump(256,2)
		TNT1 A 0 Bright A_Explode(3,192,1)
		YBUM A 1 Bright A_FadeOut(0.005,1)
		Loop
	}
}

Actor LegSentientStrafe : CustomInventory
{
-COUNTITEM
+NOTIMEFREEZE
+INVENTORY.QUIET
+INVENTORY.UNDROPPABLE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.AUTOACTIVATE       
Inventory.Amount 1
Inventory.MaxAmount 0
States
	{
	Pickup:
		NULL A 1
		NULL A 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("LegSentientStrafeSens",1,3)
		NULL A 1 A_GiveInventory("LegSentientStrafeSens",1)
		NULL A 1 A_Jump(256,2)	
		NULL A 1 A_TakeInventory("LegSentientStrafeSens",1)
		NULL A 1 A_JumpIfInventory("LegSentientStrafeSens",1,3)
		NULL A 1 ThrustThing(angle*256/360+38.7,2,0,0)
		NULL A 1 A_Jump(256,2)	
		NULL A 1 ThrustThing(angle*256/360+38.7,-2,0,0)
		NULL A 1 A_FaceTarget
		NULL A 1 A_Jump(24,2)
		NULL A 1 A_JumpIfCloser(300,2)
		NULL A 1 A_Recoil(-0.4)
		Stop
		NULL A 1 A_Recoil(1.4)
		Stop
	}
}

Actor LegSentientStrafe2 : LegSentientStrafe
{
States
	{
	Pickup:
		NULL A 1
		NULL A 1 A_SpawnItem("LegendaryCyberFlameSpawner3",0,0,0,0)
		NULL A 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("LegSentientStrafeSens",1,3)
		NULL A 1 A_GiveInventory("LegSentientStrafeSens",1)
		NULL A 1 A_Jump(256,2)	
		NULL A 1 A_TakeInventory("LegSentientStrafeSens",1)
		NULL A 1 A_JumpIfInventory("LegSentientStrafeSens",1,3)
		NULL A 1 ThrustThing(angle*256/360+38.7,2,0,0)
		NULL A 1 A_Jump(256,2)	
		NULL A 1 ThrustThing(angle*256/360+38.7,-2,0,0)
		NULL A 1 A_FaceTarget
		NULL A 1 A_Jump(24,2)
		NULL A 1 A_JumpIfCloser(300,2)
		NULL A 1 A_Recoil(-1.4)
		Stop
		NULL A 1 A_Recoil(1.4)
		Stop
	}
}

Actor LegSentientStrafe3 : LegSentientStrafe
{
States
	{
	Pickup:
		NULL A 1
		NULL A 1 A_SpawnItem("LegendaryCyberFlameSpawner",0,0,0,0)
		NULL A 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("LegSentientStrafeSens",1,3)
		NULL A 1 A_GiveInventory("LegSentientStrafeSens",1)
		NULL A 1 A_Jump(256,2)	
		NULL A 1 A_TakeInventory("LegSentientStrafeSens",1)
		NULL A 1 A_JumpIfInventory("LegSentientStrafeSens",1,3)
		NULL A 1 ThrustThing(angle*256/360+38.7,2,0,0)
		NULL A 1 A_Jump(256,2)	
		NULL A 1 ThrustThing(angle*256/360+38.7,-2,0,0)
		NULL A 1 A_FaceTarget
		NULL A 1 A_Jump(24,2)
		NULL A 1 A_JumpIfCloser(300,2)
		NULL A 1 A_Recoil(-1.4)
		Stop
		NULL A 1 A_Recoil(1.4)
		Stop
	}
}

ACTOR LegSentientStrafeSens : Inventory { Inventory.MaxAmount 1 }

Actor CCProjectile : LegNobleBall4 
{
Speed 85
-DoomBounce
-SeekerMissile
DamageType "LegMind"
}

Actor LegSentDevastatorBall : LegCybDevastatorBall
{
Damagetype "LegMind"
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_Jump(128,"DTBFGSFX")
		TNT1 A 0 Bright A_AlertMonsters
		TNT1 A 0 Bright A_PlaySoundEx("devastator/fly","Voice",1)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
		LGS2 A 1 Bright A_SpawnItemEx("ProjectileTrailParticleGold",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)
		TNT1 AAA 0 Bright A_CustomMissile("LegSentientLiteShot",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("LegSentientDevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
		LGS2 B 1 Bright A_SpawnItemEx("ProjectileTrailParticleGold",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)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
		LGS2 C 1 Bright A_SpawnItemEx("ProjectileTrailParticleGold",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)
		TNT1 AAA 0 Bright A_CustomMissile("LegSentientLiteShot",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 A 0 Bright A_CustomMissile("LegSentientDevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
		TNT1 A 0 Bright A_CustomMissile("LegDevastatorTrail",0,0,0,CMF_AIMDIRECTION,0)
		LGS2 D 1 Bright A_SpawnItemEx("ProjectileTrailParticleGold",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)
		Loop
	DTBFGSFX:
		TNT1 A 0 Bright A_AlertMonsters
		TNT1 A 0 Bright A_PlaySoundEx("devastator/fly","Voice",1)
		TNT1 A 0 Bright A_Explode(32,450,0)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
		TNT1 A 0 Bright A_SpawnItemEx("DTBFGLightningGold",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		LGS2 A 1 Bright A_SpawnItemEx("ProjectileTrailParticleGold",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)
		LGS2 A 1 Bright A_CustomMissile("LegSentientDTBFGProjectileAttack",Random(-10,10),0,0,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_Explode(32,450,0)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
		TNT1 A 0 Bright A_SpawnItemEx("DTBFGLightningGold2",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		LGS2 B 1 Bright A_SpawnItemEx("ProjectileTrailParticleGold",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)
		LGS2 A 1 Bright A_CustomMissile("LegSentientDTBFGProjectileAttack",Random(-10,10),0,0,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_Explode(32,450,0)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
		TNT1 A 0 Bright A_SpawnItemEx("DTBFGLightningGold",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		LGS2 C 1 Bright A_SpawnItemEx("ProjectileTrailParticleGold",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)
		LGS2 A 1 Bright A_CustomMissile("LegSentientDTBFGProjectileAttack",Random(-10,10),0,0,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_Explode(32,450,0)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDevastatorBolt",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
		TNT1 A 0 Bright A_SpawnItemEx("DTBFGLightningGold2",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 Bright A_CustomMissile("LegDevastatorTrail",0,0,0,CMF_AIMDIRECTION,0)
		LGS2 D 1 Bright A_SpawnItemEx("ProjectileTrailParticleGold",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)
		LGS2 A 1 Bright A_CustomMissile("LegSentientDTBFGProjectileAttack",Random(-10,10),0,0,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		Goto Spawn
	Death:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_SetTranslucent(0.75,1)
		TNT1 A 0 Bright Radius_Quake(3,35,0,10,0)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDTBFGTracer",0,0,0,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDTBFGTracer",0,0,10,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDTBFGTracer",0,0,20,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDTBFGTracer",0,0,30,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDTBFGTracer",0,0,40,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDTBFGTracer",0,0,50,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDTBFGTracer",0,0,60,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDTBFGTracer",0,0,70,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDTBFGTracer",0,0,80,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDTBFGTracer",0,0,90,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDTBFGTracer",0,0,100,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDTBFGTracer",0,0,110,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDTBFGTracer",0,0,120,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDTBFGTracer",0,0,130,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDTBFGTracer",0,0,140,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDTBFGTracer",0,0,150,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDTBFGTracer",0,0,160,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDTBFGTracer",0,0,170,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDTBFGTracer",0,0,180,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDTBFGTracer",0,0,190,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDTBFGTracer",0,0,200,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDTBFGTracer",0,0,210,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDTBFGTracer",0,0,220,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDTBFGTracer",0,0,230,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDTBFGTracer",0,0,240,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDTBFGTracer",0,0,250,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDTBFGTracer",0,0,260,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDTBFGTracer",0,0,270,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDTBFGTracer",0,0,280,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDTBFGTracer",0,0,290,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDTBFGTracer",0,0,300,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDTBFGTracer",0,0,310,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDTBFGTracer",0,0,320,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDTBFGTracer",0,0,330,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDTBFGTracer",0,0,340,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDTBFGTracer",0,0,350,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_SpawnItemEx("DTBFGLightningGoldSpawner",0,0,0,0,0,0,0,128)	
		TNT1 A 0 Bright A_Explode(80,256,0)
		LGS2 A 6 Bright A_SpawnItemEx("LegDevastatorShockWave",0,0,0,0,0,0,0,128)
		TNT1 A 0 Bright A_Explode(80,256,0)
		LGS2 B 6 Bright A_SpawnItemEx("LegDevastatorShockWave",0,0,0,0,0,0,0,128)
		TNT1 A 0 Bright A_Explode(80,256,0)
		LGS2 C 6 Bright A_SpawnItemEx("LegDevastatorShockWave",0,0,0,0,0,0,0,128)
		TNT1 A 0 Bright A_Explode(80,256,0)
		LGS2 D 6 Bright A_SpawnItemEx("LegDevastatorShockWave",0,0,0,0,0,0,0,128)
		TNT1 A 0 Bright A_Explode(80,256,0)
		LGS2 A 6 Bright A_SpawnItemEx("LegDevastatorShockWave",0,0,0,0,0,0,0,128)
		TNT1 A 0 Bright A_Explode(80,256,0)
		LGS2 B 6 Bright A_SpawnItemEx("LegDevastatorShockWave",0,0,0,0,0,0,0,128)
		TNT1 A 0 Bright A_Explode(80,256,0)
		LGS2 C 6 Bright A_SpawnItemEx("LegDevastatorShockWave",0,0,0,0,0,0,0,128)
		TNT1 A 0 Bright A_Explode(80,256,0)
		LGS2 D 6 Bright A_SpawnItemEx("LegDevastatorShockWave",0,0,0,0,0,0,0,128)
		TNT1 A 0 Bright A_Explode(80,256,0)
		LGS2 A 6 Bright A_SpawnItemEx("LegDevastatorShockWave",0,0,0,0,0,0,0,128)
		TNT1 A 0 Bright A_Explode(80,256,0)
		LGS2 B 6 Bright A_SpawnItemEx("LegDevastatorShockWave",0,0,0,0,0,0,0,128)
		TNT1 A 0 Bright A_Explode(80,256,0)
		LGS2 C 6 Bright A_SpawnItemEx("LegDevastatorShockWave",0,0,0,0,0,0,0,128)
		TNT1 A 0 Bright A_Explode(80,256,0)
		LGS2 D 6 Bright A_SpawnItemEx("LegDevastatorShockWave",0,0,0,0,0,0,0,128)
		TNT1 A 0 Bright A_Explode(128,1024,0)
		TNT1 A 0 Bright A_Explode(460,640,0)
		TNT1 A 0 Bright A_Explode(618,256,0)
		TNT1 A 0 Bright A_StopSoundEx("Voice")
		TNT1 A 0 Bright Radius_Quake(20,12,0,12,0)
		TNT1 A 0 Bright A_PlaySound("weapons/dtech10kexplode")
		TNT1 A 0 Bright A_SpawnItemEx("LegDevastatorShockWave2",0,0,0,0,0,0,0,128)
		TNT1 A 0 Bright A_SpawnItem("LegAnniDTBFGEx",0,-10)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDevastatorBall2",0,0,18,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDevastatorBall2",0,0,36,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDevastatorBall2",0,0,54,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDevastatorBall2",0,0,72,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDevastatorBall2",0,0,90,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDevastatorBall2",0,0,108,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDevastatorBall2",0,0,126,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDevastatorBall2",0,0,144,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDevastatorBall2",0,0,144,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDevastatorBall2",0,0,162,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDevastatorBall2",0,0,180,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDevastatorBall2",0,0,196,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDevastatorBall2",0,0,216,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDevastatorBall2",0,0,234,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDevastatorBall2",0,0,252,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDevastatorBall2",0,0,270,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDevastatorBall2",0,0,288,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDevastatorBall2",0,0,306,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDevastatorBall2",0,0,324,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		TNT1 A 0 Bright A_CustomMissile("LegSentientDevastatorBall2",0,0,342,CMF_TRACKOWNER|CMF_AIMDIRECTION)
		LGE1 AAAAAABBBBBBCCCCCCDDDDDD 1 Bright A_CustomMissile("LegKaboomDevastator22",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		LGE1 EF 6 Bright
		Stop    
	}
}

ACTOR PetrovecBolt
{
PROJECTILE
Height 3
Radius 7
Speed 20
Decal "CacoScorch"
BounceType Hexen
BounceCount 4
BounceFactor 1.0
WallBounceFactor 1.0
Scale 0.9
Renderstyle Add
Alpha 0.99
Reactiontime 2100
Damage 5
+SEEKERMISSILE
+DONTBLAST
+BOUNCEONACTORS
+FORCERADIUSDMG
+SKYEXPLODE
+NOTIMEFREEZE
Damagetype "LegMind"
BounceSound "Petrovec/Bounce"
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("Petrovec/Fly",5,1.0,1)
		TNT1 AA 0 A_Jump(256,"SpawnA","SpawnB","SpawnC","SpawnD","SpawnE","SpawnF","SpawnG","SpawnH","SpawnI","SpawnJ","SpawnK","SpawnL")
	SpawnA:
		TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
		TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
		TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
		TNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)
		NPSB A 1 Bright
		TNT1 A 0 A_CountDown
		Loop
	SpawnB:
		TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
		TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
		TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
		TNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)
		NPSB B 1 Bright
		TNT1 A 0 A_CountDown
		Loop
	SpawnC:
		TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
		TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
		TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
		TNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)
		NPSB C 1 Bright
		TNT1 A 0 A_CountDown
		Loop
	SpawnD:
		TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
		TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
		TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
		TNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)
		NPSB D 1 Bright
		TNT1 A 0 A_CountDown
		Loop
	SpawnE:
		TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
		TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
		TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
		TNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)
		NPSB E 1 Bright
		TNT1 A 0 A_CountDown
		Loop
	SpawnF:
		TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
		TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
		TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
		TNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)
		NPSB F 1 Bright
		TNT1 A 0 A_CountDown
		Loop
	SpawnG:
		TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
		TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
		TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
		TNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)
		NPSB G 1 Bright
		TNT1 A 0 A_CountDown
		Loop
	SpawnH:
		TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
		TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
		TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
		TNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)
		NPSB H 1 Bright
		TNT1 A 0 A_CountDown
		Loop
	SpawnI:
		TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
		TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
		TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
		TNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)
		NPSB I 1 Bright
		TNT1 A 0 A_CountDown
		Loop
	SpawnJ:
		TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
		TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
		TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
		TNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)
		NPSB J 1 Bright
		TNT1 A 0 A_CountDown
		Loop
	SpawnK:
		TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
		TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
		TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
		TNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)
		NPSB K 1 Bright
		TNT1 A 0 A_CountDown
		Loop
	SpawnL:
		TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
		TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
		TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
		TNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)
		NPSB L 1 Bright
		TNT1 A 0 A_CountDown
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0 A_StopSound(5)
		TNT1 A 0 A_PlaySound("Petrovec/Hit")
		TNT1 A 0 A_PlaySoundEx("Petrovec/Explode","SoundSlot6")
		TNT1 A 0 A_Explode(175,128,0)
		TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingExp")
		TNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx("PetrovecBoltParticleExp",random(11,-11),frandom(11,-11),frandom(9,-9),frandom(1,2),frandom(1,2),frandom(2,-2),random(0,359))
		TNT1 AAAAAA 0 A_SpawnItemEx("PetrovecBoltExplode",random(19,-19),random(19,-19),random(12,-12),frandom(1,-1),frandom(1,-1),frandom(1,-1),random(0,359))
		TNT1 A 10
		TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx("PetrovecBoltSmokeExp",random(12,-12),random(12,-12),random(7,-7),frandom(1,-1),frandom(1,-1),frandom(1,-1),random(0,359))
		TNT1 A 1 Bright
		Stop
	}
}

ACTOR PetrovecBoltSmokeTrail
{
Scale 0.35
Renderstyle Add
Alpha 0.95
+NOTIMEFREEZE
+NOINTERACTION
+CLIENTSIDEONLY
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		NPSS BDMKHFEDCBAA 1 Bright A_FadeOut(0.04,1)
		Stop
	Toaster:
		TNT1 A 1 Bright
		Stop
	}
}

ACTOR PetrovecBoltRingTrail
{
Scale 0.15
Renderstyle Add
Alpha 0.1
+NOTIMEFREEZE
+NOINTERACTION
+CLIENTSIDEONLY
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		NPSR AAAAAAAAAA 1 Bright A_FadeIn(0.025)
		Stop
	Toaster:
		TNT1 A 1 Bright
		Stop
	}
}

ACTOR PetrovecBoltParticleTrail
{
Scale 0.04
Renderstyle Add
Alpha 0.99
+NOTIMEFREEZE
+NOINTERACTION
+CLIENTSIDEONLY
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 AA 0 Bright A_Jump(256,"SpawnA","SpawnB","SpawnC","SpawnD","SpawnE","SpawnF","SpawnG","SpawnH","SpawnI","SpawnJ","SpawnK","SpawnL")
	SpawnA:
		TNT1 A 0 A_ChangeVelocity (frandom(0.2, -0.2),frandom(0.2, -0.2), frandom(0.2, -0.2), 0)
		NPSB A 1 Bright A_FadeOut(0.04+random(0.0075,-0.0075),1)
		Loop
	SpawnB:
		TNT1 A 0 A_ChangeVelocity (frandom(0.2, -0.2),frandom(0.2, -0.2), frandom(0.2, -0.2), 0)
		NPSB B 1 Bright A_FadeOut(0.05+random(0.0075,-0.0075),1)
		Loop
	SpawnC:
		TNT1 A 0 A_ChangeVelocity (frandom(0.2, -0.2),frandom(0.2, -0.2), frandom(0.2, -0.2), 0)
		NPSB C 1 Bright A_FadeOut(0.04+random(0.0075,-0.0075),1)
		Loop
	SpawnD:
		TNT1 A 0 A_ChangeVelocity (frandom(0.2, -0.2),frandom(0.2, -0.2), frandom(0.2, -0.2), 0)
		NPSB D 1 Bright A_FadeOut(0.04+random(0.0075,-0.0075),1)
		Loop
	SpawnE:
		TNT1 A 0 A_ChangeVelocity (frandom(0.2, -0.2),frandom(0.2, -0.2), frandom(0.2, -0.2), 0)
		NPSB E 1 Bright A_FadeOut(0.04+random(0.0075,-0.0075),1)
		Loop
	SpawnF:
		TNT1 A 0 A_ChangeVelocity (frandom(0.2, -0.2),frandom(0.2, -0.2), frandom(0.2, -0.2), 0)
		NPSB F 1 Bright A_FadeOut(0.04+random(0.0075,-0.0075),1)
		Loop
	SpawnG:
		TNT1 A 0 A_ChangeVelocity (frandom(0.2, -0.2),frandom(0.2, -0.2), frandom(0.2, -0.2), 0)
		NPSB G 1 Bright A_FadeOut(0.04+random(0.0075,-0.0075),1)
		Loop
	SpawnH:
		TNT1 A 0 A_ChangeVelocity (frandom(0.2, -0.2),frandom(0.2, -0.2), frandom(0.2, -0.2), 0)
		NPSB H 1 Bright A_FadeOut(0.04+random(0.0075,-0.0075),1)
		Loop
	SpawnI:
		TNT1 A 0 A_ChangeVelocity (frandom(0.2, -0.2),frandom(0.2, -0.2), frandom(0.2, -0.2), 0)
		NPSB I 1 Bright A_FadeOut(0.04+random(0.0075,-0.0075),1)
		Loop
	SpawnJ:
		TNT1 A 0 A_ChangeVelocity (frandom(0.2, -0.2),frandom(0.2, -0.2), frandom(0.2, -0.2), 0)
		NPSB J 1 Bright A_FadeOut(0.05+random(0.0075,-0.0075),1)
		Loop
	SpawnK:
		TNT1 A 0 A_ChangeVelocity (frandom(0.2, -0.2),frandom(0.2, -0.2), frandom(0.2, -0.2), 0)
		NPSB K 1 Bright A_FadeOut(0.05+random(0.0075,-0.0075),1)
		Loop
	SpawnL:
		TNT1 A 0 A_ChangeVelocity (frandom(0.2, -0.2),frandom(0.2, -0.2), frandom(0.2, -0.2), 0)
		NPSB L 1 Bright A_FadeOut(0.04+random(0.0075,-0.0075),1)
		Loop
	Toaster:
		TNT1 A 1 Bright
		Stop
	}
}

ACTOR PetrovecBoltExplode
{
Scale 2
Alpha 0.75
+NOINTERACTION
+CLIENTSIDEONLY
+NOTIMEFREEZE
Renderstyle Add
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		NPSS ABCDEFGHIJKLMNOP 2 Bright A_FadeOut(0.05,1)
		Wait
	Toaster:
		TNT1 A 1 Bright
		Stop
	}
}

ACTOR PetrovecBoltSmokeExp
{
Scale 1.75
Alpha 0.5
+NOTIMEFREEZE
+NOINTERACTION
+CLIENTSIDEONLY
Renderstyle Add
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		NPSS P 1 Bright A_FadeOut(0.005,1)
		Wait
	Toaster:
		TNT1 A 1 Bright
		Stop
	}
}

ACTOR PetrovecBoltRingExp
{
Scale 0.25
Renderstyle Add
Alpha 0.99
+NOTIMEFREEZE
+NOINTERACTION
+CLIENTSIDEONLY
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		NPSR AAAA 1 Bright A_FadeOut(0.05,1)
	Looplet:
		NPSR A 1 Bright A_FadeOut(0.03,1)
		Loop
	Toaster:
		TNT1 A 1 Bright
		Stop
	}
}

ACTOR PetrovecBoltParticleExp : PetrovecBoltParticleTrail
{
Scale 0.1
Renderstyle Add
Alpha 0.99
+NOTIMEFREEZE
+NOINTERACTION
+CLIENTSIDEONLY
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 AA 0 Bright A_Jump(256,"SpawnA","SpawnB","SpawnC","SpawnD","SpawnE","SpawnF","SpawnG","SpawnH","SpawnI","SpawnJ","SpawnK","SpawnL")
		Goto SpawnA
	SpawnA:
		TNT1 A 0 A_ChangeVelocity (frandom(0.6, -0.6),frandom(0.6, -0.6), frandom(0.6, -0.6), 0)
		NPSB A 1 Bright A_FadeOut(0.03+random(0.0075,-0.0075),1)
		Loop
	SpawnB:
		TNT1 A 0 A_ChangeVelocity (frandom(0.6, -0.6),frandom(0.6, -0.6), frandom(0.6, -0.6), 0)
		NPSB B 1 Bright A_FadeOut(0.05+random(0.0075,-0.0075),1)
		Loop
	SpawnC:
		TNT1 A 0 A_ChangeVelocity (frandom(0.6, -0.6),frandom(0.6, -0.6), frandom(0.6, -0.6), 0)
		NPSB C 1 Bright A_FadeOut(0.03+random(0.0075,-0.0075),1)
		Loop
	SpawnD:
		TNT1 A 0 A_ChangeVelocity (frandom(0.6, -0.6),frandom(0.6, -0.6), frandom(0.6, -0.6), 0)
		NPSB D 1 Bright A_FadeOut(0.03+random(0.0075,-0.0075),1)
		Loop
	SpawnE:
		TNT1 A 0 A_ChangeVelocity (frandom(0.6, -0.6),frandom(0.6, -0.6), frandom(0.6, -0.6), 0)
		NPSB E 1 Bright A_FadeOut(0.03+random(0.0075,-0.0075),1)
		Loop
	SpawnF:
		TNT1 A 0 A_ChangeVelocity (frandom(0.6, -0.6),frandom(0.6, -0.6), frandom(0.6, -0.6), 0)
		NPSB F 1 Bright A_FadeOut(0.03+random(0.0075,-0.0075),1)
		Loop
	SpawnG:
		TNT1 A 0 A_ChangeVelocity (frandom(0.6, -0.6),frandom(0.6, -0.6), frandom(0.6, -0.6), 0)
		NPSB G 1 Bright A_FadeOut(0.03+random(0.0075,-0.0075),1)
		Loop
	SpawnH:
		TNT1 A 0 A_ChangeVelocity (frandom(0.6, -0.6),frandom(0.6, -0.6), frandom(0.6, -0.6), 0)
		NPSB H 1 Bright A_FadeOut(0.03+random(0.0075,-0.0075),1)
		Loop
	SpawnI:
		TNT1 A 0 A_ChangeVelocity (frandom(0.6, -0.6),frandom(0.6, -0.6), frandom(0.6, -0.6), 0)
		NPSB I 1 Bright A_FadeOut(0.03+random(0.0075,-0.0075),1)
		Loop
	SpawnJ:
		TNT1 A 0 A_ChangeVelocity (frandom(0.6, -0.6),frandom(0.6, -0.6), frandom(0.6, -0.6), 0)
		NPSB J 1 Bright A_FadeOut(0.05+random(0.0075,-0.0075),1)
		Loop
	SpawnK:
		TNT1 A 0 A_ChangeVelocity (frandom(0.6, -0.6),frandom(0.6, -0.6), frandom(0.6, -0.6), 0)
		NPSB K 1 Bright A_FadeOut(0.05+random(0.0075,-0.0075),1)
		Loop
	SpawnL:
		TNT1 A 0 A_ChangeVelocity (frandom(0.6, -0.6),frandom(0.6, -0.6), frandom(0.6, -0.6), 0)
		NPSB L 1 Bright A_FadeOut(0.03+random(0.0075,-0.0075),1)
		Loop
	Toaster:
		TNT1 A 1 Bright
		Stop
	}
}