ACTOR EnragedLegendaryCaptain 7119
{
    Health 1300
    Radius 20
    Height 56
    Speed 20
    PainChance 20
    MONSTER
    +NOTIMEFREEZE
	+BOSS
	+BOSSDEATH
	+FLOORCLIP
	+MISSILEMORE
	+MISSILEEVENMORE
	+QUICKTORETALIATE
	+NOICEDEATH
	+NODROPOFF
	+DONTGIB
	+NOTARGET
	+NORADIUSDMG
    SeeSound "Elasgguy/sight"
    AttackSound "Weapons/LegAutoShotgun"
    PainSound "Elasgguy/pain"
    DeathSound "Elasgguy/death"
    ActiveSound "Elasgguy/active"
    Obituary "%o was shot on sight by a Enraged Legendary Captain"
	BloodColor "Red"
	DropItem "Enraged Legendary Assault Shotgun" 256
	DropItem "EnragedLegendaryShell" 256 4
	DropItem "EnragedLegendaryShellBox" 128
	DropItem "LegAmmoSphere" 93 1
	DropItem "HandGrenadeAmmo" 235 2
	DropItem "MineAmmo" 240 2
	DropItem "Backpack" 200 1
	DropItem "Armorplate" 210 1
	DropItem "Portablemedkit" 215 1
	DropItem "StimKit" 220 3
	DropItem "HealthFlask" 225 5
	DropItem "EnragedLegendaryRune" 10 1
	Species "Zombie"
	DamageFactor "PDTBFG", 0.20
	DamageFactor "PDTBFGTracer", 0.20
	DamageFactor "PlayerDevBall", 0.120
	DamageFactor "PlayerDevBall2", 0.120
	DamageFactor "PlayerDTBFGRailgunSlug", 0.75
	DamageFactor "PlayerDevTracer", 0.120
	DamageFactor "Legendary", 0.0
	DamageFactor "LegendaryPlayer", 0.3
	DamageFactor "LACGrenade", 0.0
	DamageFactor 0.50
	var int user_music;
    States
    {
    Spawn:
	    TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
        IASG A 10 Bright A_Look
		TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
		IASG Z 10 Bright A_Look
		TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
        Loop
    See:
		TNT1 A 0 A_JumpIf(user_music == 1,3)
		TNT1 A 0 ACS_ExecuteAlways(5432,0,53)
		TNT1 A 0 A_SetUserVar("user_music",1)
	    TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
        IASG AA 4 Bright A_Chase
		TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
		IASG BB 4 Bright A_Chase
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
		IASG CC 4 Bright A_Chase
		TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
		IASG DD 4 Bright A_Chase
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_Jump(64,"Mine")
		IASG A 0 A_Jump(64,"Rush")
		TNT1 A 0 A_Jump(64,"DodgeLeft","DodgeRight")
		TNT1 A 0 A_Jump(64,"Chase")
		Loop
    Chase:
	    TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
		IASG AA 1 Bright A_FastChase
		TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_Jump(1,"Heal")
		IASG A 0 A_JumpIfCloser(130,"Dodge")
		IASG AA 1 Bright A_Chase
		TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
		IASG A 0 A_JumpIfCloser(130,"Dodge")
		IASG BB 1 Bright A_Chase
		TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
		IASG A 0 A_JumpIfCloser(130,"Dodge")
		IASG BB 1 Bright A_Chase
		TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
		IASG A 0 A_JumpIfCloser(150,"Dodge")
		IASG CC 1 Bright A_Chase
		TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_Jump(10,"Heal")
		IASG A 0 A_JumpIfCloser(150,"Dodge")
		IASG CC 1 Bright A_FastChase
		TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
		IASG A 0 A_JumpIfCloser(130,"Dodge")
		IASG DD 1 Bright A_FastChase
		TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
		IASG A 0 A_JumpIfCloser(130,"Dodge")
		IASG DD 1 Bright A_Chase
		TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
		TNT1 A 0 A_Jump(95,"Mine")
		IASG A 0 A_Jump(128,"Dodge")
		Loop
	Rush:
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("ELegASGZombieGhostA",0,0,0,0,0,0,0,128)
		IASG A 1 Bright A_Chase
		TNT1 A 0 A_SpawnItemEx("ELegASGZombieGhostA",0,0,0,0,0,0,0,128)
		IASG A 1 Bright A_Chase
		TNT1 A 0 A_SpawnItemEx("ELegASGZombieGhostB",0,0,0,0,0,0,0,128)
		IASG B 1 Bright A_Chase
		TNT1 A 0 A_SpawnItemEx("ELegASGZombieGhostB",0,0,0,0,0,0,0,128)
		IASG B 1 Bright A_Chase
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("ELegASGZombieGhostC",0,0,0,0,0,0,0,128)
		IASG C 1 Bright A_Chase
		TNT1 A 0 A_SpawnItemEx("ELegASGZombieGhostC",0,0,0,0,0,0,0,128)
		IASG C 1 Bright A_Chase
		TNT1 A 0 A_SpawnItemEx("ELegASGZombieGhostD",0,0,0,0,0,0,0,128)
		IASG D 1 Bright A_Chase
		TNT1 A 0 A_SpawnItemEx("ELegASGZombieGhostD",0,0,0,0,0,0,0,128)
		IASG D 1 Bright A_Chase
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_Jump(85,"See")
		TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
		Loop
   GrenadeAttack:
        TNT1 A 0 A_PlaySound("weapons/hgrenadepin",0,1.0,0)
		IASG CE 4 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/hgrenadethrow",0,1.0,0)
		IASG CE 4 Bright A_FaceTarget
		IASG E 1 Bright A_CustomMissile("ELACGrenade",32,0,0,2,4)
		IASG CE 4 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/hgrenadepin",0,1.0,0)
		IASG CE 4 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/hgrenadethrow",0,1.0,0)
	    IASG CE 4 Bright A_FaceTarget
		IASG E 1 Bright A_CustomMissile("ELACGrenade",32,0,0,2,4)
		Goto Rail
	Heal:
	    TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	    IASG A 5 Bright
		TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
		TNT1 A 0 HealThing(5)
		TNT1 A 0 A_PlaySound("pickups/flask",0,1.0,0)
		GoTo See
	Heal2:
	    TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
		IASG A 5 Bright
		TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
		TNT1 A 0 HealThing(15)
		TNT1 A 0 A_PlaySound("pickups/pstimpack",0,1.0,0)
		GoTo See
	Heal3:
	    TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
		IASG A 5 Bright
		TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
		TNT1 A 0 HealThing(25)
		TNT1 A 0 A_PlaySound("pickups/pmedkit",0,1.0,0)
		GoTo See
	SeeNoDodge:
	    TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
		IASG AABB 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
		IASG CCDD 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
		IASG AABB 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
		IASG CCDD 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
		IASG AABB 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
		IASG CCDD 2 Bright A_Chase
		TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
		Goto Chase
	Dodge:
	    TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
		IASG A 1 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
		IASG E 0 ThrustThingZ(0, 20, 0, 0)
		IASG A 0 A_Jump(256, "DodgeRight", "DodgeLeft")
	DodgeLeft:
		IASG E 0 ThrustThing(angle*256/360+192, 15, 0, 0)
		TNT1 A 0 A_Jump(40,"Heal")
		TNT1 A 0 A_Jump(35,"Heal2")
		TNT1 A 0 A_Jump(30,"Heal3")
		Goto SeeNoDodge
	DodgeRight:
		IASG E 0 ThrustThing(angle*256/360+64, 15, 0, 0)
		TNT1 A 0 A_Jump(40,"Heal")
		TNT1 A 0 A_Jump(35,"Heal2")
		TNT1 A 0 A_Jump(30,"Heal3")
		Goto SeeNoDodge
   Missile:
        TNT1 A 0 A_SetShootable
        TNT1 A 0 A_UnsetInvulnerable
        TNT1 A 0 A_SetTranslucent(1)
		IASG E 3 Bright A_GiveInventory("LegZombieStrafingg",1)
		TNT1 A 0 A_GiveInventory("LegZombieStrafingg",1)
        TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
        TNT1 A 0 A_JumpIfInventory ("ASGZAmmo", 16, "Reload")
        IASG E 4 Bright A_FaceTarget
		TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_GiveInventory ("ASGZAmmo", 1)
		TNT1 A 0 A_SpawnItemEx("RedShellCasing", -8, 7, 30, 4, 0, (0.1)*Random(30, 40), Random(-80, -90), 128)
		TNT1 AAAA 0 Bright A_CustomMissile("LegendaryRedTracer",Random(28,34),0,Random(6,-6),0)
		IASG F 2 Bright A_CustomBulletAttack(22.5,18.3,4,Random(5,15)*6,"LegModdedBulletPuff")
	    IASG E 4 Bright A_FaceTarget
		TNT1 A 0 Bright A_CPosRefire
        TNT1 A 0 A_Jump(6,"Heal")
        TNT1 A 0 A_Jump(5,"Heal2")
        TNT1 A 0 A_Jump(4,"Heal3")
		TNT1 A 0 A_Jump(10,"Grenade")
        TNT1 A 0 A_JumpIfCloser(300,"Grenade")
        Goto Missile+4
	Rail:
		TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
	    TNT1 A 0 A_FaceTarget 
		IASG E 1 Bright A_CustomMissile("ELegCaptainRail",32,0,0,2,4)
	    TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_FaceTarget 
		IASG E 1 Bright A_CustomMissile("ELegCaptainRail",32,0,0,2,4)
		Goto See
	Strafing:
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
		IASG AA 3 Bright A_GiveInventory("LegZombieStrafingg",1)
		TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
		IASG BB 3 Bright A_GiveInventory("LegZombieStrafingg",1)
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
		IASG CC 3 Bright A_GiveInventory("LegZombieStrafingg",1)	
		TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
		IASG DD 3 Bright A_GiveInventory("LegZombieStrafingg",1)
		Goto See
	Mine:
	    IASG C 1 Bright
		IASG C 12 Bright A_CustomMissile("ELACThrownMine",32,0,0,2,15)
		IASG E 12 Bright
		IASG C 3 Bright
		Goto See
	Grenade:
		TNT1 A 0 A_PlaySound("weapons/hgrenadepin",0,1.0,0)
		IASG CE 4 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/hgrenadethrow",0,1.0,0)
		IASG E 1 Bright A_CustomMissile("ELACGrenade",32,0,0,2,4)
		Goto GrenadeAttack
    Reload:
    	TNT1 A 0 A_ChangeFlag("NoPain", 1)
    	TNT1 A 0 A_PlaySound("lasgguy/asgout")
		TNT1 A 0 A_SpawnItemEx("LegendaryEmptyDrumSpawner", -8, 7, 30, 4, 0, (0.1)*Random(30, 40), Random(-80, -90), 128)
		TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
    	IASG E 48 Bright A_TakeInventory ("ASGZAmmo", 16)
		TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
    	IASG E 8 Bright A_PlaySound("lasgguy/asgin") 
		IASG E 20 Bright A_PlaySound("LShotgun/Cock")
		TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
    	TNT1 A 0 A_ChangeFlag("NoPain", 0)
    	Goto See
    Pain:
	    TNT1 A 0 A_Jump(20,"Protection")
	    TNT1 A 0 A_Jump(20,"Dodge")
	    TNT1 A 0 A_Jump(192,"PainMissile")
        IASG G 3 Bright
        IASG G 3 Bright A_Pain
		TNT1 A 0 A_Jump(40,"Dodge")
        Goto See
    PainMissile:
        IASG G 3 Bright
        IASG G 3 Bright A_Pain
        Goto Missile	
    Protection:
		TNT1 A 0 A_PlaySound("legendary/defense")
		TNT1 A 0 A_SetInvulnerable
		TNT1 A 0 A_FaceTarget
		IASG E 2 Bright HealThing(75)
		IASG EEEEEEEEEEEEEEEEE 2 Bright A_SpawnItem("ILegImpLineSpawner",0,0,0,0)
		IASG EEEEEEEEEEEEEEEEE 2 Bright A_SpawnItem("ILegImpLineSpawner",0,0,0,0)
		IASG EEEEEEEE 2 Bright A_SpawnItem("ILegImpLineSpawner",0,0,0,0)
		TNT1 A 0 A_UnsetInvulnerable
		TNT1 A 0 A_FaceTarget 
		IASG E 1 Bright A_CustomMissile("ELegCaptainRail",32,0,0,2,4)
		TNT1 A 0 A_SpawnItem("RHellionSmokeSpawner",0,0,0,0)
		Goto Rail
    Death:
	    TNT1 A 0 A_StopSound(6)
	    TNT1 A 0 A_CustomMissile("RELegendaryProjectile",32,0,360)
	    TNT1 A 0 A_CustomMissile("RELegendaryProjectile",32,0,330)
        TNT1 A 0 A_CustomMissile("RELegendaryProjectile",32,0,300)
	    TNT1 A 0 A_CustomMissile("RELegendaryProjectile",32,0,270)
	    TNT1 A 0 A_CustomMissile("RELegendaryProjectile",32,0,240)
	    TNT1 A 0 A_CustomMissile("RELegendaryProjectile",32,0,210)
	    TNT1 A 0 A_CustomMissile("RELegendaryProjectile",32,0,180)
	    TNT1 A 0 A_CustomMissile("RELegendaryProjectile",32,0,150)
	    TNT1 A 0 A_CustomMissile("RELegendaryProjectile",32,0,120)
	    TNT1 A 0 A_CustomMissile("RELegendaryProjectile",32,0,90)
	    TNT1 A 0 A_CustomMissile("RELegendaryProjectile",32,0,60)
	    TNT1 A 0 A_CustomMissile("RELegendaryProjectile",32,0,30)
        IASG H 5
        IASG I 5 A_Scream
        IASG J 5 A_Fall
		IASG J 5 A_SpawnItem("BodyCrash",0,0,0,0)
        IASG K 5
        IASG L -1
        Stop
    XDeath:
	    TNT1 A 0 A_StopSound(6)
        IASG O 5 
        IASG P 5 A_XScream
        IASG Q 5 A_Fall
        IASG RSTUV 5
        IASG W -1
        Stop
    }
}

ACTOR ASGZAmmo: Ammo
{
     Inventory.MaxAmount 16
}

ACTOR ELegASGZombieGhostA
{
Scale 1.1
Radius 20
Height 56
Speed 0
Alpha 0.7
PROJECTILE
RENDERSTYLE Translucent
+CLIENTSIDEONLY
+NOTIMEFREEZE
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
Fade:
    TNT1 A 1
    IASG A 2 A_FadeOut(0.10)
    Goto Fade+1
Toaster:
    TNT1 A 0
    Stop
    }
}

ACTOR ELegASGZombieGhostB : ELegASGZombieGhostA
{   
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
Fade:
    TNT1 A 1
    IASG B 2 A_FadeOut(0.10)
    Goto Fade+1
Toaster:
    TNT1 A 0
    Stop
    }
}

ACTOR ELegASGZombieGhostC : ELegASGZombieGhostA
{   
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
Fade:
    TNT1 A 1
    IASG C 2 A_FadeOut(0.10)
    Goto Fade+1
Toaster:
    TNT1 A 0
    Stop
    }
}

ACTOR ELegASGZombieGhostD : ELegASGZombieGhostA
{   
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
Fade:
    TNT1 A 1
    IASG D 2 A_FadeOut(0.10)
    Goto Fade+1
Toaster:
    TNT1 A 0
    Stop
    }
}

Actor ELACGrenade : ThrownGrenade
{
 Damagetype "LACGrenade"
 Damage (0)
 Obituary "%o Tried to dodge a Grenade thrown by a Enraged legendary Captain"
 MissileType LACGrenadeExplosion
 +NOTIMEFREEZE
 States
   {
   Spawn:
	  TNT1 A 0
      HGN1 A 3 A_StopSound
      HGN1 BCDEFGHABCDEFGHABCDEFGH 3
      Goto Death      
   Death: 
   	  TNT1 A 0
	  TNT1 A 0 Bright A_ChangeFlag("MISSILE",0)
	  TNT1 A 0 Bright A_AlertMonsters
	  TNT1 A 0 Bright A_PlaySound("weapons/hgrenadeex")
	  TNT1 A 0 Bright A_SpawnItemEx("OrangeParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
      TNT1 AAA 0 Bright A_CustomMissile("Kaboom3", 0, 0, random(0,360), 2, random(0,360))
	  TNT1 AAA 0 Bright A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))
	  TNT1 AAAA 0 A_SpawnItemEx("Debris",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)
      MISL B 4 Bright A_MissileAttack
      MISL CD 4 Bright A_SetTranslucent(0.75,1)
      Stop
   }
}

Actor ELACGrenadeExplosion
{
  Radius 1
  Height 1
  Speed 0
  Scale 2.4
  Projectile
  DamageType "LACGrenade"
  RenderStyle ADD
  Alpha 0.95
  +FLOORHUGGER
  +NOCLIP
  +NODAMAGETHRUST
  +NORADIUSDMG
  +NOTIMEFREEZE
  Obituary "%o Tried to dodge a Grenade thrown by a Enraged legendary Captain"
 States
  {
   Spawn:
	TNT1 A 1 
	TNT1 A 0 A_Explode(128,146)
	sTOP
  }
}

ACTOR ELACThrownMine : ThrownMine
{
Species "Zombie"
Obituary "%o Set off One of the Enraged Legendary Assualt Captains Mines."
+NOTIMEFREEZE
States
{
Spawn:
	TNT1 A 0
	TNT1 A 0 A_StopSound
    Goto Thrown
Thrown:
	ILIN A 30
	ILIN B 10 Bright
	Loop
Death:
	ILIN A 1
	ILIN A 1 A_SpawnItem("ELACLiveMine")
	Stop
	}
}

ACTOR ELACLiveMine
{
Scale 0.85
Radius 10
Height 8
Damage 1
Health 1
Mass 0x7FFFFFFF
Species "Zombie"
DamageType "LACGrenade"
+MISSILE
+THRUSPECIES
+NORADIUSDMG
+MOVEWITHSECTOR
+NOBLOOD
+SHOOTABLE
+NOTIMEFREEZE
Obituary "%o Set off One of the Enraged Legendary Assualt Captains Mines."
States
{
Spawn:
	ILIN A 30 A_ChangeFlag(NOBLOCKMAP,0)
	ILIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	ILIN A 30 A_ChangeFlag(NOBLOCKMAP,0)
	ILIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	ILIN A 30 A_ChangeFlag(NOBLOCKMAP,0)
	ILIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	ILIN A 30 A_ChangeFlag(NOBLOCKMAP,0)
	ILIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	ILIN A 30 A_ChangeFlag(NOBLOCKMAP,0)
	ILIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	ILIN A 30 A_ChangeFlag(NOBLOCKMAP,0)
	ILIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	ILIN A 30 A_ChangeFlag(NOBLOCKMAP,0)
	ILIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	ILIN A 30 A_ChangeFlag(NOBLOCKMAP,0)
	ILIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	ILIN A 30 A_ChangeFlag(NOBLOCKMAP,0)
	ILIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	ILIN A 30 A_ChangeFlag(NOBLOCKMAP,0)
	ILIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	ILIN A 30 A_ChangeFlag(NOBLOCKMAP,0)
	ILIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	ILIN A 30 A_ChangeFlag(NOBLOCKMAP,0)
	ILIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	ILIN A 30 A_ChangeFlag(NOBLOCKMAP,0)
	ILIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	ILIN A 30 A_ChangeFlag(NOBLOCKMAP,0)
	ILIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	ILIN A 30 A_ChangeFlag(NOBLOCKMAP,0)
	ILIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	ILIN A 30 A_ChangeFlag(NOBLOCKMAP,0)
	ILIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	ILIN A 30 A_ChangeFlag(NOBLOCKMAP,0)
	ILIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	ILIN A 30 A_ChangeFlag(NOBLOCKMAP,0)
	ILIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	ILIN A 30 A_ChangeFlag(NOBLOCKMAP,0)
	ILIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	ILIN A 30 A_ChangeFlag(NOBLOCKMAP,0)
	ILIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	Goto Death
Death:
	TNT1 A 0 A_Die
Explode:
	ILIN B 15 Bright A_PlaySound("weapons/minebeep")
	TNT1 A 0 A_AlertMonsters
	TNT1 A 0 A_Explode(186,162)
	TNT1 A 0 A_PlaySound("weapons/mineexplode")
	TNT1 A 0 A_SpawnItemEx("OrangeParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
    TNT1 AAAA 0 A_CustomMissile("Kaboom3", 0, 0, random(0,360), 2, random(20,160))
	TNT1 AAAA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(20,160))
	TNT1 AAAA 0 A_SpawnItemEx("Debris",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)
    TNT1 A 1 A_SpawnItem("RocketEx")
    Stop
    }
}

ACTOR LegendaryRedTracer : FastProjectile
{
Radius 1
Height 1
Speed 100
Scale 0.05
RenderStyle Add
Alpha 0.85
+RANDOMIZE
+FORCEXYBILLBOARD
+NOTIMEFREEZE
States
{
Spawn:
    RRAC A 1 Bright
	Loop
Death:
	TNT1 A 1 
	Stop
	}
}

ACTOR RedShellCasing : BulletCasing
{
Scale 0.24
Seesound "weapons/casing2"
+NOTIMEFREEZE
States
{
    Spawn:
	  TNT1 A 0
      TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	  RLUC ABCDEFGH 2
	  Loop
    Death:
	  TNT1 A 0
      TNT1 A 0 A_Jump(128,3)
      RLUC C 100
      RLUC C 5 A_FadeOut(0.10)
      Goto Death+3
      RLUC G 100
	  RLUC G 5 A_FadeOut(0.10)
	  Goto Death+5
	  }
}

Actor ELegCaptainRail : FastProjectile
{
Radius 6
Height 6
Speed 300
Damage (Random(10,14))
DeathSound "cyberrail/impact"
DamageType "CadaverRocket"
MissileType "ELegRevRailgunTrail"
Obituary "%o did not know that the Enraged Legendary Captains Shotgun had a rail addon"
+RIPPER
+THRUSPECIES
+EXTREMEDEATH
+NOTIMEFREEZE
+BLOODLESSIMPACT
+NOTIMEFREEZE
States
{
Spawn:
    TNT1 A 1
    Loop
Death:
	TNT1 A 1 A_SpawnItem("RailgunImpact")
	Stop
	}
}