ACTOR TheDevil : Devil replaces Devil
{
SeeSound "devil/sight"
DeathSound "devil/death"
PainSound "devil/pain"
ActiveSound "devil/active"
Tag "Devil"
}

//Fixed Tagnames that has to been insanelca1.2.1

ACTOR EnragedLegendaryBabySentientFIX2 : EnragedLegendaryBabySentient replaces EnragedLegendaryBabySentient
{
DropItem "EnragedLegendaryArmor" 80 1
DropItem "LegendaryRune" 100 1
DropItem "ILDemonAmmoBox" 250 1
DropItem "ILDemonAmmo" 250 1
DropItem "LegendaryBossLifeEssence" 256 64
DropItem "LegendaryBossArmorBonusMax" 256 64
DropItem "LegendaryBossLifeEssence" 128 64
DropItem "LegendaryBossArmorBonusMax" 128 64
DropItem "LegendaryBossLifeEssence" 32 1
DropItem "LegendaryBossArmorBonusMax" 32 1
DropItem "Enraged Legendary Plasmatic Cannon" 170 1
DropItem "Enraged Legendary Plasmatic Rifle" 144 1
DropItem "Enraged Legendary Light Machine Gun" 112 1
DropItem "LegAmmoSphere" 70 1
DropItem "DTBFGSuperChargeUpgrade" 100 1
DropItem "EnragedLegendaryRune" 62 1
Tag "\c[m6]Enraged\c- \c[z3]Legendary Baby Sentient\c-"
}

ACTOR M79Zombie2 : M79Zombie replaces M79Zombie
{
Tag "\cbM79 Zombie\c-"
States
	{
Missile:
		M79Z E 14 A_FaceTarget
		M79Z F 6 Bright A_CustomMissile("M79GrenadeZombie", 30, 0, 0)
		M79Z E 20 A_PlaySound("weapons/M79GrenadeFire")
		TNT1 A 0
		TNT1 A 1 A_PlayWeaponSound("weapons/M79GrenadeOpen")
		M79X AAAAAAA 2
		M79X B 3 A_PlayWeaponSound("weapons/M79GrenadeLoad")
		M79X B 2
		M79X AAAA 2
		M79X A 1 A_PlayWeaponSound("weapons/M79GrenadeClose")
		M79Z EE 2	
		Goto See
		}
}

ACTOR ShotgunZombie3 : ShotgunZombie2 replaces ShotgunZombie
{
Tag "Shotgunner"
States
{
Missile:
    ZSP1 E 15 A_FaceTarget
	TNT1 AAAA 0 Bright A_CustomMissile("MonsterTracer2",Random(28,34),0,Random(6,-6),0)
    ZSP1 F 5 Bright A_CustomBulletAttack(22.5,0,3,Random(1,5)*3)
    SPSR A 10 A_FaceTarget
	SPSR B 8 A_PlaySound("weapons/12gsgcock")
    TNT1 A 0 A_SpawnItemEx("ShellCasing", -8, 0, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	SPSR A 8
    Goto See
	}
}

ACTOR SuperShotgunZombie3 : SuperShotgunZombie2 replaces SuperShotgunZombie
{
Tag "Super Shotgunner"
States
{
Reload:
	TNT1 A 0 A_TakeInventory("SSGZombieToken",2)
	UDM2 B 6 A_FaceTarget
	UDM2 B 12 A_PlaySound("weapons/sawedopen")
    TNT1 A 0 A_SpawnItemEx("ShellCasing", -8, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    UDMX A 1 A_SpawnItemEx("ShellCasing", -10, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	UDMX B 12 A_PlaySound("weapons/shellslide")
	UDMX B 12 A_PlaySound("weapons/sawedclose")
    UDM2 B 6
    Goto See
	}
}

ACTOR QuadShotgunZombie3 : QuadShotgunZombie2 replaces QuadShotgunZombie
{
Tag "\crQuad Shotgun Zombie\c-"
States
{
Reload:
	TNT1 A 0 A_TakeInventory("QSGZombieToken",2)
	TNT1 A 0 A_PlaySound("weapons/qsgopen")	
    QSZM E 15 A_FaceTarget
    TNT1 A 0 A_SpawnItemEx("ShellCasing", -8, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    QSZM E 1 A_SpawnItemEx("ShellCasing", -10, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    TNT1 A 0 A_SpawnItemEx("ShellCasing", -8, 6, 38, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_SpawnItemEx("ShellCasing", -10, 6, 38, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    QSZX FABCDE 3
    QSZX E 12 A_PlaySound("weapons/qsgshellslide")	
    QSZX FABCDE 3
    QSZX E 12 A_PlaySound("weapons/qsgshellslide")	
    QSZM E 8	
    QSZM E 10 A_PlaySound("weapons/qsgclose")	
    Goto See
	}
}

ACTOR HexaShotgunZombie3 : Hexa-ShotgunZombie replaces Hexa-ShotgunZombie
{
Tag "\crHexa-Shotgun Zombie\c-"
States
{
Missile:
	TNT1 A 0 A_JumpIfInventory("Hexa-ZombieToken",3,"Reload2")
	TNT1 A 0 A_JumpIfCloser(325,"Hexa")
Normal:
    HSZM E 15 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/qsgdoublefire")
	TNT1 A 0 A_GiveInventory("Hexa-ZombieToken",1)
	TNT1 AAAAAA 0 Bright A_CustomMissile("MonsterTracer2",Random(28,34),0,Random(6,-6),0)
    HSZM F 5 Bright A_CustomBulletAttack(13.8,9.6,10,Random(1,4)*3) 
    HSZM E 15 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory("Hexa-ZombieToken",3,"Reload2")
	Goto See
Hexa:
	TNT1 A 0 A_JumpIfInventory("Hexa-ZombieToken",1,"Normal")
    HSZM E 15 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/hsgfire")
	TNT1 A 0 A_GiveInventory("Hexa-ZombieToken",3)
	TNT1 AAAAAAAAAAAA 0 Bright A_CustomMissile("MonsterTracer2",Random(28,34),0,Random(6,-6),0)
    HSZM F 5 Bright A_CustomBulletAttack(15.4,10.6,37,Random(1,4)*3)
    HSZM E 25 A_FaceTarget
Reload2:
	TNT1 A 0 A_TakeInventory("Hexa-ZombieToken",3)
	TNT1 A 0 A_PlaySound("weapons/qsgopen")	
    HSZM E 15 A_FaceTarget
    HSZM EEEEEE 0 A_SpawnItemEx("SSGShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
	HSZX FABCD 2
    HSZM E 12 A_PlaySound("weapons/qsgshellslide")	
    HSZX FABCD 2
    HSZM E 12 A_PlaySound("weapons/qsgshellslide")	
    HSZX FABCD 2
	HSZM E 12 A_PlaySound("weapons/qsgshellslide")	
    HSZM E 8
    HSZM E 10 A_PlaySound("weapons/qsgclose")	
    Goto See
	}
}

ACTOR SpecOpsShotgunner2 : SpecOpsShotgunner replaces SpecOpsShotgunner
{
Tag "\cuSpec \crOps \csShotgunner\c-"
States
{
AggressiveMissile:
    SPE1 EEE 4 A_FaceTarget
	TNT1 AAAA 0 Bright A_CustomMissile("MonsterTracer2",Random(28,34),0,Random(6,-6),0)
    SPE1 F 0 Bright A_PlayWeaponSound("SpecOpsZombie/Shotgun")
    SPE1 F 2 Bright A_CustomBulletAttack(11,0,3,Random(1,5)*3)
    ZSPR ABA 2 A_FaceTarget
    Goto AggressiveSee
 CreepMissile:
    SPE1 EEE 4 A_FaceTarget
	TNT1 AAAA 0 Bright A_CustomMissile("MonsterTracer2",Random(28,34),0,Random(6,-6),0)
    SPE1 F 0 Bright A_PlayWeaponSound("SpecOpsZombie/Shotgun")
    SPE1 F 2 Bright A_CustomBulletAttack(11,0,3,Random(1,5)*3)
    ZSPR ABA 2 A_FaceTarget
    Goto CreepSee
BerserkMissile:
    SPE1 EE 4 A_FaceTarget
	TNT1 AAAA 0 Bright A_CustomMissile("MonsterTracer2",Random(28,34),0,Random(6,-6),0)
    SPE1 F 0 Bright A_PlayWeaponSound("SpecOpsZombie/Shotgun")
    SPE1 F 2 Bright A_CustomBulletAttack(11,0,3,Random(1,5)*3)
    ZSPR ABA 2 A_FaceTarget
    SPE1 F 0 A_Jump(192, "BerserkSee")
    SPE1 F 0 A_MonsterRefire(40, "BerserkSee")
    Loop
	}
}

ACTOR HeavySpecOpsShotgunner2 : HeavySpecOpsShotgunner replaces HeavySpecOpsShotgunner
{
Tag "\cmHeavy \cuSpec \crOps \csShotgunner\c-"
States
{
AggressiveMissile:
    QZOM EEE 4 A_FaceTarget
	TNT1 AAAA 0 Bright A_CustomMissile("MonsterTracer2",Random(28,34),0,Random(6,-6),0)
    QZOM F 0 Bright A_PlayWeaponSound("SpecOpsZombie/Shotgun")
    QZOM F 2 Bright A_CustomBulletAttack(11,0,3,Random(1,5)*3)
    QZOM A 2 A_FaceTarget
	QZ0M A 2 A_FaceTarget
	QZOM A 2 A_FaceTarget
    Goto AggressiveSee
CreepMissile:
    QZOM EEE 4 A_FaceTarget
	TNT1 AAAA 0 Bright A_CustomMissile("MonsterTracer2",Random(28,34),0,Random(6,-6),0)
    QZOM F 0 Bright A_PlayWeaponSound("SpecOpsZombie/Shotgun")
    QZOM F 2 Bright A_CustomBulletAttack(11,0,3,Random(1,5)*3)
    QZOM A 2 A_FaceTarget
	QZ0M A 2 A_FaceTarget
	QZOM A 2 A_FaceTarget
    Goto CreepSee
BerserkMissile:
    QZOM EE 4 A_FaceTarget
	TNT1 AAAA 0 Bright A_CustomMissile("MonsterTracer2",Random(28,34),0,Random(6,-6),0)
    QZOM F 0 Bright A_PlayWeaponSound("SpecOpsZombie/Shotgun")
    QZOM F 2 Bright A_CustomBulletAttack(11,0,3,Random(1,5)*3)
    QZOM A 2 A_FaceTarget
	QZ0M A 2 A_FaceTarget
	QZOM A 2 A_FaceTarget
    QZOM F 0 A_Jump(192, "BerserkSee")
    QZOM F 0 A_MonsterRefire(40, "BerserkSee")
    Loop
	}
}

ACTOR ExplosiveShotgunZombie2 : ExplosiveShotgunZombie replaces ExplosiveShotgunZombie
{
Tag "\cuExplosive \crShotgunner\c-"
States
{
Missile:
    ESGZ E 15 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/ExplosiveSG/fire",7)
	TNT1 AAAAAA 0 Bright A_CustomMissile("MinigunnerExplosiveTracer",Random(30,34),0,Random(15,-15),0)
    ESGZ F 5 Bright A_CustomBulletAttack(18,6,6,Random(5,7))
    ESGR A 10 A_FaceTarget
	ESGR B 8 A_PlaySound("weapons/ExplosiveSG/pump",7)
    TNT1 A 0 A_SpawnItemEx("OrangeShellCasing", -8, 0, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	ESGR A 8
    Goto See
	}
}

ACTOR LegendaryAssaultCaptain2 : LegendaryAssaultCaptain replaces LegendaryAssaultCaptain
{
Tag "\c[z3]Legendary Assault Captain\c-"
States
{
Reload:
    	TNT1 A 0 A_ChangeFlag("NoPain", 1)
		LD12 AB 3 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
    	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("LHellionSmokeSpawner",0,0,0,0)
    	LD12 C 48 Bright A_TakeInventory ("ASGZAmmo", 16)
		TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
    	LD12 B 8 Bright A_PlaySound("lasgguy/asgin") 
		LD12 A 15 Bright A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
		LD12 D 15 Bright A_PlaySound("LShotgun/Cock")
		LD12 E 15 Bright A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
    	TNT1 A 0 A_ChangeFlag("NoPain", 0)
    	Goto See
	}
}

ACTOR FakeLegendaryAssaultCaptain2 : FakeLegendaryAssaultCaptain replaces FakeLegendaryAssaultCaptain
{
Tag "\c[z3]Legendary Assault Captain\c-"
States
{
Reload:
    	TNT1 A 0 A_ChangeFlag("NoPain", 1)
		LD12 AB 3 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
    	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("LHellionSmokeSpawner",0,0,0,0)
    	LD12 C 48 Bright A_TakeInventory ("ASGZAmmo", 16)
		TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
    	LD12 B 8 Bright A_PlaySound("lasgguy/asgin") 
		LD12 A 15 Bright A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
		LD12 D 15 Bright A_PlaySound("LShotgun/Cock")
		LD12 E 15 Bright A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
    	TNT1 A 0 A_ChangeFlag("NoPain", 0)
    	Goto See
	}
}

ACTOR LegendaryCowboy2 : LegendaryCowboi replaces LegendaryCowboy
{
Tag "\c[z3]Legendary Cowboy\c-"
States
  {
  Reload:
	TNT1 A 0 A_ChangeFlag("NoPain", 1)
	TNT1 A 0 A_PlaySound("REVOPEN")
	TNT1 AAAAAA 0 A_SpawnItemEx("LEGBulletCasing", -8, 7, 30, 4, 0, (0.1)*Random(30, 40), Random(-80, -90), 128)
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	LWG1 A 24 Bright A_TakeInventory ("WESTAmmo", 6)
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	LWG1 B 12 Bright A_PlaySound("REVINSR") 
	LWGU E 12 Bright A_PlaySound("REVCLOSE")
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	LWGU E 1 Bright A_PlaySound("REVSPIN")
	TNT1 A 0 A_ChangeFlag("NoPain", 0)
	Goto See
	}
}

ACTOR EnragedLegendaryCowboy2 : EnragedLegendaryCowboyFIX replaces EnragedLegendaryCowboy
{
Tag "\c[m6]Enraged\c- \c[z3]Legendary Cowboy\c-"
States
  {
  Reload:
        TNT1 A 0 A_ChangeFlag("NoPain", 1)
    	TNT1 A 0 A_PlaySound("REVOPEN")
		TNT1 AAAAAA 0 A_SpawnItemEx("ELegBulletCasing", -8, 7, 30, 4, 0, (0.1)*Random(30, 40), Random(-80, -90), 128)
		TNT1 A 0 A_SpawnItem("EnragedHellionSmokeSpawner",0,0,0,0)
    	EWG1 A 24 Bright A_TakeInventory ("WESTAmmo", 6)
		TNT1 A 0 A_SpawnItem("EnragedHellionSmokeSpawner",0,0,0,0)
    	EWG1 B 12 Bright A_PlaySound("REVINSR") 
		EWGU E 12 Bright A_PlaySound("REVCLOSE")
		TNT1 A 0 A_SpawnItem("EnragedHellionSmokeSpawner",0,0,0,0)
	    EWGU E 1 Bright A_PlaySound("REVSPIN")
    	TNT1 A 0 A_ChangeFlag("NoPain", 0)
    	Goto See
	}
}

Actor ProShotgunner2 : ProShotgunner replaces ProShotgunner
{
Tag "Pro Shotgunner"
States
	{
	Missile:
		ZSP1 E 6 A_FaceTarget
		ZSP1 FF 1 Bright A_FaceTarget
		TNT1 A 0 ThrustThingZ(0,18,0,0)
		TNT1 A 0 ThrustThing(angle*256/360+random(192.0,64.0),15,0,0)
		TNT1 A 0 A_CustomBulletAttack(22.5,0,5,4,"ZbulletPuff")
		TNT1 AAAA 0 Bright A_CustomMissile("MonsterTracer2",random(28,34),0,random(-6,6),0)
		SPSR A 6 A_FaceTarget
		SPSR B 4 A_PlaySound("weapons/12gsgcock")
		TNT1 A 0 A_SpawnItemEx("ShellCasing",-8,0,30,Random(2,6),0,Random(1,3),Random(-80,-90),SXF_CLIENTSIDE,0)
		SPSR A 2
		Goto Chase
		}
}

ACTOR EnragedLegendaryAssaultCaptain2 : EnragedLegendaryAssaultCaptainFIX replaces EnragedLegendaryAssaultCaptain
{
Tag "\c[m6]Enraged\c- \c[z3]Legendary Assault Captain\c-"
States
{
Reload:
    	TNT1 A 0 A_ChangeFlag("NoPain", 1)
		ID12 AB 3 A_SpawnItem("EnragedHellionSmokeSpawner",0,0,0,0)
    	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("EnragedHellionSmokeSpawner",0,0,0,0)
    	ID12 C 48 Bright A_TakeInventory ("ASGZAmmo", 16)
		TNT1 A 0 A_SpawnItem("EnragedHellionSmokeSpawner",0,0,0,0)
    	ID12 B 8 Bright A_PlaySound("lasgguy/asgin") 
		ID12 A 15 Bright A_SpawnItem("EnragedHellionSmokeSpawner",0,0,0,0)
		ID12 D 15 Bright A_PlaySound("LShotgun/Cock")
		ID12 E 15 Bright A_SpawnItem("EnragedHellionSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("EnragedHellionSmokeSpawner",0,0,0,0)
    	TNT1 A 0 A_ChangeFlag("NoPain", 0)
    	Goto See
	}
}

ACTOR NemesisAssaultCaptain2 : NemesisAssaultCaptain replaces NemesisAssaultCaptain
{
Tag "\c[v9]Nemesis Assault Captain\c-"
States
{
Reload:
    	TNT1 A 0 A_ChangeFlag("NoPain", 1)
		ND12 AB 3 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
    	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("NemesisHellionSmokeSpawner",0,0,0,0)
    	ND12 C 20 Bright A_TakeInventory ("ASGZAmmo", 16)
		TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
    	ND12 B 8 Bright A_PlaySound("lasgguy/asgin") 
		ND12 A 10 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
		ND12 D 10 Bright A_PlaySound("LShotgun/Cock")
		ND12 E 10 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
    	TNT1 A 0 A_ChangeFlag("NoPain", 0)
    	Goto See
	}
}

ACTOR VexedNemesisAssaultCaptain2 : VexedNemesisAssaultCaptain replaces VexedNemesisAssaultCaptain
{
Tag "\c[w2]Vexed Nemesis Assault Captain\c-"
States
{
Reload:
    	TNT1 A 0 A_ChangeFlag("NoPain", 1)
		VX12 AB 2 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    	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("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    	VX12 C 10 Bright A_TakeInventory ("ASGZAmmo", 16)
		TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    	VX12 B 4 Bright A_PlaySound("lasgguy/asgin") 
		VX12 A 5 Bright A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
		VX12 D 5 Bright A_PlaySound("LShotgun/Cock")
		VX12 E 5 Bright A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
    	TNT1 A 0 A_ChangeFlag("NoPain", 0)
    	Goto See
	}
}

ACTOR LegSSGZombie2 : LegendarySuperShotgunZombie replaces LegendarySuperShotgunZombie
{ 
Tag "\c[z3]Legendary Super Shotgun Zombie\c-"
States
{
Missile:
        TNT1 A 0 A_Jump(175,"FragGrenade")
		TNT1 A 0 A_JumpIfCloser(275,"Double")	
	Normal:
		LES2 EE 4 Bright A_GiveInventory("LegZombieStrafing",1)
		LES2 E 0 Bright A_GiveInventory("LegZombieStrafing",1)
		TNT1 A 0 A_PlaySound("Weapons/LegSGsingle")
		TNT1 AAAA 0 Bright A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
		LES2 F 4 Bright A_CustomBulletAttack(16.8,14.7,6,Random(5,15)*6,"LegModdedBulletPuff")
		LES2 EE 4 Bright A_GiveInventory("LegZombieStrafing",1)
		LES2 E 0 Bright A_GiveInventory("LegZombieStrafing",1)
		TNT1 A 0 A_PlaySound("Weapons/LegSGsingle")
		TNT1 AAAA 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
		LES2 F 4 Bright A_CustomBulletAttack(22.5,0,3,Random(2,10)*3,"LegModdedBulletPuff")
		LES2 EE 4 Bright A_GiveInventory("LegZombieStrafing",1)
		Goto Reload2
	Double:
		LES2 EEE 5 Bright A_GiveInventory("LegZombieStrafing",1)
		LES2 E 0 Bright A_GiveInventory("LegZombieStrafing",1)
		TNT1 A 0 A_PlaySound("Weapons/LegSGboth")
		TNT1 AAAAAAAA 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
		LES2 F 5 Bright A_CustomBulletAttack(19.5,15.3,14,Random(10,20)*6,"LegModdedBulletPuff")
		LES2 EEE 5 Bright A_GiveInventory("LegZombieStrafing",1)
		Goto Reload2
Reload2:
		LES2 B 3 Bright A_GiveInventory("LegZombieStrafing",1)
		TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
		LSS2 A 6 Bright A_PlaySound("wWeapons/LegSGopen")
		TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
		TNT1 A 0 A_SpawnItemEx("BlueShellCasing", -8, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		LSS2 B 1 Bright A_SpawnItemEx("BlueShellCasing", -10, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		LSS2 C 6 Bright A_PlaySound("Weapons/LegSGin")
		TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
		LES2 E 6 Bright A_PlaySound("Weapons/LegSGclose")
		TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
		TNT1 A 0 A_Jump(40,"See")	
		LES2 E 6 Bright A_CPosRefire
		Goto See
		}
}

ACTOR FormerAdmiral2 : FormerAdmiral replaces FormerAdmiral
{
Tag "\cuFormer \cmAdmiral\c-"
States
{
Beacon:
    BP19 A 10 A_Changeflag("NOPAIN",1)
	BP19 BC 5
    BP19 D 5 A_SpawnItem("ActiveFormerBeacon")
	BP19 E 5 A_Changeflag("NOPAIN",0)
	Goto See
	}
}

ACTOR OldLegendaryStealthTrooper : HEMLegendaryStealthTrooper replaces HEMLegendaryStealthTrooper
{
Tag "\c[z3]Legendary Stealth Trooper\c-"
States
{
Reload:
		TNT1 A 0 A_ChangeFlag("NOPAIN",1)
		TNT1 A 0 A_JumpIf(user_protected == 1,2)
		TNT1 A 0 A_GiveInventory("ZombieShieldSphere",1)
		TNT1 A 0 A_PlaySound("weapons/legAK47Reload1")
		TNT1 A 0 A_SpawnItemEx("LegAK47EmptyMagSpawner",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
		TNT1 A 0 A_SpawnItemEx("LHellionSmokeSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		OLC2 A 50 Bright A_TakeInventory ("LegAK47Ammo", 31)
		OLC2 B 10 Bright A_SpawnItemEx("LHellionSmokeSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx("LHellionSmokeSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		OLC2 C 8 Bright A_PlaySound("weapons/legAK47Reload2") 
		OLC2 D 20 Bright A_PlaySound("weapons/legAK47Reload3")
		TNT1 A 0 A_SpawnItemEx("LHellionSmokeSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_ChangeFlag("NoPain",0)
		Goto See
		}
}

ACTOR LegendaryStealthTrooper2 : LegendaryStealthTrooper replaces LegendaryStealthTrooper
{
Tag "\c[z3]Legendary Stealth Trooper\c-"
States
{
Nade:
    LCMD E 1 A_JumpIfCloser(1000,1)
	Goto Missile
	LCM3 A 0 A_JumpIfCloser(280,"Missile")
    LCM3 A 6 A_GiveInventory("LegZombieStrafing",1)
    LCM3 AAA 4 A_GiveInventory("LegZombieStrafing",1)
	TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
    LCMD E 6 A_CustomMissile("LGrenade",32,0,0,2,10)
	LCMD E 1
	Goto See
Reload:
    TNT1 A 0 A_ChangeFlag("NoPain", 1)
    TNT1 A 0 A_PlaySound("weapons/LMGReload2")
	LCM2 ABC 2 Bright A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	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("LHellionSmokeSpawner",0,0,0,0)
    LCMD CC 25 Bright A_TakeInventory ("LegAK47Ammo", 76)
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	LCM2 CBA 2 Bright A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
    LCMD A 20 Bright A_PlaySound("weapons/LMGReload1") 
	LCMD E 40 Bright A_PlaySound("weapons/LMGReload3")
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
    TNT1 A 0 A_ChangeFlag("NoPain", 0)
    Goto See
	}
}

ACTOR EnragedLegendaryStealthTrooper2 : EnragedLegendaryStealthTrooperFIX replaces EnragedLegendaryStealthTrooper
{
Tag "\c[m6]Enraged\c- \c[z3]Legendary Stealth Trooper\c-"
States
{
Nade:
    ECMD E 1 A_JumpIfCloser(1000,1)
	Goto Missile
	ECMD E 0 A_JumpIfCloser(280,"Missile")
    ECM3 A 6 A_GiveInventory("LegZombieStrafingg",1)
    ECM3 AAA 4 A_GiveInventory("LegZombieStrafingg",1)
	TNT1 A 0 A_GiveInventory("LegZombieStrafingg",1)
    ECMD E 6 A_CustomMissile("ELegStealthTrooperNade",32,0,0,2,10)
	ECMD E 1
	Goto See
Reload:
    TNT1 A 0 A_ChangeFlag("NoPain", 1)
    TNT1 A 0 A_PlaySound("weapons/LMGReload2")
	ECM2 ABC 2 Bright A_SpawnItem("EnragedHellionSmokeSpawner",0,0,0,0)
	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("EnragedHellionSmokeSpawner")
    ECM2 CC 25 Bright A_TakeInventory ("ELegAK47Ammo", 92)
	TNT1 A 0 A_SpawnItem("EnragedHellionSmokeSpawner")
	ECM2 CBA 2 Bright A_SpawnItem("EnragedHellionSmokeSpawner",0,0,0,0)
    ECMD E 20 Bright A_PlaySound("weapons/LMGReload1") 
	ECMD E 40 Bright A_PlaySound("weapons/LMGReload3")
	TNT1 A 0 A_SpawnItem("EnragedHellionSmokeSpawner")
    TNT1 A 0 A_ChangeFlag("NOPAIN",0)
    Goto See
	}
}

ACTOR NemesisStealthTrooper2 : NemesisStealthTrooper replaces NemesisStealthTrooper
{ 
Tag "\c[v9]Nemesis Stealth Trooper\c-"
States
{
NemesisSSG:
	TNT1 A 0 A_PlaySound("Pickups/LegSSG",7,1.0,0,0.5)
	NMS2 EE 10 A_FaceTarget
	TNT1 AA 0 A_SpawnItemEx("NemesisShellCasing", 0, 12, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 AAAA 0 A_CustomMissile("NemesisTracer",Random(32,38),0,Random(6,-6),0)
	TNT1 A 0 A_CustomBulletAttack(20,14,15,0,"NemesisASGPuffExplode",0)
	TNT1 A 0 A_CustomBulletAttack(20,14,15,Random(5,15)*6,"NemesisASGBulletPuff",0,CBAF_NORANDOM)
	NMS2 F 5 Bright A_PlaySoundEx("NemesisSSG/Fire1","Weapon")
	NMS2 E 10 A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisSSG/Close",7,1.0,0,0.5)
	Goto Teleport
  NemesisSSGKakuhou:
	TNT1 A 0 A_PlaySound("Pickups/LegSSG",7,1.0,0,0.5)
	NMS2 EE 7 A_FaceTarget
	TNT1 AA 0 A_SpawnItemEx("NemesisShellCasing", 0, 12, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 AAAA 0 A_CustomMissile("NemesisTracer",Random(32,38),0,Random(6,-6),0)
	TNT1 A 0 A_CustomBulletAttack(20,14,15,0,"NemesisASGPuffExplode",0)
	TNT1 A 0 A_CustomBulletAttack(20,14,15,Random(5,15)*6,"NemesisASGBulletPuff",0,CBAF_NORANDOM)
	NMS2 F 5 Bright A_PlaySoundEx("NemesisSSG/Fire1","Weapon")
	NMS2 E 10 A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisSSG/Close",7,1.0,0,0.5)
	Goto Teleport
  NemesisSSGSniper:
	TNT1 A 0 A_PlaySound("Pickups/LegSSG",7,1.0,0,0.5)
	NMS2 EE 10 A_FaceTarget
	TNT1 A 0 A_FaceTarget
	NMS2 EEEEEEEEEEEEEEEEEEEE 1 A_CustomRailgun(-1,10,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,1,0,"RailTargetPuff",0,0,0,0,2,0,"NemesisCyberNobleRailTarget")
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", 0, 32, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 AAAA 0 A_CustomMissile("NemesisTracer",Random(32,38),0,Random(6,-6),0)
	TNT1 A 0 A_CustomBulletAttack(4,4,5,0,"NemesisASGPuffExplode",0)
	TNT1 A 0 A_CustomBulletAttack(4,4,5,Random(5,15)*6,"NemesisASGBulletPuff",0,CBAF_NORANDOM)
	NMS2 F 5 Bright A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	NMS2 E 10 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing", 0, 32, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 AAAA 0 A_CustomMissile("NemesisTracer",Random(32,38),0,Random(6,-6),0)
	TNT1 A 0 A_CustomBulletAttack(4,4,5,0,"NemesisASGPuffExplode",0)
	TNT1 A 0 A_CustomBulletAttack(4,4,5,Random(5,15)*6,"NemesisASGBulletPuff",0,CBAF_NORANDOM)
	NMS2 F 5 Bright A_PlaySoundEx("NemesisSSG/Fire2","Weapon")
	NMS2 E 10 A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisSSG/Close",7,1.0,0,0.5)
	Goto MissileLoop
	}
}

actor GoreImp2 : GoreImp replaces GoreImp
{
Tag "\c[g9]Gore Imp\c-"
States
{
Lunge:
	GRI5 NO 3 A_FaceTarget
	TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	GRI5 P 2 A_Recoil(-30)
	GRI5 Q 3 A_CustomMissile("GoreImpLunge",18,0,0,CMF_AIMDIRECTION)
	TNT1 A 0 A_PlaySound("imps/melee")
	GRI5 Q 6
	GRI5 R 2 A_ScaleVelocity(0.2)
	TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)
	GRI5 R 1 A_ScaleVelocity(0)
	Goto See
	}
}

ACTOR ImpLord2 : ImpLord replaces ImpLord
{
Tag "\crImp Lord\c-"
States
{
Claw:
	    LROO AA 7 A_FaceTarget
	    TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)
	    TNT1 A 0 ThrustThingZ(0,20,0,1)
	    ILOR A 2 A_Recoil(-30)
	    ILOR A 3 A_CustomMissile("ImpLunge",18,0,0,CMF_AIMDIRECTION)
		TNT1 A 0 A_PlaySound("baron/melee")
	    LROO F 6
	    LROO F 2 A_ScaleVelocity(0.2)
	    TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)
	    LROO F 1 A_ScaleVelocity(0)
	   Goto See
	   }
}

Actor BerserkerImp2 : BerserkerImp replaces BerserkerImp
{
Tag "\c[f1]Berserker Imp\c-"
States
{
Normal:
		FIMP EEEEEEE 1 A_FaceTarget
		FIMP VV 1 A_FaceTarget
		TNT1 A 0 A_Recoil(-10)
		TNT1 A 0 A_SkullAttack(20)
		FIMP W 25
		TNT1 A 0 A_Gravity
		FIMP GF 4 A_Stop
		TNT1 A 0 A_JumpIfCloser(70,"Melee")
		FIMP E 5
		GoTo See
		}
}

ACTOR NemesisImp2 : NemesisImp replaces NemesisImp
{
Tag "\c[v9]Nemesis Imp\c-"
States
{
Lunge:
	NSI2 EE 3 A_FaceTarget
	TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	NSI3 A 2 A_Recoil(-30)
	NSI3 A 3 A_CustomMissile("GoreImpLunge",18,0,0,CMF_AIMDIRECTION)
	TNT1 A 0 A_PlaySound("imps/melee")
	NSI3 B 6
	NSI2 F 2 A_ScaleVelocity(0.2)
	TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)
	NSI2 F 1 A_ScaleVelocity(0)
	Goto See
	}
}