actor ClassBaseSlot6 : ClassBaseSlot5
{
	States
	{
		Pain.MagnetSphereBeam:
			PLY1 H 0
			goto Pain+1

		Pain.PowerFist:
			PLY1 H 0 A_SpawnItemEx("PowerFistShockFX", 6, 0, 32)
			PLY1 H 0 A_GiveInventory("PowerFistShocked", 1)
			PLY1 H 0 ThrustThingZ(0, 60, 0, 0)
			goto Pain+2
		Pain.PowerFistWeak:
			PLY1 H 0 ThrustThingZ(0, 40, 0, 0)
			goto Pain+2
			
		Pain.DeadlyMalwareInfect:
			PLY1 H 0 A_JumpIfInventory("JewelShieldCheck",1,"Pain.Misc")
			PLY1 H 0 A_JumpIfInventory("DeadlyMalwareInfectedTimer",1,"Pain.Misc")
			PLY1 H 0 A_JumpIfInventory("DeadlyMalwareInfectPowerProtect",1,"Pain.Misc")
			PLY1 H 0 A_PlaySoundEx("weapon/deadlymalwareinfect","Body")
			//PLY1 H 0 A_SpawnItemEx("DeadlyMalwareInfectedWatcher",0,0,0,0,0,0,0,SXF_WEPFXCOLOR)
			PLY1 H 0 A_GiveInventory("DeadlyMalwareInfectedTimer",1)
			PLY1 H 0 ACS_NamedExecuteWithResult("DeadlyMalware_InfectedAnimation")
			PLY1 H 0 ACS_NamedExecuteWithResult("DeadlyMalware_InfectedAnimationTimer")
			Goto Pain+1

		Pain.DeadlyMalware:
			PLY1 H 0
			Goto Pain

		Pain.JudgementRush:
			PLY1 H 0 A_GiveInventory("JudgementRushIFrames")
			goto Pain

		Pain.JudgementRush:
			PLY1 H 0 A_GiveInventory("JudgementRushIFrames")
			goto Pain
			
		Pain.YoukaiBuster:
		Pain.YoukaiBusterB:
			PLY1 H 0 ACS_NamedExecuteWithResult("YoukaiBuster_AmmoTake")
			Goto Pain.YoukaiBusterEnd
		Pain.YoukaiOrb:
		Pain.YoukaiOrbB:
			PLY1 H 0 ACS_NamedExecuteWithResult("YoukaiBuster_AmmoTakeOrb")
			Goto Pain.YoukaiBusterEnd
		Pain.YoukaiBusterEnd:
			PLY1 H 0
			PLY1 H 0 A_SpawnItemEx("YoukaiBusterFX",6,0,32)
			PLY1 H 0 A_SpawnItemEx("TouhouPower")
			Goto Pain+2
			
		Pain.BURST_MoonGas:
			"----" H 0 A_GiveInventory("BURST_MoonGasProtection")
			"----" H 0 A_GiveInventory("BURST_MoonGas_P")
			goto Pain+2
			
		Pain.GyroBoots:
			PLY1 H 0 A_GiveInventory("GyroBootsHit", 1)
			PLY1 H 0 A_GiveInventory("GyroBootsProtect", 1)
			Goto pain+2
		
		Pain.PlasmaSpark5:
			PLY1 H 0 A_GiveInventory("PlasmaSparkProtect")
			goto Pain

		Pain.Zangetsuto:
			PLY1 H 0 A_GiveInventory("ZangetsutoHit", 1)
			goto Pain
			
		Pain.ArteryCore:
			PLY1 H 0
			Goto Pain+1

		Death.GyroBoots:
			PLY1 H 0 A_GiveInventory("GyroBootsHitDeath", 1)
			PLY1 HH 1 A_JumpIfInventory("CriticalDeath",1,"GyroBootsDeathGib")
			PLY1 HHHHHHHHHHHHHHHHHHH 1
			goto MegamanExplode
		GyroBootsDeathGib:
			PLY1 HHHHHHHHHHHHHHHHHHH 1
			goto MegaManGib
			
	}
}