Actor Bastet : PlayerPawn
{
	Mass 700
	Scale 0.7
	Health 100
	painchance 256
	Player.SoundClass "Bastet"
	Player.DisplayName "Bastet"
	Player.ScoreIcon "BASTST"
	Player.ColorRange 112, 127
	Player.Maxhealth 150
	Player.StartItem "BastetAmmo1", 100
	Player.StartItem "BastetWeapon"
	Player.StartItem "SpecialAbility", 1
	Player.StartItem "IsGhoul", 1
	bloodcolor "DarkRed"
	Species "Ghoul"
	Mass 500
	Damagefactor "Vivi", 1.1
	Damagefactor "Divine", 0.8
	damagefactor "Plasma", 0.6
	Damagefactor "PistolBullets", 1.1
	Damagefactor "CalebRevolver", 1.1
	Damagefactor "ChexWarriorPistol", 1.1
	Damagefactor "IlluPewpewRifle", 1.0
	Damagefactor "AntiAirBolt", 0.8
	Damagefactor "RevyRifleBullet", 1.2
	Damagefactor "KarStiglitz", 1.1
	Damagefactor "railgun", 0.8
	Damagefactor "CodenameBeam", 0.8
	damagefactor "CryoXBow", 0.7
    damagefactor "CrapPlasma", 1.3
    damagefactor "Ghosttrap", 0.4
    damagefactor "Proton", 0.8
	DamageFactor "Grenade", 0.8
	DamageFactor "CalebDynamite", 0.8
	DamageFactor "normal", 0.7
	DamageFactor "ChexWarrior", 0.7
	Damagefactor "ice", 0.5
	Damagefactor "ice2", 0.5
	Damagefactor "AltIce2", 0.5
	Damagefactor "fire2", 0.8
	Damagefactor "RenegadeFire", 0.8
	Damagefactor "melee", 0.6
	Damagefactor "AltFire2", 0.7
	Damagefactor "minion", 0.0
	Damagefactor "Termissiles", 0.7
	Damagefactor "InariPlasma", 0.7
	Damagefactor "Sentinel", 1.1
	Damagefactor "SamDeagle", 1.1
	Damagefactor "Mechpewpews", 1.0
	Damagefactor "ThrottlePews", 0.8
	Damagefactor "BlueFire", 0.0
	Damagefactor "ZombieIce", 0.0
    Damagefactor "ZombiePoison", 0.0
	Damagefactor "ZombieSlaps", 0.0
	Damagefactor "Tenebra", 0.0
	Damagefactor "Judgement", 0.0
	Player.ForwardMove 1.1
	Player.SideMove 1.1
	LimitedToTeam 1
	+NOSKIN
	+NOICEDEATH
	+NODAMAGETHRUST
	+QUICKTORETALIATE
	States
	{
	Spawn:
		PM04 A 0 A_ChangeFlag("SHOOTABLE", TRUE)
		PM04 A 0 SetPlayerProperty(0,0,4)
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		PM04 A 0 A_JumpIfInventory("BastetTeleportActive",1,"BastetTeleportAnimation")
		PM04 A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		PM04 A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		PM04 A 30
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		PM04 A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		PM04 A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		PM04 A 0 A_JumpIf (momz!=0, "Spawn")
		PM04 A 0 A_JumpIfInventory("BastetAmmo1", 100, "Spawn")
		PM04 A 0 A_GiveInventory("BastetAmmo1",5)
		loop
	See:
		PM04 A 0 A_JumpIfHealthLower(11,"SpeedBoostWalk5")
		PM04 A 0 A_JumpIfHealthLower(21,"SpeedBoostWalk4")
		PM04 A 0 A_JumpIfHealthLower(41,"SpeedBoostWalk3")
		PM04 A 0 A_JumpIfHealthLower(61,"SpeedBoostWalk2")
		PM04 A 0 A_JumpIfHealthLower(81,"SpeedBoostWalk1")
		PM04 A 0 A_JumpIfHealthLower(101,"SpeedBoostWalk0")
		PM04 ABCDEF 4
		Goto Spawn
	SpeedBoostWalk0:
		PM04 A 0 ACS_ExecuteAlways(4000,0,1)
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		PM04 A 0 A_JumpIfInventory("BastetTeleportActive",1,"BastetTeleportAnimation")
		PM04 A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		PM04 A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		PM04 ABCDEF 4
		Goto Spawn
	SpeedBoostWalk1:
		PM04 A 0 ACS_ExecuteAlways(4000,0,2)
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		PM04 A 0 A_JumpIfInventory("BastetTeleportActive",1,"BastetTeleportAnimation")
		PM04 A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		PM04 A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		PM04 ABCDEF 4
		Goto Spawn
	SpeedBoostWalk2:
		PM04 A 0 ACS_ExecuteAlways(4000,0,3)
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		PM04 A 0 A_JumpIfInventory("BastetTeleportActive",1,"BastetTeleportAnimation")
		PM04 A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		PM04 A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		PM04 ABCDEF 4
		Goto Spawn
	SpeedBoostWalk3:
		PM04 A 0 ACS_ExecuteAlways(4000,0,4)
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		PM04 A 0 A_JumpIfInventory("BastetTeleportActive",1,"BastetTeleportAnimation")
		PM04 A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		PM04 A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		PM04 A 0 A_SpawnItemEx("GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		PM04 A 0 A_SpawnItemEx("64GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		PM04 ABCDEF 4
		Goto Spawn
	SpeedBoostWalk4:
		PM04 A 0 ACS_ExecuteAlways(4000,0,5)
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		PM04 A 0 A_JumpIfInventory("BastetTeleportActive",1,"BastetTeleportAnimation")
		PM04 A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		PM04 A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		PM04 A 0 A_SpawnItemEx("GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		PM04 A 0 A_SpawnItemEx("64GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		PM04 ABCDEF 4
		Goto Spawn
	SpeedBoostWalk5:
		PM04 A 0 ACS_ExecuteAlways(4000,0,6)
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		PM04 A 0 A_JumpIfInventory("BastetTeleportActive",1,"BastetTeleportAnimation")
		PM04 A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		PM04 A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		PM04 A 0 A_SpawnItemEx("GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		PM04 A 0 A_SpawnItemEx("64GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		PM04 ABCDEF 4
		Goto Spawn
	BastetTeleportAnimation:
		PM04 A 0 A_ChangeFlag("SHOOTABLE", FALSE)
		PM04 N 1 Setplayerproperty(0,1,4)
		PM04 NO 8
		PM04 P 0 A_Playsound("Bastet/Teleport",CHAN_ITEM)
		PM04 P 10
		PM04 A 0 A_SpawnItem("BastetTeleportAura")
		PM04 QRSTUVWXYZ 2
		PM14 ABCDEFGHI 2
		PM04 A 0 Setplayerproperty(0,0,4)
		PM04 A 0 ACS_ExecuteAlways(477,0,1)
		PM04 A 1 A_SetTranslucent(0.0,0)
		PM04 A 100 
		PM04 A 40 A_Print("Detonating Red Inferno in 3")
		PM04 A 40 A_Print("Detonating Red Inferno in 2")
		PM04 A 40 A_Print("Detonating Red Inferno in 1")
		PM14 A 0 Setplayerproperty(0,1,4)
		PM14 A 30 A_Print("Detonating!")
		PM14 A 0 A_SetTranslucent(1.0,0)
		PM14 A 0 A_Playsound("Justicar/Blur",CHAN_ITEM)
		PM14 A 0 A_SpawnItem("BastetTeleportAura")
		PM14 IHGFEDCBA 2
		PM04 ZYXWVUTSRQ 2
		TNT1 A 0 Radius_Quake(6,17,0,6400,0)
		TNT1 A 0 Radius_Quake(7,17,0,6400,0)
		TNT1 A 0 Radius_Quake(8,17,0,6400,0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("BastetLavaStayVFX", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("BastetLavaStayVFX", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		PM04 P 0 A_SpawnItemEx("PureRedFireExplosionBastet")
		PM04 P 10
		PM04 ON 8
		PM04 A 0 ACS_ExecuteAlways(477,0,2)
		PM04 N 1 Setplayerproperty(0,0,4)
		PM04 A 0 A_ChangeFlag("SHOOTABLE", TRUE)
		Goto Spawn
	Dancing:
		PM04 A 0 A_ChangeFlag("SHOOTABLE", TRUE)
		PM04 A 0 A_TakeInventory("GhoulDisableTrigger",15)
		PM04 A 0 A_TakeInventory("AriaInfluence",10)
		PM04 A 0 Setplayerproperty(0,1,4)
		PM04 AAAAAAAAAAAAAAAA 1
		PM04 A 0 ThrustThingZ(0,20,0,0)
		PM04 A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		PM04 A 0 A_TakeInventory("GhoulDisableTrigger",15)
		PM04 A 0 A_TakeInventory("AriaInfluence",10)
		PM04 AAAAAAAAAAAAAAAA 1
		PM04 A 0 ThrustThingZ(0,20,0,0)
		PM04 A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		PM04 A 0 A_TakeInventory("GhoulDisableTrigger",15)
		PM04 A 0 A_TakeInventory("AriaInfluence",10)
		PM04 AAAAAAAAAAAAAAAA 1
		PM04 A 0 ThrustThingZ(0,20,0,0)
		PM04 A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		PM04 A 0 A_TakeInventory("GhoulDisableTrigger",15)
		PM04 A 0 A_TakeInventory("AriaInfluence",10)
		PM04 AAAAAAAAAAAAAAAA 1
		PM04 A 0 ThrustThingZ(0,20,0,0)
		PM04 A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		PM04 A 0 A_TakeInventory("GhoulDisableTrigger",15)
		PM04 A 0 A_TakeInventory("AriaInfluence",10)
		PM04 AAAAAAAAAAAAAAAA 1
		PM04 A 0 ThrustThingZ(0,20,0,0)
		PM04 A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		PM04 A 0 A_TakeInventory("GhoulDisableTrigger",15)
		PM04 A 0 A_TakeInventory("AriaInfluence",10)
		PM04 AAAAAAAAAAAAAAAA 1
		PM04 A 0 ThrustThingZ(0,20,0,0)
		PM04 A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		PM04 A 0 A_TakeInventory("GhoulDisableTrigger",15)
		PM04 A 0 A_TakeInventory("AriaInfluence",10)
		PM04 A 1 Setplayerproperty(0,0,4)
		PM04 A 0 A_TakeInventory("GhoulDisableTrigger",15)
		PM04 A 0 A_TakeInventory("AriaInfluence",10)
		Goto Spawn
	DisableTheGhoul:
		PM04 A 0 A_Changeflag("shootable",false)
		PM04 A 0 A_Changeflag("shootable",false)
		PM04 A 0 Setplayerproperty(0,1,4)
		PM04 A 0 A_TakeInventory("GhoulDisableTrigger",15)
		PM04 A 90 Bright A_SetTranslucent(1.0,0)
		PM04 A 0 A_TakeInventory("GhoulDisableTrigger",15)
		PM04 A 0 A_Changeflag("shootable",true)
		PM04 A 0 A_Changeflag("shootable",true)
		PM04 A 0 Setplayerproperty(0,0,4)
		PM04 A 0 Setplayerproperty(0,0,4)
		PM04 A 0 A_TakeInventory("GhoulDisableTrigger",15)
		Goto Spawn
	Missile:
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		PM04 IIJJKKLL 1
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	Goto Spawn
	Melee:
		PM04 A 1
	Goto Missile
	Pain:
	PM04 H 4  
	TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	PM04 H 4 A_Pain
	Goto Spawn	
	Pain.Vivi:
	PM04 A 0 A_SetPitch(pitch - 2.0)
	PM04 A 0 A_SetAngle(angle + (random(-40,40)/10))
	Goto Pain
	Death.DoomChainSaw:
	TNT1 A 0 A_GiveToTarget("cell",50)
	TNT1 A 0 A_GiveToTarget("RocketAmmo",5)
	TNT1 A 0 A_GiveToTarget("clip1",50)
	TNT1 A 0 A_GiveToTarget("Shell",10)
	Goto Death
	Death.D64Pistol:
	TNT1 A 0 A_GiveToTarget("D64UnmakerUpgrades",1)
	TNT1 A 0 A_GiveToTarget("Cell",75)
	TNT1 A 0 A_GiveToTarget("D64KilledCount",1)
	Goto DeathAnimAlt
	Death.Plasma:
	TNT1 A 0 A_GiveToTarget("CyborgFuel",25)
	Goto DeathAnim
	Death.Telefrag:
	Goto Death.UnmakerLaser
	Death.LoWangVampiric:
	TNT1 A 0 A_GiveToTarget("SWLoWangBloody",1)
	TNT1 A 0 A_JumpIfInventory("BloodCurseItem",1,"Death",AAPTR_TARGET)
	TNT1 A 0 A_GiveToTarget("Health",20)
	Goto Death
	Pain.ViviMine:
	PM04 A 0 ThrustThingZ(0,70,0,0)
	Goto Pain
	Death.SkarletPistolDrain:
	TNT1 A 0 A_JumpIfInventory("BloodCurseItem",1,"Death",AAPTR_TARGET)
	TNT1 A 0 A_GiveToTarget("Health",50)
	Goto Death
	Death.SkarletVampiric:
	TNT1 A 0 A_JumpIfInventory("BloodCurseItem",1,"Death",AAPTR_TARGET)
	TNT1 A 0 A_GiveToTarget("Health",60)
	Goto Death
	Pain.GwenPlasma2:
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		PM04 G 0 Setplayerproperty(0,0,4)
		PM04 H 0 A_Pain
		PM04 H 20 Setplayerproperty(0,1,0)
		PM04 H 2 Setplayerproperty(0,0,0)
		Goto Spawn
	GwenGoddessDeath:
		TNT1 A 0 A_Changeflag("shootable",true)
		TNT1 A 0 SetPlayerProperty(0,1,4)
		TNT1 A 0 A_SetTranslucent (1.0, 0)
		TNT1 A 0 A_SpawnItemEx("GwenTimeImplosionRing")
		TNT1 A 0 A_Playsound("Gwen/DivineExplosionSound",6,1,0,ATTN_NONE)
		PM04 H 24 SetPlayerProperty(0,1,4)
		TNT1 A 0 A_SpawnItemEx("GwenTimeExplosionRingDamageFX")
		TNT1 A 0 A_SpawnItemEx("GwenTimeExplosionRingDamage")
		TNT1 A 0 A_SpawnItemEx("GwenTimeExplosionRing")
		TNT1 A 0 A_SpawnItemEx("GwenTimeExplosionRingX")
		TNT1 A 0 A_SpawnItemEx("GwenThunderFX")
		TNT1 A 0 A_SpawnItemEx("GwenGoddessStateEXP")
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GwenThunderFX_Spark2", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GwenThunderFX_Spark2", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GwenThunderFX_Spark2", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GwenThunderFX_Spark2", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GwenThunderFX_Spark2", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GwenThunderFX_Spark2", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx("KNThunderFX_Smoke", 0, 0, 0, 0.01 * Random(-125, 125), 0.01 * Random(-125, 125), 0.01 * Random(25, 245), 0, 128, 0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GwenThunderFX_Spark", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GwenThunderFX_Spark", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 A 0 DamageThing(100000)
		Goto Death
	Death:
	DeathAnim:
		PM04 I 0 A_GiveToTarget("KillBeep",1)
		PM04 I 0 A_SpawnItemEx("AdditionalGhoulDeathVFX")
		PM04 I 0 A_TakeInventory("RocketAmmo",999)
		PM04 I 0 A_TakeInventory("KilledCount",999)
		PM04 I 0 A_GiveToTarget("KilledMe",1)
		PM04 I 0 A_GiveToTarget("KilledEyesore",1)
		PM04 I 0 A_PlayerScream
		PM04 N 4
		PM04 J 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		PM04 N 4
		PM04 J 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		PM04 O 4
		PM04 K 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		PM04 O 4
		PM04 K 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		BAST V 7
		PM04 K 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		BAST V 17 A_Playsound("rock/gone")
		PM04 L 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		BAST X 7
		PM04 L 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		BAST Y 7
		PM04 M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
	    BAST Z 5
		BAS2 A 6
		BAS2 B 6
		BAS2 C 10
		BAST C -1
		Stop
	DeathAnimAlt:
		PM04 I 0 A_GiveToTarget("KillIndicator",1)
		PM04 I 0 A_SpawnItemEx("AdditionalGhoulDeathVFX")
		PM04 I 0 A_TakeInventory("RocketAmmo",999)
		PM04 I 0 A_TakeInventory("KilledCount",999)
		PM04 I 0 A_GiveToTarget("KilledMe",1)
		PM04 I 0 A_GiveToTarget("KilledEyesore",1)
		PM04 I 0 A_PlayerScream
		PM04 N 4
		PM04 J 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		PM04 N 4
		PM04 J 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		PM04 O 4
		PM04 K 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		PM04 O 4
		PM04 K 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		BAST V 7
		PM04 K 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		BAST V 17 A_Playsound("rock/gone")
		PM04 L 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		BAST X 7
		PM04 L 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		BAST Y 7
		PM04 M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
	    BAST Z 5
		BAS2 A 6
		BAS2 B 6
		BAS2 C 10
		BAS2 C -1
		Stop
	Death.ChexWarrior:
		PM04 H 0 A_GiveToTarget("KillIndicator",1)
		PM04 H 0 A_TakeInventory("RocketAmmo",999)
		PM04 H 0 A_TakeInventory("KilledCount",999)
		PM04 H 0 A_GiveToTarget("KilledMe",1)
		PM04 H 0 A_GiveToTarget("KilledEyesore",1)
		PM04 H 0 A_SpawnItemEx("ChexCereal",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		PM04 H 0 A_GiveToTarget("ChexArmorBonus",25)
		PM04 H 0 A_GiveToTarget("ChexBoop",1)
		PM04 H 0 A_Stop
		PM04 H 0 A_NoGravity
		PM04 H 0 A_ChangeFlag("DONTGIB",1)
		PM04 H 0 A_PlaySoundEx("Teleport/Chex",7)
		PM04 H 0 A_PlaySoundEx("Bastet/Pain", "Body")
		PM04 H 3 A_SpawnItem("BigZorch")
		PM04 H 3 A_SetTranslucent(0.9,0)
		PM04 H 0 A_Scream
		PM04 H 3 A_SetTranslucent(0.8,0)
		PM04 H 0 A_NoBlocking
		PM04 H 3 A_SetTranslucent(0.7,0)
		PM04 H 3 A_SetTranslucent(0.6,0)
		PM04 H 3 A_SetTranslucent(0.5,0)
		PM04 H 3 A_SetTranslucent(0.4,0)
		PM04 H 3 A_SetTranslucent(0.3,0)
		PM04 H 3 A_SetTranslucent(0.2,0)
		PM04 H 3 A_SetTranslucent(0.1,0) 
		TNT1 A 1 A_SetTranslucent(1,0)
		TNT1 A -1
		Stop
	Death.CarolineDamage:
		NULL A 0 A_SpawnItemEx("CarolineHeart",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		Goto Death.UnmakerLaser
	Death.MapGibber:
		TNT1 A 0 A_PlaySound("car/hit",chan_auto)
	Death.MapGibber2:
	Death.UnmakerLaser:
		TNT1 A 0 A_GiveToTarget("KillBeep",1)
		TNT1 A 0 A_SpawnItemEx("AdditionalGhoulDeathVFX")
		TNT1 A 0 A_TakeInventory("KilledCount",999)
		TNT1 A 0 A_GiveToTarget("KilledMe",1)
		TNT1 A 0 A_GiveToTarget("KilledEyesore",1)
		TNT1 A 1
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Gravity
		TNT1 A 0 A_CustomMissile("ArchvileFirex2", 0,0,random(0,360), 2,0)
		TNT1 A 0 A_CustomMissile("ArchvileFirex2", 0,0,random(0,360), 2,0)
		TNT1 A 0 A_CustomMissile("ArchvileFirex2", 0,0,random(0,360), 2,0)
		TNT1 A 0 A_CustomMissile("ArchvileFirex2", 0,0,random(0,360), 2,0)
		TNT1 A 0 A_CustomMissile("ArchvileFirex2", 0,0,random(0,360), 2,0)
		NULL A 0 A_PlaySound("Caroline/SoulGibbage")
		NULL A 1 A_SpawnItemEx("GIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
		NULL A -1
		Stop
	Death.MarineShotgun:
	PM04 E 0 A_GiveToTarget("grenadeammo",1)
	PM04 E 0 A_GiveToTarget("shell",3)
	PM04 E 0 A_GiveToTarget("clip1",20)
	Goto DeathAnim
	Death.Marinemachinegun:
	PM04 E 0 A_GiveToTarget("grenadeammo",1)
	PM04 E 0 A_GiveToTarget("shell",3)
	PM04 E 0 A_GiveToTarget("clip1",20)
	Goto Deathanim
	Death.Marinepistol:
	PM04 E 0 A_GiveToTarget("grenadeammo",1)
	PM04 E 0 A_GiveToTarget("shell",3)
	PM04 E 0 A_GiveToTarget("clip1",20)
	Goto Deathanim
	Death.Grenade:
		PM04 E 0 A_GiveToTarget("KilledG",1)
		Goto DeathAnim
	Death.CrapPlasma:
		PM04 E 0 A_GiveToTarget("Unlock9",1)
		Goto DeathAnim
	Death.Ice2:
		PM04 A 0 A_GiveToTarget("KilledIce2",1)
		Goto DeathAnim
	Death.Fire2:
		PM04 A 0 A_GiveToTarget("KilledFire2",1)
		Goto DeathAnim
	Death.Railgun:
		PM04 A 0 A_GiveToTarget("KilledLightning",1)
		Goto DeathAnim
	Death.GhostTrap:
		PM04 A 0 A_GiveToTarget("KilledG",1)
		Goto DeathAnim
	Death.AltFire2:
		PM04 A 0 A_GiveToTarget("KilledAltFire2",1)
		Goto Death.Fire2
	Death.AltIce2:
		PM04 A 0 A_GiveToTarget("KilledAltIce2",1)
		Goto Death.Ice2
	Death.AltGrenade:
		PM04 A 0 A_GiveToTarget("KilledAltG",1)
		Goto Death.Grenade
	Death.Fire3:
		PM04 A 0 A_GiveToTarget("KilledFire3",1)
		Goto DeathAnim
	Death.Ice3:
		PM04 A 0 A_GiveToTarget("KilledIce3",1)
		Goto DeathAnim
	Death.Grenade2:
		PM04 A 0 A_GiveToTarget("KilledG2",1)
		Goto DeathAnim
	Pain.Drainer:
		PM04 A 0 A_GiveToTarget("Health",10)
		Goto Spawn
	Death.ChexWarriorPistol:
	Death.ChexWarriorChainsaw:
	Goto Death.ChexWarrior
	Death.RenegadeBullets:
	Death.RenegadeFire:
	Death.ArtilleryDamage:
		TNT1 A 0 A_GiveToTarget("RenegadeKillItem",1)
		Goto DeathAnimAlt
	Death.CalebDynamite:
		TNT1 A 0 A_GiveToTarget("KilledG",1)
	Death.CalebShotgun:
	Death.CalebRevolver:
		TNT1 A 0 A_GiveToTarget("Health",20)
		TNT1 A 0 A_SpawnItemEx("CalebHeart",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		TNT1 A 0 A_GiveToTarget("CalebHeartbeat",1)
		Goto DeathAnimAlt
	Pain.EngineerSaw:
	Pain.Ghosttrap:
	Pain.GBFire:
	Pain.Misty:
	Pain.GBSaw:
	Pain.GBString:
	Pain.GBNuke:
	Pain.Ice2:
	Pain.Ice:
	Pain.ElecStorm:
	Pain.AltFire2:
	Pain.AltIce2:
	Pain.Fire2:
	Pain.Doggo:
	Pain.LaraArrow:
	Pain.Wind2:
	Pain.Grenade:
	Pain.Grenade2:
	Pain.TemplarLightningRain:
	Pain.CarolineDamage:
	Pain.ChexWarrior:
	Pain.InariPlasma:
	Pain.Plasma:
	Pain.FlameProtect:
	Pain.DutchShotgun:
	Pain.KarenExplo:
	Pain.Sentinel:
	Pain.Divine:
	Pain.GwenPlasma3:
	Pain.MacheteSlicerino:
	Pain.AntiAirbolt:
	Pain.MechPewPews:
	Pain.RainbowNado:
		TNT1 A 0 ACS_NamedExecuteAlways("ChangeActivator",0)
		Goto Pain
	}
}

Actor BastetWeapon : Weapon 10006
{
	Weapon.SelectionOrder 350
	Weapon.SlotNumber 1
	Weapon.Kickback 0
	Weapon.YAdjust 0
	Weapon.Ammotype "BastetAmmo1"
	Weapon.Ammouse 0
	Weapon.Ammotype2 "BastetAmmo1"
	Weapon.Ammouse2 70
	Obituary "%o found the cat out of the bag."
	+WEAPON.MELEEWEAPON
	+INVENTORY.UNDROPPABLE
	States
	{
	Spawn:
		KAMU A 0
		Stop
	Ready:	
		KAMU A 0 A_JumpIfInventory("CyborgDashCheck",1,"BastetBuffCheck")
		KAMU DDD 1 Bright A_WeaponReady(WRF_ALLOWRELOAD)
		KAMU A 0 A_JumpIfInventory("CyborgDashCheck",1,"BastetBuffCheck")
		KAMU DDD 1 Bright A_WeaponReady(WRF_ALLOWRELOAD) 
		KAMU A 0 A_JumpIfInventory("CyborgDashCheck",1,"BastetBuffCheck")
		KAMU DDD 1 Bright A_WeaponReady(WRF_ALLOWRELOAD) 
		KAMU A 0 A_JumpIfInventory("CyborgDashCheck",1,"BastetBuffCheck")
		KAMU CCC 1 Bright A_WeaponReady(WRF_ALLOWRELOAD) 
		KAMU A 0 A_JumpIfInventory("CyborgDashCheck",1,"BastetBuffCheck")
		KAMU CCC 1 Bright A_WeaponReady(WRF_ALLOWRELOAD) 
		KAMU A 0 A_JumpIfInventory("CyborgDashCheck",1,"BastetBuffCheck")
		KAMU BBB 1 Bright A_WeaponReady(WRF_ALLOWRELOAD) 
		KAMU A 0 A_JumpIfInventory("CyborgDashCheck",1,"BastetBuffCheck")
		KAMU BBB 1 Bright A_WeaponReady(WRF_ALLOWRELOAD) 
		KAMU A 0 A_JumpIfInventory("CyborgDashCheck",1,"BastetBuffCheck")
		KAMU AAA 1 Bright A_WeaponReady(WRF_ALLOWRELOAD) 
		KAMU A 0 A_JumpIfInventory("CyborgDashCheck",1,"BastetBuffCheck")
		Loop 
	Deselect:
	    KAMU AAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Lower 
		KAMU A 1 A_Lower
		loop
	Select:
		KAMU AAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
		KAMU A 1 A_Raise
		Goto Select
	Fire:
		KAMU A 0 A_Jump(256,"BastetClawing1","BastetClawing2","BastetClawing3","BastetClawing4")
		Goto BastetClawing1
	BastetClawing1:
		KAMU A 0 A_Playsound("Bastet/Attacking",CHAN_VOICE)
		KAMU A 0 A_PlaySound("Loona/ClawSwings",CHAN_WEAPON)
		KAMU X 0 Bright
		KAMU X 0 Bright A_FireCustommissile("BastetAttackSlash1",0,1)
		KAMU X 0 Bright A_TakeInventory("BastetAmmo1",1)
		KAMU X 2 Bright 
		KAMU E 2 Bright 
		KAMU Y 2 Bright 
		KAMU F 2 Bright 
		KAMU Z 2 Bright 
		KAMU G 2 Bright 
		KAMU G 0 A_Refire
		Goto Ready
	BastetClawing2:
		KAMU A 0 A_Playsound("Bastet/Attacking",CHAN_VOICE)
		KAMU A 0 A_PlaySound("Loona/ClawSwings",CHAN_WEAPON)
		KAMU M 0 Bright 
		KAMU M 0 Bright 
		KAMU M 0 Bright A_TakeInventory("BastetAmmo1",1)
		KAMU M 2 Bright A_FireCustommissile("BastetAttackSlash2",0,1)
		KAMU N 2 Bright
		KAMU O 2 Bright
		KAMU P 2 Bright
		KAMU P 0 A_Refire
		Goto Ready
	BastetClawing3:
		KAMU A 0 A_Playsound("Bastet/Attacking",CHAN_VOICE)
		KAMU A 0 A_PlaySound("Loona/ClawSwings",CHAN_WEAPON)
		KAMU Q 0 Bright 
		KAMU Q 0 Bright A_FireCustommissile("BastetAttackSlash3",0,1)
		KAMU Q 0 Bright A_TakeInventory("BastetAmmo1",1)
		KAMU Q 2 Bright 
		KAMU R 2 Bright
		KAMU S 2 Bright
		KAMU T 2 Bright
		KAMU T 0 A_Refire
		Goto Ready
	BastetClawing4:
		KAMU A 0 A_Playsound("Bastet/Attacking",CHAN_VOICE)
		KAMU A 0 A_PlaySound("Loona/ClawSwings",CHAN_WEAPON)
		KAMQ Q 0 Bright 
		KAMQ Q 0 Bright A_FireCustommissile("BastetAttackSlash4",0,1)
		KAMQ Q 0 Bright A_TakeInventory("BastetAmmo1",1)
		KAMS Q 2 Bright
		KAMS R 2 Bright 
		KAMS S 2 Bright 
		KAMS T 2 Bright
		KAMS T 0 A_Refire
		Goto Ready
	Altfire:
		TNT1 A 0 A_TakeInventory("BastetAmmo1",70)
		TNT1 A 0 A_GiveInventory("BastetTeleportActive",1)
		TNT1 A 0 
		TNT1 A 1 
		TNT1 AA 8
		TNT1 A 0 
		TNT1 A 10
		TNT1 AAAAAAAAAA 2
		TNT1 AAAAAAAAA 2
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0
		TNT1 A 100
		TNT1 A 50
		TNT1 A 30
		TNT1 A 0 
		TNT1 A 0 		
		TNT1 AAAAAAAAA 2
		TNT1 AAAAAAAAAA 2
		TNT1 A 0
		TNT1 A 10
		TNT1 AA 8
		TNT1 A 0 
		TNT1 A 1 
		TNT1 A 0 
		TNT1 A 0 A_TakeInventory("BastetTeleportActive",1)
		Goto Ready
	Reload:
		TNT1 A 0 A_jumpifhealthlower(51,"Nope")
		Goto ActivateHeal
		Nope:
		KAMU A 0 A_Print("Not Enough Health! (Need above 50 HP!)")
		KAMU A 30 
		Goto Ready
		ActivateHeal:
		TNT1 A 0 Damagething(72)
		KAMU A 0 A_GunFlash
		KAMU A 1 Bright A_SetPitch (pitch-0.50)		
		KAMU A 1 Bright offset (-10, 55)
		KAMU A 1 Bright offset (-20, 75)
		KAMU A 1 Bright offset (-30, 95) A_PlaySound("Gauna/FireWeapon", CHAN_AUTO)
		KAMU A 1 Bright offset (-40, 115) A_Recoil(3)
		KAMU A 1 Bright offset (-50, 135) A_SpawnItemEx("BastetHealDrop",90)
		KAMU A 1 Bright offset (-40, 115) A_SetPitch (pitch+0.50)
		KAMU A 1 Bright offset (-30, 95) 
		KAMU A 1 Bright offset (-20, 75) 
		KAMU A 1 Bright offset (-10, 55) 
		KAMU A 1 Bright offset (-10, 55)
		KAMU DDDCCBBA 4 Bright
		Goto Ready
	BastetBuffCheck:
		KAMU A 0 A_TakeInventory("CyborgDashCheck",999)
		KAMU A 0 A_JumpIfInventory("BastetAmmo1",60,"BastetBuffStart")
		Goto Ready
	BastetBuffStart:
		KAMU A 0 A_Playsound("Loona/BuffActivate",CHAN_WEAPON)
		KAMU A 0 A_TakeInventory("BastetAmmo1",60)
		KAMU A 5 Bright A_SpawnItemEx("BastetBuffNewVFXTrailRed",random(-20,20),random(-20,20),0,0,0,10)
		KAMU A 5 Bright A_SpawnItemEx("BastetBuffNewVFXTrailRed",random(-20,20),random(-20,20),0,0,0,10)
		KAMU A 5 Bright A_SpawnItemEx("BastetBuffNewVFXTrailRed",random(-20,20),random(-20,20),0,0,0,10)
		KAMU A 5 Bright A_SpawnItemEx("BastetBuffNewVFXTrailRed",random(-20,20),random(-20,20),0,0,0,10)
		KAMU A 5 Bright A_SpawnItemEx("BastetBuffNewVFXTrailRed",random(-20,20),random(-20,20),0,0,0,10)
		KAMU A 5 Bright A_SpawnItemEx("BastetBuffNewVFXTrailRed",random(-20,20),random(-20,20),0,0,0,10)
		KAMU A 5 Bright A_SpawnItemEx("BastetBuffNewVFXTrailRed",random(-20,20),random(-20,20),0,0,0,10)
		KAMU A 5 Bright A_SpawnItemEx("BastetBuffNewVFXTrailRed",random(-20,20),random(-20,20),0,0,0,10)
		KAMU A 5 Bright A_SpawnItemEx("BastetBuffNewVFXTrailRed",random(-20,20),random(-20,20),0,0,0,10)
		KAMU A 5 Bright A_SpawnItemEx("BastetBuffNewVFXTrailRed",random(-20,20),random(-20,20),0,0,0,10)
		KAMU A 5 Bright A_SpawnItemEx("BastetBuffNewVFXTrailRed",random(-20,20),random(-20,20),0,0,0,10)
		KAMU A 5 Bright A_SpawnItemEx("BastetBuffNewVFXTrailRed",random(-20,20),random(-20,20),0,0,0,10)
		KAMU A 5 Bright A_SpawnItemEx("BastetBuffNewVFXTrailRed",random(-20,20),random(-20,20),0,0,0,10)
		KAMU A 5 Bright A_SpawnItemEx("BastetBuffNewVFXTrailRed",random(-20,20),random(-20,20),0,0,0,10)
		KAMU A 5 Bright A_SpawnItemEx("BastetBuffNewVFXTrailRed",random(-20,20),random(-20,20),0,0,0,10)
		KAMU A 5 Bright A_SpawnItemEx("BastetBuffNewVFXTrailRed",random(-20,20),random(-20,20),0,0,0,10)
		KAMU A 5 Bright A_SpawnItemEx("BastetBuffNewVFXTrailRed",random(-20,20),random(-20,20),0,0,0,10)
		KAMU A 5 Bright A_SpawnItemEx("BastetBuffNewVFXTrailRed",random(-20,20),random(-20,20),0,0,0,10)
		KAMU A 5 Bright A_SpawnItemEx("BastetBuffNewVFXTrailRed",random(-20,20),random(-20,20),0,0,0,10)
		KAMU A 5 Bright A_SpawnItemEx("BastetBuffNewVFXTrailRed",random(-20,20),random(-20,20),0,0,0,10)
		KAMU A 5 Bright A_SpawnItemEx("BastetBuffNewVFXTrailRed",random(-20,20),random(-20,20),0,0,0,10)
		KAMU A 5 Bright A_SpawnItemEx("BastetBuffNewVFXTrailRed",random(-20,20),random(-20,20),0,0,0,10)
		KAMU A 0 A_SpawnItemEx("BastetBuffSpawnRed")
		KAMU A 2 Radius_Quake(3,17,0,2,0)
		KAMU A 2 Radius_Quake(2,17,0,4,0)
		KAMU A 2 Radius_Quake(1,17,0,6,0)
		KAMU A 2 Radius_Quake(3,17,0,2,0)
		KAMU A 2 Radius_Quake(2,17,0,4,0)
		KAMU A 2 Radius_Quake(1,17,0,6,0)
		Goto Ready
	}
}

	
Actor BastetAttack1
{
PROJECTILE
+NOGRAVITY
+THRUGHOST
+FORCERADIUSDMG
+NOTELEPORT
Speed 25
Radius 2
Height 2
Obituary "%o found the cat out of the bag." 
damagetype "BastetClawing"
damage 0
States{
Spawn:
TNT1 A 0
TNT1 A 1
Goto Death
Death:
TNT1 A 1 A_Explode(9, 50, 0)//65//52 range
Stop
}
}

Actor BastetAttack1SFX
{
//PROJECTILE
+NOGRAVITY
+THRUGHOST
+FORCERADIUSDMG
+NOTELEPORT
Speed 25
Radius 2
Height 2
Obituary "%o found the cat out of the bag." 
damagetype "BastetClawingLightSFX"
damage 0
States{
Spawn:
TNT1 A 0
TNT1 A 1
Goto Death
Death:
TNT1 A 1 A_Explode(9, 50, 0)//65//52 range
Stop
}
}

Actor BastetAttack2
{
//PROJECTILE
+NOGRAVITY
+THRUGHOST
+FORCERADIUSDMG
+NOTELEPORT
Speed 25
Radius 2
Height 2
Obituary "%o found the cat out of the bag." 
damagetype "BastetClawing"
damage 0
States{
Spawn:
TNT1 A 0
TNT1 A 1
Goto Death
Death:
TNT1 A 1 A_Explode(11, 60, 0)//65//52 range
Stop
}
}

Actor BastetAttack2SFX
{
//PROJECTILE
+NOGRAVITY
+THRUGHOST
+FORCERADIUSDMG
+NOTELEPORT
Speed 25
Radius 2
Height 2
Obituary "%o found the cat out of the bag." 
damagetype "BastetClawingHeavySFX"
damage 0
States{
Spawn:
TNT1 A 0
TNT1 A 1
Goto Death
Death:
TNT1 A 1 A_Explode(11, 60, 0)//65//52 range
Stop
}
}

Actor BastetAttackSlash1 : fastprojectile
{
PROJECTILE
Speed 50
Radius 16
Height 2
scale 0.6
Obituary "%o found the cat out of the bag."
damagetype "BastetClawing"
damage (10)
+HITTRACER
States{
Spawn:
LSLQ A 1 Bright A_SpawnItemEx("BastetSlashTrailA")
LSLQ A 0
LSLQ A 1 Bright A_SpawnItemEx("BastetSlashTrailA")
LSLQ A 0
LSLQ A 1 Bright A_SpawnItemEx("BastetSlashTrailA")
LSLQ A 0
LSLQ A 1 Bright A_SpawnItemEx("BastetSlashTrailA")
LSLQ A 0
LSLQ A 1 Bright A_SpawnItemEx("BastetSlashTrailA")
LSLQ A 0
LSLQ A 1 Bright A_SpawnItemEx("BastetSlashTrailA")
LSLQ A 0
LSLQ A 1 Bright A_SpawnItemEx("BastetSlashTrailA")
LSLQ A 0
LSLQ A 1 Bright A_SpawnItemEx("BastetSlashTrailA")
LSLQ A 0
LSLQ A 1 Bright A_SpawnItemEx("BastetSlashTrailA")
LSLQ A 0
LSLQ A 1 Bright A_SpawnItemEx("BastetSlashTrailA")
LSLQ A 0
LSLQ A 1 Bright A_SpawnItemEx("BastetSlashTrailA")
LSLQ A 0
LSLQ A 1 Bright A_SpawnItemEx("BastetSlashTrailA")
LSLQ A 0
LSLQ A 1 Bright A_SpawnItemEx("BastetSlashTrailA")
LSLQ A 0
LSLQ A 1 Bright A_SpawnItemEx("BastetSlashTrailA")
LSLQ A 0
LSLQ A 1 Bright A_SpawnItemEx("BastetSlashTrailA")
LSLQ A 0
LSLQ A 1 Bright A_SpawnItemEx("BastetSlashTrailA")
LSLQ A 0
LSLQ A 1 Bright A_SpawnItemEx("BastetSlashTrailA")
LSLQ A 0
Stop
XDeath:
	TNT1 A 0 A_JumpIfInventory("IsHuman",1,"Hit",AAPTR_Tracer)
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
	TNT1 A 1
	Stop
Hit:
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
	TNT1 A 0 A_GiveToTarget("Health",3)
	TNT1 A 1
	Stop
}
}

Actor BastetAttackSlash2 : fastprojectile
{
PROJECTILE
Speed 50
Radius 16
Height 2
scale 0.6
Obituary "%o found the cat out of the bag."
damagetype "BastetClawing"
damage (10)
+HITTRACER
States{
Spawn:
LSLQ B 1 Bright A_SpawnItemEx("BastetSlashTrailB")
LSLQ B 0
LSLQ B 1 Bright A_SpawnItemEx("BastetSlashTrailB")
LSLQ B 0
LSLQ B 1 Bright A_SpawnItemEx("BastetSlashTrailB")
LSLQ B 0
LSLQ B 1 Bright A_SpawnItemEx("BastetSlashTrailB")
LSLQ B 0
LSLQ B 1 Bright A_SpawnItemEx("BastetSlashTrailB")
LSLQ B 0
LSLQ B 1 Bright A_SpawnItemEx("BastetSlashTrailB")
LSLQ B 0
LSLQ B 1 Bright A_SpawnItemEx("BastetSlashTrailB")
LSLQ B 0
LSLQ B 1 Bright A_SpawnItemEx("BastetSlashTrailB")
LSLQ B 0
LSLQ B 1 Bright A_SpawnItemEx("BastetSlashTrailB")
LSLQ B 0
LSLQ B 1 Bright A_SpawnItemEx("BastetSlashTrailB")
LSLQ B 0
LSLQ B 1 Bright A_SpawnItemEx("BastetSlashTrailB")
LSLQ B 0
LSLQ B 1 Bright A_SpawnItemEx("BastetSlashTrailB")
LSLQ B 0
LSLQ B 1 Bright A_SpawnItemEx("BastetSlashTrailB")
LSLQ B 0
LSLQ B 1 Bright A_SpawnItemEx("BastetSlashTrailB")
LSLQ B 0
LSLQ B 1 Bright A_SpawnItemEx("BastetSlashTrailB")
LSLQ B 0
LSLQ B 1 Bright A_SpawnItemEx("BastetSlashTrailB")
LSLQ B 0
LSLQ B 1 Bright A_SpawnItemEx("BastetSlashTrailB")
LSLQ B 0
Stop	
XDeath:
	TNT1 A 0 A_JumpIfInventory("IsHuman",1,"Hit",AAPTR_Tracer)
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
	TNT1 A 1
	Stop
Hit:
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
	TNT1 A 0 A_GiveToTarget("Health",3)
	TNT1 A 1
	Stop
}
}

Actor BastetAttackSlash3 : fastprojectile
{
PROJECTILE
Speed 50
Radius 2
Height 10
scale 0.6
Obituary "%o found the cat out of the bag."
damagetype "BastetClawing"
damage (12)
+HITTRACER
States{
Spawn:
LSLQ C 1 Bright A_SpawnItemEx("BastetSlashTrailC")
LSLQ C 0
LSLQ C 1 Bright A_SpawnItemEx("BastetSlashTrailC")
LSLQ C 0
LSLQ C 1 Bright A_SpawnItemEx("BastetSlashTrailC")
LSLQ C 0
LSLQ C 1 Bright A_SpawnItemEx("BastetSlashTrailC")
LSLQ C 0
LSLQ C 1 Bright A_SpawnItemEx("BastetSlashTrailC")
LSLQ C 0
LSLQ C 1 Bright A_SpawnItemEx("BastetSlashTrailC")
LSLQ C 0
LSLQ C 1 Bright A_SpawnItemEx("BastetSlashTrailC")
LSLQ C 0
LSLQ C 1 Bright A_SpawnItemEx("BastetSlashTrailC")
LSLQ C 0
LSLQ C 1 Bright A_SpawnItemEx("BastetSlashTrailC")
LSLQ C 0
LSLQ C 1 Bright A_SpawnItemEx("BastetSlashTrailC")
LSLQ C 0
LSLQ C 1 Bright A_SpawnItemEx("BastetSlashTrailC")
LSLQ C 0
LSLQ C 1 Bright A_SpawnItemEx("BastetSlashTrailC")
LSLQ C 0
LSLQ C 1 Bright A_SpawnItemEx("BastetSlashTrailC")
LSLQ C 0
LSLQ C 1 Bright A_SpawnItemEx("BastetSlashTrailC")
LSLQ C 0
LSLQ C 1 Bright A_SpawnItemEx("BastetSlashTrailC")
LSLQ C 0
LSLQ C 1 Bright A_SpawnItemEx("BastetSlashTrailC")
LSLQ C 0
LSLQ C 1 Bright A_SpawnItemEx("BastetSlashTrailC")
LSLQ C 0
Stop
XDeath:
	TNT1 A 0 A_JumpIfInventory("IsHuman",1,"Hit",AAPTR_Tracer)
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
	TNT1 A 1
	Stop
Hit:
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
	TNT1 A 0 A_GiveToTarget("Health",3)
	TNT1 A 1
	Stop
}
}

Actor BastetAttackSlash4 : fastprojectile
{
PROJECTILE
Speed 50
Radius 2
Height 10
scale 0.6
Obituary "%o found the cat out of the bag."
damagetype "BastetClawing"
damage (12)
+HITTRACER
States{
Spawn:
LSLQ D 1 Bright A_SpawnItemEx("BastetSlashTrailD")
LSLQ D 0
LSLQ D 1 Bright A_SpawnItemEx("BastetSlashTrailD")
LSLQ D 0
LSLQ D 1 Bright A_SpawnItemEx("BastetSlashTrailD")
LSLQ D 0
LSLQ D 1 Bright A_SpawnItemEx("BastetSlashTrailD")
LSLQ D 0
LSLQ D 1 Bright A_SpawnItemEx("BastetSlashTrailD")
LSLQ D 0
LSLQ D 1 Bright A_SpawnItemEx("BastetSlashTrailD")
LSLQ D 0
LSLQ D 1 Bright A_SpawnItemEx("BastetSlashTrailD")
LSLQ D 0
LSLQ D 1 Bright A_SpawnItemEx("BastetSlashTrailD")
LSLQ D 0
LSLQ D 1 Bright A_SpawnItemEx("BastetSlashTrailD")
LSLQ D 0
LSLQ D 1 Bright A_SpawnItemEx("BastetSlashTrailD")
LSLQ D 0
LSLQ D 1 Bright A_SpawnItemEx("BastetSlashTrailD")
LSLQ D 0
LSLQ D 1 Bright A_SpawnItemEx("BastetSlashTrailD")
LSLQ D 0
LSLQ D 1 Bright A_SpawnItemEx("BastetSlashTrailD")
LSLQ D 0
LSLQ D 1 Bright A_SpawnItemEx("BastetSlashTrailD")
LSLQ D 0
LSLQ D 1 Bright A_SpawnItemEx("BastetSlashTrailD")
LSLQ D 0
LSLQ D 1 Bright A_SpawnItemEx("BastetSlashTrailD")
LSLQ D 0
LSLQ D 1 Bright A_SpawnItemEx("BastetSlashTrailD")
LSLQ D 0
Stop
XDeath:
	TNT1 A 0 A_JumpIfInventory("IsHuman",1,"Hit",AAPTR_Tracer)
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
	TNT1 A 1
	Stop
Hit:
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
	TNT1 A 0 A_GiveToTarget("Health",3)
	TNT1 A 1
	Stop
}
}

Actor BastetSlashTrailA
{
	RenderStyle Add
	Alpha 0.8
    +NOGRAVITY
	scale 0.8
	States
	{
	Spawn:
		LSLQ A 1 bright A_FadeOut(0.1)
		Loop
	Death:
		TNT1 A 0
		Stop
	}
}

Actor BastetSlashTrailB
{
	RenderStyle Add
	Alpha 0.8
    +NOGRAVITY
	scale 0.8
	States
	{
	Spawn:
		LSLQ B 1 bright A_FadeOut(0.1)
		Loop
	Death:
		TNT1 A 0
		Stop
	}
}

Actor BastetSlashTrailC
{
	RenderStyle Add
	Alpha 0.8
    +NOGRAVITY
	scale 0.8
	States
	{
	Spawn:
		LSLQ C 1 bright A_FadeOut(0.1)
		Loop
	Death:
		TNT1 A 0
		Stop
	}
}

Actor BastetSlashTrailD
{
	RenderStyle Add
	Alpha 0.8
    +NOGRAVITY
	scale 0.8
	States
	{
	Spawn:
		LSLQ D 1 bright A_FadeOut(0.1)
		Loop
	Death:
		TNT1 A 0
		Stop
	}
}

Actor BastetHealDrop : CustomInventory
{
	Inventory.Amount 1
	Inventory.PickupMessage "Hell Fragment Absorbed!"
	Inventory.PickupSound "Loona/HealSound"
	+floatbob
	+INVENTORY.AUTOACTIVATE
	Scale 0.8
	States
	{
	Spawn:
		TNT1 A 0
		PNTC ABCABCABCABCABCABC 2 Bright
		loop
	Pickup:
		TNT1 A 0 A_JumpIfInventory("IsGhoul",1,"HealMe")
		TNT1 A 0 A_JumpIfInventory("IsHuman",1,"SlowMe")
		fail
	HealMe:
		TNT1 A 0 A_GiveInventory("Health",50)
		PBLS ABCDEFGHI 2 Bright
		Stop
	SlowMe:
		TNT1 A 0 DamageThing(15)
		PBLS ABCDEFGHI 2 Bright
		Stop
	}
}

Actor BastetBuffSpawnRed
{
	+FLOORHUGGER
	States
	{
	Spawn:
	Death:
		TNT1 A 0
		TNT1 A 1 A_SpawnItemEx("BastetBuffRedArea1",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("BastetBuffRedArea2",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("BastetBuffRedArea1",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("BastetBuffRedArea2",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("BastetBuffRedArea1",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("BastetBuffRedArea2",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("BastetBuffRedArea1",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("BastetBuffRedArea2",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("BastetBuffRedArea1",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("BastetBuffRedArea2",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("BastetBuffRedArea1",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("BastetBuffRedArea2",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("BastetBuffRedArea1",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("BastetBuffRedArea2",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("BastetBuffRedArea1",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("BastetBuffRedArea2",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("BastetBuffRedArea1",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("BastetBuffRedArea2",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("BastetBuffRedArea1",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("BastetBuffRedArea2",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("BastetBuffRedArea1",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("BastetBuffRedArea2",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("BastetBuffRedArea1",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("BastetBuffRedArea2",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("BastetBuffRedArea1",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("BastetBuffRedArea2",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("BastetBuffRedArea1",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("BastetBuffRedArea2",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("BastetBuffRedArea1",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("BastetBuffRedArea2",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("BastetBuffRedArea1",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("BastetBuffRedArea2",random(-210,210),random(-140,140),0,0,0,10)
		Stop
	}
}

Actor BastetBuffRedArea1
{
	Radius 8
	Height 8
	Damage 0
	scale 0.7
	Speed 0
	PROJECTILE
	States
	{
	Spawn:
		AAUR D 0 A_SpawnItemEx("BastetBuffAreaTrailRed",random(-5,5),random(-5,5))
		AAUR D 0 A_SpawnItemEx("BastetHealthStuffRed")
		TNT1 A 0 A_SpawnItemEx("BastetBuffNewVFXTrailRed",random(-5,5),random(-5,5))
		AAUR D 5 A_FadeOut(0.5)
		Loop
	Death:
		AAUR D 3 A_FadeOut(0.1)
		Loop
	}
}

Actor BastetBuffRedArea2
{
	Radius 8
	Height 8
	Damage 0
	scale 0.7
	Obituary "%k rocked %o's world."
	Speed 0
	PROJECTILE
	States
	{
	Spawn:
		AAUR D 0 A_SpawnItemEx("BastetBuffAreaTrailRed",random(-5,5),random(-5,5))
		AAUR D 0 A_SpawnItemEx("BastetHealthStuffRed")
		TNT1 A 0 A_SpawnItemEx("BastetBuffNewVFXTrailRed",random(-5,5),random(-5,5))
		AAUR D 6 A_FadeOut(0.5)
		Loop
	Death:
		AAUR D 3 A_FadeOut(0.1)
		Loop
	}
}

Actor BastetBuffNewVFXTrailRed
{
	RenderStyle Add
	Alpha 0.7
	Scale 0.7
	+NOINTERACTION
	+RIPPER
	+NOBLOOD
	-SHOOTABLE
	+BLOODLESSIMPACT
	States
	{
	Spawn:
		AAUR D 1 bright A_FadeOut(0.1)
		Loop
	Death:
		TNT1 A 0
		Stop
	}
}

Actor BastetBuffAreaTrailRed
{
	+NOGRAVITY
	scale 0.7
	States
	{
	Spawn:
	Death:
		AAUR D 1 bright A_FadeOut(0.05)
		Loop
	}
}


Actor BastetHealthStuffRed : CustomInventory
{
	Inventory.PickupSound "QUIET"
	+NOSCREENFLASH
	Scale 0.035
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_FadeOut(0.1)
		Goto Spawn
	Pickup:
		TNT1 A 0 A_JumpIfInventory("IsGhoul",1,"GimmeRedBuff")
		TNT1 A 0 A_JumpIfInventory("IsHuman",1,"NotForYou")
		Fail
		Stop
	GimmeRedBuff:
		TNT1 A 0 A_GiveInventory("BastetRedBonus",1)
		Stop
	NotForYou:
		TNT1 A 1
		Stop
	}
}

Actor PowerBastetDoubleDamage : PowerDamage
{
Damagefactor "Normal", 1.3
Powerup.Color Red 0.1
Powerup.Duration -10
}


Actor BastetRedBonus : CustomInventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	+floatbob
	Inventory.PickupMessage "Damage increased!"
	Scale 2.0
	States
	{
	Spawn:
		TNT1 A 0
		STMP ABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCD 1 Bright
		STMP A 1 A_FadeOut(0.1)
		Goto Spawn
	Pickup:
		TNT1 A 1 A_JumpIfInventory("IsGhoul",1,"BastetPower")
		fail
	BastetPower:
	TNT1 A 0 A_GiveInventory("PowerBastetDoubleDamage")
		Stop
	}
}

ACTOR PureRedFireExplosionBastet
{
   Radius 13
   Height 8
   Speed 0
   Damage 0
   alpha 2.0
   scale 2.5
   PROJECTILE
   Damagetype "Jitter"
   +STRIFEDAMAGE
   +NOTARGET
   +FULLVOLDEATH
   +SEEKERMISSILE
   Obituary "%o was engulfed by the red inferno."
   States
   {
   Spawn:
      TNT1 A 0 Bright
      Goto Death
   XDeath:
	  TNT1 A 0 A_GiveToTarget("HitBeep",1)
	  TNT1 A 0 A_Jump(256,"DeathCont")
	  Goto DeathCont
   Death:
	  TNT1 A 0 A_ChangeFlag("NOINTERACTION",1)
	  TNT1 A 0 A_Stop
	  TNT1 A 0 A_SeekerMissile(0,0,SMF_LOOK|SMF_CURSPEED,256)
	  TNT1 A 0 A_JumpIfTargetInLOS("SplashBeep",360,JLOSF_PROJECTILE,493)
	  TNT1 A 0 A_Jump(256,"DeathCont")
	  Goto DeathCont
   SplashBeep:
	  TNT1 A 0 A_GiveToTarget("HitBeep",1)
	  TNT1 A 0 A_Jump(256,"DeathCont")
	  Goto DeathCont
   DeathCont:
	  YAE4 A 0 A_SpawnItemEx("PureRedFireAdditionalSplosionFX")
	  YAE4 A 0 A_Playsound("Bastet/RedInfernoSplosion",3,1,0,ATTN_NONE)
      YAE4 A 0 Bright A_Explode(180,350,0)
      YAE4 A 4 Bright A_SetTranslucent(0.99, 1)
      YAE4 A 3 Bright A_SetTranslucent(0.9, 1)
      YAE4 A 3 Bright A_SetTranslucent(0.8, 1)
	  YAE4 A 3 A_SetTranslucent(0.70, 1)
	  YAE4 A 3 A_SetTranslucent(0.65, 1)
	  YAE4 A 3 A_SetTranslucent(0.60, 1)
	  YAE4 A 3 A_SetTranslucent(0.55, 1)
	  YAE4 A 3 A_SetTranslucent(0.50, 1)
	  YAE4 A 3 A_SetTranslucent(0.45, 1)
	  YAE4 A 3 A_SetTranslucent(0.40, 1)
	  YAE4 A 3 A_SetTranslucent(0.35, 1)
	  YAE4 A 3 A_SetTranslucent(0.20, 1)
	  YAE4 A 3 A_SetTranslucent(0.15, 1)
	  YAE4 A 3 A_SetTranslucent(0.10, 1)
	  YAE4 A 3 A_SetTranslucent(0.05, 1)
      Stop
   }
}

ACTOR PureRedFireAdditionalSplosionFX
{
  RenderStyle Translucent
  Alpha 0.75
  Scale 3.0
  Speed 0
  +NOBLOCKMAP
  +NOGRAVITY
  +NOCLIP
  +DONTSPLASH
  +NOTELEPORT
  +CLIENTSIDEONLY
  States
  {
  Spawn:
    YAE3 A 0
	YAE3 A 3 Bright
	YAE3 B 3 Bright
	YAE3 C 3 Bright
	YAE3 D 3 Bright
	YAE3 E 3 Bright
	YAE3 F 3 Bright
	YAE3 G 3 Bright
	YAE3 H 3 Bright
	YAE3 I 3 Bright
	YAE3 J 3 Bright
	YAE3 K 3 Bright
	YAE3 M 3 Bright
	YAE3 N 3 Bright
	YAE3 O 3 Bright
	YAE3 P 3 Bright
	YAE3 Q 3 Bright
	YAE3 R 3 Bright
	YAE3 S 3 Bright
    Stop
  }
}

	
actor BastetTeleportActive : Inventory
{
  Inventory.MaxAmount 6
}	

actor CaughtLamiaBall : Inventory
{
  Inventory.MaxAmount 1
}	

Actor BastetTeleportAura
{
	scale 1.0
	+FLOORHUGGER
	+CLIENTSIDEONLY
	States
	{
	Spawn:
	Death:
		RED7 ABCDEFGH 3 bright A_FadeOut(0.05)
		Loop
	}
}


Actor BastetAmmo1 : Ammo
{
  Inventory.PickupMessage ""
  Inventory.Amount 100
  Inventory.MaxAmount 100
  Ammo.BackpackAmount 100
  Ammo.BackpackMaxAmount 100
  Inventory.Icon "VEKFI0"
  States
  {
  Spawn:
    VEKF I 8 Bright
    Loop
  }
}


Actor BastetLavaStayVFX
{
	PROJECTILE
	-NOGRAVITY
	+CLIENTSIDEONLY
	Gravity 0.1
	Speed 8
	Scale 0.5
	radius 6
	height 7	
	states
	{
	Spawn:
		VTFB AB 4 bright
		loop
	Death:
		SFFI ABABAB 2 bright
		SFFI CBCDCD 2 bright
		SFFI CDEDED 2 bright
		SFFI EDEFEF 2 bright
		stop
	}
}