Actor Clowny : PlayerPawn
{
  health 150
  scale 0.22
  RENDERSTYLE TRANSLUCENT
  Alpha 1.0
  mass 700
  +DONTSPLASH
  +NOICEDEATH
  +NOTONAUTOMAP
  +QUICKTORETALIATE
  player.forwardmove 0.9
  player.sidemove 0.9
  Player.Maxhealth 150
  Player.ColorRange 112, 127
  player.viewheight 41
  Player.DisplayName "Clowny"
  player.startitem "ClownyFace"
  player.startitem "ArrowSingle", 40
  Player.StartItem "ClownyAmmo", 35
  Player.StartItem "IsGhoul", 1
  player.crouchsprite "CLWN"
  player.soundclass "clowny"
  player.scoreicon "CLOWNYST"
  Damagefactor "Bluefire", 0.0
  DamageFactor "normal", 0.8
  DamageFactor "ChexWarrior", 0.8
  Damagefactor "AntiAirBolt", 1.3
  Damagefactor "IlluPewpewRifle", 1.1
  Damagefactor "RevyRifleBullet", 1.2
  Damagefactor "ice", 0.7
  Damagefactor "ice2", 0.7
  Damagefactor "AltIce2", 0.7
  Damagefactor "fire2", 1.4
  Damagefactor "RenegadeFire", 1.4
  Damagefactor "AltFire2", 1.4
  DamageFactor "fire", 1.2
  DamageFactor "Plasma", 0.7
  Damagefactor "minion", 0.0
  	Damagefactor "ZombieIce", 0.0
    Damagefactor "ZombiePoison", 0.0
	Damagefactor "ZombieSlaps", 0.0
	Damagefactor "Tenebra", 0.0
	Damagefactor "Judgement", 0.0
  bloodcolor "violet"
  Species "Ghoul"
  limitedtoteam 1
  States
  {
  Spawn:
	CLWN A 0 A_Changeflag("shootable",true)
	CLWN A 0 Setplayerproperty(0,0,4)
	CLWN A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
	CLWN A 0 SetPlayerProperty(0,1,3)
	TNT1 A 0 A_JumpIfInventory("ClownyStealthActive", 1, 2)
	CLWN A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
	CLWN A 1
	TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	TNT1 A 0 A_JumpIfInventory("ClownyStealthActive", 1, 2)
	CLWN A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
	CLWN A 1
	TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	TNT1 A 0 A_JumpIfInventory("ClownyStealthActive", 1, 2)
	CLWN A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
	CLWN A 1
	TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	TNT1 A 0 A_JumpIfInventory("ClownyStealthActive", 1, 2)
	CLWN A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
	CLWN A 1
	TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	TNT1 A 0 A_JumpIfInventory("ClownyStealthActive", 1, 2)
	CLWN A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
	CLWN A 1
	TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	TNT1 A 0 A_JumpIfInventory("ClownyStealthActive", 1, 2)
	CLWN A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
	CLWN A 1
	TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
    loop
 UnstealthClass:
	CLWN A 0 ACS_ExecuteAlways(311,0,0)
	Goto Spawn
  See:
	CLWN A 0 A_JumpIfHealthLower(75,"INeedHealingSee")
	CLWN A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
    TNT1 A 0 A_JumpIfInventory("ClownyStealthActive", 1, 2)
	TNT1 A 0 A_Jump(256, 2)
	TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	CLWN A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
	TNT1 A 0 A_SpawnItemEx("1ClownyTrail", random(-20, 20), random(-20, 20), random(0,50), 0, 0, 0)
	CLWN A 6
	CLWN A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
	TNT1 A 0 A_JumpIfInventory("ClownyStealthActive", 1, 2)
	TNT1 A 0 A_Jump(256, 2)
	TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	CLWN A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
	TNT1 A 0 A_SpawnItemEx("1ClownyTrail", random(-20, 20), random(-20, 20), random(0,50), 0, 0, 0)
	CLWN A 6
	loop
  INeedHealingSee:
	CLWN A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
    TNT1 A 0 A_JumpIfInventory("ClownyStealthActive", 1, 2)
	TNT1 A 0 A_Jump(256, 2)
	TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	CLWN A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
	TNT1 A 0 A_SpawnItemEx("1ClownyTrail", random(-20, 20), random(-20, 20), random(0,50), 0, 0, 0)
	CLWN A 6
	CLWN A 0 A_SpawnItemEx("GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
	CLWN A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
	TNT1 A 0 A_JumpIfInventory("ClownyStealthActive", 1, 2)
	TNT1 A 0 A_Jump(256, 2)
	TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	CLWN A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
	TNT1 A 0 A_SpawnItemEx("1ClownyTrail", random(-20, 20), random(-20, 20), random(0,50), 0, 0, 0)
	CLWN A 6
	TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	CLWN A 0 A_SpawnItemEx("GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
	Goto Spawn
Dancing:
	CLWN A 0 A_Changeflag("shootable",true)
	CLWN A 0 ACS_ExecuteAlways(311,0,0)
	CLWN A 0 Setplayerproperty(0,1,4)
	CLWN A 0 A_TakeInventory("AriaInfluence",10)
	CLWN AAAAAAAAAAAAAAAA 1
	CLWN A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
	CLWN A 0 A_TakeInventory("AriaInfluence",10)
	CLWN AAAAAAAAAAAAAAAA 1
	CLWN A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
	CLWN A 0 A_TakeInventory("AriaInfluence",10)
	CLWN AAAAAAAAAAAAAAAA 1
	CLWN A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
	CLWN A 0 A_TakeInventory("AriaInfluence",10)
	CLWN AAAAAAAAAAAAAAAA 1
	CLWN A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
	CLWN A 0 A_TakeInventory("AriaInfluence",10)
	CLWN AAAAAAAAAAAAAAAA 1
	CLWN A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
	CLWN A 0 A_TakeInventory("AriaInfluence",10)
	CLWN AAAAAAAAAAAAAAAA 1
	CLWN A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
	CLWN A 0 A_TakeInventory("AriaInfluence",10)
	CLWN A 1 Setplayerproperty(0,0,4)
	CLWN A 0 A_TakeInventory("AriaInfluence",10)
	Goto Spawn
  Pain:	
	CLWN A 0 Setplayerproperty(0,0,4)
	TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	CLWN A 1 A_Pain
	CLWN A 0 Setplayerproperty(0,0,4)
	Goto Spawn
	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
  Missile:
	CLWN A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
    CLWN A 2 
	TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	CLWN A 0 A_JumpIfInventory("ClownyDontShowAttack",1,"Spawn")
	CLWN A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
	CLWN B 1 
	TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	CLWN B 1 A_JumpIfInventory("ClownyStealthActive",1,5)
	CLWN A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
	CLWN CCC 31
	TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	CLWN A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
	CLWN B 6 A_TakeInventory("KilledC",999)
	goto Spawn
	TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	CLWN A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
	CLWN CCCCCCCCCC 6 A_SpawnItemEx("1ClownyTrail", random(-20, 20), random(-20, 20), random(0,50), 0, 0, 0)
	TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	CLWN A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
	CLWN CCC 31
	TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	CLWN A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
	CLWN B 6 A_TakeInventory("KilledC",999)
	goto Spawn
	Pain.Vivi:
	CLWN A 0 A_SetPitch(pitch - 3.0)
	CLWN A 0 A_SetAngle(angle + (random(-50,50)/10))
	Goto Spawn
	Pain.ViviMine:
	CLWN A 0 ThrustThingZ(0,70,0,0)
	Goto Spawn
	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
	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
	Pain.GwenPlasma2:
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		CLWN A 0 Setplayerproperty(0,0,4)
		CLWN A 0 A_Pain
		CLWN A 20 Setplayerproperty(0,1,0)
		CLWN A 2 Setplayerproperty(0,0,0)
		Goto Spawn
	GwenGoddessDeath:
		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)
		CLWN A 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:
	TNT1 A 0 A_GiveToTarget("KillBeep",1)
	TNT1 A 0 A_SpawnItemEx("AdditionalGhoulDeathVFX")
    1LOW A 0 A_TakeInventory("KilledCount",999)
	1LOW A 0 A_GiveToTarget("KilledMe",1)
	1LOW A 0 A_GiveToTarget("KilledClowny",1)
	1LOW A 0 A_SetTranslucent(1.0,1)
	1LOW A 0 A_Stop
	1LOW A 0
	1LOW A 0 A_Fall
    CLWN A 0 SetPlayerProperty(0,0,3)
    CLWN A 0 A_PlaySoundEx("nothing","weapon")
    CLWN A 20 A_PlaySoundEx("ClownyDie","Body")
    CLWN AA 1 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
	CLWN AA 1 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
	CLWN AA 1 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
	CLWN A 0 A_FadeOut(0.1)
    CLWN AA 1 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	CLWN A 0 A_FadeOut(0.1)
    CLWN AA 1 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
	CLWN AA 1 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
	CLWN AA 1 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
	CLWN A 0 A_FadeOut(0.1)
    CLWN AA 1 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	CLWN A 0 A_FadeOut(0.1)
	CLWN AA 1 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
    CLWN AA 1 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
	CLWN AA 1 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
	CLWN A 0 A_FadeOut(0.1)
    CLWN AA 1 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	CLWN A 0 A_FadeOut(0.1)
	CLWN AA 1 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
    CLWN A 2 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
	CLWN AA 1 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
    CLWN A 2 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	CLWN A 0 A_FadeOut(0.1)
    CLWN A 2 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
	CLWN AA 1 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
    CLWN A 2 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	CLWN AA 1 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
	CLWN A 0 A_FadeOut(0.1)
	CLWN AA 1 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
    CLWN A 2 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
	CLWN AA 1 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
    CLWN A 2 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	CLWN A 1 A_FadeOut(0.1)
	TNT1 A -1
    stop
  DeathAnimAlt:
	TNT1 A 0 A_GiveToTarget("KillIndicator",1)
	TNT1 A 0 A_SpawnItemEx("AdditionalGhoulDeathVFX")
    1LOW A 0 A_TakeInventory("KilledCount",999)
	1LOW A 0 A_GiveToTarget("KilledMe",1)
	1LOW A 0 A_GiveToTarget("KilledClowny",1)
	1LOW A 0 A_SetTranslucent(1.0,1)
	1LOW A 0 A_Stop
	1LOW A 0
	1LOW A 0 A_Fall
    CLWN A 0 SetPlayerProperty(0,0,3)
    CLWN A 0 A_PlaySoundEx("nothing","weapon")
    CLWN A 20 A_PlaySoundEx("ClownyDie","Body")
    CLWN AA 1 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
	CLWN AA 1 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
	CLWN AA 1 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
	CLWN A 0 A_FadeOut(0.1)
    CLWN AA 1 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	CLWN A 0 A_FadeOut(0.1)
    CLWN AA 1 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
	CLWN AA 1 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
	CLWN AA 1 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
	CLWN A 0 A_FadeOut(0.1)
    CLWN AA 1 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	CLWN A 0 A_FadeOut(0.1)
	CLWN AA 1 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
    CLWN AA 1 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
	CLWN AA 1 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
	CLWN A 0 A_FadeOut(0.1)
    CLWN AA 1 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	CLWN A 0 A_FadeOut(0.1)
	CLWN AA 1 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
    CLWN A 2 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
	CLWN AA 1 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
    CLWN A 2 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	CLWN A 0 A_FadeOut(0.1)
    CLWN A 2 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
	CLWN AA 1 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
    CLWN A 2 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	CLWN AA 1 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
	CLWN A 0 A_FadeOut(0.1)
	CLWN AA 1 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
    CLWN A 2 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
	CLWN AA 1 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
    CLWN A 2 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	CLWN A 1 A_FadeOut(0.1)
	TNT1 A -1
    stop
	Death.ChexWarrior:
		CLWN C 0 A_GiveToTarget("KillIndicator",1)
		CLWN C 0 A_TakeInventory("KilledCount",999)
		CLWN C 0 A_GiveToTarget("KilledMe",1)
		CLWN C 0 A_GiveToTarget("KilledClowny",1)
		CLWN C 0 A_SpawnItemEx("ChexCereal",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		CLWN C 0 A_GiveToTarget("ChexArmorBonus",25)
		CLWN C 0 A_GiveToTarget("ChexBoop",1)
		CLWN C 0 A_Stop
		CLWN C 0 A_NoGravity
		CLWN C 0 A_ChangeFlag("DONTGIB",1)
		CLWN C 0 A_PlaySoundEx("Teleport/Chex",7)
		CLWN C 0 A_PlaySoundEx("nothing","weapon")
		CLWN C 3 A_SpawnItem("SmallZorch")
		CLWN C 3 A_SetTranslucent(0.9,0)
		CLWN C 0 A_Scream
		CLWN C 3 A_SetTranslucent(0.8,0)
		CLWN C 0 A_NoBlocking
		CLWN C 3 A_SetTranslucent(0.7,0)
		CLWN C 3 A_SetTranslucent(0.6,0)
		CLWN C 3 A_SetTranslucent(0.5,0)
		CLWN C 3 A_SetTranslucent(0.4,0)
		CLWN C 3 A_SetTranslucent(0.3,0)
		CLWN C 3 A_SetTranslucent(0.2,0)
		CLWN C 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("KilledClowny",1)
		TNT1 A 0 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
		TNT1 A 0 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
		TNT1 A 0 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
		TNT1 A 0 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
		TNT1 A 0 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
		TNT1 A 0 A_CustomMissile("LunaticClownyBalloon", 0,0,random(0,360), 2,random(15,75))
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Gravity
		TNT1 A 1 A_SpawnItemEx("SoulGIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
		TNT1 A -1
		Stop
	Death.MarineShotgun:
	CLOW A 0 A_GiveToTarget("grenadeammo",1)
	CLOW A 0 A_GiveToTarget("shell",3)
	CLOW A 0 A_GiveToTarget("clip1",20)
	Goto DeathAnim
	Death.Marinemachinegun:
	CLOW A 0 A_GiveToTarget("grenadeammo",1)
	CLOW A 0 A_GiveToTarget("shell",3)
	CLOW A 0 A_GiveToTarget("clip1",20)
	Goto Deathanim
	Death.Marinepistol:
	CLOW A 0 A_GiveToTarget("grenadeammo",1)
	CLOW A 0 A_GiveToTarget("shell",3)
	CLOW A 0 A_GiveToTarget("clip1",20)
	Goto Deathanim
    Death.CrapPlasma:
		CLOW A 0 A_GiveToTarget("Unlock9",1)
		Goto DeathAnim
	Death.Grenade:
		CLOW A 0 A_GiveToTarget("KilledG",1)
		Goto DeathAnim
	Death.ice2:
		CLOW A 0 A_GiveToTarget("KilledIce2",1)
		Goto DeathAnim
	Death.fire2:
		CLOW A 0 A_GiveToTarget("KilledFire2",1)
		Goto DeathAnim
	Death.Railgun:
		CLOW A 0 A_GiveToTarget("KilledLightning",1)
		Goto DeathAnim
	Death.GhostTrap:
		CLOW A 0 A_GiveToTarget("KilledG",1)
		Goto DeathAnim
	Death.AltFire2:
		CLOW A 0 A_GiveToTarget("KilledAltFire2",1)
		Goto Death.Fire2
	Death.AltIce2:
		CLOW A 0 A_GiveToTarget("KilledAltIce2",1)
		Goto Death.Ice2
	Death.AltGrenade:
		CLOW A 0 A_GiveToTarget("KilledAltG",1)
		Goto Death.Grenade
	Death.Fire3:
		CLOW A 0 A_GiveToTarget("KilledFire3",1)
		Goto DeathAnim
	Death.Ice3:
		CLOW A 0 A_GiveToTarget("KilledIce3",1)
		Goto DeathAnim
	Death.Grenade2:
		CLOW A 0 A_GiveToTarget("KilledG2",1)
		Goto DeathAnim
	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 ClownyFace : Weapon
{
   Weapon.SlotNumber 1
   Weapon.Kickback 25
   Weapon.YAdjust 0
   Weapon.SelectionOrder 350
   Weapon.Ammotype "ClownyAmmo"
   Weapon.Ammouse 0
   Weapon.Ammotype2 "ClownyAmmo"
   Weapon.Ammouse2 1
   Inventory.PickupSound ""
   Inventory.PickupMessage ""
   inventory.icon "CLOWNATT"
   +WEAPON.NOAUTOAIM
   +WEAPON.MELEEWEAPON 
   +WEAPON.DONTBOB
   +INVENTORY.UNDROPPABLE
   States
   {
   Spawn:
      TNT1 A 1
      Stop
   Ready:
	  CTTH A 0 A_TakeInventory("ClownyDontShowAttack",1)
      CTTH A 36 A_WeaponReady
	  CTTH A 0 A_JumpIfInventory("ClownyStealthActive",1,1) 
      goto Ready
	  CTTH A 0 A_JumpIfInventory("ClownyAmmo",1,1)
	  goto Unstealth
	  CTTH A 0 A_TakeInventory("ClownyAmmo",1)
	  loop
   Deselect:
	  CTTH A 1 A_Lower
      Loop
   Select:
      CTTH A 0 A_Raise
      Goto Select
   Fire:
      CTTH A 0 A_JumpIfInventory("ClownyStealthActive",1,"FireStealth")
	  CTTH A 0 A_Recoil(-37)
	  CTTH A 1 offset(0,38) A_PlayWeaponSound("ClownyLaughs")
	  CTTH A 2 offset(0,44) A_FireCustomMissile("ClownyAttack2")
	  CTTH A 2 offset(0,50) A_FireCustomMissile("ClownyAttack2")
	  CTTH A 2 offset(0,56) A_FireCustomMissile("ClownyAttack2")
	  CTTH AAAAAAAAAAAAAAAAAA 2 offset(0,62) A_FireCustomMissile("ClownyAttack")
	  CTTH A 4 offset(0,59) 
	  CTTH A 4 offset(0,56) 
	  CTTH A 4 offset(0,53) 
	  CTTH A 4 offset(0,50) 
	  CTTH A 4 offset(0,47) 
	  CTTH A 4 offset(0,44) 
	  CTTH A 4 offset(0,41)
	  CTTH A 4 offset(0,38) 
	  CTTH A 4 offset(0,35) 
	  CTTH A 4 offset(0,32) 
	  CTTH A 7
      goto Ready
FireStealth:
      CTTH A 0 ACS_ExecuteAlways(311,0,2)
	  CTTH A 0 A_TakeInventory("ClownyAmmo",2)
	  CTTH A 8 A_Playsound("ClownySpyLaugh",7,1,0,ATTN_NONE) 
	  CTTH A 46
	  CTTH A 0 ACS_ExecuteAlways(461, 0, 1)
	  CTTH A 0 A_Recoil(-40)
	  CTTH A 2 offset(0,39) A_FireCustomMissile("ClownyHAttack2")
	 CTTH A 1 //A_Recoil(-4)
	  CTTH A 2 offset(0,47) A_FireCustomMissile("ClownyHAttack2")
	  CTTH A 2 offset(0,54) A_FireCustomMissile("ClownyHAttack2")
	  CTTH A 1 //A_Recoil(-4)
	  CTTH AA 2 offset(0,62) A_FireCustomMissile("ClownyHAttack2") 
	  CTTH AA 2 offset(0,62) A_FireCustomMissile("ClownyHAttack2") 
	  CTTH A 1 //A_Recoil(-4)
	  CTTH AA 2 offset(0,62) A_FireCustomMissile("ClownyHAttack2") 
	  CTTH AA 2 offset(0,62) A_FireCustomMissile("ClownyHAttack2") 
	  CTTH A 4 offset(0,59) 
	  CTTH A 1 //A_Recoil(-4)
	  CTTH A 4 offset(0,56) A_FireCustomMissile("ClownyHAttack") 
	  CTTH A 4 offset(0,53) 
	 CTTH A 1 //A_Recoil(-4)
	  CTTH A 4 offset(0,50) A_FireCustomMissile("ClownyHAttack") 
	  CTTH A 4 offset(0,47) 
	  CTTH A 1 //A_Recoil(-4)
	  CTTH A 4 offset(0,44) A_FireCustomMissile("ClownyHAttack") 
	  CTTH A 4 offset(0,41)
	  CTTH A 1 //A_Recoil(-4)
	  CTTH A 4 offset(0,38) A_FireCustomMissile("ClownyHAttack") 
	  CTTH A 4 offset(0,35) 
	  CTTH A 4 offset(0,32) A_FireCustomMissile("ClownyHAttack")
	  CTTH A 0 ACS_ExecuteAlways(461, 0, 2)
	  CTTH A 2
      goto Ready
   DisallowAttack:
	  CTTH A 1 A_ClearRefire
	  goto Ready
   Altfire:
      CTTH A 0 A_GiveInventory("ClownyDontShowAttack",1)
	  CTTH A 0 A_JumpIfInventory("GhoulBuzz",1,"DisallowAttack")
	  CTTH A 0 A_JumpIfInventory("ClownyStealthActive",1,"Unstealth")
	  CTTH A 0 A_JumpIfNoAmmo("DisallowAttack")
	  CTTH A 0 A_PlayWeaponSound("ClownySpy")
	  CTTH A 36 ACS_ExecuteAlways(311,0,1)
	  CTTH A 36 A_TakeInventory("ClownyAmmo",1)
	  CTTH A 0 A_TakeInventory("ClownyAmmo",1)
	  goto Ready
   Unstealth:
      CTTH A 0
	  CTTH A 12 ACS_ExecuteAlways(311,0,0)
	  CTTH A 12 A_TakeInventory("ClownyAmmo",1)
	  CTTH A 0 A_TakeInventory("ClownyAmmo",1)
	  goto Ready
   }
}

Actor ClownyAttack
{
  damagetype "Clowny"
  obituary "%o thought he saw %k."
  hitobituary "%o thought he saw %k."
  PROJECTILE
  Speed 37
  Radius 8
  Height 16
  Damage (10)
  States
  {
  Spawn:
	TNT1 A 0
    TNT1 A 1 A_Explode(8,72,0)
    Stop
  Death:
	TNT1 A 1
	stop
  }
}

Actor ClownyAttack2 : ClownyAttack
{
	States
	{
		Spawn:
			TNT1 A 0
			TNT1 A 1 A_Explode(30, 72, 0)
			Stop
		Death:
			TNT1 A 1
			Stop
	}
}

Actor ClownyHAttack : ClownyAttack
{
  damagetype "Clowny"
  obituary "%k surprised %o."
  hitobituary "%k surprised %o."
}

Actor ClownyHAttack2 : ClownyAttack2
{
  damagetype "Clowny"
  obituary "%k surprised %o."
  hitobituary "%k surprised %o."
}

Actor ClownyTrail
{
	Scale 0.05
	Renderstyle Add
	Alpha 0.4
	VisibleToTeam 1
	+NOGRAVITY
	+FORCEXYBILLBOARD
	+NOINTERACTION
	+DONTREFLECT
	+CLIENTSIDEONLY
	+ALLOWCLIENTSPAWN
	States
	{
	Spawn:
		CSPI ABCDEFGH 2 BRIGHT A_FadeOut(0.045) 
		stop
	}
}

Actor ClownyStealthActive : Inventory
{
	inventory.amount 0
	inventory.maxamount 1
}

Actor ClownyDontShowAttack : Inventory
{
	inventory.amount 1
	inventory.maxamount 1
}

Actor GhoulBuzz : Inventory
{
	inventory.amount 1
	inventory.maxamount 1
}

Actor GhoulBuzz2 : Inventory
{
	inventory.amount 1
	inventory.maxamount 1
}

Actor ClownyAmmo : Ammo
{
	Inventory.PickupMessage ""
	Inventory.Amount 60
	Inventory.MaxAmount 60
	Inventory.Icon "SECAMMO"
	Ammo.BackPackAmount 60
	Ammo.BackPackMaxAmount 60
	+INVENTORY.IGNORESKILL
	States
	{
	Spawn:
		TNT1 A -1
		Stop
	}
}

Actor ClownyScreamerTest : Rocket
{
	DamageType "Clowny"
}

Actor ClownyMorphSFX
{
	PROJECTILE
	
	+RIPPER
	+BLOODLESSIMPACT
	+FORCEXYBILLBOARD
	+DONTREFLECT
	+HEXENBOUNCE
	+FLOATBOB
	-NOGRAVITY
	+CLIENTSIDEONLY
	gravity 0.075
	speed 8
	damage (0)
	scale 0.09
	renderstyle add
	alpha 0.7
	states
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(256,"S1","S2","S3","S4","S5")
	S1:
		1SPI ABCDEFGHIJ 4 BRIGHT A_FadeOut(0.06) 
		stop
	S2:
		2SPI ABCDEFGHIJ 4 BRIGHT A_FadeOut(0.06) 
		stop
	S3:
		3SPI ABCDEFGHIJ 4 BRIGHT A_FadeOut(0.06) 
		stop
	S4:
		4SPI ABCDEFGHIJ 4 BRIGHT A_FadeOut(0.06) 
		stop
	S5:
		5SPI ABCDEFGHIJ 4 BRIGHT A_FadeOut(0.06) 
		stop
	}
}

Actor LunaticClownyBalloon : ClownyMorphSFX
{
	speed 4
	bouncecount 5
	bouncefactor 0.9
	renderstyle translucent
	alpha 0.7
	reactiontime 48
	+CLIENTSIDEONLY
	states
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(256,"S1","S2","S3","S4","S5")
	S1:
		TNT1 A 0 A_Jump(8,"Death")
		1SPI A 3 bright A_Countdown
		loop
	S2:
		TNT1 A 0 A_Jump(8,"Death")
		2SPI A 3 bright A_Countdown
		loop
	S3:
		TNT1 A 0 A_Jump(8,"Death")
		3SPI A 3 bright A_Countdown
		loop
	S4:
		TNT1 A 0 A_Jump(8,"Death")
		4SPI A 3 bright A_Countdown
		loop
	S5:
		TNT1 A 0 A_Jump(8,"Death")
		5SPI A 3 bright A_Countdown
		loop
	Death:
		TNT1 A 0 A_PlaySoundEx("ClownyBalloonPop","body")
		TNT1 A 0 A_SpawnItemEx("BalloonParticle",random(-5,5),random(-5,5),random(-5,5),random(-3,3),random(-3,3),random(-3,3))
		TNT1 A 1 A_SpawnItemEx("BalloonParticle",random(-5,5),random(-5,5),random(-5,5),random(-3,3),random(-3,3),random(-3,3))
		TNT1 A 0 A_SpawnItemEx("BalloonParticle",random(-5,5),random(-5,5),random(-5,5),random(-3,3),random(-3,3),random(-3,3))
		TNT1 A 1 A_SpawnItemEx("BalloonParticle",random(-5,5),random(-5,5),random(-5,5),random(-3,3),random(-3,3),random(-3,3))
		TNT1 A 0 A_SpawnItemEx("BalloonParticle",random(-5,5),random(-5,5),random(-5,5),random(-3,3),random(-3,3),random(-3,3))
		TNT1 A 1 A_SpawnItemEx("BalloonParticle",random(-5,5),random(-5,5),random(-5,5),random(-3,3),random(-3,3),random(-3,3))
		TNT1 A 0 A_SpawnItemEx("BalloonParticle",random(-5,5),random(-5,5),random(-5,5),random(-3,3),random(-3,3),random(-3,3))
		TNT1 A 1 A_SpawnItemEx("BalloonParticle",random(-5,5),random(-5,5),random(-5,5),random(-3,3),random(-3,3),random(-3,3))
		TNT1 A 0 A_SpawnItemEx("BalloonParticle",random(-5,5),random(-5,5),random(-5,5),random(-3,3),random(-3,3),random(-3,3))
		TNT1 A 1 A_SpawnItemEx("BalloonParticle",random(-5,5),random(-5,5),random(-5,5),random(-3,3),random(-3,3),random(-3,3))
		TNT1 A 0 A_SpawnItemEx("BalloonParticle",random(-5,5),random(-5,5),random(-5,5),random(-3,3),random(-3,3),random(-3,3))
		TNT1 A 1 A_SpawnItemEx("BalloonParticle",random(-5,5),random(-5,5),random(-5,5),random(-3,3),random(-3,3),random(-3,3))
		TNT1 A 0 A_SpawnItemEx("BalloonParticle",random(-5,5),random(-5,5),random(-5,5),random(-3,3),random(-3,3),random(-3,3))
		TNT1 A 1 A_SpawnItemEx("BalloonParticle",random(-5,5),random(-5,5),random(-5,5),random(-3,3),random(-3,3),random(-3,3))
		TNT1 A 0 A_SpawnItemEx("BalloonParticle",random(-5,5),random(-5,5),random(-5,5),random(-3,3),random(-3,3),random(-3,3))
		TNT1 A 1 A_SpawnItemEx("BalloonParticle",random(-5,5),random(-5,5),random(-5,5),random(-3,3),random(-3,3),random(-3,3))
		TNT1 A 0 A_SpawnItemEx("BalloonParticle",random(-5,5),random(-5,5),random(-5,5),random(-3,3),random(-3,3),random(-3,3))
		TNT1 A 1 A_SpawnItemEx("BalloonParticle",random(-5,5),random(-5,5),random(-5,5),random(-3,3),random(-3,3),random(-3,3))
		stop
	}
}

Actor BalloonParticle
{
	
	+NOINTERACTION
	+NOBLOCKMAP
	-SOLID
	+CLIENTSIDEONLY
	gravity 0.85
	scale 0.12
	states
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(256,"S1","S2","S3","S4")
	S1:
		1SPX A 3 bright A_FadeOut(0.1)
		loop
	S2:
		2SPX A 3 bright A_FadeOut(0.1)
		loop
	S3:
		3SPX A 3 bright A_FadeOut(0.1)
		loop
	S4:
		4SPX A 3 bright A_FadeOut(0.1)
		loop
	}
}

Actor 1ClownyTrail
{
	Scale 0.12
	Renderstyle Add
	Alpha 0.4
	VisibleToTeam 1
	+NOGRAVITY
	+FORCEXYBILLBOARD
	+NOINTERACTION
	+DONTREFLECT
	+FLOATBOB
	+ALLOWCLIENTSPAWN
	+CLIENTSIDEONLY
	+NOTONAUTOMAP
	
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(256,"S1","S2","S3","S4","S5")
	S1:
		1SPI ABCDEFGHIJ 3 BRIGHT A_FadeOut(0.045) 
		stop
	S2:
		2SPI ABCDEFGHIJ 3 BRIGHT A_FadeOut(0.045) 
		stop
	S3:
		3SPI ABCDEFGHIJ 3 BRIGHT A_FadeOut(0.045) 
		stop
	S4:
		4SPI ABCDEFGHIJ 3 BRIGHT A_FadeOut(0.045) 
		stop
	S5:
		5SPI ABCDEFGHIJ 3 BRIGHT A_FadeOut(0.045) 
		stop
	}
}