ACTOR DarkSovereign : PlayerPawn
{
  Health 120
  Player.Maxhealth 120
  Radius 16
  Height 56
  Mass 700
  PainChance 255
  bloodcolor "Black"
  Species "Ghoul"
  Scale 0.5
  Player.WeaponSlot 1, BloodMagicHands
  Player.WeaponSlot 2, FleshlingHands
  Player.DisplayName "Dark Sovereign"
  Player.ScoreIcon "DRSOST"
  Player.StartItem "BloodMagicHands", 1
  Player.StartItem "FleshlingHands", 1
  Player.StartItem "BloodAmmo", 30
  Player.StartItem "RavenAmmo", 30
  Player.StartItem "GhoulAmmo", 1
  Player.StartItem "IsGhoul", 1
  Player.StartItem "Screamer", 0
  Player.ForwardMove 1.2
  Player.SideMove 1.1
  LimitedToTeam 1
  Damagefactor "Vivi", 0.9
  Damagefactor "Divine", 1.0
  Damagefactor "Bluefire", 0.0
  Damagefactor "AntiAirBolt", 0.7
  Damagefactor "normal", 0.7
  Damagefactor "ChexWarrior", 0.7
  Damagefactor "PistolBullets", 0.8
  Damagefactor "CalebRevolver", 0.8
  Damagefactor "ChexWarriorPistol", 0.8
  Damagefactor "IlluPewpewRifle", 0.8
  Damagefactor "Elecstorm", 0.8
  Damagefactor "Plasma", 0.5
  Damagefactor "ice", 0.6
  Damagefactor "ice2", 0.6
  Damagefactor "AltIce2", 0.6
  Damagefactor "fire2", 0.6
  Damagefactor "RenegadeFire", 0.6
  Damagefactor "minion", 0.0
  Damagefactor "AltFire2", 0.6
  Damagefactor "RevyRifleBullet", 0.8
  Damagefactor "KarStiglitz", 0.8
  Damagefactor "Grenade", 0.8
  DamageFactor "CalebDynamite", 0.8
  Damagefactor "InariPlasma", 0.9
  Damagefactor "SamDeagle", 0.8
  Damagefactor "ZombieIce", 0.0
  Damagefactor "ZombiePoison", 0.0
  Damagefactor "ZombieSlaps", 0.0
  Damagefactor "Tenebra", 0.0
  Damagefactor "Judgement", 0.0
  player.soundclass "DarkSovereign"
  +NOSKIN
  +NOICEDEATH
  +QUICKTORETALIATE
	states
	{
	Spawn:
		ACOL A 0 Setplayerproperty(0,0,4)
		ACOL A 0 A_Changeflag("shootable",true)
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		ACOL A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")	
		ACOL A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		ACOL A 10
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		ACOL A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")	
		ACOL A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		ACOL A 0
		loop
	See:
		ACOL B 0 A_JumpIfHealthLower(60,"INeedHealingSee")
		ACOL B 0 A_Changeflag("shootable",true)
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		ACOL B 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")	
		ACOL B 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		ACOL B 1 A_SpawnItemEx("DarkSovereignTrailA", -24.0)
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		ACOL B 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")	
		ACOL B 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		ACOL B 1 A_SpawnItemEx("DarkSovereignTrailA", -24.0)
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		ACOL B 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")	
		ACOL B 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
        loop
	INeedHealingSee:
		ACOL B 0 A_Changeflag("shootable",true)
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		ACOL B 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")	
		ACOL B 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		ACOL B 1 A_SpawnItemEx("DarkSovereignTrailA", -24.0)
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		ACOL B 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")	
		ACOL B 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		ACOL B 1 A_SpawnItemEx("DarkSovereignTrailA", -24.0)
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		ACOL B 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")	
		ACOL B 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		ACOL B 0 A_SpawnItemEx("GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		ACOL B 0 A_SpawnItemEx("64GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
        Goto See
	Dancing:
		ACOL A 0 A_Changeflag("shootable",true)
		ACOL A 0 A_TakeInventory("GhoulDisableTrigger",15)
		ACOL A 0 A_TakeInventory("AriaInfluence",10)
		ACOL A 0 Setplayerproperty(0,1,4)
		ACOL AAAAAAAAAAAAAAAA 1
		ACOL A 0 ThrustThingZ(0,20,0,0)
		ACOL A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		ACOL A 0 A_TakeInventory("GhoulDisableTrigger",15)
		ACOL A 0 A_TakeInventory("AriaInfluence",10)
		ACOL AAAAAAAAAAAAAAAA 1
		ACOL A 0 ThrustThingZ(0,20,0,0)
		ACOL A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		ACOL A 0 A_TakeInventory("GhoulDisableTrigger",15)
		ACOL A 0 A_TakeInventory("AriaInfluence",10)
		ACOL AAAAAAAAAAAAAAAA 1
		ACOL A 0 ThrustThingZ(0,20,0,0)
		ACOL A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		ACOL A 0 A_TakeInventory("GhoulDisableTrigger",15)
		ACOL A 0 A_TakeInventory("AriaInfluence",10)
		ACOL AAAAAAAAAAAAAAAA 1
		ACOL A 0 ThrustThingZ(0,20,0,0)
		ACOL A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		ACOL A 0 A_TakeInventory("GhoulDisableTrigger",15)
		ACOL A 0 A_TakeInventory("AriaInfluence",10)
		ACOL AAAAAAAAAAAAAAAA 1
		ACOL A 0 ThrustThingZ(0,20,0,0)
		ACOL A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		ACOL A 0 A_TakeInventory("GhoulDisableTrigger",15)
		ACOL A 0 A_TakeInventory("AriaInfluence",10)
		ACOL AAAAAAAAAAAAAAAA 1
		ACOL A 0 ThrustThingZ(0,20,0,0)
		ACOL A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		ACOL A 1 Setplayerproperty(0,0,4)
		ACOL A 0 A_TakeInventory("GhoulDisableTrigger",15)
		ACOL A 0 A_TakeInventory("AriaInfluence",10)
		Goto Spawn
	DisableTheGhoul:
		ACOL A 0 A_Changeflag("shootable",false)
		ACOL A 0 A_Changeflag("shootable",false)
		ACOL A 0 Setplayerproperty(0,1,4)
		ACOL A 0 A_TakeInventory("GhoulDisableTrigger",15)
		ACOL A 90 Bright
		ACOL A 0 A_TakeInventory("GhoulDisableTrigger",15)
		ACOL A 0 A_Changeflag("shootable",true)
		ACOL A 0 A_Changeflag("shootable",true)
		ACOL A 0 Setplayerproperty(0,0,4)
		ACOL A 0 Setplayerproperty(0,0,4)
		ACOL A 0 A_TakeInventory("GhoulDisableTrigger",15)
		Goto Spawn
		Pain:
			ACOL H 0 Setplayerproperty(0,0,4)
		    ACOL H 0 A_GiveInventory("BloodAmmo",10)
			TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
			ACOL H 0 A_GiveInventory("RavenAmmo",1)
			ACOL H 6 A_PlaySound("DarkSovereign/pain",2)
			TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
			goto Spawn
			Pain.Vivi:
			ACOL H 0 A_SetPitch(pitch - 3.0)
			ACOL H 0 A_SetAngle(angle + (random(-50,50)/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:
			ACOL H 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
	Missile:
			ACOL A 0 A_Changeflag("shootable",true)
			TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
			ACOL A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")	
			ACOL A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
			ACOL DEF 5
			ACOL F 6
			goto See
	Pain.GwenPlasma2:
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		ACOL A 0 Setplayerproperty(0,0,4)
		ACOL A 0 A_Pain
		ACOL A 20 Setplayerproperty(0,1,0)
		ACOL 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)
		ACOL 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:
		TNT1 A 0 A_GiveToTarget("KillBeep",1)
		TNT1 A 0 A_SpawnItemEx("AdditionalGhoulDeathVFX")
		ACOL A 0 A_TakeInventory("RocketAmmo",999)
		ACOL A 0 A_TakeInventory("KilledCount",999)
		ACOL A 0 A_GiveToTarget("KilledMe",1)
		ACOL A 0 A_GiveToTarget("KilledSovereign",1)
		ACOL A 0 A_PlayerScream
		ACOL I 28 A_SetTranslucent(0.8,0)
		ACOL I 0 A_CustomMissile("PoweredFleshlingMissile", 0, 0, random(0, 360))
		ACOL I 0 A_CustomMissile("PoweredFleshlingMissile", 0, 0, random(0, 360))
		ACOL I 0 A_CustomMissile("PoweredFleshlingMissile", 0, 0, random(0, 360))
		ACOL I 0 A_CustomMissile("PoweredFleshlingMissile", 0, 0, random(0, 360))
		ACOL I 0 A_CustomMissile("PoweredFleshlingMissile", 0, 0, random(0, 360))
		ACOL IIIIII 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		ACOL I 6 A_SetTranslucent(0.7,0)
		ACOL I 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		ACOL I 6 A_SetTranslucent(0.6,0)
		ACOL I 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		ACOL J 6 A_SetTranslucent(0.5,0)
		ACOL J 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		ACOL K 6 A_SetTranslucent(0.4,0)
		ACOL K 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		ACOL K 6 A_SetTranslucent(0.3,0)
		ACOL K 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		ACOL L 6 A_SetTranslucent(0.2,0)
		ACOL L 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		ACOL M 6 A_SetTranslucent(0.1,0)
		ACOL M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
	    ACOL M 6 A_SetTranslucent(0.1,0)
		ACOL M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		TNT1 A -1
		Stop
	DeathAnimAlt:
		TNT1 A 0 A_GiveToTarget("KillIndicator",1)
		TNT1 A 0 A_SpawnItemEx("AdditionalGhoulDeathVFX")
		ACOL A 0 A_TakeInventory("RocketAmmo",999)
		ACOL A 0 A_TakeInventory("KilledCount",999)
		ACOL A 0 A_GiveToTarget("KilledMe",1)
		ACOL A 0 A_GiveToTarget("KilledSovereign",1)
		ACOL A 0 A_PlayerScream
		ACOL I 28 A_SetTranslucent(0.8,0)
		ACOL I 0 A_CustomMissile("PoweredFleshlingMissile", 0, 0, random(0, 360))
		ACOL I 0 A_CustomMissile("PoweredFleshlingMissile", 0, 0, random(0, 360))
		ACOL I 0 A_CustomMissile("PoweredFleshlingMissile", 0, 0, random(0, 360))
		ACOL I 0 A_CustomMissile("PoweredFleshlingMissile", 0, 0, random(0, 360))
		ACOL I 0 A_CustomMissile("PoweredFleshlingMissile", 0, 0, random(0, 360))
		ACOL IIIIII 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		ACOL I 6 A_SetTranslucent(0.7,0)
		ACOL I 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		ACOL I 6 A_SetTranslucent(0.6,0)
		ACOL I 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		ACOL J 6 A_SetTranslucent(0.5,0)
		ACOL J 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		ACOL K 6 A_SetTranslucent(0.4,0)
		ACOL K 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		ACOL K 6 A_SetTranslucent(0.3,0)
		ACOL K 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		ACOL L 6 A_SetTranslucent(0.2,0)
		ACOL L 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		ACOL M 6 A_SetTranslucent(0.1,0)
		ACOL M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
	    ACOL M 6 A_SetTranslucent(0.1,0)
		ACOL M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		TNT1 A -1
		Stop
		Death.ChexWarrior:
		ACOL I 0 A_GiveToTarget("KillIndicator",1)
		ACOL I 0 A_TakeInventory("RocketAmmo",999)
		ACOL I 0 A_TakeInventory("KilledCount",999)
		ACOL I 0 A_GiveToTarget("KilledMe",1)
		ACOL I 0 A_GiveToTarget("KilledSovereign",1)
		ACOL I 0 A_SpawnItemEx("ChexCereal",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		ACOL I 0 A_GiveToTarget("ChexArmorBonus",25)
		ACOL I 0 A_GiveToTarget("ChexBoop",1)
		ACOL I 0 A_Stop
		ACOL I 0 A_NoGravity
		ACOL I 0 A_ChangeFlag("DONTGIB",1)
		ACOL I 0 A_PlaySoundEx("Teleport/Chex",7)
		ACOL I 0 A_PlaySoundEx("DarkSovereign/pain", "Body")
		ACOL I 0 A_CustomMissile("PoweredFleshlingMissile", 0, 0, random(0, 360))
		ACOL I 0 A_CustomMissile("PoweredFleshlingMissile", 0, 0, random(0, 360))
		ACOL I 0 A_CustomMissile("PoweredFleshlingMissile", 0, 0, random(0, 360))
		ACOL I 0 A_CustomMissile("PoweredFleshlingMissile", 0, 0, random(0, 360))
		ACOL I 0 A_CustomMissile("PoweredFleshlingMissile", 0, 0, random(0, 360))
		ACOL I 3 A_SpawnItem("SmallZorch")
		ACOL I 3 A_SetTranslucent(0.9,0)
		ACOL I 0 A_Scream
		ACOL I 3 A_SetTranslucent(0.8,0)
		ACOL I 0 A_NoBlocking
		ACOL I 3 A_SetTranslucent(0.7,0)
		ACOL I 3 A_SetTranslucent(0.6,0)
		ACOL I 3 A_SetTranslucent(0.5,0)
		ACOL I 3 A_SetTranslucent(0.4,0)
		ACOL I 3 A_SetTranslucent(0.3,0)
		ACOL I 3 A_SetTranslucent(0.2,0)
		ACOL I 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("KilledSovereign",1)
		TNT1 A 1
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Gravity
		ACOL I 0 A_CustomMissile("PoweredFleshlingMissile", 0, 0, random(0, 360))
		ACOL I 0 A_CustomMissile("PoweredFleshlingMissile", 0, 0, random(0, 360))
		ACOL I 0 A_CustomMissile("PoweredFleshlingMissile", 0, 0, random(0, 360))
		ACOL I 0 A_CustomMissile("PoweredFleshlingMissile", 0, 0, random(0, 360))
		ACOL I 0 A_CustomMissile("PoweredFleshlingMissile", 0, 0, random(0, 360))
		TNT1 A 0 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
		TNT1 A 0 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
		TNT1 A 0 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
		TNT1 A 0 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
		TNT1 A 0 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
		NULL A 1 A_SpawnItemEx("SoulGIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
		NULL A -1
		Stop
	Death.MarineShotgun:
	ACOL E 0 A_GiveToTarget("grenadeammo",1)
	ACOL E 0 A_GiveToTarget("shell",3)
	ACOL E 0 A_GiveToTarget("clip1",20)
	Goto DeathAnim
	Death.Marinemachinegun:
	ACOL E 0 A_GiveToTarget("grenadeammo",1)
	ACOL E 0 A_GiveToTarget("shell",3)
	ACOL E 0 A_GiveToTarget("clip1",20)
	Goto Deathanim
	Death.Marinepistol:
	ACOL E 0 A_GiveToTarget("grenadeammo",1)
	ACOL E 0 A_GiveToTarget("shell",3)
	ACOL E 0 A_GiveToTarget("clip1",20)
	Goto Deathanim
	Death.Grenade:
		ACOL E 0 A_GiveToTarget("KilledG",1)
		Goto DeathAnim
	Death.CrapPlasma:
		ACOL E 0 A_GiveToTarget("Unlock9",1)
		Goto DeathAnim
	Death.Ice2:
		ACOL A 0 A_GiveToTarget("KilledIce2",1)
		Goto DeathAnim
	Death.Fire2:
		ACOL A 0 A_GiveToTarget("KilledFire2",1)
		Goto DeathAnim
	Death.Railgun:
		ACOL A 0 A_GiveToTarget("KilledLightning",1)
		Goto DeathAnim
	Death.GhostTrap:
		ACOL A 0 A_GiveToTarget("KilledG",1)
		Goto DeathAnim
	Death.AltFire2:
		ACOL A 0 A_GiveToTarget("KilledAltFire2",1)
		Goto Death.Fire2
	Death.AltIce2:
		ACOL A 0 A_GiveToTarget("KilledAltIce2",1)
		Goto Death.Ice2
	Death.AltGrenade:
		ACOL A 0 A_GiveToTarget("KilledAltG",1)
		Goto Death.Grenade
	Death.Fire3:
		ACOL A 0 A_GiveToTarget("KilledFire3",1)
		Goto DeathAnim
	Death.Ice3:
		ACOL A 0 A_GiveToTarget("KilledIce3",1)
		Goto DeathAnim
	Death.Grenade2:
		ACOL A 0 A_GiveToTarget("KilledG2",1)
		Goto DeathAnim
	Pain.Drainer:
		ACOL 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 FleshlingHands : Weapon
{
  Inventory.PickupSound "Misc/W_PkUp"
  Inventory.PickupMessage "Raven Staff"
  Obituary "%o couldn't get close to %k."
  Weapon.AmmoType "RavenAmmo"
  Weapon.AmmoType2 "RavenAmmo"
  Weapon.AmmoGive 0
  Weapon.AmmoUse 1
  Weapon.AmmoUse2 5
  Weapon.KickBack 3000
  Inventory.icon "TNT1A0"
  States
  {
  Spawn:
    CYNH R -1
    Loop
  Select:
    CYNH R 1 A_Raise
    loop
  Deselect:
    CYNH R 1 A_Lower
    loop
  Ready:
    CYNH R 50 A_WeaponReady
	CYNH R 0 A_GiveInventory("RavenAmmo",1)
    loop
    Fire:
	 CYNH R 1 offset(0,32)
	 CYNH R 0 offset(0,36)
	 CYNH R 0 offset(0,42)
	 CYNH R 0 offset(0,46)
	 CYNH R 1 offset(0,50)
	 CYNH R 0 offset(0,54)
	 CYNH R 0 offset(0,58)
	 CYNH R 0 offset(0,62)
	 CYNH R 1 offset(0,66)
	 CYNH R 0 offset(0,70)
	 CYNH R 0 offset(0,74)
	 CYNH R 0 offset(0,78)
	 CYNH R 1 offset(0,82)
	 CYNH R 0 offset(0,86)
	 CYNH R 0 offset(0,90)
	 CYNH R 0 offset(0,94)
	 CYNH R 1 offset(0,98)
	 CYNH R 0 offset(0,102)
	 CYNH U 0 offset(0,104)
     CYNH U 0 offset(0,102)
	 CYNH U 1 offset(0,98)
	 CYNH U 0 offset(0,94)
	 CYNH U 0 offset(0,86)
	 CYNH U 0 offset(0,82)
	 CYNH U 1 offset(0,78)
	 CYNH U 0 offset(0,74)
	 CYNH U 1 offset(0,70)
	 CYNH U 0 offset(0,66)
	 CYNH U 0 offset(0,62)
	 CYNH U 1 offset(0,58)
	 CYNH U 0 offset(0,54)
	 CYNH U 1 offset(0,50)
	 CYNH U 0 offset(0,46)
	 CYNH U 1 offset(0,42)
	 CYNH U 0 offset(0,38)
	 CYNH U 1 offset(0,34)
	 CYNH U 0 offset(0,32) 
	 CYNH U 0 A_PlayWeaponSound("Weapons/RavenStaff/FireKB")
     CYNH U 0 A_SpawnItemEx("RavenSmoke", 6, 0, Random(31, 33), 2, 0, Random(-0.5, 0.5), -35, 128)
     CYNH U 0 A_SpawnItemEx("RavenSmoke", 6, 0, Random(31, 33), 2, 0, Random(-0.5, 0.5), -45, 128)
     CYNH U 0 A_SpawnItemEx("RavenSmoke", 6, 0, Random(31, 33), 2, 0, Random(-0.5, 0.5), -55, 128)
     CYNH U 0 A_SpawnItemEx("RavenSmoke", 6, 0, Random(31, 33), 2, 0, Random(-0.5, 0.5), 35, 128)
     CYNH U 0 A_SpawnItemEx("RavenSmoke", 6, 0, Random(31, 33), 2, 0, Random(-0.5, 0.5), 45, 128)
     CYNH U 0 A_SpawnItemEx("RavenSmoke", 6, 0, Random(31, 33), 2, 0, Random(-0.5, 0.5), 55, 128)
	 CYNH U 0 Bright A_FireBullets(10, 10, 8, 3, "BloodPuff")
	 CYNH U 1 offset(0,32)
	 CYNH U 0 offset(0,36)
	 CYNH U 0 offset(0,42)
	 CYNH U 0 offset(0,46)
	 CYNH U 1 offset(0,50)
	 CYNH U 0 offset(0,54)
	 CYNH U 0 offset(0,58)
	 CYNH U 0 offset(0,62)
	 CYNH U 1 offset(0,66)
	 CYNH U 0 offset(0,70)
	 CYNH U 1 offset(0,74)
	 CYNH U 0 offset(0,78)
	 CYNH U 0 offset(0,82)
	 CYNH U 0 offset(0,86)
	 CYNH U 1 offset(0,90)
	 CYNH U 0 offset(0,94)
	 CYNH U 1 offset(0,98)
	 CYNH U 0 offset(0,102)
	 CYNH R 0 offset(0,104)
     CYNH R 0 offset(0,102)
	 CYNH R 1 offset(0,98)
	 CYNH R 0 offset(0,94)
	 CYNH R 0 offset(0,86)
	 CYNH R 0 offset(0,82)
	 CYNH R 1 offset(0,78)
	 CYNH R 0 offset(0,74)
	 CYNH R 0 offset(0,70)
	 CYNH R 0 offset(0,66)
	 CYNH R 1 offset(0,62)
	 CYNH R 0 offset(0,58)
	 CYNH R 0 offset(0,54)
	 CYNH R 0 offset(0,50)
	 CYNH R 1 offset(0,46)
	 CYNH R 0 offset(0,42)
	 CYNH R 1 offset(0,38)
	 CYNH R 0 offset(0,34)
	 CYNH R 1 offset(0,32)
	 CYNH R 15
	Goto Ready
	Altfire:
	 CYNH R 0 A_PlaySound("DarkSovereign/Incantation", CHAN_VOICE)
	 CYNH R 0 A_Jump(256,"RegularBirds","RegularBirds","RegularBirds","RegularBirds","RegularBirds","Swaaarm")
	RegularBirds:
	 CYNH R 35
	 CYNH R 1 offset(0,32)
	 CYNH R 0 offset(0,36)
	 CYNH R 0 offset(0,42)
	 CYNH R 0 offset(0,46)
	 CYNH R 1 offset(0,50)
	 CYNH R 0 offset(0,54)
	 CYNH R 0 offset(0,58)
	 CYNH R 0 offset(0,62)
	 CYNH R 1 offset(0,66)
	 CYNH R 0 offset(0,70)
	 CYNH R 0 offset(0,74)
	 CYNH R 0 offset(0,78)
	 CYNH R 1 offset(0,82)
	 CYNH R 0 offset(0,86)
	 CYNH R 0 offset(0,90)
	 CYNH R 0 offset(0,94)
	 CYNH R 1 offset(0,98)
	 CYNH R 0 offset(0,102)
	 CYNH U 0 offset(0,104)
     CYNH U 0 offset(0,102)
	 CYNH U 1 offset(0,98)
	 CYNH U 0 offset(0,94)
	 CYNH U 0 offset(0,86)
	 CYNH U 0 offset(0,82)
	 CYNH U 1 offset(0,78)
	 CYNH U 0 offset(0,74)
	 CYNH U 1 offset(0,70)
	 CYNH U 0 offset(0,66)
	 CYNH U 0 offset(0,62)
	 CYNH U 1 offset(0,58)
	 CYNH U 0 offset(0,54)
	 CYNH U 1 offset(0,50)
	 CYNH U 0 offset(0,46)
	 CYNH U 1 offset(0,42)
	 CYNH U 0 offset(0,38)
	 CYNH U 1 offset(0,34)
	 CYNH U 0 offset(0,32)
	 CYNH U 0 A_PlayWeaponSound("Weapons/RavenStaff/Fire2")
     CYNH U 0 A_SpawnItemEx("RavenSmoke", 6, 0, Random(31, 33), 2, 0, Random(-0.5, 0.5), -35, 128)
     CYNH U 0 A_SpawnItemEx("RavenSmoke", 6, 0, Random(31, 33), 2, 0, Random(-0.5, 0.5), -45, 128)
     CYNH U 0 A_SpawnItemEx("RavenSmoke", 6, 0, Random(31, 33), 2, 0, Random(-0.5, 0.5), -55, 128)
     CYNH U 0 A_SpawnItemEx("RavenSmoke", 6, 0, Random(31, 33), 2, 0, Random(-0.5, 0.5), 35, 128)
     CYNH U 0 A_SpawnItemEx("RavenSmoke", 6, 0, Random(31, 33), 2, 0, Random(-0.5, 0.5), 45, 128)
     CYNH U 0 A_SpawnItemEx("RavenSmoke", 6, 0, Random(31, 33), 2, 0, Random(-0.5, 0.5), 55, 128)    
     CYNH U 0 A_Firecustommissile("PoweredFleshlingMissile", Random(-12, 12), 1, 0, 0, 0, Random(-4, 6))
	 CYNH U 0 A_Firecustommissile("PoweredFleshlingMissileFake", Random(-40, 40), 0, 0, 0, 0, Random(-4, 6))
	 CYNH U 0 A_Firecustommissile("PoweredFleshlingMissileFake", Random(-40, 40), 0, 0, 0, 0, Random(-4, 6))
	 CYNH U 0 A_Firecustommissile("PoweredFleshlingMissileFake", Random(-40, 40), 0, 0, 0, 0, Random(-4, 6))
	 CYNH U 0 A_Firecustommissile("PoweredFleshlingMissileFake", Random(-40, 40), 0, 0, 0, 0, Random(-4, 6))
	 CYNH U 0 A_Firecustommissile("PoweredFleshlingMissileFake", Random(-40, 40), 0, 0, 0, 0, Random(-4, 6))
	 CYNH U 0 A_Firecustommissile("PoweredFleshlingMissileFake", Random(-40, 40), 0, 0, 0, 0, Random(-4, 6))
	 CYNH U 0 A_Firecustommissile("PoweredFleshlingMissileFake", Random(-40, 40), 0, 0, 0, 0, Random(-4, 6))
	 CYNH U 1 offset(0,32)
	 CYNH U 0 offset(0,36)
	 CYNH U 0 offset(0,42)
	 CYNH U 0 offset(0,46)
	 CYNH U 1 offset(0,50)
	 CYNH U 0 offset(0,54)
	 CYNH U 0 offset(0,58)
	 CYNH U 0 offset(0,62)
	 CYNH U 1 offset(0,66)
	 CYNH U 0 offset(0,70)
	 CYNH U 1 offset(0,74)
	 CYNH U 0 offset(0,78)
	 CYNH U 0 offset(0,82)
	 CYNH U 0 offset(0,86)
	 CYNH U 1 offset(0,90)
	 CYNH U 0 offset(0,94)
	 CYNH U 1 offset(0,98)
	 CYNH U 0 offset(0,102)
	 CYNH R 0 offset(0,104)
     CYNH R 0 offset(0,102)
	 CYNH R 1 offset(0,98)
	 CYNH R 0 offset(0,94)
	 CYNH R 0 offset(0,86)
	 CYNH R 0 offset(0,82)
	 CYNH R 1 offset(0,78)
	 CYNH R 0 offset(0,74)
	 CYNH R 0 offset(0,70)
	 CYNH R 0 offset(0,66)
	 CYNH R 1 offset(0,62)
	 CYNH R 0 offset(0,58)
	 CYNH R 0 offset(0,54)
	 CYNH R 0 offset(0,50)
	 CYNH R 1 offset(0,46)
	 CYNH R 0 offset(0,42)
	 CYNH R 1 offset(0,38)
	 CYNH R 0 offset(0,34)
	 CYNH R 1 offset(0,32)
	 CYNH R 40
    Goto Ready
	Swaaarm:
	 CYNH R 35
	 CYNH R 1 offset(0,32)
	 CYNH R 0 offset(0,36)
	 CYNH R 0 offset(0,42)
	 CYNH R 0 offset(0,46)
	 CYNH R 1 offset(0,50)
	 CYNH R 0 offset(0,54)
	 CYNH R 0 offset(0,58)
	 CYNH R 0 offset(0,62)
	 CYNH R 1 offset(0,66)
	 CYNH R 0 offset(0,70)
	 CYNH R 0 offset(0,74)
	 CYNH R 0 offset(0,78)
	 CYNH R 1 offset(0,82)
	 CYNH R 0 offset(0,86)
	 CYNH R 0 offset(0,90)
	 CYNH R 0 offset(0,94)
	 CYNH R 1 offset(0,98)
	 CYNH R 0 offset(0,102)
	 CYNH U 0 offset(0,104)
     CYNH U 0 offset(0,102)
	 CYNH U 1 offset(0,98)
	 CYNH U 0 offset(0,94)
	 CYNH U 0 offset(0,86)
	 CYNH U 0 offset(0,82)
	 CYNH U 1 offset(0,78)
	 CYNH U 0 offset(0,74)
	 CYNH U 1 offset(0,70)
	 CYNH U 0 offset(0,66)
	 CYNH U 0 offset(0,62)
	 CYNH U 1 offset(0,58)
	 CYNH U 0 offset(0,54)
	 CYNH U 1 offset(0,50)
	 CYNH U 0 offset(0,46)
	 CYNH U 1 offset(0,42)
	 CYNH U 0 offset(0,38)
	 CYNH U 1 offset(0,34)
	 CYNH U 0 offset(0,32)
	 CYNH U 0 A_PlayWeaponSound("Weapons/RavenStaff/Fire2")
     CYNH U 0 A_SpawnItemEx("RavenSmoke", 6, 0, Random(31, 33), 2, 0, Random(-0.5, 0.5), -35, 128)
     CYNH U 0 A_SpawnItemEx("RavenSmoke", 6, 0, Random(31, 33), 2, 0, Random(-0.5, 0.5), -45, 128)
     CYNH U 0 A_SpawnItemEx("RavenSmoke", 6, 0, Random(31, 33), 2, 0, Random(-0.5, 0.5), -55, 128)
     CYNH U 0 A_SpawnItemEx("RavenSmoke", 6, 0, Random(31, 33), 2, 0, Random(-0.5, 0.5), 35, 128)
     CYNH U 0 A_SpawnItemEx("RavenSmoke", 6, 0, Random(31, 33), 2, 0, Random(-0.5, 0.5), 45, 128)
     CYNH U 0 A_SpawnItemEx("RavenSmoke", 6, 0, Random(31, 33), 2, 0, Random(-0.5, 0.5), 55, 128)
     CYNH U 0 A_Firecustommissile("PoweredFleshlingMissile", Random(-20, 20), 1, 0, 0, 0, Random(-4, 6))
	 CYNH U 0 A_Firecustommissile("PoweredFleshlingMissile", Random(-20, 20), 0, 0, 0, 0, Random(-4, 6))
	 CYNH U 0 A_Firecustommissile("PoweredFleshlingMissile", Random(-20, 20), 0, 0, 0, 0, Random(-4, 6))
	 CYNH U 0 A_Firecustommissile("PoweredFleshlingMissile", Random(-20, 20), 0, 0, 0, 0, Random(-4, 6))
	 CYNH U 0 A_Firecustommissile("PoweredFleshlingMissile", Random(-20, 20), 0, 0, 0, 0, Random(-4, 6))
	 CYNH U 1 offset(0,32)
	 CYNH U 0 offset(0,36)
	 CYNH U 0 offset(0,42)
	 CYNH U 0 offset(0,46)
	 CYNH U 1 offset(0,50)
	 CYNH U 0 offset(0,54)
	 CYNH U 0 offset(0,58)
	 CYNH U 0 offset(0,62)
	 CYNH U 1 offset(0,66)
	 CYNH U 0 offset(0,70)
	 CYNH U 1 offset(0,74)
	 CYNH U 0 offset(0,78)
	 CYNH U 0 offset(0,82)
	 CYNH U 0 offset(0,86)
	 CYNH U 1 offset(0,90)
	 CYNH U 0 offset(0,94)
	 CYNH U 1 offset(0,98)
	 CYNH U 0 offset(0,102)
	 CYNH R 0 offset(0,104)
     CYNH R 0 offset(0,102)
	 CYNH R 1 offset(0,98)
	 CYNH R 0 offset(0,94)
	 CYNH R 0 offset(0,86)
	 CYNH R 0 offset(0,82)
	 CYNH R 1 offset(0,78)
	 CYNH R 0 offset(0,74)
	 CYNH R 0 offset(0,70)
	 CYNH R 0 offset(0,66)
	 CYNH R 1 offset(0,62)
	 CYNH R 0 offset(0,58)
	 CYNH R 0 offset(0,54)
	 CYNH R 0 offset(0,50)
	 CYNH R 1 offset(0,46)
	 CYNH R 0 offset(0,42)
	 CYNH R 1 offset(0,38)
	 CYNH R 0 offset(0,34)
	 CYNH R 1 offset(0,32)
	 CYNH R 40
    Goto Ready
  }
}

actor BloodAmmo : ammo
{
inventory.amount 30
inventory.maxamount 30
ammo.backpackmaxamount 30
}

actor RavenAmmo : ammo
{
inventory.amount 30
inventory.maxamount 30
ammo.backpackmaxamount 30
}


Actor DarkSovereignTrailA
{
	RenderStyle Translucent
	+NoGravity
	+NOINTERACTION
	+CLIENTSIDEONLY
	visibletoteam 0
	Alpha 0.75
	Scale 0.5
	States
	{
	Spawn:
		ACOL B 2
	Fade:
		ACOL B 2 A_FadeOut(0.1)
		Wait
	}
}

Actor BloodMagicHands : Weapon
{
  Obituary "%o was overwhelmed by %k's dark magic."
  Radius 20
  Height 12
  Inventory.PickupMessage "BloodMagicHands"
  Weapon.SelectionOrder 500
  Weapon.AmmoType "BloodAmmo"
  Weapon.AmmoType2 "BloodAmmo"
  Weapon.AmmoUse 2
  Weapon.AmmoUse2 1
  Weapon.AmmoGive 40
  Inventory.icon "TNT1A0"
  Decal BloodSplat
  States
  {
  Ready:
    CYNH R 45 A_WeaponReady
	CYNH R 0 A_GiveInventory("BloodAmmo",1)
    Loop
  Select:
    CYNH R 1 A_Raise
    Loop
  Deselect:
    CYNH R 1 A_Lower
    Loop
  Fire:
	 CYNH R 0 A_PlayWeaponSound("DSDISAT1")
  	 CYNH R 1 offset(0,32)
	 CYNH R 0 offset(0,36)
	 CYNH R 0 offset(0,42)
	 CYNH R 0 offset(0,46)
	 CYNH R 1 offset(0,50)
	 CYNH R 0 offset(0,54)
	 CYNH R 0 offset(0,58)
	 CYNH R 0 offset(0,62)
	 CYNH R 1 offset(0,66)
	 CYNH R 0 offset(0,70)
	 CYNH R 0 offset(0,74)
	 CYNH R 0 offset(0,78)
	 CYNH R 1 offset(0,82)
	 CYNH R 0 offset(0,86)
	 CYNH R 0 offset(0,90) 
	 CYNH R 0 offset(0,94)
	 CYNH R 1 offset(0,98)
	 CYNH R 0 offset(0,102)
	 CYNH T 0 offset(0,104)
     CYNH T 0 offset(0,102)
	 CYNH T 1 offset(0,98)
	 CYNH T 0 offset(0,94)
	 CYNH T 0 offset(0,86)
	 CYNH T 0 offset(0,82)
	 CYNH T 1 offset(0,78)
	 CYNH T 0 offset(0,74)
	 CYNH T 1 offset(0,70)
	 CYNH T 0 offset(0,66)
	 CYNH T 0 offset(0,62)
	 CYNH T 1 offset(0,58)
	 CYNH T 0 offset(0,54)
	 CYNH T 1 offset(0,50)
	 CYNH T 0 offset(0,46)
	 CYNH T 1 offset(0,42)
	 CYNH T 0 offset(0,38)
	 CYNH T 1 offset(0,34)
	 CYNH T 0 offset(0,32) 
	 CYNH T 0 A_FireCustomMissile("DiscipleShot3",0,1,0,0)
	 CYNH T 1 offset(0,32)
	 CYNH T 0 offset(0,36)
	 CYNH T 0 offset(0,42)
	 CYNH T 0 offset(0,46)
	 CYNH T 1 offset(0,50)
	 CYNH T 0 offset(0,54)
	 CYNH T 0 offset(0,58)
	 CYNH T 0 offset(0,62)
	 CYNH T 1 offset(0,66)
	 CYNH T 0 offset(0,70)
	 CYNH T 1 offset(0,74)
	 CYNH T 0 offset(0,78)
	 CYNH T 0 offset(0,82)
	 CYNH T 0 offset(0,86)
	 CYNH T 1 offset(0,90)
	 CYNH T 0 offset(0,94)
	 CYNH T 1 offset(0,98)
	 CYNH T 0 offset(0,102)
	 CYNH R 0 offset(0,104)
     CYNH R 0 offset(0,102)
	 CYNH R 1 offset(0,98)
	 CYNH R 0 offset(0,94)
	 CYNH R 0 offset(0,86)
	 CYNH R 0 offset(0,82)
	 CYNH R 1 offset(0,78)
	 CYNH R 0 offset(0,74)
	 CYNH R 0 offset(0,70)
	 CYNH R 0 offset(0,66)
	 CYNH R 1 offset(0,62)
	 CYNH R 0 offset(0,58)
	 CYNH R 0 offset(0,54)
	 CYNH R 0 offset(0,50)
	 CYNH R 1 offset(0,46)
	 CYNH R 0 offset(0,42)
	 CYNH R 1 offset(0,38)
	 CYNH R 0 offset(0,34)
	 CYNH R 1 offset(0,32)
	 CYNH R 20
    Goto Ready
	Altfire:
	 CYNH R 0 A_PlayWeaponSound("DSDISAT2")
  	 CYNH R 1 offset(0,32)
	 CYNH R 0 offset(0,36)
	 CYNH R 0 offset(0,42)
	 CYNH R 0 offset(0,46)
	 CYNH R 1 offset(0,50)
	 CYNH R 0 offset(0,54)
	 CYNH R 0 offset(0,58)
	 CYNH R 0 offset(0,62)
	 CYNH R 1 offset(0,66)
	 CYNH R 0 offset(0,70)
	 CYNH R 0 offset(0,74)
	 CYNH R 0 offset(0,78)
	 CYNH R 1 offset(0,82)
	 CYNH R 0 offset(0,86)
	 CYNH R 0 offset(0,90) 
	 CYNH R 0 offset(0,94)
	 CYNH R 1 offset(0,98)
	 CYNH R 0 offset(0,102)
	 CYNH T 0 offset(0,104)
     CYNH T 0 offset(0,102)
	 CYNH T 1 offset(0,98)
	 CYNH T 0 offset(0,94)
	 CYNH T 0 offset(0,86)
	 CYNH T 0 offset(0,82)
	 CYNH T 1 offset(0,78)
	 CYNH T 0 offset(0,74)
	 CYNH T 1 offset(0,70)
	 CYNH T 0 offset(0,66)
	 CYNH T 0 offset(0,62)
	 CYNH T 1 offset(0,58)
	 CYNH T 0 offset(0,54)
	 CYNH T 1 offset(0,50)
	 CYNH T 0 offset(0,46)
	 CYNH T 1 offset(0,42)
	 CYNH T 0 offset(0,38)
	 CYNH T 1 offset(0,34)
	 CYNH T 0 offset(0,32) 
	 CYNH T 0 A_FireCustomMissile("DiscipleShot2",0,1,0,0)
	 CYNH T 1 offset(0,32)
	 CYNH T 0 offset(0,36)
	 CYNH T 0 offset(0,42)
	 CYNH T 0 offset(0,46)
	 CYNH T 1 offset(0,50)
	 CYNH T 0 offset(0,54)
	 CYNH T 0 offset(0,58)
	 CYNH T 0 offset(0,62)
	 CYNH T 1 offset(0,66)
	 CYNH T 0 offset(0,70)
	 CYNH T 1 offset(0,74)
	 CYNH T 0 offset(0,78)
	 CYNH T 0 offset(0,82)
	 CYNH T 0 offset(0,86)
	 CYNH T 1 offset(0,90)
	 CYNH T 0 offset(0,94)
	 CYNH T 1 offset(0,98)
	 CYNH T 0 offset(0,102)
	 CYNH R 0 offset(0,104)
     CYNH R 0 offset(0,102)
	 CYNH R 1 offset(0,98)
	 CYNH R 0 offset(0,94)
	 CYNH R 0 offset(0,86)
	 CYNH R 0 offset(0,82)
	 CYNH R 1 offset(0,78)
	 CYNH R 0 offset(0,74)
	 CYNH R 0 offset(0,70)
	 CYNH R 0 offset(0,66)
	 CYNH R 1 offset(0,62)
	 CYNH R 0 offset(0,58)
	 CYNH R 0 offset(0,54)
	 CYNH R 0 offset(0,50)
	 CYNH R 1 offset(0,46)
	 CYNH R 0 offset(0,42)
	 CYNH R 1 offset(0,38)
	 CYNH R 0 offset(0,34)
	 CYNH R 1 offset(0,32)
	 CYNH R 20
	Goto Ready
  Spawn:
    BDSP A -1
    Loop
   }
}

Actor BloodPuff
{
  Radius 3
  Height 3
  RenderStyle Translucent
  Alpha 0.85
  Damagetype "Choke"
  +AlwaysPuff
  +PuffOnActors
  +NoGravity
  +DontSplash
  +PUFFGETSOWNER
  +CLIENTSIDEONLY
  States
  {
  Spawn:
    BSPF ABCD 3 Bright
    Stop
  Crash:
    BSFX ABCDEF 3 Bright
    Stop
  XDeath:
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
	Goto Death
  Death:
    BSFX ABCDEF 3 Bright
    Stop
  }
}

Actor RavenTrail
{
  Radius 1
  Height 1
  +NoClip
  +DropOff
  +NoTeleport
  +CannotPush
  +DontSplash
  +NoGravity
  +CLIENTSIDEONLY
  States
  {
  Spawn:
    TNT1 A 2
    RVNP OPQRST 2 A_FadeOut(0.08)
    Goto Spawn+1
  }
}

Actor PoweredFleshlingMissile
{

  Radius 12
  Height 8
  Speed 25
  Damage (6)
  Projectile
  Damagetype "FleshlingMissile"
  +ripper
  -BloodSplatter
  +BloodlessImpact
  BounceCount 10
  BounceFactor 1.0
  RenderStyle Translucent
  SeeSound ""
  Alpha 0.85
  ReactionTime 9
  States
  {
  Spawn:
    FLSP E 0 Bright
    FLSP E 0 A_PlaySound("Weapons/FleshlingHands/Sight")
    FLSP E 0 Bright A_Jump(256, "Spawn1", "Spawn2", "Spawn3")
	FLSP E 0 A_SpawnItemEx("JusticarAOEHealTriggerBlot")
  Spawn1: //This is just to randomize what frame they start on
    FLSP E 0 A_SpawnItemEx("JusticarAOEHealTriggerBlot")
    FLSP EF 3 Bright A_SpawnItemEx("JusticarAOEHealTriggerBlot")
	FLSP E 0 A_SpawnItemEx("JusticarAOEHealTriggerBlot")
  Spawn2:
	FLSP E 0 A_SpawnItemEx("JusticarAOEHealTriggerBlot")
    FLSP EF 3 Bright A_SpawnItemEx("JusticarAOEHealTriggerBlot")
	FLSP E 0 A_SpawnItemEx("JusticarAOEHealTriggerBlot")
  Spawn3:
	FLSP E 0 A_SpawnItemEx("JusticarAOEHealTriggerBlot")
    FLSP EF 3 Bright
	FLSP E 0 A_SpawnItemEx("JusticarAOEHealTriggerBlot")
  Idle:
    TNT1 A 0 Bright A_SpawnItem("SoveSpawn", 0, 0, 0, 0)
	TNT1 A 0 Bright A_Countdown
    Stop
  Death:
    TNT1 A 0 A_Stop
    TNT1 A 0 A_PlaySound("Weapons/RavenStaff/RavenDeath")
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerBlot")
    TNT1 A 0 A_SpawnItemEx("BloodPuff")
    TNT1 A 0 A_SpawnItemEx("BloodPuff")
    TNT1 A 0 A_SpawnItemEx("BloodPuff")
    TNT1 A 0 A_SpawnItemEx("BloodPuff")
    TNT1 A 0 A_SpawnItemEx("BloodPuff")
    TNT1 A 0 A_SpawnItemEx("RavenSmoke", 0, 0, 0, Random(1, 2), 0, Random(1, 2), Random(0, 360), 128)
    TNT1 A 0 A_SpawnItemEx("RavenSmoke", 0, 0, 0, Random(1, 2), 0, Random(1, 2), Random(0, 360), 128)
    TNT1 A 0 A_SpawnItemEx("RavenSmoke", 0, 0, 0, Random(1, 2), 0, Random(1, 2), Random(0, 360), 128)
    TNT1 A 0 A_SpawnItemEx("RavenSmoke", 0, 0, 0, Random(1, 2), 0, Random(1, 2), Random(0, 360), 128)
    TNT1 A 1 A_SpawnItemEx("RavenSmoke", 0, 0, 0, Random(1, 2), 0, Random(1, 2), Random(0, 360), 128)
    Stop
  }
}

Actor PoweredFleshlingMissileFake
{

  Radius 12
  Height 8
  Speed 25
  Damage (6)
  Projectile
  +ripper
  -BloodSplatter
  +BloodlessImpact
  Damagetype "FleshlingMissile"
  BounceCount 10
  BounceFactor 1.0
  RenderStyle Translucent
  SeeSound ""
  Alpha 0.85
  ReactionTime 9
  States
  {
  Spawn:
    FLSP E 0 Bright
    FLSP E 0 A_PlaySound("Weapons/FleshlingHands/Sight")
    FLSP E 0 Bright A_Jump(256, "Spawn1", "Spawn2", "Spawn3")
	FLSP E 0 A_SpawnItemEx("JusticarAOEHealTriggerBlot")
  Spawn1: //This is just to randomize what frame they start on
    FLSP E 0 A_SpawnItemEx("JusticarAOEHealTriggerBlot")
    FLSP EF 3 Bright A_SpawnItemEx("JusticarAOEHealTriggerBlot")
	FLSP E 0 A_SpawnItemEx("JusticarAOEHealTriggerBlot")
  Spawn2:
	FLSP E 0 A_SpawnItemEx("JusticarAOEHealTriggerBlot")
    FLSP EF 3 Bright A_SpawnItemEx("JusticarAOEHealTriggerBlot")
	FLSP E 0 A_SpawnItemEx("JusticarAOEHealTriggerBlot")
  Spawn3:
	FLSP E 0 A_SpawnItemEx("JusticarAOEHealTriggerBlot")
    FLSP EF 3 Bright
	FLSP E 0 A_SpawnItemEx("JusticarAOEHealTriggerBlot")
  Idle:
	TNT1 A 0 Bright A_Countdown
    Goto Death
  Death:
    TNT1 A 0 A_Stop
    TNT1 A 0 A_PlaySound("Weapons/RavenStaff/RavenDeath")
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerBlot")
    TNT1 A 0 A_SpawnItemEx("BloodPuff")
    TNT1 A 0 A_SpawnItemEx("BloodPuff")
    TNT1 A 0 A_SpawnItemEx("BloodPuff")
    TNT1 A 0 A_SpawnItemEx("BloodPuff")
    TNT1 A 0 A_SpawnItemEx("BloodPuff")
    TNT1 A 0 A_SpawnItemEx("RavenSmoke", 0, 0, 0, Random(1, 2), 0, Random(1, 2), Random(0, 360), 128)
    TNT1 A 0 A_SpawnItemEx("RavenSmoke", 0, 0, 0, Random(1, 2), 0, Random(1, 2), Random(0, 360), 128)
    TNT1 A 0 A_SpawnItemEx("RavenSmoke", 0, 0, 0, Random(1, 2), 0, Random(1, 2), Random(0, 360), 128)
    TNT1 A 0 A_SpawnItemEx("RavenSmoke", 0, 0, 0, Random(1, 2), 0, Random(1, 2), Random(0, 360), 128)
    TNT1 A 1 A_SpawnItemEx("RavenSmoke", 0, 0, 0, Random(1, 2), 0, Random(1, 2), Random(0, 360), 128)
    Stop
  }
}

Actor SoveSpawn
{
	Health 30
	Radius 14
	Meleerange 46
	Height 22
	Speed 23
	Scale 1.0
	BloodColor "Blue"
	Species "Ghoul"
	Mass 400
	PainChance 255
	MeleeSound "Fleshling/MeleeAttack"
	ActiveSound "Fleshling/Active"
	Deathsound "Fleshling/Death"
	Obituary "%o's couldn't withstand %k's fleshlingswarm."
	Damagetype "Minion"
	Damagefactor "Minion", 0
	Damagefactor "Minion2", 0
	Damagefactor "Bluefire", 0
	Damagefactor "Hellzone", 0
	Damagefactor "Lamiafire", 0
	Damagefactor "bluefire", 0
	DamageFactor "SjasScream", 0
	DamageFactor "Creeper", 0
	DamageFactor "CreepStun", 0
	DamageFactor "Jitter", 0
	DamageFactor "Choke", 0
	DamageFactor "Ravager", 0
	DamageFactor "RavagerBall", 0
	DamageFactor "Yurei", 0
	DamageFactor "YureiBall", 0
	DamageFactor "Misty", 0
	DamageFactor "Clowny", 0
	DamageFactor "Mohoph", 0
	DamageFactor "Emtalic", 0
	DamageFactor "EmtalicWeak", 0
	DamageFactor "I1", 0
	DamageFactor "I2", 0
	DamageFactor "I3", 0
	DamageFactor "I4", 0
	DamageFactor "I5", 0
	DamageFactor "DarkSovereign", 0
	Damagefactor "BloodScepter", 0
	Damagefactor "ZombieIce", 0.0
    Damagefactor "ZombiePoison", 0.0
	Damagefactor "Tenebra", 0.0
	Damagefactor "Judgement", 0.0
	DamageFactor "Obliterator", 0.0
	Damagefactor "PuppetStrings", 0.0
	Damagefactor "ChexWarriorChainsaw", 3.0
	Damagefactor "RenegadeBullets", 2.3
	MONSTER 
	+NOINFIGHTING
	+DONTBLAST
	+ALWAYSFAST
	+LOOKALLAROUND
	+DONTMORPH
	+FRIENDLY
	+NOGRAVITY
	+DONTHURTSPECIES
	+FLOAT
    +NOGRAVITY
    +SPAWNFLOAT
    +MISSILEMORE
	+MISSILEEVENMORE
    +PUSHABLE
    +QUICKTORETALIATE
    -COUNTKILL
	States
	{
	Spawn:
    FLSP AABB 3 A_Look
    goto See
  See:
    FLSP AABB 3 A_fastChase
    loop
	Giveup:
    FLSP A 0 A_ClearTarget
    goto See
  Idle:
    FLSP A 0 A_LookEx(0, 0, 0, 0, 460, "See")
    FLSP AABB 3 A_Wander
    FLSP A 0 A_LookEx(0, 0, 0, 0, 460, "See")
    loop
  Melee:
    FLSP E 5 A_FaceTarget
    FLSP FB 6 A_CustomMeleeAttack(7, "Fleshling/MeleeAttack", "Fleshling/MeleeAttack", "Minion2")
    Goto See
  Missile:
    FLSP E 5 A_FaceTarget
    FLSP E 5 A_SkullAttack(15)
    FLSP EF 5
    FLSP E 0 A_Stop
	Goto See
  Pain:
	FLSP D 0 A_Playsound("Fleshling/Pain",CHAN_5)
    FLSP D 3 
    FLSP D 3 A_Pain
    Goto See
  Death:
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
    FLSP I 5
    FLSP J 5 A_Scream
    FLSP K 5
    FLSP L 5 A_NoBlocking
    FLSP MN 5
    FLSP O -1 
    Stop
	Death.ChexWarrior:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		FLSP I 0 A_PlaySoundEx("Teleport/Chex",7)
		FLSP I 0 A_PlaySoundEx("Fleshling/Pain",CHAN_5)
		FLSP I 0 A_NoGravity
		FLSP I 0 A_Stop
		FLSP I 3 A_SpawnItem("BabyZorch")
		FLSP I 3 A_SetTranslucent(0.9,0)
		FLSP I 3 A_SetTranslucent(0.8,0)
		FLSP I 0 A_NoBlocking
		FLSP I 3 A_SetTranslucent(0.7,0)
		FLSP I 3 A_SetTranslucent(0.6,0)
		FLSP I 3 A_SetTranslucent(0.5,0)
		FLSP I 3 A_SetTranslucent(0.4,0)
		FLSP I 3 A_SetTranslucent(0.3,0)
		FLSP I 3 A_SetTranslucent(0.2,0)
		FLSP I 3 A_SetTranslucent(0.1,0) 
		TNT1 A 1 A_SetTranslucent(1,0)
		TNT1 A -1
		Stop
	Death.MapGibber:
		TNT1 A 0 A_PlaySound("car/hit",chan_auto)
	Death.MapGibber2:
	Death.UnmakerLaser:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		TNT1 A 1 A_NoBlocking
		NULL A 1 A_SpawnItemEx ("GIB1", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)
		NULL A 1 A_SpawnItemEx ("GIB2", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)
		NULL A 1 A_SpawnItemEx ("GIB3", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)
		NULL A 1 A_SpawnItemEx ("GIB4", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)
		NULL A 1 A_SpawnItemEx ("GIB5", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)
		NULL A 1 A_SpawnItemEx ("GIB2", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)
		NULL A -1 A_NoBlocking
		Stop
	Death.ChexWarriorChainsaw:
	Death.ChexWarriorPistol:
	Goto Death.ChexWarrior
	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:
	Pain.MirabelPlasma:
		TNT1 A 0 ACS_NamedExecuteAlways("ChangeActivator",0)
		Goto Pain
  }
}


ACTOR DSFX3
{   
   Radius 2
   Height 2
   Speed 0
   Scale 0.90
   PROJECTILE
   RENDERSTYLE Translucent
   
   ALPHA 0.90
   States
   {
   Spawn:
      NULL A 3
      DISC A 3 A_FadeOut(0.10)
      goto spawn+1
   }
}

ACTOR DiscipleShot1
{
   Radius 8
   Height 16
   Speed 70
   Damage (3)
   scale 1.2
   Damagetype "minion"
   RENDERSTYLE ADD
   ALPHA 0.67
   PROJECTILE
   DeathSound "DSDISHT1"
   Decal "WizardScorch"
   States
   {
   Spawn:
      CFX2 ABCD 1 Bright A_CustomMissile("DSFX1",0,0,0,0)
	  CFX2 D 0 A_FadeOut(0.2)
      Stop
   XDeath:
	  TNT1 A 0 A_GiveToTarget("HitBeep",1)
	  Goto Death
   Death:
      CFX2 EFGHI 3 Bright A_FadeOut(0.2)
      stop
   }
}

ACTOR DiscipleShot3
{
   Radius 8
   Height 16
   Speed 50
   Damage (4)
   scale 1.2
   Damagetype "minion"
   RENDERSTYLE ADD
   ALPHA 0.67
   PROJECTILE
   -NOGRAVITY
   gravity 0.7
   DeathSound "DSDISHT1"
   Decal "WizardScorch"
   States
   {
   Spawn:
      CFX2 ABCD 2 Bright A_CustomMissile("DSFX1",0,0,0,0)
      loop
   XDeath:
	  TNT1 A 0 A_GiveToTarget("HitBeep",1)
	  Goto Death
   Death:
      TNT1 A 0 A_Custommissile("DiscipleShot1",0,0,180,CMF_TRACKOWNER)
	  TNT1 A 0 A_Custommissile("DiscipleShot1",0,0,160,CMF_TRACKOWNER)
      TNT1 A 0 A_Custommissile("DiscipleShot1",0,0,140,CMF_TRACKOWNER)
	  TNT1 A 0 A_Custommissile("DiscipleShot1",0,0,120,CMF_TRACKOWNER)
	  TNT1 A 0 A_Custommissile("DiscipleShot1",0,0,100,CMF_TRACKOWNER)
	  TNT1 A 0 A_Custommissile("DiscipleShot1",0,0,80,CMF_TRACKOWNER)
	  TNT1 A 0 A_Custommissile("DiscipleShot1",0,0,60,CMF_TRACKOWNER)
	  TNT1 A 0 A_Custommissile("DiscipleShot1",0,0,40,CMF_TRACKOWNER)
	  TNT1 A 0 A_Custommissile("DiscipleShot1",0,0,20,CMF_TRACKOWNER)
	  TNT1 A 0 A_Custommissile("DiscipleShot1",0,0,0,CMF_TRACKOWNER)
	  TNT1 A 0 A_Custommissile("DiscipleShot1",0,0,-20,CMF_TRACKOWNER)
	  TNT1 A 0 A_Custommissile("DiscipleShot1",0,0,-40,CMF_TRACKOWNER)
	  TNT1 A 0 A_Custommissile("DiscipleShot1",0,0,-60,CMF_TRACKOWNER)
	  TNT1 A 0 A_Custommissile("DiscipleShot1",0,0,-80,CMF_TRACKOWNER)
	  TNT1 A 0 A_Custommissile("DiscipleShot1",0,0,-100,CMF_TRACKOWNER)
	  TNT1 A 0 A_Custommissile("DiscipleShot1",0,0,-120,CMF_TRACKOWNER)
	  TNT1 A 0 A_Custommissile("DiscipleShot1",0,0,-140,CMF_TRACKOWNER)
	  TNT1 A 0 A_Custommissile("DiscipleShot1",0,0,-160,CMF_TRACKOWNER)
	  TNT1 A 0 A_Custommissile("DiscipleShot1",0,0,-180,CMF_TRACKOWNER)
      CFX2 EFGHI 3 Bright
      stop
   }
}

ACTOR DiscipleShot2
{
   Radius 8
   Height 14
   Speed 40
   scale 1.5
   Damage (18)
   Damagetype "Choke"
   RENDERSTYLE ADD
   ALPHA 0.67
   PROJECTILE
   +SEEKERMISSILE
   DeathSound "DSDISHT2"
   Decal "PlasmaScorchLower"
   States
   {
   Spawn:
      CFX3 A 3 Bright A_CustomMissile("DSFX2",0,0,0,0)
      CFX3 A 0 Bright A_SeekerMissile(5,8)
      CFX3 B 3 Bright A_CustomMissile("DSFX2",0,0,0,0)
      CFX3 B 0 Bright A_SeekerMissile(5,8)
      loop
   XDeath:
	  TNT1 A 0 A_GiveToTarget("HitBeep",1)
	  Goto Death
   Death:
	  CFX3 CDEFG 3 Bright A_Explode(7, 90, 0)
      stop
   }
}

Actor DiscipleShot2Damage : DiscipleShot2
{
	Speed 0
	Damage (0)
	States
	{
	Spawn:
		TNT1 A 1
		Goto Death
	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,127)
		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:
		TNT1 A 0 A_Explode(7,90,0)
		Stop
	}
}

ACTOR DSFX1
{   
   Radius 2
   Height 2
   Speed 0
   PROJECTILE
   
   RENDERSTYLE ADD
   ALPHA 0.67
   States
   {
   Spawn:
      NULL A 3 Bright
      CFX2 EFGHI 3 Bright
      Stop 
   }
}

ACTOR DSFX2
{   
   Radius 2
   Height 2
   Speed 0
   PROJECTILE
   RENDERSTYLE ADD
   
   ALPHA 0.67
   States
   {
   Spawn:
      NULL A 3 Bright
      CFX3 HIJK 3 Bright
      Stop 
   }
}

	
Actor RavenSmoke
{
  Radius 0
  Height 0
  Scale 0.4
  RenderStyle Add
  Alpha 0.7
  +NoGravity
  +DontSplash
  +CLIENTSIDEONLY
  States
  {
  Spawn:
    RVSR EFGHIJKL 2
    Stop
  }
}

Actor RavenSmoke2
{
  Radius 0
  Height 0
  Scale 0.3
  RenderStyle Add
  Alpha 0.3
  +NoGravity
  +DontSplash
  +CLIENTSIDEONLY
  States
  {
  Spawn:
    RVSR EFGHIJKL 2
    Stop
  }
}

Actor RavenFeather
{
  Radius 2
  Height 4
  +MISSILE
  +DropOff
  +NoTeleport
  +CannotPush
  +WindThrust
  +DontSplash
  
  Gravity 0.125
  States
  {
  Spawn:
    RVSR MNOPQPON 3
    Loop
  Death:
    RVSR O 0
	RVSR O 0 A_SpawnItemEx("FeatherPoof")
    Stop
  }
}

Actor FeatherPoof
{
	
	States
	{
	Spawn:
		RVSR O 0
		RVSR O 0 
		RVSR O 70
		RVSR O 5 A_SetTranslucent(0.8,0)
		RVSR O 5 A_SetTranslucent(0.6,0)
		RVSR O 5 A_SetTranslucent(0.4,0)
		RVSR O 5 A_SetTranslucent(0.2,0)
		RVSR O 0 A_SetTranslucent(0.0,0)
		Stop
	Death:
		RVSR O 1
		Stop
	}
}