Actor FleshJudge : PlayerPawn
{
	Mass 700
	Scale 0.8
	Health 100
	Player.SoundClass "FleshJudge"
	Player.DisplayName "FleshJudge"
	Player.ScoreIcon "FLESST"
	Player.ColorRange 112, 127
	Player.Maxhealth 100
	Player.StartItem "IconFJBloodBolt", 1
	Player.StartItem "IconItem", 1
	Player.Startitem "TentacleAmmo", 1
	Player.StartItem "Soulscepter1", 1
	Player.StartItem "Soulscepter"
	Player.StartItem "IsGhoul", 1
	bloodcolor "DarkRed"
	Species "Ghoul"
	Painchance 192
	Mass 300
	Player.JumpZ 0
	MaxStepHeight 180
	Damagefactor "Vivi", 1.0
	Damagefactor "IlluNukeKABUUM", 0.6
	Damagefactor "AntiAirBolt", 0.8
	Damagefactor "PistolBullets", 1.1
	Damagefactor "CalebRevolver", 1.1
	Damagefactor "ChexWarriorPistol", 1.1
	Damagefactor "IlluPewpewRifle", 1.0
	Damagefactor "RevyRifleBullet", 0.9
	Damagefactor "KarStiglitz", 0.9
	Damagefactor "railgun", 1.0
	Damagefactor "CodenameBeam", 1.0
	damagefactor "CryoXBow", 1.0
    damagefactor "Ghosttrap", 0.3
	Damagefactor "plasma", 0.8
	Damagefactor "ice", 0.8
	Damagefactor "ice2", 0.8
	Damagefactor "AltIce2", 0.8
	Damagefactor "fire2", 0.8
	Damagefactor "RenegadeFire", 0.8
	Damagefactor "AltFire2", 0.8
	DamageFactor "Grenade", 0.7
	DamageFactor "CalebDynamite", 0.7
	DamageFactor "normal", 0.8
	DamageFactor "ChexWarrior", 0.8
	Damagefactor "minion", 0.0
	Damagefactor "Sentinel", 1.0
	Damagefactor "SamDeagle", 1.1
	Damagefactor "Mechpewpews", 1.0
	Damagefactor "BlueFire", 0.0
	Damagefactor "ZombieIce", 0.0
    Damagefactor "ZombiePoison", 0.0
	Damagefactor "ZombieSlaps", 0.0
	Damagefactor "Tenebra", 0.0
	Damagefactor "Judgement", 0.0
	Damagefactor "ThrottlePews", 0.7
	DamageFactor "Drowning", 3.0
	damagefactor "lava", 3.0
	damagefactor "slime", 3.0
	Player.ForwardMove 1.3
	Player.SideMove 1.2
	LimitedToTeam 1
	+NOSKIN
	+FLOORHUGGER
	+NOICEDEATH
	+NODAMAGETHRUST
	+QUICKTORETALIATE
	+NOTONAUTOMAP
	States
	{
	Spawn:
		LMWZ A 0 SetPlayerProperty(0,0,4)
		LMWZ A 0 A_Changeflag("shootable",true)
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		LMWZ A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		LMWZ A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		LMWZ A 5 A_SetTranslucent(1.0,0)
		Goto Spawn
	See:
		LMWZ A 0 A_JumpIfHealthLower(50,"INeedHealingSee")
		LMWZ A 0 A_Changeflag("shootable",true)
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		LMWZ A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		LMWZ A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		LMWZ A 5 A_SetTranslucent(0.10,0)
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		LMWZ A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		LMWZ A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		LMWZ A 20
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		LMWZ A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		LMWZ A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		LMWZ A 20
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		LMWZ A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		LMWZ A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		LMWZ A 20
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		LMWZ A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		LMWZ A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		LMWZ A 5 ACS_ExecuteAlways(961)
		LMWZ A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		LMWZ A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		LMWZ A 20
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		LMWZ A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		LMWZ A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		LMWZ A 20
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		LMWZ A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		LMWZ A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		LMWZ A 20
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		LMWZ A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		LMWZ A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		LMWZ A 20
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		LMWZ A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		LMWZ A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		Goto See
	INeedHealingSee:
		LMWZ A 0 A_Changeflag("shootable",true)
		LMWZ A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		LMWZ A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		LMWZ A 5 A_SetTranslucent(0.10,0)
		LMWZ A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		LMWZ A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		LMWZ A 0 A_SpawnItemEx("GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		LMWZ A 20
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		LMWZ A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		LMWZ A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		LMWZ A 0 A_SpawnItemEx("GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		LMWZ A 20
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		LMWZ A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		LMWZ A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		LMWZ A 0 A_SpawnItemEx("GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		LMWZ A 20
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		LMWZ A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		LMWZ A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		LMWZ A 5 ACS_ExecuteAlways(961)
		LMWZ A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		LMWZ A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		LMWZ A 0 A_SpawnItemEx("GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		LMWZ A 20
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		LMWZ A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		LMWZ A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		LMWZ A 0 A_SpawnItemEx("GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		LMWZ A 20
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		LMWZ A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		LMWZ A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		LMWZ A 0 A_SpawnItemEx("GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		LMWZ A 20
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		LMWZ A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		LMWZ A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		LMWZ A 0 A_SpawnItemEx("GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		LMWZ A 20
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		LMWZ A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		LMWZ A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		Goto Spawn
	Dancing:
		LMWZ A 0 A_Changeflag("shootable",true)
		LMWZ A 0 A_TakeInventory("AriaInfluence",10)
		LMWZ A 0 A_TakeInventory("GhoulDisableTrigger",15)
		LMWZ A 0 Setplayerproperty(0,1,4)
		LMWZ AAAAAAAAAAAAAAAA 1 A_Settranslucent(1.0,0)
		LMWZ A 0 A_TakeInventory("AriaInfluence",10)
		LMWZ A 0 A_TakeInventory("GhoulDisableTrigger",15)
		LMWZ A 0 ThrustThingZ(0,20,0,0)
		LMWZ A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		LMWZ A 0 A_TakeInventory("AriaInfluence",10)
		LMWZ A 0 A_TakeInventory("GhoulDisableTrigger",15)
		LMWZ AAAAAAAAAAAAAAAA 1 A_Settranslucent(1.0,0)
		LMWZ A 0 ThrustThingZ(0,20,0,0)
		LMWZ A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		LMWZ A 0 A_TakeInventory("AriaInfluence",10)
		LMWZ A 0 A_TakeInventory("GhoulDisableTrigger",15)
		LMWZ AAAAAAAAAAAAAAAA 1 A_Settranslucent(1.0,0)
		LMWZ A 0 ThrustThingZ(0,20,0,0)
		LMWZ A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		LMWZ A 0 A_TakeInventory("AriaInfluence",10)
		LMWZ A 0 A_TakeInventory("GhoulDisableTrigger",15)
		LMWZ AAAAAAAAAAAAAAAA 1 A_Settranslucent(1.0,0)
		LMWZ A 0 ThrustThingZ(0,20,0,0)
		LMWZ A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		LMWZ A 0 A_TakeInventory("AriaInfluence",10)
		LMWZ A 0 A_TakeInventory("GhoulDisableTrigger",15)
		LMWZ AAAAAAAAAAAAAAAA 1 A_Settranslucent(1.0,0)
		LMWZ A 0 ThrustThingZ(0,20,0,0)
		LMWZ A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		LMWZ A 0 A_TakeInventory("AriaInfluence",10)
		LMWZ A 0 A_TakeInventory("GhoulDisableTrigger",15)
		LMWZ AAAAAAAAAAAAAAAA 1 A_Settranslucent(1.0,0)
		LMWZ A 0 ThrustThingZ(0,20,0,0)
		LMWZ A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		LMWZ A 1 Setplayerproperty(0,0,4)
		LMWZ A 0 A_TakeInventory("AriaInfluence",10)
		LMWZ A 0 A_TakeInventory("GhoulDisableTrigger",15)
		Goto Spawn
	DisableTheGhoul:
		LMWZ A 0 A_Changeflag("shootable",false)
		LMWZ A 0 A_Changeflag("shootable",false)
		LMWZ A 0 Setplayerproperty(0,1,4)
		LMWZ A 0 A_TakeInventory("GhoulDisableTrigger",15)
		LMWZ A 90 Bright
		LMWZ A 0 A_TakeInventory("GhoulDisableTrigger",15)
		LMWZ A 0 A_Changeflag("shootable",true)
		LMWZ A 0 A_Changeflag("shootable",true)
		LMWZ A 0 Setplayerproperty(0,0,4)
		LMWZ A 0 Setplayerproperty(0,0,4)
		LMWZ A 0 A_TakeInventory("GhoulDisableTrigger",15)
		Goto Spawn
	MissileLonger:
        LMWZ B 0 A_SetTranslucent(1.0,0)
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		LMWZ D 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		LMWZ D 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		LMWZ D 67
	Missile:
	    LMWZ B 0 A_SetTranslucent(1.0,0)
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		LMWZ D 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		LMWZ D 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		LMWZ D 40
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		LMWZ D 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		LMWZ C 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		LMWZ C 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		LMWZ B 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		LMWZ B 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		LMWZ B 2 A_SetTranslucent(0.8,0)
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		LMWZ B 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		LMWZ B 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		LMWZ B 2 A_SetTranslucent(0.6,0)
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		LMWZ B 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		LMWZ B 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		LMWZ B 2 A_SetTranslucent(0.4,0)
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		LMWZ B 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		LMWZ B 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		LMWZ B 2 A_SetTranslucent(0.2,0)
	Goto See
		
	Melee:
		LMWZ D 1
	Goto Missile
	Pain:
	LMWZ E 0 Setplayerproperty(0,0,4)
	LMWZ E 0 A_GiveInventory("TentacleAmmo",1)
	LMWZ E 0 A_Print("Tentacle available! (Max. 2 stocked)")
	TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	LMWZ E 2 A_Pain
	TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	LMWZ E 2 SetPlayerProperty(0, 0, 0) 
	TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	LMWZ E 2 A_SetTranslucent(1.0,0)
	Goto See
	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.Vivi:
	LMWZ A 0 A_SetPitch(pitch - 3.0)
	LMWZ A 0 A_SetAngle(angle + (random(-50,50)/10))
	Goto Pain
	Pain.ViviMine:
	LMWZ 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
	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")
		LMWZ A 0 Setplayerproperty(0,0,4)
		LMWZ A 0 A_Pain
		LMWZ A 20 Setplayerproperty(0,1,0)
		LMWZ A 2 Setplayerproperty(0,0,0)
		Goto See
	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)
		LMWZ 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:
		LMWZ F 0 A_StopSound(CHAN_BODY)
		LMWZ F 0 A_GiveToTarget("KillBeep",1)
		LMWZ F 0 A_SpawnItemEx("AdditionalGhoulDeathVFX")
		LMWZ F 0 A_TakeInventory("RocketAmmo",999)
		LMWZ F 0 A_TakeInventory("KilledCount",999)
		LMWZ F 0 A_GiveToTarget("KilledMe",1)
		LMWZ F 0 A_GiveToTarget("KilledFleshJudge",1)
		LMWZ F 0 A_PlayerScream
		LMWZ F 6 A_SetTranslucent(0.8,0)
		LMWZ G 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		LMWZ G 6 A_SetTranslucent(0.7,0)
		LMWZ G 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		LMWZ G 6 A_SetTranslucent(0.6,0)
		LMWZ H 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		LMWZ H 6 A_SetTranslucent(0.5,0)
		LMWZ H 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		LMWZ H 6 A_SetTranslucent(0.4,0)
		LMWZ I 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		LMWZ I 6 A_SetTranslucent(0.3,0)
		LMWZ I 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		LMWZ J 6 A_SetTranslucent(0.2,0)
		LMWZ J 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		LMWZ K 6 A_SetTranslucent(0.1,0)
		LMWZ K 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
	    LMWZ L 6 A_SetTranslucent(0.1,0)
		LMWZ L -1
		Stop
	DeathAnimAlt:
		LMWZ F 0 A_StopSound(CHAN_BODY)
		LMWZ F 0 A_GiveToTarget("KillIndicator",1)
		LMWZ F 0 A_SpawnItemEx("AdditionalGhoulDeathVFX")
		LMWZ F 0 A_TakeInventory("RocketAmmo",999)
		LMWZ F 0 A_TakeInventory("KilledCount",999)
		LMWZ F 0 A_GiveToTarget("KilledMe",1)
		LMWZ F 0 A_GiveToTarget("KilledFleshJudge",1)
		LMWZ F 0 A_PlayerScream
		LMWZ F 6 A_SetTranslucent(0.8,0)
		LMWZ G 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		LMWZ G 6 A_SetTranslucent(0.7,0)
		LMWZ G 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		LMWZ G 6 A_SetTranslucent(0.6,0)
		LMWZ H 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		LMWZ H 6 A_SetTranslucent(0.5,0)
		LMWZ H 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		LMWZ H 6 A_SetTranslucent(0.4,0)
		LMWZ I 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		LMWZ I 6 A_SetTranslucent(0.3,0)
		LMWZ I 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		LMWZ J 6 A_SetTranslucent(0.2,0)
		LMWZ J 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		LMWZ K 6 A_SetTranslucent(0.1,0)
		LMWZ K 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
	    LMWZ L 6 A_SetTranslucent(0.1,0)
		LMWZ L -1
		Stop
	Death.ChexWarrior:
		LMWZ E 0 A_StopSound(CHAN_BODY)
		LMWZ E 0 A_GiveToTarget("KillIndicator",1)
		LMWZ E 0 A_TakeInventory("RocketAmmo",999)
		LMWZ E 0 A_TakeInventory("KilledCount",999)
		LMWZ E 0 A_GiveToTarget("KilledMe",1)
		LMWZ E 0 A_GiveToTarget("KilledFleshJudge",1)
		LMWZ E 0 A_SpawnItemEx("ChexCereal",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		LMWZ E 0 A_GiveToTarget("ChexArmorBonus",25)
		LMWZ E 0 A_GiveToTarget("ChexBoop",1)
		LMWZ E 0 A_Stop
		LMWZ E 0 A_NoGravity
		LMWZ E 0 A_ChangeFlag("DONTGIB",1)
		LMWZ E 0 A_PlaySoundEx("Teleport/Chex",7)
		LMWZ E 0 A_PlayerScream
		LMWZ E 3 A_SpawnItem("BigZorch")
		LMWZ E 3 A_SetTranslucent(0.9,0)
		LMWZ E 0 A_Scream
		LMWZ E 3 A_SetTranslucent(0.8,0)
		LMWZ E 0 A_NoBlocking
		LMWZ E 3 A_SetTranslucent(0.7,0)
		LMWZ E 3 A_SetTranslucent(0.6,0)
		LMWZ E 3 A_SetTranslucent(0.5,0)
		LMWZ E 3 A_SetTranslucent(0.4,0)
		LMWZ E 3 A_SetTranslucent(0.3,0)
		LMWZ E 3 A_SetTranslucent(0.2,0)
		LMWZ E 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_StopSound(CHAN_BODY)
		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("KilledFleshJudge",1)
		TNT1 A 1
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Gravity
		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:
	LMWZ E 0 A_GiveToTarget("grenadeammo",1)
	LMWZ E 0 A_GiveToTarget("shell",3)
	LMWZ E 0 A_GiveToTarget("clip1",20)
	Goto DeathAnim
	Death.Marinemachinegun:
	LMWZ E 0 A_GiveToTarget("grenadeammo",1)
	LMWZ E 0 A_GiveToTarget("shell",3)
	LMWZ E 0 A_GiveToTarget("clip1",20)
	Goto Deathanim
	Death.Marinepistol:
	LMWZ E 0 A_GiveToTarget("grenadeammo",1)
	LMWZ E 0 A_GiveToTarget("shell",3)
	LMWZ E 0 A_GiveToTarget("clip1",20)
	Goto Deathanim
	Death.Grenade:
		LMWZ E 0 A_GiveToTarget("KilledG",1)
		Goto DeathAnim
	Death.CrapPlasma:
		LMWZ E 0 A_GiveToTarget("Unlock9",1)
		Goto DeathAnim
	Death.Ice2:
		LMWZ A 0 A_GiveToTarget("KilledIce2",1)
		Goto DeathAnim
	Death.Fire2:
		LMWZ A 0 A_GiveToTarget("KilledFire2",1)
		Goto DeathAnim
	Death.Railgun:
		LMWZ A 0 A_GiveToTarget("KilledLightning",1)
		Goto DeathAnim
	Death.GhostTrap:
		LMWZ A 0 A_GiveToTarget("KilledG",1)
		Goto DeathAnim
	Death.AltFire2:
		LMWZ A 0 A_GiveToTarget("KilledAltFire2",1)
		Goto Death.Fire2
	Death.AltIce2:
		LMWZ A 0 A_GiveToTarget("KilledAltIce2",1)
		Goto Death.Ice2
	Death.AltGrenade:
		LMWZ A 0 A_GiveToTarget("KilledAltG",1)
		Goto Death.Grenade
	Death.Fire3:
		LMWZ A 0 A_GiveToTarget("KilledFire3",1)
		Goto DeathAnim
	Death.Ice3:
		LMWZ A 0 A_GiveToTarget("KilledIce3",1)
		Goto DeathAnim
	Death.Grenade2:
		LMWZ A 0 A_GiveToTarget("KilledG2",1)
		Goto DeathAnim
	Pain.Drainer:
		LMWZ 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 Soulscepter : Weapon
{
  Inventory.PickupMessage "Scepter of Souls"
  Obituary "%k sucked out %o's soul"
  Weapon.AmmoType "Soulscepter1"
  Weapon.AmmoType2 "Soulscepter2"
  Weapon.SelectionOrder 150
  Weapon.AmmoUse 0
  Weapon.AmmoUse2 0
  Weapon.KickBack 0
  Inventory.icon "TNT1A0"
  AttackSound "Weapons/SoulScepter/Hit"
  Obituary "%k drained %o's will to fight."
  States
  {
  Spawn:
    SLSP A -1
    Loop
  Ready:
    SLSP B 0 Bright A_StopSoundEx("SoundSlot7")
    SLSP BBB 1 A_WeaponReady(WRF_ALLOWRELOAD)
    SLSP CCC 1 A_WeaponReady(WRF_ALLOWRELOAD)
    SLSP DDD 1 A_WeaponReady(WRF_ALLOWRELOAD)
    SLSP EEE 1 A_WeaponReady(WRF_ALLOWRELOAD)
	TNT1 A 0 A_JumpIfInventory("CyborgDashCheck",1,"Tentacle")
    Loop
  Deselect:
    SLSP B 0 A_StopSoundEx("SoundSlot7")
    SLSP B 1 A_Lower
    Loop
  Select:
    SLSP B 1 A_Raise
    Loop
  Fire:
    SLSP F 0 Bright A_PlaySoundEx("Weapons/SoulScepter/Fire1", "SoundSlot6", 0)
    SLSP F 4 Bright
    SLSP F 0 Bright A_PlaySound("Weapons/SoulScepter/Loop", CHAN_BODY, 1, 1)
  Hold:
    SLSP G 4 Bright A_CustomPunch(2, 1, CPF_USEAMMO, "SoulScepterPuff1", 400)
    SLSP H 4 Bright 
    SLSP I 4 Bright A_CustomPunch(2, 1, 0, "SoulScepterPuff1", 400)
    SLSP J 4 Bright
    SLSP K 4 Bright A_CustomPunch(2, 1, 0, "SoulScepterPuff1", 400)
    SLSP K 0 Bright A_ReFire
    SLSP L 0 Bright A_StopSound(CHAN_BODY)
    SLSP L 0 Bright A_PlaySoundEx("Weapons/SoulScepter/Stop", "SoundSlot6", 0)
    SLSP LM 4 Bright
    Goto Ready
  AltFire:
	TNT1 A 0 A_JumpIfInventory("FJPowerFuel",5,"SixthPowerupCheck")
	TNT1 A 0 A_JumpIfInventory("FJPowerFuel",4,"FifthPowerupCheck")
	TNT1 A 0 A_JumpIfInventory("FJPowerFuel",3,"FourthPowerupCheck")
	TNT1 A 0 A_JumpIfInventory("FJPowerFuel",2,"ThirdPowerupCheck")
	TNT1 A 0 A_JumpIfInventory("FJPowerFuel",1,"SecondPowerupCheck")
	Goto FirstPowerupCheck
  FirstPowerupCheck:
	SLSP B 0 A_JumpIfInventory("Soulscepter2",20,"FirstPowerupFire")
	SLSP B 0 A_Print("Insufficient Ammo!",2)
	Goto Ready
  FirstPowerupFire:	
	SLSP A 0 A_TakeInventory("Soulscepter2",20)
	SLSP A 0 A_PlayWeaponSound("FleshJudge/MortarFire")
	SLSP F 2 Bright
	SLSP G 2 Bright A_FireCustomMissile("BloodBolt",0,0)
	SLSP HIJKLM 4 Bright
	Goto Ready
  SecondPowerupCheck:
	SLSP B 0 A_JumpIfInventory("Soulscepter2",60,"SecondPowerupFire")
	SLSP B 0 A_Print("Insufficient Ammo!",2)
	Goto Ready
  SecondPowerupFire:	
	SLSP A 0 A_TakeInventory("Soulscepter2",60)
	SLSP A 0 A_PlayWeaponSound("FleshJudge/SickleFire")
	SLSP F 2 Bright
	SLSP G 0 Bright A_FireCustomMissile("BloodScythe",-30,0)
	SLSP G 0 Bright A_FireCustomMissile("BloodScythe",-20,0)
	SLSP G 0 Bright A_FireCustomMissile("BloodScythe",-10,0)
	SLSP G 0 Bright A_FireCustomMissile("BloodScythe",0,0)
	SLSP G 0 Bright A_FireCustomMissile("BloodScythe",10,0)
	SLSP G 0 Bright A_FireCustomMissile("BloodScythe",20,0)
	SLSP G 2 Bright A_FireCustomMissile("BloodScythe",30,0)
	SLSP HIJKLM 2 Bright
	SLSP BCDEBCDE 3
	Goto Ready
  ThirdPowerupCheck:
	SLSP B 0 A_JumpIfInventory("Soulscepter2",100,"ThirdPowerupFire")
	SLSP B 0 A_Print("Insufficient Ammo!",2)
	Goto Ready
  ThirdPowerupFire:	
	SLSP A 0 A_PlayWeaponSound("FleshJudge/SickleFire")
	SLSP F 2 Bright
	SLSP G 2 Bright A_FireBullets(0, 0, 1, 0, "FJBloodCurse")
	SLSP HIJKLM 3 Bright
	Goto Ready
  FourthPowerupCheck:
	SLSP B 0 A_JumpIfInventory("Soulscepter2",160,"FourthPowerupFire")
	SLSP B 0 A_Print("Insufficient Ammo!",2)
	Goto Ready
  FourthPowerupFire:
	SLSP A 0 A_TakeInventory("Soulscepter2",160)
	SLSP A 0 A_PlayWeaponSound("FleshJudge/SelfHeal")
	SLSP F 2 Bright
	SLSP G 2 Bright ACS_NamedExecute("FJSelfHeal",0)
	SLSP HIJKLM 3 Bright
	Goto Ready
  FifthPowerupCheck:
	SLSP B 0 A_JumpIfInventory("Soulscepter2",175,"FifthPowerupFire")
	SLSP B 0 A_Print("Insufficient Ammo!",2)
	Goto Ready
  FifthPowerupFire:
	SLSP A 0 A_TakeInventory("Soulscepter2",175)
	SLSP F 2 Bright
	SLSP A 0 Bright ACS_NamedExecuteAlways("FJMarked",0)
	SLSP G 2 Bright ACS_NamedExecuteAlways("FJBloodSense",0)
	SLSP HIJKLM 4 Bright
	Goto Ready
  SixthPowerupCheck:
	SLSP B 0 A_JumpIfInventory("Soulscepter2",300,"SixthPowerupFire")
	SLSP B 0 A_Print("Insufficient Ammo!",2)
	Goto Ready
  SixthPowerupFire:
	SLSP A 0 A_TakeInventory("Soulscepter2",300)
	SLSP A 0 A_PlaySound("FleshJudge/CrimsonRenewal",CHAN_AUTO)
	SLSP A 0 A_PlaySound("FleshJudge/CrimsonRenewal",CHAN_AUTO)
	SLSP F 1 Bright ACS_NamedExecute("FJMissile",0)
	SLSP FGHIJKLMFGHIJKLMFGHIJKLM 4 Bright
	SLSP FGHI 2 Bright
	SLSP J 0 Bright A_FireCustomMissile("FleshjudgeHealingShockwaveSpawner")
	SLSP J 2 Bright ACS_NamedExecute("FJTeamHeal",0)
	SLSP KLMFGHIJKL 3 Bright
	Goto Ready
  Reload:
	TNT1 A 0 A_PlaySound("FleshJudge/ChangePower",CHAN_Body)
	TNT1 A 0 A_JumpIfInventory("FJPowerFuel",0,"ClearInventory")
	TNT1 A 0 A_GiveInventory("FJPowerFuel",1)
	TNT1 A 0 A_JumpIfInventory("FJPowerFuel",5,"SixthPowerupMessage")
	TNT1 A 0 A_JumpIfInventory("FJPowerFuel",4,"FifthPowerupMessage")
	TNT1 A 0 A_JumpIfInventory("FJPowerFuel",3,"FourthPowerupMessage")
	TNT1 A 0 A_JumpIfInventory("FJPowerFuel",2,"ThirdPowerupMessage")
	TNT1 A 0 A_JumpIfInventory("FJPowerFuel",1,"SecondPowerupMessage")
	Goto Ready
  SixthPowerupMessage:
	SLSP A 0 A_TakeInventory("IconFJBloodSense",1)
	SLSP A 0 A_GiveInventory("IconFJCrimsonRenewal",1)
	SLSP A 0 A_Print("Crimson Renewal - Cost: 300 - Map wide team heal of 50 HP, including you, heals past max health")
	SLSP A 0 A_GiveInventory("IconItem",1)
	SLSP B 1 ACS_Execute(1953,0)
	SLSP CDEBCDE 1
	Goto Ready
  FifthPowerupMessage:
	SLSP A 0 A_TakeInventory("IconFJCoagulate",1)
	SLSP A 0 A_GiveInventory("IconFJBloodSense",1)
	SLSP A 0 A_Print("Blood Sense - Cost: 175 - Reveals the Human team to all Ghouls for 8 seconds")
	SLSP A 0 A_GiveInventory("IconItem",1)
	SLSP B 1 ACS_Execute(1953,0)
	SLSP CDEBCDE 1
	Goto Ready
  FourthPowerupMessage:
	SLSP A 0 A_TakeInventory("IconFJSanguineCurse",1)
	SLSP A 0 A_GiveInventory("IconFJCoagulate",1)
	SLSP A 0 A_Print("Coagulate - Cost: 160 - Self heal for 15 HP, gain 1 tentacle")
	SLSP A 0 A_GiveInventory("IconItem",1)
	SLSP B 1 ACS_Execute(1953,0)
	SLSP CDEBCDE 1
	Goto Ready
  ThirdPowerupMessage:
	SLSP A 0 A_TakeInventory("IconFJSickleCell",1)
	SLSP A 0 A_GiveInventory("IconFJSanguineCurse",1)
	SLSP A 0 A_Print("Sanguine Corruption - Cost: 100 - Corrupts Humans on hit for 30 sec, removing/reversing their healing")
	SLSP A 0 A_GiveInventory("IconItem",1)
	SLSP B 1 ACS_Execute(1953,0)
	SLSP CDEBCDE 1
	Goto Ready
  SecondPowerupMessage:
	SLSP A 0 A_TakeInventory("IconFJBloodBolt",1)
	SLSP A 0 A_GiveInventory("IconFJSickleCell",1)
	SLSP A 0 A_Print("Sickle Cell - Cost: 60 - Ripping projectiles in a spread pattern that return to you")
	SLSP A 0 A_GiveInventory("IconItem",1)
	SLSP B 1 ACS_Execute(1953,0)
	SLSP CDEBCDE 1
	Goto Ready
  ClearInventory:
	SLSP A 0 A_TakeInventory("IconFJCrimsonRenewal",1)
	SLSP A 0 A_GiveInventory("IconFJBloodBolt",1)
	SLSP A 0 A_Print("Blood Bolt - Cost: 20 - Basic projectile affected by gravity, damage scales with distance")
	SLSP A 0 A_TakeInventory("FJPowerFuel",0)
	SLSP A 0 A_TakeInventory("IconItem",99)
	SLSP A 0 A_GiveInventory("IconItem",1)
	SLSP B 1 ACS_Execute(1953,0)
	SLSP CDEBCDE 1
	Goto Ready
  Tentacle:
	SLSP A 0 A_TakeInventory("CyborgDashCheck",999)
	SLSP A 0 A_JumpIfInventory("TentacleAmmo",1,"NewTentacle")
	Goto Ready
  NewTentacle:
	SLSP A 0 A_Playsound("monster/tenatk",CHAN_WEAPON)
	SLSP A 0 A_JumpIfInventory("FJTentacleCharge",15,"SpawnTentacle")
	SLSP B 4 A_SpawnItemEx("FJTentacleIndicator",70)
	SLSP B 0 A_GiveInventory("FJTentacleCharge",1)
	Goto NewTentacle+1
  SpawnTentacle:
	SLSP B 1 A_SpawnItemEx("FJTentacle",70,0,0)
	SLSP A 0 A_TakeInventory("TentacleAmmo",1)
	SLSP A 0 A_TakeInventory("FJTentacleCharge",15)
	Goto Ready
  }
}

actor FJPowerFuel : Ammo
{
  Inventory.MaxAmount 5
}

Actor IconFJBloodBolt : Inventory
{
  Inventory.MaxAmount 1
}

Actor IconFJSickleCell : IconFJBloodBolt
{
}

Actor IconFJSanguineCurse : IconFJBloodBolt
{
}

Actor IconFJCoagulate : IconFJBloodBolt
{
}

Actor IconFJBloodSense : IconFJBloodBolt
{
}

Actor IconFJCrimsonRenewal : IconFJBloodBolt
{
}

Actor BloodBolt
{
  PROJECTILE
  Speed 60
  -NOGRAVITY
  +SEEKERMISSILE
  Scale 0.1
  decal "BloodSplat"
  damagetype "SjasScream"
  Obituary "%o's blood was incompatible with %k's."
  Var Int User_Damage;
  Damage (20)
  Radius 8
  Height 6
  Gravity 1.6
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_SetUserVar(User_Damage,8)
    FJMO A 1 A_SpawnItem("NashGore_FlyingBlood",0,0,0,1)
	TNT1 A 0 A_SetScale(0.2)
	TNT1 A 0 A_SetUserVar(User_Damage,User_Damage+1)
    FJMO A 1 A_SpawnItem("NashGore_FlyingBlood",0,0,0,1)
	TNT1 A 0 A_SetScale(0.3)
	TNT1 A 0 A_SetUserVar(User_Damage,User_Damage+1)
    FJMO A 1 A_SpawnItem("NashGore_FlyingBlood",0,0,0,1)
	TNT1 A 0 A_SetScale(0.4)
	TNT1 A 0 A_SetUserVar(User_Damage,User_Damage+1)
    FJMO A 1 A_SpawnItem("NashGore_FlyingBlood",0,0,0,1)
	TNT1 A 0 A_SetScale(0.5)
	TNT1 A 0 A_SetUserVar(User_Damage,User_Damage+1)
    FJMO A 1 A_SpawnItem("NashGore_FlyingBlood",0,0,0,1)
	TNT1 A 0 A_SetScale(0.6)
	TNT1 A 0 A_SetUserVar(User_Damage,User_Damage+1)
    FJMO A 1 A_SpawnItem("NashGore_FlyingBlood",0,0,0,1)
	TNT1 A 0 A_SetScale(0.7)
	TNT1 A 0 A_SetUserVar(User_Damage,User_Damage+1)
    FJMO A 1 A_SpawnItem("NashGore_FlyingBlood",0,0,0,1)
	TNT1 A 0 A_SetScale(0.8)
	TNT1 A 0 A_SetUserVar(User_Damage,User_Damage+1)
    FJMO A 1 A_SpawnItem("NashGore_FlyingBlood",0,0,0,1)
	TNT1 A 0 A_SetScale(0.9)
	TNT1 A 0 A_SetUserVar(User_Damage,User_Damage+1)
    FJMO A 1 A_SpawnItem("NashGore_FlyingBlood",0,0,0,1)
	TNT1 A 0 A_SetScale(1.0)
	TNT1 A 0 A_SetUserVar(User_Damage,User_Damage+1)
    FJMO A 1 A_SpawnItem("NashGore_FlyingBlood",0,0,0,1)
	TNT1 A 0 A_SetScale(1.1)
	TNT1 A 0 A_SetUserVar(User_Damage,User_Damage+1)
    FJMO A 1 A_SpawnItem("NashGore_FlyingBlood",0,0,0,1)
	TNT1 A 0 A_SetScale(1.2)
	TNT1 A 0 A_SetUserVar(User_Damage,User_Damage+1)
    FJMO A 1 A_SpawnItem("NashGore_FlyingBlood",0,0,0,1)
	TNT1 A 0 A_SetScale(1.3)
	TNT1 A 0 A_SetUserVar(User_Damage,User_Damage+1)
    FJMO A 1 A_SpawnItem("NashGore_FlyingBlood",0,0,0,1)
	TNT1 A 0 A_SetScale(1.4)
	TNT1 A 0 A_SetUserVar(User_Damage,User_Damage+1)
    FJMO A 1 A_SpawnItem("NashGore_FlyingBlood",0,0,0,1)
	TNT1 A 0 A_SetScale(1.5)
	TNT1 A 0 A_SetUserVar(User_Damage,User_Damage+1)
    FJMO A 1 A_SpawnItem("NashGore_FlyingBlood",0,0,0,1)
	TNT1 A 0 A_SetScale(1.6)
	TNT1 A 0 A_SetUserVar(User_Damage,User_Damage+1)
    FJMO A 1 A_SpawnItem("NashGore_FlyingBlood",0,0,0,1)
	TNT1 A 0 A_SetScale(1.7)
	TNT1 A 0 A_SetUserVar(User_Damage,User_Damage+1)
    FJMO A 1 A_SpawnItem("NashGore_FlyingBlood",0,0,0,1)
	TNT1 A 0 A_SetScale(1.8)
	TNT1 A 0 A_SetUserVar(User_Damage,User_Damage+1)
    FJMO A 1 A_SpawnItem("NashGore_FlyingBlood",0,0,0,1)
	TNT1 A 0 A_SetScale(1.9)
	TNT1 A 0 A_SetUserVar(User_Damage,User_Damage+1)
    FJMO A 1 A_SpawnItem("NashGore_FlyingBlood",0,0,0,1)
	TNT1 A 0 A_SetScale(2.0)
	TNT1 A 0 A_SetUserVar(User_Damage,User_Damage+1)
    FJMO A 1 A_SpawnItem("NashGore_FlyingBlood",0,0,0,1)
	TNT1 A 0 A_SetScale(2.1)
	TNT1 A 0 A_SetUserVar(User_Damage,User_Damage+1)
    FJMO A 1 A_SpawnItem("NashGore_FlyingBlood",0,0,0,1)
	TNT1 A 0 A_SetScale(2.2)
	TNT1 A 0 A_SetUserVar(User_Damage,User_Damage+1)
    FJMO A 1 A_SpawnItem("NashGore_FlyingBlood",0,0,0,1)
	TNT1 A 0 A_SetScale(2.3)
	TNT1 A 0 A_SetUserVar(User_Damage,User_Damage+1)
    FJMO A 1 A_SpawnItem("NashGore_FlyingBlood",0,0,0,1)
	TNT1 A 0 A_SetScale(2.4)
	TNT1 A 0 A_SetUserVar(User_Damage,User_Damage+1)
    FJMO A 1 A_SpawnItem("NashGore_FlyingBlood",0,0,0,1)
	TNT1 A 0 A_SetScale(2.5)
	TNT1 A 0 A_SetUserVar(User_Damage,User_Damage+1)
	Goto SpawnLoop
  SpawnLoop:
	FJMO A 1 A_SpawnItem("NashGore_FlyingBlood",0,0,0,1)
	TNT1 A 0 A_SetUserVar(User_Damage,User_Damage+5)
	Loop
  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,183)
	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:
	VFX6 A 0 A_Stop
	VFX6 A 0 A_ChangeFlag("NOGRAVITY",1)
	VFX6 A 0 A_Explode(User_Damage, 120, 0, 0, 80)
	NULL A 0 A_PlaySound("FleshJudge/MortarDie")
	NULL AAAAAAAAAAAA 0 A_SpawnItemEx ("WolfenBlut", 1, 1, random(8,32), random(0,5), random(0,5), 4, random(0,360), 160, 0)
	VFX6 ABCDE 3 A_FadeOut(0.08)
	Stop
  }
}

Actor BloodScythe
{
  PROJECTILE
  Speed 30
  +RIPPER
  +SEEKERMISSILE
  +DOOMBOUNCE
  Scale 1.0
  decal "BloodSplat"
  damagetype "SjasScream"
  Obituary "%o learned that blood always finds its way home."
  PainType "Sickle"
  DeathType "Jitter"
  Damage (3)
  Radius 12
  Height 6
  Scale 0.6
  States
  {
  Spawn:
	FJBO A 1
	FJBO A 0 Bright ACS_NamedExecuteAlways("SC_SCYTHERECALL",0,0,0,0)
	Goto Fly
  Fly:
	FJBO AB 1 Bright A_PlaySound("FleshJudge/SickleFly")
	FJBO CDEFGH 1 Bright
	Loop
  FlyReturn:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag(NOCLIP,TRUE)
	TNT1 A 0 A_RearrangePointers(AAPTR_DEFAULT,AAPTR_DEFAULT,AAPTR_TARGET)
	TNT1 A 0 A_SeekerMissile(20,35)
	TNT1 A 0 A_JumpIfCloser(60,"Death")
	FJBO A 1 Bright A_Explode(13,40,0)
	TNT1 A 0 A_Explode(13,40,0)
	FJBO B 1 Bright A_PlaySound("FleshJudge/SickleFly")
	TNT1 A 0 A_Explode(13,40,0)
	TNT1 A 0 A_SeekerMissile(20,35)
	TNT1 A 0 A_JumpIfCloser(60,"Death")
	FJBO CD 1 Bright A_Explode(13,40,0)
	TNT1 A 0 A_SeekerMissile(20,35)
	TNT1 A 0 A_JumpIfCloser(60,"Death")
	FJBO EF 1 Bright A_Explode(13,40,0)
	TNT1 A 0 A_SeekerMissile(20,35)
	TNT1 A 0 A_JumpIfCloser(60,"Death")
	FJBO GH 1 Bright A_Explode(13,40,0)
	Loop
  Death:
	TNT1 A 1
	Stop
  }
}

Actor FJBloodCurse : BulletPuff2
{
	PROJECTILE
	+HITTRACER
	Scale 0.3
States
{
  Spawn:
	PUFF A 0
    SNOB C 4 bright A_PlaySound("FleshJudge/MortarDie")
    // Intentional fall-through
  Melee:
    SNOB D 4
    stop
	XDeath:
	TNT1 A 0 A_JumpIfInventory("IsHuman",1,"Hit",AAPTR_TRACER)
	TNT1 A 0 A_PlaySound("FleshJudge/MortarDie")
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
	TNT1 A 1
	Stop
	Hit:
	TNT1 A 1
	TNT1 A 0 A_PlaySound("FleshJudge/MortarDie")
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
	TNT1 A 0 A_TakeFromTarget("Soulscepter2",100)
	TNT1 A 0 A_Print("Human Corrupted!",1)
	TNT1 A 0 A_GiveInventory("BloodCurseItem",1,AAPTR_TRACER)
	TNT1 A 1 A_GiveInventory("BloodCurseTimerItem",1,AAPTR_TRACER)
	Goto Death
	Death:
	TNT1 A 1
	Stop
}
}

Actor BloodCurseItem : Inventory
{
  Inventory.MaxAmount 1
}

Actor BloodCurseTimerItem : CustomInventory
{
  Inventory.MaxAmount 1
  States
  {
  Spawn:
	TNT1 A 1
	Loop
  Pickup:
	ANT1 A 1
	ANT1 A 0 A_FireCustomMissile("BloodCurseSymbol")
	ANT1 A 0 ACS_NamedExecuteAlways("FleshJudgeCurseTimer",0)
	Stop
  }
}

Actor FJItemDeath : Inventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
}

Actor CurseCombo : Inventory
{
	Inventory.MaxAmount 2
}

ACTOR BloodCurseSymbol : RenegadeNodSymbol
{
  Scale 0.10
  VisibleToTeam 1
  +NOTONAUTOMAP
  states
    {
    Spawn:
	   FJCU A 0 BRIGHT A_JumpIfInTargetInventory("IsGhoul",1,"Death")
	   FJCU A 0 BRIGHT A_JumpIfInTargetInventory("FJItemDeath",1,"Death")
	   FJCU A 0 BRIGHT A_JumpIfInTargetInventory("CurseCombo",2,"CombinedSymbols")
	   FJCU A 1 BRIGHT a_warp(AAPTR_TARGET,0,0,80)
       Loop
	CombinedSymbols:
	   FJGA A 1 BRIGHT a_warp(AAPTR_TARGET,0,0,80)
	   Goto Spawn
	Death:
	   TNT1 A 1
	   Stop
	}
}

Actor BloodCurseTimerCheckItem : Inventory
{
  Inventory.MaxAmount 1
}

Actor BloodCurseTimerTokens : Inventory
{
  Inventory.MaxAMount 30
}

ACTOR FleshjudgeHealingShockwaveSpawner
{
  Radius 1
  Height 1
  Speed 0
  Damage 0
  Scale 0.5
  RenderStyle Add
  Alpha 1
  Projectile
  +RANDOMIZE
  	+NOGRAVITY
	+INVISIBLE
	+NOCLIP
  RenderStyle Add
  SeeSound ""
  DeathSound ""
   Obituary ""
  States
  {
  Spawn:
            TROO A 6
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 0, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 10, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 20, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 30, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 40, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 50, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 60, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 70, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 80, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 90, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 100, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 110, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 120, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 130, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 140, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 150, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 160, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 170, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 180, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 190, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 200, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 210, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 220, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 230, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 240, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 250, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 260, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 270, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 280, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 290, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 300, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 310, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 320, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 330, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 340, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 350, SXF_NOCHECKPOSITION)
            TROO A 6
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 0, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 10, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 20, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 30, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 40, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 50, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 60, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 70, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 80, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 90, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 100, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 110, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 120, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 130, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 140, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 150, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 160, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 170, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 180, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 190, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 200, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 210, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 220, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 230, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 240, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 250, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 260, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 270, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 280, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 290, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 300, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 310, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 320, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 330, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 340, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 350, SXF_NOCHECKPOSITION)
            TROO A 6
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 0, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 10, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 20, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 30, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 40, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 50, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 60, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 70, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 80, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 90, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 100, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 110, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 120, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 130, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 140, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 150, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 160, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 170, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 180, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 190, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 200, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 210, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 220, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 230, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 240, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 250, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 260, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 270, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 280, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 290, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 300, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 310, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 320, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 330, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 340, SXF_NOCHECKPOSITION)
			TROO A 0 A_SpawnItemEx("FleshjudgeHealingShockwaveParticle", 0, 0, 0, 50, 0, 0, 350, SXF_NOCHECKPOSITION)
    Stop
  }
}

ACTOR FleshjudgeHealingShockwaveParticle
{
	Speed 50
	Damage 0
	Radius 0
	Height 0
	RenderStyle Add
	alpha 0.90
	PROJECTILE
	Scale 0.7
	+DROPOFF
	+NODAMAGE
	-NOGRAVITY
	+BLOODLESSIMPACT
	+FloorHugger
	+RIPPER
	+NOCLIP
	+NOBLOCKMAP
	+BRIGHT
	States
	{
	Spawn:
	    HBFR CCAABBCCCCCAABBCCCCCAABBCCCCCAABBCCCCCAABBCCCCCAABBCCCCCAABBCCCCCAABBCCC 2
		HBFR CCAABBCCCCCAABBCCCCCAABBCCCCCAABBCCCCCAABBCCCCCAABBCCCCCAABBCCCCCAABBCCC 2
		HBFR CCAABBCCCCCAABBCCCCCAABBCCCCCAABBCCCCCAABBCCCCCAABBCCCCCAABBCCCCCAABBCCC 2
		HBFR CCAABBCCCCCAABBCCCCCAABBCCCCCAABBCCCCCAABBCCCCCAABBCCCCCAABBCCCCCAABBCCC 2
		HBFR CCAABBCCCCCAABBCCCCCAABBCCCCCAABBCCCCCAABBCCCCCAABBCCCCCAABBCCCCCAABBCCC 2
	Death:
		HBFR C 6 A_FadeOut(0.5,1)
	    	Wait
	}
}

Actor FJTentacleCharge : Inventory
{
  Inventory.MaxAmount 15
}

Actor FJTentacleIndicator
{
  RenderStyle Translucent
  +NOGRAVITY
  +NOINTERACTION
  +CLIENTSIDEONLY
  visibletoteam 1
  Alpha 0.75
  Scale 0.6
  States
  {
  Spawn:
    TEN1 A 1
  Fade:
	TEN1 E 1 A_FadeOut(0.1)
	Wait
  }
}

actor TentacleAmmo : CustomInventory
{
  inventory.amount 1
  inventory.maxamount 2
  inventory.icon "GHOULAMM"
  +INVENTORY.IGNORESKILL
  +INVBAR
  states
  {
  Spawn:
    TNT1 A -1
    stop
  Use:
	TNT1 A 0 A_GiveInventory("CyborgDashcheck",1)
	Fail
  }
}


ACTOR FJTentacle
{
  Obituary "%o was snared by a tentacle"
  Health 15
  Radius 20
  Height 100
  Scale 0.6
  Mass 0x7FFFFFFF // [Blue Shadow] "infinite" mass
  PainChance 96
  SeeSound "monster/tensit"
  PainSound "monster/tenpai"
  DeathSound "monster/tendth"
  ActiveSound "monster/tenact"
  Species "Ghoul"
  	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 "Choke", 0
	DamageFactor "Jitter", 0
	DamageFactor "LMWZe", 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
  +QUICKTORETALIATE
  +FLOORCLIP
  +FRIENDLY
  +FLOORHUGGER
  +DONTHURTSPECIES
  -NOTARGET
  +MissileMore
  +MISSILEEVENMORE
  +ALWAYSFAST
  States
  {
  Spawn:
    TEN1 ABCD 4 A_Look
    Goto See
  See:
    TEN1 EFGH 4 A_Chase
    Loop
  Missile:
    TEN1 F 5 A_FaceTarget
    TEN1 I 8 A_FaceTarget
	TEN1 J 0 A_Playsound("monster/tenatk",CHAN_ITEM)
    TEN1 J 9 Bright A_CustomMissile("SoulScepterPuff3", 95)
    TEN1 I 8 A_FaceTarget
	TEN1 J 0 A_Playsound("monster/tenatk",CHAN_ITEM)
    TEN1 J 9 Bright A_CustomMissile("SoulScepterPuff3", 95)
    TEN1 I 8 A_FaceTarget
	TEN1 J 0 A_Playsound("monster/tenatk",CHAN_ITEM)
    TEN1 J 9 Bright A_CustomMissile("SoulScepterPuff3", 95)
	TEN1 I 8 A_FaceTarget
    TEN1 I 8
    Goto See
  Pain:
    TEN1 L 3
    TEN1 L 3 A_Pain
    Goto See
  Death:
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
	TEN1 M 1 ACS_NamedExecute("TentacleBloodDrop",0)
    TEN1 M 3
    TEN1 N 4 A_Scream
    TEN1 O 4 A_NoBlocking
    TEN1 PQRS 4
    TEN1 T -1
    Stop
	Death.ChexWarrior:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		TNT1 A 0 ACS_NamedExecute("TentacleBloodDrop",0)
		TEN1 L 0 A_PlaySoundEx("Teleport/Chex",7)
		TEN1 L 0 A_Stop
		TEN1 L 0 A_NoGravity
		TEN1 L 0 A_PlaySound("monster/tenpn1")
		TEN1 L 3 A_SpawnItem("SmallZorch")
		TEN1 L 3 A_SetTranslucent(0.9,0)
		TEN1 L 3 A_SetTranslucent(0.8,0)
		TEN1 L 0 A_NoBlocking
		TEN1 L 3 A_SetTranslucent(0.7,0)
		TEN1 L 3 A_SetTranslucent(0.6,0)
		TEN1 L 3 A_SetTranslucent(0.5,0)
		TEN1 L 3 A_SetTranslucent(0.4,0)
		TEN1 L 3 A_SetTranslucent(0.3,0)
		TEN1 L 3 A_SetTranslucent(0.2,0)
		TEN1 L 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 0 ACS_NamedExecute("TentacleBloodDrop",0)
		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
		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 TentacleSpawnerPoof
{
  RenderStyle Translucent
  Alpha 0.75
  Scale 0.7
  +NOBLOCKMAP
  +NOGRAVITY
  +NOCLIP
  +DONTSPLASH
  +NOTELEPORT
  States
  {
  Spawn:
    TNT1 A 10 A_Playsound("monster/tenact")
    Stop
  }
}

Actor SoulScepterPuff1
{
  Radius 3
  Height 3
  +NoClip
  +AlwaysPuff
  +PuffOnActors
  +PuffGetsOwner
  +NoGravity
  +BloodlessImpact
  -BloodSplatter
  +DontSplash
  +HitTracer
  Damagetype "Fleshbent"
  Obituary "%k drained %o's will to fight."
  States
  {
  Spawn:
  Melee:
    SSPF ABCD 1 Bright
    Stop
  XDeath:
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
	TNT1 A 0 A_JumpIfInventory("IsHuman",1,"Hit",AAPTR_TRACER)
	TNT1 A 1 
	Goto Death
  Hit:
	TNT1 A 0 A_GiveToTarget("Soulscepter2",15)
	TNT1 A 0 A_GiveToTarget("Health",3)
	TNT1 A 1
	Goto Death
  Death:
    TNT1 A 1
    Stop
  }
}

Actor SoulScepterPuff3 : fastprojectile
{
   Speed 250
   Damage (0)
   Height 3
   Radius 3
   Obituary "%o was snared by a tentacle"
   Damagetype "Fleshbent"
   Projectile
   +HITTRACER
  States
  {
  Spawn:
    SSPF ABCDABCD 1 Bright
    Stop
  XDeath:
	TNT1 A 0 A_JumpIfInventory("IsHuman",1,"Hit",AAPTR_TRACER)
	Goto Death
  Hit:
	TNT1 A 0 A_GiveToTarget("BloodPickup",1)
	TNT1 A 0 A_PlaySound("FleshJudge/TentacleHit",CHAN_AUTO)
	Goto Death
  Death:
    SSPF ABCD 1
    Stop
  }
} 

Actor BloodPickup : Inventory
{
  Inventory.MaxAmount 30
}

Actor BloodDrop : CustomInventory
{
	Inventory.PickupMessage "You collected blood from your tentacle!"
    Inventory.PickupSound "Gibbage/XSplat"
	Inventory.Amount 1
	Inventory.MaxAmount 100
	Scale 0.3
	Radius 20
	Height 2
	States
	{
	Spawn:
		FLBA ABC 4 Bright
		Loop
	Pickup:
		TNT1 A 1 A_JumpIfInventory("Soulscepter",1,"BloodAmmo")
		Fail
	BloodAmmo:
		TNT1 A 0 A_GiveInventory("Soulscepter2",15)
		Stop
	}
}

Actor Soulscepter1 : Ammo
{
  Inventory.PickupMessage ""
  Inventory.Amount 15
  Inventory.MaxAmount 15
  Ammo.BackpackAmount 15
  Ammo.BackpackMaxAmount 15
  Inventory.Icon "SSPAA0"
  States
  {
  Spawn:
   SSPA A 8 Bright
    Loop
  }
}

Actor Soulscepter2 : Ammo
{
  Inventory.PickupMessage ""
  Inventory.Amount 300
  Inventory.MaxAmount 300
  Inventory.Icon "SSPAG0"
  States
  {
  Spawn:
    SSPA G 8 Bright
    Loop
  }
}