ACTOR Impostor : PlayerPawn
{ 
  Health 100
  Mass 700
  Scale 0.10
  RenderStyle Translucent
  Alpha 0.8
  BloodColor "Black"
  Species "Ghoul"
  Player.ScoreIcon "IMPOST"
  Damagefactor "Divine", 1.3
  Damagefactor "Bluefire", 0.0
  Damagefactor "AntiAirBolt", 1.3
  Damagefactor "normal", 0.8
  Damagefactor "ChexWarrior", 0.8
  Damagefactor "plasma", 1.1
  Damagefactor "MirabelPlasma", 1.1
  Damagefactor "proton", 1.1
  Damagefactor "inariplasma", 1.1
  Damagefactor "RevyRifleBullet", 0.8
  Damagefactor "KarStiglitz", 0.8
  Damagefactor "railgun", 1.3
  Damagefactor "CodenameBeam", 1.3
  Damagefactor "ice", 0.9
  Damagefactor "ice2", 0.9
  Damagefactor "AltIce2", 0.9
  Damagefactor "fire2", 0.6
  Damagefactor "RenegadeFire", 0.6
  Damagefactor "AltFire2", 0.6
  Damagefactor "minion", 0.0
  Damagefactor "ZombieIce", 0.0
  Damagefactor "ZombiePoison", 0.0
  Damagefactor "ZombieSlaps", 0.0
  Damagefactor "Tenebra", 0.0
  Damagefactor "Judgement", 0.0
  Player.SoundClass "Impostor"
  Player.DisplayName "Impostor"
  Player.StartItem "Impostorhands", 1
  Player.StartItem "IsGhoul", 1
  Player.StartItem "SpecialAbility", 1
  Player.StartItem "ImposterSoundAmmo", 10
  Player.StartItem "IconImpostorJitter", 1
  Player.StartItem "IconItem", 1
  Player.StartItem "Screamer", 0
  Player.WeaponSlot 1, Impostorhands
  Player.ForwardMove 0.9
  Player.SideMove 0.9
  Player.MaxHealth 150
  Painchance 64
  LimitedToTeam 1
  +NOSKIN
  +DONTRIP
  +NOICEDEATH
  +QUICKTORETALIATE
  States
  {
 	Spawn:
		NITM A 0 A_SetTranslucent(0.6)
		NITM A 0 Setplayerproperty(0,0,4)
		NITM A 0 SetPlayerProperty(0,1,3)
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		NITM A 0 A_Changeflag("shootable",true)
		NITM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		NITM A 1
		Goto Spawn
	See:
		NITM A 0 A_JumpIfHealthLower(50,"INeedHealingSee")
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		NITM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		NITM AAAAA 1
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		Goto Spawn+4
		loop
	INeedHealingSee:
	TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		NITM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		NITM AAAAA 1
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		NITM A 0 A_SpawnItemEx("GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		NITM A 0 A_SpawnItemEx("64GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		Goto Spawn
	Dancing:
		NITM A 0 A_Changeflag("shootable",true)
		NITM A 0 A_TakeInventory("AriaInfluence",10)
		NITM A 0 Setplayerproperty(0,1,4)
		NITM AAAAAAAAAAAAAAAA 1
		NITM A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		NITM A 0 A_TakeInventory("AriaInfluence",10)
		NITM AAAAAAAAAAAAAAAA 1
		NITM A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		NITM A 0 A_TakeInventory("AriaInfluence",10)
		NITM AAAAAAAAAAAAAAAA 1
		NITM A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		NITM A 0 A_TakeInventory("AriaInfluence",10)
		NITM AAAAAAAAAAAAAAAA 1
		NITM A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		NITM A 0 A_TakeInventory("AriaInfluence",10)
		NITM AAAAAAAAAAAAAAAA 1
		NITM A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		NITM A 0 A_TakeInventory("AriaInfluence",10)
		NITM AAAAAAAAAAAAAAAA 1
		NITM A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		NITM A 1 Setplayerproperty(0,0,4)
		NITM A 0 A_TakeInventory("AriaInfluence",10)
		Goto See
	Missile:
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		NITM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		Goto spawn
  Pain:
	TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	NITM A 0 Setplayerproperty(0,0,4)
    NITM A 1 A_PlaySound("Impostor/Pain")
    TNT1 A 0 A_Jump(256,"FUndeath","FSjas","FEyesore","FJugulum","FCreeper","FChoke","FMisty", "FGravestalker", "FLamia", "FAmorbis", "FClowny")
  FUndeath:
    TNT1 A 0 A_SpawnItem("FakeUndeath",0.1)
    Goto see
  FSjas:
    TNT1 A 0 A_SpawnItem("FakeSjas",0.1)
    Goto see
  FEyesore:
    TNT1 A 0 A_SpawnItem("FakeEyesore",0.1)
    Goto see
  FJugulum:
    TNT1 A 0 A_SpawnItem("FakeJugulum",0.1)
    Goto see
  FCreeper:
    TNT1 A 0 A_SpawnItem("FakeCreeper",0.1)
    Goto see
  FChoke:
    TNT1 A 0 A_SpawnItem("FakeChoke",0.1)
    Goto see
  FMisty:
    TNT1 A 0 A_SpawnItem("FakeMisty",0.1)
	Goto See
  FGravestalker:
	TNT1 A 0 A_SpawnItem("FakeGravestalker",0.1)
	Goto See
  FLamia:
    TNT1 A 0 A_SpawnItem("FakeLamia",0.1)
	Goto See
  FAmorbis:
	TNT1 A 0 A_SpawnItem("FakeAmorbis",0.1)
    Goto see
  FClowny:
	TNT1 A 0 A_SpawnItem("FakeClowny",0.1)
    Goto see
	Pain.Vivi:
	NITM A 0 A_SetPitch(pitch - 3.0)
	NITM A 0 A_SetAngle(angle + (random(-50,50)/10))
	Goto Pain
	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:
	NITM 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")
		NITM A 0 Setplayerproperty(0,0,4)
		NITM A 0 A_Pain
		NITM A 20 Setplayerproperty(0,1,0)
		NITM 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)
		NITM A 24 SetPlayerProperty(0,1,4)
		TNT1 A 0 A_SpawnItemEx("GwenTimeExplosionRingDamageFX")
		TNT1 A 0 A_SpawnItemEx("GwenTimeExplosionRingDamage")
		TNT1 A 0 A_SpawnItemEx("GwenTimeExplosionRing")
		TNT1 A 0 A_SpawnItemEx("GwenTimeExplosionRingX")
		TNT1 A 0 A_SpawnItemEx("GwenThunderFX")
		TNT1 A 0 A_SpawnItemEx("GwenGoddessStateEXP")
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GwenThunderFX_Spark2", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GwenThunderFX_Spark2", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GwenThunderFX_Spark2", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GwenThunderFX_Spark2", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GwenThunderFX_Spark2", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GwenThunderFX_Spark2", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx("KNThunderFX_Smoke", 0, 0, 0, 0.01 * Random(-125, 125), 0.01 * Random(-125, 125), 0.01 * Random(25, 245), 0, 128, 0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GwenThunderFX_Spark", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GwenThunderFX_Spark", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 A 0 DamageThing(100000)
		Goto Death
	Death:
	DeathAnim:
		TNT1 A 0 A_GiveToTarget("KillBeep",1)
		TNT1 A 0 A_SpawnItemEx("AdditionalGhoulDeathVFX")
		NITM A 0 A_TakeInventory("RocketAmmo",999)
		NITM A 0 A_TakeInventory("KilledCount",999)
		NITM A 0 A_GiveToTarget("KilledMe",1)
		NITM A 0 A_GiveToTarget("KilledImposter",1)
		NITM A 0 A_PlayerScream
		NITM A 28 A_SetTranslucent(0.8,0)
		TNT1 A 0 A_SpawnItem("FakeClowny",0.1)
		NITM A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		NITM A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		NITM A 3 A_SetTranslucent(0.7,0)
		TNT1 A 0 A_SpawnItem("FakeUndeath",0.1)
		NITM A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		NITM A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		NITM A 3 A_SetTranslucent(0.6,0)
		TNT1 A 0 A_SpawnItem("FakeSjas",0.1)
		NITM A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		NITM A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		NITM A 3 A_SetTranslucent(0.5,0)
		TNT1 A 0 A_SpawnItem("FakeEyesore",0.1)
		NITM A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		NITM A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		NITM A 3 A_SetTranslucent(0.4,0)
		TNT1 A 0 A_SpawnItem("FakeJugulum",0.1)
		NITM A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		NITM A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		NITM A 3 A_SetTranslucent(0.3,0)
		TNT1 A 0 A_SpawnItem("FakeCreeper",0.1)
		NITM A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		NITM A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		NITM A 3 A_SetTranslucent(0.2,0)
		TNT1 A 0 A_SpawnItem("FakeChoke",0.1)
		NITM A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		NITM A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		NITM A 3 A_SetTranslucent(0.1,0)
		TNT1 A 0 A_SpawnItem("FakeMisty",0.1)
		NITM A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		NITM A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
	    NITM A 3 A_SetTranslucent(0.1,0)
		NITM A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		NITM A 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")
		NITM A 0 A_TakeInventory("RocketAmmo",999)
		NITM A 0 A_TakeInventory("KilledCount",999)
		NITM A 0 A_GiveToTarget("KilledMe",1)
		NITM A 0 A_GiveToTarget("KilledImposter",1)
		NITM A 0 A_PlayerScream
		NITM A 28 A_SetTranslucent(0.8,0)
		TNT1 A 0 A_SpawnItem("FakeClowny",0.1)
		NITM A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		NITM A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		NITM A 3 A_SetTranslucent(0.7,0)
		TNT1 A 0 A_SpawnItem("FakeUndeath",0.1)
		NITM A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		NITM A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		NITM A 3 A_SetTranslucent(0.6,0)
		TNT1 A 0 A_SpawnItem("FakeSjas",0.1)
		NITM A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		NITM A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		NITM A 3 A_SetTranslucent(0.5,0)
		TNT1 A 0 A_SpawnItem("FakeEyesore",0.1)
		NITM A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		NITM A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		NITM A 3 A_SetTranslucent(0.4,0)
		TNT1 A 0 A_SpawnItem("FakeJugulum",0.1)
		NITM A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		NITM A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		NITM A 3 A_SetTranslucent(0.3,0)
		TNT1 A 0 A_SpawnItem("FakeCreeper",0.1)
		NITM A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		NITM A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		NITM A 3 A_SetTranslucent(0.2,0)
		TNT1 A 0 A_SpawnItem("FakeChoke",0.1)
		NITM A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		NITM A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		NITM A 3 A_SetTranslucent(0.1,0)
		TNT1 A 0 A_SpawnItem("FakeMisty",0.1)
		NITM A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		NITM A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
	    NITM A 3 A_SetTranslucent(0.1,0)
		NITM A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		NITM A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		TNT1 A -1
		Stop
		Death.ChexWarrior:
		NITM A 0 A_GiveToTarget("KillIndicator",1)
		NITM A 0 A_TakeInventory("RocketAmmo",999)
		NITM A 0 A_TakeInventory("KilledCount",999)
		NITM A 0 A_GiveToTarget("KilledMe",1)
		NITM A 0 A_GiveToTarget("KilledImposter",1)
		NITM A 0 A_SpawnItemEx("ChexCereal",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		NITM A 0 A_GiveToTarget("ChexArmorBonus",25)
		NITM A 0 A_GiveToTarget("ChexBoop",1)
		NITM A 0 A_Stop
		NITM A 0 A_NoGravity
		NITM A 0 A_ChangeFlag("DONTGIB",1)
		NITM A 0 A_PlaySoundEx("Teleport/Chex",7)
		NITM A 3 A_SpawnItem("SmallZorch")
		NITM A 3 A_SetTranslucent(0.9,0)
		NITM A 0 A_Scream
		NITM A 3 A_SetTranslucent(0.8,0)
		TNT1 A 0 A_SpawnItem("FakeClowny",0.1)
		NITM A 0 A_NoBlocking
		NITM A 3 A_SetTranslucent(0.7,0)
		TNT1 A 0 A_SpawnItem("FakeUndeath",0.1)
		NITM A 3 A_SetTranslucent(0.6,0)
		TNT1 A 0 A_SpawnItem("FakeSjas",0.1)
		NITM A 3 A_SetTranslucent(0.5,0)
		TNT1 A 0 A_SpawnItem("FakeEyesore",0.1)
		NITM A 3 A_SetTranslucent(0.4,0)
		TNT1 A 0 A_SpawnItem("FakeJugulum",0.1)
		NITM A 3 A_SetTranslucent(0.3,0)
		TNT1 A 0 A_SpawnItem("FakeCreeper",0.1)
		NITM A 3 A_SetTranslucent(0.2,0)
		TNT1 A 0 A_SpawnItem("FakeChoke",0.1)
		NITM A 3 A_SetTranslucent(0.1,0)
		TNT1 A 0 A_SpawnItem("FakeMisty",0.1)
		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("KilledImposter",1)
		TNT1 A 1
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Gravity
		TNT1 A 0 A_SpawnItem("FakeClowny",0.1)
		TNT1 A 0 A_SpawnItem("FakeUndeath",0.1)
		TNT1 A 0 A_SpawnItem("FakeSjas",0.1)
		TNT1 A 0 A_SpawnItem("FakeEyesore",0.1)
		TNT1 A 0 A_SpawnItem("FakeJugulum",0.1)
		TNT1 A 0 A_SpawnItem("FakeCreeper",0.1)
		TNT1 A 0 A_SpawnItem("FakeChoke",0.1)
		TNT1 A 0 A_SpawnItem("FakeMisty",0.1)
		TNT1 A 0 A_SpawnItem("FakeGravestalker",0.1)
		TNT1 A 0 A_SpawnItem("FakeLamia",0.1)
		TNT1 A 0 A_SpawnItem("FakeAmorbis",0.1)
		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:
	NITM E 0 A_GiveToTarget("grenadeammo",1)
	NITM E 0 A_GiveToTarget("shell",3)
	NITM E 0 A_GiveToTarget("clip1",20)
	Goto DeathAnim
	Death.Marinemachinegun:
	NITM E 0 A_GiveToTarget("grenadeammo",1)
	NITM E 0 A_GiveToTarget("shell",3)
	NITM E 0 A_GiveToTarget("clip1",20)
	Goto Deathanim
	Death.Marinepistol:
	NITM E 0 A_GiveToTarget("grenadeammo",1)
	NITM E 0 A_GiveToTarget("shell",3)
	NITM E 0 A_GiveToTarget("clip1",20)
	Goto Deathanim
	Death.Grenade:
		NITM E 0 A_GiveToTarget("KilledG",1)
		Goto DeathAnim
	Death.CrapPlasma:
		NITM E 0 A_GiveToTarget("Unlock9",1)
		Goto DeathAnim
	Death.Ice2:
		NITM A 0 A_GiveToTarget("KilledIce2",1)
		Goto DeathAnim
	Death.Fire2:
		NITM A 0 A_GiveToTarget("KilledFire2",1)
		Goto DeathAnim
	Death.Railgun:
		NITM A 0 A_GiveToTarget("KilledLightning",1)
		Goto DeathAnim
	Death.GhostTrap:
		NITM A 0 A_GiveToTarget("KilledG",1)
		Goto DeathAnim
	Death.AltFire2:
		NITM A 0 A_GiveToTarget("KilledAltFire2",1)
		Goto Death.Fire2
	Death.AltIce2:
		NITM A 0 A_GiveToTarget("KilledAltIce2",1)
		Goto Death.Ice2
	Death.AltGrenade:
		NITM A 0 A_GiveToTarget("KilledAltG",1)
		Goto Death.Grenade
	Death.Fire3:
		NITM A 0 A_GiveToTarget("KilledFire3",1)
		Goto DeathAnim
	Death.Ice3:
		NITM A 0 A_GiveToTarget("KilledIce3",1)
		Goto DeathAnim
	Death.Grenade2:
		NITM A 0 A_GiveToTarget("KilledG2",1)
		Goto DeathAnim
	Pain.Drainer:
		NITM 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 ImpostorHands : Weapon
{
	Weapon.Ammotype "ImpostorPowerFuel"
	Weapon.AmmoType2 "ImpostorPowerFuel"
	Inventory.icon "TNT1A0"
   Obituary "%o figured out which ghoul is the real one."
   States
   {
   Spawn:
      MOPW A 10
      Stop
   Ready:
      MOPW A 40 A_WeaponReady
	  MOPW A 0 A_GiveInventory("ImposterSoundAmmo",1)
	  MOPW A 0 A_JumpIfInventory("CyborgDashCheck", 1, "ReadyTheFakeSound")
      Loop
   Deselect:
	  MOPW A 1 A_Lower
      Loop
   Select:
      MOPW A 1 A_Raise
      Goto Select
   Fire:
		TNT1 A 0 A_JumpIfInventory("ImpostorPowerFuel",4,"FifthpowerupFire")
		TNT1 A 0 A_JumpIfInventory("ImpostorPowerFuel",3,"FourthPowerupFire")
		TNT1 A 0 A_JumpIfInventory("ImpostorPowerFuel",2,"ThirdPowerupFire")
		TNT1 A 0 A_JumpIfInventory("ImpostorPowerFuel",1,"SecondPowerupFire")
		Goto FirstPowerupFire
	FirstPowerupFire:
		MOPW A 0 A_GunFlash
		MOPW A 1 A_SetPitch (pitch-0.50)		
		MOPW A 1 offset (-10, 55)
		MOPW A 1 offset (-20, 75)
		MOPW A 1 offset (-30, 95)
		MOPW A 1 offset (-40, 115) A_Recoil(3)
		MOPW A 1 offset (-50, 135) A_FireCustomMissile("FakeJitterSkullProjectile")
		MOPW A 1 offset (-40, 115) A_SetPitch (pitch+0.50)
		MOPW A 1 offset (-30, 95) 
		MOPW A 1 offset (-20, 75) 
		MOPW A 1 offset (-10, 55)
		MOPW A 60
		Goto Ready
	SecondPowerupFire:
		MOPW A 0 A_GunFlash
		MOPW A 1 A_SetPitch (pitch-0.50)		
		MOPW A 1 offset (-10, 55)
		MOPW A 1 offset (-20, 75)
		MOPW A 1 offset (-30, 95)
		MOPW A 1 offset (-40, 115) A_Recoil(3)
		MOPW A 1 offset (-50, 135) A_FireCustomMissile("FakeGaunaProjectile")
		MOPW A 1 offset (-40, 115) A_SetPitch (pitch+0.50)
		MOPW A 1 offset (-30, 95) 
		MOPW A 1 offset (-20, 75) 
		MOPW A 1 offset (-10, 55) 
		MOPW A 1 offset (-10, 55)
		MOPW A 100
		Goto Ready
	ThirdPowerupFire:
		MOPW A 0 A_Jump(256,"FireFakeChoke","FireFakeSjas","FireFakeMisty","FireFakeClowny")
	FireFakeChoke:
		MOPW A 0 A_GunFlash
		MOPW A 0 A_GunFlash
		MOPW A 1 A_SetPitch (pitch-0.50)		
		MOPW A 1 offset (-10, 55)
		MOPW A 1 offset (-20, 75)
		MOPW A 1 offset (-30, 95)
		MOPW A 1 offset (-40, 115) A_Recoil(3)
		MOPW A 1 offset (-50, 135) A_FireCustomMissile("FakeChokeProjectile")
		MOPW A 1 offset (-40, 115) A_SetPitch (pitch+0.50)
		MOPW A 1 offset (-30, 95) 
		MOPW A 1 offset (-20, 75) 
		MOPW A 1 offset (-10, 55) 
		MOPW A 1 offset (-10, 55)
		MOPW A 30 
	Goto Ready
		FireFakeSjas:
		MOPW A 0 A_GunFlash
		MOPW A 0 A_GunFlash
		MOPW A 1 A_SetPitch (pitch-0.50)		
		MOPW A 1 offset (-10, 55)
		MOPW A 1 offset (-20, 75)
		MOPW A 1 offset (-30, 95) 
		MOPW A 1 offset (-40, 115) A_Recoil(3)
		MOPW A 1 offset (-50, 135) A_FireCustomMissile("FakeSjasProjectile",0,0,0,-15)
		MOPW A 1 offset (-40, 115) A_SetPitch (pitch+0.50)
		MOPW A 1 offset (-30, 95) 
		MOPW A 1 offset (-20, 75) 
		MOPW A 1 offset (-10, 55) 
		MOPW A 1 offset (-10, 55)
		MOPW A 30
		Goto Ready
		FireFakeMisty:
		MOPW A 0 A_GunFlash
		MOPW A 0 A_GunFlash
		MOPW A 1 A_SetPitch (pitch-0.50)		
		MOPW A 1 offset (-10, 55)
		MOPW A 1 offset (-20, 75)
		MOPW A 1 offset (-30, 95) 
		MOPW A 1 offset (-40, 115) A_Recoil(3)
		MOPW A 1 offset (-50, 135) A_FireCustomMissile("FakeMistyProjectile",0,0,0,-5)
		MOPW A 1 offset (-40, 115) A_SetPitch (pitch+0.50)
		MOPW A 1 offset (-30, 95) 
		MOPW A 1 offset (-20, 75) 
		MOPW A 1 offset (-10, 55) 
		MOPW A 1 offset (-10, 55)
		MOPW A 30
		Goto Ready
		FireFakeClowny:
		MOPW A 0 A_GunFlash
		MOPW A 0 A_GunFlash
		MOPW A 1 A_SetPitch (pitch-0.50)		
		MOPW A 1 offset (-10, 55)
		MOPW A 1 offset (-20, 75)
		MOPW A 1 offset (-30, 95) 
		MOPW A 1 offset (-40, 115) A_Recoil(3)
		MOPW A 1 offset (-50, 135) A_FireCustomMissile("FakeClownyProjectile",0,0,0,-15)
		MOPW A 1 offset (-40, 115) A_SetPitch (pitch+0.50)
		MOPW A 1 offset (-30, 95) 
		MOPW A 1 offset (-20, 75) 
		MOPW A 1 offset (-10, 55) 
		MOPW A 1 offset (-10, 55)
		MOPW A 30
		Goto Ready
	FourthPowerupFire:
		MOPW A 0 A_GunFlash
		MOPW A 1 A_SetPitch (pitch-0.50)		
		MOPW A 1 offset (-10, 55)
		MOPW A 1 offset (-20, 75)
		MOPW A 1 offset (-30, 95)
		MOPW A 1 offset (-40, 115) A_Recoil(3)
		MOPW A 1 offset (-50, 135) A_FireCustomMissile("FakeCreeperProjectile")
		MOPW A 1 offset (-40, 115) A_SetPitch (pitch+0.50)
		MOPW A 1 offset (-30, 95) 
		MOPW A 1 offset (-20, 75) 
		MOPW A 1 offset (-10, 55) 
		MOPW A 1 offset (-10, 55)
		MOPW A 60 
		Goto Ready
	FifthpowerupFire:
		MOPW A 0 A_GunFlash
		MOPW A 1 A_SetPitch (pitch-0.50)		
		MOPW A 1 offset (-10, 55)
		MOPW A 1 offset (-20, 75)
		MOPW A 1 offset (-30, 95)
		MOPW A 1 offset (-40, 115) A_Recoil(3)
		MOPW A 1 offset (-50, 135) A_FireCustomMissile("FakeUboaProjectile")
		MOPW A 1 offset (-40, 115) A_SetPitch (pitch+0.50)
		MOPW A 1 offset (-30, 95) 
		MOPW A 1 offset (-20, 75) 
		MOPW A 1 offset (-10, 55) 
		MOPW A 1 offset (-10, 55)
		MOPW A 55 
		Goto Ready
	Altfire:
		TNT1 A 0 ACS_ExecuteAlways(477,0,2)
		TNT1 A 0 A_Zoomfactor(1.0)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", TRUE)
		TNT1 A 0 A_PlaySound("Gauna/ChangePower",CHAN_Body)
		TNT1 A 0 A_JumpIfInventory("ImpostorPowerFuel", 0, "clearInventory")
		TNT1 A 0 A_GiveInventory("ImpostorPowerFuel",1)
		TNT1 A 0 A_JumpIfInventory("ImpostorPowerFuel",4,"FifthPowerupMessage")
		TNT1 A 0 A_JumpIfInventory("ImpostorPowerFuel",3,"FourthPowerupMessage")
		TNT1 A 0 A_JumpIfInventory("ImpostorPowerFuel",2,"ThirdPowerupMessage")
		TNT1 A 0 A_JumpIfInventory("ImpostorPowerFuel",1,"SecondPowerupMessage")
		Goto Ready
	FifthPowerUpMessage:
		MOPW A 0 A_TakeInventory("IconImpostorCreeper",1)
		MOPW A 0 A_GiveInventory("IconImpostorUboa",1)
		MOPW A 0 A_Print("Spawning Phantom Uboa - Fires a Phantom Uboa, blinding enemies on contact as well with its trail, dealing low damage")
		MOPW A 0 A_GiveInventory("IconItem",1)
		MOPW A 1 ACS_Execute(1953,0)
		MOPW AAAAAAAAAA 1
		Goto Ready
	FourthPowerUpMessage:
		MOPW A 0 A_TakeInventory("IconImpostorSjas",1)
		MOPW A 0 A_GiveInventory("IconImpostorCreeper",1)
		MOPW A 0 A_Print("Spawning Phantom Creeper - Fires a seeking Phantom Creeper, healing you and stunning enemies upon contact with low damage.")
		MOPW A 0 A_GiveInventory("IconItem",1)
		MOPW A 1 ACS_Execute(1953,0)
		MOPW AAAAAAAAAA 1
		Goto Ready
	ThirdPowerUpMessage:
		MOPW A 0 A_TakeInventory("IconImpostorGauna",1)
		MOPW A 0 A_GiveInventory("IconImpostorSjas",1)
		MOPW A 0 A_Print("Spawning Phantom Choke/Sjas/Misty/Clowny - Fires a long range phantom with medium damage.")
		MOPW A 0 A_GiveInventory("IconItem",1)
		MOPW A 1 ACS_Execute(1953,0)
		MOPW AAAAAAAAAA 1
		Goto Ready
	SecondPowerUpMessage:
		MOPW A 0 A_TakeInventory("IconImpostorJitter",1)
		MOPW A 0 A_GiveInventory("IconImpostorGauna",1)
		MOPW A 0 A_Print("Spawning Phantom Gauna - Heals allies (does not heal Impostor)/Blinds Humans.")
		MOPW A 0 A_GiveInventory("IconItem",1)
		MOPW A 1 ACS_Execute(1953,0)
		MOPW AAAAAAAAAA 1
		Goto Ready
	ClearInventory:
		MOPW A 0 A_TakeInventory("IconImpostorUboa",1)
		MOPW A 0 A_GiveInventory("IconImpostorJitter",1)
		MOPW A 0 A_Print("Spawning Phantom Jitterskull - Effective at Close/Medium Range with high damage.")
		TNT1 A 0 A_TakeInventory("ImpostorPowerFuel",0)
		TNT1 A 0 A_TakeInventory("IconItem",99)
		TNT1 A 0 A_GiveInventory("IconItem",1)
		MOPW A 1 ACS_Execute(1953,0)
		MOPW AAAAAAAAAA 1
		Goto Ready
	ReadyTheFakeSound:
		MOPW A 0 A_TakeInventory("CyborgDashCheck",999)
		MOPW A 0 A_JumpIfInventory("ImposterSoundAmmo",1,"FireFakeSoundProjectile")
		Goto Ready
	FireFakeSoundProjectile:
		MOPW A 1 offset (-10, 55)
		MOPW A 1 offset (-20, 75)
		MOPW A 1 offset (-30, 95)
		MOPW A 1 offset (-40, 115) A_Recoil(3)
		MOPW A 1 offset (-50, 135) A_FireCustomMissile("FakeImpostorSoundCreator")
		MOPW A 1 offset (-40, 115) A_SetPitch (pitch+0.50)
		MOPW A 1 offset (-30, 95) 
		MOPW A 1 offset (-20, 75) 
		MOPW A 1 offset (-10, 55) 
		MOPW A 1 offset (-10, 55)
		MOPW A 25 
		Goto Ready
   }
}

actor ImpostorPowerFuel : Ammo
{
  Inventory.MaxAmount 4
}

Actor IconImpostorJitter : Inventory
{
  Inventory.MaxAmount 1
}

Actor IconImpostorGauna : IconImpostorJitter
{
}

Actor IconImpostorSjas : IconImpostorJitter
{
}

Actor IconImpostorCreeper : IconImpostorJitter
{
}

Actor IconImpostorUboa : IconImpostorJitter
{
}

actor ImposterSoundAmmo : Ammo
{
  inventory.pickupmessage ""
  inventory.amount 10
  inventory.maxamount 10
  ammo.backpackamount 10
  ammo.backpackmaxamount 10
  +INVENTORY.IGNORESKILL
  states
  {
  Spawn:
    TNT1 A -1
    stop
  }
}

ACTOR FakeVanish
{
- SOLID
+NOGRAVITY
+NOCLIP
+NOBLOCKMAP
+NOINTERACTION
+CLIENTSIDEONLY
Renderstyle None
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Playsound("Impostor/FakeVanishSound",5)
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("FakeVapor", 0, 0, random(0,360), 2, random(-100,100))
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("FakeVapor", 0, 0, random(0,360), 2, random(-100,100))
stop
}
}

ACTOR FakeVapor
{
   Speed 6
   Damage 0
   PROJECTILE
   Radius 2
   +DONTSPLASH
   +NOINTERACTION
   +NOCLIP
   +CLIENTSIDEONLY
   Height 2
   RENDERSTYLE TRANSLUCENT
   ALPHA 0.2
   States
   {
   Spawn:
      PDBA ABCDEFGHIJKLMNOPQRSTUVWXYZ 1
      DEBR ABC 1
      Stop
   } 
}


ACTOR FakeJitterSkullProjectile
{
  Radius 12
  Height 8
  Speed 15
  Damagetype "Jitter"
  Scale 0.13
  Projectile
  RenderStyle Add
  Obituary "%o was crunched by %k" 
  maxstepheight 180
  +floorclip
  +RIPPER
  +BLOODLESSIMPACT
  +missile
  +FLOORHUGGER
  States
  {
  Spawn:
	 ISKL D 0
	 TNT1 A 1 A_SpawnItem("FakeVanish",0,25)
	 ISKL D 0 A_PlaySound("skullattack",6)
	 ISKL D 1 A_CustomMissile("ImpostorJitterskullAttack", 0, 0 ,0,CMF_TRACKOWNER)
	 ISKL D 1 A_CustomMissile("ImpostorJitterskullAttack", 0, 0 ,0,CMF_TRACKOWNER)
	 ISKL D 1 A_CustomMissile("ImpostorJitterskullAttack", 0, 0 ,0,CMF_TRACKOWNER)
	 ISKL D 1 A_CustomMissile("ImpostorJitterskullAttack", 0, 0 ,0,CMF_TRACKOWNER)
	 ISKL D 1 A_CustomMissile("ImpostorJitterskullAttack", 0, 0 ,0,CMF_TRACKOWNER)
	 ISKL D 1 A_CustomMissile("ImpostorJitterskullAttack", 0, 0 ,0,CMF_TRACKOWNER)
	 ISKL D 1 A_CustomMissile("ImpostorJitterskullAttack", 0, 0 ,0,CMF_TRACKOWNER)
	 ISKL D 1 A_CustomMissile("ImpostorJitterskullAttack", 0, 0 ,0,CMF_TRACKOWNER)
	 ISKL D 1 A_CustomMissile("ImpostorJitterskullAttack", 0, 0 ,0,CMF_TRACKOWNER)
	 ISKL DDDDDD 1 A_CustomMissile("ImpostorJitterskullAttack", 0, 0 ,0,CMF_TRACKOWNER)
	 ISKL D 1 A_CustomMissile("ImpostorJitterskullAttack", 0, 0 ,0,CMF_TRACKOWNER)
	 ISKL D 1 A_CustomMissile("ImpostorJitterskullAttack", 0, 0 ,0,CMF_TRACKOWNER)
	 ISKL D 1 A_CustomMissile("ImpostorJitterskullAttack", 0, 0 ,0,CMF_TRACKOWNER)
	 ISKL D 1 A_CustomMissile("ImpostorJitterskullAttack", 0, 0 ,0,CMF_TRACKOWNER)
	 ISKL D 1 A_CustomMissile("ImpostorJitterskullAttack", 0, 0 ,0,CMF_TRACKOWNER)
	 ISKL D 1 A_CustomMissile("ImpostorJitterskullAttack", 0, 0 ,0,CMF_TRACKOWNER)
	 ISKL D 1 A_CustomMissile("ImpostorJitterskullAttack", 0, 0 ,0,CMF_TRACKOWNER)
	 ISKL D 1 A_CustomMissile("ImpostorJitterskullAttack", 0, 0 ,0,CMF_TRACKOWNER)
	 ISKL D 1 A_CustomMissile("ImpostorJitterskullAttack", 0, 0 ,0,CMF_TRACKOWNER)
	 ISKL D 0 A_SpawnItem("FakeVanish",0,25)
	 ISKL DDDDD 1 A_FadeOut(0.2)
    Stop
  Death:
     ISKL D 0 A_SpawnItem("FakeVanish",0,25)
	 ISKL DDDDD 1 A_FadeOut(0.2)
    Stop
  }
}

ACTOR FakeGaunaProjectile
{
  Radius 12
  Height 8
  Speed 2
  Scale 0.8
  Projectile
  RenderStyle Add
  Obituary "%o didn't foresee %k's element of surprise!"
  +missile
  +BLOODLESSIMPACT
  +RIPPER
  States
  {
  Spawn:
	 WRTH D 0
	 TNT1 A 1 A_SpawnItem("FakeVanish",0,25)
	 WRTH A 10 
	 WRTH B 10
	 WRTH A 10 
	 WRTH B 10
	 WRTH A 1 A_Stop
	 WRTH A 1 A_Playsound("Gauna/Incantation",6)
	 WRTH CD 3 A_Facetarget
	 WRTH A 0 A_CustomMissile("FakeWaterGemSet")
	 WRTH DC 3
	 WRTH A 1
	 WRTH A 1 
	 WRTH A 1 
	 WRTH A 1 
	 WRTH A 1 
	 WRTH A 1 
	 WRTH A 1 
	 WRTH A 1 
	 WRTH A 1 
	 WRTH A 0 A_SpawnItem("FakeVanish",0,25)
	 WRTH AAAAAA 1 A_FadeOut(0.2)
    Goto Death
  Death:
     WRTH A 0 A_SpawnItem("FakeVanish",0,25)
	 WRTH AAAAA 1 A_FadeOut(0.2)
    Stop
  }
}

ACTOR FakeWaterGemSet
{
   Radius 3
   Height 5
   Speed 10
   Scale 0.6
   +MISSILE
   +DROPOFF
   +CANBOUNCEWATER
   +BOUNCEONWALLS
   +THRUACTORS
   +DONTBLAST
   BounceType Doom
   BounceCount 4
   WallBounceFactor 1.5
   BounceFactor 0.25
   BounceSound "GEMBNC"
   Obituary "%o didn't foresee %k's element of surprise!"
   States
   {
   Spawn:
      WAGM A 1 Bright		
	  Loop
   Death:
      WAGM A 1 Bright
      TNT1 A 0 A_SpawnItem("FakeWaterGemPrepare",0,0,0)
      Stop
   } 
}

ACTOR FakeWaterGemPrepare
{
    Radius 3
    Height 5
    Speed 0
    Reactiontime 12
	Scale 0.6
    PROJECTILE
	Obituary "%o didn't foresee %k's element of surprise!"
	+BRIGHT
    +THRUACTORS
	+NOTARGET
	+DONTBLAST
   States
   {
   Spawn:   
      WAGM A 1
	  TNT1 A 0 ThrustThingZ(0,10,0,0)
	  TNT1 A 0 A_CountDown
      Loop
   Death:
      TNT1 A 0 A_SpawnItemEx("FakeWaterGemActive",0,0,0,0,0,0,0,32)
      Stop
   }
}

ACTOR FakeWaterGemActive
{
    Radius 3
    Height 5
    Speed 0
	Scale 0.6
    PROJECTILE
	Reactiontime 5
	RenderStyle Add
	Obituary "%o didn't foresee %k's element of surprise!"
	Alpha 1
    +THRUACTORS
    -SHOOTABLE
	+BRIGHT
	+VISIBILITYPULSE
	+DONTBLAST
   States
   {
   Spawn:
   	  TNT1 A 0 A_AlertMonsters
      TNT1 A 0 A_CustomMissile("FakeWaterDropSpawnerNear", 0, 0, random(0,360), CMF_AIMDIRECTION)
	  TNT1 A 0 A_CustomMissile("FakeWaterDropSpawnerFar", 0, 0, random(0,360), CMF_AIMDIRECTION)
	  TNT1 A 0 A_CustomMissile("RainFXSpawnerA", 0, 0, random(0,360), CMF_AIMDIRECTION)
	  TNT1 A 0 A_CustomMissile("RainFXSpawnerB", 0, 0, random(0,360), CMF_AIMDIRECTION)
	  TNT1 A 0 A_CustomMissile("RainFXSpawnerC", 0, 0, random(0,360), CMF_AIMDIRECTION)
	  WAGM A 20
	  TNT1 A 0 A_CountDown
      Loop
   Death:
      TNT1 A 0
	  TNT1 A 0 A_PlaySound("GEMBRK",5,2,0)
	  TNT1 AAAAAA 0 A_SpawnItemEx("GemShardBlue",0,0,3,random(-2,2),random(-2,2),random(3,9),random(0,359),32)
      Stop
   }
}

ACTOR FakeWaterDropSpawnerNear
{
   Speed 2
   Radius 8
   Height 5
   PROJECTILE
   +BRIGHT
   +MOVEWITHSECTOR
   +THRUACTORS
   +CEILINGHUGGER
   +DONTBLAST
   ReactionTime 2
   States
   {
   Spawn:
      TNT1 A 5	
	  TNT1 A 0 A_Jump(20,2)
	  TNT1 A 0 A_SpawnItemEx("FakeGemWater",0,0,0)
	  TNT1 A 0 A_Countdown
	  Loop
   Death:
      TNT1 A 0
      Stop
   }
}

ACTOR FakeWaterDropSpawnerFar
{
   Speed 6
   Radius 8
   Height 5
   PROJECTILE
   +BRIGHT
   +MOVEWITHSECTOR
   +THRUACTORS
   +CEILINGHUGGER
   +DONTBLAST
   ReactionTime 2
   States
   {
   Spawn:
      TNT1 A 5	
	  TNT1 A 0 A_Jump(20,2)
	  TNT1 A 0 A_SpawnItemEx("FakeGemWater",0,0,0)
	  TNT1 A 0 A_Countdown
	  Loop
   Death:
      TNT1 A 0
      Stop
   }
}

ACTOR FakeGemWater
{
   Speed 14
   Damage (2*random(3,4))
   Radius 8
   Height 5
   Gravity 0.6
   RenderStyle Add
   Obituary "%o didn't foresee %k's element of surprise!"
   Alpha 0.3
   Scale 0.6
   PROJECTILE
   +BRIGHT
   -NOGRAVITY
   +DONTBLAST
   States
   {
   Spawn:
      WDRP A 1
	  Loop
   XDeath:
	  TNT1 A 0 A_JumpIfInventory("IsHuman",1,"Hit",AAPTR_Tracer)
	  Goto Death
   Hit:
	  TNT1 A 0 A_GiveToTarget("HitBeep",1)
	  Goto Death
   Death:
      TNT1 A 3 A_SpawnItemEx("JusticarAOEHealTrigger4")
	  TNT1 A 0 A_PlaySound("WATDRP",5,1.5,0)	
	  TNT1 A 0 A_Explode(1,12,0)
      Stop
   } 
}

Actor JusticarAOEHealTrigger4 : CustomInventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	Inventory.PickupSound "Justicar/healup"
	Scale 0.035
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_FadeOut(0.1)
		Goto Spawn
	Pickup:
		TNT1 A 0 A_JumpIfInventory("IsHuman",1,"Darkness")
		TNT1 A 0 A_JumpIfInventory("IsGhoul",1,"GhoulAOEHeal")
		fail
	GhoulAOEHeal:
		TNT1 A 0 A_GiveInventory("Health",1)
		Stop
	Darkness:
		TNT1 A 0 ACS_ExecuteAlways(134)
		TNT1 A 0 A_Playsound("Justicar/AOEHeal")
		Stop
	}
}

ACTOR FakeChokeProjectile
{
  Radius 12
  Height 8
  Speed 40
  Scale 0.8
  Damage (40)
  Damagetype "Jitter"
  Projectile
  maxstepheight 0
  RenderStyle Add
  Obituary "%o was munched by %k" 
  +missile
  +floorhugger
  -floorclip
  +BLOODLESSIMPACT
  +SEEKERMISSILE
  States
  {
  Spawn:
	 CHOK B 2
	 CHOK C 2
	 CHOK B 2
	 CHOK C 2
    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,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:
	 CHOK A 0 A_Playsound("chokeattack",6)
     CHOK A 0 A_SpawnItem("FakeVanish",0,25)
	 TNT1 A 0 A_Explode(10, 90, 0)
	 CHOK BCBCBC 1 A_FadeOut(0.2)
    Stop
  }
}

ACTOR FakeSjasProjectile : fastprojectile
{
  Radius 12
  Height 8
  Speed 40
  Scale 0.8
  Damage (40)
  Damagetype "SjasScream"
  Projectile
  RenderStyle Add
  Obituary "%o was screamed at by %k"
  +missile
  +BLOODLESSIMPACT
  +SEEKERMISSILE
  States
  {
  Spawn:
	 IJAS B 0 A_PlaySound("SjasAct", CHAN_BODY, 1.0)
	 IJAS B 10 
    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,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:
	 IJAS D 0 A_Playsound("Sjasattack",6)
	 IJAS D 0 A_StopSound(CHAN_BODY)
	 TNT1 A 0 A_Explode(10, 90, 0)
     IJAS D 0 A_SpawnItem("FakeVanish",0,25)
	 IJAS DDDD 1 A_FadeOut(0.2)
    Stop
  }
}

ACTOR FakeMistyProjectile
{
  Radius 12
  Height 8
  Speed 40
  Scale 0.12
  Damage (40)
  Damagetype "SjasScream"
  Projectile
  RenderStyle Add
  Obituary "%k dropped a loud shout on %o." 
  +missile
  +floorhugger
  -floorclip
  +BLOODLESSIMPACT
  +SEEKERMISSILE
  States
  {
  Spawn:
        MIST A 0 A_PlaySound("MistyActive", CHAN_BODY, 1.0, 1)
		MIST A 4 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 0 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 0 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 4 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 0 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 0 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 4 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 0 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 0 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 4 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 0 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 0 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 0 A_PlaySound("MistyActive", CHAN_BODY, 1.0, 1)
		MIST A 4 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 0 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 0 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 4 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 0 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 0 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 4 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 0 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 0 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 4 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 0 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 0 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 4 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 0 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 0 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 4 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 0 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 0 A_PlaySound("MistyActive", CHAN_BODY, 1.0, 1)
		MIST A 0 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 4 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 0 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 0 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 4 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 0 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 0 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 4 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 0 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 0 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 4 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 0 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 0 A_PlaySound("MistyActive", CHAN_BODY, 1.0, 1)
		MIST A 0 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 4 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 0 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 0 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 4 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 0 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
		MIST A 0 A_SpawnItemEx("FakeTrailSmoke",0,0,0,0,0,0,Random(120,240),0,0)
    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,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:
	 MIST A 0 A_Playsound("MistyAttack",6)
	 MIST A 0 A_StopSound(CHAN_BODY)
	 TNT1 A 0 A_Explode(10, 90, 0)
     MIST A 0 A_SpawnItem("FakeVanish",0,25)
	 MIST AAAA 1 A_FadeOut(0.2)
    Stop
  }
}

Actor FakeTrailSmoke : Frozenwind8
{
	Damage (0)
	Speed 2
	Radius 12
	RenderStyle Normal
	Damagetype "minion"
	Obituary "%o was lost in %k's mist."
	Alpha 0.9
	Scale 0.8
	visibletoteam 0
	+CLIENTSIDEONLY
	States
	{
	Spawn:
		TNT1 A 2	
		SMIS A 0 A_Recoil(1)
		SMIS A 6 A_FadeOut(0.05)
		SMIS A 0 A_Recoil(1)
		SMIS A 6 A_FadeOut(0.05)
		SMIS A 0 A_Recoil(1)
		SMIS A 6 A_FadeOut(0.05)
		SMIS A 0 A_Recoil(1)
		SMIS A 6 A_FadeOut(0.05)
		SMIS A 6 A_FadeOut(0.05)
		SMIS A 6 A_FadeOut(0.05)
		SMIS A 6 A_FadeOut(0.05)
		SMIS A 6 A_FadeOut(0.05)
		SMIS A 6 A_FadeOut(0.05)
		SMIS A 6 A_FadeOut(0.05)
		SMIS A 6 A_FadeOut(0.05)
		Stop
	Death:
		SMIS A 0
		Stop
	}
}

ACTOR FakeClownyProjectile : fastprojectile
{
  Radius 12
  Height 8
  Speed 40
  scale 0.22
  Damage (40)
  Damagetype "Clowny"
  Projectile
  RenderStyle Add
  Obituary "%o was screamed at by %k"
  +missile
  +BLOODLESSIMPACT
  +SEEKERMISSILE
  States
  {
  Spawn:
	 CLWN A 6
    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,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:
	 CLWN A 0 A_Playsound("ClownyLaughs",6)
     CLWN A 0 A_SpawnItem("FakeVanish",0,25)
	 TNT1 A 0 A_Explode(10, 90, 0)
	 CLWN AAAA 1 A_FadeOut(0.2)
    Stop
  }
}

ACTOR FakeCreeperProjectile
{
  Radius 12
  Height 8
  Speed 8
  scale 0.056
  Damage (6)
  Damagetype "Creepstun"
  Projectile
  maxstepheight 0
  RenderStyle Add
  Obituary "%k was patient enough to kill %o with %p balls."
  +missile
  +SeekerMissile
  +floorhugger
  -floorclip
  +BLOODLESSIMPACT
  States
  {
  Spawn:
		CRE6 A 0 A_PlaySound("creeperact", CHAN_BODY, 1.0, 1)
		CRE6 A 3 A_SetShadow
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE7 A 3 A_SetShadow
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 3 A_SetShadow
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE7 A 3 A_SetShadow
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 3 A_SetShadow
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 0 A_PlaySound("creeperact", CHAN_BODY, 1.0, 1)
		CRE7 A 3 A_SetShadow
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 3 A_SetShadow
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE7 A 3 A_SetShadow
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 3 A_SetShadow
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE7 A 3 A_SetShadow
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 3 A_SetShadow
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE7 A 3 A_SetShadow
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 3 A_SetShadow
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE7 A 3 A_SetShadow
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 3 A_SetShadow
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE7 A 3 A_SetShadow
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 3 A_SetShadow
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE7 A 3 A_SetShadow
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 3 A_SetShadow
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 0 A_PlaySound("creeperact", CHAN_BODY, 1.0, 1)
		CRE7 A 3 A_SetShadow
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 3 A_SetShadow
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE7 A 3 A_SetShadow
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 3 A_SetShadow
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE7 A 3 A_SetShadow
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 3 A_SetShadow
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE7 A 3 A_SetShadow
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 3 A_SetShadow
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE7 A 3 A_SetShadow
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 3 A_SetShadow
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE7 A 3 A_SetShadow
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 0 A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)
		CRE6 A 0 A_PlaySound("creeperact", CHAN_BODY, 1.0, 1)
		Loop
  XDeath:
	 TNT1 A 0 A_GiveToTarget("HitBeep",1)
	 Goto Death
  Death:
	 CRE6 A 0 A_Playsound("CreeperBallD",6)
	 CRE6 A 0 A_StopSound(CHAN_BODY)
     CRE6 A 0 A_SpawnItem("FakeVanish",0,25)
	 CRE6 AAAAA 1 A_FadeOut(0.2)
    Stop
  }
}

ACTOR FakeUboaProjectile
{
  Radius 12
  Height 8
  Speed 40
  Scale 0.5
  Damage (10)
  Damagetype "UboaRawrScream"
  Projectile
  maxstepheight 0
  RenderStyle Add
  Obituary "%o was scared to death by %k." 
  +missile
  +floorhugger
  -floorclip
  +BLOODLESSIMPACT
  States
  {
  Spawn:
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_PlaySound("UboaActive", CHAN_BODY, 1.0)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
	UBOA A 0 A_SpawnItemEx("UboaTrailFake",0,0,-5)
	UBOA A 1 offset (0,17) A_SpawnItemEx("UboaTrail",0,0,-5)
    Loop
  XDeath:
	 TNT1 A 0 A_GiveToTarget("HitBeep",1)
	 Goto Death
  Death:
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",4,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",8,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",12,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",16,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",20,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",24,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",28,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",32,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",36,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",40,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",-4,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",-8,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",-12,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",-16,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",-20,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",-24,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",-28,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",-32,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",-36,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 1 A_SpawnItemEx("JusticarAOEHealTriggerFake",-40,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,4,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,8,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,12,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,16,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,20,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,24,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,28,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,32,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,36,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,40,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,-4,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,-8,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,-12,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,-16,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,-20,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,-24,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,-28,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,-32,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,-36,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,-40,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 UBOA A 0 A_Playsound("UboaAttack",6)
	 UBOA A 0 A_StopSound(CHAN_BODY)
     UBOA A 0 A_SpawnItem("FakeVanish",0,25)
	 UBOA AAAAAAA 1 A_FadeOut(0.2)
    Stop
  }
}

Actor JusticarAOEHealTriggerFake : CustomInventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	Inventory.PickupSound "QUIET"
	Scale 0.035
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_FadeOut(0.1)
		Goto Spawn
	Pickup:
		TNT1 A 0 A_JumpIfInventory("IsHuman",1,"Darkness")
		fail
	Darkness:
		TNT1 A 0 ACS_ExecuteAlways(134)
		TNT1 A 0 A_Playsound("Justicar/AOEHeal")
		Stop
	}
}

Actor UboaTrailFake
{
	RenderStyle Translucent
	+NoGravity
	visibletoteam 1
	Alpha 0.8
	Scale 0.6
	States
	{
	Spawn:
		TNT1 A 3 A_SpawnItemEx("JusticarAOEHealTriggerFake")
		TNT1 A 0 
		TNT1 A 3
		TNT1 A 0 
		TNT1 A 3 A_SpawnItemEx("JusticarAOEHealTriggerFake")
		TNT1 A 0 
		TNT1 A 3
		TNT1 A 0 
		TNT1 A 3 A_SpawnItemEx("JusticarAOEHealTriggerFake")
		TNT1 A 0 
		TNT1 A 3
		TNT1 A 0 
		TNT1 A 3 A_SpawnItemEx("JusticarAOEHealTriggerFake")
		TNT1 A 0 
		TNT1 A 3
		TNT1 A 0 
		TNT1 A 3 A_SpawnItemEx("JusticarAOEHealTriggerFake")
		TNT1 A 0 
		TNT1 A 3
		TNT1 A 0 
		TNT1 A 3 A_SpawnItemEx("JusticarAOEHealTriggerFake")
		TNT1 A 0 
	Fade:
		TNT1 A 10
		Wait
	}
}

ACTOR FakeImpostorSoundCreator
{
   Speed 80
   Damage (0)
   Height 10
   Radius 10
   Deathsound "Impostor/AllFakeGhoulTaunts"
   Projectile
   visibletoteam 1
   +bloodlessimpact
   States
   {
   Spawn:
	  JSPJ F 1 BRIGHT A_SpawnItemEx("FakeImpostorSoundCreatorTrail")
	  JSPJ F 0 BRIGHT
      loop
   Death:
	TNT1 A 0 A_Scream
	TNT1 A 0
	JSPJ F 4 BRIGHT
	JSPJ K 4 BRIGHT
	JSPJ G 4 BRIGHT A_FadeOut
      Stop 
   } 
} 

actor FakeImpostorSoundCreatorTrail
{
 Alpha 0.9
 Radius 1
 Height 1
 renderstyle translucent
 Gravity 0.03
 visibletoteam 1
 +NOCLIP
 +CORPSE
 +FORCEXYBILLBOARD
 +NOINTERACTION
 +CLIENTSIDEONLY
 States
 {
   Spawn:
	TNT1 A 1 BRIGHT
	JSPJ F 1 BRIGHT
	JSPJ K 1 BRIGHT
	JSPJ G 1 BRIGHT A_FadeOut
	goto Spawn+3
 }
}

ACTOR FakeUndeath
{
  RenderStyle Translucent
  Alpha 0
  Scale 0.4
  visibletoteam 0
  Speed 17
  +CLIENTSIDEONLY
  States
  {
  Spawn:
    UNDH A 0 A_SetTranslucent(0.05,0)
    UNDH A 1 A_Chase
    UNDH A 0 A_SetTranslucent(0.1,0)
    UNDH A 1 A_Chase
    UNDH A 0 A_SetTranslucent(0.15,0)
    UNDH A 1 A_Chase
    UNDH A 0 A_SetTranslucent(0.2,0)
    UNDH A 1 A_Chase
    UNDH A 0 A_SetTranslucent(0.25,0)
    UNDH A 1 A_Chase
    UNDH A 0 A_SetTranslucent(0.3,0)
    UNDH A 1 A_Chase
    UNDH A 0 A_SetTranslucent(0.35,0)
    UNDH A 1 A_Chase
    UNDH A 0 A_SetTranslucent(0.4,0)
    UNDH A 1 A_Chase
    UNDH A 0 A_SetTranslucent(0.45,0)
    UNDH A 1 A_Chase
    UNDH A 0 A_SetTranslucent(0.5,0)
    UNDH A 1 A_Chase
    UNDH A 0 A_SetTranslucent(0.55,0)
    UNDH A 1 A_Chase
    UNDH A 0 A_SetTranslucent(0.6,0)
    UNDH A 1 A_Chase
    UNDH A 0 A_SetTranslucent(0.65,0)
    UNDH A 1 A_Chase
    UNDH A 0 A_SetTranslucent(1.0,0)
    UNDH A 0 A_PlaySoundEx("UnDeathActive","Body")
	UNDH A 2 A_SetTranslucent(0.8,0)
	UNDH A 0 A_Chase
	UNDH A 2 A_SetTranslucent(0.7,0)
	UNDH A 0 A_Chase
	UNDH A 2 A_SetTranslucent(0.6,0)
	UNDH A 0 A_Chase
	UNDH A 2 A_SetTranslucent(0.5,0)
	UNDH A 0 A_Chase
	UNDH A 2 A_SetTranslucent(0.4,0)
	UNDH A 0 A_Chase
	UNDH A 2 A_SetTranslucent(0.3,0)
	UNDH A 0 A_Chase
	UNDH A 2 A_SetTranslucent(0.2,0)
	UNDH A 0 A_Chase
	UNDH A 2 A_SetTranslucent(0.1,0)
	UNDH A 0 A_Chase
	UNDH A 52 A_SetTranslucent(0.0,0)
	UNDH A 0 A_Chase
	UNDH A 6 A_SetTranslucent(1.0,0)
	UNDH A 0 A_Chase
	UNDH A 52 A_SetTranslucent(0.0,0)
	UNDH A 0 A_PlaySoundEx("UnDeathActive","Body")
	UNDH A 0 A_Chase
	UNDH A 2 A_SetTranslucent(0.1,0)
	UNDH A 0 A_Chase
	UNDH A 2 A_SetTranslucent(0.2,0)
	UNDH A 0 A_Chase
	UNDH A 2 A_SetTranslucent(0.3,0)
	UNDH A 0 A_Chase
	UNDH A 2 A_SetTranslucent(0.4,0)
	UNDH A 0 A_Chase
	UNDH A 2 A_SetTranslucent(0.5,0)
	UNDH A 0 A_Chase
	UNDH A 2 A_SetTranslucent(0.6,0)
	UNDH A 0 A_Chase
	UNDH A 2 A_SetTranslucent(0.7,0)
	UNDH A 45 A_SetTranslucent(0.8,0)
    UNDH A 0 A_SetTranslucent(1.0,0)
    UNDH A 1 A_Chase
    UNDH A 0 A_SetTranslucent(0.6,0)
    UNDH A 1 A_Chase
    UNDH A 0 A_SetTranslucent(0.55,0)
    UNDH A 1 A_Chase
    UNDH A 0 A_SetTranslucent(0.5,0)
    UNDH A 1 A_Chase
    UNDH A 0 A_SetTranslucent(0.45,0)
    UNDH A 1 A_Chase
    UNDH A 0 A_SetTranslucent(0.4,0)
    UNDH A 1 A_Chase
    UNDH A 0 A_SetTranslucent(0.35,0)
    UNDH A 1 A_Chase
    UNDH A 0 A_SetTranslucent(0.3,0)
    UNDH A 1 A_Chase
    UNDH A 0 A_SetTranslucent(0.25,0)
    UNDH A 1 A_Chase
    UNDH A 0 A_SetTranslucent(0.2,0)
    UNDH A 1 A_Chase
    UNDH A 0 A_SetTranslucent(0.15,0)
    UNDH A 1 A_Chase
    UNDH A 0 A_SetTranslucent(0.1,0)
    UNDH A 1 A_Chase
    UNDH A 0 A_SetTranslucent(0.05,0)
    UNDH A 1 A_Chase
    UNDH A 0 A_SetTranslucent(0,0)
    TNT1 A 1
    Stop
  }
}

ACTOR FakeSjas
{
  +FLOAT
  +NOGRAVITY
  +CLIENTSIDEONLY
  RenderStyle Translucent
  visibletoteam 0
  Alpha 0
  Speed 18
  Scale 0.8
  States
  {
  Spawn:
    FJAS A 0 A_SetTranslucent(0.05,0)
    FJAS A 1 A_Chase
    FJAS A 0 A_SetTranslucent(0.1,0)
    FJAS A 1 A_Chase
    FJAS A 0 A_SetTranslucent(0.15,0)
    FJAS A 1 A_Chase
    FJAS A 0 A_SetTranslucent(0.2,0)
    FJAS A 1 A_Chase
    FJAS A 0 A_SetTranslucent(0.25,0)
    FJAS A 1 A_Chase
    FJAS A 0 A_SetTranslucent(0.3,0)
    FJAS A 1 A_Chase
    FJAS A 0 A_SetTranslucent(0.35,0)
    FJAS A 1 A_Chase
    FJAS A 0 A_SetTranslucent(0.4,0)
    FJAS A 1 A_Chase
    FJAS A 0 A_SetTranslucent(0.45,0)
    FJAS A 1 A_Chase
    FJAS A 0 A_SetTranslucent(0.5,0)
    FJAS A 1 A_Chase
    FJAS A 0 A_SetTranslucent(0.5,0)
    FJAS A 1 A_Chase
    FJAS A 0 A_SetTranslucent(0.5,0)
    FJAS A 1 A_Chase
    FJAS A 0 A_SetTranslucent(0.5,0)
    FJAS A 1 A_Chase
    FJAS A 0 A_SetTranslucent(0.5,0)
    FJAS A 0 A_PlaySoundEx("SjasAct","Voice")
    FJAS A 0 A_SetTranslucent (0.5,0)
    FJAS A 0 A_GiveInventory("SjasTrail",1)
	FJAS AAAAAAAAAAA 1 A_Chase
	FJAS A 0 A_PlaySoundEx("SjasAct","Voice")
    FJAS A 0 A_SetTranslucent (0.5,0)
    FJAS A 0 A_GiveInventory("SjasTrail",1)
	FJAS AAAAAAAAAAA 1 A_Chase
	FJAS A 0 A_PlaySoundEx("SjasAct","Voice")
    FJAS A 0 A_SetTranslucent (0.5,0)
    FJAS A 0 A_GiveInventory("SjasTrail",1)
	FJAS AAAAAAAAAAA 1 A_Chase
	FJAS A 0 A_PlaySoundEx("SjasAct","Voice")
    FJAS A 0 A_SetTranslucent (0.5,0)
    FJAS A 0 A_GiveInventory("SjasTrail",1)
	FJAS AAAAAAAAAAA 1 A_Chase
	FJAS A 0 A_PlaySoundEx("SjasAct","Voice")
    FJAS A 0 A_SetTranslucent (0.5,0)
    FJAS A 0 A_GiveInventory("SjasTrail",1)
	FJAS AAAAAAAAAAA 1 A_Chase
    FJAS A 0 A_SetTranslucent(0.5,0)
    FJAS A 1 A_Chase
    FJAS A 0 A_SetTranslucent(0.5,0)
    FJAS A 1 A_Chase
    FJAS A 0 A_SetTranslucent(0.5,0)
    FJAS A 1 A_Chase
    FJAS A 0 A_SetTranslucent(0.5,0)
    FJAS A 1 A_Chase
    FJAS A 0 A_SetTranslucent(0.45,0)
    FJAS A 1 A_Chase
    FJAS A 0 A_SetTranslucent(0.4,0)
    FJAS A 1 A_Chase
    FJAS A 0 A_SetTranslucent(0.35,0)
    FJAS A 1 A_Chase
    FJAS A 0 A_SetTranslucent(0.3,0)
    FJAS A 1 A_Chase
    FJAS A 0 A_SetTranslucent(0.25,0)
    FJAS A 1 A_Chase
    FJAS A 0 A_SetTranslucent(0.2,0)
    FJAS A 1 A_Chase
    FJAS A 0 A_SetTranslucent(0.15,0)
    FJAS A 1 A_Chase
    FJAS A 0 A_SetTranslucent(0.1,0)
    FJAS A 1 A_Chase
    FJAS A 0 A_SetTranslucent(0.05,0)
    FJAS A 1 A_Chase
    FJAS A 0 A_SetTranslucent(0,0)
    TNT1 A 1
    Stop
  }
}

ACTOR FakeClowny
{
  RenderStyle Translucent
  +FLOAT
  +NOGRAVITY
  +CLIENTSIDEONLY
  Alpha 0
  scale 0.22
  visibletoteam 0
  Speed 15
  States
  {
  Spawn:
    CLWN A 0 A_SetTranslucent(0.05,0)
    CLWN A 1 A_Chase
    CLWN A 0 A_SetTranslucent(0.1,0)
    CLWN A 1 A_Chase
    CLWN A 0 A_SetTranslucent(0.15,0)
    CLWN A 1 A_Chase
    CLWN A 0 A_SetTranslucent(0.2,0)
    CLWN A 1 A_Chase
    CLWN A 0 A_SetTranslucent(0.25,0)
    CLWN A 1 A_Chase
    CLWN A 0 A_SetTranslucent(0.3,0)
    CLWN A 1 A_Chase
    CLWN A 0 A_SetTranslucent(0.35,0)
    CLWN A 1 A_Chase
    CLWN A 0 A_SetTranslucent(0.4,0)
    CLWN A 1 A_Chase
    CLWN A 0 A_SetTranslucent(0.45,0)
    CLWN A 1 A_Chase
    CLWN A 0 A_SetTranslucent(0.5,0)
    CLWN A 1 A_Chase
    CLWN A 0 A_SetTranslucent(0.55,0)
    CLWN A 1 A_Chase
    CLWN A 0 A_SetTranslucent(0.6,0)
    CLWN A 1 A_Chase
    CLWN A 0 A_SetTranslucent(0.65,0)
    CLWN A 1 A_Chase
    CLWN A 0 A_SetTranslucent(1.0,0)
	CLWN A 0 A_playsoundex("Clowny/taunt","Voice")
    CLWN AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Chase
	CLWN AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Chase
	CLWN AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Chase
	CLWN A 0 A_playsoundex("Clowny/taunt","Voice")
    CLWN A 0 A_SetTranslucent(1.0,0)
    CLWN A 1 A_Chase
    CLWN A 0 A_SetTranslucent(0.6,0)
    CLWN A 1 A_Chase
    CLWN A 0 A_SetTranslucent(0.55,0)
    CLWN A 1 A_Chase
    CLWN A 0 A_SetTranslucent(0.5,0)
    CLWN A 1 A_Chase
    CLWN A 0 A_SetTranslucent(0.45,0)
    CLWN A 1 A_Chase
    CLWN A 0 A_SetTranslucent(0.4,0)
    CLWN A 1 A_Chase
    CLWN A 0 A_SetTranslucent(0.35,0)
    CLWN A 1 A_Chase
    CLWN A 0 A_SetTranslucent(0.3,0)
    CLWN A 1 A_Chase
    CLWN A 0 A_SetTranslucent(0.25,0)
    CLWN A 1 A_Chase
    CLWN A 0 A_SetTranslucent(0.2,0)
    CLWN A 1 A_Chase
    CLWN A 0 A_SetTranslucent(0.15,0)
    CLWN A 1 A_Chase
    CLWN A 0 A_SetTranslucent(0.1,0)
    CLWN A 1 A_Chase
    CLWN A 0 A_SetTranslucent(0.05,0)
    CLWN A 1 A_Chase
    CLWN A 0 A_SetTranslucent(0,0)
    TNT1 A 1
    Stop
  }
}

ACTOR FakeEyesore
{
  RenderStyle Translucent
  Alpha 0
  Scale 0.165
  visibletoteam 0
  +CLIENTSIDEONLY
  Speed 15
  States
  {
  Spawn:
    2HIN A 0 A_SetTranslucent(0.05,0)
    2HIN A 1 A_Chase
    2HIN A 0 A_SetTranslucent(0.1,0)
    2HIN A 1 A_Chase
    2HIN A 0 A_SetTranslucent(0.15,0)
    2HIN A 1 A_Chase
    2HIN A 0 A_SetTranslucent(0.2,0)
    2HIN A 1 A_Chase
    2HIN A 0 A_SetTranslucent(0.25,0)
    2HIN A 1 A_Chase
    2HIN A 0 A_SetTranslucent(0.3,0)
    2HIN A 1 A_Chase
    2HIN A 0 A_SetTranslucent(0.35,0)
    2HIN A 1 A_Chase
    2HIN A 0 A_SetTranslucent(0.4,0)
    2HIN A 1 A_Chase
    2HIN A 0 A_SetTranslucent(0.45,0)
    2HIN A 1 A_Chase
    2HIN A 0 A_SetTranslucent(0.5,0)
    2HIN A 1 A_Chase
    2HIN A 0 A_SetTranslucent(0.55,0)
    2HIN A 1 A_Chase
    2HIN A 0 A_SetTranslucent(0.6,0)
    2HIN A 1 A_Chase
    2HIN A 0 A_SetTranslucent(0.65,0)
    2HIN A 1 A_Chase
    2HIN A 0 A_SetTranslucent(1.0,0)
	2HIN A 0 A_playsoundex("EyesoreAct","Voice")
    2HIN AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Chase
	2HIN AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Chase
	2HIN A 0 A_playsoundex("EyesoreAct","Voice")
	2HIN AAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Chase
    2HIN A 0 A_SetTranslucent(1.0,0)
    2HIN A 1 A_Chase
    2HIN A 0 A_SetTranslucent(0.6,0)
    2HIN A 1 A_Chase
    2HIN A 0 A_SetTranslucent(0.55,0)
    2HIN A 1 A_Chase
    2HIN A 0 A_SetTranslucent(0.5,0)
    2HIN A 1 A_Chase
    2HIN A 0 A_SetTranslucent(0.45,0)
    2HIN A 1 A_Chase
    2HIN A 0 A_SetTranslucent(0.4,0)
    2HIN A 1 A_Chase
    2HIN A 0 A_SetTranslucent(0.35,0)
    2HIN A 1 A_Chase
    2HIN A 0 A_SetTranslucent(0.3,0)
    2HIN A 1 A_Chase
    2HIN A 0 A_SetTranslucent(0.25,0)
    2HIN A 1 A_Chase
    2HIN A 0 A_SetTranslucent(0.2,0)
    2HIN A 1 A_Chase
    2HIN A 0 A_SetTranslucent(0.15,0)
    2HIN A 1 A_Chase
    2HIN A 0 A_SetTranslucent(0.1,0)
    2HIN A 1 A_Chase
    2HIN A 0 A_SetTranslucent(0.05,0)
    2HIN A 1 A_Chase
    2HIN A 0 A_SetTranslucent(0,0)
    TNT1 A 1
    Stop
  }
}

ACTOR FakeCreeper
{
  RenderStyle Translucent
  Alpha 0
  Speed 10
  visibletoteam 0
  +CLIENTSIDEONLY
  scale 0.056
  States
  {
  Spawn:
    FREP A 0 A_SetTranslucent(0.05,0)
    FREP A 1 A_Chase
    FREP A 0 A_SetTranslucent(0.1,0)
    FREP B 1 A_Chase
    FREP A 0 A_SetTranslucent(0.15,0)
    FREP A 1 A_Chase
    FREP A 0 A_SetTranslucent(0.2,0)
    FREP B 1 A_Chase
    FREP A 0 A_SetTranslucent(0.25,0)
    FREP A 1 A_Chase
    FREP A 0 A_SetTranslucent(0.3,0)
    FREP B 1 A_Chase
    FREP A 0 A_SetTranslucent(0.35,0)
    FREP A 1 A_Chase
    FREP A 0 A_SetTranslucent(0.4,0)
    FREP B 1 A_Chase
    FREP A 0 A_SetTranslucent(0.45,0)
    FREP A 1 A_Chase
    FREP A 0 A_SetTranslucent(0.5,0)
    FREP B 1 A_Chase
    FREP A 0 A_SetTranslucent(0.55,0)
    FREP A 1 A_Chase
    FREP A 0 A_SetTranslucent(0.6,0)
    FREP B 1 A_Chase
    FREP A 0 A_SetTranslucent(0.65,0)
    FREP A 1 A_Chase
    FREP A 0 A_SetTranslucent(1.0,0)
	FREP A 0 A_PlaysoundEx("creeperact", "Body")
    FREP AAAAABBBBBAAAAABBBBBAAAAABBBBBAAAAABBBBB 1 A_Chase
	FREP AAAAABBBBBAAAAABBBBBAAAAABBBBBAAAAABBBBBAAAAABBBBB 1 A_Chase
	FREP A 0 A_PlaysoundEx("creeperact", "Body")
    FREP A 0 A_SetTranslucent(1.0,0)
    FREP B 1 A_Chase
    FREP A 0 A_SetTranslucent(0.6,0)
    FREP A 1 A_Chase
    FREP A 0 A_SetTranslucent(0.55,0)
    FREP B 1 A_Chase
    FREP A 0 A_SetTranslucent(0.5,0)
    FREP A 1 A_Chase
    FREP A 0 A_SetTranslucent(0.45,0)
    FREP B 1 A_Chase
    FREP A 0 A_SetTranslucent(0.4,0)
    FREP A 1 A_Chase
    FREP A 0 A_SetTranslucent(0.35,0)
    FREP B 1 A_Chase
    FREP A 0 A_SetTranslucent(0.3,0)
    FREP A 1 A_Chase
    FREP A 0 A_SetTranslucent(0.25,0)
    FREP B 1 A_Chase
    FREP A 0 A_SetTranslucent(0.2,0)
    FREP A 1 A_Chase
    FREP A 0 A_SetTranslucent(0.15,0)
    FREP B 1 A_Chase
    FREP A 0 A_SetTranslucent(0.1,0)
    FREP A 1 A_Chase
    FREP A 0 A_SetTranslucent(0.05,0)
    FREP B 1 A_Chase
    FREP A 0 A_SetTranslucent(0,0)
	TNT1 A 1
    Stop
  }
}


ACTOR FakeJugulum
{
  +FLOAT
  +CLIENTSIDEONLY
  +NOGRAVITY
  RenderStyle Translucent
  Alpha 0
  Scale 0.14
  visibletoteam 0
  Speed 15
  States
  {
  Spawn:
    JUGY A 0 A_SetTranslucent(0.05,0)
    JUGY A 1 A_Chase
    JUGY A 0 A_SetTranslucent(0.1,0)
    JUGY A 1 A_Chase
    JUGY A 0 A_SetTranslucent(0.15,0)
    JUGY A 1 A_Chase
    JUGY A 0 A_SetTranslucent(0.2,0)
    JUGY A 1 A_Chase
    JUGY A 0 A_SetTranslucent(0.25,0)
    JUGY A 1 A_Chase
    JUGY A 0 A_SetTranslucent(0.3,0)
    JUGY A 1 A_Chase
    JUGY A 0 A_SetTranslucent(0.35,0)
    JUGY A 1 A_Chase
    JUGY A 0 A_SetTranslucent(0.4,0)
    JUGY A 1 A_Chase
    JUGY A 0 A_SetTranslucent(0.45,0)
    JUGY A 1 A_Chase
    JUGY A 0 A_SetTranslucent(0.5,0)
    JUGY A 1 A_Chase
    JUGY A 0 A_SetTranslucent(0.55,0)
    JUGY A 1 A_Chase
    JUGY A 0 A_SetTranslucent(0.6,0)
    JUGY A 1 A_Chase
    JUGY A 0 A_SetTranslucent(0.65,0)
    JUGY A 1 A_Chase
    JUGY A 0 A_SetTranslucent(1.0,0)
	JUGY A 0 A_PlaysoundEx("JugulumTaunt", "Body")
    JUGY AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Chase
	JUGY AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Chase
    JUGY A 0 A_SetTranslucent(1.0,0)
    JUGY A 1 A_Chase
    JUGY A 0 A_SetTranslucent(0.6,0)
    JUGY A 1 A_Chase
    JUGY A 0 A_SetTranslucent(0.55,0)
    JUGY A 1 A_Chase
    JUGY A 0 A_SetTranslucent(0.5,0)
    JUGY A 1 A_Chase
    JUGY A 0 A_SetTranslucent(0.45,0)
    JUGY A 1 A_Chase
    JUGY A 0 A_SetTranslucent(0.4,0)
    JUGY A 1 A_Chase
    JUGY A 0 A_SetTranslucent(0.35,0)
    JUGY A 1 A_Chase
    JUGY A 0 A_SetTranslucent(0.3,0)
    JUGY A 1 A_Chase
    JUGY A 0 A_SetTranslucent(0.25,0)
    JUGY A 1 A_Chase
    JUGY A 0 A_SetTranslucent(0.2,0)
    JUGY A 1 A_Chase
    JUGY A 0 A_SetTranslucent(0.15,0)
    JUGY A 1 A_Chase
    JUGY A 0 A_SetTranslucent(0.1,0)
    JUGY A 1 A_Chase
    JUGY A 0 A_SetTranslucent(0.05,0)
    JUGY A 1 A_Chase
    JUGY A 0 A_SetTranslucent(0,0)
    TNT1 A 1
    Stop
  }
}

ACTOR FakeMisty
{
  RenderStyle Translucent
  Alpha 0
  Scale 0.14
  +CLIENTSIDEONLY
  visibletoteam 0
  Speed 16
  States
  {
  Spawn:
    FMST A 0 A_SetTranslucent(0.05,0)
    FMST A 1 A_Chase
    FMST A 0 A_SetTranslucent(0.1,0)
    FMST A 1 A_Chase
    FMST A 0 A_SetTranslucent(0.15,0)
    FMST A 1 A_Chase
    FMST A 0 A_SetTranslucent(0.2,0)
    FMST A 1 A_Chase
    FMST A 0 A_SetTranslucent(0.25,0)
    FMST A 1 A_Chase
    FMST A 0 A_SetTranslucent(0.3,0)
    FMST A 1 A_Chase
    FMST A 0 A_SetTranslucent(0.35,0)
    FMST A 1 A_Chase
    FMST A 0 A_SetTranslucent(0.4,0)
    FMST A 1 A_Chase
    FMST A 0 A_SetTranslucent(0.45,0)
    FMST A 1 A_Chase
    FMST A 0 A_SetTranslucent(0.5,0)
    FMST A 1 A_Chase
    FMST A 0 A_SetTranslucent(0.55,0)
    FMST A 1 A_Chase
    FMST A 0 A_SetTranslucent(0.6,0)
    FMST A 1 A_Chase
    FMST A 0 A_SetTranslucent(0.65,0)
    FMST A 1 A_Chase
    FMST A 0 A_SetTranslucent(1.0,0)
	FMST A 0 A_PlaySoundEx("MistyActive","Body",1,0)
    FMST AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Chase
	FMST AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Chase
    FMST A 0 A_SetTranslucent(1.0,0)
    FMST A 1 A_Chase
    FMST A 0 A_SetTranslucent(0.6,0)
    FMST A 1 A_Chase
    FMST A 0 A_SetTranslucent(0.55,0)
    FMST A 1 A_Chase
    FMST A 0 A_SetTranslucent(0.5,0)
    FMST A 1 A_Chase
    FMST A 0 A_SetTranslucent(0.45,0)
    FMST A 1 A_Chase
    FMST A 0 A_SetTranslucent(0.4,0)
    FMST A 1 A_Chase
    FMST A 0 A_SetTranslucent(0.35,0)
    FMST A 1 A_Chase
    FMST A 0 A_SetTranslucent(0.3,0)
    FMST A 1 A_Chase
    FMST A 0 A_SetTranslucent(0.25,0)
    FMST A 1 A_Chase
    FMST A 0 A_SetTranslucent(0.2,0)
    FMST A 1 A_Chase
    FMST A 0 A_SetTranslucent(0.15,0)
    FMST A 1 A_Chase
    FMST A 0 A_SetTranslucent(0.1,0)
    FMST A 1 A_Chase
    FMST A 0 A_SetTranslucent(0.05,0)
    FMST A 1 A_Chase
    FMST A 0 A_SetTranslucent(0,0)
    TNT1 A 1
    Stop
  }
}

ACTOR FakeGravestalker
{
  Scale 0.3
  Speed 16
  visibletoteam 0
  +FLOAT
  +NOGRAVITY
  +CLIENTSIDEONLY
  States
  {
  Spawn:
    GRST A 0 A_SetTranslucent(0.05,0)
    GRST A 1 A_Chase
    GRST A 0 A_SetTranslucent(0.1,0)
    GRST A 1 A_Chase
    GRST A 0 A_SetTranslucent(0.15,0)
    GRST A 1 A_Chase
    GRST A 0 A_SetTranslucent(0.2,0)
    GRST A 1 A_Chase
    GRST A 0 A_SetTranslucent(0.25,0)
    GRST A 1 A_Chase
    GRST A 0 A_SetTranslucent(0.3,0)
    GRST A 1 A_Chase
    GRST A 0 A_SetTranslucent(0.35,0)
    GRST A 1 A_Chase
    GRST A 0 A_SetTranslucent(0.4,0)
    GRST A 1 A_Chase
    GRST A 0 A_SetTranslucent(0.45,0)
    GRST A 1 A_Chase
    GRST A 0 A_SetTranslucent(0.5,0)
    GRST A 1 A_Chase
    GRST A 0 A_SetTranslucent(0.55,0)
    GRST A 1 A_Chase
    GRST A 0 A_SetTranslucent(0.6,0)
    GRST A 1 A_Chase
    GRST A 0 A_SetTranslucent(0.65,0)
    GRST A 1 A_Chase
    GRST A 0 A_SetTranslucent(1.0,0)
	GRST A 0 A_PlaysoundEx("Gravestalker/Taunt", "Body")
    GRST AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Chase
	GRST AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Chase
    GRST A 0 A_SetTranslucent(1.0,0)
    GRST A 1 A_Chase
    GRST A 0 A_SetTranslucent(0.6,0)
    GRST A 1 A_Chase
    GRST A 0 A_SetTranslucent(0.55,0)
    GRST A 1 A_Chase
    GRST A 0 A_SetTranslucent(0.5,0)
    GRST A 1 A_Chase
    GRST A 0 A_SetTranslucent(0.45,0)
    GRST A 1 A_Chase
    GRST A 0 A_SetTranslucent(0.4,0)
    GRST A 1 A_Chase
    GRST A 0 A_SetTranslucent(0.35,0)
    GRST A 1 A_Chase
    GRST A 0 A_SetTranslucent(0.3,0)
    GRST A 1 A_Chase
    GRST A 0 A_SetTranslucent(0.25,0)
    GRST A 1 A_Chase
    GRST A 0 A_SetTranslucent(0.2,0)
    GRST A 1 A_Chase
    GRST A 0 A_SetTranslucent(0.15,0)
    GRST A 1 A_Chase
    GRST A 0 A_SetTranslucent(0.1,0)
    GRST A 1 A_Chase
    GRST A 0 A_SetTranslucent(0.05,0)
    GRST A 1 A_Chase
    GRST A 0 A_SetTranslucent(0,0)
    TNT1 A 1
    Stop
  }
}

ACTOR FakeChoke
{
  RenderStyle Translucent
  Alpha 0
  Speed 20
  +CLIENTSIDEONLY
  visibletoteam 0
  States
  {
  Spawn:
    FHOK E 0 A_SetTranslucent(0.05,0)
    FHOK E 1 A_Chase
    FHOK E 0 A_SetTranslucent(0.1,0)
    FHOK E 1 A_Chase
    FHOK E 0 A_SetTranslucent(0.15,0)
    FHOK E 1 A_Chase
    FHOK E 0 A_SetTranslucent(0.2,0)
    FHOK E 1 A_Chase
    FHOK E 0 A_SetTranslucent(0.25,0)
    FHOK E 1 A_Chase
    FHOK E 0 A_SetTranslucent(0.3,0)
    FHOK E 1 A_Chase
    FHOK E 0 A_SetTranslucent(0.35,0)
    FHOK E 1 A_Chase
    FHOK E 0 A_SetTranslucent(0.4,0)
    FHOK E 1 A_Chase
    FHOK E 0 A_SetTranslucent(0.45,0)
    FHOK E 1 A_Chase
    FHOK E 0 A_SetTranslucent(0.5,0)
    FHOK E 1 A_Chase
    FHOK E 0 A_SetTranslucent(0.55,0)
    FHOK E 1 A_Chase
    FHOK E 0 A_SetTranslucent(0.6,0)
    FHOK E 1 A_Chase
    FHOK E 0 A_SetTranslucent(0.65,0)
    FHOK E 1 A_Chase
    FHOK E 0 A_SetTranslucent(1.0,0)
	FHOK B 0 A_PlaysoundEx("choketaunt", "Body")
    CHOK BCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBC 1 A_Chase
    FHOK E 0 A_SetTranslucent(1.0,0)
    FHOK E 1 A_Chase
    FHOK E 0 A_SetTranslucent(0.6,0)
    FHOK E 1 A_Chase
    FHOK E 0 A_SetTranslucent(0.55,0)
    FHOK E 1 A_Chase
    FHOK E 0 A_SetTranslucent(0.5,0)
    FHOK E 1 A_Chase
    FHOK E 0 A_SetTranslucent(0.45,0)
    FHOK E 1 A_Chase
    FHOK E 0 A_SetTranslucent(0.4,0)
    FHOK E 1 A_Chase
    FHOK E 0 A_SetTranslucent(0.35,0)
    FHOK E 1 A_Chase
    FHOK E 0 A_SetTranslucent(0.3,0)
    FHOK E 1 A_Chase
    FHOK E 0 A_SetTranslucent(0.25,0)
    FHOK E 1 A_Chase
    FHOK E 0 A_SetTranslucent(0.2,0)
    FHOK E 1 A_Chase
    FHOK E 0 A_SetTranslucent(0.15,0)
    FHOK E 1 A_Chase
    FHOK E 0 A_SetTranslucent(0.1,0)
    FHOK E 1 A_Chase
    FHOK E 0 A_SetTranslucent(0.05,0)
    FHOK E 1 A_Chase
    FHOK E 0 A_SetTranslucent(0,0)
    TNT1 A 1
    Stop
  }
}

ACTOR FakeLamia
{
  Speed 16
  visibletoteam 0
  scale 0.8
  +FLOAT
  +NOGRAVITY
  +CLIENTSIDEONLY
  States
  {
  Spawn:
    SUFY A 0 A_SetTranslucent(0.05,0)
    SUFY A 1 A_Chase
    SUFY A 0 A_SetTranslucent(0.1,0)
    SUFY A 1 A_Chase
    SUFY A 0 A_SetTranslucent(0.15,0)
    SUFY A 1 A_Chase
    SUFY A 0 A_SetTranslucent(0.2,0)
    SUFY A 1 A_Chase
    SUFY A 0 A_SetTranslucent(0.25,0)
    SUFY A 1 A_Chase
    SUFY A 0 A_SetTranslucent(0.3,0)
    SUFY A 1 A_Chase
    SUFY A 0 A_SetTranslucent(0.35,0)
    SUFY A 1 A_Chase
    SUFY A 0 A_SetTranslucent(0.4,0)
    SUFY A 1 A_Chase
    SUFY A 0 A_SetTranslucent(0.45,0)
    SUFY A 1 A_Chase
    SUFY A 0 A_SetTranslucent(0.5,0)
    SUFY A 1 A_Chase
    SUFY A 0 A_SetTranslucent(0.55,0)
    SUFY A 1 A_Chase
    SUFY A 0 A_SetTranslucent(0.6,0)
    SUFY A 1 A_Chase
    SUFY A 0 A_SetTranslucent(0.65,0)
    SUFY A 1 A_Chase
    SUFY A 0 A_SetTranslucent(1.0,0)
	SUFY A 0 A_PlaysoundEx("Lamiataunt", "Body")
    SUFY AAAAABBBBBCCCCCDDDDDAAAAABBBBBCCCCCDDDDDAAAAABBBBBCCCCCDDDDD 1 A_Chase
	SUFY AAAAABBBBBCCCCCDDDDDAAAAABBBBBCCCCCDDDDD 1 A_Chase
    SUFY A 0 A_SetTranslucent(1.0,0)
    SUFY A 1 A_Chase
    SUFY A 0 A_SetTranslucent(0.6,0)
    SUFY A 1 A_Chase
    SUFY A 0 A_SetTranslucent(0.55,0)
    SUFY A 1 A_Chase
    SUFY A 0 A_SetTranslucent(0.5,0)
    SUFY A 1 A_Chase
    SUFY A 0 A_SetTranslucent(0.45,0)
    SUFY A 1 A_Chase
    SUFY A 0 A_SetTranslucent(0.4,0)
    SUFY A 1 A_Chase
    SUFY A 0 A_SetTranslucent(0.35,0)
    SUFY A 1 A_Chase
    SUFY A 0 A_SetTranslucent(0.3,0)
    SUFY A 1 A_Chase
    SUFY A 0 A_SetTranslucent(0.25,0)
    SUFY A 1 A_Chase
    SUFY A 0 A_SetTranslucent(0.2,0)
    SUFY A 1 A_Chase
    SUFY A 0 A_SetTranslucent(0.15,0)
    SUFY A 1 A_Chase
    SUFY A 0 A_SetTranslucent(0.1,0)
    SUFY A 1 A_Chase
    SUFY A 0 A_SetTranslucent(0.05,0)
    SUFY A 1 A_Chase
    SUFY A 0 A_SetTranslucent(0,0)
    TNT1 A 1
    Stop
  }
}

ACTOR FakeAmorbis
{
  Speed 6
  scale 1.2
  +CLIENTSIDEONLY
  visibletoteam 0
  States
  {
  Spawn:
    SKNE A 0 A_SetTranslucent(0.05,0)
    SKNE A 1 A_Chase
    SKNE A 0 A_SetTranslucent(0.1,0)
    SKNE A 1 A_Chase
    SKNE A 0 A_SetTranslucent(0.15,0)
    SKNE A 1 A_Chase
    SKNE A 0 A_SetTranslucent(0.2,0)
    SKNE A 1 A_Chase
    SKNE A 0 A_SetTranslucent(0.25,0)
    SKNE A 1 A_Chase
    SKNE A 0 A_SetTranslucent(0.3,0)
    SKNE A 1 A_Chase
    SKNE A 0 A_SetTranslucent(0.35,0)
    SKNE A 1 A_Chase
    SKNE A 0 A_SetTranslucent(0.4,0)
    SKNE A 1 A_Chase
    SKNE A 0 A_SetTranslucent(0.45,0)
    SKNE A 1 A_Chase
    SKNE A 0 A_SetTranslucent(0.5,0)
    SKNE A 1 A_Chase
    SKNE A 0 A_SetTranslucent(0.55,0)
    SKNE A 1 A_Chase
    SKNE A 0 A_SetTranslucent(0.6,0)
    SKNE A 1 A_Chase
    SKNE A 0 A_SetTranslucent(0.65,0)
    SKNE A 1 A_Chase
    SKNE A 0 A_SetTranslucent(1.0,0)
	SKNE A 0 A_PlaysoundEx("Amorbis/taunt", "Body")
    SKNE AAAAAAAAAACCCCCCCCCCDDDDDDDDDDBBBBBBBBBB 1 A_Chase
	SKNE AAAAAAAAAACCCCCCCCCCDDDDDDDDDDBBBBBBBBBB 1 A_Chase
	SKNE AAAAAAAAAACCCCCCCCCCDDDDDDDDDDBBBBBBBBBB 1 A_Chase
    SKNE A 0 A_SetTranslucent(1.0,0)
    SKNE A 1 A_Chase
    SKNE A 0 A_SetTranslucent(0.6,0)
    SKNE A 1 A_Chase
    SKNE A 0 A_SetTranslucent(0.55,0)
    SKNE A 1 A_Chase
    SKNE A 0 A_SetTranslucent(0.5,0)
    SKNE A 1 A_Chase
    SKNE A 0 A_SetTranslucent(0.45,0)
    SKNE A 1 A_Chase
    SKNE A 0 A_SetTranslucent(0.4,0)
    SKNE A 1 A_Chase
    SKNE A 0 A_SetTranslucent(0.35,0)
    SKNE A 1 A_Chase
    SKNE A 0 A_SetTranslucent(0.3,0)
    SKNE A 1 A_Chase
    SKNE A 0 A_SetTranslucent(0.25,0)
    SKNE A 1 A_Chase
    SKNE A 0 A_SetTranslucent(0.2,0)
    SKNE A 1 A_Chase
    SKNE A 0 A_SetTranslucent(0.15,0)
    SKNE A 1 A_Chase
    SKNE A 0 A_SetTranslucent(0.1,0)
    SKNE A 1 A_Chase
    SKNE A 0 A_SetTranslucent(0.05,0)
    SKNE A 1 A_Chase
    SKNE A 0 A_SetTranslucent(0,0)
    TNT1 A 1
    Stop
  }
}

Actor ImpostorJitterskullAttack : JitterskullAttack
{
DamageType "ImpostorJitter"
States{
Spawn:
TNT1 A 0
TNT1 A 0 A_Explode(15, 60, 0)//55//62//78
TNT1 A 1 A_RadiusThrust(1000, 100, 0) 
Stop
}
}

actor ImpostorJitterskullIcon : Inventory
{
  Inventory.MaxAmount 1
}

actor ImpostorGaunaIcon : Inventory
{
  Inventory.MaxAmount 1
}

actor ImpostorSjasIcon : Inventory
{
  Inventory.MaxAmount 1
}

actor ImpostorCreeperIcon : Inventory
{
  Inventory.MaxAmount 1
}

actor ImpostorUboaIcon : Inventory
{
  Inventory.MaxAmount 1
}

actor ImpostorJitterskullTempIcon : Inventory
{
  Inventory.MaxAmount 1
}

actor ImpostorGaunaTempIcon : Inventory
{
  Inventory.MaxAmount 1
}

actor ImpostorSjasTempIcon : Inventory
{
  Inventory.MaxAmount 1
}

actor ImpostorCreeperTempIcon : Inventory
{
  Inventory.MaxAmount 1
}

actor ImpostorUboaTempIcon : Inventory
{
  Inventory.MaxAmount 1
}