actor Jitterskull : PlayerPawn
{
	Health 150
	limitedtoteam 1
	Mass 700
	player.forwardmove 1.6
	player.sidemove 1.6
	Player.Maxhealth 150
	Player.DisplayName "Jitterskull"
	Player.ColorRange 112, 127
	player.soundclass "jskull"
	player.startitem "JitterskullWeapon"
	player.startitem "achievelist", 1
	Player.StartItem "IsGhoul", 1
	player.startitem "ClassInfoList", 1
	player.startitem "ArrowSingle", 65
	player.startitem "SawAmmo", 55
	player.crouchsprite ""
	SpawnID 168
	bloodtype "jitterchip"
	Species "Ghoul"
	//PainChance 256
	player.scoreicon "JSKULLST"
	damagefactor "Lightning", 1.3//1.6
	maxstepheight 180
	scale 0.11
	Damagefactor "ThrottlePews", 0.7
	Damagefactor "Bluefire", 0.0
	Damagefactor "AntiAirBolt", 0.6
	Damagefactor "RevyRifleBullet", 1.2
	Damagefactor "KarStiglitz", 1.3
	Damagefactor "Plasma", 0.8
	damagefactor "Railgun", 1.2
	Damagefactor "CodenameBeam", 1.2
	Damagefactor "minion", 0.0
	damagefactor "normal", 0.8
	damagefactor "ChexWarrior", 0.8
	Damagefactor "ZombieIce", 0.0
    Damagefactor "ZombiePoison", 0.0
	Damagefactor "ZombieSlaps", 0.0
	Damagefactor "Tenebra", 0.0
	Damagefactor "Judgement", 0.0
	Damagefactor "ice", 0.4
	Damagefactor "ice2", 0.4
	Damagefactor "AltIce2", 0.4
	Damagefactor "fire2", 0.4
	Damagefactor "RenegadeFire", 0.4
	Damagefactor "AltFire2", 0.4
	+NOICEDEATH
	+FLOORHUGGER
	+THRUSPECIES
	+QUICKTORETALIATE
	player.jumpz 0
	States
	{
	Spawn:
	JSKL A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	JSKL A 0 Setplayerproperty(0,0,4)
	JSKL A 0 A_Changeflag("shootable",true)
	JSKL A 1
	loop
	See:
	TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	JSKL A 0 A_JumpIfHealthLower(75,"INeedHealingSee")
	JSKL A 0 A_Changeflag("shootable",true)
	JSKL A 0 A_PlaysoundEx("skullact", "Body")
	JSKL ABCBABCABCABCABC 1
	TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	JSKL A 1 A_Recoil(-300)//ACS_ExecuteAlways(506, 0)
	JSKL A 0 A_GiveInventory("SkullDelay",1)
	JSKL A 0 A_Stop
	Goto Spawn
	INeedHealingSee:
	TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	JSKL A 0 A_SpawnItemEx("GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
	JSKL A 0 A_SpawnItemEx("GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
	JSKL A 0 A_SpawnItemEx("64GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
	JSKL A 0 A_SpawnItemEx("64GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
	JSKL A 0 A_Changeflag("shootable",true)
	JSKL A 0 A_PlaysoundEx("skullact", "Body")
	JSKL ABCBABCABCABCABC 1
	TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	JSKL A 1 A_Recoil(-300)//ACS_ExecuteAlways(506, 0)
	JSKL A 0 A_GiveInventory("SkullDelay",1)
	JSKL A 0 A_Stop
	Goto Spawn
	Missile:
	TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	JSKL A 1 A_Changeflag("shootable",true)
	JSKL A 1 A_JumpIfInventory("Clip", 1, "Dive")
	JSKL A 0 A_PlaysoundEx("skullact", "Body")
	JSKL ABCBABCABCABCABCABCABC 1 ACS_ExecuteAlways(998,0)
	Goto Spawn
	Dive:
	TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	JSKL A 0 A_Changeflag("shootable",true)
	JSKL D 16
	Goto Spawn
	Pain.GwenPlasma2:
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		JSKL A 0 Setplayerproperty(0,0,4)
		JSKL A 0 A_Pain
		JSKL A 20 Setplayerproperty(0,1,0)
		JSKL A 2 Setplayerproperty(0,0,0)
		Goto Spawn
	GwenGoddessDeath:
		TNT1 A 0 SetPlayerProperty(0,1,4)
		TNT1 A 0 A_SetTranslucent (1.0, 0)
		TNT1 A 0 A_SpawnItemEx("GwenTimeImplosionRing")
		TNT1 A 0 A_Playsound("Gwen/DivineExplosionSound",6,1,0,ATTN_NONE)
		JSKL D 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:
	JSKL A 0 A_GiveToTarget("KillBeep",1)
	JSKL A 0 A_NoBlocking
	TNT1 A 0 A_SpawnItemEx("AdditionalGhoulDeathVFX")
	JSKL A 0 A_ChangeFlag ("TELESTOMP", 0)
	JSKL A 0 A_StopSoundEx("Voice")
	JSKL D 0 A_TakeInventory("KilledCount",999)
	JSKL D 0 A_GiveToTarget("KilledMe",1)
	JSKL D 0 A_GiveToTarget("KilledJitter",1)
	JSKL D 1 A_PlaySoundEx("skulldie", "Voice")
	JSKL D 1 A_NoBlocking
	JSKL D 0 A_Fall
	JSKL DDDDDDDDDDDDDDDDDDDD 1 A_CustomMissile("ArchvileFirex2", 2, 0, random(0,360), 2,0)
	TNT1 AAAAAAAAAAA 1 A_CustomMissile("ArchvileFirex2", 0, 0, random(0,360), 2,0)
	TNT1 A -1
	Stop
	DeathAnimAlt:
	JSKL A 0 A_GiveToTarget("KillIndicator",1)
	JSKL A 0 A_NoBlocking
	TNT1 A 0 A_SpawnItemEx("AdditionalGhoulDeathVFX")
	JSKL A 0 A_ChangeFlag ("TELESTOMP", 0)
	JSKL A 0 A_StopSoundEx("Voice")
	JSKL D 0 A_TakeInventory("KilledCount",999)
	JSKL D 0 A_GiveToTarget("KilledMe",1)
	JSKL D 0 A_GiveToTarget("KilledJitter",1)
	JSKL D 1 A_PlaySoundEx("skulldie", "Voice")
	JSKL D 1 A_NoBlocking
	JSKL D 0 A_Fall
	JSKL DDDDDDDDDDDDDDDDDDDD 1 A_CustomMissile("ArchvileFirex2", 2, 0, random(0,360), 2,0)
	TNT1 AAAAAAAAAAA 1 A_CustomMissile("ArchvileFirex2", 0, 0, random(0,360), 2,0)
	TNT1 A -1
	Stop
	Death.ChexWarrior:
	JSKL A 0 A_GiveToTarget("KillIndicator",1)
	JSKL A 0 A_ChangeFlag ("TELESTOMP", 0)
	JSKL A 0 A_StopSoundEx("Voice")
	JSKL A 0 A_TakeInventory("KilledCount",999)
	JSKL A 0 A_GiveToTarget("KilledMe",1)
	JSKL A 0 A_GiveToTarget("KilledJitter",1)
	JSKL A 0 A_SpawnItemEx("ChexCereal",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
	JSKL A 0 A_GiveToTarget("ChexArmorBonus",25)
	JSKL A 0 A_GiveToTarget("ChexBoop",1)
	JSKL A 0 A_Stop
	JSKL A 0 A_NoGravity
	JSKL A 0 A_ChangeFlag("DONTGIB",1)
	JSKL A 0 A_PlaySoundEx("Teleport/Chex",7)
	JSKL A 0 A_PlaySoundEx("jitpain", "Body")
	JSKL D 3 A_SpawnItem("BigZorch")
	JSKL D 3 A_SetTranslucent(0.9,0)
	JSKL D 0 A_Scream
	JSKL D 3 A_SetTranslucent(0.8,0)
	JSKL D 0 A_NoBlocking
	JSKL D 3 A_SetTranslucent(0.7,0)
	JSKL D 3 A_SetTranslucent(0.6,0)
	JSKL D 3 A_SetTranslucent(0.5,0)
	JSKL D 3 A_SetTranslucent(0.4,0)
	JSKL D 3 A_SetTranslucent(0.3,0)
	JSKL D 3 A_SetTranslucent(0.2,0)
	JSKL D 3 A_SetTranslucent(0.1,0) 
	TNT1 A 1 A_SetTranslucent(1,0)
	TNT1 A -1
	Stop
	Death.CarolineDamage:
	NULL A 0 A_SpawnItemEx("CarolineHeart",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
	Goto Death.UnmakerLaser
	Death.MapGibber:
	TNT1 A 0 A_PlaySound("car/hit",chan_auto)
	Death.MapGibber2:
	Death.UnmakerLaser:
	TNT1 A 0 A_GiveToTarget("KillBeep",1)
	TNT1 A 0 A_SpawnItemEx("AdditionalGhoulDeathVFX")
	TNT1 A 0 A_TakeInventory("KilledCount",999)
	TNT1 A 0 A_GiveToTarget("KilledMe",1)
	TNT1 A 0 A_GiveToTarget("KilledJitter",1)
	TNT1 A 1
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_Gravity
	TNT1 A 0 A_CustomMissile("ArchvileFirex",0,0,0,2)
	TNT1 A 0 A_CustomMissile("ArchvileFirex",0,0,30,2)
	TNT1 A 0 A_CustomMissile("ArchvileFirex",0,0,60,2)
	TNT1 A 0 A_CustomMissile("ArchvileFirex",0,0,90,2)
	TNT1 A 0 A_CustomMissile("ArchvileFirex",0,0,120,2)
	TNT1 A 0 A_CustomMissile("ArchvileFirex",0,0,150,2)
	TNT1 A 0 A_CustomMissile("ArchvileFirex",0,0,180,2)
	TNT1 A 0 A_CustomMissile("ArchvileFirex",0,0,-30,2)
	TNT1 A 0 A_CustomMissile("ArchvileFirex",0,0,-60,2)
	TNT1 A 0 A_CustomMissile("ArchvileFirex",0,0,-90,2)
	TNT1 A 0 A_CustomMissile("ArchvileFirex",0,0,-120,2)
	TNT1 A 0 A_CustomMissile("ArchvileFirex",0,0,-150,2)
	TNT1 A 1 A_SpawnItemEx("SoulGIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
	TNT1 A 1 A_SpawnItemEx("JitterGIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
	TNT1 A -1
	Stop
	Pain.Vivi:
	JSKL B 0 A_SetPitch(pitch - 3.0)
	JSKL B 0 A_SetAngle(angle + (random(-50,50)/10))
	Goto See
	Pain.ViviMine:
	JSKL B 0 ThrustThingZ(0,70,0,0)
	Goto spawn
	Death.LoWangVampiric:
	TNT1 A 0 A_GiveToTarget("SWLoWangBloody",1)
	TNT1 A 0 A_JumpIfInventory("BloodCurseItem",1,"Death",AAPTR_TARGET)
	TNT1 A 0 A_GiveToTarget("Health",20)
	Goto Death
	Death.SkarletPistolDrain:
	TNT1 A 0 A_JumpIfInventory("BloodCurseItem",1,"Death",AAPTR_TARGET)
	TNT1 A 0 A_GiveToTarget("Health",50)
	Goto Death
	Death.SkarletVampiric:
	TNT1 A 0 A_JumpIfInventory("BloodCurseItem",1,"Death",AAPTR_TARGET)
	TNT1 A 0 A_GiveToTarget("Health",60)
	Goto Death
	Pain.AltIce2:
	 JSKL A 22 
	 JSKL A 0
	 JSKL A 1 ACS_ExecuteAlways(999,0)
	Goto See
	Death.Lightning:
	JSKL A 0 A_JumpIfInTargetInventory("LightningPower", 4, "GiveAch")
	JSKL A 0 A_JumpIfInTargetInventory("LightningPower", 3, "GiveAch")
	Goto DeathAnim
	GiveAch:
	JSKL A 0 A_GiveToTarget("SnipeCount", 1)
	Goto DeathAnim
	Death.MarineShotgun:
	JSKL D 0 A_GiveToTarget("grenadeammo",1)
	JSKL D 0 A_GiveToTarget("shell",3)
	JSKL D 0 A_GiveToTarget("clip1",20)
	Goto DeathAnim
	Death.Marinemachinegun:
	JSKL D 0 A_GiveToTarget("grenadeammo",1)
	JSKL D 0 A_GiveToTarget("shell",3)
	JSKL D 0 A_GiveToTarget("clip1",20)
	Goto Deathanim
	Death.Marinepistol:
	JSKL D 0 A_GiveToTarget("grenadeammo",1)
	JSKL D 0 A_GiveToTarget("shell",3)
	JSKL D 0 A_GiveToTarget("clip1",20)
	Goto Deathanim
	Death.DoomChainSaw:
	TNT1 A 0 A_GiveToTarget("cell",50)
	TNT1 A 0 A_GiveToTarget("RocketAmmo",5)
	TNT1 A 0 A_GiveToTarget("clip1",50)
	TNT1 A 0 A_GiveToTarget("Shell",10)
	Goto Death
	Death.D64Pistol:
	TNT1 A 0 A_GiveToTarget("D64UnmakerUpgrades",1)
	TNT1 A 0 A_GiveToTarget("Cell",75)
	TNT1 A 0 A_GiveToTarget("D64KilledCount",1)
	Goto DeathAnimAlt
	Death.Plasma:
	TNT1 A 0 A_GiveToTarget("CyborgFuel",25)
	Goto DeathAnim
	Death.Telefrag:
	Goto Death.UnmakerLaser
	Death.CrapPlasma:
	JSKL D 0 A_GiveToTarget("Unlock9",1)
	Goto DeathAnim
	Death.Creeper:
	JSKL D 0 A_PlaySoundEx("creeperattack", "Body")
	JSKL D 0 ACS_ExecuteAlways(997,0)
	JSKL D 0 A_GiveToTarget("Creeperheal",1)
	Goto DeathAnim
	Death.Grenade:
	JSKL D 0 A_GiveToTarget("KilledG",1)
	Goto DeathAnim
	Death.Ghosttrap:
	JSKL D 0 A_GiveToTarget("KilledG",1)
	Goto DeathAnim
	Death.ice2:
	JSKL D 0 A_GiveToTarget("Killedice2",1)
	Goto DeathAnim
	Death.fire2:
	JSKL D 0 A_GiveToTarget("Killedfire2",1)
	Goto DeathAnim
	Death.Railgun:
	JSKL D 0 A_GiveToTarget("Killedlightning",1)
	Goto DeathAnim
	Death.ChexWarriorPistol:
	Death.ChexWarriorChainsaw:
	Goto Death.ChexWarrior
	Death.RenegadeBullets:
	Death.RenegadeFire:
	Death.ArtilleryDamage:
		TNT1 A 0 A_GiveToTarget("RenegadeKillItem",1)
		Goto DeathAnimAlt
	Death.CalebDynamite:
		TNT1 A 0 A_GiveToTarget("KilledG",1)
	Death.CalebShotgun:
	Death.CalebRevolver:
		TNT1 A 0 A_GiveToTarget("Health",20)
		TNT1 A 0 A_SpawnItemEx("CalebHeart",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		TNT1 A 0 A_GiveToTarget("CalebHeartbeat",1)
		Goto DeathAnimAlt
	}
}

Actor JitterskullWeapon : Weapon
{
   Weapon.SelectionOrder 350
   Inventory.PickupSound ""
   Weapon.SlotNumber 1
   Inventory.PickupMessage ""
   Obituary "%o was crunched by %k" 
   //Weapon.AmmoType "GhoulAmmo"
   //Weapon.AmmoGive 100
   //Weapon.AmmoUse 0
   +WEAPON.NOAUTOAIM
   +WEAPON.MELEEWEAPON
   Weapon.Kickback 0
   Weapon.YAdjust 0
   +INVENTORY.UNDROPPABLE
   inventory.icon "SKULLATT"
   States
   {
   Spawn:
      BPAK A 400
      Stop
   Ready:
      JTRM A 0 ACS_ExecuteAlways(999,0)
      JTRM A 1 A_WeaponReady
      Goto Ready+1
   Deselect:
	  JTRM A 1 A_Lower
      Loop
   Select:
      JTRM A 1 A_Raise
      Goto Select
   Fire:
	 JTRM A 0 A_JumpIfInventory("SkullDelay",1,"ShortFire")//Shorter attack.
     JTRM A 0 A_GiveInventory("Clip",1)
   	 JTRM A 0 A_Stop
     JTRM A 0 A_Recoil(-56)
	 JTRM A 0 A_Playweaponsound("skullattack")
	 JTRM A 0 SetPlayerProperty(0, 1, 0)
	 //JTRM AAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 45) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 55) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 65) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 75) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 85) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 95) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 105) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 115) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 125) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM AAAAAAAA 1 offset (0, 135) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 0 A_JumpIfInventory("Crunched",1,"BloodReturn")
	 JTRM A 1 offset (0, 125) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 115) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 105) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 95) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 85) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 75) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 65) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 55) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 45) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 18 offset (0, 32) SetPlayerProperty(0, 0, 0)
	 JTRM A 0 offset (0, 32)
	 JTRM A 0 A_TakeInventory("Clip",9999)
	 JTRM A 0 A_JumpIfInventory("Crunched",1,"BloodDelay")
	 JTRM A 6 A_TakeInventory("Crunched",999)
	 JTRM A 4//8//13
	 goto Ready
	 ShortFire:
	 JTRM A 0 A_JumpIfInventory("Desperation", 2, "DFire")
	 JTRM A 0 A_JumpIfInventory("Desperation", 3, "DFire")
	 JTRM A 0 A_GiveInventory("Clip",1)
   	 JTRM A 0 A_Stop
     JTRM A 0 A_Recoil(-42)//-45//-56
	 Goto Fire+4//Skip the first few lines.
	 DFire:
	 JTRM A 0 A_JumpIfInventory("Desperation", 3, "DFire2")
	 JTRM A 0 A_GiveInventory("Clip",1)
   	 JTRM A 0 A_Stop
     JTRM A 0 A_Recoil(-48)
	 Goto Fire+4
	 DFire2:
	 JTRM A 0 A_GiveInventory("Clip",1)
   	 JTRM A 0 A_Stop
     JTRM A 0 A_Recoil(-56)
	 Goto Fire+4
	 BloodReturn:
	 JTRM B 1 offset (0, 125) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM B 1 offset (0, 115) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM B 1 offset (0, 105) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM B 1 offset (0, 95) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM B 1 offset (0, 85) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM B 1 offset (0, 75) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM B 1 offset (0, 65) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM B 1 offset (0, 55) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM B 1 offset (0, 45) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM B 18 offset (0, 32) SetPlayerProperty(0, 0, 0)
	 JTRM B 0 A_TakeInventory("Clip",9999)
	 goto BloodDelay
	 BloodDelay:
	 JTRM A 0 A_TakeInventory("Crunched",999)
	 JTRM B 2 offset (0, 32) A_PlaySoundEx("skulleating","Voice")
	 JTRM B 0 Healthing(2)
	 JTRM B 0 A_SpawnItemEx("NashGore_FlyingBlood", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)
	 JTRM B 0 A_SpawnItemEx("NashGore_FlyingBlood", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)
	 JTRM B 0 A_SpawnItemEx("NashGore_FlyingBlood", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)
	 JTRM B 0 A_SpawnItemEx("NashGore_FlyingBlood", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)
	 JTRM B 2 offset (5, 37)
	 JTRM B 2 offset (10, 42)
	 JTRM B 2 offset (15, 47)
	 JTRM B 2 offset (10, 52)
	 JTRM B 2 offset (5, 57)
	 JTRM B 2 offset (0, 62)
	 JTRM B 2 offset (-5, 57)
	 JTRM B 2 offset (-10, 52)
	 JTRM B 2 offset (-15, 47)
	 JTRM B 2 offset (-10, 42)
	 JTRM B 2 offset (-5, 37)
	 JTRM B 2 offset (0, 32)
	 JTRM B 0 Healthing(2)
	 JTRM B 0 A_SpawnItemEx("NashGore_FlyingBlood", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)
	 JTRM B 0 A_SpawnItemEx("NashGore_FlyingBlood", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)
	 JTRM B 0 A_SpawnItemEx("NashGore_FlyingBlood", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)
	 JTRM B 0 A_SpawnItemEx("NashGore_FlyingBlood", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)
	 JTRM C 2 offset (5, 37)
	 JTRM C 2 offset (10, 42)
	 JTRM C 2 offset (15, 47)
	 JTRM C 2 offset (10, 52)
	 JTRM C 2 offset (5, 57)
	 JTRM C 2 offset (0, 62)
	 JTRM C 2 offset (-5, 57)
	 JTRM C 2 offset (-10, 52)
	 JTRM C 2 offset (-15, 47)
	 JTRM C 2 offset (-10, 42)
	 JTRM C 2 offset (-5, 37)
	 JTRM C 2 offset (0, 32)
	 JTRM C 0 Healthing(2)
	 JTRM C 0 A_SpawnItemEx("NashGore_FlyingBlood", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)
	 JTRM C 0 A_SpawnItemEx("NashGore_FlyingBlood", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)
	 JTRM C 0 A_SpawnItemEx("NashGore_FlyingBlood", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)
	 JTRM C 0 A_SpawnItemEx("NashGore_FlyingBlood", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)
	 JTRM D 2 offset (5, 37)
	 JTRM D 2 offset (10, 42)
	 JTRM D 2 offset (15, 47)
	 JTRM D 2 offset (10, 52)
	 JTRM D 2 offset (5, 57)
	 JTRM D 2 offset (0, 62)
	 JTRM D 2 offset (-5, 57)
	 JTRM D 2 offset (-10, 52)
	 JTRM D 2 offset (-15, 47)
	 JTRM D 2 offset (-10, 42)
	 JTRM D 2 offset (-5, 37)
	 JTRM D 2 offset (0, 32)
	 JTRM D 0 Healthing(2)
	 JTRM D 0 A_SpawnItemEx("NashGore_FlyingBlood", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)
	 JTRM D 0 A_SpawnItemEx("NashGore_FlyingBlood", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)
	 JTRM D 0 A_SpawnItemEx("NashGore_FlyingBlood", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)
	 JTRM D 0 A_SpawnItemEx("NashGore_FlyingBlood", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)
	 JTRM E 2 offset (5, 37)
	 JTRM E 2 offset (10, 42)
	 JTRM E 2 offset (15, 47)
	 JTRM E 2 offset (10, 52)
	 JTRM E 2 offset (5, 57)
	 JTRM E 2 offset (0, 62)
	 JTRM E 2 offset (-5, 57)
	 JTRM E 2 offset (-10, 52)
	 JTRM E 2 offset (-15, 47)
	 JTRM E 2 offset (-10, 42)
	 JTRM E 2 offset (-5, 37)
	 JTRM E 2 offset (0, 32)
	 JTRM E 0 Healthing(2)
	 JTRM E 0 A_PlaySound("skultaunt",CHAN_7)
	 JTRM E 0 A_SpawnItemEx("NashGore_FlyingBlood", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)
	 JTRM E 0 A_SpawnItemEx("NashGore_FlyingBlood", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)
	 JTRM E 0 A_SpawnItemEx("NashGore_FlyingBlood", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)
	 JTRM E 0 A_SpawnItemEx("NashGore_FlyingBlood", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)
	 JTRM E 0 A_JumpIfInventory("Desperation", 5, "Recover")//Normal recovery times on max boost.
	 JTRM E 0 A_JumpIfInventory("Desperation", 2, "BloodDelay2")
	 JTRM E 0 A_JumpIfInventory("Desperation", 3, "BloodDelay2")
	 JTRM E 0 A_StopSound(CHAN_VOICE)
	 Goto Ready
	 Recover:
	 JTRM B 0 A_StopSound(CHAN_VOICE)
	 Goto Ready
	 BloodDelay2:
	 JTRM B 0 Healthing(2)
	 JTRM B 0 A_SpawnItemEx("NashGore_FlyingBlood", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)
	 JTRM B 0 A_SpawnItemEx("NashGore_FlyingBlood", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)
	 JTRM B 0 A_SpawnItemEx("NashGore_FlyingBlood", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)
	 JTRM B 0 A_SpawnItemEx("NashGore_FlyingBlood", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)
	 JTRM D 2 offset (5, 37)
	 JTRM D 2 offset (10, 42)
	 JTRM D 2 offset (15, 47)
	 JTRM D 2 offset (10, 52)
	 JTRM D 2 offset (5, 57)
	 JTRM D 2 offset (0, 62)
	 JTRM D 2 offset (-5, 57)
	 JTRM D 2 offset (-10, 52)
	 JTRM D 2 offset (-15, 47)
	 JTRM D 2 offset (-10, 42)
	 JTRM D 2 offset (-5, 37)
	 JTRM D 2 offset (0, 32)
	 JTRM B 0 Healthing(2)
	 JTRM B 0 A_SpawnItemEx("NashGore_FlyingBlood", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)
	 JTRM B 0 A_SpawnItemEx("NashGore_FlyingBlood", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)
	 JTRM B 0 A_SpawnItemEx("NashGore_FlyingBlood", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)
	 JTRM B 0 A_SpawnItemEx("NashGore_FlyingBlood", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)
	 JTRM E 2 offset (5, 37)
	 JTRM E 2 offset (10, 42)
	 JTRM E 2 offset (15, 47)
	 JTRM E 2 offset (10, 52)
	 JTRM E 2 offset (5, 57)
	 JTRM E 2 offset (0, 62)
	 JTRM E 2 offset (-5, 57)
	 JTRM E 2 offset (-10, 52)
	 JTRM E 2 offset (-15, 47)
	 JTRM E 2 offset (-10, 42)
	 JTRM E 2 offset (-5, 37)
	 JTRM B 0 A_StopSound(CHAN_VOICE)
	 Goto Ready
	AltFire:
	 JTRM A 0 A_Stop
	 JTRM A 22 
	 JTRM A 0 A_ReFire
	 JTRM A 1 ACS_ExecuteAlways(999,0)
	 Goto Ready
   }
}


actor SkullDelay : PowerDamage //If affected by this attacks have less range.
{
damagefactor "nothing", 1.0
powerup.duration 17
}

Actor JitterskullAttack
{
PROJECTILE
+FORCERADIUSDMG
Speed 30
Radius 2
Height 2
Obituary "%o was crunched by %k"
damagetype "Jitter"
damage 3
States{
Spawn:
TNT1 A 0
TNT1 A 0 A_Explode(50, 60, 0)//55//62//78
TNT1 A 1 A_RadiusThrust(1000, 100, 0) 
Stop
}
}

/*actor HoldRight : Inventory
{
inventory.amount 1
inventory.maxamount 1
States
{
Spawn:
TNT1 A 1
loop
}
}*/

Actor BotJitterskullWeapon : JitterskullWeapon//Weapon
{
   Weapon.SelectionOrder 350
   Inventory.PickupSound ""
   Weapon.SlotNumber 1
   Inventory.PickupMessage ""
   Obituary "%o was crunched by %k" 
   //Weapon.AmmoType "GhoulAmmo"
   //Weapon.AmmoGive 100
   //Weapon.AmmoUse 0
   +WEAPON.NOAUTOAIM
   Weapon.Kickback 0
   Weapon.YAdjust 0
   +INVENTORY.UNDROPPABLE
   inventory.icon "SKULLATT"
   States
   {
   Spawn:
      BPAK A 400
      Stop
   Fire:
     JTRM A 0 A_GiveInventory("Clip",1)
   	 JTRM A 0 A_Stop
     JTRM A 0 A_Recoil(-49)//56
	 JTRM A 0 A_Playweaponsound("skullattack")
	 JTRM A 0 SetPlayerProperty(0, 1, 0)
	 //JTRM AAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 45) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 55) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 65) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 75) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 85) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 95) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 105) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 115) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 125) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM AAAAAAAA 1 offset (0, 135) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 0 A_JumpIfInventory("Crunched",1,"BloodReturn")
	 JTRM A 1 offset (0, 125) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 115) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 105) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 95) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 85) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 75) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 65) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 55) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 45) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 18 offset (0, 32) SetPlayerProperty(0, 0, 0)
	 JTRM A 0 offset (0, 32)
	 JTRM A 0 A_TakeInventory("Clip",9999)
	 JTRM A 0 A_JumpIfInventory("Crunched",1,"BloodDelay")
	 JTRM A 6 A_TakeInventory("Crunched",999)
	 JTRM A 13//8//13 - Makes them charge further.
	 goto Ready
   }
}

actor SonicCooldown : PowerDamage
{
damagefactor "nothing", 1.0
powerup.duration 48
}

Actor BotSuperJitterskullWeapon : JitterskullWeapon//Weapon
{//The cheating weapon for bots. Heh.
   Weapon.SelectionOrder 350
   Inventory.PickupSound ""
   Weapon.SlotNumber 1
   Inventory.PickupMessage ""
   Obituary "%o was crunched by %k" 
   //Weapon.AmmoType "GhoulAmmo"
   //Weapon.AmmoGive 100
   //Weapon.AmmoUse 0
   +WEAPON.NOAUTOAIM
   Weapon.Kickback 0
   Weapon.YAdjust 0
   +INVENTORY.UNDROPPABLE
   inventory.icon "SKULLATT"
   States
   {
   Spawn:
      BPAK A 400
      Stop
   Fire:
     JTRM A 0 A_Jump(32,"SSCharge")
     JTRM A 0 A_GiveInventory("Clip",1)
   	 JTRM A 0 A_Stop
     JTRM A 0 A_Recoil(-50)
	 JTRM A 0 A_Playweaponsound("skullattack")
	 JTRM A 0 SetPlayerProperty(0, 1, 0)
	 //JTRM AAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 45) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 55) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 65) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 75) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 85) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 95) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 105) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 115) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 125) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM AAAAAAAA 1 offset (0, 135) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 0 A_JumpIfInventory("Crunched",1,"BloodReturn")
	 JTRM A 1 offset (0, 125) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 115) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 105) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 95) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 85) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 75) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 65) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 55) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 45) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 18 offset (0, 32) SetPlayerProperty(0, 0, 0)
	 JTRM A 0 offset (0, 32)
	 JTRM A 0 A_TakeInventory("Clip",9999)
	 JTRM A 0 A_JumpIfInventory("Crunched",1,"BloodDelay")
	 JTRM A 6 A_TakeInventory("Crunched",999)
	 JTRM A 15//8//13 - Makes them charge further.
	 goto Ready
   SSCharge:
     JTRM A 0 A_JumpIfInventory("SonicCooldown",1, "Ready")
   	 JTRM A 0 A_Stop
	 JTRM A 0 SetPlayerProperty(0, 1, 0)
	 JTRM A 0 A_Playweaponsound("skullattack")
	 JTRM A 0 A_Recoil(-20)//30
     JTRM A 0 A_Recoil(-60)
	 JTRM A 0 A_SpawnItemEx("DecSjasWave")
	 JTRM A 0 A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 0 A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 0 A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 60) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 0 offset (0, 140) A_SpawnItemEx ("DecSjasWave", 0, 0, 28, 0, 0, 0, 0, 0, 0)
	 JTRM A 0 offset (0, 80) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 0 offset (0, 80) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 0 offset (0, 80) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 80) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 0 offset (0, 140) A_SpawnItemEx ("DecSjasWave", 0, 0, 28, 0, 0, 0, 0, 0, 0)
	 JTRM A 0 offset (0, 100) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 0 offset (0, 100) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 0 offset (0, 100) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 100) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 0 offset (0, 140) A_SpawnItemEx ("DecSjasWave", 0, 0, 28, 0, 0, 0, 0, 0, 0)
	 JTRM A 0 offset (0, 120) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 0 offset (0, 120) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 0 offset (0, 120) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 120) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 0 offset (0, 140) A_SpawnItemEx ("DecSjasWave", 0, 0, 28, 0, 0, 0, 0, 0, 0)
	 JTRM A 0 offset (0, 140) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 0 offset (0, 140) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 0 offset (0, 140) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 140) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 0 offset (0, 140) A_SpawnItemEx ("DecSjasWave", 0, 0, 28, 0, 0, 0, 0, 0, 0)
	 JTRM A 0 offset (0, 140) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 0 offset (0, 140) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 0 offset (0, 140) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 140) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 0 offset (0, 140) A_SpawnItemEx ("DecSjasWave", 0, 0, 28, 0, 0, 0, 0, 0, 0)
	 JTRM A 0 offset (0, 140) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 0 offset (0, 140) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 0 offset (0, 140) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 140) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 0 offset (0, 140) A_SpawnItemEx ("DecSjasWave", 0, 0, 28, 0, 0, 0, 0, 0, 0)
	 JTRM A 0 offset (0, 140) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 0 offset (0, 140) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 0 offset (0, 140) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 140) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 0 offset (0, 140) A_SpawnItemEx ("DecSjasWave", 0, 0, 28, 0, 0, 0, 0, 0, 0)
	 JTRM A 0 offset (0, 140) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 0 offset (0, 140) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 0 offset (0, 140) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 140) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 0 offset (0, 140) A_SpawnItemEx ("DecSjasWave", 0, 0, 28, 0, 0, 0, 0, 0, 0)
	 JTRM A 0 offset (0, 140) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 0 offset (0, 140) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 0 offset (0, 140) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 140) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 0 offset (0, 120) A_SpawnItemEx("DecSjasWave")
	 JTRM A 1 offset (0, 120)
	 JTRM A 1 offset (0, 100)
	 JTRM A 1 offset (0, 80)
	 JTRM A 1 offset (0, 60)
	 JTRM A 0 A_Stop
	 JTRM A 8 //SetPlayerProperty(0, 0, 0)
	 JTRM A 0 A_Recoil(-1)
	 JTRM A 31//22//14
	 JTRM A 0 SetPlayerProperty(0, 0, 0)
	 JTRM A 0 A_GiveInventory("SonicCooldown",1)
	 JTRM A 20
	 Goto Ready
   }
}