ACTOR Sawyer : PlayerPawn
{
  Health 300
  Player.Maxhealth 200
  Mass 1000
  PainChance 255
  bloodcolor "DarkRed"
  Species "Ghoul"
  Scale 1.4
  Player.ColorRange 112, 127
  Player.WeaponSlot 1, GhoulChainsawX
  Player.DisplayName "Sawyer"
  Player.StartItem "BearTarpsAmmo", 5
  Player.StartItem "GhoulChainsawX", 1
  Player.StartItem "SawyerRageammo",0
  Player.StartItem "IsGhoul", 1
  Player.StartItem "Screamer", 0
  Player.ViewHeight 60
  Player.ForwardMove 0.6
  Player.SideMove 0.6
  LimitedToTeam 1
  Damagefactor "melee", 0.6
  Damagefactor melee, 0.6
  Damagefactor "Divine", 1.2
  Damagefactor "Railgun", 0.6
  Damagefactor "CodenameBeam", 0.6
  Damagefactor "Termissiles", 0.6
  Damagefactor "SamDeagle", 0.6
  damagefactor "CryoXBow", 0.6
  Damagefactor "IlluNukeKABUUM", 0.6
  Damagefactor "Bluefire", 0.0
  Damagefactor "AntiAirBolt", 0.6
  Damagefactor "normal", 0.6
  Damagefactor "ChexWarrior", 0.6
  Damagefactor "PistolBullets", 0.6
  Damagefactor "CalebRevolver", 0.6
  Damagefactor "ChexWarriorPistol", 0.6
  Damagefactor "IlluPewpewRifle", 0.6
  Damagefactor "Elecstorm", 0.6
  Damagefactor "Plasma", 0.6
  Damagefactor "ice", 0.3
  Damagefactor "ice2", 0.3
  Damagefactor "AltIce2", 0.3
  Damagefactor "fire2", 0.6
  Damagefactor "RenegadeFire", 0.6
  Damagefactor "minion", 0.0
  Damagefactor "AltFire2", 0.6
  Damagefactor "RevyRifleBullet", 0.6
  Damagefactor "KarStiglitz", 0.6
  Damagefactor "Grenade", 0.6
  DamageFactor "CalebDynamite", 0.6
  Damagefactor "InariPlasma", 0.6
  Damagefactor "SamDeagle", 0.6
  Damagefactor "ZombieIce", 0.0
  Damagefactor "ZombiePoison", 0.0
  Damagefactor "ZombieSlaps", 0.0
  Damagefactor "Tenebra", 0.0
  Damagefactor "Judgement", 0.0
  player.soundclass "Sawyer"
  Player.ScoreIcon "SAWYST"
  +NOSKIN
  +NOICEDEATH
  +QUICKTORETALIATE
	states
	{
		Spawn:
			JASN A 0 Setplayerproperty(0,0,4)
			JASN A 0 A_Changeflag("shootable",true)
			TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
			JASN A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
			JASN A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
			JASN A 10
			TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
			JASN A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
			JASN A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
			loop
		See:
			JASN A 0 A_JumpIfHealthLower(100,"INeedHealingSee")
			JASN A 0 A_Changeflag("shootable",true)
			TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
			JASN A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
			JASN A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
			JASN A 8
			TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
			JASN A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
			JASN A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
			JASN A 0 A_GiveInventory("SawyerRageAmmo",1)
			JASN A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
			JASN B 8 A_SpawnItemEx ("TerminatorStomp", 0, 0, 0, 0, 0, -20, 0,0, 0)
			JASN A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
			TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
			JASN A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
			JASN C 8 
			TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
			JASN A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
			JASN A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
			JASN C 0 A_GiveInventory("SawyerRageAmmo",1)
			JASN A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
			JASN A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
			JASN D 8 A_SpawnItemEx ("TerminatorStomp", 0, 0, 0, 0, 0, -20, 0,0, 0)
			TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
			JASN A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
			JASN A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
			Goto Spawn
		INeedHealingSee:
			JASN A 0 A_Changeflag("shootable",true)
			TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
			JASN A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
			JASN A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
			JASN A 8
			TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
			JASN A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
			JASN A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
			JASN A 0 A_GiveInventory("SawyerRageAmmo",1)
			JASN A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
			JASN B 8 A_SpawnItemEx ("TerminatorStomp", 0, 0, 0, 0, 0, -20, 0,0, 0)
			TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
			JASN B 0 A_SpawnItemEx("GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
			JASN B 0 A_SpawnItemEx("64GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
			JASN A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
			JASN A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
			JASN C 8 
			TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
			JASN A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
			JASN A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
			JASN C 0 A_GiveInventory("SawyerRageAmmo",1)
			JASN A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
			JASN A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
			JASN D 8 A_SpawnItemEx ("TerminatorStomp", 0, 0, 0, 0, 0, -20, 0,0, 0)
			TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
			JASN B 0 A_SpawnItemEx("GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
			JASN B 0 A_SpawnItemEx("64GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
			JASN A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
			JASN A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
			Goto Spawn
		Dancing:
			JASN A 0 A_Changeflag("shootable",true)
			JASN A 0 A_TakeInventory("AriaInfluence",10)
			JASN A 0 A_TakeInventory("GhoulDisableTrigger",15)
			JASN A 0 Setplayerproperty(0,1,4)
			JASN AAAAAAAAAAAAAAAA 1
			JASN A 0 ThrustThingZ(0,20,0,0)
			JASN A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
			JASN A 0 A_TakeInventory("AriaInfluence",10)
			JASN A 0 A_TakeInventory("GhoulDisableTrigger",15)
			JASN AAAAAAAAAAAAAAAA 1
			JASN A 0 ThrustThingZ(0,20,0,0)
			JASN A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
			JASN A 0 A_TakeInventory("AriaInfluence",10)
			JASN A 0 A_TakeInventory("GhoulDisableTrigger",15)
			JASN AAAAAAAAAAAAAAAA 1
			JASN A 0 ThrustThingZ(0,20,0,0)
			JASN A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
			JASN A 0 A_TakeInventory("AriaInfluence",10)
			JASN A 0 A_TakeInventory("GhoulDisableTrigger",15)
			JASN AAAAAAAAAAAAAAAA 1
			JASN A 0 ThrustThingZ(0,20,0,0)
			JASN A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
			JASN A 0 A_TakeInventory("AriaInfluence",10)
			JASN A 0 A_TakeInventory("GhoulDisableTrigger",15)
			JASN AAAAAAAAAAAAAAAA 1
			JASN A 0 ThrustThingZ(0,20,0,0)
			JASN A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
			JASN A 0 A_TakeInventory("AriaInfluence",10)
			JASN A 0 A_TakeInventory("GhoulDisableTrigger",15)
			JASN AAAAAAAAAAAAAAAA 1
			JASN A 0 ThrustThingZ(0,20,0,0)
			JASN A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
			JASN A 1 Setplayerproperty(0,0,4)
			JASN A 0 A_TakeInventory("AriaInfluence",10)
			JASN A 0 A_TakeInventory("GhoulDisableTrigger",15)
			Goto Spawn
		DisableTheGhoul:
			JASN A 0 A_Changeflag("shootable",false)
			JASN A 0 A_Changeflag("shootable",false)
			JASN A 0 Setplayerproperty(0,1,4)
			JASN A 0 A_TakeInventory("GhoulDisableTrigger",15)
			JASN A 90 Bright
			JASN A 0 A_TakeInventory("GhoulDisableTrigger",15)
			JASN A 0 A_Changeflag("shootable",true)
			JASN A 0 A_Changeflag("shootable",true)
			JASN A 0 Setplayerproperty(0,0,4)
			JASN A 0 Setplayerproperty(0,0,4)
			JASN A 0 A_TakeInventory("GhoulDisableTrigger",15)
			Goto Spawn
		Pain:
			JASN G 0 Setplayerproperty(0,0,4)
			TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		    JASN G 0 A_GiveInventory("SawyerRageammo",2)
			JASN G 6 A_Pain
			goto Spawn
	Pain.Vivi:
	JASN A 0 A_SetPitch(pitch - 3.0)
	JASN A 0 A_SetAngle(angle + (random(-50,50)/10))
	Goto Pain
	Pain.ViviMine:
	JASN A 0 ThrustThingZ(0,70,0,0)
	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
	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.AltIce2:
	JASN A 0 A_Recoil(-5)
	Goto pain
		Missile:
			JASN E 0 A_Changeflag("shootable",true)
			TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
			JASN E 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
			JASN E 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
			JASN E 20
			TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
			JASN E 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
			JASN E 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
			goto Spawn
	Pain.GwenPlasma2:
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		JASN G 0 Setplayerproperty(0,0,4)
		JASN G 0 A_Pain
		JASN G 20 Setplayerproperty(0,1,0)
		JASN G 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)
		JASN G 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")
		JASN A 0 A_TakeInventory("RocketAmmo",999)
		JASN A 0 A_TakeInventory("KilledCount",999)
		JASN A 0 A_GiveToTarget("KilledMe",1)
		JASN A 0 A_GiveToTarget("KilledEmtalic",1)
		JASN A 0 A_PlayerScream
		JASN A 0 A_PlaySound("Gibbage/XSplat")
		JASN O 3 A_SpawnItemEx("GIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
		JASN P 3
		JASN Q 3
		JASN R 3
		JASN S 3
		JASN T 3
		JASN U 3
		JASN V 3
		JASN V 0 A_PlaySound("Gibbage/XSplat")
		JASN W 3 A_SpawnItemEx("GIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
		TNT1 A -1
		Stop
	DeathAnimAlt:
		TNT1 A 0 A_GiveToTarget("KillIndicator",1)
		TNT1 A 0 A_SpawnItemEx("AdditionalGhoulDeathVFX")
		JASN A 0 A_TakeInventory("RocketAmmo",999)
		JASN A 0 A_TakeInventory("KilledCount",999)
		JASN A 0 A_GiveToTarget("KilledMe",1)
		JASN A 0 A_GiveToTarget("KilledEmtalic",1)
		JASN A 0 A_PlayerScream
		JASN A 0 A_PlaySound("Gibbage/XSplat")
		JASN O 3 A_SpawnItemEx("GIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
		JASN P 3
		JASN Q 3
		JASN R 3
		JASN S 3
		JASN T 3
		JASN U 3
		JASN V 3
		JASN V 0 A_PlaySound("Gibbage/XSplat")
		JASN W 3 A_SpawnItemEx("GIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
		TNT1 A -1
		Stop
	Death.ChexWarrior:
		JASN G 0 A_GiveToTarget("KillIndicator",1)
		JASN G 0 A_TakeInventory("RocketAmmo",999)
		JASN G 0 A_TakeInventory("KilledCount",999)
		JASN G 0 A_GiveToTarget("KilledMe",1)
		JASN G 0 A_GiveToTarget("KilledEmtalic",1)
		JASN G 0 A_SpawnItemEx("ChexCereal",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		JASN G 0 A_GiveToTarget("ChexArmorBonus",25)
		JASN G 0 A_GiveToTarget("ChexBoop",1)
		JASN G 0 A_Stop
		JASN G 0 A_NoGravity
		JASN G 0 A_ChangeFlag("DONTGIB",1)
		JASN G 0 A_PlaySoundEx("Teleport/Chex",7)
		JASN G 0 A_PlaySoundEx("Sawyer/pain", "Body")
		JASN G 3 A_SpawnItem("BigZorch")
		JASN G 3 A_SetTranslucent(0.9,0)
		JASN G 0 A_Scream
		JASN G 3 A_SetTranslucent(0.8,0)
		JASN G 0 A_NoBlocking
		JASN G 3 A_SetTranslucent(0.7,0)
		JASN G 3 A_SetTranslucent(0.6,0)
		JASN G 3 A_SetTranslucent(0.5,0)
		JASN G 3 A_SetTranslucent(0.4,0)
		JASN G 3 A_SetTranslucent(0.3,0)
		JASN G 3 A_SetTranslucent(0.2,0)
		JASN G 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")
		JASN A 0 A_TakeInventory("KilledCount",999)
		JASN A 0 A_GiveToTarget("KilledMe",1)
		JASN A 0 A_GiveToTarget("KilledEmtalic",1)
		JASN A 0 A_PlayerScream
		JASN O 0 A_PlaySound("Caroline/SoulGibbage")
		JASN O 3 A_SpawnItemEx("GIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
		JASN P 3
		JASN Q 3
		JASN R 3
		JASN S 3
		JASN T 3
		JASN U 3
		JASN V 3
		JASN V 0 A_PlaySound("Caroline/SoulGibbage")
		JASN W 3 A_SpawnItemEx("GIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
		TNT1 A -1
		Stop
	Death.MarineShotgun:
	JASN E 0 A_GiveToTarget("grenadeammo",1)
	JASN E 0 A_GiveToTarget("shell",3)
	JASN E 0 A_GiveToTarget("clip1",20)
	Goto DeathAnim
	Death.Marinemachinegun:
	JASN E 0 A_GiveToTarget("grenadeammo",1)
	JASN E 0 A_GiveToTarget("shell",3)
	JASN E 0 A_GiveToTarget("clip1",20)
	Goto Deathanim
	Death.Marinepistol:
	JASN E 0 A_GiveToTarget("grenadeammo",1)
	JASN E 0 A_GiveToTarget("shell",3)
	JASN E 0 A_GiveToTarget("clip1",20)
	Goto Deathanim
	Death.Grenade:
		JASN E 0 A_GiveToTarget("KilledG",1)
		Goto DeathAnim
	Death.CrapPlasma:
		JASN E 0 A_GiveToTarget("Unlock9",1)
		Goto DeathAnim
	Death.Ice2:
		JASN A 0 A_GiveToTarget("KilledIce2",1)
		Goto DeathAnim
	Death.Fire2:
		JASN A 0 A_GiveToTarget("KilledFire2",1)
		Goto DeathAnim
	Death.Railgun:
		JASN A 0 A_GiveToTarget("KilledLightning",1)
		Goto DeathAnim
	Death.GhostTrap:
		JASN A 0 A_GiveToTarget("KilledG",1)
		Goto DeathAnim
	Death.AltFire2:
		JASN A 0 A_GiveToTarget("KilledAltFire2",1)
		Goto Death.Fire2
	Death.AltIce2:
		JASN A 0 A_GiveToTarget("KilledAltIce2",1)
		Goto Death.Ice2
	Death.AltGrenade:
		JASN A 0 A_GiveToTarget("KilledAltG",1)
		Goto Death.Grenade
	Death.Fire3:
		JASN A 0 A_GiveToTarget("KilledFire3",1)
		Goto DeathAnim
	Death.Ice3:
		JASN A 0 A_GiveToTarget("KilledIce3",1)
		Goto DeathAnim
	Death.Grenade2:
		JASN A 0 A_GiveToTarget("KilledG2",1)
		Goto DeathAnim
	Pain.Drainer:
		JASN 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 GhoulChainsawX: Weapon replaces chainsaw
{
   Inventory.PickupMessage "You got the Chainsaw!"
   Inventory.PickupSound "misc/d3pickup"
   Obituary "%o didn't saw %k coming."
   Weapon.SelectionOrder 1900
   	Weapon.Ammotype2 "SawyerRageAmmo"
	Weapon.Ammouse2 100
   Weapon.Kickback 1
   Inventory.icon "TNT1A0"
   +WEAPON.ALT_AMMO_OPTIONAL
   +WEAPON.NOAUTOFIRE
   scale 0.24
   States
   {
   Spawn:
      CSAW A -1
      LOOP
   Ready:  
      GSAW E 0 A_PlaySound("weapons/d3chnsws3")
      GSAW F 0 A_JumpIfInventory("CyborgDashCheck",1,"BearTarps")
      GSAW E 0 A_PlaySound("weapons/d3chnswidle")
      GSAW F 0 A_FireCustomMissile("VAPORSpawner",0,0,4,2)
	  GSAW E 0 A_JumpIfInventory("DUMMY_SawyerBloodyChainsaw", 1, "BloodyReady")
	  
	 GSAW E 1 A_WeaponReady
		GSAW E 0 A_JumpIfInventory("DUMMY_SawyerBloodyChainsaw", 1, "BloodyReady")
	 GSAW E 1 A_WeaponReady
		GSAW E 0 A_JumpIfInventory("DUMMY_SawyerBloodyChainsaw", 1, "BloodyReady")
	 GSAW F 1 A_WeaponReady
		GSAW F 0 A_JumpIfInventory("DUMMY_SawyerBloodyChainsaw", 1, "BloodyReady")
	 GSAW F 1 A_WeaponReady
		GSAW F 0 A_JumpIfInventory("DUMMY_SawyerBloodyChainsaw", 1, "BloodyReady")
	GSAW E 1 A_WeaponReady
		GSAW E 0 A_JumpIfInventory("DUMMY_SawyerBloodyChainsaw", 1, "BloodyReady")
	GSAW E 1 A_WeaponReady
		GSAW E 0 A_JumpIfInventory("DUMMY_SawyerBloodyChainsaw", 1, "BloodyReady")
	GSAW F 1 A_WeaponReady
		GSAW F 0 A_JumpIfInventory("DUMMY_SawyerBloodyChainsaw", 1, "BloodyReady")
	GSAW F 1 A_WeaponReady
		GSAW F 0 A_JumpIfInventory("DUMMY_SawyerBloodyChainsaw", 1, "BloodyReady")
	GSAW E 1 A_WeaponReady
		GSAW E 0 A_JumpIfInventory("DUMMY_SawyerBloodyChainsaw", 1, "BloodyReady")
	GSAW E 1 A_WeaponReady
		GSAW E 0 A_JumpIfInventory("DUMMY_SawyerBloodyChainsaw", 1, "BloodyReady")
	GSAW F 1 A_WeaponReady
		GSAW F 0 A_JumpIfInventory("DUMMY_SawyerBloodyChainsaw", 1, "BloodyReady")
	GSAW F 1 A_WeaponReady
		GSAW F 0 A_JumpIfInventory("DUMMY_SawyerBloodyChainsaw", 1, "BloodyReady")
      Goto Ready
	BloodyReady:
		GSAW GHGHGH 2 A_WeaponReady
      Goto Ready
   Select:
      GSAW E 1 A_Raise 
      loop
   Deselect:
      CHSI E 1 A_Lower
      loop
   Fire:
		GSAW E 0 Offset (-14, 49) A_JumpIfInventory("DUMMY_SawyerBloodyChainsaw", 1, "BloodyFire")
		GSAW F 0 A_FireCustomMissile("VAPORSpawner",0,0,4,2)
		GSAW E 1 Offset (-14, 49) A_PlaySound("weapons/d3chnswbegin")
		GSAW F 1 Offset (-23, 54)
		GSAW E 1 Offset (-32, 57)
		GSAW F 1 Offset (-47, 65)
		GSAW E 1 Offset (-80, 70) 
		GSAW F 0 A_FireCustomMissile("VAPORSpawner",0,0,4,2)
		GSAW F 1 Offset (-77, 66)
		GSAW I 1 Offset (-77, 72) 
		GSAW J 1 Offset (-70, 67)
		GSAW I 1 Offset (-67, 62)
		GSAW J 1 Offset (-60, 55)
		Goto Done
	 BloodyFire:
	 GSAW F 0 A_FireCustomMissile("VAPORSpawner",0,0,4,2)
		GSAW G 1 Offset (-14, 49) A_PlaySound("weapons/d3chnswbegin")
		GSAW H 1 Offset (-23, 54)
		GSAW G 1 Offset (-32, 57)
		GSAW H 1 Offset (-47, 65)
		GSAW G 1 Offset (-80, 70) 
		GSAW F 0 A_FireCustomMissile("VAPORSpawner",0,0,4,2)
		GSAW H 1 Offset (-77, 66)
		GSAW K 1 Offset (-77, 72) 
		GSAW L 1 Offset (-70, 67)
		GSAW K 1 Offset (-67, 62)
		GSAW L 1 Offset (-60, 55)
		Goto Done
	Saw1:
	GSAW F 0 A_FireCustomMissile("VAPORSpawner",0,0,4,2)
		GSAW A 2 Offset (-61, 50)A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		GSAW A 2 Offset (-60, 53) A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		GSAW B 2 Offset (-59, 55) A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		GSAW F 0 A_FireCustomMissile("VAPORSpawner",0,0,4,2)
		GSAW A 2 Offset (-60, 60) A_Saw(0,"weapons/d3chnswhit",1,"GhoulSawPuff",0,80)
		GSAW B 2 Offset (-61, 55) A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		GSAW A 2 Offset (-59, 53) A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		GSAW F 0 A_FireCustomMissile("VAPORSpawner",0,0,4,2)
		GSAW B 2 Offset (-59, 50) A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		Goto Done+6
	Saw2:
	GSAW F 0 A_FireCustomMissile("VAPORSpawner",0,0,4,2)
		GSAW A 2 Offset (-59, 50)A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		GSAW A 2 Offset (-54, 53) A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		GSAW B 2 Offset (-52, 55) A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		GSAW F 0 A_FireCustomMissile("VAPORSpawner",0,0,4,2)
		GSAW A 2 Offset (-55, 60) A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		GSAW B 2 Offset (-57, 55) A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		GSAW A 2 Offset (-60, 53) A_Saw(0,"weapons/d3chnswhit",1,"GhoulSawPuff",0,80)
		GSAW F 0 A_FireCustomMissile("VAPORSpawner",0,0,4,2)
		GSAW B 2 Offset (-59, 50) A_Saw(0,"weapons/d3chnswhit",1,"GhoulSawPuff",0,80)
		Goto Done+6
	Saw3:
	GSAW F 0 A_FireCustomMissile("VAPORSpawner",0,0,4,2)
		GSAW A 2 Offset (-59, 50)A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		GSAW A 2 Offset (-61, 53) A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		GSAW B 2 Offset (-56, 55) A_Saw(0,"weapons/d3chnswhit",1,"GhoulSawPuff",0,80)
		GSAW A 2 Offset (-53, 60) A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		GSAW F 0 A_FireCustomMissile("VAPORSpawner",0,0,4,2)
		GSAW B 2 Offset (-57, 55) A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		GSAW A 2 Offset (-55, 53) A_Saw(0,"weapons/d3chnswhit",1,"GhoulSawPuff",0,80)
		GSAW F 0 A_FireCustomMissile("VAPORSpawner",0,0,4,2)
		GSAW B 2 Offset (-59, 50) A_Saw(0,"weapons/d3chnswhit",1,"GhoulSawPuff",0,80)
		Goto Done+6
	Saw4:
	GSAW F 0 A_FireCustomMissile("VAPORSpawner",0,0,4,2)
		GSAW A 2 Offset (-59, 50)A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		GSAW A 2 Offset (-56, 53) A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		GSAW B 2 Offset (-57, 55) A_Saw(0,"weapons/d3chnswhit",1,"GhoulSawPuff",0,80)
		GSAW A 2 Offset (-54, 60) A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		GSAW F 0 A_FireCustomMissile("VAPORSpawner",0,0,4,2)
		GSAW B 2 Offset (-58, 55) A_Saw(0,"weapons/d3chnswhit",1,"GhoulSawPuff",0,80)
		GSAW A 2 Offset (-55, 53) A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		GSAW F 0 A_FireCustomMissile("VAPORSpawner",0,0,4,2)
		GSAW B 2 Offset (-58, 50) A_Saw(0,"weapons/d3chnswhit",1,"GhoulSawPuff",0,80)
		Goto Done+6
		
	BloodySaw1:
	GSAW F 0 A_FireCustomMissile("VAPORSpawner",0,0,4,2)
		GSAW C 2 Offset (-61, 50)A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		GSAW C 2 Offset (-60, 53) A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		GSAW D 2 Offset (-59, 55) A_Saw(0,"weapons/d3chnswhit",3,"GhoulSawPuff",0,80)
		GSAW C 2 Offset (-60, 60) A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		GSAW F 0 A_FireCustomMissile("VAPORSpawner",0,0,4,2)
		GSAW D 2 Offset (-61, 55) A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		GSAW C 2 Offset (-59, 53) A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		GSAW F 0 A_FireCustomMissile("VAPORSpawner",0,0,4,2)
		GSAW D 2 Offset (-59, 50) A_Saw(0,"weapons/d3chnswhit",1,"GhoulSawPuff",0,80)
		Goto BloodyDone+1
	BloodySaw2:
	GSAW F 0 A_FireCustomMissile("VAPORSpawner",0,0,4,2)
		GSAW C 2 Offset (-59, 50)A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		GSAW C 2 Offset (-54, 53) A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		GSAW D 2 Offset (-52, 55) A_Saw(0,"weapons/d3chnswhit",1,"GhoulSawPuff",0,80)
		GSAW C 2 Offset (-55, 60) A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		GSAW D 2 Offset (-57, 55) A_Saw(0,"weapons/d3chnswhit",3,"GhoulSawPuff",0,80)
		GSAW F 0 A_FireCustomMissile("VAPORSpawner",0,0,4,2)
		GSAW C 2 Offset (-60, 53) A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		GSAW F 0 A_FireCustomMissile("VAPORSpawner",0,0,4,2)
		GSAW D 2 Offset (-59, 50) A_Saw(0,"weapons/d3chnswhit",1,"GhoulSawPuff",0,80)
		Goto BloodyDone+1
	BloodySaw3:
	GSAW F 0 A_FireCustomMissile("VAPORSpawner",0,0,4,2)
		GSAW C 2 Offset (-59, 50)A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		GSAW C 2 Offset (-61, 53) A_Saw(0,"weapons/d3chnswhit",3,"GhoulSawPuff",0,80)
		GSAW D 2 Offset (-56, 55) A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		GSAW C 2 Offset (-53, 60) A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		GSAW F 0 A_FireCustomMissile("VAPORSpawner",0,0,4,2)
		GSAW D 2 Offset (-57, 55) A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		GSAW C 2 Offset (-55, 53) A_Saw(0,"weapons/d3chnswhit",1,"GhoulSawPuff",0,80)
		GSAW F 0 A_FireCustomMissile("VAPORSpawner",0,0,4,2)
		GSAW D 2 Offset (-59, 50) A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		Goto BloodyDone+1
	BloodySaw4:
	GSAW F 0 A_FireCustomMissile("VAPORSpawner",0,0,4,2)
		GSAW C 2 Offset (-59, 50)A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		GSAW C 2 Offset (-56, 53) A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		GSAW D 2 Offset (-57, 55) A_Saw(0,"weapons/d3chnswhit",3,"GhoulSawPuff",0,80)
		GSAW C 2 Offset (-54, 60) A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		GSAW F 0 A_FireCustomMissile("VAPORSpawner",0,0,4,2)
		GSAW D 2 Offset (-58, 55) A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		GSAW C 2 Offset (-55, 53) A_Saw(0,"weapons/d3chnswhit",2,"GhoulSawPuff",0,80)
		GSAW F 0 A_FireCustomMissile("VAPORSpawner",0,0,4,2)
		GSAW D 2 Offset (-58, 50) A_Saw(0,"weapons/d3chnswhit",3,"GhoulSawPuff",0,80)
		Goto BloodyDone+1
   Done:
		GSAW A 0 Offset (-60, 50)
		GSAW AB 0 Offset (-60, 50) A_PlaySound("weapons/d3chnswrun")
		GSAW B 0 Offset (-60, 50) A_FireCustomMissile("VAPORSpawner",0,0,4,2)
		GSAW B 0 Offset (-60, 50) A_JumpIfInventory ("DUMMY_SawyerBloodyChainsaw", 1, "BloodyDone")
		GSAW A 0 Offset (-60, 50) A_Jump (256, "Saw1", "Saw2", "Saw3", "Saw4")
		GSAW D 0 Offset (-60, 50) A_ReFire
		GSAW A 1 Offset (-60, 45)
		GSAW B 1 Offset (-60, 39) A_PlaySound("weapons/d3chnsws3") 
		Goto Ready
	BloodyDone:
		GSAW A 0 Offset (-60, 50) A_Jump (256, "BloodySaw1", "BloodySaw2", "BloodySaw3", "BloodySaw4")
		GSAW D 0 Offset (-60, 50) A_ReFire
		GSAW C 1 Offset (-60, 45)
		GSAW D 1 Offset (-60, 39) A_PlaySound("weapons/d3chnsws3") 
		Goto Ready
	Hold:
		GSAW AB 0 Offset (-60, 50) A_PlaySound("weapons/d3chnswrun")
		GSAW B 0 Offset (-60, 50) A_JumpIfInventory("DUMMY_SawyerBloodyChainsaw", 1, "BloodyHold")
		GSAW A 0 Offset (-60, 50) A_Jump (256, "Saw1", "Saw2", "Saw3", "Saw4")
		Goto Done+7
	BloodyHold:
		GSAW A 0 Offset (-60, 50)
		GSAW A 0 Offset (-60, 50) A_Jump (256, "BloodySaw1", "BloodySaw2", "BloodySaw3", "BloodySaw4")
		Goto BloodyDone+3
	Altfire:
		GSAW A 0
	  GSAW A 0 Offset (-60, 60) A_JumpIfNoAmmo("Ready")
	  GSAW B 0 A_Playsound("YEROSHIT",7,1,0,ATTN_NONE) 
	  GSAW A 0 A_JumpIfNoAmmo("Ready")
	  GSAW B 0 A_JumpIfInventory ("DUMMY_SawyerBloodyChainsaw", 1, "BloodyAltfire")
	  
	  GSAW A 1 Offset (-60, 60) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW B 1 Offset (-61, 59) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW A 1 Offset (-58, 61) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW B 1 Offset (-59, 59) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW A 1 Offset (-60, 60) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW B 1 Offset (-61, 59) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW A 1 Offset (-58, 61) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW B 1 Offset (-59, 59) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW A 1 Offset (-60, 60) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW B 1 Offset (-61, 59) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW A 1 Offset (-58, 61) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW B 1 Offset (-59, 59) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW A 1 Offset (-60, 60) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW B 1 Offset (-61, 59) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW A 1 Offset (-58, 61) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW B 1 Offset (-59, 59) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW A 1 Offset (-60, 60) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW B 1 Offset (-61, 59) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW A 1 Offset (-58, 61) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW B 1 Offset (-59, 59) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW A 1 Offset (-60, 60) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW B 1 Offset (-61, 59) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW A 1 Offset (-58, 61) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW B 1 Offset (-59, 59) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW A 1 Offset (-60, 60) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW B 1 Offset (-61, 59) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW A 1 Offset (-58, 61) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW B 1 Offset (-59, 59) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW A 1 Offset (-60, 60) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW B 1 Offset (-61, 59) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW A 1 Offset (-58, 61) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW B 1 Offset (-59, 59) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW A 1 Offset (-60, 60) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW B 1 Offset (-61, 59) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW A 1 Offset (-58, 61) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW B 1 Offset (-59, 59) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  
	  GSAW D 0 A_TakeInventory("SawyerRageammo",100)
	  GSAW B 1 ACS_ExecuteAlways(478)
	  Goto Ready
	  
	BloodyAltfire:
	  GSAW C 1 Offset (-60, 60) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW D 1 Offset (-61, 59) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW C 1 Offset (-58, 61) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW D 1 Offset (-59, 59) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW C 1 Offset (-60, 60) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW D 1 Offset (-61, 59) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW C 1 Offset (-58, 61) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW D 1 Offset (-59, 59) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW C 1 Offset (-60, 60) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW D 1 Offset (-61, 59) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW C 1 Offset (-58, 61) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW D 1 Offset (-59, 59) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW C 1 Offset (-60, 60) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW D 1 Offset (-61, 59) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW C 1 Offset (-58, 61) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW D 1 Offset (-59, 59) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW C 1 Offset (-60, 60) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW D 1 Offset (-61, 59) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW C 1 Offset (-58, 61) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW D 1 Offset (-59, 59) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW C 1 Offset (-60, 60) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW D 1 Offset (-61, 59) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW C 1 Offset (-58, 61) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW D 1 Offset (-59, 59) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW C 1 Offset (-60, 60) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW D 1 Offset (-61, 59) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW C 1 Offset (-58, 61) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW D 1 Offset (-59, 59) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW C 1 Offset (-60, 60) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW D 1 Offset (-61, 59) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW C 1 Offset (-58, 61) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW D 1 Offset (-59, 59) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW C 1 Offset (-60, 60) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW D 1 Offset (-61, 59) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW C 1 Offset (-58, 61) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  GSAW D 1 Offset (-59, 59) A_SpawnItemEx("PlasmaTrail",random(-20,20),random(-20,20),0,0,0,10)
	  
	  GSAW D 0 A_TakeInventory("SawyerRageammo",100)
	  GSAW D 1 ACS_ExecuteAlways(478)
	  Goto Ready
	  
	BearTarps:
		GSAW A 0 A_TakeInventory("CyborgDashCheck",999)
		GSAW A 0 A_JumpIfInventory("BearTarpsAmmo",1,"NewBearTarps")
		Goto Ready
	NewBearTarps:
		GSAW E 0 Offset (0, 34)
		GSAW E 0 Offset (0, 34) A_JumpIfInventory("DUMMY_SawyerBloodyChainsaw", 1, "BloodyNewBearTarps")
		GSAW E 1 Offset (0, 34)
		GSAW F 1 Offset (0, 38)
		GSAW E 1 Offset (0, 43)
		GSAW F 1 Offset (0, 48)
		GSAW E 1 Offset (0, 52)
		GSAW F 1 Offset (0, 48)
		GSAW E 1 Offset (0, 43)
		GSAW F 1 Offset (0, 38)
		GSAW E 1 Offset (0, 34)
		GSAW F 1 Offset (0, 31)
		
		GSAW E 1 A_SpawnItemEx("SawyerBearTarps",0,0,floorz-z+1)
		GSAW A 0 A_TakeInventory("BearTarpsAmmo",1)
		Goto Ready
		
	BloodyNewBearTarps:
		GSAW G 1 Offset (0, 34)
		GSAW H 1 Offset (0, 38)
		GSAW G 1 Offset (0, 43)
		GSAW H 1 Offset (0, 48)
		GSAW G 1 Offset (0, 52)
		GSAW H 1 Offset (0, 48)
		GSAW G 1 Offset (0, 43)
		GSAW H 1 Offset (0, 38)
		GSAW G 1 Offset (0, 34)
		GSAW H 1 Offset (0, 31)
		
		GSAW G 1 Offset (0, 30) A_SpawnItemEx("SawyerBearTarps",0,0,0)
		GSAW A 0 A_TakeInventory("BearTarpsAmmo",1)
		Goto Ready
   } 
}

Actor DUMMY_SawyerBloodyChainsaw : Inventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	+INVENTORY.UNDROPPABLE
}

actor BearTarpsAmmo : CustomInventory
{
  inventory.amount 5
  inventory.maxamount 5
  inventory.icon "BRTRA0"
  +INVENTORY.IGNORESKILL
  +INVBAR
  states
  {
  Spawn:
    TNT1 A -1
    stop
  Use:
	TNT1 A 0 A_GiveInventory("CyborgDashcheck",1)
	Fail
  }
}


Actor SawyerBearTarps
{	
	Height 5
	Radius 5
	Scale 0.8
	Speed 0
	Damage 5
	ReactionTime 7000
	Obituary "%o wasn't going anywhere."
	DamageType "ZombieSlaps"
	DamageFactor "Jitterskull", 0.0
	DamageFactor "SjasScream", 0.0
	Species "Ghoul"
	PROJECTILE
	-nogravity
	+FRIENDLY
	+THRUSPECIES
	+FLOORHUGGER
	States
	{
	Spawn:
		BRTR A 20
		BRTR A 0 A_PlaySound("Sawyer/BeartrapSet")
		BRTR A 1 A_CountDown
		BRTR A 0 A_SpawnItemEx("SawyerTarpTrail",random(-5,5),random(-5,5),0,0,0,5)
		Goto Spawn+2
	XDeath:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		Goto Death
	Death:
		BRTR B 0 A_SpawnItemEx("SawyerTarpTrigger",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		BRTR B 0 A_PlaySound("Sawyer/Beartrap",7,1,0,ATTN_NONE)
		BRTR BBBCCC 2
		Stop
	FadeOut:
		BRTR D 10 A_FadeOut(0.1)
		Loop
	}
}

Actor SawyerTarpTrail
{
	RenderStyle Add
	Alpha 0.7
	Scale 0.2
	visibletoteam 1
	
	+NOGRAVITY
	+NOBLOCKMAP
	-SHOOTABLE
	-SOLID
	+CLIENTSIDEONLY
	States
	{
	Spawn:
		PAO2 A 3 bright A_FadeOut(0.1)
		Loop
	Death:
		TNT1 A 0
		Stop
	}
}

Actor SawyerTarpTrigger : CustomInventory
{
	inventory.amount 1
	inventory.maxamount 1
	+inventory.alwayspickup
	+inventory.quiet
	+inventory.ignoreskill
	inventory.pickupsound ""
	inventory.pickupmessage ""
	scale 0.25
	states
	{
	Spawn:
		TNT1 A 20
		stop
	Pickup:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("PlayerIsGhoul",1,3)
		TNT1 A 0 A_JumpIfInventory("ClownyAmmo",1,2)
		TNT1 A 1 ACS_ExecuteAlways(457,0)
		stop
		TNT1 A 1 //A_Print("lel")
		fail
	}
}


ACTOR VAPORSpawner
{
    Radius 1
    Height 1
    Speed 25
    PROJECTILE
	
    States
    {
    Spawn:
        TNT1 A 1
        TNT1 A 0 A_Die
        Goto Death
    Death:
        TNT1 A 0 A_CustomMissile("VAPORSawyer",-2,0,0)
        Stop
    }
}

ACTOR VAPORSawyer
{
	Health 8
	Radius		1
	Height		1
	
	Scale		0.55
	+NOGRAVITY
	+NOBLOCKMAP
	+FLOORCLIP
	+CLIENTSIDEONLY
	States
	{
	Spawn:
		VAPA ABCDEFGHI 3 Bright A_SetTranslucent(0.4)
		Stop
	}
}

Actor SawyerTrail
{
	Radius 0
	Height 0
	Damage 0
	Alpha 0.75
	RenderStyle Add
	PROJECTILE
	+bloodlessimpact
	+RIPPER
	+NOBLOCKMAP
	-NOGRAVITY
	-SOLID
	-SHOOTABLE
	
	States
	{
	Spawn:
		TGLT FFFFFFFFFFFFFFFF 3 bright A_FadeOut(0.2)
	}
}

Actor SawyerRageammo : Ammo
{
  Inventory.PickupMessage ""
  Inventory.Amount 100
  Inventory.MaxAmount 100
  Ammo.BackpackAmount 100
  Ammo.BackpackMaxAmount 100
  Inventory.Icon "VEKGI0"
  States
  {
  Spawn:
    VEKG I 8 Bright
    Loop
  }
}

Actor GhoulSawPuff : bulletpuff
{
	Damagetype "GhoulChainSaw"
	Obituary "%o didn't saw %k coming."
    +NOGRAVITY
    +NOEXTREMEDEATH
    +PUFFONACTORS
    +PUFFGETSOWNER
	+CLIENTSIDEONLY
    Decal "none"
   States
   {
   Spawn:
   		TNT1 A 0
    	TNT1 A 1
    	stop
  	Melee:
	  	TNT1 A 0
	  	TNT1 A 1
	  	stop
	XDeath:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		TNT1 A 1
		stop
   }
}
