Actor Sinistar : PlayerPawn
{
	Health 300
	Scale 1.5
	Mass 700
	Gravity 0.0
	Player.SoundClass "Sinistar"
	Player.DisplayName "Sinistar"
	Player.ScoreIcon "SINIST"
	Player.StartItem "SinistarTeeth"
	Player.StartItem "SinistarSpeed"
	Player.StartItem "IsGhoul", 1
	Player.StartItem "SiniPrimary", 0
	Player.Maxhealth 300
	Player.ViewHeight 50
	Player.ColorRange 255, 255
	PainChance 256
	Species "Ghoul"
	Damagefactor "Normal", 0.8
	Damagefactor "ChexWarrior", 0.8
	Damagefactor "Fire2", 0.7
	Damagefactor "RenegadeFire", 0.7
    Damagefactor "AltFire2", 0.7
	Damagefactor "RevyRifleBullet", 0.8
	Damagefactor "KarStiglitz", 0.8
	Damagefactor "PistolBullets", 0.8
	Damagefactor "CalebRevolver", 0.8
	Damagefactor "ChexWarriorPistol", 0.8
	Damagefactor "IlluPewpewRifle", 0.8
    Damagefactor "SamDeagle", 0.8
    Damagefactor "AntiAirBolt", 1.1
	Damagefactor "Ice", 1.1
	Damagefactor "Ice2", 1.1
	Damagefactor "AltIce2", 1.1
	Damagefactor "Railgun", 1.2
	Damagefactor "CodenameBeam", 1.2
	Damagefactor "Plasma", 1.1
    Damagefactor "Grenade", 1.2
	DamageFactor "CalebDynamite", 1.2
    Damagefactor "Termissiles", 1.2
	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.ForwardMove 0.7
	Player.SideMove 0.7
	LimitedToTeam 1
	+NOBLOOD
	+NOSKIN
	+NOICEDEATH
	+QUICKTORETALIATE
	States
	{
	Spawn:
		SINI A 0 A_JumpIfInventory("SiniKilledCount",1,"Spawn2")
		SINI A 0 A_PlaySound("Sinistar/Wake",CHAN_AUTO,1,0,ATTN_NONE)
		SINI A 0 A_GiveInventory("SiniKilledCount",1)
	    SINI A 0 A_Changeflag("shootable",true)
		SINI A 0 SetPlayerProperty(0,0,4)
	    SINI A 0 SetPlayerProperty(0,1,3)
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINI A 5
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		Loop
	Spawn2:
	    SINI A 0 A_Changeflag("shootable",true)
		SINI A 0 SetPlayerProperty(0,0,4)
	    SINI A 0 SetPlayerProperty(0,1,3)
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINI A 5
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		Goto Spawn
	See:
		TNT1 A 0 A_JumpIfHealthLower(300,"See.Phase1")
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
        SINI A 3 
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINI B 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINI C 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINI D 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINI E 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINI F 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINI G 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINI H 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINI I 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINI J 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINI K 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINI L 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINI M 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINI N 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINI O 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINI P 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINI Q 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINI R 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINI S 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINI T 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINI U 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINI V 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINI W 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINI X 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINI Y 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINI Z 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINE A 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		Goto See
	See.Phase1:
		TNT1 A 0 A_JumpIfHealthLower(275,"See.Phase2")
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
        SIN1 A 3 
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN1 B 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN1 C 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN1 D 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN1 E 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN1 F 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN1 G 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN1 H 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN1 I 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN1 J 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN1 K 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN1 L 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN1 M 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN1 N 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN1 O 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN1 P 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN1 Q 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN1 R 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN1 S 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN1 T 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN1 U 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN1 V 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN1 W 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN1 X 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN1 Y 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN1 Z 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINE B 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		Goto See
	See.Phase2:
		TNT1 A 0 A_JumpIfHealthLower(250,"See.Phase3")
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
        SIN2 A 3 
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN2 B 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN2 C 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN2 D 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN2 E 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN2 F 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN2 G 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN2 H 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN2 I 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN2 J 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN2 K 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN2 L 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN2 M 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN2 N 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN2 O 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN2 P 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN2 Q 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN2 R 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN2 S 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN2 T 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN2 U 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN2 V 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN2 W 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN2 X 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN2 Y 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN2 Z 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINE C 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		Goto See
	See.Phase3:
		TNT1 A 0 A_JumpIfHealthLower(225,"See.Phase4")
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
        SIN3 A 3 
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN3 B 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN3 C 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN3 D 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN3 E 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN3 F 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN3 G 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN3 H 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN3 I 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN3 J 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN3 K 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN3 L 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN3 M 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN3 N 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN3 O 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN3 P 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN3 Q 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN3 R 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN3 S 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN3 T 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN3 U 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN3 V 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN3 W 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN3 X 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN3 Y 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN3 Z 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINE D 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		Goto See
	See.Phase4:
		TNT1 A 0 A_JumpIfHealthLower(200,"See.Phase5")
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
        SIN4 A 3 
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN4 B 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN4 C 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN4 D 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN4 E 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN4 F 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN4 G 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN4 H 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN4 I 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN4 J 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN4 K 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN4 L 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN4 M 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN4 N 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN4 O 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN4 P 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN4 Q 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN4 R 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN4 S 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN4 T 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN4 U 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN4 V 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN4 W 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN4 X 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN4 Y 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN4 Z 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINE E 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		Goto See
	See.Phase5:
		TNT1 A 0 A_JumpIfHealthLower(175,"See.Phase6")
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
        SIN5 A 3 
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN5 B 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN5 C 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN5 D 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN5 E 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN5 F 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN5 G 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN5 H 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN5 I 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN5 J 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN5 K 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN5 L 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN5 M 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN5 N 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN5 O 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN5 P 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN5 Q 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN5 R 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN5 S 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN5 T 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN5 U 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN5 V 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN5 W 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN5 X 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN5 Y 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN5 Z 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINE F 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		Goto See
	See.Phase6:
		TNT1 A 0 A_JumpIfHealthLower(150,"See.Phase7")
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
        SIN6 A 3 
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN6 B 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN6 C 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN6 D 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN6 E 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN6 F 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN6 G 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN6 H 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN6 I 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN6 J 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN6 K 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN6 L 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN6 M 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN6 N 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN6 O 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN6 P 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN6 Q 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN6 R 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN6 S 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN6 T 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN6 U 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN6 V 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN6 W 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN6 X 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN6 Y 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN6 Z 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINE G 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		Goto See
	See.Phase7:
		TNT1 A 0 A_JumpIfHealthLower(125,"See.Phase8")
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
        SIN7 A 3 
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN7 B 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN7 C 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN7 D 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN7 E 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN7 F 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN7 G 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN7 H 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN7 I 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN7 J 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN7 K 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN7 L 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN7 M 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN7 N 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN7 O 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN7 P 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN7 Q 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN7 R 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN7 S 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN7 T 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN7 U 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN7 V 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN7 W 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN7 X 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN7 Y 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN7 Z 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINE H 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		Goto See
	See.Phase8:
		TNT1 A 0 A_JumpIfHealthLower(100,"See.Phase9")
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
        SIN8 A 3 
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN8 B 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN8 C 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN8 D 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN8 E 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN8 F 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN8 G 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN8 H 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN8 I 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN8 J 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN8 K 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN8 L 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN8 M 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN8 N 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN8 O 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN8 P 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN8 Q 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN8 R 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN8 S 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN8 T 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN8 U 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN8 V 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN8 W 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN8 X 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN8 Y 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN8 Z 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINE I 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		Goto See
	See.Phase9:
		TNT1 A 0 A_JumpIfHealthLower(75,"See.Phase10")
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
        SIN9 A 3 
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN9 B 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN9 C 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN9 D 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN9 E 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN9 F 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN9 G 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN9 H 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN9 I 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN9 J 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN9 K 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN9 L 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN9 M 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN9 N 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN9 O 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN9 P 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN9 Q 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN9 R 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN9 S 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN9 T 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN9 U 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN9 V 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN9 W 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN9 X 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN9 Y 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SIN9 Z 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINE J 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		Goto See
	See.Phase10:
		TNT1 A 0 A_JumpIfHealthLower(50,"See.Phase11")
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
        SI10 A 3 
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI10 B 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI10 C 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI10 D 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI10 E 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI10 F 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI10 G 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI10 H 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI10 I 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI10 J 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI10 K 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI10 L 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI10 M 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI10 N 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI10 O 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI10 P 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI10 Q 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI10 R 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI10 S 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI10 T 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI10 U 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI10 V 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI10 W 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI10 X 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI10 Y 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI10 Z 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINE K 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		Goto See
	See.Phase11:
		TNT1 A 0 A_JumpIfHealthLower(25,"See.Phase12")
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
        SI11 A 3 
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI11 B 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI11 C 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI11 D 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI11 E 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI11 F 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI11 G 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI11 H 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI11 I 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI11 J 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI11 K 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI11 L 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI11 M 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI11 N 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI11 O 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI11 P 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI11 Q 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI11 R 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI11 S 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI11 T 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI11 U 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI11 V 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI11 W 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI11 X 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI11 Y 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI11 Z 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINE L 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		Goto See
	See.Phase12:
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
        SI12 A 3 
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI12 B 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI12 C 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI12 D 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI12 E 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI12 F 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI12 G 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI12 H 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI12 I 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI12 J 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI12 K 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI12 L 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI12 M 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI12 N 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI12 O 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI12 P 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI12 Q 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI12 R 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI12 S 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI12 T 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI12 U 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI12 V 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI12 W 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI12 X 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI12 Y 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SI12 Z 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINE M 3
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		Goto See
	Missile:
		SINI A 0 A_JumpIfHealthLower(25,"Missile.Phase12")
		SINI A 0 A_JumpIfHealthLower(50,"Missile.Phase11")
		SINI A 0 A_JumpIfHealthLower(75,"Missile.Phase10")
		SINI A 0 A_JumpIfHealthLower(100,"Missile.Phase9")
		SINI A 0 A_JumpIfHealthLower(125,"Missile.Phase8")
		SINI A 0 A_JumpIfHealthLower(150,"Missile.Phase7")
		SINI A 0 A_JumpIfHealthLower(175,"Missile.Phase6")
		SINI A 0 A_JumpIfHealthLower(200,"Missile.Phase5")
		SINI A 0 A_JumpIfHealthLower(225,"Missile.Phase4")
		SINI A 0 A_JumpIfHealthLower(250,"Missile.Phase3")
		SINI A 0 A_JumpIfHealthLower(275,"Missile.Phase2")
		SINI A 0 A_JumpIfHealthLower(300,"Missile.Phase1")
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
        SINE A 9
		SINI I 9
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	Goto Spawn
	Missile.Phase1:
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
        SINE B 9
		SIN1 I 9
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	Goto See
	Missile.Phase2:
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
        SINE C 9
		SIN2 I 9
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	Goto See
	Missile.Phase3:
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
        SINE D 9
		SIN3 I 9
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	Goto See
	Missile.Phase4:
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
        SINE E 9
		SIN4 I 9
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	Goto See
	Missile.Phase5:
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
        SINE F 9
		SIN5 I 9
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	Goto See
	Missile.Phase6:
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
        SINE G 9
		SIN6 I 9
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	Goto See
	Missile.Phase7:
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
        SINE H 9
		SIN7 I 9
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	Goto See
	Missile.Phase8:
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
        SINE I 9
		SIN8 I 9
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	Goto See
	Missile.Phase9:
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
        SINE J 9
		SIN9 I 9
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	Goto See
	Missile.Phase10:
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
        SINE K 9
		SI10 I 9
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	Goto See
	Missile.Phase11:
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
        SINE L 9
		SI11 I 9
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	Goto See
	Missile.Phase12:
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
        SINE M 9
		SI12 I 9
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	Goto See
	Melee:
		SINI D 1
	Goto Missile
	Pain:
	SINP A 2 A_Pain
	TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	Goto See
	Death.LoWangVampiric:
	TNT1 A 0 A_JumpIfInventory("BloodCurseItem",1,"Death",AAPTR_TARGET)
	TNT1 A 0 A_GiveToTarget("Health",20)
	Goto Death
	Pain.Vivi:
	SINP A 2 A_Pain
	TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	SINP A 0 A_SetPitch(pitch - 3.0)
	SINP A 0 A_SetAngle(angle + (random(-50,50)/10))
	Goto See
	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.ViviMine:
	SINP 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
	Pain.GwenPlasma2:
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SINP A 0 Setplayerproperty(0,0,4)
		SINP A 0 A_Pain
		SINP A 20 Setplayerproperty(0,1,0)
		SINP A 2 Setplayerproperty(0,0,0)
		Goto See
	GwenGoddessDeath:
		TNT1 A 0 A_TakeInventory("GaunaChargeAmmo",100)
		TNT1 A 0 A_Changeflag("shootable",true)
		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)
		SINP 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")
		SINE M 0 A_TakeInventory("RocketAmmo",999)
		SINE M 0 A_TakeInventory("KilledCount",999)
		SINE M 0 A_GiveToTarget("KilledMe",1)
		SINE M 0 A_GiveToTarget("KilledEmtalic",1)
		SINE M 0 A_PlayerScream
		SINE M 28 A_SetTranslucent(0.8,0)
		SINE M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		SINE M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		SINE M 3 A_SetTranslucent(0.7,0)
		SINE M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		SINE M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		SINE M 3 A_SetTranslucent(0.6,0)
		SINE M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		SINE M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		SINE M 3 A_SetTranslucent(0.5,0)
		SINE M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		SINE M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		SINE M 3 A_SetTranslucent(0.4,0)
		SINE M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		SINE M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		SINE M 3 A_SetTranslucent(0.3,0)
		SINE M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		SINE M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		SINE M 3 A_SetTranslucent(0.2,0)
		SINE M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		SINE M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		SINE M 3 A_SetTranslucent(0.1,0)
		SINE M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		SINE M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
	    SINE M 3 A_SetTranslucent(0.1,0)
		SINE M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		SINE M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		TNT1 A -1
		Stop
	DeathAnimAlt:
		TNT1 A 0 A_GiveToTarget("KillIndicator",1)
		TNT1 A 0 A_SpawnItemEx("AdditionalGhoulDeathVFX")
		SINE M 0 A_TakeInventory("RocketAmmo",999)
		SINE M 0 A_TakeInventory("KilledCount",999)
		SINE M 0 A_GiveToTarget("KilledMe",1)
		SINE M 0 A_GiveToTarget("KilledEmtalic",1)
		SINE M 0 A_PlayerScream
		SINE M 28 A_SetTranslucent(0.8,0)
		SINE M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		SINE M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		SINE M 3 A_SetTranslucent(0.7,0)
		SINE M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		SINE M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		SINE M 3 A_SetTranslucent(0.6,0)
		SINE M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		SINE M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		SINE M 3 A_SetTranslucent(0.5,0)
		SINE M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		SINE M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		SINE M 3 A_SetTranslucent(0.4,0)
		SINE M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		SINE M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		SINE M 3 A_SetTranslucent(0.3,0)
		SINE M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		SINE M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		SINE M 3 A_SetTranslucent(0.2,0)
		SINE M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		SINE M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		SINE M 3 A_SetTranslucent(0.1,0)
		SINE M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		SINE M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
	    SINE M 3 A_SetTranslucent(0.1,0)
		SINE M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		SINE M 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		TNT1 A -1
		Stop
	Death.ChexWarrior:
		SINE M 0 A_GiveToTarget("KillIndicator",1)
		SINE M 0 A_TakeInventory("RocketAmmo",999)
		SINE M 0 A_TakeInventory("KilledCount",999)
		SINE M 0 A_GiveToTarget("KilledMe",1)
		SINE M 0 A_GiveToTarget("KilledEmtalic",1)
		SINE M 0 A_SpawnItemEx("ChexCereal",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		SINE M 0 A_GiveToTarget("ChexArmorBonus",25)
		SINE M 0 A_GiveToTarget("ChexBoop",1)
		SINE M 0 A_Stop
		SINE M 0 A_NoGravity
		SINE M 0 A_ChangeFlag("DONTGIB",1)
		SINE M 0 A_PlaySoundEx("Teleport/Chex",7)
		SINE M 0 A_PlaySoundEx("Sinistar/Coward", "Body")
		SINE M 3 A_SpawnItem("SmallZorch")
		SINE M 3 A_SetTranslucent(0.9,0)
		SINE M 0 A_Scream
		SINE M 3 A_SetTranslucent(0.8,0)
		SINE M 0 A_NoBlocking
		SINE M 3 A_SetTranslucent(0.7,0)
		SINE M 3 A_SetTranslucent(0.6,0)
		SINE M 3 A_SetTranslucent(0.5,0)
		SINE M 3 A_SetTranslucent(0.4,0)
		SINE M 3 A_SetTranslucent(0.3,0)
		SINE M 3 A_SetTranslucent(0.2,0)
		SINE M 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("KilledEmtalic",1)
	TNT1 A 1
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_Gravity
	TNT1 A 0 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	TNT1 A 0 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	TNT1 A 0 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	TNT1 A 0 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	TNT1 A 0 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	NULL A 0 A_SpawnItemEx("CYBGIBBER", 0, 0, 0, 0, 0, 0, 0, 161, 0)
	NULL A 0 A_SpawnItemEx("CYBGIBBER", 0, 0, 0, 0, 0, 0, 0, 161, 0)
	NULL A 1 A_SpawnItemEx("GrenadeExplosion", 0, 0, 0, 0, 0, 0, 0, 160, 0)
	NULL A -1
	Stop
	Death.MarineShotgun:
	SINE M 0 A_GiveToTarget("grenadeammo",1)
	SINE M 0 A_GiveToTarget("shell",3)
	SINE M 0 A_GiveToTarget("clip1",20)
	Goto DeathAnim
	Death.Marinemachinegun:
	SINE M 0 A_GiveToTarget("grenadeammo",1)
	SINE M 0 A_GiveToTarget("shell",3)
	SINE M 0 A_GiveToTarget("clip1",20)
	Goto Deathanim
	Death.Marinepistol:
	SINE M 0 A_GiveToTarget("grenadeammo",1)
	SINE M 0 A_GiveToTarget("shell",3)
	SINE M 0 A_GiveToTarget("clip1",20)
	Goto Deathanim
	Death.Grenade:
		SINE M 0 A_GiveToTarget("KilledG",1)
		Goto DeathAnim
	Death.CrapPlasma:
		SINE M 0 A_GiveToTarget("Unlock9",1)
		Goto DeathAnim
	Death.Ice2:
		SINE M 0 A_GiveToTarget("KilledIce2",1)
		Goto DeathAnim
	Death.Fire2:
		SINE M 0 A_GiveToTarget("KilledFire2",1)
		Goto DeathAnim
	Death.Railgun:
		SINE M 0 A_GiveToTarget("KilledLightning",1)
		Goto DeathAnim
	Death.GhostTrap:
		SINE M 0 A_GiveToTarget("KilledG",1)
		Goto DeathAnim
	Death.AltFire2:
		SINE M 0 A_GiveToTarget("KilledAltFire2",1)
		Goto Death.Fire2
	Death.AltIce2:
		SINE M 0 A_GiveToTarget("KilledAltIce2",1)
		Goto Death.Ice2
	Death.AltGrenade:
		SINE M 0 A_GiveToTarget("KilledAltG",1)
		Goto Death.Grenade
	Death.Fire3:
		SINE M 0 A_GiveToTarget("KilledFire3",1)
		Goto DeathAnim
	Death.Ice3:
		SINE M 0 A_GiveToTarget("KilledIce3",1)
		Goto DeathAnim
	Death.Grenade2:
		SINE M 0 A_GiveToTarget("KilledG2",1)
		Goto DeathAnim
	Pain.Drainer:
		SINP A 0 A_GiveToTarget("Health",10)
		Goto Pain
	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 SinistarTeeth : Weapon
{
	Weapon.AmmoType "SiniPrimary"
	Weapon.AmmoUse 1
	Weapon.SlotNumber 1
	Weapon.YAdjust 0
	Obituary "%o fell before the mighty Sinistar."
	Inventory.Icon "TNT1A0"
	+INVENTORY.UNDROPPABLE
	+WEAPON.NOALERT
	+WEAPON.MELEEWEAPON
	+WEAPON.DONTBOB
	+WEAPON.NOAUTOAIM
	States
	{
	Ready:
		SINW A 1 A_WeaponReady
		Loop
	Deselect:
		SINW A 0 A_Lower
		Loop
	Select:
		SINW A 0 A_Raise
		Goto Select
	Fire:
		SINW A 0 A_GiveInventory("MetalTrail",1)
		SINW A 0 A_TakeInventory("SiniPrimary",1)
		SINW A 0 A_PlaySound("Sinistar/Rawr",0)
		SINW A 0 SetPlayerProperty(0,1,0)
		SINW A 0 A_Recoil(-500)
		SINW AAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("SiniRam",24,0,0,40,0,0,0,SXF_NOCHECKPOSITION)
		Goto FireEnd
	FireEnd:
		SINW A 0 A_TakeInventory("Crunched",999)
		SINW A 1 SetPlayerProperty(0,0,0)
		Goto Ready
	Altfire:
		SINW A 1 offset (0, 45) A_PlayWeaponSound("Sinistar/Bite")
		SINW A 1 offset (0, 55) A_SpawnItemEx("SiniBite", 0, 0 ,28, momx, momy, 0, 0, 40)
		SINW A 1 offset (0, 65) A_SpawnItemEx("SiniBite", 0, 0 ,28, momx, momy, 0, 0, 40)
		SINW A 1 offset (0, 75) A_SpawnItemEx("SiniBite", 0, 0 ,28, momx, momy, 0, 0, 40)
		SINW A 1 offset (0, 85) A_SpawnItemEx("SiniBite", 0, 0 ,28, momx, momy, 0, 0, 40)
		SINW A 1 offset (0, 95) A_SpawnItemEx("SiniBite", 0, 0 ,28, momx, momy, 0, 0, 40)
		SINW A 1 offset (0, 105) A_SpawnItemEx("SiniBite", 0, 0 ,28, momx, momy, 0, 0, 40)
		SINW A 1 offset (0, 115) A_SpawnItemEx("SiniBite", 0, 0 ,28, momx, momy, 0, 0, 40)
		SINW A 1 offset (0, 125) A_SpawnItemEx("SiniBite", 0, 0 ,28, momx, momy, 0, 0, 40)
		SINW A 1 offset (0, 135) A_SpawnItemEx("SiniBite", 0, 0 ,28, momx, momy, 0, 0, 40)
		SINW A 1 offset (0, 125)
		SINW A 1 offset (0, 115)
		SINW A 1 offset (0, 105)
		SINW A 1 offset (0, 95)
		SINW A 1 offset (0, 85)
		SINW A 1 offset (0, 75)
		SINW A 1 offset (0, 65)
		SINW A 1 offset (0, 55)
		SINW A 1 offset (0, 45)
		SINW A 30 offset (0, 32)
		Goto Ready
	}
}

Actor SiniBite
{
//PROJECTILE
+NOGRAVITY
+THRUGHOST
+FORCERADIUSDMG
+NOTELEPORT
Speed 25
Radius 2
Height 2
Obituary "%o was devoured by the mighty Sinistar." 
damagetype "Sinistar"
damage 0
+RIPPER
States{
Spawn:
TNT1 A 0
TNT1 A 1 A_Recoil(-25)
Goto Death
Death:
TNT1 A 1 A_Explode(16, 50, 0)
Stop
}
}

Actor SiniRam
{
	Speed 30
	Radius 2
	Height 2
	Damage 100
	DamageType "Emtalic"
	Obituary "%o didn't know what hit them." 
	PROJECTILE
	+FORCERADIUSDMG
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_Explode(4000,24,0)
		Stop
	}
}

Actor SiniPrimary : Ammo
{
  Inventory.PickupMessage ""
  Inventory.Amount 1
  Inventory.MaxAmount 1
  Ammo.BackpackAmount 1
  Ammo.BackpackMaxAmount 1
  States
  {
  Spawn:
    TNT1 A 8 Bright
    Loop
  }
}

Actor SiniSpeedAmmo : Ammo
{
  Inventory.PickupMessage ""
  Inventory.Amount 1
  Inventory.MaxAmount 1
  Ammo.BackpackAmount 1
  Ammo.BackpackMaxAmount 1
  States
  {
  Spawn:
    TNT1 A 8 Bright
    Loop
  }
}

Actor SinistarSpeed : Weapon
{
	Weapon.SlotNumber 2
	Weapon.YAdjust 0
	Weapon.AmmoType1 "SiniSpeedAmmo"
	Weapon.AmmoType2 "SiniSpeedAmmo"
	Weapon.AmmoUse1 0
	Weapon.AmmoUse2 0
	Obituary "Nothing exists here hehe"
	Inventory.Icon "TNT1A0"
	+INVENTORY.UNDROPPABLE
	+WEAPON.NOALERT
	+WEAPON.DONTBOB
	+WEAPON.NOAUTOAIM
	States
	{
	Ready:
		TNT1 A 1 A_WeaponReady
		Goto Ready
	Deselect:
		TNT1 A 0 A_PlayWeaponSound("Sinistar/PowerOff")
		TNT1 A 0 A_TakeInventory("PowerSinistarSpeed",1,AAPTR_DEFAULT)
		TNT1 A 0 A_Lower
		Goto Deselect
	Select:
		TNT1 A 0 A_PlayWeaponSound("Sinistar/PowerOn")
		TNT1 A 0 A_GiveInventory("SinistarUltraSpeed",1,AAPTR_DEFAULT)
		TNT1 A 0 A_Raise
		Goto Select
	Fire:
		TNT1 A 1
	Goto Ready
	AltFire:
		TNT1 A 1 A_SelectWeapon("SinistarTeeth")
	Goto Ready
	}
}

Actor SinistarUltraSpeed : PowerupGiver
{
   Game Doom
   Radius 1
   Height 1
   BounceType None
   RenderStyle None
   Inventory.Amount 1
   Inventory.MaxAmount 1
   Inventory.Icon "TNT1A0"
   Inventory.PickupMessage "This doesn't exist hehe"
   Inventory.PickupSound "Null"
   Inventory.UseSound "Null"
   Powerup.ColorMap 0.0,0.0,0.0,0.9,0.0,0.0
   Powerup.Type "PowerSinistarSpeed"
   +DROPPED
   +QUIET
   +AUTOACTIVATE
   +ALWAYSPICKUP
   +NEVERRESPAWN
   +UNTOSSABLE
   -COUNTITEM
}

Actor PowerSinistarSpeed : PowerSpeed
{
   Speed 1.7
   Powerup.Duration -0x7FFFFFFF
   +POWERSPEED.NOTRAIL
}