Actor Sjas : PlayerPawn
{
	Mass 700
	Scale 0.8
	Gravity 0.0
	BloodColor "Gray"
	Species "Ghoul"
	Player.SoundClass "Sjas"
	Player.DisplayName "Sjas"
	Player.StartItem "IsGhoul", 1
	Player.StartItem "SjasHands"
	Player.StartItem "GhoulAmmo", 1
	Player.ScoreIcon "SJASST"
	Player.ForwardMove 0.8
	Player.SideMove 0.7
	Player.MaxHealth 100
	Player.ColorRange 112, 127
	Damagefactor "Bluefire", 0.0
	Damagefactor "Jitter", 0.0
	Damagefactor "AntiAirBolt", 1.2
	Damagefactor "normal", 0.9
	Damagefactor "ChexWarrior", 0.9
	Damagefactor "NormalArrow", 1.3
	Damagefactor "ZombieSlaps", 0.0
	Damagefactor "IlluPewpewRifle", 1.1
	Damagefactor "RevyRifleBullet", 1.1
	Damagefactor "fire2", 1.1
	Damagefactor "RenegadeFire", 1.1
	Damagefactor "ThrottlePews", 0.7
	Damagefactor "AltFire2", 1.1
	Damagefactor "PistolBullets", 1.2
	Damagefactor "CalebRevolver", 1.2
	Damagefactor "SamDeagle", 1.2
	Damagefactor "Minion", 0.0
	Damagefactor "ZombieIce", 0.0
    Damagefactor "ZombiePoison", 0.0
	Damagefactor "Tenebra", 0.0
	Damagefactor "Judgement", 0.0
	LimitedToTeam 1
	+NOICEDEATH
	+QUICKTORETALIATE
	States
	{
	Spawn:
		SJAS B 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SJAS B 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		SJAS B 0 SetPlayerProperty(0,1,3)
		SJAS B 0 A_SetTranslucent(0.2,0)
		SJAS B 0 A_Changeflag("shootable",true)
		SJAS B 1 Setplayerproperty(0,0,4)
		Goto Spawn+2
		SJAS B 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SJAS B 1 
		Goto Spawn+2
	See:
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SJAS B 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		SJAS A 0 A_JumpIfHealthLower(50,"INeedHealingSee")
		SJAS B 0 A_PlaysoundEx("SjasAct","Voice")
		SJAS B 0 A_SetTranslucent (0.5,0)
		SJAS B 0 A_GiveInventory("SjasTrail",1)
		SJAS B 0 A_TakeInventory("SjasHandsNoFire")
		SJAS B 0 A_TakeInventory("PowerSjasSpeedNoTrail")
		SJAS BBBBBBBBBBB 1 Setplayerproperty(0,0,4)
		Goto Spawn+4
	AbilityState:
		SJAS B 0 A_SpawnItem("SjasVanish",0,25)
		SJAS B 0 A_ChangeFlag("SHOOTABLE",0)
		SJAS B 0 A_TakeInventory("PowerSjasSpeed")
		SJAS B 0 A_TakeInventory("SjasRevengeAmmox",10)
		SJAS B 0 A_GiveInventory("SjasHandsNoFire")
		SJAS B 0 A_GiveInventory("SjasnoTrail",1)
		SJAS B 0 ACS_NamedExecuteAlways("SjasWeaponSwitch")
		SJAS B 0 A_SetTranslucent(0.0,0)
		SJAS B 80 A_PlaySoundEx("SjasInvis1","Voice",0,1)
		SJAS B 80 A_PlaySoundEx("SjasInvis2","Voice",0,1)
		SJAS B 0 A_PlaySoundEx ("DPFOOP", "SoundSlot6")
		SJAS B 0 A_SpawnItem("SjasVanish",0,25)
	    SJAS B 2 A_Settranslucent(0.1)
		SJAS B 2 A_Settranslucent(0.2)
		SJAS B 2 A_Settranslucent(0.3)
		SJAS B 2 A_Settranslucent(0.4)
		SJAS B 2 A_Settranslucent(0.5)
		SJAS B 2 A_Settranslucent(0.6)
		SJAS B 2 A_Settranslucent(0.7)
		SJAS B 2 A_Settranslucent(0.8)
		SJAS B 2 A_Settranslucent(0.9)
		SJAS B 2 A_Settranslucent(1.0)
		SJAS B 0 A_ChangeFlag("SHOOTABLE",1)
		SJAS B 0 A_TakeInventory("SjasRevengeAmmox",10)
		SJAS B 0 A_TakeInventory("SjasHandsNoFire")
		SJAS B 0 A_TakeInventory("PowerSjasSpeedNoTrail")
		Goto Spawn+4
	INeedHealingSee:
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SJAS A 0 A_SpawnItemEx("GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		SJAS A 0 A_SpawnItemEx("64GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		SJAS B 0 A_PlaysoundEx("SjasAct","Voice")
		SJAS B 0 A_SetTranslucent (0.5,0)
		SJAS B 0 A_GiveInventory("SjasTrail",1)
		SJAS BBBBBBBBBBB 1 Setplayerproperty(0,0,4)
		Goto Spawn+4
	Dancing:
		SJAS B 0 A_Changeflag("shootable",true)
		SJAS B 0 A_TakeInventory("AriaInfluence",10)
		SJAS B 0 Setplayerproperty(0,1,4)
		SJAS BBBBBBBBBBBBBBBBB 1 Bright
		SJAS B 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		SJAS B 0 A_TakeInventory("AriaInfluence",10)
		SJAS BBBBBBBBBBBBBBBBB 1 Bright
		SJAS B 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		SJAS B 0 A_TakeInventory("AriaInfluence",10)
		SJAS BBBBBBBBBBBBBBBBB 1 Bright
		SJAS B 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		SJAS B 0 A_TakeInventory("AriaInfluence",10)
		SJAS BBBBBBBBBBBBBBBBB 1 Bright
		SJAS B 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		SJAS B 0 A_TakeInventory("AriaInfluence",10)
		SJAS BBBBBBBBBBBBBBBBB 1 Bright
		SJAS B 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		SJAS B 0 A_TakeInventory("AriaInfluence",10)
		SJAS BBBBBBBBBBBBBBBBB 1 Bright
		SJAS B 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		SJAS B 1 Setplayerproperty(0,0,4)
		SJAS B 0 A_TakeInventory("AriaInfluence",10)
		Goto Spawn+4
	Missile:
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SJAS C 0 A_SetTranslucent (0.85, 0)
		SJAS A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		SJAS CDCDCDCDCD 1
		SJAS A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		SJAS C 10
		SJAS A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		Goto Spawn+2
	GwenGoddessDeath:
		SJAS A 0 SetPlayerProperty(0,1,4)
		SJAS 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)
		SJAS F 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
	Pain:
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SJAS B 0 Setplayerproperty(0,0,4)
		SJAS B 1 A_PlaySoundEx("SjasPain", "Body")
		SJAS B 0 A_GiveInventory("SjasRevengeAmmox",1)
		SJAS B 0 A_Recoil(-6)
		SJAS B 0 Setplayerproperty(0,0,4)
		SJAS B 0 A_JumpIfInventory("SjasRevengeAmmox",10,"AbilityState")
		Goto Spawn+2
	Pain.GwenPlasma2:
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		SJAS B 0 Setplayerproperty(0,0,4)
		SJAS B 0 A_Pain
		SJAS B 20 Setplayerproperty(0,1,0)
		SJAS B 2 Setplayerproperty(0,0,0)
		Goto Spawn+2
	Pain.Vivi:
	SJAS B 0 A_SetPitch(pitch - 3.0)
	SJAS B 0 A_SetAngle(angle + (random(-50,50)/10))
	Goto Pain
	Pain.ViviMine:
	SJAS B 0 ThrustThingZ(0,70,0,0)
	Goto Pain
	Death.DoomChainSaw:
	TNT1 A 0 A_GiveToTarget("cell",50)
	TNT1 A 0 A_GiveToTarget("RocketAmmo",5)
	TNT1 A 0 A_GiveToTarget("clip1",50)
	TNT1 A 0 A_GiveToTarget("Shell",10)
	Goto Death
	Death.D64Pistol:
	TNT1 A 0 A_GiveToTarget("D64UnmakerUpgrades",1)
	TNT1 A 0 A_GiveToTarget("Cell",75)
	TNT1 A 0 A_GiveToTarget("D64KilledCount",1)
	Goto DeathAnimAlt
	Death.Plasma:
	TNT1 A 0 A_GiveToTarget("CyborgFuel",25)
	Goto DeathAnim
	Death.Telefrag:
	Goto Death.UnmakerLaser
	Death.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:
	DeathAnim:
		TNT1 A 0 A_GiveToTarget("KillBeep",1)
		TNT1 A 0 A_SpawnItemEx("AdditionalGhoulDeathVFX")
		SJAS A 0 A_TakeInventory("KilledCount",999)
		SJAS A 0 A_GiveToTarget("KilledMe",1)
		SJAS A 0 A_GiveToTarget("KilledSjas",1)
		SJAS A 0 A_Stop
		SJAS A 0 A_Gravity
		SJAS E 50 A_PlaysoundEx("SjasPain", "Body")
		SJAS EFEFEFEFEFEF 2 A_Playsound("SjasPain")
		SJAS FGFGFGFGFGFG 2 A_Playsound("SjasPain")
		SJAS GHGHGHGHGHGH 2 A_Playsound("SjasPain")
		SJAS F 50 A_Playsound("SjasPain")
		SJAS C 0 A_PlaysoundEx("SjasDeath", "Body")
		SJAS C 0 A_NoBlocking
		SJAS C 0 A_Gravity
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,0,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,30,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,60,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,90,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,120,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,150,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,180,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,-30,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,-60,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,-90,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,-120,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,-150,2)
		TNT1 A 30
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,0,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,30,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,60,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,90,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,120,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,150,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,180,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,-30,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,-60,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,-90,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,-120,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,-150,2)
		TNT1 A -1
		Stop
	DeathAnimAlt:
		TNT1 A 0 A_GiveToTarget("KillIndicator",1)
		TNT1 A 0 A_SpawnItemEx("AdditionalGhoulDeathVFX")
		SJAS A 0 A_TakeInventory("KilledCount",999)
		SJAS A 0 A_GiveToTarget("KilledMe",1)
		SJAS A 0 A_GiveToTarget("KilledSjas",1)
		SJAS A 0 A_Stop
		SJAS A 0 A_Gravity
		SJAS E 50 A_PlaysoundEx("SjasPain", "Body")
		SJAS EFEFEFEFEFEF 2 A_Playsound("SjasPain")
		SJAS FGFGFGFGFGFG 2 A_Playsound("SjasPain")
		SJAS GHGHGHGHGHGH 2 A_Playsound("SjasPain")
		SJAS F 50 A_Playsound("SjasPain")
		SJAS C 0 A_PlaysoundEx("SjasDeath", "Body")
		SJAS C 0 A_NoBlocking
		SJAS C 0 A_Gravity
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,0,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,30,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,60,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,90,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,120,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,150,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,180,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,-30,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,-60,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,-90,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,-120,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,-150,2)
		TNT1 A 30
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,0,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,30,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,60,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,90,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,120,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,150,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,180,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,-30,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,-60,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,-90,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,-120,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,-150,2)
		TNT1 A -1
		Stop
	Death.ChexWarrior:
		SJAS A 0 A_GiveToTarget("KillIndicator",1)
		SJAS A 0 A_TakeInventory("KilledCount",999)
		SJAS A 0 A_GiveToTarget("KilledMe",1)
		SJAS A 0 A_GiveToTarget("KilledSjas",1)
		SJAS A 0 A_SpawnItemEx("ChexCereal",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		SJAS A 0 A_GiveToTarget("ChexArmorBonus",25)
		SJAS A 0 A_GiveToTarget("ChexBoop",1)
		SJAS A 0 A_Stop
		SJAS A 0 A_NoGravity
		SJAS A 0 A_ChangeFlag("DONTGIB",1)
		SJAS A 0 A_PlaySoundEx("Teleport/Chex",7)
		SJAS A 0 A_PlaySoundEx("SjasPain", "Body")
		SJAS F 3 A_SpawnItem("SmallZorch")
		SJAS F 3 A_SetTranslucent(0.9,0)
		SJAS F 0 A_Scream
		SJAS F 3 A_SetTranslucent(0.8,0)
		SJAS F 0 A_NoBlocking
		SJAS F 3 A_SetTranslucent(0.7,0)
		SJAS F 3 A_SetTranslucent(0.6,0)
		SJAS F 3 A_SetTranslucent(0.5,0)
		SJAS F 3 A_SetTranslucent(0.4,0)
		SJAS F 3 A_SetTranslucent(0.3,0)
		SJAS F 3 A_SetTranslucent(0.2,0)
		SJAS F 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_TakeInventory("KilledCount",999)
		TNT1 A 0 A_GiveToTarget("KilledMe",1)
		TNT1 A 0 A_GiveToTarget("KilledSjas",1)
		TNT1 A 1
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Gravity
		TNT1 A 0 A_SpawnItemEx("AdditionalGhoulDeathVFX")
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,0,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,30,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,60,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,90,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,120,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,150,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,180,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,-30,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,-60,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,-90,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,-120,2)
		SJAS Z 0 A_CustomMissile("ArchvileFirex",0,0,-150,2)
		TNT1 A 1 A_SpawnItemEx("SoulGIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
		TNT1 A -1
		Stop
	Death.MarineShotgun:
	SJAS E 0 A_GiveToTarget("grenadeammo",1)
	SJAS E 0 A_GiveToTarget("shell",3)
	SJAS E 0 A_GiveToTarget("clip1",20)
	Goto DeathAnim
	Death.Marinemachinegun:
	SJAS E 0 A_GiveToTarget("grenadeammo",1)
	SJAS E 0 A_GiveToTarget("shell",3)
	SJAS E 0 A_GiveToTarget("clip1",20)
	Goto Deathanim
	Death.Marinepistol:
	SJAS E 0 A_GiveToTarget("grenadeammo",1)
	SJAS E 0 A_GiveToTarget("shell",3)
	SJAS E 0 A_GiveToTarget("clip1",20)
	Goto Deathanim
	Death.Grenade:
		SJAS E 0 A_GiveToTarget("KilledG",1)
		Goto DeathAnim
	Death.CrapPlasma:
		SJAS E 0 A_GiveToTarget("Unlock9",1)
		Goto DeathAnim
	Death.Ice2:
		SJAS A 0 A_GiveToTarget("KilledIce2",1)
		Goto DeathAnim
	Death.Fire2:
		SJAS A 0 A_GiveToTarget("KilledFire2",1)
		Goto DeathAnim
	Death.Railgun:
		SJAS A 0 A_GiveToTarget("KilledLightning",1)
		Goto DeathAnim
	Death.GhostTrap:
		SJAS A 0 A_GiveToTarget("KilledG",1)
		Goto DeathAnim
	Death.AltFire2:
		SJAS A 0 A_GiveToTarget("KilledAltFire2",1)
		Goto Death.Fire2
	Death.AltIce2:
		SJAS A 0 A_GiveToTarget("KilledAltIce2",1)
		Goto Death.Ice2
	Death.AltGrenade:
		SJAS A 0 A_GiveToTarget("KilledAltG",1)
		Goto Death.Grenade
	Death.Fire3:
		SJAS A 0 A_GiveToTarget("KilledFire3",1)
		Goto DeathAnim
	Death.Ice3:
		SJAS A 0 A_GiveToTarget("KilledIce3",1)
		Goto DeathAnim
	Death.Grenade2:
		SJAS A 0 A_GiveToTarget("KilledG2",1)
		Goto DeathAnim
	Pain.Drainer:
		SJAS A 0 A_GiveToTarget("Health",10)
		Goto Pain
	Death.ChexWarriorChainsaw:
	Death.ChexWarriorPistol:
		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 SjasRevengeAmmox : Ammo
{
  Inventory.PickupMessage ""
  Inventory.Amount 10
  Inventory.MaxAmount 10
  Ammo.BackpackAmount 10
  Ammo.BackpackMaxAmount 10
  Inventory.Icon "VEKFI0"
  States
  {
  Spawn:
    VEKF I 8 Bright
    Loop
  }
}

Actor SjasHands : Weapon
{
Weapon.SlotNumber 1
+WEAPON.MELEEWEAPON 
+WEAPON.DONTBOB
+INVENTORY.UNDROPPABLE
inventory.icon "SJASATT"
   Weapon.SelectionOrder 350
   Inventory.PickupSound ""
   Inventory.PickupMessage ""
   Obituary "%o was screamed at by %k"
   Weapon.AmmoType "SjasRevengeAmmox"
   Weapon.AmmoGive 100
   //Weapon.AmmoUse 0
   Weapon.Kickback 100
   +WEAPON.NOAUTOAIM
   Weapon.YAdjust 0
   States
   {
   Spawn:
      BPAK A 400
      Stop
   Ready:
      SJHA ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 A_WeaponReady
	  SJHB ABCDEFGHIJKLMNOPQRST 2 A_WeaponReady
      Loop
   Deselect:
	  SJHA A 0 A_Lower
      Loop
   Select:
      SJHA A 0 A_Raise
      Goto Select
   Fire:
   	SJHA A 0 A_Playweaponsound("Sjasattack")
	SJHA A 1 A_FireCustomMissile("SjasAttack", 0, 0 ,0)
	SJHB UVWXWVUYZ 1 //50 tics
	SJHC ABA 1
	SJHB ZY 1
	SJHB UVWXWVUYZ 2
	SJHC ABA 2
	SJHB ZY 2
	SJHA A 24//14
      Goto Ready
   AltFire:
	SJHA A 0 A_ChangeFlag("SHOOTABLE",0)
    SJHA A 0 A_Stop
	SJHA A 0 SetPlayerProperty (0, 1, 4)
	SJHA A 0 A_GiveInventory("SjasRepulsion",1)
 	SJHA A 0 A_FireCustomMissile("SjasReflect", 0, 0 ,0)
	SJHA A 5 offset (0, 45) A_SpawnItemEx("SjasWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	SJHA A 5 offset (0, 50) A_SpawnItemEx("SjasWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	SJHA A 5 offset (0, 55) A_SpawnItemEx("SjasWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	SJHA A 5 offset (0, 60) A_SpawnItemEx("SjasWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	SJHA A 5 offset (0, 55)
	SJHA A 5 offset (0, 50)
	SJHA A 0 SetPlayerProperty (0, 0, 4)
	SJHA A 0 A_ChangeFlag("SHOOTABLE",1)
	SJHA A 5 offset (0, 45)
	SJHA A 5 offset (0, 35)
	SJHA A 5 offset (0, 32)
	SJHA A 35 
      Goto Ready
   }
}

Actor SjasHandsNoFire : SjasHands
{
   States
   {
   Spawn:
      BPAK A 400
      Stop
   Ready:
      SJHA ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	  SJHB ABCDEFGHIJKLMNOPQRST 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
      Loop
   Deselect:
	  SJHA A 0 A_Lower
      Loop
   Select:
      SJHA A 0 A_Raise
      Goto Select
   }
}

Actor SjasAttack
{
damagetype "SjasScream"
PROJECTILE
Speed 2
Radius 2
Height 2
States{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(120, 130, 0)//115  //103 -130
Stop
}
}

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

Actor BotSjasHands : Weapon
{
Weapon.SlotNumber 1
+WEAPON.MELEEWEAPON 
+WEAPON.DONTBOB
+INVENTORY.UNDROPPABLE
inventory.icon "SJASATT"
   Weapon.SelectionOrder 350
   Inventory.PickupSound ""
   Inventory.PickupMessage ""
   Obituary "%o was screamed at by %k" 
   //Weapon.AmmoType "GhoulAmmo"
   Weapon.AmmoGive 100
   //Weapon.AmmoUse 0
   Weapon.Kickback 100
   +WEAPON.NOAUTOAIM
   Weapon.YAdjust 0
   States
   {
   Spawn:
      BPAK A 400
      Stop
   Ready:
      SJHA A 0 A_TakeInventory("BotAttack",255)
      SJHA ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 A_WeaponReady
	  SJHA A 0 A_JumpIfInventory("Botshowpain", 1,"AltfireDecideTwo")
	  SJHB ABCDEFGHIJKLMNOPQRST 2 A_WeaponReady
	  SJHA A 0 A_JumpIfInventory("Botshowpain", 1,"AltfireDecideTwo")
      Loop
   Deselect:
	  SJHA A 1 A_Lower
      Loop
   Select:
      SJHA A 1 A_Raise
      Goto Select
   AltfireDecide:
    SJHA A 0 A_JumpIfInventory("ReflectCooldown", 1, "Ready")
	SJHA A 0 A_Jump(44,"AltShoot")
	Goto Ready
   AltfireDecideTwo:
    SJHA A 0 A_JumpIfInventory("ReflectCooldown", 1, "Ready")
	SJHA A 0 A_Jump(143,"AltShoot")
	Goto Ready
   Fire:
    SJHA A 0 A_GiveInventory("BotAttack",1)
   	SJHA A 0 A_Playweaponsound("Sjasattack")
	SJHA A 1 A_FireCustomMissile("SjasAttack", 0, 0 ,0)
	SJHB UVWXWVUYZ 1 //50 tics
	SJHC ABA 1
	SJHB ZY 1
	SJHB UVWXWVUYZ 2
	SJHC ABA 2
	SJHB ZY 2
	//SJHA A 24//14
	SJHA A 10
	SJHA A 0 A_JumpIfInventory("Botshowpain", 1,"AltfireDecide")
	SJHA A 5
	SJHA A 0 A_JumpIfInventory("Botshowpain", 1,"AltfireDecide")
	SJHA A 5
	SJHA A 0 A_JumpIfInventory("Botshowpain", 1,"AltfireDecide")
	SJHA A 4
    goto Ready
   AltShoot://AltFire
    SJHA A 0 A_TakeInventory("BotAttack",255)
	SJHA A 0 A_ChangeFlag("SHOOTABLE",0)
    SJHA A 0 A_Stop
	SJHA A 0 SetPlayerProperty (0, 1, 4)
	SJHA A 0 A_GiveInventory("SjasRepulsion",1)
 	SJHA A 0 A_FireCustomMissile("SjasReflect", 0, 0 ,0)
	SJHA A 5 offset (0, 45) A_SpawnItemEx("SjasWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	SJHA A 5 offset (0, 50) A_SpawnItemEx("SjasWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	SJHA A 5 offset (0, 55) A_SpawnItemEx("SjasWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	SJHA A 5 offset (0, 60) A_SpawnItemEx("SjasWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	SJHA A 5 offset (0, 55)
	SJHA A 5 offset (0, 50)
	SJHA A 0 SetPlayerProperty (0, 0, 4)
	SJHA A 0 A_ChangeFlag("SHOOTABLE",1)
	SJHA A 5 offset (0, 45)
	SJHA A 5 offset (0, 35)
	SJHA A 5 offset (0, 32)
	SJHA A 35
	SJHA A 0 A_GiveInventory("ReflectCooldown",1)
    goto Ready
   }
}

Actor BotSuperSjasHands : Weapon
{
Weapon.SlotNumber 1
+WEAPON.MELEEWEAPON 
+WEAPON.DONTBOB
+INVENTORY.UNDROPPABLE
inventory.icon "SJASATT"
   Weapon.SelectionOrder 350
   Inventory.PickupSound ""
   Inventory.PickupMessage ""
   Obituary "%o was screamed at by %k" 
   //Weapon.AmmoType "GhoulAmmo"
   Weapon.AmmoGive 100
   //Weapon.AmmoUse 0
   Weapon.Kickback 100
   +WEAPON.NOAUTOAIM
   Weapon.YAdjust 0
   States
   {
   Spawn:
      BPAK A 400
      Stop
   Ready:
      SJHA A 0 A_TakeInventory("BotAttack",255)
      SJHA ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 A_WeaponReady
	  SJHA A 0 A_JumpIfInventory("Botshowpain", 1,"AltfireDecideTwo")
	  SJHB ABCDEFGHIJKLMNOPQRST 2 A_WeaponReady
	  SJHA A 0 A_JumpIfInventory("Botshowpain", 1,"AltfireDecideTwo")
      Loop
   Deselect:
	  SJHA A 1 A_Lower
      Loop
   Select:
      SJHA A 1 A_Raise
      Goto Select
   AltfireDecide:
    SJHA A 0 A_JumpIfInventory("ReflectCooldown", 1, "Ready")
	SJHA A 0 A_Jump(44,"AltShoot")
	Goto Ready
   AltfireDecideTwo:
    SJHA A 0 A_JumpIfInventory("ReflectCooldown", 1, "Ready")
	SJHA A 0 A_Jump(143,"AltShoot")
	Goto Ready
   Fire:
    SJHA A 0 A_Jump(35, "ShootWave")
	SJHA A 0 A_GiveInventory("BotAttack",1)
   	SJHA A 0 A_Playweaponsound("Sjasattack")
	SJHA A 1 A_FireCustomMissile("SjasAttack", 0, 0 ,0)
	SJHB UVWXWVUYZ 1 //50 tics
	SJHC ABA 1
	SJHB ZY 1
	SJHB UVWXWVUYZ 2
	SJHC ABA 2
	SJHB ZY 2
	//SJHA A 24//14
	SJHA A 10
	SJHA A 0 A_JumpIfInventory("Botshowpain", 1,"AltfireDecide")
	SJHA A 5
	SJHA A 0 A_JumpIfInventory("Botshowpain", 1,"AltfireDecide")
	SJHA A 5
	SJHA A 0 A_JumpIfInventory("Botshowpain", 1,"AltfireDecide")
	SJHA A 4
    goto Ready
   ShootWave:
	SJHA A 0 A_JumpIfInventory("WaveCooldown", 1, "Ready")
	SJHA A 0 A_Stop
	SJHA A 0 SetPlayerProperty (0, 1, 4)
	//SJHA A 0 A_GiveInventory("SjasRepulsion",1)
	SJHA A 0 A_PlaySound ("Sjasreflect", 3, 1.0, 0, ATTN_NORM)
	SJHA A 3 offset (0, 45) A_SpawnItemEx("DecSjasWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	SJHA A 3 offset (0, 50) A_SpawnItemEx("DecSjasWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	SJHA A 2 offset (0, 55) A_SpawnItemEx("DecSjasWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	SJHA A 2 offset (0, 60) A_SpawnItemEx("DecSjasWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	SJHA A 0 A_FireCustomMissile("SjasEcho", 0, 0 ,0)
	//SJHA A 0 A_FireCustomMissile ("SjasEcho", 0, 0, 14, 0, 0, 0)
	SJHA A 2 offset (0, 55)
	SJHA A 2 offset (0, 50)
	SJHA A 0 SetPlayerProperty (0, 0, 4)
	SJHA A 2 offset (0, 45)
	SJHA A 2 offset (0, 35)
	SJHA A 3 offset (0, 32)
	SJHA A 17//35
	SJHA A 0 A_GiveInventory("WaveCooldown",1)
    Goto Ready
   AltShoot://AltFire
    SJHA A 0 A_TakeInventory("BotAttack",255)
	SJHA A 0 A_ChangeFlag("SHOOTABLE",0)
    SJHA A 0 A_Stop
	SJHA A 0 SetPlayerProperty (0, 1, 4)
	SJHA A 0 A_GiveInventory("SjasRepulsion",1)
 	SJHA A 0 A_FireCustomMissile("SjasReflect", 0, 0 ,0)
	SJHA A 5 offset (0, 45) A_SpawnItemEx("SjasWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	SJHA A 5 offset (0, 50) A_SpawnItemEx("SjasWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	SJHA A 5 offset (0, 55) A_SpawnItemEx("SjasWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	SJHA A 5 offset (0, 60) A_SpawnItemEx("SjasWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	SJHA A 5 offset (0, 55)
	SJHA A 5 offset (0, 50)
	SJHA A 0 SetPlayerProperty (0, 0, 4)
	SJHA A 0 A_ChangeFlag("SHOOTABLE",1)
	SJHA A 5 offset (0, 45)
	SJHA A 5 offset (0, 35)
	SJHA A 5 offset (0, 32)
	SJHA A 35
	SJHA A 0 A_GiveInventory("ReflectCooldown",1)
    goto Ready
   }
}

actor SjasFlight : PowerupGiver
{
  inventory.maxamount 0
  powerup.duration 0x7FFFFFFF
  powerup.type "Flight"
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.ALWAYSPICKUP
  states
  {
  Spawn:
	TNT1 A 1
    loop
  }
}


actor Flight2 : ArtiFly
{
  +INVENTORY.AUTOACTIVATE
  inventory.icon "MEGAA0"
}

actor Sjastrail : PowerupGiver
{
  inventory.maxamount 0
  powerup.color "00 00 00", 0.0
  powerup.type "PowerSjasSpeed"
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.ALWAYSPICKUP
  states
  {
  Spawn:
    TNT1 A 6
    loop
  }
}

Actor PowerSjasSpeed : PowerSpeed
{
   Speed 1.5
   Powerup.Duration -0x7FFFFFFF
}


actor Sjasnotrail : Sjastrail
{
  powerup.type "PowerSjasSpeedNoTrail"
}

Actor PowerSjasSpeedNoTrail : PowerSjasSpeed
{
	Speed 2.3
   +POWERSPEED.NOTRAIL
}

ACTOR PlayerSpeedTrail2 : PlayerSpeedTrail replaces PlayerSpeedTrail
{
+CLIENTSIDEONLY 
}

/////////////////////////////////////////////

/////////////////////////////////////////////

ACTOR SjasReflect
{
- SOLID
+NOBLOCKMAP
+NOGRAVITY
height 1
radius 1
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Playsound("Sjasreflect")
Stop
}
}

ACTOR SjasWave
{
- SOLID
//+NOBLOCKMAP
+NOGRAVITY
+NOBLOOD
+SHOOTABLE
+NODAMAGE
+GHOST
+REFLECTIVE
Health 5
translation "112:127=80:95"
height 50
radius 50
mass 99999999999
scale 1.2
renderstyle translucent
alpha 1.0
States
{
Spawn:
PR2E A 0
PR2E ABCDEFGHIJKLMNO 2 bright A_FadeOut(0.04)
Stop
}
}

ACTOR SjasRepulsion : ArtiBlastRadius
{
+AUTOACTIVATE
}

actor ReflectCooldown : PowerDamage
{
damagefactor "nothing", 1.0
powerup.duration 55
}

actor WaveCooldown : PowerDamage
{
damagefactor "nothing", 1.0
powerup.duration 45
}

actor SjasEcho
{
Radius 15
Speed 30
Height 15
damage (60)
PROJECTILE
renderstyle none
seesound "echobounce"
+DOOMBOUNCE
bouncecount 6
bouncefactor 1.0
reactiontime 100
wallbouncefactor 1.0
damagetype "Jitter"
Obituary "%o was screamed at by %k"
+DONTREFLECT
states
{
Spawn:
TNT1 A 0 A_CountDown
TNT1 A 1 A_SpawnItem("SjasEchoWave")
loop
}
}

actor SjasEchoWave
{
+CLIENTSIDEONLY
- SOLID
+NOGRAVITY
height 1
radius 1
scale 0.4
renderstyle translucent
alpha 1.0
//translation "112:127=224:231" defa
//translation "160:167=96:111" avf3
translation "112:127=80:95"
states
{
Spawn:
PR2E OMKIGECA 1 bright A_FadeOut(0.04)
stop
}
}

ACTOR DecSjasWave
{
- SOLID
//+NOBLOCKMAP
+NOGRAVITY
+NOBLOOD
-SHOOTABLE
+NODAMAGE
+GHOST
-REFLECTIVE
Health 5
translation "112:127=80:95"
height 50
radius 50
mass 99999999999
scale 1.2
renderstyle translucent
alpha 1.0
States
{
Spawn:
PR2E A 0
PR2E ABCDEFGHIJKLMNO 2 bright A_FadeOut(0.04)
Stop
}
}