Actor Stellaris : PlayerPawn
{
	Health 200
	Mass 700
	Scale 0.8
	BloodColor "DarkRed"
	Species "Ghoul"
	Player.ForwardMove 0.9
	Player.SideMove 0.9
	Player.MaxHealth 200
	Player.DisplayName "Stellaris"
	Player.StartItem "IsGhoul", 1
	Player.StartItem "BenedictioMortis"
	Player.StartItem "BenedictioMortisAltAmmo", 50
	Player.StartItem "SanctusIllusio"
	Player.StartItem "SpecialAbility", 1
	Player.StartItem "StellarisFloorHugYes", 1
	Player.StartItem "StellarisAmmoAuraItem", 1
	Player.ScoreIcon "STELST"
	Player.SoundClass "Stellaris"
	Player.ColorRange 112, 127
	Damagefactor "Divine", 0.4
	Damagefactor "normal", 0.9
	Damagefactor "ChexWarrior", 0.9
	Damagefactor "ThrottlePews", 0.7
	Damagefactor "AntiAirBolt", 0.7
	Damagefactor "ice2", 0.7
	Damagefactor "Altice2", 0.7
	Damagefactor "Ice", 0.7
	Damagefactor "PistolBullets", 0.7
	Damagefactor "CalebRevolver", 0.7
	Damagefactor "SamDeagle", 0.7
	DamageFactor "Lightning", 0.8
	damagefactor "Railgun", 0.8
	Damagefactor "CodenameBeam", 0.8
	Damagefactor "plasma", 0.7
	Damagefactor "InariPlasma", 0.8
	DamageFactor "Proton", 1.3
	DamageFactor "Ghosttrap", 1.3
	DamageFactor "Grenade", 1.2
	DamageFactor "CalebDynamite", 1.2
	Damagefactor "Bluefire", 0.0
	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.jumpz 0
	maxstepheight 180
	LimitedToTeam 1
	+NOSKIN
	+NOICEDEATH
	+FLOORHUGGER
	+NOTONAUTOMAP
	+THRUSPECIES
	+QUICKTORETALIATE
	States
	{
	Spawn:
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		STEL A 1 Setplayerproperty(0,0,4)
		STEL A 9
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		STEL A 1 Setplayerproperty(0,0,4)
		STEL A 9 A_GiveInventory("BenedictioMortisAltAmmo",2)
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		STEL A 1 Setplayerproperty(0,0,4)
		STEL A 9
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		STEL A 1 Setplayerproperty(0,0,4)
		STEL A 3
		Goto Spawn+1
	See:
		STEL A 0 A_JumpIfHealthLower(100,"INeedHealingSee")
		STEL A 0 A_Jump(5,"SeeNoise")
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		STEL A 5
		Loop
	SeeNoise:
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		STEL A 0 A_PlaySoundEx("Stellaris/Idle",CHAN_VOICE)
		STEL A 5
		Goto See
	INeedHealingSee:
		STEL A 0 A_Jump(5,"INeedHealingSeeNoise")
		STEL A 0 A_SpawnItemEx("GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		STEL A 0 A_SpawnItemEx("64GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		STEL A 5
		Goto Spawn
	INeedHealingSeeNoise:
		STEL A 0 A_SpawnItemEx("GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		STEL A 0 A_SpawnItemEx("64GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		STEL A 0 A_PlaySoundEx("Stellaris/Idle",CHAN_VOICE)
		STEL A 5
		Goto Spawn
	Missile:	
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		TNT1 A 0 A_JumpIfInventory("StellarisSingToken",1,"Singing")
		STEL B 8
		Goto Spawn+1
	Singing:	
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		STEL C 8
		Goto Spawn+1
	Pain:
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		STEL A 0 Setplayerproperty(0,0,4)
        STEL A 1
		STEL A 0 Setplayerproperty(0,0,4)
		STEL A 0 A_Pain
        Goto See
	Pain.Vivi:
	STEL E 0 A_SetPitch(pitch - 3.0)
	STEL E 0 A_SetAngle(angle + (random(-50,50)/10))
	Goto Pain
	Pain.ViviMine:
	STEL E 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
	Death.MirabelPlasma:
	Death.Proton:
	Death.InariPlasma:
	Death.Telefrag:
	Death.CodenameBeam:
	Goto DeathAnim
	Pain.GwenPlasma2:
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		STEL A 0 Setplayerproperty(0,0,4)
		STEL A 0 A_Pain
		STEL A 20 Setplayerproperty(0,1,0)
		STEL A 2 Setplayerproperty(0,0,0)
		Goto See
	GwenGoddessDeath:
		TNT1 A 0 SetPlayerProperty(0,1,4)
		TNT1 A 0 A_SetTranslucent (1.0, 0)
		TNT1 A 0 A_SpawnItemEx("GwenTimeImplosionRing")
		TNT1 A 0 A_Playsound("Gwen/DivineExplosionSound",6,1,0,ATTN_NONE)
		STEL 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:
		STEL D 0 A_GiveToTarget("KillBeep",1)
		STEL D 0 A_PlaySoundEx("Stellaris/Death","Voice")
		STEL D 0 A_TakeInventory("KilledCount",999)
		STEL D 0 A_GiveToTarget("KilledChoke",1)
		STEL D 0 A_GiveToTarget("KilledMe",1)
		STEL D 0 A_SpawnItemEx("StellarisCross")
		STEL DEFGHIJKLM 4
		STEL M -1
		Stop
	DeathAnimAlt:
		STEL D 0 A_GiveToTarget("KillIndicator",1)
		STEL D 0 A_PlaySoundEx("Stellaris/Death","Voice")
		STEL D 0 A_TakeInventory("KilledCount",999)
		STEL D 0 A_GiveToTarget("KilledChoke",1)
		STEL D 0 A_GiveToTarget("KilledMe",1)
		STEL D 0 A_SpawnItemEx("StellarisCross")
		STEL DEFGHIJKLM 4
		STEL M -1
		Stop
	Death.ChexWarrior:
		STEL B 0 A_GiveToTarget("KillIndicator",1)
		STEL B 0 A_TakeInventory("KilledCount",999)
		STEL B 0 A_GiveToTarget("KilledMe",1)
		STEL B 0 A_GiveToTarget("KilledChoke",1)
		STEL B 0 A_SpawnItemEx("ChexCereal",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		STEL B 0 A_GiveToTarget("ChexArmorBonus",25)
		STEL B 0 A_GiveToTarget("ChexBoop",1)
		STEL B 0 A_Stop
		STEL B 0 A_NoGravity
		STEL B 0 A_ChangeFlag("DONTGIB",1)
		STEL B 0 A_PlaySoundEx("Teleport/Chex",7)
		STEL B 0 A_PlaySoundEx("Choke/Pain", "Body")
		STEL B 0 A_SpawnItemEx("StellarisCross")
		STEL B 3 A_SpawnItem("BigZorch")
		STEL B 3 A_SetTranslucent(0.9,0)
		STEL B 0 A_Scream
		STEL B 3 A_SetTranslucent(0.8,0)
		STEL B 0 A_NoBlocking
		STEL B 3 A_SetTranslucent(0.7,0)
		STEL B 3 A_SetTranslucent(0.6,0)
		STEL B 3 A_SetTranslucent(0.5,0)
		STEL B 3 A_SetTranslucent(0.4,0)
		STEL B 3 A_SetTranslucent(0.3,0)
		STEL B 3 A_SetTranslucent(0.2,0)
		STEL B 3 A_SetTranslucent(0.1,0) 
		TNT1 A 1 A_SetTranslucent(1,0)
		TNT1 A -1
		Stop
	Death.MarineShotgun:
	STEL E 0 A_GiveToTarget("grenadeammo",1)
	STEL E 0 A_GiveToTarget("shell",3)
	STEL E 0 A_GiveToTarget("clip1",20)
	Goto DeathAnim
	Death.Marinemachinegun:
	STEL E 0 A_GiveToTarget("grenadeammo",1)
	STEL E 0 A_GiveToTarget("shell",3)
	STEL E 0 A_GiveToTarget("clip1",20)
	Goto Deathanim
	Death.Marinepistol:
	STEL E 0 A_GiveToTarget("grenadeammo",1)
	STEL E 0 A_GiveToTarget("shell",3)
	STEL E 0 A_GiveToTarget("clip1",20)
	Goto Deathanim
	Death.Grenade:
		STEL E 0 A_GiveToTarget("KilledG",1)
		Goto DeathAnim
	Death.CrapPlasma:
		STEL E 0 A_GiveToTarget("Unlock9",1)
		Goto DeathAnim
	Death.Ice2:
		STEL A 0 A_GiveToTarget("KilledIce2",1)
		Goto DeathAnim
	Death.Fire2:
		STEL A 0 A_GiveToTarget("KilledFire2",1)
		Goto DeathAnim
	Death.Railgun:
		STEL A 0 A_GiveToTarget("KilledLightning",1)
		Goto DeathAnim
	Death.GhostTrap:
		STEL A 0 A_GiveToTarget("KilledG",1)
		Goto DeathAnim
	Death.AltFire2:
		STEL A 0 A_GiveToTarget("KilledAltFire2",1)
		Goto Death.Fire2
	Death.AltIce2:
		STEL A 0 A_GiveToTarget("KilledAltIce2",1)
		Goto Death.Ice2
	Death.AltGrenade:
		STEL A 0 A_GiveToTarget("KilledAltG",1)
		Goto Death.Grenade
	Death.Fire3:
		STEL A 0 A_GiveToTarget("KilledFire3",1)
		Goto DeathAnim
	Death.Ice3:
		STEL A 0 A_GiveToTarget("KilledIce3",1)
		Goto DeathAnim
	Death.Grenade2:
		STEL A 0 A_GiveToTarget("KilledG2",1)
		Goto DeathAnim
	Pain.Drainer:
		STEL A 0 A_GiveToTarget("Health",10)
		STEL A 0 A_PlaySoundEx("ChokePain","Body")
		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 BenedictioMortis : Weapon
{
	Tag "Benedictio Mortis"
	Weapon.AmmoType2 "BenedictioMortisAltAmmo"
	Weapon.AmmoUse 0
	Weapon.AmmoUse2 1
	Weapon.SlotNumber 1
	Weapon.YAdjust 0
	YScale 0.833334
	Obituary "%o's lifeforce was sapped away by %k."
	Inventory.Icon "TNT1A0"
	+INVENTORY.UNDROPPABLE
	+WEAPON.NOALERT
	+WEAPON.DONTBOB
	+WEAPON.NOAUTOAIM
	+WEAPON.ALT_AMMO_OPTIONAL
	States
	{
	Ready:
		BENE A 1 A_WeaponReady
		BENE A 0 A_JumpIfInventory("CyborgDashCheck",1,"MovementSwap")
		Loop
	Deselect:
		BENE A 0 A_Lower
		Loop
	Select:
		BENE A 0 A_Raise
		BENE A 0 A_Playweaponsound("Stellaris/BenedictioSelect")
		Goto Select
	Fire:
		BENE A 0 SetPlayerProperty(0,1,0)
		BENE A 0 ACS_ExecuteAlways(1949,0,1)
		BENE A 0 A_Recoil(-80)
		BENE A 0 A_Playweaponsound("Stellaris/BenedictioCharge")
		BENE AAAAA 3 A_FireCustomMissile("StellarisAttack2",0,0,0,0)
		BENE BBBBB 3 A_FireCustomMissile("StellarisAttack2",0,0,0,0)
		BENE CCCCC 3 A_FireCustomMissile("StellarisAttack2",0,0,0,0)
		BENE C 0 A_Playweaponsound("Stellaris/BenedictioBoom")
        BENE C 0 A_FireCustomMissile("StellarisExplosionFXNew", 10, 0, 0, 0)
        BENE C 0 A_FireCustomMissile("StellarisExplosionFXNew", 20, 0, 0, 0)
        BENE C 0 A_FireCustomMissile("StellarisExplosionFXNew", 30, 0, 0, 0)
        BENE C 0 A_FireCustomMissile("StellarisExplosionFXNew", 40, 0, 0, 0)
        BENE C 0 A_FireCustomMissile("StellarisExplosionFXNew", 50, 0, 0, 0)
        BENE C 0 A_FireCustomMissile("StellarisExplosionFXNew", 60, 0, 0, 0)
        BENE C 0 A_FireCustomMissile("StellarisExplosionFXNew", 70, 0, 0, 0)
        BENE C 0 A_FireCustomMissile("StellarisExplosionFXNew", 80, 0, 0, 0)
        BENE C 0 A_FireCustomMissile("StellarisExplosionFXNew", 90, 0, 0, 0)
        BENE C 0 A_FireCustomMissile("StellarisExplosionFXNew", 100, 0, 0, 0)
        BENE C 0 A_FireCustomMissile("StellarisExplosionFXNew", 110, 0, 0, 0)
        BENE C 0 A_FireCustomMissile("StellarisExplosionFXNew", 120, 0, 0, 0)
        BENE C 0 A_FireCustomMissile("StellarisExplosionFXNew", 130, 0, 0, 0)
        BENE C 0 A_FireCustomMissile("StellarisExplosionFXNew", 140, 0, 0, 0)
        BENE C 0 A_FireCustomMissile("StellarisExplosionFXNew", 150, 0, 0, 0)
        BENE C 0 A_FireCustomMissile("StellarisExplosionFXNew", 160, 0, 0, 0)
        BENE C 0 A_FireCustomMissile("StellarisExplosionFXNew", 170, 0, 0, 0)
        BENE C 0 A_FireCustomMissile("StellarisExplosionFXNew", 180, 0, 0, 0)
        BENE C 0 A_FireCustomMissile("StellarisExplosionFXNew", 190, 0, 0, 0)
        BENE C 0 A_FireCustomMissile("StellarisExplosionFXNew", 200, 0, 0, 0)
        BENE C 0 A_FireCustomMissile("StellarisExplosionFXNew", 210, 0, 0, 0)
        BENE C 0 A_FireCustomMissile("StellarisExplosionFXNew", 220, 0, 0, 0)
        BENE C 0 A_FireCustomMissile("StellarisExplosionFXNew", 230, 0, 0, 0)
        BENE C 0 A_FireCustomMissile("StellarisExplosionFXNew", 240, 0, 0, 0)
        BENE C 0 A_FireCustomMissile("StellarisExplosionFXNew", 250, 0, 0, 0)
        BENE C 0 A_FireCustomMissile("StellarisExplosionFXNew", 260, 0, 0, 0)
        BENE C 0 A_FireCustomMissile("StellarisExplosionFXNew", 270, 0, 0, 0)
        BENE C 0 A_FireCustomMissile("StellarisExplosionFXNew", 280, 0, 0, 0)
        BENE C 0 A_FireCustomMissile("StellarisExplosionFXNew", 290, 0, 0, 0)
        BENE C 0 A_FireCustomMissile("StellarisExplosionFXNew", 300, 0, 0, 0)
        BENE C 0 A_FireCustomMissile("StellarisExplosionFXNew", 310, 0, 0, 0)
        BENE C 0 A_FireCustomMissile("StellarisExplosionFXNew", 320, 0, 0, 0)
        BENE C 0 A_FireCustomMissile("StellarisExplosionFXNew", 330, 0, 0, 0)
        BENE C 0 A_FireCustomMissile("StellarisExplosionFXNew", 340, 0, 0, 0)
        BENE C 0 A_FireCustomMissile("StellarisExplosionFXNew", 350, 0, 0, 0)
		BENE C 10 A_FireCustomMissile("StellarisAttack", 0,0,0,0)
		BENE C 0 SetPlayerProperty(0,0,0)
		BENE C 0 ACS_ExecuteAlways(1949,0,2)
		BENE CBA 24
		Goto Ready
	Altfire:
		TNT1 A 0 A_JumpIfInventory("BenedictioMortisAltAmmo",1,"Altfire2")
		TNT1 A 0 A_JumpIfNoAmmo("NoAmmo")
	Altfire2:
		TNT1 A 0 A_Jump(256,"Version1","Version2")
	Version1:
		TNT1 A 0 A_PlaySoundEx("Stellaris/SingStart1",CHAN_5)
		TNT1 A 0 A_GiveInventory("StellarisSingToken",1)
		BENE ABC 7
		Goto AltfireSing1
	AltfireSing1:
		TNT1 A 0 A_JumpIfNoAmmo("AltfireSingEnd1")
		TNT1 A 0 A_PlaySoundEx("Stellaris/SingLoop1",CHAN_5)
		TNT1 A 0 A_TakeInventory("BenedictioMortisAltAmmo",1)
		BENE C 6 A_FireCustomMissile("StellarisSingProjectile",0,0)
		BENE C 1 A_ReFire("AltfireSing1")
		Goto AltfireSingEnd1
	AltfireSingEnd1:
		TNT1 A 0 A_TakeInventory("StellarisSingToken",1)
		BENE CBA 6
		Goto Ready
	Version2:
		TNT1 A 0 A_PlaySoundEx("Stellaris/SingStart2",CHAN_5)
		TNT1 A 0 A_GiveInventory("StellarisSingToken",1)
		BENE ABC 7
		Goto AltfireSing2
	AltfireSing2:
		TNT1 A 0 A_JumpIfNoAmmo("AltfireSingEnd2")
		TNT1 A 0 A_PlaySoundEx("Stellaris/SingLoop2",CHAN_5)
		TNT1 A 0 A_TakeInventory("BenedictioMortisAltAmmo",1)
		BENE C 6 A_FireCustomMissile("StellarisSingProjectile",0,0)
		BENE C 1 A_ReFire("AltfireSing2")
		Goto AltfireSingEnd2
	AltfireSingEnd2:
		TNT1 A 0 A_TakeInventory("StellarisSingToken",1)
		BENE CBA 6
		Goto Ready
	NoAmmo:
		BENE A 10
		Goto Ready
	MovementSwap:
		TNT1 A 0 A_TakeInventory("CyborgDashCheck",999)
		BENE AB 5
		BENE C 4
		BENE C 1 ACS_NamedExecuteAlways("StellarisMovementSwap",0)
		Goto Ready
	}
}

Actor BenedictioMortisAltAmmo : Ammo
{
	Inventory.Amount 50
	Inventory.MaxAmount 50
}

Actor StellarisSingToken : Inventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
}

Actor StellarisAttack
{
	Height 5
	Radius 3
	Speed 0
	Damage (0)
	DamageType "TrueDivine"
	Obituary "%k called %o to Purgatory."
	PROJECTILE
	+SEEKERMISSILE
	+NOEXTREMEDEATH
	+NOTONAUTOMAP
	States
	{
	Spawn:
		TNT1 A 0
		Goto Death
	XDeath:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		TNT1 A 0 A_Jump(256,"DeathCont")
		Goto DeathCont
	Death:
		TNT1 A 0 A_ChangeFlag("NOINTERACTION",1)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SeekerMissile(0,0,SMF_LOOK|SMF_CURSPEED,256)
		TNT1 A 0 A_JumpIfTargetInLOS("SplashBeep",360,JLOSF_PROJECTILE,240)
		TNT1 A 0 A_Jump(256,"DeathCont")
		Goto DeathCont
	SplashBeep:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		TNT1 A 0 A_Jump(256,"DeathCont")
		Goto DeathCont
	DeathCont:
		TNT1 A 1 A_Explode(300,170,0)
		Stop
	}
}

Actor StellarisAttack2 : StellarisAttack
{
	States
	{
	Spawn:
		TNT1 A 0
		Goto Death
	XDeath:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		TNT1 A 0 A_Jump(256,"DeathCont")
		Goto DeathCont
	Death:
		TNT1 A 0 A_ChangeFlag("NOINTERACTION",1)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SeekerMissile(0,0,SMF_LOOK|SMF_CURSPEED,256)
		TNT1 A 0 A_JumpIfTargetInLOS("SplashBeep",360,JLOSF_PROJECTILE,100)
		TNT1 A 0 A_Jump(256,"DeathCont")
		Goto DeathCont
	SplashBeep:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		TNT1 A 0 A_Jump(256,"DeathCont")
		Goto DeathCont
	DeathCont:
		TNT1 A 1 A_Explode(20,120,0)
		Stop
	}
}

Actor StellarisFloorHugYes : CustomInventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	Inventory.PickupSound ""
	-INVENTORY.AUTOACTIVATE
	States
	{
	Pickup:
		TNT1 A 0 A_ChangeFlag(FLOORHUGGER, 1)
		Stop
	Use:
		TNT1 A 0
		Stop
	}
}

Actor StellarisFloorHugNo : CustomInventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	Inventory.PickupSound ""
	-INVENTORY.AUTOACTIVATE
	States
	{
	Pickup:
		TNT1 A 0 A_ChangeFlag(FLOORHUGGER, 0)
		Stop
	Use:
		TNT1 A 0
		Stop
	}
}

Actor StellarisSingProjectile : fastprojectile
{
	Speed 200
	damage (0)
	Radius 3
	Height 3
	Obituary "You can't kill Humans with this thing :)"
	visibletoteam 1
	+HITTRACER
	+NOTONAUTOMAP
    States
    {
    Spawn:
		SSPF ABCD 1 Bright
		loop
    XDeath:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		Goto Death
    Death:
		TNT1 A 0 A_JumpIfInventory("IsHuman",1,"Hit",AAPTR_TRACER)
		TNT1 A 0 A_JumpIfInventory("IsGhoul",1,"Hit",AAPTR_TRACER)
		Stop
	Hit:
		TNT1 A 0 A_GiveInventory("StellarisSingPitchItem",1,AAPTR_TRACER)
		SSPF ABCD 1 Bright
		Stop
    }
} 

Actor StellarisSingPitchItem : CustomInventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	Inventory.PickupSound ""
	+INVENTORY.AUTOACTIVATE
	States
	{
	Spawn:
		SOUL A -1
		Stop
	Pickup:
		TNT1 A 0 A_JumpIfInventory("IsHuman",1,"PitchShift")
		TNT1 A 0 A_JumpIfInventory("IsGhoul",1,"NoPitchShift") 
		Fail
	NoPitchShift:
		TNT1 A 0 A_GiveInventory("Health",2)
		Stop
	PitchShift:
		TNT1 A 0 A_SetPitch(pitch+8.0)
		Stop
  }
}

Actor SanctusIllusio : Weapon
{
	Tag "Sanctus Illusio"
	Weapon.AmmoType2 "BenedictioMortisAltAmmo"
	Weapon.AmmoUse 0
	Weapon.AmmoUse2 1
	Weapon.SlotNumber 2
	Weapon.YAdjust 0
	YScale 0.833334
	Obituary "%o Ascended the wrong way."
	Inventory.Icon "TNT1A0"
	+INVENTORY.UNDROPPABLE
	+WEAPON.NOALERT
	+WEAPON.DONTBOB
	+WEAPON.NOAUTOAIM
	States
	{
	Ready:
		BENE A 1 A_WeaponReady
		BENE A 0 A_JumpIfInventory("CyborgDashCheck",1,"MovementSwap")
		Loop
	Deselect:
		BENE A 0 A_Lower
		Loop
	Select:
		BENE A 0 A_Raise
		BENE A 0 A_Playweaponsound("Stellaris/SanctusSelect")
		Goto Select
	Fire:
		BENE A 1 A_JumpIfInventory("Clip",1,"Teleport")
		BENE A 0 A_GiveInventory("Clip",1)
		BENE A 0 A_Playweaponsound("Stellaris/SanctusFake")
		BENE A 39 ACS_NamedExecuteAlways("StellarisTeleport",0,1)
		Goto Ready
	Teleport:
		BENE A 0 
		BENE A 0 A_TakeInventory("Clip",999)
		BENE A 1 ACS_NamedExecuteAlways("StellarisTeleport",0,2)
		BENE A 0 A_Changeflag("shootable",false)
		BENE A 20
		BENE A 1 A_Changeflag("shootable",true)
		Goto Ready
	Altfire:
		BENE ABC 7
		BENE C 1 A_FireCustomMissile("StellarisSoundGenProjectile",0,0)
		BENE CBA 7
		Goto Ready
	MovementSwap:
		TNT1 A 0 A_TakeInventory("CyborgDashCheck",999)
		BENE AB 5
		BENE C 4
		BENE C 1 ACS_NamedExecuteAlways("StellarisMovementSwap",0)
		Goto Ready
	}
}

Actor StellarisFake : TeleportDest3
{
	Scale 0.8
	+NOBLOCKMAP
	+DONTSPLASH
	-NOSECTOR
	+NOGRAVITY
	+THRUACTORS
	+SKYEXPLODE
	+NOTONAUTOMAP
	States
	{
	Spawn:
		STEL A 1
		Loop
	}
}

Actor StellarisSoundGenProjectile : RenegadeArtilleryProjectile
{
	States
	{
	Spawn:
		TNT1 A 1
		Loop
	Death:
		TNT1 A 1 A_SpawnItemEx("StellarisSoundGen",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)
		Stop
	}
}

Actor StellarisSoundGen
{
	Scale 0.8
	VisibleToTeam 1
	+NOTONAUTOMAP
	States
	{
	Spawn:
		TNT1 A 0
		STSG A 1 ACS_NamedExecute("StellarisSoundGenQueue",0)
		STSG A 0 A_Jump(5,"SoundGen")
		STSG A 5
		Goto Spawn+2
	SoundGen:
		STSG A 0 A_PlaySoundEx("Stellaris/Idle",CHAN_AUTO)
		STSG B 5
		Goto Spawn+2
	Death:
		TNT1 A 1
		Stop
	}
}

ACTOR StellarisCross
{
  Radius 5
  Height 5
  Scale 1.0
  Speed 0
  Damage 0
  Mass 99999
  Obituary "%o Ascended the wrong way."
  -NOGRAVITY
  +FRIENDLY
  +RIPPER
  +DONTBLAST
  +THRUACTORS
  +NOTONAUTOMAP
  +DONTGIB
  +NOCLIP
  States
  {
  Spawn:
	STCR A 4 Bright A_SetTranslucent(0.10)
	STCR A 4 Bright A_SetTranslucent(0.20)
	STCR A 4 Bright A_SetTranslucent(0.30)
	STCR A 4 Bright A_SetTranslucent(0.40)
	STCR A 4 Bright A_SetTranslucent(0.50)
	STCR A 4 Bright A_SetTranslucent(0.60)
	STCR A 4 Bright A_SetTranslucent(0.70)
	STCR A 4 Bright A_SetTranslucent(0.80)
	STCR A 4 Bright A_SetTranslucent(0.90)
	STCR A 4 Bright A_SetTranslucent(1.00)
    STCR A 0 A_SpawnItemEx("StellarisCross2")
	TNT1 A 0 A_NoBlocking
    TNT1 A -1
	Stop
  }
}

ACTOR StellarisCross2
{
  Radius 5
  Height 5
  Scale 1.0
  Speed 0
  Damage 9999
  Mass 99999
  DamageType "Judgement"
  Projectile
  DeathSound "HollyHit"
  +FRIENDLY
  +RANDOMIZE
  -NOGRAVITY
  +NOEXPLODEFLOOR
  +PIERCEARMOR
  +RIPPER
  +NODAMAGETHRUST
  +BLOODLESSIMPACT
  +DONTBLAST
  +THRUACTORS
  +NOTONAUTOMAP
  +DONTGIB
  +NOCLIP
  Obituary "%o was punished for their heresy."
  States
  {
  Spawn:
	STCR A 1 bright A_Explode(9999,6,0)
	loop
  Death:
	TNT1 A 1
    Stop
  }
}

Actor SoulSnatch
{
  //RenderStyle add
 // Alpha 0.9
  Scale 0.8
  projectile
  Damage 0
	+nointeraction
	+CLIENTSIDEONLY
	States
	{
	Spawn:
	SNAT ABCDEFGHIJKLMNOPQ 4 Bright
	Stop
	}
}

Actor StellarisAmmoAuraItem : CustomInventory
{
	Inventory.Amount 999
	Inventory.MaxAmount 999
	States
	{
	Spawn:
		TNT1 A 1
		Loop
	Pickup:
		ANT1 A 0 ACS_NamedExecuteAlways("StellarisAmmoDrain",0)
		Stop
	}
}

Actor StellarisAmmoAura : RenegadeAmmoAura
{
	+NOTONAUTOMAP
	States
	{
	Spawn:
		TNT1 A 0 bright
		TNT1 A 0 A_Gravity
		Goto Death
	Death:
		TNT1 A 0 A_SpawnItemEx("StellarisAmmoSpawn",0,0,-9999,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 1 bright 
		Stop
	}
}

Actor StellarisAmmoSpawn
{
	+NOTONAUTOMAP
	+FLOORHUGGER
	States
	{
	Spawn:
	Death:
		TNT1 A 1
		TNT1 A 0 A_SpawnItemEx("StellarisAmmoArea",0,0,0,0,0,3)
		Stop
	}
}

Actor StellarisAmmoArea : RenegadeAmmoRedArea3
{
	+NOTONAUTOMAP
	States
	{
	Spawn:
		TNT1 A 0 A_RadiusGive("StellarisAmmoDrainItem",275,RGF_PLAYERS,1)
		TNT1 A 6 A_FadeOut(0.5)
		Loop
	Death:
		TNT1 A 3 A_FadeOut(0.1)
		Loop
	}
}

Actor StellarisAmmoDrainItem : CustomInventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	Inventory.PickupSound "Renegade/AmmoPickup"
	+NOSCREENFLASH
	Scale 0.035
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 2 A_FadeOut(0.1)
		Goto Spawn
	Pickup:
		TNT1 A 0 A_JumpIfInventory("RiotGunX",1,"TakeSlayerAmmo")
		TNT1 A 0 A_JumpIfInventory("Bow",1,"TakeArrow")
		TNT1 A 0 A_JumpIfInventory("CyborgPlasma",1,"TakeCyborgFuel")
		TNT1 A 0 A_JumpIfInventory("GhostBusterTraps",1,"TakeGhostBusterTraps")
		TNT1 A 0 A_JumpIfInventory("SteamCannon",1,"TakeSteamCannonAmmo")
		TNT1 A 0 A_JumpIfInventory("Dragon Claw",1,"TakeDragonClawAmmo")
		TNT1 A 0 A_JumpIfInventory("ShieldAndThrowingAxe",1,"TakeSwordAmmo")
		TNT1 A 0 A_JumpIfInventory("CrashPlasmaRifle",1,"TakeCrashPlasmaRifleAmmo")
		TNT1 A 0 A_JumpIfInventory("TemplarPlasma",1,"TakeTemplarPlasmaAmmo")
		TNT1 A 0 A_JumpIfInventory("BHGen",1,"TakeGeraldineAmmo")
		TNT1 A 0 A_JumpIfInventory("ZaidenPistol",1,"TakeZaidenBoostAmmo")
		TNT1 A 0 A_JumpIfInventory("LiberatorPlasmaX",1,"TakeLibPlasmaAmmo")
		TNT1 A 0 A_JumpIfInventory("M79",1,"TakeRevyPistolAmmo")
		TNT1 A 0 A_JumpIfInventory("AriaHeartBlue",1,"TakeAriaheartAmmo")
		TNT1 A 0 A_JumpIfInventory("RoyalStaff",1,"TakeRoyalStaffAmmo")
		TNT1 A 0 A_JumpIfInventory("SkullThrottle",1,"TakeSkullThrottleAmmo")
		TNT1 A 0 A_JumpIfInventory("StickybombX",1,"TakeStickybombxAmmo")
		TNT1 A 0 A_JumpIfInventory("InariPlasmaRifleX",1,"TakeInariPlasmaRifleXAmmo")
		TNT1 A 0 A_JumpIfInventory("StrifeGrenadeLauncherX",1,"TakeStrifeGrenadeAmmo")
		TNT1 A 0 A_JumpIfInventory("PowerupSpawnWeapon",1,"TakePowerupSpawnWeaponAmmo")
		TNT1 A 0 A_JumpIfInventory("Ivy-Plasma",1,"TakeIvyRailgunAmmo")
		TNT1 A 0 A_JumpIfInventory("MelDahliaCrossbow",1,"TakeMelDahliaCrossbowAmmo")
		TNT1 A 0 A_JumpIfInventory("Nazi-Chaingun",1,"TakeNaziChaingunAmmo")
		TNT1 A 0 A_JumpIfInventory("Flame-Thrower",1,"TakeFlameThrowerAmmo")
		TNT1 A 0 A_JumpIfInventory("Starlauncher",1,"TakeHollyAmmo")
		TNT1 A 0 A_JumpIfInventory("BlizzardWand",1,"TakeBlizzardWandAmmo")
		TNT1 A 0 A_JumpIfInventory("OldSuperShotgun",1,"TakeDoomguyAmmo")
		TNT1 A 0 A_JumpIfInventory("Lara-Bow",1,"TakeLaraAmmo")
		TNT1 A 0 A_JumpIfInventory("Sawed-Off",1,"TakeCalebAmmo")
		TNT1 A 0 A_JumpIfInventory("Duke-Shotgun",1,"TakeDukePipes")
		TNT1 A 0 A_JumpIfInventory("CoachGunX",1,"TakeAmmoSam")
		TNT1 A 0 A_JumpIfInventory("ShotgunsX2",1,"TakeShellsDarkPriestess")
		TNT1 A 0 A_JumpIfInventory("IlluShotgun",1,"TakeIlluciaAmmo")
		TNT1 A 0 A_JumpIfInventory("DutchShotgun",1,"TakeDutchAmmo")
		TNT1 A 0 A_JumpIfInventory("LumionaHeavenDefensesConstructor",1,"TakeLumionaRestAmmo")
		TNT1 A 0 A_JumpIfInventory("ValmetShotgunX",1,"TakeShellsValmet")
		TNT1 A 0 A_JumpIfInventory("TechAngelBow",1,"TakeTechAngelArrow")
		TNT1 A 0 A_JumpIfInventory("LegionRifle",1,"TakeEchoAmmo")
		TNT1 A 0 A_JumpIfInventory("GwenDivineWeapon",1,"TakeGwenAmmo")
		TNT1 A 0 A_JumpIfInventory("D64Unmaker",1,"TakeD64Ammo")
		TNT1 A 0 A_JumpIfInventory("ChexLargeZorcher",1,"TakeChexAmmo")
		fail
	TakeSlayerAmmo:
		TNT1 A 0 A_TakeInventory("Shell",1)
		TNT1 A 0 A_TakeInventory("SlayerDashAmmo",1)
		Stop
	TakeShells:
		TNT1 A 0 A_TakeInventory("shell",2)
		Stop
	TakeDoomguyAmmo:
		TNT1 A 0 A_TakeInventory("shell",2)
		TNT1 A 0 A_TakeInventory("Cell",1)
		Stop
	TakeAmmoSam:
		TNT1 A 0 A_TakeInventory("shell",2)
		TNT1 A 0 A_TakeInventory("AmmoDeagle",1)
		Stop
	TakeEchoAmmo:
		TNT1 A 0 A_TakeInventory("RifleXAmmo",2)
		TNT1 A 0 A_TakeInventory("XRifleXAmmo",1)
		Stop
	TakeGwenAmmo:
		TNT1 A 0 A_TakeInventory("GwenAmmo1",2)
		Stop
	TakeD64Ammo:
		TNT1 A 0 A_TakeInventory("Cell",2)
		Stop
	TakeChexAmmo:
		TNT1 A 0 A_TakeInventory("Shell",1)
		TNT1 A 0 A_TakeInventory("Clip",3)
		Stop
	TakeShellsDarkPriestess:
		TNT1 A 0 A_TakeInventory("ShellX",2)
		Stop
	TakeDukePipes:
		TNT1 A 0 A_TakeInventory("Pipes",1)
		Stop
	TakeIlluciaAmmo:
		TNT1 A 0 A_TakeInventory("IlluBamAmmo",1)
		TNT1 A 0 A_TakeInventory("NuclearMissileCharge",1)
		Stop
	TakeDutchAmmo:
		TNT1 A 0 A_TakeInventory("DutchBackupAmmo",2)
		TNT1 A 0 A_TakeInventory("DutchMagnumAmmo",1)
		Stop
	TakeShellsValmet:
		TNT1 A 0 A_TakeInventory("ValmetAmmo1",1)
		Stop
	TakeArrow:
		TNT1 A 0 A_TakeInventory("ArrowSingle",1)
		Stop
	TakeCyborgFuel:
		TNT1 A 0 A_TakeInventory("CyborgFuel",2)
		Stop
	TakeGhostBusterTraps:
		TNT1 A 0 A_TakeInventory("TrapAmmo",1)
		Stop
	TakeSteamCannonAmmo:
		TNT1 A 0 A_TakeInventory("Steamammo",1)
		TNT1 A 0 A_TakeInventory("MechConstructAmmo",2)
		TNT1 A 0 A_TakeInventory("MechConstructAmmo2",2)
		Stop
	TakeHollyAmmo:
		TNT1 A 0 A_TakeInventory("HollyAmmo",1)
		Stop
	TakeBlizzardWandAmmo:
		TNT1 A 0 A_TakeInventory("MageAmmo3",1)
		TNT1 A 0 A_TakeInventory("MageAmmo5",2)
		Stop
	TakeDragonClawAmmo:
		TNT1 A 0 A_TakeInventory("DragonAmmo",2)
		Stop
	TakeFlameThrowerAmmo:
		TNT1 A 0 A_TakeInventory("Cassattfuel",3)
		Stop
	TakeLaraAmmo:
		TNT1 A 0 A_TakeInventory("BowAmmo1",1)
		TNT1 A 0 A_TakeInventory("BowAmmo2",1)
		Stop
	TakeCalebAmmo:
		TNT1 A 0 A_TakeInventory("PistolRound",1)
		Stop
	TakeNaziChaingunAmmo:
		TNT1 A 0 A_TakeInventory("Clip3",3)
		Stop
	TakeSwordAmmo:
		TNT1 A 0 A_TakeInventory("LSAmmo",1)
		Stop
	TakeTemplarPlasmaAmmo:
		TNT1 A 0 A_TakeInventory("TemplarCharge",1)
		Stop
	TakeStrifeGrenadeAmmo:
		TNT1 A 0 A_TakeInventory("StrifeGrenades",1)
		Stop
	TakeIvyRailgunAmmo:
		TNT1 A 0 A_TakeInventory("RailgunAmmo",1)
		Stop
	TakeCrashPlasmaRifleAmmo:
		TNT1 A 0 A_TakeInventory("Cell",2)
		TNT1 A 0 A_TakeInventory("CrashScifiAmmo",1)
		Stop
	TakeRevyPistolAmmo:
		TNT1 A 0 A_TakeInventory("Dual9mmPrimary",1)
		Stop
	TakeGeraldineAmmo:
		TNT1 A 0 A_TakeInventory("Clip",2)
		Stop
	TakeInariPlasmaRifleXAmmo:
		TNT1 A 0 A_TakeInventory("InariAmmo1x",2)
		Stop
	TakeMelDahliaCrossbowAmmo:
		TNT1 A 0 A_TakeInventory("DahliaNormalAmmo",1)
		Stop
	TakeSkullThrottleAmmo:
		TNT1 A 0 A_TakeInventory("ThrottleAmmo",4)
		Stop
	TakeLibPlasmaAmmo:
		TNT1 A 0 A_TakeInventory("LibPlasma",3)
		Stop
	TakeStickybombxAmmo:
		TNT1 A 0 A_TakeInventory("StickyBombsX",1)
		Stop
	TakeZaidenBoostAmmo:
		TNT1 A 0 A_TakeInventory("ZaidenBoostAmmo",1)
		Stop
	TakeRoyalStaffAmmo:
		TNT1 A 0 A_TakeInventory("RoyalCloseQuarterAmmoX",2)
		Stop
	TakePowerupSpawnWeaponAmmo:
		TNT1 A 0 A_TakeInventory("StigPowerAmmo",2)
		TNT1 A 0 A_TakeInventory("KarPrimary",1)
		Stop
	TakeAriaHeartAmmo:
		TNT1 A 0 A_TakeInventory("AriaInspirationBlue",3)
		TNT1 A 0 A_TakeInventory("AriaInspirationGreen",3)
		TNT1 A 0 A_TakeInventory("AriaInspirationYellow",3)
		TNT1 A 0 A_TakeInventory("AriaInspirationRed",3)
		Stop
	TakeLumionaRestAmmo:
		TNT1 A 0 A_TakeInventory("LumionaRestAmmo",10)
		Stop
	TakeTechAngelArrow:
		TNT1 A 0 A_TakeInventory("TechAngelArrowAmmo",1)
		Stop
	}
}

Actor StellarisThunderFX // 3004
{
	+NoInteraction
	+CLIENTSIDEONLY
	States
	{
	Spawn:
		TNT1 A 0
		goto Death
	Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("ThunderFX_LightObject", 0, 0, 0, 0, 0, 0, 0, 128, 0)
		TNT1 A 0 A_SpawnItemEx("StellarisThunderFX_Flare", 0, 0, 0, 0, 0, 0, 0, 128, 0)
		TNT1 A 0 A_SpawnItemEx("StellarisThunderFX_Flare", 0, 0, 512, 0, 0, 0, 0, 128, 0)
		TNT1 A 0 A_SpawnItemEx("StellarisThunderFX_Bolt", 0, 0, 0, 0, 0, 0, 0, 128, 0)
		TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx("ThunderFX_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("StellarisThunderFX_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("StellarisThunderFX_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 A_PlaySoundEx("DSTHUNDA", "Body", 0, 2)
		TNT1 A 30 Radius_Quake(9, 30, 0, 15, 0)
		Stop
	}
}

Actor StellarisThunderFX_Flare : ThunderFX_Flare
{
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(255, "Flash1", "Flash2", "Flash3", "Flash4")
	Flash1:
		ZFLR A 1
		ZFLR A 1 Bright A_FadeOut(0.05)
		Wait
	Flash2:
		ZFLR B 1
		ZFLR B 1 Bright A_FadeOut(0.05)
		Wait
	Flash3:
		ZFLR C 1
		ZFLR C 1 Bright A_FadeOut(0.05)
		Wait
	Flash4:
		ZFLR D 1
		ZFLR D 1 Bright A_FadeOut(0.05)
		Wait
	}
}

Actor StellarisThunderFX_Bolt : ThunderFX_Bolt
{
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(255, "Flash1", "Flash2", "Flash3")
	Flash1:
		ZHUN A 1
		ZHUN A 1 Bright A_FadeOut(0.04)
		Wait
	Flash2:
		ZHUN B 1
		ZHUN B 1 Bright A_FadeOut(0.04)
		Wait
	Flash3:
		ZHUN C 1
		ZHUN C 1 Bright A_FadeOut(0.04)
		Wait
	}
}

Actor StellarisThunderFX_Spark : ThunderFX_Spark
{
	States
	{ 
	Spawn:
		ZFLR A 1 Bright
		Wait
	}
}

ACTOR StellarisExplosionFXNew
{
Speed 8
Damage 0
Radius 12
Height 16
RenderStyle Translucent
Alpha 0.3
PROJECTILE
+Ripper
+FLOORHUGGER
+BLOODLESSIMPACT
+NOTONAUTOMAP
+CLIENTSIDEONLY
States
{
Spawn:
RRNG ABCDEFGH 3 Bright
Death:
TNT1 A 1
Stop
}
}