ACTOR WhiteFace : PlayerPawn
{ 
  Health 150
  Mass 700
  Scale 0.6
  BloodColor "Black"
  Species "Ghoul"
  Damagefactor "Divine", 1.3
  Damagefactor "Bluefire", 0.0
  Damagefactor "AntiAirBolt", 1.2
  Damagefactor "normal", 0.7
  Damagefactor "ChexWarrior", 0.7
  Damagefactor "plasma", 1.0
  Damagefactor "MirabelPlasma", 1.0
  Damagefactor "proton", 1.0
  Damagefactor "inariplasma", 1.0
  Damagefactor "RevyRifleBullet", 0.7
  Damagefactor "KarStiglitz", 0.7
  Damagefactor "railgun", 1.2
  Damagefactor "CodenameBeam", 1.2
  Damagefactor "ice", 1.3
  Damagefactor "ice2", 1.3
  Damagefactor "AltIce2", 1.3
  Damagefactor "fire2", 0.6
  Damagefactor "RenegadeFire", 0.6
  Damagefactor "AltFire2", 0.6
  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.SoundClass "WhiteFace"
  Player.DisplayName "WhiteFace"
  Player.ScoreIcon "WHITST"
  Player.StartItem "Wfteeth", 1
  Player.StartItem "WhitefaceAmmo", 1
  Player.StartItem "WhitefaceAmmo2", 1
  Player.StartItem "IsGhoul", 1
  Player.StartItem "Screamer", 0
  Player.WeaponSlot 1, Wfteeth
  Player.ForwardMove 0.8
  Player.SideMove 0.8
  Player.MaxHealth 200
  Painchance 256
  LimitedToTeam 1
  +NOSKIN
  +DONTRIP
  +NOICEDEATH
  +QUICKTORETALIATE
  States
  {
 	Spawn:
        MSBH A 0 bright A_SetTranslucent(0.6)
		MSBH A 0 bright Setplayerproperty(0,0,4) 
		MSBH A 0 bright SetPlayerProperty(0,1,3)
		MSBH A 0 bright A_Changeflag("shootable",true) 
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		MSBH A 0 bright A_JumpIfInventory("AriaInfluence",10,"Dancing") 
		MSBH A 0 Bright A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		MSBH A 1 bright
		Goto Spawn
	See:
		MSBH A 0 A_JumpIfHealthLower(75,"INeedHealingSee")
		MSBH A 0 A_JumpIfInventory("WFIsInvuln",1,2)
		MSBH A 0 Bright A_SpawnItemEx("WhiteFaceAttack")
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		MSBH A 1 bright A_PlaySound("Whiteface/move",CHAN_5)
		MSBH A 0 bright A_JumpIfInventory("AriaInfluence",10,"Dancing")
		MSBG A 0 bright A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		MSBH A 0 bright A_SpawnItem("Whiteface/Trail",0.1)
		MSBH AAAABBBCCCDDDEEEFFFGGGHHHH 1 bright
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		MSBH A 0 bright A_SpawnItem("Whiteface/Trail",0.1)
		Goto Spawn+4
		loop
	INeedHealingSee:
		MBHH A 0 A_JumpIfInventory("WFIsInvuln",1,2)
		MSBH A 0 Bright A_SpawnItemEx("WhiteFaceAttack")
		MSBH A 1 bright A_PlaySound("Whiteface/move",CHAN_5)
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		MSBH A 0 bright A_JumpIfInventory("AriaInfluence",10,"Dancing")
		MSBG A 0 bright A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		MSBH A 0 bright A_SpawnItem("Whiteface/Trail",0.1)
		MSBH A 0 A_SpawnItemEx("GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		MSBH A 0 A_SpawnItemEx("64GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		MSBH AAAABBBCCCDDDEEEFFFGGGHHHH 1 bright
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		MSBH A 0 bright A_SpawnItem("Whiteface/Trail",0.1)
		Goto Spawn+4
		loop
	Dancing:
		MSBH A 0 bright A_Changeflag("shootable",true)
		MSBH A 0 bright A_TakeInventory("AriaInfluence",10)
		MSBH A 0 bright Setplayerproperty(0,1,4)
		MSBH AAAAAAAAAAAAAAAA 1 bright
		MSBH A 0 bright ThrustThing(angle*random(0,224), 10, 0, 0)
		MSBH A 0 bright A_TakeInventory("AriaInfluence",10)
		MSBH AAAAAAAAAAAAAAAA 1 bright
		MSBH A 0 bright ThrustThing(angle*random(0,224), 10, 0, 0)
		MSBH A 0 bright A_TakeInventory("AriaInfluence",10)
		MSBH AAAAAAAAAAAAAAAA 1 bright
		MSBH A 0 bright ThrustThing(angle*random(0,224), 10, 0, 0)
		MSBH A 0 bright A_TakeInventory("AriaInfluence",10)
		MSBH AAAAAAAAAAAAAAAA 1 bright
		MSBH A 0 bright ThrustThing(angle*random(0,224), 10, 0, 0)
		MSBH A 0 bright A_TakeInventory("AriaInfluence",10)
		MSBH AAAAAAAAAAAAAAAA 1 bright
		MSBH A 0 bright ThrustThing(angle*random(0,224), 10, 0, 0)
		MSBH A 0 bright A_TakeInventory("AriaInfluence",10)
		MSBH AAAAAAAAAAAAAAAA 1 bright
		MSBH A 0 bright ThrustThing(angle*random(0,224), 10, 0, 0)
		MSBH A 1 bright Setplayerproperty(0,0,4)
		MSBH A 0 bright A_TakeInventory("AriaInfluence",10)
		Goto See
	Missile:
		MSBH A 1 Bright
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		MSBH A 0 bright A_JumpIfInventory("AriaInfluence",10,"Dancing")
		MSBH A 0 Bright A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		Goto spawn
	DisableTheGhoul:
		MSBH A 0 A_Changeflag("shootable",false)
		MSBH A 0 A_Changeflag("shootable",false)
		MSBH A 0 Setplayerproperty(0,1,4)
		MSBH A 0 A_TakeInventory("GhoulDisableTrigger",15)
		MSBH A 90 Bright
		MSBH A 0 A_TakeInventory("GhoulDisableTrigger",15)
		MSBH A 0 A_Changeflag("shootable",true)
		MSBH A 0 A_Changeflag("shootable",true)
		MSBH A 0 Setplayerproperty(0,0,4)
		MSBH A 0 Setplayerproperty(0,0,4)
		MSBH A 0 A_TakeInventory("GhoulDisableTrigger",15)
		Goto Spawn
  Pain:
	MSBH A 0 bright Setplayerproperty(0,0,4)
    MSBH A 1 bright A_Pain
	TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
	MSBH A 10 Bright A_SetTranslucent(0.0)
	Goto Spawn
	Pain.Vivi:
	MSBH A 0 bright A_SetPitch(pitch - 3.0)
	MSBH A 0 bright A_SetAngle(angle + (random(-50,50)/10))
	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
	Pain.ViviMine:
	MSBH A 0 bright 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
	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.GwenPlasma2:
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		MSBH A 0 Setplayerproperty(0,0,4)
		MSBH A 0 A_Pain
		MSBH A 20 Setplayerproperty(0,1,0)
		MSBH A 2 Setplayerproperty(0,0,0)
		Goto Spawn
	GwenGoddessDeath:
		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)
		MSBH 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:
		MSBH A 0 A_GiveToTarget("KillBeep",1)
		MSBH A 0 A_NoBlocking
		MSBH A 0 A_TakeInventory("RocketAmmo",999)
		MSBH A 0 A_TakeInventory("KilledCount",999)
		MSBH A 0 A_GiveToTarget("KilledMe",1)
		MSBH A 0 A_GiveToTarget("KilledCreeper",1)
		MSBH A 1 A_PlayerScream
		MSBH A 28 A_SetTranslucent(0.8,0)
		MSBH A 0 A_SpawnItem("AnnoyingWFGlitch",random(-100,100),random(0,100))
		MSBH A 0 A_SpawnItem("AnnoyingWFGlitch",random(-100,100),random(0,100))
		MSBH A 0 A_SpawnItem("AnnoyingWFGlitch",random(-100,100),random(0,100))
		MSBH A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		MSBH A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		MSBH A 3 A_SetTranslucent(0.7,0)
		MSBH A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		MSBH A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		MSBH A 3 A_SetTranslucent(0.6,0)
		MSBH A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		MSBH A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		MSBH A 3 A_SetTranslucent(0.5,0)
		MSBH A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		MSBH A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		MSBH A 3 A_SetTranslucent(0.4,0)
		MSBH A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		MSBH A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		MSBH A 3 A_SetTranslucent(0.3,0)
		MSBH A 0 A_CustomMissile("ArchvileFirex2", 0, 0, random(0, 360))
		MSBH A 0 A_CustomMissile("ArchvileFirex2", 0, 0, random(0, 360))
		MSBH A 3 A_SetTranslucent(0.2,0)
		MSBH A 0 A_CustomMissile("ArchvileFirex2", 0, 0, random(0, 360))
		MSBH A 0 A_CustomMissile("ArchvileFirex2", 0, 0, random(0, 360))
		MSBH A 3 A_SetTranslucent(0.1,0)
		MSBH A 0 A_CustomMissile("ArchvileFirex2", 0, 0, random(0, 360))
		MSBH A 0 A_CustomMissile("ArchvileFirex2", 0, 0, random(0, 360))
	    MSBH A 3 A_SetTranslucent(0.1,0)
		MSBH A 0 A_CustomMissile("ArchvileFirex4", 0, 0, random(0, 360))
		MSBH A 0 A_CustomMissile("ArchvileFirex4", 0, 0, random(0, 360))
		TNT1 A -1
		Stop
	DeathAnimAlt:
		MSBH A 0 A_GiveToTarget("KillIndicator",1)
		MSBH A 0 A_NoBlocking
		MSBH A 0 A_TakeInventory("RocketAmmo",999)
		MSBH A 0 A_TakeInventory("KilledCount",999)
		MSBH A 0 A_GiveToTarget("KilledMe",1)
		MSBH A 0 A_GiveToTarget("KilledCreeper",1)
		MSBH A 1 A_PlayerScream
		MSBH A 28 A_SetTranslucent(0.8,0)
		MSBH A 0 A_SpawnItem("AnnoyingWFGlitch",random(-100,100),random(0,100))
		MSBH A 0 A_SpawnItem("AnnoyingWFGlitch",random(-100,100),random(0,100))
		MSBH A 0 A_SpawnItem("AnnoyingWFGlitch",random(-100,100),random(0,100))
		MSBH A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		MSBH A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		MSBH A 3 A_SetTranslucent(0.7,0)
		MSBH A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		MSBH A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		MSBH A 3 A_SetTranslucent(0.6,0)
		MSBH A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		MSBH A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		MSBH A 3 A_SetTranslucent(0.5,0)
		MSBH A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		MSBH A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		MSBH A 3 A_SetTranslucent(0.4,0)
		MSBH A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		MSBH A 0 A_CustomMissile("ArchvileFirex3", 0, 0, random(0, 360))
		MSBH A 3 A_SetTranslucent(0.3,0)
		MSBH A 0 A_CustomMissile("ArchvileFirex2", 0, 0, random(0, 360))
		MSBH A 0 A_CustomMissile("ArchvileFirex2", 0, 0, random(0, 360))
		MSBH A 3 A_SetTranslucent(0.2,0)
		MSBH A 0 A_CustomMissile("ArchvileFirex2", 0, 0, random(0, 360))
		MSBH A 0 A_CustomMissile("ArchvileFirex2", 0, 0, random(0, 360))
		MSBH A 3 A_SetTranslucent(0.1,0)
		MSBH A 0 A_CustomMissile("ArchvileFirex2", 0, 0, random(0, 360))
		MSBH A 0 A_CustomMissile("ArchvileFirex2", 0, 0, random(0, 360))
	    MSBH A 3 A_SetTranslucent(0.1,0)
		MSBH A 0 A_CustomMissile("ArchvileFirex4", 0, 0, random(0, 360))
		MSBH A 0 A_CustomMissile("ArchvileFirex4", 0, 0, random(0, 360))
		TNT1 A -1
		Stop
	Death.ChexWarrior:
		MSBH A 0 A_GiveToTarget("KillIndicator",1)
		MSBH A 0 A_TakeInventory("RocketAmmo",999)
		MSBH A 0 A_TakeInventory("KilledCount",999)
		MSBH A 0 A_GiveToTarget("KilledMe",1)
		MSBH A 0 A_GiveToTarget("KilledCreeper",1)
		MSBH A 0 A_SpawnItemEx("ChexCereal",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		MSBH A 0 A_GiveToTarget("ChexArmorBonus",25)
		MSBH A 0 A_GiveToTarget("ChexBoop",1)
		MSBH A 0 A_Stop
		MSBH A 0 A_NoGravity
		MSBH A 0 A_ChangeFlag("DONTGIB",1)
		MSBH A 0 A_PlaySoundEx("Teleport/Chex",7)
		MSBH A 0 A_PlaySoundEx("WhiteFace/Pain", "Body")
		MSBH A 3 A_SpawnItem("BigZorch")
		MSBH A 3 A_SetTranslucent(0.9,0)
		MSBH A 0 A_Scream
		MSBH A 3 A_SetTranslucent(0.8,0)
		MSBH A 0 A_NoBlocking
		MSBH A 3 A_SetTranslucent(0.7,0)
		MSBH A 3 A_SetTranslucent(0.6,0)
		MSBH A 3 A_SetTranslucent(0.5,0)
		MSBH A 3 A_SetTranslucent(0.4,0)
		MSBH A 3 A_SetTranslucent(0.3,0)
		MSBH A 3 A_SetTranslucent(0.2,0)
		MSBH A 3 A_SetTranslucent(0.1,0) 
		MSBH A 0 A_SpawnItem("AnnoyingWFGlitch",random(-100,100),random(0,100))
		MSBH A 0 A_SpawnItem("AnnoyingWFGlitch",random(-100,100),random(0,100))
		MSBH A 0 A_SpawnItem("AnnoyingWFGlitch",random(-100,100),random(0,100))
		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("KilledCreeper",1)
		TNT1 A 1
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Gravity
		TNT1 A 0 A_SpawnItem("AnnoyingWFGlitch",random(-100,100),random(0,100))
		TNT1 A 0 A_SpawnItem("AnnoyingWFGlitch",random(-100,100),random(0,100))
		TNT1 A 0 A_SpawnItem("AnnoyingWFGlitch",random(-100,100),random(0,100))
		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 1 A_SpawnItemEx("SoulGIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
		NULL A -1
		Stop
	Death.MarineShotgun:
	MSBH E 0 bright A_GiveToTarget("grenadeammo",1)
	MSBH E 0 bright A_GiveToTarget("shell",3)
	MSBH E 0 bright A_GiveToTarget("clip1",20)
	Goto DeathAnim
	Death.Marinemachinegun:
	MSBH E 0 bright A_GiveToTarget("grenadeammo",1)
	MSBH E 0 bright A_GiveToTarget("shell",3)
	MSBH E 0 bright A_GiveToTarget("clip1",20)
	Goto Deathanim
	Death.Marinepistol:
	MSBH E 0 bright A_GiveToTarget("grenadeammo",1)
	MSBH E 0 bright A_GiveToTarget("shell",3)
	MSBH E 0 bright A_GiveToTarget("clip1",20)
	Goto Deathanim
	Death.Grenade:
		MSBH E 0 bright A_GiveToTarget("KilledG",1)
		Goto DeathAnim
	Death.CrapPlasma:
		MSBH E 0 bright A_GiveToTarget("Unlock9",1)
		Goto DeathAnim
	Death.Ice2:
		MSBH A 0 bright A_GiveToTarget("KilledIce2",1)
		Goto DeathAnim
	Death.Fire2:
		MSBH A 0 bright A_GiveToTarget("KilledFire2",1)
		Goto DeathAnim
	Death.Railgun:
		MSBH A 0 bright A_GiveToTarget("KilledLightning",1)
		Goto DeathAnim
	Death.GhostTrap:
		MSBH A 0 bright A_GiveToTarget("KilledG",1)
		Goto DeathAnim
	Death.AltFire2:
		MSBH A 0 bright A_GiveToTarget("KilledAltFire2",1)
		Goto Death.Fire2
	Death.AltIce2:
		MSBH A 0 bright A_GiveToTarget("KilledAltIce2",1)
		Goto Death.Ice2
	Death.AltGrenade:
		MSBH A 0 bright A_GiveToTarget("KilledAltG",1)
		Goto Death.Grenade
	Death.Fire3:
		MSBH A 0 bright A_GiveToTarget("KilledFire3",1)
		Goto DeathAnim
	Death.Ice3:
		MSBH A 0 bright A_GiveToTarget("KilledIce3",1)
		Goto DeathAnim
	Death.Grenade2:
		MSBH A 0 bright A_GiveToTarget("KilledG2",1)
		Goto DeathAnim
	Pain.Drainer:
		MSBH A 0 bright A_GiveToTarget("Health",10)
		Goto Spawn
	Death.ChexWarriorPistol:
	Death.ChexWarriorChainsaw:
	Goto Death.ChexWarrior
	Death.RenegadeBullets:
	Death.RenegadeFire:
	Death.ArtilleryDamage:
		TNT1 A 0 A_GiveToTarget("RenegadeKillItem",1)
		Goto DeathAnimAlt
	Death.CalebDynamite:
		TNT1 A 0 A_GiveToTarget("KilledG",1)
	Death.CalebShotgun:
	Death.CalebRevolver:
		TNT1 A 0 A_GiveToTarget("Health",20)
		TNT1 A 0 A_SpawnItemEx("CalebHeart",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		TNT1 A 0 A_GiveToTarget("CalebHeartbeat",1)
		Goto DeathAnimAlt
	Pain.EngineerSaw:
	Pain.Ghosttrap:
	Pain.GBFire:
	Pain.Misty:
	Pain.GBSaw:
	Pain.GBString:
	Pain.GBNuke:
	Pain.Ice2:
	Pain.Ice:
	Pain.ElecStorm:
	Pain.AltFire2:
	Pain.AltIce2:
	Pain.Fire2:
	Pain.Doggo:
	Pain.LaraArrow:
	Pain.Wind2:
	Pain.Grenade:
	Pain.Grenade2:
	Pain.TemplarLightningRain:
	Pain.CarolineDamage:
	Pain.ChexWarrior:
	Pain.InariPlasma:
	Pain.Plasma:
	Pain.FlameProtect:
	Pain.DutchShotgun:
	Pain.KarenExplo:
	Pain.Sentinel:
	Pain.Divine:
	Pain.GwenPlasma3:
	Pain.MacheteSlicerino:
	Pain.AntiAirbolt:
	Pain.MechPewPews:
	Pain.RainbowNado:
		TNT1 A 0 ACS_NamedExecuteAlways("ChangeActivator",0)
		Goto Pain
	}
}


ACTOR WhiteFaceWave
{
- SOLID
//+NOBLOCKMAP
+NOGRAVITY
+NOBLOOD
+SHOOTABLE
+NODAMAGE
+GHOST
Health 5
Damage (0)
translation "112:127=80:95"
height 50
radius 50
mass 99999999999
scale 1.2
renderstyle translucent
alpha 1.0
visibletoteam 0
States
{
Spawn:
PR2E A 1 A_Quake(9,90,0,0)
PR2E A 1
PR2E ABCDEFGHIJKLMNO 2 bright A_FadeOut(0.04)
Stop
}
}

Actor WfTeeth : Weapon
{
+WEAPON.MELEEWEAPON 
+WEAPON.DONTBOB
+INVENTORY.UNDROPPABLE
   Weapon.SelectionOrder 350
   Obituary "%o was erased from existance by %k."
   Weapon.AmmoGive 100
   Weapon.AmmoUse 1
   Weapon.AmmoUse2 1
   Weapon.AmmoType "WhiteFaceAmmo"
   Weapon.AmmoType2 "WhitefaceAmmo2"
   +WEAPON.NOAUTOAIM
   Inventory.icon "TNT1A0"
   Weapon.YAdjust 0
   States
   {
   Spawn:
      WFWE A 10
      Stop
   Ready:
      WFWE A 100 A_WeaponReady
	  WFWE A 0 A_GiveInventory("WhitefaceAmmo",1)
      Loop
   Deselect:
	  WFWE A 1 A_Lower
      Loop
   Select:
      WFWE A 1 A_Raise
      Goto Select
   Fire:
	WFWE A 2 A_FireCustomMissile("HER",0,1)
	WFWE A 30
    goto Ready
	Altfire:
	WFWE A 0 A_TakeInventory("WhiteFaceAmmo2",1)
	WFWE A 0 A_GiveInventory("WFBuff",1)
	WFWE A 0 A_GiveInventory("WFIsInvuln", 1)
	WFWE A 6 A_SpawnItemEx("WhiteFaceWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	WFWE A 6 A_SpawnItemEx("WhiteFaceWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	WFWE A 6 A_SpawnItemEx("WhiteFaceWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	WFWE A 6 A_SpawnItemEx("WhiteFaceWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	WFWE A 6 A_SpawnItemEx("WhiteFaceWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	WFWE A 6 A_SpawnItemEx("WhiteFaceWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	WFWE A 6 A_SpawnItemEx("WhiteFaceWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	WFWE A 6 A_SpawnItemEx("WhiteFaceWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	WFWE A 6 A_SpawnItemEx("WhiteFaceWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	WFWE A 6 A_SpawnItemEx("WhiteFaceWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	WFWE A 6 A_SpawnItemEx("WhiteFaceWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	WFWE A 6 A_SpawnItemEx("WhiteFaceWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	WFWE A 6 A_SpawnItemEx("WhiteFaceWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	WFWE A 6 A_SpawnItemEx("WhiteFaceWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	WFWE A 6 A_SpawnItemEx("WhiteFaceWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	WFWE A 6 A_SpawnItemEx("WhiteFaceWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	WFWE A 6 A_SpawnItemEx("WhiteFaceWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	WFWE A 6 A_SpawnItemEx("WhiteFaceWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	WFWE A 6 A_SpawnItemEx("WhiteFaceWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	WFWE A 6 A_SpawnItemEx("WhiteFaceWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)	
	WFWE A 6 A_SpawnItemEx("WhiteFaceWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	WFWE A 6 A_SpawnItemEx("WhiteFaceWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	WFWE A 6 A_SpawnItemEx("WhiteFaceWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	WFWE A 6 A_SpawnItemEx("WhiteFaceWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	WFWE A 6 A_SpawnItemEx("WhiteFaceWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	WFWE A 6 A_SpawnItemEx("WhiteFaceWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)	
	WFWE A 6 A_SpawnItemEx("WhiteFaceWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	WFWE A 6 A_SpawnItemEx("WhiteFaceWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	WFWE A 6 A_SpawnItemEx("WhiteFaceWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	WFWE A 1 A_TakeInventory("WFIsInvuln",1)
	Goto Ready
   }
}

ACTOR WFbuff : PowerupGiver 12223
{
  +COUNTITEM
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.BIGPOWERUP
  Inventory.MaxAmount 0
  Scale 0.73
  Powerup.Type "Invulnerable"
  Powerup.Duration -5
  Powerup.Color 100 100 100, 0.3
  States
  {
  Spawn:
    TNT1 A 1 Bright
    Loop
  }
}

Actor WhiteFaceAttack
{
Damagetype "Whiteface"
Obituary "%o was erased from existance by %k."
PROJECTILE
Speed 2
Radius 2
Height 2
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(20, 280, 0)
Stop
}
}


ACTOR Whiteface/Trail
{
  +NOCLIP
  +NOBLOCKMAP
  +NOGRAVITY
  -SOLID
  +CLIENTSIDEONLY
  visibletoteam 0
  RenderStyle Add
  Scale 0.6
  Alpha 0.8
  States
  {
  Spawn:
    MSBH AAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.1)
    TNT1 A 1
    Stop
  }
}

actor WhitefaceAmmo : ammo
{
inventory.amount 1
inventory.maxamount 1
Inventory.icon "ICOWA0"
ammo.backpackmaxamount 0
}

actor WhitefaceAmmo2 : ammo
{
inventory.amount 1
inventory.maxamount 1
Inventory.icon "TNT1A0"
ammo.backpackmaxamount 0
}

ACTOR HER : fastprojectile
{
  Mass 2000
  Radius 12
  Height 15
  Speed 16
  Damage (10)
  Health 1
  Damagetype "Misty"
  Obituary "%o felt the true power of HER."
  Scale 1.0
  Alpha .5
  Projectile
  RenderStyle Add
Damagefactor "minion", 0.0
Damagefactor "minion2", 0.0
Damagefactor "creeper", 0.0
Damagefactor "Creepstun", 0.0
Damagefactor "ravager", 0.0
Damagefactor "ravagerball", 0.0
Damagefactor "SjasScream", 0.0
Damagefactor "Jitter", 0.0
Damagefactor "Bluefire", 0.0
Damagefactor "Hellzone", 0.0
Damagefactor "Choke", 0.0
Damagefactor "eyesoreball", 0.0
Damagefactor "Juglava", 0.0
Damagefactor "Yurei", 0.0
Damagefactor "YureiBall", 0.0
Damagefactor "EyesoreballX", 0.0
Damagefactor "Misty", 0.0
Damagefactor "clowny", 0.0
Damagefactor "Mohoph", 0.0
Damagefactor "Emtalic", 0.0
Damagefactor "EmtalicWeak", 0.0
Damagefactor "I1", 0.0
Damagefactor "I2", 0.0
Damagefactor "I3", 0.0
Damagefactor "I4", 0.0
Damagefactor "I5", 0.0
Damagefactor "GraveStalkerLure", 0.0
Damagefactor "ZombiePoison", 0.0
Damagefactor "ZombieIce", 0.0
Damagefactor "BlueFire", 0.0
Damagefactor "Tenebra", 0.0
Damagefactor "Judgement", 0.0
Damagefactor "Whiteface", 0.0
Damagefactor "PuppetStrings", 0.0
Damagefactor "Obliterator", 0.0
	+SHOOTABLE
	+NOBLOOD
	-NOBLOCKMAP
  +SeekerMissile
  States
  {
  Spawn:
	HERS A 0 Bright A_SeekerMissile(45, 45,SMF_PRECISE|SMF_LOOK,192,3)
	HERS A 0 Bright A_Playsound("HerAppear",CHAN_7,1,1)
    HERS A 3 BRIGHT
    loop
  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,310)
	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 0 A_StopSound(CHAN_7)
    TNT1 A 0 A_Explode(15, 220, 0)
	TNT1 A 0 A_StopSound(CHAN_7)
	TNT1 A 0 A_SpawnItem("FakeVanish",0,25)
    TNT1 A 1 
    Stop
  }
}

Actor GhostBusterHer : Weapon
{
	Weapon.SlotNumber 1
	Weapon.SelectionOrder 100
	Weapon.AmmoGive 200
	Weapon.AmmoUse 10
	Weapon.AmmoType "ProtonCharge"
	Obituary "%o felt the true power of Ḧ̷̢̳͎̬̙̩͙̦̠̣̺̮͓͙̠̳́̈́̏͊̄ͧ̓ͨ̂͜͡Ḛ̢̛̼̦̻̎ͭ̍ͫ̋͑ͣ̿̏̔̔̂͗ͫͧ͊ͤ̎̚͟͞R̟͙̫̘̮͓̖̹̣͚͚ͥ̈̑̓͟"
	Inventory.PickupMessage "You got the Proton Pack!"
	Inventory.Icon "ICOWA0"
	+WEAPON.NOAUTOAIM
	+INVENTORY.UNDROPPABLE
	+AMMO_OPTIONAL
	States
	{
	Spawn:
		BPAK A 400
		Loop
	Ready:
		PACK J 1
		PACK I 1
		PACK H 1 
		PACK G 1 
		PACK F 1 
		PACK E 1 
		PACK D 1 A_PlaySoundEx("pack/heatup","Weapon")
		PACK C 1
		PACK B 1
		PACK A 0 A_JumpIfInventory("GBCancel",1,"Downgrade")
		PACK A 1 A_WeaponReady
		Goto Ready+9
	Select:
		TNT1 A 1 A_Raise
		TNT1 A 0 A_Raise
		Goto Select+1
	Deselect:
		PACK B 1 
		PACK C 1 
		PACK D 1 
		PACK E 1 
		PACK F 1
		PACK G 1 
		PACK H 1 
		PACK I 1 
		PACK J 1 
		TNT1 A 1 A_Lower 
		TNT1 A 0 A_Lower
		Goto Deselect+9
	Fire:
		PACK D 0 A_JumpIfNoAmmo("Firefail")
		PACK B 1 
		PACK C 1
		PACK D 1
		PACK L 3 A_PlaySoundEx("pack/change1","Weapon")
		PACK M 2
		PACG NO 2
		Goto Hold
	Hold:
		PACK D 0 A_JumpIfNoAmmo("Firefail2")
		TNT1 A 0 A_GunFlash
		PACK O 0 A_PlaySoundEx("launch", "Weapon")
		PACG R 2
		TNT1 A 0 A_FireCustomMissile("HER", random(-80,80)/10.0, 1, 0, 0, 0, random(-50,50)/10.0)
		TNT1 AAAAAAA 0 A_FireCustomMissile("HER", random(-80,80)/10.0, 0, 0, 0, 0, random(-50,50)/10.0)
		PACG S 3 offset (0, 37)
		PACG O 3 offset (5, 42)
		PACG O 3 offset (10, 47)
		PACG O 4 offset (5, 42)
		PACG O 4 offset (0, 37)
		PACG N 1 A_Refire
		PACK L 3 A_ClearReFire
		PACK M 3 A_PlaySoundEx("pack/change1","Weapon")
		PACK CBA 1
		Goto Ready+9
	Firefail:
		PACK U 0 A_ClearReFire
		PACK A 18 A_PlaySound("weapons/cyborgfail")
		Goto Ready+9
	Firefail2:
		PACK D 0 A_ClearReFire
		PACK U 18 A_PlaySound("weapons/cyborgfail")
		PACK T 3 A_PlaySoundEx("pack/change1","Weapon")
		PACK M 3
		PACK L 2
		PACK CBA 1
		goto Ready+9
	Transform:
		PACK B 1
		PACK C 1 
		PACK D 1 
		PACK E 1 
		PACK F 1
		PACK G 1 
		PACK H 1 
		PACK I 1
		PACK J 1 A_GiveInventory("AbsorbCount",1)
		PACK J 20 ACS_ExecuteAlways(711, 0)
		Goto Ready
	Downgrade:
		PACK B 1 
		PACK C 1 
		PACK D 1 
		PACK E 1 
		PACK F 1
		PACK G 1 
		PACK H 1 
		PACK I 1
		PACK J 1
		PACK J 20 ACS_ExecuteAlways(712,0)
		Goto Ready
	Flash:
		TNT1 A 1 A_Light1
		TNT1 A 1 A_Light0
		Goto LightDone		
	}
}

Actor AnnoyingWFGlitch
{
	Health 1
	Radius 14
	Meleerange 46
	Height 13
	Speed 40
	Scale 0.3
	Obituary "%o literally just waited all that time to get killed by a glitch."
	bloodtype "BulletPuff"
	Mass 400
	PainChance 255
	Species "Ghoul"
	ActiveSound "Glitch/Active"
	Damagetype "Minion"
	Damagefactor "Gaster", 0
	Damagefactor "Minion", 0
	Damagefactor "Minion2", 0
	Damagefactor "Bluefire", 0
	Damagefactor "Hellzone", 0
	Damagefactor "Lamiafire", 0
	Damagefactor "bluefire", 0
	DamageFactor "SjasScream", 0
	DamageFactor "Creeper", 0
	DamageFactor "CreepStun", 0
	DamageFactor "Jitter", 0
	DamageFactor "Choke", 0
	DamageFactor "Ravager", 0
	DamageFactor "RavagerBall", 0
	DamageFactor "Yurei", 0
	DamageFactor "YureiBall", 0
	DamageFactor "Misty", 0
	DamageFactor "Clowny", 0
	DamageFactor "Mohoph", 0
	DamageFactor "Emtalic", 0
	DamageFactor "EmtalicWeak", 0
	DamageFactor "I1", 0
	DamageFactor "I2", 0
	DamageFactor "I3", 0
	DamageFactor "I4", 0
	DamageFactor "I5", 0
	DamageFactor "DarkSovereign", 0
	Damagefactor "BloodScepter", 0
	Damagefactor "ZombieIce", 0.0
    Damagefactor "ZombiePoison", 0.0
	Damagefactor "ChexWarriorChainsaw", 3.0
	MONSTER 
	+DONTBLAST
	+ALWAYSFAST
	+LOOKALLAROUND
	+DONTMORPH
	+FRIENDLY
	+NOGRAVITY
	+DONTHURTSPECIES
	+FLOAT
    +NOGRAVITY
    +SPAWNFLOAT
    +MISSILEMORE
	+MISSILEEVENMORE
    +PUSHABLE
    +QUICKTORETALIATE
    -COUNTKILL
	States
	{
	Spawn:
    WFGL ABDEF 3 A_Look
    WFGL CFABD 2
    WFGL DAFBC 2 A_Look
    WFGL FEDCB 2 A_Look
    goto See
  See:
    WFGL AABBC 1 A_Chase
    WFGL DDEEF 1 A_Chase
    WFGL AAFFB 1 A_Chase
    WFGL FCABD 1 A_Chase
    loop
	Giveup:
    WFGL A 0 A_ClearTarget
    goto See
  Idle:
    WFGL A 0 A_LookEx(0, 0, 0, 0, 460, "See")
    WFGL ANBEFDC 2 A_Wander
    WFGL A 0 A_LookEx(0, 0, 0, 0, 460, "See")
    loop
  Pain:
    WFGL D 3
    WFGL D 3 A_Pain
    Goto See
 Death:
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
    TNT1 A 0 A_Stop
	TNT1 A 0 A_Fadeout(0.8)
    Stop
  XDeath:
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
    TNT1 A 0 A_Stop
	TNT1 A 0 A_Fadeout(0.8)
    Stop
  Death.ChexWarrior:
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
	WFGL A 0 A_PlaySoundEx("Teleport/Chex",7)
	WFGL A 0 A_Stop
	WFGL A 0 A_NoGravity
	WFGL A 3 A_SpawnItem("BigZorch")
	WFGL A 3 A_SetTranslucent(0.9,0)
	WFGL A 3 A_SetTranslucent(0.8,0)
	WFGL A 0 A_NoBlocking
	WFGL A 3 A_SetTranslucent(0.7,0)
	WFGL A 3 A_SetTranslucent(0.6,0)
	WFGL A 3 A_SetTranslucent(0.5,0)
	WFGL A 3 A_SetTranslucent(0.4,0)
	WFGL A 3 A_SetTranslucent(0.3,0)
	WFGL A 3 A_SetTranslucent(0.2,0)
	WFGL A 3 A_SetTranslucent(0.1,0) 
	TNT1 A 1 A_SetTranslucent(1,0)
	TNT1 A -1
	Stop
  Death.ChexWarriorChainsaw:
  Death.ChexWarriorPistol:
	Goto Death.ChexWarrior
  }
}

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