Actor ChexWarrior : PlayerPawn
{
	Mass 700
	Health 100
	Player.Maxhealth 100
	Player.StartItem "ChexSuperBootSpork"
	Player.StartItem "ChexMiniZorcher"
	Player.StartItem "ChexLargeZorcher"
	Player.StartItem "ChexRapidZorcher"
	Player.WeaponSlot 1, ChexSuperBootSpork
	Player.WeaponSlot 2, ChexMiniZorcher
	Player.WeaponSlot 3, ChexLargeZorcher
	Player.WeaponSlot 4, ChexRapidZorcher
	Player.StartItem "Clip1", 200
	Player.StartItem "Shell", 25
	Player.StartItem "IsHuman", 1
	Player.StartItem "Screamer", 0
	Player.ScoreIcon "MARINEST"
	Player.DisplayName "ChexWarrior"
	Player.SoundClass "ChexWarrior"
	Player.ScoreIcon "CHEXST"
	Player.ColorRange 192, 207
	Player.ForwardMove 1.0
	Player.SideMove 1.0
	DamageFactor "GhostTrap", 0.0
	Damagefactor "normal", 1.0
	DamageFactor "AmperLightning", 0.9
	Damagefactor "AntiAirbolt", 0.0
	Damagefactor "Sentinel", 0.0
	Damagefactor "MechPewPews", 0.0
	Damagefactor "MacheteSlicerino", 0.0
    Damagefactor "GasterSmokeHurt", 0.0
	Damagefactor "StrifeSuit", 0.0
	LimitedToTeam 0
	PainChance 256
	+NOSKIN
	+NOICEDEATH
	+GHOST
	+QUICKTORETALIATE
	States
	{
	Spawn:
		CHXE A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		CHXE A -1 SetPlayerproperty(0,0,0)
		Loop
	See:
		CHXE A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		CHXE A 0 A_JumpIfHealthlower(50,"INeedHealingSee")
		CHXE AB 5
		CHXE A 0 A_SpawnItemEx ("EngineerStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
		CHXE CD 5
		CHXE A 0 A_SpawnItemEx ("EngineerStomp", 0, 0, 0, 0, 0, -20, 0,0, 0)
		Goto Spawn
	INeedHealingSee:
		CHXE A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		CHXE A 0 A_SpawnItemEx("INeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		CHXE AB 5
		CHXE A 0 A_SpawnItemEx ("EngineerStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
		CHXE CD 5
		CHXE A 0 A_SpawnItemEx ("EngineerStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
		Goto Spawn
	Missile:
		CHXE A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		CHXE E 12
	Goto Spawn
	Melee:
		CHXE A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		CHXE F 6 bright
	Goto Missile
	Pain.Justicar:
	TNT1 A 0 A_custommissile("Justicarattack",14,0,random(0,360))
	TNT1 A 0 A_GiveToTarget("Health",1)
	TNT1 A 0 A_GiveToTarget("JusticarSecondaryAmmo",1)
	Goto pain
	Pain.TeleOtherPlant:
	TNT1 A 0 A_GiveInventory("TeleOtherPlanted",1)
	Goto Pain
	Pain.TeleOtherActivateDamage:
	TNT1 A 0 A_JumpIfInventory("TeleOtherPlanted",1,"TeleOtherSend")
	Goto Pain
	TeleOtherSend:
	TNT1 A 0 A_TakeInventory("TeleOtherPlanted",1)
	TNT1 A 0 A_PlaySound("TeleOther/activate",CHAN_7,1)
	TNT1 A 0 A_SpawnItem("TeleOtherFog")
	TNT1 A 0 ACS_ExecuteAlways(466,0,2)
	CHXE G 1 A_PlaySound("TeleOther/activate",CHAN_6,1)
	TNT1 A 0 A_SpawnItem("TeleOtherFog")
	Goto Pain
	Death.TeleOtherActivateDamage:
	TNT1 A 0 A_JumpIfInventory("TeleOtherPlanted",1,"TeleOtherSplode")
	TNT1 A 0 A_TakeInventory("TeleOtherPlanted",1)
	TNT1 A 0 A_PlaySound("TeleOther/activate",CHAN_7,1)
	TNT1 A 0 A_SpawnItem("TeleOtherFog")
	TNT1 A 0 A_GiveToTarget("KilledMe",1)
	CHXE G 1 A_PlaySound("Gibbage/XSplat")
	NULL A 0 A_PlaySound("gibbage/playergib") 
	NULL A 0 A_NoBlocking 
	NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, 33, 160, 0)
	NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, -33, 160, 0)
	NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)
	NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)
	NULL A 1 A_SpawnItemEx("GIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
	NULL A -1
	Stop
	TeleOtherSplode:
	TNT1 A 0 A_TakeInventory("TeleOtherPlanted",1)
	TNT1 A 0 A_PlaySound("TeleOther/activate",CHAN_7,1)
	TNT1 A 0 A_SpawnItem("TeleOtherFog")
	TNT1 A 0 ACS_ExecuteAlways(466,0,2)
	TNT1 A 0 A_GiveToTarget("KilledMe",1)
	CHXE G 1 A_PlaySound("Gibbage/XSplat")
	TNT1 A 0 A_PlaySound("TeleOther/activate",CHAN_6,1)
	TNT1 A 0 A_SpawnItem("TeleOtherFog")
	NULL A 0 A_PlaySound("gibbage/playergib") 
	NULL A 0 A_NoBlocking 
	NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, 33, 160, 0)
	NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, -33, 160, 0)
	NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)
	NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)
	NULL A 1 A_SpawnItemEx("GIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
	NULL A -1
	Stop
	Pain.Choke:
		TNT1 A 0 A_GiveToTarget("Health",2)
		TNT1 A 0 A_GiveToTarget("ChokeCharging",1)
		Goto Pain
	Pain.JusticarSpike:
		TNT1 A 0 ACS_NamedExecuteAlways("ChangeActivator",0)
		TNT1 A 0 A_GiveToTarget("Health",2)
	Pain:
		CHXE G 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		CHXE G 4 
		CHXE G 4 A_Pain
		Goto Spawn
	Pain.LoonaClawing:
	TNT1 A 0 A_GiveToTarget("Health",6)
	CHXE G 20 Setplayerproperty(0,1,0)
	CHXE G 2 Setplayerproperty(0,0,0)
	Goto Spawn
	Pain.LoonaClawingLightSFX:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitLight",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",5)
	CHXE G 20 Setplayerproperty(0,1,0)
	CHXE G 2 Setplayerproperty(0,0,0)
	Goto Spawn
	Pain.LoonaClawingHeavySFX:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",8)
	CHXE G 20 Setplayerproperty(0,1,0)
	CHXE G 2 Setplayerproperty(0,0,0)
	Goto Spawn
	Death.LoonaClawing:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",50)
	Goto Death.Jitter
	Death.LoonaClawingLightSFX:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitLight",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",50)
	Goto Death.Jitter
	Death.LoonaClawingHeavySFX:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",50)
	Goto Death.Jitter
	Pain.GloomWatcherLure:
	TNT1 A 0 ACS_ExecuteAlways(134)
	TNT1 A 0 A_Playsound("GloomWatcher/FeintAttack",CHAN_7)
	Goto pain
	Death.GloomWatcherlure:
	TNT1 A 0 ACS_ExecuteAlways(134)
	TNT1 A 0 A_Playsound("GloomWatcher/FeintAttack",CHAN_7)
	Goto Death.Jitter
	GloomDeath:
	TNT1 A 1 Damagething(99999,18)
	Goto Death
	Death.Fleshbent:
	TNT1 A 0 A_GiveToTarget("TentacleAmmo",2)
	TNT1 A 0 A_GiveToTarget("Soulscepter1",15)
	TNT1 A 0 A_GiveToTarget("Soulscepter2",50)
	Goto Death.Jitter
	Pain.BastetClawing:
		TNT1 A 0 A_GiveToTarget("Health",4)
		Goto Pain
	Pain.BastetClawingLightSFX:
		TNT1 A 0 A_PlaySound("Bastet/ClawHitLight",CHAN_5)
		TNT1 A 0 A_GiveToTarget("Health",3)
		Goto Pain
	Pain.BastetClawingHeavySFX:
		TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_5)
		TNT1 A 0 A_GiveToTarget("Health",6)
		Goto Pain
	Pain.Sickle:
		TNT1 A 0 ACS_NamedExecuteAlways("ChangeActivator",0)
	Pain.Wendigo:
		TNT1 A 0 A_PlaySound("RAVEN1",CHAN_5)
		TNT1 A 0 A_SpawnItemEx ("GIB4", 0, 0, random(0,42), 0, 0, random(2,4), random(0,360), 128)
		TNT1 A 0 A_SpawnItemEx ("GIB4", 0, 0, random(0,42), 0, 0, random(2,4), random(0,360), 128)
		Goto Pain
	Pain.Creepstun:
    CHXE G 0 A_Pain
	CHXE G 0 A_GiveToTarget("health",5)
	CHXE G 40 Setplayerproperty(0,1,0)
	CHXE G 2 Setplayerproperty(0,0,0)
		Goto Spawn
	Death.Creeper:
		CHXE A 0 A_PlaySoundEx("creeperattack", "Body")
		CHXE A 0 A_SpawnItemEx("CreeperPopUp",0,0,10)
		TNT1 A 0 A_GiveToTarget("GhoulAmmo",1)
		CHXE A 0 A_GiveToTarget("Creeperheal",1)
		CHXE A 0 ACS_ExecuteAlways(997,0,1)
		Goto DeathAnimAlt
	Death.Creepstun:
		CHXE A 0 A_GiveToTarget("Unlock13",1)
		CHXE A 0 A_GiveToTarget("CreepGotya",1)
		Goto DeathAnimAlt
	Death.SjasScream:
	Death.FrostbiteWind:
	Death.EmtalicSaw:
	Death.LichFire:
		CHXE A 0 A_GiveToTarget("KilledJ",1)
		Goto DeathAnim
	Death:
	DeathAnim:
		CHXE A 0 A_GiveToTarget("KillBeep",1)
		CHXE A 0 A_GiveInventory("ItemDeath",1)
		CHXE A 0 A_TakeInventory("KilledCount",999)
		CHXE A 0 A_GiveToTarget("KilledMe",1)
		CHXE A 0 A_GiveToTarget("KilledChexWarrior",1)
		CHXE H 10
		CHXE I 10 A_PlayerScream
		CHXE J 10 A_NoBlocking
		CHXE KLMNO 10
		CHXE O -1
		Stop
	DeathAnimAlt:
		CHXE A 0 A_GiveToTarget("KillIndicator",1)
		CHXE A 0 A_GiveInventory("ItemDeath",1)
		CHXE A 0 A_TakeInventory("KilledCount",999)
		CHXE A 0 A_GiveToTarget("KilledMe",1)
		CHXE A 0 A_GiveToTarget("KilledChexWarrior",1)
		CHXE H 10
		CHXE I 10 A_PlayerScream
		CHXE J 10 A_NoBlocking
		CHXE KLMNO 10
		CHXE O -1
		Stop
	Death.GhoulChainSaw:
	TNT1 A 0 A_GiveToTarget("Health",50)
	TNT1 A 0 A_GiveToTarget("BearTarpsAmmo",1)
	TNT1 A 0 A_GiveToTarget("SawyerRageammo",10)
	TNT1 A 0 A_GiveToTarget("DUMMY_SawyerBloodyChainsaw", 1)
	Goto Death.Jitter
	Death.BastetClawing:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",30)
	Goto Death.Jitter
	Death.BastetClawingLightSFX:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitLight",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",30)
	Goto Death.Jitter
	Death.BastetClawingHeavySFX:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",30)
	Goto Death.Jitter
	Death.Choke:
		TNT1 A 0 A_GiveToTarget("Health",25)
		TNT1 A 0 A_GiveToTarget("ChokeCharging",40)
	Goto Death.Jitter
	Death.JusticarSpike:
		TNT1 A 0 A_GiveToTarget("Health",15)
	Goto Death.Jitter
	Death.Sinistar:
		TNT1 A 0 A_GiveToTarget("SiniPrimary",1)
	Goto Death.Jitter
	Death.MapGibber:
		TNT1 A 0 A_PlaySound("car/hit",chan_auto)
	Death.MapGibber2:
	Death.Jitter:
		CHXE A 0 A_GiveToTarget("KillBeep",1)
		CHXE A 0 A_GiveInventory("ItemDeath",1)
		CHXE A 0 A_GiveToTarget("KilledMe",1)
		CHXE A 0 A_GiveToTarget("KilledDoomguy",1)
		CHXE A 0 A_GiveToTarget("Crunched",1)
		CHXE G 1 A_PlaySound("gibbage/xsplat")
		NULL A 0 A_PlaySound("gibbage/playergib") 
		NULL A 0 A_NoBlocking 
		NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, 33, 160, 0)
		NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, -33, 160, 0)
		NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)
		NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)
		NULL A 1 A_SpawnItemEx("GIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
		NULL A -1
		Stop
	Death.JitterAlt:
		CHXE A 0 A_GiveToTarget("KillIndicator",1)
		CHXE A 0 A_GiveInventory("ItemDeath",1)
		CHXE A 0 A_GiveToTarget("KilledMe",1)
		CHXE A 0 A_GiveToTarget("KilledDoomguy",1)
		CHXE A 0 A_GiveToTarget("Crunched",1)
		CHXE G 1 A_PlaySound("gibbage/xsplat")
		NULL A 0 A_PlaySound("gibbage/playergib") 
		NULL A 0 A_NoBlocking 
		NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, 33, 160, 0)
		NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, -33, 160, 0)
		NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)
		NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)
		NULL A 1 A_SpawnItemEx("GIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
		NULL A -1
		Stop
	Death.Harvester:
		TNT1 A 0 A_GiveToTarget("SoulHarvesterFragment",1)
		TNT1 A 0 A_GiveToTarget("KilledJ",1)
		Goto Death.Jitter
	Death.HarvesterRock:
		TNT1 A 0 ACS_NamedExecute("SilverFieldsBell",55)
		Goto DeathAnim
	Death.HarvesterAlt:
		TNT1 A 0 A_GiveToTarget("Crunched2",1)
		TNT1 A 0 ACS_NamedExecute("SilverFieldsBell",55)
		Goto Death.Jitter
	Death.Ravager:
		CHXE A 0 A_GiveToTarget("KilledR",1)
		CHXE A 0 A_GiveToTarget("Health",100)
		CHXE A 0 ACS_ExecuteAlways(997,0,2)
		CHXE A 0 A_PlaySoundEx("RavagerAttack","Body")
		CHXE A 0 A_SpawnItemEx("RavagerHit",0,0,32)
		Goto DeathAnimAlt
	Death.RavagerBall:
		CHXE A 0 A_GiveToTarget("RavagerGotYa",1)
		CHXE A 0 A_GiveToTarget("KilledJ",1)
		Goto DeathAnimAlt
	Death.Yurei:
		CHXE A 0 A_GiveToTarget("KilledY",1)
		CHXE A 0 A_PlaySoundEx("YureiKill1","Body",0,1)
		CHXE A 0 ACS_ExecuteAlways(997,0,3)
		Goto DeathAnimAlt
	Death.YureiBall:
		CHXE A 0 A_GiveToTarget("Health",10)
		CHXE A 0 A_SpawnItemEx("BallFire")
		Goto Death.SjasScream
	Death.UboaRawrScream:
		Goto DeathAnimAlt
	Death.Misty:
	Death.Whiteface:
		CHXE A 0 A_GiveToTarget("KillBeep",1)
		CHXE A 0 A_GiveInventory("ItemDeath",1)
		CHXE A 0 A_GiveToTarget("KilledMe",1)
		CHXE A 0 A_GiveToTarget("KilledM",1)
		CHXE HHHHHHHHHH 1 A_FadeOut(0.05)
		CHXE A 0 A_PlayerScream
		CHXE IIIIIIIIII 2 A_FadeOut(0.05)
		CHXE A 0 A_NoBlocking
		NULL A -1
		Stop
	Death.Clowny:
		CHXE A 0 ACS_ExecuteAlways(997,0,4)
		CHXE A 0 A_GiveToTarget("KilledC",1)
		CHXE A 0 A_GiveToTarget("ClownyAmmo",5)
		Goto DeathAnim
	Death.Mohoph:
		CHXE A 0 A_GiveToTarget("TransChexWarrior",1)
		TNT1 A 0 A_GiveToTarget("MorphAmmo", 1)
		CHXE A 0 A_PlaySoundEx("MohophKill","Body")
		CHXE A 0 ACS_ExecuteAlways(997,0,5)
		Goto DeathAnim
	Death.EmtalicWeak:
		CHXE A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto DeathAnim
	Death.Emtalic:
		CHXE A 0  A_PlaySoundEx("RamSuccess","Body")
		Goto Death.Jitter
	Death.I1:
		CHXE A 0 A_SpawnItemEx("Heart",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		CHXE A 0 A_GiveToTarget("KilledI1",1)
		Goto DeathAnim
	Death.I2:
		CHXE A 0 A_GiveToTarget("KillBeep",1)
		CHXE A 0 A_GiveInventory("ItemDeath",1)
		CHXE A 0 A_GiveToTarget("KilledMe",1)
		CHXE A 0 A_GiveToTarget("KilledI2",1)
		CHXE A 0 A_GiveToTarget("Clip",1)
		CHXE G 0 SetPlayerProperty(0,1,4)
		CHXE G 0 A_Stop
		CHXE GGGGGGGGGGGGGG 5 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		NULL A 0 A_PlayerScream
		NULL A 0 ACS_ExecuteAlways(997,0,6)
		NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, 33, 160, 0)
		NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, -33, 160, 0)
		NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)
		NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 1 A_SpawnItemEx("GIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
		NULL A 1 A_SpawnItemEx("SkullGib",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))
		NULL A 1 A_SpawnItemEx("ChestGib",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))
		NULL AA 1 A_SpawnItemEx("ArmGib",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))
		NULL AA 1 A_SpawnItemEx("HandGib",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))
		NULL A 1 A_SpawnItemEx("CoccyxGib",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))
		NULL AA 1 A_SpawnItemEx("LegGib",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))
		NULL AAAAAA 1 A_SpawnItemEx("BoneGib",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))
		NULL A -1 A_NoBlocking
		Stop
	Death.I3:
		CHXE A 0 A_GiveToTarget("KillBeep",1)
		CHXE A 0 A_GiveInventory("ItemDeath",1)
		CHXE A 0 A_GiveToTarget("KilledMe",1)
		CHXE A 0 A_GiveToTarget("KilledI3",1)
		CHXE HHHHHHHHHH 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		CHXE I 0 A_PlayerScream
		CHXE IIIIIIIIII 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		CHXE J 0 A_NoBlocking
		CHXE JJJJJJJJJJKKKKKKKKKKLLLLLLLLLLMMMMMMMMMM 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		CHXE NNNNNNN 3 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		CHXE N -1
		Stop
	Death.I4:
		CHXE A 0 A_GiveToTarget("KilledI4",1)
		Goto DeathAnim
	Death.I5:
		CHXE A 0 A_GiveToTarget("KilledI5",1)
		Goto DeathAnim
	Pain.RavagerBall:
		CHXE A 0 ACS_ExecuteAlways(920,0)
		Goto Pain
	Pain.YureiBall:
		CHXE A 0 A_GiveToTarget("Health",10)
		CHXE A 0 A_SpawnItemEx("BallFire")
		Goto Pain
	Pain.Emtalic:
		CHXE A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto Pain
	Pain.EmtalicWeak:
		CHXE A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto Pain
	Death.Tenebra:
		TNT1 A 0 A_GiveToTarget("Health",20)
		Goto DeathAnim
	Death.TenebraRail:
	Death.Telefrag:
	Death.Grenade:
	Death.Termissiles:
	Death.ChaosExpl12:
	Death.KarenExplo:
	Death.IlluNukeKABUUM:
	Death.CalebDynamite:
	Death.Wendigo:
	Death.MorphRipperGib:
	Death.DarkVortex:
	Death.ImpostorJitter:
	Death.PuppetStrings:
	Death.LichIce:
	Death.LichLightning:
	Death.AsylumCannonBall:
		Goto Death.Jitter
	Death.TrueDivine:
		TNT1 A 0 A_PlaySoundEx("SoulSnatchStinger",CHAN_AUTO,0,1)
		TNT1 A 0 A_SpawnItemEx("SoulSnatch")
		Goto Death.JitterAlt
	Death.Judgement:
		TNT1 A 0 A_SpawnItemEx("StellarisThunderFX")
		Goto Death.JitterAlt
	Death.VoltMelee:
	Death.AmperRail:
		TNT1 A 0 A_GiveToTarget("VoltRingAmmo",2)
		TNT1 A 0 A_GiveToTarget("AmperSpeedTokenCheck",1)
		Goto Death.Jitter
	Pain.FrostbiteWind:
	Pain.Ravager:
	Pain.Juglava:
	Pain.HarvesterRock:
	Pain.EmtalicSaw:
	Pain.MorphRipper:
	Pain.MorphRipperGib:
	Pain.I1:
	Pain.I3:
	Pain.ZombiePoison:
	Pain.Asylum:
	Pain.AsylumCannonBall:
	Pain.FleshlingMissile:
	Pain.DarkVortex:
	Pain.ImpostorJitter:
	Pain.BlueFire:
	Pain.PuppetStrings:
	Pain.LichFire:
	Pain.LichIce:
	Pain.LichLightning:
	Pain.Whiteface:
		TNT1 A 0 ACS_NamedExecuteAlways("ChangeActivator",0)
		Goto Pain
	}
}

actor ChexSuperBootSpork : Weapon
{
    Weapon.SelectionOrder 2200
    Weapon.SlotNumber 1
    Weapon.UpSound "Chex/Sporkup"
    Weapon.ReadySound "Chex/Sporkidle"
    Obituary "%o was zorched by %k."
    +WEAPON.MELEEWEAPON
    +BLOODLESSIMPACT
    +INVENTORY.UNDROPPABLE
    DamageType "ChexWarriorChainsaw"
	Inventory.Icon "CHSCA0"
    States
    {
    Ready:
        CHCS CD 4 A_WeaponReady
        loop

    Deselect:
        CHCS C 1 A_Lower
        loop

    Select:
        CHCS C 1 A_Raise
        loop
    Fire:
        CHCS AB 4 A_Saw("Chex/Sporkfull","Chex/Sporkhit",5,"ChexPuff")
        CHCS B 0 A_ReFire
        goto Ready
	AltFire:
		CHCS C 1 A_JumpIfInventory("ChexTP",1,"Teleport")
		CHCS C 0 A_GiveInventory("ChexTP",1)
		CHCS C 39 ACS_ExecuteAlways(1957,0,1)
		Goto Ready
	Teleport:
		CHCS C 0 
		CHCS C 0 A_TakeInventory("ChexTP",999)
		CHCS C 1 ACS_ExecuteAlways(1957,0,2)
		CHCS C 20
		Goto Ready
    }
}

Actor ChexMiniZorcher : Weapon
{
    Weapon.SelectionOrder 1900
    Weapon.SlotNumber 1
    Obituary "%o was zorched by %k."
    Weapon.AmmoUse 0
    Weapon.AmmoGive 0
    +BLOODLESSIMPACT
    +PUFFONACTORS
    +INVENTORY.UNDROPPABLE
    DamageType "ChexWarrior"
	Inventory.Icon "CHHIA0"
    States
    {
	Ready:
		CHPI A 1 A_WeaponReady
        Loop

	Deselect:
        CHPI A 1 A_Lower
        Loop

	Select:
		CHPI A 1 A_Raise
		Loop
	Fire:
        CHPI A 4
        CHPI B 0 A_FireBullets (0, 0, 1, 7, "ChexPistolPuff")
        CHPI B 0 A_PlayWeaponSound("Chex/Pistol")
        CHPI B 6 A_GunFlash
        CHPI C 4
        TNT1 A 0 A_ReFire
        CHPI D 5 A_ClearRefire
        Goto Ready
	AltFire:
		CHPI A 1 A_JumpIfInventory("ChexTP",1,"Teleport")
		CHPI A 0 A_GiveInventory("ChexTP",1)
		CHPI A 39 ACS_ExecuteAlways(1957,0,1)
		Goto Ready
	Teleport:
		CHPI A 0 
		CHPI A 0 A_TakeInventory("ChexTP",999)
		CHPI A 1 ACS_ExecuteAlways(1957,0,2)
		CHPI A 20
		Goto Ready
    Flash:
        CHPF A 7 Bright A_Light1
        Goto LightDone
        CHPF A 7 Bright A_Light0
        Goto LightDone
	}
}

Actor ChexPuff : BulletPuff
{
    +PUFFONACTORS
	+PUFFGETSOWNER
    +BLOODLESSIMPACT
	+CLIENTSIDEONLY
    DamageType "ChexWarriorChainsaw"
    RenderStyle Add
    Alpha 0.4
    Scale 0.22
    VSpeed 0
    States
    {
    Spawn:
        CHMI CBA 4 bright
        stop
	XDeath:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		CHMI CBA 4 bright
		stop
    }
}

Actor ChexPistolPuff : BulletPuff
{
    +PUFFONACTORS
	+PUFFGETSOWNER
    +BLOODLESSIMPACT
	+CLIENTSIDEONLY
    DamageType "ChexWarriorPistol"
    RenderStyle Add
    Alpha 0.4
    Scale 0.22
    VSpeed 0
    States
    {
    Spawn:
        CHMI CBA 4 bright
        stop
	XDeath:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
        CHMI CBA 4 bright
        stop
    }
}

Actor ChexLargeRapidPuff : BulletPuff
{
    +PUFFONACTORS
	+PUFFGETSOWNER
    +BLOODLESSIMPACT
	+CLIENTSIDEONLY
    DamageType "ChexWarrior"
    RenderStyle Add
    Alpha 0.4
    Scale 0.22
    VSpeed 0
    States
    {
    Spawn:
        CHMI CBA 4 bright
        stop
	XDeath:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		CHMI CBA 4 bright
		stop
    }
}

Actor ChexShotgunBullet : FastProjectile
{
    Damage (8)
    Radius 1
    Height 1
    Speed 250
    Projectile
    Renderstyle "Normal"
    DamageType "ChexWarrior"
    -BLOODSPLATTER
    +BLOODLESSIMPACT
    Alpha 1.0
    States
    {
    Spawn:
        TNT1 A 1
        loop
	XDeath:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
        Goto Death
    Death:
        TNT1 A 1 A_SpawnItem("ChexLargeRapidPuff")
        stop
    }
}

Actor ChexChaingunBullet : FastProjectile
{
    Damage (5)
    Radius 1
    Height 1
    Speed 250
    Projectile
    Renderstyle "Normal"
    DamageType "ChexWarrior"
    -BLOODSPLATTER
    +BLOODLESSIMPACT
	+RIPPER
    Alpha 1.0
    States
    {
    Spawn:
        TNT1 A 1
        loop

    Death:
        TNT1 A 1 A_SpawnItem("ChexLargeRapidPuff")
        stop
    }
}

Actor ChexLargeZorcher : Weapon
{
    Weapon.SelectionOrder 1300
    Weapon.SlotNumber 2
    Weapon.AmmoUse 1
    Weapon.AmmoGive 25
    Weapon.AmmoType "Shell"
    +BLOODLESSIMPACT
    +PUFFONACTORS
    +INVENTORY.UNDROPPABLE
    DamageType "ChexWarrior"
    Obituary "%o was zorched by %k."
	Inventory.Icon "CHSSA0"
    States
    {
    Ready:
        CHSG A 1 A_WeaponReady
        Loop

    Deselect:
        CHSG A 1 A_Lower
        Loop

    Select:
        CHSG A 1 A_Raise
        Loop

    Fire:
        CHSG A 3
        CHSG A 0 A_FireCustomMissile("ChexShotgunBullet",random(-6,6),0)
		CHSG A 0 A_FireCustomMissile("ChexShotgunBullet",random(-6,6),0)
		CHSG A 0 A_FireCustomMissile("ChexShotgunBullet",random(-6,6),0)
		CHSG A 0 A_FireCustomMissile("ChexShotgunBullet",random(-6,6),0)
		CHSG A 0 A_FireCustomMissile("ChexShotgunBullet",random(-6,6),0)
		CHSG A 0 A_FireCustomMissile("ChexShotgunBullet",random(-6,6),0)
		CHSG A 0 A_FireCustomMissile("ChexShotgunBullet",random(-6,6),0)
		CHSG A 0 A_FireCustomMissile("ChexShotgunBullet",random(-6,6))
        CHSG A 0 A_PlayWeaponSound ("Chex/Shotgun")
        CHSG A 6 A_GunFlash
        CHSG BC 4
        CHSG D 4
        CHSG CB 4
        CHSG A 3
        CHSG A 5 A_ReFire
        Goto Ready
		
	AltFire:
		CHSG A 1 A_JumpIfInventory("ChexTP",1,"Teleport")
		CHSG A 0 A_GiveInventory("ChexTP",1)
		CHSG A 39 ACS_ExecuteAlways(1957,0,1)
		Goto Ready
		
	Teleport:
		CHSG A 0 
		CHSG A 0 A_TakeInventory("ChexTP",999)
		CHSG A 1 ACS_ExecuteAlways(1957,0,2)
		CHSG A 20
		Goto Ready

    Flash:
        CHSG E 3 Bright A_Light1
        CHSG F 3 Bright A_Light2
        Goto LightDone
    }
}

actor ChexRapidZorcher : Weapon
{
    Weapon.SelectionOrder 700
    Weapon.SlotNumber 4
    Weapon.AmmoUse 1
    Weapon.AmmoGive 200
    Weapon.AmmoType "Clip1"
    +BLOODLESSIMPACT
    +PUFFONACTORS
    +INVENTORY.UNDROPPABLE
    DamageType "ChexWarrior"
    Obituary "%o was zorched by %k."
	Inventory.Icon "CHMGA0"
    States
    {
    Ready:
        CHCG A 1 A_WeaponReady
        Loop

    Deselect:
        CHCG A 1 A_Lower
        Loop

    Select:
        CHCG A 1 A_Raise
        Loop

    Fire:
        CHCG A 0 A_FireCustomMissile("ChexChaingunBullet")
        CHCG A 0 A_PlayWeaponSound("Chex/Pistol")
        CHCG A 4 A_GunFlash
        CHCG B 0 A_FireCustomMissile("ChexChaingunBullet")
        CHCG B 0 A_PlayWeaponSound("Chex/Pistol")
        CHCG B 4
        CHCG B 1 A_ReFire
        goto Ready
		
	AltFire:
		CHCG A 1 A_JumpIfInventory("ChexTP",1,"Teleport")
		CHCG A 0 A_GiveInventory("ChexTP",1)
		CHCG A 39 ACS_ExecuteAlways(1957,0,1)
		Goto Ready
		
	Teleport:
		CHCG A 0 
		CHCG A 0 A_TakeInventory("ChexTP",999)
		CHCG A 1 ACS_ExecuteAlways(1957,0,2)
		CHCG A 20
		Goto Ready

    Hold:
        CHCG A 0 A_FireCustomMissile("ChexChaingunBullet",random(-3,3))
        CHCG A 0 A_PlayWeaponSound("Chex/Pistol")
        CHCG A 4 A_GunFlash
        CHCG B 0 A_FireCustomMissile("ChexChaingunBullet",random(-3,3))
        CHCG B 0 A_PlayWeaponSound("Chex/Pistol")
        CHCG B 4
        CHCG B 1 A_ReFire
        CHCG B 0 A_ClearRefire
        goto Ready

    Flash:
        CHCG C 4 bright A_Light1
        CHCG D 5 bright A_Light2
        CHCG C 0 bright A_Light0
        stop
    }
}

Actor ChexCereal
{
	+DROPOFF
	States
	{
	Spawn:
		CHBR A 0
		CHBR AAAAAAAA 5 Bright
		CHBR A 0 A_SpawnItemEx("ChexCerealArmor")
		Stop
	}
}


Actor ChexCerealArmor : CustomInventory
{
	Inventory.PickupMessage "You feel your bones grow stronger after a well balanced Chex breakfast!"
	Inventory.PickupSound "Chex/Cereal"
	Inventory.Amount 1
	Inventory.MaxAmount 100
	States
	{
	Spawn:
		CHBR ABCDCB 6 Bright
		CHBR ABCDCB 6 Bright
		CHBR ABCDCB 6 Bright
		CHBR A 1 A_FadeOut(0.1)
		Goto Spawn
	Pickup:
		TNT1 A 0 A_JumpIfInventory("ChexSuperBootSpork",1,"GiveNoArmor")
		Goto ActivateArmor
	ActivateArmor:
		TNT1 A 1 A_JumpIfInventory("IsHuman",1,"GiveArmor")
		Fail
	GiveArmor:
		TNT1 A 0 A_GiveInventory("ChexArmorBonus",25)
		Stop
	GiveNoArmor:
		TNT1 A 0
		fail
	}
}

ACTOR ChexArmorBonus : BasicArmorBonus
{
  Radius 20
  Height 16
  Inventory.Icon "CHBRA0"
  Armor.SavePercent 30
  Armor.SaveAmount 25
  Armor.MaxSaveAmount 25
  +COUNTITEM
  States
  {
  Spawn:
    CHBR ABCDCB 6
    Loop
  }
}

Actor ChexBoop : CustomInventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 100
	States
	{
	Spawn:
		TNT1 A 1
		Loop
	Pickup:
		ANT1 A 0 A_PlaySound("Chex/Cereal")
		Stop
	}
}

actor SmallZorch
{
    RenderStyle Add
    Alpha 0.75
    xscale 1.25
    Speed 0
    Damage 0
    Radius 1
    Height 1
    PROJECTILE
    +MISSILE
    -SOLID
    +NOCLIP
    +NOGRAVITY
    +INVULNERABLE
    +CLIENTSIDEONLY
    +DOOMBOUNCE
    +DONTSPLASH
    -EXPLODEONWATER
    +CANBOUNCEWATER
    States
    {
      Spawn:
        CHFO ABCDEFGHIJ 3 Bright
        stop
    }
}

actor BigZorch : SmallZorch
{
    yscale 1.25
    xscale 1.625
    States
    {
      Spawn:
        CHFO ABCDEFGHIJ 3 Bright
        stop
    }
}

actor BabyZorch : SmallZorch
{
    yscale 0.25
    xscale 0.625
    States
    {
      Spawn:
        CHFO ABCDEFGHIJ 3 BRIGHT
        stop
    }
}	

actor SmallerZorch : SmallZorch
{
    yscale 0.55
    xscale 0.75
    States
    {
      Spawn:
        CHFO ABCDEFGHIJ 3 BRIGHT
        stop
    }
}	

Actor ChexTeleportSpot
{
	Scale 0.7
	Alpha 0.7
	RenderStyle Translucent
	VisibleToTeam 0
	+NOINTERACTION
	+NOTONAUTOMAP
	States
	{
	Spawn:
		XSKU ABCD 5 Bright
		Loop
	}
}

Actor ChexTP : Inventory
{
Inventory.MaxAmount 999
}