// Decorate code for Crash
Actor DoomCrash : PlayerPawn
{

+NOSKIN
+NOICEDEATH
+QUICKTORETALIATE
+GHOST
  Speed 1
  Health 100
  Player.Maxhealth 100
  Radius 16
  Height 56
  Mass 700
  PainChance 256
  Player.WeaponSlot 1, PlasmaBolter
  Player.WeaponSlot 2, CrashPlasmaRifle
  Player.WeaponSlot 3, CryoBowX
  Player.WeaponSlot 4, JackBomb
  Player.ColorRange 112, 127
  Player.DisplayName "Crash"
  Player.ScoreIcon "CRASHST"
  Player.StartItem "CryoBoltsx", 10
  Player.StartItem "CrashScifiAmmo", 15
  Player.StartItem "Cell4", 50
  Player.StartItem "Cell3", 10
  Player.StartItem "GreenArmor", 1
  Player.StartItem "Cell3", 10
  Player.StartItem "PlasmaBolter", 1
  Player.StartItem "Cell3", 10
  Player.StartItem "CryoBowX", 1
  Player.StartItem "CrashPlasmaRifle", 1
  Player.StartItem "Cell",60
  Player.StartItem "Cell3", 10
  Player.StartItem "JackBomb", 1
  Player.StartItem "JackBombAmmo", 3
  Player.StartItem "GuidedLauncher", 1
  Player.StartItem "IsHuman", 1
  Player.StartItem "Screamer", 0
  Player.ForwardMove 1.0, 1.0
  Player.SideMove 1.0, 1.0
  Player.SoundClass "Crash"
  Damagefactor "AntiAirbolt", 0.0
  Damagefactor "Sentinel", 0.0
  Damagefactor "Justicar", 1.2
  Damagefactor "Fleshbent", 1.0
  Damagefactor "normal", 1.0
  Damagefactor "Sentinel", 0.0
  DamageFactor "AmperLightning", 1.1
  Damagefactor "Poison", 2.0
  Damagefactor "ZombieIce", 1.1
  Damagefactor "ZombiePoison", 1.3
  Damagefactor "Hellzone", 2.0
  Damagefactor "MechPewPews", 0.0
  Damagefactor "MacheteSlicerino", 0.0
  Damagefactor "GasterSmokeHurt", 0.0
  Damagefactor "StrifeSuit", 0.0
  LimitedToTeam 0
  States
  {
  Spawn:
	CRSH A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
    CRSH A 45 Setplayerproperty(0,0,0)
    Loop
  See:
	CRSH A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
	CRSH A 0 A_JumpIfHealthLower(50,"INeedHealingSee")
    CRSH A 5
    CRSH B 5 A_SpawnItemEx ("CrashStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
    CRSH C 5
    CRSH D 5 A_SpawnItemEx ("CrashStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
    Goto Spawn  
  INeedHealingSee:
	CRSH A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
	CRSH A 0 A_SpawnItemEx("INeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
    CRSH A 5
    CRSH B 5 A_SpawnItemEx ("CrashStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
    CRSH C 5
    CRSH D 5 A_SpawnItemEx ("CrashStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
    Goto Spawn
  Missile:
	CRSH F 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
    CRSH F 6 Bright
    Goto Spawn
  Melee:
	CRSH F 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
    CRSH F 6 Bright
    Goto Spawn
	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)
	CRSH 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)
	CRSH 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)
	CRSH 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:
	CRSH G 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
    CRSH G 4 
    CRSH G 0 A_GiveInventory("JackBombAmmo", 1)
    CRSH G 4 A_Pain
    Goto Spawn
	Pain.LoonaClawing:
	TNT1 A 0 A_GiveToTarget("Health",6)
	CRSH G 20 Setplayerproperty(0,1,0)
	CRSH 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)
	CRSH G 20 Setplayerproperty(0,1,0)
	CRSH 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)
	CRSH G 20 Setplayerproperty(0,1,0)
	CRSH 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.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.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.Creepstun:
    CRSH G 0 A_Pain
	CRSH G 0 A_GiveToTarget("health",5)
	CRSH G 40 Setplayerproperty(0,1,0)
	CRSH G 2 Setplayerproperty(0,0,0)
	Goto Spawn
	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
  Death.Creeper:
	CRSH A 0 A_PlaySoundEx("creeperattack", "Body")
	TNT1 A 0 A_GiveToTarget("GhoulAmmo",1)
	CRSH A 0 A_SpawnItemEx("CreeperPopUp",0,0,10)
	CRSH A 0 A_GiveToTarget("Creeperheal",1)
    CRSH A 0 ACS_ExecuteAlways(997,0,1)
	goto DeathAnimAlt
  Death.Creepstun:
	CRSH A 0 A_GiveToTarget("Unlock13",1)
	CRSH A 0 A_GiveToTarget("CreepGotya",1)
	goto DeathAnimAlt
  Death.SjasScream:
  Death.FrostbiteWind:
  Death.EmtalicSaw:
  Death.LichFire:
    CRSH A 0 A_GiveToTarget("KilledJ",1)
    Goto DeathAnim
  Death:
  DeathAnim:
    CRSH A 0 A_GiveToTarget("KillBeep",1)
	CRSH A 0 A_GiveInventory("ItemDeath",1)
	CRSH A 0 A_TakeInventory("KilledCount",999)
    CRSH A 0 A_GiveToTarget("KilledMe",1)
    CRSH A 0 A_GiveToTarget("KilledCrash",1)
    CRSH H 8
    CRSH I 8 A_PlayerScream
    CRSH J 8 A_NoBlocking
    CRSH KLM 8
    CRSH N -1
    Stop
  DeathAnimAlt:
    CRSH A 0 A_GiveToTarget("KillIndicator",1)
	CRSH A 0 A_GiveInventory("ItemDeath",1)
	CRSH A 0 A_TakeInventory("KilledCount",999)
    CRSH A 0 A_GiveToTarget("KilledMe",1)
    CRSH A 0 A_GiveToTarget("KilledCrash",1)
    CRSH H 8
    CRSH I 8 A_PlayerScream
    CRSH J 8 A_NoBlocking
    CRSH KLM 8
    CRSH N -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:
	CRSH A 0 A_GiveToTarget("KillBeep",1)
	CRSH A 0 A_GiveInventory("ItemDeath",1)
    CRSH A 0 A_GiveToTarget("Crunched",1)
	CRSH A 0 A_GiveToTarget("KilledMe",1)
	CRSH A 0 A_GiveToTarget("KilledCrash",1)
	CRSH 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:
	CRSH A 0 A_GiveToTarget("KillIndicator",1)
	CRSH A 0 A_GiveInventory("ItemDeath",1)
    CRSH A 0 A_GiveToTarget("Crunched",1)
	CRSH A 0 A_GiveToTarget("KilledMe",1)
	CRSH A 0 A_GiveToTarget("KilledCrash",1)
	CRSH 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:
		CRSH A 0 A_GiveToTarget("KilledR",1)
		CRSH A 0 A_GiveToTarget("Health",100)
		CRSH A 0 ACS_ExecuteAlways(997,0,2)
		CRSH A 0 A_PlaySoundEx("RavagerAttack","Body")
		CRSH A 0 A_SpawnItemEx("RavagerHit",0,0,32)
		Goto DeathAnimAlt
	Death.RavagerBall:
		CRSH A 0 A_GiveToTarget("RavagerGotYa",1)
		CRSH A 0 A_GiveToTarget("KilledJ",1)
		Goto DeathAnimAlt
	Death.Yurei:
		CRSH A 0 A_GiveToTarget("KilledY",1)
		CRSH A 0 A_PlaySoundEx("YureiKill1","Body",0,1)
		CRSH A 0 ACS_ExecuteAlways(997,0,3)
		Goto DeathAnimAlt
	Death.YureiBall:
		CRSH A 0 A_GiveToTarget("Health",10)
		CRSH A 0 A_SpawnItemEx("BallFire")
		Goto Death.SjasScream
	Death.UboaRawrScream:
		Goto DeathAnimAlt
	Death.Misty:
	Death.Whiteface:
		CRSH A 0 A_GiveToTarget("KillBeep",1)
		CRSH A 0 A_GiveInventory("ItemDeath",1)
		CRSH A 0 A_GiveToTarget("KilledMe",1)
		CRSH A 0 A_GiveToTarget("KilledM",1)
		CRSH HHHH 2 A_FadeOut(0.1)
		CRSH A 0 A_PlayerScream
		CRSH IIIIJJ 2 A_FadeOut(0.1)
		CRSH A 0 A_NoBlocking
		NULL A -1
		Stop
	Death.Clowny:
		CRSH A 0 ACS_ExecuteAlways(997,0,4)
		CRSH A 0 A_GiveToTarget("KilledC",1)
		CRSH A 0 A_GiveToTarget("ClownyAmmo",5)
		Goto DeathAnim
	Death.Mohoph:
		TNT1 A 0 A_GiveToTarget("MorphAmmo", 1)
		CRSH A 0 A_GiveToTarget("TransCrash",1)
		CRSH A 0 A_PlaySoundEx("MohophKill","Body")
		CRSH A 0 ACS_ExecuteAlways(997,0,5)
		Goto DeathAnim
	Death.EmtalicWeak:
		CRSH A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto DeathAnim
	Death.Emtalic:
		CRSH A 0  A_PlaySoundEx("RamSuccess","Body")
		Goto Death.Jitter
	Death.I1:
		CRSH A 0 A_SpawnItemEx("Heart",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		CRSH A 0 A_GiveToTarget("KilledI1",1)
		Goto DeathAnim
	Death.I2:
		CRSH A 0 A_GiveToTarget("KillBeep",1)
		CRSH A 0 A_GiveInventory("ItemDeath",1)
		CRSH A 0 A_GiveToTarget("KilledMe",1)
		CRSH A 0 A_GiveToTarget("KilledI2",1)
		CRSH A 0 A_GiveToTarget("Clip",1)
		CRSH G 0 SetPlayerProperty(0,1,4)
		CRSH G 0 A_Stop
		CRSH 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:
		CRSH A 0 A_GiveToTarget("KillBeep",1)
		CRSH A 0 A_GiveInventory("ItemDeath",1)
		CRSH A 0 A_GiveToTarget("KilledMe",1)
		CRSH A 0 A_GiveToTarget("KilledI3",1)
		CRSH HHHHHHHH 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		CRSH I 0 A_PlayerScream
		CRSH IIIIIIII 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		CRSH J 0 A_NoBlocking
		CRSH JJJJJJJJKKKKKKKKLLLLLLLLMMMMMMMM 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		CRSH NNNNNNN 3 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		CRSH N -1
		Stop
	Death.I4:
		CRSH A 0 A_GiveToTarget("KilledI4",1)
		Goto DeathAnim
	Death.I5:
		CRSH A 0 A_GiveToTarget("KilledI5",1)
		Goto DeathAnim
	Pain.RavagerBall:
		CRSH A 0 ACS_ExecuteAlways(920,0)
		Goto Pain
	Pain.YureiBall:
		CRSH A 0 A_GiveToTarget("Health",10)
		CRSH A 0 A_SpawnItemEx("BallFire")
		Goto Pain
	Pain.Emtalic:
		CRSH A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto Pain
	Pain.EmtalicWeak:
		CRSH 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 CrashStomp : CyborgStomp
{
	DeathSound "CrashStep"
}

ACTOR PlasmaBolter : Weapon
{
   Weapon.SelectionOrder 1850
   Inventory.PickupMessage "You got the Plasma Bolter!"
   Obituary "%o thought %k's plasma pistol didn't do damage."
   Weapon.AmmoType1 "CrashScifiAmmo"
  Weapon.AmmoUse1 1
  Weapon.BobStyle Inversesmooth
  Weapon.Bobspeed 1.2
   Scale 0.6
   +NOAUTOFIRE
   Inventory.icon "TNT1A0"
   States
   {
   Spawn:
      PLBT A -1
      Loop
   Ready:
      PLBG A 10 A_WeaponReady
	  PLBG A 0 A_GiveInventory ("CrashScifiAmmo", 1)
      Loop
   NoFire:
	  PLBG A 0 A_Print("Recharging!")
	  PLBG A 0 A_PlaySoundEx("Crash/BolterRecharge","Item")
	  PLBG A 10
	  PLBG A 0 A_GiveInventory("CrashScifiAmmo",1)
	  PLBG A 10
	  PLBG A 0 A_GiveInventory("CrashScifiAmmo",1)
	  PLBG A 10
	  PLBG A 0 A_GiveInventory("CrashScifiAmmo",1)
	  PLBG A 10
	  PLBG A 0 A_GiveInventory("CrashScifiAmmo",1)
	  PLBG A 10
	  PLBG A 0 A_GiveInventory("CrashScifiAmmo",1)
	  PLBG A 10
	  PLBG A 0 A_GiveInventory("CrashScifiAmmo",1)
	  PLBG A 10
	  PLBG A 0 A_GiveInventory("CrashScifiAmmo",1)
	  PLBG A 10
	  PLBG A 0 A_GiveInventory("CrashScifiAmmo",1)
	  PLBG A 10
	  PLBG A 0 A_GiveInventory("CrashScifiAmmo",1)
	  PLBG A 10
	  PLBG A 0 A_GiveInventory("CrashScifiAmmo",1)
	  PLBG A 10
	  PLBG A 0 A_GiveInventory("CrashScifiAmmo",1)
	  PLBG A 10
	  PLBG A 0 A_GiveInventory("CrashScifiAmmo",1)
	  PLBG A 10
	  PLBG A 0 A_GiveInventory("CrashScifiAmmo",1)
	  PLBG A 10
	  PLBG A 0 A_GiveInventory("CrashScifiAmmo",1)
	  PLBG A 10
	  PLBG A 0 A_GiveInventory("CrashScifiAmmo",1)
	  PLBG A 0 A_Print("Ready!")
	  PLBG A 0 A_PlaySoundEx("Crash/BolterRechargeFinished","Item")
	  Goto Ready
   Deselect:
      PLBG A 1 A_Lower
      Loop
   Select:
      PLBG A 1 A_Raise
      Loop
   Fire:
      PLBG A 0 A_JumpIfNoAmmo("NoFire")
      PLBG E 0 A_Light1
      PLBG E 0 A_PlayWeaponSound("weapons/boltfire")
      PLBG E 0 A_Recoil(0.5)
      PLBG E 0 Bright A_FireCustomMissile("PlasmaBolterShot1",0,1,9,3)
	  PLBG E 2 Bright
	  PLBG A 0 A_JumpIfNoAmmo("NoFire")
	  PLBG E 0 A_WeaponReady(WRF_NOSWITCH)
	  PLBG A 0 A_JumpIfNoAmmo("NoFire")
      PLBG E 0 A_Recoil(-0.5)
	  PLBG A 0 A_JumpIfNoAmmo("NoFire")
	  PLBG E 0 A_WeaponReady(WRF_NOSWITCH)
	  PLBG A 0 A_JumpIfNoAmmo("NoFire")
      PLBG C 2 A_WeaponReady(WRF_NOSWITCH)
	  PLBG A 0 A_JumpIfNoAmmo("NoFire")
	  PLBG C 0 A_WeaponReady(WRF_NOSWITCH)
	  PLBG A 0 A_JumpIfNoAmmo("NoFire")
      PLBG D 2 A_WeaponReady(WRF_NOSWITCH)
	  PLBG A 0 A_JumpIfNoAmmo("NoFire")
      Goto Ready
   }
}

actor CrashScifiAmmo : Ammo
{
inventory.amount 15
inventory.maxamount 15
}

ACTOR PlasmaBolterShot1 : fastprojectile
{
   Radius 3
   Height 3
   Speed 150
   Damage 2
   Damagetype "InariPlasma"
   Missiletype "Cryotrail2"
   Scale 0.75
   PROJECTILE
   +STRIFEDAMAGE
   +RIPPER
   RenderStyle Add
   States
   {
   Spawn:
	 TNT1 A 1
     loop
   Death:
      TNT1 A 1 bright
      Stop
   }
}


ACTOR PlasmaBolterShot1Trail
{   
   Radius 0
   Height 1
   Damage 0
   Speed 0
   Scale 0.5
   PROJECTILE
   RENDERSTYLE ADD
   ALPHA 0.50
   +CLIENTSIDEONLY
   States
   {
   Spawn:
      BALT ABCDEFG 2 Bright
      Stop 
   }
}

actor Cell3 : Cell replaces Cell
{
inventory.amount 1
inventory.maxamount 10
ammo.backpackmaxamount 0
}

ACTOR CryoBowX : Weapon
{
	Weapon.AmmoType "CryoBoltsx"
	Weapon.AmmoUse 1
	Weapon.AmmoGive 5
	Weapon.SlotNumber 5
	Weapon.Kickback 2000
	Inventory.PickupMessage "You got the Cryobow!"
	Inventory.icon "TNT1A0"
	Obituary "%o embraced %k's cold heart."
	States
	{
	Spawn:
		WBOW A -1
		Stop
	Deselect:
		BOWG A 1 Bright A_Lower
		Loop
	Select:
		BOWG A 1 Bright A_Raise
		Loop
	Ready:
		BOWG AAABBBCCCDDDBBB 1 Bright A_WeaponReady
    	Loop
	Fire:
		BOWG A 0 Bright A_GunFlash
		BOWG A 0 Bright A_Recoil(4.0)
		BOWG A 0 Bright A_PlaySound("weapons/cryobowshot")
		BOWG A 0 Bright A_PlaySound("weapons/cryobowfire", CHAN_WEAPON)
		BOWF A 2 Bright A_FireCustomMissile("CryoShot",0,1,-1)
		BOWF BCD 2 Bright
		BOWF E 8
		BOWF E 2 A_PlaySound("weapons/cryobowreload")
		BOWF E 2 Offset(0,31) 
		BOWF F 2 Offset(0,32)
		BOWF F 2 Offset(0,30)
		BOWF G 2 Offset(0,31)
		BOWF HI 1 Offset(0,32)
		BOWG CDB 3 Bright Offset(0,32)
		BOWG A 0 A_ReFire
		Goto Ready
	Flash:
		TNT1 A 2 Bright A_Light1
		TNT1 A 2 Bright A_Light2
		TNT1 A 1 Bright A_Light1
		Goto LightDone
	}
}

ACTOR CryoShot : FastProjectile
{
	Radius 4
	Height 8
	Speed 90
	Damage (15)
	Damagetype "Ice"
	Projectile
	RenderStyle Add
	Alpha 0.9
	scale 2.0
	DeathSound "weapons/cryobowhit"
	MissileType "CryoTrail"
	Decal "PlasmaScorchLower"
	+SEEKERMISSILE
	States
	{
	Spawn:
		BSHT A 0 Bright 
		BSHT A 0 Bright A_PlaySound("weapons/cryobowflyby", CHAN_BODY, 1.0, 1)
		TNT1 A 1 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,183)
		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:	
		BXPL A 0 Bright A_StopSound(CHAN_BODY)
		BXPL A 0 Bright A_Explode(30, 130, 0) // Break frozen things.
		BXPL AAAAAAAA 0 Bright A_SpawnItemEx("CryoSmoke", 0, 0, 0, random(10, 30)*0.1, 0, random(0, 10)*0.1, random(1,360), SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
		BXPL AAAA 0 Bright A_SpawnItemEx("CryoSmoke2", 0, 0, 0, random(10, 30)*0.04, 0, random(0, 10)*0.04, random(1,360), SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)
		BXPL ABCDEFGH 1 Bright A_SpawnItemEx("HunterFreezeSlow",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		BXPL IJKLLM 1 Bright A_FadeOut(0.1)
		Stop
	}
}

ACTOR CryoTrail
{
	+NOINTERACTION
	+CLIENTSIDEONLY
	Radius 4
	Height 8
	scale 2.0
	Renderstyle Add
	Alpha 0.5
	States
	{
	Spawn:
		BSHT BBCDEFG 1 Bright
		Stop
	}
}

ACTOR CryoTrail2
{
	+NOINTERACTION
	+CLIENTSIDEONLY
	Radius 4
	Height 4
	Renderstyle Add
	Alpha 1.0
	States
	{
	Spawn:
		BSHT BBCDEFG 1 Bright
		Stop
	}
}


ACTOR CryoSmoke
{
    Radius 2
    Height 2
    +NOINTERACTION
    +FORCEXYBILLBOARD
	+CLIENTSIDEONLY
    RenderStyle Shaded
    StencilColor "A0 A0 A0"
    Alpha 1.0
    Scale 0.4
    States
    {
    Spawn:
		SMEK A 0
        SMEK A 2 A_FadeOut (0.05)
        Wait
    }
}

Actor CryoSmoke2 : CryoSmoke { StencilColor "DD DD DD" Scale 0.7 Alpha 0.5 VSpeed 2.5
	States {
	Spawn:
		TNT1 A 0
		SMEK A 6 A_FadeOut(0.04)
		Wait
	}
}

ACTOR CryoBoltsx : Ammo
{
	Inventory.PickupMessage "$GOTCRYOBOLTS"
	Inventory.Amount 10
	Inventory.MaxAmount 10
	Ammo.BackpackMaxAmount 100
	Inventory.Icon "ABOWC0"
	States
	{
	Spawn:
		ABOW ABCD 5 BRIGHT
		Loop
	}
}

ACTOR JackBomb : Weapon
{
    +FLOORCLIP
    +FLOATBOB
    +CHEATNOTWEAPON
    +INVENTORY.IGNORESKILL
    Weapon.AmmoType1 "JackBombAmmo"
    Weapon.AmmoType2 "JackBombAmmo"
	Inventory.icon "TNT1A0"
    Weapon.AmmoGive1 1
    Weapon.AmmoUse1 1
    Weapon.AmmoUse2 1
    +WEAPON.NOAUTOAIM
    Scale 0.125
    Inventory.PickupMessage "You picked up a jackbomb."
	obituary "%o didn't see %k's jack-in-the-box."
    States
    {
    Spawn:
	WJKB A -1 Bright
	Loop
    Ready:
	JBOX A 1 A_WeaponReady
	Loop
    Deselect:
	JBOX A 1 A_Lower
	JBOX AA 0 A_Lower
	Loop
    Select:
	JBOX A 1 A_Raise
	TNT1 AA 0 A_Raise
	Loop
    Fire:
	JBOX A 0 A_JumpIfInventory("ThrowForce",16,"ThrowJackBombG")
	JBOX A 0 A_JumpIfInventory("ThrowForce",15,"ThrowJackBombG")
	JBOX A 0 A_JumpIfInventory("ThrowForce",14,"ThrowJackBombF")
	JBOX A 0 A_JumpIfInventory("ThrowForce",13,"ThrowJackBombE")
	JBOX A 0 A_JumpIfInventory("ThrowForce",12,"ThrowJackBombD")
	JBOX A 0 A_JumpIfInventory("ThrowForce",11,"ThrowJackBombC")
	JBOX A 0 A_JumpIfInventory("ThrowForce",10,"ThrowJackBombB")
	JBOX A 0 A_JumpIfInventory("ThrowForce",9,"ThrowJackBombA")
	JBOX A 0 A_JumpIfInventory("ThrowForce",8,"ThrowJackBomb9")
	JBOX A 0 A_JumpIfInventory("ThrowForce",7,"ThrowJackBomb8")
	JBOX A 0 A_JumpIfInventory("ThrowForce",6,"ThrowJackBomb7")
	JBOX A 0 A_JumpIfInventory("ThrowForce",5,"ThrowJackBomb6")
	JBOX A 0 A_JumpIfInventory("ThrowForce",4,"ThrowJackBomb5")
	JBOX A 0 A_JumpIfInventory("ThrowForce",3,"ThrowJackBomb4")
	JBOX A 0 A_JumpIfInventory("ThrowForce",2,"ThrowJackBomb3")
	JBOX A 0 A_JumpIfInventory("ThrowForce",1,"ThrowJackBomb2")
	JBOX A 0 A_GiveInventory("ThrowForce",1)
	JBOX A 2 A_GunFlash
	JBOX A 0 A_ReFire
    ThrowJackBomb1:
	JBOX BCD 1
	TNT1 A 9
	JBOX EF 1
	JBOX G 0 A_PlayWeaponSound("jackbomb/throw")
	JBOX G 0 A_TakeInventory("ThrowForce",16)
	JBOX G 1 A_FireCustomMissile("JackBomb1",0,1,8,0)
	JBOX HIJKLMNO 1
	TNT1 A 8
	JBOX DCBA 2
	Goto Ready
    ThrowJackBomb2:
	JBOX A 2 A_GiveInventory("ThrowForce",1)
	JBOX A 0 A_Refire
	JBOX BCD 1
	TNT1 A 9
	JBOX EF 1
	JBOX G 0 A_PlayWeaponSound("jackbomb/throw")
	JBOX G 0 A_TakeInventory("ThrowForce",16)
	JBOX G 1 A_FireCustomMissile("JackBomb2",0,1,8,0)
	JBOX HIJKLMNO 1
	TNT1 A 8
	JBOX DCBA 2
	Goto Ready
    ThrowJackBomb3:
	JBOX A 2 A_GiveInventory("ThrowForce",1)
	JBOX A 0 A_Refire
	JBOX BCD 1
	TNT1 A 9
	JBOX EF 1
	JBOX G 0 A_PlayWeaponSound("jackbomb/throw")
	JBOX G 0 A_TakeInventory("ThrowForce",16)
	JBOX G 1 A_FireCustomMissile("JackBomb3",0,1,8,0)
	JBOX HIJKLMNO 1
	TNT1 A 8
	JBOX DCBA 2
	Goto Ready
    ThrowJackBomb4:
	JBOX A 2 A_GiveInventory("ThrowForce",1)
	JBOX A 0 A_Refire
	JBOX BCD 1
	TNT1 A 9
	JBOX EF 1
	JBOX G 0 A_PlayWeaponSound("jackbomb/throw")
	JBOX G 0 A_TakeInventory("ThrowForce",16)
	JBOX G 1 A_FireCustomMissile("JackBomb4",0,1,8,0)
	JBOX HIJKLMNO 1
	TNT1 A 8
	JBOX DCBA 2
	Goto Ready
    ThrowJackBomb5:
	JBOX A 2 A_GiveInventory("ThrowForce",1)
	JBOX A 0 A_Refire
	JBOX BCD 1
	TNT1 A 9
	JBOX EF 1
	JBOX G 0 A_PlayWeaponSound("jackbomb/throw")
	JBOX G 0 A_TakeInventory("ThrowForce",16)
	JBOX G 1 A_FireCustomMissile("JackBomb5",0,1,8,0)
	JBOX HIJKLMNO 1
	TNT1 A 8
	JBOX DCBA 2
	Goto Ready
    ThrowJackBomb6:
	JBOX A 2 A_GiveInventory("ThrowForce",1)
	JBOX A 0 A_Refire
	JBOX BCD 1
	TNT1 A 9
	JBOX EF 1
	JBOX G 0 A_PlayWeaponSound("jackbomb/throw")
	JBOX G 0 A_TakeInventory("ThrowForce",16)
	JBOX G 1 A_FireCustomMissile("JackBomb6",0,1,8,0)
	JBOX HIJKLMNO 1
	TNT1 A 8
	JBOX DCBA 2
	Goto Ready
    ThrowJackBomb7:
	JBOX A 2 A_GiveInventory("ThrowForce",1)
	JBOX A 0 A_Refire
	JBOX BCD 1
	TNT1 A 9
	JBOX EF 1
	JBOX G 0 A_PlayWeaponSound("jackbomb/throw")
	JBOX G 0 A_TakeInventory("ThrowForce",16)
	JBOX G 1 A_FireCustomMissile("JackBomb7",0,1,8,0)
	JBOX HIJKLMNO 1
	TNT1 A 8
	JBOX DCBA 2
	Goto Ready
    ThrowJackBomb8:
	JBOX A 2 A_GiveInventory("ThrowForce",1)
	JBOX A 0 A_Refire
	JBOX BCD 1
	TNT1 A 9
	JBOX EF 1
	JBOX G 0 A_PlayWeaponSound("jackbomb/throw")
	JBOX G 0 A_TakeInventory("ThrowForce",16)
	JBOX G 1 A_FireCustomMissile("JackBomb8",0,1,8,0)
	JBOX HIJKLMNO 1
	TNT1 A 8
	JBOX DCBA 2
	Goto Ready
    ThrowJackBomb9:
	JBOX A 2 A_GiveInventory("ThrowForce",1)
	JBOX A 0 A_Refire
	JBOX BCD 1
	TNT1 A 9
	JBOX EF 1
	JBOX G 0 A_PlayWeaponSound("jackbomb/throw")
	JBOX G 0 A_TakeInventory("ThrowForce",16)
	JBOX G 1 A_FireCustomMissile("JackBomb9",0,1,8,0)
	JBOX HIJKLMNO 1
	TNT1 A 8
	JBOX DCBA 2
	Goto Ready
    ThrowJackBombA:
	JBOX A 2 A_GiveInventory("ThrowForce",1)
	JBOX A 0 A_Refire
	JBOX BCD 1
	TNT1 A 9
	JBOX EF 1
	JBOX G 0 A_PlayWeaponSound("jackbomb/throw")
	JBOX G 0 A_TakeInventory("ThrowForce",16)
	JBOX G 1 A_FireCustomMissile("JackBombA",0,1,8,0)
	JBOX HIJKLMNO 1
	TNT1 A 8
	JBOX DCBA 2
	Goto Ready
    ThrowJackBombB:
	JBOX A 2 A_GiveInventory("ThrowForce",1)
	JBOX A 0 A_Refire
	JBOX BCD 1
	TNT1 A 9
	JBOX EF 1
	JBOX G 0 A_PlayWeaponSound("jackbomb/throw")
	JBOX G 0 A_TakeInventory("ThrowForce",16)
	JBOX G 1 A_FireCustomMissile("JackBombB",0,1,8,0)
	JBOX HIJKLMNO 1
	TNT1 A 8
	JBOX DCBA 2
	Goto Ready
    ThrowJackBombC:
	JBOX A 2 A_GiveInventory("ThrowForce",1)
	JBOX A 0 A_Refire
	JBOX BCD 1
	TNT1 A 9
	JBOX EF 1
	JBOX G 0 A_PlayWeaponSound("jackbomb/throw")
	JBOX G 0 A_TakeInventory("ThrowForce",16)
	JBOX G 1 A_FireCustomMissile("JackBombC",0,1,8,0)
	JBOX HIJKLMNO 1
	TNT1 A 8
	JBOX DCBA 2
	Goto Ready
    ThrowJackBombD:
	JBOX A 2 A_GiveInventory("ThrowForce",1)
	JBOX A 0 A_Refire
	JBOX BCD 1
	TNT1 A 9
	JBOX EF 1
	JBOX G 0 A_PlayWeaponSound("jackbomb/throw")
	JBOX G 0 A_TakeInventory("ThrowForce",16)
	JBOX G 1 A_FireCustomMissile("JackBombD",0,1,8,0)
	JBOX HIJKLMNO 1
	TNT1 A 8
	JBOX DCBA 2
	Goto Ready
    ThrowJackBombE:
	JBOX A 2 A_GiveInventory("ThrowForce",1)
	JBOX A 0 A_Refire
	JBOX BCD 1
	TNT1 A 9
	JBOX EF 1
	JBOX G 0 A_PlayWeaponSound("jackbomb/throw")
	JBOX G 0 A_TakeInventory("ThrowForce",16)
	JBOX G 1 A_FireCustomMissile("JackBombE",0,1,8,0)
	JBOX HIJKLMNO 1
	TNT1 A 8
	JBOX DCBA 2
	Goto Ready
    ThrowJackBombF:
	JBOX A 2 A_GiveInventory("ThrowForce",1)
	JBOX A 0 A_Refire
	JBOX BCD 1
	TNT1 A 9
	JBOX EF 1
	JBOX G 0 A_PlayWeaponSound("jackbomb/throw")
	JBOX G 0 A_TakeInventory("ThrowForce",16)
	JBOX G 1 A_FireCustomMissile("JackBombF",0,1,8,0)
	JBOX HIJKLMNO 1
	TNT1 A 8
	JBOX DCBA 2
	Goto Ready
    ThrowJackBombG:
	JBOX A 2 A_GiveInventory("ThrowForce",1)
	JBOX A 0 A_Refire
	JBOX BCD 1
	TNT1 A 9
	JBOX EF 1
	JBOX G 0 A_PlayWeaponSound("jackbomb/throw")
	JBOX G 0 A_TakeInventory("ThrowForce",16)
	JBOX G 1 A_FireCustomMissile("JackBombG",0,1,8,0)
	JBOX HIJKLMNO 1
	TNT1 A 8
	JBOX DCBA 2
	Goto Ready
    AltFire:
	JBOX A 2 A_PlayWeaponSound("jackbomb/throw")
	TNT1 A 8 A_FireCustomMissile("JackBombAlt",0,1,8,0)
	JBOX DCBA 2
	Goto Ready
    Flash:
	TNT1 A 0 A_JumpIfInventory("ThrowForce",16,32)
	TNT1 A 0 A_JumpIfInventory("ThrowForce",15,30)
	TNT1 A 0 A_JumpIfInventory("ThrowForce",14,28)
	TNT1 A 0 A_JumpIfInventory("ThrowForce",13,26)
	TNT1 A 0 A_JumpIfInventory("ThrowForce",12,24)
	TNT1 A 0 A_JumpIfInventory("ThrowForce",11,22)
	TNT1 A 0 A_JumpIfInventory("ThrowForce",10,20)
	TNT1 A 0 A_JumpIfInventory("ThrowForce",9,18)
	TNT1 A 0 A_JumpIfInventory("ThrowForce",8,16)
	TNT1 A 0 A_JumpIfInventory("ThrowForce",7,14)
	TNT1 A 0 A_JumpIfInventory("ThrowForce",6,12)
	TNT1 A 0 A_JumpIfInventory("ThrowForce",5,10)
	TNT1 A 0 A_JumpIfInventory("ThrowForce",4,8)
	TNT1 A 0 A_JumpIfInventory("ThrowForce",3,6)
	TNT1 A 0 A_JumpIfInventory("ThrowForce",2,4)
	TNT1 A 0 A_JumpIfInventory("ThrowForce",1,2)
	TNT1 A 0
	Stop
	DYNG A 2 Bright
	Loop
	DYNG B 2 Bright
	Loop
	DYNG C 2 Bright
	Loop
	DYNG D 2 Bright
	Loop
	DYNG E 2 Bright
	Loop
	DYNG F 2 Bright
	Loop
	DYNG G 2 Bright
	Loop
	DYNG H 2 Bright
	Loop
	DYNG I 2 Bright
	Loop
	DYNG J 2 Bright
	Loop
	DYNG K 2 Bright
	Loop
	DYNG L 2 Bright
	Loop
	DYNG M 2 Bright
	Loop
	DYNG N 2 Bright
	Loop
	DYNG O 2 Bright
	Loop
	DYNG P 2 Bright
	Loop
    }
}

ACTOR JackBombProj
{
    Speed 0
    Radius 8
    Height 8
    Health 100000
    Scale 0.25
    Damage 16
	Damagetype "Grenade"
    Mass 0xFFFFFFFFFF
    ReactionTime 73
    +EXTREMEDEATH
    +INVULNERABLE
    +SHOOTABLE
    +NOBLOOD
    +FORCERADIUSDMG
    +DONTSPLASH
    +THRUACTORS
    +FLOORCLIP
    +SPECTRAL
    -COUNTKILL
    -SOLID
	+SEEKERMISSILE
    DamageFactor "ChaosExpl1", 0
    DamageFactor "ChaosExpl2", 0
    States
    {
    Spawn:
	TNT1 A 0
	JBTH A 0 A_PlaySound("jackbomb/music",8,1.2,0)
	JBTH A 0 A_SpawnItemEx("JackBombChaos1",0,0,16,0,0,0,0,32,0)
	JBTH A 0 A_SpawnItemEx("JackBombChaos2",0,0,16,0,0,0,0,32,0)
	JBTH BCDEDCBABCDEDCBA 5 Bright A_CountDown
	Goto Spawn+2
	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,479)
	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:
	JBTH BCD 5 Bright
	JBTH FG 3 Bright
	JBTH H 15 Bright
	TNT1 A 0 A_PlaySound("jackbomb/explode")
	TNT1 A 0 Bright A_Explode(1000,340,1)
	TNT1 A 0 A_SpawnItemEx("JackBombExplosion",0,0,0,0,0,0,0,32)
	TNT1 AAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("ExplosionBit",0,0,0,random(3,6),random(3,6),random(5,10),random(0,360),0)
	TNT1 A 10
	Stop
    }
}

ACTOR JackBomb1
{
    Speed 6
    Radius 8
    Height 8
    Scale 0.25
    Damage 0
    Gravity 0.65
    PROJECTILE
    +GRENADETRAIL
    -NOGRAVITY
    +EXTREMEDEATH
    BounceType "Hexen"
    +BOUNCEONACTORS
    +CANBOUNCEWATER
	+SKYEXPLODE
    +PAINLESS
    +NODAMAGETHRUST
    BounceFactor 0.4
    BounceCount 6
    States
    {
    Spawn:
	TNT1 A 0 
	TNT1 A 0 ThrustThingZ(0,random(10,15),0,1)
        JBTH A 1 Bright 
        Goto Spawn+2
    Death:
	TNT1 A 0 A_SpawnItemEx("JackBombProj",0,0,0,0,0,0,0,32,0)
	Stop
    }
}

ACTOR JackBomb2 : JackBomb1
{
    Speed 7
}

ACTOR JackBomb3 : JackBomb1
{
    Speed 9
}

ACTOR JackBomb4 : JackBomb1
{
    Speed 10
    States
    {
    Spawn:
	TNT1 A 0 
	TNT1 A 0 ThrustThingZ(0,random(12,14),0,1)
        JBTH A 1 Bright 
        Goto Spawn+2
    }
}

ACTOR JackBomb5 : JackBomb4
{
    Speed 12
}

ACTOR JackBomb6 : JackBomb4
{
    Speed 13
}

ACTOR JackBomb7 : JackBomb1
{
    Speed 15
    States
    {
    Spawn:
	TNT1 A 0 
	TNT1 A 0 ThrustThingZ(0,random(14,16),0,1)
        JBTH A 1 Bright 
        Goto Spawn+2
    }
}

ACTOR JackBomb8 : JackBomb7
{
    Speed 16
}

ACTOR JackBomb9 : JackBomb7
{
    Speed 18
}

ACTOR JackBombA : JackBomb1
{
    Speed 19
    States
    {
    Spawn:
	TNT1 A 0 
	TNT1 A 0 ThrustThingZ(0,random(16,18),0,1)
        JBTH A 1 Bright 
        Goto Spawn+2
    }
}

ACTOR JackBombB : JackBombA
{
    Speed 21
}

ACTOR JackBombC : JackBombA
{
    Speed 22
}

ACTOR JackBombD : JackBomb1
{
    Speed 24
    States
    {
    Spawn:
	TNT1 A 0 
	TNT1 A 0 ThrustThingZ(0,random(18,20),0,1)
        JBTH A 1 Bright 
        Goto Spawn+2
    }
}

ACTOR JackBombE : JackBombD
{
    Speed 25
}

ACTOR JackBombF : JackBombD
{
    Speed 27
}

ACTOR JackBombG : JackBombD
{
    Speed 28
}

ACTOR JackBombAlt : JackBomb1
{
    BounceFactor 0.3
    BounceCount 3
    Speed 3
    States
    {
    Spawn:
	JBTH A 1 Bright
        Loop
    }
}

ACTOR JackBombChaos1
{
    +STRIFEDAMAGE
    +DONTSPLASH
    +FORCERADIUSDMG
    +NODAMAGETHRUST
    PROJECTILE
    DamageType "ChaosExpl1"
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_Explode(1,1200,0)
	Stop
    }
}

ACTOR JackBombChaos2
{
    +STRIFEDAMAGE
    +DONTSPLASH
    +FORCERADIUSDMG
    +NODAMAGETHRUST
    PROJECTILE
    DamageType "ChaosExpl2"
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_Explode(1,1200,0)
	Stop
    }
}

ACTOR JackBombAmmo : Ammo
{
    Inventory.Amount 1
    Inventory.MaxAmount 3
    +IGNORESKILL
    Inventory.Icon "JBAMMO"
}

ACTOR ThrowForce : Inventory
{
    Inventory.Amount 1
    Inventory.MaxAmount 16
}

ACTOR JackBombExplosion
{
    Radius 5
    Height 5
    Speed 0
    Scale 3.2
    RenderStyle Add
    +NOINTERACTION
	+CLIENTSIDEONLY
    States
    {
    Spawn:
    DEXP A 0 Radius_quake(2,7,0,16,0)    
    DEXP A 0 A_SpawnDebris ("ExplosionBit") 
    DEXP ABC 2 bright    
    DEXP D 0 Radius_Quake (1,10,0,16,0)    
    DEXP DEFGHI 3 bright
    DEXP JKLM 2 bright
	Stop
    }
}

ACTOR ExplosionBit
{
    PROJECTILE
    +RIPPER
    +DONTSPLASH
    +BLOODLESSIMPACT
	+CLIENTSIDEONLY
    BounceType "Doom" 
    Mass 1
    Radius 8
    Height 6
    Speed 10
    Damage 0
    States
    {
    Spawn:
	WRBL P 1 Bright A_Gravity
	Loop
    Death:
	WRBL P 40 Bright 
	Stop
    }
}

Actor CrashPlasmaRifle : PlasmaRifle
{
  Weapon.AmmoUse 1
  Weapon.AmmoUse2 50
  Inventory.PickupMessage "You got the Stunner Rifle!"
  Obituary "%o couldn't withstand %k's charms."
  Weapon.AmmoType1 "Cell"
  Weapon.AmmoType2 "Cell4"
  Inventory.Icon "STPPA0"
  States
  {
  Spawn:
    STPP A -1
    Loop
  Ready:
    STPO AAABBBCCC 1 Bright A_WeaponReady
    Loop
  Deselect:
    STPO E 1 A_Lower
    Loop
  Select:
    STPO E 1 A_Raise
    Loop
  Fire:
    STPO F 0 Bright A_GunFlash
	STPO F 0 A_GiveInventory("Cell4",1)
    STPO F 0 Bright A_FireCustomMissile("StunnerBall", 0, 1, 0, 0)
	STPO F 0 Bright A_PlayWeaponSound("Weapons/StunnerFire")
	STPO F 1 Offset (0,38) Bright 
	STPO F 1 Offset (0,40) Bright 
    STPO G 1 Offset (0,42) Bright 
	STPO G 1 Offset (0,44) Bright 
	STPO H 1 Offset (0,46) Bright 
	STPO H 1 Offset (0,48) Bright 
	STPO H 1 Offset (0,50) Bright 
	STPO D 1 Offset (0,52) Bright 
	STPO D 1 Offset (0,50) Bright 
    STPO D 1 Offset (0,48) Bright 
	STPO D 1 Offset (0,46) Bright 
    STPO D 0 Offset (0,44) Bright 
	STPO D 0 Offset (0,42) Bright 
	STPO D 0 Offset (0,40) Bright 
	STPO D 0 Offset (0,38) Bright 
	STPO D 0 Offset (0,36) Bright 
	STPO D 0 Offset (0,34) Bright 
    STPO D 1 Bright A_ReFire
    Goto Ready
	Altfire:
	STPO F 0 SetPlayerProperty(0,1,0)
	STPO F 0 A_PlayWeaponSound("weapons/boltfire")
	STPO F 0 A_PlaySound("Weapons/StunnerFire",CHAN_6)
	STPO F 0 A_PlaySound("CrashInsanity",CHAN_BODY,1.0)
	STPO F 0 Bright A_GunFlash
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, 0, -10)
    STPO F 0 Bright A_FireCustomMissile("StunnerBall2", 0, 1, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, 0, -10)
	STPO F 0 Bright A_FireCustomMissile("StunnerBall2", 10, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, 0, -10)
	STPO F 0 Bright A_FireCustomMissile("StunnerBall2", -10, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, 0, -10)
	STPO F 0 Bright A_FireCustomMissile("StunnerBall2", 5, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, 0, -10)
	STPO F 0 Bright A_FireCustomMissile("StunnerBall2", -5, 0, 0, 0)
	STPO F 1 Offset (0,38) Bright
	STPO F 1 Offset (0,40) Bright
    STPO G 1 Offset (0,42) Bright
	STPO G 1 Offset (0,44) Bright
	STPO H 1 Offset (0,46) Bright
	STPO H 1 Offset (0,48) Bright
	STPO H 1 Offset (0,50) Bright
	STPO D 1 Offset (0,52) Bright
	STPO D 1 Offset (0,50) Bright
    STPO D 1 Offset (0,48) Bright
	STPO D 1 Offset (0,46) Bright
    STPO D 0 Offset (0,44) Bright
	STPO D 0 Offset (0,42) Bright
	STPO D 0 Offset (0,40) Bright
	STPO D 0 Offset (0,38) Bright
	STPO D 0 Offset (0,36) Bright
	STPO D 0 Offset (0,34) Bright
    STPO F 0 Bright A_GunFlash
	STPO F 0 A_PlayWeaponSound("weapons/boltfire")
	STPO F 0 A_PlaySound("Weapons/StunnerFire",CHAN_6)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, 0, -10)
    STPO F 0 Bright A_FireCustomMissile("StunnerBall2", 0, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, 0, -10)
	STPO F 0 Bright A_FireCustomMissile("StunnerBall2", 10, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, 0, -10)
	STPO F 0 Bright A_FireCustomMissile("StunnerBall2", -10, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, 0, -10)
	STPO F 0 Bright A_FireCustomMissile("StunnerBall2", 5, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, 0, -10)
	STPO F 0 Bright A_FireCustomMissile("StunnerBall2", -5, 0, 0, 0)
	STPO F 1 Offset (0,38) Bright
	STPO F 1 Offset (0,40) Bright
    STPO G 1 Offset (0,42) Bright
	STPO G 1 Offset (0,44) Bright
	STPO H 1 Offset (0,46) Bright
	STPO H 1 Offset (0,48) Bright
	STPO H 1 Offset (0,50) Bright
	STPO D 1 Offset (0,52) Bright
	STPO D 1 Offset (0,50) Bright
    STPO D 1 Offset (0,48) Bright
	STPO D 1 Offset (0,46) Bright
    STPO D 0 Offset (0,44) Bright
	STPO D 0 Offset (0,42) Bright
	STPO D 0 Offset (0,40) Bright
	STPO D 0 Offset (0,38) Bright
	STPO D 0 Offset (0,36) Bright
	STPO D 0 Offset (0,34) Bright
	STPO F 0 Bright A_GunFlash
	STPO F 0 A_PlayWeaponSound("weapons/boltfire")
	STPO F 0 A_PlaySound("Weapons/StunnerFire",CHAN_6)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, 0, -10)
    STPO F 0 Bright A_FireCustomMissile("StunnerBall2", 0, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, 0, -10)
	STPO F 0 Bright A_FireCustomMissile("StunnerBall2", 10, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, 0, -10)
	STPO F 0 Bright A_FireCustomMissile("StunnerBall2", -10, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, 0, -10)
	STPO F 0 Bright A_FireCustomMissile("StunnerBall2", 5, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, 0, -10)
	STPO F 0 Bright A_FireCustomMissile("StunnerBall2", -5, 0, 0, 0)
	STPO F 1 Offset (0,38) Bright
	STPO F 1 Offset (0,40) Bright
    STPO G 1 Offset (0,42) Bright
	STPO G 1 Offset (0,44) Bright
	STPO H 1 Offset (0,46) Bright
	STPO H 1 Offset (0,48) Bright
	STPO H 1 Offset (0,50) Bright
	STPO D 1 Offset (0,52) Bright
	STPO D 1 Offset (0,50) Bright
    STPO D 1 Offset (0,48) Bright
	STPO D 1 Offset (0,46) Bright
    STPO D 0 Offset (0,44) Bright
	STPO D 0 Offset (0,42) Bright
	STPO D 0 Offset (0,40) Bright
	STPO D 0 Offset (0,38) Bright
	STPO D 0 Offset (0,36) Bright
	STPO D 0 Offset (0,34) Bright
    STPO F 0 Bright A_GunFlash
	STPO F 0 A_PlayWeaponSound("weapons/boltfire")
	STPO F 0 A_PlaySound("Weapons/StunnerFire",CHAN_6)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, 0, -10)
    STPO F 0 Bright A_FireCustomMissile("StunnerBall2", 0, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, 0, -10)
	STPO F 0 Bright A_FireCustomMissile("StunnerBall2", 10, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, 0, -10)
	STPO F 0 Bright A_FireCustomMissile("StunnerBall2", -10, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, 0, -10)
	STPO F 0 Bright A_FireCustomMissile("StunnerBall2", 5, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, 0, -10)
	STPO F 0 Bright A_FireCustomMissile("StunnerBall2", -5, 0, 0, 0)
	STPO F 1 Offset (0,38) Bright
	STPO F 1 Offset (0,40) Bright
    STPO G 1 Offset (0,42) Bright
	STPO G 1 Offset (0,44) Bright
	STPO H 1 Offset (0,46) Bright
	STPO H 1 Offset (0,48) Bright
	STPO H 1 Offset (0,50) Bright
	STPO D 1 Offset (0,52) Bright
	STPO D 1 Offset (0,50) Bright
    STPO D 1 Offset (0,48) Bright
	STPO D 1 Offset (0,46) Bright
    STPO D 0 Offset (0,44) Bright
	STPO D 0 Offset (0,42) Bright
	STPO D 0 Offset (0,40) Bright
	STPO D 0 Offset (0,38) Bright
	STPO D 0 Offset (0,36) Bright
	STPO D 0 Offset (0,34) Bright
	STPO F 0 Bright A_GunFlash
	STPO F 0 A_PlayWeaponSound("weapons/boltfire")
	STPO F 0 A_PlaySound("Weapons/StunnerFire",CHAN_6)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, 0, -10)
    STPO F 0 Bright A_FireCustomMissile("StunnerBall2", 0, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, 0, -10)
	STPO F 0 Bright A_FireCustomMissile("StunnerBall2", 10, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, 0, -10)
	STPO F 0 Bright A_FireCustomMissile("StunnerBall2", -10, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, 0, -10)
	STPO F 0 Bright A_FireCustomMissile("StunnerBall2", 5, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, 0, -10)
	STPO F 0 Bright A_FireCustomMissile("StunnerBall2", -5, 0, 0, 0)
	STPO F 1 Offset (0,38) Bright
	STPO F 1 Offset (0,40) Bright
    STPO G 1 Offset (0,42) Bright
	STPO G 1 Offset (0,44) Bright
	STPO H 1 Offset (0,46) Bright
	STPO H 1 Offset (0,48) Bright
	STPO H 1 Offset (0,50) Bright
	STPO D 1 Offset (0,52) Bright
	STPO D 1 Offset (0,50) Bright
    STPO D 1 Offset (0,48) Bright
	STPO D 1 Offset (0,46) Bright
    STPO D 0 Offset (0,44) Bright
	STPO D 0 Offset (0,42) Bright
	STPO D 0 Offset (0,40) Bright
	STPO D 0 Offset (0,38) Bright
	STPO D 0 Offset (0,36) Bright
	STPO D 0 Offset (0,34) Bright
	STPO F 0 Bright A_GunFlash
	STPO F 0 A_PlayWeaponSound("weapons/boltfire")
	STPO F 0 A_PlaySound("Weapons/StunnerFire",CHAN_6)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, 0, -10)
    STPO F 0 Bright A_FireCustomMissile("StunnerBall2", 0, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, 0, -10)
	STPO F 0 Bright A_FireCustomMissile("StunnerBall2", 10, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, 0, -10)
	STPO F 0 Bright A_FireCustomMissile("StunnerBall2", -10, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, 0, -10)
	STPO F 0 Bright A_FireCustomMissile("StunnerBall2", 5, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, 0, -10)
	STPO F 0 Bright A_FireCustomMissile("StunnerBall2", -5, 0, 0, 0)
	STPO F 1 Offset (0,38) Bright
	STPO F 1 Offset (0,40) Bright
    STPO G 1 Offset (0,42) Bright
	STPO G 1 Offset (0,44) Bright
	STPO H 1 Offset (0,46) Bright
	STPO H 1 Offset (0,48) Bright
	STPO H 1 Offset (0,50) Bright
	STPO D 1 Offset (0,52) Bright
	STPO D 1 Offset (0,50) Bright
    STPO D 1 Offset (0,48) Bright
	STPO D 1 Offset (0,46) Bright
    STPO D 0 Offset (0,44) Bright
	STPO D 0 Offset (0,42) Bright
	STPO D 0 Offset (0,40) Bright
	STPO D 0 Offset (0,38) Bright
	STPO D 0 Offset (0,36) Bright
	STPO D 0 Offset (0,34) Bright
	STPO F 0 Bright A_GunFlash
	STPO F 0 A_PlayWeaponSound("weapons/boltfire")
	STPO F 0 A_PlaySound("Weapons/StunnerFire",CHAN_6)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, 0, -10)
    STPO F 0 Bright A_FireCustomMissile("StunnerBall2", 0, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, 0, -10)
	STPO F 0 Bright A_FireCustomMissile("StunnerBall2", 10, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, 0, -10)
	STPO F 0 Bright A_FireCustomMissile("StunnerBall2", -10, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, 0, -10)
	STPO F 0 Bright A_FireCustomMissile("StunnerBall2", 5, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, 0, -10)
	STPO F 0 Bright A_FireCustomMissile("StunnerBall2", -5, 0, 0, 0)
	STPO F 1 Offset (0,38) Bright
	STPO F 1 Offset (0,40) Bright
    STPO G 1 Offset (0,42) Bright
	STPO G 1 Offset (0,44) Bright
	STPO H 1 Offset (0,46) Bright
	STPO H 1 Offset (0,48) Bright
	STPO H 1 Offset (0,50) Bright
	STPO D 1 Offset (0,52) Bright
	STPO D 1 Offset (0,50) Bright
    STPO D 1 Offset (0,48) Bright
	STPO D 1 Offset (0,46) Bright
    STPO D 0 Offset (0,44) Bright
	STPO D 0 Offset (0,42) Bright
	STPO D 0 Offset (0,40) Bright
	STPO D 0 Offset (0,38) Bright
	STPO D 0 Offset (0,36) Bright
	STPO D 0 Offset (0,34) Bright
	STPO F 0 Bright A_GunFlash
	STPO F 0 A_PlayWeaponSound("weapons/boltfire")
	STPO F 0 A_PlaySound("Weapons/StunnerFire",CHAN_6)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 0, 0, 0, -10)
    STPO F 0 Bright A_FireCustomMissile("StunnerBall2", 0, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 10, 0, 0, -10)
	STPO F 0 Bright A_FireCustomMissile("StunnerBall2", 10, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -10, 0, 0, -10)
	STPO F 0 Bright A_FireCustomMissile("StunnerBall2", -10, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", 5, 0, 0, -10)
	STPO F 0 Bright A_FireCustomMissile("StunnerBall2", 5, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, 10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, -10, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, 0, 0)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, 0, 10)
	STPO F 0 Bright A_FireCustomMissile("PlasmaBolterShot2", -5, 0, 0, -10)
	STPO F 0 Bright A_FireCustomMissile("StunnerBall2", -5, 0, 0, 0)
	STPO F 1 Offset (0,38) Bright
	STPO F 1 Offset (0,40) Bright
    STPO G 1 Offset (0,42) Bright
	STPO G 1 Offset (0,44) Bright
	STPO H 1 Offset (0,46) Bright
	STPO H 1 Offset (0,48) Bright
	STPO H 1 Offset (0,50) Bright
	STPO D 1 Offset (0,52) Bright
	STPO D 1 Offset (0,50) Bright
    STPO D 1 Offset (0,48) Bright
	STPO D 1 Offset (0,46) Bright
    STPO D 0 Offset (0,44) Bright
	STPO D 0 Offset (0,42) Bright
	STPO D 0 Offset (0,40) Bright
	STPO D 0 Offset (0,38) Bright
	STPO D 0 Offset (0,36) Bright
	STPO D 0 Offset (0,34) Bright
	STPO D 0 SetPlayerProperty(0,0,0)
    STPO D 1 Bright
	Goto Ready
  Flash:
    TNT1 A 1 A_Light1
    TNT1 A 1 A_Light2
    TNT1 A 1 A_Light1
    TNT1 A 1 A_Light0
    Stop
  }
}

actor Cell4 : Cell replaces Cell
{
inventory.amount 50
inventory.maxamount 50
ammo.backpackmaxamount 0
}

Actor StunnerBall
{
  Radius 6
  Height 8
  Speed 45
  Scale 0.45
  Damagetype "Plasma"
  Damage (20)
  Decal StunnerScorch
  RenderStyle Add
  DeathSound "Weapons/StunnerHit"
  Translation "192:207=250:254"
  Projectile  
  states
  {
  Spawn:
	STPR A 1 Bright
	Goto StunnerBallContinue
	StunnerballContinue:
	STPR A 0 Bright A_SpawnItemEx("CrashStunnerPlasmaTrail",random(-10,10),random(-10,10),random(-10,10),0,0,0)
    STPR A 1 Bright A_SpawnItemEx("StunnerBallFX", 0, 0, 0, 0, 0, 0, 0, 128)
    Loop
  XDeath:
    TNT1 A 0 A_GiveToTarget("HitBeep",1)
	Goto Death
  Death:
	TNT1 A 0 Thing_ChangeTID(0, 0)
    PLSE A 0 A_SpawnItemEx("StunnerBallDeathFX", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    Stop
  }
}

Actor CrashStunnerPlasmaTrail
{
	RenderStyle Add
	Alpha 0.7
	Scale 0.4
	+NOINTERACTION
	+CLIENTSIDEONLY
	States
	{
	Spawn:
		PAO6 A 3 bright A_FadeOut(0.1)
		Loop
	Death:
		TNT1 A 0
		Stop
	}
}

// [JD] Had to add this because for some reason the death animation of the projectile was still being affected by the script.
Actor StunnerBallDeathFX : StunnerBall
{
	Damage (0)
	Speed 0
	+NOCLIP
	+NOINTERACTION
	+NOBLOCKMAP
	+CLIENTSIDEONLY
	States
	{
		Spawn:
			PLSE ABCDE 4 Bright
			Stop
	}
}

Actor StunnerBall2
{
  Radius 6
  Height 8
  Speed 45
  Scale 0.45
  Damagetype "Plasma"
  Damage 1
  Decal StunnerScorch
  RenderStyle Add
  +RIPPER
  SeeSound "Weapons/StunnerFire"
  DeathSound "Weapons/StunnerHit"
  Translation "192:207=250:254"
  Projectile  
  states
  {
  Spawn:
	STPR A 0 Bright A_SpawnItemEx("CrashStunnerPlasmaTrail",random(-10,10),random(-10,10),random(-10,10),0,0,0)
    STPR A 1 Bright A_SpawnItemEx("StunnerBallFX", 0, 0, 0, 0, 0, 0, 0, 128)
    Loop
  Death:
    PLSE ABCDE 4 Bright
    Stop
  }
}

Actor StunnerBallFX
{
  +NoBlockMap
  +NoGravity
  +CLIENTSIDEONLY
  Scale 0.45
  RenderStyle Add
  Radius 1
  Height 2
  States
  {
  Spawn:
    STPR A 1 bright A_FadeOut(0.1)
    Loop
  }
}

ACTOR PlasmaBolterShot2
{
   Radius 3
   Height 4
   Speed 45
   Damage 1
   Scale 0.75
   PROJECTILE
   +STRIFEDAMAGE
   DamageType "Plasma"
   DeathSound "weapons/plasmax"
   RenderStyle Add
   States
   {
   Spawn:
	  PLSS A 0 Bright A_CustomMissile("PlasmaBolterShot1Trail",0,0,0,0)
	  PLSS A 0 Bright A_SpawnItemEx("GBVFXIcyTrail",random(-10,10),random(-10,10),random(-10,10),0,0,0)
      PLSS A 2 Bright
	  PLSS A 0 Bright A_CustomMissile("PlasmaBolterShot1Trail",0,0,0,0)
	  PLSS A 0 Bright A_SpawnItemEx("GBVFXIcyTrail",random(-10,10),random(-10,10),random(-10,10),0,0,0)
	  PLSS B 2 Bright
	  PLSS A 0 Bright A_CustomMissile("PlasmaBolterShot1Trail",0,0,0,0)
	  PLSS A 0 Bright A_SpawnItemEx("GBVFXIcyTrail",random(-10,10),random(-10,10),random(-10,10),0,0,0)
	  PLSS A 2 Bright
	  PLSS A 0 Bright A_CustomMissile("PlasmaBolterShot1Trail",0,0,0,0)
	  PLSS A 0 Bright A_SpawnItemEx("GBVFXIcyTrail",random(-10,10),random(-10,10),random(-10,10),0,0,0)
	  PLSS B 2 Bright
	  PLSS A 0 Bright A_CustomMissile("PlasmaBolterShot1Trail",0,0,0,0)
	  PLSS A 0 Bright A_SpawnItemEx("GBVFXIcyTrail",random(-10,10),random(-10,10),random(-10,10),0,0,0)
	  PLSS A 2 Bright
	  PLSS A 0 Bright A_CustomMissile("PlasmaBolterShot1Trail",0,0,0,0)
	  PLSS A 0 Bright A_SpawnItemEx("GBVFXIcyTrail",random(-10,10),random(-10,10),random(-10,10),0,0,0)
	  PLSS B 2 Bright
      Goto Spawn+1
   XDeath:
	  TNT1 A 0 A_GiveToTarget("HitBeep",1)
      Goto Death
   Death:
      PLSE ABCDE 4 bright
      Stop
   }
}

