Actor Cyborg : PlayerPawn
{
	Health 100
	Player.Maxhealth 100
	Radius 16
	Height 56
	+NOICEDEATH
	+NODAMAGETHRUST
	+GHOST
	+NOSKIN
	+QUICKTORETALIATE
	limitedtoteam 0
	mass 700
	bloodtype "BulletPuff"
	scale 0.5
	PainChance 256
	player.forwardmove 0.9
	player.sidemove 0.9
	player.soundclass "Cyborg"
	player.viewheight 48
	Damagefactor "Jitter", 0.6
	Damagefactor "HarvesterAlt", 0.6
	Damagefactor "MorphRipperGib", 0.6
	Damagefactor "DarkVortex", 0.6
	Damagefactor "ImpostorJitter", 0.6
	Damagefactor "PuppetStrings", 0.6
	Damagefactor "LichIce", 0.6
	Damagefactor "LichLightning", 0.6
	Damagefactor "AsylumCannonBall", 0.6
	Damagefactor "Wendigo", 0.8
	damagefactor "Creepstun", 2.2
	damagefactor "RavagerBall", 1.5
	damagefactor "YureiBall", 1.6
	Damagefactor "GraveStalkerLure", 2.0
	DamageFactor "AmperLightning", 1.2
	Damagefactor "normal", 0.7
	DamageFactor "GhostTrap", 0.0
	Damagefactor "MechPewPews", 0.0
	Damagefactor "MacheteSlicerino", 0.0
    Damagefactor "GasterSmokeHurt", 0.0
	Damagefactor "StrifeSuit", 0.0
	Player.DisplayName "Cyborg"
	Player.StartItem "CyborgPlasma"
	Player.StartItem "RingOfTheOwl"
	Player.StartItem "CyborgJetpackItem"
	Player.StartItem "CyborgCharge", 100
	Player.StartItem "CyborgFuel", 100
	player.startitem "IsHuman", 1
	Player.StartItem "Screamer", 0
	player.scoreicon "CYBORGST"
	Player.ColorRange 112, 127
	Translation "32:47=208:223, 48:63=208:223, 128:143=16:31"
	Damagefactor "Sentinel", 0.0
	States
	{
	Spawn:
		TNT1 A 0 ACS_NamedExecute("PlayerSpawn")
		ROB3 A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		ROB3 A 0 SetPlayerProperty(0, 0, 3)
		ROB3 A 15 Setplayerproperty(0,0,0)
		ROB3 A 0 A_JumpIf (momz!=0, "Spawn")
		ROB3 A 0 A_JumpIfInventory("CyborgCharge", 100, "Spawn")
		ROB3 A 0 ACS_ExecuteAlways(996,0)
		ROB3 A 0 A_GiveInventory("CyborgCharge",5)
		Loop
	See:
		ROB3 A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		ROB3 A 0 A_JumpIfHealthLower(50,"INeedHealingSee")
		ROB3 A 0 SetPlayerProperty(0, 0, 3)
		ROB3 CCBB 3
		ROB3 B 0 A_SpawnItemEx ("XanStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
		ROB3 DDEE 3
		ROB3 B 0 A_SpawnItemEx ("XanStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
		Loop
	INeedHealingSee:
		ROB3 A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		ROB3 A 0 A_SpawnItemEx("INeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		ROB3 A 0 SetPlayerProperty(0, 0, 3)
		ROB3 CCBB 3 
		ROB3 B 0 A_SpawnItemEx ("XanStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
		ROB3 DDEE 3 
		ROB3 B 0 A_SpawnItemEx ("XanStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
		ROB3 B 0 
		Goto Spawn
	Missile:
		ROB3 A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		ROB3 FG 5
		Goto Spawn
	CyborgFlight:
		ROB3 A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		ROB3 IH 4
		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)
	ROB3 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)
	ROB3 G 1 A_PlaySound("weapons/grenadeexplode")
	NULL A 0 A_SpawnItemEx("Custom_BloodySkull3", 0, 0, 48, 0.5, 0, 10, random(0,360), SXF_ABSOLUTEVELOCITY)
	NULL A 0 A_NoBlocking 
	NULL A 0 A_SpawnItemEx("CYBGIBBER", 0, 0, 0, 0, 0, 0, 0, 161, 0)
	NULL A 1 A_SpawnItemEx("GrenadeExplosion", 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)
	ROB3 G 1 A_PlaySound("weapons/grenadeexplode")
	TNT1 A 0 A_PlaySound("TeleOther/activate",CHAN_6,1)
	TNT1 A 0 A_SpawnItem("TeleOtherFog")
	NULL A 0 A_SpawnItemEx("Custom_BloodySkull3", 0, 0, 48, 0.5, 0, 10, random(0,360), SXF_ABSOLUTEVELOCITY)
	NULL A 0 A_NoBlocking 
	NULL A 0 A_SpawnItemEx("CYBGIBBER", 0, 0, 0, 0, 0, 0, 0, 161, 0)
	NULL A 1 A_SpawnItemEx("GrenadeExplosion", 0, 0, 0, 0, 0, 0, 0, 160, 0)
	NULL A -1
	Stop
	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.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)
	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.LoonaClawing:
	TNT1 A 0 A_GiveToTarget("Health",7)
	ROB3 G 20 Setplayerproperty(0,1,0)
	ROB3 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",6)
	ROB3 G 20 Setplayerproperty(0,1,0)
	ROB3 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",10)
	ROB3 G 20 Setplayerproperty(0,1,0)
	ROB3 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)
	Goto Pain
	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:
		ROB3 G 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		ROB3 G 4 A_Pain
		Goto Spawn	
	Pain.Creepstun:
    ROB3 G 0 A_Pain
	ROB3 G 0 A_GiveToTarget("health",5)
	ROB3 G 40 Setplayerproperty(0,1,0)
	ROB3 G 2 Setplayerproperty(0,0,0)
		Goto Spawn
	Death.Creepstun:
		ROB3 A 0 A_GiveToTarget("CreepGotya",1)
		Goto DeathAnimAlt
	Death.SjasScream:
	Death.FrostbiteWind:
	Death.EmtalicSaw:
	Death.LichFire:
		ROB3 D 0 A_GiveToTarget("KilledJ",1)
		Goto DeathAnim
	Death:
	DeathAnim:
		ROB3 A 0 A_GiveToTarget("KillBeep",1)
		ROB3 A 0 A_GiveInventory("ItemDeath",1)
		ROB3 A 0 A_TakeInventory("KilledCount",999)
		ROB3 A 0 A_ChangeFlag("LOWGRAVITY",0)
		ROB3 D 0 A_GiveToTarget("KilledMe",1)
		ROB3 D 0 A_GiveToTarget("KilledCyborg",1)
		ROB3 A 0 SetPlayerProperty(0, 0, 3)
		ROB3 J 6
		ROB3 K 6 A_PlayerScream
		ROB3 L 0 A_Playsound("XCyborg/ExtraDeathSplode",CHAN_ITEM)
		ROB3 L 6 A_NoBlocking
		ROB3 M 6
		ROB3 N 6 
		ROB3 N -1
		Stop
	DeathAnimAlt:
		ROB3 A 0 A_GiveToTarget("KillIndicator",1)
		ROB3 A 0 A_GiveInventory("ItemDeath",1)
		ROB3 A 0 A_TakeInventory("KilledCount",999)
		ROB3 A 0 A_ChangeFlag("LOWGRAVITY",0)
		ROB3 D 0 A_GiveToTarget("KilledMe",1)
		ROB3 D 0 A_GiveToTarget("KilledCyborg",1)
		ROB3 A 0 SetPlayerProperty(0, 0, 3)
		ROB3 J 6
		ROB3 K 6 A_PlayerScream
		ROB3 L 0 A_Playsound("XCyborg/ExtraDeathSplode",CHAN_ITEM)
		ROB3 L 6 A_NoBlocking
		ROB3 M 6
		ROB3 N 6 
		ROB3 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.Creeper:
		ROB3 A 0 A_PlaySoundEx("creeperattack", "Body")
		ROB3 A 0 A_SpawnItemEx("CreeperPopUp",0,0,10)
		TNT1 A 0 A_GiveToTarget("GhoulAmmo",1)
		ROB3 A 0 ACS_ExecuteAlways(997,0,1)
		ROB3 A 0 A_GiveToTarget("Creeperheal",1)
		Goto DeathAnimAlt
	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:
		ROB3 D 0 A_GiveToTarget("KillBeep",1)
		ROB3 D 0 A_GiveInventory("ItemDeath",1)
		ROB3 D 0 A_GiveToTarget("Crunched",1)
		ROB3 D 0 A_GiveToTarget("KilledMe",1)
		ROB3 D 0 A_GiveToTarget("KilledCyborg",1)
		ROB3 H 1 A_PlaySound("weapons/grenadeexplode")
		NULL A 0 A_SpawnItemEx("Custom_BloodySkull3", 0, 0, 48, 0.5, 0, 10, random(0,360), SXF_ABSOLUTEVELOCITY)
		NULL A 0 A_NoBlocking 
		NULL A 0 A_SpawnItemEx("CYBGIBBER", 0, 0, 0, 0, 0, 0, 0, 161, 0)
		NULL A 1 A_SpawnItemEx("GrenadeExplosion", 0, 0, 0, 0, 0, 0, 0, 160, 0)
		NULL A -1
		Stop
	Death.JitterAlt:
		ROB3 D 0 A_GiveToTarget("KillIndicator",1)
		ROB3 D 0 A_GiveInventory("ItemDeath",1)
		ROB3 D 0 A_GiveToTarget("Crunched",1)
		ROB3 D 0 A_GiveToTarget("KilledMe",1)
		ROB3 D 0 A_GiveToTarget("KilledCyborg",1)
		ROB3 H 1 A_PlaySound("weapons/grenadeexplode")
		NULL A 0 A_SpawnItemEx("Custom_BloodySkull3", 0, 0, 48, 0.5, 0, 10, random(0,360), SXF_ABSOLUTEVELOCITY)
		NULL A 0 A_NoBlocking 
		NULL A 0 A_SpawnItemEx("CYBGIBBER", 0, 0, 0, 0, 0, 0, 0, 161, 0)
		NULL A 1 A_SpawnItemEx("GrenadeExplosion", 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:
		ROB3 A 0 A_GiveToTarget("KilledR",1)
		ROB3 A 0 A_GiveToTarget("Health",100)
		ROB3 A 0 ACS_ExecuteAlways(997,0,2)
		ROB3 A 0 A_PlaySoundEx("RavagerAttack","Body")
		ROB3 A 0 A_SpawnItemEx("RavagerHit",0,0,32)
		Goto DeathAnimAlt
	Death.RavagerBall:
		ROB3 A 0 A_GiveToTarget("RavagerGotYa",1)
		ROB3 A 0 A_GiveToTarget("KilledJ",1)
		Goto DeathAnimAlt
	Death.Yurei:
		ROB3 A 0 A_GiveToTarget("KilledY",1)
		ROB3 A 0 A_PlaySoundEx("YureiKill1","Body",0,1)
		ROB3 A 0 ACS_ExecuteAlways(997,0,3)
		Goto DeathAnimAlt
	Death.YureiBall:
		ROB3 A 0 A_GiveToTarget("Health",10)
		ROB3 A 0 A_SpawnItemEx("BallFire")
		Goto Death.SjasScream
	Death.UboaRawrScream:
		Goto DeathAnimAlt
	Death.Misty:
	Death.Whiteface:
		ROB3 A 0 A_GiveToTarget("KillBeep",1)
		ROB3 A 0 A_GiveInventory("ItemDeath",1)
		ROB3 A 0 A_GiveToTarget("KilledMe",1)
		ROB3 A 0 A_GiveToTarget("KilledM",1)
		ROB3 JJJ 2 A_FadeOut(0.1)
		ROB3 A 0 A_PlayerScream
		ROB3 KKKKKKLLLLLMMM 1 A_FadeOut(0.05)
		ROB3 A 0 A_NoBlocking
		NULL A -1
		Stop
	Death.Clowny:
		ROB3 A 0 ACS_ExecuteAlways(997,0,4)
		ROB3 A 0 A_GiveToTarget("KilledC",1)
		ROB3 A 0 A_GiveToTarget("ClownyAmmo",5)
		Goto DeathAnim
	Death.Mohoph:
		ROB3 A 0 A_GiveToTarget("TransCyborg",1)
		TNT1 A 0 A_GiveToTarget("MorphAmmo", 1)
		ROB3 A 0 A_PlaySoundEx("MohophKill","Body")
		ROB3 A 0 ACS_ExecuteAlways(997,0,5)
		Goto DeathAnim
	Death.EmtalicWeak:
		ROB3 A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto DeathAnim
	Death.Emtalic:
		ROB3 A 0  A_PlaySoundEx("RamSuccess","Body")
		Goto Death.Jitter
	Death.I1:
		ROB3 A 0 A_SpawnItemEx("Heart",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		ROB3 A 0 A_GiveToTarget("KilledI1",1)
		Goto DeathAnim
	Death.I2:
		ROB3 A 0 A_GiveToTarget("KillBeep",1)
		ROB3 A 0 A_GiveInventory("ItemDeath",1)
		ROB3 A 0 A_GiveToTarget("KilledMe",1)
		ROB3 A 0 A_GiveToTarget("KilledI2",1)
		ROB3 A 0 A_GiveToTarget("Clip",1)
		ROB3 A 0 SetPlayerProperty(0,1,4)
		ROB3 G 0 A_Stop
		ROB3 GGGGGGGGGGGGG 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("CYBGIBBER", 0, 0, 0, 0, 0, 0, 0, 161, 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("GrenadeExplosion", 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:
		ROB3 A 0 A_GiveToTarget("KillBeep",1)
		ROB3 A 0 A_GiveInventory("ItemDeath",1)
		ROB3 A 0 A_GiveToTarget("KilledMe",1)
		ROB3 A 0 A_GiveToTarget("KilledI3",1)
		ROB3 MMNNOO 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		ROB3 I 0 A_PlayerScream
		ROB3 PPQQRR 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		ROB3 J 0 A_NoBlocking
		ROB3 SSSSTTTTUUUUVVVVWWWWXXXXYYYYZZZZ 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		ROB3 ZZZZZZZZ 3 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		TNT1 A -1
		Stop
	Death.I4:
		ROB3 A 0 A_GiveToTarget("KilledI4",1)
		Goto DeathAnim
	Death.I5:
		ROB3 A 0 A_GiveToTarget("KilledI5",1)
		Goto DeathAnim
	Pain.RavagerBall:
		ROB3 A 0 ACS_ExecuteAlways(920,0)
		Goto Pain
	Pain.YureiBall:
		ROB3 A 0 A_GiveToTarget("Health",10)
		ROB3 A 0 A_SpawnItemEx("BallFire")
		Goto Pain
	Pain.Emtalic:
		ROB3 A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto Pain
	Pain.EmtalicWeak:
		ROB3 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 CyborgPlasma : Weapon
{
	Weapon.SelectionOrder 100
	Weapon.AmmoUse 1
	Weapon.SlotNumber 1
	Weapon.AmmoUse2 1
	Weapon.AmmoGive 50
	Weapon.AmmoGive2 150
	Weapon.AmmoType "CyborgCharge"
	Weapon.AmmoType2 "CyborgFuel"
	Inventory.Icon "CYBWEP"
	Inventory.PickupMessage "You got the cyborg's arm!.. somehow?"
	Obituary "%o was devastated by %k's plasma." 
	Scale 0.6
	+INVENTORY.UNDROPPABLE
	+AMMO_OPTIONAL
	+WEAPON.NOAUTOAIM
	+WEAPON.ALT_AMMO_OPTIONAL
	+DONTBLAST
	States
	{
	Spawn:
		BPAK A 400
		Stop
	Ready:
		ZABS A 0 A_JumpIfInventory("CyborgDashcheck",1,"Dashcheck")
		ZABS A 0 A_GiveInventory("InfraRed",1)
		ZABS A 1 A_WeaponReady
		Loop
	Select:
		ZABS A 1 A_Raise
		Loop
	Deselect:
		ZABS A 1 A_Lower
		Loop
	Fire:
		ZABS A 0 ACS_ExecuteAlways(999,0)
		ZABS A 1 A_JumpIfInventory("CyborgCharge", 1, "Normalshot")
	Weakshot:
		ZABA A 1 SetPlayerProperty(0, 0, 3)
		ZABA B 3 A_FireCustomMissile("CyborgPlasmaBallWeak", -1, 0, -10 ,3 )
		ZABA C 2
		ZABA D 3 
		ZABS A 3 A_Refire
		Goto Ready
	Normalshot:
		ZABA A 1 SetPlayerProperty(0, 0, 3)
		ZABA B 1 A_FireCustomMissile("CyborgPlasmaPew", -1, 1, -10 ,3 )
		ZABA C 1
		ZABA D 1 
		ZABS A 1 A_Refire
		Goto Ready
	AltFire:
		ZABS A 0 A_JumpIfInventory("CyborgDashcheck",1,"Dashcheck")
		ZABS A 1 A_JumpIfInventory("CyborgFuel", 1, "Jetpack")
		ZABS A 0 ACS_ExecuteAlways(999,0)
		ZABS A 0 SetPlayerProperty(0, 0, 3)
		ZABS A 18 A_PlaySoundEx("weapons/cyborgfail","Item")
		Goto Ready
	Jetpack:
		ZABS A 0 ACS_ExecuteAlways(998,0)
		ZABS A 0 SetPlayerProperty(0, 1, 3)
		ZABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
		ZABS A 0 A_SpawnItemEx("SmokeLarge", -32, 0, 20, 0, 0, 0, 0, 128, 0) 
		ZABS A 3 A_TakeInventory("CyborgFuel",1)
		ZABS A 0 A_ReFire
		ZABS A 0 ACS_ExecuteAlways(999,0)
		ZABS AAAA 1 A_WeaponReady
		ZABS A 0 SetPlayerProperty(0, 0, 3)
		Goto Ready
	Dashcheck:
		ZABS A 0 A_TakeInventory("CyborgDashcheck",1)
		ZABS A 1 A_JumpIf(z-floorz>8,"Ready")
		ZABS A 0 A_JumpIfInventory("CreeperStunCheck",1,"Jetpack")
		ZABS A 1 A_JumpIfInventory("CyborgFuel", 4, "Dash")
		Goto Ready
	Dash:
		ZABS A 0 A_PlaySoundEx("weapons/cyborgdash","Item")
		ZABS A 0 SetPlayerProperty(0, 0, 3)
		ZABS A 0 A_Stop
		ZABS A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==1,"Dashforward")
		ZABS A 0 A_Stop
		ZABS A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==2,"Dashback")
		ZABS A 0 A_Stop
		ZABS A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==3,"Dashleft")
		ZABS A 0 A_Stop
		ZABS A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==4,"Dashright")
		Goto Dashupward
	Dashupward:
		ZABS A 0 SetPlayerProperty(0, 1, 0)
		ZABS A 0 A_TakeInventory("CyborgFuel",8)
		ZABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
		ZABS A 3 A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
		ZABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
		ZABS A 3 A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
		ZABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
		ZABS A 3 A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
		ZABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
		ZABS A 3 A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
		ZABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
		ZABS A 0 SetPlayerProperty(0, 0, 0)
		ZABS A 5 A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
		ZABS A 0 A_TakeInventory("CyborgDashcheck",1)
		Goto Ready
	Dashforward:
		ZABS A 0 offset(5,32) SetPlayerProperty(0, 1, 0)
		ZABS A 0 A_TakeInventory("CyborgFuel",8)
		ZABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
		ZABS A 1 offset(10,36)
		ZABS A 1 offset(15,40)
		ZABS A 1 offset(20,44) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
		ZABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
		ZABS A 1 offset(25,48)
		ZABS A 1 offset(30,52)
		ZABS A 1 offset(35,56) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
		ZABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
		ZABS A 1 offset(40,60)
		ZABS A 1 offset(45,64)
		ZABS A 1 offset(50,68) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
		ZABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
		ZABS A 1 offset(55,72)
		ZABS A 1 offset(60,76)
		ZABS A 1 offset(65,80) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
		ZABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
		ZABS A 0 SetPlayerProperty(0, 0, 0)
		ZABS A 14 offset(65,80) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
		ZABS A 1 offset(60,76)
		ZABS A 1 offset(55,72)
		ZABS A 1 offset(50,68) 
		ZABS A 1 offset(45,64)
		ZABS A 1 offset(40,60)
		ZABS A 1 offset(35,56) 
		ZABS A 1 offset(30,52)
		ZABS A 1 offset(25,48)
		ZABS A 1 offset(20,44) 
		ZABS A 1 offset(15,40)
		ZABS A 1 offset(10,36)
		ZABS A 1 offset(5,32)
		ZABS A 3 offset(0,32)
		ZABS A 0 A_TakeInventory("CyborgDashcheck",1)
		Goto Ready
	Dashback:
		ZABS A 0 offset(-2,32) SetPlayerProperty(0, 1, 0)
		ZABS A 0 A_TakeInventory("CyborgFuel",8)
		ZABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
		ZABS A 1 offset(-4,36)
		ZABS A 1 offset(-6,40)
		ZABS A 1 offset(-8,44) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
		ZABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
		ZABS A 1 offset(-10,48)
		ZABS A 1 offset(-12,52)
		ZABS A 1 offset(-14,56) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
		ZABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
		ZABS A 1 offset(-16,60)
		ZABS A 1 offset(-18,64)
		ZABS A 1 offset(-20,68) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
		ZABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
		ZABS A 1 offset(-22,72)
		ZABS A 1 offset(-24,76)
		ZABS A 1 offset(-26,80) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
		ZABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
		ZABS A 0 SetPlayerProperty(0, 0, 0)
		ZABS A 14 offset(-26,80) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
		ZABS A 1 offset(-24,76)
		ZABS A 1 offset(-22,72)
		ZABS A 1 offset(-20,68) 
		ZABS A 1 offset(-18,64)
		ZABS A 1 offset(-16,60)
		ZABS A 1 offset(-14,56) 
		ZABS A 1 offset(-12,52)
		ZABS A 1 offset(-10,48)
		ZABS A 1 offset(-8,44) 
		ZABS A 1 offset(-6,40)
		ZABS A 1 offset(-4,36)
		ZABS A 1 offset(-2,32)
		ZABS A 3 offset(0,32)
		ZABS A 0 A_TakeInventory("CyborgDashcheck",1)
		Goto Ready
	Dashleft:
		ZABS A 0 offset(6,32) SetPlayerProperty(0, 1, 0)
		ZABS A 0 A_TakeInventory("CyborgFuel",8)
		ZABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
		ZABS A 1 offset(12,36)
		ZABS A 1 offset(18,40)
		ZABS A 1 offset(24,44) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
		ZABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
		ZABS A 1 offset(30,48)
		ZABS A 1 offset(36,52)
		ZABS A 1 offset(42,56) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
		ZABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
		ZABS A 1 offset(48,60)
		ZABS A 1 offset(54,64)
		ZABS A 1 offset(60,68) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
		ZABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
		ZABS A 1 offset(66,72)
		ZABS A 1 offset(72,76)
		ZABS A 1 offset(78,80) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
		ZABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
		ZABS A 0 SetPlayerProperty(0, 0, 0)
		ZABS A 14 offset(78,80) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
		ZABS A 1 offset(72,76)
		ZABS A 1 offset(66,72)
		ZABS A 1 offset(60,68) 
		ZABS A 1 offset(54,64)
		ZABS A 1 offset(48,60)
		ZABS A 1 offset(42,56) 
		ZABS A 1 offset(36,52)
		ZABS A 1 offset(30,48)
		ZABS A 1 offset(24,44) 
		ZABS A 1 offset(18,40)
		ZABS A 1 offset(12,36)
		ZABS A 1 offset(6,32)
		ZABS A 3 offset(0,32)
		ZABS A 0 A_TakeInventory("CyborgDashcheck",1)
		Goto Ready
	Dashright:
		ZABS A 0 offset(-4,32) SetPlayerProperty(0, 1, 0)
		ZABS A 0 A_TakeInventory("CyborgFuel",8)
		ZABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
		ZABS A 1 offset(-8,36)
		ZABS A 1 offset(-12,40)
		ZABS A 1 offset(-16,44) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
		ZABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
		ZABS A 1 offset(-20,48)
		ZABS A 1 offset(-24,52)
		ZABS A 1 offset(-28,56) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
		ZABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
		ZABS A 1 offset(-32,60)
		ZABS A 1 offset(-36,64)
		ZABS A 1 offset(-40,68) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
		ZABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
		ZABS A 1 offset(-44,72)
		ZABS A 1 offset(-48,76)
		ZABS A 1 offset(-52,80) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
		ZABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
		ZABS A 0 SetPlayerProperty(0, 0, 0)
		ZABS A 14 offset(-52,80) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
		ZABS A 1 offset(-48,76)
		ZABS A 1 offset(-44,72)
		ZABS A 1 offset(-40,68) 
		ZABS A 1 offset(-36,64)
		ZABS A 1 offset(-32,60)
		ZABS A 1 offset(-28,56) 
		ZABS A 1 offset(-24,52)
		ZABS A 1 offset(-20,48)
		ZABS A 1 offset(-16,44) 
		ZABS A 1 offset(-12,40)
		ZABS A 1 offset(-8,36)
		ZABS A 1 offset(-4,32)
		ZABS A 3 offset(0,32)
		ZABS A 0 A_TakeInventory("CyborgDashcheck",1)
		Goto Ready
	}
}

Actor XanStomp : CyborgStomp
{
	DeathSound "XanStep"
}

actor CyborgPlasmaPew
{
scale 0.8
renderstyle add
alpha 0.95
PROJECTILE
decal "plasmadecal"
damagetype "Plasma"
speed 40
radius 12
height 6
Damage (13)
seesound "weapons/cyborgplasmapewsound"
deathsound "weapons/cyborgplasmahit"
States
{
Spawn:
SBLL A 1
SBLL A 0 Bright ACS_NamedExecuteAlways("SC_GUIDEDMISSILE",0,0,0,0)
Goto CyborgPlasmaBallContinue
CyborgPlasmaBallContinue:
SBLL A 0 bright A_SpawnItemEx("BorgPlasmaFiringTrail")
SBLL A 1 bright A_SpawnItemEx("CyborgPlasmaTrailPews",random(-10,10),random(-10,10),random(-10,10),0,0,0)
SBLL A 0 bright A_SpawnItemEx("BorgPlasmaFiringTrail")
SBLL B 1 bright A_SpawnItemEx("CyborgPlasmaTrailPews",random(-10,10),random(-10,10),random(-10,10),0,0,0)
SBLL A 0 bright A_SpawnItemEx("BorgPlasmaFiringTrail")
SBLL C 1 bright A_SpawnItemEx("CyborgPlasmaTrailPews",random(-10,10),random(-10,10),random(-10,10),0,0,0)
SBLL A 0 bright A_SpawnItemEx("BorgPlasmaFiringTrail")
SBLL D 1 bright A_SpawnItemEx("CyborgPlasmaTrailPews",random(-10,10),random(-10,10),random(-10,10),0,0,0)
SBLL A 0 bright A_SpawnItemEx("BorgPlasmaFiringTrail")
SBLL E 1 bright A_SpawnItemEx("CyborgPlasmaTrailPews",random(-10,10),random(-10,10),random(-10,10),0,0,0)
SBLL A 0 bright A_SpawnItemEx("BorgPlasmaFiringTrail")
SBLL F 1 bright A_SpawnItemEx("CyborgPlasmaTrailPews",random(-10,10),random(-10,10),random(-10,10),0,0,0)
SBLL A 0 bright A_SpawnItemEx("BorgPlasmaFiringTrail")
SBLL G 1 bright A_SpawnItemEx("CyborgPlasmaTrailPews",random(-10,10),random(-10,10),random(-10,10),0,0,0)
SBLL A 0 bright A_SpawnItemEx("BorgPlasmaFiringTrail")
SBLL H 1 bright A_SpawnItemEx("CyborgPlasmaTrailPews",random(-10,10),random(-10,10),random(-10,10),0,0,0)
SBLL A 0 bright A_SpawnItemEx("BorgPlasmaFiringTrail")
SBLL I 1 bright A_SpawnItemEx("CyborgPlasmaTrailPews",random(-10,10),random(-10,10),random(-10,10),0,0,0)
SBLL A 0 bright A_SpawnItemEx("BorgPlasmaFiringTrail")
SBLL J 1 bright A_SpawnItemEx("CyborgPlasmaTrailPews",random(-10,10),random(-10,10),random(-10,10),0,0,0)
Loop
XDeath:
TNT1 A 0 A_GiveToTarget("HitBeep",1)
Goto Death
Death:
TNT1 A 0 A_GiveInventory("ProjectileIsDead",1)
SBLL KLMNOPQRSTU 1 bright A_FadeOut(0.04)
Stop
}
}

Actor ProjectileIsDead : Inventory
{
  Inventory.MaxAmount 1
}
	

ACTOR CyborgPlasmaTrailPews
{
  RenderStyle add
  Alpha 0.75
  Scale 0.4
  projectile
	+nointeraction
	+CLIENTSIDEONLY
	States
	{
	Spawn:
		PAO3 A 3 bright A_FadeOut(0.2)
	}
}

actor BorgPlasmaFiringTrail
{
    RenderStyle add
    Alpha 1.0
    Scale 0.3
    +NOINTERACTION
	+CLIENTSIDEONLY
    States
    {
    Spawn:
        ISMK ABCDEFGHIJKLMNOPQ 1 Bright
        stop
	}
}

actor CyborgPlasmaBall
{
scale 0.8
renderstyle add
alpha 0.95
PROJECTILE
decal "plasmadecal"
damagetype "Plasma"
speed 30
radius 12
height 6
Damage (random(16,28))//6
seesound "weapons/cyborgplasmafire"
deathsound "weapons/cyborgplasmahit"
States
{
Spawn:
SBLL ABCDEFGHIJ 1 bright
Loop
Death:
SBLL KLMNOPQRSTU 1 bright A_FadeOut(0.04)
Stop
}
}

actor BigCyborgPlasmaBall
{
scale 1.0
renderstyle add
alpha 0.80
PROJECTILE
decal "plasmadecal"
damagetype "Plasma"
speed 30
radius 12
height 6
Damage 7//6
seesound "weapons/cyborgplasmafire"
deathsound "weapons/cyborgplasmahit"
States
{
Spawn:
SBLL A 1 bright
SBLL A 0 A_SpawnItem("PlasmaImage")
SBLL B 1 bright
SBLL A 0 A_SpawnItem("PlasmaImage")
SBLL C 1 bright
SBLL A 0 A_SpawnItem("PlasmaImage")
SBLL D 1 bright
SBLL A 0 A_SpawnItem("PlasmaImage")
SBLL E 1 bright
SBLL A 0 A_SpawnItem("PlasmaImage")
SBLL F 1 bright
SBLL A 0 A_SpawnItem("PlasmaImage")
SBLL G 1 bright
SBLL A 0 A_SpawnItem("PlasmaImage")
SBLL H 1 bright
SBLL A 0 A_SpawnItem("PlasmaImage")
SBLL I 1 bright
SBLL A 0 A_SpawnItem("PlasmaImage")
SBLL J 1 bright
SBLL A 0 A_SpawnItem("PlasmaImage")
Loop
Death:
SBLL KLMNOPQRSTU 1 bright A_FadeOut(0.04)
Stop
}
}
		
actor CyborgPlasmaBallWeak : CyborgPlasmaBall
{
decal "plasmadecal3"
damagetype "CrapPlasma"
radius 5
height 3
Damage 2
Speed 35
scale 0.25
States
{
Spawn:
SBLL ABCDEFGHIJ 1 bright
Loop
XDeath:
TNT1 A 0 A_GiveToTarget("HitBeep",1)
Goto Death
Death:
SBLL KLMNOPQRSTU 1 bright A_FadeOut(0.04)
Stop
}
}

actor BotCyborgPlasma : CyborgPlasma
{
Weapon.SelectionOrder 100
Weapon.AmmoUse 1
Weapon.SlotNumber 1
Weapon.AmmoUse2 2
Weapon.AmmoGive 50
Weapon.AmmoGive2 150
Weapon.AmmoType "CyborgCharge"
Weapon.AmmoType2 "CyborgFuel"
inventory.icon "CYBWEP"
Inventory.PickupMessage "You got the cyborg's arm!.. somehow?"
Obituary "%o was devastated by %k's plasma." 
+INVENTORY.UNDROPPABLE
+AMMO_OPTIONAL
+WEAPON.NOAUTOAIM
+WEAPON.ALT_AMMO_OPTIONAL
+DONTBLAST
scale 0.6
States
{
Spawn:
BPAK A 400
stop
Ready:
SABS A 0 A_TakeInventory("BotAttack",255)
SABS A 0 A_GiveInventory("BotReady",1)
SABS A 0 A_JumpIfInventory("Botshowpain", 1, "RandomDash2")
SABS A 0 A_JumpIfInventory("CyborgDashcheck",1,"Dashcheck")
SABS A 1 A_WeaponReady
Loop
Select:
SABS A 1 A_Raise
Loop
Deselect:
SABS A 1 A_Lower
Loop
Fire:
SABS A 0 A_GiveInventory("BotAttack",1)
SABS A 0 A_TakeInventory("BotReady",255)
SABS A 0 ACS_ExecuteAlways(999,0)
SABS A 1 A_JumpIfInventory("CyborgNoFire", 1, "Break")//Ready
SABS A 1 A_JumpIfInventory("CyborgNoFireShort", 1, "Break")//Ready
SABS A 1 A_JumpIfInventory("CyborgCharge", 1, "Normalshot")
Weakshot:
//SABS A 0 A_JumpIfInventory("Botshowpain", 1, "RandomDash")
SABS A 0 A_GiveInventory("BotAttack",1)
SABA A 1 SetPlayerProperty(0, 0, 3)
SABA B 3 A_FireCustomMissile("CyborgPlasmaBallWeak", 0, 0, 11 ,3 )
SABA C 2
SABA D 3
SABS A 0 A_JumpIfInventory("Botshowpain", 1, "RandomDash")
SABS A 3 A_Refire
Goto Ready
Break:
SABS A 0 ACS_ExecuteAlways(999,0)
SABS A 0 SetPlayerProperty(0, 0, 3)
SABS A 1
Goto Ready
Normalshot:
//SABS A 0 A_GiveInventory("BotAttack",1)
//SABS A 0 A_JumpIfInventory("Botshowpain", 1, "RandomDash")
SABA A 1 SetPlayerProperty(0, 0, 3)
SABA B 2 A_FireCustomMissile("CyborgPlasmaBall", 0, 1, 11 ,3 )
SABA C 1
SABA D 1 
SABS A 0 A_JumpIfInventory("Botshowpain", 1, "RandomDash")
SABS A 1 A_Refire
Goto Ready
RandomDash:
SABS A 0 A_JumpIfInventory("BotDashcooldown", 1, "CancelDash")
SABS A 0 A_Jump(10, "Dashupward", "Dashforward", "Dashback", "Dashleft", "Dashright")
Goto Fire
RandomDash2:
SABS A 0 A_JumpIfInventory("BotDashcooldown", 1, "CancelDash2")
SABS A 0 A_Jump(185, "Dashupward", "Dashforward", "Dashback", "Dashleft", "Dashright")
Goto Ready+3
CancelDash:
SABS A 0
Goto Fire
CancelDash2:
SABS A 0
Goto Ready+3
Dashupward:
SABS A 0 A_JumpIfInventory("CreeperStunCheck",1,"Ready")
SABS A 0 A_GiveInventory("UsedFuel", 1)
SABS A 0 A_TakeInventory("BotAttack",255)
SABS A 0 A_PlaySoundEx("weapons/cyborgdash","Item")
SABS A 0 SetPlayerProperty(0, 0, 3)
SABS A 0 A_Stop
SABS A 0 SetPlayerProperty(0, 1, 0)
SABS A 0 ACS_ExecuteAlways(503,0,1)
//SABS A 0 A_ChangeFlag("NODAMAGE",1)
SABS A 0 A_TakeInventory("CyborgFuel",8)//6//4
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 3 A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 3 A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 3 A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 3 A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 0 SetPlayerProperty(0, 0, 0)
SABS A 5 A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
//SABS A 0 A_ChangeFlag("NODAMAGE",0)
//SABS A 0 A_TakeInventory("CyborgDashcheck",1)
SABS A 0 A_GiveInventory("CyborgNoFire",1)
SABS A 0 A_GiveInventory("BotDashcooldown",1)
Goto Ready+3
Dashforward:
SABS A 0 A_JumpIfInventory("CreeperStunCheck",1,"Ready")
SABS A 0 A_GiveInventory("UsedFuel", 1)
SABS A 0 A_TakeInventory("BotAttack",255)
SABS A 0 A_PlaySoundEx("weapons/cyborgdash","Item")
SABS A 0 SetPlayerProperty(0, 0, 3)
SABS A 0 A_Stop
SABS A 0 offset(5,32) SetPlayerProperty(0, 1, 0)
SABS A 0 ACS_ExecuteAlways(503,0,2)
//SABS A 0 A_ChangeFlag("NODAMAGE",1)
SABS A 0 A_TakeInventory("CyborgFuel",5)
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 1 offset(10,36)
SABS A 1 offset(15,40)
SABS A 1 offset(20,44) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 1 offset(25,48)
SABS A 1 offset(30,52)
SABS A 1 offset(35,56) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 1 offset(40,60)
SABS A 1 offset(45,64)
SABS A 1 offset(50,68) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 1 offset(55,72)
SABS A 1 offset(60,76)
SABS A 1 offset(65,80) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 0 SetPlayerProperty(0, 0, 0)
//SABS A 0 A_ChangeFlag("NODAMAGE",0)
SABS A 14 offset(65,80) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 1 offset(60,76)
SABS A 1 offset(55,72)
SABS A 1 offset(50,68) 
SABS A 1 offset(45,64)
SABS A 1 offset(40,60)
SABS A 1 offset(35,56) 
SABS A 1 offset(30,52)
SABS A 1 offset(25,48)
SABS A 1 offset(20,44) 
SABS A 1 offset(15,40)
SABS A 1 offset(10,36)
SABS A 1 offset(5,32)
SABS A 3 offset(0,32)
//SABS A 0 A_TakeInventory("CyborgDashcheck",1)
SABS A 0 A_GiveInventory("BotDashcooldown",1)
Goto Ready+3
Dashback:
SABS A 0 A_JumpIfInventory("CreeperStunCheck",1,"Ready")
SABS A 0 A_GiveInventory("UsedFuel", 1)
SABS A 0 A_TakeInventory("BotAttack",255)
SABS A 0 A_PlaySoundEx("weapons/cyborgdash","Item")
SABS A 0 SetPlayerProperty(0, 0, 3)
SABS A 0 A_Stop
SABS A 0 offset(-2,32) SetPlayerProperty(0, 1, 0)
SABS A 0 ACS_ExecuteAlways(503,0,3)
//SABS A 0 A_ChangeFlag("NODAMAGE",1)
SABS A 0 A_TakeInventory("CyborgFuel",5)
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 1 offset(-4,36)
SABS A 1 offset(-6,40)
SABS A 1 offset(-8,44) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 1 offset(-10,48)
SABS A 1 offset(-12,52)
SABS A 1 offset(-14,56) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 1 offset(-16,60)
SABS A 1 offset(-18,64)
SABS A 1 offset(-20,68) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 1 offset(-22,72)
SABS A 1 offset(-24,76)
SABS A 1 offset(-26,80) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 0 SetPlayerProperty(0, 0, 0)
//SABS A 0 A_ChangeFlag("NODAMAGE",0)
SABS A 14 offset(-26,80) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 1 offset(-24,76)
SABS A 1 offset(-22,72)
SABS A 1 offset(-20,68) 
SABS A 1 offset(-18,64)
SABS A 1 offset(-16,60)
SABS A 1 offset(-14,56) 
SABS A 1 offset(-12,52)
SABS A 1 offset(-10,48)
SABS A 1 offset(-8,44) 
SABS A 1 offset(-6,40)
SABS A 1 offset(-4,36)
SABS A 1 offset(-2,32)
SABS A 3 offset(0,32)
//SABS A 0 A_TakeInventory("CyborgDashcheck",1)
SABS A 0 A_GiveInventory("BotDashcooldown",1)
Goto Ready+3
Dashleft:
SABS A 0 A_JumpIfInventory("CreeperStunCheck",1,"Ready")
SABS A 0 A_GiveInventory("UsedFuel", 1)
SABS A 0 A_TakeInventory("BotAttack",255)
SABS A 0 A_PlaySoundEx("weapons/cyborgdash","Item")
SABS A 0 SetPlayerProperty(0, 0, 3)
SABS A 0 A_Stop
SABS A 0 offset(6,32) SetPlayerProperty(0, 1, 0)
SABS A 0 ACS_ExecuteAlways(503,0,4)
//SABS A 0 A_ChangeFlag("NODAMAGE",1)
SABS A 0 A_TakeInventory("CyborgFuel",5)
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 1 offset(12,36)
SABS A 1 offset(18,40)
SABS A 1 offset(24,44) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 1 offset(30,48)
SABS A 1 offset(36,52)
SABS A 1 offset(42,56) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 1 offset(48,60)
SABS A 1 offset(54,64)
SABS A 1 offset(60,68) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 1 offset(66,72)
SABS A 1 offset(72,76)
SABS A 1 offset(78,80) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 0 SetPlayerProperty(0, 0, 0)
//SABS A 0 A_ChangeFlag("NODAMAGE",0)
SABS A 14 offset(78,80) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 1 offset(72,76)
SABS A 1 offset(66,72)
SABS A 1 offset(60,68) 
SABS A 1 offset(54,64)
SABS A 1 offset(48,60)
SABS A 1 offset(42,56) 
SABS A 1 offset(36,52)
SABS A 1 offset(30,48)
SABS A 1 offset(24,44) 
SABS A 1 offset(18,40)
SABS A 1 offset(12,36)
SABS A 1 offset(6,32)
SABS A 3 offset(0,32)
//SABS A 0 A_TakeInventory("CyborgDashcheck",1)
SABS A 0 A_GiveInventory("BotDashcooldown",1)
Goto Ready+3
Dashright:
SABS A 0 A_JumpIfInventory("CreeperStunCheck",1,"Ready")
SABS A 0 A_GiveInventory("UsedFuel", 1)
SABS A 0 A_TakeInventory("BotAttack",255)
SABS A 0 A_PlaySoundEx("weapons/cyborgdash","Item")
SABS A 0 SetPlayerProperty(0, 0, 3)
SABS A 0 A_Stop
SABS A 0 offset(-4,32) SetPlayerProperty(0, 1, 0)
SABS A 0 ACS_ExecuteAlways(503,0,5)
//SABS A 0 A_ChangeFlag("NODAMAGE",1)
SABS A 0 A_TakeInventory("CyborgFuel",5)
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 1 offset(-8,36)
SABS A 1 offset(-12,40)
SABS A 1 offset(-16,44) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 1 offset(-20,48)
SABS A 1 offset(-24,52)
SABS A 1 offset(-28,56) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 1 offset(-32,60)
SABS A 1 offset(-36,64)
SABS A 1 offset(-40,68) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 1 offset(-44,72)
SABS A 1 offset(-48,76)
SABS A 1 offset(-52,80) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 0 SetPlayerProperty(0, 0, 0)
//SABS A 0 A_ChangeFlag("NODAMAGE",0)
SABS A 14 offset(-52,80) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 1 offset(-48,76)
SABS A 1 offset(-44,72)
SABS A 1 offset(-40,68) 
SABS A 1 offset(-36,64)
SABS A 1 offset(-32,60)
SABS A 1 offset(-28,56) 
SABS A 1 offset(-24,52)
SABS A 1 offset(-20,48)
SABS A 1 offset(-16,44) 
SABS A 1 offset(-12,40)
SABS A 1 offset(-8,36)
SABS A 1 offset(-4,32)
SABS A 3 offset(0,32)
//SABS A 0 A_TakeInventory("CyborgDashcheck",1)
SABS A 0 A_GiveInventory("BotDashcooldown",1)
Goto Ready+3
}
}

actor BotSuperCyborgPlasma : BotCyborgPlasma
{
States
{
Fire:
SABS A 0 ACS_ExecuteAlways(999,0)
SABS A 0 A_GiveInventory("BotAttack",1)
SABS A 1 A_JumpIfInventory("CyborgNoFire", 1, "Ready")
SABS A 1 A_JumpIfInventory("CyborgCharge", 1, "Normalshot")
Weakshot:
SABS A 0 A_GiveInventory("BotAttack",1)
//SABS A 0 A_GiveInventory("BotReady",1)
//SABS A 0 A_JumpIfInventory("Botshowpain", 1, "RandomDash")
SABA A 1 SetPlayerProperty(0, 0, 3)
SABA B 3 A_FireCustomMissile("CyborgPlasmaBallWeak", 0, 0, 11 ,3 )
SABA C 2
SABA D 3
SABS A 0 A_JumpIfInventory("Botshowpain", 1, "RandomDash")
SABS A 3 A_Refire
Goto Ready
Normalshot:
//SABS A 0 A_GiveInventory("BotAttack",1)
//SABS A 0 A_JumpIfInventory("Botshowpain", 1, "RandomDash")
SABA A 0 A_Jump(11, "Spreadshot")
SABA A 1 SetPlayerProperty(0, 0, 3)
SABA B 2 A_FireCustomMissile("CyborgPlasmaBall", 0, 1, 11 ,3 )
SABA C 1
SABA D 1
SABS A 0 A_JumpIfInventory("Botshowpain", 1, "RandomDash")
SABS A 1 A_Refire
Goto Ready
Spreadshot:
SABS A 0 A_GiveInventory("BotAttack",1)
SABA A 0 A_JumpIfInventory("SpreaderCooldown", 1, "Ready")
SABA A 1 SetPlayerProperty(0, 0, 3)
SABA B 0 A_FireCustomMissile("BigCyborgPlasmaBall", 0, 1, 11 ,3)
SABA B 0 A_FireCustomMissile("BigCyborgPlasmaBall", -20, 0, 11 ,3)
SABA B 1 A_FireCustomMissile("BigCyborgPlasmaBall", 20, 0, 11 ,3)
SABA C 1
SABA D 1 
SABS A 1
SABA B 0 A_FireCustomMissile("BigCyborgPlasmaBall", 0, 0, 11 ,3)
SABA B 0 A_FireCustomMissile("BigCyborgPlasmaBall", -25, 0, 11 ,3)
SABA B 1 A_FireCustomMissile("BigCyborgPlasmaBall", 25, 0, 11 ,3)
SABA C 1
SABA D 1 
SABS A 1
SABA B 0 A_FireCustomMissile("BigCyborgPlasmaBall", 0, 0, 11 ,3)
SABA B 0 A_FireCustomMissile("BigCyborgPlasmaBall", -30, 0, 11 ,3)
SABA B 1 A_FireCustomMissile("BigCyborgPlasmaBall", 30, 0, 11 ,3)
SABA C 1
SABA D 1
SABA A 8
SABS A 0 A_GiveInventory("SpreaderCooldown",1)
Goto Ready//Dash stuff
RandomDash:
SABS A 0 A_Jump(10, "Dashupward", "Dashforward", "Dashback", "Dashleft", "Dashright")
Goto Fire
RandomDash2:
SABS A 0 A_Jump(185, "Dashupward", "Dashforward", "Dashback", "Dashleft", "Dashright")
Goto Ready+3
Dashupward:
SABS A 0 A_JumpIfInventory("CreeperStunCheck",1,"Ready")
SABS A 0 A_GiveInventory("UsedFuel", 1)
SABS A 0 A_TakeInventory("BotAttack",255)
SABS A 0 A_PlaySoundEx("weapons/cyborgdash","Item")
SABS A 0 SetPlayerProperty(0, 0, 3)
SABS A 0 A_Stop
SABS A 0 SetPlayerProperty(0, 1, 0)
SABS A 0 ACS_ExecuteAlways(503,0,1)
//SABS A 0 A_ChangeFlag("NODAMAGE",1)
SABS A 0 A_TakeInventory("CyborgFuel",8)//6//4
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 3 A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 3 A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 3 A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 3 A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 0 SetPlayerProperty(0, 0, 0)
SABS A 5 A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
//SABS A 0 A_ChangeFlag("NODAMAGE",0)
//SABS A 0 A_TakeInventory("CyborgDashcheck",1)
SABS A 0 A_GiveInventory("CyborgNoFire",1)
//SABS A 0 A_GiveInventory("BotDashcooldown",1)
Goto Ready+3
Dashforward:
SABS A 0 A_JumpIfInventory("CreeperStunCheck",1,"Ready")
SABS A 0 A_GiveInventory("UsedFuel", 1)
SABS A 0 A_TakeInventory("BotAttack",255)
SABS A 0 A_PlaySoundEx("weapons/cyborgdash","Item")
SABS A 0 SetPlayerProperty(0, 0, 3)
SABS A 0 A_Stop
SABS A 0 offset(5,32) SetPlayerProperty(0, 1, 0)
SABS A 0 ACS_ExecuteAlways(503,0,2)
//SABS A 0 A_ChangeFlag("NODAMAGE",1)
SABS A 0 A_TakeInventory("CyborgFuel",5)
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 1 offset(10,36)
SABS A 1 offset(15,40)
SABS A 1 offset(20,44) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 1 offset(25,48)
SABS A 1 offset(30,52)
SABS A 1 offset(35,56) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 1 offset(40,60)
SABS A 1 offset(45,64)
SABS A 1 offset(50,68) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 1 offset(55,72)
SABS A 1 offset(60,76)
SABS A 1 offset(65,80) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 0 SetPlayerProperty(0, 0, 0)
//SABS A 0 A_ChangeFlag("NODAMAGE",0)
SABS A 14 offset(65,80) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 1 offset(60,76)
SABS A 1 offset(55,72)
SABS A 1 offset(50,68) 
SABS A 1 offset(45,64)
SABS A 1 offset(40,60)
SABS A 1 offset(35,56) 
SABS A 1 offset(30,52)
SABS A 1 offset(25,48)
SABS A 1 offset(20,44) 
SABS A 1 offset(15,40)
SABS A 1 offset(10,36)
SABS A 1 offset(5,32)
SABS A 3 offset(0,32)
//SABS A 0 A_TakeInventory("CyborgDashcheck",1)
Goto Ready+3
Dashback:
SABS A 0 A_JumpIfInventory("CreeperStunCheck",1,"Ready")
SABS A 0 A_GiveInventory("UsedFuel", 1)
SABS A 0 A_TakeInventory("BotAttack",255)
SABS A 0 A_PlaySoundEx("weapons/cyborgdash","Item")
SABS A 0 SetPlayerProperty(0, 0, 3)
SABS A 0 A_Stop
SABS A 0 offset(-2,32) SetPlayerProperty(0, 1, 0)
SABS A 0 ACS_ExecuteAlways(503,0,3)
//SABS A 0 A_ChangeFlag("NODAMAGE",1)
SABS A 0 A_TakeInventory("CyborgFuel",5)
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 1 offset(-4,36)
SABS A 1 offset(-6,40)
SABS A 1 offset(-8,44) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 1 offset(-10,48)
SABS A 1 offset(-12,52)
SABS A 1 offset(-14,56) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 1 offset(-16,60)
SABS A 1 offset(-18,64)
SABS A 1 offset(-20,68) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 1 offset(-22,72)
SABS A 1 offset(-24,76)
SABS A 1 offset(-26,80) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 0 SetPlayerProperty(0, 0, 0)
//SABS A 0 A_ChangeFlag("NODAMAGE",0)
SABS A 14 offset(-26,80) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 1 offset(-24,76)
SABS A 1 offset(-22,72)
SABS A 1 offset(-20,68) 
SABS A 1 offset(-18,64)
SABS A 1 offset(-16,60)
SABS A 1 offset(-14,56) 
SABS A 1 offset(-12,52)
SABS A 1 offset(-10,48)
SABS A 1 offset(-8,44) 
SABS A 1 offset(-6,40)
SABS A 1 offset(-4,36)
SABS A 1 offset(-2,32)
SABS A 3 offset(0,32)
//SABS A 0 A_TakeInventory("CyborgDashcheck",1)
Goto Ready+3
Dashleft:
SABS A 0 A_JumpIfInventory("CreeperStunCheck",1,"Ready")
SABS A 0 A_GiveInventory("UsedFuel", 1)
SABS A 0 A_TakeInventory("BotAttack",255)
SABS A 0 A_PlaySoundEx("weapons/cyborgdash","Item")
SABS A 0 SetPlayerProperty(0, 0, 3)
SABS A 0 A_Stop
SABS A 0 offset(6,32) SetPlayerProperty(0, 1, 0)
SABS A 0 ACS_ExecuteAlways(503,0,4)
//SABS A 0 A_ChangeFlag("NODAMAGE",1)
SABS A 0 A_TakeInventory("CyborgFuel",5)
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 1 offset(12,36)
SABS A 1 offset(18,40)
SABS A 1 offset(24,44) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 1 offset(30,48)
SABS A 1 offset(36,52)
SABS A 1 offset(42,56) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 1 offset(48,60)
SABS A 1 offset(54,64)
SABS A 1 offset(60,68) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 1 offset(66,72)
SABS A 1 offset(72,76)
SABS A 1 offset(78,80) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 0 SetPlayerProperty(0, 0, 0)
//SABS A 0 A_ChangeFlag("NODAMAGE",0)
SABS A 14 offset(78,80) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 1 offset(72,76)
SABS A 1 offset(66,72)
SABS A 1 offset(60,68) 
SABS A 1 offset(54,64)
SABS A 1 offset(48,60)
SABS A 1 offset(42,56) 
SABS A 1 offset(36,52)
SABS A 1 offset(30,48)
SABS A 1 offset(24,44) 
SABS A 1 offset(18,40)
SABS A 1 offset(12,36)
SABS A 1 offset(6,32)
SABS A 3 offset(0,32)
//SABS A 0 A_TakeInventory("CyborgDashcheck",1)
Goto Ready+3
Dashright:
SABS A 0 A_JumpIfInventory("CreeperStunCheck",1,"Ready")
SABS A 0 A_GiveInventory("UsedFuel", 1)
SABS A 0 A_TakeInventory("BotAttack",255)
SABS A 0 A_PlaySoundEx("weapons/cyborgdash","Item")
SABS A 0 SetPlayerProperty(0, 0, 3)
SABS A 0 A_Stop
SABS A 0 offset(-4,32) SetPlayerProperty(0, 1, 0)
SABS A 0 ACS_ExecuteAlways(503,0,5)
//SABS A 0 A_ChangeFlag("NODAMAGE",1)
SABS A 0 A_TakeInventory("CyborgFuel",5)
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 1 offset(-8,36)
SABS A 1 offset(-12,40)
SABS A 1 offset(-16,44) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 1 offset(-20,48)
SABS A 1 offset(-24,52)
SABS A 1 offset(-28,56) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 1 offset(-32,60)
SABS A 1 offset(-36,64)
SABS A 1 offset(-40,68) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 1 offset(-44,72)
SABS A 1 offset(-48,76)
SABS A 1 offset(-52,80) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
SABS A 0 SetPlayerProperty(0, 0, 0)
//SABS A 0 A_ChangeFlag("NODAMAGE",0)
SABS A 14 offset(-52,80) A_SpawnItemEx("SmokeLarge", -32, 10, 8, 0, 0, 0, 0, 128, 0) 
SABS A 1 offset(-48,76)
SABS A 1 offset(-44,72)
SABS A 1 offset(-40,68) 
SABS A 1 offset(-36,64)
SABS A 1 offset(-32,60)
SABS A 1 offset(-28,56) 
SABS A 1 offset(-24,52)
SABS A 1 offset(-20,48)
SABS A 1 offset(-16,44) 
SABS A 1 offset(-12,40)
SABS A 1 offset(-8,36)
SABS A 1 offset(-4,32)
SABS A 3 offset(0,32)
//SABS A 0 A_TakeInventory("CyborgDashcheck",1)
Goto Ready+3
}
}

actor SpreaderCooldown : PowerDamage
{
damagefactor "nothing", 1.0
powerup.duration 83
}

actor CyborgJetpackItem : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
+INVBAR
+INVENTORY.UNDROPPABLE
States
{
Spawn:
TNT1 A 0
stop
Use:
ROB3 D 0 A_JumpIf (z-floorz>0, "Nodash") //TNT1 A 0 A_JumpIf (momz!=0, "Nodash")
TNT1 A 0 A_GiveInventory("CyborgDashcheck",1)
fail
Nodash:
TNT1 A 0
fail
}
}

ACTOR CyborgCharge : Ammo
{
+INVENTORY.IGNORESKILL
  Inventory.PickupMessage "Cell charge!"
  Inventory.Amount 100
  Inventory.MaxAmount 100
  Ammo.BackpackAmount 100
  Ammo.BackpackMaxAmount 100
  Inventory.Icon "CELLA0"
  States
  {
  Spawn:
    CELL A -1
    Stop
  }
}

ACTOR CyborgFuel : Ammo
{
+INVENTORY.IGNORESKILL
  Inventory.PickupMessage "Fuel charge!"
  Inventory.Amount 150
  Inventory.MaxAmount 200
  Ammo.BackpackAmount 150
  Ammo.BackpackMaxAmount 200
  Inventory.Icon "FUELA0"
  States
  {
  Spawn:
    CELL A -1
    Stop
  }
}


actor CyborgDashcheck : Inventory
{
Inventory.Amount 1
Inventory.MaxAmount 1
  States
  {
  Spawn:
    CELL A -1
    Stop
  }
}

//Why not borrow from GVH:RE's morph effector.
actor CyborgNoFire : PowerDamage
{
damagefactor "nothing", 1.0
powerup.duration 35//85
//inventory.icon "JMORPH"
}

actor CyborgNoFireShort : PowerDamage
{
damagefactor "nothing", 1.0
powerup.duration 19//35
}

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

actor PlasmaImage
{
scale 0.8
renderstyle translucent
alpha 1.00
decal "plasmadecal"
radius 1//12
height 1//6
+NOGRAVITY
+CLIENTSIDEONLY

States
{
Spawn:
SBLL ABCDEFGHIJ 1 A_FadeOut(0.1)
Loop
Death:
TNT1 A 1
Stop
}
}

ACTOR SmokeLarge : BulletPuff
{
+CLIENTSIDEONLY 
	Health		1
	RenderStyle Translucent
	Alpha		0
	Scale		.3
	States
	{
	Spawn:
		NULL A 0
		NULL A 0 ThrustThingZ(0,1,1,0)
		Goto See
	See:
		NULL A 0 A_Jump(192,1)
		Goto See+7
		NULL A 0
		NULL A 0 A_Jump(128,1)
		Goto See+11
		NULL A 0
		NULL A 0 A_Jump(64,1)
		Goto See+15
		NULL A 0
		NULL A 0
		Goto See+19
		//-----------------------
		SMOK A 12 A_SetTranslucent(.15,0)
		SMOK A 12 A_SetTranslucent(.35,0)
		SMOK A 12 A_SetTranslucent(.5,0)
		SMOK A 1 A_Fadeout(.02)
		Wait
		SMOK B 12 A_SetTranslucent(.15,0)
		SMOK B 12 A_SetTranslucent(.35,0)
		SMOK B 12 A_SetTranslucent(.5,0)
		SMOK B 1 A_Fadeout(.025)
		Wait
		SMOK C 12 A_SetTranslucent(.15,0)
		SMOK C 12 A_SetTranslucent(.35,0)
		SMOK C 12 A_SetTranslucent(.5,0)
		SMOK C 1 A_Fadeout(.03)
		Wait
		SMOK D 12 A_SetTranslucent(.15,0)
		SMOK D 12 A_SetTranslucent(.35,0)
		SMOK D 12 A_SetTranslucent(.5,0)
		SMOK D 1 A_Fadeout(.035)
		Wait
	}
}

ACTOR Firey : BulletPuff
{
+CLIENTSIDEONLY
	Health		1
	RenderStyle Add
	Alpha		0
	Scale		.17
	Obituary "%o burned to death"
	States
	{
	Spawn:
		NULL A 0
		NULL A 0 A_PlaySound("weapons/cyborgjetpack")
		Goto See
	See:
		NULL A 0 A_Jump(170,1)
		Goto See+7
		NULL A 0
		NULL A 0 A_Jump(85,1)
		Goto See+11
		NULL A 0
		NULL A 0
		Goto See+15
		//-----------------------
		BFIR B 5 Bright //A_PlaySound("Barrel/Fire")
		BFIR A 5 Bright A_SetTranslucent(.4,1)
		BFIR A 5 Bright A_SetTranslucent(.8,1)
		BFIR A 1 Bright A_Fadeout(.06)
		Wait
		BFIR B 5 Bright //A_PlaySound("Barrel/Fire")
		BFIR B 5 Bright A_SetTranslucent(.4,1)
		BFIR B 5 Bright A_SetTranslucent(.8,1)
		BFIR B 1 Bright A_Fadeout(.08)
		Wait
		BFIR B 5 Bright //A_PlaySound("Barrel/Fire")
		BFIR C 5 Bright A_SetTranslucent(.4,1)
		BFIR C 5 Bright A_SetTranslucent(.8,1)
		BFIR C 1 Bright A_Fadeout(.10)
		Wait
	}
}