Actor Duke : PlayerPawn
{
	Speed 1
	Health 100
	Player.Maxhealth 100
	Mass 700
	PainChance 256
	Scale 0.75
	Player.ColorRange 112,127
	Player.DisplayName "Duke"
	Player.SoundClass "Duke"
	Player.ForwardMove 1.0
	Player.SideMove 1.0
	Player.StartItem "Duke-Kicks", 1
	Player.StartItem "Duke-Shotgun", 1
	Player.StartItem "Duke-Pistol", 1
	Player.StartItem "DukeFuel", 200
	Player.StartItem "DukeAmmo", 50
	Player.StartItem "Pipes", 10
	Player.StartItem "SpecialAbility", 1
	Player.StartItem "DukePistolReload", 12
	Player.StartItem "IsHuman", 1
	Player.StartItem "Screamer", 0
	Player.ScoreIcon "DUKEST"
	DamageFactor "CreepStun", 3.5
	Damagefactor "normal", 0.8
	DamageFactor "Grenade", 0.3
	DamageFactor "GhostTrap", 0.0
	Damagefactor "Sentinel", 0.0
	Damagefactor "MechPewPews", 0.0
	Damagefactor "MacheteSlicerino", 0.0
    Damagefactor "GasterSmokeHurt", 0.0
	Damagefactor "StrifeSuit", 0.0
	LimitedToTeam 0
	+NOICEDEATH
	+QUICKTORETALIATE
	+NODAMAGETHRUST
	+GHOST
	+NOSKIN
	States
	{
	Spawn:
		TNT1 A 0 ACS_NamedExecute("PlayerSpawn")
		DUKE E 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		DUKE E 0 A_JumpIfInventory("Jett",1,"Jet")
		DUKE A 1 Setplayerproperty(0,0,0)
		Loop
	See:
		DUKE A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		DUKE A 0 A_JumpIfHealthLower(50,"INeedHealingSee")
		DUKE A 1 A_JumpIfInventory("Jett",1,"Jet")
	Walk:
		DUKE A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		DUKE A 0 SetPlayerProperty(0,0,3)
		DUKE A 0 A_JumpIfInventory("Jett",1,"Jet")
		DUKE A 5
		DUKE A 0 A_JumpIfInventory("Jett",1,"Jet")
		DUKE B 5
		DUKE A 0 A_JumpIfInventory("Jett",1,"Jet")
		DUKE A 0 A_SpawnItemEx("DukeStomp",0,0,0,0,0,-20,0,0,0) 
		DUKE C 5
		DUKE A 0 A_JumpIfInventory("Jett",1,"Jet")
		DUKE D 5
		DUKE A 0 A_SpawnItemEx("DukeStomp",0,0,0,0,0,-20,0,0,0) 
		Goto See
	INeedHealingSee:
		DUKE A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		DUKE A 0 SetPlayerProperty(0,0,3)
		DUKE A 0 A_SpawnItemEx("INeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		DUKE A 0 A_JumpIfInventory("Jett",1,"Jet")
		DUKE AB 5
		DUKE A 0 A_SpawnItemEx("DukeStomp",0,0,0,0,0,-20,0,0,0) 
		DUKE A 0 A_JumpIfInventory("Jett",1,"Jet")
		DUKE CD 5
		DUKE A 0 A_JumpIfInventory("Jett",1,"Jet")
		DUKE A 0 A_SpawnItemEx("DukeStomp",0,0,0,0,0,-20,0,0,0) 
		Goto Spawn
	Jet:
		DUKE A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		DUKE A 0 A_JumpIfInventory("DukeFuel",1,"Jet2")
		DUKE A 1 A_TakeInventory("Jett",999)
		DUKE A 0 SetPlayerProperty(0,0,3)
		Goto Spawn
	Jet2:
		DUKE A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		DUKE A 0 SetPlayerProperty(0,1,3)
		DUKE H 0 A_TakeInventory("DukeFuel",1)
		DUKE H 0 A_SpawnItemEx("Firey", -32, 0, 28, 0, 0, -1, 0, 128, 0) 
		DUKE H 0 A_SpawnItemEx("SmokeLarge", -32, 0, 20, 0, 0, 0, 0, 128, 0)
		DUKE H 3 bright
		Goto Spawn
	Missile:
		DUKE A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		DUKE E 1
		DUKE E 1 A_JumpIfInventory("Kicking",1,"Kick")
		DUKE E 10
		Goto Spawn
	Melee:
		DUKE A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		DUKE A 1 A_JumpIfInventory("Jett",1,"Jet")
		DUKE F 6 bright
		Goto Missile
	Kick:
		DUKE A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		DUKE I 5
		DUKE G 5
		Goto Spawn
	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:
		DUKE I 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		DUKE I 4
		DUKE I 4 A_Pain
		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)
	DUKE I 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)
	DUKE I 1 A_PlaySound("Gibbage/XSplat")
	NULL A 0 A_SpawnItemEx("Custom_DukeBloodySkull", 0, 0, 48, 0.5, 0, 10, random(0,360), SXF_ABSOLUTEVELOCITY)
	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)
	DUKE I 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_SpawnItemEx("Custom_DukeBloodySkull", 0, 0, 48, 0.5, 0, 10, random(0,360), SXF_ABSOLUTEVELOCITY)
	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.GloomWatcherLure:
	TNT1 A 0 ACS_ExecuteAlways(134)
	TNT1 A 0 A_Playsound("GloomWatcher/FeintAttack",CHAN_7)
	Goto pain
	Death.GloomWatcherlure:
	TNT1 A 0 ACS_ExecuteAlways(134)
	TNT1 A 0 A_Playsound("GloomWatcher/FeintAttack",CHAN_7)
	Goto Death.Jitter
	GloomDeath:
	TNT1 A 1 Damagething(99999,18)
	Goto Death
	Death.Fleshbent:
	TNT1 A 0 A_GiveToTarget("TentacleAmmo",2)
	TNT1 A 0 A_GiveToTarget("Soulscepter1",15)
	TNT1 A 0 A_GiveToTarget("Soulscepter2",50)
	Goto Death.Jitter
	Pain.LoonaClawing:
	TNT1 A 0 A_GiveToTarget("Health",6)
	DUKE I 20 Setplayerproperty(0,1,0)
	DUKE I 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)
	DUKE I 20 Setplayerproperty(0,1,0)
	DUKE I 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)
	DUKE I 20 Setplayerproperty(0,1,0)
	DUKE I 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:
    DUKE I 0 A_Pain
	DUKE I 0 A_GiveToTarget("health",5)
	DUKE I 40 Setplayerproperty(0,1,0)
	DUKE I 2 Setplayerproperty(0,0,0)
		Goto Spawn
	Death:
	DeathAnim:
		DUKE A 0 A_GiveToTarget("KillBeep",1)
		DUKE A 0 A_GiveInventory("ItemDeath",1)
		DUKE A 0 A_TakeInventory("KilledCount",999)
		DUKE A 0 A_GiveToTarget("KilledMe",1)
		DUKE A 0 A_GiveToTarget("KilledDuke",1)
		DUKE J 6
		DUKE K 6 A_PlayerScream
		DUKE L 6
		DUKE M 6 A_NoBlocking
		DUKE N 6
		DUKE O -1
		Stop
	DeathAnimAlt:
		DUKE A 0 A_GiveToTarget("KillIndicator",1)
		DUKE A 0 A_GiveInventory("ItemDeath",1)
		DUKE A 0 A_TakeInventory("KilledCount",999)
		DUKE A 0 A_GiveToTarget("KilledMe",1)
		DUKE A 0 A_GiveToTarget("KilledDuke",1)
		DUKE J 6
		DUKE K 6 A_PlayerScream
		DUKE L 6
		DUKE M 6 A_NoBlocking
		DUKE N 6
		DUKE O -1
		Stop
	Death.GhoulChainSaw:
	TNT1 A 0 A_GiveToTarget("Health",50)
	TNT1 A 0 A_GiveToTarget("BearTarpsAmmo",1)
	TNT1 A 0 A_GiveToTarget("SawyerRageammo",10)
	TNT1 A 0 A_GiveToTarget("DUMMY_SawyerBloodyChainsaw", 1)
	Goto Death.Jitter
	Death.BastetClawing:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",30)
	Goto Death.Jitter
	Death.BastetClawingLightSFX:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitLight",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",30)
	Goto Death.Jitter
	Death.BastetClawingHeavySFX:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",30)
	Goto Death.Jitter
	Death.SjasScream:
	Death.FrostbiteWind:
	Death.EmtalicSaw:
	Death.LichFire:
		DUKE A 0 A_GiveToTarget("KilledJ",1)
  		Goto DeathAnim
	Death.Creeper:
		DUKE A 0 A_PlaySoundEx("CreeperAttack","Body")
		DUKE A 0 A_SpawnItemEx("CreeperPopUp",0,0,10)
		TNT1 A 0 A_GiveToTarget("GhoulAmmo",1)
		DUKE A 0 A_GiveToTarget("CreeperHeal",1)
		DUKE A 0 ACS_ExecuteAlways(997,0,1)
		Goto DeathAnimAlt
	Death.CreepStun:
		DUKE A 0 A_GiveToTarget("CreepGotya",1)
		Goto DeathAnimAlt
	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:
		DUKE A 0 A_GiveToTarget("KillBeep",1)
		DUKE A 0 A_GiveInventory("ItemDeath",1)
		DUKE A 0 A_GiveToTarget("KilledMe",1)
		DUKE A 0 A_GiveToTarget("KilledDuke",1)
		DUKE A 0 A_GiveToTarget("Crunched",1)
		DUKE G 1 A_PlaySound("Gibbage/XSplat")
		NULL A 0 A_SpawnItemEx("Custom_DukeBloodySkull", 0, 0, 48, 0.5, 0, 10, random(0,360), SXF_ABSOLUTEVELOCITY)
		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:
		DUKE A 0 A_GiveToTarget("KillIndicator",1)
		DUKE A 0 A_GiveInventory("ItemDeath",1)
		DUKE A 0 A_GiveToTarget("KilledMe",1)
		DUKE A 0 A_GiveToTarget("KilledDuke",1)
		DUKE A 0 A_GiveToTarget("Crunched",1)
		DUKE G 1 A_PlaySound("Gibbage/XSplat")
		NULL A 0 A_SpawnItemEx("Custom_DukeBloodySkull", 0, 0, 48, 0.5, 0, 10, random(0,360), SXF_ABSOLUTEVELOCITY)
		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:
		DUKE A 0 A_GiveToTarget("KilledR",1)
		DUKE A 0 A_GiveToTarget("Health",100)
		DUKE A 0 ACS_ExecuteAlways(997,0,2)
		DUKE A 0 A_PlaySoundEx("RavagerAttack","Body")
		DUKE A 0 A_SpawnItemEx("RavagerHit",0,0,32)
		Goto DeathAnimAlt
	Death.RavagerBall:
		DUKE A 0 A_GiveToTarget("RavagerGotYa",1)
		DUKE A 0 A_GiveToTarget("KilledJ",1)
		Goto DeathAnimAlt
	Death.Yurei:
		DUKE A 0 A_GiveToTarget("KilledY",1)
		DUKE A 0 A_PlaySoundEx("YureiKill1","Body",0,1)
		DUKE A 0 ACS_ExecuteAlways(997,0,3)
		Goto DeathAnimAlt
	Death.YureiBall:
		DUKE A 0 A_GiveToTarget("Health",10)
		DUKE A 0 A_SpawnItemEx("BallFire")
		Goto Death.SjasScream
	Death.UboaRawrScream:
		Goto DeathAnimAlt
	Death.Misty:
	Death.Whiteface:
		DUKE A 0 A_GiveToTarget("KillBeep",1)
		DUKE A 0 A_GiveInventory("ItemDeath",1)
		DUKE A 0 A_GiveToTarget("KilledMe",1)
		DUKE A 0 A_GiveToTarget("KilledM",1)
		DUKE JJJJJJ 1 A_FadeOut(0.05)
		DUKE A 0 A_PlayerScream
		DUKE KKKKKKLLLLLLMM 1 A_FadeOut(0.05)
		DUKE A 0 A_NoBlocking
		NULL A -1
		Stop
	Death.Clowny:
		DUKE A 0 ACS_ExecuteAlways(997,0,4)
		DUKE A 0 A_GiveToTarget("KilledC",1)
		DUKE A 0 A_GiveToTarget("ClownyAmmo",5)
		Goto DeathAnim
	Death.Mohoph:
		DUKE A 0 A_GiveToTarget("TransDuke",1)
		TNT1 A 0 A_GiveToTarget("MorphAmmo", 1)
		DUKE A 0 A_PlaySoundEx("MohophKill","Body")
		DUKE A 0 ACS_ExecuteAlways(997,0,5)
		Goto DeathAnim
	Death.EmtalicWeak:
		DUKE A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto DeathAnim
	Death.Emtalic:
		DUKE A 0  A_PlaySoundEx("RamSuccess","Body")
		Goto Death.Jitter
	Death.I1:
		DUKE A 0 A_SpawnItemEx("Heart",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		DUKE A 0 A_GiveToTarget("KilledI1",1)
		Goto DeathAnim
	Death.I2:
		DUKE A 0 A_GiveToTarget("KillBeep",1)
		DUKE A 0 A_GiveInventory("ItemDeath",1)
		DUKE A 0 A_GiveToTarget("KilledMe",1)
		DUKE A 0 A_GiveToTarget("KilledI2",1)
		DUKE A 0 A_GiveToTarget("Clip",1)
		DUKE G 0 SetPlayerProperty(0,1,4)
		DUKE G 0 A_Stop
		DUKE 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:
		DUKE A 0 A_GiveToTarget("KillBeep",1)
		DUKE A 0 A_GiveInventory("ItemDeath",1)
		DUKE A 0 A_GiveToTarget("KilledMe",1)
		DUKE A 0 A_GiveToTarget("KilledI3",1)
		DUKE HHHHHH 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		DUKE I 0 A_PlayerScream
		DUKE IIIIII 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		DUKE J 0 A_NoBlocking
		DUKE JJJJJJKKKKKKLLLLLLMMMMMMNNNNNN 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		DUKE OOOOOOO 3 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		DUKE O -1
		Stop
	Death.I4:
		DUKE A 0 A_GiveToTarget("KilledI4",1)
		Goto DeathAnim
	Death.I5:
		DUKE A 0 A_GiveToTarget("KilledI5",1)
		Goto DeathAnim
	Pain.RavagerBall:
		DUKE A 0 ACS_ExecuteAlways(920,0)
		Goto Pain
	Pain.YureiBall:
		DUKE A 0 A_GiveToTarget("Health",10)
		DUKE A 0 A_SpawnItemEx("BallFire")
		Goto Pain
	Pain.Emtalic:
		DUKE A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto Pain
	Pain.EmtalicWeak:
		DUKE 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 DukeStomp : CyborgStomp
{
	DeathSound "DukeStep"
}

Actor NoItemBuffer : Inventory
{
	Inventory.MaxAmount 1
}

Actor SpecialAbility : CustomInventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	+INVENTORY.UNDROPPABLE
	+INVBAR
	States
	{
	Spawn:
		TNT1 A 0
		Stop
	Use:
		TNT1 A 0 A_JumpIfInventory("NoItemBuffer",1,"NoUse")
		TNT1 A 0 A_GiveInventory("CyborgDashcheck",1)
		Fail
	NoUse:
		TNT1 A 0
		Fail
	}
}

Actor DukeFuel : Ammo
{
	Ammo.BackpackAmount 200
	Ammo.BackpackMaxAmount 200
	Inventory.Amount 200
	Inventory.MaxAmount 200
	Inventory.Icon "FUELA0"
	+INVENTORY.IGNORESKILL
	States
	{
	Spawn:
		CELL A -1
		Stop
	}
}

// Weapon codes from Samsara by TerminusEst13 and ijontichy

Actor Duke-Pistol : Weapon
{
	Weapon.SelectionOrder 600
	Weapon.SlotNumber 2
	Weapon.AmmoType "DukePistolReload"
	Weapon.Ammogive 0
	Weapon.AmmoUse 1
	Weapon.AmmoType2 "Pipes"
	Weapon.AmmoGive2 0
	Weapon.AmmoUse2 1	
	Inventory.Icon "DUKEPIST"
	Damagetype "SamDeagle"
	Obituary "%o was surprised with %k's accuracy."
	+WEAPON.NOAUTOAIM
	+WEAPON.NOALERT
	+INVENTORY.UNDROPPABLE
	+Weapon.Ammo_Optional
	Decal "BulletChip"
	States
	{
      Ready:
	    TNT1 A 0 A_JumpIfInventory("CyborgDashCheck",1,"Jetpack")
        DKPS A 0 A_JumpIfInventory("DukePistolReload", 1, 1)
        Goto Reload
		DKPS A 1 A_WeaponReady
	  Goto Ready
      Deselect:
        DKPS AAAA 1 A_Lower
        DKPS A 0 A_Lower
        DKPS A 1 A_Lower
        DKPS A 0 A_Lower
        DKPS A 1 A_Lower
        DKPS A 0 A_Lower
        DKPS A 1 A_Lower
        DKPS A 0 A_Lower
        DKPS A 1 A_Lower
        DKPS A 0 A_Lower
        DKPS A 0 A_Lower
        DKPS A 1 A_Lower
        DKPS A 0 A_Lower
        DKPS A 0 A_Lower
        DKPS A 1 A_Lower
        DKPS A 0 A_Lower
        DKPS A 0 A_Lower
        DKPS A 1 A_Lower
        loop

      Select:
	    DKPS A 0 A_PlaySound("DukePistolUp")
        DKPS A 1 A_Raise
        DKPS A 0 A_Raise
        DKPS A 0 A_Raise
        DKPS A 1 A_Raise
        DKPS A 0 A_Raise
        DKPS A 1 A_Raise
        DKPS A 0 A_Raise
        DKPS A 1 A_Raise
        DKPS A 0 A_Raise
        DKPS A 1 A_Raise
        DKPS A 0 A_Raise
        DKPS AAAAAA 1 A_Raise
        Loop

      Fire:
        DKPS A 0 A_JumpIfInventory("DukePistolReload", 1, 1)
	  Goto Reload
        DKPS A 1 A_WeaponReady(14)
        TNT1 A 0 A_GunFlash
        TNT1 A 0 A_PlayWeaponSound("DukePistol")
        TNT1 A 0 A_FireBullets(2,2,1,6,"DukePuff1")
		TNT1 A 0 A_FireCustomMissile("InvertedRifleCaseSpawn",5,0,8,2)
        DKPS BC 1 BRIGHT A_WeaponReady(14)
        DKPS AAA 1 A_WeaponReady(14)
		DKPS A 0 A_ReFire
        Goto Ready

      Flash:
        TNT1 A 1 A_Light1
        TNT1 A 1 A_Light0
        stop

      Reload:
        TNT1 A 0
        TNT1 A 0 A_PlaySound("duke/reload",7)
        DKPS D 3 A_WeaponReady(14)
        DKPS E 4 A_WeaponReady(14)
        DKPS F 8 A_WeaponReady(14)
        TNT1 A 0 A_GiveInventory("DukePistolReload",12)
        DKPS GH 3 A_WeaponReady(14)
        DKPS ID 2 A_WeaponReady(14)
        DKPS A 2 A_WeaponReady(14)
        Goto Ready
	AltFire:
		DKPS A 1 A_WeaponReady(14)
		DKPL A 1 A_WeaponReady(14)
		DKPL B 1 A_WeaponReady(14)
		DKPL C 1 A_WeaponReady(14)
		DKPL D 1 A_WeaponReady(14)
		DKPL E 1 A_WeaponReady(14)
		DKPL F 1 A_WeaponReady(14)
		DKPL G 1 A_WeaponReady(14)
		DKPB F 3 A_WeaponReady(14)
		DKPB G 3 A_WeaponReady(14)
		DKPB H 4 A_WeaponReady(14)
		TNT1 A 0 A_FireCustomMissile("PipeBomb")
		DKPB I 3 A_WeaponReady(14)
		DKPB J 5 A_WeaponReady(14)
		DKPB K 1 A_WeaponReady(14)
		DKPB L 1 A_WeaponReady(14)
		DKPB M 1 A_WeaponReady(14)
		DKPB N 1 A_WeaponReady(14)
		DKPL G 1 A_WeaponReady(14)
		DKPL F 1 A_WeaponReady(14)
		DKPL E 1 A_WeaponReady(14)
		DKPL D 1 A_WeaponReady(14)
		DKPL C 1 A_WeaponReady(14)
		DKPL B 1 A_WeaponReady(14)
		DKPL A 1 A_WeaponReady(14)
		Goto Ready
	Jetpack:
		DUKP A 0 A_TakeInventory("CyborgDashCheck")
		DUKP A 0 A_JumpIfInventory("DukeFuel",1,2)
		DUKP A 0
		Goto Ready
		DUKP A 0 A_JumpIfInventory("Jett",1,"Stops")
		DUKP A 0 A_PlayWeaponSound("DukeJetLoad")
		DKPS A 20 A_WeaponReady(14)
		DUKP A 0 A_PlayWeaponSound("DukeJetStart")
		DUKP A 0 A_GiveInventory("Jett",1)
		DKPS A 30 A_WeaponReady(14)
		Goto Ready
	Stops:
		DUKP A 0 SetPlayerProperty(0,0,3)
		TNT1 A 0 A_TakeInventory("Jett",999)
		DKPS A 20 A_WeaponReady(14)
		Goto Ready
	}
}

Actor DukePuff1 : BulletPuff2
{
	DamageType "SamDeagle"
}

Actor Jett : Inventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	States
	{
	Spawn:
		TNT1 A 1
		Loop
	}
}

actor DukePistolReload : Ammo
{
    inventory.amount 1
    inventory.maxamount 12
	inventory.icon "CLIPA0"
    states
    {
      Spawn:
        TNT1 A 35
        stop
    }
}


Actor Duke-Shotgun : Weapon
{
	Weapon.SelectionOrder 100
	Weapon.SlotNumber 3
	Weapon.AmmoType "DukeAmmo"
	Weapon.AmmoGive 0
	Weapon.AmmoUse 1
	Weapon.AmmoType2 "Pipes"
	Weapon.AmmoGive2 0
	Weapon.AmmoUse2 1
	Inventory.Icon "DUKESHOT"
	Obituary "%o got owned by %k's mega boomstick."
	+WEAPON.NOAUTOAIM
	+WEAPON.NOALERT
	+INVENTORY.UNDROPPABLE
	Decal "BulletChip"
	States
	{
	Select:
      Ready:
	    TNT1 A 0 A_JumpIfInventory("CyborgDashCheck",1,"Jetpack")
        DKXS A 1 A_WeaponReady
        Loop

      Deselect:
        DKXS AAAA 1 A_Lower
        DKXS A 0 A_Lower
        DKXS A 1 A_Lower
        DKXS A 0 A_Lower
        DKXS A 1 A_Lower
        DKXS A 0 A_Lower
        DKXS A 1 A_Lower
        DKXS A 0 A_Lower
        DKXS A 1 A_Lower
        DKXS A 0 A_Lower
        DKXS A 0 A_Lower
        DKXS A 1 A_Lower
        DKXS A 0 A_Lower
        DKXS A 0 A_Lower
        DKXS A 1 A_Lower
        DKXS A 0 A_Lower
        DKXS A 0 A_Lower
        DKXS A 1 A_Lower
        loop

      Select:
	    DKXS A 0 A_PlaySound("DukeShotgunUp")
        DKXS A 1 A_Raise
        DKXS A 0 A_Raise
        DKXS A 0 A_Raise
        DKXS A 1 A_Raise
        DKXS A 0 A_Raise
        DKXS A 1 A_Raise
        DKXS A 0 A_Raise
        DKXS A 1 A_Raise
        DKXS A 0 A_Raise
        DKXS A 1 A_Raise
        DKXS A 0 A_Raise
        DKXS AAAAAA 1 A_Raise
        Loop

      Fire:
        DKXS A 2 BRIGHT A_WeaponReady(14)
		DKXS A 0 A_FireBullets(6,6,8,4,"DukeExplosiveShotgunPuff",1)	
		DKXS A 0 A_GunFlash
        TNT1 A 0 A_AlertMonsters
        DKXS A 0 A_PlayWeaponSound("DukeShotgunF")
        DKXS ABCDEA 1 BRIGHT A_WeaponReady(14)
        DKXS F 1 A_WeaponReady(14)
        DKXS A 0 A_CheckReload
        DKXS GHI 2 A_WeaponReady(14)
        DKXS JK 2 A_WeaponReady(14)
        DKXS K 1 A_WeaponReady(14)
        DKXS E 0
        DKXS LMN 1 A_WeaponReady(14)
        TNT1 A 0 A_FireCustomMissile("Shotguncasing",0,0,3,3)
        DKXS NMLK 1 A_WeaponReady(14)
        DKXS KKJJIIHHGGFFF 1 A_WeaponReady(14)
        DKXS A 4 A_WeaponReady(14) 
        TNT1 A 0 A_Refire
        Goto Ready

      Flash:
        TNT1 A 1 A_Light1
        TNT1 A 0
        TNT1 A 1 A_Light0
        stop

	AltFire:
		DKXS A 1 A_WeaponReady(14)
		DKXS A 1 A_WeaponReady(14)
		DKXS A 1 A_WeaponReady(14)
		DKXS A 1 A_WeaponReady(14)
		DKXS A 1 A_WeaponReady(14)
		DKXS A 1 A_WeaponReady(14)
		DKXS A 1 A_WeaponReady(14)
		DKXS A 1 A_WeaponReady(14)
		DKPB F 3 A_WeaponReady(14)
		DKPB G 3 A_WeaponReady(14)
		DKPB H 4 A_WeaponReady(14)
		TNT1 A 0 A_FireCustomMissile("PipeBomb")
		DKPB I 3 A_WeaponReady(14)
		DKPB J 5 A_WeaponReady(14)
		DKPB K 1 A_WeaponReady(14)
		DKPB L 1 A_WeaponReady(14)
		DKPB M 1 A_WeaponReady(14)
		DKPB N 1 A_WeaponReady(14)
		DKXS A 1 A_WeaponReady(14)
		DKXS A 1 A_WeaponReady(14)
		DKXS A 1 A_WeaponReady(14)
		DKXS A 1 A_WeaponReady(14)
		DKXS A 1 A_WeaponReady(14)
		DKXS A 1 A_WeaponReady(14)
		DKXS A 1 A_WeaponReady(14)
		Goto Ready
	Jetpack:
		DUKS A 0 A_TakeInventory("CyborgDashCheck")
		DUKS A 0 A_JumpIfInventory("DukeFuel",1,2)
		DUKS A 0
		Goto Ready
		DUKS A 0 A_JumpIfInventory("Jett",1,"Stops")
		DUKS A 0 A_PlayWeaponSound("DukeJetLoad")
		DKXS A 20 A_WeaponReady(14)
		DUKS A 0 A_PlayWeaponSound("DukeJetStart")
		DUKS A 0 A_GiveInventory("Jett",1)
		DKXS A 30 A_WeaponReady(14)
		Goto Ready
	Stops:
		DUKS A 0 SetPlayerProperty(0,0,3)
		TNT1 A 0 A_TakeInventory("Jett",999)
		DKXS A 20 A_WeaponReady(14)
		Goto Ready
	}
}

ACTOR DukeExplosiveShotgunPuff : BulletPuff2
{
    Renderstyle Add
    Alpha 0.9
	DamageType "fire2"
    Scale 0.5
    VSpeed 0
	-SOLID
	+PUFFONACTORS
	+ALWAYSPUFF
	+PUFFGETSOWNER
	+FORCERADIUSDMG
    States
    {
    Spawn:
	Melee:
	Crash:
	   TNT1 A 0
       TNT1 A 1 A_PlaySound("Duke/SGXplode")
	   TNT1 A 0 A_Explode(5,100)
	   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("ExplosiveFireSpark",0,0,Random(-200,200),2,Random(-200,200))
       TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("ExplosiveFireSpark2",0,0,Random(-100,100),2,Random(-100,100))
       DKSX ABCDEFGH 2 BRIGHT
	   DKSX IJKLMNOPQ 1 BRIGHT
       stop
   }
}

actor ExplosiveFireSpark
{
    health 5
    radius 1
    height 1
    Speed 10
    Scale 0.2
    Gravity 0.7
    PROJECTILE
    +NOBLOCKMAP
    +DONTSPLASH
    +RANDOMIZE
    -NOGRAVITY
    -SOLID
    +WINDTHRUST
    +CLIENTSIDEONLY
    States
    {
      Spawn:
        DXSK A 1 BRIGHT A_FadeOut(0.01)
        loop
    }
}

actor ExplosiveFireSpark2 : ExplosiveFireSpark
{
Speed 7
Gravity 0.75
scale 0.35
}


Actor DukeAmmo : Ammo
{
	Inventory.Icon "SHELA0"
	Inventory.Amount 50
	Inventory.MaxAmount 50
	Ammo.BackPackAmount 50
	Ammo.BackPackMaxAmount 50
	+INVENTORY.IGNORESKILL
	States
	{
	Spawn:
		TNT1 A -1
		Stop
	}
}

Actor Duke-Kicks: Weapon
{
	Weapon.SelectionOrder 1500
	Weapon.SlotNumber 1
	Weapon.AmmoType2 "Pipes"
	Weapon.AmmoGive2 0
	Weapon.AmmoUse2 1
	Inventory.Icon "DUKEKICK"
	+WEAPON.NOAUTOAIM
	+WEAPON.NOALERT
	+INVENTORY.UNDROPPABLE
	States
	{
	Select:
	    TNT1 A 0 ACS_ExecuteAlways(725, 0, 0)
		KNUX AAAAAAAAAAAAAAA 1 A_Raise
		KNUX BC 3
		TNT1 A 0 A_PlayWeaponSound("DukeKnuckle")
		KNUX D 6
		KNUX CB 3
		KNUX AAAA 1 A_Raise
		Goto Ready
	Ready:
		TNT1 A 0 A_JumpIfInventory("CyborgDashCheck",1,"Jetpack")
		TNT1 A 1 A_WeaponReady
		Loop
	Deselect:
	    TNT1 A 0 ACS_ExecuteAlways(725, 0, 1)
		KNUK A 0 A_TakeInventory("Kicking",999)
		TNT1 A 1 A_Lower
		Goto Deselect+1
	Fire:
		KNUK A 0 A_GiveInventory("Kicking",1)
		DKBT A 8
		DKBT B 7 A_FireCustomMissile("DukeKick")
		BOOT A 0 A_ReFire
		DKBT A 6
		Goto Ready
	AltFire:
		KNUK A 0 A_TakeInventory("Kicking",999)
		TNT1 A 3
		DKPB F 3 A_WeaponReady(14)
		DKPB G 3 A_WeaponReady(14)
		DKPB H 4 A_WeaponReady(14)
		TNT1 A 0 A_FireCustomMissile("PipeBomb")
		DKPB I 3 A_WeaponReady(14)
		DKPB J 5 A_WeaponReady(14)
		DKPB K 1 A_WeaponReady(14)
		DKPB L 1 A_WeaponReady(14)
		DKPB M 1 A_WeaponReady(14)
		DKPB N 1 A_WeaponReady(14)
		TNT1 A 3
		Goto Ready
	JetPack:
		KNUK A 0 A_TakeInventory("CyborgDashCheck")
		KNUK A 0 A_JumpIfInventory("DukeFuel",1,2)
		KNUK A 0
		Goto Ready
		KNUK A 0 A_JumpIfInventory("Jett",1,"Stops")
		KNUK A 0 A_PlayWeaponSound("DukeJetLoad")
		TNT1 A 20
		KNUK A 0 A_PlayWeaponSound("DukeJetStart")
		KNUK A 0 A_GiveInventory("Jett",1)
		TNT1 A 30
		Goto Ready
	Stops:
		KNUK A 0 SetPlayerProperty(0,0,3)
		TNT1 A 30 A_TakeInventory("Jett",999)
		Goto Ready
	}
}

Actor Pipes : Ammo
{
	Inventory.Icon "PIPEBOMB"
	Inventory.Amount 10
	Inventory.MaxAmount 10
	Ammo.BackPackAmount 10
	Ammo.BackPackMaxAmount 10
	+INVENTORY.IGNORESKILL
	States
	{
	Spawn:
		TNT1 A -1
		Stop
	}
}

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

Actor PipeBomb
{
	Radius 7
	Height 5
	Obituary "%k thought %o needed a plumber."
	Speed 14
	Scale 0.34
	BounceCount 2
	BounceFactor 0.5
	ReactionTime 5
	DamageType "Grenade"
	PROJECTILE
	+BOUNCEONACTORS
	+DOOMBOUNCE
	+SEEKERMISSILE
	- NOGRAVITY
	+CANBOUNCEWATER
	+SKYEXPLODE
	States
	{
	Spawn:
		PBMB D 0
		PBMB D 0 ThrustThingZ(0,20,0,1)
		PBOM AAAAAA 2
		PBMB D 0 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,141)
		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:
		PBMB D 0 A_SpawnItemEx("GrenadeExplosion",0,0,0,0,0,0,0,128,0)
		PBOM A 1 A_Explode(130,100,1)
		Stop
	}
}

Actor DukeKick : CreeperAttack
{
	Damage (100)
	Radius 9
	DamageType "Ice2"
	Obituary "%k kicked %o's ass."
	States
	{
	XDeath:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		Goto Death
	Death:
		TNT1 A 0 A_PlaySound("DukeKick")
		Stop
	}
}