Actor Dutch : PlayerPawn
 { 
 +NOSKIN
 +NOICEDEATH
 +NODAMAGETHRUST
 +QUICKTORETALIATE
 +GHOST
  scale 1.0
  Health 150
  Player.Maxhealth 150
  Player.WeaponSlot 1, DutchMagnum
  Player.WeaponSlot 2, DutchShotgun
  Player.StartItem "DutchMagnum", 1
  Player.StartItem "DutchShotgun", 1
  Player.StartItem "IsHuman", 1
  Player.StartItem "Screamer", 0
  Player.StartItem "DutchSGAmmo", 12
  Player.StartItem "DutchBackupAmmo", 72
  Player.StartItem "DutchMagnumTotalAmmo", 6
  Player.StartItem "DutchMagnumAmmo", 6
  Player.StartItem "GreenArmor", 1
  Player.ColorRange 112, 127
  Player.DisplayName "Dutch"
  Player.SoundClass "Dutch"
  Player.ScoreIcon "DUTCHST"
  LimitedToTeam 0
   Damagefactor "AntiAirbolt", 0.0
  Damagefactor "Sentinel", 0.0
  Damagefactor "Justicar", 1.2
  Damagefactor "Fleshbent", 1.0
  Damagefactor "Sentinel", 0.0
  Damagefactor "normal", 1.0
  Damagefactor "ZombieIce", 1.1
  Damagefactor "ZombiePoison", 2.0
  Damagefactor "GraveStalkerLure", 2.0
  Damagefactor "MechPewPews", 0.0
  Damagefactor "MacheteSlicerino", 0.0
  Damagefactor "GasterSmokeHurt", 0.0
  Damagefactor "StrifeSuit", 0.0
  mass 700
  Speed 0.9
  PainChance 256
  States
  {
  Spawn:
	DUTC A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
    DUTC A 17 Setplayerproperty(0,0,0)
	DUTC A 0 A_GiveInventory("Clip", 5)
    Loop
  See:
	DUTC A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
	DUTC A 0 A_JumpIfHealthlower(75,"INeedHealingSee")
    DUTC A 5
    DUTC B 5 A_SpawnItemEx ("DutchStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
    DUTC C 5
    DUTC D 5 A_SpawnItemEx ("DutchStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
    Goto Spawn  
  INeedHealingSee:
	DUTC A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
	DUTC A 0 A_SpawnItemEx("INeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
    DUTC A 5
    DUTC B 5 A_SpawnItemEx ("DutchStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
    DUTC C 5
    DUTC D 5 A_SpawnItemEx ("DutchStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
    Goto Spawn
  Missile:
	DUTC F 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
    DUTC F 6 Bright
    Goto Spawn
  Melee:
	DUTC F 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
    DUTC F 6 Bright
    Goto Spawn
	Pain.TeleOtherPlant:
	TNT1 A 0 A_GiveInventory("TeleOtherPlanted",1)
	Goto Pain
	Pain.TeleOtherActivateDamage:
	TNT1 A 0 A_JumpIfInventory("TeleOtherPlanted",1,"TeleOtherSend")
	Goto Pain
	TeleOtherSend:
	TNT1 A 0 A_TakeInventory("TeleOtherPlanted",1)
	TNT1 A 0 A_PlaySound("TeleOther/activate",CHAN_7,1)
	TNT1 A 0 A_SpawnItem("TeleOtherFog")
	TNT1 A 0 ACS_ExecuteAlways(466,0,2)
	DUTC 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)
	DUTC G 1 A_PlaySound("Gibbage/XSplat")
	NULL A 0 A_PlaySound("gibbage/playergib") 
	NULL A 0 A_NoBlocking 
	NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, 33, 160, 0)
	NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, -33, 160, 0)
	NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)
	NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)
	NULL A 1 A_SpawnItemEx("GIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
	NULL A -1
	Stop
	TeleOtherSplode:
	TNT1 A 0 A_TakeInventory("TeleOtherPlanted",1)
	TNT1 A 0 A_PlaySound("TeleOther/activate",CHAN_7,1)
	TNT1 A 0 A_SpawnItem("TeleOtherFog")
	TNT1 A 0 ACS_ExecuteAlways(466,0,2)
	TNT1 A 0 A_GiveToTarget("KilledMe",1)
	DUTC G 1 A_PlaySound("Gibbage/XSplat")
	TNT1 A 0 A_PlaySound("TeleOther/activate",CHAN_6,1)
	TNT1 A 0 A_SpawnItem("TeleOtherFog")
	NULL A 0 A_PlaySound("gibbage/playergib") 
	NULL A 0 A_NoBlocking 
	NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, 33, 160, 0)
	NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, -33, 160, 0)
	NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)
	NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)
	NULL A 1 A_SpawnItemEx("GIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
	NULL A -1
	Stop
  Pain.Choke:
	TNT1 A 0 A_GiveToTarget("Health",2)
	TNT1 A 0 A_GiveToTarget("ChokeCharging",1)
	Goto Pain
  Pain.JusticarSpike:
	TNT1 A 0 ACS_NamedExecuteAlways("ChangeActivator",0)
	TNT1 A 0 A_GiveToTarget("Health",2)
  Pain:
	DUTC G 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
    DUTC G 4
    DUTC G 4 A_Pain
    Goto Spawn
	Pain.LoonaClawing:
	TNT1 A 0 A_GiveToTarget("Health",8)
	DUTC G 20 Setplayerproperty(0,1,0)
	DUTC 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",7)
	DUTC G 20 Setplayerproperty(0,1,0)
	DUTC 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)
	DUTC G 20 Setplayerproperty(0,1,0)
	DUTC G 2 Setplayerproperty(0,0,0)
	Goto Spawn
	Death.LoonaClawing:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",50)
	Goto Death.Jitter
	Death.LoonaClawingLightSFX:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitLight",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",50)
	Goto Death.Jitter
	Death.LoonaClawingHeavySFX:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",50)
	Goto Death.Jitter
	Pain.GloomWatcherLure:
	TNT1 A 0 ACS_ExecuteAlways(134)
	TNT1 A 0 A_Playsound("GloomWatcher/FeintAttack",CHAN_7)
	Goto pain
	Death.GloomWatcherlure:
	TNT1 A 0 ACS_ExecuteAlways(134)
	TNT1 A 0 A_Playsound("GloomWatcher/FeintAttack",CHAN_7)
	Goto Death.Jitter
	GloomDeath:
	TNT1 A 1 Damagething(99999,18)
	Goto Death
	Death.Fleshbent:
	TNT1 A 0 A_GiveToTarget("TentacleAmmo",2)
	TNT1 A 0 A_GiveToTarget("Soulscepter1",15)
	TNT1 A 0 A_GiveToTarget("Soulscepter2",50)
	Goto Death.Jitter
	Pain.BastetClawing:
		TNT1 A 0 A_GiveToTarget("Health",4)
		Goto Pain
	Pain.BastetClawingLightSFX:
		TNT1 A 0 A_PlaySound("Bastet/ClawHitLight",CHAN_5)
		TNT1 A 0 A_GiveToTarget("Health",3)
		Goto Pain
	Pain.BastetClawingHeavySFX:
		TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_5)
		TNT1 A 0 A_GiveToTarget("Health",6)
		Goto Pain
	Pain.Sickle:
		TNT1 A 0 ACS_NamedExecuteAlways("ChangeActivator",0)
	Pain.Wendigo:
		TNT1 A 0 A_PlaySound("RAVEN1",CHAN_5)
		TNT1 A 0 A_SpawnItemEx ("GIB4", 0, 0, random(0,42), 0, 0, random(2,4), random(0,360), 128)
		TNT1 A 0 A_SpawnItemEx ("GIB4", 0, 0, random(0,42), 0, 0, random(2,4), random(0,360), 128)
		Goto Pain
	Pain.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:
    DUTC G 0 A_Pain
	DUTC G 0 A_GiveToTarget("health",5)
	DUTC G 40 Setplayerproperty(0,1,0)
	DUTC G 2 Setplayerproperty(0,0,0)
	Goto Spawn
  Death.Creeper:
	DUTC A 0 A_PlaySoundEx("creeperattack", "Body")
	TNT1 A 0 A_GiveToTarget("GhoulAmmo",1)
	DUTC A 0 A_SpawnItemEx("CreeperPopUp",0,0,10)
	DUTC A 0 A_GiveToTarget("Creeperheal",1)
    DUTC A 0 ACS_ExecuteAlways(997,0,1)
	goto DeathAnimAlt
  Death.Creepstun:
	DUTC A 0 A_GiveToTarget("Unlock13",1)
	DUTC A 0 A_GiveToTarget("CreepGotya",1)
	goto DeathAnimAlt
  Death.SjasScream:
  Death.FrostbiteWind:
  Death.EmtalicSaw:
  Death.LichFire:
    DUTC A 0 A_GiveToTarget("KilledJ",1)
    Goto DeathAnim
  Death:
  DeathAnim:
    DUTC A 0 A_GiveToTarget("KillBeep",1)
	DUTC A 0 A_GiveInventory("ItemDeath",1)
	DUTC A 0 A_TakeInventory("KilledCount",999)
    DUTC A 0 A_GiveToTarget("KilledMe",1)
    DUTC A 0 A_GiveToTarget("KilledDutch",1)
    DUTC H 8
    DUTC I 8 A_PlayerScream
    DUTC J 8 A_NoBlocking
    DUTC KLM 8
    DUTC N -1
    Stop
  DeathAnimAlt:
    DUTC A 0 A_GiveToTarget("KillIndicator",1)
	DUTC A 0 A_GiveInventory("ItemDeath",1)
	DUTC A 0 A_TakeInventory("KilledCount",999)
    DUTC A 0 A_GiveToTarget("KilledMe",1)
    DUTC A 0 A_GiveToTarget("KilledDutch",1)
    DUTC H 8
    DUTC I 8 A_PlayerScream
    DUTC J 8 A_NoBlocking
    DUTC KLM 8
    DUTC N -1
    Stop
	Death.GhoulChainSaw:
	TNT1 A 0 A_GiveToTarget("Health",50)
	TNT1 A 0 A_GiveToTarget("BearTarpsAmmo",1)
	TNT1 A 0 A_GiveToTarget("SawyerRageammo",10)
	TNT1 A 0 A_GiveToTarget("DUMMY_SawyerBloodyChainsaw", 1)
	Goto Death.Jitter
	Death.BastetClawing:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",30)
	Goto Death.Jitter
	Death.BastetClawingLightSFX:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitLight",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",30)
	Goto Death.Jitter
	Death.BastetClawingHeavySFX:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",30)
	Goto Death.Jitter
	Death.Choke:
		TNT1 A 0 A_GiveToTarget("Health",25)
		TNT1 A 0 A_GiveToTarget("ChokeCharging",40)
	Goto Death.Jitter
	Death.JusticarSpike:
		TNT1 A 0 A_GiveToTarget("Health",15)
	Goto Death.Jitter
	Death.Sinistar:
		TNT1 A 0 A_GiveToTarget("SiniPrimary",1)
	Goto Death.Jitter
	Death.MapGibber:
		TNT1 A 0 A_PlaySound("car/hit",chan_auto)
	Death.MapGibber2:
  Death.Jitter:
	DUTC A 0 A_GiveToTarget("KillBeep",1)
	DUTC A 0 A_GiveInventory("ItemDeath",1)
    DUTC A 0 A_GiveToTarget("Crunched",1)
	DUTC A 0 A_GiveToTarget("KilledMe",1)
	DUTC A 0 A_GiveToTarget("KilledDutch",1)
	DUTC G 1 A_PlaySound("gibbage/xsplat")
	NULL A 0 A_PlaySound("gibbage/playergib") 
	NULL A 0 A_NoBlocking 
	NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, 33, 160, 0)
	NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, -33, 160, 0)
	NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)
	NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)
	NULL A 1 A_SpawnItemEx("GIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
	NULL A -1
	Stop
  Death.JitterAlt:
	DUTC A 0 A_GiveToTarget("KillIndicator",1)
	DUTC A 0 A_GiveInventory("ItemDeath",1)
    DUTC A 0 A_GiveToTarget("Crunched",1)
	DUTC A 0 A_GiveToTarget("KilledMe",1)
	DUTC A 0 A_GiveToTarget("KilledDutch",1)
	DUTC G 1 A_PlaySound("gibbage/xsplat")
	NULL A 0 A_PlaySound("gibbage/playergib") 
	NULL A 0 A_NoBlocking 
	NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, 33, 160, 0)
	NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, -33, 160, 0)
	NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)
	NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)
	NULL A 1 A_SpawnItemEx("GIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
	NULL A -1
	Stop
	Death.Harvester:
		TNT1 A 0 A_GiveToTarget("SoulHarvesterFragment",1)
		TNT1 A 0 A_GiveToTarget("KilledJ",1)
		Goto Death.Jitter
	Death.HarvesterRock:
		TNT1 A 0 ACS_NamedExecute("SilverFieldsBell",55)
		Goto DeathAnim
	Death.HarvesterAlt:
		TNT1 A 0 A_GiveToTarget("Crunched2",1)
		TNT1 A 0 ACS_NamedExecute("SilverFieldsBell",55)
		Goto Death.Jitter
  Death.Ravager:
		DUTC A 0 A_GiveToTarget("KilledR",1)
		DUTC A 0 A_GiveToTarget("Health",100)
		DUTC A 0 ACS_ExecuteAlways(997,0,2)
		DUTC A 0 A_PlaySoundEx("RavagerAttack","Body")
		DUTC A 0 A_SpawnItemEx("RavagerHit",0,0,32)
		Goto DeathAnimAlt
	Death.RavagerBall:
		DUTC A 0 A_GiveToTarget("RavagerGotYa",1)
		DUTC A 0 A_GiveToTarget("KilledJ",1)
		Goto DeathAnimAlt
	Death.Yurei:
		DUTC A 0 A_GiveToTarget("KilledY",1)
		DUTC A 0 A_PlaySoundEx("YureiKill1","Body",0,1)
		DUTC A 0 ACS_ExecuteAlways(997,0,3)
		Goto DeathAnimAlt
	Death.YureiBall:
		DUTC A 0 A_GiveToTarget("Health",10)
		DUTC A 0 A_SpawnItemEx("BallFire")
		Goto Death.SjasScream
	Death.UboaRawrScream:
		Goto DeathAnimAlt
	Death.Misty:
	Death.Whiteface:
		DUTC A 0 A_GiveToTarget("KillBeep",1)
		DUTC A 0 A_GiveInventory("ItemDeath",1)
		DUTC A 0 A_GiveToTarget("KilledMe",1)
		DUTC A 0 A_GiveToTarget("KilledM",1)
		DUTC HHHH 2 A_FadeOut(0.1)
		DUTC A 0 A_PlayerScream
		DUTC IIIIJJ 2 A_FadeOut(0.1)
		DUTC A 0 A_NoBlocking
		NULL A -1
		Stop
	Death.Clowny:
		DUTC A 0 ACS_ExecuteAlways(997,0,4)
		DUTC A 0 A_GiveToTarget("KilledC",1)
		DUTC A 0 A_GiveToTarget("ClownyAmmo",5)
		Goto DeathAnim
	Death.Mohoph:
		TNT1 A 0 A_GiveToTarget("MorphAmmo", 1)
		DUTC A 0 A_GiveToTarget("TransDutch",1)
		DUTC A 0 A_PlaySoundEx("MohophKill","Body")
		DUTC A 0 ACS_ExecuteAlways(997,0,5)
		Goto DeathAnim
	Death.EmtalicWeak:
		DUTC A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto DeathAnim
	Death.Emtalic:
		DUTC A 0  A_PlaySoundEx("RamSuccess","Body")
		Goto Death.Jitter
	Death.I1:
		DUTC A 0 A_SpawnItemEx("Heart",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		DUTC A 0 A_GiveToTarget("KilledI1",1)
		Goto DeathAnim
	Death.I2:
		DUTC A 0 A_GiveToTarget("KillBeep",1)
		DUTC A 0 A_GiveInventory("ItemDeath",1)
		DUTC A 0 A_GiveToTarget("KilledMe",1)
		DUTC A 0 A_GiveToTarget("KilledI2",1)
		DUTC A 0 A_GiveToTarget("Clip",1)
		DUTC G 0 SetPlayerProperty(0,1,4)
		DUTC G 0 A_Stop
		DUTC 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:
		DUTC A 0 A_GiveToTarget("KillBeep",1)
		DUTC A 0 A_GiveInventory("ItemDeath",1)
		DUTC A 0 A_GiveToTarget("KilledMe",1)
		DUTC A 0 A_GiveToTarget("KilledI3",1)
		DUTC HHHHHHHH 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		DUTC I 0 A_PlayerScream
		DUTC IIIIIIII 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		DUTC J 0 A_NoBlocking
		DUTC JJJJJJJJKKKKKKKKLLLLLLLLMMMMMMMM 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		DUTC NNNNNNN 3 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		DUTC N -1
		Stop
	Death.I4:
		DUTC A 0 A_GiveToTarget("KilledI4",1)
		Goto DeathAnim
	Death.I5:
		DUTC A 0 A_GiveToTarget("KilledI5",1)
		Goto DeathAnim
	Pain.RavagerBall:
		DUTC A 0 ACS_ExecuteAlways(920,0)
		Goto Pain
	Pain.YureiBall:
		DUTC A 0 A_GiveToTarget("Health",10)
		DUTC A 0 A_SpawnItemEx("BallFire")
		Goto Pain
	Pain.Emtalic:
		DUTC A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto Pain
	Pain.EmtalicWeak:
		DUTC 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 DutchStomp : CyborgStomp
{
	DeathSound "DutchStep"
}

actor DutchMagnum : Weapon
{
  Inventory.PickupMessage "You got the Power Nailgun!"
  Inventory.PickupSound "misc/w_pkup"
  Inventory.icon "TNT1A0"
  Obituary "%o danced too slow for %k's aim."
  Weapon.AmmoUse1 1
  Weapon.AmmoUse2 0
  Weapon.BobStyle Inversesmooth
  Weapon.Bobspeed 1.5
  Weapon.AmmoType1 "DutchMagnumAmmo"
  Weapon.AmmoType2 "DutchMagnumTotalAmmo"
  States
  {
  Spawn:
    DUMA A -1
    Loop
  Ready:
	DUMA A 0 A_JumpIfInventory("DutchMagnumAmmo",1,1)
	Goto Reload
    DUMA A 5 A_WeaponReady
    Loop
  Deselect:
    DUMA A 1 A_Lower
    Goto Deselect
  Select:
    DUMA A 1 A_Raise
    Goto Select
  Fire:
	DUMA A 0 A_JumpIfInventory("DutchMagnumAmmo",1,1)
	DUMA A 0 A_Playweaponsound("Dutch/MagnumFire")
    DUMA B 1 Bright A_FireBullets(0, 0, 1, 15, "DutchMagnumPuff")
	DUMA BPQ 1 Bright
    DUMA CDE 1
	DUMA FGH 3
	DUMA H 1
	DUMA KLMNO 1
    Goto Ready
	Altfire:
  Reload:
	TNT1 A 0 A_JumpIfInventory("DutchMagnumAmmo", 6, "Ready")
    DUMA CDE 2
	DUMA A 0 A_PlaySound ("MAGUNLOA")
    DUMA FGH 2
	DUMA IJ 6
	DUMA IJ 3 
	DUMA IJ 0 A_PlaySound("DSMLOAD",CHAN_WEAPON)
	DUMA J 0 A_FireCustomMissile("RifleCaseSpawn",0,0,13,-4)
	DUMA IJ 3
	DUMA IJ 0 A_PlaySound("DSMLOAD",CHAN_WEAPON)
	DUMA J 0 A_FireCustomMissile("RifleCaseSpawn",0,0,13,-4)
	DUMA IJ 3 
	DUMA IJ 0 A_PlaySound("DSMLOAD",CHAN_WEAPON)
	DUMA J 0 A_FireCustomMissile("RifleCaseSpawn",0,0,13,-4)
	DUMA IJ 3 
	DUMA IJ 0 A_PlaySound("DSMLOAD",CHAN_WEAPON)
	DUMA J 0 A_FireCustomMissile("RifleCaseSpawn",0,0,13,-4)
	DUMA IJ 3 
	DUMA IJ 0 A_PlaySound("DSMLOAD",CHAN_WEAPON)
	DUMA J 0 A_FireCustomMissile("RifleCaseSpawn",0,0,13,-4)
	DUMA IJ 3 
	DUMA IJ 0 A_PlaySound("DSMLOAD",CHAN_WEAPON)
	DUMA J 0 A_FireCustomMissile("RifleCaseSpawn",0,0,13,-4)
	DUMA JIH 2
    DUMA A 0 A_PlaySound ("MAGLOAD")
    DUMA GFEDC 3
    DUMA B 0 A_GiveInventory("DutchMagnumAmmo",6)
    Goto Ready
  }
}


Actor DutchMagnumPuff : BulletPuff2
{
	DamageType "DutchMagnum"
	+HITTRACER
States
{
  Spawn:
	PUFF A 0
    PUFF A 4 bright A_PlaySound("puff/TSRIC")
    PUFF B 4
    // Intentional fall-through
  Melee:
    PUFF CD 4
    stop
	XDeath:
	TNT1 A 0 A_JumpIfInventory("IsGhoul",1,"Hit",AAPTR_Tracer)
	TNT1 A 0 A_PlaySound("wolfen/hitflesh")
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
	TNT1 A 1
	Stop
	Hit:
	TNT1 A 0 A_PlaySound("wolfen/hitflesh")
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
	TNT1 A 0 A_GiveToTarget("DutchMagnumAmmo",1)
	TNT1 A 1
	Stop
}
}

actor DutchMagnumAmmo : Ammo
{
inventory.amount 6
inventory.maxamount 6
}

actor DutchMagnumTotalAmmo : Ammo
{
inventory.amount 6
inventory.maxamount 6
}

actor DutchSGAmmo : Ammo
{
inventory.amount 12
inventory.maxamount 12
}

ACTOR InsertedBackupAmmo : Inventory
{
inventory.amount 0
inventory.maxamount 72
}

actor DutchBackupAmmo : Ammo
{
inventory.amount 72
inventory.maxamount 72
}


actor DutchShotgun : Weapon
{
  Inventory.icon "TNT1A0"
  Weapon.BobStyle Inversesmooth
  Weapon.Bobspeed 1.0
  Obituary "%o couldn't take %k's pressure."
  Weapon.AmmoUse1 1
  Weapon.AmmoUse2 0
  Weapon.AmmoType1 "DutchSGAmmo"
  Weapon.Ammotype2 "DutchBackupAmmo"
  +AMMO_OPTIONAL
  States
  {
  Spawn:
    CSHG A -1
    Loop
  Ready:
    CSHG A 5 A_WeaponReady
    Loop
  Deselect:
    CSHG A 1 A_Lower
    Goto Deselect
  Select:
    CSHG A 1 A_Raise
    Goto Select
  Fire:
	CHHG A 0 A_JumpIfNoAmmo("DryFire")
	CHHG B 0 A_FireCustomMissile("DutchSGBullet",frandom(-9,9),0,0,0,0,random(-2,2))
	CHHG B 0 A_FireCustomMissile("DutchSGBullet",frandom(-9,9),0,0,0,0,random(-2,2))
	CHHG B 0 A_FireCustomMissile("DutchSGBullet",frandom(-9,9),0,0,0,0,random(-2,2))
	CHHG B 0 A_FireCustomMissile("DutchSGBullet",frandom(-9,9),0,0,0,0,random(-2,2))
	CHHG B 0 A_FireCustomMissile("DutchSGBullet",frandom(-9,9),0,0,0,0,random(-2,2))
	CHHG B 0 A_FireCustomMissile("DutchSGBullet",frandom(-9,9),0,0,0,0,random(-2,2))
	CHHG B 0 A_FireCustomMissile("DutchSGBullet",frandom(-9,9),0,0,0,0,random(-2,2))
	CHHG B 0 A_TakeInventory("DutchSGAmmo",1)
	CHHG B 0 A_Playweaponsound("DutchShotgun/Fire")
	CHHG A 0 A_FireCustomMissile("Shotguncasing",0,0,1)
    CSHG B 1 bright offset(0, 38) A_Light(1)
    CSHG B 1 bright offset(0, 38)
    CSHG C 1 bright offset(0, 37)
    CSHG C 1 bright offset(0, 37) A_Light(2)
    CSHG D 1 bright offset(0, 36)
    CSHG D 1 bright offset(0, 36)
    CSHG D 1 offset(0, 35) A_Light(0)
    CSHG A 1 offset(0, 35)
    CSHG A 1 offset(0, 34)
    CSHG A 1 offset(0, 33)
    CSHG A 1 offset(0, 32)
    Goto Ready
	  DryFire:
      CSHG A 10 A_PlaySound("weapons/dryfire")
      Goto Reload
	Altfire:
  Reload:
	CSHR A 0 A_JumpIfInventory("InsertedBackupAmmo", 72, "ChuckClickers2")
	TNT1 A 0 A_JumpIfInventory("DutchSGAmmo", 12, "Ready")
	CSHR A 0 A_JumpIfInventory("DutchBackupAmmo", 1, 1)
	Goto Ready
    CSHR ABCDEFG 2
	CSHR A 0 A_PlaySound ("DutchShotgun/InsertShell",CHAN_ITEM)
    CSHR HIJKLMNOPQRS 2
	CSHR A 0 A_JumpIfInventory("DutchSGAmmo",12,"ChuckClickers")
	CSHR A 0 A_JumpIfInventory("InsertedBackupAmmo", 72, "ChuckClickers")
	CSHR A 0 A_GiveInventory("InsertedBackupAmmo",2)
	CSHR S 0 A_GiveInventory("DutchSGAmmo",2)
	CSHR S 0 A_TakeInventory("DutchBackupAmmo",2)
	CSHR A 0 A_PlaySound ("DutchShotgun/InsertShell",CHAN_ITEM)
    CSHR HIJKLMNOPQRS 2 A_WeaponReady(WRF_NOSECONDARY)
	CSHR S 0 A_JumpIfInventory("DutchSGAmmo",12,"ChuckClickers")
	CSHR A 0 A_JumpIfInventory("InsertedBackupAmmo", 72, "ChuckClickers")
	CSHR A 0 A_GiveInventory("InsertedBackupAmmo",2)
	CSHR S 0 A_GiveInventory("DutchSGAmmo",2)
	CSHR S 0 A_TakeInventory("DutchBackupAmmo",2)
	CSHR A 0 A_PlaySound ("DutchShotgun/InsertShell",CHAN_ITEM)
    CSHR HIJKLMNOPQRS 2 A_WeaponReady(WRF_NOSECONDARY)
	CSHR S 0 A_JumpIfInventory("DutchSGAmmo",12,"ChuckClickers")
	CSHR A 0 A_JumpIfInventory("InsertedBackupAmmo", 72, "ChuckClickers")
	CSHR A 0 A_GiveInventory("InsertedBackupAmmo",2)
	CSHR S 0 A_GiveInventory("DutchSGAmmo",2)
	CSHR S 0 A_TakeInventory("DutchBackupAmmo",2)
	CSHR A 0 A_PlaySound ("DutchShotgun/InsertShell",CHAN_ITEM)
    CSHR HIJKLMNOPQRS 2 A_WeaponReady(WRF_NOSECONDARY)
	CSHR S 0 A_JumpIfInventory("DutchSGAmmo",12,"ChuckClickers")
	CSHR A 0 A_JumpIfInventory("InsertedBackupAmmo", 72, "ChuckClickers")
	CSHR A 0 A_GiveInventory("InsertedBackupAmmo",2)
	CSHR S 0 A_GiveInventory("DutchSGAmmo",2)
	CSHR S 0 A_TakeInventory("DutchBackupAmmo",2)
	CSHR A 0 A_PlaySound ("DutchShotgun/InsertShell",CHAN_ITEM)
    CSHR HIJKLMNOPQRS 2 A_WeaponReady(WRF_NOSECONDARY)
	CSHR S 0 A_JumpIfInventory("DutchSGAmmo",12,"ChuckClickers")
	CSHR A 0 A_JumpIfInventory("InsertedBackupAmmo", 72, "ChuckClickers")
	CSHR A 0 A_GiveInventory("InsertedBackupAmmo",2)
	CSHR S 0 A_GiveInventory("DutchSGAmmo",2)
	CSHR S 0 A_TakeInventory("DutchBackupAmmo",2)
	CSHR A 0 A_PlaySound ("DutchShotgun/InsertShell",CHAN_ITEM)
    CSHR HIJKLMNOPQRS 2 A_WeaponReady(WRF_NOSECONDARY)
	CSHR S 0 A_JumpIfInventory("DutchSGAmmo",12,"ChuckClickers")
	CSHR A 0 A_JumpIfInventory("InsertedBackupAmmo", 72, "ChuckClickers")
	CSHR A 0 A_GiveInventory("InsertedBackupAmmo",2)
	CSHR S 0 A_GiveInventory("DutchSGAmmo",2)
	CSHR S 0 A_TakeInventory("DutchBackupAmmo",2)
	ChuckClickers:
	CSHR S 0 A_Playsound ("DutchShotgun/ChuckClick",CHAN_WEAPON)
	CSHR TUVWXYZCBA 2
    Goto Ready
	ChuckClickers2:
	CSHR ABCDEFG 2
	CSHR S 0 A_Playsound ("DutchShotgun/ChuckClick",CHAN_WEAPON)
	CSHR TUVWXYZCBA 2
	Goto Ready
  }
}

ACTOR DutchSGBullet// : FastProjectile
{
  Radius 11
  Height 7
  MissileHeight 11
  Speed 50
  Damage (0)
  Projectile
  +FORCERADIUSDMG
  +bloodlessimpact
  +RIPPER
  -NOGRAVITY
  +DOOMBOUNCE
  +CANBOUNCEWATER
  +HITTRACER
  +THRUACTORS
  Renderstyle Add
  Deathsound "SPRPIMPT"
  Obituary "%o couldn't take %k's pressure."
  Scale 0.5
  MissileType "ThrottleTrail"
  Decal "BulletChip2"
  DamageType "DutchShotgun"
  BounceCount 3
  Gravity 0.7
  States
  {
  Spawn:
	TNT1 A 0 A_Explode(9,15,0)
	TRAC A 1 Bright A_ChangeVelocity(0, 0, -0.50, CVF_RELATIVE)
	TNT1 A 0 A_SpawnItemEx("DutchVFXPlasmaTrail")
	Loop
  Death:
  	TNT1 A 1 A_SpawnItemEx("GBVFXPlasmaTrail")
    Stop
  }
}

Actor DutchVFXPlasmaTrail
{
	RenderStyle Add
	Alpha 0.7
	Scale 0.4
	+NOINTERACTION
	+CLIENTSIDEONLY
	States
	{
	Spawn:
		PAO2 A 1 bright A_FadeOut(0.1)
		Loop
	Death:
		TNT1 A 0
		Stop
	}
}