// Decorate code for Inari
Actor Inari : PlayerPawn
{
+NOSKIN
+NOICEDEATH
+NODAMAGETHRUST
+QUICKTORETALIATE  
+GHOST
    Health 100
    Radius 16
    Height 56
    Mass 700
	scale 1.0
    PainChance 256
    Player.ColorRange 112, 127
	Player.Weaponslot 1, InariPlasmaRifleX
	Player.Maxhealth 100
	Player.Startitem "InariAmmo1x", 60
	Player.Startitem "InariAmmo2", 40
	Player.Startitem "SentinelAmmo", 2
	Player.Startitem "InariPlasmaRifleX"
    Player.DisplayName "Inari"
	Player.ScoreIcon "INARIST"
    Player.StartItem "IsHuman", 1
    Player.StartItem "Screamer", 0
    Player.ForwardMove 0.9, 0.9
    Player.SideMove 0.9, 0.9
	  Damagefactor "AntiAirbolt", 0.0
  Damagefactor "Sentinel", 0.0
	Damagefactor "Normal", 1.0
	Damagefactor "GraveStalkerLure", 1.1
	Damagefactor "Yureiball", 0.6
	Damagefactor "InariPlasma", 1.1
	Damagefactor "Sentinel", 0.0
	Damagefactor "Hellzone", 0.7
	DamageFactor "Drowning", 3.0
	damagefactor "lava", 3.0
	damagefactor "slime", 3.0
	Damagefactor "MechPewPews", 0.0
	Damagefactor "MacheteSlicerino", 0.0
    Damagefactor "GasterSmokeHurt", 0.0
	Damagefactor "StrifeSuit", 0.0
    Player.SoundClass "Inari"
    LimitedToTeam 0
    States
    {
 Spawn:
		PFSC A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		PFSC A 15 Setplayerproperty(0,0,0)
		PFSC A 0 A_JumpIfInventory("InariAmmo1x", 60, "Spawn")
		PFSC A 0 ACS_ExecuteAlways(996,0)
		PFSC A 0 A_GiveInventory("InariAmmo1x", 5)	
		PFSC A 1
		Loop
 See:
   PFSC A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
   PFSC A 0 A_JumpIfHealthLower(50,"INeedHealingSee")
   PFSC A 4
   PFSC B 4 A_SpawnItemEx ("NewInariStomp", 0, 0, 0, 0, 0, -20, 0,0, 0)
   PFSC A 0 A_GiveInventory("InariAmmo1x", 1)
   PFSC C 4
   PFSC D 4 A_SpawnItemEx ("NewInariStomp", 0, 0, 0, 0, 0, -20, 0,0, 0)
   PFSC A 0 A_GiveInventory("InariAmmo1x", 1)
   Goto Spawn
 INeedHealingSee:
   PFSC A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
   PFSC A 0 A_SpawnItemEx("INeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
   PFSC A 4
   PFSC B 4 A_SpawnItemEx ("NewInariStomp", 0, 0, 0, 0, 0, -20, 0,0, 0)
   PFSC A 0 A_GiveInventory("InariAmmo1x", 1)
   PFSC C 4
   PFSC D 4 A_SpawnItemEx ("NewInariStomp", 0, 0, 0, 0, 0, -20, 0,0, 0)
   PFSC A 0 A_GiveInventory("InariAmmo1x", 1)
   Goto Spawn
 Missile:
   PFSC A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
   PFSC F 6 Bright
   Goto Spawn
 Melee:
   PFSC A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
   PFSC F 6 Bright
   Goto Spawn
   	Pain.Justicar:
	TNT1 A 0 A_custommissile("Justicarattack",14,0,random(0,360))
	TNT1 A 0 A_GiveToTarget("Health",1)
	TNT1 A 0 A_GiveToTarget("JusticarSecondaryAmmo",1)
	Goto pain
	Pain.TeleOtherPlant:
	TNT1 A 0 A_GiveInventory("TeleOtherPlanted",1)
	Goto Pain
	Pain.TeleOtherActivateDamage:
	TNT1 A 0 A_JumpIfInventory("TeleOtherPlanted",1,"TeleOtherSend")
	Goto Pain	
	TeleOtherSend:
	TNT1 A 0 A_TakeInventory("TeleOtherPlanted",1)
	TNT1 A 0 A_PlaySound("TeleOther/activate",CHAN_7,1)
	TNT1 A 0 A_SpawnItem("TeleOtherFog")
	TNT1 A 0 ACS_ExecuteAlways(466,0,2)
	PFSC 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)
	PFSC 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)
	PFSC 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:
	PFSC A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
    PFSC G 4 A_Pain
	PFSC G 0 A_GiveInventory("SentinelAmmo", 1)
	PFSC G 0 A_Print("Sentinel available! (Max. 2 stocked)")
    Goto Spawn
	Pain.LoonaClawing:
	TNT1 A 0 A_GiveToTarget("Health",6)
	PFSC G 20 Setplayerproperty(0,1,0)
	PFSC G 2 Setplayerproperty(0,0,0)
	Goto Spawn
	Pain.LoonaClawingLightSFX:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitLight",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",5)
	PFSC G 20 Setplayerproperty(0,1,0)
	PFSC G 2 Setplayerproperty(0,0,0)
	Goto Spawn
	Pain.LoonaClawingHeavySFX:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",8)
	PFSC G 20 Setplayerproperty(0,1,0)
	PFSC G 2 Setplayerproperty(0,0,0)
	Goto Spawn
	Death.LoonaClawing:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",50)
	Goto Death.Jitter
	Death.LoonaClawingLightSFX:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitLight",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",50)
	Goto Death.Jitter
	Death.LoonaClawingHeavySFX:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",50)
	Goto Death.Jitter
	Pain.GloomWatcherLure:
	TNT1 A 0 ACS_ExecuteAlways(134)
	TNT1 A 0 A_Playsound("GloomWatcher/FeintAttack",CHAN_7)
	Goto pain
	Death.GloomWatcherlure:
	TNT1 A 0 ACS_ExecuteAlways(134)
	TNT1 A 0 A_Playsound("GloomWatcher/FeintAttack",CHAN_7)
	Goto Death.Jitter
	GloomDeath:
	TNT1 A 1 Damagething(99999,18)
	Goto Death
	Death.Fleshbent:
	TNT1 A 0 A_GiveToTarget("TentacleAmmo",2)
	TNT1 A 0 A_GiveToTarget("Soulscepter1",15)
	TNT1 A 0 A_GiveToTarget("Soulscepter2",50)
	Goto Death.Jitter
	Pain.BastetClawing:
		TNT1 A 0 A_GiveToTarget("Health",4)
		Goto Pain
	Pain.BastetClawingLightSFX:
		TNT1 A 0 A_PlaySound("Bastet/ClawHitLight",CHAN_5)
		TNT1 A 0 A_GiveToTarget("Health",3)
		Goto Pain
	Pain.BastetClawingHeavySFX:
		TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_5)
		TNT1 A 0 A_GiveToTarget("Health",6)
		Goto Pain
	Pain.Sickle:
		TNT1 A 0 ACS_NamedExecuteAlways("ChangeActivator",0)
	Pain.Wendigo:
		TNT1 A 0 A_PlaySound("RAVEN1",CHAN_5)
		TNT1 A 0 A_SpawnItemEx ("GIB4", 0, 0, random(0,42), 0, 0, random(2,4), random(0,360), 128)
		TNT1 A 0 A_SpawnItemEx ("GIB4", 0, 0, random(0,42), 0, 0, random(2,4), random(0,360), 128)
		Goto Pain
  Pain.Creepstun:
    PFSC G 0 A_Pain
	PFSC G 0 A_GiveToTarget("health",5)
	PFSC G 40 Setplayerproperty(0,1,0)
	PFSC G 2 Setplayerproperty(0,0,0)
	Goto Spawn
  Death.Creeper:
	PFSC A 0 A_PlaySoundEx("creeperattack", "Body")
	TNT1 A 0 A_GiveToTarget("GhoulAmmo",1)
	PFSC A 0 A_SpawnItemEx("CreeperPopUp",0,0,10)
	PFSC A 0 A_GiveToTarget("Creeperheal",1)
    PFSC A 0 ACS_ExecuteAlways(997,0,1)
	goto DeathAnimAlt
  Death.Creepstun:
	PFSC A 0 A_GiveToTarget("Unlock13",1)
	PFSC A 0 A_GiveToTarget("CreepGotya",1)
	goto DeathAnimAlt
  Death.SjasScream:
  Death.FrostbiteWind:
  Death.EmtalicSaw:
  Death.LichFire:
    PFSC A 0 A_GiveToTarget("KilledJ",1)
    Goto DeathAnim
  Death:
  DeathAnim:
	PFSC A 0 A_GiveToTarget("KillBeep",1)
	PFSC A 0 A_GiveInventory("ItemDeath",1)
	PFSC A 0 A_TakeInventory("KilledCount",999)
    PFSC A 0 A_GiveToTarget("KilledMe",1)
    PFSC A 0 A_GiveToTarget("KilledInari",1)
    PFSC H 8
    PFSC I 8 A_PlayerScream
    PFSC J 8 A_NoBlocking
    PFSC KLM 8
    PFSC N -1
    Stop
  DeathAnimAlt:
	PFSC A 0 A_GiveToTarget("KillIndicator",1)
	PFSC A 0 A_GiveInventory("ItemDeath",1)
	PFSC A 0 A_TakeInventory("KilledCount",999)
    PFSC A 0 A_GiveToTarget("KilledMe",1)
    PFSC A 0 A_GiveToTarget("KilledInari",1)
    PFSC H 8
    PFSC I 8 A_PlayerScream
    PFSC J 8 A_NoBlocking
    PFSC KLM 8
    PFSC 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:
	PFSC A 0 A_GiveToTarget("KillBeep",1)
	PFSC A 0 A_GiveInventory("ItemDeath",1)
    PFSC A 0 A_GiveToTarget("Crunched",1)
	PFSC A 0 A_GiveToTarget("KilledMe",1)
	PFSC A 0 A_GiveToTarget("KilledInari",1)
	PFSC 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:
	PFSC A 0 A_GiveToTarget("KillIndicator",1)
	PFSC A 0 A_GiveInventory("ItemDeath",1)
    PFSC A 0 A_GiveToTarget("Crunched",1)
	PFSC A 0 A_GiveToTarget("KilledMe",1)
	PFSC A 0 A_GiveToTarget("KilledInari",1)
	PFSC 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:
		PFSC A 0 A_GiveToTarget("KilledR",1)
		PFSC A 0 A_GiveToTarget("Health",100)
		PFSC A 0 ACS_ExecuteAlways(997,0,2)
		PFSC A 0 A_PlaySoundEx("RavagerAttack","Body")
		PFSC A 0 A_SpawnItemEx("RavagerHit",0,0,32)
		Goto DeathAnimAlt
	Death.RavagerBall:
		PFSC A 0 A_GiveToTarget("RavagerGotYa",1)
		PFSC A 0 A_GiveToTarget("KilledJ",1)
		Goto DeathAnimAlt
	Death.Yurei:
		PFSC A 0 A_GiveToTarget("KilledY",1)
		PFSC A 0 A_PlaySoundEx("YureiKill1","Body",0,1)
		PFSC A 0 ACS_ExecuteAlways(997,0,3)
		Goto DeathAnimAlt
	Death.YureiBall:
		PFSC A 0 A_GiveToTarget("Health",10)
		PFSC A 0 A_SpawnItemEx("BallFire")
		Goto Death.SjasScream
	Death.UboaRawrScream:
		Goto DeathAnimAlt
	Death.Misty:
	Death.Whiteface:
		PFSC A 0 A_GiveToTarget("KillBeep",1)
		PFSC A 0 A_GiveInventory("ItemDeath",1)
		PFSC A 0 A_GiveToTarget("KilledMe",1)
		PFSC A 0 A_GiveToTarget("KilledM",1)
		PFSC HHHH 2 A_FadeOut(0.1)
		PFSC A 0 A_PlayerScream
		PFSC IIIIJJ 2 A_FadeOut(0.1)
		PFSC A 0 A_NoBlocking
		NULL A -1
		Stop
	Death.Clowny:
		PFSC A 0 ACS_ExecuteAlways(997,0,4)
		PFSC A 0 A_GiveToTarget("KilledC",1)
		PFSC A 0 A_GiveToTarget("ClownyAmmo",5)
		Goto DeathAnim
	Death.Mohoph:
		TNT1 A 0 A_GiveToTarget("MorphAmmo", 1)
		PFSC A 0 A_GiveToTarget("TransInari",1)
		PFSC A 0 A_PlaySoundEx("MohophKill","Body")
		PFSC A 0 ACS_ExecuteAlways(997,0,5)
		Goto DeathAnim
	Death.EmtalicWeak:
		PFSC A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto DeathAnim
	Death.Emtalic:
		PFSC A 0  A_PlaySoundEx("RamSuccess","Body")
		Goto Death.Jitter
	Death.I1:
		PFSC A 0 A_SpawnItemEx("Heart",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		PFSC A 0 A_GiveToTarget("KilledI1",1)
		Goto DeathAnim
	Death.I2:
		PFSC A 0 A_GiveToTarget("KillBeep",1)
		PFSC A 0 A_GiveInventory("ItemDeath",1)
		PFSC A 0 A_GiveToTarget("KilledMe",1)
		PFSC A 0 A_GiveToTarget("KilledI2",1)
		PFSC A 0 A_GiveToTarget("Clip",1)
		PFSC G 0 SetPlayerProperty(0,1,4)
		PFSC G 0 A_Stop
		PFSC 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:
		PFSC A 0 A_GiveToTarget("KillBeep",1)
		PFSC A 0 A_GiveInventory("ItemDeath",1)
		PFSC A 0 A_GiveToTarget("KilledMe",1)
		PFSC A 0 A_GiveToTarget("KilledI3",1)
		PFSC HHHHHHHH 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		PFSC I 0 A_PlayerScream
		PFSC IIIIIIII 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		PFSC J 0 A_NoBlocking
		PFSC JJJJJJJJKKKKKKKKLLLLLLLLMMMMMMMM 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		PFSC NNNNNNN 3 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		PFSC N -1
		Stop
	Death.I4:
		PFSC A 0 A_GiveToTarget("KilledI4",1)
		Goto DeathAnim
	Death.I5:
		PFSC A 0 A_GiveToTarget("KilledI5",1)
		Goto DeathAnim
	Pain.RavagerBall:
		PFSC A 0 ACS_ExecuteAlways(920,0)
		Goto Pain
	Pain.YureiBall:
		PFSC A 0 A_GiveToTarget("Health",10)
		PFSC A 0 A_SpawnItemEx("BallFire")
		Goto Pain
	Pain.Emtalic:
		PFSC A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto Pain
	Pain.EmtalicWeak:
		PFSC 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 NewInariStomp : Cyborgstomp
{
Deathsound "floor/NewInari"
}

actor InariStomp : CyborgStomp
{
deathsound "floor/Inari"

}

Actor InariAmmo1x : Ammo
{
	Ammo.BackPackAmount 60
	Ammo.BackPackMaxAmount 60
	Inventory.Amount 60
	Inventory.MaxAmount 60
	Inventory.Icon "CELLA0"
	+INVENTORY.IGNORESKILL
	States
	{
	Spawn:
		TNT1 A -1
		Stop
	}
}

Actor InariAmmo1 : Ammo
{
	Ammo.BackPackAmount 100
	Ammo.BackPackMaxAmount 100
	Inventory.Amount 100
	Inventory.MaxAmount 100
	Inventory.Icon "CELLA0"
	+INVENTORY.IGNORESKILL
	States
	{
	Spawn:
		TNT1 A -1
		Stop
	}
}

actor FuzzyPlasma // edited from Doom's standard plasmaball actor
{
  Radius 13
  Height 8
  Speed 70
  Damage (7)
  Decal DoomImpScorch
  Projectile
  scale 0.7
  +RANDOMIZE
  +SEEKERMISSILE
  RenderStyle Add
  Alpha 0.8
  DeathSound "fuzzy/pdeath"
  Damagetype "InariPlasma"
  Obituary "%o got outsmarted by %k."
  States
  {
  Spawn:
	PLZM F 0 A_SeekerMissile(0,20)
    PLZM F 1 bright A_SpawnItemEx("CyborgPlasmaTrailPews",random(-10,10),random(-10,10),random(-10,10),0,0,0)
	PLZM G 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:
	PLZM H 0
	PLZM H 0
    PLZM HIJKL 3 bright
    stop
  }
}

actor InariPlasmaRifleX : Weapon // Replaces PlasmaRifle
{
  Weapon.SelectionOrder 100
  Weapon.AmmoType1 "InariAmmo1x"
  Weapon.AmmoUse1 1
  Weapon.AmmoGive 50
  Weapon.AmmoType2 "InariAmmo2"
  Weapon.AmmoUse2 15
  Weapon.SlotNumber 6
  //Weapon.BobStyle Alpha
  Inventory.PickupMessage "InariPlasmaRifle"
  Inventory.icon "TNT1A0"
  +NOAUTOFIRE
  States
  {
      Ready:
    PLZM A 40 A_WeaponReady
	PLZM A 0 A_GiveInventory("InariAmmo2",1)
	PLZM A 0 A_JumpIfInventory("CyborgDashCheck",1,"Sentinel")
    Loop
  Deselect:
	PLZM A 0 A_StopSound(CHAN_ITEM)
    PLZM A 1 A_Lower
	//TNT1 AA 0 A_Lower
    Loop
  Select:
    PLZM A 1 A_Raise
	//TNT1 AA 0 A_Raise
    Loop
  Fire:
    PLZM A 0 A_SetPitch(pitch-0.5)
	PLZM B 0 bright A_FireCustomMissile("FuzzyPlasma",0,1,10,-5)
	PLZM B 1 bright Offset (6,40)
	PLZM B 1 bright Offset (6,40)
	PLZM A 0 Offset (4,36)
	PLZM B 1 A_SetPitch(pitch+0.5)
	PLZM A 0 A_PlaySound("Plasma/Loop1", CHAN_ITEM, 1,6)
	TNT1 A 0 A_playsound("fuzzy/plasma", CHAN_WEAPON)
	PLZM B 0 A_refire
	goto FireFinish
	firefinish:
	PLZM A 0 A_PlaySound("Weapons/PlasmaPostFire", CHAN_ITEM) 
	PLZM A 1 Offset (0,36)
    PLZM A 1 Offset (2,40)
    PLZM A 1 Offset (4,44)
    PLZM A 1 Offset (6,48)
    PLZM A 1 Offset (4,44)
    PLZM A 1 Offset (2,40)
    PLZM A 1 Offset (0,36)
	Goto Ready
	   AltFire:
		PLZM A 0 A_JumpIfNoAmmo("Ready")
		PLZM A 0 A_GiveInventory("Crunched")
		PLZM A 0 A_Playsound("Inari/Encourage",CHAN_ITEM)
		PLZM A 0
		PLZM B 2 bright A_FireCustomMissile("InariHealBall",0,1,15)
		Goto FireFinish2
		FireFinish2:
		PLZM A 1 Offset (0,36)
		PLZM A 1 Offset (2,40)
		PLZM A 1 Offset (4,44)
		PLZM A 1 Offset (6,48)
		PLZM A 1 Offset (4,44)
		PLZM A 1 Offset (2,40)
		PLZM A 1 Offset (0,34)
		PLZM A 75
		Goto Ready
		Sentinel:
		PLZM A 0 A_TakeInventory("CyborgDashCheck",999)
		PLZM A 0 A_JumpIfInventory("SentinelAmmo",1,"NewSentinel")
		Goto Ready
		NewSentinel:
		PLZM A 0 A_Playsound("SENTPT")
		PLZM A 60
		PLZM A 1 A_SpawnItemEx("InariSentinel",70,0,0)
		PLAM A 0 A_TakeInventory("SentinelAmmo",1)
		Goto Ready
  }
}

actor SentinelAmmo : CustomInventory
{
  inventory.amount 1
  inventory.maxamount 2
  +INVENTORY.IGNORESKILL
  +INVBAR
  states
  {
  Spawn:
    TNT1 A -1
    stop
  Use:
	TNT1 A 0 A_GiveInventory("CyborgDashcheck",1)
	Fail
  }
}

ACTOR InariSentinel
{
Health 30
Painchance 0
Speed 5
Radius 12
Height 26
Mass 300
MONSTER
+ALWAYSFAST
+SPAWNCEILING
+QUICKTORETALIATE
+NOGRAVITY
+FRIENDLY
+DROPOFF
+DONTHURTSPECIES
+NOBLOOD
+NOBLOCKMONST
+INCOMBAT
+MISSILEMORE
+MISSILEEVENMORE
+LOOKALLAROUND
+NEVERRESPAWN
+DONTDRAIN
SeeSound "sentinel/sight"
DeathSound "sentinel/death"
ActiveSound "sentinel/active"
Obituary "%o didn't see the sentinel."
Damagefactor "AntiAirbolt", 0.0
Damagefactor "Minion2", 0.6
Damagefactor "Sentinel", 0.0
Damagefactor "ChaosExpl12", 0.0
Damagefactor "ChaosExpl1", 0.0
Damagefactor "ChaosExpl2", 0.0
Damagefactor "MechPewPews", 0.0
Damagefactor "MacheteSlicerino", 0.0
Damagefactor "GraveStalkerLure", 10.0
Damagefactor "GasterSmokeHurt", 0.0
Damagefactor "ChexWarrior", 0.0
Damagefactor "ChexWarriorChainsaw", 0.0
Damagefactor "UnmakerLaser", 0.0
States
{
Spawn:
    MNDR A 0 A_Playsound("STTELEPT")
    MNDR A 1 A_SpawnItemEx("SentinelSpawnerPoof",0,0,0,0,0,0,0,0)
	MNDR A 10 A_Look
	Goto See
See:
	MNDR A 6 A_SentinelBob
	MNDR A 6 A_Chase
	loop
Missile:
	MNDR A 4 A_FaceTarget
	TNT1 A 0 A_PlaySound ("weapons/boltfire")
	MNDR B 1 BRIGHT A_CustomMissile("SentinelPewPew",15,0,0)
	MNDR A 4 A_FaceTarget
	TNT1 A 0 A_PlaySound ("weapons/boltfire")
	MNDR B 1 BRIGHT A_CustomMissile("SentinelPewPew",15,0,0)
	MNDR A 4 A_FaceTarget
	TNT1 A 0 A_PlaySound ("weapons/boltfire")
	MNDR B 1 BRIGHT A_CustomMissile("SentinelPewPew",15,0,0)
	MNDR A 4 A_FaceTarget
	TNT1 A 0 A_PlaySound ("weapons/boltfire")
	MNDR B 1 BRIGHT A_CustomMissile("SentinelPewPew",15,0,0)
	MNDR A 4 A_FaceTarget
	TNT1 A 0 A_PlaySound ("weapons/boltfire")
	MNDR B 1 BRIGHT A_CustomMissile("SentinelPewPew",15,0,0)
	MNDR A 4 A_FaceTarget
	goto see
Pain:
	MNDR A 5 A_Pain
	goto see
Death:
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
	MNDR C 7 BRIGHT A_Fall
	MNDR D 5 BRIGHT A_Scream
	MNDR E 5 BRIGHT
	MNDR F 5 BRIGHT
	MNDR G 5 BRIGHT
	MNDR HI 5 BRIGHT
	stop
Pain.FrostbiteWind:
Pain.Ravager:
Pain.Juglava:
Pain.HarvesterRock:
Pain.EmtalicSaw:
Pain.MorphRipper:
Pain.MorphRipperGib:
Pain.I1:
Pain.I3:
Pain.ZombiePoison:
Pain.JusticarSpike:
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 A_GiveToTarget("HitBeep",1)
	Goto Pain
 }
}

Actor SentinelPewPew
{
  Radius 11
  Height 8
  Speed 60
  Damage (4)
  Scale 0.1
  Alpha 0.9
  Projectile
  Renderstyle Add
  Damagetype "Sentinel"
  Deathsound "Sentinel/Pewpoof"
  Obituary "%o didn't see the sentinel."
  States
  {
  Spawn:
    FUNP A 1 Bright A_SpawnItemEx("SentinelPlasmaTrail")
	FUNP A 1 Bright A_SpawnItemEx("SentinelPlasmaTrail")
    Loop
  Death:
    FUNP A 1 Bright A_Fadeout(0.1)
	FUNP A 0 Bright A_Playweaponsound("Sentinel/Pewpoof")
    Stop
  }
}

ACTOR SentinelPlasmaTrail
{
  RenderStyle add
  Alpha 0.85
  Scale 0.08
  +NOGRAVITY
  +NOCLIP
  +CLIENTSIDEONLY
  States
  {
  Spawn:
	FUNP A 1 A_Fadeout(0.1)
    Loop
  }
}

ACTOR SentinelSpawnerPoof
{
  RenderStyle Translucent
  Alpha 0.75
  Scale 0.7
  +NOBLOCKMAP
  +NOGRAVITY
  +NOCLIP
  +DONTSPLASH
  +NOTELEPORT
  +CLIENTSIDEONLY
  States
  {
  Spawn:
    GOFS ABCDEF 1 A_Playsound("STTELEPT")
	GOFS E 3
	GOFS D 3
	GOFS C 3
	GOFS B 3
	GOFS A 3
    Stop
  }
}

Actor InariAmmo2 : Ammo
{
	Ammo.BackPackAmount 40
	Ammo.BackPackMaxAmount 40
	Inventory.Amount 40
	Inventory.MaxAmount 40
	Inventory.Icon "INARAMMO"
	States
	{
	Spawn:
		TNT1 A 1
		Stop
	}
}

Actor InariHealBall
{
	Radius 10
	Height 10
	Damage 0
	Speed 40
	Alpha 0.8
	Scale 0.05
	SeeSound "InariHealShot"
	DeathSound "InariHealing"
	PROJECTILE
	States
	{
	Spawn:
		MPHL A 1 bright A_SpawnItemEx("InariHealBallTrailPews",random(-10,10),random(-10,10),random(-10,10),0,0,0)
		MPHL A 0 A_Gravity
		Loop
	Death:
		MPHL A 0 A_SpawnItemEx("InariHealSpawn",0,0,-9999,0,0,0,0,SXF_NOCHECKPOSITION)
		MPHL A 1 bright A_FadeOut(0.1)
		Loop
	}
}

Actor InariHealSpawn
{
	+FLOORHUGGER
	States
	{
	Spawn:
	Death:
		TNT1 A 0
		TNT1 AAAAAAAAA 10 A_SpawnItemEx("InariHealing",random(-90,90),random(-90,90),0,0,0,10)
		Stop
	}
}

Actor InariHealing
{
	Radius 8
	Height 8
	Damage (5)
	Damagetype "Sentinel"
	Obituary "%o was low on health."
	Speed 0
	scale 0.3
	PROJECTILE
	States
	{
	Spawn:
		MED1 B 0 A_SpawnItemEx("InariHealTrail",random(-5,5),random(-5,5))
		MED1 B 0 A_SpawnItemEx("InariHealthStuff")
		MED1 B 0 A_SpawnItemEx("InariNewVFXTrail",random(-5,5),random(-5,5))
		MED1 B 5 A_FadeOut(0.5)
		Loop
	Death:
		MED1 B 3 A_FadeOut(0.1)
		Loop
	}
}

Actor InariHealTrail
{
	+NOGRAVITY
	+CLIENTSIDEONLY
	scale 0.4
	States
	{
	Spawn:
		MED1 B 0 A_SpawnItemEx("InariNewVFXTrail")
		MED1 B 1 bright A_FadeOut(0.05)
		Loop
	}
}

Actor InariNewVFXTrail
{
	RenderStyle Add
	Alpha 0.7
	Scale 0.4
	+NOINTERACTION
	+CLIENTSIDEONLY
	States
	{
	Spawn:
		PAO1 A 1 bright A_FadeOut(0.1)
		Loop
	Death:
		TNT1 A 0
		Stop
	}
}

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


Actor InariHealthStuff : CustomInventory
{
	Inventory.Amount 1
	Inventory.PickupMessage "You have been healed!"
	Inventory.PickupSound "INARHLS"
	Scale 0.035
	+NOSCREENFLASH
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_FadeOut(0.1)
		Goto Spawn
	Pickup:
		TNT1 A 0 A_JumpIfInventory("BloodCurseItem",1,"Hurt")
		TNT1 A 1 A_JumpIfInventory("IsHuman",1,"Health")
		fail
	Health:
		TNT1 A 0 A_GiveInventory("Health",5)
		Stop
	Hurt:
		TNT1 A 0 DamageThing(5,0)
		Stop
	}
}

Actor INeedHealingTrail
{
	+NOGRAVITY
	+CLIENTSIDEONLY
	scale 0.4
	visibletoteam 0
	States
	{
	Spawn:
	Death:
		MED3 B 1 bright A_FadeOut(0.05)
		Loop
	}
}
