
Actor KnightMv : PlayerPawn
{
	Health 200
	Player.Maxhealth 200
	Mass 1000
	PainChance 128
	PainChance "CreepStun", 256
	PainChance "RavagerBall", 256
	Player.ColorRange 112,127
	Player.DisplayName "Knight"
	Player.SoundClass "Knight"
	Player.ForwardMove 0.8
	Player.SideMove 0.8
	Player.StartItem "GreenArmor2"
	Player.StartItem "ShieldAndThrowingAxe"
	Player.StartItem "AxeAmmo", 24
	Player.StartItem "LSAmmo", 10
	Player.StartItem "FinalThunderAmmo", 1
	Player.StartItem "ShieldAndLongSword"
	Player.StartItem "SpecialAbility", 1
	Player.StartItem "IsHuman", 1
	Player.StartItem "Screamer", 0
	Player.StartItem "DamageCalculatorItem2", 1
	Player.ScoreIcon "KNIGHTST"
	Damagefactor "LoonaClawingHeavySFX", 1.3
	Damagefactor "LoonaClawing", 1.1
	Damagefactor "LoonaClawingLightSFX", 1.2
	Damagefactor "Justicar", 1.2
	Damagefactor "MacheteSlicerino", 0.0
	Damagefactor "ZombieIce", 1.1
    Damagefactor "ZombiePoison", 2.0
	Damagefactor "Loreshot", 0.0
	Damagefactor "BlueFire", 3.0
	Damagefactor "Lamiafire", 1.5
	DamageFactor "GhostTrap", 0.0
	Damagefactor "minion2", 2.0
	Damagefactor "Harvesterrock", 2.0
	Damagefactor "Mohoph", 1.3
	Damagefactor "Misty", 1.4
	Damagefactor "Juglava", 1.2
	Damagefactor "Emtalic", 0.9
	Damagefactor "Hellzone", 2.0
	Damagefactor "frostnoms", 1.5
	Damagefactor "clowny", 1.4
    Damagefactor "jitter", 0.9
	Damagefactor "HarvesterAlt", 0.9
	Damagefactor "MorphRipperGib", 0.9
	Damagefactor "DarkVortex", 0.9
	Damagefactor "ImpostorJitter", 0.9
	Damagefactor "PuppetStrings", 0.9
	Damagefactor "LichIce", 0.9
	Damagefactor "LichLightning", 0.9
	Damagefactor "AsylumCannonBall", 0.9
	Damagefactor "Wendigo", 0.9
	Damagefactor "harvester", 0.9
    Damagefactor "choke", 0.8
	Damagefactor "JusticarSpike", 0.8
	Damagefactor "normal", 0.60
	Damagefactor "Sentinel", 0.0
	Damagefactor "Ravager", 0.4
    Damagefactor "Ravagerball", 1.2
    Damagefactor "YureiBall", 1.2
    Damagefactor "UboaRawrScream", 0.3
    Damagefactor "creeper", 0.5
    Damagefactor "Creepstun", 2.0
    Damagefactor "EyesoreballX", 1.1
	Damagefactor "MechPewPews", 0.0
	Damagefactor "Fleshbent2", 1.3
	Damagefactor "Fleshbent", 1.3
	Damagefactor "Sinistar", 1.5
	Damagefactor "Tenebra", 1.2
	Damagefactor "Railgun", 1.2
    Damagefactor "GasterSmokeHurt", 1.2
	Damagefactor "StrifeSuit", 0.0
	LimitedToTeam 0
	Scale 0.4
	+NOICEDEATH
	+NODAMAGETHRUST
	+GHOST
	+QUICKTORETALIATE
	+NOSKIN
	States
	{
	Spawn:
		TNT1 A 0 ACS_NamedExecute("PlayerSpawn")
		XWHX A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		XWHX A 18 Setplayerproperty(0,0,0)
		KNIG G 0 A_GiveInventory("LSAmmo",1)
		Loop
	See:
		XWHX A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		XWHX A 0 A_JumpIfHealthLower(100,"INeedHealingSee")
		XWHX AB 6
		KNIG A 0 A_SpawnItemEx("KnightStomp",0,0,0,0,0,-20,0,0,0) 
		XWHX CD 6
		KNIG A 0 A_SpawnItemEx("KnightStomp",0,0,0,0,0,-20,0,0,0) 
		Goto Spawn
	INeedHealingSee:
		XWHX A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		XWHX A 0 A_SpawnItemEx("INeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		XWHX AB 6
		KNIG A 0 A_SpawnItemEx("KnightStomp",0,0,0,0,0,-20,0,0,0) 
		XWHX CD 6
		KNIG A 0 A_SpawnItemEx("KnightStomp",0,0,0,0,0,-20,0,0,0) 
		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)
	XWHY A 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)
	XWHY A 1 A_PlaySound("Gibbage/XSplat")
	NULL A 0 A_SpawnItemEx("Custom_KnightBloodySkull", 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)
	XWHY A 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_KnightBloodySkull", 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.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:
		XWHY A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		KNIG G 0 A_GiveInventory("GreenArmor2",1)
		KNIG G 0 A_GiveInventory("Charge",5)
		//KNIG G 0 A_GiveInventory("DamageCalculatorItem",1)
		XWHY A 4
		XWHY A 4 A_Pain
		Goto Spawn
	Pain.GloomWatcherLure:
	TNT1 A 0 ACS_ExecuteAlways(134)
	TNT1 A 0 A_Playsound("GloomWatcher/FeintAttack",CHAN_7)
	Goto pain
	Death.GloomWatcherlure:
	TNT1 A 0 ACS_ExecuteAlways(134)
	TNT1 A 0 A_Playsound("GloomWatcher/FeintAttack",CHAN_7)
	Goto Death.Jitter
	GloomDeath:
	TNT1 A 1 Damagething(99999,18)
	Goto Death
	Death.Fleshbent:
	TNT1 A 0 A_GiveToTarget("TentacleAmmo",2)
	TNT1 A 0 A_GiveToTarget("Soulscepter1",15)
	TNT1 A 0 A_GiveToTarget("Soulscepter2",50)
	Goto Death.Jitter
	Pain.LoonaClawing:
	TNT1 A 0 A_GiveToTarget("Health",8)
	XWHY A 20 Setplayerproperty(0,1,0)
	XWHY A 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)
	XWHY A 20 Setplayerproperty(0,1,0)
	XWHY A 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)
	XWHY A 20 Setplayerproperty(0,1,0)
	XWHY A 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.CreepStun:
	    KNIG G 0 A_GiveToTarget("health",5)
		KNIG G 0 A_GiveInventory("GreenArmor2",1)
		KNIG G 0 A_Pain
		XWHY A 18 ACS_ExecuteAlways(986,0)
		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
	Missile:
		XWHV A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		XWHV ABCD 4
		Goto Spawn
	Death:
	DeathAnim:
		KNIG A 0 A_GiveToTarget("KillBeep",1)
		KNIG A 0 A_GiveInventory("ItemDeath",1)
		KNIG A 0 A_TakeInventory("KilledCount",999)
		KNIG A 0 A_GiveToTarget("KilledMe",1)
		KNIG A 0 A_GiveToTarget("KilledKnight",1)
		XWHY A 6 A_GiveInventory("GreenArmor2",1)
		XWHY B 4 A_PlayerScream
		XWHY CDEF 4
		XWHY G 4 A_NoBlocking
		XWHY H 4
		XWHY I -1
		Stop
	DeathAnimAlt:
		KNIG A 0 A_GiveToTarget("KillIndicator",1)
		KNIG A 0 A_GiveInventory("ItemDeath",1)
		KNIG A 0 A_TakeInventory("KilledCount",999)
		KNIG A 0 A_GiveToTarget("KilledMe",1)
		KNIG A 0 A_GiveToTarget("KilledKnight",1)
		XWHY A 6 A_GiveInventory("GreenArmor2",1)
		XWHY B 4 A_PlayerScream
		XWHY CDEF 4
		XWHY G 4 A_NoBlocking
		XWHY H 4
		XWHY I -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:
		KNIG A 0 A_GiveToTarget("KilledJ",1)
  		Goto DeathAnim
	Death.Creeper:
		KNIG A 0 A_PlaySoundEx("CreeperAttack","Body")
		KNIG A 0 A_SpawnItemEx("CreeperPopUp",0,0,10)
		TNT1 A 0 A_GiveToTarget("GhoulAmmo",1)
		KNIG A 0 A_GiveToTarget("CreeperHeal",1)
		KNIG A 0 ACS_ExecuteAlways(997,0,1)
		Goto DeathAnimAlt
	Death.CreepStun:
		KNIG A 0 A_GiveToTarget("Unlock13",1)
		KNIG 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:
		KNIG A 0 A_GiveToTarget("KillBeep",1)
		KNIG A 0 A_GiveInventory("ItemDeath",1)
		KNIG A 0 A_GiveToTarget("KilledMe",1)
		KNIG H 0 A_GiveToTarget("KilledKnight",1)
		KNIG A 0 A_GiveToTarget("Crunched",1)
		KNIG A 0 A_GiveInventory("GreenArmor2",1)
		KNIG G 1 A_PlaySound("Gibbage/XSplat")
		NULL A 0 A_SpawnItemEx("Custom_KnightBloodySkull", 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:
		KNIG A 0 A_GiveToTarget("KillIndicator",1)
		KNIG A 0 A_GiveInventory("ItemDeath",1)
		KNIG A 0 A_GiveToTarget("KilledMe",1)
		KNIG H 0 A_GiveToTarget("KilledKnight",1)
		KNIG A 0 A_GiveToTarget("Crunched",1)
		KNIG A 0 A_GiveInventory("GreenArmor2",1)
		KNIG G 1 A_PlaySound("Gibbage/XSplat")
		NULL A 0 A_SpawnItemEx("Custom_KnightBloodySkull", 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:
		KNIG A 0 A_GiveToTarget("KilledR",1)
		KNIG A 0 A_GiveToTarget("Health",100)
		KNIG A 0 ACS_ExecuteAlways(997,0,2)
		KNIG A 0 A_PlaySoundEx("RavagerAttack","Body")
		KNIG A 0 A_SpawnItemEx("RavagerHit",0,0,32)
		Goto DeathAnimAlt
	Death.RavagerBall:
		KNIG A 0 A_GiveToTarget("RavagerGotYa",1)
		KNIG A 0 A_GiveToTarget("KilledJ",1)
		Goto DeathAnimAlt
	Death.Yurei:
		KNIG A 0 A_GiveToTarget("KilledY",1)
		KNIG A 0 A_PlaySoundEx("YureiKill1","Body",0,1)
		KNIG A 0 ACS_ExecuteAlways(997,0,3)
		Goto DeathAnimAlt
	Death.YureiBall:
		KNIG A 0 A_GiveToTarget("Health",10)
		KNIG A 0 A_SpawnItemEx("BallFire")
		Goto Death.SjasScream
	Death.UboaRawrScream:
		Goto DeathAnimAlt
	Death.Misty:
	Death.Whiteface:
		KNIG A 0 A_GiveToTarget("KillBeep",1)
		KNIG A 0 A_GiveInventory("ItemDeath",1)
		KNIG A 0 A_GiveToTarget("KilledMe",1)
		KNIG A 0 A_GiveToTarget("KilledM",1)
		KNIG HHHHHH 1 A_FadeOut(0.05)
		KNIG A 0 A_PlayerScream
		KNIG IIIIIIJJJJJJKK 1 A_FadeOut(0.05)
		KNIG A 0 A_NoBlocking
		NULL A -1
		Stop
	Death.Clowny:
		KNIG A 0 ACS_ExecuteAlways(997,0,4)
		KNIG A 0 A_GiveToTarget("KilledC",1)
		KNIG A 0 A_GiveToTarget("ClownyAmmo",5)
		Goto DeathAnim
	Death.Mohoph:
		KNIG A 0 A_GiveToTarget("TransKnight",1)
		TNT1 A 0 A_GiveToTarget("MorphAmmo", 1)
		KNIG A 0 A_PlaySoundEx("MohophKill","Body")
		KNIG A 0 ACS_ExecuteAlways(997,0,5)
		Goto DeathAnim
	Death.EmtalicWeak:
		KNIG A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto DeathAnim
	Death.Emtalic:
		KNIG A 0  A_PlaySoundEx("RamSuccess","Body")
		Goto Death.Jitter
	Death.I1:
		KNIG A 0 A_SpawnItemEx("Heart",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		KNIG A 0 A_GiveToTarget("KilledI1",1)
		Goto DeathAnim
	Death.I2:
		KNIG A 0 A_GiveToTarget("KillBeep",1)
		KNIG A 0 A_GiveInventory("ItemDeath",1)
		KNIG A 0 A_GiveToTarget("KilledMe",1)
		KNIG A 0 A_GiveToTarget("KilledI2",1)
		KNIG A 0 A_GiveToTarget("Clip",1)
		KNIG G 0 SetPlayerProperty(0,1,4)
		KNIG G 0 A_Stop
		XWHY AAAAAAAAAAAAAA 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:
		KNIG A 0 A_GiveToTarget("KillBeep",1)
		KNIG A 0 A_GiveInventory("ItemDeath",1)
		KNIG A 0 A_GiveToTarget("KilledMe",1)
		KNIG A 0 A_GiveToTarget("KilledI3",1)
		KNIG HHHHHH 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		KNIG I 0 A_PlayerScream
		KNIG IIIIII 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		KNIG J 0 A_NoBlocking
		KNIG JJJJJJKKKKKKLLLLLLMMMMMM 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		KNIG NNNNNNN 3 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		KNIG N -1
		Stop
	Death.I4:
		KNIG A 0 A_GiveToTarget("KilledI4",1)
		Goto DeathAnim
	Death.I5:
		KNIG A 0 A_GiveToTarget("KilledI5",1)
		Goto DeathAnim
	Pain.RavagerBall:
		KNIG A 0 ACS_ExecuteAlways(920,0)
		Goto Pain
	Pain.YureiBall:
		//XWHY A 1
		XWHY A 0 A_GiveToTarget("Health",10)
		KNIG A 0 A_SpawnItemEx("BallFire")
		//XWHY A 4 A_Pain
		Goto Pain
	Pain.Emtalic:
		KNIG A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto Pain
	Pain.EmtalicWeak:
		KNIG 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 KnightStomp : CyborgStomp
{
	DeathSound "KnightStep"
}

Actor GreenArmor2 : BlueArmor
{
	Inventory.Icon "KNGARMOR"
	Armor.SavePercent 35
}

Actor Sword : Weapon
{
	Weapon.SlotNumber 1
	Inventory.Icon "TNT1A0"
	+WEAPON.NOAUTOAIM
	+WEAPON.NOALERT
	+WEAPON.MELEEWEAPON
	+INVENTORY.UNDROPPABLE
	+DONTBOB
	Decal "BulletChip"
	States
	{
	Select:
		KNSD ABC 1 bright A_Raise
		Loop
	Ready:
		KNSD ABC 3 bright A_WeaponReady
		Loop
	Deselect:
		KNSD ABC 1 bright A_Lower
		Loop
	Fire:
		KNSD D 0 A_PlayWeaponSound("SwordSwing")
		KNSD DEF 3 bright
		KNSD GH 3 bright A_FireCustomMissile("SwordAttack")
		KNSD I 10 bright A_FireCustomMissile("SwordAttack")
		Goto Ready
	AltFire:
		KNSD D 0 A_PlayWeaponSound("SwordSwing")
		KNSD DEF 3 bright
		KNSD GH 3 bright A_FireCustomMissile("SwordShot")
		KNSD I 20 bright A_FireCustomMissile("SwordShot")
		Goto Ready
	}
}

Actor SwordAttack : CreeperAttack
{
	Damage 9
	DamageType "Fire2"
	Obituary "%o was cut up by the loyal knight named %k."
	Decal "BulletChip"
	States
	{
	Death:
		TNT1 A 0 A_PlaySoundEx("Puff/Ric","Body")
		TNT1 A 0 A_SpawnItem("BulletPuff")
		Stop
	XDeath:
		TNT1 A 0
		Stop
	}
}

Actor SwordShot
{
	Speed 80
	Radius 5
	Height 5
	Alpha 0.95
	Damage 6
	DamageType "Fire3"
	SeeSound "SwordFireS"
	DeathSound "SwordFireX"
	Decal "Scorch"
	Obituary "%k's sword shot got rid of %o."
	PROJECTILE
	+BLOODLESSIMPACT
	States
	{
	Spawn:
		SWDF ABC 3 bright
		Loop
	Death:
		SWDF D 3 bright A_Explode(10,80,0)
		SWDF EFGHIJKLM 3 bright A_FadeOut(0.04)
		Stop
	}
}

Actor Hammer : Weapon
{
	Weapon.SlotNumber 2
	Inventory.Icon "TNT1A0"
	+WEAPON.NOAUTOAIM
	+WEAPON.NOALERT
	+INVENTORY.UNDROPPABLE
	+DONTBOB
	Decal "BulletChip"
	States
	{
	Select:
		KNHM A 1 A_Raise
		Loop
	Ready:
		KNHM A 1 A_WeaponReady
		Loop
	Deselect:
		KNHM A 1 A_Lower
		Loop
	Fire:
		KNHM B 0 A_PlayWeaponSound("SwordSwing")
		KNHM BCD 6
		KNHM E 0 A_PlayWeaponSound("HammerHit")
		KNHM E 15 A_FireCustomMissile("HammerAttack")
		KNHM A 15
		Goto Ready
	AltFire:
		KNHM B 0 A_PlayWeaponSound("SwordSwing")
		KNHM BCD 6
		KNHM E 0 A_FireCustomMissile("HammerShot",0,0,0,-20)
		KNHM E 15 A_PlayWeaponSound("HammerHit")
		KNHM A 15
		Goto Ready
	}
}

Actor HammerAttack : CreeperAttack
{
	DamageType "Hammer"
	Obituary "%o has become a slave to %k's hammer."
	Decal "BulletChip"
	States
	{
	Death:
		TNT1 A 0 A_PlaySoundEx("Puff/Ric","Body")
		TNT1 A 0 A_SpawnItem("BulletPuff")
		Stop
	XDeath:
		TNT1 A 0
		Stop
	}
}

Actor HammerShot
{
	Speed 0
	Height 4
	Radius 4
	Damage 0
	DamageType "Grenade2"
	PROJECTILE
	-NOGRAVITY
	+BLOODLESSIMPACT
	States
	{
	Spawn:
		TNT1 A 0
	Death:
		TNT1 A 0 A_CustomMissile("HammerSpawn",0,0,-135,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("HammerSpawn",0,0,-90,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("HammerSpawn",0,0,-45,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("HammerSpawn",0,0,0,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("HammerSpawn",0,0,45,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("HammerSpawn",0,0,90,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("HammerSpawn",0,0,135,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("HammerSpawn",0,0,180,CMF_AIMDIRECTION)
		Stop
	}
}

Actor HammerSpawn : SwordShot
{
	Speed 20
	Damage 1
	DamageType "Grenade2"
	Obituary "%o surrendered to the power of %k's axe."
	Translation "112:127=192:207"
	Decal "Scorch"
	PROJECTILE
	+FORCERADIUSDMG
	+FLOORHUGGER
	+BLOODLESSIMPACT
	+RIPPER
	States
	{
	Spawn:
		AXPF A 0 A_SpawnItemEx("HShotTrail")
		AXPF A 3 bright A_Explode(6,90,0)
		AXPF B 0 A_SpawnItemEx("HShotTrail")
		AXPF B 3 bright A_Explode(6,90,0)
		AXPF C 0 A_SpawnItemEx("HShotTrail")
		AXPF C 3 bright A_Explode(6,90,0)
		AXPF D 0 A_SpawnItemEx("HShotTrail")
		AXPF D 3 bright A_Explode(6,90,0)
		AXPF A 0 A_SpawnItemEx("HShotTrail")
		AXPF A 3 bright A_Explode(6,90,0)
		AXPF B 0 A_SpawnItemEx("HShotTrail")
		AXPF B 3 bright A_Explode(6,90,0)
		AXPF C 0 A_SpawnItemEx("HShotTrail")
		AXPF C 3 bright A_Explode(6,90,0)
		AXPF D 0 A_SpawnItemEx("HShotTrail")
		AXPF D 3 bright A_Explode(6,90,0)
	Death:
		AXPF A 0 A_Stop
		AXPF DEFG 2 bright A_FadeOut(0.04)
		Stop
	}
}

Actor HShotTrail 
{
	Scale 0.8
	projectile
	+floorhugger
	radius 4
	height 5
	speed 30
	DamageType "Grenade2"
	Obituary "%o surrendered to the power of %k's axe."
	States
	{
	Spawn:
		AXPF A 0
		AXPF ABCDCDCDCD 2 bright A_Explode(5,80,0) //CD
		Goto RemoveFX
	RemoveFX:
		AXPF D 1 bright A_FadeOut
		Loop
	}
}

Actor ShieldAndLongSword : Weapon
{
	+WEAPON.NOAUTOAIM
	+INVENTORY.UNDROPPABLE
	+WEAPON.MELEEWEAPON
	+Weapon.AXEBLOOD
	+WEAPON.AMMO_OPTIONAL
	Weapon.SlotNumber 2
	Weapon.Ammotype "LSAmmo"
	Inventory.Icon "TNT1A0"
	Weapon.Ammouse 1
	+Inventory.NoAttenPickupSound
	Inventory.PickupMessage "You got a Short Sword"
	Obituary "%o was viscerated by %k's Short Sword."
	States
	{
		Select:
			LSWS A 1 A_Raise
			Loop
		Deselect:
			LSWS A 1 A_Lower
			Loop
		Ready:
			LSWS A 1 A_WeaponReady
			Loop
			LSWS A 1
			Loop
		Fire:
			LSWS AB 2
			SWRD CD 2
			TNT1 A 0 A_JumpIfNoAmmo("FireSound")
			TNT1 A 0 A_PlaySound("Knight/SwordCharge")
			TNT1 A 0 ACS_ExecuteAlways(959)
			SWRD D 2
			TNT1 A 0 A_JumpIfNoAmmo("Fire2")
			TNT1 A 0 A_FireCustomMissile("LongSwordAttack",0,0)
			TNT1 A 0 A_FireCustomMissile("LongSwordAttack2",0,0)
			TNT1 A 0 A_TakeInventory("LSAmmo", 1)
			Goto FireEnd
		Fire2:
			TNT1 A 0 A_FireCustomMissile("LongSwordAttack")
			Goto FireEnd
		FireSound:
			TNT1 A 0 A_PlaySound("Knight/SwordNoCharge")
			Goto Fire+6
		AltFire:
			LSWS AB 1
			SHIL GFE 1
		AltHold:
			SHIL D 2
			TNT1 A 0 A_SpawnItemEx("ShieldDefense", 30, 0, 15)
			TNT1 A 0 A_SpawnItemEx("ShieldDefense", 20, 0, 15)
			TNT1 A 0 A_SpawnItemEx("ShieldDefense", 10, 0, 15)
			TNT1 A 0 A_Refire
			SHIL EFG 2
			LSWS BA 2
			Goto Ready
		FireEnd:
			SWRD EFG 2
			TNT1 A 1
			LSWS A 8
			Goto Ready
	}
}

Actor LongSwordAttack
{
	Speed 40
	Height 4
	Radius 5
	damage (60)
	DamageType "KnightSword"
	Obituary "%o was slashed by %k"
	+NOEXTREMEDEATH
	PROJECTILE
	States
	{
		Spawn:
			TNT1 A 2
			Stop
		Death:
			TNT1 A 0 A_PlayWeaponSound("Knight/SwordHit")
			TNT1 A 0 A_SpawnItem("BulletPuff")
			Stop
		XDeath:
			TNT1 A 0 A_GiveToTarget("HitBeep",1)
			TNT1 A 0 A_PlayWeaponSound("Knight/SwordHit")
			Stop
	}
}

Actor LongSwordAttack2
{
	Speed 50
	Height 4
	Radius 10
	damage (20)
	DamageType "Wind"
	Obituary "%o was slashed by %k"
	+NOEXTREMEDEATH
	PROJECTILE
	States
	{
		Spawn:
			WIND AAAAAAAAAA 1 Bright A_FadeOut
			Loop
		XDeath:
			TNT1 A 0 A_GiveToTarget("HitBeep",1)
			Goto Death
		Death:
			TNT1 A 0 A_PlayWeaponSound("airewind")
			TNT1 A 0 A_SpawnItemEx("LongSwordAttackdie")
			Stop
	}
}

Actor LongSwordAttackdie
{
	Height 4
	Radius 10
	Scale 0.1
	Speed 0
	DamageType "Wind2"
	+NOGRAVITY
	States
	{
		Spawn:
		Death:
			ARE2 ABCDEFGH 2 A_Explode(random(10,20),20,0)
			TNT1 AAAAAAAA 0 A_SpawnItemEx("LongSwordAttackdie2",random(-20,20),random(-20,20),0,random(-1,1),random(-1,1),1)
			Stop
	}
}


Actor LongSwordAttackdie2
{
	Height 4
	Radius 10
	Scale 0.1
	Speed 0
	+NOGRAVITY
	+CLIENTSIDEONLY
	States
	{
	Spawn:
		SMIS A 0 A_Recoil(1)
		SMIS A 1 A_FadeOut(0.05)
		SMIS A 0 A_Recoil(1)
		SMIS A 1 A_FadeOut(0.05)
		SMIS A 0 A_Recoil(1)
		SMIS A 1 A_FadeOut(0.05)
		SMIS A 0 A_Recoil(1)
		SMIS AAAAAAAA 1 A_FadeOut(0.05)
		Stop
	Death:
		SMIS A 0
		Stop
	}
}

Actor LSAmmo : Ammo
{
   Inventory.Amount 1
   Inventory.MaxAmount 10
   Ammo.BackpackAmount 5
   Ammo.BackpackMaxAmount 10
   Inventory.PickupMessage "You picked a Throwing Axe"
   Radius 2
   Height 2
   States 
   { 
   Spawn: 
      WFAX A 1000
      Stop
   } 
}


actor ShieldDefense
{
	Speed 9
	+NOTARGET
	Health 9999
	Radius 27
	Height 40
	PainChance 0
	+NOGRAVITY
	+SHOOTABLE
	+NOTELEPORT
	-SOLID
	+NODAMAGETHRUST
	+NORADIUSDMG
	+NOBLOOD
	+NOPAIN
	States
	{
		Spawn:
			XXX1 A 3
			Stop
	}
}

Actor FinalThunderAmmo : Ammo
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
}

Actor ShieldAndThrowingAxe : Weapon
{
	Weapon.SlotNumber 1
	+BLOODSPLATTER
	+NOAUTOFIRE
	+WEAPON.NOAUTOAIM
	+INVENTORY.UNDROPPABLE
	Weapon.AmmoUse1 1
	Weapon.AmmoGive1 15
	Weapon.KickBack 150
	Weapon.YAdjust -10
	Inventory.Icon "TNT1A0"
	Weapon.AmmoType1 "AxeAmmo"
	Weapon.AmmoType2 "Charge"
	Inventory.PickupMessage "This is a throwing axe."
	+WEAPON.NOAUTOAIM
	+INVENTORY.UNDROPPABLE
	+Weapon.AXEBLOOD
	+Inventory.NoAttenPickupSound
	Obituary "%o was viscerated by %k's axe."
	States
	{
		Spawn:
			KNAX A -1
			Stop
		Ready:
			TNT1 A 0 A_TakeInventory("Charge",100)
			W011 A 2 A_WeaponReady
			TNT1 A 0 A_JumpIfInventory("CyborgDashCheck",1,"FinalThunder")
			Loop
		Deselect:
			TNT1 A 0 A_TakeInventory("Charge",100)
			W011 A 1 A_Lower
			W011 A 1 A_Lower
			Loop
		Select:
			TNT1 A 0 A_TakeInventory("Charge",100)
			W011 A 1 A_Raise
			W011 A 1 A_Raise
			Loop
		Fire:
			W011 AB 2
		Hold:
			TNT1 A 0 A_JumpIfInventory("Charge",100,"ElectricExplosionCheck")
			TNT1 A 0 A_GiveInventory("Charge",1)
			FAXE B 1
			TNT1 A 0 A_Refire
			FAXE CDE 2
			TNT1 A 0
			TNT1 A 0 A_PlaySound("FAILSLAS")
			TNT1 A 0 ACS_ExecuteAlways(958)
			FAXE E 2
			PUNG F 0 A_FireCustomMissile("AxeFly", 0, 1, 0, 8,0,0)
			Goto FireEnd
		FireEnd:
			TNT1 A 0 A_TakeInventory("Charge",100)
			THHA A 2
			TNT1 G 2
			Goto Ready
		AltFire:
			W011 AB 1
			SHIL GFE 1
		AltHold:
			SHIL D 2
			TNT1 A 0 A_SpawnItemEx("ShieldDefense", 30, 0, 15)
			TNT1 A 0 A_SpawnItemEx("ShieldDefense", 20, 0, 15)
			TNT1 A 0 A_SpawnItemEx("ShieldDefense", 10, 0, 15)
			TNT1 A 0 A_Refire
			SHIL EFG 2
			W011 BA 3
			Goto Ready
		ElectricExplosionCheck:
			FAXE N 0 A_JumpIfInventory("AxeAmmo",3,"ElectricExplosion")
			Goto Hold+4
		ElectricExplosion:
			FAXE N 2
			TNT1 A 0 A_Refire
			FAXE OPQ 2
			TNT1 A 0 A_Playsound("Knight/HardHitLightning",CHAN_5)
			TNT1 A 0 A_PlaySound("Axebuum", CHAN_WEAPON)
			TNT1 A 0 A_PlaySound("FAILSLAS")
			TNT1 A 0 ACS_Execute(960)
			KNAX E 1
			TNT1 A 0 A_TakeInventory("AxeAmmo",2)
			TNT1 A 0 Radius_Quake(6,17,0,6400,0)
			TNT1 A 0 Radius_Quake(7,17,0,6400,0)
			TNT1 A 0 Radius_Quake(8,17,0,6400,0)
			TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("KNThunderFX_Spark", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
			TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("KNThunderFX_Spark", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
			PUNG F 0 A_FireCustomMissile("HammerShot",0,1,0,-20)
			Goto FireEnd
		FinalThunder:
			FAXE B 0 A_TakeInventory("CyborgDashCheck",999)
			FAXE B 0 A_JumpIfInventory("FinalThunderAmmo",1,"FinalThunderSpawn")
			Goto Ready
		FinalThunderSpawn:
			FAXE B 0 A_TakeInventory("FinalThunderAmmo",1)
			FAXE B 0 ACS_Execute(950)
			FAXE B 2 Radius_Quake(3,17,0,2,0)
			FAXE B 2 Radius_Quake(2,17,0,4,0)
			FAXE B 2 Radius_Quake(1,17,0,6,0)
			FAXE B 2 Radius_Quake(3,17,0,2,0)
			FAXE B 2 Radius_Quake(2,17,0,4,0)
			FAXE B 2 Radius_Quake(1,17,0,6,0)
			FAXE B 2 Radius_Quake(3,17,0,2,0)
			FAXE B 2 Radius_Quake(2,17,0,4,0)
			FAXE B 2 Radius_Quake(1,17,0,6,0)
			FAXE B 2 Radius_Quake(3,17,0,2,0)
			FAXE B 2 Radius_Quake(2,17,0,4,0)
			FAXE B 2 Radius_Quake(1,17,0,6,0)
			FAXE B 2 Radius_Quake(3,17,0,2,0)
			FAXE B 2 Radius_Quake(2,17,0,4,0)
			FAXE B 2 Radius_Quake(1,17,0,6,0)
			FAXE B 2 Radius_Quake(3,17,0,2,0)
			FAXE B 2 Radius_Quake(2,17,0,4,0)
			FAXE B 2 Radius_Quake(1,17,0,6,0)
			FAXE B 2 Radius_Quake(2,17,0,4,0)
			FAXE B 2 Radius_Quake(1,17,0,6,0)
			FAXE B 2 Radius_Quake(3,17,0,2,0)
			FAXE B 2 Radius_Quake(2,17,0,4,0)
			FAXE B 2 Radius_Quake(1,17,0,6,0)
			FAXE B 2 Radius_Quake(3,17,0,2,0)
			FAXE B 2 Radius_Quake(2,17,0,4,0)
			FAXE B 2 Radius_Quake(1,17,0,6,0)
			FAXE N 2 Radius_Quake(3,17,0,2,0)
			FAXE N 2 Radius_Quake(2,17,0,4,0)
			FAXE N 2 Radius_Quake(1,17,0,6,0)
			FAXE N 2 Radius_Quake(3,17,0,2,0)
			FAXE N 2 Radius_Quake(2,17,0,4,0)
			FAXE N 2 Radius_Quake(1,17,0,6,0)
			FAXE N 2 Radius_Quake(3,17,0,2,0)
			FAXE N 2 Radius_Quake(2,17,0,4,0)
			FAXE N 2 Radius_Quake(1,17,0,6,0)
			FAXE N 2 Radius_Quake(3,17,0,2,0)
			FAXE N 2 Radius_Quake(2,17,0,4,0)
			FAXE N 2 Radius_Quake(1,17,0,6,0)
			FAXE N 2 Radius_Quake(3,17,0,2,0)
			FAXE N 2 Radius_Quake(2,17,0,4,0)
			FAXE N 2 Radius_Quake(1,17,0,6,0)
			FAXE N 2 Radius_Quake(3,17,0,2,0)
			FAXE N 2 Radius_Quake(2,17,0,4,0)
			FAXE N 2 Radius_Quake(1,17,0,6,0)
			FAXE N 2 Radius_Quake(3,17,0,2,0)
			FAXE N 2 Radius_Quake(2,17,0,4,0)
			FAXE N 2 Radius_Quake(1,17,0,6,0)
			FAXE N 2 Radius_Quake(3,17,0,2,0)
			FAXE N 2 Radius_Quake(2,17,0,4,0)
			FAXE N 2 Radius_Quake(1,17,0,6,0)
			FAXE N 2 Radius_Quake(3,17,0,2,0)
			FAXE N 2 Radius_Quake(2,17,0,4,0)
			FAXE N 2 Radius_Quake(1,17,0,6,0)
			FAXE N 2 Radius_Quake(2,17,0,4,0)
			FAXE N 2 Radius_Quake(1,17,0,6,0)
			FAXE N 2 Radius_Quake(3,17,0,2,0)
			FAXE N 2 Radius_Quake(2,17,0,4,0)
			FAXE N 2 Radius_Quake(1,17,0,6,0)
			FAXE N 2 Radius_Quake(3,17,0,2,0)
			FAXE N 2 Radius_Quake(2,17,0,4,0)
			FAXE N 2 Radius_Quake(1,17,0,6,0)
			FAXE OPQ 3
			FAXE Q 0 A_SpawnItemEx("KNGoddessStateExplosion")
			FAXE Q 0 Bright Radius_Quake(9, 140, 0, 64000, 0)
			FAXE Q 0 A_FireCustomMissile("KNMagichandLightingThunderShot")
			FAXE Q 0 Damagething(9999)
			Goto Ready
	}
}

ACTOR KNGoddessStateExplosion
{
   Radius 13
   Height 8
   Speed 20
   alpha 2.0
   scale 4.0
   PROJECTILE
   +STRIFEDAMAGE
   +NOTARGET
   +FULLVOLDEATH
   +CLIENTSIDEONLY
   States
   {
   Spawn:
      TNT1 A 1
      Goto Death
   Death:
      FBLU A 0 Bright Radius_Quake(9, 140, 0, 64000, 0)
	  FBLU A 0 Bright Radius_Quake(9, 140, 0, 64000, 0)
	  FBLU A 0 Bright Radius_Quake(9, 140, 0, 64000, 0)
      FBLU A 4 Bright A_SetTranslucent(0.99, 1)
      FBLU A 3 Bright A_SetTranslucent(0.9, 1)
      FBLU A 3 Bright A_SetTranslucent(0.8, 1)
	  FBLU A 3 A_SetTranslucent(0.70, 1)
	FBLU A 3 A_SetTranslucent(0.65, 1)
	FBLU A 3 A_SetTranslucent(0.60, 1)
	FBLU A 3 A_SetTranslucent(0.55, 1)
	FBLU A 3 A_SetTranslucent(0.50, 1)
	FBLU A 3 A_SetTranslucent(0.45, 1)
	FBLU A 3 A_SetTranslucent(0.40, 1)
	FBLU A 3 A_SetTranslucent(0.35, 1)
	FBLU A 3 A_SetTranslucent(0.20, 1)
	FBLU A 3 A_SetTranslucent(0.15, 1)
	FBLU A 3 A_SetTranslucent(0.10, 1)
	FBLU A 3 A_SetTranslucent(0.05, 1)
      Stop
   }
}

Actor KNThunderFX // 3004
{
	+NoInteraction
	+CLIENTSIDEONLY
	States
	{
	Spawn:
		TNT1 A 0
		goto Death
	Death:
		TNT1 A 1
		TNT1 A 0 A_SpawnItemEx("KNThunderFX_LightObject", 0, 0, 0, 0, 0, 0, 0, 128, 0)
		TNT1 A 0 A_SpawnItemEx("KNThunderFX_Flare", 0, 0, 0, 0, 0, 0, 0, 128, 0)
		TNT1 A 0 A_SpawnItemEx("KNThunderFX_Flare", 0, 0, 512, 0, 0, 0, 0, 128, 0)
		TNT1 A 0 A_SpawnItemEx("KNThunderFX_Bolt", 0, 0, 0, 0, 0, 0, 0, 128, 0)
		TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx("KNThunderFX_Smoke", 0, 0, 0, 0.01 * Random(-125, 125), 0.01 * Random(-125, 125), 0.01 * Random(25, 245), 0, 128, 0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("KNThunderFX_Spark", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("KNThunderFX_Spark", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 A 0 A_PlaySound("maciaXPL",CHAN_ITEM, 1, 0, ATTN_NONE)
		TNT1 A 30 Radius_Quake(9, 300, 0, 6400, 0)
		Stop
	}
}
Actor KNThunderFX_LightObject
{
	+NoInteraction
	+CLIENTSIDEONLY
	RenderStyle None
	scale 5.0
	States
	{
	Spawn:
		TNT1 A 1
		TNT1 B 5//1
		TNT1 A 3
		TNT1 B 4//2
		TNT1 CDEFGHIJKL 1//FadeOut
		Stop
	}
}
//Flare
Actor KNThunderFX_Flare
{
	+NoInteraction
	+CLIENTSIDEONLY
	RenderStyle Add
	scale 5.0
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(255, "Flash1", "Flash2", "Flash3", "Flash4")
	Flash1:
		BFLR A 1
		BFLR A 1 Bright A_FadeOut(0.05)
		Wait
	Flash2:
		BFLR B 1
		BFLR B 1 Bright A_FadeOut(0.05)
		Wait
	Flash3:
		BFLR C 1
		BFLR C 1 Bright A_FadeOut(0.05)
		Wait
	Flash4:
		BFLR D 1
		BFLR D 1 Bright A_FadeOut(0.05)
		Wait
	}
}
//ThunderBolt
Actor KNThunderFX_Bolt
{
	+NoInteraction
	+CLIENTSIDEONLY
	RenderStyle Add
	scale 5.0
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(255, "Flash1", "Flash2", "Flash3")
	Flash1:
		THUN A 1
		THUN A 1 Bright A_FadeOut(0.04)
		Wait
	Flash2:
		THUN B 1
		THUN B 1 Bright A_FadeOut(0.04)
		Wait
	Flash3:
		THUN C 1
		THUN C 1 Bright A_FadeOut(0.04)
		Wait
	}
}
//Sparks
Actor KNThunderFX_Spark
{
	+Missile
	-NoGravity
	+CLIENTSIDEONLY
	Gravity 0.1
	Radius 4
	Height 8
	RenderStyle Add
	Scale 0.0500
	States
	{ 
	Spawn:
		BFLR A 1 Bright
		Wait
	}
}
//Smoke
Actor KNThunderFX_Smoke
{
	+NoInteraction
	+CLIENTSIDEONLY
	Alpha 0.9
	scale 5.0
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(255, "Cloud1", "Cloud2", "Cloud3", "Cloud4")
	Cloud1:
		SMOG A 1 A_FadeOut(0.0125)
		Wait
	Cloud2:
		SMOG B 1 A_FadeOut(0.0125)
		Wait
	Cloud3:
		SMOG C 1 A_FadeOut(0.0125)
		Wait
	Cloud4:
		SMOG D 1 A_FadeOut(0.0125)
		Wait
	}
}



ACTOR KNMagichandLightingThunderShot : fastprojectile//normal fire
{
	PROJECTILE
	Damage 0
	Radius 8 
	Height 8 
	obituary "%k took %o straight to hell."
	Speed 0
	Scale  3.0
	+NOGRAVITY 
	+friendly
	States
	{
		Spawn:
			TNT1 A 1
			Goto Death
		Death:
			TNT1 A 1 A_SpawnItem("KNMagichandLightingThunderFX")
			TNT1 A 0 Radius_Quake(9, 140, 0, 64000, 0)
			TNT1 A 0 Radius_Quake(9, 140, 0, 64000, 0)
			TNT1 A 0 Radius_Quake(9, 140, 0, 64000, 0)
//			TNT1 A 1 A_SpawnItemEx("MagichandLightingThunderFX", 0, 0, 128, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			Stop
	}
}


Actor KNMagichandLightingThunderFX : KNThunderFX
{
	Damagetype "LastThunderBoom"
	obituary "%k took %o straight to hell."
	-CLIENTSIDEONLY
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Explode(10000, 256, 0)
		goto Death
	}
}

Actor Charge : Ammo
{
	Inventory.Amount 0
	Inventory.MaxAmount 100
}

Actor KnightAxes : CustomInventory
{
	Inventory.PickupMessage "You picked a Throwing Axe" 
   Inventory.Amount 1
   Inventory.MaxAmount 30
	Scale 1.0
	  Radius 16
   Height 16
	States
	{
	Spawn:
		WFAX B 16 Bright
		WFAX CDEEDC 3 Bright
		Goto Spawn
	Pickup:
		TNT1 A 1 A_JumpIfInventory("ShieldAndThrowingAxe",1,"AxePickups")
		fail
	AxePickups:
		TNT1 A 0 A_GiveInventory("AxeAmmo",1)
		Stop
	}
}

ACTOR AxeAmmo : Ammo
{ 
   Inventory.Amount 1
   Inventory.MaxAmount 30
   Ammo.BackpackAmount 5
   Ammo.BackpackMaxAmount 30
   Inventory.PickupMessage "You picked a Throwing Axe" 
   Inventory.Icon WFAXA0
   Radius 2
   Height 2
   States 
   { 
   Spawn: 
      WFAX A 8
      loop
   } 
}

Actor AxeFly
{
	Speed 55
	Radius 14
	Height 20
	damage (40)
	DamageType "KnightAxe"
	Obituary "%o has a new scar on his face."
	PROJECTILE
	+NOEXTREMEDEATH
	-NOGRAVITY
	+SKYEXPLODE
	Gravity 1.5
	States
	{
		Spawn:
			THAX A 2 Bright A_SpawnItem("KnightAxeFlyTrail")
			THAX B 2 Bright A_PlaySound("FighterHammerContinuous")
			THAX CDEFGH 2 A_SpawnItem("KnightAxeFlyTrail")
			Loop
		XDeath:
			TNT1 A 0 A_GiveToTarget("HitBeep",1)
			Goto Death
		Death:
			TNT1 A 0 A_SpawnItemEx("AxeDie")
			TNT1 A 0 A_SpawnItemEx("KnightAxes")
			TNT1 A 0 A_PlayWeaponSound("AXE5")
			Stop
	}
}

Actor KnightAxeFlyTrail
{   
  Radius 2
  Height 2
  Damage 0
  Projectile
  -BloodSplatter
  +BloodlessImpact
  +CLIENTSIDEONLY
  RenderStyle Add
  Alpha 0.9
  States
  {
  Spawn:
    THAX ABCDEFGH 1 Bright A_fadeout (0.1)
    loop
  }
}

Actor AxeDie : LongSwordAttackdie2
{
	Scale 1.0
	States
	{
		Spawn:
		Death:
			AXPF ABCDEFG 2 Bright A_FadeOut(0.14)
			Stop
	}
}