 Actor Leonhart : PlayerPawn
 {
  
 +NOSKIN
 +NOICEDEATH
 +NODAMAGETHRUST
 +QUICKTORETALIATE
 +GHOST
  Player.Maxhealth 100
  Player.WeaponSlot 1, Macheterang
  Player.WeaponSlot 2, Annihilator
  Player.WeaponSlot 3, SkullThrottle
  Player.StartItem "Macheterang", 1
  Player.StartItem "Macheteammo", 2
  Player.StartItem MacheteIn
  Player.StartItem MacheteOut
  Player.StartItem "Annihilator", 1
  Player.StartItem "Magnumclip", 10
  Player.StartItem "SkullThrottle"
  Player.StartItem "ThrottleAmmo", 250
  Player.StartItem "IsHuman", 1
  Player.StartItem "Screamer", 0
  Player.ColorRange 112, 127
  Player.DisplayName "Leonhart"
  Player.SoundClass "Leonhart"
  Player.ScoreIcon "LEONST"
  LimitedToTeam 0
  scale 1.0
  Damagefactor "AntiAirbolt", 0.0
  Damagefactor "normal", 1.0
  Damagefactor "MechPewPews", 0.0
  Damagefactor "BlueFire", 1.2
  Damagefactor "Hellzone", 1.6
  Damagefactor "Sentinel", 0.0
  Damagefactor "MacheteSlicerino", 0.0
  Damagefactor "GasterSmokeHurt", 0.0
  Damagefactor "StrifeSuit", 0.0
  mass 700
  Speed 0.9
  PainChance 256
	States
	{
	Spawn:
		LEON A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		LEON A -1 Setplayerproperty(0,0,0)
		Loop
	See:
			LEON A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
			LEON A 0 A_JumpIfHealthlower(50,"INeedHealingSee")
		    LEON A 5
	        LEON B 5 A_SpawnItemEx ("LeonStomp", 0, 0, 0, 0, 0, -20, 0,0, 0)
	        LEON C 5
	        LEON D 5 A_SpawnItemEx ("LeonStomp", 0, 0, 0, 0, 0, -20, 0,0, 0)
        goto spawn
	INeedHealingSee:
			LEON A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
			LEON A 0 A_SpawnItemEx("INeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		    LEON A 5
	        LEON B 5 A_SpawnItemEx ("LeonStomp", 0, 0, 0, 0, 0, -20, 0,0, 0)
	        LEON C 5
	        LEON D 5 A_SpawnItemEx ("LeonStomp", 0, 0, 0, 0, 0, -20, 0,0, 0)
        goto spawn
	Missile:
		LEON E 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		LEON E 12 
		Goto Spawn
	Melee:
		LEON F 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		LEON F 6 BRIGHT
		Goto Missile
		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)
	LEON 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)
	LEON 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)
	LEON 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:
	LEON G 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
    LEON G 4
    LEON G 4 A_Pain
    Goto Spawn
	Pain.LoonaClawing:
	TNT1 A 0 A_GiveToTarget("Health",6)
	LEON G 20 Setplayerproperty(0,1,0)
	LEON 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)
	LEON G 20 Setplayerproperty(0,1,0)
	LEON 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)
	LEON G 20 Setplayerproperty(0,1,0)
	LEON 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:
    LEON G 0 A_Pain
	LEON G 0 A_GiveToTarget("health",5)
	LEON G 40 Setplayerproperty(0,1,0)
	LEON G 2 Setplayerproperty(0,0,0)
	Goto Spawn
  Death.Creeper:
	LEON A 0 A_PlaySoundEx("creeperattack", "Body")
	TNT1 A 0 A_GiveToTarget("GhoulAmmo",1)
	LEON A 0 A_SpawnItemEx("CreeperPopUp",0,0,10)
	LEON A 0 A_GiveToTarget("Creeperheal",1)
    LEON A 0 ACS_ExecuteAlways(997,0,1)
	goto DeathAnimAlt
  Death.Creepstun:
	LEON A 0 A_GiveToTarget("Unlock13",1)
	LEON A 0 A_GiveToTarget("CreepGotya",1)
	goto DeathAnimAlt
  Death.SjasScream:
  Death.FrostbiteWind:
  Death.EmtalicSaw:
  Death.LichFire:
    LEON A 0 A_GiveToTarget("KilledJ",1)
    Goto DeathAnim
  Death:
  DeathAnim:
	LEON A 0 A_GiveToTarget("KillBeep",1)
	LEON A 0 A_GiveInventory("ItemDeath",1)
	LEON A 0 A_TakeInventory("KilledCount",999)
    LEON A 0 A_GiveToTarget("KilledMe",1)
    LEON A 0 A_GiveToTarget("KilledLeonhart",1)
    LEON H 5
    LEON I 5 A_PlayerScream
    LEON J 5 A_NoBlocking
    LEON KL 5
    LEON L -1
    Stop
  DeathAnimAlt:
	LEON A 0 A_GiveToTarget("KillIndicator",1)
	LEON A 0 A_GiveInventory("ItemDeath",1)
	LEON A 0 A_TakeInventory("KilledCount",999)
    LEON A 0 A_GiveToTarget("KilledMe",1)
    LEON A 0 A_GiveToTarget("KilledLeonhart",1)
    LEON H 5
    LEON I 5 A_PlayerScream
    LEON J 5 A_NoBlocking
    LEON KL 5
    LEON L -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:
	LEON A 0 A_GiveToTarget("KillBeep",1)
	LEON A 0 A_GiveInventory("ItemDeath",1)
    LEON A 0 A_GiveToTarget("Crunched",1)
	LEON A 0 A_GiveToTarget("KilledMe",1)
	LEON A 0 A_GiveToTarget("KilledLeonhart",1)
	LEON 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:
	LEON A 0 A_GiveToTarget("KillIndicator",1)
	LEON A 0 A_GiveInventory("ItemDeath",1)
    LEON A 0 A_GiveToTarget("Crunched",1)
	LEON A 0 A_GiveToTarget("KilledMe",1)
	LEON A 0 A_GiveToTarget("KilledLeonhart",1)
	LEON 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:
		LEON A 0 A_GiveToTarget("KilledR",1)
		LEON A 0 A_GiveToTarget("Health",100)
		LEON A 0 ACS_ExecuteAlways(997,0,2)
		LEON A 0 A_PlaySoundEx("RavagerAttack","Body")
		LEON A 0 A_SpawnItemEx("RavagerHit",0,0,32)
		Goto DeathAnimAlt
	Death.RavagerBall:
		LEON A 0 A_GiveToTarget("RavagerGotYa",1)
		LEON A 0 A_GiveToTarget("KilledJ",1)
		Goto DeathAnimAlt
	Death.Yurei:
		LEON A 0 A_GiveToTarget("KilledY",1)
		LEON A 0 A_PlaySoundEx("YureiKill1","Body",0,1)
		LEON A 0 ACS_ExecuteAlways(997,0,3)
		Goto DeathAnimAlt
	Death.YureiBall:
		LEON A 0 A_GiveToTarget("Health",10)
		LEON A 0 A_SpawnItemEx("BallFire")
		Goto Death.SjasScream
	Death.UboaRawrScream:
		Goto DeathAnimAlt
	Death.Misty:
	Death.Whiteface:
		LEON A 0 A_GiveToTarget("KillBeep",1)
		LEON A 0 A_GiveInventory("ItemDeath",1)
		LEON A 0 A_GiveToTarget("KilledMe",1)
		LEON A 0 A_GiveToTarget("KilledM",1)
		LEON HHHH 2 A_FadeOut(0.1)
		LEON A 0 A_PlayerScream
		LEON IIIIJJ 2 A_FadeOut(0.1)
		LEON A 0 A_NoBlocking
		NULL A -1
		Stop
	Death.Clowny:
		LEON A 0 ACS_ExecuteAlways(997,0,4)
		LEON A 0 A_GiveToTarget("KilledC",1)
		LEON A 0 A_GiveToTarget("ClownyAmmo",5)
		Goto DeathAnim
	Death.Mohoph:
		TNT1 A 0 A_GiveToTarget("MorphAmmo", 1)
		LEON A 0 A_GiveToTarget("TransLeonhart",1)
		LEON A 0 A_PlaySoundEx("MohophKill","Body")
		LEON A 0 ACS_ExecuteAlways(997,0,5)
		Goto DeathAnim
	Death.EmtalicWeak:
		LEON A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto DeathAnim
	Death.Emtalic:
		LEON A 0  A_PlaySoundEx("RamSuccess","Body")
		Goto Death.Jitter
	Death.I1:
		LEON A 0 A_SpawnItemEx("Heart",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		LEON A 0 A_GiveToTarget("KilledI1",1)
		Goto DeathAnim
	Death.I2:
		LEON A 0 A_GiveToTarget("KillBeep",1)
		LEON A 0 A_GiveInventory("ItemDeath",1)
		LEON A 0 A_GiveToTarget("KilledMe",1)
		LEON A 0 A_GiveToTarget("KilledI2",1)
		LEON A 0 A_GiveToTarget("Clip",1)
		LEON G 0 SetPlayerProperty(0,1,4)
		LEON G 0 A_Stop
		LEON 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:
		LEON A 0 A_GiveToTarget("KillBeep",1)
		LEON A 0 A_GiveInventory("ItemDeath",1)
		LEON A 0 A_GiveToTarget("KilledMe",1)
		LEON A 0 A_GiveToTarget("KilledI3",1)
		LEON HHHHHHHH 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		LEON I 0 A_PlayerScream
		LEON IIIIIIII 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		LEON J 0 A_NoBlocking
		LEON JJJJJJJJKKKKKKKKLLLLLLLLMMMMMMMM 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		LEON NNNNNNN 3 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		LEON N -1
		Stop
	Death.I4:
		LEON A 0 A_GiveToTarget("KilledI4",1)
		Goto DeathAnim
	Death.I5:
		LEON A 0 A_GiveToTarget("KilledI5",1)
		Goto DeathAnim
	Pain.RavagerBall:
		LEON A 0 ACS_ExecuteAlways(920,0)
		Goto Pain
	Pain.YureiBall:
		LEON A 0 A_GiveToTarget("Health",10)
		LEON A 0 A_SpawnItemEx("BallFire")
		Goto Pain
	Pain.Emtalic:
		LEON A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto Pain
	Pain.EmtalicWeak:
		LEON 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 LeonStomp : CyborgStomp
{
	DeathSound "LeonStep"
}

Actor MacheteFirstSlash : Inventory { Inventory.MaxAmount 1 }

Actor Macheterang : Weapon
{
  Weapon.SlotNumber 1
  Weapon.SelectionOrder 8
  Weapon.UpSound "Machete/Up"
  Weapon.Kickback 50
  Weapon.AmmoType "MacheteAmmo"
  Weapon.AmmoGive 0
  Weapon.AmmoUse 0
  Weapon.AmmoType2 "MacheteAmmo"
  Weapon.AmmoUse2 1
  Inventory.icon "TNT1A0"
  Inventory.PickupSound "misc/w_pkup"
  Inventory.PickupMessage "Got your hands at ''Macheterang''! Chop chop, motherfuckers. (1)"
  Obituary "%o was sliced'n'diced by %k's ''Macheterang''."
  +NOALERT
  +NOAUTOFIRE
  //+NOAUTOAIM
  States
  {
  Ready:
    MCHU A 1
	MCHU B 1
	MCHU C 1
	MCHU D 1
	MCHU E 1
	MCHU F 1
  ReadyMain:
    MCHG A 1 A_WeaponReady
    Loop
  Deselect:
    MCHU F 1
	MCHU E 1
	MCHU D 1 
	MCHU C 1
	MCHU B 1
	MCHU A 1
    TNT1 AAAAAAAAAAAAAAA 0 A_Lower
    TNT1 A 1 A_Lower
    Wait
  Select:
    TNT1 A 0 A_Raise
    TNT1 A 1 A_Raise
    Loop
  Fire:
    TNT1 A 0 A_JumpIfInventory("MacheteFirstSlash",1,"HackitySlashSlash")
    TNT1 A 0 A_PlaySound("Machete1/Slash",1,0.9)
    TNT1 A 0 A_PlaySound("Machete2/Slash",5,0.2)
    MC1S ABCDE 1
	MC1S H 0 A_FireCustomMissile("MacheteRangAttack")
	MC1S H 0 A_FireCustomMissile("MacheteRangAttack")
	MC1S H 0 A_FireCustomMissile("MacheteRangAttack")
	MC1S FGHIJ 1
	TNT1 A 0 A_GiveInventory("MacheteFirstSlash",1)
	TNT1 A 9 A_WeaponReady
	TNT1 A 0 A_ReFire("HackitySlashSlash")
	TNT1 A 0 A_TakeInventory("MacheteFirstSlash",1)
	Goto Ready
  HackitySlashSlash:
    TNT1 A 0 A_Jump(255,"Slash1","Slash2")
	Goto Ready
  Slash1: //Right
    TNT1 A 0 A_PlaySound("Machete1/Slash",1,0.9)
    TNT1 A 0 A_PlaySound("Machete2/Slash",5,0.2)
    MC1S ABCDE 1
	MC1S H 0 A_FireCustomMissile("MacheteRangAttack")
	MC1S H 0 A_FireCustomMissile("MacheteRangAttack")
	MC1S H 0 A_FireCustomMissile("MacheteRangAttack")
	MC1S FGHIJ 1
	TNT1 A 5 A_WeaponReady
	TNT1 A 0 A_TakeInventory("MacheteFirstSlash",1)
	Goto Ready
  Slash2: //Left
    TNT1 A 0 A_PlaySound("Machete1/Slash",1,0.9)
    TNT1 A 0 A_PlaySound("Machete2/Slash",5,0.2)
    MC3S ABCDE 1
	MC3S H 0 A_FireCustomMissile("MacheteRangAttack")
	MC3S H 0 A_FireCustomMissile("MacheteRangAttack")
	MC3S H 0 A_FireCustomMissile("MacheteRangAttack")
	MC3S FGHIJ 1
	TNT1 A 5 A_WeaponReady
	TNT1 A 0 A_TakeInventory("MacheteFirstSlash",1)
	Goto Ready
  AltFire:
	// There used to be a check here that said, "Hey! Don't spawn the missile at all!"
	MCHB A 1
	MCHB B 1
	MCHB C 1
	MCHB D 1
	MCHB E 1
	MCHB F 1
    MC4S A 0 A_PlaySound("Machete1/Slash",1,0.9)
    MC4S A 0 A_PlaySound("Machete2/Slash",5,0.2)
	MCHT ABC 1
	TNT1 A 0 A_TakeInventory("MacheteAmmo",1)
	MCHT A 0 A_SpawnItemEX("MacheterangProjectile",cos(-pitch)*48,0,32+(sin(-pitch)*48),cos(-pitch)*35,0,sin(-pitch)*35,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
	// This solution is ten times better. Just let it bouncecount out.
	MCHT D 1
	MCHT E 1
	MCHT F 1
	MCHT G 1
	MCHT H 1
	MCHT I 1
	TNT1 A 3
	TNT1 A 0 A_JumpIfNoAmmo(2)
	TNT1 A 0 A_ReFire
	Goto Ready
	MCHT A 0 A_TakeInventory("Macheterang")
	Goto Ready
    //MCHG A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	//Goto Deselect+6
  Flash:
    TNT1 A 2 A_Light1
    TNT1 A 3 A_Light2
    TNT1 A 0 A_Light0
    Stop
  Spawn:
    MCHG X -1
    Stop
  }
}

Actor MacheteRangAttack
{
	Radius 5
	Height 5
	Speed 40
	Damage 10
	DamageType "MacheteRangAttackSlice"
	Obituary "%o was sliced'n'diced by %k's ''Macheterang''."
	Decal "BulletChip"
	PROJECTILE
	+NOEXTREMEDEATH
	States
	{
	Spawn:
		TNT1 A 2
		Stop
	Death:
		TNT1 A 0
		TNT1 A 0 A_PlayWeaponSound("Machete/solid")
		TNT1 A 0 A_SpawnItemEx("BulletPuff")
		Stop
	XDeath:
		TNT1 A 0
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		TNT1 A 0 A_PlayWeaponSound("Machete/Yum")
		Stop
	}
}


ACTOR MacheterangProjectile
{
  Speed 35
  Height 16
  Radius 12
  Damage 0
  Scale 0.35
  PROJECTILE
  Damagetype "MacheteSlicerino"
  bouncesound "knifemiss"
  BounceFactor 1.0
  WallBounceFactor 1.0
  Obituary "%o was sliced'n'diced by %k's ''Macheterang''."
  BounceCount 12
  //-NOGRAVITY
  +RIPPER
  +NOEXTREMEDEATH
  +BLOODSPLATTER
  +SKYEXPLODE
  +SEEKERMISSILE
  +FORCERADIUSDMG
  +BOUNCEONWALLS
  +BOUNCEONFLOORS
  +BOUNCEONCEILINGS
  +THRUACTORS
  +CANBOUNCEWATER
  var int User_Counter;
  states
  {
  Spawn:
   MCHP AA 0 A_SetUserVar("User_Counter",4)
  SpawnLoop:
   MCHP A 0 A_PlaySound("Machete/Fly",5,1.0,1)
   MCHP A 0 A_Explode(14,40,0)
   MCHP H 1 A_JumpIf(User_Counter <= 0, "Spawn2")
   MCHP A 0 A_Explode(14,40,0)
   MCHP G 1 A_JumpIf(User_Counter <= 0, "Spawn2")
   MCHP A 0 A_Explode(14,40,0)
   MCHP F 1 A_JumpIf(User_Counter <= 0, "Spawn2")
   MCHP A 0 A_Explode(14,40,0)
   MCHP E 1 A_JumpIf(User_Counter <= 0, "Spawn2")
   MCHP A 0 A_Explode(14,40,0)
   MCHP D 1 A_JumpIf(User_Counter <= 0, "Spawn2")
   MCHP A 0 A_Explode(14,40,0)
   MCHP C 1 A_JumpIf(User_Counter <= 0, "Spawn2")
   MCHP A 0 A_Explode(14,40,0)
   MCHP B 1 A_JumpIf(User_Counter <= 0, "Spawn2")
   MCHP A 0 A_Explode(14,40,0)
   MCHP A 1 A_JumpIf(User_Counter <= 0, "Spawn2")
   MCHP A 0 A_SetUserVar("User_Counter", User_Counter - 1)
   Loop
  /*Bounce:
   MCHP A 0
   Goto Spawn2*/
  Spawn2:
   MCHP A 0 A_RearrangePointers(AAPTR_DEFAULT, AAPTR_DEFAULT, AAPTR_TARGET)
   MCHP A 0 A_PlaySound("Machete/Fly",5,1.0,1)
   MCHP A 0 A_Explode(25,40,0)
   MCHP A 0 A_SeekerMissile (6, 8, SMF_LOOK, 128, 15) 
   MCHP H 1
   MCHP A 0 A_Explode(25,40,0)
   MCHP A 0 A_SeekerMissile (6, 8, SMF_LOOK, 128, 15) 
   MCHP G 1 
   MCHP A 0 A_Explode(25,40,0)
   MCHP A 0 A_SeekerMissile (6, 8, SMF_LOOK, 128, 15) 
   MCHP F 1 
   MCHP A 0 A_Explode(25,40,0)
   MCHP A 0 A_SeekerMissile (6, 8, SMF_LOOK, 128, 15) 
   MCHP E 1 
   MCHP A 0 A_Explode(25,40,0)
   MCHP A 0 A_SeekerMissile (6, 8, SMF_LOOK, 128, 15) 
   MCHP D 1 
   MCHP A 0 A_Explode(25,40,0)
   MCHP A 0 A_SeekerMissile (6, 8, SMF_LOOK, 128, 15) 
   MCHP C 1 
   MCHP A 0 A_Explode(25,40,0)
   MCHP A 0 A_SeekerMissile (6, 8, SMF_LOOK, 128, 15) 
   MCHP B 1 
   MCHP A 0 A_Explode(25,40,0)
   MCHP A 0 A_SeekerMissile (6, 8, SMF_LOOK, 128, 15) 
   MCHP A 1 
   loop
  Death:
  Crush:
   TNT1 A 0 A_StopSound(5)
   TNT1 A 0 A_GiveToTarget("GotItBack",1)
   TNT1 A 0 A_GiveToTarget("Macheterang",1)
   TNT1 A 0 A_GiveToTarget("MacheteAmmo",1)
   Stop
  }
}

ACTOR GotItBack : CustomInventory
{
	Inventory.MaxAmount 0
	+Inventory.Autoactivate
	+Inventory.Alwayspickup
	States
	{
	Spawn:
	MCHG X -1
	Stop
	Use:
	TNT1 A 0 A_SetBlend("Gray",0.05,10)
	//TNT1 A 0 A_PlaySound("Machete/Up",4,0.5)
	Stop
	}
}

ACTOR MacheteAmmo : Ammo 22018
{
  Inventory.Amount 2
  Inventory.MaxAmount 2
  Ammo.BackpackAmount 2
  Ammo.BackpackMaxAmount 2
  Inventory.Icon "MCHGX0"
  States
  {
  Spawn:
    MCHG X -1
    Stop
  }
}

actor Annihilator : Weapon
{
  Weapon.AmmoType "MagnumClip"
  Weapon.AmmoUse 1
  Weapon.AmmoGive 0
  Weapon.SlotNumber 5
  Weapon.SelectionOrder 4
  Weapon.UpSound "Magnum/Up"
  Weapon.Kickback 200
  Inventory.icon "TNT1A0"
  Inventory.PickupSound "misc/w_pkup"
  Inventory.PickupMessage "Sticked your palms to ''Bitchmaker'' magnum! Does it look like a bitch? (5)"
  Obituary "%o wasn't a lucky punk and made %k's day."
  +NOALERT
  +NOAUTOAIM
  +NOAUTOFIRE
  Scale 0.8
  States
  {
  Ready:
	BITH A 200 A_WeaponReady
	BITH A 0 A_GiveToTarget("GotItBack",1)
	BITH A 0 A_GiveInventory("MacheteAmmo",1)
	BITH A 0 A_GiveInventory("Macheterang",1)
    Goto Ready
  Deselect:
    BITH A 0 A_Lower
    BITH A 1 A_Lower
    Loop
  Select:
    BITH A 0 A_Raise
    BITH A 1 A_Raise
    Loop
  Fire:
  BITF A 0 A_FireCustomMissile("MagnumProjectile",0,1,15,9,0,0)
  BITF A 0 A_recoil(40)
  TNT1 A 0 A_PlaySound("Magnum/Fire",1,0.8)
  BITF A 0 A_FireCustomMissile("BuellerCasingSpawner5",5,0,16,-3)
  BITF A 1 Bright
  BITF B 1 offset (0,36)
  BITT C 1 offset (2,40)
  BITT D 1 offset (4,44)
  BITT E 1 offset (6,48)
  BITT F 1 offset (8,52)
  BITT E 1 offset (6,48)
  BITT D 1 offset (4,44)
  BITT C 1 offset (2,40)
  BITG A 1 offset (0,36)
  BITG A 1 offset (-1,32)
  BITH A 20
  Goto Ready
  Flash:
    TNT1 A 4 A_Light2
    TNT1 A 7 A_Light1
    TNT1 A 0 A_Light0
    Stop
	}
}

ACTOR MagnumClip : Ammo
{
  Inventory.Amount 10
  Inventory.MaxAmount 10
  Ammo.BackpackAmount 10
  Ammo.BackpackMaxAmount 10
}

ACTOR MagnumProjectile : FastProjectile
{
  Radius 10
  Height 14
  Speed 160
  Damage (40)
  Projectile
  Obituary "%o wasn't a lucky punk and made %k's day."
  MissileType "MagnumTrail"
  //Damagetype "Fire2"
  DamageType "Fire"
  MissileHeight 0
  //DamageType Fire
  Decal "Scorch"
  +SEEKERMISSILE
  States
  {
  Spawn:
	TNT1 AA 0 A_PlaySound("Magnum/Fly",5,0.8,1)
	TNT1 A 1
	Loop
  XDeath:
    TNT1 A 0 A_GiveToTarget("HitBeep",1)
	TNT1 A 0 A_Jump(256,"DeathCont")
	Goto DeathCont
  Death:
	TNT1 A 0 A_ChangeFlag("NOINTERACTION",1)
	TNT1 A 0 A_Stop
	TNT1 A 0 A_SeekerMissile(0,0,SMF_LOOK|SMF_CURSPEED,256)
	TNT1 A 0 A_JumpIfTargetInLOS("SplashBeep",360,JLOSF_PROJECTILE,180)
	TNT1 A 0 A_Jump(256,"DeathCont")
	Goto DeathCont
  SplashBeep:
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
	TNT1 A 0 A_Jump(256,"DeathCont")
	Goto DeathCont
  DeathCont:
	TNT1 A 0 A_SpawnItemEx("MagnumImpact",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 A 0 A_Explode(30,128,0)
	TNT1 A 0 A_PlaySound("Magnum/Explode",5,0.7)
	TNT1 A 1 A_PlaySound("Magnum/Hit",4)
    Stop
  }
}

ACTOR MagnumTrail
{
	+NOINTERACTION
	+NOGRAVITY
	+CLIENTSIDEONLY
	States
	{
	Spawn:
	TNT1 A 0 A_SpawnItemEx("MagnumTrail1",0,0,0,0,0,0,0,SXF_CLIENTSIDE)
	TNT1 A 1 A_SpawnItemEx("MagnumTrail2",0,0,0,0,0,0,0,SXF_CLIENTSIDE)
	Stop
	}
}

ACTOR MagnumTrail1
{
	+NOINTERACTION
	+NOGRAVITY
	+CLIENTSIDEONLY
	Renderstyle Add
	Alpha 1
	Scale 0.25
	States
	{
	Spawn:
	BPRP A 0
	BPRP A 1 Bright
	BPRP A 1 Bright A_FadeOut(0.2)
	BPRP A 1 Bright A_FadeOut(0.2)
	BPRP A 1 Bright A_FadeOut(0.2)
	Stop
	}
}

ACTOR MagnumTrail2
{
	+NOINTERACTION
	+NOGRAVITY
	+CLIENTSIDEONLY
	Renderstyle Add
	Alpha 1
	Scale 0.15
	States
	{
	Spawn:
	BPRR A 0
	BPRR A 1 Bright
	BPRR A 1 Bright A_FadeOut(0.2)
	BPRR A 1 Bright A_FadeOut(0.2)
	BPRR A 1 Bright A_FadeOut(0.2)
	BPRR A 1 Bright A_FadeOut(0.2)
	Loop
	}
}

ACTOR MagnumImpact
{
	+NOINTERACTION
	+NOGRAVITY
	States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("MagnumImpact1",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 11
	Stop
	}
}

ACTOR MagnumImpact1
{
	+NOINTERACTION
	+NOGRAVITY
	+CLIENTSIDEONLY
	Renderstyle Add
	Alpha 1
	Scale 0.35
	States
	{
	Spawn:
	BPRH ABCDEFGHIJ 1 Bright A_FadeOut(0.05)
	Stop
	}
}

ACTOR BuellerCasing //Bueller... Bueller... Bueller... Bueller... Bueller...
{
   Radius 2
   Height 4
   Speed 8
   Scale 0.1
   BounceSound "Casing/Bullet"
   PROJECTILE
   -NOGRAVITY
   +BOUNCEONACTORS
   +BOUNCEONCEILINGS
   +DONTSPLASH
   +CLIENTSIDEONLY
   Gravity 0.75
   BounceType Doom
   BounceCount 6
   BounceFactor 0.6
   DamageType Nope
   States
   {
   Spawn:
      CSA1 A 0
      CSA1 ABCDEFGH 1
      Goto Roflcopter
   Roflcopter:
      CSA1 A 0 A_Jump(128,1,3,5,7)
      CSA1 ABCDEFGH 1
      Loop
   Death:
      CSA1 A 0 A_SpawnItemEx("BuellerCasingLiedown")
      stop
   }
}

actor BuellerCasingLiedown
{
	-NOGRAVITY
	+CLIENTSIDEONLY
    Scale 0.1
	States
	{
	Spawn:
	  TNT1 A 0
	  TNT1 A 0 A_Jump(255,"Spawn1","Spawn2")
	  stop
	Spawn1:
	  CSA1 I 1
	  Goto Ded
	Spawn2:
	  CSA1 J 1
	  Goto Ded
	Ded:
	  "####" "#" 210 A_CheckSight("Fadying")
	  Loop
	Fadying:
	  "####" "#" 1 A_FadeOut(0.1)
	  Wait
   }
}

ACTOR BuellerCasingSpawner //Shamelessly stolen from probably one of Weasel's mods, yoink.
{
	Speed 13
	PROJECTILE
	+NOCLIP
	+CLIENTSIDEONLY
	States
	{
	Spawn:
		TNT1 AA 0 A_CustomMissile("BuellerCasing",0,0,random(-100,-80),CMF_AIMDIRECTION,random(-15,15))
		Stop
	}
}

ACTOR BuellerCasing2 : BuellerCasing //for pistols
{
   Speed 6
   Scale 0.05
   States
   {
   Death:
      CSA1 A 0 A_SpawnItemEx("BuellerCasingLiedown2")
      stop
   }
}

actor BuellerCasingLiedown2 : BuellerCasingLiedown
{
    Scale 0.05
}

ACTOR ColtCasingSpawnerRight
{
	Speed 10
	PROJECTILE
	+NOCLIP
	+CLIENTSIDEONLY
	States
	{
	Spawn:
		TNT1 AA 0 A_CustomMissile("BuellerCasing2",0,0,random(-100,-80),CMF_AIMDIRECTION,random(-15,15))
		Stop
	}
}

ACTOR ColtCasingSpawnerLeft
{
	Speed 10
	PROJECTILE
	+NOCLIP
	+CLIENTSIDEONLY
	States
	{
	Spawn:
		TNT1 AA 0 A_CustomMissile("BuellerCasing2",0,0,random(100,80),CMF_AIMDIRECTION,random(-15,15))
		Stop
	}
}

ACTOR BuellerCasing3 : BuellerCasing //Modified size for first few frames for bullet weapons in sights, else they appear freaking HUGE
{
   Speed 4
   Scale 0.05
   States
   {
      Spawn:
      CSA1 ABCD 1
      Goto Roflcopter
   Death:
      CSA1 A 0 A_SpawnItemEx("BuellerCasingLiedown2")
      stop
   }
}

ACTOR BuellerCasingSpawner2 
{
	Speed 8
	PROJECTILE
	+NOCLIP
	+CLIENTSIDEONLY
	States
	{
	Spawn:
		TNT1 AA 1 A_CustomMissile("BuellerCasing2",0,0,random(-100,-80),CMF_AIMDIRECTION,random(-15,15))
		Stop
	}
}

ACTOR BuellerCasingSpawner3
{
	Speed 8
	PROJECTILE
	+NOCLIP
	+CLIENTSIDEONLY
	States
	{
	Spawn:
		TNT1 AA 1 A_CustomMissile("BuellerCasing3",0,0,random(-100,-80),CMF_AIMDIRECTION,random(-15,15))
		Stop
	}
}

ACTOR BuellerCasingSpawner4
{
	Speed 8
	PROJECTILE
	+NOCLIP
	+CLIENTSIDEONLY
	States
	{
	Spawn:
		TNT1 AA 1 A_CustomMissile("BuellerCasing2",0,0,random(100,80),CMF_AIMDIRECTION,random(-15,15))
		Stop
	}
}

ACTOR BuellerCasingSpawner5 //Magnum
{
	Speed 13
	PROJECTILE
	+CLIENTSIDEONLY
	+NOCLIP
	States
	{
	Spawn:
		TNT1 AA 0 A_CustomMissile("BuellerCasing",0,0,random(140,100),CMF_AIMDIRECTION,random(-15,15))
		Stop
	}
}

ACTOR ThrottleAmmo : Ammo
{
  Inventory.Amount 250
  Inventory.MaxAmount 250
  Ammo.BackpackAmount 250
  Ammo.BackpackMaxAmount 250
}

ACTOR SlowRideMinigun : Inventory { Inventory.MaxAmount 1 } // The item to slow you for having in the BLAZING script.

actor Skullthrottle : Weapon replaces PlasmaRifle
{
  Weapon.AmmoUse 1
  //Weapon.AmmoUse2 0
  Weapon.AmmoGive 100
  //Weapon.AmmoGive2 0
  Weapon.AmmoType "ThrottleAmmo"
  //Weapon.AmmoType2 "ThrottleHeat"
  Weapon.SlotNumber 6
  Weapon.SelectionOrder 4
  Weapon.UpSound "Throttle/Up"
  Weapon.Kickback 125
  Inventory.icon "TNT1A0"
  Inventory.PickupSound "misc/w_pkup"
  Inventory.PickupMessage "Obtained an Ironworks-T800 ''Skullthrottle'' minigun! Now you won't have time to bleed. (6)"
  Obituary "%o didn't quite make through %k's ''Skullthrottle'' bullet storm."
  +NOALERT
  +NOAUTOAIM
  Scale 1.1
  States
  {
  Ready:
	CHNU D 200 A_Weaponready
	CHNU D 0 A_GiveToTarget("GotItBack",1)
	CHNU D 0 A_GiveInventory("MacheteAmmo",1)
	CHNU D 0 A_GiveInventory("Macheterang",1)
	Goto Ready
  ReadyMain:
    CHNG A 1 A_WeaponReady
    Loop
  Deselect:
	CHNU DCBA 1
	TNT1 A 0 A_StopSound(1)
	TNT1 A 0 A_StopSound(5)
    TNT1 AAAAAAAAAAAAAAA 0 A_Lower
    TNT1 A 1 A_Lower
    Wait
  Select:
    CHNU D 0 A_Raise
    CHNU D 1 A_Raise
    Loop
  Fire:
	CHNG A 0 A_PlaySound("Throttle/WindUp",5,0.8)
	CHNG A 0 A_GiveInventory("SlowRideMinigun", 1)
	CHNG ABCDEFG 1 A_AlertMonsters
	CHNG A 0 A_JumpIf(Health<75,5)
	CHNG ACEG 1
	CHNG A 0 A_JumpIf(Health<50,5)
	CHNG ACEG 1
	CHNG A 0 A_JumpIf(Health<50,5)
	CHNG ACEG 1
	CHNG ACEGACEG 1 A_AlertMonsters
	CHNG A 0 A_JumpIfNoAmmo("NoMoreMangling")
	Goto ToastMcFire
  ToastMcFire:
    CHNF A 0 A_JumpIfNoAmmo("NoMoreMangling")
	CHNF A 0 A_PlaySound("Throttle/Fire",1,0.8,1)
	CHNF A 0 A_PlaySound("Throttle/Add",5,0.9,1)
	CHNF A 0 A_Quake(3,8,0,2,"none")
	CHNF A 0 A_JumpIf(Health<50,2)
	CHNF A 0 A_Jump(256,3)
	CHNF A 0 A_FireCustomMissile("ThrottleBullet",0.01*frandom(300,-300),0,6,0,0,0.01*frandom(150,-150))
	CHNF A 0 A_FireCustomMissile("ThrottleBullet",0.01*frandom(300,-300),0,6,0,0,0.01*frandom(150,-150))
	CHNF A 0 A_FireCustomMissile("ThrottleBullet",0.01*frandom(300,-300),1,6,0,0,0.01*frandom(150,-150))
	CHNF A 0 A_AlertMonsters
	CHNF A 0 A_GunFlash
	CHNF A 0 A_Recoil(0.2)
	CHNF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,4,-2)
	CHNF A 0 A_SetAngle(Angle-0.05)
    CHNF A 1 Bright A_SetPitch(Pitch-0.15)
    CHNF A 0 A_JumpIfNoAmmo("NoMoreMangling")
	CHNF A 0 A_JumpIf(Health<50,2)
	CHNF A 0 A_Jump(256,3)
	CHNF A 0 A_FireCustomMissile("ThrottleBullet",0.01*frandom(300,-300),0,6,0,0,0.01*frandom(150,-150))
	CHNF A 0 A_FireCustomMissile("ThrottleBullet",0.01*frandom(300,-300),1,6,0,0,0.01*frandom(150,-150))
	CHNF A 0 A_FireCustomMissile("ThrottleBullet",0.01*frandom(300,-300),0,6,0,0,0.01*frandom(150,-150))
	CHNF A 0 A_AlertMonsters
	//CHNF A 0 A_GunFlash
	CHNF A 0 A_Recoil(0.2)
	CHNF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,4,-2)
	CHNF A 0 A_SetAngle(Angle-0.05)
	CHNF A 0 A_SetPitch(Pitch-0.15)
    CHNF B 1 Bright
    CHNF A 0 A_JumpIfNoAmmo("NoMoreMangling")
	CHNF A 0 A_JumpIf(Health<50,2)
	CHNF A 0 A_Jump(256,2)
	CHNF A 0 A_JumpIf(Health<50,2)
	CHNF A 0 A_Jump(256,3)
	CHNF A 0 A_FireCustomMissile("ThrottleBullet",0.01*frandom(300,-300),0,6,0,0,0.01*frandom(150,-150))
	CHNF A 0 A_FireCustomMissile("ThrottleBullet",0.01*frandom(300,-300),0,6,0,0,0.01*frandom(150,-150))
	CHNF A 0 A_FireCustomMissile("ThrottleBullet",0.01*frandom(300,-300),1,6,0,0,0.01*frandom(150,-150))
	CHNF A 0 A_AlertMonsters
	CHNF A 0 A_GunFlash
	CHNF A 0 A_Recoil(0.2)
	CHNF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,4,-2)
	CHNF A 0 A_SetAngle(Angle-0.05)
	CHNF A 0 A_SetPitch(Pitch-0.15)
    CHNF C 1 Bright
    CHNF A 0 A_JumpIfNoAmmo("NoMoreMangling")
	CHNF A 0 A_JumpIf(Health<50,2)
	CHNF A 0 A_Jump(256,3)
	CHNF A 0 A_FireCustomMissile("ThrottleBullet",0.01*frandom(300,-300),0,6,0,0,0.01*frandom(150,-150))
	CHNF A 0 A_FireCustomMissile("ThrottleBullet",0.01*frandom(300,-300),1,6,0,0,0.01*frandom(150,-150))
	CHNF A 0 A_FireCustomMissile("ThrottleBullet",0.01*frandom(300,-300),0,6,0,0,0.01*frandom(150,-150))
	CHNF A 0 A_AlertMonsters
	//CHNF A 0 A_GunFlash
	CHNF A 0 A_Recoil(0.2)
	CHNF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,4,-2)
	CHNF A 0 A_SetAngle(Angle-0.05)
	CHNF A 0 A_SetPitch(Pitch-0.15)
    CHNF D 1 Bright
    CHNF A 0 A_JumpIfNoAmmo("NoMoreMangling")
	CHNF A 0 A_JumpIf(Health<50,2)
	CHNF A 0 A_Jump(256,3)
	CHNF A 0 A_JumpIf(Health<50,2)
	CHNF A 0 A_Jump(256,3)
	CHNF A 0 A_FireCustomMissile("ThrottleBullet",0.01*frandom(300,-300),0,6,0,0,0.01*frandom(150,-150))
	CHNF A 0 A_FireCustomMissile("ThrottleBullet",0.01*frandom(300,-300),0,6,0,0,0.01*frandom(150,-150))
	CHNF A 0 A_FireCustomMissile("ThrottleBullet",0.01*frandom(300,-300),1,6,0,0,0.01*frandom(150,-150))
	CHNF A 0 A_AlertMonsters
	CHNF A 0 A_GunFlash
	CHNF A 0 A_Recoil(0.2)
	CHNF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,4,-2)
	CHNF A 0 A_SetAngle(Angle-0.05)
	CHNF A 0 A_SetPitch(Pitch-0.15)
    CHNF E 1 Bright
    CHNF A 0 A_JumpIfNoAmmo("NoMoreMangling")
	CHNF A 0 A_JumpIf(Health<50,2)
	CHNF A 0 A_Jump(256,3)
	CHNF A 0 A_FireCustomMissile("ThrottleBullet",0.01*frandom(300,-300),0,6,0,0,0.01*frandom(150,-150))
	CHNF A 0 A_FireCustomMissile("ThrottleBullet",0.01*frandom(300,-300),1,6,0,0,0.01*frandom(150,-150))
	CHNF A 0 A_FireCustomMissile("ThrottleBullet",0.01*frandom(300,-300),0,6,0,0,0.01*frandom(150,-150))
	CHNF A 0 A_AlertMonsters
	//CHNF A 0 A_GunFlash
	CHNF A 0 A_Recoil(0.2)
	CHNF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,4,-2)
	CHNF A 0 A_SetAngle(Angle-0.05)
	CHNF A 0 A_SetPitch(Pitch-0.15)
    CHNF F 1 Bright
    CHNF A 0 A_JumpIfNoAmmo("NoMoreMangling")
	CHNF A 0 A_JumpIf(Health<50,2)
	CHNF A 0 A_Jump(256,3)
	CHNF A 0 A_JumpIf(Health<50,2)
	CHNF A 0 A_Jump(256,3)
	CHNF A 0 A_FireCustomMissile("ThrottleBullet",0.01*frandom(300,-300),0,6,0,0,0.01*frandom(150,-150))
	CHNF A 0 A_FireCustomMissile("ThrottleBullet",0.01*frandom(300,-300),0,6,0,0,0.01*frandom(150,-150))
	CHNF A 0 A_FireCustomMissile("ThrottleBullet",0.01*frandom(300,-300),1,6,0,0,0.01*frandom(150,-150))
	CHNF A 0 A_AlertMonsters
	CHNF A 0 A_GunFlash
	CHNF A 0 A_Recoil(0.2)
	CHNF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,4,-2)
	CHNF A 0 A_SetAngle(Angle-0.05)
	CHNF A 0 A_SetPitch(Pitch-0.15)
    CHNF G 1 Bright
    CHNF A 0 A_JumpIfNoAmmo("NoMoreMangling")
	CHNF A 0 A_JumpIf(Health<50,2)
	CHNF A 0 A_Jump(256,3)
	CHNF A 0 A_FireCustomMissile("ThrottleBullet",0.01*frandom(300,-300),0,6,0,0,0.01*frandom(150,-150))
	CHNF A 0 A_FireCustomMissile("ThrottleBullet",0.01*frandom(300,-300),1,6,0,0,0.01*frandom(150,-150))
	CHNF A 0 A_FireCustomMissile("ThrottleBullet",0.01*frandom(300,-300),0,6,0,0,0.01*frandom(150,-150))
	CHNF A 0 A_AlertMonsters
	//CHNF A 0 A_GunFlash
	CHNF A 0 A_Recoil(0.2)
	CHNF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,4,-2)
	CHNF A 0 A_SetAngle(Angle-0.05)
	CHNF A 0 A_SetPitch(Pitch-0.15)
    CHNF H 1 Bright
	CHNG A 0 A_ReFire("ToastMcFire")
	Goto WindDownAfterFire
  NoMoreMangling:
	CHNG A 0 A_PlaySound("Throttle/Dry",1,0.8,1)
	CHNG A 0 A_StopSound(5)
	CHNG ACEGACEGACEGACEG 1 A_AlertMonsters
	CHNG A 0 A_ReFire("ToastMcFire")
	Goto WindDown
  WindDownAfterFire:
	CHNE A 0 A_TakeInventory("SlowRideMinigun", 1)
	CHNE A 0 A_StopSound(5)
	CHNE A 0 A_PlaySound("Throttle/WindDown",1,0.8)
    CHNE A 1
	CHNE A 0 A_ReFire("ToastMcFire")
    CHNE B 1
	CHNE A 0 A_ReFire("ToastMcFire")
    CHNE C 1
	CHNG A 0 A_ReFire("ToastMcFire")
    CHNG G 1
	CHNG A 0 A_ReFire("ToastMcFire")
    CHNG A 1
	CHNG A 0 A_ReFire("ToastMcFire")
    CHNG C 1
	CHNG A 0 A_ReFire("ToastMcFire")
    CHNG E 1
	CHNG A 0 A_ReFire("ToastMcFire")
    CHNG G 1
	CHNG A 0 A_ReFire("ToastMcFire")
    CHNG A 1
	CHNG A 0 A_ReFire("ToastMcFire")
    CHNG C 1
	CHNG A 0 A_ReFire("ToastMcFire")
    CHNG E 1
	CHNG A 0 A_ReFire("ToastMcFire")
    CHNG G 1
	CHNG A 0 A_ReFire("ToastMcFire")
	CHNG ABCDEFGABCDE 1 A_ReFire("ToastMcFire")
    CHNG FFGGAABBCCCDDDEEEEFFFFGGGGAAAABBBBCCCCCDDDDDEEEEEFFFFFFGGGGGGGG 1 A_WeaponReady
	Goto ReadyMain
  WindDown:
	CHNG A 0 A_StopSound(5)
	CHNG A 0 A_TakeInventory("SlowRideMinigun", 1)
	CHNG A 0 A_PlaySound("Throttle/WindDown",1,0.8)
    CHNG ACEGACEGACEG 1 A_ReFire("ToastMcFire")//A_ReFire("ToastMcFire")
	CHNG ABCDEFGABCDE 1 A_ReFire("Fire")
    CHNG FFGGAABBCCCDDDEEEEFFFFGGGGAAAABBBBCCCCCDDDDDEEEEEFFFFFFGGGGGGGG 1 A_WeaponReady
	Goto ReadyMain
  Flash:
    TNT1 A 1 A_Light2
    TNT1 A 6 A_Light1
    TNT1 A 0 A_Light0
    Stop	
  Spawn:
    CHNG X -1
    Stop
	}
}

ACTOR ThrottleHeat : Ammo
{
   Inventory.MaxAmount 100
   Inventory.Icon TNT1A0
   +IGNORESKILL
}

ACTOR ThrottleBullet : FastProjectile
{
  Radius 11
  Height 7
  MissileHeight 11
  Speed 150
  Damage (3)
  Damagetype "ThrottlePews"
  Projectile
  +NOGRAVITY
  +FORCERADIUSDMG
  Renderstyle Add
  Deathsound "SPRPIMPT"
  Obituary "%o didn't quite make through %k's ''Skullthrottle'' bullet storm."
  Scale 0.5
  MissileType "ThrottleTrail"
  Decal "BulletChip2"
  States
  {
  Spawn:
	TRAC A 1 Bright A_ChangeVelocity(0, 0, -0.25, CVF_RELATIVE)
	TNT1 A 0 A_SpawnItemEx("DutchVFXPlasmaTrail")
	Loop
  Death:
    TNT1 A 0 A_Explode(2,16,0)
	TNT1 A 1 A_SpawnItemEx("GBVFXPlasmaTrail")
    Stop
  XDeath:
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
	Stop
  }
}