Actor LoWang : PlayerPawn
{
	Mass 700
	Player.Maxhealth 100
	Player.SoundClass "Lowang"
	Player.DisplayName "Lo Wang"
	Player.ScoreIcon "LOWAST"
	Player.ForwardMove 1.0
	Player.SideMove 1.0
	Player.StartItem "IsHuman", 1
	Player.StartItem "Screamer", 0
    Player.StartItem "LoWangSwordX", 1
	Player.StartItem "MicroUzi", 1
	Player.StartItem "StickyBombX", 1
	Player.StartItem "LoWangRailgun", 1
	Player.StartItem "StickybombsX", 5
	Player.StartItem "UziReload", 60
	Player.StartItem "Cell", 15
	Player.StartItem "SpecialAbility", 1
	Player.ColorRange 112, 127
	Player.Weaponslot 1, LoWangSwordX
	Player.Weaponslot 2, MicroUzi
	Player.Weaponslot 3, LoWangRailgun
	Player.Weaponslot 4, StickyBombX
	DamageFactor "GhostTrap", 0.0
	Damagefactor "normal", 1.0
	Damagefactor "Sentinel", 0.0
	Damagefactor "AntiAirbolt", 0.0
	Damagefactor "MechPewPews", 0.0
	Damagefactor "MacheteSlicerino", 0.0
    Damagefactor "GasterSmokeHurt", 0.0
	Damagefactor "StrifeSuit", 0.0
	scale 0.4
	PainChance 256
	LimitedToTeam 0
	+NOSKIN
	+NOICEDEATH
	+NODAMAGETHRUST
	+GHOST
	+QUICKTORETALIATE
	States
	{
	Spawn:
		WANG A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")	
		WANG A 1 Setplayerproperty(0,0,0)
		Loop
	See:
		WANG A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")	
		WANG A 0 A_JumpIfHealthlower(50,"INeedHealingSee")
		WANG AB 5
		WANG B 0 A_SpawnItemEx ("WangStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
		WANG CD 5
		WANG D 0 A_SpawnItemEx ("WangStomp", 0, 0, 0, 0, 0, -20, 0,0, 0)
		Goto Spawn
	INeedHealingSee:
		WANG A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")	
		WANG A 0 A_SpawnItemEx("INeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		WANG AB 5
		WANG B 0 A_SpawnItemEx ("WangStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
		WANG CD 5
		WANG D 0 A_SpawnItemEx ("WangStomp", 0, 0, 0, 0, 0, -20, 0,0, 0)
		Goto Spawn
  Missile:
	TNT1 A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")	
    WANG F 6
    Goto Spawn
	Melee:
		WANG F 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")	
		WANG 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)
	WANG H 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)
	WANG H 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)
	WANG H 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:
		WANG H 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")	
		WANG H 4 
		WANG H 4 A_Pain
		Goto Spawn
	Pain.LoonaClawing:
	TNT1 A 0 A_GiveToTarget("Health",6)
	WANG H 20 Setplayerproperty(0,1,0)
	WANG H 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)
	WANG H 20 Setplayerproperty(0,1,0)
	WANG H 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)
	WANG H 20 Setplayerproperty(0,1,0)
	WANG H 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:
    WANG H 0 A_Pain
	WANG H 0 A_GiveToTarget("health",5)
	WANG H 40 Setplayerproperty(0,1,0)
	WANG H 2 Setplayerproperty(0,0,0)
		Goto Spawn
	Death.Creeper:
		WANG A 0 A_PlaySoundEx("CreeperAttack", "Body")
		WANG A 0 A_SpawnItemEx("CreeperPopUp",0,0,10)
		TNT1 A 0 A_GiveToTarget("GhoulAmmo",1)
		WANG A 0 A_GiveToTarget("CreeperHeal",1)
		WANG A 0 ACS_ExecuteAlways(997,0,1)
		Goto DeathAnimAlt
	Death.CreepStun:
		WANG A 0 A_GiveToTarget("Unlock13",1)
		WANG A 0 A_GiveToTarget("CreepGotya",1)
		Goto DeathAnimAlt
	Death.SjasScream:
	Death.FrostbiteWind:
	Death.EmtalicSaw:
	Death.LichFire:
		WANG A 0 A_GiveToTarget("KilledJ",1)
		Goto DeathAnim
	Death:
	DeathAnim:
		WANG A 0 A_GiveToTarget("KillBeep",1)
		WANG A 0 A_GiveInventory("ItemDeath",1)
		WANG A 0 A_TakeInventory("KilledCount",999)
		WANG A 0 A_GiveToTarget("KilledMe",1)
		WANG A 0 A_GiveToTarget("KilledLoWang",1)
		WANG H 5
		WANG I 5 A_PlayerScream
		WANG JK 5 A_NoBlocking
		WANG LM 5
		WANG N -1
		Stop
	DeathAnimAlt:
		WANG A 0 A_GiveToTarget("KillIndicator",1)
		WANG A 0 A_GiveInventory("ItemDeath",1)
		WANG A 0 A_TakeInventory("KilledCount",999)
		WANG A 0 A_GiveToTarget("KilledMe",1)
		WANG A 0 A_GiveToTarget("KilledLoWang",1)
		WANG H 5
		WANG I 5 A_PlayerScream
		WANG JK 5 A_NoBlocking
		WANG LM 5
		WANG 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:
		WANG I 0 A_GiveToTarget("KillBeep",1)
		WANG I 0 A_GiveInventory("ItemDeath",1)
		WANG I 0 A_GiveToTarget("KilledMe",1)
		WANG I 0 A_GiveToTarget("KilledLoWang",1)
		WANG I 0 A_GiveToTarget("Crunched",1)
		WANG I 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:
		WANG I 0 A_GiveToTarget("KillIndicator",1)
		WANG I 0 A_GiveInventory("ItemDeath",1)
		WANG I 0 A_GiveToTarget("KilledMe",1)
		WANG I 0 A_GiveToTarget("KilledLoWang",1)
		WANG I 0 A_GiveToTarget("Crunched",1)
		WANG I 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:
		WANG A 0 A_GiveToTarget("KilledR",1)
		WANG A 0 A_GiveToTarget("Health",100)
		WANG A 0 ACS_ExecuteAlways(997,0,2)
		WANG A 0 A_PlaySoundEx("RavagerAttack","Body")
		WANG A 0 A_SpawnItemEx("RavagerHit",0,0,32)
		Goto DeathAnimAlt
	Death.RavagerBall:
		WANG A 0 A_GiveToTarget("RavagerGotYa",1)
		WANG A 0 A_GiveToTarget("KilledJ",1)
		Goto DeathAnimAlt
	Death.Yurei:
		WANG A 0 A_GiveToTarget("KilledY",1)
		WANG A 0 A_PlaySoundEx("YureiKill1","Body",0,1)
		WANG A 0 ACS_ExecuteAlways(997,0,3)
		Goto DeathAnimAlt
	Death.YureiBall:
		WANG A 0 A_GiveToTarget("Health",10)
		WANG A 0 A_SpawnItemEx("BallFire")
		Goto Death.SjasScream
	Death.UboaRawrScream:
		Goto DeathAnimAlt
	Death.Misty:
	Death.Whiteface:
		WANG A 0 A_GiveToTarget("KillBeep",1)
		WANG A 0 A_GiveInventory("ItemDeath",1)
		WANG A 0 A_GiveToTarget("KilledMe",1)
		WANG A 0 A_GiveToTarget("KilledM",1)
		WANG HHHHH 1 A_FadeOut(0.05)
		WANG A 0 A_PlayerScream
		WANG HHHIIIJJKKK 1 A_FadeOut(0.05)
		WANG A 0 A_NoBlocking
		NULL A -1
		Stop
	Death.Clowny:
		WANG A 0 ACS_ExecuteAlways(997,0,4)
		WANG A 0 A_GiveToTarget("KilledC",1)
		WANG A 0 A_GiveToTarget("ClownyAmmo",5)
		Goto DeathAnim
	Death.Mohoph:
		WANG A 0 A_GiveToTarget("TransLoWang",1)
		TNT1 A 0 A_GiveToTarget("MorphAmmo", 1)
		WANG A 0 A_PlaySoundEx("MohophKill","Body")
		WANG A 0 ACS_ExecuteAlways(997,0,5)
		Goto DeathAnim
	Death.EmtalicWeak:
		WANG A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto DeathAnim
	Death.Emtalic:
		WANG A 0  A_PlaySoundEx("RamSuccess","Body")
		Goto Death.Jitter
	Death.I1:
		WANG A 0 A_SpawnItemEx("Heart",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		WANG A 0 A_GiveToTarget("KilledI1",1)
		Goto DeathAnim
	Death.I2:
		WANG A 0 A_GiveToTarget("KillBeep",1)
		WANG A 0 A_GiveInventory("ItemDeath",1)
		WANG A 0 A_GiveToTarget("KilledMe",1)
		WANG A 0 A_GiveToTarget("KilledI2",1)
		WANG A 0 A_GiveToTarget("Clip",1)
		WANG H 0 SetPlayerProperty(0,1,4)
		WANG H 0 A_Stop
		WANG HHHHHHHHHHHHH 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:
		WANG A 0 A_GiveToTarget("KillBeep",1)
		WANG A 0 A_GiveInventory("ItemDeath",1)
		WANG A 0 A_GiveToTarget("KilledMe",1)
		WANG A 0 A_GiveToTarget("KilledI3",1)
		WANG HHHHH 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		WANG I 0 A_PlayerScream
		WANG IIJJKKK 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		WANG J 0 A_NoBlocking
		WANG LLLLLMMMMM 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		WANG NNNNNNN 3 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		WANG N -1
		Stop
	Death.I4:
		WANG A 0 A_GiveToTarget("KilledI4",1)
		Goto DeathAnim
	Death.I5:
		WANG A 0 A_GiveToTarget("KilledI5",1)
		Goto DeathAnim
	Pain.RavagerBall:
		WANG A 0 ACS_ExecuteAlways(920,0)
		Goto Pain
	Pain.YureiBall:
		WANG A 0 A_GiveToTarget("Health",10)
		WANG A 0 A_SpawnItemEx("BallFire")
		Goto Pain
	Pain.Emtalic:
		WANG A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto Pain
	Pain.EmtalicWeak:
		WANG 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 WangStomp : CyborgStomp
{
	DeathSound "WangStep"
}

actor UziReload : Ammo
{
    inventory.amount 1
    inventory.maxamount 60
	inventory.icon "CLIPA0"
    states
    {
      Spawn:
        TNT1 A 35
        stop
    }
}

Actor "MicroUzi" : Weapon
{
	Weapon.SlotNumber 1
	Weapon.AmmoType "UziReload"
	Weapon.AmmoGive 0
	Weapon.AmmoUse 2
	Weapon.AmmoGive2 0
	Inventory.icon "TNT1A0"
	Obituary "%o was shredded by %k's uzi's."
	Decal "BulletChip"
	+WEAPON.NOAUTOAIM
	+WEAPON.NOALERT
	+INVENTORY.UNDROPPABLE
	+Weapon.Ammo_Optional
	States
	{
		Ready:
	    MUZ2 A 0 A_JumpIfInventory("UziReload", 1, 1)
		Goto Lowering1
		TNT1 A 0 A_JumpIfInventory("CyborgDashCheck", 1, "ReloadCheck")
		MUZ2 A 1 A_WeaponReady
		Goto Ready
		ReloadCheck:
			TNT1 A 0
			TNT1 A 0 A_TakeInventory("CyborgDashCheck")
			TNT1 A 0 A_JumpIfInventory("UziReload", 60, "Ready")
			Goto Lowering1
	Select:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("CyborgDashCheck")
		MUZ2 AA 0 A_Raise
		MUZ2 A 1 A_Raise
		Loop
	Deselect:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("CyborgDashCheck")
		MUZ2 AA 0 A_Lower
		MUZ2 A 1 A_Lower
		Loop
	 Fire:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("CyborgDashCheck")
        MUZ2 A 0 A_JumpIfInventory("UziReload", 1, 1)
	  Goto Lowering1
	  MUZ2 A 0 BRIGHT
      MUZ2 A 0 A_GunFlash
	  MUZ2 A 0 A_AlertMonsters
	  MUZ2 A 0 A_SetPitch(pitch - .4)
	  MUZ2 A 0 A_SetAngle(angle + (random(-4,4)/10))
	  MUZ2 B 0 A_Playsound("UZFIR")
      MUZ2 B 0 BRIGHT A_FireBullets(12,12,2,3,"BulletPuff2")
	  MUZ2 B 0 A_FireCustomMissile("RifleCaseSpawn",5,0,16,-3)
	  MUZ2 B 0 A_FireCustomMissile("RifleCaseSpawn",5,0,-16,-3)
	  MUZ2 B 0 A_Light2
      MUZ2 B 0 BRIGHT A_Light1
	  MUZ2 C 0 A_Light0
	  MUZ2 B 1
	  MUZ2 BC 1
      MUZ2 B 1 A_Refire
	  MUZ2 A 1
	  Goto Ready
     Lowering1:
	 MUZ2 A 1 offset(0,32)
	 MUZ2 A 1 offset(0,36)
	 MUZ2 A 1 offset(0,42)
	 MUZ2 A 1 offset(0,46)
	 MUZ2 A 1 offset(0,50)
	 MUZ2 A 1 offset(0,54)
	 MUZ2 A 1 offset(0,58)
	 MUZ2 A 1 offset(0,62)
	 MUZ2 A 1 offset(0,66)
	 MUZ2 A 1 offset(0,70)
	 MUZ2 A 1 offset(0,74)
	 MUZ2 A 1 offset(0,78)
	 MUZ2 A 1 offset(0,82)
	 MUZ2 A 1 offset(0,86)
	 MUZ2 A 1 offset(0,90)
	 MUZ2 A 1 offset(0,94)
	 MUZ2 A 1 offset(0,98)
	 MUZ2 A 1 offset(0,102)
	 MUZ2 A 1 offset(0,104)
	 Goto Reload
	 Reload:
	 MUZI D 1 offset(0,80)
	 MUZI D 0 A_Playsound("UZICO")
	 MUZI DEFGHIJK 2
	 MUZI L 0 A_Playsound("UZICI")
	 MUZI LMNOPQ 2
	 MUZI Q 1 
	 MUZ2 D 1
	 MUZ2 D 0 A_Playsound("UZICO")
	 MUZ2 DEFGHIJK 2
	 MUZ2 L 0 A_Playsound("UZICI")
	 MUZ2 LMNOPQ 2
	 MUZ2 Q 1 offset(0,80)
	 MUZ2 Q 1 offset(0,84)
	 MUZ2 Q 1 offset(0,88)
	 MUZ2 Q 1 offset(0,92)
	 MUZ2 Q 1 offset(0,96)
	 MUZ2 Q 1 offset(0,100)
	 MUZ2 Q 1 offset(0,104)
	 MUZ2 A 1 offset(0,104)
	 MUZ2 A 1 offset(0,104)
     MUZ2 A 1 offset(0,102)
	 MUZ2 A 1 offset(0,98)
	 MUZ2 A 1 offset(0,94)
	 MUZ2 A 1 offset(0,86)
	 MUZ2 A 1 offset(0,82)
	 MUZ2 A 1 offset(0,78)
	 MUZ2 A 1 offset(0,74)
	 MUZ2 A 1 offset(0,70)
	 MUZ2 A 1 offset(0,66)
	 MUZ2 A 1 offset(0,62)
	 MUZ2 A 1 offset(0,58)
	 MUZ2 A 1 offset(0,54)
	 MUZ2 A 1 offset(0,50)
	 MUZ2 A 1 offset(0,46)
	 MUZ2 A 1 offset(0,42)
	 MUZ2 A 1 offset(0,38)
	 MUZ2 A 1 offset(0,34)
	 MUZ2 A 1 offset(0,32)
	  TNT1 A 0 A_GiveInventory("UziReload",60)
	  Goto Ready
   }
}

Actor SWLoWangBloody : Inventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	+INVENTORY.IGNORESKILL
	+INVENTORY.UNDROPPABLE
	-INVENTORY.INVBAR
}

ACTOR LoWangSwordX : Weapon
{
	+WEAPON.WIMPY_WEAPON
	+WEAPON.MELEEWEAPON
	+WEAPON.NOALERT
	+INVENTORY.UNDROPPABLE
	Inventory.icon "TNT1A0"
	Obituary "%k made %o look like a stupid!"
	Weapon.SelectionOrder 3900
	Weapon.Slotnumber 0
	States
	{
	Ready:
	    TNT1 A 0 A_JumpIfInventory("SWLoWangBloody", 1, "ReadyPunched")
		XWRD A 1 A_WeaponReady
		Loop
	ReadyPunched:
		 XWRD E 1 A_WeaponReady
		 Goto Ready
	Deselect:
	    TNT1 A 0 A_JumpIfInventory("SWLoWangBloody", 1, "DeselectPunched")
		XWRD AA 0 A_Lower
		XWRD A 1 A_Lower
		XWRD A 0 A_TakeInventory("SwordSelect",1)
		Loop
	DeselectPunched:
		XWRD EE 0 A_Lower
		XWRD E 1 A_Lower
		XWRD E 0 A_TakeInventory("SwordSelect",1)
		Loop
	Select:
	    TNT1 A 0 A_JumpIfInventory("SWLoWangBloody", 1, "SelectPunched")
	    XWRD E 0 A_Playsound("STICKY2R")
	SelectLoop:
		XWRD AA 0 A_Raise
		XWRD A 1 A_Raise
		XWRD A 0 A_GiveInventory("SwordSelect",1)
		Loop
	SelectPunched:
		 XWRD E 0 A_Playsound("STICKY2R")
	SelectLoop2:
		 XWRD EE 0 A_Raise
		 XWRD E 1 A_Raise
		 XWRD E 0 A_GiveInventory("SwordSelect",1)
		 Loop
		
//----------------------Fire, This is random states---------------------------//	
	Fire:
	    TNT1 A 0 A_JumpIfInventory("SWLoWangBloody", 1, "FirePunched")
        XWRD A 1 A_Jump(256,"Fire1","Fire2")
		Goto ready
//----------------------------------------------------------------------------//
		
//---------------From the right to the lower left corner----------------------//
	Fire1:
	    TNT1 A 1  A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_Playsound("SWRDSTR1")
		XWRD B 2 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD C 1 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD C 1 offset(-62, 32)  A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_CustomPunch(60, 1, 0, "SwordSlashpuffs", 88)
		XWRD D 1 offset(1, 32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD D 1 offset(-29, 48) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD D 1 offset(-58, 64) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
	    XWRD D 1 offset(-87, 98) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD D 1 offset(-116, 116) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
	    TNT1 A 5 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_ReFire
		XWRD A 1 offset(1, 142) A_WeaponReady(WRF_NOBOB)
		XWRD A 1 offset(1, 133) A_WeaponReady(WRF_NOBOB)
	    XWRD A 1 offset(1, 124) A_WeaponReady(WRF_NOBOB)
	    XWRD A 1 offset(1, 106) A_WeaponReady(WRF_NOBOB)
	    XWRD A 1 offset(1, 97) A_WeaponReady(WRF_NOBOB)
	    XWRD A 1 offset(1, 88) A_WeaponReady(WRF_NOBOB)
		XWRD A 1 offset(1, 70) A_WeaponReady(WRF_NOBOB)
		XWRD A 1 offset(1, 60) A_WeaponReady(WRF_NOBOB)
		XWRD A 1 offset(1, 52) A_WeaponReady(WRF_NOBOB)
		XWRD A 1 offset(1, 34) A_WeaponReady(WRF_NOBOB)
		XWRD A 1 offset(1, 32) A_WeaponReady(WRF_NOBOB)
		Goto Ready
//----------------------------------------------------------------------------//	
	
//-----------------------From the right in the middle-------------------------//
	Fire2:
	    TNT1 A 1 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_Playsound("SWRDSTR1")
		XWRD B 2 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD C 1 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD C 1 offset(-30, 32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_CustomPunch(60, 1, 0, "SwordSlashpuffs", 88)
		XWRD D 1 offset(10, 42) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD D 1 offset(-8, 69) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
	    XWRD D 1 offset(-27, 97) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD D 1 offset(-65, 154) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD D 1 offset(-86, 183) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 8 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_ReFire
		XWRD A 1 offset(1, 142) A_WeaponReady(WRF_NOBOB)
		XWRD A 1 offset(1, 133) A_WeaponReady(WRF_NOBOB)
	    XWRD A 1 offset(1, 124) A_WeaponReady(WRF_NOBOB)
	    XWRD A 1 offset(1, 106) A_WeaponReady(WRF_NOBOB)
	    XWRD A 1 offset(1, 97) A_WeaponReady(WRF_NOBOB)
	    XWRD A 1 offset(1, 88) A_WeaponReady(WRF_NOBOB)
		XWRD A 1 offset(1, 70) A_WeaponReady(WRF_NOBOB)
		XWRD A 1 offset(1, 60) A_WeaponReady(WRF_NOBOB)
		XWRD A 1 offset(1, 52) A_WeaponReady(WRF_NOBOB)
		XWRD A 1 offset(1, 34) A_WeaponReady(WRF_NOBOB)
		XWRD A 1 offset(1, 32) A_WeaponReady(WRF_NOBOB)
		Goto Ready
//----------------------------------------------------------------------------//


	FirePunched:
        XWRD E 1 A_Jump(256,"Fire1Punched","Fire2Punched")
		Goto ready
//----------------------------------------------------------------------------//
		
//---------------From the right to the lower left corner----------------------//
	Fire1Punched:
	    TNT1 A 1 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_Playsound("SWRDSTR1")
		XWRD F 2
		XWRD G 1 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD G 1 offset(-62, 32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_CustomPunch(60, 1, 0, "SwordSlashpuffs", 88)
		XWRD H 1 offset(1, 32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD H 1 offset(-29, 48) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD H 1 offset(-58, 64) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
	    XWRD H 1 offset(-87, 98) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD H 1 offset(-116, 116) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
	    TNT1 A 5 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_ReFire
		XWRD E 1 offset(1, 142) A_WeaponReady(WRF_NOBOB)
		XWRD E 1 offset(1, 133) A_WeaponReady(WRF_NOBOB)
	    XWRD E 1 offset(1, 124) A_WeaponReady(WRF_NOBOB)
	    XWRD E 1 offset(1, 106) A_WeaponReady(WRF_NOBOB)
	    XWRD E 1 offset(1, 97) A_WeaponReady(WRF_NOBOB)
	    XWRD E 1 offset(1, 88) A_WeaponReady(WRF_NOBOB)
		XWRD E 1 offset(1, 70) A_WeaponReady(WRF_NOBOB)
		XWRD E 1 offset(1, 60) A_WeaponReady(WRF_NOBOB)
		XWRD E 1 offset(1, 52) A_WeaponReady(WRF_NOBOB)
		XWRD E 1 offset(1, 34) A_WeaponReady(WRF_NOBOB)
		XWRD E 1 offset(1, 32) A_WeaponReady(WRF_NOBOB)
		Goto Ready
//----------------------------------------------------------------------------//	
	
//-----------------------From the right in the middle-------------------------//
	Fire2Punched:
	    TNT1 A 1 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_Playsound("SWRDSTR1")
		XWRD F 2 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD G 1 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD G 1 offset(-30, 32)
		TNT1 A 0 A_CustomPunch(60, 1, 0, "SwordSlashpuffs", 88)
		XWRD H 1 offset(10, 42) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD H 1 offset(-8, 69) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
	    XWRD H 1 offset(-27, 97) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD H 1 offset(-65, 154) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD H 1 offset(-86, 183) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 8 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_ReFire
		XWRD E 1 offset(1, 142) A_WeaponReady(WRF_NOBOB)
		XWRD E 1 offset(1, 133) A_WeaponReady(WRF_NOBOB)
	    XWRD E 1 offset(1, 124) A_WeaponReady(WRF_NOBOB)
	    XWRD E 1 offset(1, 106) A_WeaponReady(WRF_NOBOB)
	    XWRD E 1 offset(1, 97) A_WeaponReady(WRF_NOBOB)
	    XWRD E 1 offset(1, 88) A_WeaponReady(WRF_NOBOB)
		XWRD E 1 offset(1, 70) A_WeaponReady(WRF_NOBOB)
		XWRD E 1 offset(1, 60) A_WeaponReady(WRF_NOBOB)
		XWRD E 1 offset(1, 52) A_WeaponReady(WRF_NOBOB)
		XWRD E 1 offset(1, 34) A_WeaponReady(WRF_NOBOB)
		XWRD E 1 offset(1, 32) A_WeaponReady(WRF_NOBOB)
		Goto Ready
//----------------------------------------------------------------------------//

		
//--------------------------Hold Random States--------------------------------//
	Hold6:
		TNT1 A 0 A_JumpIfInventory("SWLoWangBloody", 1, "Hold6Punched")
	    XWRD A 1 A_Jump(256,"Hold1", "Hold4", "Hold3", "Hold2" )
		Goto Ready
//----------------------------------------------------------------------------//
		
//------------From the right in the middle and left of the middle-------------//
	Hold4:
		TNT1 A 0 A_JumpIfInventory("SWLoWangBloody", 1, "Hold4Punched")
	    TNT1 A 3 A_JumpIf(ACS_ExecuteWithResult(747,  0, 0, 0) == 0, "HoldEnd")
		TNT1 A 0 A_Playsound("SWRDSTR1")
        XWRD C 1 offset(80, 32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD C 1 offset(50, 32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_CustomPunch(60, 1, 0, "SwordSlashpuffs", 88)
		XWRD D 1 offset(89, 43) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD D 1 offset(72, 70) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD D 1 offset(53, 97) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD D 1 offset(15, 154) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 9 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_Playsound("SWRDSTR1")
		XWR1 A 1 offset(1,32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 B 1 offset(1,32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 B 1 offset(30,32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_CustomPunch(60, 1, 0, "SwordSlashpuffs", 88)
		XWR1 A 1 offset(107,58) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 A 1 offset(126,85) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 A 1 offset(143,113) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 A 1 offset(182,171) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 9 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 1 A_ReFire
		Goto HoldEnd
//----------------------------------------------------------------------------//	

//---From the right to the lower left corner and in the middle of the left----//	
	 Hold3:
	    TNT1 A 0 A_JumpIfInventory("SWLoWangBloody", 1, "Hold3Punched")
	    TNT1 A 3 A_JumpIf(ACS_ExecuteWithResult(747,  0, 0, 0) == 0, "HoldEnd")
		TNT1 A 0 A_Playsound("SWRDSTR1")
		XWRD C 1 offset(79, 32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD C 1 offset(55, 32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD C 1 offset(18, 32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_CustomPunch(60, 1, 0, "SwordSlashpuffs", 88)
		XWRD D 1 offset(75, 39) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD D 1 offset(44, 33) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD D 1 offset(-20, 49) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD D 1 offset(-54, 57) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD D 1 offset(-123, 75) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD D 1 offset(-159, 84) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 3 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_Playsound("SWRDSTR1")
		XWR1 A 1 offset(1,32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 B 1 offset(1,32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 B 1 offset(30,32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_CustomPunch(60, 1, 0, "SwordSlashpuffs", 88)
		XWR1 A 1 offset(107,58) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 A 1 offset(126,85) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 A 1 offset(143,113) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 A 1 offset(182,171) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 10 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_Jump(256,"Hold4","Hold")
		TNT1 A 0 A_ReFire
		Goto HoldEnd
//----------------------------------------------------------------------------//	
		
//From the left to the lower right corner from the right and the lower left corner//	
//-------------------First Hold Now-------------------------------------------//	
	Hold:
	    TNT1 A 0 A_JumpIfInventory("SWLoWangBloody", 1, "HoldPunched")
		TNT1 A 3 A_JumpIf(ACS_ExecuteWithResult(747,  0, 0, 0) == 0, "HoldEnd")
		TNT1 A 0 A_Playsound("SWRDSTR1")
		XWR1 B 1 offset(1, 32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 B 1 offset(29, 32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 B 1 offset(66, 32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_CustomPunch(60, 1, 0, "SwordSlashpuffs", 88)
		XWR1 A 1 offset(152, 48) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 A 1 offset(185, 56) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 A 1 offset(217, 65) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 A 1 offset(287, 82) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 A 1 offset(322, 91) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 2 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_Playsound("SWRDSTR1")
		XWRD C 1 offset(79, 32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD C 1 offset(55, 32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD C 1 offset(18, 32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_CustomPunch(60, 1, 0, "SwordSlashpuffs", 88)
		XWRD D 1 offset(75, 39) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD D 1 offset(44, 33) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD D 1 offset(-20, 49) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD D 1 offset(-54, 57) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD D 1 offset(-123, 75) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		//XWRD D 1 offset(-159, 84)
		TNT1 A 3 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_Jump(256,"Hold1","Hold")
		TNT1 A 0 A_ReFire
		Goto HoldEnd
//----------------------------------------------------------------------------//

//---From the left to the lower right corner from the right and the middle----//
	Hold1:
		TNT1 A 0 A_JumpIfInventory("SWLoWangBloody", 1, "Hold1Punched")
	    TNT1 A 3 A_JumpIf(ACS_ExecuteWithResult(747,  0, 0, 0) == 0, "HoldEnd")
		TNT1 A 0 A_Playsound("SWRDSTR1")
	    XWR1 A 1 offset(1,32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 B 1 offset(1,32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 B 1 offset(30,32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 B 1 offset(61,32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_CustomPunch(60, 1, 0, "SwordSlashpuffs", 88)
		XWR1 A 1 offset(147,64) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 A 1 offset(176,81) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 A 1 offset(235,115) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 A 1 offset(267,133) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 A 1 offset(299,151) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 A 1 offset(332,170) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 6 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_Playsound("SWRDSTR1")
        XWRD C 1 offset(80, 32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD C 1 offset(50, 32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_CustomPunch(60, 1, 0, "SwordSlashpuffs", 88)
		XWRD D 1 offset(89, 43) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD D 1 offset(72, 70) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD D 1 offset(53, 97) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD D 1 offset(15, 154) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 10 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_Jump(256,"Hold3","Hold")
		TNT1 A 0 A_ReFire
		Goto HoldEnd
//----------------------------------------------------------------------------//	

//--------------------------Hold Punched Random States--------------------------------//
	Hold6Punched:
	    XWRD A 1 A_Jump(256,"Hold1Punched", "Hold4Punched", "Hold3Punched", "Hold2Punched" )
		Goto Ready
//----------------------------------------------------------------------------//
		
//------------From the right in the middle and left of the middle-------------//
	Hold4Punched:
	    TNT1 A 3 A_JumpIf(ACS_ExecuteWithResult(747,  0, 0, 0) == 0, "HoldEndPunched")
		TNT1 A 0 A_Playsound("SWRDSTR1")
        XWRD G 1 offset(80, 32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD G 1 offset(50, 32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_CustomPunch(70, 1, 0, "SwordSlashpuffs", 88)
		XWRD H 1 offset(89, 43) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD H 1 offset(72, 70) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD H 1 offset(53, 97) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD H 1 offset(15, 154) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 9 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_Playsound("SWRDSTR1")
		XWR1 C 1 offset(1,32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 D 1 offset(1,32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 D 1 offset(30,32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_CustomPunch(70, 1, 0, "SwordSlashpuffs", 88)
		XWR1 C 1 offset(107,58) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 C 1 offset(126,85) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 C 1 offset(143,113) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 C 1 offset(182,171) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 9 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 1 A_ReFire
		Goto HoldEndPunched
//----------------------------------------------------------------------------//	

//---From the right to the lower left corner and in the middle of the left----//	
	 Hold3Punched:
	    TNT1 A 3 A_JumpIf(ACS_ExecuteWithResult(747,  0, 0, 0) == 0, "HoldEndPunched")
		TNT1 A 0 A_Playsound("SWRDSTR1") 
		XWRD G 1 offset(79, 32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD G 1 offset(55, 32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD G 1 offset(18, 32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_CustomPunch(70, 1, 0, "SwordSlashpuffs", 88)
		XWRD H 1 offset(75, 39) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD H 1 offset(44, 33) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD H 1 offset(-20, 49) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD H 1 offset(-54, 57) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD H 1 offset(-123, 75) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD H 1 offset(-159, 84) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 3 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_Playsound("SWRDSTR1") 
		XWR1 C 1 offset(1,32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 D 1 offset(1,32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 D 1 offset(30,32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_CustomPunch(70, 1, 0, "SwordSlashpuffs", 88)
		XWR1 C 1 offset(107,58) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 C 1 offset(126,85) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 C 1 offset(143,113) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 C 1 offset(182,171) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 10 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_Jump(256,"Hold4Punched","HoldPunched")
		TNT1 A 0 A_ReFire
		Goto HoldEndPunched
//----------------------------------------------------------------------------//	
		
//From the left to the lower right corner from the right and the lower left corner//	
//-------------------First Hold Now-------------------------------------------//	
	HoldPunched:
	    TNT1 A 3 A_JumpIf(ACS_ExecuteWithResult(747,  0, 0, 0) == 0, "HoldEndPunched")
		TNT1 A 0 A_Playsound("SWRDSTR1")
		XWR1 D 1 offset(1, 32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 D 1 offset(29, 32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 D 1 offset(66, 32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_CustomPunch(70, 1, 0, "SwordSlashpuffs", 88)
		XWR1 C 1 offset(152, 48) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 C 1 offset(185, 56) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 C 1 offset(217, 65) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 C 1 offset(287, 82) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 C 1 offset(322, 91) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 2 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_Playsound("SWRDSTR1")
		XWRD G 1 offset(79, 32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD G 1 offset(55, 32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD G 1 offset(18, 32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_CustomPunch(70, 1, 0, "SwordSlashpuffs", 88)
		XWRD H 1 offset(75, 39) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD H 1 offset(44, 33) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD H 1 offset(-20, 49) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD H 1 offset(-54, 57) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD H 1 offset(-123, 75) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		//XWRD D 1 offset(-159, 84)
		TNT1 A 3 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_Jump(256,"Hold1Punched","HoldPunched")
		TNT1 A 0 A_ReFire
		Goto HoldEnd
//----------------------------------------------------------------------------//

//---From the left to the lower right corner from the right and the middle----//
	Hold1Punched:
	    TNT1 A 3 A_JumpIf(ACS_ExecuteWithResult(747,  0, 0, 0) == 0, "HoldEndPunched")
		TNT1 A 0 A_Playsound("SWRDSTR1")
	    XWR1 C 1 offset(1,32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 D 1 offset(1,32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 D 1 offset(30,32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 D 1 offset(61,32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_CustomPunch(70, 1, 0, "SwordSlashpuffs", 88)
		XWR1 C 1 offset(147,64) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 C 1 offset(176,81) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 C 1 offset(235,115) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 C 1 offset(267,133) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 C 1 offset(299,151) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWR1 C 1 offset(332,170) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 6 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_Playsound("SWRDSTR1")
        XWRD G 1 offset(80, 32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD G 1 offset(50, 32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_CustomPunch(70, 1, 0, "SwordSlashpuffs", 88)
		XWRD H 1 offset(89, 43) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD H 1 offset(72, 70) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD H 1 offset(53, 97) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		XWRD H 1 offset(15, 154) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 10 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_Jump(256,"Hold3Punched","HoldPunched")
		TNT1 A 0 A_ReFire
		Goto HoldEndPunched
//----------------------------------------------------------------------------//

//-------------------It's Hold End animation----------------------------------//
	HoldEnd:
	    XWRD A 0 A_ClearRefire
	    XWRD A 1 offset(1, 142)  A_WeaponReady(WRF_NOBOB)
		XWRD A 1 offset(1, 133)  A_WeaponReady(WRF_NOBOB)
	    XWRD A 1 offset(1, 124)  A_WeaponReady(WRF_NOBOB)
	    XWRD A 1 offset(1, 106)  A_WeaponReady(WRF_NOBOB)
	    XWRD A 1 offset(1, 97)  A_WeaponReady(WRF_NOBOB)
	    XWRD A 1 offset(1, 88)  A_WeaponReady(WRF_NOBOB)
		XWRD A 1 offset(1, 70)  A_WeaponReady(WRF_NOBOB)
		XWRD A 1 offset(1, 60)  A_WeaponReady(WRF_NOBOB)
		XWRD A 1 offset(1, 52)  A_WeaponReady(WRF_NOBOB)
		XWRD A 1 offset(1, 34)  A_WeaponReady(WRF_NOBOB)
		XWRD A 1 offset(1, 32)  A_WeaponReady(WRF_NOBOB)
		Goto Ready
//----------------------------------------------------------------------------//		

//-------------------It's Hold End Punched animation--------------------------//
	HoldEndPunched:
	    XWRD E 0 A_ClearRefire
	    XWRD E 1 offset(1, 142)  A_WeaponReady(WRF_NOBOB)
		XWRD E 1 offset(1, 133)  A_WeaponReady(WRF_NOBOB)
	    XWRD E 1 offset(1, 124)  A_WeaponReady(WRF_NOBOB)
	    XWRD E 1 offset(1, 106)  A_WeaponReady(WRF_NOBOB)
	    XWRD E 1 offset(1, 97)  A_WeaponReady(WRF_NOBOB)
	    XWRD E 1 offset(1, 88)  A_WeaponReady(WRF_NOBOB)
		XWRD E 1 offset(1, 70)  A_WeaponReady(WRF_NOBOB)
		XWRD E 1 offset(1, 60)  A_WeaponReady(WRF_NOBOB)
		XWRD E 1 offset(1, 52)  A_WeaponReady(WRF_NOBOB)
		XWRD E 1 offset(1, 34)  A_WeaponReady(WRF_NOBOB)
		XWRD E 1 offset(1, 32)  A_WeaponReady(WRF_NOBOB)
		Goto Ready
//----------------------------------------------------------------------------//		

		}
}
		
actor SwordSelect : inventory 
{
   Inventory.MaxAmount 1
   +INVENTORY.UNDROPPABLE
   -INVENTORY.INVBAR
   States
   {
   Spawn:
      TNT1 A 1
      Stop
   }
   
}
//----------------------------------------------------------------------------//

ACTOR SwordSlashpuffs
{ 
   ActiveSound ""
   AttackSound "LoSword/RAttack"
   SeeSound "LoSword/attack"
   Obituary "%k made %o look like a stupid!"
   DamageType LoWangVampiric
   	Height 4
	Radius 10
   +NOGRAVITY
   +NOEXTREMEDEATH
   +PUFFONACTORS
   +PUFFGETSOWNER
   +CLIENTSIDEONLY
   +HITTRACER
   Decal "none"
   States
   {
   Spawn:
   		TNT1 A 0
    	TNT1 A 1
    	stop
  	Crash:
	  	TNT1 A 0
	  	TNT1 A 1
	  	stop
  	Melee:
	  	TNT1 A 0
	  	TNT1 A 1
	  	stop
	XDeath:
		TNT1 A 0 A_JumpIfInventory("BloodCurseItem",1,"HitNoHealth",AAPTR_TARGET)
		TNT1 A 0 A_JumpIfInventory("IsGhoul",1,"Hit",AAPTR_Tracer)
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		TNT1 A 1
		Stop
	Hit:
		TNT1 A 0 A_GiveToTarget("Health",20)
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		TNT1 A 1
		Stop
	HitNoHealth:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		TNT1 A 1
		Stop
   }
}


ACTOR StickyBombX : Weapon
{
	Weapon.AmmoUse 1
	Weapon.AmmoGive 5
	Weapon.AmmoType "StickyBombsX"
	+NOALERT
	Inventory.icon "TNT1A0"
	Inventory.PickupSound "DSITEMUP"
	Inventory.PickupMessage "Sticky Bombs"
	Obituary "%o wasn't careful."
	States
	{
	Ready:
		STYC A 0 A_JumpIfInventory("StickyBombsX",1,"Ready2")
		TNT1 A 1 A_WeaponReady
		Goto Ready+1
	Ready2:
		STYC A 17 A_WeaponReady
	    STYC A 0 A_playsound("LoWangSTK/Ready")
		STYC B 1 A_WeaponReady
		Goto Ready2+2
	Deselect:
		STYC A 0 A_JumpIfInventory("StickyBombsX",1,"Deselect2")
		TNT1 AA 0 A_Lower
		TNT1 A 1 A_Lower
		Goto Deselect+1
	Deselect2:
		STYC AA 0 A_Lower
		STYC A 1 A_Lower
		SHUR A 0 A_TakeInventory("StickyBombSelectX",1)
		Loop
	Select:
		STYC A 0 A_JumpIfInventory("StickyBombsX",1,"Select2")
		TNT1 AA 0 A_Lower
		TNT1 A 1 A_Lower
		Goto Select+1
	Select2:
	    STYC A 0 A_playsound("PULL")
		STYC AA 0 A_Raise
		STYC A 1 A_Raise
		SHUR A 0 A_GiveInventory("StickyBombSelectX",1)
		Loop
	Fire:
	    TNT1 A 0 A_CheckReload
		STYC C 1
		STYC C 0 A_Playsound("STKTHR") 
		STYC C 1 offset(0, 44) A_FireCustomMissile("StyckyBombProjectileX",0,1,8,0)
		STYC C 1 offset(0, 56)
		STYC C 1 offset(0, 82)
		STYC C 1 offset(0, 94)
		TNT1 A 8 A_CheckReload
		STYC A 1 offset(0, 96)
		STYC A 1 offset(0, 84)
		STYC A 1 offset(0, 72)
		STYC A 1 offset(0, 48)
		STYC A 1 offset(0, 36)
		Goto Ready
	Spawn:
		STYC D -1
		Stop
	}
} 

////////////// Sticky Bomb Projectile. It's spawn monster///////////
ACTOR StyckyBombProjectileX
{
	Radius 3
	height 3
	Speed 17
	scale 0.4
	Damage (0)
	Projectile
	DamageType "Grenade"
	ExplosionDamage 40
	ExplosionRadius 100
	Obituary "%o wasn't careful."
	-NOGRAVITY
	-SOLID
	+DONTSPLASH
	Gravity 0.25
	States
	{
	Spawn:
		STYC EF 3
		Loop
	Death:
     STYC E 1 A_SpawnItemEx("StyckyBombMonsterX", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		Stop
	XDeath:
		STYC EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_Fire(30)
        STYC EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_Fire(30)
		STYC E 0 A_PlaySound ("STSCAN2", 2)
        STYC E 0 A_Explode
	    STYC E 0 Radius_Quake(5,12,0,25,0)
        STYC E 0 A_SpawnItemEx("StickyBombExplodeX",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)
		//STYC E 1 A_SeekerMissile(30,60)
		//STYC E 1 A_SeekerMissile(30,60)
		//STYC E 1 A_SpawnItemEx("StyckyOnActors", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		Stop
	}
}

actor stickybombsX : Ammo
{
    inventory.amount 5
    inventory.maxamount 5
    states
    {
      Spawn:
        TNT1 A 35
        stop
    }
}

Actor StyckyBombMonsterX
{
  health 1
  radius 2
  height 2
  scale 0.4
  mass 1
  speed 0
  Projectile
  Damage (0)
  DamageType "Grenade"
  Damagefactor "sentinel", 0.0
  Damagefactor "Mechpewpews", 0.0
  HitObituary "%o wasn't careful."
  +NOGRAVITY
  +FLOORCLIP
  +FRIENDLY
  +NOBLOOD
  +THRUGHOST
  +SHOOTABLE
  -NOBLOCKMAP
  states
  {
  Spawn:
    STYC E 5
    STYC E 0
	GTRP E 0 A_GiveInventory("Trapcount",1)
	GTRP E 0 A_JumpIfInventory("Trapcount",300,"Death")
    loop
  XDeath:
	TNT1 A 0 A_PlaySound("Weapons/MineExplosion")
    //TNT1 A 0 A_Playsound("EXPL1")
	TNT1 A 0 A_SpawnItemEx("StickyBombExplodeX")
	TNT1 AAA 4 Radius_Quake(5,12,0,25,0)
    stop
  Death:
	TNT1 A 0 A_PlaySound("Weapons/MineExplosion")
   // TNT1 A 0 A_Playsound("EXPL1")
	TNT1 A 0 A_SpawnItemEx("StickyBombExplodeX")
	TNT1 AAA 4 Radius_Quake(5,12,0,25,0)
    stop
  }
}

///////////////////////////////////////////////////////////////////////////

//----------------Sticky Bomb Explode Effect----------------------------------//
ACTOR StickyBombExplodeX
{
    Radius 13
    Height 8
    Damage (30)
	DamageType "Grenade"
	+NOTARGET
	+SEEKERMISSILE
    States
	{
	Spawn:
	TNT1 A 0
	Goto Death
	XDeath:
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
	TNT1 A 0 A_Jump(256,"DeathCont")
	Goto DeathCont
	Death:
	TNT1 A 0 A_ChangeFlag("NOINTERACTION",1)
	TNT1 A 0 A_Stop
	TNT1 A 0 A_SeekerMissile(0,0,SMF_LOOK|SMF_CURSPEED,256)
	TNT1 A 0 A_JumpIfTargetInLOS("SplashBeep",360,JLOSF_PROJECTILE,141)
	TNT1 A 0 A_Jump(256,"DeathCont")
	Goto DeathCont
	SplashBeep:
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
	TNT1 A 0 A_Jump(256,"DeathCont")
	Goto DeathCont
	DeathCont:
	TNT1 A 1 A_Explode(45,100)
	TNT1 A 0 A_PlaySound("Weapons/MineExplosion")
	EXP2 ABCDEFGHIJKLMNOPRSTQVW 2 Bright
	Stop 
	}
}
//----------------------------------------------------------------------------//

//Special Inventory for Player Code Animation//
actor StickyBombSelectX : inventory 
{
   Inventory.MaxAmount 1
   +INVENTORY.UNDROPPABLE
   -INVENTORY.INVBAR
   States
   {
   Spawn:
      TNT1 A 1
      Stop
   }
   
}
///////////////////////////////////////////////////

Actor LoWangRailgun : Weapon
{
	Weapon.SelectionOrder 600
	Weapon.SlotNumber 3	
	Weapon.AmmoType "Cell"
	Weapon.AmmoGive 15
	Weapon.AmmoUse 1
	Inventory.Icon "LWRGA0"
	+WEAPON.NOAUTOFIRE	
	States
	{
	Select:
		SWRG EE 0 A_Raise
		SWRG E 1 A_Raise
		Goto Select
	Deselect:
		TNT1 A 0 A_StopSound(CHAN_WEAPON)
		TNT1 A 0 A_TakeInventory("RailgunZoom", 2)
		TNT1 A 0 A_ZoomFactor(1.0)
		SWRG EE 0 A_Lower
		SWRG E 1 A_Lower
		Goto Deselect+3
	Ready:		
	    TNT1 A 0 A_PlaySound("LoWang/RailgunIdle",CHAN_WEAPON)
		SWRG ABCDE 4 A_WeaponReady
		Loop
	Ready2:
		TNT1 A 0 A_PlaySound("LoWang/RailgunIdle",CHAN_WEAPON)
		LDHR S 20 A_WeaponReady
		Loop
	Fire:
		TNT1 A 0 A_JumpIfInventory("RailgunZoom", 1, "Fire2")
		TNT1 A 0 A_PlaySound("LoWang/RailgunFire", CHAN_AUTO, 1, 0, ATTN_NORM)
		TNT1 A 0 A_PlaySound("LoWang/RailgunCharge", CHAN_WEAPON)
		TNT1 A 0 A_GunFlash
		SWRG I 2 Bright A_RailAttack(40,2,1,"Green","Green",RGF_FULLBRIGHT|RGF_SILENT,0,"LWRailPuff",0,0,0,0,6.0,1.0,"LWRailTrail")
		SWRG J 2 Bright
		SWRG A 1 offset(-1, 32)
		SWRG A 1 offset(7, 39)
		SWRG A 15 offset(15, 46)
		SWRG A 1 offset(7, 39)
		SWRG A 1 offset(-1, 32)
		SWRG H 1 Offset(0, 32)
		SWRG G 1
		SWRG F 2
		SWRG H 1 
		SWRG GGFGH 2
		SWRG GFG 2
		SWRG H 1
		SWRG F 2
		SWRG G 3
		SWRG H 2 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_Refire
		Goto Ready
	Fire2:
		TNT1 A 0 A_PlaySound("LoWang/RailgunFire",CHAN_AUTO,1,0,ATTN_NORM)
		TNT1 A 0 A_PlaySound("LoWang/RailgunCharge", CHAN_WEAPON)
		TNT1 A 0 A_GunFlash
		LDHR I 1 Bright A_RailAttack(50,2,1,"Green","Green",RGF_FULLBRIGHT|RGF_SILENT,0,"LWRailPuff",0,0,0,0,6.0,1.0,"LWRailTrail")
		LDHR T 49
		LDHR T 2 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		TNT1 A 0 A_Refire
		Goto Ready2
	AltFire:
		TNT1 A 0 A_JumpIfInventory("RailgunZoom",1,"Zoomout")
		TNT1 A 0 A_PlaySound("LoWang/RailgunZoomIn",7,1,0)
		TNT1 A 0 A_ZoomFactor(3.0)
		LDHR T 5 A_WeaponReady(14)
		TNT1 A 0 A_GiveInventory("RailgunZoom",1)
	    Goto Ready2
	Zoomout:
		TNT1 A 0 A_PlaySound("LoWang/RailgunZoomOut",7,1,0)
	    TNT1 A 0 A_ZoomFactor(1.0)
		LDHR T 5 A_WeaponReady(14)
		TNT1 A 0 A_TakeInventory("RailgunZoom",2)
		Goto Ready
	Flash:
		TNT1 A 1
		Stop
	}
}

ACTOR LWRailTrail
{
    +NOBLOCKMAP
    +NOGRAVITY
    +NOTELEPORT
    +CANNOTPUSH
    +NODAMAGETHRUST
	+CLIENTSIDEONLY
	Renderstyle Add
	Alpha 1.0	
	Scale 0.1
	PROJECTILE
	states 
	{
	Spawn:
		TNT1 A 0
		SP60 ABCDEFGHIJKLMNOP 2 Bright A_FadeOut(0.05)
		Stop
	}
}

Actor LWRailPuff
{
	Scale 0.1
	Renderstyle Add
	Radius 10
	Height 8
	Alpha 0.6
	+NOINTERACTION
	+ALWAYSPUFF
	+PUFFGETSOWNER
	+EXTREMEDEATH
	+CLIENTSIDEONLY
	Damagetype "Railgun"
	States
	{
	Spawn:	
		TNT1 A 0 
		Goto Death
	XDeath:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		Goto Death
	Death:
		TNT1 A 0 A_PlaySound("LoWang/RailgunImpact")
		TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx("LWRailgunParticles", random(-8, 8), random(-8, 8), random(-2, 2), random(-4, 4), random(-4, 4), random(-2, 2), random(0, 359))
		WMI4 ABCDEFGHIJKLMNOPQ 1 Bright
		Stop
	}
}

Actor LWRailgunParticles
{
	+NOGRAVITY
	+NOINTERACTION
	+CLIENTSIDEONLY
	Scale 1.4
	Translation "112:127=[128,128,192]:[64,64,240]"
	States
	{
		Spawn:
			RGPA BCBC 7 Bright
		Stop
	}
}

Actor RailgunZoom : Inventory
{
	Inventory.MaxAmount 2
}