Actor LtIllucia : PlayerPawn
{

+NOSKIN
+NOICEDEATH
+QUICKTORETALIATE
+GHOST
  Speed 1
  Health 100
  Radius 16
  Height 56
  Mass 700
  PainChance 256
  scale 0.5
  Player.Maxhealth 100
  Player.WeaponSlot 1, IlluRifle
  Player.WeaponSlot 2, IlluShotgun
  Player.WeaponSlot 3, IlluNukeLauncher
  Player.ColorRange 112, 127
  Player.DisplayName "Lt. Illucia"
  Player.ScoreIcon "ILLUST"
  Player.StartItem "IlluBamAmmo", 60
  Player.StartItem "IlluShotgun"
  Player.StartItem "IlluRifle"
  Player.StartItem "IlluNukeLauncher"
  Player.StartItem "DrummleClip", 12
  Player.StartItem "IlluRifleClip", 100
  Player.StartItem "Clip1", 0
  Player.StartItem "NuclearMissileCharge", 75
  Player.StartItem "IsHuman", 1
  Player.StartItem "Screamer", 0
  Player.ForwardMove 1.0, 1.0
  Player.SideMove 1.0, 1.0
  Player.SoundClass "LtIllucia"
  Damagefactor "AntiAirbolt", 0.0
  Damagefactor "Sentinel", 0.0
  DamageFactor "Normal", 0.9
  Damagefactor "Sentinel", 0.0
  Damagefactor "MechPewPews", 0.0
  Damagefactor "MacheteSlicerino", 0.0
  Damagefactor "GasterSmokeHurt", 0.0
  Damagefactor "StrifeSuit", 0.0
  LimitedToTeam 0
  States
  {
  Spawn:
	ILLU A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
    ILLU A 45 Setplayerproperty(0,0,0)
    Loop
  See:
	ILLU A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
	ILLU A 0 A_JumpIfHealthlower(50,"INeedHealingSee")
    ILLU A 5
    ILLU B 5 A_SpawnItemEx ("IlluciaStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
    ILLU C 5
    ILLU D 5 A_SpawnItemEx ("IlluciaStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
    Goto Spawn  
  INeedHealingSee:
	ILLU A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
	ILLU A 0 A_SpawnItemEx("INeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
    ILLU A 5
    ILLU B 5 A_SpawnItemEx ("IlluciaStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
    ILLU C 5
    ILLU D 5 A_SpawnItemEx ("IlluciaStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
    Goto Spawn
  Missile:
	ILLU A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
    ILLU F 6 Bright
    Goto Spawn
  Melee:
	ILLU A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
    ILLU F 6 Bright
    Goto Spawn
	Pain.TeleOtherPlant:
	TNT1 A 0 A_GiveInventory("TeleOtherPlanted",1)
	Goto Pain
	Pain.TeleOtherActivateDamage:
	TNT1 A 0 A_JumpIfInventory("TeleOtherPlanted",1,"TeleOtherSend")
	Goto Pain	
	TeleOtherSend:
	TNT1 A 0 A_TakeInventory("TeleOtherPlanted",1)
	TNT1 A 0 A_PlaySound("TeleOther/activate",CHAN_7,1)
	TNT1 A 0 A_SpawnItem("TeleOtherFog")
	TNT1 A 0 ACS_ExecuteAlways(466,0,2)
	ILLU 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)
	ILLU 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)
	ILLU 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:
	ILLU G 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
    ILLU G 4
    ILLU G 4 A_Pain
    Goto Spawn
	Pain.LoonaClawing:
	TNT1 A 0 A_GiveToTarget("Health",6)
	ILLU G 20 Setplayerproperty(0,1,0)
	ILLU 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)
	ILLU G 20 Setplayerproperty(0,1,0)
	ILLU 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)
	ILLU G 20 Setplayerproperty(0,1,0)
	ILLU 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:
    ILLU G 0 A_Pain
	ILLU G 0 A_GiveToTarget("health",5)
	ILLU G 40 Setplayerproperty(0,1,0)
	ILLU G 2 Setplayerproperty(0,0,0)
	Goto Spawn
  Death.Creeper:
	ILLU A 0 A_PlaySoundEx("creeperattack", "Body")
	ILLU A 0 A_SpawnItemEx("CreeperPopUp",0,0,10)
	TNT1 A 0 A_GiveToTarget("GhoulAmmo",1)
	ILLU A 0 A_GiveToTarget("Creeperheal",1)
    ILLU A 0 ACS_ExecuteAlways(997,0,1)
	goto DeathAnimAlt
  Death.Creepstun:
	ILLU A 0 A_GiveToTarget("Unlock13",1)
	ILLU A 0 A_GiveToTarget("CreepGotya",1)
	goto DeathAnimAlt
  Death.SjasScream:
  Death.FrostbiteWind:
  Death.EmtalicSaw:
  Death.LichFire:
    ILLU A 0 A_GiveToTarget("KilledJ",1)
    Goto DeathAnim
  Death:
  DeathAnim:
	ILLU A 0 A_GiveToTarget("KillBeep",1)
	ILLU A 0 A_GiveInventory("ItemDeath",1)
	ILLU A 0 A_TakeInventory("KilledCount",999)
    ILLU A 0 A_GiveToTarget("KilledMe",1)
    ILLU A 0 A_GiveToTarget("KilledIllucia",1)
    ILLU H 8
    ILLU I 8 A_PlayerScream
    ILLU J 8 A_NoBlocking
    ILLU KLM 8
    ILLU N -1
    Stop
  DeathAnimAlt:
	ILLU A 0 A_GiveToTarget("KillIndicator",1)
	ILLU A 0 A_GiveInventory("ItemDeath",1)
	ILLU A 0 A_TakeInventory("KilledCount",999)
    ILLU A 0 A_GiveToTarget("KilledMe",1)
    ILLU A 0 A_GiveToTarget("KilledIllucia",1)
    ILLU H 8
    ILLU I 8 A_PlayerScream
    ILLU J 8 A_NoBlocking
    ILLU KLM 8
    ILLU 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:
	ILLU A 0 A_GiveToTarget("KillBeep",1)
	ILLU A 0 A_GiveInventory("ItemDeath",1)
    ILLU A 0 A_GiveToTarget("Crunched",1)
	ILLU A 0 A_GiveToTarget("KilledMe",1)
	ILLU A 0 A_GiveToTarget("KilledIllucia",1)
	ILLU 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:
	ILLU A 0 A_GiveToTarget("KillIndicator",1)
	ILLU A 0 A_GiveInventory("ItemDeath",1)
    ILLU A 0 A_GiveToTarget("Crunched",1)
	ILLU A 0 A_GiveToTarget("KilledMe",1)
	ILLU A 0 A_GiveToTarget("KilledIllucia",1)
	ILLU 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:
		ILLU A 0 A_GiveToTarget("KilledR",1)
		ILLU A 0 A_GiveToTarget("Health",100)
		ILLU A 0 ACS_ExecuteAlways(997,0,2)
		ILLU A 0 A_PlaySoundEx("RavagerAttack","Body")
		ILLU A 0 A_SpawnItemEx("RavagerHit",0,0,32)
		Goto DeathAnimAlt
	Death.RavagerBall:
		ILLU A 0 A_GiveToTarget("RavagerGotYa",1)
		ILLU A 0 A_GiveToTarget("KilledJ",1)
		Goto DeathAnimAlt
	Death.Yurei:
		ILLU A 0 A_GiveToTarget("KilledY",1)
		ILLU A 0 A_PlaySoundEx("YureiKill1","Body",0,1)
		ILLU A 0 ACS_ExecuteAlways(997,0,3)
		Goto DeathAnimAlt
	Death.YureiBall:
		ILLU A 0 A_GiveToTarget("Health",10)
		ILLU A 0 A_SpawnItemEx("BallFire")
		Goto Death.SjasScream
	Death.UboaRawrScream:
		Goto DeathAnimAlt
	Death.Misty:
	Death.Whiteface:
		ILLU A 0 A_GiveToTarget("KillBeep",1)
		ILLU A 0 A_GiveInventory("ItemDeath",1)
		ILLU A 0 A_GiveToTarget("KilledMe",1)
		ILLU A 0 A_GiveToTarget("KilledM",1)
		ILLU HHHH 2 A_FadeOut(0.1)
		ILLU A 0 A_PlayerScream
		ILLU IIIIJJ 2 A_FadeOut(0.1)
		ILLU A 0 A_NoBlocking
		NULL A -1
		Stop
	Death.Clowny:
		ILLU A 0 ACS_ExecuteAlways(997,0,4)
		ILLU A 0 A_GiveToTarget("KilledC",1)
		ILLU A 0 A_GiveToTarget("ClownyAmmo",5)
		Goto DeathAnim
	Death.Mohoph:
		TNT1 A 0 A_GiveToTarget("MorphAmmo", 1)
		ILLU A 0 A_GiveToTarget("TransIllucia",1)
		ILLU A 0 A_PlaySoundEx("MohophKill","Body")
		ILLU A 0 ACS_ExecuteAlways(997,0,5)
		Goto DeathAnim
	Death.EmtalicWeak:
		ILLU A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto DeathAnim
	Death.Emtalic:
		ILLU A 0  A_PlaySoundEx("RamSuccess","Body")
		Goto Death.Jitter
	Death.I1:
		ILLU A 0 A_SpawnItemEx("Heart",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		ILLU A 0 A_GiveToTarget("KilledI1",1)
		Goto DeathAnim
	Death.I2:
		ILLU A 0 A_GiveToTarget("KillBeep",1)
		ILLU A 0 A_GiveInventory("ItemDeath",1)
		ILLU A 0 A_GiveToTarget("KilledMe",1)
		ILLU A 0 A_GiveToTarget("KilledI2",1)
		ILLU A 0 A_GiveToTarget("Clip",1)
		ILLU G 0 SetPlayerProperty(0,1,4)
		ILLU G 0 A_Stop
		ILLU 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:
		ILLU A 0 A_GiveToTarget("KillBeep",1)
		ILLU A 0 A_GiveInventory("ItemDeath",1)
		ILLU A 0 A_GiveToTarget("KilledMe",1)
		ILLU A 0 A_GiveToTarget("KilledI3",1)
		ILLU HHHHHHHH 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		ILLU I 0 A_PlayerScream
		ILLU IIIIIIII 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		ILLU J 0 A_NoBlocking
		ILLU JJJJJJJJKKKKKKKKLLLLLLLLMMMMMMMM 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		ILLU NNNNNNN 3 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		ILLU N -1
		Stop
	Death.I4:
		ILLU A 0 A_GiveToTarget("KilledI4",1)
		Goto DeathAnim
	Death.I5:
		ILLU A 0 A_GiveToTarget("KilledI5",1)
		Goto DeathAnim
	Pain.RavagerBall:
		ILLU A 0 ACS_ExecuteAlways(920,0)
		Goto Pain
	Pain.YureiBall:
		ILLU A 0 A_GiveToTarget("Health",10)
		ILLU A 0 A_SpawnItemEx("BallFire")
		Goto Pain
	Pain.Emtalic:
		ILLU A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto Pain
	Pain.EmtalicWeak:
		ILLU 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 IlluciaStomp : CyborgStomp
{
	DeathSound "IlluciaStep"
}

ACTOR IlluBamAmmo : Ammo
{
  Inventory.Amount 60
  Inventory.MaxAmount 60
  Ammo.BackpackAmount 60
  Ammo.BackpackMaxAmount 60
  Inventory.Icon "SHELA0"
}


ACTOR IlluShotgun : Weapon
{
   Inventory.PickupSound "misc/w_pkup"
   Inventory.PickupMessage "You got the ''Drummle'' Auto-Shotgun!"
   Obituary "%o can testify of %k's generosity."
   Weapon.AmmoType1 "DrummleClip"
   Weapon.AmmoType2 "IlluBamAmmo"
   Weapon.AmmoGive1 0
   Weapon.AmmoGive2 6
   Weapon.AmmoUse1 1
   Weapon.AmmoUse2 0
   Weapon.Kickback 30
   Weapon.SlotNumber 3
   Weapon.UpSound "weapons/DrummleIn"
   AttackSound "weapons/Drummlefire"
   Inventory.icon "TNT1A0"
   +AMMO_OPTIONAL
   +NOALERT
   States
   {
   Spawn:
      ASHG X -1
      Loop
   Ready:
      ASHG A 1 A_WeaponReady
      Loop
   Deselect:
      ASHG A 1 A_Lower
      ASHG A 0 A_Lower
      Loop
   Select:
      ASHG A 1 A_Raise
      ASHG A 0 A_Raise
      Loop
   Fire:
      ASHF A 0 A_JumpIfNoAmmo("DryFire")
      ASHF A 0 A_GunFlash
      ASHF A 0 A_AlertMonsters
      ASHF A 0 A_Recoil(1)
      ASHF A 0 A_FireBullets(10, 10, 4, 4, "BulletPuff2")
      TNT1 A 0 A_FireCustomMissile("Shotguncasing",0,0,8,3)
      ASHF AB 1 BRIGHT
      ASHG B 1 Offset (0,37)
	  ASHG B 1 Offset (2,38)
	  ASHG B 1 Offset (4,40)
	  ASHG B 1 Offset (6,42)
	  ASHG B 0 Offset (4,40)
	  ASHG B 0 Offset (2,38)
	  ASHG B 0 Offset (0,37)
	  ASHG A 1 A_refire
      Goto Ready
   DryFire:
      ASHG A 10 A_PlaySound("weapons/dryfire")
      Goto Reload
   AltFire:
   Reload:
      ASHG A 1
      ASHG A 0 A_JumpIfInventory("DrummleClip", 12, "Ready")
      ASHG A 0 A_JumpIfInventory("IlluBamAmmo", 1, 1)
      Goto Ready
      ASHR ABCDE 1
      ASHR A 0 A_PlaySound("weapons/drummleout")
      ASHR FFFFFFFFGHI 1
      ASHR J 25
      Goto ReloadWorking
   ReloadWorking:
      TNT1 A 0 A_TakeInventory("IlluBamAmmo", 1)
      TNT1 A 0 A_GiveInventory("DrummleClip", 1)
      TNT1 A 0 A_JumpIfInventory("DrummleClip", 12,2)
      TNT1 A 0 A_JumpIfInventory("IlluBamAmmo",1,2)
      TNT1 A 0
      Goto ReloadFinish
      TNT1 A 0
      Goto ReloadWorking
   ReloadFinish:
      ASHR KLMN 1
      ASHR A 0 A_PlaySound("weapons/drummlein")
      ASHR OOOOOOOOPQRS 1
      ASHG A 10
      Goto Ready
   Flash:
       TNT1 A 1 A_Light2
       TNT1 A 1 A_Light1
       TNT1 A 0 A_Light0
       Stop
   }
}

ACTOR DrummleClip : Ammo
{
Inventory.MaxAmount 12
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 12
Inventory.Icon ASHGX0
}

ACTOR IlluRifleClip : Ammo
{
Inventory.MaxAmount 100
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 100
}

ACTOR IlluRifle : Weapon 25035
{ 
   Inventory.PickupMessage "You got the Heavy Rifle!" 
   Inventory.PickupSound "misc/w_pkup" 
   Weapon.AmmoType "Clip1"
   Weapon.AmmoType2 "IlluRifleClip"
   Weapon.AmmoGive 50 
   Weapon.AmmoUse 0 
   Weapon.AmmoUse2 1
   +noautofire
   +dontbob
   obituary "%k's fine precision terminated %o's existence."
   Inventory.icon "TNT1A0"
   Weapon.UpSound "DSRIFLUP"
   States 
   {
   Spawn: 
      HVYR A -1 
      Loop 
   Ready: 
      HVRG A 1 A_WeaponReady 
      Loop
   Deselect: 
      HVRG A 1 A_Lower 
      Loop 
   Select: 
      HVRG A 0 A_PlaySound("weapons/rifleup") 
      HVRG A 1 A_Raise 
      Goto Select+1 
	Fire:
      HVRF A 1 Bright A_FireBullets (0, 0, 1, 7, "IlluciaPuff1", FBF_NORANDOM)
	  TNT1 A 0 A_FireCustomMissile("LongRifleCaseSpawn",5,1,2,-3)
	  HVRF B 1 Bright A_PlaySound ("MediumRifleShots", CHAN_WEAPON)
	  HVRG A 1 Offset (0,36) A_WeaponReady(WRF_NOSECONDARY|WRF_NOPRIMARY|WRF_NOSWITCH)
	  HVRG A 1 Offset (0,38) A_WeaponReady(WRF_NOSWITCH)
	  HVRG A 1 A_WeaponReady(WRF_NOSWITCH)
	  HVRG A 1 A_WeaponReady(WRF_NOSWITCH)
	  HVRG A 1 A_WeaponReady(WRF_NOSWITCH)
	  HVRG A 1 A_WeaponReady(WRF_NOSWITCH)
	  HVRG A 1 A_WeaponReady(WRF_NOSWITCH)
	  HVRG A 1 A_WeaponReady(WRF_NOSWITCH)
      HVRG A 1 A_ReFire
      Goto Ready
   AltFire:
      HVRF A 1 Bright A_FireBullets (0, 0, 1, 40, "IlluciaPuff1", FBF_NORANDOM)
	  TNT1 A 0 A_FireCustomMissile("LongRifleCaseSpawn",5,0,2,-3)
	  HVRF B 1 Bright A_PlaySound ("HeavyRifleShots", CHAN_WEAPON)
	  HVRG A 1 Offset (0,36)
	  HVRG A 0 Offset (0,38)
	  HVRG A 1 Offset (0,40)
	  HVRG A 0 Offset (0,42)
	  HVRG A 1 Offset (0,44)
	  HVRG A 0 Offset (0,46)
	  HVRG A 1 Offset (0,44)
	  HVRG A 0 Offset (0,42)
	  HVRG A 1 Offset (0,40)
	  HVRG A 0 Offset (0,38)
	  HVRG A 1 Offset (0,36)
	  HVRG A 1 Offset (0,34)
	  HVRG A 1 Offset (0,32)
      HVRG A 28
	  HVRG A 1 A_ReFire
      Goto Ready
   }
}

Actor IlluciaPuff1 : BulletPuff2
{
	DamageType "IlluPewPewRifle"
}

ACTOR IlluNukeLauncher : Weapon
{
   Weapon.SelectionOrder 2820
   Inventory.PickupMessage "You got the Nuclear Missile Launcher!"
   Obituary "Someone hated %o in particular."
   Weapon.AmmoType "NuclearMissileCharge"
   Weapon.Kickback 10000
   Inventory.icon "TNT1A0"
   +NOAUTOFIRE
   +EXPLOSIVE
   +BFG
   States
   {
   Spawn:
      NUKW A -1
      Stop
   Ready:
      NUKG A 1 A_WeaponReady
	  NUKG A 0 A_Playsound("QUIET",Chan_Weapon)
      Loop
   Deselect:
      NUKG A 1 A_Lower
	  NUKG A 0 A_Playsound("QUIET",Chan_Weapon)
      Loop
   Select:
      NUKG A 1 A_Raise
	  NUKG A 0 A_Playsound("QUIET",Chan_Weapon)
      Loop
   Fire:
	  TNT1 A 0 A_JumpIfInventory("NuclearMissileCharge", 100, "FiringNuke")
	  TNT1 A 0 A_Playsound("Stiglitz/Powercharge",Chan_Weapon,1,1)
	  NUKG A 11 Bright A_GiveInventory("NuclearMissileCharge",1)
	  TNT1 A 0 A_ReFire
	  Goto Ready
	  FiringNuke:
	  NUKG A 0 A_TakeInventory("NuclearMissileCharge",0)
      NUKG A 20 Bright A_PlaySound("weapons/nuclearmissilecharge",CHAN_7)
      NUKG A 28 Bright A_GunFlash
      NUKG A 0 A_Recoil(5)
      NUKG B 4 Bright A_FireCustomMissile("NuclearMissileShot",0,1,0,5)
      NUKG B 3 Bright A_Recoil(-4.5)
      NUKG B 28
      Goto Ready
   Flash:
      NUKG C 22 Bright
      NUKG D 6 Bright A_Light1
      NUKG E 7 Bright A_Light2
      NUKG E 0 A_Light0
      Stop
   }
}

ACTOR NuclearMissileShot
{
   Radius 13
   Height 8
   Speed 35
   Damage (9001)
   scale 2.0
   PROJECTILE
   +STRIFEDAMAGE
   +NOTARGET
   +FULLVOLDEATH
   +THRUGHOST
   +SEEKERMISSILE
   ExplosionDamage 120
   ExplosionRadius 484
   Damagetype "IlluNukeKABUUM"
   DeathSound "weapons/nuclearmissileexplode"
   Obituary "Someone hated %o in particular."
   States
   {
   Spawn:
      NKS1 A 1 Bright A_CustomMissile("NuclearMissileTrail",0,0,0)
      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,681)
	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
	TNT1 A 0 A_Explode
	TNT1 A 0 A_PlaySound("nuke/boom",CHAN_VOICE)
	TNT1 A 0 A_SpawnItemEx("NukeFlare",0,0,0,0,0,0,0,128,0)
	TNT1 A 25 A_SpawnItemEx("NukeFloor",0,0,0,0,0,0,0,128,0)
	TNT1 AA 0 A_SpawnItemEx("NukeSmokeFloor",0,0,0,0,0,0,0,128,0)
	TNT1 A 0 A_SpawnItemEx("NukePillar",0,0,0,0,0,6,0,128,0)
	TNT1 A 105 A_SpawnItemEx("NukeSmokePillar",0,0,0,0,0,6,0,128,0)
	TNT1 A 0 A_SpawnItemEx("NukeMushroom",0,0,500,0,0,0,0,128,0)
	TNT1 AA 0 A_SpawnItemEx("NukeSmokeMushroom",0,0,500,0,0,0,0,128,0)
	stop
  }
}

ACTOR NuclearMissileTrail
{
   Radius 3
   Height 4
   Speed 2
   +NOBLOCKMAP
   +NOGRAVITY
   +NOCLIP
   +NOTELEPORT
   +THRUGHOST
   +CLIENTSIDEONLY
   RenderStyle Translucent
   Alpha 0.3
   States
   {
   Spawn:
      MTRL A 2
      MTRL BCD 3
      MTRL E 4 A_SetTranslucent(0.2)
      MTRL F 5 A_SetTranslucent(0.1)
      Stop 
   }
}

actor nuke
  {
  +NOGRAVITY
  +FORCERADIUSDMG
  +NOBLOCKMAP
  +CLIENTSIDEONLY
  states
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_PlaySoundEx("Nuke/Boom", "Voice", 0, 2)
	TNT1 A 0 A_SpawnItemEx("NukeFlare", 0, 0, 0,0,0,0,0,128,0)
	TNT1 A 25 A_SpawnItemEx("NukeFloor", 0, 0, 0,0,0,0,0,128,0)
	TNT1 AA 0 A_SpawnItemEx("NukeSmokeFloor", 0, 0, 0,0,0,0,0,128,0)
	TNT1 A 0 A_SpawnItemEx("NukePillar", 0, 0, 0, 0, 0, 6, 0, 128, 0)
	TNT1 A 105 A_SpawnItemEx("NukeSmokePillar", 0, 0, 0, 0, 0, 6, 0, 128, 0)
	TNT1 A 0 A_SpawnItemEx("NukeMushroom", 0, 0, 500,0,0,0,0,128,0)
	TNT1 AA 0 A_SpawnItemEx("NukeSmokeMushroom", 0, 0, 500,0,0,0,0,128,0)
	stop
}
}


Actor NukeFire : Nuke
{
 RenderStyle Add
 +NoInteraction
 Scale 0.75
 States
 {
  Spawn:
   TNT1 AA 0 A_Jump(196, "Spawn2", "Spawn3", "Spawn4")
   FLA1 A 1 Bright A_FadeOut(0.015)
   Wait
  Spawn2:
   FLA2 A 1 Bright A_FadeOut(0.015)
   Wait
  Spawn3:
   FLA3 A 1 Bright A_FadeOut(0.015)
   Wait
  Spawn4:
   FLA4 A 1 Bright A_FadeOut(0.015)
   Wait
 }
}

actor miniNukeFire : NukeFire { scale 0.25 }

Actor NukeSmoke : Nuke
{
  Scale 1.5
  +NoInteraction
  Alpha 0.5
  States
  {
  Spawn:
   TNT1 AA 0 A_Jump(196, "Spawn2", "Spawn3", "Spawn4")
   SMOK A 2 A_FadeOut(0.015)
   Wait
  Spawn2:
   SMOK B 2 A_FadeOut(0.015)
   Wait
  Spawn3:
   SMOK C 2 A_FadeOut(0.015)
   Wait
  Spawn4:
   SMOK D 2 A_FadeOut(0.015)
   Wait
 }
}

actor miniNukeSmoke : NukeSmoke { scale 0.16 }

Actor NukeFlare : NukeFire
{
 Scale 16
 +NoInteraction
 +FORCERADIUSDMG
 States
 {
  Spawn:
   FLAR A 1 Bright A_FadeOut(0.01)
   Wait
 }
}

actor miniNukeFlare : NukeFlare { scale 1.33 }

Actor NukeFloor : Nuke
{
 States
 {
  Spawn:
   TNT1 A 0
   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("NukeFire", 0, 0, 0, 0.00001 * Random(0, 300000), 0.00001 * Random(0, 300000), 0, Random(0, 359), 128, 0)
   Stop
 }
}

actor miniNukeFloor : NukeFloor
{
States
 {
  Spawn:
   TNT1 A 0
   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("miniNukeFire", 0, 0, 0, 0.00001 * Random(0, 300000), 0.00001 * Random(0, 300000), 0, Random(0, 359), 128, 0)
   Stop
 }
}

Actor NukeSmokeFloor : Nuke
{
 States
 {
  Spawn:
   TNT1 A 0
   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 0.00001 * Random(0, 300000), 0.00001 * Random(0, 300000), 0, Random(0, 359), 128, 0)
   Stop
 }
}

actor miniNukeSmokeFloor : NukeSmokeFloor
{
 States
 {
  Spawn:
   TNT1 A 0
   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("miniNukeSmoke", 0, 0, 0, 0.00001 * Random(0, 300000), 0.00001 * Random(0, 300000), 0, Random(0, 359), 128, 0)
   Stop
 }
}


Actor NukePillar : Nuke
{
 States
 {
  Spawn:
   TNT1 A 0
   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("NukeFire", 0, 0, 0, 0.00001 * Random(0, 100000), 0.00001 * Random(0, 100000), Random(0, -3), Random(0, 359), 128, 0)
   TNT1 A 0 A_SpawnItem("NukeSmokering", 0, 0, 0)
   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("NukeFire", 0, 0, 0, 0.00001 * Random(0, 100000), 0.00001 * Random(0, 100000), Random(0, -3), Random(0, 359), 128, 0)
   Stop
 }
}

actor miniNukePillar : NukePillar
{
 States
 {
  Spawn:
   TNT1 A 0
   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("miniNukeFire", 0, 0, 0, 0.00001 * Random(0, 100000), 0.00001 * Random(0, 100000), Random(0, -3), Random(0, 359), 128, 0)
   TNT1 A 0 A_SpawnItem("miniNukeSmokering", 0, 0, 0)
   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("miniNukeFire", 0, 0, 0, 0.00001 * Random(0, 100000), 0.00001 * Random(0, 100000), Random(0, -3), Random(0, 359), 128, 0)
   Stop
 }
}

Actor NukeSmokePillar : Nuke
{
 States
 {
  Spawn:
   TNT1 A 0
   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 0.00001 * Random(0, 100000), 0.00001 * Random(0, 100000), 0.00001 * Random(0, -400000), Random(0, 359), 128, 0)
   Stop
 }
}

actor miniNukeSmokePillar : NukeSmokePillar
{
 States
 {
  Spawn:
   TNT1 A 0
   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("miniNukeSmoke", 0, 0, 0, 0.00001 * Random(0, 100000), 0.00001 * Random(0, 100000), 0.00001 * Random(0, -400000), Random(0, 359), 128, 0)
   Stop
 }
}

Actor NukeMushroom : Nuke
{
 States
 {
  Spawn:
   TNT1 A 0
   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("NukeFire", 0, 0, 0, 0.00001 * Random(0, 250000), 0.00001 * Random(0, 250000), 0.00001 * Random(-100000, 100000), Random(0, 359), 128, 0)
   Stop
 }
}

Actor miniNukeMushroom : NukeMushroom
{
 States
 {
  Spawn:
   TNT1 A 0
   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("miniNukeFire", 0, 0, 0, 0.00001 * Random(0, 250000), 0.00001 * Random(0, 250000), 0.00001 * Random(-100000, 100000), Random(0, 359), 128, 0)
   Stop
 }
}

Actor NukeSmokeMushroom : Nuke
{
 States
 {
  Spawn:
   TNT1 A 0
   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 0.00001 * Random(0, 250000), 0.00001 * Random(0, 250000), 0.00001 * Random(-100000, 100000), Random(0, 359), 128, 0)
   Stop
 }
}

Actor miniNukeSmokeMushroom : Nuke
{
 States
 {
  Spawn:
   TNT1 A 0
   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("miniNukeSmoke", 0, 0, 0, 0.00001 * Random(0, 250000), 0.00001 * Random(0, 250000), 0.00001 * Random(-100000, 100000), Random(0, 359), 128, 0)
   Stop
 }
}

Actor NukeSmokering : Nuke
{
 States
 {
  Spawn:
   TNT1 A 0
   TNT1 A 0 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 4, 0, 0, 0, 0, 0)
   TNT1 A 0 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 4, 0, 0, 20, 0, 0)
   TNT1 A 0 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 4, 0, 0, 40, 0, 0)
   TNT1 A 0 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 4, 0, 0, 60, 0, 0)
   TNT1 A 0 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 4, 0, 0, 80, 0, 0)
   TNT1 A 0 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 4, 0, 0, 100, 0, 0)
   TNT1 A 0 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 4, 0, 0, 120, 0, 0)
   TNT1 A 0 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 4, 0, 0, 140, 0, 0)
   TNT1 A 0 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 4, 0, 0, 160, 0, 0)
   TNT1 A 0 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 4, 0, 0, 180, 0, 0)
   TNT1 A 0 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 4, 0, 0, 200, 0, 0)
   TNT1 A 0 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 4, 0, 0, 220, 0, 0)
   TNT1 A 0 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 4, 0, 0, 240, 0, 0)
   TNT1 A 0 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 4, 0, 0, 260, 0, 0)
   TNT1 A 0 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 4, 0, 0, 280, 0, 0)
   TNT1 A 0 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 4, 0, 0, 300, 0, 0)
   TNT1 A 0 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 4, 0, 0, 320, 0, 0)
   TNT1 A 1 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 4, 0, 0, 340, 0, 0)
   Stop
 }
}

Actor miniNukeSmokering : Nuke
{
 States
 {
  Spawn:
   TNT1 A 0
   TNT1 A 0 A_SpawnItemEx("miniNukeSmoke", 0, 0, 0, 4, 0, 0, 0, 0, 0)
   TNT1 A 0 A_SpawnItemEx("miniNukeSmoke", 0, 0, 0, 4, 0, 0, 20, 0, 0)
   TNT1 A 0 A_SpawnItemEx("miniNukeSmoke", 0, 0, 0, 4, 0, 0, 40, 0, 0)
   TNT1 A 0 A_SpawnItemEx("miniNukeSmoke", 0, 0, 0, 4, 0, 0, 60, 0, 0)
   TNT1 A 0 A_SpawnItemEx("miniNukeSmoke", 0, 0, 0, 4, 0, 0, 80, 0, 0)
   TNT1 A 0 A_SpawnItemEx("miniNukeSmoke", 0, 0, 0, 4, 0, 0, 100, 0, 0)
   TNT1 A 0 A_SpawnItemEx("miniNukeSmoke", 0, 0, 0, 4, 0, 0, 120, 0, 0)
   TNT1 A 0 A_SpawnItemEx("miniNukeSmoke", 0, 0, 0, 4, 0, 0, 140, 0, 0)
   TNT1 A 0 A_SpawnItemEx("miniNukeSmoke", 0, 0, 0, 4, 0, 0, 160, 0, 0)
   TNT1 A 0 A_SpawnItemEx("miniNukeSmoke", 0, 0, 0, 4, 0, 0, 180, 0, 0)
   TNT1 A 0 A_SpawnItemEx("miniNukeSmoke", 0, 0, 0, 4, 0, 0, 200, 0, 0)
   TNT1 A 0 A_SpawnItemEx("miniNukeSmoke", 0, 0, 0, 4, 0, 0, 220, 0, 0)
   TNT1 A 0 A_SpawnItemEx("miniNukeSmoke", 0, 0, 0, 4, 0, 0, 240, 0, 0)
   TNT1 A 0 A_SpawnItemEx("miniNukeSmoke", 0, 0, 0, 4, 0, 0, 260, 0, 0)
   TNT1 A 0 A_SpawnItemEx("miniNukeSmoke", 0, 0, 0, 4, 0, 0, 280, 0, 0)
   TNT1 A 0 A_SpawnItemEx("miniNukeSmoke", 0, 0, 0, 4, 0, 0, 300, 0, 0)
   TNT1 A 0 A_SpawnItemEx("miniNukeSmoke", 0, 0, 0, 4, 0, 0, 320, 0, 0)
   TNT1 A 1 A_SpawnItemEx("miniNukeSmoke", 0, 0, 0, 4, 0, 0, 340, 0, 0)
   Stop
 }
}

ACTOR NuclearMissileCharge : Ammo
{
   Inventory.Amount 100
   Inventory.MaxAmount 100
   Ammo.BackpackAmount 100
   Ammo.BackpackMaxAmount 100
   Inventory.PickupMessage "Picked up a nuclear missile."
   Inventory.PickupSound "weapons/ammo06"
   Inventory.Icon "NUKAA0"
   States
   {
   Spawn:
      NUKA A -1
      Stop
   }
}