Actor Marine : PlayerPawn
{
	Mass 700
	Player.SoundClass "marine"
	Player.DisplayName "Doomslayer"
	Player.StartItem "SlayerDashAmmo", 2
	Player.StartItem "Clip1", 200
	Player.StartItem "Shell", 20
	Player.StartItem "GrenadeAmmo", 5
	Player.StartItem "RiotgunX", 1
	Player.StartItem "MachinegunX", 1
	Player.StartItem "MarineXPistol", 1
	Player.StartItem "SlayerDashAmmo", 1
	Player.StartItem "IsHuman", 1
	Player.StartItem "Screamer", 0
	Player.ScoreIcon "SLAYST"
	Player.ColorRange 112, 127
	Player.Maxhealth 100
	DamageFactor "Grenade", 0.3
	DamageFactor "GhostTrap", 0.0
	Damagefactor "normal", 1.0
	Damagefactor "Sentinel", 0.0
	Damagefactor "MechPewPews", 0.0
	Damagefactor "MacheteSlicerino", 0.0
    Damagefactor "GasterSmokeHurt", 0.0
	Damagefactor "StrifeSuit", 0.0
	SpawnID 150
	speed 0.9
	LimitedToTeam 0
	PainChance 256
	+NOSKIN
	+NOICEDEATH
	+GHOST
	+QUICKTORETALIATE
	States
	{
	Spawn:
		PLAY A 0 ACS_NamedExecute("PlayerSpawn")
		PLAY A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		PLAY A 60 Setplayerproperty(0,0,0)
		Loop
	See:
		PLAY A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		PLAY A 0 A_JumpIfHealthLower(50,"INeedHealingSee")
		PLAY AB 5
		PLAY A 0 A_SpawnItemEx ("SlayerStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
		PLAY CD 5
		PLAY A 0 A_SpawnItemEx ("SlayerStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
		Goto Spawn
	INeedHealingSee:
		PLAY A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		PLAY A 0 A_SpawnItemEx("INeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		PLAY AB 5
		PLAY A 0 A_SpawnItemEx ("SlayerStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
		PLAY CD 5
		PLAY A 0 A_SpawnItemEx ("SlayerStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
		Goto Spawn
	Missile:
		PLAY A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		PLAY E 12 
	Goto Spawn
	Melee:
		PLAY A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		PLAY F 6 bright
	Goto Missile
	Pain.TeleOtherPlant:
	PLAY G 1 A_GiveInventory("TeleOtherPlanted",1)
	Goto Pain
	Pain.TeleOtherActivateDamage:
	PLAY G 1 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)
	PLAY 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)
	PLAY G 1 A_PlaySound("Gibbage/XSplat")
	NULL A 0 A_SpawnItemEx("Custom_SlayerBloodySkull", 0, 0, 48, 0.5, 0, 10, random(0,360), SXF_ABSOLUTEVELOCITY)
	NULL A 0 A_PlaySound("gibbage/playergib") 
	NULL A 0 A_NoBlocking 
	NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, 33, 160, 0)
	NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, -33, 160, 0)
	NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)
	NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)
	NULL A 1 A_SpawnItemEx("GIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
	NULL A -1
	Stop
	TeleOtherSplode:
	TNT1 A 0 A_TakeInventory("TeleOtherPlanted",1)
	TNT1 A 0 A_PlaySound("TeleOther/activate",CHAN_7,1)
	TNT1 A 0 A_SpawnItem("TeleOtherFog")
	TNT1 A 0 ACS_ExecuteAlways(466,0,2)
	TNT1 A 0 A_GiveToTarget("KilledMe",1)
	PLAY 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_SpawnItemEx("Custom_SlayerBloodySkull", 0, 0, 48, 0.5, 0, 10, random(0,360), SXF_ABSOLUTEVELOCITY)
	NULL A 0 A_PlaySound("gibbage/playergib") 
	NULL A 0 A_NoBlocking 
	NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, 33, 160, 0)
	NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, -33, 160, 0)
	NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)
	NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)
	NULL A 1 A_SpawnItemEx("GIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
	NULL A -1
	Stop
	Pain.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
	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.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:
		PLAY A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		TNT1 A 0 A_GiveInventory("SlayerDashAmmo",1)
		PLAY G 4 
		PLAY G 4 A_Pain
		PLAY G 0 A_Print("Dash available! (Max. 2 stocked)")
		Goto Spawn	
	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.LoonaClawing:
	TNT1 A 0 A_GiveToTarget("Health",6)
	PLAY G 20 Setplayerproperty(0,1,0)
	PLAY 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)
	PLAY G 20 Setplayerproperty(0,1,0)
	PLAY 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)
	PLAY G 20 Setplayerproperty(0,1,0)
	PLAY 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.Creepstun:
    PLAY G 0 A_Pain
	PLAY G 0 A_GiveToTarget("health",5)
	PLAY G 40 Setplayerproperty(0,1,0)
	PLAY G 2 Setplayerproperty(0,0,0)
		Goto Spawn
	Death.Creeper:
		PLAY A 0 A_PlaySoundEx("creeperattack", "Body")
		PLAY A 0 A_SpawnItemEx("CreeperPopUp",0,0,10)
		TNT1 A 0 A_GiveToTarget("GhoulAmmo",1)
		PLAY A 0 A_GiveToTarget("Creeperheal",1)
		PLAY A 0 ACS_ExecuteAlways(997,0,1)
		Goto DeathAnimAlt
	Death.Creepstun:
		PLAY A 0 A_GiveToTarget("Unlock13",1)
		PLAY A 0 A_GiveToTarget("CreepGotya",1)
		Goto DeathAnimAlt
	Death.SjasScream:
	Death.FrostbiteWind:
	Death.EmtalicSaw:
	Death.LichFire:
		PLAY A 0 A_GiveToTarget("KilledJ",1)
		Goto DeathAnim
	Death:
	DeathAnim:
		PLAY A 0 A_GiveToTarget("KillBeep",1)
		PLAY A 0 A_GiveInventory("ItemDeath",1)
		PLAY A 0 A_TakeInventory("KilledCount",999)
		PLAY A 0 A_GiveToTarget("KilledMe",1)
		PLAY A 0 A_GiveToTarget("KilledMarine",1)
		PLAY H 10
		PLAY I 10 A_PlayerScream
		PLAY J 10 A_NoBlocking
		PLAY KLM 10
		PLAY N -1
		Stop
	DeathAnimAlt:
		PLAY A 0 A_GiveToTarget("KillIndicator",1)
		PLAY A 0 A_GiveInventory("ItemDeath",1)
		PLAY A 0 A_TakeInventory("KilledCount",999)
		PLAY A 0 A_GiveToTarget("KilledMe",1)
		PLAY A 0 A_GiveToTarget("KilledMarine",1)
		PLAY H 10
		PLAY I 10 A_PlayerScream
		PLAY J 10 A_NoBlocking
		PLAY KLM 10
		PLAY N -1
		Stop
	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.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.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:
		PLAY A 0 A_GiveToTarget("KillBeep",1)
		PLAY A 0 A_GiveInventory("ItemDeath",1)
		PLAY A 0 A_GiveToTarget("KilledMe",1)
		PLAY A 0 A_GiveToTarget("KilledMarine",1)
		PLAY A 0 A_GiveToTarget("Crunched",1)
		PLAY G 1 A_PlaySound("Gibbage/XSplat")
		NULL A 0 A_SpawnItemEx("Custom_SlayerBloodySkull", 0, 0, 48, 0.5, 0, 10, random(0,360), SXF_ABSOLUTEVELOCITY)
		NULL A 0 A_PlaySound("gibbage/playergib") 
		NULL A 0 A_NoBlocking 
		NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, 33, 160, 0)
		NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, -33, 160, 0)
		NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)
		NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)
		NULL A 1 A_SpawnItemEx("GIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
		NULL A -1
		Stop
	Death.JitterAlt:
		PLAY A 0 A_GiveToTarget("KillIndicator",1)
		PLAY A 0 A_GiveInventory("ItemDeath",1)
		PLAY A 0 A_GiveToTarget("KilledMe",1)
		PLAY A 0 A_GiveToTarget("KilledMarine",1)
		PLAY A 0 A_GiveToTarget("Crunched",1)
		PLAY G 1 A_PlaySound("Gibbage/XSplat")
		NULL A 0 A_SpawnItemEx("Custom_SlayerBloodySkull", 0, 0, 48, 0.5, 0, 10, random(0,360), SXF_ABSOLUTEVELOCITY)
		NULL A 0 A_PlaySound("gibbage/playergib") 
		NULL A 0 A_NoBlocking 
		NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, 33, 160, 0)
		NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, -33, 160, 0)
		NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)
		NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)
		NULL A 1 A_SpawnItemEx("GIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
		NULL A -1
		Stop
	Death.Harvester:
		TNT1 A 0 A_GiveToTarget("SoulHarvesterFragment",1)
		TNT1 A 0 A_GiveToTarget("KilledJ",1)
		Goto Death.Jitter
	Death.HarvesterRock:
		TNT1 A 0 ACS_NamedExecute("SilverFieldsBell",55)
		Goto DeathAnim
	Death.HarvesterAlt:
		TNT1 A 0 A_GiveToTarget("Crunched2",1)
		TNT1 A 0 ACS_NamedExecute("SilverFieldsBell",55)
		Goto Death.Jitter
	Death.Ravager:
		PLAY A 0 A_GiveToTarget("KilledR",1)
		PLAY A 0 A_GiveToTarget("Health",100)
		PLAY A 0 ACS_ExecuteAlways(997,0,2)
		PLAY A 0 A_PlaySoundEx("RavagerAttack","Body")
		PLAY A 0 A_SpawnItemEx("RavagerHit",0,0,32)
		Goto DeathAnimAlt
	Death.RavagerBall:
		PLAY A 0 A_GiveToTarget("RavagerGotYa",1)
		PLAY A 0 A_GiveToTarget("KilledJ",1)
		Goto DeathAnimAlt
	Death.Yurei:
		PLAY A 0 A_GiveToTarget("KilledY",1)
		PLAY A 0 A_PlaySoundEx("YureiKill1","Body",0,1)
		PLAY A 0 ACS_ExecuteAlways(997,0,3)
		Goto DeathAnimAlt
	Death.YureiBall:
		PLAY A 0 A_GiveToTarget("Health",10)
		PLAY A 0 A_SpawnItemEx("BallFire")
		Goto Death.SjasScream
	Death.UboaRawrScream:
		Goto DeathAnimAlt
	Death.Misty:
	Death.Whiteface:
		PLAY A 0 A_GiveToTarget("KillBeep",1)
		PLAY A 0 A_GiveInventory("ItemDeath",1)
		PLAY A 0 A_GiveToTarget("KilledMe",1)
		PLAY A 0 A_GiveToTarget("KilledM",1)
		PLAY HHHHHHHHHH 1 A_FadeOut(0.05)
		PLAY A 0 A_PlayerScream
		PLAY IIIIIIIIII 2 A_FadeOut(0.05)
		PLAY A 0 A_NoBlocking
		NULL A -1
		Stop
	Death.Clowny:
		PLAY A 0 ACS_ExecuteAlways(997,0,4)
		PLAY A 0 A_GiveToTarget("KilledC",1)
		PLAY A 0 A_GiveToTarget("ClownyAmmo",5)
		Goto DeathAnim
	Death.Mohoph:
		PLAY A 0 A_GiveToTarget("TransMarine",1)
		TNT1 A 0 A_GiveToTarget("MorphAmmo", 1)
		PLAY A 0 A_PlaySoundEx("MohophKill","Body")
		PLAY A 0 ACS_ExecuteAlways(997,0,5)
		Goto DeathAnim
	Death.EmtalicWeak:
		PLAY A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto DeathAnim
	Death.Emtalic:
		PLAY A 0  A_PlaySoundEx("RamSuccess","Body")
		Goto Death.Jitter
	Death.I1:
		PLAY A 0 A_SpawnItemEx("Heart",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		PLAY A 0 A_GiveToTarget("KilledI1",1)
		Goto DeathAnim
	Death.I2:
		PLAY A 0 A_GiveToTarget("KillBeep",1)
		PLAY A 0 A_GiveInventory("ItemDeath",1)
		PLAY A 0 A_GiveToTarget("KilledMe",1)
		PLAY A 0 A_GiveToTarget("KilledI2",1)
		PLAY A 0 A_GiveToTarget("Clip",1)
		PLAY G 0 SetPlayerProperty(0,1,4)
		PLAY G 0 A_Stop
		PLAY 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:
		PLAY A 0 A_GiveToTarget("KillBeep",1)
		PLAY A 0 A_GiveInventory("ItemDeath",1)
		PLAY A 0 A_GiveToTarget("KilledMe",1)
		PLAY A 0 A_GiveToTarget("KilledI3",1)
		PLAY HHHHHHHHHH 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		PLAY I 0 A_PlayerScream
		PLAY IIIIIIIIII 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		PLAY J 0 A_NoBlocking
		PLAY JJJJJJJJJJKKKKKKKKKKLLLLLLLLLLMMMMMMMMMM 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		PLAY NNNNNNN 3 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		PLAY N -1
		Stop
	Death.I4:
		PLAY A 0 A_GiveToTarget("KilledI4",1)
		Goto DeathAnim
	Death.I5:
		PLAY A 0 A_GiveToTarget("KilledI5",1)
		Goto DeathAnim
	Pain.RavagerBall:
		PLAY A 0 ACS_ExecuteAlways(920,0)
		Goto Pain
	Pain.YureiBall:
		PLAY A 0 A_GiveToTarget("Health",10)
		PLAY A 0 A_SpawnItemEx("BallFire")
		Goto Pain
	Pain.Emtalic:
		PLAY A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto Pain
	Pain.EmtalicWeak:
		PLAY 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 SlayerStomp : CyborgStomp
{
	DeathSound "SlayerStep"
}

Actor SlayerDashAmmo : CustomInventory
{
	Inventory.Amount 2
	Inventory.MaxAmount 2
	+INVENTORY.UNDROPPABLE
	+INVBAR
	States
	{
	Spawn:
		TNT1 A 0
		Stop
	Use:
		TNT1 A 0 A_GiveInventory("CyborgDashcheck",1)
		Fail
	}
}



ACTOR MarineXPistol : Weapon
{
   Weapon.SelectionOrder 1800
   Inventory.PickupSound "weapons/getweapon02"
   Inventory.PickupMessage "You got an extra Pistol!"
   Obituary "%o was shot by %k's Pistol."
   Weapon.AmmoType1 "Clip1"
   Weapon.AmmoType2 "GrenadeAmmo"
   Weapon.AmmoGive 0
   Weapon.AmmoUse1 0
   Weapon.AmmoUse2 1
   decal "BulletChip"
   inventory.icon "TNT1A0"
   Damagetype "SamDeagle"
   Weapon.SlotNumber 1
   +WEAPON.NOAUTOAIM
   +WIMPY_WEAPON
   +weapon.noautofire
   +INVENTORY.UNDROPPABLE
   +AMMO_OPTIONAL
   +WEAPON.ALT_AMMO_OPTIONAL
   States
   {
   Spawn:
      D4PI A 400
      Stop
   Ready:
	  D4PI A 0 A_JumpIfInventory("CyborgDashCheck",1,"DashCheck")
      D4PI A 1 A_WeaponReady
      Loop
   Deselect:
	  D4PI AAAA 0 A_Lower
      D4PI A 1 A_Lower
      Loop
   Select:
	  D4PI AAAA 0 A_Raise
      D4PI A 1 A_Raise
      Loop
   Fire:
	  D4PI A 0 
	  D4PI B 0 A_PlayWeaponSound("D4PIFIR")
	  D4PI B 2
	  D4PI B 1 Bright A_FireBullets(0.45,0.45,1,6,"MPPistol",1)
	  D4PI C 1 Offset(3,30)
	  D4PI C 1 Offset(6,27) 
	  D4PI C 1 Offset(8,30)
	  D4PI A 1 Offset(2,33) 
	  D4PI A 1 Offset(1,32) 
	  D4PI A 2
	  D4PI A 0 A_ReFire
	  D4PI A 1 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH|WRF_NOBOB)
      Goto Ready
   Altfire:
	  D4PI A 0 A_JumpIfInventory("GrenadePower",35,"GrenadeMax")
	  D4PI A 0 A_JumpIfInventory("GrenadePower",1,"Grenade")
	  D4PI A 0 A_JumpIfNoAmmo ("NoGrenades") 
	Goto Lower
	Lower:
	  D4PI A 1 offset (0, 40)
	  D4PI A 1 offset (0, 50)
	  D4PI A 1 offset (0, 60)
	  D4PI A 1 offset (0, 70)
	  D4PI A 1 offset (0, 80)
	  D4PI A 1 offset (0, 90)
	  D4PI A 1 offset (0, 100)
	  D4PI A 1 offset (0, 110)
	  D4PI A 1 offset (0, 120)
	  TNT1 A 3 A_PlayWeaponSound("weapons/grenadepin")
	goto Grenade
	Return:
	  D4PI A 1 offset (0, 120) ACS_ExecuteAlways(998,0)
	  D4PI A 1 offset (0, 110)
	  D4PI A 1 offset (0, 100)
	  D4PI A 1 offset (0, 90)
	  D4PI A 1 offset (0, 80)
	  D4PI A 1 offset (0, 70)
	  D4PI A 1 offset (0, 60)
	  D4PI A 1 offset (0, 50)
	  D4PI A 1 offset (0, 40)
	  Goto Ready
	NoGrenades:
	  D4PI A 28 A_PlaySound("weapons/grenadeno")
	  Goto Ready
	Grenade:
	  TNT1 A 1 A_GiveInventory("GrenadePower",1)
	  TNT1 A 0 A_JumpIfInventory("GrenadePower",35,"GrenadeMaxsound")
	  TNT1 A 0 A_Refire
	  Goto Throw
	Throw:
	  TNT1 A 0 ACS_ExecuteAlways(998,0)
	  D4GR AA 0 offset (0, 40)
	  D4GR A 0 A_PlayWeaponSound("weapons/grenadethrow")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",35,"Throw7")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",30,"Throw6")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",25,"Throw5")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",20,"Throw4")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",15,"Throw3")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",10,"Throw2")
	  D4GR A 1 A_JumpIfInventory("GrenadePower",5,"Throw1")	  
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw1:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade1", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw2:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade2", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw3: 
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade3", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw4:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade4", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw5:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade5", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw6:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade6", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw7:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade7", 0, 1, 0, 10)
	  Goto Throwpt2
	Throwpt2:
	  D4GR BCDEF 2
	  TNT1 A 0 A_ClearRefire
	  TNT1 A 0 A_TakeInventory("GrenadePower",500)
	  Goto Return
	GrenadeMaxsound:
      TNT1 A 0 ACS_ExecuteAlways(999,0)
	  TNT1 A 0
	  Goto GrenadeMax
	GrenadeMax:
	  TNT1 A 1 A_GiveInventory("GrenadePower",1)
	  TNT1 A 0 A_JumpIfInventory("GrenadePower",140,"GrenadeSloops")
	  TNT1 A 0 A_Refire
	  TNT1 A 0
	  Goto Throw
	GrenadeSloops:
	  TNT1 A 0 ACS_ExecuteAlways(998,0)
	  TNT1 A 30 A_FireCustomMissile("ThrowingGrenadeOops", 0, 1, 0, -10)
	  TNT1 A 0 A_ClearRefire
	  TNT1 A 0 A_TakeInventory("GrenadePower",500)
	  Goto Return
	Dashcheck:
		D4PI A 0 A_TakeInventory("CyborgDashcheck",1)
		D4PI A 0
		D4PI A 1 A_JumpIfInventory("SlayerDashAmmo", 1, "Dash")
		Goto Ready
	Dash:
		D4PI A 0 A_PlaySoundEx("NewMarine/DashSound","Item")
		D4PI A 0 SetPlayerProperty(0, 0, 3)
		D4PI A 0 A_Stop
		D4PI A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==1,"Dashforward")
		D4PI A 0 A_Stop
		D4PI A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==2,"Dashback")
		D4PI A 0 A_Stop
		D4PI A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==3,"Dashleft")
		D4PI A 0 A_Stop
		D4PI A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==4,"Dashright")
		Goto Dashupward
	Dashupward:
		D4PI A 0 A_TakeInventory("SlayerDashAmmo",1)
		D4PI A 0  
		D4PI A 3  
		D4PI A 0 
		D4PI A 3 
		D4PI A 0 
		D4PI A 3 
		D4PI A 0 
		D4PI A 3 
		D4PI A 0 
		D4PI A 5 
		D4PI A 0 A_TakeInventory("CyborgDashcheck",1)
		Goto Ready
	Dashforward:
		D4PI A 0 offset(5,32)
		D4PI A 0 A_TakeInventory("SlayerDashAmmo",1)
		D4PI A 0 
		D4PI A 1 offset(10,36)
		D4PI A 1 offset(15,40)
		D4PI A 1 offset(20,44) 
		D4PI A 0 
		D4PI A 1 offset(25,48)
		D4PI A 1 offset(30,52)
		D4PI A 1 offset(35,56) 
		D4PI A 0 
		D4PI A 1 offset(40,60)
		D4PI A 1 offset(45,64)
		D4PI A 1 offset(50,68) 
		D4PI A 0 
		D4PI A 1 offset(55,72)
		D4PI A 1 offset(60,76)
		D4PI A 1 offset(65,80) 
		D4PI A 0 
		D4PI A 14 offset(65,80) 
		D4PI A 1 offset(60,76)
		D4PI A 1 offset(55,72)
		D4PI A 1 offset(50,68) 
		D4PI A 1 offset(45,64)
		D4PI A 1 offset(40,60)
		D4PI A 1 offset(35,56) 
		D4PI A 1 offset(30,52)
		D4PI A 1 offset(25,48)
		D4PI A 1 offset(20,44) 
		D4PI A 1 offset(15,40)
		D4PI A 1 offset(10,36)
		D4PI A 1 offset(5,32)
		D4PI A 3 offset(0,32)
		D4PI A 0 A_TakeInventory("CyborgDashcheck",1)
		Goto Ready
	Dashback:
		D4PI A 0 offset(-2,32)
		D4PI A 0 A_TakeInventory("SlayerDashAmmo",1)
		D4PI A 0 
		D4PI A 1 offset(-4,36)
		D4PI A 1 offset(-6,40)
		D4PI A 1 offset(-8,44)
		D4PI A 0 
		D4PI A 1 offset(-10,48)
		D4PI A 1 offset(-12,52)
		D4PI A 1 offset(-14,56) 
		D4PI A 0 
		D4PI A 1 offset(-16,60)
		D4PI A 1 offset(-18,64)
		D4PI A 1 offset(-20,68) 
		D4PI A 0  
		D4PI A 1 offset(-22,72)
		D4PI A 1 offset(-24,76)
		D4PI A 1 offset(-26,80) 
		D4PI A 0 
		D4PI A 14 offset(-26,80) 
		D4PI A 1 offset(-24,76)
		D4PI A 1 offset(-22,72)
		D4PI A 1 offset(-20,68) 
		D4PI A 1 offset(-18,64)
		D4PI A 1 offset(-16,60)
		D4PI A 1 offset(-14,56) 
		D4PI A 1 offset(-12,52)
		D4PI A 1 offset(-10,48)
		D4PI A 1 offset(-8,44) 
		D4PI A 1 offset(-6,40)
		D4PI A 1 offset(-4,36)
		D4PI A 1 offset(-2,32)
		D4PI A 3 offset(0,32)
		D4PI A 0 A_TakeInventory("CyborgDashcheck",1)
		Goto Ready
	Dashleft:
		D4PI A 0 offset(6,32)
		D4PI A 0 A_TakeInventory("SlayerDashAmmo",1)
		D4PI A 0 
		D4PI A 1 offset(12,36)
		D4PI A 1 offset(18,40)
		D4PI A 1 offset(24,44) 
		D4PI A 0  
		D4PI A 1 offset(30,48)
		D4PI A 1 offset(36,52)
		D4PI A 1 offset(42,56) 
		D4PI A 0 
		D4PI A 1 offset(48,60)
		D4PI A 1 offset(54,64)
		D4PI A 1 offset(60,68) 
		D4PI A 0 
		D4PI A 1 offset(66,72)
		D4PI A 1 offset(72,76)
		D4PI A 1 offset(78,80) 
		D4PI A 0 
		D4PI A 14 offset(78,80) 
		D4PI A 1 offset(72,76)
		D4PI A 1 offset(66,72)
		D4PI A 1 offset(60,68) 
		D4PI A 1 offset(54,64)
		D4PI A 1 offset(48,60)
		D4PI A 1 offset(42,56) 
		D4PI A 1 offset(36,52)
		D4PI A 1 offset(30,48)
		D4PI A 1 offset(24,44) 
		D4PI A 1 offset(18,40)
		D4PI A 1 offset(12,36)
		D4PI A 1 offset(6,32)
		D4PI A 3 offset(0,32)
		D4PI A 0 A_TakeInventory("CyborgDashcheck",1)
		Goto Ready
	Dashright:
		D4PI A 0 offset(-4,32)
		D4PI A 0 A_TakeInventory("SlayerDashAmmo",1)
		D4PI A 0 
		D4PI A 1 offset(-8,36)
		D4PI A 1 offset(-12,40)
		D4PI A 1 offset(-16,44)  
		D4PI A 0 
		D4PI A 1 offset(-20,48)
		D4PI A 1 offset(-24,52)
		D4PI A 1 offset(-28,56) 
		D4PI A 0 
		D4PI A 1 offset(-32,60)
		D4PI A 1 offset(-36,64)
		D4PI A 1 offset(-40,68)  
		D4PI A 0 
		D4PI A 1 offset(-44,72)
		D4PI A 1 offset(-48,76)
		D4PI A 1 offset(-52,80)  
		D4PI A 0  
		D4PI A 14 offset(-52,80)
		D4PI A 1 offset(-48,76)
		D4PI A 1 offset(-44,72)
		D4PI A 1 offset(-40,68) 
		D4PI A 1 offset(-36,64)
		D4PI A 1 offset(-32,60)
		D4PI A 1 offset(-28,56) 
		D4PI A 1 offset(-24,52)
		D4PI A 1 offset(-20,48)
		D4PI A 1 offset(-16,44) 
		D4PI A 1 offset(-12,40)
		D4PI A 1 offset(-8,36)
		D4PI A 1 offset(-4,32)
		D4PI A 3 offset(0,32)
		D4PI A 0 A_TakeInventory("CyborgDashcheck",1)
		Goto Ready
	}
}

actor RiotgunX : Shotgun replaces Shotgun
{
  obituary "%o got pummeled by %k's shotgun."
  radius 20
  height 16
  decal "BulletChip"
  Weapon.SlotNumber 2
  weapon.kickback 800
  attacksound "NewMarine/Shotgun"
  inventory.pickupmessage "You got the shotgun!"
  weapon.selectionorder 1500
  weapon.ammotype "Shell"
  inventory.icon "SHOTTY"
  weapon.ammouse 1
  weapon.ammogive 8
  +INVENTORY.UNDROPPABLE
  Weapon.AmmoUse2 1
  Weapon.AmmoType2 "GrenadeAmmo"
  +WEAPON.ALT_AMMO_OPTIONAL
  +WEAPON.NOAUTOAIM
  states
  {
  Spawn:
    D4SG A 400
    stop
  Ready:
	D4SG A 0 A_JumpIfInventory("CyborgDashCheck",1,"DashCheck")
    D4SG A 1 A_WeaponReady
    loop
  Deselect: 
    D4SG A 1 A_Lower
    loop
  Select:
    D4SG A 1 A_Raise
    loop
  Fire:
    D4SG A 0 A_GunFlash
	D4SG B 1 Bright Offset(15,40) A_FireBullets (8, 8, 6, 7, "MPShotgun")
	D4SG C 1 Bright Offset(30,55) 
	D4SG AA 4
	D4SG A 1 Offset(24,50)
	D4SG A 1 Offset(18,46)
	D4SG A 1 Offset(13,42)
	D4SG A 1 Offset(8,38)
	D4SG A 2 Offset(3,35)
	D4SG A 1 Offset(1,32)
	D4SG D 1 Offset(3,34)
	D4SG F 1 Offset(6,36)
	D4SG H 1 Offset(9,38)
	D4SG I 1 Offset(12,41)
	D4SG H 0 Offset(12,41) 	A_FireCustomMissile("Shotguncasing",-40,0, 3,1)
	D4SG H 2 Offset(12,41)
	D4SG H 2 Offset(12,41)
	D4SG H 1 Offset(9,39)
	D4SG G 1 Offset(7,37)
	D4SG F 1 Offset(5,36)
	D4SG E 1 Offset(3,34)
	D4SG D 1 Offset(1,32)
	D4SG D 5
	D4SG D 1 A_ReFire
    goto Ready
	Altfire:
	  D4SG A 0 A_JumpIfInventory("GrenadePower",35,"GrenadeMax")
	  D4SG A 0 A_JumpIfInventory("GrenadePower",1,"Grenade")
	  D4SG A 0 A_JumpIfNoAmmo ("NoGrenades") 
	Goto Lower
	  Lower:
	  D4SG A 1 offset (0, 40)
	  D4SG A 1 offset (0, 50)
	  D4SG A 1 offset (0, 60)
	  D4SG A 1 offset (0, 70)
	  D4SG A 1 offset (0, 80)
	  D4SG A 1 offset (0, 90)
	  D4SG A 1 offset (0, 100)
	  D4SG A 1 offset (0, 110)
	  D4SG A 1 offset (0, 120)
	  TNT1 A 3 A_PlayWeaponSound("weapons/grenadepin")
	  Goto Grenade
	Grenade:
	  TNT1 A 1 A_GiveInventory("GrenadePower",1)
	  TNT1 A 0 A_JumpIfInventory("GrenadePower",35,"GrenadeMaxsound")
	  TNT1 A 0 A_Refire
	  Goto Throw
	Throw:
	  TNT1 A 0 ACS_ExecuteAlways(998,0)
	  D4GR IJ 0 offset (0, 40)
	  D4GR A 0 A_PlayWeaponSound("weapons/grenadethrow")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",35,"Throw7")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",30,"Throw6")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",25,"Throw5")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",20,"Throw4")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",15,"Throw3")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",10,"Throw2")
	  D4GR A 1 A_JumpIfInventory("GrenadePower",5,"Throw1")	  
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw1:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade1", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw2:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade2", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw3: 
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade3", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw4:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade4", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw5:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade5", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw6:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade6", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw7:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade7", 0, 1, 0, 10)
	  Goto Throwpt2
	Throwpt2:
	  D4GR BCDEF 2
	  TNT1 A 0 A_ClearRefire
	  TNT1 A 0 A_TakeInventory("GrenadePower",500)
	  Goto Return
	GrenadeMaxsound:
      TNT1 A 0 ACS_ExecuteAlways(999,0)
	  TNT1 A 0
	  Goto GrenadeMax
	GrenadeMax:
	  TNT1 A 1 A_GiveInventory("GrenadePower",1)
	  TNT1 A 0 A_JumpIfInventory("GrenadePower",140,"GrenadeSloops")
	  TNT1 A 0 A_Refire
	  TNT1 A 0
	  Goto Throw
	GrenadeSloops:
	  TNT1 A 0 ACS_ExecuteAlways(998,0)
	  TNT1 A 30 A_FireCustomMissile("ThrowingGrenadeOops", 0, 1, 0, -10)
	  TNT1 A 0 A_ClearRefire
	  TNT1 A 0 A_TakeInventory("GrenadePower",500)
	  Goto Return
	Return:
	  D4SG A 1 offset (0, 120) ACS_ExecuteAlways(998,0)
	  D4SG A 1 offset (0, 110)
	  D4SG A 1 offset (0, 100)
	  D4SG A 1 offset (0, 90)
	  D4SG A 1 offset (0, 80)
	  D4SG A 1 offset (0, 70)
	  D4SG A 1 offset (0, 60)
	  D4SG A 1 offset (0, 50)
	  D4SG A 1 offset (0, 40)
	  Goto Ready
  Flash:
    NULL A 4 bright A_Light1
    NULL A 3 bright A_Light2
    NULL A 0 bright A_Light0
    stop
	NoGrenades:
	  D4SG A 28 A_PlaySound("weapons/grenadeno")
	  Goto Ready
	Dashcheck:
		D4SG A 0 A_TakeInventory("CyborgDashcheck",1)
		D4SG A 0
		D4SG A 1 A_JumpIfInventory("SlayerDashAmmo", 1, "Dash")
		Goto Ready
	Dash:
		D4SG A 0 A_PlaySoundEx("NewMarine/DashSound","Item")
		D4SG A 0 SetPlayerProperty(0, 0, 3)
		D4SG A 0 A_Stop
		D4SG A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==1,"Dashforward")
		D4SG A 0 A_Stop
		D4SG A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==2,"Dashback")
		D4SG A 0 A_Stop
		D4SG A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==3,"Dashleft")
		D4SG A 0 A_Stop
		D4SG A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==4,"Dashright")
		Goto Dashupward
	Dashupward:
		D4SG A 0 A_TakeInventory("SlayerDashAmmo",1)
		D4SG A 0  
		D4SG A 3  
		D4SG A 0 
		D4SG A 3 
		D4SG A 0 
		D4SG A 3 
		D4SG A 0 
		D4SG A 3 
		D4SG A 0 
		D4SG A 5 
		D4SG A 0 A_TakeInventory("CyborgDashcheck",1)
		Goto Ready
	Dashforward:
		D4SG A 0 offset(5,32)
		D4SG A 0 A_TakeInventory("SlayerDashAmmo",1)
		D4SG A 0 
		D4SG A 1 offset(10,36)
		D4SG A 1 offset(15,40)
		D4SG A 1 offset(20,44) 
		D4SG A 0 
		D4SG A 1 offset(25,48)
		D4SG A 1 offset(30,52)
		D4SG A 1 offset(35,56) 
		D4SG A 0 
		D4SG A 1 offset(40,60)
		D4SG A 1 offset(45,64)
		D4SG A 1 offset(50,68) 
		D4SG A 0 
		D4SG A 1 offset(55,72)
		D4SG A 1 offset(60,76)
		D4SG A 1 offset(65,80) 
		D4SG A 0 
		D4SG A 14 offset(65,80) 
		D4SG A 1 offset(60,76)
		D4SG A 1 offset(55,72)
		D4SG A 1 offset(50,68) 
		D4SG A 1 offset(45,64)
		D4SG A 1 offset(40,60)
		D4SG A 1 offset(35,56) 
		D4SG A 1 offset(30,52)
		D4SG A 1 offset(25,48)
		D4SG A 1 offset(20,44) 
		D4SG A 1 offset(15,40)
		D4SG A 1 offset(10,36)
		D4SG A 1 offset(5,32)
		D4SG A 3 offset(0,32)
		D4SG A 0 A_TakeInventory("CyborgDashcheck",1)
		Goto Ready
	Dashback:
		D4SG A 0 offset(-2,32)
		D4SG A 0 A_TakeInventory("SlayerDashAmmo",1)
		D4SG A 0 
		D4SG A 1 offset(-4,36)
		D4SG A 1 offset(-6,40)
		D4SG A 1 offset(-8,44)
		D4SG A 0 
		D4SG A 1 offset(-10,48)
		D4SG A 1 offset(-12,52)
		D4SG A 1 offset(-14,56) 
		D4SG A 0 
		D4SG A 1 offset(-16,60)
		D4SG A 1 offset(-18,64)
		D4SG A 1 offset(-20,68) 
		D4SG A 0  
		D4SG A 1 offset(-22,72)
		D4SG A 1 offset(-24,76)
		D4SG A 1 offset(-26,80) 
		D4SG A 0 
		D4SG A 14 offset(-26,80) 
		D4SG A 1 offset(-24,76)
		D4SG A 1 offset(-22,72)
		D4SG A 1 offset(-20,68) 
		D4SG A 1 offset(-18,64)
		D4SG A 1 offset(-16,60)
		D4SG A 1 offset(-14,56) 
		D4SG A 1 offset(-12,52)
		D4SG A 1 offset(-10,48)
		D4SG A 1 offset(-8,44) 
		D4SG A 1 offset(-6,40)
		D4SG A 1 offset(-4,36)
		D4SG A 1 offset(-2,32)
		D4SG A 3 offset(0,32)
		D4SG A 0 A_TakeInventory("CyborgDashcheck",1)
		Goto Ready
	Dashleft:
		D4SG A 0 offset(6,32)
		D4SG A 0 A_TakeInventory("SlayerDashAmmo",1)
		D4SG A 0 
		D4SG A 1 offset(12,36)
		D4SG A 1 offset(18,40)
		D4SG A 1 offset(24,44) 
		D4SG A 0  
		D4SG A 1 offset(30,48)
		D4SG A 1 offset(36,52)
		D4SG A 1 offset(42,56) 
		D4SG A 0 
		D4SG A 1 offset(48,60)
		D4SG A 1 offset(54,64)
		D4SG A 1 offset(60,68) 
		D4SG A 0 
		D4SG A 1 offset(66,72)
		D4SG A 1 offset(72,76)
		D4SG A 1 offset(78,80) 
		D4SG A 0 
		D4SG A 14 offset(78,80) 
		D4SG A 1 offset(72,76)
		D4SG A 1 offset(66,72)
		D4SG A 1 offset(60,68) 
		D4SG A 1 offset(54,64)
		D4SG A 1 offset(48,60)
		D4SG A 1 offset(42,56) 
		D4SG A 1 offset(36,52)
		D4SG A 1 offset(30,48)
		D4SG A 1 offset(24,44) 
		D4SG A 1 offset(18,40)
		D4SG A 1 offset(12,36)
		D4SG A 1 offset(6,32)
		D4SG A 3 offset(0,32)
		D4SG A 0 A_TakeInventory("CyborgDashcheck",1)
		Goto Ready
	Dashright:
		D4SG A 0 offset(-4,32)
		D4SG A 0 A_TakeInventory("SlayerDashAmmo",1)
		D4SG A 0 
		D4SG A 1 offset(-8,36)
		D4SG A 1 offset(-12,40)
		D4SG A 1 offset(-16,44)  
		D4SG A 0 
		D4SG A 1 offset(-20,48)
		D4SG A 1 offset(-24,52)
		D4SG A 1 offset(-28,56) 
		D4SG A 0 
		D4SG A 1 offset(-32,60)
		D4SG A 1 offset(-36,64)
		D4SG A 1 offset(-40,68)  
		D4SG A 0 
		D4SG A 1 offset(-44,72)
		D4SG A 1 offset(-48,76)
		D4SG A 1 offset(-52,80)  
		D4SG A 0  
		D4SG A 14 offset(-52,80)
		D4SG A 1 offset(-48,76)
		D4SG A 1 offset(-44,72)
		D4SG A 1 offset(-40,68) 
		D4SG A 1 offset(-36,64)
		D4SG A 1 offset(-32,60)
		D4SG A 1 offset(-28,56) 
		D4SG A 1 offset(-24,52)
		D4SG A 1 offset(-20,48)
		D4SG A 1 offset(-16,44) 
		D4SG A 1 offset(-12,40)
		D4SG A 1 offset(-8,36)
		D4SG A 1 offset(-4,32)
		D4SG A 3 offset(0,32)
		D4SG A 0 A_TakeInventory("CyborgDashcheck",1)
		Goto Ready
	}
}

actor GrenadePower : Inventory
{
   Inventory.Amount 1
   Inventory.MaxAmount 210
}

ACTOR DoublePistolChecker : Inventory
{
   Inventory.Amount 1
   Inventory.MaxAmount 1
}

ACTOR MachinegunX : Weapon 2109
{
   Weapon.SelectionOrder 680
   Weapon.SlotNumber 3
   Inventory.PickupSound "weapons/getweapon04"
   Inventory.PickupMessage "The Machine Gun!"
   Obituary "%o was fully perforated by %k's machinegun."
   Weapon.AmmoType1 "Clip1"
   Weapon.AmmoGive 20
   decal "BulletChip"
   Weapon.AmmoUse1 1
   weapon.kickback 300
   Scale 0.8
   inventory.icon "MGUN"
   Weapon.AmmoUse2 1
   Weapon.AmmoType2 "GrenadeAmmo"
   +WEAPON.ALT_AMMO_OPTIONAL
   +WEAPON.NOAUTOAIM
   States
   {
   Spawn:
      D4HH A 400
      Stop
   Ready:
	  D4HH A 0 A_JumpIfInventory("CyborgDashCheck",1,"DashCheck")
      D4HH A 1 A_WeaponReady
      Loop
   Deselect:
      D4HH A 1 A_Light0
      D4HH A 1 A_Lower
      Goto Deselect+1
   Select:
      D4HH A 1 A_Raise
      Loop
   Fire:
	  D4HH STUVWXYZA 2
	  Goto hold
	  hold:
	  Chainloop1:
      D4CH E 0 A_Light1
      D4CH E 0 A_PlayWeaponSound("MRINMG")
      D4CH E 0 A_Recoil(0.2)
      D4CH A 1 Bright A_FireBullets(10,10,1,7,"MPMachinegun",1)
	  D4CH B 1 A_SetPitch(pitch - 0.5)
	  D4CH C 1 A_SetPitch(pitch + 0.5)
	  D4CH D 0
	  TNT1 A 0 A_FireCustomMissile("LongRifleCaseSpawn",5,0,7,-3)
	  D4CH C 0 A_ReFire("Chainloop2")
	  Goto WindDown
	  Chainloop2:
	  D4CH E 0 A_Light1
      D4CH E 0 A_PlayWeaponSound("MRINMG")
      D4CH E 0 A_Recoil(0.2)
      D4CH E 1 Bright A_FireBullets(10,10,1,7,"MPMachinegun",1)
	  D4CH F 1 A_SetPitch(pitch - 0.5)
	  D4CH G 1 A_SetPitch(pitch + 0.5)
	  D4CH H 0
	  TNT1 A 0 A_FireCustomMissile("LongRifleCaseSpawn",5,0,7,-3)
	  D4CH C 0 A_ReFire("Chainloop1")
	  Goto WindDown
	  WindDown:
	  D4HH STUVWXYZASTUVWXYZA 1 
	  D4HH STUVWXYZA 2
	  D4HH AAAA 3
      Goto Ready
   Altfire:
	  D4HH A 0 A_JumpIfInventory("GrenadePower",35,"GrenadeMax")
	  D4HH A 0 A_JumpIfInventory("GrenadePower",1,"Grenade")
	  D4HH A 0 A_JumpIfNoAmmo ("NoGrenades") 
	  Goto Lower
	  Lower:
	  D4HH A 1 offset (0, 40)
	  D4HH A 1 offset (0, 50)
	  D4HH A 1 offset (0, 60)
	  D4HH A 1 offset (0, 70)
	  D4HH A 1 offset (0, 80)
	  D4HH A 1 offset (0, 90)
	  D4HH A 1 offset (0, 100)
	  D4HH A 1 offset (0, 110)
	  D4HH A 1 offset (0, 120)
	  TNT1 A 3 A_PlayWeaponSound("weapons/grenadepin")
	goto Grenade
	  Return:
	  D4HH A 1 offset (0, 120) ACS_ExecuteAlways(998,0)
	  D4HH A 1 offset (0, 110)
	  D4HH A 1 offset (0, 100)
	  D4HH A 1 offset (0, 90)
	  D4HH A 1 offset (0, 80)
	  D4HH A 1 offset (0, 70)
	  D4HH A 1 offset (0, 60)
	  D4HH A 1 offset (0, 50)
	  D4HH A 1 offset (0, 40)
	  Goto Ready
	NoGrenades:
	  D4HH A 28 A_PlaySound("weapons/grenadeno")
	  Goto Ready
	Grenade:
	  TNT1 A 1 A_GiveInventory("GrenadePower",1)
	  TNT1 A 0 A_JumpIfInventory("GrenadePower",35,"GrenadeMaxsound")
	  TNT1 A 0 A_Refire
	  Goto Throw
	Throw:
	  TNT1 A 0 ACS_ExecuteAlways(998,0)
	  D4GR IJ 0 offset (0, 40)
	  D4GR A 0 A_PlayWeaponSound("weapons/grenadethrow")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",35,"Throw7")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",30,"Throw6")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",25,"Throw5")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",20,"Throw4")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",15,"Throw3")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",10,"Throw2")
	  D4GR A 1 A_JumpIfInventory("GrenadePower",5,"Throw1")	  
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw1:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade1", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw2:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade2", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw3: 
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade3", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw4:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade4", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw5:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade5", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw6:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade6", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw7:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade7", 0, 1, 0, 10)
	  Goto Throwpt2
	Throwpt2:
	  D4GR BCDEF 2
	  TNT1 A 0 A_ClearRefire
	  TNT1 A 0 A_TakeInventory("GrenadePower",500)
	  Goto Return
	GrenadeMaxsound:
      TNT1 A 0 ACS_ExecuteAlways(999,0)
	  TNT1 A 0
	  Goto GrenadeMax
	GrenadeMax:
	  TNT1 A 1 A_GiveInventory("GrenadePower",1)
	  TNT1 A 0 A_JumpIfInventory("GrenadePower",140,"GrenadeSloops")
	  TNT1 A 0 A_Refire
	  TNT1 A 0
	  Goto Throw
	GrenadeSloops:
	  TNT1 A 0 ACS_ExecuteAlways(998,0)
	  TNT1 A 30 A_FireCustomMissile("ThrowingGrenadeOops", 0, 1, 0, -10)
	  TNT1 A 0 A_ClearRefire
	  TNT1 A 0 A_TakeInventory("GrenadePower",500)
	  Goto Return
	Dashcheck:
		D4HH A 0 A_TakeInventory("CyborgDashcheck",1)
		D4HH A 0
		D4HH A 1 A_JumpIfInventory("SlayerDashAmmo", 1, "Dash")
		Goto Ready
	Dash:
		D4HH A 0 A_PlaySoundEx("NewMarine/DashSound","Item")
		D4HH A 0 SetPlayerProperty(0, 0, 3)
		D4HH A 0 A_Stop
		D4HH A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==1,"Dashforward")
		D4HH A 0 A_Stop
		D4HH A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==2,"Dashback")
		D4HH A 0 A_Stop
		D4HH A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==3,"Dashleft")
		D4HH A 0 A_Stop
		D4HH A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==4,"Dashright")
		Goto Dashupward
	Dashupward:
		D4HH A 0 A_TakeInventory("SlayerDashAmmo",1)
		D4HH A 0  
		D4HH A 3  
		D4HH A 0 
		D4HH A 3 
		D4HH A 0 
		D4HH A 3 
		D4HH A 0 
		D4HH A 3 
		D4HH A 0 
		D4HH A 5 
		D4HH A 0 A_TakeInventory("CyborgDashcheck",1)
		Goto Ready
	Dashforward:
		D4HH A 0 offset(5,32)
		D4HH A 0 A_TakeInventory("SlayerDashAmmo",1)
		D4HH A 0 
		D4HH A 1 offset(10,36)
		D4HH A 1 offset(15,40)
		D4HH A 1 offset(20,44) 
		D4HH A 0 
		D4HH A 1 offset(25,48)
		D4HH A 1 offset(30,52)
		D4HH A 1 offset(35,56) 
		D4HH A 0 
		D4HH A 1 offset(40,60)
		D4HH A 1 offset(45,64)
		D4HH A 1 offset(50,68) 
		D4HH A 0 
		D4HH A 1 offset(55,72)
		D4HH A 1 offset(60,76)
		D4HH A 1 offset(65,80) 
		D4HH A 0 
		D4HH A 14 offset(65,80) 
		D4HH A 1 offset(60,76)
		D4HH A 1 offset(55,72)
		D4HH A 1 offset(50,68) 
		D4HH A 1 offset(45,64)
		D4HH A 1 offset(40,60)
		D4HH A 1 offset(35,56) 
		D4HH A 1 offset(30,52)
		D4HH A 1 offset(25,48)
		D4HH A 1 offset(20,44) 
		D4HH A 1 offset(15,40)
		D4HH A 1 offset(10,36)
		D4HH A 1 offset(5,32)
		D4HH A 3 offset(0,32)
		D4HH A 0 A_TakeInventory("CyborgDashcheck",1)
		Goto Ready
	Dashback:
		D4HH A 0 offset(-2,32)
		D4HH A 0 A_TakeInventory("SlayerDashAmmo",1)
		D4HH A 0 
		D4HH A 1 offset(-4,36)
		D4HH A 1 offset(-6,40)
		D4HH A 1 offset(-8,44)
		D4HH A 0 
		D4HH A 1 offset(-10,48)
		D4HH A 1 offset(-12,52)
		D4HH A 1 offset(-14,56) 
		D4HH A 0 
		D4HH A 1 offset(-16,60)
		D4HH A 1 offset(-18,64)
		D4HH A 1 offset(-20,68) 
		D4HH A 0  
		D4HH A 1 offset(-22,72)
		D4HH A 1 offset(-24,76)
		D4HH A 1 offset(-26,80) 
		D4HH A 0 
		D4HH A 14 offset(-26,80) 
		D4HH A 1 offset(-24,76)
		D4HH A 1 offset(-22,72)
		D4HH A 1 offset(-20,68) 
		D4HH A 1 offset(-18,64)
		D4HH A 1 offset(-16,60)
		D4HH A 1 offset(-14,56) 
		D4HH A 1 offset(-12,52)
		D4HH A 1 offset(-10,48)
		D4HH A 1 offset(-8,44) 
		D4HH A 1 offset(-6,40)
		D4HH A 1 offset(-4,36)
		D4HH A 1 offset(-2,32)
		D4HH A 3 offset(0,32)
		D4HH A 0 A_TakeInventory("CyborgDashcheck",1)
		Goto Ready
	Dashleft:
		D4HH A 0 offset(6,32)
		D4HH A 0 A_TakeInventory("SlayerDashAmmo",1)
		D4HH A 0 
		D4HH A 1 offset(12,36)
		D4HH A 1 offset(18,40)
		D4HH A 1 offset(24,44) 
		D4HH A 0  
		D4HH A 1 offset(30,48)
		D4HH A 1 offset(36,52)
		D4HH A 1 offset(42,56) 
		D4HH A 0 
		D4HH A 1 offset(48,60)
		D4HH A 1 offset(54,64)
		D4HH A 1 offset(60,68) 
		D4HH A 0 
		D4HH A 1 offset(66,72)
		D4HH A 1 offset(72,76)
		D4HH A 1 offset(78,80) 
		D4HH A 0 
		D4HH A 14 offset(78,80) 
		D4HH A 1 offset(72,76)
		D4HH A 1 offset(66,72)
		D4HH A 1 offset(60,68) 
		D4HH A 1 offset(54,64)
		D4HH A 1 offset(48,60)
		D4HH A 1 offset(42,56) 
		D4HH A 1 offset(36,52)
		D4HH A 1 offset(30,48)
		D4HH A 1 offset(24,44) 
		D4HH A 1 offset(18,40)
		D4HH A 1 offset(12,36)
		D4HH A 1 offset(6,32)
		D4HH A 3 offset(0,32)
		D4HH A 0 A_TakeInventory("CyborgDashcheck",1)
		Goto Ready
	Dashright:
		D4HH A 0 offset(-4,32)
		D4HH A 0 A_TakeInventory("SlayerDashAmmo",1)
		D4HH A 0 
		D4HH A 1 offset(-8,36)
		D4HH A 1 offset(-12,40)
		D4HH A 1 offset(-16,44)  
		D4HH A 0 
		D4HH A 1 offset(-20,48)
		D4HH A 1 offset(-24,52)
		D4HH A 1 offset(-28,56) 
		D4HH A 0 
		D4HH A 1 offset(-32,60)
		D4HH A 1 offset(-36,64)
		D4HH A 1 offset(-40,68)  
		D4HH A 0 
		D4HH A 1 offset(-44,72)
		D4HH A 1 offset(-48,76)
		D4HH A 1 offset(-52,80)  
		D4HH A 0  
		D4HH A 14 offset(-52,80)
		D4HH A 1 offset(-48,76)
		D4HH A 1 offset(-44,72)
		D4HH A 1 offset(-40,68) 
		D4HH A 1 offset(-36,64)
		D4HH A 1 offset(-32,60)
		D4HH A 1 offset(-28,56) 
		D4HH A 1 offset(-24,52)
		D4HH A 1 offset(-20,48)
		D4HH A 1 offset(-16,44) 
		D4HH A 1 offset(-12,40)
		D4HH A 1 offset(-8,36)
		D4HH A 1 offset(-4,32)
		D4HH A 3 offset(0,32)
		D4HH A 0 A_TakeInventory("CyborgDashcheck",1)
		Goto Ready
	}
}

actor GrenadeExplosion
{
renderstyle translucent
alpha 1.0
+NOINTERACTION 
+CLIENTSIDEONLY
+NOGRAVITY
-SOLID
+NOBLOCKMAP
radius 1
height 1
scale 1.5
States
{
Spawn:
COOM A 0
COOM A 0 A_PlaySound("weapons/grenadeexplode")
COOM ABCDEFGHIJJKKLLMNNNOOOPPPQQRRSSTTTUUUVVVXXX 2 bright A_FadeOut(0.04)
Stop
}
}

actor ThrowingGrenade
{
radius 7
height 5
PROJECTILE
+DOOMBOUNCE
damagetype "Grenade"
+BOUNCEONACTORS
- NOGRAVITY
+SEEKERMISSILE
+CANBOUNCEWATER
+SKYEXPLODE
Obituary "%o was blown to bits by %k."
speed 19
scale 0.25
bouncecount 2
bouncefactor 0.5
reactiontime 5
seesound "weapons/grenadebounce"
States
{
Spawn:
HGRN A 0
HGRN A 0 ThrustThingZ(0, 20, 0, 1)
HGRN ABCDEF 2
HGRN A 0 A_Countdown
Goto Spawn+2
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,240)
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:
NKXP A 0 A_SpawnItemEx("GrenadeExplosion", 0, 0, 0, 0, 0, 0, 0, 128, 0)
NKXP A 1 A_Explode(128,random(150,170),1)
Stop
}
}

actor ThrowingGrenade1 : ThrowingGrenade
{
speed 24
scale 0.25
}

actor ThrowingGrenade2 : ThrowingGrenade
{
speed 29
scale 0.25
}

actor ThrowingGrenade3 : ThrowingGrenade
{
speed 34
scale 0.25
}

actor ThrowingGrenade4 : ThrowingGrenade
{
speed 39
scale 0.25
}

actor ThrowingGrenade5 : ThrowingGrenade
{
speed 44
scale 0.25
}

actor ThrowingGrenade6 : ThrowingGrenade
{
speed 49
scale 0.25
}

actor ThrowingGrenade7 : ThrowingGrenade
{
speed 54
scale 0.25
}

actor ThrowingGrenadeOops
{
radius 7
height 5
PROJECTILE
+DOOMBOUNCE
damagetype "Grenade"
+BOUNCEONACTORS
- NOGRAVITY
Obituary "%o was blown to bits by %k."
speed 30
scale 0.25
bouncecount 2
bouncefactor 0.5
reactiontime 5
States
{
Spawn:
COOM A 0 
COOM A 0 A_PlaySound("weapons/grenadeexplode")
Goto Death
Death:
COOM A 0 A_SpawnItemEx("GrenadeExplosion", 0, 0, 0, 0, 0, 0, 0, 128, 0)
COOM A 1 A_Explode(128,170,1)
Stop
}
}

actor IsFemale : Inventory
{
    inventory.amount 1
    inventory.maxamount 1
}

Actor MPPistol : BulletPuff2
{
	DamageType "MarinePistol"
	obituary "%o got sniped by %k's pistol."
}


Actor MPMachineGun : BulletPuff2
{
	DamageType "MarineMachineGun"
	obituary "%o was perforated by %k's machinegun."
}

Actor MPShotgun : BulletPuff2
{
	DamageType "Marineshotgun"
	obituary "%o got pummeled by %k's shotgun."
}

ACTOR Clip1 : Ammo
{
  Inventory.Amount 1
  Inventory.MaxAmount 200
  Ammo.BackpackAmount 10
  Ammo.BackpackMaxAmount 200
  Inventory.Icon "CLIPA0"
  +INVENTORY.IGNORESKILL
  States
  {
  Spawn:
    TNT1 A 0
    Stop
  }
}


actor MarineStomp : CyborgStomp
{
deathsound "floor/hardx"
+CLIENTSIDEONLY
}

actor GrenadeCooldown : PowerDamage
{
damagefactor "nothing", 1.0
powerup.duration 45//50//85
//inventory.icon "JMORPH"
}


ACTOR DualPistols : Weapon
{
   Weapon.SelectionOrder 1800
   Inventory.PickupSound "weapons/getweapon02"
   Inventory.PickupMessage "You got an extra Pistol!"
   Obituary "%o was shot by %k's Dual Pistols."
   Weapon.AmmoType1 "Clip1"
   Weapon.AmmoType2 "GrenadeAmmo"
   Weapon.AmmoGive 0
   Weapon.AmmoUse1 0
   Weapon.AmmoUse2 1
   decal "BulletChip"
   inventory.icon "PISTOLS"
   Weapon.SlotNumber 1
   +WEAPON.NOAUTOAIM
   +WIMPY_WEAPON
   +INVENTORY.UNDROPPABLE
   +AMMO_OPTIONAL
   +WEAPON.ALT_AMMO_OPTIONAL
   States
   {
   Spawn:
      PIST A 400
      Stop
   Ready:
      PSTG A 1 A_WeaponReady
      Loop
   Deselect:
      PSTG A 1 A_Lower
      Loop
   Select:
      PSTG A 1 A_Raise
      Loop
   Fire:
      PSTG A 1 A_JumpIfInventory("DoublePistolChecker",1,9)
      PSTG B 0 A_Light1
      PSTG B 0 A_PlayWeaponSound("weapons/pistol") 
      PSTG B 3 Bright A_FireBullets(random(0,1),1,1,random(3,4),"BulletPuff2",1)//5,6
      PSTG A 0 A_GiveInventory("DoublePistolChecker",1)
      PSTG A 0 A_Light0
      PSTG CD 2
	  PSTG D 1 A_ReFire
      Goto Ready
      PSTG A 1
      PSTG C 0 A_Light1
      PSTG C 0 A_PlayWeaponSound("weapons/pistol") 
      PSTG E 3 Bright A_FireBullets(random(0,1),1,1,random(3,4),"BulletPuff2",1)//5,6
      PSTG A 0 A_TakeInventory("DoublePistolChecker",1)
      PSTG A 0 A_Light0
	  PSTG FG 2
      PSTG G 1 A_ReFire
      Goto Ready
   Altfire:
      PSTG A 0 A_JumpIfInventory("CreeperStunCheck",1,"Doublecheck")
	  PSTG A 0 A_JumpIfInventory("Desperation",3,"Doublecheck")
	  PSTG A 0 A_JumpIfInventory("Desperation",4,"Doublecheck")
	  PSTG A 0 A_JumpIfInventory("Desperation",5,"Doublecheck")
	  PSTG A 0 A_JumpIfInventory("Desperation",6,"Doublecheck")
      PSTG A 0 A_JumpIfInventory("GrenadeCooldown",1,"Ready")
	  PSTG A 0 A_JumpIfInventory("GrenadePower",35,"GrenadeMax")
	  PSTG A 0 A_JumpIfInventory("GrenadePower",1,"Grenade")
	  PSTG A 0 A_JumpIfNoAmmo ("NoGrenades") 
	Goto Lower
   Doublecheck:
      PSTG A 0 A_JumpIfInventory("GrenadePower",35,"GrenadeMax")
	  PSTG A 0 A_JumpIfInventory("GrenadePower",1,"Grenade")
	  PSTG A 0 A_JumpIfNoAmmo ("NoGrenades") 
	  Goto Lower
	Lower:
	  PSTG A 1 offset (0, 40)
	  PSTG A 1 offset (0, 50)
	  PSTG A 1 offset (0, 60)
	  PSTG A 1 offset (0, 70)
	  PSTG A 1 offset (0, 80)
	  PSTG A 1 offset (0, 90)
	  PSTG A 1 offset (0, 100)
	  PSTG A 1 offset (0, 110)
	  PSTG A 1 offset (0, 120)
	  TNT1 A 3 A_PlayWeaponSound("weapons/grenadepin")
	goto Grenade
	Return:
	  PSTG A 1 offset (0, 120) ACS_ExecuteAlways(998,0)
	  PSTG A 1 offset (0, 110)
	  PSTG A 1 offset (0, 100)
	  PSTG A 1 offset (0, 90)
	  PSTG A 1 offset (0, 80)
	  PSTG A 1 offset (0, 70)
	  PSTG A 1 offset (0, 60)
	  PSTG A 1 offset (0, 50)
	  PSTG A 1 offset (0, 40)
	  Goto Ready
	NoGrenades:
	  PSTG A 28 A_PlaySound("weapons/grenadeno")
	  Goto Ready
	Grenade:
	  TNT1 A 1 A_GiveInventory("GrenadePower",1)
	  TNT1 A 0 A_JumpIfInventory("GrenadePower",35,"GrenadeMaxsound")
	  TNT1 A 0 A_Refire
	  Goto Throw
	Throw:
	  TNT1 A 0 ACS_ExecuteAlways(998,0)
	  D4GR A 1 offset (0, 40)
	  D4GR A 0 A_PlayWeaponSound("weapons/grenadethrow")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",35,"Throw7")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",30,"Throw6")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",25,"Throw5")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",20,"Throw4")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",15,"Throw3")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",10,"Throw2")
	  D4GR A 1 A_JumpIfInventory("GrenadePower",5,"Throw1")	  
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw1:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade1", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw2:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade2", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw3: 
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade3", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw4:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade4", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw5:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade5", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw6:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade6", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw7:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade7", 0, 1, 0, 10)
	  Goto Throwpt2
	Throwpt2:
	  D4GR BCDEF 2
	  TNT1 A 0 A_ClearRefire
	  TNT1 A 0 A_GiveInventory("GrenadeCooldown",1)
	  TNT1 A 0 A_TakeInventory("GrenadePower",500)
	  Goto Return
	GrenadeMaxsound:
      TNT1 A 0 ACS_ExecuteAlways(999,0)
	  TNT1 A 0 A_PlayWeaponSound("weapons/grenademax")
	  Goto GrenadeMax
	GrenadeMax:
	  TNT1 A 1 A_GiveInventory("GrenadePower",1)
	  TNT1 A 0 A_JumpIfInventory("GrenadePower",140,"GrenadeSloops")
	  TNT1 A 0 A_Refire
	  TNT1 A 0 A_PlaySoundEx("player/male/grunt1","Voice")
	  Goto Throw
	GrenadeSloops:
	  TNT1 A 0 ACS_ExecuteAlways(998,0)
	  TNT1 A 30 A_FireCustomMissile("ThrowingGrenadeOops", 0, 1, 0, -10)
	  TNT1 A 0 A_ClearRefire
	  TNT1 A 0 A_TakeInventory("GrenadePower",500)
	  Goto Return
   }
}

actor Riotgun : Shotgun replaces Shotgun
{
  obituary "%o got pummeled by %k's shotgun."
  radius 20
  height 16
  decal "BulletChip"
  Weapon.SlotNumber 2
  attacksound "weapons/shotgf"
  inventory.pickupmessage "You got the shotgun!"
  weapon.selectionorder 1500
  weapon.kickback 100
  weapon.ammotype "Shell"
  inventory.icon "SHOTTY"
  weapon.ammouse 1
  weapon.ammogive 8
  +INVENTORY.UNDROPPABLE
  Weapon.AmmoUse2 1
  Weapon.AmmoType2 "GrenadeAmmo"
  +WEAPON.ALT_AMMO_OPTIONAL
  +WEAPON.NOAUTOAIM
  states
  {
  Spawn:
    SHOT A 400
    stop
  Ready:
    SHTG A 1 A_WeaponReady
    loop
  Deselect: 
    SHTG A 1 A_Lower
    loop
  Select:
    SHTG A 1 A_Raise
    loop
  Fire:
    SHTG E 0 A_GunFlash
    SHTG E 2 A_FireBullets (7, 7, random(7,8), 5, "BulletPuff2")
    SHTG F 3
    SHTG G 2
    SHTG BC 5
    SHTG D 4
    SHTG CB 5
    SHTG A 3
    SHTG A 7 A_ReFire
    goto Ready
  Hold:
    SHTG E 0 A_GunFlash
    SHTG E 2 A_FireBullets (7, 7, random(7,8), 5, "BulletPuff2")
    SHTG F 3
    SHTG G 2
    SHTG BC 5
    SHTG D 4
    SHTG CB 5
    SHTG A 3
    SHTG A 7 A_ReFire
    goto Ready
	Altfire:
	  SHTG A 0 A_JumpIfInventory("CreeperStunCheck",1,"Doublecheck")
	  SHTG A 0 A_JumpIfInventory("Desperation",3,"Doublecheck")
	  SHTG A 0 A_JumpIfInventory("Desperation",4,"Doublecheck")
	  SHTG A 0 A_JumpIfInventory("Desperation",5,"Doublecheck")
	  SHTG A 0 A_JumpIfInventory("Desperation",6,"Doublecheck")
	  SHTG A 0 A_JumpIfInventory("GrenadeCooldown",1,"Ready")
	  SHTG A 0 A_JumpIfInventory("GrenadePower",35,"GrenadeMax")
	  SHTG A 0 A_JumpIfInventory("GrenadePower",1,"Grenade")
	  SHTG A 0 A_JumpIfNoAmmo ("NoGrenades") 
	Goto Lower
    Doublecheck:
      SHTG A 0 A_JumpIfInventory("GrenadePower",35,"GrenadeMax")
	  SHTG A 0 A_JumpIfInventory("GrenadePower",1,"Grenade")
	  SHTG A 0 A_JumpIfNoAmmo ("NoGrenades") 
	  Goto Lower
	  Lower:
	  SHTG A 1 offset (0, 40)
	  SHTG A 1 offset (0, 50)
	  SHTG A 1 offset (0, 60)
	  SHTG A 1 offset (0, 70)
	  SHTG A 1 offset (0, 80)
	  SHTG A 1 offset (0, 90)
	  SHTG A 1 offset (0, 100)
	  SHTG A 1 offset (0, 110)
	  SHTG A 1 offset (0, 120)
	  TNT1 A 3 A_PlayWeaponSound("weapons/grenadepin")
	  Goto Grenade
	Grenade:
	  TNT1 A 1 A_GiveInventory("GrenadePower",1)
	  TNT1 A 0 A_JumpIfInventory("GrenadePower",35,"GrenadeMaxsound")
	  TNT1 A 0 A_Refire
	  Goto Throw
	Throw:
	  TNT1 A 0 ACS_ExecuteAlways(998,0)
	  D4GR A 1 offset (0, 40)
	  D4GR A 0 A_PlayWeaponSound("weapons/grenadethrow")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",35,"Throw7")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",30,"Throw6")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",25,"Throw5")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",20,"Throw4")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",15,"Throw3")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",10,"Throw2")
	  D4GR A 1 A_JumpIfInventory("GrenadePower",5,"Throw1")	  
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw1:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade1", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw2:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade2", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw3: 
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade3", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw4:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade4", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw5:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade5", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw6:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade6", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw7:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade7", 0, 1, 0, 10)
	  Goto Throwpt2
	Throwpt2:
	  D4GR BCDEF 2
	  TNT1 A 0 A_ClearRefire
	  TNT1 A 0 A_GiveInventory("GrenadeCooldown",1)
	  TNT1 A 0 A_TakeInventory("GrenadePower",500)
	  Goto Return
	GrenadeMaxsound:
      TNT1 A 0 ACS_ExecuteAlways(999,0)
	  TNT1 A 0 A_PlayWeaponSound("weapons/grenademax")
	  Goto GrenadeMax
	GrenadeMax:
	  TNT1 A 1 A_GiveInventory("GrenadePower",1)
	  TNT1 A 0 A_JumpIfInventory("GrenadePower",140,"GrenadeSloops")
	  TNT1 A 0 A_Refire
	  TNT1 A 0 A_PlaySoundEx("player/male/grunt1","Voice")
	  Goto Throw
	GrenadeSloops:
	  TNT1 A 0 ACS_ExecuteAlways(998,0)
	  TNT1 A 30 A_FireCustomMissile("ThrowingGrenadeOops", 0, 1, 0, -10)
	  TNT1 A 0 A_ClearRefire
	  TNT1 A 0 A_TakeInventory("GrenadePower",500)
	  Goto Return
	Return:
	  SHTG A 1 offset (0, 120) ACS_ExecuteAlways(998,0)
	  SHTG A 1 offset (0, 110)
	  SHTG A 1 offset (0, 100)
	  SHTG A 1 offset (0, 90)
	  SHTG A 1 offset (0, 80)
	  SHTG A 1 offset (0, 70)
	  SHTG A 1 offset (0, 60)
	  SHTG A 1 offset (0, 50)
	  SHTG A 1 offset (0, 40)
	  Goto Ready
  Flash:
    NULL A 4 bright A_Light1
    NULL A 3 bright A_Light2
    NULL A 0 bright A_Light0
    stop
	NoGrenades:
	  SHTG A 28 A_PlaySound("weapons/grenadeno")
	  Goto Ready
  }
}

ACTOR Machinegun : Weapon
{
   Weapon.SelectionOrder 680
   Weapon.SlotNumber 3
   Inventory.PickupSound "weapons/getweapon04"
   Inventory.PickupMessage "The Machine Gun!"
   Obituary "%o was fully perforated by %k's Machine Gun."
   Weapon.AmmoType1 "Clip1"
   Weapon.AmmoGive 20
   decal "BulletChip"
   Weapon.AmmoUse1 1
   Scale 0.8
   inventory.icon "MGUN"
   Weapon.AmmoUse2 1
   Weapon.AmmoType2 "GrenadeAmmo"
   +WEAPON.ALT_AMMO_OPTIONAL
   +WEAPON.NOAUTOAIM
   States
   {
   Spawn:
      MG2W A 400
      Stop
   Ready:
      CHG2 A 1 A_WeaponReady
      Loop
   Deselect:
      CHG2 A 1 A_Light0
      CHG2 A 1 A_Lower
      Goto Deselect+1
   Select:
      CHG2 A 1 A_Raise
      Loop
   Fire:
	  CHG2 A 2
      CHG2 B 0 A_Light1
      CHG2 B 0 A_PlayWeaponSound("weapons/chngun2fire1")
      CHG2 B 0 A_Recoil(0.2)
      CHG2 B 3 Bright A_FireBullets(4,0,1,random(3,4),"BulletPuff2",1)
      CHG2 B 0 A_CheckReload
      CHG2 C 0 A_PlayWeaponSound("weapons/chngun2fire1")
      CHG2 C 0 A_Recoil(0.2)
      CHG2 C 3 Bright A_FireBullets(4,0,1,random(3,4),"BulletPuff2",1)
      CHG2 C 0 A_ReFire
      CHG2 A 16 A_Light0
      CHG2 D 20
      Goto Ready
   Hold:
      CHG2 B 0 A_Light2
      CHG2 B 0 A_PlayWeaponSound("weapons/chngun2fire1")
      CHG2 B 0 A_Recoil(0.2)
      CHG2 B 3 Bright A_FireBullets(4,0,1,random(3,4),"BulletPuff2",1)
      CHG2 B 0 A_CheckReload
      CHG2 C 0 A_PlayWeaponSound("weapons/chngun2fire1")
      CHG2 C 0 A_Recoil(0.2)
      CHG2 C 3 Bright A_FireBullets(4,0,1,random(3,4),"BulletPuff2",1)
      CHG2 C 0 A_ReFire
      CHG2 A 8 A_Light0
      CHG2 D 28
      Goto Ready
   Altfire:
      CHG2 A 0 A_JumpIfInventory("CreeperStunCheck",1,"Doublecheck")
	  CHG2 A 0 A_JumpIfInventory("Desperation",3,"Doublecheck")
	  CHG2 A 0 A_JumpIfInventory("Desperation",4,"Doublecheck")
	  CHG2 A 0 A_JumpIfInventory("Desperation",5,"Doublecheck")
	  CHG2 A 0 A_JumpIfInventory("Desperation",6,"Doublecheck")
      CHG2 A 0 A_JumpIfInventory("GrenadeCooldown",1,"Ready")
	  CHG2 A 0 A_JumpIfInventory("GrenadePower",35,"GrenadeMax")
	  CHG2 A 0 A_JumpIfInventory("GrenadePower",1,"Grenade")
	  CHG2 A 0 A_JumpIfNoAmmo ("NoGrenades") 
	  Goto Lower
   Doublecheck:
      CHG2 A 0 A_JumpIfInventory("GrenadePower",35,"GrenadeMax")
	  CHG2 A 0 A_JumpIfInventory("GrenadePower",1,"Grenade")
	  CHG2 A 0 A_JumpIfNoAmmo ("NoGrenades") 
	  Goto Lower
	  Lower:
	  CHG2 A 1 offset (0, 40)
	  CHG2 A 1 offset (0, 50)
	  CHG2 A 1 offset (0, 60)
	  CHG2 A 1 offset (0, 70)
	  CHG2 A 1 offset (0, 80)
	  CHG2 A 1 offset (0, 90)
	  CHG2 A 1 offset (0, 100)
	  CHG2 A 1 offset (0, 110)
	  CHG2 A 1 offset (0, 120)
	  TNT1 A 3 A_PlayWeaponSound("weapons/grenadepin")
	goto Grenade
	  Return:
	  CHG2 A 1 offset (0, 120) ACS_ExecuteAlways(998,0)
	  CHG2 A 1 offset (0, 110)
	  CHG2 A 1 offset (0, 100)
	  CHG2 A 1 offset (0, 90)
	  CHG2 A 1 offset (0, 80)
	  CHG2 A 1 offset (0, 70)
	  CHG2 A 1 offset (0, 60)
	  CHG2 A 1 offset (0, 50)
	  CHG2 A 1 offset (0, 40)
	  Goto Ready
	NoGrenades:
	  CHG2 A 28 A_PlaySound("weapons/grenadeno")
	  Goto Ready
	Grenade:
	  TNT1 A 1 A_GiveInventory("GrenadePower",1)
	  TNT1 A 0 A_JumpIfInventory("GrenadePower",35,"GrenadeMaxsound")
	  TNT1 A 0 A_Refire
	  Goto Throw
	Throw:
	  TNT1 A 0 ACS_ExecuteAlways(998,0)
	  D4GR A 1 offset (0, 40)
	  D4GR A 0 A_PlayWeaponSound("weapons/grenadethrow")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",35,"Throw7")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",30,"Throw6")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",25,"Throw5")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",20,"Throw4")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",15,"Throw3")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",10,"Throw2")
	  D4GR A 1 A_JumpIfInventory("GrenadePower",5,"Throw1")	  
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw1:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade1", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw2:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade2", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw3: 
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade3", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw4:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade4", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw5:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade5", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw6:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade6", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw7:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade7", 0, 1, 0, 10)
	  Goto Throwpt2
	Throwpt2:
	  D4GR BCDEF 2
	  TNT1 A 0 A_ClearRefire
	  TNT1 A 0 A_GiveInventory("GrenadeCooldown",1)
	  TNT1 A 0 A_TakeInventory("GrenadePower",500)
	  Goto Return
	GrenadeMaxsound:
      TNT1 A 0 ACS_ExecuteAlways(999,0)
	  TNT1 A 0 A_PlayWeaponSound("weapons/grenademax")
	  Goto GrenadeMax
	GrenadeMax:
	  TNT1 A 1 A_GiveInventory("GrenadePower",1)
	  TNT1 A 0 A_JumpIfInventory("GrenadePower",140,"GrenadeSloops")
	  TNT1 A 0 A_Refire
	  TNT1 A 0 A_PlaySoundEx("player/male/grunt1","Voice")
	  Goto Throw
	GrenadeSloops:
	  TNT1 A 0 ACS_ExecuteAlways(998,0)
	  TNT1 A 30 A_FireCustomMissile("ThrowingGrenadeOops", 0, 1, 0, -10)
	  TNT1 A 0 A_ClearRefire
	  TNT1 A 0 A_TakeInventory("GrenadePower",500)
	  Goto Return
}
}

actor GrenadeAmmo : Ammo
{
  inventory.pickupmessage "Picked up a grenade."
  inventory.amount 1
  inventory.maxamount 25//50
  inventory.icon "PGRND0"
  ammo.backpackamount 1
  ammo.backpackmaxamount 25
  +INVENTORY.IGNORESKILL
  states
  {
  Spawn:
    PGRN A -1
    stop
  }
}

actor GrenadeDelayer : PowerDamage
{
damagefactor "nothing", 1.0
powerup.duration 45//35//85
//inventory.icon "JMORPH"
}

actor BotRiotgun : Shotgun //replaces Shotgun
{
  obituary "%o got pummeled by %k's shotgun."
  radius 20
  height 16
  decal "BulletChip"
  Weapon.SlotNumber 2
  attacksound "weapons/shotgf"
  inventory.pickupmessage "You got the shotgun!"
  weapon.selectionorder 1500
  weapon.kickback 100
  weapon.ammotype "Shell"
  inventory.icon "SHOTTY"
  weapon.ammouse 1
  weapon.ammogive 8
  +INVENTORY.UNDROPPABLE
  Weapon.AmmoUse2 0//1
  Weapon.AmmoType2 "GrenadeAmmo"
  +WEAPON.ALT_AMMO_OPTIONAL
  +WEAPON.NOAUTOAIM
  states
  {
  Spawn:
    SHOT A 400
    stop
  Ready:
    SHTG A 0 A_TakeInventory("BotAttack",255)
    SHTG A 1 A_WeaponReady
    loop
  Deselect: 
    SHTG A 1 A_Lower
    loop
  Select:
    SHTG A 1 A_Raise
    loop
  Fire:
    SHTG A 0 A_GiveInventory("BotAttack",1)
    SHTG E 0 A_GunFlash
    SHTG E 2 A_FireBullets (7, 7, random(7,8), 5, "BulletPuff2")
    SHTG F 3
    SHTG G 2
    SHTG BC 5
    SHTG D 4
    SHTG CB 5
    SHTG A 3
    SHTG A 0//7 //A_ReFire
	SHTG A 0 A_Jump(25,"Lower")
	SHTG A 0 A_ReFire
    goto Ready
  Hold:
    SHTG A 0 A_GiveInventory("BotAttack",1)
    SHTG E 0 A_GunFlash
    SHTG E 2 A_FireBullets (7, 7, random(7,8), 5, "BulletPuff2")
    SHTG F 3
    SHTG G 2
    SHTG BC 5
    SHTG D 4
    SHTG CB 5
    SHTG A 3
    SHTG A 7 //A_ReFire
	SHTG A 0 A_Jump(28,"Lower")
	SHTG A 0 A_ReFire
    goto Ready
	Altfire:
	  SHTG A 0 A_JumpIfInventory("GrenadePower",35,"GrenadeMax")
	  SHTG A 0 A_JumpIfInventory("GrenadePower",1,"Grenade")
	  SHTG A 0 A_JumpIfNoAmmo ("NoGrenades") 
	Goto Lower
	  Lower:
	  SHTG A 0 A_GiveInventory("BotAttack",1)
	  TNT1 A 0 A_JumpIfInventory("GrenadeDelayer",1,"Hold")
	  TNT1 A 0 A_GiveInventory("GrenadeDelayer",1)
	  SHTG A 1 offset (0, 40)
	  SHTG A 1 offset (0, 50)
	  SHTG A 1 offset (0, 60)
	  SHTG A 1 offset (0, 70)
	  SHTG A 1 offset (0, 80)
	  SHTG A 1 offset (0, 90)
	  SHTG A 1 offset (0, 100)
	  SHTG A 1 offset (0, 110)
	  SHTG A 1 offset (0, 120)
	  TNT1 A 3 A_PlayWeaponSound("weapons/grenadepin")
	  Goto Grenade
	Grenade:
	  TNT1 A 1 A_GiveInventory("GrenadePower",1)
	  TNT1 A 0 A_JumpIfInventory("GrenadePower",35,"GrenadeMaxsound")
	  TNT1 A 0 //A_Refire
	  Goto Throw
	Throw:
	  TNT1 A 0 ACS_ExecuteAlways(998,0)
	  D4GR A 1 offset (0, 40)
	  D4GR A 0 A_PlayWeaponSound("weapons/grenadethrow")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",35,"Throw7")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",30,"Throw6")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",25,"Throw5")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",20,"Throw4")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",15,"Throw3")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",10,"Throw2")
	  D4GR A 1 A_JumpIfInventory("GrenadePower",5,"Throw1")	  
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw1:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade1", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw2:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade2", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw3: 
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade3", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw4:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade4", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw5:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade5", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw6:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade6", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw7:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade7", 0, 1, 0, 10)
	  Goto Throwpt2
	Throwpt2:
	  D4GR BCDEF 2
	  TNT1 A 0 //A_ClearRefire
	  TNT1 A 0 A_TakeInventory("GrenadePower",500)
	  Goto Return
	GrenadeMaxsound:
      TNT1 A 0 ACS_ExecuteAlways(999,0)
	  TNT1 A 0 A_PlayWeaponSound("weapons/grenademax")
	  Goto GrenadeMax
	GrenadeMax:
	  TNT1 A 1 A_GiveInventory("GrenadePower",1)
	  TNT1 A 0 A_JumpIfInventory("GrenadePower",140,"GrenadeSloops")
	  TNT1 A 0 //A_Refire
	  TNT1 A 0 A_PlaySoundEx("player/male/grunt1","Voice")
	  Goto Throw
	GrenadeSloops:
	  TNT1 A 0 ACS_ExecuteAlways(998,0)
	  TNT1 A 30 A_FireCustomMissile("ThrowingGrenadeOops", 0, 1, 0, -10)
	  TNT1 A 0 //A_ClearRefire
	  TNT1 A 0 A_TakeInventory("GrenadePower",500)
	  Goto Return
	Return:
	  SHTG A 1 offset (0, 120) ACS_ExecuteAlways(998,0)
	  SHTG A 1 offset (0, 110)
	  SHTG A 1 offset (0, 100)
	  SHTG A 1 offset (0, 90)
	  SHTG A 1 offset (0, 80)
	  SHTG A 1 offset (0, 70)
	  SHTG A 1 offset (0, 60)
	  SHTG A 1 offset (0, 50)
	  SHTG A 1 offset (0, 40)
	  Goto Ready
  Flash:
    NULL A 4 bright A_Light1
    NULL A 3 bright A_Light2
    NULL A 0 bright A_Light0
    stop
	NoGrenades:
	  SHTG A 28 A_PlaySound("weapons/grenadeno")
	  Goto Ready
  }
}

ACTOR BotMachinegun : Weapon
{
   Weapon.SelectionOrder 680
   Weapon.SlotNumber 3
   Inventory.PickupSound "weapons/getweapon04"
   Inventory.PickupMessage "The Machine Gun!"
   Obituary "%o was fully perforated by %k's Machine Gun."
   Weapon.AmmoType1 "Clip1"
   Weapon.AmmoGive 20
   decal "BulletChip"
   Weapon.AmmoUse1 1
   Scale 0.8
   inventory.icon "MGUN"
   Weapon.AmmoUse2 0//1
   Weapon.AmmoType2 "GrenadeAmmo"
   +WEAPON.ALT_AMMO_OPTIONAL
   +WEAPON.NOAUTOAIM
   States
   {
   Spawn:
      MG2W A 400
      Stop
   Ready:
      CHG2 A 0 A_TakeInventory("BotAttack",255)
      CHG2 A 1 A_WeaponReady
      Loop
   Deselect:
      CHG2 A 1 A_Light0
      CHG2 A 1 A_Lower
      Goto Deselect+1
   Select:
      CHG2 A 1 A_Raise
      Loop
   Fire:
      CHG2 A 0 A_GiveInventory("BotAttack",1)
	  CHG2 A 2
      CHG2 B 0 A_Light1
      CHG2 B 0 A_PlayWeaponSound("weapons/chngun2fire1")
      CHG2 B 0 A_Recoil(0.2)
      CHG2 B 3 Bright A_FireBullets(4,0,1,random(3,4),"BulletPuff2",1)
      CHG2 B 0 A_CheckReload
      CHG2 C 0 A_PlayWeaponSound("weapons/chngun2fire1")
      CHG2 C 0 A_Recoil(0.2)
      CHG2 C 3 Bright A_FireBullets(4,0,1,random(3,4),"BulletPuff2",1)
      CHG2 C 0 //A_ReFire
	  CHG2 A 0 A_Jump(14,"Lower")
	  CHG2 A 0 A_ReFire
      CHG2 A 16 A_Light0
      CHG2 D 20
      Goto Ready
   Hold:
      CHG2 A 0 A_GiveInventory("BotAttack",1)
      CHG2 B 0 A_Light2
      CHG2 B 0 A_PlayWeaponSound("weapons/chngun2fire1")
      CHG2 B 0 A_Recoil(0.2)
      CHG2 B 3 Bright A_FireBullets(4,0,1,random(3,4),"BulletPuff2",1)
      CHG2 B 0 A_CheckReload
      CHG2 C 0 A_PlayWeaponSound("weapons/chngun2fire1")
      CHG2 C 0 A_Recoil(0.2)
      CHG2 C 3 Bright A_FireBullets(4,0,1,random(3,4),"BulletPuff2",1)
      CHG2 C 0 //A_ReFire
	  CHG2 A 0 A_Jump(14,"Lower")
	  CHG2 A 0 A_ReFire
      CHG2 A 8 A_Light0
      CHG2 D 28
      Goto Ready
   Altfire:
	  CHG2 A 0 A_JumpIfInventory("GrenadePower",35,"GrenadeMax")
	  CHG2 A 0 A_JumpIfInventory("GrenadePower",1,"Grenade")
	  CHG2 A 0 A_JumpIfNoAmmo ("NoGrenades") 
	  Goto Lower
	  Lower:
	  CHG2 A 0 A_GiveInventory("BotAttack",1)
	  TNT1 A 0 A_JumpIfInventory("GrenadeDelayer",1,"Hold")
	  TNT1 A 0 A_GiveInventory("GrenadeDelayer",1)
	  CHG2 A 1 offset (0, 40)
	  CHG2 A 1 offset (0, 50)
	  CHG2 A 1 offset (0, 60)
	  CHG2 A 1 offset (0, 70)
	  CHG2 A 1 offset (0, 80)
	  CHG2 A 1 offset (0, 90)
	  CHG2 A 1 offset (0, 100)
	  CHG2 A 1 offset (0, 110)
	  CHG2 A 1 offset (0, 120)
	  TNT1 A 3 A_PlayWeaponSound("weapons/grenadepin")
	goto Grenade
	  Return:
	  CHG2 A 1 offset (0, 120) ACS_ExecuteAlways(998,0)
	  CHG2 A 1 offset (0, 110)
	  CHG2 A 1 offset (0, 100)
	  CHG2 A 1 offset (0, 90)
	  CHG2 A 1 offset (0, 80)
	  CHG2 A 1 offset (0, 70)
	  CHG2 A 1 offset (0, 60)
	  CHG2 A 1 offset (0, 50)
	  CHG2 A 1 offset (0, 40)
	  Goto Ready
	NoGrenades:
	  CHG2 A 28 A_PlaySound("weapons/grenadeno")
	  Goto Ready
	Grenade:
	  TNT1 A 1 A_GiveInventory("GrenadePower",1)
	  TNT1 A 0 A_JumpIfInventory("GrenadePower",35,"GrenadeMaxsound")
	  TNT1 A 0 //A_Refire
	  Goto Throw
	Throw:
	  TNT1 A 0 ACS_ExecuteAlways(998,0)
	  D4GR A 1 offset (0, 40)
	  D4GR A 0 A_PlayWeaponSound("weapons/grenadethrow")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",35,"Throw7")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",30,"Throw6")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",25,"Throw5")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",20,"Throw4")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",15,"Throw3")
	  D4GR A 0 A_JumpIfInventory("GrenadePower",10,"Throw2")
	  D4GR A 1 A_JumpIfInventory("GrenadePower",5,"Throw1")	  
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw1:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade1", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw2:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade2", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw3: 
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade3", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw4:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade4", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw5:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade5", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw6:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade6", 0, 1, 0, 10)
	  Goto Throwpt2
	Throw7:
	  D4GR A 2 A_FireCustomMissile("ThrowingGrenade7", 0, 1, 0, 10)
	  Goto Throwpt2
	Throwpt2:
	  D4GR BCDEF 2
	  TNT1 A 0 //A_ClearRefire
	  TNT1 A 0 A_TakeInventory("GrenadePower",500)
	  Goto Return
	GrenadeMaxsound:
      TNT1 A 0 ACS_ExecuteAlways(999,0)
	  TNT1 A 0 A_PlayWeaponSound("weapons/grenademax")
	  Goto GrenadeMax
	GrenadeMax:
	  TNT1 A 1 A_GiveInventory("GrenadePower",1)
	  TNT1 A 0 A_JumpIfInventory("GrenadePower",140,"GrenadeSloops")
	  TNT1 A 0 //A_Refire
	  TNT1 A 0 A_PlaySoundEx("player/male/grunt1","Voice")
	  Goto Throw
	GrenadeSloops:
	  TNT1 A 0 ACS_ExecuteAlways(998,0)
	  TNT1 A 30 A_FireCustomMissile("ThrowingGrenadeOops", 0, 1, 0, -10)
	  TNT1 A 0 //A_ClearRefire
	  TNT1 A 0 A_TakeInventory("GrenadePower",500)
	  Goto Return
}
}