//===========================================================================
//
// Mel's Melee Style
//
// by Marty Kirra
// Sprites by Marty Kirra, Blox, Scuba Steve, Banjo Entertainment
// 
//
//===========================================================================

Actor Mel : PlayerPawn
 { 
 +NOSKIN
 +NOICEDEATH
 +QUICKTORETALIATE
 +GHOST
 +NODAMAGETHRUST
  Health 200
  Player.Maxhealth 200
  scale 0.9
  mass 1000
  PainChance 256
  Player.Weaponslot 1, MelMelee
  Player.Weaponslot 2, MelDahliaCrossbow
  Player.StartItem "MelMelee", 1
  Player.StartItem "MelDahliaCrossbow", 1
  Player.StartItem "BlueArmor", 1
  Player.StartItem "MelDashAmmo", 20
  Player.StartItem "DahliaNormalAmmo", 20
  Player.StartItem "IsHuman", 1
  Player.StartItem "Screamer", 0
  Player.StartItem "CyborgJetpackItem", 1
  Player.ColorRange 112, 127
  Player.DisplayName "Mel"
  Player.SoundClass "Melody"
  Player.ScoreIcon "MELST"
  LimitedToTeam 0
  Player.JumpZ 12
  Damagefactor "Justicar", 1.2
  Damagefactor "normal", 0.9
  Damagefactor "BlueFire", 1.5
  Damagefactor "Emtalic", 0.7
  Damagefactor "clowny", 1.5
  Damagefactor "Harvesterrock", 1.2
  Damagefactor "Mohoph", 1.2
  Damagefactor "Misty", 1.3
  Damagefactor "Hellzone", 1.2
  Damagefactor "Wendigo", 0.9
  Damagefactor "jitter", 0.8
  Damagefactor "HarvesterAlt", 0.8
  Damagefactor "MorphRipperGib", 0.8
  Damagefactor "DarkVortex", 0.8
  Damagefactor "ImpostorJitter", 0.8
  Damagefactor "PuppetStrings", 0.8
  Damagefactor "LichIce", 0.8
  Damagefactor "LichLightning", 0.8
  Damagefactor "AsylumCannonBall", 0.8
  Damagefactor "harvester", 0.8
  Damagefactor "Juglava", 1.2
  Damagefactor "choke", 0.9
  Damagefactor "JusticarSpike", 0.9
  Damagefactor "frostnoms", 1.2
  Damagefactor "ZombiePoison", 1.7
  Damagefactor "Lamiafire", 1.4
  Damagefactor "SjasScream", 1.2
  Damagefactor "FrostbiteWind", 1.2
  Damagefactor "EmtalicSaw", 1.2
  Damagefactor "LichFire", 1.2
  Damagefactor "minion", 1.1
  Damagefactor "MorphRipper", 1.1
  Damagefactor "FleshlingMissile", 1.1
  Damagefactor "minion2", 2.0
  Damagefactor "AntiAirbolt", 0.0
  Damagefactor "Sentinel", 0.0
  Damagefactor "Ravager", 0.2
  Damagefactor "Ravagerball", 0.0
  Damagefactor "yurei", 1.3
  Damagefactor "YureiBall", 0.6
  Damagefactor "UboaRawrScream", 0.25
  Damagefactor "GraveStalkerLure", 1.2
  Damagefactor "creeper", 0.5
  Damagefactor "Creepstun", 1.9
  Damagefactor "EyesoreballX", 0.1
  Damagefactor "Tenebra", 1.2
  Damagefactor "Railgun", 1.2
  Damagefactor "MechPewPews", 0.0
  Damagefactor "MacheteSlicerino", 0.0
  Damagefactor "GasterSmokeHurt", 0.0
  Damagefactor "StrifeSuit", 0.0
  Speed 1.0
  States
  {
  Spawn:
	IO99 A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
    IO99 A 40 Setplayerproperty(0,0,0)
	TNT1 A 0 A_GiveInventory("MelDashAmmo",1)
    Loop
  See:
	IO99 A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
	IO99 A 0 A_JumpIfHealthlower(50,"INeedHealingSee")
    IO99 A 5
    IO99 B 5 A_SpawnItemEx ("MelStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
    IO99 C 5
    IO99 D 5 A_SpawnItemEx ("MelStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
    Goto Spawn
  INeedHealingSee:
	IO99 A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
	IO99 A 0 A_SpawnItemEx("INeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
    IO99 A 5
    IO99 B 5 A_SpawnItemEx ("MelStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
    IO99 C 5
    IO99 D 5 A_SpawnItemEx ("MelStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
    Goto Spawn
  Missile:
	IO99 A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
    IO99 F 6 Bright
    Goto Spawn
  Melee:
	IO99 A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
    IO99 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)
	IO99 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)
	IO99 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)
	IO99 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:
	IO99 A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
    IO99 G 4
    IO99 G 4 A_Pain
    Goto Spawn
	Pain.LoonaClawing:
	TNT1 A 0 A_GiveToTarget("Health",8)
	IO99 G 20 Setplayerproperty(0,1,0)
	IO99 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",7)
	IO99 G 20 Setplayerproperty(0,1,0)
	IO99 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",10)
	IO99 G 20 Setplayerproperty(0,1,0)
	IO99 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:
    IO99 G 0 A_Pain
	IO99 G 0 A_GiveToTarget("health",5)
	IO99 G 40 Setplayerproperty(0,1,0)
	IO99 G 2 Setplayerproperty(0,0,0)
	Goto Spawn
  Death.Creeper:
	IO99 A 0 A_PlaySoundEx("creeperattack", "Body")
	IO99 A 0 A_SpawnItemEx("CreeperPopUp",0,0,10)
	TNT1 A 0 A_GiveToTarget("GhoulAmmo",1)
	IO99 A 0 A_GiveToTarget("Creeperheal",1)
    IO99 A 0 ACS_ExecuteAlways(997,0,1)
	goto DeathAnimAlt
  Death.Creepstun:
	IO99 A 0 A_GiveToTarget("Unlock13",1)
	IO99 A 0 A_GiveToTarget("CreepGotya",1)
	goto DeathAnimAlt
  Death.SjasScream:
  Death.FrostbiteWind:
  Death.EmtalicSaw:
  Death.LichFire:
    IO99 A 0 A_GiveToTarget("KilledJ",1)
    Goto DeathAnim
  Death:
  DeathAnim:
	IO99 A 0 A_GiveToTarget("KillBeep",1)
	IO99 A 0 A_GiveInventory("ItemDeath",1)
	IO99 A 0 A_TakeInventory("KilledCount",999)
    IO99 A 0 A_GiveToTarget("KilledMe",1)
    IO99 A 0 A_GiveToTarget("KilledMel",1)
    IO99 H 8
    IO99 I 8 A_PlayerScream
    IO99 J 8 A_NoBlocking
    IO99 KLM 8
	IO99 N -1
    Stop
  DeathAnimAlt:
	IO99 A 0 A_GiveToTarget("KillIndicator",1)
	IO99 A 0 A_GiveInventory("ItemDeath",1)
	IO99 A 0 A_TakeInventory("KilledCount",999)
    IO99 A 0 A_GiveToTarget("KilledMe",1)
    IO99 A 0 A_GiveToTarget("KilledMel",1)
    IO99 H 8
    IO99 I 8 A_PlayerScream
    IO99 J 8 A_NoBlocking
    IO99 KLM 8
	IO99 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:
	IO99 A 0 A_GiveToTarget("KillBeep",1)
	IO99 A 0 A_GiveInventory("ItemDeath",1)
    IO99 A 0 A_GiveToTarget("Crunched",1)
	IO99 A 0 A_GiveToTarget("KilledMe",1)
	IO99 A 0 A_GiveToTarget("KilledMel",1)
	IO99 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:
	IO99 A 0 A_GiveToTarget("KillIndicator",1)
	IO99 A 0 A_GiveInventory("ItemDeath",1)
    IO99 A 0 A_GiveToTarget("Crunched",1)
	IO99 A 0 A_GiveToTarget("KilledMe",1)
	IO99 A 0 A_GiveToTarget("KilledMel",1)
	IO99 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:
		IO99 A 0 A_GiveToTarget("KilledR",1)
		IO99 A 0 A_GiveToTarget("Health",100)
		IO99 A 0 ACS_ExecuteAlways(997,0,2)
		IO99 A 0 A_PlaySoundEx("RavagerAttack","Body")
		IO99 A 0 A_SpawnItemEx("RavagerHit",0,0,32)
		Goto DeathAnimAlt
	Death.RavagerBall:
		IO99 A 0 A_GiveToTarget("RavagerGotYa",1)
		IO99 A 0 A_GiveToTarget("KilledJ",1)
		Goto DeathAnimAlt
	Death.Yurei:
		IO99 A 0 A_GiveToTarget("KilledY",1)
		IO99 A 0 A_PlaySoundEx("YureiKill1","Body",0,1)
		IO99 A 0 ACS_ExecuteAlways(997,0,3)
		Goto DeathAnimAlt
	Death.YureiBall:
		IO99 A 0 A_GiveToTarget("Health",10)
		IO99 A 0 A_SpawnItemEx("BallFire")
		Goto Death.SjasScream
	Death.UboaRawrScream:
		Goto DeathAnimAlt
	Death.Misty:
	Death.Whiteface:
		IO99 A 0 A_GiveToTarget("KillBeep",1)
		IO99 A 0 A_GiveInventory("ItemDeath",1)
		IO99 A 0 A_GiveToTarget("KilledMe",1)
		IO99 A 0 A_GiveToTarget("KilledM",1)
		IO99 HHHH 2 A_FadeOut(0.1)
		IO99 A 0 A_PlayerScream
		IO99 IIIIJJ 2 A_FadeOut(0.1)
		IO99 A 0 A_NoBlocking
		NULL A -1
		Stop
	Death.Clowny:
		IO99 A 0 ACS_ExecuteAlways(997,0,4)
		IO99 A 0 A_GiveToTarget("KilledC",1)
		IO99 A 0 A_GiveToTarget("ClownyAmmo",5)
		Goto DeathAnim
	Death.Mohoph:
		TNT1 A 0 A_GiveToTarget("MorphAmmo", 1)
		IO99 A 0 A_GiveToTarget("TransMel",1)
		IO99 A 0 A_PlaySoundEx("MohophKill","Body")
		IO99 A 0 ACS_ExecuteAlways(997,0,5)
		Goto DeathAnim
	Death.EmtalicWeak:
		IO99 A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto DeathAnim
	Death.Emtalic:
		IO99 A 0  A_PlaySoundEx("RamSuccess","Body")
		Goto Death.Jitter
	Death.I1:
		IO99 A 0 A_SpawnItemEx("Heart",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		IO99 A 0 A_GiveToTarget("KilledI1",1)
		Goto DeathAnim
	Death.I2:
		IO99 A 0 A_GiveToTarget("KillBeep",1)
		IO99 A 0 A_GiveInventory("ItemDeath",1)
		IO99 A 0 A_GiveToTarget("KilledMe",1)
		IO99 A 0 A_GiveToTarget("KilledI2",1)
		IO99 A 0 A_GiveToTarget("Clip",1)
		IO99 G 0 SetPlayerProperty(0,1,4)
		IO99 G 0 A_Stop
		IO99 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:
		IO99 A 0 A_GiveToTarget("KillBeep",1)
		IO99 A 0 A_GiveInventory("ItemDeath",1)
		IO99 A 0 A_GiveToTarget("KilledMe",1)
		IO99 A 0 A_GiveToTarget("KilledI3",1)
		IO99 HHHHHHHH 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		IO99 I 0 A_PlayerScream
		IO99 IIIIIIII 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		IO99 J 0 A_NoBlocking
		IO99 JJJJJJJJKKKKKKKKLLLLLLLLMMMMMMMM 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		IO99 NNNNNNN 3 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		IO99 N -1
		Stop
	Death.I4:
		IO99 A 0 A_GiveToTarget("KilledI4",1)
		Goto DeathAnim
	Death.I5:
		IO99 A 0 A_GiveToTarget("KilledI5",1)
		Goto DeathAnim
	Pain.RavagerBall:
		IO99 A 0 ACS_ExecuteAlways(920,0)
		Goto Pain
	Pain.YureiBall:
		IO99 A 0 A_GiveToTarget("Health",10)
		IO99 A 0 A_SpawnItemEx("BallFire")
		Goto Pain
	Pain.Emtalic:
		IO99 A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto Pain
	Pain.EmtalicWeak:
		IO99 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 MelAfterImage
{
	RenderStyle Translucent
	+NoGravity
	+CLIENTSIDEONLY
	+NOINTERACTION
	visibletoteam 0
	Alpha 0.75
	Scale 0.85
	States
	{
	Spawn:
		IO99 A 10
	Fade:
		IO99 A 8 A_FadeOut(0.1)
		Wait
	}
}

actor MelStomp : CyborgStomp
{
deathsound "MelStep"

}

ACTOR MelMelee : Weapon
{
   Inventory.PickupMessage "You relearned your fighting style you apparently dropped [Class: Melee, Slot 1]"
   Obituary "%o lost a bet with %k."
   Weapon.AmmoType2 "MelDashAmmo"
   Weapon.kickback 1300
   Inventory.icon "TNT1A0"
   //Weapon.BobStyle Alpha
   //Weapon.BobSpeed 1.5
   //Weapon.BobRangeY 1.0
   //Weapon.BobRangeX 0.5
   Tag "Melee"
	+WEAPON.WIMPY_WEAPON
	+WEAPON.MELEEWEAPON
    +WEAPON.NOALERT
    +WEAPON.NOAUTOAIM
	+WEAPON.NOAUTOFIRE
    +NOEXTREMEDEATH
	+INVENTORY.UNDROPPABLE
    States
    {
    Spawn:
      	TNT1 A -1
      	Loop
	Deselect:
		TNT1 A 0 A_JumpIfInventory("ComboCoolDown", 1, "ComboDeselect")
	    TNT1 A 0
	    MLED ABCDE 1
		TNT1 A 3
		TNT1 A 0 A_TakeInventory("MelPrimaryCombo", 99)
		TNT1 A 0 A_TakeInventory("MelAlternateCombo", 99)
		TNT1 A 0 A_TakeInventory("MelMachCombo", 99)
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("ComboCoolDown", 99)
	DeselectLoop:
	    TNT1 A 1 A_Lower
		Loop
    ComboDeselect:
		TNT1 A 0 A_TakeInventory("MelPrimaryCombo", 99)
		TNT1 A 0 A_TakeInventory("MelAlternateCombo", 99)
		TNT1 A 0 A_TakeInventory("MelMachCombo", 99)
	    TNT1 A 4 A_Lower
		Loop
	Select:
		TNT1 A 4 SetPlayerProperty(0,1,2)
		MLEU ABCDE 1
	SelectLoop:
		MLEG A 1 A_Raise
		Loop
	Ready:
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
		MLEG A 0 A_JumpIfInventory("CyborgDashcheck",1,"Dashcheck")
	    MLEG A 1 A_WeaponReady
		Loop
	Fire:
		TNT1 A 0
	    TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    ML1F A 0 A_JumpIfInventory("MelMachCombo",4,"AfterMelee") //made so you can't knifehand again after the Rapid Fire Finish
	    ML1F A 0 A_JumpIfInventory("MelMachCombo",3,"RapidFireFinish")
	    ML1F A 0 A_JumpIfInventory("MelMachCombo",2,"CrossDuo")
	    ML1F A 0 A_JumpIfInventory("MelMachCombo",1,"CrossPunch")
	    ML1F A 0 A_JumpIfInventory("MelAlternateCombo",2,"KnifeHand")
	    ML1F A 0 A_JumpIfInventory("MelPrimaryCombo",3,"ScorpionTailFinisher")
		ML1F A 0 A_JumpIfInventory("MelPrimaryCombo",2,"LeftOverhead")
		ML1F A 0 A_JumpIfInventory("MelPrimaryCombo",1,"RightHook")
	    ML1F A 0 A_PlaySoundEX("basicmelee/miss", 5)
	    ML1F ABCD 1
		ML1F D 0 ACS_ExecuteAlways(742)
		ML1F E 1 A_CustomPunch(8,0,0,"BasicMeleePuff",100)
		Goto FireA
	FireA:
		ML1F FGJK 1
        TNT1 A 0 A_GiveInventory("MelPrimaryCombo", 1)
		TNT1 A 0 A_GiveInventory("ComboCoolDown", 1)
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		Goto AfterMelee
	RightHook:
	    ML2F A 0 A_PlaySoundEX("basicmelee/miss", 5)
		ML2F A 0 ACS_ExecuteAlways(742)
		ML2F ABC 1
		ML1F D 0
		ML2F D 1 A_CustomPunch(10,0,0,"BasicMeleePuff",90)
		Goto RightHookA
	RightHookA:
		ML2F EH 1
		TNT1 A 0 A_GiveInventory("MelPrimaryCombo", 1)
		TNT1 A 0 A_GiveInventory("ComboCoolDown", 1)
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		Goto AfterMelee
	LeftOverhead:
	    ML2F A 0 A_PlaySoundEX("basicmelee/miss", 5)
		ML2F A 0 ACS_ExecuteAlways(742)
		ML3F ABC 1 
		ML1F D 0
		ML3F E 1 A_CustomPunch(10,0,0,"BasicMeleePuff",90)
		Goto LeftOverheadA
	LeftOverheadBerserk:
		ML3F E 1 A_CustomPunch(10,0,0,"BasicMeleePuff",90)
		Goto LeftOverheadA
	LeftOverheadA:
		ML3F FGJ 1
		TNT1 A 0 A_GiveInventory("MelPrimaryCombo", 1)
		TNT1 A 0 A_GiveInventory("ComboCoolDown", 1)
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 1
		Goto AfterMelee
	ScorpionTailFinisher:
	    TNT1 A 5 ACS_ExecuteAlways(741)
	    ML2F A 0 A_PlaySoundEX("strongmelee/miss", 5)
		ML4F ABC 1
		ML1F D 0
		ML4F E 0 A_CustomPunch(7,0,0,"BlankMeleePuff",90)
		ML4F E 0 A_CustomPunch(7,0,0,"BlankMeleePuff",90)
		ML4F E 0 A_CustomPunch(7,0,0,"BlankMeleePuff",90)
		ML4F D 1 A_CustomPunch(11,0,0,"UppercutMeleePuff",90)
		Goto ScorpionTailFinisherA
	ScorpionTailFinisherA:
		ML4F E 1
		ML4F DCBA 1
		TNT1 A 4
		Goto AfterMelee
	KnifeHand:
	    ML2F A 0 A_PlaySoundEX("strongmelee/miss", 5)
		ML5F ABC 1 
		ML5F D 1 A_CustomPunch(10,0,0,"StrongMeleePuff",90)
		ML5F EFGHI 1
		TNT1 A 0 A_GiveInventory("MelMachCombo", 1)
		TNT1 A 0 A_GiveInventory("ComboCoolDown", 1)
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 1
		Goto AfterMelee
	CrossPunch:
	    TNT1 A 2 ACS_ExecuteAlways(742)
	    ML2F A 0 A_PlaySoundEX("basicmelee/miss", 5)
		ML6F AB 1 
		ML1F D 0
		ML6F D 1 A_CustomPunch(10,0,0,"BasicMeleePuff",90)
		Goto CrossPunchA
	CrossPunchA:
		ML6F CBA 1
		TNT1 A 0 A_TakeInventory("MelPrimaryCombo", 99)
		TNT1 A 0 A_GiveInventory("MelMachCombo", 1)
		TNT1 A 0 A_GiveInventory("ComboCoolDown", 1)
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 1
		Goto AfterMelee
	CrossDuo:
	    TNT1 A 1
	    ML2F A 0 A_PlaySoundEX("basicmelee/miss", 5)
		ML2F A 0 ACS_ExecuteAlways(741)
		ML7F AB 1 
		ML1F D 0
		ML7F D 1 A_CustomPunch(10,0,0,"BasicMeleePuff",90)
		Goto CrossDuoA
	CrossDuoA:
		ML7F CBA 1
		TNT1 A 0 A_TakeInventory("MelPrimaryCombo", 99)
		TNT1 A 0 A_GiveInventory("MelMachCombo", 1)
		TNT1 A 0 A_GiveInventory("ComboCoolDown", 1)
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 1
		Goto AfterMelee
	RapidFireFinish:
	    TNT1 A 1 ACS_ExecuteAlways(741)
	    ML2F A 0 A_PlaySoundEX("strongmelee/miss", 5)
		ML8F ABD 1 
		ML1F D 0
		ML8F E 2 A_CustomPunch(11,0,0,"StrongMeleePuff",90)
		Goto RapidFireFinishA
	RapidFireFinishA:
		ML8F DCBA 1
		TNT1 A 0 A_TakeInventory("MelPrimaryCombo", 99)
		TNT1 A 0 A_GiveInventory("MelMachCombo", 1)
		TNT1 A 0 A_GiveInventory("ComboCoolDown", 1)
		TNT1 AAAAAAAAA 1 A_WeaponReady
		TNT1 A 0 A_TakeInventory("MelAlternateCombo", 99)
		TNT1 A 2
		Goto AfterMelee
	AltFire:
	    TNT1 A 0
	    ML1F A 0 A_JumpIfInventory("MelAlternateCombo",4,"StingrayFinisher")
		ML1F A 0 A_JumpIfInventory("MelAlternateCombo",2,"ViperFinisher")
		ML1F A 0 A_JumpIfInventory("MelAlternateCombo",1,"UpperKick")
	    ML1F A 0 A_JumpIfInventory("MelPrimaryCombo",3,"AzureKnee")
	    ML1F A 0 A_JumpIfInventory("MelPrimaryCombo",2,"StreetSweeperFinisher")
		ML1F A 0 A_PlaySoundEX("basicmelee/miss", 5)
	    MK4F ABC 1
		ML1F D 0
		MK4F D 1 A_CustomPunch(8,0,0,"BasicMeleePuff",90)
		Goto AltFireA
	AltFireBerserk:
		MK4F D 1 A_CustomPunch(8,0,0,"BasicMeleePuff",90)
		Goto AltFireA
	AltFireA:
		MK4F EFGH 1
		TNT1 A 0 A_GiveInventory("MelAlternateCombo", 1)
		TNT1 A 0 A_GiveInventory("ComboCoolDown", 1)
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 1
		Goto AfterMelee
    UpperKick:
	    TNT1 A 3
	    ML2F A 0 A_PlaySoundEX("basicmelee/miss", 5)
		ML2F A 0 ACS_ExecuteAlways(742)
	    MK5F ABC 1
		ML1F D 0
		MK5F D 2 A_CustomPunch(10,0,0,"BasicMeleePuff",90)
		Goto UpperKickA
	UpperKickBerserk:
		MK5F D 1 A_CustomPunch(14,0,0,"BasicMeleePuff",90)
		Goto UpperKickA
	UpperKickA:
		MK5F EFG 1
		TNT1 A 0 A_GiveInventory("MelAlternateCombo", 1)
		TNT1 A 0 A_GiveInventory("ComboCoolDown", 1)
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 1
		Goto AfterMelee
    ViperFinisher:
	    TNT1 A 2 ACS_ExecuteAlways(741)
	    ML2F A 0 A_PlaySoundEX("strongmelee/miss", 5)
	    MK6F AB 1
		ML1F D 0
		MK3F E 0 A_CustomPunch(7,0,0,"BlankMeleePuff",90)
		MK3F E 0 A_CustomPunch(7,0,0,"BlankMeleePuff",90)
		MK3F E 0 A_CustomPunch(7,0,0,"BlankMeleePuff",90)
		MK6F C 1 A_CustomPunch(10,0,0,"HardKickPuff",90)
		Goto ViperFinisherA
	ViperFinisherA:
		MK6F DEF 1
		TNT1 A 4
		Goto AfterMelee
	StreetSweeperFinisher:
	    TNT1 A 4 ACS_ExecuteAlways(741)
	    ML2F A 0 A_PlaySoundEX("strongmelee/miss", 5)
		MK1F ABC 1
		ML1F D 0
		MK3F E 0 A_CustomPunch(7,0,0,"BlankMeleePuff",90)
		MK3F E 0 A_CustomPunch(7,0,0,"BlankMeleePuff",90)
		MK3F E 0 A_CustomPunch(7,0,0,"BlankMeleePuff",90)
		MK1F D 1 A_CustomPunch(11,0,0,"HardKickPuff",90)
		Goto StreetSweeperFinisherA
	StreetSweeperFinisherA:
		MK1F EFGHI 1
		TNT1 A 1
		Goto AfterMelee
	AzureKnee:
	    TNT1 A 2
	    ML2F A 0 A_PlaySoundEX("basicmelee/miss", 5)
		ML2F A 0 ACS_ExecuteAlways(742)
		MK2F ABC 1
		ML1F D 0 A_JumpIfInventory("PowerStrength",1,"AzureKneeBerserk")
		MK2F D 1 A_CustomPunch(10,0,0,"BasicMeleePuff",70)
		Goto AzureKneeA
	AzureKneeBerserk:
		MK2F D 1 A_CustomPunch(11,0,0,"BasicMeleePuff",70)
		Goto AzureKneeA
	AzureKneeA:
		MK2F CBA 1
		TNT1 A 0 A_GiveInventory("MelAlternateCombo", 4)
		TNT1 A 0 A_GiveInventory("ComboCoolDown", 1)
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeMelee")
	    TNT1 A 1 A_WeaponReady
		TNT1 A 2
		Goto AfterMelee
	StingRayFinisher:
	    TNT1 A 3 ACS_ExecuteAlways(741)
		ML2F A 0 A_PlaySoundEX("strongmelee/miss", 5)
		MK3F ABCD 1
		ML1F D 0
		MK3F E 0 A_CustomPunch(10,0,0,"BlankMeleePuff",90)
		MK3F E 0 A_CustomPunch(10,0,0,"BlankMeleePuff",90)
		MK3F E 0 A_CustomPunch(10,0,0,"BlankMeleePuff",90)
		MK3F E 1 A_CustomPunch(13,0,0,"HardKickPuff",90)
		Goto StingRayFinisherA
	StingRayFinisherA:
		MK3F FGHI 1		
		TNT1 A 0 A_TakeInventory("MelPrimaryCombo", 99)
		TNT1 A 0 A_TakeInventory("MelAlternateCombo", 99)
		TNT1 A 0 A_TakeInventory("MelMachCombo", 99)
		TNT1 A 2 A_WeaponReady
		Goto AfterMelee 
	AfterMelee:
		TNT1 A 0 A_TakeInventory("MelPrimaryCombo", 99)
		TNT1 A 0 A_TakeInventory("MelAlternateCombo", 99)
		TNT1 A 0 A_TakeInventory("MelMachCombo", 99)
		TNT1 A 0 A_TakeInventory("ComboCoolDown", 99)
	    MLED EDCBA 1
		MLEG A 1
		Goto Ready
		SPMeleeMelee:
		MLED ABCDE 1 
		TNT1 A 5 A_WeaponReady
		Goto AfterMelee
		Goto Ready
Jetpack:
SABS A 1 A_TakeInventory("CyborgFuel",1)
SABS AAAA 1 A_WeaponReady
SABS A 0 SetPlayerProperty(0, 0, 3)
Goto Ready
Dashcheck:
MLEG A 0 A_TakeInventory("CyborgDashcheck",1)
MLEG A 1 A_JumpIf(z-floorz>8,"Ready")
MLEG A 0 A_JumpIfInventory("CreeperStunCheck",1,"Jetpack")
MLEG A 1 A_JumpIfInventory("MelDashAmmo", 2, "Dash")//4
Goto Ready
Dash:
MLEG A 0 A_GiveInventory("UsedFuel", 1)
MLEG A 0 A_PlaySoundEx("MELDSH","Item")
MLEG A 0 SetPlayerProperty(0, 0, 3)
MLEG A 0 A_Stop
MLEG A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==1,"Dashforward")
MLEG A 0 A_Stop
MLEG A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==2,"Dashback")
MLEG A 0 A_Stop
MLEG A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==3,"Dashleft")
MLEG A 0 A_Stop
MLEG A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==4,"Dashright")
/*TNT1 A 0 A_JumpIfInventory("CyborgFuel", 5, "Jetpack")
TNT1 A 0 A_JumpIfInventory("CyborgFuel", 4, "Jetpack")
TNT1 A 0 A_JumpIfInventory("CyborgFuel", 3, "Jetpack")
TNT1 A 0 A_JumpIfInventory("CyborgFuel", 2, "Jetpack")
TNT1 A 0 A_JumpIfInventory("CyborgFuel", 1, "Jetpack")
TNT1 A 0 A_JumpIfInventory("CyborgFuel", 0, "Jetpack")*/
Goto Dashupward
Dashupward:
MLEG A 0 SetPlayerProperty(0, 1, 0)
//MLEG A 0 A_ChangeFlag("NODAMAGE",1)
MLEG A 0 A_TakeInventory("MelDashAmmo",4)//6//4
MLEG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
MLEG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
MLEG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
MLEG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
MLEG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
MLEG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
MLEG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
MLEG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
MLEG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0)
MLEG A 0 SetPlayerProperty(0, 0, 0)
//MLEG A 0 A_ChangeFlag("NODAMAGE",0)
MLEG A 0 A_TakeInventory("CyborgDashcheck",1)
MLEG A 0 A_GiveInventory("CyborgNoFire",1)
Goto Ready
Dashforward:
MLEG A 0 offset(5,32) SetPlayerProperty(0, 1, 0)
//MLEG A 0 A_ChangeFlag("NODAMAGE",1)
MLEG A 0 A_TakeInventory("MelDashAmmo",2)
MLEG A 1 offset(10,36)
MLEG A 1 offset(15,40)
MLEG A 1 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
MLEG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0)
MLEG A 1 offset(20,44)
MLEG A 1 offset(25,48)
MLEG A 1 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
MLEG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0)
MLEG A 1 offset(30,52)
MLEG A 1 offset(35,56)
MLEG A 1 offset(40,60)
MLEG A 1 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
MLEG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0)
MLEG A 1 offset(45,64)
MLEG A 1 offset(50,68)
MLEG A 1 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
MLEG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0)
MLEG A 1 offset(55,72)
MLEG A 1 offset(60,76)
MLEG A 1 offset(65,80)
MLEG A 0 SetPlayerProperty(0, 0, 0)
//MLEG A 0 A_ChangeFlag("NODAMAGE",0)
MLEG A 1 offset(65,80)
MLEG A 1 offset(60,76)
MLEG A 1 offset(55,72)
MLEG A 1 offset(50,68) 
MLEG A 1 offset(45,64)
MLEG A 1 offset(40,60)
MLEG A 1 offset(35,56) 
MLEG A 1 offset(30,52)
MLEG A 1 offset(25,48)
MLEG A 1 offset(20,44) 
MLEG A 1 offset(15,40)
MLEG A 1 offset(10,36)
MLEG A 1 offset(5,32)
MLEG A 1 offset(0,32)
MLEG A 0 A_TakeInventory("CyborgDashcheck",1)
Goto Ready
Dashback:
MLEG A 0 offset(-2,32) SetPlayerProperty(0, 1, 0)
//MLEG A 0 A_ChangeFlag("NODAMAGE",1)
MLEG A 0 A_TakeInventory("MelDashAmmo",2)
MLEG A 1 offset(-4,36)
MLEG A 1 offset(-14,56)
MLEG A 1 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
MLEG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
MLEG A 1 offset(-6,40)
MLEG A 1 offset(-8,44)
MLEG A 1 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
MLEG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0)
MLEG A 1 offset(-10,48)
MLEG A 1 offset(-12,52)
MLEG A 1 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
MLEG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0)
MLEG A 1 offset(-14,56) 
MLEG A 1 offset(-16,60)
MLEG A 1 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
MLEG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0)
MLEG A 1 offset(-18,64)
MLEG A 1 offset(-20,68)
MLEG A 1 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
MLEG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0)
MLEG A 1 offset(-22,72)
MLEG A 1 offset(-24,76)
MLEG A 1 offset(-26,80)
MLEG A 0 SetPlayerProperty(0, 0, 0)
//MLEG A 0 A_ChangeFlag("NODAMAGE",0)
MLEG A 1 offset(-26,80)
MLEG A 1 offset(-24,76)
MLEG A 1 offset(-22,72)
MLEG A 1 offset(-20,68) 
MLEG A 1 offset(-18,64)
MLEG A 1 offset(-16,60)
MLEG A 1 offset(-14,56) 
MLEG A 1 offset(-12,52)
MLEG A 1 offset(-10,48)
MLEG A 1 offset(-8,44) 
MLEG A 1 offset(-6,40)
MLEG A 1 offset(-4,36)
MLEG A 1 offset(-2,32)
MLEG A 1 offset(0,32)
MLEG A 0 A_TakeInventory("CyborgDashcheck",1)
Goto Ready
Dashleft:
MLEG A 0 offset(6,32) SetPlayerProperty(0, 1, 0)
//MLEG A 0 A_ChangeFlag("NODAMAGE",1)
MLEG A 0 A_TakeInventory("MelDashAmmo",2)
MLEG A 1 offset(12,36)
MLEG A 1 offset(18,40)
MLEG A 1 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
MLEG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0)
MLEG A 1 offset(24,44)
MLEG A 1 offset(30,48)
MLEG A 1 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
MLEG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0)
MLEG A 1 offset(36,52)
MLEG A 1 offset(42,56)
MLEG A 1 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
MLEG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0)
MLEG A 1 offset(48,60)
MLEG A 1 offset(54,64)
MLEG A 1 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
MLEG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0)
MLEG A 1 offset(60,68)
MLEG A 1 offset(66,72)
MLEG A 1 offset(72,76)
MLEG A 1 offset(78,80) 
MLEG A 0 SetPlayerProperty(0, 0, 0)
//MLEG A 0 A_ChangeFlag("NODAMAGE",0)
MLEG A 1 offset(78,80)
MLEG A 1 offset(72,76)
MLEG A 1 offset(66,72)
MLEG A 1 offset(60,68) 
MLEG A 1 offset(54,64)
MLEG A 1 offset(48,60)
MLEG A 1 offset(42,56) 
MLEG A 1 offset(36,52)
MLEG A 1 offset(30,48)
MLEG A 1 offset(24,44) 
MLEG A 1 offset(18,40)
MLEG A 1 offset(12,36)
MLEG A 1 offset(6,32)
MLEG A 1 offset(0,32)
MLEG A 0 A_TakeInventory("CyborgDashcheck",1)
Goto Ready
Dashright:
MLEG A 0 offset(-4,32) SetPlayerProperty(0, 1, 0)
//MLEG A 0 A_ChangeFlag("NODAMAGE",1)
MLEG A 0 A_TakeInventory("MelDashAmmo",2) 
MLEG A 1 offset(-8,36)
MLEG A 1 offset(-12,40)
MLEG A 1 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
MLEG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0)
MLEG A 1 offset(-16,44)
MLEG A 1 offset(-20,48)
MLEG A 1 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
MLEG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0)
MLEG A 1 offset(-24,52)
MLEG A 1 offset(-28,56)
MLEG A 1 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
MLEG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0)
MLEG A 1 offset(-32,60)
MLEG A 1 offset(-36,64)
MLEG A 1 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
MLEG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0)
MLEG A 1 offset(-40,68) 
MLEG A 1 offset(-44,72)
MLEG A 1 offset(-48,76)
MLEG A 1 offset(-52,80) 
MLEG A 0 SetPlayerProperty(0, 0, 0)
//MLEG A 0 A_ChangeFlag("NODAMAGE",0)
MLEG A 1 offset(-52,80)
MLEG A 1 offset(-48,76)
MLEG A 1 offset(-44,72)
MLEG A 1 offset(-40,68) 
MLEG A 1 offset(-36,64)
MLEG A 1 offset(-32,60)
MLEG A 1 offset(-28,56) 
MLEG A 1 offset(-24,52)
MLEG A 1 offset(-20,48)
MLEG A 1 offset(-16,44) 
MLEG A 1 offset(-12,40)
MLEG A 1 offset(-8,36)
MLEG A 1 offset(-4,32)
MLEG A 1 offset(0,32)
MLEG A 0 A_TakeInventory("CyborgDashcheck",1)
Goto Ready
}
}


ACTOR MelPrimaryCombo : Inventory
{
   Inventory.MaxAmount 99
   Inventory.Icon TNT1A0
}

ACTOR MelAlternateCombo : Inventory
{
   Inventory.MaxAmount 99
   Inventory.Icon TNT1A0
}

ACTOR MelMachCombo : Inventory
{
   Inventory.MaxAmount 99
   Inventory.Icon TNT1A0
}

ACTOR MeleePressed : Inventory
{
   Inventory.MaxAmount 99
   Inventory.Icon TNT1A0
}

//This is used to switch weapons without weird graphic stuff happening.
ACTOR ComboCooldown: Inventory
{
   Inventory.MaxAmount 99
   Inventory.Icon TNT1A0
}

ACTOR BasicMeleePuff
{ 
   ActiveSound ""
   AttackSound "basicmelee/wall"
   SeeSound "basicmelee/contact"
   DamageType Melee
   	Height 4
	Radius 12
   +NOGRAVITY
   +NOEXTREMEDEATH
   +PUFFONACTORS
   +PUFFGETSOWNER
   +CLIENTSIDEONLY
   Decal "none"
   States
   {
   Spawn:
   		TNT1 A 0
    	TNT1 A 1
    	stop
  	Crash:
	  	TNT1 A 0
	  	TNT1 A 1
	  	stop
  	Melee:
	  	TNT1 A 0
	  	TNT1 A 1
	  	stop
	XDeath:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		TNT1 A 1
		Stop
   }
}

ACTOR HardKickPuff
{ 
   ActiveSound ""
   AttackSound "basicmelee/wall"
   SeeSound "Valmet/KickThing"
   DamageType Melee
   	Height 4
	Radius 12
   +NOGRAVITY
   +NOEXTREMEDEATH
   +PUFFONACTORS
   +PUFFGETSOWNER
   +CLIENTSIDEONLY
   Decal "none"
   States
   {
   Spawn:
   		TNT1 A 0
    	TNT1 A 1
    	stop
  	Crash:
	  	TNT1 A 0
	  	TNT1 A 1
	  	stop
  	Melee:
	  	TNT1 A 0
	  	TNT1 A 1
	  	stop
	XDeath:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		TNT1 A 1
		Stop
   }
}

ACTOR StrongMeleePuff
{ 
   ActiveSound ""
   AttackSound "strongmelee/wall"
   SeeSound "strongmelee/contact"
   Height 4
   Radius 12
   +NOGRAVITY
   +NOEXTREMEDEATH
   +PUFFONACTORS
   +PUFFGETSOWNER
   +CLIENTSIDEONLY
   Decal "none"
   States
   {
   Spawn:
   		TNT1 A 0
    	TNT1 A 1
    	stop
  	Crash:
	  	TNT1 A 0
	  	TNT1 A 1
	  	stop
  	Melee:
	  	TNT1 A 0
	  	TNT1 A 1
	  	stop
	XDeath:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		TNT1 A 1
		Stop
   }
}

ACTOR UppercutMeleePuff
{ 
   ActiveSound ""
   AttackSound "strongmelee/wall"
   SeeSound "uppercutmelee/contact"
   	Height 4
	Radius 12
   +NOGRAVITY
   +NOEXTREMEDEATH
   +PUFFONACTORS
   +PUFFGETSOWNER
   +CLIENTSIDEONLY
   DamageType Melee
   DamageType Uppercut
   Decal "none"
   States
   {
   Spawn:
   		TNT1 A 0
    	TNT1 A 1
    	stop
  	Crash:
	  	TNT1 A 0
	  	TNT1 A 1
	  	stop
  	Melee:
	  	TNT1 A 0
	  	TNT1 A 1
	  	stop
	XDeath:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		TNT1 A 1
		Stop
   }
}

ACTOR BlankMeleePuff
{ 
   ActiveSound ""
   AttackSound ""
   SeeSound ""
   +NOGRAVITY
   +NOEXTREMEDEATH
   +PUFFONACTORS
   +PUFFGETSOWNER
   +CLIENTSIDEONLY
   	Height 4
	Radius 12
   Decal "none"
   States
   {
   Spawn:
   		TNT1 A 0
    	TNT1 A 1
    	stop
  	Crash:
	  	TNT1 A 0
	  	TNT1 A 1
	  	stop
  	Melee:
	  	TNT1 A 0
	  	TNT1 A 1
	  	stop
	XDeath:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		TNT1 A 1
		Stop
   }
}

ACTOR MelDashAmmo : Ammo
{
+INVENTORY.IGNORESKILL
  Inventory.PickupMessage "Fuel charge!"
  Inventory.Amount 20
  Inventory.MaxAmount 20
  Ammo.BackpackAmount 20
  Ammo.BackpackMaxAmount 20
  Inventory.Icon "CFX3H0"
  States
  {
  Spawn:
    CELL A -1
    Stop
  }
}

//===========================================================================
//
// "Dahlia" Custom Concealable Weapon
//
// by Scroton and Marty Kirra
// Sprites by Marty Kirra
// Arrow Voxels by Voxelbro
//
//===========================================================================
ACTOR MelDahliaCrossbow : Weapon
{
	Weapon.Kickback 450
	Weapon.AmmoType	"DahliaNormalAmmo"
	Weapon.AmmoType2 "MelDashAmmo"
	Weapon.AmmoGive	10
	Weapon.Ammouse 1
	Inventory.icon "TNT1A0"
	//Weapon.BobStyle Alpha
	//Weapon.BobSpeed 2.0
	//Weapon.BobRangeY 0.6
	//Weapon.BobRangeX 0.4
	Inventory.PickupMessage "[''Dahlia'' Custom Concealable Weapon] [Class: Bow, Slot 3]"
	Decal BulletChip
	Obituary "%o was taken out from the shadows by %k's crossbow."
	+Weapon.AMMO_OPTIONAL
	+NOEXTREMEDEATH
	+WEAPON.NoAlert
   States
   {
   Spawn:
	  DCBP A -1
	  Stop
     Ready:
	  DCBG A 0 A_JumpIfInventory("CyborgDashcheck",1,"Dashcheck")
      TNT1 A 0 A_JumpIfInventory("DahliaFired", 1, "ReadyEmpty")
	  TNT1 A 0 A_JumpIfInventory("DahliaRust", 1, "ReadyRust")
      TNT1 A 0 A_JumpIfNoAmmo("ReadyRust")
      DCBG A 1 A_WeaponReady
      LOOP
   ReadyEmpty:
      DCBE A 1 A_WeaponReady
	  Loop
   ReadyRust:
      RCBG A 1 A_WeaponReady
	  Loop
   Deselect:
      TNT1 A 0 A_PlaySound("dahlia/down", 5)
	  TNT1 A 0 A_JumpIfInventory("DahliaRust", 1, "EmptyDeselect")
	  TNT1 A 0 A_JumpIfNoAmmo("EmptyDeselect")
	  DCBD ABCD 1 
   DeselectLoop:
	  TNT1 A 4 A_Lower
      Loop
   EmptyDeselect:
      RCBD ABCD 1 
   EmptyDeselectLoop:
      TNT1 A 4 A_Lower
      Loop
   Select:
      TNT1 A 0 A_PlaySound("dahlia/up", 6)
      TNT1 A 4 SetPlayerProperty(0,1,2)
	  TNT1 A 0 A_JumpIfInventory("DahliaRust", 1, "EmptySelect")
	  TNT1 A 0 A_JumpIfNoAmmo("EmptySelect")
      DCBU ABCD 1
   SelectLoop:
	  DCBG A 1 A_Raise
	  Loop
   EmptySelect:
      RCBU ABCD 1 
   EmptySelectLoop:
      RCBG A 1 A_Raise
	  Loop
   Fire:
      DCBG A 0 A_JumpIfInventory("DahliaFired", 1, "Reload")
	  DCBG A 0 A_JumpIfInventory("DahliaRust", 1, "FireRust")
	  DCBG A 0 A_JumpIfInventory("DahliaNormalAmmo", 1, "Fire2")
   FireRust:
      RCBG A 2
	  TNT1 A 0 A_SetPitch(pitch - 0.5)
	  TNT1 A 0 A_SetAngle(angle + (random(-1,3)/10))
	  TNT1 A 0 A_PlaySound("dahlia/firerust", 5)
      Goto FireDMRust
	FireDMRust:
	  DCBF A 1 A_FireCustomMissile("CrossbowBoltRust",0,1)
	  Goto FireFinishRust
	FireFinishRust:
	  TNT1 A 0 A_GiveInventory("DahliaFired", 1)
	  DCBF BCDDDDCBA 1
	  DCBE A 1
      Goto Reload
    Fire2:
      DCBG A 2
	  TNT1 A 0 A_SetPitch(pitch - 0.5)
	  TNT1 A 0 A_SetAngle(angle + (random(-1,3)/10))
	  TNT1 A 0 A_PlaySound("dahlia/fire", 5)
	  Goto FireDM
	FireDM:
	  DCBF A 1 A_FireCustomMissile("CrossbowBoltBlue",0,1)
	  Goto FireFinish
	FireFinish:
	  TNT1 A 0 A_GiveInventory("DahliaFired", 1)
	  DCBF BCDDDDCBA 1
	  DCBE A 1
      Goto Reload
   Reload:
	  TNT1 A 0 A_JumpIfInventory("DahliaFired", 1, "ReloadCheck")
      Goto Ready
   ReloadCheck:
	  TNT1 A 0 A_JumpIfInventory("DahliaNormalAmmo", 1, "ReloadStart")
	  TNT1 A 0 A_PlaySound("dahlia/load", 6)
	  TNT1 A 0 A_PlaySound("dahlia/load", 6)
	  TNT1 A 0 A_GiveInventory("DahliaRust", 1)
	  DCBE A 4
	  DCBR ABCDDDDDDDDDDDDDDDDDDDEEFFGGHHHHHHHIIIIIIIIII 1
	  TNT1 A 0 A_TakeInventory("DahliaFired", 99)
	  RCBU ABCD 1
	  RCBG A 3
      Goto Ready
   ReloadStart:
	  TNT1 A 0 A_PlaySound("dahlia/load", 6)
	  TNT1 A 0 A_PlaySound("dahlia/load", 6)
	  TNT1 A 0 A_TakeInventory("DahliaRust", 1)
	  DCBE A 4
	  DCBR ABCDDDDDDDDDDDDDDDEEFFGGHHHHHHHIIIII 1
	  TNT1 A 0 A_TakeInventory("DahliaFired", 99)
	  DCBU ABCD 1
	  DCBG A 3
	  Goto Ready	  
	  Jetpack:
DCBG A 1 A_TakeInventory("CyborgFuel",1)
DCBG AAAA 1 A_WeaponReady
DCBG A 0 SetPlayerProperty(0, 0, 3)
Goto Ready
Dashcheck:
DCBG A 0 A_TakeInventory("CyborgDashcheck",1)
DCBG A 1 A_JumpIf(z-floorz>8,"Ready")
DCBG A 0 A_JumpIfInventory("CreeperStunCheck",1,"Jetpack")
DCBG A 1 A_JumpIfInventory("MelDashAmmo", 2, "Dash")//4
Goto Ready
Dash:
DCBG A 0 A_GiveInventory("UsedFuel", 1)
DCBG A 0 A_PlaySoundEx("MELDSH","Item")
DCBG A 0 SetPlayerProperty(0, 0, 3)
DCBG A 0 A_Stop
DCBG A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==1,"Dashforward")
DCBG A 0 A_Stop
DCBG A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==2,"Dashback")
DCBG A 0 A_Stop
DCBG A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==3,"Dashleft")
DCBG A 0 A_Stop
DCBG A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==4,"Dashright")
/*TNT1 A 0 A_JumpIfInventory("CyborgFuel", 5, "Jetpack")
TNT1 A 0 A_JumpIfInventory("CyborgFuel", 4, "Jetpack")
TNT1 A 0 A_JumpIfInventory("CyborgFuel", 3, "Jetpack")
TNT1 A 0 A_JumpIfInventory("CyborgFuel", 2, "Jetpack")
TNT1 A 0 A_JumpIfInventory("CyborgFuel", 1, "Jetpack")
TNT1 A 0 A_JumpIfInventory("CyborgFuel", 0, "Jetpack")*/
Goto Dashupward
Dashupward:
DCBG A 0 SetPlayerProperty(0, 1, 0)
//DCBG A 0 A_ChangeFlag("NODAMAGE",1)
DCBG A 0 A_TakeInventory("MelDashAmmo",4)//6//4
DCBG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
DCBG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
DCBG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
DCBG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
DCBG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
DCBG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
DCBG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
DCBG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
DCBG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0)
DCBG A 0 SetPlayerProperty(0, 0, 0)
//DCBG A 0 A_ChangeFlag("NODAMAGE",0)
DCBG A 0 A_TakeInventory("CyborgDashcheck",1)
DCBG A 0 A_GiveInventory("CyborgNoFire",1)
Goto Ready
Dashforward:
DCBG A 0 offset(5,32) SetPlayerProperty(0, 1, 0)
//DCBG A 0 A_ChangeFlag("NODAMAGE",1)
DCBG A 0 A_TakeInventory("MelDashAmmo",2)
DCBG A 1 offset(10,36)
DCBG A 1 offset(15,40)
DCBG A 1 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
DCBG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0)
DCBG A 1 offset(20,44)
DCBG A 1 offset(25,48)
DCBG A 1 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
DCBG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0)
DCBG A 1 offset(30,52)
DCBG A 1 offset(35,56)
DCBG A 1 offset(40,60)
DCBG A 1 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
DCBG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0)
DCBG A 1 offset(45,64)
DCBG A 1 offset(50,68)
DCBG A 1 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
DCBG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0)
DCBG A 1 offset(55,72)
DCBG A 1 offset(60,76)
DCBG A 1 offset(65,80)
DCBG A 0 SetPlayerProperty(0, 0, 0)
//DCBG A 0 A_ChangeFlag("NODAMAGE",0)
DCBG A 1 offset(65,80)
DCBG A 1 offset(60,76)
DCBG A 1 offset(55,72)
DCBG A 1 offset(50,68) 
DCBG A 1 offset(45,64)
DCBG A 1 offset(40,60)
DCBG A 1 offset(35,56) 
DCBG A 1 offset(30,52)
DCBG A 1 offset(25,48)
DCBG A 1 offset(20,44) 
DCBG A 1 offset(15,40)
DCBG A 1 offset(10,36)
DCBG A 1 offset(5,32)
DCBG A 1 offset(0,32)
DCBG A 0 A_TakeInventory("CyborgDashcheck",1)
Goto Ready
Dashback:
DCBG A 0 offset(-2,32) SetPlayerProperty(0, 1, 0)
//DCBG A 0 A_ChangeFlag("NODAMAGE",1)
DCBG A 0 A_TakeInventory("MelDashAmmo",2)
DCBG A 1 offset(-4,36)
DCBG A 1 offset(-14,56)
DCBG A 1 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
DCBG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
DCBG A 1 offset(-6,40)
DCBG A 1 offset(-8,44)
DCBG A 1 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
DCBG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0)
DCBG A 1 offset(-10,48)
DCBG A 1 offset(-12,52)
DCBG A 1 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
DCBG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0)
DCBG A 1 offset(-14,56) 
DCBG A 1 offset(-16,60)
DCBG A 1 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
DCBG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0)
DCBG A 1 offset(-18,64)
DCBG A 1 offset(-20,68)
DCBG A 1 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
DCBG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0)
DCBG A 1 offset(-22,72)
DCBG A 1 offset(-24,76)
DCBG A 1 offset(-26,80)
DCBG A 0 SetPlayerProperty(0, 0, 0)
//DCBG A 0 A_ChangeFlag("NODAMAGE",0)
DCBG A 1 offset(-26,80)
DCBG A 1 offset(-24,76)
DCBG A 1 offset(-22,72)
DCBG A 1 offset(-20,68) 
DCBG A 1 offset(-18,64)
DCBG A 1 offset(-16,60)
DCBG A 1 offset(-14,56) 
DCBG A 1 offset(-12,52)
DCBG A 1 offset(-10,48)
DCBG A 1 offset(-8,44) 
DCBG A 1 offset(-6,40)
DCBG A 1 offset(-4,36)
DCBG A 1 offset(-2,32)
DCBG A 1 offset(0,32)
DCBG A 0 A_TakeInventory("CyborgDashcheck",1)
Goto Ready
Dashleft:
DCBG A 0 offset(6,32) SetPlayerProperty(0, 1, 0)
//DCBG A 0 A_ChangeFlag("NODAMAGE",1)
DCBG A 0 A_TakeInventory("MelDashAmmo",2)
DCBG A 1 offset(12,36)
DCBG A 1 offset(18,40)
DCBG A 1 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
DCBG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0)
DCBG A 1 offset(24,44)
DCBG A 1 offset(30,48)
DCBG A 1 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
DCBG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0)
DCBG A 1 offset(36,52)
DCBG A 1 offset(42,56)
DCBG A 1 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
DCBG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0)
DCBG A 1 offset(48,60)
DCBG A 1 offset(54,64)
DCBG A 1 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
DCBG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0)
DCBG A 1 offset(60,68)
DCBG A 1 offset(66,72)
DCBG A 1 offset(72,76)
DCBG A 1 offset(78,80) 
DCBG A 0 SetPlayerProperty(0, 0, 0)
//DCBG A 0 A_ChangeFlag("NODAMAGE",0)
DCBG A 1 offset(78,80)
DCBG A 1 offset(72,76)
DCBG A 1 offset(66,72)
DCBG A 1 offset(60,68) 
DCBG A 1 offset(54,64)
DCBG A 1 offset(48,60)
DCBG A 1 offset(42,56) 
DCBG A 1 offset(36,52)
DCBG A 1 offset(30,48)
DCBG A 1 offset(24,44) 
DCBG A 1 offset(18,40)
DCBG A 1 offset(12,36)
DCBG A 1 offset(6,32)
DCBG A 1 offset(0,32)
DCBG A 0 A_TakeInventory("CyborgDashcheck",1)
Goto Ready
Dashright:
DCBG A 0 offset(-4,32) SetPlayerProperty(0, 1, 0)
//DCBG A 0 A_ChangeFlag("NODAMAGE",1)
DCBG A 0 A_TakeInventory("MelDashAmmo",2) 
DCBG A 1 offset(-8,36)
DCBG A 1 offset(-12,40)
DCBG A 1 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
DCBG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0)
DCBG A 1 offset(-16,44)
DCBG A 1 offset(-20,48)
DCBG A 1 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
DCBG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0)
DCBG A 1 offset(-24,52)
DCBG A 1 offset(-28,56)
DCBG A 1 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
DCBG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0)
DCBG A 1 offset(-32,60)
DCBG A 1 offset(-36,64)
DCBG A 1 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0) 
DCBG A 0 A_SpawnItemEx("MelAfterImage", -32, 0, 8, 0, 0, 0, 0, 128, 0)
DCBG A 1 offset(-40,68) 
DCBG A 1 offset(-44,72)
DCBG A 1 offset(-48,76)
DCBG A 1 offset(-52,80) 
DCBG A 0 SetPlayerProperty(0, 0, 0)
//DCBG A 0 A_ChangeFlag("NODAMAGE",0)
DCBG A 1 offset(-52,80)
DCBG A 1 offset(-48,76)
DCBG A 1 offset(-44,72)
DCBG A 1 offset(-40,68) 
DCBG A 1 offset(-36,64)
DCBG A 1 offset(-32,60)
DCBG A 1 offset(-28,56) 
DCBG A 1 offset(-24,52)
DCBG A 1 offset(-20,48)
DCBG A 1 offset(-16,44) 
DCBG A 1 offset(-12,40)
DCBG A 1 offset(-8,36)
DCBG A 1 offset(-4,32)
DCBG A 1 offset(0,32)
DCBG A 0 A_TakeInventory("CyborgDashcheck",1)
Goto Ready
}
}


ACTOR DahliaFired : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR DahliaNormalMode : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR DahliaRust : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR DahliaNormalAmmo : Ammo
{
	Inventory.Amount 20
	Inventory.MaxAmount 20
	Ammo.BackpackAmount 20
	Ammo.BackpackMaxAmount 20
	Inventory.Icon "DCBAA0"
	Inventory.PickupMessage "Picked up a box of crossbow bolts. [+10 Crossbow Bolts]"
	Inventory.PickupSound "dahlia/normalammo"
	States
	{
	Spawn:
		DCBA A -1
		Stop
	}
}

ACTOR CrossbowBoltBlue : FastProjectile //The second crossbow voxel voxelbro made; to edit the scale look in voxeldef
{
   Radius 3
   Height 3
   Speed 250
   Damage 6
   Damagetype "AntiAirBolt"
   PROJECTILE
   +BLOODSPLATTER
   +RIPPER
   +NOEXTREMEDEATH
   States
   {
   Spawn:
      ARWP A 1
      Loop
   Death:
      ARWP A 1 A_PlaySound("dahlia/impact", 5)
	  ARWP A 1 A_ChangeFlag("NOINTERACTION",1)
      Goto Death2
   Death2:
      ARWP A 0
      Stop
   XdeathUnused:
      TNT1 A 0 A_PlaySound("dahlia/impactenemy", 5)
	  stop
   }
}

Actor CrossbowBoltRust : CrossbowBoltBlue
{
   Damage 5
   States
   {
   Spawn:
      ARWR A 1
      Loop
   Death:
      ARWR A 1 A_PlaySound("dahlia/impact", 5)
	  ARWR A 1 A_ChangeFlag("NOINTERACTION",1)
      Goto Death2
   Death2:
      ARWR A 0
      Stop
   XdeathUnused:
      TNT1 A 0 A_PlaySound("dahlia/impactenemy", 5)
	  stop
   }
}