Actor Renegade : PlayerPawn
{
	Mass 700
	Health 100
	Player.Maxhealth 100
	Player.StartItem "RenegadeChaingun"
	Player.WeaponSlot 1, RenegadeChaingun
	Player.StartItem "RenegadeChaingunAmmo", 150
	Player.StartItem "RenegadeAltAmmo", 60
	Player.StartItem "RenegadeAmmoAuraItem", 1
	Player.StartItem "RenegadeNodSymbolItem", 1
    Player.StartItem "SpecialAbility", 1
	Player.StartItem "IsHuman", 1
	Player.StartItem "Screamer", 0
	Player.ScoreIcon "RENEST"
	Player.DisplayName "Renegade"
	Player.SoundClass "Renegade"
	Player.ColorRange 112, 127
	Player.ForwardMove 1.1
	Player.SideMove 1.1
	DamageFactor "GhostTrap", 0.0
	Damagefactor "normal", 1.0
	Damagefactor "Grenade", 0.2
	Damagefactor "ArtilleryDamage", 0.2
	Damagefactor "minion", 0.8
	Damagefactor "MorphRipper", 0.8
	Damagefactor "FleshlingMissile", 0.8
	Damagefactor "minion2", 0.8
	Damagefactor "ZombieSlaps", 0.8
	Damagefactor "ZombieIce", 0.8
	Damagefactor "ZombiePoison", 0.8
	Damagefactor "Poison", 0.7
	Damagefactor "lava", 0.7
	damagefactor "slime", 0.7
	Damagefactor "Creepstun", 1.9
	damagefactor "RavagerBall", 1.6
	damagefactor "YureiBall", 1.5
	Damagefactor "AntiAirbolt", 0.0
	Damagefactor "Sentinel", 0.0
	Damagefactor "MechPewPews", 0.0
	Damagefactor "MacheteSlicerino", 0.0
    Damagefactor "GasterSmokeHurt", 0.0
	Damagefactor "StrifeSuit", 0.0
	LimitedToTeam 0
	PainChance 256
	+NOSKIN
	+NOICEDEATH
	+GHOST
	+QUICKTORETALIATE
	+NOTONAUTOMAP
	States
	{
	Spawn:
		RENN A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		RENN A -1 SetPlayerproperty(0,0,0)
		Loop
	See:
		RENN A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		RENN A 0 A_JumpIfHealthlower(50,"INeedHealingSee")
		RENN AB 5
		RENN A 0 A_SpawnItemEx ("MelStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
		RENN CD 5
		RENN A 0 A_SpawnItemEx ("MelStomp", 0, 0, 0, 0, 0, -20, 0,0, 0)
		Goto Spawn
	INeedHealingSee:
		RENN A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		RENN A 0 A_SpawnItemEx("INeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		RENN AB 5
		RENN A 0 A_SpawnItemEx ("MelStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
		RENN CD 5
		RENN A 0 A_SpawnItemEx ("MelStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
		Goto Spawn
	Missile:
		RENN A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		RENN E 12
	Goto Spawn
	Melee:
		RENN A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		RENN F 6 bright
	Goto Missile
	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.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)
	RENN 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)
	RENN 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)
	RENN 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:
		RENN G 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		RENN G 4 
		RENN G 4 A_Pain
		Goto Spawn
	Pain.LoonaClawing:
	TNT1 A 0 A_GiveToTarget("Health",6)
	RENN G 20 Setplayerproperty(0,1,0)
	RENN 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)
	RENN G 20 Setplayerproperty(0,1,0)
	RENN 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)
	RENN G 20 Setplayerproperty(0,1,0)
	RENN 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.Creepstun:
    RENN G 0 A_Pain
	RENN G 0 A_GiveToTarget("health",5)
	RENN G 40 Setplayerproperty(0,1,0)
	RENN G 2 Setplayerproperty(0,0,0)
		Goto Spawn
	Death.Creeper:
		RENN A 0 A_PlaySoundEx("creeperattack", "Body")
		RENN A 0 A_SpawnItemEx("CreeperPopUp",0,0,10)
		TNT1 A 0 A_GiveToTarget("GhoulAmmo",1)
		RENN A 0 A_GiveToTarget("Creeperheal",1)
		RENN A 0 ACS_ExecuteAlways(997,0,1)
		Goto DeathAnimAlt
	Death.Creepstun:
		RENN A 0 A_GiveToTarget("Unlock13",1)
		RENN A 0 A_GiveToTarget("CreepGotya",1)
		Goto DeathAnimAlt
	Death.SjasScream:
	Death.FrostbiteWind:
	Death.EmtalicSaw:
	Death.LichFire:
		RENN A 0 A_GiveToTarget("KilledJ",1)
		Goto DeathAnim
	Death:
	DeathAnim:
		RENN A 0 A_GiveToTarget("KillBeep",1)
		RENN A 0 A_TakeInventory("KilledCount",999)
		RENN A 0 A_GiveInventory("ItemDeath",1)
		RENN A 0 A_GiveToTarget("KilledMe",1)
		RENN A 0 A_GiveToTarget("KilledChexWarrior",1)
		RENN H 10
		RENN I 10 A_PlayerScream
		RENN J 10 A_NoBlocking
		RENN K 10
		RENN L -1
		Stop
	DeathAnimAlt:
		RENN A 0 A_GiveToTarget("KillIndicator",1)
		RENN A 0 A_TakeInventory("KilledCount",999)
		RENN A 0 A_GiveInventory("ItemDeath",1)
		RENN A 0 A_GiveToTarget("KilledMe",1)
		RENN A 0 A_GiveToTarget("KilledChexWarrior",1)
		RENN H 10
		RENN I 10 A_PlayerScream
		RENN J 10 A_NoBlocking
		RENN K 10
		RENN L -1
		Stop
	Death.GhoulChainSaw:
	TNT1 A 0 A_GiveToTarget("Health",50)
	TNT1 A 0 A_GiveToTarget("BearTarpsAmmo",1)
	TNT1 A 0 A_GiveToTarget("SawyerRageammo",10)
	TNT1 A 0 A_GiveToTarget("DUMMY_SawyerBloodyChainsaw", 1)
	Goto Death.Jitter
	Death.BastetClawing:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",30)
	Goto Death.Jitter
	Death.BastetClawingLightSFX:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitLight",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",30)
	Goto Death.Jitter
	Death.BastetClawingHeavySFX:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",30)
	Goto Death.Jitter
	Death.Choke:
		TNT1 A 0 A_GiveToTarget("Health",25)
		TNT1 A 0 A_GiveToTarget("ChokeCharging",40)
	Goto Death.Jitter
	Death.JusticarSpike:
		TNT1 A 0 A_GiveToTarget("Health",15)
	Goto Death.Jitter
	Death.Sinistar:
		TNT1 A 0 A_GiveToTarget("SiniPrimary",1)
	Goto Death.Jitter
	Death.MapGibber:
		TNT1 A 0 A_PlaySound("car/hit",chan_auto)
	Death.MapGibber2:
	Death.Jitter:
		RENN A 0 A_GiveToTarget("KillBeep",1)
		RENN A 0 A_GiveInventory("ItemDeath",1)
		RENN A 0 A_GiveToTarget("KilledMe",1)
		RENN A 0 A_GiveToTarget("KilledDoomguy",1)
		RENN A 0 A_GiveToTarget("Crunched",1)
		RENN 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:
		RENN A 0 A_GiveToTarget("KillIndicator",1)
		RENN A 0 A_GiveInventory("ItemDeath",1)
		RENN A 0 A_GiveToTarget("KilledMe",1)
		RENN A 0 A_GiveToTarget("KilledDoomguy",1)
		RENN A 0 A_GiveToTarget("Crunched",1)
		RENN 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:
		RENN A 0 A_GiveToTarget("KilledR",1)
		RENN A 0 A_GiveToTarget("Health",100)
		RENN A 0 ACS_ExecuteAlways(997,0,2)
		RENN A 0 A_PlaySoundEx("RavagerAttack","Body")
		RENN A 0 A_SpawnItemEx("RavagerHit",0,0,32)
		Goto DeathAnimAlt
	Death.RavagerBall:
		RENN A 0 A_GiveToTarget("RavagerGotYa",1)
		RENN A 0 A_GiveToTarget("KilledJ",1)
		Goto DeathAnimAlt
	Death.Yurei:
		RENN A 0 A_GiveToTarget("KilledY",1)
		RENN A 0 A_PlaySoundEx("YureiKill1","Body",0,1)
		RENN A 0 ACS_ExecuteAlways(997,0,3)
		Goto DeathAnimAlt
	Death.YureiBall:
		RENN A 0 A_GiveToTarget("Health",10)
		RENN A 0 A_SpawnItemEx("BallFire")
		Goto Death.SjasScream
	Death.UboaRawrScream:
		Goto DeathAnimAlt
	Death.Misty:
	Death.Whiteface:
		RENN A 0 A_GiveToTarget("KillBeep",1)
		RENN A 0 A_GiveInventory("ItemDeath",1)
		RENN A 0 A_GiveToTarget("KilledMe",1)
		RENN A 0 A_GiveToTarget("KilledM",1)
		RENN HHHHHHHHHH 1 A_FadeOut(0.05)
		RENN A 0 A_PlayerScream
		RENN IIIIIIIIII 2 A_FadeOut(0.05)
		RENN A 0 A_NoBlocking
		NULL A -1
		Stop
	Death.Clowny:
		RENN A 0 ACS_ExecuteAlways(997,0,4)
		RENN A 0 A_GiveToTarget("KilledC",1)
		RENN A 0 A_GiveToTarget("ClownyAmmo",5)
		Goto DeathAnim
	Death.Mohoph:
		RENN A 0 A_GiveToTarget("TransChexWarrior",1)
		TNT1 A 0 A_GiveToTarget("MorphAmmo", 1)
		RENN A 0 A_PlaySoundEx("MohophKill","Body")
		RENN A 0 ACS_ExecuteAlways(997,0,5)
		Goto DeathAnim
	Death.EmtalicWeak:
		RENN A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto DeathAnim
	Death.Emtalic:
		RENN A 0  A_PlaySoundEx("RamSuccess","Body")
		Goto Death.Jitter
	Death.I1:
		RENN A 0 A_SpawnItemEx("Heart",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		RENN A 0 A_GiveToTarget("KilledI1",1)
		Goto DeathAnim
	Death.I2:
		RENN A 0 A_GiveToTarget("KillBeep",1)
		RENN A 0 A_GiveInventory("ItemDeath",1)
		RENN A 0 A_GiveToTarget("KilledMe",1)
		RENN A 0 A_GiveToTarget("KilledI2",1)
		RENN A 0 A_GiveToTarget("Clip",1)
		RENN G 0 SetPlayerProperty(0,1,4)
		RENN G 0 A_Stop
		RENN 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:
		RENN A 0 A_GiveToTarget("KillBeep",1)
		RENN A 0 A_GiveInventory("ItemDeath",1)
		RENN A 0 A_GiveToTarget("KilledMe",1)
		RENN A 0 A_GiveToTarget("KilledI3",1)
		RENN HHHHHHHHHH 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		RENN I 0 A_PlayerScream
		RENN IIIIIIIIII 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		RENN J 0 A_NoBlocking
		RENN JJJJJJJJJJKKKKKKKKKKLLLLLLLLLLMMMMMMMMMM 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		RENN NNNNNNN 3 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		RENN N -1
		Stop
	Death.I4:
		RENN A 0 A_GiveToTarget("KilledI4",1)
		Goto DeathAnim
	Death.I5:
		RENN A 0 A_GiveToTarget("KilledI5",1)
		Goto DeathAnim
	Pain.RavagerBall:
		RENN A 0 ACS_ExecuteAlways(920,0)
		Goto Pain
	Pain.YureiBall:
		RENN A 0 A_GiveToTarget("Health",10)
		RENN A 0 A_SpawnItemEx("BallFire")
		Goto Pain
	Pain.Emtalic:
		RENN A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto Pain
	Pain.EmtalicWeak:
		RENN 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 RenegadeChaingun : Weapon
{
	Weapon.SlotNumber 1
	Weapon.AmmoUse1 1
	Weapon.AmmoUse2 60
	Weapon.AmmoType1 "RenegadeChaingunAmmo"
	Weapon.AmmoType2 "RenegadeAltAmmo"
	+NOAUTOAIM
	Decal BulletChip
	+Inventory.UNDROPPABLE
	Inventory.Icon "MAGZA0"
    Obituary "%o felt the sting of %k."
	+WEAPON.ALT_AMMO_OPTIONAL
    States
    {
    Ready:
		TNT1 A 0 A_JumpIfinventory("CyborgDashCheck", 1, "Reload")
		RECG A 0 A_JumpIfInventory("RenegadeChaingunAmmo", 1, 1)
		Goto Reload
		RECG A 2 A_WeaponReady
        Goto Ready

    Deselect:
        RECG A 1 A_Lower
        Loop

    Select:
        RECG A 1 A_Raise
        Loop
		
	Fire:
		TNT1 A 0 A_Jump(50,"FirePoison","FireIncendiary")
	FireNormal:
		TNT1 A 0 A_PlaySound("Renegade/CGHold",CHAN_7)
	    TNT1 A 0 A_GunFlash
		TNT1 A 0 A_PlayWeaponSound("Renegade/CGFire")
        RECG C 2 BRIGHT A_FireCustomMissile ("RenegadeBullet",0,1,0,0,0,0)
		TNT1 A 0 A_FireCustomMissile("LongRifleCaseSpawn",5,0,7,-3)
		TNT1 A 0 A_PlayWeaponSound("Renegade/CGFire")
		RECG D 2 BRIGHT A_FireCustomMissile ("RenegadeBullet",0,1,0,0,0,0)
		TNT1 A 0 A_FireCustomMissile("LongRifleCaseSpawn",5,0,7,-3)
        RECG B 1 A_ReFire("Fire")
		RECG B 0 A_StopSound(CHAN_7)
		RECG B 5 A_WeaponReady(WRF_NOBOB|WRF_NOSWITCH)
		RECG A 5 A_WeaponReady(WRF_NOBOB|WRF_NOSWITCH)
		RECG B 5 A_WeaponReady(WRF_NOBOB|WRF_NOSWITCH)
		RECG A 5 A_WeaponReady(WRF_NOBOB|WRF_NOSWITCH)
        Goto Ready
	FirePoison:
		TNT1 A 0 A_PlaySound("Renegade/CGHold",CHAN_7)
	    TNT1 A 0 A_GunFlash
		TNT1 A 0 A_PlayWeaponSound("Renegade/CGFire")
        RECG C 2 BRIGHT A_FireCustomMissile ("RenegadePoisonBullet",0,1,0,0,0,0)
		TNT1 A 0 A_FireCustomMissile("LongRifleCaseSpawn",5,0,7,-3)
		TNT1 A 0 A_PlayWeaponSound("Renegade/CGFire")
		RECG D 2 BRIGHT A_FireCustomMissile ("RenegadePoisonBullet",0,1,0,0,0,0)
		TNT1 A 0 A_FireCustomMissile("LongRifleCaseSpawn",5,0,7,-3)
        RECG B 1 A_ReFire("Fire")
		RECG B 0 A_StopSound(CHAN_7)
		RECG B 5 A_WeaponReady(WRF_NOBOB|WRF_NOSWITCH)
		RECG A 5 A_WeaponReady(WRF_NOBOB|WRF_NOSWITCH)
		RECG B 5 A_WeaponReady(WRF_NOBOB|WRF_NOSWITCH)
		RECG A 5 A_WeaponReady(WRF_NOBOB|WRF_NOSWITCH)
        Goto Ready
	FireIncendiary:
		TNT1 A 0 A_PlaySound("Renegade/CGHold",CHAN_7)
	    TNT1 A 0 A_GunFlash
		TNT1 A 0 A_PlayWeaponSound("Renegade/CGFire")
        RECG C 2 BRIGHT A_FireCustomMissile ("RenegadeIncendiaryBullet",0,1,0,0,0,0)
		TNT1 A 0 A_FireCustomMissile("LongRifleCaseSpawn",5,0,7,-3)
		TNT1 A 0 A_PlayWeaponSound("Renegade/CGFire")
		RECG D 2 BRIGHT A_FireCustomMissile ("RenegadeIncendiaryBullet",0,1,0,0,0,0)
		TNT1 A 0 A_FireCustomMissile("LongRifleCaseSpawn",5,0,7,-3)
        RECG B 1 A_ReFire("Fire")
		RECG B 0 A_StopSound(CHAN_7)
		RECG B 5 A_WeaponReady(WRF_NOBOB|WRF_NOSWITCH)
		RECG A 5 A_WeaponReady(WRF_NOBOB|WRF_NOSWITCH)
		RECG B 5 A_WeaponReady(WRF_NOBOB|WRF_NOSWITCH)
		RECG A 5 A_WeaponReady(WRF_NOBOB|WRF_NOSWITCH)
        Goto Ready
	Altfire:
		REHS A 0 A_JumpIfInventory("RenegadeAltAmmo",60,"Altfire2")
		REHS A 0 A_JumpIfNoAmmo("OnCooldown")
	Altfire2:
		REHS A 0 A_TakeInventory("RenegadeAltAmmo",60)
		REHS A 2 A_PlaySoundEx("Renegade/ArtilleryCall",CHAN_BODY)
		REHS B 2
		REHS C 2
		REHS D 2
		REHS E 2
		REHS F 2
		REHS G 2
		REHS H 2
		REHS I 2
		REHS J 2
		REHS K 2
		REHS A 0 A_FireCustomMissile("RenegadeArtilleryProjectile",0,0)
		REHS A 0 ACS_Execute(1956,0)
		Goto Ready
	OnCooldown:
		RECG A 35 A_Print("Artillery on cooldown!")
		Goto Ready
	Reload:
		TNT1 A 0 A_TakeInventory("CyborgDashCheck")
		TNT1 A 0 A_JumpIfInventory("RenegadeChaingunAmmo",150,"Ready")
		RECG A 2 offset (0, 35)
		RECG A 2 offset (0, 40)
		RECG A 2 offset (0, 45)
		RECG A 2 offset (0, 50)
		RECG A 2 offset (0, 55)
		RECG A 2 offset (0, 60)
		RECG A 2 offset (0, 65)
		RECG A 2 offset (0, 70)
		RECG A 2 offset (0, 75)
		RECG A 0 A_PlayWeaponSound("Renegade/CGReload")
		RECG BABABABA 8 offset (0, 75)
		RECG A 0 A_GiveInventory("RenegadeChaingunAmmo",150)
		RECG A 2 offset (0, 75)
		RECG A 2 offset (0, 70)
		RECG A 2 offset (0, 65)
		RECG A 2 offset (0, 60)
		RECG A 2 offset (0, 55)
		RECG A 2 offset (0, 50)
		RECG A 2 offset (0, 45)
		RECG A 2 offset (0, 40)
		RECG A 2 offset (0, 35)
		RECG A 2 offset (0, 32)
		Goto Ready
    Flash:
        TNT1 A 5 BRIGHT A_Light1
		TNT1 A 4 A_Light0
        Goto LightDone
	}
}

Actor RenegadeChaingunAmmo : Ammo
{
	Inventory.Amount 1
	Inventory.MaxAmount 150
	+INVENTORY.IGNORESKILL
	States
	{
	Spawn:
		TNT1 A -1
		Stop
	}
}

Actor RenegadeAltAmmo : Ammo
{
	Inventory.Amount 60
	Inventory.MaxAmount 60
	+INVENTORY.IGNORESKILL
	States
	{
	Spawn:
		TNT1 A -1
		Stop
	}
}

ACTOR RenegadeBullet : FastProjectile
{
  Radius 8
  Height 7
  MissileHeight 11
  Speed 125
  Damage (5)
  Damagetype "RenegadeBullets"
  Projectile
  +NOGRAVITY
  +FORCERADIUSDMG
  Renderstyle Add
  Deathsound "puff/TSRIC"
  Obituary "%o felt the sting of %k."
  Scale 0.3
  MissileType "ThrottleTrail"
  Decal BulletChip
  States
  {
  Spawn:
	RRAC A 1 Bright 
	Loop
  Death:
	TNT1 A 1 A_SpawnItemEx("RenegadeBulletTrail")
    Stop
  XDeath:
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
	Stop
  }
}

Actor RenegadePoisonBullet : RenegadeBullet
{
  Damage (6)
  poisondamage 2, 3, 12
  poisondamagetype "RenegadeBullets"
  Deathsound "Amorbis/CobraDeath"
  Obituary "%o felt the sting of %k."
  States
  {
  Spawn:
	PRAC A 1 Bright 
	Loop
  Death:
	C_H2 C 4 Bright	
	C_H2 D 4 Bright
	C_H2 E 4 Bright
	C_H2 F 4 Bright
    Stop
  XDeath:
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
	Stop
  }
}

Actor RenegadeIncendiaryBullet : RenegadeBullet
{
  Damage (6)
  Damagetype "RenegadeFire"
  Deathsound "CassattFlame"
  Decal "Scorch"
  Obituary "%o felt the sting of %k."
  States
  {
  Spawn:
	TRAC A 1 Bright 
	Loop
  Death:
    HELX ABCDEFGHIJ 2 bright A_FadeOut(0.05)
    Stop
  XDeath:
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
	Stop
  }
}

Actor RenegadeBulletTrail: GBVFXPlasmaTrail
{
	States
	{
	Spawn:
		PAO8 A 3 bright A_FadeOut(0.1)
		Loop
	Death:
		TNT1 A 0
		Stop
	}
}

Actor RenegadeArtilleryProjectile : FastProjectile
{
	Radius 1
	Height 1
	Speed 1000
	Damage (0)
	Projectile
	+NOGRAVITY
	+RIPPER
	+NOBLOCKMAP
	+SKYEXPLODE
	+SPAWNCEILING
	+BLOODLESSIMPACT
	States
	{
	Spawn:
		TNT1 A 1
		Loop
	Death:
		TNT1 A 0 A_SpawnItemEx("RenArtilleryBeacon")
		TNT1 A 28 A_PlaySound("Renegade/ArtilleryFire",0,1,0,ATTN_NONE)
		TNT1 A 28 A_PlaySound("Renegade/ArtilleryFire",0,1,0,ATTN_NONE)
		TNT1 A 28 A_PlaySound("Renegade/ArtilleryFire",0,1,0,ATTN_NONE)
		TNT1 A 105
		ARTY Z 28 A_SpawnItemEx("RenArtilleryShellSpawner",random(-125,125),random(-125,125),9999,0,0,0,0,SXF_NOCHECKPOSITION)
		ARTY Z 28 A_SpawnItemEx("RenArtilleryShellSpawner",random(-125,125),random(-125,125),9999,0,0,0,0,SXF_NOCHECKPOSITION)
		ARTY Z 28 A_SpawnItemEx("RenArtilleryShellSpawner",random(-125,125),random(-125,125),9999,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	}
}

Actor RenArtilleryShellSpawner
{
	PROJECTILE
	+SKYEXPLODE
	-SOLID
	+NOGRAVITY
	+CEILINGHUGGER
	+SPAWNCEILING
	Radius 1
	Height 8
	Speed 0
	States
	{
	Spawn:
	Death:
		TNT1 AA 5 A_SpawnItemEx("RenArtilleryShell",0,10,0,0,0,-22)
		Stop
	}
}

Actor RenArtilleryShell
{
	Radius 10
	Height 5
	Speed 50
	Damage (30)
	Damagetype "ArtilleryDamage"
	Projectile
	-SOLID
	-NOGRAVITY
	+NOBLOCKMAP
	+RIPPER
	+SEEKERMISSILE
	Seesound "Renegade/ArtilleryDrill"
	Deathsound "Renegade/ArtilleryBoom"
	Obituary "%o was pancaked under one-hundred-fifty-five millimeters of destruction."
	Scale 0.3
	States
	{
	Spawn:
		ARTY AAAAAAAA 3 Bright A_PlaySound("Renegade/ArtilleryDrill",CHAN_7)
		Loop
	XDeath:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		TNT1 A 0 A_Jump(256,"DeathCont")
		Goto DeathCont
	Death:
		TNT1 A 0 A_ChangeFlag("NOINTERACTION",1)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SeekerMissile(0,0,SMF_LOOK|SMF_CURSPEED,256)
		TNT1 A 0 A_JumpIfTargetInLOS("SplashBeep",360,JLOSF_PROJECTILE,540)
		TNT1 A 0 A_Jump(256,"DeathCont")
		Goto DeathCont
	SplashBeep:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		TNT1 A 0 A_Jump(256,"DeathCont")
		Goto DeathCont
	DeathCont:
		TNT1 A 0 A_StopSound(CHAN_7)
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("ArtilleryTrailLarge",random(-100,100)/100.00,random(-100,100)/100.00,random(-100,100)/100.00,random(-200,200)/100.00,random(-200,200)/100.00,random(-200,200)/100.00,random(-180,180),160,64)
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("ArtilleryTrailLarge",random(-200,200)/100.00,random(-200,200)/100.00,random(-200,200)/100.00,random(-400,400)/100.00,random(-400,400)/100.00,random(-400,400)/100.00,random(-180,180),160,64)
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("ArtillerySpatter",random(-200,200)/100.00,random(-200,200)/100.00,random(-200,200)/100.00,random(-500,500)/100.00,random(-500,500)/100.00,random(-500,500)/100.00,random(-180,180),160,64)
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("ArtillerySpatter2",random(-100,100)/100.00,random(-100,100)/100.00,random(-100,100)/100.00,random(-200,200)/100.00,random(-200,200)/100.00,random(-200,200)/100.00,random(-180,180),160,64)
        TNT1 AAAA 0 A_SpawnItemEx("ArtilleryExplosion",0,0,0,0,0,0,0,160)
        TNT1 AA 0 A_SpawnItemEx("ArtilleryExplosionLarge",0,0,0,0,0,0,0,160)
        TNT1 A 0 A_SpawnItemEx("ArtilleryExplosionVeryLarge",0,0,0,0,0,0,0,160)
		TNT1 AA 0 A_SpawnItemEx("ArtillerySmokeFloor",0,0,0,0,0,0,0,128,0)
		//TNT1 A 0 A_SpawnItemEx("ArtillerySmokePillar",0,0,0,0,0,6,0,128,0)
		ARTY A 1 A_Explode(135,384,1)
		Stop
	}
}

actor ArtilleryExplosion
{
    RenderStyle Add
    Alpha 0.9
    Scale 3.8
    +NOTONAUTOMAP
    +NOINTERACTION
	+CLIENTSIDEONLY
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 
        TNT1 A 0 A_Jump(256,"Spawn1","Spawn2","Spawn3","Spawn4","Spawn5","Spawn6","Spawn7")
        TNT1 A 1
        stop
    Spawn1:
        MXP1 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT
        stop
    Spawn2:
        MXP2 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT
        stop
    Spawn3:
        MXP3 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT
        stop
    Spawn4:
        MXP4 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT
        stop
    Spawn5:
        MXP5 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT
        stop
    Spawn6:
        MXP6 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT
        stop
    Spawn7:
        MXP7 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT
        stop
    Nope:
        TNT1 A 1
        stop
    }
}

actor ArtilleryExplosionLarge : ArtilleryExplosion
{
    Alpha 0.65
    Scale 4.0
	+NOTONAUTOMAP
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 Radius_Quake(1,15,0,8,0)
        TNT1 A 0 
        TNT1 A 0 A_Jump(256,"Spawn1","Spawn2","Spawn3","Spawn4","Spawn5","Spawn6","Spawn7")
        TNT1 A 1
        stop
    Nope:
        TNT1 A 0
        TNT1 A 0 A_SetTranslucent(0.9,1)
        TNT1 A 0 A_Jump(256,"Spawn1","Spawn2","Spawn3","Spawn4","Spawn5","Spawn6","Spawn7")
        TNT1 A 1
        stop
    }
}

actor ArtilleryExplosionVeryLarge
{
    RenderStyle Add
    Alpha 0.9
    Scale 4.2
    +NOINTERACTION
	+NOTONAUTOMAP
	+CLIENTSIDEONLY
    States
    {
    Spawn:
        TNT1 A 0
        FBLS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT  A_SpawnItemEx("MissileTrailLarge",random(-100,100)/100.00,random(-100,100)/100.00,random(-100,100)/100.00,random(-200,200)/100.00,random(-200,200)/100.00,random(-200,200)/100.00,random(-180,180),160,64)
        FBL2 ABCDEFGHIJ 1 BRIGHT
        stop
    }
}

ACTOR ArtillerySpatter
{
    Radius 1
    Height 1
    RenderStyle Add
    Alpha 1
    Scale 3.45
    Speed 1
    Damage 0
    Projectile
    +NOTELEPORT
    +DONTSPLASH
    -SOLID
    +NOTONAUTOMAP
    +NOINTERACTION
	+CLIENTSIDEONLY
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 
        PUFF A 1 BRIGHT A_FadeOut(0.05)
        loop
    Nope:
        TNT1 A 1
        stop
    }
}

ACTOR ArtillerySpatter2
{
    Radius 1
    Height 1
    RenderStyle Add
    Alpha 1
    Scale 3.65
    Speed 1
    Damage 0
    Projectile
    +NOTELEPORT
    +DONTSPLASH
    -SOLID
    +NOTONAUTOMAP
    +NOINTERACTION
	+CLIENTSIDEONLY
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 
        MISL BCD 5 BRIGHT A_FadeOut(0.2)
        loop
    Nope:
        TNT1 A 1
        stop
    }
}

actor ArtilleryTrailLarge
{
    RenderStyle Add
    Alpha 0.9
    Scale 3.35
    +NOTONAUTOMAP
    +NOINTERACTION
	+CLIENTSIDEONLY
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 
        MISL BC 1 BRIGHT
        TNT1 A 0 A_Jump(256,"Spawn1","Spawn2","Spawn3","Spawn4")
        TNT1 A 1
        stop
    Spawn1:
        TMK1 ABCDEFGHIJKLMNOPQR 1
        stop
    Spawn2:
        TMK2 ABCDEFGHIJKLMNOPQR 1
        stop
    Spawn3:
        TMK3 ABCDEFGHIJKLMNOP 1
        stop
    Spawn4:
        TMK4 ABCDEFGHIJKLMNOP 1
        stop
    Nope:
        TNT1 A 1
        stop
    }
}

Actor RenArtilleryBeacon
{
	VisibleToTeam 0
	States
	{
	Spawn:
		ZEAC A 195
		Goto Death
	Death:
		TNT1 A 1
		Stop
	}
}

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

Actor ArtillerySmokePillar : NukeSmokePillar
{
 Scale 0.5
 States
 {
  Spawn:
   TNT1 A 0
   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 0.00001 * Random(0, 100000), 0.00001 * Random(0, 100000), 0.00001 * Random(0, -400000), Random(0, 359), 128, 0)
   Stop
 }
}

Actor RenArtilleryShellSpawnerX
{
	PROJECTILE
	+SKYEXPLODE
	-SOLID
	+NOGRAVITY
	+CEILINGHUGGER
	+SPAWNCEILING
	Radius 1
	Height 8
	Speed 0
	States
	{
	Spawn:
	Death:
		TNT1 A 28 A_PlaySound("Renegade/ArtilleryFire",0,1,0,ATTN_NONE)
		TNT1 A 105
		TNT1 A 5 A_SpawnItemEx("RenArtilleryShell",0,10,416,0,0,-22)
		Stop
	}
}

Actor RenegadeKillItem : CustomInventory
{
	Inventory.Amount 999
	Inventory.MaxAmount 999
	States
	{
	Spawn:
		TNT1 A 1
		Loop
	Pickup:
		ANT1 A 0 A_PlaySound("Renegade/Boink",CHAN_5,1,0,ATTN_NONE)
		Stop
	}
}

Actor RenegadeArtilleryReadyItem : CustomInventory
{
	Inventory.Amount 999
	Inventory.MaxAmount 999
	States
	{
	Spawn:
		TNT1 A 1
		Loop
	Pickup:
		ANT1 A 0 A_PlaySound("Renegade/ArtilleryReady")
		Stop
	}
}

Actor RenegadeAmmoAura
{
	Radius 10
	Height 10
	Damage 0
	Speed 20
	Alpha 0.8
	Scale 0.05
	PROJECTILE
	-SOLID
	+NOCLIP
	States
	{
	Spawn:
		TNT1 A 0 bright
		TNT1 A 0 A_Gravity
		Goto Death
	Death:
		TNT1 A 0 A_SpawnItemEx("RenegadeAmmoSpawnRed",0,0,-9999,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("RenegadeAmmoSpawnRed",0,0,-9999,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 1 bright 
		Stop
	}
}

Actor RenegadeAmmoSpawnRed
{
	+FLOORHUGGER
	States
	{
	Spawn:
	Death:
		TNT1 A 0
		TNT1 A 1 A_SpawnItemEx("RenegadeAmmoRedArea1",random(-30,30),random(-30,30),0,0,0,3)
		TNT1 AA 0 A_SpawnItemEx("RenegadeAmmoRedArea1",random(-30,30),random(-30,30),0,0,0,3)
		TNT1 AAAA 0 A_SpawnItemEx("RenegadeAmmoRedArea3",random(-100,100),random(-100,100),0,0,0,3)
		TNT1 A 1 A_SpawnItemEx("RenegadeAmmoRedArea2",random(-30,30),random(-30,30),0,0,0,3)
		TNT1 AA 0 A_SpawnItemEx("RenegadeAmmoRedArea2",random(-30,30),random(-30,30),0,0,0,3)
		Stop
	}
}

Actor RenegadeAmmoRedArea1
{
	Radius 8
	Height 8
	Damage 0
	scale 0.1
	Speed 0
	PROJECTILE
	States
	{
	Spawn:
		TNT1 A 0 A_SpawnItemEx ("RenegadeAuraTrail", 0, 124, 0, 0, 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("RenegadeAuraTrail", 81, 114, 0, 0, 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("RenegadeAuraTrail", 102, 102, 0, 0, 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("RenegadeAuraTrail", 114, 91, 0, 0, 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("RenegadeAuraTrail", 124, 0, 0, 0, 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("RenegadeAuraTrail", -81, -114, 0, 0, 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("RenegadeAuraTrail", -102, -102, 0, 0, 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("RenegadeAuraTrail", -114, -81, 0, 0, 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("RenegadeAuraTrail", 0, -124, 0, 0, 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("RenegadeAuraTrail", -124, 0, 0, 0, 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("RenegadeAuraTrail", -81, 114, 0, 0, 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("RenegadeAuraTrail", -102, 102, 0, 0, 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("RenegadeAuraTrail", -114, 81, 0, 0, 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("RenegadeAuraTrail", 81, -114, 0, 0, 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("RenegadeAuraTrail", 102, -102, 0, 0, 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("RenegadeAuraTrail", 114, -81, 0, 0, 0, 0, 0)
		TNT1 A 5 A_FadeOut(0.5)
		Loop
	Death:
		TNT1 A 3 A_FadeOut(0.1)
		Stop
	}
}

Actor RenegadeAmmoRedArea2
{
	Radius 8
	Height 8
	Damage 0
	scale 0.1
	Speed 0
	PROJECTILE
	States
	{
	Spawn:
		TNT1 A 0 A_SpawnItemEx ("RenegadeAuraTrail", 0, 124, 0, 0, 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("RenegadeAuraTrail", 81, 114, 0, 0, 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("RenegadeAuraTrail", 102, 102, 0, 0, 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("RenegadeAuraTrail", 114, 91, 0, 0, 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("RenegadeAuraTrail", 124, 0, 0, 0, 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("RenegadeAuraTrail", -81, -114, 0, 0, 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("RenegadeAuraTrail", -102, -102, 0, 0, 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("RenegadeAuraTrail", -114, -81, 0, 0, 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("RenegadeAuraTrail", 0, -124, 0, 0, 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("RenegadeAuraTrail", -124, 0, 0, 0, 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("RenegadeAuraTrail", -81, 114, 0, 0, 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("RenegadeAuraTrail", -102, 102, 0, 0, 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("RenegadeAuraTrail", -114, 81, 0, 0, 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("RenegadeAuraTrail", 81, -114, 0, 0, 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("RenegadeAuraTrail", 102, -102, 0, 0, 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("RenegadeAuraTrail", 114, -81, 0, 0, 0, 0, 0)
		TNT1 A 6 A_FadeOut(0.5)
		Loop
	Death:
		TNT1 A 3 A_FadeOut(0.1)
		Loop
	}
}

Actor RenegadeAuraTrail
{
	RenderStyle Add
	Alpha 0.7
	Scale 0.4
	+NOINTERACTION
	+CLIENTSIDEONLY
	States
	{
	Spawn:
		AAUR E 1 bright A_FadeOut(0.1)
		Loop
	Death:
		TNT1 A 0
		Stop
	}
}

Actor RenegadeAmmoRedArea3
{
	Radius 8
	Height 8
	Damage 0
	scale 0.1
	Speed 0
	PROJECTILE
	States
	{
	Spawn:
		TNT1 A 0 A_RadiusGive("RenegadeAmmoPickup", 140, RGF_PLAYERS|RGF_NOSIGHT, 1)
		TNT1 A 6 A_FadeOut(0.5)
		Loop
	Death:
		TNT1 A 3 A_FadeOut(0.1)
		Loop
	}
}

Actor RenegadeAmmoPickup : CustomInventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	Inventory.PickupSound "Renegade/AmmoPickup"
	+NOSCREENFLASH
	Scale 0.035
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 2 A_FadeOut(0.1)
		Goto Spawn
	Pickup:
		TNT1 A 0 A_JumpIfInventory("IsGhoul",1,"GiveNothing")
		TNT1 A 0 A_JumpIfInventory("RenegadeChaingun",1,"GiveNothing")
		TNT1 A 0 A_PlaySound("Renegade/AmmoPickup",CHAN_ITEM)
		TNT1 A 0 A_JumpIfInventory("RiotGunX",1,"GiveSlayerAmmo")
		TNT1 A 0 A_JumpIfInventory("Bow",1,"GiveArrow")
		TNT1 A 0 A_JumpIfInventory("CyborgPlasma",1,"GiveCyborgFuel")
		TNT1 A 0 A_JumpIfInventory("GhostBusterTraps",1,"GiveGhostBusterTraps")
		TNT1 A 0 A_JumpIfInventory("SteamCannon",1,"GiveSteamCannonAmmo")
		TNT1 A 0 A_JumpIfInventory("Dragon Claw",1,"GiveDragonClawAmmo")
		TNT1 A 0 A_JumpIfInventory("ShieldAndThrowingAxe",1,"GiveSwordAmmo")
		TNT1 A 0 A_JumpIfInventory("CrashPlasmaRifle",1,"GiveCrashPlasmaRifleAmmo")
		TNT1 A 0 A_JumpIfInventory("TemplarPlasma",1,"GiveTemplarPlasmaAmmo")
		TNT1 A 0 A_JumpIfInventory("BHGen",1,"GiveGeraldineAmmo")
		TNT1 A 0 A_JumpIfInventory("ZaidenPistol",1,"GiveZaidenBoostAmmo")
		TNT1 A 0 A_JumpIfInventory("LiberatorPlasmaX",1,"GiveLibPlasmaAmmo")
		TNT1 A 0 A_JumpIfInventory("M79",1,"GiveRevyPistolAmmo")
		TNT1 A 0 A_JumpIfInventory("AriaHeartBlue",1,"GiveAriaheartAmmo")
		TNT1 A 0 A_JumpIfInventory("RoyalStaff",1,"GiveRoyalStaffAmmo")
		TNT1 A 0 A_JumpIfInventory("SkullThrottle",1,"GiveSkullThrottleAmmo")
		TNT1 A 0 A_JumpIfInventory("StickybombX",1,"GiveStickybombxAmmo")
		TNT1 A 0 A_JumpIfInventory("InariPlasmaRifleX",1,"GiveInariPlasmaRifleXAmmo")
		TNT1 A 0 A_JumpIfInventory("StrifeGrenadeLauncherX",1,"GiveStrifeGrenadeAmmo")
		TNT1 A 0 A_JumpIfInventory("PowerupSpawnWeapon",1,"GivePowerupSpawnWeaponAmmo")
		TNT1 A 0 A_JumpIfInventory("Ivy-Plasma",1,"GiveIvyRailgunAmmo")
		TNT1 A 0 A_JumpIfInventory("MelDahliaCrossbow",1,"GiveMelDahliaCrossbowAmmo")
		TNT1 A 0 A_JumpIfInventory("Nazi-Chaingun",1,"GiveNaziChaingunAmmo")
		TNT1 A 0 A_JumpIfInventory("Flame-Thrower",1,"GiveFlameThrowerAmmo")
		TNT1 A 0 A_JumpIfInventory("Starlauncher",1,"GiveHollyAmmo")
		TNT1 A 0 A_JumpIfInventory("BlizzardWand",1,"GiveBlizzardWandAmmo")
		TNT1 A 0 A_JumpIfInventory("OldSuperShotgun",1,"GiveDoomguyAmmo")
		TNT1 A 0 A_JumpIfInventory("Lara-Bow",1,"GiveLaraAmmo")
		TNT1 A 0 A_JumpIfInventory("Sawed-Off",1,"GiveCalebAmmo")
		TNT1 A 0 A_JumpIfInventory("Duke-Shotgun",1,"GiveDukePipes")
		TNT1 A 0 A_JumpIfInventory("CoachGunX",1,"GiveAmmoSam")
		TNT1 A 0 A_JumpIfInventory("ShotgunsX2",1,"GiveShellsDarkPriestess")
		TNT1 A 0 A_JumpIfInventory("IlluShotgun",1,"GiveIlluciaAmmo")
		TNT1 A 0 A_JumpIfInventory("DutchShotgun",1,"GiveDutchAmmo")
		TNT1 A 0 A_JumpIfInventory("LumionaHeavenDefensesConstructor",1,"GiveLumionaRestAmmo")
		TNT1 A 0 A_JumpIfInventory("ValmetShotgunX",1,"GiveShellsValmet")
		TNT1 A 0 A_JumpIfInventory("TechAngelBow",1,"GiveTechAngelArrow")
		TNT1 A 0 A_JumpIfInventory("LegionRifle",1,"GiveEchoAmmo")
		TNT1 A 0 A_JumpIfInventory("GwenDivineWeapon",1,"GiveGwenAmmo")
		TNT1 A 0 A_JumpIfInventory("D64Unmaker",1,"GiveD64Ammo")
		TNT1 A 0 A_JumpIfInventory("ChexLargeZorcher",1,"GiveChexAmmo")
		fail
	GiveSlayerAmmo:
		TNT1 A 0 A_GiveInventory("Shell",1)
		TNT1 A 0 A_GiveInventory("SlayerDashAmmo",1)
		Goto PlaySound
	GiveShells:
		TNT1 A 0 A_GiveInventory("shell",2)
		Stop
	GiveDoomguyAmmo:
		TNT1 A 0 A_GiveInventory("shell",2)
		TNT1 A 0 A_GiveInventory("Cell",1)
		Stop
	GiveAmmoSam:
		TNT1 A 0 A_GiveInventory("shell",2)
		TNT1 A 0 A_GiveInventory("AmmoDeagle",1)
		Stop
	GiveEchoAmmo:
		TNT1 A 0 A_GiveInventory("RifleXAmmo",2)
		TNT1 A 0 A_GiveInventory("XRifleXAmmo",1)
		Stop
	GiveGwenAmmo:
		TNT1 A 0 A_GiveInventory("GwenAmmo1",2)
		Stop
	GiveD64Ammo:
		TNT1 A 0 A_GiveInventory("Cell",2)
		Stop
	GiveChexAmmo:
		TNT1 A 0 A_GiveInventory("Shell",1)
		TNT1 A 0 A_GiveInventory("Clip1",3)
		Stop
	GiveShellsDarkPriestess:
		TNT1 A 0 A_GiveInventory("ShellX",2)
		Stop
	GiveDukePipes:
		TNT1 A 0 A_GiveInventory("Pipes",1)
		Stop
	GiveIlluciaAmmo:
		TNT1 A 0 A_GiveInventory("IlluBamAmmo",1)
		TNT1 A 0 A_GiveInventory("NuclearMissileCharge",1)
		Stop
	GiveDutchAmmo:
		TNT1 A 0 A_GiveInventory("DutchBackupAmmo",2)
		TNT1 A 0 A_GiveInventory("DutchMagnumAmmo",1)
		Stop
	GiveShellsValmet:
		TNT1 A 0 A_GiveInventory("ValmetAmmo1",1)
		Stop
	GiveArrow:
		TNT1 A 0 A_GiveInventory("ArrowSingle",1)
		Stop
	GiveCyborgFuel:
		TNT1 A 0 A_GiveInventory("CyborgFuel",2)
		Stop
	GiveGhostBusterTraps:
		TNT1 A 0 A_GiveInventory("TrapAmmo",1)
		Stop
	GiveSteamCannonAmmo:
		TNT1 A 0 A_GiveInventory("Steamammo",1)
		TNT1 A 0 A_GiveInventory("MechConstructAmmo",2)
		TNT1 A 0 A_GiveInventory("MechConstructAmmo2",2)
		Stop
	GiveHollyAmmo:
		TNT1 A 0 A_GiveInventory("HollyAmmo",1)
		Stop
	GiveBlizzardWandAmmo:
		TNT1 A 0 A_GiveInventory("MageAmmo3",1)
		TNT1 A 0 A_GiveInventory("MageAmmo5",2)
		Stop
	GiveDragonClawAmmo:
		TNT1 A 0 A_GiveInventory("DragonAmmo",2)
		Stop
	GiveFlameThrowerAmmo:
		TNT1 A 0 A_GiveInventory("Cassattfuel",3)
		Stop
	GiveLaraAmmo:
		TNT1 A 0 A_GiveInventory("BowAmmo1",1)
		TNT1 A 0 A_GiveInventory("BowAmmo2",1)
		Stop
	GiveCalebAmmo:
		TNT1 A 0 A_GiveInventory("PistolRound",1)
		Stop
	GiveNaziChaingunAmmo:
		TNT1 A 0 A_GiveInventory("Clip3",3)
		Stop
	GiveSwordAmmo:
		TNT1 A 0 A_GiveInventory("LSAmmo",1)
		Stop
	GiveTemplarPlasmaAmmo:
		TNT1 A 0 A_GiveInventory("TemplarCharge",1)
		Stop
	GiveStrifeGrenadeAmmo:
		TNT1 A 0 A_GiveInventory("StrifeGrenades",1)
		Stop
	GiveIvyRailgunAmmo:
		TNT1 A 0 A_GiveInventory("RailgunAmmo",1)
		Stop
	GiveCrashPlasmaRifleAmmo:
		TNT1 A 0 A_GiveInventory("Cell",2)
		TNT1 A 0 A_GiveInventory("CrashScifiAmmo",1)
		Stop
	GiveRevyPistolAmmo:
		TNT1 A 0 A_GiveInventory("Dual9mmPrimary",1)
		Stop
	GiveGeraldineAmmo:
		TNT1 A 0 A_GiveInventory("Clip1",2)
		Stop
	GiveInariPlasmaRifleXAmmo:
		TNT1 A 0 A_GiveInventory("InariAmmo1x",2)
		Stop
	GiveMelDahliaCrossbowAmmo:
		TNT1 A 0 A_GiveInventory("DahliaNormalAmmo",1)
		Stop
	GiveSkullThrottleAmmo:
		TNT1 A 0 A_GiveInventory("ThrottleAmmo",4)
		Stop
	GiveLibPlasmaAmmo:
		TNT1 A 0 A_GiveInventory("LibPlasma",3)
		Stop
	GiveStickybombxAmmo:
		TNT1 A 0 A_GiveInventory("StickyBombsX",1)
		Stop
	GiveZaidenBoostAmmo:
		TNT1 A 0 A_GiveInventory("ZaidenBoostAmmo",1)
		Stop
	GiveRoyalStaffAmmo:
		TNT1 A 0 A_GiveInventory("RoyalCloseQuarterAmmoX",2)
		Stop
	GivePowerupSpawnWeaponAmmo:
		TNT1 A 0 A_GiveInventory("StigPowerAmmo",2)
		TNT1 A 0 A_GiveInventory("KarPrimary",1)
		Stop
	GiveAriaHeartAmmo:
		TNT1 A 0 A_GiveInventory("AriaInspirationBlue",3)
		TNT1 A 0 A_GiveInventory("AriaInspirationGreen",3)
		TNT1 A 0 A_GiveInventory("AriaInspirationYellow",3)
		TNT1 A 0 A_GiveInventory("AriaInspirationRed",3)
		Stop
	GiveLumionaRestAmmo:
		TNT1 A 0 A_GiveInventory("LumionaRestAmmo",10)
		Stop
	GiveTechAngelArrow:
		TNT1 A 0 A_GiveInventory("TechAngelArrowAmmo",1)
		Stop
	GiveNothing:
		TNT1 A 0
		Stop
	}
}
	
Actor RenegadeAmmoAuraItem : CustomInventory
{
	Inventory.Amount 999
	Inventory.MaxAmount 999
	States
	{
	Spawn:
		TNT1 A 1
		Loop
	Pickup:
		ANT1 A 0 ACS_ExecuteAlways(1955,0)
		Stop
	}
}

Actor RenegadeNodSymbolItem : CustomInventory
{
	Inventory.Amount 999
	Inventory.MaxAmount 999
	States
	{
	Spawn:
		TNT1 A 1
		Loop
	Pickup:
		ANT1 A 0 A_FireCustomMissile("RenegadeNodSymbol")
		Stop
	}
}

ACTOR RenegadeNodSymbol
{
  Height 1
  Radius 1
  Scale 0.7
  Projectile
  +NOINTERACTION
  +CLIENTSIDEONLY
  +THRUACTORS
  -SOLID
  states
    {
    Spawn:
	   RNOS A 0 BRIGHT A_JumpIfInTargetInventory("ItemDeath",1,"Death")
	   RNOS A 0 BRIGHT A_JumpIfInTargetInventory("GasterCurseToken",1,"SpawnNothing")
	   RNOS A 0 BRIGHT A_JumpIfInTargetInventory("BloodCurseItem",1,"SpawnNothing")
	   RNOS A 1 BRIGHT a_warp(AAPTR_TARGET,0,3,65)
       Loop
	SpawnNothing:
	   TNT1 A 1
	   Goto Spawn
	Death:
	   TNT1 A 1
	   Stop
	}
}

Actor ItemDeath : Inventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
}