 Actor SeriousSam : PlayerPawn
 {
  
 +NOSKIN
 +NOICEDEATH
 +QUICKTORETALIATE
 +GHOST
 //+NODAMAGETHRUST
  Player.Maxhealth 100
  Player.WeaponSlot 1, Deagle
  Player.WeaponSlot 2, CoachgunX
  Player.WeaponSlot 3, Cannon
  PainChance 256
  Player.StartItem "SpecialAbility", 1
  Player.StartItem "Deagle", 1
  Player.StartItem "AmmoDeagle", 10
  Player.StartItem "CoachgunX", 1
  Player.StartItem "Shell", 30
  Player.StartItem "Cannon", 1
  Player.StartItem "Cannonammo", 2
  Player.StartItem "IsHuman", 1
  Player.StartItem "Screamer", 0
  Player.ColorRange 112, 127
  Player.DisplayName "Serious Sam"
  Player.SoundClass "SeriousSam"
  Player.ScoreIcon "SSAMST"
  LimitedToTeam 0
  Damagefactor "AntiAirbolt", 0.0
  Damagefactor "Sentinel", 0.0
  Damagefactor "normal", 1.0
  Damagefactor "BlueFire", 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 "AmperLightning", 0.8
  Damagefactor "Hellzone", 2.0
  Damagefactor "Sentinel", 0.0
  Damagefactor "ZombieIce", 1.1
  Damagefactor "ZombiePoison", 1.3
  Damagefactor "MechPewPews", 0.0
  Damagefactor "MacheteSlicerino", 0.0
  Damagefactor "GasterSmokeHurt", 0.0
  Damagefactor "StrifeSuit", 0.0
  mass 700
  Speed 0.9
	States
	{
	Spawn:
		SSAM A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		SSAM A -1 Setplayerproperty(0,0,0)
		Loop
	See:
			SSAM A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
			SSAM A 0 A_JumpIfHealthLower(50,"INeedHealingSee")
		    SSAM A 7
	        SSAM B 7 A_SpawnItemEx ("SamStomp", 0, 0, 0, 0, 0, -20, 0,0, 0)
	        SSAM C 7
	        SSAM D 7 A_SpawnItemEx ("SamStomp", 0, 0, 0, 0, 0, -20, 0,0, 0)
        goto spawn
	INeedHealingSee:
			SSAM A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
			SSAM A 0 A_SpawnItemEx("INeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		    SSAM A 7
	        SSAM B 7 A_SpawnItemEx ("SamStomp", 0, 0, 0, 0, 0, -20, 0,0, 0)
	        SSAM C 7
	        SSAM D 7 A_SpawnItemEx ("SamStomp", 0, 0, 0, 0, 0, -20, 0,0, 0)
        goto spawn
	Missile:
		SSAM A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		SSAM E 12 
		Goto Spawn
	Melee:
		SSAM A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		SSAM F 6 BRIGHT
		Goto Missile
	Pain.TeleOtherPlant:
	TNT1 A 0 A_GiveInventory("TeleOtherPlanted",1)
	Goto Pain
	Pain.TeleOtherActivateDamage:
	TNT1 A 0 A_JumpIfInventory("TeleOtherPlanted",1,"TeleOtherSend")
	Goto Pain	
	TeleOtherSend:
	TNT1 A 0 A_TakeInventory("TeleOtherPlanted",1)
	TNT1 A 0 A_PlaySound("TeleOther/activate",CHAN_7,1)
	TNT1 A 0 A_SpawnItem("TeleOtherFog")
	TNT1 A 0 ACS_ExecuteAlways(466,0,2)
	SSAM 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)
	SSAM 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)
	SSAM 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:
	SSAM A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
    SSAM G 4
    SSAM G 4 A_Pain
    Goto Spawn
	Pain.LoonaClawing:
	TNT1 A 0 A_GiveToTarget("Health",6)
	SSAM G 20 Setplayerproperty(0,1,0)
	SSAM 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)
	SSAM G 20 Setplayerproperty(0,1,0)
	SSAM 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)
	SSAM G 20 Setplayerproperty(0,1,0)
	SSAM 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:
    SSAM G 0 A_Pain
	SSAM G 0 A_GiveToTarget("health",5)
	SSAM G 40 Setplayerproperty(0,1,0)
	SSAM G 2 Setplayerproperty(0,0,0)
	Goto Spawn
	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
  Death.Creeper:
	SSAM A 0 A_PlaySoundEx("creeperattack", "Body")
	TNT1 A 0 A_GiveToTarget("GhoulAmmo",1)
	SSAM A 0 A_SpawnItemEx("CreeperPopUp",0,0,10)
	SSAM A 0 A_GiveToTarget("Creeperheal",1)
    SSAM A 0 ACS_ExecuteAlways(997,0,1)
	goto DeathAnimAlt
  Death.Creepstun:
	SSAM A 0 A_GiveToTarget("Unlock13",1)
	SSAM A 0 A_GiveToTarget("CreepGotya",1)
	goto DeathAnimAlt
  Death.SjasScream:
  Death.FrostbiteWind:
  Death.EmtalicSaw:
  Death.LichFire:
    SSAM A 0 A_GiveToTarget("KilledJ",1)
    Goto DeathAnim
  Death:
  DeathAnim:
	SSAM A 0 A_GiveToTarget("KillBeep",1)
	SSAM A 0 A_GiveInventory("ItemDeath",1)
	SSAM A 0 A_TakeInventory("KilledCount",999)
    SSAM A 0 A_GiveToTarget("KilledMe",1)
    SSAM A 0 A_GiveToTarget("KilledSeriousSam",1)
    SSAM H 8
    SSAM I 8 A_PlayerScream
    SSAM J 8 A_NoBlocking
    SSAM KLM 8
    SSAM N -1
    Stop
  DeathAnimAlt:
	SSAM A 0 A_GiveToTarget("KillIndicator",1)
	SSAM A 0 A_GiveInventory("ItemDeath",1)
	SSAM A 0 A_TakeInventory("KilledCount",999)
    SSAM A 0 A_GiveToTarget("KilledMe",1)
    SSAM A 0 A_GiveToTarget("KilledSeriousSam",1)
    SSAM H 8
    SSAM I 8 A_PlayerScream
    SSAM J 8 A_NoBlocking
    SSAM KLM 8
    SSAM 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:
	SSAM A 0 A_GiveToTarget("KillBeep",1)
	SSAM A 0 A_GiveInventory("ItemDeath",1)
    SSAM A 0 A_GiveToTarget("Crunched",1)
	SSAM A 0 A_GiveToTarget("KilledMe",1)
	SSAM A 0 A_GiveToTarget("KilledSeriousSam",1)
	SSAM 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:
	SSAM A 0 A_GiveToTarget("KillIndicator",1)
	SSAM A 0 A_GiveInventory("ItemDeath",1)
    SSAM A 0 A_GiveToTarget("Crunched",1)
	SSAM A 0 A_GiveToTarget("KilledMe",1)
	SSAM A 0 A_GiveToTarget("KilledSeriousSam",1)
	SSAM 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:
		SSAM A 0 A_GiveToTarget("KilledR",1)
		SSAM A 0 A_GiveToTarget("Health",100)
		SSAM A 0 ACS_ExecuteAlways(997,0,2)
		SSAM A 0 A_PlaySoundEx("RavagerAttack","Body")
		SSAM A 0 A_SpawnItemEx("RavagerHit",0,0,32)
		Goto DeathAnimAlt
	Death.RavagerBall:
		SSAM A 0 A_GiveToTarget("RavagerGotYa",1)
		SSAM A 0 A_GiveToTarget("KilledJ",1)
		Goto DeathAnimAlt
	Death.Yurei:
		SSAM A 0 A_GiveToTarget("KilledY",1)
		SSAM A 0 A_PlaySoundEx("YureiKill1","Body",0,1)
		SSAM A 0 ACS_ExecuteAlways(997,0,3)
		Goto DeathAnimAlt
	Death.YureiBall:
		SSAM A 0 A_GiveToTarget("Health",10)
		SSAM A 0 A_SpawnItemEx("BallFire")
		Goto Death.SjasScream
	Death.UboaRawrScream:
		Goto DeathAnimAlt
	Death.Misty:
	Death.Whiteface:
		SSAM A 0 A_GiveToTarget("KillBeep",1)
		SSAM A 0 A_GiveInventory("ItemDeath",1)
		SSAM A 0 A_GiveToTarget("KilledMe",1)
		SSAM A 0 A_GiveToTarget("KilledM",1)
		SSAM HHHH 2 A_FadeOut(0.1)
		SSAM A 0 A_PlayerScream
		SSAM IIIIJJ 2 A_FadeOut(0.1)
		SSAM A 0 A_NoBlocking
		NULL A -1
		Stop
	Death.Clowny:
		SSAM A 0 ACS_ExecuteAlways(997,0,4)
		SSAM A 0 A_GiveToTarget("KilledC",1)
		SSAM A 0 A_GiveToTarget("ClownyAmmo",5)
		Goto DeathAnim
	Death.Mohoph:
		TNT1 A 0 A_GiveToTarget("MorphAmmo", 1)
		SSAM A 0 A_GiveToTarget("TransSeriousSam",1)
		SSAM A 0 A_PlaySoundEx("MohophKill","Body")
		SSAM A 0 ACS_ExecuteAlways(997,0,5)
		Goto DeathAnim
	Death.EmtalicWeak:
		SSAM A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto DeathAnim
	Death.Emtalic:
		SSAM A 0  A_PlaySoundEx("RamSuccess","Body")
		Goto Death.Jitter
	Death.I1:
		SSAM A 0 A_SpawnItemEx("Heart",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		SSAM A 0 A_GiveToTarget("KilledI1",1)
		Goto DeathAnim
	Death.I2:
		SSAM A 0 A_GiveToTarget("KillBeep",1)
		SSAM A 0 A_GiveInventory("ItemDeath",1)
		SSAM A 0 A_GiveToTarget("KilledMe",1)
		SSAM A 0 A_GiveToTarget("KilledI2",1)
		SSAM A 0 A_GiveToTarget("Clip",1)
		SSAM G 0 SetPlayerProperty(0,1,4)
		SSAM G 0 A_Stop
		SSAM 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:
		SSAM A 0 A_GiveToTarget("KillBeep",1)
		SSAM A 0 A_GiveInventory("ItemDeath",1)
		SSAM A 0 A_GiveToTarget("KilledMe",1)
		SSAM A 0 A_GiveToTarget("KilledI3",1)
		SSAM HHHHHHHH 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		SSAM I 0 A_PlayerScream
		SSAM IIIIIIII 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		SSAM J 0 A_NoBlocking
		SSAM JJJJJJJJKKKKKKKKLLLLLLLLMMMMMMMM 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		SSAM NNNNNNN 3 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		SSAM N -1
		Stop
	Death.I4:
		SSAM A 0 A_GiveToTarget("KilledI4",1)
		Goto DeathAnim
	Death.I5:
		SSAM A 0 A_GiveToTarget("KilledI5",1)
		Goto DeathAnim
	Pain.RavagerBall:
		SSAM A 0 ACS_ExecuteAlways(920,0)
		Goto Pain
	Pain.YureiBall:
		SSAM A 0 A_GiveToTarget("Health",10)
		SSAM A 0 A_SpawnItemEx("BallFire")
		Goto Pain
	Pain.Emtalic:
		SSAM A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto Pain
	Pain.EmtalicWeak:
		SSAM 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 SamStomp : CyborgStomp
{
	DeathSound "SamStep"
}

   actor Deagle : Weapon 22004
  {

  Weapon.SelectionOrder 2000
  Weapon.SlotNumber 2
  +WEAPON.NOAUTOFIRE
  Weapon.AmmoType1 "Ammodeagle"
  Weapon.AmmoUse 0
  Weapon.AmmoUse2 0
  Weapon.AmmoGive2 0
  Weapon.AmmoType2 "Ammodeagle"
  Weapon.KickBack 0
  Damagetype "SamDeagle"
  +WEAPON.NOAUTOAIM
  Inventory.PickupMessage "You got the Desert Eagle!"
  Inventory.icon "TNT1A0"
  Obituary "%k considered taking %o alone."
  decal Bulletchip
  States
  {
  Ready:
	TNT1 A 0 A_JumpIfinventory("CyborgDashCheck", 1, "Reload")
    SSPI A 0 A_JumpIfInventory("AmmoDeagle",1,1)
	Goto Reload
    SSPI A 1 A_WeaponReady
    Goto Ready
  Ready2:
	TNT1 A 0 A_JumpIfinventory("CyborgDashCheck", 1, "Reload")
    SSPI A 0 A_JumpIfInventory("Ammodeagle",1,1)
	Goto Reload
    SSPI X 1 A_WeaponReady
    Goto Ready2
  Deselect:
    SSSS A 0 A_TakeInventory("checkpistol",1)
    TNT1 A 0 A_Takeinventory("IronSightPis",1)
    SSPI A 0 A_Lower
    SSPI A 1 A_Lower
    Loop
  Select:
	TNT1 A 0 A_TakeInventory("CyborgDashCheck")
    SSSS A 0 A_GiveInventory("checkpistol",1)
	SSPI A 0 A_Zoomfactor(1.0)
    SSPI A 0 A_Raise
    SSPI A 1 A_Raise
    Loop
  Fire:
    TNT1 A 0 A_JumpIfInventory("IronSightPis",1,"Fire2")
    MSBS B 0 A_JumpIfInventory("Ammodeagle",1,1)
	Goto Reload
    MSBS B 0 A_TakeInventory("Ammodeagle",1)
    SSPI E 1
    SHT2 A 0 A_FireBullets (4, 4, 1, 7, "SeriousDeagle1")
	TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,16,0)
    SHT2 A 0 A_PlaySound ("WEPPISTO", CHAN_WEAPON)
    SSPI B 2 bright
    SSPI U 4
    SSPI CD 1 
    SSPI A 0 A_ReFire
    Goto Ready
  Fire2:
    MSBS B 0 A_JumpIfInventory("Ammodeagle",1,1)
	Goto Reload
    MSBS B 0 A_TakeInventory("Ammodeagle",1)
    SSPI Y 1
    SHT2 A 0 A_FireBullets (0, 0, 1, 9, "SeriousDeagle1")
	TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,0,7)
    SHT2 A 0 A_PlaySound ("WEPPISTO", CHAN_WEAPON)
    SSPI Z 2 bright
    SSP2 Z 4
    SSPI Y 2 
    SSPI A 0 A_ReFire
    Goto Ready2
  AltFire:
        TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("IronSightPis",1,7)
		TNT1 A 0 A_Giveinventory("IronSightPis",1)
        TNT1 A 0 A_ZoomFactor(2.0)
        SSPI W 2
        Goto Ready2
        TNT1 AAAAAA 0
        SSPI W 2
		TNT1 A 0 A_Takeinventory("IronSightPis",1)
        TNT1 A 0 A_ZoomFactor(1.0)
        Goto Ready
  Reload:
	TNT1 A 0 A_TakeInventory("CyborgDashCheck")
    TNT1 A 0 A_JumpIfInventory("IronSightPis",1,"Reload2")
	TNT1 A 0 A_JumpIfInventory("Ammodeagle", 10, "Ready")
    SSPI FGH 3
    SSSS A 0 A_PlaySound ("MAGUNLOA")
    SSPI IJKLMN 3
    SSSS A 0 A_PlaySound ("MAGLOAD")
    SSPI OPQRST 3
    MSBS B 0 A_GiveInventory("Ammodeagle",10)
    Goto Ready
  Reload2:
	TNT1 A 0 A_JumpIfInventory("Ammodeagle", 10, "Ready2")
    SSPI W 2
    SSPI FGH 3
    SSSS A 0 A_PlaySound ("MAGUNLOA")
    SSPI IJKLMN 3
    SSSS A 0 A_PlaySound ("MAGLOAD")
    SSPI OPQRST 3
    MSBS B 0 A_GiveInventory("Ammodeagle",10)
    SSPI W 2
    Goto Ready2
  Spawn:
    WSDE A -1
    Stop
  }
}

Actor SeriousDeagle1 : BulletPuff2
{
	DamageType "SamDeagle"
}


ACTOR checkpistol : Inventory
{
	Inventory.MaxAmount 1
}

Actor IronSightPis : Inventory
{
inventory.maxamount 1
}

ACTOR Ammodeagle : Ammo
{
	Inventory.MaxAmount 10
}



actor CoachgunX : Weapon 22001
{

  Weapon.SelectionOrder 400
  Weapon.SlotNumber 3
  Weapon.AmmoUse 2
  Weapon.AmmoGive 8
  Weapon.AmmoType "Shell"
  Weapon.KickBack 1500
  Inventory.icon "TNT1A0"
  +WEAPON.NOAUTOAIM
  +EXTREMEDEATH
  Inventory.PickupMessage "You got the coachgun!"
  Obituary "%o couldn't handle the seriousness of %k."
  decal Bulletchip
  States
  {
  Ready:
    SSDB A 1 A_WeaponReady
    Loop
  Deselect:
    SSDB A 0 A_Lower
    SSDB A 1 A_Lower
    Loop
  Select:
    SSDB A 0 A_Raise
    SSDB A 1 A_Raise
    Loop
  Fire:
    SSDB A 1
    SHT2 A 0 A_FireBullets (12, 12, 10, 8, "BulletPuff2")
    SHT2 A 0 A_PlaySound ("WEPSHOT2", CHAN_WEAPON)
    SSDB C 1
    SSDB DEFGHIJ 2
    SSDB J 5
    SSDB KLMN 2
	TNT1 A 0 A_FireCustomMissile("Shotguncasing",0,0,3,1)
    TNT1 A 0 A_FireCustomMissile("Shotguncasing",0,0,9,1)
    TNT1 A 5
    SSDB OPQRST 3
    SSDB A 13
    SSDB A 4 A_ReFire
    Goto Ready
  Spawn:
    WSDB A -1
    Stop
  }
}

actor Cannon : Weapon 22016
{
  Weapon.SelectionOrder 1400
  Weapon.SlotNumber 7
  Weapon.AmmoUse1 1
  Weapon.AmmoGive1 2
  Weapon.AmmoType1 "CannonAmmo"
   Weapon.AmmoType2 "CPower" 
   Weapon.AmmoGive2 0 
   Weapon.AmmoUse2 0 
  +WEAPON.NOAUTOFIRE
  +WEAPON.NOAUTOAIM
  Inventory.PickupMessage "You got Cannon!"
  Inventory.icon "TNT1A0"
  Weapon.KickBack 400
  States
  {
  Ready:
    SSCN A 1 A_WeaponReady
    Loop
  Deselect:
    SSCN A 0 A_Lower
    SSCN A 1 A_Lower
    Loop
  Select:
    SSCN A 0
    SSCN A 0 A_Raise
    SSCN A 1 A_Raise
    Loop
  Fire:
    HNDG A 0 A_JumpIfInventory("CPower",24,"Grenhigh")
    SSCN B 1
    SSGL A 0 A_GiveInventory("CPower",1)
    MISG B 0 A_ReFire
      HNDG A 0 A_JumpIfInventory("CPower",24,"Grenhigh")
      HNDG A 0 A_JumpIfInventory("CPower",23,"Grenlow")
      HNDG A 0 A_JumpIfInventory("CPower",22,"Grenlow")
      HNDG A 0 A_JumpIfInventory("CPower",21,"Grenlow")
      HNDG A 0 A_JumpIfInventory("CPower",20,"Grenlow")
      HNDG A 0 A_JumpIfInventory("CPower",19,"Grenlow")
      HNDG A 0 A_JumpIfInventory("CPower",18,"Grenlow")
      HNDG A 0 A_JumpIfInventory("CPower",17,"GrenLow")
      HNDG A 0 A_JumpIfInventory("CPower",16,"GrenLow")
      HNDG A 0 A_JumpIfInventory("CPower",15,"GrenLow")
      HNDG A 0 A_JumpIfInventory("CPower",14,"GrenLow")
      HNDG A 0 A_JumpIfInventory("CPower",13,"GrenLow")
      HNDG A 0 A_JumpIfInventory("CPower",12,"Grenlow")
      HNDG A 0 A_JumpIfInventory("CPower",11,"GrenLow")
      HNDG A 0 A_JumpIfInventory("CPower",10,"GrenLow")
      HNDG A 0 A_JumpIfInventory("CPower",9,"GrenLow")
      HNDG A 0 A_JumpIfInventory("CPower",8,"GrenLow")
      HNDG A 0 A_JumpIfInventory("CPower",7,"GrenLow")
      HNDG A 0 A_JumpIfInventory("CPower",6,"Grenlow")
      HNDG A 0 A_JumpIfInventory("CPower",5,"GrenLow")
      HNDG A 0 A_JumpIfInventory("CPower",4,"GrenLowest")
      HNDG A 0 A_JumpIfInventory("CPower",3,"GrenLowest")
      HNDG A 0 A_JumpIfInventory("CPower",2,"GrenLowest")
      HNDG A 0 A_JumpIfInventory("CPower",1,"GrenLowest")
  Grenlowest:
    SSCN B 2
    SSGL A 0 A_TakeInventory("CPower",999) 
    SSGL B 0 A_PlaySound ("CANNON_F", CHAN_WEAPON)
    SSGL B 0 A_FireCustomMissile ("Cannonsamlowest")
    SHT2 A 0 A_SetPitch (pitch-3)
    SSCN CB 1
    SSCN A 14 
    MISG B 0 A_ReFire
    Goto Ready
  Grenlow:
    SSCN BCD 2
    SSGL A 0 A_TakeInventory("CPower",999) 
    SSGL B 0 A_PlaySound ("CANNON_F", CHAN_WEAPON)
    SSGL B 0 A_FireCustomMissile ("Cannonsamlow")
    SHT2 A 0 A_SetPitch (pitch-3)
    SSCN B 1
    SSCN A 14 
    MISG B 0 A_ReFire
    Goto Ready
  Grenhigh:
    SSCN BCDEFG 2
    SSGL A 0 A_TakeInventory("CPower",999) 
    SSGL B 0 A_PlaySound ("CANNON_F", CHAN_WEAPON)
    SSGL B 0 A_FireCustomMissile ("Cannonsamhigh")
    SHT2 A 0 A_SetPitch (pitch-3)
    SSCN EDCB 1
    SSCN A 14
    MISG B 0 A_ReFire
    Goto Ready
  Spawn:
    WSCS A -1
    Stop
  }
}

ACTOR Cannonammo : Ammo 22017
{
  Inventory.PickupMessage "Picked up 5 CannonBalls."
  Inventory.Amount 2
  Inventory.MaxAmount 2
  Ammo.BackpackAmount 2
  Ammo.BackpackMaxAmount 2
  Inventory.Icon "BAMBA0"
  States
  {
  Spawn:
    BAMB A -1
    Stop
  }
}

ACTOR Cannonsamlowest
{
  Radius 18
  Height 18
  Speed 15
  Damage 10
  Projectile
  +RIPPER
  -NOGRAVITY
  +RANDOMIZE
  +DEHEXPLOSION
  +DoomBounce
  +CANBOUNCEWATER
  +SKYEXPLODE
  Gravity 0.50
  DeathSound "SSEXPLO"
  Obituary "%o was impressed by %k's balls."
  DamageType "Grenade"
  States
  {
  Spawn:
    BALL A 1 Bright 
    Loop
  Death:
    TNT1 A 0
    TNT1 A 8 Bright A_Explode(20,128)
    TNT1 A 0
    TNT1 A 6 Bright
    TNT1 A 4 Bright
    Stop
  Grenade:
    TNT1 A 0
    MISL A 1000 A_Die
    Wait
  Detonate:
    TNT1 A 0
    TNT1 A 4 A_Scream
    TNT1 A 6 
    TNT1 A 10
    Stop
  }
}

ACTOR Cannonsamlow
{
  Radius 18
  Height 18
  Speed 30
  Damage 15
  Projectile
  +RIPPER
  -NOGRAVITY
  +RANDOMIZE
  +DEHEXPLOSION
  +DoomBounce
  +CANBOUNCEWATER
  +SKYEXPLODE
  Gravity 0.50
  DeathSound "SSEXPLO"
  Obituary "%o was impressed by %k's balls."
  DamageType "Grenade"
  States
  {
  Spawn:
    BALL A 1 Bright 
    Loop
  Death:
    TNT1 A 0
    TNT1 A 8 Bright A_Explode(40,128)
    TNT1 A 0
    TNT1 A 6 Bright
    TNT1 A 4 Bright
    Stop
  Grenade:
    TNT1 A 0
    MISL A 1000 A_Die
    Wait
  Detonate:
    TNT1 A 0
    TNT1 A 4 A_Scream
    TNT1 A 6 
    TNT1 A 10
    Stop
  }
}

ACTOR Cannonsamhigh
{
  Radius 18
  Height 18
  Speed 60
  Damage 20
  Projectile
  +RIPPER
  -NOGRAVITY
  +RANDOMIZE
  +DEHEXPLOSION
  +GRENADETRAIL
  +DoomBounce
  +CANBOUNCEWATER
  +SKYEXPLODE
  Gravity 0.25
  DeathSound "SSEXPLO"
  Obituary "%o was impressed by %k's balls."
  DamageType "Grenade"
  States
  {
  Spawn:
    BALL A 1 Bright 
    Loop
  Death:
    TNT1 A 0
    TNT1 A 8 Bright A_Explode
    TNT1 A 0
    TNT1 A 6 Bright
    TNT1 A 4 Bright
    Stop
  Grenade:
    TNT1 A 0
    MISL A 1000 A_Die
    Wait
  Detonate:
    TNT1 A 0
    TNT1 A 4 A_Scream
    TNT1 A 6 
    TNT1 A 10
    Stop
  }
}

ACTOR CPower : Ammo
{
   Inventory.MaxAmount 24
   Ammo.BackpackMaxAmount 24
}
