Actor Stiglitz : PlayerPawn
{
	health 100
	Player.Maxhealth 100
	Mass 700
	Player.SoundClass "Stiglitz"
	Player.DisplayName "Stiglitz"
	Player.ScoreIcon "STIGST"
	Player.ForwardMove 0.9
	Player.SideMove 0.9
	Player.ColorRange 112, 127
	Player.WeaponSlot 1, Kar98k
	Player.WeaponSlot 2, StiglitzMP40
	Player.WeaponSlot 3, GasGun
	Player.WeaponSlot 4, PowerupSpawnWeapon
	Player.StartItem "SpecialAbility", 1
	Player.StartItem "Kar98k", 1
	Player.StartItem "KarAmmo",1
	Player.StartItem "PowerupSpawnWeapon", 1
	Player.StartItem "IconStigVision", 1
	Player.StartItem "IconItem", 1
	Player.StartItem "GasGun", 1
	Player.StartItem "Karprimary", 10
	Player.StartItem "KarSecondary" 120
	Player.StartItem "StiglitzMP40", 1
	Player.StartItem "MP40Mag", 32
	Player.StartItem "GasBombs", 6
	Player.StartItem "IsHuman", 1
	Player.StartItem "Screamer", 0
	DamageFactor "GhostTrap", 0.0
	Damagefactor "normal", 1.0
	Damagefactor "AntiAirbolt", 0.0
	Damagefactor "Sentinel", 0.0
	Damagefactor "MechPewPews", 0.0
	Damagefactor "MacheteSlicerino", 0.0
    Damagefactor "GasterSmokeHurt", 0.0
	Damagefactor "StrifeSuit", 0.0
	scale 1.1
	PainChance 256
	LimitedToTeam 0
	+NOSKIN
	+NOICEDEATH
	+NODAMAGETHRUST
	+GHOST
	+QUICKTORETALIATE
	States
	{
	Spawn:
		STIG A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")	
		STIG A 1 Setplayerproperty(0,0,0)
		Loop
	See:
		STIG A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")	
		STIG B 0 A_JumpIfHealthlower(50,"INeedHealingSee")
		STIG B 6
		STIG C 6 A_SpawnItemEx ("StigStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
		STIG D 6
		STIG C 6 A_SpawnItemEx ("StigStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
		Goto Spawn
	INeedHealingSee:
		STIG A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")	
		STIG B 0 A_SpawnItemEx("INeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		STIG B 6
		STIG C 6 A_SpawnItemEx ("StigStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
		STIG D 6
		STIG C 6 A_SpawnItemEx ("StigStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
		Goto Spawn
	Missile:
		STIG E 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")	
		STIG F 10
		Goto Spawn
	Melee:
		STIG F 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")	
		STIG 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)
	STIG 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)
	STIG 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)
	STIG 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:
		STIG G 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")	
		STIG G 4
		STIG G 4 A_Pain
		Goto See
	Pain.LoonaClawing:
	TNT1 A 0 A_GiveToTarget("Health",6)
	STIG G 20 Setplayerproperty(0,1,0)
	STIG 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)
	STIG G 20 Setplayerproperty(0,1,0)
	STIG 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)
	STIG G 20 Setplayerproperty(0,1,0)
	STIG 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:
    STIG I 0 A_Pain
	STIG I 0 A_GiveToTarget("health",5)
	STIG A 40 Setplayerproperty(0,1,0)
	STIG A 2 Setplayerproperty(0,0,0)
		Goto Spawn
	Death.Creeper:
		STIG A 0 A_PlaySoundEx("CreeperAttack", "Body")
		STIG A 0 A_SpawnItemEx("CreeperPopUp",0,0,10)
		TNT1 A 0 A_GiveToTarget("GhoulAmmo",1)
		STIG A 0 A_GiveToTarget("CreeperHeal",1)
		STIG A 0 ACS_ExecuteAlways(997,0,1)
		Goto DeathAnimAlt
	Death.CreepStun:
		STIG A 0 A_GiveToTarget("Unlock13",1)
		STIG A 0 A_GiveToTarget("CreepGotya",1)
		Goto DeathAnimAlt
	Death.SjasScream:
	Death.FrostbiteWind:
	Death.EmtalicSaw:
	Death.LichFire:
		STIG A 0 A_GiveToTarget("KilledJ",1)
		Goto DeathAnim
	Death:
	DeathAnim:
		STIG A 0 A_GiveToTarget("KillBeep",1)
		STIG A 0 A_GiveInventory("ItemDeath",1)
		STIG A 0 A_TakeInventory("KilledCount",999)
		STIG A 0 A_GiveToTarget("KilledMe",1)
		STIG A 0 A_GiveToTarget("KilledStiglitz",1)
		STIG G 5
		STIG H 5 A_PlayerScream
		STIG I 5 A_NoBlocking
		STIG JK 5
		STIG L -1
		Stop
	DeathAnimAlt:
		STIG A 0 A_GiveToTarget("KillIndicator",1)
		STIG A 0 A_GiveInventory("ItemDeath",1)
		STIG A 0 A_TakeInventory("KilledCount",999)
		STIG A 0 A_GiveToTarget("KilledMe",1)
		STIG A 0 A_GiveToTarget("KilledStiglitz",1)
		STIG G 5
		STIG H 5 A_PlayerScream
		STIG I 5 A_NoBlocking
		STIG JK 5
		STIG 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:
		STIG I 0 A_GiveToTarget("KillBeep",1)
		STIG I 0 A_GiveInventory("ItemDeath",1)
		STIG I 0 A_GiveToTarget("KilledMe",1)
		STIG I 0 A_GiveToTarget("KilledStiglitz",1)
		STIG I 0 A_GiveToTarget("Crunched",1)
		STIG 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:
		STIG I 0 A_GiveToTarget("KillIndicator",1)
		STIG I 0 A_GiveInventory("ItemDeath",1)
		STIG I 0 A_GiveToTarget("KilledMe",1)
		STIG I 0 A_GiveToTarget("KilledStiglitz",1)
		STIG I 0 A_GiveToTarget("Crunched",1)
		STIG 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:
		STIG A 0 A_GiveToTarget("KilledR",1)
		STIG A 0 A_GiveToTarget("Health",100)
		STIG A 0 ACS_ExecuteAlways(997,0,2)
		STIG A 0 A_PlaySoundEx("RavagerAttack","Body")
		STIG A 0 A_SpawnItemEx("RavagerHit",0,0,32)
		Goto DeathAnimAlt
	Death.RavagerBall:
		STIG A 0 A_GiveToTarget("RavagerGotYa",1)
		STIG A 0 A_GiveToTarget("KilledJ",1)
		Goto DeathAnimAlt
	Death.Yurei:
		STIG A 0 A_GiveToTarget("KilledY",1)
		STIG A 0 A_PlaySoundEx("YureiKill1","Body",0,1)
		STIG A 0 ACS_ExecuteAlways(997,0,3)
		Goto DeathAnimAlt
	Death.YureiBall:
		STIG A 0 A_GiveToTarget("Health",10)
		STIG A 0 A_SpawnItemEx("BallFire")
		Goto Death.SjasScream
	Death.UboaRawrScream:
		Goto DeathAnimAlt
	Death.Misty:
	Death.Whiteface:
		STIG A 0 A_GiveToTarget("KillBeep",1)
		STIG A 0 A_GiveInventory("ItemDeath",1)
		STIG A 0 A_GiveToTarget("KilledMe",1)
		STIG A 0 A_GiveToTarget("KilledM",1)
		STIG GGGG 1 A_FadeOut(0.05)
		STIG A 0 A_PlayerScream
		STIG HHHHHIIIJJJKKL 1 A_FadeOut(0.05)
		STIG A 0 A_NoBlocking
		NULL A -1
		Stop
	Death.Clowny:
		STIG A 0 ACS_ExecuteAlways(997,0,4)
		STIG A 0 A_GiveToTarget("KilledC",1)
		STIG A 0 A_GiveToTarget("ClownyAmmo",5)
		Goto DeathAnim
	Death.Mohoph:
		STIG A 0 A_GiveToTarget("TransStiglitz",1)
		TNT1 A 0 A_GiveToTarget("MorphAmmo", 1)
		STIG A 0 A_PlaySoundEx("MohophKill","Body")
		STIG A 0 ACS_ExecuteAlways(997,0,5)
		Goto DeathAnim
	Death.EmtalicWeak:
		STIG A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto DeathAnim
	Death.Emtalic:
		STIG A 0  A_PlaySoundEx("RamSuccess","Body")
		Goto Death.Jitter
	Death.I1:
		STIG A 0 A_SpawnItemEx("Heart",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		STIG A 0 A_GiveToTarget("KilledI1",1)
		Goto DeathAnim
	Death.I2:
		STIG A 0 A_GiveToTarget("KillBeep",1)
		STIG A 0 A_GiveInventory("ItemDeath",1)
		STIG A 0 A_GiveToTarget("KilledMe",1)
		STIG A 0 A_GiveToTarget("KilledI2",1)
		STIG A 0 A_GiveToTarget("Clip",1)
		STIG G 0 SetPlayerProperty(0,1,4)
		STIG G 0 A_Stop
		STIG GGGGGGGGGGGGGGGG 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:
		STIG A 0 A_GiveToTarget("KillBeep",1)
		STIG A 0 A_GiveInventory("ItemDeath",1)
		STIG A 0 A_GiveToTarget("KilledMe",1)
		STIG A 0 A_GiveToTarget("KilledI3",1)
		STIG GGGGG 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		STIG H 0 A_PlayerScream
		STIG HHIII 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		STIG J 0 A_NoBlocking
		STIG JJJKKKLLL 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		STIG LLLL 3 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		STIG O -1
		Stop
	Death.I4:
		STIG A 0 A_GiveToTarget("KilledI4",1)
		Goto DeathAnim
	Death.I5:
		STIG A 0 A_GiveToTarget("KilledI5",1)
		Goto DeathAnim
	Pain.RavagerBall:
		STIG A 0 ACS_ExecuteAlways(920,0)
		Goto Pain
	Pain.YureiBall:
		STIG A 0 A_GiveToTarget("Health",10)
		STIG A 0 A_SpawnItemEx("BallFire")
		Goto Pain
	Pain.Emtalic:
		STIG A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto Pain
	Pain.EmtalicWeak:
		STIG 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 StigStomp : CyborgStomp
{
	DeathSound "StigStep"
}

ACTOR MP40Tracer : FastProjectile
{
	Alpha 0.90
	RenderStyle Add
	Radius 3
	Height 3
	Speed 300
	PROJECTILE
	Damage (0)
	+BLOODSPLATTER
	+DONTREFLECT
	Scale 0.4
	Decal BulletChip
	Obituary "%o was proof that %k's gun still works."
	States
	{
	Spawn:
		PUFF A 1 BRIGHT
		PUFF A 0 BRIGHT A_PlaySound("wolfen/whiz")
		Loop
	Death:
	Crash:
		PUFF A 2 BRIGHT
		PUFF B 1 BRIGHT A_SetTranslucent(0.9,0)
		PUFF B 1 BRIGHT
		PUFF CD 2 BRIGHT
		Stop
	XDeath:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		TNT1 A 3 A_PlaySound("wolfen/hitflesh")
		Stop
	}
}

Actor GasGun : Weapon 20039
{
  Weapon.AmmoType "GasBombs"
  Weapon.AmmoGive 3
  Weapon.AmmoUse 1
  Weapon.AmmoUse2 3
  Weapon.AmmoType2 "GasBombs"
  +WEAPON.NOAUTOAIM 
  Inventory.PickupMessage "You got the Riot Nerve Gas Launcher!"
  Obituary "%o was burnt inside-out by %k."
  Inventory.PickupSound "Misc/W_PkUp"
  Weapon.SelectionOrder 2600
  Weapon.Kickback 300
  Inventory.icon "TNT1A0"
  	Weapon.BobStyle Alpha
	Weapon.BobSpeed 1.5
	Weapon.BobRangeY 0.4
	Weapon.BobRangeX 0.6
  Scale 0.8
  +AMMO_OPTIONAL
  +ALT_AMMO_OPTIONAL
  //$Category Weapons
  States
  {
  Spawn:
	TERG A 20
    Loop
  Select:
    TEAR A 1 A_Raise
    Loop
  Deselect:
    TEAR A 1 A_Lower
    Loop
  Ready:
    TEAR A 50 A_WeaponReady
	TEAR A 0 A_JumpIfInventory("GasBombs", 6, "Ready")
	TEAR A 0 ACS_ExecuteAlways(996,0)
	TEAR A 1 A_GiveInventory("GasBombs", 1)
    Loop
  Fire:
    TEAR A 0 A_JumpIfNoAmmo("Firefail")
    TEAR B 0 Bright A_GunFlash
    TEAR B 0 Bright A_PlaySound("Tear/Launch")
    TEAR B 1 Bright A_FireCustomMissile("TearGasGrenade", 0, 1, 10, 0, 0, 10)
    TEAR C 1
    TEAR A 0 A_CheckReload
	TEAR DEFGHIJKLMNOPQRSTUVWXY 1
    TEAR A 0 A_Refire
    Goto Ready
  Altfire:
    TEAR A 0 A_JumpIfNoAmmo("Firefail")
	TEAR B 0 Bright A_GunFlash
    TEAR B 0 Bright A_PlaySound("Tear/Launch")
	TEAR B 0 Bright A_FireCustomMissile("TearGasGrenade2", 0, 1, 40)
	TEAR B 0 Bright A_FireCustomMissile("TearGasGrenade2", 0, 0, 0)
    TEAR B 0 Bright A_FireCustomMissile("TearGasGrenade2", 0, 0, -40)
	TEAR B 0 Bright A_FireCustomMissile("TearGasGrenade2", 0, 0, 80)
    TEAR B 0 Bright A_FireCustomMissile("TearGasGrenade2", 0, 0, -80)
	TEAR B 1 Bright
    TEAR C 1
    TEAR A 0 A_CheckReload
	TEAR DEFGHIJKLMNOPQRSTUVWXY 1
	TEAR A 40
    TEAR A 0 A_Refire
    Goto Ready
  Flash:
    TNT1 A 2 A_Light1
    TNT1 A 2 A_Light2
    TNT1 A 0 A_Light0
    Stop
  Firefail:
	TEAR A 1
	Goto Ready
  }
}
ACTOR GasBombs : Ammo 
{
    //$Category Ammunition
	Inventory.Amount 6
	Inventory.MaxAmount 6
	Ammo.BackpackAmount 6
	Ammo.BackpackMaxAmount 6
	Inventory.PickupMessage "Picked up a Sarin Gas Grenade!."
	Inventory.Icon "TRGNC0"
	Scale 0.8
	States
	{
	Spawn:
		TRGP A -1
		Stop
	}
}

Actor TearGasGrenade2
{
  Radius 3
  Height 3
  Speed 30
  Damage (20)
  PROJECTILE
  +EXPLODEONWATER
  +NOEXTREMEDEATH
  -NOGRAVITY
  ReactionTime 115
  Obituary "%o was burnt inside-out by %k."
  BounceSound "TearBomb/Bounce"	
  Deathsound "Tear/Release"
  DamageType "MechPewPews"
  States
  {
  Spawn:
    TRGN A 0 A_CountDown		
    TRGN ABAC 2 
	TRGN A 0 A_JumpIf(waterlevel >= 2, "DeepWater")
    Loop
  Death:
    TRGG A 0 A_Gravity 
	TRGN BA 5
	TRGG A 0 A_Playsound ("Tear/Gas", 7, 1, 1)
    TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudMedium", Random (-10, 10), random (0,10), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudLarge", Random (-10, 10), random (0,10), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudSmall", Random (-10, 10), random (0,10), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudMedium", Random (-10, 10), random (0,10), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudLarge", Random (-10, 10), random (0,10), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudSmall", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudMedium", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudLarge", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudSmall", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudMedium", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudLarge", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudSmall", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudMedium", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudLarge", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudSmall", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudMedium", Random (-10, 10), random (0,5), random (0, 150))	 
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudLarge", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudSmall", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudMedium", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudLarge", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudSmall", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudMedium", Random (-10, 10), random (0,5), random (0, 150))	 
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudLarge", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudSmall", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudMedium", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudLarge", Random (-10, 10), random (0,5), random (0, 150))
	TRGG ABCDABCDABCDABCDABCDABCDABCDABCDABCD 2 Bright 
    TRGN A 0 A_StopSound (7)
	TRGN A 0 A_playsound ("Tear/Release")
	TRGN A 600
	TRGN AAAAAAAAAAAAAAAAAAA 1 A_FadeOut( 0.05 )
	TRGN A 1 A_FadeOut( 1 )
	TRGN A -1
    Stop
  DeepWater:
    TRGN A 0 A_ScaleVelocity(0.5)
    TRGN A 0 A_PlaySound("Tear/Release")
    TRGN ABA 6
	TRGN AAAAAAAAAAAAAAAAAAA 1 A_FadeOut( 0.05 )
	TRGN A 1 A_FadeOut( 1 )
	TRGN A -1
    stop
  }
}


Actor TearGasGrenade
{
  Radius 3
  Height 3
  Speed 30
  Damage (20)
  PROJECTILE
  -BOUNCEONACTORS
  +EXPLODEONWATER
  +NOEXTREMEDEATH
  -NOGRAVITY
  BounceFactor 0.65
  WallBounceFactor 0.7
  Bouncetype Hexen
  BounceCount 5
  ReactionTime 115
  Obituary "%o was burnt inside-out by %k."
  BounceSound "TearBomb/Bounce"	
  Deathsound "Tear/Release"
  DamageType "MechPewPews"
  States
  {
  Spawn:
    TRGN A 0 A_CountDown		
    TRGN ABAC 2 
	TRGN A 0 A_JumpIf(waterlevel >= 2, "DeepWater")
    Loop
  Death:
    TRGG A 0 A_Gravity 
	TRGN BA 5
	TRGG A 0 A_Playsound ("Tear/Gas", 7, 1, 1)
    TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudMedium", Random (-10, 10), random (0,10), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudLarge", Random (-10, 10), random (0,10), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudSmall", Random (-10, 10), random (0,10), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudMedium", Random (-10, 10), random (0,10), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudLarge", Random (-10, 10), random (0,10), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudSmall", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudMedium", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudLarge", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudSmall", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudMedium", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudLarge", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudSmall", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudMedium", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudLarge", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudSmall", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudMedium", Random (-10, 10), random (0,5), random (0, 150))	 
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudLarge", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudSmall", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudMedium", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudLarge", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudSmall", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudMedium", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudLarge", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudSmall", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudMedium", Random (-10, 10), random (0,5), random (0, 150))	 
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudLarge", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudSmall", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudMedium", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudLarge", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudSmall", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudMedium", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudLarge", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudSmall", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudMedium", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCD 2 Bright A_SpawnItemEx("GasCloudLarge", Random (-10, 10), random (0,5), random (0, 150))	
	TRGG ABCDABCDABCDABCDABCDABCDABCDABCDABCD 2 Bright 
    TRGN A 0 A_StopSound (7)
	TRGN A 0 A_playsound ("Tear/Release")
	TRGN A 100
	TRGN AAAAAAAAAAAAAAAAAAA 1 A_FadeOut( 0.05 )
	TRGN A 1 A_FadeOut( 1 )
	TRGN A -1
    Stop
  DeepWater:
    TRGN A 0 A_ScaleVelocity(0.5)
    TRGN A 0 A_PlaySound("Tear/Release")
    TRGN ABA 6
	TRGN AAAAAAAAAAAAAAAAAAA 1 A_FadeOut( 0.05 )
	TRGN A 1 A_FadeOut( 1 )
	TRGN A -1
    stop
  }
}

ACTOR GasCloudSmall
{
	PROJECTILE
	visibletoteam 1
  +NOGRAVITY
  poisondamage 4
  Damage (4)
  Obituary "%o was burnt inside-out by %k."
  +ADDITIVEPOISONDAMAGE
  +ADDITIVEPOISONDURATION
  Damagetype "Mechpewpews"
	gravity 0.2
	  Radius 11
  Height 7
	Speed 1
	RenderStyle Translucent
	Alpha 0.6
	States
	{
	Spawn:
		TGSS ABCDE 7
		TGSS A 0 A_Jump (128, "Death")
		Loop
	Death:
		TGSS ABCDE 7 A_FadeOut( 0.15 )
		TNT1 A -1
	}
}

ACTOR GasCloudMedium : GasCloudSmall
{
	PoisonDamage 8
	visibletoteam 1
	Damage (6)
	  +ADDITIVEPOISONDAMAGE
  +ADDITIVEPOISONDURATION
  Obituary "%o was burnt inside-out by %k."
	Damagetype "Mechpewpews"
	gravity 0.3
	States
	{
	Spawn:
		TGSM ABCDE 7
		TGSM A 0 A_Jump (128, "Death")
		Loop
	Death:
		TGSM ABCDE 7 A_FadeOut( 0.15 )
		TNT1 A -1
	}
}

ACTOR GasCloudLarge : GasCloudSmall
{
	PoisonDamage 10
	Damage (8)
	visibletoteam 1
	  +ADDITIVEPOISONDAMAGE
  +ADDITIVEPOISONDURATION
  Obituary "%o was burnt inside-out by %k."
	Damagetype "Mechpewpews"
	gravity 0.4
	States
	{
	Spawn:
		TGSL ABCDE 7
		TGSL A 0 A_Jump (128, "Death")
		Loop
	Death:
		TGSL ABCDE 7 A_FadeOut( 0.15 )
		TNT1 A -1
	}
}

actor KarAmmo : Ammo
{
  Inventory.Amount 10
  Inventory.MaxAmount 10
  Ammo.BackpackAmount 10
  Ammo.BackpackMaxAmount 10
	inventory.icon "CLIPA0"
    states
    {
      Spawn:
        TNT1 A 35
        stop
    }
}

Actor KarStiglitz : BulletPuff2
{
	DamageType "KarStiglitz"
	obituary "%o was proof that %k's gun still works."
	+HITTRACER
  States
  {
  Spawn:
	PUFF A 0
    PUFF A 4 bright A_PlaySound("puff/TSRIC")
    PUFF B 4
    // Intentional fall-through
  Melee:
    PUFF CD 4
    stop
	XDeath:
	TNT1 A 0 A_JumpIfInventory("IsGhoul",1,"Hit",AAPTR_Tracer)
	TNT1 A 0 A_PlaySound("wolfen/hitflesh")
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
	TNT1 A 1
	Stop
	Hit:
	TNT1 A 0 A_PlaySound("wolfen/hitflesh")
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
	TNT1 A 0 A_GiveToTarget("StigPowerAmmo",20)
	TNT1 A 1
	Stop
  }
}

ACTOR Kar98k : Weapon
{
  Weapon.AmmoUse 1
  Weapon.AmmoGive2 70
  Weapon.AmmoType "KarPrimary"
  Obituary "%o was proof that %k's gun still works."
  Inventory.Pickupmessage "You picked up the Karabiner 98 Kurz."
  Inventory.Icon "TNT1A0"
  	Weapon.BobStyle Alpha
	Weapon.BobSpeed 1.5
	Weapon.BobRangeY 0.4
	Weapon.BobRangeX 0.6
  Scale 0.75
  +WEAPON.NOAUTOFIRE
  States
  {
   Ready:
   	TNT1 A 0 A_JumpIfinventory("CyborgDashCheck", 1, "Reload")
	K9ID A 0 A_JumpIfNoAmmo("Reload")
      K9ID A 1 A_WeaponReady(WRF_ALLOWRELOAD)
      Goto Ready
	ReloadCheck:
	TNT1 A 0
	TNT1 A 0 A_TakeInventory("CyborgDashCheck")
	K9ID A 0 A_JumpIfInventory("KarPrimary", 5, "Ready")
	Goto Reload
  ReadyIS:
	TNT1 A 0 A_JumpIfinventory("CyborgDashCheck", 1, "Reload")
    ODHR S 1 bright A_WeaponReady(1)
    Wait
  Deselect:
	K9ID A 0 A_Zoomfactor(1.0)
  	K9ID A 0 A_JumpIfInventory("ZoomedIn",1,2)
	K9ID A 0 A_JumpIfInventory("ZoomedIn2",1,2)
    K9ID A 1 A_Lower
    wait
	K9ID A 13 A_ZoomFactor(1.0)
	K9ID A 1 A_TakeInventory("ZoomedIn",1)
	K9ID A 1 A_TakeInventory("ZoomedIn2",1)
	K9ID A 1 
	goto Deselect+1
  Select:
    K9ID A 0 A_Zoomfactor(1.0)
	K9ID A 0 A_TakeInventory("ZoomedIn",1)
	K9ID A 0 A_TakeInventory("ZoomedIn2",1)
    K9ID A 1 A_Raise
    wait
  AltFire:
     SNFI A 0 A_JumpIfInventory("SniperZoom",1,"ZoomOut")
	 Goto ZoomIn1
  ZoomIn1:
	 LHDR S 0 A_GiveInventory("SniperZoom",1)
	 ODHR S 0 A_ZoomFactor(3.0)
	 ODHR S 1 bright
	 Goto ReadyIS
  ZoomOut:
     PPFI A 0 A_TakeInventory("CyborgDashCheck")
     LHDR S 0 A_TakeInventory("SniperZoom",1)
	 ODHR S 0 A_ZoomFactor(1.0)
	 ODHR S 1 bright
	 PPFI A 0 A_TakeInventory("CyborgDashCheck")
	 Goto Ready+2
  Fire:
	 PPFI A 0 A_JumpIfNoAmmo("ReloadCheck")
	 PPFI A 0 A_JumpIfInventory("Sniperzoom",1,"Fire2")
	 PPFI A 0 A_JumpIfInventory("Sniperzoom",2,"Fire2")
	 PPFI A 0 A_FireBullets(0,0,1,45,"KarStiglitz",FBF_NORANDOM|FBF_USEAMMO)
	 PPFI A 0 A_FireCustommissile("KarTracer",0,0,5)
	 PPFI A 0 A_PlayWeaponSound("atk/kar")
	 PPFI A 0 A_SetPitch(pitch-2.5)
	 K9FI A 1 bright
	 PPFI A 0 A_SetPitch(pitch+1.0)
	 K9FI B 1
	 PPFI A 0 A_SetPitch(pitch+1.0)
	 K9FI B 1
	 K9FI C 2
     K9CK A 0 A_Zoomfactor(1.0)
	 K9CK ABCDE 1
	 K9CK F 1
	 K9CK GI 1
	 K9CK J 1
	 K9CK K 1
	 K9CK K 0 A_PlaySoundEx("kar98/boltback","SoundSlot6")
	 K9CK L 1
	 K9CK MN 1
	 K9CK O 3
	 K9CK P 1
	 K9CK Q 2
	 BPSS A 0 A_FireCustomMissile("LongRifleCaseSpawn",5,0,-12,-6)
	 K9CK R 6
	 K9CK K 0 A_PlaySoundEx("kar98/boltfwd","SoundSlot6")
	 K9CK QPO 1
	 K9CK NM 2
	 K9CK L 1
	 K9CK J 3
	 K9CK IHG 1
	 K9CK F 2
	 K9CK EDCBA 1
	 Goto Ready
	Fire2:
	 PPFI A 0 A_FireBullets(0,0,1,60,"KarStiglitz",FBF_NORANDOM|FBF_USEAMMO)
	 PPFI A 0 A_FireCustommissile("KarTracer2",0,0,-1)
	 PPFI A 0 A_PlayWeaponSound("atk/kar")
	 PPFI A 0 A_SetPitch(pitch-2.5)
	 K9FI A 1 bright
	 PPFI A 0 A_SetPitch(pitch+1.0)
	 K9FI B 1
	 PPFI A 0 A_SetPitch(pitch+1.0)
	 K9FI B 1
	 K9FI C 2
     K9CK A 0 A_Zoomfactor(1.0)
	 K9CK ABCDE 1 A_TakeInventory("SniperZoom",2)
	 K9CK F 1
	 K9CK GI 1
	 K9CK J 1
	 K9CK K 1
	 K9CK K 0 A_PlaySoundEx("kar98/boltback","SoundSlot6")
	 K9CK L 1
	 K9CK MN 1
	 K9CK O 3
	 K9CK P 1
	 K9CK Q 2
	 BPSS A 0 A_FireCustomMissile("LongRifleCaseSpawn",5,0,-12,-6)
	 K9CK R 6
	 K9CK K 0 A_PlaySoundEx("kar98/boltfwd","SoundSlot6")
	 K9CK QPO 1
	 K9CK NM 2
	 K9CK L 1
	 K9CK J 3
	 K9CK IHG 1
	 K9CK F 2
	 K9CK EDCBA 1
	 TNT1 A 0 A_TakeInventory("CyborgDashCheck")
	 Goto Ready
    Reload:
	K9CK A 0 A_TakeInventory("CyborgDashCheck")
	 K9ID A 1 A_JumpIfInventory("KarPrimary", 5, "Ready")
	 K9CK A 0 A_TakeInventory("ZoomedIn",1)
	 K9CK A 0 A_TakeInventory("ZoomedIn2",1)
	 K9CK A 0 A_TakeInventory("Sniperzoom",2)
	 K9CK A 0 A_Zoomfactor(1.0)
	 K9CK ABCDE 1 A_TakeInventory("CyborgDashCheck")
	 K9CK F 1
	 K9CK GI 1
	 K9CK J 1
	 K9CK K 1
	 K9CK K 0 A_PlaySoundEx("kar98/boltback","SoundSlot6")
	 K9CK L 1
	 K9CK MN 1
	 K9CK O 3
	 K9CK P 1
	 K9CK Q 2
	 K9CK R 6
	 K9RL ABCDEFGH 1
	 K9RL I 8
	 K9RL JKLM 1
	 K9RL N 2
	 K9RL P 0 A_PlaySoundEx("kar98/stripin","SoundSlot6")
	 K9RL O 1
	 K9RL PQ 1
	 K9RL R 3
	 K9RL STUVWXY 1
	 K9RL Z 6
	 K9RM A 0 A_PlaySoundEx("kar98/stripclip","SoundSlot6")
	 K9RM AB 1
	 K9RM AB 2
	 K9RM C 4
	 K9RM D 6
	 K9RM EF 1
	 K9RM G 8
	 K9RL P 0 A_PlaySoundEx("kar98/stripout","SoundSlot6")
	 K9RM HIJKLM 1
	 K9RM N 4
	 K9RM OP 1
	 K9RL IHGFEDCBA 1
	 K9CK R 6
	 K9CK K 0 A_PlaySoundEx("kar98/boltfwd","SoundSlot6")
	 K9CK QPO 1
	 K9CK NM 2
	 K9CK L 1
	 K9CK J 3
	 K9CK IHG 1
	 K9CK F 2
	 K9CK EDCBA 1 
	 TNT1 A 0 A_GiveInventory("KarPrimary",5)
	 Goto Ready
  }
}



ACTOR SniperZoom : Inventory
{
	Inventory.MaxAmount 2
}

ACTOR KarPrimary : Ammo
{
  Inventory.Amount 5
  Inventory.MaxAmount 5
  Inventory.Icon "CLIPA0"
  +INVENTORY.IGNORESKILL
}

ACTOR KarTracer2 : MP40Tracer
{
	Damage (0)
	Damagetype "KarStiglitz"
	speed 900
	Obituary "%o was proof that %k's gun still works."
}

ACTOR PowerupSpawnWeapon : Weapon
{
	Weapon.Ammotype "StigPowerAmmo"
	Inventory.icon "TNT1A0"
	Weapon.BobStyle Alpha
	Weapon.BobSpeed 1.5
	Weapon.BobRangeY 0.4
	Weapon.BobRangeX 0.6
	States
	{
	Spawn:
		PULX A -1
		Stop
	Ready:
		REPT A 1 A_WeaponReady
		REPT A 0 A_Playsound("QUIET",Chan_Weapon)
		Loop
	Deselect:
		REPT A 1 A_Lower
		REPT A 0 A_Playsound("QUIET",Chan_Weapon)
		Loop
	Select:
		REPT A 1 A_Raise
		REPT A 0 A_Playsound("QUIET",Chan_Weapon)
		Loop
	Fire:
		REPT A 1
		REPT A 1
		REPT A 1
		REPT A 1
		TNT1 A 0 A_JumpIfInventory("StigpowerFuel",0,"SixthPowerupCharge")
		TNT1 A 0 A_JumpIfInventory("StigpowerFuel",4,"FifthPowerupCharge")
		TNT1 A 0 A_JumpIfInventory("StigpowerFuel",3,"FourthPowerupCharge")
		TNT1 A 0 A_JumpIfInventory("StigpowerFuel",2,"ThirdPowerupCharge")
		TNT1 A 0 A_JumpIfInventory("StigpowerFuel",1,"SecondPowerupCharge")
		Goto FirstPowerupCharge
	whichPowerup:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("StigPowerAmmo",0)
		TNT1 A 0 A_PlaySound("pulsefire", CHAN_AUTO)
		TNT1 A 0 A_JumpIfInventory("StigpowerFuel",0,"SixthPowerupFire")
		TNT1 A 0 A_JumpIfInventory("StigpowerFuel",4,"FifthPowerupFire")
		TNT1 A 0 A_JumpIfInventory("StigpowerFuel",3,"FourthPowerupFire")
		TNT1 A 0 A_JumpIfInventory("StigpowerFuel",2,"ThirdPowerupFire")
		TNT1 A 0 A_JumpIfInventory("StigpowerFuel",1,"SecondPowerupFire")
		Goto FirstPowerupFire
	FirstPowerupCharge:
		TNT1 A 0 A_SpawnItemEx("StigGrayVisionIndicator",70,40)
		TNT1 A 0 A_SpawnItemEx("StigGrayVisionIndicator",70,-40)
		TNT1 A 0 A_JumpIfInventory("StigPowerAmmo", 50, "whichPowerup")
		REPT A 0 A_Playsound("Stiglitz/Powercharge",Chan_Weapon,1,1)
		REPT A 0 A_GiveInventory("StigPowerAmmo", 1)
		TNT1 A 0 A_ReFire
		Goto Ready
	SecondPowerupCharge:
		TNT1 A 0 A_SpawnItemEx("StigGrayInfiniteAmmoIndicator",70)
		TNT1 A 0 A_JumpIfInventory("StigPowerAmmo", 100, "whichPowerup")
		REPT A 0 A_Playsound("Stiglitz/Powercharge",Chan_Weapon,1,1)
		REPT A 0 A_GiveInventory("StigPowerAmmo", 1)
		TNT1 A 0 A_ReFire
		Goto Ready
	ThirdPowerupCharge:
		TNT1 A 0 A_SpawnItemEx("StigGrayDrainIndicator",70)
		TNT1 A 0 A_JumpIfInventory("StigPowerAmmo", 100, "whichPowerup")
		REPT A 0 A_Playsound("Stiglitz/Powercharge",Chan_Weapon,1,1)
		REPT A 0 A_GiveInventory("StigPowerAmmo", 1)
		TNT1 A 0 A_ReFire
		Goto Ready
	FourthPowerupCharge:
		TNT1 A 0 A_SpawnItemEx("StigGrayRegenerationIndicator",70)
		TNT1 A 0 A_JumpIfInventory("StigPowerAmmo", 100, "whichPowerup")
		REPT A 0 A_Playsound("Stiglitz/Powercharge",Chan_Weapon,1,1)
		REPT A 0 A_GiveInventory("StigPowerAmmo", 1)
		TNT1 A 0 A_ReFire
		Goto Ready
	FifthPowerupCharge:
		TNT1 A 0 A_SpawnItemEx("StigGrayBoostIndicator",70)
		TNT1 A 0 A_JumpIfInventory("StigPowerAmmo", 100, "whichPowerup")
		REPT A 0 A_Playsound("Stiglitz/Powercharge",Chan_Weapon,1,1)
		REPT A 0 A_GiveInventory("StigPowerAmmo", 1)
		TNT1 A 0 A_ReFire
		Goto Ready
	SixthPowerupCharge:
		TNT1 A 0 A_SpawnItemEx("StigGrayFlightIndicator",70)
		TNT1 A 0 A_JumpIfInventory("StigPowerAmmo", 100, "whichPowerup")
		REPT A 0 A_Playsound("Stiglitz/Powercharge",Chan_Weapon,1,1)
		REPT A 0 A_GiveInventory("StigPowerAmmo", 1)
		TNT1 A 0 A_ReFire
		Goto Ready
	FirstPowerupFire:
		REPT A 0 A_GunFlash
		REPT ABCD 1 A_SetPitch (pitch-0.50)
		REPT D 2  A_Recoil(3)
		REPT D 0 A_SpawnItemEx("StiglitzPower",70,40)
		REPT D 0 A_SpawnItemEx("StiglitzPower",70,-40)
		REPT DCBA 2 A_SetPitch (pitch+0.50)
		REPT A 5 
		Goto Ready
	SecondPowerupFire:
		REPT A 0 A_GunFlash
		REPT ABCD 1 A_SetPitch (pitch-0.50)
		REPT D 2  A_Recoil(3)
		REPT D 0 A_SpawnItemEx("StiglitzPower2",70)
		REPT DCBA 2 A_SetPitch (pitch+0.50)
		REPT A 5 
		Goto Ready
	ThirdPowerupFire:
		REPT A 0 A_GunFlash
		REPT ABCD 1 A_SetPitch (pitch-0.50)
		REPT D 2 A_Recoil(3)
		REPT D 0 A_SpawnItemEx("StiglitzPower3",70)
		REPT DCBA 2 A_SetPitch (pitch+0.50)
		REPT A 5 
		Goto Ready
	FourthPowerupFire:
		REPT A 0 A_GunFlash
		REPT ABCD 1 A_SetPitch (pitch-0.50)
		REPT D 2  A_Recoil(3)
		REPT D 0 A_SpawnItemEx("StiglitzPower4",70)
		REPT DCBA 2 A_SetPitch (pitch+0.50)
		REPT A 5 
		Goto Ready
	FifthpowerupFire:
		REPT A 0 A_GunFlash
		REPT ABCD 1 A_SetPitch (pitch-0.50)
		REPT D 2  A_Recoil(3)
		REPT D 0 A_SpawnItemEx("StiglitzPower5",70)
		REPT DCBA 2 A_SetPitch (pitch+0.50)
		REPT A 5 
		Goto Ready
	SixthPowerupFire:
		REPT A 0 A_GunFlash
		REPT ABCD 1 A_SetPitch (pitch-0.50)
		REPT D 2  A_Recoil(3)
		REPT D 0 A_SpawnItemEx("StiglitzPower6",70)
		REPT DCBA 2 A_SetPitch (pitch+0.50)
		REPT A 5 
		Goto Ready
	Altfire:
		TNT1 A 0 A_PlaySound("Stiglitz/ChangePower",CHAN_Body)
		TNT1 A 0 A_JumpIfInventory("StigPowerFuel", 0, "clearInventory")
		TNT1 A 0 A_GiveInventory("StigPowerFuel",1)
		TNT1 A 0 A_JumpIfInventory("StigpowerFuel",0,"SixthPowerupMessage")
		TNT1 A 0 A_JumpIfInventory("StigpowerFuel",4,"FifthPowerupMessage")
		TNT1 A 0 A_JumpIfInventory("StigpowerFuel",3,"FourthPowerupMessage")
		TNT1 A 0 A_JumpIfInventory("StigpowerFuel",2,"ThirdPowerupMessage")
		TNT1 A 0 A_JumpIfInventory("StigpowerFuel",1,"SecondPowerupMessage")
		Goto Ready
	SixthPowerUpMessage:
		TNT1 A 0 A_TakeInventory("IconStigBoost",1)
		TNT1 A 0 A_GiveInventory("IconStigFlight",1)
		TNT1 A 0 A_GiveInventory("IconItem",1)
		REPT A 1 ACS_Execute(1953,0)
		REPT A 7 A_Print("Spawning Flight Powerup")
		Goto Ready
	FifthPowerUpMessage:
		TNT1 A 0 A_TakeInventory("IconStigRegeneration",1)
		TNT1 A 0 A_GiveInventory("IconStigBoost",1)
		TNT1 A 0 A_GiveInventory("IconItem",1)
		REPT A 1 ACS_Execute(1953,0)
		REPT A 7 A_Print("Spawning Boost Powerup")
		Goto Ready
	FourthPowerUpMessage:
		TNT1 A 0 A_TakeInventory("IconStigDrain",1)
		TNT1 A 0 A_GiveInventory("IconStigRegeneration",1)
		TNT1 A 0 A_GiveInventory("IconItem",1)
		REPT A 1 ACS_Execute(1953,0)
		REPT A 7 A_Print("Spawning Regeneration Powerup")
		Goto Ready
	ThirdPowerUpMessage:
		TNT1 A 0 A_TakeInventory("IconStigInfiniteAmmo",1)
		TNT1 A 0 A_GiveInventory("IconStigDrain",1)
		TNT1 A 0 A_GiveInventory("IconItem",1)
		REPT A 1 ACS_Execute(1953,0)
		REPT A 7 A_Print("Spawning Drain Powerup")
		Goto Ready
	SecondPowerUpMessage:
		TNT1 A 0 A_TakeInventory("IconStigVision",1)
		TNT1 A 0 A_GiveInventory("IconStigInfiniteAmmo",1)
		TNT1 A 0 A_GiveInventory("IconItem",1)
		REPT A 1 ACS_Execute(1953,0)
		REPT A 7 A_Print("Spawning Infinite Ammo Powerup")
		Goto Ready
	ClearInventory:
		TNT1 A 0 A_TakeInventory("IconStigFlight",1)
		TNT1 A 0 A_GiveInventory("IconStigVision",1)
		TNT1 A 0 A_TakeInventory("IconItem",99)
		TNT1 A 0 A_GiveInventory("IconItem",1)
		REPT A 1 ACS_Execute(1953,0)
		REPT A 7 A_Print("Spawning Vision Powerup - Cost: 50")
		TNT1 A 0 A_TakeInventory("StigPowerFuel",0)
		Goto Ready
	Flash:
		PREP A 1 Bright A_Light1
		PREP B 1 Bright A_Light1
		PREP C 1 Bright A_Light1
		goto lightdone	
	}
}

actor StigPowerFuel : Inventory
{
  Inventory.MaxAmount 5
}

actor StigPowerAmmo : Ammo
{
  Inventory.MaxAmount 100
}

Actor IconStigVision : Inventory
{
  Inventory.MaxAmount 1
}

Actor IconStigInfiniteAmmo : IconStigVision
{
}

Actor IconStigDrain : IconStigVision
{
}

Actor IconStigRegeneration : IconStigVision
{
}

Actor IconStigBoost : IconStigVision
{
}

Actor IconStigFlight : IconStigVision
{
}

ACTOR KarTracer : MP40Tracer
{
	Damage (0)
	Damagetype "KarStiglitz"
	speed 900
	Obituary "%o was proof that %k's gun still works."
}

ACTOR PowerFireSpeedee : PowerupGiver
{
	Inventory.Amount 1
	powerup.duration -10
	Powerup.Type PowerDoubleFiringSpeed
	Powerup.Color Yellow 0.1
	Inventory.PickupMessage "NOOOOOO!!! IVE JUST KILLED POOR MONSTER WITH MY OWN TEETH!"
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
}

ACTOR PowerMoveSpeedee : PowerupGiver
{
	Inventory.Amount 1
	powerup.duration -15
	Powerup.Type PowerSpeed
	Powerup.Color Cyan 0.1
	Inventory.PickupMessage "Me likes brawndo."
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
}

ACTOR PowerHighJumpee : PowerupGiver
{
	Inventory.Amount 1
	powerup.duration -15
	Powerup.Type PowerHighJump
	Powerup.Color White 0.1
	Inventory.PickupMessage "My 7-miles boots of hellish asskick kicks hell in ass."
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
}

Actor StiglitzPower : CustomInventory
{
	Inventory.Amount 1
	+floatbob
	Inventory.PickupMessage "This jewel will guide you in eternal darkness."
	Inventory.PickupSound "Stiglitz/vispowr"
	Scale 1.0
	States
	{
	Spawn:
		TNT1 A 0
		ROWL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright
		loop
	Pickup:
		TNT1 A 1 A_JumpIfInventory("IsHuman",1,"StigPower")
		fail
	StigPower:
	TNT1 A 0 A_GiveInventory("RingOfTheOwl")
		Stop
	}
}

Actor StiglitzPower2 : CustomInventory
{
	Inventory.MaxAmount 1
	+floatbob
	Inventory.PickupMessage "Infinite Ammo!"
	Inventory.PickupSound "Stiglitz/ammpowr"
	Scale 1.0
	States
	{
	Spawn:
		TNT1 A 0
		AMSP AAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDD 1 Bright
		AMSP A 1 A_FadeOut(0.1)
		Goto Spawn
	Pickup:
		TNT1 A 0 A_JumpIfInventory("RoyalStaff",1,"StigNoPower")
		Goto ActivateAmmoPowerup
		ActivateAmmoPowerup:
		TNT1 A 1 A_JumpIfInventory("IsHuman",1,"StigPower")
		fail
	StigPower:
	TNT1 A 0 A_GiveInventory("AmmoSphere")
	Stop
    StigNoPower:
	TNT1 A 0
    fail
	}
}

Actor StiglitzPower3 : CustomInventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	+floatbob
	Inventory.PickupMessage "Their blood is yours!"
	Inventory.PickupSound "Stiglitz/DrainPowr"
	Scale 1.0
	States
	{
	Spawn:
		TNT1 A 0
		BLST AAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDD 1 Bright
		BLST A 1 A_FadeOut(0.1)
		Goto Spawn
	Pickup:
		TNT1 A 1 A_JumpIfInventory("IsHuman",1,"StigPower")
		fail
	StigPower:
	TNT1 A 0 A_GiveInventory("BloodlustSphereDrain")
		Stop
	}
}

Actor StiglitzPower4 : CustomInventory
{
	Inventory.Amount 1
	+floatbob
	Inventory.PickupMessage "Your wounds shall be healed!"
	Inventory.PickupSound "Stiglitz/RegenPowr"
	Scale 1.0
	States
	{
	Spawn:
		TNT1 A 0
		REGN AAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDD 1 Bright 
		REGN A 1 A_FadeOut(0.1)
		Goto Spawn
	Pickup:
		TNT1 A 1 A_JumpIfInventory("IsHuman",1,"StigPower")
		fail
	StigPower:
	TNT1 A 0 A_GiveInventory("RegenSphere")
		Stop
	}
}

Actor StiglitzPower5 : CustomInventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	+floatbob
	Inventory.PickupMessage "You got boost power!"
	Inventory.PickupSound "Stiglitz/PickupPower"
	Scale 2.0
	States
	{
	Spawn:
		TNT1 A 0
		STMP ABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCD 1 Bright
		STMP A 1 A_FadeOut(0.1)
		Goto Spawn
	Pickup:
		TNT1 A 1 A_JumpIfInventory("IsHuman",1,"StigPower")
		fail
	StigPower:
	TNT1 A 0 A_GiveInventory("PowerHighJumpee")
 	TNT1 A 0 A_GiveInventory("PowerFireSpeedee")
	TNT1 A 0 A_GiveInventory("PowerMoveSpeedee")
		Stop
	}
}

Actor StiglitzPower6 : CustomInventory
{
	Inventory.Amount 1
	+floatbob
	Inventory.PickupMessage "The sky is the limit!"
	Inventory.PickupSound "Stiglitz/flypowr"
	Scale 1.0
	States
	{
	Spawn:
		TNT1 A 0
		FLYT AAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDD 1 Bright
		FLYT A 1 A_FadeOut(0.1)
		Goto Spawn
	Pickup:
	    TNT1 A 0 A_JumpIfInventory("Duke-Shotgun",1,"StigNoPower")
		TNT1 A 0 A_JumpIfInventory("CyborgPlasma",1,"StigNoPower")
		Goto ActivateAmmoPowerup
		ActivateAmmoPowerup:
		TNT1 A 1 A_JumpIfInventory("IsHuman",1,"StigPower")
		fail
	StigPower:
	TNT1 A 0 A_GiveInventory("FlightSphere")
	Stop
    StigNoPower:
	TNT1 A 0
    fail
	}
}
	

Actor AmmoSphere : PowerupGiver
{
	Game Doom
	+COUNTITEM
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.FANCYPICKUPSOUND
	Inventory.PickupMessage "Infinite Ammo!"
	Inventory.PickupSound "misc/p_pkup"
	Powerup.Duration -10
	Powerup.Type "PowerInfiniteAmmo"
	Powerup.Color Green 0.1
	States
	{
	Spawn:
		AMSP ABCD 6 bright
		loop
	}
}

actor BloodlustSphereDrain : PowerUpGiver
{
inventory.pickupmessage "Their blood is yours!"
Powerup.Color Red 0.1
powerup.type "Drain"
powerup.duration -15
inventory.maxamount 0
+INVENTORY.AUTOACTIVATE
+floatbob
-COUNTITEM
+INVENTORY.ALWAYSPICKUP
states
{
Spawn:
TNT1 A -1
stop
}
}

actor RegenSphere : PowerupGiver
{
	Game Doom
	inventory.pickupmessage "Your wounds shall be healed!"
	inventory.maxamount 0
	powerup.duration -12
	powerup.color Orange 0.1
	powerup.type Regeneration
	+COUNTITEM
	+floatbob
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	States
	{
	Spawn:
		REGN ABCD 6 Bright
		Loop
	}
}

Actor RingOfTheOwl : PowerupGiver
{
  Inventory.MaxAmount 0
  Inventory.PickupSound "misc/p_pkup"
  Inventory.PickupMessage "This jewel will guide you in eternal darkness."
  Powerup.Type Torch
  Powerup.Duration -999999
  +Inventory.PickupFlash
  +Inventory.AutoActivate
  +FloatBob
  +CountItem
  Scale 0.7
  States
  {
  Spawn:
    ROWL A 1 Bright
    Loop
  }
}

actor FlightSphere : PowerupGiver
{
	Game Doom
	inventory.pickupmessage "The sky is the limit!"
	inventory.maxamount 0
	powerup.duration -10
	powerup.color Blue 0.1
	powerup.type Flight
	+COUNTITEM
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	States
	{
	Spawn:
		FLYT ABCD 6 Bright
		Loop
	}
}

ACTOR MP40Mag : Ammo
{
	Inventory.MaxAmount 32
}

ACTOR StiglitzMP40 : Weapon
{
	Weapon.Kickback 100
	Weapon.AmmoType	"MP40Mag"
	Weapon.AmmoGive	0
	Weapon.AmmoUse	1
	Weapon.BobStyle Alpha
	Weapon.BobSpeed 1.5
	Weapon.BobRangeY 0.4
	Weapon.BobRangeX 0.6
	Obituary "%k has shown %o some style with classic guns!"
	Inventory.Icon "TNT1A0"
	+Weapon.Ammo_Optional
	+WEAPON.NoAlert
   States
   {
   Ready:
   	TNT1 A 0 A_JumpIfinventory("CyborgDashCheck", 1, "ReloadCheck")
	MP4G A 0 A_JumpIfInventory("MP40Mag", 1, 1)
	Goto ReloadStart
      MP4G A 1 A_WeaponReady
      Goto Ready
	ReloadCheck:
	TNT1 A 0
	TNT1 A 0 A_TakeInventory("CyborgDashCheck")
	MP4G A 0 A_JumpIfInventory("MP40Mag", 32, "Ready")
	Goto ReloadStart
   Deselect:
      TNT1 A 0 A_PlaySoundEx("mipfowty/down", "SoundSlot5")
	  MP4D ABCD 1
	  TNT1 A 6
   DeselectLoop:
	  TNT1 A 1 A_Lower
	  Loop
   Select:
      TNT1 A 0 A_PlaySoundEx("mipfowty/Up", "SoundSlot5")
      TNT1 A 6
	  MP4U ABCD 1
   SelectLoop:
	  MP4G A 1 A_Raise
      Loop
   Fire:
	  TNT1 A 0 A_JumpIfNoAmmo("ReloadStart")
	  MP4G A 0 BRIGHT
      MP4G A 0 A_GunFlash
	  MP4G A 0 A_AlertMonsters
      MP4G A 0 A_PlayWeaponSound("mipfowty/fire")
      MP4F A 0 BRIGHT A_FireBullets(6,6,1,5,"BulletPuff2")
	  ASTF B 0 A_FireCustomMissile("RifleCaseSpawn",-24,0,0,0)
	  ASTF B 0 A_Light2
      MP4F A 1 BRIGHT A_Light1
	  MP4F B 1 A_Light0
	  MP4G BC 1
      MP4G B 1 A_Refire
	  MP4G A 3
	  Goto Ready
	ReloadStart:
	  MP4C AB 1
	  MP4C C 0 A_PlaySound("mipfowty/bolt1", 5)
	  MP4C DDEEFFGHIJJKKLLMMM 1
	  MP4R ABCDDDDDD 1
	  MP4R D 0 A_PlaySound("mipfowty/out", 5)
	  MP4R EFGHI 1
	  MP4R I 0 
	  MP4R IIIIIIIIIIIIIIIIIIII 1
	  MP4R M 0 A_PlaySound("mipfowty/in", 5)
	  MP4R JKLMNOPPQQRS 1
	  MP4C MMMLLKKJJ 1
	  MP4C J 0 A_PlaySound("mipfowty/bolt2", 5)
	  MP4C IHGFFEEDDCBA 1
	  MP4G A 2
	  MP4G A 0 A_GiveInventory("MP40Mag",32)
	  Goto Ready
	  }
	  }


actor StigPowerElectricAmmo : Ammo
{
  Inventory.MaxAmount 50
}

actor StigPowerElectricFired : Ammo
{
  Inventory.MaxAmount 50
}

actor CoolDownItem : Ammo
{
  Inventory.MaxAmount 1
}

Actor StigGrayBoostIndicator
{
	RenderStyle Translucent
	+NoGravity
	+NOINTERACTION
	+CLIENTSIDEONLY
	visibletoteam 0
	Alpha 0.75
	Scale 2.0
	States
	{
	Spawn:
		STMP A 1
	Fade:
		STMP A 1 A_FadeOut(0.1)
		Wait
	}
}

Actor StigGrayInfiniteAmmoIndicator
{
	RenderStyle Translucent
	+NoGravity
	+NOINTERACTION
	+CLIENTSIDEONLY
	visibletoteam 0
	Alpha 0.75
	Scale 1.0
	States
	{
	Spawn:
		AMSP A 1
	Fade:
		AMSP A 1 A_FadeOut(0.1)
		Wait
	}
}

Actor StigGrayDrainIndicator
{
	RenderStyle Translucent
	+NoGravity
	+NOINTERACTION
	+CLIENTSIDEONLY
	visibletoteam 0
	Alpha 0.75
	Scale 1.0
	States
	{
	Spawn:
		BLST A 1
	Fade:
		BLST A 1 A_FadeOut(0.1)
		Wait
	}
}

Actor StigGrayRegenerationIndicator
{
	RenderStyle Translucent
	+NoGravity
	+NOINTERACTION
	+CLIENTSIDEONLY
	visibletoteam 0
	Alpha 0.75
	Scale 1.0
	States
	{
	Spawn:
		REGN A 1
	Fade:
		REGN A 1 A_FadeOut(0.1)
		Wait
	}
}

Actor StigGrayVisionIndicator
{
	RenderStyle Translucent
	+NoGravity
	+NOINTERACTION
	+CLIENTSIDEONLY
	visibletoteam 0
	Alpha 0.75
	Scale 1.0
	States
	{
	Spawn:
		ROWL A 1
	Fade:
		ROWL A 1 A_FadeOut(0.1)
		Wait
	}
}

Actor StigGrayFlightIndicator
{
	RenderStyle Translucent
	+NoGravity
	+NOINTERACTION
	+CLIENTSIDEONLY
	visibletoteam 0
	Alpha 0.75
	Scale 1.0
	States
	{
	Spawn:
		FLYT A 1
	Fade:
		FLYT A 1 A_FadeOut(0.1)
		Wait
	}
}

actor StigBoostIcon : Inventory
{
  Inventory.MaxAmount 1
}

actor StigInfiniteAmmoIcon : Inventory
{
  Inventory.MaxAmount 1
}

actor StigDrainIcon : Inventory
{
  Inventory.MaxAmount 1
}

actor StigRegenerationIcon : Inventory
{
  Inventory.MaxAmount 1
}

actor StigVisionIcon : Inventory
{
  Inventory.MaxAmount 1
}

actor StigFlightIcon : Inventory
{
  Inventory.MaxAmount 1
}

actor StigBoostTempIcon : Inventory
{
  Inventory.MaxAmount 1
}

actor StigInfiniteAmmoTempIcon : Inventory
{
  Inventory.MaxAmount 1
}

actor StigDrainTempIcon : Inventory
{
  Inventory.MaxAmount 1
}

actor StigRegenerationTempIcon : Inventory
{
  Inventory.MaxAmount 1
}

actor StigVisionTempIcon : Inventory
{
  Inventory.MaxAmount 1
}

actor StigFlightTempIcon : Inventory
{
  Inventory.MaxAmount 1
}