Actor Zaiden : PlayerPawn
 { 
 +NOSKIN
 +NOICEDEATH
 +QUICKTORETALIATE
 +GHOST
  scale 1.0
  Player.Maxhealth 100
  Player.Weaponslot 1, ZaidenPistol
  Player.Weaponslot 2, ZaidenRifleX
  Player.StartItem "ZaidenRifleX", 1
  Player.StartItem "ZaidenPistol", 1
  Player.StartItem "ZaidenRifleAmmo", 5
  Player.StartItem "ZaidenPistolAmmo", 15
  Player.StartItem "ZaidenBoostAmmo", 10
  Player.StartItem "SpecialAbility", 1
  Player.StartItem "IsHuman", 1
  Player.StartItem "Screamer", 0
  Player.ColorRange 112, 127
  Player.DisplayName "Zaiden"
  Player.SoundClass "Zaiden"
  Player.ScoreIcon "ZAIDST"
  mass 700
  LimitedToTeam 0
  Player.JumpZ 11
  Damagefactor "RevyRifleBullet", 0.0
  Damagefactor "normal", 1.0
  Damagefactor "AntiAirbolt", 0.0
  Damagefactor "Sentinel", 0.0
  Damagefactor "Creepstun", 1.0
  Damagefactor "Hellzone", 0.6
  Damagefactor "EyesoreballX", 1.0
  Damagefactor "MechPewPews", 0.0
  Damagefactor "MacheteSlicerino", 0.0
  Damagefactor "GasterSmokeHurt", 0.0
  Damagefactor "StrifeSuit", 0.0
  Speed 0.9
  PainChance 256
  States
  {
  Spawn:
	ELIT E 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")	
    ELIT E 50 Setplayerproperty(0,0,0)
    Loop
  See:
	ELIT A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")	
	ELIT A 0 A_JumpIfHealthlower(50,"INeedHealingSee")
    ELIT A 5
    ELIT B 5 A_SpawnItemEx ("ZaidenStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
    ELIT C 5
    ELIT D 5 A_SpawnItemEx ("ZaidenStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
    Goto Spawn
  INeedHealingSee:
	ELIT A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")	
	ELIT A 0 A_SpawnItemEx("INeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
    ELIT A 5
    ELIT B 5 A_SpawnItemEx ("ZaidenStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
    ELIT C 5
    ELIT D 5 A_SpawnItemEx ("ZaidenStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
    Goto Spawn
  Missile:
  	ELIT A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")	
    ELIT GH 5 Bright
    Goto Spawn
  Melee:
	ELIT A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")	
    ELIT GH 5 Bright
    Goto Spawn
	Pain.TeleOtherPlant:
	TNT1 A 0 A_GiveInventory("TeleOtherPlanted",1)
	Goto Pain
	Pain.TeleOtherActivateDamage:
	TNT1 A 0 A_JumpIfInventory("TeleOtherPlanted",1,"TeleOtherSend")
	Goto Pain
	TeleOtherSend:
	TNT1 A 0 A_TakeInventory("TeleOtherPlanted",1)
	TNT1 A 0 A_PlaySound("TeleOther/activate",CHAN_7,1)
	TNT1 A 0 A_SpawnItem("TeleOtherFog")
	TNT1 A 0 ACS_ExecuteAlways(466,0,2)
	ELIT 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)
	ELIT 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)
	ELIT 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:
	ELIT A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")	
    ELIT G 4
    ELIT G 4 A_Pain
    Goto Spawn
	Pain.LoonaClawing:
	TNT1 A 0 A_GiveToTarget("Health",6)
	ELIT G 20 Setplayerproperty(0,1,0)
	ELIT 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)
	ELIT G 20 Setplayerproperty(0,1,0)
	ELIT 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)
	ELIT G 20 Setplayerproperty(0,1,0)
	ELIT 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:
    ELIT A 0 A_Pain
	ELIT A 0 A_GiveToTarget("health",5)
	ELIT A 40 Setplayerproperty(0,1,0)
	ELIT A 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:
	ELIT A 0 A_PlaySoundEx("creeperattack", "Body")
	ELIT A 0 A_SpawnItemEx("CreeperPopUp",0,0,10)
	TNT1 A 0 A_GiveToTarget("GhoulAmmo",1)
	ELIT A 0 A_GiveToTarget("Creeperheal",1)
    ELIT A 0 ACS_ExecuteAlways(997,0,1)
	goto DeathAnimAlt
  Death.Creepstun:
	ELIT A 0 A_GiveToTarget("Unlock13",1)
	ELIT A 0 A_GiveToTarget("CreepGotya",1)
	goto DeathAnimAlt
  Death.SjasScream:
  Death.FrostbiteWind:
  Death.EmtalicSaw:
  Death.LichFire:
    ELIT A 0 A_GiveToTarget("KilledJ",1)
    Goto DeathAnim
  Death:
  DeathAnim:
	ELIT A 0 A_GiveToTarget("KillBeep",1)
	ELIT A 0 A_GiveInventory("ItemDeath",1)
	ELIT A 0 A_TakeInventory("KilledCount",999)
    ELIT A 0 A_GiveToTarget("KilledMe",1)
    ELIT A 0 A_GiveToTarget("KilledZaiden",1)
	ELIT A 0 A_PlayerScream
    ELIT I 5 
	ELIT J 5
	ELIT K 5
	ELIT L 5
	ELIT M 5
	ELIT N 5 A_NoBlocking
	ELIT N -1 
    Stop
  DeathAnimAlt:
	ELIT A 0 A_GiveToTarget("KillIndicator",1)
	ELIT A 0 A_GiveInventory("ItemDeath",1)
	ELIT A 0 A_TakeInventory("KilledCount",999)
    ELIT A 0 A_GiveToTarget("KilledMe",1)
    ELIT A 0 A_GiveToTarget("KilledZaiden",1)
	ELIT A 0 A_PlayerScream
    ELIT I 5 
	ELIT J 5
	ELIT K 5
	ELIT L 5
	ELIT M 5
	ELIT N 5 A_NoBlocking
	ELIT 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:
	ELIT A 0 A_GiveToTarget("KillBeep",1)
	ELIT A 0 A_GiveInventory("ItemDeath",1)
    ELIT A 0 A_GiveToTarget("Crunched",1)
	ELIT A 0 A_GiveToTarget("KilledMe",1)
	ELIT A 0 A_GiveToTarget("KilledZaiden",1)
	ELIT A 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:
	ELIT A 0 A_GiveToTarget("KillIndicator",1)
	ELIT A 0 A_GiveInventory("ItemDeath",1)
    ELIT A 0 A_GiveToTarget("Crunched",1)
	ELIT A 0 A_GiveToTarget("KilledMe",1)
	ELIT A 0 A_GiveToTarget("KilledZaiden",1)
	ELIT A 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:
		ELIT A 0 A_GiveToTarget("KilledR",1)
		ELIT A 0 A_GiveToTarget("Health",100)
		ELIT A 0 ACS_ExecuteAlways(997,0,2)
		ELIT A 0 A_PlaySoundEx("RavagerAttack","Body")
		ELIT A 0 A_SpawnItemEx("RavagerHit",0,0,32)
		Goto DeathAnimAlt
	Death.RavagerBall:
		ELIT A 0 A_GiveToTarget("RavagerGotYa",1)
		ELIT A 0 A_GiveToTarget("KilledJ",1)
		Goto DeathAnimAlt
	Death.Yurei:
		ELIT A 0 A_GiveToTarget("KilledY",1)
		ELIT A 0 A_PlaySoundEx("YureiKill1","Body",0,1)
		ELIT A 0 ACS_ExecuteAlways(997,0,3)
		Goto DeathAnimAlt
	Death.YureiBall:
		ELIT A 0 A_GiveToTarget("Health",10)
		ELIT A 0 A_SpawnItemEx("BallFire")
		Goto Death.SjasScream
	Death.UboaRawrScream:
		Goto DeathAnimAlt
	Death.Misty:
	Death.Whiteface:
		ELIT A 0 A_GiveToTarget("KillBeep",1)
		ELIT A 0 A_GiveInventory("ItemDeath",1)
		ELIT A 0 A_GiveToTarget("KilledMe",1)
		ELIT A 0 A_GiveToTarget("KilledM",1)
		ELIT HHHH 2 A_FadeOut(0.1)
		ELIT A 0 A_PlayerScream
		ELIT IJKLMNOP 2 A_FadeOut(0.1)
		ELIT A 0 A_NoBlocking
		NULL A -1
		Stop
	Death.Clowny:
		ELIT A 0 ACS_ExecuteAlways(997,0,4)
		ELIT A 0 A_GiveToTarget("KilledC",1)
		ELIT A 0 A_GiveToTarget("ClownyAmmo",5)
		Goto DeathAnim
	Death.Mohoph:
		TNT1 A 0 A_GiveToTarget("MorphAmmo", 1)
		ELIT A 0 A_GiveToTarget("TransZaiden",1)
		ELIT A 0 A_PlaySoundEx("MohophKill","Body")
		ELIT A 0 ACS_ExecuteAlways(997,0,5)
		Goto DeathAnim
	Death.EmtalicWeak:
		ELIT A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto DeathAnim
	Death.Emtalic:
		ELIT A 0  A_PlaySoundEx("RamSuccess","Body")
		Goto Death.Jitter
	Death.I1:
		ELIT A 0 A_SpawnItemEx("Heart",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		ELIT A 0 A_GiveToTarget("KilledI1",1)
		Goto DeathAnim
	Death.I2:
		ELIT A 0 A_GiveToTarget("KillBeep",1)
		ELIT A 0 A_GiveInventory("ItemDeath",1)
		ELIT A 0 A_GiveToTarget("KilledMe",1)
		ELIT A 0 A_GiveToTarget("KilledI2",1)
		ELIT A 0 A_GiveToTarget("Clip",1)
		ELIT G 0 SetPlayerProperty(0,1,4)
		ELIT G 0 A_Stop
		ELIT AAAAAAAAAAAAA 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:
		ELIT A 0 A_GiveToTarget("KillBeep",1)
		ELIT A 0 A_GiveInventory("ItemDeath",1)
		ELIT A 0 A_GiveToTarget("KilledMe",1)
		ELIT A 0 A_GiveToTarget("KilledI3",1)
		ELIT HHHHHHHH 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		ELIT I 0 A_PlayerScream
		ELIT IIIIIIII 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		ELIT J 0 A_NoBlocking
		ELIT JJJKKLLMMMNNNOOOPPQQRR 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		ELIT RRRRRR 3 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		ELIT N -1
		Stop
	Death.I4:
		ELIT A 0 A_GiveToTarget("KilledI4",1)
		Goto DeathAnim
	Death.I5:
		ELIT A 0 A_GiveToTarget("KilledI5",1)
		Goto DeathAnim
	Pain.RavagerBall:
		ELIT A 0 ACS_ExecuteAlways(920,0)
		Goto Pain
	Pain.YureiBall:
		ELIT A 0 A_GiveToTarget("Health",10)
		ELIT A 0 A_SpawnItemEx("BallFire")
		Goto Pain
	Pain.Emtalic:
		ELIT A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto Pain
	Pain.EmtalicWeak:
		ELIT 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 ZaidenStomp : CyborgStomp
{
	DeathSound "ZaidenStep"
}

Actor ZaidenRifleAmmo : Ammo
{
	Inventory.Amount 1
	Inventory.MaxAmount 5
	+INVENTORY.IGNORESKILL
	States
	{
	Spawn:
		TNT1 A -1
		Stop
	}
}

Actor ZaidenBoostAmmo : Ammo
{
  Inventory.PickupMessage ""
  Inventory.Amount 10
  Inventory.MaxAmount 10
  Ammo.BackpackAmount 10
  Ammo.BackpackMaxAmount 10
  States
  {
  Spawn:
    TNT1 A 8 Bright
    Loop
  }
}

Actor ZaidenRifleX : Weapon
{
	Weapon.SlotNumber 2
	Weapon.AmmoType1 "ZaidenRifleAmmo"
	Weapon.AmmoType2 "ZaidenCharge"
	Weapon.AmmoGive1 5
	Weapon.AmmoUse1 1
	Inventory.icon "TNT1A0"
	+WEAPON.NOAUTOAIM
	+WEAPON.NOALERT
	+INVENTORY.UNDROPPABLE
	Decal "BulletChip"
	Obituary "%k denied %o's escape."
  +NOALERT
  states
  {
  Ready:
  	SGAI A 0 A_JumpIfInventory("ZaidenRifleAmmo", 1, 1)
	Goto Reload
	SGAI A 0 A_JumpIfInventory("CyborgDashCheck",1,"BoostActivate")
    SGAI A 2 A_WeaponReady
    Goto Ready
  Ready2:
  	S2ZI A 2 A_WeaponReady
	wait
  Deselect:
  	SGAI A 0 A_JumpIfInventory("ZoomedIn",1,2)
	SGAI A 0 A_JumpIfInventory("ZoomedIn2",1,2)
    SGAI A 1 A_Lower
    wait
	S2ZI A 13 A_ZoomFactor(1.0)
	S2ZI A 1 A_TakeInventory("ZoomedIn",1)
	S2ZI A 1 A_TakeInventory("ZoomedIn2",1)
	S2ZI A 1 
	goto Deselect+1
  Select:
    SGAI A 0 A_Zoomfactor(1.0)
	S2ZI A 0 A_TakeInventory("ZoomedIn",1)
	S2ZI A 0 A_TakeInventory("ZoomedIn2",1)
    SGAI A 1 A_Raise
    wait
	Fire:
		SGAI A 0 A_JumpIfInventory("ZaidenRifleAmmo", 1, 1)
	  Goto Reload
	    SGAI A 0 A_JumpIfInventory("ZoomedIn",1,"Fire2")
		SGAI A 0 A_JumpIfInventory("ZoomedIn2",1,"Fire2")
		SGAI A 0 A_Light1
		SGF1 A 0 bright A_Playweaponsound("LAZRIF1")
		SGF1 A 0 A_GiveInventory("ZaidenBoostAmmo",1)
		TNT1 A 0 A_RailAttack(25,3,0,None,None,RGF_SILENT)
		S2ZI A 0 bright A_FireCustomMissile("ZaidenBulletx2",0,1,3)
		SGF1 A 0 A_FireCustomMissile("sgausscasing_spawner",0,0,0,3,0)
		SGF1 BCDEFGHIJKLMNOP 1 A_WeaponReady(WRF_NOSECONDARY|WRF_NOPRIMARY|WRF_NOSWITCH)
		SGF2 ABCDEFGHIJKLMNO 1 A_WeaponReady(WRF_NOSECONDARY|WRF_NOPRIMARY|WRF_NOSWITCH)
		SGAI A 0
		Goto Ready
  Fire2:
		TNT1 A 0 A_PlaySound("Zaiden/Charge",CHAN_5)
		Goto SlowShotCharge
  SlowShotCharge:
		TNT1 A 0 A_JumpIfInventory("ZaidenCharge",70,"SlowShotReady")
		TNT1 A 0 A_GiveInventory("ZaidenCharge",1)
		S2ZI A 1
		TNT1 A 0 A_Refire("SlowShotCharge")
		S2ZI A 0 A_Light1
		S2ZI B 0 A_StopSound(CHAN_5)
		S2ZI A 0 bright A_Playweaponsound("LAZRIF1")
		S2ZI A 0 A_GiveInventory("ZaidenBoostAmmo",1)
		TNT1 A 0 A_RailAttack(35,0,0,None,None,RGF_SILENT)
		S2ZI A 0 bright A_FireCustomMissile("ZaidenBulletx2",0,1,3)
		S2ZI A 0 A_FireCustomMissile("sgausscasing_spawner2",0,0,0,3,0)
		S2ZI A 0 A_TakeInventory("ZaidenCharge",70)
		S2ZI B 0 A_JumpIfNoAmmo("ZoomOut")
		S2ZI B 3 A_Light2
		S2ZI B 0 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH)
		S2ZI B 0 A_StopSound(CHAN_5)
		S2ZI B 3 A_Light1
		S2ZI B 0 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH)
		S2ZI B 30 A_Light0
		Goto Ready2
  SlowShotReady:
		TNT1 A 0 A_PlaySound("Zaiden/Ready",CHAN_5)
		Goto SlowShot
  SlowShot:
		S2ZI B 1
		S2ZI B 0 A_ReFire("SlowShot")
		S2ZI B 0 A_Light1
		S2ZI B 0 A_StopSound(CHAN_5)
		S2ZI B 0 bright A_Playweaponsound("LAZRIF1")
		S2ZI B 0 A_GiveInventory("ZaidenBoostAmmo",1)
		TNT1 A 0 A_RailAttack(35,0,0,None,None,RGF_SILENT)
		S2ZI B 0 bright A_FireCustomMissile("ZaidenBulletx",0,1,3)
		S2ZI B 0 A_FireCustomMissile("sgausscasing_spawner2",0,0,0,3,0)
		S2ZI B 0 A_TakeInventory("ZaidenCharge",70)
		S2ZI B 0 A_JumpIfNoAmmo("ZoomOut")
		S2ZI B 3 A_Light2
		S2ZI B 0 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH)
		S2ZI B 0 A_StopSound(CHAN_5)
		S2ZI B 3 A_Light1
		S2ZI B 0 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH)
		S2ZI B 30 A_Light0
		Goto Ready2
  AltFire:
    SGAI A 0 A_JumpIfInventory("ZoomedIn",1,"ZoomOut")
    SGAI A 0 A_Playsound("Zoomsound")
    SGAI A 0 A_GiveInventory("ZoomedIn",1)
    S2ZI B 13 A_ZoomFactor(3.0)
	Goto Ready2
  ZoomOut:
    SGAI A 0 A_Playsound("Zoomsound")
  	S2ZI B 13 A_ZoomFactor(1.0)
	S2ZI B 1 A_TakeInventory("ZoomedIn",1)
	S2ZI B 1 
	goto Ready
		Reload:			
			SGAI A 1 A_Zoomfactor(1.0)
			SGRS ABCDEFGHIJKLMN 1
			SGRS OPQ 1
			TNT1 A 0 A_StopSound(6)
			SGRS R 6 A_PlaySound("RELOAD1", CHAN_BODY)
			SGRC ABCDEFGHI 1
			SGRC J 6
			SGRC KLMNOPQRR 1
			SGRC S 4
			TNT1 A 0 A_PlaySound("RELOAD3", CHAN_BODY)
			SGRC TUV 1
			SGRC W 5	
			SGRL ABCDEFGHIJKLMNO 1
			SGRB A 5
			TNT1 A 0 A_PlaySound("RELOAD2", CHAN_BODY)
			SGRB BCDE 1
			SGRB F 6
			SGRB GHIJKLMN 1
			TNT1 A 0 A_GiveInventory("ZaidenRifleAmmo",5)
			goto ready
	BoostActivate:
	TNT1 A 0 A_TakeInventory("CyborgDashCheck",999)
	TNT1 A 0 A_JumpIfInventory("ZaidenBoostAmmo",10,"GottaGoFast")
	Goto Ready
	GottaGoFast:
	TNT1 A 0 A_TakeInventory("ZaidenBoostAmmo",10)
	TNT1 A 0 ACS_ExecuteAlways(951)
	TNT1 A 0 ACS_ExecuteAlways(477,0,1)
	TNT1 A 0 A_Zoomfactor(0.8)
	TNT1 A 0 A_Playsound("ZAIBST", CHAN_BODY)
	SGAI A 40 A_WeaponReady(WRF_NOSECONDARY|WRF_NOPRIMARY|WRF_NOSWITCH)
	TNT1 A 0 ACS_ExecuteAlways(477,0,2)
	TNT1 A 0 A_Zoomfactor(1.0)
	SGAI A 1
	Goto Ready
	}
}

actor ZaidenBulletx : fastprojectile
{
	radius 8
	height 8
	speed 9000
	Damage (15)
	Projectile
	Damagetype "RevyRifleBullet"
	Obituary "%k denied %o's escape."
	renderstyle add
	+SEEKERMISSILE
	states {
		spawn:
			TNT1 A 1
			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,90)
			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_SpawnItemEx("gshot_flash",0,0,0, 0,0,0)
			TNT1 A 0 A_SpawnItemEx("gshot_shockwave",0,0,0, 0,0,0)
			TNT1 AA 0 A_SpawnItemEx("gshot_puff",0,0,0, 0,frandom(-0.6,0.6),frandom(-0.6,0.6))
			TNT1 AAAAAAAAA 0 A_SpawnItemEx ("gshot_spark", 0, 0, 0, random(1,3), random(4,6) , random(0,6) , random(180,360), 0)
			TNT1 AAAAAA 0 A_SpawnItemEx ("gshot_spark2", 0, 0, 0, random(1,3), random(4,6) , random(0,6) , random(180,360), 0)
			TNT1 A 0 A_playweaponsound("ZaidenRifle/Explode")
			TNT1 A 0 A_SpawnItemEx("HunterFreezeSlow",-5,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("HunterFreezeSlow",5,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("HunterFreezeSlow",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("HunterFreezeSlow",0,5,0,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("HunterFreezeSlow",0,-5,0,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_Explode(10,64,0)
			TNT1 A 0 A_SpawnItemEx ("gshot_firespark", 0, 0, 0, random(6,8), random(6,8) , random(1,6) , random(180,360), 0)
			TNT1 A 0 A_SpawnItemEx ("gshot_firespark", 0, 0, 0, random(6,8), random(6,8) , random(1,6) , random(180,360), 0)
			TNT1 A 0 A_SpawnItemEx ("gshot_firespark", 0, 0, 0, random(6,8), random(6,8) , random(1,6) , random(180,360), 0)
			TNT1 A 0 A_SpawnItemEx ("gshot_firespark", 0, 0, 0, random(6,8), random(6,8) , random(1,6) , random(180,360), 0)
			TNT1 A 1
			Stop				 
	}
}

actor ZaidenBulletx2 : fastprojectile
{
	radius 8
	height 8
	speed 9000
	Damage (10)
	Projectile
	Damagetype "RevyRifleBullet"
	Obituary "%k denied %o's escape."
	renderstyle add
	+SEEKERMISSILE
	states {
		spawn:
			TNT1 A 1
			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,180)
			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_SpawnItemEx("gshot_flash",0,0,0, 0,0,0)
			TNT1 A 0 A_SpawnItemEx("gshot_shockwave",0,0,0, 0,0,0)
			TNT1 AA 0 A_SpawnItemEx("gshot_puff",0,0,0, 0,frandom(-0.6,0.6),frandom(-0.6,0.6))
			TNT1 AAAAAAAAA 0 A_SpawnItemEx ("gshot_spark", 0, 0, 0, random(1,3), random(4,6) , random(0,6) , random(180,360), 0)
			TNT1 AAAAAA 0 A_SpawnItemEx ("gshot_spark2", 0, 0, 0, random(1,3), random(4,6) , random(0,6) , random(180,360), 0)
			TNT1 A 0 A_playweaponsound("ZaidenRifle/Explode")
			TNT1 A 0 A_Explode(8,128,0)
			TNT1 A 0 A_SpawnItemEx ("gshot_firespark", 0, 0, 0, random(6,8), random(6,8) , random(1,6) , random(180,360), 0)
			TNT1 A 0 A_SpawnItemEx ("gshot_firespark", 0, 0, 0, random(6,8), random(6,8) , random(1,6) , random(180,360), 0)
			TNT1 A 0 A_SpawnItemEx ("gshot_firespark", 0, 0, 0, random(6,8), random(6,8) , random(1,6) , random(180,360), 0)
			TNT1 A 0 A_SpawnItemEx ("gshot_firespark", 0, 0, 0, random(6,8), random(6,8) , random(1,6) , random(180,360), 0)
			TNT1 A 1
			Stop				 
	}
}

ACTOR ZaidenPistolAmmo : Ammo
{
  Inventory.Amount 15
  Inventory.MaxAmount 15
  Ammo.BackpackAmount 15
  Ammo.BackpackMaxAmount 15
  States
  {
  Spawn:
    TNT1 A -1
    Stop
  }
}

Actor ZaidenPistol : Weapon
{
	Weapon.SlotNumber 1
	Weapon.AmmoType "ZaidenPistolAmmo"
	Weapon.AmmoUse 0
	Weapon.Ammotype2 "ZaidenPistolAmmo"
	Weapon.AmmoUse2 0
	+WEAPON.NOAUTOAIM
	+WEAPON.NOALERT
	+INVENTORY.UNDROPPABLE
	Decal "BulletChip"
	Inventory.icon "TNT1A0"
	Obituary "%k wanted to finish off %o in style."
	Weapon.Kickback 0
  +NOALERT
  states
  {
	Ready:
  	GAPI A 0 A_JumpIfInventory("ZaidenPistolAmmo", 1, 1)
	Goto Reload
	GAPI A 0 A_JumpIfInventory("CyborgDashCheck",1,"BoostActivate")
    GAPI A 2 A_WeaponReady
    Goto Ready
  Deselect:
    GAPI A 1 A_Lower
    wait
	GAPI A 13 A_ZoomFactor(1.0)
	GAPI A 1 
	goto Deselect+1
  Select:
    GAPI A 0 A_Zoomfactor(1.0)
    GAPI A 1 A_Raise
    wait
		Fire:
			GAPI A 0 A_JumpIfInventory("ZaidenPistolAmmo", 1, 1)
			GAPI A 0 A_TakeInventory("ZaidenPistolAmmo",1)
			GAPI A 1 A_Jump(256, "FireF1", "FireF2", "FireF3")
			Goto Ready
		FireF1:
			TNT1 A 0 A_Firebullets(2,2,1,5,"SeriousDeagle1")
			TNT1 A 0 A_FireCustomMissile("InvertedRifleCaseSpawn",5,0,8,2)
			TNT1 A 0 A_PlayWeaponSound("ZAIPIST")
			GAPF A 1 bright A_Light1
			GAPI ABCB 1
			Goto Ready
		FireF2:
			TNT1 A 0 A_Firebullets(2,2,1,5,"SeriousDeagle1")
			TNT1 A 0 A_FireCustomMissile("InvertedRifleCaseSpawn",5,0,8,2)
			TNT1 A 0 A_Playweaponsound("ZAIPIST")
			GAPF B 1 bright A_Light1
			GAPI ABCB 1
			Goto Ready
		FireF3:
			TNT1 A 0 A_Firebullets(2,2,1,5,"SeriousDeagle1")
			TNT1 A 0 A_FireCustomMissile("InvertedRifleCaseSpawn",5,0,8,2)
			TNT1 A 0 A_Playweaponsound("ZAIPIST")
			GAPF C 1 bright A_Light1
			GAPI ABCB 1
			Goto Ready
		Reload:
			GAPR ABC 2
			GAPR D 1 A_PlaySound("ZAIPRL1", CHAN_ITEM)	
			GAPR EFG 1
			GAPR H 4
			GAPR I 1
			GAPR J 1 A_PlaySound("ZAIPRL2", CHAN_ITEM)
			GAPR K 1
			GAPR L 2
			GAPR MN 1
			GAPR O 1 A_PlaySound("ZAIPRL3", CHAN_ITEM)
			GAPR P 1
			GAPR Q 1
			GAPR R 2
			GAPR PST 1
			GAPR U 1 A_Playsound("ZAIPRL4", CHAN_ITEM)
			GAPR VWXY 1
			TNT1 A 0 A_GiveInventory("ZaidenPistolAmmo",15)
			TNT1 A 0 A_GiveInventory("ZaidenBoostAmmo",5)
			goto ready
	Altfire:
	GAPM B 1
	NULL A 0 A_PlayWeaponSound("basicmelee/miss")
	GAPM DFH 1
	GAPM J 0 A_CustomPunch(20,0,CPF_PULLIN,"ValmetMeleePuff",80)
	GAPM J 9
	GAPM IHGFE 1
	TNT1 A 2
	GAPM DCBA 1	
	Goto Ready
	BoostActivate:
	TNT1 A 0 A_TakeInventory("CyborgDashCheck",999)
	TNT1 A 0 A_JumpIfInventory("ZaidenBoostAmmo",10,"GottaGoFast")
	Goto Ready
	GottaGoFast:
	TNT1 A 0 A_TakeInventory("ZaidenBoostAmmo",10)
	TNT1 A 0 ACS_ExecuteAlways(951)
	TNT1 A 0 ACS_ExecuteAlways(477,0,1)
	TNT1 A 0 A_Zoomfactor(0.8)
	TNT1 A 0 A_Playsound("ZAIBST", CHAN_BODY)
	GAPI A 40 A_WeaponReady(WRF_NOSECONDARY|WRF_NOPRIMARY|WRF_NOSWITCH)
	TNT1 A 0 ACS_ExecuteAlways(477,0,2)
	TNT1 A 0 A_Zoomfactor(1.0)
	GAPI A 1
	Goto Ready
	}
}



actor gshot_puff {
	radius 1
	height 1
	alpha 1
	renderstyle add
	scale 1.6
	+FORCEXYBILLBOARD
	+NOINTERACTION
	+CLIENTSIDEONLY
	states{
		spawn:
			TNT1 A 0
			TNT1 A 0 A_Jump(255, "puff1","puff2","puff3","puff4","puff5")
		puff1:
			GXP6 AAAABBBCDEFGH 1 bright
			stop
		puff2:
			GXP7 AAAABBBCDEFGH 1 bright
			stop
		puff3:
			GXP8 AAAABBBCDEFGH 1 bright
			stop
		puff4:
			GXP9 AAAABBBCDEFGH 1 bright
			stop
		puff5:
			GXP0 AAAABBBCDEFGH 1 bright
			stop
			
	}
}


actor gshot_spark {
	radius 2
	height 2
	scale 0.05
	gravity 0.3
	renderstyle add
	+NOTELEPORT
	+FLOORCLIP
	+FORCEXYBILLBOARD
	+CLIENTSIDEONLY
	bouncetype "doom"
	bouncefactor 0.2
	states{
		spawn:
			GPRK A 40 bright
		spawnloop:
			GPRK A 1 bright A_FadeOut(0.1)
			loop
	}
}

actor gshot_spark2 : gshot_spark {
	scale 0.07
	gravity 0.32
	states{
		spawn:
			GPRK C 50 bright
		spawnloop:
			GPRK C 1 bright A_FadeOut(0.1)
			loop
	}
}

actor gshot_firespark
{
	radius 1
	height 1
	speed  4
	damage 0
	RenderStyle add
	Alpha 1
	Scale 0.3
	Mass 0
	+MISSILE
	+FLOORCLIP
	+DONTSPLASH
	+NOTELEPORT
	+FORCEXYBILLBOARD
	+CLIENTSIDEONLY
	BounceType "doom"
	gravity 0.45
	BounceFactor 0.2
	var int user_i;
	States
	{
		spawn:
			TNT1 A 0
		sploop:	
			TNT1 A 0
			GPRK A 1 A_SpawnItemEx ("gaussSpark_trail", 0, 0, 2, 0 , 0 , 0 , 0)
			TNT1 A 0 A_SpawnItemEx ("gSpark_smoke1", 0, 0, 0, frandom(-0.1,0.1) , frandom(-0.1,0.1) , frandom(0.1,0.3) , 0)
			TNT1 A 0 
			loop
		death:
			TNT1 A 0
			stop
	}
}
 
actor gaussSpark_trail {
	radius 1
	height 1
	alpha 1.0
	+FLOORCLIP
	+NOTELEPORT
	+FORCEXYBILLBOARD
	+CLIENTSIDEONLY
	renderstyle add
	scale 0.35
	gravity 0
	states {
		spawn:
			TNT1 A 0
			TNT1 A 0 A_Jump (255,"trail1","trail2","trail3","trail4","trail5")
		trail1:
			GXP6 AABCDEFGH 2 bright
			stop
		trail2:
			GXP7 AABCDEFGH 2 bright
			stop
		trail3:
			GXP8 AABCDEFGH 2 bright
			stop
		trail4:
			GXP9 AABCDEFGH 2 bright
			stop
		trail5:
			GXP0 AABCDEFGH 2 bright
			stop
	}
}

actor gSpark_smoke1 {
	scale 0.15
	alpha 1.0
	renderstyle add
	+NOINTERACTION
	+NOGRAVITY
	+FORCEXYBILLBOARD
	+NOTELEPORT
	+CLIENTSIDEONLY
	states {
		spawn:
			TNT1 A 4
			TNT1 A 0 A_Jump(255, "Smok1","Smok2","Smok3","Smok4")
		Smok1:
			SMO1 A 2 A_FadeOut(0.04)
			TNT1 A 0 A_ScaleVelocity(0.9)
			loop
		Smok2:
			SMO1 B 2 A_FadeOut(0.04)
			TNT1 A 0 A_ScaleVelocity(0.9)
			loop
		Smok3:
			SMO1 C 2 A_FadeOut(0.04)
			TNT1 A 0 A_ScaleVelocity(0.9)
			loop
		Smok4:
			SMO1 D 2 A_FadeOut(0.04)
			TNT1 A 0 A_ScaleVelocity(0.9)
			loop

	}
}

actor sgauss_casing {
	scale 0.12
	radius 2
	height 2
	speed 6
	mass 4
	bouncefactor 0.5
	PROJECTILE
	+DOOMBOUNCE
	+NODROPOFF
	+FORCEXYBILLBOARD
	+NOTELEPORT
	+FLOORCLIP
	-NOGRAVITY
	-NOBLOCKMAP
	+CLIENTSIDEONLY
	seesound "weapons/shell"
	states{
		spawn:
			SGSC AABBCCDDEEFFGGHH 1 A_SpawnItemEx ("sgauss_casing_smoke", 0, 0, 0, frandom(-0.1,0.1), frandom(-0.1,0.1) , frandom(0.6,1.0), 0)
			loop
		death:
			NULL A 0 A_Jump(255, "pos1", "pos2", "pos3", "pos4")
			NULL A 0
		pos1:
			SGSC A 400
			SGSC AAAAAAAAAA 1 A_FadeOut(0.1)
			stop
		pos2:
			SGSC E 400
			SGSC EEEEEEEEEE 1 A_FadeOut(0.1)
			stop
		pos3:
			SGSC G 400
			SGSC GGGGGGGGGG 1 A_FadeOut(0.1)
			stop
		pos4:
			SGSC C 400
			SGSC CCCCCCCCCC 1 A_FadeOut(0.1)
			stop	
	}
}

actor sgausscasing_spawner {
	speed 15
	PROJECTILE
	+NOCLIP
	+CLIENTSIDEONLY
	states{
		spawn:
			NULL A 0
			NULL A 1 A_SpawnItemEx("sgauss_casing", -20, 20, 0, random(0,1), random(5,6), 0, 0, SXF_TRANSFERPOINTERS) 
			stop
	}

}

actor sgausscasing_spawner2 {
	speed 15
	PROJECTILE
	+NOCLIP
	+CLIENTSIDEONLY
	states{
		spawn:
			NULL A 0
			NULL A 1 A_SpawnItemEx("sgauss_casing", -25, 20, 0, random(0,1), random(5,6), 0, 0, SXF_TRANSFERPOINTERS) 
			stop
	}

}

actor gshot_flash {
	renderstyle add
	alpha 0.64
	scale 0.54
	+FORCEXYBILLBOARD
	+NOINTERACTION
	+CLIENTSIDEONLY
	states{
		spawn:
			BFSH A 6 bright
			stop
	}
}

actor general_smoke1 {
	radius 4
	height 4
	scale 1
	alpha 1
	renderstyle translucent
	+NOTELEPORT
	+FLOORCLIP
	+NOGRAVITY
	+FORCEXYBILLBOARD
	+NOINTERACTION
	+CLIENTSIDEONLY
	states{
		spawn:
			TNT1 A 0
			goto selectjump
		selectjump:
			TNT1 A 0 A_Jump(255, "s1","s2","s3","s4","s5","s6","s7","s8","s9","s10","s11","s12","s13","s14","s15","s16","s17","s18","s19","s20","s21","s22","s23","s24")
		s1:
			SMK5 A 3 A_ScaleVelocity(0.9)
			TNT1 A 0 A_FadeOut(0.05)
			loop
		s2:
			SMK5 B 3 A_ScaleVelocity(0.9)
			TNT1 A 0 A_FadeOut(0.05)
			loop
		s3:
			SMK5 C 3 A_ScaleVelocity(0.9)
			TNT1 A 0 A_FadeOut(0.05)
			loop
		s4:
			SMK5 D 3 A_ScaleVelocity(0.9)
			TNT1 A 0 A_FadeOut(0.05)
			loop
		s5:
			SMK5 E 3 A_ScaleVelocity(0.9)
			TNT1 A 0 A_FadeOut(0.05)
			loop
		s6:
			SMK5 F 3 A_ScaleVelocity(0.9)
			TNT1 A 0 A_FadeOut(0.05)
			loop
		s7:
			SMK5 G 3 A_ScaleVelocity(0.9)
			TNT1 A 0 A_FadeOut(0.05)
			loop
		s8:
			SMK5 H 3 A_ScaleVelocity(0.9)
			TNT1 A 0 A_FadeOut(0.05)
			loop
		s9:
			SMK5 I 3 A_ScaleVelocity(0.9)
			TNT1 A 0 A_FadeOut(0.05)
			loop
		s10:
			SMK5 J 3 A_ScaleVelocity(0.9)
			TNT1 A 0 A_FadeOut(0.05)
			loop
		s11:
			SMK5 K 3 A_ScaleVelocity(0.9)
			TNT1 A 0 A_FadeOut(0.05)
			loop
		s12:
			SMK5 L 3 A_ScaleVelocity(0.9)
			TNT1 A 0 A_FadeOut(0.05)
			loop
		s13:
			SMK5 M 3 A_ScaleVelocity(0.9)
			TNT1 A 0 A_FadeOut(0.05)
			loop
		s14:
			SMK5 N 3 A_ScaleVelocity(0.9)
			TNT1 A 0 A_FadeOut(0.05)
			loop
		s15:
			SMK5 O 3 A_ScaleVelocity(0.9)
			TNT1 A 0 A_FadeOut(0.05)
			loop
		s16:
			SMK5 P 3 A_ScaleVelocity(0.9)
			TNT1 A 0 A_FadeOut(0.05)
			loop
		s17:
			SMK5 Q 3 A_ScaleVelocity(0.9)
			TNT1 A 0 A_FadeOut(0.05)
			loop
		s18:
			SMK5 R 3 A_ScaleVelocity(0.9)
			TNT1 A 0 A_FadeOut(0.05)
			loop
		s19:
			SMK5 S 3 A_ScaleVelocity(0.9)
			TNT1 A 0 A_FadeOut(0.05)
			loop
		s20:
			SMK5 T 3 A_ScaleVelocity(0.9)
			TNT1 A 0 A_FadeOut(0.05)
			loop
		s21:
			SMK5 U 3 A_ScaleVelocity(0.9)
			TNT1 A 0 A_FadeOut(0.05)
			loop
		s22:
			SMK5 V 4 A_ScaleVelocity(0.9)
			TNT1 A 0 A_FadeOut(0.05)
			loop
		s23:
			SMK5 W 3 A_ScaleVelocity(0.9)
			TNT1 A 0 A_FadeOut(0.05)
			loop
		s24:
			SMK5 X 3 A_ScaleVelocity(0.9)
			TNT1 A 0 A_FadeOut(0.05)
			loop
			
	}
}

actor sgauss_casing_smoke : general_smoke1{
	scale 0.06
	renderstyle add
	alpha 0.8
}

actor gshot_shockwave {
	scale 0.27
	renderstyle add
	+NOTELEPORT
	+NOCLIP
	+FLOORCLIP
	+NOGRAVITY
	+FORCEXYBILLBOARD
	+NOINTERACTION
	+CLIENTSIDEONLY
	alpha 0.5
	states{
		spawn:
			TNT1 A 0
		scaledown:			  
			BSW0 A 1 bright A_FadeOut(0.05)
			loop
		loopend:
			BSW0 A 1 Bright A_FadeOut(0.05)
			wait
	}
}

Actor ZaidenCharge : Ammo
{
	Inventory.Amount 0
	Inventory.MaxAmount 70
}