actor Item2NC : Item2
{
	//$Category RNC-Items
	Inventory.Icon "RNCIT4"
	States
	{
		SpawnLoop:
			NCI1 R 1
			loop
		Use:
			NCI1 R 0 A_Jumpif(floorz<z,"Under")
			NCI1 R 0 A_SpawnItemEx("Item2PlatformNC",56,0,28,1)
			stop
		Under:
			NCI1 R 0 A_Stop
			NCI1 R 0 A_SpawnItemEx("Item2PlatformNC",0,0,0,1)
			stop
	}
}

actor Item2NC_Respawn : Item2_Respawn
{
	translation "192:192=4:4", "198:198=57:57"
}

actor Item2NC_RespawnShadow : Item2_RespawnShadow
{
	States
	{
		Spawn:
			NCI1 R 0
			goto 8BDMItemRespawnShadow::Spawn
	}
}

actor Item2PlatformNC : Item2Platform
{
	States
	{
		Spawn:
			NCI1 N 1
			NCI1 N 0 A_Stop
			NCI1 N 0 A_ChangeFlag(RIPPER,1)
			NCI1 N 0 A_Cleartarget
		Waiting:
			NCI1 N 0 A_SpawnItemEx("Item2Detect", 0, 0, 32)
			NCI1 N 3 A_SetUserVar("user_countdown", user_countdown + 1)
			NCI1 N 0 A_JumpIf(user_countdown == 50, "Death")
			NCI1 N 0 A_JumpIfInventory("Item2Flag", 1, "MoveStart")
		Loop
		MoveStart:
			NCI1 O 0 ACS_NamedExecuteAlways("core_stickyLifts",0,STICKYMODE_GUTSLIFT)
			NCI1 O 0 A_PlaySoundEx("assists/item2launch", "weapon")
			NCI1 O 3 A_ChangeVelocity(2, 0, 0, CVF_REPLACE|CVF_RELATIVE)
			NCI1 P 3 A_ChangeVelocity(10, 0, 0, CVF_REPLACE|CVF_RELATIVE)
			NCI1 O 3 A_ChangeVelocity(18, 0, 0, CVF_REPLACE|CVF_RELATIVE)
		Spawn2:
			NCI1 PO 3
			NCI1 O 0 A_ChangeVelocity(20, 0, 0, CVF_REPLACE|CVF_RELATIVE)
			goto Spawn2
	}
}