//Mobility recoded
actor Tenguman : VCBaseClass
{
	Player.ScoreIcon "TENGMUGS"
	player.startitem "BaseFlagPack", 1
	player.soundclass "TengumanC"
	Player.ViewHeight 64
	projectilepassheight 80
	player.displayname "Tenguman"
	player.forwardmove 0.75, 0.75
	player.sidemove 0.73, 0.73
	player.jumpz 14
	player.startitem "UltimateAttackItem1MM8"
	player.startitem "UltSoundWatcherSpawn1"
	player.startitem "TornadoHoldBoss"
	player.startitem "Base28Ammo", 28
	player.startitem "BaseAltfireAmmo", 112
	player.startitem "IsFromMM8"
	player.startitem "NoHealthBar"
	States
	{
		Spawn:
		TENG A 0
		TENG B 1 A_JumpIf(z-floorz>0, "Jumping")
		TENG A 0 A_JumpIfInventory("BaseCustomFlag1",1,"Animation1")
		TENG A 1 A_JumpIf(z-floorz>0, "Jumping")
		Goto Spawn+2
		
		See:
		TENG BBBBBCCCCCDDDDDEEEEE 1 A_JumpIf(z-floorz>0, "Jumping")
		Goto Spawn
		
		Jumping:
		TENG I 1 A_JumpIf(z-floorz<=0, "Spawn")
		TENG I 0 A_JumpIfInventory("BaseCustomFlag1",1,"Animation1")
		loop
		
		Missile:
		TENG FFFF 1 A_JumpIf(z-floorz>0, "JumpingMissile")
		
		Missile2:
		TENG GGGGGG 1 A_JumpIf(z-floorz>0, "JumpingMissile2")
		Goto Spawn+1
		
		JumpingMissile:
		TENG JJJJ 1 A_JumpIf(z-floorz<=0, "Missile")
		
		JumpingMissile2:
		TENG KKKKKK 1 A_JumpIf(z-floorz<=0, "Missile2")
		TENG K 0 A_JumpIfInventory("BaseCustomFlag1",1,"Animation1")
		Goto Jumping
		
		Missile3:
		TENG QQQQSSSSSS 1
		Goto Animation1
		
		Animation1:
		TENG PPPPPPPVVVVVVV 1 A_JumpIfInventory("TenguFlightCancel",1,"Jumping")
		loop
		
		Animation2:
		TENG L 4
		
		Animation3:
		TENG MNOOOO 2
		goto Spawn+1
		
		Animation4: //Kick
		TENG QTUUUU 2
		goto Animation1
		
		Animation5: //Swoop
		TENG S 3
		TENG R 28
		goto Jumping
		
		ClassTimeStop:
		TENG A 0 SetPlayerProperty(0,1,4)
		TENG A 0 ACS_Execute(528,0)
		TENG AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
		TENG A 0 SetPlayerProperty(0,0,4)
		Goto pain+1
		ClassPain:
		TENG XXXXXXXXXX 2 A_SpawnItem("PainFX",0,3)
		TENG X 0 A_JumpIfInventory("BaseCustomFlag1",1,"Animation1")
		Goto Spawn+1
		
		Death.SpreadDrill:
		Death.SpreadDrill2:
		Death.SpreadDrill3:
		Death.SpreadDrillGear:
		Death.SpreadDrillGear2:
		Death.GroundManSpreadDrill:
		Death.GroundManUltBody:
		Death.GroundManUltDrill:
		TNT1 A 0 A_SpawnItemEx("DeadPiercedTenguMan",0,0,0,0,0,0,0,1)
		NOFX A 20 ACS_ExecuteAlways(999,0,0)
		NOFX A 1 A_CheckPlayerDone
		wait
		
		Death.IceWave:
		Death.IceWaveGear:
		Death.FrostmanWave:
		Death.FrostmanFreeze:
		Death.TrioIceWave:
		TNT1 A 0 A_SpawnItemEx("DeadFrostyTenguMan")
		NOFX A 20 ACS_ExecuteAlways(999,0,0)
		NOFX A 1 A_CheckPlayerDone
		wait
		ClassDeath:
		TNT1 A 0 A_StopSound(CHAN_BODY)
		TNT1 A 0 A_SpawnItemEx("DeadTenguMan",0,0,0,0,0,0,0,1)
		TENG Z 20 ACS_ExecuteAlways(999,0,0)
		NOFX A 1 A_CheckPlayerDone
		wait
		ClassIceDeath:
		TENG A 35
		NOFX A 0 A_SpawnItemEx("FrozenDeathFX",0,0,16)
		NOFX A 1 A_CheckPlayerDone
		wait
		WeaponGetM:
		CUTM H 0 A_JumpIfInTargetInventory("TornadoHoldWepM",1,"WeaponGetMBlade")
		CUTM H 0 A_JumpIfInTargetInventory("TenguBladeWepM",1,"WeaponGetMHold")
		CUTM H 0 A_Jump(256, "WeaponGetMHold", "WeaponGetMBlade")
		goto ClassDeath
		WeaponGetMBlade:
		CUTM H 0 A_JumpIfInTargetInventory("TenguBladeWepM",1,2)
		CUTM H 0 A_GiveToTarget("WeaponGetter")
		CUTM H 0 A_GiveToTarget("TenguBladeWepM")
		goto ClassDeath
		WeaponGetMHold:
		CUTM H 0 A_JumpIfInTargetInventory("TornadoHoldWepM",1,2)
		CUTM H 0 A_GiveToTarget("WeaponGetter")
		CUTM H 0 A_GiveToTarget("TornadoHoldWepM")
		goto ClassDeath
	}
}

actor MM8DeathFX : BasicClientSide
{
States
{
Spawn:
8XPL ABCDEF 2
stop
}
}

actor DeadTenguMan
{
PROJECTILE
+MISSILE
species "DeadBody"
+THRUSPECIES
+THRUACTORS
+NOGRAVITY
-NOEXPLODEFLOOR
+NOINTERACTION
scale 2.5
reactiontime 15
meleerange 8860
mass 230
States
{
Spawn:
TENG H 0
"####" "#" 0
goto loopit

loopit:
"####" "#" 0 A_JumpIfInTargetInventory("LightTeamFlag",1,"loopit.L")
"####" "#" 0 A_JumpIfInTargetInventory("WilyTeamFlag",1,"loopit.W")
"####" "#" 0 A_JumpIfInTargetInventory("CossackTeamFlag",1,"loopit.C")
"####" "#" 0 A_JumpIfInTargetInventory("KingTeamFlag",1,"loopit.K")

loopit.N:
"####" "#" 1 Thing_SetTranslation(0, meleerange)
"####" "#" 1 Thing_SetTranslation(0, 8454)
"####" "#" 0 A_GiveInventory("CutterFlag",1)
"####" "#" 0 A_JumpIfInventory("CutterFlag",17,"loopit2")
loop

loopit.L:
"####" "#" 1 Thing_SetTranslation(0, mass)
"####" "#" 1 Thing_SetTranslation(0, 8454)
"####" "#" 0 A_GiveInventory("CutterFlag",1)
"####" "#" 0 A_JumpIfInventory("CutterFlag",17,"loopit2.L")
loop

loopit.W:
"####" "#" 1 Thing_SetTranslation(0, mass+1)
"####" "#" 1 Thing_SetTranslation(0, 8454)
"####" "#" 0 A_GiveInventory("CutterFlag",1)
"####" "#" 0 A_JumpIfInventory("CutterFlag",17,"loopit2.W")
loop

loopit.C:
"####" "#" 1 Thing_SetTranslation(0, mass+2)
"####" "#" 1 Thing_SetTranslation(0, 8454)
"####" "#" 0 A_GiveInventory("CutterFlag",1)
"####" "#" 0 A_JumpIfInventory("CutterFlag",17,"loopit2.C")
loop

loopit.K:
"####" "#" 1 Thing_SetTranslation(0, mass+3)
"####" "#" 1 Thing_SetTranslation(0, 8454)
"####" "#" 0 A_GiveInventory("CutterFlag",1)
"####" "#" 0 A_JumpIfInventory("CutterFlag",17,"loopit2.K")
loop

loopit2:
"####" "#" 0 Thing_SetTranslation(0, meleerange)
"####" "#" 0 A_SpawnItemEx("MM8DeathFX",Random(0, 48),0, Random(0,64),0,0,0,random(0,359))
"####" "#" 0 A_PlaySoundEx("mm8/deathfx","Auto")
"####" "Z" 1
"####" "H" 1
"####" "Z" 1
"####" "H" 1
"####" "Z" 1
"####" "#" 0 A_Countdown
"####" "#" 0 A_SpawnItemEx("MM8DeathFX",Random(0, 48),0, Random(0,64),0,0,0,random(0,359))
"####" "#" 0 A_PlaySoundEx("mm8/deathfx","Auto")
"####" "H" 1
"####" "Z" 1
"####" "H" 1
"####" "Z" 1
"####" "H" 1
"####" "#" 0 A_Countdown
loop

loopit2.L:
"####" "#" 0 Thing_SetTranslation(0, mass)
"####" "#" 0 A_SpawnItemEx("MM8DeathFX",Random(0, 48),0, Random(0,64),0,0,0,random(0,359))
"####" "#" 0 A_PlaySoundEx("mm8/deathfx","Auto")
"####" "Z" 1
"####" "H" 1
"####" "Z" 1
"####" "H" 1
"####" "Z" 1
"####" "#" 0 A_Countdown
"####" "#" 0 A_SpawnItemEx("MM8DeathFX",Random(0, 48),0, Random(0,64),0,0,0,random(0,359))
"####" "#" 0 A_PlaySoundEx("mm8/deathfx","Auto")
"####" "H" 1
"####" "Z" 1
"####" "H" 1
"####" "Z" 1
"####" "H" 1
"####" "#" 0 A_Countdown
loop

loopit2.W:
"####" "#" 0 Thing_SetTranslation(0, mass+1)
"####" "#" 0 A_SpawnItemEx("MM8DeathFX",Random(0, 48),0, Random(0,64),0,0,0,random(0,359))
"####" "#" 0 A_PlaySoundEx("mm8/deathfx","Auto")
"####" "Z" 1
"####" "H" 1
"####" "Z" 1
"####" "H" 1
"####" "Z" 1
"####" "#" 0 A_Countdown
"####" "#" 0 A_SpawnItemEx("MM8DeathFX",Random(0, 48),0, Random(0,64),0,0,0,random(0,359))
"####" "#" 0 A_PlaySoundEx("mm8/deathfx","Auto")
"####" "H" 1
"####" "Z" 1
"####" "H" 1
"####" "Z" 1
"####" "H" 1
"####" "#" 0 A_Countdown
loop

loopit2.C:
"####" "#" 0 Thing_SetTranslation(0, mass+2)
"####" "#" 0 A_SpawnItemEx("MM8DeathFX",Random(0, 48),0, Random(0,64),0,0,0,random(0,359))
"####" "#" 0 A_PlaySoundEx("mm8/deathfx","Auto")
"####" "Z" 1
"####" "H" 1
"####" "Z" 1
"####" "H" 1
"####" "Z" 1
"####" "#" 0 A_Countdown
"####" "#" 0 A_SpawnItemEx("MM8DeathFX",Random(0, 48),0, Random(0,64),0,0,0,random(0,359))
"####" "#" 0 A_PlaySoundEx("mm8/deathfx","Auto")
"####" "H" 1
"####" "Z" 1
"####" "H" 1
"####" "Z" 1
"####" "H" 1
"####" "#" 0 A_Countdown
loop

loopit2.K:
"####" "#" 0 Thing_SetTranslation(0, mass+3)
"####" "#" 0 A_SpawnItemEx("MM8DeathFX",Random(0, 48),0, Random(0,64),0,0,0,random(0,359))
"####" "#" 0 A_PlaySoundEx("mm8/deathfx","Auto")
"####" "Z" 1
"####" "H" 1
"####" "Z" 1
"####" "H" 1
"####" "Z" 1
"####" "#" 0 A_Countdown
"####" "#" 0 A_SpawnItemEx("MM8DeathFX",Random(0, 48),0, Random(0,64),0,0,0,random(0,359))
"####" "#" 0 A_PlaySoundEx("mm8/deathfx","Auto")
"####" "H" 1
"####" "Z" 1
"####" "H" 1
"####" "Z" 1
"####" "H" 1
"####" "#" 0 A_Countdown
loop

Death:
TNT1 A 0 A_PlaySoundEx("tenguman/dead","Auto")
TNT1 A 0 A_PlaySoundEx("mm8/dead","Auto")
TNT1 A 2 A_SpawnItemEx("FakeDeathFXMM8",0,0,32)
stop
}
}

actor DeadFrostyTenguMan
{
Translation "0:0=204:204", "192:192=4:4", "198:198=205:205"
PROJECTILE
+MISSILE
species "DeadBody"
+THRUSPECIES
+THRUACTORS
-NOGRAVITY
+NOEXPLODEFLOOR
+DONTBLAST
scale 2.5
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode")
TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("FrostFreezeFXDeath",Random(20,24),0,Random(0,64),0,0,0,Random(0,359))
TENG Y 35
Death:
TNT1 A 0 A_PlaySoundEx("tenguman/dead","Auto")
TNT1 A 0 A_PlaySoundEx("mm8/dead","Auto")
TNT1 A 2 A_SpawnItemEX("CriticalDeathSpawner",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
Stop
}
}

actor FrostFreezeFXDeath : BasicClientSide
{
PROJECTILE
+NOCLIP
+NOGRAVITY
+NOINTERACTION
scale 0.0
renderstyle add
bouncefactor 0.9
bouncecount 5
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump(256,"S_1","S_2","S_3","S_4")
S_1:
FR8B DDDD 1 A_SetScale(scalex+0.5,scaley+0.5)
FR8B D 31
Goto Death2
S_2:
FR8B EEEE 1 A_SetScale(scalex+0.5,scaley+0.5)
FR8B E 31
Goto Death2
S_3:
FR8B FFFF 1 A_SetScale(scalex+0.5,scaley+0.5)
FR8B F 31
Goto Death2
S_4:
FR8B GGGG 1 A_SetScale(scalex+0.5,scaley+0.5)
FR8B G 31
Goto Death2
Death2:
"####" "#" 0 A_ChangeFlag("NOCLIP",0)
"####" "#" 0 A_ChangeFlag("NOINTERACTION",0)
"####" "#" 0 A_ChangeFlag("NOGRAVITY",0)
"####" "#" 70 A_ChangeVelocity(random(-20,20),random(-20,20),random(-4,18))
Death:
TNT1 A 0
stop
}
}

actor DeadPiercedTenguMan
{
PROJECTILE
+MISSILE
species "DeadBody"
+THRUSPECIES
+THRUACTORS
-NOGRAVITY
+NOEXPLODEFLOOR
+DONTBLAST
scale 2.5
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode")
TNT1 A 0 A_PlaySoundEx("misc/catcherdrop","Voice")
TENG X 1 A_CheckFloor("Grounded")
wait

Grounded:
TNT1 A 0 A_StopSoundEx("Voice")
TNT1 A 0 A_PlaySoundEx("misc/quake","Body")
TNT1 A 0 A_PlaySoundEx("weapon/wallrush","Weapon")
TNT1 AAAAAAAAAA 0 A_SpawnItemEx("TankDigRocks",random(32,96),0,0,0,0,random(3,12),random(0,360))
T2NG A 35 A_Quake(3,35,0,200)
Goto Death

Death:
TNT1 A 0 A_PlaySoundEx("mm7/dead","Auto")
TNT1 A 2 A_SpawnItemEX("CriticalDeathSpawner",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
Stop
}
}

actor TornadoHoldBoss : VCBaseWeapon
{
	Weapon.AmmoType "Base28Ammo"
	Weapon.AmmoType2 "BaseAltfireAmmo"
	Weapon.ammouse 3
	Obituary "$OB_TENGUMAN1"
	States
	{
		Ready:
		TNT1 A 0
		TENH A 0 A_JumpIfInventory("BaseCustomFlag1",1,"Ready.CanThird")
		TENH A 0 A_JumpIfInventory("TenguManCooldown",1,2)
		TENH A 0 A_JumpIfInventory("BaseAltfireAmmo",112,"Ready.CanThird")
		TENH A 1 A_WeaponReady(WRF_NOSECONDARY*CallACS("VC_AmmoCheck",0,7)) TENH A 0 A_JumpIfInventory("UltAttackFlag",1,"UltimateAttack")
		TENH A 1 A_WeaponReady(WRF_NOSECONDARY*CallACS("VC_AmmoCheck",0,7)) TENH A 0 A_JumpIfInventory("UltAttackFlag",1,"UltimateAttack")
		TENH A 1 A_WeaponReady(WRF_NOSECONDARY*CallACS("VC_AmmoCheck",0,7)) TENH A 0 A_JumpIfInventory("UltAttackFlag",1,"UltimateAttack")
		TENH A 0 A_GiveInventory("Base28Ammo",1)
		TENH A 0 A_JumpIfInventory("BaseCustomFlag1",1,"Ready")
		TENH A 0 A_GiveInventory("BaseAltfireAmmo",2)
		goto Ready
		
		Ready.CanThird:
		TENH A 1 A_WeaponReady(WRF_NOSECONDARY*CallACS("VC_AmmoCheck",0,7)) TENH A 0 A_JumpIfInventory("UltAttackFlag",1,"UltimateAttack") TENH A 0 A_JumpIf(ACS_NamedExecuteWithResult("VC_CheckBtn",3)==3,"User1")
		TENH A 1 A_WeaponReady(WRF_NOSECONDARY*CallACS("VC_AmmoCheck",0,7)) TENH A 0 A_JumpIfInventory("UltAttackFlag",1,"UltimateAttack") TENH A 0 A_JumpIf(ACS_NamedExecuteWithResult("VC_CheckBtn",3)==3,"User1")
		TENH A 1 A_WeaponReady(WRF_NOSECONDARY*CallACS("VC_AmmoCheck",0,7)) TENH A 0 A_JumpIfInventory("UltAttackFlag",1,"UltimateAttack") TENH A 0 A_JumpIf(ACS_NamedExecuteWithResult("VC_CheckBtn",3)==3,"User1")
		TENH A 0 A_GiveInventory("Base28Ammo",1)
		TENH A 0 A_JumpIfInventory("BaseCustomFlag1",1,"Ready")
		TENH A 0 A_GiveInventory("BaseAltfireAmmo",2)
		goto Ready
		
		Deselect:
		TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
		TENH A 1 A_Lower
		Loop
		
		Select:
		TNT1 A 0 ACS_ExecuteAlways(991,0,8860)
		TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
		TENH A 1 A_Raise
		Loop
		
		User1:
		TENH A 1 A_JumpIfInventory("BaseCustomFlag1",1,"User1.Cancel")
		TENH A 0 A_PlaySoundEx("weapon/tengujetstart","Weapon")
		TENH A 0 ThrustThingZ(0,50,0,0)
		TENH A 0 ACS_NamedExecuteWithResult("VC_SetState",1)
		TENH A 0 A_GiveInventory("BaseCustomFlag1")
		TENH A 0 A_SpawnItemEx("TenguJetFollower")
		TENH A 1 Offset(0,42)
		TENH A 1 Offset(0,52)
		TENH A 5 Offset(0,62) A_GiveInventory("BaseCustomFlag1")
		TENH A 1 Offset(0,52)
		TENH A 1 Offset(0,42)
		TENH A 0 A_GunFlash
		TENH A 0 SetPlayerProperty(0,1,3)
		goto Ready
		
		User1.Cancel:
		TENH A 0 ThrustThingZ(0,50,1,0)
		TENH A 0 A_TakeInventory("BaseCustomFlag1")
		TENH A 0 A_GiveInventory("TenguFlightCancel")
		TENH A 1 Offset(0,42)
		TENH A 1 Offset(0,52) A_TakeInventory("BaseAltfireAmmo",999)
		TENH A 5 Offset(0,62) A_TakeInventory("BaseCustomFlag1")
		TENH A 1 Offset(0,52)
		TENH A 1 Offset(0,42) A_TakeInventory("BaseAltfireAmmo",999)
		TENH A 0 A_GunFlash("NoFlash")
		TENH A 0 A_GiveInventory("TenguManCooldown",210)
		TENH A 0 A_SpawnItemEx("TenguCancelWatcher")
		goto Ready
		
		Fire:
		TENH B 0 A_JumpIfInventory("TenguDunkFlag",1,"Fire2")
		TENH BBCC 1 A_JumpIfInventory("TenguDunkFlag",1,"Fire2")
		TENH B 0 A_FireCustomMissile("TenguHold",0,0,1,8)
		TENH B 0 A_PlaySoundEx("weapon/mbuster","Weapon")
		TENH C 1 Offset(5, 41)
		TENH C 1 Offset(9, 45)
		TENH C 1 Offset(10, 46)
		TENH C 1 Offset(9, 45)
		TENH C 1 Offset(5, 41)
		TENH C 1 Offset(2, 37)
		TENH NNNOODEFGGGGPQAA 1 A_WeaponReady(WRF_NOFIRE)
		goto Ready
		
		Fire2:
		TENH A 0 ACS_NamedExecuteWithResult("VC_SetState",4)
		TENH K 0 A_FireCustomMissile("TenguKickHitbox",0,0,0,8)
		TENH K 0 A_PlaySoundEx("weapon/tengukick","Weapon")
		TENH LLM 1
		TNT1 A 20
		TENH A 2 Offset(0,80)
		TENH A 2 Offset(0,64)
		TENH A 2 Offset(0,48)
		goto Ready		
		
		Altfire:
		RATU A 0 A_JumpIfInventory("NoAltfire",1,"Ready")
		TENH A 0 A_CheckFloor("Altfire.Ground")
		TENH A 0 A_JumpIf(callACS("core_CheckFooting")== 1 || (abs(z-floorz) < 30 && momz <= 0),"Altfire.Ground")
		TENH A 0 A_JumpIfInventory("BaseCustomFlag1",1,"Altfire.AirCharge")
		
		Altfire1:
		TENH A 0 ACS_NamedExecuteWithResult("VC_SetState",2)
		TENH H 4
		TENH I 0 A_TakeInventory("Base28Ammo",7)
		TENH I 0 A_PlaySoundEx("weapon/chargekick","Weapon")
		TENH I 0 A_FireCustomMissile("YamaArashi",0,0,0,0)
		TOAD A 0 A_GiveInventory("ToadChargeDamageTake")
		TENH IJK 1 A_TakeInventory("TenguManCharge",999)
		TNT1 A 20
		TENH A 2 Offset(0,80)
		TENH A 2 Offset(0,64)
		TENH A 2 Offset(0,48)
		goto Ready
		
		Altfire2:
		TENH A 0 ACS_NamedExecuteWithResult("VC_SetState",5)
		TENH A 0 A_GiveInventory("BaseCustomFlag2")
		TENH A 1 Offset(0,48)
		TENH A 1 Offset(0,56) SetPlayerProperty(0,1,0)
		TENH A 1 Offset(0,64)
		TENH A 0 A_PlaySoundEx("weapon/tenguswoop","Weapon")
		
		Altfire2.Loop:
		TENH A 0 A_SpawnItemEx("TenguSwoopImage",0,0,0,0,0,0,0,1)
		TENH A 0 A_GiveInventory("TenguDustHandler1")
		TENH A 0 A_SpawnItemEx("TenguSwoopHitbox", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
		TENH A 1 Offset(-3,64) A_GiveInventory("TenguAltfire2Mobility")//A_ChangeVelocity(5*cos(pitch),0,-4,CVF_RELATIVE)
		TENH A 0 A_SpawnItemEx("TenguSwoopHitbox", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
		TENH A 1 Offset(3,64) A_GiveInventory("TenguAltfire2Mobility")//A_ChangeVelocity(5*cos(pitch),0,-4,CVF_RELATIVE)
		TENH A 0 A_GiveInventory("CutterFlag",1)
		TENH A 0 A_JumpIfInventory("CutterFlag",12,"Altfire2.Finish")
		loop
		
		Altfire2.Finish:
		TENH A 2 Offset(0,64)
		TENH A 2 Offset(0,56)
		TENH A 2 Offset(0,48) SetPlayerProperty(0,0,0)
		TENH A 2 Offset(0,40) 
		TENH A 0 A_TakeInventory("BaseCustomFlag2")
		TENH A 0 A_TakeInventory("CutterFlag",999)
		TOAD A 0 A_GiveInventory("ToadChargeDamageTake")
		TENH A 0 A_TakeInventory("TenguManCharge",999)
		TENH A 0 A_JumpIfInventory("TenguSwoopFlag",1,"Ready")
		TENH A 0 A_TakeInventory("BaseAltfireAmmo",112)
		TENH A 0 A_GiveInventory("TenguManCooldown",210)
		TENH A 0 A_SpawnItemEx("TenguCancelWatcher")
		TENH A 8 A_WeaponReady(WRF_NOFIRE)
		goto Ready
		
		Altfire.AirCharge:
		TENH A 0 A_GiveInventory("GalaxyFlySlow",1)
		TOAD A 0 A_GiveInventory("ToadChargeDamageGive")
		TENH A 1 Offset(0,40) A_GiveInventory("TenguManCharge",1)
		TENH A 0 A_SpawnItemEx("TenguChargeFXChecker")
		TENH A 0 A_JumpIfInventory("TenguFlightCancel",1,"Altfire.DropTheCharge")
		TENH A 0 A_Refire("Altfire.AirCharge")
		TENH A 0 A_WeaponReady(WRF_NOFIRE)
		TENH A 0 A_TakeInventory("GalaxyFlySlow")
		TENH A 0 A_JumpIfInventory("TenguManCharge",35,"Altfire2")
		goto Altfire1
		
		Altfire.DropTheCharge:
		TENH A 0 A_TakeInventory("GalaxyFlySlow")
		TOAD A 0 A_GiveInventory("ToadChargeDamageTake")
		TENH AAA 1 A_TakeInventory("TenguManCharge",999)
		TENH A 0 A_ClearRefire
		goto Ready
		
		Altfire.Ground:
		TNT1 A 0 SetPlayerProperty(0,1,4)
		TENH A 1 Offset(0,42)
		TENH A 1 Offset(0,52)
		HAZH D 0 A_TakeInventory("UnSolid",1)
		HAZH D 0 A_ChangeFlag("SOLID",0)
		TENH A 0 ACS_NamedExecuteWithResult("VC_SetState",2)
		TENH A 0 A_PlaySoundEx("weapon/tengudash","Weapon")
		TENH A 0 A_WeaponReady(WRF_NOFIRE)
		TENH A 0 A_TakeInventory("Base28Ammo",7)
		
		Altfire.Holding:
		TNT1 A 0 SetPlayerProperty(0,1,4)
		TENH A 0 ACS_NamedExecuteWithResult("VC_SetState",2)
		TNT1 A 0 ACS_NamedExecuteAlways("cbm_missileyank",0,68)
		TENH H 0 A_SpawnItemEx("TenguSwipeHitbox", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
		TENH H 1 A_GiveInventory("TenguAltfireMobility")//A_ChangeVelocity(25,0,0,CVF_RELATIVE|CVF_REPLACE)
		TNT1 A 0 A_JumpIfInventory("Base28Ammo",1,2)
		TNT1 A 0 A_Jump(256,"Altfire.Release")
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("VC_CheckBtn",4)!=5,"Altfire.Release")
		TNT1 A 0 ACS_NamedExecuteAlways("cbm_missileyank",0,68)
		TENH H 1 A_GiveInventory("TenguAltfireMobility")//A_ChangeVelocity(25,0,0,CVF_RELATIVE|CVF_REPLACE)
		TENH A 0 A_GiveInventory("TenguAltAmmoTaker")
		TNT1 A 0 A_JumpIfInventory("Base28Ammo",1,2)
		TNT1 A 0 A_Jump(256,"Altfire.Release")
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("VC_CheckBtn",4)!=5,"Altfire.Release")
		TNT1 A 0 
		Loop
		
		Altfire.Release:
		TENH A 0 ACS_NamedExecuteWithResult("VC_SetState",3)
		TNT1 A 0 SetPlayerProperty(0,0,4)
		TNT1 A 0 A_PlaySoundEx("weapon/tengushot","Weapon")
		TNT1 A 0 A_GiveInventory("DrillFlag",1)
		TENH A 0 A_TakeInventory("DarkRamFinish",999)
		TENH A 0 A_TakeInventory("DarkRamCont",999)
		TENH A 0 A_Stop
		TENH A 0 A_SpawnItemEx("TenguManSlash",64,0,32)
		DRIA A 0 A_SpawnItemEx("ReSolidifier")
		TENH IJK 1
		TNT1 A 1
		TNT1 A 10 A_FireCustomMissile("TenguManBlade",0,0,0,8)
		TENH A 2 Offset(0,80)
		TENH A 2 Offset(0,64)
		TENH A 2 Offset(0,48)
		TENH A 0 A_TakeInventory("DrillFlag",999)
		Goto Ready
		
		UltimateAttack:
		TENH A 0 A_PlaySoundEx("classes/ultimateactivation","Auto")
		TENH A 0 ACS_NamedExecuteAlways("VC_UltimateText",0,65)
		TENH A 0 A_TakeInventory("ShortUltimateAmmo",999)
		TENH A 0 ACS_NamedExecuteWithResult("VC_SetState",2)
		TENH H 4 A_GiveInventory("WindUltCooldown",1)
		TENH I 0 A_PlaySoundEx("weapon/chargekick","Weapon")
		TENH I 0 A_PlaySoundEx("weapon/superboost","Auto")
		TENH I 0 A_FireCustomMissile("ShinYamaArashi",0,0,0,0)
		TENH IJK 1 A_TakeInventory("ShortUltimateAmmo",999)
		TNT1 A 10 A_TakeInventory("UltAttackFlag")
		TENH A 2 Offset(0,80)
		TENH A 2 Offset(0,64)
		TENH A 2 Offset(0,48)
		goto Ready
		
		Flash:
		TNT1 A 0 A_PlaySoundEx("weapon/tengujetloop","Body")
		//TNT1 A 0 ThrustThingZ(0,25,0,1)
		TNT1 A 0 A_TakeInventory("BaseAltfireAmmo",3)
		TNT1 AAAAAAA 1 A_FireCustomMissile("TenguDunkChecker",0,0,0,8)
		TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
		TNT1 A 0 A_PlaySoundEx("weapon/tengujetloop","Body")
		//TNT1 A 0 ThrustThingZ(0,25,1,1)
		TNT1 A 0 A_TakeInventory("BaseAltfireAmmo",2)
		TNT1 AAAAAAA 1 A_FireCustomMissile("TenguDunkChecker",0,0,0,8)
		TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
		TNT1 A 0 A_JumpIfInventory("BaseAltfireAmmo",1,"Flash")
		goto NoFlash

		NoFlash:
		TNT1 A 0 A_TakeInventory("TenguDunkFlag")
		TNT1 A 0 A_GiveInventory("TenguFlightCancel")
		TNT1 A 0 A_TakeInventory("BaseCustomFlag1")
		TNT1 A 0 SetPlayerProperty(0,0,3)
		stop
	}
}

actor TenguJetFollower
{
Scale 2.5
Height 0
Radius 0
+NOINTERACTION
+CLIENTSIDEONLY
-SOLID
+NOGRAVITY
+MISSILE
+DONTBLAST
States
{
Spawn:
TNT1 A 0 A_Warp(AAPTR_TARGET, 0, 0, 0, 0, WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)
TNT1 A 0 A_JumpIfInTargetInventory("TenguFlightCancel",1,"Death")
TNT1 A 0 A_JumpIfInTargetInventory("IsTheTerminator",1,"Death")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0) == 0, "Death")
TNT1 A 0 A_SpawnItemEx("TenguJetFX",-24,-12,48,momx,momy,-8)
TNT1 A 0 A_SpawnItemEx("TenguJetFX",-24,12,48,momx,momy,-8)
TNT1 A 1 A_Warp(AAPTR_TARGET, 0, 0, 0, 0, WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)
loop
Death:
TNT1 A 0
stop
}
}


actor TenguManCharge : Ammo
{
	inventory.amount 1
	inventory.maxamount 35
	+INVENTORY.IGNORESKILL
}

actor TenguManCooldown : Ammo
{
	inventory.amount 1
	inventory.maxamount 210
	+INVENTORY.IGNORESKILL
}

actor TenguDunkFlag : Powerup
{
Powerup.Duration 3
}

actor TenguFlightCancel : Powerup
{
Powerup.Duration 70
}

actor TenguSwoopFlag : Powerup
{
Powerup.Duration 35
}

actor TenguDunkChecker
{
PROJECTILE
+NOEXPLODEFLOOR
Radius 32
Height 32
scale 2.5
speed 30
damage (0)
States
{
Spawn:
TNT1 A 0
TNT1 A 2
stop
XDeath:
TNT1 A 0 A_JumpIfInTargetInventory("TenguFlightCancel",1,"Death")
TNT1 A 0 A_GiveToTarget("TenguDunkFlag",1)
stop
Death:
TNT1 A 0
stop
}
}

actor TenguAltAmmoTaker : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_TakeInventory("Base28Ammo",1)
TNT1 A 0 A_JumpIf(z-floorz<=16, "Pickup2")
stop

Pickup2:
TNT1 A 0 A_JumpIfInventory("VC_Timer",1,"Pickup3")
TNT1 A 0 A_GiveInventory("VC_Timer",1)
stop

Pickup3:
TNT1 A 0 A_SpawnItemEx("TenguDust")
TNT1 A 0 A_TakeInventory("VC_Timer",1)
stop
stop
}
}

actor TenguManSlash
{
PROJECTILE
Radius 12
Height 8
scale 2.5
damage (0)
+RIPPER
+DONTBLAST
damagetype "TenguSlash"
Obituary "$OB_TENGUMAN2"
speed 0
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode")
TBLA EFGF 1 A_Explode(3,96,0,0,96)
stop
}
}

actor TenguManBlade
{
PROJECTILE
Radius 12
Height 8
scale 2.5
damage (15)
Bouncetype Classic
+BOUNCEONWALLS
+CANBOUNCEWATER
-BOUNCEONCEILINGS
WALLBOUNCEFACTOR 0.91
BOUNCEFACTOR 0.91
BOUNCECOUNT 9
damagetype "TenguBlade"
Obituary "$OB_TENGUMAN2"
speed 30
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode")
TBLA HI 2
loopit:
TBLA BBBCCCDDD 1 ThrustThingZ(0,2,0,1)
loop
Death:
TNT1 A 0 
stop
}
}

actor YamaArashi
{
PROJECTILE
Radius 12
Height 8
scale 2.5
damage (0)
+CANBOUNCEWATER
+RIPPER
+NOEXPLODEFLOOR
damagetype "TenguBlade"
Obituary "$OB_TENGUMAN3"
speed 40
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode")
TE8P G 1 A_SpawnItemEx("TenguYADamager",0,0,36)
TE8P G 0 A_CheckFloor("Go")
TNT1 A 0 ThrustThingZ(0,1,0,1)
TE8P H 1 A_SpawnItemEx("TenguYADamager",0,0,36)
TE8P H 0 A_CheckFloor("Go")
TNT1 A 0 ThrustThingZ(0,1,0,1)
TE8P I 1 A_SpawnItemEx("TenguYADamager",0,0,36)
TE8P I 0 A_CheckFloor("Go")
TNT1 A 0 ThrustThingZ(0,1,0,1)
TE8P J 1 A_SpawnItemEx("TenguYADamager",0,0,36)
TE8P J 0 A_CheckFloor("Go")
TNT1 A 0 ThrustThingZ(0,1,0,1)
TE8P K 1 A_SpawnItemEx("TenguYADamager",0,0,36)
TE8P K 0 A_CheckFloor("Go")
TNT1 A 0 ThrustThingZ(0,1,0,1)
goto Spawn+2
Go:
TE8P GGGGGGGGGGGG 0 A_SpawnItemEx("TenguDust",-50,0,0,0,0,0,random(-90,90))
TE8P G 0 A_Recoil(-20)
Spawn2:
TE8P G 1 A_SpawnItemEx("TenguYADamager",0,0,36)
TNT1 A 0 ThrustThingZ(0,1,0,1)
TE8P H 1 A_SpawnItemEx("TenguYADamager",0,0,36)
TNT1 A 0 ThrustThingZ(0,1,0,1)
TE8P I 1 A_SpawnItemEx("TenguYADamager",0,0,36)
TNT1 A 0 ThrustThingZ(0,1,0,1)
TE8P J 1 A_SpawnItemEx("TenguYADamager",0,0,36)
TNT1 A 0 ThrustThingZ(0,1,0,1)
TE8P K 1 A_SpawnItemEx("TenguYADamager",0,0,36)
TNT1 A 0 ThrustThingZ(0,1,0,1)
loop
Death:
TNT1 A 0 
stop
}
}

actor TenguYADamager : BasicExplosion
{
damagetype "TenguBlade"
Obituary "$OB_TENGUMAN3"
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(5,56,0,0,32)
stop
}
}

actor TenguJetFX : BasicClientSide
{
alpha 0.8
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode")
TNT1 A 0 A_JumpIfInTargetInventory("BaseCustomFlag2",1,"Death")
TE8P RSTU 1
stop
Death:
TNT1 A 0
stop
}
}

actor TenguHold
{
PROJECTILE
scale 2.5
speed 30
radius 12
height 12
Obituary "$OB_TENGUMAN1"
damage(20)
damagetype "TenguManHold"
-NOGRAVITY
+NOEXPLODEFLOOR
+STEPMISSILE
-FLOORCLIP
-BOUNCEONFLOORS
+STEPMISSILE
maxstepheight 24
+HEXENBOUNCE
bouncefactor 1.0
wallbouncefactor 1.0
+DONTSPLASH
+BOUNCEONCEILINGS
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode")
TE8P Q 1 A_CheckFloor("Spawn2")
goto Spawn+2
Spawn2:
TNT1 A 0 A_SetGravity(15.0)
TNT1 A 0 A_SpawnItemEx("TenguDust",-48)
TNT1 A 0 A_SpawnItemEx("TenguDust",-48,0,0,0,0,0,90)
TNT1 A 0 A_SpawnItemEx("TenguDust",-48,0,0,0,0,0,180)
TNT1 A 0 A_SpawnItemEx("TenguDust",-48,0,0,0,0,0,270)
TE8P A 0 A_PlaySoundEx("weapon/tenguhold","Body")
TE8P A 0 A_ChangeVelocity(12,0,0,CVF_REPLACE|CVF_RELATIVE)
TE8P A 0 A_ChangeFlag("THRUACTORS",1)
TE8P A 0 A_ChangeFlag("DOOMBOUNCE",0)
loopit:
TE8P A 0 A_SpawnItemEx("TenguHoldWind",-8, 0, 4, momx, momy, 10, 0, SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)
TE8P AB 1
loop
Death:
TNT1 A 0 A_ChangeFlag("NOINTERACTION",1)
TNT1 A 0 A_ChangeFlag("NOGRAVITY",1)
TNT1 A 0 A_Stop
MMFX BCDE 1
stop
}
}

actor TenguHoldWind
{
PROJECTILE
damage(7)
damagetype "TenguManHold"
Obituary "$OB_TENGUMAN1"
height 6
radius 16
Scale 2.5
Speed 0
+RIPPER
+DONTREFLECT
reactiontime 9
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode")
TE8P C 0 A_Countdown
TE8P CDEF 1 A_SpawnItemEx("TenguLiftChecker")
goto Spawn+2
Death:
TNT1 A 0
stop
}
}

actor TenguManHoldProtect : PowerProtection
{
Powerup.Duration 6
DamageFactor "TenguManHold", 0.0
}

actor TenguLiftChecker
{
+MISSILE
-NOGRAVITY
radius 1
height 1
scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 AA 1 A_JumpIfCloser(36,"Lift")
stop
Lift:
TNT1 A 0 A_GiveToTarget("TenguManLift")
stop
}
}

actor TenguManLift : CustomInventory
{
States
{
Pickup:
TNT1 A 0 ThrustThingZ(0,70,0,0)
stop
}
}

actor TenguKickHitbox
{
species "DustManType"
+THRUSPECIES
Obituary "$OB_TENGUMAN5"
PROJECTILE
+NOEXPLODEFLOOR
Radius 32
Height 32
scale 2.5
speed 50
damage (40)
Damagetype "TenguManKick"
States
{
Spawn:
TNT1 A 0
CKIC DEF 1
stop
XDeath:
TNT1 A 10 A_Quake(4,10,0,200)
stop
}
}

actor TenguSwoopHitbox
{
species "DustManType"
+THRUSPECIES
Obituary "$OB_TENGUMAN4"
PROJECTILE
+NOEXPLODEFLOOR
Radius 40
Height 40
scale 2.5
speed 0
damage (33)
Damagetype "TenguManSwoop"
States
{
Spawn:
TNT1 A 2
stop
}
}

actor TenguManSwoopProtect : PowerProtection
{
Powerup.Duration 28
DamageFactor "TenguManSwoop", 0.0
}

actor ShinYamaArashi
{
PROJECTILE
Radius 32
Height 32
scale 2.5
damage (1)
damagetype "TenguManUlt"
Obituary "$OB_TENGUMAN6"
+PIERCEARMOR
+NOEXPLODEFLOOR
+QUICKTORETALIATE
speed 70
reactiontime 35
+STEPMISSILE
maxstepheight 24
var int user_thePitch;

States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode")
TE8P L 0 A_SetUserVar("user_thePitch",CallACS("core_GetPtrPitch", AAPTR_TARGET))
TE8P L 0 A_GiveToTarget("WindUltCooldown")
TE8P L 1 A_SpawnItemEx("TenguUltEcho")
TE8P L 0 A_ChangeFlag("QUICKTORETALIATE",0)
TE8P MNOP 1 A_SpawnItemEx("TenguUltEcho")
TE8P L 0 A_Countdown
goto Spawn+2
XDeath:
TNT1 A 0 A_SpawnItemEx("ShinYamaArashi2",16,0,0,0,0,7,0,1)
stop
Death:
TNT1 A 1 A_CheckFlag("QUICKTORETALIATE", "SpawnAttempt", AAPTR_DEFAULT)
TNT1 A 0 
stop
SpawnAttempt:
TNT1 A 0 A_SetPitch(pitch + 1)
TNT1 A 0 A_JumpIf(pitch > 2,"NoSpawn")
TE8P L 0 A_SetUserVar("user_thePitch",CallACS("core_GetPtrPitch", AAPTR_TARGET))
TNT1 A 0 A_SpawnItemEx("ShinYamaArashi",Cos(user_thePitch) * 70,0,-sin(user_thePitch) * 70,Cos(user_thePitch) * 70,0,sin(-user_thePitch) * 70,0,SXF_TRANSFERPITCH|SXF_NOCHECKPOSITION)
TNT1 A 0 //A_SpawnItemEx("ShinYamaArashi",user_mommx,user_mommy,user_mommz,user_mommx,user_mommy,user_mommz,0,SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEVELOCITY|SXF_TRANSFERPITCH|SXF_NOCHECKPOSITION|SXF_ABSOLUTEANGLE)
stop
NoSpawn:
TNT1 A 1 
stop
}
}

actor ShinYamaArashi2 : ShinYamaArashi
{
bouncecount 4
bouncefactor 0.0
-BOUNCEONWALLS
-BOUNCEONFLOORS
+DOOMBOUNCE
radius 32
radius 32
+RIPPER
+DONTREFLECT
+THRUACTORS
reactiontime 15
States
{
Spawn:
TNT1 L 0
TE8P L 0 A_ChangeVelocity(0,0,7,CVF_RELATIVE|CVF_REPLACE)
TE8P L 0 A_PlaySoundEx("weapon/tenguhit","Body")
TE8P LLLL 0 A_SpawnItemEx("TenguLeaf",random(0,32),0,random(0,24),random(8,16),0,random(-3,7),random(0,359),1)
TE8P LMNOP 1 A_Explode(1,64,0,0,64)
TE8P L 0 A_GiveToTarget("WindUltCooldown")
TE8P L 0 A_Countdown
loop
XDeath:
Death:
TNT1 A 0
stop
}
}


actor TenguManUltProtect : PowerProtection
{
Powerup.Duration 1
DamageFactor "TenguManUlt", 0.0
}

actor TenguUltEcho : BasicClientSide
{
renderstyle add
alpha 0.3
States
{
Spawn:
TNT1 A 2
loopit:
TE8P LMNOPLMNOP 1 A_SpawnItemEx("TenguLeaf",random(-32,32),0,random(0,24),random(-5,5),0,random(-2,6),random(0,359),1,192)
stop
}
}

actor TenguLeaf : BasicClientSide
{
gravity 0.3
+DOOMBOUNCE
bouncefactor 0.8
-NOGRAVITY
-NOINTERACTION
-NOEXPLODEFLOOR
reactiontime 20
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump(256,"S1","S2")

S1:
TE8L ABCDE 3 A_Countdown
loop

S2:
TE8L FGHIJKLM 3 A_Countdown
loop

Death:
TNT1 A 0
stop
}
}

actor TenguSwoopImage : BasicClientSide
{
renderstyle add
alpha 0.6
States
{
Spawn:
TNT1 A 2
loopit:
TENG RRRRR 2 A_FadeOut(0.1)
stop
}
}

actor TenguSwipeHitbox
{
species "DustManType"
+THRUSPECIES
Obituary "$OB_TENGUMAN2"
PROJECTILE
+NOEXPLODEFLOOR
Radius 40
Height 40
scale 2.5
speed 0
damage (2)
Damagetype "TenguBlade"
States
{
Spawn:
TNT1 A 2
stop
}
}

actor TenguCancelWatcher
{
Height 0
Radius 0
+NOINTERACTION
-SOLID
+NOGRAVITY
+MISSILE
States
{
Spawn: 
TNT1 A 0
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0) == 0, "Death")
TNT1 A 1 A_TakeFromTarget("TenguManCooldown",1)
TNT1 A 0 A_JumpIfInTargetInventory("TenguManCooldown",1,"Spawn")
Death:
TNT1 A 1
stop
}
}

actor TenguDustHandler1 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIf(z-floorz<=200, "Pickup2")
stop

Pickup2:
TNT1 A 0 A_FireCustomMissile("TenguDust",0,0,0,0)
stop
}
}

actor TenguDust
{
PROJECTILE
+FLOORHUGGER
+SPAWNCEILING
scale 2.5
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode")
TNT1 A 1 A_ChangeFlag("FLOORHUGGER",1)
TE8D AB 2
TE8D CCDD 1 A_FadeOut(0.2)
stop
}
}

actor TenguDustHandler2 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIf(z-floorz<=16, "Pickup2")
stop

Pickup2:
TNT1 A 0 A_JumpIfInventory("VC_Timer",1,"Pickup3")
TNT1 A 0 A_GiveInventory("VC_Timer",1)
stop

Pickup3:
TNT1 A 0 A_SpawnItemEx("TenguDust")
TNT1 A 0 A_TakeInventory("VC_Timer",1)
stop
}
}

actor TenguAltfire2Mobility : BaseMovement
{
states
{
itTimeGo:
TNT1 A 0 A_ChangeVelocity(CallACS("VC_XYMob",5*cos(pitch)),0,-4,CVF_RELATIVE)
stop
}
}

actor TenguAltfireMobility : BaseMovement
{
states
{
itTimeGo:
TNT1 A 0 A_ChangeVelocity(CallACS("VC_XYMob",25),0,0,CVF_RELATIVE|CVF_REPLACE)
stop
}
}


actor TenguChargeFXChecker : BasicClientSide
{
States
{
Spawn:
TNT1 AA 2 A_JumpIfInTargetInventory("TenguManCharge",35,"Spawn2")
stop

Spawn2:
TNT1 AA 0 A_SpawnItemEx("UltSparkle",Random(-24,24),Random(-24,24),Random(0,30))
stop
}
}


actor UltSparkle : BasicClientSide
{
States
{
Spawn:
ULPS IJKJI 2
stop
}
}