actor TrioTribeamWep_NormalBar : NormalBar{args 35,249}
actor TrioTribeamWep : BaseMM8BDMWep
{
Weapon.AmmoUse 1
Weapon.AmmoGive 112
Weapon.SlotNumber 4
Inventory.Pickupmessage "$PU_TRIOTRIBEAM"
Obituary "$OB_TRIOTRIBEAM"
Tag "$TAG_TRIOTRIBEAM"
weapon.ammotype "TrioTribeamAmmo"
inventory.icon "TTBMICON"
States
{
SpawnLoop:
TTBM Z 1
loop
Ready:
TTBM A 0 ACS_NamedExecuteWithResult("core_weaponcolor",COLOR_TRIOTRIBEAM)
TTBM A 1 A_WeaponReady
Goto Ready+1
ReadyC: Goto Ready+1
Deselect:
TTBM A 0 
goto DeselectSwap
Select:
TTBM A 0 
goto SelectSwap
Fire:
TTBM A 0 A_JumpIfNoAmmo("NoAmmo")
TTBM A 0 A_PlaySoundEx("weapon/mbuster","Weapon")
TTBM B 2
TTBM C 2
TTBM DD 2
goto FireX1

/*
What you see before  you, dear modder, is a shitty 2020 attempt at me to
rotate the tri beam manually because for whatever reason, uservars did not work.
And even now I tried to work around this and boy did I fail to find a solution even through ACS.
So at this point, I just stopped caring and left the old method in because spaghetti as it was, it 
still works. And I'm not going to spend longer than I should on a single weapon. So, enjoy the
spaghetti hell that lies beneath you.
*/

FireX1: TTBM A 0 A_JumpIfNoAmmo("NoAmmo")
TNT1 A 0 A_PlaySoundEx("weapon/TrioTribeam","Weapon")
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",180,1,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",300,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",60,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum1",180,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum1",300,0,0,0,0,0)
TTBM D 1 A_FireCustomMissile("TribeamSpectrum1",60,0,0,0,0,0)
TNT1 A 0 A_PlaySoundEx("weapon/TrioTribeam","Weapon")
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",180,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",300,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",60,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum2",180,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum2",300,0,0,0,0,0)
TTBM D 1 A_FireCustomMissile("TribeamSpectrum2",60,0,0,0,0,0)
TTBM A 0 A_Refire("FireX2")
goto TribeamEnd
FireX2: TTBM A 0 A_JumpIfNoAmmo("NoAmmo")
TNT1 A 0 A_PlaySoundEx("weapon/TrioTribeam","Weapon")
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",180+12,1,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",300+12,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",60+12,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum1",180+12,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum1",300+6,0,0,0,0,0)
TTBM D 1 A_FireCustomMissile("TribeamSpectrum1",60+6,0,0,0,0,0)
TNT1 A 0 A_PlaySoundEx("weapon/TrioTribeam","Weapon")
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",180+12,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",300+12,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",60+12,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum2",180+12,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum2",300+12,0,0,0,0,0)
TTBM D 1 A_FireCustomMissile("TribeamSpectrum2",60+12,0,0,0,0,0)
TTBM A 0 A_Refire("FireX3")
goto TribeamEnd
FireX3: TTBM A 0 A_JumpIfNoAmmo("NoAmmo")
TNT1 A 0 A_PlaySoundEx("weapon/TrioTribeam","Weapon")
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",180+24,1,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",300+24,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",60+24,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum1",180+24,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum1",300+24,0,0,0,0,0)
TTBM D 1 A_FireCustomMissile("TribeamSpectrum1",60+24,0,0,0,0,0)
TNT1 A 0 A_PlaySoundEx("weapon/TrioTribeam","Weapon")
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",180+24,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",300+24,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",60+24,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum2",180+24,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum2",300+24,0,0,0,0,0)
TTBM D 1 A_FireCustomMissile("TribeamSpectrum2",60+24,0,0,0,0,0)
TTBM A 0 A_Refire("FireX4")
goto TribeamEnd
FireX4: TTBM A 0 A_JumpIfNoAmmo("NoAmmo")
TNT1 A 0 A_PlaySoundEx("weapon/TrioTribeam","Weapon")
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",180+36,1,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",300+36,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",60+36,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum1",180+36,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum1",300+36,0,0,0,0,0)
TTBM D 1 A_FireCustomMissile("TribeamSpectrum1",60+36,0,0,0,0,0)
TNT1 A 0 A_PlaySoundEx("weapon/TrioTribeam","Weapon")
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",180+36,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",300+36,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",60+36,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum2",180+36,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum2",300+36,0,0,0,0,0)
TTBM D 1 A_FireCustomMissile("TribeamSpectrum2",60+36,0,0,0,0,0)
TTBM A 0 A_Refire("FireX5")
goto TribeamEnd
FireX5: TTBM A 0 A_JumpIfNoAmmo("NoAmmo")
TNT1 A 0 A_PlaySoundEx("weapon/TrioTribeam","Weapon")
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",180+48,1,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",300+48,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",60+48,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum1",180+48,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum1",300+48,0,0,0,0,0)
TTBM D 1 A_FireCustomMissile("TribeamSpectrum1",60+48,0,0,0,0,0)
TNT1 A 0 A_PlaySoundEx("weapon/TrioTribeam","Weapon")
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",180+48,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",300+48,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",60+48,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum2",180+48,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum2",300+48,0,0,0,0,0)
TTBM D 1 A_FireCustomMissile("TribeamSpectrum2",60+48,0,0,0,0,0)
TTBM A 0 A_Refire("FireX6")
goto TribeamEnd
FireX6: TTBM A 0 A_JumpIfNoAmmo("NoAmmo")
TNT1 A 0 A_PlaySoundEx("weapon/TrioTribeam","Weapon")
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",180+60,1,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",300+60,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",60+60,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum1",180+60,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum1",300+60,0,0,0,0,0)
TTBM D 1 A_FireCustomMissile("TribeamSpectrum1",60+60,0,0,0,0,0)
TNT1 A 0 A_PlaySoundEx("weapon/TrioTribeam","Weapon")
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",180+60,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",300+60,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",60+60,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum2",180+60,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum2",300+60,0,0,0,0,0)
TTBM D 1 A_FireCustomMissile("TribeamSpectrum2",60+60,0,0,0,0,0)
TTBM A 0 A_Refire("FireX7")
goto TribeamEnd
FireX7: TTBM A 0 A_JumpIfNoAmmo("NoAmmo")
TNT1 A 0 A_PlaySoundEx("weapon/TrioTribeam","Weapon")
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",180+72,1,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",300+72,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",60+72,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum1",180+72,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum1",300+72,0,0,0,0,0)
TTBM D 1 A_FireCustomMissile("TribeamSpectrum1",60+72,0,0,0,0,0)
TNT1 A 0 A_PlaySoundEx("weapon/TrioTribeam","Weapon")
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",180+72,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",300+72,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",60+72,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum2",180+72,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum2",300+72,0,0,0,0,0)
TTBM D 1 A_FireCustomMissile("TribeamSpectrum2",60+72,0,0,0,0,0)
TTBM A 0 A_Refire("FireX8")
goto TribeamEnd
FireX8: TTBM A 0 A_JumpIfNoAmmo("NoAmmo")
TNT1 A 0 A_PlaySoundEx("weapon/TrioTribeam","Weapon")
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",180+84,1,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",300+84,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",60+84,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum1",180+84,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum1",300+84,0,0,0,0,0)
TTBM D 1 A_FireCustomMissile("TribeamSpectrum1",60+84,0,0,0,0,0)
TNT1 A 0 A_PlaySoundEx("weapon/TrioTribeam","Weapon")
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",180+84,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",300+84,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",60+84,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum2",180+84,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum2",300+84,0,0,0,0,0)
TTBM D 1 A_FireCustomMissile("TribeamSpectrum2",60+84,0,0,0,0,0)
TTBM A 0 A_Refire("FireX9")
goto TribeamEnd
FireX9: TTBM A 0 A_JumpIfNoAmmo("NoAmmo")
TNT1 A 0 A_PlaySoundEx("weapon/TrioTribeam","Weapon")
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",180+96,1,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",300+96,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",60+96,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum1",180+96,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum1",300+96,0,0,0,0,0)
TTBM D 1 A_FireCustomMissile("TribeamSpectrum1",60+96,0,0,0,0,0)
TNT1 A 0 A_PlaySoundEx("weapon/TrioTribeam","Weapon")
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",180+96,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",300+96,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",60+96,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum2",180+96,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum2",300+96,0,0,0,0,0)
TTBM D 1 A_FireCustomMissile("TribeamSpectrum2",60+96,0,0,0,0,0)
TTBM A 0 A_Refire("FireX10")
goto TribeamEnd
FireX10: TTBM A 0 A_JumpIfNoAmmo("NoAmmo")
TNT1 A 0 A_PlaySoundEx("weapon/TrioTribeam","Weapon")
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",180+108,1,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",300+108,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",60+108,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum1",180+108,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum1",300+108,0,0,0,0,0)
TTBM D 1 A_FireCustomMissile("TribeamSpectrum1",60+108,0,0,0,0,0)
TNT1 A 0 A_PlaySoundEx("weapon/TrioTribeam","Weapon")
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",180+108,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",300+108,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrumDamager",60+108,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum2",180+108,0,0,0,0,0)
TTBM D 0 A_FireCustomMissile("TribeamSpectrum2",300+108,0,0,0,0,0)
TTBM D 1 A_FireCustomMissile("TribeamSpectrum2",60+108,0,0,0,0,0)
TTBM A 0 A_Refire("FireX1")
goto TribeamEnd

TribeamEnd:
TTBM CBA 2
TTBM A 2 A_WeaponReady
Goto Ready+1
NoAmmo:
TTBM A 1 ACS_NamedExecuteAlways("core_noammo",0)
Goto Ready+1
}
}

actor TrioTribeamFlag : WeaponCharge {}

actor TrioTribeamPickup_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("TrioTribeamFlag",348,"Clear")
TNT1 A 0 A_GiveInventory("TrioTribeamFlag",12)
stop
Clear:
TNT1 A 0 A_TakeInventory("TrioTribeamFlag",9999)
stop
}
}

actor TrioTribeamAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 112
+INVENTORY.IGNORESKILL
}

actor TribeamSpectrum1 : BasicGraphicEffect
{
+BRIGHT
Translation "192:192=35:35","198:198=249:249"
PROJECTILE
Obituary "$OB_TRIOTRIBEAM"
DamageType "TrioTribeam"
+THRUACTORS
+DONTBLAST
+DONTREFLECT
//+FORCEYBILLBOARD
+CLIENTSIDEONLY
+PAINLESS
damage (0)
Radius 11
Height 11
speed 30
scale 2.5
states
{
SpawnFrame:
TNT1 A 0
TRIB A 0 A_SetPitch(pitch+1)
TRIB A 0 A_JumpIf(pitch>5,"Death")
TRIB A 0 A_SpawnItemEx("TribeamSpectrum1",0,0,0,momx,momy,momz,0,553)
TRIB A 1 A_JumpIf(CallACS("vile_IsPointerClient",2)==1,"Spawn2")//A_Stop
stop
Spawn2:
TNT1 A 0 //A_SetScale(1.5)
TRIB A 1 A_SetTranslucent(0.50+pitch*0.01)
stop
Death:
TNT1 A 0 A_SpawnItemEx("TribeamSpectrumDeathFX",0,0,0,0,0,0,0,33)
stop
}
}

actor TribeamSpectrum2 : TribeamSpectrum1
{
states
{
SpawnFrame:
TNT1 A 0 
TRIB B 0 A_SetPitch(pitch+1)
TRIB B 0 A_JumpIf(pitch>5,"Death")
TRIB B 0 A_SpawnItemEx("TribeamSpectrum2",0,0,0,momx,momy,momz,0,553)
TRIB B 1 A_JumpIf(CallACS("vile_IsPointerClient",2)==1,"Spawn2")//A_Stop
stop
Spawn2:
TNT1 A 0 //A_SetScale(1.5)
TRIB B 1 A_SetTranslucent(0.50+pitch*0.01)
stop
Death:
TNT1 A 0 A_SpawnItemEx("TribeamSpectrumDeathFX2",0,0,0,0,0,0,0,33)
stop
}
}

actor TribeamSpectrumDeathFX : BasicGraphicEffect
{
+BRIGHT
States
{
SpawnFrame:
TRIB C 0
TRIB C 1
stop
}
}
actor TribeamSpectrumDeathFX2 : BasicGraphicEffect
{
+BRIGHT
States
{
SpawnFrame:
TRIB D 0
TRIB D 1
stop
}
}

actor TribeamSpectrumDamager : BasicProjectile
{
PROJECTILE
Obituary "$OB_TRIOTRIBEAM"
DamageType "TrioTribeam"//Beam
+THRUACTORS
+THRUGHOST
+DONTBLAST
+DONTREFLECT
-CLIENTSIDEONLY
//+SERVERSIDEONLY//+NONETID
renderstyle none
damage (0)
Radius 11
Height 11
speed 30
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SetPitch(pitch+1)
TNT1 A 0 A_JumpIf(pitch>6,"Death")
TNT1 A 0 A_SpawnItemEx("TribeamSpectrumDamager",0,0,0,momx,momy,momz,0,552)
TNT1 A 0 //A_Stop
TNT1 A 1 A_Explode(CallACS("vile_cbm_damage",7),28,0,0,28)
stop
Death:
TNT1 A 1
stop
}
}

actor TrioTribeamProtect : PowerProtection
{
Powerup.Duration 4
damagefactor "TrioTribeam", 0.0
}

actor TrioTribeamWeaken : PowerDamage
{
Powerup.Duration 200
damagefactor "Normal", 0.65
}

actor TrioTribeamWeaken2 : PowerProtection
{
Powerup.Duration 200
damagefactor "Normal", 1.34
damagefactor "TrioTribeam", 1.0
}


actor TrioTribeamPickup : CustomInventory
{
States
{
Pickup:
TNT1 A 0 
TNT1 A 0 A_JumpIfInventory("TrioTribeamWeaken",1,2)
TNT1 A 0 A_SpawnItemEx("TrioTribeamWatcher")
TNT1 A 0 A_GiveInventory("TrioTribeamWeaken",1)
TNT1 A 0 A_GiveInventory("TrioTribeamWeaken2",1)
stop
}
}

actor TrioTribeamWatcher : BasicWatcher
{
States
{
Spawn:
TNT1 A 0 
TNT1 A 3 A_GiveToTarget("TribeamSpectrumFX_P",1)
TNT1 A 0 A_JumpIfInTargetInventory("TrioTribeamWeaken",1,"Spawn")
stop
}
}

actor TribeamSpectrumFX_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("TribeamSpectrumWeakenFX",random(24,64),0,Random(48,64),0,0,-1.5,random(0,359))//,1)
stop
}
}

actor TribeamSpectrumWeakenFX : BasicGraphicEffect
{
Translation "192:192=35:35", "198:198=249:249"
//+FLOATBOB
+NOGRAVITY
+THRUACTORS
+CLIENTSIDEONLY
+FORCEXYBILLBOARD
+MISSILE
RenderStyle "Translucent"
Alpha 0.6
ReactionTime 1//20
Damage(0)
Height 0
Radius 0
Scale 1.25
States
{
SpawnFrame:
TNT1 A 0
TNT1 A 0 A_Jump(256,"Spawn2","Spawn3")
goto Spawn2
Spawn2:
TRIB K 40
TRIB K 2 A_CountDown
wait
Spawn3:
TRIB L 40
TRIB L 2 A_CountDown
wait
Death:
"----" "#" 1 A_JumpIfInventory("CutterFlag",1,"Death2")
stop
Death2:
"----" "#" 0 ThrustThingZ(0,4,1,1)
"----" "###" 2 A_FadeOut(0.15)
stop
}
}