//===========================================================
ACTOR AmmoSphere : CustomInventory 30437
{
Scale 1.0
+FLOATBOB
+COUNTITEM
+NOTIMEFREEZE
//+INVENTORY.INVBAR
+INVENTORY.UNDROPPABLE
+INVENTORY.AUTOACTIVATE
+INVENTORY.FANCYPICKUPSOUND
Inventory.Amount 1
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
//Inventory.Icon ""
//inventory.usesound ""
inventory.pickupsound "misc/p_pkup"
Inventory.PickupMessage "Infinite Ammo!"
Tag "Ammo Sphere"
States
	{
	Spawn:
		AMS2 ABCD 6 Bright
		Loop
	//Use:
	Pickup:
		TNT1 A 0
		TNT1 A 1 A_GiveInventory("AmmoSphereGiver",1)
		TNT1 A 1 A_GiveInventory("AmmoRegenerate",1)
		Stop
	}
}

Actor AmmoSphereGiver : PowerupGiver
{
-COUNTITEM
+INVENTORY.AUTOACTIVATE
-INVENTORY.ALWAYSPICKUP
Powerup.Type "PowerInfiniteAmmo"
Powerup.Duration -30
Powerup.Color "255 0 0" 0.4
}

Actor AmmoRegenerate : PowerTargeter
{
-COUNTITEM
+NOTIMEFREEZE
Powerup.Duration -300
States
	{
	Targeter:
		TNT1 A 0
		TNT1 A 35
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Hem_GetCurrentHealth") > 0,2)
		TNT1 A 0 A_Jump(256,9)
		TNT1 A 0 A_GiveInventory("BulletMag",1)
		TNT1 A 0 A_GiveInventory("NewShell",1)
		TNT1 A 0 A_GiveInventory("Missile",1)
		TNT1 A 0 A_GiveInventory("NewCell",1)
		TNT1 A 0 A_GiveInventory("AMCell",1)
		TNT1 A 0 A_GiveInventory("Gas",1)
		TNT1 A 0 A_GiveInventory("DemonAmmo",1)
		TNT1 A 0 A_GiveInventory("NailAmmo",1)
		Loop
		TNT1 A 1
		Stop
	}
}

Actor LAmmoRegenerate : PowerTargeter
{
+NOTIMEFREEZE
Powerup.Duration -300
States
	{
	Targeter:
		TNT1 A 0
		TNT1 A 35
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Hem_GetCurrentHealth") > 0,2)
		TNT1 A 0 A_Jump(256,4)
		TNT1 A 0 A_GiveInventory("LDemonAmmo",5)
		TNT1 A 0 A_GiveInventory("LegendaryBulletMag",5)
		TNT1 A 0 A_GiveInventory("LegFuel",5)
		Loop
		TNT1 A 1
		Stop
	}
}
//===========================================================
ACTOR SpreadKiller : CustomInventory
{
Scale 0.5
+INVENTORY.INVBAR
+INVENTORY.UNDROPPABLE
Inventory.Amount 1
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.Icon "ARTIRTKF"
inventory.usesound "knife/cut"
inventory.pickupsound "misc/p_pkup"
Inventory.PickupMessage "Spread Killer"
Tag "Spread Killer"
States
	{
	Spawn:
		RTKF A -1
		Stop
	Use:
		TNT1 A 0
		TNT1 A 1 A_TakeInventory("PowerSpread",1)
		Fail
	}
}
//===========================================================
ACTOR SpringMine : CustomInventory
{
+FLOORCLIP
+INVENTORY.INVBAR
Inventory.Amount 1
Inventory.MaxAmount 8
Inventory.Icon "SPMIA0"
Inventory.PickupSound "SMINGET"
Inventory.PickupMessage "Picked up a Spring Mine."
Tag "Spring Mine"
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright ACS_NamedExecuteAlways("Hem_RemoveItemDelayed",0,5)
		Goto SpawnLoop
	SpawnLoop:
		SPMN ABC 2
		Loop
	Use:
		TNT1 A 0
		TNT1 A 1 A_FireCustomMissile("SpringMineSet",0,0,0,0,false,8)
		Stop
	}
}

ACTOR SpringMineSet
{
Radius 10
Height 5
Speed 7//22
//VSpeed 3
+MISSILE
+DROPOFF
+NOBLOCKMAP
+NOTELEPORT
+THRUACTORS
+MTHRUSPECIES
+CANBOUNCEWATER
BounceType "Doom"
BounceCount 3
Reactiontime 525
BounceSound "MINBNC"
States
	{
	Spawn:
		TNT1 A 0 A_CountDown
		SPMN A 1 Bright
		Loop
	Death:
		TNT1 A 0 Bright
		TNT1 A 1 Bright A_CustomMissile("SpringMineActive",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		Stop
	} 
}

ACTOR SpringMineActive
{
Projectile
Height 5
Radius 10
Mass 1000000
Speed 0
Gravity 1.0
WallBounceFactor 0.16
BounceFactor 0.36
BounceType "Doom"
+DOOMBOUNCE
+FRIENDLY
+LOOKALLAROUND
+QUICKTORETALIATE
+NOTARGET
+BRIGHT
+FORCEPAIN
-NOGRAVITY
+NOEXPLODEFLOOR
+MOVEWITHSECTOR
+FORCERADIUSDMG
+DONTHARMSPECIES
+THRUACTORS
Species "Player"
DamageType "Explosion"
Tag "Spring Mine Planted"
var int user_counter;
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_RearrangePointers(AAPTR_NULL, AAPTR_TARGET, AAPTR_NULL)
		TNT1 A 0 A_PlaySound("SMNSET1")
		SPMN AAAAAAAAAA 2
		TNT1 A 0 A_PlaySound("SMNSET2")
		SPMN AD 1
	SpawnLoop:
		SPMN ADAD 1 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,100,0,360,"Death")
		TNT1 A 0 A_JumpIf(user_counter >= 5250,"Death")
		TNT1 A 0 A_SetUserVar("user_counter",user_counter + 1)
		Loop
	Death:
		TNT1 A 0
		SPMN ABC 2
		TNT1 A 0 ThrustThingZ(0,45,0,0)
		TNT1 A 0 A_PlaySound("MINLNCH")
		SPMN AAAAAAAAA 2
		SPMN AAA 1
		TNT1 A 0 A_PlaySound("SPRNMNXP")
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_RearrangePointers(AAPTR_MASTER, AAPTR_MASTER, AAPTR_NULL)
		TNT1 A 0 A_Explode(800,200,0,1,100)
		TNT1 A 0 A_SpawnItemEx("SMineExplosion",0,0,5,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER,0)
		TNT1 A 10 A_SpawnItemEx("SpringMineFX",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		Stop
	}
}

Actor SpringMineFX
{
Height 5
Radius 10
Speed 0
+BRIGHT
+MISSILE
+DROPOFF
+NOGRAVITY
+NOBLOCKMAP
+NOTELEPORT
+THRUACTORS
+NOINTERACTION
+CLIENTSIDEONLY
+NONETID
var int user_smine;
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_SetUserVar("user_smine",0)
	Pulse:
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_smine",user_smine+10)//1
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_smine",user_smine+10)//2
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_smine",user_smine+10)//3
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_smine",user_smine+10)//4
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_smine",user_smine+10)//5
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_smine",user_smine+10)//6
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_smine",user_smine+10)//7
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_smine",user_smine+10)//8
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_smine",user_smine+10)//9
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_smine",user_smine+10)//10
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_smine",user_smine+10)//11
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_smine",user_smine+10)//12
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_smine",user_smine+10)//13
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_smine",user_smine+10)//14
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_smine",user_smine+10)//15
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_smine",user_smine+10)//16
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_smine",user_smine+10)//17
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_smine",user_smine+10)//18
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_smine",user_smine+10)//19
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_smine",user_smine+10)//20
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_smine",user_smine+10)//21
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_smine",user_smine+10)//22
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_smine",user_smine+10)//23
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_smine",user_smine+10)//24
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_smine",user_smine+10)//25
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_smine",user_smine+10)//26
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_smine",user_smine+10)//27
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_smine",user_smine+10)//28
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_smine",user_smine+10)//29
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_smine",user_smine+10)//30
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_smine",user_smine+10)//31
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_smine",user_smine+10)//32
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_smine",user_smine+10)//33
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_smine",user_smine+10)//34
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_smine",user_smine+10)//35
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_smine",user_smine+10)//36
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+1,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+2,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+3,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+4,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+5,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+6,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+7,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+8,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("SpringMinePulseVisual",0,0,user_smine+9,CMF_AIMDIRECTION)
	EndPulse:
		TNT1 A 1
		Stop
	} 
}

ACTOR SpringMinePulseVisual //Aesthetic. Deals no damage.
{
PROJECTILE
Height 5
Radius 8
Speed 8
Scale 0.3
RenderStyle Add
Alpha 1//0.4
+BRIGHT
+THRUACTORS
+MOVEWITHSECTOR
+FORCEXYBILLBOARD
+CLIENTSIDEONLY
+NONETID
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_Jump(256,1,2,3,4,5,6)
		TNT1 AAAAA 0 Bright
		RGNA AAAAA 1
		TNT1 A 0 A_SetTranslucent(0.1)
		RGNA AA 3 A_SetScale(0.2)
		RGNA A 1 A_SetScale(0.1)
		Goto Death
	Death:
		TNT1 A 1 Bright
		Stop
	}
}

ACTOR SMineExplosion  //Deals no damage.
{
Projectile
Radius 6
Height 6
Speed 0
Scale 1
RenderStyle Add
Alpha 0.2
+BRIGHT
+NOCLIP
+THRUACTORS
+MOVEWITHSECTOR
+FORCEXYBILLBOARD
+CLIENTSIDEONLY
+NONETID
States
	{
	Spawn:
		TNT1 A 0
		Goto Death
	Death:
		PLXP A 1 Bright
		TNT1 A 0 A_SetScale(2.1)
		PLXP A 1 Bright
		TNT1 A 0 A_SetScale(3.3)
		PLXP A 1 Bright
		TNT1 A 0 A_SetScale(4.5)
		TNT1 A 0 A_SetTranslucent(0.1)
		PLXP A 1 Bright
		Stop
	}
}
//===========================================================
Actor PowerUberAmmo : PowerupGiver
{
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
Inventory.Amount 1
powerup.duration -60
Powerup.Type PowerInfiniteAmmo
Powerup.Color White 0.00
Inventory.PickupMessage "Don't you think that such amount of ammo could easily make a truck unable to move?"
}

Actor Megapack : CustomInventory 30436
{
+COUNTITEM
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.FANCYPICKUPSOUND
Inventory.Amount 1
Inventory.PickupSound "misc/megapack"
Inventory.PickupMessage "Megapack!"
Tag "Megapack"
States
	{
	Spawn:
		BPK2 A -1
		Loop
	Use:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("PowerUberAmmo")
		TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_GiveInventory("ModdedBackpack")
		TNT1 A 0 A_GiveInventory("SpringMine",8)
		TNT1 A 1
		Stop
	}
}
//===========================================================
Actor HEMMegaMap : CustomInventory 30435
{
+COUNTITEM
+INVENTORY.FANCYPICKUPSOUND
+INVENTORY.ALWAYSPICKUP
Inventory.MaxAmount 0
Inventory.PickupSound "misc/p_pkup"
Inventory.PickupMessage "Mega Map!"
Tag "Mega Map"
States
	{
	Spawn:
		MMAP ABCDCB 6 Bright
		Loop
	Pickup:
		TNT1 A 1
		TNT1 A 1 A_GiveInventory("Allmap")
		TNT1 A 1 A_GiveInventory("HEMDoomScanner")
		stop
	}
}

Actor HEMDoomScanner : PowerupGiver
{
Powerup.type "Scanner"
+INVENTORY.AUTOACTIVATE
States
	{
	Spawn:
		TNT1 A 1
		Stop
	}
}
//===========================================================
Actor ArmorSphere : CustomInventory 30438
{
Height 16
Radius 20
+FLOATBOB
+COUNTITEM
+NOTIMEFREEZE
+Inventory.FancyPickupSound
Inventory.RespawnTics 10500
Inventory.MaxAmount 0
Inventory.PickupSound "misc/p_pkup"
Inventory.PickupMessage "Armor Sphere!"
Tag "Armor Sphere"
States
	{
	Spawn:
		ARS2 ABCB 10 Bright
		Loop
	PickUp:
		TNT1 A 0
		TNT1 A 1 A_JumpIfInventory("ArmorRegenerateCheck",1,"Nop")
		TNT1 A 1 A_GiveInventory("ArmorRegeneratorSphereGiver")
		TNT1 A 1 ACS_NamedExecuteAlways("Hem_ArmorRegenerateSphere",0,250,2,300)
		Stop
	Nop:
		TNT1 A 1
		Fail
	}
}

Actor ArmorRegenerateCheck : Inventory { Inventory.MaxAmount 1 }

Actor ArmorRegeneratorPickup : CustomInventory 30434
{
Height 16
Radius 10
Scale 1.2
+COUNTITEM
+NOTIMEFREEZE
Inventory.RespawnTics 10500
Inventory.MaxAmount 0
Inventory.PickupSound "pickups/armorbonus"
Inventory.PickupMessage "You got armor regenerator!"
Tag "Armor regenerator"
States
	{
	Spawn:
		HARG D -1 Bright
		Loop
	PickUp:
		TNT1 A 0
		TNT1 A 1 A_JumpIfInventory("ArmorRegeneratorActive",1,"Nop")
		TNT1 A 1 A_JumpIfInventory("ArmorRegenerator",1,"Nop")
		TNT1 A 1 A_GiveInventory("ArmorRegenerator")
		Stop
	Nop:
		TNT1 A 1
		Fail
	}
}

Actor ArmorRegenerator : CustomInventory
{
Height 16
Radius 10
Scale 1.2
-COUNTITEM
+NOTIMEFREEZE
+INVENTORY.INVBAR
+INVENTORY.HUBPOWER
-INVENTORY.UNDROPPABLE
+INVENTORY.PERSISTENTPOWER
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.Icon "HARGE0"
Inventory.UseSound "pickups/armorbonus"
Inventory.PickupSound "pickups/armorbonus"
Tag "Armor regenerator"
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_SpawnItem("ArmorRegeneratorPickup")
		Stop
	Drop:
		TNT1 A 0
		TNT1 A 1 A_DropInventory("ArmorRegeneratorPickup")
		TNT1 A 1 A_TakeInventory("ArmorRegeneratorActive")
		TNT1 A 1 A_TakeInventory("ArmorRegenerate")
		TNT1 A 1 A_TakeInventory("ArmorRegenerator")
		Stop
	Use:
		TNT1 A 0
		TNT1 A 1 A_Print("Armor Regeneratot activate")
		TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("Hem_CheckPlayerArmorPoints",250) == 1,"Nop")
		TNT1 A 1 A_JumpIfInventory("ArmorRegeneratorActive",1,"Nop")
		TNT1 A 1 A_GiveInventory("ArmorRegeneratorActive")
		TNT1 A 1 A_GiveInventory("ArmorRegenerate")
		Stop
	Nop:
		TNT1 A 1
		Fail
	}
}

Actor ArmorRegeneratorActive : ArmorRegenerator
{
Inventory.Icon "HARGF0"
States
	{
	Use:
		TNT1 A 0
		TNT1 A 1 A_Print("Armor Regeneratot deactivate")
		TNT1 A 1 A_TakeInventory("ArmorRegenerate")
		TNT1 A 1 A_GiveInventory("ArmorRegenerator")
		Stop
	}
}

ACTOR ArmorRegeneratorGiver : ArmorBonus
{
-COUNTITEM
+NOTIMEFREEZE
+INVENTORY.QUIET
+INVENTORY.IGNORESKILL
DamageFactor "Normal", 0.1
Armor.SavePercent 99.0
Armor.SaveAmount 1
Armor.MaxSaveAmount 250
Inventory.Icon "HARGD0"
States
	{
	Spawn:
		HARG A -1 Bright
		Loop
	}
}

Actor ArmorRegenerate : PowerTargeter
{
+NOTIMEFREEZE
States
	{
	Targeter:
		TNT1 A 0
		TNT1 A 35
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Hem_GetCurrentHealth") > 0,2)
		TNT1 A 0 A_Jump(256,11)
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("ArmorRegeneratorActive",1,2)
		TNT1 A 0 A_Jump(256,8)
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("NewCell",1,2)
		TNT1 A 0 A_Jump(256,4)
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("NewCell",1,TIF_NOTAKEINFINITE)
		TNT1 A 0 A_GiveInventory("ArmorRegeneratorGiver",5)
		TNT1 A 0
		Loop
		TNT1 A 1
		Stop
	}
}

ACTOR ArmorRegeneratorSphereGiver : ArmorBonus
{
-COUNTITEM
+NOTIMEFREEZE
+INVENTORY.QUIET
+INVENTORY.IGNORESKILL
DamageFactor "Normal", 0.1
Armor.SavePercent 99.0
Armor.SaveAmount 1
Armor.MaxSaveAmount 250
Inventory.Icon "ARS2A0"
States
	{
	Spawn:
		ARS2 ABCB 10 Bright
		Loop
	}
}
//===========================================================
ACTOR PortableMedCell : CustomInventory
{
Scale 0.5
Height 10
Radius 10
+FLOORCLIP
+INVENTORY.INVBAR
+INVENTORY.HUBPOWER
+INVENTORY.PERSISTENTPOWER
Inventory.Amount 1
Inventory.MaxAmount 3
Inventory.InterHubAmount 3
Inventory.PickupMessage "Portable Medical Cell"
Inventory.PickupSound "pickups/pmedkit"
Inventory.UseSound "pmed/use"
Inventory.Icon "PMDCB0"
Tag "Portable Medical Cell"
States
	{
	Spawn:
		PMDC A -1
		Loop
	Use:
		TNT1 A 1
		TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("Hem_GetCurrentHealth") >= 300,"Full")
		TNT1 A 1 HealThing(25,300)
		Stop
	Full:
		TNT1 A 1
		Fail
	} 
}

ACTOR PortableMedCellPack : PortableMedCell
{
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.PickupMessage "Portable Medical Cell Pack"
Inventory.Icon "PMDCD0"
Tag "Portable Medical Cell Pack"
States
	{
	Spawn:
		PMDC C -1
		Loop
	Use:
		TNT1 A 1
		TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("Hem_GetCurrentHealth") >= 300,"Full")
		TNT1 A 1 HealThing(100,300)
		Stop
	} 
}
//===========================================================
Actor LightNemesisArmor : CustomInventory 30423
{
Height 16
Radius 10
Scale 1.2
+COUNTITEM
+NOTIMEFREEZE
+INVENTORY.INVBAR
+INVENTORY.HUBPOWER
+INVENTORY.PERSISTENTPOWER
Inventory.RespawnTics 4230
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.Icon "HARGC0"
Inventory.UseSound "NemesisGet"
Inventory.PickupSound "pickups/redarmor"
Inventory.PickupMessage "You got Light Nemesis Armor!"
Tag "Light Nemesis Armor"
States
	{
	Spawn:
		HARG A -1 Bright
		Loop
	Use:
		TNT1 A 0
		TNT1 A 1 A_GiveInventory("LightNemesisArmorItem")
		TNT1 A 1 A_GiveInventory("LightNemesisArmorProtect",1)
		TNT1 A 1 A_GiveInventory("HemLightArmorHealing",1)	
		Stop
	}
}

Actor HemLightArmorHealing : PowerTargeter
{
+NOTIMEFREEZE
Powerup.Duration -120
States
	{
	Targeter:
		TNT1 A 0 Bright
		TNT1 A 0 Bright HealThing(1,300)
		TNT1 A 0 Bright A_GiveInventory("LightNemesisArmorGiver",1)
		TNT1 AA 3 Bright
		TNT1 AA 0 Bright A_SpawnItemEx("LightNemesisArmorShieldFX",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,160)
		Loop
	}
}

ACTOR LightNemesisArmorItem : BasicArmorPickup
{
-COUNTITEM
+DONTRIP
+NORADIUSDMG
+NOTIMEFREEZE
+INVENTORY.QUIET
+INVENTORY.IGNORESKILL
DamageFactor "Normal", 0.1
Armor.SavePercent 99.0
Armor.SaveAmount 300
Inventory.Icon "HARGA0"
States
	{
	Spawn:
		HARG A -1 Bright
		Loop
	}
}

ACTOR LightNemesisArmorGiver : ArmorBonus
{
-COUNTITEM
+NOTIMEFREEZE
+INVENTORY.QUIET
+INVENTORY.IGNORESKILL
DamageFactor "Normal", 0.1
Armor.SavePercent 99.0
Armor.SaveAmount 1
Armor.MaxSaveAmount 300
Inventory.Icon "HARGA0"
States
	{
	Spawn:
		HARG A -1 Bright
		Loop
	}
}

Actor LightNemesisArmorProtectEffect : PowerProtection
{
DamageFactor "Normal", 0.5
DamageFactor "Explosion", 0.05
DamageFactor "ZExplosiveBullets", 0.05
}

Actor LightNemesisArmorProtect : PowerupGiver
{
-COUNTITEM
+NOTIMEFREEZE
+INVENTORY.QUIET
+INVENTORY.UNDROPPABLE
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
Inventory.MaxAmount 0
Powerup.Type LightNemesisArmorProtectEffect
Powerup.Duration -120
}
//===========================================================
Actor Annihilate : CustomInventory
{
-COUNTITEM
+INVENTORY.QUIET
+INVENTORY.UNDROPPABLE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.AUTOACTIVATE
Inventory.Amount 1
Inventory.MaxAmount 0
States
	{
	Pickup:
		TNT1 A 1
		TNT1 A 1 Thing_Damage(0,10000000)
		Stop
	}
}

Actor AnnihilateFog : CustomInventory
{
-COUNTITEM
+INVENTORY.QUIET
+INVENTORY.UNDROPPABLE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.AUTOACTIVATE
Inventory.Amount 1
Inventory.MaxAmount 0
States
	{
	Pickup:
		TNT1 A 1
		TNT1 A 1 A_SpawnDebris("ShadowSmokeGen4",false,1.0,1.0)
		Stop
	}
}

Actor AnnihilateFadeOut : CustomInventory
{
-COUNTITEM
+INVENTORY.QUIET
+INVENTORY.UNDROPPABLE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.AUTOACTIVATE
Inventory.Amount 1
Inventory.MaxAmount 0
States
	{
	Pickup:
		TNT1 A 1
		TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("Hem_CheckActorMonster") != 1,"Nop")
		TNT1 A 1 A_FadeOut(0.1,0)
		Stop
	Nop:
		TNT1 A 1
		Fail
	}
}
//===========================================================
Actor InfightingCheck : CustomInventory
{
-COUNTITEM
+INVENTORY.QUIET
+INVENTORY.UNDROPPABLE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.AUTOACTIVATE
Inventory.Amount 1
Inventory.MaxAmount 0
States
	{
	Pickup:
		TNT1 A 1
		TNT1 A 1 A_CheckFlag(NOINFIGHTING,"CheckHealth")
		Stop
	CheckHealth:
		TNT1 A 0
		TNT1 A 1 A_JumpIfHealthLower((ACS_NamedExecuteWithResult("Hem_SpawnHealth")*0.8),"InfightingSet")
		Stop
	InfightingSet:
		TNT1 A 0
		TNT1 A 1 A_ChangeFlag(NOINFIGHTING,0)
		Stop
	}
}
//===========================================================
Actor BerserkSphere : CustomInventory 30402
{
Game Doom
+COUNTITEM
+INVENTORY.BIGPOWERUP
+INVENTORY.ALWAYSPICKUP
+INVENTORY.AUTOACTIVATE
+INVENTORY.FANCYPICKUPSOUND
Inventory.PickupSound "misc/p_pkup"
Inventory.PickupMessage "Berserk Supercharge!"
States
	{
	Spawn:
		BERS ABCDCB 6 Bright
		Loop
	Pickup:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("PowerStrength")
		TNT1 A 0 A_GiveInventory("BerserkSphereHealth")
		TNT1 A 1 A_SelectWeapon("NewMelee")
		Stop
	}
}

Actor BerserkSphereHealth : Health
{
-COUNTITEM
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
Inventory.Amount 300
Inventory.MaxAmount 600
Inventory.PickupMessage ""
Inventory.PickupSound ""
States
	{
	Spawn:
		TNT1 A -1
		Loop
	}
}
//===========================================================
Actor PowerStimpack : CustomInventory 30354
{
Renderstyle Add
+COUNTITEM
+PIERCEARMOR
+INVENTORY.INVBAR
+INVENTORY.HUBPOWER
+INVENTORY.BIGPOWERUP
+INVENTORY.PERSISTENTPOWER
+INVENTORY.FANCYPICKUPSOUND
Inventory.Amount 1
Inventory.MaxAmount 2
Inventory.InterHubAmount 2
Inventory.PickupSound "misc/p_pkup"
Inventory.UseSound "items/powerstim"
Inventory.PickupMessage "Power Stimpack!"
Inventory.Icon "ARTISTIM"
Tag "Power Stimpack"
States
	{
	Spawn:
		STMP ABCD 1 Bright
		Loop
	Use:
		TNT1 A 0
		TNT1 A 0 A_JumpIfHealthLower(26,"Failure")
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Hem_GetCurrentHealth")-25 < 1,2)
		TNT1 A 0 ACS_NamedExecuteAlways("Hem_SetCurrentHealth",0,ACS_NamedExecuteWithResult("Hem_GetCurrentHealth")-25)
		TNT1 A 0 A_GiveInventory("PowerHighJumpee")
		TNT1 A 0 A_GiveInventory("PowerFireSpeedee")
		TNT1 A 0 A_GiveInventory("PowerMoveSpeedee")
		TNT1 A 0 A_GiveInventory("PowerStrength")
		TNT1 A 1 ACS_NamedExecuteAlways("Hem_PowerStimpack",0)
		Stop
	Failure:
		TNT1 A 0
		TNT1 A 1 A_Print("Not enough health!")
		Fail
	}
}

ACTOR PowerFireSpeedee : PowerupGiver
{
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
Inventory.Amount 1
powerup.duration -60
Powerup.Type PowerDoubleFiringSpeed
Inventory.PickupMessage "NOOOOOO!!! IVE JUST KILLED POOR MONSTER WITH MY OWN TEETH!"
}

ACTOR PowerMoveSpeedee : PowerupGiver
{
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
Inventory.Amount 1
powerup.duration -60
Powerup.Type PowerSpeed
Inventory.PickupMessage "Me likes brawndo."
}

ACTOR PowerHighJumpee : PowerupGiver
{
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
Inventory.Amount 1
powerup.duration -60
Powerup.Type PowerHighJump
Inventory.PickupMessage "My 7-miles boots of hellish asskick kicks hell in ass."
}
//================================================
Actor HemLifeRune : CustomInventory 30403
{
+FLOATBOB
+COUNTITEM
+NOTIMEFREEZE
ActiveSound "Pickups/Legruneidle"
Inventory.Amount 1
Inventory.MaxAmount 0
Inventory.PickupMessage "Life Rune obtained!"
Tag "Life Rune"
States
	{
	Spawn:
		TNT1 A 0 Bright A_LoopActiveSound
		RGRN A 1 Bright
		Loop
	Pickup:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("HemLifeRuneItem",1,"Nope")
		TNT1 A 0 A_PlaySound("Pickups/Legrune")
		TNT1 A 0 A_GiveInventory("HemDrain",1)
		TNT1 A 0 A_GiveInventory("HemRegeneration",1)
		TNT1 A 0 A_GiveInventory("HemLifeRuneItem",1)
		TNT1 A 1 A_StopSound
		Stop
	Nope:
		TNT1 A 1
		Fail
	}
}

ACTOR HemDrain : PowerDrain
{
+NOTIMEFREEZE
+INVENTORY.HUBPOWER
+INVENTORY.PERSISTENTPOWER
Powerup.Duration 0x7FFFFFFF
}

ACTOR HemRegeneration : PowerRegeneration
{
+NOTIMEFREEZE
+INVENTORY.HUBPOWER
+INVENTORY.PERSISTENTPOWER
Powerup.Duration 0x7FFFFFFF
}

ACTOR HemLifeRuneItem : Weapon
{
Weapon.SelectionOrder 99999
+NOTIMEFREEZE
+WEAPON.NOALERT
+INVENTORY.UNDROPPABLE
+WEAPON.CHEATNOTWEAPON
+WEAPON.NO_AUTO_SWITCH
Tag "Life Rune"
States
	{
	Spawn:
		TNT1 A 1
	Ready:
		TNT1 A 1
	Deselect:
		TNT1 A 1
	Select:
		TNT1 A 1
	Fire:
		TNT1 A 1
		Stop
	}
}
//=========================================================
Actor HemSpeedRune : CustomInventory 30404
{
+FLOATBOB
+COUNTITEM
+NOTIMEFREEZE
ActiveSound "Pickups/Legruneidle"
Inventory.Amount 1
Inventory.MaxAmount 0
Inventory.PickupMessage "Speed Rune obtained!"
States
	{
	Spawn:
		TNT1 A 0 Bright A_LoopActiveSound
		EGRN A 1 Bright
		Loop
	Pickup:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("HemSpeedRuneItem",1,"Nope")
		TNT1 A 0 A_PlaySound("Pickups/Legrune")
		TNT1 A 0 A_GiveInventory("HemSpeed",1)
		TNT1 A 0 A_GiveInventory("HemDoubleFiringSpeed",1)
		TNT1 A 0 A_GiveInventory("HemSpeedRuneItem",1)
		TNT1 A 1 A_StopSound
		Stop
	Nope:
		TNT1 A 1
		Fail
	}
}

ACTOR HemSpeed : PowerSpeed 
{
+NOTIMEFREEZE
+INVENTORY.HUBPOWER
+INVENTORY.PERSISTENTPOWER
Powerup.Duration 0x7FFFFFFF
Speed 1.5
}

ACTOR HemSpeedRuneItem : Weapon
{
Weapon.SelectionOrder 99999
+NOTIMEFREEZE
+WEAPON.NOALERT
+INVENTORY.UNDROPPABLE
+WEAPON.CHEATNOTWEAPON
+WEAPON.NO_AUTO_SWITCH
Tag "Speed Rune"
States
	{
	Spawn:
		TNT1 A 1
	Ready:
		TNT1 A 1
	Deselect:
		TNT1 A 1
	Select:
		TNT1 A 1
	Fire:
		TNT1 A 1
		Stop
	}
}
//=========================================================
Actor HemZombieStrafing : CustomInventory
{
-COUNTITEM
+NOTIMEFREEZE
+INVENTORY.QUIET
+INVENTORY.UNDROPPABLE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.AUTOACTIVATE
Inventory.Amount 1
Inventory.MaxAmount 0
States
	{
	Pickup:
		TNT1 A 1 
		TNT1 A 1 A_Jump(188,2)
		TNT1 A 1 A_GiveInventory("HemZombieJumping",1)
		TNT1 A 1 A_JumpIf(velx != 0 || vely != 0,2)
		TNT1 A 1 A_Jump(256,2)
		TNT1 A 1 A_Jump(235,5)
		TNT1 A 1 A_JumpIfInventory("HemZombieStrafeSens",1,3)
		TNT1 A 1 A_GiveInventory("HemZombieStrafeSens",1)
		TNT1 A 1 A_Jump(256,2)
		TNT1 A 1 A_TakeInventory("HemZombieStrafeSens",1)
		TNT1 A 1 A_JumpIfInventory("HemZombieStrafeSens",1,3)
		TNT1 A 1 ThrustThing(angle*256/360+38.7,3,0,0)
		TNT1 A 1 A_Jump(256,2)
		TNT1 A 1 ThrustThing(angle*256/360+38.7,-3,0,0)
		TNT1 A 1 A_FaceTarget
		TNT1 A 1 A_Jump(24,2)
		TNT1 A 1 A_JumpIfCloser(300,2)
		TNT1 A 1 A_Recoil(-1)
		Stop
		TNT1 A 1 A_Recoil(1)
		Stop
	}
}

Actor HemZombieJumping : HemZombieStrafing
{
+NOTIMEFREEZE
States
	{
	Pickup:
		TNT1 A 1 
		TNT1 A 1 A_CheckFloor(1)
		Stop
		TNT1 A 1 A_Jump(242,2)
		TNT1 A 1 ThrustThingZ(0,25,0,1)
		Stop
		TNT1 A 1
		Stop
	}
}

ACTOR HemZombieStrafeSens : Inventory { Inventory.MaxAmount 1 }
//============================================================
Actor HemMonsterShield : PowerProtection
{
+DONTBLAST
+DONTMORPH
+DONTRIP
+NOPAIN
+NOTELEOTHER
DamageFactor "Normal", 0.01
}

ACTOR ShieldSphereGiver : PowerupGiver
{
+NOTIMEFREEZE
+INVENTORY.QUIET
+INVENTORY.UNDROPPABLE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.AUTOACTIVATE
Inventory.Amount 1
Inventory.MaxAmount 0
Powerup.Type "HemMonsterShield"
Powerup.Mode Reflective
Powerup.duration -5
Powerup.Color "40 80 FF", 0.1
}

Actor ZombieShieldSphere : CustomInventory
{
-COUNTITEM
+NOTIMEFREEZE
+INVENTORY.QUIET
+INVENTORY.ALWAYSPICKUP
+INVENTORY.AUTOACTIVATE
Inventory.Amount 1
Inventory.MaxAmount 0
Inventory.PickupSound "Gateway/Hell"
States
	{
	Spawn:
		TNT1 A -1
		Loop
	Pickup:
		TNT1 A 1
		TNT1 A 0 A_JumpIfInventory("ShieldSphereCooldown",1,"Nope")
		TNT1 A 0 A_GiveInVentory("ShieldSphereCooldown")
		TNT1 A 0 A_GiveInVentory("ShieldSphereGiver")
		TNT1 A 1 ACS_NamedExecuteAlways("Hem_ShieldSphereFX",0,1)
		Stop
	Nope:
		TNT1 A 1
		Fail
	}
}

Actor ShieldSphere : CustomInventory 30405
{
+COUNTITEM
+NOTIMEFREEZE
+FORCEXYBILLBOARD
+INVENTORY.HUBPOWER
+INVENTORY.PERSISTENTPOWER
-INVENTORY.ALWAYSPICKUP
+INVENTORY.BIGPOWERUP
+INVENTORY.INVBAR
Inventory.Amount 1
Inventory.MaxAmount 7
Inventory.InterHubAmount 7
Inventory.Icon "SPOTE0"
Inventory.UseSound "Gateway/Hell"
Inventory.PickupMessage "Shield Sphere!"
Tag "Shield Sphere"
States
	{
	Spawn:
		SPOT ABCDCB 3 Bright
		Loop
	Use:
		TNT1 A 1
		TNT1 A 0 A_JumpIfInventory("ShieldSphereCooldown",1,"Nope")
		TNT1 A 0 A_GiveInVentory("ShieldSphereCooldown")
		TNT1 A 0 A_GiveInVentory("ShieldSphereGiver")
		TNT1 A 1 ACS_NamedExecuteAlways("Hem_ShieldSphereFX",0,1)
		Stop
	Nope:
		TNT1 A 0
		Fail
	}
}

Actor ShieldSphereCooldown : PowerDamage
{
Damagefactor "nothing", 1.0
Powerup.duration -5
}

Actor HemSuperMonsterShield : PowerProtection
{
+NOBLOOD
+NORADIUSDMG
+DONTBLAST
+DONTMORPH
+DONTRIP
+NOPAIN
+NOTELEOTHER
DamageFactor "Normal", 0.0025
}

ACTOR SuperShieldSphereGiver : PowerupGiver
{
+NOTIMEFREEZE
+INVENTORY.QUIET
+INVENTORY.UNDROPPABLE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.AUTOACTIVATE
Inventory.Amount 1
Inventory.MaxAmount 0
Powerup.Type "HemSuperMonsterShield"
Powerup.Mode Reflective
Powerup.duration -15
Powerup.Color "FF 80 40", 0.1
}

Actor SuperZombieShieldSphere : CustomInventory
{
-COUNTITEM
+NOTIMEFREEZE
+INVENTORY.QUIET
+INVENTORY.ALWAYSPICKUP
+INVENTORY.AUTOACTIVATE
Inventory.Amount 1
Inventory.MaxAmount 0
Inventory.PickupSound "Gateway/Hell"
States
	{
	Spawn:
		TNT1 A -1
		Loop
	Pickup:
		TNT1 A 1
		TNT1 A 0 A_JumpIfInventory("SuperShieldSphereCooldown",1,"Nope")
		TNT1 A 0 A_GiveInVentory("SuperShieldSphereCooldown")
		TNT1 A 0 A_GiveInVentory("SuperShieldSphereGiver")
		TNT1 A 1 ACS_NamedExecuteAlways("Hem_ShieldSphereFX",0,2)
		Stop
	Nope:
		TNT1 A 1
		Fail
	}
}

Actor SuperShieldSphereCooldown : PowerDamage
{
Damagefactor "nothing", 1.0
Powerup.duration -15
}

Actor NOBLOODFLAGSET : Inventory { Inventory.MaxAmount 1 }

Actor NOBLOODSET : CustomInventory
{
-COUNTITEM
+INVENTORY.QUIET
+INVENTORY.UNDROPPABLE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.AUTOACTIVATE
Inventory.Amount 1
Inventory.MaxAmount 0
States
	{
	Pickup:
		TNT1 A 1
		TNT1 A 0 A_CheckFlag(NOBLOOD,"Nope")
		TNT1 A 0 A_GiveInventory("NOBLOODFLAGSET",1)
		TNT1 A 1 A_ChangeFlag(NOBLOOD,true)
		Stop
	Nope:
		TNT1 A 1
		Fail
	}
}

Actor NOBLOODRESORE : CustomInventory
{
-COUNTITEM
+INVENTORY.QUIET
+INVENTORY.UNDROPPABLE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.AUTOACTIVATE
Inventory.Amount 1
Inventory.MaxAmount 0
States
	{
	Pickup:
		TNT1 A 1
		TNT1 A 0 A_JumpIfInventory("NOBLOODFLAGSET",1,2)
		TNT1 A 0 A_Jump(256,"Nope")
		TNT1 A 0 A_ChangeFlag(NOBLOOD,false)
		TNT1 A 1 A_TakeInventory("NOBLOODFLAGSET",1)
		Stop
	Nope:
		TNT1 A 1
		Fail
	}
}
//============================================================
Actor MonsterInvulnerableGiver : PowerProtection
{
+NOPAIN
+NOBLOOD
+NOTELEOTHER
DamageFactor "Normal", 0.0
DamageFactor "Legendary", 0.0
}

ACTOR MonsterInvulnerable : PowerupGiver
{
+NOTIMEFREEZE
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
Inventory.MaxAmount 1
Powerup.Duration -15
Powerup.Type "MonsterInvulnerableGiver"
}

Actor LegMonsterInvulnerableGiver : PowerProtection
{
+NOPAIN
+NOBLOOD
+NOTELEOTHER
DamageFactor "Normal", 0.0
}

ACTOR LegMonsterInvulnerable : PowerupGiver
{
+NOTIMEFREEZE
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
Inventory.MaxAmount 1
Powerup.Duration -5
Powerup.Type "LegMonsterInvulnerableGiver"
}
//============================================================
Actor SlowDown : PowerSpeed
{
Speed 0.5
Powerup.Color "B3 5A 1B", 0.25
}

Actor SlowDownMode : PowerupGiver
{
-COUNTITEM
+Inventory.Quiet
+Inventory.AutoActivate
+INVENTORY.UNDROPPABLE
inventory.amount 1
inventory.maxamount 0
powerup.type SlowDown
powerup.duration -15
}

Actor Stun : PowerSpeed
{
Speed 0.25
Powerup.Color "B3 5A 1B", 0.5
}

Actor StunMode : PowerupGiver
{
-COUNTITEM
+Inventory.Quiet
+Inventory.AutoActivate
+INVENTORY.UNDROPPABLE
inventory.amount 1
inventory.maxamount 0
powerup.type Stun
powerup.duration -15
}

Actor Dizzy : PowerSpeed
{
Speed 0.125
Powerup.Color "B3 5A 1B", 0.75
}

Actor DizzyMode : PowerupGiver
{
-COUNTITEM
+Inventory.Quiet
+Inventory.AutoActivate
+INVENTORY.UNDROPPABLE
inventory.amount 1
inventory.maxamount 0
powerup.type Dizzy
powerup.duration -15
}

Actor SchabbsDizzyMode : CustomInventory
{
-COUNTITEM
+INVENTORY.QUIET
+INVENTORY.UNDROPPABLE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.AUTOACTIVATE
inventory.amount 1
inventory.maxamount 0
States
	{
	PickUp:
		TNT1 A 1
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Hem_CheckPlayerArmorPoints",100) == 1,"Nop")
		TNT1 A 0
		TNT1 A 1 A_GiveInventory("DizzyMode",1)
		Stop
	Nop:
		TNT1 A 1
		Stop
	}
}
//============================================================
Actor HemCurse : CustomInventory
{  
-COUNTITEM
+INVENTORY.QUIET
+INVENTORY.UNDROPPABLE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.AUTOACTIVATE
inventory.amount 1
inventory.maxamount 0
Inventory.PickupMessage "Cursed!"
Tag "Curse"
States
	{
	Pickup:
		TNT1 A 1
		TNT1 A 0 A_TakeInventory("Chainsaw ")
		TNT1 A 0 A_TakeInventory("Combat Shotgun")
		TNT1 A 0 A_TakeInventory("Assault Shotgun")
		TNT1 A 0 A_TakeInventory("Assault Shotgun ")
		TNT1 A 0 A_TakeInventory("Double Barrel Shotgun")
		TNT1 A 0 A_TakeInventory("Quad Barrel Shotgun")
		TNT1 A 0 A_TakeInventory("Hexa-Shotgun")
		TNT1 A 0 A_TakeInventory("Assault Rifle")
		TNT1 A 0 A_TakeInventory("Minigun ")
		TNT1 A 0 A_TakeInventory("Rocket Launcher")
		TNT1 A 0 A_TakeInventory("Grenade Launcher")
		TNT1 A 0 A_TakeInventory("Plasma Rifle")
		TNT1 A 0 A_TakeInventory("Railgun ")
		TNT1 A 0 A_TakeInventory("BFG9500")
		TNT1 A 0 A_TakeInventory("BFG10K ")
		TNT1 A 0 A_TakeInventory("Demon Tech Rifle")
		TNT1 A 0 A_TakeInventory("Demon Tech BFG10K")
		TNT1 A 0 A_TakeInventory("MP40")
		TNT1 A 0 A_TakeInventory("Freezer Rifle")
		TNT1 A 0 A_TakeInventory("BehemothCannon")
		TNT1 A 0 A_TakeInventory("Explosive Minigun")
		TNT1 A 0 A_TakeInventory("Legendary AK-47")
		TNT1 A 0 A_TakeInventory("Legendary Assault Shotgun")
		TNT1 A 0 A_TakeInventory("Legendary Plasmatic Rifle")
		TNT1 A 0 A_TakeInventory("Legendary Plasmatic Cannon")
		TNT1 A 0 A_TakeInventory("Legendary BFG")
		TNT1 A 0 A_TakeInventory("Demon Tech Devastator")
		TNT1 A 0 A_TakeInventory("Advanced Necronomicon")
		TNT1 A 0 A_TakeInventory("PyroCannon")
		TNT1 A 0 A_TakeInventory("BarbatosCannon")
		TNT1 A 0 A_TakeInventory("Demon Tech Shotgun")
		TNT1 A 0 A_TakeInventory("Blackhole Generator")
		TNT1 A 0 A_TakeInventory("ExplosiveRifle")
		TNT1 A 0 A_TakeInventory("LifeLeecher")
		TNT1 A 0 A_TakeInventory("AcidWorm")
		TNT1 A 0 A_TakeInventory("Welder")
		TNT1 A 0 A_TakeInventory("LegendaryChainsaw")
		TNT1 A 0 A_TakeInventory("LegendaryRevolver")
		TNT1 A 0 A_TakeInventory("Legendary Railgun")
		TNT1 A 0 A_TakeInventory("LegendaryRune")
		TNT1 A 0 A_TakeInventory("LegRuneDoubleDamage")
		TNT1 A 0 A_TakeInventory("LegDoubleFiringSpeed")
		TNT1 A 0 A_TakeInventory("LegProtection")
		TNT1 A 0 A_TakeInventory("LegIronFeet")
		TNT1 A 0 A_TakeInventory("LegendaryRuneItem")
		TNT1 A 0 A_TakeInventory("SpreadRune")
		TNT1 A 0 A_TakeInventory("Armor")
		TNT1 A 0 A_TakeInventory("RedArmor")
		TNT1 A 0 A_TakeInventory("BlueArmor")
		TNT1 A 0 A_TakeInventory("GreenArmor")
		TNT1 A 0 A_TakeInventory("BasicArmor")
		TNT1 A 0 A_TakeInventory("ModdedBlueArmor")
		TNT1 A 0 A_TakeInventory("ModdedGreenArmor")
		TNT1 A 0 A_TakeInventory("StartingArmor")
		TNT1 A 0 A_TakeInventory("LegendaryArmor")
		TNT1 A 0 A_TakeInventory("Nemesis")
		TNT1 A 0 A_TakeInventory("VileStaff")
		TNT1 A 0 A_TakeInventory("NemesisArmor")
		TNT1 A 0 A_TakeInventory("BigFreezeGun")
		TNT1 A 0 A_TakeInventory("Improved Minigun")
		TNT1 A 0 A_TakeInventory("NuclearMissileLauncher")
		TNT1 A 0 A_TakeInventory("Repeater")
		TNT1 A 0 A_TakeInventory("SniperRifle")
		TNT1 A 0 A_TakeInventory("StunnerRifle")
		TNT1 A 0 A_TakeInventory("PlasmaBeam")
		TNT1 A 0 A_TakeInventory("HemLifeRuneItem")
		TNT1 A 0 A_TakeInventory("HemDrain")
		TNT1 A 0 A_TakeInventory("HemRegeneration")
		TNT1 A 0 A_TakeInventory("HemSpeedRuneItem")
		TNT1 A 0 A_TakeInventory("HemSpeed")
		TNT1 A 0 A_TakeInventory("HemDoubleFiringSpeed")
		TNT1 A 0 A_PlaySound("exile/voidend",7,1.0,0,ATTN_NONE)
		TNT1 A 1 ACS_NamedExecuteAlways("Hem_AbyssalSatyrCurse",0)
		Stop
	}
}

Actor Vulnerability : CustomInventory
{  
-COUNTITEM
+INVENTORY.QUIET
+INVENTORY.UNDROPPABLE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.AUTOACTIVATE
inventory.amount 1
inventory.maxamount 0
States
	{
	Pickup:
		TNT1 A 1
		TNT1 A 0 A_GiveInventory("RemoveProtection",1)
		TNT1 A 0 ACS_NamedExecuteAlways("Hem_NemesisAttack",0,1)
		TNT1 A 1 A_GiveInventory("AbyssalCurseFlame",1)
		Stop
	}
}

Actor VulnerabilityQuiet : CustomInventory
{  
-COUNTITEM
+INVENTORY.QUIET
+INVENTORY.UNDROPPABLE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.AUTOACTIVATE
inventory.amount 1
inventory.maxamount 0
States
	{
	Pickup:
		TNT1 A 1
		TNT1 A 1 ACS_NamedExecuteAlways("Hem_NemesisAttack",0,1)
		Stop
	}
}

Actor RemoveProtection : PowerProtection
{
+INVENTORY.ALWAYSPICKUP
+INVENTORY.AUTOACTIVATE
Inventory.Amount 1
Inventory.MaxAmount 0
Damagefactor "None", 2.0
Damagefactor "Normal", 2.0
DamageFactor "SatanGuard", 2.0
DamageFactor "AbyssalSatyr", 2.0
Powerup.Duration -15
}
//============================================================
Actor HemTakeAmmo : CustomInventory
{
-COUNTITEM
+INVENTORY.QUIET
+INVENTORY.UNDROPPABLE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.AUTOACTIVATE
inventory.amount 1
inventory.maxamount 0
Inventory.PickupMessage "Ammo vanished! What a fuck!?"
States
	{
	Pickup:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("NewShell",25)
		TNT1 A 0 A_TakeInventory("SSGShell",2)
		TNT1 A 0 A_TakeInventory("QuadShell",4)
		TNT1 A 0 A_TakeInventory("HexaShell",6)
		TNT1 A 0 A_TakeInventory("PistolMagazine",16)
		TNT1 A 0 A_TakeInventory("ShotgunMagazine",8)
		TNT1 A 0 A_TakeInventory("ShotgunDrum",12)
		TNT1 A 0 A_TakeInventory("ShotgunDrum2",12)
		TNT1 A 1 A_TakeInventory("ARMagazine",40)
		Stop
	}
}
//============================================================
Actor NemesisAttack : CustomInventory
{
-COUNTITEM
+INVENTORY.QUIET
+INVENTORY.UNDROPPABLE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.AUTOACTIVATE
Inventory.Amount 1
Inventory.MaxAmount 0
States
	{
	Pickup:
		TNT1 A 1
		TNT1 A 0 A_JumpIfInventory("AlreadyTargeted",1,"Nop")
		TNT1 A 1 ACS_NamedExecuteAlways("Hem_NemesisAttack",0,2)
		Stop
	Nop:
		TNT1 A 1
		Stop
	}
}

Actor CANTSEEKFLAGSET : Inventory { Inventory.MaxAmount 1 }

Actor CanSeekQuiet : CustomInventory
{
-COUNTITEM
+INVENTORY.QUIET
+INVENTORY.UNDROPPABLE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.AUTOACTIVATE
Inventory.Amount 1
Inventory.MaxAmount 0
States
	{
	Pickup:
		TNT1 A 1
		TNT1 A 0 A_CheckFlag(CANTSEEK,2)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0 A_GiveInventory("CANTSEEKFLAGSET",1)
		TNT1 A 1 A_ChangeFlag(CANTSEEK,false)
		Stop
	}
}

Actor CantSeekRestore : CustomInventory
{
-COUNTITEM
+INVENTORY.QUIET
+INVENTORY.UNDROPPABLE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.AUTOACTIVATE
Inventory.Amount 1
Inventory.MaxAmount 0
States
	{
	Pickup:
		TNT1 A 1
		TNT1 A 0 A_ChangeFlag(CANTSEEK,true)
		TNT1 A 1 A_TakeInventory("CANTSEEKFLAGSET",1)
		Stop
	}
}
//============================================================
Actor HemHideweapon : CustomInventory
{
-COUNTITEM
+INVENTORY.QUIET
+INVENTORY.UNDROPPABLE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.AUTOACTIVATE
inventory.amount 1
inventory.maxamount 0
Tag "To hide weapon"
States
	{
	Pickup:
		TNT1 A 1
		TNT1 A 1 A_SelectWeapon("NewMelee")
		Stop
	}
}

Actor HemHideweapon2 : HemHideweapon
{
States
	{
	Pickup:
		TNT1 A 1
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("HEM_CheckInvulnerable",1) == true,"Nop")
		TNT1 A 1 A_SelectWeapon("NewMelee")
		Stop
	Nop:
		TNT1 A 1
		Stop
	}
}
//============================================================
Actor InvulnerableCheckLabel : Inventory { Inventory.MaxAmount 1 }

Actor InvulnerableCheck : HemHideweapon
{
Tag "Invulnerable Check"
States
	{
	Pickup:
		TNT1 A 1
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("HEM_CheckInvulnerable",2) == true,"NoInvul")
		TNT1 A 1 A_GiveInventory("InvulnerableCheckLabel",1)
		Stop
	NoInvul:
		TNT1 A 1
		TNT1 A 1 A_TakeInventory("InvulnerableCheckLabel",1)
		Stop
	}
}
//============================================================
ACTOR RemoveProtectionGiver : PowerProtection
{
DamageFactor "Normal", 2.0
DamageFactor "SatanGuard", 2.0
DamageFactor "AbyssalSatyr", 2.0
}

ACTOR DamnedSphereGiver : PowerupGiver
{
+FLOAT
+FLOATBOB
+NOTIMEFREEZE
+FORCEXYBILLBOARD
+INVENTORY.QUIET
+INVENTORY.AUTOACTIVATE
+INVENTORY.FANCYPICKUPSOUND
Powerup.Color "80 00 FF", 0.25
inventory.amount 1
Inventory.MaxAmount 0
Powerup.Type "RemoveProtectionGiver"
Powerup.Duration -15
Inventory.PickupSound "DamnedSphere"
Inventory.PickupMessage "You are damned!"
Tag "Damned sphere"
States
	{
	Spawn:
		FORB ABCDCB 3 Bright
		Loop
	}
}

Actor HemMonstersAlerter : CustomInventory
{
-COUNTITEM
+INVENTORY.QUIET
+INVENTORY.UNDROPPABLE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.AUTOACTIVATE
inventory.amount 1
inventory.maxamount 0
Tag "Ghost"
States
	{
	Pickup:
		TNT1 A 1
		TNT1 A 1 A_ChangeFlag(AMBUSH,0)
		TNT1 A 1 A_AlertMonsters
		Stop
	}
}

ACTOR "Damned sphere" : CustomInventory
{
+FLOAT
-FLOATBOB
+NOTIMEFREEZE
+FORCEXYBILLBOARD
+INVENTORY.AUTOACTIVATE
+INVENTORY.FANCYPICKUPSOUND
inventory.amount 1
Inventory.MaxAmount 0
Inventory.PickupSound "DamnedSphere"
Inventory.PickupMessage "You are damned!"
Tag "Damned sphere"
States
	{
	Spawn:
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		FORB ABCDCB 3 Bright A_FadeOut(0.1,0)
		TNT1 A 1 A_SpawnItemEx("BloodSkullSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	PickUp:
		TNT1 A 1
		TNT1 A 0 A_JumpIfInventory("DamnedSphereCheck",1,"Nop")
		TNT1 A 0 A_GiveInventory("DamnedSphereGiver",1)
		TNT1 A 0 A_GiveInventory("DamnedSphereCheck",1)
		TNT1 A 0 Thing_Damage(0,random(1,3))
		TNT1 A 1 ACS_NamedExecuteAlways("Hem_DamnedSphere",0)
		Stop
	Nop:
		TNT1 A 1
		Stop
	}
}

Actor DamnedSphereCheck : Inventory { Inventory.MaxAmount 1}
//============================================================
Actor LessDamageGiver : PowerDamage
{
Damagefactor "Normal", 0.05
}

Actor "Weakness sphere" : PowerupGiver
{
+FLOAT
-FLOATBOB
+NOTIMEFREEZE
+FORCEXYBILLBOARD
+INVENTORY.AUTOACTIVATE
+INVENTORY.FANCYPICKUPSOUND
Powerup.Color Black 0.8
inventory.amount 1
Inventory.MaxAmount 0
Powerup.Type "LessDamageGiver"
Powerup.Duration -15
Inventory.PickupSound "DamnedSphere"
Inventory.PickupMessage "You are weakened!"
Tag "Weakness sphere"
States
	{
	Spawn:
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright
		TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,500,0,360,2)
		TNT1 A 0 A_Jump(256,3)
		TNT1 A 0 A_Facetarget
		TNT1 A 0 A_Recoil(-1)
		PAUR ABCDCB 3 bright A_FadeOut(0.1,0)
		TNT1 A 5 A_SpawnItemEx("TeleportFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
		TNT1 A 1 A_SpawnItemEx("LostSpirit",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	PickUp:
		TNT1 A 1
		TNT1 A 1 Thing_Damage(0,random(1,3))
		Stop
	}
}

Actor LessDamage : "Weakness sphere"
{
-COUNTITEM
+INVENTORY.QUIET
+INVENTORY.ALWAYSPICKUP
}
//============================================================
Actor ProjHitCheck : Inventory { Inventory.MaxAmount 1 }
Actor ProjMissCheck : Inventory { Inventory.MaxAmount 1 }
Actor HemWasRaised : Inventory { Inventory.MaxAmount 1 }
Actor Tic : Inventory { Inventory.MaxAmount 999999 }
Actor VanishTimer : Inventory { Inventory.MaxAmount 999999 }
Actor SnipeOn : Inventory { Inventory.MaxAmount 1 }
Actor LowHealthCheck : Inventory { Inventory.MaxAmount 1 }
Actor XDeathCheck : Inventory { Inventory.MaxAmount 1 }
Actor death2: Inventory { Inventory.MaxAmount 1 }
Actor HomingIn : Inventory { Inventory.MaxAmount 1 }
Actor HomingShotCount : Inventory { Inventory.MaxAmount 3 }
Actor AlreadyTargeted : Inventory { Inventory.MaxAmount 1 }
//============================================================
Actor MonsterAvoid : CustomInventory
{
-COUNTITEM
+NOTIMEFREEZE
+INVENTORY.QUIET
+INVENTORY.UNDROPPABLE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.AUTOACTIVATE
Inventory.Amount 1
Inventory.MaxAmount 0
States
	{
	Pickup:
		TNT1 A 1
		TNT1 A 1 A_Jump(128,"AvoidRight")
	AvoidLeft:
		TNT1 A 1
		TNT1 A 1 ThrustThing(angle*256/360+192,15,0,0)
	    Stop
	AvoidRight:
		TNT1 A 1
		TNT1 A 1 ThrustThing(angle*256/360+64,15,0,0)
		Stop
	}
}

Actor MonsterStrafe : CustomInventory
{
-COUNTITEM
+NOTIMEFREEZE
+INVENTORY.QUIET
+INVENTORY.UNDROPPABLE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.AUTOACTIVATE
Inventory.Amount 1
Inventory.MaxAmount 0
States
	{
	Pickup:
		TNT1 A 1
		TNT1 A 1 A_Jump(128,"AvoidRight")
	AvoidLeft:
		TNT1 A 1
		TNT1 A 1 ThrustThing(angle*256/360+192,3,0,0)
	    Stop
	AvoidRight:
		TNT1 A 1
		TNT1 A 1 ThrustThing(angle*256/360+64,3,0,0)
		Stop
	}
}
//============================================================
Actor SwiborgSphere : CustomInventory 30379
{
Scale 0.15
Renderstyle Normal
Alpha 1.0
+FLOAT
+FLOATBOB
-NOGRAVITY
+COUNTITEM
+FORCEXYBILLBOARD
+Inventory.BigPowerup
-Inventory.INVBAR
+INVENTORY.HUBPOWER
+INVENTORY.PERSISTENTPOWER
+Inventory.FancyPickUpSound
Inventory.Amount 1
Inventory.MaxAmount 0
Inventory.PickupSound "SwiborgSphere/Up"
Inventory.PickupMessage "Swiborg - Brutal and Heartless."
//Inventory.Icon SWIBE0
Tag "Swiborg Sphere"
States
	{
	Spawn:
		SWIB A -1 Bright
		Loop
	PickUp:
		TNT1 A 0
		TNT1 A 1 A_JumpIfInventory("SwiborgCooldown",1,"FailIt")
		TNT1 A 0 A_GiveInventory("SwiborgCooldown",1)
		TNT1 A 0 A_GiveInventory("SwiborgFear",1)
		//TNT1 A 0 A_GiveInventory("SwiborgRage",1)
		TNT1 A 0 A_GiveInventory("SwiborgDamage",1)
		TNT1 A 0 A_GiveInventory("AmmoRegenerate",1)
		//TNT1 A 0 A_GiveInventory("SwiborgMorph",1)
		TNT1 A 1 ACS_NamedExecuteAlways("Hem_Swiborg",0)
		Stop
	FailIt:
		TNT1 A 1
		Fail
	}
}

Actor SwiborgCooldown : PowerDamage
{
Damagefactor "nothing", 1.0
Powerup.duration -300
}

Actor SwiborgFear : PowerUpGiver
{
Inventory.MaxAmount 1
+Inventory.AutoActivate
Powerup.Color Red 0.15
PowerUp.Type Frightener
PowerUp.Duration -300
}
/*
Actor SwiborgRage : PowerSpeed
{
Speed 2.0
PowerUp.Duration -300
}
*/
Actor SwiborgDamage : PowerDamage
{
Damagefactor "Normal", 666.0
PowerUp.Duration -300
}
/*
Actor SwiborgPlayer : ComplexDoomPlayer { Player.Face SWI }

Actor SwiborgMorphGiver : PowerMorph
{
PowerMorph.PlayerClass "SwiborgPlayer"
PowerMorph.MorphStyle (MRF_FULLHEALTH|MRF_WHENINVULNERABLE|MRF_NEWTIDBEHAVIOUR)
}

Actor SwiborgMorph : PowerupGiver
{
-COUNTITEM
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
Inventory.MaxAmount 0
Powerup.Type SwiborgMorphGiver
Powerup.Duration -300
}*/
//============================================================
Actor AbyssOrb : CustomInventory 30406
{
Renderstyle Translucent
Alpha 0.8
+FORCEXYBILLBOARD
+Inventory.INVBAR
+INVENTORY.HUBPOWER
+INVENTORY.PERSISTENTPOWER
+Inventory.FancyPicKupSound
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.UseSound ""
Inventory.PickUpMessage "Orb of Deep Fears."
Inventory.Icon INAOA0
Tag "Orb of Deep Fears"
States
	{
	Spawn:
		PHOB ABCD 3 Bright
		Loop
	Use:
		TNT1 A 0
		TNT1 A 1 A_JumpIfInventory("PhobosCoolDown",1,"FailIt")
		TNT1 A 0 A_PlaySound("Advisorb/Scream",0,1.0,0,attn_none)
		TNT1 A 0 A_GiveInventory("PhobosCooldown",1)
		TNT1 A 0 A_GiveInventory("PhobosFear",1)
		TNT1 A 0 A_GiveInventory("PhobosScan",1)
		TNT1 A 1 A_GiveInventory("PhobosShadow",1)
		Stop
	FailIt:
		TNT1 A 1
		Fail
	}
}

Actor PhobosFear : PowerUpGiver
{
Inventory.MaxAmount 1
+Inventory.AutoActivate
Powerup.Color Purple 0.45
PowerUp.Type Frightener
PowerUp.Duration -40
}

Actor PhobosShadow : PowerUpGiver
{
Inventory.MaxAmount 1
+Inventory.AutoActivate
PowerUp.Type Shadow
PowerUp.Duration -40
}

Actor PhobosScan : PowerUpGiver
{
Inventory.MaxAmount 1
+Inventory.AutoActivate
PowerUp.Type Scanner
PowerUp.Duration -40
}

Actor PhobosCooldown : PowerDamage
{
damagefactor "nothing", 1.0
powerup.duration -40
}
//============================================================
Actor PartialKakuhou : CustomInventory 30407
{
+PierceArmor
+Inventory.INVBAR
+INVENTORY.IGNORESKILL
+INVENTORY.HUBPOWER
+INVENTORY.PERSISTENTPOWER
+Inventory.FancyPicKupSound
Inventory.MaxAmount 7
Inventory.InterHubAmount 7
Inventory.PickUpSound "Kakuhou/PickUp"
Inventory.UseSound "Kakuhou/Use"
Inventory.PickUpMessage "Picked up a Ghoul's Partial Kakuhou."
Obituary "%o somehow activated the Kakuhou below 31 hp."
Inventory.Icon "INKHA0"
Tag "Ghoul's Partial Kakuhou"
States
	{
	Spawn:
		PKKH ABCB 2 Bright
		Loop
	Use:
		TNT1 A 0
		TNT1 A 0 A_JumpIfHealthLower(31,"FailIt")
		TNT1 A 1 A_JumpIfInventory("KakuhouCooldown",1,"FailIt")
		TNT1 A 0 A_Explode(30,15,1,0)
		TNT1 A 0 A_GiveInventory("KakuhouCoolDown",1)
		TNT1 A 0 A_FireCustomMissile("GhoulShot",0,5,15,0)
		TNT1 A 0 A_GiveInventory("GhoulSpeed",1)
		TNT1 A 0 A_GiveInventory("GhoulDrain",1)
		TNT1 A 0 A_GiveInventory("GhoulDamage",1)
		TNT1 A 1 A_GiveInventory("GhoulRage",1)
		Stop
	FailIt:
		TNT1 A 1
		Fail
	}
}

Actor GhoulSpeed : PowerUpGiver
{
Inventory.MaxAmount 1
+Inventory.AutoActivate
PowerUp.Type PowerDoubleFiringSpeed
PowerUp.Duration -15
}

Actor GhoulDrain : PowerUpGiver
{
Inventory.MaxAmount 1
+Inventory.AutoActivate
Powerup.Color Red 0.25
PowerUp.Type "Drain"
PowerUp.Duration -15
}

Actor GhoulRage : PowerSpeed
{
Speed 2.5
PowerUp.Duration -15
}

Actor GhoulDamage : PowerDamage
{
Damagefactor "Normal", 3
PowerUp.Duration -15
}

Actor KakuhouCooldown : PowerDamage
{
Damagefactor "nothing", 1.0
Powerup.duration -15
}
//============================================================
Actor ShadowCastOrb : CustomInventory 30408
{
Scale 0.7
Renderstyle Add
Alpha 1.0
+FLOAT
+FLOATBOB
+COUNTITEM
+NOTIMEFREEZE
+FORCEXYBILLBOARD
+Inventory.INVBAR
+INVENTORY.IGNORESKILL
+INVENTORY.HUBPOWER
+INVENTORY.PERSISTENTPOWER
+Inventory.FancyPickUpSound
Inventory.Amount 1
Inventory.MaxAmount 2
Inventory.InterHubAmount 2
Inventory.Icon "HSSPE0"
Inventory.PickUpSound "Shadowslave/Death"
Inventory.PickUpMessage "Picked up the Shadow slave Orb."
Tag "Shadow slave Orb"
States
	{
	Spawn:
		HSSP ABCD 3 Bright
		Loop
	Use:
		TNT1 A 1
		TNT1 A 0 A_CustomMissile("ShadowslaveSpawner",28,0,45,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("ShadowslaveSpawner2",28,0,-45,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 1 A_GiveInventory("ShadowCastOrbShield",1)
		Stop
	}
}

Actor ShadowCastOrbShield : PowerProtection
{
+Inventory.AutoActivate
+INVENTORY.IGNORESKILL
Inventory.MaxAmount 1
Damagefactor "PlayerPhase", 0.0
Powerup.duration 0x7FFFFFFF
}
//============================================================
Actor AbyssalCastOrb : CustomInventory 30409
{
Renderstyle Translucent
Alpha 0.8
+FLOAT
+FLOATBOB
+NOTIMEFREEZE
+FORCEXYBILLBOARD
+Inventory.InvBar
+INVENTORY.IGNORESKILL
+INVENTORY.HUBPOWER
+INVENTORY.PERSISTENTPOWER
+Inventory.FancyPickUpSound
Inventory.Amount 1
Inventory.MaxAmount 3
Inventory.InterHubAmount 3
Inventory.Icon INSOA0
Inventory.PickUpSound "Shadowslave/Death"
Inventory.PickUpMessage "Picked up the Abyssal slave Orb."
Tag "Abyssal slave Orb"
States
	{
	Spawn:
		SORB EFGH 3 Bright
		Loop
	Use:
		TNT1 A 1
		TNT1 A 0 A_CustomMissile("AbyssalSlaveSpawner",28,0,45,CMF_AIMDIRECTION|CMF_TRACKOWNER,22)
		TNT1 A 0 A_CustomMissile("AbyssalSlaveSpawner2",28,0,-45,CMF_AIMDIRECTION|CMF_TRACKOWNER,22)
		TNT1 A 1 A_GiveInventory("ShadowCastOrbShield",1)
		Stop
	}
}
//============================================================
Actor LifeLeecherHPPack : NewHealthBonus
{
+NOTIMEFREEZE
+INVENTORY.IGNORESKILL
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
Inventory.Amount 4
Inventory.MaxAmount 250
}

Actor HemHealthBonus : LifeLeecherHPPack
{
Inventory.Amount 1
Inventory.MaxAmount 600
}

Actor SwiborgHealthBonus : LifeLeecherHPPack
{
Inventory.Amount 1
Inventory.MaxAmount 666
}
//============================================================
Actor LegendaryInvisibilitySphere : CustomInventory 30410
{
+FLOAT
+FLOATBOB
+COUNTITEM
+NOTIMEFREEZE
+FORCEXYBILLBOARD
+INVENTORY.INVBAR
+INVENTORY.BIGPOWERUP
+INVENTORY.HUBPOWER
+INVENTORY.PERSISTENTPOWER
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.UseSound "pickups/invulnerable"
Inventory.PickupAnnouncerEntry "invisibility"
Inventory.Pickupmessage "Legendary Invisibility Sphere!"
Inventory.Icon "LINSE0"
Tag "Legendary Invisibility Sphere"
States
	{
	Spawn:
		TNT1 AA 0 Bright A_CustomMissile ("YellowSparkleSpawner",0,0,random(0,-360),2,random(0,360))
		LINS ABCD 6 Bright A_CustomMissile ("LegendarySphereFlameSpawner",-20,0,random(0,-360),2,random(0,360))
		Loop
	Use:
		TNT1 A 1
		TNT1 A 0 A_GiveInventory("PowerLegendaryInvisibility",1)
		TNT1 A 1 ACS_NamedExecuteAlways("Hem_LegendaryInvisibility",0)
		Stop
	}
}

ACTOR PowerLegendaryInvisibility : PowerInvisibility
{
Powerup.Strength 90
Powerup.Duration -30
}
//============================================================
Actor LegendaryRandomSphere : CustomInventory 30411
{
+FLOAT
+FLOATBOB
+COUNTITEM
+NOTIMEFREEZE
+FORCEXYBILLBOARD
+Inventory.INVBAR
+INVENTORY.BIGPOWERUP
+INVENTORY.HUBPOWER
+INVENTORY.PERSISTENTPOWER
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.PickupMessage "Legendary Random Sphere!"
Inventory.PickupSound "powerups/unbsphere"
Inventory.Icon "LRDMA0"
Tag "Legendary Random Sphere"
States
	{
	Spawn:
		LLDS A 10 Bright A_CustomMissile("LegendarySphereFlameSpawner",-20,0,random(0,-360),2,random(0,360))
		TNT1 A 0 Bright A_CustomMissile ("YellowSparkleSpawner",0,0,random(0,-360),2,random(0,360))
		LSPR A 10 Bright A_CustomMissile("LegendarySphereFlameSpawner",-20,0,random(0,-360),2,random(0,360))
		TNT1 A 0 Bright A_CustomMissile ("YellowSparkleSpawner",0,0,random(0,-360),2,random(0,360))
		MCRN A 10 Bright A_CustomMissile("LegendarySphereFlameSpawner",-20,0,random(0,-360),2,random(0,360))
		TNT1 A 0 Bright A_CustomMissile ("YellowSparkleSpawner",0,0,random(0,-360),2,random(0,360))
		TTIM A 10 Bright A_CustomMissile("LegendarySphereFlameSpawner",-20,0,random(0,-360),2,random(0,360))
		TNT1 A 0 Bright A_CustomMissile ("YellowSparkleSpawner",0,0,random(0,-360),2,random(0,360))
		LINS A 10 Bright A_CustomMissile("LegendarySphereFlameSpawner",-20,0,random(0,-360),2,random(0,360))
		TNT1 A 0 Bright A_CustomMissile ("YellowSparkleSpawner",0,0,random(0,-360),2,random(0,360))
		Loop	
	Use:
		TNT1 A 0
		TNT1 A 1 ACS_NamedExecutealways("Hem_RandomPowerup",0)
		Stop  	
	}
}
//============================================================
ACTOR ElusiveSphere : CustomInventory 30412
{
+FLOAT
+FLOATBOB
+COUNTITEM
+NOTIMEFREEZE
+FORCEXYBILLBOARD
+INVENTORY.INVBAR
+INVENTORY.IGNORESKILL
Inventory.MaxAmount 7
Inventory.InterHubAmount 7
Inventory.UseSound "pickups/invulnerable"
Inventory.PickupAnnouncerEntry "invisibility"
Inventory.Pickupmessage "Sphere of Elusive!"
Inventory.Icon "VISNI0"
Tag "Sphere of Elusive"
States
	{
	Spawn:
		VISN ABCD 6 Bright
		Loop
	Use:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("PowerInvisibility", 1)
		TNT1 A 1 A_StopSound
		TNT1 A 0 A_CustomMissile("FakeMarineSpawner",20,0,-90,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("FakeMarineSpawner2",20,0,-45,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("FakeMarineSpawner3",20,0,45,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		TNT1 A 1 A_CustomMissile("FakeMarineSpawner4",20,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		Stop
	}
}
//===========================================================
Actor NemesisArmor : RedArmor 30311
{
Scale 1.2
+DONTRIP
+NORADIUSDMG
+NOTIMEFREEZE
+Inventory.BigPowerup
+INVENTORY.IGNORESKILL
Mass 0x7FFFFFFF
Armor.SavePercent 500.0
Armor.SaveAmount 1200
DamageFactor "None", 0.01
DamageFactor "Normal", 0.01
DamageFactor "Explosion", 0.01
DamageFactor "ZExplosiveBullets", 0.01
DamageFactor 0.01
Inventory.Icon "UNNAB0"
Inventory.PickupSound "NemesisGet"
Inventory.PickupMessage "Nemesis Armor, you will live alot longer."
Tag "Nemesis Armor"
States
	{
	Spawn:
		UNNA B 10 Bright
		Loop
	}
}

Actor NemesisArmorQuiet : NemesisArmor
{
-COUNTITEM
+INVENTORY.QUIET
+INVENTORY.ALWAYSPICKUP
}

Actor NemesisArmorRegeneration : CustomInventory 30413
{
Scale 1.2
+COUNTITEM
+NOTIMEFREEZE
+Inventory.BigPowerup
-INVENTORY.INVBAR
+INVENTORY.IGNORESKILL
+INVENTORY.HUBPOWER
+INVENTORY.PERSISTENTPOWER
Mass 0x7FFFFFFF
Inventory.Amount 1
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.Icon "UNNAB0"
Inventory.PickupSound "NemesisGet"
Inventory.PickupMessage "Nemesis Armor, you will live alot longer."
Tag "Nemesis Armor"
States
	{
	Spawn:
		UNNA B 10 Bright
		Loop
	Pickup:
		TNT1 A 1
		TNT1 A 0 A_JumpIfInventory("NemesisArmorRegenerationCheck",1,"Nop")
		TNT1 A 0 A_GiveInventory("NemesisArmorRegenerationCheck",1)
		TNT1 A 0 A_GiveInventory("NemesisArmorQuiet",1)
		TNT1 A 1 ACS_NamedExecuteAlways("Hem_NemesisArmorRegeneration",0)
		Stop
	Nop:
		TNT1 A 1
		Fail
	}
}

Actor NemesisArmorRegenerationQuiet : NemesisArmorRegeneration
{
-COUNTITEM
+INVENTORY.QUIET
}

Actor NemesisArmorRegenerationCheck : Inventory
{
+INVENTORY.HUBPOWER
+INVENTORY.PERSISTENTPOWER
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
}
//===========================================================
Actor RingOfRegeneration : CustomInventory 30414
{
//$Category Powerups/HEM
//$Sprite RRG2A0
//$Title "Ring Of Regeneration"
Scale 0.5
+FloatBob
+Countitem
+NOTIMEFREEZE
+NODAMAGETHRUST
+FORCERADIUSDMG
+Inventory.InvBar
+INVENTORY.IGNORESKILL
+INVENTORY.HUBPOWER
+INVENTORY.PERSISTENTPOWER
Damagetype "SatanGuard"
Inventory.PickupFlash "PickupFlash"
Inventory.Amount 1
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.Icon "RRG2A0"
Inventory.PickupMessage "Ring Of Regeneration"
Tag "Ring Of Regeneration"
States
	{
	Spawn:
		RRG2 BBBB 3 Bright
		RRG2 CDDDDC 3 Bright A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,80,0,360,"Attack")
		TNT1 A 0 A_Jump(256,"NoAttack")
	Attack:
		RRG2 D 3 Bright A_Explode(250,100,1,0,100)
		TNT1 A 0 A_SpawnItemEx("PurpleParticleSpawner",0,0,8,0,0,0,0,128)
		TNT1 A 0 A_CustomMissile("BigPurpleBloodCloud",random(4,12),0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 A 0 Bright A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,80,0,360,"Attack")
		RRG2 C 3 Bright
	NoAttack:
		TNT1 A 0 A_SpawnItemEx("PurpleParticleSpawner",0,0,8,0,0,0,0,128)
		TNT1 AAAA 0 A_CustomMissile("BigPurpleBloodCloud",random(4,12),0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		Goto Spawn
	Use:
		TNT1 A 1
		TNT1 A 0 A_JumpIfInventory("RingOfRegenerationCheck",1,"Nop")
		TNT1 A 0 A_GiveInventory("RingOfRegenerationCheck",1)
		TNT1 A 0 A_TakeInventory("RingOfRegeneration2Check",1)
		TNT1 A 0 A_TakeInventory("RingOfRegeneration3Check",1)
		TNT1 A 1 ACS_NamedExecuteAlways("Hem_RingsOfRegeneration",0)
		Stop
	Nop:
		TNT1 A 1
		Stop
	}
}

Actor RingOfRegenerationQuiet : RingOfRegeneration
{
-COUNTITEM
+INVENTORY.QUIET
-Inventory.InvBar
+INVENTORY.ALWAYSPICKUP
States
	{
	PickUp:
		TNT1 A 1
		TNT1 A 0 A_JumpIfInventory("RingOfRegenerationCheck",1,"Nop")
		TNT1 A 0 A_GiveInventory("RingOfRegenerationCheck",1)
		TNT1 A 0 A_TakeInventory("RingOfRegeneration2Check",1)
		TNT1 A 0 A_TakeInventory("RingOfRegeneration3Check",1)
		TNT1 A 1 ACS_NamedExecuteAlways("Hem_RingsOfRegeneration",0)
		Stop
	}
}

Actor RingOfRegenerationCheck : Inventory
{
+INVENTORY.IGNORESKILL
+INVENTORY.HUBPOWER
+INVENTORY.PERSISTENTPOWER
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
}

Actor RingOfRegeneration2Check : RingOfRegenerationCheck {}

Actor RingOfRegenerationLow : RingOfRegeneration 30415
{
//$Category Powerups/HEM
//$Sprite RRGNA0
//$Title "Ring Of Regeneration"
Inventory.Icon "RRGNA0"
States
	{
	Spawn:
		RRGN BBBBCDDDDC 3 Bright
		Loop
	Use:
		TNT1 A 1
		TNT1 A 0 A_JumpIfInventory("RingOfRegenerationCheck",1,"Nop")
		TNT1 A 0 A_JumpIfInventory("RingOfRegeneration2Check",1,"Nop")
		TNT1 A 0 A_JumpIfInventory("RingOfRegeneration3Check",1,"Nop")
		TNT1 A 0 A_GiveInventory("RingOfRegeneration2Check",1)
		TNT1 A 1 ACS_NamedExecuteAlways("Hem_RingsOfRegeneration",0)
		Stop
	Nop:
		TNT1 A 1
		Stop
	}
}

Actor RingOfRegeneration3Check : RingOfRegenerationCheck {}

Actor RingOfRegenerationHalf : RingOfRegeneration 30439
{
//$Category Powerups/HEM
//$Sprite RRG3A0
//$Title "Ring Of Regeneration"
Inventory.Icon "RRG3A0"
States
	{
	Spawn:
		TNT1 A 0 Bright A_CustomMissile("YellowSparkleSpawner",0,0,random(0,-360),2,random(0,360))
		RRG3 BBB 3 Bright
		TNT1 A 0 Bright A_CustomMissile("LegendaryRuneFlameSpawner",-20,0,random(0,-360),2,random(0,360))
		RRG3 BCD 3 Bright
		TNT1 A 0 Bright A_CustomMissile("LegendaryRuneFlameSpawner",-20,0,random(0,-360),2,random(0,360))
		RRG3 DDDC 3 Bright
		TNT1 A 0 Bright A_CustomMissile("LegendaryRuneFlameSpawner",-20,0,random(0,-360),2,random(0,360))
		Loop
	Use:
		TNT1 A 1
		TNT1 A 0 A_JumpIfInventory("RingOfRegenerationCheck",1,"Nop")
		TNT1 A 0 A_JumpIfInventory("RingOfRegeneration3Check",1,"Nop")
		TNT1 A 0 A_GiveInventory("RingOfRegeneration3Check",1)
		TNT1 A 0 A_TakeInventory("RingOfRegeneration2Check",1)
		TNT1 A 1 ACS_NamedExecuteAlways("Hem_RingsOfRegeneration",0)
		Stop
	Nop:
		TNT1 A 1
		Stop
	}
}

Actor RingOfRegenerationHalfQuiet : RingOfRegenerationHalf
{
-COUNTITEM
+INVENTORY.QUIET
+INVENTORY.AUTOACTIVATE
}
//=============================================================
Actor PowerFireResist : PowerProtection
{
Damagefactor "Fire", 0.0
Damagefactor "HellionFire", 0.0
}

Actor FireResistPotionGiver : PowerupGiver
{
-COUNTITEM
+Inventory.Quiet
+Inventory.AutoActivate
+Inventory.AlwaysPickup
Inventory.MaxAmount 0
Powerup.Type PowerFireResist
Powerup.Color White, 0.1
Powerup.Duration -60
}

Actor FireResistPotion : CustomInventory 30416
{
Scale 0.5
+COUNTITEM
+INVENTORY.IGNORESKILL
+INVENTORY.INVBAR
+INVENTORY.HUBPOWER
+INVENTORY.PERSISTENTPOWER
+INVENTORY.FANCYPICKUPSOUND
Inventory.Amount 1
Inventory.MaxAmount 7
Inventory.InterHubAmount 7
Inventory.PickupSound "misc/i_pkup"
Inventory.PickupMessage "Potion of Fire Resistance"
Inventory.Icon "FRPTB0"
Tag "Potion of Fire Resistance"
States
	{
	Spawn:
		FRPT A 10
		Loop
	Use:
		TNT1 A 1
		TNT1 A 1 A_GiveInventory("FireResistPotionGiver",1)
		Stop
	}
}
//==============================================================
ACTOR NemesisSphere : CustomInventory 30312
{
+COUNTITEM
+Inventory.BigPowerup
Inventory.PickupMessage "NemesisSphere, a ton of health."
Inventory.PickupSound "NemesisGet"
Tag "Nemesis Sphere"
States
	{
	Spawn:
		UNSO ABCDCB 6 Bright
		Loop
	Pickup:
		TNT1 A 1
		TNT1 A 0 A_PlaySound("pickups/invulnerable")
		TNT1 A 1 A_GiveInventory("NemesisSphereHealth",1)
		Stop
	}
}

Actor NemesisSphereHealth : Health
{
Inventory.Amount 1200
Inventory.MaxAmount 1200
}

ACTOR NemesisMegaSphere : CustomInventory 30313
{
+COUNTITEM
+Inventory.BigPowerup
Inventory.PickupMessage "NemesisMegaSphere, you're basically god now."
Inventory.PickupSound "VileGet"
Tag "Nemesis Mega Sphere"
States
	{
	Spawn:
		UNIV ABCDCB 6 Bright
		Loop
	Pickup:
		TNT1 A 1
		TNT1 A 0 A_GiveInventory("RingOfRegenerationQuiet",1)
		TNT1 A 0 A_GiveInventory("NemesisArmorRegenerationQuiet",1)
		TNT1 A 0 A_GiveInventory("InvulnerabilitySphere",1)
		TNT1 A 0 A_GiveInventory("Terminator",1)
		TNT1 A 0 A_GiveInventory("NemesisSphereHealth",1)
		TNT1 A 1 A_GiveInventory("HemDoubleFiringSpeed",1)
		Stop
	}
}

Actor HemDoubleFiringSpeed : PowerDoubleFiringSpeed
{
+NOTIMEFREEZE
+INVENTORY.HUBPOWER
+INVENTORY.PERSISTENTPOWER
Powerup.Duration 0x7FFFFFFF
}

Actor NemesisHealthBonusMax : BossLifeEssence
{
Scale 0.65
+INVENTORY.IGNORESKILL
Inventory.Amount 1
Inventory.MaxAmount 1200
Inventory.PickupMessage "Life Orb"
Inventory.PickupSound "pickups/largelifeessence"
States
	{
	Spawn:
		BLIF ABCD 3 Bright
		Loop
	}
}
//==========================================================
Actor NemesisArmorBonusMax : NewArmorBonus 30337
{
-INVENTORY.QUIET
+INVENTORY.IGNORESKILL
+INVENTORY.BIGPOWERUP
Armor.SavePercent 500.0
Armor.SaveAmount 1
Armor.MaxSaveAmount 1200
DamageFactor "None", 0.01
DamageFactor "Normal", 0.01
DamageFactor "Explosion", 0.01
DamageFactor "ZExplosiveBullets", 0.01
DamageFactor 0.01
Inventory.Icon "UNNAB0"
States
	{
	Spawn:
		NARB A 6 Bright
		NARB B 12 Bright
		Loop
	}
}

Actor NemesisHealthBonusMaxQuiet : NemesisHealthBonusMax { +INVENTORY.QUIET }
Actor NemesisArmorBonusMaxQuiet : NemesisArmorBonusMax { +INVENTORY.QUIET }
//===============================================================================
Actor HEMArmorBonusMax : NewMaxArmorBonus
{
+INVENTORY.IGNORESKILL
+INVENTORY.BIGPOWERUP
Armor.SaveAmount 8
Armor.SavePercent 95.0
Armor.MaxSaveAmount 600
States
	{
	Spawn:
		HABO A 6
		HABO B 12
		Loop
	}
}

Actor HEMArmorBonusMax1 : ArmorBonusMax
{
Armor.SaveAmount 3
Armor.MaxSaveAmount 300
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright ACS_NamedExecuteAlways("Hem_RemoveItemDelayed",0,15)
		Goto SpawnLoop
	SpawnLoop:
		HLFS ABCDEFGHIJKJIHGFEDCB 2 Bright
		Loop
	}
}
Actor HEMArmorBonusMax4 : HEMArmorBonusMax1 { Armor.SaveAmount 4 }
Actor HEMArmorBonusMax5 : HEMArmorBonusMax1 { Armor.SaveAmount 5 }
Actor HEMArmorBonusMax6 : HEMArmorBonusMax1 { Armor.SaveAmount 6 }
Actor HEMArmorBonusMax7 : HEMArmorBonusMax1 { Armor.SaveAmount 7 }
Actor HEMArmorBonusMax8 : HEMArmorBonusMax1 { Armor.SaveAmount 8 }
Actor HEMArmorBonusMax9 : HEMArmorBonusMax1 { Armor.SaveAmount 9 }
Actor HEMArmorBonusMax10 : HEMArmorBonusMax1 { Armor.SaveAmount 10 }
Actor HEMArmorBonusMax11 : HEMArmorBonusMax1 { Armor.SaveAmount 11 }
Actor HEMArmorBonusMax12 : HEMArmorBonusMax1 { Armor.SaveAmount 12 }
Actor HEMArmorBonusMax13 : HEMArmorBonusMax1 { Armor.SaveAmount 13 }
Actor HEMArmorBonusMax14 : HEMArmorBonusMax1 { Armor.SaveAmount 14 }
Actor HEMArmorBonusMax15 : HEMArmorBonusMax1 { Armor.SaveAmount 15 }
Actor HEMArmorBonusMax16 : HEMArmorBonusMax1 { Armor.SaveAmount 16 }
Actor HEMArmorBonusMax17 : HEMArmorBonusMax1 { Armor.SaveAmount 17 }
Actor HEMArmorBonusMax18 : HEMArmorBonusMax1 { Armor.SaveAmount 18 }
Actor HEMArmorBonusMax19 : HEMArmorBonusMax1 { Armor.SaveAmount 19 }
Actor HEMArmorBonusMax20 : HEMArmorBonusMax1 { Armor.SaveAmount 20 }
Actor HEMArmorBonusMax21 : HEMArmorBonusMax1 { Armor.SaveAmount 21 }
Actor HEMArmorBonusMax22 : HEMArmorBonusMax1 { Armor.SaveAmount 22 }
Actor HEMArmorBonusMax23 : HEMArmorBonusMax1 { Armor.SaveAmount 23 }
Actor HEMArmorBonusMax24 : HEMArmorBonusMax1 { Armor.SaveAmount 24 }
Actor HEMBossArmorBonusMax26 : BossArmorBonusMax
{
Armor.SaveAmount 26
Armor.MaxSaveAmount 400
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright ACS_NamedExecuteAlways("Hem_RemoveItemDelayed",0,15)
		Goto SpawnLoop
	SpawnLoop:
		HBAM ABCB 5 Bright
		Loop
	}
}
Actor HEMBossArmorBonusMax27 : HEMBossArmorBonusMax26 { Armor.SaveAmount 27 }
Actor HEMBossArmorBonusMax28 : HEMBossArmorBonusMax26 { Armor.SaveAmount 28 }
Actor HEMBossArmorBonusMax29 : HEMBossArmorBonusMax26 { Armor.SaveAmount 29 }
Actor HEMBossArmorBonusMax30 : HEMBossArmorBonusMax26 { Armor.SaveAmount 30 }
Actor HEMBossArmorBonusMax31 : HEMBossArmorBonusMax26 { Armor.SaveAmount 31 }
Actor HEMBossArmorBonusMax32 : HEMBossArmorBonusMax26 { Armor.SaveAmount 32 }
Actor HEMBossArmorBonusMax33 : HEMBossArmorBonusMax26 { Armor.SaveAmount 33 }
Actor HEMBossArmorBonusMax34 : HEMBossArmorBonusMax26 { Armor.SaveAmount 34 }
Actor HEMBossArmorBonusMax35 : HEMBossArmorBonusMax26 { Armor.SaveAmount 35 }
Actor HEMBossArmorBonusMax36 : HEMBossArmorBonusMax26 { Armor.SaveAmount 36 }
Actor HEMBossArmorBonusMax37 : HEMBossArmorBonusMax26 { Armor.SaveAmount 37 }
Actor HEMBossArmorBonusMax38 : HEMBossArmorBonusMax26 { Armor.SaveAmount 38 }
Actor HEMBossArmorBonusMax39 : HEMBossArmorBonusMax26 { Armor.SaveAmount 39 }
Actor HEMBossArmorBonusMax40 : HEMBossArmorBonusMax26 { Armor.SaveAmount 40 }
Actor HEMBossArmorBonusMax45 : HEMBossArmorBonusMax26 { Armor.SaveAmount 45 }
Actor HEMBossArmorBonusMax50 : HEMBossArmorBonusMax26 { Armor.SaveAmount 50 }
Actor HEMBossArmorBonusMax55 : HEMBossArmorBonusMax26 { Armor.SaveAmount 55 }
Actor HEMBossArmorBonusMax60 : HEMBossArmorBonusMax26 { Armor.SaveAmount 60 }
Actor HEMBossArmorBonusMax65 : HEMBossArmorBonusMax26 { Armor.SaveAmount 65 }
//===============================================================================
//Skulltag item fix
Actor Doomsphere : PowerupGiver 5036
{
Game Doom
Game Heretic
Game Hexen
SpawnID 175
Gravity 1.0
Mass 1
+COUNTITEM
+FLOAT
-NOGRAVITY
+NOTIMEFREEZE
+FORCEXYBILLBOARD
+INVENTORY.INVBAR
+INVENTORY.HUBPOWER
-INVENTORY.AUTOACTIVATE
-INVENTORY.ALWAYSPICKUP
+INVENTORY.PERSISTENTPOWER
Inventory.Icon "DOOME0"
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Powerup.Type PowerQuadDamage
Powerup.Color RedMap
Inventory.PickupMessage "$PICKUP_DOOMSPHERE"
Inventory.PickupAnnouncerEntry "doomsphere"
Tag "Doom Sphere"
States
	{
	Spawn:
		DOOM A 10 Bright
		DOOM B 15 Bright
		DOOM C 8 Bright
		DOOM D 6 Bright
		Loop
	}
}

ACTOR Guardsphere : PowerupGiver 5037
{
Game Doom
Game Heretic
Game Hexen
SpawnID 0
Gravity 1.0
Mass 1
+FLOAT
-NOGRAVITY
+COUNTITEM
+NOTIMEFREEZE
+FORCEXYBILLBOARD
+INVENTORY.INVBAR
+INVENTORY.HUBPOWER
-INVENTORY.AUTOACTIVATE
-INVENTORY.ALWAYSPICKUP
+INVENTORY.PERSISTENTPOWER
Inventory.Icon "GARDE0"
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Powerup.Type PowerQuarterDamage
Powerup.Color GreenMap
Inventory.PickupMessage "$PICKUP_GUARDSPHERE"
Inventory.PickupAnnouncerEntry "guardsphere"
Tag "Guard Sphere"
States
	{
	Spawn:
		GARD ABCD 6 Bright
		Loop
	}
}
/*
ACTOR Terminator : PowerupGiver //-1 ReturningPowerupGiver
{
Game Doom
Game Heretic
Game Hexen
SpawnID 0
Gravity 1.0
Mass 1
+COUNTITEM
+FLOAT
-FLOATBOB
-NOGRAVITY
+NOTIMEFREEZE
+FORCEXYBILLBOARD
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
Inventory.MaxAmount 0
Powerup.Type PowerTerminatorArtifact
Inventory.PickupMessage "$PICKUP_TERMINATOR"
Inventory.PickupAnnouncerEntry "terminator"
Tag "Terminator Artifact"
States
	{
	Spawn:
		ARNO ABCD 6 Bright
		Loop
	}
}
*/
ACTOR RageRune : PowerupGiver 5101//RuneGiver 5101
{
Game Doom
Game Heretic
Game Hexen
SpawnID 181
+COUNTITEM
-NOGRAVITY
+INVENTORY.AUTOACTIVATE
Inventory.Icon "RAGRA0"
Inventory.MaxAmount 0
Powerup.Type PowerDoubleFiringSpeed
Inventory.PickupMessage "$PICKUP_RAGE"
Inventory.PickupAnnouncerEntry "rage"
States
	{
	Spawn:
		RAGR ABCDEFGH 6
		Loop
	}
}
/*
ACTOR SpreadRune : PowerupGiver 5103//RuneGiver 5103
{
Game Doom
Game Heretic
Game Hexen
SpawnID 183
Gravity 1.0
Mass 1
+COUNTITEM
+FLOAT
-FLOATBOB
-NOGRAVITY
+NOTIMEFREEZE
+INVENTORY.HUBPOWER
+INVENTORY.AUTOACTIVATE
+INVENTORY.PERSISTENTPOWER
Inventory.Icon "SPRRA0"
Inventory.MaxAmount 0
Powerup.Type PowerSpread
Inventory.PickupMessage "$PICKUP_SPREAD"
Inventory.PickupAnnouncerEntry "spread"
States
	{
	Spawn:
		SPRR ABCD 6
		Loop
	}
}
*/
ACTOR RegenerationRune : PowerupGiver 5105//RuneGiver 5105
{
Game Doom
Game Heretic
Game Hexen
SpawnID 185
Gravity 1.0
Mass 1
+COUNTITEM
+FLOAT
-FLOATBOB
-NOGRAVITY
+NOTIMEFREEZE
+INVENTORY.INVBAR
+INVENTORY.HUBPOWER
-INVENTORY.AUTOACTIVATE
-INVENTORY.ALWAYSPICKUP
+INVENTORY.PERSISTENTPOWER
Inventory.Icon "REGRC0"
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Powerup.Type PowerRegeneration
Inventory.PickupMessage "$PICKUP_REGENERATION"
Inventory.PickupAnnouncerEntry "regeneration"
Tag "Regeneration Rune"
States
	{
	Spawn:
		REGR AB 6
		Loop
	}
}
//============================================
ACTOR HemFly : PowerupGiver 30384
{
+COUNTITEM
+FLOATBOB
+INVENTORY.INVBAR
+INVENTORY.PICKUPFLASH
Inventory.RespawnTics 4230
Inventory.Icon "ARTISOAR"
Powerup.Type Flight
Powerup.Duration -60
Inventory.Amount 1
Inventory.MaxAmount 1
Inventory.PickupMessage "WINGS OF WRATH"
Tag "WINGS OF WRATH"
States
	{
	Spawn:
		SOAR ABCB 5
		Loop
	}
}