actor Rend : weapon
{
	Weapon.SelectionOrder 1000
	Weapon.AmmoUse 0
	+cheatnotweapon
	Tag "Rend"
	Inventory.PickupMessage "You've recovered your sword, Rend. You putz."
	states
	{
	spawn:
		BAL1 A 1 
		loop
	select:
		TNT1 A 0
		TNT1 A 0 a_playsound ("doomslayer/swordup")
		TNT1 A 0 a_jump (30,"hehdraw")
	draw:
		RNID A 1 a_raise
		TNT1 A 0 a_giveinventory ("UsingRend",1)
		TNT1 A 0 a_takeinventory ("berserkfists",99)
		RNID AA 0 a_raise
		loop
	hehdraw:
		TNT1 A 0
		TNT1 A 0 a_giveinventory ("UsingRend",1)
		TNT1 A 0 a_takeinventory ("berserkfists",99)
		TNT1 A 1 a_playsound ("doomslayer/HEHHENH",0)
		goto draw
	ready:
		TNT1 A 0
		TNT1 A 0 a_jumpifinventory ("raging",1,"ragestart")
		RNID A 1 a_weaponready (WRF_ALLOWZOOM|WRF_ALLOWRELOAD)
		TNT1 A 0 a_jumpifinventory ("raging",1,"ragestart")
		loop
	Ragestart:
		TNT1 A 0
		TNT1 A 5 a_takeinventory ("raging",99)
		TNT1 A 0 A_giveinventory ("berserkfists",1)
		TNT1 A 0 A_Quake(2, 20, 0, 10,"silence")			
		TNT1 A 0 a_setinvulnerable
		RAGE ABCDDEE 2
		RAGE E 4
		TNT1 A 0 A_Quake(1, 18, 0, 10,"silence")			
		RAGE F 2
		TNT1 A 0 a_takeinventory ("UsingRend",99)
		TNT1 A 0 a_playsound ("doomslayer/channelsly",0,1,0,0.6)
		TNT1 A 0 A_SetBlend("99 15 15", 0.6, 60)
		TNT1 A 0 a_spawnitemex ("ragesplosion")
		TNT1 A 0 a_radiusthrust (12000,150,0,150)
		TNT1 A 0 a_giveinventory ("health",35)
		TNT1 A 0 a_alertmonsters
		TNT1 A 0 a_takeinventory ("zerkcharge",1)
		RAGE G 1 A_Quake(7, 55, 0, 10)	
		RAGE G 1 offset (3,37)
		RAGE G 1 offset (-2,30)
		RAGE G 1 offset (4,36)
		RAGE G 1 offset (-4,32)
		RAGE G 1 offset (3,35)
		RAGE G 1 offset (-5,28)
		RAGE G 1 offset (2,37)
		RAGE G 1 offset (-1,31)
		RAGE G 1 offset (2,35)
		RAGE G 1 offset (3,37)
		RAGE G 1 offset (-2,30)
		RAGE G 1 offset (4,36)
		RAGE G 1 offset (-4,32)
		RAGE G 1 offset (3,35)
		RAGE G 1 offset (-5,28)
		RAGE G 1 offset (2,37)
		RAGE G 1 offset (-1,31)
		RAGE G 1 offset (2,35)
		RAGE G 1 offset (3,37)
		RAGE G 1 offset (-2,30)
		RAGE G 1 offset (4,36)
		RAGE G 1 offset (-4,32)
		RAGE G 1 offset (3,35)
		RAGE G 1 offset (-5,28)
		RAGE G 1 offset (2,37)
		RAGE G 1 offset (-1,31)
		RAGE G 1 offset (2,35)
		RAGE G 1 offset (3,37)
		RAGE G 1 offset (-2,30)
		RAGE G 1 offset (4,36)
		RAGE G 1 offset (-4,32)
		RAGE G 1 offset (3,35)
		RAGE G 1 offset (-5,28)
		RAGE G 1 offset (2,37)
		RAGE G 1 offset (-1,31)
		RAGE G 1 offset (2,35)
		RAGE G 1 offset (0,32)
		RAGE G 2 
		RAGE HI 2
		TNT1 A 1 
		TNT1 A 0 a_unsetinvulnerable
		TNT1 A 0 A_giveinventory ("berserkfists",1)
		TNT1 A 1 a_selectweapon ("berserkfists")
		
		TNT1 A 0 
		TNT1 A 0 a_takeinventory ("sawglove",1)
		TNT1 A 0 a_takeinventory ("morningstar",1)
		TNT1 A 0 a_takeinventory ("Thunderbuss",1)
		TNT1 A 0 a_takeinventory ("Hydrarepeater",1)
		TNT1 A 0 a_takeinventory ("wrathcaster",1)
		TNT1 A 0 a_takeinventory ("infernorifle",1)
		TNT1 A 1 
		TNT1 A 0 a_takeinventory ("rend",1)
		TNT1 A 1
		goto deadlower
	deselect:
		TNT1 A 0
		TNT1 A 0 a_jumpifhealthlower (1, "deadlower")
		TNT1 A 0 a_playsound ("doomslayer/sworddown")
	holster:
		TNT1 A 0
		RNID A 1 a_lower
		TNT1 A 0 a_takeinventory ("UsingRend",99)
		RNID AA 0 a_lower
		loop
	deadlower:
		TNT1 A 0
		TNT1 A 0
        TNT1 A 0 A_ClearRefire
		TNT1 AAAAAAAAAAAAA 0 a_lower
		TNT1 A 1 a_lower
		loop
	fire:
		TNT1 A 0
		RNID BDF 1
		TNT1 A 0 a_jumpifinventory ("ATKringpowerup",1,"mightyrandomswing")
		TNT1 A 1
	randomswing:
		TNT1 A 0
		TNT1 A 1 
		TNT1 A 0 A_Jump(255,"LeftSwing","rightswing","leftswipe","rightswipe")
		loop
	randomswingleft:
		TNT1 A 0
		TNT1 A 1
		TNT1 A 0 a_jumpifinventory ("ATKringpowerup",1,"mightyrandomswing")
		TNT1 A 0 A_Jump(255,"LeftSwing","leftswipe")
		loop
	randomswingright:
		TNT1 A 0
		TNT1 A 1
		TNT1 A 0 a_jumpifinventory ("ATKringpowerup",1,"mightyrandomswing")
		TNT1 A 0 A_Jump(255,"rightswing","rightswipe")
		loop
	rightswing:
		TNT1 A 0
		TNT1 A 0
		RNDS A 2
		TNT1 A 0 a_playsound ("doomslayer/sword",0)
		RNDS B 1 A_FireCustomMissile("slayermelee",0,0,20,14)
		RNDS C 1 A_FireCustomMissile("slayermelee")
		RNDS D 1
		RNDS E 1  A_FireCustomMissile("slayermelee",0,0,-20,-14)
		RNDS FFG 1 a_weaponready (WRF_NOPRIMARY|WRF_ALLOWZOOM|WRF_ALLOWRELOAD)
		TNT1 A 2 a_weaponready (WRF_NOPRIMARY|WRF_ALLOWZOOM|WRF_ALLOWRELOAD)
		TNT1 A 1 a_refire ("randomswingleft")
		goto endswing
	leftswing:
		TNT1 A 0
		TNT1 A 0
		LRNS A 2
		TNT1 A 0 a_playsound ("doomslayer/sword",0)
		LRNS B 1 A_FireCustomMissile("slayermelee",0,0,-40,14)
		LRNS C 1 A_FireCustomMissile("slayermelee")
		LRNS D 1
		LRNS E 1  A_FireCustomMissile("slayermelee",0,0,40,-14)
		LRNS FFG 1 a_weaponready (WRF_NOPRIMARY|WRF_ALLOWZOOM|WRF_ALLOWRELOAD)
		TNT1 A 2 a_weaponready (WRF_NOPRIMARY|WRF_ALLOWZOOM|WRF_ALLOWRELOAD)
		TNT1 A 1 a_refire ("randomswingright")
		goto endswing
	rightswipe:
		TNT1 A 0
		TNT1 A 0
		RSWP A 2
		TNT1 A 0 a_playsound ("doomslayer/sword",0)
		RSWP B 1 A_FireCustomMissile("slayermelee",0,0,40,0)
		RSWP C 1 A_FireCustomMissile("slayermelee",0,0,20,0)
		RSWP D 2 A_FireCustomMissile("slayermelee",0,0,-20,0)
		RSWP E 2 a_weaponready (WRF_NOPRIMARY|WRF_ALLOWZOOM|WRF_ALLOWRELOAD)
		TNT1 A 2 a_weaponready (WRF_NOPRIMARY|WRF_ALLOWZOOM|WRF_ALLOWRELOAD)
		TNT1 A 1 a_refire ("randomswingleft")
		goto endswing
	leftswipe:
		TNT1 A 0
		TNT1 A 0
		LSWP A 2
		TNT1 A 0 a_playsound ("doomslayer/sword",0)
		LSWP B 1 A_FireCustomMissile("slayermelee",0,0,40,0)
		LSWP C 1 A_FireCustomMissile("slayermelee",0,0,20,0)
		LSWP D 2 A_FireCustomMissile("slayermelee",0,0,-20,0)
		LSWP E 2 a_weaponready (WRF_NOPRIMARY|WRF_ALLOWZOOM|WRF_ALLOWRELOAD)
		TNT1 A 2 a_weaponready (WRF_NOPRIMARY|WRF_ALLOWZOOM|WRF_ALLOWRELOAD)
		TNT1 A 1 a_refire ("randomswingright")
		goto endswing
	
	
	//Ring powerup attacks
	mightyrandomswing:
		TNT1 A 0
		TNT1 A 1 
		TNT1 A 0 A_Jump(255,"MightyLeftSwing","Mightyrightswing","Mightyleftswipe","Mightyrightswipe")
		loop
	Mightyrandomswingleft:
		TNT1 A 0
		TNT1 A 1
		TNT1 A 0 A_Jump(255,"MightyLeftSwing","Mightyleftswipe")
		loop
	Mightyrandomswingright:
		TNT1 A 0
		TNT1 A 1
		TNT1 A 0 A_Jump(255,"Mightyrightswing","Mightyrightswipe")
		loop
	Mightyrightswing:
		TNT1 A 0
		TNT1 A 0
		RNDS A 2
		TNT1 A 0 a_playsound ("doomslayer/sword",0)
		RNDS B 1 A_FireCustomMissile("mightyslayermelee",0,0,20,14)
		RNDS C 1 A_FireCustomMissile("mightyslayermelee")
		RNDS D 1
		RNDS E 1  A_FireCustomMissile("mightyslayermelee",0,0,-20,-14)
		RNDS FFG 1 a_weaponready (WRF_NOPRIMARY|WRF_ALLOWZOOM|WRF_ALLOWRELOAD)
		TNT1 A 2 a_weaponready (WRF_NOPRIMARY|WRF_ALLOWZOOM|WRF_ALLOWRELOAD)
		TNT1 A 1 a_refire ("Mightyrandomswingleft")
		goto endswing
	Mightyleftswing:
		TNT1 A 0
		TNT1 A 0
		LRNS A 2
		TNT1 A 0 a_playsound ("doomslayer/sword",0)
		LRNS B 1 A_FireCustomMissile("mightyslayermelee",0,0,-40,14)
		LRNS C 1 A_FireCustomMissile("mightyslayermelee")
		LRNS D 1
		LRNS E 1  A_FireCustomMissile("mightyslayermelee",0,0,40,-14)
		LRNS FFG 1 a_weaponready (WRF_NOPRIMARY|WRF_ALLOWZOOM|WRF_ALLOWRELOAD)
		TNT1 A 2 a_weaponready (WRF_NOPRIMARY|WRF_ALLOWZOOM|WRF_ALLOWRELOAD)
		TNT1 A 1 a_refire ("Mightyrandomswingright")
		goto endswing
	Mightyrightswipe:
		TNT1 A 0
		TNT1 A 0
		RSWP A 2
		TNT1 A 0 a_playsound ("doomslayer/sword",0)
		RSWP B 1 A_FireCustomMissile("mightyslayermelee",0,0,40,0)
		RSWP C 1 A_FireCustomMissile("mightyslayermelee",0,0,20,0)
		RSWP D 2 A_FireCustomMissile("mightyslayermelee",0,0,-20,0)
		RSWP E 2 a_weaponready (WRF_NOPRIMARY|WRF_ALLOWZOOM|WRF_ALLOWRELOAD)
		TNT1 A 2 a_weaponready (WRF_NOPRIMARY|WRF_ALLOWZOOM|WRF_ALLOWRELOAD)
		TNT1 A 1 a_refire ("Mightyrandomswingleft")
		goto endswing
	Mightyleftswipe:
		TNT1 A 0
		TNT1 A 0
		LSWP A 2
		TNT1 A 0 a_playsound ("doomslayer/sword",0)
		LSWP B 1 A_FireCustomMissile("mightyslayermelee",0,0,40,0)
		LSWP C 1 A_FireCustomMissile("mightyslayermelee",0,0,20,0)
		LSWP D 2 A_FireCustomMissile("mightyslayermelee",0,0,-20,0)
		LSWP E 2 a_weaponready (WRF_NOPRIMARY|WRF_ALLOWZOOM|WRF_ALLOWRELOAD)
		TNT1 A 2 a_weaponready (WRF_NOPRIMARY|WRF_ALLOWZOOM|WRF_ALLOWRELOAD)
		TNT1 A 1 a_refire ("Mightyrandomswingright")
		goto endswing

	
	endswing:
		TNT1 A 0
		TNT1 A 1 a_clearrefire
		RNID DCBA 1 a_weaponready (WRF_NOPRIMARY|WRF_NOBOB|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		goto ready
	altfire:
		TNT1 A 0 
		TNT1 A 0 
		//RNID B 1
		RNID C 1 a_giveinventory ("UsingSlayerPistol",1)
		RNID D 1
		DPIS ADE 1
	pistolshot:
		TNT1 A 0 a_playsound ("doomslayer/pistol",CHAN_WEAPON)
		TNT1 A 0 A_Quake(1, 4, 0, 10)
		TNT1 A 0 a_firebullets (0,0,1,0,"flickpuff")
		DPIS F 2 bright a_firecustommissile ("sapphireshot")
		DPIS G 1 bright
		DPIS HIJK 2 bright
		DPIS E 1 bright 
		TNT1 A 0 a_refire ("pistolshot")
		goto holster
	holster:
		TNT1 A 0
		TNT1 A 0 a_takeinventory ("UsingSlayerPistol",99)
		DPIS EDCBA 1 a_weaponready (WRF_NOSECONDARY|WRF_NOBOB|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		TNT1 A 0 a_takeinventory ("UsingSlayerPistol",99)
		RNID EDCB 1 a_weaponready (WRF_NOSECONDARY|WRF_NOBOB|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		TNT1 A 0 a_takeinventory ("UsingSlayerPistol",99)
		goto ready
	
	
	
	Reload:
		TNT1 A 0 
		"####" "#" 1 a_jumpifinventory ("SlayerBombCooldown",1, "quickpunch")
		TNT1 A 0 a_playsound ("doomslayer/zerkswing",0)
		DSUB AB 2
		TNT1 A 0 a_jumpifinventory ("Thunderbombcheck",1,"Thunderbomb")
		TNT1 A 0 a_jumpifinventory ("Firebombcheck",1,"Firebomb")
		TNT1 A 0 a_jumpifinventory ("Beambombcheck",1,"beambomb")
		DSUB C 1 a_firecustommissile ("spikebomb")
		TNT1 A 0 a_giveinventory ("SlayerBombCooldown",200)
		DSUB DEF 1
		RNID DCBA 1 a_weaponready (WRF_ALLOWZOOM)
		goto ready
	quickpunch:
		TNT1 A 0
		TNT1 A 0 a_playsound ("doomslayer/zerkswing",0)
		BERS JK 2
		TNT1 A 0 a_playsound ("Doomslayer/unf",0)
		BERS L 2 a_firecustommissile ("quickpunch")
		BERS NO 2
		TNT1 A 2
		RNID DCBA 1
		goto ready
	BeamBomb:
		TNT1 A 0
		TNT1 A 0 a_takeinventory ("bombammo",1)
		DSUB C 1 a_firecustommissile ("beambomb")
		TNT1 A 0 a_giveinventory ("SlayerBombCooldown",200)
		DSUB DEF 1
		RNID DCBA 1 a_weaponready (WRF_ALLOWZOOM)
		goto ready
	FireBomb:
		TNT1 A 0
		TNT1 A 0 a_takeinventory ("bombammo",1)
		DSUB C 1 a_firecustommissile ("slayerfirebomb")
		TNT1 A 0 a_giveinventory ("SlayerBombCooldown",200)
		DSUB DEF 1
		RNID DCBA 1 a_weaponready (WRF_ALLOWZOOM)
		goto ready
	ThunderBomb:
		TNT1 A 0
		TNT1 A 0 a_takeinventory ("bombammo",1)
		DSUB C 1 a_firecustommissile ("slayerThunderbomb")
		TNT1 A 0 a_giveinventory ("SlayerBombCooldown",200)
		DSUB DEF 1
		RNID DCBA 1 a_weaponready (WRF_ALLOWZOOM)
		goto ready
		
		

	Zoom:
		TNT1 A 0 
		"####" "#" 1 a_jumpifinventory ("SlayerDaggerCooldown",1, "quickpunch")
		TNT1 A 0 a_playsound ("doomslayer/zerkswing",0)
		DSUB AB 2
		TNT1 A 0 a_jumpifinventory ("FoodDaggercheck",1, "FoodDagger")
		TNT1 A 0 a_jumpifinventory ("AmmoDaggercheck",1, "AmmoDagger")
		TNT1 A 0 a_jumpifinventory ("SpreadDaggercheck",1, "SpreadDagger")
		TNT1 A 0 a_jumpifinventory ("GlassDaggercheck",1, "GlassDagger")
		DSUB C 1 a_firecustommissile ("draindagger")
		TNT1 A 0 a_giveinventory ("SlayerDaggerCooldown",200)
		DSUB DEF 1
		RNID DCBA 1 a_weaponready (WRF_ALLOWRELOAD)
		goto ready
	GlassDagger:
		TNT1 A 0
		TNT1 A 0 a_takeinventory ("daggerammo",1)
		DSUB C 1 a_firecustommissile ("Glassdagger")
		TNT1 A 0 a_giveinventory ("SlayerDaggerCooldown",200)
		DSUB DEF 1
		RNID DCBA 1 a_weaponready (WRF_ALLOWRELOAD)
		goto ready
	SpreadDagger:
		TNT1 A 0
		TNT1 A 0 a_takeinventory ("daggerammo",1)
		TNT1 A 0 a_firecustommissile ("SpreadDagger",-16)
		TNT1 A 0 a_firecustommissile ("SpreadDagger",-8)
		TNT1 A 0 a_firecustommissile ("SpreadDagger",-4)
		TNT1 A 0 a_firecustommissile ("SpreadDagger",4)
		TNT1 A 0 a_firecustommissile ("SpreadDagger",8)
		TNT1 A 0 a_firecustommissile ("SpreadDagger",16)
		DSUB C 1 a_firecustommissile ("Spreaddagger")
		TNT1 A 0 a_giveinventory ("SlayerDaggerCooldown",200)
		DSUB DEF 1
		RNID DCBA 1 a_weaponready (WRF_ALLOWRELOAD)
		goto ready
	AmmoDagger:
		TNT1 A 0
		TNT1 A 0 a_takeinventory ("daggerammo",1)
		DSUB C 1 a_firecustommissile ("Ammodagger")
		TNT1 A 0 a_giveinventory ("SlayerDaggerCooldown",200)
		DSUB DEF 1
		RNID DCBA 1 a_weaponready (WRF_ALLOWRELOAD)
		goto ready
	FoodDagger:
		TNT1 A 0
		TNT1 A 0 a_takeinventory ("daggerammo",1)
		DSUB C 1 a_firecustommissile ("Fooddagger")
		TNT1 A 0 a_giveinventory ("SlayerDaggerCooldown",200)
		DSUB DEF 1
		RNID DCBA 1 a_weaponready (WRF_ALLOWRELOAD)
		goto ready


	}
}


ACTOR slayermelee : fastprojectile
{  
   +notimefreeze
   Radius 8
   Height 8
   PROJECTILE
   RENDERSTYLE Translucent
   speed 120
   damage (50)
   ALPHA 0.50
   +bright
   +dontblast
   +LOOKALLAROUND
   +bloodsplatter
   +FORCEXYBILLBOARD
   +thruspecies
   Damagetype "slayermelee"
   species "friendly"
   scale 0.80
   States
   {
   Spawn:
		TNT1 A 1
		Stop
   xdeath:
        TNT1 A 0
		TNT1 A 1
		SLHT A 1 a_jumpifintargetinventory ("unleasher",1,"givecharge")
		TNT1 A 0 A_PlaySound("doomslayer/swordhit",0)
		SLHT BCDE 3
		stop
	givecharge:
		TNT1 A 0
		TNT1 A 1
		SLHT A 1 A_GiveInventory("zerkcharge",2, AAPTR_TARGET)
		TNT1 A 0 A_PlaySound("doomslayer/swordhit",0)
		SLHT BCDE 3
		stop
   Death:
        TNT1 A 0
		VFX2 A 0
		TNT1 A 1
		TNT1 A 0 a_spawndebris ("bladespark")  
		TNT1 A 2 A_PlaySound("doomslayer/swordwall",0)
		Stop	  
   Crash:
        TNT1 A 0
		VFX2 A 0
		TNT1 A 1
		TNT1 A 0 a_spawndebris ("bladespark")
		TNT1 A 2 A_PlaySound("doomslayer/swordwall",0)
		Stop
	}
}

actor MightySlayerMelee : SlayerMelee
{
	damage (60)
	scale 0.50
    Damagetype "slayersupermelee"
	states
	{
	xdeath:
        TNT1 A 0
		TNT1 A 1 a_jumpifintargetinventory ("unleasher",1,"givecharge")
		TNT1 A 0 A_PlaySound("doomslayer/swordhit",0)	
		TNT1 A 0 a_playsound ("doomslayer/wrathnormal",CHAN_VOICE,0.60,0,1.20)
		WRML B 2 bright a_explode (40,180,0,1)
		TNT1 A 0 Radius_Quake (1,6,0,10,0)
		TNT1 AAAA 0 Bright A_SpawnItemEx("LavaLazerTrail",frandom(-21,21),frandom(-21,21),frandom(-21,21),frandom(-1,1),frandom(-1,1),frandom(0,1))
		TNT1 AAAA 0 Bright A_SpawnItemEx("LavaLazerEmber2",frandom(-16,16),frandom(-16,16),frandom(-16,16),frandom(-1,1),frandom(-1,1),frandom(0,1))
		TNT1 AAAA 0 Bright A_SpawnItemEx("LavaLazerSmoke2",frandom(-4,4),frandom(-4,4),frandom(-4,4),frandom(-1,1),frandom(-1,1),frandom(0,1))
		TNT1 AAAA 0 Bright A_SpawnItemEx("LavaLazerSmoke",frandom(-4,4),frandom(-4,4),frandom(-4,4),0,0,frandom(1,2))
		WRML C 2 bright
		WRML EFGH 2 bright
		stop
	givecharge:
		TNT1 A 0
		TNT1 A 1 A_GiveInventory("zerkcharge",2, AAPTR_TARGET)
		TNT1 A 0 A_PlaySound("doomslayer/swordhit",0)
		TNT1 A 0 a_playsound ("doomslayer/wrathnormal",CHAN_VOICE,0.60,0,1.20)
		WRML B 2 bright a_explode (40,180,0,1)
		TNT1 A 0 Radius_Quake (1,6,0,10,0)
		TNT1 AAAA 0 Bright A_SpawnItemEx("LavaLazerTrail",frandom(-21,21),frandom(-21,21),frandom(-21,21),frandom(-1,1),frandom(-1,1),frandom(0,1))
		TNT1 AAAA 0 Bright A_SpawnItemEx("LavaLazerEmber2",frandom(-16,16),frandom(-16,16),frandom(-16,16),frandom(-1,1),frandom(-1,1),frandom(0,1))
		TNT1 AAAA 0 Bright A_SpawnItemEx("LavaLazerSmoke2",frandom(-4,4),frandom(-4,4),frandom(-4,4),frandom(-1,1),frandom(-1,1),frandom(0,1))
		TNT1 AAAA 0 Bright A_SpawnItemEx("LavaLazerSmoke",frandom(-4,4),frandom(-4,4),frandom(-4,4),0,0,frandom(1,2))
		WRML C 2 bright
		WRML EFGH 2 bright
		stop
	}
}

actor Sapphireshot
{
	+notimefreeze
	projectile
	+THRUSPECIES
	species "friendly"
	+FORCEXYBILLBOARD	
	+LOOKALLAROUND
	height 12
	radius 5
	speed 50
	damage (80)
	decal PlasmaScorch
	scale 1.5
	states
	{
	spawn:
		MWND C 1 bright A_SpawnItem("Sapphiretrail")
		MWND D 1 bright A_SpawnItem("Sapphiretrail")
		loop
	Death:
		MWND E 3 Bright
		MWND F 2 Bright
		MWND G 3 Bright
		MWND H 2 Bright
		MWND I 3 Bright
		Stop
	Xdeath:
		TNT1 A 0
		MWND E 1 a_jumpifintargetinventory ("unleasher",1,"givecharge")
		MWND E 2 Bright
		MWND F 2 Bright
		MWND G 3 Bright
		MWND H 2 Bright
		MWND I 3 Bright
		Stop
	givecharge:
		MWND E 1 A_GiveInventory("zerkcharge",2, AAPTR_TARGET)
		MWND E 2 Bright
		MWND F 2 Bright
		MWND G 3 Bright
		MWND H 2 Bright
		MWND I 3 Bright
		Stop
		
	}
}

//normal shot trails

ACTOR Sapphiretrail
{
	+NOBLOCKMAP
	+NOGRAVITY
	+bright
	+NOTELEPORT
	+CANNOTPUSH
	+NODAMAGETHRUST
	+clientsideonly
	RenderStyle add
	Alpha 0.80
	scale 0.80
	States
	{
	Spawn:
		TNT1 A 0
		MWND CD 2 
		Stop
	}
}

