ACTOR Blazter : weapon
{
	weapon.ammotype1 "mysticforce"
	weapon.ammotype2 "mysticforce"
	Weapon.SelectionOrder 2000
	tag "Blazter"
	+WEAPON.AMMO_OPTIONAL
	+WEAPON.ALT_AMMO_OPTIONAL  
	Inventory.PickupMessage "You picked up your gauntlet you somehow dropped, butterfingers."
	-BLOODSPLATTER
	+cheatnotweapon
	+NOAUTOAIM
	+noautofire
	Weapon.YAdjust 0
  
	States
	{
	Spawn:
    RWND K -1
    Stop
  /*Ready:
	TNT1 A 0 a_takeinventory ("powercooldown",99)
	TNT1 A 0 a_takeinventory ("gauntletcharge", 99)
	TNT1 A 0 a_takeinventory ("pelletcounter", 99)
	TNT1 A 0 A_jumpifinventory ("gauntletcannoncheck", 1, "cannonready")
	TNT1 A 0 a_jumpifinventory ("gauntletboltmodecheck", 1, "boltready")
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GIDL A 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GIDL A 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GIDL A 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GIDL B 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GIDL B 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GIDL B 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GIDL C 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GIDL C 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GIDL C 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GIDL D 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GIDL D 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GIDL D 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GIDL E 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GIDL E 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GIDL E 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GIDL F 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GIDL F 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GIDL F 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	Loop*/
	Ready:
		GIDL G 1 a_weaponready
		loop
  cooldownready:
	TNT1 A 0 a_takeinventory ("gauntletcharge", 99)
	TNT1 A 0 a_jumpifinventory ("gauntletboltmodecheck", 1, "boltcooldown")
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GIDL A 1 A_WeaponReady
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GIDL A 1 A_WeaponReady
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GIDL A 1 A_WeaponReady
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GIDL B 1 A_WeaponReady
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GIDL B 1 A_WeaponReady
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GIDL B 1 A_WeaponReady
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GIDL C 1 A_WeaponReady
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GIDL C 1 A_WeaponReady
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GIDL C 1 A_WeaponReady
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GIDL D 1 A_WeaponReady
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GIDL D 1 A_WeaponReady
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GIDL D 1 A_WeaponReady
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GIDL E 1 A_WeaponReady
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GIDL E 1 A_WeaponReady
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GIDL E 1 A_WeaponReady
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GIDL F 1 A_WeaponReady
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GIDL F 1 A_WeaponReady
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GIDL F 1 A_WeaponReady
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	TNT1 A 0 A_giveinventory ("powercooldown",1)	
	TNT1 A 0 a_jumpifinventory ("powercooldown",8, "ready")
	Loop	
  boltready:
	TNT1 A 0 a_takeinventory ("powercooldown",99)
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	ALTT G 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	goto boltcheck
  boltcooldown:
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	ALTT G 1 A_WeaponReady
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	TNT1 A 0 A_giveinventory ("powercooldown",1)	
	TNT1 A 0 a_jumpifinventory ("powercooldown",20, "boltready")
	loop	
  boltcheck:
	TNT1 A 0 a_jumpifinventory ("gauntletboltmodecheck", 1, "boltcheck2")
	GIDL F 1 A_WeaponReady
	goto ready
  boltcheck2:
	TNT1 A 0 a_jumpifinventory ("gauntletboltmodecheck", 1, "boltready")
	GIDL F 1 A_WeaponReady
	goto ready
  cannonready:
	TNT1 A 0 a_giveinventory ("cannontoolcheck", 1)
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL A 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL A 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL A 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL A 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL A 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL A 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL A 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL A 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL B 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL B 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL C 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL C 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL D 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL D 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL E 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL E 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL E 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL E 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL E 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL E 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL E 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL E 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
    CIDL E 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
    CIDL E 1 A_WeaponReady
 	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL D 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
    CIDL D 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
    CIDL C 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
    CIDL C 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL B 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL B 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL A 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL A 1 A_WeaponReady
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	goto cannoncheck
  cannoncheck:
	TNT1 A 0 A_jumpifinventory ("gauntletcannoncheck", 1, "cannoncheck2")
	CIDL A 1 A_WeaponReady
	goto ready
  cannoncheck2:
	TNT1 A 0 A_jumpifinventory ("gauntletcannoncheck", 1, "cannonready")
	CIDL A 1 A_WeaponReady
	goto ready
  Deselect:
	TNT1 A 0 a_takeinventory ("usinggauntlet", 99)
	TNT1 A 0 A_jumpifinventory ("gauntletcannoncheck", 1, "cannondeselect")    
	TNT1 A 0 a_takeinventory ("gauntlettoolcheck", 99)
	TNT1 A 0 a_jumpifinventory ("gauntletboltmodecheck", 1, "boltdeselect")
	GIDL A 0 A_Lower
	GIDL A 0 A_Lower
	GIDL A 1 A_Lower
	Loop
  boltdeselect:
	ALTT GG 0 a_lower
	ALTT GGG 0 a_lower
	ALTT GGGG 1 a_lower
	Goto deselect+1
  cannondeselect:	
	CIDL A 0 a_lower	
	CIDL A 0 a_lower	
	CIDL AAAAAAAA 1 a_lower
	TNT1 A 0 a_takeinventory ("cannontoolcheck", 1)
	Goto deselect+1
  Select:
	TNT1 A 0 a_giveinventory ("usinggauntlet", 1)
	TNT1 A 0 A_jumpifinventory ("gauntletcannoncheck", 1, "cannonselect")    
    TNT1 A 0 a_giveinventory ("gauntlettoolcheck", 1)
	TNT1 A 0 a_jumpifinventory ("gauntletboltmodecheck", 1, "boltselect")
	GIDL A 0 A_Raise
	GIDL A 1 A_Raise
	Loop
  boltselect:
	ALTT GGGGGGGGGGG 0 a_raise
	ALTT GGGGGGGGGGGGGGGGGG 1 a_raise
	goto select+1
  cannonselect:
	CIDL AAAAAAAAAA 0 a_raise
	CIDL AAAAAAAAAAAAAAAAAA 1 a_raise
	goto select+1
  zoom:
	TNT1 A 0 a_jumpifinventory ("gauntletcannoncheck", 1, "turretstart")
	TNT1 A 0 a_jumpifinventory ("gauntletboltmodecheck", 1, "boltmodeswitchoff")
	ALTT A 2 a_playsound ("gauntlet/eyeclose",0)
	TNT1 A 0 a_playsound ("gauntlet/steam",0)
	ALTT BC 3
	ALTT DEFG 2
	TNT1 A 0 a_giveinventory ("gauntletboltmodecheck", 1)
	goto boltready
  boltmodeswitchoff:
	TNT1 A 0 a_playsound ("gauntlet/eyeopen",0)
	ALTT GH 2
	TNT1 A 0 a_playsound ("gauntlet/midcharge",0)
	ALTT IJ 2
	ALTT KL 2
	TNT1 A 0 a_takeinventory ("gauntletboltmodecheck", 99)
	goto cooldownready
  Reload:
	TNT1 A 0 a_jumpifinventory ("gauntletcannoncheck", 1, "gauntletpowerdown")
	TNT1 A 0 a_takeinventory ("gauntlettoolcheck", 99)
	GTRA A 0 a_playsound ("gauntlet/powupstart")
	GTRA ABCD 2
	GTRA D 0 a_playsound ("gauntlet/powupclang",0)
	GTRA EFGH 2
	GTRA I 0 a_playsound ("gauntlet/powupblades",0)
	GTRA I 0 a_playsound ("gauntlet/powupbarrel",0)
	GTRA N 0 a_playsound ("gauntlet/powupend",0)
	TNT1 A 0 a_giveinventory ("cannontoolcheck", 1)
	TNT1 A 0 a_giveinventory ("gauntletcannoncheck", 1)
	GTRA IJKLM 2 a_weaponready
	GTRA NOPQRS 2 a_weaponready
	goto cannonready
  gauntletpowerdown:
	TNT1 A 0 a_playsound ("gauntlet/powdownstart",0)
	TNT1 A 0 a_takeinventory ("cannontoolcheck", 1)
	GTRA MLK 3
	GTRA K 0 a_playsound ("gauntlet/powdownbarrel",0)
	GTRA JIH 2
	GTRA H 0 a_playsound ("gauntlet/powdownblades",0)
	GTRA H 0 a_playsound ("gauntlet/powdownend",0)
	TNT1 A 0 a_giveinventory ("gauntlettoolcheck", 1)
	TNT1 A 0 a_takeinventory ("gauntletcannoncheck", 99)
	GTRA GFEDCBA 2 a_weaponready
	goto cooldownready
  fire:
	TNT1 A 0 
	TNT1 A 0 
	TNT1 A 0 a_jumpifinventory ("gauntletcannoncheck", 1, "cannonfire")
	TNT1 A 0 a_takeinventory ("gauntletcharge", 99)
	TNT1 A 0 a_jumpifinventory ("gauntletboltmodecheck", 1, "boltstart")
	GFUP AB 1
	goto pelletshot
  boltstart:
	TNT1 A 0 a_takeinventory ("gauntletcharge", 99)
	DFUP AB 1
	TNT1 A 0 a_firebullets (0,0,1,0,"flickpuff")
	TNT1 A 0 a_playsound ("gauntlet/dart",0)
	DIFR A 1 a_firecustommissile("gauntletbolt",random(-3,3),0,11,-3,0,random(-3,3))
    DIFR B 1
    DIFR C 1 a_firecustommissile("gauntletbolt",random(-3,3),0,11,-3,0,random(-3,3))
	TNT1 A 0 a_playsound ("gauntlet/dart",0)
	DIFR A 1 a_firecustommissile("gauntletbolt",random(-3,3),0,11,-3,0,random(-3,3))
    DIFR B 1 
    DIFR C 1 a_firecustommissile("gauntletbolt",random(-3,3),0,11,-3,0,random(-3,3))
 	TNT1 A 0 a_playsound ("gauntlet/dart",0)
	DIFR A 1 a_firecustommissile("gauntletbolt",random(-3,3),0,11,-3,0,random(-3,3))
    DIFR B 1 
    DIFR C 1 a_firecustommissile("gauntletbolt",random(-3,3),0,11,-3,0,random(-3,3))
	DIFR C 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	DIFR C 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	DIFR D 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	DIFR D 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	DFUP B 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	DFUP B 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	DFUP A 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	DFUP A 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	DFUP A 1 a_refire ("boltchargestart")
	goto boltready	
  boltchargestart:
	TNT1 A 0 a_jumpifinventory ("gauntletcharge", 30, "chargeboltready")
	DFUP A 1 a_giveinventory ("gauntletcharge", 1)
	DFUP A 1 a_refire ("boltchargestart")
	goto boltready
  chargeboltready:
	DCHR A 2 
	GTRA I 0 a_playsound ("gauntlet/powupbarrel",0)
	DCHR BC 1
	TNT1 A 0 a_playsound ("gauntlet/powdownblades",0)
	DCHR DEF 2
  chargeboltreadyloop:
	DCHR F 1
	DCHR F 1 a_refire ("chargeboltreadyloop")
	goto bigboltshot
  bigboltshot:
	TNT1 A 0 a_takeinventory ("gauntletcharge", 99)
	TNT1 A 0 a_firebullets (0,0,1,0,"flickpuff")
	TNT1 A 0 a_playsound ("gauntlet/bigdart",0)
	DIFR A 1 a_firecustommissile("superbolt",0,0,11,-5)
    DIFR B 1 
    DIFR C 1 
    DIFR C 2 
	DIFR D 2 
	DIFR E 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	DIFR E 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	DIFR F 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	DIFR F 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	ALTT D 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	ALTT D 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	ALTT E 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	ALTT E 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	ALTT F 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	ALTT F 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	ALTT G 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	ALTT G 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	goto boltready	
  pelletshot:
	TNT1 A 0
	TNT1 A 0
	TNT1 A 0 a_takeinventory ("gauntletcharge", 99)
	TNT1 A 0 a_playsound ("gauntlet/shot",0)
	TNT1 A 0 a_firebullets (0,0,1,0,"flickpuff")
	TNT1 A 0 a_jumpifinventory ("MGCringpowerup", 1, "ringshot")
	TNT1 A 0 a_jumpifinventory ("pelletcounter", 3, "gauntletmidfire")
	TNT1 A 0 a_giveinventory ("pelletcounter", 1)
	GFIR A 1 a_firecustommissile("gauntletpellet",0,0,11,-5)
    GFIR B 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nofire)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
    GFIR C 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
    GFIR C 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
    GFIR C 2 a_refire ("gauntletchargestart")
	GFUP B 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFUP B 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFUP A 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFUP A 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_takeinventory ("pelletcounter", 99)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	goto ready
  ringshot:
	TNT1 A 0
	TNT1 A 0
	TNT1 A 0 a_jumpifinventory ("pelletcounter", 3, "ringmidshot")
	TNT1 A 0 a_giveinventory ("pelletcounter", 1)
	GFIR A 1 a_firecustommissile("ringpellet",0,0,11,-5)
    GFIR B 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
    GFIR C 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
    GFIR C 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
    GFIR C 2 a_refire ("gauntletchargestart")
	GFUP B 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFUP B 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFUP A 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFUP A 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_takeinventory ("pelletcounter", 99)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	goto ready
  gauntletchargestart:
	TNT1 A 0 a_giveinventory ("gauntletcharge", 1)
	GFIR C 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR C 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR C 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR C 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR C 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR C 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR C 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR C 1 a_weaponready(wrf_nobob|wrf_noswitch|wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR C 1 a_refire ("gauntletchargingstart")
	TNT1 A 0 a_takeinventory ("gauntletcharge", 99)
	GFUP BA 1 a_weaponready
	goto ready
  gauntletchargingstart:
	GFUP BA 1
	MCGH A 2 a_playsound ("gauntlet/charge",5)
	MCGH A 0 a_playsound ("gauntlet/midcharge",0)
	goto gauntletchargingloop
  gauntletchargingloop:
	MCGH A 2 a_jumpifinventory ("gauntletcharge", 30, "gauntletchargeMAXstart") 
	MCGH B 2  
	MCGH B 1 a_giveinventory ("gauntletcharge", 5)
	MCGH C 2
	MCGH C 1 a_refire ("gauntletchargingloop")
	goto gauntletmidfire
  gauntletmidfire:
	GFUP AB 1
	TNT1 A 0 a_takeinventory ("pelletcounter", 99)
	TNT1 A 0 a_takeinventory ("gauntletcharge", 99)
	TNT1 A 0 a_quake (2, 3, 0, 10, "null")
	TNT1 A 0 a_firebullets (0,0,1,0,"flickpuff")
	GFIR A 1 a_playsound ("gauntlet/midprojectile",CHAN_WEAPON)
	TNT1 A 0 a_jumpifinventory ("MGCringpowerup", 1, "ringmidshot")
	GFIR B 1 a_firecustommissile ("midchargeshot",0,0,11,-5)
	GFIR B 1 A_weaponready (wrf_nofire|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR C 1 A_weaponready (wrf_nofire|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR D 1 A_weaponready (wrf_nofire|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nofire|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nofire|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nofire|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nofire|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GMDN A 1 A_weaponready (wrf_nofire|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GMDN A 1 A_weaponready (wrf_nofire|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GMDN B 1 A_weaponready (wrf_nofire|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GMDN B 1 A_weaponready (wrf_nofire|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	goto ready
  ringmidshot:
	TNT1 A 0
	TNT1 A 0
	TNT1 A 0 a_takeinventory ("pelletcounter", 99)
	TNT1 A 0 a_playsound ("gauntlet/midprojectile",CHAN_WEAPON)
 	GFIR B 1 a_firecustommissile ("ringmidshot",0,0,11,-5)
	GFIR B 1 A_weaponready (wrf_nofire|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR C 1 A_weaponready (wrf_nofire|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR D 1 A_weaponready (wrf_nofire|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nofire|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nofire|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nofire|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nofire|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GMDN A 1 A_weaponready (wrf_nofire|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GMDN A 1 A_weaponready (wrf_nofire|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GMDN B 1 A_weaponready (wrf_nofire|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GMDN B 1 A_weaponready (wrf_nofire|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	goto ready
  gauntletchargeMAXstart:
	TNT1 A 0 a_stopsound (5)
	TNT1 A 0 a_playsound ("gauntlet/fullcharge",0)
	TNT1 A 0 a_playsound ("gauntlet/chargeloop",6,1,1)
	goto gauntletchargeMAX
  gauntletchargeMAX:
	TNT1 A 0 a_jump (35, "gauntletchargecrackle")
	FCGH ABC 2
	FCGH C 1 a_refire ("gauntletchargeMAX")
	goto gauntletMAXfire
  gauntletchargecrackle:
	TNT1 A 0 a_playsound ("gauntlet/crackle",0)
	goto gauntletchargeMAX
  gauntletMAXfire:
	GFUP AB 1 a_stopsound (6)
	TNT1 A 0 a_takeinventory ("gauntletcharge", 99)
	TNT1 A 0 a_quake (3, 5, 0, 10, "null")
	TNT1 A 0 a_playsound ("gauntlet/MAXprojectile",0)
	TNT1 A 0 a_firebullets (0,0,1,0,"flickpuff")
	GFIR A 1 a_jumpifinventory ("MGCringpowerup", 1, "RingMAXfire")
	GFIR B 1 a_firecustommissile ("MAXchargeshot",0,0,11,-5)
	GFIR C 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR C 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR C 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR D 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR F 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR F 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR G 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR G 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	goto ready
  RingMAXfire:
	GFIR B 1 a_firecustommissile ("ringMAXshot",0,0,11,-5)
	GFIR C 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR C 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR C 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR D 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR F 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR F 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR G 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR G 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	goto ready
	
  AltFire:
	TNT1 A 0 a_jumpifinventory ("gauntletcannoncheck", 1, "cannonaltfire")
	TNT1 A 0 a_jumpifinventory ("clustercheck", 1, "clustermissilestart")
	TNT1 A 0 a_jumpifinventory ("scattershotcheck", 1, "scattershotstart")
	TNT1 A 0 a_jumpifinventory ("rollingbombcheck", 1, "rollingbombstart")
	goto ready
  shiningknight:
	TNT1 A 0 thing_remove (4000)
	TNT1 A 0 a_takeinventory ("unarmedcheck", 1)
	PSRD A 1
	PSRD B 1
	PSRD C 1
	TNT1 A 0 a_playsound ("shiningknightstart", CHAN_VOICE)
	TNT1 A 0 a_quake (5, 80, 0, 10)
	SHPW ABC 1
	TNT1 A 0 a_playsound ("sword/zapup",0)
	SHPW DEFGHI 2 
	TNT1 A 0 a_takeinventory ("arcaneforce", 80)		
	SHPW I 2
	SHPW I 0 a_playsound ("subweapons/straightswing",0)
	SHPW I 1 a_playsound ("sword/zapend",0)
	SHPW IJK 2
	TNT1 A 0 a_playsound ("sword/zapping",0)
	SHPW LMNO 2 
	SHPW P 2 
	TNT1 A 0 a_setblend ("255 250 250", 1, 80)
	TNT1 A 0 a_takeinventory ("swordpowercheck", 99)
	TNT1 A 0 a_takeinventory ("fataldrawgo", 99)
	TNT1 A 0 A_GiveInventory("shiningknightsword",1)
    TNT1 A 0 A_SelectWeapon("shiningknightsword")
	TNT1 A 0 a_giveinventory ("shiningknightform", 1)
	TNT1 A 0 a_giveinventory ("shiningaura")
	SHID A 1
	goto ready

//===CANNON FORM===//
  cannonfire:
	CIDL A 0 a_jumpifinventory ("mysticforce", 5, "cannonshoot")
	goto gauntletpowerdown
  cannonshoot:
	CFUP AB 1
	TNT1 A 0 a_firebullets (0,0,1,0,"flickpuff")
  cannonshooting:
	CAFR A 2 
	TNT1 A 0 a_playsound ("cannon/lilshoot")
	TNT1 A 0 a_takeinventory ("mysticforce", 5)
	CAFR B 0 a_firecustommissile ("spiralball",0,0,11,-5)
	CAFR B 2 a_firecustommissile ("spiralball2",0,0,11,-5)	
	CAFR C 3
	CAFR C 1 A_refire ("cannonshootloopcheck")
	CAFR C 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CAFR C 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CAFR C 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CFUP B 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CFUP A 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	goto cannonready
  cannonshootloopcheck:
	TNT1 A 0 a_jumpifinventory ("mysticforce", 5, "cannonshooting")
	CAFR C 1 a_weaponready (wrf_nosecondary)	
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CAFR C 1 a_weaponready (wrf_nosecondary)	
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CAFR C 1 a_weaponready (wrf_nosecondary)	
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CFUP B 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CFUP B 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CFUP A 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CFUP A 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	goto cannonready
  cannonaltfire:
	CIDL A 0 a_jumpifinventory ("mysticforce", 30, "cannonaltshoot")
	CIDL A 8 a_playsound ("cannon/discharge") 
	CIDL A 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL A 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL B 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL B 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL D 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL D 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL E 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL E 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL D 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL D 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL C 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL C 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL B 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL B 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL A 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL A 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL E 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL E 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL E 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL E 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL E 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL E 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL E 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL E 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL E 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL E 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL E 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL E 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL E 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL E 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL E 1 a_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	goto cannonready
  cannonaltshoot:
	CIDL A 4 a_playsound ("cannon/charge")
	CFIR A 3
	TNT1 A 0 a_firebullets (0,0,1,0,"flickpuff")
	TNT1 A 0 a_playsound ("cannon/bigshoot")
	TNT1 A 0 a_recoil (10)   
	TNT1 A 0 a_takeinventory ("mysticforce", 30)
	CFIR B 5 a_firecustommissile ("bigspikeball",0,0,11,-5)
	CFIR C 1 A_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CFIR C 1 A_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CFIR C 1 A_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CFIR D 1 A_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CFIR D 1 A_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CFIR E 1 A_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CFIR E 1 A_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CFIR F 1 A_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CFIR F 1 A_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL E 1 A_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	goto cannonready
  turretstart:
	TNT1 A 0 a_jumpifinventory ("mysticforce", 30, "turretshot")
	CIDL A 3
	goto cannonready
  turretshot:
	CFIR A 2
	TNT1 A 0 a_takeinventory ("mysticforce", 30)
	CFIR A 1 a_playsound ("cannon/turretshot")
	CFIR B 3 A_FireCustomMissile("turretmissile",0,0,11,-5)
	CFIR CDE 3 
	CFIR F 1 A_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CFIR F 1 A_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	CIDL E 1 A_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	goto cannonready



//===SUB SHOTS===//
  

//cluster missile

  clustermissilestart:
	TNT1 A 0 a_jumpifinventory ("mysticforce", 50, "clustermissileshot")
	TNT1 A 0 a_playsound ("subweapons/noaltfire",0)
	goto ready
  clustermissileshot:
	TNT1 A 0 
	GFUP AB 2
	GFIR A 1 a_takeinventory ("mysticforce", 50)
	GFIR A 0 a_playsound ("subweapons/clustermissileshot")
	GFIR B 2 a_firecustommissile ("clustermissile",0,0,11,-5)
	GFIR C 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR D 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR F 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR F 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR F 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR G 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR G 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR G 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	goto ready
  POWmissile:
	GFUP AB 2
	GFIR A 1 a_takeinventory ("mysticforce", 40)
	GFIR A 0 a_playsound ("subweapons/clustermissileshot")
 	TNT1 A 0 a_playsound ("powerups/POWeffect", 0)
	GFIR B 2 a_firecustommissile ("POWclustermissile",0,0,11,-5)
	GFIR C 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR D 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR E 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR F 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR F 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR F 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR G 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR G 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR G 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	goto ready


//Scatter shot

  scattershotstart:
	GIDL A 0 a_jumpifinventory ("mysticforce", 20, "scattershotattack")
	TNT1 A 0 a_playsound ("subweapons/noaltfire",0)
	goto ready
  scattershotattack:	
    TNT1 A 0 
	GFUP AB 2	 
    GFIR A 1 a_takeinventory ("mysticforce", 20)
	TNT1 A 0 a_quake (3, 5, 0, 10, "null")
	GFIR A 0 a_playsound ("subweapons/scattershot",0) 
	GFIR B 1 
	GFIR C 1 a_firecustommissile ("scatterblowback",0,0,11,-5)
	GFIR BBBBBBB 0 A_FireCustomMissile("scatterbullet",random(-8,8),0,11,-5,0,random(-6,6))
	GFIR D 1 A_FireCustomMissile("scatterbullet",random(-6,6),0,11,-5,0,random(-6,6))
	GFIR E 6
    GFIR F 3
	GFIR F 1 A_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR F 1 A_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR F 1 A_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
    GFIR G 1 A_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
    GFIR G 1 A_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
    GFIR G 1 A_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
    GFIR G 1 A_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	goto ready
  POWscatter:
 	TNT1 A 0 a_playsound ("powerups/POWeffect", 0)
	GFUP AB 2	 
	GFIR A 1 a_takeinventory ("mysticforce", 20)
	TNT1 A 0 a_quake (3, 5, 0, 10, "null")
	GFIR A 0 a_playsound ("subweapons/scattershot",0) 
	GFIR B 1 
	GFIR C 1 a_firecustommissile ("scatterblowback",0,0,11,-5)
	GFIR BBBBBBB 0 A_FireCustomMissile("POWscatterbullet",random(-8,8),0,11,-5,0,random(-6,6))
	GFIR D 1 A_FireCustomMissile("POWscatterbullet",random(-6,6),0,11,-5,0,random(-6,6))
	GFIR E 6
    GFIR F 3
	GFIR F 1 A_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR F 1 A_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR F 1 A_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
    GFIR G 1 A_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
    GFIR G 1 A_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
    GFIR G 1 A_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
    GFIR G 1 A_weaponready (wrf_nosecondary)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	goto ready

//Rolling bomb

  rollingbombstart:
	GIDL A 0 a_jumpifinventory ("mysticforce", 60, "rollingbombshot")
	TNT1 A 0 a_playsound ("subweapons/noaltfire",0)
	goto ready
  rollingbombshot:
	TNT1 A 0 
	GFUP AB 2
	GFIR A 1 a_takeinventory ("mysticforce", 60)
	TNT1 A 0 a_playsound ("subweapons/earthshakershot")	
	GFIR B 1 a_firecustommissile ("rollingbomb",0,0,11,-5)
	GFIR C 1
	GFIR D 1
	GFIR E 15
	GFIR F 3
	GFIR F 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR F 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR F 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR G 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR G 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR G 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	goto ready
  POWbomb:
	GFUP AB 2
 	TNT1 A 0 a_playsound ("powerups/POWeffect", 0)
	GFIR A 1 a_takeinventory ("mysticforce", 60)
	TNT1 A 0 a_playsound ("subweapons/earthshakershot")	
	GFIR B 1 a_firecustommissile ("powerrollingbomb",0,0,11,-5)
	GFIR C 1
	GFIR D 1
	GFIR E 15
	GFIR F 3
	GFIR F 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR F 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR F 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR G 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR G 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	GFIR G 1 A_weaponready (wrf_nosecondary|WRF_NOBOB)
	TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
	TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
	TNT1 A 0 A_jumpifinventory ("fataldrawgo", 1, "shiningknight")
	goto ready
  }
}

//--GAUNTLET PROJECTILES--//

//bolt

actor gauntletbolt
{
	+notimefreeze
	projectile
    +BLOODSPLATTER
	+FORCEXYBILLBOARD	
	+LOOKALLAROUND
	species "friendly"
    +thruspecies
	radius 2
	speed 80
	damage (20)
    Scale 1
	states
	{
	spawn:
		GBLT A 1 a_spawnitemex ("smallbolttrail")
		loop
	death:
		TNT1 A 0 a_spawndebris ("bladespark")
		TNT1 A 0 a_playsound ("gauntlet/boltbounce")
		TNT1 A 0 a_spawnitemex("boltrebound",0,0,0,random(2,10),random(2,10),5, SXF_NOCHECKPOSITION)
		stop
	crash:
		TNT1 A 0 a_spawndebris ("bladespark")
		TNT1 A 0 a_playsound ("gauntlet/boltbounce")
		TNT1 A 0 a_spawnitemex("boltrebound",0,0,0,random(2,10),random(2,10),5, SXF_NOCHECKPOSITION)
		stop
	xdeath:
		TNT1 A 0 A_giveinventory ("mysticforce", 1, AAPTR_TARGET)
		TNT1 A 0 a_playsound ("gauntlet/darthit",0)
		NLPJ BCDEDFG 3 
		stop		
	}
}

actor smallbolttrail
{
	+dontblast
	+notimefreeze
	+nointeraction
	+clientsideonly 
	projectile
    +FORCEXYBILLBOARD	
	+LOOKALLAROUND
	radius 2
	speed 50
    Scale 0.60
	renderstyle add
	alpha 0.20
	states
	{
	spawn:
		TRNG E 2 bright
		TRNG D 2 bright
		TRNG C 1 bright
		stop
	death:
		TNT1 A 0
		stop
	}
}
		
actor bigbolttrail : smallbolttrail
{
	states
	{
	spawn:
		TRNG E 2 bright
		TRNG D 2 bright
		TRNG C 1 bright
		TRNG B 1 bright
		TRNG A 1 bright
		stop
	death:
		TNT1 A 0
		stop
	}
}
		
actor superbolt : gauntletbolt
{
	damage (170)
	+extremedeath
	mass 400
	scale 2
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 0 a_spawnitemex ("bigbolttrail")
		GBLT A 1
		loop
	death:
		TNT1 AAAAAA 0 a_spawndebris ("bladespark")
		TNT1 A 0 Radius_Quake (3,10,0,100,0)
		TNT1 A 0 a_playsound ("gauntlet/boltbounce")
		TNT1 A 0 a_spawnitemex("bigrebound",0,0,0,random(2,10),random(2,10),5, SXF_NOCHECKPOSITION)
		TNT1 A 10
		stop
	crash:
		TNT1 AAAAAA 0 a_spawndebris ("bladespark")
		TNT1 A 0 Radius_Quake (3,10,0,100,0)
		TNT1 A 0 a_playsound ("gauntlet/boltbounce")
		TNT1 A 0 a_spawnitemex("bigrebound",0,0,0,random(2,10),random(2,10),5, SXF_NOCHECKPOSITION)
		TNT1 A 10
		stop
	xdeath:
		TNT1 A 0
		TNT1 A 0 Radius_Quake (3,10,0,100,0)
		NLPJ BCDEDFG 3 
		stop		
	}
}

		
actor boltrebound
{
	+notimefreeze
	projectile
	+bounceonwalls
	+bounceonceilings
	+ripper
	bouncecount 2
	+FORCEXYBILLBOARD	
	+LOOKALLAROUND
	+painless
	-nogravity
	gravity 1.5
	speed 40
	bouncefactor 0.40
	radius 2
	damage (0)
	scale 0.50
	states
	{
	spawn:
		DFLC ABCDE 2 
		stop
	death:
		TNT1 A 0
		stop
	}
}

actor bigrebound : boltrebound
{
	scale 2
}

//pellet

actor gauntletpellet
{
	+notimefreeze
	projectile
	species "friendly"
    +thruspecies
	+FORCEXYBILLBOARD	
	+LOOKALLAROUND
	radius 2
	speed 60
	damage (20)
    Scale 2
	states
	{
	Spawn: 
		TNT1 A 0 a_jumpifinventory ("pellettimer", 15, "fadeout")
		GPLT A 1 bright a_spawnitem ("pellettrail")
		TNT1 A 0 a_giveinventory ("pellettimer",1)
		loop
	fadeout:
		TNT1 A 0 a_stop
		GPLT A 1 bright a_fadeout (0.5)
		GPLT A 1 bright a_fadeout (0.5)
		TNT1 A 0 a_playsound ("gauntlet/miss",0)
		stop
	death:
		TNT1 A 0 a_stop
		TNT1 A 0 a_playsound ("gauntlet/miss",0)
		SPRK ABCD 2 bright 
		stop
	crash:
		TNT1 A 0 a_playsound ("gauntlet/miss",0)
		SPRK ABCD 3 bright
		stop		
	xdeath:
		TNT1 A 0 a_playsound ("gauntlet/hit",0)
		TNT1 A 0 A_giveinventory ("mysticforce", 3, AAPTR_TARGET)
		TNT1 AAAA 0 a_spawndebris ("pelletdebris")
		MBS1 ABCDE 2 bright
		stop
	}
}

actor ringpellet : gauntletpellet
{
	damage (25)
	speed 80
	states
	{
	spawn:
		TNT1 A 0 a_jumpifinventory ("pellettimer", 25, "fadeout")
		TNT1 A 0 a_spawnitemex ("ringpellettrail",10,0,0)
		GPLT A 1 a_spawnitem ("pellettrail")
		TNT1 A 0 a_giveinventory ("pellettimer",1)
		loop
	}
}

actor ringpellettrail
{
	+dontblast
	+notimefreeze
	+nointeraction
	+clientsideonly
	projectile
    +FORCEXYBILLBOARD	
	+LOOKALLAROUND
	radius 2
	speed 50
    Scale 0.80
	renderstyle add
	alpha 0.50
	states
	{
	spawn:
		RRNG E 2 bright
		RRNG D 2 bright
		RRNG C 1 bright
		RRNG B 1 bright
		stop
	death:
		TNT1 A 0
		stop
	}
}

//Debris code borrowed from Wildweasel's Stylemod
//Please don't kill me Weasel.

actor pelletdebris
{
	Health 4
	radius 3
	height 6
	speed .1
	RenderStyle ADD
	scale 0.8
	Alpha	1
	Mass	0
	+missile
	+doombounce
	+FLOORCLIP
	+clientsideonly
	+DONTSPLASH
	+NOTELEPORT
	States
	{
		PDBR AAAA 1  Bright A_SetTranslucent(.6,1)
		TNT1 AA 1  Bright 
		PDBR AA 1 Bright 
		TNT1 A 1  Bright 
		PDBR A 1 Bright 
		Stop
	}
}

actor MAXparticle
{
	projectile
	+clientsideonly
	speed 10
	+NOINTERACTION
	states
	{
	spawn:	
		PDBR AAAAAA 1  Bright A_SetTranslucent(.6,1)
		TNT1 AA 1  Bright 
		PDBR AA 1 Bright 
		TNT1 AA 1  Bright 
		PDBR A 1 Bright 
		TNT1 A 1  Bright 
		PDBR A 1 Bright 
		Stop
	}
}

actor pellettrail
{
	+notimefreeze
	+nointeraction
	+clientsideonly
	projectile
    +FORCEXYBILLBOARD	
	+LOOKALLAROUND
	+DONTBLAST
	radius 2
	speed 50
    Scale 1
	renderstyle add
	alpha 0.40
	states
	{
	Spawn: 
		GPLT A 4 bright
		stop
	death:
		SPRK ABCD 2 bright 
		stop
	xdeath:
		SPRK ABCD 3 bright
		stop
	}
}

//Mid charge shot

actor midchargeshot
{
	+notimefreeze
	projectile
	species "friendly"
    +thruspecies
    +FORCEXYBILLBOARD	
	+LOOKALLAROUND
	radius 14
	speed 45
	damage (80)
	Scale 1.5
	alpha 0.95
	reactiontime 15
	states
	{
	spawn:
		MSHO ABCDE 2 bright
		TNT1 A 0 a_countdown
		loop
	death:
		TNT1 A 0 a_stop
		TNT1 A 0 a_playsound ("gauntlet/miss",0)
		TNT1 A 0 Radius_Quake (1,6,0,10,0)
		TNT1 A 0 a_radiusthrust (4000, 300,0)
		SPRK ABCD 3 bright
		stop
	crash:
		TNT1 A 0 a_playsound ("gauntlet/miss",0)
		TNT1 A 0 Radius_Quake (1,6,0,10,0)
		TNT1 A 0 a_radiusthrust (4000, 300,0)
		SPRK ABCD 3 bright
		stop		
	xdeath:
		TNT1 A 0 a_playsound ("gauntlet/hit",0)
		TNT1 A 0 Radius_Quake (1,6,0,10,0)
		TNT1 A 0 a_radiusthrust (4000, 300,0)
		TNT1 A 0 A_giveinventory ("mysticforce", 5, AAPTR_TARGET)
		TNT1 AAAAAAA 0 a_spawndebris ("pelletdebris")
		MBST ABCDE 2 bright
		stop
	}
}

actor ringmidshot : midchargeshot
{
	speed 60
	damage (100)
	reactiontime 20
	states
	{
	spawn:
		MSHO ABCDE 2 bright a_spawnitemex ("ringmidtrail",10,0,0)
		TNT1 A 0 a_countdown
		loop
	}
}

actor ringmidtrail : ringpellettrail
{
	scale 1
	alpha 0.75
	states
	{
	spawn:
		RRNG A 2 bright
		RRNG B 2 bright
		RRNG C 2 bright
		RRNG D 2 bright
		RRNG C 1 bright
		RRNG B 1 bright
		stop
	}
}

// MAX charge shot

actor MAXchargeshot
{
	+notimefreeze
	projectile
	+EXTREMEDEATH
    +FORCEXYBILLBOARD	
	+LOOKALLAROUND
	species "friendly"
    +thruspecies
	radius 14
	speed 35
	damage (180)
    Scale 2
	alpha 0.95
	reactiontime 10
	states
	{
	spawn:
		XSHO IJK 2 bright
		TNT1 A 0 a_countdown
		loop
	death:
		TNT1 A 0 a_stop
		TNT1 A 0 Radius_Quake (2,10,0,32,0)
		TNT1 A 0 a_radiusthrust (50000, 200,0)
		TNT1 A 0 a_explode (100, 150, 0, 0, 150)
		TNT1 AAAAAAAAAAAAA 0 a_spawnitemex ("MAXparticle",random(-16,16),random(-16,16),random(-10,10),random(-100,100)/20.0,random(-100,100)/20.0,random(-100,100)/20.0,0,160)
		XBST ABCD 2 bright
	Xdeath:
		TNT1 A 0 a_stop
		TNT1 A 0 Radius_Quake (2,10,0,32,0)
		TNT1 A 0 a_giveinventory ("blastradius",1)
		TNT1 A 0 a_radiusthrust (50000, 200,0)
		TNT1 A 0 a_explode (120, 180, 0, 0, 180)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAA 0 a_spawnitemex ("MAXparticle",random(-16,16),random(-16,16),random(-10,10),random(-100,100)/20.0,random(-100,100)/20.0,random(-100,100)/20.0,0,160)
		XBST ABCD 2 bright
		stop
	}
}

actor ringMAXshot
{
	+notimefreeze
	projectile
	+EXTREMEDEATH
    +FORCEXYBILLBOARD	
	+LOOKALLAROUND
	+bloodlessimpact
	+thruspecies
	species "friendly"
	radius 14
	speed 50
	damage (220)
    Scale 2
	alpha 0.95
	reactiontime 15
	states
	{
	spawn:
		XSHO IJK 2 bright a_spawnitemex ("ringMAXtrail",10,0,0)
		TNT1 A 0 a_countdown
		loop
	death:
		TNT1 A 0 a_stop
		TNT1 A 0 Radius_Quake (3,10,0,32,0)
		TNT1 A 0 a_playsound ("subweapons/rollingbombexp",0)
		TNT1 A 0 a_giveinventory ("blastradius",1)
		TNT1 A 0 a_radiusthrust (65000, 200,0)
		TNT1 A 0 a_explode (140, 220, 0, 0, 220)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAA 0 a_spawnitemex ("MAXparticle",random(-16,16),random(-16,16),random(-10,10),random(-100,100)/20.0,random(-100,100)/20.0,random(-100,100)/20.0,0,160)
		XBST ABCD 2 bright 
		stop
	}
}

actor ringMAXtrail : ringpellettrail
{
	scale 2
	alpha 0.75
	states
	{
	spawn:
		RRNG A 2 bright
		RRNG B 2 bright
		RRNG C 2 bright
		RRNG D 2 bright
		RRNG E 1 bright
		stop
	}
}

//clustermissile

actor clustermissile
{
	+notimefreeze
	+bloodlessimpact
	projectile
    +FORCEXYBILLBOARD	
	+thruspecies
	species "friendly"
	radius 12
	speed 45
	damage (90)
    Scale 2
	states
	{
	Spawn: 
		CMIS AB 2
		loop
	death:
		CMXP A 0 a_playsound ("subweapons/clustermissileexplode",0)
		TNT1 A 0 A_Explode (40, 140, 0, 0, 140)
		TNT1 AAAAAAAAAA 0 a_spawnitemex("clustermissilebomb",0,0,0,random(-10,10),random(-10,10),10)
		SPRK ABCD 3 bright
		stop
	}
}

actor POWclustermissile : clustermissile
{
	states
	{
	spawn:
		CMIS AB 2 a_spawnitemex("clustermissilebomb",0,0,0,random(-5,5),random(-5,5),3)
		loop
	death:
		CMXP A 0 a_playsound ("subweapons/clustermissileexplode",0)
		TNT1 A 0 A_Explode (40, 140, 0, 0, 140)
		TNT1 AAAAAAAAAA 0 a_spawnitemex("clustermissilebomb",0,0,0,random(-10,10),random(-10,10),10)
		SPRK ABCD 3 bright
		stop
	}
}
	
actor clustermissilebomb
{
	projectile
	+notimefreeze
    +FORCEXYBILLBOARD	
	+LOOKALLAROUND
	+bloodlessimpact
	+painless
	+ripper
	+bounceonceilings
	+bounceonwalls
	+thruspecies
	species "friendly"
	-nogravity
	radius 12
	speed 5
	damage (0)
	bouncecount 2
    gravity 1.5
	Scale 1.5
	states
	{
	spawn:
		CBMB A 1 bright
		loop
	Death:
		TNT1 A 0 a_changeflag ("nogravity", 1)
		CMXP A 0 a_playsound ("subweapons/clustermissileexplode",0)
		TNT1 A 0 A_Explode (35, 150, 0, 0, 150)
		TNT1 AAAAAA 0 a_spawnitemex("clustermissilebomb2",0,0,0,random(-10,10),random(-10,10),10)		
		CMXP ABCDEFGHIJKL 2 bright
		stop
	}
}

actor clustermissilebomb2 : clustermissilebomb
{
	gravity 0.8
	scale 0.8
	states
	{
		Death:
		TNT1 A 0 a_changeflag ("nogravity", 1)
		CMXP A 0 a_playsound ("subweapons/clustermissileexplode",0)
		TNT1 A 0 A_Explode (15, 100, 0, 0, 100)
		TNT1 AAAA 0 a_spawnitemex("ballbearing",0,0,0,random(-20,20),random(-20,20),8,random (-15, 15))		
		CMXP ABCDEFGHIJKL 2 bright 
		stop
	}
}

actor ballbearing : clustermissilebomb
{
	projectile
	+notimefreeze
	projectile
    +FORCEXYBILLBOARD	
	+LOOKALLAROUND
	+bloodlessimpact
	+painless
	+bounceonactors
	-nogravity
	+hexenbounce
	radius 12
	speed 10
	damage (3)
	bouncefactor 1.5
	bouncecount 5
    gravity 0.8
	Scale 0.5
	reactiontime 50
	states
	{
	spawn:
		TNT1 A 0 a_countdown
		CBMB A 1 bright
		loop
	Death:
		TNT1 A 0 a_changeflag ("nogravity", 1)
		CMXP A 0 a_playsound ("subweapons/clustermissileexplode",0)
		TNT1 A 0 A_Explode (10, 60, 0, 0, 60)
		CMXP ABCDEFGHIJKL 2 bright
		stop
	}
}


//scatter shot bullet

actor scatterbullet : fastprojectile
{
	+notimefreeze
	projectile
    +dontblast
	+FORCEXYBILLBOARD	
	+LOOKALLAROUND
	+ripper
	+thruspecies
	species "friendly"
	radius 6
	height 8
	speed 90
	damage (10)
    missileheight 8
	missiletype "pellettrail"
	Scale 1
	alpha 0.95
	states
	{
	Spawn: 
		GPLT AAAAAAAAA 1 bright
		stop
	death:
		SPRK ABCD 2 bright
		stop
	}
}

actor POWscatterbullet : scatterbullet
{
	states
	{
	Spawn: 
		GPLT AAAAAAAAA 1 bright
		goto death
	death:
		TNT1 A 0 a_changeflag ("extremedeath", 1)
		TNT1 A 0 a_stop
		TNT1 A 0 a_giveinventory ("blastradius",1)
		TNT1 A 0 a_radiusthrust (20000, 100,0)
		CMXP ABCDEFGHIJKL 1 bright
		stop
	}
}

actor scatterblowback
{
	radius 6
	height 6
	mass 400
	+notimefreeze
	projectile
    +FORCEXYBILLBOARD	
	+extremedeath
	+LOOKALLAROUND
	+thruspecies
	species "friendly"
	damage (40)
	speed 30
	states
	{
	spawn:
		TNT1 AAA 2
		stop
	death:
		TNT1 A 0
		stop
	xdeath:
		TNT1 A 0 a_giveinventory ("blastradius",1)
		TNT1 A 0 a_radiusthrust (50000, 100,0)		
		stop
	}
}

//Rolling Bomb

actor rollingbomb
{
	+notimefreeze
	projectile
	-nogravity
	+floorclip
	+ripper
	+bounceonactors
	+extremedeath
	+bloodlessimpact
	+hexenbounce
	+thruspecies
	species "friendly"
	seesound "subweapons/earthshakerbounce"
	bouncefactor 1
	bouncecount 400
	damage (1)
	Radius 8
	height 8
	scale 2
	speed 30
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("silence", CHAN_VOICE)
		ROBM ABCDEFGHABCDEFGHABCD 1
		goto death
	death:
		TNT1 A 0 a_nogravity
		TNT1 A 0 a_scalevelocity (0)
		TNT1 A 0 a_playsound ("subweapons/rollingbombexp",0)
		TNT1 A 0 Radius_Quake(3,20,0,32,0)
		TNT1 A 0 a_explode (160, 300, 0, 0, 300)
		TNT1 A 0 A_RadiusThrust(20000,300,0)
		RBXP ABCDEFGHI 3 bright		
		stop
	}
}

actor powerrollingbomb : rollingbomb
{
	reactiontime 10
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("silence", CHAN_VOICE)
	flight:
		TNT1 A 0 a_countdown
		ROBM ABCDEFGH 1 A_JumpIf(floorz == z, "bombboom")
		Loop
	bombboom:
		TNT1 A 0 a_spawnitem ("POWbombblast")
		ROBM A 1 thrustthingz (0,25,0,0)
		goto flight
	death:
		TNT1 A 0 a_nogravity
		TNT1 A 0 a_playsound ("subweapons/rollingbombexp",0)
		TNT1 A 0 Radius_Quake(5,20,0,38,0)
		TNT1 A 0 a_explode (160, 400, 0, 0, 400)
		TNT1 A 0 A_RadiusThrust(30000,400,0)
		RBXP ABCDEFGHI 3 bright	
		stop
	}
}
		
actor POWbombblast
{
	+nogravity
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 0 a_playsound ("magegunner/missileexplode",0)
		TNT1 A 0 Radius_Quake(2,20,0,38,0)
		TNT1 A 0 a_explode (80, 250, 0, 0, 250)
		CMXP ABCDEFGHIJKL 1 bright
		stop
	death:
		TNT1 A 0
		stop
	}
}
	
	
//--CANNON PROJECTILES--//

actor cannonball
{
	+notimefreeze
	projectile
	-nogravity
	+bloodsplatter
	+hexenbounce
	+FORCEXYBILLBOARD	
	+LOOKALLAROUND
	+thruspecies
	species "friendly"
	seesound "cannon/lilclang"
	Gravity 0.85
	BounceCount 3
	BounceFactor 0.90  
	Radius 14
	scale 1
	Damage (40)
	reactiontime 80
	Speed 60
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("silence", CHAN_VOICE)
	flying:
		LCNB A 2 bright a_spawnitemex ("cannonballtrail")
		LNCB A 0 a_countdown
		loop
	death:
		TNT1 A 0 a_changeflag ("nogravity", 1)
		SPRK ABCD 3 
		stop
	xdeath:
		TNT1 A 0 a_changeflag ("nogravity", 1)
		SPRK ABCD 3  
		stop
	}
}

actor spiralball
{
	+notimefreeze
	projectile
	+bloodsplatter
	+bright
	+FORCEXYBILLBOARD	
	+thruspecies
	species "friendly"
	seesound "cannon/lilclang"
	Radius 10
	height 10
	scale 1
	Damage (65)
	Speed 60
    States
    {
    Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("silence", CHAN_VOICE)
	flying:
		SPRJ A 1 A_BishopMissileWeave
        TNT1 A 0 a_playsound ("cannon/bolashot", 1, 1, 0, 1)
        SPRJ AA 0 A_BishopMissileWeave
        SPRJ B 1 A_BishopMissileWeave
        SPRJ BB 0 A_BishopMissileWeave
        SPRJ C 1 A_BishopMissileWeave
        SPRJ AA 0 A_BishopMissileWeave
        SPRJ D 1 A_BishopMissileWeave
        SPRJ BB 0 A_BishopMissileWeave
       loop
	death:
		TNT1 A 0
		TNT1 A 0 a_spawnitemex("cannonball",0,0,0,random(-20,20),random(-20,20),8, random (-15, 15))		
		stop
	xdeath:
		TNT1 A 0 a_playsound ("gauntlet/darthit",0)
		SPRK ABCD 3  
		stop
	}
}

actor spiralball2 : spiralball
{
    States
    {
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("silence", CHAN_VOICE)
	flying:
		SPRJ AAAAAAAAAAAAAAA 0 A_BishopMissileWeave
    spiral:
        SPRJ A 1 A_BishopMissileWeave
        SPRJ AA 0 A_BishopMissileWeave
        SPRJ B 1 A_BishopMissileWeave
        SPRJ BB 0 A_BishopMissileWeave
        SPRJ C 1 A_BishopMissileWeave
        SPRJ AA 0 A_BishopMissileWeave
        SPRJ D 1 A_BishopMissileWeave
        SPRJ BB 0 A_BishopMissileWeave
       loop
	xdeath:
		TNT1 A 0 a_playsound ("gauntlet/darthit",0)
		SPRK ABCD 3  
		stop
    }
}

actor cannonballtrail 
{
	+dontblast
	+notimefreeze
	+nointeraction
	+clientsideonly
	projectile
    +FORCEXYBILLBOARD	
	+LOOKALLAROUND
	radius 2
	speed 50
    Scale 0.75
	renderstyle add
	alpha 0.40
	states
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1
		LCNB AAA 2 bright
		stop
	death:
		SPRK A 2 bright 
		stop
	xdeath:
		SPRK A 3 bright
		stop
	}
}


actor bigspikeball
{
	+notimefreeze
	projectile
	+bloodsplatter
	+shootable
	+noblood
	+FORCEXYBILLBOARD	
	+LOOKALLAROUND
	+invulnerable
	-noblockmap
	-nogravity
	+hexenbounce
	+thruspecies
	species "friendly"
	Gravity 0.90
	seesound "cannon/bigclang"
	bouncecount 12
	BounceFactor 0.80
	mass 800
	Radius 16
	height 24
	scale 1
	Damage (300)
	Speed 40
	states
	{
	spawn:	
		TNT1 A 0
		TNT1 A 0 A_PlaySound("silence", CHAN_VOICE)
	flying:
		CNBL A 5 bright
		CNBL B 5 bright
		loop
	death:
        TNT1 A 0 a_spawnitem ("delayball")    
		stop
	xdeath:
		TNT1 A 0 a_playsound ("subweapons/haymakerhit",0,1,0,0.50)
        TNT1 A 0 a_spawnitem ("delayball")    
		TNT1 A 0 A_RadiusThrust(20000,400,0)		
		TNT1 A 0 Radius_Quake (4,20,0,450,0)
		TNT1 A 25
		stop
	}
}

actor delayball
{
	projectile
	+dontblast
	+thruactors
	+notimefreeze
	+noblood
	+FORCEXYBILLBOARD	
	+floorclip
	+bounceonwalls
	+noexplodefloor
	-bloodsplatter
	-noblockmap
	-nogravity
	damage (0)
	Gravity 0.80
	mass 8000
	Radius 16
	height 24
	scale 2.5
	Speed 0
	states
	{
	spawn:
		SPRJ A 0 a_playsound ("gauntlet/powupclang",0)
		SPRJ A 0 a_playsound ("gauntlet/powupblades",0)
		SPRJ B 40 bright
		SPRJ BB 2 bright thrustthingz (0, 70, 0, 0)
		SPRJ B 8 bright
		SPRJ B 0 a_changeflag ("noexplodefloor", 0)
		SPRJ B 2 bright thrustthingz (0, 200, 1, 1)
	goingdown:
		SPRJ B 1 bright
		loop
	death:
		TNT1 A 0 a_explode (250, 200, 0, 0, 200)
	waveeffect:
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 1, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 2, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 3, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 4, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 5, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 6, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 7, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 8, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 9, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 10, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 11, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 12, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 13, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 14, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 15, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 16, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 17, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 18, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 19, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 20, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 21, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 22, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 23, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 24, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 25, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 26, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 27, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 28, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 29, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 30, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 31, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 32, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 33, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 34, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 35, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 36, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 37, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 38, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 39, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 40, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 41, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 42, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 43, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 44, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 45, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 46, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 47, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 48, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 49, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 50, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 51, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 52, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 53, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 54, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 55, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 56, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 57, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 58, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 59, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 60, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 61, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 62, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 63, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 64, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 65, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 66, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 67, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 68, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 69, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 70, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 71, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 72, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 73, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 74, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 75, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 76, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 77, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 78, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 79, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 80, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 81, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 82, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 83, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 84, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 85, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 86, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 87, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 88, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 89, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 90, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 91, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 92, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 93, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 94, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 95, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 96, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 97, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 98, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 99, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 100, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 101, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 102, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 103, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 104, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 105, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 106, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 107, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 108, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 109, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 110, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 111, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 112, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 113, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 114, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 115, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 116, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 117, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 118, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 119, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 120, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 121, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 122, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 123, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 124, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 125, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 126, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 127, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 128, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 129, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 130, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 131, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 132, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 133, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 134, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 135, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 136, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 137, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 138, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 139, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 140, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 141, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 142, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 143, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 144, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 145, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 146, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 147, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 148, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 149, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 150, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 151, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 152, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 153, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 154, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 155, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 156, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 157, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 158, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 159, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 160, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 161, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 162, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 163, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 164, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 165, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 166, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 167, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 168, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 169, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 170, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 171, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 172, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 173, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 174, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 175, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 176, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 177, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 178, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 179, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 180, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 181, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 182, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 183, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 184, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 185, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 186, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 187, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 188, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 189, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 190, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 191, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 192, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 193, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 194, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 195, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 196, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 197, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 198, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 199, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 200, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 201, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 202, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 203, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 204, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 205, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 206, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 207, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 208, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 209, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 210, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 211, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 212, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 213, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 214, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 215, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 216, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 217, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 218, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 219, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 220, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 221, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 222, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 223, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 224, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 225, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 226, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 227, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 228, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 229, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 230, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 231, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 232, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 233, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 234, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 235, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 236, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 237, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 238, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 239, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 240, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 241, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 242, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 243, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 244, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 245, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 246, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 247, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 248, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 249, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 250, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 251, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 252, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 253, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 254, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 255, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 256, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 257, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 258, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 259, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 260, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 261, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 262, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 263, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 264, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 265, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 266, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 267, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 268, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 269, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 270, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 271, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 272, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 273, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 274, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 275, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 276, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 277, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 278, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 279, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 280, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 281, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 282, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 283, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 284, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 285, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 286, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 287, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 288, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 289, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 290, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 291, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 292, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 293, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 294, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 295, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 296, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 297, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 298, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 299, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 300, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 301, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 302, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 303, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 304, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 305, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 306, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 307, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 308, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 309, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 310, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 311, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 312, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 313, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 314, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 315, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 316, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 317, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 318, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 319, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 320, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 321, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 322, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 323, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 324, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 325, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 326, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 327, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 328, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 329, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 330, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 331, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 332, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 333, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 334, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 335, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 336, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 337, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 338, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 339, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 340, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 341, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 342, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 343, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 344, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 345, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 346, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 347, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 348, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 349, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 350, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 351, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 352, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 353, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 354, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 355, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 356, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 357, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 358, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 359, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 360, CMF_AIMDIRECTION | CMF_TRACKOWNER)
	endwave:
		TNT1 A 0 a_playsound ("subweapons/rollingbombexp",0)
		TNT1 A 0 Radius_Quake (6,40,0,450,0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 a_spawnitemex("bigspike",0,0,0,random(-20,20),random(-20,20),14,random (-10, 10))		
		TNT1 AAAAAAAAAAAAAAAA 0 a_spawnitemex("bigspike",0,0,0,random(-20,20),random(-20,20),14,random (-10, 10))		
		SPRK ABCD 2 bright
		TNT1 A 20
		stop
	}
}

		
actor bigspike : gauntletbolt
{
	-nogravity
	gravity 0.50
	+bounceonceilings
	+bounceonwalls
	speed 40
	+ripper
	damage (40)
	states
	{
	spawn:
		DFLC ABCDE 2
		DFLC ABCDE 2
		goto fallstart
	fallstart:
		DFLC F 1 thrustthingz (0, 80, 1, 1)
	falling:
		DFLC F 1
		loop
	xdeath:
		NLPJ BCDEDFG 3 
		stop
	}
}

actor turretspike : gauntletbolt
{
	speed 40
	species "friendly"
	+thruspecies
	damage (30)
	seesound "cannon/turretattack"
	states
	{
	xdeath:
		NLPJ BCDEDFG 3 
		stop
	}
}


actor turretmissile
{
	+bloodlessimpact
	+notimefreeze
	+ripper
	projectile
	+FORCEXYBILLBOARD	
	+LOOKALLAROUND
	+bounceonwalls
	+bounceonfloors
	+bounceonceilings
	bouncecount 99
	speed 20
	scale 2
	radius 16
	damage (0)
	states
	{
	spawn:
		CTRP ABCDEF 4	
		TNT1 A 0 a_scalevelocity (0)
		CTRP ABCDEF 4
		CTPK A 1
		goto death
	death:
		TNT1 A 0 a_spawnitemex ("turretsphere",0,0,0,0,0,0)
		stop
	}
}


actor turretsphere
{
	health 250
	radius 10
	height 10
	mass 100000
	scale 2
	speed 0
	MaxTargetRange 2048
	MONSTER
	species "friendly"
	+thruspecies
	+noclip
	+FRIENDLY
	+nogravity
	+NOBLOOD
	+LOOKALLAROUND
	+forcexybillboard
	+NEVERRESPAWN
	+STANDSTILL
	+cantseek
	+dontfall
	+quicktoretaliate
	+missilemore
	+missileevenmore
	states
	{
	spawn:
		CTPK A 1 A_Look
		TNT1 A 0 a_giveinventory ("turretcountdown", 1)
		TNT1 A 0 a_jumpifinventory ("turretcountdown", 200, "turretdie")
		loop
	see:
		CTPK A 1 a_chase
		TNT1 A 0 a_giveinventory ("turretcountdown", 1)
		TNT1 A 0 a_jumpifinventory ("turretcountdown", 200, "turretdie")
		loop
	missile:
		TNT1 A 0 a_giveinventory ("turretcountdown", 8)		
		CTPK A 4 a_facetarget
		CTPK B 2
		CTPK C 4 a_custommissile ("turretspike",-3)
		CTPK C 4 a_custommissile ("turretspike",-3)
		CTPK C 4 a_custommissile ("turretspike",-3)
		CTPK C 4 a_custommissile ("turretspike",-3)
		CTPK BA 3
		TNT1 A 0 a_jumpifinventory ("turretcountdown", 200, "turretdie")
		goto spawn
	turretdie:
		TNT1 A 0 a_die
		goto death
	death:
		SPRK ABCD 3 bright
		stop
	}
}



//--AMMO--//



actor pellettimer : inventory
{inventory.maxamount 40}	

actor healchecker : inventory
{inventory.maxamount 1}	

actor boltcounter : inventory
{inventory.maxamount 30}

actor pelletcounter : inventory
{inventory.maxamount 3}

actor usinggauntlet : inventory
{inventory.maxamount 1}	
	
actor gauntletcharge : inventory
{inventory.maxamount 30}

actor gauntletcannoncheck : inventory
{inventory.maxamount 1}

actor gauntletboltmodecheck : inventory
{inventory.maxamount 1}

actor gauntlettoolcheck : inventory
{inventory.maxamount 1}

actor cannontoolcheck : inventory
{inventory.maxamount 1}

actor turretcountdown : inventory
{inventory.maxamount 200}