actor Zarach : Weapon
{
	weapon.ammotype1 "swordrage"
	weapon.ammotype2 "swordrage"
	weapon.ammotype "arcaneforce"
	weapon.ammouse1 0
	weapon.ammouse2 0
	Tag "Zarach/melee"
	+EXTREMEDEATH
	+WEAPON.AMMO_OPTIONAL
	+WEAPON.ALT_AMMO_OPTIONAL  	
    +UNDROPPABLE
	+CHEATNOTWEAPON
	+noautoaim
	+noautofire
	Weapon.SelectionOrder 1000
	states
	{
	Spawn:
		SRDI A -1
		stop
	Select:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_jumpifinventory ("unarmedcheck", 1, "unarmedselect")
		TNT1 A 0 a_playsound ("sword/draw")
		goto swordraise
	unarmedselect:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_giveinventory ("usingsword", 1)
		TNT1 A 0 A_giveinventory ("swordtoolcheck", 1)		
		UNAR A 0 a_raise
		UNAR A 0 a_raise
		UNAR A 1 a_raise
		loop
	swordraise:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 A_jumpifinventory ("swordpowercheck", 1, "powerswordselect")
		TNT1 A 0 a_giveinventory ("usingsword", 1)
		TNT1 A 0 A_giveinventory ("swordtoolcheck", 1)		
		SRDG A 0 A_Raise			
		SRDG A 0 A_Raise			
		SRDG A 1 A_Raise			
		loop
	powerswordselect:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_giveinventory ("powerswordtoolcheck", 1)
		SIDL A 0 A_raise
		SIDL A 0 A_raise
		SIDL A 1 a_raise
		loop
	Deselect:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_jumpifinventory ("unarmedcheck", 1, "unarmeddeselect")
		SRDG A 0 a_playsound ("sword/away")		
	swordlower:	
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_takeinventory ("usingsword", 99)		
		TNT1 A 0 A_jumpifinventory ("swordpowercheck", 1, "powersworddeselect")
		TNT1 A 0 a_takeinventory ("swordtoolcheck", 99)
		SRDG A 0 A_takeinventory ("swordrage",999) 
		SRDG A 0 A_Lower
		SRDG A 0 A_Lower
		SRDG A 1 A_Lower
		goto swordlower+1
	unarmeddeselect:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_takeinventory ("usingsword", 99)		
		TNT1 A 0 a_takeinventory ("swordtoolcheck", 99)
		SRDG A 0 A_takeinventory ("swordrage",999) 
		UNAR A 0 a_lower
		UNAR A 0 a_lower
		UNAR A 0 a_lower
		UNAR A 1 a_lower
		goto unarmeddeselect+1
	powersworddeselect:
		TNT1 A 0
		TNT1 A 0
		SIDL A 0 A_Lower		
		SIDL A 0 A_Lower		
		SIDL A 1 a_lower
		TNT1 A 0 a_takeinventory ("powerswordtoolcheck", 99)
		goto powersworddeselect+1
	Ready:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_takeinventory ("powercooldown",99)
		TNT1 A 0 a_jumpifinventory ("swordcombo1", 1, "comboready")
		TNT1 A 0 a_jumpifinventory ("swordcombo2", 1, "comboready")
		TNT1 A 0 a_jumpifinventory ("swordcombo3", 1, "comboready")	
		TNT1 A 0 a_jumpifinventory ("unarmedcheck", 1, "unarmedready")
		TNT1 A 0 A_jumpifinventory ("swordpowercheck", 1, "powerswordready")
		TNT1 A 0 A_jumpifinventory ("shiningknightchange", 1, "shiningknight")
		SRDG A 0 A_giveinventory ("swordrage",1)	
		SRDG A 1 A_weaponready
		TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
		TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
		loop
	powerupcooldown:
		TNT1 A 0 
		TNT1 A 0 
		TNT1 A 0 a_jumpifinventory ("swordcombo1", 1, "comboready")
		TNT1 A 0 a_jumpifinventory ("swordcombo2", 1, "comboready")
		TNT1 A 0 a_jumpifinventory ("swordcombo3", 1, "comboready")	
		TNT1 A 0 a_jumpifinventory ("unarmedcheck", 1, "unarmedready")
		TNT1 A 0 A_jumpifinventory ("swordpowercheck", 1, "powerswordready")
		TNT1 A 0 A_jumpifinventory ("shiningknightchange", 1, "shiningknight")
		SRDG A 0 A_giveinventory ("swordrage",1)	
		SRDG A 0 A_giveinventory ("powercooldown",1)	
		SRDG A 1 A_weaponready
		TNT1 A 0 a_jumpifinventory ("powercooldown",30, "ready")
		loop
	/*hammercooldown:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_jumpifinventory ("unarmedcheck", 1, "unarmedhammercooldown")
		TNT1 A 0 a_jumpifinventory ("swordcombo1", 1, "comboready")
		TNT1 A 0 a_jumpifinventory ("swordcombo2", 1, "comboready")
		TNT1 A 0 a_jumpifinventory ("swordcombo3", 1, "comboready")	
		TNT1 A 0 A_jumpifinventory ("swordpowercheck", 1, "powerswordready")
		TNT1 A 0 A_jumpifinventory ("shiningknightchange", 1, "shiningknight")
		TNT1 A 0 a_takeinventory ("hammerthrown", 1)
		SRDG A 1 A_weaponready
		TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
		TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
		goto ready*/
	unarmedready:
		TNT1 A 0
		TNT1 A 0
		UNAR 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 ("shiningknightchange", 1, "shiningknight")
		TNT1 A 0 a_jumpifinventory ("punchcombo1", 1, "unarmedcomboready")
		TNT1 A 0 a_jumpifinventory ("punchcombo2", 1, "unarmedcomboready")
		TNT1 A 0 a_jumpifinventory ("punchcombo3", 1, "unarmedcomboready")		
		UNAR A 0 A_giveinventory ("swordrage",1)
		goto unarmedchecker
	/*unarmedhammercooldown:
		TNT1 A 0
		TNT1 A 0
		UNAR 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 ("shiningknightchange", 1, "shiningknight")
		TNT1 A 0 a_jumpifinventory ("punchcombo1", 1, "unarmedcomboready")
		TNT1 A 0 a_jumpifinventory ("punchcombo2", 1, "unarmedcomboready")
		TNT1 A 0 a_jumpifinventory ("punchcombo3", 1, "unarmedcomboready")		
		TNT1 A 0 a_takeinventory ("hammerthrown", 1)
		goto unarmedchecker*/
	unarmedchecker:
		TNT1 A 0
		TNT1 A 0
		UNAR A 0 a_jumpifinventory ("unarmedcheck", 1, "certainunarmed")
		goto ready
	certainunarmed:
		TNT1 A 0
		TNT1 A 0
		UNAR A 0 a_jumpifinventory ("unarmedcheck", 1, "unarmedready")
		goto ready		
	unarmedcomboready:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_jumpifinventory ("swordrage", 3, "unarmedcombostart")
		TNT1 A 0 a_takeinventory ("punchcombo1", 99)
		TNT1 A 0 a_takeinventory ("punchcombo2", 99)
		TNT1 A 0 a_takeinventory ("punchcombo3", 99)
		goto unarmedchecker
	unarmedcombostart:
		TNT1 A 0
		TNT1 A 0
		UNAR A 0 a_giveinventory ("swordrage",1)
		UNAR A 1 A_weaponready(WRF_NOSWITCH)
		TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
		TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
		UNAR A 0 a_giveinventory ("swordrage",1)
		UNAR A 1 A_weaponready(WRF_NOSWITCH)
		TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
		TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
		UNAR A 0 a_giveinventory ("swordrage",1)
		UNAR A 1 A_weaponready(WRF_NOSWITCH)
		TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
		TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
		UNAR A 0 a_giveinventory ("swordrage",1)
		UNAR A 1 A_weaponready(WRF_NOSWITCH)
		TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
		TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
		UNAR A 0 a_giveinventory ("swordrage",1)
		UNAR A 1 A_weaponready(WRF_NOSWITCH)
		TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
		TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
		UNAR A 0 a_giveinventory ("swordrage",1)
		UNAR A 1 A_weaponready(WRF_NOSWITCH)
		TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
		TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
		UNAR A 0 a_giveinventory ("swordrage",1)
		UNAR A 1 A_weaponready(WRF_NOSWITCH)
		TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
		TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
		UNAR A 0 a_giveinventory ("swordrage",1)
		UNAR A 1 A_weaponready(WRF_NOSWITCH)
		TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
		TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
		UNAR A 0 a_giveinventory ("swordrage",1)
		UNAR A 1 A_weaponready(WRF_NOSWITCH)
		TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
		TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
		UNAR A 0 a_giveinventory ("swordrage",1)
		UNAR A 1 A_weaponready(WRF_NOSWITCH)
		TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
		TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
		UNAR A 0 a_giveinventory ("swordrage",1)
		UNAR A 1 A_weaponready(WRF_NOSWITCH)
		TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
		TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
		UNAR A 0 a_giveinventory ("swordrage",1)
		UNAR A 1 A_weaponready(WRF_NOSWITCH)
		TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
		TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
		TNT1 A 0 a_takeinventory ("punchcombo1", 99)
		TNT1 A 0 a_takeinventory ("punchcombo2", 99)
		TNT1 A 0 a_takeinventory ("punchcombo3", 99)
		goto unarmedchecker
	comboready:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_jumpifinventory ("swordrage", 3, "combostart")
		TNT1 A 0 a_takeinventory ("swordcombo1", 99)
		TNT1 A 0 a_takeinventory ("swordcombo2", 99)
		TNT1 A 0 a_takeinventory ("swordcombo3", 99)
		goto ready
	combostart:
		TNT1 A 0
		TNT1 A 0
		SRDG A 0 a_giveinventory ("swordrage",1)
		SRDG A 1 A_weaponready
		TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
		TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
		SRDG A 0 a_giveinventory ("swordrage",1)
		SRDG A 1 A_weaponready
		TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
		TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
		SRDG A 0 a_giveinventory ("swordrage",1)
		SRDG A 1 A_weaponready
		TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
		TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
		SRDG A 0 a_giveinventory ("swordrage",1)
		SRDG A 1 A_weaponready
		TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
		TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
		SRDG A 0 a_giveinventory ("swordrage",1)
		SRDG A 1 A_weaponready
		TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
		TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
		SRDG A 0 a_giveinventory ("swordrage",1)
		SRDG A 1 A_weaponready
		TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
		TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
		SRDG A 0 a_giveinventory ("swordrage",1)
		SRDG A 1 A_weaponready
		TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
		TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
		SRDG A 0 a_giveinventory ("swordrage",1)
		SRDG A 1 A_weaponready
		TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
		TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
		SRDG A 0 a_giveinventory ("swordrage",1)
		SRDG A 1 A_weaponready
		TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
		TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
		SRDG A 0 a_giveinventory ("swordrage",1)
		SRDG A 1 A_weaponready
		TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
		TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
		SRDG A 0 a_giveinventory ("swordrage",1)
		SRDG A 1 A_weaponready
		TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
		TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
		SRDG A 0 a_giveinventory ("swordrage",1)
		SRDG A 1 A_weaponready
		TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
		TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
		TNT1 A 0 a_takeinventory ("swordcombo1", 99)
		TNT1 A 0 a_takeinventory ("swordcombo2", 99)
		TNT1 A 0 a_takeinventory ("swordcombo3", 99)
		goto ready
	zoom:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_jumpifinventory ("unarmedcheck", 1, "unarmedgrapple")
		TNT1 A 0 a_jumpifinventory ("swordpowercheck", 1, "chargedboomerangthrow")
		RIPT FABCD 1	
		TNT1 A 0 A_PlaySound("Weapons/grapplegloveshoot", 0)
		RIPT E 1 A_FireCustomMissile("grapplerglove")
		RIPT EDCBAF 2 A_WeaponReady (WRF_NOSECONDARY)
		Goto Ready
	unarmedgrapple:
		TNT1 A 0
		TNT1 A 0
		UNAR ACBD 1
		UGRP ABC 1
		TNT1 A 0 A_PlaySound("Weapons/grapplegloveshoot", 0)
		UGRP D 4 A_FireCustomMissile("grapplerglove")
		UGRP DCBA 1 a_weaponready (wrf_nosecondary)
		goto ready
	powerswordready:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 A_jumpifinventory ("shiningknightchange", 1, "shiningknight")
		PIDL 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 ("shiningknightchange", 1, "shiningknight")
		PIDL 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 ("shiningknightchange", 1, "shiningknight")
		PIDL 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 ("shiningknightchange", 1, "shiningknight")
		PIDL 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 ("shiningknightchange", 1, "shiningknight")
		PIDL 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 ("shiningknightchange", 1, "shiningknight")
		PIDL 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 ("shiningknightchange", 1, "shiningknight")
		PIDL 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 ("shiningknightchange", 1, "shiningknight")
		PIDL 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 ("shiningknightchange", 1, "shiningknight")
		PIDL 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 ("shiningknightchange", 1, "shiningknight")
		PIDL 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 ("shiningknightchange", 1, "shiningknight")
		PIDL 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 ("shiningknightchange", 1, "shiningknight")
		PIDL 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD A 1 a_weaponready
		TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
		TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD A 10 a_weaponready
		TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
		TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
		TNT1 A 0 A_jumpifinventory ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD 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 ("shiningknightchange", 1, "shiningknight")
		PSRD A 1 a_weaponready
		TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
		TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
		goto powerswordcheck
	powerswordcheck:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_jumpifinventory ("swordpowercheck", 1, "powerswordcheck2")
		PSRD A 1 a_weaponready
		goto ready
	powerswordcheck2:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_jumpifinventory ("swordpowercheck", 1, "powerswordready")
		PSRD A 1 a_weaponready
		goto ready
	reload:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_jumpifinventory ("unarmedcheck", 1, "swordrecallstart")
		TNT1 A 0 a_jumpifinventory ("swordpowercheck", 1, "swordpowerdown")
		TNT1 A 0 a_takeinventory ("swordcombo1", 99)
		TNT1 A 0 a_takeinventory ("swordcombo2", 99)
		TNT1 A 0 a_takeinventory ("swordcombo3", 99)
		SRDG A 1 BRIGHT a_playsound ("sword/powerup")
		TNT1 A 0 a_giveinventory ("powerswordtoolcheck", 1)
		TNT1 A 0 a_giveinventory ("swordpowercheck", 1)
		TNT1 A 0 a_takeinventory ("swordtoolcheck", 99)
		SRDG A 0 A_takeinventory ("swordrage",999)
		SWTR ABCDEFG 2 BRIGHT A_WeaponReady
		goto powerswordready
	swordpowerdown:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_playsound ("sword/powerdown")
		TNT1 A 0 A_giveinventory ("swordtoolcheck", 1)
		TNT1 A 0 A_giveinventory ("swordrage", 30)
		TNT1 A 0 a_takeinventory ("powerswordtoolcheck", 99)
		TNT1 A 0 a_takeinventory ("swordpowercheck", 99)
		SWTR GFEDCBA 1 BRIGHT a_weaponready
		SRDG A 1 BRIGHT 
		goto powerupcooldown
	swordrecallstart:
		TNT1 A 0
		TNT1 A 0
		UNAR A 1
		TNT1 A 0 a_jumpifinventory ("arcaneforce", 70, "swordrecall")
		goto unarmedready
	swordrecall:
		TNT1 A 0
		TNT1 A 0
		UNAR ABCD 1
		TNT1 A 0 thing_remove (4000)
		TNT1 A 0 a_playsound ("sword/draw")
		TNT1 A 0 a_takeinventory ("arcaneforce", 70)
		SRDG CBA 1 
		TNT1 A 0 a_takeinventory ("unarmedcheck", 1)
		goto ready
	Fire:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_takeinventory ("shieldcount", 999)
		SRDG A 0 a_jumpifinventory ("unarmedcheck", 1, "jab")
		SRDG A 0 a_jumpifinventory ("swordcombo1", 1, "backslashstart")
		SRDG A 0 a_jumpifinventory ("swordcombo2", 1, "thruststart")
		SRDG A 0 a_jumpifinventory ("swordcombo3", 1, "finalslashstart")
		SRDG A 0 a_jumpifinventory ("swordpowercheck", 1, "powerswordfire")		
	swordstrike:
		TNT1 A 0
		TNT1 A 0
		SRDG B 1
		SRDG DE 1 
		SRDG F 1 A_PlaySound("sword/attack1")		
		SRDG HIJ 1 
		SRDG J 0 A_firecustommissile ("swordattack1")
		TNT1 A 0 a_takeinventory ("swordrage", 3)
		SRDG KLM 1 a_weaponready
		SRDG CB 1 a_weaponready
		Goto ready
	chargedboomerangthrow:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 A_giveinventory ("swordtoolcheck", 1)
		TNT1 A 0 a_takeinventory ("powerswordtoolcheck", 99)
		TNT1 A 0 a_takeinventory ("swordpowercheck", 99)
		TNT1 A 0 a_takeinventory ("swordcombo1", 99)
		TNT1 A 0 a_takeinventory ("swordcombo2", 99)
		TNT1 A 0 a_takeinventory ("swordcombo3", 99)
		PSRD A 1
		PSRD B 1
		PSRD C 1
		STHW A 1
		STHW B 1
		STHW C 2
		STHW D 2
		STHW E 2
		STHW F 2
		STHW G 2
		STHW H 2
		STHW I 1 a_playsound ("subweapons/chakramfly")
		STHW J 2 a_firecustommissile ("chargedboomerang",0,0,5,1)
		TNT1 A 0 a_giveinventory ("unarmedcheck",1) 
		STHW K 2 a_weaponready
		TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
		TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
		STHW L 2 a_weaponready
		TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
		TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
		UNAR DCBA 2 a_weaponready 
		TNT1 A 0 a_jumpifinventory ("ReloadBoolean", 1, "Reload")
		TNT1 A 0 a_jumpifinventory ("ZoomBoolean", 1, "Zoom")		
		goto ready

	


//==SWORD COMBO SHIT==
//I apologize in advance cus oh god this is so hacky and shitty
	backslashstart:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_jumpifinventory ("swordrage", 3, "backslash")
		TNT1 A 0 a_takeinventory ("swordcombo1", 99)
		goto swordstrike
	backslash:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_takeinventory ("swordcombo1", 99)
		SRDG B 1
		BCKS AB 1
		BCKS C 1 a_playsound ("sword/attack2",0)
		BCKS D 1
		TNT1 A 0 a_takeinventory ("swordrage", 3)
		BCKS E 2 a_firecustommissile ("swordattack2")
		BCKS F 1
		BCKS GH 1 a_weaponready
		SRDG B 2 a_weaponready
		goto comboready
	thruststart:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_jumpifinventory ("swordrage", 3, "thrust")
		TNT1 A 0 a_takeinventory ("swordcombo2", 99)
		goto swordstrike
	thrust:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_takeinventory ("swordcombo2", 99)
		SRDG B 1
		TNT1 A 0 a_playsound ("sword/attack3",0)
		RTST A 2
		RTST B 2
		TNT1 A 0 a_takeinventory ("swordrage", 3)
		TNT1 A 0 a_recoil (-5)
		TNT1 A 0 Radius_Quake (2,5,0,10,0)
		RTST C 1 a_firecustommissile ("meleethrust")
		TNT1 A 0 a_jumpifinventory ("ATKringpowerup", 1, "mightythrust")
		RTST C 2
		RTST BA 2 A_weaponready
		goto comboready
	mightythrust:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_playsound ("powerups/POWeffect", 0)
		RTST C 1 a_firecustommissile ("ATKringthrust")
		RTST C 2
		RTST BA 2 A_weaponready
		goto comboready
	finalslashstart:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_jumpifinventory ("swordrage", 3, "finalslash")
		TNT1 A 0 a_takeinventory ("swordcombo3", 99)
		goto swordstrike
	finalslash:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_takeinventory ("swordcombo3", 99)
		SRDG B 1
		WIDS AB 2
		WIDS C 1 a_playsound ("sword/attack4",0)
		WIDS D 1
		TNT1 A 0 a_takeinventory ("swordrage", 3)
		WIDS E 1 a_firecustommissile ("meleeslash")
		TNT1 A 0 a_jumpifinventory ("ATKringpowerup", 1, "mightyslash")
		WIDS E 1 a_firecustommissile ("swordattack4")
		TNT1 A 0 Radius_Quake (2,5,0,10,0)
		TNT1 A 0 a_giveinventory ("blastradius",1)
		WIDS F 1
		WIDS G 1 
		SRDG B 1 a_weaponready
		goto ready
	mightyslash:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_playsound ("powerups/POWeffect", 0)
		WIDS E 1 a_firecustommissile ("ATKringwave")
		TNT1 A 0 Radius_Quake (3,9,0,10,0)
		TNT1 A 0 a_giveinventory ("blastradius",1)
		WIDS F 1
		WIDS G 1 
		SRDG B 1 a_weaponready
		goto ready
		
		
//==UNARMED COMBO SHIT==
//"Dost thou lack any problems I can't mitigate with mine hands?"
	jab:		
		TNT1 A 0
		TNT1 A 0
		SRDG A 0 a_jumpifinventory ("punchcombo1", 1, "straightstart")
		SRDG A 0 a_jumpifinventory ("punchcombo2", 1, "haymakerstart")
		SRDG A 0 a_jumpifinventory ("punchcombo3", 1, "finisherstart")
		PFST AB 1
		TNT1 A 0 a_takeinventory ("swordrage", 3)
		TNT1 A 0 a_playsound ("subweapons/jabswing")
		PFST C 2 A_firecustommissile ("leftjab",0,0,-5,1)
		PFST BA 1 a_weaponready (WRF_NOSWITCH)
		UNAR CBA 2 a_weaponready (WRF_NOSWITCH)
		goto unarmedchecker
	straightstart:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_jumpifinventory ("swordrage", 3, "straight")
		TNT1 A 0 a_takeinventory ("punchcombo1", 99)
		goto jab
	straight:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_takeinventory ("punchcombo1", 99)		
		TNT1 A 0 a_takeinventory ("swordrage", 3)
		FOTN D 1 
		FOTN E 1 
		TNT1 A 0 a_playsound ("subweapons/straightswing")
		FOTN F 1 A_firecustommissile ("leftstraight",0,0,5,1)
		TNT1 A 0 a_recoil (-1)		
		FOTN F 3 
		FOTN FED 2 a_weaponready (WRF_NOSWITCH)
		goto unarmedcomboready
	haymakerstart:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_jumpifinventory ("swordrage", 5, "haymaker")
		TNT1 A 0 a_takeinventory ("punchcombo2", 99)		
		goto jab
	haymaker:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_takeinventory ("punchcombo2", 99)
		HMKR AB 1
		HMKR CDE 1		
		TNT1 A 0 a_takeinventory ("swordrage", 5)
		TNT1 A 0 a_playsound ("subweapons/haymakerswing")
		HMKR FG 1
		HMKR HI 1 
		TNT1 A 0 a_recoil (-1)
		HMKR J 2 A_firecustommissile ("lefthaymaker",0,0,-5,1)
		HMKR KL 1
		HMKR MN 1 a_weaponready (WRF_NOSWITCH)
		goto unarmedready
	finisherstart:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_jumpifinventory ("swordrage", 10, "finisher")
		TNT1 A 0 a_takeinventory ("punchcombo1",99)
		TNT1 A 0 a_takeinventory ("punchcombo2",99)
		TNT1 A 0 a_takeinventory ("punchcombo3",99)
		goto jab
	finisher:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_takeinventory ("punchcombo1",99)
		TNT1 A 0 a_takeinventory ("punchcombo2",99)
		TNT1 A 0 a_takeinventory ("punchcombo3",99)
		TNT1 A 0 a_takeinventory ("swordrage", 10)
		TNT1 A 0 a_playsound ("subweapons/haymakerswing")
		TNT1 A 0 a_playsound ("blaz/powerattack",CHAN_VOICE)
		TNT1 A 0 a_jumpifinventory ("ATKringpowerup", 1, "poweruppercut")
		UPCT ABCD 1 
		UPCT E 2 a_firecustommissile ("finalcrackfist")
		UPCT FGH 2 a_weaponready (WRF_NOSWITCH)
		goto ready
	poweruppercut:
		TNT1 A 0
		TNT1 A 0
		UPCT ABCD 1 
		UPCT E 2 a_firecustommissile ("ATKringuppercut")
		UPCT FGH 2 a_weaponready (WRF_NOSWITCH)
		goto ready


//==POWER SWORD==//

	powerswordfire:
		TNT1 A 0
		TNT1 A 0
		PSRD A 0 a_jumpifinventory ("arcaneforce", 25, "powerswordattack")
		goto swordpowerdown
	powerswordattack:
		TNT1 A 0
		TNT1 A 0
		PSRD A 0
		PSRD B 1
		PSRD C 1
		PSRD DE 1 
		PSRD F 2 A_PlaySound("blaz/powerattack",CHAN_VOICE)
		TNT1 A 0 A_playsound("poweredtear/swish")
		PSRD H 1 
		PSRD H 0 a_takeinventory ("arcaneforce", 25)
		PSRD I 1
		PSRD J 0  A_fireCustommissile("powercleave")
		PSRD J 2 
		PSRD KL 3 
		TNT1 AAAA 1 
		TNT1 AAAA 1 A_WeaponReady
		PSRD C 1
		PSRD B 1
		goto powerswordready	
	shiningknight:
		TNT1 A 0
		TNT1 A 0
		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 ("powerswordtoolcheck", 99)
		TNT1 A 0 a_takeinventory ("swordpowercheck", 99)
		TNT1 A 0 a_takeinventory ("shiningknightchange", 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
	powerswordaltfire:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_jumpifinventory ("daggercheck", 1, "daggercrashstart")
		TNT1 A 0 a_jumpifinventory ("hatchetcheck", 1, "hatchetcrashstart")
		TNT1 A 0 a_jumpifinventory ("lancecheck", 1, "rocketlancestart")
		TNT1 A 0 a_jumpifinventory ("torchcheck", 1, "fireballstart")
		TNT1 A 0 a_jumpifinventory ("shieldcheck", 1, "wardingstormstart")
		TNT1 A 0 a_jumpifinventory ("hammercheck", 1, "judgementstart")
		goto powerswordready

	

		
//==SUB WEAPONS==//

	Altfire:
		TNT1 A 0 a_giveinventory ("usingsubweapon", 1)
		goto altfirestart
	altfirestart:
		TNT1 A 0 a_jumpifinventory ("swordpowercheck", 1, "powerswordaltfire")
		TNT1 A 0 a_jumpifinventory ("hatchetcheck", 1, "hatchetstart")
		TNT1 A 0 a_jumpifinventory ("lancecheck", 1, "lancestart")
		TNT1 A 0 a_jumpifinventory ("daggercheck", 1, "daggerstart")
		TNT1 A 0 a_jumpifinventory ("torchcheck", 1, "torchstart")
		TNT1 A 0 a_jumpifinventory ("shieldcheck", 1, "shieldstart")		
		TNT1 A 0 a_jumpifinventory ("Hammercheck", 1, "hammerstart")
		Goto Ready


//shield

	shieldstart:
		TNT1 A 0 a_jumpifinventory ("shieldcount", 1, "shieldthrow")
		TNT1 A 0 a_jumpifinventory ("swordrage", 10, "shieldraise")
		goto ready
	shieldraise:
		TNT1 A 0 a_jumpifinventory ("unarmedcheck", 1, "unarmedshieldraise")
		RIPT F 1 a_takeinventory ("swordrage", 10) 
		SBLK E 0 A_SpawnItemEx("shieldblocker",-32,25,(sin(pitch)*-63)+35,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",-16,25,(sin(pitch)*-63)+35,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",0,25,(sin(pitch)*-63)+35,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",16,25,(sin(pitch)*-63)+35,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",32,25,(sin(pitch)*-63)+35,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",-32,25,(sin(pitch)*-63)+20,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",-16,25,(sin(pitch)*-63)+20,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",0,25,(sin(pitch)*-63)+20,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",16,25,(sin(pitch)*-63)+20,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",32,25,(sin(pitch)*-63)+20,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",-32,25,(sin(pitch)*-63)+5,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",-16,25,(sin(pitch)*-63)+5,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",0,25,(sin(pitch)*-63)+5,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",16,25,(sin(pitch)*-63)+5,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",32,25,(sin(pitch)*-63)+5,0,0,0,-270,32)		
		SBLK ABC 1 
		TNT1 A 0 a_playsound ("gauntlet/powupclang",0)
		goto shieldblock	
	shieldblock:
		SBLK D 1 A_WeaponReady (wrf_nobob|wrf_noswitch)
		SBLK E 0 a_jumpifinventory ("shieldcount", 80, "shieldlower")
		SBLK E 0 A_SpawnItemEx("shieldblocker",-32,25,(sin(pitch)*-63)+35,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",-16,25,(sin(pitch)*-63)+35,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",0,25,(sin(pitch)*-63)+35,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",16,25,(sin(pitch)*-63)+35,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",32,25,(sin(pitch)*-63)+35,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",-32,25,(sin(pitch)*-63)+20,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",-16,25,(sin(pitch)*-63)+20,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",0,25,(sin(pitch)*-63)+20,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",16,25,(sin(pitch)*-63)+20,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",32,25,(sin(pitch)*-63)+20,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",-32,25,(sin(pitch)*-63)+5,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",-16,25,(sin(pitch)*-63)+5,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",0,25,(sin(pitch)*-63)+5,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",16,25,(sin(pitch)*-63)+5,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",32,25,(sin(pitch)*-63)+5,0,0,0,-270,32)		
		TNT1 A 0 A_WeaponReady (wrf_nobob|wrf_noswitch)
		TNT1 A 0 a_giveinventory ("shieldcount", 1)
		loop
	shieldlower:
		TNT1 A 0 a_takeinventory ("shieldcount", 999)
		SBLK DCBA 3 A_WeaponReady (WRF_NOSECONDARY|wrf_nobob|wrf_noswitch)
		goto ready
	shieldthrow:
		TNT1 A 0 a_jumpifinventory ("unarmedcheck", 1, "unarmedshieldthrow")
		TNT1 A 0 a_jumpifinventory ("POWup", 1, "POWshieldthrow")
		TNT1 A 0 a_takeinventory ("shieldcount", 999)
		SHTW A 3
		SHTW B 2
		SHTW C 2
		SHTW D 1
		TNT1 A 0 a_takeinventory ("swordrage", 10) 
		SHTW E 1 a_firecustommissile ("thrownshield")
		SHTW F 1
		goto ready
	POWshieldthrow:
		TNT1 A 0 a_takeinventory ("shieldcount", 999)
		SHTW A 3
		SHTW B 2
		SHTW C 2
		SHTW D 1
		TNT1 A 0 a_takeinventory ("swordrage", 10) 
		TNT1 A 0 a_playsound ("powerups/POWeffect", 0)
		SHTW E 1 a_firecustommissile ("POWthrownshield")
		SHTW F 1
		goto ready
	unarmedshieldthrow:
		TNT1 A 0 a_jumpifinventory ("POWup", 1, "POWunarmedshieldthrow")
		TNT1 A 0 a_takeinventory ("shieldcount", 999)
		UATW A 3
		UATW B 2
		UATW C 2
		UATW D 1
		TNT1 A 0 a_takeinventory ("swordrage", 10) 
		UATW E 1 a_firecustommissile ("thrownshield")
		UATW F 1
		goto ready
	POWunarmedshieldthrow:
		TNT1 A 0 a_takeinventory ("shieldcount", 999)
		UATW A 3
		UATW B 2
		UATW C 2
		UATW D 1
		TNT1 A 0 a_takeinventory ("swordrage", 10) 
		TNT1 A 0 a_playsound ("powerups/POWeffect", 0)
		UATW E 1 a_firecustommissile ("POWthrownshield")
		UATW F 1
		goto ready
	unarmedshieldraise:	
		UNAR ACD 1
		TNT1 A 0 a_takeinventory ("swordrage", 10) 
		SBLK E 0 A_SpawnItemEx("shieldblocker",-32,25,(sin(pitch)*-63)+35,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",-16,25,(sin(pitch)*-63)+35,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",0,25,(sin(pitch)*-63)+35,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",16,25,(sin(pitch)*-63)+35,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",32,25,(sin(pitch)*-63)+35,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",-32,25,(sin(pitch)*-63)+20,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",-16,25,(sin(pitch)*-63)+20,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",0,25,(sin(pitch)*-63)+20,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",16,25,(sin(pitch)*-63)+20,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",32,25,(sin(pitch)*-63)+20,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",-32,25,(sin(pitch)*-63)+5,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",-16,25,(sin(pitch)*-63)+5,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",0,25,(sin(pitch)*-63)+5,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",16,25,(sin(pitch)*-63)+5,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",32,25,(sin(pitch)*-63)+5,0,0,0,-270,32)		
		SDSH ABC 1
		TNT1 A 0 a_playsound ("gauntlet/powupclang",0)
		goto unarmedshieldblock
	unarmedshieldblock:
		SDSH D 1 A_WeaponReady (wrf_nobob|wrf_noswitch)
		SBLK E 0 a_jumpifinventory ("shieldcount", 80, "unarmedshieldlower")
		SBLK E 0 A_SpawnItemEx("shieldblocker",-32,25,(sin(pitch)*-63)+35,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",-16,25,(sin(pitch)*-63)+35,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",0,25,(sin(pitch)*-63)+35,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",16,25,(sin(pitch)*-63)+35,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",32,25,(sin(pitch)*-63)+35,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",-32,25,(sin(pitch)*-63)+20,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",-16,25,(sin(pitch)*-63)+20,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",0,25,(sin(pitch)*-63)+20,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",16,25,(sin(pitch)*-63)+20,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",32,25,(sin(pitch)*-63)+20,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",-32,25,(sin(pitch)*-63)+5,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",-16,25,(sin(pitch)*-63)+5,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",0,25,(sin(pitch)*-63)+5,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",16,25,(sin(pitch)*-63)+5,0,0,0,-270,32)		
		SBLK E 0 A_SpawnItemEx("shieldblocker",32,25,(sin(pitch)*-63)+5,0,0,0,-270,32)		
		TNT1 A 0 A_WeaponReady (wrf_nobob|wrf_noswitch)
		TNT1 A 0 a_giveinventory ("shieldcount", 1)
		loop
	unarmedshieldlower:
		TNT1 A 0 a_takeinventory ("shieldcount", 999)
		SDSH DCBA 3 A_WeaponReady (WRF_NOSECONDARY|wrf_nobob|wrf_noswitch)
		goto ready


//hatchet

	hatchetstart:
		TNT1 A 0 a_jumpifinventory ("swordrage", 15, "hatchetthrow")
		goto ready
	hatchetthrow:
		TNT1 A 0 a_jumpifinventory ("unarmedcheck", 1, "unarmedhatchetthrow")
		TNT1 A 0 a_jumpifinventory ("POWup", 1, "POWhatchet")
		THRW A 2
		THRW B 2 a_playsound ("subweapons/hatchetthrow")
		TNT1 A 0 a_takeinventory ("swordrage", 15)
		THRW C 2 a_firecustommissile ("hatchet",0,0,-5,1)
		THRW D 2 a_weaponready (wrf_nosecondary|wrf_noswitch)
		THRW E 1 a_weaponready (wrf_nosecondary|wrf_noswitch)
		RIPT F 1 a_weaponready (wrf_nosecondary|wrf_noswitch)
		goto ready
	POWhatchet:
		TNT1 A 0 a_playsound ("powerups/POWeffect", 0)
		THRW A 2
		THRW B 2 a_playsound ("subweapons/hatchetthrow")
		TNT1 A 0 a_takeinventory ("swordrage", 15)
		THRW C 2 a_firecustommissile ("POWhatchet",0,0,-5,1)
		THRW D 2 a_firecustommissile ("hatchet",0,0,-5,-4)
		THRW E 1 a_weaponready (wrf_nosecondary|wrf_noswitch)
		RIPT F 1 a_weaponready (wrf_nosecondary|wrf_noswitch)
		goto ready	
	unarmedhatchetthrow:
		TNT1 A 0 a_jumpifinventory ("POWup", 1, "POWunarmedhatchetthrow")
		UTHR A 2
		UTHR B 2 a_playsound ("subweapons/hatchetthrow")
		TNT1 A 0 a_takeinventory ("swordrage", 15)
		UTHR C 2 a_firecustommissile ("hatchet",0,0,-5,1)
		UTHR D 2 a_weaponready (wrf_noswitch)
		UTHR E 1 a_weaponready (wrf_noswitch)
		TNT1 A 0 a_refire ("hatchetstart")
		UNAR DCBA 1 a_weaponready (wrf_noswitch)
		goto ready
	POWunarmedhatchetthrow:
		UTHR A 2
		TNT1 A 0 a_playsound ("powerups/POWeffect", 0)
		UTHR B 2 a_playsound ("subweapons/hatchetthrow")
		TNT1 A 0 a_takeinventory ("swordrage", 15)
		UTHR C 2 a_firecustommissile ("POWhatchet",0,0,-5,1)
		UTHR D 2 a_firecustommissile ("hatchet",0,0,-5,-4)
		UTHR E 1 a_weaponready (wrf_noswitch)
		TNT1 A 0 a_refire ("hatchetstart")
		UNAR DCBA 1 a_weaponready (wrf_noswitch)
		goto ready
		
//Lance
	
	lancestart:
		TNT1 A 0 a_jumpifinventory ("swordrage", 15, "lancethrow")
		goto ready
	lancethrow:
		TNT1 A 0 a_jumpifinventory ("unarmedcheck", 1, "unarmedlancethrow")
		TNT1 A 0 a_jumpifinventory ("POWup", 1, "POWlance")
		THRW A 1
		THRW B 2 a_playsound ("subweapons/lancethrow")
		TNT1 A 0 a_takeinventory ("swordrage", 15)
		THRW C 2 a_firecustommissile ("lance",0,0,-5,1)
		THRW D 2 a_weaponready (wrf_nosecondary|wrf_noswitch)
		THRW E 1 a_weaponready (wrf_nosecondary|wrf_noswitch)
		RIPT F 1 a_weaponready (wrf_nosecondary|wrf_noswitch)
		goto ready
	POWlance:
		THRW A 1
		TNT1 A 0 a_playsound ("powerups/POWeffect", 0)
		THRW B 2 a_playsound ("subweapons/lancethrow")
		TNT1 A 0 a_takeinventory ("swordrage", 15)
		THRW C 2 a_firecustommissile ("POWlance",0,0,-5,1)
		THRW D 2 a_weaponready (wrf_nosecondary|wrf_noswitch)
		THRW E 1 a_weaponready (wrf_nosecondary|wrf_noswitch)
		RIPT F 1 a_weaponready (wrf_nosecondary|wrf_noswitch)
		goto ready
	unarmedlancethrow:
		TNT1 A 0 a_jumpifinventory ("POWup", 1, "POWunarmedlancethrow")
		UTHR A 1
		UTHR B 2 a_playsound ("subweapons/lancethrow")
		TNT1 A 0 a_takeinventory ("swordrage", 15)
		UTHR C 2 a_firecustommissile ("lance",0,0,-5,1)
		UTHR D 2 a_weaponready (wrf_noswitch)
		UTHR E 1 a_weaponready (wrf_noswitch)
		TNT1 A 0 a_refire ("lancestart")
		UNAR DBCA 1 a_weaponready (wrf_noswitch)
		goto ready
	POWunarmedlancethrow:
		UTHR A 1
		TNT1 A 0 a_playsound ("powerups/POWeffect", 0)
		UTHR B 2 a_playsound ("subweapons/lancethrow")
		TNT1 A 0 a_takeinventory ("swordrage", 15)
		UTHR C 2 a_firecustommissile ("POWlance",0,0,-5,1)
		UTHR D 2 a_weaponready (wrf_noswitch)
		UTHR E 1 a_weaponready (wrf_noswitch)
		TNT1 A 0 a_refire ("lancestart")
		UNAR DBCA 1 a_weaponready (wrf_noswitch)
		goto ready
		

//dagger
	
	daggerstart:
		TNT1 A 0 a_jumpifinventory ("swordrage", 10, "daggerthrow")
		goto ready
	daggerthrow:
		TNT1 A 0 a_jumpifinventory ("unarmedcheck", 1, "unarmeddaggerthrow")
		TNT1 A 0 a_jumpifinventory ("POWup", 1, "POWdagger")
		THRW A 1
		THRW B 1 a_playsound ("subweapons/daggerthrow")
		TNT1 A 0 a_takeinventory ("swordrage", 10)
		THRW C 1 a_firecustommissile ("dagger",0,0,-5,1)
		THRW D 1 a_weaponready (wrf_noswitch)
		THRW E 1 a_weaponready (wrf_noswitch)
		RIPT F 1 a_weaponready (wrf_noswitch)
		goto ready
	POWdagger:
		THRW A 1
		TNT1 A 0 a_playsound ("powerups/POWeffect", 0)
		THRW B 1 a_playsound ("subweapons/daggerthrow")
		TNT1 A 0 a_takeinventory ("swordrage", 10)
		TNT1 A 0 a_firecustommissile ("POWdagger",0,0,-5,6)
		TNT1 A 0 a_firecustommissile ("POWdagger",0,0,-5,-6)
		THRW D 1 a_weaponready (wrf_noswitch)
		THRW E 1 a_weaponready (wrf_noswitch)
		RIPT F 1 a_weaponready (wrf_noswitch)
		goto ready	
	unarmeddaggerthrow:
		TNT1 A 0 a_jumpifinventory ("POWup", 1, "unarmedPOWdagger")
		UTHR A 1
		UTHR B 1 a_playsound ("subweapons/daggerthrow")
		TNT1 A 0 a_takeinventory ("swordrage", 10)
		UTHR C 1 a_firecustommissile ("dagger",0,0,-5,1)
		UTHR D 1 a_weaponready (wrf_noswitch)
		UTHR E 1 a_weaponready (wrf_noswitch)
		UNAR DCBA 1 a_weaponready (wrf_noswitch)
		goto ready
	unarmedPOWdagger:
		UTHR A 1
		TNT1 A 0 a_playsound ("powerups/POWeffect", 0)
		UTHR B 1 a_playsound ("subweapons/daggerthrow")
		TNT1 A 0 a_takeinventory ("swordrage", 10)
		TNT1 A 0 a_firecustommissile ("POWdagger",0,0,-5,6)
		TNT1 A 0 a_firecustommissile ("POWdagger",0,0,-5,-6)
		UTHR D 1 a_weaponready (wrf_noswitch)
		UTHR E 1 a_weaponready (wrf_noswitch)
		UNAR DCBA 1 a_weaponready (wrf_noswitch)
		goto ready
		

//torch

	torchstart:
		TNT1 A 0 a_jumpifinventory ("swordrage", 15, "torchthrow")
		goto ready
	torchthrow:
		TNT1 A 0 a_jumpifinventory ("unarmedcheck", 1, "unarmedtorchthrow")
		TNT1 A 0 a_jumpifinventory ("POWup", 1, "POWTorch")
		THRW A 2
		THRW B 2
		TNT1 A 0 a_takeinventory ("swordrage", 15)
		THRW C 3 a_firecustommissile ("torch",0,0,-5,1)
		THRW D 3 a_weaponready (wrf_nosecondary|wrf_noswitch)
		THRW E 1 a_weaponready (wrf_nosecondary|wrf_noswitch)
		RIPT F 1 a_weaponready (wrf_nosecondary|wrf_noswitch)
		goto ready
	POWtorch:
		THRW A 2
		THRW B 2
		TNT1 A 0 a_takeinventory ("swordrage", 15)
		TNT1 A 0 a_playsound ("powerups/POWeffect", 0)
		THRW C 3 a_firecustommissile ("POWtorch",0,0,-5,1)
		THRW D 2 a_weaponready (wrf_nosecondary|wrf_noswitch)
		THRW E 1 a_weaponready (wrf_nosecondary|wrf_noswitch)
		RIPT F 1 a_weaponready (wrf_nosecondary|wrf_noswitch)
		goto ready	
	unarmedtorchthrow:	
		TNT1 A 0 a_jumpifinventory ("POWup", 1, "POWunarmedtorchthrow")
		UTHR A 2
		UTHR B 2
		TNT1 A 0 a_takeinventory ("swordrage", 15)
		UTHR C 2 a_firecustommissile ("torch",0,0,-5,1)
		UTHR D 2 a_weaponready (wrf_noswitch)
		UTHR E 1 a_weaponready (wrf_noswitch)
		TNT1 A 0 a_refire ("torchstart")
		UNAR DCBA 1 a_weaponready (wrf_noswitch)
		goto ready
	POWunarmedtorchthrow:
		UTHR A 2
		UTHR B 2
		TNT1 A 0 a_takeinventory ("swordrage", 15)
		TNT1 A 0 a_playsound ("powerups/POWeffect", 0)
		UTHR C 3 a_firecustommissile ("POWtorch",0,0,-5,1)
		UTHR D 2 a_weaponready (wrf_noswitch)
		UTHR E 1 a_weaponready (wrf_noswitch)
		TNT1 A 0 a_refire ("torchstart")
		UNAR DCBA 1 a_weaponready (wrf_noswitch)
		goto ready
		
		
//Omen warhammer

	hammerstart:
		TNT1 A 0 a_jumpifinventory ("swordrage", 30, "hammersmash")
		goto ready
	hammersmash:
		TNT1 A 0 a_checkfloor ("hammerthrow")
		OMEN A 1 ThrustThingZ (0, 80, 0, 1)
		OMEN A 1 a_firecustommissile ("hammermelee")
		TNT1 A 0 a_jumpifinventory ("hammerhit", 1, "hammerimpact")
		TNT1 A 0 a_jumpifinventory ("hammermiss", 1, "hammerwall")
	hammerfall:
		TNT1 A 0 a_checkfloor ("hammerthrow")
		OMEN A 1 ThrustThingZ (0, 80, 1, 1)
		TNT1 A 0 A_JumpIf (velz <= -40, "grandfall")
		loop
	grandfall:
		TNT1 A 0 A_JumpIf (velz <= -0, "grandhammer")
		OMEN A 1 ThrustThingZ (0, 80, 1, 1)
		loop
	grandhammer:
		TNT1 A 0 a_takeinventory ("swordrage", 30)
		OMEN BCH 1
		OMEN J 1
		OMEN K 1
		TNT1 A 0 a_firecustommissile ("grandhammerattack")
		TNT1 A 0 ThrustThingZ (0, 30, 0, 1)
		TNT1 A 30
		goto ready
	hammerthrow:
		TNT1 A 0 a_takeinventory ("swordrage", 30)
		TNT1 A 0 a_jumpifinventory ("POWup",1,"POWhammerthrow")
		OMEN A 2
		OMEN B 1
		OMEN C 1
		OMEN D 1 a_firecustommissile ("hammermelee")
		TNT1 A 0 a_jumpifinventory ("hammerhit", 1, "hammerimpact")
		TNT1 A 0 a_jumpifinventory ("hammermiss", 1, "hammerwall")
		OTHW A 1 a_throwgrenade ("crashhammer",3,15,8,0)
		TNT1 A 0 a_giveinventory ("hammerthrown", 45)
		OTHW B 1
		OTHW C 1
		goto ready
	POWhammerthrow:
		OMEN A 2
		OMEN B 1
		OMEN C 1
		OMEN D 1 a_firecustommissile ("POWhammermelee")
		TNT1 A 0 a_jumpifinventory ("hammerhit", 1, "hammerimpact")
		TNT1 A 0 a_jumpifinventory ("hammermiss", 1, "hammerwall")
		TNT1 A 0 a_playsound ("powerups/POWeffect", 0)
		OTHW A 1 a_throwgrenade ("POWhammer",3,15,8,0)
		TNT1 A 0 a_giveinventory ("hammerthrown", 45)
		OTHW B 1
		OTHW C 1
		goto ready
	hammerimpact:
		OMEN DEF 1 
		OMEN G 1
		OMEN H 1
		OMEN I 1
		OMEN J 1
		OMEN K 1 a_takeinventory ("hammerhit", 99)
		goto ready
	hammerwall:
		OMEN D 1
		TNT1 A 0 a_recoil (15)
		OWAL ABC 1
		OWAL C 0 a_takeinventory ("hammermiss", 99)
		goto ready
	
//==ITEM CRASH==

//--dagger--

	daggercrashstart:
		TNT1 A 0
		TNT1 A 0
		PSRD A 0 a_jumpifinventory ("swordrage", 30, "daggercrash")
		goto powerswordready
	daggercrash:
		TNT1 A 0
		TNT1 A 0
		PSRD ABC 1
		TNT1 A 0 a_takeinventory ("swordrage", 30)
		UTHR A 1 a_playsound ("blaz/powerattack",CHAN_VOICE)
		UTHR A 0 a_playsound ("subweapons/daggercrash",6)
		TNT1 A 0 a_firecustommissile ("crashdagger",0,0,-5,8)
		UTHR B 2 a_firecustommissile ("crashdagger",0,0,-5,6)
		UTHR C 1 a_firecustommissile ("crashdagger",0,0,-5,1)
		UTHR D 1 a_firecustommissile ("crashdagger",0,0,-5,-6)
		UTHR E 1 a_firecustommissile ("crashdagger",0,0,-5,-12)
		TNT1 A 3
		RTHR A 1  a_firecustommissile ("crashdagger",0,0,6,8)
		RTHR B 2 a_firecustommissile ("crashdagger",0,0,6,6)
		RTHR C 1 a_firecustommissile ("crashdagger",0,0,6,1)
		RTHR D 1 a_firecustommissile ("crashdagger",0,0,6,-6)
		RTHR E 1 a_firecustommissile ("crashdagger",0,0,6,-12)
		TNT1 A 3
		CHKH A 3
		CHKH B 2
		CHKS C 2
		CHKS D 1
		TNT1 A 0 A_FireCustomMissile("crashdagger",4,0,0,-3,0)
		TNT1 A 0 A_FireCustomMissile("crashdagger",8,0,0,-6,0)
		TNT1 A 0 A_FireCustomMissile("crashdagger",-4,0,0,-3,0)
		TNT1 A 0 A_FireCustomMissile("crashdagger",-8,0,0,-6,0)
		TNT1 A 0 A_FireCustomMissile("crashdagger",0,0,0,0,0)
		TNT1 A 0 A_FireCustomMissile("crashdagger",2,0,0,-3,0)
		TNT1 A 0 A_FireCustomMissile("crashdagger",-2,0,0,-3,0)
		TNT1 A 0 A_FireCustomMissile("crashdagger",-3,0,0,-3,0)
		TNT1 A 0 A_FireCustomMissile("crashdagger",3,0,0,-3,0)
		CHKS E 1
		CHKS F 1
		CHKS G 2
		PSRD CBA 2
		PSRD A 10
		goto powerswordready	

//--Warding storm

	wardingstormstart:
		TNT1 A 0 
		PSRD A 0 a_jumpifinventory ("swordrage", 30, "wardingstorm")
		goto powerswordready
	wardingstorm:
		CRSH A 1
		CRSH B 2 a_playsound ("subweapons/tornadoshot")
		TNT1 A 0 a_takeinventory ("swordrage", 30)
		CRSH C 2 a_firecustommissile ("wardingcyclone",0,0,-5,1)
		CRSH D 2 
		CRSH E 2
		PSRD A 10		
		goto powerswordready
		
//--hatchet--
		
	hatchetcrashstart:
		TNT1 A 0
		PSRD A 0 a_jumpifinventory ("swordrage", 30, "hatchetcrash")
		goto powerswordready
	hatchetcrash:
		CRSH A 1
		CRSH B 2 a_playsound ("subweapons/hatchetcrash")
		TNT1 A 0 a_takeinventory ("swordrage", 30)
		CRSH C 2 a_firecustommissile ("crashhatchet",0,0,-5,1)
		CRSH D 2 
		CRSH E 2
		PSRD A 10
		goto powerswordready
		
		
//--rocket lance

	rocketlancestart:
		TNT1 A 0
		PSRD A 0 a_jumpifinventory ("swordrage", 30, "rocketlanceshot")
		goto powerswordready
	rocketlanceshot:
		CRSH A 1
		CRSH B 2 
		TNT1 A 0 a_takeinventory ("swordrage", 30)
		CRSH C 2 a_firecustommissile ("rocketlance",0,0,-5,1)
		CRSH D 2 a_weaponready (wrf_nosecondary|wrf_noswitch)
		CRSH E 1 a_weaponready (wrf_nosecondary|wrf_noswitch)
		PSRD A 15 a_weaponready (wrf_nosecondary|wrf_noswitch)
		goto powerswordready
	
		
//--Fireball

	fireballstart:
		TNT1 A 0
		PSRD A 0 a_jumpifinventory ("swordrage", 30, "fireballthrow")
		goto powerswordready
	fireballthrow:
		CRSH A 1
		CRSH B 2 
		TNT1 A 0 a_takeinventory ("swordrage", 30)
		CRSH C 4 a_firecustommissile ("bluefireball",0,0,-5,1)
		CRSH D 2 a_weaponready (wrf_nosecondary|wrf_noswitch)
		CRSH E 1 a_weaponready (wrf_nosecondary|wrf_noswitch)
		PSRD A 20 a_weaponready (wrf_nosecondary|wrf_noswitch)
		goto powerswordready
		
		
//--Judgement

	Judgementstart:
		TNT1 A 0
		TNT1 A 0
		PSRD A 0 a_jumpifinventory ("swordrage", 30, "judgement")
		goto powerswordready
	Judgement:
		OMEN A 2
		OMEN B 1
		OMEN C 1
		OMEN D 1 a_firecustommissile ("judgementmelee")
		TNT1 A 0 a_jumpifinventory ("hammerhit", 1, "judgementimpact")
		TNT1 A 0 a_jumpifinventory ("hammermiss", 1, "judgementwall")
		OTHW A 1 a_throwgrenade ("judgementhammer",3,15,8,0)
		TNT1 A 0 a_giveinventory ("hammerthrown", 45)
		TNT1 A 0 a_takeinventory ("swordrage", 30)
		OTHW B 1
		OTHW C 1
		goto ready
	judgementimpact:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_takeinventory ("swordrage", 30)
		OMEN DEF 1 
		OMEN G 1
		OMEN H 1
		OMEN I 1
		OMEN J 1
		OMEN K 1 a_takeinventory ("hammerhit", 99)
		goto ready
	judgementwall:
		OMEN D 1
		TNT1 A 0 a_recoil (30)
		OWAL ABC 1
		OWAL C 0 a_takeinventory ("hammermiss", 99)
		goto ready
		
	}
}
	
		
//==SUB WEAPON PROJECTILES==//


//Shield blocker

actor shieldblocker
{
	projectile
	+noblood
	+shootable
	+notimefreeze
	+ripper
	+bloodlessimpact
	+thruspecies
	+notargetswitch
	+NORADIUSDMG
	-bloodsplatter
	-noblockmap
	painchance 255
	species "friendly"
	radius 16
	height 32
	speed 40
	mass 88000
	damage (0)
	states
	{
	spawn:
		TNT1 AAAA 1
		goto blockend
	blockend:
		TNT1 A 0 a_radiusthrust (900,16,0)
		stop
	death:
		TNT1 A 0
		stop
	pain:
		TNT1 A 0 a_playsound ("subweapons/shieldblock",0)
		TNT1 A 0 A_givetotarget ("arcaneforce", 3)	
		TNT1 A 0 Radius_Quake (1,8,0,20,0)
		TNT1 A 3
		stop
	}
}

//shield smash

actor shieldsmash
{
	+notimefreeze
	+forcepain
	+shootable
	+thruspecies
	-noblockmap
	projectile
	radius 18
	height 16
	speed 40
	species "friendly"
	mass 88000
	damage (1)
	states
	{
	spawn:
		TNT1 AAA 1 
		stop
	death:
		TNT1 A 0 
		stop
	xdeath:
		TNT1 A 0 A_RadiusThrust(680000,180,0)
		TNT1 A 0 a_playsound ("subweapons/shieldsmash")
	}
}

actor thrownshield
{
	+notimefreeze
	+skyexplode
	+shootable
	+noblood
	+bloodlessimpact
	+thruspecies
	+invulnerable
	projectile
	+FORCEXYBILLBOARD	
	+hexenbounce
	-noblockmap
	species "friendly"
	bouncecount 5
	radius 20
	height 16
	damage (30)
	speed 30
	mass 88000
	seesound "gauntlet/boltbounce"
	states
	{
	spawn:
		TNT1 A 0
        TNT1 A 0 A_PlaySound("subweapons/boomerangthrow", CHAN_VOICE)
		TNT1 A 0 a_playsound ("subweapons/boomerangloop",6,1,1)		
		SHRF ABCD 1 
		SHRF ABCD 2 
		SHRF ABCD 3 
		TNT1 A 0 a_changeflag ("nogravity", 0)
		TNT1 A 0 a_stopsound (6)
		goto fallloop
	fallloop:
		SHRF ABCD 2 A_JumpIf(floorz == z, "death")
		loop
	xdeath:	
		TNT1 A 0 a_stop
		TNT1 A 0 a_stopsound (6)
		TNT1 A 0 a_changeflag ("nogravity", 1)
		TNT1 A 0 a_playsound ("subweapons/hit")
		SWHT ABC 3 bright
		stop
	death:
		TNT1 A 0 a_stop
		TNT1 A 0 a_stopsound (6)
		TNT1 A 0 a_radiusthrust (10000,200,0)
		TNT1 A 0 a_playsound ("subweapons/miss")
		SWMS ABC 3 bright
		stop
	}
}


actor POWthrownshield : thrownshield
{
	damage (50)
	states
	{
	spawn:
		TNT1 A 0
        TNT1 A 0 A_PlaySound("subweapons/boomerangthrow", CHAN_VOICE)
		TNT1 A 0 a_playsound ("subweapons/boomerangloop",0,1,1)		
		SHRF ABCD 1 a_spawnitem ("shieldtrail")
		SHRF ABCD 2 a_spawnitem ("shieldtrail")
		SHRF ABCD 3 a_spawnitem ("shieldtrail")
		TNT1 A 0 a_changeflag ("nogravity", 0)
		TNT1 A 0 a_playsound ("subweapons/boomerangloop",6,1,1)		
		goto fallloop
	fallloop:
		TNT1 A 0 a_spawnitem ("shieldtrail")
		SHRF ABCD 2 A_JumpIf(floorz == z, "death")
		loop
	xdeath:	
		TNT1 A 0 a_stop
		TNT1 A 0 a_stopsound (6)
		TNT1 A 0 a_changeflag ("nogravity", 1)
		TNT1 A 0 a_playsound ("subweapons/hit")
		TNT1 A 0 a_giveinventory ("blastradius",1)
		SBSH BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 0 A_SpawnItemEx("shieldsplash",0,0,0,0,20,0,frandom(0.0,359.9),SXF_NOCHECKPOSITION)		
		SBSH BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 0 A_SpawnItemEx("shieldsplash",0,0,0,0,20,0,frandom(0.0,359.9),SXF_NOCHECKPOSITION)						
		SWHT ABC 3 bright
		stop
	death:
		TNT1 A 0 a_stop
		TNT1 A 0 a_stopsound (6)
		TNT1 A 0 a_changeflag ("nogravity", 1)
		TNT1 A 0 a_playsound ("subweapons/miss")
		SWMS ABC 3 bright
		stop
	}
}

actor shieldtrail
{
	alpha 0.60
	renderstyle add
	projectile
	+FORCEXYBILLBOARD	
	+DONTBLAST
	+noclip
	Xscale 2
	Yscale 1
	states
	{
	spawn:
		SHRF ABCD 1 
		SHRF ABCD 1  		
		stop
	}
}

actor wardingcyclone
{
    Projectile
	+bloodlessimpact
	+ripper
	+notimefreeze
	+FORCEXYBILLBOARD	
	+DONTBLAST
	+thruspecies
	seesound "subweapons/tornadoshot"
	species "friendly"
	renderstyle add
	alpha 0.95
	scale 1
	Radius 18
	Height 12
	Speed 15
	Damage (20)
	reactiontime 4
	states
	{
	spawn:
		TNT1 A 0 radius_quake (2,8,0,20,0)		
		TNT1 AA 0 a_giveinventory ("blastradius",1)
		TNDO AA 2 a_spawnitem ("cyclonetrail")
		TNT1 A 0 radius_quake (2,8,0,20,0)
		TNT1 AA 0 a_giveinventory ("blastradius",1)
		TNDO BB 2 a_spawnitem ("cyclonetrail")
		TNT1 A 0 radius_quake (2,8,0,20,0)
		TNT1 AA 0 a_giveinventory ("blastradius",1)
		TNDO CC 2 a_spawnitem ("cyclonetrail")
		TNT1 A 0 radius_quake (2,8,0,20,0)
		TNT1 AA 0 a_giveinventory ("blastradius",1)
		TNT1 A 0 a_countdown
		loop
	death:
		TNT1 AAAAAA 0 a_giveinventory ("blastradius",1)
		TNT1 A 0 radius_quake (2,20,0,20,0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 a_spawnitemex ("cyclonesplash",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)
		TNT1 A 15
		stop
	}
}

actor blastradius : artiblastradius
{
+inventory.autoactivate
}

actor cyclonetrail
{
	renderstyle add
	alpha 0.80
	+nointeraction
	+clientsideonly
	scale 0.8
	+DONTBLAST
	states
	{
	spawn:
		TNDO CBA 3
		TNT1 A 0 a_spawnitem ("cyclonetrail2")
	death:
		TNT1 A 0 a_jump (255, "var1","var2","var3")
		loop
	var1:
		STTO ABCD 2
		TNT1 A 0 
		stop
	var2:
		STTO DBCA 2
		TNT1 A 0 
		stop
	var3:
		STTO CDAB 2
		TNT1 A 0 
		stop
	}
}

actor cyclonetrail2 : cyclonetrail
{
	alpha 0.60
	scale 0.6
	states
	{
	spawn:
		TNDO CAB 2
	death:
		TNT1 A 0 a_jump (255, "var1","var2","var3")
		loop
	var1:
		STTO ABCD 2
		TNT1 A 0 
		stop
	var2:
		STTO DBCA 2
		TNT1 A 0 
		stop
	var3:
		STTO CDAB 2
		TNT1 A 0 
		stop
	}
}
	
//Shield Splash effect
//shamelessly referenced from Wildweasel's Terrorists
//Which in turn was referenced from LWM's hammerhound

actor shieldsplash
{
	Speed 40
	Radius 6
	Height 6
	alpha 0.90
	scale 0.50
	renderstyle add
	PROJECTILE
	+thruspecies
	species "friendly"
	+dontblast
	damage (0)
	States
	{
	Spawn:
		RKPF ABCD 2 a_bishopmissileweave
	Death:
		RKPF D 1
		Stop
	}
}


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

//hatchet

actor hatchet
{
	+notimefreeze
	+BLOODSPLATTER
	projectile
	+doombounce
	-nogravity
	+FORCEXYBILLBOARD	
	+LOOKALLAROUND
	+thruspecies
	species "friendly"
	seesound "cannon/lilclang"
	Gravity 0.40
	BounceCount 6
	BounceFactor 0.80  
	Radius 14
	scale 0.80
	Damage (90)
	Speed 25
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("silence", CHAN_VOICE)
	flying:
		HATC ABCDEF 2
		loop
	death:
		TNT1 A 0 a_changeflag ("nogravity", 1)
		TNT1 A 0 a_playsound ("subweapons/miss")
		SWMS ABC 3 bright
		stop
	Crash:
		TNT1 A 0 a_changeflag ("nogravity", 1)
		TNT1 A 0 a_playsound ("subweapons/miss")
		SWMS ABC 3 bright
		stop
	xdeath:
		TNT1 A 0 a_changeflag ("nogravity", 1)
		TNT1 A 0 a_playsound ("subweapons/hit")
		SWHT ABC 3 bright
		TNT1 A 0 A_giveinventory ("swordrage", 15, AAPTR_TARGET)	
		TNT1 A 0 A_giveinventory ("arcaneforce", 4, AAPTR_TARGET)	
		stop
	}
}

actor POWhatchet : hatchet 
{
	Translation "192:207=120:111"
	scale 1.20
	speed 40
	bouncecount 10
	+bounceonactors
	damage (70)

}

actor axelet : hatchet
{
	bouncecount 4
	+nointeraction
	scale 0.50
	damage (55)
	states
	{
	spawn:
		HATC DEF 1
		TNT1 A 0 a_changeflag ("nointeraction", 0)
	flying:
		HATC ABCDEF 2
		loop		
	xdeath:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_changeflag ("nogravity", 1)
		TNT1 A 0 a_playsound ("subweapons/hit")
		TNT1 A 0 A_giveinventory ("arcaneforce", 2, AAPTR_TARGET)	
		SWHT ABC 3 bright
		stop
	}
}

//--item crash hatchet

actor crashhatchet
{
	Translation "192:207=96:111"
	renderstyle add
	alpha 0.90
	+notimefreeze
	projectile
	+hexenbounce
	-nogravity
	+FORCEXYBILLBOARD	
	+LOOKALLAROUND
	+thruspecies
	species "friendly"
	seesound "cannon/lilclang"
	reactiontime 25
	Gravity 0.60
	BounceCount 20
	BounceFactor 2  
	Radius 14
	scale 2.5
	Damage (80)
	Speed 30
	states
	{
	spawn:
		TNT1 A 0 
		TNT1 A 0 A_PlaySound("silence", CHAN_VOICE)
	flying:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_countdown
		TNT1 A 0 A_CustomMissile("axelet", 0, 0, random(0,360), CMF_AIMDIRECTION)
		HATC A 1 bright a_spawnitemex ("crashhatchettrail")
		HATC B 1 bright 
		HATC C 1 bright a_spawnitemex ("crashhatchettrail")
		TNT1 A 0 A_CustomMissile("axelet", 0, 0, random(0,360), CMF_AIMDIRECTION)
		HATC D 1 bright 
		HATC E 1 bright a_spawnitemex ("crashhatchettrail")
		TNT1 A 0 A_CustomMissile("axelet", 0, 0, random(0,360), CMF_AIMDIRECTION)
		HATC F 1 bright 
		loop
	death:
		TNT1 A 0 a_changeflag ("nogravity", 1)
		TNT1 AAAAAAAAAA 0 A_CustomMissile("axelet", 0, 0, random(0,360), CMF_AIMDIRECTION)
		TNT1 A 0 radius_quake (2,8,0,20,0)
		TNT1 A 0 a_playsound ("subweapons/miss")
		SWMS ABC 3 bright
		stop
	xdeath:
		TNT1 A 0 a_changeflag ("nogravity", 1)
		TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile("axelet", 0, 0, random(0,360), CMF_AIMDIRECTION)
		TNT1 A 0 a_playsound ("subweapons/hit")
		SWHT ABC 3 bright
		stop
	}
}

actor crashhatchettrail
{
	Translation "192:207=96:111"
	+nointeraction
	+clientsideonly
	renderstyle add
	alpha 0.40
	scale 2.0
	speed 15
	states
	{
	spawn:
		HATC ABCDEF 1 bright
		stop
	death:
		TNT1 A 0
		stop
	}
}

//lance

actor lance
{
    +notimefreeze
	+BLOODSPLATTER
	+FORCEXYBILLBOARD	
	+thruspecies
	species "friendly"
	Radius 11
	Height 8
	Speed 30
	gravity 0.40
	Damage (90)
	Projectile
	states
	{
	spawn: 
		LNCE AAAAAAAAAAAAAAAAAAA 4
		LNCE A 1 a_changeflag ("nogravity", 0)
		loop
	death:
		TNT1 A 0 a_playsound ("subweapons/miss")
		SWMS ABC 3 bright
		stop
	Crash:
		TNT1 A 0 a_playsound ("subweapons/miss")
		SWMS ABC 3 bright
		stop
	xdeath:
		TNT1 A 0 a_playsound ("subweapons/hit")
		SWHT ABC 3 bright
		TNT1 A 0 A_giveinventory ("swordrage", 15, AAPTR_TARGET)	
		TNT1 A 0 A_giveinventory ("arcaneforce", 4, AAPTR_TARGET)			
		stop
		}
}

actor POWlance : fastprojectile
{
    +notimefreeze
	+BLOODSPLATTER
	+FORCEXYBILLBOARD	
	+thruspecies
	species "friendly"
	Radius 11
	Height 8
	Speed 40
	missileheight 8
	Damage (140)
	Projectile
	states
	{
	spawn: 
		LNCE A 1 a_spawnitem ("lancetrail")
		TNT1 A 0 a_scalevelocity (1.10)
		loop
	death:
		TNT1 A 0 a_playsound ("subweapons/miss")
		SWMS ABC 3 bright
		stop
	Crash:
		TNT1 A 0 a_playsound ("subweapons/miss")
		SWMS ABC 3 bright
		stop
	xdeath:
		TNT1 A 0 a_playsound ("subweapons/hit")
		SWHT ABC 3 bright
		TNT1 A 0 A_giveinventory ("swordrage", 15, AAPTR_TARGET)	
		TNT1 A 0 A_giveinventory ("arcaneforce", 4, AAPTR_TARGET)			
		stop
		}
}

actor lancetrail
{
	alpha 0.60
	projectile
	+noclip
	+clientsideonly
	+dontblast
	scale 1
	states
	{
	spawn:
		LNCE A 2 bright a_fadeout (0.08)
		loop
	}
}


//--rocket lance

actor rocketlance
{
    Projectile
	+NOBOSSRIP
	+notimefreeze
	+BLOODSPLATTER
	+FORCEXYBILLBOARD	
	+thruspecies
	species "friendly"
	Radius 11
	Height 8
	Speed 70
	seesound "subweapons/rocketlance"
	Damage (70)
	states
	{
	spawn: 
		TNT1 A 0 Radius_Quake (2,6,0,100,0)
		RLAN AB 2 a_spawnitem ("lancepuff")
		TNT1 AAA 0 a_spawnitemex ("lightningbolt", 0,0,0,random(-15,15),random(-20,20),random (-3,3),0,0)
		TNT1 AAAAAAA 0 a_spawnitemex ("lightningbolt", 0,0,0,random(-15,15),random(-20,20),random (-10,10),0,0)
		TNT1 A 0 a_spawnitemex ("GemLightningBoltSpawner")
		TNT1 A 0 a_jump (140, "lanceparticle1")
		TNT1 A 0 a_jump (140, "lanceparticle2")
		TNT1 A 0 a_jump (140, "lanceparticle3")
		loop
	lanceparticle1:
		TNT1 A 0 a_spawnitem ("particle1")
		goto spawn
	lanceparticle2:
		TNT1 A 0 a_spawnitem ("particle2")
		goto spawn
	lanceparticle3:
		TNT1 A 0 a_spawnitem ("particle3")
		goto spawn
	death:
		TNT1 A 0 a_playsound ("subweapons/miss")
		SWMS ABC 3 bright
		stop
	Crash:
		TNT1 A 0 a_playsound ("subweapons/miss")
		SWMS ABC 3 bright
		stop
	xdeath:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_spawnitemex ("superlightningspawner",0,0,300)
		TNT1 A 0 a_playsound ("subweapons/thundercrack",0)
		TNT1 AAAAAAA 0 a_spawnitemex ("lightningbolt", frandom(-20,20),frandom(-20,20),0,random(-15,15),random(-20,20),random (-10,10),0,0)
		TNT1 A 2
		SWHT ABC 3 bright			
		stop
		}
}

ACTOR lightningbolt : FastProjectile
{
   Speed 30
   Damage (25)
   Radius 14
   Height 12
   +hexenbounce
   +thruspecies
   species "friendly"
   RenderStyle Add
   Alpha 0.3
   Scale 0.8
   MissileHeight 8
   MissileType "LitBoltFX"
   bouncecount 4
   PROJECTILE
   +SEEKERMISSILE
   +BRIGHT
   +DONTBLAST
   States
   {
   Spawn:
      TNT1 A 1
	  TNT1 A 0 A_Jump(256,"Var1","Var2","Var3")
	  Loop
   Var1:
	   TNT1 A 0 a_playsound ("sword/zapping",0)
	   GRLT A 1
	   TNT1 A 0 A_Weave(3, 3, random(-3,1), random(-2,2))
	   GRLT B 1
	   TNT1 A 0 A_Weave(3, 3, random(-2,2), random(-2,2))
	   GRLT C 1
	   TNT1 A 0 A_Weave(3, 3, random(-4,3), random(-2,2))
	   GRLT B 1
	   TNT1 A 0 A_Weave(3, 3, random(-2,3), random(-2,2))
	   GRLT C 1
	   TNT1 A 0 A_Weave(3, 3, random(-4,2), random(-2,2))
	   GRLT A 1
	   TNT1 A 0 A_Weave(3, 3, random(-3,4), random(-2,2))
	   GRLT C 1
	   TNT1 A 0 A_Weave(3, 3, random(-1,2), random(-2,2))
	   GRLT A 1
	   TNT1 A 0 A_Weave(3, 3, random(-4,2), random(-2,2))
	   GRLT B 1
	   TNT1 A 0 A_Weave(3, 3, random(-2,4), random(-2,2))
	   GRLT C 1
	   TNT1 A 0 A_SeekerMissile(10,80,SMF_LOOK,256|SMF_PRECISE)
	   TNT1 A 0 A_Weave(3, 3, random(-3,3), random(-2,2))
	   GRLT B 1
	   TNT1 A 0 A_SeekerMissile(10,80,SMF_LOOK,256|SMF_PRECISE)
	   TNT1 A 0 A_Weave(3, 3, random(-2,4), random(-2,2))
	   GRLT A 1
	   Goto Var1+22
   Var2:
	   TNT1 A 0 a_playsound ("sword/zapping",0)
       GRLT C 1
	   TNT1 A 0 A_Weave(3, 3, random(-3,1), random(-2,2))
	   GRLT B 1
	   TNT1 A 0 A_Weave(3, 3, random(-2,2), random(-2,2))
	   GRLT C 1
	   TNT1 A 0 A_Weave(3, 3, random(-4,3), random(-2,2))
	   GRLT B 1
	   TNT1 A 0 A_Weave(3, 3, random(-2,3), random(-2,2))
	   GRLT A 1
	   TNT1 A 0 A_SeekerMissile(10,80,SMF_LOOK,256|SMF_PRECISE)
	   TNT1 A 0 A_Weave(3, 3, random(-4,2), random(-2,2))
	   GRLT B 1
	   TNT1 A 0 A_SeekerMissile(10,80,SMF_LOOK,256|SMF_PRECISE)
	   TNT1 A 0 A_Weave(3, 3, random(-3,4), random(-2,2))
	   GRLT A 1
	   TNT1 A 0 A_SeekerMissile(10,80,SMF_LOOK,256|SMF_PRECISE)
	   TNT1 A 0 A_Weave(3, 3, random(-1,2), random(-2,2))
	   GRLT C 1
	   TNT1 A 0 A_SeekerMissile(10,80,SMF_LOOK,256|SMF_PRECISE)
	   TNT1 A 0 A_Weave(3, 3, random(-3,3), random(-2,2))	   
	   TNT1 A 0 A_Weave(3, 3, random(-4,2), random(-2,2))
	   GRLT B 1
	   TNT1 A 0 A_SeekerMissile(10,80,SMF_LOOK,256|SMF_PRECISE)
	   TNT1 A 0 A_Weave(3, 3, random(-2,4), random(-2,2))
	   GRLT A 1
	   TNT1 A 0 A_SeekerMissile(10,80,SMF_LOOK,256|SMF_PRECISE)
	   TNT1 A 0 A_Weave(3, 3, random(-3,3), random(-2,2))
	   GRLT B 1
	   TNT1 A 0 A_SeekerMissile(10,80,SMF_LOOK,256|SMF_PRECISE)
	   TNT1 A 0 A_Weave(3, 3, random(-2,4), random(-2,2))
	   GRLT A 1
	   Goto Var2+22
   Var3:
	   TNT1 A 0 a_playsound ("sword/zapping",0)
       GRLT B 1
	   TNT1 A 0 A_SeekerMissile(10,80,SMF_LOOK,256|SMF_PRECISE)
	   TNT1 A 0 A_Weave(3, 3, random(-3,1), random(-2,2))
	   GRLT C 1
	   TNT1 A 0 A_SeekerMissile(10,80,SMF_LOOK,256|SMF_PRECISE)
	   TNT1 A 0 A_Weave(3, 3, random(-2,2), random(-2,2))
	   GRLT A 1
	   TNT1 A 0 A_SeekerMissile(10,80,SMF_LOOK,256|SMF_PRECISE)
	   TNT1 A 0 A_Weave(3, 3, random(-4,3), random(-2,2))
	   GRLT B 1
	   TNT1 A 0 A_SeekerMissile(10,80,SMF_LOOK,256|SMF_PRECISE)
	   TNT1 A 0 A_Weave(3, 3, random(-2,3), random(-2,2))
	   GRLT A 1
	   TNT1 A 0 A_SeekerMissile(10,80,SMF_LOOK,256|SMF_PRECISE)
	   TNT1 A 0 A_Weave(3, 3, random(-4,2), random(-2,2))
	   GRLT C 1
	   TNT1 A 0 A_SeekerMissile(10,80,SMF_LOOK,256|SMF_PRECISE)
	   TNT1 A 0 A_Weave(3, 3, random(-3,4), random(-2,2))
	   GRLT B 1
	   TNT1 A 0 A_SeekerMissile(10,80,SMF_LOOK,256|SMF_PRECISE)
	   TNT1 A 0 A_Weave(3, 3, random(-1,2), random(-2,2))
	   GRLT C 1
	   TNT1 A 0 A_SeekerMissile(10,80,SMF_LOOK,256|SMF_PRECISE)
	   TNT1 A 0 A_Weave(3, 3, random(-4,2), random(-2,2))
	   GRLT A 1
	   TNT1 A 0 A_SeekerMissile(10,80,SMF_LOOK,256|SMF_PRECISE)
	   TNT1 A 0 A_Weave(3, 3, random(-2,4), random(-2,2))
	   GRLT C 1
	   TNT1 A 0 A_Weave(3, 3, random(-3,3), random(-2,2))
	   TNT1 A 0 A_SeekerMissile(10,80,SMF_LOOK,256|SMF_PRECISE)
	   GRLT A 1
	   TNT1 A 0 A_SeekerMissile(10,80,SMF_LOOK,256|SMF_PRECISE)
	   TNT1 A 0 A_Weave(3, 3, random(-2,4), random(-2,2))
	   GRLT B 1
	   Goto Var3+22
   Death:
      TNT1 A 1
	  stop
   xdeath:
   crash:
      TNT1 A 0
      TNT1 A 0
	  TNT1 A 0 A_giveinventory ("arcaneforce", 2, AAPTR_TARGET)			
      Stop
   }
}

ACTOR LitBoltFX //Aesthetic. Trail for LitBolt actors.
{
   Radius 8
   Height 5
   RenderStyle Add
   Alpha 0.3
   Scale 0.8
   +clientsideonly
   PROJECTILE
   +BRIGHT
   +THRUACTORS
   +DONTBLAST
   States
   {
   Spawn:
      TNT1 A 1
	  TNT1 A 0 A_Jump(256,"Var1","Var2","Var3")
	  Loop
   Var1:
      GRLT ABCBA 1  
	  Stop
   Var2:
      GRLT BCABC 1  
	  Stop
   Var3:
      GRLT CABCB 1	  	
	  Stop
   Death:
      TNT1 A 0
      Stop
   }
}

Actor GemLightningBoltSpawner
{
    Radius 7
    Height 5
    Speed 0
	Scale 0.6
	PROJECTILE
	+thruspecies
	species "friendly"
	+THRUACTORS
	+NOCLIP
	+BRIGHT
	+DONTBLAST
    States
    {
    Spawn:
	   TNT1 A 8
	   TNT1 A 0 a_playsound ("subweapons/lightningstrike",0,0.60,0,0.80)
	   TNT1 A 0 A_SpawnItem("GemLightningBoltVar1",0,-50,0)
	   GLIT A 1
	   TNT1 A 0 A_SpawnItem("GemLightningBoltVar2",0,-50,0)
	   GLIT B 1
	   TNT1 A 0 A_SpawnItem("GemLightningBoltVar3",0,-50,0)
	   GLIT C 1
	   TNT1 A 0 A_SpawnItem("GemLightningBoltVar1",0,-50,0)
	   GLIT D 1
	   TNT1 A 0 A_SpawnItem("GemLightningBoltVar2",0,-50,0)
	   GLIT E 1
	   TNT1 A 0 A_SpawnItem("GemLightningBoltVar1",0,-50,0)
	   GLIT A 1
	   TNT1 A 0 A_SpawnItem("GemLightningBoltVar3",0,-50,0)
	   GLIT B 1
	   TNT1 A 0 A_SpawnItem("GemLightningBoltVar1",0,-50,0)
	   GLIT C 1
	   TNT1 A 0 A_SpawnItem("GemLightningBoltVar2",0,-50,0)
	   GLIT D 1
	   TNT1 A 0 A_SpawnItem("GemLightningBoltVar3",0,-50,0)
	   GLIT E 1
	   TNT1 A 0 A_SpawnItem("GemLightningBoltVar1",0,-50,0)
	   GLIT A 1
	   TNT1 A 0 A_SpawnItem("GemLightningBoltVar2",0,-50,0)
	   GLIT B 1
	   TNT1 A 0 A_SpawnItem("GemLightningBoltVar3",0,-50,0)
	   Stop
    Death:
	   TNT1 A 0
       Stop
    }
}

actor superlightningspawner : GemLightningBoltSpawner
{
	states
	{
	Spawn:
	   TNT1 A 8
	   TNT1 A 0 A_SpawnItem("SUPERlightningstrike1",0,-50,0)
	   GLIT A 1
	   TNT1 A 0 A_SpawnItem("SUPERlightningstrike2",0,-50,0)
	   GLIT B 1
	   TNT1 A 0 A_SpawnItem("SUPERlightningstrike3",0,-50,0)
	   GLIT C 1
	   TNT1 A 0 A_SpawnItem("SUPERlightningstrike1",0,-50,0)
	   GLIT D 1
	   TNT1 A 0 A_SpawnItem("SUPERlightningstrike2",0,-50,0)
	   GLIT E 1
	   TNT1 A 0 A_SpawnItem("SUPERlightningstrike1",0,-50,0)
	   GLIT A 1
	   TNT1 A 0 A_SpawnItem("SUPERlightningstrike3",0,-50,0)
	   GLIT B 1
	   TNT1 A 0 A_SpawnItem("SUPERlightningstrike1",0,-50,0)
	   GLIT C 1
	   TNT1 A 0 A_SpawnItem("SUPERlightningstrike2",0,-50,0)
	   GLIT D 1
	   TNT1 A 0 A_SpawnItem("SUPERlightningstrike3",0,-50,0)
	   GLIT E 1
	   TNT1 A 0 A_SpawnItem("SUPERlightningstrike1",0,-50,0)
	   GLIT A 1
	   TNT1 A 0 A_SpawnItem("SUPERlightningstrike2",0,-50,0)
	   GLIT B 1
	   TNT1 A 0 A_SpawnItem("SUPERlightningstrike3",0,-50,0)
	   Stop
    Death:
	   TNT1 A 0
       Stop
    }
}

Actor GemLightningBoltVar1
{
    Radius 7
    Height 5
    Speed 0
    Alpha 1
	Scale 0.8
    PROJECTILE
    RenderStyle Add
	+RANDOMIZE
	+THRUACTORS
	+thruspecies
	species "friendly"
	+NOCLIP
	+DONTSPLASH
	+BRIGHT
	+DONTBLAST
	ReactionTime 1
    States
    {
    Spawn:
       LBLT A 1
	   TNT1 A 0 ThrustThingZ(0,240,1,1)
	   TNT1 A 0 A_SpawnItem("GemLightningDMG",0,0,0)
	   LBLT B 1
	   TNT1 A 0 ThrustThingZ(0,240,1,1)
	   TNT1 A 0 A_SpawnItem("GemLightningDMG",0,0,0)
	   LBLT C 1
	   TNT1 A 0 ThrustThingZ(0,240,1,1)
	   TNT1 A 0 A_SpawnItem("GemLightningDMG",0,0,0)
	   LBLT D 1
	   TNT1 A 0 ThrustThingZ(0,240,1,1)
	   TNT1 A 0 A_SpawnItem("GemLightningDMG",0,0,0)
	   TNT1 A 0 A_Countdown
	   Loop
    Death:
	   GXLT ABCD 1
       Stop
    }
}

actor superlightningstrike1 : GemLightningBoltVar1
{
	scale 2
	states
	{
    Spawn:
       LBLT A 2
	   TNT1 A 0 ThrustThingZ(0,240,1,1)
	   TNT1 A 0 A_SpawnItem("SUPERlightningDMG",0,0,0)
	   LBLT B 2
	   TNT1 A 0 ThrustThingZ(0,240,1,1)
	   TNT1 A 0 A_SpawnItem("SUPERlightningDMG",0,0,0)
	   LBLT C 2
	   TNT1 A 0 ThrustThingZ(0,240,1,1)
	   TNT1 A 0 A_SpawnItem("SUPERlightningDMG",0,0,0)
	   LBLT D 2
	   TNT1 A 0 ThrustThingZ(0,240,1,1)
	   TNT1 A 0 A_SpawnItem("SUPERlightningDMG",0,0,0)
	   TNT1 A 0 A_Countdown
	   Loop
    Death:
	   TNT1 A 0 a_playsound ("subweapons/lancelightning",5,1,0,0.80)
	   TNT1 A 0 Radius_quake (5,10,0,150,0)
	   TNT1 A 0 a_spawnitemex ("lightningbolt", 0,0,0,random(-15,15),random(-20,20),3,0,0)
	   GXLT ABCD 2
       Stop
    }
}
	
Actor GemLightningBoltVar2
{
    Radius 7
    Height 5
    Speed 0
    Alpha 1
	Scale 0.8
    PROJECTILE
    RenderStyle Add
	+thruspecies
	species "friendly"
	+RANDOMIZE
	+THRUACTORS
	+NOCLIP
	+DONTSPLASH
	+BRIGHT
	+DONTBLAST
	ReactionTime 1
    States
    {
    Spawn:
       LBLT D 1
	   TNT1 A 0 ThrustThingZ(0,240,1,1)
	   TNT1 A 0 A_SpawnItem("GemLightningDMG",0,0,0)
	   LBLT B 1
	   TNT1 A 0 ThrustThingZ(0,240,1,1)
	   TNT1 A 0 A_SpawnItem("GemLightningDMG",0,0,0)
	   LBLT C 1
	   TNT1 A 0 ThrustThingZ(0,240,1,1)
	   TNT1 A 0 A_SpawnItem("GemLightningDMG",0,0,0)
	   LBLT A 1
	   TNT1 A 0 ThrustThingZ(0,240,1,1)
	   TNT1 A 0 A_SpawnItem("GemLightningDMG",0,0,0)
	   TNT1 A 0 A_Countdown
	   Loop
    Death:
	   TNT1 A 0 Radius_quake (5,10,0,150,0)
	   GXLT ABCD 1
       Stop
    }
}

actor superlightningstrike2 : GemLightningBoltVar2
{
	scale 2
	states
	{
       LBLT D 2
	   TNT1 A 0 ThrustThingZ(0,240,1,1)
	   TNT1 A 0 A_SpawnItem("SUPERLightningDMG",0,0,0)
	   LBLT B 2
	   TNT1 A 0 ThrustThingZ(0,240,1,1)
	   TNT1 A 0 A_SpawnItem("SUPERLightningDMG",0,0,0)
	   LBLT C 2
	   TNT1 A 0 ThrustThingZ(0,240,1,1)
	   TNT1 A 0 A_SpawnItem("SUPERLightningDMG",0,0,0)
	   LBLT A 2
	   TNT1 A 0 ThrustThingZ(0,240,1,1)
	   TNT1 A 0 A_SpawnItem("SUPERLightningDMG",0,0,0)
	   TNT1 A 0 A_Countdown
	   Loop
    Death:
	   TNT1 A 0 a_playsound ("subweapons/lancelightning",5,1,0,0.80)
	   TNT1 A 0 Radius_quake (5,10,0,150,0)
	   TNT1 A 0 a_spawnitemex ("lightningbolt", 0,0,0,random(-15,15),random(-20,20),3,0,0)
	   GXLT ABCD 2
       Stop
    }
}

Actor GemLightningBoltVar3
{
    Radius 7
    Height 5
    Speed 0
    Alpha 1
	Scale 0.8
    PROJECTILE
    RenderStyle Add
	+thruspecies
	species "friendly"
	+RANDOMIZE
	+THRUACTORS
	+NOCLIP
	+DONTSPLASH
	+BRIGHT
	+DONTBLAST
	ReactionTime 1
    States
    {
    Spawn:
       LBLT C 1
	   TNT1 A 0 ThrustThingZ(0,240,1,1)
	   TNT1 A 0 A_SpawnItem("GemLightningDMG",0,0,0)
	   LBLT A 1
	   TNT1 A 0 ThrustThingZ(0,240,1,1)
	   TNT1 A 0 A_SpawnItem("GemLightningDMG",0,0,0)
	   LBLT D 1
	   TNT1 A 0 ThrustThingZ(0,240,1,1)
	   TNT1 A 0 A_SpawnItem("GemLightningDMG",0,0,0)
	   LBLT B 1
	   TNT1 A 0 ThrustThingZ(0,240,1,1)
	   TNT1 A 0 A_SpawnItem("GemLightningDMG",0,0,0)
	   TNT1 A 0 A_Countdown
	   Loop
    Death:
	   GXLT ABCD 1
       Stop
    }
}

actor superlightningstrike3 : GemLightningBoltVar3
{
	seesound "subweapons/lancelightning"
	scale 2
	states
	{
	spawn:
       LBLT C 2
	   TNT1 A 0 ThrustThingZ(0,240,1,1)
	   TNT1 A 0 A_SpawnItem("SUPERLightningDMG",0,0,0)
	   LBLT A 2
	   TNT1 A 0 ThrustThingZ(0,240,1,1)
	   TNT1 A 0 A_SpawnItem("SUPERLightningDMG",0,0,0)
	   LBLT D 2
	   TNT1 A 0 ThrustThingZ(0,240,1,1)
	   TNT1 A 0 A_SpawnItem("SUPERLightningDMG",0,0,0)
	   LBLT B 2
	   TNT1 A 0 ThrustThingZ(0,240,1,1)
	   TNT1 A 0 A_SpawnItem("SUPERLightningDMG",0,0,0)
	   TNT1 A 0 A_Countdown
	   Loop
    Death:
	   TNT1 A 0 Radius_quake (5,10,0,150,0)
	   TNT1 A 0 a_playsound ("subweapons/lancelightning",5,1,0,0.80)
	   TNT1 A 0 a_spawnitemex ("lightningbolt", 0,0,0,random(-15,15),random(-20,20),3,0,0)
	   GXLT ABCD 2
       Stop
    }
}
		

ACTOR GemLightningDMG //Spawns as the lightning bolts do to damage enemies.
{
   Speed 2
   Radius 20
   Height 12
   Damage (20)
   PROJECTILE
   +BLOODLESSIMPACT
   +thruspecies
   species "friendly"
   +DONTSPLASH
   +DONTBLAST
   States
   {
   Spawn:
      TNT1 A 1
      Stop
   Death:
      TNT1 A 0
      Stop
   }
}

actor SUPERLightningDMG : GemLightningDMG
{
	+forcepain
	radius 20
	damage (15)
}

actor lancepuff
{
	+nointeraction
	+clientsideonly
	scale 1
	speed 55
	renderstyle add
	alpha 0.80
	states
	{
	spawn:
		RKPF ABCD 3
		stop
	death:
		TNT1 A 0
		stop
	}
}

actor particle1
{
	+nointeraction
	+clientsideonly
	scale 2
	speed 55
	renderstyle add
	alpha 0.80
	states
	{
	spawn:
		LFIR B 6 bright a_fadeout (0.2)
		loop
	death:
		TNT1 A 0
		stop
	}
}

actor particle2 : particle1
{
	states
	{
	spawn:
		LFIR B 6 bright a_fadeout (0.2)
		loop
	}
}

actor particle3 : particle1
{
	states
	{
	spawn:
		LFIR C 6 bright a_fadeout (0.2)
		loop
	}
}

//Dagger

actor dagger
{
    +notimefreeze
	+BLOODSPLATTER
	+FORCEXYBILLBOARD	
	+thruspecies
	species "friendly"
	Radius 11
	Height 8
	Speed 50
	Damage (40)
	Projectile
	states
	{
	spawn: 
		DGGR AAAAAAA 2
		DGGR A 1 a_scalevelocity (0)
		DGGR A 1 a_fadeout (1)
		loop
	death:
		TNT1 A 0 a_playsound ("subweapons/miss")
		SWMS ABC 3 bright
		stop
	Crash:
		TNT1 A 0 a_playsound ("subweapons/miss")
		SWMS ABC 3 bright
		stop
	xdeath:
		TNT1 A 0 A_giveinventory ("swordrage", 15, AAPTR_TARGET)
		TNT1 A 0 A_giveinventory ("arcaneforce", 3, AAPTR_TARGET)			
		TNT1 A 0 a_playsound ("subweapons/hit")
		SWHT ABC 3 bright
		stop
		}
}

actor POWdagger : dagger
{
	damage (50)
	states
	{
	xdeath:
		TNT1 A 0 A_giveinventory ("swordrage", 10, AAPTR_TARGET)
		TNT1 A 0 A_giveinventory ("arcaneforce", 2, AAPTR_TARGET)			
		TNT1 A 0 a_playsound ("subweapons/hit")
		SWHT ABC 3 bright
		stop
		}
}
		
//--Item Crash dagger

actor crashdagger
{
	+notimefreeze
	+BLOODSPLATTER
	+FORCEXYBILLBOARD	
	+thruspecies
	species "friendly"
	Radius 11
	Height 8
	Speed 45
	Damage (40)
	Projectile
	states
	{
	spawn: 
		DGGR AAAAAAAAAAA 2
		DGGR A 1 a_scalevelocity (0)
		DGGR A 1 a_fadeout (1)
		wait
	death:
		TNT1 A 0 a_playsound ("subweapons/miss")
		SWMS ABC 3 bright
		stop
	Crash:
		TNT1 A 0 a_playsound ("subweapons/miss")
		SWMS ABC 3 bright
		stop
	xdeath:
		TNT1 A 0 a_playsound ("subweapons/hit")
		TNT1 A 0 A_giveinventory ("arcaneforce", 2, AAPTR_TARGET)			
		SWHT ABC 3 bright
		stop
	}
}

/*
//boomerang projectile

actor boomerang
{
	+notimefreeze
	+skyexplode
	projectile
	+ripper
	+FORCEXYBILLBOARD	
	+hexenbounce
	bouncecount 30
	meleerange 12
	radius 18
	height 10
	damage (15)
	speed 30
	seesound "subweapons/boomerangflystart"
	states
	{
	spawn:
		TNT1 A 0 
		TNT1 A 0 Thing_ChangeTID(0, 4000)
		BMSR ABCDEFGH 1 bright
		BMSR ABCDEFGH 1 bright
		TNT1 A 0 a_scalevelocity (0.50)
		BMSR ABCDEFGH 1 bright
		BMSR ABCDEFGH 1 bright
		TNT1 A 0 a_scalevelocity (0.50)
		BMSR ABCDEFGH 2 bright
		goto death	
	death:
		TNT1 A 0 a_playsound ("subweapons/boomerangloop",0,1,1)		
		TNT1 A 0 a_custommissile ("boomerangreturn",0,0,0,0)
		stop	
	}
}


actor boomerangreturn : boomerang
{
	-noblockmap
	+skyexplode
	+hexenbounce
	bouncecount 2
	speed 30
	states
	{
	spawn:
		TNT1 A 0 
		TNT1 A 0 Thing_ChangeTID(0, 4000)
	    TNT1 A 0 a_facetarget
		BMSR ABCD 2 bright a_facetarget
		BMSR EFGH 2 bright A_JumpIfCloser(40,"catch")
		BMSR ABCDEFGH 2 bright A_JumpIfCloser(80,"catch")
		TNT1 A 0 a_stop
		TNT1 A 0 a_custommissile ("boomerangreturn",0,0,0,0)
		stop
	catch:
		TNT1 A 0 a_takefromtarget ("unarmedcheck", 1)
		TNT1 A 0 a_stopsound ("subweapons/boomerangloop")
		TNT1 A 0 a_playsound ("subweapons/boomerangcatch")
		TNT1 A 0 a_takefromtarget ("unarmedcheck", 1)
		stop
	death:
		TNT1 A 0 a_custommissile ("noclipreturn",0,0,0,0)
		stop
	}
}
*/

//charged boomerang

actor chargedboomerang 
{
	+notimefreeze
	+skyexplode
	+seekermissile
	+bounceonactors
	+thruspecies
	+hexenbounce
	+ripper
	+NOBOSSRIP
	species "friendly"
	projectile
	-noblockmap
	xscale 2
	yscale 1
	radius 10
	height 10
	speed 40
	damage (40)
	reactiontime 20
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 0 Thing_ChangeTID(0, 4000)
		TNT1 A 0 a_countdown
		BMSR ABCD 1 bright a_spawnitemex ("chargedboomerangtrail")
		BMSR ABCD 1 bright a_spawnitemex ("chargedboomerangtrail")
	flightloop:	
		TNT1 A 0 a_countdown
		BMSR ABCD 1 bright a_spawnitemex ("chargedboomerangtrail")
		TNT1 A 0 A_SeekerMissile(90,90,SMF_LOOK|SMF_PRECISE,256)
		TNT1 A 0 A_SeekerMissile(90,90,SMF_LOOK|SMF_PRECISE,256)
		BMSR ABCD 1 bright a_spawnitemex ("chargedboomerangtrail")
		TNT1 A 0 A_SeekerMissile(90,90,SMF_LOOK|SMF_PRECISE,256)
		loop
	death:
		TNT1 A 0 Radius_Quake (3,20,0,20,0)
		FX18 ABCDEFG 3 bright
        stop
	}
}
		
actor noclipreturn
{
	-noblockmap
	projectile
	+noclip
	+ripper
	speed 40
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 0 Thing_ChangeTID(0, 4000)
		BMSR A 1 bright a_facetarget
		BMSR ABCDEFGH 0 bright a_spawnitem ("chargedboomerangtrail")
		BMSR A 1 bright a_facetarget		
		BMSR AB 1 bright a_facetarget
		BMSR CD 1 bright a_jumpifcloser (120,"chakramstop")
		BMSR EF 1 bright a_jumpifcloser (120,"chakramstop")
		BMSR F 1 bright a_jumpifcloser (120,"chakramstop")
		BMSR GH 1 bright a_facetarget
		CKRM A 0 a_jumpifcloser (120,"chakramstop")
		BMSR A 1 bright a_facetarget		
		CKRM A 0 a_jumpifcloser (120,"chakramstop")
		BMSR ABCDEFGH 0 bright a_spawnitem ("chargedboomerangtrail")
		CKRM A 0 a_jumpifcloser (60,"chakramstop")
		BMSR AB 1 bright a_jumpifcloser (60,"chakramstop")
		BMSR CD 1 bright a_jumpifcloser (60,"chakramstop")
		BMSR EF 1 bright a_jumpifcloser (60,"chakramstop")
		BMSR F 1 bright a_jumpifcloser (60,"chakramstop")
		BMSR GH 1 bright a_facetarget
		CKRM A 0 a_jumpifcloser (60,"chakramstop")
		BMSR A 1 bright a_facetarget		
		CKRM A 0 a_jumpifcloser (60,"chakramstop")
		BMSR AB 1 bright a_jumpifcloser (60,"chakramstop")
		BMSR CD 1 bright a_jumpifcloser (60,"chakramstop")
		BMSR EF 1 bright a_jumpifcloser (60,"chakramstop")
		BMSR F 1 bright a_jumpifcloser (60,"chakramstop")
		BMSR GH 1 bright a_facetarget
		CKRM A 0 a_jumpifcloser (60,"chakramstop")
		BMSR A 1 bright a_facetarget		
		CKRM A 0 a_jumpifcloser (60,"chakramstop")
		BMSR AB 1 bright a_jumpifcloser (60,"chakramstop")
		BMSR CD 1 bright a_jumpifcloser (60,"chakramstop")
		BMSR EF 1 bright a_jumpifcloser (60,"chakramstop")
		BMSR F 1 bright a_jumpifcloser (60,"chakramstop")
		BMSR GH 1 bright a_facetarget
		BMSR A 1 bright a_facetarget		
		CKRM A 0 a_jumpifcloser (60,"chakramstop")
		goto death
	chakramstop:
		TNT1 A 0 a_playsound ("subweapons/boomerangcatch")
		TNT1 A 0 a_takefromtarget ("unarmedcheck", 1)		
		stop
	death:
		TNT1 A 0 a_custommissile ("noclipreturn",0,0,0,0)
		stop
	}
}

actor chargedboomerangtrail
{
	+notimefreeze
	projectile
	-noblockmap
	+hexenbounce
	+ripper
	+clientsideonly
	bouncefactor 0.9
	wallbouncefactor 0.9
	bouncecount 15
	xscale 2
	yscale 1
	radius 10
	speed 20
	damage 0
	+painless
	+randomize
	renderstyle add
	alpha 0.40
	states
	{
	spawn:
		TNT1 A 4
		BMSR ABCD 2 bright
		stop
	death:
		BMSR ABCD 2 bright A_FadeOut(0.5)
		stop
	}
}


//torch projectile
	
actor torch
{
	+notimefreeze
	projectile
	+bloodlessimpact
	-nogravity
	damage (90)
	speed 20
	+thruspecies
	species "friendly"
	+FORCEXYBILLBOARD
	seesound "subweapons/torchthrow"
	radius 20
	height 16
	scale 1.5
	states
	{
	spawn:
		TRCH AB 3 Bright
		loop
	crash:
		TNT1 A 0 a_playsound ("subweapons/miss")
		SWMS ABC 3 bright
		stop
	death:
		TNT1 A 0 A_JumpIf(floorz == z, "torchburst")
		TNT1 A 0 a_playsound ("subweapons/miss")
		TNT1 A 0 a_changeflag ("nogravity", 1)
		SWMS ABC 3 bright
		stop
	xdeath:
		TNT1 A 0 a_playsound ("subweapons/hit")
		TNT1 A 0 a_changeflag ("nogravity", 1)
		SWHT ABC 3 bright
		TNT1 A 0 A_giveinventory ("swordrage", 15, AAPTR_TARGET)	
		TNT1 A 0 A_giveinventory ("arcaneforce", 4, AAPTR_TARGET)			
		stop
	Torchburst:
		TNT1 A 0 a_spawnitemex ("torchfire",0,0,5,5,0,0,0,0,0)
		stop
	}
}

actor POWtorch : torch
{
	speed 35
	states
	{
	xdeath:
		TNT1 A 0 a_playsound ("subweapons/hit")
		TNT1 A 0 a_changeflag ("nogravity", 1)
		TNT1 A 0 a_spawnitemex ("POWfire", 0, 0, 0, random(-10, 15), random(-10, 8), 6)
		SWHT ABC 3 bright
		TNT1 A 0 A_giveinventory ("swordrage", 15, AAPTR_TARGET)	
		TNT1 A 0 A_giveinventory ("arcaneforce", 4, AAPTR_TARGET)			
		stop
	Torchburst:
		TNT1 A 0 a_spawnitemex ("torchfire",0,0,5,5,0,0,0,0,0)
		TNT1 A 0 a_spawnitemex ("torchfire",0,0,5,random(-10, 15), random(-10, 8), 6)
		stop
	}
}


actor torchfire
{
	+notimefreeze
	projectile
	+bloodlessimpact
	+ripper
	+floorhugger
	+bounceonwalls
	+painless
	+thruspecies
	species "friendly"
	-nogravity
	damage (4)
	speed 15
	radius 30
	height 16
	scale 1.5
	states
	{
	spawn: 
		TFRE ABCD 3 bright a_playsound ("subweapons/torch",6,1,1)
		TNT1 A 0 a_spawnitemex ("risingflame",0,0,0,0,0,5,0,0,0)
		TNT1 A 1
		TFRE ABCD 3 bright
		TNT1 A 0 a_spawnitemex ("risingflame",0,0,0,0,0,5,0,0,0)
		TNT1 A 1
		TFRE ABCD 3 bright
		TNT1 A 0 a_spawnitemex ("risingflame",0,0,0,0,0,5,0,0,0)
		TNT1 A 1
		TFRE ABCD 3 bright
		TNT1 A 0 a_spawnitemex ("risingflame",0,0,0,0,0,5,0,0,0)
		TNT1 A 1
		TFRE ABCD 3 bright
		TNT1 A 0 a_spawnitemex ("risingflame",0,0,0,0,0,5,0,0,0)
		TNT1 A 1 a_stopsound (6)
		stop
	death:
		TNT1 A 0
		stop
	}
}

actor risingflame
{
	+notimefreeze
	+thruspecies
	species "friendly"
	projectile
	+bloodlessimpact
	+ripper
	+nobossrip
	damage (4)
	speed 0
	radius 30
	height 30
	scale 1.5
	states
	{
	spawn:
		TFRE E 12 bright
		TNT1 A 0 a_scalevelocity (0)
		TFRE FGH 4 bright
		stop
	death:
		TNT1 A 0
		stop
	}
}

//-Fire ball

actor bluefireball : torch
{
	+hexenbounce
	-bounceonfloors
	+thruactors
	+ripper
	damage (30)
	gravity 1.20
	seesound "subweapons/torchthrow"
	bouncefactor 1.20
	scale 2
	states
	{
	spawn:
		FBAL AA 1 bright 
		FBAL BB 1 bright
		FBAL CC	1 bright 
		FBAL DD 1 bright
		loop
	death:
		TNT1 AAAAAAA 0 a_spawndebris ("missiledebris1")
		TNT1 A 0 a_playsound ("subweapons/superfireburst",0)
		FBAL D 0 bright a_spawnitemex ("superfire",0,0,2,8,0,0,random (-90,90),0,0)
		stop
	}
}

actor POWfire : bluefireball
{
	+bounceonfloors
	+thruspecies
	-thruactors
	-ripper
	species "friendly"
	damage (15)
	gravity 1.40
	seesound "subweapons/torchthrow"
	bouncefactor 1.00
	scale 1
	reactiontime 10
	states
	{
	spawn:
		TNT1 A 0 a_countdown
		FBAL AA 1 bright 
		FBAL BB 1 bright 
		FBAL CC	1 bright 
		FBAL DD 1 bright
		loop
	death:
		TNT1 A 0 a_changeflag ("nogravity", 1)
		BFRE IJK 2
		stop
	xdeath:
		TNT1 A 0
		TNT1 A 0 a_playsound ("subweapons/hit")
		TNT1 A 0 a_changeflag ("nogravity", 1)
		SWHT ABC 3 bright
		TNT1 A 0 A_giveinventory ("arcaneforce", 4, AAPTR_TARGET)			
		stop	
	}
}

actor superfire
{
    PROJECTILE
	+bloodlessimpact
    +ripper
	+bounceonactors
	+bounceonwalls
	+floorhugger
    +BRIGHT
	+DONTBLAST
	+thruspecies
	species "friendly"
	+seekermissile
	speed 8
	damage (8)
	states
	{
	spawn:
		TNT1 A 0 a_countdown
		TNT1 A 0 a_spawnitem ("firetrail")
		TNT1 A 0 radius_quake (1,10,0,20,0)
		BFRE AA 2 bright 
		TNT1 A 0 a_spawnitem ("firetrail")
		BFRE BB 2 bright 
		TNT1 A 0 radius_quake (1,10,0,20,0)
		TNT1 A 0 a_spawnitem ("firetrail")
		BFRE CC 2 bright 
		TNT1 A 0 a_spawnitem ("firetrail")
		TNT1 A 0 radius_quake (1,10,0,20,0)
		BFRE DD 2 bright a_spawnitemex("POWfire",0,0,0,random(-20,20),random(-20,20),15, random (-15, 15))
		TNT1 A 0 a_spawnitem ("firetrail")
		TNT1 A 0 radius_quake (1,10,0,20,0)
		BFRE EE 2 bright a_spawnitemex("POWfire",0,0,0,random(-20,20),random(-20,20),15, random (-15, 15))
		TNT1 A 0 a_spawnitem ("firetrail")
		BFRE FF 2 bright 
		TNT1 A 0 a_spawnitem ("firetrail")
		TNT1 A 0 radius_quake (1,10,0,20,0)
		BFRE GG 2 bright A_SeekerMissile(5,20,SMF_LOOK,256|SMF_PRECISE)
		TNT1 A 0 a_spawnitem ("firetrail")
		BFRE HH 2 bright A_SeekerMissile(5,20,SMF_LOOK,256|SMF_PRECISE)
		TNT1 A 0 a_spawnitem ("firetrail")
		TNT1 A 0 a_spawnitemex ("flamepillar",0,0,0,0,0,5,0,0,0)
		BFRE II 2 bright a_spawnitemex("POWfire",0,0,0,random(-20,20),random(-20,20),15, random (-15, 15))
		TNT1 A 0 radius_quake (1,10,0,20,0)
		TNT1 A 0 a_spawnitem ("firetrail")
		BFRE JJ 2 bright 
		TNT1 A 0 a_spawnitem ("firetrail")
		TNT1 A 0 radius_quake (1,10,0,20,0)
		BFRE KK 2 bright A_SeekerMissile(10,20,SMF_LOOK,256|SMF_PRECISE)
		TNT1 A 0 a_spawnitem ("firetrail")
		goto death
	death:
		TNT1 AAAAAAA 0 a_spawndebris ("missiledebris1")
		TNT1 A 0 a_playsound ("subweapons/superfireburst",0)
		TNT1 AAAAAA 0  a_spawnitemex("POWfire",0,0,0,random(-20,20),random(-20,20),15, random (-15, 15))
		TNT1 AA 0 a_spawnitemex("torchfire",0,0,0,random(-20,20),random(-20,20),8,random (-15, 15))		
		TNT1 A 0 radius_quake (2,8,0,20,0)
		TNT1 A 0 a_explode (30,200,0)
		BFRE IJK 2 bright
		stop
	}
}

actor firetrail
{
	projectile
	+clientsideonly
	+nointeraction
	-nogravity
	states
	{
	spawn:
		TFRE ABCDFEGH 3 bright
		stop
	death:
		TNT1 A 0 
		stop
	}
}


actor flamepillar : risingflame
{
	scale 1
	damage (12)
	states
	{
	spawn:
		BFRE FG 6 bright
		TNT1 A 0 a_scalevelocity (0)
		BFRE HIJK 4 bright
		stop
	death:
		TNT1 A 0
		stop
	}
}


//Hammer attacks

actor crashhammer
{
	Radius 8
	Height 10
	Speed 40
	Scale 1
	+FORCEXYBILLBOARD	
	+LOOKALLAROUND
	+MISSILE
	+DROPOFF
	+CANBOUNCEWATER
	+forceradiusdmg
	+hexenbounce
	-bounceonfloors
	+bounceonactors
	+DONTBLAST
	+extremedeath
	+floorclip
	+thruspecies
	species "friendly"
	seesound "subweapons/earthshakerbounce"
	bouncecount 8
	WallBounceFactor 1.5
	damage (300)
	BounceFactor 0.25
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 A_PlaySound("silence", CHAN_VOICE)
	flying:
		TNT1 A 0 a_playsound ("subitems/hammerspin", 0)
		GSHM ABCDEFGH 1
		Loop
	Death:
		TNT1 A 0 a_playsound ("subweapons/rollingbombexp",0)
		TNT1 A 0 Radius_Quake(3,10,0,20,0)
		TNT1 A 0 a_explode (200, 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:
		HIDL A 100
		HWRP ABCD 1 bright
		Stop
	Xdeath:
		TNT1 A 0 a_playsound ("subweapons/shieldsmash",0)
		TNT1 A 0 Radius_Quake(2,10,0,32,0)
		HIDL A 100
		HWRP ABCD 1 bright
		Stop	
	} 
}

actor powhammer : crashhammer
{
	damage (340)
	bouncefactor 0.50
	states
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 A_PlaySound("silence", CHAN_VOICE)
	flying:
		TNT1 A 0 a_playsound ("subitems/hammerspin", 0)
		GSHM A 1 a_spawnitem ("hammertrail1")
		GSHM B 1 a_spawnitem ("hammertrail2")
		GSHM C 1 a_spawnitem ("hammertrail3")
		GSHM D 1 a_spawnitem ("hammertrail4")
		GSHM E 1 a_spawnitem ("hammertrail5")
		GSHM F 1 a_spawnitem ("hammertrail6")
		GSHM G 1 a_spawnitem ("hammertrail7")
		GSHM H 1 a_spawnitem ("hammertrail8")
		Loop
	Death:
		TNT1 A 0 a_playsound ("subweapons/rollingbombexp",0)
		TNT1 A 0 Radius_Quake(3,10,0,20,0)
		TNT1 A 0 a_explode (200, 200, 0, 0, 200)
		TNT1 AAAAAAAAA 0 A_SpawnItemEx("GemBoulder",0,0,0,random(-30,30),random(-30,30),random(3,9),random(0,359),32)
		TNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx("EGemRockSmall",0,0,3,random(-3,3),random(-3,3),random(2,4),random(0,359),32)
		goto waveeffect
	}
}

actor judgementhammer : crashhammer
{
	+skyexplode
	bouncecount 40
	states
	{
	spawn:
		TNT1 A 0 
		TNT1 A 0 A_PlaySound("silence", CHAN_VOICE)
	flying:
		TNT1 A 0 a_playsound ("subitems/hammerspin", 0)
		GSHM ABCDEFGH 1
		TNT1 A 0 a_stop
		TNT1 A 0 a_changeflag ("nogravity", 1)
	floatup:
		TNT1 A 0
		TNT1 A 0 a_playsound ("subitems/hammerspin", 0)
		GSHM ABCDEFGH 2 thrustthingz (0,1,0,1)
		TNT1 A 0 a_playsound ("subitems/hammerspin", 0)
		GSH2 ABCDEFGH 2 thrustthingz (0,2,0,1)
		TNT1 A 0 a_playsound ("subitems/hammerspin", 0)
		GSH3 ABCDEFGH 1 thrustthingz (0,2,0,1)
		TNT1 A 0 a_playsound ("subitems/hammerspin", 0)
		GSH4 ABCDEFGH 1
		TNT1 A 0 a_playsound ("subitems/hammerspin", 0)
		GSH5 ABCDEFGH 1 a_stop
		TNT1 A 0 a_playsound ("subitems/hammerspin", 0)
		TNT1 A 0 a_spawnitemex ("thrownfinaljudgement",0,0,200)
		stop
	death:
		HWRP ABCD 1 bright
		TNT1 A 0 a_spawnitemex ("thrownfinaljudgement",0,0,200)
		stop
	}
}


actor finaljudgement
{
	Translation "192:207=96:111"
	renderstyle add
	alpha 0.90
	scale 5
    Radius 7
    Height 6
    Speed 0
    PROJECTILE
	+THRUACTORS
	+NOCLIP
	+DONTSPLASH
	+BRIGHT
	+DONTBLAST
	+thruspecies
	species "friendly"
	ReactionTime 1
    States
	{
	spawn:
		TNT1 A 0 a_countdown
		GSHM ABCDEFGH 1 thrustthingz (0,30,1,1)
		Loop
	death:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_playsound ("subweapons/grandhammer",0)
		TNT1 A 0 a_explode (300, 500, 0, 0, 500)
		TNT1 A 0 Radius_Quake (5,20,0,50,0)
		TNT1 A 0 a_giveinventory ("blastradius",1)
		HIDL A 40
		HWRP ABCD 1 bright
		stop
	}
}

actor thrownfinaljudgement : finaljudgement
{
	+bounceonceilings
	-noclip
	alpha 1
	renderstyle normal
	states
	{
	spawn:
		GSHM ABCDEFGH 1 thrustthingz (0,30,1,1)
		Loop		
	death:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_playsound ("subweapons/grandhammer",0)
		TNT1 A 0 a_explode (300, 600, 0, 0, 600)
		TNT1 A 0 a_spawnitemex ("superlightningspawner",0,0,300)
		TNT1 A 0 Radius_Quake (5,20,0,50,0)
		TNT1 AAAAAAAAAAAAAA 0 a_spawnitemex ("lightningbolt", 0,0,0,random(-15,15),random(-20,20),random (-10,10),0,0)
		TNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GemBoulder",0,0,0,random(-40,40),random(-40,40),random(3,9),random(0,359),32)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("EGemRockSmall",0,0,3,random(-3,3),random(-3,3),random(2,4),random(0,359),32)
		TNT1 A 0 a_giveinventory ("blastradius",1)
		HIDL A 40
		HWRP ABCD 1 bright
		stop
	}
}

actor hammertrail1
{
	alpha 0.80
	projectile
	+clientsideonly
	+dontblast
	+noclip
	scale 1
	states
	{
	spawn:
		GSHM A 2 a_fadeout (0.08)
		loop
	}
}

actor hammertrail2 : hammertrail1
{
	states
	{
	spawn:
		GSHM B 2 a_fadeout (0.08)
		loop
	}
}
actor hammertrail3 : hammertrail1
{
	states
	{
	spawn:
		GSHM C 2 a_fadeout (0.08)
		loop
	}
}

actor hammertrail4 : hammertrail1
{
	states
	{
	spawn:
		GSHM D 2 a_fadeout (0.08)
		loop
	}
}

actor hammertrail5 : hammertrail1
{
	states
	{
	spawn:
		GSHM E 2 a_fadeout (0.08)
		loop
	}
}

actor hammertrail6 : hammertrail1
{
	states
	{
	spawn:
		GSHM F 2 a_fadeout (0.08)
		loop
	}
}

actor hammertrail7 : hammertrail1
{
	states
	{
	spawn:
		GSHM G 2 a_fadeout (0.08)
		loop
	}
}

actor hammertrail8 : hammertrail1
{
	states
	{
	spawn:
		GSHM H 2 a_fadeout (0.08)
		loop
	}
}
	
actor grandhammerattack : crashhammer
{
	speed 0
	+thruactors
	damage (0)
	gravity 20.0
	states
	{
	Spawn:
		TNT1 A 1
		Loop
	Death:
		TNT1 A 0 a_playsound ("subweapons/grandhammer",0)
		TNT1 A 0 a_playsound ("subweapons/rollingbombexp",0)
		TNT1 A 0 Radius_Quake(3,20,0,32,0)
		TNT1 A 0 a_explode (200, 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 AAAAAAAAAAA 0 A_SpawnItemEx("GemBoulder",0,0,0,random(-20,20),random(-20,20),random(3,9),random(0,359),32)
		TNT1 A 30
		Stop
	} 
}
	
actor hammerwaveeffect
{
   Speed 10
   Radius 8
   Height 5
   RenderStyle Add
   Alpha 0.4
   Scale 0.5
   PROJECTILE
   +BRIGHT
   +THRUACTORS
   +MOVEWITHSECTOR
   +clientsideonly
   +DONTBLAST
   States
   {
   Spawn:
      SWFX AAAAAAAA 1
      SWFX BCDE 2 
      TNT1 A 0 A_SetTranslucent(0.1)
	  SWFX F 1 
   Death:
      TNT1 A 0
      Stop
   }
}


ACTOR GemBoulder
{
   Damage (50)
   Speed 10
   Radius 10
   Height 6
   Gravity 0.7	
   Scale 0.6
   PROJECTILE
   -NOGRAVITY
   +DROPOFF	
   +CANBOUNCEWATER
   +DONTBLAST
   +thruspecies
   species "friendly"
   SeeSound "subweapons/stonebounce"
   DeathSound "subweapons/stonebreak"
   +hexenbounce
   BounceCount 4 
   BounceFactor 1.2
   ReactionTime 14
   States
   {
   Spawn:   
	  TNT1 A 0 
	  TNT1 A 0 A_PlaySound("silence", CHAN_VOICE)
   flying:   
	  EBLD ABCD 2
	  TNT1 A 0 A_CountDown
      Loop
   Death:
	  TNT1 AA 0 A_SpawnItemEx("EGemRock",0,0,3,random(-1,1),random(-1,1),random(2,4),random(0,359),32)
	  TNT1 AAAA 0 A_SpawnItemEx("EGemRockSmall",0,0,3,random(-1,1),random(-1,1),random(2,4),random(0,359),32)
      Stop
   }
}

ACTOR EGemRock
{
   Damage 3
   Speed 12
   Radius 6
   Height 3
   Scale 0.5
   Gravity 0.6
   PROJECTILE
   -NOGRAVITY
   +DONTBLAST
   +thruspecies
   species "friendly"
   DeathSound "STNBRK"
   States
   {
   Spawn:
      ESTN A 1	  
	  Loop
   Death:
      ESTN B 3
      TNT1 AAA 0 A_SpawnItemEx("EGemRockSmall",0,0,3,random(-1,1),random(-1,1),random(2,4),random(0,359),32)
      Stop
   }
}

ACTOR EGemRockSmall
{
   Speed 8
   Radius 2
   Height 2
   Scale 0.2
   Gravity 0.6
   PROJECTILE
   -NOGRAVITY
   +DONTBLAST
   +thruspecies
   species "friendly"
   States
   {
   Spawn:
      ESTN C 1	  
	  Loop
   Death:
      TNT1 A 0
      Stop
   }
}
	
//psychoball particles

actor psychoballparticles
{
	+noclip
	projectile
	scale 0.40
	+clientsideonly
	+painless
	speed 20
	damage (0)
	states
	{
	spawn:
		TNT1 A 1 a_fadeout (0.05)
		TNT1 A 0 a_jump (25, "ballparticle1")
		TNT1 A 0 a_jump (25, "ballparticle2")
		TNT1 A 0 a_jump (25, "ballparticle3")
		stop
	death:
		TNT1 A 0
		stop
	ballparticle1:
		TNT1 A 0 a_spawnitemex ("ballparticle1", random(10,-10),random(10,-10),random(10,-10),0,0,0,0,0)
		goto spawn
	ballparticle2:
		TNT1 A 0 a_spawnitemex ("ballparticle2", random(10,-10),random(10,-10),random(10,-10),0,0,0,0,0)
		goto spawn
	ballparticle3:
		TNT1 A 0 a_spawnitemex ("ballparticle3", random(10,-10),random(10,-10),random(10,-10),0,0,0,0,0)
		goto spawn
		}
}

actor whitepsychoballparticles
{
	+noclip
	+clientsideonly
	projectile
	+painless
	speed 20
	damage (0)
	states
	{
	spawn:
		TNT1 A 1 a_fadeout (0.05)
		TNT1 A 0 a_jump (25, "whiteballparticle1")
		TNT1 A 0 a_jump (25, "whiteballparticle2")
		TNT1 A 0 a_jump (25, "whiteballparticle3")
		stop
	death:
		TNT1 A 0
		stop
	whiteballparticle1:
		TNT1 A 0 a_spawnitemex ("whiteballparticle1", random(10,-10),random(10,-10),random(10,-10),0,0,random(5,10),0,0)
		goto spawn
	whiteballparticle2:
		TNT1 A 0 a_spawnitemex ("whiteballparticle2", random(10,-10),random(10,-10),random(10,-10),0,0,random(5,10),0,0)
		goto spawn
	whiteballparticle3:
		TNT1 A 0 a_spawnitemex ("whiteballparticle3", random(10,-10),random(10,-10),random(10,-10),0,0,random(5,10),0,0)
		goto spawn
		}
}
		
actor ballparticle1
{
	+noclip
	+FORCEXYBILLBOARD
	+nointeraction
	speed 20
	renderstyle add
	alpha 0.80
	states
	{
	spawn:
		PTL1 A 4 bright 
		stop
	death:
		TNT1 A 0
		stop
	}
}

actor ballparticle2 : ballparticle1
{
	states
	{
	spawn:
		PTL2 A 4 bright 
		stop
	}
}


actor ballparticle3 : ballparticle1
{
	states
	{
	spawn:
		PTL3 A 4 bright 
		stop
	}
}

actor whiteballparticle1 : ballparticle1
{	
	+missile
	+forcexybillboard
	+lookallaround
	states
	{
	spawn:
		WTL1 A 8 bright 
		stop
	}

}

actor whiteballparticle2 : ballparticle2
{	
	+missile
	+forcexybillboard
	+lookallaround
	states
	{
	spawn:
		WTL2 A 8 bright 
		stop
	}
}

actor whiteballparticle3 : ballparticle3
{
	+missile
	+forcexybillboard
	+lookallaround
	states
	{
	spawn:
		WTL3 A 8 bright 
		stop
	}
}


//melee "projectiles"	
		
ACTOR swordattack1 : fastprojectile
{  
   +notimefreeze
   Radius 8
   Height 8
   PROJECTILE
   RENDERSTYLE Translucent
   speed 120
   damage (80)
   ALPHA 0.90
   +dontblast
   +LOOKALLAROUND
   +bloodsplatter
   +EXTREMEDEATH
   +FORCEXYBILLBOARD
   +thruspecies
   species "friendly"
   scale 0.75
   States
   {
   Spawn:
      TNT1 A 1
      Stop
   xdeath:
        TNT1 A 0
        TNT1 A 1
		TNT1 A 0 A_PlaySound("weapons/vblhit",0)
		TNT1 A 0 A_giveinventory ("arcaneforce", 5, AAPTR_TARGET)   
		TNT1 A 1 a_giveinventory ("swordcombo1", 1, AAPTR_TARGET)
		SLSH ABCDEFG 1
		stop
   Death:
        TNT1 A 0
		TNT1 A 1
		VFX2 A 0
		TNT1 A 0 a_spawndebris ("bladespark")  
		VFX2 A 3 A_PlaySound("weapons/vblwal",0)
		VFX2 BCD 3
		Stop	  
   Crash:
        TNT1 A 0
        TNT1 A 1
		VFX2 A 0
		TNT1 A 0 a_spawndebris ("bladespark")
		VFX2 A 3 A_PlaySound("weapons/vblwal",0)
		VFX2 BCD 3
		Stop
	  }
}

actor swordattack2 : swordattack1
{
	damage (90)
	states
	{
	xdeath:
        TNT1 A 0
        TNT1 A 1
		TNT1 A 0 A_PlaySound("weapons/vblhit2",0)
		TNT1 A 0 A_giveinventory ("arcaneforce", 5, AAPTR_TARGET)   
		TNT1 A 1 a_giveinventory ("swordcombo2", 1, AAPTR_TARGET)
		BLSH ABCDEFG 1
		stop

	}
}

actor meleethrust : swordattack1
{
	damage (100)
	scale 1
	speed 120
	states
	{
	xdeath:
        TNT1 A 0
        TNT1 A 1
		TNT1 A 0 a_playsound ("gauntlet/darthit",0)
		TNT1 A 0 A_giveinventory ("arcaneforce", 1, AAPTR_TARGET)   
		TNT1 A 1 a_giveinventory ("swordcombo3", 1, AAPTR_TARGET)
		WLSH AFEI 1
		stop
	}
}

actor meleeslash : swordattack1
{
	damage (140)
	scale 1
	speed 120
	states
	{
	xdeath:
        TNT1 A 0
        TNT1 A 1
		TNT1 A 0 a_playsound ("shiningswordattack1",0)
		TNT1 A 0 A_giveinventory ("arcaneforce", 1, AAPTR_TARGET)   
		WLSH ABCDEFGHI 1
		stop
	}
}

actor swordattack3 
{
	projectile
	+ripper
	+dontblast
	+thruspecies
	species "friendly"
	Radius 12
	height 12 
	scale 1
	speed 30
	damage (15)
	states
	{
	spawn:
		STHR AAAAAAAAAAAAAAAAAAAAAA 1 bright
	death:
		STHR A 1 
	stop
	}
}

actor ATKringthrust : swordattack3
{
	projectile
	+ripper
	+dontblast
	Radius 12
	height 12 
	scale 1
	speed 50
	damage (25)
	states
	{
	spawn:
		STHR A 1 bright
		TNT1 A 0 a_spawnitem ("thrusttrail")
		STHR A 1 bright
		TNT1 A 0 a_spawnitem ("thrusttrail")
		STHR A 1 bright
		TNT1 A 0 a_spawnitem ("thrusttrail")
		STHR A 1 bright
		TNT1 A 0 a_spawnitem ("thrusttrail")
		STHR A 1 bright
		TNT1 A 0 a_spawnitem ("thrusttrail")
		STHR A 1 bright
		TNT1 A 0 a_spawnitem ("thrusttrail")
		STHR A 1 bright
		TNT1 A 0 a_spawnitem ("thrusttrail")
		STHR A 1 bright
		TNT1 A 0 a_spawnitem ("thrusttrail")
		STHR A 1 bright
		TNT1 A 0 a_spawnitem ("thrusttrail")
		STHR A 1 bright
		TNT1 A 0 a_spawnitem ("thrusttrail")
		STHR A 1 bright
		TNT1 A 0 a_spawnitem ("thrusttrail")
		STHR A 1 bright
		TNT1 A 0 a_spawnitem ("thrusttrail")
	death:
		TNT1 A 0 a_explode (60, 150,0,0,150)
		TNT1 A 0 Radius_Quake (2,10,0,30,0)
		TNT1 AAAAAAA 0 a_spawndebris ("missiledebris1")
		TNT1 AAAAAAAAAAAA 0 a_spawnitemex ("missiledebris2",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)
		MMXP ABCDEFGHIJKL 2
		stop
	}
}

actor thrusttrail
{
	alpha 0.60
	projectile
	+clientsideonly
	+dontblast
	+noclip
	scale 1
	states
	{
	spawn:
		STHR A 2 bright a_fadeout (0.08)
		loop
	}
}
 
actor swordattack4
{
	projectile
	-noblockmap
	+dontblast
	+noblood
	+bloodlessimpact
	+hexenbounce
	seesound swordwavebounce
	+ripper
	+thruspecies
	species "friendly"
	renderstyle add
	alpha 0.80
	Radius 18
	height 18
	Xscale 2.5
	yscale 2
	speed 20
	damage (30)
	states
	{
	spawn:
		SWAV AAAAAAAAAA 1 bright A_RadiusThrust(200,128,0)
	death:
		TNT1 A 0 a_stop
		TNT1 A 0 a_giveinventory ("blastradius",1)
		TNT1 A 0 Radius_Quake (2,10,0,10,0)
		MWND E 4 Bright
		MWND F 3 Bright
		MWND G 4 Bright
		MWND H 3 Bright
		MWND I 4 Bright
		stop
	}
}

actor ATKringwave : swordattack4
{
	damage (45)
	speed 30
	states
	{
	spawn:
		SWAV A 1 bright A_RadiusThrust(200,128,0)
		TNT1 A 0 a_spawnitem ("wavetrail")
		SWAV A 1 bright A_RadiusThrust(200,128,0)
		TNT1 A 0 a_spawnitem ("wavetrail")
		SWAV A 1 bright A_RadiusThrust(200,128,0)
		TNT1 A 0 a_spawnitem ("wavetrail")
		SWAV A 1 bright A_RadiusThrust(200,128,0)
		TNT1 A 0 a_spawnitem ("wavetrail")
		SWAV A 1 bright A_RadiusThrust(200,128,0)
		TNT1 A 0 a_spawnitem ("wavetrail")
		SWAV A 1 bright A_RadiusThrust(200,128,0)
		TNT1 A 0 a_spawnitem ("wavetrail")
		SWAV A 1 bright A_RadiusThrust(200,128,0)
		TNT1 A 0 a_spawnitem ("wavetrail")
		SWAV A 1 bright A_RadiusThrust(200,128,0)
		TNT1 A 0 a_spawnitem ("wavetrail")
		SWAV A 1 bright A_RadiusThrust(200,128,0)
		TNT1 A 0 a_spawnitem ("wavetrail")
		SWAV A 1 bright A_RadiusThrust(200,128,0)
		TNT1 A 0 a_spawnitem ("wavetrail")
		SWAV A 1 bright A_RadiusThrust(200,128,0)
		TNT1 A 0 a_spawnitem ("wavetrail")
		SWAV A 1 bright A_RadiusThrust(200,128,0)
		TNT1 A 0 a_spawnitem ("wavetrail")
		SWAV A 1 bright A_RadiusThrust(200,128,0)
		TNT1 A 0 a_spawnitem ("wavetrail")
		SWAV A 1 bright A_RadiusThrust(200,128,0)
		TNT1 A 0 a_spawnitem ("wavetrail")
		SWAV A 1 bright A_RadiusThrust(200,128,0)
		TNT1 A 0 a_spawnitem ("wavetrail")
	death:
		TNT1 A 0 a_stop
		TNT1 A 0 a_explode (60,120,0,0,120)
		TNT1 A 0 a_giveinventory ("blastradius",1)
		TNT1 A 0 Radius_Quake (2,10,0,10,0)
		FX18 ABCDEFG 3 bright
		stop
	}
}

actor wavetrail
{
	alpha 0.60
	Xscale 2.5
	yscale 2
	projectile
	+clientsideonly
	+noclip
	+dontblast
	scale 1
	states
	{
	spawn:
		SWAV A 2 bright a_fadeout (0.08)
		loop
	}
}
	
actor swordattack5
{
	projectile
	-noblockmap
    +dontblast
	+shootable
	+noblood
	+ripper
	+hexenbounce
	+thruspecies
	species "friendly"
	renderstyle add
	seesound swordwavebounce
	alpha 0.80
	Radius 18
	height 18
	Xscale 2.5
	yscale 2
	speed 30
	damage (60)
	states
	{
	spawn:
		TNT1 A 0 
		TNT1 A 0 A_PlaySound("shiningswordwave", CHAN_VOICE)
		SWAV AAAAAAAA 3
	death:
		SWAV A 1
		stop
	}
}

actor swordattack7 : swordattack1
{
	states
	{
	xdeath:
        TNT1 A 0
        TNT1 A 1
		TNT1 A 0 A_PlaySound("weapons/vblhit",0)
		TNT1 A 0 A_giveinventory ("arcaneforce", 5, AAPTR_TARGET)   
		SLSH ABCDEFG 1
		stop
	}
}

actor leftjab
{
	+dontblast
	+notimefreeze
	+BLOODSPLATTER
	+FORCEXYBILLBOARD		
	+thruspecies
	species "friendly"
	projectile
	radius 12
	height 16
	speed 45
	damage (60)
	states
	{
	spawn:
		TNT1 AA 1
		TNT1 A 1 a_fadeout (1)
		stop
	death:
        TNT1 A 0
        TNT1 A 1
		TNT1 A 0 Radius_Quake (1,5,0,10,0)
		TNT1 A 0 a_playsound ("subweapons/punchmiss",0)
		SWMS ABC 3 bright
		stop
	crash:
        TNT1 A 0
        TNT1 A 1
		TNT1 A 0 Radius_Quake (1,5,0,10,0)
		TNT1 A 0 a_playsound ("subweapons/punchmiss",0)
		SWMS ABC 3 bright
		stop
	xdeath:
        TNT1 A 0
        TNT1 A 1
		TNT1 A 0 Radius_Quake (1,5,0,10,0)
		TNT1 A 0 a_playsound ("subweapons/jabhit",0)
		TNT1 A 1 a_giveinventory ("punchcombo1", 1, AAPTR_TARGET)		
		TNT1 A 0 A_giveinventory ("arcaneforce", 5, AAPTR_TARGET)	
		SWHT ABC 3 bright
		stop
		}
}

actor leftstraight
{
	+dontblast
	+notimefreeze
	+BLOODSPLATTER
	+FORCEXYBILLBOARD		
	+thruspecies
	species "friendly"
	projectile
	radius 12
	height 16
	+forcepain
	speed 45
	damage (80)
	states
	{
	spawn:
		TNT1 AA 1
		TNT1 A 1 a_fadeout (1)
		stop
	death:
        TNT1 A 0
        TNT1 A 1
		TNT1 A 0 Radius_Quake (1,5,0,10,0)
		TNT1 A 0 a_playsound ("subweapons/punchmiss",0)
		SWMS ABC 3 bright
		stop
	crash:
        TNT1 A 0
        TNT1 A 1
		TNT1 A 0 Radius_Quake (1,5,0,10,0)
		TNT1 A 0 a_playsound ("subweapons/punchmiss",0)
		SWMS ABC 3 bright
		stop
	xdeath:
        TNT1 A 0
        TNT1 A 1
		TNT1 A 0 a_playsound ("subweapons/straighthit",0)
		TNT1 A 0 Radius_Quake (2,5,0,10,0)
		TNT1 A 1 a_giveinventory ("punchcombo2", 1, AAPTR_TARGET)		
		TNT1 A 0 A_giveinventory ("arcaneforce", 6, AAPTR_TARGET)	
		SWHT ABC 3 bright
		stop
		}
}

actor lefthaymaker
{
	+dontblast
	+notimefreeze
	+BLOODSPLATTER
	+FORCEXYBILLBOARD		
	+thruspecies
	species "friendly"
	projectile
	radius 12
	height 16
	speed 45
	+forcepain
	damage (150)
	states
	{
	spawn:
		TNT1 AA 1
		TNT1 A 1 a_fadeout (1)
		stop
	death:
        TNT1 A 0
        TNT1 A 1
		TNT1 A 0 Radius_Quake (1,5,0,10,0)
		TNT1 A 0 a_playsound ("subweapons/haymakermiss",0)
		SWMS ABC 3 bright
		stop
	crash:
        TNT1 A 0
        TNT1 A 1
		TNT1 A 0 Radius_Quake (1,5,0,10,0)
		TNT1 A 0 a_playsound ("subweapons/haymakermiss",0)
		SWMS ABC 3 bright
		stop
	xdeath:
        TNT1 A 0
        TNT1 A 1
		TNT1 A 0 a_playsound ("subweapons/haymakerhit",0)
		TNT1 A 0 Radius_Quake (3,8,0,10,0)
		TNT1 A 1 a_giveinventory ("punchcombo3", 1, AAPTR_TARGET)		
		TNT1 A 0 A_giveinventory ("arcaneforce", 8, AAPTR_TARGET)	
		SWHT ABC 3 bright
		stop
		}
}


actor finalcrackfist
{
	+dontblast
	+notimefreeze
	+BLOODSPLATTER
	+FORCEXYBILLBOARD		
	+thruspecies
	species "friendly"
	+extremedeath
	projectile
	radius 12
	height 16
	speed 45
	damage (220)
	states
	{
	spawn:
		TNT1 AA 1
		TNT1 A 1 a_fadeout (1)
		stop
	death:
        TNT1 A 0
        TNT1 A 1
		TNT1 A 0 Radius_Quake (1,5,0,10,0)
		TNT1 A 0 a_playsound ("subweapons/haymakermiss",0)
		SWMS ABC 3 bright
		stop
	crash:
        TNT1 A 0
        TNT1 A 1
		TNT1 A 0 Radius_Quake (1,5,0,10,0)
		TNT1 A 0 a_playsound ("subweapons/haymakermiss",0)
		SWMS ABC 3 bright
		stop
	xdeath:
        TNT1 A 0
        TNT1 A 1
		TNT1 A 0 a_playsound ("subweapons/crackfisthit",0)
		TNT1 A 0 Radius_Quake (4,9,0,10,0)
		TNT1 A 0 a_giveinventory ("blastradius",1)
		TNT1 A 0 A_giveinventory ("arcaneforce", 10, AAPTR_TARGET)	
		SWHT ABC 3 bright
		stop
		}
}

actor ATKringuppercut : finalcrackfist
{
	damage (250)
	states
	{
	xdeath:
        TNT1 A 0
        TNT1 A 1
		TNT1 A 0 a_playsound ("subweapons/crackfisthit",0)
		TNT1 A 0 Radius_Quake (5,9,0,10,0)
		TNT1 A 0 a_giveinventory ("blastradius",1)
		TNT1 A 0 A_giveinventory ("arcaneforce", 10, AAPTR_TARGET)	
		TNT1 A 0 A_giveinventory ("swordrage", 30, AAPTR_TARGET)	
		SWHT ABC 3 bright
		stop
		}
}

actor hammermelee : finalcrackfist
{
	damage (350)
	speed 60
	states
	{
	spawn:
		TNT1 A 1
		stop
	death:
        TNT1 A 0
        TNT1 A 1
		TNT1 A 0 a_giveinventory ("hammermiss", 1, AAPTR_TARGET)	
		TNT1 A 0 Radius_Quake (1,5,0,10,0)
		TNT1 A 0 a_playsound ("subweapons/hammermiss",0)
		TNT1 AAAAAAAAA 0 A_SpawnItemEx("EGemRockSmall",0,0,3,random(-3,3),random(-3,3),random(2,4),random(0,359),32)
		TNT1 A 10 
		stop
	crash:
        TNT1 A 0
        TNT1 A 1
		TNT1 A 0 a_giveinventory ("hammermiss", 1, AAPTR_TARGET)	
		TNT1 A 0 Radius_Quake (1,5,0,10,0)
		TNT1 A 0 a_playsound ("subweapons/hammermiss",0)
		TNT1 A 10 
		stop
	xdeath:
        TNT1 A 0
        TNT1 A 1
		TNT1 A 0 a_giveinventory ("hammerhit", 1, AAPTR_TARGET)	
		TNT1 A 0 a_playsound ("subweapons/hammerhit",0)
		TNT1 A 0 Radius_Quake (4,10,0,10,0)
		TNT1 A 0 a_giveinventory ("blastradius",1)
		TNT1 A 0 A_giveinventory ("arcaneforce", 10, AAPTR_TARGET)	
		TNT1 A 8 
		stop
		}
}		

actor POWhammermelee : hammermelee
{
	damage (350)
	speed 60
	states
	{
	spawn:
		TNT1 A 1
		stop
	death:
        TNT1 A 0
        TNT1 A 1
		TNT1 A 0 a_giveinventory ("hammermiss", 1, AAPTR_TARGET)	
		TNT1 A 0 Radius_Quake (1,5,0,10,0)
		TNT1 A 0 a_playsound ("subweapons/hammermiss",0)
		TNT1 AAAAAAAAA 0 A_SpawnItemEx("EGemRockSmall",0,0,3,random(-3,3),random(-3,3),random(2,4),random(0,359),32)
		TNT1 A 10 
		stop
	crash:
        TNT1 A 0
        TNT1 A 1
		TNT1 A 0 a_giveinventory ("hammermiss", 1, AAPTR_TARGET)	
		TNT1 A 0 Radius_Quake (1,5,0,10,0)
		TNT1 A 0 a_playsound ("subweapons/hammermiss",0)
		TNT1 A 10 
		stop
	xdeath:
        TNT1 A 0
        TNT1 A 1
		TNT1 A 0 a_giveinventory ("hammerhit", 1, AAPTR_TARGET)	
		TNT1 A 0 a_playsound ("subweapons/hammerhit",0)
		TNT1 A 0 Radius_Quake (4,10,0,10,0)
		TNT1 A 0 a_explode (50,100,0,0,100)
		TNT1 A 0 a_giveinventory ("blastradius",1)
		TNT1 AAAAA 0 a_spawnitemex ("lightningbolt", 0,0,0,random(-15,15),random(-20,20),random (-3,3),0,0)
		TNT1 A 0 A_giveinventory ("arcaneforce", 10, AAPTR_TARGET)	
		TNT1 A 8 
		stop
		}
}		

actor judgementmelee : hammermelee
{
	damage (700)
	speed 60
	states
	{
	spawn:
		TNT1 A 1
		stop
	death:
        TNT1 A 0
        TNT1 A 1
		TNT1 A 0 a_giveinventory ("hammermiss", 1, AAPTR_TARGET)	
		TNT1 A 0 Radius_Quake (1,5,0,10,0)
		TNT1 A 0 a_playsound ("subweapons/hammermiss",0)
		TNT1 AAAAAAAAA 0 A_SpawnItemEx("EGemRockSmall",0,0,3,random(-3,3),random(-3,3),random(2,4),random(0,359),32)
		TNT1 A 10 
		stop
	crash:
        TNT1 A 0
        TNT1 A 1
		TNT1 A 0 a_giveinventory ("hammermiss", 1, AAPTR_TARGET)	
		TNT1 A 0 Radius_Quake (1,5,0,10,0)
		TNT1 A 0 a_playsound ("subweapons/hammermiss",0)
		TNT1 A 10 
		stop
	xdeath:
        TNT1 A 0
        TNT1 A 1
		TNT1 A 0 a_giveinventory ("hammerhit", 1, AAPTR_TARGET)	
		TNT1 A 0 a_playsound ("subweapons/hammerhit",0)
		TNT1 A 0 Radius_Quake (4,10,0,10,0)
		TNT1 A 0 a_giveinventory ("blastradius",1)
		TNT1 A 0 a_spawnitemex ("finaljudgement",100,0,200)
		TNT1 A 8 
		stop
		}
}		

		
//Grappler and chain

Actor grapplerglove : LoreShot
{
	+bloodlessimpact
	+notimefreeze
	+thruspecies
	Radius 18
	Height 10
	Speed 70
	species "friendly"
	damagetype grappler
	Damage (1) //Won't pull at zero damage.
	Projectile
	-NoBlockMap
	+ripper
	+NoBlood
	+NoIceDeath
	+DontGib
	scale 1.5
	reactiontime 20
	RenderStyle Normal
	seesound "grappler/shoot"
	States
	{
	Spawn:
		TNT1 A 0 a_countdown
		LINK A 1 a_spawnitem ("grapplechain")
		LINK A 0 a_spawnitem ("grapplechain")
		LINK A 0 a_spawnitem ("grapplechain")
		LINK A 0 a_spawnitem ("grapplechain")
		LINK A 0 a_spawnitem ("grapplechain")
		loop
	crash:
		TNT1 A 0
		stop
	Death:
		TNT1 A 1 A_CustomMissile("grapplerreturn",0,0,0,0)
		Stop
	}
}

actor grapplerreturn : loreshot
{
	+bloodlessimpact
	+notimefreeze
	+thruspecies
	Radius 18
	Height 10
	Speed 50
	Damage (1) 
	species "friendly"
	damagetype grappler
	scale 1.5
	Projectile
	-NoBlockMap
	+ripper
	+FORCEPAIN
	+NoBlood
	+NoIceDeath
	+DontGib
	states
	{
	spawn:
		LINK A 1 A_FaceTarget
		LINK A 0 a_jumpifcloser (60,"grapplestop")
		LINK A 0 a_spawnitem ("grapplechain")
		LINK A 0 a_spawnitem ("grapplechain")
		LINK A 0 a_spawnitem ("grapplechain")
		LINK A 1 A_FaceTarget
		LINK A 0 a_jumpifcloser (60,"grapplestop")
		LINK A 0 a_spawnitem ("grapplechain")
		LINK A 0 a_spawnitem ("grapplechain")
		LINK A 0 a_spawnitem ("grapplechain")
		LINK A 1 A_FaceTarget
		LINK A 0 a_jumpifcloser (60,"grapplestop")
		LINK A 0 a_spawnitem ("grapplechain")
		LINK A 0 a_spawnitem ("grapplechain")
		LINK A 0 a_spawnitem ("grapplechain")
		LINK A 0 A_CustomMissile("grapplerreturn",0,0,0,0)
		stop
	grapplestop:
		TNT1 A 0
		stop
	crash:
		TNT1 A 0 
		stop
	death:
		TNT1 A 0
		stop
	}
}

actor grapplechain 
{
	+nointeraction
	+notimefreeze
    +FORCEXYBILLBOARD	
	+dontblast
	scale 1.5
	radius 4
	height 4
	states
	{
	Spawn: 
		TNT1 A 0
		LINK A 0 a_playsound ("grappler/chain",0)		
		LINK A 12 
		stop
	}
}

//--POWER SWORD PROJECTILES AND PUFF--//

actor powercleave 
{
	projectile
    +FORCEXYBILLBOARD	
	+LOOKALLAROUND
	+thruspecies
	species "friendly"
	radius 12
	speed 40
	damage (250)
    Scale 1
	alpha 0.95
	states
	{
	spawn:
		TNT1 AA 1
		stop
	xdeath:
        TNT1 A 0
        TNT1 A 1
		TNT1 A 0 a_playsound ("poweredtear/cleave",0)
		TNT1 A 0 A_CustomMissile("cleave1", 0,0, 0, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("cleave1", 0,0, 40, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("cleave1", 0,0, 80, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("cleave1", 0,0, 120, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("cleave1", 0,0, 160, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("cleave1", 0,0, 200, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("cleave1", 0,0, 240, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("cleave1", 0,0, 280, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("cleave1", 0,0, 320, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("cleave1", 0,0, 360, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 Radius_Quake (1,8,0,20,0)
		TNT1 A 0 A_GiveInventory("lifedrain",1, AAPTR_TARGET)
		PLSH ABCDFGHI 2 bright
		stop
	death:
        TNT1 A 0
        TNT1 A 1
		VFX2 A 0
		TNT1 A 0 Radius_Quake (1,8,0,20,0)
		VFX2 A 3 A_PlaySound("poweredtear/clang",0)
		VFX2 BCD 3	
		stop
	Crash:
        TNT1 A 0
        TNT1 A 1
		VFX2 A 0
		TNT1 A 0 Radius_Quake (1,8,0,20,0)
		VFX2 A 3 A_PlaySound("poweredtear/clang",0)
		VFX2 BCD 3
		stop
	}
}

actor cleave1
{
	+nointeraction
	+noclip
	projectile
    +FORCEXYBILLBOARD	
	+LOOKALLAROUND
	+bounceonwalls
	bouncecount 2
	radius 12
	speed 40
	damage (150)
    Scale 1
	alpha 0.95
	states
	{
	spawn:
		TNT1 A 2
		TNT1 A 0 a_changeflag ("nointeraction", 0)
		TNT1 A 0 a_changeflag ("noclip", 0)
		SWAV AAAAAAA 2 bright
		stop
	xdeath:
        TNT1 A 0
        TNT1 A 1
		TNT1 A 0 a_playsound ("poweredtear/cleave",0)
		TNT1 A 0 A_CustomMissile("swordattack3", 0,0, 0, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("swordattack3", 0,0, 60, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("swordattack3", 0,0, 120, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("swordattack3", 0,0, 180, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("swordattack3", 0,0, 240, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("swordattack3", 0,0, 300, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("swordattack3", 0,0, 360, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 Radius_Quake (1,8,0,20,0)
		TNT1 A 0 A_GiveInventory("lifedrain",1, AAPTR_TARGET)
		PLSH ABCDFGHI 2 bright
		stop
	death:
        TNT1 A 0
        TNT1 A 1
		VFX2 A 0
		TNT1 A 0 Radius_Quake (1,8,0,20,0)
		VFX2 A 3
		VFX2 BCD 3	
		stop
	Crash:
        TNT1 A 0
        TNT1 A 1
		VFX2 A 0
		TNT1 A 0 Radius_Quake (1,8,0,20,0)
		VFX2 A 3 A_PlaySound("poweredtear/clang",0)
		VFX2 BCD 3
		stop
	}
}

actor cleaveAOE
{
	+bloodlessimpact
	+ripper
	+nointeraction
	projectile
	damage (40)
	speed 70
	radius 12
	height 30
	states
	{
	spawn:
		TNT1 A 1
		TNT1 A 0 a_changeflag ("nointeraction", 0)
		SWAV A 1 a_spawnitem ("cleavetrail")
		SWAV A 1 a_spawnitem ("cleavetrail")
		SWAV A 1 a_spawnitem ("cleavetrail")
		SWAV A 1 a_spawnitem ("cleavetrail")		
		stop
	death:
		TNT1 A 0
		stop
	}
}

actor cleavetrail
{
	+notimefreeze
	renderstyle add
	alpha 0.40
	projectile
	+ripper
	+noclip
	+clientsideonly
	Radius 12
	height 12 
	scale 1
	speed 65
	states
	{
	spawn:
		SWAV AAAAA 2 bright a_fadeout (0.05)
		loop
	death:
		SWAV A 1 bright
		stop
	}
}

//--MISC AND AMMO--//

actor bladespark
{
	Health 4
	radius 3
	height 6
	speed .1
	RenderStyle ADD
	scale 0.4
	Alpha	1
	Mass	0
	+missile
	+clientsideonly
	+doombounce
	+FLOORCLIP
	+DONTSPLASH
	+NOTELEPORT
	States
	{
		SSPK AAAAAA 1
		Stop
	}
}

actor swordrage : ammo
{
	+ignoreskill
	inventory.amount 0
	inventory.maxamount 30
	ammo.backpackamount 0
	ammo.BackpackMaxAmount 30
	Inventory.Icon "SRDIA0"
	states
	{
	spawn:
	 SRDI A -1
	 stop
	 }
}

actor arcaneforce : ammo
{
	inventory.amount 10
	inventory.maxamount 200
	ammo.backpackamount 50
	ammo.BackpackMaxAmount 200
	Inventory.Icon "PICNA0"
	states
	{
	spawn:
	 PICN A -1
	 stop
	 }
}

actor hammerthrown : inventory
{inventory.maxamount 50}

actor hammerhit : inventory
{inventory.maxamount 1}

actor hammermiss : inventory
{inventory.maxamount 1}

actor shieldcount : inventory 
{inventory.maxamount 100}

actor unarmedcheck : inventory
{inventory.maxamount 1}

actor swordcombo1 : inventory
{inventory.maxamount 1}

actor swordcombo2 : inventory
{inventory.maxamount 1}

actor swordcombo3 : inventory
{inventory.maxamount 1}

actor punchcombo1 : inventory
{inventory.maxamount 1}

actor punchcombo2 : inventory
{inventory.maxamount 1}

actor punchcombo3 : inventory
{inventory.maxamount 1}

actor swordpowercheck : inventory
{inventory.maxamount 1}

actor swordtoolcheck : inventory
{inventory.maxamount 1}

actor usingsword : inventory
{inventory.maxamount 1}

actor usingsubweapon : inventory
{inventory.maxamount 1}

actor powerswordtoolcheck : inventory
{inventory.maxamount 1}

actor powercooldown : inventory
{inventory.maxamount 99}