actor edgelord : actor replaces spidermastermind
{
	Health 8000
    Radius 30
    Height 60
	Mass 100000
    Speed 22
    PainChance 50
	painthreshold 30
	painchance "grappler", 200
    Monster
    +FloorClip
    +NoRadiusDmg
    +Boss
    +Float
    +NoGravity
	+dontfall
    +DontHurtSpecies
	+missilemore
	species "Edgelord"
	Obituary "%o was cut down by the Edgelord"
    HitObituary "nothing personell, %o "
    bloodtype slimebloodsplatter
	SeeSound "edgelord/see"
	DeathSound "edgelord/die"
	PainSound "edgelord/pain"
	ActiveSound "edgelord/idle"

	var int user_gmotabossexplosiontimer;
	states
	{
    Spawn:
        ELRD AC 10 A_Look
        Loop
    See:
		TNT1 A 0
		TNT1 A 0 a_spawnitemex ("orbitweapon1")
		TNT1 A 0 a_spawnitemex ("orbitweapon2")
		TNT1 A 0 a_spawnitemex ("orbitweapon3")
		goto realsee 
	realsee:
        ELRD AABBAACCDDCC 3 A_Chase
        Loop
    missile:
		TNT1 A 0
		TNT1 A 0 a_jump (100, "knifestorm")
		TNT1 A 0 a_jump (70, "arrowstorm")
		TNT1 A 0 a_jump (60, "cloneattack")
	Javelintoss:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("implord/maceswing",0)
        ELRD EF 3 A_FaceTarget
        ELRD G 0 A_CustomMissile ("javelin", 30,0,-5)
        ELRD G 0 A_CustomMissile ("javelin", 30,0,5)
        ELRD G 1 A_CustomMissile ("javelin", 30)
        ELRD A 2
 		TNT1 A 0 A_PlaySound("implord/maceswing",0)
        ELRD HI 3 A_FaceTarget
        ELRD G 0 A_CustomMissile ("javelin", 30,0,-5)
        ELRD G 0 A_CustomMissile ("javelin", 30,0,5)
		ELRD J 1 A_CustomMissile ("javelin", 30)
        ELRD A 2
		TNT1 A 0 A_PlaySound("implord/maceswing",0)
        ELRD EF 3 A_FaceTarget
        ELRD G 0 A_CustomMissile ("javelin", 30,0,-5)
        ELRD G 0 A_CustomMissile ("javelin", 30,0,5)
        ELRD G 1 A_CustomMissile ("javelin", 30)
        ELRD A 2
        ELRD A 0 A_Jump(200, "ExtraJavelin")
        goto realsee
    ExtraJavelin:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("implord/maceswing",0)
        ELRD HI 3 A_FaceTarget
        ELRD G 0 A_CustomMissile ("javelin", 30,0,-5)
        ELRD G 0 A_CustomMissile ("javelin", 30,0,5)
		ELRD J 1 A_CustomMissile ("javelin", 30)
        ELRD A 2
        ELRD A 0 A_Jump(170, "JavelinToss")
        goto realsee
	Knifestorm:
		TNT1 A 0 a_jumpifcloser (180,"javelintoss")
		ELRD L 6 a_facetarget
		ELRD M 8 a_facetarget
		TNT1 A 0 a_playsound ("edgelord/attack",CHAN_VOICE,1,0,0.6)
		ELRD N 2 bright a_custommissile ("magebaneknife",36, 0,random(-6,11),CMF_OFFSETPITCH,random(-4,4))
		ELRD N 2 bright a_custommissile ("magebaneknife",36, 0,random(-6,11),CMF_OFFSETPITCH,random(-4,4))
		ELRD N 2 bright a_custommissile ("magebaneknife",36, 0,random(-6,11),CMF_OFFSETPITCH,random(-4,4))
		ELRD N 2 bright a_custommissile ("magebaneknife",36, 0,random(-6,11),CMF_OFFSETPITCH,random(-4,4))
		ELRD M 4 a_facetarget
		ELRD O 2 bright a_custommissile ("magebaneknife",36, 0,random(-6,11),CMF_OFFSETPITCH,random(-4,4))
		ELRD O 2 bright a_custommissile ("magebaneknife",36, 0,random(-6,11),CMF_OFFSETPITCH,random(-4,4))
		ELRD O 2 bright a_custommissile ("magebaneknife",36, 0,random(-6,11),CMF_OFFSETPITCH,random(-4,4))
		ELRD O 2 bright a_custommissile ("magebaneknife",36, 0,random(-6,11),CMF_OFFSETPITCH,random(-4,4))
		ELRD M 4 a_facetarget
		ELRD N 2 bright a_custommissile ("magebaneknife",36, 0,random(-6,11),CMF_OFFSETPITCH,random(-4,4))
		ELRD N 2 bright a_custommissile ("magebaneknife",36, 0,random(-6,11),CMF_OFFSETPITCH,random(-4,4))
		ELRD N 2 bright a_custommissile ("magebaneknife",36, 0,random(-6,11),CMF_OFFSETPITCH,random(-4,4))
		ELRD N 2 bright a_custommissile ("magebaneknife",36, 0,random(-6,11),CMF_OFFSETPITCH,random(-4,4))
		ELRD M 4 a_facetarget
		ELRD O 2 bright a_custommissile ("magebaneknife",36, 0,random(-6,11),CMF_OFFSETPITCH,random(-4,4))
		ELRD O 2 bright a_custommissile ("magebaneknife",36, 0,random(-6,11),CMF_OFFSETPITCH,random(-4,4))
		ELRD O 2 bright a_custommissile ("magebaneknife",36, 0,random(-6,11),CMF_OFFSETPITCH,random(-4,4))
		ELRD O 2 bright a_custommissile ("magebaneknife",36, 0,random(-6,11),CMF_OFFSETPITCH,random(-4,4))
		ELRD L 3 
		ELRD A 2
		TNT1 A 0 a_jump (40, "knifestorm")
		goto realsee
	arrowstorm:
		ELRD K 6 a_facetarget
		TNT1 A 0 Radius_Quake (3,10,0,32,0)
		TNT1 A 0 a_playsound ("edgelord/charge",6,1,0,0.4)
	chargeloop:
		TNT1 A 0 a_jumpifinventory ("arrowcharge",66,"arrowcast")
		ELRD K 1 a_facetarget
		TNT1 AA 0 a_spawnitemex ("darkcharge",10,10,35,Frandom(-100,100)/15.0,Frandom(-100,100)/10.0,Frandom(-100,100)/10.0,0)
		TNT1 A 0 a_giveinventory ("arrowcharge",1)
		TNT1 A 0 Radius_Quake (1,5,0,32,0)
		loop
	arrowcast:
		ELRD K 3 a_facetarget
		TNT1 A 0 a_takeinventory ("arrowcharge",999)
		TNT1 A 0 Radius_Quake (3,10,0,32,0)
		ELRD K 3 a_facetarget
		ELRD K 3 a_facetarget
		ELRD K 7 a_facetarget
		ELRD L 9 a_facetarget
		ELRD M 8 BRIGHT a_facetarget
		TNT1 A 0 a_playsound ("edgelord/attack",CHAN_VOICE,1,0,0.6)
		TNT1 A 0 a_takeinventory ("arrowcharge",999)
		ELRD N 4 bright a_facetarget
		ELRD O 2 bright a_facetarget
		TNT1 A 0 a_playsound ("edgelord/pillarshot",0)
		ELRD M 1 bright a_custommissile ("pillarseed",36)
		goto realsee
	cloneattack:
		TNT1 A 0
		TNT1 A 0 a_jumpifinventory ("clonecooldown",1,"javelintoss")
		ELRD K 6 a_facetarget
		TNT1 A 0 Radius_Quake (2,10,0,32,0)
		TNT1 A 0 a_playsound ("edgelord/clone",CHAN_VOICE,1,0,0.5)
		ELRD K 15 a_facetarget
		ELRD L 4 a_facetarget
		ELRD M 4 bright a_facetarget
		ELRD N 4 bright a_facetarget
		TNT1 A 0 a_playsound ("edgelord/cloneshot",0)
		TNT1 A 0 A_custommissile("cloneorb", 30, 0, random(-6,12), 0, random(-8,15))
		TNT1 A 0 A_custommissile("cloneorb", 30, 0, random(-6,12), 0, random(-8,15))
		TNT1 A 0 A_custommissile("cloneorb", 30, 0, random(-6,12), 0, random(-8,15))
		TNT1 A 0 a_giveinventory ("clonecooldown",1)
		ELRD O 4 Bright A_custommissile("cloneorb", 30, 0, random(-6,12), 0, random(-8,15))
		goto realsee
	Melee:
        ELRD EF 6 A_FaceTarget
        ELRD G 2 a_custommeleeattack(10 * random (1,5),"mace/hit","mace/swing")
        ELRD A 3
        ELRD A 0 A_Jump(128, "RightSlash")
        goto realsee
    RightSlash:
        ELRD HI 4 A_FaceTarget
        ELRD J 2 a_custommeleeattack(10 * random (1,5),"mace/hit","mace/swing")
        ELRD A 3
        goto realsee
    Pain:
        ELRD P 2 a_takeinventory ("arrowcharge",999)
		TNT1 A 0 ACS_NamedExecuteAlways("GMOTA_BossFlinch", 0)
        ELRD P 8 A_Pain
       goto realsee
    Death:
		TNT1 A 0 A_NoBlocking
 		TNT1 A 0 a_giveinventory ("deadedge",1)
		TNT1 A 0 A_BossDeath
		TNT1 A 0 A_SetUserVar("user_gmotabossexplosiontimer", 40)
	DeathExplosionLoop:
		TNT1 A 0 A_JumpIf (user_gmotabossexplosiontimer <= 0, "DeathFinish")
		TNT1 A 0 A_Quake(2, 4, 0, 768, "")
		ELRD P 1 Bright
		TNT1 A 0 A_Jump (120, 3)
		TNT1 A 0 A_PlaySound("subweapons/crushmissileexplode", 7, 1, 0, 0.6)
		TNT1 A 0 A_SpawnItemEx ("edgeboom", frandom(-36,36),frandom(-36,36),frandom(10,60), 0,0,0, 0, SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx ("edgeboom", frandom(-36,36),frandom(-36,36),frandom(10,60), 0,0,0, 0, SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx ("edgeboom", frandom(-36,36),frandom(-36,36),frandom(10,60), 0,0,0, 0, SXF_NOCHECKPOSITION)
		TNT1 A 1
		ELRD P 1 Bright
		TNT1 A 1
		TNT1 A 0 A_SetUserVar("user_gmotabossexplosiontimer", user_gmotabossexplosiontimer - 1)
		Goto DeathExplosionLoop
	DeathFinish:
		TNT1 A 0 A_Quake(7, 25, 0, 1024, "")
		ELRD P 1 Bright A_Scream 
		TNT1 A 0 a_playsound ("cyberdemony/kablooie",0,1,0,0.4)
		TNT1 A 0 a_spawnitemex ("finaledgeboom",0,0,36)
		TNT1 AAAAAAAA 0 a_spawnitemex ("slimebloodspray",0,0,0,random(-10,10),random(-10,10),random(5,10))       
		TNT1 AAAAAAAA 0 a_spawnitemex ("slimebloodspray",0,0,0,random(-15,20),random(-14,16),random(5,10))       
		TNT1 AAAAAAAA 0 a_spawnitemex ("slimebloodspray",0,0,0,random(-25,8),random(-8,12),random(5,10))       
		TNT1 AAAAAAA 0 a_spawnitemex("blackbones",0,0,32,random(-10,10),random(-10,10),random(5,10))
		TNT1 AAAAAA 0 a_spawnitemex("blackbones",0,0,32,random(-20,20),random(-15,15),random(8,13))
		TNT1 AAAAAA 0 a_spawnitemex("bonegib",0,0,0,random(-10,10),random(-10,10),random(11,15))
		TNT1 AAAAAA 0 a_spawnitemex("bonegib",0,0,0,random(-14,18),random(-15,19),random(11,15))
		TNT1 AAAAAA 0 a_spawnitemex("bonegib",0,0,0,random(-8,15),random(-20,13),random(11,15))
		TNT1 A 30
		goto ded
	ded:
		TNT1 A 0
		TNT1 A 0
		TNT1 A -1 A_BossDeath
		Stop	
	}
}

actor pillarseed
{
	+notimefreeze
	projectile
	+bloodlessimpact
	+FORCEXYBILLBOARD	
	+thruactors
	Gravity 1.70
	Radius 15
	height 20
	scale 2
	Damage (0)
	Speed 18
	renderstyle add
	alpha 0.50
	-nogravity
	translation "168:191=[0,0,0]:[11,11,11]"
	states
	{
	spawn:
		TNT1 A 0 
		DTL1 A 2 
		DTL1 A 1 thrustthingz (0,15,0,0)
	flight:
		DTL1 A 1 a_spawnitemex ("darktrail")
		loop
	death:
		TNT1 A 0
		TNT1 A 1 a_spawnitemex ("arrowpillar",0,0,5,0,0,20)
		AGTE ABCDEF 3
		AGTE ABCDEF 3
		AGTE ABCDEF 3
		AGTE ABCDEF 2
		AGTE ABCDEF 2
		AGTE ABCDEF 2
		AGTE ABCDEF 2
		AGTE ABCDEF 1
		AGTE ABCDEF 1
		AGTE ABCDEF 1
		AGTE ABCDEF 1
		AGTE ABCDEF 1
		stop
	}
}

actor darktrail
{
	+NOCLIP
	+clientsideonly
	+NOBLOCKMAP
	+NOGRAVITY
	renderstyle add
	scale 1.8
	alpha 0.5
	translation "168:191=[0,0,0]:[11,11,11]"
	States
	{
	spawn:
		TNT1 A 0
		TNT1 A 2
		DTL1 A 5
		stop
	}
}

actor arrowpillar
{
	+thruactors
	projectile
	renderstyle add
	scale 4
	alpha 0.5
	translation "168:191=[0,0,0]:[11,11,11]"
	reactiontime 15
	states
	{
	spawn:
		TNT1 A 1
		TNT1 A 1 a_spawnitemex ("arrowgate",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		TNT1 A 0 a_countdown
		loop
	death:
		TNT1 A 1
		stop
	}
}

actor arrowgate 
{
    +notimefreeze
	+BLOODSPLATTER
	+FORCEXYBILLBOARD	
	+thruspecies
	+bright
	+nointeraction
	+clientsideonly
	species "edgelord"
	Radius 11
	Height 8
	Speed 2
	Damage (0)
	translation "168:191=[0,0,0]:[11,11,11]"
	renderstyle add
	Alpha 0.70
	Projectile
	states
	{
	spawn:
		TNT1 A 2
		TNT1 A 0 a_stop
	shooting:
		TNT1 A 0
		TNT1 A 0 a_jumpifinventory ("gatecounter",40,"timeout")
		AGTE A 3 a_spawnitemex ("edgecrossbow", random(-10,10),random(-20,20),random(-15,15),2,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		AGTE B 3 a_spawnitemex ("edgecrossbow", random(-10,10),random(-20,20),random(-15,15),2,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		AGTE C 3 a_spawnitemex ("edgecrossbow", random(-10,10),random(-20,20),random(-15,15),2,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		AGTE D 3 a_spawnitemex ("edgecrossbow", random(-10,10),random(-20,20),random(-15,15),2,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		AGTE E 3 a_spawnitemex ("edgecrossbow", random(-10,10),random(-20,20),random(-15,15),2,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		AGTE F 3 a_spawnitemex ("edgecrossbow", random(-10,10),random(-20,20),random(-15,15),2,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		TNT1 A 0 a_giveinventory ("gatecounter",1)
		loop
	timeout:
		TNT1 A 0 a_jumpifinventory ("gatecounter",90,"death")
		AGTE A 1 a_spawnitemex ("edgecrossbow", random(-10,10),random(-20,20),random(-15,15),2,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		AGTE B 1 a_spawnitemex ("edgecrossbow", random(-10,10),random(-20,20),random(-15,15),2,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		AGTE C 1 a_spawnitemex ("edgecrossbow", random(-10,10),random(-20,20),random(-15,15),2,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		AGTE D 1 a_spawnitemex ("edgecrossbow", random(-10,10),random(-20,20),random(-15,15),2,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		AGTE E 1 a_spawnitemex ("edgecrossbow", random(-10,10),random(-20,20),random(-15,15),2,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		AGTE F 1 a_spawnitemex ("edgecrossbow", random(-10,10),random(-20,20),random(-15,15),2,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		TNT1 A 0 a_giveinventory ("gatecounter",1)
		loop
	death:
		TNT1 A 0
		TNT1 A 1
		stop
	}
}

actor edgecrossbow
{
    +notimefreeze
	+BLOODSPLATTER
	+FORCEXYBILLBOARD	
	+thruspecies
	+bright
	species "edgelord"
	Radius 11
	Height 8
	Speed 2
	Damage (12)
	translation "168:191=[0,0,0]:[11,11,11]"
	renderstyle add
	Alpha 0.70
	Projectile
	states
	{
	spawn:
		EBOW A 3
		EBOW B 1 
		TNT1 A 0 a_scalevelocity (30)
		goto arrow
	arrow: 
		VARW A 33
		TNT1 A 1 a_stop
		stop
	death:
		TNT1 A 0
		TNT1 A 0 a_playsound ("subweapons/miss")
		SWMS ABC 3 bright
		stop
	Crash:
		TNT1 A 0
		TNT1 A 0 a_playsound ("subweapons/miss")
		SWMS ABC 3 bright
		stop
	xdeath:
		TNT1 A 0
		TNT1 A 0 a_playsound ("subweapons/hit")
		SWHT ABC 3 bright
		stop
	}
}

actor cloneorb
{
	+thruactors
	+Bright
	projectile
	Radius 4
	Height 5
	speed 30
	Renderstyle translucent
	scale 3
	Alpha 0.50
	translation "168:191=[0,0,0]:[11,11,11]"
	reactiontime 20
	states
	{
	spawn:
		TNT1 A 0
		DTL1 A 1 a_spawnitemex ("darktrail")
		TNT1 A 0 a_countdown
		loop
	death:
		TNT1 A 0
		TNT1 A 0 a_spawnitemex ("edgeclone")
		HWRP ABCD 1 bright
		stop
	}
}




actor darkcharge
{
	+clientsideonly
	+nointeraction
	+Bright
	projectile
	Radius 4
	Height 5
	speed 3
	Renderstyle translucent
	scale 2
	Alpha 0.70
	translation "168:191=[0,0,0]:[11,11,11]"
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 4
		TNT1 A 0 A_scalevelocity (-2)
		DTL1 A 5 
		goto death
	death:
		TNT1 A 1
		stop
	}
}

actor edgeclone 
{
	Health 600
    Radius 20
    Height 40
	Mass 100000
    Speed 15
    PainChance 180
	painchance "grappler", 256
    Monster
    +FloorClip
    +Float
    +NoGravity
    +DontHurtSpecies
	-countkill
	species "Edgelord"
	Obituary "%o was outwitted by a shadow of the edgelord"
    HitObituary "nothing personell, %o "
	SeeSound "edgelord/see"
	DeathSound "edgeshade/death"
	PainSound "edgeshade/pain"
	ActiveSound "edgelord/idle"
    bloodtype slimebloodsplatter
	Renderstyle translucent
	scale 1
	Alpha 0.60
	states
	{
    Spawn:
        ELRD AC 10 A_Look
        Loop
    See:
        ELRD AABBAACCDDCC 3 A_Chase
        Loop
    missile:
		TNT1 A 0
		TNT1 A 0 a_jump (70, "knifetoss")
	Javelintoss:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("implord/maceswing",0)
        ELRD EF 5 A_FaceTarget
        ELRD G 0 A_CustomMissile ("javelin", 30,0,-5)
        ELRD G 0 A_CustomMissile ("javelin", 30,0,5)
        ELRD G 2 A_CustomMissile ("javelin", 30)
        ELRD A 6
 		TNT1 A 0 A_PlaySound("implord/maceswing",0)
        ELRD HI 5 A_FaceTarget
        ELRD G 0 A_CustomMissile ("javelin", 30,0,-5)
        ELRD G 0 A_CustomMissile ("javelin", 30,0,5)
		ELRD J 2 A_CustomMissile ("javelin", 30)
        ELRD A 6
		TNT1 A 0 A_PlaySound("implord/maceswing",0)
        ELRD EF 5 A_FaceTarget
        ELRD G 0 A_CustomMissile ("javelin", 30,0,-5)
        ELRD G 0 A_CustomMissile ("javelin", 30,0,5)
        ELRD G 2 A_CustomMissile ("javelin", 30)
        ELRD A 6
        ELRD A 0 A_Jump(150, "ExtraJavelin")
        Goto See
    ExtraJavelin:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("implord/maceswing",0)
        ELRD HI 5 A_FaceTarget
        ELRD G 0 A_CustomMissile ("javelin", 30,0,-5)
        ELRD G 0 A_CustomMissile ("javelin", 30,0,5)
		ELRD J 2 A_CustomMissile ("javelin", 30)
        ELRD A 6
        ELRD A 0 A_Jump(60, "JavelinToss")
        Goto See
	Knifetoss:
		TNT1 A 0 a_jumpifcloser (150,"javelintoss")
		TNT1 A 0 A_PlaySound("implord/maceswing",0)
        ELRD EF 6 A_FaceTarget
 		TNT1 A 0 bright a_custommissile ("magebaneknife",36, 0,random(-6,11),CMF_OFFSETPITCH,random(-4,4))
        ELRD G 0 A_CustomMissile ("magebaneknife", 30,0,-8)
        ELRD G 0 A_CustomMissile ("magebaneknife", 30,0,8)
        ELRD G 4 A_CustomMissile ("magebaneknife", 30)
        ELRD A 8
		goto see
	Melee:
        ELRD EF 6 A_FaceTarget
        ELRD G 3 a_custommeleeattack(15,"mace/hit","mace/swing")
        ELRD A 3
        ELRD A 0 A_Jump(128, "RightSlash")
        Goto See
    RightSlash:
        ELRD HI 6 A_FaceTarget
        ELRD J 3 a_custommeleeattack(15,"mace/hit","mace/swing")
        ELRD A 3
        Goto See
    Pain:
        ELRD P 2
        ELRD P 8 A_Pain
        Goto See
    Death:
        ELRD P 4 A_Scream
		TNT1 A 0 a_spawnitemex ("shadedeath")
        Stop
	}
}

actor orbitweapon1
{
	projectile
	+noclip
	+floatbob
	+clientsideonly
	speed 25
	+Bright
	scale 1

	var int user_angle;
	var int user_baseangle;	
	states
	{
	spawn:
		TNT1 A 1
		TNT1 A 1 
		TNT1 A 0 A_SetUserVar(user_baseangle, 0)
		TNT1 A 0 a_jump (100, "Orbit2")
		TNT1 A 0 a_jump (100, "Orbit3")
		goto orbit
	orbit:
		ELWP A 1 A_Warp(AAPTR_TARGET, cos(user_baseangle)*48, sin(user_baseangle)*48, 50, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		TNT1 A 0 a_jumpifintargetinventory ("deadedge", 1, "death")
		TNT1 A 0 A_SetUserVar("user_angle", user_angle - 16)		
		loop
	orbit2:
		ELWP B 1 A_Warp(AAPTR_TARGET, cos(user_baseangle)*48, sin(user_baseangle)*48, 50, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		TNT1 A 0 a_jumpifintargetinventory ("deadedge", 1, "death")
		TNT1 A 0 A_SetUserVar("user_angle", user_angle - 16)		
		loop
	orbit3:
		ELWP C 1 A_Warp(AAPTR_TARGET, cos(user_baseangle)*48, sin(user_baseangle)*48, 50, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		TNT1 A 0 a_jumpifintargetinventory ("deadedge", 1, "death")
		TNT1 A 0 A_SetUserVar("user_angle", user_angle - 16)		
		loop
	death:
		TNT1 A 1
		stop
	}
}

actor orbitweapon2 : orbitweapon1
{
	states
	{
	spawn:
		TNT1 A 1
		TNT1 A 1 
		TNT1 A 0 A_SetUserVar(user_baseangle, 120)
		TNT1 A 0 a_jump (100, "Orbit2")
		TNT1 A 0 a_jump (100, "Orbit3")
		goto orbit
	}
}

actor orbitweapon3 : orbitweapon1
{
	states
	{
	spawn:
		TNT1 A 1
		TNT1 A 1 
		TNT1 A 0 A_SetUserVar(user_baseangle, 240)
		TNT1 A 0 a_jump (100, "Orbit2")
		TNT1 A 0 a_jump (100, "Orbit3")
		goto orbit
	}
}


actor edgeboom
{
	scale 2
	+clientsideonly
	+nointeraction
	+nogravity
	+BRIGHT
	alpha 0.60
	translation "0:249=[0,0,0]:[0,0,0]"
	states
	{
	spawn:
		TNT1 A 0
		SPRK ABCD 2
		stop
	Death:
		TNT1 A 1
		stop
	}
}

actor finaledgeboom
{
	renderstyle translucent
	alpha 0.60
	projectile
	+clientsideonly
	+noclip
	+BRIGHT
	+dontblast
	scale 2
	translation "160:255=[0,0,0]:[192,192,192]"
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 0 a_playsound ("subweapons/crushmissileexplode",0,1,0,0.3)
		LAXP ABCDDEEEFGH 3
		stop
	death:
		TNT1 A 1
		stop
	}
}

actor shadedeath
{
	renderstyle translucent
	alpha 0.60
	projectile
	+clientsideonly
	+noclip
	+BRIGHT
	+dontblast
	scale 2
	translation "160:255=[0,0,0]:[192,192,192]"
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 0 a_playsound ("bonelord/explode",0,1,0,0.6)
		TNT1 AAAAA 0 a_spawndebris ("missiledebris1")
		TNT1 AAAAAAAA 0 a_spawnitemex ("missiledebris2",random(-26,26),random(-20,20),random(-10,10),random(-150,150)/15.0,random(-100,100)/20.0,random(-100,100)/20.0,0)
		TNT1 AAAAAAAAA 0 a_spawnitemex ("missiledebris2",random(-26,26),random(-20,20),random(-10,10),random(-150,150)/15.0,random(-100,100)/20.0,random(-100,100)/20.0,0)
		TNT1 A 0 Radius_Quake (4,12,0,50,0)
		FX18 A 3 bright
		FX18 B 2 bright
		FX18 C 2 bright
		FX18 D 2 bright
		FX18 E 1 bright
		FX18 F 1 bright
		FX18 G 1 bright
		stop
	}
}


ACTOR clonecooldown : Powerup
{
  Powerup.Duration -40
}

actor deadedge : inventory
{inventory.maxamount 1}


actor gatecounter : inventory
{inventory.maxamount 90}

actor arrowcharge : inventory
{inventory.maxamount 66}