ACTOR PowersuitBringer : CustomInventory
{
	Inventory.PickupSound "Bishop/Pickup"
	Inventory.PickupMessage "You have obtained the ''Bishop'' Battle Armored Dragon Assault Strike System! Ooooh boy."
	+INVENTORY.AUTOACTIVATE
	+FORCEYBILLBOARD
	Scale 0.65
	States
	{
	Spawn:
		SUIT B -1
		Stop
	Pickup:
		TNT1 A 0 A_JumpIf(CallACS("Mighty Morphin' Power Dragon") == FALSE, "RemoveThyself")
		TNT1 A 0 A_JumpIfInventory("PowersuitItem",0,"Dosh")
		//TNT1 A 0 A_JumpIfInventory("PowersuitItem2",0,"Dosh")
		TNT1 A 0 A_Print("\c[Red]Powersuit's additional instructions:\n\c[white]Reload toggles the arm cannons mode.\n\c[white]Casting a spell causes to launch an airstrike.\n\c[white]The rest is self-explanatory. Have fun!", 5)
		TNT1 A 0 A_JumpIfInventory("PowersuitItem",1,"NoAutoactivation")
		TNT1 A 0 A_GiveInventory("PowersuitItemAutoactivate",1)
		Stop
	Dosh:
		TNT1 A 0 A_JumpIfInventory("Dosh",0,"Nope")
		TNT1 A 0 A_JumpIf(CallACS("MoneyShareCheck"),2)
		TNT1 A 0 A_GiveToTarget("Dosh",20000)	//It's worth its slack.
		Stop
		TNT1 A 0 ACS_NamedExecuteAlways("MoneySharing",0,20000)
		Stop
	Nope:
		TNT1 A 0
		Fail
	RemoveThyself:
		TNT1 A 0
		Stop
	NoAutoactivation:
		TNT1 A 0 A_GiveInventory("PowersuitItem",1)
		Stop
	}
}

actor PowersuitItem : CustomInventory
{
	Inventory.PickupSound "Bishop/Pickup"
	Inventory.UseSound ""
	Inventory.PickupMessage "You have obtained the ''Bishop'' Battle Armored Dragon Assault Strike System! Ooooh boy."
    Inventory.Amount 1
	Inventory.MaxAmount 1
	Inventory.Icon "ARTISUI2"
    +INVBAR
	+FORCEYBILLBOARD
	+INVENTORY.UNDROPPABLE
	Tag "Powersuit"
	Scale 0.65
	states
	{
	Spawn:
		SUIT B -1
		Stop
		
	Use:
		//TNT1 A 0 A_SetBlend("Black",1.0,55,"Orange")
		TNT1 A 0 A_JumpIfInventory("PowersuitToken",1,"Unuse")
		TNT1 A 0 A_JumpIfInventory("DergfistSelected",1,"DergfistStuff")
		TNT1 A 0 A_JumpIfInventory("LonghornSelected",1,"LonghornStuff")
		TNT1 A 0 A_JumpIfInventory("StruckerSelected",1,"StruckerStuff")
		TNT1 A 0 A_JumpIfInventory("IronblastSelected",1,"IronblastStuff")
		TNT1 A 0 A_JumpIfInventory("PulverizerSelected",1,"PulverizerStuff")
		TNT1 A 0 A_JumpIfInventory("MatriarchSelected",1,"MatriarchStuff")
		TNT1 A 0 A_JumpIfInventory("SovereignSelected",1,"SovereignStuff")
		TNT1 A 0 A_JumpIfInventory("CauterizerSelected",1,"CauterizerStuff")
		TNT1 A 0 A_JumpIfInventory("DreadfulSelected",1,"DreadfulStuff")
		TNT1 A 0 A_JumpIfInventory("DynamiteSelected",1,"DynamiteStuff")
		TNT1 A 1
		Fail
	DergfistStuff:
		TNT1 A 1 A_GiveInventory("DergfistSelect")
		TNT1 A 0 A_GiveInventory("CygborgActivateWeapon")
		TNT1 A 0 A_SelectWeapon("CygborgActivateWeapon")
		TNT1 A 1
		Fail
	LonghornStuff:
		TNT1 A 1 A_GiveInventory("LonghornSelect")
		TNT1 A 0 A_GiveInventory("CygborgActivateWeapon")
		TNT1 A 0 A_SelectWeapon("CygborgActivateWeapon")
		TNT1 A 1
		Fail
	StruckerStuff:
		TNT1 A 1 A_GiveInventory("StruckerSelect")
		TNT1 A 0 A_GiveInventory("CygborgActivateWeapon")
		TNT1 A 0 A_SelectWeapon("CygborgActivateWeapon")
		TNT1 A 1
		Fail
	IronblastStuff:
		TNT1 A 1 A_GiveInventory("IronblastSelect")
		TNT1 A 0 A_GiveInventory("CygborgActivateWeapon")
		TNT1 A 0 A_SelectWeapon("CygborgActivateWeapon")
		TNT1 A 1
		Fail
	PulverizerStuff:
		TNT1 A 1 A_GiveInventory("PulverizerSelect")
		TNT1 A 0 A_GiveInventory("CygborgActivateWeapon")
		TNT1 A 0 A_SelectWeapon("CygborgActivateWeapon")
		TNT1 A 1
		Fail
	MatriarchStuff:
		TNT1 A 1 A_GiveInventory("MatriarchSelect")
		TNT1 A 0 A_GiveInventory("CygborgActivateWeapon")
		TNT1 A 0 A_SelectWeapon("CygborgActivateWeapon")
		TNT1 A 1
		Fail
	SovereignStuff:
		TNT1 A 1 A_GiveInventory("SovereignSelect")
		TNT1 A 0 A_GiveInventory("CygborgActivateWeapon")
		TNT1 A 0 A_SelectWeapon("CygborgActivateWeapon")
		TNT1 A 1
		Fail
	CauterizerStuff:
		TNT1 A 1 A_GiveInventory("CauterizerSelect")
		TNT1 A 0 A_GiveInventory("CygborgActivateWeapon")
		TNT1 A 0 A_SelectWeapon("CygborgActivateWeapon")
		TNT1 A 1
		Fail
	DreadfulStuff:
		TNT1 A 1 A_GiveInventory("DreadfulSelect")
		TNT1 A 0 A_GiveInventory("CygborgActivateWeapon")
		TNT1 A 0 A_SelectWeapon("CygborgActivateWeapon")
		TNT1 A 1
		Fail
	DynamiteStuff:
		TNT1 A 1 A_GiveInventory("DynamiteSelect")
		TNT1 A 0 A_GiveInventory("CygborgActivateWeapon")
		TNT1 A 0 A_SelectWeapon("CygborgActivateWeapon")
		TNT1 A 1
		Fail
	Unuse:
		TNT1 A 0 A_JumpIfInventory("DergfistSelected",1,"OtherDergfistStuff")
		TNT1 A 0 A_JumpIfInventory("LonghornSelected",1,"OtherLonghornStuff")
		TNT1 A 0 A_JumpIfInventory("StruckerSelected",1,"OtherStruckerStuff")
		TNT1 A 0 A_JumpIfInventory("IronblastSelected",1,"OtherIronblastStuff")
		TNT1 A 0 A_JumpIfInventory("PulverizerSelected",1,"OtherPulverizerStuff")
		TNT1 A 0 A_JumpIfInventory("MatriarchSelected",1,"OtherMatriarchStuff")
		TNT1 A 0 A_JumpIfInventory("SovereignSelected",1,"OtherSovereignStuff")
		TNT1 A 0 A_JumpIfInventory("CauterizerSelected",1,"OtherCauterizerStuff")
		TNT1 A 0 A_JumpIfInventory("DreadfulSelected",1,"OtherDreadfulStuff")
		TNT1 A 0 A_JumpIfInventory("DynamiteSelected",1,"OtherDynamiteStuff")
		TNT1 A 1
		Fail
	OtherDergfistStuff:
		TNT1 A 1 A_GiveInventory("DergfistSelect")
		TNT1 A 1 A_GiveInventory("CygborgDeactivateWeapon")
		TNT1 A 0 A_SelectWeapon("CygborgDeactivateWeapon")
		TNT1 A 1
		Fail
	OtherLonghornStuff:
		TNT1 A 1 A_GiveInventory("LonghornSelect")
		TNT1 A 1 A_GiveInventory("CygborgDeactivateWeapon")
		TNT1 A 0 A_SelectWeapon("CygborgDeactivateWeapon")
		TNT1 A 1
		Fail
	OtherStruckerStuff:
		TNT1 A 1 A_GiveInventory("StruckerSelect")
		TNT1 A 1 A_GiveInventory("CygborgDeactivateWeapon")
		TNT1 A 0 A_SelectWeapon("CygborgDeactivateWeapon")
		TNT1 A 1
		Fail
	OtherIronblastStuff:
		TNT1 A 1 A_GiveInventory("IronblastSelect")
		TNT1 A 1 A_GiveInventory("CygborgDeactivateWeapon")
		TNT1 A 0 A_SelectWeapon("CygborgDeactivateWeapon")
		TNT1 A 1
		Fail
	OtherPulverizerStuff:
		TNT1 A 1 A_GiveInventory("PulverizerSelect")
		TNT1 A 1 A_GiveInventory("CygborgDeactivateWeapon")
		TNT1 A 0 A_SelectWeapon("CygborgDeactivateWeapon")
		TNT1 A 1
		Fail
	OtherMatriarchStuff:
		TNT1 A 1 A_GiveInventory("MatriarchSelect")
		TNT1 A 1 A_GiveInventory("CygborgDeactivateWeapon")
		TNT1 A 0 A_SelectWeapon("CygborgDeactivateWeapon")
		TNT1 A 1
		Fail
	OtherSovereignStuff:
		TNT1 A 1 A_GiveInventory("SovereignSelect")
		TNT1 A 1 A_GiveInventory("CygborgDeactivateWeapon")
		TNT1 A 0 A_SelectWeapon("CygborgDeactivateWeapon")
		TNT1 A 1
		Fail
	OtherCauterizerStuff:
		TNT1 A 1 A_GiveInventory("CauterizerSelect")
		TNT1 A 1 A_GiveInventory("CygborgDeactivateWeapon")
		TNT1 A 0 A_SelectWeapon("CygborgDeactivateWeapon")
		TNT1 A 1
		Fail
	OtherDreadfulStuff:
		TNT1 A 1 A_GiveInventory("DreadfulSelect")
		TNT1 A 1 A_GiveInventory("CygborgDeactivateWeapon")
		TNT1 A 0 A_SelectWeapon("CygborgDeactivateWeapon")
		TNT1 A 1
		Fail
	OtherDynamiteStuff:
		TNT1 A 1 A_GiveInventory("DynamiteSelect")
		TNT1 A 1 A_GiveInventory("CygborgDeactivateWeapon")
		TNT1 A 0 A_SelectWeapon("CygborgDeactivateWeapon")
		TNT1 A 1
		Fail
	}
}

actor PowersuitItemAutoactivate : PowersuitItem
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	states
	{
	Spawn:
		SUIT B -1
		Stop
		
	Use:
		//TNT1 A 0 A_SetBlend("Black",1.0,55,"Orange")
		TNT1 A 0 A_GiveInventory("PowersuitItem")
		TNT1 A 0 A_JumpIfInventory("DergfistSelected",1,"DergfistStuff")
		TNT1 A 0 A_JumpIfInventory("LonghornSelected",1,"LonghornStuff")
		TNT1 A 0 A_JumpIfInventory("StruckerSelected",1,"StruckerStuff")
		TNT1 A 0 A_JumpIfInventory("IronblastSelected",1,"IronblastStuff")
		TNT1 A 0 A_JumpIfInventory("PulverizerSelected",1,"PulverizerStuff")
		TNT1 A 0 A_JumpIfInventory("MatriarchSelected",1,"MatriarchStuff")
		TNT1 A 0 A_JumpIfInventory("SovereignSelected",1,"SovereignStuff")
		TNT1 A 0 A_JumpIfInventory("CauterizerSelected",1,"CauterizerStuff")
		TNT1 A 0 A_JumpIfInventory("DreadfulSelected",1,"DreadfulStuff")
		TNT1 A 0 A_JumpIfInventory("DynamiteSelected",1,"DynamiteStuff")
		TNT1 A 1
		Stop
	}
}

/*actor PowersuitItem2 : PowersuitItem
{
	+INVENTORY.UNDROPPABLE
	states
	{
	Use:
		TNT1 A 1 A_GiveInventory("CygborgDeactivateWeapon")
		TNT1 A 0 A_SelectWeapon("CygborgDeactivateWeapon")
		TNT1 A 0 A_GiveInventory("PowersuitItem")
		TNT1 A 1
		Stop
	}
}*/


ACTOR CygborgActivateWeapon : Weapon
{
	+CHEATNOTWEAPON
	States
	{
	Spawn:
		TNT1 A 0
	Select:
		TNT1 AAAAAAAAAAAAAAA 0 A_Raise
		Goto Ready
	Ready:
		TNT1 A 0 A_JumpIfInventory("DergfistSelect",1,"DergfistStuff")
		TNT1 A 0 A_JumpIfInventory("LonghornSelect",1,"LonghornStuff")
		TNT1 A 0 A_JumpIfInventory("StruckerSelect",1,"StruckerStuff")
		TNT1 A 0 A_JumpIfInventory("IronblastSelect",1,"IronblastStuff")
		TNT1 A 0 A_JumpIfInventory("PulverizerSelect",1,"PulverizerStuff")
		TNT1 A 0 A_JumpIfInventory("MatriarchSelect",1,"MatriarchStuff")
		TNT1 A 0 A_JumpIfInventory("SovereignSelect",1,"SovereignStuff")
		TNT1 A 0 A_JumpIfInventory("CauterizerSelect",1,"CauterizerStuff")
		TNT1 A 0 A_JumpIfInventory("DreadfulSelect",1,"DreadfulStuff")
		TNT1 A 0 A_JumpIfInventory("DynamiteSelect",1,"DynamiteStuff")
		Goto GoOn
	DergfistStuff:
		TNT1 A 1 A_TakeInventory("DergfistSelect")
		TNT1 A 1 A_SelectWeapon("Dergfist")
		Goto GoOn
	LonghornStuff:
		TNT1 A 1 A_TakeInventory("LonghornSelect")
		TNT1 A 0 A_JumpIfInventory("HexenCounter",1,3)
		TNT1 A 1 A_SelectWeapon("Longhorn")
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 1 A_SelectWeapon("Longhorn2")
		TNT1 A 1
		Goto GoOn
	StruckerStuff:
		TNT1 A 1 A_TakeInventory("StruckerSelect")
		TNT1 A 0 A_JumpIfInventory("HexenCounter",1,3)
		TNT1 A 1 A_SelectWeapon("Strucker")
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 1 A_SelectWeapon("Strucker2")
		TNT1 A 1
		Goto GoOn
	IronblastStuff:
		TNT1 A 1 A_TakeInventory("IronblastSelect")
		TNT1 A 0 A_JumpIfInventory("HexenCounter",1,3)
		TNT1 A 1 A_SelectWeapon("Ironblast")
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 1 A_SelectWeapon("Ironblast2")
		TNT1 A 1
		Goto GoOn
	PulverizerStuff:
		TNT1 A 1 A_TakeInventory("PulverizerSelect")
		TNT1 A 0 A_JumpIfInventory("HexenCounter",1,3)
		TNT1 A 1 A_SelectWeapon("Pulverizer")
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 1 A_SelectWeapon("Pulverizer2")
		TNT1 A 1
		Goto GoOn
	MatriarchStuff:
		TNT1 A 1 A_TakeInventory("MatriarchSelect")
		TNT1 A 0 A_JumpIfInventory("HexenCounter",1,3)
		TNT1 A 1 A_SelectWeapon("Matriarch")
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 1 A_SelectWeapon("Matriarch2")
		TNT1 A 1
		Goto GoOn
	SovereignStuff:
		TNT1 A 1 A_TakeInventory("SovereignSelect")
		TNT1 A 0 A_JumpIfInventory("HexenCounter",1,3)
		TNT1 A 1 A_SelectWeapon("Sovereign")
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 1 A_SelectWeapon("Sovereign2")
		TNT1 A 1
		Goto GoOn
	CauterizerStuff:
		TNT1 A 1 A_TakeInventory("CauterizerSelect")
		TNT1 A 0 A_JumpIfInventory("HexenCounter",1,3)
		TNT1 A 1 A_SelectWeapon("Cauterizer")
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 1 A_SelectWeapon("Cauterizer2")
		TNT1 A 1
		Goto GoOn
	DreadfulStuff:
		TNT1 A 1 A_TakeInventory("DreadfulSelect")
		TNT1 A 0 A_JumpIfInventory("HexenCounter",1,3)
		TNT1 A 1 A_SelectWeapon("Old Dreadful")
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 1 A_SelectWeapon("Old Dreadful2")
		TNT1 A 1
		Goto GoOn
	DynamiteStuff:
		TNT1 A 1 A_TakeInventory("DynamiteSelect")
		TNT1 A 1 A_SelectWeapon("DynamiteWeapon")
		Goto GoOn
	GoOn:
		CU1A A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		CY1A A 0
		"####" A 0 A_PlaySound("Bishop/Use",6,0.9)
		"####" A 0 A_QuakeEx(4,4,4,35,0,128,none,QF_SCALEDOWN)
		"####" A 1 A_ZoomFactor(0.6)
		"####" B 1 A_ZoomFactor(0.8)
		"####" C 1 A_ZoomFactor(0.9)
		"####" D 1 A_ZoomFactor(0.925)
		"####" E 1 A_ZoomFactor(0.97)
		"####" F 1 A_ZoomFactor(0.98)
		"####" G 1 A_ZoomFactor(0.99)
		"####" H 1 A_ZoomFactor(1)
		"####" A 0 A_PlaySound("Bishop/Activate1",5)
		"####" A 0 A_SetBlend("Orange",0.3,25)
		"####" H 10
		"####" IJKLMNOPPP 1
		"####" Q 10
		"####" RSTUVW 1
		"####" A 0 A_PlaySound("Bishop/Activate2",6)
		"####" XYZ 1
		CU2A A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		CY2A A 0
		"####" ABCD 1
		"####" A 0 A_ChangeFlag("NOBLOOD",1)
		"####" A 0 A_GiveInventory("CygborgPower")
		"####" A 0 A_GiveInventory("CygborgRegen")
		"####" A 0 A_GiveInventory("CygborgEnviro")
		"####" E 10
		"####" FGHIJ 1
		//TNT1 A 10
		TNT1 A 1 A_TakeInventory("CygborgActivateWeapon")
	Deselect:
		TNT1 AAAAAAAAAAAAAAA 0 A_Lower
		Goto Ready
	Fire:
		TNT1 A 1
		Goto GoOn
	}
}

ACTOR CygborgDeactivateWeapon : Weapon
{
	+CHEATNOTWEAPON
	States
	{
	Spawn:
		TNT1 A 0
	Select:
		TNT1 AAAAAAAAAAAAAAA 0 A_Raise
		Goto Ready
	Ready:
		TNT1 A 0 A_JumpIfInventory("DergfistSelect",1,"DergfistStuff")
		TNT1 A 0 A_JumpIfInventory("LonghornSelect",1,"LonghornStuff")
		TNT1 A 0 A_JumpIfInventory("StruckerSelect",1,"StruckerStuff")
		TNT1 A 0 A_JumpIfInventory("IronblastSelect",1,"IronblastStuff")
		TNT1 A 0 A_JumpIfInventory("PulverizerSelect",1,"PulverizerStuff")
		TNT1 A 0 A_JumpIfInventory("MatriarchSelect",1,"MatriarchStuff")
		TNT1 A 0 A_JumpIfInventory("SovereignSelect",1,"SovereignStuff")
		TNT1 A 0 A_JumpIfInventory("CauterizerSelect",1,"CauterizerStuff")
		TNT1 A 0 A_JumpIfInventory("DreadfulSelect",1,"DreadfulStuff")
		TNT1 A 0 A_JumpIfInventory("DynamiteSelect",1,"DynamiteStuff")
		Goto GoOn
	DergfistStuff:
		TNT1 A 1 A_TakeInventory("DergfistSelect")
		TNT1 A 1 A_SelectWeapon("Dergfist")
		Goto GoOn
	LonghornStuff:
		TNT1 A 1 A_TakeInventory("LonghornSelect")
		TNT1 A 0 A_JumpIfInventory("HexenCounter",1,3)
		TNT1 A 1 A_SelectWeapon("Longhorn")
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 1 A_SelectWeapon("Longhorn2")
		TNT1 A 1
		Goto GoOn
	StruckerStuff:
		TNT1 A 1 A_TakeInventory("StruckerSelect")
		TNT1 A 0 A_JumpIfInventory("HexenCounter",1,3)
		TNT1 A 1 A_SelectWeapon("Strucker")
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 1 A_SelectWeapon("Strucker2")
		TNT1 A 1
		Goto GoOn
	IronblastStuff:
		TNT1 A 1 A_TakeInventory("IronblastSelect")
		TNT1 A 0 A_JumpIfInventory("HexenCounter",1,3)
		TNT1 A 1 A_SelectWeapon("Ironblast")
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 1 A_SelectWeapon("Ironblast2")
		TNT1 A 1
		Goto GoOn
	PulverizerStuff:
		TNT1 A 1 A_TakeInventory("PulverizerSelect")
		TNT1 A 0 A_JumpIfInventory("HexenCounter",1,3)
		TNT1 A 1 A_SelectWeapon("Pulverizer")
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 1 A_SelectWeapon("Pulverizer2")
		TNT1 A 1
		Goto GoOn
	MatriarchStuff:
		TNT1 A 1 A_TakeInventory("MatriarchSelect")
		TNT1 A 0 A_JumpIfInventory("HexenCounter",1,3)
		TNT1 A 1 A_SelectWeapon("Matriarch")
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 1 A_SelectWeapon("Matriarch2")
		TNT1 A 1
		Goto GoOn
	SovereignStuff:
		TNT1 A 1 A_TakeInventory("SovereignSelect")
		TNT1 A 0 A_JumpIfInventory("HexenCounter",1,3)
		TNT1 A 1 A_SelectWeapon("Sovereign")
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 1 A_SelectWeapon("Sovereign2")
		TNT1 A 1
		Goto GoOn
	CauterizerStuff:
		TNT1 A 1 A_TakeInventory("CauterizerSelect")
		TNT1 A 0 A_JumpIfInventory("HexenCounter",1,3)
		TNT1 A 1 A_SelectWeapon("Cauterizer")
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 1 A_SelectWeapon("Cauterizer2")
		TNT1 A 1
		Goto GoOn
	DreadfulStuff:
		TNT1 A 1 A_TakeInventory("DreadfulSelect")
		TNT1 A 0 A_JumpIfInventory("HexenCounter",1,3)
		TNT1 A 1 A_SelectWeapon("Old Dreadful")
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 1 A_SelectWeapon("Old Dreadful2")
		TNT1 A 1
		Goto GoOn
	DynamiteStuff:
		TNT1 A 1 A_TakeInventory("DynamiteSelect")
		TNT1 A 1 A_SelectWeapon("DynamiteWeapon")
		Goto GoOn
	GoOn:
		CU2A A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		CY2A A 0
		"####" A 0 A_PlaySound("Bishop/Use",6,0.9)
		"####" A 0 A_QuakeEx(4,4,4,35,0,128,none,QF_SCALEDOWN)
		"####" J 1 A_ZoomFactor(0.6)
		"####" I 1 A_ZoomFactor(0.8)
		"####" H 1 A_ZoomFactor(0.9)
		"####" G 1 A_ZoomFactor(0.925)
		"####" F 1 A_ZoomFactor(0.97)
		"####" E 1 A_ZoomFactor(0.98)
		"####" E 1 A_ZoomFactor(0.99)
		"####" E 1 A_ZoomFactor(1)
		"####" A 0 A_SetBlend("Orange",0.3,25)
		"####" E 7
		"####" DCBA 1
		CU1A A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		CY1A A 0
		"####" ZYX 1
		"####" A 0 A_PlaySound("Bishop/Activate2",5)
		"####" WVUTSR 1
		"####" Q 10
		"####" A 0 A_PlaySound("Bishop/Activate1",6)
		"####" PONMLKJI 1
		"####" A 0 A_ChangeFlag("NOBLOOD",0)
		"####" A 0 A_TakeInventory("PowerSuitToken")
		"####" A 0 A_TakeInventory("CygborgRegen")
		"####" A 0 A_TakeInventory("PowerSuit2Ironfeet")
		"####" H 10
		"####" GFEDCBA 1
		TNT1 A 1 A_TakeInventory("CygborgDeactivateWeapon")
	Deselect:
		TNT1 AAAAAAAAAAAAAAA 0 A_Lower
		Goto Ready
	Fire:
		TNT1 A 1
		Goto GoOn
	}
}

actor CygborgPower : PowerupGiver
{
  Inventory.Amount 0
  powerup.type "SuitToken"
  powerup.duration -0x7FFFFFFF
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.ALWAYSPICKUP
  states
  {
  Spawn:
    TNT1 A 1
    stop
  }
}

ACTOR CygborgRegen : PowerRegeneration
{
	Powerup.Duration -0x7FFFFFFF
	Powerup.Strength 1
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.HUBPOWER
	states
	{
	Spawn:
		TNT1 A 1
		stop
	}
}

ACTOR CygborgEnviro : PowerupGiver
{
  Inventory.MaxAmount 0
  Powerup.Duration 0x7FFFFFFF
  Powerup.Type "Suit2Ironfeet"
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.ALWAYSPICKUP
}

ACTOR PowerSuit2Ironfeet : PowerIronFeet
{
  Powerup.Color 0, 0, 0, 0.0
  +INVENTORY.PERSISTENTPOWER
  +INVENTORY.HUBPOWER
}


actor PowerSuitToken : PowerProtection
{
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.HUBPOWER
  
	Inventory.icon "DRABORG0"
	
	//DamageFactor 0.4
	DamageFactor "Normal", 0.4
	DamageFactor "Matriarch", 0.4
	DamageFactor "Bueller", 0.6
	DamageFactor "Meteorfist", 0.4
	DamageFactor "Fire", 0.4
	DamageFactor "Acid", 0.4
	DamageFactor "AcidReflux", 0.4
	DamageFactor "Ice", 0.4
	DamageFactor "LightningBlue", 0.4
	DamageFactor "Lightning", 0.4
	DamageFactor "Annihilation", 0.4
	DamageFactor "Tiberium", 0.4
	DamageFactor "BlueTiberium", 0.4
	DamageFactor "Breath", 0.4
	DamageFactor "Darkness", 0.4
	DamageFactor "Flesh", 0.4
	DamageFactor "Crow", 0.4
	DamageFactor "Crow2", 0.4
	DamageFactor "FuckRevenants", 0.4
	
	DamageFactor "CloseCombat", 0.4
	DamageFactor "Shoelaces", 0.4
	DamageFactor "SuperCloseCombat", 0.4
	DamageFactor "SuperShoelaces", 0.4
	DamageFactor "SuperMidasCloseCombat", 0.4
	DamageFactor "SuperMidasShoelaces", 0.4
	
	DamageFactor "Manuel", 0.1
	
	/*DamageFactor "Slime", 0.0
	DamageFactor "Poison", 0.0*/
	DamageFactor "Drowning", 0.0
	DamageFactor "PoisonCloud", 0.0
	DamageFactor "InstantDeath", 0.0 //I wish this would actually work :V
}
