ACTOR GuncasterWeapon : Weapon
{
	Weapon.AmmoUse2 0
	Weapon.Kickback 100
	+ALT_USES_BOTH
	States
	{
	Ready:
	  "####" "#" 0
	  "####" "#" 0 A_Jump(256, "Ready")
	  Goto Ready
	Deselect:
	  "####" A 0 A_TakeInventory("KickethFirstContact",1)
	  "####" A 0 A_TakeInventory("KickethThyHappend",1)
      "####" A 0 A_TakeInventory("SheepActive",1)
	  "####" A 0 A_TakeInventory("MeleeCounter",9)
	  "####" A 0 SetPlayerProperty(0,0,PROP_FROZEN)
	  "####" A 0 A_ChangeFlag("Nogravity",0)
	  "####" A 0 A_StopSound(5)
	  "####" A 0 A_StopSound(6)
      "####" A 0 A_ZoomFactor(1)
	  "####" Z 0 A_Jump(256, "DeselectMain")
	  Goto DeselectMain
	DeselectMain:
	  "####" A 1 A_Lower
	  Loop
	Select:
	  "####" A 0 ACS_NamedExecuteAlways("KD Laser Pointer Tic", 0)
	  "####" A 1 A_Raise
	  Loop
	Fire:
	  "####" Z 0 A_Jump(256, "Ready")
	  Goto Ready
	Zoom:
	  "####" A 0 A_PlaySound("Bishop/Kick",4,0.9)
      "####" A 0 A_JumpIfInventory("PowerSuitToken",1,2)
	  "####" A 0 A_PlaySound("Kick/Extra",4,0.7)
	  "####" A 0 A_JumpIfInventory("PowerBerserkDamage",1,2)
	  "####" A 0 A_Jump(256,3)
	  "####" A 0 A_PlaySound("SuperKick/Init",6,0.9)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_PlaySound("Kick/Init",6,0.7)
	  "####" A 0 SetPlayerProperty(0,1,PROP_FROZEN)
	  "####" A 0 A_CheckFloor("SPARTA")
	  Goto HONHONHON
	SPARTA:
	  "####" A 0 A_JumpIfInventory("KickDummyForward",1,"ThrustKick")
	  "####" A 0 A_StopSound(2)
	  Goto DoubleD
	ThrustKick:
	  "####" A 0 A_JumpIfInventory("PowerSuitToken",1,4)
	  "####" A 0 A_PlaySound("Move/Slide",5)
	  "####" A 0 A_ChangeVelocity (Cos(Pitch) * 32, 0, 0, 1)
	  "####" A 0 A_Jump(256,4)
	  "####" A 0 A_PlaySound("Bishop/Wings",5)
	  "####" A 0 A_SpawnItemEx("Rocketkick_Emitter",0,0,0,0,0,0,0,SXF_ORIGINATOR|SXF_SETMASTER)
	  "####" A 0 A_ChangeVelocity (Cos(Pitch) * 64, 0, 0, 1)
	  "####" A 1 ThrustThingZ(0,80,1,0)
	  Goto DoubleD
	HONHONHON:
	  "####" A 0 A_ChangeVelocity (Cos(Pitch) * 12, 0, Sin(Pitch) * -12, 1)
	DoubleD:
	  "####" A 0 A_Jump(164,2)
	  "####" A 0 A_PlaySound("Guncaster/Kick",2)
	  "####" A 0 A_JumpIfInventory("PowerMidasMode",1,"MidasD") 
	  "####" A 1 A_ZoomFactor(0.99)
	  "####" B 1 A_ZoomFactor(0.98)
	  "####" C 1 A_ZoomFactor(0.97)
	  "####" D 1 A_ZoomFactor(0.96)
	  "####" E 1 A_ZoomFactor(0.95)
	  "####" F 1 A_FireCustomMissile("KickCheck",0,0)
	  "####" A 0 A_SetPitch(pitch-0.75, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.75, SPF_INTERPOLATE)
	  
	  "####" A 0 A_JumpIfInventory("KickethFirstContact",1,2)
	  "####" A 0 A_Jump(256,13)
	  "####" A 0 A_JumpIfInventory("KickethThyHappend",1,12)
	  "####" A 0 A_JumpIfInventory("PowerBerserkDamage",1,6)
	  "####" A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  "####" A 0 A_FireCustomMissile("KickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,8)
	  "####" A 0 A_FireCustomMissile("PowerKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,6)
	  "####" A 0 A_GiveInventory("SuckerKick")
	  "####" A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  "####" A 0 A_FireCustomMissile("SuperKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_FireCustomMissile("SuperPowerKickProjectile",0,0,0,0)
	  
	  "####" G 1 A_FireCustomMissile("KickCheck",0,0)
	  "####" A 0 A_SetPitch(pitch-1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-1, SPF_INTERPOLATE)
	  
	  "####" A 0 A_JumpIfInventory("KickethFirstContact",1,2)
	  "####" A 0 A_Jump(256,13)
	  "####" A 0 A_JumpIfInventory("KickethThyHappend",1,12)
	  "####" A 0 A_JumpIfInventory("PowerBerserkDamage",1,6)
	  "####" A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  "####" A 0 A_FireCustomMissile("KickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,8)
	  "####" A 0 A_FireCustomMissile("PowerKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,6)
	  "####" A 0 A_GiveInventory("SuckerKick")
	  "####" A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  "####" A 0 A_FireCustomMissile("SuperKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_FireCustomMissile("SuperPowerKickProjectile",0,0,0,0)
	  
	  "####" H 1 A_FireCustomMissile("KickCheck",0,0)
	  "####" A 0 A_SetPitch(pitch-1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-1, SPF_INTERPOLATE)
	  
	  "####" A 0 A_JumpIfInventory("PowerSuitToken",1,2)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_SpawnItemEx("KickDustSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE)
	  
	  "####" A 0 A_JumpIfInventory("KickethFirstContact",1,2)
	  "####" A 0 A_Jump(256,13)
	  "####" A 0 A_JumpIfInventory("KickethThyHappend",1,12)
	  "####" A 0 A_JumpIfInventory("PowerBerserkDamage",1,6)
	  "####" A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  "####" A 0 A_FireCustomMissile("KickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,8)
	  "####" A 0 A_FireCustomMissile("PowerKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,6)
	  "####" A 0 A_GiveInventory("SuckerKick")
	  "####" A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  "####" A 0 A_FireCustomMissile("SuperKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_FireCustomMissile("SuperPowerKickProjectile",0,0,0,0)
	  
	  "####" I 1 A_FireCustomMissile("KickCheck",0,0)
	  "####" A 0 A_SetPitch(pitch-0.75, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.75, SPF_INTERPOLATE) 
	  
	  "####" A 0 A_JumpIfInventory("KickethFirstContact",1,2)
	  "####" A 0 A_Jump(256,13)
	  "####" A 0 A_JumpIfInventory("KickethThyHappend",1,12)
	  "####" A 0 A_JumpIfInventory("PowerBerserkDamage",1,6)
	  "####" A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  "####" A 0 A_FireCustomMissile("KickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,8)
	  "####" A 0 A_FireCustomMissile("PowerKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,6)
	  "####" A 0 A_GiveInventory("SuckerKick")
	  "####" A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  "####" A 0 A_FireCustomMissile("SuperKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_FireCustomMissile("SuperPowerKickProjectile",0,0,0,0)
	  
	  "####" I 1 A_FireCustomMissile("KickCheck",0,0)
	  "####" A 0 A_SetPitch(pitch+0.75, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.75, SPF_INTERPOLATE)
	  
	  "####" A 0 A_JumpIfInventory("KickethFirstContact",1,2)
	  "####" A 0 A_Jump(256,13)
	  "####" A 0 A_JumpIfInventory("KickethThyHappend",1,12)
	  "####" A 0 A_JumpIfInventory("PowerBerserkDamage",1,6)
	  "####" A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  "####" A 0 A_FireCustomMissile("KickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,8)
	  "####" A 0 A_FireCustomMissile("PowerKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,6)
	  "####" A 0 A_GiveInventory("SuckerKick")
	  "####" A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  "####" A 0 A_FireCustomMissile("SuperKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_FireCustomMissile("SuperPowerKickProjectile",0,0,0,0)
	  
	  "####" H 1 A_FireCustomMissile("KickCheck",0,0)
	  "####" A 0 A_SetPitch(pitch+1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+1, SPF_INTERPOLATE)
	  
	  "####" A 0 A_JumpIfInventory("KickethFirstContact",1,2)
	  "####" A 0 A_Jump(256,13)
	  "####" A 0 A_JumpIfInventory("KickethThyHappend",1,12)
	  "####" A 0 A_JumpIfInventory("PowerBerserkDamage",1,6)
	  "####" A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  "####" A 0 A_FireCustomMissile("KickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,8)
	  "####" A 0 A_FireCustomMissile("PowerKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,6)
	  "####" A 0 A_GiveInventory("SuckerKick")
	  "####" A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  "####" A 0 A_FireCustomMissile("SuperKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_FireCustomMissile("SuperPowerKickProjectile",0,0,0,0)
	  
	  "####" G 1 A_FireCustomMissile("KickCheck",0,0)
	  "####" A 0 A_SetPitch(pitch+1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+1, SPF_INTERPOLATE)
	  
	  "####" A 0 A_JumpIfInventory("KickethFirstContact",1,2)
	  "####" A 0 A_Jump(256,13)
	  "####" A 0 A_JumpIfInventory("KickethThyHappend",1,12)
	  "####" A 0 A_JumpIfInventory("PowerBerserkDamage",1,6)
	  "####" A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  "####" A 0 A_FireCustomMissile("KickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,8)
	  "####" A 0 A_FireCustomMissile("PowerKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,6)
	  "####" A 0 A_GiveInventory("SuckerKick")
	  "####" A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  "####" A 0 A_FireCustomMissile("SuperKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_FireCustomMissile("SuperPowerKickProjectile",0,0,0,0)
	  
	  "####" F 1 A_FireCustomMissile("KickCheck",0,0)
	  "####" A 0 A_SetPitch(pitch+0.75, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.75, SPF_INTERPOLATE)
	  
	  "####" A 0 A_JumpIfInventory("KickethFirstContact",1,2)
	  "####" A 0 A_Jump(256,13)
	  "####" A 0 A_JumpIfInventory("KickethThyHappend",1,12)
	  "####" A 0 A_JumpIfInventory("PowerBerserkDamage",1,6)
	  "####" A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  "####" A 0 A_FireCustomMissile("KickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,8)
	  "####" A 0 A_FireCustomMissile("PowerKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,6)
	  "####" A 0 A_GiveInventory("SuckerKick")
	  "####" A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  "####" A 0 A_FireCustomMissile("SuperKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_FireCustomMissile("SuperPowerKickProjectile",0,0,0,0)

	  "####" E 1 A_ZoomFactor(0.96)
	  "####" D 1 A_ZoomFactor(0.97)
	  "####" C 1 A_ZoomFactor(0.98)
	  "####" B 1 A_ZoomFactor(0.99)
	  "####" A 1 A_ZoomFactor(1)
	  "####" A 0 SetPlayerProperty(0,0,PROP_FROZEN)
	  "####" A 0 A_TakeInventory("KickethFirstContact",1)
	  "####" A 0 A_TakeInventory("KickethThyHappend",1)
	  "####" Z 10
	  "####" Z 0 A_JumpIfInventory("PowerGunzerking",1,"RIdle")
	  "####" A 0 A_Jump(256, "Ready")
	  Goto Ready
	MidasD:
	  "####" A 1 A_ZoomFactor(0.99)
	  "####" B 1 A_ZoomFactor(0.98)
	  "####" C 1 A_ZoomFactor(0.97)
	  "####" D 1 A_ZoomFactor(0.96)
	  "####" E 1 A_ZoomFactor(0.95)
	  "####" F 1 A_FireCustomMissile("KickCheck",0,0)
	  "####" A 0 A_SetPitch(pitch-0.75, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.75, SPF_INTERPOLATE)
	 
	  "####" A 0 A_JumpIfInventory("KickethFirstContact",1,2)
	  "####" A 0 A_Jump(256,13)
	  "####" A 0 A_JumpIfInventory("KickethThyHappend",1,12)
	  "####" A 0 A_JumpIfInventory("PowerBerserkDamage",1,6)
	  "####" A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  "####" A 0 A_FireCustomMissile("MidasKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,8)
	  "####" A 0 A_FireCustomMissile("PowerMidasKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,6)
	  "####" A 0 A_GiveInventory("SuckerKick")
	  "####" A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  "####" A 0 A_FireCustomMissile("SuperMidasKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_FireCustomMissile("SuperPowerMidasKickProjectile",0,0,0,0)
	  
	  "####" G 1 A_FireCustomMissile("KickCheck",0,0)
	  "####" A 0 A_SetPitch(pitch-1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-1, SPF_INTERPOLATE)
	  
	  "####" A 0 A_JumpIfInventory("KickethFirstContact",1,2)
	  "####" A 0 A_Jump(256,13)
	  "####" A 0 A_JumpIfInventory("KickethThyHappend",1,12)
	  "####" A 0 A_JumpIfInventory("PowerBerserkDamage",1,6)
	  "####" A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  "####" A 0 A_FireCustomMissile("MidasKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,8)
	  "####" A 0 A_FireCustomMissile("PowerMidasKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,6)
	  "####" A 0 A_GiveInventory("SuckerKick")
	  "####" A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  "####" A 0 A_FireCustomMissile("SuperMidasKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_FireCustomMissile("SuperPowerMidasKickProjectile",0,0,0,0)
	  
	  "####" H 1 A_FireCustomMissile("KickCheck",0,0)
	  "####" A 0 A_SetPitch(pitch-1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-1, SPF_INTERPOLATE)
	  
	  "####" A 0 A_JumpIfInventory("KickethFirstContact",1,2)
	  "####" A 0 A_Jump(256,13)
	  "####" A 0 A_JumpIfInventory("KickethThyHappend",1,12)
	  "####" A 0 A_JumpIfInventory("PowerBerserkDamage",1,6)
	  "####" A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  "####" A 0 A_FireCustomMissile("MidasKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,8)
	  "####" A 0 A_FireCustomMissile("PowerMidasKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,6)
	  "####" A 0 A_GiveInventory("SuckerKick")
	  "####" A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  "####" A 0 A_FireCustomMissile("SuperMidasKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_FireCustomMissile("SuperPowerMidasKickProjectile",0,0,0,0)
	  
	  "####" A 0 A_JumpIfInventory("PowerSuitToken",1,2)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_SpawnItemEx("KickDustSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE)
	  
	  "####" I 1 A_FireCustomMissile("KickCheck",0,0)
	  "####" A 0 A_SetPitch(pitch-0.75, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.75, SPF_INTERPOLATE) 
	  
	  "####" A 0 A_JumpIfInventory("KickethFirstContact",1,2)
	  "####" A 0 A_Jump(256,13)
	  "####" A 0 A_JumpIfInventory("KickethThyHappend",1,12)
	  "####" A 0 A_JumpIfInventory("PowerBerserkDamage",1,6)
	  "####" A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  "####" A 0 A_FireCustomMissile("MidasKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,8)
	  "####" A 0 A_FireCustomMissile("PowerMidasKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,6)
	  "####" A 0 A_GiveInventory("SuckerKick")
	  "####" A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  "####" A 0 A_FireCustomMissile("SuperMidasKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_FireCustomMissile("SuperPowerMidasKickProjectile",0,0,0,0)
	  
	  "####" I 1 A_FireCustomMissile("KickCheck",0,0)
	  "####" A 0 A_SetPitch(pitch+0.75, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.75, SPF_INTERPOLATE)
	  
	  "####" A 0 A_JumpIfInventory("KickethFirstContact",1,2)
	  "####" A 0 A_Jump(256,13)
	  "####" A 0 A_JumpIfInventory("KickethThyHappend",1,12)
	  "####" A 0 A_JumpIfInventory("PowerBerserkDamage",1,6)
	  "####" A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  "####" A 0 A_FireCustomMissile("MidasKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,8)
	  "####" A 0 A_FireCustomMissile("PowerMidasKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,6)
	  "####" A 0 A_GiveInventory("SuckerKick")
	  "####" A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  "####" A 0 A_FireCustomMissile("SuperMidasKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_FireCustomMissile("SuperPowerMidasKickProjectile",0,0,0,0)
	  
	  "####" H 1 A_FireCustomMissile("KickCheck",0,0)
	  "####" A 0 A_SetPitch(pitch+1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+1, SPF_INTERPOLATE)
	  
	  "####" A 0 A_JumpIfInventory("KickethFirstContact",1,2)
	  "####" A 0 A_Jump(256,13)
	  "####" A 0 A_JumpIfInventory("KickethThyHappend",1,12)
	  "####" A 0 A_JumpIfInventory("PowerBerserkDamage",1,6)
	  "####" A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  "####" A 0 A_FireCustomMissile("MidasKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,8)
	  "####" A 0 A_FireCustomMissile("PowerMidasKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,6)
	  "####" A 0 A_GiveInventory("SuckerKick")
	  "####" A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  "####" A 0 A_FireCustomMissile("SuperMidasKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_FireCustomMissile("SuperPowerMidasKickProjectile",0,0,0,0)
	  
	  "####" G 1 A_FireCustomMissile("KickCheck",0,0)
	  "####" A 0 A_SetPitch(pitch+1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+1, SPF_INTERPOLATE)
	  
	  "####" A 0 A_JumpIfInventory("KickethFirstContact",1,2)
	  "####" A 0 A_Jump(256,13)
	  "####" A 0 A_JumpIfInventory("KickethThyHappend",1,12)
	  "####" A 0 A_JumpIfInventory("PowerBerserkDamage",1,6)
	  "####" A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  "####" A 0 A_FireCustomMissile("MidasKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,8)
	  "####" A 0 A_FireCustomMissile("PowerMidasKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,6)
	  "####" A 0 A_GiveInventory("SuckerKick")
	  "####" A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  "####" A 0 A_FireCustomMissile("SuperMidasKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_FireCustomMissile("SuperPowerMidasKickProjectile",0,0,0,0)
	  
	  "####" F 1 A_FireCustomMissile("KickCheck",0,0)
	  "####" A 0 A_SetPitch(pitch+0.75, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.75, SPF_INTERPOLATE)
	  
	  "####" A 0 A_JumpIfInventory("KickethFirstContact",1,2)
	  "####" A 0 A_Jump(256,13)
	  "####" A 0 A_JumpIfInventory("KickethThyHappend",1,12)
	  "####" A 0 A_JumpIfInventory("PowerBerserkDamage",1,6)
	  "####" A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  "####" A 0 A_FireCustomMissile("MidasKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,8)
	  "####" A 0 A_FireCustomMissile("PowerMidasKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,6)
	  "####" A 0 A_GiveInventory("SuckerKick")
	  "####" A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  "####" A 0 A_FireCustomMissile("SuperMidasKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_FireCustomMissile("SuperPowerMidasKickProjectile",0,0,0,0)

	  "####" E 1 A_ZoomFactor(0.96)
	  "####" D 1 A_ZoomFactor(0.97)
	  "####" C 1 A_ZoomFactor(0.98)
	  "####" B 1 A_ZoomFactor(0.99)
	  "####" A 1 A_ZoomFactor(1)
	  "####" A 0 SetPlayerProperty(0,0,PROP_FROZEN)
	  "####" A 0 A_TakeInventory("KickethFirstContact",1)
	  "####" A 0 A_TakeInventory("KickethThyHappend",1)
	  "####" Z 10
	  "####" Z 0 A_JumpIfInventory("PowerGunzerking",1,"RIdle")
	  "####" Z 0 A_Jump(256, "Ready")
	  Goto Ready

	AltFire:
	  "####" A 0
	CheckForMagic: //As the name says, checks if you have any power active
	  "####" Z 0 A_JumpIfInventory("ChillgraspActive",1,"ChillgraspLaunch") //Those have the tomed effect already in.
	  "####" Z 0 A_JumpIfInventory("SpiritcannonActive",1,"SpiritcannonLaunch")
	  "####" Z 0 A_JumpIfInventory("PrismActive",1,"PrismLaunch") 
	  
	  "####" Z 0 A_JumpIfInventory("PowerTomeEffect",1,"CheckForMagicT")
	  
	  "####" Z 0 A_JumpIfInventory("MeteorfistActive",1,"MeteorfistLaunch")
	  "####" Z 0 A_JumpIfInventory("FirebreathActive",1,"FirebreathLaunch")
	  "####" Z 0 A_JumpIfInventory("FlamewaveActive",1,"FlamewaveLaunch")
	  "####" Z 0 A_JumpIfInventory("SkullfireActive",1,"SkullfireLaunch")
	  "####" Z 0 A_JumpIfInventory("FrostbiteActive",1,"FrostbiteLaunch")
	  "####" Z 0 A_JumpIfInventory("GumpopActive",1,"GumpopLaunch")
	  "####" Z 0 A_JumpIfInventory("SkypunchActive",1,"SkypunchLaunch")
	  "####" Z 0 A_JumpIfInventory("CrowsActive",1,"CrowsLaunch")
	  "####" Z 0 A_JumpIfInventory("ThunderActive",1,"ThunderLaunch")
	  "####" Z 0 A_JumpIfInventory("BreathActive",1,"BreathLaunch")
	  "####" Z 0 A_JumpIfInventory("CorpseActive",1,"CorpseLaunch")
	  "####" Z 0 A_JumpIfInventory("ThreadcutterActive",1,"ThreadLaunch")
	  "####" Z 0 A_JumpIfInventory("AnnihilationActive",1,"AnnihilationLaunch")
	  "####" Z 0 A_JumpIfInventory("SheepshieldActive",1,"SheepshieldLaunch")
	  Goto FuckNo
	FuckNo:
	  "####" Z 0 A_Print("You do not have any active spell! Spend your hard-earned money on a one!")
	  "####" Z 0 A_PlaySound("Spell/Move",5,0.8)
	  "####" Z 35 A_WeaponReady(WRF_NOSECONDARY)
	  "####" A 0 A_Jump(256, "Ready")
	  Goto Ready
	Reload:
	  "####" "#" 0 A_JumpIfInventory("LonghornSelected",1,"LonghornStuff")
	  "####" "#" 0 A_JumpIfInventory("StruckerSelected",1,"StruckerStuff")
	  //"####" A 0 A_JumpIfInventory("IronblastSelected",1,"IronblastStuff")
	  "####" "#" 0 A_JumpIfInventory("PulverizerSelected",1,"PulverizerStuff")
	  "####" "#" 0 A_JumpIfInventory("MatriarchSelected",1,"MatriarchStuff")
	  //"####" A 0 A_JumpIfInventory("CauterizerSelected",1,"CauterizerStuff")
	  "####" "#" 0 A_JumpIfInventory("DreadfulSelected",1,"DreadfulStuff")
	  //"####" A 0 A_JumpIfInventory("DynamiteSelected",1,"DynamiteStuff")
	  "####" "#" 0 A_Jump(256,"Ready")
	  
	//StratActivate:
	//  "####" "#" 0 A_Jump(256,"Ready")
	//StratDeactivate:
	//  "####" "#" 0 A_Jump(256,"Ready")
	  
	LonghornStuff:
	  "####" "#" 0 A_JumpIfInventory("LonghornStrat",1,2)
	  "####" "#" 0 A_Jump(256,"Ready")
	  "####" "#" 0 A_JumpIfInventory("LonghornStratActive",1,"LonghornDeactivate")
	  "####" "#" 1 A_GiveInventory("LonghornStratActive",1)
	  "####" "#" 0 A_Jump(256,"StratActivate")
	LonghornDeactivate:
	  "####" "#" 1 A_TakeInventory("LonghornStratActive",1)
	  "####" "#" 0 A_Jump(256,"StratDeactivate")
	
	StruckerStuff:
	  "####" "#" 0 A_JumpIfInventory("StruckerStrat",1,2)
	  "####" "#" 0 A_Jump(256,"Ready")
	  "####" "#" 0 A_JumpIfInventory("StruckerStratActive",1,"StruckerDeactivate")
	  "####" "#" 1 A_GiveInventory("StruckerStratActive",1)
	  "####" "#" 0 A_Jump(256,"StratActivate")
	StruckerDeactivate:
	  "####" "#" 1 A_TakeInventory("StruckerStratActive",1)
	  "####" "#" 0 A_Jump(256,"StratDeactivate")
	
	PulverizerStuff:
	  "####" "#" 0 A_JumpIfInventory("PulverizerStrat",1,2)
	  "####" "#" 0 A_Jump(256,"Ready")
	  "####" "#" 0 A_JumpIfInventory("PulverizerStratActive",1,"PulverizerDeactivate")
	  "####" "#" 1 A_GiveInventory("PulverizerStratActive",1)
	  "####" "#" 0 A_Jump(256,"StratActivate")
	PulverizerDeactivate:
	  "####" "#" 1 A_TakeInventory("PulverizerStratActive",1)
	  "####" "#" 0 A_Jump(256,"StratDeactivate")
	
	MatriarchStuff:
	  "####" "#" 0 A_JumpIfInventory("MatriarchStrat",1,2)
	  "####" "#" 0 A_Jump(256,"Ready")
	  "####" "#" 0 A_JumpIfInventory("MatriarchStratActive",1,"MatriarchDeactivate")
	  "####" "#" 1 A_GiveInventory("MatriarchStratActive",1)
	  "####" "#" 0 A_Jump(256,"StratActivate")
	MatriarchDeactivate:
	  "####" "#" 1 A_TakeInventory("MatriarchStratActive",1)
	  "####" "#" 0 A_Jump(256,"StratDeactivate")
	  
	DreadfulStuff:
	  "####" "#" 0 A_JumpIfInventory("Old DreadfulStrat",1,2)
	  "####" "#" 0 A_Jump(256,"Ready")
	  "####" "#" 0 A_JumpIfInventory("Old DreadfulStratActive",1,"DreadfulDeactivate")
	  "####" "#" 1 A_GiveInventory("Old DreadfulStratActive",1)
	  "####" "#" 0 A_Jump(256,"StratActivate")
	DreadfulDeactivate:
	  "####" "#" 1 A_TakeInventory("Old DreadfulStratActive",1)
	  "####" "#" 0 A_Jump(256,"StratDeactivate")

//FIREBREATH

	FirebreathLaunch:
		"####" "#" 0  A_JumpIfInventory("Mana",20,2)
		"####" "#" 0 A_Jump(256, "Ready")
		"####" "#" 0 A_TakeInventory("Mana",20,TIF_NOTAKEINFINITE)
		"####" "#" 0 A_PlaySound("TNT/Ignition",1,0.9)
		"####" "#" 1 A_SetPitch(Pitch-0.25, SPF_INTERPOLATE)
		"####" "#" 1 A_SetPitch(Pitch-0.25, SPF_INTERPOLATE)
		"####" "#" 1 A_SetPitch(Pitch-0.5, SPF_INTERPOLATE)
		"####" "#" 1 A_SetPitch(pitch-1.0, SPF_INTERPOLATE)
		"####" "#" 1 A_SetPitch(pitch-2.0, SPF_INTERPOLATE, SPF_INTERPOLATE)
		"####" "###" 1 A_SetPitch(pitch-2.5, SPF_INTERPOLATE)
		"####" "#" 0 A_FireCustomMissile("IgnitionSnort",frandom(2.0,-2.0),0,0,0,0,frandom(2.0,-2.0))
		"####" "##" 0 A_FireCustomMissile("IgnitionSmoke",frandom(2.0,-2.0),0,0,0,0,frandom(4.0,-4.0))
		"####" "#" 1 A_SetPitch(Pitch+6.0, SPF_INTERPOLATE)
		"####" "#" 0 A_FireCustomMissile("IgnitionSnort",frandom(2.0,-2.0),0,0,0,0,frandom(2.0,-2.0))
		"####" "##" 0 A_FireCustomMissile("IgnitionSmoke",frandom(2.0,-2.0),0,0,0,0,frandom(4.0,-4.0))
		"####" "#" 1 A_SetPitch(Pitch+5.0, SPF_INTERPOLATE)
		"####" "#" 0 A_FireCustomMissile("IgnitionSnort",frandom(2.0,-2.0),0,0,0,0,frandom(2.0,-2.0))
		"####" "##" 0 A_FireCustomMissile("IgnitionSmoke",frandom(2.0,-2.0),0,0,0,0,frandom(4.0,-4.0))
		"####" "#" 1 A_SetPitch(Pitch+4.0, SPF_INTERPOLATE)
		"####" "#" 0 A_FireCustomMissile("IgnitionSnort",frandom(2.0,-2.0),0,0,0,0,frandom(2.0,-2.0))
		"####" "##" 0 A_FireCustomMissile("IgnitionSmoke",frandom(2.0,-2.0),0,0,0,0,frandom(4.0,-4.0))
		"####" "#" 1 A_SetPitch(Pitch+3.0, SPF_INTERPOLATE)
		"####" "#" 0 A_FireCustomMissile("IgnitionSnort",frandom(2.0,-2.0),0,0,0,0,frandom(2.0,-2.0))
		"####" "##" 0 A_FireCustomMissile("IgnitionSmoke",frandom(2.0,-2.0),0,0,0,0,frandom(4.0,-4.0))
		"####" "#" 1 A_SetPitch(Pitch+2.0, SPF_INTERPOLATE)
		"####" "#" 0 A_FireCustomMissile("IgnitionSnort",frandom(2.0,-2.0),0,0,0,0,frandom(2.0,-2.0))
		"####" "##" 0 A_FireCustomMissile("IgnitionSmoke",frandom(2.0,-2.0),0,0,0,0,frandom(4.0,-4.0))
		"####" "##" 1 A_SetPitch(pitch+1.0, SPF_INTERPOLATE)
		"####" "##" 1 A_SetPitch(Pitch+0.5, SPF_INTERPOLATE)
		"####" "#" 25 A_WeaponReady(WRF_NOSECONDARY|WRF_NOBOB|WRF_ALLOWZOOM|WRF_ALLOWRELOAD)
		Goto Ready

//SKULLFIRE
	  
	SkullfireLaunch:
	  "####" A 0 A_JumpIfInventory("Mana",20,2) //Do you have enough booze?
	  "####" A 0 A_Jump(256, "Ready")
	  Goto Ready
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	SkullfireLoop:
	  "####" A 0 A_TakeInventory("Mana",20,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_FireCustomMissile("SkullfireProjectile",0,0,-12,0)
	  "####" A 0 A_PlaySound("Skullfire/Launch",0)
	  "####" A 0 A_SetBlend("Red",0.1,15)
	  "####" J 1 Bright A_ZoomFactor(0.9) //I wish I could automate this part as well, as I need to paste it each time, buuut... ammo checks and in-fire loop changes prevents me from doing so.
	  "####" A 0 A_SetPitch(pitch-2, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-2, SPF_INTERPOLATE)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-1, SPF_INTERPOLATE)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(Pitch-0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(Pitch-0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.25, SPF_INTERPOLATE)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(Pitch+0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.5, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",20,1)
	  Goto SkullfireEnd
	  "####" I 10 A_ReFire("SkullfireLoop2")
	SkullfireEnd:
	  "####" HGFEDCBA 1
	  "####" Z 1 //Define idle state in textures
	  "####" Z 0 A_Jump(256, "Ready")
	  Goto Ready
	SkullfireLoop2:
	  "####" I 10
	  Goto SkullfireLoop
	  
//Flamewave
	  
	FlamewaveLaunch:
	  "####" A 0 A_JumpIfInventory("Mana",50,2)
	  "####" A 0 A_Jump(256, "Ready")
	  Goto Ready
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	FlamewaveLoop:
	  "####" A 0 A_TakeInventory("Mana",50,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_FireCustomMissile("FlamewaveSpawner",0,0)
	  "####" A 0 A_PlaySound("Skullfire/Launch",5)
	  "####" A 0 A_SetBlend("Red",0.1,15)
	  "####" J 1 Bright A_ZoomFactor(0.9) //I wish I could automate this part as well, as I need to paste it each time, buuut... ammo checks and in-fire loop changes prevents me from doing so.
	  "####" A 0 A_SetPitch(pitch-2, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-2, SPF_INTERPOLATE)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-1, SPF_INTERPOLATE)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(Pitch-0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(Pitch-0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.25, SPF_INTERPOLATE)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(Pitch+0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.5, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",50,1)
	  Goto FlamewaveEnd
	  "####" I 1 A_ReFire("FlamewaveLoop2")
	FlamewaveEnd:
	  "####" HGFEDCBA 1
	  "####" Z 1 //Define idle state in textures
	  "####" Z 0 A_Jump(256, "Ready")
	  Goto Ready
	FlamewaveLoop2:
	  "####" I 15
	  Goto FlamewaveLoop
	  
//METEOR FIST
	
	MeteorfistLaunch:
	 //Of course, I could use the same trigger for every weapon.
	 //But I thought that just in case of future ideas,
	 //I'll add the "X weapon selected token" already. Just in case.
	  "####" Z 0 A_JumpIfInventory("DergfistSelected",1,"DergfistFrame")
	  "####" Z 0 A_JumpIfInventory("LonghornSelected",1,"LonghornFrame")
	  "####" Z 0 A_JumpIfInventory("StruckerSelected",1,"StruckerFrame")
	  "####" Z 0 A_JumpIfInventory("IronblastSelected",1,"IronblastFrame")
	  "####" Z 0 A_JumpIfInventory("PulverizerSelected",1,"PulverizerFrame")
	  "####" Z 0 A_JumpIfInventory("MatriarchSelected",1,"MatriarchFrame")
	  "####" Z 0 A_JumpIfInventory("DynamiteSelected",1,"DynamiteFrame")
	  "####" Z 0 A_JumpIfInventory("CauterizerSelected",1,"CauterizerFrame")
	  "####" Z 0 A_JumpIfInventory("DreadfulSelected",1,"DreadfulFrame")
	  Goto MeteorfistContinue
	  
	DergfistFrame:
	  //Regular
	  DR1G Z 0 A_JumpIfInventory("PowerSuitToken",1,5)
	  DR1G Z 0 A_JumpIfInventory("PowerSuitProtect",1,3)
	  DR1G Z 0 A_JumpIfInventory("PowerMidasMode",1,1)
	  Goto MeteorfistContinue
	  //Midas
	  MR1G Z 0
	  Goto MeteorfistContinue
	  //Enviro
	  DS1G Z 0
	  Goto MeteorfistContinue
	  //Power
	  CB1G Z 0 A_JumpIfInventory("PunchCannonMode",1,1)
	  Goto MeteorfistContinue
	  //Power arm cannons
	  CB2G Z 0
	  Goto MeteorfistContinue
	  
	LonghornFrame:
	  //Regular
	  LG1G Z 0 A_JumpIfInventory("PowerSuitToken",1,6)
	  LG1G Z 0 A_JumpIfInventory("PowerSuitProtect",1,3)
	  LG1G Z 0 A_JumpIfInventory("LonghornStratActive",1,1)
	  Goto MeteorfistContinue
	  LG2G Z 0
	  Goto MeteorfistContinue
	  
	  //Enviro
	  LU1G Z 0 A_JumpIfInventory("LonghornStratActive",1,1)
	  Goto MeteorfistContinue
	  LU2G Z 0
	  Goto MeteorfistContinue
	  
	  //Power
	  LC1G Z 0 A_JumpIfInventory("LonghornStratActive",1,1)
	  Goto MeteorfistContinue
	  LC2G Z 0
	  Goto MeteorfistContinue
	  
	StruckerFrame:
	  //Regular
	  ST1G Z 0 A_JumpIfInventory("PowerSuitToken",1,6)
	  ST1G Z 0 A_JumpIfInventory("PowerSuitProtect",1,3)
	  ST1G Z 0 A_JumpIfInventory("StruckerStratActive",1,1)
	  Goto MeteorfistContinue
	  ST2G Z 0
	  Goto MeteorfistContinue
	  
	  //Enviro
	  SS1G Z 0 A_JumpIfInventory("StruckerStratActive",1,1)
	  Goto MeteorfistContinue
	  SS2G Z 0
	  Goto MeteorfistContinue
	  
	  //Power
	  SC1G Z 0 A_JumpIfInventory("StruckerStratActive",1,1)
	  Goto MeteorfistContinue
	  SC2G Z 0
	  Goto MeteorfistContinue
	  
	PulverizerFrame:
	  //Regular
	  PC1G Z 0 A_JumpIfInventory("PowerSuitToken",1,6)
	  PU1G Z 0 A_JumpIfInventory("PowerSuitProtect",1,3)
	  PLVG Z 0 A_JumpIfInventory("PulverizerStratActive",1,1)
	  Goto MeteorfistContinue
	  PL1G Z 0
	  Goto MeteorfistContinue
	  
	  //Power
	  PUVG Z 0 A_JumpIfInventory("PulverizerStratActive",1,1)
	  Goto MeteorfistContinue
	  PU1G Z 0
	  Goto MeteorfistContinue
	  
	  //Power
	  PCVG Z 0 A_JumpIfInventory("PulverizerStratActive",1,1)
	  Goto MeteorfistContinue
	  PC1G Z 0
	  Goto MeteorfistContinue

	  
	IronblastFrame:
	  IR1G Z 0
	  Goto MeteorfistContinue
	  
	MatriarchFrame:
	  //Regular
	  MC1G Z 0 A_JumpIfInventory("PowerSuitToken",1,6)
	  MU1G Z 0 A_JumpIfInventory("PowerSuitProtect",1,3)
	  M1RG Z 0 A_JumpIfInventory("MatriarchStratActive",1,1)
	  Goto MeteorfistContinue
	  M2UG Z 0
	  Goto MeteorfistContinue
	  
	  //Enviro
	  M1UG Z 0 A_JumpIfInventory("MatriarchStratActive",1,1)
	  Goto MeteorfistContinue
	  M2UG Z 0
	  Goto MeteorfistContinue
	  
	  //Power
	  M1CG Z 0 A_JumpIfInventory("MatriarchStratActive",1,1)
	  Goto MeteorfistContinue
	  M2CG Z 0
	  Goto MeteorfistContinue

	  
	DynamiteFrame:
	  DCNG A 0 A_JumpIfInventory("PowerSuitToken",1,"MeteorfistContinue")
	  DUNG A 0 A_JumpIfInventory("PowerSuitProtect",1,"MeteorfistContinue")
	  DYNG A 0
	  Goto MeteorfistContinue
	  
	CauterizerFrame:
	  CC1G A 0 A_JumpIfInventory("PowerSuitToken",1,"MeteorfistContinue")
	  CS1G A 0 A_JumpIfInventory("PowerSuitProtect",1,"MeteorfistContinue")
	  CA1G Z 0
	  Goto MeteorfistContinue
	  
	DreadfulFrame:
	  BF1G Z 0
	  Goto MeteorfistContinue
	  
	MeteorfistContinue:
	  "####" Z 0 A_JumpIfInventory("Mana",100,2)
	  "####" Z 0 A_Jump(256, "Ready")
	  Goto Ready
	  "####" Z 0 A_Jump(164,2)
	  "####" Z 0 A_PlaySound("Guncaster/Kick",2)
	  "####" Z 0 A_PlaySound("Stomp/Use",0,1)
	  "####" Z 0 A_PlaySound("SuperSheep/Whoosh",5,0.7,1)
	  "####" Z 0 A_ZoomFactor(0.7)
	  "####" Z 0 A_GunFlash("MeteorfistAnim1")
	  "####" Z 3
	MeteorfistLoop:
	  "####" Z 0 A_JumpIfInventory("Mana",75,1)
	  Goto MeteorfistFail
	  "####" Z 0 A_JumpIfInventory("MeteorfistConnected",1,"MeteorfistHit")
	  "####" Z 0 A_ChangeVelocity (Cos(Pitch) * 8, 0, Sin(Pitch) * -8, 1)
	  "####" Z 0 A_SetBlend("Orange",0.1,15)
	  "####" Z 0 A_ChangeFlag("Nogravity",1)
	  "####" Z 0 A_Gunflash("MeteorfistAnim2")
	  "####" Z 0 A_FireCustomMissile("MeteorfistCheck",0,0)
	  "####" Z 0 A_TakeInventory("Mana",1,TIF_NOTAKEINFINITE)
	  "####" Z 1
	  "####" Z 0 A_ReFire("MeteorfistLoop")
	  Goto MeteorfistFail
	MeteorfistFail:
	  "####" Z 0 A_StopSound(5)
	  "####" Z 0 A_TakeInventory("Mana",25,TIF_NOTAKEINFINITE)
	  "####" Z 0 A_GunFlash("MeteorfistAnim3")
	  "####" Z 0 A_ChangeFlag("Nogravity",0)
	  "####" Z 1 A_ZoomFactor(0.91)
	  "####" Z 1 A_ZoomFactor(0.93)
	  "####" Z 1 A_ZoomFactor(0.95)
	  "####" Z 1 A_ZoomFactor(0.97)
	  "####" Z 1 A_ZoomFactor(0.98)
	  "####" Z 1 A_ZoomFactor(0.99)
	  "####" Z 1 A_ZoomFactor(0.995)
	  "####" Z 0 A_ZoomFactor(1)
	  "####" Z 0 A_JumpIfInventory("DergfistSelected",1,"ContinueAnim")
	  "####" Z 0 A_JumpIfInventory("LonghornSelected",1,"StratContinueAnim")
	  "####" Z 0 A_JumpIfInventory("StruckerSelected",1,"ContinueAnim")
	  "####" Z 0 A_JumpIfInventory("PulverizerSelected",1,"StratContinueAnim")
	  "####" Z 0 A_JumpIfInventory("IronblastSelected",1,"ContinueAnim")
	  "####" Z 0 A_JumpIfInventory("MatriarchSelected",1,"ContinueAnim")
	  "####" Z 0 A_JumpIfInventory("CauterizerSelected",1,"ContinueAnim")
	  "####" Z 0 A_JumpIfInventory("DreadfulSelected",1,"ContinueAnim")
	  "####" Z 4
	  "####" Z 0 A_Jump(256, "Ready")
	  Goto Ready
	StratContinueAnim:
	 "####" Z 0 A_JumpIfInventory("LonghornStratActive",1,"ContinueAnim")
	 "####" Z 0 A_JumpIfInventory("PulverizerStratActive",1,"ContinueAnim")
	  "####" Z 4
	  "####" Z 0 A_TakeInventory("MeteorfistConnected")
	  "####" Z 0 A_Jump(256, "Ready")
	  Goto Ready
	ContinueAnim:
	  "####" ABCD 1
	  "####" Z 0 A_TakeInventory("MeteorfistConnected")
	  "####" Z 0 A_Jump(256, "Ready")
	  Goto Ready
	MeteorfistHit:
	  "####" Z 0 A_StopSound(5)
	  "####" Z 0 A_TakeInventory("Mana",100,TIF_NOTAKEINFINITE)
	  "####" Z 0 A_GunFlash("MeteorfistAnim3")
	  "####" Z 0 A_FireCustomMissile("MeteorfistImpact",0,0)
	  "####" Z 0 A_SetBlend("Orange",0.4,55)
	  "####" Z 1 A_ZoomFactor(0.91)
	  "####" Z 1 A_ZoomFactor(0.93)
	  "####" Z 1 A_ZoomFactor(0.95)
	  "####" Z 1 A_ZoomFactor(0.97)
	  "####" Z 1 A_ZoomFactor(0.98)
	  "####" Z 1 A_ZoomFactor(0.99)
	  "####" Z 1 A_ZoomFactor(0.995)
	  "####" Z 10 A_ZoomFactor(1)
	  "####" Z 0 A_JumpIfInventory("DergfistSelected",1,"ContinueAnim")
	  "####" Z 0 A_JumpIfInventory("LonghornSelected",1,"ContinueAnim")
	  "####" Z 0 A_JumpIfInventory("StruckerSelected",1,"ContinueAnim")
	  "####" Z 0 A_JumpIfInventory("IronblastSelected",1,"ContinueAnim")
	  "####" Z 0 A_JumpIfInventory("MatriarchSelected",1,"ContinueAnim")
	  "####" Z 0 A_JumpIfInventory("CauterizerSelected",1,"ContinueAnim")
	  "####" Z 0 A_JumpIfInventory("DreadfulSelected",1,"ContinueAnim")
	  "####" Z 4
	  "####" Z 0 A_TakeInventory("MeteorfistConnected")
	  "####" Z 0 A_Jump(256, "Ready")
	  Goto Ready
		
	MeteorfistAnim1:
	  CBP2 A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  DSP2 A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  DRP2 A 0 A_SetPitch(pitch-0.75, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-1, SPF_INTERPOLATE)
	  "####" A 1
	  "####" A 0 A_SetPitch(pitch-0.75, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-1, SPF_INTERPOLATE)
	  "####" B 1
	  "####" A 0 A_SetPitch(pitch-0.75, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-1, SPF_INTERPOLATE)
	  "####" C 1
	  "####" A 0 A_SetPitch(pitch-0.75, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-1, SPF_INTERPOLATE)
	MeteorfistAnim2:
	  CBP2 A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  DSP2 A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  DRP2 A 0
	  "####" D 1
	  Stop
	MeteorfistAnim3:
	  CBP2 A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  DSP2 A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  DRP2 A 0
	  "####" H 1
	  "####" A 0 A_SetPitch(pitch+0.75, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-1, SPF_INTERPOLATE)
	  "####" J 1
	  "####" A 0 A_SetPitch(pitch+0.75, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-1, SPF_INTERPOLATE)
	  "####" L 1
	  "####" A 0 A_SetPitch(pitch+0.75, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-1, SPF_INTERPOLATE)
	  "####" M 1
	  "####" A 0 A_SetPitch(pitch+0.75, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-1, SPF_INTERPOLATE)
	  Stop

//FROSTBITE

	FrostbiteLaunch:
	  "####" A 0 A_JumpIfInventory("Mana",35,2)
	  "####" A 0 A_Jump(256, "Ready")
	  Goto Ready
	  "####" A 0 A_PlaySound("Frostbite/Spell",6)
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	FrostbiteLoop:
	  "####" A 0 A_TakeInventory("Mana",35,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_FireCustomMissile("FrostbiteProjectile",0,0,-12,0)
	  "####" A 0 A_PlaySound("Frostbite/Launch",5)
	  "####" A 0 A_SetBlend("Blue",0.1,15)
	  "####" J 1 Bright A_ZoomFactor(0.9)
	  "####" A 0 A_SetPitch(pitch-2, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-2, SPF_INTERPOLATE)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-1, SPF_INTERPOLATE)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(Pitch-0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(Pitch-0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.25, SPF_INTERPOLATE)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(Pitch+0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.5, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",35,1)
	  Goto FrostbiteEnd
	  "####" I 1 A_ReFire("FrostbiteLoop2")
	FrostbiteEnd:
	  "####" HGFEDCBA 1
	  "####" Z 1
	  "####" Z 0 A_Jump(256, "Ready")
	  Goto Ready
	FrostbiteLoop2:
	  "####" I 20
	  Goto FrostbiteLoop

//CHILLGRASP
	  
	ChillgraspLaunch:
	  "####" I 0 A_JumpIfInventory("Mana",25,2)
	  "####" I 0 A_Jump(256,"Ready")
	  "####" ABCDEFGHI 1
	  "####" I 0 A_PlaySound("Chillgrasp/Loop",5,1.0,1)
	ChillgraspCatchCheck:
	  "####" I 0 A_JumpIfInventory("Mana",25,1)
	  Goto ChillgraspEnd
	  "####" A 0 A_SetBlend("Purple",0.1,20)
	  "####" I 1 A_AlertMonsters
	  "####" I 0 A_JumpIfInventory("ChillyFishCatch",1,"ChillgraspManaCheck")
	  "####" I 0 ACS_NamedExecuteAlways("KD GC Carry")
	  "####" I 0 A_TakeInventory("Mana",1,TIF_NOTAKEINFINITE)
	  "####" I 0 A_ReFire("ChillgraspCatchCheck")
	  Goto ChillgraspEnd
	ChillgraspManaCheck:
	  "####" I 0 A_JumpIfInventory("Mana",25,"ChillgraspStart")
	  Goto ChillgraspEnd
	ChillgraspStart:
	  "####" I 0 A_PlaySound("Chillgrasp/Launch",6)
	  "####" A 0 ACS_NamedExecuteAlways("KD GC Carry")
	  "####" A 0 A_TakeInventory("Mana",25,TIF_NOTAKEINFINITE)
	  "####" A 0 A_SetBlend("Purple",0.1,20)
	  "####" J 1 Bright A_ZoomFactor(0.9)
	  "####" A 0 A_SetPitch(pitch-2, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-2, SPF_INTERPOLATE)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-1, SPF_INTERPOLATE)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(Pitch-0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(Pitch-0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.25, SPF_INTERPOLATE)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(Pitch+0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.5, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	ChillgraspLoop:
	  "####" A 0 A_SetBlend("Purple",0.1,20)
	  "####" I 1 A_ZoomFactor(1)
	  "####" I 0 A_TakeInventory("Mana",1,TIF_NOTAKEINFINITE)
	  "####" I 0 A_JumpIfInventory("ChillyFishCatch",1,1)
	  Goto ChillgraspEnd
	  "####" I 0 A_JumpIfInventory("Mana",1,1)
	  Goto ChillgraspEnd
	ChillgraspRestart:
	  "####" I 0 A_Refire("ChillgraspLoop")
	  Goto ChillgraspEnd
	ChillgraspEnd:
	  "####" I 0 A_PlaySound("Chillgrasp/End",5)
	  "####" IHGFEDCBA 1 ACS_NamedExecuteAlways("KD GC Stop Carrying")
	  "####" A 0 A_Jump(256,"Ready")
	  Goto Ready
	  
//GUMPOP

	GumpopLaunch:
	  "####" A 0 A_JumpIfInventory("Mana",10,2)
	  "####" A 0 A_Jump(256, "Ready")
	  Goto Ready
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	GumpopLoop:
	  "####" A 0 A_TakeInventory("Mana",10,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_FireCustomMissile("GumpopProjectile",0,0,-12,0)
	  "####" A 0 A_PlaySound("Gumpop/Cast",5,0.6)
	  "####" A 0 A_SetBlend("Green",0.1,12)
	  "####" J 1 Bright A_ZoomFactor(0.9)
	  "####" A 0 A_SetPitch(pitch-2, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-2, SPF_INTERPOLATE)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-1, SPF_INTERPOLATE)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(Pitch-0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(Pitch-0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.25, SPF_INTERPOLATE)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(Pitch+0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.5, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",10,1)
	  Goto GumpopEnd
	  "####" I 1 A_ReFire("GumpopLoop2")
	GumpopEnd:
	  "####" HGFEDCBA 1
	  "####" Z 1
	  "####" Z 0 A_Jump(256, "Ready")
	  Goto Ready
	GumpopLoop2:
	  "####" I 10
	  Goto GumpopLoop

//SKYPUNCH

	SkypunchLaunch:
	  "####" A 0 A_JumpIfInventory("Mana",30,2)
	  "####" A 0 A_Jump(256, "Ready")
	  Goto Ready
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	SkypunchLoop:
	  "####" A 0 A_TakeInventory("Mana",30,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_FireCustomMissile("SkypunchWave",0,0,-12,0)
	  "####" A 0 A_PlaySound("Skypunch/Layer",6,0.9)
	  "####" A 0 A_PlaySound("Skypunch/Blast",5,1.0)
	  "####" A 0 A_SetBlend("White",0.1,12)
	  "####" J 1 Bright A_ZoomFactor(0.9)
	  "####" A 0 A_SetPitch(pitch-2, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-2, SPF_INTERPOLATE)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-1, SPF_INTERPOLATE)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(Pitch-0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(Pitch-0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.25, SPF_INTERPOLATE)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(Pitch+0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.5, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",30,1)
	  Goto SkypunchEnd
	  "####" I 1 A_ReFire("SkypunchLoop2")
	SkypunchEnd:
	  "####" HGFEDCBA 1
	  "####" Z 1
	  "####" Z 0 A_Jump(256, "Ready")
	  Goto Ready
	SkypunchLoop2:
	  "####" I 25
	  Goto SkypunchLoop

//CROWS

	CrowsLaunch:
	  "####" A 0 A_JumpIfInventory("Mana",30,2)
	  "####" A 0 A_Jump(256, "Ready")
	  Goto Ready
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	CrowsLoop:
	  "####" A 0 A_TakeInventory("Mana",30,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_FireCustomMissile("CrowLauncher2",0,0,-12,0)
	  "####" A 0 A_PlaySound("Crows/Launch",5,0.8)
	  "####" A 0 A_PlaySound("Crows/Scream",6,0.4)
	  "####" A 0 A_PlaySound("Crows/Add",1,0.7)
	  "####" A 0 A_SetBlend("Black",0.3,30)
	  "####" A 0 A_FireCustomMissile("CrowLauncher2",0,0,-12,0)
	  "####" J 1 Bright A_ZoomFactor(0.9) 
	  "####" A 0 A_SetPitch(pitch-2, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-2, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("CrowLauncher2",0,0,-12,0)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-1, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("CrowLauncher2",0,0,-12,0)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(Pitch-0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" A 0 A_FireCustomMissile("CrowLauncher2",0,0,-12,0)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(Pitch-0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.25, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("CrowLauncher2",0,0,-12,0)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("CrowLauncher2",0,0,-12,0)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("CrowLauncher2",0,0,-12,0)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("CrowLauncher2",0,0,-12,0)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("CrowLauncher2",0,0,-12,0)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(Pitch+0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.5, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("CrowLauncher2",0,0,-12,0)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" IIIII 1 A_FireCustomMissile("CrowLauncher2",0,0,-12,0)
	  "####" I 20 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",30,1)
	  Goto CrowsEnd
	  "####" I 1 A_ReFire("CrowsLoop2")
	CrowsEnd:
	  "####" HGFEDCBA 1
	  "####" Z 1 //Define idle state in textures
	  "####" Z 0 A_Jump(256, "Ready")
	  Goto Ready
	CrowsLoop2:
	  "####" I 15
	  Goto CrowsLoop
	  
//THUNDERSTRUCK

	ThunderLaunch:
	  "####" A 0 A_JumpIfInventory("Mana",30,2)
	  "####" A 0 A_Jump(256, "Ready")
	  Goto Ready
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	ThunderLoop:
	  "####" A 0 A_TakeInventory("Mana",30,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_FireCustomMissile("ThunderSpawner",0,0,-12,0)
	  "####" A 0 A_PlaySound("Thunderstruck/Use",5,0.9)
	  "####" A 0 A_SetBlend("Yellow",0.2,15)
	  "####" J 1 Bright A_ZoomFactor(0.9)
	  "####" A 0 A_SetPitch(pitch-2, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-2, SPF_INTERPOLATE)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-1, SPF_INTERPOLATE)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(Pitch-0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(Pitch-0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.25, SPF_INTERPOLATE)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(Pitch+0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.5, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 4 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",30,1)
	  Goto ThunderEnd
	  "####" I 1 A_ReFire("ThunderLoop2")
	ThunderEnd:
	  "####" HGFEDCBA 1
	  "####" Z 1 //Define idle state in textures
	  "####" Z 0 A_Jump(256, "Ready")
	  Goto Ready
	ThunderLoop2:
	  "####" I 25
	  Goto ThunderLoop
	  
//SCOURGEBREATH

	BreathLaunch:
	  "####" A 0 A_JumpIfInventory("Mana",24,2)
	  "####" A 0 A_Jump(256, "Ready")
	  Goto Ready
	  "####" Z 10 A_PlaySound("Breath/Start",6,0.8)
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	  "####" A 0 A_GiveInventory("BreathLooplet",8)
	BreathLoop:
	  "####" A 0 A_JumpIfInventory("Mana",3,1)
	  Goto BreathEnd2
	  "####" A 0 A_PlaySound("Breath/Loop",5,0.7,1)
	  "####" A 0 A_TakeInventory("Mana",random(2,3),TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_TakeInventory("BreathLooplet",1)
	  "####" A 0 A_SetBlend("Red",0.1,15)
	  "####" A 0 A_FireCustomMissile("BreathProjectile",0,0,0,-8)
	  "####" J 1 Bright A_ZoomFactor(0.9)
	  "####" A 0 A_SetPitch(pitch-1, SPF_INTERPOLATE)
	  "####" A 0 A_JumpIfInventory("BreathLooplet",1,"BreathLoop")
	  "####" A 0 A_ReFire("BreathLoop")
    BreathEnd2:
	  "####" A 0 A_TakeInventory("BreathLooplet",8)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1, SPF_INTERPOLATE)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(Pitch-0.5, SPF_INTERPOLATE)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(Pitch-0.25, SPF_INTERPOLATE)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(Pitch+0.5, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",24,1)
	  Goto BreathEnd
	  "####" I 1 A_ReFire("BreathLoop2")
	BreathEnd:
	  "####" H 0 A_PlaySound("Breath/End",5,0.8)
	  "####" HGFEDCBA 1
	  "####" Z 1
	  "####" Z 0 A_Jump(256, "Ready")
	  Goto Ready
	BreathLoop2:
	  "####" I 0 A_GiveInventory("BreathLooplet",8)
	  Goto BreathLoop
	  
//CORPSE BLAST
	  
	CorpseLaunch:
	  "####" A 0 A_JumpIfInventory("Mana",25,2)
	  "####" A 0 A_Jump(256,"Ready")
	  Goto Ready
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	CorpseLoop:
	  "####" A 0 A_TakeInventory("Mana",25,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  //"####" A 0 A_FireCustomMissile("CorpseEffect",0,0,0,0)
	  //"####" A 0 A_RadiusGive("CorpseBlaster", 96, RGF_MONSTERS|RGF_CORPSES, 1)
	  "####" A 0 A_FireCustomMissile("CorpseblastProjectile",0,0,-12,0)
	  "####" A 0 A_PlaySound("Corpseblast/Use",5)
	  "####" A 0 A_SetBlend("Red",0.2,20)
	  "####" J 1 Bright A_ZoomFactor(0.9) 
	  "####" A 0 A_SetPitch(pitch-2, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-2, SPF_INTERPOLATE)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-1, SPF_INTERPOLATE)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(Pitch-0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(Pitch-0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.25, SPF_INTERPOLATE)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(Pitch+0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.5, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 5 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",25,1)
	  Goto CorpseEnd
	  "####" I 1 A_ReFire("CorpseLoop2")
	CorpseEnd:
	  "####" HGFEDCBA 1
	  "####" Z 1
	  "####" Z 0 A_Jump(256, "Ready")
	  Goto Ready
	CorpseLoop2:
	  "####" I 20
	  Goto CorpseLoop
	  
//THREADCUTTER

	ThreadLaunch:
	  "####" A 0 A_JumpIfInventory("Mana",25,2)
	  "####" A 0 A_Jump(256,"Ready")
	  Goto Ready

	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	ThreadLoop:
	  "####" A 0 A_PlaySound("Threadcutter/Use",1,0.9)
	  "####" A 0 A_TakeInventory("Mana",25,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_SetBlend("Cyan",0.1,25)
	  "####" AAAAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile("ThreadcutterKnife1",frandom(7.5,-7.5),0,-16+frandom(4.0,-4.0),-4+frandom(4.0,-4.0),0,frandom(3.5,-3.5))
	  "####" AAAAAAAAAA 0 A_FireCustomMissile("ThreadcutterCleaver1",frandom(7.5,-7.5),0,-16+frandom(4.0,-4.0),-4+frandom(4.0,-4.0),0,frandom(3.5,-3.5))
	  "####" J 1 Bright A_ZoomFactor(0.93)
	  "####" K 1 Bright A_ZoomFactor(0.935)
	  "####" A 0 A_SetPitch(pitch-1, SPF_INTERPOLATE)
	  "####" L 1 Bright A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(Pitch-0.5, SPF_INTERPOLATE)
	  "####" M 1 Bright A_ZoomFactor(0.945)
	  "####" A 0 A_SetPitch(Pitch-0.25, SPF_INTERPOLATE)
	  "####" N 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(Pitch+0.5, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.995)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" I 10 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",25,1)
	  Goto ThreadEnd
	  "####" I 1 A_ReFire("ThreadLoop2")
	ThreadEnd:
	  "####" H 0 A_PlaySound("Threadcutter/End",5,0.8)
	  "####" H 0 A_StopSound(6)
	  "####" HGFEDCBA 1
	  "####" Z 1
	  "####" Z 0 A_Jump(256, "Ready")
	  Goto Ready
	ThreadLoop2:
	  "####" I 5
	  Goto ThreadLoop
	  
//ANNIHILATION
	  
	AnnihilationLaunch:
	  "####" A 0 A_JumpIfInventory("Mana",100,2)
	  "####" A 0 A_Jump(256, "Ready")
	  Goto Ready
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	AnnihilationLoop:
	  "####" A 0 A_TakeInventory("Mana",100,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_FireCustomMissile("AnnihilationShot",0,0,-12,0)
	  "####" A 0 A_PlaySound("Annihilation/Use",5,0.8)
	  "####" A 0 A_SetBlend("Blue",0.3,55)
	  "####" A 0  A_ChangeVelocity (Cos(Pitch) * -26, 0, Sin(Pitch) * 26, CVF_RELATIVE) //A_Recoil(35)
	  "####" J 1 Bright A_ZoomFactor(0.9)
	  "####" A 0 A_SetPitch(pitch-2, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-2, SPF_INTERPOLATE)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-1, SPF_INTERPOLATE)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(Pitch-0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(Pitch-0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.25, SPF_INTERPOLATE)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(Pitch+0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.5, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 25 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",100,1)
	  Goto AnnihilationEnd
	  "####" I 1 A_ReFire("AnnihilationLoop2")
	AnnihilationEnd:
	  "####" HGFEDCBA 1
	  "####" Z 1 //Define idle state in textures
	  "####" Z 0 A_Jump(256, "Ready")
	  Goto Ready
	AnnihilationLoop2:
	  "####" I 15
	  Goto AnnihilationLoop
	  
//SHEEPSHIELD
	  
	SheepshieldLaunch:
	  "####" A 0 A_JumpIfInventory("Mana",25,2)
	  "####" A 0 A_Jump(256, "Ready")
	  Goto Ready
	  "####" A 0 A_PlaySound("Sheepshield/Launch",5)
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	SheepshieldInit:
	  "####" A 0 A_TakeInventory("Mana",25,TIF_NOTAKEINFINITE)
      "####" A 0 A_GiveInventory("SheepActive",1)
	SheepshieldLoop:
	  "####" A 0 A_PlaySound("Sheepshield/Loop",6,0.7,1)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_FireCustomMissile("SheepCircleSpawner",0,0,0,0)
	  "####" A 0 A_SetBlend("White",0.05,25)
	  "####" A 0 A_TakeInventory("Mana",random(2,3),TIF_NOTAKEINFINITE)
	  "####" J 1 Bright A_ZoomFactor(0.96)
	  "####" K 1 Bright
	  "####" L 1 Bright
	  "####" A 0 A_TakeInventory("Mana",random(2,3),TIF_NOTAKEINFINITE)
	  "####" M 1 Bright
	  "####" L 1 Bright
	  "####" K 1 Bright
	  "####" A 0 A_ReFire("SheepshieldLoopCheck")
	  Goto SheepshieldEnd
	SheepshieldLoopCheck:
	  "####" A 0 A_JumpIfInventory("Mana",4,"SheepshieldLoop")
	SheepshieldEnd:
	  "####" A 0 A_PlaySound("Sheepshield/Stop",6,0.7)
      "####" A 0 A_TakeInventory("SheepActive",1)
	  "####" N 1 A_ZoomFactor(0.965)
	  "####" A 0 A_SetPitch(Pitch-0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.975)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.985)
	  "####" A 0 A_SetPitch(Pitch+0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.5, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",25,1)
	  Goto SheepshieldEnd2
	  "####" I 1 A_ReFire("SheepshieldLoop2")
	SheepshieldEnd2:
	  "####" HGFEDCBA 1
	  "####" Z 1 //Define idle state in textures
	  "####" Z 0 A_Jump(256, "Ready")
	  Goto Ready
	SheepshieldLoop2:
	  "####" I 10
	  Goto SheepshieldInit
	  
//SPIRITCANNON
	  
	SpiritcannonLaunch:
	  //"####" A 0 A_JumpIfInventory("TurretEngaged",3,"Ready")
	  "####" A 0 A_JumpIfInventory("Mana",20,2) //I guess considering that the spell itself eats a lot of mana automatically, no point in making this costly.
	  "####" A 0 A_Jump(256, "Ready")
	  Goto Ready
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	SpiritcannonLoop:
	  "####" A 0 A_TakeInventory("Mana",20,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_JumpIfInventory("PowerTomeEffect",1,3)
	  "####" A 0 A_FireCustomMissile("SpiritcannonSpawner",0,0)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_FireCustomMissile("FloatercannonSpawner",0,0)
	  "####" A 0 A_PlaySound("Spiritcannon/Use",0)
	  "####" A 0 A_SetBlend("LightBlue",0.1,25)
	  "####" J 1 Bright A_ZoomFactor(0.9)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" I 10 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",20,1)
	  Goto SpiritcannonEnd
	  "####" I 10 A_ReFire("SpiritcannonLoop2")
	SpiritcannonEnd:
	  "####" HGFEDCBA 1
	  "####" Z 1
	  "####" Z 0 A_Jump(256, "Ready")
	  Goto Ready
	SpiritcannonLoop2:
	  "####" I 20
	  //"####" A 0 A_JumpIfInventory("TurretEngaged",3,"SpiritcannonEnd")
	  Goto SpiritcannonLoop
	  
//PRISMATIC SPRAY

	PrismLaunch:
	  "####" A 0 A_JumpIfInventory("Mana",50,2)
	  "####" A 0 A_Jump(256,"Ready")
	  Goto Ready
	  "####" A 0 A_SetBlend("White",0.2,25)
	  "####" A 0 A_TakeInventory("Mana",25,TIF_NOTAKEINFINITE)
	  "####" A 0 A_GiveInventory("PrismRadius",70)
	  "####" A 0 A_GiveInventory("PrismSpin",360)
	  
	  "####" A 0 A_SpawnItemEx("PrismLightBlue",192,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_SETTARGET|SXF_NOCHECKPOSITION)
	  "####" A 0 A_SpawnItemEx("PrismLightCyan",192,0,0,0,0,0,45,SXF_CLIENTSIDE|SXF_SETTARGET|SXF_NOCHECKPOSITION)
	  "####" A 0 A_SpawnItemEx("PrismLightGreen",192,0,0,0,0,0,90,SXF_CLIENTSIDE|SXF_SETTARGET|SXF_NOCHECKPOSITION)
	  "####" A 0 A_SpawnItemEx("PrismLightLime",192,0,0,0,0,0,135,SXF_CLIENTSIDE|SXF_SETTARGET|SXF_NOCHECKPOSITION)
	  "####" A 0 A_SpawnItemEx("PrismLightYellow",192,0,0,0,0,0,180,SXF_CLIENTSIDE|SXF_SETTARGET|SXF_NOCHECKPOSITION)
	  "####" A 0 A_SpawnItemEx("PrismLightOrange",192,0,0,0,0,0,225,SXF_CLIENTSIDE|SXF_SETTARGET|SXF_NOCHECKPOSITION)
	  "####" A 0 A_SpawnItemEx("PrismLightRed",192,0,0,0,0,0,270,SXF_CLIENTSIDE|SXF_SETTARGET|SXF_NOCHECKPOSITION)
	  "####" A 0 A_SpawnItemEx("PrismLightPurple",192,0,0,0,0,0,315,SXF_CLIENTSIDE|SXF_SETTARGET|SXF_NOCHECKPOSITION)
	  
	  "####" A 0 A_PlaySound("Prism/Start",5,0.7)
	  "####" A 0 A_QuakeEx(1,1,1,9,0,128,"none",QF_SCALEUP)
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	  "####" A 0 A_Jump(250,2)
	  "####" A 0 A_PlaySound("Prism/Maccaron",5,1.0,1)
	PrismLoop:
	  "####" A 0 A_PlaySound("Prism/Loop",6,1.0,1)
	  
	  "####" A 0 A_JumpIfInventory("PowerTomeEffect",1,3)
	  "####" A 0 A_JumpIf(CountInv("PrismPower") < 70,2)
	  "####" A 0 A_JumpIfInventory("Mana",2,2)
	  Goto PrismEnd2
	  "####" A 0 A_JumpIfInventory("Mana",1,1)
	  Goto PrismEnd2
	  "####" A 0 A_JumpIfInventory("PowerTomeEffect",1,3)
	  "####" A 0 A_JumpIf(CountInv("PrismPower") < 70,2)
	  "####" AA 0 A_TakeInventory("Mana",random(1,2),TIF_NOTAKEINFINITE)

	  "####" A 0 A_GiveInventory("PrismPower",1) //Increases power consumption.
	  "####" A 0 A_JumpIf(CountInv("PrismRadius") < 2,2) // Make sure we wind up with one in the end.
	  "####" A 0 A_TakeInventory("PrismRadius",1) // Skipped when only one is left.
	  "####" A 0 A_TakeInventory("PrismSpin",10) // Go ten degrees at a time.
	  "####" A 0 A_JumpIfInventory("PrismSpin",1,2) // Make sure we loop over the spin amounts.
	  "####" A 0 A_GiveInventory("PrismSpin",360)
	  "####" A 0 A_AlertMonsters
	  
	  /* Projectile version. Lags less and works with wyverns, but gets weird, eggy shape.
	  "####" A 0 A_FireCustomMissile("PrismProjectileBlue",atan(sin(CountInv("PrismSpin") + 0.0) * CountInv("PrismRadius") / 70),0,0,0,0, atan(cos(CountInv("PrismSpin") + 0.0) * CountInv("PrismRadius") / 70))
	  "####" A 0 A_FireCustomMissile("PrismProjectileCyan",atan(sin(CountInv("PrismSpin") + 45.0) * CountInv("PrismRadius") / 70),0,0,0,0, atan(cos(CountInv("PrismSpin") + 45.0) * CountInv("PrismRadius") / 70))
	  "####" A 0 A_FireCustomMissile("PrismProjectileLime",atan(sin(CountInv("PrismSpin") + 90.0) * CountInv("PrismRadius") / 70),0,0,0,0, atan(cos(CountInv("PrismSpin") + 90.0) * CountInv("PrismRadius") / 70))
	  "####" A 0 A_FireCustomMissile("PrismProjectileLime",atan(sin(CountInv("PrismSpin") + 135.0) * CountInv("PrismRadius") / 70),0,0,0,0, atan(cos(CountInv("PrismSpin") + 135.0) * CountInv("PrismRadius") / 70))
	  "####" A 0 A_FireCustomMissile("PrismProjectileYellow",atan(sin(CountInv("PrismSpin") + 180.0) * CountInv("PrismRadius") / 70),0,0,0,0, atan(cos(CountInv("PrismSpin") + 180.0) * CountInv("PrismRadius") / 70))
	  "####" A 0 A_FireCustomMissile("PrismProjectileOrange",atan(sin(CountInv("PrismSpin") + 225.0) * CountInv("PrismRadius") / 70),0,0,0,0, atan(cos(CountInv("PrismSpin") + 225.0) * CountInv("PrismRadius") / 70))
	  "####" A 0 A_FireCustomMissile("PrismProjectileRed",atan(sin(CountInv("PrismSpin") + 270.0) * CountInv("PrismRadius") / 70),0,0,0,0, atan(cos(CountInv("PrismSpin") + 270.0) * CountInv("PrismRadius") / 70))
	  "####" A 0 A_FireCustomMissile("PrismProjectilePurple",atan(sin(CountInv("PrismSpin") + 315.0) * CountInv("PrismRadius") / 70),0,0,0,0, atan(cos(CountInv("PrismSpin") + 315.0) * CountInv("PrismRadius") / 70))
	  */
	  
	  "####" A 0 A_RailAttack(16, -7, false, "none", "FF0000", RGF_SILENT | RGF_EXPLICITANGLE | RGF_FULLBRIGHT, 0, "PrismImpactBlue",
				  atan(sin(CountInv("PrismSpin") + 0.0) * CountInv("PrismRadius") / 70),
				  atan(cos(CountInv("PrismSpin") + 0.0) * CountInv("PrismRadius") / 70), 0, 2, 4.0 + (CountInv("PrismRadius") * 0.75),
				  0,"PrismBeamBlue",-1)
	  "####" A 0 A_RailAttack(16, -7, false, "none", "FF8000", RGF_SILENT | RGF_EXPLICITANGLE | RGF_FULLBRIGHT, 0, "PrismImpactCyan",
				  atan(sin(CountInv("PrismSpin") + 45.0) * CountInv("PrismRadius") / 70),
				  atan(cos(CountInv("PrismSpin") + 45.0) * CountInv("PrismRadius") / 70), 0, 2, 4.0 + (CountInv("PrismRadius") * 0.75),
				  0,"PrismBeamCyan",-1)
	  "####" A 0 A_RailAttack(16, -7, false, "none", "FFFF00", RGF_SILENT | RGF_EXPLICITANGLE | RGF_FULLBRIGHT, 0, "PrismImpactGreen",
				  atan(sin(CountInv("PrismSpin") + 90.0) * CountInv("PrismRadius") / 70),
				  atan(cos(CountInv("PrismSpin") + 90.0) * CountInv("PrismRadius") / 70), 0, 2, 4.0 + (CountInv("PrismRadius") * 0.75),
				  0,"PrismBeamGreen",-1)
	  "####" A 0 A_RailAttack(16, -7, false, "none", "00FF00", RGF_SILENT | RGF_EXPLICITANGLE | RGF_FULLBRIGHT, 0, "PrismImpactLime",
				  atan(sin(CountInv("PrismSpin") + 135.0) * CountInv("PrismRadius") / 70),
				  atan(cos(CountInv("PrismSpin") + 135.0) * CountInv("PrismRadius") / 70), 0, 2, 4.0 + (CountInv("PrismRadius") * 0.75),
				  0,"PrismBeamLime",-1)
	  "####" A 0 A_RailAttack(16, -7, false, "none", "00FFFF", RGF_SILENT | RGF_EXPLICITANGLE | RGF_FULLBRIGHT, 0, "PrismImpactYellow",
				  atan(sin(CountInv("PrismSpin") + 180.0) * CountInv("PrismRadius") / 70),
				  atan(cos(CountInv("PrismSpin") + 180.0) * CountInv("PrismRadius") / 70), 0, 2, 4.0 + (CountInv("PrismRadius") * 0.75),
				  0,"PrismBeamYellow",-1)
	  "####" A 0 A_RailAttack(16, -7, false, "none", "0000FF", RGF_SILENT | RGF_EXPLICITANGLE | RGF_FULLBRIGHT, 0, "PrismImpactOrange",
				  atan(sin(CountInv("PrismSpin") + 225.0) * CountInv("PrismRadius") / 70),
				  atan(cos(CountInv("PrismSpin") + 225.0) * CountInv("PrismRadius") / 70), 0, 2, 4.0 + (CountInv("PrismRadius") * 0.75),
				  0,"PrismBeamOrange",-1)
	  "####" A 0 A_RailAttack(16, -7, false, "none", "8000FF", RGF_SILENT | RGF_EXPLICITANGLE | RGF_FULLBRIGHT, 0, "PrismImpactRed",
				  atan(sin(CountInv("PrismSpin") + 270.0) * CountInv("PrismRadius") / 70),
				  atan(cos(CountInv("PrismSpin") + 270.0) * CountInv("PrismRadius") / 70), 0, 2, 4.0 + (CountInv("PrismRadius") * 0.75),
				  0,"PrismBeamRed",-1)
	  "####" A 0 A_RailAttack(16, -7, false, "none", "FF00FF", RGF_SILENT | RGF_EXPLICITANGLE | RGF_FULLBRIGHT, 0, "PrismImpactPurple",
				  atan(sin(CountInv("PrismSpin") + 315.0) * CountInv("PrismRadius") / 70),
				  atan(cos(CountInv("PrismSpin") + 315.0) * CountInv("PrismRadius") / 70), 0, 2, 4.0 + (CountInv("PrismRadius") * 0.75),
				  0,"PrismBeamPurple",-1)
				  
	  //For GLDEF lightshows. Too bad they lagged too hard to be actually used.
	  /*"####" A 0 A_RailAttack(0, -7, false, "none", "none", RGF_SILENT | RGF_EXPLICITANGLE, 12.5, "PrismBloodless",
				  atan(sin(CountInv("PrismSpin") + 0.0) * CountInv("PrismRadius") / 70),
				  atan(cos(CountInv("PrismSpin") + 0.0) * CountInv("PrismRadius") / 70), 0, 2, 64.0,
				  0,"PrismLightBlue",-1)
	  "####" A 0 A_RailAttack(0, -7, false, "none", "none", RGF_SILENT | RGF_EXPLICITANGLE, 12.5, "PrismBloodless",
				  atan(sin(CountInv("PrismSpin") + 45.0) * CountInv("PrismRadius") / 70),
				  atan(cos(CountInv("PrismSpin") + 45.0) * CountInv("PrismRadius") / 70), 0, 2, 64.0,
				  0,"PrismLightCyan",-1)
	  "####" A 0 A_RailAttack(0, -7, false, "none", "none", RGF_SILENT | RGF_EXPLICITANGLE, 12.5, "PrismBloodless",
				  atan(sin(CountInv("PrismSpin") + 90.0) * CountInv("PrismRadius") / 70),
				  atan(cos(CountInv("PrismSpin") + 90.0) * CountInv("PrismRadius") / 70), 0, 2, 64.0,
				  0,"PrismLightGreen",-1)
	  "####" A 0 A_RailAttack(0, -7, false, "none", "none", RGF_SILENT | RGF_EXPLICITANGLE, 12.5, "PrismBloodless",
				  atan(sin(CountInv("PrismSpin") + 135.0) * CountInv("PrismRadius") / 70),
				  atan(cos(CountInv("PrismSpin") + 135.0) * CountInv("PrismRadius") / 70), 0, 2, 64.0,
				  0,"PrismLightLime",-1)
	  "####" A 0 A_RailAttack(0, -7, false, "none", "none", RGF_SILENT | RGF_EXPLICITANGLE, 12.5, "PrismBloodless",
				  atan(sin(CountInv("PrismSpin") + 180.0) * CountInv("PrismRadius") / 70),
				  atan(cos(CountInv("PrismSpin") + 180.0) * CountInv("PrismRadius") / 70), 0, 2, 64.0,
				  0,"PrismLightYellow",-1)
	  "####" A 0 A_RailAttack(0, -7, false, "none", "none", RGF_SILENT | RGF_EXPLICITANGLE, 12.5, "PrismBloodless",
				  atan(sin(CountInv("PrismSpin") + 225.0) * CountInv("PrismRadius") / 70),
				  atan(cos(CountInv("PrismSpin") + 225.0) * CountInv("PrismRadius") / 70), 0, 2, 64.0,
				  0,"PrismLightOrange",-1)
	  "####" A 0 A_RailAttack(0, -7, false, "none", "none", RGF_SILENT | RGF_EXPLICITANGLE, 12.5, "PrismBloodless",
				  atan(sin(CountInv("PrismSpin") + 270.0) * CountInv("PrismRadius") / 70),
				  atan(cos(CountInv("PrismSpin") + 270.0) * CountInv("PrismRadius") / 70), 0, 2, 64.0,
				  0,"PrismBeamRed",-1)
	  "####" A 0 A_RailAttack(0, -7, false, "none", "none", RGF_SILENT | RGF_EXPLICITANGLE, 12.5, "PrismBloodless",
				  atan(sin(CountInv("PrismSpin") + 315.0) * CountInv("PrismRadius") / 70),
				  atan(cos(CountInv("PrismSpin") + 315.0) * CountInv("PrismRadius") / 70), 0, 2, 64.0,
				  0,"PrismLightPurple",-1)*/
	  "####" J 0 A_QuakeEx(1,1,1,25,0,128,"none",QF_SCALEDOWN)
	  "####" J 1 Bright A_ZoomFactor(0.9)
	  "####" J 0 A_Jump(32,"BlueScreen","CyanScreen","GreenScreen","LimeScreen",
						"YellowScreen","OrangeScreen","RedScreen","PurpleScreen")
	  Goto PrismContinue
	BlueScreen:
	  "####" A 0 A_SetBlend("Blue",0.1,70,"White")
	  Goto  PrismContinue
	CyanScreen:
	  "####" A 0 A_SetBlend("Cyan",0.1,70,"White")
	  Goto  PrismContinue
	GreenScreen:
	  "####" A 0 A_SetBlend("Green",0.1,70,"White")
	  Goto  PrismContinue
	LimeScreen:
	  "####" A 0 A_SetBlend("99 FF 00",0.1,70,"White")
	  Goto  PrismContinue
	YellowScreen:
	  "####" A 0 A_SetBlend("Yellow",0.1,70,"White")
	  Goto  PrismContinue
	OrangeScreen:
	  "####" A 0 A_SetBlend("Orange",0.1,70,"White")
	  Goto  PrismContinue
	RedScreen:
	  "####" A 0 A_SetBlend("Red",0.1,70,"White")
	  Goto  PrismContinue
	PurpleScreen:
	  "####" A 0 A_SetBlend("Purple",0.1,70,"White")
	  Goto  PrismContinue
	PrismContinue:
	  "####" A 0 A_ReFire("PrismLoop")
    PrismEnd2:
	  "####" A 0 A_PlaySound("Prism/End",6)
	  "####" A 0 A_StopSound(5)
	  
	  "####" A 0 A_TakeInventory("PrismRadius",999)
	  "####" A 0 A_TakeInventory("PrismSpin",999)
	  "####" A 0 A_TakeInventory("PrismPower",999)
	  
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" I 1 A_ZoomFactor(1)
// Don't allow refiring for now because I 100% don't understand this.
//	  "####" A 0 A_JumpIfInventory("Mana",1,1)
//	  Goto PrismEnd
//	  "####" I 1 A_ReFire("PrismLoop")
	PrismEnd:
	  "####" HGFEDCBA 1
	  "####" Z 1
	  "####" Z 0 A_Jump(256, "Ready")
	  Goto Ready
	  
	//jezeli nie ma w tytule "zabic", jest to z automatu ballada.
	
	CheckForMagicT:
	  "####" Z 0 A_JumpIfInventory("MeteorfistActive",1,"MeteorfistLaunchT")
	  "####" Z 0 A_JumpIfInventory("FirebreathActive",1,"FirebreathLaunchT")
	  "####" Z 0 A_JumpIfInventory("FlamewaveActive",1,"FlamewaveLaunchT")
	  "####" Z 0 A_JumpIfInventory("SkullfireActive",1,"SkullfireLaunchT")
	  "####" Z 0 A_JumpIfInventory("FrostbiteActive",1,"FrostbiteLaunchT")
	  "####" Z 0 A_JumpIfInventory("GumpopActive",1,"GumpopLaunchT")
	  "####" Z 0 A_JumpIfInventory("SkypunchActive",1,"SkypunchLaunchT")
	  "####" Z 0 A_JumpIfInventory("CrowsActive",1,"CrowsLaunchT")
	  "####" Z 0 A_JumpIfInventory("ThunderActive",1,"ThunderLaunchT")
	  "####" Z 0 A_JumpIfInventory("BreathActive",1,"BreathLaunchT")
	  "####" Z 0 A_JumpIfInventory("CorpseActive",1,"CorpseLaunchT")
	  "####" Z 0 A_JumpIfInventory("ThreadcutterActive",1,"ThreadLaunchT")
	  "####" Z 0 A_JumpIfInventory("AnnihilationActive",1,"AnnihilationLaunchT")
	  "####" Z 0 A_JumpIfInventory("SheepshieldActive",1,"SheepshieldLaunchT")
	  Goto FuckNo
	  
//METEOR FIST
	
	MeteorfistLaunchT:
	  "####" Z 0 A_JumpIfInventory("DergfistSelected",1,"DergfistFrameT")
	  "####" Z 0 A_JumpIfInventory("StruckerSelected",1,"StruckerFrameT")
	  "####" Z 0 A_JumpIfInventory("LonghornStratActive",1,"LonghornFrameT")
	  "####" Z 0 A_JumpIfInventory("IronblastSelected",1,"IronblastFrameT")
	  "####" Z 0 A_JumpIfInventory("MatriarchSelected",1,"MatriarchFrameT")
	  "####" Z 0 A_JumpIfInventory("DynamiteSelected",1,"DynamiteFrameT")
	  "####" Z 0 A_JumpIfInventory("CauterizerSelected",1,"CauterizerFrameT")
	  "####" Z 0 A_JumpIfInventory("DreadfulSelected",1,"DreadfulFrameT")
	  Goto MeteorfistContinueT

	DergfistFrameT:
	  //Regular
	  DR1G Z 0 A_JumpIfInventory("PowerSuitToken",1,5)
	  DR1G Z 0 A_JumpIfInventory("PowerSuitProtect",1,3)
	  DR1G Z 0 A_JumpIfInventory("PowerMidasMode",1,1)
	  Goto MeteorfistContinueT
	  //Midas
	  MR1G Z 0
	  Goto MeteorfistContinueT
	  //Enviro
	  DS1G Z 0
	  Goto MeteorfistContinueT
	  //Power
	  CB1G Z 0 A_JumpIfInventory("PunchCannonMode",1,1)
	  Goto MeteorfistContinueT
	  //Power arm cannons
	  CB2G Z 0
	  Goto MeteorfistContinueT
	  
	LonghornFrameT:
	  //Regular
	  LG1G Z 0 A_JumpIfInventory("PowerSuitToken",1,6)
	  LG1G Z 0 A_JumpIfInventory("PowerSuitProtect",1,3)
	  LG1G Z 0 A_JumpIfInventory("LonghornStratActive",1,1)
	  Goto MeteorfistContinueT
	  LG2G Z 0
	  Goto MeteorfistContinueT
	  
	  //Enviro
	  LU1G Z 0 A_JumpIfInventory("LonghornStratActive",1,1)
	  Goto MeteorfistContinueT
	  LU2G Z 0
	  Goto MeteorfistContinueT
	  
	  //Power
	  LC1G Z 0 A_JumpIfInventory("LonghornStratActive",1,1)
	  Goto MeteorfistContinueT
	  LC2G Z 0
	  Goto MeteorfistContinueT
	  
	StruckerFrameT:
	  //Regular
	  ST1G Z 0 A_JumpIfInventory("PowerSuitToken",1,6)
	  ST1G Z 0 A_JumpIfInventory("PowerSuitProtect",1,3)
	  ST1G Z 0 A_JumpIfInventory("StruckerStratActive",1,1)
	  Goto MeteorfistContinueT
	  ST2G Z 0
	  Goto MeteorfistContinueT
	  
	  //Enviro
	  SS1G Z 0 A_JumpIfInventory("StruckerStratActive",1,1)
	  Goto MeteorfistContinueT
	  SS2G Z 0
	  Goto MeteorfistContinueT
	  
	  //Power
	  SC1G Z 0 A_JumpIfInventory("StruckerStratActive",1,1)
	  Goto MeteorfistContinueT
	  SC2G Z 0
	  Goto MeteorfistContinueT
	  
	PulverizerFrameT:
	  //Regular
	  PC1G Z 0 A_JumpIfInventory("PowerSuitToken",1,6)
	  PU1G Z 0 A_JumpIfInventory("PowerSuitProtect",1,3)
	  PLVG Z 0 A_JumpIfInventory("PulverizerStratActive",1,1)
	  Goto MeteorfistContinueT
	  PL1G Z 0
	  Goto MeteorfistContinueT
	  
	  //Power
	  PUVG Z 0 A_JumpIfInventory("PulverizerStratActive",1,1)
	  Goto MeteorfistContinueT
	  PU1G Z 0
	  Goto MeteorfistContinueT
	  
	  //Power
	  PCVG Z 0 A_JumpIfInventory("PulverizerStratActive",1,1)
	  Goto MeteorfistContinueT
	  PC1G Z 0
	  Goto MeteorfistContinueT

	  
	IronblastFrameT:
	  IR1G Z 0
	  Goto MeteorfistContinueT
	  
	MatriarchFrameT:
	  //Regular
	  MC1G Z 0 A_JumpIfInventory("PowerSuitToken",1,6)
	  MU1G Z 0 A_JumpIfInventory("PowerSuitProtect",1,3)
	  M1RG Z 0 A_JumpIfInventory("MatriarchStratActive",1,1)
	  Goto MeteorfistContinueT
	  M2UG Z 0
	  Goto MeteorfistContinueT
	  
	  //Enviro
	  M1UG Z 0 A_JumpIfInventory("MatriarchStratActive",1,1)
	  Goto MeteorfistContinueT
	  M2UG Z 0
	  Goto MeteorfistContinueT
	  
	  //Power
	  M1CG Z 0 A_JumpIfInventory("MatriarchStratActive",1,1)
	  Goto MeteorfistContinueT
	  M2CG Z 0
	  Goto MeteorfistContinueT

	  
	DynamiteFrameT:
	  DCNG A 0 A_JumpIfInventory("PowerSuitToken",1,"MeteorfistContinueT")
	  DUNG A 0 A_JumpIfInventory("PowerSuitProtect",1,"MeteorfistContinueT")
	  DYNG A 0
	  Goto MeteorfistContinueT
	  
	CauterizerFrameT:
	  CC1G A 0 A_JumpIfInventory("PowerSuitToken",1,"MeteorfistContinueT")
	  CS1G A 0 A_JumpIfInventory("PowerSuitProtect",1,"MeteorfistContinueT")
	  CA1G Z 0
	  Goto MeteorfistContinueT
	  
	DreadfulFrameT:
	  BF1G Z 0
	  Goto MeteorfistContinueT

	MeteorfistContinueT:
	  "####" Z 0 A_JumpIfInventory("Mana",200,2) //Do you have enough booze?
	  "####" Z 0 A_Jump(256, "Ready")
	  Goto Ready
	  "####" Z 0 A_Jump(164,2)
	  "####" Z 0 A_PlaySound("Guncaster/Kick",2)
	  "####" Z 0 A_PlaySound("Stomp/Use",0,1)
	  "####" Z 0 A_PlaySound("SuperSheep/Whoosh",5,0.7,1)
	  "####" Z 0 A_ZoomFactor(0.7)
	  "####" Z 0 A_GunFlash("MeteorfistAnim1")
	  "####" Z 3
	MeteorfistLoopT:
	  "####" Z 0 A_JumpIfInventory("Mana",175,1)
	  Goto MeteorfistFailT
	  "####" Z 0 A_JumpIfInventory("MeteorfistConnected",1,"MeteorfistHitT")
	  "####" Z 0 A_ChangeVelocity (Cos(Pitch) * 12, 0, Sin(Pitch) * -12, 1)
	  "####" Z 0 A_SetBlend("Orange",0.1,15)
	  "####" Z 0 A_ChangeFlag("Nogravity",1)
	  "####" Z 0 A_Gunflash("MeteorfistAnim2")
	  "####" Z 0 A_FireCustomMissile("MeteorfistCheck",0,0)
	  "####" Z 0 A_TakeInventory("Mana",2,TIF_NOTAKEINFINITE)
	  "####" Z 1
	  "####" Z 0 A_ReFire("MeteorfistLoopT")
	  Goto MeteorfistFailT
	MeteorfistFailT:
	  "####" Z 0 A_StopSound(5)
	  "####" Z 0 A_TakeInventory("Mana",25,TIF_NOTAKEINFINITE)
	  "####" Z 0 A_GunFlash("MeteorfistAnim3")
	  "####" Z 0 A_ChangeFlag("Nogravity",0)
	  "####" Z 1 A_ZoomFactor(0.91)
	  "####" Z 1 A_ZoomFactor(0.93)
	  "####" Z 1 A_ZoomFactor(0.95)
	  "####" Z 1 A_ZoomFactor(0.97)
	  "####" Z 1 A_ZoomFactor(0.98)
	  "####" Z 1 A_ZoomFactor(0.99)
	  "####" Z 1 A_ZoomFactor(0.995)
	  "####" Z 0 A_ZoomFactor(1)
	  "####" Z 0 A_JumpIfInventory("DergfistSelected",1,"ContinueAnim")
	  "####" Z 0 A_JumpIfInventory("StruckerSelected",1,"ContinueAnim")
	  "####" Z 0 A_JumpIfInventory("IronblastSelected",1,"ContinueAnim")
	  "####" Z 0 A_JumpIfInventory("MatriarchSelected",1,"ContinueAnim")
	  "####" Z 0 A_JumpIfInventory("CauterizerSelected",1,"ContinueAnim")
	  "####" Z 0 A_JumpIfInventory("DreadfulSelected",1,"ContinueAnim")
	  "####" Z 4
	  "####" Z 0 A_Jump(256, "Ready")
	  Goto Ready
	MeteorfistHitT:
	  "####" Z 0 A_StopSound(5)
	  "####" Z 0 A_TakeInventory("Mana",200,TIF_NOTAKEINFINITE)
	  "####" Z 0 A_GunFlash("MeteorfistAnim3")
	  "####" Z 0 A_FireCustomMissile("SuperMeteorfistImpact",0,0)
	  "####" Z 0 A_SetBlend("Orange",0.4,55)
	  "####" Z 1 A_ZoomFactor(0.91)
	  "####" Z 1 A_ZoomFactor(0.93)
	  "####" Z 1 A_ZoomFactor(0.95)
	  "####" Z 1 A_ZoomFactor(0.97)
	  "####" Z 1 A_ZoomFactor(0.98)
	  "####" Z 1 A_ZoomFactor(0.99)
	  "####" Z 1 A_ZoomFactor(0.995)
	  "####" Z 10 A_ZoomFactor(1)
	  "####" Z 0 A_JumpIfInventory("DergfistSelected",1,"ContinueAnim")
	  "####" Z 0 A_JumpIfInventory("StruckerSelected",1,"ContinueAnim")
	  "####" Z 0 A_JumpIfInventory("IronblastSelected",1,"ContinueAnim")
	  "####" Z 0 A_JumpIfInventory("MatriarchSelected",1,"ContinueAnim")
	  "####" Z 0 A_JumpIfInventory("CauterizerSelected",1,"ContinueAnim")
	  "####" Z 0 A_JumpIfInventory("DreadfulSelected",1,"ContinueAnim")
	  "####" Z 4
	  "####" Z 0 A_TakeInventory("MeteorfistConnected")
	  "####" Z 0 A_Jump(256, "Ready")
	  Goto Ready
	  
//FIREBREATH

	FirebreathLaunchT:
		"####" "#" 0  A_JumpIfInventory("Mana",50,2)
		"####" "#" 0 A_Jump(256, "Ready")
		"####" "#" 0 A_TakeInventory("Mana",50,TIF_NOTAKEINFINITE)
		"####" "#" 0 A_PlaySound("TNT/Ignition",1,0.9)
		"####" "#" 1 A_SetPitch(Pitch-0.25, SPF_INTERPOLATE)
		"####" "#" 1 A_SetPitch(Pitch-0.25, SPF_INTERPOLATE)
		"####" "#" 1 A_SetPitch(Pitch-0.5, SPF_INTERPOLATE)
		"####" "#" 1 A_SetPitch(pitch-1.0, SPF_INTERPOLATE)
		"####" "#" 1 A_SetPitch(pitch-2.0, SPF_INTERPOLATE, SPF_INTERPOLATE)
		"####" "###" 1 A_SetPitch(pitch-2.5, SPF_INTERPOLATE)
		"####" "###" 0 A_FireCustomMissile("FiresweepSnort",frandom(32.0,-32.0),0,0,0,0,frandom(0.5,-0.5))
		"####" "#####" 0 A_FireCustomMissile("FiresweepSmoke",frandom(32.0,-32.0),0,0,0,0,frandom(0.5,-0.5))
		"####" "#" 1 A_SetPitch(Pitch+6.0, SPF_INTERPOLATE)
		"####" "###" 0 A_FireCustomMissile("FiresweepSnort",frandom(32.0,-32.0),0,0,0,0,frandom(0.5,-0.5))
		"####" "#####" 0 A_FireCustomMissile("FiresweepSmoke",frandom(32.0,-32.0),0,0,0,0,frandom(0.5,-0.5))
		"####" "#" 1 A_SetPitch(Pitch+5.0, SPF_INTERPOLATE)
		"####" "###" 0 A_FireCustomMissile("FiresweepSnort",frandom(32.0,-32.0),0,0,0,0,frandom(0.5,-0.5))
		"####" "#####" 0 A_FireCustomMissile("FiresweepSmoke",frandom(32.0,-32.0),0,0,0,0,frandom(0.5,-0.5))
		"####" "#" 1 A_SetPitch(Pitch+4.0, SPF_INTERPOLATE)
		"####" "###" 0 A_FireCustomMissile("FiresweepSnort",frandom(32.0,-32.0),0,0,0,0,frandom(0.5,-0.5))
		"####" "#####" 0 A_FireCustomMissile("FiresweepSmoke",frandom(32.0,-32.0),0,0,0,0,frandom(0.5,-0.5))
		"####" "#" 1 A_SetPitch(Pitch+3.0, SPF_INTERPOLATE)
		"####" "###" 0 A_FireCustomMissile("FiresweepSnort",frandom(32.0,-32.0),0,0,0,0,frandom(0.5,-0.5))
		"####" "#####" 0 A_FireCustomMissile("FiresweepSmoke",frandom(32.0,-32.0),0,0,0,0,frandom(0.5,-0.5))
		"####" "#" 1 A_SetPitch(Pitch+2.0, SPF_INTERPOLATE)
		"####" "###" 0 A_FireCustomMissile("FiresweepSnort",frandom(32.0,-32.0),0,0,0,0,frandom(0.5,-0.5))
		"####" "#####" 0 A_FireCustomMissile("FiresweepSmoke",frandom(32.0,-32.0),0,0,0,0,frandom(0.5,-0.5))
		"####" "##" 1 A_SetPitch(pitch+1.0, SPF_INTERPOLATE)
		"####" "##" 1 A_SetPitch(Pitch+0.5, SPF_INTERPOLATE)
		"####" "#" 25 A_WeaponReady(WRF_NOSECONDARY|WRF_NOBOB|WRF_ALLOWZOOM|WRF_ALLOWRELOAD)
		Goto Ready
	  
//SKULLFIRE

	SkullfireLaunchT:
	  "####" A 0 A_JumpIfInventory("Mana",30,2) //Do you have enough booze?
	  "####" A 0 A_Jump(256, "Ready")
	  Goto Ready
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	SkullfireLoopT:
	  "####" A 0 A_TakeInventory("Mana",30,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_FireCustomMissile("SkullfireTomedProjectile",0,0,-12,0)
	  "####" A 0 A_PlaySound("Skullfire/Launch",5)
	  "####" A 0 A_PlaySound("Skullfire/Whizz",6,0.55)
	  "####" A 0 A_SetBlend("Orange",0.2,25)
	  "####" J 1 Bright A_ZoomFactor(0.9)
	  "####" A 0 A_SetPitch(pitch-2, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-2, SPF_INTERPOLATE)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-1, SPF_INTERPOLATE)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(Pitch-0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(Pitch-0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.25, SPF_INTERPOLATE)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(Pitch+0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.5, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",30,1)
	  Goto SkullfireEndT
	  "####" I 15 A_ReFire("SkullfireLoopT2")
	SkullfireEndT:
	  "####" HGFEDCBA 1
	  "####" Z 1 //Define idle state in textures
	  "####" Z 0 A_Jump(256, "Ready")
	  Goto Ready
	SkullfireLoopT2:
	  "####" I 15
	  Goto SkullfireLoopT
	  
//Flamewave
	  
	FlamewaveLaunchT:
	  "####" A 0 A_JumpIfInventory("Mana",90,2)
	  "####" A 0 A_Jump(256, "Ready")
	  Goto Ready
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	FlamewaveLoopT:
	  "####" A 0 A_TakeInventory("Mana",90,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_FireCustomMissile("SuperFlamewaveSpawner",0,0)
	  "####" A 0 A_PlaySound("Skullfire/Launch",5)
	  "####" A 0 A_PlaySound("Skullfire/Whizz",6,0.55)
	  "####" A 0 A_SetBlend("Red",0.1,15)
	  "####" J 1 Bright A_ZoomFactor(0.9) //I wish I could automate this part as well, as I need to paste it each time, buuut... ammo checks and in-fire loop changes prevents me from doing so.
	  "####" A 0 A_SetPitch(pitch-2, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-2, SPF_INTERPOLATE)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-1, SPF_INTERPOLATE)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(Pitch-0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(Pitch-0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.25, SPF_INTERPOLATE)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(Pitch+0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.5, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",90,1)
	  Goto FlamewaveEnd
	  "####" I 1 A_ReFire("FlamewaveLoop2")
	FlamewaveEnd:
	  "####" HGFEDCBA 1
	  "####" Z 1 //Define idle state in textures
	  "####" Z 0 A_Jump(256, "Ready")
	  Goto Ready
	FlamewaveLoop2:
	  "####" I 25
	  Goto FlamewaveLoop

//FROSTBITE

	FrostbiteLaunchT:
	  "####" A 0 A_JumpIfInventory("Mana",70,2)
	  "####" A 0 A_Jump(256, "Ready")
	  Goto Ready
	  "####" A 0 A_PlaySound("Frostbite/Spell",6)
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	FrostbiteLoopT:
	  "####" A 0 A_TakeInventory("Mana",70,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_FireCustomMissile("FrozenOrbProjectile",0,0,-12,0)
	  //"####" A 0 A_FireCustomMissile("FrozenOrbProjectileFade1",0,0,-12,0) //I had to resign from this as homing made it fucked up.
	  //"####" A 0 A_FireCustomMissile("FrozenOrbProjectileFade2",0,0,-12,0)
	  "####" A 0 A_PlaySound("Frostbite/Launch",5)
	  "####" A 0 A_SetBlend("White",0.2,20)
	  "####" J 1 Bright A_ZoomFactor(0.9)
	  "####" A 0 A_SetPitch(pitch-2, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-2, SPF_INTERPOLATE)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-1, SPF_INTERPOLATE)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(Pitch-0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(Pitch-0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.25, SPF_INTERPOLATE)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(Pitch+0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.5, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",70,1)
	  Goto FrostbiteEndT
	  "####" I 1 A_ReFire("FrostbiteLoopT2")
	FrostbiteEndT:
	  "####" HGFEDCBA 1
	  "####" Z 1
	  "####" Z 0 A_Jump(256, "Ready")
	  Goto Ready
	FrostbiteLoopT2:
	  "####" I 25
	  Goto FrostbiteLoopT

//GUMPOP

	GumpopLaunchT:
	  "####" A 0 A_JumpIfInventory("Mana",50,2)
	  "####" A 0 A_Jump(256, "Ready")
	  Goto Ready
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	GumpopLoopT:
	  "####" A 0 A_TakeInventory("Mana",50,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_FireCustomMissile("GumpopProjectile2",0,0,-12,0) //"####" A 0 A_FireCustomMissile("GumpodSpawner",0,0,0,0)
	  "####" A 0 A_PlaySound("Gumpop/Cast",5,0.6)
	  "####" A 0 A_SetBlend("Green",0.1,18)
	  "####" J 1 Bright A_ZoomFactor(0.9)
	  "####" A 0 A_SetPitch(pitch-2, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-2, SPF_INTERPOLATE)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-1, SPF_INTERPOLATE)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(Pitch-0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(Pitch-0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.25, SPF_INTERPOLATE)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(Pitch+0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.5, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",50,1)
	  Goto GumpopEndT
	  "####" I 10 A_ReFire("GumpopLoopT2")
	GumpopEndT:
	  "####" HGFEDCBA 1
	  "####" Z 1
	  "####" Z 0 A_Jump(256, "Ready")
	  Goto Ready
	GumpopLoopT2:
	  "####" I 15
	  Goto GumpopLoopT

//SKYPUNCH

	SkypunchLaunchT:
	  "####" A 0 A_JumpIfInventory("Mana",45,2)
	  "####" A 0 A_Jump(256, "Ready")
	  Goto Ready
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	SkypunchLoopT:
	  "####" A 0 A_TakeInventory("Mana",45,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_FireCustomMissile("SkypunchLauncher2",0,0,-12,0)
	  "####" A 0 A_PlaySound("Skypunch/Layer",6,0.9)
	  "####" A 0 A_PlaySound("Skypunch/Blast",5,1.0)
	  "####" A 0 A_SetBlend("White",0.2,15)
	  "####" J 1 Bright A_ZoomFactor(0.9)
	  "####" A 0 A_SetPitch(pitch-2, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-2, SPF_INTERPOLATE)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-1, SPF_INTERPOLATE)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(Pitch-0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(Pitch-0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.25, SPF_INTERPOLATE)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(Pitch+0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.5, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",45,1)
	  Goto SkypunchEndT
	  "####" I 1 A_ReFire("SkypunchLoopT2")
	SkypunchEndT:
	  "####" HGFEDCBA 1
	  "####" Z 1
	  "####" Z 0 A_Jump(256, "Ready")
	  Goto Ready
	SkypunchLoopT2:
	  "####" I 25
	  Goto SkypunchLoopT

//CROWS

	CrowsLaunchT:
	  "####" A 0 A_JumpIfInventory("Mana",50,2)
	  "####" A 0 A_Jump(256, "Ready")
	  Goto Ready
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	CrowsLoopT:
	  "####" A 0 A_TakeInventory("Mana",50,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_FireCustomMissile("CrowLauncher",0,0,-12,0)
	  "####" A 0 A_PlaySound("Crows/Launch",5,0.8)
	  "####" A 0 A_PlaySound("Crows/Scream",6,0.4)
	  "####" A 0 A_PlaySound("Crows/Add",1,0.7)
	  "####" A 0 A_SetBlend("Black",0.3,30)
	  "####" J 1 Bright A_ZoomFactor(0.9) 
	  "####" A 0 A_SetPitch(pitch-2, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-2, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("CrowLauncher",0,0,-12,0)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-1, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("CrowLauncher",0,0,-12,0)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(Pitch-0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" A 0 A_FireCustomMissile("CrowLauncher",0,0,-12,0)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(Pitch-0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.25, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("CrowLauncher",0,0,-12,0)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("CrowLauncher",0,0,-12,0)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("CrowLauncher",0,0,-12,0)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("CrowLauncher",0,0,-12,0)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("CrowLauncher",0,0,-12,0)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(Pitch+0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.5, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("CrowLauncher",0,0,-12,0)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("CrowLauncher",0,0,-12,0)
	  "####" IIIII 1 A_FireCustomMissile("CrowLauncher",0,0,-12,0)
	  "####" I 20 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",50,1)
	  Goto CrowsEndT
	  "####" I 1 A_ReFire("CrowsLoopT2")
	CrowsEndT:
	  "####" HGFEDCBA 1
	  "####" Z 1 //Define idle state in textures
	  "####" Z 0 A_Jump(256, "Ready")
	  Goto Ready
	CrowsLoopT2:
	  "####" I 15
	  Goto CrowsLoopT
	  
//THUNDERSTRUCK

	ThunderLaunchT:
	  "####" A 0 A_JumpIfInventory("StormEngaged",1,3)
	  "####" A 0 A_JumpIfInventory("Mana",40,2)
	  "####" A 0 A_Jump(256, "Ready")
	  Goto Ready
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	ThunderLoopT:
	  "####" A 0 A_JumpIfInventory("StormEngaged",1,"ThunderDisengage")
	  "####" A 0 A_TakeInventory("Mana",40,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_SpawnItemEx("RajtninguStormuru",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETTARGET,0) //A_FireCustomMissile("TomedThunderSpawner",0,0,-12,0)
	  "####" A 0 A_PlaySound("Spell/Active6",5,1)
	  "####" A 0 A_SetBlend("Yellow",0.4,50)
	  Goto ThunderContinue
	ThunderDisengage:
	  "####" A 0 A_SetBlend("Yellow",0.2,25)
	  "####" A 0 A_PlaySound("Thunderstorm/Stop",5,0.9)
	  "####" A 0 A_GiveInventory("StormTrigger")
	  "####" J 1 Bright A_ZoomFactor(0.9)
	  "####" A 0 A_SetPitch(pitch-2, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-2, SPF_INTERPOLATE)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-1, SPF_INTERPOLATE)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(Pitch-0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(Pitch-0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.25, SPF_INTERPOLATE)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_TakeInventory("StormTrigger")
	  Goto ThunderContinue2
	ThunderContinue:
	  "####" J 1 Bright A_ZoomFactor(0.9)
	  "####" A 0 A_SetPitch(pitch-2, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-2, SPF_INTERPOLATE)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-1, SPF_INTERPOLATE)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(Pitch-0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(Pitch-0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.25, SPF_INTERPOLATE)
	  "####" N 1 A_ZoomFactor(0.94)
	ThunderContinue2:
	  "####" A 0 A_SetPitch(pitch-0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(Pitch+0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.5, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 4 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",40,1)
	  Goto ThunderEndT
	  "####" I 1 A_ReFire("ThunderLoopT2")
	ThunderEndT:
	  "####" HGFEDCBA 1
	  "####" Z 1 //Define idle state in textures
	  "####" Z 0 A_Jump(256, "Ready")
	  Goto Ready
	ThunderLoopT2:
	  "####" I 25
	  Goto ThunderLoopT
	  
//SCOURGEBREATH

	BreathLaunchT:
	  "####" A 0 A_JumpIfInventory("Mana",16,2)
	  "####" A 0 A_Jump(256, "Ready")
	  Goto Ready
	  "####" Z 10 A_PlaySound("Breath/Start",6,0.8)
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	  "####" A 0 A_GiveInventory("BreathLooplet",8)
	BreathLoopT:
	  "####" A 0 A_JumpIfInventory("Mana",2,1)
	  Goto BreathEndT2
	  "####" A 0 A_PlaySound("Breath/Loop",5,0.7,1)
	  "####" A 0 A_TakeInventory("Mana",random(1,2),TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_TakeInventory("BreathLooplet",1)
	  "####" A 0 A_SetBlend("Red",0.1,15)
	  "####" A 0 A_FireCustomMissile("BreathProjectile",0,0,0,-8)
	  "####" J 1 Bright A_ZoomFactor(0.9)
	  "####" A 0 A_SetPitch(pitch-1, SPF_INTERPOLATE)
	  "####" A 0 A_JumpIfInventory("BreathLooplet",1,"BreathLoopT")
	  "####" A 0 A_ReFire("BreathLoopT")
    BreathEndT2:
	  "####" A 0 A_TakeInventory("BreathLooplet",8)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1, SPF_INTERPOLATE)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(Pitch-0.5, SPF_INTERPOLATE)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(Pitch-0.25, SPF_INTERPOLATE)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(Pitch+0.5, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",16,1)
	  Goto BreathEndT
	  "####" I 1 A_ReFire("BreathLoopT2")
	BreathEndT:
	  "####" H 0 A_PlaySound("Breath/End",5,0.8)
	  "####" HGFEDCBA 1
	  "####" Z 1 //Define idle state in textures
	  "####" Z 0 A_Jump(256, "Ready")
	  Goto Ready
	BreathLoopT2:
	  "####" I 0 A_GiveInventory("BreathLooplet",8)
	  Goto BreathLoopT
	  
//CORPSE BLAST
	  
	CorpseLaunchT:
	  "####" A 0 A_JumpIfInventory("Mana",70,2)
	  "####" A 0 A_Jump(256, "Ready")
	  Goto Ready
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	CorpseLoopT:
	  "####" A 0 A_TakeInventory("Mana",70,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  //"####" A 0 A_FireCustomMissile("CorpseEffect",0,0,0,0)
	  //"####" A 0 A_RadiusGive("CorpseBlaster2", 96, RGF_MONSTERS|RGF_CORPSES, 1) 
	  "####" A 0 A_FireCustomMissile("CorpseblastProjectile2",0,0,-12,0)
	  "####" A 0 A_PlaySound("Corpseblast/Use",5)
	  "####" A 0 A_SetBlend("Red",0.2,20)
	  "####" J 1 Bright A_ZoomFactor(0.9) 
	  "####" A 0 A_SetPitch(pitch-2, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-2, SPF_INTERPOLATE)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-1, SPF_INTERPOLATE)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(Pitch-0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(Pitch-0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.25, SPF_INTERPOLATE)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(Pitch+0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.5, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 5 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",70,1)
	  Goto CorpseEndT
	  "####" I 1 A_ReFire("CorpseLoopT2")
	CorpseEndT:
	  "####" HGFEDCBA 1
	  "####" Z 1
	  "####" Z 0 A_Jump(256, "Ready")
	  Goto Ready
	CorpseLoopT2:
	  "####" I 20
	  Goto CorpseLoopT
	  
//THREADCUTTER

	ThreadLaunchT:
	  "####" A 0 A_JumpIfInventory("Mana",35,2)
	  "####" A 0 A_Jump(256, "Ready")
	  Goto Ready
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	ThreadLoopT:
	  "####" A 0 A_GiveInventory("Dio",1)
	  "####" A 0 A_PlaySound("Threadcutter/Loop",5|CHAN_NOPAUSE,0.9,1)
	  "####" A 0 A_PlaySound("Threadcutter/Use",1|CHAN_NOPAUSE,0.9)
	  "####" A 0 A_TakeInventory("Mana",35,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_SetBlend("Cyan",0.1,35)
	  "####" AAAAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile("ThreadcutterKnife2",frandom(7.5,-7.5),0,-16+frandom(4.0,-4.0),-4+frandom(4.0,-4.0),0,frandom(3.5,-3.5))
	  "####" AAAAAAAAAA 0 A_FireCustomMissile("ThreadcutterCleaver2",frandom(7.5,-7.5),0,-16+frandom(4.0,-4.0),-4+frandom(4.0,-4.0),0,frandom(3.5,-3.5))
	  "####" J 1 Bright A_ZoomFactor(0.93)
	  "####" K 1 Bright A_ZoomFactor(0.935)
	  "####" A 0 A_SetPitch(pitch-1, SPF_INTERPOLATE)
	  "####" L 1 Bright A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(Pitch-0.5, SPF_INTERPOLATE)
	  "####" M 1 Bright A_ZoomFactor(0.945)
	  "####" A 0 A_SetPitch(Pitch-0.25, SPF_INTERPOLATE)
	  "####" N 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(Pitch+0.5, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.995)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" I 10 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",35,1)
	  Goto ThreadEndT
	  "####" I 1 A_ReFire("ThreadLoop2T")
	ThreadEndT:
      "####" A 0 A_TakeInventory("PowerZaWarudo",1)
	  "####" A 0 A_SetBlend("Cyan",0.1,25)
	  "####" H 0 A_StopSound(5)
	  "####" HGFEDCBA 1
	  "####" Z 1
	  "####" Z 0 A_Jump(256, "Ready")
	  Goto Ready
	ThreadLoop2T:
	  "####" I 35
	  Goto ThreadLoopT
	 
//ANNIHILATION
	 
	AnnihilationLaunchT:
	  "####" A 0 A_JumpIfInventory("Mana",200,2)
	  "####" A 0 A_Jump(256, "Ready")
	  Goto Ready
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	AnnihilationLoopT:
	  "####" A 0 A_TakeInventory("Mana",200,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_FireCustomMissile("TomedAnnihilationShot",0,0,-12,0)
	  "####" A 0 A_PlaySound("Annihilation/Use",5,0.8)
	  "####" A 0 A_PlaySound("Annihilation/Hit3",6,0.8)
	  "####" A 0 A_SetBlend("Blue",0.4,65)
	  "####" A 0 A_ChangeVelocity (Cos(Pitch) * -32, 0, Sin(Pitch) * 32, CVF_RELATIVE) //A_Recoil(50)
	  "####" J 1 Bright A_ZoomFactor(0.9)
	  "####" A 0 A_SetPitch(pitch-2, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-2, SPF_INTERPOLATE)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-1, SPF_INTERPOLATE)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(Pitch-0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(Pitch-0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.25, SPF_INTERPOLATE)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(Pitch+0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.5, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 35 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",200,1)
	  Goto AnnihilationEndT
	  "####" I 1 A_ReFire("AnnihilationLoopT2")
	AnnihilationEndT:
	  "####" HGFEDCBA 1
	  "####" Z 1 //Define idle state in textures
	  "####" Z 0 A_Jump(256, "Ready")
	  Goto Ready
	AnnihilationLoopT2:
	  "####" I 25
	  Goto AnnihilationLoopT
	  
//SHEEPSHIELD  
	  
	SheepshieldLaunchT:
	  "####" A 0 A_JumpIfInventory("SuperSheepOut",3,"Ready")
	  "####" A 0 A_JumpIfInventory("Mana",100,2)
	  "####" A 0 A_Jump(256, "Ready")
	  Goto Ready
	  "####" A 0 A_PlaySound("Sheepshield/Launch",5)
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	SheepshieldInitT:
	  "####" A 0 A_TakeInventory("Mana",100,TIF_NOTAKEINFINITE)
      "####" A 0 A_GiveInventory("SheepActive",1)
	SheepshieldLoopT:
	  "####" A 0 A_PlaySound("Sheepshield/Loop",6,0.7,1)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_FireCustomMissile("SuperSheepCircleSpawner1",0,0)
	  "####" A 0 A_FireCustomMissile("SuperSheepCircleSpawner2",0,0)
	  "####" A 0 A_FireCustomMissile("SuperSheepCircleSpawner3",0,0)
	  "####" A 0 A_SetBlend("Red",0.05,25)
	  "####" A 0 A_TakeInventory("Mana",2,TIF_NOTAKEINFINITE)
	  "####" J 1 Bright A_ZoomFactor(0.96)
	  "####" K 1 Bright
	  "####" L 1 Bright
	  "####" A 0 A_TakeInventory("Mana",2,TIF_NOTAKEINFINITE)
	  "####" M 1 Bright
	  "####" L 1 Bright
	  "####" K 1 Bright
	  "####" A 0 A_ReFire("SheepshieldLoopCheckT")
	  Goto SheepshieldEndT
	SheepshieldLoopCheckT:
	  "####" A 0 A_JumpIfInventory("Mana",4,"SheepshieldLoopT")
	SheepshieldEndT:
	  "####" A 0 A_SetBlend("Red",0.1,25)
	  "####" A 0 A_PlaySound("SuperSheep/Release",6,0.8)
      "####" A 0 A_TakeInventory("SheepActive",1)
	  "####" N 1 A_ZoomFactor(0.965)
	  "####" A 0 A_SetPitch(Pitch-0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle-0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.975)
	  "####" A 0 A_SetPitch(pitch+0.1, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.1, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.985)
	  "####" A 0 A_SetPitch(Pitch+0.5, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.5, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",100,1)
	  Goto SheepshieldEnd2T
	  "####" I 1 A_ReFire("SheepshieldLoop2T")
	SheepshieldEnd2T:
	  "####" HGFEDCBA 1
	  "####" Z 1 //Define idle state in textures
	  "####" Z 0 A_Jump(256, "Ready")
	  Goto Ready
	SheepshieldLoop2T:
	  "####" I 10 //A_JumpIfInventory("SuperSheepOut",3,"Ready")
	  Goto SheepshieldInitT
	}
}