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

actor PowersuitItem : CustomInventory
{
	Inventory.PickupSound "Bishop/Pickup"
	Inventory.UseSound ""
	Inventory.PickupMessage "You have obtained the ''Bishop'' Battle Armored Dragon Assault Strike System! Ooooh boy."
    Inventory.Amount 1
	Inventory.MaxAmount 1
	Inventory.Icon "ARTISUI2"
    +INVBAR
	+FORCEYBILLBOARD
	Tag "Powersuit"
	Scale 0.65
	states
	{
	Spawn:
		SUIT B -1
		Stop
		
	Use:
		//TNT1 A 0 A_SetBlend("Black",1.0,55,"Orange")
		TNT1 A 0 A_GiveInventory("CygborgActivateWeapon")
		TNT1 A 0 A_SelectWeapon("CygborgActivateWeapon")
		TNT1 A 0 A_GiveInventory("PowersuitItem2")
		TNT1 A 1
		Stop
	}
}

actor PowersuitItem2 : PowersuitItem
{
	+INVENTORY.UNDROPPABLE
	states
	{
	Use:
		//TNT1 A 0 A_SetBlend("Orange",1.0,55,"Black")
		TNT1 A 0 A_GiveInventory("CygborgDeactivateWeapon")
		TNT1 A 0 A_SelectWeapon("CygborgDeactivateWeapon")
		TNT1 A 0 A_GiveInventory("PowersuitItem")
		TNT1 A 1
		Stop
	}
}


ACTOR CygborgActivateWeapon : Weapon
{
	+CHEATNOTWEAPON
	States
	{
	Spawn:
		TNT1 A 0
	Select:
		TNT1 AAAAAAAAAAAAAAA 0 A_Raise
		Goto Ready
	Ready:
		TNT1 A 0 A_PlaySound("Bishop/Use",6,0.9)
		TNT1 A 0 //A_QuakeEx(4,4,4,35,0,128,none,QF_SCALEDOWN)
		CY1A A 1 A_ZoomFactor(0.6)
		CY1A B 1 A_ZoomFactor(0.8)
		CY1A C 1 A_ZoomFactor(0.9)
		CY1A D 1 A_ZoomFactor(0.925)
		CY1A E 1 A_ZoomFactor(0.97)
		CY1A F 1 A_ZoomFactor(0.98)
		CY1A G 1 A_ZoomFactor(0.99)
		CY1A H 1 A_ZoomFactor(1)
		CY1A A 0 A_PlaySound("Bishop/Activate1",5)
		CY1A A 0 A_SetBlend("Orange",0.3,25)
		CY1A H 10
		CY1A IJKLMNOPPP 1
		CY1A Q 10
		CY1A RSTUVW 1
		CY1A A 0 A_PlaySound("Bishop/Activate2",6)
		CY1A XYZ 1
		CY2A ABCD 1
		TNT1 A 00 A_ChangeFlag("NOBLOOD",1)
		TNT1 A 0 A_GiveInventory("CygborgPower")
		TNT1 A 0 A_GiveInventory("CygborgRegen")
		TNT1 A 0 A_GiveInventory("CygborgEnviro")
		CY2A E 10
		CY2A FGHIJ 1
		TNT1 A 10
		TNT1 A 1 A_TakeInventory("CygborgActivateWeapon")
		Goto GoOn
	GoOn:
		TNT1 A 1 //A_WeaponReady(WRF_NOFIRE|WRF_NOBOB|WRF_NOSWITCH)
	Deselect:
		TNT1 AAAAAAAAAAAAAAA 0 A_Lower
		Goto Ready
	Fire:
		TNT1 A 1
		Goto GoOn
	}
}

ACTOR CygborgDeactivateWeapon : Weapon
{
	+CHEATNOTWEAPON
	States
	{
	Spawn:
		TNT1 A 0
	Select:
		TNT1 AAAAAAAAAAAAAAA 0 A_Raise
		Goto Ready
	Ready:
		TNT1 A 0 A_PlaySound("Bishop/Use",6,0.9)
		TNT1 A 0 //A_QuakeEx(4,4,4,35,0,128,none,QF_SCALEDOWN)
		CY2A J 1 A_ZoomFactor(0.6)
		CY2A I 1 A_ZoomFactor(0.8)
		CY2A H 1 A_ZoomFactor(0.9)
		CY2A G 1 A_ZoomFactor(0.925)
		CY2A F 1 A_ZoomFactor(0.97)
		CY2A E 1 A_ZoomFactor(0.98)
		CY2A E 1 A_ZoomFactor(0.99)
		CY2A E 1 A_ZoomFactor(1)
		CY2A A 0 A_SetBlend("Orange",0.3,25)
		CY2A E 7
		CY2A DCBA 1
		CY1A ZYX 1
		CY1A A 0 A_PlaySound("Bishop/Activate2",5)
		CY1A WVUTSR 1
		CY1A Q 10
		CY1A A 0 A_PlaySound("Bishop/Activate1",6)
		CY1A PONMLKJI 1
		TNT1 A 0 A_ChangeFlag("NOBLOOD",0)
		TNT1 A 0 A_TakeInventory("PowerSuitToken")
		TNT1 A 0 A_TakeInventory("CygborgRegen")
		TNT1 A 0 A_TakeInventory("PowerSuit2Ironfeet")
		CY1A H 10
		CY1A GFEDCBA 1
		TNT1 A 1 A_TakeInventory("CygborgDeactivateWeapon")
		Goto GoOn
	GoOn:
		TNT1 A 1 //A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
	Deselect:
		TNT1 AAAAAAAAAAAAAAA 0 A_Lower
		Goto Ready
	Fire:
		TNT1 A 1
		Goto GoOn
	}
}

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

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

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

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


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