actor StoryCharacter : SwitchingDecoration
{
	Damage 0 // initial script id
	Activation THINGSPEC_Switch|THINGSPEC_ThingTargets
	+USESPECIAL
	+SOLID
	var int user_i;
	var int user_vns_active;
	var int user_vns_script[64];
	States
	{
	Spawn:
		"####" # 1
		"####" # 0 A_SetUserVar(user_i, 0)
	InitLoop:
		"####" # 0 A_SetUserArray(user_vns_script, user_i, damage)
		"####" # 0 A_SetUserVar(user_i, user_i + 1)
		"####" # 0 A_JumpIf(user_i < 64, "InitLoop")
		goto Idle
	Idle:
		"####" # 1
		loop
	Active:
		"####" # 0 A_ChangeFlag("USESPECIAL", false)
		"####" # 0 A_SetUserVar(user_vns_active, true)
		"####" # 0 ACS_NamedExecuteAlways("VNS_Execute", 0)
		"####" # 1 A_JumpIf(user_vns_active == false, 1)
		wait
		"####" # 35 A_ChangeFlag("USESPECIAL", true)
		goto Idle
	}
}

#include "decorate/vn/aosoth.txt"
#include "decorate/vn/bathory.txt"
#include "decorate/vn/cerbera.txt"
#include "decorate/vn/lilitu.txt"
#include "decorate/vn/shotkun.txt"
