Actor BlasterMag : Ammo
{
   Inventory.MaxAmount 40
   Inventory.Icon "PLSGB0"
}

Actor BlasterPumpCounter : inventory
{
   Inventory.MaxAmount 4
}

Actor BlasterShootCounter : inventory
{
   Inventory.MaxAmount 4
}

ACTOR PlasmaBlaster : BrutalWeapon
{
	Weapon.SelectionOrder 111
	Weapon.AmmoUse1 0
	Weapon.AmmoGive1 0
	Weapon.AmmoUse2 0
	Weapon.AmmoGive2 0
	Scale 0.9
	Weapon.Kickback 2500
    Inventory.PickupSound "PLSDRAW"
	Weapon.AmmoType1 "AmmoCell"
	Weapon.AmmoType2 "BlasterMag"
    +WEAPON.NOAUTOAIM
	+FORCEXYBILLBOARD
	Tag "Plasma Blaster"
	Inventory.PickupMessage "You got the Plasma Blaster! (Slot 6)"
	inventory.althudicon "PLSGB0"
	States
	{
	
	KickingFlash:
	PLSG EFGHIIIIIIIIHGFE 1 //16
	stop
	
	AirKickingFlash:
	    PLSG EFGHIIIIIIIIIIHGFE 1 //18
	    stop
	
	 SlideKickingStart:
	    PLSG EFGHI 1
	    PLSG II 17 //39 total
	    Stop

	 SlideKickingEnd:
	    PLSG IIIIIIHGFE 1 //10
	    Stop
		
	PuristGun:
		TNT1 A 1
		PLSN A 0 A_GiveInventory("ClassicPlasmaRifle", 1)
		PLSN A 0 A_TakeInventory("Plasma_Gun", 1)
		PLSN A 0 A_TakeInventory("DualPlasmaRifles", 1)
		TNT1 A 10
		Goto Ready	
		
	
	Ready3:
	Ready:
	    TNT1 A 0 A_JumpIfInventory("BlasterMag", 1, 2)
		Goto ReadyNoAmmo
		TNT1 A 0
        PLSG A 1 A_WeaponReady(WRF_ALLOWRELOAD)
		PLSN A 0 A_Giveinventory("HasPlasmaWeapon",1)
        PLSN A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        PLSN A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		PLSN A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		PLSN A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        PLSN A 0 A_JumpIfInventory("Reloading",1,"Reload")
		PLSN A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		PLSN A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
		PLSN A 0 A_JumpIfInventory("Unloading",1,"Unload")
		PLSN A 0 A_JumpIfInventory("StartDualWield",1,"DualWield")
		Loop
		
	ReadyNoAmmo:
		PLSG C 1 A_WeaponReady(WRF_ALLOWRELOAD)
		PLSN A 0 A_Giveinventory("HasPlasmaWeapon",1)
        PLSN A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        PLSN A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		PLSN A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		PLSN A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        PLSN A 0 A_JumpIfInventory("Reloading",1,"Reload")
		PLSN A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		PLSN A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
		PLSN A 0 A_JumpIfInventory("Unloading",1,"Unload")
		PLSN A 0 A_JumpIfInventory("StartDualWield",1,"DualWield")
		Loop
		
	CheckSprint:
		PLSG A 1 A_WeaponReady(WRF_NOFIRE)
		PLSN A 0 A_JumpIfInventory("IsStandingStill", 1, "Ready3")
		PLSN A 0 A_JumpIfInventory("IsTacticalClass", 1, "StartSprint")
		Goto Ready
		
	StartSprint:
		PLSG A 1 A_WeaponReady(WRF_NOFIRE)
		PLSN A 0 A_Takeinventory("Zoomed",1)
		PLSN A 0 A_Takeinventory("ADSmode",1)
		PLSN A 0 A_ZoomFactor(1.0)
		PLSN A 0 A_JumpIfInventory("UsedStamina", 40, "StopSprintTired")
		
	Sprinting:	
		PLSG A 0 offset(-9,32) 
		PLSN A 0 offset(-9,32) A_JumpIfInventory("IsStandingStill", 1, "Ready3")
		PLSN A 0 offset(-9,32) A_JumpIfInventory("UsedStamina", 100, "StopSprintTired")
		PLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.
		PLSN A 0 offset(-9,32) A_JumpIfInventory("PowerStrength", 1, 2)
		PLSN A 0 offset(-9,32) A_GiveInventory("UsedStamina", 4)
		PLSN A 0 offset(-9,32)
		PLSG A 1 offset(-9,34) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
		PLSG A 1 offset(-6,36) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
		PLSG A 1 offset(-3,38) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
		PLSG A 1 offset(0,38) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
		PLSG A 1 offset(3,36) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
		PLSG A 1 offset(6,34) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
		PLSG A 1 offset(9,32) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
		PLSN A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)
		PLSN A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        PLSN A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        PLSN A 0 A_JumpIfInventory("Reloading",1,"Reload")
		PLSN A 0 offset(-9,32) A_GiveInventory("UsedStamina", 4)
		PLSN A 0 offset(9,33) A_SpawnItemEx("FootStep", 0, 0, 2, 0, 0, -4)
		PLSG A 1 offset(9,34) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
		PLSG A 1 offset(6,36) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
		PLSG A 1 offset(3,38) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
		PLSG A 1 offset(0,38) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
		PLSG A 1 offset(-3,36) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
		PLSG A 1 offset(-6,34) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
		PLSG A 1 offset(-9,32) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
		PLSN A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)
		PLSN A 0 offset(-9,32) A_JumpIfInventory("IsRunning", 1, "Sprinting")
		Goto StopSprint
		
	StopSprintTired:
		PLSG A 1
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		PLSN A 0 A_PlaySound("Tired", 2)
		PLSN A 0 A_TakeInventory("UsedStamina", 2)
		PLSN A 5 A_WeaponReady
		PLSN A 0 A_TakeInventory("UsedStamina", 2)
		PLSN A 5 A_WeaponReady
		PLSN A 0 A_TakeInventory("UsedStamina", 2)
		PLSN A 5 A_WeaponReady
		PLSN A 0 A_TakeInventory("UsedStamina", 2)
		PLSN A 5 A_WeaponReady
		PLSN A 0 A_TakeInventory("UsedStamina", 2)
		PLSN A 5 A_WeaponReady
		Goto Ready
	StopSprint:
		PLSG A 1
		PLSN A 0 A_JumpIfInventory("UsedStamina", 60, "StopSprintTired")
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		Goto Ready	
		
	Deselect:
	    TNT1 A 0 A_JumpIfInventory("BlasterMag", 1, 2)
		Goto DeselectNoAmmo
		TNT1 A 0
		PLSN A 0 A_Takeinventory("Reloading",1)
		PLSN A 0 A_Takeinventory("HasPlasmaWeapon",1)
		PLSN A 0 A_TakeInventory("TossGrenade", 1)
        PSGS ABCDE 1
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
		TNT1 A 1 A_Lower
		Wait
	DeselectNoAmmo:
	    PLSN A 0 A_Takeinventory("Reloading",1)
		PLSN A 0 A_Takeinventory("HasPlasmaWeapon",1)
		PLSN A 0 A_TakeInventory("TossGrenade", 1)
        PSGS FGHIJ 1
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
		TNT1 A 1 A_Lower
		Wait
		
	Select:
		PLSN A 0
		PLSN A 0 A_Takeinventory("StartDualWield",1)
		PLSN A 0 A_Giveinventory("GoSpecial",1)
	    PLSN A 0 A_Giveinventory("HasPlasmaWeapon",1)
		PLSN A 0 A_Takeinventory("FistsSelected",1)
		PLSN A 0 A_Takeinventory("SawSelected",1)
		PLSN A 0 A_Takeinventory("ShotgunSelected",1)
		PLSN A 0 A_Takeinventory("SSGSelected",1)
		PLSN A 0 A_Takeinventory("MinigunSelected",1)
		PLSN A 0 A_Giveinventory("PlasmaGunSelected",1)
		PLSN A 0 A_Takeinventory("RocketLauncherSelected",1)
		PLSN A 0 A_Takeinventory("GrenadeLauncherSelected",1)
		PLSN A 0 A_Takeinventory("BFGSelected",1)
		PLSN A 0 A_Takeinventory("BFG10kSelected",1)
		PLSN A 0 A_Takeinventory("RailGunSelected",1)
		PLSN A 0 A_Takeinventory("SubMachineGunSelected",1)
		PLSN A 0 A_Takeinventory("RevenantLauncherSelected",1)
		PLSN A 0 A_Takeinventory("LostSoulSelected",1)
		PLSN A 0 A_Takeinventory("FlameCannonSelected",1)
		PLSN A 0 A_Takeinventory("HasBarrel",1)
		PLSN A 0 A_TakeInventory("TossGrenade", 1)
		
		TNT1 A 1 A_Raise
		TNT1 AAAAAAAAAAAAAA 0 A_Raise
		PLSN A 0 A_GunFlash
	    PLSN A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, "PuristGun")
		PLSN A 0 A_PlaySound("PLSDRAW")
		
		SelectAnimation:
		TNT1 A 0 A_JumpIfInventory("BlasterMag", 1, 2)
		Goto SelectNoAmmo
		TNT1 A 0
        PSGS EDCBA 1 A_JumpIfInventory("GoFatality", 1, "Steady")
		PLSN A 0 A_Takeinventory("StartDualWield",1)
		PLSN A 0 A_GunFlash
		TNT1 A 0 A_GiveInventory("BlasterPumpCounter",4)
		Goto Ready
		SelectNoAmmo:
		TNT1 A 0
        PSGS JIHGF 1 A_JumpIfInventory("GoFatality", 1, "Steady")
		PLSN A 0 A_Takeinventory("StartDualWield",1)
		PLSN A 0 A_GunFlash
		TNT1 A 0 A_GiveInventory("BlasterPumpCounter",4)
		Goto Ready
		
	Fire:
		PLSN A 0 A_CheckReload
        PLSN A 0 A_JumpIfInventory("Reloading",1,"Reload")
        PLSN A 0 A_JumpIfInventory("BlasterMag",1,2)
        Goto NoAmmo
        TNT1 AAAA 0
		PLSN A 0 A_Takeinventory("BlasterMag",5)
		TNT1 A 0 A_FireCustomMissile("Plasma_Ball", 0, 1, 0, -5)
		//TNT1 A 0 A_FireCustomMissile("Plasma_Ball", random(-1,-2), 0, 0, -4, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("Plasma_Ball", random(1,2), 0, 0, -4, 0, 0)
		PLSN AAAAAA 0 A_FireCustomMissile("Blaster_Ball", random(-7,7), 0, 0, 0, 0, random(-2,2))
	    PLSN AAAA 0 A_FireCustomMissile("Blaster_Ball", random(-3,3), 0, 0, 0, 0, random(-1,1))
	    PLSN A 0 A_FireCustomMissile("PlasmaFlareSpawn",-5,0,0,0)
	    PSGF A 1 A_PlaySound("PLSALTFR")
	    PLSN A 0 A_ZoomFactor(0.9)
	    PSGF B 1 BRIGHT
		TNT1 A 0 A_SetPitch(Pitch-2.5, SPF_INTERPOLATE)
		PLSN A 0 A_ZoomFactor(1.0)
	    PSGF CDEFG 1 A_SetPitch(Pitch+0.5, SPF_INTERPOLATE)
	    PLSG D 3 A_WeaponReady(WRF_NOFIRE| WRF_NOBOB)//Allows quick switch
	    PSGF HIJKMNP 1
	    PSGF Q 2
		TNT1 A 0 A_FireCustomMissile("SmokeSpawner11",0,0,14,10)
	    SHTN R 0 A_PlaySound("weapons/sgpump", 3)
	    PSGF STUU 1
		PSG2 UTSRQP 1
	    PSG2 NMKJIH 1
		Goto Ready

      AltFire:
	    PLSN A 0 A_CheckReload
        PLSN A 0 A_JumpIfInventory("Reloading",1,"Reload")
        PLSN A 0 A_JumpIfInventory("BlasterMag",1,2)
        Goto AltAboutToPump
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("BlasterShootCounter",4,"AltAboutToPump")
		TNT1 A 0 A_Takeinventory("BlasterPumpCounter",1)
		TNT1 A 0 A_GiveInventory("BlasterShootCounter",1)
		PLSN A 0 A_Takeinventory("BlasterMag",5)
		TNT1 A 0 A_FireCustomMissile("Plasma_Ball", 0, 1, 0, -5)
		PLSN AAAAAA 0 A_FireCustomMissile("Blaster_Ball", random(-8,8), 0, 0, 0, 0, random(-2,2))
	    PLSN AAAA 0 A_FireCustomMissile("Blaster_Ball", random(-3,3), 0, 0, 0, 0, random(-1,1))
	    PLSN A 0 A_FireCustomMissile("PlasmaFlareSpawn",-5,0,0,0)
	    PSGF A 1 A_PlaySound("PLSALTFR")
	    PLSN A 0 A_ZoomFactor(0.9)
	    PSGF B 1 BRIGHT A_Recoil(1)
		TNT1 A 0 A_SetPitch(Pitch-frandom(2.5, 4), SPF_INTERPOLATE)
		TNT1 A 0 A_SetAngle(angle+random(3, -3), SPF_INTERPOLATE)
	    PLSN A 0 A_ZoomFactor(1.0)
	    PSGF CDEFG 1 A_SetPitch(Pitch+0.5, SPF_INTERPOLATE)
		PLSG D 2
		TNT1 A 0 A_ReFire
		GoTo AltAboutToPump
		
	AltAboutToPump:
	PSGF HIJKMNP 1
	PSGF Q 2
	Goto AltPump
	
	AltPump:
	    TNT1 A 0 A_TakeInventory("BlasterShootCounter",4)
	    TNT1 A 0 A_GiveInventory("BlasterPumpCounter",1)
	    TNT1 A 0 A_FireCustomMissile("SmokeSpawner11",0,0,14,10)
	    SHTN R 0 A_PlaySound("weapons/sgpump", 3)
	    PSGF STUUUTSRQP 1
		TNT1 A 0 A_JumpIfInventory("BlasterPumpCounter",4,"ReturnToReady")
		Goto AltPump
	
	ReturnToReady:
	PSG2 NMKJIH 1
	Goto Ready
	
	Spawn:
	    PLSN A 0
		PLSN A 0 A_ChangeFLag("THRUACTORS", 1)
		PLSG B 20
		PLSN A 0 A_SpawnItem("DropedPlasmaBlaster")
		Stop
		
	NoAmmo:
		RIFG A 0
		RIFG A 0 A_ZoomFactor(1.0)
		RIFG A 0 A_Takeinventory("Zoomed",1)
		RIFG A 0 A_Takeinventory("ADSmode",1)
		RIFG A 0 A_JumpIfInventory("TurboReload",1,"TurboReload")
		TNT1 A 0 A_PlaySound("weapons/empty", 4)
		NoAmmo2:
		RIFG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
	    RIFG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		RIFG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		RIFG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		RIFG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
		RIFG A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		RIFG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		PLSG C 3 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)
		RIFG A 0 A_JumpIfInventory("Reloading",1,"Reload")
		RIFG A 0 A_JumpIfInventory("TurboReload",1,"TurboReload")
		TNT1 A 0 A_JumpIfInventory("NoAutoReload", 1, "NoAmmo2")
		RIFG A 0 A_JumpIfInventory("AmmoCell",1,"Reload")
		RIFG A 0 A_JumpIfInventory("FiredPrimary",1,"NoAmmo2")
		Goto Ready3	

    Reload:

		PLSN A 0 A_Takeinventory("Reloading",1)
		PLSN A 0 A_ClearReFire
		PLSN A 0 A_JumpIfInventory("BlasterMag",40,"Ready")
		PLSN A 0 A_JumpIfInventory("AmmoCell",1,7)

		PLSN A 0 A_PlaySound("BEP")
		PLSG C 3 A_WeaponReady(WRF_NOFIRE)
		PLSN A 0 A_PlaySound("BEP")
		PLSG C 3 A_WeaponReady(WRF_NOFIRE)
		PLSN A 0 A_CheckReload
        Goto Ready
        TNT1 AAAA 0
        PLSN A 0 A_PlaySound("PLREADY")
		PLSN A 0 A_JumpIfInventory("TurboReload",1,"TurboReload")
		PSGS G 1
        PSGR B 1
		PLSN A 0 A_FireCustomMissile("PlasmaCaseSpawn",-210,0,20,-20)
		PSGR CDE 1
		PSGR F 1 offset(-2,34)
		PSGR F 6 offset(0,32)
		PSGR GHIJ 1 offset(0,32)
		PSGR KKKKKK 1
		PSGR LM 1
		PSGR N 2
		PSGR LO 1
		PSGR PPPPPPP 1
		PSGR QR 1
		PSGR STU 1
		PSG2 P 1
	    PSG2 QQ 1
	    SHTN R 0 A_PlaySound("weapons/sgpump", 3)
	    PSG2 STUU 1
		PSG2 UTSRQP 1
	    PSG2 NMKJIH 1
		//PSGR F 4
		//PSGR EDCB 1
		//PSGR A 3
		//PSGR STUVVVUTS 1
		
		ReloadingSequence:
		TNT1 AAAAAAAAAA 0
		PLSN A 0 A_JumpIfInventory("BlasterMag",40,15)
		PLSN A 0 A_JumpIfInventory("AmmoCell",1,3)
		Goto Ready
        TNT1 AAAAAA 0
		PLSN A 0 A_Giveinventory("BlasterMag",1)
		PLSN A 0 A_Takeinventory("AmmoCell",1)
		Goto ReloadingSequence
		TNT1 AAAAAAAA 0
		
		PLSN A 0 A_Takeinventory("Reloading",1)
        Goto Ready
		
	TurboReload:
		PLSN BCDE 0
		Goto ReloadingSequence
		
		
		
	Unload:

		PLSN A 0 A_Takeinventory("Unloading",1)
		PLSN A 0 A_JumpIfInventory("AmmoCell",1,7)
		Goto Ready
		TNT1 AAAAA 0
        TNT1 AAAA 0
        PLSN A 0 A_PlaySound("PLREADY")
        PSG2 A 1
		PSGR B 1
		PSG2 CDEFFFF 1
		PSGR MLKKKKKK 1
		PLSN A 0 A_PlaySound("BEPBEP")
		PSGR JIHGFFF 1
		PSGR EDCBA 1
		
	UnloadingSequence:
		PLSN A 0
		PLSN A 0 A_Takeinventory("Unloading",1)
		PLSN A 0 A_JumpIfInventory("BlasterMag",1,3)
		Goto Ready
        TNT1 AAAAAAA 0
		PLSN A 0 A_Takeinventory("BlasterMag",1)
		PLSN A 0 A_Giveinventory("AmmoCell",1)
		Goto UnloadingSequence
		
		
	DualWield:
		Goto Ready
	}
}


//Actor PurpleFlare : Flare_General
//{
//states
//	{
//	Spawn:
//		TNT1 A 0
//		TNT1 A 0 A_Jump(128,2)
//		LENB C 2 bright
//		stop
//		TNT1 A 0
//		LENB D 2 bright
//		stop
//	}
//}

//Actor PurpleFlareSmall : PurpleFlare
//{

//alpha 0.3
//scale 0.15

//states
//	{
//	Spawn:
//		TNT1 A 0
//		TNT1 A 0 A_Jump(128,4)
//		LENB CCD 1 bright
//		stop
//		TNT1 A 0
//		LENB DCD 1 bright
//		stop
//	}
//}

//Actor PurplePlasmaFire: BluePlasmaParticle
//{

//  +NoGravity
//  RenderStyle Add
//  Scale 0.7
//  Alpha 0.9
//  Speed 0
//  States
//  {
//  Spawn:
//  Death:
//    FIR4 ABCDEFGHIJKLMNOP 1 Bright// A_FadeOut(0.04)
	//PLAF ABCDEFGHIJKLMNOPQ 1 Bright
//    Stop
//  }
//}

//Actor PurplePlasmaParticle: ExplosionParticle
//{
//  BounceFactor 0.2
//  Gravity 0.8
//  Scale 0.035
//  Speed 12
//  States
//  {
//  Spawn:
//  Death:
//    SPKB B 2 Bright A_FadeOut(0.04)
//    Loop
//  }
//}

ACTOR Blaster_Ball: Plasma_Ball
{
    Scale 0.5
	Damage (random(28, 28))
	Decal "BlasterScorch"
	Speed 75
States
{	
    Spawn:
		PLSS ABAB 1 Bright A_SpawnItem("BlueFlareSmall")
		Loop
	Death:
	PLSN A 0 A_CustomMissile ("BluePlasmaFire", 0, 0, random (0, 360), 2, random (0, 360))
	TNT1 AAAAA 0 A_CustomMissile ("BluePlasmaParticle", 0, 0, random (0, 360), 2, random (0, 360))
	TNT1 B 1 //A_Explode(5,50,0)
	PLSE ABC 2 BRIGHT A_SpawnItem("BlueFlare")
	PLSE DE 2 Bright A_SpawnItem("BlueFlareSmall")
	TNT2 AAA 9 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
	Stop
	
	XDeath:
	    PLSN A 0
		PLSN A 0 A_CustomMissile ("BluePlasmaFire", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAA 0 A_CustomMissile ("BluePlasmaParticle", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 B 1 A_Explode(5,50,0)
		PLSE ABC 2 BRIGHT A_SpawnItem("BlueFlare")
		PLSE DE 2 Bright A_SpawnItem("BlueFlareSmall")
		Stop
		
     }
}
