//Sergeant Mark IV's bike.
//Special thanks to Doomero for helping me to fix some bugs.
//If you want to modify and reuse this on your wad, please ask me first.


ACTOR PlayerAssaultHelicopter : PlayerPawn
{
	Speed 0
	Scale 0.9
	Radius 64
	Height 96
	Mass 999999
	PainChance 0
	PainChance "HitGround", 255
	Health 100
	-PICKUP
	Speed 0.8
	player.viewheight	96
    player.attackzoffset 50
	MaxStepHeight 48
	Player.MorphWeapon "AssaultHelicopterGun"
	
	damagefactor "stomp", 0
	damagefactor "normal", 0.3
	damagefactor "AssaultHelicopterhealth", 1.0
	damagefactor "HitGround", 2.0
	bloodtype "AssaultHelicopterblood"
	damagetype "AssaultHelicopterhealth"
	damagefactor "bullet", 0.3
	BloodType "TankBlood"
	+NOSKIN
	+NORADIUSDMG
	+FORCERADIUSDMG
	+FIXMAPTHINGPOS
	+FLOAT
	+FORCEXYBILLBOARD
	+DONTRIP
	-PICKUP
	States
	{
	
	
	Spawn:
	Spawn2:
	    TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_TakeInventory("TurnRight", 1)
		TNT1 A 0 A_TakeInventory("TurnLeft", 1)
		TNT1 A 0 A_TakeInventory("Accelerate", 1)
		TNT1 A 0 A_TakeInventory("BackPedal", 1)
		TNT1 A 0 A_GIVEiNVENTORY("PowerFlight", 1)
		TNT1 A 0 ACS_ExecuteAlways(877, 0, 0, 0, 0)
		HEL1 A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_TakeInventory("FiredTankMainGun", 1)
		TNT1 A 0 SetPlayerProperty(0,1,4)
		TNT1 A 0 A_PlaySound("HELSTAR", 1)
		HEL1 ABCD 6
		HEL1 ABCD 5
		HEL1 ABCD 4
		HEL1 ABCD 3
		TNT1 A 0 ThrustThingZ(0,25,0,1)
		HEL1 ABCD 2
		TNT1 A 0 ThrustThingZ(0,25,0,1)
		HEL1 ABCDABCD 1
		TNT1 A 0 ThrustThingZ(0,25,0,1)
		HEL1 AB 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 SetPlayerProperty(0,0,4)
	Goto Stay
	
	Stay:
		HEL1 ACBD 1
		
		TNT1 A 0 A_CustomMissile ("HelicopterHitDetection", 50, 0, 0, 2, 0)
		TNT1 A 0 A_CustomMissile ("HelicopterHitDetection", 50, 0, 90, 2, 0)
		TNT1 A 0 A_CustomMissile ("HelicopterHitDetection", 50, 0, 45, 2, 0)
		TNT1 A 0 A_CustomMissile ("HelicopterHitDetection", 50, 0, 135, 2, 0)
		TNT1 A 0 A_CustomMissile ("HelicopterHitDetection", 50, 0, 180, 2, 0)
		TNT1 A 0 A_CustomMissile ("HelicopterHitDetection", 50, 0, 225, 2, 0)
		TNT1 A 0 A_CustomMissile ("HelicopterHitDetection", 50, 0, 270, 2, 0)
		TNT1 A 0 A_CustomMissile ("HelicopterHitDetection", 50, 0, 315, 2, 0)
		TNT1 A 0 A_CustomMissile ("HelicopterHitDetectionGround", 0, 0, 0, 2, -90)
		TNT1 A 0 A_JumpIfInventory("PressedUse", 1, "ExitVehicle")
		TNT1 A 0 A_PlaySound("HELILOP", 6, 1, 1)
		TNT1 A 0 A_PlaySound("HELILOP2", 7, 1, 1)
		TNT1 A 0 A_GIVEiNVENTORY("PowerFlight", 1)
		Loop
		
	See:
		HEL1 ACBD 1
		TNT1 A 0 A_CustomMissile ("HelicopterHitDetection", 50, 0, 0, 2, 0)
		TNT1 A 0 A_CustomMissile ("HelicopterHitDetection", 50, 0, 90, 2, 0)
		TNT1 A 0 A_CustomMissile ("HelicopterHitDetection", 50, 0, 45, 2, 0)
		TNT1 A 0 A_CustomMissile ("HelicopterHitDetection", 50, 0, 135, 2, 0)
		TNT1 A 0 A_CustomMissile ("HelicopterHitDetection", 50, 0, 180, 2, 0)
		TNT1 A 0 A_CustomMissile ("HelicopterHitDetection", 50, 0, 225, 2, 0)
		TNT1 A 0 A_CustomMissile ("HelicopterHitDetection", 50, 0, 270, 2, 0)
		TNT1 A 0 A_CustomMissile ("HelicopterHitDetection", 50, 0, 315, 2, 0)
		TNT1 A 0 A_CustomMissile ("HelicopterHitDetectionGround", 0, 0, 0, 2, -90)
		
		TNT1 A 0 A_JumpIfInventory("PressedUse", 1, "ExitVehicle")
		TNT1 A 0 A_PlaySound("HELILOP", 6, 1, 1)
		TNT1 A 0 A_GIVEiNVENTORY("PowerFlight", 1)
		Goto Stay
		
		
	Pain:
		PLAY G 0
		HEL1 A 1 A_Pain
		Goto Stay
		
	Pain.HitGround:
		PLAY G 0
		TNT1 A 0 ThrustThingZ(0,60,0,1)
		HEL1 A 1 A_Pain
		Goto Stay	
		
	Death:
	XDeath:
	TNT1 A 0
	
	TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_StopSound(7)
	TNT1 A 0 ACS_ExecuteAlways(871, 0, 0, 0, 0)
	TNT1 A 0 SetPlayerProperty(0,0,4)
	TNT1 A 0 A_PlaySound("HELSTOP", 6)
	TNT1 A 0 A_ChangeFlag("QUARTERGRAVITY", 1)
	
	falling:
	TNT1 A 0 A_Scream
	TNT1 A 0 A_ClearTarget
	TNT1 A 0 A_NoBlocking
	HEL1 AB 1 A_CustomMissile ("HollywoodFire", 32, 0, random (0, 360), 2, random (0, 180))
	TNT1 A 0 A_SetAngle(10 + angle)
	HEL1 CD 1 A_CustomMissile ("HollywoodFire", 32, 0, random (0, 360), 2, random (0, 180))
	TNT1 A 0 A_SetAngle(10 + angle)
	TNT1 A 0 A_CheckFloor("Crashed")
	Loop
	
	Crashed:
	TNT1 A 0 A_SpawnItem("BigExplosion1112")
	TNT1 A 0 A_PlaySound("weapons/explode")
	TNT1 A 0 A_PlaySound("EXPLOSIO", 3)
	
	NULL AAAAAA 0 A_CustomMissile ("MetalTrashParticle1", 96, 0, random (0, 360), 2, random (0, 180))
	NULL AAAAAA 0 A_CustomMissile ("MetalTrashParticle2", 96, 0, random (0, 360), 2, random (0, 180))
	NULL AAAAAAAAA 0 A_CustomMissile ("GlassShard", 96, 0, random (0, 360), 2, random (0, 360))
	TNT1 A 0 A_StopSound(6)
	ELEC A 0 A_Explode(100, 250)
	TNT1 A 0 A_SpawnItem("DestroyedAircraft")
	8762 A 500
	8762 A 2000
	8762 A -1
	Stop
	
	
	//ExitVehicle
	ExitVehicle:
	TNT1 A 0
	TNT1 A 0 SetPlayerProperty(0,1,4)
	TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_PlaySound("HELSTOP", 4)
		TNT1 A 0 ThrustThingZ(0,-20,0,1)
		HEL1 ABABAB 1
		TNT1 A 0 ThrustThingZ(0,-20,0,1)
	    HEL1 ABCD 1
		TNT1 A 0 ThrustThingZ(0,-30,0,1)
	    HEL1 ABCD 1
		TNT1 A 0 ThrustThingZ(0,-40,0,1)
		HEL1 ABCD 2
		TNT1 A 0 ThrustThingZ(0,-50,0,1)
		HEL1 ABCD 3
		TNT1 A 0 ThrustThingZ(0,-60,0,1)
		HEL1 ABCD 4
		TNT1 A 0 ThrustThingZ(0,-60,0,1)
		HEL1 ABCD 5
		TNT1 A 0 ThrustThingZ(0,-20,0,1)
		TNT1 A 0 SetPlayerProperty(0,0,4)
	TNT1 A 0 A_TAKEiNVENTORY("PowerFlight", 1)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(871, 0, 0, 0, 0)
	TNT1 A 0 A_JumpIfHealthLower(2, "ExitVehicle1")
	TNT1 A 0 A_JumpIfHealthLower(3, "ExitVehicle2")
	TNT1 A 0 A_JumpIfHealthLower(4, "ExitVehicle3")
	TNT1 A 0 A_JumpIfHealthLower(5, "ExitVehicle4")
	TNT1 A 0 A_JumpIfHealthLower(6, "ExitVehicle5")
	TNT1 A 0 A_JumpIfHealthLower(7, "ExitVehicle6")
	TNT1 A 0 A_JumpIfHealthLower(8, "ExitVehicle7")
	TNT1 A 0 A_JumpIfHealthLower(9, "ExitVehicle8")
	TNT1 A 0 A_JumpIfHealthLower(10, "ExitVehicle9")
	TNT1 A 0 A_JumpIfHealthLower(11, "ExitVehicle10")
	TNT1 A 0 A_JumpIfHealthLower(12, "ExitVehicle11")
	TNT1 A 0 A_JumpIfHealthLower(13, "ExitVehicle12")
	TNT1 A 0 A_JumpIfHealthLower(14, "ExitVehicle13")
	TNT1 A 0 A_JumpIfHealthLower(15, "ExitVehicle14")
	TNT1 A 0 A_JumpIfHealthLower(16, "ExitVehicle15")
	TNT1 A 0 A_JumpIfHealthLower(17, "ExitVehicle16")
	TNT1 A 0 A_JumpIfHealthLower(18, "ExitVehicle17")
	TNT1 A 0 A_JumpIfHealthLower(19, "ExitVehicle18")
	TNT1 A 0 A_JumpIfHealthLower(20, "ExitVehicle19")
	TNT1 A 0 A_JumpIfHealthLower(21, "ExitVehicle20")
	TNT1 A 0 A_JumpIfHealthLower(22, "ExitVehicle21")
	TNT1 A 0 A_JumpIfHealthLower(23, "ExitVehicle22")
	TNT1 A 0 A_JumpIfHealthLower(24, "ExitVehicle23")
	TNT1 A 0 A_JumpIfHealthLower(25, "ExitVehicle24")
	TNT1 A 0 A_JumpIfHealthLower(26, "ExitVehicle25")
	TNT1 A 0 A_JumpIfHealthLower(27, "ExitVehicle26")
	TNT1 A 0 A_JumpIfHealthLower(28, "ExitVehicle27")
	TNT1 A 0 A_JumpIfHealthLower(29, "ExitVehicle28")
	TNT1 A 0 A_JumpIfHealthLower(30, "ExitVehicle29")
	TNT1 A 0 A_JumpIfHealthLower(31, "ExitVehicle30")
	TNT1 A 0 A_JumpIfHealthLower(32, "ExitVehicle31")
	TNT1 A 0 A_JumpIfHealthLower(33, "ExitVehicle32")
	TNT1 A 0 A_JumpIfHealthLower(34, "ExitVehicle33")
	TNT1 A 0 A_JumpIfHealthLower(35, "ExitVehicle34")
	TNT1 A 0 A_JumpIfHealthLower(36, "ExitVehicle35")
	TNT1 A 0 A_JumpIfHealthLower(37, "ExitVehicle36")
	TNT1 A 0 A_JumpIfHealthLower(38, "ExitVehicle37")
	TNT1 A 0 A_JumpIfHealthLower(39, "ExitVehicle38")
	TNT1 A 0 A_JumpIfHealthLower(40, "ExitVehicle39")
	TNT1 A 0 A_JumpIfHealthLower(41, "ExitVehicle40")
	TNT1 A 0 A_JumpIfHealthLower(42, "ExitVehicle41")
	TNT1 A 0 A_JumpIfHealthLower(43, "ExitVehicle42")
	TNT1 A 0 A_JumpIfHealthLower(44, "ExitVehicle43")
	TNT1 A 0 A_JumpIfHealthLower(45, "ExitVehicle44")
	TNT1 A 0 A_JumpIfHealthLower(46, "ExitVehicle45")
	TNT1 A 0 A_JumpIfHealthLower(47, "ExitVehicle46")
	TNT1 A 0 A_JumpIfHealthLower(48, "ExitVehicle47")
	TNT1 A 0 A_JumpIfHealthLower(49, "ExitVehicle48")
	TNT1 A 0 A_JumpIfHealthLower(50, "ExitVehicle49")
	TNT1 A 0 A_JumpIfHealthLower(51, "ExitVehicle50")
	TNT1 A 0 A_JumpIfHealthLower(52, "ExitVehicle51")
	TNT1 A 0 A_JumpIfHealthLower(53, "ExitVehicle52")
	TNT1 A 0 A_JumpIfHealthLower(54, "ExitVehicle53")
	TNT1 A 0 A_JumpIfHealthLower(55, "ExitVehicle54")
	TNT1 A 0 A_JumpIfHealthLower(56, "ExitVehicle55")
	TNT1 A 0 A_JumpIfHealthLower(57, "ExitVehicle56")
	TNT1 A 0 A_JumpIfHealthLower(58, "ExitVehicle57")
	TNT1 A 0 A_JumpIfHealthLower(59, "ExitVehicle58")
	TNT1 A 0 A_JumpIfHealthLower(60, "ExitVehicle59")
	TNT1 A 0 A_JumpIfHealthLower(61, "ExitVehicle60")
	TNT1 A 0 A_JumpIfHealthLower(62, "ExitVehicle61")
	TNT1 A 0 A_JumpIfHealthLower(63, "ExitVehicle62")
	TNT1 A 0 A_JumpIfHealthLower(64, "ExitVehicle63")
	TNT1 A 0 A_JumpIfHealthLower(65, "ExitVehicle64")
	TNT1 A 0 A_JumpIfHealthLower(66, "ExitVehicle65")
	TNT1 A 0 A_JumpIfHealthLower(67, "ExitVehicle66")
	TNT1 A 0 A_JumpIfHealthLower(68, "ExitVehicle67")
	TNT1 A 0 A_JumpIfHealthLower(69, "ExitVehicle68")
	TNT1 A 0 A_JumpIfHealthLower(70, "ExitVehicle69")
	TNT1 A 0 A_JumpIfHealthLower(71, "ExitVehicle70")
	TNT1 A 0 A_JumpIfHealthLower(72, "ExitVehicle71")
	TNT1 A 0 A_JumpIfHealthLower(73, "ExitVehicle72")
	TNT1 A 0 A_JumpIfHealthLower(74, "ExitVehicle73")
	TNT1 A 0 A_JumpIfHealthLower(75, "ExitVehicle74")
	TNT1 A 0 A_JumpIfHealthLower(76, "ExitVehicle75")
	TNT1 A 0 A_JumpIfHealthLower(77, "ExitVehicle76")
	TNT1 A 0 A_JumpIfHealthLower(78, "ExitVehicle77")
	TNT1 A 0 A_JumpIfHealthLower(79, "ExitVehicle78")
	TNT1 A 0 A_JumpIfHealthLower(80, "ExitVehicle79")
	TNT1 A 0 A_JumpIfHealthLower(81, "ExitVehicle80")
	TNT1 A 0 A_JumpIfHealthLower(82, "ExitVehicle81")
	TNT1 A 0 A_JumpIfHealthLower(83, "ExitVehicle82")
	TNT1 A 0 A_JumpIfHealthLower(84, "ExitVehicle83")
	TNT1 A 0 A_JumpIfHealthLower(85, "ExitVehicle84")
	TNT1 A 0 A_JumpIfHealthLower(86, "ExitVehicle85")
	TNT1 A 0 A_JumpIfHealthLower(87, "ExitVehicle86")
	TNT1 A 0 A_JumpIfHealthLower(88, "ExitVehicle87")
	TNT1 A 0 A_JumpIfHealthLower(89, "ExitVehicle88")
	TNT1 A 0 A_JumpIfHealthLower(90, "ExitVehicle89")
	TNT1 A 0 A_JumpIfHealthLower(91, "ExitVehicle90")
	TNT1 A 0 A_JumpIfHealthLower(92, "ExitVehicle91")
	TNT1 A 0 A_JumpIfHealthLower(93, "ExitVehicle92")
	TNT1 A 0 A_JumpIfHealthLower(94, "ExitVehicle93")
	TNT1 A 0 A_JumpIfHealthLower(95, "ExitVehicle94")
	TNT1 A 0 A_JumpIfHealthLower(96, "ExitVehicle95")
	TNT1 A 0 A_JumpIfHealthLower(97, "ExitVehicle96")
	TNT1 A 0 A_JumpIfHealthLower(98, "ExitVehicle97")
	TNT1 A 0 A_JumpIfHealthLower(99, "ExitVehicle98")
	TNT1 A 0 A_JumpIfHealthLower(100, "ExitVehicle99")
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter100", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	
	ExitVehicle99:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter99", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle98:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter98", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle97:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter97", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle96:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter96", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle95:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter95", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle94:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter94", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle93:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter93", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle92:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter92", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle91:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter91", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle90:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter90", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle89:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter89", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle88:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter88", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle87:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter87", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle86:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter86", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle85:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter85", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle84:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter84", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle83:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter83", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle82:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter82", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle81:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter81", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle80:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter80", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle79:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter79", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle78:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter78", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle77:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter77", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle76:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter76", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle75:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter75", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle74:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter74", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle73:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter73", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle72:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter72", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle71:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter71", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle70:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter70", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle69:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter69", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle68:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter68", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle67:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter67", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle66:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter66", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle65:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter65", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle64:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter64", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle63:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter63", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle62:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter62", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle61:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter61", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle60:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter60", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle59:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter59", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle58:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter58", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle57:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter57", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle56:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter56", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle55:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter55", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle54:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter54", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle53:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter53", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle52:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter52", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle51:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter51", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle50:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter50", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle49:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter49", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle48:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter48", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
		
	ExitVehicle47:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter47", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
		
	ExitVehicle46:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter46", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
		
	ExitVehicle45:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter45", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
		
	ExitVehicle44:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter44", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
		
	ExitVehicle43:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter43", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
		
	ExitVehicle42:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter42", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
		
	ExitVehicle41:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter41", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
		
	ExitVehicle40:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter40", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle39:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter39", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle38:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter39", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle37:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter39", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle36:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter36", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle35:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter35", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle34:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter34", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle33:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter33", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle32:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter32", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle31:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter31", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle30:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter30", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
		
	ExitVehicle29:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter29", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle28:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter28", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle27:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter27", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle26:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter26", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle25:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter25", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle24:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter24", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle23:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter23", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle22:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter22", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle21:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter21", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle20:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter20", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit


	ExitVehicle19:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter19", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle18:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter18", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle17:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter17", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle16:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter16", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle15:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter15", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle14:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter14", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle13:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter13", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle12:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter12", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle11:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter11", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle10:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter10", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle9:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter9", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle8:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter8", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle7:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter7", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle6:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter6", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle5:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter5", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle4:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter4", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle3:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter3", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle2:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter2", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	ExitVehicle1:
	TNT1 A 0 A_SpawnItemEx ("AssaultHelicopter1", 0, 0, 0, 0, 0, 5)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 ACS_ExecuteAlways(429)
	TNT1 A 1
	Goto FinishExit
	
	FinishExit:
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 10
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	Goto Stay
	
	}
}


////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//Vehicle's weapons and misc
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

ACTOR AssaultHelicopterGun : DoomWeapon
{
Game Doom
	Weapon.SelectionOrder 1900
	Weapon.AmmoUse 0
	Weapon.AmmoGive 0
	Weapon.AmmoType "TankReady"
	Obituary "$OB_MPPISTOL"
	//+WEAPON.NOAUTOFIRE
	Inventory.Pickupmessage "$PICKUP_PISTOL_DROPPED"
	Tag "$TAG_PISTOL"
	States
	{
	Ready:
	    TNT1 A 0
		TNT1 A 0 A_TakeInventory("FiredTankMainGun", 1)
		TNHD A 2 A_WeaponReady(1)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNT1 A 0 ACS_ExecuteAlways(111, 0, 0, 0, 0)//SHOWHUD
     	Loop
	
	NotReady:
		TNT1 AAA 2 A_GiveInventory("TankReady", 1)
		TNT1 A 0 ACS_ExecuteAlways(111, 0, 0, 0, 0)//SHOWHUD
		TNT1 A 0 A_TakeInventory("FiredTankMainGun", 1)
		Goto REady
		
	Depleted:
		TNT1 AA 6 ACS_ExecuteAlways(111, 0, 0, 0, 0)//SHOWHUD
		TNT1 A 0 A_TakeInventory("FiredTankMainGun", 1)
		Goto Ready
		
	Deselect:
		TNT1 A 1 A_Lower
		Loop
	Select:
		TNHD AAAAAAAAAAAA 0 A_Raise
		TNT1 A 1 A_TakeInventory("PressedUse", 1)
		TNT1 A 1 A_TakeInventory("PressedJump", 2)
		TNT1 A 0
		Goto Ready
	Fire:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("FiredTankMainGun", 1, "KeepFiringRockets")
		TNT1 A 0 A_JumpIfInventory("TankReady", 60, 3)
		Goto NotReady
		TNT1 AAAA 0
		TNHD A 1
		TNT1 A 0 A_GiveInventory("FiredTankMainGun", 1)
		
	KeepFiringRockets:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("TankReady", 10, 3)
		Goto NotReady
		TNT1 AAAA 0
		
		TNT1 A 0 ACS_ExecuteAlways(111, 0, 0, 0, 0)//SHOWHUD
		TNT1 A 0 A_TakeInventory("TankReady", 10, 1)
		TNT1 A 0 A_PlaySound("MISLFIRE", 1)
		MISG A 0 A_FireCustomMissile("AssaultHelicopterRocket", 0, 0, -15, -40)
		MISG A 0 A_FireCustomMissile("TankFireEffect", 0, 1, -45, -45)
		TNHD B 1 BRIGHT 
		TNT1 A 0 A_GunFlash
		TNHD EF 4
		
		
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("TankReady", 10, 3)
		Goto NotReady
		TNT1 AAAA 0
		
		TNT1 A 0 A_TakeInventory("TankReady", 10, 1)
		TNT1 A 0 A_PlaySound("MISLFIRE", 2)
		MISG A 0 A_FireCustomMissile("AssaultHelicopterRocket", 0, 0, 15, -40)
		MISG A 0 A_FireCustomMissile("TankFireEffect", 0, 1, 45, -45)
		TNHD B 1 BRIGHT 
		TNT1 A 0 A_GunFlash
		TNHD EF 4
		
		TNT1 A 0 A_JumpIfInventory("TankReady", 10, 3)
		Goto Depleted
		TNT1 AAAA 0
		TNT1 A 0 A_ReFire
		Goto Ready
		
	
	AltFire:
		TNT1 A 0 A_GunFlash
		TNT1 A 0 ACS_ExecuteAlways(111, 0, 0, 0, 0)//SHOWHUD
		TNT1 A 0 A_PlaySound("TANKMG", 1)
		TNT1 A 0 A_FireCustomMissile("HeavyMachinegunProjectile", 0, 1, 0, -10)
		TNT1 AA 0 A_FireCustomMissile("HeavyMachinegunFlash", 0, 1, 0, -10)
		TNHA A 1 BRIGHT
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNHA BC 1 A_GiveInventory("TankReady", 1)
		TNHD A 1 A_GiveInventory("TankReady", 1)
		TNT1 A 0 A_ReFire
		Goto Ready
		
	
	Flash:
	    TNHS A 0 BRIGHT
		TNHS A 4 BRIGHT
		Stop
		
	Spawn:
		LAUN A -1
		Stop
	}
}

Actor FiredAssaultHelicopterMainGun : Inventory
{
inventory.maxamount 1
}


ACTOR AssaultHelicopterRocket
{
	Radius 11
	Height 8
	Speed 40
	Damage (random (300, 500))
	Projectile
	+RANDOMIZE
	+DEHEXPLOSION
	+ROCKETTRAIL
	+MISSILE
	+NOGRAVITY
	+FORCERADIUSDMG
	SeeSound "weapons/rocklf"
	DeathSound "weapons/rocklx"
	Obituary "$OB_MPROCKET"
	+EXTREMEDEATH
	//+DONTHURTSHOOTER
	States
	{
	Spawn:
		MISL I 1 Bright
		Loop
	Death:
		MISL B 0 Bright A_Explode
		TNT1 A 0 A_PlaySound("EXPLOSIO", 3)
		TNT1 A 0 A_SpawnItem("TankShotExplosion")
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticle", 0, 0, random (0, 360), 2, random (30, 160))
		TNT1 A 6
		TNT1 A 0 A_PlaySound("FAREXPL", 1)
		TNT1 AAAAA 0 A_CustomMissile ("ExplosionSmoke", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("ExplosionSmokeFast", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 12
		Stop
	}
}


ACTOR AssaultHelicopterFireEffect
{
	Radius 1
	Height 1
	Speed 70
	Damage 1
	Projectile
	+RANDOMIZE
	+MISSILE
	States
	{
	Spawn:
		TNT1 A 2
		Goto Death
	Death:
		TNT1 A 0
		TNT1 A 0 Radius_Quake(6, 12, 0, 4, 0)
		TNT1 AAAAA 0 A_SpawnItem("RedFlare")
		TNT1 AAAAA 0 A_CustomMissile ("ExplosionSmokeFast", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 1
		TNT1 AAAAA 0 A_SpawnItem("RedFlare")
		TNT1 A 12
		Stop
	}
}


ACTOR AssaultHelicopterShotExplosionImpact
{
	damagetype "ExplosiveImpact"
	+MISSILE
	+NOCLIP
	States
	{
	Spawn:
		TNT1 A 1
		TNT1 A 0 A_Explode(50, 400)
		Stop
	}
}


ACTOR AssaultHelicopterMachinegunProjectile
{
	Game Doom
	SpawnID 51
	Radius 13
	Height 8
	Speed 130
	Damage 12
	Projectile
	+RANDOMIZE
	+MISSILE
	-NOGRAVITY
	+BLOODSPLATTER
	+NOEXTREMEDEATH
	Gravity 0.2
	RenderStyle Translucent
	damagetype "Blast"
	Alpha 0.9
	Scale 1.1
	Obituary "$OB_MPPLASMARIFLE"
	States
	{
	Spawn:
		MG74 A 1 Bright
		Loop
	Death:
	    TNT1 A 0 A_SpawnItem("RicoChet")
		TNT1 A 10
		Stop
	}
}


actor AssaultHelicopterTreadsDamage
{
+NOTARGET
Radius 1
Height 1
DamageType Stomp
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+FORCERADIUSDMG
PROJECTILE
	+DEHEXPLOSION
	+ACTIVATEMCROSS
	+EXPLODEONWATER
	+EXTREMEDEATH
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Explode(200,50,0)
TNT1 A 0 A_SpawnItemEx("TreadsDamage2", 0, 50)
TNT1 A 0 A_SpawnItemEx("TreadsDamage2", 0, -50)
TNT1 A 1 A_Noblocking
PLAY A 0
Stop
 }
}


actor TreadsDamage2
{
+NOTARGET
Radius 1
Height 1
DamageType Stomp
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+FORCERADIUSDMG
PROJECTILE
	+DEHEXPLOSION
	+ACTIVATEMCROSS
	+EXPLODEONWATER
	+EXTREMEDEATH
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Explode(200,50,0)
PLAY A 0
TNT1 A 1 A_Noblocking
Stop
 }
}


////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

//Base vehicle Actor

ACTOR AssaultHelicopter : PowerupGiver 7262
{
  Powerup.Type "AssaultHelicopterSwitch"
  Powerup.Duration 252000
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.ALWAYSPICKUP
  Inventory.MaxAmount 1
  Health 100
  GibHealth 1
  Scale 0.9
  +SHOOTABLE
  +NOBLOOD
  +FIXMAPTHINGPOS
  +NORADIUSDMG
	+DONTRIP
  //+INVULNERABLE
  //+THRUACTORS
  Mass 999999999
  Height 96
  Radius 32
  damagefactor "stomp", 0
  damagefactor "normal", 0.3
  painchance 255
  GibHealth 10
  States
  {
  
    Spawn:
    HELA A 10
	TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
    NULL A 0 A_JumpIf (momZ == 0, "Spawn2")
	TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
    TNT1 A 1
    HELA ABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABAB 1
	HELA A 1 A_ChangeFlag("THRUACTORS", 0)
	Goto Spawn2
	
 Spawn2:
	HELA A 1
	Loop
	TNT1 A 0
	
 Death:
 XDeath:
    TNT1 A 1
	TNT1 A 0 A_SpawnItem("BigExplosion1112")
	TNT1 A 0 A_PlaySound("weapons/explode")
	TNT1 A 0 A_PlaySound("EXPLOSIO", 3)
	TNT1 A 0 A_Scream
	NULL AAAAAA 0 A_CustomMissile ("MetalTrashParticle1", 96, 0, random (0, 360), 2, random (0, 180))
	NULL AAAAAA 0 A_CustomMissile ("MetalTrashParticle2", 96, 0, random (0, 360), 2, random (0, 180))
	NULL AAAAAAAAA 0 A_CustomMissile ("GlassShard", 96, 0, random (0, 360), 2, random (0, 360))
	TNT1 A 0 A_SpawnItem("DestroyedAircraft")
	ELEC A 0 A_Explode(100, 250)
	TNT1 A 15
	TNT1 A 0
	Stop
	
 Pain:
    HELI C 1
	TNT1 A 0 A_JumpIfHealthLower(2, "ReSpawn1")
	TNT1 A 0 A_JumpIfHealthLower(3, "ReSpawn2")
	TNT1 A 0 A_JumpIfHealthLower(4, "ReSpawn3")
	TNT1 A 0 A_JumpIfHealthLower(5, "ReSpawn4")
	TNT1 A 0 A_JumpIfHealthLower(6, "ReSpawn5")
	TNT1 A 0 A_JumpIfHealthLower(7, "ReSpawn6")
	TNT1 A 0 A_JumpIfHealthLower(8, "ReSpawn7")
	TNT1 A 0 A_JumpIfHealthLower(9, "ReSpawn8")
	TNT1 A 0 A_JumpIfHealthLower(10, "ReSpawn9")
	TNT1 A 0 A_JumpIfHealthLower(11, "ReSpawn10")
	TNT1 A 0 A_JumpIfHealthLower(12, "ReSpawn11")
	TNT1 A 0 A_JumpIfHealthLower(13, "ReSpawn12")
	TNT1 A 0 A_JumpIfHealthLower(14, "ReSpawn13")
	TNT1 A 0 A_JumpIfHealthLower(15, "ReSpawn14")
	TNT1 A 0 A_JumpIfHealthLower(16, "ReSpawn15")
	TNT1 A 0 A_JumpIfHealthLower(17, "ReSpawn16")
	TNT1 A 0 A_JumpIfHealthLower(18, "ReSpawn17")
	TNT1 A 0 A_JumpIfHealthLower(19, "ReSpawn18")
	TNT1 A 0 A_JumpIfHealthLower(20, "ReSpawn19")
	TNT1 A 0 A_JumpIfHealthLower(21, "ReSpawn20")
	TNT1 A 0 A_JumpIfHealthLower(22, "ReSpawn21")
	TNT1 A 0 A_JumpIfHealthLower(23, "ReSpawn22")
	TNT1 A 0 A_JumpIfHealthLower(24, "ReSpawn23")
	TNT1 A 0 A_JumpIfHealthLower(25, "ReSpawn24")
	TNT1 A 0 A_JumpIfHealthLower(26, "ReSpawn25")
	TNT1 A 0 A_JumpIfHealthLower(27, "ReSpawn26")
	TNT1 A 0 A_JumpIfHealthLower(28, "ReSpawn27")
	TNT1 A 0 A_JumpIfHealthLower(29, "ReSpawn28")
	TNT1 A 0 A_JumpIfHealthLower(30, "ReSpawn29")
	TNT1 A 0 A_JumpIfHealthLower(31, "ReSpawn30")
	TNT1 A 0 A_JumpIfHealthLower(32, "ReSpawn31")
	TNT1 A 0 A_JumpIfHealthLower(33, "ReSpawn32")
	TNT1 A 0 A_JumpIfHealthLower(34, "ReSpawn33")
	TNT1 A 0 A_JumpIfHealthLower(35, "ReSpawn34")
	TNT1 A 0 A_JumpIfHealthLower(36, "ReSpawn35")
	TNT1 A 0 A_JumpIfHealthLower(37, "ReSpawn36")
	TNT1 A 0 A_JumpIfHealthLower(38, "ReSpawn37")
	TNT1 A 0 A_JumpIfHealthLower(39, "ReSpawn38")
	TNT1 A 0 A_JumpIfHealthLower(40, "ReSpawn39")
	TNT1 A 0 A_JumpIfHealthLower(41, "ReSpawn40")
	TNT1 A 0 A_JumpIfHealthLower(42, "ReSpawn41")
	TNT1 A 0 A_JumpIfHealthLower(43, "ReSpawn42")
	TNT1 A 0 A_JumpIfHealthLower(44, "ReSpawn43")
	TNT1 A 0 A_JumpIfHealthLower(45, "ReSpawn44")
	TNT1 A 0 A_JumpIfHealthLower(46, "ReSpawn45")
	TNT1 A 0 A_JumpIfHealthLower(47, "ReSpawn46")
	TNT1 A 0 A_JumpIfHealthLower(48, "ReSpawn47")
	TNT1 A 0 A_JumpIfHealthLower(49, "ReSpawn48")
	TNT1 A 0 A_JumpIfHealthLower(50, "ReSpawn49")
	TNT1 A 0 A_JumpIfHealthLower(51, "ReSpawn50")
	TNT1 A 0 A_JumpIfHealthLower(52, "ReSpawn51")
	TNT1 A 0 A_JumpIfHealthLower(53, "ReSpawn52")
	TNT1 A 0 A_JumpIfHealthLower(54, "ReSpawn53")
	TNT1 A 0 A_JumpIfHealthLower(55, "ReSpawn54")
	TNT1 A 0 A_JumpIfHealthLower(56, "ReSpawn55")
	TNT1 A 0 A_JumpIfHealthLower(57, "ReSpawn56")
	TNT1 A 0 A_JumpIfHealthLower(58, "ReSpawn57")
	TNT1 A 0 A_JumpIfHealthLower(59, "ReSpawn58")
	TNT1 A 0 A_JumpIfHealthLower(60, "ReSpawn59")
	TNT1 A 0 A_JumpIfHealthLower(61, "ReSpawn60")
	TNT1 A 0 A_JumpIfHealthLower(62, "ReSpawn61")
	TNT1 A 0 A_JumpIfHealthLower(63, "ReSpawn62")
	TNT1 A 0 A_JumpIfHealthLower(64, "ReSpawn63")
	TNT1 A 0 A_JumpIfHealthLower(65, "ReSpawn64")
	TNT1 A 0 A_JumpIfHealthLower(66, "ReSpawn65")
	TNT1 A 0 A_JumpIfHealthLower(67, "ReSpawn66")
	TNT1 A 0 A_JumpIfHealthLower(68, "ReSpawn67")
	TNT1 A 0 A_JumpIfHealthLower(69, "ReSpawn68")
	TNT1 A 0 A_JumpIfHealthLower(70, "ReSpawn69")
	TNT1 A 0 A_JumpIfHealthLower(71, "ReSpawn70")
	TNT1 A 0 A_JumpIfHealthLower(72, "ReSpawn71")
	TNT1 A 0 A_JumpIfHealthLower(73, "ReSpawn72")
	TNT1 A 0 A_JumpIfHealthLower(74, "ReSpawn73")
	TNT1 A 0 A_JumpIfHealthLower(75, "ReSpawn74")
	TNT1 A 0 A_JumpIfHealthLower(76, "ReSpawn75")
	TNT1 A 0 A_JumpIfHealthLower(77, "ReSpawn76")
	TNT1 A 0 A_JumpIfHealthLower(78, "ReSpawn77")
	TNT1 A 0 A_JumpIfHealthLower(79, "ReSpawn78")
	TNT1 A 0 A_JumpIfHealthLower(80, "ReSpawn79")
	TNT1 A 0 A_JumpIfHealthLower(81, "ReSpawn80")
	TNT1 A 0 A_JumpIfHealthLower(82, "ReSpawn81")
	TNT1 A 0 A_JumpIfHealthLower(83, "ReSpawn82")
	TNT1 A 0 A_JumpIfHealthLower(84, "ReSpawn83")
	TNT1 A 0 A_JumpIfHealthLower(85, "ReSpawn84")
	TNT1 A 0 A_JumpIfHealthLower(86, "ReSpawn85")
	TNT1 A 0 A_JumpIfHealthLower(87, "ReSpawn86")
	TNT1 A 0 A_JumpIfHealthLower(88, "ReSpawn87")
	TNT1 A 0 A_JumpIfHealthLower(89, "ReSpawn88")
	TNT1 A 0 A_JumpIfHealthLower(90, "ReSpawn89")
	TNT1 A 0 A_JumpIfHealthLower(91, "ReSpawn90")
	TNT1 A 0 A_JumpIfHealthLower(92, "ReSpawn91")
	TNT1 A 0 A_JumpIfHealthLower(93, "ReSpawn92")
	TNT1 A 0 A_JumpIfHealthLower(94, "ReSpawn93")
	TNT1 A 0 A_JumpIfHealthLower(95, "ReSpawn94")
	TNT1 A 0 A_JumpIfHealthLower(96, "ReSpawn95")
	TNT1 A 0 A_JumpIfHealthLower(97, "ReSpawn96")
	TNT1 A 0 A_JumpIfHealthLower(98, "ReSpawn97")
	TNT1 A 0 A_JumpIfHealthLower(99, "ReSpawn98")
	TNT1 A 0 A_JumpIfHealthLower(100, "ReSpawn99")
	TNT1 A 0 A_NoBlocking
	Goto XDeath
	
  Respawn99:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter99")
  Stop
  
  Respawn98:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter98")
  Stop
  
  Respawn97:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter97")
  Stop
  
  Respawn96:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter96")
  Stop
  
  Respawn95:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter95")
  Stop
  
  Respawn94:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter94")
  Stop
  
  Respawn93:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter93")
  Stop
  
  Respawn92:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter92")
  Stop
  
  Respawn91:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter91")
  Stop
  
  Respawn90:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter90")
  Stop

  Respawn89:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter89")
  Stop
  
  Respawn88:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter88")
  Stop
  
  Respawn87:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter87")
  Stop
  
  Respawn86:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter86")
  Stop
  
  Respawn85:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter85")
  Stop
  
  Respawn84:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter84")
  Stop
  
  Respawn83:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter83")
  Stop
  
  Respawn82:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter82")
  Stop
  
  Respawn81:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter81")
  Stop
  
  Respawn80:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter80")
  Stop
  
    Respawn79:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter79")
  Stop
  
  Respawn78:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter78")
  Stop
  
  Respawn77:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter77")
  Stop
  
  Respawn76:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter76")
  Stop
  
  Respawn75:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter75")
  Stop
  
  Respawn74:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter74")
  Stop
  
  Respawn73:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter73")
  Stop
  
  Respawn72:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter72")
  Stop
  
  Respawn71:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter71")
  Stop
  
  Respawn70:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter70")
  Stop
  
  Respawn69:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter69")
  Stop
  
  Respawn68:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter68")
  Stop
  
  Respawn67:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter67")
  Stop
  
  Respawn66:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter66")
  Stop
  
  Respawn65:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter65")
  Stop
  
  Respawn64:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter64")
  Stop
  
  Respawn63:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter63")
  Stop
  
  Respawn62:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter62")
  Stop
  
  Respawn61:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter61")
  Stop
  
  Respawn60:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter60")
  Stop  

  Respawn59:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter59")
  Stop
  
  Respawn58:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter58")
  Stop
  
  Respawn57:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter57")
  Stop
  
  Respawn56:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter56")
  Stop
  
  Respawn55:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter55")
  Stop
  
  Respawn54:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter54")
  Stop
  
  Respawn53:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter53")
  Stop
  
  Respawn52:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter52")
  Stop
  
  Respawn51:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter51")
  Stop
  
  Respawn50:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter50")
  Stop  
  
  Respawn49:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter49")
  Stop
  
  Respawn48:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter48")
  Stop
  
  Respawn47:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter47")
  Stop
  
  Respawn46:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter46")
  Stop
  
  Respawn45:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter45")
  Stop
  
  Respawn44:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter44")
  Stop
  
  Respawn43:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter43")
  Stop
  
  Respawn42:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter42")
  Stop
  
  Respawn41:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter41")
  Stop
  
  Respawn40:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter40")
  Stop
  
    Respawn39:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter39")
  Stop
  
  Respawn38:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter38")
  Stop
  
  Respawn37:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter37")
  Stop
  
  Respawn36:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter36")
  Stop
  
  Respawn35:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter35")
  Stop
  
  Respawn34:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter34")
  Stop
  
  Respawn33:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter33")
  Stop
  
  Respawn32:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter32")
  Stop
  
  Respawn31:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter31")
  Stop
  
  Respawn30:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter30")
  Stop
  
    Respawn29:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter29")
  Stop
  
  Respawn28:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter28")
  Stop
  
  Respawn27:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter27")
  Stop
  
  Respawn26:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter26")
  Stop
  
  Respawn25:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter25")
  Stop
  
  Respawn24:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter24")
  Stop
  
  Respawn23:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter23")
  Stop
  
  Respawn22:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter22")
  Stop
  
  Respawn21:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter21")
  Stop
  
  Respawn20:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter20")
  Stop
  
  Respawn19:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter19")
  Stop
  
  Respawn18:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter18")
  Stop
  
  Respawn17:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter17")
  Stop
  
  Respawn16:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter16")
  Stop
  
  Respawn15:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter15")
  Stop
  
  Respawn14:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter14")
  Stop
  
  Respawn13:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter13")
  Stop
  
  Respawn12:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter12")
  Stop
  
  Respawn11:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter11")
  Stop
  
  Respawn10:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter10")
  Stop  
  
    Respawn9:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter9")
  Stop
  
  Respawn8:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter8")
  Stop
  
  Respawn7:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter7")
  Stop
  
  Respawn6:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter6")
  Stop
  
  Respawn5:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter5")
  Stop
  
  Respawn4:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter4")
  Stop
  
  Respawn3:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter3")
  Stop
  
  Respawn2:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter2")
  Stop
  
  Respawn1:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("AssaultHelicopter1")
  Stop
}
}




//2
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
///// DIFFERENT PLAYERS FOR EVERY HEALTH POINT THE VEHICLE HAD WHEN ENTERED////
//////DEATH STATE SHOULD ALWAYS MAKE THE HEALTH CLASS DROP BY 10 POINTS ///////
////// THIS SHIT WAS AN ASS TO CODE ///////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
ACTOR AssaultHelicopter100 : AssaultHelicopter {Health 100 Powerup.Type "AssaultHelicopterSwitch100"}
ACTOR AssaultHelicopter99 : AssaultHelicopter {Health 99 Powerup.Type "AssaultHelicopterSwitch99"}
ACTOR AssaultHelicopter98 : AssaultHelicopter {Health 98 Powerup.Type "AssaultHelicopterSwitch98"}
ACTOR AssaultHelicopter97 : AssaultHelicopter {Health 97 Powerup.Type "AssaultHelicopterSwitch97"}
ACTOR AssaultHelicopter96 : AssaultHelicopter {Health 96 Powerup.Type "AssaultHelicopterSwitch96"}
ACTOR AssaultHelicopter95 : AssaultHelicopter {Health 95 Powerup.Type "AssaultHelicopterSwitch95"}
ACTOR AssaultHelicopter94 : AssaultHelicopter {Health 94 Powerup.Type "AssaultHelicopterSwitch94"}
ACTOR AssaultHelicopter93 : AssaultHelicopter {Health 93 Powerup.Type "AssaultHelicopterSwitch93"}
ACTOR AssaultHelicopter92 : AssaultHelicopter {Health 92 Powerup.Type "AssaultHelicopterSwitch92"}
ACTOR AssaultHelicopter91 : AssaultHelicopter {Health 91 Powerup.Type "AssaultHelicopterSwitch91"}
ACTOR AssaultHelicopter90 : AssaultHelicopter {Health 90 Powerup.Type "AssaultHelicopterSwitch90"}
ACTOR AssaultHelicopter89 : AssaultHelicopter {Health 89 Powerup.Type "AssaultHelicopterSwitch89"}
ACTOR AssaultHelicopter88 : AssaultHelicopter {Health 88 Powerup.Type "AssaultHelicopterSwitch88"}
ACTOR AssaultHelicopter87 : AssaultHelicopter {Health 87 Powerup.Type "AssaultHelicopterSwitch87"}
ACTOR AssaultHelicopter86 : AssaultHelicopter {Health 86 Powerup.Type "AssaultHelicopterSwitch86"}
ACTOR AssaultHelicopter85 : AssaultHelicopter {Health 85 Powerup.Type "AssaultHelicopterSwitch85"}
ACTOR AssaultHelicopter84 : AssaultHelicopter {Health 84 Powerup.Type "AssaultHelicopterSwitch84"}
ACTOR AssaultHelicopter83 : AssaultHelicopter {Health 83 Powerup.Type "AssaultHelicopterSwitch83"}
ACTOR AssaultHelicopter82 : AssaultHelicopter {Health 82 Powerup.Type "AssaultHelicopterSwitch82"}
ACTOR AssaultHelicopter81 : AssaultHelicopter {Health 81 Powerup.Type "AssaultHelicopterSwitch81"}
ACTOR AssaultHelicopter80 : AssaultHelicopter {Health 80 Powerup.Type "AssaultHelicopterSwitch80"}
ACTOR AssaultHelicopter79 : AssaultHelicopter {Health 79 Powerup.Type "AssaultHelicopterSwitch79"}
ACTOR AssaultHelicopter78 : AssaultHelicopter {Health 78 Powerup.Type "AssaultHelicopterSwitch78"}
ACTOR AssaultHelicopter77 : AssaultHelicopter {Health 77 Powerup.Type "AssaultHelicopterSwitch77"}
ACTOR AssaultHelicopter76 : AssaultHelicopter {Health 76 Powerup.Type "AssaultHelicopterSwitch76"}
ACTOR AssaultHelicopter75 : AssaultHelicopter {Health 75 Powerup.Type "AssaultHelicopterSwitch75"}
ACTOR AssaultHelicopter74 : AssaultHelicopter {Health 74 Powerup.Type "AssaultHelicopterSwitch74"}
ACTOR AssaultHelicopter73 : AssaultHelicopter {Health 73 Powerup.Type "AssaultHelicopterSwitch73"}
ACTOR AssaultHelicopter72 : AssaultHelicopter {Health 72 Powerup.Type "AssaultHelicopterSwitch72"}
ACTOR AssaultHelicopter71 : AssaultHelicopter {Health 71 Powerup.Type "AssaultHelicopterSwitch71"}
ACTOR AssaultHelicopter70 : AssaultHelicopter {Health 70 Powerup.Type "AssaultHelicopterSwitch70"}
ACTOR AssaultHelicopter69 : AssaultHelicopter {Health 69 Powerup.Type "AssaultHelicopterSwitch69"}
ACTOR AssaultHelicopter68 : AssaultHelicopter {Health 68 Powerup.Type "AssaultHelicopterSwitch68"}
ACTOR AssaultHelicopter67 : AssaultHelicopter {Health 67 Powerup.Type "AssaultHelicopterSwitch67"}
ACTOR AssaultHelicopter66 : AssaultHelicopter {Health 66 Powerup.Type "AssaultHelicopterSwitch66"}
ACTOR AssaultHelicopter65 : AssaultHelicopter {Health 65 Powerup.Type "AssaultHelicopterSwitch65"}
ACTOR AssaultHelicopter64 : AssaultHelicopter {Health 64 Powerup.Type "AssaultHelicopterSwitch64"}
ACTOR AssaultHelicopter63 : AssaultHelicopter {Health 63 Powerup.Type "AssaultHelicopterSwitch63"}
ACTOR AssaultHelicopter62 : AssaultHelicopter {Health 62 Powerup.Type "AssaultHelicopterSwitch62"}
ACTOR AssaultHelicopter61 : AssaultHelicopter {Health 61 Powerup.Type "AssaultHelicopterSwitch61"}
ACTOR AssaultHelicopter60 : AssaultHelicopter {Health 60 Powerup.Type "AssaultHelicopterSwitch60"}
ACTOR AssaultHelicopter59 : AssaultHelicopter {Health 59 Powerup.Type "AssaultHelicopterSwitch59"}
ACTOR AssaultHelicopter58 : AssaultHelicopter {Health 58 Powerup.Type "AssaultHelicopterSwitch58"}
ACTOR AssaultHelicopter57 : AssaultHelicopter {Health 57 Powerup.Type "AssaultHelicopterSwitch57"}
ACTOR AssaultHelicopter56 : AssaultHelicopter {Health 56 Powerup.Type "AssaultHelicopterSwitch56"}
ACTOR AssaultHelicopter55 : AssaultHelicopter {Health 55 Powerup.Type "AssaultHelicopterSwitch55"}
ACTOR AssaultHelicopter54 : AssaultHelicopter {Health 54 Powerup.Type "AssaultHelicopterSwitch54"}
ACTOR AssaultHelicopter53 : AssaultHelicopter {Health 53 Powerup.Type "AssaultHelicopterSwitch53"}
ACTOR AssaultHelicopter52 : AssaultHelicopter {Health 52 Powerup.Type "AssaultHelicopterSwitch52"}
ACTOR AssaultHelicopter51 : AssaultHelicopter {Health 51 Powerup.Type "AssaultHelicopterSwitch51"}
ACTOR AssaultHelicopter50 : AssaultHelicopter {Health 50 Powerup.Type "AssaultHelicopterSwitch50"}
ACTOR AssaultHelicopter49 : AssaultHelicopter {Health 49 Powerup.Type "AssaultHelicopterSwitch49"}
ACTOR AssaultHelicopter48 : AssaultHelicopter {Health 48 Powerup.Type "AssaultHelicopterSwitch48"}
ACTOR AssaultHelicopter47 : AssaultHelicopter {Health 47 Powerup.Type "AssaultHelicopterSwitch47"}
ACTOR AssaultHelicopter46 : AssaultHelicopter {Health 46 Powerup.Type "AssaultHelicopterSwitch46"}
ACTOR AssaultHelicopter45 : AssaultHelicopter {Health 45 Powerup.Type "AssaultHelicopterSwitch45"}
ACTOR AssaultHelicopter44 : AssaultHelicopter {Health 44 Powerup.Type "AssaultHelicopterSwitch44"}
ACTOR AssaultHelicopter43 : AssaultHelicopter {Health 43 Powerup.Type "AssaultHelicopterSwitch43"}
ACTOR AssaultHelicopter42 : AssaultHelicopter {Health 42 Powerup.Type "AssaultHelicopterSwitch42"}
ACTOR AssaultHelicopter41 : AssaultHelicopter {Health 41 Powerup.Type "AssaultHelicopterSwitch41"}
ACTOR AssaultHelicopter40 : AssaultHelicopter {Health 40 Powerup.Type "AssaultHelicopterSwitch40"}
ACTOR AssaultHelicopter39 : AssaultHelicopter {Health 39 Powerup.Type "AssaultHelicopterSwitch39"}
ACTOR AssaultHelicopter38 : AssaultHelicopter {Health 38 Powerup.Type "AssaultHelicopterSwitch38"}
ACTOR AssaultHelicopter37 : AssaultHelicopter {Health 37 Powerup.Type "AssaultHelicopterSwitch37"}
ACTOR AssaultHelicopter36 : AssaultHelicopter {Health 36 Powerup.Type "AssaultHelicopterSwitch36"}
ACTOR AssaultHelicopter35 : AssaultHelicopter {Health 35 Powerup.Type "AssaultHelicopterSwitch35"}
ACTOR AssaultHelicopter34 : AssaultHelicopter {Health 34 Powerup.Type "AssaultHelicopterSwitch34"}
ACTOR AssaultHelicopter33 : AssaultHelicopter {Health 33 Powerup.Type "AssaultHelicopterSwitch33"}
ACTOR AssaultHelicopter32 : AssaultHelicopter {Health 32 Powerup.Type "AssaultHelicopterSwitch32"}
ACTOR AssaultHelicopter31 : AssaultHelicopter {Health 31 Powerup.Type "AssaultHelicopterSwitch31"}
ACTOR AssaultHelicopter30 : AssaultHelicopter {Health 30 Powerup.Type "AssaultHelicopterSwitch30"}
ACTOR AssaultHelicopter29 : AssaultHelicopter {Health 29 Powerup.Type "AssaultHelicopterSwitch29"}
ACTOR AssaultHelicopter28 : AssaultHelicopter {Health 28 Powerup.Type "AssaultHelicopterSwitch28"}
ACTOR AssaultHelicopter27 : AssaultHelicopter {Health 27 Powerup.Type "AssaultHelicopterSwitch27"}
ACTOR AssaultHelicopter26 : AssaultHelicopter {Health 26 Powerup.Type "AssaultHelicopterSwitch26"}
ACTOR AssaultHelicopter25 : AssaultHelicopter {Health 25 Powerup.Type "AssaultHelicopterSwitch25"}
ACTOR AssaultHelicopter24 : AssaultHelicopter {Health 24 Powerup.Type "AssaultHelicopterSwitch24"}
ACTOR AssaultHelicopter23 : AssaultHelicopter {Health 23 Powerup.Type "AssaultHelicopterSwitch23"}
ACTOR AssaultHelicopter22 : AssaultHelicopter {Health 22 Powerup.Type "AssaultHelicopterSwitch22"}
ACTOR AssaultHelicopter21 : AssaultHelicopter {Health 21 Powerup.Type "AssaultHelicopterSwitch21"}
ACTOR AssaultHelicopter20 : AssaultHelicopter {Health 20 Powerup.Type "AssaultHelicopterSwitch20"}
ACTOR AssaultHelicopter19 : AssaultHelicopter {Health 19 Powerup.Type "AssaultHelicopterSwitch19"}
ACTOR AssaultHelicopter18 : AssaultHelicopter {Health 18 Powerup.Type "AssaultHelicopterSwitch18"}
ACTOR AssaultHelicopter17 : AssaultHelicopter {Health 17 Powerup.Type "AssaultHelicopterSwitch17"}
ACTOR AssaultHelicopter16 : AssaultHelicopter {Health 16 Powerup.Type "AssaultHelicopterSwitch16"}
ACTOR AssaultHelicopter15 : AssaultHelicopter {Health 15 Powerup.Type "AssaultHelicopterSwitch15"}
ACTOR AssaultHelicopter14 : AssaultHelicopter {Health 14 Powerup.Type "AssaultHelicopterSwitch14"}
ACTOR AssaultHelicopter13 : AssaultHelicopter {Health 13 Powerup.Type "AssaultHelicopterSwitch13"}
ACTOR AssaultHelicopter12 : AssaultHelicopter {Health 12 Powerup.Type "AssaultHelicopterSwitch12"}
ACTOR AssaultHelicopter11 : AssaultHelicopter {Health 11 Powerup.Type "AssaultHelicopterSwitch11"}
ACTOR AssaultHelicopter10 : AssaultHelicopter {Health 10 Powerup.Type "AssaultHelicopterSwitch10"}
ACTOR AssaultHelicopter9 : AssaultHelicopter {Health 9 Powerup.Type "AssaultHelicopterSwitch9"}
ACTOR AssaultHelicopter8 : AssaultHelicopter {Health 8 Powerup.Type "AssaultHelicopterSwitch8"}
ACTOR AssaultHelicopter7 : AssaultHelicopter {Health 7 Powerup.Type "AssaultHelicopterSwitch7"}
ACTOR AssaultHelicopter6 : AssaultHelicopter {Health 6 Powerup.Type "AssaultHelicopterSwitch6"}
ACTOR AssaultHelicopter5 : AssaultHelicopter {Health 5 Powerup.Type "AssaultHelicopterSwitch5"}
ACTOR AssaultHelicopter4 : AssaultHelicopter {Health 4 Powerup.Type "AssaultHelicopterSwitch4"}
ACTOR AssaultHelicopter3 : AssaultHelicopter {Health 3 Powerup.Type "AssaultHelicopterSwitch3"}
ACTOR AssaultHelicopter2 : AssaultHelicopter {Health 2 Powerup.Type "AssaultHelicopterSwitch2"}
ACTOR AssaultHelicopter1 : AssaultHelicopter {Health 1 Powerup.Type "AssaultHelicopterSwitch1"}


ACTOR PowerAssaultHelicopterSwitch : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter"}
ACTOR PowerAssaultHelicopterSwitch100 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter"}
ACTOR PowerAssaultHelicopterSwitch99 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter99"}
ACTOR PowerAssaultHelicopterSwitch98 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter98"}
ACTOR PowerAssaultHelicopterSwitch97 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter97"}
ACTOR PowerAssaultHelicopterSwitch96 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter96"}
ACTOR PowerAssaultHelicopterSwitch95 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter95"}
ACTOR PowerAssaultHelicopterSwitch94 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter94"}
ACTOR PowerAssaultHelicopterSwitch93 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter93"}
ACTOR PowerAssaultHelicopterSwitch92 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter92"}
ACTOR PowerAssaultHelicopterSwitch91 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter91"}
ACTOR PowerAssaultHelicopterSwitch90 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter90"}
ACTOR PowerAssaultHelicopterSwitch89 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter89"}
ACTOR PowerAssaultHelicopterSwitch88 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter88"}
ACTOR PowerAssaultHelicopterSwitch87 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter87"}
ACTOR PowerAssaultHelicopterSwitch86 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter86"}
ACTOR PowerAssaultHelicopterSwitch85 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter85"}
ACTOR PowerAssaultHelicopterSwitch84 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter84"}
ACTOR PowerAssaultHelicopterSwitch83 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter83"}
ACTOR PowerAssaultHelicopterSwitch82 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter82"}
ACTOR PowerAssaultHelicopterSwitch81 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter81"}
ACTOR PowerAssaultHelicopterSwitch80 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter80"}
ACTOR PowerAssaultHelicopterSwitch79 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter79"}
ACTOR PowerAssaultHelicopterSwitch78 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter78"}
ACTOR PowerAssaultHelicopterSwitch77 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter77"}
ACTOR PowerAssaultHelicopterSwitch76 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter76"}
ACTOR PowerAssaultHelicopterSwitch75 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter75"}
ACTOR PowerAssaultHelicopterSwitch74 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter74"}
ACTOR PowerAssaultHelicopterSwitch76 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter76"}
ACTOR PowerAssaultHelicopterSwitch75 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter75"}
ACTOR PowerAssaultHelicopterSwitch74 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter74"}
ACTOR PowerAssaultHelicopterSwitch73 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter73"}
ACTOR PowerAssaultHelicopterSwitch72 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter72"}
ACTOR PowerAssaultHelicopterSwitch71 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter71"}
ACTOR PowerAssaultHelicopterSwitch70 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter70"}
ACTOR PowerAssaultHelicopterSwitch69 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter69"}
ACTOR PowerAssaultHelicopterSwitch68 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter68"}
ACTOR PowerAssaultHelicopterSwitch67 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter67"}
ACTOR PowerAssaultHelicopterSwitch66 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter66"}
ACTOR PowerAssaultHelicopterSwitch65 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter65"}
ACTOR PowerAssaultHelicopterSwitch64 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter64"}
ACTOR PowerAssaultHelicopterSwitch63 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter63"}
ACTOR PowerAssaultHelicopterSwitch62 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter62"}
ACTOR PowerAssaultHelicopterSwitch61 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter61"}
ACTOR PowerAssaultHelicopterSwitch60 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter60"}
ACTOR PowerAssaultHelicopterSwitch59 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter59"}
ACTOR PowerAssaultHelicopterSwitch58 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter58"}
ACTOR PowerAssaultHelicopterSwitch57 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter57"}
ACTOR PowerAssaultHelicopterSwitch56 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter56"}
ACTOR PowerAssaultHelicopterSwitch55 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter55"}
ACTOR PowerAssaultHelicopterSwitch54 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter54"}
ACTOR PowerAssaultHelicopterSwitch53 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter53"}
ACTOR PowerAssaultHelicopterSwitch52 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter52"}
ACTOR PowerAssaultHelicopterSwitch51 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter51"}
ACTOR PowerAssaultHelicopterSwitch50 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter50"}
ACTOR PowerAssaultHelicopterSwitch49 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter49"}
ACTOR PowerAssaultHelicopterSwitch48 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter48"}
ACTOR PowerAssaultHelicopterSwitch47 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter47"}
ACTOR PowerAssaultHelicopterSwitch46 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter46"}
ACTOR PowerAssaultHelicopterSwitch45 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter45"}
ACTOR PowerAssaultHelicopterSwitch44 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter44"}
ACTOR PowerAssaultHelicopterSwitch43 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter43"}
ACTOR PowerAssaultHelicopterSwitch42 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter42"}
ACTOR PowerAssaultHelicopterSwitch41 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter41"}
ACTOR PowerAssaultHelicopterSwitch40 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter40"}
ACTOR PowerAssaultHelicopterSwitch39 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter39"}
ACTOR PowerAssaultHelicopterSwitch38 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter38"}
ACTOR PowerAssaultHelicopterSwitch37 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter37"}
ACTOR PowerAssaultHelicopterSwitch36 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter36"}
ACTOR PowerAssaultHelicopterSwitch35 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter35"}
ACTOR PowerAssaultHelicopterSwitch34 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter34"}
ACTOR PowerAssaultHelicopterSwitch33 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter33"}
ACTOR PowerAssaultHelicopterSwitch32 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter32"}
ACTOR PowerAssaultHelicopterSwitch31 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter31"}
ACTOR PowerAssaultHelicopterSwitch30 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter30"}
ACTOR PowerAssaultHelicopterSwitch29 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter29"}
ACTOR PowerAssaultHelicopterSwitch28 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter28"}
ACTOR PowerAssaultHelicopterSwitch27 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter27"}
ACTOR PowerAssaultHelicopterSwitch26 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter26"}
ACTOR PowerAssaultHelicopterSwitch25 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter25"}
ACTOR PowerAssaultHelicopterSwitch24 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter24"}
ACTOR PowerAssaultHelicopterSwitch23 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter23"}
ACTOR PowerAssaultHelicopterSwitch22 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter22"}
ACTOR PowerAssaultHelicopterSwitch21 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter21"}
ACTOR PowerAssaultHelicopterSwitch20 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter20"}
ACTOR PowerAssaultHelicopterSwitch19 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter19"}
ACTOR PowerAssaultHelicopterSwitch18 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter18"}
ACTOR PowerAssaultHelicopterSwitch17 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter17"}
ACTOR PowerAssaultHelicopterSwitch16 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter16"}
ACTOR PowerAssaultHelicopterSwitch15 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter15"}
ACTOR PowerAssaultHelicopterSwitch14 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter14"}
ACTOR PowerAssaultHelicopterSwitch13 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter13"}
ACTOR PowerAssaultHelicopterSwitch12 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter12"}
ACTOR PowerAssaultHelicopterSwitch11 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter11"}
ACTOR PowerAssaultHelicopterSwitch10 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter10"}
ACTOR PowerAssaultHelicopterSwitch9 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter9"}
ACTOR PowerAssaultHelicopterSwitch8 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter8"}
ACTOR PowerAssaultHelicopterSwitch7 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter7"}
ACTOR PowerAssaultHelicopterSwitch6 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter6"}
ACTOR PowerAssaultHelicopterSwitch5 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter5"}
ACTOR PowerAssaultHelicopterSwitch4 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter4"}
ACTOR PowerAssaultHelicopterSwitch3 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter3"}
ACTOR PowerAssaultHelicopterSwitch2 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter2"}
ACTOR PowerAssaultHelicopterSwitch1 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter1"}


ACTOR PlayerAssaultHelicopter99 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(1, 5, 1)
	Goto Spawn2}}
	
ACTOR PlayerAssaultHelicopter98 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(2, 5, 1)/////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter97 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(3, 5, 1)////
	Goto Spawn2}}	
	
		ACTOR PlayerAssaultHelicopter96 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(4, 5, 1)////
	Goto Spawn2}}	
	
		ACTOR PlayerAssaultHelicopter95 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
	    HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(5, 5, 1)////
	Goto Spawn2}}	
	
		ACTOR PlayerAssaultHelicopter94 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(6, 5, 1)////
	Goto Spawn2}}	
	

		ACTOR PlayerAssaultHelicopter93 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(7, 5, 1)////
	Goto Spawn2}}	
	
		ACTOR PlayerAssaultHelicopter92 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(8, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter91 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(9, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter90 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(10, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter89 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(11, 5, 1)////
	Goto Spawn2}}
	
	ACTOR PlayerAssaultHelicopter88 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(12, 5, 1)////
	Goto Spawn2}}
	
	ACTOR PlayerAssaultHelicopter87 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(13, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter86 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(14, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter85 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(15, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter84 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(16, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter83 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(17, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter82 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(18, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter81 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(19, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter80 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(20, 5, 1)////
	Goto Spawn2}}	
	
		ACTOR PlayerAssaultHelicopter79 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(21, 5, 1)////
	Goto Spawn2}}	
	
		ACTOR PlayerAssaultHelicopter78 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(22, 5, 1)////
	Goto Spawn2}}	
	
		ACTOR PlayerAssaultHelicopter74 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(23, 5, 1)////
	Goto Spawn2}}	
	
		ACTOR PlayerAssaultHelicopter75 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(25, 5, 1)////
	Goto Spawn2}}	
	
		ACTOR PlayerAssaultHelicopter74 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(26, 5, 1)////
	Goto Spawn2}}	
	
		ACTOR PlayerAssaultHelicopter73 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(27, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter72 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(28, 5, 1)////
	Goto Spawn2}}	

	ACTOR PlayerAssaultHelicopter71 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(29, 5, 1)////
	Goto Spawn2}}	
	
	
	ACTOR PlayerAssaultHelicopter70 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(30, 5, 1)////
	Goto Spawn2}}	
	
		ACTOR PlayerAssaultHelicopter69 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(31, 5, 1)////
	Goto Spawn2}}	
	
		ACTOR PlayerAssaultHelicopter68 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(32, 5, 1)////
	Goto Spawn2}}	
	
		ACTOR PlayerAssaultHelicopter67 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(33, 5, 1)////
	Goto Spawn2}}	
	

		ACTOR PlayerAssaultHelicopter66 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(34, 5, 1)////
	Goto Spawn2}}		
	
			ACTOR PlayerAssaultHelicopter65 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(35, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter64 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(36, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter63 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(37, 5, 1)////
	Goto Spawn2}}	
	
		ACTOR PlayerAssaultHelicopter62 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(38, 5, 1)////
	Goto Spawn2}}	
	
	
		ACTOR PlayerAssaultHelicopter61 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(39, 5, 1)////
	Goto Spawn2}}	
	
	
		ACTOR PlayerAssaultHelicopter60 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(40, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter59 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(41, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter58 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(42, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter57 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(43, 5, 1)////
	Goto Spawn2}}	


    ACTOR PlayerAssaultHelicopter56 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(44, 5, 1)////
	Goto Spawn2}}	
	
    ACTOR PlayerAssaultHelicopter55 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(45, 5, 1)////
	Goto Spawn2}}		
	
	ACTOR PlayerAssaultHelicopter54 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(46, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter53 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(47, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter52 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(48, 5, 1)////
	Goto Spawn2}}		
	
	ACTOR PlayerAssaultHelicopter51 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(49, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter50 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(50, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter49 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1 
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(51, 5, 1)////
	Goto Spawn2}}		
	
	
		ACTOR PlayerAssaultHelicopter48 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(52, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter47 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(53, 5, 1)////
	Goto Spawn2}}	


    ACTOR PlayerAssaultHelicopter46 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(54, 5, 1)////
	Goto Spawn2}}	
	
    ACTOR PlayerAssaultHelicopter45 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(55, 5, 1)////
	Goto Spawn2}}		
	
	ACTOR PlayerAssaultHelicopter44 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(56, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter43 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(57, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter42 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(58, 5, 1)////
	Goto Spawn2}}		
	
	ACTOR PlayerAssaultHelicopter41 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(59, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter40 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(60, 5, 1)////
	Goto Spawn2}}	
	

	ACTOR PlayerAssaultHelicopter39 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1 
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(61, 5, 1)////
	Goto Spawn2}}		
	
	
		ACTOR PlayerAssaultHelicopter38 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(62, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter37 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(63, 5, 1)////
	Goto Spawn2}}	


    ACTOR PlayerAssaultHelicopter36 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(64, 5, 1)////
	Goto Spawn2}}	
	
    ACTOR PlayerAssaultHelicopter35 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(65, 5, 1)////
	Goto Spawn2}}		
	
	ACTOR PlayerAssaultHelicopter34 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(66, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter33 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(67, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter32 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(68, 5, 1)////
	Goto Spawn2}}		
	
	ACTOR PlayerAssaultHelicopter31 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(69, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter30 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(70, 5, 1)////
	Goto Spawn2}}	
	
	
		ACTOR PlayerAssaultHelicopter29 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1 
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(71, 5, 1)////
	Goto Spawn2}}		
	
	
		ACTOR PlayerAssaultHelicopter28 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(72, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter27 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(73, 5, 1)////
	Goto Spawn2}}	


    ACTOR PlayerAssaultHelicopter26 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(74, 5, 1)////
	Goto Spawn2}}	
	
    ACTOR PlayerAssaultHelicopter25 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(75, 5, 1)////
	Goto Spawn2}}		
	
	ACTOR PlayerAssaultHelicopter24 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(76, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter23 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(77, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter22 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(78, 5, 1)////
	Goto Spawn2}}		
	
	ACTOR PlayerAssaultHelicopter21 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(79, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter20 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(80, 5, 1)////
	Goto Spawn2}}	
	
	
			ACTOR PlayerAssaultHelicopter19 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1 
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(81, 5, 1)////
	Goto Spawn2}}		
	
	
		ACTOR PlayerAssaultHelicopter18 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(82, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter17 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(83, 5, 1)////
	Goto Spawn2}}	


    ACTOR PlayerAssaultHelicopter16 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(84, 5, 1)////
	Goto Spawn2}}	
	
    ACTOR PlayerAssaultHelicopter15 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(85, 5, 1)////
	Goto Spawn2}}		
	
	ACTOR PlayerAssaultHelicopter14 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(86, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter13 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(87, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter12 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(88, 5, 1)////
	Goto Spawn2}}		
	
	ACTOR PlayerAssaultHelicopter11 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(89, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter10 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(90, 5, 1)////
	Goto Spawn2}}	
	

	ACTOR PlayerAssaultHelicopter9 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1 
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(91, 5, 1)////
	Goto Spawn2}}		
	
	
		ACTOR PlayerAssaultHelicopter8 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(92, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter7 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(93, 5, 1)////
	Goto Spawn2}}	


    ACTOR PlayerAssaultHelicopter6 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(94, 5, 1)////
	Goto Spawn2}}	
	
    ACTOR PlayerAssaultHelicopter5 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(95, 5, 1)////
	Goto Spawn2}}		
	
	ACTOR PlayerAssaultHelicopter4 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(96, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter3 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(97, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerAssaultHelicopter2 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(98, 5, 1)////
	Goto Spawn2}}		
	
	ACTOR PlayerAssaultHelicopter1 : PlayerAssaultHelicopter
{	States
	{
	Spawn:
		HELI A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(99, 5, 1)////
	Goto Spawn2}}	
	
	
