//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 PlayerMech : PlayerPawn
{
	Speed 0
	Scale 1.3
	Radius 64
	Height 160
	Mass 999999
	PainChance 0
	Health 100
	-PICKUP
	Speed 1.5
	player.viewheight	160
    player.attackzoffset 110
	MaxStepHeight 96
	Player.MorphWeapon "MechGun"
	Player.JumpZ 0
	damagefactor "stomp", 0
	damagefactor "normal", 0.1
	damagefactor "Mechhealth", 1.0
	damagefactor "HitGround", 2.0
	bloodtype "Mechblood"
	damagetype "Mechhealth"
	damagefactor "bullet", 0.1
	BloodType "TankBlood"
	+NOSKIN
	+NORADIUSDMG
	+FORCERADIUSDMG
	+FIXMAPTHINGPOS
	-PICKUP
	States
	{
	
	
	Spawn:
	Spawn2:
		MECH G 1
	    TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_TakeInventory("PressedJump", 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 ACS_ExecuteAlways(887, 0, 0, 0, 0)
		MECH G 1
		TNT1 A 0 A_TakeInventory("PressedJump", 1)
	Goto Stay
	
	Stay:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(velz < 0, "FallingNoJump")
		TNT1 A 0 A_JumpIf(velz > 0, "FallingNoJump")
		TNT1 A 0 A_SpawnItem("MechStandingStillSmash")
		MECH G 1
		TNT1 A 0 A_JumpIfInventory("PressedJump", 1, "Jump")
		TNT1 A 0 A_JumpIfInventory("Accelerate", 1, "MoveForward")
		TNT1 A 0 A_JumpIfInventory("TurnLeft", 1, "MoveForward")
		TNT1 A 0 A_JumpIfInventory("PressedUse", 1, "ExitVehicle")
		
		TNT1 A 0 A_JumpIfInventory("TurnRight", 1, "MoveForward")
		TNT1 A 0 A_JumpIfInventory("Backpedal", 1, "MoveBackward")
		//MECH G 1
		//TNT1 A 0 A_JumpIf(momx>0, "FalseMove")
		//TNT1 A 0 A_JumpIf(momy>0, "FalseMove")
		//TNT1 A 0 A_JumpIf(momx<0, "FalseMove")
		//TNT1 A 0 A_JumpIf(momy<0, "FalseMove")
		Loop
		
	
	MoveForward:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(velz < 0, "FallingNoJump")
		TNT1 A 0 A_JumpIf(velz > 0, "FallingNoJump")
		TNT1 A 0 A_TakeInventory("Accelerate", 1)
		TNT1 A 0 A_TakeInventory("Backpedal", 1)
		MECH BC 4
		TNT1 A 0 A_SpawnItem("MechStomp")
		TNT1 A 0 A_JumpIfInventory("PressedJump", 1, "Jump")
		TNT1 A 0 A_JumpIf(velz < 0, "FallingNoJump")
		TNT1 A 0 A_JumpIf(velz > 0, "FallingNoJump")
		TNT1 A 0 A_Stop
		MECH D 4
		TNT1 A 0 A_JumpIfInventory("Backpedal", 1, "MoveBackward")
		MECH EF 4
		TNT1 A 0 A_JumpIfInventory("PressedJump", 1, "Jump")
		TNT1 A 0 A_SpawnItem("MechStomp")
		TNT1 A 0 A_Stop
		MECH G 4
		TNT1 A 0 A_TakeInventory("Accelerate", 1)
		TNT1 A 0 A_TakeInventory("Backpedal", 1)
		TNT1 A 0 A_TakeInventory("TurnLeft", 1)
		TNT1 A 0 A_TakeInventory("TurnRight", 1)
		TNT1 A 0 A_Stop
		Goto Stay
		
	MoveBackward:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(velz < 0, "FallingNoJump")
		TNT1 A 0 A_JumpIf(velz > 0, "FallingNoJump")
		TNT1 A 0 A_TakeInventory("Accelerate", 1)
		TNT1 A 0 A_TakeInventory("Backpedal", 1)
		MECH FE 3
		TNT1 A 0 A_JumpIfInventory("PressedJump", 1, "Jump")
		TNT1 A 0 A_SpawnItem("MechStomp")
		TNT1 A 0 A_JumpIf(velz < 0, "FallingNoJump")
		TNT1 A 0 A_JumpIf(velz > 0, "FallingNoJump")
		TNT1 A 0 A_Stop
		MECH D 4
		TNT1 A 0 A_JumpIfInventory("Accelerate", 1, "MoveForward")
		MECH CB 3
		TNT1 A 0 A_JumpIfInventory("PressedJump", 1, "Jump")
		TNT1 A 0 A_SpawnItem("MechStomp")
		TNT1 A 0 A_Stop
		MECH G 4
		TNT1 A 0 A_TakeInventory("Accelerate", 1)
		TNT1 A 0 A_TakeInventory("Backpedal", 1)
		TNT1 A 0 A_TakeInventory("TurnLeft", 1)
		TNT1 A 0 A_TakeInventory("TurnRight", 1)
		TNT1 A 0 A_Stop
		Goto Stay	
		
	//See:
		MECH BCDEFG 4
		TNT1 A 0 A_JumpIfInventory("PressedUse", 1, "ExitVehicle")
		Goto Stay
		
	FallingNoJump:
		MECH HHH 2 A_JumpIf(velz == 0, "Stay")
		MECH HHHHHH 2 A_JumpIf(velz == 0, "HitGroundEasy")
		MECH HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 2 A_JumpIf(velz == 0, "HitGround")
		MECH HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 2 A_JumpIf(velz == 0, "HitGround")
		Loop
		
	HitGroundEasy:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("MechStompLand")
		TNT1 A 0 A_Stop
		TNT1 A 0 A_TakeInventory("PressedJump", 1)
		Goto Stay	
		
	Pain:
		PLAY G 0
		MECH G 1 A_Pain
		Goto Stay
	
	Jump:
		TNT1 A 0
		TNT1 A 0 ThrustThingZ(0,120,0,1)
		TNT1 A 0 A_TakeInventory("PressedJump", 1)
		MECH H 20 
		TNT1 A 0 A_TakeInventory("PressedJump", 1)
		Goto Flying
	
	Flying:
		MECH H 2 
		TNT1 A 0 A_GIVEiNVENTORY("PowerFlight", 1)
		TNT1 A 0 A_JumpIfInventory("PressedJump", 1, "Falling")
		Loop
		
	Falling:
		MECH H 2 
		TNT1 A 0 A_TakeiNVENTORY("PowerFlight", 1)
		TNT1 A 0 A_TakeiNVENTORY("PressedJump", 1)
		TNT1 A 0 A_JumpIf(velz == 0, "HitGround")
		Loop
		
	HitGround:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("MechStompLand")
		TNT1 A 0 A_SpawnItem("MechStompLand2")
		TNT1 A 0 A_Stop
		MECH A 20
		TNT1 A 0 A_TakeInventory("PressedJump", 1)
		Goto Stay
		
		
	Death:
	XDeath:
	TNT1 A 0
	
	TNT1 A 0 A_StopSound(6)
	TNT1 A 0 ACS_ExecuteAlways(871, 0, 0, 0, 0)
	TNT1 A 0 SetPlayerProperty(0,0,0)
	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 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 ("Mech100", 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 ("Mech99", 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 ("Mech98", 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 ("Mech97", 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 ("Mech96", 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 ("Mech95", 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 ("Mech94", 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 ("Mech93", 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 ("Mech92", 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 ("Mech91", 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 ("Mech90", 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 ("Mech89", 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 ("Mech88", 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 ("Mech87", 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 ("Mech86", 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 ("Mech85", 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 ("Mech84", 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 ("Mech83", 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 ("Mech82", 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 ("Mech81", 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 ("Mech80", 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 ("Mech79", 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 ("Mech78", 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 ("Mech77", 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 ("Mech76", 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 ("Mech75", 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 ("Mech74", 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 ("Mech73", 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 ("Mech72", 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 ("Mech71", 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 ("Mech70", 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 ("Mech69", 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 ("Mech68", 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 ("Mech67", 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 ("Mech66", 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 ("Mech65", 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 ("Mech64", 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 ("Mech63", 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 ("Mech62", 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 ("Mech61", 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 ("Mech60", 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 ("Mech59", 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 ("Mech58", 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 ("Mech57", 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 ("Mech56", 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 ("Mech55", 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 ("Mech54", 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 ("Mech53", 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 ("Mech52", 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 ("Mech51", 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 ("Mech50", 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 ("Mech49", 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 ("Mech48", 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 ("Mech47", 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 ("Mech46", 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 ("Mech45", 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 ("Mech44", 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 ("Mech43", 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 ("Mech42", 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 ("Mech41", 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 ("Mech40", 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 ("Mech39", 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 ("Mech39", 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 ("Mech39", 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 ("Mech36", 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 ("Mech35", 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 ("Mech34", 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 ("Mech33", 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 ("Mech32", 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 ("Mech31", 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 ("Mech30", 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 ("Mech29", 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 ("Mech28", 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 ("Mech27", 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 ("Mech26", 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 ("Mech25", 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 ("Mech24", 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 ("Mech23", 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 ("Mech22", 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 ("Mech21", 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 ("Mech20", 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 ("Mech19", 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 ("Mech18", 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 ("Mech17", 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 ("Mech16", 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 ("Mech15", 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 ("Mech14", 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 ("Mech13", 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 ("Mech12", 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 ("Mech11", 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 ("Mech10", 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 ("Mech9", 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 ("Mech8", 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 ("Mech7", 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 ("Mech6", 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 ("Mech5", 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 ("Mech4", 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 ("Mech3", 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 ("Mech2", 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 ("Mech1", 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 MechGun : 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("MechRocket", 0, 0, -40, 0 )
		MISG A 0 A_FireCustomMissile("TankFireEffect", 0, 1, -40, 0)
		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("MechRocket", 0, 0, 40, 0)
		MISG A 0 A_FireCustomMissile("TankFireEffect", 0, 1, 40, 0)
		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)
		MISG A 0 A_FireCustomMissile("HeavyMachinegunProjectile", random(-1, 1), 0, -40, 0, 0, random(-1, 1) )
		MISG A 0 A_FireCustomMissile("HeavyMachinegunProjectile", random(-1, 1), 0, 40, 0, random(-1, 1) )
		MISG AA 0 A_FireCustomMissile("HeavyMachinegunFlash", 0, 0, 40, 0, 0 )
		MISG AA 0 A_FireCustomMissile("HeavyMachinegunFlash", 0, 0, -40, 0, 0 )
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNHD A 2 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 FiredMechMainGun : Inventory
{
inventory.maxamount 1
}


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


ACTOR MechMachinegunProjectile
{
	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 MechStomp
{
+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(500,80,0)
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 MechStandingStillSmash: MechStomp
{
DamageType Extreme
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Explode(2000,40,0)
TNT1 A 1
Stop
}
}



actor MechStompLand: MechStomp
{
DamageType Extreme
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Explode(2000,100,0)
TNT1 A 1
Stop
}
}


actor MechStompLand2: MechStomp
{
DamageType ExplosiveImpact
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Explode(50,600,0)
TNT1 A 1
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 Mech : PowerupGiver 7263
{
  Powerup.Type "MechSwitch"
  Powerup.Duration 252000
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.ALWAYSPICKUP
  Inventory.MaxAmount 1
  Health 100
  GibHealth 1
  Scale 1.3
  +SHOOTABLE
  +NOBLOOD
  +FIXMAPTHINGPOS
  +NORADIUSDMG
	+DONTRIP
  //+INVULNERABLE
  //+THRUACTORS
  Mass 999999999
  Height 190
  Radius 32
  damagefactor "stomp", 0
  damagefactor "normal", 0.08
  painchance 255
  GibHealth 10
  States
  {
  
  Spawn:
    MECH 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
    MECH AYAYAYAYAYAYAYAYAYAYAYAYAYAYAYAYAYAYAYAYAYAYAYAYAYAYAYAYAYAYAYA 1
	MECH A 1 A_ChangeFlag("THRUACTORS", 0)
	Goto Spawn2
	
 Spawn2:
	MECH 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:
    MECH A 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("Mech99")
  Stop
  
  Respawn98:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech98")
  Stop
  
  Respawn97:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech97")
  Stop
  
  Respawn96:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech96")
  Stop
  
  Respawn95:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech95")
  Stop
  
  Respawn94:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech94")
  Stop
  
  Respawn93:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech93")
  Stop
  
  Respawn92:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech92")
  Stop
  
  Respawn91:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech91")
  Stop
  
  Respawn90:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech90")
  Stop

  Respawn89:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech89")
  Stop
  
  Respawn88:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech88")
  Stop
  
  Respawn87:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech87")
  Stop
  
  Respawn86:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech86")
  Stop
  
  Respawn85:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech85")
  Stop
  
  Respawn84:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech84")
  Stop
  
  Respawn83:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech83")
  Stop
  
  Respawn82:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech82")
  Stop
  
  Respawn81:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech81")
  Stop
  
  Respawn80:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech80")
  Stop
  
    Respawn79:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech79")
  Stop
  
  Respawn78:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech78")
  Stop
  
  Respawn77:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech77")
  Stop
  
  Respawn76:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech76")
  Stop
  
  Respawn75:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech75")
  Stop
  
  Respawn74:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech74")
  Stop
  
  Respawn73:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech73")
  Stop
  
  Respawn72:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech72")
  Stop
  
  Respawn71:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech71")
  Stop
  
  Respawn70:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech70")
  Stop
  
  Respawn69:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech69")
  Stop
  
  Respawn68:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech68")
  Stop
  
  Respawn67:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech67")
  Stop
  
  Respawn66:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech66")
  Stop
  
  Respawn65:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech65")
  Stop
  
  Respawn64:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech64")
  Stop
  
  Respawn63:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech63")
  Stop
  
  Respawn62:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech62")
  Stop
  
  Respawn61:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech61")
  Stop
  
  Respawn60:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech60")
  Stop  

  Respawn59:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech59")
  Stop
  
  Respawn58:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech58")
  Stop
  
  Respawn57:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech57")
  Stop
  
  Respawn56:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech56")
  Stop
  
  Respawn55:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech55")
  Stop
  
  Respawn54:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech54")
  Stop
  
  Respawn53:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech53")
  Stop
  
  Respawn52:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech52")
  Stop
  
  Respawn51:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech51")
  Stop
  
  Respawn50:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech50")
  Stop  
  
  Respawn49:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech49")
  Stop
  
  Respawn48:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech48")
  Stop
  
  Respawn47:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech47")
  Stop
  
  Respawn46:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech46")
  Stop
  
  Respawn45:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech45")
  Stop
  
  Respawn44:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech44")
  Stop
  
  Respawn43:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech43")
  Stop
  
  Respawn42:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech42")
  Stop
  
  Respawn41:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech41")
  Stop
  
  Respawn40:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech40")
  Stop
  
    Respawn39:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech39")
  Stop
  
  Respawn38:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech38")
  Stop
  
  Respawn37:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech37")
  Stop
  
  Respawn36:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech36")
  Stop
  
  Respawn35:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech35")
  Stop
  
  Respawn34:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech34")
  Stop
  
  Respawn33:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech33")
  Stop
  
  Respawn32:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech32")
  Stop
  
  Respawn31:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech31")
  Stop
  
  Respawn30:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech30")
  Stop
  
    Respawn29:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech29")
  Stop
  
  Respawn28:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech28")
  Stop
  
  Respawn27:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech27")
  Stop
  
  Respawn26:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech26")
  Stop
  
  Respawn25:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech25")
  Stop
  
  Respawn24:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech24")
  Stop
  
  Respawn23:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech23")
  Stop
  
  Respawn22:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech22")
  Stop
  
  Respawn21:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech21")
  Stop
  
  Respawn20:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech20")
  Stop
  
  Respawn19:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech19")
  Stop
  
  Respawn18:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech18")
  Stop
  
  Respawn17:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech17")
  Stop
  
  Respawn16:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech16")
  Stop
  
  Respawn15:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech15")
  Stop
  
  Respawn14:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech14")
  Stop
  
  Respawn13:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech13")
  Stop
  
  Respawn12:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech12")
  Stop
  
  Respawn11:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech11")
  Stop
  
  Respawn10:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech10")
  Stop  
  
    Respawn9:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech9")
  Stop
  
  Respawn8:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech8")
  Stop
  
  Respawn7:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech7")
  Stop
  
  Respawn6:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech6")
  Stop
  
  Respawn5:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech5")
  Stop
  
  Respawn4:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech4")
  Stop
  
  Respawn3:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech3")
  Stop
  
  Respawn2:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech2")
  Stop
  
  Respawn1:
  TNT1 A 0 A_NoBlocking
  TNT1 A 0 A_SpawnItem("Mech1")
  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 Mech100 : Mech {Health 100 Powerup.Type "MechSwitch100"}
ACTOR Mech99 : Mech {Health 99 Powerup.Type "MechSwitch99"}
ACTOR Mech98 : Mech {Health 98 Powerup.Type "MechSwitch98"}
ACTOR Mech97 : Mech {Health 97 Powerup.Type "MechSwitch97"}
ACTOR Mech96 : Mech {Health 96 Powerup.Type "MechSwitch96"}
ACTOR Mech95 : Mech {Health 95 Powerup.Type "MechSwitch95"}
ACTOR Mech94 : Mech {Health 94 Powerup.Type "MechSwitch94"}
ACTOR Mech93 : Mech {Health 93 Powerup.Type "MechSwitch93"}
ACTOR Mech92 : Mech {Health 92 Powerup.Type "MechSwitch92"}
ACTOR Mech91 : Mech {Health 91 Powerup.Type "MechSwitch91"}
ACTOR Mech90 : Mech {Health 90 Powerup.Type "MechSwitch90"}
ACTOR Mech89 : Mech {Health 89 Powerup.Type "MechSwitch89"}
ACTOR Mech88 : Mech {Health 88 Powerup.Type "MechSwitch88"}
ACTOR Mech87 : Mech {Health 87 Powerup.Type "MechSwitch87"}
ACTOR Mech86 : Mech {Health 86 Powerup.Type "MechSwitch86"}
ACTOR Mech85 : Mech {Health 85 Powerup.Type "MechSwitch85"}
ACTOR Mech84 : Mech {Health 84 Powerup.Type "MechSwitch84"}
ACTOR Mech83 : Mech {Health 83 Powerup.Type "MechSwitch83"}
ACTOR Mech82 : Mech {Health 82 Powerup.Type "MechSwitch82"}
ACTOR Mech81 : Mech {Health 81 Powerup.Type "MechSwitch81"}
ACTOR Mech80 : Mech {Health 80 Powerup.Type "MechSwitch80"}
ACTOR Mech79 : Mech {Health 79 Powerup.Type "MechSwitch79"}
ACTOR Mech78 : Mech {Health 78 Powerup.Type "MechSwitch78"}
ACTOR Mech77 : Mech {Health 77 Powerup.Type "MechSwitch77"}
ACTOR Mech76 : Mech {Health 76 Powerup.Type "MechSwitch76"}
ACTOR Mech75 : Mech {Health 75 Powerup.Type "MechSwitch75"}
ACTOR Mech74 : Mech {Health 74 Powerup.Type "MechSwitch74"}
ACTOR Mech73 : Mech {Health 73 Powerup.Type "MechSwitch73"}
ACTOR Mech72 : Mech {Health 72 Powerup.Type "MechSwitch72"}
ACTOR Mech71 : Mech {Health 71 Powerup.Type "MechSwitch71"}
ACTOR Mech70 : Mech {Health 70 Powerup.Type "MechSwitch70"}
ACTOR Mech69 : Mech {Health 69 Powerup.Type "MechSwitch69"}
ACTOR Mech68 : Mech {Health 68 Powerup.Type "MechSwitch68"}
ACTOR Mech67 : Mech {Health 67 Powerup.Type "MechSwitch67"}
ACTOR Mech66 : Mech {Health 66 Powerup.Type "MechSwitch66"}
ACTOR Mech65 : Mech {Health 65 Powerup.Type "MechSwitch65"}
ACTOR Mech64 : Mech {Health 64 Powerup.Type "MechSwitch64"}
ACTOR Mech63 : Mech {Health 63 Powerup.Type "MechSwitch63"}
ACTOR Mech62 : Mech {Health 62 Powerup.Type "MechSwitch62"}
ACTOR Mech61 : Mech {Health 61 Powerup.Type "MechSwitch61"}
ACTOR Mech60 : Mech {Health 60 Powerup.Type "MechSwitch60"}
ACTOR Mech59 : Mech {Health 59 Powerup.Type "MechSwitch59"}
ACTOR Mech58 : Mech {Health 58 Powerup.Type "MechSwitch58"}
ACTOR Mech57 : Mech {Health 57 Powerup.Type "MechSwitch57"}
ACTOR Mech56 : Mech {Health 56 Powerup.Type "MechSwitch56"}
ACTOR Mech55 : Mech {Health 55 Powerup.Type "MechSwitch55"}
ACTOR Mech54 : Mech {Health 54 Powerup.Type "MechSwitch54"}
ACTOR Mech53 : Mech {Health 53 Powerup.Type "MechSwitch53"}
ACTOR Mech52 : Mech {Health 52 Powerup.Type "MechSwitch52"}
ACTOR Mech51 : Mech {Health 51 Powerup.Type "MechSwitch51"}
ACTOR Mech50 : Mech {Health 50 Powerup.Type "MechSwitch50"}
ACTOR Mech49 : Mech {Health 49 Powerup.Type "MechSwitch49"}
ACTOR Mech48 : Mech {Health 48 Powerup.Type "MechSwitch48"}
ACTOR Mech47 : Mech {Health 47 Powerup.Type "MechSwitch47"}
ACTOR Mech46 : Mech {Health 46 Powerup.Type "MechSwitch46"}
ACTOR Mech45 : Mech {Health 45 Powerup.Type "MechSwitch45"}
ACTOR Mech44 : Mech {Health 44 Powerup.Type "MechSwitch44"}
ACTOR Mech43 : Mech {Health 43 Powerup.Type "MechSwitch43"}
ACTOR Mech42 : Mech {Health 42 Powerup.Type "MechSwitch42"}
ACTOR Mech41 : Mech {Health 41 Powerup.Type "MechSwitch41"}
ACTOR Mech40 : Mech {Health 40 Powerup.Type "MechSwitch40"}
ACTOR Mech39 : Mech {Health 39 Powerup.Type "MechSwitch39"}
ACTOR Mech38 : Mech {Health 38 Powerup.Type "MechSwitch38"}
ACTOR Mech37 : Mech {Health 37 Powerup.Type "MechSwitch37"}
ACTOR Mech36 : Mech {Health 36 Powerup.Type "MechSwitch36"}
ACTOR Mech35 : Mech {Health 35 Powerup.Type "MechSwitch35"}
ACTOR Mech34 : Mech {Health 34 Powerup.Type "MechSwitch34"}
ACTOR Mech33 : Mech {Health 33 Powerup.Type "MechSwitch33"}
ACTOR Mech32 : Mech {Health 32 Powerup.Type "MechSwitch32"}
ACTOR Mech31 : Mech {Health 31 Powerup.Type "MechSwitch31"}
ACTOR Mech30 : Mech {Health 30 Powerup.Type "MechSwitch30"}
ACTOR Mech29 : Mech {Health 29 Powerup.Type "MechSwitch29"}
ACTOR Mech28 : Mech {Health 28 Powerup.Type "MechSwitch28"}
ACTOR Mech27 : Mech {Health 27 Powerup.Type "MechSwitch27"}
ACTOR Mech26 : Mech {Health 26 Powerup.Type "MechSwitch26"}
ACTOR Mech25 : Mech {Health 25 Powerup.Type "MechSwitch25"}
ACTOR Mech24 : Mech {Health 24 Powerup.Type "MechSwitch24"}
ACTOR Mech23 : Mech {Health 23 Powerup.Type "MechSwitch23"}
ACTOR Mech22 : Mech {Health 22 Powerup.Type "MechSwitch22"}
ACTOR Mech21 : Mech {Health 21 Powerup.Type "MechSwitch21"}
ACTOR Mech20 : Mech {Health 20 Powerup.Type "MechSwitch20"}
ACTOR Mech19 : Mech {Health 19 Powerup.Type "MechSwitch19"}
ACTOR Mech18 : Mech {Health 18 Powerup.Type "MechSwitch18"}
ACTOR Mech17 : Mech {Health 17 Powerup.Type "MechSwitch17"}
ACTOR Mech16 : Mech {Health 16 Powerup.Type "MechSwitch16"}
ACTOR Mech15 : Mech {Health 15 Powerup.Type "MechSwitch15"}
ACTOR Mech14 : Mech {Health 14 Powerup.Type "MechSwitch14"}
ACTOR Mech13 : Mech {Health 13 Powerup.Type "MechSwitch13"}
ACTOR Mech12 : Mech {Health 12 Powerup.Type "MechSwitch12"}
ACTOR Mech11 : Mech {Health 11 Powerup.Type "MechSwitch11"}
ACTOR Mech10 : Mech {Health 10 Powerup.Type "MechSwitch10"}
ACTOR Mech9 : Mech {Health 9 Powerup.Type "MechSwitch9"}
ACTOR Mech8 : Mech {Health 8 Powerup.Type "MechSwitch8"}
ACTOR Mech7 : Mech {Health 7 Powerup.Type "MechSwitch7"}
ACTOR Mech6 : Mech {Health 6 Powerup.Type "MechSwitch6"}
ACTOR Mech5 : Mech {Health 5 Powerup.Type "MechSwitch5"}
ACTOR Mech4 : Mech {Health 4 Powerup.Type "MechSwitch4"}
ACTOR Mech3 : Mech {Health 3 Powerup.Type "MechSwitch3"}
ACTOR Mech2 : Mech {Health 2 Powerup.Type "MechSwitch2"}
ACTOR Mech1 : Mech {Health 1 Powerup.Type "MechSwitch1"}


ACTOR PowerMechSwitch : PowerMorph {PowerMorph.PlayerClass "PlayerMech"}
ACTOR PowerMechSwitch100 : PowerMorph {PowerMorph.PlayerClass "PlayerMech"}
ACTOR PowerMechSwitch99 : PowerMorph {PowerMorph.PlayerClass "PlayerMech99"}
ACTOR PowerMechSwitch98 : PowerMorph {PowerMorph.PlayerClass "PlayerMech98"}
ACTOR PowerMechSwitch97 : PowerMorph {PowerMorph.PlayerClass "PlayerMech97"}
ACTOR PowerMechSwitch96 : PowerMorph {PowerMorph.PlayerClass "PlayerMech96"}
ACTOR PowerMechSwitch95 : PowerMorph {PowerMorph.PlayerClass "PlayerMech95"}
ACTOR PowerMechSwitch94 : PowerMorph {PowerMorph.PlayerClass "PlayerMech94"}
ACTOR PowerMechSwitch93 : PowerMorph {PowerMorph.PlayerClass "PlayerMech93"}
ACTOR PowerMechSwitch92 : PowerMorph {PowerMorph.PlayerClass "PlayerMech92"}
ACTOR PowerMechSwitch91 : PowerMorph {PowerMorph.PlayerClass "PlayerMech91"}
ACTOR PowerMechSwitch90 : PowerMorph {PowerMorph.PlayerClass "PlayerMech90"}
ACTOR PowerMechSwitch89 : PowerMorph {PowerMorph.PlayerClass "PlayerMech89"}
ACTOR PowerMechSwitch88 : PowerMorph {PowerMorph.PlayerClass "PlayerMech88"}
ACTOR PowerMechSwitch87 : PowerMorph {PowerMorph.PlayerClass "PlayerMech87"}
ACTOR PowerMechSwitch86 : PowerMorph {PowerMorph.PlayerClass "PlayerMech86"}
ACTOR PowerMechSwitch85 : PowerMorph {PowerMorph.PlayerClass "PlayerMech85"}
ACTOR PowerMechSwitch84 : PowerMorph {PowerMorph.PlayerClass "PlayerMech84"}
ACTOR PowerMechSwitch83 : PowerMorph {PowerMorph.PlayerClass "PlayerMech83"}
ACTOR PowerMechSwitch82 : PowerMorph {PowerMorph.PlayerClass "PlayerMech82"}
ACTOR PowerMechSwitch81 : PowerMorph {PowerMorph.PlayerClass "PlayerMech81"}
ACTOR PowerMechSwitch80 : PowerMorph {PowerMorph.PlayerClass "PlayerMech80"}
ACTOR PowerMechSwitch79 : PowerMorph {PowerMorph.PlayerClass "PlayerMech79"}
ACTOR PowerMechSwitch78 : PowerMorph {PowerMorph.PlayerClass "PlayerMech78"}
ACTOR PowerMechSwitch77 : PowerMorph {PowerMorph.PlayerClass "PlayerMech77"}
ACTOR PowerMechSwitch76 : PowerMorph {PowerMorph.PlayerClass "PlayerMech76"}
ACTOR PowerMechSwitch75 : PowerMorph {PowerMorph.PlayerClass "PlayerMech75"}
ACTOR PowerMechSwitch74 : PowerMorph {PowerMorph.PlayerClass "PlayerMech74"}
ACTOR PowerMechSwitch76 : PowerMorph {PowerMorph.PlayerClass "PlayerMech76"}
ACTOR PowerMechSwitch75 : PowerMorph {PowerMorph.PlayerClass "PlayerMech75"}
ACTOR PowerMechSwitch74 : PowerMorph {PowerMorph.PlayerClass "PlayerMech74"}
ACTOR PowerMechSwitch73 : PowerMorph {PowerMorph.PlayerClass "PlayerMech73"}
ACTOR PowerMechSwitch72 : PowerMorph {PowerMorph.PlayerClass "PlayerMech72"}
ACTOR PowerMechSwitch71 : PowerMorph {PowerMorph.PlayerClass "PlayerMech71"}
ACTOR PowerMechSwitch70 : PowerMorph {PowerMorph.PlayerClass "PlayerMech70"}
ACTOR PowerMechSwitch69 : PowerMorph {PowerMorph.PlayerClass "PlayerMech69"}
ACTOR PowerMechSwitch68 : PowerMorph {PowerMorph.PlayerClass "PlayerMech68"}
ACTOR PowerMechSwitch67 : PowerMorph {PowerMorph.PlayerClass "PlayerMech67"}
ACTOR PowerMechSwitch66 : PowerMorph {PowerMorph.PlayerClass "PlayerMech66"}
ACTOR PowerMechSwitch65 : PowerMorph {PowerMorph.PlayerClass "PlayerMech65"}
ACTOR PowerMechSwitch64 : PowerMorph {PowerMorph.PlayerClass "PlayerMech64"}
ACTOR PowerMechSwitch63 : PowerMorph {PowerMorph.PlayerClass "PlayerMech63"}
ACTOR PowerMechSwitch62 : PowerMorph {PowerMorph.PlayerClass "PlayerMech62"}
ACTOR PowerMechSwitch61 : PowerMorph {PowerMorph.PlayerClass "PlayerMech61"}
ACTOR PowerMechSwitch60 : PowerMorph {PowerMorph.PlayerClass "PlayerMech60"}
ACTOR PowerMechSwitch59 : PowerMorph {PowerMorph.PlayerClass "PlayerMech59"}
ACTOR PowerMechSwitch58 : PowerMorph {PowerMorph.PlayerClass "PlayerMech58"}
ACTOR PowerMechSwitch57 : PowerMorph {PowerMorph.PlayerClass "PlayerMech57"}
ACTOR PowerMechSwitch56 : PowerMorph {PowerMorph.PlayerClass "PlayerMech56"}
ACTOR PowerMechSwitch55 : PowerMorph {PowerMorph.PlayerClass "PlayerMech55"}
ACTOR PowerMechSwitch54 : PowerMorph {PowerMorph.PlayerClass "PlayerMech54"}
ACTOR PowerMechSwitch53 : PowerMorph {PowerMorph.PlayerClass "PlayerMech53"}
ACTOR PowerMechSwitch52 : PowerMorph {PowerMorph.PlayerClass "PlayerMech52"}
ACTOR PowerMechSwitch51 : PowerMorph {PowerMorph.PlayerClass "PlayerMech51"}
ACTOR PowerMechSwitch50 : PowerMorph {PowerMorph.PlayerClass "PlayerMech50"}
ACTOR PowerMechSwitch49 : PowerMorph {PowerMorph.PlayerClass "PlayerMech49"}
ACTOR PowerMechSwitch48 : PowerMorph {PowerMorph.PlayerClass "PlayerMech48"}
ACTOR PowerMechSwitch47 : PowerMorph {PowerMorph.PlayerClass "PlayerMech47"}
ACTOR PowerMechSwitch46 : PowerMorph {PowerMorph.PlayerClass "PlayerMech46"}
ACTOR PowerMechSwitch45 : PowerMorph {PowerMorph.PlayerClass "PlayerMech45"}
ACTOR PowerMechSwitch44 : PowerMorph {PowerMorph.PlayerClass "PlayerMech44"}
ACTOR PowerMechSwitch43 : PowerMorph {PowerMorph.PlayerClass "PlayerMech43"}
ACTOR PowerMechSwitch42 : PowerMorph {PowerMorph.PlayerClass "PlayerMech42"}
ACTOR PowerMechSwitch41 : PowerMorph {PowerMorph.PlayerClass "PlayerMech41"}
ACTOR PowerMechSwitch40 : PowerMorph {PowerMorph.PlayerClass "PlayerMech40"}
ACTOR PowerMechSwitch39 : PowerMorph {PowerMorph.PlayerClass "PlayerMech39"}
ACTOR PowerMechSwitch38 : PowerMorph {PowerMorph.PlayerClass "PlayerMech38"}
ACTOR PowerMechSwitch37 : PowerMorph {PowerMorph.PlayerClass "PlayerMech37"}
ACTOR PowerMechSwitch36 : PowerMorph {PowerMorph.PlayerClass "PlayerMech36"}
ACTOR PowerMechSwitch35 : PowerMorph {PowerMorph.PlayerClass "PlayerMech35"}
ACTOR PowerMechSwitch34 : PowerMorph {PowerMorph.PlayerClass "PlayerMech34"}
ACTOR PowerMechSwitch33 : PowerMorph {PowerMorph.PlayerClass "PlayerMech33"}
ACTOR PowerMechSwitch32 : PowerMorph {PowerMorph.PlayerClass "PlayerMech32"}
ACTOR PowerMechSwitch31 : PowerMorph {PowerMorph.PlayerClass "PlayerMech31"}
ACTOR PowerMechSwitch30 : PowerMorph {PowerMorph.PlayerClass "PlayerMech30"}
ACTOR PowerMechSwitch29 : PowerMorph {PowerMorph.PlayerClass "PlayerMech29"}
ACTOR PowerMechSwitch28 : PowerMorph {PowerMorph.PlayerClass "PlayerMech28"}
ACTOR PowerMechSwitch27 : PowerMorph {PowerMorph.PlayerClass "PlayerMech27"}
ACTOR PowerMechSwitch26 : PowerMorph {PowerMorph.PlayerClass "PlayerMech26"}
ACTOR PowerMechSwitch25 : PowerMorph {PowerMorph.PlayerClass "PlayerMech25"}
ACTOR PowerMechSwitch24 : PowerMorph {PowerMorph.PlayerClass "PlayerMech24"}
ACTOR PowerMechSwitch23 : PowerMorph {PowerMorph.PlayerClass "PlayerMech23"}
ACTOR PowerMechSwitch22 : PowerMorph {PowerMorph.PlayerClass "PlayerMech22"}
ACTOR PowerMechSwitch21 : PowerMorph {PowerMorph.PlayerClass "PlayerMech21"}
ACTOR PowerMechSwitch20 : PowerMorph {PowerMorph.PlayerClass "PlayerMech20"}
ACTOR PowerMechSwitch19 : PowerMorph {PowerMorph.PlayerClass "PlayerMech19"}
ACTOR PowerMechSwitch18 : PowerMorph {PowerMorph.PlayerClass "PlayerMech18"}
ACTOR PowerMechSwitch17 : PowerMorph {PowerMorph.PlayerClass "PlayerMech17"}
ACTOR PowerMechSwitch16 : PowerMorph {PowerMorph.PlayerClass "PlayerMech16"}
ACTOR PowerMechSwitch15 : PowerMorph {PowerMorph.PlayerClass "PlayerMech15"}
ACTOR PowerMechSwitch14 : PowerMorph {PowerMorph.PlayerClass "PlayerMech14"}
ACTOR PowerMechSwitch13 : PowerMorph {PowerMorph.PlayerClass "PlayerMech13"}
ACTOR PowerMechSwitch12 : PowerMorph {PowerMorph.PlayerClass "PlayerMech12"}
ACTOR PowerMechSwitch11 : PowerMorph {PowerMorph.PlayerClass "PlayerMech11"}
ACTOR PowerMechSwitch10 : PowerMorph {PowerMorph.PlayerClass "PlayerMech10"}
ACTOR PowerMechSwitch9 : PowerMorph {PowerMorph.PlayerClass "PlayerMech9"}
ACTOR PowerMechSwitch8 : PowerMorph {PowerMorph.PlayerClass "PlayerMech8"}
ACTOR PowerMechSwitch7 : PowerMorph {PowerMorph.PlayerClass "PlayerMech7"}
ACTOR PowerMechSwitch6 : PowerMorph {PowerMorph.PlayerClass "PlayerMech6"}
ACTOR PowerMechSwitch5 : PowerMorph {PowerMorph.PlayerClass "PlayerMech5"}
ACTOR PowerMechSwitch4 : PowerMorph {PowerMorph.PlayerClass "PlayerMech4"}
ACTOR PowerMechSwitch3 : PowerMorph {PowerMorph.PlayerClass "PlayerMech3"}
ACTOR PowerMechSwitch2 : PowerMorph {PowerMorph.PlayerClass "PlayerMech2"}
ACTOR PowerMechSwitch1 : PowerMorph {PowerMorph.PlayerClass "PlayerMech1"}


ACTOR PlayerMech99 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(1, 5, 1)
	Goto Spawn2}}
	
ACTOR PlayerMech98 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(2, 5, 1)/////
	Goto Spawn2}}	
	
	ACTOR PlayerMech97 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(3, 5, 1)////
	Goto Spawn2}}	
	
		ACTOR PlayerMech96 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(4, 5, 1)////
	Goto Spawn2}}	
	
		ACTOR PlayerMech95 : PlayerMech
{	States
	{
	Spawn:
	    MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(5, 5, 1)////
	Goto Spawn2}}	
	
		ACTOR PlayerMech94 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(6, 5, 1)////
	Goto Spawn2}}	
	

		ACTOR PlayerMech93 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(7, 5, 1)////
	Goto Spawn2}}	
	
		ACTOR PlayerMech92 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(8, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech91 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(9, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech90 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(10, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech89 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(11, 5, 1)////
	Goto Spawn2}}
	
	ACTOR PlayerMech88 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(12, 5, 1)////
	Goto Spawn2}}
	
	ACTOR PlayerMech87 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(13, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech86 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(14, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech85 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(15, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech84 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(16, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech83 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(17, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech82 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(18, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech81 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(19, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech80 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(20, 5, 1)////
	Goto Spawn2}}	
	
		ACTOR PlayerMech79 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(21, 5, 1)////
	Goto Spawn2}}	
	
		ACTOR PlayerMech78 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(22, 5, 1)////
	Goto Spawn2}}	
	
		ACTOR PlayerMech74 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(23, 5, 1)////
	Goto Spawn2}}	
	
		ACTOR PlayerMech75 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(25, 5, 1)////
	Goto Spawn2}}	
	
		ACTOR PlayerMech74 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(26, 5, 1)////
	Goto Spawn2}}	
	
		ACTOR PlayerMech73 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(27, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech72 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(28, 5, 1)////
	Goto Spawn2}}	

	ACTOR PlayerMech71 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(29, 5, 1)////
	Goto Spawn2}}	
	
	
	ACTOR PlayerMech70 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(30, 5, 1)////
	Goto Spawn2}}	
	
		ACTOR PlayerMech69 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(31, 5, 1)////
	Goto Spawn2}}	
	
		ACTOR PlayerMech68 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(32, 5, 1)////
	Goto Spawn2}}	
	
		ACTOR PlayerMech67 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(33, 5, 1)////
	Goto Spawn2}}	
	

		ACTOR PlayerMech66 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(34, 5, 1)////
	Goto Spawn2}}		
	
			ACTOR PlayerMech65 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(35, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech64 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(36, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech63 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(37, 5, 1)////
	Goto Spawn2}}	
	
		ACTOR PlayerMech62 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(38, 5, 1)////
	Goto Spawn2}}	
	
	
		ACTOR PlayerMech61 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(39, 5, 1)////
	Goto Spawn2}}	
	
	
		ACTOR PlayerMech60 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(40, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech59 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(41, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech58 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(42, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech57 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(43, 5, 1)////
	Goto Spawn2}}	


    ACTOR PlayerMech56 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(44, 5, 1)////
	Goto Spawn2}}	
	
    ACTOR PlayerMech55 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(45, 5, 1)////
	Goto Spawn2}}		
	
	ACTOR PlayerMech54 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(46, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech53 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(47, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech52 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(48, 5, 1)////
	Goto Spawn2}}		
	
	ACTOR PlayerMech51 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(49, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech50 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(50, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech49 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1 
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(51, 5, 1)////
	Goto Spawn2}}		
	
	
		ACTOR PlayerMech48 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(52, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech47 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(53, 5, 1)////
	Goto Spawn2}}	


    ACTOR PlayerMech46 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(54, 5, 1)////
	Goto Spawn2}}	
	
    ACTOR PlayerMech45 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(55, 5, 1)////
	Goto Spawn2}}		
	
	ACTOR PlayerMech44 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(56, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech43 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(57, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech42 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(58, 5, 1)////
	Goto Spawn2}}		
	
	ACTOR PlayerMech41 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(59, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech40 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(60, 5, 1)////
	Goto Spawn2}}	
	

	ACTOR PlayerMech39 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1 
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(61, 5, 1)////
	Goto Spawn2}}		
	
	
		ACTOR PlayerMech38 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(62, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech37 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(63, 5, 1)////
	Goto Spawn2}}	


    ACTOR PlayerMech36 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(64, 5, 1)////
	Goto Spawn2}}	
	
    ACTOR PlayerMech35 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(65, 5, 1)////
	Goto Spawn2}}		
	
	ACTOR PlayerMech34 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(66, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech33 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(67, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech32 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(68, 5, 1)////
	Goto Spawn2}}		
	
	ACTOR PlayerMech31 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(69, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech30 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(70, 5, 1)////
	Goto Spawn2}}	
	
	
		ACTOR PlayerMech29 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1 
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(71, 5, 1)////
	Goto Spawn2}}		
	
	
		ACTOR PlayerMech28 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(72, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech27 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(73, 5, 1)////
	Goto Spawn2}}	


    ACTOR PlayerMech26 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(74, 5, 1)////
	Goto Spawn2}}	
	
    ACTOR PlayerMech25 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(75, 5, 1)////
	Goto Spawn2}}		
	
	ACTOR PlayerMech24 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(76, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech23 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(77, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech22 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(78, 5, 1)////
	Goto Spawn2}}		
	
	ACTOR PlayerMech21 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(79, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech20 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(80, 5, 1)////
	Goto Spawn2}}	
	
	
			ACTOR PlayerMech19 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1 
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(81, 5, 1)////
	Goto Spawn2}}		
	
	
		ACTOR PlayerMech18 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(82, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech17 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(83, 5, 1)////
	Goto Spawn2}}	


    ACTOR PlayerMech16 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(84, 5, 1)////
	Goto Spawn2}}	
	
    ACTOR PlayerMech15 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(85, 5, 1)////
	Goto Spawn2}}		
	
	ACTOR PlayerMech14 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(86, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech13 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(87, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech12 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(88, 5, 1)////
	Goto Spawn2}}		
	
	ACTOR PlayerMech11 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(89, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech10 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(90, 5, 1)////
	Goto Spawn2}}	
	

	ACTOR PlayerMech9 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1 
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(91, 5, 1)////
	Goto Spawn2}}		
	
	
		ACTOR PlayerMech8 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(92, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech7 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(93, 5, 1)////
	Goto Spawn2}}	


    ACTOR PlayerMech6 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(94, 5, 1)////
	Goto Spawn2}}	
	
    ACTOR PlayerMech5 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(95, 5, 1)////
	Goto Spawn2}}		
	
	ACTOR PlayerMech4 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(96, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech3 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(97, 5, 1)////
	Goto Spawn2}}	
	
	ACTOR PlayerMech2 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(98, 5, 1)////
	Goto Spawn2}}		
	
	ACTOR PlayerMech1 : PlayerMech
{	States
	{
	Spawn:
		MECH A 1
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_Explode(99, 5, 1)////
	Goto Spawn2}}	
	
	
