ACTOR PicoMeterCountdown : Ammo 
{
  Inventory.RestrictedTo "Pico"
  Inventory.PickupMessage "Lowered your cooldown" 
  Inventory.Amount 10
  Inventory.MaxAmount 245
  Ammo.BackpackAmount 10
  Ammo.BackpackMaxAmount 245
  States
  {
  Spawn:
    PCUC A -1 
    Stop
  }
}

Actor PicoAnxyCheck : Custominventory
{
  Inventory.RestrictedTo "Pico"
  Inventory.PickupMessage "You are starting to hear the voices again" 
  Inventory.MaxAmount 75
  +INVENTORY.IGNORESKILL
  -COUNTITEM
  +INVENTORY.UNTOSSABLE
  +INVENTORY.PERSISTENTPOWER
  +INVENTORY.HUBPOWER
  +INVENTORY.ALWAYSPICKUP
  States
  {
  Spawn:
    PIBL A -1 
    Stop
  Pickup:
	TNT1 A 1
	TNT1 A 0 A_Giveinventory("PicoAnxyStack",1)
	TNT1 A 0 A_Jumpifinventory("PicoAnxyStack",75,"Stopit")
	TNT1 A 0 A_Jumpifinventory("PicoAnxyStack",74,"Dothecheck")
	TNT1 A 0 A_Jumpifinventory("PicoAnxyStack",51,"Stopit")
	TNT1 A 0 A_Jumpifinventory("PicoAnxyStack",50,"Dothecheck")
	TNT1 A 0 A_Jumpifinventory("PicoAnxyStack",26,"Stopit")
	TNT1 A 0 A_Jumpifinventory("PicoAnxyStack",25,"Dothecheck")
  Stopit:
	TNT1 A 0
	Stop
  Dothecheck:
	TNT1 A 0 ACS_NamedExecuteAlways("PicoAnxyCheckScript")
	stop
  }
}

Actor PicoAnxyStack : ammo
{
	Inventory.RestrictedTo "Pico"
	Inventory.PickupMessage "StressCheck" 
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.IGNORESKILL
	-COUNTITEM
	+INVENTORY.UNTOSSABLE
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.HUBPOWER
	Inventory.MaxAmount 75
	Ammo.BackpackAmount 0
	Ammo.BackpackMaxAmount 75
}

Actor PicoWeedCoolDown : CustomInventory  
{
	+INVENTORY.IGNORESKILL
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	-COUNTITEM
	+INVENTORY.UNTOSSABLE
	+INVENTORY.PERSISTENTPOWER
	States
	{
	Pickup:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteAlways("PicoWeedCooldown")
	Spawn: 
		TNT1 A 0
		TNT1 A 0
	End:
		TNT1 A 0
		TNT1 A 0
		Fail
	}
}

actor PowerSlowdown : PowerSpeed
{
	Powerup.Duration 0x7FFFFFFF
	Inventory.RestrictedTo "Pico"
	Speed 0.95
	Inventory.Icon "TNT1A0"
}

actor PowerSlowerdown : PowerSlowdown
{
	Speed 0.85
}

actor PowerSlowestdown : PowerSlowdown
{
	Speed 0.75
}

actor PowerPicoVulnerability : PowerProtection
{
	Powerup.Duration 0x7FFFFFFF
	Inventory.RestrictedTo "Pico"
	DamageFactor "Normal",1.1
	Inventory.Icon "TNT1A0"
}

actor PowerPicoVulnerability1 : PowerPicoVulnerability
{
	DamageFactor "Normal",1.25
}

actor PowerPicoVulnerability2 : PowerPicoVulnerability
{
	DamageFactor "Normal",1.50
}

actor PowerPicoDamage : PowerDamage
{
	Inventory.RestrictedTo "Pico"
	Powerup.Duration 0x7FFFFFFF
	damagefactor "normal", 1.3
	Inventory.Icon "TNT1A0"
}

actor PowerPicoDamage1 : PowerPicoDamage
{
	damagefactor "normal", 1.5
}

actor PowerPicoDamage2 : PowerPicoDamage
{
	damagefactor "normal", 2.0
}


ACTOR PicoBulletPuff
{
  +NOBLOCKMAP
  +NOGRAVITY
  +ALLOWPARTICLES
  +RANDOMIZE
  +PUFFONACTORS
  +PUFFGETSOWNER
  RenderStyle Translucent
  Alpha 0.5
  VSpeed 1
  Mass 5
  States
  {
  Spawn:
  Melee:
  XDeath:
	TNT1 A 0 A_GiveToTarget("PicoAnxyCheck",1)
    PUFF AB 4 Bright
  Crash:
    PUFF CD 4
    Stop
  }
}

ACTOR PicoBulletPuffRifle
{
  +NOBLOCKMAP
  +NOGRAVITY
  +ALLOWPARTICLES
  +RANDOMIZE
  +PUFFONACTORS
  +PUFFGETSOWNER
  RenderStyle Translucent
  Alpha 0.5
  VSpeed 1
  Mass 5
  States
  {
  Spawn:
  Melee:
  XDeath:
	TNT1 AAA 0 A_GiveToTarget("PicoAnxyCheck",1)
    PUFF AB 4 Bright
  Crash:
    PUFF CD 4
    Stop
  }
}
ACTOR PicoUziMag : Ammo //Replaces Clip
{
  Inventory.RestrictedTo "Pico"
  Inventory.PickupMessage "Picked Up some Uzi ammo" 
  Inventory.Amount 10
  Inventory.MaxAmount 200
  Ammo.BackpackAmount 10
  Ammo.BackpackMaxAmount 400
  States
  {
  Spawn:
    PCUC A -1 
    Stop
  }
}


ACTOR PicoRifleAmmount : Ammo //Replaces Clip
{
  Inventory.RestrictedTo "Pico"
  Inventory.PickupMessage "Picked Up some Rifle ammo" 
  Inventory.Amount 10
  Inventory.MaxAmount 90
  Ammo.BackpackAmount 20
  Ammo.BackpackMaxAmount 180
  States
  {
  Spawn:
    PCUC A -1 
    Stop
  }
}

Actor PicoRifleMag : Ammo
{
	+INVENTORY.UNDROPPABLE
	+INVENTORY.IGNORESKILL
	+INVENTORY.UNTOSSABLE
	Inventory.MaxAmount 20
	Ammo.BackpackMaxAmount 20
}

ACTOR PicoShell : Ammo //Replaces Shell
{
  Inventory.RestrictedTo "Pico"
  Inventory.PickupMessage "Picked Up some Shells" 
  Inventory.Amount 4
  Inventory.MaxAmount 50
  Ammo.BackpackAmount 4
  Ammo.BackpackMaxAmount 100
  States
  {
  Spawn:
    PCUC A -1 
    Stop
  }
}
Actor PicoOilProj
{
   Projectile
   RENDERSTYLE Translucent
   ALPHA 0.9
   

   -NOGRAVITY
   +MOVEWITHSECTOR
   Species "Player"
   +Bright
   States{
    Spawn:
		POIL A 2 A_JumpIfInventory("PicoSetOnFire",1,"PicoOilFire")
		Loop
	Death:
		TNT1 A 0 A_SpawnItemEx("PicoOilPlace",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION)
		Stop
	PicoOilFire:
		TNT1 A 0 A_SpawnitemEx("PicoOilFire",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION)
		Stop
	}

}

Actor PicoSetOnFire : Powerup
{
	Powerup.Duration 13
}

Actor PicoOilPlace
{
   Radius 24
   Height 16
   Health 10
   RENDERSTYLE Translucent
   ALPHA 0.9
   ReactionTime 350
   Species "Player"
   -NOGRAVITY
   +MOVEWITHSECTOR
   +Shootable
   -bloodsplatter
   +noblood
   Damagefactor "Normal" , 0
   Damagefactor "Fire" , 100.0
   DamageType "Fire" //I know guns should also work but i think it would fit more if it worked like that
   States{
    Spawn:
		POIL B 2 A_JumpIfInventory("PicoSetOnFire",1,"death")
		TNT1 A 0 A_countdown
		Loop
	Death:
		TNT1 A 0 A_SpawnitemEx("PicoOilFire",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION)
		Stop
	}
}

Actor PicoOilFireNoBoss
{
   RENDERSTYLE Translucent
   ALPHA 0.7
   Scale 1.5
   Projectilekickback 1
   Species "Player"
   -NOGRAVITY
   -bloodsplatter
   +MOVEWITHSECTOR
   //+forceradiusdmg
   +noblood
   DamageType "Fire"
   States{
    Spawn:
		PFGC D 2 Bright Nodelay A_playsound("Pico/OilFire",Chan_auto)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		PFGC E 4 Bright A_Explode(2,64,0)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		PFGC ABC 4 Bright A_explode(2,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		PFGC ABC 4 Bright A_explode(2,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		PFGC ABC 4 Bright A_explode(2,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		PFGC ABC 4 Bright A_explode(2,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		PFGC ABC 4 Bright A_explode(2,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		PFGC ABC 4 Bright A_explode(3,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		PFGC ABC 4 Bright A_explode(2,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		PFGC ABC 4 Bright A_explode(3,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		PFGC ABC 4 Bright A_explode(2,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		PFGC ABC 4 Bright A_explode(2,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		PFGC ABC 4 Bright A_explode(2,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		PFGC ABC 4 Bright A_explode(2,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		PFGC ABC 4 Bright A_explode(2,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		PFGC ABC 4 Bright A_explode(3,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		PFGC ABC 4 Bright A_explode(2,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		PFGC ABC 4 Bright A_explode(2,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		PFGC ABC 4 Bright A_explode(2,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		PFGC ABC 4 Bright A_explode(3,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		TNT1 A 0 A_fadeout(0.15)
		PFGC ABC 4 Bright A_explode(2,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		TNT1 A 0 A_fadeout(0.15)
		PFGC ABC 4 Bright A_explode(2,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		TNT1 A 0 A_fadeout(0.15)
		PFGC ABC 4 Bright A_explode(2,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		TNT1 A 0 A_fadeout(0.15)
		PFGC ABC 4 Bright A_explode(2,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		TNT1 A 0 A_fadeout(0.15)
		
		Stop
	}
}

Actor PicoOilFire
{
   RENDERSTYLE Translucent
   ALPHA 0.7
   Scale 1.5
   Projectilekickback 1
   Species "Player"
   -NOGRAVITY
   -bloodsplatter
   +MOVEWITHSECTOR
   +forceradiusdmg
   +Painless
   +noblood
   //DamageType "Fire"
   States{
    Spawn:
		TNT1 D 2 Bright Nodelay A_playsound("Pico/OilFire",Chan_auto)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		TNT1 E 2 Bright A_Explode(2,64,0)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		TNT1 ABC 2 Bright A_explode(2,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		TNT1 ABC 2 Bright A_explode(2,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		TNT1 ABC 2 Bright A_explode(2,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		TNT1 ABC 2 Bright A_explode(2,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		TNT1 ABC 2 Bright A_explode(2,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		TNT1 ABC 2 Bright A_explode(2,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		TNT1 ABC 2 Bright A_explode(2,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		TNT1 ABC 2 Bright A_explode(2,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		TNT1 ABC 2 Bright A_explode(2,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		TNT1 ABC 2 Bright A_explode(2,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		TNT1 ABC 2 Bright A_explode(2,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		TNT1 ABC 2 Bright A_explode(2,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		TNT1 ABC 2 Bright A_explode(2,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		TNT1 ABC 2 Bright A_explode(3,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		TNT1 ABC 2 Bright A_explode(3,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		TNT1 ABC 2 Bright A_explode(3,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		TNT1 ABC 2 Bright A_explode(3,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		TNT1 ABC 2 Bright A_explode(3,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		TNT1 A 0 A_fadeout(0.15)
		TNT1 ABC 2 Bright A_explode(2,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		TNT1 A 0 A_fadeout(0.15)
		TNT1 ABC 2 Bright A_explode(2,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		TNT1 A 0 A_fadeout(0.15)
		TNT1 ABC 2 Bright A_explode(3,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		TNT1 A 0 A_fadeout(0.15)
		TNT1 ABC 2 Bright A_explode(3,64,0,0,16)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		TNT1 A 0 A_fadeout(0.15)
		
		Stop
	}
}


Actor CanisterProj
{
   Projectile
   RENDERSTYLE Translucent
   ALPHA 0.9
   Speed 40
   Gravity 1
   Damage 10
   -Nogravity
   
   Species "Player"
   +MOVEWITHSECTOR
   +Bright
   DamageType "Fire"
   States
   {
    Spawn:
		PCNS AB 2 A_SpawnitemEx("PicoOilFireNoBoss",0,0,16,0,0,-4,0,SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION) 
		Loop
	Death:
		TNT1 A 0 A_Playsound("Pico/PCJCC")
		PCNS a 0 A_SpawnitemEx("PicoOilFire",0,0,3,3,3,0,0,SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION) 
		PCNS a 0 A_SpawnitemEx("PicoOilFire",0,0,3,-3,-3,0,0,SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION) 
		PCNS a 0 A_SpawnitemEx("PicoOilFire",0,0,3,3,-3,-4,0,SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION) 
		PCNS a 0 A_SpawnitemEx("PicoOilFire",0,0,3,-3,3,-4,0,SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION) 
		PCNS a 0 A_SpawnitemEx("PicoOilFireNoBoss",0,0,3,3,3,0,0,SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION) 
		PCNS a 0 A_SpawnitemEx("PicoOilFireNoBoss",0,0,3,-3,-3,0,0,SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION) 
		PCNS a 0 A_SpawnitemEx("PicoOilFireNoBoss",0,0,3,3,-3,-4,0,SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION) 
		PCNS a 0 A_SpawnitemEx("PicoOilFireNoBoss",0,0,3,-3,3,-4,0,SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION) 
		TNT1 A 0 A_radiusgive("PicoSetOnFire",160,"RGF_OBJECTS",1)
		TNT1 A 0 A_Explode(64,128,0)
		Stop	  
	}

}
ACTOR PicoAerosolFire
{
	Radius 7
	Height 7
	Speed 15
	Damage (0)
	Scale 1.4
	Projectile
	ProjectileKickback 1
	Obituary "%o was burnt by %k."
	Species "Player"
	RenderStyle Translucent
	Alpha 0.45
	DamageType "Fire"
	+FORCERADIUSDMG
	+RIPPER
	+nobossrip
	-bloodsplatter
	States
	{
	Spawn:
		TNT1 A 0 A_explode(6,40,0)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		TNT1 A 0 A_explode(6,40,0)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		PFL2 B 2 BRIGHT
		TNT1 A 0 A_explode(6,40,0)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		PFL2 B 2 BRIGHT
		TNT1 A 0 A_explode(6,40,0)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		PFL2 C 2 BRIGHT
		TNT1 A 0 A_explode(6,40,0)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		PFL2 C 2 BRIGHT
		TNT1 A 0 A_explode(6,40,0)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		PFL2 A 2 BRIGHT
		TNT1 A 0 A_explode(6,40,0)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		PFL2 A 2 BRIGHT
		TNT1 A 0 A_explode(6,40,0)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		PFL2 B 2 BRIGHT
		TNT1 A 0 A_explode(6,40,0)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		PFL2 B 2 BRIGHT
		TNT1 A 0 A_explode(6,40,0)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		PFL2 C 2 BRIGHT
		TNT1 A 0 A_explode(6,40,0)
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)
		PFL2 C 2 BRIGHT
		TNT1 A 0 A_radiusgive("PicoSetOnFire",192,"RGF_OBJECTS",1)

	Death:
		
		PFLM DEB 2 Bright A_radiusgive("PicoSetOnFire",256,"RGF_OBJECTS",1)
		Stop
	Xdeath:
		PCKP A 1 A_giveinventory("PicoAnxyCheck",1,AAPTR_TARGET)
		tnt1 A 0 A_custommissile("PicoAerosolFireCollision",0,0,180,CMF_TRACKOWNER)
		Goto death
	}
}


ACTOR PicoAerosolFireCollision
{
  Radius 7
  Height 7
  Speed 40
  Damage (25)
  Projectile
  RenderStyle Add
  Species "Player"
  //Alpha 0.5
  Scale 0.6
  +painless
  States
  {
  Spawn:
    PFLM DEB 2 Bright A_fadein(0.25)
    Stop
  Death:
    MSFE DEB 2 Bright A_fadein(1)
    Stop
	
  }
}

ACTOR PicoAerosolFire2 : PicoAerosolFire
{
+painless
}

ACTOR PicoGas : Ammo //Replaces Shell
{
  Inventory.RestrictedTo "Pico"
  Inventory.PickupMessage "Picked Up some Gas" 
  Inventory.Amount 10
  +FLOATBOB
  Inventory.MaxAmount 50
  Ammo.BackpackAmount 10
  Ammo.BackpackMaxAmount 100
  States
  {
  Spawn:
    PCGA A -1 //MAKE SPRITES
    Stop
  }
}

Actor Picovinyls 
{
	Radius 11
    Height 8
	Speed 30
	Damage 12
	Projectile
	Species "Player"
	DeathSound "PicoDiskJupiter/Explode"
	+DONTBLAST
	+THRUSPECIES
	+NOEXTREMEDEATH
	+LOOKALLAROUND
	+BLOODSPLATTER
	States
	{
	  Spawn:
		DPCP A 1 Bright
		Loop
	  XDeath:
		TNT1 AAA 0 A_giveinventory("PicoAnxyCheck",1,AAPTR_TARGET)
	   Crash:
		//TNT1 A 0 A_giveinventory("PicoAnxyCheck",1,AAPTR_TARGET)
	  Death:
		TNT1 A 0 A_setscale(2)
		TNT1 A 0 a_quake(2,14,0,256,"NOSOUND")
		TNT1 A 0 A_Explode(32,128,0,0,64)
		TNT1 A 0 A_Explode(32,128,1,0)
		DPCP BC 2 Bright 
		DPCP DEFG 2 Bright
		Stop
	}
}

ACTOR PicovinylsAmmo : Ammo //Replaces Rocketammo
{
  Inventory.RestrictedTo "Pico"
  Inventory.PickupMessage "Picked Up some Explosive vinyls disks." 
  Inventory.Amount 5
  Inventory.MaxAmount 50
  Ammo.BackpackAmount 10
  Ammo.BackpackMaxAmount 100
  States
  {
  Spawn:
    PCDA A -1 //MAKE SPRITES
    Stop
  }
}

Actor PicoKnoife
{
	Radius 2
	Height 4
	Speed 50
	Damage (8+(8*random(1,6)))
	Projectile
	species "Player"
	
	
	Projectile
	//+HITTARGET 
    +LOOKALLAROUND
    +BLOODSPLATTER
	+DONTBLAST
    +FORCEXYBILLBOARD
	States
	{
		Spawn:
			PCKP A 2 Nodelay A_ChangeVelocity(0,0,2.0)
			TNT1 A 0
		Looper:
			PCKP ABCD 1 A_ChangeVelocity(0,0,-0.2)
			loop
		 Crash:
		XDeath:
			TNT1 A 0 //<--I am here for no apperent reason but you never know
			PCKP A 1 A_giveinventory("PicoAnxyCheck",1,AAPTR_TARGET)
			PCKP A 0 A_PLAYSOUND("PicoKnifes/Hitamonster",4)
			Stop
		Death:
			TNT1 A 0 A_PLAYSOUND("PicoKnifes/HitaWall",4)
			PCKP A 3 A_Spawnitemex("PicoKnoifewall",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
			Stop
	}
}

Actor PicoKnoifewall
{
	+NOINTERACTION
	+BLOODLESSIMPACT
	ReactionTime 245
	States
	{
		Spawn:
			PCKP A 1 Nodelay A_Countdown
		Looper:
			PCKP A 2 A_FadeOut(0.05)
			Loop
		Death:
			TNT1 A 0
			Stop
	}
}


ACTOR PicoKnifeammo : Ammo ////Replaces Cell
{
  Inventory.RestrictedTo "Pico"
  Inventory.PickupMessage "Picked Up some Knifes" 
  Inventory.Amount 15
  Inventory.MaxAmount 100
  Ammo.BackpackAmount 15
  Ammo.BackpackMaxAmount 200
  States
  {
  Spawn:
    PCKA A -1 //MAKE SPRITES
    Stop
  }
}
Actor PicoUPHLaser
{
   PROJECTILE
   RENDERSTYLE Translucent
   ALPHA 0.7
   Damage (1000)
   speed 30
   //+HITTARGET 
   +LOOKALLAROUND
   +BLOODSPLATTER
   +NOTIMEFREEZE
   +FORCEXYBILLBOARD
   Species "Player"
   +Bright
   
   States{
		Spawn:
			PPSP AB 2
			Loop
		Xdeath:
		Crash:
			TNT1 A 0 A_giveinventory("PicoAnxyCheck",1,AAPTR_TARGET)
		Death:
			TNT1 A 0 A_spawnitemEx("PicoUPHExplosion",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS) 
			Stop	  
	}
}

Actor PicoUPHExplosion
{
   
   +NOgravity
   +Noclip
   Species "Player"
   +Bright
   DeathSound "PicoUPH/Explode"
   Damagetype "PicoImmunetothis"
	States
	{
		Spawn:
			TNT1 A 0 Nodelay A_QUAKE(6,12,0,512)
			TNT1 A 0 A_Quake(4,12,0,1024)
		Death:
			PUPH AB 2 A_Explode(50,512)
			PUPH CD 2 A_Explode(50,256)
			PUPH EF 2
			Stop	  
	}
}
Actor PicoBloodenergy : Ammo
{
  +INVENTORY.UNDROPPABLE
  +INVENTORY.IGNORESKILL
  +INVENTORY.UNTOSSABLE
  Inventory.RestrictedTo "Pico"
  Inventory.PickupMessage "You recieved some energy for the pelinian head" 
  Inventory.Amount 1
  Inventory.MaxAmount 100
  Scale 0.2
  Ammo.BackpackMaxAmount 100
  Inventory.Icon "PBEAA0"
  States
  {
	Spawn:
	PPSP AB 2
	Loop
  }
}
