Actor Bottle01 28014
{
//$Category "Decoration"
	Radius 9
	Height 22
	Scale 0.5
	+SHOOTABLE
	+NOBLOOD
	Health 1
	States
	{
	Spawn:
		BOTT A -1
		Loop
	Death:
		TNT1 A 0 A_Playsound ("GLSBREAK")
		TNT1 AA 0 A_SpawnItemEX("GlassShard01", 0, 0, 0, random(-3,3), random(-3,3), 5, 0, SXF_TRANSFERPOINTERS)
		TNT1 AA 0 A_SpawnItemEX("GlassShard02", 0, 0, 0, random(-3,3), random(-3,3), 5, 0, SXF_TRANSFERPOINTERS)
		NOTG A -1
		Stop
	}
}

Actor Bottle02 : Bottle01 28015
{
//$Category "Decoration"
	Radius 10
	Height 27
	Scale 0.5
	States
	{
	Spawn:
		BOTT B -1
		Loop
	Death:
		TNT1 A 0 A_Playsound ("GLSBREAK")
		TNT1 AA 0 A_SpawnItemEX("GlassShard01", 0, 0, 0, random(-3,3), random(-3,3), 5, 0, SXF_TRANSFERPOINTERS)
		TNT1 AA 0 A_SpawnItemEX("GlassShard02", 0, 0, 0, random(-3,3), random(-3,3), 5, 0, SXF_TRANSFERPOINTERS)
		Stop
	}
}

Actor Glass01 : Bottle01
{
//$Category "Decoration"
	Radius 11
	Height 15
	Scale 0.5
	States
	{
	Spawn:
		BOTT C -1
		Loop
	Death:
		TNT1 A 0 A_Playsound ("GLSBREAK")
		TNT1 A 0 A_SpawnItemEX("GlassShard01", 0, 0, 0, random(-3,3), random(-3,3), 5, 0, SXF_TRANSFERPOINTERS)
		TNT1 A 0 A_SpawnItemEX("GlassShard02", 0, 0, 0, random(-3,3), random(-3,3), 5, 0, SXF_TRANSFERPOINTERS)
		Stop
	}
}

Actor Glass02 : Glass01
{
	//$Category "Decoration"
	Scale 0.5
	States
	{
	Spawn:
		BOTT D -1
		Loop
	Death:
		TNT1 A 0 A_Playsound ("GLSBREAK")
		TNT1 A 0 A_SpawnItemEX("GlassShard01", 0, 0, 0, random(-3,3), random(-3,3), 5, 0, SXF_TRANSFERPOINTERS)
		TNT1 A 0 A_SpawnItemEX("GlassShard02", 0, 0, 0, random(-3,3), random(-3,3), 5, 0, SXF_TRANSFERPOINTERS)
		NOTG A -1
		Stop
	}
}

ACTOR BottleDPS : Bottle01 28002
{
  //$Category "Decoration"
  Radius 39
  Height 109
  Scale 5
  +ISMONSTER
  -noblood
  -NORADIUSDMG //Hope it works
  MASS 99999999999
  Health 999999
  PainChance 255
}

ACTOR NCcoffeemug 28001
{
	//$Category "Decoration"
	Radius 9
	Height 15
	States
	{
	Spawn:
		NMUG A -1
		Loop
	}
}

ACTOR NCStool 28003
{
	//$Category "Decoration"
	Radius 17
	Height 32
	States
	{
	Spawn:
		SEAT A -1
		Loop
	}
}

ACTOR NCRadio : SwitchableDecoration 28004
{
	//$Category "Decoration"
	Radius 28
	Height 40
	Health 999999
	Mass 9999999999
	-SOLID
	+FLOORCLIP
	PainChance 255
	States
	{
	Spawn:
		NOIR A -1
		Loop
	Jam:
		NOIR BCD 3 A_SpawnItemEX("NotesparkSpawner", 0, 0, 0, random(-3,3), random(-3,3), 5, 0, SXF_TRANSFERPOINTERS)
		Loop
	}
}

Actor NotesparkSpawner : RandomSpawner
{
	DropItem "NoteSpark1"
    DropItem "NoteSpark2"
    DropItem "NoteSpark3"
}


Actor NoteSpark1
{
	Health 4
	Radius 3
	Height 6
	Damage 0
	Speed .2
	Mass 0
	+MISSILE
	+FLOORCLIP
	+DONTSPLASH
	+NOTELEPORT
	+NOGRAVITY
	+NOCLIP
	-RIPPER
	States
	{
	Spawn:
		MUSI A 10 BRIGHT
		MUSI A 5 BRIGHT A_SetTranslucent(.8,1)
		MUSI A 6 BRIGHT A_SetTranslucent(.6,1)
		MUSI A 8 BRIGHT A_SetTranslucent(.4,1)
		MUSI A 10 BRIGHT A_SetTranslucent(.2,1)
		Stop
	}
}

Actor Notespark2 : NoteSpark1
{
	States
	{
	Spawn:
		MUSI B 10 BRIGHT
		MUSI B 5 BRIGHT A_SetTranslucent(.8,1)
		MUSI B 6 BRIGHT A_SetTranslucent(.6,1)
		MUSI B 8 BRIGHT A_SetTranslucent(.4,1)
		MUSI B 10 BRIGHT A_SetTranslucent(.2,1)
		Stop
	}
}

Actor Notespark3 : Notespark1
{
	States
	{
		Spawn:
			MUSI C 10 BRIGHT
			MUSI C 5 BRIGHT A_SetTranslucent(.8,1)
			MUSI C 6 BRIGHT A_SetTranslucent(.6,1)
			MUSI C 8 BRIGHT A_SetTranslucent(.4,1)
			MUSI C 10 BRIGHT A_SetTranslucent(.2,1)
			Stop
	}
}
ACTOR NCTreasure 28005
{
	//$Category "Decoration"
	Radius 31
	Height 52
	+Floatbob
	States
	{
	Spawn:
		SCRT A -1
		Loop
	}
}
ACTOR Canes1 28990
{
	scale 0.1
	//$Category "Decoration"
	States
	{
	Spawn:
		C8NE A -1
		Loop
	}
}
ACTOR Canes2 28991
{
	scale 0.1
	//$Category "Decoration"
	States
	{
	Spawn:
		C8NE B -1
		Loop
	}
}
ACTOR Canes3 28992
{
	scale 0.1
	//$Category "Decoration"
	States
	{
	Spawn:
		C8NE C -1
		Loop
	}
}

ACTOR Canes4 28994
{
	scale 0.1
	//$Category "Decoration"
	States
	{
	Spawn:
		C8NE D -1
		Loop
	}
}
ACTOR Canes5 28995
{
	scale 0.1
	//$Category "Decoration"
	States
	{
	Spawn:
		C8NE E -1
		Loop
	}
}

ACTOR Shitzel : BaseMiscPickup 28993
{ 
 radius 4
 scale 0.5
 //$Category "Decoration"
 States 
{ 
 Spawn: 
  CF1K A random(35,70)
  CF1K BCDBEFGEDFDFDFBCDBEFGEBCDBEFGE 2 
  Loop 
 Pickup: 
  TNT1 A 0 ACS_NamedExecuteWithResult("TriggerMiscPickupSystem",1,0,0,0) 
  Goto CheckPickup 
} 
}
ACTOR GlassShard01
{
	Projectile
	-NOGRAVITY
	Gravity 0.6
	Speed 0
	BounceType Doom
	BounceCount 3
	+USEBOUNCESTATE
	+BOUNCEONACTORS
	Damage (0)
	Scale 0.5
  States
  {
  Spawn:
    SHRD A 1
    Loop
  Bounce:
    TNT1 A 1 
	Goto Spawn
  Death:
    SHRD A 100 
	SHRD AAAAAAAAAA 1 A_FadeOut(0.1)
	Stop
  }
}


ACTOR GlassShard02
{
	Projectile
	-NOGRAVITY
	Gravity 0.6
	Speed 0
	BounceType Doom
	BounceCount 3
	+USEBOUNCESTATE
	+BOUNCEONACTORS
	Damage (0)
	Scale 0.5
  States
  {
  Spawn:
    SHRD B 1
    Loop
  Bounce:
    TNT1 A 1 
	Goto Spawn
  Death:
    SHRD B 100 
	SHRD BBBBBBBBBB 1 A_FadeOut(0.1)
	Stop
  }
}

Actor NCSIGN1 
{
//$Category "Decoration"
	Radius 30
	Height 61
	+Solid
	States
	{
	Spawn:
		SIGN A -1
		Loop
	}
}

Actor NCSIGN2 : NCSIGN1 
{
//$Category "Decoration"
	States
	{
	Spawn:
		SIGN B -1
		Loop
	}
}

Actor NCSIGN3 : NCSIGN1 
{
//$Category "Decoration"
	States
	{
	Spawn:
		SIGN C -1
		Loop
	}
}

Actor BYOCTestWaitingToStart : Powerup
{
	Powerup.duration 2147483647
}

//Talkable Actors

Actor BYOCTestDisplayPowerup : Powerup
{
	Powerup.duration -10
}
//NOISETTE
Actor NoisetteInteract 22000
{
//$Category "Talkable NPC"
	Radius 9
	Height 22
	Scale 1
	+nointeraction
	-SHOOTABLE
	-NOBLOOD
	Health 1
	States
	{
	Spawn:
		TNT1 A 1 
		TNT1 A 0 A_radiusgive("NoisetteInteractCheck",64,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("BYOCDontCancelInteraction",96,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("BYOCNoisetteInteractionTaker",64,RGF_PLAYERS|RGF_NOSIGHT)
		Loop
	}
}

Actor NoisetteNPCVisual 22001
{
//$Category "Talkable NPC"
	Radius 9
	Height 22
	Scale 0.8
	+nointeraction
	-SHOOTABLE
	-NOBLOOD
	Health 1
	States
	{
	Spawn:
// 		tnt1 A 0 nodelay A_setscale(0.85,0.7)
// 	SpawnLoop:
		69NS A random(90, 300)
		69NS B 2
		Loop
	}
}

Actor NoisetteInteractCheck : CustomInventory
{

	scale 0.7
  States
  {
  Spawn:
    TNT1 A 0 
    Loop
	
	  Pickup:
	 TNT1 A 0 A_JumpIfInventory("PressingUse", 1, "PreTalk")
	 fail
	 PreTalk:
	 //tnt1 A 0 a_print("check1")
	 //TNT1 A 0 A_JumpIfInventory("Clip", 100, "Take")
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 Goto StartTalk
	 Ignore:
	 
	 GTIK A 1
	 fail
	
   StartTalk:
   //tnt1 A 0 a_print("check2")
   //TNT1 A 0 A_PlaySound("characters/Morshu/shopthrow",0)
	TNT1 A 0 A_GiveInventory("BYOCInteractPowerup",1)
	TNT1 A 0 ACS_NamedExecuteWithResult("BYOCNoisetteInteractionStart")

   stop


  }
}

Actor BYOCNoisetteInteractionTaker : CustomInventory
{
scale 0.7
  States
  {
  Spawn:
    tnt1 a 1
    Loop
	
	 Pickup:
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 TNT1 A 0 ACS_NamedExecuteWithResult("BYOCNoisetteInteractButtonDisplay")
   stop
   Ignore:
	 
	 GTIK A 1
	 fail


  }
}

//Bumpy
Actor BumpyInteract 22100
{
//$Category "Talkable NPC"
	Radius 9
	Height 22
	Scale 0.8
	+thruactors
	-SHOOTABLE
	-NOBLOOD
	Health 1
	States
	{
	Spawn:
		6NPC A 1 
		TNT1 A 0 A_radiusgive("BumpyInteractCheck",64,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("BYOCDontCancelInteraction",96,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("BYOCBumpyInteractionTaker",64,RGF_PLAYERS|RGF_NOSIGHT)
		Loop
	}
}

Actor BumpyInteract2 22102
{
//$Category "Talkable NPC"
	Radius 9
	Height 22
	Scale 0.35
	+thruactors
	-SHOOTABLE
	-NOBLOOD
	Health 1
	States
	{
	Spawn:
		6NPC B 1 
		Loop
	}
}

Actor BumpyNPCVisual 22101
{
//$Category "Talkable NPC"
	Radius 9
	Height 22
	Scale 0.8
	+nointeraction
	-SHOOTABLE
	-NOBLOOD
	Health 1
	States
	{
	Spawn:
// 		tnt1 A 0 nodelay A_setscale(0.85,0.7)
// 	SpawnLoop:
		6NPC A 4
		Loop
	}
}

Actor BumpyInteractCheck : CustomInventory
{

	scale 0.7
  States
  {
  Spawn:
    TNT1 A 0 
    Loop
	
	  Pickup:
	 TNT1 A 0 A_JumpIfInventory("PressingUse", 1, "PreTalk")
	 fail
	 PreTalk:
	 //tnt1 A 0 a_print("check1")
	 //TNT1 A 0 A_JumpIfInventory("Clip", 100, "Take")
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 Goto StartTalk
	 Ignore:
	 
	 GTIK A 1
	 fail
	
   StartTalk:
   //tnt1 A 0 a_print("check2")
   //TNT1 A 0 A_PlaySound("characters/Morshu/shopthrow",0)
	TNT1 A 0 A_GiveInventory("BYOCInteractPowerup",1)
	TNT1 A 0 ACS_NamedExecuteWithResult("BYOCBumpyInteractionStart")
   stop


  }
}

Actor BYOCBumpyInteractionTaker : CustomInventory
{
scale 0.7
  States
  {
  Spawn:
    tnt1 a 1
    Loop
	
	 Pickup:
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 TNT1 A 0 ACS_NamedExecuteWithResult("BYOCBumpyInteractButtonDisplay")
   stop
   Ignore:
	 
	 GTIK A 1
	 fail


  }
}

Actor BYOCBumpyInteractedOnce : Powerup
{
	Powerup.duration 2147483647
}

//Stickfriend
Actor StickfriendInteract 22110
{
//$Category "Talkable NPC"
	Radius 24
	Height 47
	Scale 1
	+nointeraction
	-SHOOTABLE
	-NOBLOOD
	Health 1
	States
	{
	Spawn:
		TNT1 A 1 
		TNT1 A 0 A_radiusgive("StickfriendInteractCheck",64,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("BYOCDontCancelInteraction",96,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("BYOCStickfriendInteractionTaker",64,RGF_PLAYERS|RGF_NOSIGHT)
		Loop
	}
}

Actor StickfriendNPCVisual 22111
{
//$Category "Talkable NPC"
	Radius 9
	Height 22
	Scale 0.8
	+nointeraction
	-SHOOTABLE
	-NOBLOOD
	Health 1
	States
	{
	Spawn:
// 		tnt1 A 0 nodelay A_setscale(0.85,0.7)
// 	SpawnLoop:
		STKF A random(90, 300)
		STKF A 2
		Loop
	}
}

Actor StickfriendInteractCheck : CustomInventory
{

	scale 0.7
  States
  {
  Spawn:
    TNT1 A 0 
    Loop
	
	  Pickup:
	 TNT1 A 0 A_JumpIfInventory("PressingUse", 1, "PreTalk")
	 fail
	 PreTalk:
	 //tnt1 A 0 a_print("check1")
	 //TNT1 A 0 A_JumpIfInventory("Clip", 100, "Take")
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 Goto StartTalk
	 Ignore:
	 
	 GTIK A 1
	 fail
	
   StartTalk:
   //tnt1 A 0 a_print("check2")
	TNT1 A 0 A_GiveInventory("BYOCInteractPowerup",1)
	TNT1 A 0 ACS_NamedExecuteWithResult("BYOCStickfriendInteractionStart")

   stop


  }
}

Actor BYOCStickfriendInteractionTaker : CustomInventory
{
scale 0.7
  States
  {
  Spawn:
    tnt1 a 1
    Loop
	
	 Pickup:
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 TNT1 A 0 ACS_NamedExecuteWithResult("BYOCStickfriendInteractButtonDisplay")
   stop
   Ignore:
	 
	 GTIK A 1
	 fail


  }
}


//Limet
Actor LimetInteract 22103
{
//$Category "Talkable NPC"
	Radius 9
	Height 22
	Scale 0.8
	+thruactors
	-SHOOTABLE
	-NOBLOOD
	Health 1
	States
	{
	Spawn:
		6NPC C 1 
		TNT1 A 0 A_radiusgive("LimetInteractCheck",64,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("BYOCDontCancelInteraction",96,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("BYOCLimetInteractionTaker",64,RGF_PLAYERS|RGF_NOSIGHT)
		Loop
	}
}

Actor LimetInteractCheck : CustomInventory
{

	scale 0.7
  States
  {
  Spawn:
    TNT1 A 0 
    Loop
	
	  Pickup:
	 TNT1 A 0 A_JumpIfInventory("PressingUse", 1, "PreTalk")
	 fail
	 PreTalk:
	 //tnt1 A 0 a_print("check1")
	 //TNT1 A 0 A_JumpIfInventory("Clip", 100, "Take")
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 Goto StartTalk
	 Ignore:
	 
	 GTIK A 1
	 fail
	
   StartTalk:
   //tnt1 A 0 a_print("check2")
   //TNT1 A 0 A_PlaySound("characters/Morshu/shopthrow",0)
	TNT1 A 0 A_GiveInventory("BYOCInteractPowerup",1)
	TNT1 A 0 ACS_NamedExecuteWithResult("BYOCLimetInteractionStart")

   stop


  }
}

Actor BYOCLimetInteractionTaker : CustomInventory
{
scale 0.7
  States
  {
  Spawn:
    tnt1 a 1
    Loop
	
	 Pickup:
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 TNT1 A 0 ACS_NamedExecuteWithResult("BYOCLimetInteractButtonDisplay")
   stop
   Ignore:
	 
	 GTIK A 1
	 fail


  }
}


//Pilot
Actor PilotInteract 22104
{
//$Category "Talkable NPC"
	Radius 9
	Height 22
	Scale 1.5
	+thruactors
	-SHOOTABLE
	-NOBLOOD
	Health 1
	States
	{
	Spawn:
		6NPC D 1 
		TNT1 A 0 A_radiusgive("PilotInteractCheck",64,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("BYOCDontCancelInteraction",96,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("BYOCPilotInteractionTaker",64,RGF_PLAYERS|RGF_NOSIGHT)
		Loop
	}
}



Actor PilotInteractCheck : CustomInventory
{

	scale 0.7
  States
  {
  Spawn:
    TNT1 A 0 
    Loop
	
	  Pickup:
	 TNT1 A 0 A_JumpIfInventory("PressingUse", 1, "PreTalk")
	 fail
	 PreTalk:
	 //tnt1 A 0 a_print("check1")
	 //TNT1 A 0 A_JumpIfInventory("Clip", 100, "Take")
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 Goto StartTalk
	 Ignore:
	 
	 GTIK A 1
	 fail
	
   StartTalk:
   //tnt1 A 0 a_print("check2")
   //TNT1 A 0 A_PlaySound("characters/Morshu/shopthrow",0)
	TNT1 A 0 A_GiveInventory("BYOCInteractPowerup",1)
	TNT1 A 0 ACS_NamedExecuteWithResult("BYOCPilotInteractionStart")

   stop


  }
}

Actor BYOCPilotInteractionTaker : CustomInventory
{
scale 0.7
  States
  {
  Spawn:
    tnt1 a 1
    Loop
	
	 Pickup:
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 TNT1 A 0 ACS_NamedExecuteWithResult("BYOCPilotInteractButtonDisplay")
   stop
   Ignore:
	 
	 GTIK A 1
	 fail


  }
}

//Beaker
Actor BeakerInteract 22105
{
//$Category "Talkable NPC"
	Radius 9
	Height 22
	Scale 1
	+thruactors
	-SHOOTABLE
	-NOBLOOD
	Health 1
	States
	{
	Spawn:
		TNT1 A 1 
		TNT1 A 0 A_radiusgive("BeakerInteractCheck",64,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("BYOCDontCancelInteraction",96,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("BYOCBeakerInteractionTaker",64,RGF_PLAYERS|RGF_NOSIGHT)
		Loop
	}
}

Actor BeakerNPCVisual 22106
{
//$Category "Talkable NPC"
	Radius 9
	Height 22
	Scale 0.8
	+nointeraction
	-SHOOTABLE
	-NOBLOOD
	Health 1
	States
	{
	Spawn:
// 		tnt1 A 0 nodelay A_setscale(0.85,0.7)
// 	SpawnLoop:
		6NPC E 4
		Loop
	}
}


Actor BeakerInteractCheck : CustomInventory
{

	scale 0.7
  States
  {
  Spawn:
    TNT1 A 0 
    Loop
	
	  Pickup:
	 TNT1 A 0 A_JumpIfInventory("PressingUse", 1, "PreTalk")
	 fail
	 PreTalk:
	 //tnt1 A 0 a_print("check1")
	 //TNT1 A 0 A_JumpIfInventory("Clip", 100, "Take")
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 Goto StartTalk
	 Ignore:
	 
	 GTIK A 1
	 fail
	
   StartTalk:
   //tnt1 A 0 a_print("check2")
   //TNT1 A 0 A_PlaySound("characters/Morshu/shopthrow",0)
	TNT1 A 0 A_GiveInventory("BYOCInteractPowerup",1)
	TNT1 A 0 ACS_NamedExecuteWithResult("BYOCBeakerInteractionStart")

   stop


  }
}

Actor BYOCBeakerInteractionTaker : CustomInventory
{
scale 0.7
  States
  {
  Spawn:
    tnt1 a 1
    Loop
	
	 Pickup:
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 TNT1 A 0 ACS_NamedExecuteWithResult("BYOCBeakerInteractButtonDisplay")
   stop
   Ignore:
	 
	 GTIK A 1
	 fail


  }
}

//Tarmac Demons
Actor TarmacImp 22200
{
//$Category "Talkable NPC"
	Radius 100
	Height 22
	Scale 1
	+thruactors
	-SHOOTABLE
	-NOBLOOD
	Health 1
	States
	{
	Spawn:
		6NPC F 1 

		Loop
	}
}

//Tarmac Demons
Actor BYOCDestroyedPlane 22300
{
//$Category "Decorations"
	Radius 9
	Height 22
	Scale 1
	+thruactors
	-SHOOTABLE
	-NOBLOOD
	Health 1
	States
	{
	Spawn:
		APLN B -1
		Loop
	}
}

//Homunculus
Actor HomunculusInteract 22107
{
//$Category "Talkable NPC"
	Radius 24
	Height 47
	Scale 1
	+nointeraction
	-SHOOTABLE
	-NOBLOOD
	Health 1
	States
	{
	Spawn:
		6NPC G 1 
		TNT1 A 0 A_radiusgive("HomunculusInteractCheck",64,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("BYOCDontCancelInteraction",96,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("BYOCHomunculusInteractionTaker",64,RGF_PLAYERS|RGF_NOSIGHT)
		Loop
	}
}


Actor HomunculusInteractCheck : CustomInventory
{

	scale 0.7
  States
  {
  Spawn:
    TNT1 A 0 
    Loop
	
	  Pickup:
	 TNT1 A 0 A_JumpIfInventory("PressingUse", 1, "PreTalk")
	 fail
	 PreTalk:
	 //tnt1 A 0 a_print("check1")
	 //TNT1 A 0 A_JumpIfInventory("Clip", 100, "Take")
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 Goto StartTalk
	 Ignore:
	 
	 GTIK A 1
	 fail
	
   StartTalk:
   //tnt1 A 0 a_print("check2")
	TNT1 A 0 
	TNT1 A 0 A_GiveInventory("BYOCInteractPowerup",1)
	TNT1 A 0 ACS_NamedExecuteWithResult("BYOCHomunculusInteractionStart")

   stop


  }
}

Actor BYOCHomunculusInteractionTaker : CustomInventory
{
scale 0.7
  States
  {
  Spawn:
    tnt1 a 1
    Loop
	
	 Pickup:
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 TNT1 A 0 ACS_NamedExecuteWithResult("BYOCHomunculusInteractButtonDisplay")
   stop
   Ignore:
	 
	 GTIK A 1
	 fail


  }
}

//Tooth Fairy Computer!
Actor ToothFairyComputerInteract 22108
{
//$Category "Talkable NPC"
	Radius 24
	Height 47
	Scale 0.25
	+nointeraction
	-SHOOTABLE
	-NOBLOOD
	Health 1
	States
	{
	Spawn:
		1FYQ A 1 
		TNT1 A 0 A_radiusgive("ToothFairyComputerInteractCheck",64,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("BYOCDontCancelInteraction",96,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("ToothFairyComputerInteractionTaker",64,RGF_PLAYERS|RGF_NOSIGHT)
		Loop
	}
}


Actor ToothFairyComputerInteractCheck : CustomInventory
{

	scale 0.7
  States
  {
  Spawn:
    TNT1 A 0 
    Loop
	
	  Pickup:
	 TNT1 A 0 A_JumpIfInventory("PressingUse", 1, "PreTalk")
	 fail
	 PreTalk:
	 //tnt1 A 0 a_print("check1")
	 //TNT1 A 0 A_JumpIfInventory("Clip", 100, "Take")
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 Goto StartTalk
	 Ignore:
	 
	 GTIK A 1
	 fail
	
   StartTalk:
   //tnt1 A 0 a_print("check2")
	TNT1 A 0 
	TNT1 A 0 A_GiveInventory("BYOCInteractPowerup",1)
	TNT1 A 0 ACS_NamedExecuteWithResult("BYOCToothFairyComputerInteractionStart")

   stop


  }
}

Actor ToothFairyComputerInteractionTaker : CustomInventory
{
scale 0.7
  States
  {
  Spawn:
    tnt1 a 1
    Loop
	
	 Pickup:
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 TNT1 A 0 ACS_NamedExecuteWithResult("ToothFairyComputerInteractButtonDisplay")
   stop
   Ignore:
	 
	 GTIK A 1
	 fail


  }
}

Actor GnarrNPCVisual 22112
{
//$Category "Talkable NPC"
	Radius 9
	Height 22
	Scale 0.6
	+nointeraction
	-SHOOTABLE
	-NOBLOOD
	Health 1
	States
	{
	Spawn:
// 		tnt1 A 0 nodelay A_setscale(0.85,0.7)
// 	SpawnLoop:
		GNAR A 2
		Loop
	}
}

//Gnarr
Actor GnarrInteract 22109
{
//$Category "Talkable NPC"
	Radius 24
	Height 47
	Scale 0.25
	+nointeraction
	-SHOOTABLE
	-NOBLOOD
	Health 1
	States
	{
	Spawn:
		TNT1 A 1 
		TNT1 A 0 A_radiusgive("GnarrInteractCheck",64,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("BYOCDontCancelInteraction",96,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("GnarrInteractionTaker",64,RGF_PLAYERS|RGF_NOSIGHT)
		Loop
	}
}


Actor GnarrInteractCheck : CustomInventory
{

	scale 0.7
  States
  {
  Spawn:
    TNT1 A 0 
    Loop
	
	  Pickup:
	 TNT1 A 0 A_JumpIfInventory("PressingUse", 1, "PreTalk")
	 fail
	 PreTalk:
	 //tnt1 A 0 a_print("check1")
	 //TNT1 A 0 A_JumpIfInventory("Clip", 100, "Take")
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 Goto StartTalk
	 Ignore:
	 
	 GTIK A 1
	 fail
	
   StartTalk:
   //tnt1 A 0 a_print("check2")
	TNT1 A 0 
	TNT1 A 0 A_PlaySound("byoc/npc/gnarr",0)
	TNT1 A 0 A_GiveInventory("BYOCInteractPowerup",1)
	TNT1 A 0 ACS_NamedExecuteWithResult("BYOCGnarrInteractionStart")

   stop


  }
}

Actor GnarrInteractionTaker : CustomInventory
{
scale 0.7
  States
  {
  Spawn:
    tnt1 a 1
    Loop
	
	 Pickup:
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 TNT1 A 0 ACS_NamedExecuteWithResult("GnarrInteractButtonDisplay")
   stop
   Ignore:
	 
	 GTIK A 1
	 fail


  }
}


//Tuna
Actor TunaInteract 22113
{
//$Category "Talkable NPC"
	Radius 24
	Height 47
	Scale 0.3
	+nointeraction
	-SHOOTABLE
	-NOBLOOD
	Health 1
	States
	{
	Spawn:
		6NPC H 1 
		TNT1 A 0 A_radiusgive("TunaInteractCheck",64,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("BYOCDontCancelInteraction",96,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("TunaInteractionTaker",64,RGF_PLAYERS|RGF_NOSIGHT)
		Loop
	}
}


Actor TunaInteractCheck : CustomInventory
{

	scale 0.7
  States
  {
  Spawn:
    TNT1 A 0 
    Loop
	
	  Pickup:
	 TNT1 A 0 A_JumpIfInventory("PressingUse", 1, "PreTalk")
	 fail
	 PreTalk:
	 //tnt1 A 0 a_print("check1")
	 //TNT1 A 0 A_JumpIfInventory("Clip", 100, "Take")
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 Goto StartTalk
	 Ignore:
	 
	 GTIK A 1
	 fail
	
   StartTalk:
   //tnt1 A 0 a_print("check2")
	TNT1 A 0 
	TNT1 A 0 A_GiveInventory("BYOCInteractPowerup",1)
	TNT1 A 0 ACS_NamedExecuteWithResult("BYOCTunaInteractionStart")

   stop


  }
}

Actor TunaInteractionTaker : CustomInventory
{
scale 0.7
  States
  {
  Spawn:
    tnt1 a 1
    Loop
	
	 Pickup:
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 TNT1 A 0 ACS_NamedExecuteWithResult("TunaInteractButtonDisplay")
   stop
   Ignore:
	 GTIK A 1
	 fail


  }
}

//Paul Dracula

Actor PaulDraculaNPCVisual 22118
{
//$Category "Talkable NPC"
	Radius 9
	Height 22
	Scale 0.8
	+nointeraction
	-SHOOTABLE
	-NOBLOOD
	Health 1
	States
	{
	Spawn:
// 		tnt1 A 0 nodelay A_setscale(0.85,0.7)
// 	SpawnLoop:
		6NPC i 2
		Loop
	}
}

Actor PaulDraculaInteract 22114
{
//$Category "Talkable NPC"
	Radius 24
	Height 47
	Scale 0.8
	+nointeraction
	-SHOOTABLE
	-NOBLOOD
	Health 1
	States
	{
	Spawn:
		TNT1 i 1 
		TNT1 A 0 A_radiusgive("PaulDraculaInteractCheck",64,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("BYOCDontCancelInteraction",96,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("PaulDraculaInteractionTaker",64,RGF_PLAYERS|RGF_NOSIGHT)
		Loop
	}
}


Actor PaulDraculaInteractCheck : CustomInventory
{

	scale 0.7
  States
  {
  Spawn:
    TNT1 A 0 
    Loop
	
	  Pickup:
	 TNT1 A 0 A_JumpIfInventory("PressingUse", 1, "PreTalk")
	 fail
	 PreTalk:
	 //tnt1 A 0 a_print("check1")
	 //TNT1 A 0 A_JumpIfInventory("Clip", 100, "Take")
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 Goto StartTalk
	 Ignore:
	 
	 GTIK A 1
	 fail
	
   StartTalk:
   //tnt1 A 0 a_print("check2")
	TNT1 A 0 
	TNT1 A 0 A_GiveInventory("BYOCInteractPowerup",1)
	TNT1 A 0 ACS_NamedExecuteWithResult("BYOCPaulDraculaInteractionStart")

   stop


  }
}

Actor PaulDraculaInteractionTaker : CustomInventory
{
scale 0.7
  States
  {
  Spawn:
    tnt1 a 1
    Loop
	
	 Pickup:
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 TNT1 A 0 ACS_NamedExecuteWithResult("BYOCPaulDraculaInteractButtonDisplay")
   stop
   Ignore:
	 GTIK A 1
	 fail


  }
}

//Ranger
Actor RangerInteract 22115
{
//$Category "Talkable NPC"
	Radius 24
	Height 47
	Scale 0.6
	+nointeraction
	-SHOOTABLE
	-NOBLOOD
	Health 1
	States
	{
	Spawn:
		6NPC j 1 
		TNT1 A 0 A_radiusgive("RangerInteractCheck",64,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("BYOCDontCancelInteraction",96,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("RangerInteractionTaker",64,RGF_PLAYERS|RGF_NOSIGHT)
		Loop
	}
}


Actor RangerInteractCheck : CustomInventory
{

	scale 0.7
  States
  {
  Spawn:
    TNT1 A 0 
    Loop
	
	  Pickup:
	 TNT1 A 0 A_JumpIfInventory("PressingUse", 1, "PreTalk")
	 fail
	 PreTalk:
	 //tnt1 A 0 a_print("check1")
	 //TNT1 A 0 A_JumpIfInventory("Clip", 100, "Take")
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 Goto StartTalk
	 Ignore:
	 
	 GTIK A 1
	 fail
	
   StartTalk:
   //tnt1 A 0 a_print("check2")
	TNT1 A 0 
	TNT1 A 0 A_GiveInventory("BYOCInteractPowerup",1)
	TNT1 A 0 ACS_NamedExecuteWithResult("BYOCRangerInteractionStart")

   stop


  }
}

Actor RangerInteractionTaker : CustomInventory
{
scale 0.7
  States
  {
  Spawn:
    tnt1 a 1
    Loop
	
	 Pickup:
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 TNT1 A 0 ACS_NamedExecuteWithResult("BYOCRangerInteractButtonDisplay")
   stop
   Ignore:
	 GTIK A 1
	 fail


  }
}

//TerryPinky
Actor TerryPinkyInteract 22116
{
//$Category "Talkable NPC"
	Radius 24
	Height 47
	Scale 1
	+nointeraction
	-SHOOTABLE
	-NOBLOOD
	Health 1
	States
	{
	Spawn:
		6NPC k 1 
		TNT1 A 0 A_radiusgive("TerryPinkyInteractCheck",64,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("BYOCDontCancelInteraction",96,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("TerryPinkyInteractionTaker",64,RGF_PLAYERS|RGF_NOSIGHT)
		Loop
	}
}


Actor TerryPinkyInteractCheck : CustomInventory
{

	scale 0.7
  States
  {
  Spawn:
    TNT1 A 0 
    Loop
	
	  Pickup:
	 TNT1 A 0 A_JumpIfInventory("PressingUse", 1, "PreTalk")
	 fail
	 PreTalk:
	 //tnt1 A 0 a_print("check1")
	 //TNT1 A 0 A_JumpIfInventory("Clip", 100, "Take")
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 Goto StartTalk
	 Ignore:
	 
	 GTIK A 1
	 fail
	
   StartTalk:
   //tnt1 A 0 a_print("check2")
   TNT1 A 0 A_PlaySound("byoc/npc/terrypinky",0)
	TNT1 A 0 
	TNT1 A 0 A_GiveInventory("BYOCInteractPowerup",1)
	TNT1 A 0 ACS_NamedExecuteWithResult("BYOCTerryPinkyInteractionStart")

   stop


  }
}

Actor TerryPinkyInteractionTaker : CustomInventory
{
scale 0.7
  States
  {
  Spawn:
    tnt1 a 1
    Loop
	
	 Pickup:
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 TNT1 A 0 ACS_NamedExecuteWithResult("BYOCTerryPinkyInteractButtonDisplay")
   stop
   Ignore:
	 GTIK A 1
	 fail


  }
}

//GravyTeam
Actor GravyTeamInteract 22117
{
//$Category "Talkable NPC"
	Radius 24
	Height 47
	Scale 0.4
	+nointeraction
	-SHOOTABLE
	-NOBLOOD
	Health 1
	States
	{
	Spawn:
		6NPC m 1 
		TNT1 A 0 A_radiusgive("GravyTeamInteractCheck",64,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("BYOCDontCancelInteraction",96,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("GravyTeamInteractionTaker",64,RGF_PLAYERS|RGF_NOSIGHT)
		Loop
	}
}


Actor GravyTeamInteractCheck : CustomInventory
{

	scale 0.7
  States
  {
  Spawn:
    TNT1 A 0 
    Loop
	
	  Pickup:
	 TNT1 A 0 A_JumpIfInventory("PressingUse", 1, "PreTalk")
	 fail
	 PreTalk:
	 //tnt1 A 0 a_print("check1")
	 //TNT1 A 0 A_JumpIfInventory("Clip", 100, "Take")
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 Goto StartTalk
	 Ignore:
	 
	 GTIK A 1
	 fail
	
   StartTalk:
   //tnt1 A 0 a_print("check2")
	TNT1 A 0 
	TNT1 A 0 A_GiveInventory("BYOCInteractPowerup",1)
	TNT1 A 0 ACS_NamedExecuteWithResult("BYOCGravyTeamInteractionStart")

   stop


  }
}

Actor GravyTeamInteractionTaker : CustomInventory
{
scale 0.7
  States
  {
  Spawn:
    tnt1 a 1
    Loop
	
	 Pickup:
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 TNT1 A 0 ACS_NamedExecuteWithResult("BYOCGravyTeamInteractButtonDisplay")
   stop
   Ignore:
	 GTIK A 1
	 fail


  }
}

//Spineo
Actor SpineoInteract 22120
{
//$Category "Talkable NPC"
	Radius 24
	Height 47
	Scale 1
	+nointeraction
	-SHOOTABLE
	-NOBLOOD
	Health 1
	States
	{
	Spawn:
		6NPC l 1 
		TNT1 A 0 A_radiusgive("SpineoInteractCheck",64,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("BYOCDontCancelInteraction",96,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("SpineoInteractionTaker",64,RGF_PLAYERS|RGF_NOSIGHT)
		Loop
	}
}


Actor SpineoInteractCheck : CustomInventory
{

	scale 0.7
  States
  {
  Spawn:
    TNT1 A 0 
    Loop
	
	  Pickup:
	 TNT1 A 0 A_JumpIfInventory("PressingUse", 1, "PreTalk")
	 fail
	 PreTalk:
	 //tnt1 A 0 a_print("check1")
	 //TNT1 A 0 A_JumpIfInventory("Clip", 100, "Take")
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 Goto StartTalk
	 Ignore:
	 
	 GTIK A 1
	 fail
	
   StartTalk:
   //tnt1 A 0 a_print("check2")
	TNT1 A 0 
	TNT1 A 0 A_GiveInventory("BYOCInteractPowerup",1)
	TNT1 A 0 ACS_NamedExecuteWithResult("BYOCSpineoInteractionStart")

   stop


  }
}

Actor SpineoInteractionTaker : CustomInventory
{
scale 0.7
  States
  {
  Spawn:
    tnt1 a 1
    Loop
	
	 Pickup:
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 TNT1 A 0 ACS_NamedExecuteWithResult("BYOCSpineoInteractButtonDisplay")
   stop
   Ignore:
	 GTIK A 1
	 fail


  }
}

//Dennis
Actor DennisInteract 22121
{
//$Category "Talkable NPC"
	Radius 24
	Height 47
	Scale 1
	+nointeraction
	-SHOOTABLE
	-NOBLOOD
	Health 1
	States
	{
	Spawn:
		6NPC N 1 
		TNT1 A 0 A_radiusgive("DennisInteractCheck",64,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("BYOCDontCancelInteraction",96,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("DennisInteractionTaker",64,RGF_PLAYERS|RGF_NOSIGHT)
		Loop
	}
}


Actor DennisInteractCheck : CustomInventory
{

	scale 0.7
  States
  {
  Spawn:
    TNT1 A 0 
    Loop
	
	  Pickup:
	 TNT1 A 0 A_JumpIfInventory("PressingUse", 1, "PreTalk")
	 fail
	 PreTalk:
	 //tnt1 A 0 a_print("check1")
	 //TNT1 A 0 A_JumpIfInventory("Clip", 100, "Take")
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 Goto StartTalk
	 Ignore:
	 
	 GTIK A 1
	 fail
	
   StartTalk:
   //tnt1 A 0 a_print("check2")
	TNT1 A 0 
	TNT1 A 0 A_GiveInventory("BYOCInteractPowerup",1)
	TNT1 A 0 ACS_NamedExecuteWithResult("BYOCDennisInteractionStart")

   stop


  }
}

Actor DennisInteractionTaker : CustomInventory
{
scale 0.7
  States
  {
  Spawn:
    tnt1 a 1
    Loop
	
	 Pickup:
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 TNT1 A 0 ACS_NamedExecuteWithResult("BYOCDennisInteractButtonDisplay")
   stop
   Ignore:
	 GTIK A 1
	 fail


  }
}

//Pepperman
Actor PeppermanInteract 22122
{
//$Category "Talkable NPC"
	Radius 9
	Height 22
	Scale 0.8
	+nointeraction
	-SHOOTABLE
	-NOBLOOD
	Health 1
	States
	{
	Spawn:
		TNT1 A 1 
		TNT1 A 0 A_radiusgive("PeppermanInteractCheck",96,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("BYOCDontCancelInteraction",150,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("BYOCPeppermanInteractionTaker",96,RGF_PLAYERS|RGF_NOSIGHT)
		Loop
	}
}

Actor PeppermanNPCVisual 22123
{
//$Category "Talkable NPC"
	Radius 9
	Height 22
	Scale 0.8
	+nointeraction
	-SHOOTABLE
	-NOBLOOD
	Health 1
	States
	{
	Spawn:
// 		tnt1 A 0 nodelay A_setscale(0.85,0.7)
// 	SpawnLoop:
		6NPC Q random(60, 135)
		6NPC R 2 A_setscale(0.8,0.75)
		6NPC R 0 A_setscale(0.8,0.8)
		Loop
	}
}

Actor PeppermanInteractCheck : CustomInventory
{

	scale 0.7
  States
  {
  Spawn:
    TNT1 A 0 
    Loop
	
	  Pickup:
	 TNT1 A 0 A_JumpIfInventory("PressingUse", 1, "PreTalk")
	 fail
	 PreTalk:
	 //tnt1 A 0 a_print("check1")
	 //TNT1 A 0 A_JumpIfInventory("Clip", 100, "Take")
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 Goto StartTalk
	 Ignore:
	 
	 GTIK A 1
	 fail
	
   StartTalk:
   //tnt1 A 0 a_print("check2")
   //TNT1 A 0 A_PlaySound("characters/Morshu/shopthrow",0)
	TNT1 A 0 A_GiveInventory("BYOCInteractPowerup",1)
	TNT1 A 0 ACS_NamedExecuteWithResult("BYOCPeppermanInteractionStart")

   stop


  }
}




Actor BYOCPeppermanInteractionTaker : CustomInventory
{
scale 0.7
  States
  {
  Spawn:
    tnt1 a 1
    Loop
	
	 Pickup:
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 TNT1 A 0 ACS_NamedExecuteWithResult("BYOCPeppermanInteractButtonDisplay")
   stop
   Ignore:
	 
	 GTIK A 1
	 fail


  }
}

//Caleb
Actor CalebInteract 22125
{
//$Category "Talkable NPC"
	Radius 24
	Height 47
	Scale 0.5
	+nointeraction
	-SHOOTABLE
	-NOBLOOD
	Health 1
	States
	{
	Spawn:
		6NPC O 1 
		TNT1 A 0 A_radiusgive("CalebInteractCheck",64,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("BYOCDontCancelInteraction",96,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("CalebInteractionTaker",64,RGF_PLAYERS|RGF_NOSIGHT)
		Loop
	}
}


Actor CalebInteractCheck : CustomInventory
{

	scale 0.7
  States
  {
  Spawn:
    TNT1 A 0 
    Loop
	
	  Pickup:
	 TNT1 A 0 A_JumpIfInventory("PressingUse", 1, "PreTalk")
	 fail
	 PreTalk:
	 //tnt1 A 0 a_print("check1")
	 //TNT1 A 0 A_JumpIfInventory("Clip", 100, "Take")
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 Goto StartTalk
	 Ignore:
	 
	 GTIK A 1
	 fail
	
   StartTalk:
   //tnt1 A 0 a_print("check2")
	TNT1 A 0 
	TNT1 A 0 A_GiveInventory("BYOCInteractPowerup",1)
	TNT1 A 0 ACS_NamedExecuteWithResult("BYOCCalebInteractionStart")

   stop


  }
}

Actor CalebInteractionTaker : CustomInventory
{
scale 0.7
  States
  {
  Spawn:
    tnt1 a 1
    Loop
	
	 Pickup:
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 TNT1 A 0 ACS_NamedExecuteWithResult("BYOCCalebInteractButtonDisplay")
   stop
   Ignore:
	 GTIK A 1
	 fail


  }
}

//HankHill
Actor HankHillInteract 22126
{
//$Category "Talkable NPC"
	Radius 24
	Height 47
	Scale 0.5
	+nointeraction
	-SHOOTABLE
	-NOBLOOD
	Health 1
	States
	{
	Spawn:
		6NPC P 1 
		TNT1 A 0 A_radiusgive("HankHillInteractCheck",64,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("BYOCDontCancelInteraction",96,RGF_PLAYERS|RGF_NOSIGHT,1)
		TNT1 A 0 A_radiusgive("HankHillInteractionTaker",64,RGF_PLAYERS|RGF_NOSIGHT)
		Loop
	}
}


Actor HankHillInteractCheck : CustomInventory
{

	scale 0.7
  States
  {
  Spawn:
    TNT1 A 0 
    Loop
	
	  Pickup:
	 TNT1 A 0 A_JumpIfInventory("PressingUse", 1, "PreTalk")
	 fail
	 PreTalk:
	 //tnt1 A 0 a_print("check1")
	 //TNT1 A 0 A_JumpIfInventory("Clip", 100, "Take")
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 Goto StartTalk
	 Ignore:
	 
	 GTIK A 1
	 fail
	
   StartTalk:
   //tnt1 A 0 a_print("check2")
	TNT1 A 0 
	TNT1 A 0 A_GiveInventory("BYOCInteractPowerup",1)
	TNT1 A 0 ACS_NamedExecuteWithResult("BYOCHankHillInteractionStart")

   stop


  }
}

Actor HankHillInteractionTaker : CustomInventory
{
scale 0.7
  States
  {
  Spawn:
    tnt1 a 1
    Loop
	
	 Pickup:
	 GTIK A 1 A_JumpIfInventory("BYOCInteractPowerup", 1, "Ignore")
	 TNT1 A 0 ACS_NamedExecuteWithResult("BYOCHankHillInteractButtonDisplay")
   stop
   Ignore:
	 GTIK A 1
	 fail


  }
}

Actor BYOCInteractPowerup : Powerup
{
	Powerup.duration 2147483647
}

Actor BYOCDontCancelInteraction : Powerup
{
	Powerup.duration 10
}