ACTOR GauntletsOfTheNecromancer : Weapon
{
	+BLOODSPLATTER
	Weapon.SelectionOrder 4
	+WEAPON.MELEEWEAPON
	Weapon.KickBack 100
	+UNDROPPABLE
	Weapon.AmmoType1 "Mana1"
	Weapon.AmmoType2 "Mana1"
	Weapon.AmmoUse1 1
	Weapon.AmmoUse2 2
	Weapon.AmmoGive1 0
	Weapon.AmmoGive2 0
	Weapon.UpSound "weapons/gauntletsactivate"
	Inventory.PickupMessage "GAUNTLETS OF THE NECROMANCER"
	Tag "Gauntlets of the Necromancer"
	Obituary "$OB_MPGAUNTLETS"
	Weapon.BobStyle InverseSmooth
	Weapon.BobSpeed 2.1
	Weapon.BobRangeY 0.4
	Weapon.BobRangeX 0.7
	States
	{
	Ready:
		GAUN GHI 4 A_WeaponReady
		Loop
	Deselect:
		GAUN G 1 A_Lower
		TNT1 A 0 A_Lower
		Loop
	Select:
		GAUN G 1 A_Raise
		TNT1 A 0 A_Raise
		Loop
	AltFire:
		GAUN J 3 A_PlaySound("NecromancerGauntletFire", CHAN_AUTO)
		GAUN K 3
	AltHold:
		GAUN L 0 Bright A_CheckReload
		GAUN L 0 Bright A_PlaySound("NecromancerGauntletZap", CHAN_AUTO)
		GAUN L 1 Bright offset(-2,31) A_FireBullets(0,0,1,ACS_NamedExecuteWithResult("WOC Player Scale", FRandom(8,16), INTELLECT, 0, ACTIVATOR),"AltGauntletPuffs2", FBF_NORANDOM, 256)
		GAUN L 1 Bright offset(-1,33)
		GAUN M 1 Bright offset(1,35)
		GAUN M 1 Bright offset(-1,34)
		GAUN M 0 Bright A_PlaySound("NecromancerGauntletZap", CHAN_AUTO)
		GAUN N 1 Bright offset(1,31) A_FireBullets(0,0,1,ACS_NamedExecuteWithResult("WOC Player Scale", FRandom(8,16), INTELLECT, 0, ACTIVATOR),"AltGauntletPuffs1", FBF_NORANDOM, 256)
		GAUN N 1 Bright offset(2,33)
		GAUN L 1 Bright offset(2,35)
		GAUN L 1 Bright offset(1,31)
		GAUN L 0 Bright A_PlaySound("NecromancerGauntletZap", CHAN_AUTO)
		GAUN M 1 Bright offset(2,33) A_FireBullets(0,0,1,ACS_NamedExecuteWithResult("WOC Player Scale", FRandom(8,16), INTELLECT, 0, ACTIVATOR),"AltGauntletPuffs1", FBF_NORANDOM, 256)
		GAUN M 1 Bright offset(-2,31)
		GAUN N 1 Bright offset(1,34)
		GAUN N 1 Bright offset(-1,33)
		GAUN K 3 A_ReFire
		GAUN J 3 A_Light0
		Goto Ready
	Fire:
		GAUN P 3 A_PlaySound("NecromancerGauntletFire", CHAN_AUTO)
		GAUN Q 3
	Hold:
		GAUN R 0 Bright A_CheckReload
		GAUN R 0 Bright A_PlaySound("NecromancerGauntletZap", CHAN_AUTO)
		GAUN R 1 Bright offset(-2,31) A_FireBullets(0,0,1,ACS_NamedExecuteWithResult("WOC Player Scale", FRandom(8,16), INTELLECT, 0, ACTIVATOR),"GauntletPuffs2", FBF_NORANDOM, 256)
		GAUN R 1 Bright offset(-1,33)
		GAUN S 1 Bright offset(1,35)
		GAUN S 1 Bright offset(-1,34)
		GAUN S 0 Bright A_PlaySound("NecromancerGauntletZap", CHAN_AUTO)
		GAUN T 1 Bright offset(1,31) A_FireBullets(0,0,1,ACS_NamedExecuteWithResult("WOC Player Scale", FRandom(8,16), INTELLECT, 0, ACTIVATOR),"GauntletPuffs1", FBF_NORANDOM, 256)
		GAUN T 1 Bright offset(2,33)
		GAUN R 1 Bright offset(2,35)
		GAUN R 1 Bright offset(1,31)
		GAUN S 0 Bright A_PlaySound("NecromancerGauntletZap", CHAN_AUTO)
		GAUN S 1 Bright offset(2,33) A_FireBullets(0,0,1,ACS_NamedExecuteWithResult("WOC Player Scale", FRandom(8,16), INTELLECT, 0, ACTIVATOR),"GauntletPuffs1", FBF_NORANDOM, 256)
		GAUN S 1 Bright offset(-2,31)
		GAUN T 1 Bright offset(1,34)
		GAUN T 1 Bright offset(-1,33)
		GAUN Q 3 A_ReFire
		GAUN P 3 A_Light0
		Goto Ready
	}
}

ACTOR GauntletPuffs1
{
	+NOBLOCKMAP
	+NOGRAVITY
	+PUFFONACTORS
	+PUFFGETSOWNER
	+BLOODLESSIMPACT
	+MTHRUSPECIES
	+NODAMAGETHRUST
	SeeSound "NecromancerGauntletHit"
	Damagetype "Shadow"
	RenderStyle Add
	Alpha 0.4
	VSpeed 0.8
	States
	{
	Spawn:
		PUF1 I 1 Bright
		PUF1 I 1 Bright A_GiveToTarget("ScreenPitchHalf",1)
		PUF1 I 2 Bright A_GiveToTarget("ScreenPitchHalfBack",1)
		PUF1 JKL 4 Bright
		Stop
	Crash:
		PUF1 IJKL 4 Bright
		Stop
	}
}

ACTOR GauntletPuffs2
{
	+NOBLOCKMAP
	+NOGRAVITY
	+PUFFONACTORS
	+PUFFGETSOWNER
	+BLOODLESSIMPACT
	+MTHRUSPECIES
	+NODAMAGETHRUST
	SeeSound "NecromancerGauntletHit"
	Damagetype "Shadow"
	RenderStyle Add
	Alpha 0.4
	VSpeed 0.8
	States
	{
	Spawn:
		PUF1 II 0 Bright A_TakeFromTarget("Mana1",1,TIF_NOTAKEINFINITE)
		PUF1 I 1 Bright
		PUF1 I 1 Bright A_GiveToTarget("ScreenPitchHalf",1)
		PUF1 I 2 Bright A_GiveToTarget("ScreenPitchHalfBack",1)
		PUF1 JKL 4 Bright
		Stop
	Crash:
		PUF1 IJKL 4 Bright
		Stop
	}
}

ACTOR AltGauntletPuffs1
{
	+NOBLOCKMAP
	+NOGRAVITY
	+PUFFONACTORS
	+PUFFGETSOWNER
	+BLOODLESSIMPACT
	+MTHRUSPECIES
	+NODAMAGETHRUST
	SeeSound "NecromancerGauntletHit"
	Damagetype "Shadow"
	RenderStyle Add
	Alpha 0.4
	VSpeed 0.8
	States
	{
	Spawn:
		PUF1 EE 0 Bright A_GiveToTarget("AltGauntletPuffsHealingThing",1)
		PUF1 E 1 Bright
		PUF1 E 1 Bright A_GiveToTarget("ScreenPitchHalf",1)
		PUF1 E 2 Bright A_GiveToTarget("ScreenPitchHalfBack",1)
		PUF1 FGH 4 Bright
		Stop
	Crash:
		PUF1 EFGH 4 Bright
		Stop
	}
}

ACTOR AltGauntletPuffs2
{
	+NOBLOCKMAP
	+NOGRAVITY
	+PUFFONACTORS
	+PUFFGETSOWNER
	+BLOODLESSIMPACT
	+MTHRUSPECIES
	+NODAMAGETHRUST
	SeeSound "NecromancerGauntletHit"
	Damagetype "Shadow"
	RenderStyle Add
	Alpha 0.4
	VSpeed 0.8
	States
	{
	Spawn:
		PUF1 EE 0 Bright A_GiveToTarget("AltGauntletPuffsHealingThing",1)
		PUF1 E 0 Bright A_TakeFromTarget("Mana1",2, TIF_NOTAKEINFINITE)
		PUF1 E 1 Bright
		PUF1 E 1 Bright A_GiveToTarget("ScreenPitchHalf",1)
		PUF1 E 2 Bright A_GiveToTarget("ScreenPitchHalfBack",1)
		PUF1 FGH 4 Bright
		Stop
	Crash:
		PUF1 EFGH 4 Bright
		Stop
	}
}

actor AltGauntletPuffsHealingThing : CustomInventory
{
	Inventory.MaxAmount 0
	+INVENTORY.AUTOACTIVATE
	States
	{
	Use:
		TNT1 A 0 ACS_ExecuteAlways(WOC_HEALSCRIPT,0,ACS_NamedExecuteWithResult("WOC Player Scale", FRandom(2,4), INTELLECT, 0, ACTIVATOR),0,0)
		stop
	}
}