ACTOR Acidmaw : Weapon
{	
	Obituary "%k melted %o with the Acidmaw."
	Inventory.PickupMessage "ACIDMAW"
	Tag "Acidmaw"
	Weapon.AmmoType1 "Mana2"
	Weapon.AmmoType2 "Mana2"
	Weapon.SelectionOrder 5
	Weapon.AmmoUse1 2
	Weapon.AmmoUse2 6
	Weapon.AmmoGive1 0
	Weapon.AmmoGive2 0
	Weapon.Kickback 100
	+UNDROPPABLE
	Weapon.BobSpeed 2.1
	Weapon.BobRangeY 0.4
	Weapon.BobRangeX 0.5
	States
	{
	Spawn:
		WVNM A -1
		Loop
	Ready:
		VNMG A 0 A_JumpIfInventory("IsKicking",1,"Kicking")
		VNMG A 1 A_WeaponReady
		VNMG A 0 A_JumpIfInventory("IsKicking",1,"Kicking")
		VNMG A 1 A_WeaponReady
		VNMG A 0 A_JumpIfInventory("IsKicking",1,"Kicking")
		VNMG A 1 A_WeaponReady
		VNMG B 0 A_JumpIfInventory("IsKicking",1,"Kicking")
		VNMG B 1 A_WeaponReady
		VNMG B 0 A_JumpIfInventory("IsKicking",1,"Kicking")
		VNMG B 1 A_WeaponReady
		VNMG B 0 A_JumpIfInventory("IsKicking",1,"Kicking")
		VNMG B 1 A_WeaponReady
		VNMG C 0 A_JumpIfInventory("IsKicking",1,"Kicking")
		VNMG C 1 A_WeaponReady
		VNMG C 0 A_JumpIfInventory("IsKicking",1,"Kicking")
		VNMG C 1 A_WeaponReady
		VNMG C 0 A_JumpIfInventory("IsKicking",1,"Kicking")
		VNMG C 1 A_WeaponReady
		VNMG D 0 A_JumpIfInventory("IsKicking",1,"Kicking")
		VNMG D 1 A_WeaponReady
		VNMG D 0 A_JumpIfInventory("IsKicking",1,"Kicking")
		VNMG D 1 A_WeaponReady
		VNMG D 0 A_JumpIfInventory("IsKicking",1,"Kicking")
		VNMG D 1 A_WeaponReady
		VNMG C 0 A_JumpIfInventory("IsKicking",1,"Kicking")
		VNMG C 1 A_WeaponReady
		VNMG C 0 A_JumpIfInventory("IsKicking",1,"Kicking")
		VNMG C 1 A_WeaponReady
		VNMG C 0 A_JumpIfInventory("IsKicking",1,"Kicking")
		VNMG C 1 A_WeaponReady
		VNMG B 0 A_JumpIfInventory("IsKicking",1,"Kicking")
		VNMG B 1 A_WeaponReady
		VNMG B 0 A_JumpIfInventory("IsKicking",1,"Kicking")
		VNMG B 1 A_WeaponReady
		VNMG B 0 A_JumpIfInventory("IsKicking",1,"Kicking")
		VNMG B 1 A_WeaponReady
		Loop
	Deselect:
		VNMG A 1 A_Lower
		VNMG A 0 A_Lower
		Loop
	Select:
		VNMG A 1 A_Raise
		VNMG A 0 A_Raise
		Loop
	Fire:
		VNMG B 0 A_GiveInventory("ShadowWalkAttackCheck")
		VNMG B 1 //offset(1,35)
		VNMG C 1 //offset(-1,34)
		VNMG D 1 //offset(1,33)
		VNMG E 1 //offset(-1,34)
		VNMG E 0 Bright A_PlayWeaponSound("AssassinAcidMawFire")
		VNMG G 0 Bright A_FireCustomMissile("AcidMawShot1",0,0,-6)
		VNMG G 0 Bright A_FireCustomMissile("AcidMawShot1",0,0,-4)
		VNMG G 0 Bright A_FireCustomMissile("AcidMawShot1",0,0,-2)
		VNMG G 0 Bright A_FireCustomMissile("AcidMawShot1",0,0,6)
		VNMG G 0 Bright A_FireCustomMissile("AcidMawShot1",0,0,4)
		VNMG G 0 Bright A_FireCustomMissile("AcidMawShot1",0,0,2)
		VNMG F 1 Bright offset(1,35) A_FireCustomMissile("AcidMawShot1",0,1,0)
		VNMG F 1 Bright offset(-1,35)
		VNMG F 1 Bright offset(1,33)
		VNMG F 1 Bright offset(-1,32)
		VNMG G 1 Bright offset(1,33)
		VNMG D 1 Bright offset(-1,34)
		VNMG C 1 Bright offset(1,35)
		VNMG B 1 Bright offset(-1,34)
		Goto Ready
	AltFire:
		VNMG H 0 A_GiveInventory("ShadowWalkAttackCheck")
		VNMG H 1 offset(0,33)
		VNMG H 1 offset(0,34)
		VNMG H 1 offset(0,36)
		VNMG I 1 offset(0,37)
		VNMG I 1 offset(0,38)
		VNMG I 1 offset(0,40)
		VNMG J 1 offset(0,41)
		VNMG J 1 offset(0,42)
		VNMG J 1 offset(0,44)
		VNMG N 1 Bright offset(0,45)
		VNMG N 1 Bright offset(0,46)
		VNMG N 1 Bright offset(0,47)
		VNMG O 0 Bright A_FireCustomMissile("AcidMawShot2")
		VNMG O 1 Bright offset(0,55) A_SetPitch(Pitch-1.5)
		VNMG O 1 Bright offset(0,55) A_SetPitch(Pitch+0.5)
		VNMG O 1 Bright offset(0,55) A_SetPitch(Pitch+0.5)
		VNMG P 1 Bright offset(-1,50) A_SetPitch(Pitch+0.5)
		VNMG P 1 Bright offset(1,49)
		VNMG P 1 Bright offset(2,47)
		VNMG Q 1 Bright offset(1,46)
		VNMG Q 1 Bright offset(-1,45)
		VNMG Q 1 Bright offset(1,44)
		VNMG J 1 offset(1,43)
		VNMG J 1 offset(2,42)
		VNMG J 1 offset(1,41)
		VNMG I 1 offset(-1,40)
		VNMG I 1 offset(-1,38)
		VNMG I 1 offset(-1,37)
		VNMG H 1 offset(-1,36)
		VNMG H 1 offset(-1,34)
		VNMG H 1 offset(-1,33)
		Goto Ready
	Kicking:
		VNMG A 1 offset(-1,40)
		VNMG A 1 offset(-1,50)
		VNMG A 1 offset(-1,60)
		VNMG A 0 offset(-1,33)
		AKCK A 2
		AKCK B 2
		AKCK B 0 A_GiveInventory("ShadowWalkAttackCheck")
		AKCK C 3 A_FireBullets(0,0,1,ACS_NamedExecuteWithResult("WOC Player Scale", FRandom(20,35), STRENGTH, ABIL_KICK, ACTIVATOR), "KickPuff", FBF_NORANDOM, 96)
		AKCK D 4
		TNT1 A 6
		VNMG A 1 offset(-1,60)
		VNMG A 1 offset(-1,50)
		VNMG A 1 offset(-1,40)
		VNMG A 0 A_TakeInventory("IsKicking",2)
		Goto Ready
	}
}

ACTOR AcidMawShot1
{
	Radius 3
	Height 3
	Speed 60
	Damage (ACS_NamedExecuteWithResult("WOC Player Scale", FRandom(1,8), INTELLECT, 0, WOCTARGET))
	PROJECTILE
	+DONTBLAST
	+MTHRUSPECIES
	+BLOODLESSIMPACT
	+NODAMAGETHRUST
	+HITTRACER
	RENDERSTYLE Add
	Damagetype "Poison"
	ALPHA 1.0
	DeathSound "AssassinAcidMawHit1"
	States
	{
	Spawn:
		AMFX A 0
		AMFX A 0 Bright A_SpawnItemEx("AcidMawTrail1",0,0,0,0,0,0,0,128)
		AMFX A 1 Bright A_SpawnItemEx("AcidMawTrail2",0,0,0,0,0,0,0,128)
		AMFX B 0 Bright A_SpawnItemEx("AcidMawTrail1",0,0,0,0,0,0,0,128)
		AMFX B 1 Bright A_SpawnItemEx("AcidMawTrail2",0,0,0,0,0,0,0,128)
		AMFX C 0 Bright A_SpawnItemEx("AcidMawTrail1",0,0,0,0,0,0,0,128)
		AMFX C 1 Bright A_SpawnItemEx("AcidMawTrail2",0,0,0,0,0,0,0,128)
		AMFX D 0 Bright A_SpawnItemEx("AcidMawTrail1",0,0,0,0,0,0,0,128)
		AMFX D 1 Bright A_SpawnItemEx("AcidMawTrail2",0,0,0,0,0,0,0,128)
		AMFX E 0 Bright A_SpawnItemEx("AcidMawTrail1",0,0,0,0,0,0,0,128)
		AMFX E 1 Bright A_SpawnItemEx("AcidMawTrail2",0,0,0,0,0,0,0,128)
		AMFX F 0 Bright A_SpawnItemEx("AcidMawTrail1",0,0,0,0,0,0,0,128)
		AMFX F 1 Bright A_SpawnItemEx("AcidMawTrail2",0,0,0,0,0,0,0,128)
		AMFX G 0 Bright A_SpawnItemEx("AcidMawTrail1",0,0,0,0,0,0,0,128)
		AMFX G 1 Bright A_SpawnItemEx("AcidMawTrail2",0,0,0,0,0,0,0,128)
		AMFX H 0 Bright A_SpawnItemEx("AcidMawTrail1",0,0,0,0,0,0,0,128)
		AMFX H 1 Bright A_SpawnItemEx("AcidMawTrail2",0,0,0,0,0,0,0,128)
		AMFX A 0 Bright A_SpawnItemEx("AcidMawTrail1",0,0,0,0,0,0,0,128)
		AMFX A 1 Bright A_SpawnItemEx("AcidMawTrail2",0,0,0,0,0,0,0,128)
		AMFX B 0 Bright A_SpawnItemEx("AcidMawTrail1",0,0,0,0,0,0,0,128)
		AMFX B 1 Bright A_SpawnItemEx("AcidMawTrail2",0,0,0,0,0,0,0,128)
		AMFX C 0 Bright A_SpawnItemEx("AcidMawTrail1",0,0,0,0,0,0,0,128)
		AMFX C 1 Bright A_SpawnItemEx("AcidMawTrail2",0,0,0,0,0,0,0,128)
		AMFX D 0 Bright A_SpawnItemEx("AcidMawTrail1",0,0,0,0,0,0,0,128)
		AMFX D 1 Bright A_SpawnItemEx("AcidMawTrail2",0,0,0,0,0,0,0,128)
		AMFX E 0 Bright A_SpawnItemEx("AcidMawTrail1",0,0,0,0,0,0,0,128)
		AMFX E 1 Bright A_SpawnItemEx("AcidMawTrail2",0,0,0,0,0,0,0,128)
		AMFX F 0 Bright A_SpawnItemEx("AcidMawTrail1",0,0,0,0,0,0,0,128)
		AMFX F 1 Bright A_SpawnItemEx("AcidMawTrail2",0,0,0,0,0,0,0,128)
		AMFX G 0 Bright A_SpawnItemEx("AcidMawTrail1",0,0,0,0,0,0,0,128)
		AMFX G 1 Bright A_SpawnItemEx("AcidMawTrail2",0,0,0,0,0,0,0,128)
		AMFX H 0 Bright A_SpawnItemEx("AcidMawTrail1",0,0,0,0,0,0,0,128)
		AMFX H 1 Bright A_SpawnItemEx("AcidMawTrail2",0,0,0,0,0,0,0,128)
		Loop
	Death:
		AMFX A 0 ACS_NamedExecuteWithResult("WOC DAMAGE OVER TIME", ACS_ExecuteWithResult(WOC_DECORATE,STATS,WOCTID,WOCTRACER), ACS_NamedExecuteWithResult("WOC Player Scale", 10, INTELLECT, 0, WOCTARGET), 5, POISONDOT)
		AMFX ABCDEFGH 1 Bright
		stop
	}
}

ACTOR AcidMawTrail1
{   
   Radius 0
   Height 1
   PROJECTILE
   RENDERSTYLE ADD
   +NOINTERACTION
   +CLIENTSIDEONLY
   +DONTBLAST
   //ALPHA 0.75
   States
   {
   Spawn:
      AMFX ABCDEFG 1 Bright A_Fadeout
      Stop 
   }
}

ACTOR AcidMawTrail2
{   
   Radius 0
   Height 1
   PROJECTILE
   RENDERSTYLE ADD
   +NOINTERACTION
   +CLIENTSIDEONLY
   +DONTBLAST
   States
   {
   Spawn:
      SDFX ABCD 2 Bright
      Stop 
   }
}

ACTOR AcidMawShot2 : AcidMawShot1
{
	Speed 45
	Radius 8
	Height 8
	Damage (ACS_NamedExecuteWithResult("WOC Player Scale", FRandom(15,30), INTELLECT, 0, WOCTARGET))
	PROJECTILE
	+SPAWNSOUNDSOURCE
	+DONTBLAST
	+MTHRUSPECIES
	-RIPPER
	-NODAMAGETHRUST
	SeeSound "AssassinAcidMawFire2"
	DeathSound "AssassinAcidMawHit2"
	Damagetype "Poison"
	States
	{
	Spawn:
		FVN2 A 0 Bright A_SpawnItemEx("AcidMawTrail1",0,0,0,0,0,0,0,128)
		FVN2 A 1 Bright A_SpawnItemEx("AcidMawTrail2",0,0,0,0,0,0,0,128)
		FVN2 A 0 Bright A_SpawnItemEx("AcidMawTrail1",0,0,0,0,0,0,0,128)
		FVN2 A 1 Bright A_SpawnItemEx("AcidMawTrail2",0,0,0,0,0,0,0,128)
		FVN2 B 0 Bright A_SpawnItemEx("AcidMawTrail1",0,0,0,0,0,0,0,128)
		FVN2 B 1 Bright A_SpawnItemEx("AcidMawTrail2",0,0,0,0,0,0,0,128)
		FVN2 B 0 Bright A_SpawnItemEx("AcidMawTrail1",0,0,0,0,0,0,0,128)
		FVN2 B 1 Bright A_SpawnItemEx("AcidMawTrail2",0,0,0,0,0,0,0,128)
		FVN2 C 0 Bright A_SpawnItemEx("AcidMawTrail1",0,0,0,0,0,0,0,128)
		FVN2 C 1 Bright A_SpawnItemEx("AcidMawTrail2",0,0,0,0,0,0,0,128)
		FVN2 C 0 Bright A_SpawnItemEx("AcidMawTrail1",0,0,0,0,0,0,0,128)
		FVN2 C 1 Bright A_SpawnItemEx("AcidMawTrail2",0,0,0,0,0,0,0,128)
		FVN2 D 0 Bright A_SpawnItemEx("AcidMawTrail1",0,0,0,0,0,0,0,128)
		FVN2 D 1 Bright A_SpawnItemEx("AcidMawTrail2",0,0,0,0,0,0,0,128)
		FVN2 D 0 Bright A_SpawnItemEx("AcidMawTrail1",0,0,0,0,0,0,0,128)
		FVN2 D 1 Bright A_SpawnItemEx("AcidMawTrail2",0,0,0,0,0,0,0,128)
		FVN2 E 0 Bright A_SpawnItemEx("AcidMawTrail1",0,0,0,0,0,0,0,128)
		FVN2 E 1 Bright A_SpawnItemEx("AcidMawTrail2",0,0,0,0,0,0,0,128)
		FVN2 E 0 Bright A_SpawnItemEx("AcidMawTrail1",0,0,0,0,0,0,0,128)
		FVN2 E 1 Bright A_SpawnItemEx("AcidMawTrail2",0,0,0,0,0,0,0,128)
		FVN2 F 0 Bright A_SpawnItemEx("AcidMawTrail1",0,0,0,0,0,0,0,128)
		FVN2 F 1 Bright A_SpawnItemEx("AcidMawTrail2",0,0,0,0,0,0,0,128)
		FVN2 F 0 Bright A_SpawnItemEx("AcidMawTrail1",0,0,0,0,0,0,0,128)
		FVN2 F 1 Bright A_SpawnItemEx("AcidMawTrail2",0,0,0,0,0,0,0,128)
		Loop
	Death:
		FVN2 H 0 ACS_NamedExecuteWithResult("WOC DAMAGE OVER TIME", ACS_ExecuteWithResult(WOC_DECORATE,STATS,WOCTID,WOCTRACER), ACS_NamedExecuteWithResult("WOC Player Scale", 50, INTELLECT, 0, WOCTARGET), 5, POISONDOT)
		FVN2 H 0 Bright A_CustomMissile("AcidmawDrop1",0,0,22.5,6,80)
		FVN2 H 0 Bright A_CustomMissile("AcidmawDrop1",0,0,45,6,80)
		FVN2 H 0 Bright A_CustomMissile("AcidmawDrop1",0,0,67.5,6,80)
		FVN2 H 0 Bright A_CustomMissile("AcidmawDrop1",0,0,90.5,6,80)
		FVN2 H 0 Bright A_CustomMissile("AcidmawDrop1",0,0,112.5,6,80)
		FVN2 H 0 Bright A_CustomMissile("AcidmawDrop1",0,0,135,6,80)
		FVN2 H 0 Bright A_CustomMissile("AcidmawDrop1",0,0,157.5,6,80)
		FVN2 H 0 Bright A_CustomMissile("AcidmawDrop1",0,0,180,6,80)
		FVN2 H 0 Bright A_CustomMissile("AcidmawDrop1",0,0,202.5,6,80)
		FVN2 H 0 Bright A_CustomMissile("AcidmawDrop1",0,0,225,6,80)
		FVN2 H 0 Bright A_CustomMissile("AcidmawDrop1",0,0,247.5,6,80)
		FVN2 H 0 Bright A_CustomMissile("AcidmawDrop1",0,0,270,6,80)
		FVN2 H 0 Bright A_CustomMissile("AcidmawDrop1",0,0,292.5,6,80)
		FVN2 H 0 Bright A_CustomMissile("AcidmawDrop1",0,0,315,6,80)
		FVN2 H 0 Bright A_CustomMissile("AcidmawDrop1",0,0,337.5,6,80)
		FVN2 H 0 Bright A_CustomMissile("AcidmawDrop1",0,0,0,6,80)
		FVN2 H 0 Bright A_CustomMissile("AcidmawDrop2",0,0,22.5,6,30)
		FVN2 H 0 Bright A_CustomMissile("AcidmawDrop2",0,0,45,6,30)
		FVN2 H 0 Bright A_CustomMissile("AcidmawDrop2",0,0,67.5,6,30)
		FVN2 H 0 Bright A_CustomMissile("AcidmawDrop2",0,0,90.5,6,30)
		FVN2 H 0 Bright A_CustomMissile("AcidmawDrop2",0,0,112.5,6,30)
		FVN2 H 0 Bright A_CustomMissile("AcidmawDrop2",0,0,135,6,30)
		FVN2 H 0 Bright A_CustomMissile("AcidmawDrop2",0,0,157.5,6,30)
		FVN2 H 0 Bright A_CustomMissile("AcidmawDrop2",0,0,180,6,30)
		FVN2 H 0 Bright A_CustomMissile("AcidmawDrop2",0,0,202.5,6,30)
		FVN2 H 0 Bright A_CustomMissile("AcidmawDrop2",0,0,225,6,30)
		FVN2 H 0 Bright A_CustomMissile("AcidmawDrop2",0,0,247.5,6,30)
		FVN2 H 0 Bright A_CustomMissile("AcidmawDrop2",0,0,270,6,30)
		FVN2 H 0 Bright A_CustomMissile("AcidmawDrop2",0,0,292.5,6,30)
		FVN2 H 0 Bright A_CustomMissile("AcidmawDrop2",0,0,315,6,30)
		FVN2 H 0 Bright A_CustomMissile("AcidmawDrop2",0,0,337.5,6,30)
		FVN2 H 0 Bright A_CustomMissile("AcidmawDrop2",0,0,0,6,30)
		FVN2 GHIJKL 4 Bright
		stop
	}
}

ACTOR AcidmawDrop1
{
	Radius 2
	Height 2
	Speed 15
	//Damage (ACS_NamedExecuteWithResult("WOC Player Scale", FRandom(8,28), INTELLECT, 0, WOCTARGET))
	PROJECTILE
	RENDERSTYLE ADD
	Damagetype "Poison"
	Scale  1.15
	-NOGRAVITY
	+DONTFALL
	+DONTBLAST
	+MTHRUSPECIES
	+HITTRACER
	DeathSound "AssassinAcidMawHit3"
	States
	{
	Spawn:
		ACFX A 0 Bright A_SpawnItemEx("AcidMawTrail2",0,0,0,0,0,0,0,128)
		ACFX A 1 Bright A_SpawnItemEx("AcidMawTrail1",0,0,0,0,0,0,0,128)
		loop
	Death:
		FVN1 E 0 ACS_NamedExecuteWithResult("WOC DAMAGE OVER TIME", ACS_ExecuteWithResult(WOC_DECORATE,STATS,WOCTID,WOCTRACER), ACS_NamedExecuteWithResult("WOC Player Scale", 5, INTELLECT, 0, WOCTARGET), 5, POISONDOT)
		FVN1 E 0 A_NoGravity
		FVN1 E 0 Bright A_Explode(ACS_NamedExecuteWithResult("WOC Player Scale", FRandom(8,28), INTELLECT, 0, WOCTARGET),12,0,0,12)
		FVN1 EFGHIJ 4 Bright
		stop
	}
}

ACTOR AcidmawDrop2 : AcidmawDrop1
{
	Speed 8
}