actor GyroAttackBoss : BaseMM8BDMWep_CBM 
{
Tag "$TAGC_5D"
dropitem "GyroAttackWepCDropped"
Weapon.AmmoUse 0
Weapon.AmmoGive 56
Obituary "$OB_GYROATTACK"
weapon.ammotype "GyroFly"
weapon.ammotype2 "GyroBoomerangAmmo"
States
{
Spawn:
C_05 D 1
loop
Ready:
GYAR A 0 ACS_ExecuteAlways(998,0,DYE_GYROMAN)
GYAR A 0 A_GunFlash
goto Ready2
Ready2:
GYAR A 0 A_JumpIfInventory("GyroTrigger2", 1, "Ready3")
GYAR A 0 //A_JumpIfInventory("GyroFly",1,"Ready2HasAmmo")
GYAR A 5 A_WeaponReady//(WRF_NOSECONDARY)
GYAR A 0 A_GiveInventory("GyroFly",1)
GYAR A 0 A_GiveInventory("GyroBoomerangAmmo",1)
Goto Ready2
Ready2HasAmmo:
GYAR A 5 A_WeaponReady
GYAR A 0 A_GiveInventory("GyroFly",1)
GYAR A 0 A_GiveInventory("GyroBoomerangAmmo",1)
Goto Ready2
Ready3:
GYAR A 1 A_WeaponReady
Goto Ready2
Deselect:
GYAR A 0 //SetPlayerProperty(0,0,3)
GYAR A 0 A_TakeInventory("GyroTrigger",999)
GYAR A 0 A_TakeInventory("GyroTrigger2",999)
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
GYAR A 1 A_Lower
goto Deselect+3
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
GYAR A 1 A_Raise
Loop
Fire:
//GYAR A 0 A_JumpIfInventory("GyroTrigger2", 1, "Fire2")
GYAR A 0 A_JumpIfInventory("GyroBoomerangAmmo",2,"FireX")
goto NoGyroAmmo
FireX:
GYAR A 0 A_GiveInventory("GyromanMain_CI",1)
GYAR A 0 A_TakeInventory("GyroBoomerangAmmo",2)
GYAR B 1
GYAR B 1 OffSet(-70,72)
GYAR B 2 OffSet(-121,112)
GYAR E 2 OffSet(1,33)
GYAR E 2 OffSet(-21,56)
GYAR E 2 OffSet(-35,84)
GYAR G 0 A_JumpIfInventory("GyroTrigger2",1,2)
GYAR G 0 A_GiveInventory("GyroFly",1)
TNT1 A 5
GYAR A 2 OffSet(2,69)
GYAR A 2 OffSet(1,48)
GYAR A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
GYAR A 0 A_JumpIfInventory("GyroTrigger2",1,2)
GYAR A 0 A_GiveInventory("GyroFly",1)
GYAR A 0 A_Refire("Fire")
Goto Ready2
HardThrow:
BOMT C 0 A_PlaySoundEx("weapon/BombThrow","Weapon")
BOMT C 0 A_GiveInventory("BombmanMain_CI",1)
BOMT C 0 A_GiveInventory("VivifyDelay8",1)
BOMT C 0 A_TakeInventory("SuperArmTemp",1)
BOMT C 0 A_Refire(1)
BOMT C 2 Offset(-1,32)
BOMT C 2 Offset(-70,72)
BOMT C 2 Offset(-121,112)
BOMT D 2 Offset(1,32)
BOMT D 2 Offset(-21,56)
BOMT D 2 Offset(-33,84)
TNT1 AA 2 A_TakeInventory("GigaAmmo",FUSE_LENGTH)
BOMT A 2 Offset(26,112)
BOMT A 2 Offset(13,78)
goto Ready1

Altfire:
GYAR A 0 A_JumpIfInventory("GyroBoomerangAmmo",2,"AltFireX")
goto NoGyroAmmo
AltFireX:
//GYAR A 0 A_JumpIfInventory("GyroTrigger2", 1, "Fire2")
GYAR A 0 A_GiveInventory("GyromanMain2_CI",1)
GYAR A 0 A_TakeInventory("GyroBoomerangAmmo",2)
GYAR B 1
GYAR B 1 OffSet(-70,72)
GYAR B 2 OffSet(-121,112)
GYAR E 2 OffSet(1,33)
GYAR E 2 OffSet(-21,56)
GYAR E 2 OffSet(-35,84)
GYAR G 0 A_JumpIfInventory("GyroTrigger2",1,2)
GYAR G 0 A_GiveInventory("GyroFly",1)
TNT1 A 5
GYAR A 2 OffSet(2,69)
GYAR A 2 OffSet(2,48)
GYAR A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
GYAR A 0 A_JumpIfInventory("GyroTrigger2",1,2)
GYAR A 0 A_GiveInventory("GyroFly",1)
GYAR A 0 A_Refire
Goto Ready2

NoGyroAmmo:
GYAR A 5 A_GiveInventory("GyroBoomerangAmmo",1)
goto Ready2

GetReady:
GYAR J 0 A_JumpIfInventory("GyroTrigger2",1,"FallCheck")
GYAR J 0 A_JumpIfInventory("FlightDisableFlag",1,2)
GYAR J 1 A_JumpIfInventory("GyroFly",1,"Fly")
GYAR J 0
goto Fall
Fly:
GYAR J 0 A_GiveInventory("GyroTrigger",1)
GYAR J 0 A_GiveInventory("GyroTrigger2",1)
GYAR J 0 A_SpawnItemEx("GyroAmmoHelper")
//GYAR J 1
GYAR J 0
Goto Ready3
FlyAgain:
GYAR J 0 A_GiveInventory("GyroTrigger",1)
GYAR J 0 
Goto Ready3
FlyHold:
GYAR J 1 A_GiveInventory("GyroTriggerX",1)
GYAR J 0 A_ReFire(2)
GYAR J 0 A_TakeInventory("GyroTriggerX",99)
goto Ready3
GYAR J 0 A_TakeInventory("GyroTriggerX",99)
goto Ready3
FallCheck:
GYAR J 0 A_JumpIfInventory("GyroTrigger",1,"Fall")
GYAR J 0 A_JumpIfInventory("FlightDisableFlag",1,"Fall")
GYAR J 0 A_JumpIfInventory("GyroFly",1,"FlyAgain")
goto Fall
Fall:
GYAR J 0 SetPlayerProperty(0,0,3)
GYAR J 0 A_TakeInventory("GyroTrigger",999)
GYAR J 0 
goto Ready2
FallHold:
GYAR J 1 A_RailWait
GYAR J 0 A_ReFire("FallHold")
goto Ready3
Flash:
TNT1 A 0 A_JumpIfInventory("GyroTrigger",1,"TimeToFly")
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 SetPlayerProperty(0,0,3)
TNT1 A 1
loop
TimeToFly:
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_JumpIfInventory("FlightDisableFlag",1,2)
TNT1 A 0 SetPlayerProperty(0,1,3)
TNT1 A 1
TNT1 A 0 SetPlayerProperty(0,0,3)
TNT1 A 0 A_JumpIfInventory("GyroFly",1,"CheckMyFlag")
TNT1 A 0 A_TakeInventory("GyroTrigger",1)
TNT1 A 0
goto FAmmoDrain
CheckMyFlag:
TNT1 A 0 A_JumpIfInventory("GyroTrigger",1,"TimeToFly")
goto FAmmoDrain
FAmmoDrain:
TNT1 A 1 A_JumpIf(z-floorz==0,"CanFlyAgain")
TNT1 A 0 A_JumpIf(momz==0,"momzverify")
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_JumpIfInventory("GyroTrigger",1,"TimeToFly")
TNT1 A 0
loop
momzverify:
TNT1 A 1 A_JumpIf(z-floorz==0, "CanFlyAgain")
TNT1 A 0 A_JumpIf(momz==0,"CanFlyAgain")
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0
goto FAmmoDrain
CanFlyAgain:
TNT1 A 0 A_TakeInventory("GyroTrigger",999)
TNT1 A 0 A_TakeInventory("GyroTrigger2",999)
goto Flash
NoFlash:
TNT1 A 0
stop

}
}

actor GyroFly : Ammo
{
inventory.amount 1
inventory.maxamount 28
+INVENTORY.IGNORESKILL 
}

actor GyroBoomerangAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
+INVENTORY.IGNORESKILL 
}


actor GyroTrigger : OnceC{}
actor GyroTrigger2 : OnceC{}
actor GyroTriggerX : Inventory
{
inventory.amount 1
inventory.maxamount 8
}

actor GyroAmmoHelper : BasicHelper
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"Death")
TNT1 A 1
TNT1 A 0 A_JumpIfInTargetInventory("GyroTrigger2",1,"AmmoCheck")
TNT1 A 1
stop
AmmoCheck:
TNT1 A 0 A_JumpIfInTargetInventory("GyroFly",1,"AmmoManage")
TNT1 A 1
stop
FlySound:
TNT1 A 0 A_JumpIfInventory("GyroTriggerX",4,2)
TNT1 A 0 A_GiveInventory("GyroTriggerX",1)
goto AmmoManage+1
TNT1 A 0 A_TakeInventory("GyroTriggerX",9)
TNT1 A 0 A_GiveToTarget("GyroFlySoundPickup",1)
goto AmmoManage+1
AmmoManage:
TNT1 A 0 A_JumpIfInTargetInventory("GyroTrigger",1,"FlySound")
TNT1 A 0 A_JumpIfInTargetInventory("GyroTriggerX",1,"AmmoManage6")
TNT1 A 0 A_JumpIfInTargetInventory("GyroTrigger",1,"AmmoManage4")
goto AmmoManage8
AmmoManage0:
TNT1 A 0 A_GiveInventory("WeaponCharge",1)
goto Spawn
AmmoTake:
TNT1 A 0 A_TakeFromTarget("GyroFly",1)
TNT1 A 0 A_TakeInventory("WeaponCharge",99)
TNT1 A 0 A_JumpIfInTargetInventory("GyroFly",1,"Spawn")
TNT1 A 1
stop

AmmoManage4:
TNT1 A 0 A_JumpIfInventory("WeaponCharge",4,"AmmoTake")
goto AmmoManage0
AmmoManage6:
TNT1 A 0 A_JumpIfInventory("WeaponCharge",6,"AmmoTake")
goto AmmoManage0
AmmoManage8:
TNT1 A 0 A_JumpIfInventory("WeaponCharge",8,"AmmoTake")
goto AmmoManage0

Death:
TNT1 A 1
stop
}
}

actor GyroFlySoundPickup : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_PlaySoundEx("Classes/Hind","Body")
stop
}
}

actor GyroCallbackItem : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
inventory.icon "GyroIcon"
Tag "$TAGC_FLIGHTTOGGLE"
scale 2.0
inventory.pickupmessage "Is it pronounced GY-RO or YEE-RO?"
+INVBAR
states
{
Spawn:
WINI A 1
loop
Use:
TNT1 A 0 A_PlaySoundEx("item/ItemUseMM9","SoundSlot6")
TNT1 A 0 A_JumpIfInventory("GyroWillFly",1,"Faild")
TNT1 A 0 A_GiveInventory("GyroWillFly",1)
fail
Faild:
GYAR J 0 SetPlayerProperty(0,0,3)
GYAR A 0 A_TakeInventory("GyroTrigger",999)
GYAR A 0 A_TakeInventory("GyroTrigger2",999)
GYAR J 0 A_ReFire("FallHold")
goto Ready3
fail
}
}

actor GyroWillFly : CustomInventory
{
States
{
Pickup:
GYAR J 0 A_JumpIfInventory("GyroTrigger2",1,"FallCheck")
GYAR J 0 A_JumpIfInventory("FlightDisableFlag",1,2)
GYAR J 0 A_JumpIfInventory("GyroFly",1,"Fly")
GYAR J 0
goto Fall
Fly:
GYAR J 0 A_GiveInventory("GyroTrigger",1)
GYAR J 0 A_GiveInventory("GyroTrigger2",1)
GYAR J 0 A_SpawnItemEx("GyroAmmoHelper")
//GYAR J 1
GYAR J 0
Goto Ready3
FlyAgain:
GYAR J 0 A_GiveInventory("GyroTrigger",1)
GYAR J 0 
Goto Ready3
FlyHold:
GYAR J 1 A_GiveInventory("GyroTriggerX",1)
GYAR J 0 A_ReFire(2)
GYAR J 0 A_TakeInventory("GyroTriggerX",99)
goto Ready3
GYAR J 0 A_TakeInventory("GyroTriggerX",99)
goto Ready3
FallCheck:
GYAR J 0 A_JumpIfInventory("GyroTrigger",1,"Fall")
GYAR J 0 A_JumpIfInventory("FlightDisableFlag",1,"Fall")
GYAR J 0 A_JumpIfInventory("GyroFly",1,"FlyAgain")
goto Fall
Fall:
GYAR J 0 SetPlayerProperty(0,0,3)
GYAR J 0 A_TakeInventory("GyroTrigger",999)
GYAR J 0 
goto Ready2
FallHold:
GYAR J 1 A_RailWait
GYAR J 0 A_ReFire("FallHold")
goto Ready3
Flash:
TNT1 A 0 A_JumpIfInventory("GyroTrigger",1,"TimeToFly")
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 SetPlayerProperty(0,0,3)
TNT1 A 1
loop
TimeToFly:
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_JumpIfInventory("FlightDisableFlag",1,2)
TNT1 A 0 SetPlayerProperty(0,1,3)
TNT1 A 1
TNT1 A 0 SetPlayerProperty(0,0,3)
TNT1 A 0 A_JumpIfInventory("GyroFly",1,"CheckMyFlag")
TNT1 A 0 A_TakeInventory("GyroTrigger",1)
TNT1 A 0
goto FAmmoDrain
CheckMyFlag:
TNT1 A 0 A_JumpIfInventory("GyroTrigger",1,"TimeToFly")
goto FAmmoDrain
FAmmoDrain:
TNT1 A 1 A_JumpIf(z-floorz==0,"CanFlyAgain")
TNT1 A 0 A_JumpIf(momz==0,"momzverify")
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_JumpIfInventory("GyroTrigger",1,"TimeToFly")
TNT1 A 0
loop
momzverify:
TNT1 A 1 A_JumpIf(z-floorz==0, "CanFlyAgain")
TNT1 A 0 A_JumpIf(momz==0,"CanFlyAgain")
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0
goto FAmmoDrain
CanFlyAgain:
TNT1 A 0 A_TakeInventory("GyroTrigger",999)
TNT1 A 0 A_TakeInventory("GyroTrigger2",999)
goto Flash
NoFlash:
TNT1 A 0
stop
}
}


actor GyroCFlag : CustomInventory
{
+SEEKERMISSILE
States
{
Spawn:
GYCS A 0
GYCS A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,2)
GYCS A 0 A_RearrangePointers(0,0,2)
GYCS A 0 A_FaceTarget(0,0)
GYCS A 0 A_ChangeVelocity(Cos(pitch)*40,0,sin(pitch)*40,3)
GYCS AA 0 A_SeekerMissile(90,90,SMF_PRECISE)
goto Super::Spawn
Death:
goto XDeath
}
}

actor GyroAttackClass
{
Translation "198:198=104:104"
PROJECTILE
Radius 16
Height 8
scale 2.5
damage (15)
speed 40
Obituary "$OB_GYROATTACK"
damagetype "GyroM_Shot"
States
{
Spawn:
GYCS A 0
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
GYCS A 0 A_PlaySoundEx("weapon/gyroattacksee","Auto")
GYCS A 2
GYCS B 2
loop
Death:
GYRO A 0 A_JumpIf(z-floorz==0,"Floor")
GYRO A 0 A_JumpIf(z-ceilingz==0-8, "Ceiling")
GYRO A 0 A_SpawnItemEx("GyroAttackClass3",0,0,0,0,0,0,180,1)
stop
Floor:
GYRO A 0 A_SpawnItemEx("GyroAttackClass2",0,0,1,45,0,0,0,1)
//GYRO A 0 A_CustomMissile("GyroAttackClass2",0,0,1,2,0)
stop
Ceiling:
GYRO A 0 A_SpawnItemEx("GyroAttackClass2",0,0,-1,45,0,0,0,1)
//GYRO A 0 A_CustomMissile("GyroAttackClass2",0,0,-1,2,0)
stop
XDeath:
GYRO A 0
stop
}
}

actor GyroAttackClassB : GyroAttackClass{translation "198:198=74:74"}
actor GyroAttackClassR : GyroAttackClass{translation "198:198=41:41"}
actor GyroAttackClassO : GyroAttackClass{translation "198:198=128:128"}
actor GyroAttackClassP : GyroAttackClass{translation "198:198=232:232"}

actor GyroAttackClass2 : GyroAttackClass
{
States
{
Death:
goto XDeath
}
}

actor GyroAttackClass3 : GyroAttackClass
{
+SEEKERMISSILE
States
{
Spawn:
GYCS A 0
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
GYCS A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,2)
GYCS A 0 A_RearrangePointers(0,0,2)
GYCS A 0 A_FaceTarget(0,0)
GYCS A 0 A_ChangeVelocity(Cos(pitch)*45,0,sin(pitch)*45,3)
GYCS AA 0 A_SeekerMissile(90,90,SMF_PRECISE)
goto Super::Spawn
Death:
goto XDeath
}
}

actor GyroSplitClass
{
Translation "192:192=4:4", "198:198=104:104"
PROJECTILE
Radius 16
Height 8
scale 2.5
damage (15)
speed 35
Obituary "$OB_GYROATTACK"
damagetype "GyroM_Shot"
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
GYCS A 0 A_GiveToTarget("GyroCFlag",1)
GYCS A 0 A_PlaySound("weapon/gyroattacksee",6,0.4)
GYCS A 2
GYCS B 2
GYCS A 2
GYCS B 2
GYCS A 2
GYCS B 2
GYCS A 2
GYCS B 2
GYCS A 2
GYCS B 2
GYCS A 0 A_Stop
GYCS A 0 A_PlaySoundEx("weapon/gyrosplit","Auto")
GYRO A 0 A_SpawnItemEx("GyroAttackClass2Split",0,0,0,45,0,0,15,1)
GYRO A 0 A_SpawnItemEx("GyroAttackClass2Split",0,0,0,45,0,0,-15,1)
TMFX DCBAABCD 1
stop
Death:
GYRO A 0 A_JumpIf(z-floorz==0,"Floor")
GYRO A 0 A_JumpIf(z-ceilingz==0-8, "Ceiling")
GYCS A 0 A_Stop
GYCS A 0 A_PlaySoundEx("weapon/gyrosplit","Auto")
GYRO A 0 A_SpawnItemEx("GyroAttackClass2Split",0,0,0,45,0,0,15,1)
GYRO A 0 A_SpawnItemEx("GyroAttackClass2Split",0,0,0,45,0,0,-15,1)
TMFX DCBAABCD 1
stop
Floor:
GYCS A 0 A_Stop
GYCS A 0 A_PlaySoundEx("weapon/gyrosplit","Auto")
GYRO A 0 A_SpawnItemEx("GyroAttackClass2Split",0,0,0,45,0,0,15,1)
GYRO A 0 A_SpawnItemEx("GyroAttackClass2Split",0,0,0,45,0,0,-15,1)
TMFX DCBAABCD 1
//GYRO A 0 A_CustomMissile("GyroAttackClass2",0,0,1,2,0)
stop
Ceiling:
GYCS A 0 A_Stop
GYCS A 0 A_PlaySoundEx("weapon/gyrosplit","Auto")
GYRO A 0 A_SpawnItemEx("GyroAttackClass2Split",0,0,0,45,0,0,15,1)
GYRO A 0 A_SpawnItemEx("GyroAttackClass2Split",0,0,0,45,0,0,-15,1)
TMFX DCBAABCD 1
//GYRO A 0 A_CustomMissile("GyroAttackClass2",0,0,-1,2,0)
stop
XDeath:
GYRO A 0
stop
}
}

actor GyroAttackClass2Split : GyroAttackClass
{
Translation "198:198=104:104"
PROJECTILE
Radius 16
Height 8
scale 2.5
damage (10)
speed 35
Obituary "$OB_GYROATTACK"
damagetype "GyroM_Shot"
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
X_5D A 0 A_GiveToTarget("GyroCFlag",1)
X_5D A 0 A_PlaySound("Classes/Hind",0,0.3)
X_5D A 1
X_5D B 1
X_5D A 0 A_GiveToTarget("GyroCFlag",1)
X_5D A 0 A_PlaySound("Classes/Hind",0,0.3)
X_5D C 1
X_5D D 1
loop
Death:
goto XDeath
}
}

actor GyroSplitClassB : GyroSplitClass{translation "192:192=4:4","198:198=74:74"}
actor GyroSplitClassR : GyroSplitClass{translation "192:192=4:4","198:198=41:41"}
actor GyroSplitClassO : GyroSplitClass{translation "192:192=4:4","198:198=128:128"}
actor GyroSplitClassP : GyroSplitClass{translation "192:192=4:4","198:198=232:232"}

actor GyroAttackClass2SplitB : GyroAttackClass2Split{translation "198:198=74:74"}
actor GyroAttackClass2SplitR : GyroAttackClass2Split{translation "198:198=41:41"}
actor GyroAttackClass2SplitO : GyroAttackClass2Split{translation "198:198=128:128"}
actor GyroAttackClass2SplitP : GyroAttackClass2Split{translation "198:198=232:232"}


actor GyromanMain_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("GyroAttackClass",0,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("GyroAttackClassB",0,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("GyroAttackClassR",0,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("GyroAttackClassO",0,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("GyroAttackClassP",0,0,8,0)
goto Done
}
}

actor GyromanMain2_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("GyroSplitClass",0,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("GyroSplitClassB",0,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("GyroSplitClassR",0,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("GyroSplitClassO",0,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("GyroSplitClassP",0,0,8,0)
goto Done
}
}