ACTOR STREET_NINJA : PLAYERPAWN
{
    SCALE 0.50
	Speed 0.72 /// adjusted the speed
	health 300
	Player.CrouchSprite "COCH"
	Player.maxhealth 300
	radius 16
	height 56
	Player.JumpZ 10.0
	mass 100
	Painchance 255
	Player.DisplayName "Street Ninja"
	Player.StartItem "NinjaFists"
	Player.StartItem "Gun"
	PLayer.startitem "pistol_ammo", 2
	Player.StartItem "Stamina", 200
	Player.WeaponSlot 1 , NinjaFists , gun , glaive, cybersword
  Player.ColorRange 112, 127
  Player.ColorSet 0, "Green",         0x70, 0x7F,  0x72
  Player.ColorSet 1, "Gray",          0x60, 0x6F,  0x62 // Called "Indigo" originally so as to have a unique initial
  Player.ColorSet 2, "Brown",         0x40, 0x4F,  0x42
  Player.ColorSet 3, "Red",           0x20, 0x2F,  0x22
  // Doom Legacy additions
  Player.ColorSet 4, "Light Gray",    0x58, 0x67,  0x5A
  Player.ColorSet 5, "Light Brown",   0x38, 0x47,  0x3A
  Player.ColorSet 6, "Light Red",     0xB0, 0xBF,  0xB2
  Player.ColorSet 7, "Light Blue",    0xC0, 0xCF,  0xC2
	states
	{
	BLOCKING:
	PLAY ] 8 
	TNT1 A 0 A_TAKEINVENTORY("Player_Block_Token",1)
	goto see
	SLIDE:
	PLAY [ 8
	TNT1 A 0 A_TAKEINVENTORY("SLIDE_PLAYER_TOKEN", 1)
	GOTO SEE
	Glaive_ATTK:
	PLAY Q 8
	TNT1 A 0 A_TAKEINVENTORY("Glaive_PLAYER1", 1)
	GOTO SEE
	SWORD:
	TNT1 A 0 A_TAKEINVENTORY("SWORD_PLAYER1", 1)
	PLAY WVW 4
	GOTO SEE
	GUN_SPRITES:
	PLAY O 3
	PLAY P 4 BRIGHT
	TNT1 A 0 A_TAKEINVENTORY("GUN_PLAYER1", 1)
	GOTO SEE
	FIREFIST1:
	PLAY R 8 BRIGHT 
	GOTO SEE
	ICEFIST1:
	PLAY S 8 BRIGHT 
	GOTO SEE
	NinjaKick2:
	PLAY YZ 6
	TNT1 A 0 A_TAKEINVENTORY("ninjakicktoken2",1)
	GOTO SEE
	NinjaKick:
	NIJK B 5
	TNT1 A 0 A_TAKEINVENTORY("ninjakicktoken",1)
	GOTO SEE
	spawn:
	 PLAY A -1
	 Loop
	See:
	 TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("FIRE_FIST_TOKEN", 1, "FIREFIST1")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("ICE_FIST_TOKEN",1,"ICEFIST1")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 TNT1 A 0 A_JUMPIFINVENTORY("Player_Block_Token",1,"BLOCKING")
	 TNT1 A 0 A_JUMPIFINVENTORY("SLIDE_PLAYER_TOKEN",1,"SLIDE")
	 PLAY A 4 A_JUMPIFINVENTORY("SLIDE_PLAYER_TOKEN",1,"SLIDE")
	 PLAY B 4 A_JUMPIFINVENTORY("SLIDE_PLAYER_TOKEN",1,"SLIDE")
	 PLAY C 4 A_JUMPIFINVENTORY("SLIDE_PLAYER_TOKEN",1,"SLIDE")
	 PLAY D 4 A_JUMPIFINVENTORY("SLIDE_PLAYER_TOKEN",1,"SLIDE")
	 LOOP
	Melee:
     TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 TNT1 A 0 A_JUMPIFINVENTORY("Player_Block_Token",1,"BLOCKING")
	 PLAY D 3
     TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 TNT1 A 0 A_JUMPIFINVENTORY("Player_Block_Token",1,"BLOCKING")
	 PLAY E 3
     TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 TNT1 A 0 A_JUMPIFINVENTORY("Player_Block_Token",1,"BLOCKING")
	 PLAY M 6
	Missile:
	 TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 TNT1 A 0 A_JUMPIFINVENTORY("Player_Block_Token",1,"BLOCKING")
	 PLAY D 6
	 TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 TNT1 A 0 A_JUMPIFINVENTORY("Player_Block_Token",1,"BLOCKING")
	 PLAY E 6
	 TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 TNT1 A 0 A_JUMPIFINVENTORY("Player_Block_Token",1,"BLOCKING")
	 PLAY M 6
	 GOTO see
	PAIN.FlashBomb:
	  PLAY G 4 ACS_NamedExecute("Flash_Bang",0)
	  PLAY G 4 A_PAIN
	  goto see
	PAIN:
	  PLAY G 4
	  PLAY G 4 A_PAIN
	  goto see
	DEATH:
	  PLAY H 10
	  PLAY I 10 A_PLAYERSCREAM
	  PLAY J 10 A_NOBLOCKING
	  PLAY KL 10
	  PLAY L -1
	  STOP
    DEATH.armor_Break:
      TNT1 A 0 A_GivePlayerMedal("GlaiveD",FALSE,AAPTR_TARGET)
      PLAY H 0 A_XSCREAM
	  GORE ABC 3 A_SPAWNITEMEX("Blood_Spray", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_2", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A -1
	  STOP
   XDEATH: /// GENERIC GIB
      PLAY H 0 A_XSCREAM
	  GORE ABC 3 A_SPAWNITEMEX("Blood_Spray", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_2", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A -1
	  STOP
	DEATH.GUN:
	  TNT1 A 0 A_GivePlayerMedal("SHOT",FALSE,AAPTR_TARGET)
	  PLYB A 10 
	  PLYB B 10 A_PLAYERSCREAM
	  PLYB C 10 A_NOBLOCKING
	  PLYB D 10
	  PLYB E 10
	  PLYB F 10
	  PLYB H 10
	  PLYB I 10
	  PLYB J -1
	  STOP
	 death.fire:
	  TNT1 A 0 A_GivePlayerMedal("incinerated",FALSE,AAPTR_TARGET)
	  FRDS A 5 BRIGHT
	  FRDS B 5 BRIGHT A_PLAYSOUND("fire/ball")
	  FRDS D 5 BRIGHT
	  FRDS E 5 BRIGHT
	  FRDS F 5 BRIGHT
	  FRDS G 5 BRIGHT 
	  FRDS HI 10
	  TNT1 A 0 A_PLAYSOUND("BONE/FALL")
	  FRDS JKLM 2
	  FRDS M -1
	  STOP
	 death.fireextreme:
	  TNT1 A 0 A_GivePlayerMedal("incinerated",FALSE,AAPTR_TARGET)
	  FORE A 2 BRIGHT A_NOBLOCKING
	  FORE B 2 BRIGHT A_PLAYSOUND("fire/ball")
	  FORE C 2
	  FORE D 2 BRIGHT
	  FORE E 2 BRIGHT
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_EYE2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_3", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  FORE F 4 BRIGHT
	  FORE G 6 BRIGHT 
	  FORE HI 10 BRIGHT
	  FRDS HI 10 /// skeleton sequence
	  TNT1 A 0 A_PLAYSOUND("BONE/FALL")
	  FRDS JKLM 2
	  FRDS M -1
	  STOP
	  DEATH.cauterized:
	  TNT1 A 0 A_GivePlayerMedal("cauterized",FALSE,AAPTR_TARGET)	  
	 Death.Sword_Cut:
	  TNT1 A 0 A_GivePlayerMedal("decapitated",FALSE,AAPTR_TARGET)
	  DEAP A 3 A_SPAWNITEMEX("player_HEAD", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_TRANSFERTRANSLATION , 0)
	  DEAP AB 10 A_PLAYERSCREAM
	  DEAP CD 10 A_NOBLOCKING
	  DEAP EFEFEF 3 A_SPAWNITEMEX("Blood_Spray", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  DEAP GH 10
	  DEAP I -1
	  STOP
	death.crush:
	TNT1 A 0 A_SPAWNITEMEX("Crush_Gore")
	TNT1 A 0 A_PLAYERSCREAM
	TNT1 A -1 A_NOBLOCKING
	STOP
	DEATH.SHOTGUN:
	 TNT1 A 0 A_GivePlayerMedal("ShellShock",FALSE,AAPTR_TARGET)
      TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  SHDT A 10 
	  SHDT B 7
	  SHDT CDEFG 5
	  PLYB I 10
	  PLYB J -1
	  STOP
	  DEATH.ICE:
	  TNT1 A 0 A_GivePlayerMedal("Hypothermic",FALSE,AAPTR_TARGET)
	  TNT1 A 0 A_SPAWNITEMEX("ICE_NINJA")
	  TNT1 A -1
	  STOP
	}
}

ACTOR ICE_NINJA 
{
SCALE 0.50
+Shootable
+solid
Health 20
Radius 16
Height 56
Mass 100
PainChance 255
Translation "Ice"
states
{
spawn:
	  PLAY G 15
	  DEATH:
	  PLAY G 15
      PLAY G 1 A_IceGuyDie
	stop
   }
}

ACTOR STREET_NINJA_BOT : PLAYERPAWN
{
    SCALE 0.50
	Speed 0.72 /// adjusted the speed
	health 300
	Player.CrouchSprite "COCH"
	Player.maxhealth 300
	radius 16
	height 56
	Player.JumpZ 10.0
	mass 100
	Painchance 255
	Player.DisplayName "Street Ninja Bot"
	Player.StartItem "NinjaFists"
	Player.StartItem "Gun"
	PLayer.startitem "pistol_ammo", 2
	Player.StartItem "Stamina", 200
	Player.WeaponSlot 1 , NinjaFists , gun
  Player.ColorRange 112, 127
  Player.ColorSet 0, "Green",         0x70, 0x7F,  0x72
  Player.ColorSet 1, "Gray",          0x60, 0x6F,  0x62 // Called "Indigo" originally so as to have a unique initial
  Player.ColorSet 2, "Brown",         0x40, 0x4F,  0x42
  Player.ColorSet 3, "Red",           0x20, 0x2F,  0x22
  // Doom Legacy additions
  Player.ColorSet 4, "Light Gray",    0x58, 0x67,  0x5A
  Player.ColorSet 5, "Light Brown",   0x38, 0x47,  0x3A
  Player.ColorSet 6, "Light Red",     0xB0, 0xBF,  0xB2
  Player.ColorSet 7, "Light Blue",    0xC0, 0xCF,  0xC2
	states
	{
	Glaive_ATTK:
	PLAY Q 8
	TNT1 A 0 A_TAKEINVENTORY("Glaive_PLAYER1", 1)
	GOTO SEE
	SWORD:
	TNT1 A 0 A_TAKEINVENTORY("SWORD_PLAYER1", 1)
	PLAY WVW 4
	GOTO SEE
	GUN_SPRITES:
	PLAY O 3
	PLAY P 4 BRIGHT
	TNT1 A 0 A_TAKEINVENTORY("GUN_PLAYER1", 1)
	GOTO SEE
	FIREFIST1:
	PLAY N 8
	TNT1 A 0  A_TAKEINVENTORY("FIRE_FIST_TOKEN2",1)
	GOTO SEE
	NinjaKick2:
	PLAY YZ 6
	TNT1 A 0 A_TAKEINVENTORY("ninjakicktoken2",1)
	GOTO SEE
	NinjaKick:
	NIJK B 5
	TNT1 A 0 A_TAKEINVENTORY("ninjakicktoken",1)
	GOTO SEE
	spawn:
	 PLAY A -1
	 Loop
	See:
	 TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("FIRE_FIST_TOKEN2", 1, "FIREFIST1")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PLAY ABCB 4
	 LOOP
	 DOUBLEJMP:
	 TNT1 A 0 A_PLAYSOUND("Double/Jump")
	 TNT1 A 0 A_CHANGEVELOCITY(0,0,10)
	 GOTO SEE
	 JUMPING:
	 TNT1 A 0 A_CHANGEVELOCITY(0,0,10)
	 TNT1 A 0 A_JUMP(50,"DOUBLEJMP")
	 GOTO SEE
	Melee:
	 TNT1 A 0 A_jump(50,"jumping")
     TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PLAY D 3
     TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PLAY E 3
     TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PLA2 A 6
	Missile:
     TNT1 A 0 A_jump(50,"jumping")
	 TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PLAY D 6
	 TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PLAY E 6
	 TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PLAY M 6
	 GOTO see
	PAIN.FlashBomb:
	  PLAY G 4 ACS_NamedExecute("Flash_Bang",0)
	  PLAY G 4 A_PAIN
	  goto see
	PAIN:
	  PLAY G 4
	  PLAY G 4 A_PAIN
	  goto see
	DEATH:
	  PLAY H 10
	  PLAY I 10 A_PLAYERSCREAM
	  PLAY J 10 A_NOBLOCKING
	  PLAY KL 10
	  PLAY L -1
	  STOP
    DEATH.armor_Break:
      TNT1 A 0 A_GivePlayerMedal("GlaiveD",FALSE,AAPTR_TARGET)
      PLAY H 0 A_XSCREAM
	  GORE ABC 3 A_SPAWNITEMEX("Blood_Spray", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_2", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A -1
	  STOP
   XDEATH: /// GENERIC GIB
      PLAY H 0 A_XSCREAM
	  GORE ABC 3 A_SPAWNITEMEX("Blood_Spray", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_2", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A -1
	  STOP
	DEATH.GUN:
	  TNT1 A 0 A_GivePlayerMedal("SHOT",FALSE,AAPTR_TARGET)
	  PLYB A 10 
	  PLYB B 10 A_PLAYERSCREAM
	  PLYB C 10 A_NOBLOCKING
	  PLYB D 10
	  PLYB E 10
	  PLYB F 10
	  PLYB H 10
	  PLYB I 10
	  PLYB J -1
	  STOP
	 death.fire:
	  TNT1 A 0 A_GivePlayerMedal("incinerated",FALSE,AAPTR_TARGET)
	  FRDS A 5 BRIGHT
	  FRDS B 5 BRIGHT A_PLAYSOUND("fire/ball")
	  FRDS D 5 BRIGHT
	  FRDS E 5 BRIGHT
	  FRDS F 5 BRIGHT
	  FRDS G 5 BRIGHT 
	  FRDS HI 10
	  TNT1 A 0 A_PLAYSOUND("BONE/FALL")
	  FRDS JKLM 2
	  FRDS M -1
	  STOP
	 death.fireextreme:
	  TNT1 A 0 A_GivePlayerMedal("incinerated",FALSE,AAPTR_TARGET)
	  FORE A 2 BRIGHT A_NOBLOCKING
	  FORE B 2 BRIGHT A_PLAYSOUND("fire/ball")
	  FORE C 2
	  FORE D 2 BRIGHT
	  FORE E 2 BRIGHT
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_EYE2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_3", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  FORE F 4 BRIGHT
	  FORE G 6 BRIGHT 
	  FORE HI 10 BRIGHT
	  FRDS HI 10 /// skeleton sequence
	  TNT1 A 0 A_PLAYSOUND("BONE/FALL")
	  FRDS JKLM 2
	  FRDS M -1
	  STOP
	  DEATH.cauterized:
	  TNT1 A 0 A_GivePlayerMedal("cauterized",FALSE,AAPTR_TARGET)
	 Death.Sword_Cut:
	  TNT1 A 0 A_GivePlayerMedal("decapitated",FALSE,AAPTR_TARGET)
	  DEAP A 3 A_SPAWNITEMEX("player_HEAD", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_TRANSFERTRANSLATION , 0)
	  DEAP AB 10 A_PLAYERSCREAM
	  DEAP CD 10 A_NOBLOCKING
	  DEAP EFEFEF 3 A_SPAWNITEMEX("Blood_Spray", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  DEAP GH 10
	  DEAP I -1
	  STOP
	death.crush:
	TNT1 A 0 A_SPAWNITEMEX("Crush_Gore")
	TNT1 A 0 A_PLAYERSCREAM
	TNT1 A -1 A_NOBLOCKING
	STOP
	DEATH.SHOTGUN:
	 TNT1 A 0 A_GivePlayerMedal("ShellShock",FALSE,AAPTR_TARGET)
      TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  SHDT A 10 
	  SHDT B 7
	  SHDT CDEFG 5
	  PLYB I 10
	  PLYB J -1
	  STOP
	  DEATH.ICE:
	  TNT1 A 0 A_SPAWNITEMEX("ICE_NINJA")
	  TNT1 A 0 A_GivePlayerMedal("Hypothermic",FALSE,AAPTR_TARGET)
	  TNT1 A -1
	  STOP
	}
}

ACTOR Ninja_bot_Hard : PlayerPawn
{
    SCALE 0.50
	Speed 0.72 /// adjusted the speed
	health 300
	Player.CrouchSprite "COCH"
	Player.maxhealth 300
	radius 16
	height 56
	Player.JumpZ 10.0
	mass 100
	Painchance 255
    Player.DisplayName "Ninja Black Belt"
    Player.StartItem "NinjaFists_BOT"
	Player.StartItem "Gun"
	PLayer.startitem "pistol_ammo", 2
	Player.StartItem "Stamina", 200
	Player.WeaponSlot 1 , NinjaFists_bot , gun
  Player.ColorRange 112, 127
  Player.ColorSet 0, "Green",         0x70, 0x7F,  0x72
  Player.ColorSet 1, "Gray",          0x60, 0x6F,  0x62 // Called "Indigo" originally so as to have a unique initial
  Player.ColorSet 2, "Brown",         0x40, 0x4F,  0x42
  Player.ColorSet 3, "Red",           0x20, 0x2F,  0x22
  // Doom Legacy additions
  Player.ColorSet 4, "Light Gray",    0x58, 0x67,  0x5A
  Player.ColorSet 5, "Light Brown",   0x38, 0x47,  0x3A
  Player.ColorSet 6, "Light Red",     0xB0, 0xBF,  0xB2
  Player.ColorSet 7, "Light Blue",    0xC0, 0xCF,  0xC2
	states
	{
	Glaive_ATTK:
	PLAY Q 8
	TNT1 A 0 A_TAKEINVENTORY("Glaive_PLAYER1", 1)
	GOTO SEE
	SWORD:
	TNT1 A 0 A_TAKEINVENTORY("SWORD_PLAYER1", 1)
	PLAY WVW 4
	GOTO SEE
	GUN_SPRITES:
	PLAY O 3
	PLAY P 4 BRIGHT
	TNT1 A 0 A_TAKEINVENTORY("GUN_PLAYER1", 1)
	GOTO SEE
	FIREFIST1:
	PLAY N 8
	TNT1 A 0  A_TAKEINVENTORY("FIRE_FIST_TOKEN2",1)
	GOTO SEE
	NinjaKick2:
	PLAY YZ 6
	TNT1 A 0 A_TAKEINVENTORY("ninjakicktoken2",1)
	GOTO SEE
	NinjaKick:
	NIJK B 5
	TNT1 A 0 A_TAKEINVENTORY("ninjakicktoken",1)
	GOTO SEE
	spawn:
	 PLAY A -1
	 Loop
	See:
	 TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("FIRE_FIST_TOKEN2", 1, "FIREFIST1")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PLAY ABCB 4
	 LOOP
	 DOUBLEJMP:
	 TNT1 A 0 A_PLAYSOUND("Double/Jump")
	 TNT1 A 0 A_CHANGEVELOCITY(0,0,10)
	 GOTO SEE
	 JUMPING:
	 TNT1 A 0 A_CHANGEVELOCITY(0,0,10)
	 TNT1 A 0 A_JUMP(50,"DOUBLEJMP")
	 GOTO SEE
	Melee:
	 TNT1 A 0 A_jump(50,"jumping")
     TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PLAY D 3
     TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PLAY E 3
     TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PLA2 A 6
	Missile:
     TNT1 A 0 A_jump(50,"jumping")
	 TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PLAY D 6
	 TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PLAY E 6
	 TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PLAY M 6
	 GOTO see
	PAIN.FlashBomb:
	  PLAY G 4 ACS_NamedExecute("Flash_Bang",0)
	  PLAY G 4 A_PAIN
	  goto see
	PAIN:
	  PLAY G 4
	  PLAY G 4 A_PAIN
	  goto see
	DEATH:
	  PLAY H 10
	  PLAY I 10 A_PLAYERSCREAM
	  PLAY J 10 A_NOBLOCKING
	  PLAY KL 10
	  PLAY L -1
	  STOP
    DEATH.armor_Break:
      TNT1 A 0 A_GivePlayerMedal("GlaiveD",FALSE,AAPTR_TARGET)
      PLAY H 0 A_XSCREAM
	  GORE ABC 3 A_SPAWNITEMEX("Blood_Spray", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_2", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A -1
	  STOP
   XDEATH: /// GENERIC GIB
      PLAY H 0 A_XSCREAM
	  GORE ABC 3 A_SPAWNITEMEX("Blood_Spray", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_2", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A -1
	  STOP
	DEATH.GUN:
	  TNT1 A 0 A_GivePlayerMedal("SHOT",FALSE,AAPTR_TARGET)
	  PLYB A 10 
	  PLYB B 10 A_PLAYERSCREAM
	  PLYB C 10 A_NOBLOCKING
	  PLYB D 10
	  PLYB E 10
	  PLYB F 10
	  PLYB H 10
	  PLYB I 10
	  PLYB J -1
	  STOP
	 death.fire:
	  TNT1 A 0 A_GivePlayerMedal("incinerated",FALSE,AAPTR_TARGET)
	  FRDS A 5 BRIGHT
	  FRDS B 5 BRIGHT A_PLAYSOUND("fire/ball")
	  FRDS D 5 BRIGHT
	  FRDS E 5 BRIGHT
	  FRDS F 5 BRIGHT
	  FRDS G 5 BRIGHT 
	  FRDS HI 10
	  TNT1 A 0 A_PLAYSOUND("BONE/FALL")
	  FRDS JKLM 2
	  FRDS M -1
	  STOP
	 death.fireextreme:
	  TNT1 A 0 A_GivePlayerMedal("incinerated",FALSE,AAPTR_TARGET)
	  FORE A 2 BRIGHT A_NOBLOCKING
	  FORE B 2 BRIGHT A_PLAYSOUND("fire/ball")
	  FORE C 2
	  FORE D 2 BRIGHT
	  FORE E 2 BRIGHT
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_EYE2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_3", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  FORE F 4 BRIGHT
	  FORE G 6 BRIGHT 
	  FORE HI 10 BRIGHT
	  FRDS HI 10 /// skeleton sequence
	  TNT1 A 0 A_PLAYSOUND("BONE/FALL")
	  FRDS JKLM 2
	  FRDS M -1
	  STOP
	  DEATH.cauterized:
	  TNT1 A 0 A_GivePlayerMedal("cauterized",FALSE,AAPTR_TARGET)
	 Death.Sword_Cut:
	  TNT1 A 0 A_GivePlayerMedal("decapitated",FALSE,AAPTR_TARGET)
	  DEAP A 3 A_SPAWNITEMEX("player_HEAD", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_TRANSFERTRANSLATION , 0)
	  DEAP AB 10 A_PLAYERSCREAM
	  DEAP CD 10 A_NOBLOCKING
	  DEAP EFEFEF 3 A_SPAWNITEMEX("Blood_Spray", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  DEAP GH 10
	  DEAP I -1
	  STOP
	death.crush:
	TNT1 A 0 A_SPAWNITEMEX("Crush_Gore")
	TNT1 A 0 A_PLAYERSCREAM
	TNT1 A -1 A_NOBLOCKING
	STOP
	DEATH.SHOTGUN:
	 TNT1 A 0 A_GivePlayerMedal("ShellShock",FALSE,AAPTR_TARGET)
      TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  SHDT A 10 
	  SHDT B 7
	  SHDT CDEFG 5
	  PLYB I 10
	  PLYB J -1
	  STOP
	  DEATH.ICE:
	  TNT1 A 0 A_SPAWNITEMEX("ICE_NINJA")
	  TNT1 A 0 A_GivePlayerMedal("Hypothermic",FALSE,AAPTR_TARGET)
	  TNT1 A -1
	  STOP
	}
}

ACTOR Chain_Ninja_Bot : PlayerPawn
{
    SCALE 0.50
	Speed 0.72 /// adjusted the speed
	health 300
	Player.CrouchSprite "COCH"
	Player.maxhealth 300
	radius 16
	height 56
	Player.JumpZ 10.0
	mass 100
	Painchance 255
    Player.DisplayName "Chain Ninja"
    Player.StartItem "Chain_technique"
	Player.StartItem "Gun"
	PLayer.startitem "pistol_ammo", 2
	Player.StartItem "Stamina", 200
	Player.WeaponSlot 1 , Chain_technique , gun
  Player.ColorRange 112, 127
  Player.ColorSet 0, "Green",         0x70, 0x7F,  0x72
  Player.ColorSet 1, "Gray",          0x60, 0x6F,  0x62 // Called "Indigo" originally so as to have a unique initial
  Player.ColorSet 2, "Brown",         0x40, 0x4F,  0x42
  Player.ColorSet 3, "Red",           0x20, 0x2F,  0x22
  // Doom Legacy additions
  Player.ColorSet 4, "Light Gray",    0x58, 0x67,  0x5A
  Player.ColorSet 5, "Light Brown",   0x38, 0x47,  0x3A
  Player.ColorSet 6, "Light Red",     0xB0, 0xBF,  0xB2
  Player.ColorSet 7, "Light Blue",    0xC0, 0xCF,  0xC2
	states
	{
	Glaive_ATTK:
	PLAY Q 8
	TNT1 A 0 A_TAKEINVENTORY("Glaive_PLAYER1", 1)
	GOTO SEE
	SWORD:
	TNT1 A 0 A_TAKEINVENTORY("SWORD_PLAYER1", 1)
	PLAY WVW 4
	GOTO SEE
	GUN_SPRITES:
	PLAY O 3
	PLAY P 4 BRIGHT
	TNT1 A 0 A_TAKEINVENTORY("GUN_PLAYER1", 1)
	GOTO SEE
	FIREFIST1:
	PLAY N 8
	TNT1 A 0  A_TAKEINVENTORY("FIRE_FIST_TOKEN2",1)
	GOTO SEE
	NinjaKick2:
	PLAY YZ 6
	TNT1 A 0 A_TAKEINVENTORY("ninjakicktoken2",1)
	GOTO SEE
	NinjaKick:
	NIJK B 5
	TNT1 A 0 A_TAKEINVENTORY("ninjakicktoken",1)
	GOTO SEE
	spawn:
	 PLAY A -1
	 Loop
	See:
	 TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("FIRE_FIST_TOKEN2", 1, "FIREFIST1")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PHAI ABCB 4
	 LOOP
	 DOUBLEJMP:
	 TNT1 A 0 A_PLAYSOUND("Double/Jump")
	 TNT1 A 0 A_CHANGEVELOCITY(0,0,10)
	 GOTO SEE
	 JUMPING:
	 TNT1 A 0 A_CHANGEVELOCITY(0,0,10)
	 TNT1 A 0 A_JUMP(50,"DOUBLEJMP")
	 GOTO SEE
	Melee:
	 TNT1 A 0 A_jump(50,"jumping")
     TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PHAI D 3
     TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PHAI D 3
     TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PHAI D 6
	Missile:
     TNT1 A 0 A_jump(50,"jumping")
	 TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PHAI D 6
	 TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PHAI D 6
	 TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PHAI D 6
	 GOTO see
	PAIN.FlashBomb:
	  PLAY G 4 ACS_NamedExecute("Flash_Bang",0)
	  PLAY G 4 A_PAIN
	  goto see
	PAIN:
	  PLAY G 4
	  PLAY G 4 A_PAIN
	  goto see
	DEATH:
	  PLAY H 10
	  PLAY I 10 A_PLAYERSCREAM
	  PLAY J 10 A_NOBLOCKING
	  PLAY KL 10
	  PLAY L -1
	  STOP
    DEATH.armor_Break:
      TNT1 A 0 A_GivePlayerMedal("GlaiveD",FALSE,AAPTR_TARGET)
      PLAY H 0 A_XSCREAM
	  GORE ABC 3 A_SPAWNITEMEX("Blood_Spray", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_2", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A -1
	  STOP
   XDEATH: /// GENERIC GIB
      PLAY H 0 A_XSCREAM
	  GORE ABC 3 A_SPAWNITEMEX("Blood_Spray", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_2", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A -1
	  STOP
	DEATH.GUN:
	  TNT1 A 0 A_GivePlayerMedal("SHOT",FALSE,AAPTR_TARGET)
	  PLYB A 10 
	  PLYB B 10 A_PLAYERSCREAM
	  PLYB C 10 A_NOBLOCKING
	  PLYB D 10
	  PLYB E 10
	  PLYB F 10
	  PLYB H 10
	  PLYB I 10
	  PLYB J -1
	  STOP
	 death.fire:
	  TNT1 A 0 A_GivePlayerMedal("incinerated",FALSE,AAPTR_TARGET)
	  FRDS A 5 BRIGHT
	  FRDS B 5 BRIGHT A_PLAYSOUND("fire/ball")
	  FRDS D 5 BRIGHT
	  FRDS E 5 BRIGHT
	  FRDS F 5 BRIGHT
	  FRDS G 5 BRIGHT 
	  FRDS HI 10
	  TNT1 A 0 A_PLAYSOUND("BONE/FALL")
	  FRDS JKLM 2
	  FRDS M -1
	  STOP
	 death.fireextreme:
	  TNT1 A 0 A_GivePlayerMedal("incinerated",FALSE,AAPTR_TARGET)
	  FORE A 2 BRIGHT A_NOBLOCKING
	  FORE B 2 BRIGHT A_PLAYSOUND("fire/ball")
	  FORE C 2
	  FORE D 2 BRIGHT
	  FORE E 2 BRIGHT
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_EYE2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_3", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  FORE F 4 BRIGHT
	  FORE G 6 BRIGHT 
	  FORE HI 10 BRIGHT
	  FRDS HI 10 /// skeleton sequence
	  TNT1 A 0 A_PLAYSOUND("BONE/FALL")
	  FRDS JKLM 2
	  FRDS M -1
	  STOP
	  DEATH.cauterized:
	  TNT1 A 0 A_GivePlayerMedal("cauterized",FALSE,AAPTR_TARGET)
	 Death.Sword_Cut:
	  TNT1 A 0 A_GivePlayerMedal("decapitated",FALSE,AAPTR_TARGET)
	  DEAP A 3 A_SPAWNITEMEX("player_HEAD", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_TRANSFERTRANSLATION , 0)
	  DEAP AB 10 A_PLAYERSCREAM
	  DEAP CD 10 A_NOBLOCKING
	  DEAP EFEFEF 3 A_SPAWNITEMEX("Blood_Spray", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  DEAP GH 10
	  DEAP I -1
	  STOP
	death.crush:
	TNT1 A 0 A_SPAWNITEMEX("Crush_Gore")
	TNT1 A 0 A_PLAYERSCREAM
	TNT1 A -1 A_NOBLOCKING
	STOP
	DEATH.SHOTGUN:
	 TNT1 A 0 A_GivePlayerMedal("ShellShock",FALSE,AAPTR_TARGET)
      TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  SHDT A 10 
	  SHDT B 7
	  SHDT CDEFG 5
	  PLYB I 10
	  PLYB J -1
	  STOP
	  DEATH.ICE:
	  TNT1 A 0 A_SPAWNITEMEX("ICE_NINJA")
	  TNT1 A 0 A_GivePlayerMedal("Hypothermic",FALSE,AAPTR_TARGET)
	  TNT1 A -1
	  STOP
	}
}


ACTOR NinjaStar : FastProjectile
{
    scale 0.25
    MissileHeight 8
    MissileType "NstarTrail"
	  DamageType "Stamina_Drop"
	Radius 13
	Height 30
	Damage (random(10,45))
	+DontGib
	speed 45
	Projectile
	SeeSound ""
	DeathSound "STAR/HIT"
	Obituary "%k assasinated %o With his Ninja Star"
	States
	{
	Spawn:
		NSTR AB 4 Bright
		loop
	Death:
	    TNT1 A 0 
		STOP
	XDEATH:
	 TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "DEATH")
	 TNT1 A 0 A_SPAWNITEMEX("Stamina_Large_Drop",0,0,0,random(10,-10),random(10,-10),random(10,-10),random(0,360))
	 STOP
		
	}
}


ACTOR NinjaStar_Monster : FastProjectile
{
    scale 0.25
    MissileHeight 8
    MissileType "NstarTrail"
	Radius 13
	Height 30
	Damage (random(30,90))
	+DontGib
	speed 45
	Projectile
	SeeSound ""
	DeathSound "STAR/HIT"
	Obituary "%k assasinated %o With his Ninja Star"
	States
	{
	Spawn:
		NSTR AB 4 Bright
		loop
	Death:
	    TNT1 A 0 
		STOP
		
	}
}

ACTOR FireFist_Fireball : FastProjectile
{
    MissileHeight 8
    +ROCKETTRAIL
	Radius 13
	Height 6
	Damage 5
	+SeekerMissile
	Missiletype "FireBall_Trail"
	damagetype fire
	speed 80
	renderstyle add
	ALPHA 1.25
	Projectile
	SeeSound "fire/ball"
	DeathSound ""
	Obituary "%k Scorched %o with his ninja fireball"
	States
	{
	Spawn:
		FIBL A 4 Bright a_tracer
		loop
	Death:
	    FIBL ABCD 4 BRIGHT
		STOP
		
	}
}


ACTOR ICEBALL : fastprojectile
{
    MissileHeight 8
    +ROCKETTRAIL
	Radius 13
	Height 6
	Damage 60
	missiletype "FireBall_Trail2"
	damagetype ICE
	speed 40
	renderstyle add
	ALPHA 1.25
	Projectile
	SeeSound "ICE/BALL"
	DeathSound "ICE/EXPLD"
	Obituary "%k FROZEN %o with his Ice Ball"
	States
	{
	Spawn:
		ICE1 A 4 Bright
		loop
	Death:
		 TNT1 A 0 A_EXPLODE(100,25,0)
	 ICE1 A 0 BRIGHT
		STOP
	XDEATH:
	 TNT1 A 0 A_EXPLODE(100,25,0)
	 TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "DEATH")
	 TNT1 AAAAAA 0 A_SPAWNITEMEX("icearmor",0,0,0,random(10,-10),random(10,-10),random(10,-10),random(0,360))
	 ICE1 A 0 BRIGHT
	 STOP
		
	}
}


ACTOR FireBall_Trail2
{
    scale 0.50
	+NOBLOCKMAP
	+NOGRAVITY
	+DROPOFF
	Renderstyle add
	Alpha 0.12
	States
	{
	Spawn:
		FIB2 AAAAA 2 Bright
	Death:
	    FIB2 AA 4 Bright A_FADEOUT
		STOP
	}
}

ACTOR ICESPIKE
{
    SCALE 0.25
    MissileHeight 8
    +ROCKETTRAIL
	Radius 13
	Height 6
	Damage 30
	damagetype ICE
	speed 30
	renderstyle add
	ALPHA 1.25
	Projectile
	SeeSound "ICE/BALL"
	DeathSound ""
	Obituary "%k FROZEN %o with his Ice Ball"
	States
	{
	Spawn:
		ICSK AAA 4 Bright
	Death:
	 ICE1 A 0 BRIGHT
		STOP
		
	}
}

ACTOR NINJA_FIREBALL : FastProjectile
{
    MissileHeight 8
    +ROCKETTRAIL
	Radius 13
	Height 6
	Damage 60
	Missiletype "FireBall_Trail"
	damagetype fire
	speed 80
	renderstyle add
	ALPHA 1.25
	Projectile
	SeeSound "fire/ball"
	DeathSound ""
	Obituary "%k Scorched %o with his ninja fireball"
	States
	{
	Spawn:
		FIBL A 4 Bright
		loop
	Death:
	FIBL AAAAAA 0 A_SPAWNITEMEX("PARTICLE_SPAWN_FIREBALL",0,0,0,RANDOM(10,-10),RANDOM(10,-10),RANDOM(10,-10),RANDOM(0,360))
	 FIBL ABCD 4 BRIGHT
		STOP
	XDEATH:
	FIBL AAAAAA 0 A_SPAWNITEMEX("PARTICLE_SPAWN_FIREBALL",0,0,0,RANDOM(10,-10),RANDOM(10,-10),RANDOM(10,-10),RANDOM(0,360))
	 TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "DEATH")
	 TNT1 A 0 A_SPAWNITEMEX("pistol_ammo_Drop",0,0,0,random(10,-10),random(10,-10),random(10,-10),random(0,360))
	 FIBL ABCD 4 BRIGHT
	 STOP
		
	}
}

ACTOR Monster_FierBall : NINJA_FIREBALL
{
-Ripper
damage 20
speed 20
states
	{
	XDEATH:
	 TNT1 A 0
	 STOP
	}
}

ACTOR PARTICLE_SPAWN_FIREBALL
{
	PROJECTILE
    -NOGRAVITY
	GRAVITY 15
	HEIGHT 1
	RADIUS 1
	SPEED 3
	BOUNCETYPE DOOM
	BOUNCECOUNT 3
	+ROCKETTRAIL
	STATES
	{
	SPAWN:
	CIND ABABABCD 3 BRIGHT
	LOOP
	DEATH:
	CIND EF 4
	STOP
	}
}

ACTOR Ninja_Dragon_Fireball : FastProjectile
{
    scale 0.75
    MissileHeight 8
    +ROCKETTRAIL
	Radius 13
	Height 6
	Damage 150
	Missiletype "FireBall_Trail"
	damagetype "fireextreme"
	speed 80
	renderstyle add
	ALPHA 1.25
	Projectile
	SeeSound "fire/ball"
	DeathSound ""
	Obituary "%k Scorched %o with his ninja fireball"
	States
	{
	Spawn:
		DRFB A 4 Bright
		loop
	Death:
	///    TNT1 A 0 A_EXPLODE
	     FIBL AAAAAA 0 A_SPAWNITEMEX("PARTICLE_SPAWN_FIREBALL",0,0,0,RANDOM(10,-10),RANDOM(10,-10),RANDOM(10,-10),RANDOM(0,360))
	     DRFB ABCDE 4 BRIGHT
		STOP
	XDEATH:
	FIBL AAAAAA 0 A_SPAWNITEMEX("PARTICLE_SPAWN_FIREBALL",0,0,0,RANDOM(10,-10),RANDOM(10,-10),RANDOM(10,-10),RANDOM(0,360))
	TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "DEATH")
	 TNT1 A 0 A_SPAWNITEMEX("pistol_ammo_Drop",0,0,0,-20)
	  DRFB ABCDE 4 BRIGHT
	 STOP
		
	}
}

ACTOR WEAKENING_BALL : FastProjectile
{
    MissileHeight 8
    +ROCKETTRAIL
	+Ripper
	Radius 13
	Height 6
	Damage 1
	Missiletype "FireBall_Trail"
	damagetype fire
	speed 25
	renderstyle add
	ALPHA 1.25
	Projectile
	SeeSound "fire/ball"
	DeathSound ""
	Obituary "%k Scorched %o with his ninja fireball"
	States
	{
	Spawn:
		FIB2 A 4 Bright 
		loop
	Death:
	    TNT1 A 0 A_TakeFromTarget("Stamina",10,AAPTR_TARGET)
		STOP
		
	}
}

ACTOR FireBall_Trail
{
    scale 0.50
	+NOBLOCKMAP
	+NOGRAVITY
	+DROPOFF
	Renderstyle add
	Alpha 0.12
	States
	{
	Spawn:
		FIBL AAAAA 2 Bright
	Death:
	    FIBL AA 4 Bright A_FADEOUT
		STOP
	}
}

ACTOR Slam_Damage
{
    DAMAGETYPE "fireextreme"
    PROJECTILE
	Radius 13
	Height 6
	Damage 50
	+Ripper
	speed 100
	SeeSound ""
	DeathSound ""
	Obituary "%k Punched %o with his Slam Attack"
	States
	{
	Spawn:
		FIBL A 4 Bright
		loop
	Death:
	FIBL AAAAAA 0 A_SPAWNITEMEX("PARTICLE_SPAWN_FIREBALL",0,0,0,RANDOM(10,-10),RANDOM(10,-10),RANDOM(10,-10),RANDOM(0,360))
	 FIBL ABCD 4 BRIGHT
		STOP
	XDEATH:
	FIBL AAAAAA 0 A_SPAWNITEMEX("PARTICLE_SPAWN_FIREBALL",0,0,0,RANDOM(10,-10),RANDOM(10,-10),RANDOM(10,-10),RANDOM(0,360))
	 TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "DEATH")
	 TNT1 A 0 A_SPAWNITEMEX("pistol_ammo_Drop",0,0,0,random(10,-10),random(10,-10),random(10,-10),random(0,360))
	 FIBL ABCD 4 BRIGHT
	 STOP
		
	}
}


ACTOR bullet_Smoke
{
VSPEED -5
+NOGRAVITY
SCALE 1
+noblockmap
-solid
renderstyle ADD
Alpha 0.25
states
	{
SPAWN:
 BULS ABCD 2
DEATH:
 BULS D 5 A_FADEOUT
 STOP
	}
}
ACTOR Gun_Bullet : FastProjectile
{
    scale 0.5
	Projectile
	DAMAGETYPE "GUN"
	Radius 5
	Height 5
	Damage (80 * Random(1,1))
	+ripper
	Speed 100
	MissileType "Bullet_Trail"
	MissileHeight 8
	RenderStyle Add
	Alpha 0.75
	Obituary "%o Was assasinated by %k's Ninja Gun!"
	States
	{
	Spawn:
	BULL A 1 BRIGHT
	LOOP
    XDeath:
	TNT1 A 1
	STOP
	Death:
	TNT1 AAAAAA 0 A_SPAWNITEMEX("bullet_Smoke",0,0,0, RANDOM(3,-3),RANDOM(3,-3),0,RANDOM(-4,-8))
	TNT1 A 1 A_PLAYSOUND("pis/bull")
	STOP
	}
}

ACTOR ICE_Bullet : FastProjectile
{
    scale 0.5
	Projectile
	DAMAGETYPE "ice"
	Radius 5
	Height 5
	Damage (80 * Random(1,1))
	+ripper
	Speed 100
	MissileType "Bullet_Trail"
	MissileHeight 8
	RenderStyle Add
	Alpha 0.75
	Obituary "%o Was assasinated by %k's Ninja Ice Gun!"
	States
	{
	Spawn:
	ICE1 A 1 BRIGHT
	LOOP
   XDeath:
	TNT1 A 0 A_EXPLODE(128,-1,0)
	TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "DEATH1")
	TNT1 AAAAAA 0 A_SPAWNITEMEX("icearmor",0,0,0,random(10,-10),random(10,-10),random(10,-10),random(0,360))
death1:
    TNT1 A 0
	STOP
Death:
	TNT1 AAAAAA 0 A_SPAWNITEMEX("bullet_Smoke",0,0,0, RANDOM(3,-3),RANDOM(3,-3),0,RANDOM(-4,-8))
	TNT1 A 1 A_PLAYSOUND("pis/bull")
	STOP
	}
}




ACTOR Gun_Bullet_Dragon : FastProjectile
{
    scale 1
	Projectile
	DAMAGETYPE "fire"
	Radius 5
	Height 5
	+rockettrail
	Damage (80 * Random(1,1))
	+ripper
	Speed 80
	MissileType "Bullet_Trail"
	MissileHeight 8
	RenderStyle Add
	Alpha 0.75
	Obituary "%o Was assasinated by %k's Ninja Gun!"
	States
	{
	Spawn:
	BULL A 1 BRIGHT
	LOOP
    XDeath:
	TNT1 A 0 A_EXPLODE(128,-1,0)
	TNT1 A 1 
	STOP
	Death:
	TNT1 AAAAAA 0 A_SPAWNITEMEX("bullet_Smoke",0,0,0, RANDOM(3,-3),RANDOM(3,-3),0,RANDOM(-4,-8))
	TNT1 A 1 A_PLAYSOUND("pis/bull")
	STOP
	}
}

ACTOR NINJA_FIREBALL_GUN : FastProjectile
{
    scale 0.25
    MissileHeight 8
    +ROCKETTRAIL
	Radius 2
	Height 2
	Damage 10
	Missiletype "FireBall_Trail"
	damagetype fire
	speed 50
	renderstyle add
	ALPHA 1.25
	Projectile
	SeeSound "fire/ball"
	DeathSound ""
	Obituary "%k Scorched %o with his ninja fireball"
	States
	{
	Spawn:
		FIBL A 4 Bright A_WEAVE(5,5,4,4)
		loop
	Death:
	FIBL AAAAAA 0 A_SPAWNITEMEX("PARTICLE_SPAWN_FIREBALL",0,0,0,RANDOM(10,-10),RANDOM(10,-10),RANDOM(10,-10),RANDOM(0,360))
	 FIBL ABCD 4 BRIGHT
		STOP
	XDEATH:
	FIBL AAAAAA 0 A_SPAWNITEMEX("PARTICLE_SPAWN_FIREBALL",0,0,0,RANDOM(10,-10),RANDOM(10,-10),RANDOM(10,-10),RANDOM(0,360))
	 TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "DEATH")
	 TNT1 A 0 A_SPAWNITEMEX("pistol_ammo_Drop",0,0,0,random(10,-10),random(10,-10),random(10,-10),random(0,360))
	 FIBL ABCD 4 BRIGHT
	 STOP
		
	}
}
ACTOR NINJA_FIREBALL_GUN2 : FastProjectile
{
    scale 0.25
    MissileHeight 8
    +ROCKETTRAIL
	Radius 2
	Height 2
	Damage 10
	Missiletype "FireBall_Trail"
	damagetype fire
	speed 50
	renderstyle add
	ALPHA 1.25
	Projectile
	SeeSound "fire/ball"
	DeathSound ""
	Obituary "%k Scorched %o with his ninja fireball"
	States
	{
	Spawn:
		FIBL A 4 Bright A_WEAVE(-5,-5,-4,-4)
		loop
	Death:
	FIBL AAAAAA 0 A_SPAWNITEMEX("PARTICLE_SPAWN_FIREBALL",0,0,0,RANDOM(10,-10),RANDOM(10,-10),RANDOM(10,-10),RANDOM(0,360))
	 FIBL ABCD 4 BRIGHT
		STOP
	XDEATH:
	FIBL AAAAAA 0 A_SPAWNITEMEX("PARTICLE_SPAWN_FIREBALL",0,0,0,RANDOM(10,-10),RANDOM(10,-10),RANDOM(10,-10),RANDOM(0,360))
	 TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "DEATH")
	 TNT1 A 0 A_SPAWNITEMEX("pistol_ammo_Drop",0,0,0,random(10,-10),random(10,-10),random(10,-10),random(0,360))
	 FIBL ABCD 4 BRIGHT
	 STOP
		
	}
}




ACTOR SHOTGUN_Bullet : FastProjectile
{
    +Dontblast /// shotgun can no longer be blassed away by a_blast as of update 0.16
    scale 0.5
	Projectile
	DAMAGETYPE "Shotgun"
	Radius 5
	Height 5
	Damage (80 * Random(1,1))
	+ripper
	Speed 100
	MissileType "Bullet_Trail"
	MissileHeight 8
	RenderStyle Add
	Alpha 0.75
	Obituary "%o Was assasinated by %k's Spas-12 Shotgun!"
	States
	{
	Spawn:
	BULL A 1 BRIGHT
	LOOP
    XDeath:
	TNT1 A 1
	STOP
	Death:
	TNT1 AAAAAA 0 A_SPAWNITEMEX("bullet_Smoke",0,0,0, RANDOM(3,-3),RANDOM(3,-3),0,RANDOM(-4,-8))
	TNT1 A 1 A_PLAYSOUND("pis/bull")
	STOP
	}
}

ACTOR INCENDIARY_FIRE : FastProjectile
{
    +Dontblast
    scale 1
	Projectile
	DAMAGETYPE fire
	Radius 5
	Height 5
	+rockettrail
	Damage (80 * Random(1,1))
	+ripper
	Speed 80
	MissileType "Bullet_Trail"
	MissileHeight 8
	RenderStyle Add
	Alpha 0.75
	Obituary "%o Was assasinated by %k's Ninja Gun!"
	States
	{
	Spawn:
	BULL A 1 BRIGHT
	LOOP
    XDeath:
	TNT1 A 0 A_EXPLODE(150,-1,0)
	FIBL AAAAAA 0 A_SPAWNITEMEX("PARTICLE_SPAWN_FIREBALL",0,0,0,RANDOM(10,-10),RANDOM(10,-10),RANDOM(10,-10),RANDOM(0,360))
	 TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "DEATH")
	 TNT1 A 0 A_SPAWNITEMEX("pistol_ammo_Drop",0,0,0,random(10,-10),random(10,-10),random(10,-10),random(0,360))
	 FIBL ABCD 4 BRIGHT
	STOP
	Death:
	TNT1 AAAAAA 0 A_SPAWNITEMEX("bullet_Smoke",0,0,0, RANDOM(3,-3),RANDOM(3,-3),0,RANDOM(-4,-8))
	FIBL AAAAAA 0 A_SPAWNITEMEX("PARTICLE_SPAWN_FIREBALL",0,0,0,RANDOM(10,-10),RANDOM(10,-10),RANDOM(10,-10),RANDOM(0,360))
	 FIBL ABCD 4 BRIGHT
	TNT1 A 1 A_PLAYSOUND("pis/bull")
	STOP
	}
}


ACTOR Gun_Bullet_Deathmatch : Gun_Bullet
{
 DAMAGETYPE "GUN"
 Speed 80
 Damage (50 * Random(1,2)) /// double the damage as of update 0.16
	States
	{
	Spawn:
	BULL A 1 BRIGHT
	LOOP
    XDeath:
	TNT1 A 1 
	STOP
	Death:
	TNT1 AAAAAA 0 A_SPAWNITEMEX("bullet_Smoke",0,0,0, RANDOM(3,-3),RANDOM(3,-3),0,RANDOM(-4,-8))
	TNT1 A 1 A_PLAYSOUND("pis/bull")
	STOP
	}
}

ACTOR Yakuza_Bullet : Gun_Bullet
{
 DAMAGETYPE "GUN"
 Speed 40
 Damage 6
}

ACTOR Bullet_Trail
{
    scale 0.50
	+NOBLOCKMAP
	+NOGRAVITY
	+DROPOFF
	Renderstyle add
	Alpha 0.12
	States
	{
	Spawn:
		BULL AAAAA 2 Bright
	Death:
	    NSTR AB 4 Bright A_FADEOUT
		STOP
	}
}

ACTOR Flash_Bomb
{
	+Missile
	+NOBLOCKMAP
	+DROPOFF
	+ACTIVATEIMPACT
	+ACTIVATEPCROSS
	+NOTELEPORT
	BounceCount 3
    scale 0.25
    MissileHeight 8
    +ROCKETTRAIL
	Radius 13
	Height 6
	Damage 5
	DamageType "FlashBomb"
	speed 35
	-NoGravity
	bouncetype Heretic
	SeeSound ""
	DeathSound "FLASH/BOMB"
	Obituary "%k assasinated %o With his Flash Bomb"
	States
	{
	Spawn:
		BOMB A 4 Bright
		loop
	Death:
	    TNT1 A 0 A_EXPLODE
		BOMB BC 2
		TNT1 A 0 A_SETSCALE(1.0,1.0)
		BOMB D 2
		TNT1 A 0 A_SETSCALE(1.5,1.5)
		BOMB E 2
		STOP
		
	}
}

ACTOR Charged_Flash_Bomb
{
	+Missile
	+NOBLOCKMAP
	+DROPOFF
	+ACTIVATEIMPACT
	+ACTIVATEPCROSS
	+NOTELEPORT
	BounceCount 3
    scale 0.25
    MissileHeight 8
    +ROCKETTRAIL
	Radius 13
	Height 6
	Damage 150
	DamageType "fireextreme"
	speed 35
	-NoGravity
	bouncetype Heretic
	SeeSound ""
	DeathSound "FLASH/BOMB"
	Obituary "%k assasinated %o With his Flash Bomb"
	States
	{
	Spawn:
		FOMB A 4 Bright
		loop
	Death:
	    TNT1 A 0 A_EXPLODE(100,10,0)
		FOMB BC 2
		TNT1 A 0 A_SETSCALE(1.0,1.0)
		FOMB D 2
		TNT1 A 0 A_SETSCALE(1.5,1.5)
		FOMB E 2
		STOP
		
	}
}

ACTOR ICE_Flash_Bomb
{
	+Missile
	+NOBLOCKMAP
	+DROPOFF
	+ACTIVATEIMPACT
	+ACTIVATEPCROSS
	+NOTELEPORT
	BounceCount 3
    scale 0.25
    MissileHeight 8
    +ROCKETTRAIL
	Radius 13
	Height 6
	Damage 150
	DamageType ICE
	speed 35
	-NoGravity
	bouncetype Heretic
	SeeSound "ICE/BALL"
	DeathSound "HEL/DIE"
	Obituary "%k assasinated %o With his Flash Bomb"
	States
	{
	Spawn:
		ICE1 B 4 Bright
		loop
	Death:
	    TNT1 A 0 A_EXPLODE(50,150,0)
		STOP
		
	}
}
ACTOR NstarTrail
{
    scale 0.25
	+NOBLOCKMAP
	+NOGRAVITY
	+DROPOFF
	Renderstyle add
	Alpha 0.12
	States
	{
	Spawn:
		NSTR AB 4 Bright
	Death:
	    NSTR AB 4 Bright A_FADEOUT
		STOP
		
	}
}

ACTOR Block : PowerProtection
{
	Powerup.Duration 2
	DamageFactor "Normal" , 0.25
    +nopain
    +dontblast
}


ACTOR NinjaFists : DoomWeapon
{
    -FOILINVUL
	+Weapon.MeleeWeapon
	Weapon.AmmoUse 1
	Weapon.AmmoType "Stamina"
	Weapon.AmmoGive 100
	Weapon.Slotnumber 1
	Weapon.AmmoUse2 1
    Weapon.AmmoType2 "Stamina"
	tag "Ninjitsu"
	Obituary "%o was assasinated by %k's Ninjitsu"
	Inventory.PickupMessage "You've Learned Ninjitsu"
	Weapon.SelectionOrder  3700
	Weapon.KickBack 3
	states
	{
	   Ready:
	    TNT1 A 0 A_JUMPIFINVENTORY("ICE_FIST_TOKEN",1,"ice_start")
	    TNT1 A 0 A_JUMPIFINVENTORY("FIRE_FIST_TOKEN",1,"FIRESTANCE")
		TNT1 A 0 A_JUMPIFINVENTORY("Fireball_Token", 1, "NinjaFire") 
		TNT1 A 0 A_JUMPIFINVENTORY("KICK_TOKEN", 1, "NinjaKick") 
	///	TNT1 A 0 A_JUMPIFINVENTORY("Slam_Token", 1, "Slam")
		TNT1 A 0 A_JUMPIFINVENTORY("Star_Ready", 1, "NinjaStarReady")
		TNT1 A 0 A_JUMPIFINVENTORY("chain_Token", 1, "Chain_State")
	    TNT1 A 0 A_JUMPIFINVENTORY("Slide_1", 1, "Slide")
		FIST A 1 a_weaponready(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
        TNT1 A 0 A_CHECKFORRELOAD(7,"ready")
		tokenreset:
		TNT1 A 0 A_TAKEINVENTORY("Punch_Combo",5)
  	   TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
	   TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN",1)
	   TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN",1)
	   TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN",1)
		TNT1 A 0 A_TAKEINVENTORY("Kick_Token",1)
		TNT1 A 0 A_TAKEINVENTORY("KICK_COMBO",3)
///	TNT1 A 0 A_TAKEINVENTORY("Slam_Token", 1)
///   TNT1 A 0 A_TAKEINVENTORY("Slam_Attack_TOKEN",1)
		TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
	    TNT1 A 0 A_TAKEINVENTORY("Perry_ATTACK",3)
		goto Ready
	   Select:
		Fist A 1 A_RAISE
		LOOP
	   DeSelect:
		Fist A 1 A_Lower
		Loop 
	   ICE_START:
	   TNT1 A 0 A_JUMPIFINVENTORY("ICE_token",1,"check_1")
	       TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
	       TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN",1)
	   goto ready
	   check_1:
	   TNT1 A 0 A_JUMPIFINVENTORY("ICE_magic",100,"ice_fists")
	       TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
	       TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN",1)
	   goto ready
	   ice_fists:
	   TNT1 A 0 A_PLAYSOUND("ICE/STANC")
	   ICEH ABCDE 3 BRIGHT
	   ICE_STANCE:
	   TNT1 A 0 A_GIVEINVENTORY("ICE_FIST_TOKEN",1)
	   ICEH E 1 BRIGHT a_weaponready(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	   TNT1 A 0 A_JUMPIFINVENTORY("KICK_TOKEN", 1, "NinjaKick") 
	   TNT1 A 0 A_JUMPIFINVENTORY("Slide_1", 1, "ICE_Slide")
	   TNT1 A 0 A_JUMPIFINVENTORY("chain_Token", 1, "ICE_CHAIN_STATE")
	   TNT1 A 0 A_CHECKFORRELOAD(40,"ICE_STANCE")
	   ICESTOP:
	   ICEH EDCBA 3 BRIGHT
	   TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
	   TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN",1)
	  GOTO READY
	   AltFIre:
	   TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)

	   TNT1 A 0 A_GIVEINVENTORY("Block2",1)
	   BLOC ABC 3 A_JUMPIFINVENTORY("Perry_Attack",1,"perry")
	   ALTHOLD:
	   BLOC C 1
	   TNT1 A 0 A_TAKEINVENTORY("Stamina",1)
	   TNT1 A 0 A_GIVEINVENTORY("Player_Block_Token",1)
	   TNT1 A 0 A_GIVEINVENTORY("Block",1)
	   BLOC A 0 A_REFIRE
	   TNT1 A 0 A_TAKEINVENTORY("Block",1)
	   TNT1 A 0 A_TAKEINVENTORY("Block2",1)
	   BLOC CDE 2
	   GOTO READY
	   FistSwing:
	   TNT1 A 0 A_JUMPIFINVENTORY("ICE_FIST_TOKEN", 1, "ICEFIST")
	   TNT1 A 0 A_JUMPIFINVENTORY("FIRE_STANCE_TOKEN",1,"FIREFIST")
	    TNT1 A 0 A_JUMPIFINVENTORY("Fireball_Token", 1, "NinjaFire") 
		TNT1 A 0 A_JUMPIFINVENTORY("STAR_TOKEN", 1, "NINJASTARATTACK")
///		TNT1 A 0 A_JUMPIFINVENTORY("SLAM_ATTACK_TOKEN", 1, "SLAMSTART")
///	    TNT1 A 0 A_JUMPIFINVENTORY("Kick_Token", 1, "NinjaKick")
		TNT1 A 0 A_JUMPIFINVENTORY("Kick_Combo", 1, "HighKick")
	    TNT1 A 0 A_JUMPIFINVENTORY("UpperCut_1", 1, "UpperCut")
	///    TNT1 A 0 A_JUMPIFINVENTORY("GUN_Fire", 1,"GunFire")
	    TNT1 A 0 A_TAKEINVENTORY("Stamina", 2)
	    TNT1 A 0 A_JUMPIFINVENTORY("Left_Swing", 1, "LeftSwing")
	    TNT1 A 0 A_JUMPIFINVENTORY("Punch_combo", 2, "CHOP")
		TNT1 A 0 A_PLAYSOUND("FIST/WOSH")
		FIST E 1
		FIST F 1
		FIST G 1 A_CustomPunch(35,0,0,"FistPuff",80)
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "FistImpact_1")
		Goto FistDone_1
	   FistImpact_1:
		TNT1 A 0 
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		FistDone_1:
		FIST HIJ 1
		FIST IHGFEDCBA 1
		TNT1 A 0 A_GIVEINVENTORY("Left_Swing", 1)
		TNT1 A 0 A_REFIRE
		Goto Ready
	   LeftSwing:
	    TNT1 A 0 A_JUMPIFINVENTORY("FIRE_STANCE_TOKEN",1,"FIREFIST")
        TNT1 A 0 A_JUMPIFINVENTORY("Fireball_Token", 1, "NinjaFire") 
		TNT1 A 0 A_JUMPIFINVENTORY("STAR_TOKEN", 1, "NINJASTARATTACK")
///		TNT1 A 0 A_JUMPIFINVENTORY("SLAM_ATTACK_TOKEN", 1, "SLAMSTART")
///	    TNT1 A 0 A_JUMPIFINVENTORY("Kick_Token", 1, "NinjaKick")
    	TNT1 A 0 A_JUMPIFINVENTORY("Kick_Combo", 1, "HighKick")
	    TNT1 A 0 A_JUMPIFINVENTORY("UpperCut_1", 1, "UpperCut")
///	    TNT1 A 0 A_JUMPIFINVENTORY("GUN_Fire", 1,"GunFire")
	    TNT1 A 0 A_TAKEINVENTORY("Stamina", 2)
	    TNT1 A 0 A_JUMPIFINVENTORY("Punch_combo", 2, "CHOP")
		TNT1 A 0 A_PLAYSOUND("FIST/WOSH")
		FIS2 E 1
		FIS2 F 1
		FIS2 G 1 A_CustomPunch(35,0,0,"FistPuff",80) /// from 10 to 25
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "FistImpact_2")
		Goto FistDone_2
	   FistImpact_2:
		TNT1 A 0 
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		FistDone_2:
		FIS2 HIJ 1
		FIS2 IHGFEDCBA 1
		TNT1 A 0 A_TAKEINVENTORY("Left_Swing",1)
		Goto Ready
		Chop:
		TNT1 A 0 A_TAKEINVENTORY("Stamina", 2)
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_combo", 3, "CHOP2")
		CHOP ABCDEF 1
		CHOP G 2 A_CustomPunch(45,1,0,"FistPuff")
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "FistImpact_Chop")
		goto ChopDone
	   FistImpact_Chop:
		TNT1 A 0 
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		ChopDone:
		CHOP HGFEDCBA 1
        TNT1 A 0 A_REFIRE
	    Goto Ready
		Chop2:
        TNT1 A 0 A_TAKEINVENTORY("Stamina", 2)
		CHO2 ABCDEF 1
		CHO2 G 2 A_CustomPunch(45,1,0,"KickPuff")
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "FistImpact_Chop2")
		goto ChopDone2
	   FistImpact_Chop2:
		TNT1 A 0 
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		ChopDone2:
		CHO2 GFEDCBA 1
		TNT1 A 0 A_TAKEINVENTORY("PUNCH_COMBO", 5)
		GOTO READY
/// gun removed into a pickup
	  Slide:
		 TNT1 A 0 A_JUMPIFINVENTORY("Stamina", 50, "Slide_Voided")
		 goto Slide_Voided
		SlideStart:
		TNT1 A 0 A_GIVEINVENTORY("SLIDE_PLAYER_TOKEN", 1)
	    KICA AB 2
		Sliding:
	    TNT1 A 0 A_ChangeVelocity(1,0,0, CVF_RELATIVE | CVF_RELATIVE )
	    TNT1 A 0 A_TAKEINVENTORY("STAMINA", 4)
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "Slide_Impac")
		TNT1 A 0 A_PLAYSOUND("KICK/SLIDE")
	    TNT1 A 0 A_JumpIfNoAmmo("SlideDone")
		KICA C 1  A_CustomPunch(10,1,0,"KickPuff")
		TNT1 A 0 A_CHECKFORRELOAD(15,"Sliding")
		Goto SlideDone
	   Slide_Impac:
	///    TNT1 A 0 A_BLAST
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		Goto Ready
		SlideDone:
		 KICA BA 2
		 TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
		 Goto Ready
		 Slide_Voided:
		  TNT1 A 0 A_CHECKFLOOR("SlideStart")
		 TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
		 goto ready
		ICE_Slide:
		 TNT1 A 0 A_JUMPIFINVENTORY("Stamina", 50, "Slide_Voided3")
		 goto Slide_Voided3
		SlideStart3:
		TNT1 A 0 A_GIVEINVENTORY("SLIDE_PLAYER_TOKEN", 1)
	    ICSL AB 2
		Sliding3:
	    TNT1 A 0 A_ChangeVelocity(3,0,0, CVF_RELATIVE | CVF_RELATIVE )
	    TNT1 A 0 A_TAKEINVENTORY("STAMINA", 4)
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "Slide_Impac3")
	    TNT1 A 0 A_PLAYSOUND("ICE/STANC")
		TNT1 A 0 A_TAKEINVENTORY("ICE_MAGIC",1)
	    TNT1 A 0 A_JumpIfNoAmmo("SlideDone3")
		ICSL  C 1 bright  A_CustomPunch(350,0,0,"icePuff")
		TNT1 A 0 A_CHECKFORRELOAD(15,"Sliding3")
		Goto SlideDone3
	   Slide_Impac3:
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		 TNT1 A 0 A_TAKEINVENTORY("ICE_magic", 100)
	       TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
	       TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN",1)
		Goto Ready
		SlideDone3:
		 ICSL BA 2
		 TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
		 Goto Ready
		 Slide_Voided3:
		 TNT1 A 0 A_CHECKFLOOR("SlideStart3")
		 TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
	       TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
	       TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN",1)
		 goto ready
       Fire_Slide:
		 TNT1 A 0 A_JUMPIFINVENTORY("Stamina", 50, "Slide_Voided2")
		 goto Slide_Voided2
		SlideStart2:
		TNT1 A 0 A_GIVEINVENTORY("SLIDE_PLAYER_TOKEN", 1)
	    FISL AB 2
		Sliding2:
	    TNT1 A 0 A_ChangeVelocity(1,0,0, CVF_RELATIVE | CVF_RELATIVE )
	    TNT1 A 0 A_TAKEINVENTORY("STAMINA", 4)
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "Slide_Impac2")
		TNT1 A 0 A_PLAYSOUND("FIRE/SLIDE")
		TNT1 A 0 A_TAKEINVENTORY("DRAGON_MAGIC",1)
	    TNT1 A 0 A_JumpIfNoAmmo("SlideDone2")
		FISL C 1 bright  A_CustomPunch(350,0,0,"FIre_Puff")
		TNT1 A 0 A_CHECKFORRELOAD(15,"Sliding2")
		Goto SlideDone2
	   Slide_Impac2:
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		 TNT1 A 0 A_TAKEINVENTORY("dragon_magic", 100)
		TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)

		Goto Ready
		SlideDone2:
		 FISL BA 2
		 TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
		 Goto Ready
		 Slide_Voided2:
		 TNT1 A 0 A_CHECKFLOOR("SlideStart2")
		 TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
		 TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
	     TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN",1)
		 goto ready
	   UpperCut:
	    
	     UPCT AB 2
		 UPCT CD 2
	   	TNT1 A 0  A_CustomPunch(35,1,0,"FistPuff")
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "Upp_Impac")
		Goto up_done
	   Upp_Impac:
	    TNT1 A 0 A_TAKEINVENTORY("Stamina", 100)
		TNT1 A 0 A_BLAST(BF_USEAMMO,155,255,20.0)
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		Goto Ready
		up_done:
		 UPCT D 2 
		 UPCT DCBA 2
		 TNT1 A 0 A_REFIRE
		 GOTO READY 
		NinjaKick:
		 TNT1 A 0 A_JUMPIFINVENTORY("ICE_FIST_TOKEN",1,"NINJA_ICE_KICK")
	     TNT1 A 0 A_JUMPIFINVENTORY("FIRE_STANCE_TOKEN",1,"NINJA_FIRE_KICK")
		 TNT1 A 0 A_GIVEINVENTORY("ninjakicktoken2",1)
		 KIC2 A 2 
		 KIC2 C 2 
		Ninja_Kicking:
		 KIC2 C 0 A_TAKEINVENTORY("Ninja_KICKing_TOKEN",1)
		 KIC2 C 0 A_TAKEINVENTORY("FIRE_KICK_TOKEN",15)
		 KIC2 E 2 A_SETANGLE(ANGLE+3,SPF_INTERPOLATE)
		 KIC2 F 2 A_SETPITCH(PITCH+3,SPF_INTERPOLATE)
		 TNT1 A 0 A_ChangeVelocity(8,0,0, CVF_RELATIVE | CVF_RELATIVE )
		 KIC2 G 2 A_CustomPunch(30,1,0,"KICKPuff",70)
		 KIC2 G 5 A_JUMPIFINVENTORY("Punch_Hit",1,"kick_impac_1")
		 goto kickdone_2
		 kick_impac_1:
		 TNT1 A 0 A_TAKEINVENTORY("STAMINA",150)
		 TNT1 A 0 A_BLAST
		 TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		 kickdone_2:
		 KIC2 D 2 A_SETANGLE(ANGLE-3, SPF_INTERPOLATE)
		 KIC2 C 2 A_SETPITCH(PITCH-3, SPF_INTERPOLATE)
		 KIC2 BA 2
		 TNT1 A 0 A_TAKEINVENTORY("KICK_TOKEN", 1)
         TNT1 A 0 A_TAKEINVENTORY("ninjakicktoken2",1)
		 GOTO READY
		NINJA_FIRE_KICK:
		  BLOC C 0 A_QUAKE(4,15,0,30,"")
		  TNT1 A 0 A_PLAYSOUND("fire/ball")
		  TNT1 A 0 A_TAKEINVENTORY("STAMINA",150)
	      KIC2 C 0 A_TAKEINVENTORY("FIRE_KICK_TOKEN",15)
	      TNT1 A 0 A_TAKEINVENTORY("Block",1)
	      TNT1 A 0 A_TAKEINVENTORY("Block2",1)
///		  FIKI ABCDE 2 bright
		  FIKI FGH 2 bright
		  TNT1 A 0 A_ChangeVelocity(8,0,0, CVF_RELATIVE | CVF_RELATIVE )
		  FIKI I 2 A_CustomPunch(20 *random(1,2),0,0,"fire_kick_puff")
		  TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "SLAM_SPAWN")
		  FIKI J 2 A_CustomPunch(20 *random(1,2),0,0,"fire_kick_puff")
		  TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "SLAM_SPAWN")
		  FIKI J 2 A_CustomPunch(20 *random(1,2),0,0,"fire_kick_puff")
		  TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "SLAM_SPAWN")
		  FIKI J 2 A_CustomPunch(20 *random(1,2),0,0,"fire_kick_puff")
		  TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "SLAM_SPAWN")
		  FIKI J 2 A_CustomPunch(20 *random(1,2),0,0,"fire_kick_puff")
		  TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "SLAM_SPAWN")
		  FIKI J 2 A_CustomPunch(20 *random(1,2),0,0,"fire_kick_puff")
		  TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "SLAM_SPAWN")
		  GOTO FIREKICKDONE
		  SLAM_SPAWN:
		  TNT1 A 0 A_TAKEINVENTORY("dragon_magic", 100)
		  TNT1 AAAAA 0 A_SPAWNITEMEX("FireFist_Fireball",0,0,0,20,0,0,RANDOM(-7,7),0)
          TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "TAKESTATUEKICK")
		  GOTO FIREKICKDONE
          TAKESTATUEKICK:
		  FIREKICKDONE:
		  TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
  	      TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
	      TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN",1)
		  FIKI JKL 3 bright
		  GOTO READY
		NINJA_ICE_KICK: 
		  BLOC C 0 A_QUAKE(4,15,0,30,"")
		  TNT1 A 0 A_PLAYSOUND("ICE/BALL")
		  TNT1 A 0 A_TAKEINVENTORY("STAMINA",150)
	      TNT1 A 0 A_TAKEINVENTORY("Block",1)
	      TNT1 A 0 A_TAKEINVENTORY("Block2",1)
///		  FIKI ABCDE 2 bright
		  ICKI ABC 2 bright
		  TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
		  ICKI D 2 A_CustomPunch(20 *random(1,2),0,0,"ice_kick_puff")
		  TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "SLAM_SPAWN2")
		  ICKI D 2 A_CustomPunch(20 *random(1,2),0,0,"ice_kick_puff")
		  TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "SLAM_SPAWN2")
		  ICKI D 2 A_CustomPunch(20 *random(1,2),0,0,"ice_kick_puff")
		  TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "SLAM_SPAWN2")
		  ICKI D 2 A_CustomPunch(20 *random(1,2),0,0,"ice_kick_puff")
		  TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "SLAM_SPAWN2")
		  ICKI D 2 A_CustomPunch(20 *random(1,2),0,0,"ice_kick_puff")
		  TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "SLAM_SPAWN2")
		  ICKI D 2 A_CustomPunch(20 *random(1,2),0,0,"ice_kick_puff")
		  TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "SLAM_SPAWN2")
		  GOTO ICEKICKDONE
		  SLAM_SPAWN2:
		  TNT1 A 0 A_TAKEINVENTORY("ICE_magic", 100)
		  TNT1 AAA 0 A_SPAWNITEMEX("ICESPIKE",0,0,0,20,0,0,RANDOM(-7,7),0)
          TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "TAKESTATUEKICK2")
		  GOTO ICEKICKDONE
          TAKESTATUEKICK2:
		  ICEKICKDONE:
		  TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
  	      TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
	      TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN",1)
		   ICKI CBA 3 bright
		  GOTO READY
		HighKick:
		 TNT1 A 0 A_TAKEINVENTORY("Stamina", 2)
		 KICA AB 3
		 KICA CC 4  A_CustomPunch(35,1,0,"KickPuff")
		 KICA BA 3
		 TNT1 A 0 A_TAKEINVENTORY("KICK_COMBO", 3)
		 TNT1 A 0 A_TAKEINVENTORY("KICK_TOKEN", 1)
		 GOTO READY
		Fire:
		 TNT1 A 0 A_JUMPIFINVENTORY("WATER_TOKEN",1,"FistSwing")
		 TNT1 A 0 A_CHECKFLOOR("FistSwing")
		 TNT1 A 0 A_JUMPIFINVENTORY("ICE_FIST_TOKEN",1,"ICE_DROP_KICK")
		 TNT1 A 0 A_JUMPIFINVENTORY("FIRE_STANCE_TOKEN",1,"FIRE_DROP_KICK")
		 TNT1 A 0 A_GIVEINVENTORY("ninjakicktoken",1)
		 KICA AB 2
		Kicking:
		 TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1,"DROPKICK_Impac")
		 TNT1 A 0 A_CHECKFLOOR("KickDone")
		 KICA C 1  A_CustomPunch(7,1,0,"FistPuff")
		 TNT1 A 0 A_CHECKFORRELOAD(10,"KICKING")
		GOTO KickDone
	   DROPKICK_Impac:
		TNT1 A 0 A_BLAST
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		KickDone:
		 KICA BA 2
		 Goto Ready
		Fire_Drop_Kick:
		 TNT1 A 0 A_JUMPIFINVENTORY("WATER_TOKEN",1,"FistSwing")
		 TNT1 A 0 A_CHECKFLOOR("FistSwing")
		 TNT1 A 0 A_GIVEINVENTORY("ninjakicktoken",1)
		 FISL AB 2 BRIGHT
		Kicking_fire:
		 TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1,"DROPKICK_Impac2")
		 TNT1 A 0 A_CHECKFLOOR("KickDone_FIRE")
		 FISL C 1 BRIGHT A_CustomPunch(300,1,0,"FIRE_KICK_Puff")
		 TNT1 A 0 A_CHECKFORRELOAD(10,"KICKING_FIRE")
		GOTO KickDone_FIRE
	   DROPKICK_Impac2:
  	      TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
	      TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN",1)
		  TNT1 A 0 A_TAKEINVENTORY("DRAGON_MAGIC",100)
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		KickDone_FIRE:
		 FISL BA 2 BRIGHT
		 Goto Ready
		ICE_Drop_Kick:
		 TNT1 A 0 A_JUMPIFINVENTORY("WATER_TOKEN",1,"FistSwing")
		 TNT1 A 0 A_CHECKFLOOR("FistSwing")
		 TNT1 A 0 A_GIVEINVENTORY("ninjakicktoken",1)
		 ICSL AB 2
		Kicking_ICE:
		 TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1,"DROPKICK_Impac3")
		 TNT1 A 0 A_CHECKFLOOR("KickDone_ICE")
		 ICSL C 1  A_CustomPunch(300,1,0,"ICE_KICK_Puff")
		 TNT1 A 0 A_CHECKFORRELOAD(10,"KICKING_ICE")
		GOTO KickDone_ICE
	   DROPKICK_Impac3:
  	      TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
	      TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN",1)
		  TNT1 A 0 A_TAKEINVENTORY("ICE_MAGIC",100)
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		KickDone_ICE:
		 ICSL BA 2
		 Goto Ready
		Perry:
	///	 TNT1 A 0 A_JUMPIFINVENTORY("stamina",150,"NINJA_FIRE_KICK")
		 TNT1 A 0 A_PLAYSOUND("parry/defl",10)
         TNT1 A 0 A_GIVEINVENTORY("DRAGON_MAGIC",25)
		 TNT1 A 0 A_BLAST
		 TNT1 A 0 HEALTHING(100,300)
		 NIFI A 10 A_CustomPunch(5,1,0,"FistPuff",64,1)
		 TNT1 A 0 A_TAKEINVENTORY("Perry_ATTACK",3)
		 TNT1 A 0 A_TAKEINVENTORY("BLOCK",1)
		 TNT1 A 0 A_TAKEINVENTORY("BLOCK2",1)
		 TNT1 A 0 A_JUMPIFINVENTORY("ICE_TOKEN",1,"GIVEICEMAGIC")
		 GOTO PARRYDONE
		 GIVEICEMAGIC:
		 TNT1 A 0 A_GIVEINVENTORY("Ice_Magic",25)
		 PARRYDONE:
		 GOTO READY
		Perry_Kick:
	     TNT1 A 0 HEALTHING(100,300)
		 TNT1 A 0 A_PLAYSOUND("parry/defl",10)
         TNT1 A 0 A_GIVEINVENTORY("ninjakicktoken2",1)
		 KIC2 A 2 
		 KIC2 C 2 
		 KIC2 E 2 A_SETANGLE(ANGLE+3,SPF_INTERPOLATE)
		 KIC2 F 2 A_SETPITCH(PITCH+3,SPF_INTERPOLATE)
		 KIC2 G 2 A_CustomPunch(30,1,0,"KICKPuff")
		 KIC2 G 3 A_JUMPIFINVENTORY("Punch_Hit",1,"kick_impac_4")
		 goto kickdone_4
		 kick_impac_4:
		 TNT1 A 0 A_TAKEINVENTORY("STAMINA",25)
		 TNT1 A 0 A_BLAST
		 TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		 kickdone_4:
		 KIC2 D 2 A_SETANGLE(ANGLE-3, SPF_INTERPOLATE)
		 KIC2 C 2 A_SETPITCH(PITCH-3, SPF_INTERPOLATE)
		 KIC2 BA 2
		 TNT1 A 0 A_TAKEINVENTORY("KICK_TOKEN", 1)
         TNT1 A 0 A_TAKEINVENTORY("ninjakicktoken2",1)
		 TNT1 A 0 A_TAKEINVENTORY("Perry_ATTACK",3)
		 TNT1 A 0 A_TAKEINVENTORY("BLOCK",1)
		 TNT1 A 0 A_TAKEINVENTORY("BLOCK2",1)
		 GOTO READY
		Perry_Uppercut:
		TNT1 A 0 HEALTHING(100,300)
		TNT1 A 0 A_PLAYSOUND("parry/defl",10)
	    TNT1 A 0 A_TAKEINVENTORY("Stamina", 25)
	    UPCT AB 2
		UPCT CD 2
	   	TNT1 A 0  A_CustomPunch(35,1,0,"FistPuff")
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "Upp_Impac2")
		Goto up_done2
	   Upp_Impac2:
		TNT1 A 0 A_BLAST
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		Goto Ready
		up_done2:
		 UPCT D 2 
		 UPCT DCBA 2
		 TNT1 A 0 A_TAKEINVENTORY("Perry_ATTACK",3)
		 TNT1 A 0 A_TAKEINVENTORY("BLOCK",1)
		 TNT1 A 0 A_TAKEINVENTORY("BLOCK2",1)
		 GOTO READY
		 THROW_ICE:
		   TNT1 A 0 A_JUMPIFINVENTORY("ICE_MAGIC",100,"THROWINGICE")
		   TNT1 A 0 A_TAKEINVENTORY("FireBall_TOKEN", 1)
		   GOTO READY
		 THROWINGICE:
		   TNT1 A 0 A_FIRECUSTOMMISSILE("ICEBALL")
		   TNT1 A 0 A_TAKEINVENTORY("stamina",150)
		   TNT1 A 0 A_TAKEINVENTORY("ICE_magic", 100)
		   NIFI A 8
	       TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
	       TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN",1)
		   GOTO READY
		NinjaFire:
	     TNT1 A 0 A_JUMPIFINVENTORY("ICE_TOKEN", 1, "THROW_ICE")
		 BLOC CC 2 
		 TNT1 A 0 A_JUMPIFINVENTORY("dragon_magic", 100, "Dragon_Fireball")
		 TNT1 A 0 A_FIRECUSTOMMISSILE("NINJA_FIREBALL")
		 GOTO Fireballdone
		 Dragon_Fireball:
		 TNT1 A 0 A_FIRECUSTOMMISSILE("Ninja_Dragon_Fireball")
		 TNT1 A 0 A_TAKEINVENTORY("dragon_magic", 100)
         TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "TAKESTATUE")
		 GOTO FIREBALLDONE
         TAKESTATUE:
		 FIREBALLDONE:
		TNT1 A 0 A_TAKEINVENTORY("stamina",150)
		 NIFI A 8 
		 BLOC CC 2
		 GOTO READY
	  FIRESTANCE:
	   dragon_magic_start:
	   TNT1 A 0 A_JUMPIFINVENTORY("dragon_magic",100,"STANCESTART")
  	   TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
	   TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN",1)
	   TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN",1)
	   TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN",1)
	   goto ready
	  StanceStart:
	   TNT1 A 0 A_PLAYSOUND("fire/ball")
	   FSTN EDCBA 1 BRIGHT
	   FIRESTANCE2:
	   TNT1 A 0 A_GIVEINVENTORY("FIRE_STANCE_TOKEN",1)
	   FSTN A 1 BRIGHT a_weaponready(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	   TNT1 A 0 A_JUMPIFINVENTORY("KICK_TOKEN", 1, "NinjaKick") 
	   TNT1 A 0 A_JUMPIFINVENTORY("Slide_1", 1, "Fire_Slide")
	   TNT1 A 0 A_JUMPIFINVENTORY("chain_Token", 1, "CHAIN_FIRE")
	   TNT1 A 0 A_CHECKFORRELOAD(40,"FIRESTANCE2")
	   FSTN ABCDE 1
	   FireStanceDone:
  	   TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
	   TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN",1)
	   TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN",1)
	   TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN",1)
	  GOTO READY
	  FIREFIST:
	     TNT1 A 0 A_GIVEINVENTORY("FIRE_FIST_TOKEN2",1)
		 BLOC C 2 BRIGHT A_QUAKE(4,15,0,30,"")
		 TNT1 A 0 A_PLAYSOUND("fire/ball")
		 FIS2 ABCD 1 BRIGHT
		 FFIS F 2 BRIGHT
		 FFIS G 2 BRIGHT A_CustomPunch(250 *random(1,2),0,0,"fire_puff") /// 50 50 chance of doing 100 dam per hit buffed for deathmatch
		 TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "fireFistImpact_1")
		Goto fireFistDone_1
	     fireFistImpact_1:
	     TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "FireProjectile")
	    goto fireFistImpact_2
	     FireProjectile:
	     TNT1 AAA 0 A_FIRECUSTOMMISSILE("FireFist_Fireball", RANDOM ( -5 ,5)) /// MULTIPLAYER BUFF
	     fireFistImpact_2:
		 TNT1 A 0 A_TAKEINVENTORY("dragon_magic",50)
		 TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		 fireFistDone_1:
		 FFIS HIJK 2 BRIGHT
		  TNT1 A 0 A_TAKEINVENTORY("STAMINA",150) /// now takes stam regardless
	   TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)

		Goto Ready
	  ICEFIST:
	     TNT1 A 0 A_GIVEINVENTORY("ICE_FIST_TOKEN",1)
		 IFST A 2 BRIGHT A_QUAKE(4,15,0,30,"")
		 TNT1 A 0 A_PLAYSOUND("ICE/STANC")
		 IFST ABC 1 BRIGHT
		 IFST D 2 BRIGHT A_CustomPunch(250 *random(1,2),0,0,"ICEpuff") /// 50 50 chance of doing 100 dam per hit buffed for deathmatch
		 TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "ICEFistImpact_1")
		Goto ICEFistDone_1
	     ICEFistImpact_1:
	     TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "iceProjectile")
	    goto ICEFistImpact_2
	     ICEProjectile:
	     TNT1 AAA 0 A_EXPLODE(20,250,0) /// MULTIPLAYER BUFF
	     ICEFistImpact_2:
		 TNT1 A 0 A_TAKEINVENTORY("ICE_magic",50)
		 TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		 ICEFistDone_1:
		 IFST EFG 2 BRIGHT
		  TNT1 A 0 A_TAKEINVENTORY("STAMINA",150) /// now takes stam regardless
          TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)

		Goto Ready
		NinjaStarReady:
		 TNT1 A 0 A_GIVEINVENTORY("STAR_TOKEN",1)
		 STAR ABC 2
		 STAR C 7 A_WEAPONREADY
		 STAR CBA 2
		 TNT1 A 0 A_TAKEINVENTORY("STAR_TOKEN",1)
		 TNT1 A 0 A_TAKEINVENTORY("STAR_READY",1)
		 GOTO READY
		NinjaStarAttack:
		 TNT1 A 0 A_TAKEINVENTORY("Stamina", 50)
		 STAR ABC 2
		 STAR D 2 A_FIRECUSTOMMISSILE("NinjaStar", -3,0)
		 STAR E 2 A_FIRECUSTOMMISSILE("NinjaStar", 0,0)
		 STAR F 2 A_FIRECUSTOMMISSILE("NinjaStar", 3,0)
		 STAR G 2
		 TNT1 A 0 A_TAKEINVENTORY("STAR_TOKEN",1)
		 TNT1 A 0 A_TAKEINVENTORY("STAR_READY",1)
		 GOTO READY
		 Reload:
		 TNT1 A 0 A_JUMPIFINVENTORY("Stamina", 100, "Flash_1")
		 goto ReloadDone
		 Flash_1:
		 TNT1 A 0 A_TAKEINVENTORY("Stamina", 100)
		 STAR ABC 2
		 STAR D 2 
		 TNT1 A 0 A_JUMPIFINVENTORY("FIRE_STANCE_TOKEN",1,"FIRE_BOMB") 
		 TNT1 A 0 A_JUMPIFINVENTORY("ICE_FIST_TOKEN",1,"ICE_BOMB")
		 STAR E 2 A_ThrowGrenade("Flash_Bomb")
		 GOTO BOMBDONE
		 FIRE_BOMB:
		 TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN",1)
		 TNT1 A 0 A_TAKEINVENTORY("DRAGON_MAGIC",100)
		 STAR E 2 A_ThrowGrenade("Charged_Flash_Bomb")
		 GOTO BOMBDONE
		 ICE_BOMB:
		 TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN",1)
		 TNT1 A 0 A_TAKEINVENTORY("ICE_MAGIC",100)
		 STAR E 2 A_ThrowGrenade("ICE_Flash_Bomb")
		 GOTO BOMBDONE
		 BOMBDONE:
		 STAR F 2 
		 STAR G 2
		ReloadDone:
		 TNT1 A 0 A_TAKEINVENTORY("STAR_TOKEN",1)
		 TNT1 A 0 A_TAKEINVENTORY("STAR_READY",1)
		 GOTO Ready
	/*	Zoom:
		  SWRD A 1 A_PLAYSOUND("Sword/Draw")
		  SWRD BCD 1
		  TNT1 A 0 A_JUMPIFINVENTORY("STAMINA", 100,"SWORD_OUT")
		  GOTO SWORDDONE
		 SWORD_OUT:
		  TNT1 A 0 A_GIVEINVENTORY("sword_token_deflect",1)
		  SWRD E 13 A_SETREFLECTIVE
		  TNT1 A 0 A_UNSETREFLECTIVE
		  TNT1 A 0 A_JUMPIFINVENTORY("sword_attack",1,"Sword_Swing")
		  SWORDDONE:
		  SWRD D 1 A_TAKEINVENTORY("sword_token_deflect",1)
		  SWRD CBA 1
		 GOTO READY
	*/
		 Zoom:
		   TNT1 A 0 A_JUMPIFINVENTORY("FIRE_STANCE_TOKEN",1,"Fire_Sword")
		   TNT1 A 0 A_JUMPIFINVENTORY("ICE_FIST_TOKEN",1,"ICE_Sword")
		   TNT1 A 0 A_JUMPIFINVENTORY("STAMINA", 150,"Sword_Swing")
		   goto ready
		 Sword_Swing:
		  TNT1 A 0 A_GIVEINVENTORY("SWORD_PLAYER1",1)
		  TNT1 A 0 A_PLAYSOUND("Sword/deflc")
		  SWRD ABCDF 2  A_CUSTOMPUNCH(15,0,0,"Sword_Puff", 80, true) 
		  TNT1 A 0 A_JUMPIFINVENTORY("Life_Steal",1,"LIFESTEALSTATE")
		  TNT1 A 0 A_TAKEINVENTORY("sword_Attack",1)
		  TNT1 A 0 A_TAKEINVENTORY("sword_token_deflect",1)
		  goto SwordDone
		  LIFESTEALSTATE:
		  LIFS ABCDEF 2
		  TNT1 A 0 A_TAKEINVENTORY("Life_Steal", 1)
		  GOTO READY
		  SwordDone:
		  SWRD GHIJK 2 
		  TNT1 A 0 A_TAKEINVENTORY("SWORD_PLAYER1",1)
		  GOTO READY
		 Fire_Sword:
		   TNT1 A 0 A_JUMPIFINVENTORY("STAMINA", 150,"Sword_Swing2")
		   goto ready
		 Sword_Swing2:
		  TNT1 A 0 A_GIVEINVENTORY("SWORD_PLAYER1",1)
		  TNT1 A 0 A_PLAYSOUND("Sword/deflc")
		  SWRF ABCDF 2 BRIGHT A_CUSTOMPUNCH(56,0,0,"fire_puff_Sword", 80, true) 
		  TNT1 A 0 A_JUMPIFINVENTORY("Life_Steal",1,"LIFESTEALSTATE2")
		  TNT1 A 0 A_TAKEINVENTORY("sword_Attack",1)
		  TNT1 A 0 A_TAKEINVENTORY("sword_token_deflect",1)
		  goto SwordDone2
		  LIFESTEALSTATE2:
		  LIFF ABCDEF 2 BRIGHT
		  TNT1 A 0 A_TAKEINVENTORY("Dragon_Magic",100)
		  TNT1 A 0 A_TAKEINVENTORY("Life_Steal", 1)
		  GOTO READY
		  SwordDone2:
		  SWRF GHIJK 2 BRIGHT
		  TNT1 A 0 A_TAKEINVENTORY("SWORD_PLAYER1",1)
		  GOTO READY
		 ICE_SWORD:
		   TNT1 A 0 A_JUMPIFINVENTORY("STAMINA", 150,"Sword_Swing3")
		   goto ready
		 Sword_Swing3:
		  TNT1 A 0 A_GIVEINVENTORY("SWORD_PLAYER1",1)
		  TNT1 A 0 A_PLAYSOUND("Sword/deflc")
          TNT1 A 0 A_CUSTOMPUNCH(200,0,0,"ICE_Sword_Puff", 80, true) 
		  TNT1 A 0 A_TAKEINVENTORY("ICE_magic",100)
		  SWRC ABCDF 2  A_FIRECUSTOMMISSILE("ICESPIKE",RANDOM(5,-5),0)
		  TNT1 A 0 A_JUMPIFINVENTORY("Life_Steal",1,"LIFESTEALSTATE3")
		  TNT1 A 0 A_TAKEINVENTORY("sword_Attack",1)
		  TNT1 A 0 A_TAKEINVENTORY("sword_token_deflect",1)
		  goto SwordDone3
		  LIFESTEALSTATE3:
		  LIFC ABCDEF 2
		  TNT1 A 0 A_TAKEINVENTORY("Life_Steal", 1)
	       TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
	       TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN",1)
		  GOTO READY
		  SwordDone3:
		  SWRC GHIJK 2 
		  TNT1 A 0 A_TAKEINVENTORY("SWORD_PLAYER1",1)
		       TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
	       TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN",1)
		  GOTO READY
		 ICE_CHAIN_State:
		 TNT1 A 0 A_TAKEINVENTORY("ICE_magic",50)
		 TNT1 A 0 A_TAKEINVENTORY("Stamina", 50)
		 ICE8 ABC 2
		 ICE8 D 2
		 ICE8 E 2
		 TNT1 A 0 A_FIRECUSTOMMISSILE("ICEChain", 0,0)
		 TNT1 AA 0 A_FIRECUSTOMMISSILE("ICEChain", RANDOM(5,-5),0)
		 ICE8 F 2
		 ICE8 G 2
		 TNT1 A 0 A_TAKEINVENTORY("chain_Token",1)
		 TNT1 A 0 A_TAKEINVENTORY("Stamina",25)
	       TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
	       TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN",1)
		 GOTO READY
		 Chain_State:
		 TNT1 A 0 A_TAKEINVENTORY("Stamina", 50)
		 CHAH ABC 2
		 CHAH D 2
		 CHAH E 2
		 TNT1 A 0 A_FIRECUSTOMMISSILE("Chain", 0,0)
		 CHAH F 2
		 CHAH G 2
		 TNT1 A 0 A_TAKEINVENTORY("chain_Token",1)
		 TNT1 A 0 A_TAKEINVENTORY("Stamina",25)
	     TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
	     TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN",1)
		 GOTO READY
		 CHAIN_FIRE:
		 CHAF ABC 2 BRIGHT
		 CHAF D 2 BRIGHT
		 CHAF E 2 BRIGHT
		 TNT1 A 0 A_FIRECUSTOMMISSILE("FIREChain", 0,0)
		 TNT1 A 0 A_TAKEINVENTORY("dragon_magic",50)
		 CHAF F 2 BRIGHT
		 CHAF G 2 BRIGHT
		 TNT1 A 0 A_TAKEINVENTORY("chain_Token",1)
	     TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
	     TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN",1)
		 TNT1 A 0 A_TAKEINVENTORY("Stamina",150)
		 GOTO READY
		  
	}
	
}





ACTOR NinjaFists_BOT : NinjaFists
{

	states
	{
	   FistSwing:
	    TNT1 A 0 A_JUMP(20,"FIREFIST","RELOAD","ZOOM","NinjaFire","NinjaKick", "NinjaStarReady", "Chain_State","slide")
	    TNT1 A 0 A_JUMPIFINVENTORY("Fireball_Token", 1, "NinjaFire") 
		TNT1 A 0 A_JUMPIFINVENTORY("STAR_TOKEN", 1, "NINJASTARATTACK")
///		TNT1 A 0 A_JUMPIFINVENTORY("SLAM_ATTACK_TOKEN", 1, "SLAMSTART")
///	    TNT1 A 0 A_JUMPIFINVENTORY("Kick_Token", 1, "NinjaKick")
		TNT1 A 0 A_JUMPIFINVENTORY("Kick_Combo", 1, "HighKick")
	    TNT1 A 0 A_JUMPIFINVENTORY("UpperCut_1", 1, "UpperCut")
	///    TNT1 A 0 A_JUMPIFINVENTORY("GUN_Fire", 1,"GunFire")
	    TNT1 A 0 A_TAKEINVENTORY("Stamina", 2)
	    TNT1 A 0 A_JUMPIFINVENTORY("Left_Swing", 1, "LeftSwing")
	    TNT1 A 0 A_JUMPIFINVENTORY("Punch_combo", 2, "CHOP")
		TNT1 A 0 A_PLAYSOUND("FIST/WOSH")
		FIST ABCDE 1
		FIST F 1
		FIST G 1 A_CustomPunch(35,0,0,"FistPuff",80)
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "FistImpact_1")
		Goto FistDone_1
	   FistImpact_1:
		TNT1 A 0 
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		FistDone_1:
		FIST HIJ 1
		FIST IHGFEDCBA 1
		TNT1 A 0 A_GIVEINVENTORY("Left_Swing", 1)
		TNT1 A 0 A_REFIRE
		Goto Ready
	   LeftSwing:
 	    TNT1 A 0 A_JUMP(20,"FIREFIST","RELOAD","ZOOM","NinjaFire","NinjaKick", "NinjaStarReady", "Chain_State","slide")
        TNT1 A 0 A_JUMPIFINVENTORY("Fireball_Token", 1, "NinjaFire") 
		TNT1 A 0 A_JUMPIFINVENTORY("STAR_TOKEN", 1, "NINJASTARATTACK")
///		TNT1 A 0 A_JUMPIFINVENTORY("SLAM_ATTACK_TOKEN", 1, "SLAMSTART")
///	    TNT1 A 0 A_JUMPIFINVENTORY("Kick_Token", 1, "NinjaKick")
    	TNT1 A 0 A_JUMPIFINVENTORY("Kick_Combo", 1, "HighKick")
	    TNT1 A 0 A_JUMPIFINVENTORY("UpperCut_1", 1, "UpperCut")
///	    TNT1 A 0 A_JUMPIFINVENTORY("GUN_Fire", 1,"GunFire")
	    TNT1 A 0 A_TAKEINVENTORY("Stamina", 2)
	    TNT1 A 0 A_JUMPIFINVENTORY("Punch_combo", 2, "CHOP")
		TNT1 A 0 A_PLAYSOUND("FIST/WOSH")
		FIS2 ABCDE 1
		FIS2 F 1
		FIS2 G 1 A_CustomPunch(35,0,0,"FistPuff",80) /// from 10 to 25
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "FistImpact_2")
		Goto FistDone_2
	   FistImpact_2:
		TNT1 A 0 
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		FistDone_2:
		FIS2 HIJ 1
		FIS2 IHGFEDCBA 1
		TNT1 A 0 A_TAKEINVENTORY("Left_Swing",1)
		Goto Ready
		
		
		
		
	}
}

ACTOR Chain_technique : NinjaFists
{

	states
	{
	   FistSwing:
	    TNT1 A 0 A_JUMP(10, "Chain_State","slide")
	    TNT1 A 0 A_JUMPIFINVENTORY("Fireball_Token", 1, "NinjaFire") 
		TNT1 A 0 A_JUMPIFINVENTORY("STAR_TOKEN", 1, "NINJASTARATTACK")
///		TNT1 A 0 A_JUMPIFINVENTORY("SLAM_ATTACK_TOKEN", 1, "SLAMSTART")
///	    TNT1 A 0 A_JUMPIFINVENTORY("Kick_Token", 1, "NinjaKick")
		TNT1 A 0 A_JUMPIFINVENTORY("Kick_Combo", 1, "HighKick")
	    TNT1 A 0 A_JUMPIFINVENTORY("UpperCut_1", 1, "UpperCut")
	///    TNT1 A 0 A_JUMPIFINVENTORY("GUN_Fire", 1,"GunFire")
	    TNT1 A 0 A_TAKEINVENTORY("Stamina", 2)
	    TNT1 A 0 A_JUMPIFINVENTORY("Left_Swing", 1, "LeftSwing")
	    TNT1 A 0 A_JUMPIFINVENTORY("Punch_combo", 2, "CHOP")
		TNT1 A 0 A_PLAYSOUND("FIST/WOSH")
		FIST ABCDE 1
		FIST F 1
		FIST G 1 A_CustomPunch(35,0,0,"FistPuff",80)
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "FistImpact_1")
		Goto FistDone_1
	   FistImpact_1:
		TNT1 A 0 
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		FistDone_1:
		FIST HIJ 1
		FIST IHGFEDCBA 1
		TNT1 A 0 A_GIVEINVENTORY("Left_Swing", 1)
		TNT1 A 0 A_REFIRE
		Goto Ready
	   LeftSwing:
 	    TNT1 A 0 A_JUMP(10, "Chain_State","slide")
        TNT1 A 0 A_JUMPIFINVENTORY("Fireball_Token", 1, "NinjaFire") 
		TNT1 A 0 A_JUMPIFINVENTORY("STAR_TOKEN", 1, "NINJASTARATTACK")
///		TNT1 A 0 A_JUMPIFINVENTORY("SLAM_ATTACK_TOKEN", 1, "SLAMSTART")
///	    TNT1 A 0 A_JUMPIFINVENTORY("Kick_Token", 1, "NinjaKick")
    	TNT1 A 0 A_JUMPIFINVENTORY("Kick_Combo", 1, "HighKick")
	    TNT1 A 0 A_JUMPIFINVENTORY("UpperCut_1", 1, "UpperCut")
///	    TNT1 A 0 A_JUMPIFINVENTORY("GUN_Fire", 1,"GunFire")
	    TNT1 A 0 A_TAKEINVENTORY("Stamina", 2)
	    TNT1 A 0 A_JUMPIFINVENTORY("Punch_combo", 2, "CHOP")
		TNT1 A 0 A_PLAYSOUND("FIST/WOSH")
		FIS2 ABCDE 1
		FIS2 F 1
		FIS2 G 1 A_CustomPunch(35,0,0,"FistPuff",80) /// from 10 to 25
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "FistImpact_2")
		Goto FistDone_2
	   FistImpact_2:
		TNT1 A 0 
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		FistDone_2:
		FIS2 HIJ 1
		FIS2 IHGFEDCBA 1
		TNT1 A 0 A_TAKEINVENTORY("Left_Swing",1)
		Goto Ready
		
		
		
		
	}
}


ACTOR Gun : doomWeapon 
{
Weapon.SlotNumber 1
tag "Gun"
Obituary "%o was Shot by %k's Gun"
Inventory.PickupMessage "You've Picked Up a gun"
Weapon.SelectionOrder  3700
Weapon.KickBack 100
weapon.upsound "PIS/OUT"
weapon.ammotype "pistol_ammo"
Weapon.Ammogive 1
Weapon.ammoUse 1
+ammo_optional
states
 {
	   Select:
	    GUN1 A 1 A_RAISE
		GUN1 A 1 A_RAISE
		LOOP
	   Deselect:
	    TNT1 A 0 A_TAKEINVENTORY("GUN_PLAYER1", 1)
		GUN1 E 1 A_LOWER
		Loop
		Ready:
		TNT1 A 0 A_JUMPIFINVENTORY("PISTOL_AMMO",1,"GunReload")
        GUN1 B 2
		READY2:
        TNT1 A 0 A_JUMPIFINVENTORY("ICE_FIST_TOKEN",1,"ICE_magic_start")
		TNT1 A 0 A_JUMPIFINVENTORY("FIRE_FIST_TOKEN",1,"dragon_magic_start")
	    TNT1 A 0 A_JUMPIFINVENTORY("Slide_1", 1, "Slide")
		GUN1 C 1 a_weaponready(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		TNT1 A 0 A_CHECKFORRELOAD(7,"ready2")
		tokenreset:
		TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
		TNT1 A 0  A_TAKEINVENTORY("FIRE_FIST_TOKEN",1)
		GOTO READY2
	   GunReload:
	    GNOK C 4
	    GNOK BA 2 A_PLAYSOUND("GUN/COCK")
	    GNOK A 2
		GNOK BC 2
		GOTO READY2
	   Fire:
	    TNT1 A 0 A_JUMPIFNOAMMO("GUNNOAMMO")
	    TNT1 A 0 A_GIVEINVENTORY("GUN_PLAYER1", 1)
		TNT1 A 0 A_TAKEINVENTORY("pistol_ammo", 1)
	    TNT1 A 0 A_QUAKE(4,15,0,30,"")
		GUN1 C 3 BRIGHT
	    GUNF A 2 BRIGHT 
		TNT1 A 0 A_JUMPIFINVENTORY("FIRE_STANCE_TOKEN",1,"Dragonbullet")
		TNT1 A 0 A_JUMPIFINVENTORY("ICE_STANCE_TOKEN",1,"ICEBULLET_1")
		TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "Gun_Multiplayer")
		TNT1 A 0 A_FIRECUSTOMMISSILE("Gun_Bullet")
		GOTO GunFinish
		ICEBULLET_1:
		TNT1 A 0 A_TAKEINVENTORY("ICE_MAGIC", 100)
	    TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
        TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN", 5)
		TNT1 A 0 A_FIRECUSTOMMISSILE("ICE_Bullet",RANDOM(-5,5),0,0,0,0,RANDOM(-5,5))
		TNT1 A 0 A_FIRECUSTOMMISSILE("ICE_Bullet")
		GOTO GunFinish
		Dragonbullet:
		TNT1 A 0 A_TAKEINVENTORY("DRAGON_MAGIC", 100)
	   TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
       TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN", 5)
		TNT1 A 0 A_FIRECUSTOMMISSILE("Gun_Bullet_Dragon")
		TNT1 A 0 A_FIRECUSTOMMISSILE("NINJA_FIREBALL_GUN",0,0)
		TNT1 A 0 A_FIRECUSTOMMISSILE("NINJA_FIREBALL_GUN2",0,0)
		GOTO GUNFINISH
		Gun_Multiplayer:
		TNT1 A 0 A_FIRECUSTOMMISSILE("Gun_Bullet_Deathmatch")
		GunFinish:
	    TNT1 A 0 A_PLAYSOUND("PIS/FIRE",5)
		TNT1 A 0 A_SetPitch(pitch-3, SPF_FORCECLAMP | SPF_INTERPOLATE)
		GUN1 DC 3
	    TNT1 A 0 A_SetPitch(pitch+3, SPF_FORCECLAMP | SPF_INTERPOLATE)
		GUN1 C 5
	   GOTO READY2
		GUNNOAMMO:
		GUN1 C 10 A_PLAYSOUND("GUN/CLICK")
		TNT1 A 0 A_SELECTWEAPON("NinjaFists")
		TNT1 A 0 A_SELECTWEAPON("NinjaFists_Bot")
		TNT1 A 0 A_SELECTWEAPON("Chain_technique")
		goto ready2
       Slide:
	   TNT1 A 0 A_JUMPIFINVENTORY("Stamina", 50, "Slide_Voided")
		 goto Slide_Voided
		SlideStart:
		TNT1 A 0 A_GIVEINVENTORY("SLIDE_PLAYER_TOKEN", 1)
		GUN1 E 2
	    GNSL AB 2
		Sliding:
	    TNT1 A 0 A_ChangeVelocity(1,0,0, CVF_RELATIVE | CVF_RELATIVE )
	    TNT1 A 0 A_TAKEINVENTORY("STAMINA", 4)
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "Slide_Impac")
		TNT1 A 0 A_PLAYSOUND("KICK/SLIDE")
		GNSL C 1  A_CustomPunch(5,1,0,"FistPuff")
		TNT1 A 0 A_CHECKFORRELOAD(15,"Sliding")
		Goto SlideDone
	   Slide_Impac:
///		TNT1 A 0 A_BLAST
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		Goto SlideDone
		SlideDone:
		 GNSL BA 2
		 GUN1 E 2
		 TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
		 Goto READY2
		 Slide_Voided:
		  TNT1 A 0 A_CHECKFLOOR("SlideStart")
		 TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
		 goto READY2
		Spawn:
		PIST A -1
		STOP
		FlameShot:
  dragon_magic_start:
	   TNT1 A 0 A_JUMPIFINVENTORY("dragon_magic",100,"STANCESTART")
	   TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
       TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN", 5)
	   goto ready
	  StanceStart:
	   TNT1 A 0 A_PLAYSOUND("fire/ball")
	   FIGU BCD 2
	   FIRESTANCE2:
	   TNT1 A 0 A_GIVEINVENTORY("FIRE_STANCE_TOKEN",1)
	   FIGU A 1 BRIGHT a_weaponready(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	   TNT1 A 0 A_CHECKFORRELOAD(15,"FIRESTANCE2")
	   FIGU DCB 2
	   FireStanceDone:
	   TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)

	  GOTO READY
  ICE_magic_start:
	   TNT1 A 0 A_JUMPIFINVENTORY("ice_magic",100,"STANCESTARTICE")
	   TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
       TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN", 5)
	   goto ready
	  StanceStartICE:
	   TNT1 A 0 A_PLAYSOUND("ICE/STANC")
	   ICEG ABCD 2
	   ICESTANCE:
	   TNT1 A 0 A_GIVEINVENTORY("ICE_STANCE_TOKEN",1)
	   ICEG E 1 BRIGHT a_weaponready(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	   TNT1 A 0 A_CHECKFORRELOAD(15,"ICESTANCE")
	   ICEG DCBA 2
	   ICEStanceDone:
	   TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
       TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN", 5)
	  GOTO READY
		}
}


ACTOR Power_Weapon : RandomSpawner Replaces SuperShotGun
{
    +notdmatch
	dropitem "Spas12"
}

ACTOR Power_Ammo : RandomSpawner 
{
	dropitem "Pistol_Ammo_Drop", 255, 3
	dropitem "Shotgun_Ammo_Drop" , 255, 1
	dropitem "Glaive_ammo_Drop" , 255 , 1
}
ACTOR Spas12 : doomWeapon  replaces BFG9000
{
health 2
Weapon.SlotNumber 1
tag "Spaz-12"
Obituary "%o was Shot by %k's Spas-12"
Inventory.PickupMessage "You've Picked Up a Spas-12"
Weapon.SelectionOrder  3700
Weapon.KickBack 100
weapon.upsound "PIS/OUT"
Inventory.pickupsound "spas/cock"
weapon.ammotype "Shotgun_ammo"
Weapon.Ammogive 1
Weapon.ammoUse 1

states
 {
	   Select:
	    SPAS A 1 A_RAISE
		SPAS A 1 A_RAISE
		LOOP
	   Deselect:
	   TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
 	   TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN", 1)    
	    TNT1 A 0 A_TAKEINVENTORY("GUN_PLAYER1", 1)
		SPAS A 1 A_LOWER
		Loop
		Ready:
		TNT1 A 0 A_JUMPIFINVENTORY("FIRE_FIST_TOKEN",1,"dragon_magic_start")
        TNT1 A 0 A_JUMPIFINVENTORY("ICE_FIST_TOKEN",1,"ICE_magic_start")
        SPAS A 1 a_weaponready(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	    TNT1 A 0 A_JUMPIFINVENTORY("Slide_1", 1, "Slide")
		TNT1 A 0 A_CHECKFORRELOAD(7,"ready")
		tokenreset:
		TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
	    TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
	    TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN",1)
	    TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
	    TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN",1)
		GOTO READY
	   Fire:
	    TNT1 A 0 A_JUMPIFNOAMMO("Shotgun_ammo")
	    TNT1 A 0 A_GIVEINVENTORY("GUN_PLAYER1", 1)
		TNT1 A 0 A_TAKEINVENTORY("Shotgun_ammo", 1)
	    TNT1 A 0 A_QUAKE(4,15,0,30,"")
		SPAS A 3 BRIGHT
		TNT1 A 0 A_PLAYSOUND("spas/shot",10)
	    SPAS C 2 BRIGHT 
		TNT1 A 0 A_JUMPIFINVENTORY("FIRE_STANCE_TOKEN",1,"Dragonbullet")
		TNT1 A 0 A_JUMPIFINVENTORY("ICE_STANCE_TOKEN",1,"ICEBULLETS")
		goto Normal_Spas
		Dragonbullet:
		TNT1 A 0 A_TAKEINVENTORY("DRAGON_MAGIC", 100)
	   TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
 	   TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN", 1)    
		TNT1 AAAAA 0 A_FIRECUSTOMMISSILE("INCENDIARY_FIRE", RANDOM(5,-5),0,0,0,0,RANDOM(5,-5))
		GOTO GUNFINISH 
		ICEBULLETS:
		TNT1 A 0 A_TAKEINVENTORY("ICE_MAGIC", 100)
	   TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
 	   TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN", 1)    
		TNT1 AAAAA 0 A_FIRECUSTOMMISSILE("ICE_BULLET", RANDOM(5,-5),0,0,0,0,RANDOM(5,-5))
		GOTO GUNFINISH 
		Normal_Spas:
		TNT1 AAAAA 0 A_FIRECUSTOMMISSILE("ShotGun_Bullet", RANDOM(5,-5),0,0,0,0,RANDOM(5,-5))
		GunFinish:
		SPAS A 10
		TNT1 A 0 A_PLAYSOUND("spas/cock",11)
		SPAS DBBBD 4
		SPAS A 5
	   TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
 	   TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN", 1)    
	   GOTO READY
		GUNNOAMMO:
		SPAS A 10 A_PLAYSOUND("GUN/CLICK")
		TNT1 A 0 A_SELECTWEAPON("NinjaFists")
		TNT1 A 0 A_SELECTWEAPON("NinjaFists_Bot")
		TNT1 A 0 A_SELECTWEAPON("Chain_technique")
		goto ready
       Slide:
	   TNT1 A 0 A_JUMPIFINVENTORY("Stamina", 50, "Slide_Voided")
		 goto Slide_Voided
		SlideStart:
		TNT1 A 0 A_GIVEINVENTORY("SLIDE_PLAYER_TOKEN", 1)
		SPZL A 2
	    SPZL AB 2
		Sliding:
	    TNT1 A 0 A_ChangeVelocity(1,0,0, CVF_RELATIVE | CVF_RELATIVE )
	    TNT1 A 0 A_TAKEINVENTORY("STAMINA", 4)
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "Slide_Impac")
		TNT1 A 0 A_PLAYSOUND("KICK/SLIDE")
		SPZL C 1  A_CustomPunch(5,1,0,"FistPuff")
		TNT1 A 0 A_CHECKFORRELOAD(15,"Sliding")
		Goto SlideDone
	   Slide_Impac:
///		TNT1 A 0 A_BLAST
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		Goto SlideDone
		SlideDone:
		 SPZL BA 2
		 SPZL A 2
		 TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
		 Goto READY
		 Slide_Voided:
		  TNT1 A 0 A_CHECKFLOOR("SlideStart")
		 TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
		 goto READY
  dragon_magic_start:
	   TNT1 A 0 A_JUMPIFINVENTORY("dragon_magic",100,"STANCESTART")
	   TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
 	   TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN", 1)    
	   goto ready
	  StanceStart:
	   TNT1 A 0 A_PLAYSOUND("fire/ball")
	   FISP BCD 2
	   FIRESTANCE2:
	   TNT1 A 0 A_GIVEINVENTORY("FIRE_STANCE_TOKEN",1)
	   FISP A 1 BRIGHT a_weaponready(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	   TNT1 A 0 A_CHECKFORRELOAD(15,"FIRESTANCE2")
	   FISP DCB 2
	   FireStanceDone:
	   TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
 	   TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN", 1)      
	  GOTO READY
   ICE_magic_start:
	   TNT1 A 0 A_JUMPIFINVENTORY("ICE_magic",100,"STANCESTART2")
	   TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
 	   TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN", 1)    
	   goto ready
	  StanceStart2:
	   TNT1 A 0 A_PLAYSOUND("ICE/STANC")
	   ICSP AB 2
	  FIRESTANCE3:
	   TNT1 A 0 A_GIVEINVENTORY("ICE_STANCE_TOKEN",1)
	   ICSP B 1 BRIGHT a_weaponready(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	   TNT1 A 0 A_CHECKFORRELOAD(15,"FIRESTANCE3")
	   ICSP BA 2
	   ICEStanceDone:
	   TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
 	   TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN", 1)      
	  GOTO READY
		Spawn:
		SPAP A -1
		STOP
		}
}


ACTOR Glaive : DoomWeapon
{
//$Category Weapons
    -FOILINVUL
	+Weapon.MeleeWeapon
	health 2
	Weapon.AmmoUse 1
	Weapon.AmmoType "Glaive_Use"
	Weapon.AmmoGive 2
	Weapon.Slotnumber 1
	weapon.UpSound "Glaive/UP"
	Inventory.PickupSound "Sword/Draw"
	tag "Glaive"
	Obituary "%o was assasinated by %k's Glaive"
	Inventory.PickupMessage "You've Got the Glaive"
	Weapon.SelectionOrder  3700
	Weapon.KickBack 3
	states
	{
	   Ready:
	    TNT1 A 0 A_JUMPIFINVENTORY("ICE_FIST_TOKEN",1,"ICE_magic_start")
	   	TNT1 A 0 A_JUMPIFINVENTORY("FIRE_FIST_TOKEN",1,"dragon_magic_start")
	    TNT1 A 0 A_JUMPIFINVENTORY("Slide_1", 1, "Slide")
		GLVE A 1 A_WEAPONREADY
		loop
		tokenreset:
		TNT1 A 0 A_TAKEINVENTORY("Punch_Combo",5)
		TNT1 A 0 A_TAKEINVENTORY("GUN_COMBO", 3)
		TNT1 A 0 A_TAKEINVENTORY("Kick_Token",1)
		TNT1 A 0 A_TAKEINVENTORY("KICK_COMBO",3)
		TNT1 A 0 A_TAKEINVENTORY("Slam_Token", 1)
	    TNT1 A 0 A_TAKEINVENTORY("Slam_Attack_TOKEN",1)
		TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
	    TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
	    TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN",1)
	    TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
	    TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN",1)
		goto Ready
	   Select:
		GLVE A 1 A_RAISE
		LOOP
	   DeSelect:
	    TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
	    TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
	    TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN",1)
		GLVE A 1 A_Lower
		Loop 
	   Fire:
	    TNT1 A 0 A_JUMPIFINVENTORY("FIRE_STANCE_TOKEN",1,"FIRE_ATTACK")
	    TNT1 A 0 A_JUMPIFINVENTORY("ICE_STANCE_TOKEN",1,"ICE_ATTACK")
	    TNT1 A 0 A_GIVEINVENTORY("Glaive_PLAYER1", 1)
	    TNT1 A 0 A_PLAYSOUND("Glaive/SWING")
	    GLVE ABCD 2
		GLVE E 3 A_CustomPunch((150 * random(1,2)),0,0,"Glaive_Puff",80) /// NERF THIS UPDATE
		GOTO Glaive_done
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "GlaiveImpact_1")
		GlaiveImpact_1:
		TNT1 A 0 A_BLAST
		TNT1 A 0 A_QUAKE(4,15,0,30,"")
		Glaive_done:
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		GLVE DCB 2
		GOTO READY
		FIRE_ATTACK:
		TNT1 A 0 A_GIVEINVENTORY("Glaive_PLAYER1", 1)
	    TNT1 A 0 A_PLAYSOUND("Glaive/SWING")
	    FIGL ABCD 2
		FIGL E 3 A_CustomPunch((150 * random(2,3)),0,0,"fire_puff_Glaive",80) /// NERF THIS UPDATE
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "GlaiveImpact_F")
		GOTO Glaive_doneF
		GlaiveImpact_F:
	   TNT1 AAA 0 A_FIRECUSTOMMISSILE("FireFist_Fireball", RANDOM ( -5 ,5)) /// MULTIPLAYER BUFF
	   TNT1 A 0 A_TAKEINVENTORY("Dragon_Magic", 100)
	   TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)

		TNT1 A 0 A_BLAST
		TNT1 A 0 A_QUAKE(4,15,0,30,"")
		Glaive_doneF:
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		FIGL DCB 2
	    TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
	    TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN",1)
		goto ready
	  ICE_ATTACK:
		TNT1 A 0 A_GIVEINVENTORY("Glaive_PLAYER1", 1)
	    TNT1 A 0 A_PLAYSOUND("Glaive/SWING")
	    GLIC CDEF 2
		GLIC G 3 A_CustomPunch((150 * random(2,3)),0,0,"ICEPUFF",80) /// NERF THIS UPDATE
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "GlaiveImpact_ICE")
		GOTO Glaive_doneICE
		GlaiveImpact_ICE:
	   TNT1 AAA 0 A_FIRECUSTOMMISSILE("ICEBALL", RANDOM ( 0 ,360)) /// MULTIPLAYER BUFF
	   TNT1 A 0 A_TAKEINVENTORY("ICE_Magic", 100)
	   TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
		TNT1 A 0 A_QUAKE(4,15,0,30,"")
		Glaive_doneICE:
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		GLIC FEDC 2
	    TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
	    TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN",1)
		goto ready
	   Spawn:
	     GLVP A -1
		STOP
		slide:
		 TNT1 A 0 A_JUMPIFINVENTORY("Stamina", 50, "Slide_Voided")
		 goto Slide_Voided
		SlideStart:
		TNT1 A 0 A_GIVEINVENTORY("SLIDE_PLAYER_TOKEN", 1)
		 TNT1 A 0 A_PLAYSOUND("Glaive/SWING")
	    GLSL ABC 2
		Sliding:
		TNT1 A 0 A_JUMPIFNOAMMO("NOHIT")
	    TNT1 A 0 A_ChangeVelocity(1,0,0, CVF_RELATIVE | CVF_RELATIVE )
	    TNT1 A 0 A_TAKEINVENTORY("STAMINA", 4)
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "Slide_Impac")
		TNT1 A 0 A_PLAYSOUND("KICK/SLIDE")
		GLSL d 1  A_CustomPunch(100,1,0,"Glaive_Puff")
		TNT1 A 0 A_CHECKFORRELOAD(15,"Sliding")
	    Goto SlideDone
		nohit:
	    TNT1 A 0 A_TAKEINVENTORY("STAMINA", 1)
	    TNT1 A 0 A_PLAYSOUND("KICK/SLIDE")
	    TNT1 A 0 A_ChangeVelocity(1,0,0, CVF_RELATIVE | CVF_RELATIVE )
		GLSL D 1
		TNT1 A 0 A_CHECKFORRELOAD(15,"NOHIT")
        Goto SlideDone
	   Slide_Impac:
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		SlideDone:
		 GLSL CBA 2
		 TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
		 Goto Ready
		 Slide_Voided:
		  TNT1 A 0 A_CHECKFLOOR("SlideStart")
		 TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
		 goto ready
		FlameGlaive:
  dragon_magic_start:
	   TNT1 A 0 A_JUMPIFINVENTORY("dragon_magic",100,"STANCESTART")
	   TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)

	   goto ready
	  StanceStart:
	   TNT1 A 0 A_PLAYSOUND("fire/ball")
	   FIG2 ABC 2
	   FIRESTANCE2:
	   TNT1 A 0 A_GIVEINVENTORY("FIRE_STANCE_TOKEN",1)
	   FIGL A 1 BRIGHT a_weaponready(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	   TNT1 A 0 A_CHECKFORRELOAD(15,"FIRESTANCE2")
	   FIG2 CBA 2
	   FireStanceDone:
	   TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)

	  GOTO READY
  ICE_magic_start:
	   TNT1 A 0 A_JUMPIFINVENTORY("ICE_magic",100,"STANCESTART2")
	   TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)

	   goto ready
	  StanceStart2:
	   TNT1 A 0 A_PLAYSOUND("ICE/STANC")
	   GLIC ABC 2
	   ICESTANCE3:
	   TNT1 A 0 A_GIVEINVENTORY("ICE_STANCE_TOKEN",1)
	   GLIC C 1 BRIGHT a_weaponready(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	   TNT1 A 0 A_CHECKFORRELOAD(15,"ICESTANCE3")
	   GLIC CBA 2
	   FireStanceDone:
	   TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)

	  GOTO READY
	}
}

ACTOR CyberSword : DoomWeapon
{
//$Category Weapons
    -FOILINVUL
	+Weapon.MeleeWeapon
	Weapon.AmmoUse 1
	Weapon.AmmoType "Glaive_Use"
	Weapon.AmmoGive 2
	Weapon.Slotnumber 1
	Inventory.PickupSound "Sword/Draw"
	tag "Cyber Sword"
	Obituary "%o was assasinated by %k's Cyber Sword"
	Inventory.PickupMessage "You've Got the Cyber Sword"
	Weapon.SelectionOrder  3700
	Weapon.KickBack 3
	states
	{
	   Ready:
	    TNT1 A 0 A_JUMPIFINVENTORY("Slide_1", 1, "Slide")
		CYRD A 1 A_WEAPONREADY
		loop
		tokenreset:
		TNT1 A 0 A_TAKEINVENTORY("Punch_Combo",5)
		TNT1 A 0 A_TAKEINVENTORY("GUN_COMBO", 3)
		TNT1 A 0 A_TAKEINVENTORY("Kick_Token",1)
		TNT1 A 0 A_TAKEINVENTORY("KICK_COMBO",3)
		TNT1 A 0 A_TAKEINVENTORY("Slam_Token", 1)
	    TNT1 A 0 A_TAKEINVENTORY("Slam_Attack_TOKEN",1)
		TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
	    TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
	    TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN",1)
	    TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
	    TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN",1)
		goto Ready
	   Select:
		CYRD A 1 A_RAISE
		LOOP
	   DeSelect:
	    TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
	    TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
	    TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN",1)
		CYRD A 1 A_Lower
		Loop 
	   Fire:
		TNT1 A 0 A_GIVEINVENTORY("SWORD_PLAYER1",1)
	    TNT1 A 0 A_PLAYSOUND("cyber/ffeild")
		TNT1 A 0 A_ChangeVelocity(5,0,0, CVF_RELATIVE | CVF_RELATIVE )
	    CYSD ABCDEFGHI 2 BRIGHT A_CustomPunch((20 * random(1,2)),0,0,"Cyber_Sword_Puff",80) 
		GOTO Glaive_done
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "GlaiveImpact_1")
		GlaiveImpact_1:
		TNT1 A 0 A_QUAKE(4,15,0,30,"")
		Glaive_done:
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		GOTO READY
	   Spawn:
	     CBRS A -1 BRIGHT
		STOP
		slide:
		 TNT1 A 0 A_JUMPIFINVENTORY("Stamina", 50, "Slide_Voided")
		 goto Slide_Voided
		SlideStart:
		TNT1 A 0 A_GIVEINVENTORY("SLIDE_PLAYER_TOKEN", 1)
	     FOOT ABC 2
		Sliding:
		TNT1 A 0 A_JUMPIFNOAMMO("NOHIT")
	    TNT1 A 0 A_ChangeVelocity(1,0,0, CVF_RELATIVE | CVF_RELATIVE )
	    TNT1 A 0 A_TAKEINVENTORY("STAMINA", 4)
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "Slide_Impac")
		TNT1 A 0 A_PLAYSOUND("KICK/SLIDE")
		 FOOT C 1 A_CustomPunch(10,1,0,"KickPuff")
		TNT1 A 0 A_CHECKFORRELOAD(15,"Sliding")
	    Goto SlideDone
		nohit:
	    TNT1 A 0 A_TAKEINVENTORY("STAMINA", 1)
	    TNT1 A 0 A_PLAYSOUND("KICK/SLIDE")
	    TNT1 A 0 A_ChangeVelocity(1,0,0, CVF_RELATIVE | CVF_RELATIVE )
		 FOOT C 1
		TNT1 A 0 A_CHECKFORRELOAD(15,"NOHIT")
        Goto SlideDone
	   Slide_Impac:
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		SlideDone:
		 FOOT CBA 2
		 TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
		 Goto Ready
		 Slide_Voided:
		  TNT1 A 0 A_CHECKFLOOR("SlideStart")
		 TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
		 goto ready
	}
}


ACTOR Power_Weapon : RandomSpawner replaces plasmarifle
{
	dropitem "CyberSword"
	dropitem "Glaive"
}

ACTOR Spas12_WeaponPart1 : WeaponPiece replaces chainsaw
{
   +NOTDMATCH
   WeaponPiece.Number 1
   WeaponPiece.Weapon "Spas12"
   Inventory.Pickupmessage "Picked up a Spas12 Part." 
   Inventory.pickupsound "spas/cock"
states
	{
	Spawn:
	SPAP C -1 BRIGHT
	STOP
	}
}
ACTOR Spas12_WeaponPart2 : WeaponPiece  Replaces chaingun
{
   +NOTDMATCH
   WeaponPiece.Number 2
   WeaponPiece.Weapon "Spas12"
   Inventory.Pickupmessage "Picked up a Spas12 Part." 
   Inventory.pickupsound "spas/cock"
states
	{
	Spawn:
	SPAP B -1 BRIGHT
	STOP
	}
}

ACTOR GlaiveBlade_1 : WeaponPiece 2001
{
   +NOTDMATCH
   WeaponPiece.Number 1
   WeaponPiece.Weapon "Glaive"
   Inventory.Pickupmessage "Picked up the Glaive Blade." 
   Inventory.pickupsound "Drag/Statue"
states
	{
	Spawn:
	WEPP A -1 BRIGHT
	STOP
	}
}
ACTOR GlaiveHandle_1 : WeaponPiece 2003
{
   +NOTDMATCH
   WeaponPiece.Number 2
   WeaponPiece.Weapon "Glaive"
   Inventory.Pickupmessage "Picked up the Glaive Blade." 
   Inventory.pickupsound "Drag/Statue"
states
	{
	Spawn:
	WEPP B -1 BRIGHT
	STOP
	}
}

ACTOR Chain : LoreShot
{
	projectile
	speed 45
	damage 10
    Height 14
	seesound "chain/see"
	deathsound "Sword/stab"
    Radius 10
	states
	{
  Spawn:
	HOOK A 1 BRIGHT A_SPAWNITEMEX("Hook_Trail")
	LOOP
  DEATH:
	HOOK A 1 BRIGHT
	STOP
	}
	
}

ACTOR ICEChain : LoreShot
{
	projectile
	speed 45
	damage 100
	DAMAGETYPE ICE
    Height 14
	seesound "chain/see"
	deathsound "Sword/stab"
    Radius 10
	states
	{
  Spawn:
	ICHO A 1 BRIGHT A_SPAWNITEMEX("Hook_Trail4")
	LOOP
  DEATH:
	ICHO A 1 BRIGHT
	STOP
	}
	
}

ACTOR FIREChain : LoreShot
{
	projectile
	DAMAGETYPE FIRE
	speed 45
	+ROCKETTRAIL
	damage 100
    Height 14
	seesound "chain/see"
	deathsound "Sword/stab"
    Radius 10
	states
	{
  Spawn:
	FCHI A 1 BRIGHT A_SPAWNITEMEX("Hook_Trail3")
	LOOP
  DEATH:
	FCHI A 1 BRIGHT
	STOP
	XDEATH:
	  TNT1 A 0 A_EXPLODE(128,-1,0)
	 FIBL AAAAAA 0 A_SPAWNITEMEX("PARTICLE_SPAWN_FIREBALL",0,0,0,RANDOM(10,-10),RANDOM(10,-10),RANDOM(10,-10),RANDOM(0,360))
	 TNT1 AAAAAA 1 A_GiveToTarget("FIRE_HEAL")
	 TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "DEATH")
	 STOP
	}
	
}

ACTOR Hook_Trail4
{
	+Noblockmap
	speed 10
	states
	{
  Spawn:
	ICHO  A 20 BRIGHT
  DEATH:
	ICHO A 1 BRIGHT
	STOP

	}
	
}

ACTOR Hook_Trail3
{
	+Noblockmap
	speed 10
	states
	{
  Spawn:
	FCHI A 20 BRIGHT
  DEATH:
	FCHI A 1 BRIGHT
	STOP

	}
	
}
ACTOR Hook_Trail2
{
	+Noblockmap
	speed 10
	states
	{
  Spawn:
	HOOK A 20 BRIGHT
  DEATH:
	HOOK A 1 BRIGHT
	STOP
	}
	
}

/// tokins
ACTOR ninjakicktoken : INVENTORY
{
 Inventory.MaxAmount 1
}

ACTOR Ninja_KICKing_TOKEN : INVENTORY
{
 Inventory.MaxAmount 1
}

ACTOR ninjakicktoken2 : INVENTORY
{
 Inventory.MaxAmount 1
}
ACTOR Slide_1 :  Inventory
{
	Inventory.MaxAmount 1
}

ACTOR chain_Token :  Inventory
{
	Inventory.MaxAmount 1
}
ACTOR STAR_READY : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR FIRE_FIST_TOKEN2 : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR STAR_TOKEN : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR Life_Steal : Inventory
{
	Inventory.MaxAmount 1
}



ACTOR Stamina : Ammo 2008
{
	Inventory.PickupMessage "You've replenished a small amount of stamina"
	Inventory.MaxAmount 200
	Inventory.Amount 10
	states
	{
	Spawn:
		SHEL A -1 bright
		STOP
	}
}


ACTOR Glaive_Use : Ammo replaces cell
{

	Inventory.PickupMessage "You've Picked up a Blade Charge"
	Inventory.MaxAmount 2
	Inventory.Amount 1
	STATES
	 {
	 SPAWN:
	  GLVP C -1 BRIGHT
	  STOP
	 }
}

ACTOR Glaive_Use_BIG : Glaive_Use replaces ClipBox
{
	Inventory.PickupMessage "You've Picked up full Blade Charge"
	Inventory.MaxAmount 2
	Inventory.Amount 2
	STATES
	 {
	 SPAWN:
	  GLVP D -1 BRIGHT
	  STOP
	 }
}

ACTOR Glaive_ammo_Drop : Glaive_Use
{
    +NOTDMATCH
    -NOGRAVITY
	+alwayspickup
	REACTIONTIME 25
	INVENTORY.PickupMessage "You've Picked up a Blade Charge"
	Inventory.MaxAmount 2
	Inventory.Amount 1
	STATES
	 {
	 SPAWN:
	  GLVP C 0 A_COUNTDOWN ///YOU BAFOON IT'S A MAGAZINE!!!!
	  GLVP C 10 BRIGHT 
	 loop
	  DEATH:
	  TNT1 A 2
	  GLVP C 2
	  TNT1 A 2
	  GLVP C 2
	  TNT1 A 2
	  GLVP C 2
	  TNT1 A 2
	  GLVP C 2
	  TNT1 A 2
	  GLVP C 2
	  TNT1 A 2
	  GLVP C 2
	  TNT1 A 2
	  GLVP C 2
	  TNT1 A 2
	  GLVP C 2
	  STOP
	 }
}


ACTOR pistol_ammo : AMMO replaces Clip
{
	INVENTORY.PickupMessage "You've Picked up Some Bullets"
	Inventory.MaxAmount 1
	Inventory.Amount 1
	STATES
	 {
	 SPAWN:
	  CLIP A -1 BRIGHT
      stop
	 }
}
ACTOR Shotgun_ammo : AMMO REPLACES CellPack /// SHOTGUN AMMO NOW DROPS IN SINGLEPLAYER
{
     +NOTDMATCH
    SCALE 2
	INVENTORY.PickupMessage "You've Picked up Some Shells"
	Inventory.MaxAmount 1
	Inventory.Amount 1
	STATES
	 {
	 SPAWN:
	  SHEL C -1 BRIGHT
      stop
	 }
}

ACTOR Shotgun_ammo_Drop : Shotgun_ammo
{
    +NOTDMATCH
    -NOGRAVITY
	+alwayspickup
	REACTIONTIME 25
	INVENTORY.PickupMessage "You've Picked up Some Shells"
	Inventory.MaxAmount 2
	Inventory.Amount 1
	STATES
	 {
	 SPAWN:
	  SHEL C 0 A_COUNTDOWN ///YOU BAFOON IT'S A MAGAZINE!!!!
	  SHEL C 10 BRIGHT 
	 loop
	  DEATH:
	  TNT1 A 2
	  SHEL C 2
	  TNT1 A 2
	  SHEL C 2
	  TNT1 A 2
	  SHEL C 2
	  TNT1 A 2
	  SHEL C 2
	  TNT1 A 2
	  SHEL C 2
	  TNT1 A 2
	  SHEL C 2
	  TNT1 A 2
	  SHEL C 2
	  TNT1 A 2
	  SHEL C 2
	  STOP
	 }
}


ACTOR pistol_ammo_Drop : pistol_ammo
{
    +NOTDMATCH
    -NOGRAVITY
	+alwayspickup
	REACTIONTIME 25
	INVENTORY.PickupMessage "You've Picked up Some Bullets"
	Inventory.MaxAmount 2
	Inventory.Amount 1
	STATES
	 {
	 SPAWN:
	  CLIP A 0 A_COUNTDOWN ///YOU BAFOON IT'S A MAGAZINE!!!!
	  CLIP A 10 BRIGHT 
	 loop
	  DEATH:
	  TNT1 A 2
	  CLIP A 2
	  TNT1 A 2
	  CLIP A 2
	  TNT1 A 2
	  CLIP A 2
	  TNT1 A 2
	  CLIP A 2
	  TNT1 A 2
	  CLIP A 2
	  TNT1 A 2
	  CLIP A 2
	  TNT1 A 2
	  CLIP A 2
	  TNT1 A 2
	  CLIP A 2
	  STOP
	 }
}

ACTOR Stamina_Large_Drop : Stamina
{
	+NOTDMATCH
	+Alwayspickup
	REACTIONTIME 25
    -NOGRAVITY
	Inventory.PickupMessage "You've replenished a Large amount of stamina"
	Inventory.Amount 100
	states
	{
	 SPAWN:
	  SHEL B 0 A_COUNTDOWN
	  SHEL B 10 BRIGHT 
	 loop
	  Death:
	  TNT1 A 2
	  SHEL B 2
	  TNT1 A 2
	  SHEL B 2
	  TNT1 A 2
	  SHEL B 2
	  TNT1 A 2
	  SHEL B 2
	  TNT1 A 2
	  SHEL B 2
	  TNT1 A 2
	  SHEL B 2
	  TNT1 A 2
	  SHEL B 2
	  TNT1 A 2
	  SHEL B 2
	  STOP
	}
}

ACTOR Stamina_Large : Stamina  	2049
{
	SPEED 50
	Inventory.PickupMessage "You've replenished a Large amount of stamina"
	Inventory.Amount 100
	states
	{
	 SPAWN:
	  SHEL B -1 BRIGHT
	  stop
	}
}

ACTOR Stamina_Box : Stamina 2046
{
    Inventory.PickupMessage "You've replenished a all of your stamina"
	Inventory.Amount 200
	states
	{
   Spawn:
	LSTM A -1 bright
	stop
	}
}


ACTOR SLAM_ATTACK_TOKEN : Inventory
{
	Inventory.MaxAmount 1
}
ACTOR Player_Block_Token : Inventory
{
	Inventory.MaxAmount 1
}


ACTOR SLIDE_PLAYER_TOKEN : Inventory
{
	Inventory.MaxAmount 1
}


ACTOR Slam_Token : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR Punch_combo : Inventory
{
	Inventory.MaxAmount 5
}


ACTOR Punch_Hit : Inventory
{
	Inventory.MaxAmount 5
}


ACTOR GUN_PLAYER1 : Inventory
{
	Inventory.MaxAmount 1
}


ACTOR Left_Swing : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR GUN_COMBO : Inventory
{
	Inventory.MaxAmount 1
}


ACTOR GUN_Fire : Inventory
{
	Inventory.MaxAmount 3
}

ACTOR UPPERCUT_1 : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR KICK_TOKEN : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR Kick_combo : Inventory
{
	Inventory.MaxAmount 5
}
ACTOR FIRE_STANCE_TOKEN : Inventory
{
	Inventory.MaxAmount 1
}
ACTOR jump_token : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR JUMPING_TOKEN : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR FireBall_TOKEN : Inventory
{
	Inventory.MaxAmount 1
}

actor Perry_Attack : inventory
{
	Inventory.MaxAmount 1
	
}

actor sword_attack : inventory
{
	Inventory.MaxAmount 1
}

actor BLOCK2 : inventory
{
	Inventory.MaxAmount 1
}

actor FIRE_FIST_TOKEN : inventory
{
	Inventory.MaxAmount 2
}

ACTOR Glaive_PLAYER1 : inventory
{
	Inventory.MaxAmount 1
}

ACTOR SWORD_PLAYER1 : inventory
{
	Inventory.MaxAmount 1
}

ACTOR FIRE_KICK_TOKEN : inventory
{
	Inventory.MaxAmount 15
}

actor ICE_FIST_TOKEN : inventory
{
	Inventory.MaxAmount 2
}

ACTOR ICE_STANCE_TOKEN : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR ICE_TOKEN : Inventory
{
	Inventory.MaxAmount 1
}


///PUFFS

ACTOR KickPuff
{
  scale 0.75
  +NOBLOCKMAP
  +NOGRAVITY
  +ALLOWPARTICLES
  +HITTRACER
  +PUFFGETSOWNER
  +PUFFONACTORS
  +RANDOMIZE

states
	{
  Spawn:
    PUFF A 4 Bright
    PUFF B 4
  Melee:
    TNT1 A 0 A_PLAYSOUND("Fist/Miss")
    PUFF CD 4
    Stop
 Xdeath:
    TNT1 A 0 A_QUAKE(4,15,0,30,"")
    TNT1 A 0 A_PLAYSOUND("FIST/PUNT")
  ///  TNT1 A 0 A_GIVETOTARGET("Kick_combo",1)
	TNT1 A 0 A_GIVETOTARGET("Punch_Hit", 1)
     BLUD AABBCC 2 A_SPAWNITEMEX("Blood_Spray", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
    Stop
	}
}

ACTOR Glaive_Puff
{
  damagetype "armor_Break"
  scale 0.75
  +NOBLOCKMAP
  +NOGRAVITY
  +ALLOWPARTICLES
  +HITTRACER
  +PUFFGETSOWNER
  +PUFFONACTORS
  +RANDOMIZE
  +ALLOWPARTICLES
states
	{
  Spawn:
    PUFF A 4 Bright
    PUFF B 4
  Melee:
    TNT1 A 0 A_PLAYSOUND("Fist/Miss")
    PUFF CD 4
    Stop
 Xdeath:
    TNT1 A 0 A_GivePlayerMedal("Glaive_Medal",FALSE,AAPTR_TARGET)
    TNT1 A 0 A_PLAYSOUND("Glaive/HIT")
	TNT1 A 0 A_GIVETOTARGET("Punch_Hit", 1)
    TNT1 A 0 A_QUAKE(4,15,0,30,"")
	TNT1 A 0 A_TAKEFROMTARGET("Glaive_Use", 1)
    BLUD AABBCC 2 A_SPAWNITEMEX("Blood_Spray", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
    Stop
	}
}

ACTOR ICE_Sword_Puff
{
  damagetype ICE
  scale 0.75
  +NOBLOCKMAP
  +NOGRAVITY
  +ALLOWPARTICLES
  +HITTRACER
  +PUFFGETSOWNER
  +PUFFONACTORS
  +RANDOMIZE
  +ALLOWPARTICLES
states
	{
  Spawn:
    PUFF A 4 Bright
    PUFF B 4
  Melee:
    TNT1 A 0 A_PLAYSOUND("Fist/Miss")
    PUFF CD 4
    Stop
 Xdeath:
 TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "DEATH2")
     TNT1 AAAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("ICEARMOR",0,0,0,random(10,-10),random(10,-10),random(10,-10),random(0,360))
	goto death3
	DEATH2:
     TNT1 AAAAAAAAAAAAAAAA 0 a_givetotarget("ICEARMOR",1)
	death3:
    TNT1 A 0 A_EXPLODE(100,10,0)
    TNT1 A 0 A_PLAYSOUND("Sword/stab")
    TNT1 A 0 A_QUAKE(4,15,0,30,"")
    TNT1 A 0 A_GIVETOTARGET("Punch_combo",1)
	TNT1 A 0 A_GIVETOTARGET("Punch_Hit", 1)
	TNT1 A 0 A_TAKEFROMTARGET("Stamina", 150)
    BLUD AABBCC 2 A_SPAWNITEMEX("Blood_Spray", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	TNT1 AAAAAAAAA 2
    Stop
	}
}


ACTOR Sword_Puff
{
  damagetype "Sword_Cut"
  scale 0.75
  +NOBLOCKMAP
  +NOGRAVITY
  +ALLOWPARTICLES
  +HITTRACER
  +PUFFGETSOWNER
  +PUFFONACTORS
  +RANDOMIZE
  +ALLOWPARTICLES
states
	{
  Spawn:
    PUFF A 4 Bright
    PUFF B 4
  Melee:
    TNT1 A 0 A_PLAYSOUND("Fist/Miss")
    PUFF CD 4
    Stop
 Xdeath:
    TNT1 A 0 A_PLAYSOUND("Sword/stab")
    TNT1 A 0 A_QUAKE(4,15,0,30,"")
    TNT1 A 0 A_GIVETOTARGET("Punch_combo",1)
	TNT1 A 0 A_GIVETOTARGET("Punch_Hit", 1)
	TNT1 A 0 A_GIVETOTARGET("Life_Steal",1)
	TNT1 A 0 A_TAKEFROMTARGET("Stamina", 150)
    BLUD AABBCC 2 A_SPAWNITEMEX("Blood_Spray", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	TNT1 AAAAAAAAA 2 A_GIVETOTARGET("FIRE_HEAL")
    Stop
	}
}
ACTOR Cyber_Sword_Puff
{
 DAMAGETYPE "cauterized"
  scale 0.75
  +NOBLOCKMAP
  +NOGRAVITY
  +ALLOWPARTICLES
  +HITTRACER
  +PUFFGETSOWNER
  +PUFFONACTORS
  +RANDOMIZE
  +ALLOWPARTICLES
states
	{
  Spawn:
    PUFF A 4 Bright
    PUFF B 4
  Melee:
    TNT1 A 0 A_PLAYSOUND("Fist/Miss")
    PUFF CD 4
    Stop
 Xdeath:
 TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "DEATH2")
	DEATH2:
    TNT1 A 0 A_PLAYSOUND("Sword/stab")
    TNT1 A 0 A_QUAKE(4,15,0,30,"")
    TNT1 A 0 A_GIVETOTARGET("Punch_combo",1)
	TNT1 A 0 A_GIVETOTARGET("Punch_Hit", 1)
	TNT1 A 0 A_TAKEFROMTARGET("Glaive_Use", 1)
    FLUD AABBCCAABBCC  2
    Stop
	}
}
ACTOR fire_puff_Sword
{
 DAMAGETYPE "cauterized"
  scale 0.75
  +NOBLOCKMAP
  +NOGRAVITY
  +ALLOWPARTICLES
  +HITTRACER
  +PUFFGETSOWNER
  +PUFFONACTORS
  +RANDOMIZE
  +ALLOWPARTICLES
states
	{
  Spawn:
    PUFF A 4 Bright
    PUFF B 4
  Melee:
    TNT1 A 0 A_PLAYSOUND("Fist/Miss")
    PUFF CD 4
    Stop
 Xdeath:
 TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "DEATH2")
     TNT1 A 0 A_SPAWNITEMEX("Power_Ammo",0,0,0,random(10,-10),random(10,-10),random(10,-10),random(0,360))
	DEATH2:
	TNT1 A 0 A_GIVETOTARGET("Life_Steal",1)
	TNT1 A 0 A_TAKEFROMTARGET("Stamina", 150)
    TNT1 A 0 A_PLAYSOUND("Sword/stab")
    TNT1 A 0 A_QUAKE(4,15,0,30,"")
    TNT1 A 0 A_GIVETOTARGET("Punch_combo",1)
	TNT1 A 0 A_GIVETOTARGET("Punch_Hit", 1)
    FLUD AABBCCAABBCC  2 A_GIVETOTARGET("FIRE_HEAL")
    Stop
	}
}

ACTOR FistPuff
{
  scale 0.75
  +NOBLOCKMAP
  +NOGRAVITY
  +dontgib
  +HITTRACER
  +PUFFGETSOWNER
  +PUFFONACTORS
  +RANDOMIZE
  +ALLOWPARTICLES
states
	{
  Spawn:
    PUFF A 4 Bright
    PUFF B 4
  Melee:
    TNT1 A 0 A_PLAYSOUND("Fist/Miss")
    PUFF CD 4
    Stop
 Xdeath:
    TNT1 A 0 A_PLAYSOUND("FIST/PUNT")
    TNT1 A 0 A_QUAKE(4,15,0,30,"")
    TNT1 A 0 A_GIVETOTARGET("Punch_combo",1)
	TNT1 A 0 A_GIVETOTARGET("Dragon_Magic",1)
	TNT1 A 0 A_GIVETOTARGET("Punch_Hit", 1)
    BLUD AABBCC 2 A_SPAWNITEMEX("Blood_Spray", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
    Stop
	}
}

ACTOR ICEPuff
{
  scale 0.75
  +NOBLOCKMAP
  +NOGRAVITY
  +dontgib
  +HITTRACER
  +PUFFGETSOWNER
  +PUFFONACTORS
  +RANDOMIZE
  +ALLOWPARTICLES
  DAMAGETYPE "ICE"
states
	{
  Spawn:
    PUFF A 4 Bright
    PUFF B 4
  Melee:
    TNT1 A 0 A_PLAYSOUND("Fist/Miss")
    PUFF CD 4
    Stop
 Xdeath:
 TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "DEATH2")
     TNT1 AAAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("ICEARMOR",0,0,0,random(10,-10),random(10,-10),random(10,-10),random(0,360))
	goto death3
	DEATH2:
     TNT1 AAAAAA 0 a_givetotarget("ICEARMOR",1)
	death3:
    TNT1 A 0 A_PLAYSOUND("ICE/EXPLD")
    TNT1 A 0 A_QUAKE(4,15,0,30,"")
    TNT1 A 0 A_GIVETOTARGET("Punch_combo",1)
	TNT1 A 0 A_GIVETOTARGET("Dragon_Magic",1)
	TNT1 A 0 A_GIVETOTARGET("Punch_Hit", 1)
    BLUD AABBCC 2 A_SPAWNITEMEX("Blood_Spray", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
    Stop
	}
}

ACTOR fire_puff_Glaive
{
  damagetype "armor_Break"
  scale 0.75
  +NOBLOCKMAP
  +NOGRAVITY
  +ALLOWPARTICLES
  +HITTRACER
  +PUFFGETSOWNER
  +PUFFONACTORS
  +RANDOMIZE
  +ALLOWPARTICLES
states
	{
  Spawn:
    PUFF A 4 Bright
    PUFF B 4
  Melee:
    TNT1 A 0 A_PLAYSOUND("Fist/Miss")
    PUFF CD 4
    Stop
 Xdeath:
    TNT1 A 0 A_GivePlayerMedal("Glaive_Medal",FALSE,AAPTR_TARGET)
	TNT1 A 0 A_EXPLODE(300,450,0,0,400)
    TNT1 A 0 A_PLAYSOUND("FIRE/PUFF")
	TNT1 A 0 A_GIVETOTARGET("Punch_Hit", 1)
    TNT1 A 0 A_QUAKE(4,15,0,30,"")
	TNT1 A 0 A_TAKEFROMTARGET("Glaive_Use", 2)
    FLUD AABBCCAABBCC  2 A_GIVETOTARGET("FIRE_HEAL")
    Stop
	}
}
ACTOR fire_puff
{
  scale 0.75
  +NOBLOCKMAP
  +NOGRAVITY
  +ALLOWPARTICLES
  +HITTRACER
  +PUFFGETSOWNER
  DAMAGETYPE "fireextreme"
  +PUFFONACTORS
  +RANDOMIZE
  +ALLOWPARTICLES
states
	{
  Spawn:
    PUFF A 4 Bright
    PUFF B 4
  Melee:
    TNT1 A 0 A_PLAYSOUND("Fist/Miss")
    PUFF CD 4
    Stop
 Xdeath:
 TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "DEATH2")
     TNT1 A 0 A_SPAWNITEMEX("Power_Ammo",0,0,0,random(10,-10),random(10,-10),random(10,-10),random(0,360))
	 TNT1 A 0 A_JUMP(150,"SHELL")
	DEATH2:
    TNT1 A 0 A_PLAYSOUND("FIRE/PUFF")
    TNT1 A 0 A_QUAKE(4,15,0,30,"")
    TNT1 A 0 A_GIVETOTARGET("Punch_combo",1)
	TNT1 A 0 A_GIVETOTARGET("Punch_Hit", 1)
    FLUD AABBCCAABBCC  2 A_GIVETOTARGET("FIRE_HEAL")
    Stop
	}
}


ACTOR fire_kick_puff
{
  scale 0.75
  +NOBLOCKMAP
  +NOGRAVITY
  +ALLOWPARTICLES
  +HITTRACER
  +PUFFGETSOWNER
  DAMAGETYPE "fireextreme"
  +PUFFONACTORS
  +RANDOMIZE
  +ALLOWPARTICLES
states
	{
  Spawn:
    PUFF A 4 Bright
    PUFF B 4
  Melee:
    TNT1 A 0 A_PLAYSOUND("Fist/Miss")
    PUFF CD 4
    Stop
 Xdeath:
 TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "DEATH2")
     TNT1 A 0 A_SPAWNITEMEX("Power_Ammo",0,0,0,random(10,-10),random(10,-10),random(10,-10),random(0,360))
	 TNT1 A 0 A_JUMP(150,"SHELL")
	DEATH2:
	TNT1 A 0 A_EXPLODE(300,250,0,0,100)
    TNT1 A 0 A_PLAYSOUND("FIRE/PUFF")
    TNT1 A 0 A_QUAKE(4,15,0,30,"")
    TNT1 A 0 A_GIVETOTARGET("Punch_combo",1)
	TNT1 A 0 A_GIVETOTARGET("Punch_Hit", 1)
    FLUD AABBCCAABBCC  2 A_GIVETOTARGET("FIRE_HEAL")
    Stop
	}
}
ACTOR ice_kick_puff
{
  scale 0.75
  +NOBLOCKMAP
  +NOGRAVITY
  +ALLOWPARTICLES
  +HITTRACER
  +PUFFGETSOWNER
  DAMAGETYPE ICE
  +PUFFONACTORS
  +RANDOMIZE
  +ALLOWPARTICLES
states
	{
  Spawn:
    PUFF A 4 Bright
    PUFF B 4
  Melee:
    TNT1 A 0 A_PLAYSOUND("Fist/Miss")
    PUFF CD 4
    Stop
 Xdeath:
 TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "DEATH2")
     TNT1 AAAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("ICEARMOR",0,0,0,random(10,-10),random(10,-10),random(10,-10),random(0,360))
	goto death3
	DEATH2:
     TNT1 AAAAAA 0 a_givetotarget("ICEARMOR",1)
	death3:
	TNT1 A 0 A_EXPLODE(400,150,0,0,100)
    TNT1 A 0 A_PLAYSOUND("ICE/EXPLD")
    TNT1 A 0 A_QUAKE(4,15,0,30,"")
    TNT1 A 0 A_GIVETOTARGET("Punch_combo",1)
	TNT1 A 0 A_GIVETOTARGET("Punch_Hit", 1)
    BLUD AABBCCAABBCC  2 
    Stop
	}
}


ACTOR FIRE_HEAL : health
{
  +INVENTORY.ALWAYSPICKUP
  Inventory.Amount 10
  Inventory.MaxAmount 300
}
ACTOR Blood_Spray
{

    PROJECTILE
    SPEED 20
	+Missile
	-NOBLOCKMAP
	+DROPOFF
	+ACTIVATEIMPACT
	+ACTIVATEPCROSS
	+NOTELEPORT
	-NOGRAVITY
	STATES
	{
	SPAWN:
	 BLUD D 1 BRIGHT
	 LOOP
	DEATH:
	 BLUD EFG 4 BRIGHT
	 STOP
	}

}

ACTOR GORE_Blood_Spray
{
    PROJECTILE
    SPEED 20
	+Missile
	+NOBLOCKMAP
	+DROPOFF
	+ACTIVATEIMPACT
	+ACTIVATEPCROSS
	+NOTELEPORT
	-NOGRAVITY
	STATES
	{
	SPAWN:
	 BLUD CCCCC 4 BRIGHT
	 LOOP
 Xdeath:
    BLUD AABBCC 2 A_SPAWNITEMEX("Blood_Spray", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
    Stop
	}

}

/// HEADS

ACTOR PLAYER_HEAD : Blood_Spray
{
    -NOGravity
	bouncecount 3
	bouncetype DOOM
STATES
	{
	SPAWN:
	 HEAD ABCD 1 BRIGHT
	 LOOP
	DEATH:
	 HEAD A -1 BRIGHT
	 STOP
	}
}

ACTOR Ninja_HEAD : Blood_Spray
{
    -NOGravity
	bouncecount 3
	bouncetype DOOM
STATES
	{
	SPAWN:
	 HEA2 ABCD 1 BRIGHT
	 LOOP
	DEATH:
	 HEA2 A -1 BRIGHT
	 STOP
	}
}

ACTOR Ninja_Higher_HEAD : Blood_Spray
{
    -NOGravity
	bouncecount 3
	bouncetype DOOM
STATES
	{
	SPAWN:
	 HEA3 ABCD 1 BRIGHT
	 LOOP
	DEATH:
	 HEA3 A -1 BRIGHT
	 STOP
	}
}

ACTOR Ninja_HEAD_Chain : Blood_Spray
{
    -NOGravity
	bouncecount 3
	bouncetype DOOM
STATES
	{
	SPAWN:
	 HEA4 ABCD 1 BRIGHT
	 LOOP
	DEATH:
	 HEA4 A -1 BRIGHT
	 STOP
	}
}

ACTOR Ninja_HEAD_FIRE : Blood_Spray
{
    -NOGravity
	bouncecount 3
	bouncetype DOOM
STATES
	{
	SPAWN:
	 HEA6 ABCD 1 BRIGHT
	 LOOP
	DEATH:
	 HEA6 A -1 BRIGHT
	 STOP
	}
}

ACTOR MyTimeFreezer : PowerTimeFreezer
{

		Inventory.MaxAmount 1
		Powerup.Duration 0x7FFFFFFD
}