ACTOR DeltaPlayer : PlayerPawn
{
  Health 20000
  Radius 25
  Height 64 
  Mass 8000
  Speed 1.0
  Player.MaxHealth 20000
  Player.JumpZ 10
  Player.DisplayName "Delta"
  Player.MorphWeapon "DeltaWeapon0"
  Player.SoundClass "Delta"
  Player.StartItem "Mana", 100
  DamageFactor "Boss", 0
  limitedtoteam 1
	PainSound "Delta/Pain"
    SEESOUND "Delta/See"
    DEATHSOUND "Delta/Die"
	Species "Boss"
	+NOSKIN
	-SOLID
	+THRUSPECIES
	+DONTTRANSLATE
  -PICKUP
  states
{
	  Spawn:
	    DELT A 0 A_SetTranslucent (0.8, 1)
		DELT A 5 A_SpawnItemEx ("DeltaAirTrail", 0, 0, 32, 0, 0, 0)
        Loop
	  See:
		DELT ABCD 5 A_SpawnItemEx ("DeltaAirTrail", 0, 0, 32, 0, 0, 0)
        Loop
      Melee:
	  Missile: 
		DELT E 3 
		DELT F 3 A_SpawnItemEx ("DeltaAirTrail", 0, 0, 32, 0, 0, 0)
		DELT G 3
		DELT H 3 A_SpawnItemEx ("DeltaAirTrail", 0, 0, 32, 0, 0, 0)
		Goto Spawn
	  Death:
		TNT1 A 0 a_givetotarget("BOSSKILLEDSTAT", 1)
		TNT1 A 0 A_GiveToTarget("reward", 1)
	    SMIS AAAAAAAAAA 0 A_SpawnItemEx ("DeltaAirTrail", 0, 0, 32, frandom (-10, 10), frandom (-10, 10), 0, 0)
		DELT AAAAAAAAA 4 A_FadeOut(0.05)
	    TNT1 A -1
	    Stop
	}
}

Actor DeltaMode1 : Inventory
{
	inventory.maxamount 1
}

Actor DeltaMode2 : Inventory
{
	inventory.maxamount 1
}

Actor DeltaMode3 : Inventory
{
	inventory.maxamount 1
}

Actor DeltaMode4 : Inventory
{
	inventory.maxamount 1
}

Actor DeltaTornadoSoundToken : Inventory
{
	inventory.maxamount 1
}

ACTOR DeltaWeapon0 : Weapon 
{
 Weapon.SelectionOrder 800
 Obituary "%o was raped by %k"
 Inventory.PickupMessage ""
 Inventory.PickupSound "misc/pk_up"
 Weapon.AmmoUse 0
 Weapon.AmmoGive 0
 Weapon.AmmoType "Mana"
 +WEAPON.NOAUTOAIM
  States
 {
  Spawn:
       TNT1 A -1
       Loop
  Ready:
       TNT1 A 1 A_WeaponReady
       goto AltFire
  Fire:
  TNT1 A 1
  goto AltFire
  Deselect:
       TNT1 A 1 A_Lower
       Loop
  Select:
       TNT1 A 0 A_Raise
       Loop
  AltFire:
       TNT1 A 0 A_GiveInventory("DeltaWeapon")
       TNT1 A 0 A_SelectWeapon("DeltaWeapon")
       TNT1 A 0 
       goto deselect
  Flash:
       SNIF F 3 Bright A_Light2
       SNIF F 3 Bright A_Light1
       SNIF F 0 Bright A_Light0
       Goto LightDone     
       }
}

ACTOR DeltaWeapon : Weapon 
{
 Weapon.SelectionOrder 800
 obituary "%o got killed by the wind"
 Inventory.PickupMessage ""
 Inventory.PickupSound "misc/pk_up"
 Weapon.AmmoUse 0
 Weapon.AmmoGive 0
 Weapon.AmmoType "Mana"
 +WEAPON.NOAUTOAIM
 +INVENTORY.UNDROPPABLE
  States
 {
  Spawn:
       TNT1 A -1
       Loop
  Ready:
       CLA3 A 1 A_WeaponReady(WRF_ALLOWRELOAD)
       goto ready
  Deselect:
       CLA3 A 1 A_Lower
       Loop
  Select:
       CLA3 A 0 A_Raise
       Loop
  Fire:
       TNT1 A 0 A_jumpIfinventory("DeltaMode1", 1, "Sword")
       TNT1 A 0 A_jumpIfinventory("DeltaMode2", 1, "StormCheck")
       TNT1 A 0 A_jumpIfinventory("DeltaMode3", 1, "TornadoCheck")
	   TNT1 A 0 A_jumpIfinventory("DeltaMode4", 1, "WindBladeCheck")
	   CLA3 A 1
	   Goto ready
  AltFire:
  	   CLA3 A 1 ACS_execute(812, 0) //812
       CLA3 A 14
       goto ready
  Sword:
	   NOTH A 0 A_JumpIfInventory("DeltaKatanaAttackCooldown",1,"Ready")
	   TNT1 AA 0 A_Jump(256,"Left","Right","AnotherLeft","AnotherRight","ThirdLeft","ThirdRight","FourLeft","FourRight")
  Left:
	   TNT1 A 0 A_GunFlash
	   TNT1 A 0 A_PlaySound("Delta/Melee",CHAN_WEAPON,1.0)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-30,0,0,0,0,6)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-25,0,0,0,0,5)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-20,0,0,0,0,4)
	   CLA3 B 1 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-15,0,0,0,0,3)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-10,0,0,0,0,2)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-5,0,0,0,0,1)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",0,0,0,0,0,0)
	   CLA3 B 1 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",5,0,0,0,0,-1)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",10,0,0,0,0,-2)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",15,0,0,0,0,-3)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",20,0,0,0,0,-4)
	   CLA3 B 1 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",25,0,0,0,0,-5)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",30,0,0,0,0,-6)
	   TNT1 A 0 A_GiveInventory("DeltaKatanaAttackCooldown",1)
       Goto Ready
  Right:
	   TNT1 A 0 A_GunFlash
	   TNT1 A 0 A_PlaySound("Delta/Melee",CHAN_WEAPON,1.0)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",30,0,0,0,0,-6)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",25,0,0,0,0,-5)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",20,0,0,0,0,-4)
	   CLA3 B 1 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",15,0,0,0,0,-3)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",10,0,0,0,0,-2)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",5,0,0,0,0,-1)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",0,0,0,0,0,0)
	   CLA3 B 1 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-5,0,0,0,0,1)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-10,0,0,0,0,2)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-15,0,0,0,0,3)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-20,0,0,0,0,4)
	   CLA3 B 1 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-25,0,0,0,0,5)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-30,0,0,0,0,6)
	   TNT1 A 0 A_GiveInventory("DeltaKatanaAttackCooldown",1)
       Goto Ready
  AnotherLeft:
	   TNT1 A 0 A_GunFlash
	   TNT1 A 0 A_PlaySound("Delta/Melee",CHAN_WEAPON,1.0)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-30,0,0,0,0,-6)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-25,0,0,0,0,-5)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-20,0,0,0,0,-4)
	   CLA3 B 1 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-15,0,0,0,0,-3)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-10,0,0,0,0,-2)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-5,0,0,0,0,-1)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",0,0,0,0,0,0)
	   CLA3 B 1 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",5,0,0,0,0,1)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",10,0,0,0,0,2)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",15,0,0,0,0,3)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",20,0,0,0,0,4)
	   CLA3 B 1 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",25,0,0,0,0,5)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",30,0,0,0,0,6)
	   TNT1 A 0 A_GiveInventory("DeltaKatanaAttackCooldown",1)
       Goto Ready
  AnotherRight:
	   TNT1 A 0 A_GunFlash
	   TNT1 A 0 A_PlaySound("Delta/Melee",CHAN_WEAPON,1.0)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-30,0,0,0,0,-6)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-25,0,0,0,0,-5)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-20,0,0,0,0,-4)
	   CLA3 B 1 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-15,0,0,0,0,-3)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-10,0,0,0,0,-2)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-5,0,0,0,0,-1)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",0,0,0,0,0,0)
	   CLA3 B 1 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",5,0,0,0,0,1)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",10,0,0,0,0,2)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",15,0,0,0,0,3)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",20,0,0,0,0,4)
	   CLA3 B 1 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",25,0,0,0,0,5)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",30,0,0,0,0,6)
	   TNT1 A 0 A_GiveInventory("DeltaKatanaAttackCooldown",1)
       Goto Ready
  ThirdLeft:
	   TNT1 A 0 A_GunFlash
	   TNT1 A 0 A_PlaySound("Delta/Melee",CHAN_WEAPON,1.0)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-24,0,0,0,0,24)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-20,0,0,0,0,20)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-16,0,0,0,0,16)
	   CLA3 B 1 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-12,0,0,0,0,12)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-8,0,0,0,0,8)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-4,0,0,0,0,4)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",0,0,0,0,0,0)
	   CLA3 B 1 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",4,0,0,0,0,-4)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",8,0,0,0,0,-8)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",12,0,0,0,0,-12)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",16,0,0,0,0,-16)
	   CLA3 B 1 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",20,0,0,0,0,-20)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",24,0,0,0,0,-24)
	   TNT1 A 0 A_GiveInventory("DeltaKatanaAttackCooldown",1)
       Goto Ready
  ThirdRight:
	   TNT1 A 0 A_GunFlash
	   TNT1 A 0 A_PlaySound("Delta/Melee",CHAN_WEAPON,1.0)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",24,0,0,0,0,-24)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",20,0,0,0,0,-20)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",16,0,0,0,0,-16)
	   CLA3 B 1 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",12,0,0,0,0,-12)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",8,0,0,0,0,-8)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",4,0,0,0,0,-4)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",0,0,0,0,0,0)
	   CLA3 B 1 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-4,0,0,0,0,4)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-8,0,0,0,0,8)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-12,0,0,0,0,12)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-16,0,0,0,0,16)
	   CLA3 B 1 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-20,0,0,0,0,20)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-24,0,0,0,0,24)
	   TNT1 A 0 A_GiveInventory("DeltaKatanaAttackCooldown",1)
       Goto Ready
  FourLeft:
	   TNT1 A 0 A_GunFlash
	   TNT1 A 0 A_PlaySound("Delta/Melee",CHAN_WEAPON,1.0)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-30,0,0,0,0,18)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-25,0,0,0,0,15)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-20,0,0,0,0,12)
	   CLA3 B 1 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-15,0,0,0,0,9)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-10,0,0,0,0,6)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-5,0,0,0,0,3)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",0,0,0,0,0,0)
	   CLA3 B 1 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",5,0,0,0,0,-3)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",10,0,0,0,0,-6)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",15,0,0,0,0,-9)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",20,0,0,0,0,-12)
	   CLA3 B 1 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",25,0,0,0,0,-15)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",30,0,0,0,0,-18)
	   TNT1 A 0 A_GiveInventory("DeltaKatanaAttackCooldown",1)
       Goto Ready
  FourRight:
	   TNT1 A 0 A_GunFlash
	   TNT1 A 0 A_PlaySound("Delta/Melee",CHAN_WEAPON,1.0)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",30,0,0,0,0,-18)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",25,0,0,0,0,-15)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",20,0,0,0,0,-12)
	   CLA3 B 1 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",15,0,0,0,0,-9)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",10,0,0,0,0,-6)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",5,0,0,0,0,-3)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",0,0,0,0,0,0)
	   CLA3 B 1 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-5,0,0,0,0,3)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-10,0,0,0,0,6)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-15,0,0,0,0,9)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-20,0,0,0,0,12)
	   CLA3 B 1 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-25,0,0,0,0,15)
	   CLA3 B 0 Bright A_FireCustomMissile("DeltaSwordMeleeProjectile",-30,0,0,0,0,18)
	   TNT1 A 0 A_GiveInventory("DeltaKatanaAttackCooldown",1)
       Goto Ready
  Storm:
       TNT1 A 0 A_Takeinventory("mana", 40)
	   TNT1 A 0 A_PlaySound("Delta/Melee",CHAN_WEAPON,1.0)
	   TNT1 A 0 A_PlaySound("Delta/Hurricane",CHAN_ITEM,1.0)
	   TNT1 AAA 0 A_FireCustomMissile("DeltaAirMissile",random(-180,180),0)
	   CLA3 BA 5
       Goto Ready
  Tornado:
	   TNT1 A 0 A_TakeInventory("ChargesBuilt", 100)
	   TNT1 A 0 A_TakeInventory("DeltaTornadoSoundToken", 1)
	   TNT1 A 0 A_GunFlash
	   CLA3 B 0 Bright
	   TNT1 A 0 A_PlaySound("Delta/Tornado",CHAN_7,1.0,0,ATTN_NONE)
	   TNT1 A 0 A_PlaySound("Delta/Melee",CHAN_6,1.0,0,ATTN_NONE)
	   TNT1 A 0 A_FireCustomMissile("DeltaTornado", 0)
	   CLA3 BA 10 Bright
	   Goto Ready
  WindBlade:
       TNT1 A 0 A_Takeinventory("mana", 7)
	   TNT1 A 0 A_PlaySound("Delta/WindBlade",CHAN_WEAPON,1.0)
	   TNT1 A 0 A_FireCustomMissile("DeltaWindBlade", 0)
	   TNT1 A 0 A_Recoil(-6)
	   CLA3 BA 3
       Goto Ready
  StormCheck:
       TNT1 A 0 A_jumpIfinventory("mana", 40, "Storm")  
        Goto ready
  TornadoCheck:
       TNT1 A 0 A_jumpIfinventory("ChargesBuilt", 100, "Tornado")  
       Goto ready  
  WindBladeCheck:
       TNT1 A 0 A_jumpIfinventory("mana", 7, "WindBlade")  
       Goto ready
  Reload:
	   TNT1 A 0 A_PlaySound("Delta/BlockStart",CHAN_Weapon,1.0,False,ATTN_NONE)
	   CLA3 B 0 Bright A_SpawnItemEx("DeltaBlocking",72,0,32,0,0,0,48)
	   CLA3 B 0 Bright A_SpawnItemEx("DeltaBlocking",72,0,32,0,0,0,40)
	   CLA3 B 0 Bright A_SpawnItemEx("DeltaBlocking",72,0,32,0,0,0,32)
	   CLA3 B 0 Bright A_SpawnItemEx("DeltaBlocking",72,0,32,0,0,0,24)
	   CLA3 B 0 Bright A_SpawnItemEx("DeltaBlocking",72,0,32,0,0,0,16)
	   CLA3 B 0 Bright A_SpawnItemEx("DeltaBlocking",72,0,32,0,0,0,8)
	   CLA3 B 0 Bright A_SpawnItemEx("DeltaBlocking",72,0,32,0,0,0,0)
	   CLA3 B 0 Bright A_SpawnItemEx("DeltaBlocking",72,0,32,0,0,0,-8)
	   CLA3 B 0 Bright A_SpawnItemEx("DeltaBlocking",72,0,32,0,0,0,-16)
	   CLA3 B 0 Bright A_SpawnItemEx("DeltaBlocking",72,0,32,0,0,0,-24)
	   CLA3 B 0 Bright A_SpawnItemEx("DeltaBlocking",72,0,32,0,0,0,-32)
	   CLA3 B 0 Bright A_SpawnItemEx("DeltaBlocking",72,0,32,0,0,0,-40)
	   CLA3 B 0 Bright A_SpawnItemEx("DeltaBlocking",72,0,32,0,0,0,-48)
	   CLA3 A 0
	   CLA3 B 0 Bright A_SpawnItemEx("DeltaBlocking",144,0,32,0,0,0,48)
	   CLA3 B 0 Bright A_SpawnItemEx("DeltaBlocking",144,0,32,0,0,0,40)
	   CLA3 B 0 Bright A_SpawnItemEx("DeltaBlocking",144,0,32,0,0,0,32)
	   CLA3 B 0 Bright A_SpawnItemEx("DeltaBlocking",144,0,32,0,0,0,24)
	   CLA3 B 0 Bright A_SpawnItemEx("DeltaBlocking",144,0,32,0,0,0,16)
	   CLA3 B 0 Bright A_SpawnItemEx("DeltaBlocking",144,0,32,0,0,0,8)
	   CLA3 B 0 Bright A_SpawnItemEx("DeltaBlocking",144,0,32,0,0,0,0)
	   CLA3 B 0 Bright A_SpawnItemEx("DeltaBlocking",144,0,32,0,0,0,-8)
	   CLA3 B 0 Bright A_SpawnItemEx("DeltaBlocking",144,0,32,0,0,0,-16)
	   CLA3 B 0 Bright A_SpawnItemEx("DeltaBlocking",144,0,32,0,0,0,-24)
	   CLA3 B 0 Bright A_SpawnItemEx("DeltaBlocking",144,0,32,0,0,0,-32)
	   CLA3 B 0 Bright A_SpawnItemEx("DeltaBlocking",144,0,32,0,0,0,-40)
	   CLA3 B 0 Bright A_SpawnItemEx("DeltaBlocking",144,0,32,0,0,0,-48)
	   TNT1 A 0 A_GiveInventory("DeltaBlockingCooldown",1)
	   TNT1 A 0 A_GiveInventory("DeltaKatanaAttackCooldown",1)
       Goto ready  
  Flash:
       SNIF F 225 Bright
       Goto LightDone     
       }
}

Actor DeltaBlocking
{
  Radius 28
  Height 80
  Species "Boss"
  DamageFactor "Boss", 0.0
  PainChance 256
  Health 9999
  +SHOOTABLE
  +NORADIUSDMG
  +NOGRAVITY
  +NOTELEPORT
  +NOBLOOD
  +DONTRIP
  +NOBLOODDECALS
  +THRUSPECIES
  +REFLECTIVE
  +DEFLECT
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 7 A_SpawnItemEx("DeltaSwordMeleeProjectileParticle2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    Stop
  Pain:
	DEM1 A 0 Bright A_PlaySound("Delta/Block",CHAN_7,1.0)
	DEM1 ABCDEFGHIJ 1 Bright
	Stop
  Death:
    DEM1 A 0 Bright A_PlaySound("Delta/Block",CHAN_7,1.0)
	DEM1 ABCDEFGHIJ 1 Bright
	Stop
  }
}

actor PowerDelta : PowerMorph
{
	powerup.duration 0x7FFFFFFF
	PowerMorph.PlayerClass "DeltaPlayer"
}

Actor DeltaSwordMeleeProjectile
{
    Radius 8
    Height 8
    Speed 45
    Damage (10)
    RenderStyle Add
    DamageType "Boss"
	Translation "208:231=80:111", "160:167=80:111"
    Projectile
	+BLOODSPLATTER
   States
  {
  Spawn:
    TNT1 A 0
	TNT1 AAA 1 Bright A_SpawnItemEx("DeltaSwordMeleeProjectileParticle",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	DEM1 A 0 A_Stop
  Death:
	DEM1 A 1 Bright
	DEM1 A 1 Bright A_FadeOut(0.1)
	Wait
  XDeath:
	TNT1 A 0 A_PlaySound("Delta/HitBlade",CHAN_AUTO,1.0)
    TNT1 A 0 A_GiveToTarget("ChargesBuilt", 10)
	TNT1 A 0 A_Jump(128,"Two")
  One:
    KXSL A 1 Bright A_FadeOut(0.1)
	Loop
  Two:
    KXSL B 1 Bright A_FadeOut(0.1)
	Loop
  }
}

Actor DeltaSwordMeleeProjectileParticle
{
  Radius 1
  Height 1
  Scale 1.0
  Alpha 1.0
  RenderStyle Add
  +ClientSideOnly
  +NoInteraction
  Translation "208:231=80:111", "160:167=80:111"
  States
  {
  Spawn:
    DEM1 A 0 A_SetScale(ScaleX*0.9)
    DEM1 A 1 A_Fadeout(0.1)
	Loop
  }
}

Actor DeltaSwordMeleeProjectileParticle2 : DeltaSwordMeleeProjectileParticle
{
  Alpha 0.9
}

Actor DeltaWindBlade
{
    Radius 15
    Height 15
    Speed 50
    Damage (1*random(30,70))
    RenderStyle Add
	Alpha 1.0
    DamageType "Boss"
    Scale 0.90
    Projectile
	+BLOODSPLATTER
    +DONTSPLASH
	DeathSound "Delta/HitBlade"
   States
  {
  Spawn:
	WIBL A 1 Bright 
	Loop
  Death:
	GGA1 IIIIJJJJKKKK 1 Bright A_FadeOut(0.07)
	Wait
  }
}

ACTOR BulletPuffDelta
{
  +NOBLOCKMAP
  +NOGRAVITY
  +ALLOWPARTICLES
  +RANDOMIZE
  +PUFFONACTORS
  +PUFFGETSOWNER 
  Seesound ""
  DamageType "Boss"
  Mass 5
  States
  {
  Crash:
    TNT1 A 1
	Stop
  Spawn:
  Melee:
    TNT1 A 0
	TNT1 A 1 A_GiveToTarget("ChargesBuilt", 5)
    Stop
  }
}

ACTOR BulletPuffDeltaShow : BulletPuffDelta
{
  RenderStyle Add
  Seesound "Delta/HitBlade"
  Scale 0.75
  States
  {
  Crash:
    TNT1 A 1 A_Jump(256,"One", "Two")
  Spawn:
  Melee:
    TNT1 A 0
	TNT1 A 1 A_GiveToTarget("ChargesBuilt", 5)
	TNT1 A 0 A_Jump(128,"Two")
  One:
    KXSL A 1 Bright A_FadeOut(0.1)
	Loop
  Two:
    KXSL B 1 Bright A_FadeOut(0.1)
	Loop
  }
}

Actor DeltaAirTrail
{
	Speed 0
	Damage (1)
	Radius 32
    Height 32
	RenderStyle Translucent
	PROJECTILE
    +NOEXPLODEFLOOR
    +HITTRACER
	+THRUSPECIES
	DeathSound "Delta/Slow"
	Species "Boss"
	states
	{
	Spawn:
		SMIS A 135
		SMIS BCDEFGIJK 5 A_Fadeout(0.1)
		Wait
	Death:
	    TNT1 A 0
	    TNT1 A 0 A_GiveInventory("DeltaHurricane",1,AAPTR_TRACER)
		SMIS BCDEFGIJK 5 A_Fadeout(0.1)
		Wait
	}
}

ACTOR DeltaAirMissile
{
   Radius 1
   Height 1
   Speed 20
   Damage 0
   RENDERSTYLE ADD
   PROJECTILE
   +THRUACTORS
   +FORCEXYBILLBOARD
   +DOOMBOUNCE
   +BLOODLESSIMPACT
   -NOGRAVITY
   +NOEXPLODEFLOOR
   +MTHRUSPECIES
   +NODAMAGETHRUST
   Gravity 9.0
   ReactionTime 700
   DamageType "Boss"
   BounceFactor 1.0
   BounceCount 15
   States
   {
   Spawn:
	  TNT1 A 4 Bright A_SpawnItemEx("DeltaAirTrail", random (-4, 4), random (-4, 4), 0, random (-2, 2), random (-2, 2), 0, 160)
	  TNT1 A 0 A_CountDown
	  Loop
   Death:
      TNT1 A 1 Bright
      stop
   }
}

Actor DeltaHurricane : PowerSpeed
{
    Speed 0.5
	Powerup.Duration -3
	Powerup.Color "9E 9E 9E"
}

Actor DeltaTornado : FastProjectile
{
  Radius 8
  Height 8
  Speed 60
  Damage (0)
  DamageType "Boss"
  RenderStyle Translucent
  Scale 1.5
  PROJECTILE
  Alpha 1.0
  +THRUACTORS
  +NOEXTREMEDEATH
  States
  {
  Spawn:
    FX07 A 0 A_SpawnItemEx("DeltaTornadoTrail")
	FX07 A 1 A_RadiusGive("DeltaTornadoEffectActivator",192,RGF_PLAYERS,1)
	FX07 A 0 A_SpawnItemEx("DeltaTornadoTrail")
	FX07 A 1 A_RadiusGive("DeltaTornadoEffectActivator",192,RGF_PLAYERS,1)
	FX07 A 0 A_SpawnItemEx("DeltaTornadoTrail")
	FX07 A 1 A_RadiusGive("DeltaTornadoEffectActivator",192,RGF_PLAYERS,1)
	FX07 B 0 A_SpawnItemEx("DeltaTornadoTrail")
	FX07 B 1 A_RadiusGive("DeltaTornadoEffectActivator",192,RGF_PLAYERS,1)
	FX07 B 0 A_SpawnItemEx("DeltaTornadoTrail")
	FX07 B 1 A_RadiusGive("DeltaTornadoEffectActivator",192,RGF_PLAYERS,1)
	FX07 B 0 A_SpawnItemEx("DeltaTornadoTrail")
	FX07 B 1 A_RadiusGive("DeltaTornadoEffectActivator",192,RGF_PLAYERS,1)
	FX07 C 0 A_SpawnItemEx("DeltaTornadoTrail")
	FX07 C 1 A_RadiusGive("DeltaTornadoEffectActivator",192,RGF_PLAYERS,1)
	FX07 C 0 A_SpawnItemEx("DeltaTornadoTrail")
	FX07 C 1 A_RadiusGive("DeltaTornadoEffectActivator",192,RGF_PLAYERS,1)
	FX07 C 0 A_SpawnItemEx("DeltaTornadoTrail")
	FX07 C 1 A_RadiusGive("DeltaTornadoEffectActivator",192,RGF_PLAYERS,1)
    Loop
  Death:
	TNT1 A 0 A_SpawnItemEx("DeltaAirTrail",0,0,0,Random(-4,4),Random(-4,4),Random(-4,4)) 
    FX07 A 1 A_FadeOut(0.4)
	TNT1 A 0 A_SpawnItemEx("DeltaAirTrail",0,0,0,Random(-4,4),Random(-4,4),Random(-4,4)) 
    FX07 A 1 A_FadeOut(0.4)
	TNT1 A 0 A_SpawnItemEx("DeltaAirTrail",0,0,0,Random(-4,4),Random(-4,4),Random(-4,4)) 
    FX07 A 1 A_FadeOut(0.4)
	TNT1 B 0 A_SpawnItemEx("DeltaAirTrail",0,0,0,Random(-4,4),Random(-4,4),Random(-4,4)) 
    FX07 B 1 A_FadeOut(0.4)
	TNT1 B 0 A_SpawnItemEx("DeltaAirTrail",0,0,0,Random(-4,4),Random(-4,4),Random(-4,4)) 
    FX07 B 1 A_FadeOut(0.4)
	TNT1 B 0 A_SpawnItemEx("DeltaAirTrail",0,0,0,Random(-4,4),Random(-4,4),Random(-4,4)) 
    FX07 B 1 A_FadeOut(0.4)
	TNT1 C 0 A_SpawnItemEx("DeltaAirTrail",0,0,0,Random(-4,4),Random(-4,4),Random(-4,4)) 
    FX07 C 1 A_FadeOut(0.4)
	TNT1 C 0 A_SpawnItemEx("DeltaAirTrail",0,0,0,Random(-4,4),Random(-4,4),Random(-4,4)) 
    FX07 C 1 A_FadeOut(0.4)
	TNT1 C 0 A_SpawnItemEx("DeltaAirTrail",0,0,0,Random(-4,4),Random(-4,4),Random(-4,4)) 
    FX07 C 1 A_FadeOut(0.4)
    Goto Death+1
  }  
}

Actor DeltaTornadoEffectActivator : CustomInventory
{
    States
    {
    Pickup:
	    TNT1 A 0 A_JumpIfInventory("DeltaWeapon",1,"Nothing")
        TNT1 A 0 Acs_NamedExecuteAlways("DeltaSoulRipper",0,0,0,0)
		TNT1 A 0 A_ChangeFlag("THRUACTORS",1)
		TNT1 A 0 A_PlaySound("Delta/TornadoHit",CHAN_7,1.0,0,ATTN_NONE)
        Stop
	Nothing:
	    TNT1 A 0
		Stop
    }
}

Actor DeltaTornadoTrail
{
  Radius 1
  Height 1
  Scale 1.5
  Alpha 0.92
  +NOINTERACTION
  RenderStyle Translucent
  States
  {
  Spawn:
    FX07 A 0
    FX07 AAABBBCCC 1 A_Fadeout(0.04)
	Loop
  }
}

Actor DeltaSoulRippertAppear
{
  Radius 1
  Height 1
  Scale 1.0
  Alpha 0.04
  +NOINTERACTION
  +CLIENTSIDEONLY
  States
  {
  Spawn:
    DELT AAAAAAAAAAAA 1 A_FadeIn(0.08)
	Goto Attack
  Attack:
    DELT E 1
	Loop
  Dissapear:
    TNT1 AAAAAAAAAA 0 A_SpawnItemEx("DeltaAirTrail",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10)) 
	Stop
  }
}

ACTOR DeltaSoulRippertEffect : DeltaSoulRippertAppear
{
  RenderStyle Add
  Scale 0.75
  Alpha 1.0
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_PlaySound("Delta/SoulRipper",CHAN_AUTO,1.0)
	TNT1 AAA 0 A_SpawnItemEx("Blood",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_Jump(256,"Two","One")
  One:
    KXSL A 1 Bright A_FadeOut(0.1)
	Loop
  Two:
    KXSL B 1 Bright A_FadeOut(0.1)
	Loop
  }
}

Actor DeltaKatanaAttackCooldown : Powerup
{
	Powerup.Duration 12
}

Actor DeltaBlockingCooldown : Powerup
{
	Powerup.Duration 12
}