


ACTOR FIST1 :  WEAPON Replaces fist   
{	
	Weapon.BobRangeX 0.65
	Weapon.BobRangeY 0.40
	Weapon.BobSpeed 2
	Weapon.BobStyle InverseSmooth
	Obituary "$OB_MPPISTOL"
	Inventory.Pickupmessage "penis"
	+WEAPON.NOAUTOFIRE
	+WEAPON.NOALERT
	+INVENTORY.UNDROPPABLE
	Tag "Fist"
	States
{
Deselect:
		TNT1 A 0 A_TakeInventory("Recoil",3)
		tnt1 a 0 a_zoomfactor(1)
		tnt1 aa 3 a_setpitch(pitch+0.21)
		TNT1 AAAAAAAAAAAAAAA 0 A_Lower
	Wait
	
Select:
		tnt1 a 0 A_TakeInventory("ZOOMED",1)
		tnt1 a 0 a_takeinventory("PUNCHIN",1)
		TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,50)
		tnt1 a 0 a_takeinventory("lanzalaputog",1)
		tnt1 a 0 a_zoomfactor(1)
		TNT1 AA 3 a_setpitch(pitch-0.21)
	Goto Ready
	
	AltoLevanteTieneElGil:
	tnt1 a 4
Ready:
		TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,50)
		TNT1 A 0 A_JumpIfInventory("UsoBASE",1,"SosReDawnWacho")
		tnt1 a 0 a_jumpifinventory("RunCheckItem",1,"startrun")
		tnt1 a 0 A_JumpIfInventory("MakeARoll",1,"RollingStones")
		tnt1 a 0 a_jumpifinventory("lanzalaputog",1,"grenadetr")
		TNT1 A 3 A_WeaponReady
	Loop
		
grenadetr:
		tnt1 a 0 a_takeinventory("lanzalaputog",1)
		TNT1 A 0 A_JumpIfInventory("GrenadeItem",1,1)
	Goto Ready
		TNT1 A 0 A_TakeInventory("GrenadeItem",1)
		TNT1 a 1 offset(0,33)
		TNT1 a 1 offset(0,34)
		TNT1 a 1 offset(0,36)
		TNT1 a 1 offset(0,42)
		TNT1 a 1 offset(0,48)
		TNT1 a 1 offset(0,54)
		TNT1 a 1 offset(0,60)
		TNT1 a 1 offset(0,66)
		TNT1 a 1 offset(0,72)
		TNT1 a 1 offset(0,82)
		tnt1 a 4
		tmt1 a 0 offset(0,32)
		tnt1 a 0 a_gunflash("thorwgrenadewacho")
		tnt1 aaaaaa 8
		TNT1 a 1 offset(0,69)
		TNT1 a 1 offset(0,66)
		TNT1 a 1 offset(0,48)
		TNT1 a 1 offset(0,42)
		TNT1 a 1 offset(0,36)
		TNT1 a 1 offset(0,34)
		TNT1 a 1 offset(0,33)
		TNT1 a 1 offset(0,32)
		tnt1 a 0 a_takeinventory("lanzalaputog",1)
	goto ready
	
Fire:
		tnt1 a 0 a_jump(128,"AltFire")
des:
		TNT1 A 0 A_TakeInventory("PUNCHIN",1)
		tnt1 a 0 A_playsound("FORCE",1,1.0)
		tnt1 a 0 A_playsound("MOVE",2,1.0)
		LFIS ABC 1
		TNT1 A 0 Radius_Quake(3,8,0,6,0)
		TNT1 A 0 A_Punch
		LFIS D 1
		TNT1 AA 0 A_Punch
		LFIS E 1 A_SetAngle(Angle-1.0)
		TNT1 AA 0 A_Punch
		TNT1 A 0 A_SetPitch(Pitch-0.1)
		LFIS F 1 A_SetAngle(Angle-0.3)
		TNT1 A 0 A_Punch
		LFIS GH 1
		TNT1 A 0 A_SetPitch(Pitch-0.1)
		TNT1 AAAAAA 1 A_SetAngle(Angle+0.2)
		TNT1 AAAA 1 A_SetAngle(Angle+0.05)
		TNT1 A 0 A_Refire("AltFire")
		TNT1 A 5
		TNT1 A 0 A_TakeInventory("PUNCHIN",1)
	Goto Ready

AltFire:
		TNT1 A 0 A_TakeInventory("PUNCHIN",1)
		tnt1 a 0 A_playsound("FORCE",1,1.0)
		tnt1 a 0 A_playsound("MOVE",2,1.0)
		FIST ABC 1
		TNT1 A 0 Radius_Quake(3,8,0,6,0)
		TNT1 A 0 A_Punch
		FIST D 1
		TNT1 A 0 A_Punch
		FIST E 1 A_SetAngle(Angle+1.0)
		TNT1 AA 0 A_Punch
		TNT1 A 0 A_SetPitch(Pitch+0.1)
		FIST F 1 A_SetAngle(Angle+0.3)
		TNT1 A 0 A_Punch
		FIST GH 1
		TNT1 A 0 A_SetPitch(Pitch-0.1)
		TNT1 AAAAAA 1 A_SetAngle(Angle-0.2)
		TNT1 AAAA 1 A_SetAngle(Angle-0.05)
		TNT1 A 0 A_Refire("Des")
		TNT1 A 5
		TNT1 A 0 A_TakeInventory("PUNCHIN",1)
	Goto Ready

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

startrun:
		TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,70)
		tnt1 a 1 a_zoomfactor(0.99)
		TNT1 A 0 A_GiveInventory("CrossHairUnt",1)
		tnt1 a 1 a_zoomfactor(0.98)
runinstate:
		TNT1 A 0 A_GiveInventory("CrossHairUnt",1)
		tnt1 a 1 a_zoomfactor(0.97)
		TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,70)
		tnt1 a 0 a_jumpifinventory("RunCheckItem",1,"runinstate")
		TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,60)
		tnt1 a 3
		tnt1 a 1 a_zoomfactor(0.98)
		TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
		tnt1 a 1 a_zoomfactor(0.99)
		tnt1 a 1 a_zoomfactor(1)
		TNT1 A 0 A_Jump(256,"AltoLevanteTieneElGil")
	Goto Ready
RollingStones:
		tnt1 aa 0 a_takeinventory("MakeARoll",1)
		TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerView",0,12)
		TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,140)
		tnt1 a 0 A_playsound("FORCE",1,1.0)
		tnt1 a 0 A_playsound("MOVE",2,1.0)
		TNT1 A 0 Radius_Quake(6,19,0,24,0)
		tnt1 aaaaaaaaaaaaaaaaaaa 1 ACS_NamedExecuteAlways("SetPlayerSpeed",0,140)
		TNT1 A 0 A_GiveInventory("Recoil",10)
		TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,10)
		TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerView",0,25)
		tnt1 a 12 a_takeinventory("MakeARoll",1)
		TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerView",0,41)
		tnt1 a 0 A_playsound("MOVE",2,1.0)
		tnt1 aa 0 a_takeinventory("MakeARoll",1)
	TNT1 A 0 A_Jump(256,"AltoLevanteTieneElGil")
	Goto Ready
		
Puchin:
		TNT1 A 0 A_JUMPIFINVENTORY("FAKA",1,"FAKIN")
		TNT1 A 0 A_TakeInventory("PUNCHIN",1)
		tnt1 a 0 A_playsound("FORCE",1,1.0)
		tnt1 a 0 A_playsound("MOVE",2,1.0)
		FIST ABC 1
		TNT1 A 0 Radius_Quake(3,8,0,6,0)
		TNT1 A 0 A_Punch
		FIST D 1
		TNT1 A 0 A_Punch
		FIST E 1 A_SetAngle(Angle+1.0)
		TNT1 AA 0 A_Punch
		TNT1 A 0 A_SetPitch(Pitch+0.1)
		FIST F 1 A_SetAngle(Angle+0.3)
		TNT1 A 0 A_Punch
		FIST GH 1
		TNT1 A 0 A_SetPitch(Pitch-0.1)
		TNT1 AAAAAA 1 A_SetAngle(Angle-0.2)
		TNT1 AAAA 1 A_SetAngle(Angle-0.05)
		TNT1 A 5
		TNT1 A 0 A_TakeInventory("PUNCHIN",1)
	Stop



FAKIN:
		TNT1 A 0 A_TakeInventory("PUNCHIN",1)
		tnt1 a 0 A_playsound("FORCE",1,1.0)
		tnt1 a 0 A_playsound("MOVE",2,1.0)
		FAKA ABC 1
		TNT1 A 0 Radius_Quake(3,8,0,6,0)
		FAKA E 1 A_SetAngle(Angle+1.0)
		TNT1 A 0 A_SetPitch(Pitch+0.1)
		FAKA G 1 A_SetAngle(Angle+0.3)
		TNT1 AA 0 A_Punch
		
		FAKA I 1 A_FireCustomMissile("KnifeCut",-8,0,0,5)
		FAKA J 1 A_FireCustomMissile("KnifeCut",-4,0,0,5)
		TNT1 A 0 A_FireCustomMissile("KnifeCut",0,0,0,5)
		FAKA K 1 A_FireCustomMissile("KnifeCut",4,0,0,5)
		FAKA L 1 A_FireCustomMissile("KnifeCut",8,0,0,5)
		
		TNT1 A 0 A_SetPitch(Pitch-0.1)
		TNT1 AAAAAA 1 A_SetAngle(Angle-0.2)
		TNT1 AAAA 1 A_SetAngle(Angle-0.05)
		TNT1 A 5
		TNT1 A 0 A_TakeInventory("PUNCHIN",1)
	Stop


thorwgrenadewacho:
		TNRG A 1 OFFSET(0,36)
		TNRG A 1 OFFSET(0,34)
		TNRG ABCDEFGHI 1 OFFSET(0,32)
		TNT1 A 0 A_ZoomFactor(0.98)
		tnt1 a 0 A_playsound("SGCLICK",4,1.0)
		TNRG J 1 
		TNT1 A 0 A_ZoomFactor(1)
		TNRG KL 1 
		TNT1 A 0 Radius_Quake(2,16,0,6,0)
		TNT1 AAAAAAAAA 1 A_SetPitch(Pitch-0.3)
		tnt1 a 0 A_playsound("MOVE",2,1.0)
		TNT1 A 5
		tnt1 a 0 A_playsound("FORCE",1,1.0)
		HGRT ACCEE 1 A_SetPitch(Pitch+0.1)
		TNT1 A 0 A_FireCustomMissile("HGRANADE", 0, 0, 4, 5 , 0 ,3)
		TNT1 A 0 Radius_Quake(2,8,0,6,0)
		HGRT GGHHH 1 A_SetPitch(Pitch+0.44)
		HGRT IIJJKL 1
		TNT1 AA 10 
	stop


/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
ArmorHCheck:
		TNT1 A 0 A_JumpIfInventory("BlueArmorHistorial",1,2)
		TNT1 A 0 A_FireCustomMissile("GreenArmorDrop",0,0,0,1)
	Stop
		TNT1 A 0 A_FireCustomMissile("BlueArmorDrop",0,0,0,1)
	Stop
	
	SosReDawnWacho:
	tnt1 a 8
ItemCheck:
		TNT1 A 0 A_JumpIfInventory("UsoPinchazo",1,"PincahteDroga")
		TNT1 A 0 A_JumpIfInventory("UsoArmorBonus",1,"PoneteElCasquito")
		TNT1 A 0 A_JumpIfInventory("UsoGreenArmor",1,"PoneleLaArmadura1")
		TNT1 A 0 A_JumpIfInventory("UsoVial",1,"BeberliquidoVial")
		TNT1 A 0 A_JumpIfInventory("UsoPastilla",1,"TragaLaPastillita")
		TNT1 A 0 A_JumpIfInventory("UsoCurita",1,"PoneteLaCoruta")
		TNT1 A 0 A_JumpIfInventory("UsoRadSuit",1,"PoneteElRadSuit")
		TNT1 A 0 A_JumpIfInventory("UsoBlurSphere",1,"NOSEVENADA")
		TNT1 A 0 A_JumpIfInventory("UsoInfrared",1,"PoneteNaiVision")
		TNT1 A 0 A_JumpIfInventory("UsoBlueArmor",1,"PoneleLaArmadura2")
		TNT1 A 0 A_JumpIfInventory("UsoBerserk",1,"PichateElBerserk")
		TNT1 A 0 A_JumpIfInventory("UsoBag",1,"AbriElBag")
		TNT1 A 0 A_JumpIfInventory("UsoMina",1,"BuscaMinas")
		BOSS A 0 A_TakeInventory("UsoBase",1)
	TNT1 A 0 A_Jump(256,"AltoLevanteTieneElGil")
	
	BuscaMinas:
		TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,10)
		TNT1 A 9 offset(0,33)
		TNT1 AAA 1 A_SetPitch(Pitch+2.0)
		TNT1 AAAA 1 A_SetPitch(Pitch+1.12)
		TNT1 AaaaAA 1 A_SetPitch(Pitch+0.5)
		TNT1 A 13
		tnt1 a 0 A_playsound("MOVE",2,1.0)
		TNT1 A 0 A_SpawnItemEx("Mina",0,-4,30)
		TNT1 A 0 A_PlaySound("PICKCLIP",1)
		TNT1 A 5
		TNT1 AAA 1 A_SetPitch(Pitch-2.0)
		TNT1 AAAA 1 A_SetPitch(Pitch-1.12)
		TNT1 AaaaAA 1 A_SetPitch(Pitch-0.5)
		TNT1 A 5
		TNT1 AA 0 A_TakeInventory("UsoMina",1)
		TNT1 AA 0 A_TakeInventory("UsoBASE",1)
	TNT1 A 0 A_Jump(256,"AltoLevanteTieneElGil")
	Goto Ready
	
	AbriElBag:
		TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,10)
		TNT1 A 9 offset(0,33)
		TNT1 AAAAAAAAAA 1 A_SetPitch(Pitch+0.12)
		tnt1 a 0 A_playsound("MOVE",2,1.0)
		TNT1 AAA 5
		TNT1 A 0 A_PlaySound("BAG/OPEN",1,1.0)
		TNT1 AA 5
		TNT1 A 0 Radius_Quake(1,16,0,10,0)
		TNT1 AAAAAAAAAA 1 a_setangle(angle-0.01)
		tnt1 a 5
		tnt1 aa 1 a_setangle(angle+0.05)
		TNT1 A 0 A_Jump(78,"DropAK")
		tnt1 a 0 a_jump(78,"DropSG")
		tnt1 a 0 a_jump(78,"DropENF")
		DROPPIS:
		TNT1 AA 0 A_SpawnItemEx("PistolClip",0,0,0,FRANDOM(2,4),0,5,FRANDOM(335,385),SXF_NOCHECKPOSITION)
		Goto ENDBAG
		ENDBAG:
		
		TNT1 A 1 A_SetPitch(Pitch-0.5)
		TNT1 AAA 1 A_SetPitch(Pitch-0.25)
		TNT1 A 5
		TNT1 A 12
		TNT1 AA 0 A_TakeInventory("UsoBASE",1)
		TNT1 AA 0 A_TakeInventory("UsoBag",1)
	TNT1 A 0 A_Jump(256,"AltoLevanteTieneElGil")
	Goto Ready
	
	DropSG:
	TNT1 AAA 0 A_SpawnItemEx("SHELLI",0,0,0,FRANDOM(2,4),0,5,FRANDOM(330,390),SXF_NOCHECKPOSITION)
	Goto EndBag
	
	DropAK:
	TNT1 A 0 A_SpawnItemEx("AK47Clipl",0,0,0,FRANDOM(2,4),0,5,FRANDOM(330,390),SXF_NOCHECKPOSITION)
	Goto EndBag
	
	DropENF:
	TNT1 AA 0 A_SpawnItemEx("CLIPHHI",0,0,0,FRANDOM(2,4),0,5,FRANDOM(345,375),SXF_NOCHECKPOSITION)
	Goto EndBag
	
	
	
	
	
	
					fijateElRad:
					TNT1 A 0 A_playsound("SacateElCasco")
						tnt1 a 0 a_jumpifinventory("PowerIronFeet2",1,2)
						tnt1 a 0 a_giveinventory("PowerIronFeet2",1)
						stop
						tnt1 a 0 a_takeinventory("PowerIronFeet2",2)
						stop
PoneteElRadSuit:
		TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,10)
		TNT1 A 9 offset(0,33)
		A99S RQPONNMMMLLLL 1
		TNT1 A 0 A_GunFlash("fijateElRad")
		A99S LMNOPQR 1
		TNT1 A 12
		TNT1 AA 0 A_TakeInventory("UsoBASE",1)
		TNT1 AA 0 A_TakeInventory("UsoRadSuit",1)
	TNT1 A 0 A_Jump(256,"AltoLevanteTieneElGil")
	Goto Ready
	
					fijateElBlur:
						tnt1 a 0 a_jumpifinventory("PowerInvisibility2",1,2)
						tnt1 a 0 a_giveinventory("PowerInvisibility2",1)
						stop
						tnt1 a 0 a_takeinventory("PowerInvisibility2",2)
						stop
NOSEVENADA:
		TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,10)
		TNT1 A 9 offset(0,33)
		A99S RQPONNMMMLLLL 1
		TNT1 A 0 A_GunFlash("fijateElBlur")
		A99S LMNOPQR 1
		TNT1 A 12
		TNT1 AA 0 A_TakeInventory("UsoBASE",1)
		TNT1 AA 0 A_TakeInventory("UsoBlurSphere",1)
	TNT1 A 0 A_Jump(256,"AltoLevanteTieneElGil")
	Goto Ready

					fijatelavision:
					TNT1 A 0 A_playsound("SGCLICK")
						tnt1 a 0 a_jumpifinventory("PowerLightAmp2",1,2)
						tnt1 a 0 a_giveinventory("PowerLightAmp2",1)
						stop
						tnt1 a 0 a_takeinventory("PowerLightAmp2",2)
						stop
PoneteNaiVision:
		TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,10)
		TNT1 A 9 offset(0,33)
		A99S RQPONNMMMLLLL 1
		TNT1 A 0 A_GunFlash("fijatelavision")
		A99S LMNOPQR 1
		TNT1 A 12
		TNT1 AA 0 A_TakeInventory("UsoBASE",1)
		TNT1 AA 0 A_TakeInventory("UsoInfrared",1)
	TNT1 A 0 A_Jump(256,"AltoLevanteTieneElGil")
	Goto Ready
	
PincahteDroga:
TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,10)
		TNT1 A 9 offset(0,33)
		TNT1 AAAAAAAAAA 1 A_SetPitch(Pitch-0.25)
		tnt1 a 0 A_playsound("MOVE",2,1.0)
		TNT1 AAA 5
		TNT1 AB 1 A_SetPitch(Pitch+2.5)
		TNT1 A 0 Radius_Quake(5,3,0,10,0)
		TNT1 K 1 A_Pain
		TNT1 K 10 ACS_NamedExecuteAlways("ACSVacuna_HP")
		tnt1 a 35
		TNT1 PQRP 1 A_SetPitch(Pitch-0.18)
		TNT1 A 0 A_FireCustomMissile("P1Drop",0,0,-7,-8)
		TNT1 QRSS 1 A_SetPitch(Pitch-0.18)
		TNT1 A 5
		TNT1 A 12
		TNT1 AA 0 A_TakeInventory("UsoBASE",1)
		TNT1 AA 0 A_TakeInventory("UsoPinchazo",1)
	TNT1 A 0 A_Jump(256,"AltoLevanteTieneElGil")
	Goto Ready
	
PoneteLaCoruta:
TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,30)
		TNT1 A 9 offset(0,33)
		TNT1 AAAAAAAAAA 1 A_SetPitch(Pitch+0.1)
		tnt1 a 0 A_playsound("MOVE",2,1.0)
		TNT1 AAA 2
		TNT1 AB 1 A_SetPitch(Pitch-0.2)
		TNT1 A 0 Radius_Quake(5,3,0,10,0)
		TNT1 k 8 ACS_NamedExecuteAlways("ACSCurita_HP")
		TNT1 AAAA 0 A_TakeInventory("desangracion",1)
		tnt1 a 0 a_print("you stopped the bleeding")
		TNT1 PQRP 1 A_SetPitch(Pitch-0.1)
		TNT1 A 3
		TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,55)
		TNT1 AA 0 A_TakeInventory("UsoBASE",1)
		TNT1 AA 0 A_TakeInventory("UsoCurita",1)
	TNT1 A 0 A_Jump(256,"AltoLevanteTieneElGil")
	Goto Ready
	
PoneteElCasquito:
TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,20)
		TNT1 A 9 offset(0,33)
		TNT1 AAA 1 A_SetPitch(Pitch+0.5)
		TNT1 AAAAA 1 A_SetPitch(Pitch+0.1)
		TNT1 A 0 A_PlaySound("SacateElCasco",1,1.0)
		A99S KJIHGFEDDDCCCBBBAAA 1 a_setpitch(pitch-0.2)
		TNT1 A 0 Radius_Quake(5,3,0,10,0)
		A99S LLLMMMNNO 1
		A99S P 1 A_FireCustomMissile("CascoDrop",0,0,0,13)
		A99S QR 1
		TNT1 A 26
		A111 MMMMNNNOPQRSSTTTUUUUVVVVV 1 a_setpitch(pitch-0.2)
		A99S AAab 1 a_setpitch(pitch+0.1)
		TNT1 A 0 A_PlaySound("PoneteElCasco",1,1.0)
		A99S BBCCcdDDEefFGghHIijJkK 1 a_setpitch(pitch+0.1)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_GiveInventory("ArmorBonus",1)
		TNT1 A 25
		TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,55)
		TNT1 AA 0 A_TakeInventory("UsoBASE",1)
		TNT1 AA 0 A_TakeInventory("UsoArmorBonus",1)
	TNT1 A 0 A_Jump(256,"AltoLevanteTieneElGil")
	Goto Ready
	
PoneleLaArmadura1:
	TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,10)
		TNT1 A 9 offset(0,33)
		TNT1 AAA 1 A_SetPitch(Pitch-1)
		TNT1 AAA 1 A_SetPitch(Pitch-0.75)
		TNT1 AAA 1 A_SetPitch(Pitch-0.5)
		TNT1 AAA 1 A_SetPitch(Pitch-0.25)
		TNT1 AAAAA 1 A_SetPitch(Pitch-0.1)
		TNT1 A 0 A_PlaySound("MOVE",2)
		TNT1 A 0 A_PlaySound("ArmorClipCasing",1)
		TNT1 A 0 Radius_Quake(2,4,0,10,0)
		TNT1 AA 10
		TNT1 A 0 A_PlaySound("MOVE",2)
		TNT1 A 0 A_PlaySound("ArmorClipCasing",1)
		TNT1 A 0 Radius_Quake(2,4,0,10,0)
		TNT1 AA 10
		TNT1 A 0 A_PlaySound("MOVE",2)
		TNT1 A 0 A_PlaySound("ArmorClipCasing",1)
		TNT1 A 0 Radius_Quake(2,4,0,10,0)
		TNT1 AA 20
		TNT1 A 0 A_Gunflash("ArmorHCheck")
		TNT1 AA 0 A_TakeInventory("BlueArmorHistorial",1)
		TNT1 AA 15
		TNT1 A 0 A_PlaySound("SGINSERT",2)
		TNT1 A 0 A_PlaySound("ArmorClipCasing",1)
		TNT1 A 0 A_GiveInventory("BENDAGEDURO",2)
		TNT1 A 0 A_GiveInventory("GreenArmor",1)
		TNT1 A 0 A_PlaySound("SGINSERT",2)
		TNT1 A 0 A_PlaySound("PICKCLIP",1)
		TNT1 A 0 Radius_Quake(4,9,0,10,0)
		TNT1 AA 15
		TNT1 A 0 A_PlaySound("SGINSERT",2)
		TNT1 A 0 A_PlaySound("PICKCLIP",1)
		TNT1 A 0 Radius_Quake(4,9,0,10,0)
		TNT1 AA 15
		TNT1 A 0 A_PlaySound("SGINSERT",2)
		TNT1 A 0 A_PlaySound("PICKCLIP",1)
		TNT1 A 0 Radius_Quake(4,9,0,10,0)
		TNT1 A 35
		TNT1 AAA 1 A_SetPitch(Pitch+0.25)
		TNT1 AAAAA 1 A_SetPitch(Pitch+0.1)
		TNT1 A 15
		TNT1 AA 0 A_TakeInventory("UsoBASE",1)
		TNT1 AA 0 A_TakeInventory("UsoGreenArmor",1)
		TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,55)
	TNT1 A 0 A_Jump(256,"AltoLevanteTieneElGil")
	
PoneleLaArmadura2:
	TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,10)
		TNT1 A 9 offset(0,33)
		TNT1 AAA 1 A_SetPitch(Pitch-1)
		TNT1 AAA 1 A_SetPitch(Pitch-0.75)
		TNT1 AAA 1 A_SetPitch(Pitch-0.5)
		TNT1 AAA 1 A_SetPitch(Pitch-0.25)
		TNT1 AAAAA 1 A_SetPitch(Pitch-0.1)
		TNT1 A 0 A_PlaySound("MOVE",2)
		TNT1 A 0 A_PlaySound("ArmorClipCasing",1)
		TNT1 A 0 Radius_Quake(4,4,0,10,0)
		TNT1 AA 10
		TNT1 A 0 A_PlaySound("MOVE",2)
		TNT1 A 0 A_PlaySound("ArmorClipCasing",1)
		TNT1 A 0 Radius_Quake(4,4,0,10,0)
		TNT1 AA 10
		TNT1 A 0 A_PlaySound("MOVE",2)
		TNT1 A 0 A_PlaySound("ArmorClipCasing",1)
		TNT1 A 0 Radius_Quake(4,4,0,10,0)
		TNT1 AA 20
		TNT1 A 0 A_Gunflash("ArmorHCheck")
		TNT1 AA 0 A_GiveInventory("BlueArmorHistorial",1)
		TNT1 AAA 15
		TNT1 A 0 A_PlaySound("MOVE",2)
		TNT1 A 0 A_PlaySound("ArmorClipCasing",1)
		TNT1 A 0 A_GiveInventory("BENDAGEDURO",4)
		TNT1 A 0 A_GiveInventory("BlueArmor",1)
		TNT1 A 0 A_PlaySound("MOVE",2)
		TNT1 A 0 A_PlaySound("PICKCLIP",1)
		TNT1 A 0 Radius_Quake(6,9,0,10,0)
		TNT1 AA 15
		TNT1 A 0 A_PlaySound("MOVE",2)
		TNT1 A 0 A_PlaySound("PICKCLIP",1)
		TNT1 A 0 Radius_Quake(6,9,0,10,0)
		TNT1 AA 15
		TNT1 A 0 A_PlaySound("MOVE",2)
		TNT1 A 0 A_PlaySound("PICKCLIP",1)
		TNT1 A 0 Radius_Quake(6,9,0,10,0)
		TNT1 A 45
		TNT1 AAA 1 A_SetPitch(Pitch+0.25)
		TNT1 AAAAA 1 A_SetPitch(Pitch+0.1)
		TNT1 A 15
		TNT1 AA 0 A_TakeInventory("UsoBASE",1)
		TNT1 AA 0 A_TakeInventory("UsoBlueArmor",1)
		TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,55)
	TNT1 A 0 A_Jump(256,"AltoLevanteTieneElGil")
	
BeberliquidoVial:
TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,5)
		TNT1 A 9 offset(0,33)
		TNT1 AAAAAAAAAA 1
		tnt1 a 0 A_playsound("MOVE",2,1.0)
		TNT1 AAA 5
		TNT1 AAAAAAAAAAAAAAA 1 A_SetPitch(Pitch-2.0)
		TNT1 K 0 A_playsound("Drink")
		TNT1 K 140
		TNT1 K 10 ACS_NamedExecuteAlways("ACSPastillita_HP")
		tnt1 a 35
		TNT1 PQRP 1 A_SetPitch(Pitch-0.18)
		TNT1 A 0 A_FireCustomMissile("PVDrop",0,0,-7,-8)
		TNT1 QRSS 1 A_SetPitch(Pitch-0.18)
		TNT1 A 5
		TNT1 A 12
		TNT1 AA 0 A_TakeInventory("UsoBASE",1)
		TNT1 AA 0 A_TakeInventory("UsoVial",1)
	TNT1 A 0 A_Jump(256,"AltoLevanteTieneElGil")
	Goto Ready
	
TragaLaPastillita:
	TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,30)
		TNT1 A 9 offset(0,33)
		TNT1 A 0 A_PlaySound("MOVE",2)
		TNT1 ABBCCDDDEF 1 A_SetPitch(Pitch-0.1)
		TNT1 GHI 1
		TNT1 ABBCCDD 1 A_SetPitch(Pitch+0.13)
		TNT1 AA 3
		TNT1 A 0 Radius_Quake(1,2,0,10,0)
		TNT1 K 10 ACS_NamedExecuteAlways("ACSPastillita_HP")
		TNT1 A 4
		TNT1 AA 0 A_TakeInventory("UsoBASE",1)
		TNT1 AA 0 A_TakeInventory("UsoPastilla",1)
		TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,55)
	TNT1 A 0 A_Jump(256,"AltoLevanteTieneElGil")
	Goto Ready

PichateElBerserk:
TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,10)
		TNT1 A 9 offset(0,33)
		TNT1 AAAAAAAAAA 1 A_SetPitch(Pitch-0.4)
		tnt1 a 0 A_playsound("MOVE",2,1.0)
		TNT1 AAAAA 5
		TNT1 AB 1 A_SetPitch(Pitch+2.8)
		TNT1 A 0 Radius_Quake(5,3,0,10,0)
		TNT1 K 1 A_Pain
		TNT1 A 50 A_GiveInventory("Berserk",1)
		TNT1 PQPQ 1 A_SetPitch(Pitch-0.15)
		TNT1 A 0 A_FireCustomMissile("PBDrop",0,0,-7,-8)
		TNT1 RSRS 1 A_SetPitch(Pitch-0.15)
		TNT1 AA 0 A_TakeInventory("UsoBASE",1)
		TNT1 AA 0 A_TakeInventory("UsoBerserk",1)
		TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,55)
	TNT1 A 0 A_Jump(256,"AltoLevanteTieneElGil")
	Goto Ready
		
	}
}





ACTOR HGRANADE
{
	Radius 8
	Height 8
	Speed 20
	Damage 13
	Gravity 1.7
	Projectile
	Scale 0.3
	-NOGRAVITY
	+DOOMBOUNCE
	+EXTREMEDEATH
	 +FORCEXYBILLBOARD
	+QUARTERGRAVITY
	SeeSound "GREENPICK"
	BounceSound "GREENPICK"
	DeathSound "weapons/grenlx"
	Obituary "$OB_GRENADE"
	Decal Scorch

	States
	{
	Spawn:
	HGN1 ABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGH 1
	Death: 
	TNT1 A 0 Radius_Quake(4,12,0,25,0)
	TNT1 A 0 A_Stop
	NULL A 0 A_SpawnItemEx("WeaponFireLight")
		MISL B 0 Bright A_Nogravity
	TNT1 A 0 A_CustomMissile ("smojepuffbig")
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("AKTracer", 2, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("smojepuffLITE", 2, 0, random (0, 360), 2, random (0, 360))
		tnt1 a 0 A_playsound("SPRFIRE",CHAN_AUTO,1.0,false,0.4)
		tnt1 a 0 A_playsound("KnightFarEx",CHAN_AUTO,1.0,0,0.1)
		TNT1 A 0 A_SetScale(1.2)
		HGN1 FG 2 BRIGHT
		NULL A 0 A_SpawnItemEx("WeaponFireLight")
		tnt1 a 0 a_alertmonsters
				TNT1 A 0 A_SetScale(1.3)		
		TNT1 AAAAAAA 0 A_CustomMissile ("Perdigon5", 2, 0, random (0, 360), 2, random (0, 360))
		MISL B 1 BRIGHT
		TNT1 AAAAAAAA 0 A_CustomMissile ("Perdigon5", 2, 0, random (0, 360), 2, random (0, 360))
		MISL B 1 BRIGHT
		TNT1 AAAAAAAA 0 A_CustomMissile ("Perdigon5", 2, 0, random (0, 360), 2, random (0, 360))
		MISL B 1 BRIGHT
		NULL A 0 A_SpawnItemEx("WeaponFireLight")
		TNT1 AAAAAAAA 0 A_CustomMissile ("Perdigon5", 2, 0, random (0, 360), 2, random (0, 360))
		MISL B 4 bright A_Explode(100,256)
		NULL A 0 A_SpawnItemEx("WeaponFireLight")
		MISL C 3 bright
		MISL D 2 bright
		NULL A 0 A_SpawnItemEx("WeaponFireLight")
		stop
	}

}
