Actor YALAAGARRO : INVENTORY
{
inventory.maxamount 1
}

ACTOR BENDAGEDURO : ammo
{
inventory.maxamount 10
inventory.icon "ARM5B0"
}


ACTOR RAG :  FIST1  
{
	Game Doom
	Weapon.SelectionOrder 1824
	Weapon.AmmoUse1 0
	Weapon.AmmoGive 0
	Weapon.AmmoType1 "StimP"
	Weapon.AmmoType2 "BENDAGEDURO"
	Weapon.SlotNumber 9
	+WEAPON.NOAUTOFIRE
	+WEAPON.NOALERT
	+INVENTORY.UNDROPPABLE
	Tag "Rag"
	States
	{
	
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
 

   ALASPINASWACHO:
	RAJA a 1 offset(-2,34)
	RAJA a 1 offset(-10,42)
	RAJA a 1 offset(-21,54)
	RAJA a 1 offset(-31,66)
	RAJA a 1 offset(-41,82)
	tnt1 a 2
	tmt1 a 0 offset(2,32)
	boss x 0 A_TakeInventory("PUNCHIN",1)
	boss a 0 A_GunFlash("Puchin")
	tnt1 aaaa 5
	RAJA a 1 offset(-10,69)
	RAJA a 1 offset(-8,66)
	RAJA a 1 offset(-6,48)
	RAJA a 1 offset(-4,42)
	RAJA a 1 offset(-2,36)
	RAJA a 1 offset(0,34)
	RAJA a 1 offset(0,33)
	RAJA a 1 offset(0,32)
	boss x 0 A_TakeInventory("PUNCHIN",1)
	boss a 0 A_GunFlash("CrossHair")
	goto ready
		

	grenadetr:
	boss x 0 A_TakeInventory("lanzalaputog",1)
	fast a 0 A_JumpIfInventory("GrenadeItem",1,1)
Goto Ready
	boss x 0 A_TakeInventory("GrenadeItem",1)
	RAJA a 1 offset(0,33)
	RAJA a 1 offset(0,34)
	RAJA a 1 offset(0,36)
	RAJA a 1 offset(0,42)
	RAJA a 1 offset(0,48)
	RAJA a 1 offset(0,54)
	RAJA a 1 offset(0,60)
	RAJA a 1 offset(0,66)
	RAJA a 1 offset(0,72)
	RAJA a 1 offset(0,82)
	tnt1 a 4
	boss x 0 A_TakeInventory("lanzalaputog",1)
	tmt1 a 0 offset(0,32)
	boss a 0 A_GunFlash("thorwgrenadewacho")
	tnt1 aaaaaa 8
	RAJA a 1 offset(0,69)
	RAJA a 1 offset(0,66)
	RAJA a 1 offset(0,48)
	RAJA a 1 offset(0,42)
	RAJA a 1 offset(0,36)
	RAJA a 1 offset(0,34)
	RAJA a 1 offset(0,33)
	RAJA a 1 offset(0,32)
		boss x 0 A_TakeInventory("lanzalaputog",1)
		boss a 0 A_GunFlash("CrossHair")
	goto ready

DawnForDaRoll:
		RAJA a 1 offset(0,33)
		RAJA a 1 offset(0,34)
		RAJA a 1 offset(0,36)
		RAJA a 1 offset(0,48)
		RAJA a 1 offset(0,54)
		RAJA a 1 offset(0,66)
		RAJA a 1 offset(0,82)
		fast a 0 A_JumpIfInventory("RunCheckItem",1,"startrun")
		fast a 0 A_JumpIfInventory("MakeARoll",1,"RollingStones")
		Goto AltoLevanteTieneElGil
		
SosReDawnWacho:
		RAJA a 1 offset(0,33)
		RAJA a 1 offset(0,34)
		RAJA a 1 offset(0,36)
		RAJA a 1 offset(0,42)
		RAJA a 1 offset(0,48)
		RAJA a 1 offset(0,54)
		RAJA a 1 offset(0,60)
		RAJA a 1 offset(0,66)
		RAJA a 1 offset(0,72)
		RAJA a 1 offset(0,82)
	Goto ItemCheck
	
AltoLevanteTieneElGil:
		boss a 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,30)
		RAJA a 1 offset(0,69)
		RAJA a 1 offset(0,66)
		RAJA a 1 offset(0,48)
		RAJA a 1 offset(0,42)
		RAJA a 1 offset(0,36)
		RAJA a 1 offset(0,34)
		RAJA a 1 offset(0,33)
		RAJA a 1 offset(0,32)
		boss x 0 A_TakeInventory("MakeARoll",1)
		boss a 0 A_GunFlash("CrossHair")
	Goto Ready
	
	
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
	
	
	Select:
	TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,50)
	TNT1 A 0 A_JumpIfInventory("StimP",1,"BUENSELECT")
	Goto EmptySelect
	
				EmptySelect:
				tnt1 a 0 a_setpitch(pitch-0.02)
				TNT1 a 1 A_Raise
				Loop
				
				BUENSELECT:
				TNT1 A 0 A_JumpIfInventory("YALAAGARRO",1,"READYS")
				TNT1 A 0 A_GiveInventory("YALAAGARRO",1)
				SRAG ABCDEFGHIJKL 1 a_setpitch(pitch-0.035)
				GOTO READY
				
	Ready:
	TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,50)
	TNT1 A 0 A_JumpIfInventory("StimP",1,"BUENSELECT")
	fast a 0 A_JumpIfInventory("PUNCHIN",1,"ALASPINASWACHO")
	fast a 0 A_JumpIfInventory("RunCheckItem",1,"DawnForDaRoll")
	fast a 0 A_JumpIfInventory("UsoBASE",1,"SosReDawnWacho")
	fast a 0 A_JumpIfInventory("lanzalaputog",1,"grenadetr")
	TNT1 A 1 A_WeaponReady
	TNT1 A 0 A_JumpIfInventory("UsoBASE",1,"ItemCheck")
	Loop
	
	READYS:
	TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,50)
	RAJA A 1 A_WeaponReady
	TNT1 A 0 A_JumpIfInventory("UsoBASE",1,"SosReDawnWacho")
	TNT1 A 0 A_JumpIfInventory("StimP",1,"READYS")
	Goto Ready
				

	Deselect:
	TNT1 A 0 A_TakeInventory("Recoil",3)
	TNT1 A 0 A_TakeInventory("YALAAGARRO",1)
	TNT1 A 0 A_JumpIfInventory("StimP",1,"DeselectS")
	tnt1 a 0 a_setpitch(pitch+0.02)
	TNT1 A 1 A_Lower
	Loop
	
	DeselectS:
	tnt1 a 0 a_setpitch(pitch+0.02)
	RAJA A 1 A_Lower
	Loop
	
	


AltFire:
		fast a 0 A_JumpIfInventory("ColtRELOAD",1,"cargando")
		boss a 0 offset(0,34)
		fast a 0 A_JumpIfInventory("ZOOMED",1,"ZReady")
	Goto Ready
SACAELburst:
		boss a 0 A_Print("SEMI FIRE")
		fast a 0 A_JumpIfInventory("ZOOMED",1,"ZReady")
	Goto Select	





	Fire:
	TNT1 A 0 A_JumpIfInventory("StimP",1,2)
	TNT1 A 0 A_TakeInventory("YALAAGARRO",1)
	goto sinbendas
	tnt1 a 0 A_playsound("MOVE",2,1.0)
	TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,15)
	RAJA ABCDEFGHIJKLMN 1 a_setpitch(pitch+0.03)
	tnt1 a 0 A_playsound("SERAJO",1,1.0)
	RAJA OPPQQRRRSSSS 1
	TNT1 A 0 A_TakeInventory("desangracion",1)
	
	tecurareloco:
	TNT1 A 0 A_JumpIfInventory("StimP",1,1)
	Goto Select
	TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,15)
	tnt1 a 0 A_Print("you stopped the bleeding")
	TNT1 A 0 A_TakeInventory("desangracion",1)
	TNT1 A 0 A_TakeInventory("StimP",1)
	TNT1 A 8
	TNT1 A 0 A_GiveInventory("CorazaDeTela",1)
	TNT1 A 8
	TNT1 A 0 A_REFIRE("tecurareloco")
	

	TNT1 AAAAAAAAAAAAAAA 1
	TNT1 A 0 A_TakeInventory("YALAAGARRO",1)
	TNT1 A 0 A_TakeInventory("desangracion",1)
	TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,50)
	GOTO Select
	
	
	
	
	
	sinbendas:
	tnt1 a 0 A_playsound("MOVE",2,1.0)
	tnt1 a 9
	TNT1 A 0 Radius_Quake(1,14,0,3,0)
	tnt1 a 15
	tnt1 a 0 a_pain
	tnt1 a 0 a_refire("sinbendas1")
	goto ready
	sinbendas1:
	tnt1 aaaaaaaaaaaaaaaaaa 1 ACS_NamedExecuteAlways("SetPlayerSpeed",0,25)
	tnt1 a 0 A_playsound("MOVE",2,1.0)
	TNT1 A 0 Radius_Quake(1,14,0,3,0)
	tnt1 a 0 a_refire("sinbendas2")
	goto ready
	sinbendas2:
	tnt1 aaaaaaaaaaaaaaaaaa 1 ACS_NamedExecuteAlways("SetPlayerSpeed",0,25)
	tnt1 a 0 A_playsound("MOVE",2,1.0)
	TNT1 A 0 Radius_Quake(1,14,0,3,0)
	tnt1 a 0 a_pain
	tnt1 a 0 a_refire("sinbendas3")
	goto ready
	sinbendas3:
	tnt1 aaaaaaaaaaaaaaaaaa 1 ACS_NamedExecuteAlways("SetPlayerSpeed",0,25)
	tnt1 a 0 A_playsound("MOVE",2,1.0)
	TNT1 A 0 Radius_Quake(1,14,0,3,0)
	tnt1 a 0 a_refire("sinbendas4")
	goto ready
	sinbendas4:
	tnt1 aaaaaaaaaaaaaaaaaa 1 ACS_NamedExecuteAlways("SetPlayerSpeed",0,25)
	tnt1 a 0 A_playsound("MOVE",2,1.0)
	TNT1 A 0 Radius_Quake(1,14,0,3,0)
	tnt1 a 0 a_pain
	tnt1 a 0 a_refire("sinbendas5")
	goto ready
	sinbendas5:
	tnt1 aaaaaaaaaaaaaaaaaa 1 ACS_NamedExecuteAlways("SetPlayerSpeed",0,25)
	tnt1 a 0 A_playsound("MOVE",2,1.0)
	TNT1 A 0 Radius_Quake(1,14,0,3,0)
	tnt1 a 0 a_print("you stopped the bleeding")
	tnt1 a 0 a_takeinventory("desangracion",1)
	goto ready	


CURACION2:
TNT1 A 1 A_GiveInventory("Health",1)
TNT1 A 0  
TNT1 A 1 A_GiveInventory("Health",1)
TNT1 A 0 A_GiveInventory("CorazaDeTela",1)
TNT1 A 1 A_GiveInventory("Health",1)
TNT1 A 0  
TNT1 A 1 A_GiveInventory("Health",1)
TNT1 A 0 A_GiveInventory("CorazaDeTela",1)
TNT1 A 1 A_GiveInventory("Health",1)
TNT1 A 0  
TNT1 A 1 A_GiveInventory("Health",1)
TNT1 A 0 A_GiveInventory("CorazaDeTela",1)
TNT1 A 1 A_GiveInventory("Health",1)
TNT1 A 0  
TNT1 A 1 A_GiveInventory("Health",1)
TNT1 A 1 A_GiveInventory("CorazaDeTela",1)
TNT1 A 1 A_GiveInventory("Health",1)
TNT1 A 0  
TNT1 A 1 A_GiveInventory("Health",1)
TNT1 A 0 A_GiveInventory("CorazaDeTela",1)
TNT1 A 1 A_GiveInventory("Health",1)
TNT1 A 0  
TNT1 A 1 A_GiveInventory("Health",1)
TNT1 A 0 A_GiveInventory("CorazaDeTela",1)
			
TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,15)
TNT1 A 0  
TNT1 A 1 A_GiveInventory("Health",1)
TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,15)
TNT1 A 0 A_GiveInventory("CorazaDeTela",1)
TNT1 A 2 A_GiveInventory("Health",1)
TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,15)
TNT1 A 0  
TNT1 A 3 A_GiveInventory("Health",1)
TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,15)
TNT1 A 0 A_GiveInventory("CorazaDeTela",1)
TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,15)
TNT1 A 0  
TNT1 A 3 A_GiveInventory("Health",1)
TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,15)
TNT1 A 3 A_GiveInventory("CorazaDeTela",1)
TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,15)
TNT1 A 3  
TNT1 A 3 A_GiveInventory("Health",1)
TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,15)
TNT1 A 3 A_GiveInventory("CorazaDeTela",1)
TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,15)
TNT1 A 3  
TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,15)
TNT1 A 0 A_TakeInventory("desangracion",1)
TNT1 A 3 A_GiveInventory("CorazaDeTela",1)
TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,15)
TNT1 A 0  
TNT1 A 3 A_GiveInventory("Health",1)
TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,15)
TNT1 A 3 
TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,15)
TNT1 A 3  
TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,15)
TNT1 A 4 A_GiveInventory("CorazaDeTela",1)
TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,15)
TNT1 A 4  
TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,15)
TNT1 A 0 
TNT1 A 4 A_GiveInventory("Health",1)
TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,15)
TNT1 A 0 A_TakeInventory("desangracion",1)
TNT1 A 4  
TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,15)
TNT1 A 4 A_GiveInventory("CorazaDeTela",1)
TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,15)
TNT1 A 4  
TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,15)
TNT1 A 6 
TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,15)
TNT1 A 8  
TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,15)
TNT1 A 8 A_GiveInventory("CorazaDeTela",1)
TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,15)
TNT1 A 8 A_TakeInventory("desangracion",1)
TNT1 A 0  
	STOP


	}
}


Actor StimP : Ammo
{
	Game Doom
	SpawnID 23
	Inventory.Amount 5
	Inventory.MaxAmount 20
	Scale 0.4
	Inventory.PickupMessage "$GOTSTIM"
	States
	{
	Spawn:
		IRAG A -1
		Stop
	}
}


Actor StimPl : StimP 
{
	Game Doom
	SpawnID 22
	Inventory.Amount 1
	Inventory.MaxAmount 20
	Scale 0.4
	Inventory.PickupMessage "$GOTSTIM"
	States
	{
	Spawn:
		IRAG B 1
		loop
	}
}



