actor SlendermanHale : BasisForHales
{
player.soundclass "BOSS008"
player.forwardmove 0.98, 0.98
player.sidemove 0.98, 0.98
player.morphweapon "SlenderManBossWeapon"
States
{
Spawn:
SLCB A 0
SLCB B 1
SLCB A 1
Goto Spawn+2
See:
SLCB BCDE 10
Goto Spawn
Missile:
SLCB F 3
SLCB G 12
goto Spawn

BossPain:
SLCB F 0
SLCB HHHHHHHHH 2
Goto Spawn

Death:
SLCB F 0 A_SetTranslucent(1.0,0)
SLCB F 0 SetPlayerProperty(0,0,4)
SLCB F 0 A_NoBlocking
SLCB F 0 A_GiveInventory("CutterFlag",999)
SLCB F 0 A_Stop
SLCB F 0 A_GiveToTarget("KilledMe",1)
SLCB F 0 ACS_ExecuteAlways(999,0,0)
SXS5 G 0 ACS_ExecuteAlways(400,0,437)
SLCB I 1 A_SetTranslucent(0.2)
SLCB J 1 A_SetTranslucent(0.7)
SLCB I 1 A_SetTranslucent(0.2)
SLCB J 1 A_SetTranslucent(0.7)
SLCB I 1 A_SetTranslucent(0.2)
SLCB J 1 A_SetTranslucent(0.7)
SLCB I 1 A_SetTranslucent(0.2)
SLCB J 1 A_SetTranslucent(0.7)
SLCB I 1 A_SetTranslucent(0.2)
SLCB J 1 A_SetTranslucent(0.7)
SLCB I 1 A_SetTranslucent(0.2)
SLCB J 1 A_SetTranslucent(0.7)
SLCB I 1 A_SetTranslucent(0.2)
SLCB J 1 A_SetTranslucent(0.7)
SLCB I 1 A_SetTranslucent(0.2)
SLCB J 1 A_SetTranslucent(0.7)
SLCB I 1 A_SetTranslucent(0.2)
SLCB J 1 A_SetTranslucent(0.7)
SLCB I 1 A_SetTranslucent(0.2)
SLCB J 1 A_SetTranslucent(0.7)
SLCB I 1 A_SetTranslucent(0.2)
SLCB J 1 A_SetTranslucent(0.7)
SLCB I 1 A_SetTranslucent(0.2)
SLCB J 1 A_SetTranslucent(0.7)
SLCB I 1 A_SetTranslucent(0.2)
SLCB J 1 A_SetTranslucent(0.7)
SLCB I 1 A_SetTranslucent(0.2)
SLCB J 1 A_SetTranslucent(0.7)
SLCB I 1 A_SetTranslucent(0.2)
SLCB J 1 A_SetTranslucent(0.7)
SLCB I 1 A_SetTranslucent(0.2)
SLCB J 1 A_SetTranslucent(0.7)
SLCB I 1 A_SetTranslucent(0.2)
SLCB J 1 A_SetTranslucent(0.7)
SLCB I 1 A_SetTranslucent(0.2)
SLCB J 1 A_SetTranslucent(0.7)
SLCB I 1 A_SetTranslucent(0.2)
SLCB J 1 A_SetTranslucent(0.7)
SLCB I 1 A_SetTranslucent(0.2)
SLCB J 1 A_SetTranslucent(0.7)
SLCB A 0 //ACS_ExecuteAlways(400, 0, 111)
SLCB H 0 SetPlayerProperty(0,0,4)
SLCB H 0// A_PlayerScream
PLAY Z 1 A_CheckPlayerDone
wait
}
}

actor SH_SlenderGammaChecks_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 AAA 0 ACS_NamedExecuteAlways("SH_SlenderGamma",0)
stop
NoLines:
TNT1 A 0
stop
}
}

actor SlenderTentaclesItem : CustomInventory
{
inventory.amount 1
inventory.maxamount 30
tag "-== Tendril Swarm ==-"
inventory.icon "SLDIT0"
+INVENTORY.UNDROPPABLE
+COUNTITEM
+INVBAR
states
{
Spawn:
TNT1 A 0
loop
Use:
TNT1 A 0 A_JumpIfInventory("SlenderTentaclesItem",2,"UseNo")
TNT1 A 0 A_GiveInventory("SlenderTentaclesItem",1*ACS_NamedExecuteWithResult("SH_SlenderDamage",4))
TNT1 A 0 A_SpawnItemEx("SlenderTentatclesCooldown")
TNT1 A 0 A_FireCustomMissile("SlenderEclipseTentacleSpawner",0,1,8,0)
TNT1 A 0
fail
UseNo:
TNT1 A 0
fail
}
}

actor SlenderTentatclesCooldown
{
Height 0
Radius 0
+NOINTERACTION
+NOCLIP
PROJECTILE
+SERVERSIDEONLY
states
{
Spawn:
TNT1 A 0
Spawn1:
TNT1 A 0 A_JumpIfInTargetInventory("SlenderTentaclesItem",2,"Spawn2")
stop
Spawn2:
TNT1 A 0 A_JumpIfInventory("CutterFlag",34,"Spawn3")
TNT1 A 0 A_GiveInventory("CutterFlag",1)
TNT1 A 1
goto Spawn1
Spawn3:
TNT1 A 0 A_TakeInventory("CutterFlag",99)
TNT1 A 0 A_TakeFromTarget("SlenderTentaclesItem",1)
TNT1 A 0 A_JumpIfInTargetInventory("SlenderTentaclesItem",2,"SpawnR")
stop
SpawnR:
TNT1 A 1
goto Spawn1
}
}


actor SlenderIsDoomed : Inventory
{
inventory.amount 1
inventory.maxamount 1
}

actor SlenderHurryUp : CustomInventory
{
states
{
Pickup:
TNT1 A 0 A_GiveInventory("SlenderRedVision", 1)
TNT1 A 0 ACS_ExecuteAlways(400, 0, 352)
stop
}
}

actor SlenderRedVision : Powerup
{
Powerup.Duration -2500
Powerup.Color 255 31 31, 0.3
}

actor SlenderProtectionBuff : PowerProtection
{
Powerup.Duration 0x7FFFFFFF
damagefactor "Normal", 0.7
}

Actor SlenderStart : CustomInventory 
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("core_cantseekplayer", 0, 0, true)
TNT1 A 0 A_SetTranslucent(0.75,0)
TNT1 A 0 A_SpawnItemEx("SlenderTentacleWarper_1",0)
TNT1 A 0 A_SpawnItemEx("SlenderTentacleWarper_2",0)
stop
}
}

actor SlenderWhiteLevel1Check : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("Slender_WhiteSound_Cooldown",1,"Nope")
TNT1 A 0 A_SpawnItemEx("Slender_WhiteNoise1")
Nope:
TNT1 A 0
stop
}
}

actor SlenderWhiteLevel2Check : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("Slender_WhiteSound_Cooldown",1,"Nope")
TNT1 A 0 A_SpawnItemEx("Slender_WhiteNoise2")
Nope:
TNT1 A 0
stop
}
}

actor SlenderWhiteLevel3Check : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("Slender_WhiteSound_Cooldown",1,"Nope")
TNT1 A 0 A_SpawnItemEx("Slender_WhiteNoise3")
Nope:
TNT1 A 0
stop
}
}

actor SlenderWhiteLevel4Check : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("Slender_WhiteSound_Cooldown",1,"Nope")
TNT1 A 0 A_SpawnItemEx("Slender_WhiteNoise4")
Nope:
TNT1 A 0
stop
}
}

actor SlenderWhiteLevel5Check : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("Slender_WhiteSound_Cooldown",1,"Nope")
TNT1 A 0 A_SpawnItemEx("Slender_WhiteNoise5")
Nope:
TNT1 A 0
stop
}
}

actor Slender_WhiteNoise1
{
+NOINTERACTION
reactiontime 2
states
{
Spawn:
TNT1 A 0 
TNT1 A 0 A_GiveToTarget("Slender_WhiteSound_1",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_1_1",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_1_2",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_1_3",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_1_4",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_1_5",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_1_6",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_1_7",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_1_8",1)
TNT1 A 0 A_Countdown
loop
Death:
TNT1 A 0
stop
}
}

actor Slender_WhiteNoise2
{
+NOINTERACTION
reactiontime 2
states
{
Spawn:
TNT1 A 0 
TNT1 A 0 A_GiveToTarget("Slender_WhiteSound_1",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_2_1",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_2_2",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_2_3",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_2_4",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_2_5",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_2_6",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_2_7",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_2_8",1)
TNT1 A 0 A_Countdown
loop
Death:
TNT1 A 0
stop
}
}

actor Slender_WhiteNoise3
{
+NOINTERACTION
reactiontime 2
states
{
Spawn:
TNT1 A 0 
TNT1 A 0 A_GiveToTarget("Slender_WhiteSound_2",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_3_1",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_3_2",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_3_3",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_3_4",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_3_5",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_3_6",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_3_7",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_3_8",1)
TNT1 A 0 A_Countdown
loop
Death:
TNT1 A 0
stop
}
}

actor Slender_WhiteNoise4
{
+NOINTERACTION
reactiontime 2
states
{
Spawn:
TNT1 A 0 
TNT1 A 0 A_GiveToTarget("Slender_WhiteSound_2",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_4_1",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_4_2",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_4_3",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_4_4",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_4_5",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_4_6",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_4_7",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_4_8",1)
TNT1 A 0 A_Countdown
loop
Death:
TNT1 A 0
stop
}
}

actor Slender_WhiteNoise5
{
+NOINTERACTION
reactiontime 2
states
{
Spawn:
TNT1 A 0 
TNT1 A 0 A_GiveToTarget("Slender_WhiteSound_3",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_5_1",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_5_2",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_5_3",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_5_4",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_5_5",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_5_6",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_5_7",1)
TNT1 A 1 A_GiveToTarget("Slender_WhiteNoise_5_8",1)
TNT1 A 0 A_Countdown
loop
Death:
TNT1 A 0
stop
}
}

actor SlenderTentacleWarper_1
{
RENDERSTYLE "Translucent"
alpha 0.65
+MISSILE
+NOINTERACTION
height 2
radius 2
scale 2.5
states
{
Spawn:
TNT1 AA 1
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists")==0,"Death")
BECL N 1 A_Warp(AAPTR_TARGET, -8, -4, 84, 0, WARPF_COPYINTERPOLATION|WARPF_NOCHECKPOSITION)
TNT1 A 0 A_JumpIfInTargetInventory("SlenderIsInYourWalls",1,"Invisified")
BECL N 1 A_Warp(AAPTR_TARGET, -8, -4, 84, 0, WARPF_COPYINTERPOLATION|WARPF_NOCHECKPOSITION)
TNT1 A 0 A_JumpIfInTargetInventory("SlenderIsInYourWalls",1,"Invisified")
BECL N 1 A_Warp(AAPTR_TARGET, -8, -4, 84, 0, WARPF_COPYINTERPOLATION|WARPF_NOCHECKPOSITION)
TNT1 A 0 A_JumpIfInTargetInventory("SlenderIsInYourWalls",1,"Invisified")
BECL N 1 A_Warp(AAPTR_TARGET, -8, -4, 84, 0, WARPF_COPYINTERPOLATION|WARPF_NOCHECKPOSITION)
TNT1 A 0 A_JumpIfInTargetInventory("SlenderIsInYourWalls",1,"Invisified")
BECL O 1 A_Warp(AAPTR_TARGET, -8, -4, 84, 0, WARPF_COPYINTERPOLATION|WARPF_NOCHECKPOSITION)
TNT1 A 0 A_JumpIfInTargetInventory("SlenderIsInYourWalls",1,"Invisified")
BECL O 1 A_Warp(AAPTR_TARGET, -8, -4, 84, 0, WARPF_COPYINTERPOLATION|WARPF_NOCHECKPOSITION)
TNT1 A 0 A_JumpIfInTargetInventory("SlenderIsInYourWalls",1,"Invisified")
BECL O 1 A_Warp(AAPTR_TARGET, -8, -4, 84, 0, WARPF_COPYINTERPOLATION|WARPF_NOCHECKPOSITION)
TNT1 A 0 A_JumpIfInTargetInventory("SlenderIsInYourWalls",1,"Invisified")
BECL O 1 A_Warp(AAPTR_TARGET, -8, -4, 84, 0, WARPF_COPYINTERPOLATION|WARPF_NOCHECKPOSITION)
TNT1 A 0 A_JumpIfInTargetInventory("SlenderIsInYourWalls",1,"Invisified")
BECL P 1 A_Warp(AAPTR_TARGET, -8, -4, 84, 0, WARPF_COPYINTERPOLATION|WARPF_NOCHECKPOSITION)
TNT1 A 0 A_JumpIfInTargetInventory("SlenderIsInYourWalls",1,"Invisified")
BECL P 1 A_Warp(AAPTR_TARGET, -8, -4, 84, 0, WARPF_COPYINTERPOLATION|WARPF_NOCHECKPOSITION)
TNT1 A 0 A_JumpIfInTargetInventory("SlenderIsInYourWalls",1,"Invisified")
TNT1 A 0 A_JumpIfInTargetInventory("SlenderIsInYourWalls",1,"Invisified")
BECL P 1 A_Warp(AAPTR_TARGET, -8, -4, 84, 0, WARPF_COPYINTERPOLATION|WARPF_NOCHECKPOSITION)
TNT1 A 0 A_JumpIfInTargetInventory("SlenderIsInYourWalls",1,"Invisified")
BECL P 1 A_Warp(AAPTR_TARGET, -8, -4, 84, 0, WARPF_COPYINTERPOLATION|WARPF_NOCHECKPOSITION)
TNT1 A 0 A_JumpIfInTargetInventory("SlenderIsInYourWalls",1,"Invisified")
goto Spawn+2
Invisified:
TNT1 A 1 A_Warp(AAPTR_TARGET, -8, -4, 84, 0, WARPF_COPYINTERPOLATION|WARPF_NOCHECKPOSITION)
TNT1 A 1 A_JumpIfInTargetInventory("SlenderIsInYourWalls",1,"Invisified")
goto Spawn
Death:
TNT1 A 0
stop
}
}

actor SlenderTentacleWarper_2
{
RENDERSTYLE "Translucent"
alpha 0.65
+MISSILE
+NOINTERACTION
height 2
radius 2
scale 2.5
XScale  -2.5
states
{
Spawn:
TNT1 AA 1
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists")==0,"Death")
BECL P 1 A_Warp(AAPTR_TARGET, -8, 8, 96, 0, WARPF_COPYINTERPOLATION|WARPF_NOCHECKPOSITION)
TNT1 A 0 A_JumpIfInTargetInventory("SlenderIsInYourWalls",1,"Invisified")
BECL P 1 A_Warp(AAPTR_TARGET, -8, 8, 96, 0, WARPF_COPYINTERPOLATION|WARPF_NOCHECKPOSITION)
TNT1 A 0 A_JumpIfInTargetInventory("SlenderIsInYourWalls",1,"Invisified")
BECL P 1 A_Warp(AAPTR_TARGET, -8, 8, 96, 0, WARPF_COPYINTERPOLATION|WARPF_NOCHECKPOSITION)
TNT1 A 0 A_JumpIfInTargetInventory("SlenderIsInYourWalls",1,"Invisified")
BECL O 1 A_Warp(AAPTR_TARGET, -8, 8, 96, 0, WARPF_COPYINTERPOLATION|WARPF_NOCHECKPOSITION)
TNT1 A 0 A_JumpIfInTargetInventory("SlenderIsInYourWalls",1,"Invisified")
BECL O 1 A_Warp(AAPTR_TARGET, -8, 8, 96, 0, WARPF_COPYINTERPOLATION|WARPF_NOCHECKPOSITION)
TNT1 A 0 A_JumpIfInTargetInventory("SlenderIsInYourWalls",1,"Invisified")
BECL O 1 A_Warp(AAPTR_TARGET, -8, 8, 96, 0, WARPF_COPYINTERPOLATION|WARPF_NOCHECKPOSITION)
TNT1 A 0 A_JumpIfInTargetInventory("SlenderIsInYourWalls",1,"Invisified")
BECL N 1 A_Warp(AAPTR_TARGET, -8, 8, 96, 0, WARPF_COPYINTERPOLATION|WARPF_NOCHECKPOSITION)
TNT1 A 0 A_JumpIfInTargetInventory("SlenderIsInYourWalls",1,"Invisified")
BECL N 1 A_Warp(AAPTR_TARGET, -8, 8, 96, 0, WARPF_COPYINTERPOLATION|WARPF_NOCHECKPOSITION)
TNT1 A 0 A_JumpIfInTargetInventory("SlenderIsInYourWalls",1,"Invisified")
BECL N 1 A_Warp(AAPTR_TARGET, -8, 8, 96, 0, WARPF_COPYINTERPOLATION|WARPF_NOCHECKPOSITION)
TNT1 A 0 A_JumpIfInTargetInventory("SlenderIsInYourWalls",1,"Invisified")
goto Spawn+2
Invisified:
TNT1 A 1 A_Warp(AAPTR_TARGET, -8, 8, 96, 0, WARPF_COPYINTERPOLATION|WARPF_NOCHECKPOSITION)
TNT1 A 1 A_JumpIfInTargetInventory("SlenderIsInYourWalls",1,"Invisified")
TNT1 A 1
goto Spawn
Death:
TNT1 A 0
stop
}
}

//THE SEXENING TIME//

actor Slender_WhiteNoise_1_1 : CustomInventory		 {States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,1,1) stop}}
actor Slender_WhiteNoise_1_2 : Slender_WhiteNoise_1_1{States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,2,1) stop}}
actor Slender_WhiteNoise_1_3 : Slender_WhiteNoise_1_1{States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,3,1) stop}}
actor Slender_WhiteNoise_1_4 : Slender_WhiteNoise_1_1{States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,4,1) stop}}
actor Slender_WhiteNoise_1_5 : Slender_WhiteNoise_1_1{States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,5,1) stop}}
actor Slender_WhiteNoise_1_6 : Slender_WhiteNoise_1_1{States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,6,1) stop}}
actor Slender_WhiteNoise_1_7 : Slender_WhiteNoise_1_1{States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,7,1) stop}}
actor Slender_WhiteNoise_1_8 : Slender_WhiteNoise_1_1{States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,8,1) stop}}

actor Slender_WhiteNoise_2_1 : Slender_WhiteNoise_1_1 {States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,1,2) stop}}
actor Slender_WhiteNoise_2_2 : Slender_WhiteNoise_1_1 {States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,2,2) stop}}
actor Slender_WhiteNoise_2_3 : Slender_WhiteNoise_1_1 {States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,3,2) stop}}
actor Slender_WhiteNoise_2_4 : Slender_WhiteNoise_1_1 {States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,4,2) stop}}
actor Slender_WhiteNoise_2_5 : Slender_WhiteNoise_1_1 {States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,5,2) stop}}
actor Slender_WhiteNoise_2_6 : Slender_WhiteNoise_1_1 {States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,6,2) stop}}
actor Slender_WhiteNoise_2_7 : Slender_WhiteNoise_1_1 {States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,7,2) stop}}
actor Slender_WhiteNoise_2_8 : Slender_WhiteNoise_1_1 {States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,8,2) stop}}

actor Slender_WhiteNoise_3_1 : Slender_WhiteNoise_1_1 {States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,1,3) stop}}
actor Slender_WhiteNoise_3_2 : Slender_WhiteNoise_1_1 {States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,2,3) stop}}
actor Slender_WhiteNoise_3_3 : Slender_WhiteNoise_1_1 {States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,3,3) stop}}
actor Slender_WhiteNoise_3_4 : Slender_WhiteNoise_1_1 {States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,4,3) stop}}
actor Slender_WhiteNoise_3_5 : Slender_WhiteNoise_1_1 {States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,5,3) stop}}
actor Slender_WhiteNoise_3_6 : Slender_WhiteNoise_1_1 {States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,6,3) stop}}
actor Slender_WhiteNoise_3_7 : Slender_WhiteNoise_1_1 {States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,7,3) stop}}
actor Slender_WhiteNoise_3_8 : Slender_WhiteNoise_1_1 {States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,8,3) stop}}

actor Slender_WhiteNoise_4_1 : Slender_WhiteNoise_1_1 {States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,1,4) stop}}
actor Slender_WhiteNoise_4_2 : Slender_WhiteNoise_1_1 {States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,2,4) stop}}
actor Slender_WhiteNoise_4_3 : Slender_WhiteNoise_1_1 {States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,3,4) stop}}
actor Slender_WhiteNoise_4_4 : Slender_WhiteNoise_1_1 {States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,4,4) stop}}
actor Slender_WhiteNoise_4_5 : Slender_WhiteNoise_1_1 {States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,5,4) stop}}
actor Slender_WhiteNoise_4_6 : Slender_WhiteNoise_1_1 {States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,6,4) stop}}
actor Slender_WhiteNoise_4_7 : Slender_WhiteNoise_1_1 {States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,7,4) stop}}
actor Slender_WhiteNoise_4_8 : Slender_WhiteNoise_1_1 {States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,8,4) stop}}

actor Slender_WhiteNoise_5_1 : Slender_WhiteNoise_1_1 {States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,1,5) stop}}
actor Slender_WhiteNoise_5_2 : Slender_WhiteNoise_1_1 {States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,2,5) stop}}
actor Slender_WhiteNoise_5_3 : Slender_WhiteNoise_1_1 {States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,3,5) stop}}
actor Slender_WhiteNoise_5_4 : Slender_WhiteNoise_1_1 {States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,4,5) stop}}
actor Slender_WhiteNoise_5_5 : Slender_WhiteNoise_1_1 {States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,5,5) stop}}
actor Slender_WhiteNoise_5_6 : Slender_WhiteNoise_1_1 {States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,6,5) stop}}
actor Slender_WhiteNoise_5_7 : Slender_WhiteNoise_1_1 {States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,7,5) stop}}
actor Slender_WhiteNoise_5_8 : Slender_WhiteNoise_1_1 {States{Pickup: TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderStaticScreen",0,8,5) stop}}

actor Slender_WhiteSound_1 : CustomInventory
{
States
{
Pickup:
TNT1 AA 0 A_JumpIfInventory("Slender_WhiteSound_Cooldown",1,"Nope")
TNT1 A 0 ACS_NamedExecute("Slender_WhiteSound",0,1)
TNT1 A 0 A_GiveInventory("Slender_WhiteSound_Cooldown",1)
stop
Nope:
TNT1 A 0
stop
}
}
actor Slender_WhiteSound_2 : CustomInventory
{
States
{
Pickup:
TNT1 AA 0 A_JumpIfInventory("Slender_WhiteSound_Cooldown",1,"Nope")
TNT1 A 0 ACS_NamedExecute("Slender_WhiteSound",0,2)
TNT1 A 0 A_GiveInventory("Slender_WhiteSound_Cooldown",1)
stop
Nope:
TNT1 A 0
stop
}
}
actor Slender_WhiteSound_3 : CustomInventory
{
States
{
Pickup:
TNT1 AA 0 A_JumpIfInventory("Slender_WhiteSound_Cooldown",1,"Nope")
TNT1 A 0 ACS_NamedExecute("Slender_WhiteSound",0,3)
TNT1 A 0 A_GiveInventory("Slender_WhiteSound_Cooldown",1)
stop
Nope:
TNT1 A 0
stop
}
}

actor Slender_WhiteSound_Cooldown : PowerUp {powerup.Duration 16}

actor Slender_JumpScare_P : CustomInventory 
{
States
{
Pickup: 
TNT1 A 0 A_JumpIfInventory("SlenderManBossWeapon",1,"Nope")
TNT1 A 0 ACS_NamedExecuteAlways("SH_SlenderKillScare",0) 
stop
Nope:
TNT1 A 0
stop
}
}

actor SlenderPhaseFlag1 : Once {} //Nothing
actor SlenderPhaseFlag2 : Once {} //Damage Increase 1
actor SlenderPhaseFlag3 : Once {} //AOE Static
actor SlenderPhaseFlag4 : Once {} //Defense Increase
actor SlenderPhaseFlag5 : Once {} //Attack Upgrade
actor SlenderPhaseFlag6 : Once {} //Damage Increase 2
actor SlenderPhaseFlag7 : Once {} //World of Darkness
actor SlenderPhaseFlag8 : Once {} //Cooldown/Refill upgrade.
