actor RemiliaBossWeapon : MegaBuster
{
tag "Remilia. I've got no punch line."
Weapon.AmmoUse 0
Weapon.AmmoGive 0
Weapon.SlotNumber 1
Obituary "$OB_REMILIAMELEE"
+INVENTORY.UNDROPPABLE
weapon.ammotype "BossJumpCharge"
weapon.ammotype2 "BossRageCharge1SP"
+WEAPON.AMMO_OPTIONAL
Scale 2.0
States
{
Spawn:
TNT1 A 0
stop
Ready:
REMA A 0 ACS_NamedExecuteAlways("GiveExecution",0)
REMA A 1 ACS_ExecuteAlways(991,0,511)
REMA A 0 A_GunFlash
Ready2:
REMA A 0 ACS_ExecuteAlways(991,0,511)
REMA A 1 A_WeaponReady(WRF_NOSWITCH)
Goto Ready2
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
REMA A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
REMA A 1 A_Raise
Loop
Fire:
REMA A 0 A_JumpIfInventory("VampireIllusionSkill", 1, "VampireIllusion")
REMA B 1 Offset(56,-30)
REMA B 1 Offset(112,-80)
TNT1 A 1
REMA B 0 A_PlaySoundEx("RemiliaScarlet/Atk1","Weapon")
REMA B 1 Offset(84,-100) A_FireCustomMissile("RemiliaVampireAttack",0,1,0,0)
REMA B 1 Offset(72,-60) 
REMA B 1 Offset(40,-20)
REMA C 1 Offset(28,20) 
REMA C 1 Offset(22,60)
REMH E 1 Offset(30,100)
REMH E 1 Offset(18,140)
REMH E 1 Offset(6,180)
REMH E 1 Offset(-6,220)
TNT1 A 11
REMA B 2 Offset(0,160)
REMA A 2 Offset(0,120)
REMA A 2 Offset(0,80)
REMA A 2 Offset(0,40)
REMA A 17
REMA A 1 A_Refire
Goto Ready2

AltFire:
REMA A 0 A_JumpIfInventory("BossRageCharge1SP",750,"Rage")
REMA A 0 A_JumpIfInventory("PowerRemiliaResistance", 1, "BackToReady")
REMA A 0 A_JumpIfInventory("RemiliaBlastCooldown",1,"NoAmmo")
REMA A 0 A_PlaySoundEx("RemiliaScarlet/Atk3","Weapon")
REMA A 0 A_SpawnItemEx("VampireIllusionShot_A", 0, 0, 32, 60*cos(pitch)+5, 0, 65*-sin(pitch), 0, SXF_TRANSFERPITCH)
REMH D 3 A_GiveInventory("RemiliaBlastCooldown",263)
REMH E 14
REMH D 3
REMA A 16
goto Ready2

Rage:
REMA A 0 A_JumpIfInventory("PowerRemiliaResistance", 1, "BackToReady")
REMA A 0 A_PlaySoundEx("RemiliaScarlet/Atk2","Item")
REMA A 0 A_PlaySoundEx("RemiliaScarlet/Kill1","Body")
REMA A 0 A_TakeInventory("BossRageCharge1SP",750)
REMA A 0 SetPlayerProperty(0,1,4)
REMA A 0 A_GiveInventory("RemiliaRageAmmo",528)
REMA A 0 A_GiveInventory("RemiliaRageWatcher1",1)
REMA A 0 A_GiveInventory("VampireIllusionSkill", 1)
REMA A 11
REMA A 0 A_SpawnItemEx("RemiliaBlurryGiver",0,0,0,0,0,0)
REMA A 12
REMA A 0 A_SpawnItemEx("RemiliaBlurryGiver",0,0,0,0,0,0)
REMA A 12
TNT1 A 1 A_GiveInventory("RemiliaSuperArmor",1)
TNT1 A 0 A_SpawnItemEx("BatGirlAssist", 0, 0, 0, 0, 0, 0)
TNT1 A 0 ACS_NamedExecuteAlways("sh_speeds",0,2)
REMA A 35
REMA A 0 SetPlayerProperty(0,0,4)
BackToReady:
TNT1 A 0
goto Ready2

VampireIllusion:
REMA A 0 A_PlaySoundEx("RemiliaScarlet/Atk3","Weapon")
REMA A 0 A_FireCustomMissile("VampireIllusionShot",-45,0,-10,0)
REMA A 0 A_FireCustomMissile("VampireIllusionTrail",-45,0,-10,0)
REMA A 0 A_FireCustomMissile("VampireIllusionShot",-30,0,-10,0)
REMA A 0 A_FireCustomMissile("VampireIllusionTrail",-30,0,-10,0)
REMA A 0 A_FireCustomMissile("VampireIllusionShot",-15,0,-10,0)
REMA A 0 A_FireCustomMissile("VampireIllusionTrail",-15,0,-10,0)
REMA A 0 A_FireCustomMissile("VampireIllusionShot",45,0,-10,0)
REMA A 0 A_FireCustomMissile("VampireIllusionTrail",45,0,-10,0)
REMA A 0 A_FireCustomMissile("VampireIllusionShot",30,0,-10,0)
REMA A 0 A_FireCustomMissile("VampireIllusionTrail",30,0,-10,0)
REMA A 0 A_FireCustomMissile("VampireIllusionShot",15,0,-10,0)
REMA A 0 A_FireCustomMissile("VampireIllusionTrail",15,0,-10,0)
REMA A 0 A_FireCustomMissile("VampireIllusionShot",0,0,-10,0)
REMA A 0 A_FireCustomMissile("VampireIllusionTrail",0,0,-10,0)
REMH D 3
REMH E 28
REMH D 5
REMA A 32
REMA A 1 A_Refire
Goto Ready2
NoAmmo:
REMA A 1 ACS_Execute(979,0)
Goto Ready2

Flash:
TNT1 A 0 
TNT1 A 1 A_TakeInventory("RemiliaBlastCooldown",1)
loop
}
}

actor BatGirlAssist
{
+MISSILE
+NOCLIP
+NOINTERACTION
+DONTBLAST
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIfInTargetInventory("PowerRemiliaResistance", 1, 2)
TNT1 A 0 A_Jump(256, "Death")
TNT1 A 1 A_GiveToTarget("BatGirlSpriteItem1", 1)
TNT1 A 0 A_JumpIfInTargetInventory("PowerRemiliaResistance", 1, 2)
TNT1 A 0 A_Jump(256, "Death")
TNT1 A 1 A_GiveToTarget("BatGirlSpriteItem1", 1)
TNT1 A 0 A_JumpIfInTargetInventory("PowerRemiliaResistance", 1, 2)
TNT1 A 0 A_Jump(256, "Death")
TNT1 A 1 A_GiveToTarget("BatGirlSpriteItem1", 1)
TNT1 A 0 A_JumpIfInTargetInventory("PowerRemiliaResistance", 1, 2)
TNT1 A 0 A_Jump(256, "Death")
TNT1 A 1 A_GiveToTarget("BatGirlSpriteItem1", 1)
TNT1 A 0 A_JumpIfInTargetInventory("PowerRemiliaResistance", 1, 2)
TNT1 A 0 A_Jump(256, "Death")
TNT1 A 1 A_GiveToTarget("BatGirlSpriteItem2", 1)
TNT1 A 0 A_JumpIfInTargetInventory("PowerRemiliaResistance", 1, 2)
TNT1 A 0 A_Jump(256, "Death")
TNT1 A 1 A_GiveToTarget("BatGirlSpriteItem2", 1)
TNT1 A 0 A_JumpIfInTargetInventory("PowerRemiliaResistance", 1, 2)
TNT1 A 0 A_Jump(256, "Death")
TNT1 A 1 A_GiveToTarget("BatGirlSpriteItem2", 1)
TNT1 A 0 A_JumpIfInTargetInventory("PowerRemiliaResistance", 1, 2)
TNT1 A 0 A_Jump(256, "Death")
TNT1 A 1 A_GiveToTarget("BatGirlSpriteItem2", 1)
TNT1 A 0 A_JumpIfInTargetInventory("PowerRemiliaResistance", 1, 2)
TNT1 A 0 A_Jump(256, "Death")
TNT1 A 1 A_GiveToTarget("BatGirlSpriteItem3", 1)
TNT1 A 0 A_JumpIfInTargetInventory("PowerRemiliaResistance", 1, 2)
TNT1 A 0 A_Jump(256, "Death")
TNT1 A 1 A_GiveToTarget("BatGirlSpriteItem3", 1)
TNT1 A 0 A_JumpIfInTargetInventory("PowerRemiliaResistance", 1, 2)
TNT1 A 0 A_Jump(256, "Death")
TNT1 A 1 A_GiveToTarget("BatGirlSpriteItem3", 1)
TNT1 A 0 A_JumpIfInTargetInventory("PowerRemiliaResistance", 1, 2)
TNT1 A 0 A_Jump(256, "Death")
TNT1 A 1 A_GiveToTarget("BatGirlSpriteItem3", 1)
TNT1 A 0 A_JumpIfInTargetInventory("PowerRemiliaResistance", 1, 2)
TNT1 A 0 A_Jump(256, "Death")
TNT1 A 1 A_GiveToTarget("BatGirlSpriteItem4", 1)
TNT1 A 0 A_JumpIfInTargetInventory("PowerRemiliaResistance", 1, 2)
TNT1 A 0 A_Jump(256, "Death")
TNT1 A 1 A_GiveToTarget("BatGirlSpriteItem4", 1)
TNT1 A 0 A_JumpIfInTargetInventory("PowerRemiliaResistance", 1, 2)
TNT1 A 0 A_Jump(256, "Death")
TNT1 A 1 A_GiveToTarget("BatGirlSpriteItem4", 1)
TNT1 A 0 A_JumpIfInTargetInventory("PowerRemiliaResistance", 1, 2)
TNT1 A 0 A_Jump(256, "Death")
TNT1 A 1 A_GiveToTarget("BatGirlSpriteItem4", 1)
TNT1 A 0 A_JumpIfInTargetInventory("PowerRemiliaResistance", 1, 2)
TNT1 A 0 A_Jump(256, "Death")
TNT1 A 1 A_GiveToTarget("BatGirlSpriteItem3", 1)
TNT1 A 0 A_JumpIfInTargetInventory("PowerRemiliaResistance", 1, 2)
TNT1 A 0 A_Jump(256, "Death")
TNT1 A 1 A_GiveToTarget("BatGirlSpriteItem3", 1)
TNT1 A 0 A_JumpIfInTargetInventory("PowerRemiliaResistance", 1, 2)
TNT1 A 0 A_Jump(256, "Death")
TNT1 A 1 A_GiveToTarget("BatGirlSpriteItem3", 1)
TNT1 A 0 A_JumpIfInTargetInventory("PowerRemiliaResistance", 1, 2)
TNT1 A 0 A_Jump(256, "Death")
TNT1 A 1 A_GiveToTarget("BatGirlSpriteItem3", 1)
TNT1 A 0 A_JumpIfInTargetInventory("PowerRemiliaResistance", 1, 2)
TNT1 A 0 A_Jump(256, "Death")
TNT1 A 1 A_GiveToTarget("BatGirlSpriteItem2", 1)
TNT1 A 0 A_JumpIfInTargetInventory("PowerRemiliaResistance", 1, 2)
TNT1 A 0 A_Jump(256, "Death")
TNT1 A 1 A_GiveToTarget("BatGirlSpriteItem2", 1)
TNT1 A 0 A_JumpIfInTargetInventory("PowerRemiliaResistance", 1, 2)
TNT1 A 0 A_Jump(256, "Death")
TNT1 A 1 A_GiveToTarget("BatGirlSpriteItem2", 1)
TNT1 A 0 A_JumpIfInTargetInventory("PowerRemiliaResistance", 1, 2)
TNT1 A 0 A_Jump(256, "Death")
TNT1 A 1 A_GiveToTarget("BatGirlSpriteItem2", 1)
loop
Death:
TNT1 A 0
TNT1 A 0 A_GiveToTarget("RemiliaRageEndControl", 1)
TNT1 A 0 A_GiveToTarget("RemiliaUguu", 1)
stop
}
}

actor RemiliaRageWatcher1 : CustomInventory
{
+INVENTORY.AUTOACTIVATE
States
{
Pickup:
TNT1 A 0 
TNT1 A 0 A_SpawnItemEx("RemiliaRageWatcher2")
stop
}
}
actor RemiliaRageWatcher2
{
Height 0
Radius 0
+NOINTERACTION
-SOLID
+NOGRAVITY
+MISSILE
reactiontime 528
Renderstyle none
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Warp(AAPTR_TARGET, 0.0,0.0,0.0,0.0,WARPF_NOCHECKPOSITION)
TNT1 A 0 A_TakeFromTarget("RemiliaRageAmmo",1)
TNT1 A 1 A_Countdown
loop
Death:
TNT1 A 0
TNT1 A 0 A_TakeFromTarget("RemiliaRageAmmo",999)
stop
}
}

actor RemiliaUguu : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_PlaySoundEx("RemiliaScarlet/Kill2", "Voice")
stop
}
}

actor RemiliaBlurryGiver : BatGirlAssist
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_GiveToTarget("RemiliaBlurryRage", 1)
stop
}
}


actor RemiliaRageEndControl : CustomInventory
{
states
{
Pickup:
WEAP B 0 A_SpawnItemEx("BatGirlEndRageAssist", 0, 0, 0)
stop
}
}

actor BatGirlEndRageAssist : BatGirlAssist
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_GiveToTarget("RemiliaRageEndNoMove", 1)
TNT1 A 1 A_GiveToTarget("PowerShadow", 1)
TNT1 A 0 A_GiveToTarget("PowerShadow", 1)
TNT1 A 0 A_TakeFromTarget("PowerRemiliaResistance", 999)
TNT1 A 35
TNT1 A 0 A_TakeFromTarget("VampireIllusionSkill", 999)
TNT1 A 0 A_TakeFromTarget("PowerShadow", 999)
TNT1 A 30
TNT1 A 0 A_GiveToTarget("RemiliaRageEndYesMove", 1)
stop
}
}

actor RemiliaRageEndNoMove : CustomInventory
{
states
{
Pickup:
TNT1 A 0
WEAP B 0 SetPlayerProperty(0,1,4)
stop
}
}

actor RemiliaRageEndYesMove : CustomInventory
{
states
{
Pickup:
WEAP B 0 SetPlayerProperty(0,0,4)
TNT1 A 0 ACS_NamedExecuteAlways("sh_speeds",0,0)
stop
}
}


actor BatGirlSpriteItem1 : CustomInventory
{
states
{
Pickup:
WEAP B 0 A_SpawnItemEx("BatGirlSprite1", 0, 0, 0)
stop
}
}

actor BatGirlSprite1
{
+NOINTERACTION
Scale 2.00
states
{
spawn:
REMA E 2
stop
}
}

actor BatGirlSpriteItem2 : CustomInventory
{
states
{
Pickup:
WEAP B 0 A_SpawnItemEx("BatGirlSprite2", 0, 0, 0)
stop
}
}

actor BatGirlSprite2
{
+NOINTERACTION
Scale 2.00
states
{
spawn:
REMA F 2
stop
}
}

actor BatGirlSpriteItem3 : CustomInventory
{
states
{
Pickup:
WEAP B 0 A_SpawnItemEx("BatGirlSprite3", 0, 0, 0)
stop
}
}

actor BatGirlSprite3
{
+NOINTERACTION
Scale 2.00
states
{
spawn:
REMA G 2
stop
}
}

actor BatGirlSpriteItem4 : CustomInventory
{
states
{
Pickup:
WEAP B 0 A_SpawnItemEx("BatGirlSprite4", 0, 0, 0)
stop
}
}

actor BatGirlSprite4
{
+NOINTERACTION
Scale 2.00
states
{
spawn:
REMA H 2
stop
}
}

actor RemiliaVampireAttack
{
+HITTRACER
Obituary "$OB_REMILIAMELEE"
PROJECTILE
+DONTBLAST
renderstyle "translucent"
alpha 0.65
damagetype "BossInstagib" // "BossInstagib"
Radius 26 // 10
Height 48 // 25
speed 50 // 21
damage (35)
scale 3.15
States
{
Spawn:
REMA D 2
goto XDeath
Crash:
TNT1 A 0 A_JumpIfInventory("Survivor",1,1,AAPTR_TRACER)
goto Death
TNT1 A 0 A_PlaySoundEx("item/energyup","Body")
TNT1 A 0 A_GiveToTarget("Health",20) //You want Remilia to be good? Fucking have it then.
XDeath:
REMA D 0 A_Stop
REMA D 1
REMA D 1
REMA D 1
stop
}
}

actor RemiliaBlurryRage : PowerupGiver
{
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
Inventory.MaxAmount 0
Powerup.duration -15
Powerup.Type "PowerShadow"
Powerup.Mode "Translucent"
Powerup.Color 139 11 10, 0.60
States
{
Spawn:
TNT1 A 0
Loop
}
}

actor RemiliaRageAmmo : Inventory
{
inventory.amount 1
inventory.maxamount 525
}

actor RemiliaBlurryRageEnd : BlurryRage
{
Inventory.MaxAmount 0
Powerup.duration -5
Powerup.Color 139 11 10, 0.00
States
{
Spawn:
TNT1 A 0
Loop
}
}

actor VampireIllusionSkill : Inventory // given to Remilia when she enters into Rage mode, allows for
{										// danamaku pattern attacks (look in the FIRE state of RemiliaBossWeapon)
inventory.amount 1
inventory.maxamount 1
}

actor RemiliaSuperArmor : PowerupGiver
{
+COUNTITEM
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
Inventory.MaxAmount 0
Powerup.Type "PowerRemiliaResistance"
Powerup.Duration 525
States
{
Spawn:
TNT1 A 1
stop
}
}

actor PowerRemiliaResistance : PowerProtection
{
 damagefactor "normal", 0.4
}

actor VampireIllusionTrail
{
PROJECTILE
Radius 12
Height 18
scale 2.0
damage (0)
+RIPPER
+FORCEXYBILLBOARD
speed 32
states
{
Spawn:
TNT1 A 4
Going:
TNT1 A 1 A_SpawnItemEx("VampireIllusionParticle", 0, 0, 0, 0, 0, 0)
loop
Death:
TNT1 A 4
stop
}
}

actor VampireIllusionShot
{
PROJECTILE
Renderstyle "Translucent"
Alpha 0.9
Obituary "$OB_VAMPIREILLUSION"
Radius 12
Height 18
scale 2.0
damagetype "BossInstagib"
damage (18)
+RIPPER
+DONTBLAST
+FORCEXYBILLBOARD
speed 65
States
{
Spawn:
REMA I 4
Going:
REMA I 1// A_SpawnItemEx("VampireIllusionParticle", 0, 0, 0, 0, 0, 0)
loop
Death:
REMA I 4 A_FadeOut(0.1)
loop
}
}

actor VampireIllusionParticle : VampireIllusionShot
{
scale 1.85
Renderstyle "Translucent"
Obituary "$OB_VAMPIREILLUSION"
Alpha 0.2
scale 1.85
Radius 6
Height 6
damage (5)
-DONTBLAST
-RIPPER
+HEXENBOUNCE
+CANBOUNCEWATER
WALLBOUNCEFACTOR 1.00
BOUNCEFACTOR 1.00
speed 0
States
{
Spawn:
REMA J 35
REMA JJJJJJJJJJ 4 A_FadeIn(0.1)
REMA J 30
REMA A 0 A_SpawnItemEx("VampireIllusionMovingParticle", 0, 0, 0, random(-21, 21), random(-21, 21), random(-4, 4))
stop
Death:
TNT1 A 0
stop
}
}

actor VampireIllusionMovingParticle : VampireIllusionParticle
{
WALLBOUNCEFACTOR 0.97
BOUNCEFACTOR 0.97
Renderstyle "Translucent"
Obituary "$OB_VAMPIREILLUSION"
Alpha 0.85
States
{
Spawn:
REMA JJJJJJJJJJJJJJ 35
REMA JJJJJJJJJJ 4 A_FadeOut(0.1)
goto Death
stop
Death:
TNT1 A 0
stop
}
}



actor VampireIllusionShot_A
{
PROJECTILE
+HEXENBOUNCE
bouncefactor 1.0
+BOUNCEONFLOORS
+BOUNCEONCEILINGS
-BOUNCEONWALLS
Renderstyle "Translucent"
Alpha 0.9
Obituary "$OB_REMILIABLAST"
Radius 12
bouncecount 10
Height 18
scale 2.0
damagetype "BossInstagib"
damage (4)
+RIPPER
+DONTBLAST
+FORCEXYBILLBOARD
speed 65
States
{
Spawn:
REMA I 3
Going:
TNT1 E 0 A_PlaySoundEx("misc/devilfire","Voice")
TNT1 E 0 A_SpawnItemEx("VampireIllusionMiniShot_A",0,0,0,0,cos(pitch)*10.0,-sin(pitch)*10.0,0)
TNT1 E 0 A_SpawnItemEx("VampireIllusionMiniShot_A",0,0,0,0,cos(pitch+45)*10.0,-sin(pitch+45)*10.0,0)
TNT1 E 0 A_SpawnItemEx("VampireIllusionMiniShot_A",0,0,0,0,cos(pitch+90)*10.0,-sin(pitch+90)*10.0,0)
TNT1 E 0 A_SpawnItemEx("VampireIllusionMiniShot_A",0,0,0,0,cos(pitch+135)*10.0,-sin(pitch+135)*10.0,0)
TNT1 E 0 A_SpawnItemEx("VampireIllusionMiniShot_A",0,0,0,0,cos(pitch+180)*10.0,-sin(pitch+180)*10.0,0)
TNT1 E 0 A_SpawnItemEx("VampireIllusionMiniShot_A",0,0,0,0,cos(pitch+225)*10.0,-sin(pitch+225)*10.0,0)
TNT1 E 0 A_SpawnItemEx("VampireIllusionMiniShot_A",0,0,0,0,cos(pitch+270)*10.0,-sin(pitch+270)*10.0,0)
TNT1 E 0 A_SpawnItemEx("VampireIllusionMiniShot_A",0,0,0,0,cos(pitch+315)*10.0,-sin(pitch+315)*10.0,0)
TNT1 E 0 A_SpawnItemEx("VampireIllusionMiniShot_A",0,0,0,0,cos(pitch)*5,-sin(pitch)*5,0)
TNT1 E 0 A_SpawnItemEx("VampireIllusionMiniShot_A",0,0,0,0,cos(pitch+45)*5,-sin(pitch+45)*5,0)
TNT1 E 0 A_SpawnItemEx("VampireIllusionMiniShot_A",0,0,0,0,cos(pitch+90)*5,-sin(pitch+90)*5,0)
TNT1 E 0 A_SpawnItemEx("VampireIllusionMiniShot_A",0,0,0,0,cos(pitch+135)*5,-sin(pitch+135)*5,0)
TNT1 E 0 A_SpawnItemEx("VampireIllusionMiniShot_A",0,0,0,0,cos(pitch+180)*5,-sin(pitch+180)*5,0)
TNT1 E 0 A_SpawnItemEx("VampireIllusionMiniShot_A",0,0,0,0,cos(pitch+225)*5,-sin(pitch+225)*5,0)
TNT1 E 0 A_SpawnItemEx("VampireIllusionMiniShot_A",0,0,0,0,cos(pitch+270)*5,-sin(pitch+270)*5,0)
TNT1 E 0 A_SpawnItemEx("VampireIllusionMiniShot_A",0,0,0,0,cos(pitch+315)*5,-sin(pitch+315)*5,0)
REMA I 2 A_SetPitch(pitch%360+15)
loop
Death:
REMA I 4 A_FadeOut(0.1)
loop
}
}

actor VampireIllusionMiniShot_A
{
PROJECTILE
Alpha 1.0
Obituary "$OB_REMILIABLAST"
scale 1.85
Radius 6
Height 6
damagetype "BossInstagib"
damage (1+pitch)
+HEXENBOUNCE
+BOUNCEONACTORS
bouncefactor 1.0
wallbouncefactor 1.0
bouncecount 3
+DONTBLAST
+FORCEXYBILLBOARD
+THRUACTORS
speed 0
States
{
Spawn:
REMA JKJ 1
REMA J 0 A_ChangeFlag(THRUACTORS, false)
REMA JJ 1 A_SetPitch(2)
Going:
REMA J 1
loop
Death:
REMA J 2 A_FadeOut(0.1)
loop
}
}

actor RemiliaBlastCooldown : inventory
{
inventory.amount 1
inventory.maxamount 263
}
