
//==============================================================================

// THESE ARE USED BY THE PDA TO KEEP TRACK OF KILLS, AND LEARN ENEMY STATS
Actor RLMonsterKillCounter : RLPermanentMPInventory
{
inventory.maxamount 999999
}

ACTOR RLMonsterKillIncrementer : CustomInventory
{
  -COUNTITEM
  +INVENTORY.ALWAYSPICKUP
  Inventory.PickupMessage ""
  Inventory.PickupSound ""
  States
  {
  Spawn:
    TNT1 A 1
    Stop
  Pickup:
    TNT1 A 0 
    TNT1 A 0 A_Jump(256, "IncrementSpecificMonsterKillCount")
	Goto IncrementSpecificMonsterKillCount
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  IncrementKillCount:
//    TNT1 A 0 A_Log ("monster")
    TNT1 A 0 A_GiveInventory("RLMonsterKillCounter", 1, AAPTR_PLAYER1)
    Stop
	
  Update1:
    TNT1 A 0 // Check for CVAR to see if player wants updates, skip update if disabled
    TNT1 A 0 // Display PDA update for all players that have the CVAR enabled
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  Update2:
    TNT1 A 0 // Check for CVAR to see if player wants updates, skip update if disabled
    TNT1 A 0 // Display PDA update for all players that have the CVAR enabled
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  Update3:
    TNT1 A 0 // Check for CVAR to see if player wants updates, skip update if disabled
    TNT1 A 0 // Display PDA update for all players that have the CVAR enabled
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

// UV KILL TOKENS
Actor RLFormerHumanKillCounter : RLMonsterKillCounter {}
Actor RLFormerSergeantKillCounter : RLMonsterKillCounter {}
Actor RLFormerCommandoKillCounter : RLMonsterKillCounter {}
Actor RLFormerCaptainKillCounter : RLMonsterKillCounter {}
Actor RLImpKillCounter : RLMonsterKillCounter {}
Actor RLDemonKillCounter : RLMonsterKillCounter {}
Actor RLSpectreKillCounter : RLMonsterKillCounter {}
Actor RLLostSoulKillCounter : RLMonsterKillCounter {}
Actor RLCacodemonKillCounter : RLMonsterKillCounter {}
Actor RLHellKnightKillCounter : RLMonsterKillCounter {}
Actor RLBaronOfHellKillCounter : RLMonsterKillCounter {}
Actor RLArachnotronKillCounter : RLMonsterKillCounter {}
Actor RLPainElementalKillCounter : RLMonsterKillCounter {}
Actor RLRevenantKillCounter : RLMonsterKillCounter {}
Actor RLMancubusKillCounter : RLMonsterKillCounter {}
Actor RLArchVileKillCounter : RLMonsterKillCounter {}
Actor RLCyberdemonKillCounter : RLMonsterKillCounter {}
Actor RLSpiderMastermindKillCounter : RLMonsterKillCounter {}
Actor RLBruiserBrotherKillCounter : RLMonsterKillCounter {}

ACTOR RLFormerHumanKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
//    TNT1 A 0 A_Log ("formerhuman")
    TNT1 A 0 A_GiveInventory("RLFormerHumanKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLFormerHumanKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLFormerHumanKillCounter", 10, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLFormerHumanKillCounter", 20, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLFormerSergeantKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
//    TNT1 A 0 A_Log ("formerhuman")
    TNT1 A 0 A_GiveInventory("RLFormerSergeantKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLFormerSergeantKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLFormerSergeantKillCounter", 10, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLFormerSergeantKillCounter", 20, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLFormerCommandoKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLFormerCommandoKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLFormerCommandoKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLFormerCommandoKillCounter", 10, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLFormerCommandoKillCounter", 20, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLFormerCaptainKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLFormerCaptainKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLFormerCaptainKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLFormerCaptainKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLFormerCaptainKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLImpKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLImpKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLImpKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLImpKillCounter", 10, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLImpKillCounter", 20, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLDemonKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLDemonKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLDemonKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLDemonKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLDemonKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLSpectreKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLSpectreKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLSpectreKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLSpectreKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLSpectreKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLLostSoulKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLLostSoulKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLLostSoulKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLLostSoulKillCounter", 10, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLLostSoulKillCounter", 20, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLCacodemonKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLCacodemonKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLCacodemonKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLCacodemonKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLCacodemonKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLHellKnightKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLHellKnightKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLHellKnightKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLHellKnightKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLHellKnightKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLBaronOfHellKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLBaronOfHellKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLBaronOfHellKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLBaronOfHellKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLBaronOfHellKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLArachnotronKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLArachnotronKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLArachnotronKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLArachnotronKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLArachnotronKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLPainElementalKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLPainElementalKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLPainElementalKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLPainElementalKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLPainElementalKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLRevenantKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLRevenantKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLRevenantKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLRevenantKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLRevenantKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLMancubusKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLMancubusKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLMancubusKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLMancubusKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLMancubusKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLArchVileKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLArchVileKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLArchVileKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLArchVileKillCounter", 3, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLArchVileKillCounter", 5, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLCyberdemonKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLCyberdemonKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLCyberdemonKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLCyberdemonKillCounter", 2, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLCyberdemonKillCounter", 3, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLSpiderMastermindKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLSpiderMastermindKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLSpiderMastermindKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLSpiderMastermindKillCounter", 2, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLSpiderMastermindKillCounter", 3, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLBruiserBrotherKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLBruiserBrotherKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLBruiserBrotherKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLBruiserBrotherKillCounter", 2, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLBruiserBrotherKillCounter", 3, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

// NIGHTMARE KILL TOKENS
Actor RLEliteHumanKillCounter : RLMonsterKillCounter {}
Actor RLEliteScoutKillCounter : RLMonsterKillCounter {}
Actor RLEliteSergeantKillCounter : RLMonsterKillCounter {}
Actor RLEliteCommandoKillCounter : RLMonsterKillCounter {}
Actor RLEliteCaptainKillCounter : RLMonsterKillCounter {}
Actor RLNightmareImpKillCounter : RLMonsterKillCounter {}
Actor RLNightmareDemonKillCounter : RLMonsterKillCounter {}
Actor RLNightmareSpectreKillCounter : RLMonsterKillCounter {}
Actor RLNightmareLostSoulKillCounter : RLMonsterKillCounter {}
Actor RLNightmareCacodemonKillCounter : RLMonsterKillCounter {}
Actor RLNightmareHellKnightKillCounter : RLMonsterKillCounter {}
Actor RLNightmareBaronOfHellKillCounter : RLMonsterKillCounter {}
Actor RLNightmareArachnotronKillCounter : RLMonsterKillCounter {}
Actor RLNightmarePainElementalKillCounter : RLMonsterKillCounter {}
Actor RLNightmareRevenantKillCounter : RLMonsterKillCounter {}
Actor RLNightmareMancubusKillCounter : RLMonsterKillCounter {}
Actor RLNightmareArchVileKillCounter : RLMonsterKillCounter {}
Actor RLNightmareCyberdemonKillCounter : RLMonsterKillCounter {}
Actor RLNightmareSpiderMastermindKillCounter : RLMonsterKillCounter {}
Actor RLAgonyElementalKillCounter : RLMonsterKillCounter {}

ACTOR RLEliteHumanKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLEliteHumanKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLEliteHumanKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLEliteHumanKillCounter", 10, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLEliteHumanKillCounter", 20, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLEliteScoutKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLEliteScoutKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLEliteScoutKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLEliteScoutKillCounter", 10, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLEliteScoutKillCounter", 20, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLEliteSergeantKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLEliteSergeantKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLEliteSergeantKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLEliteSergeantKillCounter", 10, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLEliteSergeantKillCounter", 20, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLEliteCommandoKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLEliteCommandoKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLEliteCommandoKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLEliteCommandoKillCounter", 10, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLEliteCommandoKillCounter", 20, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLEliteCaptainKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLEliteCaptainKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLEliteCaptainKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLEliteCaptainKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLEliteCaptainKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLNightmareImpKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLNightmareImpKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLNightmareImpKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLNightmareImpKillCounter", 10, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLNightmareImpKillCounter", 20, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLNightmareDemonKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLNightmareDemonKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLNightmareDemonKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLNightmareDemonKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLNightmareDemonKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLNightmareSpectreKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLNightmareSpectreKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLNightmareSpectreKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLNightmareSpectreKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLNightmareSpectreKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLNightmareLostSoulKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLNightmareLostSoulKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLNightmareLostSoulKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLNightmareLostSoulKillCounter", 10, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLNightmareLostSoulKillCounter", 20, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLNightmareCacodemonKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLNightmareCacodemonKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLNightmareCacodemonKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLNightmareCacodemonKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLNightmareCacodemonKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLNightmareHellKnightKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLNightmareHellKnightKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLNightmareHellKnightKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLNightmareHellKnightKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLNightmareHellKnightKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLNightmareBaronOfHellKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLNightmareBaronOfHellKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLNightmareBaronOfHellKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLNightmareBaronOfHellKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLNightmareBaronOfHellKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLNightmareArachnotronKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLNightmareArachnotronKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLNightmareArachnotronKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLNightmareArachnotronKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLNightmareArachnotronKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLNightmarePainElementalKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLNightmarePainElementalKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLNightmarePainElementalKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLNightmarePainElementalKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLNightmarePainElementalKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLNightmareRevenantKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLNightmareRevenantKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLNightmareRevenantKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLNightmareRevenantKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLNightmareRevenantKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLNightmareMancubusKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLNightmareMancubusKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLNightmareMancubusKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLNightmareMancubusKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLNightmareMancubusKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLNightmareArchVileKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLNightmareArchVileKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLNightmareArchVileKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLNightmareArchVileKillCounter", 3, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLNightmareArchVileKillCounter", 5, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLNightmareCyberdemonKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLNightmareCyberdemonKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLNightmareCyberdemonKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLNightmareCyberdemonKillCounter", 2, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLNightmareCyberdemonKillCounter", 3, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLNightmareSpiderMastermindKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLNightmareSpiderMastermindKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLNightmareSpiderMastermindKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLNightmareSpiderMastermindKillCounter", 2, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLNightmareSpiderMastermindKillCounter", 3, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLAgonyElementalKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLAgonyElementalKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLAgonyElementalKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLAgonyElementalKillCounter", 2, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLAgonyElementalKillCounter", 3, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

// TECHNOPHOBIA KILL TOKENS
Actor RLFormerCyborgKillCounter : RLMonsterKillCounter {}
Actor RLFormerCyborgSergeantKillCounter : RLMonsterKillCounter {}
Actor RLFormerCyborgCommandoKillCounter : RLMonsterKillCounter {}
Actor RLFormerCyborgCaptainKillCounter : RLMonsterKillCounter {}
Actor RLCyberneticImpKillCounter : RLMonsterKillCounter {}
Actor RLCyberneticDemonKillCounter : RLMonsterKillCounter {}
Actor RLCyberneticSpectreKillCounter : RLMonsterKillCounter {}
Actor RLCyberneticLostSoulKillCounter : RLMonsterKillCounter {}
Actor RLCyberneticCacodemonKillCounter : RLMonsterKillCounter {}
Actor RLCyberneticHellKnightKillCounter : RLMonsterKillCounter {}
Actor RLCyberneticBaronOfHellKillCounter : RLMonsterKillCounter {}
Actor RLCyberneticArachnotronKillCounter : RLMonsterKillCounter {}
Actor RLCyberneticPainElementalKillCounter : RLMonsterKillCounter {}
Actor RLCyberneticRevenantKillCounter : RLMonsterKillCounter {}
Actor RLCyberneticMancubusKillCounter : RLMonsterKillCounter {}
Actor RLCyberneticArchVileKillCounter : RLMonsterKillCounter {}
Actor RLCyberneticCyberdemonKillCounter : RLMonsterKillCounter {}
Actor RLCyberneticSpiderMastermindKillCounter : RLMonsterKillCounter {}
Actor RLTerminatorKillCounter : RLMonsterKillCounter {}

ACTOR RLFormerCyborgKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLFormerCyborgKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLFormerCyborgKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLFormerCyborgKillCounter", 10, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLFormerCyborgKillCounter", 20, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLFormerCyborgSergeantKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLFormerCyborgSergeantKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLFormerCyborgSergeantKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLFormerCyborgSergeantKillCounter", 10, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLFormerCyborgSergeantKillCounter", 20, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLFormerCyborgCommandoKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLFormerCyborgCommandoKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLFormerCyborgCommandoKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLFormerCyborgCommandoKillCounter", 10, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLFormerCyborgCommandoKillCounter", 20, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLFormerCyborgCaptainKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLFormerCyborgCaptainKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLFormerCyborgCaptainKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLFormerCyborgCaptainKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLFormerCyborgCaptainKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLCyberneticImpKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLCyberneticImpKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticImpKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticImpKillCounter", 10, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticImpKillCounter", 20, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLCyberneticDemonKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLCyberneticDemonKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticDemonKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticDemonKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticDemonKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLCyberneticSpectreKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLCyberneticSpectreKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticSpectreKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticSpectreKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticSpectreKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLCyberneticLostSoulKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLCyberneticLostSoulKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticLostSoulKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticLostSoulKillCounter", 10, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticLostSoulKillCounter", 20, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLCyberneticCacodemonKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLCyberneticCacodemonKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticCacodemonKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticCacodemonKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticCacodemonKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLCyberneticHellKnightKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLCyberneticHellKnightKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticHellKnightKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticHellKnightKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticHellKnightKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLCyberneticBaronOfHellKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLCyberneticBaronOfHellKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticBaronOfHellKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticBaronOfHellKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticBaronOfHellKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLCyberneticArachnotronKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLCyberneticArachnotronKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticArachnotronKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticArachnotronKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticArachnotronKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLCyberneticPainElementalKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLCyberneticPainElementalKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticPainElementalKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticPainElementalKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticPainElementalKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLCyberneticRevenantKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLCyberneticRevenantKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticRevenantKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticRevenantKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticRevenantKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLCyberneticMancubusKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLCyberneticMancubusKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticMancubusKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticMancubusKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticMancubusKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLCyberneticArchVileKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLCyberneticArchVileKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticArchVileKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticArchVileKillCounter", 3, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticArchVileKillCounter", 5, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLCyberneticCyberdemonKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLCyberneticCyberdemonKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticCyberdemonKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticCyberdemonKillCounter", 2, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticCyberdemonKillCounter", 3, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLCyberneticSpiderMastermindKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLCyberneticSpiderMastermindKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticSpiderMastermindKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticSpiderMastermindKillCounter", 2, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticSpiderMastermindKillCounter", 3, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLTerminatorKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLTerminatorKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLTerminatorKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLTerminatorKillCounter", 2, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLTerminatorKillCounter", 3, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

// ARMAGEDDON KILL TOKENS
Actor RLFormerAssaultTrooperKillCounter : RLMonsterKillCounter {}
Actor RLFormerOverwatchKillCounter : RLMonsterKillCounter {}
Actor RLFormerShocktrooperKillCounter : RLMonsterKillCounter {}
Actor RLUACDefenceDroneKillCounter : RLMonsterKillCounter {}
Actor RLArmageddonImpKillCounter : RLMonsterKillCounter {}
Actor RLArmageddonDemonKillCounter : RLMonsterKillCounter {}
Actor RLArmageddonSpectreKillCounter : RLMonsterKillCounter {}
Actor RLArmageddonLostSoulKillCounter : RLMonsterKillCounter {}
Actor RLArmageddonCacodemonKillCounter : RLMonsterKillCounter {}
Actor RLArmageddonHellKnightKillCounter : RLMonsterKillCounter {}
Actor RLArmageddonBaronOfHellKillCounter : RLMonsterKillCounter {}
Actor RLArmageddonArachnotronKillCounter : RLMonsterKillCounter {}
Actor RLArmageddonPainElementalKillCounter : RLMonsterKillCounter {}
Actor RLArmageddonRevenantKillCounter : RLMonsterKillCounter {}
Actor RLArmageddonMancubusKillCounter : RLMonsterKillCounter {}
Actor RLArmageddonArchVileKillCounter : RLMonsterKillCounter {}
Actor RLArmageddonCyberdemonKillCounter : RLMonsterKillCounter {}
Actor RLArmageddonSpiderMastermindKillCounter : RLMonsterKillCounter {}
Actor RLAbominantKillCounter : RLMonsterKillCounter {}

ACTOR RLFormerAssaultTrooperKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLFormerAssaultTrooperKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLFormerAssaultTrooperKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLFormerAssaultTrooperKillCounter", 10, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLFormerAssaultTrooperKillCounter", 20, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLFormerOverwatchKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLFormerOverwatchKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLFormerOverwatchKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLFormerOverwatchKillCounter", 10, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLFormerOverwatchKillCounter", 20, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLFormerShocktrooperKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLFormerShocktrooperKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLFormerShocktrooperKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLFormerShocktrooperKillCounter", 10, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLFormerShocktrooperKillCounter", 20, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLUACDefenceDroneKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLUACDefenceDroneKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLUACDefenceDroneKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLUACDefenceDroneKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLUACDefenceDroneKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLArmageddonImpKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLArmageddonImpKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonImpKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonImpKillCounter", 10, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonImpKillCounter", 20, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLArmageddonDemonKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLArmageddonDemonKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonDemonKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonDemonKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonDemonKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLArmageddonSpectreKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLArmageddonSpectreKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonSpectreKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonSpectreKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonSpectreKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLArmageddonLostSoulKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLArmageddonLostSoulKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonLostSoulKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonLostSoulKillCounter", 10, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonLostSoulKillCounter", 20, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLArmageddonCacodemonKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLArmageddonCacodemonKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonCacodemonKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonCacodemonKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonCacodemonKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLArmageddonHellKnightKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLArmageddonHellKnightKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonHellKnightKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonHellKnightKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonHellKnightKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLArmageddonBaronOfHellKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLArmageddonBaronOfHellKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonBaronOfHellKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonBaronOfHellKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonBaronOfHellKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLArmageddonArachnotronKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLArmageddonArachnotronKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonArachnotronKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonArachnotronKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonArachnotronKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLArmageddonPainElementalKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLArmageddonPainElementalKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonPainElementalKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonPainElementalKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonPainElementalKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLArmageddonRevenantKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLArmageddonRevenantKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonRevenantKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonRevenantKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonRevenantKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLArmageddonMancubusKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLArmageddonMancubusKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonMancubusKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonMancubusKillCounter", 5, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonMancubusKillCounter", 10, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLArmageddonArchVileKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLArmageddonArchVileKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonArchVileKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonArchVileKillCounter", 3, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonArchVileKillCounter", 5, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLArmageddonCyberdemonKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLArmageddonCyberdemonKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonCyberdemonKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonCyberdemonKillCounter", 2, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonCyberdemonKillCounter", 3, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLArmageddonSpiderMastermindKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLArmageddonSpiderMastermindKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonSpiderMastermindKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonSpiderMastermindKillCounter", 2, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLArmageddonSpiderMastermindKillCounter", 3, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

ACTOR RLAbominantKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLAbominantKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLAbominantKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLAbominantKillCounter", 2, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLAbominantKillCounter", 3, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

// Special actors go here

Actor RLCorruptedHumanKillCounter : RLMonsterKillCounter {}

ACTOR RLCorruptedHumanKillIncrementer : RLMonsterKillIncrementer
{
  States
  {
  IncrementSpecificMonsterKillCount:
    TNT1 A 0 A_GiveInventory("RLCorruptedHumanKillCounter", 1, AAPTR_PLAYER1)
	 // Gives updates on monster info availability at certain levels of kill
    TNT1 A 0 A_JumpIfInventory ("RLCorruptedHumanKillCounter", 1, "Update1", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLCorruptedHumanKillCounter", 2, "Update2", AAPTR_PLAYER1)
    TNT1 A 0 A_JumpIfInventory ("RLCorruptedHumanKillCounter", 3, "Update3", AAPTR_PLAYER1)
    TNT1 A 0 A_Jump(256, "IncrementKillCount")
	Goto IncrementKillCount
  }
}

//==============================================================================
