//===============================================================
//
// Mana
//
//===============================================================

//--- Mana Spawners (for different skill levels)

ACTOR BlueManaSpawner replaces Mana1
{
    Game Hexen
    SpawnID 11
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(5 == (ACS_ExecuteWithResult(803,0,0,0,0)),2)
	TNT1 A 0 A_SpawnItemEx("BlueMana",0,0,0,0,0,0,0,32,0,tid)
	Stop
	TNT1 A 0 A_SpawnItemEx("BlueManaNin",0,0,0,0,0,0,0,32,0,tid)
	Stop
    }
}

ACTOR GreenManaSpawner replaces Mana2
{
    Game Hexen
    SpawnID 12
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(5 == (ACS_ExecuteWithResult(803,0,0,0,0)),2)
	TNT1 A 0 A_SpawnItemEx("GreenMana",0,0,0,0,0,0,0,32,0,tid)
	Stop
	TNT1 A 0 A_SpawnItemEx("GreenManaNin",0,0,0,0,0,0,0,32,0,tid)
	Stop
    }
}

ACTOR GoldManaSpawner 129
{
    Game Hexen
    SpawnID 140
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(5 == (ACS_ExecuteWithResult(803,0,0,0,0)),2)
	TNT1 A 0 A_SpawnItemEx("GoldMana",0,0,0,0,0,0,0,32,0,tid)
	Stop
	TNT1 A 0 A_SpawnItemEx("GoldManaNin",0,0,0,0,0,0,0,32,0,tid)
	Stop
    }
}

ACTOR LargeBlueManaSpawner 126
{
    Game Hexen
    SpawnID 115
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(5 == (ACS_ExecuteWithResult(803,0,0,0,0)),2)
	TNT1 A 0 A_SpawnItemEx("LargeBlueMana",0,0,0,0,0,0,0,32,0,tid)
	Stop
	TNT1 A 0 A_SpawnItemEx("LargeBlueManaNin",0,0,0,0,0,0,0,32,0,tid)
	Stop
    }
}

ACTOR LargeGreenManaSpawner 127
{
    Game Hexen
    SpawnID 116
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(5 == (ACS_ExecuteWithResult(803,0,0,0,0)),2)
	TNT1 A 0 A_SpawnItemEx("LargeGreenMana",0,0,0,0,0,0,0,32,0,tid)
	Stop
	TNT1 A 0 A_SpawnItemEx("LargeGreenManaNin",0,0,0,0,0,0,0,32,0,tid)
	Stop
    }
}

ACTOR LargeGoldManaSpawner 130
{
    Game Hexen
    SpawnID 141
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(5 == (ACS_ExecuteWithResult(803,0,0,0,0)),2)
	TNT1 A 0 A_SpawnItemEx("LargeGoldMana",0,0,0,0,0,0,0,32,0,tid)
	Stop
	TNT1 A 0 A_SpawnItemEx("LargeGoldManaNin",0,0,0,0,0,0,0,32,0,tid)
	Stop
    }
}

ACTOR CombinedManaSpawner replaces Mana3
{
    Game Hexen
    SpawnID 75
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(5 == (ACS_ExecuteWithResult(803,0,0,0,0)),2)
	TNT1 A 0 A_SpawnItemEx("CombinedMana",0,0,0,0,0,0,0,32,0,tid)
	Stop
	TNT1 A 0 A_SpawnItemEx("CombinedManaNin",0,0,0,0,0,0,0,32,0,tid)
	Stop
    }
}

ACTOR LargeCombinedManaSpawner 128
{
    Game Hexen
    SpawnID 117
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(5 == (ACS_ExecuteWithResult(803,0,0,0,0)),2)
	TNT1 A 0 A_SpawnItemEx("LargeCombinedMana",0,0,0,0,0,0,0,32,0,tid)
	Stop
	TNT1 A 0 A_SpawnItemEx("LargeCombinedManaNin",0,0,0,0,0,0,0,32,0,tid)
	Stop
    }
}

// --- Skill 1-5 Mana

ACTOR BlueMana : Ammo// replaces Mana1
{
    Inventory.Amount 15
    Inventory.MaxAmount 300
    Ammo.BackpackAmount 15
    Ammo.BackpackMaxAmount 300
    Radius 16
    Height 20
    +FLOATBOB
    +DONTGIB
    Inventory.Icon "MAN1I0"
    Inventory.PickupMessage "Blue Mana"
    Inventory.PickupSound "mana/pickup"
    States
    {
    Spawn:
	MAN1 ABCDEFGHI 4 Bright
	Loop
    }
}

ACTOR LargeBlueMana : BlueMana
{
    Radius 32
    Height 20
    Scale 2.0
    Inventory.Amount 50
    Inventory.PickupMessage "Large Blue Mana"
    Inventory.PickupSound "mana/pickup"
    States
    {
    Spawn:
	MN1L A 2 A_SpawnItemEx("BlueManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN1L A 2 A_SpawnItemEx("BlueManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN1L B 2 A_SpawnItemEx("BlueManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN1L B 2 A_SpawnItemEx("BlueManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN1L C 2 A_SpawnItemEx("BlueManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN1L C 2 A_SpawnItemEx("BlueManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN1L D 2 A_SpawnItemEx("BlueManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN1L D 2 A_SpawnItemEx("BlueManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN1L E 2 A_SpawnItemEx("BlueManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN1L E 2 A_SpawnItemEx("BlueManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN1L F 2 A_SpawnItemEx("BlueManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN1L F 2 A_SpawnItemEx("BlueManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN1L G 2 A_SpawnItemEx("BlueManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN1L G 2 A_SpawnItemEx("BlueManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN1L H 2 A_SpawnItemEx("BlueManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN1L H 2 A_SpawnItemEx("BlueManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN1L I 2 A_SpawnItemEx("BlueManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN1L I 2 A_SpawnItemEx("BlueManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	Loop
    }
}

ACTOR GreenMana : Ammo// replaces Mana2
{
    Inventory.Amount 15
    Inventory.MaxAmount 300
    Ammo.BackpackAmount 15
    Ammo.BackpackMaxAmount 300
    Radius 16
    Height 20
    +FLOATBOB
    +DONTGIB
    Inventory.Icon "MAN2G0"
    Inventory.PickupMessage "Green Mana"
    Inventory.PickupSound "mana/pickup"
    States
    {
    Spawn:
	MAN2 ABCDEFGHIJKLMNOP 4 Bright
	Loop
    }
}

ACTOR LargeGreenMana : GreenMana
{
    Radius 32
    Height 20
    Scale 2.0
    Inventory.Amount 50
    Inventory.PickupMessage "Large Green Mana"
    Inventory.PickupSound "mana/pickup"
    States
    {
    Spawn:
	MN2L A 2 A_SpawnItemEx("GreenManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN2L A 2 A_SpawnItemEx("GreenManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN2L B 2 A_SpawnItemEx("GreenManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN2L B 2 A_SpawnItemEx("GreenManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN2L C 2 A_SpawnItemEx("GreenManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN2L C 2 A_SpawnItemEx("GreenManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN2L D 2 A_SpawnItemEx("GreenManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN2L D 2 A_SpawnItemEx("GreenManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN2L E 2 A_SpawnItemEx("GreenManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN2L E 2 A_SpawnItemEx("GreenManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN2L F 2 A_SpawnItemEx("GreenManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN2L F 2 A_SpawnItemEx("GreenManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN2L G 2 A_SpawnItemEx("GreenManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN2L G 2 A_SpawnItemEx("GreenManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN2L H 2 A_SpawnItemEx("GreenManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN2L H 2 A_SpawnItemEx("GreenManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN2L I 2 A_SpawnItemEx("GreenManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN2L I 2 A_SpawnItemEx("GreenManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN2L J 2 A_SpawnItemEx("GreenManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN2L J 2 A_SpawnItemEx("GreenManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN2L K 2 A_SpawnItemEx("GreenManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN2L K 2 A_SpawnItemEx("GreenManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN2L L 2 A_SpawnItemEx("GreenManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN2L L 2 A_SpawnItemEx("GreenManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN2L M 2 A_SpawnItemEx("GreenManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN2L M 2 A_SpawnItemEx("GreenManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN2L N 2 A_SpawnItemEx("GreenManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN2L N 2 A_SpawnItemEx("GreenManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN2L O 2 A_SpawnItemEx("GreenManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN2L O 2 A_SpawnItemEx("GreenManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN2L P 2 A_SpawnItemEx("GreenManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN2L P 2 A_SpawnItemEx("GreenManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	Loop
    }
}

ACTOR GoldMana : Ammo
{
    Inventory.Amount 15
    Inventory.MaxAmount 300
    Ammo.BackpackAmount 15
    Ammo.BackpackMaxAmount 300
    Radius 16
    Height 20
    +FLOATBOB
    +DONTGIB
    Inventory.Icon "MAN4I0"
    Inventory.PickupMessage "Gold Mana"
    Inventory.PickupSound "mana/pickup"
    States
    {
    Spawn:
	MAN4 ABCDEFGHIJKLMNOP 4 Bright
	Loop
    }
}

ACTOR LargeGoldMana : GoldMana
{
    Radius 32
    Height 20
    Scale 2.0
    Inventory.Amount 50
    Inventory.PickupMessage "Large Gold Mana"
    Inventory.PickupSound "mana/pickup"
    States
    {
    Spawn:
	MN4L A 2 A_SpawnItemEx("GoldManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN4L A 2 A_SpawnItemEx("GoldManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN4L B 2 A_SpawnItemEx("GoldManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN4L B 2 A_SpawnItemEx("GoldManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN4L C 2 A_SpawnItemEx("GoldManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN4L C 2 A_SpawnItemEx("GoldManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN4L D 2 A_SpawnItemEx("GoldManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN4L D 2 A_SpawnItemEx("GoldManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN4L E 2 A_SpawnItemEx("GoldManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN4L E 2 A_SpawnItemEx("GoldManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN4L F 2 A_SpawnItemEx("GoldManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN4L F 2 A_SpawnItemEx("GoldManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN4L G 2 A_SpawnItemEx("GoldManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN4L G 2 A_SpawnItemEx("GoldManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN4L H 2 A_SpawnItemEx("GoldManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN4L H 2 A_SpawnItemEx("GoldManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN4L I 2 A_SpawnItemEx("GoldManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN4L I 2 A_SpawnItemEx("GoldManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN4L J 2 A_SpawnItemEx("GoldManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN4L J 2 A_SpawnItemEx("GoldManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN4L K 2 A_SpawnItemEx("GoldManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN4L K 2 A_SpawnItemEx("GoldManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN4L L 2 A_SpawnItemEx("GoldManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN4L L 2 A_SpawnItemEx("GoldManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN4L M 2 A_SpawnItemEx("GoldManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN4L M 2 A_SpawnItemEx("GoldManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN4L N 2 A_SpawnItemEx("GoldManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN4L N 2 A_SpawnItemEx("GoldManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN4L O 2 A_SpawnItemEx("GoldManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN4L O 2 A_SpawnItemEx("GoldManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN4L P 2 A_SpawnItemEx("GoldManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN4L P 2 A_SpawnItemEx("GoldManaParticle",frandom(12,-12),frandom(12,-12),frandom(30,40),0,0,frandom(0.5,1.5),frandom(0,359),0)
	Loop
    }
}

ACTOR CombinedMana : CustomInventory// : Mana3 replaces Mana3
{
    +FLOATBOB
    +DONTGIB
    Radius 16
    Height 20
    Inventory.Icon "MN3LA0"
    Inventory.PickupMessage "Combined Mana"
    Inventory.PickupSound "mana/pickup"
    States
    {
    Spawn:
	MAN3 ABCDEFGHIJKLMNOP 4 Bright
	Loop
    Pickup:
	TNT1 A 0 A_GiveInventory("BlueMana", 20)
	TNT1 A 0 A_GiveInventory("GreenMana", 20)
	TNT1 A 0 A_GiveInventory("GoldMana", 20)
	Stop
    }
}

ACTOR LargeCombinedMana : CombinedMana
{
    Radius 32
    Height 20
    Scale 2.0
    Inventory.PickupMessage "Large Combined Mana"
    Inventory.PickupSound "mana/pickup"
    States
    {
    Spawn:
	MN3L A 0 Bright
	MN3L A 0 Bright A_Jump(256,1,3,5)
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	MN3L A 0 Bright A_Jump(256,4)
	MN3L A 1 Bright A_SpawnItemEx("GreenManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L A 0 Bright A_Jump(256,2)
	MN3L A 1 Bright A_SpawnItemEx("GoldManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L A 0 Bright A_Jump(256,1,3,5)
	MN3L A 1 Bright A_SpawnItemEx("BlueManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L A 0 Bright A_Jump(256,4)
	MN3L A 1 Bright A_SpawnItemEx("GreenManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L A 0 Bright A_Jump(256,2)
	MN3L A 1 Bright A_SpawnItemEx("GoldManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L A 0 Bright A_Jump(256,1,3,5)
	MN3L A 1 Bright A_SpawnItemEx("BlueManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L A 0 Bright A_Jump(256,4)
	MN3L A 1 Bright A_SpawnItemEx("GreenManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L A 0 Bright A_Jump(256,2)
	MN3L A 1 Bright A_SpawnItemEx("GoldManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L A 0 Bright A_Jump(256,1,3,5)
	MN3L A 1 Bright A_SpawnItemEx("BlueManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L A 0 Bright A_Jump(256,4)
	MN3L A 1 Bright A_SpawnItemEx("GreenManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L A 0 Bright A_Jump(256,2)
	MN3L A 1 Bright A_SpawnItemEx("GoldManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L B 0 Bright A_Jump(256,1,3,5)
	MN3L B 1 Bright A_SpawnItemEx("BlueManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L B 0 Bright A_Jump(256,4)
	MN3L B 1 Bright A_SpawnItemEx("GreenManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L B 0 Bright A_Jump(256,2)
	MN3L B 1 Bright A_SpawnItemEx("GoldManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L B 0 Bright A_Jump(256,1,3,5)
	MN3L B 1 Bright A_SpawnItemEx("BlueManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L B 0 Bright A_Jump(256,4)
	MN3L B 1 Bright A_SpawnItemEx("GreenManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L B 0 Bright A_Jump(256,2)
	MN3L B 1 Bright A_SpawnItemEx("GoldManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L B 0 Bright A_Jump(256,1,3,5)
	MN3L B 1 Bright A_SpawnItemEx("BlueManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L B 0 Bright A_Jump(256,4)
	MN3L B 1 Bright A_SpawnItemEx("GreenManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L B 0 Bright A_Jump(256,2)
	MN3L B 1 Bright A_SpawnItemEx("GoldManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L B 0 Bright A_Jump(256,1,3,5)
	MN3L B 1 Bright A_SpawnItemEx("BlueManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L B 0 Bright A_Jump(256,4)
	MN3L B 1 Bright A_SpawnItemEx("GreenManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L B 0 Bright A_Jump(256,2)
	MN3L B 1 Bright A_SpawnItemEx("GoldManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L C 0 Bright A_Jump(256,1,3,5)
	MN3L C 1 Bright A_SpawnItemEx("BlueManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L C 0 Bright A_Jump(256,4)
	MN3L C 1 Bright A_SpawnItemEx("GreenManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L C 0 Bright A_Jump(256,2)
	MN3L C 1 Bright A_SpawnItemEx("GoldManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L C 0 Bright A_Jump(256,1,3,5)
	MN3L C 1 Bright A_SpawnItemEx("BlueManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L C 0 Bright A_Jump(256,4)
	MN3L C 1 Bright A_SpawnItemEx("GreenManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L C 0 Bright A_Jump(256,2)
	MN3L C 1 Bright A_SpawnItemEx("GoldManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L C 0 Bright A_Jump(256,1,3,5)
	MN3L C 1 Bright A_SpawnItemEx("BlueManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L C 0 Bright A_Jump(256,4)
	MN3L C 1 Bright A_SpawnItemEx("GreenManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L C 0 Bright A_Jump(256,2)
	MN3L C 1 Bright A_SpawnItemEx("GoldManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L C 0 Bright A_Jump(256,1,3,5)
	MN3L C 1 Bright A_SpawnItemEx("BlueManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L C 0 Bright A_Jump(256,4)
	MN3L C 1 Bright A_SpawnItemEx("GreenManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L C 0 Bright A_Jump(256,2)
	MN3L C 1 Bright A_SpawnItemEx("GoldManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L D 0 Bright A_Jump(256,1,3,5)
	MN3L D 1 Bright A_SpawnItemEx("BlueManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L D 0 Bright A_Jump(256,4)
	MN3L D 1 Bright A_SpawnItemEx("GreenManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L D 0 Bright A_Jump(256,2)
	MN3L D 1 Bright A_SpawnItemEx("GoldManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L D 0 Bright A_Jump(256,1,3,5)
	MN3L D 1 Bright A_SpawnItemEx("BlueManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L D 0 Bright A_Jump(256,4)
	MN3L D 1 Bright A_SpawnItemEx("GreenManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L D 0 Bright A_Jump(256,2)
	MN3L D 1 Bright A_SpawnItemEx("GoldManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L D 0 Bright A_Jump(256,1,3,5)
	MN3L D 1 Bright A_SpawnItemEx("BlueManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L D 0 Bright A_Jump(256,4)
	MN3L D 1 Bright A_SpawnItemEx("GreenManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L D 0 Bright A_Jump(256,2)
	MN3L D 1 Bright A_SpawnItemEx("GoldManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L D 0 Bright A_Jump(256,1,3,5)
	MN3L D 1 Bright A_SpawnItemEx("BlueManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L D 0 Bright A_Jump(256,4)
	MN3L D 1 Bright A_SpawnItemEx("GreenManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L D 0 Bright A_Jump(256,2)
	MN3L D 1 Bright A_SpawnItemEx("GoldManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L E 0 Bright A_Jump(256,1,3,5)
	MN3L E 1 Bright A_SpawnItemEx("BlueManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L E 0 Bright A_Jump(256,4)
	MN3L E 1 Bright A_SpawnItemEx("GreenManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L E 0 Bright A_Jump(256,2)
	MN3L E 1 Bright A_SpawnItemEx("GoldManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L E 0 Bright A_Jump(256,1,3,5)
	MN3L E 1 Bright A_SpawnItemEx("BlueManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L E 0 Bright A_Jump(256,4)
	MN3L E 1 Bright A_SpawnItemEx("GreenManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L E 0 Bright A_Jump(256,2)
	MN3L E 1 Bright A_SpawnItemEx("GoldManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L E 0 Bright A_Jump(256,1,3,5)
	MN3L E 1 Bright A_SpawnItemEx("BlueManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L E 0 Bright A_Jump(256,4)
	MN3L E 1 Bright A_SpawnItemEx("GreenManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L E 0 Bright A_Jump(256,2)
	MN3L E 1 Bright A_SpawnItemEx("GoldManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L E 0 Bright A_Jump(256,1,3,5)
	MN3L E 1 Bright A_SpawnItemEx("BlueManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L E 0 Bright A_Jump(256,4)
	MN3L E 1 Bright A_SpawnItemEx("GreenManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L E 0 Bright A_Jump(256,2)
	MN3L E 1 Bright A_SpawnItemEx("GoldManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L F 0 Bright A_Jump(256,1,3,5)
	MN3L F 1 Bright A_SpawnItemEx("BlueManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L F 0 Bright A_Jump(256,4)
	MN3L F 1 Bright A_SpawnItemEx("GreenManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L F 0 Bright A_Jump(256,2)
	MN3L F 1 Bright A_SpawnItemEx("GoldManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L F 0 Bright A_Jump(256,1,3,5)
	MN3L F 1 Bright A_SpawnItemEx("BlueManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L F 0 Bright A_Jump(256,4)
	MN3L F 1 Bright A_SpawnItemEx("GreenManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L F 0 Bright A_Jump(256,2)
	MN3L F 1 Bright A_SpawnItemEx("GoldManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L F 0 Bright A_Jump(256,1,3,5)
	MN3L F 1 Bright A_SpawnItemEx("BlueManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L F 0 Bright A_Jump(256,4)
	MN3L F 1 Bright A_SpawnItemEx("GreenManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L F 0 Bright A_Jump(256,2)
	MN3L F 1 Bright A_SpawnItemEx("GoldManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L F 0 Bright A_Jump(256,1,3,5)
	MN3L F 1 Bright A_SpawnItemEx("BlueManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L F 0 Bright A_Jump(256,4)
	MN3L F 1 Bright A_SpawnItemEx("GreenManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L F 0 Bright A_Jump(256,2)
	MN3L F 1 Bright A_SpawnItemEx("GoldManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L G 0 Bright A_Jump(256,1,3,5)
	MN3L G 1 Bright A_SpawnItemEx("BlueManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L G 0 Bright A_Jump(256,4)
	MN3L G 1 Bright A_SpawnItemEx("GreenManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L G 0 Bright A_Jump(256,2)
	MN3L G 1 Bright A_SpawnItemEx("GoldManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L G 0 Bright A_Jump(256,1,3,5)
	MN3L G 1 Bright A_SpawnItemEx("BlueManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L G 0 Bright A_Jump(256,4)
	MN3L G 1 Bright A_SpawnItemEx("GreenManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L G 0 Bright A_Jump(256,2)
	MN3L G 1 Bright A_SpawnItemEx("GoldManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L G 0 Bright A_Jump(256,1,3,5)
	MN3L G 1 Bright A_SpawnItemEx("BlueManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L G 0 Bright A_Jump(256,4)
	MN3L G 1 Bright A_SpawnItemEx("GreenManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L G 0 Bright A_Jump(256,2)
	MN3L G 1 Bright A_SpawnItemEx("GoldManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L G 0 Bright A_Jump(256,1,3,5)
	MN3L G 1 Bright A_SpawnItemEx("BlueManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L G 0 Bright A_Jump(256,4)
	MN3L G 1 Bright A_SpawnItemEx("GreenManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L G 0 Bright A_Jump(256,2)
	MN3L G 1 Bright A_SpawnItemEx("GoldManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L H 0 Bright A_Jump(256,1,3,5)
	MN3L H 1 Bright A_SpawnItemEx("BlueManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L H 0 Bright A_Jump(256,4)
	MN3L H 1 Bright A_SpawnItemEx("GreenManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L H 0 Bright A_Jump(256,2)
	MN3L H 1 Bright A_SpawnItemEx("GoldManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L H 0 Bright A_Jump(256,1,3,5)
	MN3L H 1 Bright A_SpawnItemEx("BlueManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L H 0 Bright A_Jump(256,4)
	MN3L H 1 Bright A_SpawnItemEx("GreenManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L H 0 Bright A_Jump(256,2)
	MN3L H 1 Bright A_SpawnItemEx("GoldManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L H 0 Bright A_Jump(256,1,3,5)
	MN3L H 1 Bright A_SpawnItemEx("BlueManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L H 0 Bright A_Jump(256,4)
	MN3L H 1 Bright A_SpawnItemEx("GreenManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L H 0 Bright A_Jump(256,2)
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	MN3L P 0 Bright A_Jump(256,2)
	MN3L P 1 Bright A_SpawnItemEx("GoldManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L P 0 Bright A_Jump(256,1,3,5)
	MN3L P 1 Bright A_SpawnItemEx("BlueManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L P 0 Bright A_Jump(256,4)
	MN3L P 1 Bright A_SpawnItemEx("GreenManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L P 0 Bright A_Jump(256,2)
	MN3L P 1 Bright A_SpawnItemEx("GoldManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L P 0 Bright A_Jump(256,1,3,5)
	MN3L P 1 Bright A_SpawnItemEx("BlueManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L P 0 Bright A_Jump(256,4)
	MN3L P 1 Bright A_SpawnItemEx("GreenManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L P 0 Bright A_Jump(256,2)
	MN3L P 1 Bright A_SpawnItemEx("GoldManaParticle",frandom(15,-15),frandom(15,-15),frandom(35,45),0,0,frandom(0.5,1.5),frandom(0,359),0)
	MN3L P 0 Bright
	Loop
    Pickup:
	TNT1 A 0 A_GiveInventory("BlueMana", 60)
	TNT1 A 0 A_GiveInventory("GreenMana", 60)
	TNT1 A 0 A_GiveInventory("GoldMana", 60)
	Stop
    }
}

// --- Skill 6 Mana ---

ACTOR BlueManaNin : BlueMana
{
    Inventory.Amount 20
    Inventory.MaxAmount 300
    Ammo.BackpackAmount 20
}

ACTOR GreenManaNin : GreenMana
{
    Inventory.Amount 20
    Inventory.MaxAmount 300
    Ammo.BackpackAmount 20
}

ACTOR GoldManaNin : GoldMana
{
    Inventory.Amount 20
    Inventory.MaxAmount 300
    Ammo.BackpackAmount 20
}

ACTOR CombinedManaNin : CombinedMana
{
    States
    {
    Pickup:
	TNT1 A 0 A_GiveInventory("BlueMana", 25)
	TNT1 A 0 A_GiveInventory("GreenMana", 25)
	TNT1 A 0 A_GiveInventory("GoldMana", 25)
	Stop
    }
}

ACTOR LargeBlueManaNin : LargeBlueMana
{
    Inventory.Amount 60
}

ACTOR LargeGreenManaNin : LargeGreenMana
{
    Inventory.Amount 60
}

ACTOR LargeGoldManaNin : LargeGoldMana
{
    Inventory.Amount 60
}

ACTOR LargeCombinedManaNin : LargeCombinedMana
{
    States
    {
    Pickup:
	TNT1 A 0 A_GiveInventory("BlueMana", 75)
	TNT1 A 0 A_GiveInventory("GreenMana", 75)
	TNT1 A 0 A_GiveInventory("GoldMana", 75)
	Stop
    }
}

// --- Random Mana Spawners

ACTOR ManaSpawner : RandomSpawner 7997
{
    SpawnID 142
    DropItem BlueManaSpawner 255 128
    DropItem GreenManaSpawner 255 128
    DropItem GoldManaSpawner 255 40
}

ACTOR LargeManaSpawner : RandomSpawner 7998
{
    SpawnID 143
    DropItem LargeBlueManaSpawner 255 128
    DropItem LargeGreenManaSpawner 255 128
    DropItem LargeGoldManaSpawner 255 40
}

// --- Large Manage Particle Effects ---

ACTOR BlueManaParticle
{
    +NOINTERACTION
    +NOTONAUTOMAP
    Translation "0:255=%[0.0,0.0,0.0]:[0.6,0.6,1.3]"
    RenderStyle Add
    Scale 1.5
    Alpha 1.0
    States
    {
    Spawn:
	VDMC G 4 Bright A_FadeOut
	Loop
    }
}

ACTOR GreenManaParticle
{
    +NOINTERACTION
    +NOTONAUTOMAP
    Translation "0:255=%[0.0,0.0,0.0]:[0.4,1.3,0.4]"
    RenderStyle Add
    Scale 1.5
    Alpha 1.0
    States
    {
    Spawn:
	VDMC G 4 Bright A_FadeOut
	Loop
    }
}

ACTOR GoldManaParticle
{
    +NOINTERACTION
    +NOTONAUTOMAP
    Translation "0:255=%[0.0,0.0,0.0]:[1.3,1.3,0.0]"
    RenderStyle Add
    Scale 1.5
    Alpha 1.0
    States
    {
    Spawn:
	VDMC G 4 Bright A_FadeOut
	Loop
    }
}

//===============================================================
//
// Health and Armor
//
//===============================================================

ACTOR FCrystalVial : CrystalVial replaces CrystalVial
{
    Inventory.PickupSound "potion/pickup"
}

ACTOR FArmor : MeshArmor replaces MeshArmor
{
    Inventory.PickupSound "armor/pickup"
    -NOGRAVITY
}

ACTOR DummyMeshArmor 7509
{
    -NOGRAVITY
    States
    {
    Spawn:
	AR_1 A -1
	Stop
    }
}

ACTOR FShield : FalconShield replaces FalconShield
{
    Inventory.PickupSound "armor/pickup"
    -NOGRAVITY
}

ACTOR FHelmet : PlatinumHelm replaces PlatinumHelm
{
    Inventory.PickupSound "armor/pickup"
    -NOGRAVITY
}

ACTOR FAmulet : AmuletOfWarding replaces AmuletOfWarding
{
    Inventory.PickupSound "armor/pickup"
    -NOGRAVITY
}

ACTOR FullArmor : CustomInventory 150
{
    SpawnID 133
    Inventory.PickupSound "armor/pickup"
    Inventory.PickupMessage "Full Armor"
    States
    {
    Spawn:
	ARM5 A -1
	Stop
    Pickup:
	ARM5 A 0 ACS_Execute(808,0,0,0,0)
	Stop
    }
}

ACTOR ArmorSpawner : RandomSpawner
{
    DropItem FArmor 255 64
    DropItem FShield 255 64
    DropItem FHelmet 255 64
    DropItem FAmulet 255 64
}

//===============================================================
//
// Artifacts
//
//===============================================================

//>>>>>>>>>> Old <<<<<<<<<<

ACTOR KraterOfMight : ArtiBoostMana replaces ArtiBoostMana
{
    +INVENTORY.INVBAR
    +INVENTORY.PICKUPFLASH
    +INVENTORY.FANCYPICKUPSOUND
    States
    {
    Use:
	TNT1 A 0 A_GiveInventory("BlueMana",300)
	TNT1 A 0 A_GiveInventory("GreenMana",300)
	TNT1 A 0 A_GiveInventory("GoldMana",300)
	Stop
    }
}

//----------------------------------

ACTOR MysticUrn : CustomInventory replaces ArtiSuperHealth
{
    Game Raven
    SpawnID 25
    +COUNTITEM
    +FLOATBOB
    +INVENTORY.INVBAR
    +INVENTORY.PICKUPFLASH
    +INVENTORY.FANCYPICKUPSOUND
    Inventory.Icon ARTISPHL
    Inventory.DefMaxAmount
    Inventory.PickupSound "misc/p_pkup"
    Inventory.PickupMessage "Mystic Urn"
    Tag "Mystic Urn"
    States
    {
    Spawn:
	SPHL A 350
	Loop
    Use:
	TNT1 A 0 A_JumpIfHealthLower(300,1)
	Stop
	TNT1 A 0 A_GiveInventory("MysticUrnHealth",1)
	Stop
    }
}

ACTOR MysticUrnHealth : Health
{
    +INVENTORY.AUTOACTIVATE
    Inventory.Amount 300
    Inventory.MaxAmount 300
}

//----------------------------------

ACTOR HoldSpell : CustomInventory replaces ArtiTeleportOther // Replaces Banishment Device
{
    Game Raven
    SpawnID 17
    +COUNTITEM
    +FLOATBOB
    +INVENTORY.INVBAR
    +INVENTORY.PICKUPFLASH
    +INVENTORY.FANCYPICKUPSOUND
    Inventory.Icon ARTIHLDS
    Inventory.DefMaxAmount
    Inventory.PickupSound "misc/p_pkup"
    Inventory.PickupMessage "Hold Spell"
    Tag "Hold Spell"
    States
    {
    Spawn:
	HLDS ABCDEFGHIJKLMNOP 4
	Loop
    Use:
	TNT1 A 0 A_FireCustomMissile("HoldSpellFX",12,0,0,0,1)
	TNT1 A 0 A_FireCustomMissile("HoldSpellFX",6,0,0,0,1)
	TNT1 A 0 A_FireCustomMissile("HoldSpellFX",0,0,0,0,1)
	TNT1 A 0 A_FireCustomMissile("HoldSpellFX",-6,0,0,0,1)
	TNT1 A 0 A_FireCustomMissile("HoldSpellFX",-12,0,0,0,1)
	Stop
    }
}

ACTOR HoldSpellFX replaces TelOtherFX1
{
    Radius 10
    Height 10
    Speed 20
    PROJECTILE
    Scale 0.2
    -ACTIVATEPCROSS
    +RIPPER
    +DONTSPLASH
    +BLOODLESSIMPACT
    +FORCEPAIN
    +NOBOSSRIP
    RenderStyle Add
    DamageType "HoldSpell"
    Alpha 0.7
    States
    {
    Spawn:
	TNT1 A 0
	HOLD AAA 1 Bright A_CustomMissile("HoldSpellTrail1",0,0,0)
	HOLD BBB 1 Bright A_CustomMissile("HoldSpellTrail2",0,0,0)
	HOLD CCC 1 Bright A_CustomMissile("HoldSpellTrail3",0,0,0)
	HOLD DDD 1 Bright A_CustomMissile("HoldSpellTrail4",0,0,0)
	HOLD EEE 1 Bright A_CustomMissile("HoldSpellTrail5",0,0,0)
	HOLD FFF 1 Bright A_CustomMissile("HoldSpellTrail6",0,0,0)
	HOLD GGG 1 Bright A_CustomMissile("HoldSpellTrail7",0,0,0)
	HOLD HHH 1 Bright A_CustomMissile("HoldSpellTrail8",0,0,0)
	HOLD III 1 Bright A_CustomMissile("HoldSpellTrail9",0,0,0)
	HOLD JJJ 1 Bright A_CustomMissile("HoldSpellTrail10",0,0,0)
	HOLD KKK 1 Bright A_CustomMissile("HoldSpellTrail11",0,0,0)
	HOLD LLL 1 Bright A_CustomMissile("HoldSpellTrail12",0,0,0)
	HOLD MMM 1 Bright A_CustomMissile("HoldSpellTrail13",0,0,0)
	HOLD NNN 1 Bright A_CustomMissile("HoldSpellTrail14",0,0,0)
	HOLD OOO 1 Bright A_CustomMissile("HoldSpellTrail15",0,0,0)
	HOLD PPP 1 Bright A_CustomMissile("HoldSpellTrail16",0,0,0)
	HOLD QQQ 1 Bright A_CustomMissile("HoldSpellTrail17",0,0,0)
	HOLD RRR 1 Bright A_CustomMissile("HoldSpellTrail18",0,0,0)
	Stop
    Death:
	TNT1 A 1 
	Stop
    }
}

ACTOR HoldSpellTrail1// : HoldSpellFX
{
//    +NOINTERACTION
    PROJECTILE
    -ACTIVATEPCROSS
    +RIPPER
    +DONTSPLASH
    +BLOODLESSIMPACT
    +FORCEPAIN
    +NOBOSSRIP
    Scale 0.2
    Speed 1
    DamageType "HoldSpell"
    RenderStyle Add
    Alpha 0.7
    States
    {
    Spawn:
	TNT1 A 2
	HOLD A 1 Bright A_FadeOut(0.04)
	Wait
    }
}

ACTOR HoldSpellTrail2 : HoldSpellTrail1
{
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 1
	HOLD B 1 Bright A_FadeOut(0.04)
	Wait
    }
}

ACTOR HoldSpellTrail3 : HoldSpellTrail1
{
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 1
	HOLD C 1 Bright A_FadeOut(0.04)
	Wait
    }
}

ACTOR HoldSpellTrail4 : HoldSpellTrail1
{
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 1
	HOLD D 1 Bright A_FadeOut(0.04)
	Wait
    }
}

ACTOR HoldSpellTrail5 : HoldSpellTrail1
{
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 1
	HOLD E 1 Bright A_FadeOut(0.04)
	Wait
    }
}

ACTOR HoldSpellTrail6 : HoldSpellTrail1
{
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 1
	HOLD F 1 Bright A_FadeOut(0.04)
	Wait
    }
}

ACTOR HoldSpellTrail7 : HoldSpellTrail1
{
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 1
	HOLD G 1 Bright A_FadeOut(0.04)
	Wait
    }
}

ACTOR HoldSpellTrail8 : HoldSpellTrail1
{
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 1
	HOLD H 1 Bright A_FadeOut(0.04)
	Wait
    }
}

ACTOR HoldSpellTrail9 : HoldSpellTrail1
{
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 1
	HOLD I 1 Bright A_FadeOut(0.04)
	Wait
    }
}

ACTOR HoldSpellTrail10 : HoldSpellTrail1
{
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 1
	HOLD J 1 Bright A_FadeOut(0.04)
	Wait
    }
}

ACTOR HoldSpellTrail11 : HoldSpellTrail1
{
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 1
	HOLD K 1 Bright A_FadeOut(0.04)
	Wait
    }
}

ACTOR HoldSpellTrail12 : HoldSpellTrail1
{
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 1
	HOLD L 1 Bright A_FadeOut(0.04)
	Wait
    }
}

ACTOR HoldSpellTrail13 : HoldSpellTrail1
{
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 1
	HOLD M 1 Bright A_FadeOut(0.04)
	Wait
    }
}

ACTOR HoldSpellTrail14 : HoldSpellTrail1
{
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 1
	HOLD N 1 Bright A_FadeOut(0.04)
	Wait
    }
}

ACTOR HoldSpellTrail15 : HoldSpellTrail1
{
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 1
	HOLD O 1 Bright A_FadeOut(0.04)
	Wait
    }
}

ACTOR HoldSpellTrail16 : HoldSpellTrail1
{
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 1
	HOLD P 1 Bright A_FadeOut(0.04)
	Wait
    }
}

ACTOR HoldSpellTrail17 : HoldSpellTrail1
{
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 1
	HOLD Q 1 Bright A_FadeOut(0.04)
	Wait
    }
}

ACTOR HoldSpellTrail18 : HoldSpellTrail1
{
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 1
	HOLD R 1 Bright A_FadeOut(0.04)
	Wait
    }
}

//----------------------------------

ACTOR Torch : CustomInventory replaces ArtiTorch
{
    SpawnID 73
    +COUNTITEM
    +FLOATBOB
    +INVENTORY.INVBAR
    +INVENTORY.PICKUPFLASH
    Inventory.Icon ARTITRCH
    Inventory.DefMaxAmount
    Inventory.PickupMessage "Torch"
    Inventory.PickupSound "PickupArtifact"
    Inventory.UseSound "torch/begin"
    States
    {
    Spawn:
	TRCH ABC 3 Bright
	Loop
    Use:
	TNT1 A 0 A_JumpIfInventory("PowerNewTorch",1,3)
	TNT1 A 0 A_GiveInventory("TorchTimer",1)
	TNT1 A 0 A_SpawnItemEx("Torch1",0,0,16,0,0,0,0,32,0)
	Stop
	TNT1 A 0
	Loop
    }
}

ACTOR Torch1
{
    Radius 0
    Height 0
    +NOTIMEFREEZE
    +NOGRAVITY
    +NOFEAR
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 A_SpawnItemEx("TorchGiver",0,0,16,0,0,0,0,32,0)
        Stop
    }
}

ACTOR Torch2 : CustomInventory
{
    +AUTOACTIVATE
    +NOTIMEFREEZE
    States
    {
    Pickup:
        TNT1 A 0 A_SpawnItemEx("TorchEffect",0,0,40,0,0,0,0,32,0)
	TNT1 A 0 A_SpawnItemEx("TorchEffect",256,0,40,0,0,0,0,32,0)	// 360,255
	TNT1 A 0 A_SpawnItemEx("TorchEffect",180,180,40,0,0,0,0,32,0)
	TNT1 A 0 A_SpawnItemEx("TorchEffect",180,-180,40,0,0,0,0,32,0)
	TNT1 A 0 A_SpawnItemEx("TorchSound",0,0,0,0,0,0,0,32,0)
        Stop
    }
}

ACTOR PowerNewTorch : PowerProtection
{
    DamageFactor "Normal", 1.0
}

ACTOR TorchTimer : PowerupGiver
{
    +NOTIMEFREEZE
    +AUTOACTIVATE
    Inventory.Amount 1
    Inventory.MaxAmount 1
    Powerup.Type "NewTorch"
    Powerup.Duration -210
}

ACTOR TorchGiver
{
    Health 1000000000
    Radius 0
    Height 0
    Speed 0
    +NONSHOOTABLE
    +MISSILEMORE
    +MISSILEEVENMORE
    +NOTIMEFREEZE
    +NOGRAVITY
    +NOFEAR
    +NOTONAUTOMAP
    MinMissileChance 0
    States
    {
    Spawn:
        TNT1 A 1 A_Look
        Loop
    See:
        TNT1 A 1 A_Chase
        Loop
    Missile:
	TNT1 A 0 A_JumpIfInTargetInventory("PowerNewTorch",1,2)
	TNT1 A 0 A_Jump(256,"Death")
	TNT1 A 1 A_GiveToTarget("Torch2",1)
	Loop
    Death:
	TNT1 A 0 A_TakeFromTarget("PowerNewTorch",1)
	TNT1 A 0 A_GiveToTarget("TorchEnd",1)
	Stop
    }
}

ACTOR TorchEffect
{
//    Radius 1
//    Height 1
    Speed 0
    +NOINTERACTION
    +NOTONAUTOMAP
    +NOTIMEFREEZE
    States
    {
    Spawn:
	TNT1 A 0
        TNT1 A 2
        Stop
    }
}

ACTOR TorchSound
{
    +NOTONAUTOMAP
    States
    {
    Spawn:
	TNT1 A 0
        TNT1 A 1 A_PlaySound("torch/active", CHAN_AUTO, 0.4, 0)
        Stop
    }
}

ACTOR TorchEnd : CustomInventory
{
    +AUTOACTIVATE
    Inventory.Amount 1
    Inventory.MaxAmount 1
    States
    {
    Pickup:
	TNT1 A 0 A_SpawnItemEx("TorchEndSound",0,0,0,0,0,0,0,32,0)
	Stop
    }
}

ACTOR TorchEndSound
{
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_StopSound(CHAN_AUTO)
        TNT1 A 10 A_PlaySound("torch/end", CHAN_AUTO, 0.8, 0)
        Stop
    }
}

//----------------------------------

ACTOR PowerInvinc : PowerInvulnerable
{
//    Inventory.Icon "ARTIDEFN" //INVU"
}

ACTOR Invincibility : PowerupGiver
{
    +INVENTORY.AUTOACTIVATE
    +INVENTORY.QUIET
    Powerup.Color GoldMap
    Powerup.Type "Invinc"
    Powerup.Duration 1050
}

ACTOR Defender : CustomInventory replaces ArtiInvulnerability2 // InvincRing : CustomInventory replaces ArtiInvulnerability2
{
    Inventory.PickupMessage "Icon of the Defender" //"Ring Of Invincibility"
    Inventory.DefMaxAmount
    Inventory.PickupSound "PickupArtifact"
    +COUNTITEM
    +FLOATBOB
    +NOGRAVITY
    +INVENTORY.INVBAR
    +INVENTORY.PICKUPFLASH
    +INVENTORY.FANCYPICKUPSOUND
    Inventory.Icon "ARTIDEFN" //INVU"
    Tag "Icon of the Defender" // Tag "Ring Of Invincibility"
    States
    {
    Spawn:
	DEFN ABCD 3 Bright //INVU ABCD 3 Bright
	Loop
    Use:
	TNT1 A 0 A_JumpIfInventory("PowerInvinc",1,2)
	TNT1 A 0 ACS_Execute(801,0,1,0,0)
	Stop
	TNT1 A 0
	Fail
    }
}

//----------------------------------

//>>>>>>>>>> New <<<<<<<<<<

ACTOR TomeOfPower : ArtiTomeOfPower replaces ArtiTomeOfPower 148
{
    SpawnID 109
    Game Hexen
    +COUNTITEM
    +FLOATBOB
    +INVENTORY.PICKUPFLASH
    +INVENTORY.FANCYPICKUPSOUND
    Inventory.Icon "ARTIPWBK"
    Powerup.Type WeaponLevel2
    Inventory.PickupMessage "Tome of Power"
//    Powerup.Duration -10 // Testing
    Tag "Tome of Power"
    States
    {
    Spawn:
	PWBK A -1
	Loop
    }
}

//----------------------------------

ACTOR PowerFireResistance : PowerProtection
{
    DamageFactor "Fire", 0.5
    Inventory.Icon "HUDFRES" 
}

ACTOR FireResistance : PowerupGiver 149
{
    SpawnID 110
    Inventory.PickupMessage "Potion of Fire Resistance"
    Powerup.Color Orange 0.15
    Inventory.Icon "ARTIFRES"
    Inventory.DefMaxAmount
    Powerup.Type "FireResistance"
    Powerup.Duration -75
    +COUNTITEM
    +INVENTORY.PICKUPFLASH
    +INVENTORY.FANCYPICKUPSOUND
    +FLOATBOB
    Tag "Potion of Fire Resistance"
    States
    {
    Spawn:
	FRES A -1 Bright
	Loop
    }
}

//----------------------------------

ACTOR PowerTimeStop : PowerTimeFreezer
{
    Inventory.icon "HUDTIME"
}

ACTOR TimeStop : PowerupGiver 8081
{
    SpawnID 134
    Inventory.PickupMessage "Time Stop"
    Inventory.Icon "ARTITIME"
    Inventory.DefMaxAmount
    Powerup.Type "TimeStop"
    Powerup.Duration -12
    Powerup.Color "0 0 0" 0.5
    +COUNTITEM
    +INVENTORY.PICKUPFLASH
    +INVENTORY.FANCYPICKUPSOUND
    +FLOATBOB
    Tag "Time Stop"
    States
    {
    Spawn:
	TIME A -1
	Loop
    }
}

//----------------------------------

ACTOR PowerRegen : PowerRegeneration
{
    Powerup.Strength 2
    Inventory.Icon "HUDRGEN"
}

ACTOR Regeneration : PowerupGiver 147
{
    SpawnID 114
    +FLOATBOB
    +COUNTITEM
    +INVENTORY.FANCYPICKUPSOUND
    +INVENTORY.INVBAR
    +INVENTORY.PICKUPFLASH
    Inventory.DefMaxAmount
    Inventory.PickupSound "PickupArtifact"
    Inventory.PickupMessage "Potion of Regeneration"
    Inventory.Icon "ARTIRGEN"
    Powerup.Color PaleVioletRed1 0.1
    Powerup.Duration -60
    Powerup.Type "Regen"
    Tag "Potion of Regeneration"
    States
    {
    Spawn:
	RGEN A -1
	Loop
    }
}
/*
    Use:
	TNT1 A 0 A_JumpIfInventory("PowerRegen",1,3)
	TNT1 A 0 A_GiveInventory("RegenPalette",1)
	TNT1 A 0 A_SpawnItemEx("Regen1",0,0,0,0,0,0,0,32,0)
	Stop
	TNT1 A 0
	Stop
    }
}
*/
ACTOR RegenPalette : PowerupGiver
{
    -INVENTORY.INVBAR
    +INVENTORY.INTERHUBSTRIP
    Inventory.MaxAmount 1
    Powerup.Type "Regen"
    Powerup.Color PaleVioletRed1 0.1
    Powerup.Duration -60
    +AUTOACTIVATE
}

ACTOR Regen1
{
    Radius 0
    Height 0
    +NOTIMEFREEZE
    +NOFEAR
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 A_SpawnItemEx("RegenGiver",0,0,0,0,0,0,0,32,0)
        Stop
    }
}

ACTOR RestoreHealth : HealthBonus
{
    Inventory.Amount 1
    Inventory.MaxAmount 100
}

ACTOR RegenGiver
{
    Health 1000000000
    Radius 0
    Height 0
    Speed 0
    +NONSHOOTABLE
    +MISSILEMORE
    +MISSILEEVENMORE
    +NOTIMEFREEZE
    +NOFEAR
    MinMissileChance 0
    States
    {
    Spawn:
        TNT1 A 1 A_Look
        Loop
    See:
        TNT1 A 1 A_Chase
        Loop
    Missile:
        TNT1 A 0 A_JumpIfInTargetInventory("PowerRegen",1,2)
        TNT1 A 0 A_Jump(256,"Death")
	TNT1 A 15 A_GiveToTarget("RestoreHealth",1)
        Loop
    Death:
        TNT1 A 0 A_TakeFromTarget("RegenPalette",1)
        Stop
    }
}

//----------------------------------

ACTOR PowerHalfMana : PowerProtection
{
    DamageFactor "Normal", 1.0
    Inventory.Icon "HUDWZRD"
}

ACTOR HalfManaRing : PowerupGiver replaces ArtiTeleport // Replaces Chaos Device
{
    +FLOATBOB
    +COUNTITEM
    +INVENTORY.FANCYPICKUPSOUND
    +INVENTORY.INVBAR
    +INVENTORY.PICKUPFLASH
    Inventory.DefMaxAmount
    Powerup.Type "HalfMana"
    Powerup.Duration -60
    Powerup.Color "DeepSkyBlue2" 0.1
    Inventory.PickupSound "PickupArtifact"
    Inventory.PickupMessage "Ring of Wizardry"
    Inventory.Icon "ARTIWZRD"
    Tag "Ring of Wizardry"
    States
    {
    Spawn:
	WZRD A -1
	Loop
    }
}

//----------------------------------

ACTOR CharmSpell : CustomInventory 143
{
    SpawnID 120
    +FLOATBOB
    +COUNTITEM
    +INVENTORY.FANCYPICKUPSOUND
    +INVENTORY.INVBAR
    +INVENTORY.PICKUPFLASH
    Inventory.DefMaxAmount
    RenderStyle Translucent
    Alpha 0.2
    Inventory.PickupSound "PickupArtifact"
    Inventory.PickupMessage "Charm Spell"
    Inventory.Icon "ARTICHRM"
    Tag "Charm Spell"
    States
    {
    Spawn:
	CHRM A 3 Bright A_SetTranslucent(0.25,0)
	CHRM A 3 Bright A_SetTranslucent(0.3,0)
	CHRM A 3 Bright A_SetTranslucent(0.35,0)
	CHRM A 3 Bright A_SetTranslucent(0.4,0)
	CHRM A 3 Bright A_SetTranslucent(0.45,0)
	CHRM A 3 Bright A_SetTranslucent(0.5,0)
	CHRM A 3 Bright A_SetTranslucent(0.55,0)
	CHRM A 3 Bright A_SetTranslucent(0.6,0)
	CHRM A 3 Bright A_SetTranslucent(0.65,0)
	CHRM A 3 Bright A_SetTranslucent(0.7,0)
	CHRM A 3 Bright A_SetTranslucent(0.75,0)
	CHRM A 3 Bright A_SetTranslucent(0.8,0)
	CHRM A 3 Bright A_SetTranslucent(0.85,0)
	CHRM A 3 Bright A_SetTranslucent(0.9,0)
	CHRM A 3 Bright A_SetTranslucent(0.95,0)
	CHRM A 3 Bright A_SetTranslucent(0.9,0)
	CHRM A 3 Bright A_SetTranslucent(0.85,0)
	CHRM A 3 Bright A_SetTranslucent(0.8,0)
	CHRM A 3 Bright A_SetTranslucent(0.75,0)
	CHRM A 3 Bright A_SetTranslucent(0.7,0)
	CHRM A 3 Bright A_SetTranslucent(0.65,0)
	CHRM A 3 Bright A_SetTranslucent(0.6,0)
	CHRM A 3 Bright A_SetTranslucent(0.55,0)
	CHRM A 3 Bright A_SetTranslucent(0.5,0)
	CHRM A 3 Bright A_SetTranslucent(0.45,0)
	CHRM A 3 Bright A_SetTranslucent(0.4,0)
	CHRM A 3 Bright A_SetTranslucent(0.35,0)
	CHRM A 3 Bright A_SetTranslucent(0.3,0)
	CHRM A 3 Bright A_SetTranslucent(0.25,0)
	CHRM A 3 Bright A_SetTranslucent(0.2,0)
	Loop
    Use:
	TNT1 A 0 A_FireCustomMissile("Charm",0,0,0,0,1)
	Stop
    }
}

ACTOR Charm
{
    Height 5
    Radius 5
    Speed 18
    PROJECTILE
    -ACTIVATEPCROSS
    +FORCEPAIN
    +DONTREFLECT
    +BLOODLESSIMPACT
    Scale 0.75
    RenderStyle Add
    Alpha 0.67
    DamageType Charm
    States
    {
    Spawn:
	CSPL DDD 1 Bright A_SpawnItem("CharmTrailD")
	CSPL CCC 1 Bright A_SpawnItem("CharmTrailC")
	CSPL BBB 1 Bright A_SpawnItem("CharmTrailB")
	CSPL AAA 1 Bright A_SpawnItem("CharmTrailA")
	CSPL BBB 1 Bright A_SpawnItem("CharmTrailB")
	CSPL CCC 1 Bright A_SpawnItem("CharmTrailC")
	Loop
    Death:
	CSPL B 2 Bright A_FadeOut
	Wait
    Crash:
//	CSPL B 2 Bright A_FadeOut
//	Wait
    XDeath:
	TNT1 A 0 A_SpawnItemEx("CharmHit",0,0,0,0,0,0,0,32,0)
	TNT1 A 0 A_PlaySound("Teleport")
//	CSPL EFGHIJIHGFE 2 Bright
	Stop
    }
}

ACTOR CharmHit
{
    +NOINTERACTION
    RenderStyle Add
    Alpha 0.67
    Scale 1.75
    States
    {
    Spawn:
	CSPL EFGHIJIHGFE 2 Bright
	Stop
    }
}

ACTOR CharmTrailA
{
    PROJECTILE
    -ACTIVATEPCROSS
    Speed 0
    Damage 0
    +NOCLIP
    Scale 0.75
    RenderStyle Add
    Alpha 0.8
    States
    {
    Spawn:
	CSPL AAA 3 Bright A_FadeOut(0.08)
	Wait
    }
}

ACTOR CharmTrailB : CharmTrailA
{
    States
    {
    Spawn:
	CSPL BBB 3 Bright A_FadeOut
	Wait
    }
}

ACTOR CharmTrailC : CharmTrailA
{
    States
    {
    Spawn:
	CSPL CCC 3 Bright A_FadeOut
	Wait
    }
}

ACTOR CharmTrailD : CharmTrailA
{
    States
    {
    Spawn:
	CSPL DDD 3 Bright A_FadeOut
	Wait
    }
}

//----------------------------------

ACTOR FireWave : CustomInventory replaces ArtiDarkServant
{
    SpawnID 178
    +FLOATBOB
    +COUNTITEM
    +INVENTORY.FANCYPICKUPSOUND
    +INVENTORY.INVBAR
    +INVENTORY.PICKUPFLASH
    Inventory.DefMaxAmount
    Inventory.PickupSound "PickupArtifact"
    Inventory.PickupMessage "Fire Wave"
    Inventory.Icon "ARTIFRWV"
    Tag "Fire Wave"
    States
    {
    Spawn:
	FRWV A -1 Bright
	Loop
    Use:
	TNT1 A 0 A_PlaySound("MaulatorHamSwing")
	TNT1 A 0 A_SetBlend("Orange",0.5,40)
	TNT1 A 0 A_SpawnItemEx("FireWaveFX",0,0,0,14,0,0,0,32,0)
	TNT1 A 0 A_SpawnItemEx("FireWaveFX",0,0,0,14,0,0,10,32,0)
	TNT1 A 0 A_SpawnItemEx("FireWaveFX",0,0,0,14,0,0,20,32,0)
	TNT1 A 0 A_SpawnItemEx("FireWaveFX",0,0,0,14,0,0,30,32,0)
	TNT1 A 0 A_SpawnItemEx("FireWaveFX",0,0,0,14,0,0,40,32,0)
	TNT1 A 0 A_SpawnItemEx("FireWaveFX",0,0,0,14,0,0,50,32,0)
	TNT1 A 0 A_SpawnItemEx("FireWaveFX",0,0,0,14,0,0,60,32,0)
	TNT1 A 0 A_SpawnItemEx("FireWaveFX",0,0,0,14,0,0,70,32,0)
	TNT1 A 0 A_SpawnItemEx("FireWaveFX",0,0,0,14,0,0,80,32,0)
	TNT1 A 0 A_SpawnItemEx("FireWaveFX",0,0,0,14,0,0,90,32,0)
	TNT1 A 0 A_SpawnItemEx("FireWaveFX",0,0,0,14,0,0,100,32,0)
	TNT1 A 0 A_SpawnItemEx("FireWaveFX",0,0,0,14,0,0,110,32,0)
	TNT1 A 0 A_SpawnItemEx("FireWaveFX",0,0,0,14,0,0,120,32,0)
	TNT1 A 0 A_SpawnItemEx("FireWaveFX",0,0,0,14,0,0,130,32,0)
	TNT1 A 0 A_SpawnItemEx("FireWaveFX",0,0,0,14,0,0,140,32,0)
	TNT1 A 0 A_SpawnItemEx("FireWaveFX",0,0,0,14,0,0,150,32,0)
	TNT1 A 0 A_SpawnItemEx("FireWaveFX",0,0,0,14,0,0,160,32,0)
	TNT1 A 0 A_SpawnItemEx("FireWaveFX",0,0,0,14,0,0,170,32,0)
	TNT1 A 0 A_SpawnItemEx("FireWaveFX",0,0,0,14,0,0,180,32,0)
	TNT1 A 0 A_SpawnItemEx("FireWaveFX",0,0,0,14,0,0,190,32,0)
	TNT1 A 0 A_SpawnItemEx("FireWaveFX",0,0,0,14,0,0,200,32,0)
	TNT1 A 0 A_SpawnItemEx("FireWaveFX",0,0,0,14,0,0,210,32,0)
	TNT1 A 0 A_SpawnItemEx("FireWaveFX",0,0,0,14,0,0,220,32,0)
	TNT1 A 0 A_SpawnItemEx("FireWaveFX",0,0,0,14,0,0,230,32,0)
	TNT1 A 0 A_SpawnItemEx("FireWaveFX",0,0,0,14,0,0,240,32,0)
	TNT1 A 0 A_SpawnItemEx("FireWaveFX",0,0,0,14,0,0,250,32,0)
	TNT1 A 0 A_SpawnItemEx("FireWaveFX",0,0,0,14,0,0,260,32,0)
	TNT1 A 0 A_SpawnItemEx("FireWaveFX",0,0,0,14,0,0,270,32,0)
	TNT1 A 0 A_SpawnItemEx("FireWaveFX",0,0,0,14,0,0,280,32,0)
	TNT1 A 0 A_SpawnItemEx("FireWaveFX",0,0,0,14,0,0,290,32,0)
	TNT1 A 0 A_SpawnItemEx("FireWaveFX",0,0,0,14,0,0,300,32,0)
	TNT1 A 0 A_SpawnItemEx("FireWaveFX",0,0,0,14,0,0,310,32,0)
	TNT1 A 0 A_SpawnItemEx("FireWaveFX",0,0,0,14,0,0,320,32,0)
	TNT1 A 0 A_SpawnItemEx("FireWaveFX",0,0,0,14,0,0,330,32,0)
	TNT1 A 0 A_SpawnItemEx("FireWaveFX",0,0,0,14,0,0,340,32,0)
	TNT1 A 0 A_SpawnItemEx("FireWaveFX",0,0,0,14,0,0,350,32,0)
	Stop
    }
}

ACTOR FireWaveFX
{
    Speed 14
    Radius 12
    Height 16
    Damage 3
    DamageType "FireWave"
    PROJECTILE
    -ACTIVATEPCROSS
    +RIPPER
    +NOBOSSRIP
    +FIREDAMAGE
    +THRUACTORS
    +NODAMAGETHRUST
    +FLOORHUGGER
    +BLOODLESSIMPACT
    States
    {
    Spawn:
	TNT1 A 0 A_Weave(25,0,3.0,0)
	TNT1 A 1 A_SpawnItemEx("FireWaveFX2",0,0,0,0,0,0,0,32,0)
	Loop
    Death:
	TNT1 A 0
	Stop
    }
}

ACTOR FireWaveFX2
{
    Speed 0
    Radius 8
    Height 16
    Damage 3
    DamageType "FireWave"
    PROJECTILE
    -ACTIVATEPCROSS
    +RIPPER
    +NODAMAGETHRUST
    +FLOORHUGGER
    +FIREDAMAGE
    +NOBOSSRIP
    +BLOODLESSIMPACT
    +SHADOW
    RenderStyle Add
    States
    {
    Spawn:
	FX13 DC 4 Bright
	FX13 BCDE 5 Bright
	FX13 FGH 4 Bright
	Stop
    }
}

//----------------------------------

ACTOR IcePotion : CustomInventory replaces ArtiPoisonBag 7999//8000
{
    +FLOATBOB
    +COUNTITEM
    +INVBAR
    +INVENTORY.FANCYPICKUPSOUND
    +INVENTORY.PICKUPFLASH
    Inventory.MaxAmount 40
    Inventory.PickupSound "PickupArtifact"
    Inventory.PickupMessage "Potion of Freezing"
    Inventory.Icon "ARTIIPTN"
    Tag "Potion of Freezing"
    States
    {
    Spawn:
	IPTN A -1 Bright
	Loop
    Use:
	TNT1 A 0 A_SpawnItemEx("PotionMine",0,0,0,0,0,0,0,48,0)
	Stop
    }
}
/*
ACTOR SetFreezingPotion : FireBomb replaces FireBomb
{
    Alpha 0.9
    Scale 0.7
    DamageType "Ice"
    States
    {
    Spawn:
	IPTN A 20 Bright
	IPTN AA 10 Bright
	TNT1 A 0 A_SpawnItemEx("PotionMine",0,0,0,0,0,0,0,48,0)
	Stop
    }
}
*/
ACTOR PotionMine
{
    RenderStyle Add
    Alpha 0.9
    Scale 0.7
    DamageType "Frost"
    DeathSound "icepotion/explode"
    Radius 4
    Height 4
    -COUNTKILL
    +NOGRAVITY
    +FRIENDLY
    +FOILINVUL
    +NODAMAGETHRUST
    States
    {
    Spawn:
	IPTN A 20 Bright
	IPTN AA 10 Bright

	IPTN A 0 Bright A_LookEx(2,0,96,0,360,"Explode")
	IPTN A 1 Bright A_FadeOut(0.02)
	IPTN A 1 Bright A_FadeOut(0.02)
	IPTN A 1 Bright A_FadeOut(0.02)
	TNT1 AAAAAAAAA 0 Bright A_SpawnItemEx("IcePotionParticle",0,0,35,frandom(0.5,-0.5),frandom(0.5,-0.5),frandom(0.3,2),frandom(0,359),0)
	IPTN A 0 Bright A_GiveInventory("PotionCount",1)
	IPTN A 0 Bright A_JumpIfInventory("PotionCount",350,"Death")
	IPTN A 0 Bright A_LookEx(2,0,96,0,360,"Explode")
	IPTN A 1 Bright A_FadeOut(0.02)
	IPTN A 1 Bright A_FadeOut(0.02)
	IPTN A 1 Bright A_FadeOut(0.02)
	TNT1 AAAAAAAAA 0 Bright A_SpawnItemEx("IcePotionParticle",0,0,35,frandom(0.5,-0.5),frandom(0.5,-0.5),frandom(0.3,2),frandom(0,359),0)
	IPTN A 0 Bright A_GiveInventory("PotionCount",1)
	IPTN A 0 Bright A_JumpIfInventory("PotionCount",350,"Death")
	IPTN A 0 Bright A_LookEx(2,0,96,0,360,"Explode")
	IPTN A 1 Bright A_FadeOut(0.02)
	IPTN A 1 Bright A_FadeOut(0.02)
	IPTN A 1 Bright A_FadeOut(0.02)
	TNT1 AAAAAAAAA 0 Bright A_SpawnItemEx("IcePotionParticle",0,0,35,frandom(0.5,-0.5),frandom(0.5,-0.5),frandom(0.3,2),frandom(0,359),0)
	IPTN A 0 Bright A_GiveInventory("PotionCount",1)
	IPTN A 0 Bright A_JumpIfInventory("PotionCount",350,"Death")
	IPTN A 0 Bright A_LookEx(2,0,96,0,360,"Explode")
	IPTN A 1 Bright A_FadeOut(0.02)
	IPTN A 1 Bright A_FadeOut(0.02)
	IPTN A 1 Bright A_FadeOut(0.02)
	TNT1 AAAAAAAAA 0 Bright A_SpawnItemEx("IcePotionParticle",0,0,35,frandom(0.5,-0.5),frandom(0.5,-0.5),frandom(0.3,2),frandom(0,359),0)
	IPTN A 0 Bright A_GiveInventory("PotionCount",1)
	IPTN A 0 Bright A_JumpIfInventory("PotionCount",350,"Death")
	IPTN A 0 Bright A_LookEx(2,0,96,0,360,"Explode")
	IPTN A 1 Bright A_FadeOut(0.02)
	IPTN A 1 Bright A_FadeOut(0.02)
	IPTN A 1 Bright A_FadeOut(0.02)
	TNT1 AAAAAAAAA 0 Bright A_SpawnItemEx("IcePotionParticle",0,0,35,frandom(0.5,-0.5),frandom(0.5,-0.5),frandom(0.3,2),frandom(0,359),0)
	IPTN A 0 Bright A_GiveInventory("PotionCount",1)
	IPTN A 0 Bright A_JumpIfInventory("PotionCount",350,"Death")
	IPTN A 0 Bright A_LookEx(2,0,96,0,360,"Explode")
	IPTN A 1 Bright A_FadeOut(0.02)
	IPTN A 1 Bright A_FadeOut(0.02)
	IPTN A 1 Bright A_FadeOut(0.02)
	TNT1 AAAAAAAAA 0 Bright A_SpawnItemEx("IcePotionParticle",0,0,35,frandom(0.5,-0.5),frandom(0.5,-0.5),frandom(0.3,2),frandom(0,359),0)
	IPTN A 0 Bright A_GiveInventory("PotionCount",1)
	IPTN A 0 Bright A_JumpIfInventory("PotionCount",350,"Death")
	IPTN A 0 Bright A_LookEx(2,0,96,0,360,"Explode")
	IPTN A 1 Bright A_FadeOut(0.02)
	IPTN A 1 Bright A_FadeOut(0.02)
	IPTN A 1 Bright A_FadeOut(0.02)
	TNT1 AAAAAAAAA 0 Bright A_SpawnItemEx("IcePotionParticle",0,0,35,frandom(0.5,-0.5),frandom(0.5,-0.5),frandom(0.3,2),frandom(0,359),0)
	IPTN A 0 Bright A_GiveInventory("PotionCount",1)
	IPTN A 0 Bright A_JumpIfInventory("PotionCount",350,"Death")
	IPTN A 0 Bright A_LookEx(2,0,96,0,360,"Explode")
	IPTN A 1 Bright A_FadeOut(0.02)
	IPTN A 1 Bright A_FadeOut(0.02)
	IPTN A 1 Bright A_FadeOut(0.02)
	TNT1 AAAAAAAAA 0 Bright A_SpawnItemEx("IcePotionParticle",0,0,35,frandom(0.5,-0.5),frandom(0.5,-0.5),frandom(0.3,2),frandom(0,359),0)
	IPTN A 0 Bright A_GiveInventory("PotionCount",1)
	IPTN A 0 Bright A_JumpIfInventory("PotionCount",350,"Death")
	IPTN A 0 Bright A_LookEx(2,0,96,0,360,"Explode")
	IPTN A 1 Bright A_FadeOut(0.02)
	IPTN A 1 Bright A_FadeOut(0.02)
	IPTN A 1 Bright A_FadeOut(0.02)
	TNT1 AAAAAAAAA 0 Bright A_SpawnItemEx("IcePotionParticle",0,0,35,frandom(0.5,-0.5),frandom(0.5,-0.5),frandom(0.3,2),frandom(0,359),0)
	IPTN A 0 Bright A_GiveInventory("PotionCount",1)
	IPTN A 0 Bright A_JumpIfInventory("PotionCount",350,"Death")
	IPTN A 0 Bright A_LookEx(2,0,96,0,360,"Explode")
	IPTN A 1 Bright A_FadeOut(0.02)
	IPTN A 1 Bright A_FadeOut(0.02)
	IPTN A 1 Bright A_FadeOut(0.02)
	TNT1 AAAAAAAAA 0 Bright A_SpawnItemEx("IcePotionParticle",0,0,35,frandom(0.5,-0.5),frandom(0.5,-0.5),frandom(0.3,2),frandom(0,359),0)
	IPTN A 0 Bright A_GiveInventory("PotionCount",1)
	IPTN A 0 Bright A_JumpIfInventory("PotionCount",350,"Death")
	IPTN A 0 Bright A_LookEx(2,0,96,0,360,"Explode")
	IPTN A 1 Bright A_FadeIn(0.02)
	IPTN A 1 Bright A_FadeIn(0.02)
	IPTN A 1 Bright A_FadeIn(0.02)
	TNT1 AAAAAAAAA 0 Bright A_SpawnItemEx("IcePotionParticle",0,0,35,frandom(0.5,-0.5),frandom(0.5,-0.5),frandom(0.3,2),frandom(0,359),0)
	IPTN A 0 Bright A_GiveInventory("PotionCount",1)
	IPTN A 0 Bright A_JumpIfInventory("PotionCount",350,"Death")
	IPTN A 0 Bright A_LookEx(2,0,96,0,360,"Explode")
	IPTN A 1 Bright A_FadeIn(0.02)
	IPTN A 1 Bright A_FadeIn(0.02)
	IPTN A 1 Bright A_FadeIn(0.02)
	TNT1 AAAAAAAAA 0 Bright A_SpawnItemEx("IcePotionParticle",0,0,35,frandom(0.5,-0.5),frandom(0.5,-0.5),frandom(0.3,2),frandom(0,359),0)
	IPTN A 0 Bright A_GiveInventory("PotionCount",1)
	IPTN A 0 Bright A_JumpIfInventory("PotionCount",350,"Death")
	IPTN A 0 Bright A_LookEx(2,0,96,0,360,"Explode")
	IPTN A 1 Bright A_FadeIn(0.02)
	IPTN A 1 Bright A_FadeIn(0.02)
	IPTN A 1 Bright A_FadeIn(0.02)
	TNT1 AAAAAAAAA 0 Bright A_SpawnItemEx("IcePotionParticle",0,0,35,frandom(0.5,-0.5),frandom(0.5,-0.5),frandom(0.3,2),frandom(0,359),0)
	IPTN A 0 Bright A_GiveInventory("PotionCount",1)
	IPTN A 0 Bright A_JumpIfInventory("PotionCount",350,"Death")
	IPTN A 0 Bright A_LookEx(2,0,96,0,360,"Explode")
	IPTN A 1 Bright A_FadeIn(0.02)
	IPTN A 1 Bright A_FadeIn(0.02)
	IPTN A 1 Bright A_FadeIn(0.02)
	TNT1 AAAAAAAAA 0 Bright A_SpawnItemEx("IcePotionParticle",0,0,35,frandom(0.5,-0.5),frandom(0.5,-0.5),frandom(0.3,2),frandom(0,359),0)
	IPTN A 0 Bright A_GiveInventory("PotionCount",1)
	IPTN A 0 Bright A_JumpIfInventory("PotionCount",350,"Death")
	IPTN A 0 Bright A_LookEx(2,0,96,0,360,"Explode")
	IPTN A 1 Bright A_FadeIn(0.02)
	IPTN A 1 Bright A_FadeIn(0.02)
	IPTN A 1 Bright A_FadeIn(0.02)
	TNT1 AAAAAAAAA 0 Bright A_SpawnItemEx("IcePotionParticle",0,0,35,frandom(0.5,-0.5),frandom(0.5,-0.5),frandom(0.3,2),frandom(0,359),0)
	IPTN A 0 Bright A_GiveInventory("PotionCount",1)
	IPTN A 0 Bright A_JumpIfInventory("PotionCount",350,"Death")
	IPTN A 0 Bright A_LookEx(2,0,96,0,360,"Explode")
	IPTN A 1 Bright A_FadeIn(0.02)
	IPTN A 1 Bright A_FadeIn(0.02)
	IPTN A 1 Bright A_FadeIn(0.02)
	TNT1 AAAAAAAAA 0 Bright A_SpawnItemEx("IcePotionParticle",0,0,35,frandom(0.5,-0.5),frandom(0.5,-0.5),frandom(0.3,2),frandom(0,359),0)
	IPTN A 0 Bright A_GiveInventory("PotionCount",1)
	IPTN A 0 Bright A_JumpIfInventory("PotionCount",350,"Death")
	IPTN A 0 Bright A_LookEx(2,0,96,0,360,"Explode")
	IPTN A 1 Bright A_FadeIn(0.02)
	IPTN A 1 Bright A_FadeIn(0.02)
	IPTN A 1 Bright A_FadeIn(0.02)
	TNT1 AAAAAAAAA 0 Bright A_SpawnItemEx("IcePotionParticle",0,0,35,frandom(0.5,-0.5),frandom(0.5,-0.5),frandom(0.3,2),frandom(0,359),0)
	IPTN A 0 Bright A_GiveInventory("PotionCount",1)
	IPTN A 0 Bright A_JumpIfInventory("PotionCount",350,"Death")
	IPTN A 0 Bright A_LookEx(2,0,96,0,360,"Explode")
	IPTN A 1 Bright A_FadeIn(0.02)
	IPTN A 1 Bright A_FadeIn(0.02)
	IPTN A 1 Bright A_FadeIn(0.02)
	TNT1 AAAAAAAAA 0 Bright A_SpawnItemEx("IcePotionParticle",0,0,35,frandom(0.5,-0.5),frandom(0.5,-0.5),frandom(0.3,2),frandom(0,359),0)
	IPTN A 0 Bright A_GiveInventory("PotionCount",1)
	IPTN A 0 Bright A_JumpIfInventory("PotionCount",350,"Death")
	IPTN A 0 Bright A_LookEx(2,0,96,0,360,"Explode")
	IPTN A 1 Bright A_FadeIn(0.02)
	IPTN A 1 Bright A_FadeIn(0.02)
	IPTN A 1 Bright A_FadeIn(0.02)
	TNT1 AAAAAAAAA 0 Bright A_SpawnItemEx("IcePotionParticle",0,0,35,frandom(0.5,-0.5),frandom(0.5,-0.5),frandom(0.3,2),frandom(0,359),0)
	IPTN A 0 Bright A_GiveInventory("PotionCount",1)
	IPTN A 0 Bright A_JumpIfInventory("PotionCount",350,"Death")
	IPTN A 0 Bright A_LookEx(2,0,96,0,360,"Explode")
	IPTN A 1 Bright A_FadeIn(0.02)
	IPTN A 1 Bright A_FadeIn(0.02)
	IPTN A 1 Bright A_FadeIn(0.02)
	TNT1 AAAAAAAAA 0 Bright A_SpawnItemEx("IcePotionParticle",0,0,35,frandom(0.5,-0.5),frandom(0.5,-0.5),frandom(0.3,2),frandom(0,359),0)
	IPTN A 0 Bright A_GiveInventory("PotionCount",1)
	IPTN A 0 Bright A_JumpIfInventory("PotionCount",350,"Death")
        Goto Spawn+3
    Death:
	IPTN A 1 Bright A_FadeOut(0.08)
	Loop
    Explode:
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("PotionFX",frandom(-8,8),frandom(-8,8),frandom(16,64),random(6,-6)/(3*1.05),random(6,-6)/(3*1.05),random(6,-6)/(3*1.05),0,32)
	TNT1 A 0 A_Scream
	POEX A 2 Bright A_Explode(random(50,60),140,3,0,90)
	POEX B 2 Bright A_Explode(random(50,60),140,3,0,90)
	POEX C 2 Bright A_Explode(random(45,55),140,3,0,90)
	POEX D 2 Bright A_Explode(random(40,50),140,3,0,90)
	POEX E 2 Bright A_Explode(random(40,50),140,3,0,90)
	POEX F 2 Bright A_Explode(random(30,40),140,3,0,90)
	POEX G 2 Bright A_Explode(random(30,40),140,3,0,90)
	POEX H 2 Bright A_Explode(random(20,30),140,3,0,90)
	POEX I 2 Bright A_Explode(random(20,30),140,3,0,90)
	POEX J 2 Bright A_Explode(random(15,25),140,3,0,90)
	POEX K 2 Bright A_Explode(random(15,25),140,3,0,90)
	POEX L 2 Bright A_Explode(random(15,25),140,3,0,90)
	Stop
    }
}

ACTOR PotionExplode
{
    RenderStyle Add
    Alpha 0.8
    Scale 0.7
    DamageType "Frost"
    DeathSound "icepotion/explode"
    +FOILINVUL
    +NODAMAGETHRUST
    States
    {
    Spawn:
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("PotionFX",frandom(-8,8),frandom(-8,8),frandom(16,64),random(6,-6)/(3*1.05),random(6,-6)/(3*1.05),random(6,-6)/(3*1.05),0,32)
	TNT1 A 0 A_Scream
	POEX A 2 Bright A_Explode(random(50,60),140,3,0,90)
	POEX B 2 Bright A_Explode(random(50,60),140,3,0,90)
	POEX C 2 Bright A_Explode(random(45,55),140,3,0,90)
	POEX D 2 Bright A_Explode(random(40,50),140,3,0,90)
	POEX E 2 Bright A_Explode(random(40,50),140,3,0,90)
	POEX F 2 Bright A_Explode(random(30,40),140,3,0,90)
	POEX G 2 Bright A_Explode(random(30,40),140,3,0,90)
	POEX H 2 Bright A_Explode(random(20,30),140,3,0,90)
	POEX I 2 Bright A_Explode(random(20,30),140,3,0,90)
	POEX J 2 Bright A_Explode(random(15,25),140,3,0,90)
	POEX K 2 Bright A_Explode(random(15,25),140,3,0,90)
	POEX L 2 Bright A_Explode(random(15,25),140,3,0,90)
	Stop
    }
}

ACTOR PotionFX
{
    +NOINTERACTION
    RenderStyle Add
    Translation "0:255=%[0.0,0.0,0.0]:[0.3,0.4,1.3]"
    Scale 0.7
    Alpha 0.75
    States
    {
    Spawn:
	X033 ABCDEFGHIJKLMNOPQR 2 Bright A_FadeOut(0.04)
	Stop
    }
}

ACTOR IcePotionParticle
{
    Radius 1
    Height 1
//    +NOGRAVITY
    +NOINTERACTION
    RenderStyle Add
    Scale 0.08
//    Alpha 0.75
    Gravity 0.15
    States
    {
    Spawn:
	TNT1 A 0
	CBLT M 4 A_FadeOut(0.15)
	Loop
    }
}

ACTOR PotionCount : Inventory
{
    Inventory.Amount 1
    Inventory.MaxAmount 350
}

ACTOR ThrownFlechette : ThrowingBomb replaces ThrowingBomb
{
    Speed 20 //16
    Gravity 1.0 //0.75
    +CANBOUNCEWATER
    States
    {
    Death:
	CFCF Q 4 Bright A_NoGravity
	CFCF R 3 Bright A_Scream
	CFCF S 4 Bright A_Explode(200,160,1)
	CFCF T 3 Bright
	CFCF U 4 Bright
	CFCF W 3 Bright
	CFCF X 4 Bright
	CFCF Z 3 Bright
	Stop
    }
}

//----------------------------------

ACTOR MalisonScroll : CustomInventory replaces ArtiBlastRadius // Replaces Disc of Repulsion
{
    +FLOATBOB
    +COUNTITEM
    +NOGRAVITY
    +INVBAR
    +INVENTORY.FANCYPICKUPSOUND
    +INVENTORY.PICKUPFLASH
    Inventory.DefMaxAmount
    Inventory.Icon "ARTIMLIS"
    Inventory.PickupSound "PickupArtifact"
    Inventory.PickupMessage "Malison Scroll"
    Inventory.MaxAmount 40
    Tag "Malison Scroll"
    States
    {
    Spawn:
	MLIS A -1
	Loop
    Use:
        TNT1 A 1 A_PlaySound("malison/use", CHAN_AUTO, 1.0, 0)
	TNT1 A 0 A_RadiusGive("MalisonGiver1",650,4,1)
	TNT1 A 0 A_RadiusGive("Cursed1",650,4,1)
	TNT1 A 0 A_RadiusGive("Cursed2",650,4,1)
	TNT1 A 0 A_SetBlend("FireBrick3",0.3,20)
	Stop
    }
}

ACTOR MalisonGiver1 : CustomInventory
{
   Inventory.MaxAmount 0
   +Inventory.AUTOACTIVATE
   States
   {
   Use:
	TNT1 A 0 A_CustomMissile("MalisonDurationEffect",40,0,0,CMF_AIMDIRECTION)
	Stop
   }
}

ACTOR MalisonDurationEffect
{
    Radius 3
    Height 3
    Mass 5
    RenderStyle Add
    Alpha 0.90
    Scale 0.4
    +NOGRAVITY
    +NOBLOCKMAP
    +DONTSPLASH
    +MISSILE
    +NOINTERACTION
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	TNT1 A 1 A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	TNT1 A 8 A_SpawnItemEx("MalisonGiver3", 0, 0, 0, 0, 0, 0, 0, 0, 0)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX A 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX B 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX C 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX D 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX E 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX F 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX G 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX H 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX I 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX J 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX K 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX L 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX M 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX N 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX O 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX P 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX Q 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX R 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX S 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX T 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX U 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX V 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX W 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX X 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)

	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX A 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX B 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX C 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX D 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX E 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX F 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX G 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX H 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX I 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX J 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX K 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX L 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX M 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX N 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX O 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX P 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX Q 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX R 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX S 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX T 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX U 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX V 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX W 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)

	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX A 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX B 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX C 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX D 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX E 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX F 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX G 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX H 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX I 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX J 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX K 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX L 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX M 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX N 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX O 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX P 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX Q 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX R 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX S 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX T 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX U 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX V 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX W 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)

	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX A 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX B 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX C 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX D 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX E 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX F 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX G 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX H 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX I 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX J 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX K 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX L 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX M 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX N 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX O 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX P 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX Q 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX R 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX S 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX T 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX U 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX V 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX W 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)

	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX A 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX B 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX C 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX D 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX E 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX F 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX G 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX H 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX I 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX J 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX K 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX L 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX M 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX N 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX O 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX P 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX Q 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX R 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX S 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX T 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX U 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX V 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX W 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)

	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX A 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX B 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX C 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX D 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX E 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX F 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX G 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX H 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX I 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX J 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX K 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX L 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX M 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX N 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX O 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX P 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX Q 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX R 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX S 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX T 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX U 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX V 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX W 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)

	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX A 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX B 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX C 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX D 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX E 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX F 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX G 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX H 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX I 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX J 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX K 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX L 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX M 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX N 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX O 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX P 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX Q 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX R 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX S 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX T 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX U 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX V 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX W 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)

	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX A 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX B 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX C 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX D 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX E 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX F 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX G 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX H 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX I 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX J 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX K 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX L 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX M 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX N 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX O 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX P 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX Q 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX R 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX S 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX T 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX U 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX V 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX W 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)

	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX A 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX B 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX C 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX D 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX E 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX F 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX G 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX H 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX I 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX J 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX K 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX L 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX M 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX N 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX O 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX P 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX Q 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX R 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX S 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX T 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX U 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX V 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX W 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)

	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX A 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX B 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX C 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX D 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX E 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX F 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX G 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX H 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX I 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX J 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX K 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX L 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX M 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX N 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX O 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX P 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX Q 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX R 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX S 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX T 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX U 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX V 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX W 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)

	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX A 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX B 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX C 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX D 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX E 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX F 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX G 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX H 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX I 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX J 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX K 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX L 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX M 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX N 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX O 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX P 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX Q 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX R 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX S 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX T 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX U 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX V 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX W 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)

	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX A 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX B 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX C 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX D 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX E 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX F 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX G 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX H 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX I 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX J 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX K 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX L 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)
	TNT1 A 0 A_JumpIf(0 == (ACS_ExecuteWithResult(805,0,0,0,0)), "Death")
	WKFX M 1 Bright A_Warp(AAPTR_TARGET, 0, 0, 16, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE, "", 1)

	WKFX NOPQRSTUV 1 Bright A_FadeOut(0.1)
	Stop
    Death:
	TNT1 A 0
	Stop
    }
}

ACTOR MalisonGiver3
{
    Radius 0
    Height 1
    Speed 0
    Damage 0
    PROJECTILE
    -ACTIVATEPCROSS
    +NOINTERACTION
    +CLIENTSIDEONLY
    +NOCLIP
    +RIPPER
    +BLOODLESSIMPACT
    +PAINLESS
    States
    {
    Spawn:
	TNT1 A 0 
	TNT1 A 0 A_SpawnItemEx("MalisonEffect",0,0,16,0,0,0,0,32,0)
	Stop
    Death:
	TNT1 A 3 
	Stop
    }
}

ACTOR MalisonEffect
{
    Radius 3
    Height 3
    RenderStyle Add
    Alpha 0.67
    Scale 1.1
    +NOGRAVITY
    +NOBLOCKMAP
    +DONTSPLASH
    +NOINTERACTION
    States
    {
    Spawn:
	MLIS BCDEFGHIJK 3 Bright
	Stop 
    }
}

//----------------------------------

ACTOR MorphShield : CustomInventory 7201
{
    SpawnID 118
    +FLOATBOB
    +COUNTITEM
    +INVENTORY.FANCYPICKUPSOUND
    +INVENTORY.INVBAR
    +INVENTORY.PICKUPFLASH
    Inventory.DefMaxAmount
    Inventory.PickupSound "PickupArtifact"
    Inventory.PickupMessage "Morph Shield"
    Inventory.Icon "ARTIEGGC"
    Tag "Morph Shield"
    States
    {
    Spawn:
	EGGC A 15 Bright
	EGGC A 0 Bright A_Jump(128,2,3,4,5,6,7,8,9)
	EGGC AAAAAAAA 5 Bright
	EGGC BCDEF 3 Bright
	EGGC F 3 Bright A_Jump(224,6)
	EGGC BCDEF 3 Bright
	EGGC F 0
	Loop
    Use:
	TNT1 A 0 A_JumpIfInventory("NoMorphTimer",1,3)
	TNT1 A 0 ACS_Execute(801,0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("NoMorph1",0,0,0,0,0,0,0,32,0)
	Stop
	TNT1 A 0
	Stop
    }
}

ACTOR PowerNoMorph : PowerProtection
{
    DamageFactor "Normal", 0.8
    DamageFactor "Pod", 1.0
    DamageFactor "PoisonCloud", 1.0
    Inventory.Icon "HUDEGGC"
}

ACTOR NoMorphPalette : PowerupGiver
{
    -INVENTORY.INVBAR
    +INVENTORY.INTERHUBSTRIP
    Inventory.MaxAmount 1
    Powerup.Type "NoMorph"
    Powerup.Color "Maroon1" 0.1
    Powerup.Duration 1750
    +AUTOACTIVATE
}

ACTOR NoMorphTimer : CustomInventory
{
   +NOTIMEFREEZE
   +INVENTORY.INTERHUBSTRIP
   States
   {
   Use:
       TNT1 A 0
       Stop
   }
}

ACTOR NoMorphTimer2 : Inventory
{
    +NOTIMEFREEZE
    Inventory.Amount 1
    Inventory.MaxAmount 1750
    States
    {
    Spawn:
        TNT1 A 0
        Stop
    }
}

ACTOR NoMorph1
{
    Radius 0
    Height 0
    +NOTIMEFREEZE
    +NOFEAR
    States
    {
    Spawn:
        TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("NoMorphGiver",0,0,0,0,0,0,0,32,0)
        Stop
    }
}

ACTOR NoMorph2 : CustomInventory
{
    +AUTOACTIVATE
    +NOTIMEFREEZE
    States
    {
    Pickup:
        TNT1 A 0 A_ChangeFlag("DONTMORPH",1)
        Stop
    }
}

ACTOR NoMorph3 : CustomInventory
{
    +AUTOACTIVATE
    +NOTIMEFREEZE
    States
    {
    Pickup:
        TNT1 A 0 A_ChangeFlag("DONTMORPH",0)
        Stop
    }
}

ACTOR NoMorphGiver
{
    Health 100000000
    Radius 0
    Height 0
    Speed 0
    +NONSHOOTABLE
    +MISSILEMORE
    +MISSILEEVENMORE
    +NOTIMEFREEZE
    +NOFEAR
    MinMissileChance 0
    States
    {
    Spawn:
        TNT1 A 1 A_Look
        Loop
    See:
    Missile:
	TNT1 A 0 A_JumpIfInTargetInventory("NoMorphTimer",1,4)
	TNT1 A 0 A_GiveToTarget("NoMorphTimer",1)
	TNT1 A 0 A_GiveToTarget("NoMorphPalette",1)
	TNT1 A 0 A_SpawnItemEx("NoMorphGiver2",0,0,0,0,0,0,0,32,0)
	Stop
	TNT1 A 0
	Stop
    }
}

ACTOR NoMorphGiver2 : NoMorphGiver
{
    States
    {
    See:
    Missile:
	TNT1 A 0 A_JumpIfInTargetInventory("NoMorphTimer",1,2)
	TNT1 A 0 A_Jump(256,"Death")
	TNT1 A 0 A_GiveToTarget("NoMorph2",1)
	TNT1 A 0 A_JumpIfInventory("NoMorphTimer2",1750,"Death")
	TNT1 A 1 A_GiveInventory("NoMorphTimer2",1)
	Goto Missile+3
    Death:
        TNT1 A 0 A_GiveToTarget("NoMorph3",1)
	TNT1 A 0 A_TakeFromTarget("NoMorphTimer",1)
        Stop
    }
}

//----------------------------------

ACTOR ForceCube : CustomInventory 7202
{
    SpawnID 119
    +FLOATBOB
    +COUNTITEM
    +INVENTORY.FANCYPICKUPSOUND
    +INVENTORY.INVBAR
    +INVENTORY.PICKUPFLASH
    Inventory.DefMaxAmount
    Inventory.PickupSound "PickupArtifact"
    Inventory.PickupMessage "Force Cube"
    Inventory.Icon "ARTIFCBE"
    Tag "Force Cube"
    Scale 0.6
    States
    {
    Spawn:
	FCB1 ABCDEFGHIJKLMNOP 4 Bright
	Loop
    Use:
	TNT1 A 0 A_JumpIfInventory("ForceCubeTimerRight",1,3)
	TNT1 A 0 A_GiveInventory("ForceCubeTimerRight",1)
	TNT1 A 0 A_SpawnItemEx("ForceCube1Right",0,0,0,0,0,0,0,32,0)
	Stop
	TNT1 A 0 A_JumpIfInventory("ForceCubeTimerLeft",1,3)
	TNT1 A 0 A_GiveInventory("ForceCubeTimerLeft",1)
	TNT1 A 0 A_SpawnItemEx("ForceCube1Left",0,0,0,0,0,0,0,32,0)
	Stop
	TNT1 A 0
	Loop
    }
}

ACTOR ForceCube1Right
{
    Radius 0
    Height 0
    +NOTIMEFREEZE
    +NOFEAR
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("ForceCubeGiverRight",0,0,0,0,0,0,0,32,0)
	Stop
    }
}

ACTOR ForceCube1Left
{
    Radius 0
    Height 0
    +NOTIMEFREEZE
    +NOFEAR
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("ForceCubeGiverLeft",0,0,0,0,0,0,0,32,0)
	Stop
    }
}

ACTOR ForceCube2Right : CustomInventory
{
    +AUTOACTIVATE
    +NOTIMEFREEZE
    States
    {
    Pickup:
	TNT1 A 0 A_SpawnItemEx("RightCube",20,12,36,0,0,0,0,32,0)
	Stop
    }
}

ACTOR ForceCube2Left : CustomInventory
{
    States
    {
    Pickup:
	TNT1 A 0 A_SpawnItemEx("LeftCube",20,-12,36,0,0,0,0,32,0)
	Stop
    }
}

ACTOR ForceCubeTimerRight : PowerProtection
{
    DamageFactor "Normal", 1.0
    Powerup.Duration 3150
}

ACTOR ForceCubeTimerLeft : PowerProtection
{
    DamageFactor "Normal", 1.0
    Powerup.Duration 3150
}

ACTOR ForceCubeTimer2 : Inventory
{
    +NOTIMEFREEZE
    Inventory.Amount 1
    Inventory.MaxAmount 3150
    States
    {
    Spawn:
	TNT1 A 0
	Stop
    }
}

ACTOR ForceCubeGiverRight
{
    Health 1000000000
    Radius 0
    Height 0
    Speed 0
    +NONSHOOTABLE
    +MISSILEMORE
    +MISSILEEVENMORE
    +NOTIMEFREEZE
    +NOFEAR
    MinMissileChance 0
    States
    {
    Spawn:
	TNT1 A 1 A_Look
	Loop
    See:
	TNT1 A 1 A_Chase
	Loop
    Missile:
	TNT1 A 0 A_JumpIfInTargetInventory("ForceCubeTimerRight",1,2)
	TNT1 A 0 A_Jump(256,"Death")
	TNT1 A 0 A_JumpIfInventory("ForceCubeTimer2",3150,"Death")
	TNT1 A 0 A_GiveInventory("ForceCubeTimer2",1)
	TNT1 A 1 A_GiveToTarget("ForceCube2Right",1)
	Loop
    Death:
	TNT1 A 0 A_TakeFromTarget("ForceCubeTimerRight",1)
	Stop
    }
}

ACTOR ForceCubeGiverLeft
{
    Health 1000000000
    Radius 0
    Height 0
    Speed 0
    +NONSHOOTABLE
    +MISSILEMORE
    +MISSILEEVENMORE
    +NOTIMEFREEZE
    +NOFEAR
    MinMissileChance 0
    States
    {
    Spawn:
	TNT1 A 1 A_Look
	Loop
    See:
	TNT1 A 1 A_Chase
	Loop
    Missile:
	TNT1 A 0 A_JumpIfInTargetInventory("ForceCubeTimerLeft",1,2)
	TNT1 A 0 A_Jump(256,"Death")
	TNT1 A 0 A_JumpIfInventory("ForceCubeTimer2",3150,"Death")
	TNT1 A 0 A_GiveInventory("ForceCubeTimer2",1)
	TNT1 A 1 A_GiveToTarget("ForceCube2Left",1)
	Loop
    Death:
	TNT1 A 0 A_TakeFromTarget("ForceCubeTimerLeft",1)
	Stop
    }
}

ACTOR RightCube
{
    Radius 0
    Height 0
    Speed 0
    Scale 0.1
    +FRIENDLY
    +NOGRAVITY
    +NOTIMEFREEZE
    +MISSILEMORE
    +MISSILEEVENMORE
    +NOFEAR
    MinMissileChance 0
    States
    {
    Spawn:
	FCB2 AA 1 A_LookEx(2,0,800,0,135,"See")
	Stop
    See:
	FCB2 A 1 A_CustomRailgun(random(3,10),0,"None","FF8000",43,1,0,"ForceCubePuff",0,0,1000,1,1,0,"ForceCubeLaser",4,0,0,0)
	TNT1 A 0 A_PlaySound("forcecube/fire")
	Stop
    }
}

ACTOR LeftCube
{
    Radius 0
    Height 0
    Speed 0
    Scale 0.1
    +FRIENDLY
    +NOGRAVITY
    +NOTIMEFREEZE
    +MISSILEMORE
    +MISSILEEVENMORE
    +NOFEAR
    MinMissileChance 0
    States
    {
    Spawn:
	FCB2 AA 1 A_LookEx(2,0,800,0,135,"See")
	Stop
    See:
	FCB2 A 1 A_CustomRailgun(random(3,10),0,"None","FF8000",43,1,0,"ForceCubePuff",0,0,1000,1,1,0,"ForceCubeLaser",4,0,0,0)
	TNT1 A 0 A_PlaySound("forcecube/fire")
	Stop
    }
}

ACTOR ForceCubePuff
{
    +NOGRAVITY
    +PUFFONACTORS
    +ALWAYSPUFF
    +BLOODLESSIMPACT
    +NODAMAGETHRUST
    +PAINLESS
    DamageType "Cube"
    States
    {
    Spawn:
	TNT1 A 1
	Stop
    }
}

ACTOR ForceCubeLaser
{
    Speed 0
    Radius 1
    Height 1
    Scale 0.3 //0.9
    Translation "0:255=%[0.0,0.2,0.2]:[0.0,0.5,0.5]"
    +NOINTERACTION
    Alpha 0.2
//    RenderStyle Add
    States
    {
    Spawn:
	PUF2 A 1
	PUF2 A 1 Bright A_FadeOut(0.05)
	Wait
    Death:
	TNT1 A 1
	Stop
    }
}

//----------------------------------

ACTOR Glyph : CustomInventory 7204
{
    SpawnID 138
    +FLOATBOB
    +COUNTITEM
    +INVENTORY.FANCYPICKUPSOUND
    +INVENTORY.INVBAR
    +INVENTORY.PICKUPFLASH
    Inventory.DefMaxAmount
    Inventory.PickupSound "PickupArtifact"
    Inventory.PickupMessage "Glyph of the Ancients"
    Inventory.Icon "ARTIGLPH"
    States
    {
    Spawn:
	GLPH A -1
	Loop
    Use:
	TNT1 A 0 A_SpawnItemEx("GlyphMine",32,0,32,0,0,0,0,32,0)
	Stop
    }
}

ACTOR GlyphMine
{
    Radius 16
    Height 20
    Speed 8
    Scale 0.2
    MeleeRange 40
    DamageFactor "Player", 0
    +EXTREMEDEATH
    +NOGRAVITY
    +FRIENDLY
    +FOILINVUL
    +DONTSPLASH
    -COUNTKILL
    States
    {
    Spawn:
	GLPH BCDEFG 3 Bright A_LookEx(2,0,300,0,360,"See")
	Loop
    See:
	GLPH B 0 Bright A_Chase
	GLPH B 0 Bright A_JumpIfCloser(40,"Death")
	GLPH B 0 Bright A_FaceTarget
	GLPH B 0 Bright A_JumpIfCloser(300,1)
	Goto Clear
	GLPH B 3 Bright A_SkullAttack(8)
	GLPH B 0 Bright A_JumpIfCloser(40,"Death")
	GLPH B 0 Bright A_FaceTarget
	GLPH B 0 Bright A_JumpIfCloser(300,1)
	Goto Clear
	GLPH C 3 Bright A_SkullAttack(8)
	GLPH C 0 Bright A_JumpIfCloser(40,"Death")
	GLPH C 0 Bright A_FaceTarget
	GLPH C 0 Bright A_JumpIfCloser(300,1)
	Goto Clear
	GLPH D 3 Bright A_SkullAttack(8)
	GLPH D 0 Bright A_JumpIfCloser(40,"Death")
	GLPH D 0 Bright A_FaceTarget
	GLPH D 0 Bright A_JumpIfCloser(300,1)
	Goto Clear
	GLPH E 3 Bright A_SkullAttack(8)
	GLPH E 0 Bright A_JumpIfCloser(40,"Death")
	GLPH E 0 Bright A_FaceTarget
	GLPH E 0 Bright A_JumpIfCloser(300,1)
	Goto Clear
	GLPH F 3 Bright A_SkullAttack(8)
	GLPH F 0 Bright A_JumpIfCloser(40,"Death")
	GLPH F 0 Bright A_FaceTarget
	GLPH F 0 Bright A_JumpIfCloser(300,1)
	Goto Clear
	GLPH G 3 Bright A_SkullAttack(8)
	GLPH G 0 Bright A_JumpIfCloser(40,"Death")
	GLPH G 0 Bright A_FaceTarget
	Loop
    Clear:
	TNT1 A 0 A_ClearTarget
	TNT1 A 0 A_Stop
	Goto Spawn
    Melee:
	GLPH B 0 A_Die
    Death:
	TNT1 A 0 Bright A_PlaySound("glyph/explode")
	TNT1 A 0 Bright A_SpawnItem("GlyphExplode")
	Stop
    }
}


ACTOR GlyphExplode
{   
    +NOGRAVITY
    +EXTREMEDEATH
    +FORCERADIUSDMG
    +NOINTERACTION
    Radius 2
    Height 2
    Damage 10
    Scale 1.45 //1.75
    RenderStyle Add
    DamageType "Player"
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 Radius_Quake(2,30,0,500,0)
	X006 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GlyphSmoke",frandom(-20,20),frandom(-20,20),frandom(-20,20),frandom(-0.6,0.6),frandom(-0.6,0.6),frandom(-0.6,0.6),random(0,360),32,0)
	X006 A 1 Bright A_Explode(random(600,750),256,0,1,256,0,0,"None","Player")
	X006 BCDEFGHIJKLMNOP 1 Bright A_FadeOut(0.025)
//	EXP3 BCDEFGHIJKLMNOPQRSTUVWXYZ 1 Bright A_FadeOut(0.025)
	X006 P 1 A_FadeOut
	Stop
    }
}

ACTOR GlyphSmoke
{
    Height 16
    Radius 12
    Speed 0
    Alpha 0.35
    Scale 1.15
//    RenderStyle Add
//    Translation "0:255=%[0.0,0.0,0.0]:[0.3,0.6,0.2]"
    +NOINTERACTION
    States
    {
    Spawn:
	WPXS A 0 
	WPXS A 0 A_Jump(230,3,7,11,15,19,23,27)
	WPXS ABCDEFGHIJKLMNOPQRSTUVWXYZ 3 A_FadeOut(0.03)
	WPXZ ABC 3 A_FadeOut(0.03)
	Stop
    }
}

//----------------------------------

ACTOR MapScroll : CustomInventory 7401
{
    SpawnID 162
    +NOGRAVITY    
    +COUNTITEM
    +FLOATBOB
    +INVENTORY.FANCYPICKUPSOUND
    +INVENTORY.PICKUPFLASH
    Inventory.PickupSound "allmap/pickup"
    +INVENTORY.AUTOACTIVATE
    +INVENTORY.ALWAYSPICKUP
    Inventory.PickupMessage "Map Scroll"
    Inventory.PickupSound "allmap/pickup"
    Inventory.MaxAmount 0
    States
    {
    Spawn:
        SPMP A -1
        Stop
    Pickup:
	TNT1 A 0 A_GiveInventory("SuperMap",1)
	TNT1 A 0 A_GiveInventory("MapScanner",1)
	Stop
    }
}


ACTOR MapScanner : PowerupGiver replaces Scanner
{
    +INVENTORY.AUTOACTIVATE
    +INVENTORY.ALWAYSPICKUP
    Powerup.Type "Scanner"
    Powerup.Duration 2147483647
}

//----------------------------------

ACTOR FoetidFlask : CustomInventory 7203
{
    SpawnID 139
    +FLOATBOB
    +COUNTITEM
    +INVENTORY.FANCYPICKUPSOUND
    +INVENTORY.INVBAR
    +INVENTORY.PICKUPFLASH
    Inventory.DefMaxAmount
    Inventory.PickupSound "PickupArtifact"
    Inventory.PickupMessage "Foetid Flask"
    Inventory.Icon "PBOMA0"
    Tag "Foetid Flask"
    Scale 0.95
    States
    {
    Spawn:
	PBOM B 3
	PBOM B 1 A_Jump(128,1,2,3,4,5,6)
	PBOM BBBBB 1
	PBOM C 3
	PBOM C 1 A_Jump(128,1,2,3,4,5,6)
	PBOM CCCCC 1
	PBOM D 3
	PBOM D 1 A_Jump(128,1,2,3,4,5,6)
	PBOM DDDDD 1
	PBOM D 0
	Loop
    Use:
	TNT1 A 0 A_SpawnItemEx("SetPodBomb",0,0,0,frandom(5,7),frandom(2,-2),0,0,48,0)
        Stop
    }
}

ACTOR SetPodBomb
{
    +NOGRAVITY
    States
    {
    Spawn:
	TNT1 A 0
	PPOD I 3 A_PlaySound("world/podgrow", CHAN_5, 0.8, 0)
	PPOD JKLMNO 3
	PPOD P 3 A_SpawnItemEx("PoisonPod",0,0,0,0,0,0,0,48,0)
	Stop
    }
}

//----------------------------------

ACTOR PowerInvis : PowerGhost
{
    Inventory.Icon "ARTIINVS"
}

ACTOR Invis : PowerupGiver
{
    +INVENTORY.AUTOACTIVATE
    +INVENTORY.QUIET
    Powerup.Type "Invis"
    Powerup.Duration 1575
}

ACTOR ShadowSphere : CustomInventory replaces ArtiInvisibility 7205
{
    +COUNTITEM
    +FLOATBOB
    +INVENTORY.FANCYPICKUPSOUND
    +INVENTORY.INVBAR
    +INVENTORY.PICKUPFLASH
    Inventory.DefMaxAmount
    Inventory.PickupSound "PickupArtifact"
    RenderStyle Translucent
    Alpha 0.8
    Inventory.Icon "ARTIINVS"
    Inventory.PickupMessage "ShadowSphere"
    Tag "Shadow Sphere"
    States
    {
    Spawn:
	INVS A 0 Bright
	INVS A 0 Bright A_SetRenderStyle(0.8, STYLE_Translucent)
	INVS AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 3 Bright A_FadeOut(0.02)
	INVS AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 3 Bright A_FadeIn(0.02)
	Goto Spawn+2
    Use:
	TNT1 A 0 A_JumpIfInventory("NoSeekTimer",1,5)
	TNT1 A 0 A_GiveInventory("NoSeekTimer",1)
	TNT1 A 0 A_GiveInventory("NoSeekPalette",1)
	TNT1 A 0 A_GiveInventory("Invis",1)
	TNT1 A 0 A_SpawnItemEx("NoSeek1",0,0,0,0,0,0,0,32,0)
	Stop
	TNT1 A 0
	Fail
    }
}

ACTOR PowerNoSeek : PowerProtection
{
    DamageFactor "Normal", 1.0
}

ACTOR NoSeekPalette : PowerupGiver
{
    -INVENTORY.INVBAR
    +INVENTORY.INTERHUBSTRIP
    Inventory.MaxAmount 1
    Powerup.Type "NoSeek"
    Powerup.Color PaleGreen4 0.2
    Powerup.Duration 1575
    +AUTOACTIVATE
}

ACTOR NoSeekTimer : CustomInventory
{
   +NOTIMEFREEZE
   +INVENTORY.INTERHUBSTRIP
   States
   {
   Use:
       TNT1 A 0
       Stop
   }
}

ACTOR NoSeekTimer2 : Inventory
{
    +NOTIMEFREEZE
    Inventory.Amount 1
    Inventory.MaxAmount 1575
    States
    {
    Spawn:
        TNT1 A 0
        Stop
    }
}

ACTOR NoSeek1
{
    Radius 0
    Height 0
    +NOTIMEFREEZE
    +NOFEAR
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 A_SpawnItemEx("NoSeekGiver",0,0,0,0,0,0,0,32,0)
        Stop
    }
}

ACTOR NoSeek2 : CustomInventory
{
    +AUTOACTIVATE
    +NOTIMEFREEZE
    States
    {
    Pickup:
        TNT1 A 0 A_ChangeFlag("CANTSEEK",1)
	TNT1 A 0 A_ChangeFlag("DONTRIP",1)
        Stop
    }
}

ACTOR NoSeek3 : CustomInventory
{
    +AUTOACTIVATE
    +NOTIMEFREEZE
    States
    {
    Pickup:
        TNT1 A 0 A_ChangeFlag("CANTSEEK",0)
	TNT1 A 0 A_ChangeFlag("DONTRIP",0)
        Stop
    }
}

ACTOR NoSeekGiver
{
    Health 1000000000
    Radius 0
    Height 0
    Speed 0
    +NONSHOOTABLE
    +MISSILEMORE
    +MISSILEEVENMORE
    +NOTIMEFREEZE
    +NOFEAR
    MinMissileChance 0
    States
    {
    Spawn:
        TNT1 A 1 A_Look
        Loop
    See:
        TNT1 A 1 A_Chase
        Loop
    Missile:
	TNT1 A 0 A_JumpIfInTargetInventory("NoSeekTimer",1,2)
	TNT1 A 0 A_Jump(256,"Death")
	TNT1 A 0 A_GiveToTarget("NoSeek2",1)
	TNT1 A 0 A_JumpIfInventory("NoSeekTimer2",1575,"Death")
	TNT1 A 1 A_GiveInventory("NoSeekTimer2",1)
	Goto Missile+3
    Death:
        TNT1 A 0 A_GiveToTarget("NoSeek3",1)
	TNT1 A 0 A_TakeFromTarget("NoSeekTimer",1)
        Stop
    }
}

//===============================================================
//
// Puzzle Items
//
//===============================================================

//>>>>>>>>>> Old <<<<<<<<<<

ACTOR FlameMask : PuzzFlameMask replaces PuzzFlameMask
{
    Inventory.PickupSound "puzzle/pickup"
}

//----------------------------------

ACTOR YoricksSkull : PuzzSkull replaces PuzzSkull
{
    Inventory.PickupSound "puzzle/pickup"
}

//----------------------------------

ACTOR DaemonCodex : PuzzBook1 replaces PuzzBook1
{
    Inventory.PickupSound "puzzle/pickup"
}

//----------------------------------

ACTOR LiberOscura : PuzzBook2 replaces PuzzBook2
{
    Inventory.PickupSound "puzzle/pickup"
}

//----------------------------------

ACTOR GlaiveSeal : PuzzFWeapon replaces PuzzFWeapon
{
    Inventory.PickupSound "puzzle/pickup"
}

//----------------------------------

ACTOR HolyRelic : PuzzCWeapon replaces PuzzCWeapon
{
    Inventory.PickupSound "puzzle/pickup"
}

//----------------------------------

ACTOR MagusSigil : PuzzMWeapon replaces PuzzMWeapon
{
    SpawnID 137
    Inventory.PickupSound "puzzle/pickup"
}

//----------------------------------

ACTOR GlassShard1 : SGShard1 replaces SGShard1
{
    States
    {
    Spawn:
	SGSA A 0
	SGSA A 0 A_Jump(256,1,2,3,4,5)
	SGSA ABCDE 4
	Goto Spawn+2
    }
}

//----------------------------------

ACTOR GlassShard2 : SGShard2 replaces SGShard2
{
    States
    {
    Spawn:
	SGSA F 0
	SGSA F 0 A_Jump(256,1,2,3,4,5)
	SGSA FGHIJ 4
	Goto Spawn+2
    }
}

//----------------------------------

ACTOR GlassShard3 : SGShard3 replaces SGShard3
{
    States
    {
    Spawn:
	SGSA K 0
	SGSA K 0 A_Jump(256,1,2,3,4,5)
	SGSA KLMNO 4
	Goto Spawn+2
    }
}

//----------------------------------

ACTOR GlassShard4 : SGShard4 replaces SGShard4
{
    States
    {
    Spawn:
	SGSA T 0
	SGSA T 0 A_Jump(256,1,2,3,4,5)
	SGSA PQRST 4
	Goto Spawn+2
    }
}

//----------------------------------

ACTOR GlassShard5 : SGShard5 replaces SGShard5
{
    States
    {
    Spawn:
	SGSA Y 0
	SGSA Y 0 A_Jump(256,1,2,3,4,5)
	SGSA UVWXY 4
	Goto Spawn+2
    }
}

//----------------------------------

ACTOR HeartOfDSparil : PuzzGemBig replaces PuzzGemBig
{
    Inventory.PickupSound "puzzle/pickup"
    States
    {
    Spawn:
	ABGM A -1 Bright
	Stop
    }
}

ACTOR GemShard
{
    SpawnID 135
    Radius 5
    Mass 5
    PROJECTILE
    -ACTIVATEMCROSS
    -ACTIVATEIMPACT
    Translation "0:255=%[0.2,0.0,0.0]:[1.6,0.0,0.0]"
    BounceType "Hexen"
    BounceFactor 0.3
    BounceCount 6
    States
    {
    Spawn:
	SGSA A 0
	SGSA A 0 A_Jump(256,1,2,3,4,5)
	SGSA ABCDE 4
	Goto Spawn+2
    Death:
	SGSA C 70
	SGSA C 1 A_FadeOut(0.02)
	Wait
    }
}

//>>>>>>>>>> New <<<<<<<<<<

ACTOR BronzeCoin : PuzzleItem 7301
{
    SpawnID 173
    +FLOATBOB
    PuzzleItem.Number 17
    Inventory.Icon ARTIBRNZ
    Inventory.PickupSound "coin/pickup"
    Inventory.PickupMessage "Bronze Coin"
    Inventory.MaxAmount 40
    Tag "Bronze Coin"
    States
    {
    Spawn:
	BRNZ A -1 Bright
	Stop
    }
}

//----------------------------------

ACTOR SilverCoin : PuzzleItem 7302
{
    SpawnID 174
    +FLOATBOB
    PuzzleItem.Number 18
    Inventory.Icon ARTISLVR
    Inventory.PickupSound "coin/pickup"
    Inventory.PickupMessage "Silver Coin"
    Inventory.MaxAmount 40
    Tag "Silver Coin"
    States
    {
    Spawn:
	SLVR A -1 Bright
	Stop
    }
}

//----------------------------------

ACTOR GoldCoin : PuzzleItem 7303
{
    SpawnID 175
    +FLOATBOB
    PuzzleItem.Number 19
    Inventory.Icon ARTIGOLD
    Inventory.PickupSound "coin/pickup"
    Inventory.PickupMessage "Gold Coin"
    Inventory.MaxAmount 40
    Tag "Gold Coin"
    States
    {
    Spawn:
	GOLD A -1 Bright
	Stop
    }
}

//----------------------------------

ACTOR CrystalCoin : PuzzleItem 7304
{
    SpawnID 176
    +FLOATBOB
    PuzzleItem.Number 20
    Inventory.Icon ARTICRST
    Inventory.PickupSound "coin/pickup"
    Inventory.PickupMessage "Crystal Coin"
    Inventory.MaxAmount 40
    Alpha 0.9
    RenderStyle Add
    Tag "Crystal Coin"
    States
    {
    Spawn:
	CRST AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 4 Bright A_FadeOut(0.02)
	CRST AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 4 Bright A_FadeIn(0.02)
	Loop
    }
}

//----------------------------------

ACTOR RubyPlanet : PuzzleItem 7306
{
    SpawnID 121
    PuzzleItem.Number 21
    Inventory.Icon ARTIRUBY
    Inventory.PickupSound "puzzle/pickup"
    Inventory.PickupMessage "Ruby Planet"
    Tag "Ruby Planet"
    States
    {
    Spawn:
	RUBY A -1 Bright
	Loop
    }
}

//----------------------------------

ACTOR SapphirePlanet : PuzzleItem 7305
{
    SpawnID 177
    PuzzleItem.Number 26
    Inventory.Icon ARTISAPP
    Inventory.PickupSound "puzzle/pickup"
    Inventory.PickupMessage "Sapphire Planet"
    Tag "Sapphire Planet"
    States
    {
    Spawn:
	SAPP A -1 Bright
	Loop
    }
}

//----------------------------------

ACTOR EmeraldPlanet : PuzzleItem 7310
{
    SpawnID 125
    PuzzleItem.Number 25
    Inventory.Icon ARTIEMER
    Inventory.PickupSound "puzzle/pickup"
    Inventory.PickupMessage "Emerald Planet"
    Tag "Emerald Planet"
    States
    {
    Spawn:
	EMER A -1 Bright
	Loop
    }
}

//----------------------------------

ACTOR TopazPlanet : PuzzleItem 7308
{
    SpawnID 123
    PuzzleItem.Number 23
    Inventory.Icon ARTITOPZ
    Inventory.PickupSound "puzzle/pickup"
    Inventory.PickupMessage "Topaz Planet"
    Tag "Topaz Planet"
    States
    {
    Spawn:
	TOPZ A -1 Bright
	Loop
    }
}

//----------------------------------

ACTOR AmethystPlanet : PuzzleItem 7307
{
    SpawnID 122
    PuzzleItem.Number 22
    Inventory.Icon ARTIAMTH
    Inventory.PickupSound "puzzle/pickup"
    Inventory.PickupMessage "Amethyst Planet"
    Tag "Amethyst Planet"
    States
    {
    Spawn:
	AMTH A -1 Bright
	Loop
    }
}

//----------------------------------

ACTOR DiamondPlanet : PuzzleItem 7309
{
    SpawnID 124
    PuzzleItem.Number 24
    Inventory.Icon ARTIDIAM
    Inventory.PickupSound "puzzle/pickup"
    Inventory.PickupMessage "Diamond Planet"
    Tag "Diamond Planet"
    States
    {
    Spawn:
	DIAM A -1 Bright
	Loop
    }
}

//----------------------------------

ACTOR EmptyChalice : PuzzleItem 9127
{
    SpawnID 129
    PuzzleItem.Number 27
    Inventory.Icon ARTICHA1
    Inventory.PickupSound "puzzle/pickup"
    Inventory.PickupMessage "Ritual Chalice"
    Tag "Ritual Chalice"
    States
    {
    Spawn:
	CHA1 A -1 Bright
	Loop
    }
}

//----------------------------------

ACTOR FullChalice : PuzzleItem 9128
{
    SpawnID 130
    PuzzleItem.Number 28
    Inventory.Icon ARTICHA2
    Inventory.PickupSound "puzzle/pickup"
    Inventory.PickupMessage "Ritual Chalice"
    Tag "Ritual Chalice"
    States
    {
    Spawn:
	CHA2 A -1 Bright
	Loop
    }
}

//----------------------------------

ACTOR MysteriousVial : PuzzleItem 9129
{
    SpawnID 131
    PuzzleItem.Number 29
    Inventory.Icon ARTIVIAL
    Inventory.PickupSound "puzzle/pickup"
    Inventory.PickupMessage "Vial of Mysterious Liquid"
    Tag "Vial of Mysterious Liquid"
    States
    {
    Spawn:
	VIAL A -1 Bright
	Loop
    }
}

//----------------------------------

ACTOR ValveWheel : PuzzleItem 9130
{
    SpawnID 132
    -NOGRAVITY
    PuzzleItem.Number 30
    Inventory.Icon ARTIVLVW
    Inventory.PickupSound "puzzle/pickup"
    Inventory.PickupMessage "Valve Wheel"
    Tag "Valve Wheel"
    States
    {
    Spawn:
	VLVW A -1 Bright
	Loop
    }
}

//----------------------------------

ACTOR VideGrimoire : PuzzleItem 9131 // K
{
    SpawnID 170
    -NOGRAVITY
    PuzzleItem.Number 31
    Inventory.Icon ARTIBOK3
    Inventory.PickupSound "puzzle/pickup"
    Inventory.PickupMessage "Vide Grimoire"
    Tag "Vide Grimoire"
    States
    {
    Spawn:
	ABK3 A -1 Bright
	Loop
    }
}

//----------------------------------

ACTOR FolioMaudit : PuzzleItem 9132 // R
{
    SpawnID 171
    -NOGRAVITY
    PuzzleItem.Number 32
    Inventory.Icon ARTIBOK4
    Inventory.PickupSound "puzzle/pickup"
    Inventory.PickupMessage "Folio Maudit"
    Tag "Folio Maudit"
    States
    {
    Spawn:
	ABK4 A -1 Bright
	Loop
    }
}

//----------------------------------

ACTOR DingueFabula : PuzzleItem 9133 // X
{
    SpawnID 172
    -NOGRAVITY
    PuzzleItem.Number 33
    Inventory.Icon ARTIBOK5
    Inventory.PickupSound "puzzle/pickup"
    Inventory.PickupMessage "Dingue Fabula"
    Tag "Dingue Fabula"
    States
    {
    Spawn:
	ABK5 A -1 Bright
	Loop
    }
}

//===============================================================
//
// Keys
//
//===============================================================

ACTOR SteelKey : KeySteel replaces KeySteel		// Key 1
{
    Radius 16
    Height 20
    Scale 1.25
    +BRIGHT
}

ACTOR CaveKey : KeyCave replaces KeyCave		// Key 2
{
    Radius 16
    Height 20
    Scale 1.25
    +NODROPOFF
    +BRIGHT
}

ACTOR AxeKey : KeyAxe replaces KeyAxe			// Key 3
{
    Radius 16
    Height 20
    Scale 1.25
    +BRIGHT
}

ACTOR FireKey : KeyFire replaces KeyFire		// Key 4
{
    Radius 16
    Height 20
    Scale 1.25
    +BRIGHT
}

ACTOR EmeraldKey : KeyEmerald replaces KeyEmerald	// Key 5
{
    Radius 16
    Height 20
    Scale 1.25
    +BRIGHT
}

ACTOR DungeonKey : KeyDungeon replaces KeyDungeon	// Key 6
{
    Radius 16
    Height 20
    Scale 1.25
    +BRIGHT
}

ACTOR SilverKey1 : KeySilver replaces KeySilver		// Key 7
{
    Radius 16
    Height 20
    Scale 1.25
    +BRIGHT
}

ACTOR RustedKey : KeyRusted replaces KeyRusted		// Key 8
{
    Radius 16
    Height 20
    Scale 1.25
    +BRIGHT
}

ACTOR HornKey : KeyHorn replaces KeyHorn		// Key 9
{
    Radius 16
    Height 20
    Scale 1.25
    +BRIGHT
}

ACTOR SwampKey : KeySwamp replaces KeySwamp		// Key 10
{
    Radius 16
    Height 20
    Scale 1.25
    +BRIGHT
}

ACTOR CastleKey : KeyCastle replaces KeyCastle		// Key 11
{
    Radius 16
    Height 20
    Scale 1.25
    +BRIGHT
}

//--- New Keys ---

ACTOR RubyKey : Key 8201				// Key 12
{
    Radius 16
    Height 20
    Scale 1.25
    Inventory.PickupMessage "Ruby Key"
    Inventory.Icon "KEYSLOTC"
    States
    {
    Spawn:
	KEYC A -1 Bright
	Stop
    }
}

ACTOR BoneKey : Key 8202				// Key 13
{
    Radius 16
    Height 20
    Scale 1.25
    Inventory.PickupMessage "Bone Key"
    Inventory.Icon "KEYSLOTD"
    States
    {
    Spawn:
	KEYD A -1 Bright
	Stop
    }
}

ACTOR LabKey : Key 8203					// Key 14
{
    Radius 16
    Height 20
    Scale 1.25
    Inventory.PickupMessage "Lab Key"
    Inventory.Icon "KEYSLOTE"
    States
    {
    Spawn:
	KEYE A -1 Bright
	Stop
    }
}

//>>>>>>>>>> Decorations <<<<<<<<<<

ACTOR TransparentBridge16 7501
{
    Radius 16
    Height 16
    +NOGRAVITY
    +SOLID
    RenderStyle None
    States
    {
    Spawn:
	TNT1 A -1
	Loop
    }
}

//----------------------------------

ACTOR TransparentBridge32 7502
{
    Radius 32
    Height 16
    +NOGRAVITY
    +SOLID
    RenderStyle None
    States
    {
    Spawn:
	TNT1 A -1
	Loop
    }
}

//----------------------------------

ACTOR TransparentBridge48 7503
{
    Radius 48
    Height 16
    +NOGRAVITY
    +SOLID
    RenderStyle None
    States
    {
    Spawn:
	TNT1 A -1
	Loop
    }
}

//----------------------------------

ACTOR ReflectiveWall 151
{
    Radius 20
    Height 128
    +SOLID
//    +NOSECTOR
    +NOGRAVITY
    +BOSS
//    +SHOOTABLE
    +INVULNERABLE
    +REFLECTIVE
    +NOTONAUTOMAP
    +DONTRIP
    +CANTSEEK
    +INVISIBLE
    -COUNTKILL
}

ACTOR NullThing
{
    SpawnID 188
    +NOCLIP
    Radius 0
    Height 0
    States
    {
    Spawn:
	TNT1 A 1
	Stop
    }
}

//----------------------------------

ACTOR RedFlame : FlameLarge 8527
{
    Translation "0:255=%[0.0,0.0,0.0]:[1.0,0.0,0.0]"
}

//----------------------------------

ACTOR RedWallTorch : ZWallTorch 8510
{
    Translation "51:255=%[0.0,0.0,0.0]:[1.0,0.0,0.0]"
}

//----------------------------------

ACTOR MiscSkull 7504
{
    Radius 20
    Height 16
    +NOBLOCKMAP
    States
    {
    Spawn:
	DCSK A -1
	Stop
    }
}

//----------------------------------

ACTOR BrownColumn : BrownPillar 7505
{
}

//----------------------------------

ACTOR MiscScroll 7506
{
    Radius 20
    Height 16
    +NOBLOCKMAP
    States
    {
    Spawn:
	DCSC A -1
	Stop
    }
}

//----------------------------------

ACTOR MiscBook 7507
{
    Radius 20
    Height 16
    +NOBLOCKMAP
    States
    {
    Spawn:
	DCBK A -1
	Stop
    }
}

//----------------------------------

ACTOR ImportantBook 7511
{
    Radius 20
    Height 16
    +NOBLOCKMAP
    Translation "37:255=%[0.0,0.0,0.0]:[0.6,1.0,0.2]"
    States
    {
    Spawn:
	DCBK A -1 Bright
	Stop
    }
}

//----------------------------------

ACTOR Lectern 7516
{
    Radius 20
    Height 50
    +SOLID
    States
    {
    Spawn:
	LECT A -1
	Stop
    }
}

//----------------------------------

ACTOR Bottle 7508
{
    Radius 20
    Height 16
    +NOBLOCKMAP
    States
    {
    Spawn:
	JAR1 A -1
	Stop
    }
}

//----------------------------------

ACTOR GreenPillar 7510
{
    Radius 22
    Height 128
    +SOLID
    States
    {
    Spawn:
	GNPL A -1
	Stop
    }
}

//----------------------------------

ACTOR FCandelabra 7512
{
    Radius 16
    Height 60
    +SOLID
    States
    {
    Spawn:
	CLBR ABC 4 Bright
	Loop
    }
}

//----------------------------------

ACTOR WhiteCandle 7513
{
    Radius 20
    Height 16
    +NOBLOCKMAP
    States
    {
    Spawn:
	WCND ABCDE 5 Bright
	Loop
    }
}

//----------------------------------

ACTOR TanWaxCandle 7514
{
    Radius 20
    Height 16
    +NOBLOCKMAP
    States
    {
    Spawn:
	WXC1 ABC 5 Bright
	Loop
    }
}

//----------------------------------

ACTOR WhiteWaxCandle 7515
{
    Radius 20
    Height 16
    +NOBLOCKMAP
    States
    {
    Spawn:
	WXC2 ABC 5 Bright
	Loop
    }
}

//----------------------------------

ACTOR CrystalBall 7517
{
    Radius 24
    Height 32
    States
    {
    Spawn:
	CBAL A -1
	Stop
    }
}

//----------------------------------

ACTOR Globe 159
{
    Radius 20
    Height 16
    +NOBLOCKMAP
    States
    {
    Spawn:
	GLBE A -1
	Stop
    }
}

//----------------------------------

ACTOR TempleTorch : SwitchableDecoration 160
{
    Radius 16
    Height 58
    +SOLID
    States
    {
    Active:
	OPHT A 0 Bright A_PlaySound("Ignite")
    Spawn:
	OPHT BCDEFGHI 3 Bright
	Loop
    Inactive:
	OPHT A -1
	Stop
    }
}

//----------------------------------

ACTOR TempleTorchUnlit : TempleTorch 161
{
    States
    {
    Spawn:
	Goto Super::Inactive
	Stop
    }
}

//----------------------------------

ACTOR SnakeTorch 162
{
    Radius 12
    Height 54
    +SOLID
    States
    {
    Spawn:
	SPTO ABC 4 Bright
	Loop
    }
}

//----------------------------------

ACTOR BlackTorch : SwitchableDecoration 163
{
    Radius 16
    Height 58
    +SOLID
    States
    {
    Active:
	GRTO A 0 Bright A_PlaySound("Ignite")
    Spawn:
	GRTO BCDEFGHI 3 Bright
	Loop
    Inactive:
	GRTO A -1
	Stop
    }
}

//----------------------------------

ACTOR BlackTorchUnlit : BlackTorch 164
{
    States
    {
    Spawn:
	Goto Super::Inactive
    }
}

//----------------------------------

ACTOR HangingLantern 165
{
    Radius 3
    Height 32
    +SPAWNCEILING
    +NOGRAVITY
    +NOBLOCKMAP
    States
    {
    Spawn:
	LANT A -1
	Stop
    }
}

//----------------------------------

ACTOR FlechetteTrap : ThrowingBomb
{
    SpawnID 179
    Health 80
    Gravity 0.5
    Speed 16
    +CANBOUNCEWATER
    BounceFactor 0.8
    WallBounceFactor 0.8
    States
    {
    Death:
	CFCF Q 4 Bright A_NoGravity
	CFCF R 3 Bright A_Scream
	CFCF S 4 Bright A_Explode(180,160,1)
	CFCF T 3 Bright
	CFCF U 4 Bright
	CFCF W 3 Bright
	CFCF X 4 Bright
	CFCF Z 3 Bright
	Stop
    }
}

//----------------------------------

ACTOR BloodSplash2 : SludgeSplash
{
    Translation "0:255=%[0.0,0.0,0.0]:[1.2,0.0,0.0]"
}

//----------------------------------

ACTOR BloodChunk : SludgeChunk
{
    Translation "0:255=%[0.0,0.0,0.0]:[1.2,0.0,0.0]"
}

//----------------------------------

ACTOR SludgeSplash2 : SludgeSplash
{}

//----------------------------------

ACTOR SludgeChunk2 : SludgeChunk
{}

//----------------------------------

ACTOR CrateEffect
{
    Radius 1
    Height 1
    SpawnID 191
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_PlaySound("WoodBreak")
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("Splinter",frandom(-32,32),frandom(-32,32),frandom(0,-64),frandom(8,15),frandom(8,15),frandom(1,6),frandom(0,360),32,0)
	Stop
    }
}

ACTOR CrateEffect2
{
    Radius 1
    Height 1
    SpawnID 192
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_PlaySound("WoodBreak")
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("Splinter",frandom(-32,32),frandom(-32,32),frandom(-16,64),frandom(8,15),frandom(8,15),frandom(1,6),frandom(0,360),32,0)
	Stop
    }
}

ACTOR StoneEffect
{
    SpawnID 193
    Radius 1
    Height 1
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_PlaySound("hx2imp/stonebreak")
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("Pebble",frandom(-32,32),frandom(-32,32),frandom(-16,64),frandom(8,15),frandom(8,15),frandom(1,6),frandom(0,360),32,0)
	Stop
    }
}

ACTOR Splinter : Dirt6
{
    +ROCKETTRAIL
    BounceType Hexen
    BounceCount 4
    ReactionTime 200
    States
    {
    Spawn:
	ROKK I 3 A_CountDown
	Loop
    }
}

ACTOR Pebble
{
    Mass 10
    Radius 5
    Height 8
    Speed 10
    Damage 0
    BounceType "Hexen"
    BounceCount 4
    BounceFactor 0.7
    ReactionTime 200
    PROJECTILE
    -ACTIVATEPCROSS
    -NOGRAVITY
    +ROCKETTRAIL
    +DONTSPLASH
    +CANBOUNCEWATER
    +THRUACTORS
    +RANDOMIZE
    Scale 0.1
    States
    {
    Spawn:
	SCHU ABC 3 A_CountDown
	Loop
    Death:
	TNT1 A 0 
	Stop
    }
}

//----------------------------------

ACTOR PoisonPod : Pod replaces Pod 4035
{
    Game Hexen
    SpawnID 180
    +ADDITIVEPOISONDURATION
    +ADDITIVEPOISONDAMAGE
    +FOILINVUL
    -OLDRADIUSDMG
    Radius 14
    Mass 100
    Health 100
    DamageType "PodExplode"
    DamageFactor "Pod", 0
    PainChance "Pod", 0
    PoisonDamage 80
    States
    {
    Death:
	PPOD C 5 Bright A_RemovePod
	PPOD C 0 Bright A_SpawnItemEx("PodPoisonSpawner",0,0,0,0,0,0,0,32)
	PPOD D 5 Bright A_Scream
	PPOD E 0 Bright A_RadiusThrust(3000,150)
	PPOD E 5 Bright A_Explode(256,150,1,0,80,0,0,"None","PodExplode")
	PPOD F 7 Bright
	Stop
  }
}

ACTOR PoisonPodGenerator : PodGenerator replaces PodGenerator 4043
{
    Game Hexen
    SpawnID 181
}

ACTOR PodPoisonSpawner
{
    Radius 0
    Height 0
    +NOGRAVITY
    +NOTONAUTOMAP
    Obituary "%o walked into a cloud of poison."
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIfInventory("PoisonSpawnerCheck",85,6)
	TNT1 A 0 A_Jump(160,3)
	TNT1 A 2 A_SpawnItemEx("PodPoison",frandom(-50,50),frandom(-50,50),frandom(24,48),0,0,0,frandom(1,360),32,0)
	TNT1 A 0 A_Jump(256,2)
	TNT1 A 2 A_SpawnItemEx("PodPoison2",frandom(-50,50),frandom(-50,50),frandom(24,48),0,0,0,frandom(1,360),32,0)
	TNT1 A 0 A_GiveInventory("PoisonSpawnerCheck",1)
	Loop
	TNT1 A 500
	Stop
    }
}

ACTOR PodPoison
{
    Height 16
    Radius 12
    Speed 0
    Damage (random(0,3))
    PoisonDamage 2
    Alpha 0.80
    Scale 0.55
    RenderStyle Add
    DamageType "Pod"
    Translation "0:255=%[0.0,0.0,0.0]:[0.3,0.6,0.2]"
    PROJECTILE
    -ACTIVATEPCROSS
    +RIPPER
    +ADDITIVEPOISONDURATION
    +ADDITIVEPOISONDAMAGE
    +BLOODLESSIMPACT
    +NODAMAGETHRUST
    +DONTBLAST
    +FOILINVUL
    States
    {
    Spawn:
	WPXS A 0 Bright
	WPXS A 0 Bright A_Jump(230,3,7,11,15,19,23,27)
	WPXS ABCDEFGHIJKLMNOPQRSTUVWXYZ 3 Bright A_FadeOut(0.03)
	WPXZ ABC 3 Bright A_FadeOut(0.03)
	Stop
    }
}

ACTOR PodPoison2 : PodPoison
{
    +PAINLESS
}

ACTOR PoisonSpawnerCheck : Inventory
{
    Inventory.Amount 1
    Inventory.MaxAmount 85
}
/*
ACTOR FlechettePoisonSpawner
{
    Radius 0
    Height 0
    +NOGRAVITY
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIfInventory("PoisonSpawnerCheck",85,6)
	TNT1 A 0 A_Jump(128,3)
	TNT1 A 2 A_SpawnItemEx("PodPoison",frandom(-50,50),frandom(-50,50),frandom(24,48),0,0,0,frandom(1,360),32,0)
	TNT1 A 0 A_Jump(256,2)
	TNT1 A 2 A_SpawnItemEx("PodPoison2",frandom(-50,50),frandom(-50,50),frandom(24,48),0,0,0,frandom(1,360),32,0)
	TNT1 A 0 A_GiveInventory("PoisonSpawnerCheck",2)
	Loop
	TNT1 A 0
	Stop
    }
}
*/

ACTOR PodScriptActivator 4047
{
    SpawnID 144
    Radius 0
    Height 32
    Health 10
    Mass 0xffffff
    +SHOOTABLE
    +NOTAUTOAIMED
    +NOTONAUTOMAP
    +INVISIBLE
    +NOBLOOD
    +NOGRAVITY
    -PUSHABLE
    -COUNTKILL
    DamageFactor "Normal", 0.0
    DamageFactor "PodExplode", 5.0
    States
    {
    Spawn:
	TNT1 A 3
	Loop
    Death:
	TNT1 A 1
	Stop
    }
}

//----------------------------------

ACTOR GlyphTrap 4046
{
    Radius 16
    Height 20
    Speed 8
    Scale 0.2
    SpawnID 127
    MeleeRange 40
    +EXTREMEDEATH
    +NOGRAVITY
    +DONTSPLASH
    +NONSHOOTABLE
    +SPECTRAL
    -SOLID
    -COUNTKILL
    Obituary "%o is now a smudge on the ground."
    States
    {
    Spawn:
	GLPT ABCDEF 3 Bright A_LookEx(2,0,250,0,360,"See")
	Loop
    See:
	GLPT A 0 Bright A_Chase
	GLPT A 0 Bright A_JumpIfCloser(40,"Death")
	GLPT A 0 Bright A_FaceTarget
	GLPT A 0 Bright A_JumpIfCloser(256,1)
	Goto Clear
	GLPT A 3 Bright A_SkullAttack(8)
	GLPT A 0 Bright A_JumpIfCloser(40,"Death")
	GLPT A 0 Bright A_FaceTarget
	GLPT A 0 Bright A_JumpIfCloser(256,1)
	Goto Clear
	GLPT B 3 Bright A_SkullAttack(8)
	GLPT B 0 Bright A_JumpIfCloser(40,"Death")
	GLPT B 0 Bright A_FaceTarget
	GLPT B 0 Bright A_JumpIfCloser(256,1)
	Goto Clear
	GLPT C 3 Bright A_SkullAttack(8)
	GLPT C 0 Bright A_JumpIfCloser(40,"Death")
	GLPT C 0 Bright A_FaceTarget
	GLPT C 0 Bright A_JumpIfCloser(256,1)
	Goto Clear
	GLPT D 3 Bright A_SkullAttack(8)
	GLPT D 0 Bright A_JumpIfCloser(40,"Death")
	GLPT D 0 Bright A_FaceTarget
	GLPT D 0 Bright A_JumpIfCloser(256,1)
	Goto Clear
	GLPT E 3 Bright A_SkullAttack(8)
	GLPT E 0 Bright A_JumpIfCloser(40,"Death")
	GLPT E 0 Bright A_FaceTarget
	GLPT E 0 Bright A_JumpIfCloser(256,1)
	Goto Clear
	GLPT F 3 Bright A_SkullAttack(8)
	GLPT F 0 Bright A_JumpIfCloser(40,"Death")
	GLPT F 0 Bright A_FaceTarget
	Loop
    Clear:
	TNT1 A 0 A_ClearTarget
	TNT1 A 0 A_Stop
	Goto Spawn
    Melee:
	GLPT A 0 A_Die
    Death:
	TNT1 A 0 Bright A_PlaySound("glyph/explode")
	TNT1 A 0 Bright A_SpawnItem("GlyphTrapExplode")
	TNT1 A 15
	Stop
    }
}

ACTOR GlyphTrapExplode
{   
    +NOGRAVITY
    +EXTREMEDEATH
    +FORCERADIUSDMG
    +NOINTERACTION
    Radius 2
    Height 2
    Damage 10
    Scale 1.75
    RenderStyle Add
    DamageType "Glyph"
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 Radius_Quake(2,30,0,500,0)
	X006 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GlyphSmoke",frandom(-20,20),frandom(-20,20),frandom(-20,20),frandom(-0.6,0.6),frandom(-0.6,0.6),frandom(-0.6,0.6),random(0,360),32,0)
	X006 A 1 Bright A_Explode(random(600,750),256,0,1,256,0,0,"None","Glyph")
	X006 BCDEFGHIJKLMNOP 1 Bright A_FadeOut(0.025)
//	EXP3 BCDEFGHIJKLMNOPQRSTUVWXYZ 1 Bright A_FadeOut(0.025)
	X006 P 1 A_FadeOut
	Stop
    }
/*
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 Radius_Quake(2,30,0,500,0)
	EXP3 A 1 Bright A_Explode(random(450,550),256,0,1,256,0,0,"None","Glyph")
	EXP3 BCDEFGHIJKLMNOPQRSTUVWXYZ 1 Bright A_FadeOut(0.025)
	EXP3 Z 1 A_FadeOut
	Stop
    }
*/
}

ACTOR TombstoneWide 166
{
    Radius 24
    Height 70
    +SOLID
    States
    {
    Spawn:
	TMS8 A -1
	Stop
    }
}

ACTOR TombstoneTall 167
{
    Radius 20
    Height 75
    +SOLID
    States
    {
    Spawn:
	TMS9 A -1
	Stop
    }
}

ACTOR TombstoneShort 168
{
    Radius 20
    Height 48
    +SOLID
    States
    {
    Spawn:
	TMSA A -1
	Stop
    }
}

ACTOR TombstoneLashed 169
{
    Radius 24
    Height 52
    +SOLID
    States
    {
    Spawn:
	TMSB A -1
	Stop
    }
}

//>>>>>>>>>> Destructible Things <<<<<<<<<<

ACTOR ShortPot : Pottery1 replaces Pottery1
{
    Radius 10
    DamageFactor "Pod", 0
    PainChance "Pod", 0
    Mass 0xffffff
    -PUSHABLE
}

ACTOR MediumPot : Pottery2 replaces Pottery2
{
    Radius 10
    DamageFactor "Pod", 0
    PainChance "Pod", 0
    Mass 0xffffff
    -PUSHABLE
}

ACTOR TallPot : Pottery3 replaces Pottery3
{
    Radius 10
    DamageFactor "Pod", 0
    PainChance "Pod", 0
    Mass 0xffffff
    -PUSHABLE
}

ACTOR SuitOfArmor1 : ZSuitOfArmor replaces ZSuitOfArmor
{
    DamageFactor "Pod", 0
    PainChance "Pod", 0
}

ACTOR DeadTree : TreeDestructible replaces TreeDestructible
{
    DamageFactor "Pod", 0
    PainChance "Pod", 0
    States
    {
    Death.Hammer:
    Death.Torment:
    Death.Bloodscourge:
	Goto Burn
    }
}

ACTOR PineTree : ZXmasTree replaces ZXmasTree
{
    States
    {
    Death.Hammer:
    Death.Torment:
    Death.Bloodscourge:
	Goto Burn
    }
}

ACTOR ShroomBoom : ZPoisonShroom replaces ZPoisonShroom
{
    DamageFactor "Pod", 0
    PainChance "Pod", 0
}

ACTOR SittingCorpse : ZCorpseSitting replaces ZCorpseSitting
{
    -PUSHABLE
    DamageFactor "Pod", 0
    PainChance "Pod", 0
}

ACTOR Shrub1 : ZShrub1 replaces ZShrub1
{
    States
    {
    Death.Hammer:
    Death.Torment:
    Death.Bloodscourge:
	Goto Burn
    }
}

ACTOR Shrub2 : ZShrub2 replaces ZShrub2
{
    States
    {
    Death.Hammer:
    Death.Torment:
    Death.Bloodscourge:
	Goto Burn
    }
}

//>>>>>>>>>> Miscellaneous Things <<<<<<<<<<

ACTOR Snowflake
{
    Radius 1
    Height 1
    Damage 0
    PROJECTILE
    RenderStyle Add
    Alpha 0.01
    -ACTIVATEPCROSS
    -ACTIVATEIMPACT
    +MISSILE 
    +NOBLOCKMAP
    +DONTSPLASH
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_SetScale(frandom(0.015,0.025))
	SFLK AAAAAAA 2 A_FadeIn(0.1)
	SFLK A 3
	Goto Spawn+9
    Death:
	SFLK A 1 A_FadeOut(0.05)
	Loop
    }
}

Actor SnowSpawner 4045
{
    Radius 1
    Height 1
    +NOBLOCKMAP
    +NOGRAVITY
    +NOSECTOR
    +NOINTERACTION
    +NOCLIP
    -SOLID
    +SPAWNCEILING
    +LOOKALLAROUND
    States
    {
    Spawn:
	TNT1 A 3 A_Look
	Loop
    See:
	TNT1 A 0 A_CheckSight("Unsighted")
	TNT1 A 0 A_JumpIfCloser(1200,1)
	Goto Unsighted
	TNT1 A 8 A_SpawnItemEx("SnowFlake",random(args[0],-args[0]),random(args[0],-args[0]),0,frandom(-1.0,1.0),frandom(-1.0,1.0),frandom(-1.0,-3.0),0,128,args[1])
	Loop
    Unsighted:
	TNT1 A 1
	Goto Spawn
    }
}
/* Old
ACTOR SpikeFloor : ThrustFloor replaces ThrustFloor // SwitchableDecoration replaces ThrustFloorDown
{
    Radius 20
    Height 128
    +NODAMAGETHRUST
    +FORCERADIUSDMG
    +NOTIMEFREEZE
    States
    {
    ThrustRaising:
	TSPK A 1 A_ThrustRaise
	Loop
    BloodThrustRaising:
	TSPK B 1 A_ThrustRaise
	Loop
    ThrustLower:
	TSPK A 2 A_ThrustLower
	Loop
    BloodThrustLower:
	TSPK B 2 A_ThrustLower
	Loop
    ThrustInit1:
	TSPK A 1
	TSPK A 1 A_ThrustInitDn
	TSPK A -1
	Loop
    BloodThrustInit1:
	TSPK B 1
	TSPK B 1 A_ThrustInitDn
	TSPK B -1
	Loop
    ThrustInit2:
	TSPK A 0
	TSPK A 1 A_ThrustInitUp
	TSPK A 0
	Loop
    BloodThrustInit2:
	TSPK B 0
	TSPK B 1 A_ThrustInitUp
	TSPK B 0
	Loop
    ThrustRaise:
	TSPK A 0 A_ThrustRaise
	TSPK A 0 A_ThrustRaise
	TSPK A 1 A_ThrustRaise
	TSPK A 1 A_SetSolid
	TSPK A 1 A_ThrustImpale
	Loop
    BloodThrustRaise:
	TSPK B 0 A_ThrustRaise
	TSPK B 0 A_ThrustRaise
	TSPK B 1 A_ThrustRaise
	TSPK B 1 A_SetSolid
	TSPK B 1 A_ThrustImpale
	Loop
    }
}
*/
/* //---
ACTOR SpikeFloor : SwitchableDecoration replaces ThrustFloorDown
{
    Radius 20
    Height 128
    +NODAMAGETHRUST
    +FORCERADIUSDMG
    +NOTIMEFREEZE
    Obituary "%o stood on the wrong spot"
    States
    {
    Spawn:
	TSPK C 1
	Loop
    Active:
	SPKD A 2 A_PlaySound("ThrustSpikeLower")
	SPKD B 2
	SPKD C 2 A_SetSolid
	SPKD DEFGH 2 A_SpawnItemEx("SpikeDamage",0,0,0,0,0,0,0,32,0)//A_Explode(100000,16,0,0,16)
	SPKD I 2 
	Wait
    Inactive:
	SPKD H 2 A_PlaySound("ThrustSpikeRaise")
	SPKD GFED 2
	SPKD C 2 A_UnSetSolid
	SPKD BA 2
	Goto Spawn
    }
}
*/ //---

/* //---
ACTOR SpikeCeiling : SwitchableDecoration 10092
{
    Radius 20
    Height 128
    +SPAWNCEILING
    +NOGRAVITY
    +NODAMAGETHRUST
    +FORCERADIUSDMG
    +NOTIMEFREEZE
    Obituary "%o got a splitting headache"
    States
    {
    Spawn:
	SPKU J 1
	Loop
    Active:
	SPKU A 2 A_PlaySound("ThrustSpikeLower")
	SPKU B 2
	SPKU C 2 A_SetSolid
	SPKU DEFGH 2 A_SpawnItemEx("SpikeDamage",0,0,1,0,0,0,0,32,0) //A_Explode(100000,20,0,0,20)
	SPKU I 2 
	Wait
    Inactive:
	SPKU H 2 A_PlaySound("ThrustSpikeRaise")
	SPKU GFED 2
	SPKU C 2 A_UnSetSolid
	SPKU BA 2
	Goto Spawn
    }
}
*/ //---
ACTOR SpikeDamage
{
    Radius 20
    Height 128
    Speed 0
    PROJECTILE
    +RIPPER
    +NODAMAGETHRUST
    +EXTREMEDEATH
    -ACTIVATEPCROSS
    Damage 100000
    States
    {
    Spawn:
	TNT1 AA 1
	Stop
    }
}

ACTOR FVolcano : Volcano replaces Volcano 4044
{
    SpawnID 182
    States
    {
    Spawn:
	VLCO A 175
	VLCO A 35 A_VolcanoSet
	VLCO BCDBCD 3
	VLCO D 0 A_Jump(128,2)
	VLCO E 0 A_VolcanoBlast
	VLCO E 10 A_VolcanoBlast
	Goto Spawn+1
    }
}

ACTOR LavaBall : VolcanoBlast replaces VolcanoBlast
{
    SpawnID 183
    Speed 3
    Scale 0.8
    States
    {
    Spawn:
	RDFX AABBCC 2 Bright A_SpawnItemEx("LavaBallSmoke",frandom(-4,4),frandom(-4,4),frandom(-4,4),frandom(-1,1),frandom(-1,1),frandom(-1,1),0,0,0)
	Loop
    Death:
	XPL1 A 4 Bright A_VolcBallImpact
	XPL1 B 4 Bright A_Explode(32,64,0)
	XPL1 CDEF 4 Bright
	Stop
    }
}

ACTOR LavaBallSmoke : Puffy
{
    Scale 0.9
    States
    {
    Spawn:
	FRB1 DEFGH 6
	Stop
    }
}

ACTOR DeadPig 7120
{
    Radius 12
    Height 16
    States
    {
    Spawn:
        PIGY L -1
        Stop
    }
}

ACTOR PorkelatorFX : PorkFX replaces PorkFX
{
    MorphProjectile.MonsterClass "PigMonster"
}

//>>>>>>>>>> Museum Exhibits <<<<<<<<<<

ACTOR OphidianStaffExh 15001
{
Scale 0.6
    States
    {
    Spawn:
	OSTF A -1
	Stop
    }
}

ACTOR ElvenwandExh 15002
{
    States
    {
    Spawn:
	ELVN A -1
	Stop
    }
}

ACTOR FrostFangExh 15003
{
    States
    {
    Spawn:
	FSTF A -1
	Stop
    }
}

ACTOR IceWandExh 15004
{
Scale 0.11
    States
    {
    Spawn:
	IWND A -1
	Stop
    }
}

ACTOR JackBombExh 15005
{
Scale 0.125
    States
    {
    Spawn:
	WJKB A -1
	Stop
    }
}

ACTOR Ogre9000Exh 15006
{
    States
    {
    Spawn:
	OG9K A -1
	Stop
    }
}

ACTOR PhoenixRodExh 15007
{
    States
    {
    Spawn:
	WPHX A -1
	Stop
    }
}

ACTOR CorpsickleExh 15008
{
    Scale 0.5
    States
    {
    Spawn:
	CSIC A -1
	Stop
    }
}

ACTOR FirstCoinExh 15009
{
    States
    {
    Spawn:
	1STC A -1
	Stop
    }
}

ACTOR BanishmentExh 15010
{
    States
    {
    Spawn:
	BANI A -1
	Stop
    }
}

ACTOR NecronomiconExh 15011
{
    States
    {
    Spawn:
	BOTD ABCDE 8
	BOTD FFEDCB 6
	BOTD A 105
	BOTD A 0 A_Jump(256,1,2,3,4,5,6,7,8,9)
	Loop
	BOTD A 140
	Loop
	BOTD A 175
	Loop
	BOTD A 210
	Loop
	BOTD A 245
	Loop
	BOTD A 280
	Loop
	BOTD A 315
	Loop
	BOTD A 350
	Loop
	BOTD A 385
	Loop
	BOTD A 420
	Loop
    }
}

ACTOR IceShieldExh 15012
{
    Scale 0.3
    States
    {
    Spawn:
	ISHD A -1
	Stop
    }
}

ACTOR QindovuMaskExh 15013
{
    States
    {
    Spawn:
	MSKQ A -1
	Stop
    }
}

ACTOR MAIncantExh 15014
{
    States
    {
    Spawn:
	MYST A -1
	Stop
    }
}


//>>>>>>>>>> Removed Items <<<<<<<<<<

ACTOR ArtiEggRemoved replaces ArtiEgg
{
}

ACTOR PuzzGear1Removed replaces PuzzGear1
{
}

ACTOR PuzzGear2Removed replaces PuzzGear2
{
}

ACTOR PuzzGear3Removed replaces PuzzGear3
{
}

ACTOR PuzzGear4Removed replaces PuzzGear4
{
}

ACTOR PuzzGemBlue1Removed replaces PuzzGemBlue1
{
}

ACTOR PuzzGemBlue2Removed replaces PuzzGemBlue2
{
}

ACTOR PuzzGemGreen1Removed replaces PuzzGemGreen1
{
}

ACTOR PuzzGemGreen2Removed replaces PuzzGemGreen2
{
}

ACTOR PuzzGemRedRemoved replaces PuzzGemRed
{
}