ACTOR FighterClass : FighterPlayer replaces FighterPlayer
{
    Health 100
    PainChance 255
    Radius 16
    Height 64
    Speed 1
    +NOSKIN
    PainSound "PlayerFighterPain"
    RadiusDamageFactor 0.25
    Player.JumpZ 9.75
    Player.Viewheight 48
    Player.DisplayName "Fighter"
    Player.SoundClass "Fighter"
    Player.ScoreIcon "FITEFACE"
    Player.InvulnerabilityMode "Reflective"
    Player.HealRadiusType "Armor"
    Player.HexenArmor 15,25,15,15,10
    Player.StartItem "FGauntlets"
    Player.ForwardMove 1.08,1.2
    Player.SideMove 1.125,1.475
    Player.FlechetteType "ArtiPoisonBag2"
    Player.WeaponSlot 1,VorpalBlade,FGauntlets
    Player.WeaponSlot 2,Mindblower,TimonsAxe
    Player.WeaponSlot 3,DragonClaw,FHammer
    Player.WeaponSlot 4,StaffOfDSparil,Quietus
    Player.ColorRange 246,254
    Player.ColorSet 0,"Gold",246,254,253
    Player.ColorSetFile 1,"Red","TRANTBL0",0xAC
    Player.ColorSetFile 2,"Blue","TRANTBL1",0x9D
    Player.ColorSetFile 3,"Dull Green","TRANTBL2",0x3E
    Player.ColorSetFile 4,"Green","TRANTBL3",0xC8
    Player.ColorSetFile 5,"Gray","TRANTBL4",0x2D
    Player.ColorSetFile 6,"Brown","TRANTBL5",0x6F
    Player.ColorSetFile 7,"Purple","TRANTBL6",0xEE
    Player.DamageScreenColor "Red",0.0,"Madness"
    DamageFactor "Player", 0
    DamageFactor "Cube", 0
    DamageFactor "Meteor", 0
    DamageFactor "Dragon", 0
    DamageFactor "Lantern", 0
    DamageFactor "EFighter", 0.5
    DamageFactor "ECleric", 0.5
    DamageFactor EMage, 0.5
    DamageFactor "PodExplode", 4.0
    DamageFactor "Glyph", 4.0
    PainChance "Player", 0
    PainChance "Meteor", 0
    PainChance "Dragon", 0
    PainChance "Lantern", 0
    States
    {
    Spawn:
	PLAY A 0 A_JumpIfInventory("NoMorphTimer",1,2)
	PLAY A 0 A_ChangeFlag("DONTMORPH",0)
	PLAY A -1
	Goto Spawn+2
    See:
	PLAY ABCD 4
	Loop
    Missile:
    Melee:
	PLAY EF 8
	Goto Spawn
    Pain:
	PLAY G 4
	PLAY G 4 A_Pain
	Goto Spawn
    Pain.Curse:
	TNT1 A 0 A_GiveInventory("Cursed1",1)
	TNT1 A 0 A_GiveInventory("Cursed2",1)
	TNT1 A 0 A_PlaySound("ironlich/curse/hit")
	TNT1 A 0 A_JumpIfInventory("PowerBlindness",1,2)
	TNT1 A 0 A_SetBlend("Red",0.3,280)
	TNT1 A 0 A_Print("CURSED!",8)
	Goto See
    Pain.CurseNM:
	TNT1 A 0 A_GiveInventory("Cursed1NM",1)
	TNT1 A 0 A_GiveInventory("Cursed2NM",1)
	TNT1 A 0 A_PlaySound("ironlich/curse/hit")
	TNT1 A 0 A_JumpIfInventory("PowerBlindness",1,2)
	TNT1 A 0 A_SetBlend("Red",0.3,420)
	TNT1 A 0 A_Print("CURSED!",12)
	Goto See
    Pain.Slow:
	TNT1 A 0 A_GiveInventory("Slowed",1)
	TNT1 A 0 A_PlaySound("dsparil/slow/hit")
	TNT1 A 0 A_SetBlend("Red",0.3,280)
	TNT1 A 0 A_Print("SLOWED!",8)
	Goto See
    Pain.SlowNM:
	TNT1 A 0 A_GiveInventory("SlowedNM",1)
	TNT1 A 0 A_PlaySound("dsparil/slow/hit")
	TNT1 A 0 A_SetBlend("Red",0.3,420)
	TNT1 A 0 A_Print("SLOWED!",12)
	Goto See
    Pain.Blindness:
//	TNT1 A 0 ACS_ExecuteAlways(815,0,0,0,0)
	TNT1 A 0 A_GiveInventory("Blindness")
	TNT1 A 0 A_PlaySound("oknight/dimvision/hit")
	TNT1 A 0 A_SetBlend("Black",1.0,280)
	TNT1 A 0 A_Print("BLINDED!",6)
	Goto See
    Pain.Gravity:
	TNT1 A 0 A_GiveInventory("HighGravity",1)
	TNT1 A 0 A_PlaySound("oknight/gravity/hit")
	TNT1 A 0 A_JumpIfInventory("PowerBlindness",1,2)
	TNT1 A 0 A_SetBlend("Red",0.3,280)
	TNT1 A 0 A_Print("WEIGHTED DOWN!",8)
	Goto See
    Pain.Confuse:
	TNT1 A 0 A_GiveInventory("Confusion",1)
	TNT1 A 0 A_PlaySound("oknight/confuse/hit")
	TNT1 A 0 A_JumpIfInventory("PowerBlindness",1,2)
	TNT1 A 0 A_SetBlend("Red",0.3,210)
	TNT1 A 0 A_Print("CONFUSED!",6)
	Goto See
    Pain.BloodMana:
	TNT1 A 0 A_GiveInventory("BloodMana",1)
	TNT1 A 0 A_PlaySound("oknight/bloodmana/hit")
	TNT1 A 0 A_JumpIfInventory("PowerBlindness",1,2)
	TNT1 A 0 A_SetBlend("Red",0.3,210)
	TNT1 A 0 A_Print("BLOOD MANA!",8)
	Goto See
    Pain.Madness:
	PLAY G 0 ACS_Execute(814,0,0,0,0)
	Goto Pain
    Pain.WraithGhost:
	PLAY G 0 A_JumpIf(1 >= ACS_ExecuteWithResult(803,0,0,0,0),6)
	PLAY G 0 A_JumpIf(4 <= ACS_ExecuteWithResult(803,0,0,0,0),7)
	PLAY G 0 A_TakeInventory("BlueMana",random(6,12))
	PLAY G 0 A_TakeInventory("GreenMana",random(6,12))
	PLAY G 0 A_TakeInventory("GoldMana",random(6,12))
	PLAY G 0 A_TakeInventory("Ubercharge",random(3,8))
	PLAY G 4
	PLAY G 4 A_Pain
	Goto Spawn
	PLAY G 0 A_TakeInventory("BlueMana",random(12,20))
	PLAY G 0 A_TakeInventory("GreenMana",random(12,20))
	PLAY G 0 A_TakeInventory("GoldMana",random(12,20))
	PLAY G 0 A_TakeInventory("Ubercharge",random(7,12))
	PLAY G 4
	PLAY G 4 A_Pain
	Goto Spawn
    Pain.OKnight:
	PLAY G 0 A_TakeInventory("BlueMana",random(30,50))
	PLAY G 0 A_TakeInventory("GreenMana",random(30,50))
	PLAY G 0 A_TakeInventory("GoldMana",random(30,50))
	PLAY G 0 A_TakeInventory("Ubercharge",random(15,30))
	PLAY G 0 A_GiveToTarget("Health",random(40,60))
	PLAY G 4
	PLAY G 4 A_Pain
	Goto Spawn
    Pain.NecroShot:
	PLAY G 0 A_GiveToTarget("Health",random(40,60))
	Goto Pain
	PLAY G 4
	PLAY G 4 A_Pain
	Goto Spawn
    Death:
	PLAY H 0 A_TakeInventory("NoMorphTimer",1)
	PLAY H 0 A_TakeInventory("ForceCubeTimerRight",1)
	PLAY H 0 A_TakeInventory("ForceCubeTimerLeft",1)
	PLAY H 0 A_TakeInventory("NoSeekTimer",1)
	PLAY H 6
	PLAY I 6 A_PlayerScream
	PLAY JK 6
	PLAY L 6 A_NoBlocking
	PLAY M 6
	PLAY N -1
	Stop
    XDeath:
	PLAY O 0 A_TakeInventory("NoMorphTimer",1)
	PLAY O 0 A_TakeInventory("ForceCubeTimerRight",1)
	PLAY O 0 A_TakeInventory("ForceCubeTimerLeft",1)
	PLAY O 0 A_TakeInventory("NoSeekTimer",1)
	PLAY O 5 A_PlayerScream
	PLAY P 5 A_SkullPop("BloodyFighterSkull")
	PLAY R 5 A_NoBlocking
	PLAY STUV 5
	PLAY W -1
	Stop
    Ice:
	PLAY X 0 A_TakeInventory("NoMorphTimer",1)
	PLAY X 0 A_TakeInventory("ForceCubeTimerRight",1)
	PLAY X 0 A_TakeInventory("ForceCubeTimerLeft",1)
	PLAY X 0 A_TakeInventory("NoSeekTimer",1)
	PLAY X 5 A_FreezeDeath
	PLAY X 1 A_FreezeDeathChunks
	Wait
    Death.Frost:
	PLAY X 0 A_TakeInventory("NoMorphTimer",1)
	PLAY X 0 A_TakeInventory("ForceCubeTimerRight",1)
	PLAY X 0 A_TakeInventory("ForceCubeTimerLeft",1)
	PLAY X 0 A_TakeInventory("NoSeekTimer",1)
	PLAY X 5 A_FreezeDeath
	PLAY X 1 A_FreezeDeathChunks
	Wait
    Death.Hammer:
    Burn:
	FDTH A 0 A_TakeInventory("NoMorphTimer",1)
	FDTH A 0 A_TakeInventory("ForceCubeTimerRight",1)
	FDTH A 0 A_TakeInventory("ForceCubeTimerLeft",1)
	FDTH A 0 A_TakeInventory("NoSeekTimer",1)
	FDTH A 5 Bright A_PlaySound("*burndeath")
	FDTH B 4 Bright
	FDTH G 5 Bright
	FDTH H 4 Bright A_PlayerScream
	FDTH I 5 Bright
	FDTH J 4 Bright
	FDTH K 5 Bright
	FDTH L 4 Bright
	FDTH M 5 Bright
	FDTH N 4 Bright
	FDTH O 5 Bright
	FDTH P 4 Bright
	FDTH Q 5 Bright
	FDTH R 4 Bright
	FDTH S 5 Bright A_NoBlocking
	FDTH T 4 Bright
	FDTH U 5 Bright
	FDTH V 4 Bright
	ACLO E 35 A_CheckPlayerDone
	Wait
	ACLO E 8
	Stop
    }
}

ACTOR ClericClass : ClericPlayer replaces ClericPlayer
{
    Health 100
    ReactionTime 0
    PainChance 255
    Radius 16
    Height 64
    Speed 1
    +NOSKIN
    PainSound "PlayerClericPain"
    RadiusDamageFactor 0.25
    Player.JumpZ 9.75
    Player.Viewheight 48
    Player.DisplayName "Cleric"
    Player.SoundClass "Cleric"
    Player.ScoreIcon "CLERFACE"
    Player.InvulnerabilityMode "Reflective"
    Player.HealRadiusType "Health"
    Player.HexenArmor 10,10,25,10,15
    Player.StartItem "ClericMace"
    Player.FlechetteType "ArtiPoisonBag2"
    Player.WeaponSlot 1,Redeemer,ClericMace
    Player.WeaponSlot 2,ClericCrossbow,SerpentStaff
    Player.WeaponSlot 3,IronWard,Firestorm
    Player.WeaponSlot 4,StaffOfDSparil,Wraithverge
    Player.ColorRange 146,163
    Player.ColorSet 0,"Blue",146,163,161
    Player.ColorSetFile 1,"Red","TRANTBL7",0xB3
    Player.ColorSetFile 2,"Gold","TRANTBL8",0x8C
    Player.ColorSetFile 3,"Dull Green","TRANTBL9",0x41
    Player.ColorSetFile 4,"Green","TRANTBLA",0xC9
    Player.ColorSetFile 5,"Gray","TRANTBLB",0x30
    Player.ColorSetFile 6,"Brown","TRANTBLC",0x72
    Player.ColorSetFile 7,"Purple","TRANTBLD",0xEE
    DamageFactor "Player", 0
    DamageFactor "Cube", 0
    DamageFactor "Meteor", 0
    DamageFactor "Dragon", 0
    DamageFactor "Lantern", 0
    DamageFactor "EFighter", 0.5
    DamageFactor "ECleric", 0.5
    DamageFactor "EMage", 0.5
    DamageFactor "PodExplode", 4.0
    DamageFactor "Glyph", 4.0
    PainChance "Player", 0
    PainChance "Meteor", 0
    PainChance "Dragon", 0
    PainChance "Lantern", 0
    States
    {
    Spawn:
	CLER A 0 A_JumpIfInventory("NoMorphTimer",1,2)
	CLER A 0 A_ChangeFlag("DONTMORPH",0)
	CLER A -1
	Goto Spawn+2
    See:
	CLER ABCD 4
	Loop
    Pain:
	CLER H 4
	CLER H 4 A_Pain
	Goto Spawn
    Pain.Curse:
	TNT1 A 0 A_GiveInventory("Cursed1",1)
	TNT1 A 0 A_GiveInventory("Cursed2",1)
	TNT1 A 0 A_PlaySound("ironlich/curse/hit")
	TNT1 A 0 A_JumpIfInventory("PowerBlindness",1,2)
	TNT1 A 0 A_SetBlend("Red",0.3,280)
	TNT1 A 0 A_Print("CURSED!",8)
	Goto See
    Pain.CurseNM:
	TNT1 A 0 A_GiveInventory("Cursed1NM",1)
	TNT1 A 0 A_GiveInventory("Cursed2NM",1)
	TNT1 A 0 A_PlaySound("ironlich/curse/hit")
	TNT1 A 0 A_JumpIfInventory("PowerBlindness",1,2)
	TNT1 A 0 A_SetBlend("Red",0.3,420)
	TNT1 A 0 A_Print("CURSED!",12)
	Goto See
    Pain.Slow:
	TNT1 A 0 A_GiveInventory("Slowed",1)
	TNT1 A 0 A_PlaySound("dsparil/slow/hit")
	TNT1 A 0 A_SetBlend("Red",0.3,280)
	TNT1 A 0 A_Print("SLOWED!",8)
	Goto See
    Pain.SlowNM:
	TNT1 A 0 A_GiveInventory("SlowedNM",1)
	TNT1 A 0 A_PlaySound("dsparil/slow/hit")
	TNT1 A 0 A_SetBlend("Red",0.3,420)
	TNT1 A 0 A_Print("SLOWED!",12)
	Goto See
    Pain.Blindness:
//	TNT1 A 0 ACS_ExecuteAlways(815,0,0,0,0)
	TNT1 A 0 A_PlaySound("oknight/dimvision/hit")
	TNT1 A 0 A_SetBlend("Black",1.0,280)
	TNT1 A 0 A_Print("BLINDED!",6)
	Goto See
    Pain.Gravity:
	TNT1 A 0 A_GiveInventory("HighGravity",1)
	TNT1 A 0 A_PlaySound("oknight/gravity/hit")
	TNT1 A 0 A_SetBlend("Red",0.3,280)
	TNT1 A 0 A_Print("WEIGHTED DOWN!",8)
	Goto See
    Pain.Confuse:
	TNT1 A 0 A_GiveInventory("Confusion",1)
	TNT1 A 0 A_PlaySound("oknight/confuse/hit")
	TNT1 A 0 A_SetBlend("Red",0.3,210)
	TNT1 A 0 A_Print("CONFUSED!",6)
	Goto See
    Pain.BloodMana:
	TNT1 A 0 A_GiveInventory("BloodMana",1)
	TNT1 A 0 A_PlaySound("oknight/bloodmana/hit")
	TNT1 A 0 A_JumpIfInventory("PowerBlindness",1,2)
	TNT1 A 0 A_SetBlend("Red",0.3,210)
	TNT1 A 0 A_Print("BLOOD MANA!",8)
	Goto See
    Pain.Madness:
	CHER H 0 ACS_Execute(814,0,0,0,0)
	Goto Pain
    Pain.WraithGhost:
	CLER H 0 A_JumpIf(1 >= ACS_ExecuteWithResult(803,0,0,0,0),6)
	CLER H 0 A_JumpIf(4 <= ACS_ExecuteWithResult(803,0,0,0,0),7)
	CLER H 0 A_TakeInventory("BlueMana",random(6,12))
	CLER H 0 A_TakeInventory("GreenMana",random(6,12))
	CLER H 0 A_TakeInventory("GoldMana",random(6,12))
	CLER H 0 A_TakeInventory("RedeemedSoul",random(1,3))
	CLER H 4
	CLER H 4 A_Pain
	Goto Spawn
	CLER H 0 A_TakeInventory("BlueMana",random(12,20))
	CLER H 0 A_TakeInventory("GreenMana",random(12,20))
	CLER H 0 A_TakeInventory("GoldMana",random(12,20))
	CLER H 0 A_TakeInventory("RedeemedSoul",random(2,5))
	CLER H 4
	CLER H 4 A_Pain
	Goto Spawn
    Pain.OKnight:
	CLER H 0 A_TakeInventory("BlueMana",random(30,50))
	CLER H 0 A_TakeInventory("GreenMana",random(30,50))
	CLER H 0 A_TakeInventory("GoldMana",random(30,50))
	CLER H 0 A_TakeInventory("RedeemedSoul",random(6,12))
	CLER H 0 A_GiveToTarget("Health",random(40,60))
	CLER H 4
	CLER H 4 A_Pain
	Goto Spawn
    Pain.NecroShot:
	CLER H 0 A_GiveToTarget("Health",random(40,60))
	Goto Pain
	CLER H 4
	CLER H 4 A_Pain
	Goto Spawn
    Missile:
    Melee:
	CLER EFG 6
	Goto Spawn
    Death:
	CLER I 0 A_TakeInventory("NoMorphTimer",1)
	CLER I 0 A_TakeInventory("ForceCubeTimerRight",1)
	CLER I 0 A_TakeInventory("ForceCubeTimerLeft",1)
	CLER I 0 A_TakeInventory("NoSeekTimer",1)
	CLER I 6
	CLER J 6 A_PlayerScream
	CLER KL 6
	CLER M 6 A_NoBlocking
	CLER NOP 6
	CLER Q -1
	Stop		
    XDeath:
	CLER R 0 A_TakeInventory("NoMorphTimer",1)
	CLER R 0 A_TakeInventory("ForceCubeTimerRight",1)
	CLER R 0 A_TakeInventory("ForceCubeTimerLeft",1)
	CLER R 0 A_TakeInventory("NoSeekTimer",1)
	CLER R 5 A_PlayerScream
	CLER S 5 A_SkullPop("BloodyClericSkull")
	CLER T 5 A_NoBlocking
	CLER UVWXYZ 5
	CLER [ -1
	Stop
    Ice:
	CLER "\" 0 A_TakeInventory("NoMorphTimer",1)
	CLER "\" 0 A_TakeInventory("ForceCubeTimerRight",1)
	CLER "\" 0 A_TakeInventory("ForceCubeTimerLeft",1)
	CLER "\" 0 A_TakeInventory("NoSeekTimer",1)
	CLER "\" 5 A_FreezeDeath
	CLER "\" 1 A_FreezeDeathChunks
	Wait
    Death.Frost:
	CLER "\" 0 A_TakeInventory("NoMorphTimer",1)
	CLER "\" 0 A_TakeInventory("ForceCubeTimerRight",1)
	CLER "\" 0 A_TakeInventory("ForceCubeTimerLeft",1)
	CLER "\" 0 A_TakeInventory("NoSeekTimer",1)
	CLER "\" 5 A_FreezeDeath
	CLER "\" 1 A_FreezeDeathChunks
	Wait
    Death.Hammer:
    Burn:
	FDTH C 0 A_TakeInventory("NoMorphTimer",1)
	FDTH C 0 A_TakeInventory("ForceCubeTimerRight",1)
	FDTH C 0 A_TakeInventory("ForceCubeTimerLeft",1)
	FDTH C 0 A_TakeInventory("NoSeekTimer",1)
	FDTH C 5 Bright A_PlaySound("*burndeath")
	FDTH D 4 Bright
	FDTH G 5 Bright
	FDTH H 4 Bright A_PlayerScream
	FDTH I 5 Bright
	FDTH J 4 Bright
	FDTH K 5 Bright
	FDTH L 4 Bright
	FDTH M 5 Bright
	FDTH N 4 Bright
	FDTH O 5 Bright
	FDTH P 4 Bright
	FDTH Q 5 Bright
	FDTH R 4 Bright
	FDTH S 5 Bright A_NoBlocking
	FDTH T 4 Bright
	FDTH U 5 Bright
	FDTH V 4 Bright
	ACLO E 35 A_CheckPlayerDone
	Wait
	ACLO E 8
	Stop
    }
}

ACTOR MageClass : MagePlayer replaces MagePlayer
{
    Health 100
    ReactionTime 0
    PainChance 255
    Radius 16
    Height 64
    Speed 1
    +NOSKIN
    PainSound "PlayerMagePain"
    RadiusDamageFactor 0.25
    Player.JumpZ 9.75
    Player.Viewheight 48
    Player.DisplayName "Mage"
    Player.SoundClass "Mage"
    Player.ScoreIcon "MAGEFACE"
    Player.InvulnerabilityMode "Reflective"
    Player.HealRadiusType "Mana"
    Player.HexenArmor 5,10,10,10,25
    Player.StartItem "Sickle"
    Player.StartItem "WandPower", 100
    Player.ForwardMove 0.88, 0.92
    Player.SideMove 0.875, 0.925
    Player.FlechetteType "ArtiPoisonBag2"
    Player.WeaponSlot 1,Totem,Sickle
    Player.WeaponSlot 2,SapphireWand,FrostShards
    Player.WeaponSlot 3,KingLoricsHeart,ArcOfDeath
    Player.WeaponSlot 4,StaffOfDSparil,Bloodscourge
    Player.ColorRange 146,163
    Player.ColorSet 0,"Blue",146,163,161
    Player.ColorSetFile 1,"Red","TRANTBL7",0xB3
    Player.ColorSetFile 2,"Gold","TRANTBL8",0x8C
    Player.ColorSetFile 3,"Dull Green","TRANTBL9",0x41
    Player.ColorSetFile 4,"Green","TRANTBLA",0xC9
    Player.ColorSetFile 5,"Gray","TRANTBLB",0x30
    Player.ColorSetFile 6,"Brown","TRANTBLC",0x72
    Player.ColorSetFile 7,"Purple","TRANTBLD",0xEE
    DamageFactor "Player", 0
    DamageFactor "Cube", 0
    DamageFactor "Meteor", 0
    DamageFactor "Dragon", 0
    DamageFactor "Lantern", 0
    DamageFactor "EFighter", 0.5
    DamageFactor "ECleric", 0.5
    DamageFactor "EMage", 0.5
    DamageFactor "PodExplode", 4.0
    DamageFactor "Glyph", 4.0
    PainChance "Player", 0
    PainChance "Meteor", 0
    PainChance "Dragon", 0
    PainChance "Lantern", 0
    States
    {
    Spawn:
	MAGE A 0 A_JumpIfInventory("NoMorphTimer",1,2)
	MAGE A 0 A_ChangeFlag("DONTMORPH",0)
	MAGE A -1
	Goto Spawn+2
    See:
	MAGE ABCD 4
	Loop
    Missile:
    Melee:
	MAGE EF 8
	Goto Spawn
    Pain:
	MAGE G 4
	MAGE G 4 A_Pain
	Goto Spawn
    Pain.Curse:
	TNT1 A 0 A_GiveInventory("Cursed1",1)
	TNT1 A 0 A_GiveInventory("Cursed2",1)
	TNT1 A 0 A_PlaySound("ironlich/curse/hit")
	TNT1 A 0 A_JumpIfInventory("PowerBlindness",1,2)
	TNT1 A 0 A_SetBlend("Red",0.3,280)
	TNT1 A 0 A_Print("CURSED!",8)
	Goto See
    Pain.CurseNM:
	TNT1 A 0 A_GiveInventory("Cursed1NM",1)
	TNT1 A 0 A_GiveInventory("Cursed2NM",1)
	TNT1 A 0 A_PlaySound("ironlich/curse/hit")
	TNT1 A 0 A_JumpIfInventory("PowerBlindness",1,2)
	TNT1 A 0 A_SetBlend("Red",0.3,420)
	TNT1 A 0 A_Print("CURSED!",12)
	Goto See
    Pain.Slow:
	TNT1 A 0 A_GiveInventory("Slowed",1)
	TNT1 A 0 A_PlaySound("dsparil/slow/hit")
	TNT1 A 0 A_SetBlend("Red",0.3,280)
	TNT1 A 0 A_Print("SLOWED!",8)
	Goto See
    Pain.SlowNM:
	TNT1 A 0 A_GiveInventory("SlowedNM",1)
	TNT1 A 0 A_PlaySound("dsparil/slow/hit")
	TNT1 A 0 A_SetBlend("Red",0.3,420)
	TNT1 A 0 A_Print("SLOWED!",12)
	Goto See
    Pain.Blindness:
//	TNT1 A 0 ACS_ExecuteAlways(815,0,0,0,0)
	TNT1 A 0 A_GiveInventory("Blindness")
	TNT1 A 0 A_PlaySound("oknight/dimvision/hit")
	TNT1 A 0 A_SetBlend("Black",1.0,280)
	TNT1 A 0 A_Print("BLINDED!",6)
	Goto See
    Pain.Gravity:
	TNT1 A 0 A_GiveInventory("HighGravity",1)
	TNT1 A 0 A_PlaySound("oknight/gravity/hit")
	TNT1 A 0 A_JumpIfInventory("PowerBlindness",1,2)
	TNT1 A 0 A_SetBlend("Red",0.3,280)
	TNT1 A 0 A_Print("WEIGHTED DOWN!",8)
	Goto See
    Pain.Confuse:
	TNT1 A 0 A_GiveInventory("Confusion",1)
	TNT1 A 0 A_PlaySound("oknight/confuse/hit")
	TNT1 A 0 A_JumpIfInventory("PowerBlindness",1,2)
	TNT1 A 0 A_SetBlend("Red",0.3,210)
	TNT1 A 0 A_Print("CONFUSED!",6)
	Goto See
    Pain.BloodMana:
	TNT1 A 0 A_GiveInventory("BloodMana",1)
	TNT1 A 0 A_PlaySound("oknight/bloodmana/hit")
	TNT1 A 0 A_JumpIfInventory("PowerBlindness",1,2)
	TNT1 A 0 A_SetBlend("Red",0.3,210)
	TNT1 A 0 A_Print("BLOOD MANA!",8)
	Goto See
    Pain.Madness:
	MAGE G 0 ACS_Execute(814,0,0,0,0)
	Goto Pain
    Pain.WraithGhost:
	MAGE G 0 A_JumpIf(1 >= ACS_ExecuteWithResult(803,0,0,0,0),6)
	MAGE G 0 A_JumpIf(4 <= ACS_ExecuteWithResult(803,0,0,0,0),7)
	MAGE G 0 A_TakeInventory("BlueMana",random(6,12))
	MAGE G 0 A_TakeInventory("GreenMana",random(6,12))
	MAGE G 0 A_TakeInventory("GoldMana",random(6,12))
	MAGE G 0 A_TakeInventory("Mojo",random(3,8))
	MAGE G 4
	MAGE G 4 A_Pain
	Goto Spawn
	MAGE G 0 A_TakeInventory("BlueMana",random(12,20))
	MAGE G 0 A_TakeInventory("GreenMana",random(12,20))
	MAGE G 0 A_TakeInventory("GoldMana",random(12,20))
	MAGE G 0 A_TakeInventory("Mojo",random(7,12))
	MAGE G 4
	MAGE G 4 A_Pain
	Goto Spawn
    Pain.OKnight:
	MAGE G 0 A_TakeInventory("BlueMana",random(30,50))
	MAGE G 0 A_TakeInventory("GreenMana",random(30,50))
	MAGE G 0 A_TakeInventory("GoldMana",random(30,50))
	MAGE G 0 A_TakeInventory("Mojo",random(15,30))
	MAGE G 0 A_GiveToTarget("Health",random(40,60))
	MAGE G 4
	MAGE G 4 A_Pain
	Goto Spawn
    Pain.NecroShot:
	MAGE G 0 A_GiveToTarget("Health",random(40,60))
	Goto Pain
	MAGE G 4
	MAGE G 4 A_Pain
	Goto Spawn
    Death:
	MAGE H 0 A_TakeInventory("NoMorphTimer",1)
	MAGE H 0 A_TakeInventory("ForceCubeTimerRight",1)
	MAGE H 0 A_TakeInventory("ForceCubeTimerLeft",1)
	MAGE H 0 A_TakeInventory("NoSeekTimer",1)
	MAGE H 6
	MAGE I 6 A_PlayerScream
	MAGE JK 6
	MAGE L 6 A_NoBlocking
	MAGE M 6
	MAGE N -1
	Stop		
    XDeath:
	MAGE O 0 A_TakeInventory("NoMorphTimer",1)
	MAGE O 0 A_TakeInventory("ForceCubeTimerRight",1)
	MAGE O 0 A_TakeInventory("ForceCubeTimerLeft",1)
	MAGE O 0 A_TakeInventory("NoSeekTimer",1)
	MAGE O 5 A_PlayerScream
	MAGE P 5 A_SkullPop("BloodyMageSkull")
	MAGE R 5 A_NoBlocking
	MAGE STUVW 5
	MAGE X -1
	Stop
    Ice:
	MAGE Y 0 A_TakeInventory("NoMorphTimer",1)
	MAGE Y 0 A_TakeInventory("ForceCubeTimerRight",1)
	MAGE Y 0 A_TakeInventory("ForceCubeTimerLeft",1)
	MAGE Y 0 A_TakeInventory("NoSeekTimer",1)
	MAGE Y 5 A_FreezeDeath
	MAGE Y 1 A_FreezeDeathChunks
	Wait
    Death.Frost:
	MAGE Y 0 A_TakeInventory("NoMorphTimer",1)
	MAGE Y 0 A_TakeInventory("ForceCubeTimerRight",1)
	MAGE Y 0 A_TakeInventory("ForceCubeTimerLeft",1)
	MAGE Y 0 A_TakeInventory("NoSeekTimer",1)
	MAGE Y 5 A_FreezeDeath
	MAGE Y 1 A_FreezeDeathChunks
	Wait
    Death.Hammer:
    Burn:
	FDTH E 0 A_TakeInventory("NoMorphTimer",1)
	FDTH E 0 A_TakeInventory("ForceCubeTimerRight",1)
	FDTH E 0 A_TakeInventory("ForceCubeTimerLeft",1)
	FDTH E 0 A_TakeInventory("NoSeekTimer",1)
	FDTH E 5 Bright A_PlaySound("*burndeath")
	FDTH F 4 Bright
	FDTH G 5 Bright
	FDTH H 4 Bright A_PlayerScream
	FDTH I 5 Bright
	FDTH J 4 Bright
	FDTH K 5 Bright
	FDTH L 4 Bright
	FDTH M 5 Bright
	FDTH N 4 Bright
	FDTH O 5 Bright
	FDTH P 4 Bright
	FDTH Q 5 Bright
	FDTH R 4 Bright
	FDTH S 5 Bright A_NoBlocking
	FDTH T 4 Bright
	FDTH U 5 Bright
	FDTH V 4 Bright
	ACLO E 35 A_CheckPlayerDone
	Wait
	ACLO E 8
	Stop
    }
}

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

ACTOR BloodyClericSkull : BloodyFighterSkull
{
    States
    {
    Spawn:
	CSKL A 0
	CSKL ABCDFGH 5 A_CheckFloor("Hit")
	Goto Spawn+1
    Hit:
	CSKL I 16 //A_CheckPlayerDone
	Wait
    }
}


ACTOR BloodyMageSkull : BloodySkull replaces BloodySkull
{
    States
    {
    Spawn:
	MGSK A 0
	MGSK ABCDE 5 A_CheckFloor("Hit")
	Goto Spawn+1
    Hit:
	MGSK F 16 //A_CheckPlayerDone
	Wait
    }
}

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

ACTOR BloodyEFighterSkull
{
    Radius 4
    Height 4
    +NOBLOCKMAP
    +DROPOFF
    +LOWGRAVITY
    +CANNOTPUSH
    +SKYEXPLODE
    +NOBLOCKMONST
    States
    {
    Spawn:
	BSKL A 0
	BSKL ABCDFGH 5 A_CheckFloor("Hit")
	Goto Spawn+1
    Hit:
	BSKL I 16
	Wait
    }
}

ACTOR BloodyEClericSkull
{
    Radius 4
    Height 4
    +NOBLOCKMAP
    +DROPOFF
    +LOWGRAVITY
    +CANNOTPUSH
    +SKYEXPLODE
    +NOBLOCKMONST
    States
    {
    Spawn:
	CSKL A 0
	CSKL ABCDFGH 5 A_CheckFloor("Hit")
	Goto Spawn+1
    Hit:
	CSKL I 16
	Wait
    }
}


ACTOR BloodyEMageSkull
{
    Radius 4
    Height 4
    +NOBLOCKMAP
    +DROPOFF
    +LOWGRAVITY
    +CANNOTPUSH
    +SKYEXPLODE
    +NOBLOCKMONST
    States
    {
    Spawn:
	MGSK A 0
	MGSK ABCDE 5 A_CheckFloor("Hit")
	Goto Spawn+1
    Hit:
	MGSK F 16
	Wait
    }
}

ACTOR BlindCheck : Inventory
{
    Inventory.Amount 1
    Inventory.MaxAmount 1
    -INVENTORY.INVBAR
}