
//==============================================================================
//==================== Corvettes's Super Basic Melee Staff =====================
//==============================================================================


ACTOR ClassicMeleeStaff : HereticWeapon
{
	Weapon.YAdjust 5
	Inventory.RestrictedTo "Corvette"
	Inventory.ForbiddenTo "BrutalCorvus"
	Obituary "$OB_MPSTAFF"
	Tag "$TAG_STAFF"
	Weapon.SelectionOrder 6
	Weapon.SlotPriority 1
	Weapon.SlotNumber 1	
	//+NOALERT
	+THRUGHOST
	+WIMPY_WEAPON
	+MELEEWEAPON
	+NOEXTREMEDEATH
	+DONTSPLASH
	
	States
	{
		Spawn:
			TNT1 A -1
			Stop
		Ready:
			STAF A 0 A_JumpIfInventory("Action1",1,"Kicking")
			TNT1 A 0 A_JumpIfInventory("PowerClassicLevel2",1,"PoweredReady")
			STAF A 1 A_WeaponReady(WRF_ALLOWRELOAD)
			Loop
		PoweredReady:
			STFF DD 1 A_WeaponReady (WRF_ALLOWRELOAD)
			TNT1 A 0 A_JumpIfInventory("Action1",1,"Kicking")
			STFF EE 1 A_WeaponReady (WRF_ALLOWRELOAD)
			TNT1 A 0 A_JumpIfInventory("Action1",1,"Kicking")
			STFF FF 1 A_WeaponReady (WRF_ALLOWRELOAD)
			TNT1 A 0 A_JumpIfInventory("Action1",1,"Kicking")
			Goto Ready
		Deselect:
			STAF A 0 A_Lower
			STAF A 1 A_Lower
			Loop
		Select:
			TNT1 A 0 A_JumpIfInventory("PowerClassicLevel2",1,"PoweredSelect")
			STAF A 0 A_Raise
			STAF A 1 A_Raise
			Loop
		PoweredDeselect:
			STFF E 0 A_Lower
			STFF E 1 A_Lower
			Goto Deselect
		PoweredSelect:
			STFF F 0 A_Raise
			STFF F 1 A_Raise
			Goto Select
		Fire:
			TNT1 A 0 A_JumpIfInventory("PowerClassicLevel2",1,"PoweredFire")
			goto Fire1
		Fire1:
			STAF A 1 Offset(0,62)
			STAF A 1 A_PlayWeaponSound("STAFSWNG")
			TNT1 A 0 A_Recoil(-3)
			STAF B 1 
			STAF B 1 A_CustomPunch(random(10,15),TRUE,0,"BrutalStaffPuff",104)
			STAF C 2
			STAF B 1
			TNT1 A 0 A_Recoil(2)
			STAF A 1
			STAF A 1 Offset(0,62)
			TNT1 A 2
			TNT1 A 0 A_ReFire("Fire2")
			Goto Ready
		Fire2:			
			STAF D 1 A_PlayWeaponSound("STAFSWNG")
			TNT1 A 0 A_Recoil(-1)
			STAF E 1 A_WeaponOffset(0,32)
			STAF M 2 Offset(-5,0) A_CustomPunch(random(20,30)+(CallACS("StrengthCalculator")/3),TRUE,0,"BrutalStaffPuff",128)
			STAF M 3 A_WeaponOffset(-15,32)
			STAF M 2 A_WeaponOffset(-5,32)
			STAF E 1 A_WeaponOffset(0,32)
			TNT1 A 0 A_Recoil(1)
			STAF D 2			
			TNT1 A 0 A_ReFire("Fire3")
			Goto Ready
		Fire3:
			STAF F 1 A_PlayWeaponSound("STAFSWNG")
			TNT1 A 0 A_Recoil(-1)
			STAF G 1 A_WeaponOffset(0,32)
			STAF H 2 Offset(5,0) A_CustomPunch(random(35,55)+(CallACS("StrengthCalculator")/3),TRUE,0,"BrutalStaffPuff",128)
			STAF H 3 A_WeaponOffset(15,32)
			STAF H 2 A_WeaponOffset(5,32)
			STAF G 1 A_WeaponOffset(0,32)
			TNT1 A 0 A_Recoil(1)
			STAF F 2
			TNT1 A 0 A_ReFire("Fire4")
			Goto Ready
		Fire4:
			STAF I 1 Offset(0,62)
			STAF I 1 A_PlayWeaponSound("STAFSWNG")
			TNT1 A 0 A_Recoil(-3)
			STAF J 1 A_WeaponOffset(0,52)
			STAF L 1 A_WeaponOffset(0,42)
			STAF L 1 A_CustomPunch(random(45,70)+(CallACS("StrengthCalculator")/3),TRUE,0,"BrutalStaffPuff",104)
			STAF L 3 A_WeaponOffset(0,40)
			STAF L 3 A_WeaponOffset(0,42)
			STAF J 2 A_WeaponOffset(0,52)
			TNT1 A 0 A_Recoil(2)
			STAF I 1
			STAF I 1 A_WeaponOffset(0,62)
			TNT1 A 1 A_WeaponOffset(0,32)
			TNT1 A 0 A_ReFire("Fire2")
			Goto Ready
		AltFire:
			TNT1 A 0 A_JumpIf(CallACS("ExpressSkills")==1, "SuperAttack")
			TNT1 A 0 A_JumpIfInventory("Level",2,"SuperAttack")
			TNT1 A 0 ACS_NamedExecuteAlways("NeedLevelAttack",0,2)
			Goto Ready
		SuperAttack:
			STAF A 1 Offset(0,55)
			STAF A 1 Offset(0,75)
			STAF A 1 Offset(0,85)
			FSPN E 1 Offset(0,70)
			FSPN E 1 Offset(0,55)
			FSPN E 1 Offset(0,40)
			TNT1 A 0 A_GiveInventory("ReflectorToken")
			TNT1 A 0 A_SpawnItemEx("MissileReflector",15,-9)
			TNT1 A 0 A_SpawnItemEx("MissileReflector2",15,-4)
			TNT1 A 0 A_SpawnItemEx("MissileReflector3",15)
			TNT1 A 0 A_SpawnItemEx("MissileReflector4",15,4)
			TNT1 A 0 A_SpawnItemEx("MissileReflector5",15,9)
		SpinLoop:
			TNT1 A 0 Offset(0,50)
			TNT1 A 0 A_JumpIfInventory("PowerClassicLevel2",1,"PoweredHold")
			TNT1 A 0 A_PlayWeaponSound("WHOP")
			FSPN ABCD 2
			FSPN E 1 
			FSPN E 1 A_Refire("SpinLoop")
			TNT1 A 0 A_TakeInventory("ReflectorToken")
			FSPN E 1 Offset(0,40)
			FSPN E 1 Offset(0,45)
			FSPN E 1 Offset(0,52)
			FSPN E 1 Offset(0,61)
			FSPN E 1 Offset(0,72)			
			FSPN E 1 Offset(0,85)
			FSPN E 1 Offset(0,100)
			TNT1 A 10
			STAF A 1 Offset(0,85)
			STAF A 1 Offset(0,75)
			STAF A 1 Offset(0,55)
			STAF A 1 Offset(0,35)			
			Goto Ready
		PoweredHold:
			TNT1 A 1 A_JumpIfInventory("PowerClassicLevel2",1,1)
			Goto Ready
			TNT1 A 0 A_PlayWeaponSound("WHOP")
			TNT1 A 0 A_SetReflective
			TNT1 A 0 A_SetGravity(0.7)
			TNT1 A 0 A_RadiusThrust(-650,640,RTF_NOIMPACTDAMAGE)
			TNT1 A 0 A_RadiusThrust(-50,640,RTF_NOIMPACTDAMAGE|RTF_THRUSTZ)
			SSPN A 1 A_CustomPunch(random(10,20)+(CallACS("StrengthCalculator")/3),TRUE,CPF_NOTURN|CPF_STEALARMOR,"BrutalStaffPuff",64,1)
			TNT1 A 0 A_RadiusThrust(-650,640,RTF_NOIMPACTDAMAGE)
			TNT1 A 0 A_RadiusThrust(-5,640,RTF_NOIMPACTDAMAGE|RTF_THRUSTZ)
			SSPN B 1 A_SetReflectiveInvulnerable
			TNT1 A 0 A_RadiusThrust(-650,640,RTF_NOIMPACTDAMAGE)
			TNT1 A 0 A_RadiusThrust(-5,640,RTF_NOIMPACTDAMAGE|RTF_THRUSTZ)
			SSPN C 1
			TNT1 A 0 A_UnSetReflectiveInvulnerable
			TNT1 A 0 A_RadiusThrust(-650,640,RTF_NOIMPACTDAMAGE)
			TNT1 A 0 A_RadiusThrust(-5,640,RTF_NOIMPACTDAMAGE|RTF_THRUSTZ)
			SSPN F 1 A_CustomPunch(random(10,20)+(CallACS("StrengthCalculator")/3),TRUE,CPF_NOTURN|CPF_STEALARMOR,"BrutalStaffPuff",64,1)
			TNT1 A 0 A_UnSetReflective
			TNT1 A 0 A_SetGravity(1)
			TNT1 A 0 A_Refire("PoweredHold")
			Goto Ready
		PoweredFire:
			TNT1 A 1 A_JumpIfInventory("PowerClassicLevel2",1,"PoweredFire1")
			goto Ready
		PoweredFire1:
			STFF F 1 Offset(0,62)
			STFF F 1 A_PlayWeaponSound("STAFSWNG")
			TNT1 A 0 A_Recoil(-3)
			STFF G 1 
			STFF H 1 A_CustomPunch(random(15,25) + (CallACS("StrengthCalculator")),TRUE,0,"BrutalPoweredStaffPuff",104)
			STFF H 2
			STFF G 1
			TNT1 A 0 A_Recoil(2)
			STFF F 1
			STFF F 1 Offset(0,62)
			TNT1 A 2
			TNT1 A 0 A_ReFire("PoweredFire2")
			Goto Ready
		PoweredFire2:
			TNT1 A 0 A_JumpIfInventory("PowerClassicLevel2",1,2)
			goto Ready
			STFR A 1 Offset(0,62)
			STFR A 1 A_PlayWeaponSound("STAFSWNG")
			TNT1 A 0 A_Recoil(-3)
			STFR B 1 
			STFR C 1 A_CustomPunch(random(25,40)+(CallACS("StrengthCalculator")),TRUE,0,"BrutalPoweredStaffPuff",104)
			STFR C 2
			STFR B 1
			TNT1 A 0 A_Recoil(2)
			STFR A 1
			STFR A 1 Offset(0,62)
			TNT1 A 2
			TNT1 A 0 A_ReFire("PoweredFire3")
			Goto Ready
		PoweredFire3:
			TNT1 A 0 A_JumpIfInventory("PowerClassicLevel2",1,2)
			goto Ready
			STFL A 1 Offset(0,62)
			STFL A 1 A_PlayWeaponSound("STAFSWNG")
			TNT1 A 0 A_Recoil(-3)
			STFL B 1 
			STFL C 1 A_CustomPunch(random(35,55)+(CallACS("StrengthCalculator")),TRUE,0,"BrutalPoweredStaffPuff",104)
			STFL C 2 
			STFL B 1
			TNT1 A 0 A_Recoil(2)
			STFL A 1
			STFL A 1 Offset(0,62)
			TNT1 A 2
			TNT1 A 0 A_ReFire("PoweredFire4")
			Goto Ready
		PoweredFire4:
			TNT1 A 0 A_JumpIfInventory("PowerHDLevel2",1,2)
			goto Ready
			STFC A 1 Offset(0,62)
			STFC A 1 Bright A_PlayWeaponSound("STAFSWNG")
			TNT1 A 0 A_Recoil(-3)
			STFC B 2 Bright
			STFC C 1 Bright A_CustomPunch(random(45,70)+(CallACS("StrengthCalculator")*2),TRUE,0,"BrutalPoweredStaffPuff",104)
			STFC C 2  
			STFC B 2
			TNT1 A 0 A_Recoil(2)
			STFC A 1
			STFC A 1 Offset(0,62)
			TNT1 A 2
			TNT1 A 0 A_ReFire("PoweredFire2")
			Goto Ready
		Kicking:
			STAF A 1 Offset(0,42)
			STAF A 1 Offset(0,52)
			STAF A 1 Offset(0,62)
			STAF A 1 Offset(0,72)
			STAF A 1 Offset(0,82)
			TNT1 A 0 A_PlaySound("WHOP")
			CKCK B 1 Offset(35,20)
			CKCK B 1 Offset(30,20)
			CKCK C 1 Offset(20,10)
			TNT1 A 0 A_FireCustomMissile("BootOfFury",0,0,0,0)
			TNT1 A 0 A_Recoil(-6)
			CKCK E 1 Offset(-30,40)
			CKCK E 1 Offset(-28,38)
			CKCK E 1 Offset(-32,40)
			CKCK E 1 Offset(-30,38)
			TNT1 A 0 A_Recoil(3)
			CKCK C 1 Offset(20,10)
			CKCK B 1 Offset(30,20)
			CKCK B 1 Offset(35,20)
			CKCK AA 1
			TNT1 AAA 1
			STAF A 1 Offset(-1,76)
			STAF A 1 Offset(0,72)
			STAF A 1 Offset(0,66)
			STAF A 1 Offset(0,58)
			STAF A 1 Offset(0,52)
			TNT1 A 0 A_JumpIfInventory("Action1",1,"Kicking")
			Goto Ready
		Reload:
			TNT1 A 0 A_WeaponReady(WRF_NOSWITCH|WRF_NOFIRE)
			STAF I 3
			STAF J 3 A_SetSpeed(0)
			TNT1 A 0 A_SetSpeed(0)
			STAF L 22 Bright
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,0,45,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,0,44,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,1,44,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,-1,44,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,0,43,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,0,42,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,1,42,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,-1,42,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,2,42,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,-2,42,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,0,41,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,2,41,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,-2,41,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,0,40,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,2,40,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,-2,40,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_PlaySound("GNTHIT")
			STAF L 19 Bright
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,0,45,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,0,44,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,1,44,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,-1,44,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,0,43,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,0,42,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,1,42,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,-1,42,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,2,42,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,-2,42,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,0,41,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,2,41,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,-2,41,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,0,40,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,2,40,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,-2,40,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_PlaySound("GNTHIT")
			STAF L 16 Bright
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,0,45,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,0,44,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,1,44,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,-1,44,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,0,43,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,0,42,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,1,42,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,-1,42,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,2,42,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,-2,42,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,0,41,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,2,41,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,-2,41,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,0,40,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,2,40,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,-2,40,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_PlaySound("GNTHIT")
			STAF L 13 Bright
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,0,45,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,0,44,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,1,44,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,-1,44,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,0,43,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,0,42,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,1,42,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,-1,42,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,2,42,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,-2,42,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,0,41,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,2,41,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,-2,41,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,0,40,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,2,40,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle",8,-2,40,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_PlaySound("GNTHIT")
			STAF L 10 Bright
			TNT1 A 0 A_SpawnItemEx("RegenParticle2",8,0,45,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle2",8,0,44,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle2",8,1,44,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle2",8,-1,44,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle2",8,0,43,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle2",8,0,42,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle2",8,1,42,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle2",8,-1,42,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle2",8,2,42,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle2",8,-2,42,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle2",8,0,41,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle2",8,2,41,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle2",8,-2,41,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle2",8,0,40,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle2",8,2,40,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("RegenParticle2",8,-2,40,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_PlaySound("WPNUPL")
			TNT1 A 0 A_JumpIfInventory("PowerClassicLevel2",1,"PoweredReload")
			TNT1 A 0 A_GiveInventory(Health, 10)
			STAF L 10 Bright A_SetBlend("20 99 20",0.5,10)
			STAF J 3
			STAF I 3 A_SetSpeed(1)
			TNT1 A 0 A_WeaponReady
			Goto Ready
		Reload2:
			TNT1 A 0 A_JumpIfInventory("PowerClassicLevel2",1,"PoweredReload")
			TNT1 A 0 A_GiveInventory(Health, 100)
			STAF L 10 Bright A_SetBlend("20 99 20",0.5,10)
			STAF J 3 
			STAF I 3 A_SetSpeed(1)
			Goto Ready
		PoweredReload:
			TNT1 A 0 A_GiveInventory(Health, 100)
			STAF L 10 Bright A_SetBlend("20 99 20",0.5,10)
			STAF J 3 
			STAF I 3 A_SetSpeed(1)
			Goto Ready
	}
}