actor Jitterskull : PlayerPawn
{
	Health 150
	limitedtoteam 1
	Mass 1500
	player.forwardmove 1.0
	player.sidemove 1.0
	Player.Maxhealth 150
	Player.DisplayName "Jitterskull"
	Player.ColorRange 80, 111
	player.soundclass "jskull"
	player.startitem "JitterskullWeapon"
	player.crouchsprite ""
	bloodtype "jitterchip"
	maxstepheight 180
	scale 0.24
	+NOICEDEATH
	+FLOORHUGGER
	player.jumpz 0
	+NOSKIN
	States
	{
	Spawn:
	JSKL A 0 ACS_Execute(984,0)
	JSKL A 1
	loop
	See:
	JSKL A 0 A_PlaysoundEx("skullact", "Body")
	JSKL ABCBABCABCABCABC 1
	JSKL A 1 A_Recoil(-255)
	JSKL A 0 A_Stop
	Goto Spawn
	Missile:
	JSKL A 1
	JSKL A 1 A_JumpIfInventory("Clip", 1, "Dive")
	JSKL A 0 A_PlaysoundEx("skullact", "Body")
	JSKL ABCBABCABCABCABCABCABC 1 ACS_ExecuteAlways(998,0)
	Goto Spawn
	Dive:
	JSKL D 16
	Goto Spawn
	Death:
	JSKL D 1 A_PlaySoundEx("skulldie", "Voice")
	JSKL D 0 A_NoBlocking
	JSKL DDDDDDDDDDDDDDDDDDDD 1 A_CustomMissile("ArchvileFirex2", 2, 0, random(0,360), 2,0)
	JSKL ZZZZZZZZZZZ 1 A_CustomMissile("ArchvileFirex2", 0, 0, random(0,360), 2,0)
	JSKL Z -1
	Stop
	Death.Creeper:
	JSKL A 0 A_PlaySoundEx("creeperattack", "Body")
	JSKL D 0 A_NoBlocking
	JSKL D 1 A_PlaySoundEx("skulldie", "Voice")
	JSKL A 0 A_GiveToTarget("Creeperheal",1)
	JSKL DDDDDDDDDDDDDDDDDDDD 1 A_CustomMissile("ArchvileFirex2", 2, 0, random(0,360), 2,0)
	JSKL ZZZZZZZZZZZ 1 A_CustomMissile("ArchvileFirex2", 0, 0, random(0,360), 2,0)
	JSKL Z -1
	Stop
	}
}

Actor JitterskullWeapon : Weapon
{
   Weapon.SelectionOrder 350
   Inventory.PickupSound ""
   Inventory.PickupMessage ""
   Obituary "%o was crunched by %k" 
   Weapon.AmmoType "GhoulAmmo"
   Weapon.AmmoGive 100
   Weapon.AmmoUse 0
   +WEAPON.NOAUTOAIM
   Weapon.Kickback 0
   Weapon.YAdjust 0
   +INVENTORY.UNDROPPABLE
   States
   {
   Spawn:
      JTRM A 1
      Stop
   Ready:
      JTRM A 0 ACS_ExecuteAlways(999,0)
      JTRM A 1 A_WeaponReady
      Loop
   Deselect:
	  JTRM A 1 A_Lower
      Loop
   Select:
      JTRM A 1 A_Raise
      Goto Select
   Fire:
     JTRM A 0 A_GiveInventory("Clip",1)
   	 JTRM A 0 A_Stop
     JTRM A 0 A_Recoil(-56)
	 JTRM A 0 A_Playweaponsound("skullattack")
	 JTRM A 0 SetPlayerProperty(0, 1, 0)
	 //JTRM AAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 45) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 55) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 65) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 75) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 85) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 95) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 105) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 115) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 125) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM AAAAAAAA 1 offset (0, 135) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 125) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 115) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 105) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 95) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 85) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 75) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 65) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 55) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 1 offset (0, 45) A_FireCustomMissile("JitterskullAttack", 0, 0 ,0)
	 JTRM A 18 offset (0, 32) SetPlayerProperty(0, 0, 0)
	 JTRM A 0 offset (0, 32) 
	 JTRM A 0 A_TakeInventory("Clip",9999)
	 goto Ready
	AltFire:
	 JTRM A 22 
	 JTRM A 0 A_ReFire
	 JTRM A 1 ACS_ExecuteAlways(999,0)
	 Goto Ready
   }
}

Actor JitterskullAttack
{
PROJECTILE
+THRUGHOST
+FORCERADIUSDMG
Speed 30
Radius 2
Height 2
Obituary "%o was crunched by %k" 
damagetype "Jitter"
damage 10
States{
Spawn:
TNT1 A 0
TNT1 A 0 A_Explode(55, 83, 0)
TNT1 A 1 A_RadiusThrust(8000, 150, 0) 
Stop
}
}
