actor Sjas : PlayerPawn
{
	Health 100
	Mass 500
	limitedtoteam 1
	player.forwardmove 0.69
	player.sidemove 0.60
	Player.Maxhealth 100
	Player.DisplayName "Sjas"
	Player.ColorRange 112, 127
	player.startitem "SjasHands"
	player.crouchsprite "SJAS"
	player.startitem "GhoulAmmo", 1
	player.startitem "achievelist", 1
	scale 0.8
	bloodcolor "Gray"
	player.soundclass "sjas"
	+NOSKIN
	+NOICEDEATH
	States
	{
	Spawn:
	SJAS B 0
	SJAS B 0 SetPlayerProperty (0, 1, 3)
	SJAS B 0 A_SetTranslucent (0.2, 0)
	SJAS B 1 
	Goto Spawn+2
	SJAS B 1 
	Goto Spawn+2
	See:
	SJAS B 0 A_PlaySoundEx("Sjasact", "Voice")
	SJAS B 0 A_SetTranslucent (0.5, 0)
	SJAS B 0 A_GiveInventory("Sjastrail",1)
	SJAS BBBBBBBBBBBBBBBBBBBBB 1 //SetPlayerProperty (0, 1, 3)
	Goto Spawn+4
	Missile:
	SJAS C 0 A_SetTranslucent (0.85, 0)
	SJAS CDCDCDCDCD 1
	SJAS C 10
	Goto Spawn+2
	Pain:
	SJAS B 1 A_PlaysoundEx("Sjaspain", "Body")
	Goto Spawn+2
	Death:
	DeathAnim:
	SJAS E 0 A_GiveToTarget("KilledMe",1)
	SJAS E 0 A_GiveToTarget("KilledSjas",1)
	SJAS E 0 A_SetTranslucent (0.85, 0)
	SJAS F 25 A_PlaysoundEx("Sjaspain", "Body")
	SJAS C 0 A_PlaysoundEx("Sjasdeath", "Body")
	SJAS C 0 A_NoBlocking
	SJAS C 0 A_Gravity
	FIRE A 0 BRIGHT A_CustomMissile("ArchvileFirex",0,0,0,2)
	FIRE A 0 BRIGHT A_CustomMissile("ArchvileFirex",0,0,30,2)
	FIRE A 0 BRIGHT A_CustomMissile("ArchvileFirex",0,0,60,2)
	FIRE A 0 BRIGHT A_CustomMissile("ArchvileFirex",0,0,90,2)
	FIRE A 0 BRIGHT A_CustomMissile("ArchvileFirex",0,0,120,2)
	FIRE A 0 BRIGHT A_CustomMissile("ArchvileFirex",0,0,150,2)
	FIRE A 0 BRIGHT A_CustomMissile("ArchvileFirex",0,0,180,2)
	FIRE A 0 BRIGHT A_CustomMissile("ArchvileFirex",0,0,-30,2)
	FIRE A 0 BRIGHT A_CustomMissile("ArchvileFirex",0,0,-60,2)
	FIRE A 0 BRIGHT A_CustomMissile("ArchvileFirex",0,0,-90,2)
	FIRE A 0 BRIGHT A_CustomMissile("ArchvileFirex",0,0,-120,2)
	FIRE A 0 BRIGHT A_CustomMissile("ArchvileFirex",0,0,-150,2)
	SJAS O -1
	Stop
	Death.Grenade:
	SJAS E 0 A_GiveToTarget("KilledG",1)
	Goto DeathAnim
	Death.CrapPlasma:
	SJAS E 0 A_GiveToTarget("Unlock9",1)
	Goto DeathAnim
	Death.Creeper:
	SJAS A 0 A_PlaySoundEx("creeperattack", "Body")
	SJAS A 0 ACS_ExecuteAlways(997,0)
	SJAS A 0 A_GiveToTarget("Creeperheal",1)
	Goto DeathAnim
	Death.ice2:
	SJAS A 0 A_GiveToTarget("Killedice2",1)
	Goto DeathAnim
	Death.fire2:
	SJAS A 0 A_GiveToTarget("Killedfire2",1)
	Goto DeathAnim
	Death.Railgun:
	SJAS A 0 A_GiveToTarget("Killedlightning",1)
	Goto DeathAnim
	}
}

actor Flight2 : ArtiFly
{
  +INVENTORY.AUTOACTIVATE
}


actor Sjastrail : PowerupGiver
{
  inventory.maxamount 0
  powerup.duration 9999999
  powerup.color "00 00 00", 0.0
  powerup.type "Speed"
  Speed 1.5
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.ALWAYSPICKUP
  states
  {
  Spawn:
    TNT1 A 6
    loop
  }
}

ACTOR PlayerSpeedTrail2 : PlayerSpeedTrail replaces PlayerSpeedTrail
{
+CLIENTSIDEONLY 
}


Actor SjasHands : Weapon
{
+WEAPON.MELEEWEAPON 
+WEAPON.DONTBOB
+INVENTORY.UNDROPPABLE
   Weapon.SelectionOrder 350
   Inventory.PickupSound ""
   Inventory.PickupMessage ""
   Obituary "%o was screamed at by %k" 
   Weapon.AmmoType "GhoulAmmo"
   Weapon.AmmoGive 100
   Weapon.AmmoUse 0
   Weapon.Kickback 100
   +WEAPON.NOAUTOAIM
   Weapon.YAdjust 0
   States
   {
   Spawn:
      TNT1 A 1
      Stop
   Ready:
      SJHA ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 A_WeaponReady
	  SJHB ABCDEFGHIJKLMNOPQRST 2 A_WeaponReady
      Loop
   Deselect:
	  SJHA A 1 A_Lower
      Loop
   Select:
      SJHA A 1 A_Raise
      Goto Select
   Fire:
   	SJHA A 0 A_Playweaponsound("Sjasattack")
	SJHA A 1 A_FireCustomMissile("SjasAttack", 0, 0 ,0)
	SJHB UVWXWVUYZ 1 //50 tics
	SJHC ABA 1
	SJHB ZY 1
	SJHB UVWXWVUYZ 2
	SJHC ABA 2
	SJHB ZY 2
	SJHA A 8
      goto Ready
   AltFire:
	SJHA A 0 A_ChangeFlag("SHOOTABLE",0)
    SJHA A 0 A_Stop
	SJHA A 0 SetPlayerProperty (0, 1, 4)
	SJHA A 0 A_GiveInventory("SjasRepulsion",1)
 	SJHA A 0 A_FireCustomMissile("SjasReflect", 0, 0 ,0)
	SJHA A 5 offset (0, 45) A_SpawnItemEx("SjasWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	SJHA A 5 offset (0, 50) A_SpawnItemEx("SjasWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	SJHA A 5 offset (0, 55) A_SpawnItemEx("SjasWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	SJHA A 5 offset (0, 60) A_SpawnItemEx("SjasWave", 14, 0, 16, 0, 0, 0, 0, 32, 0)
	SJHA A 5 offset (0, 55)
	SJHA A 5 offset (0, 50)
	SJHA A 0 SetPlayerProperty (0, 0, 4)
	SJHA A 0 A_ChangeFlag("SHOOTABLE",1)
	SJHA A 5 offset (0, 45)
	SJHA A 5 offset (0, 35)
	SJHA A 5 offset (0, 32)
	SJHA A 35 
      goto Ready
   }
}

ACTOR SjasReflect
{
- SOLID
+NOBLOCKMAP
+NOGRAVITY
height 1
radius 1
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Playsound("Sjasreflect")
Stop
}
}

ACTOR SjasWave
{
- SOLID
//+NOBLOCKMAP
+NOGRAVITY
+NOBLOOD
+SHOOTABLE
+NODAMAGE
+GHOST
+REFLECTIVE
Health 5
translation "112:127=80:95"
height 50
radius 50
mass 99999999999
scale 1.2
renderstyle translucent
alpha 1.0
States
{
Spawn:
PR2E A 0
PR2E ABCDEFGHIJKLMNO 2 bright A_FadeOut(0.04)
Stop
}
}

ACTOR SjasRepulsion : ArtiBlastRadius
{
+AUTOACTIVATE
}

Actor SjasAttack
{
damagetype "SjasScream"
PROJECTILE
Speed 2
Radius 2
Height 2
States{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(180, 130, 0)
Stop
}
}